1 |
/* |
2 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 |
* |
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* Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992 Frank Tore Johansen |
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* |
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* Deliantra is free software: you can redistribute it and/or modify it under |
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* the terms of the Affero GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or (at your |
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* option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
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* <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
25 |
#include <cmath> |
26 |
|
27 |
#include <global.h> |
28 |
#include <living.h> |
29 |
#include <spells.h> |
30 |
#include <skills.h> |
31 |
#include <tod.h> |
32 |
|
33 |
#include <sproto.h> |
34 |
|
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// these must be in the inventory before they can be applied |
36 |
|
37 |
static const struct apply_types_inv_only : typeset |
38 |
{ |
39 |
apply_types_inv_only () |
40 |
{ |
41 |
set (WEAPON); |
42 |
set (ARMOUR); |
43 |
set (BOOTS); |
44 |
set (GLOVES); |
45 |
set (AMULET); |
46 |
set (GIRDLE); |
47 |
set (BRACERS); |
48 |
set (SHIELD); |
49 |
set (HELMET); |
50 |
set (RING); |
51 |
set (CLOAK); |
52 |
set (WAND); |
53 |
set (ROD); |
54 |
set (HORN); |
55 |
set (SKILL); |
56 |
set (SPELL); |
57 |
set (BOW); |
58 |
set (RANGED); |
59 |
set (BUILDER); |
60 |
set (SKILL_TOOL); |
61 |
} |
62 |
} apply_types_inv_only; |
63 |
|
64 |
// these only make sense for the player |
65 |
|
66 |
static const struct apply_types_player_only : typeset |
67 |
{ |
68 |
apply_types_player_only () |
69 |
{ |
70 |
set (TRANSPORT); |
71 |
set (EXIT); |
72 |
set (BOOK); |
73 |
set (SIGN); |
74 |
set (BOOK); |
75 |
set (SKILLSCROLL); |
76 |
set (SPELLBOOK); |
77 |
set (INSCRIBABLE); |
78 |
set (TREASURE); |
79 |
set (SAVEBED); |
80 |
set (ARMOUR_IMPROVER); |
81 |
set (WEAPON_IMPROVER); |
82 |
set (CLOCK); |
83 |
set (MENU); |
84 |
set (LIGHTER); /* for lighting torches/lanterns/etc */ |
85 |
} |
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} apply_types_player_only; |
87 |
|
88 |
// applying these _can_ be attempted, others cannot |
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// be applied at all. used by e.g. apply below. |
90 |
|
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static const struct apply_types : typeset |
92 |
{ |
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apply_types () |
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: typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only) |
95 |
{ |
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set (T_HANDLE); |
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set (TRIGGER); |
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set (SCROLL); |
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set (POTION); |
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set (CLOSE_CON); |
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set (CONTAINER); |
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set (LAMP); |
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set (TORCH); |
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set (DRINK); |
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set (FOOD); |
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set (FLESH); |
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set (POISON); |
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set (POWER_CRYSTAL); |
109 |
set (ITEM_TRANSFORMER); |
110 |
} |
111 |
} apply_types; |
112 |
|
113 |
/**************************************************************************** |
114 |
* Weapon improvement code follows |
115 |
****************************************************************************/ |
116 |
|
117 |
/** |
118 |
* This function just checks whether who can handle equipping an item |
119 |
* with item_power. |
120 |
*/ |
121 |
static bool |
122 |
check_item_power (object *who, int item_power) |
123 |
{ |
124 |
if (who->type == PLAYER |
125 |
&& item_power |
126 |
&& item_power + who->contr->item_power > settings.item_power_factor * who->level) |
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return false; |
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else |
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return true; |
130 |
} |
131 |
|
132 |
/** |
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* This returns the sum of nrof of item (arch name). |
134 |
*/ |
135 |
static int |
136 |
check_item (object *op, shstr_cmp item) |
137 |
{ |
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int count = 0; |
139 |
|
140 |
if (!item) |
141 |
return 0; |
142 |
|
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for (op = op->below; op; op = op->below) |
144 |
if (op->arch->archname == item) |
145 |
if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED] |
146 |
&& /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID]) |
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count += op->number_of (); |
148 |
|
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return count; |
150 |
} |
151 |
|
152 |
/** |
153 |
* This removes 'nrof' of what item->slaying says to remove. |
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* op is typically the player, which is only |
155 |
* really used to determine what space to look at. |
156 |
* Modified to only eat 'nrof' of objects. |
157 |
*/ |
158 |
static void |
159 |
eat_item (object *op, shstr_cmp item, uint32 nrof) |
160 |
{ |
161 |
object *prev; |
162 |
|
163 |
prev = op; |
164 |
op = op->below; |
165 |
|
166 |
while (op) |
167 |
{ |
168 |
if (op->arch->archname == item) |
169 |
{ |
170 |
if (op->nrof >= nrof) |
171 |
{ |
172 |
op->decrease (nrof); |
173 |
return; |
174 |
} |
175 |
else |
176 |
{ |
177 |
op->decrease (nrof); |
178 |
nrof -= op->nrof; |
179 |
} |
180 |
|
181 |
op = prev; |
182 |
} |
183 |
|
184 |
prev = op; |
185 |
op = op->below; |
186 |
} |
187 |
} |
188 |
|
189 |
/** |
190 |
* Returns how many items of type improver->slaying there are under op. |
191 |
* Will display a message if none found, and 1 if improver->slaying is NULL. |
192 |
*/ |
193 |
static int |
194 |
check_sacrifice (object *op, const object *improver) |
195 |
{ |
196 |
int count = 0; |
197 |
|
198 |
if (improver->slaying) |
199 |
{ |
200 |
count = check_item (op, improver->slaying); |
201 |
if (count < 1) |
202 |
{ |
203 |
op->failmsgf ("The gods want more %ss", &improver->slaying); |
204 |
return 0; |
205 |
} |
206 |
} |
207 |
else |
208 |
count = 1; |
209 |
|
210 |
return count; |
211 |
} |
212 |
|
213 |
/** |
214 |
* Actually improves the weapon, and tells user. |
215 |
*/ |
216 |
static int |
217 |
improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname) |
218 |
{ |
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stat += sacrifice_count; |
220 |
weapon->last_eat++; |
221 |
improver->decrease (); |
222 |
|
223 |
/* So it updates the players stats and the window */ |
224 |
op->update_stats (); |
225 |
|
226 |
op->statusmsg (format ( |
227 |
"Your sacrifice was accepted.\n" |
228 |
"Weapon's bonus to %s improved by %d.", |
229 |
statname, sacrifice_count |
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)); |
231 |
|
232 |
return 1; |
233 |
} |
234 |
|
235 |
/* Types of improvements, hidden in the sp field. */ |
236 |
#define IMPROVE_PREPARE 1 |
237 |
#define IMPROVE_DAMAGE 2 |
238 |
#define IMPROVE_WEIGHT 3 |
239 |
#define IMPROVE_ENCHANT 4 |
240 |
#define IMPROVE_STR 5 |
241 |
#define IMPROVE_DEX 6 |
242 |
#define IMPROVE_CON 7 |
243 |
#define IMPROVE_WIS 8 |
244 |
#define IMPROVE_CHA 9 |
245 |
#define IMPROVE_INT 10 |
246 |
#define IMPROVE_POW 11 |
247 |
|
248 |
/** |
249 |
* This does the prepare weapon scroll. |
250 |
* Checks for sacrifice, and so on. |
251 |
*/ |
252 |
static int |
253 |
prepare_weapon (object *op, object *improver, object *weapon) |
254 |
{ |
255 |
int sacrifice_count, i; |
256 |
|
257 |
if (weapon->level != 0) |
258 |
{ |
259 |
op->failmsg ("Weapon is already prepared!"); |
260 |
return 0; |
261 |
} |
262 |
|
263 |
for (i = 0; i < NROFATTACKS; i++) |
264 |
if (weapon->resist[i]) |
265 |
break; |
266 |
|
267 |
/* If we break out, i will be less than nrofattacks, preventing |
268 |
* improvement of items that already have protections. |
269 |
*/ |
270 |
if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ |
271 |
(weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ |
272 |
weapon->stats.exp || /* speed */ |
273 |
weapon->stats.ac) /* AC - only taifu's I think */ |
274 |
{ |
275 |
op->failmsg ("You cannot prepare magic weapons. " |
276 |
"H<A weapon is considered magical if it changes regeneration, " |
277 |
"speed or ac, or has other protections.>"); |
278 |
return 0; |
279 |
} |
280 |
|
281 |
sacrifice_count = check_sacrifice (op, improver); |
282 |
if (sacrifice_count <= 0) |
283 |
return 0; |
284 |
|
285 |
weapon->level = isqrt (sacrifice_count); |
286 |
eat_item (op, improver->slaying, sacrifice_count); |
287 |
|
288 |
op->statusmsg (format ( |
289 |
"Your sacrifice was accepted." |
290 |
"Your *%s may be improved %d times.", |
291 |
&weapon->name, weapon->level |
292 |
)); |
293 |
|
294 |
weapon->name = weapon->name_pl = format ("%s's %s", &op->name, &weapon->name); |
295 |
weapon->nrof = 0; /* prevents preparing n weapons in the same |
296 |
slot at once! */ |
297 |
improver->decrease (); |
298 |
weapon->last_eat = 0; |
299 |
return 1; |
300 |
} |
301 |
|
302 |
/** |
303 |
* Does the dirty job for 'improve weapon' scroll, prepare or add something. |
304 |
* This is the new improve weapon code. |
305 |
* Returns 0 if it was not able to work for some reason. |
306 |
* |
307 |
* Checks if weapon was prepared, if enough potions on the floor, ... |
308 |
* |
309 |
* We are hiding extra information about the weapon in the level and |
310 |
* last_eat numbers for an object. Hopefully this won't break anything ?? |
311 |
* level == max improve last_eat == current improve |
312 |
*/ |
313 |
static int |
314 |
improve_weapon (object *op, object *improver, object *weapon) |
315 |
{ |
316 |
int sacrifice_count, sacrifice_needed = 0; |
317 |
|
318 |
if (improver->stats.sp == IMPROVE_PREPARE) |
319 |
return prepare_weapon (op, improver, weapon); |
320 |
|
321 |
if (weapon->level == 0) |
322 |
{ |
323 |
op->failmsg ( |
324 |
"This weapon has not been prepared." |
325 |
" H<You first have to prepare a weapon with a prepare weapon scroll.>"); |
326 |
return 0; |
327 |
} |
328 |
|
329 |
if (weapon->last_eat >= weapon->level // improvements used up |
330 |
|| weapon->item_power >= 100) // or item_power >= arbitrary limit of 100 |
331 |
{ |
332 |
op->failmsg ("This weapon cannot be improved any more."); |
333 |
return 0; |
334 |
} |
335 |
|
336 |
if (weapon->flag [FLAG_APPLIED] |
337 |
&& !check_item_power (op, weapon->item_power + 1)) |
338 |
{ |
339 |
op->failmsg ("Improving the weapon will make it too " |
340 |
"powerful for you to use. Unready it if you " |
341 |
"really want to improve it."); |
342 |
return 0; |
343 |
} |
344 |
|
345 |
/* This just increases damage by 5 points, no matter what. No sacrifice |
346 |
* is needed. Since stats.dam is now a 16 bit value and not 8 bit, |
347 |
* don't put any maximum value on damage - the limit is how much the |
348 |
* weapon can be improved. |
349 |
*/ |
350 |
if (improver->stats.sp == IMPROVE_DAMAGE) |
351 |
{ |
352 |
weapon->stats.dam += 5; |
353 |
weapon->weight += 5000; /* 5 KG's */ |
354 |
op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam)); |
355 |
weapon->last_eat++; |
356 |
|
357 |
weapon->item_power++; |
358 |
improver->decrease (); |
359 |
return 1; |
360 |
} |
361 |
|
362 |
if (improver->stats.sp == IMPROVE_WEIGHT) |
363 |
{ |
364 |
/* Reduce weight by 20% */ |
365 |
weapon->weight = (weapon->weight * 8) / 10; |
366 |
if (weapon->weight < 1) |
367 |
weapon->weight = 1; |
368 |
|
369 |
op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0)); |
370 |
weapon->last_eat++; |
371 |
weapon->item_power++; |
372 |
improver->decrease (); |
373 |
return 1; |
374 |
} |
375 |
|
376 |
if (improver->stats.sp == IMPROVE_ENCHANT) |
377 |
{ |
378 |
weapon->magic++; |
379 |
weapon->last_eat++; |
380 |
op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); |
381 |
improver->decrease (); |
382 |
weapon->item_power++; |
383 |
return 1; |
384 |
} |
385 |
|
386 |
sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + |
387 |
weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis; |
388 |
|
389 |
if (sacrifice_needed < 1) |
390 |
sacrifice_needed = 1; |
391 |
sacrifice_needed *= 2; |
392 |
|
393 |
sacrifice_count = check_sacrifice (op, improver); |
394 |
if (sacrifice_count < sacrifice_needed) |
395 |
{ |
396 |
op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying); |
397 |
return 0; |
398 |
} |
399 |
|
400 |
eat_item (op, improver->slaying, sacrifice_needed); |
401 |
weapon->item_power++; |
402 |
|
403 |
switch (improver->stats.sp) |
404 |
{ |
405 |
case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength"); |
406 |
case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity"); |
407 |
case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution"); |
408 |
case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom"); |
409 |
case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma"); |
410 |
case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence"); |
411 |
case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power"); |
412 |
default: |
413 |
op->failmsg ("Unknown improvement type."); |
414 |
} |
415 |
|
416 |
LOG (llevError, "improve_weapon: Got to end of function\n"); |
417 |
return 0; |
418 |
} |
419 |
|
420 |
/** |
421 |
* Handles the applying of improve/prepare/enchant weapon scroll. |
422 |
* Checks a few things (not on a non-magic square, marked weapon, ...), |
423 |
* then calls improve_weapon to do the dirty work. |
424 |
*/ |
425 |
static int |
426 |
check_improve_weapon (object *op, object *tmp) |
427 |
{ |
428 |
if (op->type != PLAYER) |
429 |
return 0; |
430 |
|
431 |
if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) |
432 |
{ |
433 |
op->failmsg ("Something blocks the magic of the scroll!"); |
434 |
return 0; |
435 |
} |
436 |
|
437 |
object *otmp = op->mark (); |
438 |
|
439 |
if (!otmp) |
440 |
{ |
441 |
op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); |
442 |
return 0; |
443 |
} |
444 |
|
445 |
if (otmp->type != WEAPON && otmp->type != BOW) |
446 |
{ |
447 |
op->failmsg ("Marked item is not a weapon or bow!"); |
448 |
return 0; |
449 |
} |
450 |
|
451 |
if (!op->apply (otmp, AP_UNAPPLY)) |
452 |
{ |
453 |
op->failmsg ("You are unable to take off your weapon to improve it!"); |
454 |
return 0; |
455 |
} |
456 |
|
457 |
op->statusmsg ("Applied weapon builder."); |
458 |
|
459 |
improve_weapon (op, tmp, otmp); |
460 |
esrv_send_item (op, otmp); |
461 |
return 1; |
462 |
} |
463 |
|
464 |
/** |
465 |
* This code deals with the armour improvment scrolls. |
466 |
* Change limits on improvement - let players go up to |
467 |
* +5 no matter what level, but they are limited by item |
468 |
* power. |
469 |
* Try to use same improvement code as in the common/treasure.c |
470 |
* file, so that if you make a +2 full helm, it will be just |
471 |
* the same as one you find in a shop. |
472 |
* |
473 |
* deprecated comment: |
474 |
* this code is by b.t. (thomas@nomad.astro.psu.edu) - |
475 |
* only 'enchantment' of armour is possible - improving |
476 |
* the stats of a player w/ armour as well as a weapon |
477 |
* will probably horribly unbalance the game. Magic enchanting |
478 |
* depends on the level of the character - ie the plus |
479 |
* value (magic) of the armour can never be increased beyond |
480 |
* the level of the character / 10 -- rounding upish, nor may |
481 |
* the armour value of the piece of equipment exceed either |
482 |
* the users level or 90) |
483 |
* Modified by MSW for partial resistance. Only support |
484 |
