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30 | #include <skills.h> |
30 | #include <skills.h> |
31 | #include <tod.h> |
31 | #include <tod.h> |
32 | |
32 | |
33 | #include <sproto.h> |
33 | #include <sproto.h> |
34 | |
34 | |
35 | /** |
35 | typedef bitset<NUM_TYPES> types_t; |
36 | * Check if op should abort moving victim because of it's race or slaying. |
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37 | * Returns 1 if it should abort, returns 0 if it should continue. |
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38 | */ |
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39 | int |
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40 | should_director_abort (object *op, object *victim) |
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41 | { |
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42 | int arch_flag, name_flag, race_flag; |
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43 | |
36 | |
44 | /* Get flags to determine what of arch, name, and race should be checked. |
37 | // these must be in the inventory before they can be applied |
45 | * This is stored in subtype, and is a bitmask, the LSB is the arch flag, |
38 | |
46 | * the next is the name flag, and the last is the race flag. Also note, |
39 | static const struct may_attempt_inv : types_t |
47 | * if subtype is set to zero, that also goes to defaults of all affecting |
40 | { |
48 | * it. Examples: |
41 | may_attempt_inv () |
49 | * subtype 1: only arch |
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50 | * subtype 3: arch or name |
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51 | * subtype 5: arch or race |
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52 | * subtype 7: all three |
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53 | */ |
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54 | if (op->subtype) |
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55 | { |
42 | { |
56 | arch_flag = op->subtype & 1; |
43 | set (WEAPON); |
57 | name_flag = op->subtype & 2; |
44 | set (ARMOUR); |
58 | race_flag = op->subtype & 4; |
45 | set (BOOTS); |
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46 | set (GLOVES); |
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47 | set (AMULET); |
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48 | set (GIRDLE); |
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49 | set (BRACERS); |
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50 | set (SHIELD); |
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51 | set (HELMET); |
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52 | set (RING); |
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53 | set (CLOAK); |
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54 | set (WAND); |
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55 | set (ROD); |
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56 | set (HORN); |
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57 | set (SKILL); |
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58 | set (SPELL); |
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59 | set (BOW); |
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60 | set (RANGED); |
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61 | set (BUILDER); |
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62 | set (SKILL_TOOL); |
59 | } |
63 | } |
60 | else |
64 | } may_attempt_inv; |
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65 | |
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66 | // these only make sense for the player |
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67 | |
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68 | static const struct may_attempt_player : types_t |
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69 | { |
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70 | may_attempt_player () |
61 | { |
71 | { |
62 | arch_flag = 1; |
72 | set (EXIT); |
63 | name_flag = 1; |
73 | set (BOOK); |
64 | race_flag = 1; |
74 | set (SKILLSCROLL); |
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75 | set (SPELLBOOK); |
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76 | set (TREASURE); |
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77 | set (SAVEBED); |
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78 | set (ARMOUR_IMPROVER); |
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79 | set (WEAPON_IMPROVER); |
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80 | set (CLOCK); |
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81 | set (MENU); |
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82 | set (LIGHTER); /* for lighting torches/lanterns/etc */ |
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83 | set (INSCRIBABLE); |
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84 | set (SIGN); |
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85 | set (BOOK); |
65 | } |
86 | } |
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87 | } may_attempt_player; |
66 | |
88 | |
67 | /* If the director has race set, only affect objects with a arch, |
89 | // applying these _can_ be attempted, others cannot |
68 | * name or race that matches. |
90 | // be applied at all. used by e.g. apply below. |
69 | */ |
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70 | if ((op->race) && |
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71 | ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) && |
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72 | ((!(victim->name && name_flag) || op->race != victim->name)) && |
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73 | ((!(victim->race && race_flag) || op->race != victim->race))) |
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74 | return 1; |
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75 | |
91 | |
76 | /* If the director has slaying set, only affect objects where none |
92 | static const struct may_attempt : types_t |
77 | * of arch, name, or race match. |
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78 | */ |
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79 | if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) || |
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80 | ((victim->name && name_flag && op->slaying == victim->name)) || |
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81 | ((victim->race && race_flag && op->slaying == victim->race))) |
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82 | return 1; |
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83 | |
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84 | return 0; |
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85 | } |
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86 | |
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87 | /** |
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88 | * This handles a player dropping money on an altar to identify stuff. |
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89 | * It'll identify marked item, if none all items up to dropped money. |
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90 | * Return value: 1 if money was destroyed, 0 if not. |
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91 | */ |
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92 | static int |
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93 | apply_id_altar (object *money, object *altar, object *pl) |
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94 | { |
93 | { |
95 | dynbuf_text &buf = msg_dynbuf; buf.clear (); |
94 | may_attempt () |
96 | |
95 | : types_t ((types_t)may_attempt_player | (types_t)may_attempt_inv) |
97 | if (!pl || pl->type != PLAYER) |
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98 | return 0; |
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99 | |
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100 | /* Check for MONEY type is a special hack - it prevents 'nothing needs |
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101 | * identifying' from being printed out more than it needs to be. |
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102 | */ |
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103 | if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY) |
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104 | return 0; |
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105 | |
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106 | /* if the player has a marked item, identify that if it needs to be |
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107 | * identified. If it doesn't, then go through the player inventory. |
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108 | */ |
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109 | if (object *marked = find_marked_object (pl)) |
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110 | if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) |
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111 | { |
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112 | if (operate_altar (altar, &money, pl)) |
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113 | { |
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114 | identify (marked); |
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115 | |
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116 | buf.printf ("You have %s.\r", long_desc (marked, pl)); |
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117 | if (marked->msg) |
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118 | buf << "The item has a story:\r" << marked->msg << "\n\n"; |
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119 | |
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120 | return !money; |
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121 | } |
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122 | } |
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123 | |
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124 | for (object *id = pl->inv; id; id = id->below) |
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125 | { |
96 | { |
126 | if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) |
97 | set (T_HANDLE); |
127 | { |
98 | set (TRIGGER); |
128 | if (operate_altar (altar, &money, pl)) |
99 | set (SCROLL); |
129 | { |
100 | set (POTION); |
130 | identify (id); |
101 | set (CLOSE_CON); |
131 | |
102 | set (CONTAINER); |
132 | buf.printf ("You have %s.\r", long_desc (id, pl)); |
103 | set (LAMP); |
133 | if (id->msg) |
104 | set (TORCH); |
134 | buf << "The item has a story:\r" << id->msg << "\n\n"; |
105 | set (DRINK); |
135 | |
106 | set (FOOD); |
136 | /* If no more money, might as well quit now */ |
107 | set (FLESH); |
137 | if (!money || !check_altar_sacrifice (altar, money)) |
108 | set (POISON); |
138 | break; |
109 | set (POWER_CRYSTAL); |
139 | } |
110 | set (ITEM_TRANSFORMER); |
140 | else |
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141 | { |
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142 | LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); |
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143 | break; |
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144 | } |
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145 | } |
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146 | } |
111 | } |
147 | |
112 | } may_attempt; |
148 | if (buf.empty ()) |
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149 | pl->failmsg ("You have nothing that needs identifying"); |
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150 | else |
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151 | pl->contr->infobox (MSG_CHANNEL ("identify"), buf); |
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152 | |
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153 | return !money; |
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154 | } |
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155 | |
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156 | /** |
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157 | * This checks whether the object has a "on_use_yield" field, and if so generated and drops |
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158 | * matching item. |
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159 | **/ |
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160 | void |
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161 | handle_apply_yield (object *tmp) |
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162 | { |
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163 | if (shstr_tmp yield = tmp->kv (shstr_on_use_yield)) |
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164 | archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); |
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165 | } |
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166 | |
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167 | /** |
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168 | * Handles applying a potion. |
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169 | */ |
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170 | int |
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171 | apply_potion (object *op, object *tmp) |
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172 | { |
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173 | int got_one = 0, i; |
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174 | object *force = 0; |
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175 | |
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176 | object *floor = GET_MAP_OB (op->map, op->x, op->y); |
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177 | |
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178 | if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) |
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179 | { |
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180 | op->failmsg ("Gods prevent you from using this here, it's sacred ground!"); |
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181 | |
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182 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
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183 | return 0; |
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184 | } |
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185 | |
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186 | if (op->type == PLAYER) |
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187 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
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188 | identify (tmp); |
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189 | |
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190 | handle_apply_yield (tmp); |
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191 | |
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192 | /* Potion of restoration - only for players */ |
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193 | if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) |
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194 | { |
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195 | object *depl; |
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196 | archetype *at; |
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197 | |
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198 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
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199 | { |
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200 | op->drain_stat (); |
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201 | op->update_stats (); |
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202 | tmp->decrease (); |
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203 | return 1; |
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204 | } |
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205 | |
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206 | if (!(at = archetype::find (shstr_depletion))) |
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207 | { |
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208 | LOG (llevError, "Could not find archetype depletion\n"); |
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209 | return 0; |
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210 | } |
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211 | |
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212 | depl = present_arch_in_ob (at, op); |
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213 | |
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214 | if (depl) |
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215 | { |
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216 | for (i = 0; i < NUM_STATS; i++) |
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217 | if (depl->stats.stat (i)) |
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218 | op->statusmsg (restore_msg[i]); |
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219 | |
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220 | depl->destroy (); |
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221 | op->update_stats (); |
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222 | } |
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223 | else |
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224 | op->statusmsg ("Your potion had no effect."); |
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225 | |
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226 | tmp->decrease (); |
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227 | return 1; |
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228 | } |
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229 | |
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230 | /* improvement potion - only for players */ |
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231 | if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) |
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232 | { |
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233 | for (i = 1; i < min (11, op->level); i++) |
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234 | { |
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235 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
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236 | { |
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237 | if (op->contr->levhp[i] != 1) |
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238 | { |
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239 | op->contr->levhp[i] = 1; |
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240 | break; |
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241 | } |
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242 | |
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243 | if (op->contr->levsp[i] != 1) |
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244 | { |
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245 | op->contr->levsp[i] = 1; |
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246 | break; |
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247 | } |
|
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248 | |
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249 | if (op->contr->levgrace[i] != 1) |
|
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250 | { |
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251 | op->contr->levgrace[i] = 1; |
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252 | break; |
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253 | } |
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254 | } |
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255 | else |
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256 | { |
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257 | if (op->contr->levhp[i] < 9) |
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258 | { |
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259 | op->contr->levhp[i] = 9; |
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260 | break; |
|
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261 | } |
|
