1 |
/* |
2 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 |
* |
4 |
* Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 |
* Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992,2007 Frank Tore Johansen |
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* |
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* Deliantra is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation, either version 3 of the License, or |
11 |
* (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program. If not, see <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
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#include <cmath> |
25 |
|
26 |
#include <global.h> |
27 |
#include <living.h> |
28 |
#include <spells.h> |
29 |
#include <skills.h> |
30 |
#include <tod.h> |
31 |
|
32 |
#include <sproto.h> |
33 |
|
34 |
/* Want this regardless of rplay. */ |
35 |
#include <sounds.h> |
36 |
|
37 |
/** |
38 |
* Check if op should abort moving victim because of it's race or slaying. |
39 |
* Returns 1 if it should abort, returns 0 if it should continue. |
40 |
*/ |
41 |
int |
42 |
should_director_abort (object *op, object *victim) |
43 |
{ |
44 |
int arch_flag, name_flag, race_flag; |
45 |
|
46 |
/* Get flags to determine what of arch, name, and race should be checked. |
47 |
* This is stored in subtype, and is a bitmask, the LSB is the arch flag, |
48 |
* the next is the name flag, and the last is the race flag. Also note, |
49 |
* if subtype is set to zero, that also goes to defaults of all affecting |
50 |
* it. Examples: |
51 |
* subtype 1: only arch |
52 |
* subtype 3: arch or name |
53 |
* subtype 5: arch or race |
54 |
* subtype 7: all three |
55 |
*/ |
56 |
if (op->subtype) |
57 |
{ |
58 |
arch_flag = (op->subtype & 1); |
59 |
name_flag = (op->subtype & 2); |
60 |
race_flag = (op->subtype & 4); |
61 |
} |
62 |
else |
63 |
{ |
64 |
arch_flag = 1; |
65 |
name_flag = 1; |
66 |
race_flag = 1; |
67 |
} |
68 |
|
69 |
/* If the director has race set, only affect objects with a arch, |
70 |
* name or race that matches. |
71 |
*/ |
72 |
if ((op->race) && |
73 |
((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) && |
74 |
((!(victim->name && name_flag) || op->race != victim->name)) && |
75 |
((!(victim->race && race_flag) || op->race != victim->race))) |
76 |
return 1; |
77 |
|
78 |
/* If the director has slaying set, only affect objects where none |
79 |
* of arch, name, or race match. |
80 |
*/ |
81 |
if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) || |
82 |
((victim->name && name_flag && op->slaying == victim->name)) || |
83 |
((victim->race && race_flag && op->slaying == victim->race))) |
84 |
return 1; |
85 |
|
86 |
return 0; |
87 |
} |
88 |
|
89 |
/** |
90 |
* This handles a player dropping money on an altar to identify stuff. |
91 |
* It'll identify marked item, if none all items up to dropped money. |
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* Return value: 1 if money was destroyed, 0 if not. |
93 |
*/ |
94 |
static int |
95 |
apply_id_altar (object *money, object *altar, object *pl) |
96 |
{ |
97 |
dynbuf_text buf; |
98 |
|
99 |
if (!pl || pl->type != PLAYER) |
100 |
return 0; |
101 |
|
102 |
/* Check for MONEY type is a special hack - it prevents 'nothing needs |
103 |
* identifying' from being printed out more than it needs to be. |
104 |
*/ |
105 |
if (!check_altar_sacrifice (altar, money) || money->type != MONEY) |
106 |
return 0; |
107 |
|
108 |
/* if the player has a marked item, identify that if it needs to be |
109 |
* identified. If it doesn't, then go through the player inventory. |
110 |
*/ |
111 |
if (object *marked = find_marked_object (pl)) |
112 |
if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) |
113 |
{ |
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if (operate_altar (altar, &money)) |
115 |
{ |
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identify (marked); |
117 |
|
118 |
buf.printf ("You have %s.\n\n", long_desc (marked, pl)); |
119 |
if (marked->msg) |
120 |
buf << "The item has a story:\n\n" << marked->msg << "\n\n"; |
121 |
|
122 |
return !money; |
123 |
} |
124 |
} |
125 |
|
126 |
for (object *id = pl->inv; id; id = id->below) |
127 |
{ |
128 |
if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) |
129 |
{ |
130 |
if (operate_altar (altar, &money)) |
131 |
{ |
132 |
identify (id); |
133 |
|
134 |
buf.printf ("You have %s.\n\n", long_desc (id, pl)); |
135 |
if (id->msg) |
136 |
buf << "The item has a story:\n\n" << id->msg << "\n\n"; |
137 |
|
138 |
/* If no more money, might as well quit now */ |
139 |
if (!money || !check_altar_sacrifice (altar, money)) |
140 |
break; |
141 |
} |
142 |
else |
143 |
{ |
144 |
LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); |
145 |
break; |
146 |
} |
147 |
} |
148 |
} |
149 |
|
150 |
if (buf.empty ()) |
151 |
pl->failmsg ("You have nothing that needs identifying"); |
152 |
else |
153 |
pl->contr->infobox (MSG_CHANNEL ("identify"), buf); |
154 |
|
155 |
return !money; |
156 |
} |
157 |
|
158 |
/** |
159 |
* This checks whether the object has a "on_use_yield" field, and if so generated and drops |
160 |
* matching item. |
161 |
**/ |
162 |
void |
163 |
handle_apply_yield (object *tmp) |
164 |
{ |
165 |
if (shstr yield = tmp->kv (shstr_on_use_yield)) |
166 |
archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); |
167 |
} |
168 |
|
169 |
/** |
170 |
* Handles applying a potion. |
171 |
*/ |
172 |
int |
173 |
apply_potion (object *op, object *tmp) |
174 |
{ |
175 |
int got_one = 0, i; |
176 |
object *force = 0, *floor = 0; |
177 |
|
178 |
floor = GET_MAP_OB (op->map, op->x, op->y); |
179 |
|
180 |
if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) |
181 |
{ |
182 |
op->failmsg ("Gods prevent you from using this here, it's sacred ground!"); |
183 |
|
184 |
CLEAR_FLAG (tmp, FLAG_APPLIED); |
185 |
return 0; |
186 |
} |
187 |
|
188 |
if (op->type == PLAYER) |
189 |
if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
190 |
identify (tmp); |
191 |
|
192 |
handle_apply_yield (tmp); |
193 |
|
194 |
/* Potion of restoration - only for players */ |
195 |
if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) |
196 |
{ |
197 |
object *depl; |
198 |
archetype *at; |
199 |
|
200 |
if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
201 |
{ |
202 |
op->drain_stat (); |
203 |
op->update_stats (); |
204 |
tmp->decrease (); |
205 |
return 1; |
206 |
} |
207 |
|
208 |
if (!(at = archetype::find (ARCH_DEPLETION))) |
209 |
{ |
210 |
LOG (llevError, "Could not find archetype depletion\n"); |
211 |
return 0; |
212 |
} |
213 |
|
214 |
depl = present_arch_in_ob (at, op); |
215 |
|
216 |
if (depl) |
217 |
{ |
218 |
for (i = 0; i < NUM_STATS; i++) |
219 |
if (depl->stats.stat (i)) |
220 |
op->statusmsg (restore_msg[i]); |
221 |
|
222 |
depl->destroy (); |
223 |
op->update_stats (); |
224 |
} |
225 |
else |
226 |
op->statusmsg ("Your potion had no effect."); |
227 |
|
228 |
tmp->decrease (); |
229 |
return 1; |
230 |
} |
231 |
|
232 |
/* improvement potion - only for players */ |
233 |
if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) |
234 |
{ |
235 |
for (i = 1; i < MIN (11, op->level); i++) |
236 |
{ |
237 |
if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
238 |
{ |
239 |
if (op->contr->levhp[i] != 1) |
240 |
{ |
241 |
op->contr->levhp[i] = 1; |
242 |
break; |
243 |
} |
244 |
|
245 |
if (op->contr->levsp[i] != 1) |
246 |
{ |
247 |
op->contr->levsp[i] = 1; |
248 |
break; |
249 |
} |
250 |
|
251 |
if (op->contr->levgrace[i] != 1) |
252 |
{ |
253 |
op->contr->levgrace[i] = 1; |
254 |
break; |
255 |
} |
256 |
} |
257 |
else |
258 |
{ |
259 |
if (op->contr->levhp[i] < 9) |
260 |
{ |
261 |
op->contr->levhp[i] = 9; |
262 |
break; |
263 |
} |
264 |
|
265 |
if (op->contr->levsp[i] < 6) |
266 |
{ |
267 |
op->contr->levsp[i] = 6; |
268 |
break; |
269 |
} |
270 |
|
271 |
if (op->contr->levgrace[i] < 3) |
272 |
{ |
273 |
op->contr->levgrace[i] = 3; |
274 |
break; |
275 |
} |
276 |
} |
277 |
} |
278 |
|
279 |
/* Just makes checking easier */ |
280 |
if (i < MIN (11, op->level)) |
281 |
got_one = 1; |
282 |
|
283 |
if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) |
284 |
{ |
285 |
if (got_one) |
286 |
{ |
287 |
op->update_stats (); |
288 |
op->statusmsg ("The Gods smile upon you and remake you " |
289 |
"a little more in their image. " |
290 |
"You feel a little more perfect.", NDI_GREEN); |
291 |
} |
292 |
else |
293 |
op->statusmsg ("The potion had no effect - you are already perfect."); |
294 |
} |
295 |
else |
296 |
{ /* cursed potion */ |
297 |
if (got_one) |
298 |
{ |
299 |
op->update_stats (); |
300 |
op->failmsg ("The Gods are angry and punish you."); |
301 |
} |
302 |
else |
303 |
op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE); |
304 |
} |
305 |
|
306 |
tmp->decrease (); |
307 |
return 1; |
308 |
} |
309 |
|
310 |
|
311 |
/* A potion that casts a spell. Healing, restore spellpoint (power potion) |
312 |
* and heroism all fit into this category. Given the spell object code, |
313 |
* there is no limit to the number of spells that potions can be cast, |
314 |
* but direction is problematic to try and imbue fireball potions for example. |
315 |
*/ |
316 |
if (tmp->inv) |
317 |
{ |
318 |
if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
319 |
{ |
320 |
object *fball; |
321 |
|
322 |
op->failmsg ("Yech! Your lungs are on fire!"); |
323 |
|
324 |
/* Explodes a fireball centered at player */ |
325 |
fball = get_archetype (EXPLODING_FIREBALL); |
326 |
fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; |
327 |
fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; |
328 |
fball->x = op->x; |
329 |
fball->y = op->y; |
330 |
insert_ob_in_map (fball, op->map, NULL, 0); |
331 |
} |
332 |
else |
333 |
cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
334 |
|
335 |
tmp->decrease (); |
336 |
|
337 |
/* if youre dead, no point in doing this... */ |
338 |
if (!QUERY_FLAG (op, FLAG_REMOVED)) |
339 |
op->update_stats (); |
340 |
|
341 |
return 1; |
342 |
} |
343 |
|
344 |
/* Deal with protection potions */ |
345 |
force = NULL; |
346 |
for (i = 0; i < NROFATTACKS; i++) |
347 |
{ |
348 |
if (tmp->resist[i]) |
349 |
{ |
350 |
if (!force) |
351 |
force = get_archetype (FORCE_NAME); |
352 |
|
353 |
memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); |
354 |
force->type = POTION_EFFECT; |
355 |
break; /* Only need to find one protection since we copy entire batch */ |
356 |
} |
357 |
} |
358 |
|
359 |
/* This is a protection potion */ |
360 |
if (force) |
361 |
{ |
362 |
/* cursed items last longer */ |
363 |
if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
364 |
{ |
365 |
force->stats.food *= 10; |
366 |
for (i = 0; i < NROFATTACKS; i++) |
367 |
if (force->resist[i] > 0) |
368 |
force->resist[i] = -force->resist[i]; /* prot => vuln */ |
369 |
} |
370 |
|
371 |
force->speed_left = -1; |
372 |
force = insert_ob_in_ob (force, op); |
373 |
CLEAR_FLAG (tmp, FLAG_APPLIED); |
374 |
SET_FLAG (force, FLAG_APPLIED); |
375 |
change_abil (op, force); |
376 |
tmp->decrease (); |
377 |
return 1; |
378 |
} |
379 |
|
380 |
/* Only thing left are the stat potions */ |
381 |
if (op->type == PLAYER) |
382 |
{ /* only for players */ |
383 |
if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) |
384 |
CLEAR_FLAG (tmp, FLAG_APPLIED); |
385 |
else |
386 |
SET_FLAG (tmp, FLAG_APPLIED); |
387 |
|
388 |
if (!change_abil (op, tmp)) |
389 |
op->statusmsg ("Nothing happened."); |
390 |
} |
391 |
|
392 |
/* CLEAR_FLAG is so that if the character has other potions |
393 |
* that were grouped with the one consumed, his |
394 |
* stat will not be raised by them. fix_player just clears |
395 |
* up all the stats. |
396 |
*/ |
397 |
CLEAR_FLAG (tmp, FLAG_APPLIED); |
398 |
op->update_stats (); |
399 |
tmp->decrease (); |
400 |
return 1; |
401 |
} |
402 |
|
403 |
/**************************************************************************** |
404 |
* Weapon improvement code follows |
405 |
****************************************************************************/ |
406 |
|
407 |
/** |
408 |
* This returns the sum of nrof of item (arch name). |
409 |
*/ |
410 |
static int |
411 |
check_item (object *op, const char *item) |
412 |
{ |
413 |
int count = 0; |
414 |
|
415 |
if (!item) |
416 |
return 0; |
417 |
|
418 |
for (op = op->below; op; op = op->below) |
419 |
{ |
420 |
if (strcmp (op->arch->archname, item) == 0) |
421 |
{ |
422 |
if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) |
423 |
/* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) |
424 |
{ |
425 |
if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ |
426 |
count++; |
427 |
else |
428 |
count += op->nrof; |
429 |
} |
430 |
} |
431 |
} |
432 |
|
433 |
return count; |
434 |
} |
435 |
|
436 |
/** |
437 |
* This removes 'nrof' of what item->slaying says to remove. |
438 |
* op is typically the player, which is only |
439 |
* really used to determine what space to look at. |
440 |
* Modified to only eat 'nrof' of objects. |
441 |
*/ |
442 |
static void |
443 |
eat_item (object *op, const char *item, uint32 nrof) |
444 |
{ |
445 |
object *prev; |
446 |
|
447 |
prev = op; |
448 |
op = op->below; |
449 |
|
450 |
while (op) |
451 |
{ |
452 |
if (strcmp (op->arch->archname, item) == 0) |
453 |
{ |
454 |
if (op->nrof >= nrof) |
455 |
{ |
456 |
op->decrease (nrof); |
457 |
return; |
458 |
} |
459 |
else |
460 |
{ |
461 |
op->decrease (nrof); |
462 |
nrof -= op->nrof; |
463 |
} |
464 |
|
465 |
op = prev; |
466 |
} |
467 |
|
468 |
prev = op; |
469 |
op = op->below; |
470 |
} |
471 |
} |
472 |
|
473 |
/** |
474 |
* This checks to see of the player (who) is sufficient level to use a weapon |
475 |
* with improvs improvements (typically last_eat). We take an int here |
476 |
* instead of the object so that the improvement code can pass along the |
477 |
* increased value to see if the object is usuable. |
478 |
* we return 1 (true) if the player can use the weapon. |
479 |
*/ |
480 |
static int |
481 |
check_weapon_power (const object *who, int improvs) |
482 |
{ |
483 |
/* Old code is below (commented out). Basically, since weapons are the only |
484 |
* object players really have any control to improve, it's a bit harsh to |
485 |
* require high level in some combat skill, so we just use overall level. |
486 |
*/ |
487 |
#if 1 |
488 |
if (((who->level / 5) + 5) >= improvs) |
489 |
return 1; |
490 |
else |
491 |
return 0; |
492 |
|
493 |
#else |
494 |
int level = 0; |
495 |
|
496 |
/* The skill system hands out wc and dam bonuses to fighters |
497 |
* more generously than the old system (see fix_player). Thus |
498 |
* we need to curtail the power of player enchanted weapons. |
499 |
* I changed this to 1 improvement per "fighter" level/5 -b.t. |
500 |
* Note: Nothing should break by allowing this ratio to be different or |
501 |
* using normal level - it is just a matter of play balance. |
502 |
*/ |
503 |
if (who->type == PLAYER) |
504 |
{ |
505 |
object *wc_obj = NULL; |
506 |
|
507 |
for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below) |
508 |
if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level) |
509 |
level = wc_obj->level; |
510 |
|
511 |
if (!level) |
512 |
{ |
513 |
LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name); |
514 |
level = who->level; |
515 |
} |
516 |
} |
517 |
else |
518 |
level = who->level; |
519 |
|
520 |
return (improvs <= ((level / 5) + 5)); |
521 |
#endif |
522 |
} |
523 |
|
524 |
/** |
525 |
* Returns how many items of type improver->slaying there are under op. |
526 |
* Will display a message if none found, and 1 if improver->slaying is NULL. |
527 |
*/ |
528 |
static int |
529 |
check_sacrifice (object *op, const object *improver) |
530 |
{ |
531 |
int count = 0; |
532 |
|
533 |
if (improver->slaying) |
534 |
{ |
535 |
count = check_item (op, improver->slaying); |
536 |
if (count < 1) |
537 |
{ |
538 |
