1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * 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, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
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 <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <cmath> |
25 | #include <cmath> |
25 | |
26 | |
26 | #include <global.h> |
27 | #include <global.h> |
… | |
… | |
29 | #include <skills.h> |
30 | #include <skills.h> |
30 | #include <tod.h> |
31 | #include <tod.h> |
31 | |
32 | |
32 | #include <sproto.h> |
33 | #include <sproto.h> |
33 | |
34 | |
34 | /* Want this regardless of rplay. */ |
35 | // these must be in the inventory before they can be applied |
35 | #include <sounds.h> |
|
|
36 | |
36 | |
37 | /** |
37 | static const struct apply_types_inv_only : typeset |
38 | * Check if op should abort moving victim because of it's race or slaying. |
|
|
39 | * Returns 1 if it should abort, returns 0 if it should continue. |
|
|
40 | */ |
|
|
41 | int |
|
|
42 | should_director_abort (object *op, object *victim) |
|
|
43 | { |
38 | { |
44 | int arch_flag, name_flag, race_flag; |
39 | apply_types_inv_only () |
45 | |
|
|
46 | /* Get flags to determine what of arch, name, and race should be checked. |
|
|
47 | * This is stored in subtype, and is a bitmask, the LSB is the arch flag, |
|
|
48 | * the next is the name flag, and the last is the race flag. Also note, |
|
|
49 | * if subtype is set to zero, that also goes to defaults of all affecting |
|
|
50 | * it. Examples: |
|
|
51 | * subtype 1: only arch |
|
|
52 | * subtype 3: arch or name |
|
|
53 | * subtype 5: arch or race |
|
|
54 | * subtype 7: all three |
|
|
55 | */ |
|
|
56 | if (op->subtype) |
|
|
57 | { |
40 | { |
58 | arch_flag = (op->subtype & 1); |
41 | set (WEAPON); |
59 | name_flag = (op->subtype & 2); |
42 | set (ARMOUR); |
60 | race_flag = (op->subtype & 4); |
43 | set (BOOTS); |
|
|
44 | set (GLOVES); |
|
|
45 | set (AMULET); |
|
|
46 | set (GIRDLE); |
|
|
47 | set (BRACERS); |
|
|
48 | set (SHIELD); |
|
|
49 | set (HELMET); |
|
|
50 | set (RING); |
|
|
51 | set (CLOAK); |
|
|
52 | set (WAND); |
|
|
53 | set (ROD); |
|
|
54 | set (HORN); |
|
|
55 | set (SKILL); |
|
|
56 | set (SPELL); |
|
|
57 | set (BOW); |
|
|
58 | set (RANGED); |
|
|
59 | set (BUILDER); |
|
|
60 | set (SKILL_TOOL); |
61 | } |
61 | } |
62 | else |
62 | } apply_types_inv_only; |
|
|
63 | |
|
|
64 | // these only make sense for the player |
|
|
65 | |
|
|
66 | static const struct apply_types_player_only : typeset |
|
|
67 | { |
|
|
68 | apply_types_player_only () |
63 | { |
69 | { |
64 | arch_flag = 1; |
70 | set (TRANSPORT); |
65 | name_flag = 1; |
71 | set (EXIT); |
66 | race_flag = 1; |
72 | set (BOOK); |
|
|
73 | set (SIGN); |
|
|
74 | set (BOOK); |
|
|
75 | set (SKILLSCROLL); |
|
|
76 | set (SPELLBOOK); |
|
|
77 | set (INSCRIBABLE); |
|
|
78 | set (TREASURE); |
|
|
79 | set (SAVEBED); |
|
|
80 | set (ARMOUR_IMPROVER); |
|
|
81 | set (WEAPON_IMPROVER); |
|
|
82 | set (CLOCK); |
|
|
83 | set (MENU); |
|
|
84 | set (LIGHTER); /* for lighting torches/lanterns/etc */ |
67 | } |
85 | } |
|
|
86 | } apply_types_player_only; |
68 | |
87 | |
69 | /* If the director has race set, only affect objects with a arch, |
88 | // applying these _can_ be attempted, others cannot |
70 | * name or race that matches. |
89 | // be applied at all. used by e.g. apply below. |
71 | */ |
|
|
72 | if ((op->race) && |
|
|
73 | ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) && |
|
|
74 | ((!(victim->name && name_flag) || op->race != victim->name)) && |
|
|
75 | ((!(victim->race && race_flag) || op->race != victim->race))) |
|
|
76 | return 1; |
|
|
77 | |
90 | |
78 | /* If the director has slaying set, only affect objects where none |
91 | static const struct apply_types : typeset |
79 | * of arch, name, or race match. |
|
|
80 | */ |
|
|
81 | if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) || |
|
|
82 | ((victim->name && name_flag && op->slaying == victim->name)) || |
|
|
83 | ((victim->race && race_flag && op->slaying == victim->race))) |
|
|
84 | return 1; |
|
|
85 | |
|
|
86 | return 0; |
|
|
87 | } |
|
|
88 | |
|
|
89 | /** |
|
|
90 | * This handles a player dropping money on an altar to identify stuff. |
|
|
91 | * It'll identify marked item, if none all items up to dropped money. |
|
|
92 | * Return value: 1 if money was destroyed, 0 if not. |
|
|
93 | */ |
|
|
94 | static int |
|
|
95 | apply_id_altar (object *money, object *altar, object *pl) |
|
|
96 | { |
92 | { |
97 | dynbuf_text buf; |
93 | apply_types () |
98 | |
94 | : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only) |
99 | if (!pl || pl->type != PLAYER) |
|
|
100 | return 0; |
|
|
101 | |
|
|
102 | /* Check for MONEY type is a special hack - it prevents 'nothing needs |
|
|
103 | * identifying' from being printed out more than it needs to be. |
|
|
104 | */ |
|
|
105 | if (!check_altar_sacrifice (altar, money) || money->type != MONEY) |
|
|
106 | return 0; |
|
|
107 | |
|
|
108 | /* if the player has a marked item, identify that if it needs to be |
|
|
109 | * identified. If it doesn't, then go through the player inventory. |
|
|
110 | */ |
|
|
111 | if (object *marked = find_marked_object (pl)) |
|
|
112 | if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) |
|
|
113 | { |
|
|
114 | if (operate_altar (altar, &money)) |
|
|
115 | { |
|
|
116 | identify (marked); |
|
|
117 | |
|
|
118 | buf.printf ("You have %s.", long_desc (marked, pl)); |
|
|
119 | if (marked->msg) |
|
|
120 | buf << "The item has a story:\n" << marked->msg; |
|
|
121 | |
|
|
122 | return !money; |
|
|
123 | } |
|
|
124 | } |
|
|
125 | |
|
|
126 | for (object *id = pl->inv; id; id = id->below) |
|
|
127 | { |
95 | { |
128 | if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) |
96 | set (T_HANDLE); |
129 | { |
97 | set (TRIGGER); |
130 | if (operate_altar (altar, &money)) |
98 | set (SCROLL); |
131 | { |
99 | set (POTION); |
132 | identify (id); |
100 | set (CLOSE_CON); |
133 | |
101 | set (CONTAINER); |
134 | buf.printf ("You have %s.", long_desc (id, pl)); |
102 | set (LAMP); |
135 | if (id->msg) |
103 | set (TORCH); |
136 | buf << "The item has a story:\n" << id->msg; |
104 | set (DRINK); |
137 | |
105 | set (FOOD); |
138 | /* If no more money, might as well quit now */ |
106 | set (FLESH); |
139 | if (!money || !check_altar_sacrifice (altar, money)) |
107 | set (POISON); |
140 | break; |
108 | set (POWER_CRYSTAL); |
141 | } |
109 | set (ITEM_TRANSFORMER); |
142 | else |
|
|
143 | { |
|
|
144 | LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); |
|
|
145 | break; |
|
|
146 | } |
|
|
147 | } |
|
|
148 | } |
110 | } |
149 | |
111 | } apply_types; |
150 | if (buf.empty ()) |
|
|
151 | buf << ("You have nothing that needs identifying"); |
|
|
152 | |
|
|
153 | pl->contr->infobox ("Identify", buf); |
|
|
154 | |
|
|
155 | return !money; |
|
|
156 | } |
|
|
157 | |
|
|
158 | /** |
|
|
159 | * This checks whether the object has a "on_use_yield" field, and if so generated and drops |
|
|
160 | * matching item. |
|
|
161 | **/ |
|
|
162 | void |
|
|
163 | handle_apply_yield (object *tmp) |
|
|
164 | { |
|
|
165 | const char *yield; |
|
|
166 | |
|
|