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262 | |
|
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263 | if (op->contr->levsp[i] < 6) |
|
|
264 | { |
|
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265 | op->contr->levsp[i] = 6; |
|
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266 | break; |
|
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267 | } |
|
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268 | |
|
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269 | if (op->contr->levgrace[i] < 3) |
|
|
270 | { |
|
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271 | op->contr->levgrace[i] = 3; |
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272 | break; |
|
|
273 | } |
|
|
274 | } |
|
|
275 | } |
|
|
276 | |
|
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277 | /* Just makes checking easier */ |
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278 | if (i < min (11, op->level)) |
|
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279 | got_one = 1; |
|
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280 | |
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281 | if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
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282 | { |
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283 | if (got_one) |
|
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284 | { |
|
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285 | op->update_stats (); |
|
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286 | op->statusmsg ("The Gods smile upon you and remake you " |
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287 | "a little more in their image. " |
|
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288 | "You feel a little more perfect.", NDI_GREEN); |
|
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289 | } |
|
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290 | else |
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291 | op->statusmsg ("The potion had no effect - you are already perfect."); |
|
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292 | } |
|
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293 | else |
|
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294 | { /* cursed potion */ |
|
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295 | if (got_one) |
|
|
296 | { |
|
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297 | op->update_stats (); |
|
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298 | op->failmsg ("The Gods are angry and punish you."); |
|
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299 | } |
|
|
300 | else |
|
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301 | op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE); |
|
|
302 | } |
|
|
303 | |
|
|
304 | tmp->decrease (); |
|
|
305 | return 1; |
|
|
306 | } |
|
|
307 | |
|
|
308 | |
|
|
309 | /* A potion that casts a spell. Healing, restore spellpoint (power potion) |
|
|
310 | * and heroism all fit into this category. Given the spell object code, |
|
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311 | * there is no limit to the number of spells that potions can be cast, |
|
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312 | * but direction is problematic to try and imbue fireball potions for example. |
|
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313 | */ |
|
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314 | if (tmp->inv) |
|
|
315 | { |
|
|
316 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
317 | { |
|
|
318 | op->failmsg ("Yech! Your lungs are on fire!"); |
|
|
319 | create_exploding_ball_at (op, op->level); |
|
|
320 | } |
|
|
321 | else |
|
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322 | cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
|
|
323 | |
|
|
324 | tmp->decrease (); |
|
|
325 | |
|
|
326 | /* if youre dead, no point in doing this... */ |
|
|
327 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
328 | op->update_stats (); |
|
|
329 | |
|
|
330 | return 1; |
|
|
331 | } |
|
|
332 | |
|
|
333 | /* Deal with protection potions */ |
|
|
334 | force = NULL; |
|
|
335 | for (i = 0; i < NROFATTACKS; i++) |
|
|
336 | { |
|
|
337 | if (tmp->resist[i]) |
|
|
338 | { |
|
|
339 | if (!force) |
|
|
340 | force = get_archetype (FORCE_NAME); |
|
|
341 | |
|
|
342 | memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); |
|
|
343 | force->type = POTION_EFFECT; |
|
|
344 | break; /* Only need to find one protection since we copy entire batch */ |
|
|
345 | } |
|
|
346 | } |
|
|
347 | |
|
|
348 | /* This is a protection potion */ |
|
|
349 | if (force) |
|
|
350 | { |
|
|
351 | /* cursed items last longer */ |
|
|
352 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
353 | { |
|
|
354 | force->stats.food *= 10; |
|
|
355 | for (i = 0; i < NROFATTACKS; i++) |
|
|
356 | if (force->resist[i] > 0) |
|
|
357 | force->resist[i] = -force->resist[i]; /* prot => vuln */ |
|
|
358 | } |
|
|
359 | |
|
|
360 | force->speed_left = -1; |
|
|
361 | force = insert_ob_in_ob (force, op); |
|
|
362 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
363 | SET_FLAG (force, FLAG_APPLIED); |
|
|
364 | change_abil (op, force); |
|
|
365 | tmp->decrease (); |
|
|
366 | return 1; |
|
|
367 | } |
|
|
368 | |
|
|
369 | /* Only thing left are the stat potions */ |
|
|
370 | if (op->type == PLAYER) |
|
|
371 | { /* only for players */ |
|
|
372 | if ((QUERY_FLAG (tmp, FLAG_CURSED) |
|
|
373 | || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
374 | && tmp->value != 0) |
|
|
375 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
376 | else |
|
|
377 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
378 | |
|
|
379 | if (!change_abil (op, tmp)) |
|
|
380 | op->statusmsg ("Nothing happened."); |
|
|
381 | } |
|
|
382 | |
|
|
383 | /* CLEAR_FLAG is so that if the character has other potions |
|
|
384 | * that were grouped with the one consumed, his |
|
|
385 | * stat will not be raised by them. fix_player just clears |
|
|
386 | * up all the stats. |
|
|
387 | */ |
|
|
388 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
389 | op->update_stats (); |
|
|
390 | tmp->decrease (); |
|
|
391 | return 1; |
|
|
392 | } |
|
|
393 | |
113 | |
394 | /**************************************************************************** |
114 | /**************************************************************************** |
395 | * Weapon improvement code follows |
115 | * Weapon improvement code follows |
396 | ****************************************************************************/ |
116 | ****************************************************************************/ |
397 | |
117 | |
… | |
… | |
1301 | EXIT_Y (trap) + freearr_y[dir], |
1021 | EXIT_Y (trap) + freearr_y[dir], |
1302 | 0, victim); |
1022 | 0, victim); |
1303 | } |
1023 | } |
1304 | |
1024 | |
1305 | /** |
1025 | /** |
1306 | * 'victim' moves onto 'trap' |
|
|
1307 | * 'victim' leaves 'trap' |
|
|
1308 | * effect is determined by move_on/move_off of trap and move_type of victime. |
|
|
1309 | * |
|
|
1310 | * originator: Player, monster or other object that caused 'victim' to move |
|
|
1311 | * onto 'trap'. Will receive messages caused by this action. May be NULL. |
|
|
1312 | * However, some types of traps require an originator to function. |
|
|
1313 | */ |
|
|
1314 | void |
|
|
1315 | move_apply (object *trap, object *victim, object *originator) |
|
|
1316 | { |
|
|
1317 | static int recursion_depth = 0; |
|
|
1318 | |
|
|
1319 | /* Only exits affect DMs. */ |
|
|
1320 | if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) |
|
|
1321 | return; |
|
|
1322 | |
|
|
1323 | /* move_apply() is the most likely candidate for causing unwanted and |
|
|
1324 | * possibly unlimited recursion. |
|
|
1325 | */ |
|
|
1326 | /* The following was changed because it was causing perfectly correct |
|
|
1327 | * maps to fail. 1) it's not an error to recurse: |
|
|
1328 | * rune detonates, summoning monster. monster lands on nearby rune. |
|
|
1329 | * nearby rune detonates. This sort of recursion is expected and |
|
|
1330 | * proper. This code was causing needless crashes. |
|
|
1331 | */ |
|
|
1332 | if (recursion_depth >= 500) |
|
|
1333 | { |
|
|
1334 | LOG (llevDebug, "WARNING: move_apply(): aborting recursion " |
|
|
1335 | "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name); |
|
|
1336 | return; |
|
|
1337 | } |
|
|
1338 | |
|
|
1339 | recursion_depth++; |
|
|
1340 | if (trap->head) |
|
|
1341 | trap = trap->head; |
|
|
1342 | |
|
|
1343 | if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) |
|
|
1344 | switch (trap->type) |
|
|
1345 | { |
|
|
1346 | case PLAYERMOVER: |
|
|
1347 | if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) |
|
|
1348 | { |
|
|
1349 | if (!trap->stats.maxsp) |
|
|
1350 | trap->stats.maxsp = 2; |
|
|
1351 | |
|
|
1352 | /* Is this correct? From the docs, it doesn't look like it |
|
|
1353 | * should be divided by trap->speed |
|
|
1354 | */ |
|
|
1355 | victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed; |
|
|
1356 | |
|
|
1357 | /* Just put in some sanity check. I think there is a bug in the |
|
|
1358 | * above with some objects have zero speed, and thus the player |
|
|
1359 | * getting permanently paralyzed. |
|
|
1360 | */ |
|
|
1361 | if (victim->speed_left < -50.f) |
|
|
1362 | victim->speed_left = -50.f; |
|
|
1363 | /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ |
|
|
1364 | } |
|
|
1365 | break; |
|
|
1366 | |
|
|
1367 | case SPINNER: |
|
|
1368 | if (victim->direction) |
|
|
1369 | { |
|
|
1370 | victim->direction = absdir (victim->direction - trap->stats.sp); |
|
|
1371 | update_turn_face (victim); |
|
|
1372 | } |
|
|
1373 | break; |
|
|
1374 | |
|
|
1375 | case DIRECTOR: |
|
|
1376 | if (victim->direction && !should_director_abort (trap, victim)) |
|
|
1377 | { |
|
|
1378 | victim->direction = trap->stats.sp; |
|
|
1379 | update_turn_face (victim); |
|
|
1380 | } |
|
|
1381 | break; |
|
|
1382 | |
|
|
1383 | case BUTTON: |
|
|
1384 | case PEDESTAL: |
|
|
1385 | case T_MATCH: |
|
|
1386 | update_button (trap, originator); |
|
|
1387 | break; |
|
|
1388 | |
|
|
1389 | case ALTAR: |
|
|
1390 | /* sacrifice victim on trap */ |
|
|
1391 | apply_altar (trap, victim, originator); |
|
|
1392 | break; |
|
|
1393 | |
|
|
1394 | case THROWN_OBJ: |
|
|
1395 | if (trap->inv == NULL) |
|
|
1396 | break; |
|
|
1397 | /* fallthrough */ |
|
|
1398 | |
|
|
1399 | case ARROW: |
|
|
1400 | /* bad bug: monster throw a object, make a step forwards, step on object , |
|
|
1401 | * trigger this here and get hit by own missile - and will be own enemy. |
|
|
1402 | * Victim then is his own enemy and will start to kill herself (this is |
|
|
1403 | * removed) but we have not synced victim and his missile. To avoid senseless |
|
|
1404 | * action, we avoid hits here |
|
|
1405 | */ |
|
|
1406 | if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ()) |
|
|
1407 | && trap->owner != victim) |
|
|
1408 | hit_with_arrow (trap, victim); |
|
|
1409 | break; |
|
|
1410 | |
|
|
1411 | case SPELL_EFFECT: |
|
|
1412 | apply_spell_effect (trap, victim); |
|
|
1413 | break; |
|
|
1414 | |
|
|
1415 | case TRAPDOOR: |
|
|
1416 | { |
|
|
1417 | int max, sound_was_played; |
|
|
1418 | object *ab, *ab_next; |
|
|
1419 | |
|
|
1420 | if (!trap->value) |
|
|
1421 | { |
|
|
1422 | int tot; |
|
|
1423 | |
|
|
1424 | for (ab = trap->above, tot = 0; ab; ab = ab->above) |
|
|
1425 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
1426 | tot += ab->head_ ()->total_weight (); |
|
|
1427 | |
|
|
1428 | if (!(trap->value = (tot > trap->weight) ? 1 : 0)) |
|
|
1429 | break; |
|
|
1430 | |
|
|
1431 | SET_ANIMATION (trap, trap->value); |
|
|
1432 | update_object (trap, UP_OBJ_FACE); |
|
|
1433 | } |
|
|
1434 | |
|
|
1435 | for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) |
|
|
1436 | { |
|
|
1437 | /* need to set this up, since if we do transfer the object, |
|
|
1438 | * ab->above would be bogus |
|
|
1439 | */ |
|
|
1440 | ab_next = ab->above; |
|
|
1441 | |
|
|
1442 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
1443 | { |
|
|
1444 | if (!sound_was_played) |
|
|
1445 | { |
|
|
1446 | trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
|
|
1447 | sound_was_played = 1; |
|
|
1448 | } |
|
|
1449 | |
|
|
1450 | ab->statusmsg ("You fall into a trapdoor!", NDI_RED); |
|
|
1451 | transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab); |
|
|
1452 | } |
|
|
1453 | } |
|
|
1454 | break; |
|
|
1455 | } |
|
|
1456 | |
|
|
1457 | case CONVERTER: |
|
|
1458 | if (convert_item (victim, trap) < 0) |
|
|
1459 | { |
|
|
1460 | originator->failmsg (format ("The %s seems to be broken!", query_name (trap))); |
|
|
1461 | archetype::get (shstr_burnout)->insert_at (trap, trap); |
|
|
1462 | } |
|
|
1463 | |
|
|
1464 | break; |
|
|
1465 | |
|
|
1466 | case TRIGGER_BUTTON: |
|
|
1467 | case TRIGGER_PEDESTAL: |
|
|
1468 | case TRIGGER_ALTAR: |
|
|
1469 | check_trigger (trap, victim, originator); |
|
|
1470 | break; |
|
|
1471 | |
|
|
1472 | case DEEP_SWAMP: |
|
|
1473 | walk_on_deep_swamp (trap, victim); |
|
|
1474 | break; |
|
|
1475 | |
|
|
1476 | case CHECK_INV: |
|
|
1477 | check_inv (victim, trap); |
|
|
1478 | break; |
|
|
1479 | |
|
|
1480 | case HOLE: |
|
|
1481 | move_apply_hole (trap, victim); |
|
|
1482 | break; |
|
|
1483 | |
|
|
1484 | case EXIT: |
|
|
1485 | if (victim->type == PLAYER && EXIT_PATH (trap)) |
|
|
1486 | { |
|
|
1487 | /* Basically, don't show exits leading to random maps the |
|
|
1488 | * players output. |
|
|
1489 | */ |
|
|
1490 | if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit) |
|
|
1491 | victim->statusmsg (trap->msg, NDI_NAVY); |
|
|
1492 | |
|
|
1493 | trap->play_sound (trap->sound); |
|
|
1494 | victim->enter_exit (trap); |
|
|
1495 | } |
|
|
1496 | break; |
|
|
1497 | |
|
|
1498 | case ENCOUNTER: |
|
|
1499 | /* may be some leftovers on this */ |
|
|
1500 | break; |
|
|
1501 | |
|
|
1502 | case SHOP_MAT: |
|
|
1503 | apply_shop_mat (trap, victim); |
|
|
1504 | break; |
|
|
1505 | |
|
|
1506 | /* Drop a certain amount of gold, and have one item identified */ |
|
|
1507 | case IDENTIFY_ALTAR: |
|
|
1508 | apply_id_altar (victim, trap, originator); |
|
|
1509 | break; |
|
|
1510 | |
|
|
1511 | case SIGN: |
|
|
1512 | if (victim->type != PLAYER && trap->stats.food > 0) |
|
|
1513 | break; /* monsters musn't apply magic_mouths with counters */ |
|
|
1514 | |
|
|
1515 | apply_sign (victim, trap, 1); |
|
|
1516 | break; |
|
|
1517 | |
|
|
1518 | case CONTAINER: |
|
|
1519 | apply_container (victim, trap); |
|
|
1520 | break; |
|
|
1521 | |
|
|
1522 | case RUNE: |
|
|
1523 | case TRAP: |
|
|
1524 | if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) |
|
|
1525 | spring_trap (trap, victim); |
|
|
1526 | break; |
|
|
1527 | |
|
|
1528 | default: |
|
|
1529 | LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " |
|
|
1530 | "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); |
|
|
1531 | break; |
|
|
1532 | } |
|
|
1533 | |
|
|
1534 | recursion_depth--; |
|
|
1535 | } |
|
|
1536 | |
|
|
1537 | /** |
|
|
1538 | * Handles reading a regular (ie not containing a spell) book. |
|
|
1539 | */ |
|
|
1540 | static void |
|
|
1541 | apply_book (object *op, object *tmp) |
|
|
1542 | { |
|
|
1543 | int lev_diff; |
|
|
1544 | object *skill_ob; |
|
|
1545 | |
|
|
1546 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1547 | { |
|
|
1548 | op->failmsg ("You are unable to read while blind!"); |
|
|
1549 | return; |
|
|
1550 | } |
|
|
1551 | |
|
|
1552 | if (!tmp->msg) |
|
|
1553 | { |
|
|
1554 | op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name)); |
|
|
1555 | return; |
|
|
1556 | } |
|
|
1557 | |
|
|
1558 | /* need a literacy skill to read stuff! */ |
|
|
1559 | skill_ob = find_skill_by_name (op, tmp->skill); |
|
|
1560 | if (!skill_ob) |
|
|
1561 | { |
|
|
1562 | op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill)); |
|
|
1563 | return; |
|
|
1564 | } |
|
|
1565 | |
|
|
1566 | lev_diff = tmp->level - (skill_ob->level + 5); |
|
|
1567 | if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) |
|
|
1568 | { |
|
|
1569 | op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension." |
|
|
1570 | : lev_diff < 3 ? "This book is slightly beyond your comprehension." |
|
|
1571 | : lev_diff < 5 ? "This book is beyond your comprehension." |
|
|
1572 | : lev_diff < 8 ? "This book is quite a bit beyond your comprehension." |
|
|
1573 | : lev_diff < 15 ? "This book is way beyond your comprehension." |
|
|
1574 | : "This book is totally beyond your comprehension."); |
|
|
1575 | return; |
|
|
1576 | } |
|
|
1577 | |
|
|
1578 | // we currently don't use the message types for anything. |
|
|
1579 | // readable_message_type *msgType = get_readable_message_type (tmp); |
|
|
1580 | |
|
|
1581 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book")); |
|
|
1582 | |
|
|
1583 | if (player *pl = op->contr) |
|
|
1584 | if (client *ns = pl->ns) |
|
|
1585 | pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); |
|
|
1586 | |
|
|
1587 | /* gain xp from reading */ |
|
|
1588 | if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) |
|
|
1589 | { /* only if not read before */ |
|
|
1590 | int exp_gain = calc_skill_exp (op, tmp, skill_ob); |
|
|
1591 | |
|
|
1592 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
1593 | { |
|
|
1594 | /*exp_gain *= 2; because they just identified it too */ |
|
|
1595 | SET_FLAG (tmp, FLAG_IDENTIFIED); |
|
|
1596 | |
|
|
1597 | if (object *pl = tmp->visible_to ()) |
|
|
1598 | esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); |
|
|
1599 | } |
|
|
1600 | |
|
|
1601 | change_exp (op, exp_gain, skill_ob->skill, 0); |
|
|
1602 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ |
|
|
1603 | } |
|
|
1604 | } |
|
|
1605 | |
|
|
1606 | /** |
|
|
1607 | * op made some mistake with a scroll, this takes care of punishment. |
|
|
1608 | * scroll_failure()- hacked directly from spell_failure |
|
|
1609 | */ |
|
|
1610 | static void |
|
|
1611 | scroll_failure (object *op, int failure, int power) |
|
|
1612 | { |
|
|
1613 | if (abs (failure / 4) > power) |
|
|
1614 | power = abs (failure / 4); /* set minimum effect */ |
|
|
1615 | |
|
|
1616 | if (failure <= -1 && failure > -15) |
|
|
1617 | { /* wonder */ |
|
|
1618 | object *tmp; |
|
|
1619 | |
|
|
1620 | op->failmsg ("Your spell warps!"); |
|
|
1621 | tmp = get_archetype (SPELL_WONDER); |
|
|
1622 | cast_wonder (op, op, 0, tmp); |
|
|
1623 | tmp->destroy (); |
|
|
1624 | } |
|
|
1625 | else if (failure <= -15 && failure > -35) |
|
|
1626 | { /* drain mana */ |
|
|
1627 | op->failmsg ("Your mana is drained!"); |
|
|
1628 | op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); |
|
|
1629 | if (op->stats.sp < 0) |
|
|
1630 | op->stats.sp = 0; |
|
|
1631 | } |
|
|
1632 | else if (settings.spell_failure_effects == TRUE) |
|
|
1633 | { |
|
|
1634 | if (failure <= -35 && failure > -60) |
|
|
1635 | { /* confusion */ |
|
|
1636 | op->failmsg ("The magic recoils on you!"); |
|
|
1637 | confuse_player (op, op, power); |
|
|
1638 | } |
|
|
1639 | else if (failure <= -60 && failure > -70) |
|
|
1640 | { /* paralysis */ |
|
|
1641 | op->failmsg ("The magic recoils and paralyzes you!"); |
|
|
1642 | paralyze_player (op, op, power); |
|
|
1643 | } |
|
|
1644 | else if (failure <= -70 && failure > -80) |
|
|
1645 | { /* blind */ |
|
|
1646 | op->failmsg ("The magic recoils on you!"); |
|
|
1647 | blind_player (op, op, power); |
|
|
1648 | } |
|
|
1649 | else if (failure <= -80) |
|
|
1650 | { /* blast the immediate area */ |
|
|
1651 | object *tmp = get_archetype (LOOSE_MANA); |
|
|
1652 | cast_magic_storm (op, tmp, power); |
|
|
1653 | op->failmsg ("You unleash uncontrolled mana!"); |
|
|
1654 | tmp->destroy (); |
|
|
1655 | } |
|
|
1656 | } |
|
|
1657 | } |
|
|
1658 | |
|
|
1659 | /** |
|
|
1660 | * Handles the applying of a skill scroll, calling learn_skill straight. |
|
|
1661 | * op is the person learning the skill, tmp is the skill scroll object |
|
|
1662 | */ |
|
|
1663 | static void |
|
|
1664 | apply_skillscroll (object *op, object *tmp) |
|
|
1665 | { |
|
|
1666 | switch (learn_skill (op, tmp)) |
|
|
1667 | { |
|
|
1668 | case 0: |
|
|
1669 | op->play_sound (sound_find ("generic_fail")); |
|
|
1670 | op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp))); |
