1 |
root |
1.22 |
|
2 |
elmex |
1.1 |
/* |
3 |
|
|
* static char *rcsid_apply_c = |
4 |
root |
1.24 |
* "$Id: apply.C,v 1.23 2006-09-11 11:46:52 root Exp $"; |
5 |
elmex |
1.1 |
*/ |
6 |
root |
1.22 |
|
7 |
elmex |
1.1 |
/* |
8 |
|
|
CrossFire, A Multiplayer game for X-windows |
9 |
|
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|
10 |
|
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Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
11 |
|
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Copyright (C) 1992 Frank Tore Johansen |
12 |
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13 |
|
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This program is free software; you can redistribute it and/or modify |
14 |
|
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it under the terms of the GNU General Public License as published by |
15 |
|
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the Free Software Foundation; either version 2 of the License, or |
16 |
|
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(at your option) any later version. |
17 |
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|
18 |
|
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This program is distributed in the hope that it will be useful, |
19 |
|
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
20 |
|
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
21 |
|
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GNU General Public License for more details. |
22 |
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|
23 |
|
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You should have received a copy of the GNU General Public License |
24 |
|
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along with this program; if not, write to the Free Software |
25 |
|
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
26 |
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|
27 |
|
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The authors can be reached via e-mail to crossfire-devel@real-time.com |
28 |
|
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*/ |
29 |
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|
30 |
|
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#include <global.h> |
31 |
|
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#include <living.h> |
32 |
|
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#include <spells.h> |
33 |
|
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#include <skills.h> |
34 |
|
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#include <tod.h> |
35 |
|
|
|
36 |
|
|
#ifndef __CEXTRACT__ |
37 |
root |
1.22 |
# include <sproto.h> |
38 |
elmex |
1.1 |
#endif |
39 |
|
|
|
40 |
|
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/* Want this regardless of rplay. */ |
41 |
|
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#include <sounds.h> |
42 |
|
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|
43 |
|
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/* need math lib for double-precision and pow() in dragon_eat_flesh() */ |
44 |
|
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#include <math.h> |
45 |
|
|
|
46 |
|
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/** |
47 |
|
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* Check if op should abort moving victim because of it's race or slaying. |
48 |
|
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* Returns 1 if it should abort, returns 0 if it should continue. |
49 |
|
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*/ |
50 |
root |
1.22 |
int |
51 |
|
|
should_director_abort (object *op, object *victim) |
52 |
elmex |
1.1 |
{ |
53 |
root |
1.22 |
int arch_flag, name_flag, race_flag; |
54 |
|
|
|
55 |
|
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/* Get flags to determine what of arch, name, and race should be checked. |
56 |
|
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* This is stored in subtype, and is a bitmask, the LSB is the arch flag, |
57 |
|
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* the next is the name flag, and the last is the race flag. Also note, |
58 |
|
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* if subtype is set to zero, that also goes to defaults of all affecting |
59 |
|
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* it. Examples: |
60 |
|
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* subtype 1: only arch |
61 |
|
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* subtype 3: arch or name |
62 |
|
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* subtype 5: arch or race |
63 |
|
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* subtype 7: all three |
64 |
|
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*/ |
65 |
|
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if (op->subtype) |
66 |
|
|
{ |
67 |
|
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arch_flag = (op->subtype & 1); |
68 |
|
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name_flag = (op->subtype & 2); |
69 |
|
|
race_flag = (op->subtype & 4); |
70 |
|
|
} |
71 |
|
|
else |
72 |
|
|
{ |
73 |
|
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arch_flag = 1; |
74 |
|
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name_flag = 1; |
75 |
|
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race_flag = 1; |
76 |
|
|
} |
77 |
|
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/* If the director has race set, only affect objects with a arch, |
78 |
|
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* name or race that matches. |
79 |
|
|
*/ |
80 |
|
|
if ((op->race) && |
81 |
|
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((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && |
82 |
|
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((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && |
83 |
|
|
((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) |
84 |
|
|
{ |
85 |
|
|
return 1; |
86 |
|
|
} |
87 |
|
|
/* If the director has slaying set, only affect objects where none |
88 |
|
|
* of arch, name, or race match. |
89 |
|
|
*/ |
90 |
|
|
if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || |
91 |
|
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((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || |
92 |
|
|
((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) |
93 |
|
|
{ |
94 |
|
|
return 1; |
95 |
|
|
} |
96 |
|
|
return 0; |
97 |
elmex |
1.1 |
} |
98 |
|
|
|
99 |
|
|
/** |
100 |
|
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* This handles a player dropping money on an altar to identify stuff. |
101 |
|
|
* It'll identify marked item, if none all items up to dropped money. |
102 |
|
|
* Return value: 1 if money was destroyed, 0 if not. |
103 |
|
|
*/ |
104 |
root |
1.22 |
static int |
105 |
|
|
apply_id_altar (object *money, object *altar, object *pl) |
106 |
elmex |
1.1 |
{ |
107 |
root |
1.22 |
object *id, *marked; |
108 |
|
|
int success = 0; |
109 |
|
|
|
110 |
|
|
if (pl == NULL || pl->type != PLAYER) |
111 |
|
|
return 0; |
112 |
elmex |
1.1 |
|
113 |
root |
1.22 |
/* Check for MONEY type is a special hack - it prevents 'nothing needs |
114 |
|
|
* identifying' from being printed out more than it needs to be. |
115 |
|
|
*/ |
116 |
|
|
if (!check_altar_sacrifice (altar, money) || money->type != MONEY) |
117 |
|
|
return 0; |
118 |
elmex |
1.1 |
|
119 |
root |
1.22 |
marked = find_marked_object (pl); |
120 |
|
|
/* if the player has a marked item, identify that if it needs to be |
121 |
|
|
* identified. IF it doesn't, then go through the player inventory. |
122 |
|
|
*/ |
123 |
|
|
if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) |
124 |
|
|
{ |
125 |
|
|
if (operate_altar (altar, &money)) |
126 |
|
|
{ |
127 |
|
|
identify (marked); |
128 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); |
129 |
|
|
if (marked->msg) |
130 |
|
|
{ |
131 |
|
|
new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); |
132 |
|
|
new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); |
133 |
|
|
} |
134 |
|
|
return money == NULL; |
135 |
|
|
} |
136 |
|
|
} |
137 |
elmex |
1.1 |
|
138 |
root |
1.22 |
for (id = pl->inv; id; id = id->below) |
139 |
|
|
{ |
140 |
|
|
if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) |
141 |
|
|
{ |
142 |
|
|
if (operate_altar (altar, &money)) |
143 |
|
|
{ |
144 |
|
|
identify (id); |
145 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); |
146 |
|
|
if (id->msg) |
147 |
|
|
{ |
148 |
|
|
new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); |
149 |
|
|
new_draw_info (NDI_UNIQUE, 0, pl, id->msg); |
150 |
root |
1.14 |
} |
151 |
root |
1.22 |
success = 1; |
152 |
|
|
/* If no more money, might as well quit now */ |
153 |
|
|
if (money == NULL || !check_altar_sacrifice (altar, money)) |
154 |
|
|
break; |
155 |
|
|
} |
156 |
|
|
else |
157 |
|
|
{ |
158 |
|
|
LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); |
159 |
|
|
break; |
160 |
|
|
} |
161 |
root |
1.14 |
} |
162 |
elmex |
1.1 |
} |
163 |
root |
1.22 |
if (!success) |
164 |
|
|
new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); |
165 |
|
|
return money == NULL; |
166 |
elmex |
1.1 |
} |
167 |
|
|
|
168 |
|
|
/** |
169 |
|
|
* This checks whether the object has a "on_use_yield" field, and if so generated and drops |
170 |
|
|
* matching item. |
171 |
|
|
**/ |
172 |
root |
1.22 |
static void |
173 |
|
|
handle_apply_yield (object *tmp) |
174 |
elmex |
1.1 |
{ |
175 |
root |
1.22 |
const char *yield; |
176 |
elmex |
1.1 |
|
177 |
root |
1.22 |
yield = get_ob_key_value (tmp, "on_use_yield"); |
178 |
|
|
if (yield != NULL) |
179 |
elmex |
1.1 |
{ |
180 |
root |
1.22 |
object *drop = get_archetype (yield); |
181 |
|
|
|
182 |
|
|
if (tmp->env) |
183 |
elmex |
1.1 |
{ |
184 |
root |
1.22 |
drop = insert_ob_in_ob (drop, tmp->env); |
185 |
|
|
if (tmp->env->type == PLAYER) |
186 |
|
|
esrv_send_item (tmp->env, drop); |
187 |
elmex |
1.1 |
} |
188 |
root |
1.22 |
else |
189 |
elmex |
1.1 |
{ |
190 |
root |
1.22 |
drop->x = tmp->x; |
191 |
|
|
drop->y = tmp->y; |
192 |
|
|
insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR); |
193 |
elmex |
1.1 |
} |
194 |
|
|
} |
195 |
|
|
} |
196 |
|
|
|
197 |
|
|
/** |
198 |
|
|
* Handles applying a potion. |
199 |
|
|
*/ |
200 |
root |
1.22 |
int |
201 |
|
|
apply_potion (object *op, object *tmp) |
202 |
elmex |
1.1 |
{ |
203 |
elmex |
1.3 |
int got_one = 0, i; |
204 |
|
|
object *force = 0, *floor = 0; |
205 |
|
|
|
206 |
|
|
floor = get_map_ob (op->map, op->x, op->y); |
207 |
|
|
|
208 |
root |
1.22 |
if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) |
209 |
elmex |
1.3 |
{ |
210 |
|
|
if (op->type == PLAYER) |
211 |
root |
1.22 |
new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); |
212 |
elmex |
1.4 |
CLEAR_FLAG (tmp, FLAG_APPLIED); |
213 |
|
|
return 0; |
214 |
|
|
} |
215 |
elmex |
1.3 |
|
216 |
elmex |
1.4 |
if (op->type == PLAYER) |
217 |
|
|
{ |
218 |
|
|
if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
219 |
|
|
identify (tmp); |
220 |
|
|
} |
221 |
elmex |
1.3 |
|
222 |
elmex |
1.4 |
handle_apply_yield (tmp); |
223 |
elmex |
1.1 |
|
224 |
elmex |
1.4 |
/* Potion of restoration - only for players */ |
225 |
|
|
if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) |
226 |
|
|
{ |
227 |
|
|
object *depl; |
228 |
|
|
archetype *at; |
229 |
elmex |
1.1 |
|
230 |
elmex |
1.4 |
if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
231 |
|
|
{ |
232 |
|
|
drain_stat (op); |
233 |
|
|
fix_player (op); |
234 |
elmex |
1.3 |
decrease_ob (tmp); |
235 |
|
|
return 1; |
236 |
|
|
} |
237 |
elmex |
1.4 |
if ((at = find_archetype (ARCH_DEPLETION)) == NULL) |
238 |
|
|
{ |
239 |
|
|
LOG (llevError, "Could not find archetype depletion\n"); |
240 |
|
|
return 0; |
241 |
|
|
} |
242 |
|
|
depl = present_arch_in_ob (at, op); |
243 |
|
|
if (depl != NULL) |
244 |
|
|
{ |
245 |
|
|
for (i = 0; i < NUM_STATS; i++) |
246 |
|
|
if (get_attr_value (&depl->stats, i)) |
247 |
|
|
{ |
248 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); |
249 |
|
|
} |
250 |
|
|
remove_ob (depl); |
251 |
|
|
free_object (depl); |
252 |
|
|
fix_player (op); |
253 |
|
|
} |
254 |
|
|
else |
255 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); |
256 |
elmex |
1.1 |
|
257 |
elmex |
1.4 |
decrease_ob (tmp); |
258 |
|
|
return 1; |
259 |
|
|
} |
260 |
|
|
|
261 |
|
|
/* improvement potion - only for players */ |
262 |
|
|
if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) |
263 |
|
|
{ |
264 |
|
|
|
265 |
|
|
for (i = 1; i < MIN (11, op->level); i++) |
266 |
elmex |
1.3 |
{ |
267 |
elmex |
1.4 |
if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
268 |
elmex |
1.3 |
{ |
269 |
elmex |
1.4 |
if (op->contr->levhp[i] != 1) |
270 |
elmex |
1.3 |
{ |
271 |
elmex |
1.4 |
op->contr->levhp[i] = 1; |
272 |
|
|
break; |
273 |
elmex |
1.3 |
} |
274 |
elmex |
1.4 |
if (op->contr->levsp[i] != 1) |
275 |
elmex |
1.3 |
{ |
276 |
elmex |
1.4 |
op->contr->levsp[i] = 1; |
277 |
|
|
break; |
278 |
|
|
} |
279 |
|
|
if (op->contr->levgrace[i] != 1) |
280 |
|
|
{ |
281 |
|
|
op->contr->levgrace[i] = 1; |
282 |
|
|
break; |
283 |
elmex |
1.3 |
} |
284 |
|
|
} |
285 |
elmex |
1.4 |
else |
286 |
elmex |
1.3 |
{ |
287 |
elmex |
1.4 |
if (op->contr->levhp[i] < 9) |
288 |
|
|
{ |
289 |
|
|
op->contr->levhp[i] = 9; |
290 |
|
|
break; |
291 |
|
|
} |
292 |
|
|
if (op->contr->levsp[i] < 6) |
293 |
elmex |
1.3 |
{ |
294 |
elmex |
1.4 |
op->contr->levsp[i] = 6; |
295 |
|
|
break; |
296 |
elmex |
1.3 |
} |
297 |
elmex |
1.4 |
if (op->contr->levgrace[i] < 3) |
298 |
elmex |
1.3 |
{ |
299 |
elmex |
1.4 |
op->contr->levgrace[i] = 3; |
300 |
|
|
break; |
301 |
elmex |
1.3 |
} |
302 |
|
|
} |
303 |
|
|
} |
304 |
elmex |
1.4 |
/* Just makes checking easier */ |
305 |
|
|
if (i < MIN (11, op->level)) |
306 |
|
|
got_one = 1; |
307 |
|
|
if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) |
308 |
elmex |
1.3 |
{ |
309 |
elmex |
1.4 |
if (got_one) |
310 |
elmex |
1.3 |
{ |
311 |
elmex |
1.4 |
fix_player (op); |
312 |
root |
1.22 |
new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); |
313 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); |
314 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); |
315 |
elmex |
1.3 |
} |
316 |
|
|
else |
317 |
root |
1.22 |
new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); |
318 |
elmex |
1.3 |
} |
319 |
elmex |
1.4 |
else |
320 |
|
|
{ /* cursed potion */ |
321 |
|
|
if (got_one) |
322 |
elmex |
1.3 |
{ |
323 |
elmex |
1.4 |
fix_player (op); |
324 |
root |
1.22 |
new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); |
325 |
elmex |
1.3 |
} |
326 |
elmex |
1.4 |
else |
327 |
root |
1.22 |
new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); |
328 |
elmex |
1.3 |
} |
329 |
elmex |
1.4 |
decrease_ob (tmp); |
330 |
|
|
return 1; |
331 |
|
|
} |
332 |
|
|
|
333 |
|
|
|
334 |
|
|
/* A potion that casts a spell. Healing, restore spellpoint (power potion) |
335 |
|
|
* and heroism all fit into this category. Given the spell object code, |
336 |
|
|
* there is no limit to the number of spells that potions can be cast, |
337 |
|
|
* but direction is problematic to try and imbue fireball potions for example. |
338 |
|
|
*/ |
339 |
|
|
if (tmp->inv) |
340 |
|
|
{ |
341 |
|
|
if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
342 |
elmex |
1.3 |
{ |
343 |
elmex |
1.4 |
object *fball; |
344 |
|
|
|
345 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); |
346 |
|
|
/* Explodes a fireball centered at player */ |
347 |
|
|
fball = get_archetype (EXPLODING_FIREBALL); |
348 |
root |
1.22 |
fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; |
349 |
|
|
fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; |
350 |
elmex |
1.4 |
fball->x = op->x; |
351 |
|
|
fball->y = op->y; |
352 |
|
|
insert_ob_in_map (fball, op->map, NULL, 0); |
353 |
elmex |
1.3 |
} |
354 |
elmex |
1.4 |
else |
355 |
|
|
cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
356 |
elmex |
1.1 |
|
357 |
elmex |
1.4 |
decrease_ob (tmp); |
358 |
|
|
/* if youre dead, no point in doing this... */ |
359 |
|
|
if (!QUERY_FLAG (op, FLAG_REMOVED)) |
360 |
|
|
fix_player (op); |
361 |
|
|
return 1; |
362 |
|
|
} |
363 |
|
|
|
364 |
|
|
/* Deal with protection potions */ |
365 |
|
|
force = NULL; |
366 |
|
|
for (i = 0; i < NROFATTACKS; i++) |
367 |
|
|
{ |
368 |
|
|
if (tmp->resist[i]) |
369 |
|
|
{ |
370 |
|
|
if (!force) |
371 |
|
|
force = get_archetype (FORCE_NAME); |
372 |
|
|
memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); |
373 |
|
|
force->type = POTION_EFFECT; |
374 |
|
|
break; /* Only need to find one protection since we copy entire batch */ |
375 |
elmex |
1.3 |
} |
376 |
elmex |
1.1 |
} |
377 |
elmex |
1.4 |
/* This is a protection potion */ |
378 |
|
|
if (force) |
379 |
elmex |
1.3 |
{ |
380 |
elmex |
1.4 |
/* cursed items last longer */ |
381 |
|
|
if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
382 |
|
|
{ |
383 |
|
|
force->stats.food *= 10; |
384 |
|
|
for (i = 0; i < NROFATTACKS; i++) |
385 |
|
|
if (force->resist[i] > 0) |
386 |
|
|
force->resist[i] = -force->resist[i]; /* prot => vuln */ |
387 |
|
|
} |
388 |
|
|
force->speed_left = -1; |
389 |
|
|
force = insert_ob_in_ob (force, op); |
390 |
|
|
CLEAR_FLAG (tmp, FLAG_APPLIED); |
391 |
|
|
SET_FLAG (force, FLAG_APPLIED); |
392 |
|
|
change_abil (op, force); |
393 |
|
|
decrease_ob (tmp); |
394 |
|
|
return 1; |
395 |
|
|
} |
396 |
|
|
|
397 |
|
|
/* Only thing left are the stat potions */ |
398 |
|
|
if (op->type == PLAYER) |
399 |
|
|
{ /* only for players */ |
400 |
root |
1.22 |
if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) |
401 |
elmex |
1.4 |
CLEAR_FLAG (tmp, FLAG_APPLIED); |
402 |
|
|
else |
403 |
|
|
SET_FLAG (tmp, FLAG_APPLIED); |
404 |
|
|
if (!change_abil (op, tmp)) |
405 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); |
406 |
elmex |
1.1 |
} |
407 |
|
|
|
408 |
elmex |
1.3 |
/* CLEAR_FLAG is so that if the character has other potions |
409 |
|
|
* that were grouped with the one consumed, his |
410 |
|
|
* stat will not be raised by them. fix_player just clears |
411 |
|
|
* up all the stats. |
412 |
|
|
*/ |
413 |
|
|
CLEAR_FLAG (tmp, FLAG_APPLIED); |
414 |
|
|
fix_player (op); |
415 |
|
|
decrease_ob (tmp); |
416 |
|
|
return 1; |
417 |
elmex |
1.1 |
} |
418 |
|
|
|
419 |
|
|
/**************************************************************************** |
420 |
|
|
* Weapon improvement code follows |
421 |
|
|
****************************************************************************/ |
422 |
|
|
|
423 |
|
|
/** |
424 |
|
|
* This returns the sum of nrof of item (arch name). |
425 |
|
|
*/ |
426 |
root |
1.22 |
static int |
427 |
|
|
check_item (object *op, const char *item) |
428 |
elmex |
1.1 |
{ |
429 |
root |
1.22 |
int count = 0; |
430 |
elmex |
1.1 |
|
431 |
|
|
|
432 |
root |
1.22 |
if (item == NULL) |
433 |
|
|
return 0; |
434 |
|
|
op = op->below; |
435 |
|
|
while (op != NULL) |
436 |
|
|
{ |
437 |
|
|
if (strcmp (op->arch->name, item) == 0) |
438 |
|
|
{ |
439 |
root |
1.14 |
if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) |
440 |
root |
1.22 |
/* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) |
441 |
root |
1.14 |
{ |
442 |
root |
1.22 |
if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ |
443 |
root |
1.14 |
count++; |
444 |
|
|
else |
445 |
|
|
count += op->nrof; |
446 |
|
|
} |
447 |
root |
1.22 |
} |
448 |
|
|
op = op->below; |
449 |
elmex |
1.1 |
} |
450 |
|
|
return count; |
451 |
|
|
} |
452 |
|
|
|
453 |
|
|
/** |
454 |
|
|
* This removes 'nrof' of what item->slaying says to remove. |
455 |
|
|
* op is typically the player, which is only |
456 |
|
|
* really used to determine what space to look at. |
457 |
|
|
* Modified to only eat 'nrof' of objects. |
458 |
|
|
*/ |
459 |
root |
1.22 |
static void |
460 |
|
|
eat_item (object *op, const char *item, uint32 nrof) |
461 |
elmex |
1.1 |
{ |
462 |
root |
1.22 |
object *prev; |
463 |
elmex |
1.1 |
|
464 |
root |
1.22 |
prev = op; |
465 |
|
|
op = op->below; |
466 |
elmex |
1.1 |
|
467 |
root |
1.22 |
while (op != NULL) |
468 |
|
|
{ |
469 |
|
|
if (strcmp (op->arch->name, item) == 0) |
470 |
|
|
{ |
471 |
|
|
if (op->nrof >= nrof) |
472 |
|
|
{ |
473 |
|
|
decrease_ob_nr (op, nrof); |
474 |
|
|
return; |
475 |
|
|
} |
476 |
|
|
else |
477 |
|
|
{ |
478 |
|
|
decrease_ob_nr (op, op->nrof); |
479 |
|
|
nrof -= op->nrof; |
480 |
root |
1.14 |
} |
481 |
root |
1.22 |
op = prev; |
482 |
root |
1.14 |
} |
483 |
root |
1.22 |
prev = op; |
484 |
|
|
op = op->below; |
485 |
elmex |
1.1 |
} |
486 |
|
|
} |
487 |
|
|
|
488 |
|
|
/** |
