1 |
/* |
2 |
* static char *rcsid_apply_c = |
3 |
* "$Id: apply.C,v 1.16 2006-08-30 09:31:30 root Exp $"; |
4 |
*/ |
5 |
/* |
6 |
CrossFire, A Multiplayer game for X-windows |
7 |
|
8 |
Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
9 |
Copyright (C) 1992 Frank Tore Johansen |
10 |
|
11 |
This program is free software; you can redistribute it and/or modify |
12 |
it under the terms of the GNU General Public License as published by |
13 |
the Free Software Foundation; either version 2 of the License, or |
14 |
(at your option) any later version. |
15 |
|
16 |
This program is distributed in the hope that it will be useful, |
17 |
but WITHOUT ANY WARRANTY; without even the implied warranty of |
18 |
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
19 |
GNU General Public License for more details. |
20 |
|
21 |
You should have received a copy of the GNU General Public License |
22 |
along with this program; if not, write to the Free Software |
23 |
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
24 |
|
25 |
The authors can be reached via e-mail to crossfire-devel@real-time.com |
26 |
*/ |
27 |
|
28 |
#include <global.h> |
29 |
#include <living.h> |
30 |
#include <spells.h> |
31 |
#include <skills.h> |
32 |
#include <tod.h> |
33 |
|
34 |
#ifndef __CEXTRACT__ |
35 |
#include <sproto.h> |
36 |
#endif |
37 |
|
38 |
/* Want this regardless of rplay. */ |
39 |
#include <sounds.h> |
40 |
|
41 |
/* need math lib for double-precision and pow() in dragon_eat_flesh() */ |
42 |
#include <math.h> |
43 |
|
44 |
/** |
45 |
* Check if op should abort moving victim because of it's race or slaying. |
46 |
* Returns 1 if it should abort, returns 0 if it should continue. |
47 |
*/ |
48 |
int should_director_abort(object *op, object *victim) |
49 |
{ |
50 |
int arch_flag, name_flag, race_flag; |
51 |
/* Get flags to determine what of arch, name, and race should be checked. |
52 |
* This is stored in subtype, and is a bitmask, the LSB is the arch flag, |
53 |
* the next is the name flag, and the last is the race flag. Also note, |
54 |
* if subtype is set to zero, that also goes to defaults of all affecting |
55 |
* it. Examples: |
56 |
* subtype 1: only arch |
57 |
* subtype 3: arch or name |
58 |
* subtype 5: arch or race |
59 |
* subtype 7: all three |
60 |
*/ |
61 |
if (op->subtype) |
62 |
{ |
63 |
arch_flag = (op->subtype & 1); |
64 |
name_flag = (op->subtype & 2); |
65 |
race_flag = (op->subtype & 4); |
66 |
} else { |
67 |
arch_flag = 1; |
68 |
name_flag = 1; |
69 |
race_flag = 1; |
70 |
} |
71 |
/* If the director has race set, only affect objects with a arch, |
72 |
* name or race that matches. |
73 |
*/ |
74 |
if ( (op->race) && |
75 |
((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) && |
76 |
((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && |
77 |
((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { |
78 |
return 1; |
79 |
} |
80 |
/* If the director has slaying set, only affect objects where none |
81 |
* of arch, name, or race match. |
82 |
*/ |
83 |
if ( (op->slaying) && ( |
84 |
((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) || |
85 |
((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || |
86 |
((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { |
87 |
return 1; |
88 |
} |
89 |
return 0; |
90 |
} |
91 |
|
92 |
/** |
93 |
* This handles a player dropping money on an altar to identify stuff. |
94 |
* It'll identify marked item, if none all items up to dropped money. |
95 |
* Return value: 1 if money was destroyed, 0 if not. |
96 |
*/ |
97 |
static int apply_id_altar (object *money, object *altar, object *pl) |
98 |
{ |
99 |
object *id, *marked; |
100 |
int success=0; |
101 |
|
102 |
if (pl == NULL || pl->type != PLAYER) |
103 |
return 0; |
104 |
|
105 |
/* Check for MONEY type is a special hack - it prevents 'nothing needs |
106 |
* identifying' from being printed out more than it needs to be. |
107 |
*/ |
108 |
if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) |
109 |
return 0; |
110 |
|
111 |
marked = find_marked_object (pl); |
112 |
/* if the player has a marked item, identify that if it needs to be |
113 |
* identified. IF it doesn't, then go through the player inventory. |
114 |
*/ |
115 |
if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) |
116 |
&& need_identify (marked)) |
117 |
{ |
118 |
if (operate_altar (altar, &money)) { |
119 |
identify (marked); |
120 |
new_draw_info_format(NDI_UNIQUE, 0, pl, |
121 |
"You have %s.", long_desc(marked, pl)); |
122 |
if (marked->msg) { |
123 |
new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); |
124 |
new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); |
125 |
} |
126 |
return money == NULL; |
127 |
} |
128 |
} |
129 |
|
130 |
for (id=pl->inv; id; id=id->below) { |
131 |
if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible && |
132 |
need_identify(id)) { |
133 |
if (operate_altar(altar,&money)) { |
134 |
identify(id); |
135 |
new_draw_info_format(NDI_UNIQUE, 0, pl, |
136 |
"You have %s.", long_desc(id, pl)); |
137 |
if (id->msg) { |
138 |
new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); |
139 |
new_draw_info(NDI_UNIQUE, 0,pl, id->msg); |
140 |
} |
141 |
success=1; |
142 |
/* If no more money, might as well quit now */ |
143 |
if (money == NULL || ! check_altar_sacrifice (altar,money)) |
144 |
break; |
145 |
} |
146 |
else { |
147 |
LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n"); |
148 |
break; |
149 |
} |
150 |
} |
151 |
} |
152 |
if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying"); |
153 |
return money == NULL; |
154 |
} |
155 |
|
156 |
/** |
157 |
* This checks whether the object has a "on_use_yield" field, and if so generated and drops |
158 |
* matching item. |
159 |
**/ |
160 |
static void handle_apply_yield(object* tmp) |
161 |
{ |
162 |
const char* yield; |
163 |
|
164 |
yield = get_ob_key_value(tmp,"on_use_yield"); |
165 |
if (yield != NULL) |
166 |
{ |
167 |
object* drop = get_archetype(yield); |
168 |
if (tmp->env) |
169 |
{ |
170 |
drop = insert_ob_in_ob(drop,tmp->env); |
171 |
if (tmp->env->type == PLAYER) |
172 |
esrv_send_item(tmp->env,drop); |
173 |
} |
174 |
else |
175 |
{ |
176 |
drop->x = tmp->x; |
177 |
drop->y = tmp->y; |
178 |
insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR); |
179 |
} |
180 |
} |
181 |
} |
182 |
|
183 |
/** |
184 |
* Handles applying a potion. |
185 |
*/ |
186 |
int apply_potion (object * op, object * tmp) |
187 |
{ |
188 |
int got_one = 0, i; |
189 |
object *force = 0, *floor = 0; |
190 |
|
191 |
floor = get_map_ob (op->map, op->x, op->y); |
192 |
|
193 |
if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) |
194 |
{ |
195 |
if (op->type == PLAYER) |
196 |
new_draw_info (NDI_UNIQUE, 0, op, |
197 |
"Gods prevent you from using this here, it's sacred ground!" |
198 |
); |
199 |
CLEAR_FLAG (tmp, FLAG_APPLIED); |
200 |
return 0; |
201 |
} |
202 |
|
203 |
if (op->type == PLAYER) |
204 |
{ |
205 |
if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
206 |
identify (tmp); |
207 |
} |
208 |
|
209 |
handle_apply_yield (tmp); |
210 |
|
211 |
/* Potion of restoration - only for players */ |
212 |
if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) |
213 |
{ |
214 |
object *depl; |
215 |
archetype *at; |
216 |
|
217 |
if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
218 |
{ |
219 |
drain_stat (op); |
220 |
fix_player (op); |
221 |
decrease_ob (tmp); |
222 |
return 1; |
223 |
} |
224 |
if ((at = find_archetype (ARCH_DEPLETION)) == NULL) |
225 |
{ |
226 |
LOG (llevError, "Could not find archetype depletion\n"); |
227 |
return 0; |
228 |
} |
229 |
depl = present_arch_in_ob (at, op); |
230 |
if (depl != NULL) |
231 |
{ |
232 |
for (i = 0; i < NUM_STATS; i++) |
233 |
if (get_attr_value (&depl->stats, i)) |
234 |
{ |
235 |
new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); |
236 |
} |
237 |
remove_ob (depl); |
238 |
free_object (depl); |
239 |
fix_player (op); |
240 |
} |
241 |
else |
242 |
new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); |
243 |
|
244 |
decrease_ob (tmp); |
245 |
return 1; |
246 |
} |
247 |
|
248 |
/* improvement potion - only for players */ |
249 |
if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) |
250 |
{ |
251 |
|
252 |
for (i = 1; i < MIN (11, op->level); i++) |
253 |
{ |
254 |
if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
255 |
{ |
256 |
if (op->contr->levhp[i] != 1) |
257 |
{ |
258 |
op->contr->levhp[i] = 1; |
259 |
break; |
260 |
} |
261 |
if (op->contr->levsp[i] != 1) |
262 |
{ |
263 |
op->contr->levsp[i] = 1; |
264 |
break; |
265 |
} |
266 |
if (op->contr->levgrace[i] != 1) |
267 |
{ |
268 |
op->contr->levgrace[i] = 1; |
269 |
break; |
270 |
} |
271 |
} |
272 |
else |
273 |
{ |
274 |
if (op->contr->levhp[i] < 9) |
275 |
{ |
276 |
op->contr->levhp[i] = 9; |
277 |
break; |
278 |
} |
279 |
if (op->contr->levsp[i] < 6) |
280 |
{ |
281 |
op->contr->levsp[i] = 6; |
282 |
break; |
283 |
} |
284 |
if (op->contr->levgrace[i] < 3) |
285 |
{ |
286 |
op->contr->levgrace[i] = 3; |
287 |
break; |
288 |
} |
289 |
} |
290 |
} |
291 |
/* Just makes checking easier */ |
292 |
if (i < MIN (11, op->level)) |
293 |
got_one = 1; |
294 |
if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) |
295 |
{ |
296 |
if (got_one) |
297 |
{ |
298 |
fix_player (op); |
299 |
new_draw_info (NDI_UNIQUE, 0, op, |
300 |
"The Gods smile upon you and remake you"); |
301 |
new_draw_info (NDI_UNIQUE, 0, op, |
302 |
"a little more in their image."); |
303 |
new_draw_info (NDI_UNIQUE, 0, op, |
304 |
"You feel a little more perfect."); |
305 |
} |
306 |
else |
307 |
new_draw_info (NDI_UNIQUE, 0, op, |
308 |
"The potion had no effect - you are already perfect"); |
309 |
} |
310 |
else |
311 |
{ /* cursed potion */ |
312 |
if (got_one) |
313 |
{ |
314 |
fix_player (op); |
315 |
new_draw_info (NDI_UNIQUE, 0, op, |
316 |
"The Gods are angry and punish you."); |
317 |
} |
318 |
else |
319 |
new_draw_info (NDI_UNIQUE, 0, op, |
320 |
"You are fortunate that you are so pathetic."); |
321 |
} |
322 |
decrease_ob (tmp); |
323 |
return 1; |
324 |
} |
325 |
|
326 |
|
327 |
/* A potion that casts a spell. Healing, restore spellpoint (power potion) |
328 |
* and heroism all fit into this category. Given the spell object code, |
329 |
* there is no limit to the number of spells that potions can be cast, |
330 |
* but direction is problematic to try and imbue fireball potions for example. |
331 |
*/ |
332 |
if (tmp->inv) |
333 |
{ |
334 |
if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
335 |
{ |
336 |
object *fball; |
337 |
|
338 |
new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); |
339 |
/* Explodes a fireball centered at player */ |
340 |
fball = get_archetype (EXPLODING_FIREBALL); |
341 |
fball->dam_modifier = |
342 |
random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; |
343 |
fball->stats.maxhp = |
344 |
random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; |
345 |
fball->x = op->x; |
346 |
fball->y = op->y; |
347 |
insert_ob_in_map (fball, op->map, NULL, 0); |
348 |
} |
349 |
else |
350 |
cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
351 |
|
352 |
decrease_ob (tmp); |
353 |
/* if youre dead, no point in doing this... */ |
354 |
if (!QUERY_FLAG (op, FLAG_REMOVED)) |
355 |
fix_player (op); |
356 |
return 1; |
357 |
} |
358 |
|
359 |
/* Deal with protection potions */ |
360 |
force = NULL; |
361 |
for (i = 0; i < NROFATTACKS; i++) |
362 |
{ |
363 |
if (tmp->resist[i]) |
364 |
{ |
365 |
if (!force) |
366 |
force = get_archetype (FORCE_NAME); |
367 |
memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); |
368 |
force->type = POTION_EFFECT; |
369 |
break; /* Only need to find one protection since we copy entire batch */ |
370 |
} |
371 |
} |
372 |
/* This is a protection potion */ |
373 |
if (force) |
374 |
{ |
375 |
/* cursed items last longer */ |
376 |
if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
377 |
{ |
378 |
force->stats.food *= 10; |
379 |
for (i = 0; i < NROFATTACKS; i++) |
380 |
if (force->resist[i] > 0) |
381 |
force->resist[i] = -force->resist[i]; /* prot => vuln */ |
382 |
} |
383 |
force->speed_left = -1; |
384 |
force = insert_ob_in_ob (force, op); |
385 |
CLEAR_FLAG (tmp, FLAG_APPLIED); |
386 |
SET_FLAG (force, FLAG_APPLIED); |
387 |
change_abil (op, force); |
388 |
decrease_ob (tmp); |
389 |
return 1; |
390 |
} |
391 |
|
392 |
/* Only thing left are the stat potions */ |
393 |
if (op->type == PLAYER) |
394 |
{ /* only for players */ |
395 |
if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
396 |
&& tmp->value != 0) |
397 |
CLEAR_FLAG (tmp, FLAG_APPLIED); |
398 |
else |
399 |
SET_FLAG (tmp, FLAG_APPLIED); |
400 |
if (!change_abil (op, tmp)) |
401 |
new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); |
402 |
} |
403 |
|
404 |
/* CLEAR_FLAG is so that if the character has other potions |
405 |
* that were grouped with the one consumed, his |
406 |
* stat will not be raised by them. fix_player just clears |
407 |
* up all the stats. |
408 |
*/ |
409 |
CLEAR_FLAG (tmp, FLAG_APPLIED); |
410 |
fix_player (op); |
411 |
decrease_ob (tmp); |
412 |
return 1; |
413 |
} |
414 |
|
415 |
/**************************************************************************** |
416 |
* Weapon improvement code follows |
417 |
****************************************************************************/ |
418 |
|
419 |
/** |
420 |
* This returns the sum of nrof of item (arch name). |
421 |
*/ |
422 |
static int check_item(object *op, const char *item) |
423 |
{ |
424 |
int count=0; |
425 |
|
426 |
|
427 |
if (item==NULL) return 0; |
428 |
op=op->below; |
429 |
while(op!=NULL) { |
430 |
if (strcmp(op->arch->name,item)==0){ |
431 |
if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) |
432 |
/* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) |
433 |
{ |
434 |
if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ |
435 |
count++; |
436 |
else |
437 |
count += op->nrof; |
438 |
} |
439 |
} |
440 |
op=op->below; |
441 |
} |
442 |
return count; |
443 |
} |
444 |
|
445 |
/** |
446 |
* This removes 'nrof' of what item->slaying says to remove. |
447 |
* op is typically the player, which is only |
448 |
* really used to determine what space to look at. |
449 |
* Modified to only eat 'nrof' of objects. |
450 |
*/ |
451 |
static void eat_item(object *op,const char *item, uint32 nrof) |
452 |
{ |
453 |
object *prev; |
454 |
|
455 |
prev = op; |
456 |
op=op->below; |
457 |
|
458 |
while(op!=NULL) { |
459 |
if (strcmp(op->arch->name,item)==0) { |
460 |
if (op->nrof >= nrof) { |
461 |
decrease_ob_nr(op,nrof); |
462 |
return; |
463 |
} else { |
464 |
decrease_ob_nr(op,op->nrof); |
465 |
nrof -= op->nrof; |
466 |
} |
467 |
op=prev; |
468 |
} |
469 |
prev = op; |
470 |
op=op->below; |
471 |
} |
472 |
} |
473 |
|
474 |
/** |
475 |
* This checks to see of the player (who) is sufficient level to use a weapon |
476 |
* with improvs improvements (typically last_eat). We take an int here |
477 |
* instead of the object so that the improvement code can pass along the |
478 |
* increased value to see if the object is usuable. |
479 |
* we return 1 (true) if the player can use the weapon. |
480 |
*/ |
481 |
static int 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) return 1; |
489 |
else return 0; |
490 |
|
491 |
#else |
492 |
int level=0; |
493 |
|
494 |
/* The skill system hands out wc and dam bonuses to fighters |
495 |
* more generously than the old system (see fix_player). Thus |
496 |
* we need to curtail the power of player enchanted weapons. |
497 |
* I changed this to 1 improvement per "fighter" level/5 -b.t. |
498 |
* Note: Nothing should break by allowing this ratio to be different or |
499 |
* using normal level - it is just a matter of play balance. |
500 |
*/ |
501 |
if(who->type==PLAYER) { |
502 |
object *wc_obj=NULL; |
503 |
|
504 |
for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below) |
505 |
if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level) |
506 |
level = wc_obj->level; |
507 |
|
508 |
if (!level ) { |
509 |
LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name); |
510 |
level = who->level; |
511 |
} |
512 |
} |
513 |
else |
514 |
level=who->level; |
515 |
|
516 |
return (improvs <= ((level/5)+5)); |
517 |
#endif |
518 |
} |
519 |
|
520 |
/** |
521 |
* Returns how many items of type improver->slaying there are under op. |
522 |
* Will display a message if none found, and 1 if improver->slaying is NULL. |
523 |
*/ |
524 |
static int check_sacrifice(object *op, const object *improver) |
525 |
{ |
526 |
int count=0; |
527 |
|
528 |
if (improver->slaying!=NULL) { |
529 |
count = check_item(op,improver->slaying); |
530 |
if (count<1) { |
531 |
char buf[200]; |
532 |
sprintf(buf,"The gods want more %ss",improver->slaying); |
533 |
new_draw_info(NDI_UNIQUE,0,op,buf); |
534 |
return 0; |
535 |
} |
536 |
} |
537 |
else |
538 |
count=1; |
539 |
|
540 |
return count; |
541 |
} |
542 |
|
543 |
/** |
544 |
* Actually improves the weapon, and tells user. |
545 |
*/ |
546 |
int improve_weapon_stat(object *op,object *improver,object *weapon, |