|
|
1671 | break; |
|
|
1672 | |
|
|
1673 | case 1: |
|
|
1674 | tmp->decrease (); |
|
|
1675 | op->play_sound (sound_find ("skill_learn")); |
|
|
1676 | op->statusmsg (format ("You succeed in learning %s", &tmp->skill)); |
|
|
1677 | break; |
|
|
1678 | |
|
|
1679 | default: |
|
|
1680 | tmp->decrease (); |
|
|
1681 | op->play_sound (sound_find ("generic_fail")); |
|
|
1682 | op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp))); |
|
|
1683 | break; |
|
|
1684 | } |
|
|
1685 | } |
|
|
1686 | |
|
|
1687 | /** |
|
|
1688 | * Actually makes op learn spell. |
|
|
1689 | * Informs player of what happens. |
|
|
1690 | */ |
|
|
1691 | void |
|
|
1692 | do_learn_spell (object *op, object *spell, int special_prayer) |
|
|
1693 | { |
|
|
1694 | object *tmp; |
|
|
1695 | |
|
|
1696 | if (op->type != PLAYER) |
|
|
1697 | { |
|
|
1698 | LOG (llevError, "BUG: do_learn_spell(): not a player\n"); |
|
|
1699 | return; |
|
|
1700 | } |
|
|
1701 | |
|
|
1702 | /* Upgrade special prayers to normal prayers */ |
|
|
1703 | if ((tmp = check_spell_known (op, spell->name)) != NULL) |
|
|
1704 | { |
|
|
1705 | if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
|
|
1706 | { |
|
|
1707 | LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); |
|
|
1708 | return; |
|
|
1709 | } |
|
|
1710 | return; |
|
|
1711 | } |
|
|
1712 | |
|
|
1713 | op->contr->play_sound (sound_find ("learn_spell")); |
|
|
1714 | |
|
|
1715 | tmp = spell->clone (); |
|
|
1716 | insert_ob_in_ob (tmp, op); |
|
|
1717 | |
|
|
1718 | if (special_prayer) |
|
|
1719 | SET_FLAG (tmp, FLAG_STARTEQUIP); |
|
|
1720 | |
|
|
1721 | esrv_add_spells (op->contr, tmp); |
|
|
1722 | } |
|
|
1723 | |
|
|
1724 | /** |
|
|
1725 | * Erases spell from player's inventory. |
|
|
1726 | */ |
|
|
1727 | void |
|
|
1728 | do_forget_spell (object *op, const char *spell) |
|
|
1729 | { |
|
|
1730 | object *spob; |
|
|
1731 | |
|
|
1732 | if (op->type != PLAYER) |
|
|
1733 | { |
|
|
1734 | LOG (llevError, "BUG: do_forget_spell(): not a player\n"); |
|
|
1735 | return; |
|
|
1736 | } |
|
|
1737 | if ((spob = check_spell_known (op, spell)) == NULL) |
|
|
1738 | { |
|
|
1739 | LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); |
|
|
1740 | return; |
|
|
1741 | } |
|
|
1742 | |
|
|
1743 | op->failmsg (format ("You lose knowledge of %s.", spell)); |
|
|
1744 | esrv_remove_spell (op->contr, spob); |
|
|
1745 | spob->destroy (); |
|
|
1746 | } |
|
|
1747 | |
|
|
1748 | /** |
|
|
1749 | * Handles player applying a spellbook. |
|
|
1750 | * Checks whether player has knowledge of required skill, doesn't already know the spell, |
|
|
1751 | * stuff like that. Random learning failure too. |
|
|
1752 | */ |
|
|
1753 | static void |
|
|
1754 | apply_spellbook (object *op, object *tmp) |
|
|
1755 | { |
|
|
1756 | object *skop, *spell, *spell_skill; |
|
|
1757 | |
|
|
1758 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1759 | { |
|
|
1760 | op->failmsg ("You are unable to read while blind."); |
|
|
1761 | return; |
|
|
1762 | } |
|
|
1763 | |
|
|
1764 | /* artifact_spellbooks have 'slaying' field point to a spell name, |
|
|
1765 | * instead of having their spell stored in stats.sp. These are |
|
|
1766 | * legacy spellbooks |
|
|
1767 | */ |
|
|
1768 | if (tmp->slaying) |
|
|
1769 | { |
|
|
1770 | spell = find_archetype_by_object_name (tmp->slaying)->instance (); |
|
|
1771 | |
|
|
1772 | if (!spell) |
|
|
1773 | { |
|
|
1774 | op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying)); |
|
|
1775 | return; |
|
|
1776 | } |
|
|
1777 | else |
|
|
1778 | insert_ob_in_ob (spell, tmp); |
|
|
1779 | |
|
|
1780 | tmp->slaying = 0; |
|
|
1781 | } |
|
|
1782 | |
|
|
1783 | skop = find_skill_by_name (op, tmp->skill); |
|
|
1784 | |
|
|
1785 | /* need a literacy skill to learn spells. Also, having a literacy level |
|
|
1786 | * lower than the spell will make learning the spell more difficult */ |
|
|
1787 | if (!skop) |
|
|
1788 | { |
|
|
1789 | op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill)); |
|
|
1790 | return; |
|
|
1791 | } |
|
|
1792 | |
|
|
1793 | spell = tmp->inv; |
|
|
1794 | |
|
|
1795 | if (!spell) |
|
|
1796 | { |
|
|
1797 | LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); |
|
|
1798 | op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); |
|
|
1799 | return; |
|
|
1800 | } |
|
|
1801 | |
|
|
1802 | int learn_level = sqrtf (spell->level) * 1.5f; |
|
|
1803 | if (skop->level < learn_level) |
|
|
1804 | { |
|
|
1805 | op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>", |
|
|
1806 | &tmp->skill, learn_level)); |
|
|
1807 | return; |
|
|
1808 | } |
|
|
1809 | |
|
|
1810 | op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name)); |
|
|
1811 | |
|
|
1812 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
1813 | identify (tmp); |
|
|
1814 | |
|
|
1815 | /* I removed the check for special_prayer_mark here - it didn't make |
|
|
1816 | * a lot of sense - special prayers are not found in spellbooks, and |
|
|
1817 | * if the player doesn't know the spell, doesn't make a lot of sense that |
|
|
1818 | * they would have a special prayer mark. |
|
|
1819 | */ |
|
|
1820 | if (check_spell_known (op, spell->name)) |
|
|
1821 | { |
|
|
1822 | op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n"); |
|
|
1823 | return; |
|
|
1824 | } |
|
|
1825 | |
|
|
1826 | if (spell->skill) |
|
|
1827 | { |
|
|
1828 | spell_skill = find_skill_by_name (op, spell->skill); |
|
|
1829 | |
|
|
1830 | if (!spell_skill) |
|
|
1831 | { |
|
|
1832 | op->failmsg (format ("You lack the %s skill to use this spell.", &spell->skill)); |
|
|
1833 | return; |
|
|
1834 | } |
|
|
1835 | |
|
|
1836 | if (spell_skill->level < spell->level) |
|
|
1837 | { |
|
|
1838 | op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill)); |
|
|
1839 | return; |
|
|
1840 | } |
|
|
1841 | } |
|
|
1842 | |
|
|
1843 | /* Logic as follows |
|
|
1844 | * |
|
|
1845 | * 1- MU spells use Int to learn, Cleric spells use Wisdom |
|
|
1846 | * |
|
|
1847 | * 2- The learner's skill level in literacy adjusts the chance to learn |
|
|
1848 | * a spell. |
|
|
1849 | * |
|
|
1850 | * 3 -Automatically fail to learn if you read while confused |
|
|
1851 | * |
|
|
1852 | * Overall, chances are the same but a player will find having a high |
|
|
1853 | * literacy rate very useful! -b.t. |
|
|
1854 | */ |
|
|
1855 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
|
|
1856 | { |
|
|
1857 | op->failmsg ("In your confused state you flub the wording of the text!"); |
|
|
1858 | scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace)); |
|
|
1859 | } |
|
|
1860 | else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || |
|
|
1861 | (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) |
|
|
1862 | { |
|
|
1863 | op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); |
|
|
1864 | do_learn_spell (op, spell, 0); |
|
|
1865 | |
|
|
1866 | /* xp gain to literacy for spell learning */ |
|
|
1867 | if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
|
|
1868 | change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); |
|
|
1869 | } |
|
|
1870 | else |
|
|
1871 | { |
|
|
1872 | op->contr->play_sound (sound_find ("fumble_spell")); |
|
|
1873 | op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n"); |
|
|
1874 | } |
|
|
1875 | |
|
|
1876 | tmp->decrease (); |
|
|
1877 | } |
|
|
1878 | |
|
|
1879 | /** |
|
|
1880 | * Handles applying a spell scroll. |
|
|
1881 | */ |
|
|
1882 | void |
|
|
1883 | apply_scroll (object *op, object *tmp, int dir) |
|
|
1884 | { |
|
|
1885 | object *skop; |
|
|
1886 | |
|
|
1887 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1888 | { |
|
|
1889 | op->failmsg ("You are unable to read while blind."); |
|
|
1890 | return; |
|
|
1891 | } |
|
|
1892 | |
|
|
1893 | if (!tmp->inv || tmp->inv->type != SPELL) |
|
|
1894 | { |
|
|
1895 | op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>"); |
|
|
1896 | return; |
|
|
1897 | } |
|
|
1898 | |
|
|
1899 | if (op->type == PLAYER) |
|
|
1900 | { |
|
|
1901 | /* players need a literacy skill to read stuff! */ |
|
|
1902 | int exp_gain = 0; |
|
|
1903 | |
|
|
1904 | /* hard code literacy - tmp->skill points to where the exp |
|
|
1905 | * should go for anything killed by the spell. |
|
|
1906 | */ |
|
|
1907 | skop = find_skill_by_name (op, skill_names[SK_LITERACY]); |
|
|
1908 | |
|
|
1909 | if (!skop) |
|
|
1910 | { |
|
|
1911 | op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY])); |
|
|
1912 | return; |
|
|
1913 | } |
|
|
1914 | |
|
|
1915 | if ((exp_gain = calc_skill_exp (op, tmp, skop))) |
|
|
1916 | change_exp (op, exp_gain, skop->skill, 0); |
|
|
1917 | } |
|
|
1918 | |
|
|
1919 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
1920 | identify (tmp); |
|
|
1921 | |
|
|
1922 | op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name)); |
|
|
1923 | |
|
|
1924 | cast_spell (op, tmp, dir, tmp->inv, NULL); |
|
|
1925 | tmp->decrease (); |
|
|
1926 | } |
|
|
1927 | |
|
|
1928 | /** |
|
|
1929 | * Applies a treasure object - by default, chest. op |
|
|
1930 | * is the person doing the applying, tmp is the treasure |
|
|
1931 | * chest. |
|
|
1932 | */ |
|
|
1933 | static void |
|
|
1934 | apply_treasure (object *op, object *tmp) |
|
|
1935 | { |
|
|
1936 | /* Nice side effect of this treasure creation method is that the treasure |
|
|
1937 | * for the chest is done when the chest is created, and put into the chest |
|
|
1938 | * inventory. So that when the chest burns up, the items still exist. Also |
|
|
1939 | * prevents people from moving chests to more difficult maps to get better |
|
|
1940 | * treasure |
|
|
1941 | */ |
|
|
1942 | object *treas = tmp->inv; |
|
|
1943 | |
|
|
1944 | if (!treas) |
|
|
1945 | { |
|
|
1946 | op->statusmsg ("The chest was empty."); |
|
|
1947 | tmp->decrease (); |
|
|
1948 | return; |
|
|
1949 | } |
|
|
1950 | |
|
|
1951 | while (tmp->inv) |
|
|
1952 | { |
|
|
1953 | treas = tmp->inv; |
|
|
1954 | treas->remove (); |
|
|
1955 | |
|
|
1956 | treas->x = op->x; |
|
|
1957 | treas->y = op->y; |
|
|
1958 | treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); |
|
|
1959 | |
|
|
1960 | if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
1961 | spring_trap (treas, op); |
|
|
1962 | |
|
|
1963 | /* If either player or container was destroyed, no need to do |
|
|
1964 | * further processing. I think this should be enclused with |
|
|
1965 | * spring trap above, as I don't think there is otherwise |
|
|
1966 | * any way for the treasure chest or player to get killed. |
|
|
1967 | */ |
|
|
1968 | if (op->destroyed () || tmp->destroyed ()) |
|
|
1969 | break; |
|
|
1970 | } |
|
|
1971 | |
|
|
1972 | if (!tmp->destroyed () && !tmp->inv) |
|
|
1973 | tmp->decrease (true); |
|
|
1974 | } |
|
|
1975 | |
|
|
1976 | /** |
|
|
1977 | * A dragon is eating some flesh. If the flesh contains resistances, |
|
|
1978 | * there is a chance for the dragon's skin to get improved. |
|
|
1979 | * |
|
|
1980 | * attributes: |
|
|
1981 | * object *op the object (dragon player) eating the flesh |
|
|
1982 | * object *meal the flesh item, getting chewed in dragon's mouth |
|
|
1983 | * return: |
|
|
1984 | * int 1 if eating successful, 0 if it doesn't work |
|
|
1985 | */ |
|
|
1986 | static int |
|
|
1987 | dragon_eat_flesh (object *op, object *meal) |
|
|
1988 | { |
|
|
1989 | object *skin = NULL; /* pointer to dragon skin force */ |
|
|
1990 | object *abil = NULL; /* pointer to dragon ability force */ |
|
|
1991 | object *tmp = NULL; /* tmp. object */ |
|
|
1992 | |
|
|
1993 | double chance; /* improvement-chance of one resistance type */ |
|
|
1994 | double totalchance = 1; /* total chance of gaining one resistance */ |
|
|
1995 | double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ |
|
|
1996 | double mbonus = 0; /* monster bonus */ |
|
|
1997 | int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ |
|
|
1998 | int winners = 0; /* number of winners */ |
|
|
1999 | int i; /* index */ |
|
|
2000 | |
|
|
2001 | /* let's make sure and doublecheck the parameters */ |
|
|
2002 | if (meal->type != FLESH || !op->is_dragon ()) |
|
|
2003 | return 0; |
|
|
2004 | |
|
|
2005 | /* now grab the 'dragon_skin'- and 'dragon_ability'-forces |
|
|
2006 | from the player's inventory */ |
|
|
2007 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
2008 | if (tmp->type == FORCE) |
|
|
2009 | if (tmp->arch->archname == shstr_dragon_skin_force) |
|
|
2010 | skin = tmp; |
|
|
2011 | else if (tmp->arch->archname == shstr_dragon_ability_force) |
|
|
2012 | abil = tmp; |
|
|
2013 | |
|
|
2014 | /* if either skin or ability are missing, this is an old player |
|
|
2015 | which is not to be considered a dragon -> bail out */ |
|
|
2016 | if (skin == NULL || abil == NULL) |
|
|
2017 | return 0; |
|
|
2018 | |
|
|
2019 | /* now start by filling stomache and health, according to food-value */ |
|
|
2020 | if ((MAX_FOOD - op->stats.food) < meal->stats.food) |
|
|
2021 | op->stats.hp += (MAX_FOOD - op->stats.food) / 50; |
|
|
2022 | else |
|
|
2023 | op->stats.hp += meal->stats.food / 50; |
|
|
2024 | |
|
|
2025 | min_it (op->stats.hp, op->stats.maxhp); |
|
|
2026 | op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food); |
|
|
2027 | |
|
|
2028 | /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ |
|
|
2029 | |
|
|
2030 | /* on to the interesting part: chances for adding resistance */ |
|
|
2031 | for (i = 0; i < NROFATTACKS; i++) |
|
|
2032 | { |
|
|
2033 | if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i)) |
|
|
2034 | { |
|
|
2035 | /* got positive resistance, now calculate improvement chance (0-100) */ |
|
|
2036 | |
|
|
2037 | /* this bonus makes resistance increase easier at lower levels */ |
|
|
2038 | bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level); |
|
|
2039 | if (i == abil->stats.exp) |
|
|
2040 | bonus += 5; /* additional bonus for resistance of ability-focus */ |
|
|
2041 | |
|
|
2042 | /* monster bonus increases with level, because high-level |
|
|
2043 | flesh is too rare */ |
|
|
2044 | mbonus = op->level * 20. / ((double) settings.max_level); |
|
|
2045 | |
|
|
2046 | chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. / |
|
|
2047 | ((double)settings.max_level)) - skin->resist[i]; |
|
|
2048 | |
|
|
2049 | if (chance >= 0.) |
|
|
2050 | chance += 1.; |
|
|
2051 | else |
|
|
2052 | chance = (chance < -12) ? 0. : 1. / pow (2., -chance); |
|
|
2053 | |
|
|
2054 | /* chance is proportional to amount of resistance (max. 50) */ |
|
|
2055 | chance *= ((double)(min (meal->resist[i], 50))) / 50.; |
|
|
2056 | |
|
|
2057 | /* doubled chance for resistance of ability-focus */ |
|
|
2058 | if (i == abil->stats.exp) |
|
|
2059 | chance = min (100., chance * 2.); |
|
|
2060 | |
|
|
2061 | /* now make the throw and save all winners (Don't insert luck bonus here!) */ |
|
|
2062 | if (rndm (10000) < (unsigned int)(chance * 100)) |
|
|
2063 | { |
|
|
2064 | atnr_winner[winners] = i; |
|
|
2065 | winners++; |
|
|
2066 | } |
|
|
2067 | |
|
|
2068 | if (chance >= 0.01) |
|
|
2069 | totalchance *= 1 - chance / 100; |
|
|
2070 | |
|
|
2071 | /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */ |
|
|
2072 | } |
|
|
2073 | } |
|
|
2074 | |
|
|
2075 | /* inverse totalchance as until now we have the failure-chance */ |
|
|
2076 | totalchance = 100 - totalchance * 100; |
|
|
2077 | |
|
|
2078 | /* print message according to totalchance */ |
|
|
2079 | const char *buf; |
|
|
2080 | if (totalchance > 50.) |
|
|
2081 | buf = format ("Hmm! The %s tasted delicious!", &meal->name); |
|
|
2082 | else if (totalchance > 10.) |
|
|
2083 | buf = format ("The %s tasted very good.", &meal->name); |
|
|
2084 | else if (totalchance > 1.) |
|
|
2085 | buf = format ("The %s tasted good.", &meal->name); |
|
|
2086 | else if (totalchance > 0.1) |
|
|
2087 | buf = format ("The %s tasted bland.", &meal->name); |
|
|
2088 | else if (totalchance >= 0.01) |
|
|
2089 | buf = format ("The %s had a boring taste.", &meal->name); |
|
|
2090 | else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) |
|
|
2091 | buf = format ("The %s tasted strange.", &meal->name); |
|
|
2092 | else |
|
|
2093 | buf = format ("The %s had no taste.", &meal->name); |
|
|
2094 | |
|
|
2095 | op->statusmsg (buf); |
|
|
2096 | |
|
|
2097 | /* now choose a winner if we have any */ |
|
|
2098 | i = -1; |
|
|
2099 | if (winners > 0) |
|
|
2100 | i = atnr_winner [rndm (winners)]; |
|
|
2101 | |
|
|
2102 | if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) |
|
|
2103 | { |
|
|
2104 | /* resistance increased! */ |
|
|
2105 | skin->resist[i]++; |
|
|
2106 | op->update_stats (); |
|
|
2107 | |
|
|
2108 | op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i])); |
|
|
2109 | } |
|
|
2110 | |
|
|
2111 | /* if this flesh contains a new ability focus, we mark it |
|
|
2112 | into the ability_force and it will take effect on next level */ |
|
|
2113 | if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) |
|
|
2114 | { |
|
|
2115 | abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ |
|
|
2116 | |
|
|
2117 | if (meal->last_eat != abil->stats.exp) |
|
|
2118 | op->statusmsg (format ( |
|
|
2119 | "Your metabolism prepares to focus on %s!\n" |
|
|
2120 | "The change will happen at level %d.", |
|
|
2121 | change_resist_msg[meal->last_eat], |
|
|
2122 | abil->level + 1 |
|
|
2123 | )); |
|
|
2124 | else |
|
|
2125 | { |
|
|
2126 | op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat])); |
|
|
2127 | abil->last_eat = 0; |
|
|
2128 | } |
|
|
2129 | } |
|
|
2130 | |
|
|
2131 | return 1; |
|
|
2132 | } |
|
|
2133 | |
|
|
2134 | /** |
|
|
2135 | * op eats food. |
|
|
2136 | * If player, takes care of messages and dragon special food. |
|
|
2137 | */ |
|
|
2138 | static void |
|
|
2139 | apply_food (object *op, object *tmp) |
|
|
2140 | { |
|
|
2141 | int capacity_remaining; |
|
|
2142 | |
|
|
2143 | if (op->type != PLAYER) |
|
|
2144 | op->stats.hp = op->stats.maxhp; |
|
|
2145 | else |
|
|
2146 | { |
|
|
2147 | /* check if this is a dragon (player), eating some flesh */ |
|
|
2148 | if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp)) |
|
|
2149 | ; |
|
|
2150 | else |
|
|
2151 | { |
|
|
2152 | /* usual case - no dragon meal: */ |
|
|
2153 | if (op->stats.food + tmp->stats.food > MAX_FOOD) |
|
|
2154 | { |
|
|
2155 | if (tmp->type == FOOD || tmp->type == FLESH) |
|
|
2156 | op->failmsg ("You feel full, but what a waste of food!"); |
|
|
2157 | else |
|
|
2158 | op->statusmsg ("Most of the drink goes down your face not your throat!"); |
|
|
2159 | } |
|
|
2160 | |
|
|
2161 | tmp->play_sound ( |
|
|
2162 | tmp->sound |
|
|
2163 | ? tmp->sound |
|
|
2164 | : tmp->type == DRINK |
|
|
2165 | ? sound_find ("eat_drink") |
|
|
2166 | : sound_find ("eat_food") |
|
|
2167 | ); |
|
|
2168 | |
|
|
2169 | if (!QUERY_FLAG (tmp, FLAG_CURSED)) |
|
|
2170 | { |
|
|
2171 | const char *buf; |
|
|
2172 | |
|
|
2173 | if (!op->is_dragon ()) |
|
|
2174 | { |
|
|
2175 | /* eating message for normal players */ |
|
|
2176 | if (tmp->type == DRINK) |
|
|
2177 | buf = format ("Ahhh...that %s tasted good.", &tmp->name); |
|
|
2178 | else |
|
|
2179 | buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); |
|
|
2180 | } |
|
|
2181 | else |
|
|
2182 | /* eating message for dragon players */ |
|
|
2183 | buf = format ("The %s tasted terrible!", &tmp->name); |
|
|
2184 | |
|
|
2185 | op->statusmsg (buf); |
|
|
2186 | |
|
|
2187 | capacity_remaining = MAX_FOOD - op->stats.food; |
|
|
2188 | op->stats.food += tmp->stats.food; |
|
|
2189 | if (capacity_remaining < tmp->stats.food) |
|
|
2190 | op->stats.hp += capacity_remaining / 50; |
|
|
2191 | else |
|
|
2192 | op->stats.hp += tmp->stats.food / 50; |
|
|
2193 | |
|
|
2194 | min_it (op->stats.hp, op->stats.maxhp); |
|
|
2195 | min_it (op->stats.food, MAX_FOOD); |
|
|
2196 | } |
|
|
2197 | |
|
|
2198 | /* special food hack -b.t. */ |
|
|
2199 | if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) |
|
|
2200 | eat_special_food (op, tmp); |
|
|
2201 | } |
|
|
2202 | } |
|
|
2203 | |
|
|
2204 | handle_apply_yield (tmp); |
|
|
2205 | tmp->decrease (); |
|
|
2206 | } |
|
|
2207 | |
|
|
2208 | /** |
|
|
2209 | * Handles applying an improve armor scroll. |
|
|
2210 | * Does some sanity checks, then calls improve_armour. |
|
|
2211 | */ |
|
|
2212 | static void |
|
|
2213 | apply_armour_improver (object *op, object *tmp) |
|
|
2214 | { |
|
|