* changing of physical area right now. |
485 |
*/ |
486 |
static int |
487 |
improve_armour (object *op, object *improver, object *armour) |
488 |
{ |
489 |
if (armour->magic >= settings.armor_max_enchant) |
490 |
{ |
491 |
op->failmsg ("This armour can not be enchanted any further!"); |
492 |
return 0; |
493 |
} |
494 |
|
495 |
/* Dealing with random artifact armor is a lot trickier (in terms of value, weight, |
496 |
* etc), so take the easy way out and don't worry about it. |
497 |
* Note - maybe add scrolls which make the random artifact versions (eg, armour |
498 |
* of gnarg and what not?) |
499 |
*/ |
500 |
if (armour->title) |
501 |
{ |
502 |
op->failmsg ("This armour will not accept further enchantment."); |
503 |
return 0; |
504 |
} |
505 |
|
506 |
/* Split objects if needed. Can't insert tmp until the |
507 |
* end of this function - otherwise it will just re-merge. |
508 |
*/ |
509 |
object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0; |
510 |
|
511 |
armour->magic++; |
512 |
|
513 |
if (!settings.armor_speed_linear) |
514 |
{ |
515 |
int base = 100; |
516 |
int pow = 0; |
517 |
|
518 |
while (pow < armour->magic) |
519 |
{ |
520 |
base = base - (base * settings.armor_speed_improvement) / 100; |
521 |
pow++; |
522 |
} |
523 |
|
524 |
ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100; |
525 |
} |
526 |
else |
527 |
ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; |
528 |
|
529 |
if (!settings.armor_weight_linear) |
530 |
{ |
531 |
int base = 100; |
532 |
int pow = 0; |
533 |
|
534 |
while (pow < armour->magic) |
535 |
{ |
536 |
base = base - (base * settings.armor_weight_reduction) / 100; |
537 |
pow++; |
538 |
} |
539 |
|
540 |
armour->weight = (armour->arch->weight * base) / 100; |
541 |
} |
542 |
else |
543 |
armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; |
544 |
|
545 |
if (armour->weight <= 0) |
546 |
{ |
547 |
LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); |
548 |
armour->weight = 1; |
549 |
} |
550 |
|
551 |
armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); |
552 |
|
553 |
if (op->type == PLAYER) |
554 |
{ |
555 |
esrv_send_item (op, armour); |
556 |
|
557 |
if (armour->flag [FLAG_APPLIED]) |
558 |
op->update_stats (); |
559 |
} |
560 |
|
561 |
improver->decrease (); |
562 |
|
563 |
if (tmp) |
564 |
op->insert (tmp); |
565 |
|
566 |
return 1; |
567 |
} |
568 |
|
569 |
/* |
570 |
* convert_item() returns 1 if anything was converted, 0 if the item was not |
571 |
* what the converter wants, -1 if the converter is broken. |
572 |
* |
573 |
* Takes one type of items and makes another. |
574 |
* converter is the object that is doing the conversion. |
575 |
* item is the object that triggered the converter - if it is not |
576 |
* what the converter wants, this will not do anything. |
577 |
*/ |
578 |
int |
579 |
convert_item (object *item, object *converter) |
580 |
{ |
581 |
sint64 nr = 0, price_in; |
582 |
|
583 |
if (item->flag [FLAG_UNPAID]) |
584 |
return 0; |
585 |
|
586 |
shstr conv_from = converter->slaying; |
587 |
archetype *conv_to = converter->other_arch; |
588 |
sint64 need = converter->stats.food; |
589 |
sint64 give = converter->stats.sp; |
590 |
|
591 |
/* We make some assumptions - we assume if it takes money as it type, |
592 |
* it wants some amount. We don't make change (ie, if something costs |
593 |
* 3 gp and player drops a platinum, tough luck) |
594 |
*/ |
595 |
if (conv_from == shstr_money) |
596 |
{ |
597 |
if (item->type != MONEY) |
598 |
return 0; |
599 |
|
600 |
nr = sint64 (item->nrof) * item->value / need; |
601 |
if (!nr) |
602 |
return 0; |
603 |
|
604 |
converter->play_sound (sound_find ("shop_buy")); |
605 |
|
606 |
sint64 cost = (nr * need + item->value - 1) / item->value; |
607 |
|
608 |
item->decrease (cost); |
609 |
|
610 |
price_in = cost * item->value; |
611 |
} |
612 |
else |
613 |
{ |
614 |
if (item->type == PLAYER |
615 |
|| conv_from != item->arch->archname |
616 |
|| (need && need > (uint16) item->nrof)) |
617 |
return 0; |
618 |
|
619 |
converter->play_sound (sound_find ("convert_item")); |
620 |
|
621 |
if (need) |
622 |
{ |
623 |
nr = sint64 (item->nrof) / need; |
624 |
item->decrease (nr * need); |
625 |
price_in = nr * need * item->value; |
626 |
} |
627 |
else |
628 |
{ |
629 |
price_in = item->value; |
630 |
item->destroy (); |
631 |
} |
632 |
} |
633 |
|
634 |
if (converter->inv) |
635 |
{ |
636 |
object *ob; |
637 |
int i; |
638 |
object *ob_to_copy; |
639 |
|
640 |
/* select random object from inventory to copy */ |
641 |
ob_to_copy = converter->inv; |
642 |
for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) |
643 |
if (rndm (0, i) == 0) |
644 |
ob_to_copy = ob; |
645 |
|
646 |
item = ob_to_copy->deep_clone (); |
647 |
item->clr_flag (FLAG_IS_A_TEMPLATE); |
648 |
unflag_inv (item, FLAG_IS_A_TEMPLATE); |
649 |
} |
650 |
else |
651 |
{ |
652 |
if (!conv_to) |
653 |
{ |
654 |
LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", |
655 |
&converter->name, &converter->map->path, converter->x, converter->y); |
656 |
return -1; |
657 |
} |
658 |
|
659 |
item = object_create_arch (conv_to); |
660 |
fix_generated_item (item, converter, 0, 0, GT_MINIMAL); |
661 |
} |
662 |
|
663 |
if (give) |
664 |
item->nrof = give; |
665 |
|
666 |
if (nr) |
667 |
item->nrof *= nr; |
668 |
|
669 |
if (converter->flag [FLAG_PRECIOUS]) |
670 |
item->set_flag (FLAG_UNPAID); |
671 |
|
672 |
if (converter->is_in_shop ()) |
673 |
{ |
674 |
// converters on shop floors don't work anymore, bug lets check for it |
675 |
// and report in case someone still does it. |
676 |
LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n", |
677 |
converter->debug_desc ()); |
678 |
item->set_flag (FLAG_UNPAID); |
679 |
} |
680 |
else if (price_in < sint64 (item->nrof) * item->value) |
681 |
{ |
682 |
LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", |
683 |
&converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); |
684 |
/** |
685 |
* elmex: we are going to let the game continue, as the mapcreator |
686 |
* hopefully had something in mind when doing this. |
687 |
*/ |
688 |
} |
689 |
|
690 |
// elmex: only identify if we need to, for example so that generated money doesn't |
691 |
// get an 'identified' flag so easily. |
692 |
if (item->need_identify ()) |
693 |
identify (item); |
694 |
|
695 |
item->insert_at (converter, 0, INS_NO_WALK_ON); |
696 |
|
697 |
return 1; |
698 |
} |
699 |
|
700 |
/** |
701 |
* Handle apply on containers. |
702 |
* By Eneq(@csd.uu.se). |
703 |
* Moved to own function and added many features [Tero.Haatanen@lut.fi] |
704 |
* added the alchemical cauldron to the code -b.t. |
705 |
*/ |
706 |
static int |
707 |
apply_container (object *op, object *sack) |
708 |
{ |
709 |
if (op->type != PLAYER || !op->contr->ns) |
710 |
return 0; /* This might change */ |
711 |
|
712 |
if (!sack || sack->type != CONTAINER) |
713 |
{ |
714 |
LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); |
715 |
return 0; |
716 |
} |
717 |
|
718 |
op->contr->last_used = 0; |
719 |
|
720 |
if (sack->env && sack->env != op) |
721 |
{ |
722 |
op->failmsg ("You must put it onto the floor or into your inventory first."); |
723 |
return 1; |
724 |
} |
725 |
|
726 |
// already applied == open on ground, or open in inv, or active in inv |
727 |
if (sack->flag [FLAG_APPLIED]) |
728 |
{ |
729 |
if (op->container_ () == sack) |
730 |
{ |
731 |
// open on ground or inv, so close |
732 |
op->close_container (); |
733 |
return 1; |
734 |
} |
735 |
else if (!sack->env) |
736 |
{ |
737 |
// active on floor, but not ours: some other player has opened it |
738 |
// normally this only happens to dms standing on the same space. |
739 |
// but it doesn't hurt to handle it. |
740 |
op->failmsgf ("Somebody else is using the %s already.", query_name (sack)); |
741 |
return 1; |
742 |
} |
743 |
} |
744 |
|
745 |
// it's locked? |
746 |
if (sack->slaying) |
747 |
{ |
748 |
if (object *tmp = find_key (op, op, sack)) |
749 |
{ |
750 |
op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp))); |
751 |
} |
752 |
else |
753 |
{ |
754 |
sack->flag [FLAG_APPLIED] = false; // might be applied in inv, let the user close it |
755 |
esrv_update_item (UPD_FLAGS, op, sack); |
756 |
op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack))); |
757 |
return 1; |
758 |
} |
759 |
} |
760 |
|
761 |
if (sack->env && !sack->flag [FLAG_APPLIED]) |
762 |
{ |
763 |
// it is in our env, so activate it, do not open yet |
764 |
op->close_container (); |
765 |
sack->flag [FLAG_APPLIED] = true; |
766 |
esrv_update_item (UPD_FLAGS, op, sack); |
767 |
op->statusmsg (format ("You ready %s.", query_name (sack))); |
768 |
} |
769 |
else |
770 |
op->open_container (sack); |
771 |
|
772 |
return 1; |
773 |
} |
774 |
|
775 |
/** |
776 |
* Handles dropping things on altar. |
777 |
* Returns true if sacrifice was accepted. |
778 |
*/ |
779 |
static int |
780 |
apply_altar (object *altar, object *sacrifice, object *originator) |
781 |
{ |
782 |
/* Only players can make sacrifices on spell casting altars. */ |
783 |
if (altar->inv && (!originator || originator->type != PLAYER)) |
784 |
return 0; |
785 |
|
786 |
if (operate_altar (altar, &sacrifice, originator)) |
787 |
{ |
788 |
/* Simple check. Unfortunately, it means you can't cast magic bullet |
789 |
* with an altar. We call it a Potion - altars are stationary - it |
790 |
* is up to map designers to use them properly. |
791 |
*/ |
792 |
if (altar->inv && altar->inv->type == SPELL) |
793 |
{ |
794 |
originator->statusmsg (format ("The altar casts %s.", &altar->inv->name)); |
795 |
cast_spell (originator, altar, 0, altar->inv, NULL); |
796 |
/* If it is connected, push the button. Fixes some problems with |
797 |
* old maps. |
798 |
*/ |
799 |
|
800 |
/* push_button (altar);*/ |
801 |
} |
802 |
else |
803 |
{ |
804 |
altar->value = 1; /* works only once */ |
805 |
push_button (altar, originator); |
806 |
} |
807 |
|
808 |
return !sacrifice; |
809 |
} |
810 |
else |
811 |
return 0; |
812 |
} |
813 |
|
814 |
/** |
815 |
* Handles 'movement' of shop mats. |
816 |
* Returns 1 if 'op' was destroyed, 0 if not. |
817 |
* Largely re-written to not use nearly as many gotos, plus |
818 |
* some of this code just looked plain out of date. |
819 |
* MSW 2001-08-29 |
820 |
*/ |
821 |
int |
822 |
apply_shop_mat (object *shop_mat, object *op) |
823 |
{ |
824 |
int rv = 0; |
825 |
double opinion; |
826 |
object *tmp, *next; |
827 |
|
828 |
op->set_flag (FLAG_NO_APPLY); /* prevent loops */ |
829 |
|
830 |
bool has_unpaid = false; |
831 |
|
832 |
// quite inefficient to do this here twice, but the api doesn't lend itself to |
833 |
// a quick and small change :( |
834 |
for (object::depth_iterator item = op->begin (); item != op->end (); ++item) |
835 |
if (item->flag [FLAG_UNPAID]) |
836 |
{ |
837 |
has_unpaid = true; |
838 |
break; |
839 |
} |
840 |
|
841 |
if (!op->is_player ()) |
842 |
{ |
843 |
/* Remove all the unpaid objects that may be carried here. |
844 |
* This could be pets or monsters that are somehow in |
845 |
* the shop. |
846 |
*/ |
847 |
for (tmp = op->inv; tmp; tmp = next) |
848 |
{ |
849 |
next = tmp->below; |
850 |
|
851 |
if (tmp->flag [FLAG_UNPAID]) |
852 |
{ |
853 |
int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); |
854 |
|
855 |
if (i >= 0) |
856 |
tmp->move (i); |
857 |
} |
858 |
} |
859 |
|
860 |
/* Don't teleport things like spell effects */ |
861 |
if (op->flag [FLAG_NO_PICK]) |
862 |
return 0; |
863 |
|
864 |
/* unpaid objects, or non living objects, can't transfer by |
865 |
* shop mats. Instead, put it on a nearby space. |
866 |
*/ |
867 |
if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE]) |
868 |
{ |
869 |
/* Somebody dropped an unpaid item, just move to an adjacent place. */ |
870 |
int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
871 |
|
872 |
if (i != -1) |
873 |
rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); |
874 |
|
875 |
return 0; |
876 |
} |
877 |
|
878 |
/* Removed code that checked for multipart objects - it appears that |
879 |
* the teleport function should be able to handle this just fine. |
880 |
*/ |
881 |
rv = teleport (shop_mat, SHOP_MAT, op); |
882 |
} |
883 |
else if (can_pay (op) && get_payment (op)) |
884 |
{ |
885 |
/* this is only used for players */ |
886 |
rv = teleport (shop_mat, SHOP_MAT, op); |
887 |
|
888 |
if (has_unpaid) |
889 |
op->contr->play_sound (sound_find ("shop_buy")); |
890 |
else if (op->is_in_shop ()) |
891 |
op->contr->play_sound (sound_find ("shop_enter")); |
892 |
else |
893 |
op->contr->play_sound (sound_find ("shop_leave")); |
894 |
|
895 |
if (shop_mat->msg) |
896 |
op->statusmsg (shop_mat->msg); |
897 |
/* This check below is a bit simplistic - generally it should be correct, |
898 |
* but there is never a guarantee that the bottom space on the map is |
899 |
* actually the shop floor. |
900 |
*/ |
901 |
else if (!rv && !op->is_in_shop ()) |
902 |
{ |
903 |
opinion = shopkeeper_approval (op->map, op); |
904 |
|
905 |
op->statusmsg ( |
906 |
opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." |
907 |
: opinion >= 0.75 ? "The shopkeeper waves to you." |
908 |
: opinion >= 0.50 ? "The shopkeeper ignores you." |
909 |
: "The shopkeeper glares at you with contempt." |
910 |
); |
911 |
} |
912 |
} |
913 |
else |
914 |
{ |
915 |
/* if we get here, a player tried to leave a shop but was not able |
916 |
* to afford the items he has. We try to move the player so that |
917 |
* they are not on the mat anymore |
918 |
*/ |
919 |
int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
920 |
|
921 |
if (i == -1) |
922 |
LOG (llevError, "Internal shop-mat problem.\n"); |
923 |
else |
924 |
{ |
925 |
op->remove (); |
926 |
op->x += freearr_x[i]; |
927 |
op->y += freearr_y[i]; |
928 |
rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; |
929 |
} |
930 |
} |
931 |
|
932 |
op->clr_flag (FLAG_NO_APPLY); |
933 |
return rv; |
934 |
} |
935 |
|
936 |
/** |
937 |
* Handles applying a sign. |
938 |
*/ |
939 |
static void |
940 |
apply_sign (object *op, object *sign, int autoapply) |
941 |
{ |
942 |
if (!op->is_player()) |
943 |
return; |
944 |
|
945 |
if (sign->has_dialogue ()) |
946 |
{ |
947 |
op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name)); |
948 |
return; |
949 |
} |
950 |
|
951 |
if (!sign->msg) |
952 |
{ |
953 |
op->contr->infobox (MSG_CHANNEL ("examine"), |
954 |
format ("T<%s>\n\n Nothing %sis written on it.", |
955 |
&sign->name, |
956 |
sign->name == sign->arch->name ? "" : "else ")); |
957 |
return; |
958 |
} |
959 |
|
960 |
if (sign->stats.food) |
961 |
{ |
962 |
if (sign->last_eat >= sign->stats.food) |
963 |
{ |
964 |
if (!sign->move_on) |
965 |
op->failmsg ("You cannot read it anymore."); |
966 |
|
967 |
return; |
968 |
} |
969 |
|
970 |
if (!op->flag [FLAG_WIZPASS]) |
971 |
sign->last_eat++; |
972 |
} |
973 |
|
974 |
/* Sign or magic mouth? Do we need to see it, or does it talk to us? |
975 |
* No way to know for sure. The presumption is basically that if |
976 |
* move_on is zero, it needs to be manually applied (doesn't talk |
977 |
* to us). |
978 |
*/ |
979 |
if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on) |
980 |
{ |
981 |
op->failmsg ("You are unable to read while blind!"); |
982 |
return; |
983 |
} |
984 |
|
985 |
if (op->contr) |
986 |
if (client *ns = op->contr->ns) |
987 |
{ |
988 |
if (sign->sound) |
989 |
ns->play_sound (sign->sound); |
990 |
else if (autoapply) |
991 |
ns->play_sound (sound_find ("msg_voice")); |
992 |
|
993 |
op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg)); |
994 |
} |
995 |
} |
996 |
|
997 |
static void |
998 |
move_apply_hole (object *trap, object *victim) |
999 |
{ |
1000 |
/* Hole not open? */ |
1001 |
if (trap->stats.wc > 0) |
1002 |
return; |
1003 |
|
1004 |
/* Is this a multipart monster and not the head? If so, return. |
1005 |
* Processing will happen if the head runs into the pit |
1006 |
*/ |
1007 |
if (victim->head) |
1008 |
return; |
1009 |
|
1010 |
// now find all possible locations and randomly pick one |
1011 |
int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0, |
1012 |
trap->range >= 3 ? SIZEOFFREE3 + 1 |
1013 |
: trap->range >= 2 ? SIZEOFFREE2 + 1 |
1014 |
: trap->range >= 1 ? SIZEOFFREE1 + 1 |
