1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | */ |
23 | */ |
|
|
24 | |
|
|
25 | #include <cmath> |
23 | |
26 | |
24 | #include <global.h> |
27 | #include <global.h> |
25 | #include <living.h> |
28 | #include <living.h> |
26 | #include <spells.h> |
29 | #include <spells.h> |
27 | #include <skills.h> |
30 | #include <skills.h> |
28 | #include <tod.h> |
31 | #include <tod.h> |
29 | |
32 | |
30 | #ifndef __CEXTRACT__ |
|
|
31 | # include <sproto.h> |
33 | #include <sproto.h> |
32 | #endif |
|
|
33 | |
34 | |
34 | /* Want this regardless of rplay. */ |
35 | /* Want this regardless of rplay. */ |
35 | #include <sounds.h> |
36 | #include <sounds.h> |
36 | |
|
|
37 | /* need math lib for double-precision and pow() in dragon_eat_flesh() */ |
|
|
38 | #include <math.h> |
|
|
39 | |
37 | |
40 | /** |
38 | /** |
41 | * Check if op should abort moving victim because of it's race or slaying. |
39 | * Check if op should abort moving victim because of it's race or slaying. |
42 | * Returns 1 if it should abort, returns 0 if it should continue. |
40 | * Returns 1 if it should abort, returns 0 if it should continue. |
43 | */ |
41 | */ |
… | |
… | |
66 | { |
64 | { |
67 | arch_flag = 1; |
65 | arch_flag = 1; |
68 | name_flag = 1; |
66 | name_flag = 1; |
69 | race_flag = 1; |
67 | race_flag = 1; |
70 | } |
68 | } |
|
|
69 | |
71 | /* If the director has race set, only affect objects with a arch, |
70 | /* If the director has race set, only affect objects with a arch, |
72 | * name or race that matches. |
71 | * name or race that matches. |
73 | */ |
72 | */ |
74 | if ((op->race) && |
73 | if ((op->race) && |
75 | ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && |
74 | ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) && |
76 | ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && |
75 | ((!(victim->name && name_flag) || op->race != victim->name)) && |
77 | ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) |
76 | ((!(victim->race && race_flag) || op->race != victim->race))) |
78 | { |
|
|
79 | return 1; |
77 | return 1; |
80 | } |
78 | |
81 | /* If the director has slaying set, only affect objects where none |
79 | /* If the director has slaying set, only affect objects where none |
82 | * of arch, name, or race match. |
80 | * of arch, name, or race match. |
83 | */ |
81 | */ |
84 | if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || |
82 | if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) || |
85 | ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || |
83 | ((victim->name && name_flag && op->slaying == victim->name)) || |
86 | ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) |
84 | ((victim->race && race_flag && op->slaying == victim->race))) |
87 | { |
|
|
88 | return 1; |
85 | return 1; |
89 | } |
86 | |
90 | return 0; |
87 | return 0; |
91 | } |
88 | } |
92 | |
89 | |
93 | /** |
90 | /** |
94 | * This handles a player dropping money on an altar to identify stuff. |
91 | * This handles a player dropping money on an altar to identify stuff. |
… | |
… | |
195 | apply_potion (object *op, object *tmp) |
192 | apply_potion (object *op, object *tmp) |
196 | { |
193 | { |
197 | int got_one = 0, i; |
194 | int got_one = 0, i; |
198 | object *force = 0, *floor = 0; |
195 | object *force = 0, *floor = 0; |
199 | |
196 | |
200 | floor = get_map_ob (op->map, op->x, op->y); |
197 | floor = GET_MAP_OB (op->map, op->x, op->y); |
201 | |
198 | |
202 | if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) |
199 | if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) |
203 | { |
200 | { |
204 | if (op->type == PLAYER) |
201 | if (op->type == PLAYER) |
205 | new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); |
202 | new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); |
… | |
… | |
219 | object *depl; |
216 | object *depl; |
220 | archetype *at; |
217 | archetype *at; |
221 | |
218 | |
222 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
219 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
223 | { |
220 | { |
224 | drain_stat (op); |
221 | op->drain_stat (); |
225 | fix_player (op); |
222 | op->update_stats (); |
226 | decrease_ob (tmp); |
223 | decrease_ob (tmp); |
227 | return 1; |
224 | return 1; |
228 | } |
225 | } |
229 | |
226 | |
230 | if ((at = archetype::find (ARCH_DEPLETION)) == NULL) |
227 | if (!(at = archetype::find (ARCH_DEPLETION))) |
231 | { |
228 | { |
232 | LOG (llevError, "Could not find archetype depletion\n"); |
229 | LOG (llevError, "Could not find archetype depletion\n"); |
233 | return 0; |
230 | return 0; |
234 | } |
231 | } |
235 | depl = present_arch_in_ob (at, op); |
232 | depl = present_arch_in_ob (at, op); |
236 | |
233 | |
237 | if (depl != NULL) |
234 | if (depl) |
238 | { |
235 | { |
239 | for (i = 0; i < NUM_STATS; i++) |
236 | for (i = 0; i < NUM_STATS; i++) |
240 | if (get_attr_value (&depl->stats, i)) |
237 | if (depl->stats.stat (i)) |
241 | new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); |
238 | new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); |
242 | |
239 | |
243 | depl->destroy (); |
240 | depl->destroy (); |
244 | fix_player (op); |
241 | op->update_stats (); |
245 | } |
242 | } |
246 | else |
243 | else |
247 | new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); |
244 | new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); |
248 | |
245 | |
249 | decrease_ob (tmp); |
246 | decrease_ob (tmp); |
… | |
… | |
299 | |
296 | |
300 | if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) |
297 | if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) |
301 | { |
298 | { |
302 | if (got_one) |
299 | if (got_one) |
303 | { |
300 | { |
304 | fix_player (op); |
301 | op->update_stats (); |
305 | new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); |
302 | new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); |
306 | new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); |
303 | new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); |
307 | new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); |
304 | new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); |
308 | } |
305 | } |
309 | else |
306 | else |
… | |
… | |
311 | } |
308 | } |
312 | else |
309 | else |
313 | { /* cursed potion */ |
310 | { /* cursed potion */ |
314 | if (got_one) |
311 | if (got_one) |
315 | { |
312 | { |
316 | fix_player (op); |
313 | op->update_stats (); |
317 | new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); |
314 | new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); |
318 | } |
315 | } |
319 | else |
316 | else |
320 | new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); |
317 | new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); |
321 | } |
318 | } |
… | |
… | |
349 | cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
346 | cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
350 | |
347 | |
351 | decrease_ob (tmp); |
348 | decrease_ob (tmp); |
352 | /* if youre dead, no point in doing this... */ |
349 | /* if youre dead, no point in doing this... */ |
353 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
350 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
354 | fix_player (op); |
351 | op->update_stats (); |
355 | return 1; |
352 | return 1; |
356 | } |
353 | } |
357 | |
354 | |
358 | /* Deal with protection potions */ |
355 | /* Deal with protection potions */ |
359 | force = NULL; |
356 | force = NULL; |
… | |
… | |
377 | force->stats.food *= 10; |
374 | force->stats.food *= 10; |
378 | for (i = 0; i < NROFATTACKS; i++) |
375 | for (i = 0; i < NROFATTACKS; i++) |
379 | if (force->resist[i] > 0) |
376 | if (force->resist[i] > 0) |
380 | force->resist[i] = -force->resist[i]; /* prot => vuln */ |
377 | force->resist[i] = -force->resist[i]; /* prot => vuln */ |
381 | } |
378 | } |
|
|
379 | |
382 | force->speed_left = -1; |
380 | force->speed_left = -1; |
383 | force = insert_ob_in_ob (force, op); |
381 | force = insert_ob_in_ob (force, op); |
384 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
382 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
385 | SET_FLAG (force, FLAG_APPLIED); |
383 | SET_FLAG (force, FLAG_APPLIED); |
386 | change_abil (op, force); |
384 | change_abil (op, force); |
… | |
… | |
403 | * that were grouped with the one consumed, his |
401 | * that were grouped with the one consumed, his |
404 | * stat will not be raised by them. fix_player just clears |
402 | * stat will not be raised by them. fix_player just clears |
405 | * up all the stats. |
403 | * up all the stats. |
406 | */ |
404 | */ |
407 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
405 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
408 | fix_player (op); |
406 | op->update_stats (); |
409 | decrease_ob (tmp); |
407 | decrease_ob (tmp); |
410 | return 1; |
408 | return 1; |
411 | } |
409 | } |
412 | |
410 | |
413 | /**************************************************************************** |
411 | /**************************************************************************** |
… | |
… | |
423 | int count = 0; |
421 | int count = 0; |
424 | |
422 | |
425 | |
423 | |
426 | if (item == NULL) |
424 | if (item == NULL) |
427 | return 0; |
425 | return 0; |
|
|
426 | |
428 | op = op->below; |
427 | op = op->below; |
429 | while (op != NULL) |
428 | while (op != NULL) |
430 | { |
429 | { |
431 | if (strcmp (op->arch->name, item) == 0) |
430 | if (strcmp (op->arch->name, item) == 0) |
432 | { |
431 | { |
… | |
… | |
437 | count++; |
436 | count++; |
438 | else |
437 | else |
439 | count += op->nrof; |
438 | count += op->nrof; |
440 | } |
439 | } |
441 | } |
440 | } |
|
|
441 | |
442 | op = op->below; |
442 | op = op->below; |
443 | } |
443 | } |
|
|
444 | |
444 | return count; |
445 | return count; |
445 | } |
446 | } |
446 | |
447 | |
447 | /** |
448 | /** |
448 | * This removes 'nrof' of what item->slaying says to remove. |
449 | * This removes 'nrof' of what item->slaying says to remove. |
… | |
… | |
570 | weapon->last_eat++; |
571 | weapon->last_eat++; |
571 | new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); |
572 | new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); |
572 | decrease_ob (improver); |
573 | decrease_ob (improver); |
573 | |
574 | |
574 | /* So it updates the players stats and the window */ |
575 | /* So it updates the players stats and the window */ |
575 | fix_player (op); |
576 | op->update_stats (); |
576 | return 1; |
577 | return 1; |
577 | } |
578 | } |
578 | |
579 | |
579 | /* Types of improvements, hidden in the sp field. */ |
580 | /* Types of improvements, hidden in the sp field. */ |
580 | #define IMPROVE_PREPARE 1 |
581 | #define IMPROVE_PREPARE 1 |
… | |
… | |
764 | { |
765 | { |
765 | object *otmp; |
766 | object *otmp; |
766 | |
767 | |
767 | if (op->type != PLAYER) |
768 | if (op->type != PLAYER) |
768 | return 0; |
769 | return 0; |
|
|
770 | |
769 | if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) |
771 | if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) |
770 | { |
772 | { |
771 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); |
773 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); |
772 | return 0; |
774 | return 0; |
773 | } |
775 | } |
|
|
776 | |
774 | otmp = find_marked_object (op); |
777 | otmp = find_marked_object (op); |
775 | if (!otmp) |
778 | if (!otmp) |
776 | { |
779 | { |
777 | new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); |
780 | new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); |
778 | return 0; |
781 | return 0; |
779 | } |
782 | } |
|
|
783 | |
780 | if (otmp->type != WEAPON && otmp->type != BOW) |
784 | if (otmp->type != WEAPON && otmp->type != BOW) |
781 | { |
785 | { |
782 | new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); |
786 | new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); |
783 | return 0; |
787 | return 0; |
784 | } |
788 | } |
|
|
789 | |
785 | new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); |
790 | new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); |
786 | improve_weapon (op, tmp, otmp); |
791 | improve_weapon (op, tmp, otmp); |
787 | esrv_send_item (op, otmp); |
792 | esrv_send_item (op, otmp); |
788 | return 1; |
793 | return 1; |
789 | } |
794 | } |
… | |
… | |
883 | |
888 | |
884 | if (op->type == PLAYER) |
889 | if (op->type == PLAYER) |
885 | { |
890 | { |
886 | esrv_send_item (op, armour); |
891 | esrv_send_item (op, armour); |
887 | if (QUERY_FLAG (armour, FLAG_APPLIED)) |
892 | if (QUERY_FLAG (armour, FLAG_APPLIED)) |
888 | fix_player (op); |
893 | op->update_stats (); |
889 | } |
894 | } |
890 | decrease_ob (improver); |
895 | decrease_ob (improver); |
891 | if (tmp) |
896 | if (tmp) |
892 | { |
897 | { |
893 | insert_ob_in_ob (tmp, op); |
898 | insert_ob_in_ob (tmp, op); |
… | |
… | |
980 | else |
985 | else |
981 | { |
986 | { |
982 | if (converter->other_arch == NULL) |
987 | if (converter->other_arch == NULL) |
983 | { |
988 | { |
984 | LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", |
989 | LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", |
985 | &converter->name, converter->map->path, converter->x, converter->y); |
990 | &converter->name, &converter->map->path, converter->x, converter->y); |
986 | return -1; |
991 | return -1; |
987 | } |
992 | } |
988 | |
993 | |
989 | item = object_create_arch (converter->other_arch); |
994 | item = object_create_arch (converter->other_arch); |
990 | fix_generated_item (item, converter, 0, 0, GT_MINIMAL); |
995 | fix_generated_item (item, converter, 0, 0, GT_MINIMAL); |
… | |
… | |
997 | if (is_in_shop (converter)) |
1002 | if (is_in_shop (converter)) |
998 | SET_FLAG (item, FLAG_UNPAID); |
1003 | SET_FLAG (item, FLAG_UNPAID); |
999 | else if (price_in < item->nrof * item->value) |
1004 | else if (price_in < item->nrof * item->value) |
1000 | { |
1005 | { |
1001 | LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", |
1006 | LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", |
1002 | &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); |
1007 | &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); |
1003 | |
1008 | |
1004 | /** |
1009 | /** |
1005 | * elmex: we are going to let the game continue, as the mapcreator |
1010 | * elmex: we are going to let the game continue, as the mapcreator |
1006 | * propably had something in mind when doing this |
1011 | * propably had something in mind when doing this |
1007 | */ |
1012 | */ |
… | |
… | |
1014 | * Handle apply on containers. |
1019 | * Handle apply on containers. |
1015 | * By Eneq(@csd.uu.se). |
1020 | * By Eneq(@csd.uu.se). |
1016 | * Moved to own function and added many features [Tero.Haatanen@lut.fi] |
1021 | * Moved to own function and added many features [Tero.Haatanen@lut.fi] |
1017 | * added the alchemical cauldron to the code -b.t. |
1022 | * added the alchemical cauldron to the code -b.t. |
1018 | */ |
1023 | */ |
1019 | |
|
|
1020 | int |
1024 | int |
1021 | apply_container (object *op, object *sack) |
1025 | apply_container (object *op, object *sack) |
1022 | { |
1026 | { |
1023 | char buf[MAX_BUF]; |
1027 | if (op->type != PLAYER || !op->contr->ns) |
1024 | object *tmp; |
|
|
1025 | |
|
|
1026 | if (op->type != PLAYER) |
|
|
1027 | return 0; /* This might change */ |
1028 | return 0; /* This might change */ |
1028 | |
1029 | |
1029 | if (sack == NULL || sack->type != CONTAINER) |
1030 | if (!sack || sack->type != CONTAINER) |
1030 | { |
1031 | { |
1031 | LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); |
1032 | LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); |
1032 | return 0; |
1033 | return 0; |
1033 | } |
1034 | } |
1034 | |
1035 | |
1035 | op->contr->last_used = 0; |
1036 | op->contr->last_used = 0; |
1036 | |
1037 | |
1037 | if (sack->env != op) |
1038 | if (sack->env && sack->env != op) |
|
|
1039 | { |
|
|
1040 | new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); |
|
|
1041 | return 1; |
1038 | { |
1042 | } |
1039 | if (sack->other_arch == NULL || sack->env != NULL) |
1043 | |
|
|
1044 | // already applied == open on ground, or open in inv, or active in inv |
|
|
1045 | if (sack->flag [FLAG_APPLIED]) |
|
|
1046 | { |
|
|
1047 | if (op->container == sack) |
1040 | { |
1048 | { |
1041 | new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); |
1049 | // open on ground or inv, so close |
|
|
1050 | op->close_container (); |
1042 | return 1; |
1051 | return 1; |
1043 | } |
1052 | } |
1044 | |
1053 | else if (!sack->env) |
1045 | /* It's on the ground, the problems begin */ |