2215 | object *armor; |
|
|
2216 | |
|
|
2217 | if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC)) |
|
|
2218 | { |
|
|
2219 | op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>"); |
|
|
2220 | return; |
|
|
2221 | } |
|
|
2222 | |
|
|
2223 | armor = find_marked_object (op); |
|
|
2224 | |
|
|
2225 | if (!armor) |
|
|
2226 | { |
|
|
2227 | op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this."); |
|
|
2228 | return; |
|
|
2229 | } |
|
|
2230 | |
|
|
2231 | if (armor->type != ARMOUR |
|
|
2232 | && armor->type != CLOAK |
|
|
2233 | && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) |
|
|
2234 | { |
|
|
2235 | op->failmsg ("Your marked item is not armour!\n"); |
|
|
2236 | return; |
|
|
2237 | } |
|
|
2238 | |
|
|
2239 | op->statusmsg ("Applying armour enchantment."); |
|
|
2240 | improve_armour (op, tmp, armor); |
|
|
2241 | } |
|
|
2242 | |
|
|
2243 | void |
|
|
2244 | apply_poison (object *op, object *tmp) |
|
|
2245 | { |
|
|
2246 | // need to do it now when it is still on the map |
|
|
2247 | handle_apply_yield (tmp); |
|
|
2248 | |
|
|
2249 | object *poison = tmp->split (1); |
|
|
2250 | |
|
|
2251 | if (op->type == PLAYER) |
|
|
2252 | { |
|
|
2253 | op->contr->play_sound (sound_find ("drink_poison")); |
|
|
2254 | op->failmsg ("Yech! That tasted poisonous!"); |
|
|
2255 | op->contr->killer = poison; |
|
|
2256 | } |
|
|
2257 | |
|
|
2258 | if (poison->stats.hp > 0) |
|
|
2259 | { |
|
|
2260 | LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp); |
|
|
2261 | hit_player (op, poison->stats.hp, tmp, AT_POISON, 1); |
|
|
2262 | } |
|
|
2263 | |
|
|
2264 | op->stats.food -= op->stats.food / 4; |
|
|
2265 | poison->destroy (); |
|
|
2266 | } |
|
|
2267 | |
|
|
2268 | /** |
|
|
2269 | * This function will try to apply a lighter and in case no lighter |
|
|
2270 | * is specified it will try to find a lighter in the players inventory, |
|
|
2271 | * and inform him about this requirement. |
|
|
2272 | * |
|
|
2273 | * who - the player |
|
|
2274 | * op - the item we want to light |
|
|
2275 | * lighter - the lighter or 0 if a lighter has yet to be found |
|
|
2276 | */ |
|
|
2277 | static object * |
|
|
2278 | auto_apply_lighter (object *who, object *op, object *lighter) |
|
|
2279 | { |
|
|
2280 | if (lighter == 0) |
|
|
2281 | { |
|
|
2282 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
2283 | { |
|
|
2284 | if (tmp->type == LIGHTER) |
|
|
2285 | { |
|
|
2286 | lighter = tmp; |
|
|
2287 | break; |
|
|
2288 | } |
|
|
2289 | } |
|
|
2290 | |
|
|
2291 | if (!lighter) |
|
|
2292 | { |
|
|
2293 | who->failmsg (format ( |
|
|
2294 | "You can't light up the %s with your bare hands! " |
|
|
2295 | "H<You need a lighter in your inventory, for example a flint and steel.>", |
|
|
2296 | &op->name)); |
|
|
2297 | return 0; |
|
|
2298 | } |
|
|
2299 | } |
|
|
2300 | |
|
|
2301 | // last_eat == 0 means the lighter is not being used up! |
|
|
2302 | if (lighter->last_eat && lighter->stats.food) |
|
|
2303 | { |
|
|
2304 | /* lighter gets used up */ |
|
|
2305 | lighter = lighter->split (); |
|
|
2306 | lighter->stats.food--; |
|
|
2307 | who->insert (lighter); |
|
|
2308 | } |
|
|
2309 | else if (lighter->last_eat) |
|
|
2310 | { |
|
|
2311 | /* no charges left in lighter */ |
|
|
2312 | who->failmsg (format ( |
|
|
2313 | "You attempt to light the %s with a used up %s.", |
|
|
2314 | &op->name, &lighter->name)); |
|
|
2315 | return 0; |
|
|
2316 | } |
|
|
2317 | |
|
|
2318 | return lighter; |
|
|
2319 | } |
|
|
2320 | |
|
|
2321 | /** |
|
|
2322 | * Designed primarily to light torches/lanterns/etc. |
|
|
2323 | * Also burns up burnable material too. First object in the inventory is |
|
|
2324 | * the selected object to "burn". -b.t. |
|
|
2325 | */ |
|
|
2326 | static void |
|
|
2327 | apply_lighter (object *who, object *lighter) |
|
|
2328 | { |
|
|
2329 | object *item; |
|
|
2330 | int is_player_env = 0; |
|
|
2331 | |
|
|
2332 | item = find_marked_object (who); |
|
|
2333 | if (item) |
|
|
2334 | { |
|
|
2335 | if (!auto_apply_lighter (who, item, lighter)) |
|
|
2336 | return; |
|
|
2337 | |
|
|
2338 | /* Perhaps we should split what we are trying to light on fire? |
|
|
2339 | * I can't see many times when you would want to light multiple |
|
|
2340 | * objects at once. |
|
|
2341 | */ |
|
|
2342 | |
|
|
2343 | save_throw_object (item, AT_FIRE, who); |
|
|
2344 | |
|
|
2345 | if (item->destroyed () |
|
|
2346 | || ((item->type == LAMP || item->type == TORCH) |
|
|
2347 | && item->glow_radius > 0)) |
|
|
2348 | who->statusmsg (format ( |
|
|
2349 | "You light the %s with the %s.", |
|
|
2350 | &item->name, &lighter->name)); |
|
|
2351 | else |
|
|
2352 | who->failmsg (format ( |
|
|
2353 | "You attempt to light the %s with the %s and fail.", |
|
|
2354 | &item->name, &lighter->name)); |
|
|
2355 | } |
|
|
2356 | else |
|
|
2357 | who->failmsg ("You need to mark a lightable object."); |
|
|
2358 | } |
|
|
2359 | |
|
|
2360 | /** |
|
|
2361 | * This function generates a cursed effect for cursed lamps and torches. |
|
|
2362 | */ |
|
|
2363 | static void |
|
|
2364 | player_apply_lamp_cursed_effect (object *who, object *op) |
|
|
2365 | { |
|
|
2366 | if (op->level) |
|
|
2367 | { |
|
|
2368 | who->failmsg (format ( |
|
|
2369 | "The %s was cursed, it explodes in a big fireball!", |
|
|
2370 | &op->name)); |
|
|
2371 | create_exploding_ball_at (who, op->level); |
|
|
2372 | } |
|
|
2373 | else |
|
|
2374 | { |
|
|
2375 | who->failmsg (format ( |
|
|
2376 | "The %s was cursed, it crumbles to dust, at least it didn't explode.!", |
|
|
2377 | &op->name)); |
|
|
2378 | } |
|
|
2379 | |
|
|
2380 | op->destroy (); |
|
|
2381 | } |
|
|
2382 | |
|
|
2383 | /** |
|
|
2384 | * Apply for players and lamps |
|
|
2385 | * |
|
|
2386 | * who - the player |
|
|
2387 | * op - the lamp |
|
|
2388 | */ |
|
|
2389 | static void |
|
|
2390 | player_apply_lamp (object *who, object *op) |
|
|
2391 | { |
|
|
2392 | bool switch_on = op->glow_radius ? false : true; |
|
|
2393 | |
|
|
2394 | if (switch_on) |
|
|
2395 | { |
|
|
2396 | object *lighter = 0; |
|
|
2397 | |
|
|
2398 | if (op->flag [FLAG_IS_LIGHTABLE] |
|
|
2399 | && !(lighter = auto_apply_lighter (who, op, 0))) |
|
|
2400 | return; |
|
|
2401 | |
|
|
2402 | if (op->stats.food < 1) |
|
|
2403 | { |
|
|
2404 | if (op->type == LAMP) |
|
|
2405 | who->failmsg (format ( |
|
|
2406 | "The %s is out of fuel! " |
|
|
2407 | "H<Lamps and similar items need fuel. They cannot be refilled.>", |
|
|
2408 | &op->name)); |
|
|
2409 | else |
|
|
2410 | who->failmsg (format ( |
|
|
2411 | "The %s is burnt out! " |
|
|
2412 | "H<Torches and similar items burn out and become worthless.>", |
|
|
2413 | &op->name)); |
|
|
2414 | return; |
|
|
2415 | } |
|
|
2416 | |
|
|
2417 | if (op->flag [FLAG_CURSED]) |
|
|
2418 | { |
|
|
2419 | player_apply_lamp_cursed_effect (who, op); |
|
|
2420 | return; |
|
|
2421 | } |
|
|
2422 | |
|
|
2423 | if (lighter) |
|
|
2424 | who->statusmsg (format ( |
|
|
2425 | "You light up the %s with the %s.", &op->name, &lighter->name)); |
|
|
2426 | else |
|
|
2427 | who->statusmsg (format ("You light up the %s.", &op->name)); |
|
|
2428 | } |
|
|
2429 | else |
|
|
2430 | { |
|
|
2431 | if (op->flag [FLAG_CURSED]) |
|
|
2432 | { |
|
|
2433 | player_apply_lamp_cursed_effect (who, op); |
|
|
2434 | return; |
|
|
2435 | } |
|
|
2436 | |
|
|
2437 | if (op->type == TORCH) |
|
|
2438 | { |
|
|
2439 | if (!op->flag [FLAG_IS_LIGHTABLE]) |
|
|
2440 | { |
|
|
2441 | who->statusmsg (format ( |
|
|
2442 | "You put out the %s. " |
|
|
2443 | "H<The %s can't be used anymore, as it can't be lighted up again.>", |
|
|
2444 | &op->name, &op->name)); |
|
|
2445 | } |
|
|
2446 | else |
|
|
2447 | who->statusmsg (format ( |
|
|
2448 | "You put out the %s." |
|
|
2449 | "H<Torches wear out if you put them out.>", |
|
|
2450 | &op->name)); |
|
|
2451 | } |
|
|
2452 | else |
|
|
2453 | who->statusmsg (format ("You turn off the %s.", &op->name)); |
|
|
2454 | } |
|
|
2455 | |
|
|
2456 | apply_lamp (op, switch_on); |
|
|
2457 | } |
|
|
2458 | |
|
|
2459 | void get_animation_from_arch (object *op, arch_ptr a) |
|
|
2460 | { |
|
|
2461 | op->animation_id = a->animation_id; |
|
|
2462 | op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE]; |
|
|
2463 | op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE]; |
|
|
2464 | op->anim_speed = a->anim_speed; |
|
|
2465 | op->last_anim = 0; |
|
|
2466 | op->state = 0; |
|
|
2467 | op->face = a->face; |
|
|
2468 | |
|
|
2469 | if (NUM_ANIMATIONS(op) > 1) |
|
|
2470 | { |
|
|
2471 | SET_ANIMATION(op, 0); |
|
|
2472 | animate_object (op, op->direction); |
|
|
2473 | } |
|
|
2474 | else |
|
|
2475 | update_object (op, UP_OBJ_FACE); |
|
|
2476 | } |
|
|
2477 | |
|
|
2478 | /** |
|
|
2479 | * Apply for LAMPs and TORCHes. |
|
|
2480 | * |
|
|
2481 | * op - the lamp |
|
|
2482 | * switch_on - a flag which says whether the lamp should be switched on or off |
|
|
2483 | */ |
|
|
2484 | void apply_lamp (object *op, bool switch_on) |
|
|
2485 | { |
|
|
2486 | op->set_glow_radius (switch_on ? op->range : 0); |
|
|
2487 | op->set_speed (switch_on ? op->arch->speed : 0); |
|
|
2488 | |
|
|
2489 | // torches wear out if you put them out |
|
|
2490 | if (op->type == TORCH && !switch_on) |
|
|
2491 | { |
|
|
2492 | if (op->flag [FLAG_IS_LIGHTABLE]) |
|
|
2493 | { |
|
|
2494 | op->stats.food -= (double) op->arch->stats.food / 15; |
|
|
2495 | if (op->stats.food < 0) |
|
|
2496 | op->stats.food = 0; |
|
|
2497 | } |
|
|
2498 | else |
|
|
2499 | op->stats.food = 0; |
|
|
2500 | } |
|
|
2501 | |
|
|
2502 | // lamps and torched get worthless when used up |
|
|
2503 | if (op->stats.food <= 0) |
|
|
2504 | op->value = 0; |
|
|
2505 | |
|
|
2506 | // FIXME: This is a hack to make the more sane torches and lamps |
|
|
2507 | // still animated ;-/ |
|
|
2508 | if (op->other_arch) |
|
|
2509 | get_animation_from_arch (op, switch_on ? op->other_arch : op->arch); |
|
|
2510 | |
|
|
2511 | if (object *pl = op->visible_to ()) |
|
|
2512 | esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op); |
|
|
2513 | } |
|
|
2514 | |
|
|
2515 | /** |
|
|
2516 | * This handles items of type 'transformer'. |
|
|
2517 | * Basically those items, used with a marked item, transform both items into something |
|
|
2518 | * else. |
|
|
2519 | * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited).. |
|
|
2520 | * Change information is contained in the 'slaying' field of the marked item. |
|
|
2521 | * The format is as follow: transformer:[number ]yield[;transformer:...]. |
|
|
2522 | * This way an item can be transformed in many things, and/or many objects. |
|
|
2523 | * The 'slaying' field for transformer is used as verb for the action. |
|
|
2524 | */ |
|
|
2525 | static void |
|
|
2526 | apply_item_transformer (object *pl, object *transformer) |
|
|
2527 | { |
|
|
2528 | object *marked; |
|
|
2529 | object *new_item; |
|
|
2530 | const char *find; |
|
|
2531 | char *separator; |
|
|
2532 | int yield; |
|
|
2533 | char got[MAX_BUF]; |
|
|
2534 | int len; |
|
|
2535 | |
|
|
2536 | if (!pl || !transformer) |
|
|
2537 | return; |
|
|
2538 | |
|
|
2539 | marked = find_marked_object (pl); |
|
|
2540 | |
|
|
2541 | if (!marked) |
|
|
2542 | { |
|
|
2543 | pl->failmsg (format ("Use the %s with what item?", query_name (transformer))); |
|
|
2544 | return; |
|
|
2545 | } |
|
|
2546 | |
|
|
2547 | if (!marked->slaying) |
|
|
2548 | { |
|
|
2549 | pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
|
|
2550 | return; |
|
|
2551 | } |
|
|
2552 | |
|
|
2553 | /* check whether they are compatible or not */ |
|
|
2554 | find = strstr (&marked->slaying, transformer->arch->archname); |
|
|
2555 | if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) |
|
|
2556 | { |
|
|
2557 | pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
|
|
2558 | return; |
|
|
2559 | } |
|
|
2560 | |
|
|
2561 | find += strlen (transformer->arch->archname) + 1; |
|
|
2562 | /* Item can be used, now find how many and what it yields */ |
|
|
2563 | if (isdigit (*(find))) |
|
|
2564 | { |
|
|
2565 | yield = atoi (find); |
|
|
2566 | if (yield < 1) |
|
|
2567 | { |
|
|
2568 | LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield); |
|
|
2569 | yield = 1; |
|
|
2570 | } |
|
|
2571 | } |
|
|
2572 | else |
|
|
2573 | yield = 1; |
|
|
2574 | |
|
|
2575 | while (isdigit (*find)) |
|
|
2576 | find++; |
|
|
2577 | |
|
|
2578 | while (*find == ' ') |
|
|
2579 | find++; |
|
|
2580 | |
|
|
2581 | memset (got, 0, MAX_BUF); |
|
|
2582 | |
|
|
2583 | if ((separator = (char *) strchr (find, ';'))) |
|
|
2584 | len = separator - find; |
|
|
2585 | else |
|
|
2586 | len = strlen (find); |
|
|
2587 | |
|
|
2588 | min_it (len, MAX_BUF - 1); |
|
|
2589 | |
|
|
2590 | strcpy (got, find); |
|
|
2591 | got[len] = '\0'; |
|
|
2592 | |
|
|
2593 | /* Now create new item, remove used ones when required. */ |
|
|
2594 | new_item = get_archetype (got); |
|
|
2595 | if (!new_item) |
|
|
2596 | { |
|
|
2597 | pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0))); |
|
|
2598 | return; |
|
|
2599 | } |
|
|
2600 | |
|
|
2601 | new_item->nrof = yield; |
|
|
2602 | |
|
|
2603 | pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0))); |
|
|
2604 | |
|
|
2605 | pl->insert (new_item); |
|
|
2606 | /* Eat up one item */ |
|
|
2607 | marked->decrease (); |
|
|
2608 | |
|
|
2609 | /* Eat one transformer if needed */ |
|
|
2610 | if (transformer->stats.food) |
|
|
2611 | if (--transformer->stats.food == 0) |
|
|
2612 | transformer->decrease (); |
|
|
2613 | } |
|
|
2614 | |
|
|
2615 | /** |
|
|
2616 | * Main apply handler. |
|
|
2617 | * |
|
|
2618 | * Checks for unpaid items before applying. |
|
|
2619 | * |
|
|
2620 | * Return value: |
|
|
2621 | * 0: player or monster can't apply objects of that type |
|
|
2622 | * 1: has been applied, or there was an error applying the object |
|
|
2623 | * 2: objects of that type can't be applied if not in inventory |
|
|
2624 | * |
|
|
2625 | * who is the object that is causing object to be applied, op is the object |
|
|
2626 | * being applied. |
|
|
2627 | * |
|
|
2628 | * aflag is special (always apply/unapply) flags. Nothing is done with |
|
|
2629 | * them in this function - they are passed to apply_special |
|
|
2630 | */ |
|
|
2631 | static int |
|
|
2632 | manual_apply (object *who, object *op, int aflag) |
|
|
2633 | { |
|
|
2634 | op = op->head_ (); |
|
|
2635 | |
|
|
2636 | if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED]) |
|
|
2637 | { |
|
|
2638 | if (who->type == PLAYER) |
|
|
2639 | { |
|
|
2640 | examine (who, op); |
|
|
2641 | //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove |
|
|
2642 | return 1; |
|
|
2643 | } |
|
|
2644 | else |
|
|
2645 | return 0; /* monsters just skip unpaid items */ |
|
|
2646 | } |
|
|
2647 | |
|
|
2648 | if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who))) |
|
|
2649 | return RESULT_INT (0); |
|
|
2650 | |
|
|
2651 | switch (op->type) |
|
|
2652 | { |
|
|
2653 | case T_HANDLE: |
|
|
2654 | who->play_sound (sound_find ("turn_handle")); |
|
|
2655 | who->statusmsg ("You turn the handle."); |
|
|
2656 | op->value = op->value ? 0 : 1; |
|
|
2657 | SET_ANIMATION (op, op->value); |
|
|
2658 | update_object (op, UP_OBJ_FACE); |
|
|
2659 | push_button (op, who); |
|
|
2660 | return 1; |
|
|
2661 | |
|
|
2662 | case TRIGGER: |
|
|
2663 | if (check_trigger (op, who, who)) |
|
|
2664 | { |
|
|
2665 | who->statusmsg ("You turn the handle."); |
|
|
2666 | who->play_sound (sound_find ("turn_handle")); |
|
|
2667 | } |
|
|
2668 | else |
|
|
2669 | who->failmsg ("The handle doesn't move."); |
|
|
2670 | |
|
|
2671 | return 1; |
|
|
2672 | |
|
|
2673 | case EXIT: |
|
|
2674 | if (who->type != PLAYER) |
|
|
2675 | return 0; |
|
|
2676 | |
|
|
2677 | if (!EXIT_PATH (op)) |
|
|
2678 | who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op))); |
|
|
2679 | else |
|
|
2680 | { |
|
|
2681 | /* Don't display messages for random maps. */ |
|
|
2682 | if (op->msg && EXIT_PATH (op) != shstr_random_map_exit) |
|
|
2683 | who->statusmsg (op->msg, NDI_NAVY); |
|
|
2684 | |
|
|
2685 | who->enter_exit (op); |
|
|
2686 | } |
|
|
2687 | |
|
|
2688 | return 1; |
|
|
2689 | |
|
|
2690 | case INSCRIBABLE: |
|
|
2691 | who->statusmsg (op->msg); |
|
|
2692 | // maybe show a spell menu to chose from or something like that |
|
|
2693 | return 1; |
|
|
2694 | |
|
|
2695 | case SIGN: |
|
|
2696 | apply_sign (who, op, 0); |
|
|
2697 | return 1; |
|
|
2698 | |
|
|
2699 | case BOOK: |
|
|
2700 | if (who->type == PLAYER) |
|
|
2701 | { |
|
|
2702 | apply_book (who, op); |
|
|
2703 | return 1; |
|
|
2704 | } |
|
|
2705 | else |
|
|
2706 | return 0; |
|
|
2707 | |
|
|
2708 | case SKILLSCROLL: |
|
|
2709 | if (who->type == PLAYER) |
|
|
2710 | { |
|
|
2711 | apply_skillscroll (who, op); |
|
|
2712 | return 1; |
|
|
2713 | } |
|
|
2714 | else |
|
|
2715 | return 0; |
|
|
2716 | |
|
|
2717 | case SPELLBOOK: |
|
|
2718 | if (who->type == PLAYER) |
|
|
2719 | { |
|
|
2720 | apply_spellbook (who, op); |
|
|
2721 | return 1; |
|
|
2722 | } |
|
|
2723 | else |
|
|
2724 | return 0; |
|
|
2725 | |
|
|
2726 | case SCROLL: |
|
|
2727 | apply_scroll (who, op, 0); |
|
|
2728 | return 1; |
|
|
2729 | |
|
|
2730 | case POTION: |
|
|
2731 | apply_potion (who, op); |
|
|
2732 | return 1; |
|
|
2733 | |
|
|
2734 | /* Eneq(@csd.uu.se): Handle apply on containers. */ |
|
|
2735 | //TODO: remove, as it is unsed? |
|
|
2736 | case CLOSE_CON: |
|
|
2737 | apply_container (who, op->env); |
|
|
2738 | return 1; |
|
|
2739 | |
|
|
2740 | case CONTAINER: |
|
|
2741 | apply_container (who, op); |
|
|
2742 | return 1; |
|
|
2743 | |
|
|
2744 | case TREASURE: |
|
|
2745 | if (who->type == PLAYER) |
|
|
2746 | { |
|
|
2747 | apply_treasure (who, op); |
|
|
2748 | return 1; |
|
|
2749 | } |
|
|
2750 | else |
|
|
2751 | return 0; |
|
|
2752 | |
|
|
2753 | case LAMP: |
|
|
2754 | case TORCH: |
|
|
2755 | player_apply_lamp (who, op); |
|
|
2756 | return 1; |
|
|
2757 | |
|
|
2758 | case WEAPON: |
|
|
2759 | case ARMOUR: |
|
|
2760 | case BOOTS: |
|
|
2761 | case GLOVES: |
|
|
2762 | case AMULET: |
|
|
2763 | case GIRDLE: |
|
|
2764 | case BRACERS: |
|
|
2765 | case SHIELD: |
|
|
2766 | case HELMET: |
|
|
2767 | case RING: |
|
|
2768 | case CLOAK: |
|
|
2769 | case WAND: |
|
|
2770 | case ROD: |
|
|
2771 | case HORN: |
|
|
2772 | case SKILL: |
|
|
2773 | case SPELL: |
|
|
2774 | case BOW: |
|
|
2775 | case RANGED: |
|
|
2776 | case BUILDER: |
|
|
2777 | case SKILL_TOOL: |
|
|
2778 | if (op->env != who) |
|
|
2779 | who->failmsg (format ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op))); |
|
|
2780 | else |
|
|
2781 | apply_special (who, op, aflag); |
|
|
2782 | |
|
|
2783 | return 1; |
|
|
2784 | |
|
|
2785 | case DRINK: |
|
|
2786 | case FOOD: |
|
|
2787 | case FLESH: |
|
|
2788 | apply_food (who, op); |
|
|
2789 | return 1; |
|
|
2790 | |
|
|
2791 | case POISON: |
|
|
2792 | apply_poison (who, op); |
|
|
2793 | return 1; |
|
|
2794 | |
|
|
2795 | case SAVEBED: |
|
|
2796 | return 1; |
|
|
2797 | |
|
|
2798 | case ARMOUR_IMPROVER: |
|
|
2799 | if (who->type == PLAYER) |
|
|
2800 | { |
|
|
2801 | apply_armour_improver (who, op); |
|
|
2802 | return 1; |
|
|
2803 | } |
|
|
2804 | else |
|
|
2805 | return 0; |
|
|
2806 | |
|
|
2807 | case WEAPON_IMPROVER: |
|
|
2808 | check_improve_weapon (who, op); |
|
|
2809 | return 1; |
|
|
2810 | |
|
|
2811 | case CLOCK: |
|
|
2812 | if (who->type == PLAYER) |
|
|
2813 | { |
|
|
2814 | char buf[MAX_BUF]; |
|
|
2815 | timeofday_t tod; |
|
|
2816 | |
|
|
2817 | get_tod (&tod); |
|
|
2818 | who->play_sound (sound_find ("sound_clock")); |
|
|
2819 | who->statusmsg (format ( |
|
|
2820 | "It is %d minute%s past %d o'clock %s", |
|
|
2821 | tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), |
|
|
2822 | ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") |
|
|
2823 | )); |
|
|
2824 | return 1; |
|
|
2825 | } |
|
|
2826 | else |
|
|
2827 | return 0; |
|
|
2828 | |
|
|
2829 | case MENU: |
|
|
2830 | if (who->type == PLAYER) |
|
|
2831 | { |
|
|
2832 | shop_listing (op, who); |
|
|
2833 | return 1; |
|
|
2834 | } |
|
|
2835 | else |
|
|
2836 | return 0; |
|
|
2837 | |
|
|
2838 | case POWER_CRYSTAL: |
|
|
2839 | apply_power_crystal (who, op); /* see egoitem.c */ |
|
|
2840 | return 1; |
|
|
2841 | |
|
|
2842 | case LIGHTER: /* for lighting torches/lanterns/etc */ |
|
|
2843 | if (who->type == PLAYER) |
|
|