1015 |
: SIZEOFFREE0 + 1); |
1016 |
|
1017 |
if (dir < 0) |
1018 |
return; |
1019 |
|
1020 |
victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
1021 |
victim->statusmsg ("You fall through the hole!", NDI_RED); |
1022 |
|
1023 |
transfer_ob (victim, |
1024 |
EXIT_X (trap) + freearr_x[dir], |
1025 |
EXIT_Y (trap) + freearr_y[dir], |
1026 |
0, victim); |
1027 |
} |
1028 |
|
1029 |
/** |
1030 |
* Unapplies specified item. |
1031 |
* No check done on cursed/damned. |
1032 |
* Break this out of apply_special - this is just done |
1033 |
* to keep the size of apply_special to a more managable size. |
1034 |
*/ |
1035 |
static bool |
1036 |
unapply_special (object *who, object *op, int aflags) |
1037 |
{ |
1038 |
if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) |
1039 |
|| INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) |
1040 |
return RESULT_INT (0); |
1041 |
|
1042 |
if (who->current_weapon == op) |
1043 |
who->current_weapon = 0; |
1044 |
|
1045 |
op->flag [FLAG_APPLIED] = false; |
1046 |
|
1047 |
switch (op->type) |
1048 |
{ |
1049 |
case SKILL: |
1050 |
if (player *pl = who->contr) |
1051 |
if (op->invisible) |
1052 |
pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill)); |
1053 |
else |
1054 |
pl->statusmsg (format ("You stop using the %s.", query_name (op))); |
1055 |
|
1056 |
change_abil (who, op); |
1057 |
who->flag [FLAG_READY_SKILL] = false; |
1058 |
break; |
1059 |
|
1060 |
case WEAPON: |
1061 |
who->statusmsg (format ("You unwield %s.", query_name (op))); |
1062 |
change_abil (who, op); |
1063 |
who->flag [FLAG_READY_WEAPON] = false; |
1064 |
|
1065 |
// unapplying a weapon or skill tool should also unapply the skill it governs |
1066 |
// but this is hard, as it shouldn't do so when the skill can |
1067 |
// be used for other reasons |
1068 |
//TODO: really? |
1069 |
if (who->chosen_skill) |
1070 |
if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL]) |
1071 |
unapply_special (who, who->chosen_skill, 0); |
1072 |
|
1073 |
break; |
1074 |
|
1075 |
case RANGED: |
1076 |
case BOW: |
1077 |
case WAND: |
1078 |
case ROD: |
1079 |
case HORN: |
1080 |
if (player *pl = who->contr) |
1081 |
{ |
1082 |
who->statusmsg (format ("You unready %s.", query_name (op))); |
1083 |
change_abil (who, op); |
1084 |
} |
1085 |
else |
1086 |
{ |
1087 |
if (op->type == BOW) |
1088 |
op->flag [FLAG_READY_BOW ] = false; |
1089 |
else |
1090 |
op->flag [FLAG_READY_RANGE] = false; |
1091 |
} |
1092 |
|
1093 |
break; |
1094 |
|
1095 |
case ARMOUR: |
1096 |
case HELMET: |
1097 |
case SHIELD: |
1098 |
case RING: |
1099 |
case BOOTS: |
1100 |
case GLOVES: |
1101 |
case AMULET: |
1102 |
case GIRDLE: |
1103 |
case BRACERS: |
1104 |
case CLOAK: |
1105 |
who->statusmsg (format ("You unwear %s.", query_name (op))); |
1106 |
change_abil (who, op); |
1107 |
break; |
1108 |
|
1109 |
case SPELL: |
1110 |
case BUILDER: |
1111 |
who->statusmsg (format ("You unready %s.", query_name (op))); |
1112 |
break; |
1113 |
|
1114 |
//case SKILL_TOOL://TODO |
1115 |
default: |
1116 |
who->statusmsg (format ("You unapply %s.", query_name (op))); |
1117 |
break; |
1118 |
} |
1119 |
|
1120 |
if (aflags & AP_NO_MERGE || !merge_ob (op, 0)) |
1121 |
if (object *pl = op->visible_to ()) |
1122 |
esrv_send_item (pl, op); |
1123 |
|
1124 |
who->update_stats (); |
1125 |
|
1126 |
return 1; |
1127 |
} |
1128 |
|
1129 |
/** |
1130 |
* Returns the object that is using location 'loc'. |
1131 |
* Note that 'start' is the first object to start examing - we |
1132 |
* then go through the below of this. In this way, you can do |
1133 |
* something like: |
1134 |
* tmp = get_next_item_from_body_location(who->inv, 1); |
1135 |
* if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1); |
1136 |
* to find the second object that may use this location, etc. |
1137 |
* Returns NULL if no match is found. |
1138 |
* loc is the index into the array we are looking for a match. |
1139 |
* don't return invisible objects unless they are skill objects |
1140 |
* invisible other objects that use |
1141 |
* up body locations can be used as restrictions. |
1142 |
*/ |
1143 |
static object * |
1144 |
get_next_item_from_body_location (int loc, object *start) |
1145 |
{ |
1146 |
for (object *tmp = start; tmp; tmp = tmp->below) |
1147 |
if (tmp->flag [FLAG_APPLIED] |
1148 |
&& tmp->slot [loc].info |
1149 |
&& (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL)) |
1150 |
return tmp; |
1151 |
|
1152 |
return 0; |
1153 |
} |
1154 |
|
1155 |
/** |
1156 |
* 'op' wants to apply an object, but can't because of other equipment. |
1157 |
* This should only be called when it is known |
1158 |
* that there are objects to unapply. This makes pretty heavy |
1159 |
* use of get_item_from_body_location. It makes no intelligent choice |
1160 |
* on objects - rather, the first that is matched is used. |
1161 |
* Returns 0 on success, returns 1 if there is some problem. |
1162 |
* if aflags is AP_PRINT, we instead print out waht to unapply |
1163 |
* instead of doing it. This is a lot less code than having |
1164 |
* another function that does just that. |
1165 |
*/ |
1166 |
|
1167 |
#define CANNOT_REMOVE_CURSED \ |
1168 |
"H<You cannot remove cursed or damned items, you first have to remove the curse. " \ |
1169 |
"Praying over an altar, scrolls of remove curse/damnation, " \ |
1170 |
"priests or even other players might help.>" |
1171 |
|
1172 |
static bool |
1173 |
unapply_for_ob (object *who, object *op, int aflags) |
1174 |
{ |
1175 |
if (op->is_range ()) |
1176 |
for (object *tmp = who->inv; tmp; tmp = tmp->below) |
1177 |
if (tmp->flag [FLAG_APPLIED] && tmp->is_range ()) |
1178 |
if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])) |
1179 |
{ |
1180 |
if (aflags & AP_PRINT) |
1181 |
who->failmsg (query_name (tmp)); |
1182 |
else |
1183 |
unapply_special (who, tmp, aflags); |
1184 |
} |
1185 |
else |
1186 |
{ |
1187 |
/* In this case, we want to try and remove a cursed item. |
1188 |
* While we know it won't work, we want unapply_special to |
1189 |
* at least generate the message. |
1190 |
*/ |
1191 |
who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)); |
1192 |
return 1; |
1193 |
} |
1194 |
|
1195 |
for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
1196 |
{ |
1197 |
/* this used up a slot that we need to free */ |
1198 |
if (op->slot[i].info) |
1199 |
{ |
1200 |
object *last = who->inv; |
1201 |
|
1202 |
/* We do a while loop - may need to remove several items in order |
1203 |
* to free up enough slots. |
1204 |
*/ |
1205 |
while ((who->slot[i].used + op->slot[i].info) < 0) |
1206 |
{ |
1207 |
object *tmp = get_next_item_from_body_location (i, last); |
1208 |
|
1209 |
if (!tmp) |
1210 |
{ |
1211 |
#if 0 |
1212 |
/* Not a bug - we'll get this if the player has cursed items |
1213 |
* equipped. |
1214 |
*/ |
1215 |
LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); |
1216 |
#endif |
1217 |
return 1; |
1218 |
} |
1219 |
|
1220 |
/* If we are just printing, we don't care about cursed status */ |
1221 |
if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))) |
1222 |
{ |
1223 |
if (aflags & AP_PRINT) |
1224 |
who->failmsg (query_name (tmp)); |
1225 |
else |
1226 |
unapply_special (who, tmp, aflags); |
1227 |
} |
1228 |
else |
1229 |
{ |
1230 |
/* Cursed item that we can't unequip - tell the player. |
1231 |
* Note this could be annoying if this is just one of a few, |
1232 |
* so it may not be critical (eg, putting on a ring and you have |
1233 |
* one cursed ring.) |
1234 |
*/ |
1235 |
who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)); |
1236 |
} |
1237 |
|
1238 |
last = tmp->below; |
1239 |
} |
1240 |
/* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the |
1241 |
* return in the !tmp would have kicked in. |
1242 |
*/ |
1243 |
} /* if op is using this body location */ |
1244 |
} /* for body lcoations */ |
1245 |
|
1246 |
return 0; |
1247 |
} |
1248 |
|
1249 |
/** |
1250 |
* Checks to see if 'who' can apply object 'op'. |
1251 |
* Returns 0 if apply can be done without anything special. |
1252 |
* Otherwise returns a bitmask - potentially several of these may be |
1253 |
* set, but largely depends on circumstance - in the future, processing |
1254 |
* may be pruned once we know some status (eg, once CAN_APPLY_NEVER |
1255 |
* is set, do we really care what the other flags may be?) |
1256 |
* |
1257 |
* See include/define.h for detailed description of the meaning of |
1258 |
* these return values. |
1259 |
*/ |
1260 |
int |
1261 |
can_apply_object (object *who, object *op) |
1262 |
{ |
1263 |
if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) |
1264 |
return RESULT_INT (0); |
1265 |
|
1266 |
int retval = 0; |
1267 |
object *tmp = 0, *ws = 0; |
1268 |
|
1269 |
for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
1270 |
{ |
1271 |
if (op->slot[i].info) |
1272 |
{ |
1273 |
/* Item uses more slots than we have */ |
1274 |
if (who->slot[i].info + op->slot [i].info < 0) |
1275 |
{ |
1276 |
/* Could return now for efficiency - rest of info below isn't |
1277 |
* really needed. |
1278 |
*/ |
1279 |
retval |= CAN_APPLY_NEVER; |
1280 |
} |
1281 |
else if (who->slot[i].used + op->slot[i].info < 0) |
1282 |
{ |
1283 |
/* in this case, equipping this would use more free spots than |
1284 |
* we have. |
1285 |
*/ |
1286 |
|
1287 |
/* if we have an applied weapon/shield, and unapply it would free |
1288 |
* enough slots to equip the new item, then just set "can |
1289 |
* apply unapply". We don't care about the logic below - if you have a |
1290 |
* shield equipped and try to equip another shield, there is only |
1291 |
* one choice. However, the check for the number of body locations |
1292 |
* does take into the account cases where what is being applied |
1293 |
* may be two handed for example. |
1294 |
*/ |
1295 |
if (ws) |
1296 |
if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0) |
1297 |
{ |
1298 |
retval |= CAN_APPLY_UNAPPLY; |
1299 |
continue; |
1300 |
} |
1301 |
|
1302 |
object *tmp1 = get_next_item_from_body_location (i, who->inv); |
1303 |
if (!tmp1) |
1304 |
retval |= CAN_APPLY_NEVER; |
1305 |
else |
1306 |
{ |
1307 |
/* need to unapply something. However, if this something |
1308 |
* is different than we had found before, it means they need |
1309 |
* to apply multiple objects |
1310 |
*/ |
1311 |
retval |= CAN_APPLY_UNAPPLY; |
1312 |
|
1313 |
if (!tmp) |
1314 |
tmp = tmp1; |
1315 |
else if (tmp != tmp1) |
1316 |
retval |= CAN_APPLY_UNAPPLY_MULT; |
1317 |
|
1318 |
/* This object isn't using up all the slots, so there must |
1319 |
* be another. If so, and it the new item doesn't need all |
1320 |
* the slots, the player then has a choice. |
1321 |
*/ |
1322 |
if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info) |
1323 |
&& abs (op->slot[i].info) < who->slot[i].info) |
1324 |
retval |= CAN_APPLY_UNAPPLY_CHOICE; |
1325 |
|
1326 |
/* Does unequippint 'tmp1' free up enough slots for this to be |
1327 |
* equipped? If not, there must be something else to unapply. |
1328 |
*/ |
1329 |
if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info) |
1330 |
retval |= CAN_APPLY_UNAPPLY_MULT; |
1331 |
} |
1332 |
} /* if not enough free slots */ |
1333 |
} /* if this object uses location i */ |
1334 |
} /* for i -> num_body_locations loop */ |
1335 |
|
1336 |
/* Note that we don't check for FLAG_USE_ARMOUR - that should |
1337 |
* really be controlled by use of body locations. We do have |
1338 |
* the weapon/shield checks, and the range checks for monsters, |
1339 |
* because you can't control those just by body location - bows, shields, |
1340 |
* and weapons all use the same slot. Similar for horn/rod/wand - they |
1341 |
* all use the same location. |
1342 |
*/ |
1343 |
if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON]) |
1344 |
retval |= CAN_APPLY_RESTRICTION; |
1345 |
|
1346 |
if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD]) |
1347 |
retval |= CAN_APPLY_RESTRICTION; |
1348 |
|
1349 |
if (who->type != PLAYER) |
1350 |
{ |
1351 |
if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE]) |
1352 |
retval |= CAN_APPLY_RESTRICTION; |
1353 |
|
1354 |
if (op->type == BOW && !who->flag [FLAG_USE_BOW]) |
1355 |
retval |= CAN_APPLY_RESTRICTION; |
1356 |
|
1357 |
if (op->type == RING && !who->flag [FLAG_USE_RING]) |
1358 |
retval |= CAN_APPLY_RESTRICTION; |
1359 |
|
1360 |
if (op->type == BOW && !who->flag [FLAG_USE_BOW]) |
1361 |
retval |= CAN_APPLY_RESTRICTION; |
1362 |
} |
1363 |
|
1364 |
return retval; |
1365 |
} |
1366 |
|
1367 |
/** |
1368 |
* who is the object using the object. It can be a monster. |
1369 |
* op is the object they are using. op is an equipment type item, |
1370 |
* eg, one which you put on and keep on for a while, and not something |
1371 |
* like a potion or scroll. |
1372 |
* |
1373 |
* function returns 1 if the action could not be completed, 0 on |
1374 |
* success. However, success is a matter of meaning - if the |
1375 |
* user passes the 'apply' flag to an object already applied, |
1376 |
* nothing is done, and 0 is returned. |
1377 |
* |
1378 |
* aflags is special flags (0 - normal/toggle, AP_APPLY=always apply, |
1379 |
* AP_UNAPPLY=always unapply). |
1380 |
* |
1381 |
* Optional flags: |
1382 |
* AP_NO_MERGE: don't merge an unapplied object with other objects |
1383 |
* AP_IGNORE_CURSE: unapply cursed items |
1384 |
* AP_NO_READY: do not ready skills when applying skill tools |
1385 |
* |
1386 |
* Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) |
1387 |
* |
1388 |
* apply_special() doesn't check for unpaid items. |
1389 |
*/ |
1390 |
|
1391 |
#define LACK_ITEM_POWER \ |
1392 |
" H<You lack enough unused item power to use this weapon, see the skills command.>" |
1393 |
|
1394 |
static bool |
1395 |
apply_special (object *who, object *op, int aflags) |
1396 |
{ |
1397 |
int basic_flag = aflags & AP_MODE; |
1398 |
object *tmp, *skop = NULL; |
1399 |
|
1400 |
/* trying to unequip op */ |
1401 |
if (op->flag [FLAG_APPLIED]) |
1402 |
{ |
1403 |
/* always apply, so no reason to unapply */ |
1404 |
if (basic_flag == AP_APPLY) |
1405 |
return 0; |
1406 |
|
1407 |
return unapply_special (who, op, aflags); |
1408 |
} |
1409 |
else if (basic_flag == AP_UNAPPLY) |
1410 |
return 0; |
1411 |
|
1412 |
splay (op); |
1413 |
|
1414 |
/* Can't just apply this object. Lets see what not and what to do */ |
1415 |
if (int i = can_apply_object (who, op)) |
1416 |
{ |
1417 |
if (i & CAN_APPLY_NEVER) |
1418 |
{ |
1419 |
who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)); |
1420 |
return 1; |
1421 |
} |
1422 |
else if (i & CAN_APPLY_RESTRICTION) |
1423 |
{ |
1424 |
who->failmsgf ( |
1425 |
"You have a prohibition against using a %s. " |
1426 |
"H<Your belief, profession or class prevents you from applying this item.>", |
1427 |
query_name (op) |
1428 |
); |
1429 |
return 1; |
1430 |
} |
1431 |
|
1432 |
if (who->type != PLAYER) |
1433 |
{ |
1434 |
/* Some error, so don't try to equip something more */ |
1435 |
if (unapply_for_ob (who, op, aflags)) |
1436 |
return 1; |
1437 |
} |
1438 |
else |
1439 |
{ |
1440 |
if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) |
1441 |
{ |
1442 |
who->failmsg ("You need to unapply some of the following item(s) or change your applymode:"); |
1443 |
unapply_for_ob (who, op, AP_PRINT); |
1444 |
return 1; |
1445 |
} |
1446 |
else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) |
1447 |
if (unapply_for_ob (who, op, aflags)) |
1448 |
return 1; |
1449 |
} |
1450 |
} |
1451 |
|
1452 |
if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) |
1453 |
{ |
1454 |
// try to ready attached skill first |
1455 |
skop = find_skill_by_name (who, op->skill); |
1456 |
|
1457 |
if (!skop) |
1458 |
{ |
1459 |
who->failmsgf ("You need the %s skill to use this item!", &op->skill); |
1460 |
return 1; |
1461 |
} |
1462 |
else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT)) |
1463 |
{ |
1464 |
who->failmsgf ("You can't use the required %s skill!", &op->skill); |
1465 |
return 1; |
1466 |
} |
1467 |
} |
1468 |
|
1469 |
if (!check_item_power (who, op->item_power)) |
1470 |
{ |
1471 |
who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); |
1472 |
return 1; |
1473 |
} |
1474 |
|
1475 |