op->failmsg (format ("The gods want more %ss", &improver->slaying)); |
539 |
return 0; |
540 |
} |
541 |
} |
542 |
else |
543 |
count = 1; |
544 |
|
545 |
return count; |
546 |
} |
547 |
|
548 |
/** |
549 |
* Actually improves the weapon, and tells user. |
550 |
*/ |
551 |
static int |
552 |
improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname) |
553 |
{ |
554 |
stat += sacrifice_count; |
555 |
weapon->last_eat++; |
556 |
improver->decrease (); |
557 |
|
558 |
/* So it updates the players stats and the window */ |
559 |
op->update_stats (); |
560 |
|
561 |
op->statusmsg (format ( |
562 |
"Your sacrifice was accepted.\n" |
563 |
"Weapon's bonus to %s improved by %d.", |
564 |
statname, sacrifice_count |
565 |
)); |
566 |
|
567 |
return 1; |
568 |
} |
569 |
|
570 |
/* Types of improvements, hidden in the sp field. */ |
571 |
#define IMPROVE_PREPARE 1 |
572 |
#define IMPROVE_DAMAGE 2 |
573 |
#define IMPROVE_WEIGHT 3 |
574 |
#define IMPROVE_ENCHANT 4 |
575 |
#define IMPROVE_STR 5 |
576 |
#define IMPROVE_DEX 6 |
577 |
#define IMPROVE_CON 7 |
578 |
#define IMPROVE_WIS 8 |
579 |
#define IMPROVE_CHA 9 |
580 |
#define IMPROVE_INT 10 |
581 |
#define IMPROVE_POW 11 |
582 |
|
583 |
/** |
584 |
* This does the prepare weapon scroll. |
585 |
* Checks for sacrifice, and so on. |
586 |
*/ |
587 |
int |
588 |
prepare_weapon (object *op, object *improver, object *weapon) |
589 |
{ |
590 |
int sacrifice_count, i; |
591 |
char buf[MAX_BUF]; |
592 |
|
593 |
if (weapon->level != 0) |
594 |
{ |
595 |
op->failmsg ("Weapon is already prepared!"); |
596 |
return 0; |
597 |
} |
598 |
|
599 |
for (i = 0; i < NROFATTACKS; i++) |
600 |
if (weapon->resist[i]) |
601 |
break; |
602 |
|
603 |
/* If we break out, i will be less than nrofattacks, preventing |
604 |
* improvement of items that already have protections. |
605 |
*/ |
606 |
if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ |
607 |
(weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ |
608 |
weapon->stats.exp || /* speed */ |
609 |
weapon->stats.ac) /* AC - only taifu's I think */ |
610 |
{ |
611 |
op->failmsg ("You cannot prepare magic weapons. " |
612 |
"H<A weapon is considered magical if it changes regeneration, " |
613 |
"speed or ac.>"); |
614 |
return 0; |
615 |
} |
616 |
|
617 |
sacrifice_count = check_sacrifice (op, improver); |
618 |
if (sacrifice_count <= 0) |
619 |
return 0; |
620 |
|
621 |
weapon->level = isqrt (sacrifice_count); |
622 |
eat_item (op, improver->slaying, sacrifice_count); |
623 |
|
624 |
op->statusmsg (format ( |
625 |
"Your sacrifice was accepted." |
626 |
"Your *%s may be improved %d times.", |
627 |
&weapon->name, weapon->level |
628 |
)); |
629 |
|
630 |
sprintf (buf, "%s's %s", &op->name, &weapon->name); |
631 |
weapon->name = weapon->name_pl = buf; |
632 |
weapon->nrof = 0; /* prevents preparing n weapons in the same |
633 |
slot at once! */ |
634 |
improver->decrease (); |
635 |
weapon->last_eat = 0; |
636 |
return 1; |
637 |
} |
638 |
|
639 |
/** |
640 |
* Does the dirty job for 'improve weapon' scroll, prepare or add something. |
641 |
* This is the new improve weapon code. |
642 |
* Returns 0 if it was not able to work for some reason. |
643 |
* |
644 |
* Checks if weapon was prepared, if enough potions on the floor, ... |
645 |
* |
646 |
* We are hiding extra information about the weapon in the level and |
647 |
* last_eat numbers for an object. Hopefully this won't break anything ?? |
648 |
* level == max improve last_eat == current improve |
649 |
*/ |
650 |
int |
651 |
improve_weapon (object *op, object *improver, object *weapon) |
652 |
{ |
653 |
int sacrifice_count, sacrifice_needed = 0; |
654 |
|
655 |
if (improver->stats.sp == IMPROVE_PREPARE) |
656 |
return prepare_weapon (op, improver, weapon); |
657 |
|
658 |
if (weapon->level == 0) |
659 |
{ |
660 |
op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); |
661 |
return 0; |
662 |
} |
663 |
|
664 |
if (weapon->level == weapon->last_eat && weapon->item_power >= 100) |
665 |
{ |
666 |
op->failmsg ("This weapon cannot be improved any more."); |
667 |
return 0; |
668 |
} |
669 |
|
670 |
if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) |
671 |
{ |
672 |
op->failmsg ("Improving the weapon will make it too " |
673 |
"powerful for you to use. Unready it if you " |
674 |
"really want to improve it."); |
675 |
return 0; |
676 |
} |
677 |
|
678 |
/* This just increases damage by 5 points, no matter what. No sacrifice |
679 |
* is needed. Since stats.dam is now a 16 bit value and not 8 bit, |
680 |
* don't put any maximum value on damage - the limit is how much the |
681 |
* weapon can be improved. |
682 |
*/ |
683 |
if (improver->stats.sp == IMPROVE_DAMAGE) |
684 |
{ |
685 |
weapon->stats.dam += 5; |
686 |
weapon->weight += 5000; /* 5 KG's */ |
687 |
op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam)); |
688 |
weapon->last_eat++; |
689 |
|
690 |
weapon->item_power++; |
691 |
improver->decrease (); |
692 |
return 1; |
693 |
} |
694 |
|
695 |
if (improver->stats.sp == IMPROVE_WEIGHT) |
696 |
{ |
697 |
/* Reduce weight by 20% */ |
698 |
weapon->weight = (weapon->weight * 8) / 10; |
699 |
if (weapon->weight < 1) |
700 |
weapon->weight = 1; |
701 |
|
702 |
op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0)); |
703 |
weapon->last_eat++; |
704 |
weapon->item_power++; |
705 |
improver->decrease (); |
706 |
return 1; |
707 |
} |
708 |
if (improver->stats.sp == IMPROVE_ENCHANT) |
709 |
{ |
710 |
weapon->magic++; |
711 |
weapon->last_eat++; |
712 |
op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); |
713 |
improver->decrease (); |
714 |
weapon->item_power++; |
715 |
return 1; |
716 |
} |
717 |
|
718 |
sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + |
719 |
weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis; |
720 |
|
721 |
if (sacrifice_needed < 1) |
722 |
sacrifice_needed = 1; |
723 |
sacrifice_needed *= 2; |
724 |
|
725 |
sacrifice_count = check_sacrifice (op, improver); |
726 |
if (sacrifice_count < sacrifice_needed) |
727 |
{ |
728 |
op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying)); |
729 |
return 0; |
730 |
} |
731 |
|
732 |
eat_item (op, improver->slaying, sacrifice_needed); |
733 |
weapon->item_power++; |
734 |
|
735 |
switch (improver->stats.sp) |
736 |
{ |
737 |
case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength"); |
738 |
case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity"); |
739 |
case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution"); |
740 |
case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom"); |
741 |
case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma"); |
742 |
case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence"); |
743 |
case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power"); |
744 |
default: |
745 |
op->failmsg ("Unknown improvement type."); |
746 |
} |
747 |
|
748 |
LOG (llevError, "improve_weapon: Got to end of function\n"); |
749 |
return 0; |
750 |
} |
751 |
|
752 |
/** |
753 |
* Handles the applying of improve/prepare/enchant weapon scroll. |
754 |
* Checks a few things (not on a non-magic square, marked weapon, ...), |
755 |
* then calls improve_weapon to do the dirty work. |
756 |
*/ |
757 |
int |
758 |
check_improve_weapon (object *op, object *tmp) |
759 |
{ |
760 |
object *otmp; |
761 |
|
762 |
if (op->type != PLAYER) |
763 |
return 0; |
764 |
|
765 |
if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) |
766 |
{ |
767 |
op->failmsg ("Something blocks the magic of the scroll!"); |
768 |
return 0; |
769 |
} |
770 |
|
771 |
otmp = find_marked_object (op); |
772 |
if (!otmp) |
773 |
{ |
774 |
op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); |
775 |
return 0; |
776 |
} |
777 |
|
778 |
if (otmp->type != WEAPON && otmp->type != BOW) |
779 |
{ |
780 |
op->failmsg ("Marked item is not a weapon or bow!"); |
781 |
return 0; |
782 |
} |
783 |
|
784 |
op->statusmsg ("Applied weapon builder."); |
785 |
|
786 |
improve_weapon (op, tmp, otmp); |
787 |
esrv_send_item (op, otmp); |
788 |
return 1; |
789 |
} |
790 |
|
791 |
/** |
792 |
* This code deals with the armour improvment scrolls. |
793 |
* Change limits on improvement - let players go up to |
794 |
* +5 no matter what level, but they are limited by item |
795 |
* power. |
796 |
* Try to use same improvement code as in the common/treasure.c |
797 |
* file, so that if you make a +2 full helm, it will be just |
798 |
* the same as one you find in a shop. |
799 |
* |
800 |
* deprecated comment: |
801 |
* this code is by b.t. (thomas@nomad.astro.psu.edu) - |
802 |
* only 'enchantment' of armour is possible - improving |
803 |
* the stats of a player w/ armour as well as a weapon |
804 |
* will probably horribly unbalance the game. Magic enchanting |
805 |
* depends on the level of the character - ie the plus |
806 |
* value (magic) of the armour can never be increased beyond |
807 |
* the level of the character / 10 -- rounding upish, nor may |
808 |
* the armour value of the piece of equipment exceed either |
809 |
* the users level or 90) |
810 |
* Modified by MSW for partial resistance. Only support |
811 |
* changing of physical area right now. |
812 |
*/ |
813 |
int |
814 |
improve_armour (object *op, object *improver, object *armour) |
815 |
{ |
816 |
object *tmp; |
817 |
|
818 |
if (armour->magic >= settings.armor_max_enchant) |
819 |
{ |
820 |
op->failmsg ("This armour can not be enchanted any further!"); |
821 |
return 0; |
822 |
} |
823 |
|
824 |
/* Dealing with random artifact armor is a lot trickier (in terms of value, weight, |
825 |
* etc), so take the easy way out and don't worry about it. |
826 |
* Note - maybe add scrolls which make the random artifact versions (eg, armour |
827 |
* of gnarg and what not?) |
828 |
*/ |
829 |
if (armour->title) |
830 |
{ |
831 |
op->failmsg ("This armour will not accept further enchantment."); |
832 |
return 0; |
833 |
} |
834 |
|
835 |
/* Split objects if needed. Can't insert tmp until the |
836 |
* end of this function - otherwise it will just re-merge. |
837 |
*/ |
838 |
tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0; |
839 |
|
840 |
armour->magic++; |
841 |
|
842 |
if (!settings.armor_speed_linear) |
843 |
{ |
844 |
int base = 100; |
845 |
int pow = 0; |
846 |
|
847 |
while (pow < armour->magic) |
848 |
{ |
849 |
base = base - (base * settings.armor_speed_improvement) / 100; |
850 |
pow++; |
851 |
} |
852 |
|
853 |
ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100; |
854 |
} |
855 |
else |
856 |
ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; |
857 |
|
858 |
if (!settings.armor_weight_linear) |
859 |
{ |
860 |
int base = 100; |
861 |
int pow = 0; |
862 |
|
863 |
while (pow < armour->magic) |
864 |
{ |
865 |
base = base - (base * settings.armor_weight_reduction) / 100; |
866 |
pow++; |
867 |
} |
868 |
|
869 |
armour->weight = (armour->arch->weight * base) / 100; |
870 |
} |
871 |
else |
872 |
armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; |
873 |
|
874 |
if (armour->weight <= 0) |
875 |
{ |
876 |
LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); |
877 |
armour->weight = 1; |
878 |
} |
879 |
|
880 |
armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); |
881 |
|
882 |
if (op->type == PLAYER) |
883 |
{ |
884 |
esrv_send_item (op, armour); |
885 |
|
886 |
if (QUERY_FLAG (armour, FLAG_APPLIED)) |
887 |
op->update_stats (); |
888 |
} |
889 |
|
890 |
improver->decrease (); |
891 |
|
892 |
if (tmp) |
893 |
op->insert (tmp); |
894 |
|
895 |
return 1; |
896 |
} |
897 |
|
898 |
/* |
899 |
* convert_item() returns 1 if anything was converted, 0 if the item was not |
900 |
* what the converter wants, -1 if the converter is broken. |
901 |
* |
902 |
* Takes one type of items and makes another. |
903 |
* converter is the object that is doing the conversion. |
904 |
* item is the object that triggered the converter - if it is not |
905 |
* what the converter wants, this will not do anything. |
906 |
*/ |
907 |
static int |
908 |
convert_item (object *item, object *converter) |
909 |
{ |
910 |
sint64 nr, price_in; |
911 |
|
912 |
if (item->flag [FLAG_UNPAID]) |
913 |
return 0; |
914 |
|
915 |
shstr conv_from = converter->slaying; |
916 |
archetype *conv_to = converter->other_arch; |
917 |
sint64 need = converter->stats.food; |
918 |
sint64 give = converter->stats.sp; |
919 |
|
920 |
/* We make some assumptions - we assume if it takes money as it type, |
921 |
* it wants some amount. We don't make change (ie, if something costs |
922 |
* 3 gp and player drops a platinum, tough luck) |
923 |
*/ |
924 |
if (conv_from == shstr_money) |
925 |
{ |
926 |
if (item->type != MONEY) |
927 |
return 0; |
928 |
|
929 |
nr = sint64 (item->nrof) * item->value / need; |
930 |
if (!nr) |
931 |
return 0; |
932 |
|
933 |
converter->play_sound (sound_find ("shop_buy")); |
934 |
|
935 |
sint64 cost = (nr * need + item->value - 1) / item->value; |
936 |
|
937 |
item->decrease (cost); |
938 |
|
939 |
price_in = cost * item->value; |
940 |
} |
941 |
else |
942 |
{ |
943 |
if (item->type == PLAYER |
944 |
|| conv_from != item->arch->archname |
945 |
|| (need && need > (uint16) item->nrof)) |
946 |
return 0; |
947 |
|
948 |
converter->play_sound (sound_find ("convert_item")); |
949 |
|
950 |
if (need) |
951 |
{ |
952 |
nr = sint64 (item->nrof) / need; |
953 |
item->decrease (nr * need); |
954 |
price_in = nr * need * item->value; |
955 |
} |
956 |
else |
957 |
{ |
958 |
price_in = item->value; |
959 |
item->destroy (); |
960 |
} |
961 |
} |
962 |
|
963 |
if (converter->inv) |
964 |
{ |
965 |
object *ob; |
966 |
int i; |
967 |
object *ob_to_copy; |
968 |
|
969 |
/* select random object from inventory to copy */ |
970 |
ob_to_copy = converter->inv; |
971 |
for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) |
972 |
if (rndm (0, i) == 0) |
973 |
ob_to_copy = ob; |
974 |
|
975 |
item = object_create_clone (ob_to_copy); |
976 |
CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); |
977 |
unflag_inv (item, FLAG_IS_A_TEMPLATE); |
978 |
} |
979 |
else |
980 |
{ |
981 |
if (!conv_to) |
982 |
{ |
983 |
LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", |
984 |
&converter->name, &converter->map->path, converter->x, converter->y); |
985 |
return -1; |
986 |
} |
987 |
|
988 |
item = object_create_arch (conv_to); |
989 |
fix_generated_item (item, converter, 0, 0, GT_MINIMAL); |
990 |
} |
991 |
|
992 |
if (give) |
993 |
item->nrof = give; |
994 |
|
995 |
if (nr) |
996 |
item->nrof *= nr; |
997 |
|
998 |
if (is_in_shop (converter)) |
999 |
SET_FLAG (item, FLAG_UNPAID); |
1000 |
else if (price_in < sint64 (item->nrof) * item->value) |
1001 |
{ |
1002 |
LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", |
1003 |
&converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); |
1004 |
/** |
1005 |
* elmex: we are going to let the game continue, as the mapcreator |
1006 |
* hopefully had something in mind when doing this. |
1007 |
*/ |
1008 |
} |
1009 |
|
1010 |
SET_FLAG (item, FLAG_IDENTIFIED); |
1011 |
insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); |
1012 |
return 1; |
1013 |
} |
1014 |
|
1015 |
/** |
1016 |
* Handle apply on containers. |
1017 |
* By Eneq(@csd.uu.se). |
1018 |
* Moved to own function and added many features [Tero.Haatanen@lut.fi] |
1019 |
* added the alchemical cauldron to the code -b.t. |
1020 |
*/ |
1021 |
int |
1022 |
apply_container (object *op, object *sack) |
1023 |
{ |
1024 |
if (op->type != PLAYER || !op->contr->ns) |
1025 |
return 0; /* This might change */ |
1026 |
|
1027 |
if (!sack || sack->type != CONTAINER) |
1028 |
{ |
1029 |
LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); |
1030 |
return 0; |
1031 |
} |
1032 |
|
1033 |
op->contr->last_used = 0; |
1034 |
|
1035 |
if (sack->env && sack->env != op) |
1036 |
{ |
1037 |
op->failmsg ("You must put it onto the floor or into your inventory first."); |
1038 |
return 1; |
1039 |
} |
1040 |
|
1041 |