|
|
1046 | if (op->container != sack) |
|
|
1047 | { |
|
|
1048 | /* it's closed OR some player has opened it */ |
|
|
1049 | if (QUERY_FLAG (sack, FLAG_APPLIED)) |
|
|
1050 | { |
1054 | { |
1051 | for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above); |
1055 | // active, but not ours: some other player has opened it |
1052 | if (tmp) |
|
|
1053 | { |
|
|
1054 | /* some other player have opened it */ |
|
|
1055 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); |
1056 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); |
1056 | return 1; |
1057 | return 1; |
1057 | } |
|
|
1058 | } |
|
|
1059 | } |
|
|
1060 | if (QUERY_FLAG (sack, FLAG_APPLIED)) |
|
|
1061 | { |
1058 | } |
1062 | if (op->container == NULL) |
|
|
1063 | { |
|
|
1064 | tmp = arch_to_object (sack->other_arch); |
|
|
1065 | /* not good, but insert_ob_in_ob() is too smart */ |
|
|
1066 | CLEAR_FLAG (tmp, FLAG_REMOVED); |
|
|
1067 | tmp->x = tmp->y = 0; |
|
|
1068 | tmp->map = NULL; |
|
|
1069 | tmp->env = sack; |
|
|
1070 | if (sack->inv) |
|
|
1071 | sack->inv->above = tmp; |
|
|
1072 | tmp->below = sack->inv; |
|
|
1073 | tmp->above = NULL; |
|
|
1074 | sack->inv = tmp; |
|
|
1075 | sack->move_off = MOVE_ALL; /* trying force closing it */ |
|
|
1076 | } |
|
|
1077 | else |
|
|
1078 | { |
|
|
1079 | sack->move_off = 0; |
|
|
1080 | tmp = sack->inv; |
|
|
1081 | |
1059 | |
1082 | if (tmp && tmp->type == CLOSE_CON) |
1060 | // fall through to opening it (active in inv) |
1083 | tmp->destroy (); |
|
|
1084 | } |
|
|
1085 | } |
|
|
1086 | } |
|
|
1087 | |
|
|
1088 | if (QUERY_FLAG (sack, FLAG_APPLIED)) |
|
|
1089 | { |
1061 | } |
|
|
1062 | else if (sack->env) |
|
|
1063 | { |
|
|
1064 | // it is in our env, so activate it, do not open yet |
1090 | if (op->container) |
1065 | op->close_container (); |
1091 | { |
1066 | sack->flag [FLAG_APPLIED] = 1; |
1092 | if (op->container != sack) |
1067 | esrv_update_item (UPD_FLAGS, op, sack); |
1093 | { |
1068 | new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); |
1094 | tmp = op->container; |
1069 | return 1; |
1095 | apply_container (op, tmp); |
1070 | } |
1096 | sprintf (buf, "You close %s and open ", query_name (tmp)); |
1071 | |
1097 | op->container = sack; |
1072 | // it's locked? |
1098 | strcat (buf, query_name (sack)); |
1073 | if (sack->slaying) |
1099 | strcat (buf, "."); |
1074 | { |
1100 | } |
1075 | if (object *tmp = find_key (op, op, sack)) |
1101 | else |
1076 | new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp)); |
1102 | { |
|
|
1103 | CLEAR_FLAG (sack, FLAG_APPLIED); |
|
|
1104 | op->container = NULL; |
|
|
1105 | sprintf (buf, "You close %s.", query_name (sack)); |
|
|
1106 | } |
|
|
1107 | } |
|
|
1108 | else |
1077 | else |
1109 | { |
1078 | { |
1110 | CLEAR_FLAG (sack, FLAG_APPLIED); |
|
|
1111 | sprintf (buf, "You open %s.", query_name (sack)); |
|
|
1112 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1113 | op->container = sack; |
|
|
1114 | } |
|
|
1115 | } |
|
|
1116 | else |
|
|
1117 | { /* not applied */ |
|
|
1118 | if (sack->slaying) |
|
|
1119 | { /* it's locked */ |
|
|
1120 | tmp = find_key (op, op, sack); |
|
|
1121 | if (tmp) |
|
|
1122 | { |
|
|
1123 | sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp)); |
|
|
1124 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1125 | if (sack->env == NULL) |
|
|
1126 | { /* if it's on ground,open it also */ |
|
|
1127 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
1128 | apply_container (op, sack); |
|
|
1129 | return 1; |
|
|
1130 | } |
|
|
1131 | } |
|
|
1132 | else |
|
|
1133 | { |
|
|
1134 | sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); |
1079 | new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); |
1135 | } |
|
|
1136 | } |
|
|
1137 | else |
|
|
1138 | { |
|
|
1139 | sprintf (buf, "You readied %s.", query_name (sack)); |
|
|
1140 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1141 | if (sack->env == NULL) |
|
|
1142 | { /* if it's on ground,open it also */ |
|
|
1143 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
1144 | apply_container (op, sack); |
|
|
1145 | return 1; |
1080 | return 1; |
1146 | } |
1081 | } |
1147 | } |
|
|
1148 | } |
1082 | } |
1149 | |
1083 | |
1150 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
1084 | op->open_container (sack); |
1151 | |
|
|
1152 | if (op->contr) |
|
|
1153 | op->contr->socket->floorbox_update (); |
|
|
1154 | |
1085 | |
1155 | return 1; |
1086 | return 1; |
1156 | } |
1087 | } |
1157 | |
|
|
1158 | /** |
|
|
1159 | * Eneq(@csd.uu.se): Handle apply on containers. This is for containers |
|
|
1160 | * the player has in their inventory, eg, sacks, luggages, etc. |
|
|
1161 | * |
|
|
1162 | * Moved to own function and added many features [Tero.Haatanen@lut.fi] |
|
|
1163 | * This version is for client/server mode. |
|
|
1164 | * op is the player, sack is the container the player is opening or closing. |
|
|
1165 | * return 1 if an object is apllied somehow or another, 0 if error/no apply |
|
|
1166 | * |
|
|
1167 | * Reminder - there are three states for any container - closed (non applied), |
|
|
1168 | * applied (not open, but objects that match get tossed into it), and open |
|
|
1169 | * (applied flag set, and op->container points to the open container) |
|
|
1170 | */ |
|
|
1171 | |
|
|
1172 | int |
|
|
1173 | esrv_apply_container (object *op, object *sack) |
|
|
1174 | { |
|
|
1175 | object *tmp = op->container; |
|
|
1176 | |
|
|
1177 | if (op->type != PLAYER) |
|
|
1178 | return 0; /* This might change */ |
|
|
1179 | |
|
|
1180 | if (sack == NULL || sack->type != CONTAINER) |
|
|
1181 | { |
|
|
1182 | LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); |
|
|
1183 | return 0; |
|
|
1184 | } |
|
|
1185 | |
|
|
1186 | /* If we have a currently open container, then it needs to be closed in all cases |
|
|
1187 | * if we are opening this one up. We then fall through if appropriate for |
|
|
1188 | * openening the new container. |
|
|
1189 | */ |
|
|
1190 | |
|
|
1191 | if (op->container && QUERY_FLAG (sack, FLAG_APPLIED)) |
|
|
1192 | { |
|
|
1193 | if (op->container->env != op) |
|
|
1194 | { /* if container is on the ground */ |
|
|
1195 | op->container->move_off = 0; |
|
|
1196 | } |
|
|
1197 | |
|
|
1198 | if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op))) |
|
|
1199 | return 1; |
|
|
1200 | |
|
|
1201 | new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container)); |
|
|
1202 | CLEAR_FLAG (op->container, FLAG_APPLIED); |
|
|
1203 | op->container = NULL; |
|
|
1204 | esrv_update_item (UPD_FLAGS, op, tmp); |
|
|
1205 | if (tmp == sack) |
|
|
1206 | return 1; |
|
|
1207 | } |
|
|
1208 | |
|
|
1209 | |
|
|
1210 | /* If the player is trying to open it (which he must be doing if we got here), |
|
|
1211 | * and it is locked, check to see if player has the equipment to open it. |
|
|
1212 | */ |
|
|
1213 | |
|
|
1214 | if (sack->slaying) |
|
|
1215 | { /* it's locked */ |
|
|
1216 | tmp = find_key (op, op, sack); |
|
|
1217 | if (tmp) |
|
|
1218 | { |
|
|
1219 | new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp)); |
|
|
1220 | } |
|
|
1221 | else |
|
|
1222 | { |
|
|
1223 | new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); |
|
|
1224 | return 0; |
|
|
1225 | } |
|
|
1226 | } |
|
|
1227 | |
|
|
1228 | /* By the time we get here, we have made sure any other container has been closed and |
|
|
1229 | * if this is a locked container, the player they key to open it. |
|
|
1230 | */ |
|
|
1231 | |
|
|
1232 | /* There are really two cases - the sack is either on the ground, or the sack is |
|
|
1233 | * part of the players inventory. If on the ground, we assume that the player is |
|
|
1234 | * opening it, since if it was being closed, that would have been taken care of above. |
|
|
1235 | */ |
|
|
1236 | |
|
|
1237 | |
|
|
1238 | if (sack->env != op) |
|
|
1239 | { |
|
|
1240 | /* Hypothetical case - the player is trying to open a sack that belong to someone |
|
|
1241 | * else. This normally should not happen, but a misbehaving client/player could |
|
|
1242 | * try to do it, so lets handle it gracefully. |
|
|
1243 | */ |
|
|
1244 | if (sack->env) |
|
|
1245 | { |
|
|
1246 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack)); |
|
|
1247 | return 0; |
|
|
1248 | } |
|
|
1249 | /* set these so when the player walks off, we can unapply the sack */ |
|
|
1250 | sack->move_off = MOVE_ALL; /* trying force closing it */ |
|
|
1251 | |
|
|
1252 | CLEAR_FLAG (sack, FLAG_APPLIED); |
|
|
1253 | new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack)); |
|
|
1254 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1255 | op->container = sack; |
|
|
1256 | esrv_update_item (UPD_FLAGS, op, sack); |
|
|
1257 | esrv_send_inventory (op, sack); |
|
|
1258 | |
|
|
1259 | } |
|
|
1260 | else |
|
|
1261 | { /* sack is in players inventory */ |
|
|
1262 | if (QUERY_FLAG (sack, FLAG_APPLIED)) |
|
|
1263 | { /* readied sack becoming open */ |
|
|
1264 | CLEAR_FLAG (sack, FLAG_APPLIED); |
|
|
1265 | new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack)); |
|
|
1266 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1267 | op->container = sack; |
|
|
1268 | esrv_update_item (UPD_FLAGS, op, sack); |
|
|
1269 | esrv_send_inventory (op, sack); |
|
|
1270 | } |
|
|
1271 | else |
|
|
1272 | { |
|
|
1273 | CLEAR_FLAG (sack, FLAG_APPLIED); |
|
|
1274 | new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack)); |
|
|
1275 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1276 | esrv_update_item (UPD_FLAGS, op, sack); |
|
|
1277 | } |
|
|
1278 | } |
|
|
1279 | return 1; |
|
|
1280 | } |
|
|
1281 | |
|
|
1282 | |
1088 | |
1283 | /** |
1089 | /** |
1284 | * Handles dropping things on altar. |
1090 | * Handles dropping things on altar. |
1285 | * Returns true if sacrifice was accepted. |
1091 | * Returns true if sacrifice was accepted. |
1286 | */ |
1092 | */ |
… | |
… | |
1485 | * originator: Player, monster or other object that caused 'victim' to move |
1291 | * originator: Player, monster or other object that caused 'victim' to move |
1486 | * onto 'trap'. Will receive messages caused by this action. May be NULL. |
1292 | * onto 'trap'. Will receive messages caused by this action. May be NULL. |
1487 | * However, some types of traps require an originator to function. |
1293 | * However, some types of traps require an originator to function. |
1488 | */ |
1294 | */ |
1489 | void |
1295 | void |
1490 | move_apply (object *trap, object *victim, object *originator, bool move_on) |
1296 | move_apply (object *trap, object *victim, object *originator) |
1491 | { |
1297 | { |
1492 | static int recursion_depth = 0; |
1298 | static int recursion_depth = 0; |
1493 | |
1299 | |
1494 | /* Only exits affect DMs. */ |
1300 | /* Only exits affect DMs. */ |
1495 | if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) |
1301 | if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) |
… | |
… | |
1532 | |
1338 | |
1533 | /* Just put in some sanity check. I think there is a bug in the |
1339 | /* Just put in some sanity check. I think there is a bug in the |
1534 | * above with some objects have zero speed, and thus the player |
1340 | * above with some objects have zero speed, and thus the player |
1535 | * getting permanently paralyzed. |
1341 | * getting permanently paralyzed. |
1536 | */ |
1342 | */ |
1537 | if (victim->speed_left < -50.0) |
1343 | if (victim->speed_left < -50.f) |
1538 | victim->speed_left = -50.0; |
1344 | victim->speed_left = -50.f; |
1539 | /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ |
1345 | /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ |
1540 | } |
1346 | } |
1541 | goto leave; |
1347 | goto leave; |
1542 | |
1348 | |
1543 | case SPINNER: |
1349 | case SPINNER: |
… | |
… | |
1629 | |
1435 | |
1630 | |
1436 | |
1631 | case CONVERTER: |
1437 | case CONVERTER: |
1632 | if (convert_item (victim, trap) < 0) |
1438 | if (convert_item (victim, trap) < 0) |
1633 | { |
1439 | { |
1634 | object *op; |
|
|
1635 | |
|
|
1636 | new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); |
1440 | new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); |
1637 | |
1441 | get_archetype ("burnout")->insert_at (trap, trap); |
1638 | op = get_archetype ("burnout"); |
|
|
1639 | if (op != NULL) |
|
|
1640 | { |
|
|
1641 | op->x = trap->x; |
|
|
1642 | op->y = trap->y; |
|
|
1643 | insert_ob_in_map (op, trap->map, trap, 0); |
|
|
1644 | } |
|
|
1645 | } |
1442 | } |
|
|
1443 | |
1646 | goto leave; |
1444 | goto leave; |
1647 | |
1445 | |
1648 | case TRIGGER_BUTTON: |
1446 | case TRIGGER_BUTTON: |
1649 | case TRIGGER_PEDESTAL: |
1447 | case TRIGGER_PEDESTAL: |
1650 | case TRIGGER_ALTAR: |
1448 | case TRIGGER_ALTAR: |
… | |
… | |
1654 | case DEEP_SWAMP: |
1452 | case DEEP_SWAMP: |
1655 | walk_on_deep_swamp (trap, victim); |
1453 | walk_on_deep_swamp (trap, victim); |
1656 | goto leave; |
1454 | goto leave; |
1657 | |
1455 | |
1658 | case CHECK_INV: |
1456 | case CHECK_INV: |
1659 | check_inv (victim, trap, move_on); |
1457 | check_inv (victim, trap); |
1660 | goto leave; |
1458 | goto leave; |
1661 | |
1459 | |
1662 | case HOLE: |
1460 | case HOLE: |
1663 | /* Hole not open? */ |
1461 | /* Hole not open? */ |
1664 | if (trap->stats.wc > 0) |
1462 | if (trap->stats.wc > 0) |
… | |
… | |
1679 | if (victim->type == PLAYER && EXIT_PATH (trap)) |
1477 | if (victim->type == PLAYER && EXIT_PATH (trap)) |
1680 | { |
1478 | { |
1681 | /* Basically, don't show exits leading to random maps the |
1479 | /* Basically, don't show exits leading to random maps the |
1682 | * players output. |
1480 | * players output. |
1683 | */ |
1481 | */ |
1684 | if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) |
1482 | if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) |
1685 | new_draw_info (NDI_NAVY, 0, victim, trap->msg); |
1483 | new_draw_info (NDI_NAVY, 0, victim, trap->msg); |
|
|
1484 | |
1686 | enter_exit (victim, trap); |
1485 | victim->enter_exit (trap); |
1687 | } |
1486 | } |
1688 | goto leave; |
1487 | goto leave; |
1689 | |
1488 | |
1690 | case ENCOUNTER: |
1489 | case ENCOUNTER: |
1691 | /* may be some leftovers on this */ |
1490 | /* may be some leftovers on this */ |
… | |
… | |
1706 | |
1505 | |
1707 | apply_sign (victim, trap, 1); |
1506 | apply_sign (victim, trap, 1); |
1708 | goto leave; |
1507 | goto leave; |
1709 | |
1508 | |
1710 | case CONTAINER: |
1509 | case CONTAINER: |
1711 | if (victim->type == PLAYER) |
|
|
1712 | (void) esrv_apply_container (victim, trap); |
|
|
1713 | else |
|
|
1714 | (void) apply_container (victim, trap); |
1510 | apply_container (victim, trap); |
1715 | goto leave; |
1511 | goto leave; |
1716 | |
1512 | |
1717 | case RUNE: |
1513 | case RUNE: |
1718 | case TRAP: |
1514 | case TRAP: |
1719 | if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) |
1515 | if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) |
… | |
… | |
1779 | |
1575 | |
1780 | readable_message_type *msgType = get_readable_message_type (tmp); |
1576 | readable_message_type *msgType = get_readable_message_type (tmp); |
1781 | |
1577 | |
1782 | draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, |
1578 | draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, |
1783 | msgType->message_type, msgType->message_subtype, |
1579 | msgType->message_type, msgType->message_subtype, |
1784 | "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); |
1580 | "You open the %s and start reading.\n%s", (char *)"%s\n%s", |
|
|
1581 | long_desc (tmp, op), &tmp->msg); |
1785 | |
1582 | |
1786 | /* gain xp from reading */ |
1583 | /* gain xp from reading */ |
1787 | if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) |
1584 | if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) |
1788 | { /* only if not read before */ |
1585 | { /* only if not read before */ |
1789 | int exp_gain = calc_skill_exp (op, tmp, skill_ob); |
1586 | int exp_gain = calc_skill_exp (op, tmp, skill_ob); |
… | |
… | |
1795 | |
1592 | |
1796 | /* If in a container, update how it looks */ |
1593 | /* If in a container, update how it looks */ |
1797 | if (tmp->env) |
1594 | if (tmp->env) |
1798 | esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); |
1595 | esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); |
1799 | else |
1596 | else |
1800 | op->contr->socket->floorbox_update (); |
1597 | op->contr->ns->floorbox_update (); |
1801 | } |
1598 | } |
1802 | |
1599 | |
1803 | change_exp (op, exp_gain, skill_ob->skill, 0); |