167 | yield = get_ob_key_value (tmp, "on_use_yield"); |
|
|
168 | if (yield != NULL) |
|
|
169 | { |
|
|
170 | object *drop = get_archetype (yield); |
|
|
171 | |
|
|
172 | if (tmp->env) |
|
|
173 | { |
|
|
174 | drop = insert_ob_in_ob (drop, tmp->env); |
|
|
175 | if (tmp->env->type == PLAYER) |
|
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176 | esrv_send_item (tmp->env, drop); |
|
|
177 | } |
|
|
178 | else |
|
|
179 | { |
|
|
180 | drop->x = tmp->x; |
|
|
181 | drop->y = tmp->y; |
|
|
182 | insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR); |
|
|
183 | } |
|
|
184 | } |
|
|
185 | } |
|
|
186 | |
|
|
187 | /** |
|
|
188 | * Handles applying a potion. |
|
|
189 | */ |
|
|
190 | int |
|
|
191 | apply_potion (object *op, object *tmp) |
|
|
192 | { |
|
|
193 | int got_one = 0, i; |
|
|
194 | object *force = 0, *floor = 0; |
|
|
195 | |
|
|
196 | floor = GET_MAP_OB (op->map, op->x, op->y); |
|
|
197 | |
|
|
198 | if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) |
|
|
199 | { |
|
|
200 | op->failmsg ("Gods prevent you from using this here, it's sacred ground!"); |
|
|
201 | |
|
|
202 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
203 | return 0; |
|
|
204 | } |
|
|
205 | |
|
|
206 | if (op->type == PLAYER) |
|
|
207 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
208 | identify (tmp); |
|
|
209 | |
|
|
210 | handle_apply_yield (tmp); |
|
|
211 | |
|
|
212 | /* Potion of restoration - only for players */ |
|
|
213 | if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) |
|
|
214 | { |
|
|
215 | object *depl; |
|
|
216 | archetype *at; |
|
|
217 | |
|
|
218 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
219 | { |
|
|
220 | op->drain_stat (); |
|
|
221 | op->update_stats (); |
|
|
222 | decrease_ob (tmp); |
|
|
223 | return 1; |
|
|
224 | } |
|
|
225 | |
|
|
226 | if (!(at = archetype::find (ARCH_DEPLETION))) |
|
|
227 | { |
|
|
228 | LOG (llevError, "Could not find archetype depletion\n"); |
|
|
229 | return 0; |
|
|
230 | } |
|
|
231 | depl = present_arch_in_ob (at, op); |
|
|
232 | |
|
|
233 | if (depl) |
|
|
234 | { |
|
|
235 | for (i = 0; i < NUM_STATS; i++) |
|
|
236 | if (depl->stats.stat (i)) |
|
|
237 | op->statusmsg (restore_msg[i]); |
|
|
238 | |
|
|
239 | depl->destroy (); |
|
|
240 | op->update_stats (); |
|
|
241 | } |
|
|
242 | else |
|
|
243 | op->statusmsg ("Your potion had no effect."); |
|
|
244 | |
|
|
245 | decrease_ob (tmp); |
|
|
246 | return 1; |
|
|
247 | } |
|
|
248 | |
|
|
249 | /* improvement potion - only for players */ |
|
|
250 | if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) |
|
|
251 | { |
|
|
252 | for (i = 1; i < MIN (11, op->level); i++) |
|
|
253 | { |
|
|
254 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
255 | { |
|
|
256 | if (op->contr->levhp[i] != 1) |
|
|
257 | { |
|
|
258 | op->contr->levhp[i] = 1; |
|
|
259 | break; |
|
|
260 | } |
|
|
261 | |
|
|
262 | if (op->contr->levsp[i] != 1) |
|
|
263 | { |
|
|
264 | op->contr->levsp[i] = 1; |
|
|
265 | break; |
|
|
266 | } |
|
|
267 | |
|
|
268 | if (op->contr->levgrace[i] != 1) |
|
|
269 | { |
|
|
270 | op->contr->levgrace[i] = 1; |
|
|
271 | break; |
|
|
272 | } |
|
|
273 | } |
|
|
274 | else |
|
|
275 | { |
|
|
276 | if (op->contr->levhp[i] < 9) |
|
|
277 | { |
|
|
278 | op->contr->levhp[i] = 9; |
|
|
279 | break; |
|
|
280 | } |
|
|
281 | |
|
|
282 | if (op->contr->levsp[i] < 6) |
|
|
283 | { |
|
|
284 | op->contr->levsp[i] = 6; |
|
|
285 | break; |
|
|
286 | } |
|
|
287 | |
|
|
288 | if (op->contr->levgrace[i] < 3) |
|
|
289 | { |
|
|
290 | op->contr->levgrace[i] = 3; |
|
|
291 | break; |
|
|
292 | } |
|
|
293 | } |
|
|
294 | } |
|
|
295 | |
|
|
296 | /* Just makes checking easier */ |
|
|
297 | if (i < MIN (11, op->level)) |
|
|
298 | got_one = 1; |
|
|
299 | |
|
|
300 | if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
301 | { |
|
|
302 | if (got_one) |
|
|
303 | { |
|
|
304 | op->update_stats (); |
|
|
305 | op->statusmsg ("The Gods smile upon you and remake you " |
|
|
306 | "a little more in their image. " |
|
|
307 | "You feel a little more perfect.", NDI_GREEN); |
|
|
308 | } |
|
|
309 | else |
|
|
310 | op->statusmsg ("The potion had no effect - you are already perfect."); |
|
|
311 | } |
|
|
312 | else |
|
|
313 | { /* cursed potion */ |
|
|
314 | if (got_one) |
|
|
315 | { |
|
|
316 | op->update_stats (); |
|
|
317 | op->failmsg ("The Gods are angry and punish you."); |
|
|
318 | } |
|
|
319 | else |
|
|
320 | op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE); |
|
|
321 | } |
|
|
322 | |
|
|
323 | decrease_ob (tmp); |
|
|
324 | return 1; |
|
|
325 | } |
|
|
326 | |
|
|
327 | |
|
|
328 | /* A potion that casts a spell. Healing, restore spellpoint (power potion) |
|
|
329 | * and heroism all fit into this category. Given the spell object code, |
|
|
330 | * there is no limit to the number of spells that potions can be cast, |
|
|
331 | * but direction is problematic to try and imbue fireball potions for example. |
|
|
332 | */ |
|
|
333 | if (tmp->inv) |
|
|
334 | { |
|
|
335 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
336 | { |
|
|
337 | object *fball; |
|
|
338 | |
|
|
339 | op->failmsg ("Yech! Your lungs are on fire!"); |
|
|
340 | |
|
|
341 | /* Explodes a fireball centered at player */ |
|
|
342 | fball = get_archetype (EXPLODING_FIREBALL); |
|
|
343 | fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; |
|
|
344 | fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; |
|
|
345 | fball->x = op->x; |
|
|
346 | fball->y = op->y; |
|
|
347 | insert_ob_in_map (fball, op->map, NULL, 0); |
|
|
348 | } |
|
|
349 | else |
|
|
350 | cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
|
|
351 | |
|
|
352 | decrease_ob (tmp); |
|
|
353 | |
|
|
354 | /* if youre dead, no point in doing this... */ |
|
|
355 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
356 | op->update_stats (); |
|
|
357 | |
|
|
358 | return 1; |
|
|
359 | } |
|
|
360 | |
|
|
361 | /* Deal with protection potions */ |
|
|
362 | force = NULL; |
|
|
363 | for (i = 0; i < NROFATTACKS; i++) |
|
|
364 | { |
|
|
365 | if (tmp->resist[i]) |
|
|
366 | { |
|
|
367 | if (!force) |
|
|
368 | force = get_archetype (FORCE_NAME); |
|
|
369 | |
|
|
370 | memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); |
|
|
371 | force->type = POTION_EFFECT; |
|
|
372 | break; /* Only need to find one protection since we copy entire batch */ |
|
|
373 | } |
|
|
374 | } |
|
|
375 | |
|
|
376 | /* This is a protection potion */ |
|
|
377 | if (force) |
|
|
378 | { |
|
|
379 | /* cursed items last longer */ |
|
|
380 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
381 | { |
|
|
382 | force->stats.food *= 10; |
|
|
383 | for (i = 0; i < NROFATTACKS; i++) |
|
|
384 | if (force->resist[i] > 0) |
|
|
385 | force->resist[i] = -force->resist[i]; /* prot => vuln */ |
|
|
386 | } |
|
|
387 | |
|
|
388 | force->speed_left = -1; |
|
|
389 | force = insert_ob_in_ob (force, op); |
|
|
390 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
391 | SET_FLAG (force, FLAG_APPLIED); |
|
|
392 | change_abil (op, force); |
|
|
393 | decrease_ob (tmp); |
|
|
394 | return 1; |
|
|
395 | } |
|
|
396 | |
|
|
397 | /* Only thing left are the stat potions */ |
|
|