547 |
signed char *stat,int sacrifice_count,const char *statname) |
548 |
{ |
549 |
|
550 |
new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); |
551 |
*stat += sacrifice_count; |
552 |
weapon->last_eat++; |
553 |
new_draw_info_format(NDI_UNIQUE,0,op, |
554 |
"Weapon's bonus to %s improved by %d",statname,sacrifice_count); |
555 |
decrease_ob(improver); |
556 |
|
557 |
/* So it updates the players stats and the window */ |
558 |
fix_player(op); |
559 |
return 1; |
560 |
} |
561 |
|
562 |
/* Types of improvements, hidden in the sp field. */ |
563 |
#define IMPROVE_PREPARE 1 |
564 |
#define IMPROVE_DAMAGE 2 |
565 |
#define IMPROVE_WEIGHT 3 |
566 |
#define IMPROVE_ENCHANT 4 |
567 |
#define IMPROVE_STR 5 |
568 |
#define IMPROVE_DEX 6 |
569 |
#define IMPROVE_CON 7 |
570 |
#define IMPROVE_WIS 8 |
571 |
#define IMPROVE_CHA 9 |
572 |
#define IMPROVE_INT 10 |
573 |
#define IMPROVE_POW 11 |
574 |
|
575 |
|
576 |
/** |
577 |
* This does the prepare weapon scroll. |
578 |
* Checks for sacrifice, and so on. |
579 |
*/ |
580 |
|
581 |
int prepare_weapon(object *op, object *improver, object *weapon) |
582 |
{ |
583 |
int sacrifice_count,i; |
584 |
char buf[MAX_BUF]; |
585 |
|
586 |
if (weapon->level!=0) { |
587 |
new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); |
588 |
return 0; |
589 |
} |
590 |
for (i=0; i<NROFATTACKS; i++) |
591 |
if (weapon->resist[i]) break; |
592 |
|
593 |
/* If we break out, i will be less than nrofattacks, preventing |
594 |
* improvement of items that already have protections. |
595 |
*/ |
596 |
if (i<NROFATTACKS || |
597 |
weapon->stats.hp || /* regeneration */ |
598 |
(weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ |
599 |
weapon->stats.exp || /* speed */ |
600 |
weapon->stats.ac) /* AC - only taifu's I think */ |
601 |
{ |
602 |
new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); |
603 |
return 0; |
604 |
} |
605 |
sacrifice_count=check_sacrifice(op,improver); |
606 |
if (sacrifice_count<=0) |
607 |
return 0; |
608 |
weapon->level=isqrt(sacrifice_count); |
609 |
new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); |
610 |
eat_item(op, improver->slaying, sacrifice_count); |
611 |
|
612 |
new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.", |
613 |
weapon->name,weapon->level); |
614 |
|
615 |
sprintf(buf,"%s's %s",op->name,weapon->name); |
616 |
FREE_AND_COPY(weapon->name, buf); |
617 |
FREE_AND_COPY(weapon->name_pl, buf); |
618 |
weapon->nrof=0; /* prevents preparing n weapons in the same |
619 |
slot at once! */ |
620 |
decrease_ob(improver); |
621 |
weapon->last_eat=0; |
622 |
return 1; |
623 |
} |
624 |
|
625 |
|
626 |
/** |
627 |
* Does the dirty job for 'improve weapon' scroll, prepare or add something. |
628 |
* This is the new improve weapon code. |
629 |
* Returns 0 if it was not able to work for some reason. |
630 |
* |
631 |
* Checks if weapon was prepared, if enough potions on the floor, ... |
632 |
* |
633 |
* We are hiding extra information about the weapon in the level and |
634 |
* last_eat numbers for an object. Hopefully this won't break anything ?? |
635 |
* level == max improve last_eat == current improve |
636 |
*/ |
637 |
int improve_weapon(object *op,object *improver,object *weapon) |
638 |
{ |
639 |
int sacrifice_count, sacrifice_needed=0; |
640 |
|
641 |
if(improver->stats.sp==IMPROVE_PREPARE) { |
642 |
return prepare_weapon(op, improver, weapon); |
643 |
} |
644 |
if (weapon->level==0) { |
645 |
new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared."); |
646 |
return 0; |
647 |
} |
648 |
if (weapon->level==weapon->last_eat && weapon->item_power >=100) { |
649 |
new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); |
650 |
return 0; |
651 |
} |
652 |
if (QUERY_FLAG(weapon, FLAG_APPLIED) && |
653 |
!check_weapon_power(op, weapon->last_eat+1)) { |
654 |
new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too"); |
655 |
new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you"); |
656 |
new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it."); |
657 |
return 0; |
658 |
} |
659 |
/* This just increases damage by 5 points, no matter what. No sacrifice |
660 |
* is needed. Since stats.dam is now a 16 bit value and not 8 bit, |
661 |
* don't put any maximum value on damage - the limit is how much the |
662 |
* weapon can be improved. |
663 |
*/ |
664 |
if (improver->stats.sp==IMPROVE_DAMAGE) { |
665 |
weapon->stats.dam += 5; |
666 |
weapon->weight += 5000; /* 5 KG's */ |
667 |
new_draw_info_format(NDI_UNIQUE, 0, op, |
668 |
"Damage has been increased by 5 to %d", weapon->stats.dam); |
669 |
weapon->last_eat++; |
670 |
|
671 |
weapon->item_power++; |
672 |
decrease_ob(improver); |
673 |
return 1; |
674 |
} |
675 |
if (improver->stats.sp == IMPROVE_WEIGHT) { |
676 |
/* Reduce weight by 20% */ |
677 |
weapon->weight = (weapon->weight * 8)/10; |
678 |
if (weapon->weight < 1) weapon->weight = 1; |
679 |
new_draw_info_format(NDI_UNIQUE, 0, op, |
680 |
"Weapon weight reduced to %6.1f kg", |
681 |
(float)weapon->weight/1000.0); |
682 |
weapon->last_eat++; |
683 |
weapon->item_power++; |
684 |
decrease_ob(improver); |
685 |
return 1; |
686 |
} |
687 |
if (improver->stats.sp == IMPROVE_ENCHANT) { |
688 |
weapon->magic++; |
689 |
weapon->last_eat++; |
690 |
new_draw_info_format(NDI_UNIQUE, 0, op |
691 |
,"Weapon magic increased to %d",weapon->magic); |
692 |
decrease_ob(improver); |
693 |
weapon->item_power++; |
694 |
return 1; |
695 |
} |
696 |
|
697 |
sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ |
698 |
weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + |
699 |
weapon->stats.Wis; |
700 |
|
701 |
if (sacrifice_needed<1) |
702 |
sacrifice_needed =1; |
703 |
sacrifice_needed *=2; |
704 |
|
705 |
sacrifice_count = check_sacrifice(op,improver); |
706 |
if (sacrifice_count < sacrifice_needed) { |
707 |
new_draw_info_format(NDI_UNIQUE, 0, op, |
708 |
"You need at least %d %s", sacrifice_needed, improver->slaying); |
709 |
return 0; |
710 |
} |
711 |
eat_item(op,improver->slaying, sacrifice_needed); |
712 |
weapon->item_power++; |
713 |
|
714 |
switch (improver->stats.sp) { |
715 |
case IMPROVE_STR: |
716 |
return improve_weapon_stat(op,improver,weapon, |
717 |
(signed char *) &(weapon->stats.Str), |
718 |
1, "strength"); |
719 |
case IMPROVE_DEX: |
720 |
return improve_weapon_stat(op,improver,weapon, |
721 |
(signed char *) &(weapon->stats.Dex), |
722 |
1, "dexterity"); |
723 |
case IMPROVE_CON: |
724 |
return improve_weapon_stat(op,improver,weapon, |
725 |
(signed char *) &(weapon->stats.Con), |
726 |
1, "constitution"); |
727 |
case IMPROVE_WIS: |
728 |
return improve_weapon_stat(op,improver,weapon, |
729 |
(signed char *) &(weapon->stats.Wis), |
730 |
1, "wisdom"); |
731 |
case IMPROVE_CHA: |
732 |
return improve_weapon_stat(op,improver,weapon, |
733 |
(signed char *) &(weapon->stats.Cha), |
734 |
1, "charisma"); |
735 |
case IMPROVE_INT: |
736 |
return improve_weapon_stat(op,improver,weapon, |
737 |
(signed char *) &(weapon->stats.Int), |
738 |
1, "intelligence"); |
739 |
case IMPROVE_POW: |
740 |
return improve_weapon_stat(op,improver,weapon, |
741 |
(signed char *) &(weapon->stats.Pow), |
742 |
1, "power"); |
743 |
default: |
744 |
new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); |
745 |
} |
746 |
LOG(llevError,"improve_weapon: Got to end of function\n"); |
747 |
return 0; |
748 |
} |
749 |
|
750 |
/** |
751 |
* Handles the applying of improve/prepare/enchant weapon scroll. |
752 |
* Checks a few things (not on a non-magic square, marked weapon, ...), |
753 |
* then calls improve_weapon to do the dirty work. |
754 |
*/ |
755 |
int check_improve_weapon (object *op, object *tmp) |
756 |
{ |
757 |
object *otmp; |
758 |
|
759 |
if(op->type!=PLAYER) |
760 |
return 0; |
761 |
if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) { |
762 |
new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll."); |
763 |
return 0; |
764 |
} |
765 |
otmp=find_marked_object(op); |
766 |
if(!otmp) { |
767 |
new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object."); |
768 |
return 0; |
769 |
} |
770 |
if (otmp->type != WEAPON && otmp->type != BOW) { |
771 |
new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow"); |
772 |
return 0; |
773 |
} |
774 |
new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); |
775 |
improve_weapon(op,tmp,otmp); |
776 |
esrv_send_item(op, otmp); |
777 |
return 1; |
778 |
} |
779 |
|
780 |
/** |
781 |
* This code deals with the armour improvment scrolls. |
782 |
* Change limits on improvement - let players go up to |
783 |
* +5 no matter what level, but they are limited by item |
784 |
* power. |
785 |
* Try to use same improvement code as in the common/treasure.c |
786 |
* file, so that if you make a +2 full helm, it will be just |
787 |
* the same as one you find in a shop. |
788 |
* |
789 |
* deprecated comment: |
790 |
* this code is by b.t. (thomas@nomad.astro.psu.edu) - |
791 |
* only 'enchantment' of armour is possible - improving |
792 |
* the stats of a player w/ armour as well as a weapon |
793 |
* will probably horribly unbalance the game. Magic enchanting |
794 |
* depends on the level of the character - ie the plus |
795 |
* value (magic) of the armour can never be increased beyond |
796 |
* the level of the character / 10 -- rounding upish, nor may |
797 |
* the armour value of the piece of equipment exceed either |
798 |
* the users level or 90) |
799 |
* Modified by MSW for partial resistance. Only support |
800 |
* changing of physical area right now. |
801 |
*/ |
802 |
int improve_armour(object *op, object *improver, object *armour) |
803 |
{ |
804 |
object *tmp; |
805 |
|
806 |
if (armour->magic >= settings.armor_max_enchant) { |
807 |
new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further."); |
808 |
return 0; |
809 |
} |
810 |
/* Dealing with random artifact armor is a lot trickier (in terms of value, weight, |
811 |
* etc), so take the easy way out and don't worry about it. |
812 |
* Note - maybe add scrolls which make the random artifact versions (eg, armour |
813 |
* of gnarg and what not?) |
814 |
*/ |
815 |
if (armour->title) { |
816 |
new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); |
817 |
return 0; |
818 |
} |
819 |
|
820 |
/* Split objects if needed. Can't insert tmp until the |
821 |
* end of this function - otherwise it will just re-merge. |
822 |
*/ |
823 |
if(armour->nrof > 1) |
824 |
tmp = get_split_ob(armour,armour->nrof - 1); |
825 |
else |
826 |
tmp = NULL; |
827 |
|
828 |
armour->magic++; |
829 |
|
830 |
if ( !settings.armor_speed_linear ) |
831 |
{ |
832 |
int base = 100; |
833 |
int pow = 0; |
834 |
while ( pow < armour->magic ) |
835 |
{ |
836 |
base = base - ( base * settings.armor_speed_improvement ) / 100; |
837 |
pow++; |
838 |
} |
839 |
|
840 |
ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; |
841 |
} |
842 |
else |
843 |
ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100; |
844 |
|
845 |
if ( !settings.armor_weight_linear ) |
846 |
{ |
847 |
int base = 100; |
848 |
int pow = 0; |
849 |
while ( pow < armour->magic ) |
850 |
{ |
851 |
base = base - ( base * settings.armor_weight_reduction ) / 100; |
852 |
pow++; |
853 |
} |
854 |
|
855 |
armour->weight = ( armour->arch->clone.weight * base ) / 100; |
856 |
} |
857 |
else |
858 |
armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100; |
859 |
|
860 |
if ( armour->weight <= 0 ) |
861 |
{ |
862 |
LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); |
863 |
armour->weight = 1; |
864 |
} |
865 |
|
866 |
armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic); |
867 |
|
868 |
if (op->type == PLAYER) { |
869 |
esrv_send_item(op, armour); |
870 |
if(QUERY_FLAG(armour, FLAG_APPLIED)) |
871 |
fix_player(op); |
872 |
} |
873 |
decrease_ob(improver); |
874 |
if (tmp) { |
875 |
insert_ob_in_ob(tmp, op); |
876 |
esrv_send_item(op, tmp); |
877 |
} |
878 |
return 1; |
879 |
} |
880 |
|
881 |
|
882 |
/* |
883 |
* convert_item() returns 1 if anything was converted, 0 if the item was not |
884 |
* what the converter wants, -1 if the converter is broken. |
885 |
*/ |
886 |
#define CONV_FROM(xyz) xyz->slaying |
887 |
#define CONV_TO(xyz) xyz->other_arch |
888 |
#define CONV_NR(xyz) xyz->stats.sp |
889 |
#define CONV_NEED(xyz) xyz->stats.food |
890 |
|
891 |
/* Takes one items and makes another. |
892 |
* converter is the object that is doing the conversion. |
893 |
* item is the object that triggered the converter - if it is not |
894 |
* what the converter wants, this will not do anything. |
895 |
*/ |
896 |
int convert_item(object *item, object *converter) { |
897 |
int nr=0; |
898 |
object *tmp; |
899 |
uint32 price_in; |
900 |
|
901 |
/* We make some assumptions - we assume if it takes money as it type, |
902 |
* it wants some amount. We don't make change (ie, if something costs |
903 |
* 3 gp and player drops a platinum, tough luck) |
904 |
*/ |
905 |
if (!strcmp(CONV_FROM(converter),"money")) { |
906 |
int cost; |
907 |
|
908 |
if(item->type!=MONEY) |
909 |
return 0; |
910 |
|
911 |
nr=(item->nrof*item->value)/CONV_NEED(converter); |
912 |
if (!nr) return 0; |
913 |
cost=nr*CONV_NEED(converter)/item->value; |
914 |
/* take into account rounding errors */ |
915 |
if (nr*CONV_NEED(converter)%item->value) cost++; |
916 |
decrease_ob_nr(item, cost); |
917 |
|
918 |
price_in = cost*item->value; |
919 |
} |
920 |
else { |
921 |
if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| |
922 |
(CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) |
923 |
return 0; |
924 |
|
925 |
if(CONV_NEED(converter)) { |
926 |
nr=item->nrof/CONV_NEED(converter); |
927 |
decrease_ob_nr(item,nr*CONV_NEED(converter)); |
928 |
price_in = nr*CONV_NEED(converter)*item->value; |
929 |
} else { |
930 |
price_in = item->value; |
931 |
remove_ob(item); |
932 |
free_object(item); |
933 |
} |
934 |
} |
935 |
|
936 |
if (converter->inv != NULL) { |
937 |
object *ob; |
938 |
int i; |
939 |
object *ob_to_copy; |
940 |
|
941 |
/* select random object from inventory to copy */ |
942 |
ob_to_copy = converter->inv; |
943 |
for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { |
944 |
if (rndm(0, i) == 0) { |
945 |
ob_to_copy = ob; |
946 |
} |
947 |
} |
948 |
item = object_create_clone(ob_to_copy); |
949 |
CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE); |
950 |
unflag_inv(item, FLAG_IS_A_TEMPLATE); |
951 |
} else { |
952 |
if (converter->other_arch == NULL) { |
953 |
LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", converter->name ? converter->name : "(null)", converter->map->path, converter->x, converter->y); |
954 |
return -1; |
955 |
} |
956 |
|
957 |
item = object_create_arch(converter->other_arch); |
958 |
fix_generated_item(item, converter, 0, 0, GT_MINIMAL); |
959 |
} |
960 |
|
961 |
if(CONV_NR(converter)) |
962 |
item->nrof=CONV_NR(converter); |
963 |
if(nr) |
964 |
item->nrof*=nr; |
965 |
if(is_in_shop (converter)) |
966 |
SET_FLAG(item,FLAG_UNPAID); |
967 |
else if(price_in < item->nrof*item->value) { |
968 |
LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", |
969 |
converter->name, converter->map->path, converter->x, converter->y, price_in, |
970 |
item->nrof*item->value, item->name); |
971 |
/** |
972 |
* elmex: we are going to let the game continue, as the mapcreator |
973 |
* propably had something in mind when doing this |
974 |
*/ |
975 |
} |
976 |
insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y); |
977 |
return 1; |
978 |
} |
979 |
|
980 |
/** |
981 |
* Handle apply on containers. |
982 |
* By Eneq(@csd.uu.se). |
983 |
* Moved to own function and added many features [Tero.Haatanen@lut.fi] |
984 |
* added the alchemical cauldron to the code -b.t. |
985 |
*/ |
986 |
|
987 |
int apply_container (object *op, object *sack) |
988 |
{ |
989 |
char buf[MAX_BUF]; |
990 |
object *tmp; |
991 |
|
992 |
if(op->type!=PLAYER) |
993 |
return 0; /* This might change */ |
994 |
|
995 |
if (sack==NULL || sack->type != CONTAINER) { |
996 |
LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL"); |
997 |
return 0; |
998 |
} |
999 |
op->contr->last_used = NULL; |
1000 |
op->contr->last_used_id = 0; |
1001 |
|
1002 |
if (sack->env!=op) { |
1003 |
if (sack->other_arch == NULL || sack->env != NULL) { |
1004 |
new_draw_info(NDI_UNIQUE, 0,op,"You must get it first."); |
1005 |
return 1; |
1006 |
} |
1007 |
/* It's on the ground, the problems begin */ |
1008 |
if (op->container != sack) { |
1009 |
/* it's closed OR some player has opened it */ |
1010 |
if (QUERY_FLAG(sack, FLAG_APPLIED)) { |
1011 |
for(tmp=get_map_ob(sack->map, sack->x, sack->y); |
1012 |
tmp && tmp->container != sack; tmp=tmp->above); |
1013 |
if (tmp) { |
1014 |
/* some other player have opened it */ |
1015 |
new_draw_info_format(NDI_UNIQUE, 0, op, |
1016 |
"%s is already occupied.", query_name(sack)); |
1017 |
return 1; |
1018 |
} |
1019 |
} |
1020 |
} |
1021 |
if ( QUERY_FLAG(sack, FLAG_APPLIED)) { |
1022 |
if (op->container == NULL) { |
1023 |
tmp = arch_to_object (sack->other_arch); |
1024 |
/* not good, but insert_ob_in_ob() is too smart */ |
1025 |
CLEAR_FLAG (tmp, FLAG_REMOVED); |