/* Ok. We are now at the state where we can apply the new object. |
1476 |
* Note that we don't have the checks for can_use_... |
1477 |
* below - that is already taken care of by can_apply_object. |
1478 |
*/ |
1479 |
|
1480 |
// split away all the other items from the stack, so only one item is left |
1481 |
tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; |
1482 |
|
1483 |
if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) |
1484 |
return RESULT_INT (0); |
1485 |
|
1486 |
switch (op->type) |
1487 |
{ |
1488 |
case WEAPON: |
1489 |
if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\'')) |
1490 |
{ |
1491 |
/* if the weapon does not have the name as the character, can't use it. */ |
1492 |
/* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
1493 |
who->failmsg ("The weapon does not recognize you as its owner. " |
1494 |
"H<Its name indicates that it belongs to somebody else.>"); |
1495 |
if (tmp) who->insert (tmp); |
1496 |
return 1; |
1497 |
} |
1498 |
|
1499 |
op->flag [FLAG_APPLIED] = true; |
1500 |
|
1501 |
if (player *pl = who->contr) |
1502 |
{ |
1503 |
who->statusmsg (format ("You wield %s.", query_name (op))); |
1504 |
change_abil (who, op); |
1505 |
} |
1506 |
|
1507 |
op->flag [FLAG_READY_WEAPON] = true; |
1508 |
break; |
1509 |
|
1510 |
case ARMOUR: |
1511 |
case HELMET: |
1512 |
case SHIELD: |
1513 |
case BOOTS: |
1514 |
case GLOVES: |
1515 |
case GIRDLE: |
1516 |
case BRACERS: |
1517 |
case CLOAK: |
1518 |
case RING: |
1519 |
case AMULET: |
1520 |
op->set_flag (FLAG_APPLIED); |
1521 |
who->statusmsg (format ("You wear %s.", query_name (op))); |
1522 |
change_abil (who, op); |
1523 |
break; |
1524 |
|
1525 |
case SKILL_TOOL: |
1526 |
// applying a skill tool does not ready the skill |
1527 |
// if something needs the skill, it has to ready it itself |
1528 |
//TODO: unapplying should unapply the skill, though |
1529 |
op->set_flag (FLAG_APPLIED); |
1530 |
break; |
1531 |
|
1532 |
case SKILL: |
1533 |
if (who->contr) |
1534 |
if (op->invisible) |
1535 |
who->statusmsg (format ("You can now use the %s skill.", &op->skill)); |
1536 |
else |
1537 |
who->statusmsg (format ("You ready %s.", query_name (op))); |
1538 |
|
1539 |
who->set_flag (FLAG_READY_SKILL); |
1540 |
op->set_flag (FLAG_APPLIED); |
1541 |
change_abil (who, op); |
1542 |
break; |
1543 |
|
1544 |
case BOW: |
1545 |
if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\'')) |
1546 |
{ |
1547 |
who->failmsg ("The weapon does not recognize you as its owner. " |
1548 |
"H<Its name indicates that it belongs to somebody else.>"); |
1549 |
if (tmp) who->insert (tmp); |
1550 |
return 1; |
1551 |
} |
1552 |
|
1553 |
if (player *pl = who->contr) |
1554 |
{ |
1555 |
op->flag [FLAG_APPLIED] = true; |
1556 |
who->statusmsg (format ("You wield the %s.", query_name (op))); |
1557 |
change_abil (who, op); |
1558 |
} |
1559 |
break; |
1560 |
|
1561 |
case RANGED: |
1562 |
if (player *pl = who->contr) |
1563 |
{ |
1564 |
op->flag [FLAG_APPLIED] = true; |
1565 |
who->statusmsg (format ("You applied the %s.", query_name (op))); |
1566 |
} |
1567 |
break; |
1568 |
|
1569 |
case SPELL: |
1570 |
if (player *pl = who->contr) |
1571 |
{ |
1572 |
op->flag [FLAG_APPLIED] = true; |
1573 |
who->statusmsg (format ("You ready the spell %s.", query_name (op))); |
1574 |
} |
1575 |
break; |
1576 |
|
1577 |
/*FALLTHROUGH*/ |
1578 |
case WAND: |
1579 |
case ROD: |
1580 |
case HORN: |
1581 |
op->flag [FLAG_APPLIED] = true; |
1582 |
|
1583 |
if (player *pl = who->contr) |
1584 |
{ |
1585 |
who->statusmsg (format ("You ready %s.", query_name (op))); |
1586 |
|
1587 |
if (op->type == BOW) |
1588 |
who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); |
1589 |
|
1590 |
change_abil (who, op); |
1591 |
} |
1592 |
else |
1593 |
{ |
1594 |
if (op->type == BOW) |
1595 |
op->flag [FLAG_READY_BOW ] = true; |
1596 |
else |
1597 |
op->flag [FLAG_READY_RANGE] = true; |
1598 |
} |
1599 |
|
1600 |
break; |
1601 |
|
1602 |
case BUILDER: |
1603 |
if (player *pl = who->contr) |
1604 |
{ |
1605 |
who->statusmsg (format ("You ready your %s.", query_name (op))); |
1606 |
//TODO: change_abil? |
1607 |
} |
1608 |
break; |
1609 |
|
1610 |
default: |
1611 |
who->statusmsg (format ("You apply %s.", query_name (op))); |
1612 |
} |
1613 |
|
1614 |
op->set_flag (FLAG_APPLIED); |
1615 |
|
1616 |
if (tmp) who->insert (tmp); |
1617 |
|
1618 |
who->update_stats (); |
1619 |
|
1620 |
/* We exclude spell casting objects. The fire code will set the |
1621 |
* been applied flag when they are used - until that point, |
1622 |
* you don't know anything about them. |
1623 |
*/ |
1624 |
if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) |
1625 |
op->set_flag (FLAG_BEEN_APPLIED); |
1626 |
|
1627 |
if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]) |
1628 |
if (who->type == PLAYER) |
1629 |
{ |
1630 |
who->failmsg ( |
1631 |
"Oops, it feels deadly cold! " |
1632 |
"H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>" |
1633 |
); |
1634 |
op->set_flag (FLAG_KNOWN_CURSED); |
1635 |
} |
1636 |
|
1637 |
if (object *pl = op->visible_to ()) |
1638 |
esrv_send_item (pl, op); |
1639 |
|
1640 |
return 0; |
1641 |
} |
1642 |
|
1643 |
/** |
1644 |
* Check if op should abort moving victim because of it's race or slaying. |
1645 |
* Returns 1 if it should abort, returns 0 if it should continue. |
1646 |
*/ |
1647 |
int |
1648 |
should_director_abort (object *op, object *victim) |
1649 |
{ |
1650 |
int arch_flag, name_flag, race_flag; |
1651 |
|
1652 |
/* Get flags to determine what of arch, name, and race should be checked. |
1653 |
* This is stored in subtype, and is a bitmask, the LSB is the arch flag, |
1654 |
* the next is the name flag, and the last is the race flag. Also note, |
1655 |
* if subtype is set to zero, that also goes to defaults of all affecting |
1656 |
* it. Examples: |
1657 |
* subtype 1: only arch |
1658 |
* subtype 3: arch or name |
1659 |
* subtype 5: arch or race |
1660 |
* subtype 7: all three |
1661 |
*/ |
1662 |
if (op->subtype) |
1663 |
{ |
1664 |
arch_flag = op->subtype & 1; |
1665 |
name_flag = op->subtype & 2; |
1666 |
race_flag = op->subtype & 4; |
1667 |
} |
1668 |
else |
1669 |
{ |
1670 |
arch_flag = 1; |
1671 |
name_flag = 1; |
1672 |
race_flag = 1; |
1673 |
} |
1674 |
|
1675 |
/* If the director has race set, only affect objects with a arch, |
1676 |
* name or race that matches. |
1677 |
*/ |
1678 |
if ((op->race) && |
1679 |
((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) && |
1680 |
((!(victim->name && name_flag) || op->race != victim->name)) && |
1681 |
((!(victim->race && race_flag) || op->race != victim->race))) |
1682 |
return 1; |
1683 |
|
1684 |
/* If the director has slaying set, only affect objects where none |
1685 |
* of arch, name, or race match. |
1686 |
*/ |
1687 |
if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) || |
1688 |
((victim->name && name_flag && op->slaying == victim->name)) || |
1689 |
((victim->race && race_flag && op->slaying == victim->race))) |
1690 |
return 1; |
1691 |
|
1692 |
return 0; |
1693 |
} |
1694 |
|
1695 |
/** |
1696 |
* This handles a player dropping money on an altar to identify stuff. |
1697 |
* It'll identify marked item, if none all items up to dropped money. |
1698 |
* Return value: 1 if money was destroyed, 0 if not. |
1699 |
*/ |
1700 |
static int |
1701 |
apply_id_altar (object *money, object *altar, object *pl) |
1702 |
{ |
1703 |
dynbuf_text &buf = msg_dynbuf; buf.clear (); |
1704 |
|
1705 |
if (!pl || pl->type != PLAYER) |
1706 |
return 0; |
1707 |
|
1708 |
/* Check for MONEY type is a special hack - it prevents 'nothing needs |
1709 |
* identifying' from being printed out more than it needs to be. |
1710 |
*/ |
1711 |
if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY) |
1712 |
return 0; |
1713 |
|
1714 |
/* if the player has a marked item, identify that if it needs to be |
1715 |
* identified. If it doesn't, then go through the player inventory. |
1716 |
*/ |
1717 |
if (object *marked = pl->mark ()) |
1718 |
if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ()) |
1719 |
{ |
1720 |
if (operate_altar (altar, &money, pl)) |
1721 |
{ |
1722 |
identify (marked); |
1723 |
|
1724 |
buf.printf ("You have %s.\r", long_desc (marked, pl)); |
1725 |
if (marked->msg) |
1726 |
buf << "The item has a story:\r" << marked->msg << "\n\n"; |
1727 |
|
1728 |
return !money; |
1729 |
} |
1730 |
} |
1731 |
|
1732 |
for (object *id = pl->inv; id; id = id->below) |
1733 |
{ |
1734 |
if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ()) |
1735 |
{ |
1736 |
if (operate_altar (altar, &money, pl)) |
1737 |
{ |
1738 |
identify (id); |
1739 |
|
1740 |
buf.printf ("You have %s.\r", long_desc (id, pl)); |
1741 |
if (id->msg) |
1742 |
buf << "The item has a story:\r" << id->msg << "\n\n"; |
1743 |
|
1744 |
/* If no more money, might as well quit now */ |
1745 |
if (!money || !check_altar_sacrifice (altar, money)) |
1746 |
break; |
1747 |
} |
1748 |
else |
1749 |
{ |
1750 |
LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); |
1751 |
break; |
1752 |
} |
1753 |
} |
1754 |
} |
1755 |
|
1756 |
if (buf.empty ()) |
1757 |
pl->failmsg ("You have nothing that needs identifying"); |
1758 |
else |
1759 |
pl->contr->infobox (MSG_CHANNEL ("identify"), buf); |
1760 |
|
1761 |
return !money; |
1762 |
} |
1763 |
|
1764 |
/** |
1765 |
* This checks whether the object has a "on_use_yield" field, and if so generated and drops |
1766 |
* matching item. |
1767 |
**/ |
1768 |
void |
1769 |
handle_apply_yield (object *tmp) |
1770 |
{ |
1771 |
if (shstr_tmp yield = tmp->kv [shstr_on_use_yield]) |
1772 |
archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); |
1773 |
} |
1774 |
|
1775 |
/** |
1776 |
* Handles applying a potion. |
1777 |
*/ |
1778 |
int |
1779 |
apply_potion (object *op, object *tmp) |
1780 |
{ |
1781 |
int got_one = 0, i; |
1782 |
object *force = 0; |
1783 |
|
1784 |
if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) |
1785 |
{ |
1786 |
op->failmsg ("Gods prevent you from using this here, it's sacred ground!"); |
1787 |
|
1788 |
tmp->clr_flag (FLAG_APPLIED); |
1789 |
return 0; |
1790 |
} |
1791 |
|
1792 |
if (op->type == PLAYER) |
1793 |
if (!tmp->flag [FLAG_IDENTIFIED]) |
1794 |
identify (tmp); |
1795 |
|
1796 |
handle_apply_yield (tmp); |
1797 |
|
1798 |
/* Potion of restoration - only for players */ |
1799 |
if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) |
1800 |
{ |
1801 |
object *depl; |
1802 |
archetype *at; |
1803 |
|
1804 |
if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
1805 |
{ |
1806 |
op->drain_stat (); |
1807 |
op->update_stats (); |
1808 |
tmp->decrease (); |
1809 |
return 1; |
1810 |
} |
1811 |
|
1812 |
if (!(at = archetype::find (shstr_depletion))) |
1813 |
{ |
1814 |
LOG (llevError, "Could not find archetype depletion\n"); |
1815 |
return 0; |
1816 |
} |
1817 |
|
1818 |
depl = present_arch_in_ob (at, op); |
1819 |
|
1820 |
if (depl) |
1821 |
{ |
1822 |
for (i = 0; i < NUM_STATS; i++) |
1823 |
if (depl->stats.stat (i)) |
1824 |
op->statusmsg (restore_msg[i]); |
1825 |
|
1826 |
depl->destroy (); |
1827 |
op->update_stats (); |
1828 |
} |
1829 |
else |
1830 |
op->statusmsg ("Your potion had no effect."); |
1831 |
|
1832 |
tmp->decrease (); |
1833 |
return 1; |
1834 |
} |
1835 |
|
1836 |
/* improvement potion - only for players */ |
1837 |
if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) |
1838 |
{ |
1839 |
for (i = 1; i < min (11, op->level); i++) |
1840 |
{ |
1841 |
if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
1842 |
{ |
1843 |
if (op->contr->levhp[i] != 1) |
1844 |
{ |
1845 |
op->contr->levhp[i] = 1; |
1846 |
break; |
1847 |
} |
1848 |
|
1849 |
if (op->contr->levsp[i] != 1) |
1850 |
{ |
1851 |
op->contr->levsp[i] = 1; |
1852 |
break; |
1853 |
} |
1854 |
|
1855 |
if (op->contr->levgrace[i] != 1) |
1856 |
{ |
1857 |
op->contr->levgrace[i] = 1; |
1858 |
break; |
1859 |
} |
1860 |
} |
1861 |
else |
1862 |
{ |
1863 |
if (op->contr->levhp[i] < 9) |
1864 |
{ |
1865 |
op->contr->levhp[i] = 9; |
1866 |
break; |
1867 |
} |
1868 |
|
1869 |
if (op->contr->levsp[i] < 6) |
1870 |
{ |
1871 |
op->contr->levsp[i] = 6; |
1872 |
break; |
1873 |
} |
1874 |
|
1875 |
if (op->contr->levgrace[i] < 3) |
1876 |
{ |
1877 |
op->contr->levgrace[i] = 3; |
1878 |
break; |
1879 |
} |
1880 |
} |
1881 |
} |
1882 |
|
1883 |
/* Just makes checking easier */ |
1884 |
if (i < min (11, op->level)) |
1885 |
got_one = 1; |
1886 |
|
1887 |
if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]) |
1888 |
{ |
1889 |
if (got_one) |
1890 |
{ |
1891 |
op->update_stats (); |
1892 |
op->statusmsg ("The Gods smile upon you and remake you " |
1893 |
"a little more in their image. " |
1894 |
"You feel a little more perfect.", NDI_GREEN); |
1895 |
} |
1896 |
else |
1897 |
op->statusmsg ("The potion had no effect - you are already perfect."); |
1898 |
} |
1899 |
else |
1900 |
{ /* cursed potion */ |
1901 |
if (got_one) |
1902 |
{ |
1903 |
op->update_stats (); |
1904 |
op->failmsg ("The Gods are angry and punish you."); |
1905 |
} |
1906 |
else |
1907 |
op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE); |
1908 |
} |
1909 |
|
1910 |
tmp->decrease (); |
1911 |
return 1; |
1912 |
} |
1913 |
|
1914 |
|
1915 |
/* A potion that casts a spell. Healing, restore spellpoint (power potion) |
1916 |
* and heroism all fit into this category. Given the spell object code, |
1917 |
* there is no limit to the number of spells that potions can be cast, |
1918 |
* but direction is problematic to try and imbue fireball potions for example. |
1919 |
*/ |
1920 |
if (tmp->inv) |
1921 |
{ |
1922 |
if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
1923 |
{ |
1924 |
op->failmsg ("Yech! Your lungs are on fire!"); |
1925 |
create_exploding_ball_at (op, op->level); |
1926 |
} |
1927 |
else |
1928 |
cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
1929 |
|
1930 |
tmp->decrease (); |
1931 |
|
1932 |
/* if youre dead, no point in doing this... */ |
1933 |
if (!op->flag [FLAG_REMOVED]) |
1934 |
op->update_stats (); |
1935 |
|
1936 |
return 1; |
1937 |
} |
1938 |
|
1939 |
/* Deal with protection potions */ |
1940 |
force = NULL; |
1941 |
for (i = 0; i < NROFATTACKS; i++) |
1942 |
{ |
1943 |
if (tmp->resist[i]) |
1944 |
{ |
1945 |
if (!force) |
1946 |
force = archetype::get (FORCE_NAME); |
1947 |
|
1948 |
memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); |
1949 |
force->type = POTION_EFFECT; |
1950 |
break; /* Only need to find one protection since we copy entire batch */ |
1951 |
} |
1952 |
} |
1953 |
|
1954 |
/* This is a protection potion */ |
1955 |
if (force) |
1956 |
{ |
1957 |
/* cursed items last longer */ |
1958 |
if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
1959 |
{ |
1960 |
force->stats.food *= 10; |
1961 |
for (i = 0; i < NROFATTACKS; i++) |
1962 |
if (force->resist[i] > 0) |
1963 |
force->resist[i] = -force->resist[i]; /* prot => vuln */ |
1964 |
} |
1965 |
|
1966 |
force->speed_left = -1; |
1967 |
force = insert_ob_in_ob (force, op); |
1968 |
tmp->clr_flag (FLAG_APPLIED); |
1969 |
force->set_flag (FLAG_APPLIED); |
1970 |
change_abil (op, force); |
1971 |
tmp->decrease (); |
1972 |
return 1; |
1973 |
} |
1974 |
|
1975 |
/* Only thing left are the stat potions */ |
1976 |
if (op->type == PLAYER) |
1977 |
{ /* only for players */ |
1978 |
if ((tmp->flag [FLAG_CURSED] |
1979 |
|| tmp->flag [FLAG_DAMNED]) |
1980 |
&& tmp->value != 0) |
1981 |
tmp->clr_flag (FLAG_APPLIED); |
1982 |
else |
1983 |
tmp->set_flag (FLAG_APPLIED); |
1984 |
|
1985 |
if (!change_abil (op, tmp)) |
1986 |
op->statusmsg ("Nothing happened."); |
1987 |
} |
1988 |
|
1989 |
/* CLEAR_FLAG is so that if the character has other potions |
1990 |
* that were grouped with the one consumed, his |
1991 |
* stat will not be raised by them. fix_player just clears |
1992 |
* up all the stats. |
1993 |
*/ |
1994 |
tmp->clr_flag (FLAG_APPLIED); |
1995 |
op->update_stats (); |
1996 |
tmp->decrease (); |
1997 |
return 1; |
1998 |
} |
1999 |
|
2000 |
/** |
2001 |
* 'victim' moves onto 'trap' |
2002 |
* 'victim' leaves 'trap' |
2003 |
* effect is determined by move_on/move_off of trap and move_type of victime. |
2004 |
* |
2005 |