1600 | change_exp (op, exp_gain, skill_ob->skill, 0); |
1804 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ |
1601 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ |
1805 | } |
1602 | } |
… | |
… | |
1945 | return; |
1742 | return; |
1946 | } |
1743 | } |
1947 | |
1744 | |
1948 | if (skop->level < int (sqrtf (spell->level) * 1.5f)) |
1745 | if (skop->level < int (sqrtf (spell->level) * 1.5f)) |
1949 | { |
1746 | { |
1950 | new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols."); |
1747 | new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]"); |
1951 | return; |
1748 | return; |
1952 | } |
1749 | } |
1953 | |
1750 | |
1954 | new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); |
1751 | new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); |
1955 | |
1752 | |
… | |
… | |
1958 | identify (tmp); |
1755 | identify (tmp); |
1959 | |
1756 | |
1960 | if (tmp->env) |
1757 | if (tmp->env) |
1961 | esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); |
1758 | esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); |
1962 | else |
1759 | else |
1963 | op->contr->socket->floorbox_update (); |
1760 | op->contr->ns->floorbox_update (); |
1964 | } |
1761 | } |
1965 | |
1762 | |
1966 | /* I removed the check for special_prayer_mark here - it didn't make |
1763 | /* I removed the check for special_prayer_mark here - it didn't make |
1967 | * a lot of sense - special prayers are not found in spellbooks, and |
1764 | * a lot of sense - special prayers are not found in spellbooks, and |
1968 | * if the player doesn't know the spell, doesn't make a lot of sense that |
1765 | * if the player doesn't know the spell, doesn't make a lot of sense that |
… | |
… | |
1978 | { |
1775 | { |
1979 | spell_skill = find_skill_by_name (op, spell->skill); |
1776 | spell_skill = find_skill_by_name (op, spell->skill); |
1980 | |
1777 | |
1981 | if (!spell_skill) |
1778 | if (!spell_skill) |
1982 | { |
1779 | { |
1983 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); |
1780 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill); |
1984 | return; |
1781 | return; |
1985 | } |
1782 | } |
1986 | |
1783 | |
1987 | if (spell_skill->level < spell->level) |
1784 | if (spell_skill->level < spell->level) |
1988 | { |
1785 | { |
… | |
… | |
2022 | else |
1819 | else |
2023 | { |
1820 | { |
2024 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
1821 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
2025 | new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); |
1822 | new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); |
2026 | } |
1823 | } |
|
|
1824 | |
2027 | decrease_ob (tmp); |
1825 | decrease_ob (tmp); |
2028 | } |
1826 | } |
2029 | |
1827 | |
2030 | /** |
1828 | /** |
2031 | * Handles applying a spell scroll. |
1829 | * Handles applying a spell scroll. |
… | |
… | |
2070 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
1868 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
2071 | identify (tmp); |
1869 | identify (tmp); |
2072 | |
1870 | |
2073 | new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); |
1871 | new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); |
2074 | |
1872 | |
2075 | |
|
|
2076 | cast_spell (op, tmp, dir, tmp->inv, NULL); |
1873 | cast_spell (op, tmp, dir, tmp->inv, NULL); |
2077 | decrease_ob (tmp); |
1874 | decrease_ob (tmp); |
2078 | } |
1875 | } |
2079 | |
1876 | |
2080 | /** |
1877 | /** |
… | |
… | |
2083 | * chest. |
1880 | * chest. |
2084 | */ |
1881 | */ |
2085 | static void |
1882 | static void |
2086 | apply_treasure (object *op, object *tmp) |
1883 | apply_treasure (object *op, object *tmp) |
2087 | { |
1884 | { |
2088 | object *treas; |
|
|
2089 | |
|
|
2090 | |
|
|
2091 | /* Nice side effect of new treasure creation method is that the treasure |
1885 | /* Nice side effect of new treasure creation method is that the treasure |
2092 | * for the chest is done when the chest is created, and put into the chest |
1886 | * for the chest is done when the chest is created, and put into the chest |
2093 | * inventory. So that when the chest burns up, the items still exist. Also |
1887 | * inventory. So that when the chest burns up, the items still exist. Also |
2094 | * prevents people fromt moving chests to more difficult maps to get better |
1888 | * prevents people fromt moving chests to more difficult maps to get better |
2095 | * treasure |
1889 | * treasure |
2096 | */ |
1890 | */ |
2097 | |
|
|
2098 | treas = tmp->inv; |
1891 | object *treas = tmp->inv; |
2099 | if (treas == NULL) |
1892 | |
|
|
1893 | if (!treas) |
2100 | { |
1894 | { |
2101 | new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); |
1895 | new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); |
2102 | decrease_ob (tmp); |
1896 | decrease_ob (tmp); |
2103 | return; |
1897 | return; |
2104 | } |
1898 | } |
|
|
1899 | |
2105 | while (tmp->inv) |
1900 | while (tmp->inv) |
2106 | { |
1901 | { |
2107 | treas = tmp->inv; |
1902 | treas = tmp->inv; |
2108 | |
1903 | |
2109 | treas->remove (); |
1904 | treas->remove (); |
… | |
… | |
2227 | if (meal->type != FLESH || !is_dragon_pl (op)) |
2022 | if (meal->type != FLESH || !is_dragon_pl (op)) |
2228 | return 0; |
2023 | return 0; |
2229 | |
2024 | |
2230 | /* now grab the 'dragon_skin'- and 'dragon_ability'-forces |
2025 | /* now grab the 'dragon_skin'- and 'dragon_ability'-forces |
2231 | from the player's inventory */ |
2026 | from the player's inventory */ |
|
|
2027 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
2028 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
2029 | |
2232 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2030 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2233 | { |
|
|
2234 | if (tmp->type == FORCE) |
2031 | if (tmp->type == FORCE) |
2235 | { |
|
|
2236 | if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) |
2032 | if (tmp->arch->name == dragon_skin_force) |
2237 | skin = tmp; |
2033 | skin = tmp; |
2238 | else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) |
2034 | else if (tmp->arch->name == dragon_ability_force) |
2239 | abil = tmp; |
2035 | abil = tmp; |
2240 | } |
|
|
2241 | } |
|
|
2242 | |
2036 | |
2243 | /* if either skin or ability are missing, this is an old player |
2037 | /* if either skin or ability are missing, this is an old player |
2244 | which is not to be considered a dragon -> bail out */ |
2038 | which is not to be considered a dragon -> bail out */ |
2245 | if (skin == NULL || abil == NULL) |
2039 | if (skin == NULL || abil == NULL) |
2246 | return 0; |
2040 | return 0; |
… | |
… | |
2287 | /* doubled chance for resistance of ability-focus */ |
2081 | /* doubled chance for resistance of ability-focus */ |
2288 | if (i == abil->stats.exp) |
2082 | if (i == abil->stats.exp) |
2289 | chance = MIN (100., chance * 2.); |
2083 | chance = MIN (100., chance * 2.); |
2290 | |
2084 | |
2291 | /* now make the throw and save all winners (Don't insert luck bonus here!) */ |
2085 | /* now make the throw and save all winners (Don't insert luck bonus here!) */ |
2292 | if (RANDOM () % 10000 < (int) (chance * 100)) |
2086 | if (rndm (10000) < (unsigned int) (chance * 100)) |
2293 | { |
2087 | { |
2294 | atnr_winner[winners] = i; |
2088 | atnr_winner[winners] = i; |
2295 | winners++; |
2089 | winners++; |
2296 | } |
2090 | } |
2297 | |
2091 | |
… | |
… | |
2328 | |
2122 | |
2329 | if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) |
2123 | if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) |
2330 | { |
2124 | { |
2331 | /* resistance increased! */ |
2125 | /* resistance increased! */ |
2332 | skin->resist[i]++; |
2126 | skin->resist[i]++; |
2333 | fix_player (op); |
2127 | op->update_stats (); |
2334 | |
2128 | |
2335 | sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); |
2129 | sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); |
2336 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf); |
2130 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf); |
2337 | } |
2131 | } |
2338 | |
2132 | |
… | |
… | |
2357 | } |
2151 | } |
2358 | } |
2152 | } |
2359 | return 1; |
2153 | return 1; |
2360 | } |
2154 | } |
2361 | |
2155 | |
2362 | static void |
|
|
2363 | apply_savebed (object *pl) |
|
|
2364 | { |
|
|
2365 | #ifndef COZY_SERVER |
|
|
2366 | if (!pl->contr->name_changed || !pl->stats.exp) |
|
|
2367 | { |
|
|
2368 | new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet."); |
|
|
2369 | return; |
|
|
2370 | } |
|
|
2371 | #endif |
|
|
2372 | INVOKE_PLAYER (LOGOUT, pl->contr); |
|
|
2373 | /* Need to call terminate_all_pets() before we remove the player ob */ |
|
|
2374 | terminate_all_pets (pl); |
|
|
2375 | pl->remove (); |
|
|
2376 | pl->direction = 0; |
|
|
2377 | new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name); |
|
|
2378 | |
|
|
2379 | /* update respawn position */ |
|
|
2380 | strcpy (pl->contr->savebed_map, pl->map->path); |
|
|
2381 | pl->contr->bed_x = pl->x; |
|
|
2382 | pl->contr->bed_y = pl->y; |
|
|
2383 | |
|
|
2384 | strcpy (pl->contr->killer, "left"); |
|
|
2385 | check_score (pl); /* Always check score */ |
|
|
2386 | (void) save_player (pl, 0); |
|
|
2387 | pl->map->players--; |
|
|
2388 | #if MAP_MAXTIMEOUT |
|
|
2389 | MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map); |
|
|
2390 | #endif |
|
|
2391 | play_again (pl); |
|
|
2392 | pl->speed = 0; |
|
|
2393 | update_ob_speed (pl); |
|
|
2394 | } |
|
|
2395 | |
|
|
2396 | /** |
2156 | /** |
2397 | * Handles applying an improve armor scroll. |
2157 | * Handles applying an improve armor scroll. |
2398 | * Does some sanity checks, then calls improve_armour. |
2158 | * Does some sanity checks, then calls improve_armour. |
2399 | */ |
2159 | */ |
2400 | static void |
2160 | static void |
… | |
… | |
2405 | if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) |
2165 | if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) |
2406 | { |
2166 | { |
2407 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); |
2167 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); |
2408 | return; |
2168 | return; |
2409 | } |
2169 | } |
|
|
2170 | |
2410 | armor = find_marked_object (op); |
2171 | armor = find_marked_object (op); |
|
|
2172 | |
2411 | if (!armor) |
2173 | if (!armor) |
2412 | { |
2174 | { |
2413 | new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); |
2175 | new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); |
2414 | return; |
2176 | return; |
2415 | } |
2177 | } |
|
|
2178 | |
2416 | if (armor->type != ARMOUR |
2179 | if (armor->type != ARMOUR |
2417 | && armor->type != CLOAK |
2180 | && armor->type != CLOAK |
2418 | && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) |
2181 | && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) |
2419 | { |
2182 | { |
2420 | new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); |
2183 | new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); |
… | |
… | |
2423 | |
2186 | |
2424 | new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); |
2187 | new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); |
2425 | improve_armour (op, tmp, armor); |
2188 | improve_armour (op, tmp, armor); |
2426 | } |
2189 | } |
2427 | |
2190 | |
2428 | |
|
|
2429 | extern void |
2191 | extern void |
2430 | apply_poison (object *op, object *tmp) |
2192 | apply_poison (object *op, object *tmp) |
2431 | { |
2193 | { |
2432 | if (op->type == PLAYER) |
2194 | if (op->type == PLAYER) |
2433 | { |
2195 | { |
… | |
… | |
2444 | handle_apply_yield (tmp); |
2206 | handle_apply_yield (tmp); |
2445 | decrease_ob (tmp); |
2207 | decrease_ob (tmp); |
2446 | } |
2208 | } |
2447 | |
2209 | |
2448 | /** |
2210 | /** |
2449 | * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. |
2211 | * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. |
2450 | * A valid 2 way exit means: |
2212 | * A valid 2 way exit means: |
2451 | * -You can come back (there is another exit at the other side) |
2213 | * -You can come back (there is another exit at the other side) |
2452 | * -You are |
2214 | * -You are |
2453 | * ° the owner of the exit |
2215 | * ° the owner of the exit |
2454 | * ° or in the same party as the owner |
2216 | * ° or in the same party as the owner |
… | |
… | |
2458 | * survive in the swapping (in fact the whole exit doesn't survive). |
2220 | * survive in the swapping (in fact the whole exit doesn't survive). |
2459 | */ |
2221 | */ |
2460 | int |
2222 | int |
2461 | is_legal_2ways_exit (object *op, object *exit) |
2223 | is_legal_2ways_exit (object *op, object *exit) |
2462 | { |
2224 | { |
2463 | object *tmp; |
|
|
2464 | object *exit_owner; |
|
|
2465 | player *pp; |
|
|
2466 | maptile *exitmap; |
|
|
2467 | |
|
|
2468 | if (exit->stats.exp != 1) |
2225 | if (exit->stats.exp != 1) |
2469 | return 1; /*This is not a 2 way, so it is legal */ |
2226 | return 1; /*This is not a 2 way, so it is legal */ |
|
|
2227 | |
|
|
2228 | #if 0 //TODO |
2470 | if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) |
2229 | if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) |
2471 | return 0; /* This is a reset town portal */ |
2230 | return 0; /* This is a reset town portal */ |
2472 | /* To know if an exit has a correspondant, we look at |
2231 | #endif |
2473 | * all the exits in destination and try to find one with same path as |
2232 | |
2474 | * the current exit's position */ |
2233 | maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); |
2475 | if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) |
2234 | |
2476 | exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE); |
|
|
2477 | else |
|
|
2478 | exitmap = ready_map_name (EXIT_PATH (exit), 0); |
|
|
2479 | if (exitmap) |
2235 | if (exitmap) |
2480 | { |
2236 | { |
|
|
2237 | exitmap->load_sync (); |
|
|
2238 | |
2481 | tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); |
2239 | object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot; |
|
|
2240 | |
2482 | if (!tmp) |
2241 | if (!tmp) |
2483 | return 0; |
2242 | return 0; |
2484 | for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) |
2243 | |
|
|
2244 | for (; tmp; tmp = tmp->above) |
2485 | { |
2245 | { |
2486 | if (tmp->type != EXIT) |
2246 | if (tmp->type != EXIT) |
2487 | continue; /*Not an exit */ |
2247 | continue; /*Not an exit */ |
|
|
2248 | |
2488 | if (!EXIT_PATH (tmp)) |
2249 | if (!EXIT_PATH (tmp)) |
2489 | continue; /*Not a valid exit */ |
2250 | continue; /*Not a valid exit */ |
|
|
2251 | |
2490 | if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) |
2252 | if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) |
2491 | continue; /*Not in the same place */ |
2253 | continue; /*Not in the same place */ |
|
|
2254 | |
2492 | if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) |
2255 | if (exit->map->path != EXIT_PATH (tmp)) |
2493 | continue; /*Not in the same map */ |
2256 | continue; /*Not in the same map */ |
2494 | |
2257 | |
2495 | /* From here we have found the exit is valid. However we do |
2258 | /* From here we have found the exit is valid. However we do |
2496 | * here the check of the exit owner. It is important for the |
2259 | * here the check of the exit owner. It is important for the |
2497 | * town portals to prevent strangers from visiting your appartments |
2260 | * town portals to prevent strangers from visiting your appartments |
2498 | */ |
2261 | */ |
2499 | if (!exit->race) |
2262 | if (!exit->race) |
2500 | return 1; /*No owner, free for all! */ |
2263 | return 1; /*No owner, free for all! */ |
|
|
2264 | |
2501 | exit_owner = NULL; |
2265 | object *exit_owner = 0; |
2502 | for (pp = first_player; pp; pp = pp->next) |
2266 | |
|
|
2267 | for_all_players (pp) |
2503 | { |
2268 | { |
2504 | if (!pp->ob) |
2269 | if (!pp->ob) |
2505 | continue; |
2270 | continue; |
|
|
2271 | |
2506 | if (pp->ob->name != exit->race) |
2272 | if (pp->ob->name != exit->race) |
2507 | continue; |
2273 | continue; |
|
|
2274 | |
2508 | exit_owner = pp->ob; /*We found a player which correspond to the player name */ |
2275 | exit_owner = pp->ob; /*We found a player which correspond to the player name */ |
2509 | break; |
2276 | break; |
2510 | } |
2277 | } |
|
|
2278 | |
2511 | if (!exit_owner) |
2279 | if (!exit_owner) |
2512 | return 0; /* No more owner */ |
2280 | return 0; /* No more owner */ |
|
|
2281 | |
2513 | if (exit_owner->contr == op->contr) |
2282 | if (exit_owner->contr == op->contr) |
2514 | return 1; /*It is your exit */ |
2283 | return 1; /*It is your exit */ |
|
|
2284 | |