// already applied == open on ground, or open in inv, or active in inv |
1042 |
if (sack->flag [FLAG_APPLIED]) |
1043 |
{ |
1044 |
if (op->container == sack) |
1045 |
{ |
1046 |
// open on ground or inv, so close |
1047 |
op->close_container (); |
1048 |
return 1; |
1049 |
} |
1050 |
else if (!sack->env) |
1051 |
{ |
1052 |
// active, but not ours: some other player has opened it |
1053 |
op->failmsg (format ("Somebody else is using the %s already.", query_name (sack))); |
1054 |
return 1; |
1055 |
} |
1056 |
|
1057 |
// fall through to opening it (active in inv) |
1058 |
} |
1059 |
else if (sack->env) |
1060 |
{ |
1061 |
// it is in our env, so activate it, do not open yet |
1062 |
op->close_container (); |
1063 |
sack->flag [FLAG_APPLIED] = 1; |
1064 |
esrv_update_item (UPD_FLAGS, op, sack); |
1065 |
op->statusmsg (format ("You ready %s.", query_name (sack))); |
1066 |
return 1; |
1067 |
} |
1068 |
|
1069 |
// it's locked? |
1070 |
if (sack->slaying) |
1071 |
{ |
1072 |
if (object *tmp = find_key (op, op, sack)) |
1073 |
op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp))); |
1074 |
else |
1075 |
{ |
1076 |
op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack))); |
1077 |
return 1; |
1078 |
} |
1079 |
} |
1080 |
|
1081 |
op->open_container (sack); |
1082 |
|
1083 |
return 1; |
1084 |
} |
1085 |
|
1086 |
/** |
1087 |
* Handles dropping things on altar. |
1088 |
* Returns true if sacrifice was accepted. |
1089 |
*/ |
1090 |
static int |
1091 |
apply_altar (object *altar, object *sacrifice, object *originator) |
1092 |
{ |
1093 |
/* Only players can make sacrifices on spell casting altars. */ |
1094 |
if (altar->inv && (!originator || originator->type != PLAYER)) |
1095 |
return 0; |
1096 |
|
1097 |
if (operate_altar (altar, &sacrifice)) |
1098 |
{ |
1099 |
/* Simple check. Unfortunately, it means you can't cast magic bullet |
1100 |
* with an altar. We call it a Potion - altars are stationary - it |
1101 |
* is up to map designers to use them properly. |
1102 |
*/ |
1103 |
if (altar->inv && altar->inv->type == SPELL) |
1104 |
{ |
1105 |
originator->statusmsg (format ("The altar casts %s.", &altar->inv->name)); |
1106 |
cast_spell (originator, altar, 0, altar->inv, NULL); |
1107 |
/* If it is connected, push the button. Fixes some problems with |
1108 |
* old maps. |
1109 |
*/ |
1110 |
|
1111 |
/* push_button (altar);*/ |
1112 |
} |
1113 |
else |
1114 |
{ |
1115 |
altar->value = 1; /* works only once */ |
1116 |
push_button (altar); |
1117 |
} |
1118 |
|
1119 |
return !sacrifice; |
1120 |
} |
1121 |
else |
1122 |
return 0; |
1123 |
} |
1124 |
|
1125 |
/** |
1126 |
* Handles 'movement' of shop mats. |
1127 |
* Returns 1 if 'op' was destroyed, 0 if not. |
1128 |
* Largely re-written to not use nearly as many gotos, plus |
1129 |
* some of this code just looked plain out of date. |
1130 |
* MSW 2001-08-29 |
1131 |
*/ |
1132 |
int |
1133 |
apply_shop_mat (object *shop_mat, object *op) |
1134 |
{ |
1135 |
int rv = 0; |
1136 |
double opinion; |
1137 |
object *tmp, *next; |
1138 |
|
1139 |
SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ |
1140 |
|
1141 |
bool has_unpaid = false; |
1142 |
|
1143 |
// quite inefficient to do this here twice, but the api doesn'T lend itself to |
1144 |
// a quick and small change :( |
1145 |
for (object::depth_iterator item = op->begin (); item != op->end (); ++item) |
1146 |
if (item->flag [FLAG_UNPAID]) |
1147 |
{ |
1148 |
has_unpaid = true; |
1149 |
break; |
1150 |
} |
1151 |
|
1152 |
if (op->type != PLAYER) |
1153 |
{ |
1154 |
/* Remove all the unpaid objects that may be carried here. |
1155 |
* This could be pets or monsters that are somehow in |
1156 |
* the shop. |
1157 |
*/ |
1158 |
for (tmp = op->inv; tmp; tmp = next) |
1159 |
{ |
1160 |
next = tmp->below; |
1161 |
|
1162 |
if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
1163 |
{ |
1164 |
int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); |
1165 |
|
1166 |
tmp->remove (); |
1167 |
|
1168 |
if (i == -1) |
1169 |
i = 0; |
1170 |
|
1171 |
tmp->map = op->map; |
1172 |
tmp->x = op->x + freearr_x[i]; |
1173 |
tmp->y = op->y + freearr_y[i]; |
1174 |
insert_ob_in_map (tmp, op->map, op, 0); |
1175 |
} |
1176 |
} |
1177 |
|
1178 |
/* Don't teleport things like spell effects */ |
1179 |
if (QUERY_FLAG (op, FLAG_NO_PICK)) |
1180 |
return 0; |
1181 |
|
1182 |
/* unpaid objects, or non living objects, can't transfer by |
1183 |
* shop mats. Instead, put it on a nearby space. |
1184 |
*/ |
1185 |
if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) |
1186 |
{ |
1187 |
/* Somebody dropped an unpaid item, just move to an adjacent place. */ |
1188 |
int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
1189 |
|
1190 |
if (i != -1) |
1191 |
rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); |
1192 |
|
1193 |
return 0; |
1194 |
} |
1195 |
/* Removed code that checked for multipart objects - it appears that |
1196 |
* the teleport function should be able to handle this just fine. |
1197 |
*/ |
1198 |
rv = teleport (shop_mat, SHOP_MAT, op); |
1199 |
} |
1200 |
else if (can_pay (op) && get_payment (op)) |
1201 |
{ |
1202 |
/* this is only used for players */ |
1203 |
rv = teleport (shop_mat, SHOP_MAT, op); |
1204 |
|
1205 |
if (has_unpaid) |
1206 |
op->contr->play_sound (sound_find ("shop_buy")); |
1207 |
else if (is_in_shop (op)) |
1208 |
op->contr->play_sound (sound_find ("shop_enter")); |
1209 |
else |
1210 |
op->contr->play_sound (sound_find ("shop_leave")); |
1211 |
|
1212 |
if (shop_mat->msg) |
1213 |
op->statusmsg (shop_mat->msg); |
1214 |
/* This check below is a bit simplistic - generally it should be correct, |
1215 |
* but there is never a guarantee that the bottom space on the map is |
1216 |
* actually the shop floor. |
1217 |
*/ |
1218 |
else if (!rv && !is_in_shop (op)) |
1219 |
{ |
1220 |
opinion = shopkeeper_approval (op->map, op); |
1221 |
|
1222 |
op->statusmsg ( |
1223 |
opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." |
1224 |
: opinion >= 0.75 ? "The shopkeeper waves to you." |
1225 |
: opinion >= 0.50 ? "The shopkeeper ignores you." |
1226 |
: "The shopkeeper glares at you with contempt." |
1227 |
); |
1228 |
} |
1229 |
} |
1230 |
else |
1231 |
{ |
1232 |
/* if we get here, a player tried to leave a shop but was not able |
1233 |
* to afford the items he has. We try to move the player so that |
1234 |
* they are not on the mat anymore |
1235 |
*/ |
1236 |
int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
1237 |
|
1238 |
if (i == -1) |
1239 |
LOG (llevError, "Internal shop-mat problem.\n"); |
1240 |
else |
1241 |
{ |
1242 |
op->remove (); |
1243 |
op->x += freearr_x[i]; |
1244 |
op->y += freearr_y[i]; |
1245 |
rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; |
1246 |
} |
1247 |
} |
1248 |
|
1249 |
CLEAR_FLAG (op, FLAG_NO_APPLY); |
1250 |
return rv; |
1251 |
} |
1252 |
|
1253 |
/** |
1254 |
* Handles applying a sign. |
1255 |
*/ |
1256 |
static void |
1257 |
apply_sign (object *op, object *sign, int autoapply) |
1258 |
{ |
1259 |
readable_message_type *msgType; |
1260 |
|
1261 |
if (!sign->msg) |
1262 |
{ |
1263 |
op->statusmsg ("Nothing is written on it."); |
1264 |
return; |
1265 |
} |
1266 |
|
1267 |
if (sign->stats.food) |
1268 |
{ |
1269 |
if (sign->last_eat >= sign->stats.food) |
1270 |
{ |
1271 |
if (!sign->move_on) |
1272 |
op->statusmsg ("You cannot read it anymore."); |
1273 |
|
1274 |
return; |
1275 |
} |
1276 |
|
1277 |
if (!QUERY_FLAG (op, FLAG_WIZPASS)) |
1278 |
sign->last_eat++; |
1279 |
} |
1280 |
|
1281 |
/* Sign or magic mouth? Do we need to see it, or does it talk to us? |
1282 |
* No way to know for sure. The presumption is basically that if |
1283 |
* move_on is zero, it needs to be manually applied (doesn't talk |
1284 |
* to us). |
1285 |
*/ |
1286 |
if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) |
1287 |
{ |
1288 |
op->failmsg ("You are unable to read while blind!"); |
1289 |
return; |
1290 |
} |
1291 |
|
1292 |
if (op->contr) |
1293 |
if (client *ns = op->contr->ns) |
1294 |
{ |
1295 |
if (sign->sound) |
1296 |
ns->play_sound (sign->sound); |
1297 |
else if (autoapply) |
1298 |
ns->play_sound (sound_find ("msg_voice")); |
1299 |
|
1300 |
if (ns->can_msg) |
1301 |
op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg)); |
1302 |
else |
1303 |
{ |
1304 |
msgType = get_readable_message_type (sign); |
1305 |
const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg); |
1306 |
draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg); |
1307 |
} |
1308 |
} |
1309 |
} |
1310 |
|
1311 |
/** |
1312 |
* 'victim' moves onto 'trap' |
1313 |
* 'victim' leaves 'trap' |
1314 |
* effect is determined by move_on/move_off of trap and move_type of victime. |
1315 |
* |
1316 |
* originator: Player, monster or other object that caused 'victim' to move |
1317 |
* onto 'trap'. Will receive messages caused by this action. May be NULL. |
1318 |
* However, some types of traps require an originator to function. |
1319 |
*/ |
1320 |
void |
1321 |
move_apply (object *trap, object *victim, object *originator) |
1322 |
{ |
1323 |
static int recursion_depth = 0; |
1324 |
|
1325 |
/* Only exits affect DMs. */ |
1326 |
if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) |
1327 |
return; |
1328 |
|
1329 |
/* move_apply() is the most likely candidate for causing unwanted and |
1330 |
* possibly unlimited recursion. |
1331 |
*/ |
1332 |
/* The following was changed because it was causing perfeclty correct |
1333 |
* maps to fail. 1) it's not an error to recurse: |
1334 |
* rune detonates, summoning monster. monster lands on nearby rune. |
1335 |
* nearby rune detonates. This sort of recursion is expected and |
1336 |
* proper. This code was causing needless crashes. |
1337 |
*/ |
1338 |
if (recursion_depth >= 500) |
1339 |
{ |
1340 |
LOG (llevDebug, "WARNING: move_apply(): aborting recursion " |
1341 |
"[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name); |
1342 |
return; |
1343 |
} |
1344 |
|
1345 |
recursion_depth++; |
1346 |
if (trap->head) |
1347 |
trap = trap->head; |
1348 |
|
1349 |
if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) |
1350 |
goto leave; |
1351 |
|
1352 |
switch (trap->type) |
1353 |
{ |
1354 |
case PLAYERMOVER: |
1355 |
if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) |
1356 |
{ |
1357 |
if (!trap->stats.maxsp) |
1358 |
trap->stats.maxsp = 2; |
1359 |
|
1360 |
/* Is this correct? From the docs, it doesn't look like it |
1361 |
* should be divided by trap->speed |
1362 |
*/ |
1363 |
victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); |
1364 |
|
1365 |
/* Just put in some sanity check. I think there is a bug in the |
1366 |
* above with some objects have zero speed, and thus the player |
1367 |
* getting permanently paralyzed. |
1368 |
*/ |
1369 |
if (victim->speed_left < -50.f) |
1370 |
victim->speed_left = -50.f; |
1371 |
/* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ |
1372 |
} |
1373 |
goto leave; |
1374 |
|
1375 |
case SPINNER: |
1376 |
if (victim->direction) |
1377 |
{ |
1378 |
victim->direction = absdir (victim->direction - trap->stats.sp); |
1379 |
update_turn_face (victim); |
1380 |
} |
1381 |
goto leave; |
1382 |
|
1383 |
case DIRECTOR: |
1384 |
if (victim->direction && !should_director_abort (trap, victim)) |
1385 |
{ |
1386 |
victim->direction = trap->stats.sp; |
1387 |
update_turn_face (victim); |
1388 |
} |
1389 |
goto leave; |
1390 |
|
1391 |
case BUTTON: |
1392 |
case PEDESTAL: |
1393 |
update_button (trap); |
1394 |
goto leave; |
1395 |
|
1396 |
case ALTAR: |
1397 |
/* sacrifice victim on trap */ |
1398 |
apply_altar (trap, victim, originator); |
1399 |
goto leave; |
1400 |
|
1401 |
case THROWN_OBJ: |
1402 |
if (trap->inv == NULL) |
1403 |
goto leave; |
1404 |
/* fallthrough */ |
1405 |
|
1406 |
case ARROW: |
1407 |
/* bad bug: monster throw a object, make a step forwards, step on object , |
1408 |
* trigger this here and get hit by own missile - and will be own enemy. |
1409 |
* Victim then is his own enemy and will start to kill herself (this is |
1410 |
* removed) but we have not synced victim and his missile. To avoid senseless |
1411 |
* action, we avoid hits here |
1412 |
*/ |
1413 |
if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) |
1414 |
hit_with_arrow (trap, victim); |
1415 |
goto leave; |
1416 |
|
1417 |
case SPELL_EFFECT: |
1418 |
apply_spell_effect (trap, victim); |
1419 |
goto leave; |
1420 |
|
1421 |
case TRAPDOOR: |
1422 |
{ |
1423 |
int max, sound_was_played; |
1424 |
object *ab, *ab_next; |
1425 |
|
1426 |
if (!trap->value) |
1427 |
{ |
1428 |
int tot; |
1429 |
|
1430 |
for (ab = trap->above, tot = 0; ab; ab = ab->above) |
1431 |
if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
1432 |
tot += ab->head_ ()->total_weight (); |
1433 |
|
1434 |
if (!(trap->value = (tot > trap->weight) ? 1 : 0)) |
1435 |
goto leave; |
1436 |
|
1437 |
SET_ANIMATION (trap, trap->value); |
1438 |
update_object (trap, UP_OBJ_FACE); |
1439 |
} |
1440 |
|
1441 |
for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) |
1442 |
{ |
1443 |
/* need to set this up, since if we do transfer the object, |
1444 |
* ab->above would be bogus |
1445 |
*/ |
1446 |
ab_next = ab->above; |
1447 |
|
1448 |
if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
1449 |
{ |
1450 |
if (!sound_was_played) |
1451 |
{ |
1452 |
trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
1453 |
sound_was_played = 1; |
1454 |
} |
1455 |
|
1456 |
ab->statusmsg ("You fall into a trapdoor!", NDI_RED); |
1457 |
transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab); |
1458 |
} |
1459 |
} |
1460 |
goto leave; |
1461 |
} |
1462 |
|
1463 |
case CONVERTER: |
1464 |
if (convert_item (victim, trap) < 0) |
1465 |
{ |
1466 |
originator->failmsg (format ("The %s seems to be broken!", query_name (trap))); |
1467 |
get_archetype ("burnout")->insert_at (trap, trap); |
1468 |
} |
1469 |
|
1470 |
goto leave; |
1471 |
|
1472 |
case TRIGGER_BUTTON: |
1473 |
case TRIGGER_PEDESTAL: |
1474 |
case TRIGGER_ALTAR: |
1475 |
check_trigger (trap, victim); |
1476 |
goto leave; |
1477 |
|
1478 |
case DEEP_SWAMP: |
1479 |
walk_on_deep_swamp (trap, victim); |
1480 |
goto leave; |
1481 |
|
1482 |
case CHECK_INV: |
1483 |
check_inv (victim, trap); |
1484 |
goto leave; |
1485 |
|
1486 |
case HOLE: |
1487 |
/* Hole not open? */ |
1488 |
if (trap->stats.wc > 0) |
1489 |
goto leave; |
1490 |
|
1491 |
/* Is this a multipart monster and not the head? If so, return. |
1492 |
* Processing will happen if the head runs into the pit |
1493 |
*/ |
1494 |
if (victim->head) |
1495 |
goto leave; |
1496 |
|
1497 |
victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
1498 |
victim->statusmsg ("You fall through the hole!", NDI_RED); |
1499 |
transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); |
1500 |
goto leave; |
1501 |
|
1502 |
case EXIT: |
1503 |
if (victim->type == PLAYER && EXIT_PATH (trap)) |
1504 |
{ |
1505 |
/* Basically, don't show exits leading to random maps the |
1506 |
* players output. |
1507 |
*/ |
1508 |
if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) |
1509 |
victim->statusmsg (trap->msg, NDI_NAVY); |
1510 |
|
1511 |
trap->play_sound (trap->sound); |
1512 |
victim->enter_exit (trap); |
1513 |
} |
1514 |
goto leave; |
1515 |
|
1516 |
case ENCOUNTER: |
1517 |
/* may be some leftovers on this */ |
1518 |
goto leave; |
1519 |
|
1520 |
case SHOP_MAT: |
1521 |
apply_shop_mat (trap, victim); |
1522 |
goto leave; |
1523 |
|
1524 |
/* Drop a certain amount of gold, and have one item identified */ |
1525 |
case IDENTIFY_ALTAR: |
1526 |
apply_id_altar (victim, trap, originator); |
1527 |
goto leave; |
1528 |
|
1529 |
case SIGN: |
1530 |
if (victim->type != PLAYER && trap->stats.food > 0) |
1531 |
goto leave; /* monsters musn't apply magic_mouths with counters */ |
1532 |
|
1533 |
apply_sign (victim, trap, 1); |
1534 |
goto leave; |
1535 |
|
1536 |
case CONTAINER: |
1537 |