2844 | { |
|
|
2845 | apply_lighter (who, op); |
|
|
2846 | return 1; |
|
|
2847 | } |
|
|
2848 | else |
|
|
2849 | return 0; |
|
|
2850 | |
|
|
2851 | case ITEM_TRANSFORMER: |
|
|
2852 | apply_item_transformer (who, op); |
|
|
2853 | return 1; |
|
|
2854 | |
|
|
2855 | default: |
|
|
2856 | who->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); |
|
|
2857 | return 0; |
|
|
2858 | } |
|
|
2859 | } |
|
|
2860 | |
|
|
2861 | /** |
|
|
2862 | * player_apply_below attempts to apply the object 'below' the player. |
|
|
2863 | * If the player has an open container, we use that for below, otherwise |
|
|
2864 | * we use the ground. |
|
|
2865 | */ |
|
|
2866 | void |
|
|
2867 | player_apply_below (object *pl) |
|
|
2868 | { |
|
|
2869 | int floors = 0; |
|
|
2870 | |
|
|
2871 | /* If using a container, set the starting item to be the top |
|
|
2872 | * item in the container. Otherwise, use the map. |
|
|
2873 | * This is perhaps more complicated. However, I want to make sure that |
|
|
2874 | * we don't use a corrupt pointer for the next object, so we get the |
|
|
2875 | * next object in the stack before applying. This is can only be a |
|
|
2876 | * problem if player_apply() has a bug in that it uses the object but does |
|
|
2877 | * not return a proper value. |
|
|
2878 | */ |
|
|
2879 | //TODO: no longer at multiple floors |
|
|
2880 | // and also not on move_on floors. what was this for, anyways? |
|
|
2881 | for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next) |
|
|
2882 | { |
|
|
2883 | next = tmp->below; |
|
|
2884 | |
|
|
2885 | if (tmp->type == SPELL_EFFECT || tmp->invisible) |
|
|
2886 | continue; |
|
|
2887 | |
|
|
2888 | /* If it is visible, player can apply it. |
|
|
2889 | */ |
|
|
2890 | if (pl->apply (tmp)) |
|
|
2891 | break; |
|
|
2892 | } |
|
|
2893 | } |
|
|
2894 | |
|
|
2895 | /** |
|
|
2896 | * Unapplies specified item. |
1026 | * Unapplies specified item. |
2897 | * No check done on cursed/damned. |
1027 | * No check done on cursed/damned. |
2898 | * Break this out of apply_special - this is just done |
1028 | * Break this out of apply_special - this is just done |
2899 | * to keep the size of apply_special to a more managable size. |
1029 | * to keep the size of apply_special to a more managable size. |
2900 | */ |
1030 | */ |
2901 | static int |
1031 | static bool |
2902 | unapply_special (object *who, object *op, int aflags) |
1032 | unapply_special (object *who, object *op, int aflags) |
2903 | { |
1033 | { |
2904 | if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) |
1034 | if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) |
2905 | || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) |
1035 | || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) |
2906 | return RESULT_INT (0); |
1036 | return RESULT_INT (0); |
… | |
… | |
2988 | if (object *pl = op->visible_to ()) |
1118 | if (object *pl = op->visible_to ()) |
2989 | esrv_send_item (pl, op); |
1119 | esrv_send_item (pl, op); |
2990 | |
1120 | |
2991 | who->update_stats (); |
1121 | who->update_stats (); |
2992 | |
1122 | |
2993 | return 0; |
1123 | return 1; |
2994 | } |
1124 | } |
2995 | |
1125 | |
2996 | /** |
1126 | /** |
2997 | * Returns the object that is using location 'loc'. |
1127 | * Returns the object that is using location 'loc'. |
2998 | * Note that 'start' is the first object to start examing - we |
1128 | * Note that 'start' is the first object to start examing - we |
… | |
… | |
3034 | #define CANNOT_REMOVE_CURSED \ |
1164 | #define CANNOT_REMOVE_CURSED \ |
3035 | "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ |
1165 | "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ |
3036 | "Praying over an altar, scrolls of remove curse/damnation, " \ |
1166 | "Praying over an altar, scrolls of remove curse/damnation, " \ |
3037 | "priests or even other players might help.>" |
1167 | "priests or even other players might help.>" |
3038 | |
1168 | |
3039 | static int |
1169 | static bool |
3040 | unapply_for_ob (object *who, object *op, int aflags) |
1170 | unapply_for_ob (object *who, object *op, int aflags) |
3041 | { |
1171 | { |
3042 | if (op->is_range ()) |
1172 | if (op->is_range ()) |
3043 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
1173 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
3044 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) |
1174 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) |
… | |
… | |
3227 | if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) |
1357 | if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) |
3228 | retval |= CAN_APPLY_RESTRICTION; |
1358 | retval |= CAN_APPLY_RESTRICTION; |
3229 | } |
1359 | } |
3230 | |
1360 | |
3231 | return retval; |
1361 | return retval; |
3232 | } |
|
|
3233 | |
|
|
3234 | // saner interface, returns successful status |
|
|
3235 | bool |
|
|
3236 | object::apply (object *ob, int aflags) |
|
|
3237 | { |
|
|
3238 | if (!ob) // simplifies a lot of callers |
|
|
3239 | return true; |
|
|
3240 | |
|
|
3241 | if (contr) |
|
|
3242 | { |
|
|
3243 | if (!ob->env && (move_type & MOVE_FLYING)) |
|
|
3244 | { |
|
|
3245 | /* player is flying and applying object not in inventory */ |
|
|
3246 | if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING)) |
|
|
3247 | { |
|
|
3248 | failmsg ("But you are floating high above the ground! " |
|
|
3249 | "H<You have to stop levitating first, if you can, either by using your levitation skill, " |
|
|
3250 | "or waiting till the levitation effect wears off.>"); |
|
|
3251 | return 0; |
|
|
3252 | } |
|
|
3253 | } |
|
|
3254 | |
|
|
3255 | contr->last_used = ob; |
|
|
3256 | } |
|
|
3257 | |
|
|
3258 | bool want_apply = |
|
|
3259 | aflags & AP_APPLY ? true |
|
|
3260 | : aflags & AP_UNAPPLY ? false |
|
|
3261 | : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE |
|
|
3262 | |
|
|
3263 | object_ptr *slot = 0; |
|
|
3264 | |
|
|
3265 | // detect the slot, if this is a player |
|
|
3266 | if (contr && !(aflags & AP_NO_SLOT)) |
|
|
3267 | { |
|
|
3268 | object *oslot; |
|
|
3269 | |
|
|
3270 | switch (ob->type) |
|
|
3271 | { |
|
|
3272 | case WEAPON: |
|
|
3273 | slot = &contr->combat_ob; |
|
|
3274 | oslot = contr->ranged_ob; |
|
|
3275 | break; |
|
|
3276 | |
|
|
3277 | case BOW: |
|
|
3278 | case RANGED: |
|
|
3279 | case SPELL: |
|
|
3280 | case WAND: |
|
|
3281 | case ROD: |
|
|
3282 | case HORN: |
|
|
3283 | case BUILDER: |
|
|
3284 | slot = &contr->ranged_ob; |
|
|
3285 | oslot = contr->combat_ob; |
|
|
3286 | break; |
|
|
3287 | |
|
|
3288 | // oh, the humanity |
|
|
3289 | case SKILL: |
|
|
3290 | if (aflags & AP_NO_SLOT) |
|
|
3291 | break; |
|
|
3292 | |
|
|
3293 | if (skill_flags [ob->subtype] & SF_NEED_ITEM) |
|
|
3294 | break; |
|
|
3295 | |
|
|
3296 | if (skill_flags [ob->subtype] & SF_COMBAT) |
|
|
3297 | { |
|
|
3298 | slot = &contr->combat_ob; |
|
|
3299 | oslot = contr->ranged_ob; |
|
|
3300 | } |
|
|
3301 | else if (skill_flags [ob->subtype] & SF_RANGED) |
|
|
3302 | { |
|
|
3303 | slot = &contr->ranged_ob; |
|
|
3304 | oslot = contr->combat_ob; |
|
|
3305 | } |
|
|
3306 | |
|
|
3307 | break; |
|
|
3308 | } |
|
|
3309 | |
|
|
3310 | // now handle slot exclusions |
|
|
3311 | if (slot) |
|
|
3312 | { |
|
|
3313 | // only one slot can be active |
|
|
3314 | if (want_apply) |
|
|
3315 | { |
|
|
3316 | // clear slot unless we are in it already |
|
|
3317 | if (*slot != ob) |
|
|
3318 | apply (*slot, AP_UNAPPLY); |
|
|
3319 | |
|
|
3320 | // unapply other slot, because we want to become active |
|
|
3321 | apply (oslot, AP_UNAPPLY); |
|
|
3322 | } |
|
|
3323 | |
|
|
3324 | // clear item from slot if applied |
|
|
3325 | if (!want_apply && current_weapon == ob) |
|
|
3326 | current_weapon = 0; |
|
|
3327 | } |
|
|
3328 | } |
|
|
3329 | |
|
|
3330 | if (ob->flag [FLAG_APPLIED] != want_apply) |
|
|
3331 | manual_apply (this, ob, aflags); |
|
|
3332 | |
|
|
3333 | if (ob->flag [FLAG_APPLIED] != want_apply) |
|
|
3334 | return false; |
|
|
3335 | |
|
|
3336 | if (slot && want_apply) |
|
|
3337 | current_weapon = *slot = ob; |
|
|
3338 | |
|
|
3339 | return true; |
|
|
3340 | } |
1362 | } |
3341 | |
1363 | |
3342 | /** |
1364 | /** |
3343 | * who is the object using the object. It can be a monster. |
1365 | * who is the object using the object. It can be a monster. |
3344 | * op is the object they are using. op is an equipment type item, |
1366 | * op is the object they are using. op is an equipment type item, |
… | |
… | |
3364 | */ |
1386 | */ |
3365 | |
1387 | |
3366 | #define LACK_ITEM_POWER \ |
1388 | #define LACK_ITEM_POWER \ |
3367 | " H<You lack enough unused item power to use this weapon, see the skills command.>" |
1389 | " H<You lack enough unused item power to use this weapon, see the skills command.>" |
3368 | |
1390 | |
3369 | int |
1391 | static bool |
3370 | apply_special (object *who, object *op, int aflags) |
1392 | apply_special (object *who, object *op, int aflags) |
3371 | { |
1393 | { |
3372 | int basic_flag = aflags & AP_MODE; |
1394 | int basic_flag = aflags & AP_MODE; |
3373 | object *tmp, *tmp2, *skop = NULL; |
1395 | object *tmp, *tmp2, *skop = NULL; |
3374 | |
1396 | |
… | |
… | |
3376 | { |
1398 | { |
3377 | LOG (llevError, "apply_special() from object without environment.\n"); |
1399 | LOG (llevError, "apply_special() from object without environment.\n"); |
3378 | return 1; |
1400 | return 1; |
3379 | } |
1401 | } |
3380 | |
1402 | |
|
|
1403 | //TODO: remove these when apply_special is no longer exposed |
3381 | if (op->env != who) |
1404 | if (op->env != who) |
3382 | return 1; /* op is not in inventory */ |
1405 | return 1; /* op is not in inventory */ |
3383 | |
1406 | |
3384 | /* trying to unequip op */ |
1407 | /* trying to unequip op */ |
3385 | if (QUERY_FLAG (op, FLAG_APPLIED)) |
1408 | if (QUERY_FLAG (op, FLAG_APPLIED)) |
… | |
… | |
3677 | |
1700 | |
3678 | if (object *pl = op->visible_to ()) |
1701 | if (object *pl = op->visible_to ()) |
3679 | esrv_send_item (pl, op); |
1702 | esrv_send_item (pl, op); |
3680 | |
1703 | |
3681 | return 0; |
1704 | return 0; |
|
|
1705 | } |
|
|
1706 | |
|
|
1707 | /** |
|
|
1708 | * Check if op should abort moving victim because of it's race or slaying. |
|
|
1709 | * Returns 1 if it should abort, returns 0 if it should continue. |
|
|
1710 | */ |
|
|
1711 | int |
|
|
1712 | should_director_abort (object *op, object *victim) |
|
|
1713 | { |
|
|
1714 | int arch_flag, name_flag, race_flag; |
|
|
1715 | |
|
|
1716 | /* Get flags to determine what of arch, name, and race should be checked. |
|
|
1717 | * This is stored in subtype, and is a bitmask, the LSB is the arch flag, |
|
|
1718 | * the next is the name flag, and the last is the race flag. Also note, |
|
|
1719 | * if subtype is set to zero, that also goes to defaults of all affecting |
|
|
1720 | * it. Examples: |
|
|
1721 | * subtype 1: only arch |
|
|
1722 | * subtype 3: arch or name |
|
|
1723 | * subtype 5: arch or race |
|
|
1724 | * subtype 7: all three |
|
|
1725 | */ |
|
|
1726 | if (op->subtype) |
|
|
1727 | { |
|
|
1728 | arch_flag = op->subtype & 1; |
|
|
1729 | name_flag = op->subtype & 2; |
|
|
1730 | race_flag = op->subtype & 4; |
|
|
1731 | } |
|
|
1732 | else |
|
|
1733 | { |
|
|
1734 | arch_flag = 1; |
|
|
1735 | name_flag = 1; |
|
|
1736 | race_flag = 1; |
|
|
1737 | } |
|
|
1738 | |
|
|
1739 | /* If the director has race set, only affect objects with a arch, |
|
|
1740 | * name or race that matches. |
|
|
1741 | */ |
|
|
1742 | if ((op->race) && |
|
|
1743 | ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) && |
|
|
1744 | ((!(victim->name && name_flag) || op->race != victim->name)) && |
|
|
1745 | ((!(victim->race && race_flag) || op->race != victim->race))) |
|
|
1746 | return 1; |
|
|
1747 | |
|
|
1748 | /* If the director has slaying set, only affect objects where none |
|
|
1749 | * of arch, name, or race match. |
|
|
1750 | */ |
|
|
1751 | if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) || |
|
|
1752 | ((victim->name && name_flag && op->slaying == victim->name)) || |
|
|
1753 | ((victim->race && race_flag && op->slaying == victim->race))) |
|
|
1754 | return 1; |
|
|
1755 | |
|
|
1756 | return 0; |
|
|
1757 | } |
|
|
1758 | |
|
|
1759 | /** |
|
|
1760 | * This handles a player dropping money on an altar to identify stuff. |
|
|
1761 | * It'll identify marked item, if none all items up to dropped money. |
|
|
1762 | * Return value: 1 if money was destroyed, 0 if not. |
|
|
1763 | */ |
|
|
1764 | static int |
|
|
1765 | apply_id_altar (object *money, object *altar, object *pl) |
|
|
1766 | { |
|
|
1767 | dynbuf_text &buf = msg_dynbuf; buf.clear (); |
|
|
1768 | |
|
|
1769 | if (!pl || pl->type != PLAYER) |
|
|
1770 | return 0; |
|
|
1771 | |
|
|
1772 | /* Check for MONEY type is a special hack - it prevents 'nothing needs |
|
|
1773 | * identifying' from being printed out more than it needs to be. |
|
|
1774 | */ |
|
|
1775 | if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY) |
|
|
1776 | return 0; |
|
|
1777 | |
|
|
1778 | /* if the player has a marked item, identify that if it needs to be |
|
|
1779 | * identified. If it doesn't, then go through the player inventory. |
|
|
1780 | */ |
|
|
1781 | if (object *marked = find_marked_object (pl)) |
|
|
1782 | if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) |
|
|
1783 | { |
|
|
1784 | if (operate_altar (altar, &money, pl)) |
|
|
1785 | { |
|
|
1786 | identify (marked); |
|
|
1787 | |
|
|
1788 | buf.printf ("You have %s.\r", long_desc (marked, pl)); |
|
|
1789 | if (marked->msg) |
|
|
1790 | buf << "The item has a story:\r" << marked->msg << "\n\n"; |
|
|
1791 | |
|
|
1792 | return !money; |
|
|
1793 | } |
|
|
1794 | } |
|
|
1795 | |
|
|
1796 | for (object *id = pl->inv; id; id = id->below) |
|
|
1797 | { |
|
|
1798 | if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) |
|
|
1799 | { |
|
|
1800 | if (operate_altar (altar, &money, pl)) |
|
|
1801 | { |
|
|
1802 | identify (id); |
|
|
1803 | |
|
|
1804 | buf.printf ("You have %s.\r", long_desc (id, pl)); |
|
|
1805 | if (id->msg) |
|
|
1806 | buf << "The item has a story:\r" << id->msg << "\n\n"; |
|
|
1807 | |
|
|
1808 | /* If no more money, might as well quit now */ |
|
|
1809 | if (!money || !check_altar_sacrifice (altar, money)) |
|
|
1810 | break; |
|
|
1811 | } |
|
|
1812 | else |
|
|
1813 | { |
|
|
1814 | LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); |
|
|
1815 | break; |
|
|
1816 | } |
|
|
1817 | } |
|
|
1818 | } |
|
|
1819 | |
|
|
1820 | if (buf.empty ()) |
|
|
1821 | pl->failmsg ("You have nothing that needs identifying"); |
|
|
1822 | else |
|
|
1823 | pl->contr->infobox (MSG_CHANNEL ("identify"), buf); |
|
|
1824 | |
|
|
1825 | return !money; |
|
|
1826 | } |
|
|
1827 | |
|
|
1828 | /** |
|
|
1829 | * This checks whether the object has a "on_use_yield" field, and if so generated and drops |
|
|
1830 | * matching item. |
|
|
1831 | **/ |
|
|
1832 | void |
|
|
1833 | handle_apply_yield (object *tmp) |
|
|
1834 | { |
|
|
1835 | if (shstr_tmp yield = tmp->kv (shstr_on_use_yield)) |
|
|
1836 | archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); |
|
|
1837 | } |
|
|
1838 | |
|
|
1839 | /** |
|
|
1840 | * Handles applying a potion. |
|
|
1841 | */ |
|
|
1842 | int |
|
|
1843 | apply_potion (object *op, object *tmp) |
|
|
1844 | { |
|
|
1845 | int got_one = 0, i; |
|
|
1846 | object *force = 0; |
|
|
1847 | |
|
|
1848 | object *floor = GET_MAP_OB (op->map, op->x, op->y); |
|
|
1849 | |
|
|
1850 | if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) |
|
|
1851 | { |
|
|
1852 | op->failmsg ("Gods prevent you from using this here, it's sacred ground!"); |
|
|
1853 | |
|
|
1854 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
1855 | return 0; |
|
|
1856 | } |
|
|
1857 | |
|
|
1858 | if (op->type == PLAYER) |
|
|
1859 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
1860 | identify (tmp); |
|
|
1861 | |
|
|
1862 | handle_apply_yield (tmp); |
|
|
1863 | |
|
|
1864 | /* Potion of restoration - only for players */ |
|
|
1865 | if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) |
|
|
1866 | { |
|
|
1867 | object *depl; |
|
|
1868 | archetype *at; |
|
|
1869 | |
|
|
1870 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
1871 | { |
|
|
1872 | op->drain_stat (); |
|
|
1873 | op->update_stats (); |
|
|
1874 | tmp->decrease (); |
|
|
1875 | return 1; |
|
|
1876 | } |
|
|
1877 | |
|
|
1878 | if (!(at = archetype::find (shstr_depletion))) |
|
|
1879 | { |
|
|
1880 | LOG (llevError, "Could not find archetype depletion\n"); |
|
|
1881 | return 0; |
|
|
1882 | } |
|
|
1883 | |
|
|
1884 | depl = present_arch_in_ob (at, op); |
|
|
1885 | |
|
|
1886 | if (depl) |
|
|
1887 | { |
|
|
1888 | for (i = 0; i < NUM_STATS; i++) |
|
|
1889 | if (depl->stats.stat (i)) |
|
|
1890 | op->statusmsg (restore_msg[i]); |
|
|
1891 | |
|
|
1892 | depl->destroy (); |
|
|
1893 | op->update_stats (); |
|
|
1894 | } |
|
|
1895 | else |
|
|
1896 | op->statusmsg ("Your potion had no effect."); |
|
|
1897 | |
|
|
1898 | tmp->decrease (); |
|
|
1899 | return 1; |
|
|
1900 | } |
|
|
1901 | |
|
|
1902 | /* improvement potion - only for players */ |
|
|
1903 | if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) |
|
|
1904 | { |
|
|
1905 | for (i = 1; i < min (11, op->level); i++) |
|
|
1906 | { |
|
|
1907 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
1908 | { |
|
|
1909 | if (op->contr->levhp[i] != 1) |
|
|
1910 | { |
|
|
1911 | op->contr->levhp[i] = 1; |
|
|
1912 | break; |
|
|
1913 | } |
|
|
1914 | |
|
|
1915 | if (op->contr->levsp[i] != 1) |
|
|
1916 | { |
|
|
1917 | op->contr->levsp[i] = 1; |
|
|
1918 | break; |
|
|
1919 | } |
|
|
1920 | |
|
|
1921 | if (op->contr->levgrace[i] != 1) |
|
|
1922 | { |
|
|
1923 | op->contr->levgrace[i] = 1; |
|
|
1924 | break; |
|
|
1925 | } |
|
|
1926 | } |
|
|
1927 | else |
|
|
1928 | { |
|
|
1929 | if (op->contr->levhp[i] < 9) |
|
|
1930 | { |
|
|
1931 | op->contr->levhp[i] = 9; |
|
|
1932 | break; |
|
|
1933 | } |
|
|
1934 | |
|
|
1935 | if (op->contr->levsp[i] < 6) |
|
|
1936 | { |
|
|
1937 | op->contr->levsp[i] = 6; |
|
|
1938 | break; |
|
|
1939 | } |
|
|
1940 | |
|
|
1941 | if (op->contr->levgrace[i] < 3) |
|
|
1942 | { |
|
|
1943 | op->contr->levgrace[i] = 3; |
|
|
1944 | break; |
|
|
1945 | } |
|
|
1946 | } |
|
|
1947 | } |
|
|
1948 | |
|
|
1949 | /* Just makes checking easier */ |
|
|
1950 | if (i < min (11, op->level)) |
|
|
1951 | got_one = 1; |
|
|
1952 | |
|
|
1953 | if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
1954 | { |
|
|
1955 | if (got_one) |
|
|
1956 | { |
|
|
1957 | op->update_stats (); |
|
|
1958 | op->statusmsg ("The Gods smile upon you and remake you " |
|
|
1959 | "a little more in their image. " |
|
|
1960 | "You feel a little more perfect.", NDI_GREEN); |
|
|
1961 | } |
|
|
1962 | else |
|
|
1963 | op->statusmsg ("The potion had no effect - you are already perfect."); |
|
|
1964 | } |
|
|
1965 | else |
|
|
1966 | { /* cursed potion */ |
|
|
1967 | if (got_one) |
|
|
1968 | { |
|
|
1969 | op->update_stats (); |
|
|
1970 | op->failmsg ("The Gods are angry and punish you."); |
|
|
1971 | } |
|
|
1972 | else |
|
|
1973 | op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE); |
|
|
1974 | } |
|
|
1975 | |
|
|
1976 | tmp->decrease (); |
|
|
1977 | return 1; |
|
|
1978 | } |
|
|
1979 | |
|
|
1980 | |
|
|
1981 | /* A potion that casts a spell. Healing, restore spellpoint (power potion) |
|
|
1982 | * and heroism all fit into this category. Given the spell object code, |
|
|
1983 | * there is no limit to the number of spells that potions can be cast, |
|
|
1984 | * but direction is problematic to try and imbue fireball potions for example. |
|
|
1985 | */ |
|
|
1986 | if (tmp->inv) |
|
|
1987 | { |
|
|
1988 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
1989 | { |
|
|
1990 | op->failmsg ("Yech! Your lungs are on fire!"); |
|
|
1991 | create_exploding_ball_at (op, op->level); |
|
|
1992 | } |
|
|
1993 | else |
|
|
1994 | cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
|
|
1995 | |
|
|
1996 | tmp->decrease (); |
|
|
1997 | |
|
|
1998 | /* if youre dead, no point in doing this... */ |
|
|
1999 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
2000 | op->update_stats (); |
|
|
2001 | |
|
|
2002 | return 1; |
|
|
2003 | } |
|
|
2004 | |
|
|
2005 | /* Deal with protection potions */ |
|
|
2006 | force = NULL; |
|
|