398 | if (op->type == PLAYER) |
|
|
399 | { /* only for players */ |
|
|
400 | if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) |
|
|
401 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
402 | else |
|
|
403 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
404 | |
|
|
405 | if (!change_abil (op, tmp)) |
|
|
406 | op->statusmsg ("Nothing happened."); |
|
|
407 | } |
|
|
408 | |
|
|
409 | /* CLEAR_FLAG is so that if the character has other potions |
|
|
410 | * that were grouped with the one consumed, his |
|
|
411 | * stat will not be raised by them. fix_player just clears |
|
|
412 | * up all the stats. |
|
|
413 | */ |
|
|
414 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
415 | op->update_stats (); |
|
|
416 | decrease_ob (tmp); |
|
|
417 | return 1; |
|
|
418 | } |
|
|
419 | |
112 | |
420 | /**************************************************************************** |
113 | /**************************************************************************** |
421 | * Weapon improvement code follows |
114 | * Weapon improvement code follows |
422 | ****************************************************************************/ |
115 | ****************************************************************************/ |
423 | |
116 | |
424 | /** |
117 | /** |
|
|
118 | * This function just checks whether who can handle equipping an item |
|
|
119 | * with item_power. |
|
|
120 | */ |
|
|
121 | static bool |
|
|
122 | check_item_power (object *who, int item_power) |
|
|
123 | { |
|
|
124 | if (who->type == PLAYER |
|
|
125 | && item_power |
|
|
126 | && item_power + who->contr->item_power > settings.item_power_factor * who->level) |
|
|
127 | return false; |
|
|
128 | else |
|
|
129 | return true; |
|
|
130 | } |
|
|
131 | |
|
|
132 | /** |
425 | * This returns the sum of nrof of item (arch name). |
133 | * This returns the sum of nrof of item (arch name). |
426 | */ |
134 | */ |
427 | static int |
135 | static int |
428 | check_item (object *op, const char *item) |
136 | check_item (object *op, shstr_cmp item) |
429 | { |
137 | { |
430 | int count = 0; |
138 | int count = 0; |
431 | |
139 | |
432 | if (!item) |
140 | if (!item) |
433 | return 0; |
141 | return 0; |
434 | |
142 | |
435 | for (op = op->below; op; op = op->below) |
143 | for (op = op->below; op; op = op->below) |
436 | { |
|
|
437 | if (strcmp (op->arch->archname, item) == 0) |
144 | if (op->arch->archname == item) |
438 | { |
145 | if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED] |
439 | if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) |
|
|
440 | /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) |
146 | && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID]) |
441 | { |
|
|
442 | if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ |
|
|
443 | count++; |
|
|
444 | else |
|
|
445 | count += op->nrof; |
147 | count += op->number_of (); |
446 | } |
|
|
447 | } |
|
|
448 | } |
|
|
449 | |
148 | |
450 | return count; |
149 | return count; |
451 | } |
150 | } |
452 | |
151 | |
453 | /** |
152 | /** |
… | |
… | |
455 | * op is typically the player, which is only |
154 | * op is typically the player, which is only |
456 | * really used to determine what space to look at. |
155 | * really used to determine what space to look at. |
457 | * Modified to only eat 'nrof' of objects. |
156 | * Modified to only eat 'nrof' of objects. |
458 | */ |
157 | */ |
459 | static void |
158 | static void |
460 | eat_item (object *op, const char *item, uint32 nrof) |
159 | eat_item (object *op, shstr_cmp item, uint32 nrof) |
461 | { |
160 | { |
462 | object *prev; |
161 | object *prev; |
463 | |
162 | |
464 | prev = op; |
163 | prev = op; |
465 | op = op->below; |
164 | op = op->below; |
466 | |
165 | |
467 | while (op) |
166 | while (op) |
468 | { |
167 | { |
469 | if (strcmp (op->arch->archname, item) == 0) |
168 | if (op->arch->archname == item) |
470 | { |
169 | { |
471 | if (op->nrof >= nrof) |
170 | if (op->nrof >= nrof) |
472 | { |
171 | { |
473 | decrease_ob_nr (op, nrof); |
172 | op->decrease (nrof); |
474 | return; |
173 | return; |
475 | } |
174 | } |
476 | else |
175 | else |
477 | { |
176 | { |
478 | decrease_ob_nr (op, op->nrof); |
177 | op->decrease (nrof); |
479 | nrof -= op->nrof; |
178 | nrof -= op->nrof; |
480 | } |
179 | } |
481 | |
180 | |
482 | op = prev; |
181 | op = prev; |
483 | } |
182 | } |
… | |
… | |
486 | op = op->below; |
185 | op = op->below; |
487 | } |
186 | } |
488 | } |
187 | } |
489 | |
188 | |
490 | /** |
189 | /** |
491 | * This checks to see of the player (who) is sufficient level to use a weapon |
|
|
492 | * with improvs improvements (typically last_eat). We take an int here |
|
|
493 | * instead of the object so that the improvement code can pass along the |
|
|
494 | * increased value to see if the object is usuable. |
|
|
495 | * we return 1 (true) if the player can use the weapon. |
|
|
496 | */ |
|
|
497 | static int |
|
|
498 | check_weapon_power (const object *who, int improvs) |
|
|
499 | { |
|
|
500 | /* Old code is below (commented out). Basically, since weapons are the only |
|
|
501 | * object players really have any control to improve, it's a bit harsh to |
|
|
502 | * require high level in some combat skill, so we just use overall level. |
|
|
503 | */ |
|
|
504 | #if 1 |
|
|
505 | if (((who->level / 5) + 5) >= improvs) |
|
|
506 | return 1; |
|
|
507 | else |
|
|
508 | return 0; |
|
|
509 | |
|
|
510 | #else |
|
|
511 | int level = 0; |
|
|
512 | |
|
|
513 | /* The skill system hands out wc and dam bonuses to fighters |
|
|
514 | * more generously than the old system (see fix_player). Thus |
|
|
515 | * we need to curtail the power of player enchanted weapons. |
|
|
516 | * I changed this to 1 improvement per "fighter" level/5 -b.t. |
|
|
517 | * Note: Nothing should break by allowing this ratio to be different or |
|
|
518 | * using normal level - it is just a matter of play balance. |
|
|
519 | */ |
|
|
520 | if (who->type == PLAYER) |
|
|
521 | { |
|
|
522 | object *wc_obj = NULL; |
|
|
523 | |
|
|
524 | for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below) |
|
|
525 | if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level) |
|
|
526 | level = wc_obj->level; |
|
|
527 | |
|
|
528 | if (!level) |
|
|
529 | { |
|
|
530 | LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name); |
|
|
531 | level = who->level; |
|
|
532 | } |
|
|
533 | } |
|
|
534 | else |
|
|
535 | level = who->level; |
|
|
536 | |
|
|
537 | return (improvs <= ((level / 5) + 5)); |
|
|
538 | #endif |
|
|
539 | } |
|
|
540 | |
|
|
541 | /** |
|
|
542 | * Returns how many items of type improver->slaying there are under op. |
190 | * Returns how many items of type improver->slaying there are under op. |
543 | * Will display a message if none found, and 1 if improver->slaying is NULL. |
191 | * Will display a message if none found, and 1 if improver->slaying is NULL. |
544 | */ |
192 | */ |
545 | static int |
193 | static int |
546 | check_sacrifice (object *op, const object *improver) |
194 | check_sacrifice (object *op, const object *improver) |
… | |
… | |
550 | if (improver->slaying) |
198 | if (improver->slaying) |
551 | { |
199 | { |