apply_container (victim, trap); |
1538 |
goto leave; |
1539 |
|
1540 |
case RUNE: |
1541 |
case TRAP: |
1542 |
if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) |
1543 |
spring_trap (trap, victim); |
1544 |
goto leave; |
1545 |
|
1546 |
default: |
1547 |
LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " |
1548 |
"handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); |
1549 |
goto leave; |
1550 |
} |
1551 |
|
1552 |
leave: |
1553 |
recursion_depth--; |
1554 |
} |
1555 |
|
1556 |
/** |
1557 |
* Handles reading a regular (ie not containing a spell) book. |
1558 |
*/ |
1559 |
static void |
1560 |
apply_book (object *op, object *tmp) |
1561 |
{ |
1562 |
int lev_diff; |
1563 |
object *skill_ob; |
1564 |
|
1565 |
if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
1566 |
{ |
1567 |
op->failmsg ("You are unable to read while blind!"); |
1568 |
return; |
1569 |
} |
1570 |
|
1571 |
if (!tmp->msg) |
1572 |
{ |
1573 |
op->failmsg (format ("You open the %s and find it empty.", &tmp->name)); |
1574 |
return; |
1575 |
} |
1576 |
|
1577 |
/* need a literacy skill to read stuff! */ |
1578 |
skill_ob = find_skill_by_name (op, tmp->skill); |
1579 |
if (!skill_ob) |
1580 |
{ |
1581 |
op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill)); |
1582 |
return; |
1583 |
} |
1584 |
|
1585 |
lev_diff = tmp->level - (skill_ob->level + 5); |
1586 |
if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) |
1587 |
{ |
1588 |
op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension." |
1589 |
: lev_diff < 3 ? "This book is slightly beyond your comprehension." |
1590 |
: lev_diff < 5 ? "This book is beyond your comprehension." |
1591 |
: lev_diff < 8 ? "This book is quite a bit beyond your comprehension." |
1592 |
: lev_diff < 15 ? "This book is way beyond your comprehension." |
1593 |
: "This book is totally beyond your comprehension."); |
1594 |
return; |
1595 |
} |
1596 |
|
1597 |
readable_message_type *msgType = get_readable_message_type (tmp); |
1598 |
|
1599 |
if (player *pl = op->contr) |
1600 |
if (client *ns = pl->ns) |
1601 |
if (ns->can_msg) |
1602 |
pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); |
1603 |
else |
1604 |
draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, |
1605 |
msgType->message_type, msgType->message_subtype, |
1606 |
"You open the %s and start reading.\n%s", (char *)"%s\n%s", |
1607 |
long_desc (tmp, op), &tmp->msg); |
1608 |
|
1609 |
/* gain xp from reading */ |
1610 |
if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) |
1611 |
{ /* only if not read before */ |
1612 |
int exp_gain = calc_skill_exp (op, tmp, skill_ob); |
1613 |
|
1614 |
if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
1615 |
{ |
1616 |
/*exp_gain *= 2; because they just identified it too */ |
1617 |
SET_FLAG (tmp, FLAG_IDENTIFIED); |
1618 |
|
1619 |
if (object *pl = tmp->visible_to ()) |
1620 |
esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); |
1621 |
} |
1622 |
|
1623 |
change_exp (op, exp_gain, skill_ob->skill, 0); |
1624 |
SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ |
1625 |
} |
1626 |
} |
1627 |
|
1628 |
/** |
1629 |
* Handles the applying of a skill scroll, calling learn_skill straight. |
1630 |
* op is the person learning the skill, tmp is the skill scroll object |
1631 |
*/ |
1632 |
static void |
1633 |
apply_skillscroll (object *op, object *tmp) |
1634 |
{ |
1635 |
switch (learn_skill (op, tmp)) |
1636 |
{ |
1637 |
case 0: |
1638 |
op->play_sound (sound_find ("generic_fail")); |
1639 |
op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp))); |
1640 |
break; |
1641 |
|
1642 |
case 1: |
1643 |
tmp->decrease (); |
1644 |
op->play_sound (sound_find ("skill_learn")); |
1645 |
op->statusmsg (format ("You succeed in learning %s", &tmp->skill)); |
1646 |
break; |
1647 |
|
1648 |
default: |
1649 |
tmp->decrease (); |
1650 |
op->play_sound (sound_find ("generic_fail")); |
1651 |
op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp))); |
1652 |
break; |
1653 |
} |
1654 |
} |
1655 |
|
1656 |
/** |
1657 |
* Actually makes op learn spell. |
1658 |
* Informs player of what happens. |
1659 |
*/ |
1660 |
void |
1661 |
do_learn_spell (object *op, object *spell, int special_prayer) |
1662 |
{ |
1663 |
object *tmp; |
1664 |
|
1665 |
if (op->type != PLAYER) |
1666 |
{ |
1667 |
LOG (llevError, "BUG: do_learn_spell(): not a player\n"); |
1668 |
return; |
1669 |
} |
1670 |
|
1671 |
/* Upgrade special prayers to normal prayers */ |
1672 |
if ((tmp = check_spell_known (op, spell->name)) != NULL) |
1673 |
{ |
1674 |
if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
1675 |
{ |
1676 |
LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); |
1677 |
return; |
1678 |
} |
1679 |
return; |
1680 |
} |
1681 |
|
1682 |
op->contr->play_sound (sound_find ("learn_spell")); |
1683 |
|
1684 |
tmp = spell->clone (); |
1685 |
insert_ob_in_ob (tmp, op); |
1686 |
|
1687 |
if (special_prayer) |
1688 |
SET_FLAG (tmp, FLAG_STARTEQUIP); |
1689 |
|
1690 |
esrv_add_spells (op->contr, tmp); |
1691 |
} |
1692 |
|
1693 |
/** |
1694 |
* Erases spell from player's inventory. |
1695 |
*/ |
1696 |
void |
1697 |
do_forget_spell (object *op, const char *spell) |
1698 |
{ |
1699 |
object *spob; |
1700 |
|
1701 |
if (op->type != PLAYER) |
1702 |
{ |
1703 |
LOG (llevError, "BUG: do_forget_spell(): not a player\n"); |
1704 |
return; |
1705 |
} |
1706 |
if ((spob = check_spell_known (op, spell)) == NULL) |
1707 |
{ |
1708 |
LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); |
1709 |
return; |
1710 |
} |
1711 |
|
1712 |
op->failmsg (format ("You lose knowledge of %s.", spell)); |
1713 |
player_unready_range_ob (op->contr, spob); |
1714 |
esrv_remove_spell (op->contr, spob); |
1715 |
spob->destroy (); |
1716 |
} |
1717 |
|
1718 |
/** |
1719 |
* Handles player applying a spellbook. |
1720 |
* Checks whether player has knowledge of required skill, doesn't already know the spell, |
1721 |
* stuff like that. Random learning failure too. |
1722 |
*/ |
1723 |
static void |
1724 |
apply_spellbook (object *op, object *tmp) |
1725 |
{ |
1726 |
object *skop, *spell, *spell_skill; |
1727 |
|
1728 |
if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
1729 |
{ |
1730 |
op->failmsg ("You are unable to read while blind."); |
1731 |
return; |
1732 |
} |
1733 |
|
1734 |
/* artifact_spellbooks have 'slaying' field point to a spell name, |
1735 |
* instead of having their spell stored in stats.sp. These are |
1736 |
* legacy spellbooks |
1737 |
*/ |
1738 |
if (tmp->slaying) |
1739 |
{ |
1740 |
spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); |
1741 |
if (!spell) |
1742 |
{ |
1743 |
op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying)); |
1744 |
return; |
1745 |
} |
1746 |
else |
1747 |
insert_ob_in_ob (spell, tmp); |
1748 |
|
1749 |
tmp->slaying = 0; |
1750 |
} |
1751 |
|
1752 |
skop = find_skill_by_name (op, tmp->skill); |
1753 |
|
1754 |
/* need a literacy skill to learn spells. Also, having a literacy level |
1755 |
* lower than the spell will make learning the spell more difficult */ |
1756 |
if (!skop) |
1757 |
{ |
1758 |
op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill)); |
1759 |
return; |
1760 |
} |
1761 |
|
1762 |
spell = tmp->inv; |
1763 |
|
1764 |
if (!spell) |
1765 |
{ |
1766 |
LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); |
1767 |
op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); |
1768 |
return; |
1769 |
} |
1770 |
|
1771 |
if (skop->level < int (sqrtf (spell->level) * 1.5f)) |
1772 |
{ |
1773 |
op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill)); |
1774 |
return; |
1775 |
} |
1776 |
|
1777 |
op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); |
1778 |
|
1779 |
if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
1780 |
identify (tmp); |
1781 |
|
1782 |
/* I removed the check for special_prayer_mark here - it didn't make |
1783 |
* a lot of sense - special prayers are not found in spellbooks, and |
1784 |
* if the player doesn't know the spell, doesn't make a lot of sense that |
1785 |
* they would have a special prayer mark. |
1786 |
*/ |
1787 |
if (check_spell_known (op, spell->name)) |
1788 |
{ |
1789 |
op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n"); |
1790 |
return; |
1791 |
} |
1792 |
|
1793 |
if (spell->skill) |
1794 |
{ |
1795 |
spell_skill = find_skill_by_name (op, spell->skill); |
1796 |
|
1797 |
if (!spell_skill) |
1798 |
{ |
1799 |
op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill)); |
1800 |
return; |
1801 |
} |
1802 |
|
1803 |
if (spell_skill->level < spell->level) |
1804 |
{ |
1805 |
op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill)); |
1806 |
return; |
1807 |
} |
1808 |
} |
1809 |
|
1810 |
/* Logic as follows |
1811 |
* |
1812 |
* 1- MU spells use Int to learn, Cleric spells use Wisdom |
1813 |
* |
1814 |
* 2- The learner's skill level in literacy adjusts the chance to learn |
1815 |
* a spell. |
1816 |
* |
1817 |
* 3 -Automatically fail to learn if you read while confused |
1818 |
* |
1819 |
* Overall, chances are the same but a player will find having a high |
1820 |
* literacy rate very useful! -b.t. |
1821 |
*/ |
1822 |
if (QUERY_FLAG (op, FLAG_CONFUSED)) |
1823 |
{ |
1824 |
op->failmsg ("In your confused state you flub the wording of the text!"); |
1825 |
scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); |
1826 |
} |
1827 |
else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || |
1828 |
(random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) |
1829 |
{ |
1830 |
op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); |
1831 |
do_learn_spell (op, spell, 0); |
1832 |
|
1833 |
/* xp gain to literacy for spell learning */ |
1834 |
if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
1835 |
change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); |
1836 |
} |
1837 |
else |
1838 |
{ |
1839 |
op->contr->play_sound (sound_find ("fumble_spell")); |
1840 |
op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n"); |
1841 |
} |
1842 |
|
1843 |
tmp->decrease (); |
1844 |
} |
1845 |
|
1846 |
/** |
1847 |
* Handles applying a spell scroll. |
1848 |
*/ |
1849 |
void |
1850 |
apply_scroll (object *op, object *tmp, int dir) |
1851 |
{ |
1852 |
object *skop; |
1853 |
|
1854 |
if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
1855 |
{ |
1856 |
op->failmsg ("You are unable to read while blind."); |
1857 |
return; |
1858 |
} |
1859 |
|
1860 |
if (!tmp->inv || tmp->inv->type != SPELL) |
1861 |
{ |
1862 |
op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>"); |
1863 |
return; |
1864 |
} |
1865 |
|
1866 |
if (op->type == PLAYER) |
1867 |
{ |
1868 |
/* players need a literacy skill to read stuff! */ |
1869 |
int exp_gain = 0; |
1870 |
|
1871 |
/* hard code literacy - tmp->skill points to where the exp |
1872 |
* should go for anything killed by the spell. |
1873 |
*/ |
1874 |
skop = find_skill_by_name (op, skill_names[SK_LITERACY]); |
1875 |
|
1876 |
if (!skop) |
1877 |
{ |
1878 |
op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY])); |
1879 |
return; |
1880 |
} |
1881 |
|
1882 |
if ((exp_gain = calc_skill_exp (op, tmp, skop))) |
1883 |
change_exp (op, exp_gain, skop->skill, 0); |
1884 |
} |
1885 |
|
1886 |
if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
1887 |
identify (tmp); |
1888 |
|
1889 |
op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name)); |
1890 |
|
1891 |
cast_spell (op, tmp, dir, tmp->inv, NULL); |
1892 |
tmp->decrease (); |
1893 |
} |
1894 |
|
1895 |
/** |
1896 |
* Applies a treasure object - by default, chest. op |
1897 |
* is the person doing the applying, tmp is the treasure |
1898 |
* chest. |
1899 |
*/ |
1900 |
static void |
1901 |
apply_treasure (object *op, object *tmp) |
1902 |
{ |
1903 |
/* Nice side effect of this treasure creation method is that the treasure |
1904 |
* for the chest is done when the chest is created, and put into the chest |
1905 |
* inventory. So that when the chest burns up, the items still exist. Also |
1906 |
* prevents people from moving chests to more difficult maps to get better |
1907 |
* treasure |
1908 |
*/ |
1909 |
object *treas = tmp->inv; |
1910 |
|
1911 |
if (!treas) |
1912 |
{ |
1913 |
op->statusmsg ("The chest was empty."); |
1914 |
tmp->decrease (); |
1915 |
return; |
1916 |
} |
1917 |
|
1918 |
while (tmp->inv) |
1919 |
{ |
1920 |
treas = tmp->inv; |
1921 |
treas->remove (); |
1922 |
|
1923 |
treas->x = op->x; |
1924 |
treas->y = op->y; |
1925 |
treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); |
1926 |
|
1927 |
if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) |
1928 |
spring_trap (treas, op); |
1929 |
|
1930 |
/* If either player or container was destroyed, no need to do |
1931 |
* further processing. I think this should be enclused with |
1932 |
* spring trap above, as I don't think there is otherwise |
1933 |
* any way for the treasure chest or player to get killed. |
1934 |
*/ |
1935 |
if (op->destroyed () || tmp->destroyed ()) |
1936 |
break; |
1937 |
} |
1938 |
|
1939 |
if (!tmp->destroyed () && !tmp->inv) |
1940 |
tmp->decrease (); |
1941 |
} |
1942 |
|
1943 |
/** |
1944 |
* op eats food. |
1945 |
* If player, takes care of messages and dragon special food. |
1946 |
*/ |
1947 |
static void |
1948 |
apply_food (object *op, object *tmp) |
1949 |
{ |
1950 |
int capacity_remaining; |
1951 |
|
1952 |
if (op->type != PLAYER) |
1953 |
op->stats.hp = op->stats.maxhp; |
1954 |
else |
1955 |
{ |
1956 |
/* check if this is a dragon (player), eating some flesh */ |
1957 |
if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp)) |
1958 |
; |
1959 |
else |
1960 |
{ |
1961 |
/* usual case - no dragon meal: */ |
1962 |
if (op->stats.food + tmp->stats.food > 999) |
1963 |
{ |
1964 |
if (tmp->type == FOOD || tmp->type == FLESH) |
1965 |
op->failmsg ("You feel full, but what a waste of food!"); |
1966 |
else |
1967 |
op->statusmsg ("Most of the drink goes down your face not your throat!"); |
1968 |
} |
1969 |
|
1970 |
tmp->play_sound ( |
1971 |
tmp->sound |
1972 |
? tmp->sound |
1973 |
: tmp->type == DRINK |
1974 |
? sound_find ("eat_drink") |
1975 |
: sound_find ("eat_food") |
1976 |
); |
1977 |
|
1978 |
if (!QUERY_FLAG (tmp, FLAG_CURSED)) |
1979 |
{ |
1980 |
const char *buf; |
1981 |
|
1982 |
if (!is_dragon_pl (op)) |
1983 |
{ |
1984 |
/* eating message for normal players */ |
1985 |
if (tmp->type == DRINK) |
1986 |
buf = format ("Ahhh...that %s tasted good.", &tmp->name); |
1987 |
else |
1988 |
buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); |
1989 |
} |
1990 |
else |
1991 |
/* eating message for dragon players */ |
1992 |
buf = format ("The %s tasted terrible!", &tmp->name); |
1993 |
|
1994 |
op->statusmsg (buf); |
1995 |
|
1996 |
capacity_remaining = 999 - op->stats.food; |
1997 |
op->stats.food += tmp->stats.food; |
1998 |
if (capacity_remaining < tmp->stats.food) |
1999 |
op->stats.hp += capacity_remaining / 50; |
2000 |
else |
2001 |
op->stats.hp += tmp->stats.food / 50; |
2002 |
|
2003 |
if (op->stats.hp > op->stats.maxhp) |
2004 |
op->stats.hp = op->stats.maxhp; |
2005 |
if (op->stats.food > 999) |
2006 |
op->stats.food = 999; |
2007 |
} |
2008 |
|
2009 |
/* special food hack -b.t. */ |
2010 |
if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) |
2011 |
eat_special_food (op, tmp); |
2012 |
} |
2013 |
} |
2014 |
|
2015 |
handle_apply_yield (tmp); |
2016 |
tmp->decrease (); |
2017 |
} |
2018 |
|
2019 |
/** |
2020 |
* A dragon is eating some flesh. If the flesh contains resistances, |
2021 |
* there is a chance for the dragon's skin to get improved. |
2022 |
* |
2023 |
* attributes: |
2024 |
* object *op the object (dragon player) eating the flesh |
2025 |
* object *meal the flesh item, getting chewed in dragon's mouth |
2026 |
* return: |
2027 |
* int 1 if eating successful, 0 if it doesn't work |
2028 |
*/ |
2029 |
int |
2030 |
dragon_eat_flesh (object *op, object *meal) |
2031 |
{ |
2032 |
object *skin = NULL; /* pointer to dragon skin force */ |