2007 | for (i = 0; i < NROFATTACKS; i++) |
|
|
2008 | { |
|
|
2009 | if (tmp->resist[i]) |
|
|
2010 | { |
|
|
2011 | if (!force) |
|
|
2012 | force = get_archetype (FORCE_NAME); |
|
|
2013 | |
|
|
2014 | memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); |
|
|
2015 | force->type = POTION_EFFECT; |
|
|
2016 | break; /* Only need to find one protection since we copy entire batch */ |
|
|
2017 | } |
|
|
2018 | } |
|
|
2019 | |
|
|
2020 | /* This is a protection potion */ |
|
|
2021 | if (force) |
|
|
2022 | { |
|
|
2023 | /* cursed items last longer */ |
|
|
2024 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
2025 | { |
|
|
2026 | force->stats.food *= 10; |
|
|
2027 | for (i = 0; i < NROFATTACKS; i++) |
|
|
2028 | if (force->resist[i] > 0) |
|
|
2029 | force->resist[i] = -force->resist[i]; /* prot => vuln */ |
|
|
2030 | } |
|
|
2031 | |
|
|
2032 | force->speed_left = -1; |
|
|
2033 | force = insert_ob_in_ob (force, op); |
|
|
2034 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
2035 | SET_FLAG (force, FLAG_APPLIED); |
|
|
2036 | change_abil (op, force); |
|
|
2037 | tmp->decrease (); |
|
|
2038 | return 1; |
|
|
2039 | } |
|
|
2040 | |
|
|
2041 | /* Only thing left are the stat potions */ |
|
|
2042 | if (op->type == PLAYER) |
|
|
2043 | { /* only for players */ |
|
|
2044 | if ((QUERY_FLAG (tmp, FLAG_CURSED) |
|
|
2045 | || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
2046 | && tmp->value != 0) |
|
|
2047 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
2048 | else |
|
|
2049 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
2050 | |
|
|
2051 | if (!change_abil (op, tmp)) |
|
|
2052 | op->statusmsg ("Nothing happened."); |
|
|
2053 | } |
|
|
2054 | |
|
|
2055 | /* CLEAR_FLAG is so that if the character has other potions |
|
|
2056 | * that were grouped with the one consumed, his |
|
|
2057 | * stat will not be raised by them. fix_player just clears |
|
|
2058 | * up all the stats. |
|
|
2059 | */ |
|
|
2060 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
2061 | op->update_stats (); |
|
|
2062 | tmp->decrease (); |
|
|
2063 | return 1; |
|
|
2064 | } |
|
|
2065 | |
|
|
2066 | /** |
|
|
2067 | * 'victim' moves onto 'trap' |
|
|
2068 | * 'victim' leaves 'trap' |
|
|
2069 | * effect is determined by move_on/move_off of trap and move_type of victime. |
|
|
2070 | * |
|
|
2071 | * originator: Player, monster or other object that caused 'victim' to move |
|
|
2072 | * onto 'trap'. Will receive messages caused by this action. May be NULL. |
|
|
2073 | * However, some types of traps require an originator to function. |
|
|
2074 | */ |
|
|
2075 | void |
|
|
2076 | move_apply (object *trap, object *victim, object *originator) |
|
|
2077 | { |
|
|
2078 | static int recursion_depth = 0; |
|
|
2079 | |
|
|
2080 | /* Only exits affect DMs. */ |
|
|
2081 | if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) |
|
|
2082 | return; |
|
|
2083 | |
|
|
2084 | /* move_apply() is the most likely candidate for causing unwanted and |
|
|
2085 | * possibly unlimited recursion. |
|
|
2086 | */ |
|
|
2087 | /* The following was changed because it was causing perfectly correct |
|
|
2088 | * maps to fail. 1) it's not an error to recurse: |
|
|
2089 | * rune detonates, summoning monster. monster lands on nearby rune. |
|
|
2090 | * nearby rune detonates. This sort of recursion is expected and |
|
|
2091 | * proper. This code was causing needless crashes. |
|
|
2092 | */ |
|
|
2093 | if (recursion_depth >= 500) |
|
|
2094 | { |
|
|
2095 | LOG (llevDebug, "WARNING: move_apply(): aborting recursion " |
|
|
2096 | "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name); |
|
|
2097 | return; |
|
|
2098 | } |
|
|
2099 | |
|
|
2100 | recursion_depth++; |
|
|
2101 | if (trap->head) |
|
|
2102 | trap = trap->head; |
|
|
2103 | |
|
|
2104 | if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) |
|
|
2105 | switch (trap->type) |
|
|
2106 | { |
|
|
2107 | case PLAYERMOVER: |
|
|
2108 | if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) |
|
|
2109 | { |
|
|
2110 | if (!trap->stats.maxsp) |
|
|
2111 | trap->stats.maxsp = 2; |
|
|
2112 | |
|
|
2113 | /* Is this correct? From the docs, it doesn't look like it |
|
|
2114 | * should be divided by trap->speed |
|
|
2115 | */ |
|
|
2116 | victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed; |
|
|
2117 | |
|
|
2118 | /* Just put in some sanity check. I think there is a bug in the |
|
|
2119 | * above with some objects have zero speed, and thus the player |
|
|
2120 | * getting permanently paralyzed. |
|
|
2121 | */ |
|
|
2122 | if (victim->speed_left < -50.f) |
|
|
2123 | victim->speed_left = -50.f; |
|
|
2124 | /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ |
|
|
2125 | } |
|
|
2126 | break; |
|
|
2127 | |
|
|
2128 | case SPINNER: |
|
|
2129 | if (victim->direction) |
|
|
2130 | { |
|
|
2131 | victim->direction = absdir (victim->direction - trap->stats.sp); |
|
|
2132 | update_turn_face (victim); |
|
|
2133 | } |
|
|
2134 | break; |
|
|
2135 | |
|
|
2136 | case DIRECTOR: |
|
|
2137 | if (victim->direction && !should_director_abort (trap, victim)) |
|
|
2138 | { |
|
|
2139 | victim->direction = trap->stats.sp; |
|
|
2140 | update_turn_face (victim); |
|
|
2141 | } |
|
|
2142 | break; |
|
|
2143 | |
|
|
2144 | case BUTTON: |
|
|
2145 | case PEDESTAL: |
|
|
2146 | case T_MATCH: |
|
|
2147 | update_button (trap, originator); |
|
|
2148 | break; |
|
|
2149 | |
|
|
2150 | case ALTAR: |
|
|
2151 | /* sacrifice victim on trap */ |
|
|
2152 | apply_altar (trap, victim, originator); |
|
|
2153 | break; |
|
|
2154 | |
|
|
2155 | case THROWN_OBJ: |
|
|
2156 | if (trap->inv == NULL) |
|
|
2157 | break; |
|
|
2158 | /* fallthrough */ |
|
|
2159 | |
|
|
2160 | case ARROW: |
|
|
2161 | /* bad bug: monster throw a object, make a step forwards, step on object , |
|
|
2162 | * trigger this here and get hit by own missile - and will be own enemy. |
|
|
2163 | * Victim then is his own enemy and will start to kill herself (this is |
|
|
2164 | * removed) but we have not synced victim and his missile. To avoid senseless |
|
|
2165 | * action, we avoid hits here |
|
|
2166 | */ |
|
|
2167 | if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ()) |
|
|
2168 | && trap->owner != victim) |
|
|
2169 | hit_with_arrow (trap, victim); |
|
|
2170 | break; |
|
|
2171 | |
|
|
2172 | case SPELL_EFFECT: |
|
|
2173 | apply_spell_effect (trap, victim); |
|
|
2174 | break; |
|
|
2175 | |
|
|
2176 | case TRAPDOOR: |
|
|
2177 | { |
|
|
2178 | int max, sound_was_played; |
|
|
2179 | object *ab, *ab_next; |
|
|
2180 | |
|
|
2181 | if (!trap->value) |
|
|
2182 | { |
|
|
2183 | int tot; |
|
|
2184 | |
|
|
2185 | for (ab = trap->above, tot = 0; ab; ab = ab->above) |
|
|
2186 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
2187 | tot += ab->head_ ()->total_weight (); |
|
|
2188 | |
|
|
2189 | if (!(trap->value = (tot > trap->weight) ? 1 : 0)) |
|
|
2190 | break; |
|
|
2191 | |
|
|
2192 | SET_ANIMATION (trap, trap->value); |
|
|
2193 | update_object (trap, UP_OBJ_FACE); |
|
|
2194 | } |
|
|
2195 | |
|
|
2196 | for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) |
|
|
2197 | { |
|
|
2198 | /* need to set this up, since if we do transfer the object, |
|
|
2199 | * ab->above would be bogus |
|
|
2200 | */ |
|
|
2201 | ab_next = ab->above; |
|
|
2202 | |
|
|
2203 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
2204 | { |
|
|
2205 | if (!sound_was_played) |
|
|
2206 | { |
|
|
2207 | trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
|
|
2208 | sound_was_played = 1; |
|
|
2209 | } |
|
|
2210 | |
|
|
2211 | ab->statusmsg ("You fall into a trapdoor!", NDI_RED); |
|
|
2212 | transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab); |
|
|
2213 | } |
|
|
2214 | } |
|
|
2215 | break; |
|
|
2216 | } |
|
|
2217 | |
|
|
2218 | case CONVERTER: |
|
|
2219 | if (convert_item (victim, trap) < 0) |
|
|
2220 | { |
|
|
2221 | originator->failmsg (format ("The %s seems to be broken!", query_name (trap))); |
|
|
2222 | archetype::get (shstr_burnout)->insert_at (trap, trap); |
|
|
2223 | } |
|
|
2224 | |
|
|
2225 | break; |
|
|
2226 | |
|
|
2227 | case TRIGGER_BUTTON: |
|
|
2228 | case TRIGGER_PEDESTAL: |
|
|
2229 | case TRIGGER_ALTAR: |
|
|
2230 | check_trigger (trap, victim, originator); |
|
|
2231 | break; |
|
|
2232 | |
|
|
2233 | case DEEP_SWAMP: |
|
|
2234 | walk_on_deep_swamp (trap, victim); |
|
|
2235 | break; |
|
|
2236 | |
|
|
2237 | case CHECK_INV: |
|
|
2238 | check_inv (victim, trap); |
|
|
2239 | break; |
|
|
2240 | |
|
|
2241 | case HOLE: |
|
|
2242 | move_apply_hole (trap, victim); |
|
|
2243 | break; |
|
|
2244 | |
|
|
2245 | case EXIT: |
|
|
2246 | if (victim->type == PLAYER && EXIT_PATH (trap)) |
|
|
2247 | { |
|
|
2248 | /* Basically, don't show exits leading to random maps the |
|
|
2249 | * players output. |
|
|
2250 | */ |
|
|
2251 | if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit) |
|
|
2252 | victim->statusmsg (trap->msg, NDI_NAVY); |
|
|
2253 | |
|
|
2254 | trap->play_sound (trap->sound); |
|
|
2255 | victim->enter_exit (trap); |
|
|
2256 | } |
|
|
2257 | break; |
|
|
2258 | |
|
|
2259 | case ENCOUNTER: |
|
|
2260 | /* may be some leftovers on this */ |
|
|
2261 | break; |
|
|
2262 | |
|
|
2263 | case SHOP_MAT: |
|
|
2264 | apply_shop_mat (trap, victim); |
|
|
2265 | break; |
|
|
2266 | |
|
|
2267 | /* Drop a certain amount of gold, and have one item identified */ |
|
|
2268 | case IDENTIFY_ALTAR: |
|
|
2269 | apply_id_altar (victim, trap, originator); |
|
|
2270 | break; |
|
|
2271 | |
|
|
2272 | case SIGN: |
|
|
2273 | if (victim->type != PLAYER && trap->stats.food > 0) |
|
|
2274 | break; /* monsters musn't apply magic_mouths with counters */ |
|
|
2275 | |
|
|
2276 | apply_sign (victim, trap, 1); |
|
|
2277 | break; |
|
|
2278 | |
|
|
2279 | case CONTAINER: |
|
|
2280 | apply_container (victim, trap); |
|
|
2281 | break; |
|
|
2282 | |
|
|
2283 | case RUNE: |
|
|
2284 | case TRAP: |
|
|
2285 | if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) |
|
|
2286 | spring_trap (trap, victim); |
|
|
2287 | break; |
|
|
2288 | |
|
|
2289 | default: |
|
|
2290 | LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " |
|
|
2291 | "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); |
|
|
2292 | break; |
|
|
2293 | } |
|
|
2294 | |
|
|
2295 | recursion_depth--; |
|
|
2296 | } |
|
|
2297 | |
|
|
2298 | /** |
|
|
2299 | * Handles reading a regular (ie not containing a spell) book. |
|
|
2300 | */ |
|
|
2301 | static void |
|
|
2302 | apply_book (object *op, object *tmp) |
|
|
2303 | { |
|
|
2304 | int lev_diff; |
|
|
2305 | object *skill_ob; |
|
|
2306 | |
|
|
2307 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2308 | { |
|
|
2309 | op->failmsg ("You are unable to read while blind!"); |
|
|
2310 | return; |
|
|
2311 | } |
|
|
2312 | |
|
|
2313 | if (!tmp->msg) |
|
|
2314 | { |
|
|
2315 | op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name)); |
|
|
2316 | return; |
|
|
2317 | } |
|
|
2318 | |
|
|
2319 | /* need a literacy skill to read stuff! */ |
|
|
2320 | skill_ob = find_skill_by_name (op, tmp->skill); |
|
|
2321 | if (!skill_ob) |
|
|
2322 | { |
|
|
2323 | op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill)); |
|
|
2324 | return; |
|
|
2325 | } |
|
|
2326 | |
|
|
2327 | lev_diff = tmp->level - (skill_ob->level + 5); |
|
|
2328 | if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) |
|
|
2329 | { |
|
|
2330 | op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension." |
|
|
2331 | : lev_diff < 3 ? "This book is slightly beyond your comprehension." |
|
|
2332 | : lev_diff < 5 ? "This book is beyond your comprehension." |
|
|
2333 | : lev_diff < 8 ? "This book is quite a bit beyond your comprehension." |
|
|
2334 | : lev_diff < 15 ? "This book is way beyond your comprehension." |
|
|
2335 | : "This book is totally beyond your comprehension."); |
|
|
2336 | return; |
|
|
2337 | } |
|
|
2338 | |
|
|
2339 | // we currently don't use the message types for anything. |
|
|
2340 | // readable_message_type *msgType = get_readable_message_type (tmp); |
|
|
2341 | |
|
|
2342 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book")); |
|
|
2343 | |
|
|
2344 | if (player *pl = op->contr) |
|
|
2345 | if (client *ns = pl->ns) |
|
|
2346 | pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); |
|
|
2347 | |
|
|
2348 | /* gain xp from reading */ |
|
|
2349 | if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) |
|
|
2350 | { /* only if not read before */ |
|
|
2351 | int exp_gain = calc_skill_exp (op, tmp, skill_ob); |
|
|
2352 | |
|
|
2353 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
2354 | { |
|
|
2355 | /*exp_gain *= 2; because they just identified it too */ |
|
|
2356 | SET_FLAG (tmp, FLAG_IDENTIFIED); |
|
|
2357 | |
|
|
2358 | if (object *pl = tmp->visible_to ()) |
|
|
2359 | esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); |
|
|
2360 | } |
|
|
2361 | |
|
|
2362 | change_exp (op, exp_gain, skill_ob->skill, 0); |
|
|
2363 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ |
|
|
2364 | } |
|
|
2365 | } |
|
|
2366 | |
|
|
2367 | /** |
|
|
2368 | * op made some mistake with a scroll, this takes care of punishment. |
|
|
2369 | * scroll_failure()- hacked directly from spell_failure |
|
|
2370 | */ |
|
|
2371 | static void |
|
|
2372 | scroll_failure (object *op, int failure, int power) |
|
|
2373 | { |
|
|
2374 | if (abs (failure / 4) > power) |
|
|
2375 | power = abs (failure / 4); /* set minimum effect */ |
|
|
2376 | |
|
|
2377 | if (failure <= -1 && failure > -15) |
|
|
2378 | { /* wonder */ |
|
|
2379 | object *tmp; |
|
|
2380 | |
|
|
2381 | op->failmsg ("Your spell warps!"); |
|
|
2382 | tmp = get_archetype (SPELL_WONDER); |
|
|
2383 | cast_wonder (op, op, 0, tmp); |
|
|
2384 | tmp->destroy (); |
|
|
2385 | } |
|
|
2386 | else if (failure <= -15 && failure > -35) |
|
|
2387 | { /* drain mana */ |
|
|
2388 | op->failmsg ("Your mana is drained!"); |
|
|
2389 | op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); |
|
|
2390 | if (op->stats.sp < 0) |
|
|
2391 | op->stats.sp = 0; |
|
|
2392 | } |
|
|
2393 | else if (settings.spell_failure_effects == TRUE) |
|
|
2394 | { |
|
|
2395 | if (failure <= -35 && failure > -60) |
|
|
2396 | { /* confusion */ |
|
|
2397 | op->failmsg ("The magic recoils on you!"); |
|
|
2398 | confuse_player (op, op, power); |
|
|
2399 | } |
|
|
2400 | else if (failure <= -60 && failure > -70) |
|
|
2401 | { /* paralysis */ |
|
|
2402 | op->failmsg ("The magic recoils and paralyzes you!"); |
|
|
2403 | paralyze_player (op, op, power); |
|
|
2404 | } |
|
|
2405 | else if (failure <= -70 && failure > -80) |
|
|
2406 | { /* blind */ |
|
|
2407 | op->failmsg ("The magic recoils on you!"); |
|
|
2408 | blind_player (op, op, power); |
|
|
2409 | } |
|
|
2410 | else if (failure <= -80) |
|
|
2411 | { /* blast the immediate area */ |
|
|
2412 | object *tmp = get_archetype (LOOSE_MANA); |
|
|
2413 | cast_magic_storm (op, tmp, power); |
|
|
2414 | op->failmsg ("You unleash uncontrolled mana!"); |
|
|
2415 | tmp->destroy (); |
|
|
2416 | } |
|
|
2417 | } |
|
|
2418 | } |
|
|
2419 | |
|
|
2420 | /** |
|
|
2421 | * Handles the applying of a skill scroll, calling learn_skill straight. |
|
|
2422 | * op is the person learning the skill, tmp is the skill scroll object |
|
|
2423 | */ |
|
|
2424 | static void |
|
|
2425 | apply_skillscroll (object *op, object *tmp) |
|
|
2426 | { |
|
|
2427 | switch (learn_skill (op, tmp)) |
|
|
2428 | { |
|
|
2429 | case 0: |
|
|
2430 | op->play_sound (sound_find ("generic_fail")); |
|
|
2431 | op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp))); |
|
|
2432 | break; |
|
|
2433 | |
|
|
2434 | case 1: |
|
|
2435 | tmp->decrease (); |
|
|
2436 | op->play_sound (sound_find ("skill_learn")); |
|
|
2437 | op->statusmsg (format ("You succeed in learning %s", &tmp->skill)); |
|
|
2438 | break; |
|
|
2439 | |
|
|
2440 | default: |
|
|
2441 | tmp->decrease (); |
|
|
2442 | op->play_sound (sound_find ("generic_fail")); |
|
|
2443 | op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp))); |
|
|
2444 | break; |
|
|
2445 | } |
|
|
2446 | } |
|
|
2447 | |
|
|
2448 | /** |
|
|
2449 | * Actually makes op learn spell. |
|
|
2450 | * Informs player of what happens. |
|
|
2451 | */ |
|
|
2452 | void |
|
|
2453 | do_learn_spell (object *op, object *spell, int special_prayer) |
|
|
2454 | { |
|
|
2455 | object *tmp; |
|
|
2456 | |
|
|
2457 | if (op->type != PLAYER) |
|
|
2458 | { |
|
|
2459 | LOG (llevError, "BUG: do_learn_spell(): not a player\n"); |
|
|
2460 | return; |
|
|
2461 | } |
|
|
2462 | |
|
|
2463 | /* Upgrade special prayers to normal prayers */ |
|
|
2464 | if ((tmp = check_spell_known (op, spell->name)) != NULL) |
|
|
2465 | { |
|
|
2466 | if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
|
|
2467 | { |
|
|
2468 | LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); |
|
|
2469 | return; |
|
|
2470 | } |
|
|
2471 | return; |
|
|
2472 | } |
|
|
2473 | |
|
|
2474 | op->contr->play_sound (sound_find ("learn_spell")); |
|
|
2475 | |
|
|
2476 | tmp = spell->clone (); |
|
|
2477 | insert_ob_in_ob (tmp, op); |
|
|
2478 | |
|
|
2479 | if (special_prayer) |
|
|
2480 | SET_FLAG (tmp, FLAG_STARTEQUIP); |
|
|
2481 | |
|
|
2482 | esrv_add_spells (op->contr, tmp); |
|
|
2483 | } |
|
|
2484 | |
|
|
2485 | /** |
|
|
2486 | * Erases spell from player's inventory. |
|
|
2487 | */ |
|
|
2488 | void |
|
|
2489 | do_forget_spell (object *op, const char *spell) |
|
|
2490 | { |
|
|
2491 | object *spob; |
|
|
2492 | |
|
|
2493 | if (op->type != PLAYER) |
|
|
2494 | { |
|
|
2495 | LOG (llevError, "BUG: do_forget_spell(): not a player\n"); |
|
|
2496 | return; |
|
|
2497 | } |
|
|
2498 | if ((spob = check_spell_known (op, spell)) == NULL) |
|
|
2499 | { |
|
|
2500 | LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); |
|
|
2501 | return; |
|
|
2502 | } |
|
|
2503 | |
|
|
2504 | op->failmsg (format ("You lose knowledge of %s.", spell)); |
|
|
2505 | esrv_remove_spell (op->contr, spob); |
|
|
2506 | spob->destroy (); |
|
|
2507 | } |
|
|
2508 | |
|
|
2509 | /** |
|
|
2510 | * Handles player applying a spellbook. |
|
|
2511 | * Checks whether player has knowledge of required skill, doesn't already know the spell, |
|
|
2512 | * stuff like that. Random learning failure too. |
|
|
2513 | */ |
|
|
2514 | static void |
|
|
2515 | apply_spellbook (object *op, object *tmp) |
|
|
2516 | { |
|
|
2517 | object *skop, *spell, *spell_skill; |
|
|
2518 | |
|
|
2519 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2520 | { |
|
|
2521 | op->failmsg ("You are unable to read while blind."); |
|
|
2522 | return; |
|
|
2523 | } |
|
|
2524 | |
|
|
2525 | /* artifact_spellbooks have 'slaying' field point to a spell name, |
|
|
2526 | * instead of having their spell stored in stats.sp. These are |
|
|
2527 | * legacy spellbooks |
|
|
2528 | */ |
|
|
2529 | if (tmp->slaying) |
|
|
2530 | { |
|
|
2531 | spell = find_archetype_by_object_name (tmp->slaying)->instance (); |
|
|
2532 | |
|
|
2533 | if (!spell) |
|
|
2534 | { |
|
|
2535 | op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying)); |
|
|
2536 | return; |
|
|
2537 | } |
|
|
2538 | else |
|
|
2539 | insert_ob_in_ob (spell, tmp); |
|
|
2540 | |
|
|
2541 | tmp->slaying = 0; |
|
|
2542 | } |
|
|
2543 | |
|
|
2544 | skop = find_skill_by_name (op, tmp->skill); |
|
|
2545 | |
|
|
2546 | /* need a literacy skill to learn spells. Also, having a literacy level |
|
|
2547 | * lower than the spell will make learning the spell more difficult */ |
|
|
2548 | if (!skop) |
|
|
2549 | { |
|
|
2550 | op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill)); |
|
|
2551 | return; |
|
|
2552 | } |
|
|
2553 | |
|
|
2554 | spell = tmp->inv; |
|
|
2555 | |
|
|
2556 | if (!spell) |
|
|
2557 | { |
|
|
2558 | LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); |
|
|
2559 | op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); |
|
|
2560 | return; |
|
|
2561 | } |
|
|
2562 | |
|
|
2563 | int learn_level = sqrtf (spell->level) * 1.5f; |
|
|
2564 | if (skop->level < learn_level) |
|
|
2565 | { |
|
|
2566 | op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>", |
|
|
2567 | &tmp->skill, learn_level)); |
|
|
2568 | return; |
|
|
2569 | } |
|
|
2570 | |
|
|
2571 | op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name)); |
|
|
2572 | |
|
|
2573 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