2515 | if (exit_owner && /*There is a owner */ |
2285 | if (exit_owner && /*There is a owner */ |
2516 | (op->contr) && /*A player tries to pass */ |
2286 | (op->contr) && /*A player tries to pass */ |
2517 | ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ |
2287 | ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ |
2518 | (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ |
2288 | (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ |
2519 | return 0; |
2289 | return 0; |
|
|
2290 | |
2520 | return 1; |
2291 | return 1; |
2521 | } |
2292 | } |
2522 | } |
2293 | } |
|
|
2294 | |
2523 | return 0; |
2295 | return 0; |
2524 | } |
2296 | } |
2525 | |
|
|
2526 | |
2297 | |
2527 | /** |
2298 | /** |
2528 | * Main apply handler. |
2299 | * Main apply handler. |
2529 | * |
2300 | * |
2530 | * Checks for unpaid items before applying. |
2301 | * Checks for unpaid items before applying. |
… | |
… | |
2538 | * being applied. |
2309 | * being applied. |
2539 | * |
2310 | * |
2540 | * aflag is special (always apply/unapply) flags. Nothing is done with |
2311 | * aflag is special (always apply/unapply) flags. Nothing is done with |
2541 | * them in this function - they are passed to apply_special |
2312 | * them in this function - they are passed to apply_special |
2542 | */ |
2313 | */ |
2543 | |
|
|
2544 | int |
2314 | int |
2545 | manual_apply (object *op, object *tmp, int aflag) |
2315 | manual_apply (object *op, object *tmp, int aflag) |
2546 | { |
2316 | { |
2547 | if (tmp->head) |
2317 | if (tmp->head) |
2548 | tmp = tmp->head; |
2318 | tmp = tmp->head; |
… | |
… | |
2553 | { |
2323 | { |
2554 | new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); |
2324 | new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); |
2555 | return 1; |
2325 | return 1; |
2556 | } |
2326 | } |
2557 | else |
2327 | else |
2558 | { |
|
|
2559 | return 0; /* monsters just skip unpaid items */ |
2328 | return 0; /* monsters just skip unpaid items */ |
2560 | } |
|
|
2561 | } |
2329 | } |
2562 | |
2330 | |
2563 | if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) |
2331 | if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) |
2564 | return RESULT_INT (0); |
2332 | return RESULT_INT (0); |
2565 | |
2333 | |
2566 | switch (tmp->type) |
2334 | switch (tmp->type) |
2567 | { |
2335 | { |
2568 | |
|
|
2569 | case CF_HANDLE: |
2336 | case CF_HANDLE: |
2570 | new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); |
2337 | new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); |
2571 | play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); |
2338 | play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); |
2572 | tmp->value = tmp->value ? 0 : 1; |
2339 | tmp->value = tmp->value ? 0 : 1; |
2573 | SET_ANIMATION (tmp, tmp->value); |
2340 | SET_ANIMATION (tmp, tmp->value); |
… | |
… | |
2580 | { |
2347 | { |
2581 | new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); |
2348 | new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); |
2582 | play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); |
2349 | play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); |
2583 | } |
2350 | } |
2584 | else |
2351 | else |
2585 | { |
|
|
2586 | new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); |
2352 | new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); |
2587 | } |
2353 | |
2588 | return 1; |
2354 | return 1; |
2589 | |
2355 | |
2590 | case EXIT: |
2356 | case EXIT: |
2591 | if (op->type != PLAYER) |
2357 | if (op->type != PLAYER) |
2592 | return 0; |
2358 | return 0; |
|
|
2359 | |
2593 | if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) |
2360 | if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) |
2594 | { |
|
|
2595 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); |
2361 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); |
2596 | } |
|
|
2597 | else |
2362 | else |
2598 | { |
2363 | { |
2599 | /* Don't display messages for random maps. */ |
2364 | /* Don't display messages for random maps. */ |
2600 | if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) |
2365 | if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) |
2601 | new_draw_info (NDI_NAVY, 0, op, tmp->msg); |
2366 | new_draw_info (NDI_NAVY, 0, op, tmp->msg); |
|
|
2367 | |
2602 | enter_exit (op, tmp); |
2368 | op->enter_exit (tmp); |
2603 | } |
2369 | } |
|
|
2370 | |
2604 | return 1; |
2371 | return 1; |
2605 | |
2372 | |
2606 | case SIGN: |
2373 | case SIGN: |
2607 | apply_sign (op, tmp, 0); |
2374 | apply_sign (op, tmp, 0); |
2608 | return 1; |
2375 | return 1; |
… | |
… | |
2612 | { |
2379 | { |
2613 | apply_book (op, tmp); |
2380 | apply_book (op, tmp); |
2614 | return 1; |
2381 | return 1; |
2615 | } |
2382 | } |
2616 | else |
2383 | else |
2617 | { |
|
|
2618 | return 0; |
2384 | return 0; |
2619 | } |
|
|
2620 | |
2385 | |
2621 | case SKILLSCROLL: |
2386 | case SKILLSCROLL: |
2622 | if (op->type == PLAYER) |
2387 | if (op->type == PLAYER) |
2623 | { |
2388 | { |
2624 | apply_skillscroll (op, tmp); |
2389 | apply_skillscroll (op, tmp); |
2625 | return 1; |
2390 | return 1; |
2626 | } |
2391 | } |
|
|
2392 | else |
2627 | return 0; |
2393 | return 0; |
2628 | |
2394 | |
2629 | case SPELLBOOK: |
2395 | case SPELLBOOK: |
2630 | if (op->type == PLAYER) |
2396 | if (op->type == PLAYER) |
2631 | { |
2397 | { |
2632 | apply_spellbook (op, tmp); |
2398 | apply_spellbook (op, tmp); |
2633 | return 1; |
2399 | return 1; |
2634 | } |
2400 | } |
|
|
2401 | else |
2635 | return 0; |
2402 | return 0; |
2636 | |
2403 | |
2637 | case SCROLL: |
2404 | case SCROLL: |
2638 | apply_scroll (op, tmp, 0); |
2405 | apply_scroll (op, tmp, 0); |
2639 | return 1; |
2406 | return 1; |
2640 | |
2407 | |
2641 | case POTION: |
2408 | case POTION: |
2642 | (void) apply_potion (op, tmp); |
2409 | apply_potion (op, tmp); |
2643 | return 1; |
2410 | return 1; |
2644 | |
2411 | |
2645 | /* Eneq(@csd.uu.se): Handle apply on containers. */ |
2412 | /* Eneq(@csd.uu.se): Handle apply on containers. */ |
|
|
2413 | //TODO: remove, as it is unsed? |
2646 | case CLOSE_CON: |
2414 | case CLOSE_CON: |
2647 | if (op->type == PLAYER) |
|
|
2648 | (void) esrv_apply_container (op, tmp->env); |
|
|
2649 | else |
|
|
2650 | (void) apply_container (op, tmp->env); |
2415 | apply_container (op, tmp->env); |
2651 | return 1; |
2416 | return 1; |
2652 | |
2417 | |
2653 | case CONTAINER: |
2418 | case CONTAINER: |
2654 | if (op->type == PLAYER) |
|
|
2655 | (void) esrv_apply_container (op, tmp); |
|
|
2656 | else |
|
|
2657 | (void) apply_container (op, tmp); |
2419 | apply_container (op, tmp); |
2658 | return 1; |
2420 | return 1; |
2659 | |
2421 | |
2660 | case TREASURE: |
2422 | case TREASURE: |
2661 | if (op->type == PLAYER) |
2423 | if (op->type == PLAYER) |
2662 | { |
2424 | { |
2663 | apply_treasure (op, tmp); |
2425 | apply_treasure (op, tmp); |
2664 | return 1; |
2426 | return 1; |
2665 | } |
2427 | } |
2666 | else |
2428 | else |
2667 | { |
|
|
2668 | return 0; |
2429 | return 0; |
2669 | } |
|
|
2670 | |
2430 | |
2671 | case WEAPON: |
2431 | case WEAPON: |
2672 | case ARMOUR: |
2432 | case ARMOUR: |
2673 | case BOOTS: |
2433 | case BOOTS: |
2674 | case GLOVES: |
2434 | case GLOVES: |
… | |
… | |
2687 | case LAMP: |
2447 | case LAMP: |
2688 | case BUILDER: |
2448 | case BUILDER: |
2689 | case SKILL_TOOL: |
2449 | case SKILL_TOOL: |
2690 | if (tmp->env != op) |
2450 | if (tmp->env != op) |
2691 | return 2; /* not in inventory */ |
2451 | return 2; /* not in inventory */ |
|
|
2452 | |
2692 | (void) apply_special (op, tmp, aflag); |
2453 | apply_special (op, tmp, aflag); |
2693 | return 1; |
2454 | return 1; |
2694 | |
2455 | |
2695 | case DRINK: |
2456 | case DRINK: |
2696 | case FOOD: |
2457 | case FOOD: |
2697 | case FLESH: |
2458 | case FLESH: |
… | |
… | |
2701 | case POISON: |
2462 | case POISON: |
2702 | apply_poison (op, tmp); |
2463 | apply_poison (op, tmp); |
2703 | return 1; |
2464 | return 1; |
2704 | |
2465 | |
2705 | case SAVEBED: |
2466 | case SAVEBED: |
2706 | if (op->type == PLAYER) |
|
|
2707 | { |
|
|
2708 | apply_savebed (op); |
|
|
2709 | return 1; |
2467 | return 1; |
2710 | } |
|
|
2711 | else |
|
|
2712 | { |
|
|
2713 | return 0; |
|
|
2714 | } |
|
|
2715 | |
2468 | |
2716 | case ARMOUR_IMPROVER: |
2469 | case ARMOUR_IMPROVER: |
2717 | if (op->type == PLAYER) |
2470 | if (op->type == PLAYER) |
2718 | { |
2471 | { |
2719 | apply_armour_improver (op, tmp); |
2472 | apply_armour_improver (op, tmp); |
2720 | return 1; |
2473 | return 1; |
2721 | } |
2474 | } |
2722 | else |
2475 | else |
2723 | { |
|
|
2724 | return 0; |
2476 | return 0; |
2725 | } |
|
|
2726 | |
2477 | |
2727 | case WEAPON_IMPROVER: |
2478 | case WEAPON_IMPROVER: |
2728 | (void) check_improve_weapon (op, tmp); |
2479 | check_improve_weapon (op, tmp); |
2729 | return 1; |
2480 | return 1; |
2730 | |
2481 | |
2731 | case CLOCK: |
2482 | case CLOCK: |
2732 | if (op->type == PLAYER) |
2483 | if (op->type == PLAYER) |
2733 | { |
2484 | { |
… | |
… | |
2741 | play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); |
2492 | play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); |
2742 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
2493 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
2743 | return 1; |
2494 | return 1; |
2744 | } |
2495 | } |
2745 | else |
2496 | else |
2746 | { |
|
|
2747 | return 0; |
2497 | return 0; |
2748 | } |
|
|
2749 | |
2498 | |
2750 | case MENU: |
2499 | case MENU: |
2751 | if (op->type == PLAYER) |
2500 | if (op->type == PLAYER) |
2752 | { |
2501 | { |
2753 | shop_listing (op); |
2502 | shop_listing (tmp, op); |
2754 | return 1; |
2503 | return 1; |
2755 | } |
2504 | } |
2756 | else |
2505 | else |
2757 | { |
|
|
2758 | return 0; |
2506 | return 0; |
2759 | } |
|
|
2760 | |
2507 | |
2761 | case POWER_CRYSTAL: |
2508 | case POWER_CRYSTAL: |
2762 | apply_power_crystal (op, tmp); /* see egoitem.c */ |
2509 | apply_power_crystal (op, tmp); /* see egoitem.c */ |
2763 | return 1; |
2510 | return 1; |
2764 | |
2511 | |
… | |
… | |
2767 | { |
2514 | { |
2768 | apply_lighter (op, tmp); |
2515 | apply_lighter (op, tmp); |
2769 | return 1; |
2516 | return 1; |
2770 | } |
2517 | } |
2771 | else |
2518 | else |
2772 | { |
|
|
2773 | return 0; |
2519 | return 0; |
2774 | } |
|
|
2775 | |
2520 | |
2776 | case ITEM_TRANSFORMER: |
2521 | case ITEM_TRANSFORMER: |
2777 | apply_item_transformer (op, tmp); |
2522 | apply_item_transformer (op, tmp); |
2778 | return 1; |
2523 | return 1; |
2779 | |
2524 | |
… | |
… | |
2802 | new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); |
2547 | new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); |
2803 | return 0; |
2548 | return 0; |
2804 | } |
2549 | } |
2805 | } |
2550 | } |
2806 | |
2551 | |
2807 | /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if |
|
|
2808 | * applied. |
|
|
2809 | */ |
|
|
2810 | if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ)) |
|
|
2811 | { |
|
|
2812 | play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE); |
|
|
2813 | new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!"); |
|
|
2814 | new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion."); |
|
|
2815 | op->destroy (); |
|
|
2816 | return 1; |
|
|
2817 | } |
|
|
2818 | |
|
|
2819 | pl->contr->last_used = op; |
2552 | pl->contr->last_used = op; |
2820 | |
2553 | |
2821 | tmp = manual_apply (pl, op, aflag); |
2554 | tmp = manual_apply (pl, op, aflag); |
2822 | if (!quiet) |
2555 | if (!quiet) |
2823 | { |
2556 | { |
… | |
… | |
2832 | /** |
2565 | /** |
2833 | * player_apply_below attempts to apply the object 'below' the player. |
2566 | * player_apply_below attempts to apply the object 'below' the player. |
2834 | * If the player has an open container, we use that for below, otherwise |
2567 | * If the player has an open container, we use that for below, otherwise |
2835 | * we use the ground. |
2568 | * we use the ground. |
2836 | */ |
2569 | */ |
2837 | |
|
|
2838 | void |
2570 | void |
2839 | player_apply_below (object *pl) |
2571 | player_apply_below (object *pl) |
2840 | { |
2572 | { |
2841 | object *tmp, *next; |
|
|
2842 | int floors; |
2573 | int floors = 0; |
2843 | |
2574 | |
2844 | /* If using a container, set the starting item to be the top |
2575 | /* If using a container, set the starting item to be the top |
2845 | * item in the container. Otherwise, use the map. |
2576 | * item in the container. Otherwise, use the map. |
2846 | */ |
|
|
2847 | tmp = (pl->container != NULL) ? pl->container->inv : pl->below; |
|
|
2848 | |
|
|
2849 | /* This is perhaps more complicated. However, I want to make sure that |
2577 | * This is perhaps more complicated. However, I want to make sure that |
2850 | * we don't use a corrupt pointer for the next object, so we get the |
2578 | * we don't use a corrupt pointer for the next object, so we get the |
2851 | * next object in the stack before applying. This is can only be a |
2579 | * next object in the stack before applying. This is can only be a |
2852 | * problem if player_apply() has a bug in that it uses the object but does |
2580 | * problem if player_apply() has a bug in that it uses the object but does |
2853 | * not return a proper value. |
2581 | * not return a proper value. |
2854 | */ |
2582 | */ |
2855 | for (floors = 0; tmp != NULL; tmp = next) |
2583 | for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next) |
2856 | { |
2584 | { |
2857 | next = tmp->below; |
2585 | next = tmp->below; |
|
|
2586 | |
2858 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
2587 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
2859 | floors++; |
2588 | floors++; |
2860 | else if (floors > 0) |
2589 | else if (floors > 0) |
2861 | return; /* process only floor objects after first floor object */ |
2590 | return; /* process only floor objects after first floor object */ |
2862 | |
2591 | |
… | |
… | |
2882 | * to keep the size of apply_special to a more managable size. |
2611 | * to keep the size of apply_special to a more managable size. |
2883 | */ |
2612 | */ |
2884 | static int |
2613 | static int |
2885 | unapply_special (object *who, object *op, int aflags) |
2614 | unapply_special (object *who, object *op, int aflags) |
2886 | { |
2615 | { |
2887 | if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) |
2616 | if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) |
|
|
2617 | || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) |
2888 | return RESULT_INT (0); |
2618 | return RESULT_INT (0); |
2889 | |
2619 | |
2890 | object *tmp2; |
|
|
2891 | |
|
|
2892 | CLEAR_FLAG (op, FLAG_APPLIED); |
2620 | CLEAR_FLAG (op, FLAG_APPLIED); |
|
|
2621 | |
2893 | switch (op->type) |
2622 | switch (op->type) |
2894 | { |
2623 | { |
|
|
2624 | case SKILL_TOOL: |
|
|
2625 | // unapplying a skill tool should also unapply the skill it governs |
|
|
2626 | // but this is hard, as it shouldn't do so when the skill can |
|
|
2627 | // be used for other reasons |
|
|
2628 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
2629 | if (tmp->skill == op->skill |
|
|
2630 | && tmp->type == SKILL |
|
|
2631 | && tmp->flag [FLAG_APPLIED] |
|
|
2632 | && !tmp->flag [FLAG_CAN_USE_SKILL]) |
|
|
2633 | unapply_special (who, tmp, 0); |
|
|
2634 | |
|
|
2635 | change_abil (who, op); |
|
|
2636 | break; |
|
|
2637 | |
2895 | case WEAPON: |
2638 | case WEAPON: |
|
|
2639 | if (player *pl = who->contr) |
|
|
2640 | if (op == pl->combat_ob) |
|
|
2641 | { |
|
|
2642 | pl->combat_ob = 0; |
|
|
2643 | who->change_weapon (pl->ranged_ob); |
|
|
2644 | } |
|
|
2645 | |
2896 | new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); |
2646 | new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); |
2897 | |
2647 | |
2898 | (void) change_abil (who, op); |
2648 | change_abil (who, op); |
2899 | if (QUERY_FLAG (who, FLAG_READY_WEAPON)) |
|
|
2900 | CLEAR_FLAG (who, FLAG_READY_WEAPON); |
2649 | CLEAR_FLAG (who, FLAG_READY_WEAPON); |
2901 | clear_skill (who); |
|
|
2902 | break; |
2650 | break; |
2903 | |
2651 | |
2904 | case SKILL: /* allows objects to impart skills */ |
|
|
2905 | case SKILL_TOOL: |
2652 | case SKILL: |
2906 | if (op != who->chosen_skill) |
2653 | if (who->contr) |
2907 | { |
2654 | { |
2908 | LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); |
2655 | if (!op->invisible) |
|
|
2656 | new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); |
|
|
2657 | else |
|
|
2658 | new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); |
2909 | } |
2659 | } |
2910 | if (who->type == PLAYER) |
2660 | |