552 | count = check_item (op, improver->slaying); |
200 | count = check_item (op, improver->slaying); |
553 | if (count < 1) |
201 | if (count < 1) |
554 | { |
202 | { |
555 | op->failmsg (format ("The gods want more %ss", &improver->slaying)); |
203 | op->failmsgf ("The gods want more %ss", &improver->slaying); |
556 | return 0; |
204 | return 0; |
557 | } |
205 | } |
558 | } |
206 | } |
559 | else |
207 | else |
560 | count = 1; |
208 | count = 1; |
… | |
… | |
568 | static int |
216 | static int |
569 | improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname) |
217 | improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname) |
570 | { |
218 | { |
571 | stat += sacrifice_count; |
219 | stat += sacrifice_count; |
572 | weapon->last_eat++; |
220 | weapon->last_eat++; |
573 | decrease_ob (improver); |
221 | improver->decrease (); |
574 | |
222 | |
575 | /* So it updates the players stats and the window */ |
223 | /* So it updates the players stats and the window */ |
576 | op->update_stats (); |
224 | op->update_stats (); |
577 | |
225 | |
578 | op->statusmsg (format ( |
226 | op->statusmsg (format ( |
… | |
… | |
599 | |
247 | |
600 | /** |
248 | /** |
601 | * This does the prepare weapon scroll. |
249 | * This does the prepare weapon scroll. |
602 | * Checks for sacrifice, and so on. |
250 | * Checks for sacrifice, and so on. |
603 | */ |
251 | */ |
604 | int |
252 | static int |
605 | prepare_weapon (object *op, object *improver, object *weapon) |
253 | prepare_weapon (object *op, object *improver, object *weapon) |
606 | { |
254 | { |
607 | int sacrifice_count, i; |
255 | int sacrifice_count, i; |
608 | char buf[MAX_BUF]; |
|
|
609 | |
256 | |
610 | if (weapon->level != 0) |
257 | if (weapon->level != 0) |
611 | { |
258 | { |
612 | op->failmsg ("Weapon is already prepared!"); |
259 | op->failmsg ("Weapon is already prepared!"); |
613 | return 0; |
260 | return 0; |
… | |
… | |
623 | if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ |
270 | if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ |
624 | (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ |
271 | (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ |
625 | weapon->stats.exp || /* speed */ |
272 | weapon->stats.exp || /* speed */ |
626 | weapon->stats.ac) /* AC - only taifu's I think */ |
273 | weapon->stats.ac) /* AC - only taifu's I think */ |
627 | { |
274 | { |
628 | op->failmsg ("You cannot prepare magic weapons."); |
275 | op->failmsg ("You cannot prepare magic weapons. " |
|
|
276 | "H<A weapon is considered magical if it changes regeneration, " |
|
|
277 | "speed or ac, or has other protections.>"); |
629 | return 0; |
278 | return 0; |
630 | } |
279 | } |
631 | |
280 | |
632 | sacrifice_count = check_sacrifice (op, improver); |
281 | sacrifice_count = check_sacrifice (op, improver); |
633 | if (sacrifice_count <= 0) |
282 | if (sacrifice_count <= 0) |
… | |
… | |
640 | "Your sacrifice was accepted." |
289 | "Your sacrifice was accepted." |
641 | "Your *%s may be improved %d times.", |
290 | "Your *%s may be improved %d times.", |
642 | &weapon->name, weapon->level |
291 | &weapon->name, weapon->level |
643 | )); |
292 | )); |
644 | |
293 | |
645 | sprintf (buf, "%s's %s", &op->name, &weapon->name); |
294 | weapon->name = weapon->name_pl = format ("%s's %s", &op->name, &weapon->name); |
646 | weapon->name = weapon->name_pl = buf; |
|
|
647 | weapon->nrof = 0; /* prevents preparing n weapons in the same |
295 | weapon->nrof = 0; /* prevents preparing n weapons in the same |
648 | slot at once! */ |
296 | slot at once! */ |
649 | decrease_ob (improver); |
297 | improver->decrease (); |
650 | weapon->last_eat = 0; |
298 | weapon->last_eat = 0; |
651 | return 1; |
299 | return 1; |
652 | } |
300 | } |
653 | |
|
|
654 | |
301 | |
655 | /** |
302 | /** |
656 | * Does the dirty job for 'improve weapon' scroll, prepare or add something. |
303 | * Does the dirty job for 'improve weapon' scroll, prepare or add something. |
657 | * This is the new improve weapon code. |
304 | * This is the new improve weapon code. |
658 | * Returns 0 if it was not able to work for some reason. |
305 | * Returns 0 if it was not able to work for some reason. |
… | |
… | |
661 | * |
308 | * |
662 | * We are hiding extra information about the weapon in the level and |
309 | * We are hiding extra information about the weapon in the level and |
663 | * last_eat numbers for an object. Hopefully this won't break anything ?? |
310 | * last_eat numbers for an object. Hopefully this won't break anything ?? |
664 | * level == max improve last_eat == current improve |
311 | * level == max improve last_eat == current improve |
665 | */ |
312 | */ |
666 | int |
313 | static int |
667 | improve_weapon (object *op, object *improver, object *weapon) |
314 | improve_weapon (object *op, object *improver, object *weapon) |
668 | { |
315 | { |
669 | int sacrifice_count, sacrifice_needed = 0; |
316 | int sacrifice_count, sacrifice_needed = 0; |
670 | |
317 | |
671 | if (improver->stats.sp == IMPROVE_PREPARE) |
318 | if (improver->stats.sp == IMPROVE_PREPARE) |
672 | return prepare_weapon (op, improver, weapon); |
319 | return prepare_weapon (op, improver, weapon); |
673 | |
320 | |
674 | if (weapon->level == 0) |
321 | if (weapon->level == 0) |
675 | { |
322 | { |
676 | op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); |
323 | op->failmsg ( |
|
|
324 | "This weapon has not been prepared." |
|
|
325 | " H<You first have to prepare a weapon with a prepare weapon scroll.>"); |
677 | return 0; |
326 | return 0; |
678 | } |
327 | } |
679 | |
328 | |
680 | if (weapon->level == weapon->last_eat && weapon->item_power >= 100) |
329 | if (weapon->last_eat >= weapon->level // improvements used up |
|
|
330 | || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100 |
681 | { |
331 | { |
682 | op->failmsg ("This weapon cannot be improved any more."); |
332 | op->failmsg ("This weapon cannot be improved any more."); |
683 | return 0; |
333 | return 0; |
684 | } |
334 | } |
685 | |
335 | |
686 | if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) |
336 | if (weapon->flag [FLAG_APPLIED] |
|
|
337 | && !check_item_power (op, weapon->item_power + 1)) |
687 | { |
338 | { |
688 | op->failmsg ("Improving the weapon will make it too " |
339 | op->failmsg ("Improving the weapon will make it too " |
689 | "powerful for you to use. Unready it if you " |
340 | "powerful for you to use. Unready it if you " |
690 | "really want to improve it."); |
341 | "really want to improve it."); |
691 | return 0; |
342 | return 0; |
… | |
… | |
702 | weapon->weight += 5000; /* 5 KG's */ |
353 | weapon->weight += 5000; /* 5 KG's */ |
703 | op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam)); |
354 | op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam)); |
704 | weapon->last_eat++; |
355 | weapon->last_eat++; |
705 | |
356 | |
706 | weapon->item_power++; |
357 | weapon->item_power++; |
707 | decrease_ob (improver); |
358 | improver->decrease (); |
708 | return 1; |
359 | return 1; |
709 | } |
360 | } |
710 | |
361 | |
711 | if (improver->stats.sp == IMPROVE_WEIGHT) |
362 | if (improver->stats.sp == IMPROVE_WEIGHT) |
712 | { |
363 | { |
… | |