489 |
|
|
* This checks to see of the player (who) is sufficient level to use a weapon |
490 |
|
|
* with improvs improvements (typically last_eat). We take an int here |
491 |
|
|
* instead of the object so that the improvement code can pass along the |
492 |
|
|
* increased value to see if the object is usuable. |
493 |
|
|
* we return 1 (true) if the player can use the weapon. |
494 |
|
|
*/ |
495 |
root |
1.22 |
static int |
496 |
|
|
check_weapon_power (const object *who, int improvs) |
497 |
elmex |
1.1 |
{ |
498 |
root |
1.22 |
|
499 |
elmex |
1.1 |
/* Old code is below (commented out). Basically, since weapons are the only |
500 |
|
|
* object players really have any control to improve, it's a bit harsh to |
501 |
|
|
* require high level in some combat skill, so we just use overall level. |
502 |
|
|
*/ |
503 |
|
|
#if 1 |
504 |
root |
1.22 |
if (((who->level / 5) + 5) >= improvs) |
505 |
|
|
return 1; |
506 |
|
|
else |
507 |
|
|
return 0; |
508 |
elmex |
1.1 |
|
509 |
|
|
#else |
510 |
root |
1.22 |
int level = 0; |
511 |
|
|
|
512 |
|
|
/* The skill system hands out wc and dam bonuses to fighters |
513 |
|
|
* more generously than the old system (see fix_player). Thus |
514 |
|
|
* we need to curtail the power of player enchanted weapons. |
515 |
|
|
* I changed this to 1 improvement per "fighter" level/5 -b.t. |
516 |
|
|
* Note: Nothing should break by allowing this ratio to be different or |
517 |
|
|
* using normal level - it is just a matter of play balance. |
518 |
|
|
*/ |
519 |
|
|
if (who->type == PLAYER) |
520 |
|
|
{ |
521 |
|
|
object *wc_obj = NULL; |
522 |
elmex |
1.1 |
|
523 |
root |
1.22 |
for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below) |
524 |
|
|
if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level) |
525 |
|
|
level = wc_obj->level; |
526 |
|
|
|
527 |
|
|
if (!level) |
528 |
|
|
{ |
529 |
|
|
LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name); |
530 |
|
|
level = who->level; |
531 |
root |
1.14 |
} |
532 |
elmex |
1.1 |
} |
533 |
root |
1.22 |
else |
534 |
|
|
level = who->level; |
535 |
elmex |
1.1 |
|
536 |
root |
1.22 |
return (improvs <= ((level / 5) + 5)); |
537 |
elmex |
1.1 |
#endif |
538 |
|
|
} |
539 |
|
|
|
540 |
|
|
/** |
541 |
|
|
* Returns how many items of type improver->slaying there are under op. |
542 |
|
|
* Will display a message if none found, and 1 if improver->slaying is NULL. |
543 |
|
|
*/ |
544 |
root |
1.22 |
static int |
545 |
|
|
check_sacrifice (object *op, const object *improver) |
546 |
elmex |
1.1 |
{ |
547 |
root |
1.22 |
int count = 0; |
548 |
|
|
|
549 |
|
|
if (improver->slaying != NULL) |
550 |
|
|
{ |
551 |
|
|
count = check_item (op, improver->slaying); |
552 |
|
|
if (count < 1) |
553 |
|
|
{ |
554 |
|
|
char buf[200]; |
555 |
elmex |
1.1 |
|
556 |
root |
1.22 |
sprintf (buf, "The gods want more %ss", &improver->slaying); |
557 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, buf); |
558 |
|
|
return 0; |
559 |
root |
1.14 |
} |
560 |
elmex |
1.1 |
} |
561 |
root |
1.22 |
else |
562 |
|
|
count = 1; |
563 |
elmex |
1.1 |
|
564 |
root |
1.22 |
return count; |
565 |
elmex |
1.1 |
} |
566 |
|
|
|
567 |
|
|
/** |
568 |
|
|
* Actually improves the weapon, and tells user. |
569 |
|
|
*/ |
570 |
root |
1.22 |
int |
571 |
|
|
improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) |
572 |
elmex |
1.1 |
{ |
573 |
|
|
|
574 |
root |
1.22 |
new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted."); |
575 |
elmex |
1.1 |
*stat += sacrifice_count; |
576 |
|
|
weapon->last_eat++; |
577 |
root |
1.22 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); |
578 |
|
|
decrease_ob (improver); |
579 |
elmex |
1.1 |
|
580 |
|
|
/* So it updates the players stats and the window */ |
581 |
root |
1.22 |
fix_player (op); |
582 |
elmex |
1.1 |
return 1; |
583 |
|
|
} |
584 |
|
|
|
585 |
|
|
/* Types of improvements, hidden in the sp field. */ |
586 |
|
|
#define IMPROVE_PREPARE 1 |
587 |
|
|
#define IMPROVE_DAMAGE 2 |
588 |
|
|
#define IMPROVE_WEIGHT 3 |
589 |
|
|
#define IMPROVE_ENCHANT 4 |
590 |
|
|
#define IMPROVE_STR 5 |
591 |
|
|
#define IMPROVE_DEX 6 |
592 |
|
|
#define IMPROVE_CON 7 |
593 |
|
|
#define IMPROVE_WIS 8 |
594 |
|
|
#define IMPROVE_CHA 9 |
595 |
|
|
#define IMPROVE_INT 10 |
596 |
|
|
#define IMPROVE_POW 11 |
597 |
|
|
|
598 |
|
|
|
599 |
|
|
/** |
600 |
|
|
* This does the prepare weapon scroll. |
601 |
|
|
* Checks for sacrifice, and so on. |
602 |
|
|
*/ |
603 |
|
|
|
604 |
root |
1.22 |
int |
605 |
|
|
prepare_weapon (object *op, object *improver, object *weapon) |
606 |
elmex |
1.1 |
{ |
607 |
root |
1.22 |
int sacrifice_count, i; |
608 |
|
|
char buf[MAX_BUF]; |
609 |
elmex |
1.1 |
|
610 |
root |
1.22 |
if (weapon->level != 0) |
611 |
|
|
{ |
612 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); |
613 |
elmex |
1.1 |
return 0; |
614 |
|
|
} |
615 |
root |
1.22 |
for (i = 0; i < NROFATTACKS; i++) |
616 |
|
|
if (weapon->resist[i]) |
617 |
|
|
break; |
618 |
elmex |
1.1 |
|
619 |
root |
1.22 |
/* If we break out, i will be less than nrofattacks, preventing |
620 |
|
|
* improvement of items that already have protections. |
621 |
|
|
*/ |
622 |
|
|
if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ |
623 |
|
|
(weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ |
624 |
|
|
weapon->stats.exp || /* speed */ |
625 |
|
|
weapon->stats.ac) /* AC - only taifu's I think */ |
626 |
elmex |
1.1 |
{ |
627 |
root |
1.22 |
new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); |
628 |
elmex |
1.1 |
return 0; |
629 |
|
|
} |
630 |
root |
1.22 |
sacrifice_count = check_sacrifice (op, improver); |
631 |
|
|
if (sacrifice_count <= 0) |
632 |
|
|
return 0; |
633 |
|
|
weapon->level = isqrt (sacrifice_count); |
634 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted."); |
635 |
|
|
eat_item (op, improver->slaying, sacrifice_count); |
636 |
|
|
|
637 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); |
638 |
|
|
|
639 |
|
|
sprintf (buf, "%s's %s", &op->name, &weapon->name); |
640 |
|
|
weapon->name = weapon->name_pl = buf; |
641 |
|
|
weapon->nrof = 0; /* prevents preparing n weapons in the same |
642 |
|
|
slot at once! */ |
643 |
|
|
decrease_ob (improver); |
644 |
|
|
weapon->last_eat = 0; |
645 |
|
|
return 1; |
646 |
elmex |
1.1 |
} |
647 |
|
|
|
648 |
|
|
|
649 |
|
|
/** |
650 |
|
|
* Does the dirty job for 'improve weapon' scroll, prepare or add something. |
651 |
|
|
* This is the new improve weapon code. |
652 |
|
|
* Returns 0 if it was not able to work for some reason. |
653 |
|
|
* |
654 |
|
|
* Checks if weapon was prepared, if enough potions on the floor, ... |
655 |
|
|
* |
656 |
|
|
* We are hiding extra information about the weapon in the level and |
657 |
|
|
* last_eat numbers for an object. Hopefully this won't break anything ?? |
658 |
|
|
* level == max improve last_eat == current improve |
659 |
|
|
*/ |
660 |
root |
1.22 |
int |
661 |
|
|
improve_weapon (object *op, object *improver, object *weapon) |
662 |
elmex |
1.1 |
{ |
663 |
root |
1.22 |
int sacrifice_count, sacrifice_needed = 0; |
664 |
elmex |
1.1 |
|
665 |
root |
1.22 |
if (improver->stats.sp == IMPROVE_PREPARE) |
666 |
|
|
{ |
667 |
|
|
return prepare_weapon (op, improver, weapon); |
668 |
|
|
} |
669 |
|
|
if (weapon->level == 0) |
670 |
|
|
{ |
671 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); |
672 |
|
|
return 0; |
673 |
|
|
} |
674 |
|
|
if (weapon->level == weapon->last_eat && weapon->item_power >= 100) |
675 |
|
|
{ |
676 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); |
677 |
|
|
return 0; |
678 |
|
|
} |
679 |
|
|
if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) |
680 |
|
|
{ |
681 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); |
682 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); |
683 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); |
684 |
|
|
return 0; |
685 |
|
|
} |
686 |
elmex |
1.1 |
/* This just increases damage by 5 points, no matter what. No sacrifice |
687 |
|
|
* is needed. Since stats.dam is now a 16 bit value and not 8 bit, |
688 |
|
|
* don't put any maximum value on damage - the limit is how much the |
689 |
|
|
* weapon can be improved. |
690 |
|
|
*/ |
691 |
root |
1.22 |
if (improver->stats.sp == IMPROVE_DAMAGE) |
692 |
|
|
{ |
693 |
|
|
weapon->stats.dam += 5; |
694 |
|
|
weapon->weight += 5000; /* 5 KG's */ |
695 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); |
696 |
|
|
weapon->last_eat++; |
697 |
|
|
|
698 |
|
|
weapon->item_power++; |
699 |
|
|
decrease_ob (improver); |
700 |
|
|
return 1; |
701 |
|
|
} |
702 |
|
|
if (improver->stats.sp == IMPROVE_WEIGHT) |
703 |
|
|
{ |
704 |
|
|
/* Reduce weight by 20% */ |
705 |
|
|
weapon->weight = (weapon->weight * 8) / 10; |
706 |
|
|
if (weapon->weight < 1) |
707 |
|
|
weapon->weight = 1; |
708 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); |
709 |
|
|
weapon->last_eat++; |
710 |
|
|
weapon->item_power++; |
711 |
|
|
decrease_ob (improver); |
712 |
|
|
return 1; |
713 |
|
|
} |
714 |
|
|
if (improver->stats.sp == IMPROVE_ENCHANT) |
715 |
|
|
{ |
716 |
|
|
weapon->magic++; |
717 |
|
|
weapon->last_eat++; |
718 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); |
719 |
|
|
decrease_ob (improver); |
720 |
|
|
weapon->item_power++; |
721 |
|
|
return 1; |
722 |
|
|
} |
723 |
root |
1.14 |
|
724 |
root |
1.22 |
sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + |
725 |
|
|
weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis; |
726 |
|
|
|
727 |
|
|
if (sacrifice_needed < 1) |
728 |
|
|
sacrifice_needed = 1; |
729 |
|
|
sacrifice_needed *= 2; |
730 |
elmex |
1.1 |
|
731 |
root |
1.22 |
sacrifice_count = check_sacrifice (op, improver); |
732 |
|
|
if (sacrifice_count < sacrifice_needed) |
733 |
|
|
{ |
734 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); |
735 |
|
|
return 0; |
736 |
|
|
} |
737 |
|
|
eat_item (op, improver->slaying, sacrifice_needed); |
738 |
elmex |
1.1 |
weapon->item_power++; |
739 |
|
|
|
740 |
root |
1.22 |
switch (improver->stats.sp) |
741 |
|
|
{ |
742 |
root |
1.24 |
case IMPROVE_STR: |
743 |
|
|
return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); |
744 |
|
|
case IMPROVE_DEX: |
745 |
|
|
return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); |
746 |
|
|
case IMPROVE_CON: |
747 |
|
|
return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); |
748 |
|
|
case IMPROVE_WIS: |
749 |
|
|
return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); |
750 |
|
|
case IMPROVE_CHA: |
751 |
|
|
return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); |
752 |
|
|
case IMPROVE_INT: |
753 |
|
|
return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); |
754 |
|
|
case IMPROVE_POW: |
755 |
|
|
return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); |
756 |
|
|
default: |
757 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); |
758 |
root |
1.22 |
} |
759 |
|
|
LOG (llevError, "improve_weapon: Got to end of function\n"); |
760 |
elmex |
1.1 |
return 0; |
761 |
|
|
} |
762 |
|
|
|
763 |
|
|
/** |
764 |
|
|
* Handles the applying of improve/prepare/enchant weapon scroll. |
765 |
|
|
* Checks a few things (not on a non-magic square, marked weapon, ...), |
766 |
|
|
* then calls improve_weapon to do the dirty work. |
767 |
|
|
*/ |
768 |
root |
1.22 |
int |
769 |
|
|
check_improve_weapon (object *op, object *tmp) |
770 |
elmex |
1.1 |
{ |
771 |
root |
1.22 |
object *otmp; |
772 |
elmex |
1.1 |
|
773 |
root |
1.22 |
if (op->type != PLAYER) |
774 |
|
|
return 0; |
775 |
|
|
if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) |
776 |
|
|
{ |
777 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); |
778 |
elmex |
1.1 |
return 0; |
779 |
|
|
} |
780 |
root |
1.22 |
otmp = find_marked_object (op); |
781 |
|
|
if (!otmp) |
782 |
|
|
{ |
783 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); |
784 |
elmex |
1.1 |
return 0; |
785 |
|
|
} |
786 |
root |
1.22 |
if (otmp->type != WEAPON && otmp->type != BOW) |
787 |
|
|
{ |
788 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); |
789 |
elmex |
1.1 |
return 0; |
790 |
|
|
} |
791 |
root |
1.22 |
new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); |
792 |
|
|
improve_weapon (op, tmp, otmp); |
793 |
|
|
esrv_send_item (op, otmp); |
794 |
|
|
return 1; |
795 |
elmex |
1.1 |
} |
796 |
|
|
|
797 |
|
|
/** |
798 |
|
|
* This code deals with the armour improvment scrolls. |
799 |
|
|
* Change limits on improvement - let players go up to |
800 |
|
|
* +5 no matter what level, but they are limited by item |
801 |
|
|
* power. |
802 |
|
|
* Try to use same improvement code as in the common/treasure.c |
803 |
|
|
* file, so that if you make a +2 full helm, it will be just |
804 |
|
|
* the same as one you find in a shop. |
805 |
|
|
* |
806 |
|
|
* deprecated comment: |
807 |
|
|
* this code is by b.t. (thomas@nomad.astro.psu.edu) - |
808 |
|
|
* only 'enchantment' of armour is possible - improving |
809 |
|
|
* the stats of a player w/ armour as well as a weapon |
810 |
|
|
* will probably horribly unbalance the game. Magic enchanting |
811 |
|
|
* depends on the level of the character - ie the plus |
812 |
|
|
* value (magic) of the armour can never be increased beyond |
813 |
|
|
* the level of the character / 10 -- rounding upish, nor may |
814 |
|
|
* the armour value of the piece of equipment exceed either |
815 |
|
|
* the users level or 90) |
816 |
|
|
* Modified by MSW for partial resistance. Only support |
817 |
|
|
* changing of physical area right now. |
818 |
|
|
*/ |
819 |
root |
1.22 |
int |
820 |
|
|
improve_armour (object *op, object *improver, object *armour) |
821 |
elmex |
1.1 |
{ |
822 |
root |
1.22 |
object *tmp; |
823 |
elmex |
1.1 |
|
824 |
root |
1.22 |
if (armour->magic >= settings.armor_max_enchant) |
825 |
|
|
{ |
826 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); |
827 |
|
|
return 0; |
828 |
elmex |
1.1 |
} |
829 |
root |
1.22 |
/* Dealing with random artifact armor is a lot trickier (in terms of value, weight, |
830 |
|
|
* etc), so take the easy way out and don't worry about it. |
831 |
|
|
* Note - maybe add scrolls which make the random artifact versions (eg, armour |
832 |
|
|
* of gnarg and what not?) |
833 |
|
|
*/ |
834 |
|
|
if (armour->title) |
835 |
|
|
{ |
836 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); |
837 |
|
|
return 0; |
838 |
elmex |
1.1 |
} |
839 |
|
|
|
840 |
root |
1.22 |
/* Split objects if needed. Can't insert tmp until the |
841 |
|
|
* end of this function - otherwise it will just re-merge. |
842 |
|
|
*/ |
843 |
|
|
if (armour->nrof > 1) |
844 |
|
|
tmp = get_split_ob (armour, armour->nrof - 1); |
845 |
|
|
else |
846 |
|
|
tmp = NULL; |
847 |
|
|
|
848 |
|
|
armour->magic++; |
849 |
|
|
|
850 |
|
|
if (!settings.armor_speed_linear) |
851 |
|
|
{ |
852 |
|
|
int base = 100; |
853 |
|
|
int pow = 0; |
854 |
elmex |
1.1 |
|
855 |
root |
1.22 |
while (pow < armour->magic) |
856 |
elmex |
1.1 |
{ |
857 |
root |
1.22 |
base = base - (base * settings.armor_speed_improvement) / 100; |
858 |
|
|
pow++; |
859 |
elmex |
1.1 |
} |
860 |
|
|
|
861 |
root |
1.22 |
ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; |
862 |
|
|
} |
863 |
|
|
else |
864 |
|
|
ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; |
865 |
elmex |
1.1 |
|
866 |
root |
1.22 |
if (!settings.armor_weight_linear) |
867 |
|
|
{ |
868 |
|
|
int base = 100; |
869 |
|
|
int pow = 0; |
870 |
elmex |
1.1 |
|
871 |
root |
1.22 |
while (pow < armour->magic) |
872 |
elmex |
1.1 |
{ |
873 |
root |
1.22 |
base = base - (base * settings.armor_weight_reduction) / 100; |
874 |
|
|
pow++; |
875 |
elmex |
1.1 |
} |
876 |
|
|
|
877 |
root |
1.22 |
armour->weight = (armour->arch->clone.weight * base) / 100; |
878 |
|
|
} |
879 |
|
|
else |
880 |
|
|
armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; |
881 |
|
|
|
882 |
|
|
if (armour->weight <= 0) |
883 |
|
|
{ |
884 |
|
|
LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); |
885 |
|
|
armour->weight = 1; |
886 |
|
|
} |
887 |
|
|
|
888 |
|
|
armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); |
889 |
elmex |
1.1 |
|
890 |
root |
1.22 |
if (op->type == PLAYER) |
891 |
|
|
{ |
892 |
|
|
esrv_send_item (op, armour); |
893 |
|
|
if (QUERY_FLAG (armour, FLAG_APPLIED)) |
894 |
|
|
fix_player (op); |
895 |
elmex |
1.1 |
} |
896 |
root |
1.22 |
decrease_ob (improver); |
897 |
|
|
if (tmp) |
898 |
|
|
{ |
899 |
|
|
insert_ob_in_ob (tmp, op); |
900 |
|
|
esrv_send_item (op, tmp); |
901 |
elmex |
1.1 |
} |
902 |
root |
1.22 |
return 1; |
903 |
elmex |
1.1 |
} |
904 |
|
|
|
905 |
|
|
|
906 |
|
|
/* |
907 |
|
|
* convert_item() returns 1 if anything was converted, 0 if the item was not |
908 |
|
|
* what the converter wants, -1 if the converter is broken. |
909 |
|
|
*/ |
910 |
|
|
#define CONV_FROM(xyz) xyz->slaying |
911 |
|
|
#define CONV_TO(xyz) xyz->other_arch |
912 |
|
|
#define CONV_NR(xyz) xyz->stats.sp |
913 |
|
|
#define CONV_NEED(xyz) xyz->stats.food |
914 |
|
|
|
915 |
|
|
/* Takes one items and makes another. |
916 |
|
|
* converter is the object that is doing the conversion. |
917 |
|
|
* item is the object that triggered the converter - if it is not |
918 |
|
|
* what the converter wants, this will not do anything. |
919 |
|
|
*/ |
920 |
root |
1.22 |
int |
921 |
|
|
convert_item (object *item, object *converter) |
922 |
|
|
{ |
923 |
|
|
int nr = 0; |
924 |
|
|
uint32 price_in; |
925 |
|
|
|
926 |
|
|
/* We make some assumptions - we assume if it takes money as it type, |
927 |
|
|
* it wants some amount. We don't make change (ie, if something costs |
928 |
|
|
* 3 gp and player drops a platinum, tough luck) |
929 |
|
|
*/ |
930 |
|
|
if (!strcmp (CONV_FROM (converter), "money")) |
931 |
|
|
{ |
932 |
|
|
int cost; |
933 |
|
|
|
934 |
|
|
if (item->type != MONEY) |
935 |
|
|
return 0; |
936 |
|
|
|
937 |
|
|
nr = (item->nrof * item->value) / CONV_NEED (converter); |
938 |
|
|
if (!nr) |
939 |
|
|
return 0; |
940 |
|
|
cost = nr * CONV_NEED (converter) / item->value; |
941 |
|
|
/* take into account rounding errors */ |
942 |
|
|
if (nr * CONV_NEED (converter) % item->value) |
943 |
|
|
cost++; |
944 |
|
|
decrease_ob_nr (item, cost); |
945 |
elmex |
1.1 |
|
946 |
root |
1.22 |
price_in = cost * item->value; |
947 |
|
|
} |
948 |
|
|
else |
949 |
|
|
{ |
950 |
|
|
if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || |
951 |
|
|
(CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) |
952 |
|
|
return 0; |
953 |
elmex |
1.1 |
|
954 |
root |
1.22 |
if (CONV_NEED (converter)) |
955 |
|
|
{ |
956 |
|
|
nr = item->nrof / CONV_NEED (converter); |
957 |
|
|
decrease_ob_nr (item, nr * CONV_NEED (converter)); |
958 |
|
|
price_in = nr * CONV_NEED (converter) * item->value; |
959 |
|
|
} |
960 |
|
|
else |
961 |
|
|
{ |
962 |
|
|
price_in = item->value; |
963 |
|
|
remove_ob (item); |
964 |
|
|
free_object (item); |
965 |
|
|
} |
966 |
|
|
} |
967 |
root |
1.14 |
|
968 |
root |
1.22 |
if (converter->inv != NULL) |
969 |
|
|
{ |
970 |
|
|
object *ob; |
971 |
|
|
int i; |
972 |
|
|
object *ob_to_copy; |
973 |
|
|
|
974 |
|
|
/* select random object from inventory to copy */ |
975 |
|
|
ob_to_copy = converter->inv; |
976 |
|
|
for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) |
977 |
|
|
{ |
978 |
|
|
if (rndm (0, i) == 0) |
979 |
|
|
{ |
980 |
|
|
ob_to_copy = ob; |
981 |
|
|
} |
982 |
root |
1.14 |
} |
983 |
root |
1.22 |
item = object_create_clone (ob_to_copy); |
984 |
|
|
CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); |
985 |
|
|
unflag_inv (item, FLAG_IS_A_TEMPLATE); |
986 |
elmex |
1.1 |
} |
987 |
root |
1.22 |
else |
988 |
|
|
{ |
989 |
|
|
if (converter->other_arch == NULL) |
990 |
|
|
{ |
991 |
|
|
LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", |
992 |
|
|
&converter->name, converter->map->path, converter->x, converter->y); |
993 |
|
|
return -1; |
994 |
|
|
} |
995 |
|
|
|
996 |
|
|
item = object_create_arch (converter->other_arch); |
997 |
|
|
fix_generated_item (item, converter, 0, 0, GT_MINIMAL); |
998 |
|
|
} |
999 |
|
|
|
1000 |
|
|
if (CONV_NR (converter)) |
1001 |
|
|
item->nrof = CONV_NR (converter); |
1002 |
|
|
if (nr) |
1003 |
|
|
item->nrof *= nr; |
1004 |
|
|
if (is_in_shop (converter)) |
1005 |
|
|
SET_FLAG (item, FLAG_UNPAID); |
1006 |
|
|
else if (price_in < item->nrof * item->value) |
1007 |
|
|
{ |
1008 |
|
|
LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", |
1009 |
|
|
&converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); |
1010 |
elmex |
1.1 |
|
1011 |
|
|
/** |
1012 |
|
|
* elmex: we are going to let the game continue, as the mapcreator |
1013 |
|
|
* propably had something in mind when doing this |
1014 |