2911 | { |
|
|
2912 | if (who->contr->shoottype == range_skill) |
|
|
2913 | who->contr->shoottype = range_none; |
|
|
2914 | if (!op->invisible) |
|
|
2915 | { |
|
|
2916 | new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); |
|
|
2917 | } |
|
|
2918 | else |
|
|
2919 | { |
|
|
2920 | new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); |
|
|
2921 | } |
|
|
2922 | } |
|
|
2923 | (void) change_abil (who, op); |
2661 | change_abil (who, op); |
2924 | who->chosen_skill = NULL; |
|
|
2925 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
2662 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
2926 | break; |
2663 | break; |
2927 | |
2664 | |
2928 | case ARMOUR: |
2665 | case ARMOUR: |
2929 | case HELMET: |
2666 | case HELMET: |
… | |
… | |
2934 | case AMULET: |
2671 | case AMULET: |
2935 | case GIRDLE: |
2672 | case GIRDLE: |
2936 | case BRACERS: |
2673 | case BRACERS: |
2937 | case CLOAK: |
2674 | case CLOAK: |
2938 | new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); |
2675 | new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); |
2939 | (void) change_abil (who, op); |
2676 | change_abil (who, op); |
2940 | break; |
2677 | break; |
|
|
2678 | |
2941 | case LAMP: |
2679 | case LAMP: |
|
|
2680 | { |
2942 | new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); |
2681 | new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); |
|
|
2682 | |
2943 | tmp2 = arch_to_object (op->other_arch); |
2683 | object *tmp2 = arch_to_object (op->other_arch); |
2944 | tmp2->x = op->x; |
2684 | tmp2->x = op->x; |
2945 | tmp2->y = op->y; |
2685 | tmp2->y = op->y; |
2946 | tmp2->map = op->map; |
2686 | tmp2->map = op->map; |
2947 | tmp2->below = op->below; |
2687 | tmp2->below = op->below; |
2948 | tmp2->above = op->above; |
2688 | tmp2->above = op->above; |
2949 | tmp2->stats.food = op->stats.food; |
2689 | tmp2->stats.food = op->stats.food; |
2950 | CLEAR_FLAG (tmp2, FLAG_APPLIED); |
2690 | CLEAR_FLAG (tmp2, FLAG_APPLIED); |
2951 | |
2691 | |
2952 | if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
2692 | if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
2953 | SET_FLAG (tmp2, FLAG_INV_LOCKED); |
2693 | SET_FLAG (tmp2, FLAG_INV_LOCKED); |
2954 | |
2694 | |
2955 | if (who->type == PLAYER) |
2695 | if (who->contr) |
2956 | esrv_del_item (who->contr, op->count); |
2696 | esrv_del_item (who->contr, op->count); |
2957 | |
2697 | |
2958 | op->destroy (); |
2698 | op->destroy (); |
2959 | insert_ob_in_ob (tmp2, who); |
2699 | insert_ob_in_ob (tmp2, who); |
2960 | fix_player (who); |
2700 | who->update_stats (); |
|
|
2701 | |
2961 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
2702 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
2962 | { |
2703 | { |
2963 | if (who->type == PLAYER) |
2704 | if (who->contr) |
2964 | { |
2705 | { |
2965 | new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); |
2706 | new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); |
2966 | SET_FLAG (tmp2, FLAG_KNOWN_CURSED); |
2707 | SET_FLAG (tmp2, FLAG_KNOWN_CURSED); |
2967 | } |
2708 | } |
2968 | } |
2709 | } |
2969 | if (who->type == PLAYER) |
2710 | |
|
|
2711 | if (who->contr) |
2970 | esrv_send_item (who, tmp2); |
2712 | esrv_send_item (who, tmp2); |
|
|
2713 | } |
|
|
2714 | |
2971 | return 1; /* otherwise, an attempt to drop causes problems */ |
2715 | return 1; /* otherwise, an attempt to drop causes problems */ |
2972 | break; |
2716 | |
2973 | case BOW: |
2717 | case BOW: |
2974 | case WAND: |
2718 | case WAND: |
2975 | case ROD: |
2719 | case ROD: |
2976 | case HORN: |
2720 | case HORN: |
2977 | clear_skill (who); |
2721 | if (player *pl = who->contr) |
2978 | new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); |
|
|
2979 | if (who->type == PLAYER) |
|
|
2980 | { |
2722 | { |
2981 | who->contr->shoottype = range_none; |
2723 | if (op == pl->ranged_ob) |
|
|
2724 | { |
|
|
2725 | pl->ranged_ob = 0; |
|
|
2726 | who->change_weapon (pl->combat_ob); |
|
|
2727 | } |
|
|
2728 | |
|
|
2729 | new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); |
2982 | } |
2730 | } |
2983 | else |
2731 | else |
2984 | { |
2732 | { |
|
|
2733 | who->change_skill (0); |
|
|
2734 | |
2985 | if (op->type == BOW) |
2735 | if (op->type == BOW) |
2986 | CLEAR_FLAG (who, FLAG_READY_BOW); |
2736 | CLEAR_FLAG (who, FLAG_READY_BOW); |
2987 | else |
2737 | else |
2988 | CLEAR_FLAG (who, FLAG_READY_RANGE); |
2738 | CLEAR_FLAG (who, FLAG_READY_RANGE); |
2989 | } |
2739 | } |
|
|
2740 | |
2990 | break; |
2741 | break; |
2991 | |
2742 | |
2992 | case BUILDER: |
2743 | case BUILDER: |
|
|
2744 | if (who->contr) |
2993 | new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); |
2745 | new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); |
2994 | who->contr->shoottype = range_none; |
|
|
2995 | who->contr->ranges[range_builder] = NULL; |
|
|
2996 | break; |
2746 | break; |
2997 | |
2747 | |
2998 | default: |
2748 | default: |
2999 | new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); |
2749 | new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); |
3000 | break; |
2750 | break; |
3001 | } |
2751 | } |
3002 | |
2752 | |
3003 | fix_player (who); |
2753 | who->update_stats (); |
3004 | |
2754 | |
3005 | if (!(aflags & AP_NO_MERGE)) |
2755 | if (!(aflags & AP_NO_MERGE)) |
3006 | { |
2756 | { |
3007 | object *tmp; |
|
|
3008 | |
|
|
3009 | tmp = merge_ob (op, NULL); |
2757 | object *tmp = merge_ob (op, 0); |
3010 | if (who->type == PLAYER) |
2758 | |
|
|
2759 | if (who->contr) |
3011 | { |
2760 | { |
3012 | if (tmp) |
2761 | if (tmp) |
3013 | { /* it was merged */ |
2762 | { /* it was merged */ |
3014 | esrv_del_item (who->contr, op->count); |
2763 | esrv_del_item (who->contr, op->count); |
3015 | op = tmp; |
2764 | op = tmp; |
3016 | } |
2765 | } |
3017 | |
2766 | |
3018 | esrv_send_item (who, op); |
2767 | esrv_send_item (who, op); |
3019 | } |
2768 | } |
3020 | } |
2769 | } |
|
|
2770 | |
3021 | return 0; |
2771 | return 0; |
3022 | } |
2772 | } |
3023 | |
2773 | |
3024 | /** |
2774 | /** |
3025 | * Returns the object that is using location 'loc'. |
2775 | * Returns the object that is using location 'loc'. |
3026 | * Note that 'start' is the first object to start examing - we |
2776 | * Note that 'start' is the first object to start examing - we |
3027 | * then go through the below of this. In this way, you can do |
2777 | * then go through the below of this. In this way, you can do |
3028 | * something like: |
2778 | * something like: |
3029 | * tmp = get_item_from_body_location(who->inv, 1); |
2779 | * tmp = get_next_item_from_body_location(who->inv, 1); |
3030 | * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); |
2780 | * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1); |
3031 | * to find the second object that may use this location, etc. |
2781 | * to find the second object that may use this location, etc. |
3032 | * Returns NULL if no match is found. |
2782 | * Returns NULL if no match is found. |
3033 | * loc is the index into the array we are looking for a match. |
2783 | * loc is the index into the array we are looking for a match. |
3034 | * don't return invisible objects unless they are skill objects |
2784 | * don't return invisible objects unless they are skill objects |
3035 | * invisible other objects that use |
2785 | * invisible other objects that use |
3036 | * up body locations can be used as restrictions. |
2786 | * up body locations can be used as restrictions. |
3037 | */ |
2787 | */ |
3038 | object * |
2788 | static object * |
3039 | get_item_from_body_location (object *start, int loc) |
2789 | get_next_item_from_body_location (int loc, object *start) |
3040 | { |
2790 | { |
3041 | object *tmp; |
|
|
3042 | |
|
|
3043 | if (!start) |
|
|
3044 | return NULL; |
|
|
3045 | |
|
|
3046 | for (tmp = start; tmp; tmp = tmp->below) |
2791 | for (object *tmp = start; tmp; tmp = tmp->below) |
3047 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) |
2792 | if (tmp->flag [FLAG_APPLIED] |
|
|
2793 | && tmp->slot[loc].info |
|
|
2794 | && (!tmp->invisible || tmp->type == SKILL)) |
3048 | return tmp; |
2795 | return tmp; |
3049 | |
2796 | |
3050 | return NULL; |
2797 | return 0; |
3051 | } |
2798 | } |
3052 | |
|
|
3053 | |
|
|
3054 | |
2799 | |
3055 | /** |
2800 | /** |
3056 | * 'op' wants to apply an object, but can't because of other equipment. |
2801 | * 'op' wants to apply an object, but can't because of other equipment. |
3057 | * This should only be called when it is known |
2802 | * This should only be called when it is known |
3058 | * that there are objects to unapply. This makes pretty heavy |
2803 | * that there are objects to unapply. This makes pretty heavy |
… | |
… | |
3064 | * another function that does just that. |
2809 | * another function that does just that. |
3065 | */ |
2810 | */ |
3066 | int |
2811 | int |
3067 | unapply_for_ob (object *who, object *op, int aflags) |
2812 | unapply_for_ob (object *who, object *op, int aflags) |
3068 | { |
2813 | { |
3069 | int i; |
2814 | if (op->is_range ()) |
3070 | object *tmp = NULL, *last; |
|
|
3071 | |
|
|
3072 | /* If we are applying a shield or weapon, unapply any equipped shield |
|
|
3073 | * or weapons first - only allowed to use one weapon/shield at a time. |
|
|
3074 | */ |
|
|
3075 | if (op->type == WEAPON || op->type == SHIELD) |
|
|
3076 | { |
|
|
3077 | for (tmp = who->inv; tmp; tmp = tmp->below) |
2815 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
3078 | { |
|
|
3079 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) |
2816 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) |
3080 | { |
|
|
3081 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) |
2817 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) |
3082 | { |
2818 | { |
3083 | if (aflags & AP_PRINT) |
2819 | if (aflags & AP_PRINT) |
3084 | new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); |
2820 | new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); |
3085 | else |
2821 | else |
3086 | unapply_special (who, tmp, aflags); |
2822 | unapply_special (who, tmp, aflags); |
3087 | } |
2823 | } |
3088 | else |
2824 | else |
3089 | { |
2825 | { |
3090 | /* In this case, we want to try and remove a cursed item. |
2826 | /* In this case, we want to try and remove a cursed item. |
3091 | * While we know it won't work, we want unapply_special to |
2827 | * While we know it won't work, we want unapply_special to |
3092 | * at least generate the message. |
2828 | * at least generate the message. |
3093 | */ |
2829 | */ |
3094 | new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); |
2830 | new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp)); |
3095 | return 1; |
2831 | return 1; |
3096 | } |
|
|
3097 | |
|
|
3098 | } |
2832 | } |
3099 | } |
|
|
3100 | } |
|
|
3101 | |
2833 | |
3102 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
2834 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
3103 | { |
2835 | { |
3104 | /* this used up a slot that we need to free */ |
2836 | /* this used up a slot that we need to free */ |
3105 | if (op->body_info[i]) |
2837 | if (op->slot[i].info) |
3106 | { |
2838 | { |
3107 | last = who->inv; |
2839 | object *last = who->inv; |
3108 | |
2840 | |
3109 | /* We do a while loop - may need to remove several items in order |
2841 | /* We do a while loop - may need to remove several items in order |
3110 | * to free up enough slots. |
2842 | * to free up enough slots. |
3111 | */ |
2843 | */ |
3112 | while ((who->body_used[i] + op->body_info[i]) < 0) |
2844 | while ((who->slot[i].used + op->slot[i].info) < 0) |
3113 | { |
2845 | { |
3114 | tmp = get_item_from_body_location (last, i); |
2846 | object *tmp = get_next_item_from_body_location (i, last); |
|
|
2847 | |
3115 | if (!tmp) |
2848 | if (!tmp) |
3116 | { |
2849 | { |
3117 | #if 0 |
2850 | #if 0 |
3118 | /* Not a bug - we'll get this if the player has cursed items |
2851 | /* Not a bug - we'll get this if the player has cursed items |
3119 | * equipped. |
2852 | * equipped. |
3120 | */ |
2853 | */ |
3121 | LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); |
2854 | LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); |
3122 | #endif |
2855 | #endif |
3123 | return 1; |
2856 | return 1; |
3124 | } |
2857 | } |
|
|
2858 | |
3125 | /* If we are just printing, we don't care about cursed status */ |
2859 | /* If we are just printing, we don't care about cursed status */ |
3126 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) |
2860 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) |
3127 | { |
2861 | { |
3128 | if (aflags & AP_PRINT) |
2862 | if (aflags & AP_PRINT) |
3129 | new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); |
2863 | new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); |
… | |
… | |
3137 | * so it may not be critical (eg, putting on a ring and you have |
2871 | * so it may not be critical (eg, putting on a ring and you have |
3138 | * one cursed ring.) |
2872 | * one cursed ring.) |
3139 | */ |
2873 | */ |
3140 | new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); |
2874 | new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); |
3141 | } |
2875 | } |
|
|
2876 | |
3142 | last = tmp->below; |
2877 | last = tmp->below; |
3143 | } |
2878 | } |
3144 | /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the |
2879 | /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the |
3145 | * return in the !tmp would have kicked in. |
2880 | * return in the !tmp would have kicked in. |
3146 | */ |
2881 | */ |
3147 | } /* if op is using this body location */ |
2882 | } /* if op is using this body location */ |
3148 | } /* for body lcoations */ |
2883 | } /* for body lcoations */ |
|
|
2884 | |
3149 | return 0; |
2885 | return 0; |
3150 | } |
2886 | } |
3151 | |
2887 | |
3152 | /** |
2888 | /** |
3153 | * Checks to see if 'who' can apply object 'op'. |
2889 | * Checks to see if 'who' can apply object 'op'. |
3154 | * Returns 0 if apply can be done without anything special. |
2890 | * Returns 0 if apply can be done without anything special. |
3155 | * Otherwise returns a bitmask - potentially several of these may be |
2891 | * Otherwise returns a bitmask - potentially several of these may be |
3156 | * set, but largely depends on circumstance - in the future, processing |
2892 | * set, but largely depends on circumstance - in the future, processing |
3157 | * may be pruned once we know some status (eg, once CAN_APPLY_NEVER |
2893 | * may be pruned once we know some status (eg, once CAN_APPLY_NEVER |
3158 | * is set, do we really are what the other flags may be?) |
2894 | * is set, do we really care what the other flags may be?) |
3159 | * |
2895 | * |
3160 | * See include/define.h for detailed description of the meaning of |
2896 | * See include/define.h for detailed description of the meaning of |
3161 | * these return values. |
2897 | * these return values. |
3162 | */ |
2898 | */ |
3163 | int |
2899 | int |
3164 | can_apply_object (object *who, object *op) |
2900 | can_apply_object (object *who, object *op) |
3165 | { |
2901 | { |
3166 | if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) |
2902 | if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) |
3167 | return RESULT_INT (0); |
2903 | return RESULT_INT (0); |
3168 | |
2904 | |
3169 | int i, retval = 0; |
2905 | int retval = 0; |
3170 | object *tmp = NULL, *ws = NULL; |
2906 | object *tmp = 0, *ws = 0; |
3171 | |
2907 | |
3172 | /* Players have 2 'arm's, so they could in theory equip 2 shields or |
2908 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
3173 | * 2 weapons, but we don't want to let them do that. So if they are |
|
|
3174 | * trying to equip a weapon or shield, see if they already have one |
|
|
3175 | * in place and store that way. |
|
|
3176 | */ |
|
|
3177 | if (op->type == WEAPON || op->type == SHIELD) |
|
|
3178 | { |
2909 | { |
3179 | for (tmp = who->inv; tmp && !ws; tmp = tmp->below) |
2910 | if (op->slot[i].info) |
3180 | { |
2911 | { |
3181 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) |
2912 | /* Item uses more slots than we have */ |
|
|
2913 | if (who->slot[i].info + op->slot [i].info < 0) |
3182 | { |
2914 | { |
3183 | retval = CAN_APPLY_UNAPPLY; |
|
|
3184 | ws = tmp; |
|
|
3185 | } |
|
|
3186 | } |
|
|
3187 | } |
|
|
3188 | |
|
|
3189 | |
|
|
3190 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
|
|
3191 | { |
|
|
3192 | if (op->body_info[i]) |
|
|
3193 | { |
|
|
3194 | /* Item uses more slots than we have */ |
|
|