… | |
716 | weapon->weight = 1; |
367 | weapon->weight = 1; |
717 | |
368 | |
718 | op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0)); |
369 | op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0)); |
719 | weapon->last_eat++; |
370 | weapon->last_eat++; |
720 | weapon->item_power++; |
371 | weapon->item_power++; |
721 | decrease_ob (improver); |
372 | improver->decrease (); |
722 | return 1; |
373 | return 1; |
723 | } |
374 | } |
|
|
375 | |
724 | if (improver->stats.sp == IMPROVE_ENCHANT) |
376 | if (improver->stats.sp == IMPROVE_ENCHANT) |
725 | { |
377 | { |
726 | weapon->magic++; |
378 | weapon->magic++; |
727 | weapon->last_eat++; |
379 | weapon->last_eat++; |
728 | op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); |
380 | op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); |
729 | decrease_ob (improver); |
381 | improver->decrease (); |
730 | weapon->item_power++; |
382 | weapon->item_power++; |
731 | return 1; |
383 | return 1; |
732 | } |
384 | } |
733 | |
385 | |
734 | sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + |
386 | sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + |
… | |
… | |
739 | sacrifice_needed *= 2; |
391 | sacrifice_needed *= 2; |
740 | |
392 | |
741 | sacrifice_count = check_sacrifice (op, improver); |
393 | sacrifice_count = check_sacrifice (op, improver); |
742 | if (sacrifice_count < sacrifice_needed) |
394 | if (sacrifice_count < sacrifice_needed) |
743 | { |
395 | { |
744 | op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying)); |
396 | op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying); |
745 | return 0; |
397 | return 0; |
746 | } |
398 | } |
747 | |
399 | |
748 | eat_item (op, improver->slaying, sacrifice_needed); |
400 | eat_item (op, improver->slaying, sacrifice_needed); |
749 | weapon->item_power++; |
401 | weapon->item_power++; |
… | |
… | |
768 | /** |
420 | /** |
769 | * Handles the applying of improve/prepare/enchant weapon scroll. |
421 | * Handles the applying of improve/prepare/enchant weapon scroll. |
770 | * Checks a few things (not on a non-magic square, marked weapon, ...), |
422 | * Checks a few things (not on a non-magic square, marked weapon, ...), |
771 | * then calls improve_weapon to do the dirty work. |
423 | * then calls improve_weapon to do the dirty work. |
772 | */ |
424 | */ |
773 | int |
425 | static int |
774 | check_improve_weapon (object *op, object *tmp) |
426 | check_improve_weapon (object *op, object *tmp) |
775 | { |
427 | { |
776 | object *otmp; |
|
|
777 | |
|
|
778 | if (op->type != PLAYER) |
428 | if (op->type != PLAYER) |
779 | return 0; |
429 | return 0; |
780 | |
430 | |
781 | if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) |
431 | if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) |
782 | { |
432 | { |
783 | op->failmsg ("Something blocks the magic of the scroll!"); |
433 | op->failmsg ("Something blocks the magic of the scroll!"); |
784 | return 0; |
434 | return 0; |
785 | } |
435 | } |
786 | |
436 | |
787 | otmp = find_marked_object (op); |
437 | object *otmp = op->mark (); |
|
|
438 | |
788 | if (!otmp) |
439 | if (!otmp) |
789 | { |
440 | { |
790 | op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); |
441 | op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); |
791 | return 0; |
442 | return 0; |
792 | } |
443 | } |
793 | |
444 | |
794 | if (otmp->type != WEAPON && otmp->type != BOW) |
445 | if (otmp->type != WEAPON && otmp->type != BOW) |
795 | { |
446 | { |
796 | op->failmsg ("Marked item is not a weapon or bow!"); |
447 | op->failmsg ("Marked item is not a weapon or bow!"); |
|
|
448 | return 0; |
|
|
449 | } |
|
|
450 | |
|
|
451 | if (!op->apply (otmp, AP_UNAPPLY)) |
|
|
452 | { |
|
|
453 | op->failmsg ("You are unable to take off your weapon to improve it!"); |
797 | return 0; |
454 | return 0; |
798 | } |
455 | } |
799 | |
456 | |
800 | op->statusmsg ("Applied weapon builder."); |
457 | op->statusmsg ("Applied weapon builder."); |
801 | |
458 | |
… | |
… | |
824 | * the armour value of the piece of equipment exceed either |
481 | * the armour value of the piece of equipment exceed either |
825 | * the users level or 90) |
482 | * the users level or 90) |
826 | * Modified by MSW for partial resistance. Only support |
483 | * Modified by MSW for partial resistance. Only support |
827 | * changing of physical area right now. |
484 | * changing of physical area right now. |
828 | */ |
485 | */ |
829 | int |
486 | static int |
830 | improve_armour (object *op, object *improver, object *armour) |
487 | improve_armour (object *op, object *improver, object *armour) |
831 | { |
488 | { |
832 | object *tmp; |
|
|
833 | |
|
|
834 | if (armour->magic >= settings.armor_max_enchant) |
489 | if (armour->magic >= settings.armor_max_enchant) |
835 | { |
490 | { |
836 | op->failmsg ("This armour can not be enchanted any further!"); |
491 | op->failmsg ("This armour can not be enchanted any further!"); |
837 | return 0; |
492 | return 0; |
838 | } |
493 | } |
|
|
494 | |
839 | /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, |
495 | /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, |
840 | * etc), so take the easy way out and don't worry about it. |
496 | * etc), so take the easy way out and don't worry about it. |
841 | * Note - maybe add scrolls which make the random artifact versions (eg, armour |
497 | * Note - maybe add scrolls which make the random artifact versions (eg, armour |
842 | * of gnarg and what not?) |
498 | * of gnarg and what not?) |
843 | */ |
499 | */ |
… | |
… | |
845 | { |
501 | { |
846 | op->failmsg ("This armour will not accept further enchantment."); |
502 | op->failmsg ("This armour will not accept further enchantment."); |
847 | return 0; |
503 | return 0; |
848 | } |
504 | } |
849 | |
505 | |
850 | /* Split objects if needed. Can't insert tmp until the |
506 | /* Split objects if needed. Can't insert tmp until the |
851 | * end of this function - otherwise it will just re-merge. |
507 | * end of this function - otherwise it will just re-merge. |
852 | */ |
508 | */ |
853 | if (armour->nrof > 1) |
509 | object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0; |
854 | tmp = get_split_ob (armour, armour->nrof - 1); |
|
|
855 | else |
|
|
856 | tmp = NULL; |
|
|
857 | |
510 | |
858 | armour->magic++; |
511 | armour->magic++; |
859 | |
512 | |
860 | if (!settings.armor_speed_linear) |
513 | if (!settings.armor_speed_linear) |
861 | { |
514 | { |
… | |
… | |
898 | armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); |
551 | armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); |
899 | |
552 | |
900 | if (op->type == PLAYER) |
553 | if (op->type == PLAYER) |
901 | { |
554 | { |
902 | esrv_send_item (op, armour); |
555 | esrv_send_item (op, armour); |
903 | if (QUERY_FLAG (armour, FLAG_APPLIED)) |
556 | |
|
|
557 | if (armour->flag [FLAG_APPLIED]) |
904 | op->update_stats (); |
558 | op->update_stats (); |
905 | } |
559 | } |
906 | |
560 | |
907 | decrease_ob (improver); |
561 | improver->decrease (); |
908 | |
562 | |
909 | if (tmp) |
563 | if (tmp) |
910 | { |
564 | op->insert (tmp); |
911 | insert_ob_in_ob (tmp, op); |
|
|
912 | esrv_send_item (op, tmp); |