|
|
*/ |
1015 |
|
|
} |
1016 |
root |
1.22 |
insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); |
1017 |
|
|
return 1; |
1018 |
elmex |
1.1 |
} |
1019 |
root |
1.22 |
|
1020 |
elmex |
1.1 |
/** |
1021 |
|
|
* Handle apply on containers. |
1022 |
|
|
* By Eneq(@csd.uu.se). |
1023 |
|
|
* Moved to own function and added many features [Tero.Haatanen@lut.fi] |
1024 |
|
|
* added the alchemical cauldron to the code -b.t. |
1025 |
|
|
*/ |
1026 |
|
|
|
1027 |
root |
1.22 |
int |
1028 |
|
|
apply_container (object *op, object *sack) |
1029 |
elmex |
1.1 |
{ |
1030 |
root |
1.22 |
char buf[MAX_BUF]; |
1031 |
|
|
object *tmp; |
1032 |
elmex |
1.1 |
|
1033 |
root |
1.22 |
if (op->type != PLAYER) |
1034 |
|
|
return 0; /* This might change */ |
1035 |
elmex |
1.1 |
|
1036 |
root |
1.22 |
if (sack == NULL || sack->type != CONTAINER) |
1037 |
|
|
{ |
1038 |
|
|
LOG (llevError, "apply_container: %s is not container!\n", &sack->name); |
1039 |
|
|
return 0; |
1040 |
elmex |
1.1 |
} |
1041 |
root |
1.22 |
op->contr->last_used = NULL; |
1042 |
|
|
op->contr->last_used_id = 0; |
1043 |
elmex |
1.1 |
|
1044 |
root |
1.22 |
if (sack->env != op) |
1045 |
|
|
{ |
1046 |
|
|
if (sack->other_arch == NULL || sack->env != NULL) |
1047 |
|
|
{ |
1048 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); |
1049 |
|
|
return 1; |
1050 |
|
|
} |
1051 |
|
|
/* It's on the ground, the problems begin */ |
1052 |
|
|
if (op->container != sack) |
1053 |
|
|
{ |
1054 |
|
|
/* it's closed OR some player has opened it */ |
1055 |
|
|
if (QUERY_FLAG (sack, FLAG_APPLIED)) |
1056 |
|
|
{ |
1057 |
|
|
for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above); |
1058 |
|
|
if (tmp) |
1059 |
|
|
{ |
1060 |
|
|
/* some other player have opened it */ |
1061 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); |
1062 |
|
|
return 1; |
1063 |
|
|
} |
1064 |
|
|
} |
1065 |
root |
1.14 |
} |
1066 |
root |
1.22 |
if (QUERY_FLAG (sack, FLAG_APPLIED)) |
1067 |
|
|
{ |
1068 |
|
|
if (op->container == NULL) |
1069 |
|
|
{ |
1070 |
|
|
tmp = arch_to_object (sack->other_arch); |
1071 |
|
|
/* not good, but insert_ob_in_ob() is too smart */ |
1072 |
|
|
CLEAR_FLAG (tmp, FLAG_REMOVED); |
1073 |
|
|
tmp->x = tmp->y = 0; |
1074 |
|
|
tmp->map = NULL; |
1075 |
|
|
tmp->env = sack; |
1076 |
|
|
if (sack->inv) |
1077 |
|
|
sack->inv->above = tmp; |
1078 |
|
|
tmp->below = sack->inv; |
1079 |
|
|
tmp->above = NULL; |
1080 |
|
|
sack->inv = tmp; |
1081 |
|
|
sack->move_off = MOVE_ALL; /* trying force closing it */ |
1082 |
|
|
} |
1083 |
|
|
else |
1084 |
|
|
{ |
1085 |
|
|
sack->move_off = 0; |
1086 |
|
|
tmp = sack->inv; |
1087 |
|
|
if (tmp && tmp->type == CLOSE_CON) |
1088 |
|
|
{ |
1089 |
|
|
remove_ob (tmp); |
1090 |
|
|
free_object (tmp); |
1091 |
root |
1.14 |
} |
1092 |
|
|
} |
1093 |
|
|
} |
1094 |
elmex |
1.1 |
} |
1095 |
|
|
|
1096 |
root |
1.22 |
if (QUERY_FLAG (sack, FLAG_APPLIED)) |
1097 |
|
|
{ |
1098 |
|
|
if (op->container) |
1099 |
|
|
{ |
1100 |
|
|
if (op->container != sack) |
1101 |
|
|
{ |
1102 |
|
|
tmp = op->container; |
1103 |
|
|
apply_container (op, tmp); |
1104 |
|
|
sprintf (buf, "You close %s and open ", query_name (tmp)); |
1105 |
|
|
op->container = sack; |
1106 |
|
|
strcat (buf, query_name (sack)); |
1107 |
|
|
strcat (buf, "."); |
1108 |
|
|
} |
1109 |
|
|
else |
1110 |
|
|
{ |
1111 |
|
|
CLEAR_FLAG (sack, FLAG_APPLIED); |
1112 |
|
|
op->container = NULL; |
1113 |
|
|
sprintf (buf, "You close %s.", query_name (sack)); |
1114 |
|
|
} |
1115 |
|
|
} |
1116 |
|
|
else |
1117 |
|
|
{ |
1118 |
|
|
CLEAR_FLAG (sack, FLAG_APPLIED); |
1119 |
|
|
sprintf (buf, "You open %s.", query_name (sack)); |
1120 |
|
|
SET_FLAG (sack, FLAG_APPLIED); |
1121 |
|
|
op->container = sack; |
1122 |
|
|
} |
1123 |
|
|
} |
1124 |
|
|
else |
1125 |
|
|
{ /* not applied */ |
1126 |
|
|
if (sack->slaying) |
1127 |
|
|
{ /* it's locked */ |
1128 |
|
|
tmp = find_key (op, op, sack); |
1129 |
|
|
if (tmp) |
1130 |
|
|
{ |
1131 |
|
|
sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp)); |
1132 |
|
|
SET_FLAG (sack, FLAG_APPLIED); |
1133 |
|
|
if (sack->env == NULL) |
1134 |
|
|
{ /* if it's on ground,open it also */ |
1135 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, buf); |
1136 |
|
|
apply_container (op, sack); |
1137 |
|
|
return 1; |
1138 |
|
|
} |
1139 |
|
|
} |
1140 |
|
|
else |
1141 |
|
|
{ |
1142 |
|
|
sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); |
1143 |
|
|
} |
1144 |
|
|
} |
1145 |
|
|
else |
1146 |
|
|
{ |
1147 |
|
|
sprintf (buf, "You readied %s.", query_name (sack)); |
1148 |
|
|
SET_FLAG (sack, FLAG_APPLIED); |
1149 |
|
|
if (sack->env == NULL) |
1150 |
|
|
{ /* if it's on ground,open it also */ |
1151 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, buf); |
1152 |
root |
1.14 |
apply_container (op, sack); |
1153 |
|
|
return 1; |
1154 |
|
|
} |
1155 |
|
|
} |
1156 |
elmex |
1.1 |
} |
1157 |
root |
1.22 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
1158 |
|
|
if (op->contr) |
1159 |
|
|
op->contr->socket.update_look = 1; |
1160 |
|
|
return 1; |
1161 |
elmex |
1.1 |
} |
1162 |
|
|
|
1163 |
|
|
/** |
1164 |
|
|
* Eneq(@csd.uu.se): Handle apply on containers. This is for containers |
1165 |
|
|
* the player has in their inventory, eg, sacks, luggages, etc. |
1166 |
|
|
* |
1167 |
|
|
* Moved to own function and added many features [Tero.Haatanen@lut.fi] |
1168 |
|
|
* This version is for client/server mode. |
1169 |
|
|
* op is the player, sack is the container the player is opening or closing. |
1170 |
|
|
* return 1 if an object is apllied somehow or another, 0 if error/no apply |
1171 |
|
|
* |
1172 |
|
|
* Reminder - there are three states for any container - closed (non applied), |
1173 |
|
|
* applied (not open, but objects that match get tossed into it), and open |
1174 |
|
|
* (applied flag set, and op->container points to the open container) |
1175 |
|
|
*/ |
1176 |
|
|
|
1177 |
root |
1.22 |
int |
1178 |
|
|
esrv_apply_container (object *op, object *sack) |
1179 |
elmex |
1.1 |
{ |
1180 |
root |
1.22 |
object *tmp = op->container; |
1181 |
|
|
|
1182 |
|
|
if (op->type != PLAYER) |
1183 |
|
|
return 0; /* This might change */ |
1184 |
elmex |
1.1 |
|
1185 |
root |
1.22 |
if (sack == NULL || sack->type != CONTAINER) |
1186 |
|
|
{ |
1187 |
|
|
LOG (llevError, "esrv_apply_container: %s is not container!\n", &sack->name); |
1188 |
|
|
return 0; |
1189 |
elmex |
1.1 |
} |
1190 |
|
|
|
1191 |
root |
1.22 |
/* If we have a currently open container, then it needs to be closed in all cases |
1192 |
|
|
* if we are opening this one up. We then fall through if appropriate for |
1193 |
|
|
* openening the new container. |
1194 |
|
|
*/ |
1195 |
elmex |
1.1 |
|
1196 |
root |
1.22 |
if (op->container && QUERY_FLAG (sack, FLAG_APPLIED)) |
1197 |
|
|
{ |
1198 |
|
|
if (op->container->env != op) |
1199 |
|
|
{ /* if container is on the ground */ |
1200 |
|
|
op->container->move_off = 0; |
1201 |
root |
1.14 |
} |
1202 |
root |
1.11 |
|
1203 |
root |
1.22 |
if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op))) |
1204 |
|
|
return 1; |
1205 |
elmex |
1.1 |
|
1206 |
root |
1.22 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container)); |
1207 |
|
|
CLEAR_FLAG (op->container, FLAG_APPLIED); |
1208 |
|
|
op->container = NULL; |
1209 |
|
|
esrv_update_item (UPD_FLAGS, op, tmp); |
1210 |
|
|
if (tmp == sack) |
1211 |
|
|
return 1; |
1212 |
elmex |
1.1 |
} |
1213 |
|
|
|
1214 |
|
|
|
1215 |
root |
1.22 |
/* If the player is trying to open it (which he must be doing if we got here), |
1216 |
|
|
* and it is locked, check to see if player has the equipment to open it. |
1217 |
|
|
*/ |
1218 |
elmex |
1.1 |
|
1219 |
root |
1.22 |
if (sack->slaying) |
1220 |
|
|
{ /* it's locked */ |
1221 |
|
|
tmp = find_key (op, op, sack); |
1222 |
|
|
if (tmp) |
1223 |
|
|
{ |
1224 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp)); |
1225 |
|
|
} |
1226 |
|
|
else |
1227 |
|
|
{ |
1228 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); |
1229 |
|
|
return 0; |
1230 |
|
|
} |
1231 |
elmex |
1.1 |
} |
1232 |
|
|
|
1233 |
root |
1.22 |
/* By the time we get here, we have made sure any other container has been closed and |
1234 |
|
|
* if this is a locked container, the player they key to open it. |
1235 |
|
|
*/ |
1236 |
elmex |
1.1 |
|
1237 |
root |
1.22 |
/* There are really two cases - the sack is either on the ground, or the sack is |
1238 |
|
|
* part of the players inventory. If on the ground, we assume that the player is |
1239 |
|
|
* opening it, since if it was being closed, that would have been taken care of above. |
1240 |
|
|
*/ |
1241 |
elmex |
1.1 |
|
1242 |
|
|
|
1243 |
root |
1.22 |
if (sack->env != op) |
1244 |
|
|
{ |
1245 |
|
|
/* Hypothetical case - the player is trying to open a sack that belong to someone |
1246 |
|
|
* else. This normally should not happen, but a misbehaving client/player could |
1247 |
|
|
* try to do it, so lets handle it gracefully. |
1248 |
|
|
*/ |
1249 |
|
|
if (sack->env) |
1250 |
|
|
{ |
1251 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack)); |
1252 |
|
|
return 0; |
1253 |
root |
1.14 |
} |
1254 |
root |
1.22 |
/* set these so when the player walks off, we can unapply the sack */ |
1255 |
|
|
sack->move_off = MOVE_ALL; /* trying force closing it */ |
1256 |
|
|
|
1257 |
|
|
CLEAR_FLAG (sack, FLAG_APPLIED); |
1258 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack)); |
1259 |
|
|
SET_FLAG (sack, FLAG_APPLIED); |
1260 |
|
|
op->container = sack; |
1261 |
|
|
esrv_update_item (UPD_FLAGS, op, sack); |
1262 |
|
|
esrv_send_inventory (op, sack); |
1263 |
root |
1.14 |
|
1264 |
root |
1.22 |
} |
1265 |
|
|
else |
1266 |
|
|
{ /* sack is in players inventory */ |
1267 |
|
|
if (QUERY_FLAG (sack, FLAG_APPLIED)) |
1268 |
|
|
{ /* readied sack becoming open */ |
1269 |
|
|
CLEAR_FLAG (sack, FLAG_APPLIED); |
1270 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack)); |
1271 |
|
|
SET_FLAG (sack, FLAG_APPLIED); |
1272 |
|
|
op->container = sack; |
1273 |
|
|
esrv_update_item (UPD_FLAGS, op, sack); |
1274 |
|
|
esrv_send_inventory (op, sack); |
1275 |
|
|
} |
1276 |
|
|
else |
1277 |
|
|
{ |
1278 |
|
|
CLEAR_FLAG (sack, FLAG_APPLIED); |
1279 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack)); |
1280 |
|
|
SET_FLAG (sack, FLAG_APPLIED); |
1281 |
|
|
esrv_update_item (UPD_FLAGS, op, sack); |
1282 |
root |
1.14 |
} |
1283 |
elmex |
1.1 |
} |
1284 |
root |
1.22 |
return 1; |
1285 |
elmex |
1.1 |
} |
1286 |
|
|
|
1287 |
|
|
|
1288 |
|
|
/** |
1289 |
|
|
* Handles dropping things on altar. |
1290 |
|
|
* Returns true if sacrifice was accepted. |
1291 |
|
|
*/ |
1292 |
root |
1.22 |
static int |
1293 |
|
|
apply_altar (object *altar, object *sacrifice, object *originator) |
1294 |
elmex |
1.1 |
{ |
1295 |
root |
1.22 |
/* Only players can make sacrifices on spell casting altars. */ |
1296 |
|
|
if (altar->inv && (!originator || originator->type != PLAYER)) |
1297 |
|
|
return 0; |
1298 |
|
|
|
1299 |
|
|
if (operate_altar (altar, &sacrifice)) |
1300 |
|
|
{ |
1301 |
|
|
/* Simple check. Unfortunately, it means you can't cast magic bullet |
1302 |
|
|
* with an altar. We call it a Potion - altars are stationary - it |
1303 |
|
|
* is up to map designers to use them properly. |
1304 |
|
|
*/ |
1305 |
|
|
if (altar->inv && altar->inv->type == SPELL) |
1306 |
|
|
{ |
1307 |
|
|
new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); |
1308 |
|
|
cast_spell (originator, altar, 0, altar->inv, NULL); |
1309 |
|
|
/* If it is connected, push the button. Fixes some problems with |
1310 |
|
|
* old maps. |
1311 |
|
|
*/ |
1312 |
elmex |
1.1 |
|
1313 |
|
|
/* push_button (altar);*/ |
1314 |
root |
1.14 |
} |
1315 |
root |
1.22 |
else |
1316 |
|
|
{ |
1317 |
|
|
altar->value = 1; /* works only once */ |
1318 |
|
|
push_button (altar); |
1319 |
|
|
} |
1320 |
|
|
return sacrifice == NULL; |
1321 |
|
|
} |
1322 |
|
|
else |
1323 |
|
|
{ |
1324 |
|
|
return 0; |
1325 |
elmex |
1.1 |
} |
1326 |
|
|
} |
1327 |
|
|
|
1328 |
|
|
/** |
1329 |
|
|
* Handles 'movement' of shop mats. |
1330 |
|
|
* Returns 1 if 'op' was destroyed, 0 if not. |
1331 |
|
|
* Largely re-written to not use nearly as many gotos, plus |
1332 |
|
|
* some of this code just looked plain out of date. |
1333 |
|
|
* MSW 2001-08-29 |
1334 |
|
|
*/ |
1335 |
root |
1.22 |
int |
1336 |
|
|
apply_shop_mat (object *shop_mat, object *op) |
1337 |
elmex |
1.1 |
{ |
1338 |
elmex |
1.15 |
int rv = 0; |
1339 |
|
|
double opinion; |
1340 |
|
|
object *tmp, *next; |
1341 |
elmex |
1.1 |
|
1342 |
elmex |
1.15 |
SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ |
1343 |
elmex |
1.1 |
|
1344 |
elmex |
1.15 |
if (op->type != PLAYER) |
1345 |
|
|
{ |
1346 |
|
|
/* Remove all the unpaid objects that may be carried here. |
1347 |
|
|
* This could be pets or monsters that are somehow in |
1348 |
|
|
* the shop. |
1349 |
|
|
*/ |
1350 |
|
|
for (tmp = op->inv; tmp; tmp = next) |
1351 |
|
|
{ |
1352 |
|
|
next = tmp->below; |
1353 |
|
|
if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
1354 |
|
|
{ |
1355 |
|
|
int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); |
1356 |
root |
1.14 |
|
1357 |
elmex |
1.15 |
remove_ob (tmp); |
1358 |
root |
1.24 |
|
1359 |
elmex |
1.15 |
if (i == -1) |
1360 |
|
|
i = 0; |
1361 |
root |
1.24 |
|
1362 |
elmex |
1.15 |
tmp->map = op->map; |
1363 |
|
|
tmp->x = op->x + freearr_x[i]; |
1364 |
|
|
tmp->y = op->y + freearr_y[i]; |
1365 |
|
|
insert_ob_in_map (tmp, op->map, op, 0); |
1366 |
root |
1.14 |
} |
1367 |
|
|
} |
1368 |
|
|
|
1369 |
elmex |
1.15 |
/* Don't teleport things like spell effects */ |
1370 |
|
|
if (QUERY_FLAG (op, FLAG_NO_PICK)) |
1371 |
|
|
return 0; |
1372 |
root |
1.14 |
|
1373 |
elmex |
1.15 |
/* unpaid objects, or non living objects, can't transfer by |
1374 |
|
|
* shop mats. Instead, put it on a nearby space. |
1375 |
|
|
*/ |
1376 |
|
|
if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) |
1377 |
|
|
{ |
1378 |
root |
1.14 |
|
1379 |
elmex |
1.15 |
/* Somebody dropped an unpaid item, just move to an adjacent place. */ |
1380 |
|
|
int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
1381 |
root |
1.22 |
|
1382 |
elmex |
1.15 |
if (i != -1) |
1383 |
root |
1.24 |
rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); |
1384 |
|
|
|
1385 |
elmex |
1.15 |
return 0; |
1386 |
root |
1.14 |
} |
1387 |
elmex |
1.15 |
/* Removed code that checked for multipart objects - it appears that |
1388 |
|
|
* the teleport function should be able to handle this just fine. |
1389 |
|
|
*/ |
1390 |
|
|
rv = teleport (shop_mat, SHOP_MAT, op); |
1391 |
elmex |
1.1 |
} |
1392 |
elmex |
1.15 |
else if (can_pay (op)) |
1393 |
|
|
{ |
1394 |
root |
1.24 |
/* this is only used for players */ |
1395 |
elmex |
1.15 |
get_payment (op, op->inv); |
1396 |
|
|
rv = teleport (shop_mat, SHOP_MAT, op); |
1397 |
|
|
|
1398 |
|
|
if (shop_mat->msg) |
1399 |
root |
1.24 |
new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); |
1400 |
elmex |
1.15 |
/* This check below is a bit simplistic - generally it should be correct, |
1401 |
|
|
* but there is never a guarantee that the bottom space on the map is |
1402 |
|
|
* actually the shop floor. |
1403 |
|
|
*/ |
1404 |
|
|
else if (!rv && !is_in_shop (op)) |
1405 |
|
|
{ |
1406 |
|
|
opinion = shopkeeper_approval (op->map, op); |
1407 |
root |
1.24 |
|
1408 |
elmex |
1.15 |
if (opinion > 0.9) |
1409 |
root |
1.22 |
new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); |
1410 |
elmex |
1.15 |
else if (opinion > 0.75) |
1411 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); |
1412 |
|
|
else if (opinion > 0.5) |
1413 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you."); |
1414 |
|
|
else |
1415 |
root |
1.22 |
new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt."); |
1416 |
root |
1.14 |
} |
1417 |
elmex |
1.1 |
} |
1418 |
elmex |
1.15 |
else |
1419 |
|
|
{ |
1420 |
|
|
/* if we get here, a player tried to leave a shop but was not able |
1421 |
|
|
* to afford the items he has. We try to move the player so that |
1422 |
|
|
* they are not on the mat anymore |
1423 |
|
|
*/ |
1424 |
root |
1.14 |
|
1425 |
elmex |
1.15 |
int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
1426 |
root |
1.22 |
|
1427 |
elmex |
1.15 |
if (i == -1) |
1428 |
|
|
{ |
1429 |
|
|
LOG (llevError, "Internal shop-mat problem.\n"); |
1430 |
|
|
} |
1431 |
|
|
else |
1432 |
|
|
{ |
1433 |
|
|
remove_ob (op); |
1434 |
|
|
op->x += freearr_x[i]; |
1435 |
|
|
op->y += freearr_y[i]; |
1436 |
|
|
rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; |
1437 |
root |
1.14 |
} |
1438 |
elmex |
1.1 |
} |
1439 |
root |
1.24 |
|
1440 |
elmex |
1.15 |
CLEAR_FLAG (op, FLAG_NO_APPLY); |
1441 |
|
|
return rv; |
1442 |
elmex |
1.1 |
} |
1443 |
|
|
|
1444 |
|
|
/** |
1445 |
|
|
* Handles applying a sign. |
1446 |
|
|
*/ |
1447 |
root |
1.22 |
static void |
1448 |
|
|
apply_sign (object *op, object *sign, int autoapply) |
1449 |
elmex |
1.1 |
{ |
1450 |
root |
1.22 |
readable_message_type *msgType; |
1451 |
|
|
char newbuf[HUGE_BUF]; |
1452 |
|
|
|
1453 |
|
|
if (sign->msg == NULL) |
1454 |
|
|
{ |
1455 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); |
1456 |
|
|
return; |
1457 |
elmex |
1.1 |
} |
1458 |
|
|
|
1459 |
root |
1.22 |
if (sign->stats.food) |
1460 |
|
|
{ |
1461 |
|
|
if (sign->last_eat >= sign->stats.food) |
1462 |
|
|
{ |
1463 |
|
|
if (!sign->move_on) |
1464 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); |
1465 |
|
|
return; |
1466 |
root |
1.14 |
} |
1467 |
elmex |
1.1 |
|
1468 |
root |
1.22 |
if (!QUERY_FLAG (op, FLAG_WIZPASS)) |
1469 |
|
|
sign->last_eat++; |
1470 |
elmex |
1.1 |
} |
1471 |
|
|
|
1472 |
root |
1.22 |
/* Sign or magic mouth? Do we need to see it, or does it talk to us? |
1473 |
|
|
* No way to know for sure. The presumption is basically that if |
1474 |
|
|
* move_on is zero, it needs to be manually applied (doesn't talk |
1475 |
|
|
* to us). |
1476 |
|
|
*/ |
1477 |
|
|
if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) |
1478 |
|
|
{ |
1479 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); |
1480 |
|
|
return; |
1481 |
|
|
} |
1482 |
|
|
msgType = get_readable_message_type (sign); |
1483 |
|
|
snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); |
1484 |
|
|
draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); |
1485 |
elmex |
1.1 |
} |
1486 |
|
|
|
1487 |
|
|
/** |
1488 |
|
|
* 'victim' moves onto 'trap' |
1489 |
|
|
* 'victim' leaves 'trap' |
1490 |
|
|
* effect is determined by move_on/move_off of trap and move_type of victime. |
1491 |
|
|
* |
1492 |
|
|
* originator: Player, monster or other object that caused 'victim' to move |
1493 |
|
|
* onto 'trap'. Will receive messages caused by this action. May be NULL. |
1494 |
|
|
* However, some types of traps require an originator to function. |
1495 |
|
|
*/ |
1496 |
root |
1.22 |
void |
1497 |
|
|
move_apply (object *trap, object *victim, object *originator) |
1498 |
elmex |
1.1 |
{ |
1499 |
|
|
static int recursion_depth = 0; |
1500 |
|
|
|
1501 |
|
|
/* Only exits affect DMs. */ |
1502 |
root |
1.22 |
if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) |
1503 |
elmex |
1.1 |
return; |
1504 |
|
|
|
1505 |
|
|
/* move_apply() is the most likely candidate for causing unwanted and |
1506 |
|
|
* possibly unlimited recursion. |
1507 |
|
|
*/ |
1508 |
|
|
/* The following was changed because it was causing perfeclty correct |
1509 |
|
|
* maps to fail. 1) it's not an error to recurse: |
1510 |
|
|
* rune detonates, summoning monster. monster lands on nearby rune. |
1511 |
|
|
* nearby rune detonates. This sort of recursion is expected and |
1512 |
|
|
* proper. This code was causing needless crashes. |
1513 |
|
|
*/ |
1514 |
root |
1.22 |
if (recursion_depth >= 500) |
1515 |
|
|
{ |
1516 |
|
|
LOG (llevDebug, "WARNING: move_apply(): aborting recursion " |
1517 |
|
|
"[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); |
1518 |
|
|
return; |
1519 |
elmex |
1.1 |
} |
1520 |
root |
1.22 |
recursion_depth++; |
1521 |
|
|
if (trap->head) |
1522 |
|
|
trap = trap->head; |
1523 |
elmex |
1.1 |
|
1524 |
root |
1.22 |
if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) |
1525 |
|
|
goto leave; |
1526 |
elmex |
1.1 |
|
1527 |
root |
1.22 |
switch (trap->type) |
1528 |
|
|
{ |
1529 |
root |
1.23 |
case PLAYERMOVER: |
1530 |
|
|
if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) |
1531 |
|
|
{ |
1532 |
|
|
if (!trap->stats.maxsp) |
1533 |
|
|
trap->stats.maxsp = 2; |
1534 |
root |
1.14 |
|
1535 |
root |
1.23 |
/* Is this correct? From the docs, it doesn't look like it |
1536 |
|
|
* should be divided by trap->speed |
1537 |
|
|
*/ |
1538 |
|
|
victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); |
1539 |
root |
1.14 |
|
1540 |
root |
1.23 |
/* Just put in some sanity check. I think there is a bug in the |
1541 |
|
|
* above with some objects have zero speed, and thus the player |
1542 |
|
|
* getting permanently paralyzed. |
1543 |
|
|
*/ |
1544 |
|
|
if (victim->speed_left < -50.0) |
1545 |
|
|
victim->speed_left = -50.0; |
1546 |
|
|
/* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ |
1547 |
|
|
} |
1548 |
|
|
goto leave; |
1549 |
root |
1.14 |
|
1550 |
root |
1.23 |
case SPINNER: |
1551 |
|
|
if (victim->direction) |
1552 |
|
|
{ |
1553 |
|
|
victim->direction = absdir (victim->direction - trap->stats.sp); |
1554 |
|
|
update_turn_face (victim); |
1555 |
|
|
} |
1556 |
|
|
goto leave; |
1557 |
root |
1.14 |
|
1558 |
root |
1.23 |
case DIRECTOR: |
1559 |
|
|
if (victim->direction && !should_director_abort (trap, victim)) |
1560 |
|
|
{ |
1561 |
|
|
victim->direction = trap->stats.sp; |
1562 |
|
|
update_turn_face (victim); |
1563 |
|
|
} |
1564 |
|
|
goto leave; |
1565 |
root |
1.14 |
|
1566 |
root |
1.23 |
case BUTTON: |
1567 |
|
|
case PEDESTAL: |
1568 |
|
|
update_button (trap); |
1569 |
|
|
goto leave; |
1570 |
|
|
|
1571 |
|
|
case ALTAR: |
1572 |
|
|
/* sacrifice victim on trap */ |
1573 |
|
|
apply_altar (trap, victim, originator); |
1574 |
|
|
goto leave; |
1575 |
root |
1.14 |
|
1576 |
root |
1.23 |
case THROWN_OBJ: |
1577 |
|
|
if (trap->inv == NULL) |
1578 |
root |
1.22 |
goto leave; |
1579 |
root |
1.23 |
/* fallthrough */ |
1580 |
root |
1.14 |
|
1581 |
root |
1.23 |
case ARROW: |
1582 |
|
|
/* bad bug: monster throw a object, make a step forwards, step on object , |
1583 |
|
|
* trigger this here and get hit by own missile - and will be own enemy. |
1584 |
|
|
* Victim then is his own enemy and will start to kill herself (this is |
1585 |
|
|
* removed) but we have not synced victim and his missile. To avoid senseless |
1586 |
|
|
* action, we avoid hits here |
1587 |
|
|
*/ |
1588 |
|
|
if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) |
1589 |
|
|
hit_with_arrow (trap, victim); |
1590 |
|
|
goto leave; |
1591 |
root |
1.14 |
|
1592 |
root |
1.23 |
case SPELL_EFFECT: |
1593 |
|
|
apply_spell_effect (trap, victim); |
1594 |
|
|
goto leave; |
1595 |
root |
1.14 |
|
1596 |
root |
1.23 |
case TRAPDOOR: |
1597 |
|
|
{ |
1598 |
|
|
int max, sound_was_played; |
1599 |
|
|
object *ab, *ab_next; |
1600 |
root |
1.22 |
|
1601 |
root |
1.23 |
if (!trap->value) |
1602 |
|
|
{ |
1603 |
|
|
int tot; |
1604 |
root |
1.14 |
|
1605 |
root |
1.23 |
for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above) |
1606 |
|
|
if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
1607 |
|
|
tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; |
1608 |
root |
1.14 |
|
1609 |
root |
1.23 |
if (!(trap->value = (tot > trap->weight) ? 1 : 0)) |
1610 |
|
|
goto leave; |
1611 |
root |
1.22 |
|
1612 |
root |
1.23 |
SET_ANIMATION (trap, trap->value); |
1613 |
|
|
update_object (trap, UP_OBJ_FACE); |
1614 |
|
|
} |
1615 |
root |
1.14 |
|
1616 |
root |
1.23 |
for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) |
1617 |
root |
1.22 |
{ |
1618 |
root |
1.23 |
/* need to set this up, since if we do transfer the object, |
1619 |
|
|
* ab->above would be bogus |
1620 |
|
|
*/ |
1621 |
|
|
ab_next = ab->above; |
1622 |
root |
1.14 |
|
1623 |
root |
1.23 |
if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
1624 |
root |
1.22 |
{ |
1625 |
root |
1.23 |
if (!sound_was_played) |
1626 |
|
|
{ |
1627 |
|
|
play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); |
1628 |
|
|
sound_was_played = 1; |
1629 |
|
|
} |
1630 |
|
|
new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); |
1631 |
|
|
transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); |
1632 |
root |
1.14 |
} |
1633 |
|
|
} |
1634 |
root |
1.22 |
goto leave; |
1635 |
root |
1.23 |
} |
1636 |
root |
1.14 |
|
1637 |
|
|
|
1638 |
root |
1.23 |
case CONVERTER: |
1639 |
|
|
if (convert_item (victim, trap) < 0) |
1640 |
|
|
{ |
1641 |
|
|
object *op; |
1642 |
root |
1.14 |
|
1643 |
root |
1.23 |
new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); |
1644 |
root |
1.14 |
|
1645 |
root |
1.23 |
op = get_archetype ("burnout"); |
1646 |
|
|
if (op != NULL) |
1647 |
|
|
{ |
1648 |
|
|
op->x = trap->x; |
1649 |
|
|
op->y = trap->y; |
1650 |
|
|
insert_ob_in_map (op, trap->map, trap, 0); |
1651 |
|
|
} |
1652 |
|
|
} |
1653 |
|
|
goto leave; |
1654 |
root |
1.14 |
|
1655 |
root |
1.23 |
case TRIGGER_BUTTON: |
1656 |
|
|
case TRIGGER_PEDESTAL: |
1657 |
|
|
case TRIGGER_ALTAR: |
1658 |
|
|
check_trigger (trap, victim); |
1659 |
|
|
goto leave; |
1660 |
|
|
|
1661 |
|
|
case DEEP_SWAMP: |
1662 |
|
|
walk_on_deep_swamp (trap, victim); |
1663 |
|
|
goto leave; |
1664 |
|
|
|
1665 |
|
|
case CHECK_INV: |
1666 |
|
|
check_inv (victim, trap); |
1667 |
|
|
goto leave; |
1668 |
|
|
|
1669 |
|
|
case HOLE: |
1670 |
|
|
/* Hole not open? */ |
1671 |
|
|
if (trap->stats.wc > 0) |
1672 |
root |
1.22 |
goto leave; |
1673 |
root |
1.14 |
|
1674 |
root |
1.23 |
/* Is this a multipart monster and not the head? If so, return. |
1675 |
|
|
* Processing will happen if the head runs into the pit |
1676 |
|
|
*/ |
1677 |
|
|
if (victim->head) |
1678 |
root |
1.22 |
goto leave; |
1679 |
root |
1.14 |
|
1680 |
root |
1.23 |
play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); |
1681 |
|
|
new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); |
1682 |
|
|
transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); |
1683 |
|
|
goto leave; |
1684 |
root |
1.14 |
|
1685 |
root |
1.23 |
case EXIT: |
1686 |
|
|
if (victim->type == PLAYER && EXIT_PATH (trap)) |
1687 |
|
|
{ |
1688 |
|
|
/* Basically, don't show exits leading to random maps the |
1689 |
|
|
* players output. |
1690 |
|
|
*/ |
1691 |
|
|
if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) |
1692 |
|
|
new_draw_info (NDI_NAVY, 0, victim, trap->msg); |
1693 |
|
|
enter_exit (victim, trap); |
1694 |
|
|
} |
1695 |
|
|
goto leave; |
1696 |
root |
1.14 |
|
1697 |
root |
1.23 |
case ENCOUNTER: |
1698 |
|
|
/* may be some leftovers on this */ |
1699 |
|
|
goto leave; |
1700 |
|
|
|
1701 |
|
|
case SHOP_MAT: |
1702 |
|
|
apply_shop_mat (trap, victim); |
1703 |
|
|
goto leave; |
1704 |
|
|
|
1705 |
|
|
/* Drop a certain amount of gold, and have one item identified */ |
1706 |
|
|
case IDENTIFY_ALTAR: |
1707 |
|
|
apply_id_altar (victim, trap, originator); |
1708 |
|
|
goto leave; |
1709 |
|
|
|
1710 |
|
|
case SIGN: |
1711 |
|
|
if (victim->type != PLAYER && trap->stats.food > 0) |
1712 |
root |
1.24 |
goto leave; /* monsters musn't apply magic_mouths with counters */ |
1713 |
root |
1.23 |
|
1714 |
|
|
apply_sign (victim, trap, 1); |
1715 |
|
|
goto leave; |
1716 |
|
|
|
1717 |
|
|
case CONTAINER: |
1718 |
|
|
if (victim->type == PLAYER) |
1719 |
|
|
(void) esrv_apply_container (victim, trap); |
1720 |
|
|
else |
1721 |
|
|
(void) apply_container (victim, trap); |
1722 |
|
|
goto leave; |
1723 |
|
|
|
1724 |
|
|
case RUNE: |
1725 |
|
|
case TRAP: |
1726 |
|
|
if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) |
1727 |
|
|
{ |
1728 |
|
|
spring_trap (trap, victim); |
1729 |
|
|
} |
1730 |
|
|
goto leave; |
1731 |
root |
1.14 |
|
1732 |
root |
1.23 |
default: |
1733 |
|
|
LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " |
1734 |
|
|
"handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); |
1735 |
|
|
goto leave; |
1736 |
elmex |
1.1 |
} |
1737 |
|
|
|
1738 |
root |
1.22 |
leave: |
1739 |
|
|
recursion_depth--; |
1740 |
elmex |
1.1 |
} |
1741 |
|
|
|
1742 |
|
|
/** |
1743 |
|
|
* Handles reading a regular (ie not containing a spell) book. |
1744 |
|
|
*/ |
1745 |
root |
1.22 |
static void |
1746 |
|
|
apply_book (object *op, object *tmp) |
1747 |
elmex |
1.1 |
{ |
1748 |
root |
1.22 |
int lev_diff; |
1749 |
|
|
object *skill_ob; |
1750 |
|
|
|
1751 |
|
|
if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
1752 |
|
|
{ |
1753 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); |
1754 |
|
|
return; |
1755 |
|
|
} |
1756 |
|
|
if (tmp->msg == NULL) |
1757 |
|
|
{ |
1758 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); |
1759 |
|
|
return; |
1760 |
|
|
} |
1761 |
elmex |
1.1 |
|
1762 |
root |
1.22 |
/* need a literacy skill to read stuff! */ |
1763 |
|
|
skill_ob = find_skill_by_name (op, tmp->skill); |
1764 |
|
|
if (!skill_ob) |
1765 |
|
|
{ |
1766 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); |
1767 |
elmex |
1.1 |
return; |
1768 |
|
|
} |
1769 |
root |
1.22 |
lev_diff = tmp->level - (skill_ob->level + 5); |
1770 |
|
|
if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) |
1771 |
|
|
{ |
1772 |
|
|
if (lev_diff < 2) |
1773 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); |
1774 |
|
|
else if (lev_diff < 3) |
1775 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); |
1776 |
|
|
else if (lev_diff < 5) |
1777 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); |
1778 |
|
|
else if (lev_diff < 8) |
1779 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension."); |
1780 |
|
|
else if (lev_diff < 15) |
1781 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension."); |
1782 |
|
|
else |
1783 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension."); |
1784 |
elmex |
1.1 |
return; |
1785 |
|
|
} |
1786 |
|
|
|
1787 |
root |
1.22 |
readable_message_type *msgType = get_readable_message_type (tmp); |
1788 |
|
|
|
1789 |
|
|
draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, |
1790 |
|
|
msgType->message_type, msgType->message_subtype, |
1791 |
|
|
"You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); |
1792 |
|
|
|
1793 |
|
|
/* gain xp from reading */ |
1794 |
|
|
if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) |
1795 |
|
|
{ /* only if not read before */ |
1796 |
|
|
int exp_gain = calc_skill_exp (op, tmp, skill_ob); |
1797 |
|
|
|
1798 |
|
|
if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
1799 |
|
|
{ |
1800 |
|
|
/*exp_gain *= 2; because they just identified it too */ |
1801 |
|
|
SET_FLAG (tmp, FLAG_IDENTIFIED); |
1802 |
|
|
/* If in a container, update how it looks */ |
1803 |
|
|
if (tmp->env) |
1804 |
|
|
esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); |
1805 |
|
|
else |
1806 |
|
|
op->contr->socket.update_look = 1; |
1807 |
|
|
} |
1808 |
|
|
change_exp (op, exp_gain, skill_ob->skill, 0); |
1809 |
|
|
SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ |
1810 |
elmex |
1.1 |
} |
1811 |
|
|
} |
1812 |
|
|
|
1813 |
|
|
/** |
1814 |
|
|
* Handles the applying of a skill scroll, calling learn_skill straight. |
1815 |
|
|
* op is the person learning the skill, tmp is the skill scroll object |
1816 |
|
|
*/ |
1817 |
root |
1.22 |
static void |
1818 |
|
|
apply_skillscroll (object *op, object *tmp) |
1819 |
elmex |
1.1 |
{ |
1820 |
root |
1.22 |
switch ((int) learn_skill (op, tmp)) |
1821 |
|
|
{ |
1822 |
root |
1.24 |
case 0: |
1823 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); |
1824 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); |
1825 |
|
|
return; |
1826 |
|
|
|
1827 |
|
|
case 1: |
1828 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill); |
1829 |
|
|
decrease_ob (tmp); |
1830 |
|
|
return; |
1831 |
root |
1.14 |
|
1832 |
root |
1.24 |
default: |
1833 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp)); |
1834 |
|
|
decrease_ob (tmp); |
1835 |
|
|
return; |
1836 |
elmex |
1.1 |
} |
1837 |
|
|
} |
1838 |
|
|
|
1839 |
|
|
/** |
1840 |
|
|
* Actually makes op learn spell. |
1841 |
|
|
* Informs player of what happens. |
1842 |
|
|
*/ |
1843 |
root |
1.22 |
void |
1844 |
|
|
do_learn_spell (object *op, object *spell, int special_prayer) |
1845 |
elmex |
1.1 |
{ |
1846 |
root |
1.22 |
object *tmp; |
1847 |
elmex |
1.1 |
|
1848 |
root |
1.22 |
if (op->type != PLAYER) |
1849 |
|
|
{ |
1850 |
|
|
LOG (llevError, "BUG: do_learn_spell(): not a player\n"); |
1851 |
|
|
return; |
1852 |
elmex |
1.1 |
} |
1853 |
|
|
|
1854 |
root |
1.22 |
/* Upgrade special prayers to normal prayers */ |
1855 |
|
|
if ((tmp = check_spell_known (op, spell->name)) != NULL) |
1856 |
|
|
{ |
1857 |
|
|
if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
1858 |
|
|
{ |
1859 |
|
|
LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); |
1860 |
|
|
return; |
1861 |
elmex |
1.1 |
} |
1862 |
root |
1.22 |
return; |
1863 |
elmex |
1.1 |
} |
1864 |
|
|
|
1865 |
root |
1.22 |
play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); |
1866 |
|
|
tmp = get_object (); |
1867 |
|
|
copy_object (spell, tmp); |
1868 |
|
|
insert_ob_in_ob (tmp, op); |
1869 |
|
|
|
1870 |
|
|
if (special_prayer) |
1871 |
|
|
{ |
1872 |
|
|
SET_FLAG (tmp, FLAG_STARTEQUIP); |
1873 |
elmex |
1.1 |
} |
1874 |
|
|
|
1875 |
root |
1.22 |
esrv_add_spells (op->contr, tmp); |
1876 |
elmex |
1.1 |
} |
1877 |
|
|
|
1878 |
|
|
/** |
1879 |
|
|
* Erases spell from player's inventory. |
1880 |
|
|
*/ |
1881 |
root |
1.22 |
void |
1882 |
|
|
do_forget_spell (object *op, const char *spell) |
1883 |
elmex |
1.1 |
{ |
1884 |
root |
1.22 |
object *spob; |
1885 |
|
|
|
1886 |
|
|
if (op->type != PLAYER) |
1887 |
|
|
{ |
1888 |
|
|
LOG (llevError, "BUG: do_forget_spell(): not a player\n"); |
1889 |
|
|
return; |
1890 |
|
|
} |
1891 |
|
|
if ((spob = check_spell_known (op, spell)) == NULL) |
1892 |
|
|
{ |
1893 |
|
|
LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); |
1894 |
|
|
return; |
1895 |
|
|
} |
1896 |
elmex |
1.1 |
|
1897 |
root |
1.22 |
new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); |
1898 |
|
|
player_unready_range_ob (op->contr, spob); |
1899 |
|
|
esrv_remove_spell (op->contr, spob); |
1900 |
|
|
remove_ob (spob); |
1901 |
|
|
free_object (spob); |
1902 |
elmex |
1.1 |
} |
1903 |
|
|
|
1904 |
|
|
/** |
1905 |
|
|
* Handles player applying a spellbook. |
1906 |
|
|
* Checks whether player has knowledge of required skill, doesn't already know the spell, |
1907 |
|
|
* stuff like that. Random learning failure too. |
1908 |
|
|
*/ |
1909 |
root |
1.22 |
static void |
1910 |
|
|
apply_spellbook (object *op, object *tmp) |
1911 |
elmex |
1.1 |
{ |
1912 |
root |
1.22 |
object *skop, *spell, *spell_skill; |
1913 |
|
|
|
1914 |
|
|
if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
1915 |
|
|
{ |
1916 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); |
1917 |
|
|
return; |
1918 |
|
|
} |
1919 |
|
|
|
1920 |
|
|
/* artifact_spellbooks have 'slaying' field point to a spell name, |
1921 |
|
|
* instead of having their spell stored in stats.sp. These are |
1922 |
|
|
* legacy spellbooks |
1923 |
|
|
*/ |
1924 |
elmex |
1.1 |
|
1925 |
root |
1.22 |
if (tmp->slaying != NULL) |
1926 |
|
|
{ |
1927 |
|
|
spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); |
1928 |
|
|
if (!spell) |
1929 |
|
|
{ |
1930 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); |
1931 |
|
|
return; |
1932 |
root |
1.14 |
} |
1933 |
root |
1.22 |
else |
1934 |
|
|
insert_ob_in_ob (spell, tmp); |
1935 |
|
|
tmp->slaying = NULL; |
1936 |
|
|
} |
1937 |
|
|
|
1938 |
|
|
skop = find_skill_by_name (op, tmp->skill); |
1939 |
|
|
|
1940 |
|
|
/* need a literacy skill to learn spells. Also, having a literacy level |
1941 |
|
|
* lower than the spell will make learning the spell more difficult */ |
1942 |
|
|
if (!skop) |
1943 |
|
|
{ |
1944 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); |
1945 |
|
|
return; |
1946 |
|
|
} |
1947 |
|
|
|
1948 |
|
|
spell = tmp->inv; |
1949 |
|
|
if (!spell) |
1950 |
|
|
{ |
1951 |
|
|
LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); |
1952 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); |
1953 |
|
|
return; |
1954 |
|
|
} |
1955 |
|
|
if (spell->level > (skop->level + 10)) |
1956 |
|
|
{ |
1957 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); |
1958 |
|
|
return; |
1959 |
|
|
} |
1960 |
|
|
|
1961 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); |
1962 |
|
|
|
1963 |
|
|
if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
1964 |
|
|
{ |
1965 |
|
|
identify (tmp); |
1966 |
|
|
if (tmp->env) |
1967 |
|
|
esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); |
1968 |
|
|
else |
1969 |
|
|
op->contr->socket.update_look = 1; |
1970 |
|
|
} |
1971 |
|
|
|
1972 |
|
|
/* I removed the check for special_prayer_mark here - it didn't make |
1973 |
|
|
* a lot of sense - special prayers are not found in spellbooks, and |
1974 |
|
|
* if the player doesn't know the spell, doesn't make a lot of sense that |
1975 |
|
|
* they would have a special prayer mark. |
1976 |
|
|
*/ |
1977 |
|
|
if (check_spell_known (op, spell->name)) |
1978 |
|
|
{ |
1979 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); |
1980 |
|
|
return; |
1981 |
elmex |
1.1 |
} |
1982 |
root |
1.22 |
|
1983 |
|
|
if (spell->skill) |
1984 |
|
|
{ |
1985 |
|
|
spell_skill = find_skill_by_name (op, spell->skill); |
1986 |
|
|
if (!spell_skill) |
1987 |
|
|
{ |
1988 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); |
1989 |
|
|
return; |
1990 |
root |
1.14 |
} |
1991 |
root |
1.22 |
if (spell_skill->level < spell->level) |
1992 |
|
|
{ |
1993 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); |
1994 |
|
|
return; |
1995 |
root |
1.14 |
} |
1996 |
elmex |
1.1 |
} |
1997 |
|
|
|
1998 |
root |
1.22 |
/* Logic as follows |
1999 |
|
|
* |
2000 |
|
|
* 1- MU spells use Int to learn, Cleric spells use Wisdom |
2001 |
|
|
* |
2002 |
|
|
* 2- The learner's skill level in literacy adjusts the chance to learn |
2003 |
|
|
* a spell. |
2004 |
|
|
* |
2005 |
|
|
* 3 -Automatically fail to learn if you read while confused |
2006 |
|
|
* |
2007 |
|
|
* Overall, chances are the same but a player will find having a high |
2008 |
|
|
* literacy rate very useful! -b.t. |
2009 |
|
|
*/ |
2010 |
|
|
if (QUERY_FLAG (op, FLAG_CONFUSED)) |
2011 |
|
|
{ |
2012 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); |
2013 |
|
|
scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); |
2014 |
|
|
} |
2015 |
|
|
else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || |
2016 |
|
|
(random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) |
2017 |
|
|
{ |
2018 |
|
|
|
2019 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!"); |
2020 |
|
|
do_learn_spell (op, spell, 0); |
2021 |
|
|
|
2022 |
|
|
/* xp gain to literacy for spell learning */ |
2023 |
|
|
if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
2024 |
|
|
change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); |
2025 |
elmex |
1.1 |
} |
2026 |
root |
1.22 |
else |
2027 |
|
|
{ |
2028 |
|
|
play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
2029 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); |
2030 |
|
|
} |
2031 |
|
|
decrease_ob (tmp); |
2032 |
elmex |
1.1 |
} |
2033 |
|
|
|
2034 |
|
|
/** |
2035 |
|
|
* Handles applying a spell scroll. |
2036 |
|
|
*/ |
2037 |
root |
1.22 |
void |
2038 |
|
|
apply_scroll (object *op, object *tmp, int dir) |
2039 |
elmex |
1.1 |
{ |
2040 |
root |
1.22 |
object *skop; |
2041 |
elmex |
1.1 |
|
2042 |
root |
1.22 |
if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
2043 |
|
|
{ |
2044 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); |
2045 |
|
|
return; |
2046 |
elmex |
1.1 |
} |
2047 |
|
|
|
2048 |
root |
1.22 |
if (!tmp->inv || tmp->inv->type != SPELL) |
2049 |
|
|
{ |
2050 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); |
2051 |
|
|
return; |
2052 |
elmex |
1.1 |
} |
2053 |
|
|
|
2054 |
root |
1.22 |
if (op->type == PLAYER) |
2055 |
|
|
{ |
2056 |
|
|
/* players need a literacy skill to read stuff! */ |
2057 |
|
|
int exp_gain = 0; |
2058 |
elmex |
1.1 |
|
2059 |
root |
1.22 |
/* hard code literacy - tmp->skill points to where the exp |
2060 |
|
|
* should go for anything killed by the spell. |
2061 |
|
|
*/ |
2062 |
|
|
skop = find_skill_by_name (op, skill_names[SK_LITERACY]); |
2063 |
elmex |
1.1 |
|
2064 |
root |
1.22 |
if (!skop) |
2065 |
|
|
{ |
2066 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); |
2067 |
|
|
return; |
2068 |
|
|
} |
2069 |
elmex |
1.1 |
|
2070 |
root |
1.22 |
if ((exp_gain = calc_skill_exp (op, tmp, skop))) |
2071 |
|
|
change_exp (op, exp_gain, skop->skill, 0); |
2072 |
elmex |
1.1 |
} |
2073 |
|
|
|
2074 |
root |
1.22 |
if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
2075 |
|
|
identify (tmp); |
2076 |
elmex |
1.1 |
|
2077 |
root |
1.22 |
new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); |
2078 |
elmex |
1.1 |
|
2079 |
|
|
|
2080 |
root |
1.22 |
cast_spell (op, tmp, dir, tmp->inv, NULL); |
2081 |
|
|
decrease_ob (tmp); |
2082 |
elmex |
1.1 |
} |
2083 |
|
|
|
2084 |
|
|
/** |
2085 |
|
|
* Applies a treasure object - by default, chest. op |
2086 |
|
|
* is the person doing the applying, tmp is the treasure |