1026 |
tmp->x= tmp->y = tmp->ox = tmp->oy = 0; |
1027 |
tmp->map = NULL; |
1028 |
tmp->env = sack; |
1029 |
if (sack->inv) |
1030 |
sack->inv->above = tmp; |
1031 |
tmp->below = sack->inv; |
1032 |
tmp->above = NULL; |
1033 |
sack->inv = tmp; |
1034 |
sack->move_off = MOVE_ALL; /* trying force closing it */ |
1035 |
} else { |
1036 |
sack->move_off = 0; |
1037 |
tmp = sack->inv; |
1038 |
if (tmp && tmp->type == CLOSE_CON) { |
1039 |
remove_ob(tmp); |
1040 |
free_object (tmp); |
1041 |
} |
1042 |
} |
1043 |
} |
1044 |
} |
1045 |
|
1046 |
if (QUERY_FLAG (sack, FLAG_APPLIED)) { |
1047 |
if (op->container) { |
1048 |
if (op->container != sack) { |
1049 |
tmp = op->container; |
1050 |
apply_container (op, tmp); |
1051 |
sprintf (buf, "You close %s and open ", query_name(tmp)); |
1052 |
op->container = sack; |
1053 |
strcat (buf, query_name(sack)); |
1054 |
strcat (buf, "."); |
1055 |
} else { |
1056 |
CLEAR_FLAG (sack, FLAG_APPLIED); |
1057 |
op->container = NULL; |
1058 |
sprintf (buf, "You close %s.", query_name(sack)); |
1059 |
} |
1060 |
} else { |
1061 |
CLEAR_FLAG (sack, FLAG_APPLIED); |
1062 |
sprintf (buf, "You open %s.", query_name(sack)); |
1063 |
SET_FLAG (sack, FLAG_APPLIED); |
1064 |
op->container = sack; |
1065 |
} |
1066 |
} else { /* not applied */ |
1067 |
if (sack->slaying) { /* it's locked */ |
1068 |
tmp = find_key(op, op, sack); |
1069 |
if (tmp) { |
1070 |
sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp)); |
1071 |
SET_FLAG (sack, FLAG_APPLIED); |
1072 |
if (sack->env == NULL) { /* if it's on ground,open it also */ |
1073 |
new_draw_info (NDI_UNIQUE,0,op, buf); |
1074 |
apply_container (op, sack); |
1075 |
return 1; |
1076 |
} |
1077 |
} else { |
1078 |
sprintf (buf, "You don't have the key to unlock %s.", |
1079 |
query_name(sack)); |
1080 |
} |
1081 |
} else { |
1082 |
sprintf (buf, "You readied %s.", query_name(sack)); |
1083 |
SET_FLAG (sack, FLAG_APPLIED); |
1084 |
if (sack->env == NULL) { /* if it's on ground,open it also */ |
1085 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
1086 |
apply_container (op, sack); |
1087 |
return 1; |
1088 |
} |
1089 |
} |
1090 |
} |
1091 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
1092 |
if (op->contr) op->contr->socket.update_look=1; |
1093 |
return 1; |
1094 |
} |
1095 |
|
1096 |
/** |
1097 |
* Eneq(@csd.uu.se): Handle apply on containers. This is for containers |
1098 |
* the player has in their inventory, eg, sacks, luggages, etc. |
1099 |
* |
1100 |
* Moved to own function and added many features [Tero.Haatanen@lut.fi] |
1101 |
* This version is for client/server mode. |
1102 |
* op is the player, sack is the container the player is opening or closing. |
1103 |
* return 1 if an object is apllied somehow or another, 0 if error/no apply |
1104 |
* |
1105 |
* Reminder - there are three states for any container - closed (non applied), |
1106 |
* applied (not open, but objects that match get tossed into it), and open |
1107 |
* (applied flag set, and op->container points to the open container) |
1108 |
*/ |
1109 |
|
1110 |
int esrv_apply_container (object *op, object *sack) |
1111 |
{ |
1112 |
object *tmp=op->container; |
1113 |
if(op->type!=PLAYER) |
1114 |
return 0; /* This might change */ |
1115 |
|
1116 |
if (sack==NULL || sack->type != CONTAINER) { |
1117 |
LOG (llevError, |
1118 |
"esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL"); |
1119 |
return 0; |
1120 |
} |
1121 |
|
1122 |
/* If we have a currently open container, then it needs to be closed in all cases |
1123 |
* if we are opening this one up. We then fall through if appropriate for |
1124 |
* openening the new container. |
1125 |
*/ |
1126 |
|
1127 |
if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) { |
1128 |
if (op->container->env != op) { /* if container is on the ground */ |
1129 |
op->container->move_off = 0; |
1130 |
} |
1131 |
|
1132 |
if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op))) |
1133 |
return 1; |
1134 |
|
1135 |
new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.", |
1136 |
query_name(op->container)); |
1137 |
CLEAR_FLAG(op->container, FLAG_APPLIED); |
1138 |
op->container=NULL; |
1139 |
esrv_update_item (UPD_FLAGS, op, tmp); |
1140 |
if (tmp == sack) return 1; |
1141 |
} |
1142 |
|
1143 |
|
1144 |
/* If the player is trying to open it (which he must be doing if we got here), |
1145 |
* and it is locked, check to see if player has the equipment to open it. |
1146 |
*/ |
1147 |
|
1148 |
if (sack->slaying) { /* it's locked */ |
1149 |
tmp=find_key(op, op, sack); |
1150 |
if (tmp) { |
1151 |
new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp)); |
1152 |
} else { |
1153 |
new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", |
1154 |
query_name(sack)); |
1155 |
return 0; |
1156 |
} |
1157 |
} |
1158 |
|
1159 |
/* By the time we get here, we have made sure any other container has been closed and |
1160 |
* if this is a locked container, the player they key to open it. |
1161 |
*/ |
1162 |
|
1163 |
/* There are really two cases - the sack is either on the ground, or the sack is |
1164 |
* part of the players inventory. If on the ground, we assume that the player is |
1165 |
* opening it, since if it was being closed, that would have been taken care of above. |
1166 |
*/ |
1167 |
|
1168 |
|
1169 |
if (sack->env != op) { |
1170 |
/* Hypothetical case - the player is trying to open a sack that belong to someone |
1171 |
* else. This normally should not happen, but a misbehaving client/player could |
1172 |
* try to do it, so lets handle it gracefully. |
1173 |
*/ |
1174 |
if (sack->env) { |
1175 |
new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s", |
1176 |
query_name(sack)); |
1177 |
return 0; |
1178 |
} |
1179 |
/* set these so when the player walks off, we can unapply the sack */ |
1180 |
sack->move_off = MOVE_ALL; /* trying force closing it */ |
1181 |
|
1182 |
CLEAR_FLAG (sack, FLAG_APPLIED); |
1183 |
new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack)); |
1184 |
SET_FLAG (sack, FLAG_APPLIED); |
1185 |
op->container = sack; |
1186 |
esrv_update_item (UPD_FLAGS, op, sack); |
1187 |
esrv_send_inventory (op, sack); |
1188 |
|
1189 |
} else { /* sack is in players inventory */ |
1190 |
if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */ |
1191 |
CLEAR_FLAG (sack, FLAG_APPLIED); |
1192 |
new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack)); |
1193 |
SET_FLAG (sack, FLAG_APPLIED); |
1194 |
op->container = sack; |
1195 |
esrv_update_item (UPD_FLAGS, op, sack); |
1196 |
esrv_send_inventory (op, sack); |
1197 |
} |
1198 |
else { |
1199 |
CLEAR_FLAG (sack, FLAG_APPLIED); |
1200 |
new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack)); |
1201 |
SET_FLAG (sack, FLAG_APPLIED); |
1202 |
esrv_update_item (UPD_FLAGS, op, sack); |
1203 |
} |
1204 |
} |
1205 |
return 1; |
1206 |
} |
1207 |
|
1208 |
|
1209 |
/** |
1210 |
* Handles dropping things on altar. |
1211 |
* Returns true if sacrifice was accepted. |
1212 |
*/ |
1213 |
static int apply_altar (object *altar, object *sacrifice, object *originator) |
1214 |
{ |
1215 |
/* Only players can make sacrifices on spell casting altars. */ |
1216 |
if (altar->inv && ( ! originator || originator->type != PLAYER)) |
1217 |
return 0; |
1218 |
|
1219 |
if (operate_altar (altar, &sacrifice)) { |
1220 |
/* Simple check. Unfortunately, it means you can't cast magic bullet |
1221 |
* with an altar. We call it a Potion - altars are stationary - it |
1222 |
* is up to map designers to use them properly. |
1223 |
*/ |
1224 |
if (altar->inv && altar->inv->type==SPELL) { |
1225 |
new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", |
1226 |
altar->inv->name); |
1227 |
cast_spell (originator, altar, 0, altar->inv, NULL); |
1228 |
/* If it is connected, push the button. Fixes some problems with |
1229 |
* old maps. |
1230 |
*/ |
1231 |
/* push_button (altar);*/ |
1232 |
} else { |
1233 |
altar->value = 1; /* works only once */ |
1234 |
push_button (altar); |
1235 |
} |
1236 |
return sacrifice == NULL; |
1237 |
} else { |
1238 |
return 0; |
1239 |
} |
1240 |
} |
1241 |
|
1242 |
|
1243 |
/** |
1244 |
* Handles 'movement' of shop mats. |
1245 |
* Returns 1 if 'op' was destroyed, 0 if not. |
1246 |
* Largely re-written to not use nearly as many gotos, plus |
1247 |
* some of this code just looked plain out of date. |
1248 |
* MSW 2001-08-29 |
1249 |
*/ |
1250 |
int apply_shop_mat (object * shop_mat, object * op) |
1251 |
{ |
1252 |
int rv = 0; |
1253 |
double opinion; |
1254 |
object *tmp, *next; |
1255 |
|
1256 |
SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ |
1257 |
|
1258 |
if (op->type != PLAYER) |
1259 |
{ |
1260 |
/* Remove all the unpaid objects that may be carried here. |
1261 |
* This could be pets or monsters that are somehow in |
1262 |
* the shop. |
1263 |
*/ |
1264 |
for (tmp = op->inv; tmp; tmp = next) |
1265 |
{ |
1266 |
next = tmp->below; |
1267 |
if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
1268 |
{ |
1269 |
int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); |
1270 |
|
1271 |
remove_ob (tmp); |
1272 |
if (i == -1) |
1273 |
i = 0; |
1274 |
tmp->map = op->map; |
1275 |
tmp->x = op->x + freearr_x[i]; |
1276 |
tmp->y = op->y + freearr_y[i]; |
1277 |
insert_ob_in_map (tmp, op->map, op, 0); |
1278 |
} |
1279 |
} |
1280 |
|
1281 |
/* Don't teleport things like spell effects */ |
1282 |
if (QUERY_FLAG (op, FLAG_NO_PICK)) |
1283 |
return 0; |
1284 |
|
1285 |
/* unpaid objects, or non living objects, can't transfer by |
1286 |
* shop mats. Instead, put it on a nearby space. |
1287 |
*/ |
1288 |
if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) |
1289 |
{ |
1290 |
|
1291 |
/* Somebody dropped an unpaid item, just move to an adjacent place. */ |
1292 |
int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
1293 |
if (i != -1) |
1294 |
{ |
1295 |
rv = |
1296 |
transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], |
1297 |
0, shop_mat); |
1298 |
} |
1299 |
return 0; |
1300 |
} |
1301 |
/* Removed code that checked for multipart objects - it appears that |
1302 |
* the teleport function should be able to handle this just fine. |
1303 |
*/ |
1304 |
rv = teleport (shop_mat, SHOP_MAT, op); |
1305 |
} |
1306 |
/* immediate block below is only used for players */ |
1307 |
else if (can_pay (op)) |
1308 |
{ |
1309 |
get_payment (op, op->inv); |
1310 |
rv = teleport (shop_mat, SHOP_MAT, op); |
1311 |
|
1312 |
if (shop_mat->msg) |
1313 |
{ |
1314 |
new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); |
1315 |
} |
1316 |
/* This check below is a bit simplistic - generally it should be correct, |
1317 |
* but there is never a guarantee that the bottom space on the map is |
1318 |
* actually the shop floor. |
1319 |
*/ |
1320 |
else if (!rv && !is_in_shop (op)) |
1321 |
{ |
1322 |
opinion = shopkeeper_approval (op->map, op); |
1323 |
if (opinion > 0.9) |
1324 |
new_draw_info (NDI_UNIQUE, 0, op, |
1325 |
"The shopkeeper gives you a friendly wave."); |
1326 |
else if (opinion > 0.75) |
1327 |
new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); |
1328 |
else if (opinion > 0.5) |
1329 |
new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you."); |
1330 |
else |
1331 |
new_draw_info (NDI_UNIQUE, 0, op, |
1332 |
"The shopkeeper glares at you with contempt."); |
1333 |
} |
1334 |
} |
1335 |
else |
1336 |
{ |
1337 |
/* if we get here, a player tried to leave a shop but was not able |
1338 |
* to afford the items he has. We try to move the player so that |
1339 |
* they are not on the mat anymore |
1340 |
*/ |
1341 |
|
1342 |
int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
1343 |
if (i == -1) |
1344 |
{ |
1345 |
LOG (llevError, "Internal shop-mat problem.\n"); |
1346 |
} |
1347 |
else |
1348 |
{ |
1349 |
remove_ob (op); |
1350 |
op->x += freearr_x[i]; |
1351 |
op->y += freearr_y[i]; |
1352 |
rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; |
1353 |
} |
1354 |
} |
1355 |
CLEAR_FLAG (op, FLAG_NO_APPLY); |
1356 |
return rv; |
1357 |
} |
1358 |
|
1359 |
/** |
1360 |
* Handles applying a sign. |
1361 |
*/ |
1362 |
static void apply_sign (object *op, object *sign, int autoapply) |
1363 |
{ |
1364 |
readable_message_type* msgType; |
1365 |
char newbuf[HUGE_BUF]; |
1366 |
if (sign->msg == NULL) { |
1367 |
new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); |
1368 |
return; |
1369 |
} |
1370 |
|
1371 |
if (sign->stats.food) { |
1372 |
if (sign->last_eat >= sign->stats.food) { |
1373 |
if (!sign->move_on) |
1374 |
new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); |
1375 |
return; |
1376 |
} |
1377 |
|
1378 |
if (!QUERY_FLAG(op, FLAG_WIZPASS)) |
1379 |
sign->last_eat++; |
1380 |
} |
1381 |
|
1382 |
/* Sign or magic mouth? Do we need to see it, or does it talk to us? |
1383 |
* No way to know for sure. The presumption is basically that if |
1384 |
* move_on is zero, it needs to be manually applied (doesn't talk |
1385 |
* to us). |
1386 |
*/ |
1387 |
if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) { |
1388 |
new_draw_info (NDI_UNIQUE, 0, op, |
1389 |
"You are unable to read while blind."); |
1390 |
return; |
1391 |
} |
1392 |
msgType=get_readable_message_type(sign); |
1393 |
snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg); |
1394 |
draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg); |
1395 |
} |
1396 |
|
1397 |
|
1398 |
/** |
1399 |
* 'victim' moves onto 'trap' |
1400 |
* 'victim' leaves 'trap' |
1401 |
* effect is determined by move_on/move_off of trap and move_type of victime. |
1402 |
* |
1403 |
* originator: Player, monster or other object that caused 'victim' to move |
1404 |
* onto 'trap'. Will receive messages caused by this action. May be NULL. |
1405 |
* However, some types of traps require an originator to function. |
1406 |
*/ |
1407 |
void move_apply (object *trap, object *victim, object *originator) |
1408 |
{ |
1409 |
static int recursion_depth = 0; |
1410 |
|
1411 |
/* Only exits affect DMs. */ |
1412 |
if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) |
1413 |
return; |
1414 |
|
1415 |
/* move_apply() is the most likely candidate for causing unwanted and |
1416 |
* possibly unlimited recursion. |
1417 |
*/ |
1418 |
/* The following was changed because it was causing perfeclty correct |
1419 |
* maps to fail. 1) it's not an error to recurse: |
1420 |
* rune detonates, summoning monster. monster lands on nearby rune. |
1421 |
* nearby rune detonates. This sort of recursion is expected and |
1422 |
* proper. This code was causing needless crashes. |
1423 |
*/ |
1424 |
if (recursion_depth >= 500) { |
1425 |
LOG (llevDebug, "WARNING: move_apply(): aborting recursion " |
1426 |
"[trap arch %s, name %s; victim arch %s, name %s]\n", |
1427 |
trap->arch->name, trap->name, victim->arch->name, victim->name); |
1428 |
return; |
1429 |
} |
1430 |
recursion_depth++; |
1431 |
if (trap->head) trap=trap->head; |
1432 |
|
1433 |
if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) |
1434 |
goto leave; |
1435 |
|
1436 |
switch (trap->type) { |
1437 |
case PLAYERMOVER: |
1438 |
if (trap->attacktype && (trap->level || victim->type!=PLAYER) && |
1439 |
!should_director_abort(trap, victim)) { |
1440 |
if (!trap->stats.maxsp) trap->stats.maxsp=2; |
1441 |
|
1442 |
/* Is this correct? From the docs, it doesn't look like it |
1443 |
* should be divided by trap->speed |
1444 |
*/ |
1445 |
victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed); |
1446 |
|
1447 |
/* Just put in some sanity check. I think there is a bug in the |
1448 |
* above with some objects have zero speed, and thus the player |
1449 |
* getting permanently paralyzed. |
1450 |
*/ |
1451 |
if (victim->speed_left<-50.0) victim->speed_left=-50.0; |
1452 |
/* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/ |
1453 |
} |
1454 |
goto leave; |
1455 |
|
1456 |
case SPINNER: |
1457 |
if(victim->direction) { |
1458 |
victim->direction=absdir(victim->direction-trap->stats.sp); |
1459 |
update_turn_face(victim); |
1460 |
} |
1461 |
goto leave; |
1462 |
|
1463 |
case DIRECTOR: |
1464 |
if(victim->direction && !should_director_abort(trap, victim)) { |
1465 |
victim->direction=trap->stats.sp; |
1466 |
update_turn_face(victim); |
1467 |
} |
1468 |
goto leave; |
1469 |
|
1470 |
case BUTTON: |
1471 |
case PEDESTAL: |
1472 |
update_button(trap); |
1473 |
goto leave; |
1474 |
|
1475 |
case ALTAR: |
1476 |
/* sacrifice victim on trap */ |
1477 |
apply_altar (trap, victim, originator); |
1478 |
goto leave; |
1479 |
|
1480 |
case THROWN_OBJ: |
1481 |
if (trap->inv == NULL) |
1482 |
goto leave; |
1483 |
/* fallthrough */ |
1484 |
|
1485 |
case ARROW: |
1486 |
|
1487 |
/* bad bug: monster throw a object, make a step forwards, step on object , |
1488 |
* trigger this here and get hit by own missile - and will be own enemy. |
1489 |
* Victim then is his own enemy and will start to kill herself (this is |
1490 |
* removed) but we have not synced victim and his missile. To avoid senseless |
1491 |
* action, we avoid hits here |
1492 |
*/ |
1493 |
if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) |
1494 |