* originator: Player, monster or other object that caused 'victim' to move |
2006 |
* onto 'trap'. Will receive messages caused by this action. May be NULL. |
2007 |
* However, some types of traps require an originator to function. |
2008 |
*/ |
2009 |
void |
2010 |
move_apply (object *trap, object *victim, object *originator) |
2011 |
{ |
2012 |
static int recursion_depth = 0; |
2013 |
|
2014 |
trap = trap->head_ (); |
2015 |
|
2016 |
/* Only exits affect DMs. */ |
2017 |
if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN) |
2018 |
return; |
2019 |
|
2020 |
/* move_apply() is the most likely candidate for causing unwanted and |
2021 |
* possibly unlimited recursion. |
2022 |
*/ |
2023 |
|
2024 |
/* The following was changed because it was causing perfectly correct |
2025 |
* maps to fail. 1) it's not an error to recurse: |
2026 |
* rune detonates, summoning monster. monster lands on nearby rune. |
2027 |
* nearby rune detonates. This sort of recursion is expected and |
2028 |
* proper. This code was causing needless crashes. |
2029 |
*/ |
2030 |
if (recursion_depth >= 500) |
2031 |
{ |
2032 |
LOG (llevDebug, "WARNING: move_apply(): aborting recursion " |
2033 |
"[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name); |
2034 |
return; |
2035 |
} |
2036 |
|
2037 |
recursion_depth++; |
2038 |
|
2039 |
if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) |
2040 |
switch (trap->type) |
2041 |
{ |
2042 |
case PLAYERMOVER: |
2043 |
if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) |
2044 |
{ |
2045 |
if (!trap->stats.maxsp) |
2046 |
trap->stats.maxsp = 2; |
2047 |
|
2048 |
/* Is this correct? From the docs, it doesn't look like it |
2049 |
* should be divided by trap->speed |
2050 |
*/ |
2051 |
victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed; |
2052 |
|
2053 |
/* Just put in some sanity check. I think there is a bug in the |
2054 |
* above with some objects have zero speed, and thus the player |
2055 |
* getting permanently paralyzed. |
2056 |
*/ |
2057 |
victim->speed_left = max (-50.f, victim->speed_left); |
2058 |
/* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ |
2059 |
} |
2060 |
break; |
2061 |
|
2062 |
case SPINNER: |
2063 |
if (victim->direction) |
2064 |
{ |
2065 |
victim->direction = absdir (victim->direction - trap->stats.sp); |
2066 |
update_turn_face (victim); |
2067 |
} |
2068 |
break; |
2069 |
|
2070 |
case DIRECTOR: |
2071 |
if (victim->direction && !should_director_abort (trap, victim)) |
2072 |
{ |
2073 |
victim->direction = trap->stats.sp; |
2074 |
update_turn_face (victim); |
2075 |
} |
2076 |
break; |
2077 |
|
2078 |
case BUTTON: |
2079 |
case PEDESTAL: |
2080 |
case T_MATCH: |
2081 |
update_button (trap, originator); |
2082 |
break; |
2083 |
|
2084 |
case ALTAR: |
2085 |
/* sacrifice victim on trap */ |
2086 |
apply_altar (trap, victim, originator); |
2087 |
break; |
2088 |
|
2089 |
case THROWN_OBJ: |
2090 |
if (trap->inv == NULL) |
2091 |
break; |
2092 |
/* fallthrough */ |
2093 |
|
2094 |
case ARROW: |
2095 |
/* bad bug: monster throw a object, make a step forwards, step on object , |
2096 |
* trigger this here and get hit by own missile - and will be own enemy. |
2097 |
* Victim then is his own enemy and will start to kill herself (this is |
2098 |
* removed) but we have not synced victim and his missile. To avoid senseless |
2099 |
* action, we avoid hits here |
2100 |
*/ |
2101 |
if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ()) |
2102 |
&& trap->owner != victim) |
2103 |
hit_with_arrow (trap, victim); |
2104 |
break; |
2105 |
|
2106 |
case SPELL_EFFECT: |
2107 |
apply_spell_effect (trap, victim); |
2108 |
break; |
2109 |
|
2110 |
case TRAPDOOR: |
2111 |
{ |
2112 |
int max, sound_was_played; |
2113 |
object *ab, *ab_next; |
2114 |
|
2115 |
if (!trap->value) |
2116 |
{ |
2117 |
int tot; |
2118 |
|
2119 |
for (ab = trap->above, tot = 0; ab; ab = ab->above) |
2120 |
if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
2121 |
tot += ab->head_ ()->total_weight (); |
2122 |
|
2123 |
if (!(trap->value = (tot > trap->weight) ? 1 : 0)) |
2124 |
break; |
2125 |
|
2126 |
SET_ANIMATION (trap, trap->value); |
2127 |
update_object (trap, UP_OBJ_FACE); |
2128 |
} |
2129 |
|
2130 |
for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) |
2131 |
{ |
2132 |
/* need to set this up, since if we do transfer the object, |
2133 |
* ab->above would be bogus |
2134 |
*/ |
2135 |
ab_next = ab->above; |
2136 |
|
2137 |
if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
2138 |
{ |
2139 |
if (!sound_was_played) |
2140 |
{ |
2141 |
trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
2142 |
sound_was_played = 1; |
2143 |
} |
2144 |
|
2145 |
ab->statusmsg ("You fall into a trapdoor!", NDI_RED); |
2146 |
transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab); |
2147 |
} |
2148 |
} |
2149 |
break; |
2150 |
} |
2151 |
|
2152 |
case CONVERTER: |
2153 |
if (convert_item (victim, trap) < 0) |
2154 |
{ |
2155 |
originator->failmsgf ("The %s seems to be broken!", query_name (trap)); |
2156 |
archetype::get (shstr_burnout)->insert_at (trap, trap); |
2157 |
} |
2158 |
|
2159 |
break; |
2160 |
|
2161 |
case TRIGGER_BUTTON: |
2162 |
case TRIGGER_PEDESTAL: |
2163 |
case TRIGGER_ALTAR: |
2164 |
check_trigger (trap, victim, originator); |
2165 |
break; |
2166 |
|
2167 |
case DEEP_SWAMP: |
2168 |
walk_on_deep_swamp (trap, victim); |
2169 |
break; |
2170 |
|
2171 |
case CHECK_INV: |
2172 |
check_inv (victim, trap); |
2173 |
break; |
2174 |
|
2175 |
case HOLE: |
2176 |
move_apply_hole (trap, victim); |
2177 |
break; |
2178 |
|
2179 |
case EXIT: |
2180 |
if (victim->type == PLAYER && EXIT_PATH (trap)) |
2181 |
{ |
2182 |
/* Basically, don't show exits leading to random maps the |
2183 |
* players output. |
2184 |
*/ |
2185 |
if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit) |
2186 |
victim->statusmsg (trap->msg, NDI_NAVY); |
2187 |
|
2188 |
trap->play_sound (trap->sound); |
2189 |
victim->enter_exit (trap); |
2190 |
} |
2191 |
break; |
2192 |
|
2193 |
case ENCOUNTER: |
2194 |
/* may be some leftovers on this */ |
2195 |
break; |
2196 |
|
2197 |
case SHOP_MAT: |
2198 |
apply_shop_mat (trap, victim); |
2199 |
break; |
2200 |
|
2201 |
/* Drop a certain amount of gold, and have one item identified */ |
2202 |
case IDENTIFY_ALTAR: |
2203 |
apply_id_altar (victim, trap, originator); |
2204 |
break; |
2205 |
|
2206 |
case SIGN: |
2207 |
if (victim->type != PLAYER && trap->stats.food > 0) |
2208 |
break; /* monsters musn't apply magic_mouths with counters */ |
2209 |
|
2210 |
apply_sign (victim, trap, 1); |
2211 |
break; |
2212 |
|
2213 |
case CONTAINER: |
2214 |
apply_container (victim, trap); |
2215 |
break; |
2216 |
|
2217 |
case RUNE: |
2218 |
case TRAP: |
2219 |
if (trap->level && victim->flag [FLAG_ALIVE]) |
2220 |
spring_trap (trap, victim); |
2221 |
break; |
2222 |
|
2223 |
default: |
2224 |
LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " |
2225 |
"handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); |
2226 |
break; |
2227 |
} |
2228 |
|
2229 |
recursion_depth--; |
2230 |
} |
2231 |
|
2232 |
/** |
2233 |
* Handles reading a regular (ie not containing a spell) book. |
2234 |
*/ |
2235 |
static void |
2236 |
apply_book (object *op, object *tmp) |
2237 |
{ |
2238 |
int lev_diff; |
2239 |
object *skill_ob; |
2240 |
|
2241 |
if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ]) |
2242 |
{ |
2243 |
op->failmsg ("You are unable to read while blind!"); |
2244 |
return; |
2245 |
} |
2246 |
|
2247 |
if (!tmp->msg) |
2248 |
{ |
2249 |
op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name); |
2250 |
return; |
2251 |
} |
2252 |
|
2253 |
/* need a literacy skill to read stuff! */ |
2254 |
skill_ob = find_skill_by_name (op, tmp->skill); |
2255 |
if (!skill_ob) |
2256 |
{ |
2257 |
op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill); |
2258 |
return; |
2259 |
} |
2260 |
|
2261 |
lev_diff = tmp->level - (skill_ob->level + 5); |
2262 |
if (!op->flag [FLAG_WIZ] && lev_diff > 0) |
2263 |
{ |
2264 |
op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension." |
2265 |
: lev_diff < 3 ? "This book is slightly beyond your comprehension." |
2266 |
: lev_diff < 5 ? "This book is beyond your comprehension." |
2267 |
: lev_diff < 8 ? "This book is quite a bit beyond your comprehension." |
2268 |
: lev_diff < 15 ? "This book is way beyond your comprehension." |
2269 |
: "This book is totally beyond your comprehension."); |
2270 |
return; |
2271 |
} |
2272 |
|
2273 |
// we currently don't use the message types for anything. |
2274 |
// readable_message_type *msgType = get_readable_message_type (tmp); |
2275 |
|
2276 |
tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book")); |
2277 |
|
2278 |
if (player *pl = op->contr) |
2279 |
if (client *ns = pl->ns) |
2280 |
pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); |
2281 |
|
2282 |
/* gain xp from reading */ |
2283 |
if (!tmp->flag [FLAG_NO_SKILL_IDENT]) |
2284 |
{ /* only if not read before */ |
2285 |
int exp_gain = calc_skill_exp (op, tmp, skill_ob); |
2286 |
|
2287 |
if (!tmp->flag [FLAG_IDENTIFIED]) |
2288 |
{ |
2289 |
/*exp_gain *= 2; because they just identified it too */ |
2290 |
tmp->set_flag (FLAG_IDENTIFIED); |
2291 |
|
2292 |
if (object *pl = tmp->visible_to ()) |
2293 |
esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); |
2294 |
} |
2295 |
|
2296 |
change_exp (op, exp_gain, skill_ob->skill, 0); |
2297 |
tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ |
2298 |
} |
2299 |
} |
2300 |
|
2301 |
/** |
2302 |
* op made some mistake with a scroll, this takes care of punishment. |
2303 |
* scroll_failure()- hacked directly from spell_failure |
2304 |
*/ |
2305 |
static void |
2306 |
scroll_failure (object *op, int failure, int power) |
2307 |
{ |
2308 |
if (abs (failure / 4) > power) |
2309 |
power = abs (failure / 4); /* set minimum effect */ |
2310 |
|
2311 |
if (failure <= -1 && failure > -15) |
2312 |
{ /* wonder */ |
2313 |
object *tmp; |
2314 |
|
2315 |
op->failmsg ("Your spell warps!"); |
2316 |
tmp = archetype::get (SPELL_WONDER); |
2317 |
cast_wonder (op, op, 0, tmp); |
2318 |
tmp->destroy (); |
2319 |
} |
2320 |
else if (failure <= -15 && failure > -35) |
2321 |
{ /* drain mana */ |
2322 |
op->failmsg ("Your mana is drained!"); |
2323 |
op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); |
2324 |
if (op->stats.sp < 0) |
2325 |
op->stats.sp = 0; |
2326 |
} |
2327 |
else if (settings.spell_failure_effects == TRUE) |
2328 |
{ |
2329 |
if (failure <= -35 && failure > -60) |
2330 |
{ /* confusion */ |
2331 |
op->failmsg ("The magic recoils on you!"); |
2332 |
confuse_player (op, op, power); |
2333 |
} |
2334 |
else if (failure <= -60 && failure > -70) |
2335 |
{ /* paralysis */ |
2336 |
op->failmsg ("The magic recoils and paralyzes you!"); |
2337 |
paralyze_player (op, op, power); |
2338 |
} |
2339 |
else if (failure <= -70 && failure > -80) |
2340 |
{ /* blind */ |
2341 |
op->failmsg ("The magic recoils on you!"); |
2342 |
blind_player (op, op, power); |
2343 |
} |
2344 |
else if (failure <= -80) |
2345 |
{ /* blast the immediate area */ |
2346 |
object *tmp = archetype::get (LOOSE_MANA); |
2347 |
cast_magic_storm (op, tmp, power); |
2348 |
op->failmsg ("You unleash uncontrolled mana!"); |
2349 |
tmp->destroy (); |
2350 |
} |
2351 |
} |
2352 |
} |
2353 |
|
2354 |
/** |
2355 |
* Handles the applying of a skill scroll, calling learn_skill straight. |
2356 |
* op is the person learning the skill, tmp is the skill scroll object |
2357 |
*/ |
2358 |
static void |
2359 |
apply_skillscroll (object *op, object *tmp) |
2360 |
{ |
2361 |
switch (learn_skill (op, tmp)) |
2362 |
{ |
2363 |
case 0: |
2364 |
op->play_sound (sound_find ("generic_fail")); |
2365 |
op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp)); |
2366 |
break; |
2367 |
|
2368 |
case 1: |
2369 |
tmp->decrease (); |
2370 |
op->play_sound (sound_find ("skill_learn")); |
2371 |
op->statusmsg (format ("You succeed in learning %s", &tmp->skill)); |
2372 |
break; |
2373 |
|
2374 |
default: |
2375 |
tmp->decrease (); |
2376 |
op->play_sound (sound_find ("generic_fail")); |
2377 |
op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp)); |
2378 |
break; |
2379 |
} |
2380 |
} |
2381 |
|
2382 |
/** |
2383 |
* Actually makes op learn spell. |
2384 |
* Informs player of what happens. |
2385 |
*/ |
2386 |
void |
2387 |
do_learn_spell (object *op, object *spell, int special_prayer) |
2388 |
{ |
2389 |
object *tmp; |
2390 |
|
2391 |
if (op->type != PLAYER) |
2392 |
{ |
2393 |
LOG (llevError, "BUG: do_learn_spell(): not a player\n"); |
2394 |
return; |
2395 |
} |
2396 |
|
2397 |
/* Upgrade special prayers to normal prayers */ |
2398 |
if ((tmp = check_spell_known (op, spell->name)) != NULL) |
2399 |
{ |
2400 |
if (special_prayer && !tmp->flag [FLAG_STARTEQUIP]) |
2401 |
{ |
2402 |
LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); |
2403 |
return; |
2404 |
} |
2405 |
return; |
2406 |
} |
2407 |
|
2408 |
op->contr->play_sound (sound_find ("learn_spell")); |
2409 |
|
2410 |
tmp = spell->clone (); |
2411 |
insert_ob_in_ob (tmp, op); |
2412 |
|
2413 |
if (special_prayer) |
2414 |
tmp->set_flag (FLAG_STARTEQUIP); |
2415 |
|
2416 |
esrv_add_spells (op->contr, tmp); |
2417 |
} |
2418 |
|
2419 |
/** |
2420 |
* Erases spell from player's inventory. |
2421 |
*/ |
2422 |
void |
2423 |
do_forget_spell (object *op, const char *spell) |
2424 |
{ |
2425 |
object *spob; |
2426 |
|
2427 |
if (op->type != PLAYER) |
2428 |
{ |
2429 |
LOG (llevError, "BUG: do_forget_spell(): not a player\n"); |
2430 |
return; |
2431 |
} |
2432 |
if ((spob = check_spell_known (op, spell)) == NULL) |
2433 |
{ |
2434 |
LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); |
2435 |
return; |
2436 |
} |
2437 |
|
2438 |
op->failmsgf ("You lose knowledge of %s.", spell); |
2439 |
esrv_remove_spell (op->contr, spob); |
2440 |
spob->destroy (); |
2441 |
} |
2442 |
|
2443 |
/** |
2444 |
* Handles player applying a spellbook. |
2445 |
* Checks whether player has knowledge of required skill, doesn't already know the spell, |
2446 |
* stuff like that. Random learning failure too. |
2447 |
*/ |
2448 |
static void |
2449 |
apply_spellbook (object *op, object *tmp) |
2450 |
{ |
2451 |
object *skop, *spell, *spell_skill; |
2452 |
|
2453 |
if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ]) |
2454 |
{ |
2455 |
op->failmsg ("You are unable to read while blind."); |
2456 |
return; |
2457 |
} |
2458 |
|
2459 |
/* artifact_spellbooks have 'slaying' field point to a spell name, |
2460 |
* instead of having their spell stored in stats.sp. These are |
2461 |
* legacy spellbooks |
2462 |
*/ |
2463 |
if (tmp->slaying) |
2464 |
{ |
2465 |
spell = find_archetype_by_object_name (tmp->slaying)->instance (); |
2466 |
|
2467 |
if (!spell) |
2468 |
{ |
2469 |
op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying); |
2470 |
return; |
2471 |
} |
2472 |
else |
2473 |
insert_ob_in_ob (spell, tmp); |
2474 |
|
2475 |
tmp->slaying = 0; |
2476 |
} |
2477 |
|
2478 |
skop = find_skill_by_name (op, tmp->skill); |
2479 |
|
2480 |
/* need a literacy skill to learn spells. Also, having a literacy level |
2481 |
* lower than the spell will make learning the spell more difficult */ |
2482 |
if (!skop) |
2483 |
{ |
2484 |
op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill); |
2485 |
return; |
2486 |
} |
2487 |
|
2488 |
spell = tmp->inv; |
2489 |
|
2490 |
if (!spell) |
2491 |
{ |
2492 |
LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); |
2493 |
op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); |
2494 |
return; |
2495 |
} |
2496 |
|
2497 |
int learn_level = sqrtf (spell->level) * 1.5f; |
2498 |
if (skop->level < learn_level) |
2499 |
{ |
2500 |
op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>", |
2501 |
&tmp->skill, learn_level); |
2502 |
return; |
2503 |
} |
2504 |
|
2505 |
op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name)); |
2506 |
|
2507 |
if (!tmp->flag [FLAG_IDENTIFIED]) |
2508 |
identify (tmp); |
2509 |
|
2510 |
/* I removed the check for special_prayer_mark here - it didn't make |
2511 |
* a lot of sense - special prayers are not found in spellbooks, and |
2512 |
* if the player doesn't know the spell, doesn't make a lot of sense that |