3195 | if (FABS (op->body_info[i]) > who->body_info[i]) |
|
|
3196 | { |
|
|
3197 | /* Could return now for efficiently - rest of info below isn' |
2915 | /* Could return now for efficiency - rest of info below isn't |
3198 | * really needed. |
2916 | * really needed. |
3199 | */ |
2917 | */ |
3200 | retval |= CAN_APPLY_NEVER; |
2918 | retval |= CAN_APPLY_NEVER; |
3201 | } |
2919 | } |
3202 | else if ((who->body_used[i] + op->body_info[i]) < 0) |
2920 | else if (who->slot[i].used + op->slot[i].info < 0) |
3203 | { |
2921 | { |
3204 | /* in this case, equipping this would use more free spots than |
2922 | /* in this case, equipping this would use more free spots than |
3205 | * we have. |
2923 | * we have. |
3206 | */ |
2924 | */ |
3207 | object *tmp1; |
|
|
3208 | |
|
|
3209 | |
2925 | |
3210 | /* if we have an applied weapon/shield, and unapply it would free |
2926 | /* if we have an applied weapon/shield, and unapply it would free |
3211 | * enough slots to equip the new item, then just set this can |
2927 | * enough slots to equip the new item, then just set "can |
3212 | * continue. We don't care about the logic below - if you have |
2928 | * apply unapply". We don't care about the logic below - if you have a |
3213 | * shield equipped and try to equip another shield, there is only |
2929 | * shield equipped and try to equip another shield, there is only |
3214 | * one choice. However, the check for the number of body locations |
2930 | * one choice. However, the check for the number of body locations |
3215 | * does take into the account cases where what is being applied |
2931 | * does take into the account cases where what is being applied |
3216 | * may be two handed for example. |
2932 | * may be two handed for example. |
3217 | */ |
2933 | */ |
3218 | if (ws) |
2934 | if (ws) |
3219 | { |
2935 | if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0) |
3220 | if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0) |
|
|
3221 | { |
2936 | { |
3222 | retval |= CAN_APPLY_UNAPPLY; |
2937 | retval |= CAN_APPLY_UNAPPLY; |
3223 | continue; |
2938 | continue; |
3224 | } |
2939 | } |
3225 | } |
|
|
3226 | |
2940 | |
3227 | tmp1 = get_item_from_body_location (who->inv, i); |
2941 | object *tmp1 = get_next_item_from_body_location (i, who->inv); |
3228 | if (!tmp1) |
2942 | if (!tmp1) |
3229 | { |
2943 | { |
3230 | #if 0 |
2944 | #if 0 |
3231 | /* This is sort of an error, but happens a lot when old players |
2945 | /* This is sort of an error, but happens a lot when old players |
3232 | * join in with more stuff equipped than they are now allowed. |
2946 | * join in with more stuff equipped than they are now allowed. |
… | |
… | |
3240 | /* need to unapply something. However, if this something |
2954 | /* need to unapply something. However, if this something |
3241 | * is different than we had found before, it means they need |
2955 | * is different than we had found before, it means they need |
3242 | * to apply multiple objects |
2956 | * to apply multiple objects |
3243 | */ |
2957 | */ |
3244 | retval |= CAN_APPLY_UNAPPLY; |
2958 | retval |= CAN_APPLY_UNAPPLY; |
|
|
2959 | |
3245 | if (!tmp) |
2960 | if (!tmp) |
3246 | tmp = tmp1; |
2961 | tmp = tmp1; |
3247 | else if (tmp != tmp1) |
2962 | else if (tmp != tmp1) |
3248 | { |
|
|
3249 | retval |= CAN_APPLY_UNAPPLY_MULT; |
2963 | retval |= CAN_APPLY_UNAPPLY_MULT; |
3250 | } |
2964 | |
3251 | /* This object isn't using up all the slots, so there must |
2965 | /* This object isn't using up all the slots, so there must |
3252 | * be another. If so, and it the new item doesn't need all |
2966 | * be another. If so, and it the new item doesn't need all |
3253 | * the slots, the player then has a choice. |
2967 | * the slots, the player then has a choice. |
3254 | */ |
2968 | */ |
3255 | if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) |
2969 | if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info) |
|
|
2970 | && abs (op->slot[i].info) < who->slot[i].info) |
3256 | retval |= CAN_APPLY_UNAPPLY_CHOICE; |
2971 | retval |= CAN_APPLY_UNAPPLY_CHOICE; |
3257 | |
2972 | |
3258 | /* Does unequippint 'tmp1' free up enough slots for this to be |
2973 | /* Does unequippint 'tmp1' free up enough slots for this to be |
3259 | * equipped? If not, there must be something else to unapply. |
2974 | * equipped? If not, there must be something else to unapply. |
3260 | */ |
2975 | */ |
3261 | if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) |
2976 | if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info) |
3262 | retval |= CAN_APPLY_UNAPPLY_MULT; |
2977 | retval |= CAN_APPLY_UNAPPLY_MULT; |
3263 | |
|
|
3264 | } |
2978 | } |
3265 | } /* if not enough free slots */ |
2979 | } /* if not enough free slots */ |
3266 | } /* if this object uses location i */ |
2980 | } /* if this object uses location i */ |
3267 | } /* for i -> num_body_locations loop */ |
2981 | } /* for i -> num_body_locations loop */ |
3268 | |
2982 | |
… | |
… | |
3273 | * and weapons all use the same slot. Similar for horn/rod/wand - they |
2987 | * and weapons all use the same slot. Similar for horn/rod/wand - they |
3274 | * all use the same location. |
2988 | * all use the same location. |
3275 | */ |
2989 | */ |
3276 | if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) |
2990 | if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) |
3277 | retval |= CAN_APPLY_RESTRICTION; |
2991 | retval |= CAN_APPLY_RESTRICTION; |
|
|
2992 | |
3278 | if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) |
2993 | if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) |
3279 | retval |= CAN_APPLY_RESTRICTION; |
2994 | retval |= CAN_APPLY_RESTRICTION; |
3280 | |
2995 | |
3281 | |
|
|
3282 | if (who->type != PLAYER) |
2996 | if (who->type != PLAYER) |
3283 | { |
2997 | { |
3284 | if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) |
2998 | if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) |
3285 | retval |= CAN_APPLY_RESTRICTION; |
2999 | retval |= CAN_APPLY_RESTRICTION; |
|
|
3000 | |
3286 | if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) |
3001 | if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) |
3287 | retval |= CAN_APPLY_RESTRICTION; |
3002 | retval |= CAN_APPLY_RESTRICTION; |
|
|
3003 | |
3288 | if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) |
3004 | if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) |
3289 | retval |= CAN_APPLY_RESTRICTION; |
3005 | retval |= CAN_APPLY_RESTRICTION; |
|
|
3006 | |
3290 | if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) |
3007 | if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) |
3291 | retval |= CAN_APPLY_RESTRICTION; |
3008 | retval |= CAN_APPLY_RESTRICTION; |
3292 | } |
3009 | } |
|
|
3010 | |
3293 | return retval; |
3011 | return retval; |
3294 | } |
3012 | } |
3295 | |
|
|
3296 | |
|
|
3297 | |
3013 | |
3298 | /** |
3014 | /** |
3299 | * who is the object using the object. It can be a monster. |
3015 | * who is the object using the object. It can be a monster. |
3300 | * op is the object they are using. op is an equipment type item, |
3016 | * op is the object they are using. op is an equipment type item, |
3301 | * eg, one which you put on and keep on for a while, and not something |
3017 | * eg, one which you put on and keep on for a while, and not something |
… | |
… | |
3310 | * AP_UNAPPLY=always unapply). |
3026 | * AP_UNAPPLY=always unapply). |
3311 | * |
3027 | * |
3312 | * Optional flags: |
3028 | * Optional flags: |
3313 | * AP_NO_MERGE: don't merge an unapplied object with other objects |
3029 | * AP_NO_MERGE: don't merge an unapplied object with other objects |
3314 | * AP_IGNORE_CURSE: unapply cursed items |
3030 | * AP_IGNORE_CURSE: unapply cursed items |
|
|
3031 | * AP_NO_READY: do not ready skills when applying skill tools |
3315 | * |
3032 | * |
3316 | * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) |
3033 | * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) |
3317 | * |
3034 | * |
3318 | * apply_special() doesn't check for unpaid items. |
3035 | * apply_special() doesn't check for unpaid items. |
3319 | */ |
3036 | */ |
3320 | int |
3037 | int |
3321 | apply_special (object *who, object *op, int aflags) |
3038 | apply_special (object *who, object *op, int aflags) |
3322 | { |
3039 | { |
3323 | int basic_flag = aflags & AP_BASIC_FLAGS; |
3040 | int basic_flag = aflags & AP_BASIC_FLAGS; |
3324 | object *tmp, *tmp2, *skop = NULL; |
3041 | object *tmp, *tmp2, *skop = NULL; |
3325 | int i; |
|
|
3326 | |
3042 | |
3327 | if (who == NULL) |
3043 | if (who == NULL) |
3328 | { |
3044 | { |
3329 | LOG (llevError, "apply_special() from object without environment.\n"); |
3045 | LOG (llevError, "apply_special() from object without environment.\n"); |
3330 | return 1; |
3046 | return 1; |
… | |
… | |
3340 | if (basic_flag == AP_APPLY) |
3056 | if (basic_flag == AP_APPLY) |
3341 | return 0; |
3057 | return 0; |
3342 | |
3058 | |
3343 | if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) |
3059 | if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) |
3344 | { |
3060 | { |
3345 | new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); |
3061 | new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op)); |
3346 | return 1; |
3062 | return 1; |
3347 | } |
3063 | } |
|
|
3064 | |
3348 | return unapply_special (who, op, aflags); |
3065 | return unapply_special (who, op, aflags); |
3349 | } |
3066 | } |
3350 | |
3067 | |
3351 | if (basic_flag == AP_UNAPPLY) |
3068 | if (basic_flag == AP_UNAPPLY) |
3352 | return 0; |
3069 | return 0; |
3353 | |
3070 | |
3354 | i = can_apply_object (who, op); |
3071 | // if the item is combat/ranged, wield the relevant slot first |
|
|
3072 | // to resolve conflicts. |
|
|
3073 | if (player *pl = who->contr) |
|
|
3074 | switch (op->slottype ()) |
|
|
3075 | { |
|
|
3076 | case slot_combat: who->change_weapon (pl->combat_ob); break; |
|
|
3077 | case slot_ranged: who->change_weapon (pl->ranged_ob); break; |
|
|
3078 | } |
|
|
3079 | |
|
|
3080 | splay (op); |
3355 | |
3081 | |
3356 | /* Can't just apply this object. Lets see what not and what to do */ |
3082 | /* Can't just apply this object. Lets see what not and what to do */ |
3357 | if (i) |
3083 | if (int i = can_apply_object (who, op)) |
3358 | { |
3084 | { |
3359 | if (i & CAN_APPLY_NEVER) |
3085 | if (i & CAN_APPLY_NEVER) |
3360 | { |
3086 | { |
3361 | new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); |
3087 | new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); |
3362 | return 1; |
3088 | return 1; |
… | |
… | |
3364 | else if (i & CAN_APPLY_RESTRICTION) |
3090 | else if (i & CAN_APPLY_RESTRICTION) |
3365 | { |
3091 | { |
3366 | new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); |
3092 | new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); |
3367 | return 1; |
3093 | return 1; |
3368 | } |
3094 | } |
|
|
3095 | |
3369 | if (who->type != PLAYER) |
3096 | if (who->type != PLAYER) |
3370 | { |
3097 | { |
3371 | /* Some error, so don't try to equip something more */ |
3098 | /* Some error, so don't try to equip something more */ |
3372 | if (unapply_for_ob (who, op, aflags)) |
3099 | if (unapply_for_ob (who, op, aflags)) |
3373 | return 1; |
3100 | return 1; |
3374 | } |
3101 | } |
3375 | else |
3102 | else |
3376 | { |
3103 | { |
3377 | if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) |
3104 | if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) |
3378 | { |
3105 | { |
3379 | new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); |
3106 | new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); |
3380 | unapply_for_ob (who, op, AP_PRINT); |
3107 | unapply_for_ob (who, op, AP_PRINT); |
3381 | return 1; |
3108 | return 1; |
3382 | } |
3109 | } |
3383 | else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) |
3110 | else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) |
3384 | { |
|
|
3385 | i = unapply_for_ob (who, op, aflags); |
3111 | if (unapply_for_ob (who, op, aflags)) |
3386 | if (i) |
|
|
3387 | return 1; |
3112 | return 1; |
3388 | } |
3113 | } |
3389 | } |
|
|
3390 | } |
3114 | } |
|
|
3115 | |
3391 | if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) |
3116 | if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) |
3392 | { |
3117 | { |
3393 | skop = find_skill_by_name (who, op->skill); |
3118 | skop = find_skill_by_name (who, op->skill); |
|
|
3119 | |
3394 | if (!skop) |
3120 | if (!skop) |
3395 | { |
3121 | { |
3396 | new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); |
3122 | new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); |
3397 | return 1; |
3123 | return 1; |
3398 | } |
3124 | } |
3399 | else |
3125 | else |
3400 | { |
|
|
3401 | /* While experience will be credited properly, we want to change the |
3126 | /* While experience will be credited properly, we want to change the |
3402 | * skill so that the dam and wc get updated |
3127 | * skill so that the dam and wc get updated |
3403 | */ |
3128 | */ |
3404 | change_skill (who, skop, 0); |
3129 | who->change_skill (skop); |
3405 | } |
|
|
3406 | } |
|
|
3407 | |
|
|
3408 | if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) |
|
|
3409 | { |
3130 | } |
3410 | new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); |
3131 | |
|
|
3132 | if (who->type == PLAYER |
|
|
3133 | && op->item_power |
|
|
3134 | && op->item_power + who->contr->item_power > settings.item_power_factor * who->level) |
|
|
3135 | { |
|
|
3136 | new_draw_info (NDI_UNIQUE, 0, who, |
|
|
3137 | "Equipping that combined with other items would consume your soul! " |
|
|
3138 | "[use the skills command to check your available item power]"); |
3411 | return 1; |
3139 | return 1; |
3412 | } |
3140 | } |
3413 | |
|
|
3414 | |
3141 | |
3415 | /* Ok. We are now at the state where we can apply the new object. |
3142 | /* Ok. We are now at the state where we can apply the new object. |
3416 | * Note that we don't have the checks for can_use_... |
3143 | * Note that we don't have the checks for can_use_... |
3417 | * below - that is already taken care of by can_apply_object. |
3144 | * below - that is already taken care of by can_apply_object. |
3418 | */ |
3145 | */ |
3419 | |
|
|
3420 | |
|
|
3421 | if (op->nrof > 1) |
3146 | if (op->nrof > 1) |
3422 | tmp = get_split_ob (op, op->nrof - 1); |
3147 | tmp = get_split_ob (op, op->nrof - 1); |
3423 | else |
3148 | else |
3424 | tmp = NULL; |
3149 | tmp = 0; |
3425 | |
3150 | |
3426 | if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) |
3151 | if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) |
3427 | return RESULT_INT (0); |
3152 | return RESULT_INT (0); |
3428 | |
3153 | |
3429 | switch (op->type) |
3154 | switch (op->type) |
3430 | { |
3155 | { |
3431 | case WEAPON: |
3156 | case WEAPON: |
3432 | if (!check_weapon_power (who, op->last_eat)) |
3157 | if (!check_weapon_power (who, op->last_eat)) |
3433 | { |
3158 | { |
3434 | new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); |
3159 | new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. " |
3435 | new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); |
3160 | "It would consume your soul!."); |
|
|
3161 | |
3436 | if (tmp != NULL) |
3162 | if (tmp) |
3437 | (void) insert_ob_in_ob (tmp, who); |
3163 | insert_ob_in_ob (tmp, who); |
|
|
3164 | |
3438 | return 1; |
3165 | return 1; |
3439 | } |
3166 | } |
|
|
3167 | |
|
|
3168 | //TODO: this obviously fails for players using a shorter prefix |
|
|
3169 | // i.e. "R" can use Ragnarok's sword. |
3440 | if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) |
3170 | if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) |
3441 | { |
3171 | { |
3442 | /* if the weapon does not have the name as the character, can't use it. */ |
3172 | /* if the weapon does not have the name as the character, can't use it. */ |
3443 | /* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
3173 | /* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
3444 | new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); |
3174 | new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); |
|
|
3175 | |
3445 | if (tmp != NULL) |
3176 | if (tmp) |
3446 | (void) insert_ob_in_ob (tmp, who); |
3177 | insert_ob_in_ob (tmp, who); |
|
|
3178 | |
3447 | return 1; |
3179 | return 1; |
3448 | } |
3180 | } |
|
|
3181 | |
|
|
3182 | if (!skop) |
|
|
3183 | { |
|
|
3184 | new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO |
|
|
3185 | return 1; |
|
|
3186 | } |
|
|
3187 | |
3449 | SET_FLAG (op, FLAG_APPLIED); |