2574 | identify (tmp); |
|
|
2575 | |
|
|
2576 | /* I removed the check for special_prayer_mark here - it didn't make |
|
|
2577 | * a lot of sense - special prayers are not found in spellbooks, and |
|
|
2578 | * if the player doesn't know the spell, doesn't make a lot of sense that |
|
|
2579 | * they would have a special prayer mark. |
|
|
2580 | */ |
|
|
2581 | if (check_spell_known (op, spell->name)) |
|
|
2582 | { |
|
|
2583 | op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n"); |
|
|
2584 | return; |
|
|
2585 | } |
|
|
2586 | |
|
|
2587 | if (spell->skill) |
|
|
2588 | { |
|
|
2589 | spell_skill = find_skill_by_name (op, spell->skill); |
|
|
2590 | |
|
|
2591 | if (!spell_skill) |
|
|
2592 | { |
|
|
2593 | op->failmsg (format ("You lack the %s skill to use this spell.", &spell->skill)); |
|
|
2594 | return; |
|
|
2595 | } |
|
|
2596 | |
|
|
2597 | if (spell_skill->level < spell->level) |
|
|
2598 | { |
|
|
2599 | op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill)); |
|
|
2600 | return; |
|
|
2601 | } |
|
|
2602 | } |
|
|
2603 | |
|
|
2604 | /* Logic as follows |
|
|
2605 | * |
|
|
2606 | * 1- MU spells use Int to learn, Cleric spells use Wisdom |
|
|
2607 | * |
|
|
2608 | * 2- The learner's skill level in literacy adjusts the chance to learn |
|
|
2609 | * a spell. |
|
|
2610 | * |
|
|
2611 | * 3 -Automatically fail to learn if you read while confused |
|
|
2612 | * |
|
|
2613 | * Overall, chances are the same but a player will find having a high |
|
|
2614 | * literacy rate very useful! -b.t. |
|
|
2615 | */ |
|
|
2616 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
|
|
2617 | { |
|
|
2618 | op->failmsg ("In your confused state you flub the wording of the text!"); |
|
|
2619 | scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace)); |
|
|
2620 | } |
|
|
2621 | else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || |
|
|
2622 | (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) |
|
|
2623 | { |
|
|
2624 | op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); |
|
|
2625 | do_learn_spell (op, spell, 0); |
|
|
2626 | |
|
|
2627 | /* xp gain to literacy for spell learning */ |
|
|
2628 | if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
|
|
2629 | change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); |
|
|
2630 | } |
|
|
2631 | else |
|
|
2632 | { |
|
|
2633 | op->contr->play_sound (sound_find ("fumble_spell")); |
|
|
2634 | op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n"); |
|
|
2635 | } |
|
|
2636 | |
|
|
2637 | tmp->decrease (); |
|
|
2638 | } |
|
|
2639 | |
|
|
2640 | /** |
|
|
2641 | * Handles applying a spell scroll. |
|
|
2642 | */ |
|
|
2643 | void |
|
|
2644 | apply_scroll (object *op, object *tmp, int dir) |
|
|
2645 | { |
|
|
2646 | object *skop; |
|
|
2647 | |
|
|
2648 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2649 | { |
|
|
2650 | op->failmsg ("You are unable to read while blind."); |
|
|
2651 | return; |
|
|
2652 | } |
|
|
2653 | |
|
|
2654 | if (!tmp->inv || tmp->inv->type != SPELL) |
|
|
2655 | { |
|
|
2656 | op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>"); |
|
|
2657 | return; |
|
|
2658 | } |
|
|
2659 | |
|
|
2660 | if (op->type == PLAYER) |
|
|
2661 | { |
|
|
2662 | /* players need a literacy skill to read stuff! */ |
|
|
2663 | int exp_gain = 0; |
|
|
2664 | |
|
|
2665 | /* hard code literacy - tmp->skill points to where the exp |
|
|
2666 | * should go for anything killed by the spell. |
|
|
2667 | */ |
|
|
2668 | skop = find_skill_by_name (op, skill_names[SK_LITERACY]); |
|
|
2669 | |
|
|
2670 | if (!skop) |
|
|
2671 | { |
|
|
2672 | op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY])); |
|
|
2673 | return; |
|
|
2674 | } |
|
|
2675 | |
|
|
2676 | if ((exp_gain = calc_skill_exp (op, tmp, skop))) |
|
|
2677 | change_exp (op, exp_gain, skop->skill, 0); |
|
|
2678 | } |
|
|
2679 | |
|
|
2680 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
2681 | identify (tmp); |
|
|
2682 | |
|
|
2683 | op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name)); |
|
|
2684 | |
|
|
2685 | cast_spell (op, tmp, dir, tmp->inv, NULL); |
|
|
2686 | tmp->decrease (); |
|
|
2687 | } |
|
|
2688 | |
|
|
2689 | /** |
|
|
2690 | * Applies a treasure object - by default, chest. op |
|
|
2691 | * is the person doing the applying, tmp is the treasure |
|
|
2692 | * chest. |
|
|
2693 | */ |
|
|
2694 | static void |
|
|
2695 | apply_treasure (object *op, object *tmp) |
|
|
2696 | { |
|
|
2697 | /* Nice side effect of this treasure creation method is that the treasure |
|
|
2698 | * for the chest is done when the chest is created, and put into the chest |
|
|
2699 | * inventory. So that when the chest burns up, the items still exist. Also |
|
|
2700 | * prevents people from moving chests to more difficult maps to get better |
|
|
2701 | * treasure |
|
|
2702 | */ |
|
|
2703 | object *treas = tmp->inv; |
|
|
2704 | |
|
|
2705 | if (!treas) |
|
|
2706 | { |
|
|
2707 | op->statusmsg ("The chest was empty."); |
|
|
2708 | tmp->decrease (); |
|
|
2709 | return; |
|
|
2710 | } |
|
|
2711 | |
|
|
2712 | while (tmp->inv) |
|
|
2713 | { |
|
|
2714 | treas = tmp->inv; |
|
|
2715 | treas->remove (); |
|
|
2716 | |
|
|
2717 | treas->x = op->x; |
|
|
2718 | treas->y = op->y; |
|
|
2719 | treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); |
|
|
2720 | |
|
|
2721 | if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
2722 | spring_trap (treas, op); |
|
|
2723 | |
|
|
2724 | /* If either player or container was destroyed, no need to do |
|
|
2725 | * further processing. I think this should be enclused with |
|
|
2726 | * spring trap above, as I don't think there is otherwise |
|
|
2727 | * any way for the treasure chest or player to get killed. |
|
|
2728 | */ |
|
|
2729 | if (op->destroyed () || tmp->destroyed ()) |
|
|
2730 | break; |
|
|
2731 | } |
|
|
2732 | |
|
|
2733 | if (!tmp->destroyed () && !tmp->inv) |
|
|
2734 | tmp->decrease (true); |
|
|
2735 | } |
|
|
2736 | |
|
|
2737 | /** |
|
|
2738 | * A dragon is eating some flesh. If the flesh contains resistances, |
|
|
2739 | * there is a chance for the dragon's skin to get improved. |
|
|
2740 | * |
|
|
2741 | * attributes: |
|
|
2742 | * object *op the object (dragon player) eating the flesh |
|
|
2743 | * object *meal the flesh item, getting chewed in dragon's mouth |
|
|
2744 | * return: |
|
|
2745 | * int 1 if eating successful, 0 if it doesn't work |
|
|
2746 | */ |
|
|
2747 | static int |
|
|
2748 | dragon_eat_flesh (object *op, object *meal) |
|
|
2749 | { |
|
|
2750 | object *skin = NULL; /* pointer to dragon skin force */ |
|
|
2751 | object *abil = NULL; /* pointer to dragon ability force */ |
|
|
2752 | object *tmp = NULL; /* tmp. object */ |
|
|
2753 | |
|
|
2754 | double chance; /* improvement-chance of one resistance type */ |
|
|
2755 | double totalchance = 1; /* total chance of gaining one resistance */ |
|
|
2756 | double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ |
|
|
2757 | double mbonus = 0; /* monster bonus */ |
|
|
2758 | int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ |
|
|
2759 | int winners = 0; /* number of winners */ |
|
|
2760 | int i; /* index */ |
|
|
2761 | |
|
|
2762 | /* let's make sure and doublecheck the parameters */ |
|
|
2763 | if (meal->type != FLESH || !op->is_dragon ()) |
|
|
2764 | return 0; |
|
|
2765 | |
|
|
2766 | /* now grab the 'dragon_skin'- and 'dragon_ability'-forces |
|
|
2767 | from the player's inventory */ |
|
|
2768 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
2769 | if (tmp->type == FORCE) |
|
|
2770 | if (tmp->arch->archname == shstr_dragon_skin_force) |
|
|
2771 | skin = tmp; |
|
|
2772 | else if (tmp->arch->archname == shstr_dragon_ability_force) |
|
|
2773 | abil = tmp; |
|
|
2774 | |
|
|
2775 | /* if either skin or ability are missing, this is an old player |
|
|
2776 | which is not to be considered a dragon -> bail out */ |
|
|
2777 | if (skin == NULL || abil == NULL) |
|
|
2778 | return 0; |
|
|
2779 | |
|
|
2780 | /* now start by filling stomache and health, according to food-value */ |
|
|
2781 | if ((MAX_FOOD - op->stats.food) < meal->stats.food) |
|
|
2782 | op->stats.hp += (MAX_FOOD - op->stats.food) / 50; |
|
|
2783 | else |
|
|
2784 | op->stats.hp += meal->stats.food / 50; |
|
|
2785 | |
|
|
2786 | min_it (op->stats.hp, op->stats.maxhp); |
|
|
2787 | op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food); |
|
|
2788 | |
|
|
2789 | /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ |
|
|
2790 | |
|
|
2791 | /* on to the interesting part: chances for adding resistance */ |
|
|
2792 | for (i = 0; i < NROFATTACKS; i++) |
|
|
2793 | { |
|
|
2794 | if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i)) |
|
|
2795 | { |
|
|
2796 | /* got positive resistance, now calculate improvement chance (0-100) */ |
|
|
2797 | |
|
|
2798 | /* this bonus makes resistance increase easier at lower levels */ |
|
|
2799 | bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level); |
|
|
2800 | if (i == abil->stats.exp) |
|
|
2801 | bonus += 5; /* additional bonus for resistance of ability-focus */ |
|
|
2802 | |
|
|
2803 | /* monster bonus increases with level, because high-level |
|
|
2804 | flesh is too rare */ |
|
|
2805 | mbonus = op->level * 20. / ((double) settings.max_level); |
|
|
2806 | |
|
|
2807 | chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. / |
|
|
2808 | ((double)settings.max_level)) - skin->resist[i]; |
|
|
2809 | |
|
|
2810 | if (chance >= 0.) |
|
|
2811 | chance += 1.; |
|
|
2812 | else |
|
|
2813 | chance = (chance < -12) ? 0. : 1. / pow (2., -chance); |
|
|
2814 | |
|
|
2815 | /* chance is proportional to amount of resistance (max. 50) */ |
|
|
2816 | chance *= ((double)(min (meal->resist[i], 50))) / 50.; |
|
|
2817 | |
|
|
2818 | /* doubled chance for resistance of ability-focus */ |
|
|
2819 | if (i == abil->stats.exp) |
|
|
2820 | chance = min (100., chance * 2.); |
|
|
2821 | |
|
|
2822 | /* now make the throw and save all winners (Don't insert luck bonus here!) */ |
|
|
2823 | if (rndm (10000) < (unsigned int)(chance * 100)) |
|
|
2824 | { |
|
|
2825 | atnr_winner[winners] = i; |
|
|
2826 | winners++; |
|
|
2827 | } |
|
|
2828 | |
|
|
2829 | if (chance >= 0.01) |
|
|
2830 | totalchance *= 1 - chance / 100; |
|
|
2831 | |
|
|
2832 | /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */ |
|
|
2833 | } |
|
|
2834 | } |
|
|
2835 | |
|
|
2836 | /* inverse totalchance as until now we have the failure-chance */ |
|
|
2837 | totalchance = 100 - totalchance * 100; |
|
|
2838 | |
|
|
2839 | /* print message according to totalchance */ |
|
|
2840 | const char *buf; |
|
|
2841 | if (totalchance > 50.) |
|
|
2842 | buf = format ("Hmm! The %s tasted delicious!", &meal->name); |
|
|
2843 | else if (totalchance > 10.) |
|
|
2844 | buf = format ("The %s tasted very good.", &meal->name); |
|
|
2845 | else if (totalchance > 1.) |
|
|
2846 | buf = format ("The %s tasted good.", &meal->name); |
|
|
2847 | else if (totalchance > 0.1) |
|
|
2848 | buf = format ("The %s tasted bland.", &meal->name); |
|
|
2849 | else if (totalchance >= 0.01) |
|
|
2850 | buf = format ("The %s had a boring taste.", &meal->name); |
|
|
2851 | else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) |
|
|
2852 | buf = format ("The %s tasted strange.", &meal->name); |
|
|
2853 | else |
|
|
2854 | buf = format ("The %s had no taste.", &meal->name); |
|
|
2855 | |
|
|
2856 | op->statusmsg (buf); |
|
|
2857 | |
|
|
2858 | /* now choose a winner if we have any */ |
|
|
2859 | i = -1; |
|
|
2860 | if (winners > 0) |
|
|
2861 | i = atnr_winner [rndm (winners)]; |
|
|
2862 | |
|
|
2863 | if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) |
|
|
2864 | { |
|
|
2865 | /* resistance increased! */ |
|
|
2866 | skin->resist[i]++; |
|
|
2867 | op->update_stats (); |
|
|
2868 | |
|
|
2869 | op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i])); |
|
|
2870 | } |
|
|
2871 | |
|
|
2872 | /* if this flesh contains a new ability focus, we mark it |
|
|
2873 | into the ability_force and it will take effect on next level */ |
|
|
2874 | if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) |
|
|
2875 | { |
|
|
2876 | abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ |
|
|
2877 | |
|
|
2878 | if (meal->last_eat != abil->stats.exp) |
|
|
2879 | op->statusmsg (format ( |
|
|
2880 | "Your metabolism prepares to focus on %s!\n" |
|
|
2881 | "The change will happen at level %d.", |
|
|
2882 | change_resist_msg[meal->last_eat], |
|
|
2883 | abil->level + 1 |
|
|
2884 | )); |
|
|
2885 | else |
|
|
2886 | { |
|
|
2887 | op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat])); |
|
|
2888 | abil->last_eat = 0; |
|
|
2889 | } |
|
|
2890 | } |
|
|
2891 | |
|
|
2892 | return 1; |
|
|
2893 | } |
|
|
2894 | |
|
|
2895 | /** |
|
|
2896 | * op eats food. |
|
|
2897 | * If player, takes care of messages and dragon special food. |
|
|
2898 | */ |
|
|
2899 | static void |
|
|
2900 | apply_food (object *op, object *tmp) |
|
|
2901 | { |
|
|
2902 | int capacity_remaining; |
|
|
2903 | |
|
|
2904 | if (op->type != PLAYER) |
|
|
2905 | op->stats.hp = op->stats.maxhp; |
|
|
2906 | else |
|
|
2907 | { |
|
|
2908 | /* check if this is a dragon (player), eating some flesh */ |
|
|
2909 | if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp)) |
|
|
2910 | ; |
|
|
2911 | else |
|
|
2912 | { |
|
|
2913 | /* usual case - no dragon meal: */ |
|
|
2914 | if (op->stats.food + tmp->stats.food > MAX_FOOD) |
|
|
2915 | { |
|
|
2916 | if (tmp->type == FOOD || tmp->type == FLESH) |
|
|
2917 | op->failmsg ("You feel full, but what a waste of food!"); |
|
|
2918 | else |
|
|
2919 | op->statusmsg ("Most of the drink goes down your face not your throat!"); |
|
|
2920 | } |
|
|
2921 | |
|
|
2922 | tmp->play_sound ( |
|
|
2923 | tmp->sound |
|
|
2924 | ? tmp->sound |
|
|
2925 | : tmp->type == DRINK |
|
|
2926 | ? sound_find ("eat_drink") |
|
|
2927 | : sound_find ("eat_food") |
|
|
2928 | ); |
|
|
2929 | |
|
|
2930 | if (!QUERY_FLAG (tmp, FLAG_CURSED)) |
|
|
2931 | { |
|
|
2932 | const char *buf; |
|
|
2933 | |
|
|
2934 | if (!op->is_dragon ()) |
|
|
2935 | { |
|
|
2936 | /* eating message for normal players */ |
|
|
2937 | if (tmp->type == DRINK) |
|
|
2938 | buf = format ("Ahhh...that %s tasted good.", &tmp->name); |
|
|
2939 | else |
|
|
2940 | buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); |
|
|
2941 | } |
|
|
2942 | else |
|
|
2943 | /* eating message for dragon players */ |
|
|
2944 | buf = format ("The %s tasted terrible!", &tmp->name); |
|
|
2945 | |
|
|
2946 | op->statusmsg (buf); |
|
|
2947 | |
|
|
2948 | capacity_remaining = MAX_FOOD - op->stats.food; |
|
|
2949 | op->stats.food += tmp->stats.food; |
|
|
2950 | if (capacity_remaining < tmp->stats.food) |
|
|
2951 | op->stats.hp += capacity_remaining / 50; |
|
|
2952 | else |
|
|
2953 | op->stats.hp += tmp->stats.food / 50; |
|
|
2954 | |
|
|
2955 | min_it (op->stats.hp, op->stats.maxhp); |
|
|
2956 | min_it (op->stats.food, MAX_FOOD); |
|
|
2957 | } |
|
|
2958 | |
|
|
2959 | /* special food hack -b.t. */ |
|
|
2960 | if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) |
|
|
2961 | eat_special_food (op, tmp); |
|
|
2962 | } |
|
|
2963 | } |
|
|
2964 | |
|
|
2965 | handle_apply_yield (tmp); |
|
|
2966 | tmp->decrease (); |
|
|
2967 | } |
|
|
2968 | |
|
|
2969 | /** |
|
|
2970 | * Handles applying an improve armor scroll. |
|
|
2971 | * Does some sanity checks, then calls improve_armour. |
|
|
2972 | */ |
|
|
2973 | static void |
|
|
2974 | apply_armour_improver (object *op, object *tmp) |
|
|
2975 | { |
|
|
2976 | object *armor; |
|
|
2977 | |
|
|
2978 | if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC)) |
|
|
2979 | { |
|
|
2980 | op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>"); |
|
|
2981 | return; |
|
|
2982 | } |
|
|
2983 | |
|
|
2984 | armor = find_marked_object (op); |
|
|
2985 | |
|
|
2986 | if (!armor) |
|
|
2987 | { |
|
|
2988 | op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this."); |
|
|
2989 | return; |
|
|
2990 | } |
|
|
2991 | |
|
|
2992 | if (armor->type != ARMOUR |
|
|
2993 | && armor->type != CLOAK |
|
|
2994 | && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) |
|
|
2995 | { |
|
|
2996 | op->failmsg ("Your marked item is not armour!\n"); |
|
|
2997 | return; |
|
|
2998 | } |
|
|
2999 | |
|
|
3000 | op->statusmsg ("Applying armour enchantment."); |
|
|
3001 | improve_armour (op, tmp, armor); |
|
|
3002 | } |
|
|
3003 | |
|
|
3004 | void |
|
|
3005 | apply_poison (object *op, object *tmp) |
|
|
3006 | { |
|
|
3007 | // need to do it now when it is still on the map |
|
|
3008 | handle_apply_yield (tmp); |
|
|
3009 | |
|
|
3010 | object *poison = tmp->split (1); |
|
|
3011 | |
|
|
3012 | if (op->type == PLAYER) |
|
|
3013 | { |
|
|
3014 | op->contr->play_sound (sound_find ("drink_poison")); |
|
|
3015 | op->failmsg ("Yech! That tasted poisonous!"); |
|
|
3016 | op->contr->killer = poison; |
|
|
3017 | } |
|
|
3018 | |
|
|
3019 | if (poison->stats.hp > 0) |
|
|
3020 | { |
|
|
3021 | LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp); |
|
|
3022 | hit_player (op, poison->stats.hp, tmp, AT_POISON, 1); |
|
|
3023 | } |
|
|
3024 | |
|
|
3025 | op->stats.food -= op->stats.food / 4; |
|
|
3026 | poison->destroy (); |
|
|
3027 | } |
|
|
3028 | |
|
|
3029 | /** |
|
|
3030 | * This function will try to apply a lighter and in case no lighter |
|
|
3031 | * is specified it will try to find a lighter in the players inventory, |
|
|
3032 | * and inform him about this requirement. |
|
|
3033 | * |
|
|
3034 | * who - the player |
|
|
3035 | * op - the item we want to light |
|
|
3036 | * lighter - the lighter or 0 if a lighter has yet to be found |
|
|
3037 | */ |
|
|
3038 | static object * |
|
|
3039 | auto_apply_lighter (object *who, object *op, object *lighter) |
|
|
3040 | { |
|
|
3041 | if (lighter == 0) |
|
|
3042 | { |
|
|
3043 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
3044 | { |
|
|
3045 | if (tmp->type == LIGHTER) |
|
|
3046 | { |
|
|
3047 | lighter = tmp; |
|
|
3048 | break; |
|
|
3049 | } |
|
|
3050 | } |
|
|
3051 | |
|
|
3052 | if (!lighter) |
|
|
3053 | { |
|
|
3054 | who->failmsg (format ( |
|
|
3055 | "You can't light up the %s with your bare hands! " |
|
|
3056 | "H<You need a lighter in your inventory, for example a flint and steel.>", |
|
|
3057 | &op->name)); |
|
|
3058 | return 0; |
|
|
3059 | } |
|
|
3060 | } |
|
|
3061 | |
|
|
3062 | // last_eat == 0 means the lighter is not being used up! |
|
|
3063 | if (lighter->last_eat && lighter->stats.food) |
|
|
3064 | { |
|
|
3065 | /* lighter gets used up */ |
|
|
3066 | lighter = lighter->split (); |
|
|
3067 | lighter->stats.food--; |
|
|
3068 | who->insert (lighter); |
|
|
3069 | } |
|
|
3070 | else if (lighter->last_eat) |
|
|
3071 | { |
|
|
3072 | /* no charges left in lighter */ |
|
|
3073 | who->failmsg (format ( |
|
|
3074 | "You attempt to light the %s with a used up %s.", |
|
|
3075 | &op->name, &lighter->name)); |
|
|
3076 | return 0; |
|
|
3077 | } |
|
|
3078 | |
|
|
3079 | return lighter; |
|
|
3080 | } |
|
|
3081 | |
|
|
3082 | /** |
|
|
3083 | * Designed primarily to light torches/lanterns/etc. |
|
|
3084 | * Also burns up burnable material too. First object in the inventory is |
|
|
3085 | * the selected object to "burn". -b.t. |
|
|
3086 | */ |
|
|
3087 | static void |
|
|
3088 | apply_lighter (object *who, object *lighter) |
|
|
3089 | { |
|
|
3090 | object *item; |
|
|
3091 | int is_player_env = 0; |
|
|
3092 | |
|
|
3093 | item = find_marked_object (who); |
|
|
3094 | if (item) |
|
|
3095 | { |
|
|
3096 | if (!auto_apply_lighter (who, item, lighter)) |
|
|
3097 | return; |
|
|
3098 | |
|
|
3099 | /* Perhaps we should split what we are trying to light on fire? |
|
|
3100 | * I can't see many times when you would want to light multiple |
|
|
3101 | * objects at once. |
|
|
3102 | */ |
|
|
3103 | |
|
|
3104 | save_throw_object (item, AT_FIRE, who); |
|
|
3105 | |
|
|
3106 | if (item->destroyed () |
|
|
3107 | || ((item->type == LAMP || item->type == TORCH) |
|
|
3108 | && item->glow_radius > 0)) |
|
|
3109 | who->statusmsg (format ( |
|
|
3110 | "You light the %s with the %s.", |
|
|
3111 | &item->name, &lighter->name)); |
|
|
3112 | else |
|
|
3113 | who->failmsg (format ( |
|
|
3114 | "You attempt to light the %s with the %s and fail.", |
|
|
3115 | &item->name, &lighter->name)); |