|
|
913 | } |
|
|
914 | |
565 | |
915 | return 1; |
566 | return 1; |
916 | } |
567 | } |
917 | |
568 | |
918 | /* |
569 | /* |
919 | * convert_item() returns 1 if anything was converted, 0 if the item was not |
570 | * convert_item() returns 1 if anything was converted, 0 if the item was not |
920 | * what the converter wants, -1 if the converter is broken. |
571 | * what the converter wants, -1 if the converter is broken. |
921 | */ |
572 | * |
922 | #define CONV_FROM(xyz) xyz->slaying |
|
|
923 | #define CONV_TO(xyz) xyz->other_arch |
|
|
924 | #define CONV_NR(xyz) xyz->stats.sp |
|
|
925 | #define CONV_NEED(xyz) xyz->stats.food |
|
|
926 | |
|
|
927 | /* Takes one items and makes another. |
573 | * Takes one type of items and makes another. |
928 | * converter is the object that is doing the conversion. |
574 | * converter is the object that is doing the conversion. |
929 | * item is the object that triggered the converter - if it is not |
575 | * item is the object that triggered the converter - if it is not |
930 | * what the converter wants, this will not do anything. |
576 | * what the converter wants, this will not do anything. |
931 | */ |
577 | */ |
932 | int |
578 | int |
933 | convert_item (object *item, object *converter) |
579 | convert_item (object *item, object *converter) |
934 | { |
580 | { |
935 | int nr = 0; |
581 | sint64 nr = 0, price_in; |
936 | uint32 price_in; |
582 | |
|
|
583 | if (item->flag [FLAG_UNPAID]) |
|
|
584 | return 0; |
|
|
585 | |
|
|
586 | shstr conv_from = converter->slaying; |
|
|
587 | archetype *conv_to = converter->other_arch; |
|
|
588 | sint64 need = converter->stats.food; |
|
|
589 | sint64 give = converter->stats.sp; |
937 | |
590 | |
938 | /* We make some assumptions - we assume if it takes money as it type, |
591 | /* We make some assumptions - we assume if it takes money as it type, |
939 | * it wants some amount. We don't make change (ie, if something costs |
592 | * it wants some amount. We don't make change (ie, if something costs |
940 | * 3 gp and player drops a platinum, tough luck) |
593 | * 3 gp and player drops a platinum, tough luck) |
941 | */ |
594 | */ |
942 | if (CONV_FROM (converter) == shstr_money) |
595 | if (conv_from == shstr_money) |
943 | { |
596 | { |
944 | if (item->type != MONEY) |
597 | if (item->type != MONEY) |
945 | return 0; |
598 | return 0; |
946 | |
599 | |
947 | nr = (item->nrof * item->value) / CONV_NEED (converter); |
600 | nr = sint64 (item->nrof) * item->value / need; |
948 | if (!nr) |
601 | if (!nr) |
949 | return 0; |
602 | return 0; |
950 | |
603 | |
951 | converter->play_sound (sound_find ("shop_buy")); |
604 | converter->play_sound (sound_find ("shop_buy")); |
952 | |
605 | |
953 | int cost = nr * CONV_NEED (converter) / item->value; |
606 | sint64 cost = (nr * need + item->value - 1) / item->value; |
954 | /* take into account rounding errors */ |
|
|
955 | if (nr * CONV_NEED (converter) % item->value) |
|
|
956 | cost++; |
|
|
957 | |
607 | |
958 | decrease_ob_nr (item, cost); |
608 | item->decrease (cost); |
959 | |
609 | |
960 | price_in = cost * item->value; |
610 | price_in = cost * item->value; |
961 | } |
611 | } |
962 | else |
612 | else |
963 | { |
613 | { |
964 | if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname || |
614 | if (item->type == PLAYER |
965 | (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) |
615 | || conv_from != item->arch->archname |
|
|
616 | || (need && need > (uint16) item->nrof)) |
966 | return 0; |
617 | return 0; |
967 | |
618 | |
968 | converter->play_sound (sound_find ("convert_item")); |
619 | converter->play_sound (sound_find ("convert_item")); |
969 | |
620 | |
970 | if (CONV_NEED (converter)) |
621 | if (need) |
971 | { |
622 | { |
972 | nr = item->nrof / CONV_NEED (converter); |
623 | nr = sint64 (item->nrof) / need; |
973 | decrease_ob_nr (item, nr * CONV_NEED (converter)); |
624 | item->decrease (nr * need); |
974 | price_in = nr * CONV_NEED (converter) * item->value; |
625 | price_in = nr * need * item->value; |
975 | } |
626 | } |
976 | else |
627 | else |
977 | { |
628 | { |
978 | price_in = item->value; |
629 | price_in = item->value; |
979 | item->destroy (); |
630 | item->destroy (); |
… | |
… | |
990 | ob_to_copy = converter->inv; |
641 | ob_to_copy = converter->inv; |
991 | for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) |
642 | for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) |
992 | if (rndm (0, i) == 0) |
643 | if (rndm (0, i) == 0) |
993 | ob_to_copy = ob; |
644 | ob_to_copy = ob; |
994 | |
645 | |
995 | item = object_create_clone (ob_to_copy); |
646 | item = ob_to_copy->deep_clone (); |
996 | CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); |
647 | item->clr_flag (FLAG_IS_A_TEMPLATE); |
997 | unflag_inv (item, FLAG_IS_A_TEMPLATE); |
648 | unflag_inv (item, FLAG_IS_A_TEMPLATE); |
998 | } |
649 | } |
999 | else |
650 | else |
1000 | { |
651 | { |
1001 | if (converter->other_arch == NULL) |
652 | if (!conv_to) |
1002 | { |
653 | { |
1003 | LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", |
654 | LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", |
1004 | &converter->name, &converter->map->path, converter->x, converter->y); |
655 | &converter->name, &converter->map->path, converter->x, converter->y); |
1005 | return -1; |
656 | return -1; |
1006 | } |
657 | } |
1007 | |
658 | |
1008 | item = object_create_arch (converter->other_arch); |
659 | item = object_create_arch (conv_to); |
1009 | fix_generated_item (item, converter, 0, 0, GT_MINIMAL); |
660 | fix_generated_item (item, converter, 0, 0, GT_MINIMAL); |
1010 | } |
661 | } |
1011 | |
662 | |
1012 | if (CONV_NR (converter)) |
663 | if (give) |
1013 | item->nrof = CONV_NR (converter); |
664 | item->nrof = give; |
1014 | |
665 | |
1015 | if (nr) |
666 | if (nr) |
1016 | item->nrof *= nr; |
667 | item->nrof *= nr; |
1017 | |
668 | |
1018 | if (is_in_shop (converter)) |
669 | if (converter->flag [FLAG_PRECIOUS]) |
1019 | SET_FLAG (item, FLAG_UNPAID); |
670 | item->set_flag (FLAG_UNPAID); |
|
|
671 | |
|
|
672 | if (converter->is_in_shop ()) |
|
|
673 | { |
|
|
674 | // converters on shop floors don't work anymore, bug lets check for it |
|
|
675 | // and report in case someone still does it. |
|
|
676 | LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n", |
|
|
677 | converter->debug_desc ()); |
|
|
678 | item->set_flag (FLAG_UNPAID); |
|
|
679 | } |
1020 | else if (price_in < item->nrof * item->value) |
680 | else if (price_in < sint64 (item->nrof) * item->value) |
1021 | { |
681 | { |
1022 | LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", |
682 | LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", |
1023 | &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); |
683 | &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); |
1024 | /** |
684 | /** |
1025 | * elmex: we are going to let the game continue, as the mapcreator |
685 | * elmex: we are going to let the game continue, as the mapcreator |
1026 | * hopefully had something in mind when doing this. |
686 | * hopefully had something in mind when doing this. |
1027 | */ |
687 | */ |
1028 | } |
688 | } |
1029 | |
689 | |