2087 |
|
|
* chest. |
2088 |
|
|
*/ |
2089 |
root |
1.22 |
static void |
2090 |
|
|
apply_treasure (object *op, object *tmp) |
2091 |
elmex |
1.1 |
{ |
2092 |
root |
1.22 |
object *treas; |
2093 |
|
|
tag_t tmp_tag = tmp->count, op_tag = op->count; |
2094 |
|
|
|
2095 |
|
|
|
2096 |
|
|
/* Nice side effect of new treasure creation method is that the treasure |
2097 |
|
|
* for the chest is done when the chest is created, and put into the chest |
2098 |
|
|
* inventory. So that when the chest burns up, the items still exist. Also |
2099 |
|
|
* prevents people fromt moving chests to more difficult maps to get better |
2100 |
|
|
* treasure |
2101 |
|
|
*/ |
2102 |
|
|
|
2103 |
|
|
treas = tmp->inv; |
2104 |
|
|
if (treas == NULL) |
2105 |
|
|
{ |
2106 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); |
2107 |
|
|
decrease_ob (tmp); |
2108 |
|
|
return; |
2109 |
|
|
} |
2110 |
|
|
while (tmp->inv) |
2111 |
|
|
{ |
2112 |
|
|
treas = tmp->inv; |
2113 |
elmex |
1.1 |
|
2114 |
root |
1.22 |
remove_ob (treas); |
2115 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas)); |
2116 |
elmex |
1.1 |
|
2117 |
root |
1.22 |
treas->x = op->x; |
2118 |
|
|
treas->y = op->y; |
2119 |
|
|
treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); |
2120 |
|
|
|
2121 |
|
|
if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) |
2122 |
|
|
spring_trap (treas, op); |
2123 |
|
|
/* If either player or container was destroyed, no need to do |
2124 |
|
|
* further processing. I think this should be enclused with |
2125 |
|
|
* spring trap above, as I don't think there is otherwise |
2126 |
|
|
* any way for the treasure chest or player to get killed |
2127 |
|
|
*/ |
2128 |
|
|
if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag)) |
2129 |
|
|
break; |
2130 |
elmex |
1.1 |
} |
2131 |
|
|
|
2132 |
root |
1.22 |
if (!was_destroyed (tmp, tmp_tag) && tmp->inv == NULL) |
2133 |
|
|
decrease_ob (tmp); |
2134 |
elmex |
1.1 |
|
2135 |
|
|
} |
2136 |
|
|
|
2137 |
|
|
/** |
2138 |
|
|
* op eats food. |
2139 |
|
|
* If player, takes care of messages and dragon special food. |
2140 |
|
|
*/ |
2141 |
root |
1.22 |
static void |
2142 |
|
|
apply_food (object *op, object *tmp) |
2143 |
elmex |
1.1 |
{ |
2144 |
root |
1.22 |
int capacity_remaining; |
2145 |
elmex |
1.1 |
|
2146 |
root |
1.22 |
if (op->type != PLAYER) |
2147 |
|
|
op->stats.hp = op->stats.maxhp; |
2148 |
|
|
else |
2149 |
|
|
{ |
2150 |
elmex |
1.1 |
/* check if this is a dragon (player), eating some flesh */ |
2151 |
root |
1.22 |
if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp)) |
2152 |
root |
1.14 |
; |
2153 |
root |
1.22 |
else |
2154 |
|
|
{ |
2155 |
|
|
/* usual case - no dragon meal: */ |
2156 |
|
|
if (op->stats.food + tmp->stats.food > 999) |
2157 |
|
|
{ |
2158 |
|
|
if (tmp->type == FOOD || tmp->type == FLESH) |
2159 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); |
2160 |
|
|
else |
2161 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); |
2162 |
|
|
} |
2163 |
|
|
|
2164 |
|
|
if (!QUERY_FLAG (tmp, FLAG_CURSED)) |
2165 |
|
|
{ |
2166 |
|
|
char buf[MAX_BUF]; |
2167 |
|
|
|
2168 |
|
|
if (!is_dragon_pl (op)) |
2169 |
|
|
{ |
2170 |
|
|
/* eating message for normal players */ |
2171 |
|
|
if (tmp->type == DRINK) |
2172 |
|
|
sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); |
2173 |
|
|
else |
2174 |
|
|
sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); |
2175 |
|
|
} |
2176 |
|
|
else |
2177 |
|
|
{ |
2178 |
|
|
/* eating message for dragon players */ |
2179 |
|
|
sprintf (buf, "The %s tasted terrible!", &tmp->name); |
2180 |
|
|
} |
2181 |
|
|
|
2182 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, buf); |
2183 |
|
|
capacity_remaining = 999 - op->stats.food; |
2184 |
|
|
op->stats.food += tmp->stats.food; |
2185 |
|
|
if (capacity_remaining < tmp->stats.food) |
2186 |
|
|
op->stats.hp += capacity_remaining / 50; |
2187 |
|
|
else |
2188 |
|
|
op->stats.hp += tmp->stats.food / 50; |
2189 |
|
|
if (op->stats.hp > op->stats.maxhp) |
2190 |
|
|
op->stats.hp = op->stats.maxhp; |
2191 |
|
|
if (op->stats.food > 999) |
2192 |
|
|
op->stats.food = 999; |
2193 |
|
|
} |
2194 |
root |
1.14 |
|
2195 |
root |
1.22 |
/* special food hack -b.t. */ |
2196 |
|
|
if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) |
2197 |
|
|
eat_special_food (op, tmp); |
2198 |
|
|
} |
2199 |
elmex |
1.1 |
} |
2200 |
root |
1.22 |
handle_apply_yield (tmp); |
2201 |
|
|
decrease_ob (tmp); |
2202 |
elmex |
1.1 |
} |
2203 |
|
|
|
2204 |
|
|
/** |
2205 |
|
|
* A dragon is eating some flesh. If the flesh contains resistances, |
2206 |
|
|
* there is a chance for the dragon's skin to get improved. |
2207 |
|
|
* |
2208 |
|
|
* attributes: |
2209 |
|
|
* object *op the object (dragon player) eating the flesh |
2210 |
|
|
* object *meal the flesh item, getting chewed in dragon's mouth |
2211 |
|
|
* return: |
2212 |
|
|
* int 1 if eating successful, 0 if it doesn't work |
2213 |
|
|
*/ |
2214 |
root |
1.22 |
int |
2215 |
|
|
dragon_eat_flesh (object *op, object *meal) |
2216 |
|
|
{ |
2217 |
|
|
object *skin = NULL; /* pointer to dragon skin force */ |
2218 |
|
|
object *abil = NULL; /* pointer to dragon ability force */ |
2219 |
|
|
object *tmp = NULL; /* tmp. object */ |
2220 |
|
|
|
2221 |
elmex |
1.1 |
char buf[MAX_BUF]; /* tmp. string buffer */ |
2222 |
|
|
double chance; /* improvement-chance of one resistance type */ |
2223 |
root |
1.22 |
double totalchance = 1; /* total chance of gaining one resistance */ |
2224 |
|
|
double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ |
2225 |
|
|
double mbonus = 0; /* monster bonus */ |
2226 |
elmex |
1.1 |
int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ |
2227 |
root |
1.22 |
int winners = 0; /* number of winners */ |
2228 |
elmex |
1.1 |
int i; /* index */ |
2229 |
root |
1.22 |
|
2230 |
elmex |
1.1 |
/* let's make sure and doublecheck the parameters */ |
2231 |
root |
1.22 |
if (meal->type != FLESH || !is_dragon_pl (op)) |
2232 |
elmex |
1.1 |
return 0; |
2233 |
root |
1.22 |
|
2234 |
elmex |
1.1 |
/* now grab the 'dragon_skin'- and 'dragon_ability'-forces |
2235 |
|
|
from the player's inventory */ |
2236 |
root |
1.22 |
for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2237 |
|
|
{ |
2238 |
|
|
if (tmp->type == FORCE) |
2239 |
|
|
{ |
2240 |
|
|
if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) |
2241 |
|
|
skin = tmp; |
2242 |
|
|
else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) |
2243 |
|
|
abil = tmp; |
2244 |
|
|
} |
2245 |
elmex |
1.1 |
} |
2246 |
root |
1.22 |
|
2247 |
elmex |
1.1 |
/* if either skin or ability are missing, this is an old player |
2248 |
|
|
which is not to be considered a dragon -> bail out */ |
2249 |
root |
1.22 |
if (skin == NULL || abil == NULL) |
2250 |
|
|
return 0; |
2251 |
|
|
|
2252 |
elmex |
1.1 |
/* now start by filling stomache and health, according to food-value */ |
2253 |
root |
1.22 |
if ((999 - op->stats.food) < meal->stats.food) |
2254 |
elmex |
1.1 |
op->stats.hp += (999 - op->stats.food) / 50; |
2255 |
|
|
else |
2256 |
root |
1.22 |
op->stats.hp += meal->stats.food / 50; |
2257 |
|
|
if (op->stats.hp > op->stats.maxhp) |
2258 |
|
|
op->stats.hp = op->stats.maxhp; |
2259 |
|
|
|
2260 |
|
|
op->stats.food = MIN (999, op->stats.food + meal->stats.food); |
2261 |
|
|
|
2262 |
|
|
/*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ |
2263 |
|
|
|
2264 |
elmex |
1.1 |
/* on to the interesting part: chances for adding resistance */ |
2265 |
root |
1.22 |
for (i = 0; i < NROFATTACKS; i++) |
2266 |
|
|
{ |
2267 |
|
|
if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i)) |
2268 |
|
|
{ |
2269 |
|
|
/* got positive resistance, now calculate improvement chance (0-100) */ |
2270 |
|
|
|
2271 |
|
|
/* this bonus makes resistance increase easier at lower levels */ |
2272 |
|
|
bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level); |
2273 |
|
|
if (i == abil->stats.exp) |
2274 |
|
|
bonus += 5; /* additional bonus for resistance of ability-focus */ |
2275 |
|
|
|
2276 |
|
|
/* monster bonus increases with level, because high-level |
2277 |
|
|
flesh is too rare */ |
2278 |
|
|
mbonus = op->level * 20. / ((double) settings.max_level); |
2279 |
|
|
|
2280 |
|
|
chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / |
2281 |
|
|
((double) settings.max_level)) - skin->resist[i]; |
2282 |
|
|
|
2283 |
|
|
if (chance >= 0.) |
2284 |
|
|
chance += 1.; |
2285 |
|
|
else |
2286 |
|
|
chance = (chance < -12) ? 0. : 1. / pow (2., -chance); |
2287 |
|
|
|
2288 |
|
|
/* chance is proportional to amount of resistance (max. 50) */ |
2289 |
|
|
chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; |
2290 |
|
|
|
2291 |
|
|
/* doubled chance for resistance of ability-focus */ |
2292 |
|
|
if (i == abil->stats.exp) |
2293 |
|
|
chance = MIN (100., chance * 2.); |
2294 |
|
|
|
2295 |
|
|
/* now make the throw and save all winners (Don't insert luck bonus here!) */ |
2296 |
|
|
if (RANDOM () % 10000 < (int) (chance * 100)) |
2297 |
|
|
{ |
2298 |
|
|
atnr_winner[winners] = i; |
2299 |
|
|
winners++; |
2300 |
|
|
} |
2301 |
|
|
|
2302 |
|
|
if (chance >= 0.01) |
2303 |
|
|
totalchance *= 1 - chance / 100; |
2304 |
|
|
|
2305 |
|
|
/*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */ |
2306 |
|
|
} |
2307 |
elmex |
1.1 |
} |
2308 |
root |
1.22 |
|
2309 |
elmex |
1.1 |
/* inverse totalchance as until now we have the failure-chance */ |
2310 |
root |
1.22 |
totalchance = 100 - totalchance * 100; |
2311 |
elmex |
1.1 |
/* print message according to totalchance */ |
2312 |
|
|
if (totalchance > 50.) |
2313 |
root |
1.22 |
sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); |
2314 |
elmex |
1.1 |
else if (totalchance > 10.) |
2315 |
root |
1.22 |
sprintf (buf, "The %s tasted very good.", &meal->name); |
2316 |
elmex |
1.1 |
else if (totalchance > 1.) |
2317 |
root |
1.22 |
sprintf (buf, "The %s tasted good.", &meal->name); |
2318 |
elmex |
1.1 |
else if (totalchance > 0.1) |
2319 |
root |
1.22 |
sprintf (buf, "The %s tasted bland.", &meal->name); |
2320 |
elmex |
1.1 |
else if (totalchance >= 0.01) |
2321 |
root |
1.22 |
sprintf (buf, "The %s had a boring taste.", &meal->name); |
2322 |
|
|
else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) |
2323 |
|
|
sprintf (buf, "The %s tasted strange.", &meal->name); |
2324 |
|
|
else |
2325 |
|
|
sprintf (buf, "The %s had no taste.", &meal->name); |
2326 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, buf); |
2327 |
|
|
|
2328 |
elmex |
1.1 |
/* now choose a winner if we have any */ |
2329 |
|
|
i = -1; |
2330 |
root |
1.22 |
if (winners > 0) |
2331 |
|
|
i = atnr_winner[RANDOM () % winners]; |
2332 |
|
|
|
2333 |
|
|
if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) |
2334 |
|
|
{ |
2335 |
|
|
/* resistance increased! */ |
2336 |
|
|
skin->resist[i]++; |
2337 |
|
|
fix_player (op); |
2338 |
|
|
|
2339 |
|
|
sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); |
2340 |
|
|
new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf); |
2341 |
|
|
} |
2342 |
|
|
|
2343 |
elmex |
1.1 |
/* if this flesh contains a new ability focus, we mark it |
2344 |
|
|
into the ability_force and it will take effect on next level */ |
2345 |
root |
1.22 |
if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) |
2346 |
|
|
{ |
2347 |
|
|
abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ |
2348 |
|
|
|
2349 |
|
|
if (meal->last_eat != abil->stats.exp) |
2350 |
|
|
{ |
2351 |
|
|
sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]); |
2352 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, buf); |
2353 |
|
|
sprintf (buf, "The change will happen at level %d", abil->level + 1); |
2354 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, buf); |
2355 |
|
|
} |
2356 |
|
|
else |
2357 |
|
|
{ |
2358 |
|
|
sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); |
2359 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, buf); |
2360 |
|
|
abil->last_eat = 0; |
2361 |
|
|
} |
2362 |
elmex |
1.1 |
} |
2363 |
|
|
return 1; |
2364 |
|
|
} |
2365 |
|
|
|
2366 |
root |
1.22 |
static void |
2367 |
|
|
apply_savebed (object *pl) |
2368 |
elmex |
1.1 |
{ |
2369 |
|
|
#ifndef COZY_SERVER |
2370 |
root |
1.22 |
if (!pl->contr->name_changed || !pl->stats.exp) |
2371 |
|
|
{ |
2372 |
|
|
new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet."); |
2373 |
elmex |
1.1 |
return; |
2374 |
|
|
} |
2375 |
|
|
#endif |
2376 |
root |
1.22 |
INVOKE_PLAYER (LOGOUT, pl->contr); |
2377 |
|
|
/* Need to call terminate_all_pets() before we remove the player ob */ |
2378 |
|
|
terminate_all_pets (pl); |
2379 |
|
|
remove_ob (pl); |
2380 |
|
|
pl->direction = 0; |
2381 |
|
|
new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name); |
2382 |
|
|
|
2383 |
|
|
/* update respawn position */ |
2384 |
|
|
strcpy (pl->contr->savebed_map, pl->map->path); |
2385 |
|
|
pl->contr->bed_x = pl->x; |
2386 |
|
|
pl->contr->bed_y = pl->y; |
2387 |
|
|
|
2388 |
|
|
strcpy (pl->contr->killer, "left"); |
2389 |
|
|
check_score (pl); /* Always check score */ |
2390 |
|
|
(void) save_player (pl, 0); |
2391 |
|
|
pl->map->players--; |
2392 |
|
|
#if MAP_MAXTIMEOUT |
2393 |
|
|
MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map); |
2394 |
elmex |
1.1 |
#endif |
2395 |
root |
1.22 |
play_again (pl); |
2396 |
|
|
pl->speed = 0; |
2397 |
|
|
update_ob_speed (pl); |
2398 |
elmex |
1.1 |
} |
2399 |
|
|
|
2400 |
|
|
/** |
2401 |
|
|
* Handles applying an improve armor scroll. |
2402 |
|
|
* Does some sanity checks, then calls improve_armour. |
2403 |
|
|
*/ |
2404 |
root |
1.22 |
static void |
2405 |
|
|
apply_armour_improver (object *op, object *tmp) |
2406 |
elmex |
1.1 |
{ |
2407 |
root |
1.22 |
object *armor; |
2408 |
elmex |
1.1 |
|
2409 |
root |
1.22 |
if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) |
2410 |
|
|
{ |
2411 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); |
2412 |
|
|
return; |
2413 |
elmex |
1.1 |
} |
2414 |
root |
1.22 |
armor = find_marked_object (op); |
2415 |
|
|
if (!armor) |
2416 |
|
|
{ |
2417 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); |
2418 |
elmex |
1.1 |
return; |
2419 |
|
|
} |
2420 |
root |
1.22 |
if (armor->type != ARMOUR |
2421 |
|
|
&& armor->type != CLOAK |
2422 |
|
|
&& armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) |
2423 |
elmex |
1.1 |
{ |
2424 |
root |
1.22 |
new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); |
2425 |
|
|
return; |
2426 |
elmex |
1.1 |
} |
2427 |
|
|
|
2428 |
root |
1.22 |
new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); |
2429 |
|
|
improve_armour (op, tmp, armor); |
2430 |
elmex |
1.1 |
} |
2431 |
|
|
|
2432 |
|
|
|
2433 |
root |
1.22 |
extern void |
2434 |
|
|
apply_poison (object *op, object *tmp) |
2435 |
elmex |
1.1 |
{ |
2436 |
root |
1.22 |
if (op->type == PLAYER) |
2437 |
|
|
{ |
2438 |
|
|
play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); |
2439 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); |
2440 |
|
|
strcpy (op->contr->killer, "poisonous booze"); |
2441 |
elmex |
1.1 |
} |
2442 |
root |
1.22 |
if (tmp->stats.hp > 0) |
2443 |
|
|
{ |
2444 |
|
|
LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); |
2445 |
|
|
hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); |
2446 |
elmex |
1.1 |
} |
2447 |
root |
1.22 |
op->stats.food -= op->stats.food / 4; |
2448 |
|
|
handle_apply_yield (tmp); |
2449 |
|
|
decrease_ob (tmp); |
2450 |
elmex |
1.1 |
} |
2451 |
|
|
|
2452 |
|
|
/** |
2453 |
|
|
* This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. |
2454 |
|
|
* A valid 2 way exit means: |
2455 |
|
|
* -You can come back (there is another exit at the other side) |
2456 |
|
|
* -You are |
2457 |
|
|
* ° the owner of the exit |
2458 |
|
|
* ° or in the same party as the owner |
2459 |
|
|
* |
2460 |
|
|
* Note: a owner in a 2 way exit is saved as the owner's name |
2461 |
|
|
* in the field exit->name cause the field exit->owner doesn't |
2462 |
|
|
* survive in the swapping (in fact the whole exit doesn't survive). |
2463 |
|
|
*/ |
2464 |
root |
1.22 |
int |
2465 |
|
|
is_legal_2ways_exit (object *op, object *exit) |
2466 |
|
|
{ |
2467 |
|
|
object *tmp; |
2468 |
|
|
object *exit_owner; |
2469 |
|
|
player *pp; |
2470 |
|
|
mapstruct *exitmap; |
2471 |
|
|
|
2472 |
|
|
if (exit->stats.exp != 1) |
2473 |
|
|
return 1; /*This is not a 2 way, so it is legal */ |
2474 |
|
|
if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) |
2475 |
|
|
return 0; /* This is a reset town portal */ |
2476 |
|
|
/* To know if an exit has a correspondant, we look at |
2477 |
|
|
* all the exits in destination and try to find one with same path as |
2478 |
|
|
* the current exit's position */ |
2479 |
|
|
if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) |
2480 |
|
|
exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE); |
2481 |
|
|
else |
2482 |
|
|
exitmap = ready_map_name (EXIT_PATH (exit), 0); |
2483 |
|
|
if (exitmap) |
2484 |
|
|
{ |
2485 |
|
|
tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); |
2486 |
|
|
if (!tmp) |
2487 |
|
|
return 0; |
2488 |
|
|
for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) |
2489 |
|
|
{ |
2490 |
|
|
if (tmp->type != EXIT) |
2491 |
|
|
continue; /*Not an exit */ |
2492 |
|
|
if (!EXIT_PATH (tmp)) |
2493 |
|
|
continue; /*Not a valid exit */ |
2494 |
|
|
if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) |
2495 |
|
|
continue; /*Not in the same place */ |
2496 |
|
|
if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) |
2497 |
|
|
continue; /*Not in the same map */ |
2498 |
|
|
|
2499 |
|
|
/* From here we have found the exit is valid. However we do |
2500 |
|
|
* here the check of the exit owner. It is important for the |
2501 |
|
|
* town portals to prevent strangers from visiting your appartments |
2502 |
|
|
*/ |
2503 |
|
|
if (!exit->race) |
2504 |
|
|
return 1; /*No owner, free for all! */ |
2505 |
|
|
exit_owner = NULL; |
2506 |
|
|
for (pp = first_player; pp; pp = pp->next) |
2507 |
|
|
{ |
2508 |
|
|
if (!pp->ob) |
2509 |
|
|
continue; |
2510 |
|
|
if (pp->ob->name != exit->race) |
2511 |
|
|
continue; |
2512 |
|
|
exit_owner = pp->ob; /*We found a player which correspond to the player name */ |
2513 |
|
|
break; |
2514 |
|
|
} |
2515 |
|
|
if (!exit_owner) |
2516 |
|
|
return 0; /* No more owner */ |
2517 |
|
|
if (exit_owner->contr == op->contr) |
2518 |
|
|
return 1; /*It is your exit */ |
2519 |
|
|
if (exit_owner && /*There is a owner */ |
2520 |
|
|
(op->contr) && /*A player tries to pass */ |
2521 |
|
|
((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ |
2522 |
|
|
(exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ |
2523 |
|
|
return 0; |
2524 |
|
|
return 1; |
2525 |
|
|
} |
2526 |
|
|
} |
2527 |
|
|
return 0; |
2528 |
|
|
} |
2529 |
elmex |
1.1 |
|
2530 |
|
|
|
2531 |
|
|
/** |
2532 |
|
|
* Main apply handler. |
2533 |
|
|
* |
2534 |
|
|
* Checks for unpaid items before applying. |
2535 |
|
|
* |
2536 |
|
|
* Return value: |
2537 |
|
|
* 0: player or monster can't apply objects of that type |
2538 |
|
|
* 1: has been applied, or there was an error applying the object |
2539 |
|
|
* 2: objects of that type can't be applied if not in inventory |
2540 |
|
|
* |
2541 |
|
|
* op is the object that is causing object to be applied, tmp is the object |
2542 |
|
|
* being applied. |
2543 |
|
|
* |
2544 |
|
|
* aflag is special (always apply/unapply) flags. Nothing is done with |
2545 |
|
|
* them in this function - they are passed to apply_special |
2546 |
|
|
*/ |
2547 |
|
|
|
2548 |
root |
1.22 |
int |
2549 |
|
|
manual_apply (object *op, object *tmp, int aflag) |
2550 |
elmex |
1.1 |
{ |
2551 |
root |
1.22 |
if (tmp->head) |
2552 |
|
|
tmp = tmp->head; |
2553 |
elmex |
1.1 |
|
2554 |
root |
1.22 |
if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) |
2555 |
|
|
{ |
2556 |
|
|
if (op->type == PLAYER) |
2557 |
|
|
{ |
2558 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); |
2559 |
|
|
return 1; |
2560 |
|
|
} |
2561 |
|
|
else |
2562 |
|
|
{ |
2563 |
|
|
return 0; /* monsters just skip unpaid items */ |
2564 |
root |
1.14 |
} |
2565 |
elmex |
1.1 |
} |
2566 |
|
|
|
2567 |
root |
1.22 |
if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) |
2568 |
|
|
return RESULT_INT (0); |
2569 |
root |
1.8 |
|
2570 |
root |
1.22 |
switch (tmp->type) |
2571 |
|
|
{ |
2572 |
elmex |
1.1 |
|
2573 |
root |
1.24 |
case CF_HANDLE: |
2574 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); |
2575 |
|
|
play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); |
2576 |
|
|
tmp->value = tmp->value ? 0 : 1; |
2577 |
|
|
SET_ANIMATION (tmp, tmp->value); |
2578 |
|
|
update_object (tmp, UP_OBJ_FACE); |