2513 |
* they would have a special prayer mark. |
2514 |
*/ |
2515 |
if (check_spell_known (op, spell->name)) |
2516 |
{ |
2517 |
op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n"); |
2518 |
return; |
2519 |
} |
2520 |
|
2521 |
if (spell->skill) |
2522 |
{ |
2523 |
spell_skill = find_skill_by_name (op, spell->skill); |
2524 |
|
2525 |
if (!spell_skill) |
2526 |
{ |
2527 |
op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill); |
2528 |
return; |
2529 |
} |
2530 |
|
2531 |
if (spell_skill->level < spell->level) |
2532 |
{ |
2533 |
op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); |
2534 |
return; |
2535 |
} |
2536 |
} |
2537 |
|
2538 |
/* Logic as follows |
2539 |
* |
2540 |
* 1- MU spells use Int to learn, Cleric spells use Wisdom |
2541 |
* |
2542 |
* 2- The learner's skill level in literacy adjusts the chance to learn |
2543 |
* a spell. |
2544 |
* |
2545 |
* 3 -Automatically fail to learn if you read while confused |
2546 |
* |
2547 |
* Overall, chances are the same but a player will find having a high |
2548 |
* literacy rate very useful! -b.t. |
2549 |
*/ |
2550 |
if (op->flag [FLAG_CONFUSED]) |
2551 |
{ |
2552 |
op->failmsg ("In your confused state you flub the wording of the text!"); |
2553 |
scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace)); |
2554 |
} |
2555 |
else if (tmp->flag [FLAG_STARTEQUIP] || |
2556 |
(random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) |
2557 |
{ |
2558 |
op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); |
2559 |
do_learn_spell (op, spell, 0); |
2560 |
|
2561 |
/* xp gain to literacy for spell learning */ |
2562 |
if (!tmp->flag [FLAG_STARTEQUIP]) |
2563 |
change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); |
2564 |
} |
2565 |
else |
2566 |
{ |
2567 |
op->contr->play_sound (sound_find ("fumble_spell")); |
2568 |
op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n"); |
2569 |
} |
2570 |
|
2571 |
tmp->decrease (); |
2572 |
} |
2573 |
|
2574 |
/** |
2575 |
* Handles applying a spell scroll. |
2576 |
*/ |
2577 |
void |
2578 |
apply_scroll (object *op, object *tmp, int dir) |
2579 |
{ |
2580 |
object *skop; |
2581 |
|
2582 |
if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ]) |
2583 |
{ |
2584 |
op->failmsg ("You are unable to read while blind."); |
2585 |
return; |
2586 |
} |
2587 |
|
2588 |
if (!tmp->inv || tmp->inv->type != SPELL) |
2589 |
{ |
2590 |
op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>"); |
2591 |
return; |
2592 |
} |
2593 |
|
2594 |
if (op->type == PLAYER) |
2595 |
{ |
2596 |
/* players need a literacy skill to read stuff! */ |
2597 |
int exp_gain = 0; |
2598 |
|
2599 |
/* hard code literacy - tmp->skill points to where the exp |
2600 |
* should go for anything killed by the spell. |
2601 |
*/ |
2602 |
skop = find_skill_by_name (op, shstr_literacy); |
2603 |
|
2604 |
if (!skop) |
2605 |
{ |
2606 |
op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>"); |
2607 |
return; |
2608 |
} |
2609 |
|
2610 |
if ((exp_gain = calc_skill_exp (op, tmp, skop))) |
2611 |
change_exp (op, exp_gain, skop->skill, 0); |
2612 |
} |
2613 |
|
2614 |
if (!tmp->flag [FLAG_IDENTIFIED]) |
2615 |
identify (tmp); |
2616 |
|
2617 |
op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name)); |
2618 |
|
2619 |
cast_spell (op, tmp, dir, tmp->inv, NULL); |
2620 |
tmp->decrease (); |
2621 |
} |
2622 |
|
2623 |
/** |
2624 |
* Applies a treasure object - by default, chest. op |
2625 |
* is the person doing the applying, tmp is the treasure |
2626 |
* chest. |
2627 |
*/ |
2628 |
static void |
2629 |
apply_treasure (object *op, object *tmp) |
2630 |
{ |
2631 |
/* Nice side effect of this treasure creation method is that the treasure |
2632 |
* for the chest is done when the chest is created, and put into the chest |
2633 |
* inventory. So that when the chest burns up, the items still exist. Also |
2634 |
* prevents people from moving chests to more difficult maps to get better |
2635 |
* treasure |
2636 |
*/ |
2637 |
object *treas = tmp->inv; |
2638 |
|
2639 |
if (!treas) |
2640 |
{ |
2641 |
op->statusmsg ("The chest was empty."); |
2642 |
tmp->decrease (); |
2643 |
return; |
2644 |
} |
2645 |
|
2646 |
while (tmp->inv) |
2647 |
{ |
2648 |
treas = tmp->inv; |
2649 |
treas->remove (); |
2650 |
|
2651 |
treas->x = op->x; |
2652 |
treas->y = op->y; |
2653 |
treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); |
2654 |
|
2655 |
if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE]) |
2656 |
spring_trap (treas, op); |
2657 |
|
2658 |
/* If either player or container was destroyed, no need to do |
2659 |
* further processing. I think this should be enclused with |
2660 |
* spring trap above, as I don't think there is otherwise |
2661 |
* any way for the treasure chest or player to get killed. |
2662 |
*/ |
2663 |
if (op->destroyed () || tmp->destroyed ()) |
2664 |
break; |
2665 |
} |
2666 |
|
2667 |
if (!tmp->destroyed () && !tmp->inv) |
2668 |
tmp->decrease (true); |
2669 |
} |
2670 |
|
2671 |
/** |
2672 |
* A dragon is eating some flesh. If the flesh contains resistances, |
2673 |
* there is a chance for the dragon's skin to get improved. |
2674 |
* |
2675 |
* attributes: |
2676 |
* object *op the object (dragon player) eating the flesh |
2677 |
* object *meal the flesh item, getting chewed in dragon's mouth |
2678 |
* return: |
2679 |
* int 1 if eating successful, 0 if it doesn't work |
2680 |
*/ |
2681 |
static int |
2682 |
dragon_eat_flesh (object *op, object *meal) |
2683 |
{ |
2684 |
object *skin = NULL; /* pointer to dragon skin force */ |
2685 |
object *abil = NULL; /* pointer to dragon ability force */ |
2686 |
object *tmp = NULL; /* tmp. object */ |
2687 |
|
2688 |
double chance; /* improvement-chance of one resistance type */ |
2689 |
double totalchance = 1; /* total chance of gaining one resistance */ |
2690 |
double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ |
2691 |
double mbonus = 0; /* monster bonus */ |
2692 |
int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ |
2693 |
int winners = 0; /* number of winners */ |
2694 |
int i; /* index */ |
2695 |
|
2696 |
/* let's make sure and doublecheck the parameters */ |
2697 |
if (meal->type != FLESH || !op->is_dragon ()) |
2698 |
return 0; |
2699 |
|
2700 |
/* now grab the 'dragon_skin'- and 'dragon_ability'-forces |
2701 |
from the player's inventory */ |
2702 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
2703 |
if (tmp->type == FORCE) |
2704 |
if (tmp->arch->archname == shstr_dragon_skin_force) |
2705 |
skin = tmp; |
2706 |
else if (tmp->arch->archname == shstr_dragon_ability_force) |
2707 |
abil = tmp; |
2708 |
|
2709 |
/* if either skin or ability are missing, this is an old player |
2710 |
which is not to be considered a dragon -> bail out */ |
2711 |
if (skin == NULL || abil == NULL) |
2712 |
return 0; |
2713 |
|
2714 |
/* now start by filling stomache and health, according to food-value */ |
2715 |
if ((MAX_FOOD - op->stats.food) < meal->stats.food) |
2716 |
op->stats.hp += (MAX_FOOD - op->stats.food) / 50; |
2717 |
else |
2718 |
op->stats.hp += meal->stats.food / 50; |
2719 |
|
2720 |
min_it (op->stats.hp, op->stats.maxhp); |
2721 |
op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food); |
2722 |
|
2723 |
/*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ |
2724 |
|
2725 |
/* on to the interesting part: chances for adding resistance */ |
2726 |
for (i = 0; i < NROFATTACKS; i++) |
2727 |
{ |
2728 |
if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i)) |
2729 |
{ |
2730 |
/* got positive resistance, now calculate improvement chance (0-100) */ |
2731 |
|
2732 |
/* this bonus makes resistance increase easier at lower levels */ |
2733 |
bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level); |
2734 |
if (i == abil->stats.exp) |
2735 |
bonus += 5; /* additional bonus for resistance of ability-focus */ |
2736 |
|
2737 |
/* monster bonus increases with level, because high-level |
2738 |
flesh is too rare */ |
2739 |
mbonus = op->level * 20. / ((double) settings.max_level); |
2740 |
|
2741 |
chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. / |
2742 |
((double)settings.max_level)) - skin->resist[i]; |
2743 |
|
2744 |
if (chance >= 0.) |
2745 |
chance += 1.; |
2746 |
else |
2747 |
chance = (chance < -12) ? 0. : 1. / pow (2., -chance); |
2748 |
|
2749 |
/* chance is proportional to amount of resistance (max. 50) */ |
2750 |
chance *= ((double)(min (meal->resist[i], 50))) / 50.; |
2751 |
|
2752 |
/* doubled chance for resistance of ability-focus */ |
2753 |
if (i == abil->stats.exp) |
2754 |
chance = min (100., chance * 2.); |
2755 |
|
2756 |
/* now make the throw and save all winners (Don't insert luck bonus here!) */ |
2757 |
if (rndm (10000) < (unsigned int)(chance * 100)) |
2758 |
{ |
2759 |
atnr_winner[winners] = i; |
2760 |
winners++; |
2761 |
} |
2762 |
|
2763 |
if (chance >= 0.01) |
2764 |
totalchance *= 1 - chance / 100; |
2765 |
|
2766 |
/*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */ |
2767 |
} |
2768 |
} |
2769 |
|
2770 |
/* inverse totalchance as until now we have the failure-chance */ |
2771 |
totalchance = 100 - totalchance * 100; |
2772 |
|
2773 |
/* print message according to totalchance */ |
2774 |
const char *buf; |
2775 |
if (totalchance > 50.) |
2776 |
buf = format ("Hmm! The %s tasted delicious!", &meal->name); |
2777 |
else if (totalchance > 10.) |
2778 |
buf = format ("The %s tasted very good.", &meal->name); |
2779 |
else if (totalchance > 1.) |
2780 |
buf = format ("The %s tasted good.", &meal->name); |
2781 |
else if (totalchance > 0.1) |
2782 |
buf = format ("The %s tasted bland.", &meal->name); |
2783 |
else if (totalchance >= 0.01) |
2784 |
buf = format ("The %s had a boring taste.", &meal->name); |
2785 |
else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) |
2786 |
buf = format ("The %s tasted strange.", &meal->name); |
2787 |
else |
2788 |
buf = format ("The %s had no taste.", &meal->name); |
2789 |
|
2790 |
op->statusmsg (buf); |
2791 |
|
2792 |
/* now choose a winner if we have any */ |
2793 |
i = -1; |
2794 |
if (winners > 0) |
2795 |
i = atnr_winner [rndm (winners)]; |
2796 |
|
2797 |
if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) |
2798 |
{ |
2799 |
/* resistance increased! */ |
2800 |
skin->resist[i]++; |
2801 |
op->update_stats (); |
2802 |
|
2803 |
op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i])); |
2804 |
} |
2805 |
|
2806 |
/* if this flesh contains a new ability focus, we mark it |
2807 |
into the ability_force and it will take effect on next level */ |
2808 |
if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) |
2809 |
{ |
2810 |
abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ |
2811 |
|
2812 |
if (meal->last_eat != abil->stats.exp) |
2813 |
op->statusmsg (format ( |
2814 |
"Your metabolism prepares to focus on %s!\n" |
2815 |
"The change will happen at level %d.", |
2816 |
change_resist_msg[meal->last_eat], |
2817 |
abil->level + 1 |
2818 |
)); |
2819 |
else |
2820 |
{ |
2821 |
op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat])); |
2822 |
abil->last_eat = 0; |
2823 |
} |
2824 |
} |
2825 |
|
2826 |
return 1; |
2827 |
} |
2828 |
|
2829 |
/** |
2830 |
* op eats food. |
2831 |
* If player, takes care of messages and dragon special food. |
2832 |
*/ |
2833 |
static void |
2834 |
apply_food (object *op, object *tmp) |
2835 |
{ |
2836 |
int capacity_remaining; |
2837 |
|
2838 |
if (op->type != PLAYER) |
2839 |
op->stats.hp = op->stats.maxhp; |
2840 |
else |
2841 |
{ |
2842 |
/* check if this is a dragon (player), eating some flesh */ |
2843 |
if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp)) |
2844 |
; |
2845 |
else |
2846 |
{ |
2847 |
/* usual case - no dragon meal: */ |
2848 |
if (op->stats.food + tmp->stats.food > MAX_FOOD) |
2849 |
{ |
2850 |
if (tmp->type == FOOD || tmp->type == FLESH) |
2851 |
op->failmsg ("You feel full, but what a waste of food!"); |
2852 |
else |
2853 |
op->statusmsg ("Most of the drink goes down your face not your throat!"); |
2854 |
} |
2855 |
|
2856 |
tmp->play_sound ( |
2857 |
tmp->sound |
2858 |
? tmp->sound |
2859 |
: tmp->type == DRINK |
2860 |
? sound_find ("eat_drink") |
2861 |
: sound_find ("eat_food") |
2862 |
); |
2863 |
|
2864 |
if (!tmp->flag [FLAG_CURSED]) |
2865 |
{ |
2866 |
const char *buf; |
2867 |
|
2868 |
if (!op->is_dragon ()) |
2869 |
{ |
2870 |
/* eating message for normal players */ |
2871 |
if (tmp->type == DRINK) |
2872 |
buf = format ("Ahhh...that %s tasted good.", &tmp->name); |
2873 |
else |
2874 |
buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); |
2875 |
} |
2876 |
else |
2877 |
/* eating message for dragon players */ |
2878 |
buf = format ("The %s tasted terrible!", &tmp->name); |
2879 |
|
2880 |
op->statusmsg (buf); |
2881 |
|
2882 |
capacity_remaining = MAX_FOOD - op->stats.food; |
2883 |
op->stats.food += tmp->stats.food; |
2884 |
if (capacity_remaining < tmp->stats.food) |
2885 |
op->stats.hp += capacity_remaining / 50; |
2886 |
else |
2887 |
op->stats.hp += tmp->stats.food / 50; |
2888 |
|
2889 |
min_it (op->stats.hp, op->stats.maxhp); |
2890 |
min_it (op->stats.food, MAX_FOOD); |
2891 |
} |
2892 |
|
2893 |
/* special food hack -b.t. */ |
2894 |
if (tmp->title || tmp->flag [FLAG_CURSED]) |
2895 |
eat_special_food (op, tmp); |
2896 |
} |
2897 |
} |
2898 |
|
2899 |
handle_apply_yield (tmp); |
2900 |
tmp->decrease (); |
2901 |
} |
2902 |
|
2903 |
/** |
2904 |
* Handles applying an improve armor scroll. |
2905 |
* Does some sanity checks, then calls improve_armour. |
2906 |
*/ |
2907 |
static void |
2908 |
apply_armour_improver (object *op, object *tmp) |
2909 |
{ |
2910 |
if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC)) |
2911 |
{ |
2912 |
op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>"); |
2913 |
return; |
2914 |
} |
2915 |
|
2916 |
object *armor = op->mark (); |
2917 |
|
2918 |
if (!armor) |
2919 |
{ |
2920 |
op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this."); |
2921 |
return; |
2922 |
} |
2923 |
|
2924 |
if (armor->type != ARMOUR |
2925 |
&& armor->type != CLOAK |
2926 |
&& armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) |
2927 |
{ |
2928 |
op->failmsg ("Your marked item is not armour!\n"); |
2929 |
return; |
2930 |
} |
2931 |
|
2932 |
if (!op->apply (armor, AP_UNAPPLY)) |
2933 |
{ |
2934 |
op->failmsg ("You are unable to take off your armour to improve it!"); |
2935 |
return; |
2936 |
} |
2937 |
|
2938 |
op->statusmsg ("Applying armour enchantment."); |
2939 |
improve_armour (op, tmp, armor); |
2940 |
} |
2941 |
|
2942 |
void |
2943 |
apply_poison (object *op, object *tmp) |
2944 |
{ |
2945 |
// need to do it now when it is still on the map |
2946 |
handle_apply_yield (tmp); |
2947 |
|
2948 |
object *poison = tmp->split (1); |
2949 |
|
2950 |
if (op->type == PLAYER) |
2951 |
{ |
2952 |
op->contr->play_sound (sound_find ("drink_poison")); |
2953 |
op->failmsg ("Yech! That tasted poisonous!"); |
2954 |
op->contr->killer = poison; |
2955 |
} |
2956 |
|
2957 |
if (poison->stats.hp > 0) |
2958 |
{ |
2959 |
LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp); |
2960 |
hit_player (op, poison->stats.hp, tmp, AT_POISON, 1); |
2961 |
} |
2962 |
|
2963 |
op->stats.food -= op->stats.food / 4; |
2964 |
poison->destroy (); |
2965 |
} |
2966 |
|
2967 |
/** |
2968 |
* This function will try to apply a lighter and in case no lighter |
2969 |
* is specified it will try to find a lighter in the players inventory, |
2970 |
* and inform him about this requirement. |
2971 |
* |
2972 |
* who - the player |
2973 |
* op - the item we want to light |
2974 |
* lighter - the lighter or 0 if a lighter has yet to be found |
2975 |
*/ |
2976 |
static object * |
2977 |
auto_apply_lighter (object *who, object *op, object *lighter) |
2978 |
{ |
2979 |
if (lighter == 0) |
2980 |
{ |
2981 |
for (object *tmp = who->inv; tmp; tmp = tmp->below) |
2982 |
{ |
2983 |
if (tmp->type == LIGHTER) |
2984 |
{ |
2985 |
lighter = tmp; |
2986 |
break; |
2987 |
} |
2988 |
} |
2989 |
|
2990 |
if (!lighter) |
2991 |
{ |
2992 |
who->failmsgf ( |
2993 |
"You can't light up the %s with your bare hands! " |
2994 |
"H<You need a lighter in your inventory, for example a flint and steel.>", |