hit_with_arrow (trap, victim); |
1495 |
goto leave; |
1496 |
|
1497 |
case SPELL_EFFECT: |
1498 |
apply_spell_effect(trap, victim); |
1499 |
goto leave; |
1500 |
|
1501 |
case TRAPDOOR: |
1502 |
{ |
1503 |
int max, sound_was_played; |
1504 |
object *ab, *ab_next; |
1505 |
if(!trap->value) { |
1506 |
int tot; |
1507 |
for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above) |
1508 |
if ((ab->move_type && trap->move_on) || ab->move_type==0) |
1509 |
tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; |
1510 |
|
1511 |
if(!(trap->value=(tot>trap->weight)?1:0)) |
1512 |
goto leave; |
1513 |
|
1514 |
SET_ANIMATION(trap, trap->value); |
1515 |
update_object(trap,UP_OBJ_FACE); |
1516 |
} |
1517 |
|
1518 |
for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) { |
1519 |
/* need to set this up, since if we do transfer the object, |
1520 |
* ab->above would be bogus |
1521 |
*/ |
1522 |
ab_next = ab->above; |
1523 |
|
1524 |
if ((ab->move_type && trap->move_on) || ab->move_type==0) { |
1525 |
if ( ! sound_was_played) { |
1526 |
play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); |
1527 |
sound_was_played = 1; |
1528 |
} |
1529 |
new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); |
1530 |
transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab); |
1531 |
} |
1532 |
} |
1533 |
goto leave; |
1534 |
} |
1535 |
|
1536 |
|
1537 |
case CONVERTER: |
1538 |
if (convert_item (victim, trap) < 0) { |
1539 |
object *op; |
1540 |
|
1541 |
new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap)); |
1542 |
|
1543 |
op = get_archetype("burnout"); |
1544 |
if (op != NULL) { |
1545 |
op->x = trap->x; |
1546 |
op->y = trap->y; |
1547 |
insert_ob_in_map(op, trap->map, trap, 0); |
1548 |
} |
1549 |
} |
1550 |
goto leave; |
1551 |
|
1552 |
case TRIGGER_BUTTON: |
1553 |
case TRIGGER_PEDESTAL: |
1554 |
case TRIGGER_ALTAR: |
1555 |
check_trigger (trap, victim); |
1556 |
goto leave; |
1557 |
|
1558 |
case DEEP_SWAMP: |
1559 |
walk_on_deep_swamp (trap, victim); |
1560 |
goto leave; |
1561 |
|
1562 |
case CHECK_INV: |
1563 |
check_inv (victim, trap); |
1564 |
goto leave; |
1565 |
|
1566 |
case HOLE: |
1567 |
/* Hole not open? */ |
1568 |
if(trap->stats.wc > 0) |
1569 |
goto leave; |
1570 |
|
1571 |
/* Is this a multipart monster and not the head? If so, return. |
1572 |
* Processing will happen if the head runs into the pit |
1573 |
*/ |
1574 |
if (victim->head) |
1575 |
goto leave; |
1576 |
|
1577 |
play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); |
1578 |
new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); |
1579 |
transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); |
1580 |
goto leave; |
1581 |
|
1582 |
case EXIT: |
1583 |
if (victim->type == PLAYER && EXIT_PATH (trap)) { |
1584 |
/* Basically, don't show exits leading to random maps the |
1585 |
* players output. |
1586 |
*/ |
1587 |
if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8)) |
1588 |
new_draw_info (NDI_NAVY, 0, victim, trap->msg); |
1589 |
enter_exit (victim, trap); |
1590 |
} |
1591 |
goto leave; |
1592 |
|
1593 |
case ENCOUNTER: |
1594 |
/* may be some leftovers on this */ |
1595 |
goto leave; |
1596 |
|
1597 |
case SHOP_MAT: |
1598 |
apply_shop_mat (trap, victim); |
1599 |
goto leave; |
1600 |
|
1601 |
/* Drop a certain amount of gold, and have one item identified */ |
1602 |
case IDENTIFY_ALTAR: |
1603 |
apply_id_altar (victim, trap, originator); |
1604 |
goto leave; |
1605 |
|
1606 |
case SIGN: |
1607 |
if (victim->type != PLAYER && trap->stats.food > 0) |
1608 |
goto leave; /* monsters musn't apply magic_mouths with counters */ |
1609 |
|
1610 |
apply_sign (victim, trap, 1); |
1611 |
goto leave; |
1612 |
|
1613 |
case CONTAINER: |
1614 |
if (victim->type==PLAYER) |
1615 |
(void) esrv_apply_container (victim, trap); |
1616 |
else |
1617 |
(void) apply_container (victim, trap); |
1618 |
goto leave; |
1619 |
|
1620 |
case RUNE: |
1621 |
case TRAP: |
1622 |
if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { |
1623 |
spring_trap(trap, victim); |
1624 |
} |
1625 |
goto leave; |
1626 |
|
1627 |
default: |
1628 |
LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " |
1629 |
"handled in move_apply()\n", trap->name, trap->arch->name, |
1630 |
trap->type); |
1631 |
goto leave; |
1632 |
} |
1633 |
|
1634 |
leave: |
1635 |
recursion_depth--; |
1636 |
} |
1637 |
|
1638 |
/** |
1639 |
* Handles reading a regular (ie not containing a spell) book. |
1640 |
*/ |
1641 |
static void apply_book (object *op, object *tmp) |
1642 |
{ |
1643 |
int lev_diff; |
1644 |
object *skill_ob; |
1645 |
|
1646 |
if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { |
1647 |
new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); |
1648 |
return; |
1649 |
} |
1650 |
if(tmp->msg==NULL) { |
1651 |
new_draw_info_format(NDI_UNIQUE, 0, op, |
1652 |
"You open the %s and find it empty.", tmp->name); |
1653 |
return; |
1654 |
} |
1655 |
|
1656 |
/* need a literacy skill to read stuff! */ |
1657 |
skill_ob = find_skill_by_name(op, tmp->skill); |
1658 |
if ( ! skill_ob) { |
1659 |
new_draw_info(NDI_UNIQUE, 0,op, |
1660 |
"You are unable to decipher the strange symbols."); |
1661 |
return; |
1662 |
} |
1663 |
lev_diff = tmp->level - (skill_ob->level + 5); |
1664 |
if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { |
1665 |
if (lev_diff < 2) |
1666 |
new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension."); |
1667 |
else if (lev_diff < 3) |
1668 |
new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension."); |
1669 |
else if (lev_diff < 5) |
1670 |
new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension."); |
1671 |
else if (lev_diff < 8) |
1672 |
new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension."); |
1673 |
else if (lev_diff < 15) |
1674 |
new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension."); |
1675 |
else |
1676 |
new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension."); |
1677 |
return; |
1678 |
} |
1679 |
|
1680 |
readable_message_type* msgType = get_readable_message_type(tmp); |
1681 |
draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op, |
1682 |
msgType->message_type, msgType->message_subtype, |
1683 |
"You open the %s and start reading.\n%s", |
1684 |
"%s\n%s", |
1685 |
long_desc(tmp,op), tmp->msg); |
1686 |
|
1687 |
/* gain xp from reading */ |
1688 |
if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */ |
1689 |
int exp_gain=calc_skill_exp(op,tmp, skill_ob); |
1690 |
if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { |
1691 |
/*exp_gain *= 2; because they just identified it too */ |
1692 |
SET_FLAG(tmp,FLAG_IDENTIFIED); |
1693 |
/* If in a container, update how it looks */ |
1694 |
if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); |
1695 |
else op->contr->socket.update_look=1; |
1696 |
} |
1697 |
change_exp(op,exp_gain, skill_ob->skill, 0); |
1698 |
SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ |
1699 |
} |
1700 |
} |
1701 |
|
1702 |
/** |
1703 |
* Handles the applying of a skill scroll, calling learn_skill straight. |
1704 |
* op is the person learning the skill, tmp is the skill scroll object |
1705 |
*/ |
1706 |
static void apply_skillscroll (object *op, object *tmp) |
1707 |
{ |
1708 |
switch ((int) learn_skill (op, tmp)) { |
1709 |
case 0: |
1710 |
new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); |
1711 |
new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp)); |
1712 |
return; |
1713 |
|
1714 |
case 1: |
1715 |
new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", |
1716 |
tmp->skill); |
1717 |
new_draw_info_format(NDI_UNIQUE, 0, op, |
1718 |
"Type 'bind ready_skill %s",tmp->skill); |
1719 |
new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key."); |
1720 |
decrease_ob(tmp); |
1721 |
return; |
1722 |
|
1723 |
default: |
1724 |
new_draw_info_format(NDI_UNIQUE,0,op, |
1725 |
"You fail to learn the knowledge of the %s.\n",query_name(tmp)); |
1726 |
decrease_ob(tmp); |
1727 |
return; |
1728 |
} |
1729 |
} |
1730 |
|
1731 |
/** |
1732 |
* Actually makes op learn spell. |
1733 |
* Informs player of what happens. |
1734 |
*/ |
1735 |
void do_learn_spell (object *op, object *spell, int special_prayer) |
1736 |
{ |
1737 |
object *tmp; |
1738 |
|
1739 |
if (op->type != PLAYER) { |
1740 |
LOG (llevError, "BUG: do_learn_spell(): not a player\n"); |
1741 |
return; |
1742 |
} |
1743 |
|
1744 |
/* Upgrade special prayers to normal prayers */ |
1745 |
if ((tmp=check_spell_known (op, spell->name))!=NULL) { |
1746 |
if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { |
1747 |
LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); |
1748 |
return; |
1749 |
} |
1750 |
return; |
1751 |
} |
1752 |
|
1753 |
play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); |
1754 |
tmp = get_object(); |
1755 |
copy_object(spell, tmp); |
1756 |
insert_ob_in_ob(tmp, op); |
1757 |
|
1758 |
if (special_prayer) { |
1759 |
SET_FLAG(tmp, FLAG_STARTEQUIP); |
1760 |
} |
1761 |
|
1762 |
new_draw_info_format (NDI_UNIQUE, 0, op, |
1763 |
"Type 'bind cast %s", spell->name); |
1764 |
new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key."); |
1765 |
esrv_add_spells(op->contr, tmp); |
1766 |
} |
1767 |
|
1768 |
/** |
1769 |
* Erases spell from player's inventory. |
1770 |
*/ |
1771 |
void do_forget_spell (object *op, const char *spell) |
1772 |
{ |
1773 |
object *spob; |
1774 |
|
1775 |
if (op->type != PLAYER) { |
1776 |
LOG (llevError, "BUG: do_forget_spell(): not a player\n"); |
1777 |
return; |
1778 |
} |
1779 |
if ( (spob=check_spell_known (op, spell)) == NULL) { |
1780 |
LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); |
1781 |
return; |
1782 |
} |
1783 |
|
1784 |
new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, |
1785 |
"You lose knowledge of %s.", spell); |
1786 |
player_unready_range_ob(op->contr, spob); |
1787 |
esrv_remove_spell(op->contr, spob); |
1788 |
remove_ob(spob); |
1789 |
free_object(spob); |
1790 |
} |
1791 |
|
1792 |
/** |
1793 |
* Handles player applying a spellbook. |
1794 |
* Checks whether player has knowledge of required skill, doesn't already know the spell, |
1795 |
* stuff like that. Random learning failure too. |
1796 |
*/ |
1797 |
static void apply_spellbook (object *op, object *tmp) |
1798 |
{ |
1799 |
object *skop, *spell, *spell_skill; |
1800 |
|
1801 |
if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { |
1802 |
new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); |
1803 |
return; |
1804 |
} |
1805 |
|
1806 |
/* artifact_spellbooks have 'slaying' field point to a spell name, |
1807 |
* instead of having their spell stored in stats.sp. These are |
1808 |
* legacy spellbooks |
1809 |
*/ |
1810 |
|
1811 |
if(tmp->slaying != NULL) { |
1812 |
spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); |
1813 |
if (!spell) { |
1814 |
new_draw_info_format(NDI_UNIQUE, 0, op, |
1815 |
"The book's formula for %s is incomplete", tmp->slaying); |
1816 |
return; |
1817 |
} |
1818 |
else |
1819 |
insert_ob_in_ob(spell, tmp); |
1820 |
free_string(tmp->slaying); |
1821 |
tmp->slaying=NULL; |
1822 |
} |
1823 |
|
1824 |
skop = find_skill_by_name(op, tmp->skill); |
1825 |
|
1826 |
/* need a literacy skill to learn spells. Also, having a literacy level |
1827 |
* lower than the spell will make learning the spell more difficult */ |
1828 |
if ( !skop) { |
1829 |
new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails."); |
1830 |
return; |
1831 |
} |
1832 |
|
1833 |
spell = tmp->inv; |
1834 |
if (!spell) { |
1835 |
LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name); |
1836 |
new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense."); |
1837 |
return; |
1838 |
} |
1839 |
if (spell->level > (skop->level+10)) { |
1840 |
new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols."); |
1841 |
return; |
1842 |
} |
1843 |
|
1844 |
new_draw_info_format(NDI_UNIQUE, 0, op, |
1845 |
"The spellbook contains the %s level spell %s.", |
1846 |
get_levelnumber(spell->level), spell->name); |
1847 |
|
1848 |
if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { |
1849 |
identify(tmp); |
1850 |
if (tmp->env) |
1851 |
esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp); |
1852 |
else |
1853 |
op->contr->socket.update_look=1; |
1854 |
} |
1855 |
|
1856 |
/* I removed the check for special_prayer_mark here - it didn't make |
1857 |
* a lot of sense - special prayers are not found in spellbooks, and |
1858 |
* if the player doesn't know the spell, doesn't make a lot of sense that |
1859 |
* they would have a special prayer mark. |
1860 |
*/ |
1861 |
if (check_spell_known (op, spell->name)) { |
1862 |
new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n"); |
1863 |
return; |
1864 |
} |
1865 |
|
1866 |
if (spell->skill) { |
1867 |
spell_skill = find_skill_by_name(op, spell->skill); |
1868 |
if (!spell_skill) { |
1869 |
new_draw_info_format(NDI_UNIQUE, 0, op, |
1870 |
"You lack the skill %s to use this spell", |
1871 |
spell->skill); |
1872 |
return; |
1873 |
} |
1874 |
if (spell_skill->level < spell->level) { |
1875 |
new_draw_info_format(NDI_UNIQUE, 0, op, |
1876 |
"You need to be level %d in %s to learn this spell.", |
1877 |
spell->level, spell->skill); |
1878 |
return; |
1879 |
} |
1880 |
} |
1881 |
|
1882 |
/* Logic as follows |
1883 |
* |
1884 |
* 1- MU spells use Int to learn, Cleric spells use Wisdom |
1885 |
* |
1886 |
* 2- The learner's skill level in literacy adjusts the chance to learn |
1887 |
* a spell. |
1888 |
* |
1889 |
* 3 -Automatically fail to learn if you read while confused |
1890 |
* |
1891 |
* Overall, chances are the same but a player will find having a high |
1892 |
* literacy rate very useful! -b.t. |
1893 |
*/ |
1894 |
if(QUERY_FLAG(op,FLAG_CONFUSED)) { |
1895 |
new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!"); |
1896 |
scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace)); |
1897 |
} else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || |
1898 |
(random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) < |
1899 |
learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { |
1900 |
|
1901 |
new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!"); |
1902 |
do_learn_spell (op, spell, 0); |
1903 |
|
1904 |
/* xp gain to literacy for spell learning */ |
1905 |
if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
1906 |
change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0); |
1907 |
} else { |
1908 |
play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); |
1909 |
new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n"); |
1910 |
} |
1911 |
decrease_ob(tmp); |
1912 |
} |
1913 |
|
1914 |
/** |
1915 |
* Handles applying a spell scroll. |
1916 |
*/ |
1917 |
void apply_scroll (object *op, object *tmp, int dir) |
1918 |
{ |
1919 |
object *skop; |
1920 |
|
1921 |
if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { |
1922 |
new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind."); |
1923 |
return; |
1924 |
} |
1925 |
|
1926 |
if (!tmp->inv || tmp->inv->type != SPELL) { |
1927 |
new_draw_info (NDI_UNIQUE, 0, op, |
1928 |
"The scroll just doesn't make sense!"); |
1929 |
return; |
1930 |
} |
1931 |
|
1932 |
if(op->type==PLAYER) { |
1933 |
/* players need a literacy skill to read stuff! */ |
1934 |
int exp_gain=0; |
1935 |
|
1936 |
/* hard code literacy - tmp->skill points to where the exp |
1937 |
* should go for anything killed by the spell. |
1938 |
*/ |
1939 |
skop = find_skill_by_name(op, skill_names[SK_LITERACY]); |
1940 |
|
1941 |
if ( ! skop) { |
1942 |
new_draw_info(NDI_UNIQUE, 0,op, |
1943 |
"You are unable to decipher the strange symbols."); |
1944 |
return; |
1945 |
} |
1946 |
|
1947 |
if((exp_gain = calc_skill_exp(op,tmp, skop))) |
1948 |
change_exp(op,exp_gain, skop->skill, 0); |
1949 |
} |
1950 |
|
1951 |
if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) |
1952 |
identify(tmp); |
1953 |
|
1954 |
new_draw_info_format(NDI_BLACK, 0, op, |
1955 |
"The scroll of %s turns to dust.", tmp->inv->name); |
1956 |
|
1957 |
|
1958 |
cast_spell(op,tmp,dir,tmp->inv, NULL); |
1959 |
decrease_ob(tmp); |
1960 |
} |
1961 |
|
1962 |
/** |
1963 |
* Applies a treasure object - by default, chest. op |
1964 |
* is the person doing the applying, tmp is the treasure |
1965 |
* chest. |
1966 |
*/ |
1967 |
static void apply_treasure (object *op, object *tmp) |
1968 |
{ |
1969 |
object *treas; |
1970 |
tag_t tmp_tag = tmp->count, op_tag = op->count; |
1971 |
|
1972 |
|
1973 |
/* Nice side effect of new treasure creation method is that the treasure |
1974 |
* for the chest is done when the chest is created, and put into the chest |
1975 |
* inventory. So that when the chest burns up, the items still exist. Also |
1976 |
* prevents people fromt moving chests to more difficult maps to get better |
1977 |
* treasure |
1978 |
*/ |
1979 |
|
1980 |
treas = tmp->inv; |
1981 |
if(treas==NULL) { |
1982 |
new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); |
1983 |
decrease_ob(tmp); |
1984 |
return; |
1985 |
} |
1986 |
while (tmp->inv) { |
1987 |
treas = tmp->inv; |
1988 |
|
1989 |
remove_ob(treas); |
1990 |
new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.", |