3188 | SET_FLAG (op, FLAG_APPLIED); |
3450 | |
|
|
3451 | if (skop) |
|
|
3452 | change_skill (who, skop, 1); |
3189 | who->change_skill (skop); |
3453 | if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) |
3190 | |
3454 | SET_FLAG (who, FLAG_READY_WEAPON); |
3191 | if (who->contr) |
|
|
3192 | who->change_weapon (who->contr->combat_ob = op); |
3455 | |
3193 | |
3456 | new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); |
3194 | new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); |
3457 | |
3195 | |
|
|
3196 | SET_FLAG (who, FLAG_READY_WEAPON); |
3458 | (void) change_abil (who, op); |
3197 | change_abil (who, op); |
3459 | break; |
3198 | break; |
3460 | |
3199 | |
3461 | case ARMOUR: |
3200 | case ARMOUR: |
3462 | case HELMET: |
3201 | case HELMET: |
3463 | case SHIELD: |
3202 | case SHIELD: |
… | |
… | |
3468 | case CLOAK: |
3207 | case CLOAK: |
3469 | case RING: |
3208 | case RING: |
3470 | case AMULET: |
3209 | case AMULET: |
3471 | SET_FLAG (op, FLAG_APPLIED); |
3210 | SET_FLAG (op, FLAG_APPLIED); |
3472 | new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); |
3211 | new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); |
3473 | (void) change_abil (who, op); |
3212 | change_abil (who, op); |
3474 | break; |
3213 | break; |
|
|
3214 | |
3475 | case LAMP: |
3215 | case LAMP: |
3476 | if (op->stats.food < 1) |
3216 | if (op->stats.food < 1) |
3477 | { |
3217 | { |
3478 | new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); |
3218 | new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name); |
3479 | return 1; |
3219 | return 1; |
3480 | } |
3220 | } |
|
|
3221 | |
3481 | new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); |
3222 | new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); |
3482 | tmp2 = arch_to_object (op->other_arch); |
3223 | tmp2 = arch_to_object (op->other_arch); |
3483 | tmp2->stats.food = op->stats.food; |
3224 | tmp2->stats.food = op->stats.food; |
3484 | SET_FLAG (tmp2, FLAG_APPLIED); |
3225 | SET_FLAG (tmp2, FLAG_APPLIED); |
|
|
3226 | |
3485 | if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
3227 | if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
3486 | SET_FLAG (tmp2, FLAG_INV_LOCKED); |
3228 | SET_FLAG (tmp2, FLAG_INV_LOCKED); |
|
|
3229 | |
3487 | insert_ob_in_ob (tmp2, who); |
3230 | insert_ob_in_ob (tmp2, who); |
3488 | |
3231 | |
3489 | /* Remove the old lantern */ |
3232 | /* Remove the old lantern */ |
3490 | if (who->type == PLAYER) |
3233 | if (who->type == PLAYER) |
3491 | esrv_del_item (who->contr, op->count); |
3234 | esrv_del_item (who->contr, op->count); |
3492 | |
3235 | |
3493 | op->destroy (); |
3236 | op->destroy (); |
3494 | |
3237 | |
3495 | /* insert the portion that was split off */ |
3238 | /* insert the portion that was split off */ |
3496 | if (tmp != NULL) |
3239 | if (tmp) |
3497 | { |
3240 | { |
3498 | (void) insert_ob_in_ob (tmp, who); |
3241 | insert_ob_in_ob (tmp, who); |
3499 | if (who->type == PLAYER) |
3242 | if (who->type == PLAYER) |
3500 | esrv_send_item (who, tmp); |
3243 | esrv_send_item (who, tmp); |
3501 | } |
3244 | } |
3502 | fix_player (who); |
3245 | |
|
|
3246 | who->update_stats (); |
|
|
3247 | |
3503 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
3248 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
3504 | { |
|
|
3505 | if (who->type == PLAYER) |
3249 | if (who->type == PLAYER) |
3506 | { |
3250 | { |
3507 | new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); |
3251 | new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); |
3508 | SET_FLAG (tmp2, FLAG_KNOWN_CURSED); |
3252 | SET_FLAG (tmp2, FLAG_KNOWN_CURSED); |
3509 | } |
3253 | } |
3510 | } |
3254 | |
3511 | if (who->type == PLAYER) |
3255 | if (who->type == PLAYER) |
3512 | esrv_send_item (who, tmp2); |
3256 | esrv_send_item (who, tmp2); |
|
|
3257 | |
3513 | return 0; |
3258 | return 0; |
|
|
3259 | |
|
|
3260 | case SKILL_TOOL: |
|
|
3261 | // applying a skill tool also readies the skill |
|
|
3262 | SET_FLAG (op, FLAG_APPLIED); |
|
|
3263 | |
|
|
3264 | if (!(aflags & AP_NO_READY)) |
|
|
3265 | { |
|
|
3266 | skop = find_skill_by_name (who, op->skill); |
|
|
3267 | if (!skop->flag [FLAG_APPLIED]) |
|
|
3268 | apply_special (who, skop, AP_APPLY); |
|
|
3269 | } |
3514 | break; |
3270 | break; |
3515 | |
3271 | |
3516 | /* this part is needed for skill-tools */ |
|
|
3517 | case SKILL: |
3272 | case SKILL: |
3518 | case SKILL_TOOL: |
3273 | if (player *pl = who->contr) |
3519 | if (who->chosen_skill) |
|
|
3520 | { |
3274 | { |
3521 | LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); |
3275 | if (IS_COMBAT_SKILL (op->subtype)) |
3522 | return 1; |
|
|
3523 | } |
|
|
3524 | if (who->type == PLAYER) |
|
|
3525 | { |
3276 | { |
3526 | who->contr->shoottype = range_skill; |
3277 | if (skill_flags [op->subtype] & SF_NEED_WEAPON) |
3527 | who->contr->ranges[range_skill] = op; |
3278 | { |
|
|
3279 | for (object *item = who->inv; item; item = item->below) |
|
|
3280 | if (item->type == WEAPON && item->flag [FLAG_APPLIED]) |
|
|
3281 | { |
|
|
3282 | if (item->skill == op->skill) |
|
|
3283 | { |
|
|
3284 | who->change_weapon (pl->combat_ob = item); |
|
|
3285 | goto found_weapon; |
|
|
3286 | } |
|
|
3287 | } |
|
|
3288 | |
|
|
3289 | new_draw_info_format (NDI_UNIQUE, 0, who, "You need to apply a '%s' melee weapon before readying this skill", &op->skill); |
|
|
3290 | return 1; |
|
|
3291 | |
|
|
3292 | found_weapon:; |
|
|
3293 | } |
|
|
3294 | else |
|
|
3295 | who->change_weapon (pl->combat_ob = op); |
|
|
3296 | } |
|
|
3297 | else if (IS_RANGED_SKILL (op->subtype)) |
|
|
3298 | { |
|
|
3299 | if (skill_flags [op->subtype] & SF_NEED_BOW) |
|
|
3300 | { |
|
|
3301 | for (object *item = who->inv; item; item = item->below) |
|
|
3302 | if (item->type == BOW && item->flag [FLAG_APPLIED]) |
|
|
3303 | { |
|
|
3304 | //TODO: bows should/must all have skill missile weapon right now |
|
|
3305 | who->change_weapon (pl->ranged_ob = item); |
|
|
3306 | goto found_bow; |
|
|
3307 | } |
|
|
3308 | |
|
|
3309 | new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill"); |
|
|
3310 | return 1; |
|
|
3311 | |
|
|
3312 | found_bow:; |
|
|
3313 | } |
|
|
3314 | else |
|
|
3315 | who->change_weapon (pl->ranged_ob = op); |
|
|
3316 | } |
|
|
3317 | |
3528 | if (!op->invisible) |
3318 | if (!op->invisible) |
3529 | { |
3319 | { |
3530 | new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); |
3320 | new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); |
3531 | new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); |
3321 | new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); |
3532 | } |
3322 | } |
3533 | else |
3323 | else |
3534 | { |
|
|
3535 | new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); |
3324 | new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); |
3536 | } |
|
|
3537 | } |
3325 | } |
|
|
3326 | else |
|
|
3327 | { |
3538 | SET_FLAG (op, FLAG_APPLIED); |
3328 | SET_FLAG (op, FLAG_APPLIED); |
3539 | (void) change_abil (who, op); |
3329 | change_abil (who, op); |
3540 | who->chosen_skill = op; |
3330 | who->chosen_skill = op; |
3541 | SET_FLAG (who, FLAG_READY_SKILL); |
3331 | SET_FLAG (who, FLAG_READY_SKILL); |
|
|
3332 | } |
|
|
3333 | |
3542 | break; |
3334 | break; |
3543 | |
3335 | |
3544 | case BOW: |
3336 | case BOW: |
3545 | if (!check_weapon_power (who, op->last_eat)) |
3337 | if (!check_weapon_power (who, op->last_eat)) |
3546 | { |
3338 | { |
3547 | new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); |
3339 | new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); |
3548 | new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); |
3340 | new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); |
|
|
3341 | |
3549 | if (tmp != NULL) |
3342 | if (tmp) |
3550 | (void) insert_ob_in_ob (tmp, who); |
3343 | insert_ob_in_ob (tmp, who); |
|
|
3344 | |
3551 | return 1; |
3345 | return 1; |
3552 | } |
3346 | } |
|
|
3347 | |
3553 | if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) |
3348 | if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) |
3554 | { |
3349 | { |
3555 | new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); |
3350 | new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); |
3556 | if (tmp != NULL) |
3351 | if (tmp) |
3557 | (void) insert_ob_in_ob (tmp, who); |
3352 | insert_ob_in_ob (tmp, who); |
|
|
3353 | |
3558 | return 1; |
3354 | return 1; |
3559 | } |
3355 | } |
|
|
3356 | |
3560 | /*FALLTHROUGH*/ case WAND: |
3357 | /*FALLTHROUGH*/ |
|
|
3358 | case WAND: |
3561 | case ROD: |
3359 | case ROD: |
3562 | case HORN: |
3360 | case HORN: |
3563 | /* check for skill, alter player status */ |
3361 | /* check for skill, alter player status */ |
|
|
3362 | |
|
|
3363 | if (!skop) |
|
|
3364 | { |
|
|
3365 | new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO |
|
|
3366 | return 1; |
|
|
3367 | } |
|
|
3368 | |
3564 | SET_FLAG (op, FLAG_APPLIED); |
3369 | SET_FLAG (op, FLAG_APPLIED); |
3565 | if (skop) |
|
|
3566 | change_skill (who, skop, 0); |
3370 | who->change_skill (skop); |
3567 | new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); |
|
|
3568 | |
3371 | |
3569 | if (who->type == PLAYER) |
3372 | if (who->contr) |
3570 | { |
3373 | { |
|
|
3374 | who->contr->ranged_ob = op; |
|
|
3375 | |
|
|
3376 | new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); |
|
|
3377 | |
3571 | if (op->type == BOW) |
3378 | if (op->type == BOW) |
3572 | { |
3379 | { |
|
|
3380 | who->current_weapon = op; |
3573 | (void) change_abil (who, op); |
3381 | change_abil (who, op); |
3574 | new_draw_info_format (NDI_UNIQUE, 0, who, |
3382 | new_draw_info_format (NDI_UNIQUE, 0, who, |
3575 | "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); |
3383 | "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); |
3576 | who->contr->shoottype = range_bow; |
|
|
3577 | } |
|
|
3578 | else |
|
|
3579 | { |
|
|
3580 | who->contr->shoottype = range_misc; |
|
|
3581 | } |
3384 | } |
3582 | } |
3385 | } |
3583 | else |
3386 | else |
3584 | { |
3387 | { |
3585 | if (op->type == BOW) |
3388 | if (op->type == BOW) |
3586 | SET_FLAG (who, FLAG_READY_BOW); |
3389 | SET_FLAG (who, FLAG_READY_BOW); |
3587 | else |
3390 | else |
3588 | SET_FLAG (who, FLAG_READY_RANGE); |
3391 | SET_FLAG (who, FLAG_READY_RANGE); |
3589 | } |
3392 | } |
|
|
3393 | |
3590 | break; |
3394 | break; |
3591 | |
3395 | |
3592 | case BUILDER: |
3396 | case BUILDER: |
3593 | if (who->contr->ranges[range_builder]) |
3397 | if (who->type == PLAYER) |
|
|
3398 | { |
|
|
3399 | //TODO: wtf does this do? shouldn't this be managed automatically (slots?) |
|
|
3400 | if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) |
3594 | unapply_special (who, who->contr->ranges[range_builder], 0); |
3401 | unapply_special (who, who->contr->ranged_ob, 0); |
3595 | who->contr->shoottype = range_builder; |
3402 | |
3596 | who->contr->ranges[range_builder] = op; |
|
|
3597 | new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); |
3403 | new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); |
|
|
3404 | |
|
|
3405 | who->contr->ranged_ob = op; |
|
|
3406 | } |
3598 | break; |
3407 | break; |
3599 | |
3408 | |
3600 | default: |
3409 | default: |
3601 | new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); |
3410 | new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); |
3602 | } /* end of switch op->type */ |
3411 | } /* end of switch op->type */ |
3603 | |
3412 | |
3604 | SET_FLAG (op, FLAG_APPLIED); |
3413 | SET_FLAG (op, FLAG_APPLIED); |
3605 | |
3414 | |
3606 | if (tmp != NULL) |
3415 | if (tmp) |
3607 | tmp = insert_ob_in_ob (tmp, who); |
3416 | tmp = insert_ob_in_ob (tmp, who); |
3608 | |
3417 | |
3609 | fix_player (who); |
3418 | who->update_stats (); |
3610 | |
3419 | |
3611 | /* We exclude spell casting objects. The fire code will set the |
3420 | /* We exclude spell casting objects. The fire code will set the |
3612 | * been applied flag when they are used - until that point, |
3421 | * been applied flag when they are used - until that point, |
3613 | * you don't know anything about them. |
3422 | * you don't know anything about them. |
3614 | */ |
3423 | */ |
… | |
… | |
3621 | { |
3430 | { |
3622 | new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); |
3431 | new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); |
3623 | SET_FLAG (op, FLAG_KNOWN_CURSED); |
3432 | SET_FLAG (op, FLAG_KNOWN_CURSED); |
3624 | } |
3433 | } |
3625 | } |
3434 | } |
|
|
3435 | |
3626 | if (who->type == PLAYER) |
3436 | if (who->type == PLAYER) |
3627 | { |
3437 | { |
3628 | /* if multiple objects were applied, update both slots */ |
3438 | /* if multiple objects were applied, update both slots */ |
3629 | if (tmp) |
3439 | if (tmp) |
3630 | esrv_send_item (who, tmp); |
3440 | esrv_send_item (who, tmp); |
|
|
3441 | |
3631 | esrv_send_item (who, op); |
3442 | esrv_send_item (who, op); |
3632 | } |
3443 | } |
|
|
3444 | |
3633 | return 0; |
3445 | return 0; |
3634 | } |
3446 | } |
3635 | |
|
|
3636 | |
3447 | |
3637 | int |
3448 | int |
3638 | monster_apply_special (object *who, object *op, int aflags) |
3449 | monster_apply_special (object *who, object *op, int aflags) |
3639 | { |
3450 | { |
3640 | if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) |
3451 | if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) |
… | |
… | |
3684 | |
3495 | |
3685 | case TREASURE: |
3496 | case TREASURE: |
3686 | if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) |
3497 | if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) |
3687 | return 0; |
3498 | return 0; |
3688 | |
3499 | |
3689 | while ((op->stats.hp--) > 0) |
3500 | while (op->stats.hp-- > 0) |
3690 | create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, |
3501 | create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, |
3691 | op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); |
3502 | op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); |
3692 | |
3503 | |
3693 | /* If we generated an object and put it in this object inventory, |
3504 | /* If we generated an object and put it in this object inventory, |
3694 | * move it to the parent object as the current object is about |
3505 | * move it to the parent object as the current object is about |
… | |
… | |
3711 | } |
3522 | } |
3712 | return tmp ? 1 : 0; |
3523 | return tmp ? 1 : 0; |
3713 | } |
3524 | } |
3714 | |
3525 | |
3715 | /** |
3526 | /** |
3716 | * fix_auto_apply goes through the entire map (only the first time |
3527 | * fix_auto_apply goes through the entire map every time a map |
3717 | * when an original map is loaded) and performs special actions for |
3528 | * is loaded or swapped in and performs special actions for |
3718 | * certain objects (most initialization of chests and creation of |
3529 | * certain objects (most initialization of chests and creation of |
3719 | * treasures and stuff). Calls auto_apply if appropriate. |
3530 | * treasures and stuff). Calls auto_apply if appropriate. |
3720 | */ |
3531 | */ |
3721 | void |
3532 | void |
3722 | fix_auto_apply (maptile *m) |
3533 | maptile::fix_auto_apply () |
3723 | { |
3534 | { |
3724 | object *tmp, *above = NULL; |
3535 | if (!spaces) |
3725 | int x, y; |
|
|
3726 | |
|
|
3727 | if (m == NULL) |
|
|
3728 | return; |
3536 | return; |
3729 | |
3537 | |
3730 | for (x = 0; x < MAP_WIDTH (m); x++) |
3538 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
3731 | for (y = 0; y < MAP_HEIGHT (m); y++) |
3539 | for (object *tmp = ms->bot; tmp; ) |
3732 | for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above) |
|
|
3733 | { |
3540 | { |
3734 | above = tmp->above; |
3541 | object *above = tmp->above; |
3735 | |
3542 | |
3736 | if (tmp->inv) |
3543 | if (tmp->inv) |
3737 | { |
3544 | { |
3738 | object *invtmp, *invnext; |
3545 | object *invtmp, *invnext; |
3739 | |
3546 | |
3740 | for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) |
3547 | for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) |
3741 | { |
3548 | { |
3742 | invnext = invtmp->below; |
3549 | invnext = invtmp->below; |
3743 | |
3550 | |
3744 | if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) |
3551 | if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) |
3745 | auto_apply (invtmp); |
3552 | auto_apply (invtmp); |
3746 | else if (invtmp->type == TREASURE && invtmp->has_random_items ()) |
3553 | else if (invtmp->type == TREASURE && invtmp->has_random_items ()) |
3747 | { |
3554 | { |
3748 | while ((invtmp->stats.hp--) > 0) |