1030 | SET_FLAG (item, FLAG_IDENTIFIED); |
690 | // elmex: only identify if we need to, for example so that generated money doesn't |
|
|
691 | // get an 'identified' flag so easily. |
|
|
692 | if (item->need_identify ()) |
|
|
693 | identify (item); |
|
|
694 | |
1031 | insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); |
695 | insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); |
1032 | return 1; |
696 | return 1; |
1033 | } |
697 | } |
1034 | |
698 | |
1035 | /** |
699 | /** |
1036 | * Handle apply on containers. |
700 | * Handle apply on containers. |
1037 | * By Eneq(@csd.uu.se). |
701 | * By Eneq(@csd.uu.se). |
1038 | * Moved to own function and added many features [Tero.Haatanen@lut.fi] |
702 | * Moved to own function and added many features [Tero.Haatanen@lut.fi] |
1039 | * added the alchemical cauldron to the code -b.t. |
703 | * added the alchemical cauldron to the code -b.t. |
1040 | */ |
704 | */ |
1041 | int |
705 | static int |
1042 | apply_container (object *op, object *sack) |
706 | apply_container (object *op, object *sack) |
1043 | { |
707 | { |
1044 | if (op->type != PLAYER || !op->contr->ns) |
708 | if (op->type != PLAYER || !op->contr->ns) |
1045 | return 0; /* This might change */ |
709 | return 0; /* This might change */ |
1046 | |
710 | |
… | |
… | |
1059 | } |
723 | } |
1060 | |
724 | |
1061 | // already applied == open on ground, or open in inv, or active in inv |
725 | // already applied == open on ground, or open in inv, or active in inv |
1062 | if (sack->flag [FLAG_APPLIED]) |
726 | if (sack->flag [FLAG_APPLIED]) |
1063 | { |
727 | { |
1064 | if (op->container == sack) |
728 | if (op->container_ () == sack) |
1065 | { |
729 | { |
1066 | // open on ground or inv, so close |
730 | // open on ground or inv, so close |
1067 | op->close_container (); |
731 | op->close_container (); |
1068 | return 1; |
732 | return 1; |
1069 | } |
733 | } |
1070 | else if (!sack->env) |
734 | else if (!sack->env) |
1071 | { |
735 | { |
1072 | // active, but not ours: some other player has opened it |
736 | // active on floor, but not ours: some other player has opened it |
|
|
737 | // normally this only happens to dms standing on the same space. |
|
|
738 | // but it doesn't hurt to handle it. |
1073 | op->failmsg (format ("Somebody else is using the %s already.", query_name (sack))); |
739 | op->failmsgf ("Somebody else is using the %s already.", query_name (sack)); |
1074 | return 1; |
740 | return 1; |
1075 | } |
741 | } |
|
|
742 | } |
1076 | |
743 | |
1077 | // fall through to opening it (active in inv) |
744 | // it's locked? |
|
|
745 | if (sack->slaying) |
1078 | } |
746 | { |
1079 | else if (sack->env) |
747 | if (object *tmp = find_key (op, op, sack)) |
|
|
748 | { |
|
|
749 | op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp))); |
|
|
750 | } |
|
|
751 | else |
|
|
752 | { |
|
|
753 | sack->flag [FLAG_APPLIED] = false; // might be applied in inv, let the user close it |
|
|
754 | esrv_update_item (UPD_FLAGS, op, sack); |
|
|
755 | op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack))); |
|
|
756 | return 1; |
|
|
757 | } |
|
|
758 | } |
|
|
759 | |
|
|
760 | if (sack->env && !sack->flag [FLAG_APPLIED]) |
1080 | { |
761 | { |
1081 | // it is in our env, so activate it, do not open yet |
762 | // it is in our env, so activate it, do not open yet |
1082 | op->close_container (); |
763 | op->close_container (); |
1083 | sack->flag [FLAG_APPLIED] = 1; |
764 | sack->flag [FLAG_APPLIED] = true; |
1084 | esrv_update_item (UPD_FLAGS, op, sack); |
765 | esrv_update_item (UPD_FLAGS, op, sack); |
1085 | op->statusmsg (format ("You ready %s.", query_name (sack))); |
766 | op->statusmsg (format ("You ready %s.", query_name (sack))); |
1086 | return 1; |
|
|
1087 | } |
|
|
1088 | |
|
|
1089 | // it's locked? |
|
|
1090 | if (sack->slaying) |
|
|
1091 | { |
767 | } |
1092 | if (object *tmp = find_key (op, op, sack)) |
|
|
1093 | op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp))); |
|
|
1094 | else |
768 | else |
1095 | { |
|
|
1096 | op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack))); |
|
|
1097 | return 1; |
|
|
1098 | } |
|
|
1099 | } |
|
|
1100 | |
|
|
1101 | op->open_container (sack); |
769 | op->open_container (sack); |
1102 | |
770 | |
1103 | return 1; |
771 | return 1; |
1104 | } |
772 | } |
1105 | |
773 | |
1106 | /** |
774 | /** |
… | |
… | |
1112 | { |
780 | { |
1113 | /* Only players can make sacrifices on spell casting altars. */ |
781 | /* Only players can make sacrifices on spell casting altars. */ |
1114 | if (altar->inv && (!originator || originator->type != PLAYER)) |
782 | if (altar->inv && (!originator || originator->type != PLAYER)) |
1115 | return 0; |
783 | return 0; |
1116 | |
784 | |
1117 | if (operate_altar (altar, &sacrifice)) |
785 | if (operate_altar (altar, &sacrifice, originator)) |
1118 | { |
786 | { |
1119 | /* Simple check. Unfortunately, it means you can't cast magic bullet |
787 | /* Simple check. Unfortunately, it means you can't cast magic bullet |
1120 | * with an altar. We call it a Potion - altars are stationary - it |
788 | * with an altar. We call it a Potion - altars are stationary - it |
1121 | * is up to map designers to use them properly. |
789 | * is up to map designers to use them properly. |
1122 | */ |
790 | */ |
… | |
… | |
1131 | /* push_button (altar);*/ |
799 | /* push_button (altar);*/ |
1132 | } |
800 | } |
1133 | else |
801 | else |
1134 | { |
802 | { |
1135 | altar->value = 1; /* works only once */ |
803 | altar->value = 1; /* works only once */ |
1136 | push_button (altar); |
804 | push_button (altar, originator); |
1137 | } |
805 | } |
1138 | |
806 | |
1139 | return !sacrifice; |
807 | return !sacrifice; |
1140 | } |
808 | } |
1141 | else |
809 | else |
… | |
… | |
1154 | { |
822 | { |
1155 | int rv = 0; |
823 | int rv = 0; |
1156 | double opinion; |
824 | double opinion; |
1157 | object *tmp, *next; |
825 | object *tmp, *next; |
1158 | |
826 | |
1159 | SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ |
827 | op->set_flag (FLAG_NO_APPLY); /* prevent loops */ |
1160 | |
828 | |
1161 | bool has_unpaid = false; |
829 | bool has_unpaid = false; |
1162 | |
830 | |
1163 | // quite inefficient to do this here twice, but the api doesn'T lend itself to |
831 | // quite inefficient to do this here twice, but the api doesn't lend itself to |
1164 | // a quick and small change :( |
832 | // a quick and small change :( |
1165 | for (object::depth_iterator item = op->begin (); item != op->end (); ++item) |
833 | for (object::depth_iterator item = op->begin (); item != op->end (); ++item) |
1166 | if (item->flag [FLAG_UNPAID]) |
834 | if (item->flag [FLAG_UNPAID]) |
1167 | { |
835 | { |
1168 | has_unpaid = true; |
836 | has_unpaid = true; |
1169 | break; |
837 | break; |
1170 | } |
838 | } |
1171 | |
839 | |
1172 | if (op->type != PLAYER) |
840 | if (!op->is_player ()) |
1173 | { |
841 | { |
1174 | /* Remove all the unpaid objects that may be carried here. |
842 | /* Remove all the unpaid objects that may be carried here. |
1175 | * This could be pets or monsters that are somehow in |
843 | * This could be pets or monsters that are somehow in |
1176 | * the shop. |
844 | * the shop. |