1991 |
query_name(treas)); |
1992 |
|
1993 |
treas->x=op->x; |
1994 |
treas->y=op->y; |
1995 |
treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR); |
1996 |
|
1997 |
if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level |
1998 |
&& QUERY_FLAG (op, FLAG_ALIVE)) |
1999 |
spring_trap (treas, op); |
2000 |
/* If either player or container was destroyed, no need to do |
2001 |
* further processing. I think this should be enclused with |
2002 |
* spring trap above, as I don't think there is otherwise |
2003 |
* any way for the treasure chest or player to get killed |
2004 |
*/ |
2005 |
if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag)) |
2006 |
break; |
2007 |
} |
2008 |
|
2009 |
if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL) |
2010 |
decrease_ob (tmp); |
2011 |
|
2012 |
} |
2013 |
|
2014 |
/** |
2015 |
* op eats food. |
2016 |
* If player, takes care of messages and dragon special food. |
2017 |
*/ |
2018 |
static void apply_food (object *op, object *tmp) |
2019 |
{ |
2020 |
int capacity_remaining; |
2021 |
|
2022 |
if(op->type!=PLAYER) |
2023 |
op->stats.hp=op->stats.maxhp; |
2024 |
else { |
2025 |
/* check if this is a dragon (player), eating some flesh */ |
2026 |
if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp)) |
2027 |
; |
2028 |
else { |
2029 |
/* usual case - no dragon meal: */ |
2030 |
if(op->stats.food+tmp->stats.food>999) { |
2031 |
if(tmp->type==FOOD || tmp->type==FLESH) |
2032 |
new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!"); |
2033 |
else |
2034 |
new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!"); |
2035 |
} |
2036 |
|
2037 |
if(!QUERY_FLAG(tmp, FLAG_CURSED)) { |
2038 |
char buf[MAX_BUF]; |
2039 |
|
2040 |
if (!is_dragon_pl(op)) { |
2041 |
/* eating message for normal players*/ |
2042 |
if(tmp->type==DRINK) |
2043 |
sprintf(buf,"Ahhh...that %s tasted good.",tmp->name); |
2044 |
else |
2045 |
sprintf(buf,"The %s tasted %s",tmp->name, |
2046 |
tmp->type==FLESH?"terrible!":"good."); |
2047 |
} |
2048 |
else { |
2049 |
/* eating message for dragon players*/ |
2050 |
sprintf(buf,"The %s tasted terrible!",tmp->name); |
2051 |
} |
2052 |
|
2053 |
new_draw_info(NDI_UNIQUE, 0,op,buf); |
2054 |
capacity_remaining = 999 - op->stats.food; |
2055 |
op->stats.food+=tmp->stats.food; |
2056 |
if(capacity_remaining < tmp->stats.food) |
2057 |
op->stats.hp += capacity_remaining / 50; |
2058 |
else |
2059 |
op->stats.hp+=tmp->stats.food/50; |
2060 |
if(op->stats.hp>op->stats.maxhp) |
2061 |
op->stats.hp=op->stats.maxhp; |
2062 |
if (op->stats.food > 999) |
2063 |
op->stats.food = 999; |
2064 |
} |
2065 |
|
2066 |
/* special food hack -b.t. */ |
2067 |
if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) |
2068 |
eat_special_food(op,tmp); |
2069 |
} |
2070 |
} |
2071 |
handle_apply_yield(tmp); |
2072 |
decrease_ob(tmp); |
2073 |
} |
2074 |
|
2075 |
/** |
2076 |
* A dragon is eating some flesh. If the flesh contains resistances, |
2077 |
* there is a chance for the dragon's skin to get improved. |
2078 |
* |
2079 |
* attributes: |
2080 |
* object *op the object (dragon player) eating the flesh |
2081 |
* object *meal the flesh item, getting chewed in dragon's mouth |
2082 |
* return: |
2083 |
* int 1 if eating successful, 0 if it doesn't work |
2084 |
*/ |
2085 |
int dragon_eat_flesh(object *op, object *meal) { |
2086 |
object *skin = NULL; /* pointer to dragon skin force*/ |
2087 |
object *abil = NULL; /* pointer to dragon ability force*/ |
2088 |
object *tmp = NULL; /* tmp. object */ |
2089 |
|
2090 |
char buf[MAX_BUF]; /* tmp. string buffer */ |
2091 |
double chance; /* improvement-chance of one resistance type */ |
2092 |
double totalchance=1; /* total chance of gaining one resistance */ |
2093 |
double bonus=0; /* level bonus (improvement is easier at lowlevel) */ |
2094 |
double mbonus=0; /* monster bonus */ |
2095 |
int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ |
2096 |
int winners=0; /* number of winners */ |
2097 |
int i; /* index */ |
2098 |
|
2099 |
/* let's make sure and doublecheck the parameters */ |
2100 |
if (meal->type!=FLESH || !is_dragon_pl(op)) |
2101 |
return 0; |
2102 |
|
2103 |
/* now grab the 'dragon_skin'- and 'dragon_ability'-forces |
2104 |
from the player's inventory */ |
2105 |
for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { |
2106 |
if (tmp->type == FORCE) { |
2107 |
if (strcmp(tmp->arch->name, "dragon_skin_force")==0) |
2108 |
skin = tmp; |
2109 |
else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) |
2110 |
abil = tmp; |
2111 |
} |
2112 |
} |
2113 |
|
2114 |
/* if either skin or ability are missing, this is an old player |
2115 |
which is not to be considered a dragon -> bail out */ |
2116 |
if (skin == NULL || abil == NULL) return 0; |
2117 |
|
2118 |
/* now start by filling stomache and health, according to food-value */ |
2119 |
if((999 - op->stats.food) < meal->stats.food) |
2120 |
op->stats.hp += (999 - op->stats.food) / 50; |
2121 |
else |
2122 |
op->stats.hp += meal->stats.food/50; |
2123 |
if(op->stats.hp>op->stats.maxhp) |
2124 |
op->stats.hp=op->stats.maxhp; |
2125 |
|
2126 |
op->stats.food = MIN(999, op->stats.food + meal->stats.food); |
2127 |
|
2128 |
/*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ |
2129 |
|
2130 |
/* on to the interesting part: chances for adding resistance */ |
2131 |
for (i=0; i<NROFATTACKS; i++) { |
2132 |
if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { |
2133 |
/* got positive resistance, now calculate improvement chance (0-100) */ |
2134 |
|
2135 |
/* this bonus makes resistance increase easier at lower levels */ |
2136 |
bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); |
2137 |
if (i == abil->stats.exp) |
2138 |
bonus += 5; /* additional bonus for resistance of ability-focus */ |
2139 |
|
2140 |
/* monster bonus increases with level, because high-level |
2141 |
flesh is too rare */ |
2142 |
mbonus = op->level * 20. / ((double)settings.max_level); |
2143 |
|
2144 |
chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / |
2145 |
((double)settings.max_level)) - skin->resist[i]; |
2146 |
|
2147 |
if (chance >= 0.) |
2148 |
chance += 1.; |
2149 |
else |
2150 |
chance = (chance < -12) ? 0. : 1./pow(2., -chance); |
2151 |
|
2152 |
/* chance is proportional to amount of resistance (max. 50) */ |
2153 |
chance *= ((double)(MIN(meal->resist[i], 50)))/50.; |
2154 |
|
2155 |
/* doubled chance for resistance of ability-focus */ |
2156 |
if (i == abil->stats.exp) |
2157 |
chance = MIN(100., chance*2.); |
2158 |
|
2159 |
/* now make the throw and save all winners (Don't insert luck bonus here!) */ |
2160 |
if (RANDOM()%10000 < (int)(chance*100)) { |
2161 |
atnr_winner[winners] = i; |
2162 |
winners++; |
2163 |
} |
2164 |
|
2165 |
if (chance >= 0.01 ) totalchance *= 1 - chance/100; |
2166 |
|
2167 |
/*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/ |
2168 |
} |
2169 |
} |
2170 |
|
2171 |
/* inverse totalchance as until now we have the failure-chance */ |
2172 |
totalchance = 100 - totalchance*100; |
2173 |
/* print message according to totalchance */ |
2174 |
if (totalchance > 50.) |
2175 |
sprintf(buf, "Hmm! The %s tasted delicious!", meal->name); |
2176 |
else if (totalchance > 10.) |
2177 |
sprintf(buf, "The %s tasted very good.", meal->name); |
2178 |
else if (totalchance > 1.) |
2179 |
sprintf(buf, "The %s tasted good.", meal->name); |
2180 |
else if (totalchance > 0.1) |
2181 |
sprintf(buf, "The %s tasted bland.", meal->name); |
2182 |
else if (totalchance >= 0.01) |
2183 |
sprintf(buf, "The %s had a boring taste.", meal->name); |
2184 |
else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)) |
2185 |
sprintf(buf, "The %s tasted strange.", meal->name); |
2186 |
else |
2187 |
sprintf(buf, "The %s had no taste.", meal->name); |
2188 |
new_draw_info(NDI_UNIQUE, 0, op, buf); |
2189 |
|
2190 |
/* now choose a winner if we have any */ |
2191 |
i = -1; |
2192 |
if (winners>0) |
2193 |
i = atnr_winner[RANDOM()%winners]; |
2194 |
|
2195 |
if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { |
2196 |
/* resistance increased! */ |
2197 |
skin->resist[i]++; |
2198 |
fix_player(op); |
2199 |
|
2200 |
sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); |
2201 |
new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf); |
2202 |
} |
2203 |
|
2204 |
/* if this flesh contains a new ability focus, we mark it |
2205 |
into the ability_force and it will take effect on next level */ |
2206 |
if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat) |
2207 |
&& meal->last_eat != abil->last_eat) { |
2208 |
abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ |
2209 |
|
2210 |
if (meal->last_eat != abil->stats.exp) { |
2211 |
sprintf(buf, "Your metabolism prepares to focus on %s!", |
2212 |
change_resist_msg[meal->last_eat]); |
2213 |
new_draw_info(NDI_UNIQUE, 0, op, buf); |
2214 |
sprintf(buf, "The change will happen at level %d", abil->level + 1); |
2215 |
new_draw_info(NDI_UNIQUE, 0, op, buf); |
2216 |
} |
2217 |
else { |
2218 |
sprintf(buf, "Your metabolism will continue to focus on %s.", |
2219 |
change_resist_msg[meal->last_eat]); |
2220 |
new_draw_info(NDI_UNIQUE, 0, op, buf); |
2221 |
abil->last_eat = 0; |
2222 |
} |
2223 |
} |
2224 |
return 1; |
2225 |
} |
2226 |
|
2227 |
static void apply_savebed (object *pl) |
2228 |
{ |
2229 |
#ifndef COZY_SERVER |
2230 |
if(!pl->contr->name_changed||!pl->stats.exp) { |
2231 |
new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet."); |
2232 |
return; |
2233 |
} |
2234 |
#endif |
2235 |
INVOKE_PLAYER (LOGOUT, pl->contr); |
2236 |
/* Need to call terminate_all_pets() before we remove the player ob */ |
2237 |
terminate_all_pets(pl); |
2238 |
remove_ob(pl); |
2239 |
pl->direction=0; |
2240 |
new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, |
2241 |
"%s leaves the game.",pl->name); |
2242 |
|
2243 |
/* update respawn position */ |
2244 |
strcpy(pl->contr->savebed_map, pl->map->path); |
2245 |
pl->contr->bed_x = pl->x; |
2246 |
pl->contr->bed_y = pl->y; |
2247 |
|
2248 |
strcpy(pl->contr->killer,"left"); |
2249 |
check_score(pl); /* Always check score */ |
2250 |
(void)save_player(pl,0); |
2251 |
pl->map->players--; |
2252 |
#if MAP_MAXTIMEOUT |
2253 |
MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map); |
2254 |
#endif |
2255 |
play_again(pl); |
2256 |
pl->speed = 0; |
2257 |
update_ob_speed(pl); |
2258 |
} |
2259 |
|
2260 |
/** |
2261 |
* Handles applying an improve armor scroll. |
2262 |
* Does some sanity checks, then calls improve_armour. |
2263 |
*/ |
2264 |
static void apply_armour_improver (object *op, object *tmp) |
2265 |
{ |
2266 |
object *armor; |
2267 |
|
2268 |
if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) { |
2269 |
new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll."); |
2270 |
return; |
2271 |
} |
2272 |
armor=find_marked_object(op); |
2273 |
if ( ! armor) { |
2274 |
new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object."); |
2275 |
return; |
2276 |
} |
2277 |
if (armor->type != ARMOUR |
2278 |
&& armor->type != CLOAK |
2279 |
&& armor->type != BOOTS && armor->type != GLOVES |
2280 |
&& armor->type != BRACERS && armor->type != SHIELD |
2281 |
&& armor->type != HELMET) |
2282 |
{ |
2283 |
new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); |
2284 |
return; |
2285 |
} |
2286 |
|
2287 |
new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); |
2288 |
improve_armour(op,tmp,armor); |
2289 |
} |
2290 |
|
2291 |
|
2292 |
extern void apply_poison (object *op, object *tmp) |
2293 |
{ |
2294 |
if (op->type == PLAYER) { |
2295 |
play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0); |
2296 |
new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!"); |
2297 |
strcpy(op->contr->killer,"poisonous booze"); |
2298 |
} |
2299 |
if (tmp->stats.hp > 0) { |
2300 |
LOG(llevDebug,"Trying to poison player/monster for %d hp\n", |
2301 |
tmp->stats.hp); |
2302 |
hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1); |
2303 |
} |
2304 |
op->stats.food-=op->stats.food/4; |
2305 |
handle_apply_yield(tmp); |
2306 |
decrease_ob(tmp); |
2307 |
} |
2308 |
|
2309 |
/** |
2310 |
* This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. |
2311 |
* A valid 2 way exit means: |
2312 |
* -You can come back (there is another exit at the other side) |
2313 |
* -You are |
2314 |
* ° the owner of the exit |
2315 |
* ° or in the same party as the owner |
2316 |
* |
2317 |
* Note: a owner in a 2 way exit is saved as the owner's name |
2318 |
* in the field exit->name cause the field exit->owner doesn't |
2319 |
* survive in the swapping (in fact the whole exit doesn't survive). |
2320 |
*/ |
2321 |
int is_legal_2ways_exit (object* op, object *exit) |
2322 |
{ |
2323 |
object * tmp; |
2324 |
object * exit_owner; |
2325 |
player * pp; |
2326 |
mapstruct * exitmap; |
2327 |
if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/ |
2328 |
if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */ |
2329 |
/* To know if an exit has a correspondant, we look at |
2330 |
* all the exits in destination and try to find one with same path as |
2331 |
* the current exit's position */ |
2332 |
if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) |
2333 |
exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE); |
2334 |
else exitmap = ready_map_name(EXIT_PATH (exit), 0); |
2335 |
if (exitmap) |
2336 |
{ |
2337 |
tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); |
2338 |
if (!tmp) return 0; |
2339 |
for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above) |
2340 |
{ |
2341 |
if (tmp->type!=EXIT) continue; /*Not an exit*/ |
2342 |
if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ |
2343 |
if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/ |
2344 |
if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/ |
2345 |
|
2346 |
/* From here we have found the exit is valid. However we do |
2347 |
* here the check of the exit owner. It is important for the |
2348 |
* town portals to prevent strangers from visiting your appartments |
2349 |
*/ |
2350 |
if (!exit->race) return 1; /*No owner, free for all!*/ |
2351 |
exit_owner=NULL; |
2352 |
for (pp=first_player;pp;pp=pp->next) |
2353 |
{ |
2354 |
if (!pp->ob) continue; |
2355 |
if (pp->ob->name!=exit->race) continue; |
2356 |
exit_owner= pp->ob; /*We found a player which correspond to the player name*/ |
2357 |
break; |
2358 |
} |
2359 |
if (!exit_owner) return 0; /* No more owner*/ |
2360 |
if (exit_owner->contr==op->contr) return 1; /*It is your exit*/ |
2361 |
if ( exit_owner && /*There is a owner*/ |
2362 |
(op->contr) && /*A player tries to pass */ |
2363 |
( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/ |
2364 |
(exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/ |
2365 |
return 0; |
2366 |
return 1; |
2367 |
} |
2368 |
} |
2369 |
return 0; |
2370 |
} |
2371 |
|
2372 |
|
2373 |
/** |
2374 |
* Main apply handler. |
2375 |
* |
2376 |
* Checks for unpaid items before applying. |
2377 |
* |
2378 |
* Return value: |
2379 |
* 0: player or monster can't apply objects of that type |
2380 |
* 1: has been applied, or there was an error applying the object |
2381 |
* 2: objects of that type can't be applied if not in inventory |
2382 |
* |
2383 |
* op is the object that is causing object to be applied, tmp is the object |
2384 |
* being applied. |
2385 |
* |
2386 |
* aflag is special (always apply/unapply) flags. Nothing is done with |
2387 |
* them in this function - they are passed to apply_special |
2388 |
*/ |
2389 |
|
2390 |
int manual_apply (object *op, object *tmp, int aflag) |
2391 |
{ |
2392 |
if (tmp->head) tmp=tmp->head; |
2393 |
|
2394 |
if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { |
2395 |
if (op->type == PLAYER) { |
2396 |
new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); |
2397 |
return 1; |
2398 |
} else { |
2399 |
return 0; /* monsters just skip unpaid items */ |
2400 |
} |
2401 |
} |
2402 |
|
2403 |
if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) |
2404 |
return RESULT_INT (0); |
2405 |
|
2406 |
switch (tmp->type) { |
2407 |
|
2408 |
case CF_HANDLE: |
2409 |
new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle."); |
2410 |
play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE); |
2411 |
tmp->value=tmp->value?0:1; |
2412 |
SET_ANIMATION(tmp, tmp->value); |
2413 |
update_object(tmp,UP_OBJ_FACE); |
2414 |
push_button(tmp); |
2415 |
return 1; |
2416 |
|
2417 |
case TRIGGER: |
2418 |
if (check_trigger (tmp, op)) { |
2419 |
new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); |
2420 |
play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); |
2421 |
} else { |
2422 |
new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); |
2423 |
} |
2424 |
return 1; |
2425 |
|
2426 |
case EXIT: |
2427 |
if (op->type != PLAYER) |
2428 |
return 0; |
2429 |
if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) { |
2430 |
new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", |
2431 |
query_name(tmp)); |
2432 |
} else { |
2433 |
/* Don't display messages for random maps. */ |
2434 |
if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) && |