2033 |
object *abil = NULL; /* pointer to dragon ability force */ |
2034 |
object *tmp = NULL; /* tmp. object */ |
2035 |
|
2036 |
double chance; /* improvement-chance of one resistance type */ |
2037 |
double totalchance = 1; /* total chance of gaining one resistance */ |
2038 |
double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ |
2039 |
double mbonus = 0; /* monster bonus */ |
2040 |
int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ |
2041 |
int winners = 0; /* number of winners */ |
2042 |
int i; /* index */ |
2043 |
|
2044 |
/* let's make sure and doublecheck the parameters */ |
2045 |
if (meal->type != FLESH || !is_dragon_pl (op)) |
2046 |
return 0; |
2047 |
|
2048 |
/* now grab the 'dragon_skin'- and 'dragon_ability'-forces |
2049 |
from the player's inventory */ |
2050 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
2051 |
if (tmp->type == FORCE) |
2052 |
if (tmp->arch->archname == shstr_dragon_skin_force) |
2053 |
skin = tmp; |
2054 |
else if (tmp->arch->archname == shstr_dragon_ability_force) |
2055 |
abil = tmp; |
2056 |
|
2057 |
/* if either skin or ability are missing, this is an old player |
2058 |
which is not to be considered a dragon -> bail out */ |
2059 |
if (skin == NULL || abil == NULL) |
2060 |
return 0; |
2061 |
|
2062 |
/* now start by filling stomache and health, according to food-value */ |
2063 |
if ((999 - op->stats.food) < meal->stats.food) |
2064 |
op->stats.hp += (999 - op->stats.food) / 50; |
2065 |
else |
2066 |
op->stats.hp += meal->stats.food / 50; |
2067 |
|
2068 |
if (op->stats.hp > op->stats.maxhp) |
2069 |
op->stats.hp = op->stats.maxhp; |
2070 |
|
2071 |
op->stats.food = MIN (999, op->stats.food + meal->stats.food); |
2072 |
|
2073 |
/*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ |
2074 |
|
2075 |
/* on to the interesting part: chances for adding resistance */ |
2076 |
for (i = 0; i < NROFATTACKS; i++) |
2077 |
{ |
2078 |
if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i)) |
2079 |
{ |
2080 |
/* got positive resistance, now calculate improvement chance (0-100) */ |
2081 |
|
2082 |
/* this bonus makes resistance increase easier at lower levels */ |
2083 |
bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level); |
2084 |
if (i == abil->stats.exp) |
2085 |
bonus += 5; /* additional bonus for resistance of ability-focus */ |
2086 |
|
2087 |
/* monster bonus increases with level, because high-level |
2088 |
flesh is too rare */ |
2089 |
mbonus = op->level * 20. / ((double) settings.max_level); |
2090 |
|
2091 |
chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / |
2092 |
((double) settings.max_level)) - skin->resist[i]; |
2093 |
|
2094 |
if (chance >= 0.) |
2095 |
chance += 1.; |
2096 |
else |
2097 |
chance = (chance < -12) ? 0. : 1. / pow (2., -chance); |
2098 |
|
2099 |
/* chance is proportional to amount of resistance (max. 50) */ |
2100 |
chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; |
2101 |
|
2102 |
/* doubled chance for resistance of ability-focus */ |
2103 |
if (i == abil->stats.exp) |
2104 |
chance = MIN (100., chance * 2.); |
2105 |
|
2106 |
/* now make the throw and save all winners (Don't insert luck bonus here!) */ |
2107 |
if (rndm (10000) < (unsigned int) (chance * 100)) |
2108 |
{ |
2109 |
atnr_winner[winners] = i; |
2110 |
winners++; |
2111 |
} |
2112 |
|
2113 |
if (chance >= 0.01) |
2114 |
totalchance *= 1 - chance / 100; |
2115 |
|
2116 |
/*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */ |
2117 |
} |
2118 |
} |
2119 |
|
2120 |
/* inverse totalchance as until now we have the failure-chance */ |
2121 |
totalchance = 100 - totalchance * 100; |
2122 |
|
2123 |
/* print message according to totalchance */ |
2124 |
const char *buf; |
2125 |
if (totalchance > 50.) |
2126 |
buf = format ("Hmm! The %s tasted delicious!", &meal->name); |
2127 |
else if (totalchance > 10.) |
2128 |
buf = format ("The %s tasted very good.", &meal->name); |
2129 |
else if (totalchance > 1.) |
2130 |
buf = format ("The %s tasted good.", &meal->name); |
2131 |
else if (totalchance > 0.1) |
2132 |
buf = format ("The %s tasted bland.", &meal->name); |
2133 |
else if (totalchance >= 0.01) |
2134 |
buf = format ("The %s had a boring taste.", &meal->name); |
2135 |
else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) |
2136 |
buf = format ("The %s tasted strange.", &meal->name); |
2137 |
else |
2138 |
buf = format ("The %s had no taste.", &meal->name); |
2139 |
|
2140 |
op->statusmsg (buf); |
2141 |
|
2142 |
/* now choose a winner if we have any */ |
2143 |
i = -1; |
2144 |
if (winners > 0) |
2145 |
i = atnr_winner[RANDOM () % winners]; |
2146 |
|
2147 |
if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) |
2148 |
{ |
2149 |
/* resistance increased! */ |
2150 |
skin->resist[i]++; |
2151 |
op->update_stats (); |
2152 |
|
2153 |
op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i])); |
2154 |
} |
2155 |
|
2156 |
/* if this flesh contains a new ability focus, we mark it |
2157 |
into the ability_force and it will take effect on next level */ |
2158 |
if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) |
2159 |
{ |
2160 |
abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ |
2161 |
|
2162 |
if (meal->last_eat != abil->stats.exp) |
2163 |
op->statusmsg (format ( |
2164 |
"Your metabolism prepares to focus on %s!\n" |
2165 |
"The change will happen at level %d.", |
2166 |
change_resist_msg[meal->last_eat], |
2167 |
abil->level + 1 |
2168 |
)); |
2169 |
else |
2170 |
{ |
2171 |
op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat])); |
2172 |
abil->last_eat = 0; |
2173 |
} |
2174 |
} |
2175 |
|
2176 |
return 1; |
2177 |
} |
2178 |
|
2179 |
/** |
2180 |
* Handles applying an improve armor scroll. |
2181 |
* Does some sanity checks, then calls improve_armour. |
2182 |
*/ |
2183 |
static void |
2184 |
apply_armour_improver (object *op, object *tmp) |
2185 |
{ |
2186 |
object *armor; |
2187 |
|
2188 |
if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC)) |
2189 |
{ |
2190 |
op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>"); |
2191 |
return; |
2192 |
} |
2193 |
|
2194 |
armor = find_marked_object (op); |
2195 |
|
2196 |
if (!armor) |
2197 |
{ |
2198 |
op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this."); |
2199 |
return; |
2200 |
} |
2201 |
|
2202 |
if (armor->type != ARMOUR |
2203 |
&& armor->type != CLOAK |
2204 |
&& armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) |
2205 |
{ |
2206 |
op->failmsg ("Your marked item is not armour!\n"); |
2207 |
return; |
2208 |
} |
2209 |
|
2210 |
op->statusmsg ("Applying armour enchantment."); |
2211 |
improve_armour (op, tmp, armor); |
2212 |
} |
2213 |
|
2214 |
void |
2215 |
apply_poison (object *op, object *tmp) |
2216 |
{ |
2217 |
object *poison = tmp->split (1); |
2218 |
|
2219 |
if (op->type == PLAYER) |
2220 |
{ |
2221 |
op->contr->play_sound (sound_find ("drink_poison")); |
2222 |
op->failmsg ("Yech! That tasted poisonous!"); |
2223 |
op->contr->killer = poison; |
2224 |
} |
2225 |
|
2226 |
if (poison->stats.hp > 0) |
2227 |
{ |
2228 |
LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp); |
2229 |
hit_player (op, poison->stats.hp, tmp, AT_POISON, 1); |
2230 |
} |
2231 |
|
2232 |
op->stats.food -= op->stats.food / 4; |
2233 |
handle_apply_yield (poison); |
2234 |
poison->destroy (); |
2235 |
} |
2236 |
|
2237 |
/** |
2238 |
* This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. |
2239 |
* A valid 2 way exit means: |
2240 |
* -You can come back (there is another exit at the other side) |
2241 |
* -You are |
2242 |
* ° the owner of the exit |
2243 |
* ° or in the same party as the owner |
2244 |
* |
2245 |
* Note: a owner in a 2 way exit is saved as the owner's name |
2246 |
* in the field exit->name cause the field exit->owner doesn't |
2247 |
* survive in the swapping (in fact the whole exit doesn't survive). |
2248 |
*/ |
2249 |
int |
2250 |
is_legal_2ways_exit (object *op, object *exit) |
2251 |
{ |
2252 |
if (exit->stats.exp != 1) |
2253 |
return 1; /*This is not a 2 way, so it is legal */ |
2254 |
|
2255 |
#if 0 //TODO |
2256 |
if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) |
2257 |
return 0; /* This is a reset town portal */ |
2258 |
#endif |
2259 |
|
2260 |
LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ()); |
2261 |
|
2262 |
maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); |
2263 |
|
2264 |
if (exitmap) |
2265 |
{ |
2266 |
exitmap->load_sync (); |
2267 |
|
2268 |
object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot; |
2269 |
|
2270 |
if (!tmp) |
2271 |
return 0; |
2272 |
|
2273 |
for (; tmp; tmp = tmp->above) |
2274 |
{ |
2275 |
if (tmp->type != EXIT) |
2276 |
continue; /*Not an exit */ |
2277 |
|
2278 |
if (!EXIT_PATH (tmp)) |
2279 |
continue; /*Not a valid exit */ |
2280 |
|
2281 |
if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) |
2282 |
continue; /*Not in the same place */ |
2283 |
|
2284 |
if (exit->map->path != EXIT_PATH (tmp)) |
2285 |
continue; /*Not in the same map */ |
2286 |
|
2287 |
/* From here we have found the exit is valid. However we do |
2288 |
* here the check of the exit owner. It is important for the |
2289 |
* town portals to prevent strangers from visiting your appartments |
2290 |
*/ |
2291 |
if (!exit->race) |
2292 |
return 1; /*No owner, free for all! */ |
2293 |
|
2294 |
object *exit_owner = 0; |
2295 |
|
2296 |
for_all_players (pp) |
2297 |
{ |
2298 |
if (!pp->ob) |
2299 |
continue; |
2300 |
|
2301 |
if (pp->ob->name != exit->race) |
2302 |
continue; |
2303 |
|
2304 |
exit_owner = pp->ob; /*We found a player which correspond to the player name */ |
2305 |
break; |
2306 |
} |
2307 |
|
2308 |
if (!exit_owner) |
2309 |
return 0; /* No more owner */ |
2310 |
|
2311 |
if (exit_owner->contr == op->contr) |
2312 |
return 1; /*It is your exit */ |
2313 |
|
2314 |
if (exit_owner && /*There is a owner */ |
2315 |
(op->contr) && /*A player tries to pass */ |
2316 |
((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ |
2317 |
(exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ |
2318 |
return 0; |
2319 |
|
2320 |
return 1; |
2321 |
} |
2322 |
} |
2323 |
|
2324 |
return 0; |
2325 |
} |
2326 |
|
2327 |
/** |
2328 |
* Main apply handler. |
2329 |
* |
2330 |
* Checks for unpaid items before applying. |
2331 |
* |
2332 |
* Return value: |
2333 |
* 0: player or monster can't apply objects of that type |
2334 |
* 1: has been applied, or there was an error applying the object |
2335 |
* 2: objects of that type can't be applied if not in inventory |
2336 |
* |
2337 |
* op is the object that is causing object to be applied, tmp is the object |
2338 |
* being applied. |
2339 |
* |
2340 |
* aflag is special (always apply/unapply) flags. Nothing is done with |
2341 |
* them in this function - they are passed to apply_special |
2342 |
*/ |
2343 |
int |
2344 |
manual_apply (object *op, object *tmp, int aflag) |
2345 |
{ |
2346 |
if (tmp->head) |
2347 |
tmp = tmp->head; |
2348 |
|
2349 |
if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) |
2350 |
{ |
2351 |
if (op->type == PLAYER) |
2352 |
{ |
2353 |
op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>"); |
2354 |
return 1; |
2355 |
} |
2356 |
else |
2357 |
return 0; /* monsters just skip unpaid items */ |
2358 |
} |
2359 |
|
2360 |
if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) |
2361 |
return RESULT_INT (0); |
2362 |
|
2363 |
switch (tmp->type) |
2364 |
{ |
2365 |
case CF_HANDLE: |
2366 |
op->play_sound (sound_find ("turn_handle")); |
2367 |
op->statusmsg ("You turn the handle."); |
2368 |
tmp->value = tmp->value ? 0 : 1; |
2369 |
SET_ANIMATION (tmp, tmp->value); |
2370 |
update_object (tmp, UP_OBJ_FACE); |
2371 |
push_button (tmp); |
2372 |
return 1; |
2373 |
|
2374 |
case TRIGGER: |
2375 |
if (check_trigger (tmp, op)) |
2376 |
{ |
2377 |
op->statusmsg ("You turn the handle."); |
2378 |
op->play_sound (sound_find ("turn_handle")); |
2379 |
} |
2380 |
else |
2381 |
op->failmsg ("The handle doesn't move."); |
2382 |
|
2383 |
return 1; |
2384 |
|
2385 |
case EXIT: |
2386 |
if (op->type != PLAYER) |
2387 |
return 0; |
2388 |
|
2389 |
if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) |
2390 |
op->failmsg (format ("The %s is closed.", query_name (tmp))); |
2391 |
else |
2392 |
{ |
2393 |
/* Don't display messages for random maps. */ |
2394 |
if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) |
2395 |
op->statusmsg (tmp->msg, NDI_NAVY); |
2396 |
|
2397 |
op->enter_exit (tmp); |
2398 |
} |
2399 |
|
2400 |
return 1; |
2401 |
|
2402 |
case INSCRIBABLE: |
2403 |
op->statusmsg (tmp->msg); |
2404 |
// maybe show a spell menu to chose from or something like that |
2405 |
return 1; |
2406 |
|
2407 |
case SIGN: |
2408 |
apply_sign (op, tmp, 0); |
2409 |
return 1; |
2410 |
|
2411 |
case BOOK: |
2412 |
if (op->type == PLAYER) |
2413 |
{ |
2414 |
apply_book (op, tmp); |
2415 |
return 1; |
2416 |
} |
2417 |
else |
2418 |
return 0; |
2419 |
|
2420 |
case SKILLSCROLL: |
2421 |
if (op->type == PLAYER) |
2422 |
{ |
2423 |
apply_skillscroll (op, tmp); |
2424 |
return 1; |
2425 |
} |
2426 |
else |
2427 |
return 0; |
2428 |
|
2429 |
case SPELLBOOK: |
2430 |
if (op->type == PLAYER) |
2431 |
{ |
2432 |
apply_spellbook (op, tmp); |
2433 |
return 1; |
2434 |
} |
2435 |
else |
2436 |
return 0; |
2437 |
|
2438 |
case SCROLL: |
2439 |
apply_scroll (op, tmp, 0); |
2440 |
return 1; |
2441 |
|
2442 |
case POTION: |
2443 |
apply_potion (op, tmp); |
2444 |
return 1; |
2445 |
|
2446 |
/* Eneq(@csd.uu.se): Handle apply on containers. */ |
2447 |
//TODO: remove, as it is unsed? |
2448 |
case CLOSE_CON: |
2449 |
apply_container (op, tmp->env); |
2450 |
return 1; |
2451 |
|
2452 |
case CONTAINER: |
2453 |
apply_container (op, tmp); |
2454 |
return 1; |
2455 |
|
2456 |
case TREASURE: |
2457 |
if (op->type == PLAYER) |
2458 |
{ |
2459 |
apply_treasure (op, tmp); |
2460 |
return 1; |
2461 |
} |
2462 |
else |
2463 |
return 0; |
2464 |
|
2465 |
case WEAPON: |
2466 |
case ARMOUR: |
2467 |
case BOOTS: |
2468 |
case GLOVES: |
2469 |
case AMULET: |
2470 |
case GIRDLE: |
2471 |
case BRACERS: |
2472 |
case SHIELD: |
2473 |
case HELMET: |
2474 |
case RING: |
2475 |
case CLOAK: |
2476 |
case WAND: |
2477 |
case ROD: |
2478 |
case HORN: |
2479 |
case SKILL: |
2480 |
case BOW: |
2481 |
case LAMP: |
2482 |
case BUILDER: |
2483 |
case SKILL_TOOL: |
2484 |
if (tmp->env != op) |
2485 |
return 2; /* not in inventory */ |
2486 |
|
2487 |
apply_special (op, tmp, aflag); |
2488 |
return 1; |
2489 |
|
2490 |
case DRINK: |
2491 |
case FOOD: |
2492 |
case FLESH: |
2493 |
apply_food (op, tmp); |
2494 |
return 1; |
2495 |
|
2496 |
case POISON: |
2497 |
apply_poison (op, tmp); |
2498 |
return 1; |
2499 |
|
2500 |
case SAVEBED: |
2501 |
return 1; |
2502 |
|
2503 |
case ARMOUR_IMPROVER: |
2504 |
if (op->type == PLAYER) |
2505 |
{ |
2506 |
apply_armour_improver (op, tmp); |
2507 |
return 1; |
2508 |
} |
2509 |
else |
2510 |
return 0; |
2511 |
|
2512 |
case WEAPON_IMPROVER: |
2513 |
check_improve_weapon (op, tmp); |
2514 |
return 1; |
2515 |
|
2516 |
case CLOCK: |
2517 |
if (op->type == PLAYER) |
2518 |
{ |
2519 |
char buf[MAX_BUF]; |
2520 |
timeofday_t tod; |
2521 |
|
2522 |
get_tod (&tod); |
2523 |
op->play_sound (sound_find ("sound_clock")); |
2524 |
op->statusmsg (format ( |
2525 |
"It is %d minute%s past %d o'clock %s", |
2526 |
tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), |
2527 |
((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") |
2528 |
)); |
2529 |
return 1; |
2530 |
} |
2531 |
else |
2532 |
return 0; |
2533 |
|
2534 |
case MENU: |
2535 |
if (op->type == PLAYER) |
2536 |
{ |
2537 |
shop_listing (tmp, op); |
2538 |
return 1; |
2539 |
} |
2540 |
else |
2541 |
return 0; |
2542 |
|
2543 |
case POWER_CRYSTAL: |
2544 |
apply_power_crystal (op, tmp); /* see egoitem.c */ |
2545 |
return 1; |
2546 |
|
2547 |
case LIGHTER: /* for lighting torches/lanterns/etc */ |
2548 |