3555 | while ((invtmp->stats.hp--) > 0) |
3749 | create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); |
3556 | create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
3750 | |
3557 | |
3751 | invtmp->randomitems = NULL; |
3558 | invtmp->randomitems = NULL; |
3752 | } |
3559 | } |
3753 | else if (invtmp && invtmp->arch |
3560 | else if (invtmp && invtmp->arch |
3754 | && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) |
3561 | && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) |
3755 | { |
3562 | { |
3756 | create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); |
3563 | create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
3757 | /* Need to clear this so that we never try to create |
3564 | /* Need to clear this so that we never try to create |
3758 | * treasure again for this object |
3565 | * treasure again for this object |
3759 | */ |
3566 | */ |
3760 | invtmp->randomitems = NULL; |
3567 | invtmp->randomitems = NULL; |
3761 | } |
3568 | } |
3762 | } |
3569 | } |
3763 | /* This is really temporary - the code at the bottom will |
3570 | /* This is really temporary - the code at the bottom will |
3764 | * also set randomitems to null. The problem is there are bunches |
3571 | * also set randomitems to null. The problem is there are bunches |
3765 | * of maps/players already out there with items that have spells |
3572 | * of maps/players already out there with items that have spells |
3766 | * which haven't had the randomitems set to null yet. |
3573 | * which haven't had the randomitems set to null yet. |
3767 | * MSW 2004-05-13 |
3574 | * MSW 2004-05-13 |
3768 | * |
3575 | * |
3769 | * And if it's a spellbook, it's better to set randomitems to NULL too, |
3576 | * And if it's a spellbook, it's better to set randomitems to NULL too, |
3770 | * else you get two spells in the book ^_- |
3577 | * else you get two spells in the book ^_- |
3771 | * Ryo 2004-08-16 |
3578 | * Ryo 2004-08-16 |
3772 | */ |
3579 | */ |
3773 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL |
3580 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL |
3774 | || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) |
3581 | || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) |
3775 | tmp->randomitems = NULL; |
|
|
3776 | |
|
|
3777 | } |
|
|
3778 | |
|
|
3779 | if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) |
|
|
3780 | auto_apply (tmp); |
|
|
3781 | else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) |
|
|
3782 | { |
|
|
3783 | while ((tmp->stats.hp--) > 0) |
|
|
3784 | create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0); |
|
|
3785 | tmp->randomitems = NULL; |
3582 | tmp->randomitems = NULL; |
|
|
3583 | |
3786 | } |
3584 | } |
|
|
3585 | |
|
|
3586 | if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) |
|
|
3587 | auto_apply (tmp); |
|
|
3588 | else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) |
|
|
3589 | { |
|
|
3590 | while ((tmp->stats.hp--) > 0) |
|
|
3591 | create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); |
|
|
3592 | tmp->randomitems = NULL; |
|
|
3593 | } |
3787 | else if (tmp->type == TIMED_GATE) |
3594 | else if (tmp->type == TIMED_GATE) |
3788 | { |
3595 | { |
3789 | object *head = tmp->head != NULL ? tmp->head : tmp; |
3596 | object *head = tmp->head != NULL ? tmp->head : tmp; |
3790 | |
3597 | |
3791 | if (QUERY_FLAG (head, FLAG_IS_LINKED)) |
3598 | if (QUERY_FLAG (head, FLAG_IS_LINKED)) |
3792 | { |
|
|
3793 | tmp->speed = 0; |
3599 | tmp->set_speed (0); |
3794 | update_ob_speed (tmp); |
|
|
3795 | } |
|
|
3796 | } |
3600 | } |
3797 | /* This function can be called everytime a map is loaded, even when |
3601 | /* This function can be called everytime a map is loaded, even when |
3798 | * swapping back in. As such, we don't want to create the treasure |
3602 | * swapping back in. As such, we don't want to create the treasure |
3799 | * over and ove again, so after we generate the treasure, blank out |
3603 | * over and ove again, so after we generate the treasure, blank out |
3800 | * randomitems so if it is swapped in again, it won't make anything. |
3604 | * randomitems so if it is swapped in again, it won't make anything. |
3801 | * This is a problem for the above objects, because they have counters |
3605 | * This is a problem for the above objects, because they have counters |
3802 | * which say how many times to make the treasure. |
3606 | * which say how many times to make the treasure. |
3803 | */ |
3607 | */ |
3804 | else if (tmp && tmp->arch && tmp->type != PLAYER |
3608 | else if (tmp && tmp->arch && tmp->type != PLAYER |
3805 | && tmp->type != TREASURE && tmp->type != SPELL |
3609 | && tmp->type != TREASURE && tmp->type != SPELL |
3806 | && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) |
3610 | && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) |
3807 | { |
3611 | { |
3808 | create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); |
3612 | create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); |
3809 | tmp->randomitems = NULL; |
3613 | tmp->randomitems = NULL; |
3810 | } |
3614 | } |
|
|
3615 | |
|
|
3616 | // close all containers |
|
|
3617 | else if (tmp->type == CONTAINER) |
|
|
3618 | tmp->flag [FLAG_APPLIED] = 0; |
|
|
3619 | |
|
|
3620 | tmp = above; |
3811 | } |
3621 | } |
3812 | |
3622 | |
3813 | for (x = 0; x < MAP_WIDTH (m); x++) |
3623 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
3814 | for (y = 0; y < MAP_HEIGHT (m); y++) |
3624 | for (object *tmp = ms->bot; tmp; tmp = tmp->above) |
3815 | for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) |
|
|
3816 | if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
3625 | if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
3817 | check_trigger (tmp, tmp->above); |
3626 | check_trigger (tmp, tmp->above); |
3818 | } |
3627 | } |
3819 | |
3628 | |
3820 | /** |
3629 | /** |
3821 | * Handles player eating food that temporarily changes status (resistances, stats). |
3630 | * Handles player eating food that temporarily changes status (resistances, stats). |
3822 | * This used to call cast_change_attr(), but |
3631 | * This used to call cast_change_attr(), but |
3823 | * that doesn't work with the new spell code. Since we know what |
3632 | * that doesn't work with the new spell code. Since we know what |
3824 | * the food changes, just grab a force and use that instead. |
3633 | * the food changes, just grab a force and use that instead. |
3825 | */ |
3634 | */ |
3826 | |
|
|
3827 | void |
3635 | void |
3828 | eat_special_food (object *who, object *food) |
3636 | eat_special_food (object *who, object *food) |
3829 | { |
3637 | { |
3830 | object *force; |
3638 | object *force; |
3831 | int i, did_one = 0; |
3639 | int i, did_one = 0; |
3832 | sint8 k; |
|
|
3833 | |
3640 | |
3834 | force = get_archetype (FORCE_NAME); |
3641 | force = get_archetype (FORCE_NAME); |
3835 | |
3642 | |
3836 | for (i = 0; i < NUM_STATS; i++) |
3643 | for (i = 0; i < NUM_STATS; i++) |
3837 | { |
3644 | if (sint8 k = food->stats.stat (i)) |
3838 | k = get_attr_value (&food->stats, i); |
|
|
3839 | if (k) |
|
|
3840 | { |
3645 | { |
3841 | set_attr_value (&force->stats, i, k); |
3646 | force->stats.stat (i) = k; |
3842 | did_one = 1; |
3647 | did_one = 1; |
3843 | } |
3648 | } |
3844 | } |
|
|
3845 | |
3649 | |
3846 | /* check if we can protect the eater */ |
3650 | /* check if we can protect the eater */ |
3847 | for (i = 0; i < NROFATTACKS; i++) |
3651 | for (i = 0; i < NROFATTACKS; i++) |
3848 | { |
3652 | { |
3849 | if (food->resist[i] > 0) |
3653 | if (food->resist[i] > 0) |
3850 | { |
3654 | { |
3851 | force->resist[i] = food->resist[i] / 2; |
3655 | force->resist[i] = food->resist[i] / 2; |
3852 | did_one = 1; |
3656 | did_one = 1; |
3853 | } |
3657 | } |
3854 | } |
3658 | } |
|
|
3659 | |
3855 | if (did_one) |
3660 | if (did_one) |
3856 | { |
3661 | { |
3857 | force->speed = 0.1; |
3662 | force->set_speed (0.1); |
3858 | update_ob_speed (force); |
|
|
3859 | /* bigger morsel of food = longer effect time */ |
3663 | /* bigger morsel of food = longer effect time */ |
3860 | force->stats.food = food->stats.food / 5; |
3664 | force->duration = food->stats.food / 5; |
3861 | SET_FLAG (force, FLAG_IS_USED_UP); |
|
|
3862 | SET_FLAG (force, FLAG_APPLIED); |
3665 | SET_FLAG (force, FLAG_APPLIED); |
3863 | change_abil (who, force); |
3666 | change_abil (who, force); |
3864 | insert_ob_in_ob (force, who); |
3667 | insert_ob_in_ob (force, who); |
3865 | } |
3668 | } |
3866 | else |
3669 | else |
… | |
… | |
3869 | /* check for hp, sp change */ |
3672 | /* check for hp, sp change */ |
3870 | if (food->stats.hp != 0) |
3673 | if (food->stats.hp != 0) |
3871 | { |
3674 | { |
3872 | if (QUERY_FLAG (food, FLAG_CURSED)) |
3675 | if (QUERY_FLAG (food, FLAG_CURSED)) |
3873 | { |
3676 | { |
3874 | strcpy (who->contr->killer, food->name); |
3677 | assign (who->contr->killer, food->name); |
3875 | hit_player (who, food->stats.hp, food, AT_POISON, 1); |
3678 | hit_player (who, food->stats.hp, food, AT_POISON, 1); |
3876 | new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); |
3679 | new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); |
3877 | } |
3680 | } |
3878 | else |
3681 | else |
3879 | { |
3682 | { |
… | |
… | |
3898 | new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); |
3701 | new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); |
3899 | who->stats.sp += food->stats.sp; |
3702 | who->stats.sp += food->stats.sp; |
3900 | /* place limit on max sp from food? */ |
3703 | /* place limit on max sp from food? */ |
3901 | } |
3704 | } |
3902 | } |
3705 | } |
3903 | fix_player (who); |
3706 | who->update_stats (); |
3904 | } |
3707 | } |
3905 | |
|
|
3906 | |
3708 | |
3907 | /** |
3709 | /** |
3908 | * Designed primarily to light torches/lanterns/etc. |
3710 | * Designed primarily to light torches/lanterns/etc. |
3909 | * Also burns up burnable material too. First object in the inventory is |
3711 | * Also burns up burnable material too. First object in the inventory is |
3910 | * the selected object to "burn". -b.t. |
3712 | * the selected object to "burn". -b.t. |
3911 | */ |
3713 | */ |
3912 | |
|
|
3913 | void |
3714 | void |
3914 | apply_lighter (object *who, object *lighter) |
3715 | apply_lighter (object *who, object *lighter) |
3915 | { |
3716 | { |
3916 | object *item; |
3717 | object *item; |
3917 | int is_player_env = 0; |
3718 | int is_player_env = 0; |
3918 | char item_name[MAX_BUF]; |
|
|
3919 | |
3719 | |
3920 | item = find_marked_object (who); |
3720 | item = find_marked_object (who); |
3921 | if (item) |
3721 | if (item) |
3922 | { |
3722 | { |
3923 | if (lighter->last_eat && lighter->stats.food) |
3723 | if (lighter->last_eat && lighter->stats.food) |
… | |
… | |
3941 | else if (lighter->last_eat) |
3741 | else if (lighter->last_eat) |
3942 | { /* no charges left in lighter */ |
3742 | { /* no charges left in lighter */ |
3943 | new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); |
3743 | new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); |
3944 | return; |
3744 | return; |
3945 | } |
3745 | } |
|
|
3746 | |
3946 | /* Perhaps we should split what we are trying to light on fire? |
3747 | /* Perhaps we should split what we are trying to light on fire? |
3947 | * I can't see many times when you would want to light multiple |
3748 | * I can't see many times when you would want to light multiple |
3948 | * objects at once. |
3749 | * objects at once. |
3949 | */ |
3750 | */ |
3950 | /* If the item is destroyed, we don't have a valid pointer to the |
3751 | |
3951 | * name object, so make a copy so the message we print out makes |
|
|
3952 | * some sense. |
|
|
3953 | */ |
|
|
3954 | strcpy (item_name, item->name); |
|
|
3955 | if (who == is_player_inv (item)) |
3752 | if (who == item->in_player ()) |
3956 | is_player_env = 1; |
3753 | is_player_env = 1; |
3957 | |
3754 | |
3958 | save_throw_object (item, AT_FIRE, who); |
3755 | save_throw_object (item, AT_FIRE, who); |
3959 | /* Change to check count and not freed, since the object pointer |
3756 | |
3960 | * may have gotten recycled |
|
|
3961 | */ |
|
|
3962 | if (item->destroyed ()) |
3757 | if (item->destroyed ()) |
3963 | { |
3758 | { |
3964 | new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name); |
3759 | new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name); |
3965 | /* Need to update the player so that the players glow radius |
3760 | /* Need to update the player so that the players glow radius |
3966 | * gets changed. |
3761 | * gets changed. |
3967 | */ |
3762 | */ |
3968 | if (is_player_env) |
3763 | if (is_player_env) |
3969 | fix_player (who); |
3764 | who->update_stats (); |
3970 | } |
3765 | } |
3971 | else |
3766 | else |
3972 | new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); |
3767 | new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); |
3973 | } |
3768 | } |
3974 | else /* nothing to light */ |
3769 | else /* nothing to light */ |
… | |
… | |
4019 | new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); |
3814 | new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); |
4020 | blind_player (op, op, power); |
3815 | blind_player (op, op, power); |
4021 | } |
3816 | } |
4022 | else if (failure <= -80) |
3817 | else if (failure <= -80) |
4023 | { /* blast the immediate area */ |
3818 | { /* blast the immediate area */ |
4024 | object *tmp; |
|
|
4025 | |
|
|
4026 | tmp = get_archetype (LOOSE_MANA); |
3819 | object *tmp = get_archetype (LOOSE_MANA); |
4027 | cast_magic_storm (op, tmp, power); |
3820 | cast_magic_storm (op, tmp, power); |
4028 | new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); |
3821 | new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!"); |
4029 | tmp->destroy (); |
3822 | tmp->destroy (); |
4030 | } |
3823 | } |
4031 | } |
3824 | } |
4032 | } |
3825 | } |
4033 | |
3826 | |
… | |
… | |
4053 | */ |
3846 | */ |
4054 | int i, j; |
3847 | int i, j; |
4055 | |
3848 | |
4056 | for (i = 0; i < NUM_STATS; i++) |
3849 | for (i = 0; i < NUM_STATS; i++) |
4057 | { |
3850 | { |
4058 | sint8 stat = get_attr_value (stats, i); |
|
|
4059 | int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); |
3851 | int race_bonus = pl->arch->clone.stats.stat (i); |
|
|
3852 | sint8 stat = stats->stat (i) + ns->stat (i); |
4060 | |
3853 | |
4061 | stat += get_attr_value (ns, i); |
|
|
4062 | if (stat > 20 + race_bonus) |
3854 | if (stat > 20 + race_bonus) |
4063 | { |
3855 | { |
4064 | excess_stat++; |
3856 | excess_stat++; |
4065 | stat = 20 + race_bonus; |
3857 | stat = 20 + race_bonus; |
4066 | } |
3858 | } |
4067 | set_attr_value (stats, i, stat); |
3859 | |
|
|
3860 | stats->stat (i) = stat; |
4068 | } |
3861 | } |
4069 | |
3862 | |
4070 | for (j = 0; excess_stat > 0 && j < 100; j++) |
3863 | for (j = 0; excess_stat > 0 && j < 100; j++) |
4071 | { /* try 100 times to assign excess stats */ |
3864 | { /* try 100 times to assign excess stats */ |
4072 | int i = rndm (0, 6); |
3865 | int i = rndm (0, 6); |
4073 | int stat = get_attr_value (stats, i); |
|
|
4074 | int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); |
|
|
4075 | |
3866 | |
4076 | if (i == CHA) |
3867 | if (i == CHA) |
4077 | continue; /* exclude cha from this */ |
3868 | continue; /* exclude cha from this */ |
|
|
3869 | |
|
|
3870 | int stat = stats->stat (i); |
|
|
3871 | int race_bonus = pl->arch->clone.stats.stat (i); |
4078 | if (stat < 20 + race_bonus) |
3872 | if (stat < 20 + race_bonus) |
4079 | { |
3873 | { |
4080 | change_attr_value (stats, i, 1); |
3874 | change_attr_value (stats, i, 1); |
4081 | excess_stat--; |
3875 | excess_stat--; |
4082 | } |
3876 | } |
… | |
… | |
4085 | /* insert the randomitems from the change's treasurelist into |
3879 | /* insert the randomitems from the change's treasurelist into |
4086 | * the player ref: player.c |
3880 | * the player ref: player.c |
4087 | */ |
3881 | */ |
4088 | if (change->randomitems != NULL) |
3882 | if (change->randomitems != NULL) |
4089 | give_initial_items (pl, change->randomitems); |
3883 | give_initial_items (pl, change->randomitems); |
4090 | |
|
|
4091 | |
3884 | |
4092 | /* set up the face, for some races. */ |
3885 | /* set up the face, for some races. */ |
4093 | |
3886 | |
4094 | /* first, look for the force object banning |
3887 | /* first, look for the force object banning |
4095 | * changing the face. Certain races never change face with class. |
3888 | * changing the face. Certain races never change face with class. |