2579 |
|
|
push_button (tmp); |
2580 |
|
|
return 1; |
2581 |
root |
1.14 |
|
2582 |
root |
1.24 |
case TRIGGER: |
2583 |
|
|
if (check_trigger (tmp, op)) |
2584 |
|
|
{ |
2585 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); |
2586 |
|
|
play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); |
2587 |
|
|
} |
2588 |
|
|
else |
2589 |
|
|
{ |
2590 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); |
2591 |
|
|
} |
2592 |
|
|
return 1; |
2593 |
root |
1.14 |
|
2594 |
root |
1.24 |
case EXIT: |
2595 |
|
|
if (op->type != PLAYER) |
2596 |
|
|
return 0; |
2597 |
|
|
if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) |
2598 |
|
|
{ |
2599 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); |
2600 |
|
|
} |
2601 |
|
|
else |
2602 |
|
|
{ |
2603 |
|
|
/* Don't display messages for random maps. */ |
2604 |
|
|
if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) |
2605 |
|
|
new_draw_info (NDI_NAVY, 0, op, tmp->msg); |
2606 |
|
|
enter_exit (op, tmp); |
2607 |
|
|
} |
2608 |
|
|
return 1; |
2609 |
root |
1.14 |
|
2610 |
root |
1.24 |
case SIGN: |
2611 |
|
|
apply_sign (op, tmp, 0); |
2612 |
|
|
return 1; |
2613 |
root |
1.14 |
|
2614 |
root |
1.24 |
case BOOK: |
2615 |
|
|
if (op->type == PLAYER) |
2616 |
|
|
{ |
2617 |
|
|
apply_book (op, tmp); |
2618 |
|
|
return 1; |
2619 |
|
|
} |
2620 |
|
|
else |
2621 |
|
|
{ |
2622 |
|
|
return 0; |
2623 |
|
|
} |
2624 |
root |
1.14 |
|
2625 |
root |
1.24 |
case SKILLSCROLL: |
2626 |
|
|
if (op->type == PLAYER) |
2627 |
|
|
{ |
2628 |
|
|
apply_skillscroll (op, tmp); |
2629 |
|
|
return 1; |
2630 |
|
|
} |
2631 |
|
|
return 0; |
2632 |
root |
1.14 |
|
2633 |
root |
1.24 |
case SPELLBOOK: |
2634 |
|
|
if (op->type == PLAYER) |
2635 |
|
|
{ |
2636 |
|
|
apply_spellbook (op, tmp); |
2637 |
|
|
return 1; |
2638 |
|
|
} |
2639 |
|
|
return 0; |
2640 |
root |
1.14 |
|
2641 |
root |
1.24 |
case SCROLL: |
2642 |
|
|
apply_scroll (op, tmp, 0); |
2643 |
|
|
return 1; |
2644 |
root |
1.14 |
|
2645 |
root |
1.24 |
case POTION: |
2646 |
|
|
(void) apply_potion (op, tmp); |
2647 |
|
|
return 1; |
2648 |
root |
1.14 |
|
2649 |
root |
1.24 |
/* Eneq(@csd.uu.se): Handle apply on containers. */ |
2650 |
|
|
case CLOSE_CON: |
2651 |
|
|
if (op->type == PLAYER) |
2652 |
|
|
(void) esrv_apply_container (op, tmp->env); |
2653 |
|
|
else |
2654 |
|
|
(void) apply_container (op, tmp->env); |
2655 |
|
|
return 1; |
2656 |
root |
1.14 |
|
2657 |
root |
1.24 |
case CONTAINER: |
2658 |
|
|
if (op->type == PLAYER) |
2659 |
|
|
(void) esrv_apply_container (op, tmp); |
2660 |
|
|
else |
2661 |
|
|
(void) apply_container (op, tmp); |
2662 |
|
|
return 1; |
2663 |
root |
1.14 |
|
2664 |
root |
1.24 |
case TREASURE: |
2665 |
|
|
if (op->type == PLAYER) |
2666 |
|
|
{ |
2667 |
|
|
apply_treasure (op, tmp); |
2668 |
|
|
return 1; |
2669 |
|
|
} |
2670 |
|
|
else |
2671 |
|
|
{ |
2672 |
|
|
return 0; |
2673 |
|
|
} |
2674 |
root |
1.14 |
|
2675 |
root |
1.24 |
case WEAPON: |
2676 |
|
|
case ARMOUR: |
2677 |
|
|
case BOOTS: |
2678 |
|
|
case GLOVES: |
2679 |
|
|
case AMULET: |
2680 |
|
|
case GIRDLE: |
2681 |
|
|
case BRACERS: |
2682 |
|
|
case SHIELD: |
2683 |
|
|
case HELMET: |
2684 |
|
|
case RING: |
2685 |
|
|
case CLOAK: |
2686 |
|
|
case WAND: |
2687 |
|
|
case ROD: |
2688 |
|
|
case HORN: |
2689 |
|
|
case SKILL: |
2690 |
|
|
case BOW: |
2691 |
|
|
case LAMP: |
2692 |
|
|
case BUILDER: |
2693 |
|
|
case SKILL_TOOL: |
2694 |
|
|
if (tmp->env != op) |
2695 |
|
|
return 2; /* not in inventory */ |
2696 |
|
|
(void) apply_special (op, tmp, aflag); |
2697 |
|
|
return 1; |
2698 |
root |
1.14 |
|
2699 |
root |
1.24 |
case DRINK: |
2700 |
|
|
case FOOD: |
2701 |
|
|
case FLESH: |
2702 |
|
|
apply_food (op, tmp); |
2703 |
|
|
return 1; |
2704 |
root |
1.14 |
|
2705 |
root |
1.24 |
case POISON: |
2706 |
|
|
apply_poison (op, tmp); |
2707 |
|
|
return 1; |
2708 |
root |
1.14 |
|
2709 |
root |
1.24 |
case SAVEBED: |
2710 |
|
|
if (op->type == PLAYER) |
2711 |
|
|
{ |
2712 |
|
|
apply_savebed (op); |
2713 |
|
|
return 1; |
2714 |
|
|
} |
2715 |
|
|
else |
2716 |
|
|
{ |
2717 |
|
|
return 0; |
2718 |
|
|
} |
2719 |
root |
1.14 |
|
2720 |
root |
1.24 |
case ARMOUR_IMPROVER: |
2721 |
|
|
if (op->type == PLAYER) |
2722 |
|
|
{ |
2723 |
|
|
apply_armour_improver (op, tmp); |
2724 |
|
|
return 1; |
2725 |
|
|
} |
2726 |
|
|
else |
2727 |
|
|
{ |
2728 |
|
|
return 0; |
2729 |
|
|
} |
2730 |
root |
1.14 |
|
2731 |
root |
1.24 |
case WEAPON_IMPROVER: |
2732 |
|
|
(void) check_improve_weapon (op, tmp); |
2733 |
|
|
return 1; |
2734 |
root |
1.14 |
|
2735 |
root |
1.24 |
case CLOCK: |
2736 |
|
|
if (op->type == PLAYER) |
2737 |
|
|
{ |
2738 |
|
|
char buf[MAX_BUF]; |
2739 |
|
|
timeofday_t tod; |
2740 |
root |
1.22 |
|
2741 |
root |
1.24 |
get_tod (&tod); |
2742 |
|
|
sprintf (buf, "It is %d minute%s past %d o'clock %s", |
2743 |
|
|
tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), |
2744 |
|
|
((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); |
2745 |
|
|
play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); |
2746 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, buf); |
2747 |
|
|
return 1; |
2748 |
|
|
} |
2749 |
|
|
else |
2750 |
|
|
{ |
2751 |
|
|
return 0; |
2752 |
|
|
} |
2753 |
root |
1.14 |
|
2754 |
root |
1.24 |
case MENU: |
2755 |
|
|
if (op->type == PLAYER) |
2756 |
|
|
{ |
2757 |
|
|
shop_listing (op); |
2758 |
|
|
return 1; |
2759 |
|
|
} |
2760 |
|
|
else |
2761 |
|
|
{ |
2762 |
|
|
return 0; |
2763 |
|
|
} |
2764 |
elmex |
1.1 |
|
2765 |
root |
1.24 |
case POWER_CRYSTAL: |
2766 |
|
|
apply_power_crystal (op, tmp); /* see egoitem.c */ |
2767 |
|
|
return 1; |
2768 |
root |
1.14 |
|
2769 |
root |
1.24 |
case LIGHTER: /* for lighting torches/lanterns/etc */ |
2770 |
|
|
if (op->type == PLAYER) |
2771 |
|
|
{ |
2772 |
|
|
apply_lighter (op, tmp); |
2773 |
|
|
return 1; |
2774 |
|
|
} |
2775 |
|
|
else |
2776 |
|
|
{ |
2777 |
|
|
return 0; |
2778 |
|
|
} |
2779 |
root |
1.14 |
|
2780 |
root |
1.24 |
case ITEM_TRANSFORMER: |
2781 |
|
|
apply_item_transformer (op, tmp); |
2782 |
|
|
return 1; |
2783 |
root |
1.14 |
|
2784 |
root |
1.24 |
default: |
2785 |
|
|
return 0; |
2786 |
elmex |
1.1 |
} |
2787 |
|
|
} |
2788 |
|
|
|
2789 |
|
|
|
2790 |
|
|
/* quiet suppresses the "don't know how to apply" and "you must get it first" |
2791 |
|
|
* messages as needed by player_apply_below(). But there can still be |
2792 |
|
|
* "but you are floating high above the ground" messages. |
2793 |
|
|
* |
2794 |
|
|
* Same return value as apply() function. |
2795 |
|
|
*/ |
2796 |
root |
1.22 |
int |
2797 |
|
|
player_apply (object *pl, object *op, int aflag, int quiet) |
2798 |
elmex |
1.1 |
{ |
2799 |
root |
1.22 |
int tmp; |
2800 |
elmex |
1.1 |
|
2801 |
root |
1.22 |
if (op->env == NULL && (pl->move_type & MOVE_FLYING)) |
2802 |
|
|
{ |
2803 |
|
|
/* player is flying and applying object not in inventory */ |
2804 |
|
|
if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) |
2805 |
|
|
{ |
2806 |
|
|
new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); |
2807 |
|
|
return 0; |
2808 |
root |
1.14 |
} |
2809 |
elmex |
1.1 |
} |
2810 |
|
|
|
2811 |
root |
1.22 |
/* Check for PLAYER to avoid a DM to disappear in a puff of smoke if |
2812 |
|
|
* applied. |
2813 |
|
|
*/ |
2814 |
|
|
if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ)) |
2815 |
|
|
{ |
2816 |
|
|
play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE); |
2817 |
|
|
new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!"); |
2818 |
|
|
new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion."); |
2819 |
|
|
remove_ob (op); |
2820 |
|
|
free_object (op); |
2821 |
|
|
return 1; |
2822 |
elmex |
1.1 |
} |
2823 |
|
|
|
2824 |
root |
1.22 |
pl->contr->last_used = op; |
2825 |
|
|
pl->contr->last_used_id = op->count; |
2826 |
elmex |
1.1 |
|
2827 |
root |
1.22 |
tmp = manual_apply (pl, op, aflag); |
2828 |
|
|
if (!quiet) |
2829 |
|
|
{ |
2830 |
|
|
if (tmp == 0) |
2831 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); |
2832 |
|
|
else if (tmp == 2) |
2833 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); |
2834 |
elmex |
1.1 |
} |
2835 |
root |
1.22 |
return tmp; |
2836 |
elmex |
1.1 |
} |
2837 |
|
|
|
2838 |
|
|
/** |
2839 |
|
|
* player_apply_below attempts to apply the object 'below' the player. |
2840 |
|
|
* If the player has an open container, we use that for below, otherwise |
2841 |
|
|
* we use the ground. |
2842 |
|
|
*/ |
2843 |
|
|
|
2844 |
root |
1.22 |
void |
2845 |
|
|
player_apply_below (object *pl) |
2846 |
elmex |
1.1 |
{ |
2847 |
root |
1.22 |
object *tmp, *next; |
2848 |
|
|
int floors; |
2849 |
|
|
|
2850 |
|
|
/* If using a container, set the starting item to be the top |
2851 |
|
|
* item in the container. Otherwise, use the map. |
2852 |
|
|
*/ |
2853 |
|
|
tmp = (pl->container != NULL) ? pl->container->inv : pl->below; |
2854 |
elmex |
1.1 |
|
2855 |
root |
1.22 |
/* This is perhaps more complicated. However, I want to make sure that |
2856 |
|
|
* we don't use a corrupt pointer for the next object, so we get the |
2857 |
|
|
* next object in the stack before applying. This is can only be a |
2858 |
|
|
* problem if player_apply() has a bug in that it uses the object but does |
2859 |
|
|
* not return a proper value. |
2860 |
|
|
*/ |
2861 |
|
|
for (floors = 0; tmp != NULL; tmp = next) |
2862 |
|
|
{ |
2863 |
|
|
next = tmp->below; |
2864 |
|
|
if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
2865 |
|
|
floors++; |
2866 |
|
|
else if (floors > 0) |
2867 |
|
|
return; /* process only floor objects after first floor object */ |
2868 |
|
|
|
2869 |
|
|
/* If it is visible, player can apply it. If it is applied by |
2870 |
|
|
* person moving on it, also activate. Added code to make it |
2871 |
|
|
* so that at least one of players movement types be that which |
2872 |
|
|
* the item needs. |
2873 |
|
|
*/ |
2874 |
|
|
if (!tmp->invisible || (tmp->move_on & pl->move_type)) |
2875 |
|
|
{ |
2876 |
|
|
if (player_apply (pl, tmp, 0, 1) == 1) |
2877 |
|
|
return; |
2878 |
elmex |
1.1 |
} |
2879 |
root |
1.22 |
if (floors >= 2) |
2880 |
|
|
return; /* process at most two floor objects */ |
2881 |
elmex |
1.1 |
} |
2882 |
|
|
} |
2883 |
|
|
|
2884 |
|
|
/** |
2885 |
|
|
* Unapplies specified item. |
2886 |
|
|
* No check done on cursed/damned. |
2887 |
|
|
* Break this out of apply_special - this is just done |
2888 |
|
|
* to keep the size of apply_special to a more managable size. |
2889 |
|
|
*/ |
2890 |
root |
1.22 |
static int |
2891 |
|
|
unapply_special (object *who, object *op, int aflags) |
2892 |
elmex |
1.1 |
{ |
2893 |
root |
1.22 |
if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) |
2894 |
|
|
return RESULT_INT (0); |
2895 |
root |
1.12 |
|
2896 |
root |
1.22 |
object *tmp2; |
2897 |
elmex |
1.1 |
|
2898 |
root |
1.22 |
CLEAR_FLAG (op, FLAG_APPLIED); |
2899 |
|
|
switch (op->type) |
2900 |
|
|
{ |
2901 |
root |
1.24 |
case WEAPON: |
2902 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); |
2903 |
elmex |
1.1 |
|
2904 |
root |
1.24 |
(void) change_abil (who, op); |
2905 |
|
|
if (QUERY_FLAG (who, FLAG_READY_WEAPON)) |
2906 |
|
|
CLEAR_FLAG (who, FLAG_READY_WEAPON); |
2907 |
|
|
clear_skill (who); |
2908 |
|
|
break; |
2909 |
root |
1.14 |
|
2910 |
root |
1.24 |
case SKILL: /* allows objects to impart skills */ |
2911 |
|
|
case SKILL_TOOL: |
2912 |
|
|
if (op != who->chosen_skill) |
2913 |
|
|
{ |
2914 |
|
|
LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); |
2915 |
|
|
} |
2916 |
|
|
if (who->type == PLAYER) |
2917 |
|
|
{ |
2918 |
|
|
if (who->contr->shoottype == range_skill) |
2919 |
|
|
who->contr->shoottype = range_none; |
2920 |
|
|
if (!op->invisible) |
2921 |
|
|
{ |
2922 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); |
2923 |
|
|
} |
2924 |
|
|
else |
2925 |
|
|
{ |
2926 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); |
2927 |
|
|
} |
2928 |
|
|
} |
2929 |
|
|
(void) change_abil (who, op); |
2930 |
|
|
who->chosen_skill = NULL; |
2931 |
|
|
CLEAR_FLAG (who, FLAG_READY_SKILL); |
2932 |
|
|
break; |
2933 |
root |
1.14 |
|
2934 |
root |
1.24 |
case ARMOUR: |
2935 |
|
|
case HELMET: |
2936 |
|
|
case SHIELD: |
2937 |
|
|
case RING: |
2938 |
|
|
case BOOTS: |
2939 |
|
|
case GLOVES: |
2940 |
|
|
case AMULET: |
2941 |
|
|
case GIRDLE: |
2942 |
|
|
case BRACERS: |
2943 |
|
|
case CLOAK: |
2944 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); |
2945 |
|
|
(void) change_abil (who, op); |
2946 |
|
|
break; |
2947 |
|
|
case LAMP: |
2948 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); |
2949 |
|
|
tmp2 = arch_to_object (op->other_arch); |
2950 |
|
|
tmp2->x = op->x; |
2951 |
|
|
tmp2->y = op->y; |
2952 |
|
|
tmp2->map = op->map; |
2953 |
|
|
tmp2->below = op->below; |
2954 |
|
|
tmp2->above = op->above; |
2955 |
|
|
tmp2->stats.food = op->stats.food; |
2956 |
|
|
CLEAR_FLAG (tmp2, FLAG_APPLIED); |
2957 |
|
|
if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
2958 |
|
|
SET_FLAG (tmp2, FLAG_INV_LOCKED); |
2959 |
|
|
if (who->type == PLAYER) |
2960 |
|
|
esrv_del_item (who->contr, (tag_t) op->count); |
2961 |
|
|
remove_ob (op); |
2962 |
|
|
free_object (op); |
2963 |
|
|
insert_ob_in_ob (tmp2, who); |
2964 |
|
|
fix_player (who); |
2965 |
|
|
if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
2966 |
|
|
{ |
2967 |
|
|
if (who->type == PLAYER) |
2968 |
|
|
{ |
2969 |
|
|
new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); |
2970 |
|
|
SET_FLAG (tmp2, FLAG_KNOWN_CURSED); |
2971 |
|
|
} |
2972 |
|
|
} |
2973 |
|
|
if (who->type == PLAYER) |
2974 |
|
|
esrv_send_item (who, tmp2); |
2975 |
|
|
return 1; /* otherwise, an attempt to drop causes problems */ |
2976 |
|
|
break; |
2977 |
|
|
case BOW: |
2978 |
|
|
case WAND: |
2979 |
|
|
case ROD: |
2980 |
|
|
case HORN: |
2981 |
|
|
clear_skill (who); |
2982 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); |
2983 |
|
|
if (who->type == PLAYER) |
2984 |
|
|
{ |
2985 |
|
|
who->contr->shoottype = range_none; |
2986 |
|
|
} |
2987 |
|
|
else |
2988 |
|
|
{ |
2989 |
|
|
if (op->type == BOW) |
2990 |
|
|
CLEAR_FLAG (who, FLAG_READY_BOW); |
2991 |
|
|
else |
2992 |
|
|
CLEAR_FLAG (who, FLAG_READY_RANGE); |
2993 |
|
|
} |
2994 |
|
|
break; |
2995 |
elmex |
1.1 |
|
2996 |
root |
1.24 |
case BUILDER: |
2997 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); |
2998 |
|
|
who->contr->shoottype = range_none; |
2999 |
|
|
who->contr->ranges[range_builder] = NULL; |
3000 |
|
|
break; |
3001 |
elmex |
1.1 |
|
3002 |
root |
1.24 |
default: |
3003 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); |
3004 |
|
|
break; |
3005 |
elmex |
1.1 |
} |
3006 |
|
|
|
3007 |
root |
1.22 |
fix_player (who); |
3008 |
elmex |
1.1 |
|
3009 |
root |
1.22 |
if (!(aflags & AP_NO_MERGE)) |
3010 |
|
|
{ |
3011 |
|
|
object *tmp; |
3012 |
|
|
|
3013 |
|
|
tag_t del_tag = op->count; |
3014 |
elmex |
1.1 |
|
3015 |
root |
1.22 |
tmp = merge_ob (op, NULL); |
3016 |
|
|
if (who->type == PLAYER) |
3017 |
|
|
{ |
3018 |
|
|
if (tmp) |
3019 |
|
|
{ /* it was merged */ |
3020 |
|
|
esrv_del_item (who->contr, del_tag); |
3021 |
|
|
op = tmp; |
3022 |
elmex |
1.1 |
} |
3023 |
root |
1.22 |
esrv_send_item (who, op); |
3024 |
root |
1.14 |
} |
3025 |
elmex |
1.1 |
} |
3026 |
root |
1.22 |
return 0; |
3027 |
elmex |
1.1 |
} |
3028 |
|
|
|
3029 |
|
|
/** |
3030 |
|
|
* Returns the object that is using location 'loc'. |
3031 |
|
|
* Note that 'start' is the first object to start examing - we |
3032 |
|
|
* then go through the below of this. In this way, you can do |
3033 |
|
|
* something like: |
3034 |
|
|
* tmp = get_item_from_body_location(who->inv, 1); |
3035 |
|
|
* if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); |
3036 |
|
|
* to find the second object that may use this location, etc. |
3037 |
|
|
* Returns NULL if no match is found. |
3038 |
|
|
* loc is the index into the array we are looking for a match. |
3039 |
|
|
* don't return invisible objects unless they are skill objects |
3040 |
|
|
* invisible other objects that use |
3041 |
|
|
* up body locations can be used as restrictions. |
3042 |
|
|
*/ |
3043 |
root |
1.22 |
object * |
3044 |
|
|
get_item_from_body_location (object *start, int loc) |
3045 |
elmex |
1.1 |
{ |
3046 |
root |
1.22 |
object *tmp; |
3047 |
elmex |
1.1 |
|
3048 |
root |
1.22 |
if (!start) |
3049 |
|
|
return NULL; |
3050 |
elmex |
1.1 |
|
3051 |
root |
1.22 |
for (tmp = start; tmp; tmp = tmp->below) |
3052 |
|
|
if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) |
3053 |
|
|
return tmp; |
3054 |
elmex |
1.1 |
|
3055 |
root |
1.22 |
return NULL; |
3056 |
elmex |
1.1 |
} |
3057 |
|
|
|
3058 |
|
|
|
3059 |
|
|
|
3060 |
|
|
/** |
3061 |
|
|
* 'op' wants to apply an object, but can't because of other equipment. |
3062 |
|
|
* This should only be called when it is known |
3063 |
|
|
* that there are objects to unapply. This makes pretty heavy |
3064 |
|
|
* use of get_item_from_body_location. It makes no intelligent choice |
3065 |
|
|
* on objects - rather, the first that is matched is used. |
3066 |
|
|
* Returns 0 on success, returns 1 if there is some problem. |
3067 |
|
|
* if aflags is AP_PRINT, we instead print out waht to unapply |
3068 |
|
|
* instead of doing it. This is a lot less code than having |
3069 |
|
|
* another function that does just that. |
3070 |
|
|
*/ |
3071 |
root |
1.22 |
int |
3072 |
|
|
unapply_for_ob (object *who, object *op, int aflags) |
3073 |
elmex |
1.1 |
{ |
3074 |
root |
1.22 |
int i; |
3075 |
|
|
object *tmp = NULL, *last; |
3076 |
elmex |
1.1 |
|
3077 |
root |
1.22 |
/* If we are applying a shield or weapon, unapply any equipped shield |
3078 |
|
|
* or weapons first - only allowed to use one weapon/shield at a time. |
3079 |
|
|
*/ |
3080 |
|
|
if (op->type == WEAPON || op->type == SHIELD) |
3081 |
|
|
{ |
3082 |
|
|
for (tmp = who->inv; tmp; tmp = tmp->below) |
3083 |
|
|
{ |
3084 |
|
|
if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) |
3085 |
|
|
{ |
3086 |
|
|
if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) |
3087 |
|
|
{ |
3088 |
|
|
if (aflags & AP_PRINT) |
3089 |
|
|
new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); |
3090 |
|
|
else |
3091 |
|
|
unapply_special (who, tmp, aflags); |
3092 |
|
|
} |
3093 |
|
|
else |
3094 |
|
|
{ |
3095 |
|
|
/* In this case, we want to try and remove a cursed item. |
3096 |
|
|
* While we know it won't work, we want unapply_special to |
3097 |
|
|
* at least generate the message. |
3098 |
|
|
*/ |
3099 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); |
3100 |
|
|
return 1; |
3101 |
root |
1.14 |
} |
3102 |
elmex |
1.1 |
|
3103 |
root |
1.14 |
} |
3104 |
|
|
} |
3105 |
elmex |
1.1 |
} |
3106 |
|
|
|
3107 |
root |
1.22 |
for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
3108 |
|
|
{ |
3109 |
|
|
/* this used up a slot that we need to free */ |
3110 |
|
|
if (op->body_info[i]) |
3111 |
|
|
{ |
3112 |
|
|
last = who->inv; |
3113 |
root |
1.14 |
|
3114 |
root |
1.22 |
/* We do a while loop - may need to remove several items in order |
3115 |
|
|
* to free up enough slots. |
3116 |
|
|
*/ |
3117 |
|
|
while ((who->body_used[i] + op->body_info[i]) < 0) |
3118 |
|
|
{ |
3119 |
|
|
tmp = get_item_from_body_location (last, i); |
3120 |
|
|
if (!tmp) |
3121 |
|
|
{ |
3122 |
elmex |
1.1 |
#if 0 |
3123 |
root |
1.22 |
/* Not a bug - we'll get this if the player has cursed items |
3124 |
|
|
* equipped. |
3125 |
|
|
*/ |
3126 |
|
|
LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); |
3127 |
elmex |
1.1 |
#endif |
3128 |
root |
1.22 |
return 1; |
3129 |
|
|
} |
3130 |
|
|
/* If we are just printing, we don't care about cursed status */ |
3131 |
|
|
if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) |
3132 |
|
|
{ |
3133 |
|
|
if (aflags & AP_PRINT) |
3134 |
|
|
new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); |
3135 |
|
|
else |
3136 |
|
|
unapply_special (who, tmp, aflags); |
3137 |
root |
1.14 |
} |
3138 |
root |
1.22 |
else |
3139 |
|
|
{ |
3140 |
|
|
/* Cursed item that we can't unequip - tell the player. |
3141 |
|
|
* Note this could be annoying if this is just one of a few, |
3142 |
|
|
* so it may not be critical (eg, putting on a ring and you have |
3143 |
|
|
* one cursed ring.) |
3144 |
|
|
*/ |
3145 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); |
3146 |
root |
1.14 |
} |
3147 |
root |
1.22 |
last = tmp->below; |
3148 |
root |
1.14 |
} |
3149 |
root |
1.22 |
/* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the |
3150 |
|
|
* return in the !tmp would have kicked in. |
3151 |
|
|
*/ |
3152 |
|
|
} /* if op is using this body location */ |
3153 |
|
|
} /* for body lcoations */ |
3154 |
|
|
return 0; |
3155 |