if (op->type == PLAYER) |
2549 |
{ |
2550 |
apply_lighter (op, tmp); |
2551 |
return 1; |
2552 |
} |
2553 |
else |
2554 |
return 0; |
2555 |
|
2556 |
case ITEM_TRANSFORMER: |
2557 |
apply_item_transformer (op, tmp); |
2558 |
return 1; |
2559 |
|
2560 |
default: |
2561 |
return 0; |
2562 |
} |
2563 |
} |
2564 |
|
2565 |
|
2566 |
/* quiet suppresses the "don't know how to apply" and "you must get it first" |
2567 |
* messages as needed by player_apply_below(). But there can still be |
2568 |
* "but you are floating high above the ground" messages. |
2569 |
* |
2570 |
* Same return value as apply() function. |
2571 |
*/ |
2572 |
int |
2573 |
player_apply (object *pl, object *op, int aflag, int quiet) |
2574 |
{ |
2575 |
int tmp; |
2576 |
|
2577 |
if (op->env && (pl->move_type & MOVE_FLYING)) |
2578 |
{ |
2579 |
/* player is flying and applying object not in inventory */ |
2580 |
if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) |
2581 |
{ |
2582 |
pl->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>"); |
2583 |
return 0; |
2584 |
} |
2585 |
} |
2586 |
|
2587 |
pl->contr->last_used = op; |
2588 |
|
2589 |
tmp = manual_apply (pl, op, aflag); |
2590 |
if (!quiet) |
2591 |
{ |
2592 |
if (tmp == 0) |
2593 |
pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); |
2594 |
else if (tmp == 2) |
2595 |
pl->failmsg ("You must get it first!\n"); |
2596 |
} |
2597 |
|
2598 |
return tmp; |
2599 |
} |
2600 |
|
2601 |
/** |
2602 |
* player_apply_below attempts to apply the object 'below' the player. |
2603 |
* If the player has an open container, we use that for below, otherwise |
2604 |
* we use the ground. |
2605 |
*/ |
2606 |
void |
2607 |
player_apply_below (object *pl) |
2608 |
{ |
2609 |
int floors = 0; |
2610 |
|
2611 |
/* If using a container, set the starting item to be the top |
2612 |
* item in the container. Otherwise, use the map. |
2613 |
* This is perhaps more complicated. However, I want to make sure that |
2614 |
* we don't use a corrupt pointer for the next object, so we get the |
2615 |
* next object in the stack before applying. This is can only be a |
2616 |
* problem if player_apply() has a bug in that it uses the object but does |
2617 |
* not return a proper value. |
2618 |
*/ |
2619 |
for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next) |
2620 |
{ |
2621 |
next = tmp->below; |
2622 |
|
2623 |
if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
2624 |
floors++; |
2625 |
else if (floors > 0) |
2626 |
return; /* process only floor objects after first floor object */ |
2627 |
|
2628 |
/* If it is visible, player can apply it. If it is applied by |
2629 |
* person moving on it, also activate. Added code to make it |
2630 |
* so that at least one of players movement types be that which |
2631 |
* the item needs. |
2632 |
*/ |
2633 |
if (!tmp->invisible || (tmp->move_on & pl->move_type)) |
2634 |
{ |
2635 |
if (player_apply (pl, tmp, 0, 1) == 1) |
2636 |
return; |
2637 |
} |
2638 |
if (floors >= 2) |
2639 |
return; /* process at most two floor objects */ |
2640 |
} |
2641 |
} |
2642 |
|
2643 |
/** |
2644 |
* Unapplies specified item. |
2645 |
* No check done on cursed/damned. |
2646 |
* Break this out of apply_special - this is just done |
2647 |
* to keep the size of apply_special to a more managable size. |
2648 |
*/ |
2649 |
static int |
2650 |
unapply_special (object *who, object *op, int aflags) |
2651 |
{ |
2652 |
if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) |
2653 |
|| INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) |
2654 |
return RESULT_INT (0); |
2655 |
|
2656 |
CLEAR_FLAG (op, FLAG_APPLIED); |
2657 |
|
2658 |
switch (op->type) |
2659 |
{ |
2660 |
case SKILL_TOOL: |
2661 |
// unapplying a skill tool should also unapply the skill it governs |
2662 |
// but this is hard, as it shouldn't do so when the skill can |
2663 |
// be used for other reasons |
2664 |
for (object *tmp = who->inv; tmp; tmp = tmp->below) |
2665 |
if (tmp->skill == op->skill |
2666 |
&& tmp->type == SKILL |
2667 |
&& tmp->flag [FLAG_APPLIED] |
2668 |
&& !tmp->flag [FLAG_CAN_USE_SKILL]) |
2669 |
unapply_special (who, tmp, 0); |
2670 |
|
2671 |
change_abil (who, op); |
2672 |
break; |
2673 |
|
2674 |
case WEAPON: |
2675 |
if (player *pl = who->contr) |
2676 |
if (op == pl->combat_ob) |
2677 |
{ |
2678 |
pl->combat_ob = 0; |
2679 |
who->change_weapon (pl->ranged_ob); |
2680 |
} |
2681 |
|
2682 |
who->statusmsg (format ("You unwield %s.", query_name (op))); |
2683 |
|
2684 |
change_abil (who, op); |
2685 |
CLEAR_FLAG (who, FLAG_READY_WEAPON); |
2686 |
break; |
2687 |
|
2688 |
case SKILL: |
2689 |
if (who->contr) |
2690 |
{ |
2691 |
if (!op->invisible) |
2692 |
who->statusmsg (format ("You stop using the %s.", query_name (op))); |
2693 |
else |
2694 |
who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); |
2695 |
} |
2696 |
|
2697 |
change_abil (who, op); |
2698 |
CLEAR_FLAG (who, FLAG_READY_SKILL); |
2699 |
break; |
2700 |
|
2701 |
case ARMOUR: |
2702 |
case HELMET: |
2703 |
case SHIELD: |
2704 |
case RING: |
2705 |
case BOOTS: |
2706 |
case GLOVES: |
2707 |
case AMULET: |
2708 |
case GIRDLE: |
2709 |
case BRACERS: |
2710 |
case CLOAK: |
2711 |
who->statusmsg (format ("You unwear %s.", query_name (op))); |
2712 |
change_abil (who, op); |
2713 |
break; |
2714 |
|
2715 |
case LAMP: |
2716 |
{ |
2717 |
who->statusmsg (format ("You turn off your %s.", &op->name)); |
2718 |
|
2719 |
object *tmp2 = arch_to_object (op->other_arch); |
2720 |
tmp2->x = op->x; |
2721 |
tmp2->y = op->y; |
2722 |
tmp2->map = op->map; |
2723 |
tmp2->below = op->below; |
2724 |
tmp2->above = op->above; |
2725 |
tmp2->stats.food = op->stats.food; |
2726 |
CLEAR_FLAG (tmp2, FLAG_APPLIED); |
2727 |
|
2728 |
if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
2729 |
SET_FLAG (tmp2, FLAG_INV_LOCKED); |
2730 |
|
2731 |
op->destroy (); |
2732 |
who->insert (tmp2); |
2733 |
who->update_stats (); |
2734 |
|
2735 |
if (who->contr) |
2736 |
{ |
2737 |
if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
2738 |
{ |
2739 |
who->failmsg ("Oops, it feels deadly cold!"); |
2740 |
SET_FLAG (tmp2, FLAG_KNOWN_CURSED); |
2741 |
} |
2742 |
} |
2743 |
} |
2744 |
|
2745 |
return 1; /* otherwise, an attempt to drop causes problems */ |
2746 |
|
2747 |
case BOW: |
2748 |
case WAND: |
2749 |
case ROD: |
2750 |
case HORN: |
2751 |
if (player *pl = who->contr) |
2752 |
{ |
2753 |
if (op == pl->ranged_ob) |
2754 |
{ |
2755 |
pl->ranged_ob = 0; |
2756 |
who->change_weapon (pl->combat_ob); |
2757 |
} |
2758 |
|
2759 |
who->statusmsg (format ("You unready %s.", query_name (op))); |
2760 |
} |
2761 |
else |
2762 |
{ |
2763 |
who->change_skill (0); |
2764 |
|
2765 |
if (op->type == BOW) |
2766 |
CLEAR_FLAG (who, FLAG_READY_BOW); |
2767 |
else |
2768 |
CLEAR_FLAG (who, FLAG_READY_RANGE); |
2769 |
} |
2770 |
|
2771 |
break; |
2772 |
|
2773 |
case BUILDER: |
2774 |
if (who->contr) |
2775 |
who->statusmsg (format ("You unready %s.", query_name (op))); |
2776 |
break; |
2777 |
|
2778 |
default: |
2779 |
who->statusmsg (format ("You unapply %s.", query_name (op))); |
2780 |
break; |
2781 |
} |
2782 |
|
2783 |
if (aflags & AP_NO_MERGE || !merge_ob (op, 0)) |
2784 |
if (object *pl = op->visible_to ()) |
2785 |
esrv_send_item (pl, op); |
2786 |
|
2787 |
who->update_stats (); |
2788 |
|
2789 |
return 0; |
2790 |
} |
2791 |
|
2792 |
/** |
2793 |
* Returns the object that is using location 'loc'. |
2794 |
* Note that 'start' is the first object to start examing - we |
2795 |
* then go through the below of this. In this way, you can do |
2796 |
* something like: |
2797 |
* tmp = get_next_item_from_body_location(who->inv, 1); |
2798 |
* if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1); |
2799 |
* to find the second object that may use this location, etc. |
2800 |
* Returns NULL if no match is found. |
2801 |
* loc is the index into the array we are looking for a match. |
2802 |
* don't return invisible objects unless they are skill objects |
2803 |
* invisible other objects that use |
2804 |
* up body locations can be used as restrictions. |
2805 |
*/ |
2806 |
static object * |
2807 |
get_next_item_from_body_location (int loc, object *start) |
2808 |
{ |
2809 |
for (object *tmp = start; tmp; tmp = tmp->below) |
2810 |
if (tmp->flag [FLAG_APPLIED] |
2811 |
&& tmp->slot[loc].info |
2812 |
&& (!tmp->invisible || tmp->type == SKILL)) |
2813 |
return tmp; |
2814 |
|
2815 |
return 0; |
2816 |
} |
2817 |
|
2818 |
/** |
2819 |
* 'op' wants to apply an object, but can't because of other equipment. |
2820 |
* This should only be called when it is known |
2821 |
* that there are objects to unapply. This makes pretty heavy |
2822 |
* use of get_item_from_body_location. It makes no intelligent choice |
2823 |
* on objects - rather, the first that is matched is used. |
2824 |
* Returns 0 on success, returns 1 if there is some problem. |
2825 |
* if aflags is AP_PRINT, we instead print out waht to unapply |
2826 |
* instead of doing it. This is a lot less code than having |
2827 |
* another function that does just that. |
2828 |
*/ |
2829 |
|
2830 |
#define CANNOT_REMOVE_CURSED \ |
2831 |
"H<You cannot remove cursed or damned items, you first have to remove the curse. " \ |
2832 |
"Praying over an altar, scrolls of remove curse/damnation, " \ |
2833 |
"priests or even other players might help.>" |
2834 |
|
2835 |
int |
2836 |
unapply_for_ob (object *who, object *op, int aflags) |
2837 |
{ |
2838 |
if (op->is_range ()) |
2839 |
for (object *tmp = who->inv; tmp; tmp = tmp->below) |
2840 |
if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) |
2841 |
if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) |
2842 |
{ |
2843 |
if (aflags & AP_PRINT) |
2844 |
who->failmsg (query_name (tmp)); |
2845 |
else |
2846 |
unapply_special (who, tmp, aflags); |
2847 |
} |
2848 |
else |
2849 |
{ |
2850 |
/* In this case, we want to try and remove a cursed item. |
2851 |
* While we know it won't work, we want unapply_special to |
2852 |
* at least generate the message. |
2853 |
*/ |
2854 |
who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp))); |
2855 |
return 1; |
2856 |
} |
2857 |
|
2858 |
for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
2859 |
{ |
2860 |
/* this used up a slot that we need to free */ |
2861 |
if (op->slot[i].info) |
2862 |
{ |
2863 |
object *last = who->inv; |
2864 |
|
2865 |
/* We do a while loop - may need to remove several items in order |
2866 |
* to free up enough slots. |
2867 |
*/ |
2868 |
while ((who->slot[i].used + op->slot[i].info) < 0) |
2869 |
{ |
2870 |
object *tmp = get_next_item_from_body_location (i, last); |
2871 |
|
2872 |
if (!tmp) |
2873 |
{ |
2874 |
#if 0 |
2875 |
/* Not a bug - we'll get this if the player has cursed items |
2876 |
* equipped. |
2877 |
*/ |
2878 |
LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); |
2879 |
#endif |
2880 |
return 1; |
2881 |
} |
2882 |
|
2883 |
/* If we are just printing, we don't care about cursed status */ |
2884 |
if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) |
2885 |
{ |
2886 |
if (aflags & AP_PRINT) |
2887 |
who->failmsg (query_name (tmp)); |
2888 |
else |
2889 |
unapply_special (who, tmp, aflags); |
2890 |
} |
2891 |
else |
2892 |
{ |
2893 |
/* Cursed item that we can't unequip - tell the player. |
2894 |
* Note this could be annoying if this is just one of a few, |
2895 |
* so it may not be critical (eg, putting on a ring and you have |
2896 |
* one cursed ring.) |
2897 |
*/ |
2898 |
who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp))); |
2899 |
} |
2900 |
|
2901 |
last = tmp->below; |
2902 |
} |
2903 |
/* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the |
2904 |
* return in the !tmp would have kicked in. |
2905 |
*/ |
2906 |
} /* if op is using this body location */ |
2907 |
} /* for body lcoations */ |
2908 |
|
2909 |
return 0; |
2910 |
} |
2911 |
|
2912 |
/** |
2913 |
* Checks to see if 'who' can apply object 'op'. |
2914 |
* Returns 0 if apply can be done without anything special. |
2915 |
* Otherwise returns a bitmask - potentially several of these may be |
2916 |
* set, but largely depends on circumstance - in the future, processing |
2917 |
* may be pruned once we know some status (eg, once CAN_APPLY_NEVER |
2918 |
* is set, do we really care what the other flags may be?) |
2919 |
* |
2920 |
* See include/define.h for detailed description of the meaning of |
2921 |
* these return values. |
2922 |
*/ |
2923 |
int |
2924 |
can_apply_object (object *who, object *op) |
2925 |
{ |
2926 |
if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) |
2927 |
return RESULT_INT (0); |
2928 |
|
2929 |
int retval = 0; |
2930 |
object *tmp = 0, *ws = 0; |
2931 |
|
2932 |
for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
2933 |
{ |
2934 |
if (op->slot[i].info) |
2935 |
{ |
2936 |
/* Item uses more slots than we have */ |
2937 |
if (who->slot[i].info + op->slot [i].info < 0) |
2938 |
{ |
2939 |
/* Could return now for efficiency - rest of info below isn't |
2940 |
* really needed. |
2941 |
*/ |
2942 |
retval |= CAN_APPLY_NEVER; |
2943 |
} |
2944 |
else if (who->slot[i].used + op->slot[i].info < 0) |
2945 |
{ |
2946 |
/* in this case, equipping this would use more free spots than |
2947 |
* we have. |
2948 |
*/ |
2949 |
|
2950 |
/* if we have an applied weapon/shield, and unapply it would free |
2951 |
* enough slots to equip the new item, then just set "can |
2952 |
* apply unapply". We don't care about the logic below - if you have a |
2953 |
* shield equipped and try to equip another shield, there is only |
2954 |
* one choice. However, the check for the number of body locations |
2955 |
* does take into the account cases where what is being applied |
2956 |
* may be two handed for example. |
2957 |
*/ |
2958 |
if (ws) |
2959 |
if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0) |
2960 |
{ |
2961 |
retval |= CAN_APPLY_UNAPPLY; |
2962 |
continue; |
2963 |
} |
2964 |
|
2965 |
object *tmp1 = get_next_item_from_body_location (i, who->inv); |
2966 |
if (!tmp1) |
2967 |
{ |
2968 |
#if 0 |
2969 |
/* This is sort of an error, but happens a lot when old players |
2970 |
* join in with more stuff equipped than they are now allowed. |
2971 |
*/ |
2972 |
LOG (llevError, "Can't find object using location %d on %s\n", i, who->name); |
2973 |
#endif |
2974 |
retval |= CAN_APPLY_NEVER; |
2975 |
} |
2976 |
else |
2977 |
{ |
2978 |
/* need to unapply something. However, if this something |
2979 |
* is different than we had found before, it means they need |
2980 |
* to apply multiple objects |
2981 |
*/ |
2982 |
retval |= CAN_APPLY_UNAPPLY; |
2983 |
|
2984 |
if (!tmp) |
2985 |
tmp = tmp1; |
2986 |
else if (tmp != tmp1) |
2987 |
retval |= CAN_APPLY_UNAPPLY_MULT; |
2988 |
|
2989 |
/* This object isn't using up all the slots, so there must |
2990 |
* be another. If so, and it the new item doesn't need all |
2991 |
* the slots, the player then has a choice. |
2992 |
*/ |
2993 |
if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info) |
2994 |
&& abs (op->slot[i].info) < who->slot[i].info) |
2995 |
retval |= CAN_APPLY_UNAPPLY_CHOICE; |
2996 |
|
2997 |
/* Does unequippint 'tmp1' free up enough slots for this to be |
2998 |
* equipped? If not, there must be something else to unapply. |
2999 |
*/ |
3000 |
if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info) |
3001 |
retval |= CAN_APPLY_UNAPPLY_MULT; |
3002 |
} |
3003 |
} /* if not enough free slots */ |
3004 |
} /* if this object uses location i */ |
3005 |
} /* for i -> num_body_locations loop */ |
3006 |
|
3007 |
/* Note that we don't check for FLAG_USE_ARMOUR - that should |
3008 |
* really be controlled by use of body locations. We do have |
3009 |
* the weapon/shield checks, and the range checks for monsters, |
3010 |
* because you can't control those just by body location - bows, shields, |
3011 |
* and weapons all use the same slot. Similar for horn/rod/wand - they |