2435 |
strncmp(EXIT_PATH(tmp), "/random/", 8)) |
2436 |
new_draw_info (NDI_NAVY, 0, op, tmp->msg); |
2437 |
enter_exit(op,tmp); |
2438 |
} |
2439 |
return 1; |
2440 |
|
2441 |
case SIGN: |
2442 |
apply_sign (op, tmp, 0); |
2443 |
return 1; |
2444 |
|
2445 |
case BOOK: |
2446 |
if (op->type == PLAYER) { |
2447 |
apply_book (op, tmp); |
2448 |
return 1; |
2449 |
} else { |
2450 |
return 0; |
2451 |
} |
2452 |
|
2453 |
case SKILLSCROLL: |
2454 |
if (op->type == PLAYER) { |
2455 |
apply_skillscroll (op, tmp); |
2456 |
return 1; |
2457 |
} |
2458 |
return 0; |
2459 |
|
2460 |
case SPELLBOOK: |
2461 |
if (op->type == PLAYER) { |
2462 |
apply_spellbook (op, tmp); |
2463 |
return 1; |
2464 |
} |
2465 |
return 0; |
2466 |
|
2467 |
case SCROLL: |
2468 |
apply_scroll (op, tmp, 0); |
2469 |
return 1; |
2470 |
|
2471 |
case POTION: |
2472 |
(void) apply_potion(op, tmp); |
2473 |
return 1; |
2474 |
|
2475 |
/* Eneq(@csd.uu.se): Handle apply on containers. */ |
2476 |
case CLOSE_CON: |
2477 |
if (op->type==PLAYER) |
2478 |
(void) esrv_apply_container (op, tmp->env); |
2479 |
else |
2480 |
(void) apply_container (op, tmp->env); |
2481 |
return 1; |
2482 |
|
2483 |
case CONTAINER: |
2484 |
if (op->type==PLAYER) |
2485 |
(void) esrv_apply_container (op, tmp); |
2486 |
else |
2487 |
(void) apply_container (op, tmp); |
2488 |
return 1; |
2489 |
|
2490 |
case TREASURE: |
2491 |
if (op->type == PLAYER) { |
2492 |
apply_treasure (op, tmp); |
2493 |
return 1; |
2494 |
} else { |
2495 |
return 0; |
2496 |
} |
2497 |
|
2498 |
case WEAPON: |
2499 |
case ARMOUR: |
2500 |
case BOOTS: |
2501 |
case GLOVES: |
2502 |
case AMULET: |
2503 |
case GIRDLE: |
2504 |
case BRACERS: |
2505 |
case SHIELD: |
2506 |
case HELMET: |
2507 |
case RING: |
2508 |
case CLOAK: |
2509 |
case WAND: |
2510 |
case ROD: |
2511 |
case HORN: |
2512 |
case SKILL: |
2513 |
case BOW: |
2514 |
case LAMP: |
2515 |
case BUILDER: |
2516 |
case SKILL_TOOL: |
2517 |
if (tmp->env != op) |
2518 |
return 2; /* not in inventory */ |
2519 |
(void) apply_special (op, tmp, aflag); |
2520 |
return 1; |
2521 |
|
2522 |
case DRINK: |
2523 |
case FOOD: |
2524 |
case FLESH: |
2525 |
apply_food (op, tmp); |
2526 |
return 1; |
2527 |
|
2528 |
case POISON: |
2529 |
apply_poison (op, tmp); |
2530 |
return 1; |
2531 |
|
2532 |
case SAVEBED: |
2533 |
if (op->type == PLAYER) { |
2534 |
apply_savebed (op); |
2535 |
return 1; |
2536 |
} else { |
2537 |
return 0; |
2538 |
} |
2539 |
|
2540 |
case ARMOUR_IMPROVER: |
2541 |
if (op->type == PLAYER) { |
2542 |
apply_armour_improver (op, tmp); |
2543 |
return 1; |
2544 |
} else { |
2545 |
return 0; |
2546 |
} |
2547 |
|
2548 |
case WEAPON_IMPROVER: |
2549 |
(void) check_improve_weapon(op, tmp); |
2550 |
return 1; |
2551 |
|
2552 |
case CLOCK: |
2553 |
if (op->type == PLAYER) { |
2554 |
char buf[MAX_BUF]; |
2555 |
timeofday_t tod; |
2556 |
|
2557 |
get_tod(&tod); |
2558 |
sprintf(buf, "It is %d minute%s past %d o'clock %s", |
2559 |
tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"), |
2560 |
((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)), |
2561 |
((tod.hour >= 14) ? "pm" : "am")); |
2562 |
play_sound_player_only(op->contr, SOUND_CLOCK,0,0); |
2563 |
new_draw_info(NDI_UNIQUE, 0,op, buf); |
2564 |
return 1; |
2565 |
} else { |
2566 |
return 0; |
2567 |
} |
2568 |
|
2569 |
case MENU: |
2570 |
if (op->type == PLAYER) { |
2571 |
shop_listing (op); |
2572 |
return 1; |
2573 |
} else { |
2574 |
return 0; |
2575 |
} |
2576 |
|
2577 |
case POWER_CRYSTAL: |
2578 |
apply_power_crystal(op,tmp); /* see egoitem.c */ |
2579 |
return 1; |
2580 |
|
2581 |
case LIGHTER: /* for lighting torches/lanterns/etc */ |
2582 |
if (op->type == PLAYER) { |
2583 |
apply_lighter(op,tmp); |
2584 |
return 1; |
2585 |
} else { |
2586 |
return 0; |
2587 |
} |
2588 |
|
2589 |
case ITEM_TRANSFORMER: |
2590 |
apply_item_transformer( op, tmp ); |
2591 |
return 1; |
2592 |
|
2593 |
default: |
2594 |
return 0; |
2595 |
} |
2596 |
} |
2597 |
|
2598 |
|
2599 |
/* quiet suppresses the "don't know how to apply" and "you must get it first" |
2600 |
* messages as needed by player_apply_below(). But there can still be |
2601 |
* "but you are floating high above the ground" messages. |
2602 |
* |
2603 |
* Same return value as apply() function. |
2604 |
*/ |
2605 |
int player_apply (object *pl, object *op, int aflag, int quiet) |
2606 |
{ |
2607 |
int tmp; |
2608 |
|
2609 |
if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { |
2610 |
/* player is flying and applying object not in inventory */ |
2611 |
if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { |
2612 |
new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " |
2613 |
"above the ground!"); |
2614 |
return 0; |
2615 |
} |
2616 |
} |
2617 |
|
2618 |
/* Check for PLAYER to avoid a DM to disappear in a puff of smoke if |
2619 |
* applied. |
2620 |
*/ |
2621 |
if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ)) |
2622 |
{ |
2623 |
play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE); |
2624 |
new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " |
2625 |
"of smoke!"); |
2626 |
new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion."); |
2627 |
remove_ob (op); |
2628 |
free_object (op); |
2629 |
return 1; |
2630 |
} |
2631 |
|
2632 |
pl->contr->last_used = op; |
2633 |
pl->contr->last_used_id = op->count; |
2634 |
|
2635 |
tmp = manual_apply (pl, op, aflag); |
2636 |
if ( ! quiet) { |
2637 |
if (tmp == 0) |
2638 |
new_draw_info_format (NDI_UNIQUE, 0, pl, |
2639 |
"I don't know how to apply the %s.", |
2640 |
query_name (op)); |
2641 |
else if (tmp == 2) |
2642 |
new_draw_info_format (NDI_UNIQUE, 0, pl, |
2643 |
"You must get it first!\n"); |
2644 |
} |
2645 |
return tmp; |
2646 |
} |
2647 |
|
2648 |
/** |
2649 |
* player_apply_below attempts to apply the object 'below' the player. |
2650 |
* If the player has an open container, we use that for below, otherwise |
2651 |
* we use the ground. |
2652 |
*/ |
2653 |
|
2654 |
void player_apply_below (object *pl) |
2655 |
{ |
2656 |
object *tmp, *next; |
2657 |
int floors; |
2658 |
|
2659 |
/* If using a container, set the starting item to be the top |
2660 |
* item in the container. Otherwise, use the map. |
2661 |
*/ |
2662 |
tmp = (pl->container != NULL) ? pl->container->inv : pl->below; |
2663 |
|
2664 |
/* This is perhaps more complicated. However, I want to make sure that |
2665 |
* we don't use a corrupt pointer for the next object, so we get the |
2666 |
* next object in the stack before applying. This is can only be a |
2667 |
* problem if player_apply() has a bug in that it uses the object but does |
2668 |
* not return a proper value. |
2669 |
*/ |
2670 |
for (floors = 0; tmp!=NULL; tmp=next) { |
2671 |
next = tmp->below; |
2672 |
if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
2673 |
floors++; |
2674 |
else if (floors > 0) |
2675 |
return; /* process only floor objects after first floor object */ |
2676 |
|
2677 |
/* If it is visible, player can apply it. If it is applied by |
2678 |
* person moving on it, also activate. Added code to make it |
2679 |
* so that at least one of players movement types be that which |
2680 |
* the item needs. |
2681 |
*/ |
2682 |
if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { |
2683 |
if (player_apply (pl, tmp, 0, 1) == 1) |
2684 |
return; |
2685 |
} |
2686 |
if (floors >= 2) |
2687 |
return; /* process at most two floor objects */ |
2688 |
} |
2689 |
} |
2690 |
|
2691 |
/** |
2692 |
* Unapplies specified item. |
2693 |
* No check done on cursed/damned. |
2694 |
* Break this out of apply_special - this is just done |
2695 |
* to keep the size of apply_special to a more managable size. |
2696 |
*/ |
2697 |
static int unapply_special (object *who, object *op, int aflags) |
2698 |
{ |
2699 |
if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) |
2700 |
|| INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) |
2701 |
return RESULT_INT (0); |
2702 |
|
2703 |
object *tmp2; |
2704 |
|
2705 |
CLEAR_FLAG(op, FLAG_APPLIED); |
2706 |
switch(op->type) { |
2707 |
case WEAPON: |
2708 |
new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op)); |
2709 |
|
2710 |
(void) change_abil (who,op); |
2711 |
if(QUERY_FLAG(who,FLAG_READY_WEAPON)) |
2712 |
CLEAR_FLAG(who,FLAG_READY_WEAPON); |
2713 |
clear_skill(who); |
2714 |
break; |
2715 |
|
2716 |
case SKILL: /* allows objects to impart skills */ |
2717 |
case SKILL_TOOL: |
2718 |
if (op != who->chosen_skill) { |
2719 |
LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); |
2720 |
} |
2721 |
if (who->type==PLAYER) { |
2722 |
if (who->contr->shoottype == range_skill) |
2723 |
who->contr->shoottype = range_none; |
2724 |
if ( ! op->invisible) { |
2725 |
new_draw_info_format (NDI_UNIQUE, 0, who, |
2726 |
"You stop using the %s.", query_name(op)); |
2727 |
} else { |
2728 |
new_draw_info_format (NDI_UNIQUE, 0, who, |
2729 |
"You can no longer use the skill: %s.", |
2730 |
op->skill); |
2731 |
} |
2732 |
} |
2733 |
(void) change_abil (who, op); |
2734 |
who->chosen_skill = NULL; |
2735 |
CLEAR_FLAG (who, FLAG_READY_SKILL); |
2736 |
break; |
2737 |
|
2738 |
case ARMOUR: |
2739 |
case HELMET: |
2740 |
case SHIELD: |
2741 |
case RING: |
2742 |
case BOOTS: |
2743 |
case GLOVES: |
2744 |
case AMULET: |
2745 |
case GIRDLE: |
2746 |
case BRACERS: |
2747 |
case CLOAK: |
2748 |
new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op)); |
2749 |
(void) change_abil (who,op); |
2750 |
break; |
2751 |
case LAMP: |
2752 |
new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.", |
2753 |
op->name); |
2754 |
tmp2 = arch_to_object(op->other_arch); |
2755 |
tmp2->x = op->x; |
2756 |
tmp2->y = op->y; |
2757 |
tmp2->map = op->map; |
2758 |
tmp2->below = op->below; |
2759 |
tmp2->above = op->above; |
2760 |
tmp2->stats.food = op->stats.food; |
2761 |
CLEAR_FLAG(tmp2, FLAG_APPLIED); |
2762 |
if (QUERY_FLAG(op, FLAG_INV_LOCKED)) |
2763 |
SET_FLAG(tmp2, FLAG_INV_LOCKED); |
2764 |
if (who->type == PLAYER) |
2765 |
esrv_del_item(who->contr, (tag_t)op->count); |
2766 |
remove_ob(op); |
2767 |
free_object(op); |
2768 |
insert_ob_in_ob(tmp2, who); |
2769 |
fix_player(who); |
2770 |
if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { |
2771 |
if (who->type == PLAYER) { |
2772 |
new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); |
2773 |
SET_FLAG(tmp2, FLAG_KNOWN_CURSED); |
2774 |
} |
2775 |
} |
2776 |
if(who->type==PLAYER) |
2777 |
esrv_send_item(who, tmp2); |
2778 |
return 1; /* otherwise, an attempt to drop causes problems */ |
2779 |
break; |
2780 |
case BOW: |
2781 |
case WAND: |
2782 |
case ROD: |
2783 |
case HORN: |
2784 |
clear_skill(who); |
2785 |
new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op)); |
2786 |
if(who->type==PLAYER) { |
2787 |
who->contr->shoottype = range_none; |
2788 |
} else { |
2789 |
if (op->type == BOW) |
2790 |
CLEAR_FLAG (who, FLAG_READY_BOW); |
2791 |
else |
2792 |
CLEAR_FLAG(who, FLAG_READY_RANGE); |
2793 |
} |
2794 |
break; |
2795 |
|
2796 |
case BUILDER: |
2797 |
new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op)); |
2798 |
who->contr->shoottype = range_none; |
2799 |
who->contr->ranges[ range_builder ] = NULL; |
2800 |
break; |
2801 |
|
2802 |
default: |
2803 |
new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); |
2804 |
break; |
2805 |
} |
2806 |
|
2807 |
fix_player(who); |
2808 |
|
2809 |
if ( ! (aflags & AP_NO_MERGE)) { |
2810 |
object *tmp; |
2811 |
|
2812 |
tag_t del_tag = op->count; |
2813 |
tmp = merge_ob (op, NULL); |
2814 |
if (who->type == PLAYER) { |
2815 |
if (tmp) { /* it was merged */ |
2816 |
esrv_del_item (who->contr, del_tag); |
2817 |
op = tmp; |
2818 |
} |
2819 |
esrv_send_item (who, op); |
2820 |
} |
2821 |
} |
2822 |
return 0; |
2823 |
} |
2824 |
|
2825 |
/** |
2826 |
* Returns the object that is using location 'loc'. |
2827 |
* Note that 'start' is the first object to start examing - we |
2828 |
* then go through the below of this. In this way, you can do |
2829 |
* something like: |
2830 |
* tmp = get_item_from_body_location(who->inv, 1); |
2831 |
* if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); |
2832 |
* to find the second object that may use this location, etc. |
2833 |
* Returns NULL if no match is found. |
2834 |
* loc is the index into the array we are looking for a match. |
2835 |
* don't return invisible objects unless they are skill objects |
2836 |
* invisible other objects that use |
2837 |
* up body locations can be used as restrictions. |
2838 |
*/ |
2839 |
object *get_item_from_body_location(object *start, int loc) |
2840 |
{ |
2841 |
object *tmp; |
2842 |
|
2843 |
if (!start) return NULL; |
2844 |
|
2845 |
for (tmp=start; tmp; tmp=tmp->below) |
2846 |
if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && |
2847 |
(!tmp->invisible || tmp->type==SKILL)) return tmp; |
2848 |
|
2849 |
return NULL; |
2850 |
} |
2851 |
|
2852 |
|
2853 |
|
2854 |
/** |
2855 |
* 'op' wants to apply an object, but can't because of other equipment. |
2856 |
* This should only be called when it is known |
2857 |
* that there are objects to unapply. This makes pretty heavy |
2858 |
* use of get_item_from_body_location. It makes no intelligent choice |
2859 |
* on objects - rather, the first that is matched is used. |
2860 |
* Returns 0 on success, returns 1 if there is some problem. |
2861 |
* if aflags is AP_PRINT, we instead print out waht to unapply |
2862 |
* instead of doing it. This is a lot less code than having |
2863 |
* another function that does just that. |
2864 |
*/ |
2865 |
int unapply_for_ob(object *who, object *op, int aflags) |
2866 |
{ |
2867 |
int i; |
2868 |
object *tmp=NULL, *last; |
2869 |
|
2870 |
/* If we are applying a shield or weapon, unapply any equipped shield |
2871 |
* or weapons first - only allowed to use one weapon/shield at a time. |
2872 |
*/ |
2873 |
if (op->type == WEAPON || op->type == SHIELD) { |
2874 |
for (tmp=who->inv; tmp; tmp=tmp->below) { |
2875 |
if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { |
2876 |
if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || |
2877 |
(!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { |
2878 |
if (aflags & AP_PRINT) |
2879 |
new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); |
2880 |
else |
2881 |
unapply_special(who, tmp, aflags); |
2882 |
} |
2883 |
else { |
2884 |
/* In this case, we want to try and remove a cursed item. |
2885 |
* While we know it won't work, we want unapply_special to |
2886 |
* at least generate the message. |
2887 |
*/ |
2888 |
new_draw_info_format(NDI_UNIQUE, 0, who, |
2889 |
"No matter how hard you try, you just can't\nremove %s.", |
2890 |
query_name(tmp)); |
2891 |
return 1; |
2892 |
} |
2893 |
|
2894 |
} |
2895 |
} |
2896 |
} |
2897 |
|
2898 |
for (i=0; i<NUM_BODY_LOCATIONS; i++) { |
2899 |
/* this used up a slot that we need to free */ |
2900 |
if (op->body_info[i]) { |
2901 |
last = who->inv; |
2902 |
|
2903 |
/* We do a while loop - may need to remove several items in order |
2904 |
* to free up enough slots. |
2905 |
*/ |
2906 |
while ((who->body_used[i] + op->body_info[i]) < 0) { |
2907 |
tmp = get_item_from_body_location(last, i); |
2908 |
if (!tmp) { |
2909 |
#if 0 |
2910 |
/* Not a bug - we'll get this if the player has cursed items |
2911 |
* equipped. |
2912 |
*/ |
2913 |
LOG(llevError,"Can't find object using location %d (%s) on %s\n", |
2914 |
i, body_locations[i].save_name, who->name); |
2915 |
#endif |
2916 |
return 1; |
2917 |
} |
2918 |
/* If we are just printing, we don't care about cursed status */ |
2919 |
if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || |
2920 |
(!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) { |
2921 |
if (aflags & AP_PRINT) |
2922 |
new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); |
2923 |
else |
2924 |
unapply_special(who, tmp, aflags); |
2925 |
} |
2926 |
else { |
2927 |
/* Cursed item that we can't unequip - tell the player. |
2928 |
* Note this could be annoying if this is just one of a few, |
2929 |
* so it may not be critical (eg, putting on a ring and you have |
2930 |
* one cursed ring.) |
2931 |
*/ |
2932 |
new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp)); |
2933 |
} |
2934 |
last = tmp->below; |
2935 |
} |
2936 |
/* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the |
2937 |
* return in the !tmp would have kicked in. |
2938 |
*/ |
2939 |
} /* if op is using this body location */ |
2940 |
} /* for body lcoations */ |
2941 |
return 0; |
2942 |
} |
2943 |
|
2944 |
/** |
2945 |
* Checks to see if 'who' can apply object 'op'. |
2946 |
* Returns 0 if apply can be done without anything special. |
2947 |
* Otherwise returns a bitmask - potentially several of these may be |
2948 |
* set, but largely depends on circumstance - in the future, processing |
2949 |
* may be pruned once we know some status (eg, once CAN_APPLY_NEVER |
2950 |
* is set, do we really are what the other flags may be?) |
2951 |
* |
2952 |
* See include/define.h for detailed description of the meaning of |
2953 |
* these return values. |
2954 |
*/ |
2955 |
int can_apply_object(object *who, object *op) |