2995 |
&op->name |
2996 |
); |
2997 |
return 0; |
2998 |
} |
2999 |
} |
3000 |
|
3001 |
// last_eat == 0 means the lighter is not being used up! |
3002 |
if (lighter->last_eat && lighter->stats.food) |
3003 |
{ |
3004 |
/* lighter gets used up */ |
3005 |
lighter = lighter->split (); |
3006 |
lighter->stats.food--; |
3007 |
who->insert (lighter); |
3008 |
} |
3009 |
else if (lighter->last_eat) |
3010 |
{ |
3011 |
/* no charges left in lighter */ |
3012 |
who->failmsgf ( |
3013 |
"You attempt to light the %s with a used up %s.", |
3014 |
&op->name, &lighter->name |
3015 |
); |
3016 |
return 0; |
3017 |
} |
3018 |
|
3019 |
return lighter; |
3020 |
} |
3021 |
|
3022 |
/** |
3023 |
* Designed primarily to light torches/lanterns/etc. |
3024 |
* Also burns up burnable material too. First object in the inventory is |
3025 |
* the selected object to "burn". -b.t. |
3026 |
*/ |
3027 |
static void |
3028 |
apply_lighter (object *who, object *lighter) |
3029 |
{ |
3030 |
if (object *item = who->mark ()) |
3031 |
{ |
3032 |
if (!auto_apply_lighter (who, item, lighter)) |
3033 |
return; |
3034 |
|
3035 |
/* Perhaps we should split what we are trying to light on fire? |
3036 |
* I can't see many times when you would want to light multiple |
3037 |
* objects at once. |
3038 |
*/ |
3039 |
|
3040 |
save_throw_object (item, AT_FIRE, who); |
3041 |
|
3042 |
if (item->destroyed () |
3043 |
|| ((item->type == LAMP || item->type == TORCH) |
3044 |
&& item->glow_radius > 0)) |
3045 |
who->statusmsg (format ( |
3046 |
"You light the %s with the %s.", |
3047 |
&item->name, &lighter->name |
3048 |
)); |
3049 |
else |
3050 |
who->failmsgf ( |
3051 |
"You attempt to light the %s with the %s and fail.", |
3052 |
&item->name, &lighter->name |
3053 |
); |
3054 |
} |
3055 |
else |
3056 |
who->failmsg ("You need to mark a lightable object."); |
3057 |
} |
3058 |
|
3059 |
/** |
3060 |
* This function generates a cursed effect for cursed lamps and torches. |
3061 |
*/ |
3062 |
static void |
3063 |
player_apply_lamp_cursed_effect (object *who, object *op) |
3064 |
{ |
3065 |
if (op->level) |
3066 |
{ |
3067 |
who->failmsgf ( |
3068 |
"The %s was cursed, it explodes in a big fireball!", |
3069 |
&op->name |
3070 |
); |
3071 |
create_exploding_ball_at (who, op->level); |
3072 |
} |
3073 |
else |
3074 |
{ |
3075 |
who->failmsgf ( |
3076 |
"The %s was cursed, it crumbles to dust, at least it didn't explode.!", |
3077 |
&op->name |
3078 |
); |
3079 |
} |
3080 |
|
3081 |
op->destroy (); |
3082 |
} |
3083 |
|
3084 |
/** |
3085 |
* Apply for players and lamps |
3086 |
* |
3087 |
* who - the player |
3088 |
* op - the lamp |
3089 |
*/ |
3090 |
static void |
3091 |
player_apply_lamp (object *who, object *op) |
3092 |
{ |
3093 |
bool switch_on = op->glow_radius ? false : true; |
3094 |
|
3095 |
if (switch_on) |
3096 |
{ |
3097 |
object *lighter = 0; |
3098 |
|
3099 |
if (op->flag [FLAG_IS_LIGHTABLE] |
3100 |
&& !(lighter = auto_apply_lighter (who, op, 0))) |
3101 |
return; |
3102 |
|
3103 |
if (op->stats.food < 1) |
3104 |
{ |
3105 |
if (op->type == LAMP) |
3106 |
who->failmsgf ( |
3107 |
"The %s is out of fuel! " |
3108 |
"H<Lamps and similar items need fuel. They cannot be refilled.>", |
3109 |
&op->name |
3110 |
); |
3111 |
else |
3112 |
who->failmsgf ( |
3113 |
"The %s is burnt out! " |
3114 |
"H<Torches and similar items burn out and become worthless.>", |
3115 |
&op->name |
3116 |
); |
3117 |
return; |
3118 |
} |
3119 |
|
3120 |
if (op->flag [FLAG_CURSED]) |
3121 |
{ |
3122 |
player_apply_lamp_cursed_effect (who, op); |
3123 |
return; |
3124 |
} |
3125 |
|
3126 |
if (lighter) |
3127 |
who->statusmsg (format ( |
3128 |
"You light up the %s with the %s.", &op->name, &lighter->name)); |
3129 |
else |
3130 |
who->statusmsg (format ("You light up the %s.", &op->name)); |
3131 |
} |
3132 |
else |
3133 |
{ |
3134 |
if (op->flag [FLAG_CURSED]) |
3135 |
{ |
3136 |
player_apply_lamp_cursed_effect (who, op); |
3137 |
return; |
3138 |
} |
3139 |
|
3140 |
if (op->type == TORCH) |
3141 |
{ |
3142 |
if (!op->flag [FLAG_IS_LIGHTABLE]) |
3143 |
{ |
3144 |
who->statusmsg (format ( |
3145 |
"You put out the %s. " |
3146 |
"H<The %s can't be used anymore, as it can't be lighted up again.>", |
3147 |
&op->name, &op->name)); |
3148 |
} |
3149 |
else |
3150 |
who->statusmsg (format ( |
3151 |
"You put out the %s." |
3152 |
"H<Torches wear out if you put them out.>", |
3153 |
&op->name)); |
3154 |
} |
3155 |
else |
3156 |
who->statusmsg (format ("You turn off the %s.", &op->name)); |
3157 |
} |
3158 |
|
3159 |
apply_lamp (op, switch_on); |
3160 |
} |
3161 |
|
3162 |
void get_animation_from_arch (object *op, arch_ptr a) |
3163 |
{ |
3164 |
op->animation_id = a->animation_id; |
3165 |
op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE]; |
3166 |
op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE]; |
3167 |
op->anim_speed = a->anim_speed; |
3168 |
op->last_anim = 0; |
3169 |
op->state = 0; |
3170 |
op->face = a->face; |
3171 |
|
3172 |
if (NUM_ANIMATIONS(op) > 1) |
3173 |
{ |
3174 |
SET_ANIMATION(op, 0); |
3175 |
animate_object (op, op->direction); |
3176 |
} |
3177 |
else |
3178 |
update_object (op, UP_OBJ_FACE); |
3179 |
} |
3180 |
|
3181 |
/** |
3182 |
* Apply for LAMPs and TORCHes. |
3183 |
* |
3184 |
* op - the lamp |
3185 |
* switch_on - a flag which says whether the lamp should be switched on or off |
3186 |
*/ |
3187 |
void apply_lamp (object *op, bool switch_on) |
3188 |
{ |
3189 |
op->set_glow_radius (switch_on ? op->range : 0); |
3190 |
op->set_speed (switch_on ? op->arch->speed : 0); |
3191 |
|
3192 |
// torches wear out if you put them out |
3193 |
if (op->type == TORCH && !switch_on) |
3194 |
{ |
3195 |
if (op->flag [FLAG_IS_LIGHTABLE]) |
3196 |
{ |
3197 |
op->stats.food -= (double) op->arch->stats.food / 15; |
3198 |
if (op->stats.food < 0) |
3199 |
op->stats.food = 0; |
3200 |
} |
3201 |
else |
3202 |
op->stats.food = 0; |
3203 |
} |
3204 |
|
3205 |
// lamps and torched get worthless when used up |
3206 |
if (op->stats.food <= 0) |
3207 |
op->value = 0; |
3208 |
|
3209 |
// FIXME: This is a hack to make the more sane torches and lamps |
3210 |
// still animated ;-/ |
3211 |
if (op->other_arch) |
3212 |
get_animation_from_arch (op, switch_on ? op->other_arch : op->arch); |
3213 |
|
3214 |
if (object *pl = op->visible_to ()) |
3215 |
esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op); |
3216 |
} |
3217 |
|
3218 |
/** |
3219 |
* This handles items of type 'transformer'. |
3220 |
* Basically those items, used with a marked item, transform both items into something |
3221 |
* else. |
3222 |
* "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited).. |
3223 |
* Change information is contained in the 'slaying' field of the marked item. |
3224 |
* The format is as follow: transformer:[number ]yield[;transformer:...]. |
3225 |
* This way an item can be transformed in many things, and/or many objects. |
3226 |
* The 'slaying' field for transformer is used as verb for the action. |
3227 |
*/ |
3228 |
static void |
3229 |
apply_item_transformer (object *pl, object *transformer) |
3230 |
{ |
3231 |
object *new_item; |
3232 |
const char *find; |
3233 |
char *separator; |
3234 |
int yield; |
3235 |
char got[MAX_BUF]; |
3236 |
int len; |
3237 |
|
3238 |
if (!pl || !transformer) |
3239 |
return; |
3240 |
|
3241 |
object *marked = pl->mark (); |
3242 |
|
3243 |
if (!marked) |
3244 |
{ |
3245 |
pl->failmsgf ("Use the %s with what item?", query_name (transformer)); |
3246 |
return; |
3247 |
} |
3248 |
|
3249 |
if (!marked->slaying) |
3250 |
{ |
3251 |
pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)); |
3252 |
return; |
3253 |
} |
3254 |
|
3255 |
/* check whether they are compatible or not */ |
3256 |
find = strstr (&marked->slaying, transformer->arch->archname); |
3257 |
if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) |
3258 |
{ |
3259 |
pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)); |
3260 |
return; |
3261 |
} |
3262 |
|
3263 |
find += strlen (transformer->arch->archname) + 1; |
3264 |
/* Item can be used, now find how many and what it yields */ |
3265 |
if (isdigit (*(find))) |
3266 |
{ |
3267 |
yield = atoi (find); |
3268 |
if (yield < 1) |
3269 |
{ |
3270 |
LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield); |
3271 |
yield = 1; |
3272 |
} |
3273 |
} |
3274 |
else |
3275 |
yield = 1; |
3276 |
|
3277 |
while (isdigit (*find)) |
3278 |
find++; |
3279 |
|
3280 |
while (*find == ' ') |
3281 |
find++; |
3282 |
|
3283 |
memset (got, 0, MAX_BUF); |
3284 |
|
3285 |
if ((separator = (char *) strchr (find, ';'))) |
3286 |
len = separator - find; |
3287 |
else |
3288 |
len = strlen (find); |
3289 |
|
3290 |
min_it (len, MAX_BUF - 1); |
3291 |
|
3292 |
strcpy (got, find); |
3293 |
got[len] = '\0'; |
3294 |
|
3295 |
/* Now create new item, remove used ones when required. */ |
3296 |
new_item = archetype::get (got); |
3297 |
if (!new_item) |
3298 |
{ |
3299 |
pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0)); |
3300 |
return; |
3301 |
} |
3302 |
|
3303 |
new_item->nrof = yield; |
3304 |
|
3305 |
pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0))); |
3306 |
|
3307 |
pl->insert (new_item); |
3308 |
/* Eat up one item */ |
3309 |
marked->decrease (); |
3310 |
|
3311 |
/* Eat one transformer if needed */ |
3312 |
if (transformer->stats.food) |
3313 |
if (--transformer->stats.food == 0) |
3314 |
transformer->decrease (); |
3315 |
} |
3316 |
|
3317 |
/** |
3318 |
* Main apply handler. |
3319 |
* |
3320 |
* Checks for unpaid items before applying. |
3321 |
* |
3322 |
* Return value is currently not used |
3323 |
* |
3324 |
* who is the object that is causing object to be applied, op is the object |
3325 |
* being applied. |
3326 |
* |
3327 |
* aflag is special (always apply/unapply) flags. Nothing is done with |
3328 |
* them in this function - they are passed to apply_special |
3329 |
*/ |
3330 |
static bool |
3331 |
manual_apply (object *who, object *op, int aflag) |
3332 |
{ |
3333 |
if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who))) |
3334 |
return RESULT_INT (0); |
3335 |
else if (apply_types_inv_only [op->type]) |
3336 |
{ |
3337 |
// special item, using slot system, needs to be in inv |
3338 |
if (op->env == who) |
3339 |
return apply_special (who, op, aflag); |
3340 |
|
3341 |
who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op)); |
3342 |
} |
3343 |
else if (!who->contr && apply_types_player_only [op->type]) |
3344 |
return 0; // monsters shouldn't try to apply player-only stuff |
3345 |
else if (apply_types [op->type]) |
3346 |
{ |
3347 |
// ordinary stuff, may be on the floor |
3348 |
switch (op->type) |
3349 |
{ |
3350 |
case T_HANDLE: |
3351 |
who->play_sound (sound_find ("turn_handle")); |
3352 |
who->statusmsg ("You turn the handle."); |
3353 |
op->value = op->value ? 0 : 1; |
3354 |
SET_ANIMATION (op, op->value); |
3355 |
update_object (op, UP_OBJ_FACE); |
3356 |
push_button (op, who); |
3357 |
break; |
3358 |
|
3359 |
case TRIGGER: |
3360 |
if (check_trigger (op, who, who)) |
3361 |
{ |
3362 |
who->statusmsg ("You turn the handle."); |
3363 |
who->play_sound (sound_find ("turn_handle")); |
3364 |
} |
3365 |
else |
3366 |
who->failmsg ("The handle doesn't move."); |
3367 |
|
3368 |
break; |
3369 |
|
3370 |
case EXIT: |
3371 |
if (!EXIT_PATH (op)) |
3372 |
who->failmsgf ("The %s is closed. H<This exit doesn't lead anywhere at the moment, and this is unlikely to change.>", query_name (op)); |
3373 |
else |
3374 |
{ |
3375 |
/* Don't display messages for random maps. */ |
3376 |
if (op->msg && EXIT_PATH (op) != shstr_random_map_exit) |
3377 |
who->statusmsg (op->msg, NDI_NAVY); |
3378 |
|
3379 |
who->enter_exit (op); |
3380 |
} |
3381 |
|
3382 |
break; |
3383 |
|
3384 |
case INSCRIBABLE: |
3385 |
who->statusmsg (op->msg); |
3386 |
// maybe show a spell menu to chose from or something like that |
3387 |
break; |
3388 |
|
3389 |
case SIGN: |
3390 |
apply_sign (who, op, 0); |
3391 |
break; |
3392 |
|
3393 |
case BOOK: |
3394 |
apply_book (who, op); |
3395 |
break; |
3396 |
|
3397 |
case SKILLSCROLL: |
3398 |
apply_skillscroll (who, op); |
3399 |
break; |
3400 |
|
3401 |
case SPELLBOOK: |
3402 |
apply_spellbook (who, op); |
3403 |
break; |
3404 |
|
3405 |
case SCROLL: |
3406 |
apply_scroll (who, op, 0); |
3407 |
break; |
3408 |
|
3409 |
case POTION: |
3410 |
apply_potion (who, op); |
3411 |
break; |
3412 |
|
3413 |
/* Eneq(@csd.uu.se): Handle apply on containers. */ |
3414 |
//TODO: remove, as it is unsed? |
3415 |
case CLOSE_CON: |
3416 |
apply_container (who, op->env); |
3417 |
break; |
3418 |
|
3419 |
case CONTAINER: |
3420 |
apply_container (who, op); |
3421 |
break; |
3422 |
|
3423 |
case TREASURE: |
3424 |
apply_treasure (who, op); |
3425 |
break; |
3426 |
|
3427 |
case LAMP: |
3428 |
case TORCH: |
3429 |
player_apply_lamp (who, op); |
3430 |
break; |
3431 |
|
3432 |
case DRINK: |
3433 |
case FOOD: |
3434 |
case FLESH: |
3435 |
apply_food (who, op); |
3436 |
break; |
3437 |
|
3438 |
case POISON: |
3439 |
apply_poison (who, op); |
3440 |
break; |
3441 |
|
3442 |
case SAVEBED: |
3443 |
break; |
3444 |
|
3445 |
case ARMOUR_IMPROVER: |
3446 |
apply_armour_improver (who, op); |
3447 |
break; |
3448 |
|
3449 |
case WEAPON_IMPROVER: |
3450 |
check_improve_weapon (who, op); |
3451 |
break; |
3452 |
|
3453 |
case CLOCK: |
3454 |
{ |
3455 |
timeofday_t tod; |
3456 |
|
3457 |
get_tod (&tod); |
3458 |
who->play_sound (sound_find ("sound_clock")); |
3459 |
who->statusmsg (format ( |
3460 |
"It is %d minute%s past %d o'clock %s", |
3461 |
tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), |
3462 |
((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") |
3463 |
)); |
3464 |
} |
3465 |
break; |
3466 |
|
3467 |
case MENU: |
3468 |
shop_listing (op, who); |
3469 |
break; |
3470 |
|
3471 |
case POWER_CRYSTAL: |
3472 |
apply_power_crystal (who, op); /* see egoitem.c */ |
3473 |
break; |
3474 |
|
3475 |
case LIGHTER: /* for lighting torches/lanterns/etc */ |
3476 |
apply_lighter (who, op); |
3477 |
break; |
3478 |
|
3479 |
case ITEM_TRANSFORMER: |
3480 |
apply_item_transformer (who, op); |
3481 |
break; |
3482 |
} |
3483 |
|
3484 |
return 1; |
3485 |
} |
3486 |
else |
3487 |
{ |
3488 |
who->statusmsg (format ("I don't know how to apply the %s. H<This object cannot be applied.>", query_name (op))); |
3489 |
return 0; |
3490 |
} |
3491 |
} |
3492 |
|
3493 |
/** |
3494 |
* player_apply_below attempts to apply the object 'below' the player. |
3495 |
* If the player has an open container, we use that for below, otherwise |
3496 |
* we use the ground. |
3497 |
*/ |
3498 |
void |
3499 |
player_apply_below (object *pl) |
3500 |
{ |
3501 |
object *top = pl->container_ () ? pl->container_ ()->inv : pl->below; |
3502 |
|
3503 |
/* If using a container, set the starting item to be the top |
3504 |
* item in the container. Otherwise, use the map. |
3505 |
*/ |
3506 |
|
3507 |
// first try to apply "applyables" |
3508 |
for (object *tmp = top; tmp; tmp = tmp->below) |
3509 |
if (!tmp->invisible && apply_types [tmp->type]) |
3510 |
{ |
3511 |
// If it is visible, player can apply it. |
3512 |
pl->apply (tmp); |
3513 |
return; |
3514 |
} |
3515 |
|
3516 |
while (top && top->invisible) |
3517 |
top = top->below; |
3518 |
|
3519 |
if (!top || top->flag [FLAG_IS_FLOOR]) |
3520 |
pl->failmsg ("You inspect this space, but find no way to apply anything. " |
3521 |
"H<There is nothing here that you can apply.>"); |
3522 |
else |
3523 |
// next, try to explain the topmost object |
3524 |
switch (top->type) |
3525 |
{ |
3526 |
// TODO: all this should move to examine |
3527 |
case ALTAR: |
3528 |
case IDENTIFY_ALTAR: |
3529 |
case TRIGGER_ALTAR: |
3530 |
case CONVERTER: |
3531 |
//case TRIGGER_PEDESTAL: |
3532 |
pl->failmsgf ( |
3533 |
"You see no obvious mechanism on the %s." |
3534 |
"H<You have to drop one or more specific items here.>", |
3535 |
query_short_name (top) |
3536 |
); |
3537 |
break; |
3538 |
|
3539 |
case BUTTON: |
3540 |
case TRIGGER_BUTTON: |
3541 |
pl->failmsgf ( |
3542 |
"The %s looks as if you could activate it with somehting heavy. " |
3543 |
"H<You must put enough items here to activate it.>", |
3544 |
query_short_name (top) |