3012 |
* all use the same location. |
3013 |
*/ |
3014 |
if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) |
3015 |
retval |= CAN_APPLY_RESTRICTION; |
3016 |
|
3017 |
if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) |
3018 |
retval |= CAN_APPLY_RESTRICTION; |
3019 |
|
3020 |
if (who->type != PLAYER) |
3021 |
{ |
3022 |
if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) |
3023 |
retval |= CAN_APPLY_RESTRICTION; |
3024 |
|
3025 |
if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) |
3026 |
retval |= CAN_APPLY_RESTRICTION; |
3027 |
|
3028 |
if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) |
3029 |
retval |= CAN_APPLY_RESTRICTION; |
3030 |
|
3031 |
if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) |
3032 |
retval |= CAN_APPLY_RESTRICTION; |
3033 |
} |
3034 |
|
3035 |
return retval; |
3036 |
} |
3037 |
|
3038 |
/** |
3039 |
* who is the object using the object. It can be a monster. |
3040 |
* op is the object they are using. op is an equipment type item, |
3041 |
* eg, one which you put on and keep on for a while, and not something |
3042 |
* like a potion or scroll. |
3043 |
* |
3044 |
* function returns 1 if the action could not be completed, 0 on |
3045 |
* success. However, success is a matter of meaning - if the |
3046 |
* user passes the 'apply' flag to an object already applied, |
3047 |
* nothing is done, and 0 is returned. |
3048 |
* |
3049 |
* aflags is special flags (0 - normal/toggle, AP_APPLY=always apply, |
3050 |
* AP_UNAPPLY=always unapply). |
3051 |
* |
3052 |
* Optional flags: |
3053 |
* AP_NO_MERGE: don't merge an unapplied object with other objects |
3054 |
* AP_IGNORE_CURSE: unapply cursed items |
3055 |
* AP_NO_READY: do not ready skills when applying skill tools |
3056 |
* |
3057 |
* Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) |
3058 |
* |
3059 |
* apply_special() doesn't check for unpaid items. |
3060 |
*/ |
3061 |
|
3062 |
#define LACK_ITEM_POWER \ |
3063 |
" H<You lack enough unused item power to use this weapon, see the skills command.>" |
3064 |
|
3065 |
int |
3066 |
apply_special (object *who, object *op, int aflags) |
3067 |
{ |
3068 |
int basic_flag = aflags & AP_BASIC_FLAGS; |
3069 |
object *tmp, *tmp2, *skop = NULL; |
3070 |
|
3071 |
if (who == NULL) |
3072 |
{ |
3073 |
LOG (llevError, "apply_special() from object without environment.\n"); |
3074 |
return 1; |
3075 |
} |
3076 |
|
3077 |
if (op->env != who) |
3078 |
return 1; /* op is not in inventory */ |
3079 |
|
3080 |
/* trying to unequip op */ |
3081 |
if (QUERY_FLAG (op, FLAG_APPLIED)) |
3082 |
{ |
3083 |
/* always apply, so no reason to unapply */ |
3084 |
if (basic_flag == AP_APPLY) |
3085 |
return 0; |
3086 |
|
3087 |
if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) |
3088 |
{ |
3089 |
who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op))); |
3090 |
return 1; |
3091 |
} |
3092 |
|
3093 |
return unapply_special (who, op, aflags); |
3094 |
} |
3095 |
|
3096 |
if (basic_flag == AP_UNAPPLY) |
3097 |
return 0; |
3098 |
|
3099 |
// if the item is combat/ranged, wield the relevant slot first |
3100 |
// to resolve conflicts. |
3101 |
if (player *pl = who->contr) |
3102 |
switch (op->slottype ()) |
3103 |
{ |
3104 |
case slot_combat: who->change_weapon (pl->combat_ob); break; |
3105 |
case slot_ranged: who->change_weapon (pl->ranged_ob); break; |
3106 |
} |
3107 |
|
3108 |
splay (op); |
3109 |
|
3110 |
/* Can't just apply this object. Lets see what not and what to do */ |
3111 |
if (int i = can_apply_object (who, op)) |
3112 |
{ |
3113 |
if (i & CAN_APPLY_NEVER) |
3114 |
{ |
3115 |
who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op))); |
3116 |
return 1; |
3117 |
} |
3118 |
else if (i & CAN_APPLY_RESTRICTION) |
3119 |
{ |
3120 |
who->failmsg (format ( |
3121 |
"You have a prohibition against using a %s. " |
3122 |
"H<Your belief, profession or class prevents you from applying this item.>", |
3123 |
query_name (op) |
3124 |
)); |
3125 |
return 1; |
3126 |
} |
3127 |
|
3128 |
if (who->type != PLAYER) |
3129 |
{ |
3130 |
/* Some error, so don't try to equip something more */ |
3131 |
if (unapply_for_ob (who, op, aflags)) |
3132 |
return 1; |
3133 |
} |
3134 |
else |
3135 |
{ |
3136 |
if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) |
3137 |
{ |
3138 |
who->failmsg ("You need to unapply some of the following item(s) or change your applymode:"); |
3139 |
unapply_for_ob (who, op, AP_PRINT); |
3140 |
return 1; |
3141 |
} |
3142 |
else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) |
3143 |
if (unapply_for_ob (who, op, aflags)) |
3144 |
return 1; |
3145 |
} |
3146 |
} |
3147 |
|
3148 |
if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) |
3149 |
{ |
3150 |
skop = find_skill_by_name (who, op->skill); |
3151 |
|
3152 |
if (!skop) |
3153 |
{ |
3154 |
who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); |
3155 |
return 1; |
3156 |
} |
3157 |
else |
3158 |
/* While experience will be credited properly, we want to change the |
3159 |
* skill so that the dam and wc get updated |
3160 |
*/ |
3161 |
who->change_skill (skop); |
3162 |
} |
3163 |
|
3164 |
if (who->type == PLAYER |
3165 |
&& op->item_power |
3166 |
&& op->item_power + who->contr->item_power > settings.item_power_factor * who->level) |
3167 |
{ |
3168 |
who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); |
3169 |
return 1; |
3170 |
} |
3171 |
|
3172 |
/* Ok. We are now at the state where we can apply the new object. |
3173 |
* Note that we don't have the checks for can_use_... |
3174 |
* below - that is already taken care of by can_apply_object. |
3175 |
*/ |
3176 |
tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; |
3177 |
|
3178 |
if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) |
3179 |
return RESULT_INT (0); |
3180 |
|
3181 |
switch (op->type) |
3182 |
{ |
3183 |
case WEAPON: |
3184 |
if (!check_weapon_power (who, op->last_eat)) |
3185 |
{ |
3186 |
op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER); |
3187 |
|
3188 |
if (tmp) |
3189 |
insert_ob_in_ob (tmp, who); |
3190 |
|
3191 |
return 1; |
3192 |
} |
3193 |
|
3194 |
//TODO: this obviously fails for players using a shorter prefix |
3195 |
// i.e. "R" can use Ragnarok's sword. |
3196 |
if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) |
3197 |
{ |
3198 |
/* if the weapon does not have the name as the character, can't use it. */ |
3199 |
/* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
3200 |
who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); |
3201 |
|
3202 |
if (tmp) |
3203 |
insert_ob_in_ob (tmp, who); |
3204 |
|
3205 |
return 1; |
3206 |
} |
3207 |
|
3208 |
if (!skop) |
3209 |
{ |
3210 |
who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO |
3211 |
return 1; |
3212 |
} |
3213 |
|
3214 |
SET_FLAG (op, FLAG_APPLIED); |
3215 |
who->change_skill (skop); |
3216 |
|
3217 |
if (who->contr) |
3218 |
who->change_weapon (who->contr->combat_ob = op); |
3219 |
|
3220 |
who->statusmsg (format ("You wield %s.", query_name (op))); |
3221 |
|
3222 |
SET_FLAG (who, FLAG_READY_WEAPON); |
3223 |
change_abil (who, op); |
3224 |
break; |
3225 |
|
3226 |
case ARMOUR: |
3227 |
case HELMET: |
3228 |
case SHIELD: |
3229 |
case BOOTS: |
3230 |
case GLOVES: |
3231 |
case GIRDLE: |
3232 |
case BRACERS: |
3233 |
case CLOAK: |
3234 |
case RING: |
3235 |
case AMULET: |
3236 |
SET_FLAG (op, FLAG_APPLIED); |
3237 |
who->statusmsg (format ("You wear %s.", query_name (op))); |
3238 |
change_abil (who, op); |
3239 |
break; |
3240 |
|
3241 |
case LAMP: |
3242 |
if (op->stats.food < 1) |
3243 |
{ |
3244 |
who->failmsg (format ( |
3245 |
"Your %s is out of fuel! " |
3246 |
"H<Lamps and similar items need fuel. They cannot be refilled.>", |
3247 |
&op->name |
3248 |
)); |
3249 |
return 1; |
3250 |
} |
3251 |
|
3252 |
who->statusmsg (format ("You turn on your %s.", &op->name)); |
3253 |
|
3254 |
tmp2 = arch_to_object (op->other_arch); |
3255 |
tmp2->stats.food = op->stats.food; |
3256 |
SET_FLAG (tmp2, FLAG_APPLIED); |
3257 |
|
3258 |
if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
3259 |
SET_FLAG (tmp2, FLAG_INV_LOCKED); |
3260 |
|
3261 |
who->insert (tmp2); |
3262 |
|
3263 |
/* Remove the old lantern */ |
3264 |
op->destroy (); |
3265 |
|
3266 |
/* insert the portion that was split off */ |
3267 |
if (tmp) |
3268 |
who->insert (tmp); |
3269 |
|
3270 |
who->update_stats (); |
3271 |
|
3272 |
if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
3273 |
if (who->type == PLAYER) |
3274 |
{ |
3275 |
who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"); |
3276 |
SET_FLAG (tmp2, FLAG_KNOWN_CURSED); |
3277 |
} |
3278 |
|
3279 |
return 0; |
3280 |
|
3281 |
case SKILL_TOOL: |
3282 |
// applying a skill tool also readies the skill |
3283 |
SET_FLAG (op, FLAG_APPLIED); |
3284 |
|
3285 |
if (!(aflags & AP_NO_READY)) |
3286 |
{ |
3287 |
skop = find_skill_by_name (who, op->skill); |
3288 |
if (!skop->flag [FLAG_APPLIED]) |
3289 |
apply_special (who, skop, AP_APPLY); |
3290 |
} |
3291 |
break; |
3292 |
|
3293 |
case SKILL: |
3294 |
if (player *pl = who->contr) |
3295 |
{ |
3296 |
if (IS_COMBAT_SKILL (op->subtype)) |
3297 |
{ |
3298 |
if (skill_flags [op->subtype] & SF_NEED_WEAPON) |
3299 |
{ |
3300 |
for (object *item = who->inv; item; item = item->below) |
3301 |
if (item->type == WEAPON && item->flag [FLAG_APPLIED]) |
3302 |
{ |
3303 |
if (item->skill == op->skill) |
3304 |
{ |
3305 |
who->change_weapon (pl->combat_ob = item); |
3306 |
goto found_weapon; |
3307 |
} |
3308 |
} |
3309 |
|
3310 |
who->failmsg (format ( |
3311 |
"You need to apply a '%s' melee weapon before readying this skill. " |
3312 |
"H<Some skills need an item, in this case a melee weapon, to function.>", |
3313 |
&op->skill |
3314 |
)); |
3315 |
return 1; |
3316 |
|
3317 |
found_weapon:; |
3318 |
} |
3319 |
else |
3320 |
who->change_weapon (pl->combat_ob = op); |
3321 |
} |
3322 |
else if (IS_RANGED_SKILL (op->subtype)) |
3323 |
{ |
3324 |
if (skill_flags [op->subtype] & SF_NEED_BOW) |
3325 |
{ |
3326 |
for (object *item = who->inv; item; item = item->below) |
3327 |
if (item->type == BOW && item->flag [FLAG_APPLIED]) |
3328 |
{ |
3329 |
//TODO: bows should/must all have skill missile weapon right now |
3330 |
who->change_weapon (pl->ranged_ob = item); |
3331 |
goto found_bow; |
3332 |
} |
3333 |
|
3334 |
who->failmsg ( |
3335 |
"You need to apply a missile weapon before readying this skill. " |
3336 |
"H<Some skills need an item, in this case a missile weapon, to function.>" |
3337 |
); |
3338 |
return 1; |
3339 |
|
3340 |
found_bow:; |
3341 |
} |
3342 |
else |
3343 |
who->change_weapon (pl->ranged_ob = op); |
3344 |
} |
3345 |
|
3346 |
if (!op->invisible) |
3347 |
{ |
3348 |
who->statusmsg (format ( |
3349 |
"You ready %s." |
3350 |
"You can now use the skill: %s.", |
3351 |
query_name (op), |
3352 |
&op->skill |
3353 |
)); |
3354 |
} |
3355 |
else |
3356 |
who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name)); |
3357 |
} |
3358 |
else |
3359 |
{ |
3360 |
SET_FLAG (op, FLAG_APPLIED); |
3361 |
change_abil (who, op); |
3362 |
who->chosen_skill = op; |
3363 |
SET_FLAG (who, FLAG_READY_SKILL); |
3364 |
} |
3365 |
|
3366 |
break; |
3367 |
|
3368 |
case BOW: |
3369 |
if (!check_weapon_power (who, op->last_eat)) |
3370 |
{ |
3371 |
who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER); |
3372 |
|
3373 |
if (tmp) |
3374 |
insert_ob_in_ob (tmp, who); |
3375 |
|
3376 |
return 1; |
3377 |
} |
3378 |
|
3379 |
if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) |
3380 |
{ |
3381 |
who->failmsg ("The weapon does not recognize you as its owner. " |
3382 |
"H<Its name indicates that it belongs to somebody else.>"); |
3383 |
if (tmp) |
3384 |
insert_ob_in_ob (tmp, who); |
3385 |
|
3386 |
return 1; |
3387 |
} |
3388 |
|
3389 |
/*FALLTHROUGH*/ |
3390 |
case WAND: |
3391 |
case ROD: |
3392 |
case HORN: |
3393 |
/* check for skill, alter player status */ |
3394 |
|
3395 |
if (!skop) |
3396 |
{ |
3397 |
who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO |
3398 |
return 1; |
3399 |
} |
3400 |
|
3401 |
SET_FLAG (op, FLAG_APPLIED); |
3402 |
who->change_skill (skop); |
3403 |
|
3404 |
if (who->contr) |
3405 |
{ |
3406 |
who->contr->ranged_ob = op; |
3407 |
|
3408 |
who->statusmsg (format ("You ready %s.", query_name (op))); |
3409 |
|
3410 |
if (op->type == BOW) |
3411 |
{ |
3412 |
who->current_weapon = op; |
3413 |
change_abil (who, op); |
3414 |
who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); |
3415 |
} |
3416 |
} |
3417 |
else |
3418 |
{ |
3419 |
if (op->type == BOW) |
3420 |
SET_FLAG (who, FLAG_READY_BOW); |
3421 |
else |
3422 |
SET_FLAG (who, FLAG_READY_RANGE); |
3423 |
} |
3424 |
|
3425 |
break; |
3426 |
|
3427 |
case BUILDER: |
3428 |
if (who->type == PLAYER) |
3429 |
{ |
3430 |
//TODO: wtf does this do? shouldn't this be managed automatically (slots?) |
3431 |
if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) |
3432 |
unapply_special (who, who->contr->ranged_ob, 0); |
3433 |
|
3434 |
who->statusmsg (format ("You ready your %s.", query_name (op))); |
3435 |
|
3436 |
who->contr->ranged_ob = op; |
3437 |
} |
3438 |
break; |
3439 |
|
3440 |
default: |
3441 |
who->statusmsg (format ("You apply %s.", query_name (op))); |
3442 |
} |
3443 |
|
3444 |
SET_FLAG (op, FLAG_APPLIED); |
3445 |
|
3446 |
if (tmp) |
3447 |
who->insert (tmp); |
3448 |
|
3449 |
who->update_stats (); |
3450 |
|
3451 |
/* We exclude spell casting objects. The fire code will set the |
3452 |
* been applied flag when they are used - until that point, |
3453 |
* you don't know anything about them. |
3454 |
*/ |
3455 |
if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) |
3456 |
SET_FLAG (op, FLAG_BEEN_APPLIED); |
3457 |
|
3458 |
if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
3459 |
if (who->type == PLAYER) |
3460 |
{ |
3461 |
who->failmsg ( |
3462 |
"Oops, it feels deadly cold! " |
3463 |
"H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>" |
3464 |
); |
3465 |
SET_FLAG (op, FLAG_KNOWN_CURSED); |
3466 |
} |
3467 |
|
3468 |
if (object *pl = op->visible_to ()) |
3469 |
esrv_send_item (pl, op); |
3470 |
|
3471 |
return 0; |
3472 |
} |
3473 |
|
3474 |
int |
3475 |
monster_apply_special (object *who, object *op, int aflags) |
3476 |
{ |
3477 |
if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) |
3478 |
return 1; |
3479 |
|
3480 |
return apply_special (who, op, aflags); |
3481 |
} |
3482 |
|
3483 |
/** |
3484 |
* Map was just loaded, handle op's initialisation. |
3485 |
* |
3486 |
* Generates shop floor's item, and treasures. |
3487 |
*/ |
3488 |
int |
3489 |
auto_apply (object *op) |
3490 |
{ |
3491 |
object *tmp = NULL, *tmp2; |
3492 |
int i; |
3493 |
|
3494 |
switch (op->type) |
3495 |
{ |
3496 |
case SHOP_FLOOR: |
3497 |
if (!op->has_random_items ()) |
3498 |
return 0; |
3499 |
|
3500 |
do |
3501 |
{ |
3502 |
i = 10; /* let's give it 10 tries */ |
3503 |
while ((tmp = generate_treasure (op->randomitems, |
3504 |
op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); |
3505 |
if (tmp == NULL) |
3506 |
return 0; |
3507 |
if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
3508 |
{ |
3509 |
tmp->destroy (); |
3510 |
tmp = NULL; |
3511 |
} |
3512 |
} |
3513 |
while (!tmp); |
3514 |
|
3515 |
tmp->x = op->x; |
3516 |
tmp->y = op->y; |
3517 |
SET_FLAG (tmp, FLAG_UNPAID); |
3518 |
insert_ob_in_map (tmp, op->map, NULL, 0); |
3519 |
CLEAR_FLAG (op, FLAG_AUTO_APPLY); |
3520 |
identify (tmp); |
3521 |
break; |
3522 |
|
3523 |
case TREASURE: |
3524 |
if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) |
3525 |
return 0; |
3526 |
|
3527 |
while (op->stats.hp-- > 0) |
3528 |
create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, |
3529 |
op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); |
3530 |
|
3531 |
/* If we generated an object and put it in this object inventory, |
3532 |
* move it to the parent object as the current object is about |
3533 |