|
|
3116 | } |
|
|
3117 | else |
|
|
3118 | who->failmsg ("You need to mark a lightable object."); |
|
|
3119 | } |
|
|
3120 | |
|
|
3121 | /** |
|
|
3122 | * This function generates a cursed effect for cursed lamps and torches. |
|
|
3123 | */ |
|
|
3124 | static void |
|
|
3125 | player_apply_lamp_cursed_effect (object *who, object *op) |
|
|
3126 | { |
|
|
3127 | if (op->level) |
|
|
3128 | { |
|
|
3129 | who->failmsg (format ( |
|
|
3130 | "The %s was cursed, it explodes in a big fireball!", |
|
|
3131 | &op->name)); |
|
|
3132 | create_exploding_ball_at (who, op->level); |
|
|
3133 | } |
|
|
3134 | else |
|
|
3135 | { |
|
|
3136 | who->failmsg (format ( |
|
|
3137 | "The %s was cursed, it crumbles to dust, at least it didn't explode.!", |
|
|
3138 | &op->name)); |
|
|
3139 | } |
|
|
3140 | |
|
|
3141 | op->destroy (); |
|
|
3142 | } |
|
|
3143 | |
|
|
3144 | /** |
|
|
3145 | * Apply for players and lamps |
|
|
3146 | * |
|
|
3147 | * who - the player |
|
|
3148 | * op - the lamp |
|
|
3149 | */ |
|
|
3150 | static void |
|
|
3151 | player_apply_lamp (object *who, object *op) |
|
|
3152 | { |
|
|
3153 | bool switch_on = op->glow_radius ? false : true; |
|
|
3154 | |
|
|
3155 | if (switch_on) |
|
|
3156 | { |
|
|
3157 | object *lighter = 0; |
|
|
3158 | |
|
|
3159 | if (op->flag [FLAG_IS_LIGHTABLE] |
|
|
3160 | && !(lighter = auto_apply_lighter (who, op, 0))) |
|
|
3161 | return; |
|
|
3162 | |
|
|
3163 | if (op->stats.food < 1) |
|
|
3164 | { |
|
|
3165 | if (op->type == LAMP) |
|
|
3166 | who->failmsg (format ( |
|
|
3167 | "The %s is out of fuel! " |
|
|
3168 | "H<Lamps and similar items need fuel. They cannot be refilled.>", |
|
|
3169 | &op->name)); |
|
|
3170 | else |
|
|
3171 | who->failmsg (format ( |
|
|
3172 | "The %s is burnt out! " |
|
|
3173 | "H<Torches and similar items burn out and become worthless.>", |
|
|
3174 | &op->name)); |
|
|
3175 | return; |
|
|
3176 | } |
|
|
3177 | |
|
|
3178 | if (op->flag [FLAG_CURSED]) |
|
|
3179 | { |
|
|
3180 | player_apply_lamp_cursed_effect (who, op); |
|
|
3181 | return; |
|
|
3182 | } |
|
|
3183 | |
|
|
3184 | if (lighter) |
|
|
3185 | who->statusmsg (format ( |
|
|
3186 | "You light up the %s with the %s.", &op->name, &lighter->name)); |
|
|
3187 | else |
|
|
3188 | who->statusmsg (format ("You light up the %s.", &op->name)); |
|
|
3189 | } |
|
|
3190 | else |
|
|
3191 | { |
|
|
3192 | if (op->flag [FLAG_CURSED]) |
|
|
3193 | { |
|
|
3194 | player_apply_lamp_cursed_effect (who, op); |
|
|
3195 | return; |
|
|
3196 | } |
|
|
3197 | |
|
|
3198 | if (op->type == TORCH) |
|
|
3199 | { |
|
|
3200 | if (!op->flag [FLAG_IS_LIGHTABLE]) |
|
|
3201 | { |
|
|
3202 | who->statusmsg (format ( |
|
|
3203 | "You put out the %s. " |
|
|
3204 | "H<The %s can't be used anymore, as it can't be lighted up again.>", |
|
|
3205 | &op->name, &op->name)); |
|
|
3206 | } |
|
|
3207 | else |
|
|
3208 | who->statusmsg (format ( |
|
|
3209 | "You put out the %s." |
|
|
3210 | "H<Torches wear out if you put them out.>", |
|
|
3211 | &op->name)); |
|
|
3212 | } |
|
|
3213 | else |
|
|
3214 | who->statusmsg (format ("You turn off the %s.", &op->name)); |
|
|
3215 | } |
|
|
3216 | |
|
|
3217 | apply_lamp (op, switch_on); |
|
|
3218 | } |
|
|
3219 | |
|
|
3220 | void get_animation_from_arch (object *op, arch_ptr a) |
|
|
3221 | { |
|
|
3222 | op->animation_id = a->animation_id; |
|
|
3223 | op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE]; |
|
|
3224 | op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE]; |
|
|
3225 | op->anim_speed = a->anim_speed; |
|
|
3226 | op->last_anim = 0; |
|
|
3227 | op->state = 0; |
|
|
3228 | op->face = a->face; |
|
|
3229 | |
|
|
3230 | if (NUM_ANIMATIONS(op) > 1) |
|
|
3231 | { |
|
|
3232 | SET_ANIMATION(op, 0); |
|
|
3233 | animate_object (op, op->direction); |
|
|
3234 | } |
|
|
3235 | else |
|
|
3236 | update_object (op, UP_OBJ_FACE); |
|
|
3237 | } |
|
|
3238 | |
|
|
3239 | /** |
|
|
3240 | * Apply for LAMPs and TORCHes. |
|
|
3241 | * |
|
|
3242 | * op - the lamp |
|
|
3243 | * switch_on - a flag which says whether the lamp should be switched on or off |
|
|
3244 | */ |
|
|
3245 | void apply_lamp (object *op, bool switch_on) |
|
|
3246 | { |
|
|
3247 | op->set_glow_radius (switch_on ? op->range : 0); |
|
|
3248 | op->set_speed (switch_on ? op->arch->speed : 0); |
|
|
3249 | |
|
|
3250 | // torches wear out if you put them out |
|
|
3251 | if (op->type == TORCH && !switch_on) |
|
|
3252 | { |
|
|
3253 | if (op->flag [FLAG_IS_LIGHTABLE]) |
|
|
3254 | { |
|
|
3255 | op->stats.food -= (double) op->arch->stats.food / 15; |
|
|
3256 | if (op->stats.food < 0) |
|
|
3257 | op->stats.food = 0; |
|
|
3258 | } |
|
|
3259 | else |
|
|
3260 | op->stats.food = 0; |
|
|
3261 | } |
|
|
3262 | |
|
|
3263 | // lamps and torched get worthless when used up |
|
|
3264 | if (op->stats.food <= 0) |
|
|
3265 | op->value = 0; |
|
|
3266 | |
|
|
3267 | // FIXME: This is a hack to make the more sane torches and lamps |
|
|
3268 | // still animated ;-/ |
|
|
3269 | if (op->other_arch) |
|
|
3270 | get_animation_from_arch (op, switch_on ? op->other_arch : op->arch); |
|
|
3271 | |
|
|
3272 | if (object *pl = op->visible_to ()) |
|
|
3273 | esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op); |
|
|
3274 | } |
|
|
3275 | |
|
|
3276 | /** |
|
|
3277 | * This handles items of type 'transformer'. |
|
|
3278 | * Basically those items, used with a marked item, transform both items into something |
|
|
3279 | * else. |
|
|
3280 | * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited).. |
|
|
3281 | * Change information is contained in the 'slaying' field of the marked item. |
|
|
3282 | * The format is as follow: transformer:[number ]yield[;transformer:...]. |
|
|
3283 | * This way an item can be transformed in many things, and/or many objects. |
|
|
3284 | * The 'slaying' field for transformer is used as verb for the action. |
|
|
3285 | */ |
|
|
3286 | static void |
|
|
3287 | apply_item_transformer (object *pl, object *transformer) |
|
|
3288 | { |
|
|
3289 | object *marked; |
|
|
3290 | object *new_item; |
|
|
3291 | const char *find; |
|
|
3292 | char *separator; |
|
|
3293 | int yield; |
|
|
3294 | char got[MAX_BUF]; |
|
|
3295 | int len; |
|
|
3296 | |
|
|
3297 | if (!pl || !transformer) |
|
|
3298 | return; |
|
|
3299 | |
|
|
3300 | marked = find_marked_object (pl); |
|
|
3301 | |
|
|
3302 | if (!marked) |
|
|
3303 | { |
|
|
3304 | pl->failmsg (format ("Use the %s with what item?", query_name (transformer))); |
|
|
3305 | return; |
|
|
3306 | } |
|
|
3307 | |
|
|
3308 | if (!marked->slaying) |
|
|
3309 | { |
|
|
3310 | pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
|
|
3311 | return; |
|
|
3312 | } |
|
|
3313 | |
|
|
3314 | /* check whether they are compatible or not */ |
|
|
3315 | find = strstr (&marked->slaying, transformer->arch->archname); |
|
|
3316 | if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) |
|
|
3317 | { |
|
|
3318 | pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
|
|
3319 | return; |
|
|
3320 | } |
|
|
3321 | |
|
|
3322 | find += strlen (transformer->arch->archname) + 1; |
|
|
3323 | /* Item can be used, now find how many and what it yields */ |
|
|
3324 | if (isdigit (*(find))) |
|
|
3325 | { |
|
|
3326 | yield = atoi (find); |
|
|
3327 | if (yield < 1) |
|
|
3328 | { |
|
|
3329 | LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield); |
|
|
3330 | yield = 1; |
|
|
3331 | } |
|
|
3332 | } |
|
|
3333 | else |
|
|
3334 | yield = 1; |
|
|
3335 | |
|
|
3336 | while (isdigit (*find)) |
|
|
3337 | find++; |
|
|
3338 | |
|
|
3339 | while (*find == ' ') |
|
|
3340 | find++; |
|
|
3341 | |
|
|
3342 | memset (got, 0, MAX_BUF); |
|
|
3343 | |
|
|
3344 | if ((separator = (char *) strchr (find, ';'))) |
|
|
3345 | len = separator - find; |
|
|
3346 | else |
|
|
3347 | len = strlen (find); |
|
|
3348 | |
|
|
3349 | min_it (len, MAX_BUF - 1); |
|
|
3350 | |
|
|
3351 | strcpy (got, find); |
|
|
3352 | got[len] = '\0'; |
|
|
3353 | |
|
|
3354 | /* Now create new item, remove used ones when required. */ |
|
|
3355 | new_item = get_archetype (got); |
|
|
3356 | if (!new_item) |
|
|
3357 | { |
|
|
3358 | pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0))); |
|
|
3359 | return; |
|
|
3360 | } |
|
|
3361 | |
|
|
3362 | new_item->nrof = yield; |
|
|
3363 | |
|
|
3364 | pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0))); |
|
|
3365 | |
|
|
3366 | pl->insert (new_item); |
|
|
3367 | /* Eat up one item */ |
|
|
3368 | marked->decrease (); |
|
|
3369 | |
|
|
3370 | /* Eat one transformer if needed */ |
|
|
3371 | if (transformer->stats.food) |
|
|
3372 | if (--transformer->stats.food == 0) |
|
|
3373 | transformer->decrease (); |
|
|
3374 | } |
|
|
3375 | |
|
|
3376 | /** |
|
|
3377 | * Main apply handler. |
|
|
3378 | * |
|
|
3379 | * Checks for unpaid items before applying. |
|
|
3380 | * |
|
|
3381 | * Return value is currently not used |
|
|
3382 | * |
|
|
3383 | * who is the object that is causing object to be applied, op is the object |
|
|
3384 | * being applied. |
|
|
3385 | * |
|
|
3386 | * aflag is special (always apply/unapply) flags. Nothing is done with |
|
|
3387 | * them in this function - they are passed to apply_special |
|
|
3388 | */ |
|
|
3389 | static bool |
|
|
3390 | manual_apply (object *who, object *op, int aflag) |
|
|
3391 | { |
|
|
3392 | op = op->head_ (); |
|
|
3393 | |
|
|
3394 | if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED]) |
|
|
3395 | { |
|
|
3396 | if (who->contr) |
|
|
3397 | { |
|
|
3398 | examine (who, op); |
|
|
3399 | //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove |
|
|
3400 | return 1; |
|
|
3401 | } |
|
|
3402 | else |
|
|
3403 | return 0; /* monsters just skip unpaid items */ |
|
|
3404 | } |
|
|
3405 | |
|
|
3406 | if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who))) |
|
|
3407 | return RESULT_INT (0); |
|
|
3408 | else if (may_attempt_inv [op->type]) |
|
|
3409 | { |
|
|
3410 | // special item, using slot system, needs to be in inv |
|
|
3411 | if (op->env == who) |
|
|
3412 | return apply_special (who, op, aflag); |
|
|
3413 | |
|
|
3414 | who->failmsg (format ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op))); |
|
|
3415 | } |
|
|
3416 | else if (!who->contr && may_attempt_player [op->type]) |
|
|
3417 | return 0; // monsters shouldn't try to apply player-only stuff |
|
|
3418 | else if (may_attempt [op->type]) |
|
|
3419 | { |
|
|
3420 | // ordinary stuff, may be on the floor |
|
|
3421 | switch (op->type) |
|
|
3422 | { |
|
|
3423 | case T_HANDLE: |
|
|
3424 | who->play_sound (sound_find ("turn_handle")); |
|
|
3425 | who->statusmsg ("You turn the handle."); |
|
|
3426 | op->value = op->value ? 0 : 1; |
|
|
3427 | SET_ANIMATION (op, op->value); |
|
|
3428 | update_object (op, UP_OBJ_FACE); |
|
|
3429 | push_button (op, who); |
|
|
3430 | break; |
|
|
3431 | |
|
|
3432 | case TRIGGER: |
|
|
3433 | if (check_trigger (op, who, who)) |
|
|
3434 | { |
|
|
3435 | who->statusmsg ("You turn the handle."); |
|
|
3436 | who->play_sound (sound_find ("turn_handle")); |
|
|
3437 | } |
|
|
3438 | else |
|
|
3439 | who->failmsg ("The handle doesn't move."); |
|
|
3440 | |
|
|
3441 | break; |
|
|
3442 | |
|
|
3443 | case EXIT: |
|
|
3444 | if (!EXIT_PATH (op)) |
|
|
3445 | who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op))); |
|
|
3446 | else |
|
|
3447 | { |
|
|
3448 | /* Don't display messages for random maps. */ |
|
|
3449 | if (op->msg && EXIT_PATH (op) != shstr_random_map_exit) |
|
|
3450 | who->statusmsg (op->msg, NDI_NAVY); |
|
|
3451 | |
|
|
3452 | who->enter_exit (op); |
|
|
3453 | } |
|
|
3454 | |
|
|
3455 | break; |
|
|
3456 | |
|
|
3457 | case INSCRIBABLE: |
|
|
3458 | who->statusmsg (op->msg); |
|
|
3459 | // maybe show a spell menu to chose from or something like that |
|
|
3460 | break; |
|
|
3461 | |
|
|
3462 | case SIGN: |
|
|
3463 | apply_sign (who, op, 0); |
|
|
3464 | break; |
|
|
3465 | |
|
|
3466 | case BOOK: |
|
|
3467 | apply_book (who, op); |
|
|
3468 | break; |
|
|
3469 | |
|
|
3470 | case SKILLSCROLL: |
|
|
3471 | apply_skillscroll (who, op); |
|
|
3472 | break; |
|
|
3473 | |
|
|
3474 | case SPELLBOOK: |
|
|
3475 | apply_spellbook (who, op); |
|
|
3476 | break; |
|
|
3477 | |
|
|
3478 | case SCROLL: |
|
|
3479 | apply_scroll (who, op, 0); |
|
|
3480 | break; |
|
|
3481 | |
|
|
3482 | case POTION: |
|
|
3483 | apply_potion (who, op); |
|
|
3484 | break; |
|
|
3485 | |
|
|
3486 | /* Eneq(@csd.uu.se): Handle apply on containers. */ |
|
|
3487 | //TODO: remove, as it is unsed? |
|
|
3488 | case CLOSE_CON: |
|
|
3489 | apply_container (who, op->env); |
|
|
3490 | break; |
|
|
3491 | |
|
|
3492 | case CONTAINER: |
|
|
3493 | apply_container (who, op); |
|
|
3494 | break; |
|
|
3495 | |
|
|
3496 | case TREASURE: |
|
|
3497 | apply_treasure (who, op); |
|
|
3498 | break; |
|
|
3499 | |
|
|
3500 | case LAMP: |
|
|
3501 | case TORCH: |
|
|
3502 | player_apply_lamp (who, op); |
|
|
3503 | break; |
|
|
3504 | |
|
|
3505 | case DRINK: |
|
|
3506 | case FOOD: |
|
|
3507 | case FLESH: |
|
|
3508 | apply_food (who, op); |
|
|
3509 | break; |
|
|
3510 | |
|
|
3511 | case POISON: |
|
|
3512 | apply_poison (who, op); |
|
|
3513 | break; |
|
|
3514 | |
|
|
3515 | case SAVEBED: |
|
|
3516 | break; |
|
|
3517 | |
|
|
3518 | case ARMOUR_IMPROVER: |
|
|
3519 | apply_armour_improver (who, op); |
|
|
3520 | break; |
|
|
3521 | |
|
|
3522 | case WEAPON_IMPROVER: |
|
|
3523 | check_improve_weapon (who, op); |
|
|
3524 | break; |
|
|
3525 | |
|
|
3526 | case CLOCK: |
|
|
3527 | { |
|
|
3528 | char buf[MAX_BUF]; |
|
|
3529 | timeofday_t tod; |
|
|
3530 | |
|
|
3531 | get_tod (&tod); |
|
|
3532 | who->play_sound (sound_find ("sound_clock")); |
|
|
3533 | who->statusmsg (format ( |
|
|
3534 | "It is %d minute%s past %d o'clock %s", |
|
|
3535 | tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), |
|
|
3536 | ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") |
|
|
3537 | )); |
|
|
3538 | } |
|
|
3539 | break; |
|
|
3540 | |
|
|
3541 | case MENU: |
|
|
3542 | shop_listing (op, who); |
|
|
3543 | break; |
|
|
3544 | |
|
|
3545 | case POWER_CRYSTAL: |
|
|
3546 | apply_power_crystal (who, op); /* see egoitem.c */ |
|
|
3547 | break; |
|
|
3548 | |
|
|
3549 | case LIGHTER: /* for lighting torches/lanterns/etc */ |
|
|
3550 | apply_lighter (who, op); |
|
|
3551 | break; |
|
|
3552 | |
|
|
3553 | case ITEM_TRANSFORMER: |
|
|
3554 | apply_item_transformer (who, op); |
|
|
3555 | break; |
|
|
3556 | } |
|
|
3557 | |
|
|
3558 | return 1; |
|
|
3559 | } |
|
|
3560 | else |
|
|
3561 | { |
|
|
3562 | who->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); |
|
|
3563 | return 0; |
|
|
3564 | } |
|
|
3565 | } |
|
|
3566 | |
|
|
3567 | /** |
|
|
3568 | * player_apply_below attempts to apply the object 'below' the player. |
|
|
3569 | * If the player has an open container, we use that for below, otherwise |
|
|
3570 | * we use the ground. |
|
|
3571 | */ |
|
|
3572 | void |
|
|
3573 | player_apply_below (object *pl) |
|
|
3574 | { |
|
|
3575 | object *top = pl->container_ () ? pl->container_ ()->inv : pl->below; |
|
|
3576 | |
|
|
3577 | /* If using a container, set the starting item to be the top |
|
|
3578 | * item in the container. Otherwise, use the map. |
|
|
3579 | */ |
|
|
3580 | |
|
|
3581 | // first try to apply "applyables" |
|
|
3582 | for (object *tmp = top; tmp; tmp = tmp->below) |
|
|
3583 | if (!tmp->invisible && may_attempt [tmp->type]) |
|
|
3584 | { |
|
|
3585 | // If it is visible, player can apply it. |
|
|
3586 | pl->apply (tmp); |
|
|
3587 | return; |
|
|
3588 | } |
|
|
3589 | |
|
|
3590 | while (top && top->invisible) |
|
|
3591 | top = top->below; |
|
|
3592 | |
|
|
3593 | if (!top || top->flag [FLAG_IS_FLOOR]) |
|
|
3594 | pl->failmsg ("You inspect this space, but find no way to apply anything. " |
|
|
3595 | "H<There is nothing here that you can apply.>"); |
|
|
3596 | else |
|
|
3597 | // next, try to explain the topmost object |
|
|
3598 | switch (top->type) |
|
|
3599 | { |
|
|
3600 | // TODO: all this should move to examine |
|
|
3601 | case ALTAR: |
|
|
3602 | case IDENTIFY_ALTAR: |
|
|
3603 | case CONVERTER: |
|
|
3604 | pl->failmsg (format ( |
|
|
3605 | "You see no obvious mechanism on the %s." |
|
|
3606 | "H<You have to drop one or more specific items here.>", |
|
|
3607 | query_short_name (top) |
|
|
3608 | )); |
|
|
3609 | break; |
|
|
3610 | |
|
|
3611 | case BUTTON: |
|
|
3612 | pl->failmsg (format ( |
|
|
3613 | "The %s looks as if you could activate it with somehting heavy. " |
|
|
3614 | "H<You must put enough items here to activate it.>", |
|
|
3615 | query_short_name (top) |
|
|
3616 | )); |
|
|
3617 | break; |
|
|
3618 | |
|
|
3619 | default: |
|
|
3620 | examine (pl, top); |
|
|
3621 | printf ("z %d\n", top->type);//D |
|
|
3622 | break; |
|
|
3623 | } |
|
|
3624 | } |
|
|
3625 | |
|
|
3626 | // saner interface, returns successful status |
|
|
3627 | bool |
|
|
3628 | object::apply (object *ob, int aflags) |
|
|
3629 | { |
|
|
3630 | if (!ob) // simplifies a lot of callers |
|
|
3631 | return true; |
|
|
3632 | |
|
|
3633 | if (contr) |
|
|
3634 | { |
|
|
3635 | if (!ob->env && (move_type & MOVE_FLYING)) |
|
|
3636 | { |
|
|
3637 | /* player is flying and applying object not in inventory */ |
|
|
3638 | if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING)) |
|
|
3639 | { |
|
|
3640 | failmsg ("But you are floating high above the ground! " |
|
|
3641 | "H<You have to stop levitating first, if you can, either by using your levitation skill, " |
|
|
3642 | "or waiting till the levitation effect wears off.>"); |
|
|
3643 | return 0; |
|
|
3644 | } |
|
|
3645 | } |
|
|
3646 | |
|
|
3647 | contr->last_used = ob; |
|
|
3648 | } |
|
|
3649 | |
|
|
3650 | bool want_apply = |
|
|
3651 | aflags & AP_APPLY ? true |
|
|
3652 | : aflags & AP_UNAPPLY ? false |
|
|
3653 | : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE |
|
|
3654 | |
|
|
3655 | object_ptr *slot = 0; |
|
|
3656 | |
|
|
3657 | // detect the slot, if this is a player |
|
|
3658 | if (contr && !(aflags & AP_NO_SLOT)) |
|
|
3659 | { |
|
|
3660 | object *oslot; |
|
|
3661 | |
|
|
3662 | switch (ob->type) |
|
|
3663 | { |
|
|
3664 | case WEAPON: |
|
|
3665 | slot = &contr->combat_ob; |
|
|
3666 | oslot = contr->ranged_ob; |
|
|
3667 | break; |
|
|
3668 | |
|
|
3669 | case BOW: |
|
|
3670 | case RANGED: |
|
|
3671 | case SPELL: |
|
|
3672 | case WAND: |
|
|
3673 | case ROD: |
|
|
3674 | case HORN: |
|
|
3675 | case BUILDER: |
|
|
3676 | slot = &contr->ranged_ob; |
|
|
3677 | oslot = contr->combat_ob; |
|
|
3678 | break; |
|
|
3679 | |
|
|
3680 | // oh, the humanity |
|
|
3681 | case SKILL: |
|
|
3682 | if (aflags & AP_NO_SLOT) |
|
|
3683 | break; |
|
|
3684 | |
|
|
3685 | if (skill_flags [ob->subtype] & SF_NEED_ITEM) |
|
|
3686 | break; |
|
|
3687 | |
|
|
3688 | if (skill_flags [ob->subtype] & SF_COMBAT) |
|
|
3689 | { |
|
|
3690 | slot = &contr->combat_ob; |
|
|
3691 | oslot = contr->ranged_ob; |
|
|
3692 | } |
|
|
3693 | else if (skill_flags [ob->subtype] & SF_RANGED) |
|
|
3694 | { |
|
|
3695 | slot = &contr->ranged_ob; |
|
|
3696 | oslot = contr->combat_ob; |
|
|
3697 | } |
|
|
3698 | |
|
|
3699 | break; |
|
|
3700 | } |
|
|
3701 | |
|
|
3702 | // now handle slot exclusions |
|
|
3703 | if (slot) |
|
|
3704 | { |
|
|
3705 | // only one slot can be active |
|
|
3706 | if (want_apply) |
|
|
3707 | { |
|
|
3708 | // clear slot unless we are in it already |
|
|
3709 | if (*slot != ob) |
|
|
3710 | apply (*slot, AP_UNAPPLY); |
|
|
3711 | |
|
|
3712 | // unapply other slot, because we want to become active |
|
|
3713 | apply (oslot, AP_UNAPPLY); |
|
|
3714 | } |
|
|
3715 | |
|
|
3716 | // clear item from slot if applied |
|
|
3717 | if (!want_apply && current_weapon == ob) |
|
|
3718 | current_weapon = 0; |
|
|
3719 | } |
|
|
3720 | } |
|
|
3721 | |
|
|
3722 | if (ob->flag [FLAG_APPLIED] != want_apply) |
|
|
3723 | manual_apply (this, ob, aflags); |
|
|
3724 | |
|
|
3725 | if (ob->flag [FLAG_APPLIED] != want_apply) |
|
|
3726 | return false; |
|
|
3727 | |
|
|
3728 | if (slot && want_apply) |
|
|
3729 | current_weapon = *slot = ob; |
|
|
3730 | |
|
|
3731 | return true; |
3682 | } |
3732 | } |
3683 | |
3733 | |
3684 | /** |
3734 | /** |
3685 | * Map was just loaded, handle op's initialisation. |
3735 | * Map was just loaded, handle op's initialisation. |
3686 | * |
3736 | * |