2956 |
{ |
2957 |
if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) |
2958 |
|| INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) |
2959 |
return RESULT_INT (0); |
2960 |
|
2961 |
int i, retval=0; |
2962 |
object *tmp=NULL, *ws=NULL; |
2963 |
|
2964 |
/* Players have 2 'arm's, so they could in theory equip 2 shields or |
2965 |
* 2 weapons, but we don't want to let them do that. So if they are |
2966 |
* trying to equip a weapon or shield, see if they already have one |
2967 |
* in place and store that way. |
2968 |
*/ |
2969 |
if (op->type == WEAPON || op->type == SHIELD) { |
2970 |
for (tmp=who->inv; tmp && !ws; tmp=tmp->below) { |
2971 |
if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { |
2972 |
retval = CAN_APPLY_UNAPPLY; |
2973 |
ws = tmp; |
2974 |
} |
2975 |
} |
2976 |
} |
2977 |
|
2978 |
|
2979 |
for (i=0; i<NUM_BODY_LOCATIONS; i++) { |
2980 |
if (op->body_info[i]) { |
2981 |
/* Item uses more slots than we have */ |
2982 |
if (FABS(op->body_info[i]) > who->body_info[i]) { |
2983 |
/* Could return now for efficiently - rest of info below isn' |
2984 |
* really needed. |
2985 |
*/ |
2986 |
retval |= CAN_APPLY_NEVER; |
2987 |
} else if ((who->body_used[i] + op->body_info[i]) < 0) { |
2988 |
/* in this case, equipping this would use more free spots than |
2989 |
* we have. |
2990 |
*/ |
2991 |
object *tmp1; |
2992 |
|
2993 |
|
2994 |
/* if we have an applied weapon/shield, and unapply it would free |
2995 |
* enough slots to equip the new item, then just set this can |
2996 |
* continue. We don't care about the logic below - if you have |
2997 |
* shield equipped and try to equip another shield, there is only |
2998 |
* one choice. However, the check for the number of body locations |
2999 |
* does take into the account cases where what is being applied |
3000 |
* may be two handed for example. |
3001 |
*/ |
3002 |
if (ws) { |
3003 |
if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) { |
3004 |
retval |= CAN_APPLY_UNAPPLY; |
3005 |
continue; |
3006 |
} |
3007 |
} |
3008 |
|
3009 |
tmp1 = get_item_from_body_location(who->inv, i); |
3010 |
if (!tmp1) { |
3011 |
#if 0 |
3012 |
/* This is sort of an error, but happens a lot when old players |
3013 |
* join in with more stuff equipped than they are now allowed. |
3014 |
*/ |
3015 |
LOG(llevError,"Can't find object using location %d on %s\n", |
3016 |
i, who->name); |
3017 |
#endif |
3018 |
retval |= CAN_APPLY_NEVER; |
3019 |
} else { |
3020 |
/* need to unapply something. However, if this something |
3021 |
* is different than we had found before, it means they need |
3022 |
* to apply multiple objects |
3023 |
*/ |
3024 |
retval |= CAN_APPLY_UNAPPLY; |
3025 |
if (!tmp) tmp = tmp1; |
3026 |
else if (tmp != tmp1) { |
3027 |
retval |= CAN_APPLY_UNAPPLY_MULT; |
3028 |
} |
3029 |
/* This object isn't using up all the slots, so there must |
3030 |
* be another. If so, and it the new item doesn't need all |
3031 |
* the slots, the player then has a choice. |
3032 |
*/ |
3033 |
if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && |
3034 |
(FABS(op->body_info[i]) < who->body_info[i])) |
3035 |
retval |= CAN_APPLY_UNAPPLY_CHOICE; |
3036 |
|
3037 |
/* Does unequippint 'tmp1' free up enough slots for this to be |
3038 |
* equipped? If not, there must be something else to unapply. |
3039 |
*/ |
3040 |
if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) |
3041 |
retval |= CAN_APPLY_UNAPPLY_MULT; |
3042 |
|
3043 |
} |
3044 |
} /* if not enough free slots */ |
3045 |
} /* if this object uses location i */ |
3046 |
} /* for i -> num_body_locations loop */ |
3047 |
|
3048 |
/* Note that we don't check for FLAG_USE_ARMOUR - that should |
3049 |
* really be controlled by use of body locations. We do have |
3050 |
* the weapon/shield checks, and the range checks for monsters, |
3051 |
* because you can't control those just by body location - bows, shields, |
3052 |
* and weapons all use the same slot. Similar for horn/rod/wand - they |
3053 |
* all use the same location. |
3054 |
*/ |
3055 |
if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) |
3056 |
retval |= CAN_APPLY_RESTRICTION; |
3057 |
if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD)) |
3058 |
retval |= CAN_APPLY_RESTRICTION; |
3059 |
|
3060 |
|
3061 |
if (who->type != PLAYER) { |
3062 |
if ((op->type == WAND || op->type == HORN || op->type==ROD) |
3063 |
&& !QUERY_FLAG(who, FLAG_USE_RANGE)) |
3064 |
retval |= CAN_APPLY_RESTRICTION; |
3065 |
if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) |
3066 |
retval |= CAN_APPLY_RESTRICTION; |
3067 |
if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) |
3068 |
retval |= CAN_APPLY_RESTRICTION; |
3069 |
if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) |
3070 |
retval |= CAN_APPLY_RESTRICTION; |
3071 |
} |
3072 |
return retval; |
3073 |
} |
3074 |
|
3075 |
|
3076 |
|
3077 |
/** |
3078 |
* who is the object using the object. It can be a monster. |
3079 |
* op is the object they are using. op is an equipment type item, |
3080 |
* eg, one which you put on and keep on for a while, and not something |
3081 |
* like a potion or scroll. |
3082 |
* |
3083 |
* function returns 1 if the action could not be completed, 0 on |
3084 |
* success. However, success is a matter of meaning - if the |
3085 |
* user passes the 'apply' flag to an object already applied, |
3086 |
* nothing is done, and 0 is returned. |
3087 |
* |
3088 |
* aflags is special flags (0 - normal/toggle, AP_APPLY=always apply, |
3089 |
* AP_UNAPPLY=always unapply). |
3090 |
* |
3091 |
* Optional flags: |
3092 |
* AP_NO_MERGE: don't merge an unapplied object with other objects |
3093 |
* AP_IGNORE_CURSE: unapply cursed items |
3094 |
* |
3095 |
* Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) |
3096 |
* |
3097 |
* apply_special() doesn't check for unpaid items. |
3098 |
*/ |
3099 |
int apply_special (object *who, object *op, int aflags) |
3100 |
{ |
3101 |
int basic_flag = aflags & AP_BASIC_FLAGS; |
3102 |
object *tmp, *tmp2, *skop=NULL; |
3103 |
int i; |
3104 |
|
3105 |
if(who==NULL) { |
3106 |
LOG(llevError,"apply_special() from object without environment.\n"); |
3107 |
return 1; |
3108 |
} |
3109 |
|
3110 |
if(op->env!=who) |
3111 |
return 1; /* op is not in inventory */ |
3112 |
|
3113 |
/* trying to unequip op */ |
3114 |
if (QUERY_FLAG(op,FLAG_APPLIED)) { |
3115 |
/* always apply, so no reason to unapply */ |
3116 |
if (basic_flag == AP_APPLY) return 0; |
3117 |
|
3118 |
if ( ! (aflags & AP_IGNORE_CURSE) |
3119 |
&& (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { |
3120 |
new_draw_info_format(NDI_UNIQUE, 0, who, |
3121 |
"No matter how hard you try, you just can't\nremove %s.", |
3122 |
query_name(op)); |
3123 |
return 1; |
3124 |
} |
3125 |
return unapply_special(who, op, aflags); |
3126 |
} |
3127 |
|
3128 |
if (basic_flag == AP_UNAPPLY) return 0; |
3129 |
|
3130 |
i = can_apply_object(who, op); |
3131 |
|
3132 |
/* Can't just apply this object. Lets see what not and what to do */ |
3133 |
if (i) { |
3134 |
if (i & CAN_APPLY_NEVER) { |
3135 |
new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); |
3136 |
return 1; |
3137 |
} else if (i & CAN_APPLY_RESTRICTION) { |
3138 |
new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); |
3139 |
return 1; |
3140 |
} |
3141 |
if (who->type != PLAYER) { |
3142 |
/* Some error, so don't try to equip something more */ |
3143 |
if (unapply_for_ob(who, op, aflags)) return 1; |
3144 |
} else { |
3145 |
if (who->contr->unapply == unapply_never || |
3146 |
(i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { |
3147 |
new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); |
3148 |
unapply_for_ob(who, op, AP_PRINT); |
3149 |
return 1; |
3150 |
} |
3151 |
else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { |
3152 |
i = unapply_for_ob(who, op, aflags); |
3153 |
if (i) return 1; |
3154 |
} |
3155 |
} |
3156 |
} |
3157 |
if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { |
3158 |
skop=find_skill_by_name(who, op->skill); |
3159 |
if (!skop) { |
3160 |
new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill); |
3161 |
return 1; |
3162 |
} else { |
3163 |
/* While experience will be credited properly, we want to change the |
3164 |
* skill so that the dam and wc get updated |
3165 |
*/ |
3166 |
change_skill(who, skop, 0); |
3167 |
} |
3168 |
} |
3169 |
|
3170 |
if (who->type == PLAYER && op->item_power && |
3171 |
(op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) { |
3172 |
new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); |
3173 |
return 1; |
3174 |
} |
3175 |
|
3176 |
|
3177 |
/* Ok. We are now at the state where we can apply the new object. |
3178 |
* Note that we don't have the checks for can_use_... |
3179 |
* below - that is already taken care of by can_apply_object. |
3180 |
*/ |
3181 |
|
3182 |
|
3183 |
if(op->nrof > 1) |
3184 |
tmp = get_split_ob(op,op->nrof - 1); |
3185 |
else |
3186 |
tmp = NULL; |
3187 |
|
3188 |
if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) |
3189 |
|| INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) |
3190 |
return RESULT_INT (0); |
3191 |
|
3192 |
switch(op->type) { |
3193 |
case WEAPON: |
3194 |
if (!check_weapon_power(who, op->last_eat)) { |
3195 |
new_draw_info(NDI_UNIQUE, 0,who, |
3196 |
"That weapon is too powerful for you to use."); |
3197 |
new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); |
3198 |
if(tmp!=NULL) |
3199 |
(void) insert_ob_in_ob(tmp,who); |
3200 |
return 1; |
3201 |
} |
3202 |
if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { |
3203 |
/* if the weapon does not have the name as the character, can't use it. */ |
3204 |
/* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
3205 |
new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner."); |
3206 |
if(tmp!=NULL) |
3207 |
(void) insert_ob_in_ob(tmp,who); |
3208 |
return 1; |
3209 |
} |
3210 |
SET_FLAG(op, FLAG_APPLIED); |
3211 |
|
3212 |
if (skop) change_skill(who, skop, 1); |
3213 |
if(!QUERY_FLAG(who,FLAG_READY_WEAPON)) |
3214 |
SET_FLAG(who, FLAG_READY_WEAPON); |
3215 |
|
3216 |
new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op)); |
3217 |
|
3218 |
(void) change_abil (who,op); |
3219 |
break; |
3220 |
|
3221 |
case ARMOUR: |
3222 |
case HELMET: |
3223 |
case SHIELD: |
3224 |
case BOOTS: |
3225 |
case GLOVES: |
3226 |
case GIRDLE: |
3227 |
case BRACERS: |
3228 |
case CLOAK: |
3229 |
case RING: |
3230 |
case AMULET: |
3231 |
SET_FLAG(op, FLAG_APPLIED); |
3232 |
new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op)); |
3233 |
(void) change_abil (who,op); |
3234 |
break; |
3235 |
case LAMP: |
3236 |
if (op->stats.food < 1) { |
3237 |
new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of" |
3238 |
" fuel!", op->name); |
3239 |
return 1; |
3240 |
} |
3241 |
new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.", |
3242 |
op->name); |
3243 |
tmp2 = arch_to_object(op->other_arch); |
3244 |
tmp2->stats.food = op->stats.food; |
3245 |
SET_FLAG(tmp2, FLAG_APPLIED); |
3246 |
if (QUERY_FLAG(op, FLAG_INV_LOCKED)) |
3247 |
SET_FLAG(tmp2, FLAG_INV_LOCKED); |
3248 |
insert_ob_in_ob(tmp2, who); |
3249 |
|
3250 |
/* Remove the old lantern */ |
3251 |
if (who->type == PLAYER) |
3252 |
esrv_del_item(who->contr, (tag_t)op->count); |
3253 |
remove_ob(op); |
3254 |
free_object(op); |
3255 |
|
3256 |
/* insert the portion that was split off */ |
3257 |
if(tmp!=NULL) { |
3258 |
(void) insert_ob_in_ob(tmp,who); |
3259 |
if(who->type==PLAYER) |
3260 |
esrv_send_item(who, tmp); |
3261 |
} |
3262 |
fix_player(who); |
3263 |
if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { |
3264 |
if (who->type == PLAYER) { |
3265 |
new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); |
3266 |
SET_FLAG(tmp2, FLAG_KNOWN_CURSED); |
3267 |
} |
3268 |
} |
3269 |
if(who->type==PLAYER) |
3270 |
esrv_send_item(who, tmp2); |
3271 |
return 0; |
3272 |
break; |
3273 |
|
3274 |
/* this part is needed for skill-tools */ |
3275 |
case SKILL: |
3276 |
case SKILL_TOOL: |
3277 |
if (who->chosen_skill) { |
3278 |
LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); |
3279 |
return 1; |
3280 |
} |
3281 |
if (who->type == PLAYER) { |
3282 |
who->contr->shoottype = range_skill; |
3283 |
who->contr->ranges[range_skill] = op; |
3284 |
if ( ! op->invisible) { |
3285 |
new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", |
3286 |
query_name (op)); |
3287 |
new_draw_info_format (NDI_UNIQUE, 0, who, |
3288 |
"You can now use the skill: %s.", |
3289 |
op->skill); |
3290 |
} else { |
3291 |
new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", |
3292 |
op->skill? op->skill:op->name); |
3293 |
} |
3294 |
} |
3295 |
SET_FLAG (op, FLAG_APPLIED); |
3296 |
(void) change_abil (who, op); |
3297 |
who->chosen_skill = op; |
3298 |
SET_FLAG (who, FLAG_READY_SKILL); |
3299 |
break; |
3300 |
|
3301 |
case BOW: |
3302 |
if (!check_weapon_power(who, op->last_eat)) { |
3303 |
new_draw_info(NDI_UNIQUE, 0, who, |
3304 |
"That item is too powerful for you to use."); |
3305 |
new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); |
3306 |
if(tmp != NULL) |
3307 |
(void)insert_ob_in_ob(tmp,who); |
3308 |
return 1; |
3309 |
} |
3310 |
if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { |
3311 |
new_draw_info(NDI_UNIQUE, 0, who, |
3312 |
"The weapon does not recognize you as its owner."); |
3313 |
if(tmp != NULL) |
3314 |
(void)insert_ob_in_ob(tmp,who); |
3315 |
return 1; |
3316 |
} |
3317 |
/*FALLTHROUGH*/ |
3318 |
case WAND: |
3319 |
case ROD: |
3320 |
case HORN: |
3321 |
/* check for skill, alter player status */ |
3322 |
SET_FLAG(op, FLAG_APPLIED); |
3323 |
if (skop) change_skill(who, skop, 0); |
3324 |
new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op)); |
3325 |
|
3326 |
if(who->type==PLAYER) { |
3327 |
if (op->type == BOW) { |
3328 |
(void)change_abil(who, op); |
3329 |
new_draw_info_format (NDI_UNIQUE, 0, who, |
3330 |
"You will now fire %s with %s.", |
3331 |
op->race ? op->race : "nothing", query_name(op)); |
3332 |
who->contr->shoottype = range_bow; |
3333 |
} else { |
3334 |
who->contr->shoottype = range_misc; |
3335 |
} |
3336 |
} else { |
3337 |
if (op->type == BOW) |
3338 |
SET_FLAG (who, FLAG_READY_BOW); |
3339 |
else |
3340 |
SET_FLAG (who, FLAG_READY_RANGE); |
3341 |
} |
3342 |
break; |
3343 |
|
3344 |
case BUILDER: |
3345 |
if ( who->contr->ranges[ range_builder ] ) |
3346 |
unapply_special( who, who->contr->ranges[ range_builder ], 0 ); |
3347 |
who->contr->shoottype = range_builder; |
3348 |
who->contr->ranges[ range_builder ] = op; |
3349 |
new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) ); |
3350 |
break; |
3351 |
|
3352 |
default: |
3353 |
new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); |
3354 |
} /* end of switch op->type */ |
3355 |
|
3356 |
SET_FLAG(op, FLAG_APPLIED); |
3357 |
|
3358 |
if(tmp!=NULL) |
3359 |
tmp = insert_ob_in_ob(tmp,who); |
3360 |
|
3361 |
fix_player(who); |
3362 |
|
3363 |
/* We exclude spell casting objects. The fire code will set the |
3364 |
* been applied flag when they are used - until that point, |
3365 |
* you don't know anything about them. |
3366 |
*/ |
3367 |
if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && |
3368 |
op->type!=ROD) |
3369 |
SET_FLAG(op,FLAG_BEEN_APPLIED); |
3370 |
|
3371 |
if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { |
3372 |
if (who->type == PLAYER) { |
3373 |
new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); |
3374 |
SET_FLAG(op,FLAG_KNOWN_CURSED); |
3375 |
} |
3376 |
} |
3377 |
if(who->type==PLAYER) { |
3378 |
/* if multiple objects were applied, update both slots */ |
3379 |
if (tmp) |
3380 |
esrv_send_item(who, tmp); |
3381 |
esrv_send_item(who, op); |
3382 |
} |
3383 |
return 0; |
3384 |
} |
3385 |
|
3386 |
|
3387 |
int monster_apply_special (object *who, object *op, int aflags) |
3388 |
{ |
3389 |
if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) |
3390 |
return 1; |
3391 |
return apply_special (who, op, aflags); |
3392 |
} |
3393 |
|
3394 |
/** |
3395 |
* Map was just loaded, handle op's initialisation. |
3396 |
* |
3397 |
* Generates shop floor's item, and treasures. |
3398 |
*/ |
3399 |
int auto_apply (object *op) { |
3400 |
object *tmp = NULL, *tmp2; |
3401 |
int i; |
3402 |
|
3403 |
switch(op->type) { |
3404 |
case SHOP_FLOOR: |
3405 |
if (!HAS_RANDOM_ITEMS(op)) return 0; |
3406 |
do { |
3407 |
i=10; /* let's give it 10 tries */ |
3408 |
while((tmp=generate_treasure(op->randomitems, |
3409 |
op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i); |
3410 |
if(tmp==NULL) |
3411 |
return 0; |
3412 |
if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { |
3413 |
free_object(tmp); |
3414 |
tmp = NULL; |
3415 |
} |
3416 |
} while(!tmp); |
3417 |
tmp->x=op->x; |
3418 |
tmp->y=op->y; |
3419 |
SET_FLAG(tmp,FLAG_UNPAID); |
3420 |
insert_ob_in_map(tmp,op->map,NULL,0); |
3421 |
CLEAR_FLAG(op,FLAG_AUTO_APPLY); |
3422 |
identify(tmp); |
3423 |
break; |
3424 |
|
3425 |
case TREASURE: |
3426 |
if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) |
3427 |
return 0; |
3428 |
while ((op->stats.hp--)>0) |
3429 |