elmex |
1.1 |
} |
3156 |
|
|
|
3157 |
|
|
/** |
3158 |
|
|
* Checks to see if 'who' can apply object 'op'. |
3159 |
|
|
* Returns 0 if apply can be done without anything special. |
3160 |
|
|
* Otherwise returns a bitmask - potentially several of these may be |
3161 |
|
|
* set, but largely depends on circumstance - in the future, processing |
3162 |
|
|
* may be pruned once we know some status (eg, once CAN_APPLY_NEVER |
3163 |
|
|
* is set, do we really are what the other flags may be?) |
3164 |
|
|
* |
3165 |
|
|
* See include/define.h for detailed description of the meaning of |
3166 |
|
|
* these return values. |
3167 |
|
|
*/ |
3168 |
root |
1.22 |
int |
3169 |
|
|
can_apply_object (object *who, object *op) |
3170 |
elmex |
1.1 |
{ |
3171 |
root |
1.22 |
if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) |
3172 |
|
|
return RESULT_INT (0); |
3173 |
|
|
|
3174 |
|
|
int i, retval = 0; |
3175 |
|
|
object *tmp = NULL, *ws = NULL; |
3176 |
|
|
|
3177 |
|
|
/* Players have 2 'arm's, so they could in theory equip 2 shields or |
3178 |
|
|
* 2 weapons, but we don't want to let them do that. So if they are |
3179 |
|
|
* trying to equip a weapon or shield, see if they already have one |
3180 |
|
|
* in place and store that way. |
3181 |
|
|
*/ |
3182 |
|
|
if (op->type == WEAPON || op->type == SHIELD) |
3183 |
|
|
{ |
3184 |
|
|
for (tmp = who->inv; tmp && !ws; tmp = tmp->below) |
3185 |
|
|
{ |
3186 |
|
|
if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) |
3187 |
|
|
{ |
3188 |
|
|
retval = CAN_APPLY_UNAPPLY; |
3189 |
|
|
ws = tmp; |
3190 |
root |
1.14 |
} |
3191 |
|
|
} |
3192 |
elmex |
1.1 |
} |
3193 |
root |
1.14 |
|
3194 |
|
|
|
3195 |
root |
1.22 |
for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
3196 |
|
|
{ |
3197 |
|
|
if (op->body_info[i]) |
3198 |
|
|
{ |
3199 |
|
|
/* Item uses more slots than we have */ |
3200 |
|
|
if (FABS (op->body_info[i]) > who->body_info[i]) |
3201 |
|
|
{ |
3202 |
|
|
/* Could return now for efficiently - rest of info below isn' |
3203 |
|
|
* really needed. |
3204 |
|
|
*/ |
3205 |
|
|
retval |= CAN_APPLY_NEVER; |
3206 |
|
|
} |
3207 |
|
|
else if ((who->body_used[i] + op->body_info[i]) < 0) |
3208 |
|
|
{ |
3209 |
|
|
/* in this case, equipping this would use more free spots than |
3210 |
|
|
* we have. |
3211 |
|
|
*/ |
3212 |
|
|
object *tmp1; |
3213 |
|
|
|
3214 |
elmex |
1.1 |
|
3215 |
root |
1.22 |
/* if we have an applied weapon/shield, and unapply it would free |
3216 |
|
|
* enough slots to equip the new item, then just set this can |
3217 |
|
|
* continue. We don't care about the logic below - if you have |
3218 |
|
|
* shield equipped and try to equip another shield, there is only |
3219 |
|
|
* one choice. However, the check for the number of body locations |
3220 |
|
|
* does take into the account cases where what is being applied |
3221 |
|
|
* may be two handed for example. |
3222 |
|
|
*/ |
3223 |
|
|
if (ws) |
3224 |
|
|
{ |
3225 |
|
|
if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0) |
3226 |
|
|
{ |
3227 |
|
|
retval |= CAN_APPLY_UNAPPLY; |
3228 |
|
|
continue; |
3229 |
|
|
} |
3230 |
|
|
} |
3231 |
|
|
|
3232 |
|
|
tmp1 = get_item_from_body_location (who->inv, i); |
3233 |
|
|
if (!tmp1) |
3234 |
|
|
{ |
3235 |
elmex |
1.1 |
#if 0 |
3236 |
root |
1.22 |
/* This is sort of an error, but happens a lot when old players |
3237 |
|
|
* join in with more stuff equipped than they are now allowed. |
3238 |
|
|
*/ |
3239 |
|
|
LOG (llevError, "Can't find object using location %d on %s\n", i, who->name); |
3240 |
elmex |
1.1 |
#endif |
3241 |
root |
1.22 |
retval |= CAN_APPLY_NEVER; |
3242 |
|
|
} |
3243 |
|
|
else |
3244 |
|
|
{ |
3245 |
|
|
/* need to unapply something. However, if this something |
3246 |
|
|
* is different than we had found before, it means they need |
3247 |
|
|
* to apply multiple objects |
3248 |
|
|
*/ |
3249 |
|
|
retval |= CAN_APPLY_UNAPPLY; |
3250 |
|
|
if (!tmp) |
3251 |
|
|
tmp = tmp1; |
3252 |
|
|
else if (tmp != tmp1) |
3253 |
|
|
{ |
3254 |
|
|
retval |= CAN_APPLY_UNAPPLY_MULT; |
3255 |
root |
1.14 |
} |
3256 |
root |
1.22 |
/* This object isn't using up all the slots, so there must |
3257 |
|
|
* be another. If so, and it the new item doesn't need all |
3258 |
|
|
* the slots, the player then has a choice. |
3259 |
|
|
*/ |
3260 |
|
|
if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) |
3261 |
|
|
retval |= CAN_APPLY_UNAPPLY_CHOICE; |
3262 |
|
|
|
3263 |
|
|
/* Does unequippint 'tmp1' free up enough slots for this to be |
3264 |
|
|
* equipped? If not, there must be something else to unapply. |
3265 |
|
|
*/ |
3266 |
|
|
if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) |
3267 |
|
|
retval |= CAN_APPLY_UNAPPLY_MULT; |
3268 |
|
|
|
3269 |
|
|
} |
3270 |
|
|
} /* if not enough free slots */ |
3271 |
|
|
} /* if this object uses location i */ |
3272 |
|
|
} /* for i -> num_body_locations loop */ |
3273 |
|
|
|
3274 |
|
|
/* Note that we don't check for FLAG_USE_ARMOUR - that should |
3275 |
|
|
* really be controlled by use of body locations. We do have |
3276 |
|
|
* the weapon/shield checks, and the range checks for monsters, |
3277 |
|
|
* because you can't control those just by body location - bows, shields, |
3278 |
|
|
* and weapons all use the same slot. Similar for horn/rod/wand - they |
3279 |
|
|
* all use the same location. |
3280 |
|
|
*/ |
3281 |
|
|
if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) |
3282 |
|
|
retval |= CAN_APPLY_RESTRICTION; |
3283 |
|
|
if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) |
3284 |
|
|
retval |= CAN_APPLY_RESTRICTION; |
3285 |
|
|
|
3286 |
|
|
|
3287 |
|
|
if (who->type != PLAYER) |
3288 |
|
|
{ |
3289 |
|
|
if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) |
3290 |
root |
1.14 |
retval |= CAN_APPLY_RESTRICTION; |
3291 |
root |
1.22 |
if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) |
3292 |
|
|
retval |= CAN_APPLY_RESTRICTION; |
3293 |
|
|
if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) |
3294 |
|
|
retval |= CAN_APPLY_RESTRICTION; |
3295 |
|
|
if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) |
3296 |
root |
1.14 |
retval |= CAN_APPLY_RESTRICTION; |
3297 |
elmex |
1.1 |
} |
3298 |
root |
1.22 |
return retval; |
3299 |
elmex |
1.1 |
} |
3300 |
|
|
|
3301 |
root |
1.22 |
|
3302 |
elmex |
1.1 |
|
3303 |
|
|
/** |
3304 |
|
|
* who is the object using the object. It can be a monster. |
3305 |
|
|
* op is the object they are using. op is an equipment type item, |
3306 |
|
|
* eg, one which you put on and keep on for a while, and not something |
3307 |
|
|
* like a potion or scroll. |
3308 |
|
|
* |
3309 |
|
|
* function returns 1 if the action could not be completed, 0 on |
3310 |
|
|
* success. However, success is a matter of meaning - if the |
3311 |
|
|
* user passes the 'apply' flag to an object already applied, |
3312 |
|
|
* nothing is done, and 0 is returned. |
3313 |
|
|
* |
3314 |
|
|
* aflags is special flags (0 - normal/toggle, AP_APPLY=always apply, |
3315 |
|
|
* AP_UNAPPLY=always unapply). |
3316 |
|
|
* |
3317 |
|
|
* Optional flags: |
3318 |
|
|
* AP_NO_MERGE: don't merge an unapplied object with other objects |
3319 |
|
|
* AP_IGNORE_CURSE: unapply cursed items |
3320 |
|
|
* |
3321 |
|
|
* Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) |
3322 |
|
|
* |
3323 |
|
|
* apply_special() doesn't check for unpaid items. |
3324 |
|
|
*/ |
3325 |
root |
1.22 |
int |
3326 |
|
|
apply_special (object *who, object *op, int aflags) |
3327 |
elmex |
1.1 |
{ |
3328 |
root |
1.22 |
int basic_flag = aflags & AP_BASIC_FLAGS; |
3329 |
|
|
object *tmp, *tmp2, *skop = NULL; |
3330 |
|
|
int i; |
3331 |
elmex |
1.1 |
|
3332 |
root |
1.22 |
if (who == NULL) |
3333 |
|
|
{ |
3334 |
|
|
LOG (llevError, "apply_special() from object without environment.\n"); |
3335 |
|
|
return 1; |
3336 |
elmex |
1.1 |
} |
3337 |
|
|
|
3338 |
root |
1.22 |
if (op->env != who) |
3339 |
|
|
return 1; /* op is not in inventory */ |
3340 |
elmex |
1.1 |
|
3341 |
root |
1.22 |
/* trying to unequip op */ |
3342 |
|
|
if (QUERY_FLAG (op, FLAG_APPLIED)) |
3343 |
|
|
{ |
3344 |
|
|
/* always apply, so no reason to unapply */ |
3345 |
|
|
if (basic_flag == AP_APPLY) |
3346 |
|
|
return 0; |
3347 |
|
|
|
3348 |
|
|
if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) |
3349 |
|
|
{ |
3350 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); |
3351 |
|
|
return 1; |
3352 |
root |
1.14 |
} |
3353 |
root |
1.22 |
return unapply_special (who, op, aflags); |
3354 |
elmex |
1.1 |
} |
3355 |
|
|
|
3356 |
root |
1.22 |
if (basic_flag == AP_UNAPPLY) |
3357 |
|
|
return 0; |
3358 |
elmex |
1.1 |
|
3359 |
root |
1.22 |
i = can_apply_object (who, op); |
3360 |
elmex |
1.1 |
|
3361 |
root |
1.22 |
/* Can't just apply this object. Lets see what not and what to do */ |
3362 |
|
|
if (i) |
3363 |
|
|
{ |
3364 |
|
|
if (i & CAN_APPLY_NEVER) |
3365 |
|
|
{ |
3366 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); |
3367 |
|
|
return 1; |
3368 |
|
|
} |
3369 |
|
|
else if (i & CAN_APPLY_RESTRICTION) |
3370 |
|
|
{ |
3371 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); |
3372 |
|
|
return 1; |
3373 |
|
|
} |
3374 |
|
|
if (who->type != PLAYER) |
3375 |
|
|
{ |
3376 |
|
|
/* Some error, so don't try to equip something more */ |
3377 |
|
|
if (unapply_for_ob (who, op, aflags)) |
3378 |
root |
1.14 |
return 1; |
3379 |
|
|
} |
3380 |
root |
1.22 |
else |
3381 |
|
|
{ |
3382 |
|
|
if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) |
3383 |
|
|
{ |
3384 |
|
|
new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); |
3385 |
|
|
unapply_for_ob (who, op, AP_PRINT); |
3386 |
|
|
return 1; |
3387 |
|
|
} |
3388 |
|
|
else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) |
3389 |
|
|
{ |
3390 |
|
|
i = unapply_for_ob (who, op, aflags); |
3391 |
|
|
if (i) |
3392 |
root |
1.14 |
return 1; |
3393 |
|
|
} |
3394 |
|
|
} |
3395 |
elmex |
1.1 |
} |
3396 |
root |
1.22 |
if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) |
3397 |
|
|
{ |
3398 |
|
|
skop = find_skill_by_name (who, op->skill); |
3399 |
|
|
if (!skop) |
3400 |
|
|
{ |
3401 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); |
3402 |
|
|
return 1; |
3403 |
|
|
} |
3404 |
|
|
else |
3405 |
|
|
{ |
3406 |
|
|
/* While experience will be credited properly, we want to change the |
3407 |
|
|
* skill so that the dam and wc get updated |
3408 |
|
|
*/ |
3409 |
|
|
change_skill (who, skop, 0); |
3410 |
root |
1.14 |
} |
3411 |
elmex |
1.1 |
} |
3412 |
root |
1.22 |
|
3413 |
|
|
if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) |
3414 |
|
|
{ |
3415 |
|
|
new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); |
3416 |
|
|
return 1; |
3417 |
elmex |
1.1 |
} |
3418 |
|
|
|
3419 |
root |
1.12 |
|
3420 |
root |
1.22 |
/* Ok. We are now at the state where we can apply the new object. |
3421 |
|
|
* Note that we don't have the checks for can_use_... |
3422 |
|
|
* below - that is already taken care of by can_apply_object. |
3423 |
|
|
*/ |
3424 |
|
|
|
3425 |
|
|
|
3426 |
|
|
if (op->nrof > 1) |
3427 |
|
|
tmp = get_split_ob (op, op->nrof - 1); |
3428 |
|
|
else |
3429 |
|
|
tmp = NULL; |
3430 |
|
|
|
3431 |
|
|
if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) |
3432 |
|
|
return RESULT_INT (0); |
3433 |
|
|
|
3434 |
|
|
switch (op->type) |
3435 |
|
|
{ |
3436 |
root |
1.24 |
case WEAPON: |
3437 |
|
|
if (!check_weapon_power (who, op->last_eat)) |
3438 |
|
|
{ |
3439 |
|
|
new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); |
3440 |
|
|
new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); |
3441 |
|
|
if (tmp != NULL) |
3442 |
|
|
(void) insert_ob_in_ob (tmp, who); |
3443 |
|
|
return 1; |
3444 |
|
|
} |
3445 |
|
|
if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) |
3446 |
|
|
{ |
3447 |
|
|
/* if the weapon does not have the name as the character, can't use it. */ |
3448 |
|
|
/* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
3449 |
|
|
new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); |
3450 |
|
|
if (tmp != NULL) |
3451 |
|
|
(void) insert_ob_in_ob (tmp, who); |
3452 |
|
|
return 1; |
3453 |
|
|
} |
3454 |
|
|
SET_FLAG (op, FLAG_APPLIED); |
3455 |
root |
1.14 |
|
3456 |
root |
1.24 |
if (skop) |
3457 |
|
|
change_skill (who, skop, 1); |
3458 |
|
|
if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) |
3459 |
|
|
SET_FLAG (who, FLAG_READY_WEAPON); |
3460 |
root |
1.14 |
|
3461 |
root |
1.24 |
new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); |
3462 |
root |
1.14 |
|
3463 |
root |
1.24 |
(void) change_abil (who, op); |
3464 |
|
|
break; |
3465 |
root |
1.14 |
|
3466 |
root |
1.24 |
case ARMOUR: |
3467 |
|
|
case HELMET: |
3468 |
|
|
case SHIELD: |
3469 |
|
|
case BOOTS: |
3470 |
|
|
case GLOVES: |
3471 |
|
|
case GIRDLE: |
3472 |
|
|
case BRACERS: |
3473 |
|
|
case CLOAK: |
3474 |
|
|
case RING: |
3475 |
|
|
case AMULET: |
3476 |
|
|
SET_FLAG (op, FLAG_APPLIED); |
3477 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); |
3478 |
|
|
(void) change_abil (who, op); |
3479 |
|
|
break; |
3480 |
|
|
case LAMP: |
3481 |
|
|
if (op->stats.food < 1) |
3482 |
|
|
{ |
3483 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); |
3484 |
|
|
return 1; |
3485 |
|
|
} |
3486 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); |
3487 |
|
|
tmp2 = arch_to_object (op->other_arch); |
3488 |
|
|
tmp2->stats.food = op->stats.food; |
3489 |
|
|
SET_FLAG (tmp2, FLAG_APPLIED); |
3490 |
|
|
if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
3491 |
|
|
SET_FLAG (tmp2, FLAG_INV_LOCKED); |
3492 |
|
|
insert_ob_in_ob (tmp2, who); |
3493 |
|
|
|
3494 |
|
|
/* Remove the old lantern */ |
3495 |
|
|
if (who->type == PLAYER) |
3496 |
|
|
esrv_del_item (who->contr, (tag_t) op->count); |
3497 |
|
|
remove_ob (op); |
3498 |
|
|
free_object (op); |
3499 |
root |
1.22 |
|
3500 |
root |
1.24 |
/* insert the portion that was split off */ |
3501 |
|
|
if (tmp != NULL) |
3502 |
|
|
{ |
3503 |
|
|
(void) insert_ob_in_ob (tmp, who); |
3504 |
|
|
if (who->type == PLAYER) |
3505 |
|
|
esrv_send_item (who, tmp); |
3506 |
|
|
} |
3507 |
|
|
fix_player (who); |
3508 |
|
|
if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
3509 |
|
|
{ |
3510 |
|
|
if (who->type == PLAYER) |
3511 |
|
|
{ |
3512 |
|
|
new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); |
3513 |
|
|
SET_FLAG (tmp2, FLAG_KNOWN_CURSED); |
3514 |
|
|
} |
3515 |
|
|
} |
3516 |
|
|
if (who->type == PLAYER) |
3517 |
|
|
esrv_send_item (who, tmp2); |
3518 |
|
|
return 0; |
3519 |
|
|
break; |
3520 |
root |
1.14 |
|
3521 |
root |
1.24 |
/* this part is needed for skill-tools */ |
3522 |
|
|
case SKILL: |
3523 |
|
|
case SKILL_TOOL: |
3524 |
|
|
if (who->chosen_skill) |
3525 |
|
|
{ |
3526 |
|
|
LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); |
3527 |
|
|
return 1; |
3528 |
|
|
} |
3529 |
|
|
if (who->type == PLAYER) |
3530 |
|
|
{ |
3531 |
|
|
who->contr->shoottype = range_skill; |
3532 |
|
|
who->contr->ranges[range_skill] = op; |
3533 |
|
|
if (!op->invisible) |
3534 |
|
|
{ |
3535 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); |
3536 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); |
3537 |
|
|
} |
3538 |
|
|
else |
3539 |
|
|
{ |
3540 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); |
3541 |
|
|
} |
3542 |
|
|
} |
3543 |
|
|
SET_FLAG (op, FLAG_APPLIED); |
3544 |
|
|
(void) change_abil (who, op); |
3545 |
|
|
who->chosen_skill = op; |
3546 |
|
|
SET_FLAG (who, FLAG_READY_SKILL); |
3547 |
|
|
break; |
3548 |
root |
1.22 |
|
3549 |
root |
1.24 |
case BOW: |
3550 |
|
|
if (!check_weapon_power (who, op->last_eat)) |
3551 |
|
|
{ |
3552 |
|
|
new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); |
3553 |
|
|
new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); |
3554 |
|
|
if (tmp != NULL) |
3555 |
|
|
(void) insert_ob_in_ob (tmp, who); |
3556 |
|
|
return 1; |
3557 |
|
|
} |
3558 |
|
|
if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) |
3559 |
|
|
{ |
3560 |
|
|
new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); |
3561 |
|
|
if (tmp != NULL) |
3562 |
|
|
(void) insert_ob_in_ob (tmp, who); |
3563 |
|
|
return 1; |
3564 |
|
|
} |
3565 |
|
|
/*FALLTHROUGH*/ case WAND: |
3566 |
|
|
case ROD: |
3567 |
|
|
case HORN: |
3568 |
|
|
/* check for skill, alter player status */ |
3569 |
|
|
SET_FLAG (op, FLAG_APPLIED); |
3570 |
|
|
if (skop) |
3571 |
|
|
change_skill (who, skop, 0); |
3572 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); |
3573 |
root |
1.22 |
|
3574 |
root |
1.24 |
if (who->type == PLAYER) |
3575 |
|
|
{ |
3576 |
|
|
if (op->type == BOW) |
3577 |
|
|
{ |
3578 |
|
|
(void) change_abil (who, op); |
3579 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, who, |
3580 |
|
|
"You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); |
3581 |
|
|
who->contr->shoottype = range_bow; |
3582 |
|
|
} |
3583 |
|
|
else |
3584 |
|
|
{ |
3585 |
|
|
who->contr->shoottype = range_misc; |
3586 |
|
|
} |
3587 |
|
|
} |
3588 |
|
|
else |
3589 |
|
|
{ |
3590 |
|
|
if (op->type == BOW) |
3591 |
|
|
SET_FLAG (who, FLAG_READY_BOW); |
3592 |
|
|
else |
3593 |
|
|
SET_FLAG (who, FLAG_READY_RANGE); |
3594 |
|
|
} |
3595 |
|
|
break; |
3596 |
elmex |
1.1 |
|
3597 |
root |
1.24 |
case BUILDER: |
3598 |
|
|
if (who->contr->ranges[range_builder]) |
3599 |
|
|
unapply_special (who, who->contr->ranges[range_builder], 0); |
3600 |
|
|
who->contr->shoottype = range_builder; |
3601 |
|
|
who->contr->ranges[range_builder] = op; |
3602 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); |
3603 |
|
|
break; |
3604 |
elmex |
1.1 |
|
3605 |
root |
1.24 |
default: |
3606 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); |
3607 |
root |
1.22 |
} /* end of switch op->type */ |
3608 |
|
|
|
3609 |
|
|
SET_FLAG (op, FLAG_APPLIED); |
3610 |
elmex |
1.1 |
|
3611 |
root |
1.22 |
if (tmp != NULL) |
3612 |
|
|
tmp = insert_ob_in_ob (tmp, who); |
3613 |
elmex |
1.1 |
|
3614 |
root |
1.22 |
fix_player (who); |
3615 |
elmex |
1.1 |
|
3616 |
root |
1.22 |
/* We exclude spell casting objects. The fire code will set the |
3617 |
|
|
* been applied flag when they are used - until that point, |
3618 |
|
|
* you don't know anything about them. |
3619 |
|
|
*/ |
3620 |
|
|
if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) |
3621 |
|
|
SET_FLAG (op, FLAG_BEEN_APPLIED); |
3622 |
|
|
|
3623 |
|
|
if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
3624 |
|
|
{ |
3625 |
|
|
if (who->type == PLAYER) |
3626 |
|
|
{ |
3627 |
|
|
new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); |
3628 |
|
|
SET_FLAG (op, FLAG_KNOWN_CURSED); |
3629 |
|
|
} |
3630 |
|
|
} |
3631 |
|
|
if (who->type == PLAYER) |
3632 |
|
|
{ |
3633 |
|
|
/* if multiple objects were applied, update both slots */ |
3634 |
|
|
if (tmp) |
3635 |
|
|
esrv_send_item (who, tmp); |
3636 |
|
|
esrv_send_item (who, op); |
3637 |
elmex |
1.1 |
} |
3638 |
root |
1.22 |
return 0; |
3639 |
elmex |
1.1 |
} |
3640 |
|
|
|
3641 |
|
|
|
3642 |
root |
1.22 |
int |
3643 |
|
|
monster_apply_special (object *who, object *op, int aflags) |
3644 |
elmex |
1.1 |
{ |
3645 |
root |
1.22 |
if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) |
3646 |
elmex |
1.1 |
return 1; |
3647 |
|
|
return apply_special (who, op, aflags); |
3648 |
|
|
} |
3649 |
|
|
|
3650 |
|
|
/** |
3651 |
|
|
* Map was just loaded, handle op's initialisation. |
3652 |
|
|
* |
3653 |
|
|
* Generates shop floor's item, and treasures. |
3654 |
|
|
*/ |
3655 |
root |
1.22 |
int |
3656 |
|
|
auto_apply (object *op) |
3657 |
|
|
{ |
3658 |
|
|
object *tmp = NULL, *tmp2; |
3659 |
|
|
int i; |
3660 |
elmex |
1.1 |
|
3661 |
root |
1.22 |
switch (op->type) |
3662 |
|
|
{ |
3663 |
root |
1.24 |
case SHOP_FLOOR: |
3664 |
|
|
if (!HAS_RANDOM_ITEMS (op)) |
3665 |
|
|
return 0; |
3666 |
|
|
do |
3667 |
|
|
{ |
3668 |
|
|
i = 10; /* let's give it 10 tries */ |
3669 |
|
|
while ((tmp = generate_treasure (op->randomitems, |
3670 |
|
|
op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); |
3671 |
|
|
if (tmp == NULL) |
3672 |
|
|
return 0; |
3673 |
|
|
if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
3674 |
|
|
{ |
3675 |
|
|
free_object (tmp); |
3676 |
|
|
tmp = NULL; |
3677 |
|
|
} |
3678 |
|
|
} |
3679 |
|
|
while (!tmp); |
3680 |
|
|
tmp->x = op->x; |
3681 |
|
|
tmp->y = op->y; |
3682 |
|
|
SET_FLAG (tmp, FLAG_UNPAID); |
3683 |
|
|
insert_ob_in_map (tmp, op->map, NULL, 0); |
3684 |
|
|
CLEAR_FLAG (op, FLAG_AUTO_APPLY); |
3685 |
|
|
identify (tmp); |
3686 |
|
|
break; |
3687 |
root |
1.14 |
|
3688 |
root |
1.24 |
case TREASURE: |
3689 |
|
|
if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) |
3690 |
|
|
return 0; |
3691 |
|
|
while ((op->stats.hp--) > 0) |