* to disappear. An example of this item is the random_* stuff |
3534 |
* that is put inside other objects. |
3535 |
*/ |
3536 |
for (tmp = op->inv; tmp; tmp = tmp2) |
3537 |
{ |
3538 |
tmp2 = tmp->below; |
3539 |
tmp->remove (); |
3540 |
|
3541 |
if (op->env) |
3542 |
insert_ob_in_ob (tmp, op->env); |
3543 |
else |
3544 |
tmp->destroy (); |
3545 |
} |
3546 |
|
3547 |
op->destroy (); |
3548 |
break; |
3549 |
} |
3550 |
return tmp ? 1 : 0; |
3551 |
} |
3552 |
|
3553 |
/** |
3554 |
* fix_auto_apply goes through the entire map every time a map |
3555 |
* is loaded or swapped in and performs special actions for |
3556 |
* certain objects (most initialization of chests and creation of |
3557 |
* treasures and stuff). Calls auto_apply if appropriate. |
3558 |
*/ |
3559 |
void |
3560 |
maptile::fix_auto_apply () |
3561 |
{ |
3562 |
if (!spaces) |
3563 |
return; |
3564 |
|
3565 |
for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
3566 |
for (object *tmp = ms->bot; tmp; ) |
3567 |
{ |
3568 |
object *above = tmp->above; |
3569 |
|
3570 |
if (tmp->inv) |
3571 |
{ |
3572 |
object *invtmp, *invnext; |
3573 |
|
3574 |
for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) |
3575 |
{ |
3576 |
invnext = invtmp->below; |
3577 |
|
3578 |
if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) |
3579 |
auto_apply (invtmp); |
3580 |
else if (invtmp->type == TREASURE && invtmp->has_random_items ()) |
3581 |
{ |
3582 |
while ((invtmp->stats.hp--) > 0) |
3583 |
create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
3584 |
|
3585 |
invtmp->randomitems = NULL; |
3586 |
} |
3587 |
else if (invtmp && invtmp->arch |
3588 |
&& invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) |
3589 |
{ |
3590 |
create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
3591 |
/* Need to clear this so that we never try to create |
3592 |
* treasure again for this object |
3593 |
*/ |
3594 |
invtmp->randomitems = NULL; |
3595 |
} |
3596 |
} |
3597 |
/* This is really temporary - the code at the bottom will |
3598 |
* also set randomitems to null. The problem is there are bunches |
3599 |
* of maps/players already out there with items that have spells |
3600 |
* which haven't had the randomitems set to null yet. |
3601 |
* MSW 2004-05-13 |
3602 |
* |
3603 |
* And if it's a spellbook, it's better to set randomitems to NULL too, |
3604 |
* else you get two spells in the book ^_- |
3605 |
* Ryo 2004-08-16 |
3606 |
*/ |
3607 |
if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL |
3608 |
|| tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) |
3609 |
tmp->randomitems = NULL; |
3610 |
|
3611 |
} |
3612 |
|
3613 |
if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) |
3614 |
auto_apply (tmp); |
3615 |
else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) |
3616 |
{ |
3617 |
while ((tmp->stats.hp--) > 0) |
3618 |
create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); |
3619 |
tmp->randomitems = NULL; |
3620 |
} |
3621 |
else if (tmp->type == TIMED_GATE) |
3622 |
{ |
3623 |
object *head = tmp->head != NULL ? tmp->head : tmp; |
3624 |
|
3625 |
if (QUERY_FLAG (head, FLAG_IS_LINKED)) |
3626 |
tmp->set_speed (0); |
3627 |
} |
3628 |
/* This function can be called everytime a map is loaded, even when |
3629 |
* swapping back in. As such, we don't want to create the treasure |
3630 |
* over and ove again, so after we generate the treasure, blank out |
3631 |
* randomitems so if it is swapped in again, it won't make anything. |
3632 |
* This is a problem for the above objects, because they have counters |
3633 |
* which say how many times to make the treasure. |
3634 |
*/ |
3635 |
else if (tmp && tmp->arch && tmp->type != PLAYER |
3636 |
&& tmp->type != TREASURE && tmp->type != SPELL |
3637 |
&& tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) |
3638 |
{ |
3639 |
create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); |
3640 |
tmp->randomitems = NULL; |
3641 |
} |
3642 |
|
3643 |
// close all containers |
3644 |
else if (tmp->type == CONTAINER) |
3645 |
tmp->flag [FLAG_APPLIED] = 0; |
3646 |
|
3647 |
tmp = above; |
3648 |
} |
3649 |
|
3650 |
for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
3651 |
for (object *tmp = ms->bot; tmp; tmp = tmp->above) |
3652 |
if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
3653 |
check_trigger (tmp, tmp->above); |
3654 |
} |
3655 |
|
3656 |
/** |
3657 |
* Handles player eating food that temporarily changes status (resistances, stats). |
3658 |
* This used to call cast_change_attr(), but |
3659 |
* that doesn't work with the new spell code. Since we know what |
3660 |
* the food changes, just grab a force and use that instead. |
3661 |
*/ |
3662 |
void |
3663 |
eat_special_food (object *who, object *food) |
3664 |
{ |
3665 |
object *force; |
3666 |
int i, did_one = 0; |
3667 |
|
3668 |
force = get_archetype (FORCE_NAME); |
3669 |
|
3670 |
for (i = 0; i < NUM_STATS; i++) |
3671 |
if (sint8 k = food->stats.stat (i)) |
3672 |
{ |
3673 |
force->stats.stat (i) = k; |
3674 |
did_one = 1; |
3675 |
} |
3676 |
|
3677 |
/* check if we can protect the eater */ |
3678 |
for (i = 0; i < NROFATTACKS; i++) |
3679 |
{ |
3680 |
if (food->resist[i] > 0) |
3681 |
{ |
3682 |
force->resist[i] = food->resist[i] / 2; |
3683 |
did_one = 1; |
3684 |
} |
3685 |
} |
3686 |
|
3687 |
if (did_one) |
3688 |
{ |
3689 |
force->set_speed (0.1); |
3690 |
/* bigger morsel of food = longer effect time */ |
3691 |
force->duration = food->stats.food / 5; |
3692 |
SET_FLAG (force, FLAG_APPLIED); |
3693 |
change_abil (who, force); |
3694 |
insert_ob_in_ob (force, who); |
3695 |
} |
3696 |
else |
3697 |
force->destroy (); |
3698 |
|
3699 |
/* check for hp, sp change */ |
3700 |
if (food->stats.hp != 0) |
3701 |
{ |
3702 |
if (QUERY_FLAG (food, FLAG_CURSED)) |
3703 |
{ |
3704 |
who->contr->killer = food; |
3705 |
hit_player (who, food->stats.hp, food, AT_POISON, 1); |
3706 |
who->failmsg ("Eck!...that was poisonous!"); |
3707 |
} |
3708 |
else |
3709 |
{ |
3710 |
if (food->stats.hp > 0) |
3711 |
who->statusmsg ("You begin to feel better."); |
3712 |
else |
3713 |
who->failmsg ("Eck!...that was poisonous!"); |
3714 |
|
3715 |
who->stats.hp += food->stats.hp; |
3716 |
} |
3717 |
} |
3718 |
|
3719 |
if (food->stats.sp != 0) |
3720 |
{ |
3721 |
if (QUERY_FLAG (food, FLAG_CURSED)) |
3722 |
{ |
3723 |
who->failmsg ("You are drained of mana!"); |
3724 |
who->stats.sp -= food->stats.sp; |
3725 |
if (who->stats.sp < 0) |
3726 |
who->stats.sp = 0; |
3727 |
} |
3728 |
else |
3729 |
{ |
3730 |
who->statusmsg ("You feel a rush of magical energy!"); |
3731 |
who->stats.sp += food->stats.sp; |
3732 |
/* place limit on max sp from food? */ |
3733 |
} |
3734 |
} |
3735 |
|
3736 |
who->update_stats (); |
3737 |
} |
3738 |
|
3739 |
/** |
3740 |
* Designed primarily to light torches/lanterns/etc. |
3741 |
* Also burns up burnable material too. First object in the inventory is |
3742 |
* the selected object to "burn". -b.t. |
3743 |
*/ |
3744 |
void |
3745 |
apply_lighter (object *who, object *lighter) |
3746 |
{ |
3747 |
object *item; |
3748 |
int is_player_env = 0; |
3749 |
|
3750 |
item = find_marked_object (who); |
3751 |
if (item) |
3752 |
{ |
3753 |
if (lighter->last_eat && lighter->stats.food) |
3754 |
{ /* lighter gets used up */ |
3755 |
object *oneLighter = lighter->split (); |
3756 |
oneLighter->stats.food--; |
3757 |
who->insert (oneLighter); |
3758 |
} |
3759 |
else if (lighter->last_eat) |
3760 |
{ |
3761 |
/* no charges left in lighter */ |
3762 |
who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name)); |
3763 |
return; |
3764 |
} |
3765 |
|
3766 |
/* Perhaps we should split what we are trying to light on fire? |
3767 |
* I can't see many times when you would want to light multiple |
3768 |
* objects at once. |
3769 |
*/ |
3770 |
|
3771 |
if (who == item->in_player ()) |
3772 |
is_player_env = 1; |
3773 |
|
3774 |
save_throw_object (item, AT_FIRE, who); |
3775 |
|
3776 |
if (item->destroyed ()) |
3777 |
{ |
3778 |
who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name)); |
3779 |
/* Need to update the player so that the players glow radius |
3780 |
* gets changed. |
3781 |
*/ |
3782 |
if (is_player_env) |
3783 |
who->update_stats (); |
3784 |
} |
3785 |
else |
3786 |
who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name)); |
3787 |
} |
3788 |
else |
3789 |
who->failmsg ("You need to mark a lightable object."); |
3790 |
} |
3791 |
|
3792 |
/** |
3793 |
* op made some mistake with a scroll, this takes care of punishment. |
3794 |
* scroll_failure()- hacked directly from spell_failure |
3795 |
*/ |
3796 |
void |
3797 |
scroll_failure (object *op, int failure, int power) |
3798 |
{ |
3799 |
if (abs (failure / 4) > power) |
3800 |
power = abs (failure / 4); /* set minimum effect */ |
3801 |
|
3802 |
if (failure <= -1 && failure > -15) |
3803 |
{ /* wonder */ |
3804 |
object *tmp; |
3805 |
|
3806 |
op->failmsg ("Your spell warps!"); |
3807 |
tmp = get_archetype (SPELL_WONDER); |
3808 |
cast_wonder (op, op, 0, tmp); |
3809 |
tmp->destroy (); |
3810 |
} |
3811 |
else if (failure <= -15 && failure > -35) |
3812 |
{ /* drain mana */ |
3813 |
op->failmsg ("Your mana is drained!"); |
3814 |
op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); |
3815 |
if (op->stats.sp < 0) |
3816 |
op->stats.sp = 0; |
3817 |
} |
3818 |
else if (settings.spell_failure_effects == TRUE) |
3819 |
{ |
3820 |
if (failure <= -35 && failure > -60) |
3821 |
{ /* confusion */ |
3822 |
op->failmsg ("The magic recoils on you!"); |
3823 |
confuse_player (op, op, power); |
3824 |
} |
3825 |
else if (failure <= -60 && failure > -70) |
3826 |
{ /* paralysis */ |
3827 |
op->failmsg ("The magic recoils and paralyzes you!"); |
3828 |
paralyze_player (op, op, power); |
3829 |
} |
3830 |
else if (failure <= -70 && failure > -80) |
3831 |
{ /* blind */ |
3832 |
op->failmsg ("The magic recoils on you!"); |
3833 |
blind_player (op, op, power); |
3834 |
} |
3835 |
else if (failure <= -80) |
3836 |
{ /* blast the immediate area */ |
3837 |
object *tmp = get_archetype (LOOSE_MANA); |
3838 |
cast_magic_storm (op, tmp, power); |
3839 |
op->failmsg ("You unleash uncontrolled mana!"); |
3840 |
tmp->destroy (); |
3841 |
} |
3842 |
} |
3843 |
} |
3844 |
|
3845 |
void |
3846 |
apply_changes_to_player (object *pl, object *change) |
3847 |
{ |
3848 |
int excess_stat = 0; /* if the stat goes over the maximum |
3849 |
for the race, put the excess stat some |
3850 |
where else. */ |
3851 |
|
3852 |
switch (change->type) |
3853 |
{ |
3854 |
case CLASS: |
3855 |
{ |
3856 |
living *stats = &(pl->contr->orig_stats); |
3857 |
living *ns = &(change->stats); |
3858 |
object *walk; |
3859 |
int flag_change_face = 1; |
3860 |
|
3861 |
/* the following code assigns stats up to the stat max |
3862 |
* for the race, and if the stat max is exceeded, |
3863 |
* tries to randomly reassign the excess stat |
3864 |
*/ |
3865 |
int i, j; |
3866 |
|
3867 |
for (i = 0; i < NUM_STATS; i++) |
3868 |
{ |
3869 |
int race_bonus = pl->arch->stats.stat (i); |
3870 |
sint8 stat = stats->stat (i) + ns->stat (i); |
3871 |
|
3872 |
if (stat > 20 + race_bonus) |
3873 |
{ |
3874 |
excess_stat++; |
3875 |
stat = 20 + race_bonus; |
3876 |
} |
3877 |
|
3878 |
stats->stat (i) = stat; |
3879 |
} |
3880 |
|
3881 |
for (j = 0; excess_stat > 0 && j < 100; j++) |
3882 |
{ /* try 100 times to assign excess stats */ |
3883 |
int i = rndm (0, 6); |
3884 |
|
3885 |
if (i == CHA) |
3886 |
continue; /* exclude cha from this */ |
3887 |
|
3888 |
int stat = stats->stat (i); |
3889 |
int race_bonus = pl->arch->stats.stat (i); |
3890 |
if (stat < 20 + race_bonus) |
3891 |
{ |
3892 |
change_attr_value (stats, i, 1); |
3893 |
excess_stat--; |
3894 |
} |
3895 |
} |
3896 |
|
3897 |
/* insert the randomitems from the change's treasurelist into |
3898 |
* the player ref: player.c |
3899 |
*/ |
3900 |
if (change->randomitems != NULL) |
3901 |
give_initial_items (pl, change->randomitems); |
3902 |
|
3903 |
/* set up the face, for some races. */ |
3904 |
|
3905 |
/* first, look for the force object banning |
3906 |
* changing the face. Certain races never change face with class. |
3907 |
*/ |
3908 |
for (walk = pl->inv; walk != NULL; walk = walk->below) |
3909 |
if (!strcmp (walk->name, "NOCLASSFACECHANGE")) |
3910 |
flag_change_face = 0; |
3911 |
|
3912 |
if (flag_change_face) |
3913 |
{ |
3914 |
pl->animation_id = GET_ANIM_ID (change); |
3915 |
pl->face = change->face; |
3916 |
|
3917 |
if (QUERY_FLAG (change, FLAG_ANIMATE)) |
3918 |
SET_FLAG (pl, FLAG_ANIMATE); |
3919 |
else |
3920 |
CLEAR_FLAG (pl, FLAG_ANIMATE); |
3921 |
} |
3922 |
|
3923 |
/* check the special case of can't use weapons */ |
3924 |
/*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ |
3925 |
if (!strcmp (change->name, "monk")) |
3926 |
CLEAR_FLAG (pl, FLAG_USE_WEAPON); |
3927 |
|
3928 |
break; |
3929 |
} |
3930 |
} |
3931 |
} |
3932 |
|
3933 |
/** |
3934 |
* This handles items of type 'transformer'. |
3935 |
* Basically those items, used with a marked item, transform both items into something |
3936 |
* else. |
3937 |
* "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited).. |
3938 |
* Change information is contained in the 'slaying' field of the marked item. |
3939 |
* The format is as follow: transformer:[number ]yield[;transformer:...]. |
3940 |
* This way an item can be transformed in many things, and/or many objects. |
3941 |
* The 'slaying' field for transformer is used as verb for the action. |
3942 |
*/ |
3943 |
void |
3944 |
apply_item_transformer (object *pl, object *transformer) |
3945 |
{ |
3946 |
object *marked; |
3947 |
object *new_item; |
3948 |
char *find; |
3949 |
char *separator; |
3950 |
int yield; |
3951 |
char got[MAX_BUF]; |
3952 |
int len; |
3953 |
|
3954 |
if (!pl || !transformer) |
3955 |
return; |
3956 |
|
3957 |
marked = find_marked_object (pl); |
3958 |
|
3959 |
if (!marked) |
3960 |
{ |
3961 |
pl->failmsg (format ("Use the %s with what item?", query_name (transformer))); |
3962 |
return; |
3963 |
} |
3964 |
|
3965 |
if (!marked->slaying) |
3966 |
{ |
3967 |
pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
3968 |
return; |
3969 |
} |
3970 |
|
3971 |
/* check whether they are compatible or not */ |
3972 |
find = strstr (marked->slaying, transformer->arch->archname); |
3973 |
if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) |
3974 |
{ |
3975 |
pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
3976 |
return; |
3977 |
} |
3978 |
|
3979 |
find += strlen (transformer->arch->archname) + 1; |
3980 |
/* Item can be used, now find how many and what it yields */ |
3981 |
if (isdigit (*(find))) |
3982 |
{ |
3983 |
yield = atoi (find); |
3984 |
if (yield < 1) |
3985 |
{ |
3986 |
LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield); |
3987 |
yield = 1; |
3988 |
} |
3989 |
} |
3990 |
else |
3991 |
yield = 1; |
3992 |
|
3993 |
while (isdigit (*find)) |
3994 |
find++; |
3995 |
|
3996 |
while (*find == ' ') |
3997 |
find++; |
3998 |
|
3999 |
memset (got, 0, MAX_BUF); |
4000 |
|
4001 |
if ((separator = strchr (find, ';')) != NULL) |
4002 |
len = separator - find; |
4003 |
else |
4004 |
len = strlen (find); |
4005 |
|
4006 |
if (len > MAX_BUF - 1) |
4007 |
len = MAX_BUF - 1; |
4008 |
|
4009 |
strcpy (got, find); |
4010 |
got[len] = '\0'; |
4011 |
|
4012 |
/* Now create new item, remove used ones when required. */ |
4013 |
new_item = get_archetype (got); |
4014 |
if (!new_item) |
4015 |
{ |
4016 |
pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0))); |
4017 |
return; |
4018 |
} |
4019 |
|
4020 |
new_item->nrof = yield; |
4021 |
|
4022 |
pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0))); |
4023 |
|
4024 |
pl->insert (new_item); |
4025 |
/* Eat up one item */ |
4026 |
marked->decrease (); |
4027 |
|
4028 |
/* Eat one transformer if needed */ |
4029 |
if (transformer->stats.food) |
4030 |
if (--transformer->stats.food == 0) |
4031 |
transformer->decrease (); |
4032 |
} |
4033 |
|