create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, |
3430 |
op->stats.exp ? (int)op->stats.exp : |
3431 |
op->map == NULL ? 14: op->map->difficulty,0); |
3432 |
|
3433 |
/* If we generated an object and put it in this object inventory, |
3434 |
* move it to the parent object as the current object is about |
3435 |
* to disappear. An example of this item is the random_* stuff |
3436 |
* that is put inside other objects. |
3437 |
*/ |
3438 |
for (tmp=op->inv; tmp; tmp=tmp2) { |
3439 |
tmp2 = tmp->below; |
3440 |
remove_ob(tmp); |
3441 |
if (op->env) insert_ob_in_ob(tmp, op->env); |
3442 |
else free_object(tmp); |
3443 |
} |
3444 |
remove_ob(op); |
3445 |
free_object(op); |
3446 |
break; |
3447 |
} |
3448 |
return tmp ? 1 : 0; |
3449 |
} |
3450 |
|
3451 |
/** |
3452 |
* fix_auto_apply goes through the entire map (only the first time |
3453 |
* when an original map is loaded) and performs special actions for |
3454 |
* certain objects (most initialization of chests and creation of |
3455 |
* treasures and stuff). Calls auto_apply if appropriate. |
3456 |
*/ |
3457 |
|
3458 |
void fix_auto_apply(mapstruct *m) { |
3459 |
object *tmp,*above=NULL; |
3460 |
int x,y; |
3461 |
|
3462 |
if(m==NULL) return; |
3463 |
|
3464 |
for(x=0;x<MAP_WIDTH(m);x++) |
3465 |
for(y=0;y<MAP_HEIGHT(m);y++) |
3466 |
for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { |
3467 |
above=tmp->above; |
3468 |
|
3469 |
if (tmp->inv) { |
3470 |
object *invtmp, *invnext; |
3471 |
|
3472 |
for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { |
3473 |
invnext = invtmp->below; |
3474 |
|
3475 |
if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) |
3476 |
auto_apply(invtmp); |
3477 |
else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { |
3478 |
while ((invtmp->stats.hp--)>0) |
3479 |
create_treasure(invtmp->randomitems, invtmp, 0, |
3480 |
m->difficulty,0); |
3481 |
invtmp->randomitems = NULL; |
3482 |
} |
3483 |
else if (invtmp && invtmp->arch && |
3484 |
invtmp->type!=TREASURE && |
3485 |
invtmp->type != SPELL && |
3486 |
invtmp->type != CLASS && |
3487 |
HAS_RANDOM_ITEMS(invtmp)) { |
3488 |
create_treasure(invtmp->randomitems, invtmp, 0, |
3489 |
m->difficulty,0); |
3490 |
/* Need to clear this so that we never try to create |
3491 |
* treasure again for this object |
3492 |
*/ |
3493 |
invtmp->randomitems = NULL; |
3494 |
} |
3495 |
} |
3496 |
/* This is really temporary - the code at the bottom will |
3497 |
* also set randomitems to null. The problem is there are bunches |
3498 |
* of maps/players already out there with items that have spells |
3499 |
* which haven't had the randomitems set to null yet. |
3500 |
* MSW 2004-05-13 |
3501 |
* |
3502 |
* And if it's a spellbook, it's better to set randomitems to NULL too, |
3503 |
* else you get two spells in the book ^_- |
3504 |
* Ryo 2004-08-16 |
3505 |
*/ |
3506 |
if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL || |
3507 |
tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || |
3508 |
tmp->type == ALTAR || tmp->type == SPELLBOOK) |
3509 |
tmp->randomitems = NULL; |
3510 |
|
3511 |
} |
3512 |
|
3513 |
if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY)) |
3514 |
auto_apply(tmp); |
3515 |
else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) { |
3516 |
while ((tmp->stats.hp--)>0) |
3517 |
create_treasure(tmp->randomitems, tmp, 0, |
3518 |
m->difficulty,0); |
3519 |
tmp->randomitems = NULL; |
3520 |
} |
3521 |
else if(tmp->type==TIMED_GATE) { |
3522 |
object *head = tmp->head != NULL ? tmp->head : tmp; |
3523 |
if (QUERY_FLAG(head, FLAG_IS_LINKED)) { |
3524 |
tmp->speed = 0; |
3525 |
update_ob_speed(tmp); |
3526 |
} |
3527 |
} |
3528 |
/* This function can be called everytime a map is loaded, even when |
3529 |
* swapping back in. As such, we don't want to create the treasure |
3530 |
* over and ove again, so after we generate the treasure, blank out |
3531 |
* randomitems so if it is swapped in again, it won't make anything. |
3532 |
* This is a problem for the above objects, because they have counters |
3533 |
* which say how many times to make the treasure. |
3534 |
*/ |
3535 |
else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && |
3536 |
tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && |
3537 |
HAS_RANDOM_ITEMS(tmp)) { |
3538 |
create_treasure(tmp->randomitems, tmp, GT_APPLY, |
3539 |
m->difficulty,0); |
3540 |
tmp->randomitems = NULL; |
3541 |
} |
3542 |
} |
3543 |
|
3544 |
for(x=0;x<MAP_WIDTH(m);x++) |
3545 |
for(y=0;y<MAP_HEIGHT(m);y++) |
3546 |
for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) |
3547 |
if (tmp->above && |
3548 |
(tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
3549 |
check_trigger (tmp, tmp->above); |
3550 |
} |
3551 |
|
3552 |
/** |
3553 |
* Handles player eating food that temporarily changes status (resistances, stats). |
3554 |
* This used to call cast_change_attr(), but |
3555 |
* that doesn't work with the new spell code. Since we know what |
3556 |
* the food changes, just grab a force and use that instead. |
3557 |
*/ |
3558 |
|
3559 |
void eat_special_food(object *who, object *food) { |
3560 |
object *force; |
3561 |
int i, did_one=0; |
3562 |
sint8 k; |
3563 |
|
3564 |
force = get_archetype(FORCE_NAME); |
3565 |
|
3566 |
for (i=0; i < NUM_STATS; i++) { |
3567 |
k = get_attr_value(&food->stats, i); |
3568 |
if (k) { |
3569 |
set_attr_value(&force->stats, i, k); |
3570 |
did_one = 1; |
3571 |
} |
3572 |
} |
3573 |
|
3574 |
/* check if we can protect the eater */ |
3575 |
for (i=0; i<NROFATTACKS; i++) { |
3576 |
if (food->resist[i]>0) { |
3577 |
force->resist[i] = food->resist[i] / 2; |
3578 |
did_one = 1; |
3579 |
} |
3580 |
} |
3581 |
if (did_one) { |
3582 |
force->speed = 0.1; |
3583 |
update_ob_speed(force); |
3584 |
/* bigger morsel of food = longer effect time */ |
3585 |
force->stats.food = food->stats.food / 5; |
3586 |
SET_FLAG(force, FLAG_IS_USED_UP); |
3587 |
SET_FLAG(force, FLAG_APPLIED); |
3588 |
change_abil(who, force); |
3589 |
insert_ob_in_ob(force, who); |
3590 |
} else { |
3591 |
free_object(force); |
3592 |
} |
3593 |
|
3594 |
/* check for hp, sp change */ |
3595 |
if(food->stats.hp!=0) { |
3596 |
if(QUERY_FLAG(food, FLAG_CURSED)) { |
3597 |
strcpy(who->contr->killer,food->name); |
3598 |
hit_player(who, food->stats.hp, food, AT_POISON, 1); |
3599 |
new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); |
3600 |
} else { |
3601 |
if(food->stats.hp>0) |
3602 |
new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better."); |
3603 |
else |
3604 |
new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); |
3605 |
who->stats.hp += food->stats.hp; |
3606 |
} |
3607 |
} |
3608 |
if(food->stats.sp!=0) { |
3609 |
if(QUERY_FLAG(food, FLAG_CURSED)) { |
3610 |
new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!"); |
3611 |
who->stats.sp -= food->stats.sp; |
3612 |
if(who->stats.sp<0) who->stats.sp=0; |
3613 |
} else { |
3614 |
new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!"); |
3615 |
who->stats.sp += food->stats.sp; |
3616 |
/* place limit on max sp from food? */ |
3617 |
} |
3618 |
} |
3619 |
fix_player(who); |
3620 |
} |
3621 |
|
3622 |
|
3623 |
/** |
3624 |
* Designed primarily to light torches/lanterns/etc. |
3625 |
* Also burns up burnable material too. First object in the inventory is |
3626 |
* the selected object to "burn". -b.t. |
3627 |
*/ |
3628 |
|
3629 |
void apply_lighter(object *who, object *lighter) { |
3630 |
object *item; |
3631 |
int is_player_env=0; |
3632 |
uint32 nrof; |
3633 |
tag_t count; |
3634 |
char item_name[MAX_BUF]; |
3635 |
|
3636 |
item=find_marked_object(who); |
3637 |
if(item) { |
3638 |
if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ |
3639 |
/* Split multiple lighters if they're being used up. Otherwise * |
3640 |
* one charge from each would be used up. --DAMN */ |
3641 |
if(lighter->nrof > 1) { |
3642 |
object *oneLighter = get_object(); |
3643 |
copy_object(lighter, oneLighter); |
3644 |
lighter->nrof -= 1; |
3645 |
oneLighter->nrof = 1; |
3646 |
oneLighter->stats.food--; |
3647 |
esrv_send_item(who, lighter); |
3648 |
oneLighter=insert_ob_in_ob(oneLighter, who); |
3649 |
esrv_send_item(who, oneLighter); |
3650 |
} else { |
3651 |
lighter->stats.food--; |
3652 |
} |
3653 |
|
3654 |
} else if(lighter->last_eat) { /* no charges left in lighter */ |
3655 |
new_draw_info_format(NDI_UNIQUE, 0,who, |
3656 |
"You attempt to light the %s with a used up %s.", |
3657 |
item->name, lighter->name); |
3658 |
return; |
3659 |
} |
3660 |
/* Perhaps we should split what we are trying to light on fire? |
3661 |
* I can't see many times when you would want to light multiple |
3662 |
* objects at once. |
3663 |
*/ |
3664 |
nrof=item->nrof; |
3665 |
count=item->count; |
3666 |
/* If the item is destroyed, we don't have a valid pointer to the |
3667 |
* name object, so make a copy so the message we print out makes |
3668 |
* some sense. |
3669 |
*/ |
3670 |
strcpy(item_name, item->name); |
3671 |
if (who == is_player_inv(item)) is_player_env=1; |
3672 |
|
3673 |
save_throw_object(item,AT_FIRE,who); |
3674 |
/* Change to check count and not freed, since the object pointer |
3675 |
* may have gotten recycled |
3676 |
*/ |
3677 |
if ((nrof != item->nrof ) || (count != item->count)) { |
3678 |
new_draw_info_format(NDI_UNIQUE, 0,who, |
3679 |
"You light the %s with the %s.",item_name,lighter->name); |
3680 |
/* Need to update the player so that the players glow radius |
3681 |
* gets changed. |
3682 |
*/ |
3683 |
if (is_player_env) fix_player(who); |
3684 |
} else { |
3685 |
new_draw_info_format(NDI_UNIQUE, 0,who, |
3686 |
"You attempt to light the %s with the %s and fail.",item->name,lighter->name); |
3687 |
} |
3688 |
|
3689 |
} else /* nothing to light */ |
3690 |
new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object."); |
3691 |
|
3692 |
} |
3693 |
|
3694 |
/** |
3695 |
* op made some mistake with a scroll, this takes care of punishment. |
3696 |
* scroll_failure()- hacked directly from spell_failure |
3697 |
*/ |
3698 |
void scroll_failure(object *op, int failure, int power) |
3699 |
{ |
3700 |
if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */ |
3701 |
|
3702 |
if(failure<= -1&&failure > -15) {/* wonder */ |
3703 |
object *tmp; |
3704 |
|
3705 |
new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); |
3706 |
tmp=get_archetype(SPELL_WONDER); |
3707 |
cast_wonder(op, op, 0, tmp); |
3708 |
free_object(tmp); |
3709 |
} else if (failure <= -15&&failure > -35) {/* drain mana */ |
3710 |
new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); |
3711 |
op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); |
3712 |
if(op->stats.sp<0) op->stats.sp = 0; |
3713 |
} else if (settings.spell_failure_effects == TRUE) { |
3714 |
if (failure <= -35&&failure > -60) { /* confusion */ |
3715 |
new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); |
3716 |
confuse_player(op,op,power); |
3717 |
} else if (failure <= -60&&failure> -70) {/* paralysis */ |
3718 |
new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes " |
3719 |
"you!"); |
3720 |
paralyze_player(op,op,power); |
3721 |
} else if (failure <= -70&&failure> -80) {/* blind */ |
3722 |
new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); |
3723 |
blind_player(op,op,power); |
3724 |
} else if (failure <= -80) {/* blast the immediate area */ |
3725 |
object *tmp; |
3726 |
tmp=get_archetype(LOOSE_MANA); |
3727 |
cast_magic_storm(op,tmp, power); |
3728 |
new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); |
3729 |
free_object(tmp); |
3730 |
} |
3731 |
} |
3732 |
} |
3733 |
|
3734 |
void apply_changes_to_player(object *pl, object *change) { |
3735 |
int excess_stat=0; /* if the stat goes over the maximum |
3736 |
for the race, put the excess stat some |
3737 |
where else. */ |
3738 |
|
3739 |
switch (change->type) { |
3740 |
case CLASS: { |
3741 |
living *stats = &(pl->contr->orig_stats); |
3742 |
living *ns = &(change->stats); |
3743 |
object *walk; |
3744 |
int flag_change_face=1; |
3745 |
|
3746 |
/* the following code assigns stats up to the stat max |
3747 |
* for the race, and if the stat max is exceeded, |
3748 |
* tries to randomly reassign the excess stat |
3749 |
*/ |
3750 |
int i,j; |
3751 |
for(i=0;i<NUM_STATS;i++) { |
3752 |
sint8 stat=get_attr_value(stats,i); |
3753 |
int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); |
3754 |
stat += get_attr_value(ns,i); |
3755 |
if(stat > 20 + race_bonus) { |
3756 |
excess_stat++; |
3757 |
stat = 20+race_bonus; |
3758 |
} |
3759 |
set_attr_value(stats,i,stat); |
3760 |
} |
3761 |
|
3762 |
for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ |
3763 |
int i = rndm(0, 6); |
3764 |
int stat=get_attr_value(stats,i); |
3765 |
int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); |
3766 |
if(i==CHA) continue; /* exclude cha from this */ |
3767 |
if( stat < 20 + race_bonus) { |
3768 |
change_attr_value(stats,i,1); |
3769 |
excess_stat--; |
3770 |
} |
3771 |
} |
3772 |
|
3773 |
/* insert the randomitems from the change's treasurelist into |
3774 |
* the player ref: player.c |
3775 |
*/ |
3776 |
if(change->randomitems!=NULL) |
3777 |
give_initial_items(pl,change->randomitems); |
3778 |
|
3779 |
|
3780 |
/* set up the face, for some races. */ |
3781 |
|
3782 |
/* first, look for the force object banning |
3783 |
* changing the face. Certain races never change face with class. |
3784 |
*/ |
3785 |
for(walk=pl->inv;walk!=NULL;walk=walk->below) |
3786 |
if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; |
3787 |
|
3788 |
if(flag_change_face) { |
3789 |
pl->animation_id = GET_ANIM_ID(change); |
3790 |
pl->face = change->face; |
3791 |
|
3792 |
if(QUERY_FLAG(change,FLAG_ANIMATE)) |
3793 |
SET_FLAG(pl,FLAG_ANIMATE); |
3794 |
else |
3795 |
CLEAR_FLAG(pl,FLAG_ANIMATE); |
3796 |
} |
3797 |
|
3798 |
/* check the special case of can't use weapons */ |
3799 |
/*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/ |
3800 |
if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); |
3801 |
|
3802 |
break; |
3803 |
} |
3804 |
} |
3805 |
} |
3806 |
|
3807 |
/** |
3808 |
* This handles items of type 'transformer'. |
3809 |
* Basically those items, used with a marked item, transform both items into something |
3810 |
* else. |
3811 |
* "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited).. |
3812 |
* Change information is contained in the 'slaying' field of the marked item. |
3813 |
* The format is as follow: transformer:[number ]yield[;transformer:...]. |
3814 |
* This way an item can be transformed in many things, and/or many objects. |
3815 |
* The 'slaying' field for transformer is used as verb for the action. |
3816 |
*/ |
3817 |
void apply_item_transformer( object* pl, object* transformer ) |
3818 |
{ |
3819 |
object* marked; |
3820 |
object* new_item; |
3821 |
char* find; |
3822 |
char* separator; |
3823 |
int yield; |
3824 |
char got[ MAX_BUF ]; |
3825 |
int len; |
3826 |
|
3827 |
if ( !pl || !transformer ) |
3828 |
return; |
3829 |
marked = find_marked_object( pl ); |
3830 |
if ( !marked ) |
3831 |
{ |
3832 |
new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) ); |
3833 |
return; |
3834 |
} |
3835 |
if ( !marked->slaying ) |
3836 |
{ |
3837 |
new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); |
3838 |
return; |
3839 |
} |
3840 |
/* check whether they are compatible or not */ |
3841 |
find = strstr( marked->slaying, transformer->arch->name ); |
3842 |
if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) |
3843 |
{ |
3844 |
new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); |
3845 |
return; |
3846 |
} |
3847 |
find += strlen( transformer->arch->name ) + 1; |
3848 |
/* Item can be used, now find how many and what it yields */ |
3849 |
if ( isdigit( *( find ) ) ) |
3850 |
{ |
3851 |
yield = atoi( find ); |
3852 |
if ( yield < 1 ) |
3853 |
{ |
3854 |
LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield ); |
3855 |
yield = 1; |
3856 |
} |
3857 |
} |
3858 |
else |
3859 |
yield = 1; |
3860 |
|
3861 |
while ( isdigit( *find ) ) |
3862 |
find++; |
3863 |
while ( *find == ' ' ) |
3864 |
find++; |
3865 |
memset( got, 0, MAX_BUF ); |
3866 |
if ( (separator = strchr( find, ';' ))!=NULL) |
3867 |
{ |
3868 |
len = separator - find; |
3869 |
} |
3870 |
else |
3871 |
{ |
3872 |
len = strlen(find); |
3873 |
} |
3874 |
if ( len > MAX_BUF-1) |
3875 |
len = MAX_BUF-1; |
3876 |
strcpy( got, find ); |
3877 |
got[len] = '\0'; |
3878 |
|
3879 |
/* Now create new item, remove used ones when required. */ |
3880 |
new_item = get_archetype( got ); |
3881 |
if ( !new_item ) |
3882 |
{ |
3883 |
new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) ); |
3884 |
return; |
3885 |
} |
3886 |
new_item->nrof = yield; |
3887 |
new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) ); |
3888 |
insert_ob_in_ob( new_item, pl ); |
3889 |
esrv_send_inventory( pl, pl ); |
3890 |
/* Eat up one item */ |
3891 |
decrease_ob_nr( marked, 1 ); |
3892 |
/* Eat one transformer if needed */ |
3893 |
if ( transformer->stats.food ) |
3894 |
if ( --transformer->stats.food == 0 ) |
3895 |
decrease_ob_nr( transformer, 1 ); |
3896 |
} |