3692 |
|
|
create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, |
3693 |
|
|
op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); |
3694 |
|
|
|
3695 |
|
|
/* If we generated an object and put it in this object inventory, |
3696 |
|
|
* move it to the parent object as the current object is about |
3697 |
|
|
* to disappear. An example of this item is the random_* stuff |
3698 |
|
|
* that is put inside other objects. |
3699 |
|
|
*/ |
3700 |
|
|
for (tmp = op->inv; tmp; tmp = tmp2) |
3701 |
|
|
{ |
3702 |
|
|
tmp2 = tmp->below; |
3703 |
|
|
remove_ob (tmp); |
3704 |
|
|
if (op->env) |
3705 |
|
|
insert_ob_in_ob (tmp, op->env); |
3706 |
|
|
else |
3707 |
|
|
free_object (tmp); |
3708 |
|
|
} |
3709 |
|
|
remove_ob (op); |
3710 |
|
|
free_object (op); |
3711 |
|
|
break; |
3712 |
elmex |
1.1 |
} |
3713 |
root |
1.22 |
return tmp ? 1 : 0; |
3714 |
elmex |
1.1 |
} |
3715 |
|
|
|
3716 |
|
|
/** |
3717 |
|
|
* fix_auto_apply goes through the entire map (only the first time |
3718 |
|
|
* when an original map is loaded) and performs special actions for |
3719 |
|
|
* certain objects (most initialization of chests and creation of |
3720 |
|
|
* treasures and stuff). Calls auto_apply if appropriate. |
3721 |
|
|
*/ |
3722 |
root |
1.20 |
void |
3723 |
root |
1.22 |
fix_auto_apply (mapstruct *m) |
3724 |
root |
1.20 |
{ |
3725 |
|
|
object *tmp, *above = NULL; |
3726 |
|
|
int x, y; |
3727 |
|
|
|
3728 |
|
|
if (m == NULL) |
3729 |
|
|
return; |
3730 |
|
|
|
3731 |
|
|
for (x = 0; x < MAP_WIDTH (m); x++) |
3732 |
|
|
for (y = 0; y < MAP_HEIGHT (m); y++) |
3733 |
|
|
for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above) |
3734 |
|
|
{ |
3735 |
|
|
above = tmp->above; |
3736 |
|
|
|
3737 |
|
|
if (tmp->inv) |
3738 |
|
|
{ |
3739 |
|
|
object *invtmp, *invnext; |
3740 |
elmex |
1.1 |
|
3741 |
root |
1.20 |
for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) |
3742 |
|
|
{ |
3743 |
|
|
invnext = invtmp->below; |
3744 |
root |
1.14 |
|
3745 |
root |
1.20 |
if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) |
3746 |
|
|
auto_apply (invtmp); |
3747 |
|
|
else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) |
3748 |
|
|
{ |
3749 |
|
|
while ((invtmp->stats.hp--) > 0) |
3750 |
|
|
create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); |
3751 |
root |
1.14 |
|
3752 |
root |
1.20 |
invtmp->randomitems = NULL; |
3753 |
|
|
} |
3754 |
|
|
else if (invtmp && invtmp->arch |
3755 |
root |
1.22 |
&& invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp)) |
3756 |
root |
1.20 |
{ |
3757 |
root |
1.22 |
create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); |
3758 |
root |
1.20 |
/* Need to clear this so that we never try to create |
3759 |
|
|
* treasure again for this object |
3760 |
|
|
*/ |
3761 |
|
|
invtmp->randomitems = NULL; |
3762 |
root |
1.14 |
} |
3763 |
|
|
} |
3764 |
root |
1.20 |
/* This is really temporary - the code at the bottom will |
3765 |
|
|
* also set randomitems to null. The problem is there are bunches |
3766 |
|
|
* of maps/players already out there with items that have spells |
3767 |
|
|
* which haven't had the randomitems set to null yet. |
3768 |
|
|
* MSW 2004-05-13 |
3769 |
|
|
* |
3770 |
|
|
* And if it's a spellbook, it's better to set randomitems to NULL too, |
3771 |
|
|
* else you get two spells in the book ^_- |
3772 |
|
|
* Ryo 2004-08-16 |
3773 |
|
|
*/ |
3774 |
|
|
if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL |
3775 |
root |
1.22 |
|| tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) |
3776 |
root |
1.20 |
tmp->randomitems = NULL; |
3777 |
|
|
|
3778 |
|
|
} |
3779 |
|
|
|
3780 |
|
|
if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) |
3781 |
|
|
auto_apply (tmp); |
3782 |
root |
1.22 |
else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp)) |
3783 |
root |
1.20 |
{ |
3784 |
|
|
while ((tmp->stats.hp--) > 0) |
3785 |
|
|
create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0); |
3786 |
|
|
tmp->randomitems = NULL; |
3787 |
|
|
} |
3788 |
|
|
else if (tmp->type == TIMED_GATE) |
3789 |
|
|
{ |
3790 |
|
|
object *head = tmp->head != NULL ? tmp->head : tmp; |
3791 |
root |
1.22 |
|
3792 |
root |
1.20 |
if (QUERY_FLAG (head, FLAG_IS_LINKED)) |
3793 |
|
|
{ |
3794 |
|
|
tmp->speed = 0; |
3795 |
|
|
update_ob_speed (tmp); |
3796 |
root |
1.14 |
} |
3797 |
|
|
} |
3798 |
root |
1.20 |
/* This function can be called everytime a map is loaded, even when |
3799 |
|
|
* swapping back in. As such, we don't want to create the treasure |
3800 |
|
|
* over and ove again, so after we generate the treasure, blank out |
3801 |
|
|
* randomitems so if it is swapped in again, it won't make anything. |
3802 |
|
|
* This is a problem for the above objects, because they have counters |
3803 |
|
|
* which say how many times to make the treasure. |
3804 |
|
|
*/ |
3805 |
|
|
else if (tmp && tmp->arch && tmp->type != PLAYER |
3806 |
|
|
&& tmp->type != TREASURE && tmp->type != SPELL |
3807 |
root |
1.22 |
&& tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) |
3808 |
root |
1.20 |
{ |
3809 |
root |
1.22 |
create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); |
3810 |
root |
1.20 |
tmp->randomitems = NULL; |
3811 |
|
|
} |
3812 |
|
|
} |
3813 |
elmex |
1.1 |
|
3814 |
root |
1.20 |
for (x = 0; x < MAP_WIDTH (m); x++) |
3815 |
|
|
for (y = 0; y < MAP_HEIGHT (m); y++) |
3816 |
|
|
for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) |
3817 |
root |
1.22 |
if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
3818 |
root |
1.20 |
check_trigger (tmp, tmp->above); |
3819 |
elmex |
1.1 |
} |
3820 |
|
|
|
3821 |
|
|
/** |
3822 |
|
|
* Handles player eating food that temporarily changes status (resistances, stats). |
3823 |
|
|
* This used to call cast_change_attr(), but |
3824 |
|
|
* that doesn't work with the new spell code. Since we know what |
3825 |
|
|
* the food changes, just grab a force and use that instead. |
3826 |
|
|
*/ |
3827 |
|
|
|
3828 |
root |
1.22 |
void |
3829 |
|
|
eat_special_food (object *who, object *food) |
3830 |
|
|
{ |
3831 |
|
|
object *force; |
3832 |
|
|
int i, did_one = 0; |
3833 |
|
|
sint8 k; |
3834 |
|
|
|
3835 |
|
|
force = get_archetype (FORCE_NAME); |
3836 |
|
|
|
3837 |
|
|
for (i = 0; i < NUM_STATS; i++) |
3838 |
|
|
{ |
3839 |
|
|
k = get_attr_value (&food->stats, i); |
3840 |
|
|
if (k) |
3841 |
|
|
{ |
3842 |
|
|
set_attr_value (&force->stats, i, k); |
3843 |
|
|
did_one = 1; |
3844 |
root |
1.14 |
} |
3845 |
elmex |
1.1 |
} |
3846 |
|
|
|
3847 |
root |
1.22 |
/* check if we can protect the eater */ |
3848 |
|
|
for (i = 0; i < NROFATTACKS; i++) |
3849 |
|
|
{ |
3850 |
|
|
if (food->resist[i] > 0) |
3851 |
|
|
{ |
3852 |
|
|
force->resist[i] = food->resist[i] / 2; |
3853 |
|
|
did_one = 1; |
3854 |
|
|
} |
3855 |
|
|
} |
3856 |
|
|
if (did_one) |
3857 |
|
|
{ |
3858 |
|
|
force->speed = 0.1; |
3859 |
|
|
update_ob_speed (force); |
3860 |
|
|
/* bigger morsel of food = longer effect time */ |
3861 |
|
|
force->stats.food = food->stats.food / 5; |
3862 |
|
|
SET_FLAG (force, FLAG_IS_USED_UP); |
3863 |
|
|
SET_FLAG (force, FLAG_APPLIED); |
3864 |
|
|
change_abil (who, force); |
3865 |
|
|
insert_ob_in_ob (force, who); |
3866 |
|
|
} |
3867 |
|
|
else |
3868 |
|
|
{ |
3869 |
|
|
free_object (force); |
3870 |
|
|
} |
3871 |
|
|
|
3872 |
|
|
/* check for hp, sp change */ |
3873 |
|
|
if (food->stats.hp != 0) |
3874 |
|
|
{ |
3875 |
|
|
if (QUERY_FLAG (food, FLAG_CURSED)) |
3876 |
|
|
{ |
3877 |
|
|
strcpy (who->contr->killer, food->name); |
3878 |
|
|
hit_player (who, food->stats.hp, food, AT_POISON, 1); |
3879 |
|
|
new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); |
3880 |
|
|
} |
3881 |
|
|
else |
3882 |
|
|
{ |
3883 |
|
|
if (food->stats.hp > 0) |
3884 |
|
|
new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); |
3885 |
|
|
else |
3886 |
|
|
new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); |
3887 |
|
|
who->stats.hp += food->stats.hp; |
3888 |
|
|
} |
3889 |
|
|
} |
3890 |
|
|
if (food->stats.sp != 0) |
3891 |
|
|
{ |
3892 |
|
|
if (QUERY_FLAG (food, FLAG_CURSED)) |
3893 |
|
|
{ |
3894 |
|
|
new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); |
3895 |
|
|
who->stats.sp -= food->stats.sp; |
3896 |
|
|
if (who->stats.sp < 0) |
3897 |
|
|
who->stats.sp = 0; |
3898 |
|
|
} |
3899 |
|
|
else |
3900 |
|
|
{ |
3901 |
|
|
new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); |
3902 |
|
|
who->stats.sp += food->stats.sp; |
3903 |
|
|
/* place limit on max sp from food? */ |
3904 |
|
|
} |
3905 |
elmex |
1.1 |
} |
3906 |
root |
1.22 |
fix_player (who); |
3907 |
elmex |
1.1 |
} |
3908 |
|
|
|
3909 |
|
|
|
3910 |
|
|
/** |
3911 |
|
|
* Designed primarily to light torches/lanterns/etc. |
3912 |
|
|
* Also burns up burnable material too. First object in the inventory is |
3913 |
|
|
* the selected object to "burn". -b.t. |
3914 |
|
|
*/ |
3915 |
|
|
|
3916 |
root |
1.22 |
void |
3917 |
|
|
apply_lighter (object *who, object *lighter) |
3918 |
|
|
{ |
3919 |
|
|
object *item; |
3920 |
|
|
int is_player_env = 0; |
3921 |
|
|
uint32 nrof; |
3922 |
|
|
tag_t count; |
3923 |
|
|
char item_name[MAX_BUF]; |
3924 |
|
|
|
3925 |
|
|
item = find_marked_object (who); |
3926 |
|
|
if (item) |
3927 |
|
|
{ |
3928 |
|
|
if (lighter->last_eat && lighter->stats.food) |
3929 |
|
|
{ /* lighter gets used up */ |
3930 |
|
|
/* Split multiple lighters if they're being used up. Otherwise * |
3931 |
|
|
* one charge from each would be used up. --DAMN */ |
3932 |
|
|
if (lighter->nrof > 1) |
3933 |
|
|
{ |
3934 |
|
|
object *oneLighter = get_object (); |
3935 |
root |
1.14 |
|
3936 |
root |
1.22 |
copy_object (lighter, oneLighter); |
3937 |
|
|
lighter->nrof -= 1; |
3938 |
|
|
oneLighter->nrof = 1; |
3939 |
|
|
oneLighter->stats.food--; |
3940 |
|
|
esrv_send_item (who, lighter); |
3941 |
|
|
oneLighter = insert_ob_in_ob (oneLighter, who); |
3942 |
|
|
esrv_send_item (who, oneLighter); |
3943 |
|
|
} |
3944 |
|
|
else |
3945 |
|
|
{ |
3946 |
|
|
lighter->stats.food--; |
3947 |
|
|
} |
3948 |
root |
1.14 |
|
3949 |
root |
1.22 |
} |
3950 |
|
|
else if (lighter->last_eat) |
3951 |
|
|
{ /* no charges left in lighter */ |
3952 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); |
3953 |
|
|
return; |
3954 |
|
|
} |
3955 |
|
|
/* Perhaps we should split what we are trying to light on fire? |
3956 |
|
|
* I can't see many times when you would want to light multiple |
3957 |
|
|
* objects at once. |
3958 |
|
|
*/ |
3959 |
|
|
nrof = item->nrof; |
3960 |
|
|
count = item->count; |
3961 |
|
|
/* If the item is destroyed, we don't have a valid pointer to the |
3962 |
|
|
* name object, so make a copy so the message we print out makes |
3963 |
|
|
* some sense. |
3964 |
|
|
*/ |
3965 |
|
|
strcpy (item_name, item->name); |
3966 |
|
|
if (who == is_player_inv (item)) |
3967 |
|
|
is_player_env = 1; |
3968 |
|
|
|
3969 |
|
|
save_throw_object (item, AT_FIRE, who); |
3970 |
|
|
/* Change to check count and not freed, since the object pointer |
3971 |
|
|
* may have gotten recycled |
3972 |
|
|
*/ |
3973 |
|
|
if ((nrof != item->nrof) || (count != item->count)) |
3974 |
|
|
{ |
3975 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name); |
3976 |
|
|
/* Need to update the player so that the players glow radius |
3977 |
|
|
* gets changed. |
3978 |
|
|
*/ |
3979 |
|
|
if (is_player_env) |
3980 |
|
|
fix_player (who); |
3981 |
|
|
} |
3982 |
|
|
else |
3983 |
|
|
{ |
3984 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); |
3985 |
root |
1.14 |
} |
3986 |
elmex |
1.1 |
|
3987 |
root |
1.22 |
} |
3988 |
|
|
else /* nothing to light */ |
3989 |
|
|
new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); |
3990 |
elmex |
1.1 |
|
3991 |
|
|
} |
3992 |
|
|
|
3993 |
|
|
/** |
3994 |
|
|
* op made some mistake with a scroll, this takes care of punishment. |
3995 |
|
|
* scroll_failure()- hacked directly from spell_failure |
3996 |
|
|
*/ |
3997 |
root |
1.22 |
void |
3998 |
|
|
scroll_failure (object *op, int failure, int power) |
3999 |
elmex |
1.1 |
{ |
4000 |
root |
1.22 |
if (abs (failure / 4) > power) |
4001 |
|
|
power = abs (failure / 4); /* set minimum effect */ |
4002 |
elmex |
1.1 |
|
4003 |
root |
1.22 |
if (failure <= -1 && failure > -15) |
4004 |
|
|
{ /* wonder */ |
4005 |
|
|
object *tmp; |
4006 |
|
|
|
4007 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); |
4008 |
|
|
tmp = get_archetype (SPELL_WONDER); |
4009 |
|
|
cast_wonder (op, op, 0, tmp); |
4010 |
|
|
free_object (tmp); |
4011 |
|
|
} |
4012 |
|
|
else if (failure <= -15 && failure > -35) |
4013 |
|
|
{ /* drain mana */ |
4014 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); |
4015 |
|
|
op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); |
4016 |
|
|
if (op->stats.sp < 0) |
4017 |
|
|
op->stats.sp = 0; |
4018 |
|
|
} |
4019 |
|
|
else if (settings.spell_failure_effects == TRUE) |
4020 |
|
|
{ |
4021 |
|
|
if (failure <= -35 && failure > -60) |
4022 |
|
|
{ /* confusion */ |
4023 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); |
4024 |
|
|
confuse_player (op, op, power); |
4025 |
|
|
} |
4026 |
|
|
else if (failure <= -60 && failure > -70) |
4027 |
|
|
{ /* paralysis */ |
4028 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); |
4029 |
|
|
paralyze_player (op, op, power); |
4030 |
|
|
} |
4031 |
|
|
else if (failure <= -70 && failure > -80) |
4032 |
|
|
{ /* blind */ |
4033 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); |
4034 |
|
|
blind_player (op, op, power); |
4035 |
|
|
} |
4036 |
|
|
else if (failure <= -80) |
4037 |
|
|
{ /* blast the immediate area */ |
4038 |
|
|
object *tmp; |
4039 |
|
|
|
4040 |
|
|
tmp = get_archetype (LOOSE_MANA); |
4041 |
|
|
cast_magic_storm (op, tmp, power); |
4042 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); |
4043 |
|
|
free_object (tmp); |
4044 |
root |
1.14 |
} |
4045 |
elmex |
1.1 |
} |
4046 |
|
|
} |
4047 |
|
|
|
4048 |
root |
1.22 |
void |
4049 |
|
|
apply_changes_to_player (object *pl, object *change) |
4050 |
|
|
{ |
4051 |
|
|
int excess_stat = 0; /* if the stat goes over the maximum |
4052 |
|
|
for the race, put the excess stat some |
4053 |
|
|
where else. */ |
4054 |
elmex |
1.1 |
|
4055 |
root |
1.22 |
switch (change->type) |
4056 |
|
|
{ |
4057 |
root |
1.24 |
case CLASS: |
4058 |
|
|
{ |
4059 |
|
|
living *stats = &(pl->contr->orig_stats); |
4060 |
|
|
living *ns = &(change->stats); |
4061 |
|
|
object *walk; |
4062 |
|
|
int flag_change_face = 1; |
4063 |
|
|
|
4064 |
|
|
/* the following code assigns stats up to the stat max |
4065 |
|
|
* for the race, and if the stat max is exceeded, |
4066 |
|
|
* tries to randomly reassign the excess stat |
4067 |
|
|
*/ |
4068 |
|
|
int i, j; |
4069 |
root |
1.22 |
|
4070 |
root |
1.24 |
for (i = 0; i < NUM_STATS; i++) |
4071 |
|
|
{ |
4072 |
|
|
sint8 stat = get_attr_value (stats, i); |
4073 |
|
|
int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); |
4074 |
root |
1.22 |
|
4075 |
root |
1.24 |
stat += get_attr_value (ns, i); |
4076 |
|
|
if (stat > 20 + race_bonus) |
4077 |
|
|
{ |
4078 |
|
|
excess_stat++; |
4079 |
|
|
stat = 20 + race_bonus; |
4080 |
|
|
} |
4081 |
|
|
set_attr_value (stats, i, stat); |
4082 |
|
|
} |
4083 |
elmex |
1.1 |
|
4084 |
root |
1.24 |
for (j = 0; excess_stat > 0 && j < 100; j++) |
4085 |
|
|
{ /* try 100 times to assign excess stats */ |
4086 |
|
|
int i = rndm (0, 6); |
4087 |
|
|
int stat = get_attr_value (stats, i); |
4088 |
|
|
int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); |
4089 |
|
|
|
4090 |
|
|
if (i == CHA) |
4091 |
|
|
continue; /* exclude cha from this */ |
4092 |
|
|
if (stat < 20 + race_bonus) |
4093 |
|
|
{ |
4094 |
|
|
change_attr_value (stats, i, 1); |
4095 |
|
|
excess_stat--; |
4096 |
|
|
} |
4097 |
|
|
} |
4098 |
root |
1.14 |
|
4099 |
root |
1.24 |
/* insert the randomitems from the change's treasurelist into |
4100 |
|
|
* the player ref: player.c |
4101 |
|
|
*/ |
4102 |
|
|
if (change->randomitems != NULL) |
4103 |
|
|
give_initial_items (pl, change->randomitems); |
4104 |
root |
1.14 |
|
4105 |
|
|
|
4106 |
root |
1.24 |
/* set up the face, for some races. */ |
4107 |
root |
1.14 |
|
4108 |
root |
1.24 |
/* first, look for the force object banning |
4109 |
|
|
* changing the face. Certain races never change face with class. |
4110 |
|
|
*/ |
4111 |
|
|
for (walk = pl->inv; walk != NULL; walk = walk->below) |
4112 |
|
|
if (!strcmp (walk->name, "NOCLASSFACECHANGE")) |
4113 |
|
|
flag_change_face = 0; |
4114 |
root |
1.14 |
|
4115 |
root |
1.24 |
if (flag_change_face) |
4116 |
|
|
{ |
4117 |
|
|
pl->animation_id = GET_ANIM_ID (change); |
4118 |
|
|
pl->face = change->face; |
4119 |
root |
1.14 |
|
4120 |
root |
1.24 |
if (QUERY_FLAG (change, FLAG_ANIMATE)) |
4121 |
|
|
SET_FLAG (pl, FLAG_ANIMATE); |
4122 |
|
|
else |
4123 |
|
|
CLEAR_FLAG (pl, FLAG_ANIMATE); |
4124 |
|
|
} |
4125 |
root |
1.14 |
|
4126 |
root |
1.24 |
/* check the special case of can't use weapons */ |
4127 |
|
|
/*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ |
4128 |
|
|
if (!strcmp (change->name, "monk")) |
4129 |
|
|
CLEAR_FLAG (pl, FLAG_USE_WEAPON); |
4130 |
root |
1.14 |
|
4131 |
root |
1.24 |
break; |
4132 |
|
|
} |
4133 |
elmex |
1.1 |
} |
4134 |
|
|
} |
4135 |
|
|
|
4136 |
|
|
/** |
4137 |
|
|
* This handles items of type 'transformer'. |
4138 |
|
|
* Basically those items, used with a marked item, transform both items into something |
4139 |
|
|
* else. |
4140 |
|
|
* "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited).. |
4141 |
|
|
* Change information is contained in the 'slaying' field of the marked item. |
4142 |
|
|
* The format is as follow: transformer:[number ]yield[;transformer:...]. |
4143 |
|
|
* This way an item can be transformed in many things, and/or many objects. |
4144 |
|
|
* The 'slaying' field for transformer is used as verb for the action. |
4145 |
|
|
*/ |
4146 |
root |
1.22 |
void |
4147 |
|
|
apply_item_transformer (object *pl, object *transformer) |
4148 |
|
|
{ |
4149 |
|
|
object *marked; |
4150 |
|
|
object *new_item; |
4151 |
|
|
char *find; |
4152 |
|
|
char *separator; |
4153 |
|
|
int yield; |
4154 |
|
|
char got[MAX_BUF]; |
4155 |
|
|
int len; |
4156 |
|
|
|
4157 |
|
|
if (!pl || !transformer) |
4158 |
|
|
return; |
4159 |
|
|
marked = find_marked_object (pl); |
4160 |
|
|
if (!marked) |
4161 |
elmex |
1.1 |
{ |
4162 |
root |
1.22 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); |
4163 |
|
|
return; |
4164 |
|
|
} |
4165 |
|
|
if (!marked->slaying) |
4166 |
|
|
{ |
4167 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); |
4168 |
|
|
return; |
4169 |
|
|
} |
4170 |
|
|
/* check whether they are compatible or not */ |
4171 |
|
|
find = strstr (marked->slaying, transformer->arch->name); |
4172 |
|
|
if (!find || (*(find + strlen (transformer->arch->name)) != ':')) |
4173 |
|
|
{ |
4174 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); |
4175 |
|
|
return; |
4176 |
|
|
} |
4177 |
|
|
find += strlen (transformer->arch->name) + 1; |
4178 |
|
|
/* Item can be used, now find how many and what it yields */ |
4179 |
|
|
if (isdigit (*(find))) |
4180 |
|
|
{ |
4181 |
|
|
yield = atoi (find); |
4182 |
|
|
if (yield < 1) |
4183 |
elmex |
1.1 |
{ |
4184 |
root |
1.22 |
LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield); |
4185 |
|
|
yield = 1; |
4186 |
elmex |
1.1 |
} |
4187 |
root |
1.22 |
} |
4188 |
|
|
else |
4189 |
|
|
yield = 1; |
4190 |
elmex |
1.1 |
|
4191 |
root |
1.22 |
while (isdigit (*find)) |
4192 |
|
|
find++; |
4193 |
|
|
while (*find == ' ') |
4194 |
|
|
find++; |
4195 |
|
|
memset (got, 0, MAX_BUF); |
4196 |
|
|
if ((separator = strchr (find, ';')) != NULL) |
4197 |
|
|
{ |
4198 |
|
|
len = separator - find; |
4199 |
|
|
} |
4200 |
|
|
else |
4201 |
|
|
{ |
4202 |
|
|
len = strlen (find); |
4203 |
|
|
} |
4204 |
|
|
if (len > MAX_BUF - 1) |
4205 |
|
|
len = MAX_BUF - 1; |
4206 |
|
|
strcpy (got, find); |
4207 |
|
|
got[len] = '\0'; |
4208 |
|
|
|
4209 |
|
|
/* Now create new item, remove used ones when required. */ |
4210 |
|
|
new_item = get_archetype (got); |
4211 |
|
|
if (!new_item) |
4212 |
|
|
{ |
4213 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); |
4214 |
|
|
return; |
4215 |
elmex |
1.1 |
} |
4216 |
root |
1.22 |
new_item->nrof = yield; |
4217 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); |
4218 |
|
|
insert_ob_in_ob (new_item, pl); |
4219 |
|
|
esrv_send_inventory (pl, pl); |
4220 |
|
|
/* Eat up one item */ |
4221 |
|
|
decrease_ob_nr (marked, 1); |
4222 |
|
|
/* Eat one transformer if needed */ |
4223 |
|
|
if (transformer->stats.food) |
4224 |
|
|
if (--transformer->stats.food == 0) |
4225 |
|
|
decrease_ob_nr (transformer, 1); |
4226 |
|
|
} |