3545 |
); |
3546 |
break; |
3547 |
|
3548 |
default: |
3549 |
examine (pl, top); |
3550 |
break; |
3551 |
} |
3552 |
} |
3553 |
|
3554 |
// saner interface, returns successful status |
3555 |
bool |
3556 |
object::apply (object *ob, int aflags) |
3557 |
{ |
3558 |
if (!ob) // simplifies a lot of callers |
3559 |
return true; |
3560 |
|
3561 |
ob = ob->head_ (); |
3562 |
|
3563 |
if (ob->flag [FLAG_UNPAID] && !ob->flag [FLAG_APPLIED]) |
3564 |
{ |
3565 |
if (contr) |
3566 |
{ |
3567 |
examine (this, ob); |
3568 |
//who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove |
3569 |
return 1; |
3570 |
} |
3571 |
else |
3572 |
return 0; /* monsters just skip unpaid items */ |
3573 |
} |
3574 |
|
3575 |
if (contr) |
3576 |
{ |
3577 |
if (!ob->env && (move_type & MOVE_FLYING)) |
3578 |
{ |
3579 |
/* player is flying and applying object not in inventory */ |
3580 |
if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING)) |
3581 |
{ |
3582 |
failmsg ("But you are floating high above the ground! " |
3583 |
"H<You have to stop levitating first, if you can, either by using your levitation skill, " |
3584 |
"or waiting till the levitation effect wears off.>"); |
3585 |
return 0; |
3586 |
} |
3587 |
} |
3588 |
|
3589 |
contr->last_used = ob; |
3590 |
} |
3591 |
|
3592 |
bool want_apply = |
3593 |
aflags & AP_APPLY ? true |
3594 |
: aflags & AP_UNAPPLY ? false |
3595 |
: !ob->flag [FLAG_APPLIED]; // AP_TOGGLE |
3596 |
|
3597 |
// cannot unapply cursed items |
3598 |
if (!want_apply |
3599 |
&& (ob->flag [FLAG_CURSED] || ob->flag [FLAG_DAMNED]) |
3600 |
&& ob->flag [FLAG_APPLIED] |
3601 |
&& !(aflags & AP_IGNORE_CURSE)) |
3602 |
{ |
3603 |
failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, ob->query_name ()); |
3604 |
return 0; |
3605 |
} |
3606 |
|
3607 |
object_ptr *slot = 0; |
3608 |
|
3609 |
// detect the slot, if this is a player |
3610 |
if (contr && !(aflags & AP_NO_SLOT)) |
3611 |
{ |
3612 |
object *oslot; |
3613 |
|
3614 |
switch (ob->type) |
3615 |
{ |
3616 |
case WEAPON: |
3617 |
slot = &contr->combat_ob; |
3618 |
oslot = contr->ranged_ob; |
3619 |
break; |
3620 |
|
3621 |
case RANGED: |
3622 |
case BOW: |
3623 |
case SPELL: |
3624 |
case WAND: |
3625 |
case ROD: |
3626 |
case HORN: |
3627 |
case BUILDER: |
3628 |
slot = &contr->ranged_ob; |
3629 |
oslot = contr->combat_ob; |
3630 |
break; |
3631 |
|
3632 |
// oh, the humanity |
3633 |
case SKILL: |
3634 |
// skill is used on it's own, as opposed to being a chosen_skill |
3635 |
|
3636 |
if (skill_flags [ob->subtype] & (SF_NEED_ITEM | SF_MANA)) |
3637 |
{ |
3638 |
failmsgf ( |
3639 |
"You feel as if you wanted to do something funny, but you can't remember what. " |
3640 |
"H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. " |
3641 |
"It cannot be used on its own.>", |
3642 |
&ob->skill |
3643 |
); |
3644 |
return 1; |
3645 |
} |
3646 |
|
3647 |
if (skill_flags [ob->subtype] & SF_AUTARK |
3648 |
|| !(skill_flags [ob->subtype] & (SF_COMBAT | SF_RANGED))) |
3649 |
{ |
3650 |
if (skill_flags [ob->subtype] & SF_USE) |
3651 |
failmsgf ( |
3652 |
"You feel as if you wanted to do something funny, but you can't remember what. " |
3653 |
"H<The %s skill cannot be readied, instead, try C<use_skill %s>.>", |
3654 |
&ob->skill, &ob->skill |
3655 |
); |
3656 |
else |
3657 |
failmsgf ( |
3658 |
"You feel as if you wanted to do something funny, but you can't remember what. " |
3659 |
"H<The %s skill cannot be readied or used, it is always active.>", |
3660 |
&ob->skill |
3661 |
); |
3662 |
|
3663 |
return 1; |
3664 |
} |
3665 |
|
3666 |
if (skill_flags [ob->subtype] & SF_NEED_ITEM) |
3667 |
break; |
3668 |
|
3669 |
if (skill_flags [ob->subtype] & SF_COMBAT) |
3670 |
{ |
3671 |
slot = &contr->combat_ob; |
3672 |
oslot = contr->ranged_ob; |
3673 |
} |
3674 |
else if (skill_flags [ob->subtype] & SF_RANGED) |
3675 |
{ |
3676 |
slot = &contr->ranged_ob; |
3677 |
oslot = contr->combat_ob; |
3678 |
} |
3679 |
|
3680 |
break; |
3681 |
} |
3682 |
|
3683 |
// now handle slot exclusions |
3684 |
if (slot) |
3685 |
{ |
3686 |
// only one slot can be active |
3687 |
if (want_apply) |
3688 |
{ |
3689 |
// clear slot unless we are in it already |
3690 |
if (*slot != ob) |
3691 |
if (!apply (*slot, AP_UNAPPLY)) |
3692 |
return false; |
3693 |
|
3694 |
// unapply other slot, because we want to become active |
3695 |
if (!apply (oslot, AP_UNAPPLY)) |
3696 |
return false; |
3697 |
} |
3698 |
|
3699 |
// clear item from slot if applied |
3700 |
if (!want_apply && current_weapon == ob) |
3701 |
current_weapon = 0; |
3702 |
} |
3703 |
} |
3704 |
|
3705 |
if (ob->flag [FLAG_APPLIED] != want_apply) |
3706 |
manual_apply (this, ob, aflags); |
3707 |
|
3708 |
if (ob->flag [FLAG_APPLIED] != want_apply) |
3709 |
return false; |
3710 |
|
3711 |
if (slot && want_apply) |
3712 |
current_weapon = *slot = ob; |
3713 |
|
3714 |
return true; |
3715 |
} |
3716 |
|
3717 |
/** |
3718 |
* Map was just loaded, handle op's initialisation. |
3719 |
* |
3720 |
* Generates shop floor's item, and treasures. |
3721 |
*/ |
3722 |
int |
3723 |
auto_apply (object *op) |
3724 |
{ |
3725 |
object *tmp = NULL; |
3726 |
int i; |
3727 |
|
3728 |
op->clr_flag (FLAG_AUTO_APPLY); |
3729 |
|
3730 |
switch (op->type) |
3731 |
{ |
3732 |
case SHOP_FLOOR: |
3733 |
if (!op->has_random_items ()) |
3734 |
return 0; |
3735 |
|
3736 |
do |
3737 |
{ |
3738 |
i = 10; /* let's give it 10 tries */ |
3739 |
while ((tmp = generate_treasure (op->randomitems, |
3740 |
op->stats.exp |
3741 |
? (int) op->stats.exp |
3742 |
: max (op->map->difficulty, 5))) |
3743 |
== NULL && --i); |
3744 |
|
3745 |
if (tmp == NULL) |
3746 |
return 0; |
3747 |
|
3748 |
if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
3749 |
{ |
3750 |
tmp->destroy (); |
3751 |
tmp = NULL; |
3752 |
} |
3753 |
} |
3754 |
while (!tmp); |
3755 |
|
3756 |
tmp->x = op->x; |
3757 |
tmp->y = op->y; |
3758 |
tmp->set_flag (FLAG_UNPAID); |
3759 |
insert_ob_in_map (tmp, op->map, NULL, 0); |
3760 |
identify (tmp); |
3761 |
break; |
3762 |
|
3763 |
case TREASURE: |
3764 |
if (op->flag [FLAG_IS_A_TEMPLATE]) |
3765 |
return 0; |
3766 |
|
3767 |
while (op->stats.hp-- > 0) |
3768 |
create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, |
3769 |
op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); |
3770 |
|
3771 |
/* If we generated an object and put it in this object inventory, |
3772 |
* move it to the parent object as the current object is about |
3773 |
* to disappear. An example of this item is the random_* stuff |
3774 |
* that is put inside other objects. |
3775 |
*/ |
3776 |
if (op->env) |
3777 |
while (op->inv) |
3778 |
op->env->insert (op->inv); |
3779 |
|
3780 |
op->destroy (); |
3781 |
break; |
3782 |
} |
3783 |
|
3784 |
return !!tmp; |
3785 |
} |
3786 |
|
3787 |
/** |
3788 |
* fix_auto_apply goes through the entire map every time a map |
3789 |
* is loaded or swapped in and performs special actions for |
3790 |
* certain objects (most initialization of chests and creation of |
3791 |
* treasures and stuff). Calls auto_apply if appropriate. |
3792 |
*/ |
3793 |
void |
3794 |
maptile::fix_auto_apply () |
3795 |
{ |
3796 |
if (!spaces) |
3797 |
return; |
3798 |
|
3799 |
for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
3800 |
for (object *tmp = ms->bot; tmp; ) |
3801 |
{ |
3802 |
object *above = tmp->above; |
3803 |
|
3804 |
if (tmp->inv) |
3805 |
{ |
3806 |
object *invtmp, *invnext; |
3807 |
|
3808 |
for (invtmp = tmp->inv; invtmp; invtmp = invnext) |
3809 |
{ |
3810 |
invnext = invtmp->below; |
3811 |
|
3812 |
if (invtmp->flag [FLAG_AUTO_APPLY]) |
3813 |
auto_apply (invtmp); |
3814 |
else if (invtmp->type == TREASURE && invtmp->has_random_items ()) |
3815 |
{ |
3816 |
while (invtmp->stats.hp-- > 0) |
3817 |
create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
3818 |
|
3819 |
invtmp->randomitems = NULL; |
3820 |
} |
3821 |
else if (invtmp && invtmp->arch |
3822 |
&& invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) |
3823 |
{ |
3824 |
create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
3825 |
/* Need to clear this so that we never try to create |
3826 |
* treasure again for this object |
3827 |
*/ |
3828 |
invtmp->randomitems = NULL; |
3829 |
} |
3830 |
} |
3831 |
|
3832 |
/* This is really temporary - the code at the bottom will |
3833 |
* also set randomitems to null. The problem is there are bunches |
3834 |
* of maps/players already out there with items that have spells |
3835 |
* which haven't had the randomitems set to null yet. |
3836 |
* MSW 2004-05-13 |
3837 |
* |
3838 |
* And if it's a spellbook, it's better to set randomitems to NULL too, |
3839 |
* else you get two spells in the book ^_- |
3840 |
* Ryo 2004-08-16 |
3841 |
*/ |
3842 |
if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL |
3843 |
|| tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) |
3844 |
tmp->randomitems = NULL; |
3845 |
} |
3846 |
|
3847 |
if (tmp->flag [FLAG_AUTO_APPLY]) |
3848 |
auto_apply (tmp); |
3849 |
else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) |
3850 |
{ |
3851 |
while ((tmp->stats.hp--) > 0) |
3852 |
create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); |
3853 |
tmp->randomitems = NULL; |
3854 |
} |
3855 |
else if (tmp->type == TIMED_GATE) |
3856 |
{ |
3857 |
object *head = tmp->head != NULL ? tmp->head : tmp; |
3858 |
|
3859 |
if (head->flag [FLAG_IS_LINKED]) |
3860 |
tmp->set_speed (0); |
3861 |
} |
3862 |
/* This function can be called everytime a map is loaded, even when |
3863 |
* swapping back in. As such, we don't want to create the treasure |
3864 |
* over and ove again, so after we generate the treasure, blank out |
3865 |
* randomitems so if it is swapped in again, it won't make anything. |
3866 |
* This is a problem for the above objects, because they have counters |
3867 |
* which say how many times to make the treasure. |
3868 |
*/ |
3869 |
else if (tmp && tmp->arch && tmp->type != PLAYER |
3870 |
&& tmp->type != TREASURE && tmp->type != SPELL |
3871 |
&& tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) |
3872 |
{ |
3873 |
create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); |
3874 |
tmp->randomitems = NULL; |
3875 |
} |
3876 |
|
3877 |
// close all containers |
3878 |
else if (tmp->type == CONTAINER) |
3879 |
tmp->flag [FLAG_APPLIED] = 0; |
3880 |
|
3881 |
tmp = above; |
3882 |
} |
3883 |
|
3884 |
for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
3885 |
for (object *tmp = ms->bot; tmp; tmp = tmp->above) |
3886 |
if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
3887 |
check_trigger (tmp, tmp->above, tmp->above); |
3888 |
} |
3889 |
|
3890 |
/** |
3891 |
* Handles player eating food that temporarily changes status (resistances, stats). |
3892 |
* This used to call cast_change_attr(), but |
3893 |
* that doesn't work with the new spell code. Since we know what |
3894 |
* the food changes, just grab a force and use that instead. |
3895 |
*/ |
3896 |
void |
3897 |
eat_special_food (object *who, object *food) |
3898 |
{ |
3899 |
object *force; |
3900 |
int i, did_one = 0; |
3901 |
|
3902 |
char buf[64]; |
3903 |
snprintf (buf, sizeof(buf), "sp_food_%s", &food->title); |
3904 |
shstr key (buf); |
3905 |
|
3906 |
/* bigger morsel of food = longer effect time */ |
3907 |
int duration = TIME2TICK (food->stats.food); |
3908 |
|
3909 |
if (force = who->force_find (key)) |
3910 |
{ |
3911 |
if (duration > fabs (force->speed_left / force->speed)) |
3912 |
{ |
3913 |
new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration)); |
3914 |
force->force_set_timer (duration); |
3915 |
} |
3916 |
else |
3917 |
new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect."); |
3918 |
|
3919 |
return; |
3920 |
} |
3921 |
else |
3922 |
{ |
3923 |
force = who->force_add (key, duration); |
3924 |
force->name = key; |
3925 |
|
3926 |
/* check if the food affects a stat */ |
3927 |
for (i = 0; i < NUM_STATS; i++) |
3928 |
if (sint8 k = food->stats.stat (i)) |
3929 |
{ |
3930 |
force->stats.stat (i) = k; |
3931 |
did_one = 1; |
3932 |
} |
3933 |
|
3934 |
/* check if we can protect the eater */ |
3935 |
for (i = 0; i < NROFATTACKS; i++) |
3936 |
{ |
3937 |
if (food->resist[i] > 0) |
3938 |
{ |
3939 |
force->resist[i] = food->resist[i]; |
3940 |
did_one = 1; |
3941 |
} |
3942 |
} |
3943 |
|
3944 |
if (did_one) |
3945 |
{ |
3946 |
new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration)); |
3947 |
|
3948 |
/* make the force take effect and report effects to user */ |
3949 |
change_abil (who, force); |
3950 |
} |
3951 |
else |
3952 |
force->destroy (); |
3953 |
} |
3954 |
|
3955 |
/* check for hp, sp change */ |
3956 |
if (food->stats.hp != 0) |
3957 |
{ |
3958 |
if (food->flag [FLAG_CURSED]) |
3959 |
{ |
3960 |
who->contr->killer = food; |
3961 |
hit_player (who, food->stats.hp, food, AT_POISON, 1); |
3962 |
who->failmsg ("Eck!...that was poisonous!"); |
3963 |
} |
3964 |
else |
3965 |
{ |
3966 |
if (food->stats.hp > 0) |
3967 |
who->statusmsg ("You begin to feel better."); |
3968 |
else |
3969 |
who->failmsg ("Eck!...that was poisonous!"); |
3970 |
|
3971 |
who->stats.hp += food->stats.hp; |
3972 |
} |
3973 |
} |
3974 |
|
3975 |
if (food->stats.sp != 0) |
3976 |
{ |
3977 |
if (food->flag [FLAG_CURSED]) |
3978 |
{ |
3979 |
who->failmsg ("You are drained of mana!"); |
3980 |
who->stats.sp -= food->stats.sp; |
3981 |
if (who->stats.sp < 0) |
3982 |
who->stats.sp = 0; |
3983 |
} |
3984 |
else |
3985 |
{ |
3986 |
who->statusmsg ("You feel a rush of magical energy!"); |
3987 |
who->stats.sp += food->stats.sp; |
3988 |
/* place limit on max sp from food? */ |
3989 |
} |
3990 |
} |
3991 |
|
3992 |
who->update_stats (); |
3993 |
} |
3994 |
|
3995 |
void |
3996 |
apply_changes_to_player (object *pl, object *change) |
3997 |
{ |
3998 |
int excess_stat = 0; /* if the stat goes over the maximum |
3999 |
for the race, put the excess stat some |
4000 |
where else. */ |
4001 |
|
4002 |
switch (change->type) |
4003 |
{ |
4004 |
case CLASS: |
4005 |
{ |
4006 |
living *stats = &(pl->contr->orig_stats); |
4007 |
living *ns = &(change->stats); |
4008 |
object *walk; |
4009 |
int flag_change_face = 1; |
4010 |
|
4011 |
/* the following code assigns stats up to the stat max |
4012 |
* for the race, and if the stat max is exceeded, |
4013 |
* tries to randomly reassign the excess stat |
4014 |
*/ |
4015 |
int i, j; |
4016 |
|
4017 |
for (i = 0; i < NUM_STATS; i++) |
4018 |
{ |
4019 |
int race_bonus = pl->arch->stats.stat (i); |
4020 |
sint8 stat = stats->stat (i) + ns->stat (i); |
4021 |
|
4022 |
if (stat > 20 + race_bonus) |
4023 |
{ |
4024 |
excess_stat++; |
4025 |
stat = 20 + race_bonus; |
4026 |
} |
4027 |
|
4028 |
stats->stat (i) = stat; |
4029 |
} |
4030 |
|
4031 |
for (j = 0; excess_stat > 0 && j < 100; j++) |
4032 |
{ /* try 100 times to assign excess stats */ |
4033 |
int i = rndm (0, 6); |
4034 |
|
4035 |
if (i == CHA) |
4036 |
continue; /* exclude cha from this */ |
4037 |
|
4038 |
int stat = stats->stat (i); |
4039 |
int race_bonus = pl->arch->stats.stat (i); |
4040 |
if (stat < 20 + race_bonus) |
4041 |
{ |
4042 |
change_attr_value (stats, i, 1); |
4043 |
excess_stat--; |
4044 |
} |
4045 |
} |
4046 |
|
4047 |
/* insert the randomitems from the change's treasurelist into |
4048 |
* the player ref: player.c |
4049 |
*/ |
4050 |
if (change->randomitems) |
4051 |
give_initial_items (pl, change->randomitems); |
4052 |
|
4053 |
/* set up the face, for some races. */ |
4054 |
|
4055 |
/* first, look for the force object banning |
4056 |
* changing the face. Certain races never change face with class. |
4057 |
*/ |
4058 |
for (walk = pl->inv; walk; walk = walk->below) |
4059 |
if (walk->name == shstr_NOCLASSFACECHANGE) |
4060 |
flag_change_face = 0; |
4061 |
|
4062 |
if (flag_change_face) |
4063 |
{ |
4064 |
pl->face = change->face; |
4065 |
pl->animation_id = change->animation_id; |
4066 |
pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; |
4067 |
} |
4068 |
|
4069 |
/* check the special case of can't use weapons */ |
4070 |
/*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */ |
4071 |
if (change->name == shstr_monk) |
4072 |
pl->clr_flag (FLAG_USE_WEAPON); |
4073 |
|
4074 |
break; |
4075 |
} |
4076 |
} |
4077 |
} |
4078 |
|