1177 | */ |
845 | */ |
1178 | for (tmp = op->inv; tmp; tmp = next) |
846 | for (tmp = op->inv; tmp; tmp = next) |
1179 | { |
847 | { |
1180 | next = tmp->below; |
848 | next = tmp->below; |
1181 | |
849 | |
1182 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
850 | if (tmp->flag [FLAG_UNPAID]) |
1183 | { |
851 | { |
1184 | int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); |
852 | int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); |
1185 | |
853 | |
|
|
854 | if (i >= 0) |
1186 | tmp->remove (); |
855 | tmp->move (i); |
1187 | |
|
|
1188 | if (i == -1) |
|
|
1189 | i = 0; |
|
|
1190 | |
|
|
1191 | tmp->map = op->map; |
|
|
1192 | tmp->x = op->x + freearr_x[i]; |
|
|
1193 | tmp->y = op->y + freearr_y[i]; |
|
|
1194 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
1195 | } |
856 | } |
1196 | } |
857 | } |
1197 | |
858 | |
1198 | /* Don't teleport things like spell effects */ |
859 | /* Don't teleport things like spell effects */ |
1199 | if (QUERY_FLAG (op, FLAG_NO_PICK)) |
860 | if (op->flag [FLAG_NO_PICK]) |
1200 | return 0; |
861 | return 0; |
1201 | |
862 | |
1202 | /* unpaid objects, or non living objects, can't transfer by |
863 | /* unpaid objects, or non living objects, can't transfer by |
1203 | * shop mats. Instead, put it on a nearby space. |
864 | * shop mats. Instead, put it on a nearby space. |
1204 | */ |
865 | */ |
1205 | if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) |
866 | if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE]) |
1206 | { |
867 | { |
1207 | /* Somebody dropped an unpaid item, just move to an adjacent place. */ |
868 | /* Somebody dropped an unpaid item, just move to an adjacent place. */ |
1208 | int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
869 | int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
1209 | |
870 | |
1210 | if (i != -1) |
871 | if (i != -1) |
1211 | rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); |
872 | rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); |
1212 | |
873 | |
1213 | return 0; |
874 | return 0; |
1214 | } |
875 | } |
|
|
876 | |
1215 | /* Removed code that checked for multipart objects - it appears that |
877 | /* Removed code that checked for multipart objects - it appears that |
1216 | * the teleport function should be able to handle this just fine. |
878 | * the teleport function should be able to handle this just fine. |
1217 | */ |
879 | */ |
1218 | rv = teleport (shop_mat, SHOP_MAT, op); |
880 | rv = teleport (shop_mat, SHOP_MAT, op); |
1219 | } |
881 | } |
… | |
… | |
1222 | /* this is only used for players */ |
884 | /* this is only used for players */ |
1223 | rv = teleport (shop_mat, SHOP_MAT, op); |
885 | rv = teleport (shop_mat, SHOP_MAT, op); |
1224 | |
886 | |
1225 | if (has_unpaid) |
887 | if (has_unpaid) |
1226 | op->contr->play_sound (sound_find ("shop_buy")); |
888 | op->contr->play_sound (sound_find ("shop_buy")); |
1227 | else if (is_in_shop (op)) |
889 | else if (op->is_in_shop ()) |
1228 | op->contr->play_sound (sound_find ("shop_enter")); |
890 | op->contr->play_sound (sound_find ("shop_enter")); |
1229 | else |
891 | else |
1230 | op->contr->play_sound (sound_find ("shop_leave")); |
892 | op->contr->play_sound (sound_find ("shop_leave")); |
1231 | |
893 | |
1232 | if (shop_mat->msg) |
894 | if (shop_mat->msg) |
1233 | op->statusmsg (shop_mat->msg); |
895 | op->statusmsg (shop_mat->msg); |
1234 | /* This check below is a bit simplistic - generally it should be correct, |
896 | /* This check below is a bit simplistic - generally it should be correct, |
1235 | * but there is never a guarantee that the bottom space on the map is |
897 | * but there is never a guarantee that the bottom space on the map is |
1236 | * actually the shop floor. |
898 | * actually the shop floor. |
1237 | */ |
899 | */ |
1238 | else if (!rv && !is_in_shop (op)) |
900 | else if (!rv && !op->is_in_shop ()) |
1239 | { |
901 | { |
1240 | opinion = shopkeeper_approval (op->map, op); |
902 | opinion = shopkeeper_approval (op->map, op); |
1241 | |
903 | |
1242 | op->statusmsg ( |
904 | op->statusmsg ( |
1243 | opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." |
905 | opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." |
… | |
… | |
1264 | op->y += freearr_y[i]; |
926 | op->y += freearr_y[i]; |
1265 | rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; |
927 | rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; |
1266 | } |
928 | } |
1267 | } |
929 | } |
1268 | |
930 | |
1269 | CLEAR_FLAG (op, FLAG_NO_APPLY); |
931 | op->clr_flag (FLAG_NO_APPLY); |
1270 | return rv; |
932 | return rv; |
1271 | } |
933 | } |
1272 | |
934 | |
1273 | /** |
935 | /** |
1274 | * Handles applying a sign. |
936 | * Handles applying a sign. |
1275 | */ |
937 | */ |
1276 | static void |
938 | static void |
1277 | apply_sign (object *op, object *sign, int autoapply) |
939 | apply_sign (object *op, object *sign, int autoapply) |
1278 | { |
940 | { |
1279 | readable_message_type *msgType; |
941 | if (!op->is_player()) |
|
|
942 | return; |
|
|
943 | |
|
|
944 | if (sign->has_dialogue ()) |
|
|
945 | { |
|
|
946 | op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name)); |
|
|
947 | return; |
|
|
948 | } |
1280 | |
949 | |
1281 | if (!sign->msg) |
950 | if (!sign->msg) |
1282 | { |
951 | { |
1283 | op->statusmsg ("Nothing is written on it."); |
952 | op->contr->infobox (MSG_CHANNEL ("examine"), |
|
|
953 | format ("T<%s>\n\n Nothing %sis written on it.", |
|
|
954 | &sign->name, |
|
|
955 | sign->name == sign->arch->name ? "" : "else ")); |
1284 | return; |
956 | return; |
1285 | } |
957 | } |
1286 | |
958 | |
1287 | if (sign->stats.food) |
959 | if (sign->stats.food) |
1288 | { |
960 | { |
1289 | if (sign->last_eat >= sign->stats.food) |
961 | if (sign->last_eat >= sign->stats.food) |
1290 | { |
962 | { |
1291 | if (!sign->move_on) |
963 | if (!sign->move_on) |
1292 | op->statusmsg ("You cannot read it anymore."); |
964 | op->failmsg ("You cannot read it anymore."); |
1293 | |
965 | |
1294 | return; |
966 | return; |
1295 | } |
967 | } |
1296 | |
968 | |
1297 | if (!QUERY_FLAG (op, FLAG_WIZPASS)) |
969 | if (!op->flag [FLAG_WIZPASS]) |
1298 | sign->last_eat++; |
970 | sign->last_eat++; |
1299 | } |
971 | } |
1300 | |
972 | |
1301 | /* Sign or magic mouth? Do we need to see it, or does it talk to us? |
973 | /* Sign or magic mouth? Do we need to see it, or does it talk to us? |
1302 | * No way to know for sure. The presumption is basically that if |
974 | * No way to know for sure. The presumption is basically that if |
1303 | * move_on is zero, it needs to be manually applied (doesn't talk |
975 | * move_on is zero, it needs to be manually applied (doesn't talk |
1304 | * to us). |
976 | * to us). |
1305 | */ |
977 | */ |
1306 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) |
978 | if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on) |
1307 | { |
979 | { |
1308 | op->failmsg ("You are unable to read while blind!"); |
980 | op->failmsg ("You are unable to read while blind!"); |
1309 | return; |
981 | return; |
1310 | } |
982 | } |
1311 | |
983 | |
1312 | if (op->contr) |
984 | if (op->contr) |
1313 | if (client *ns = op->contr->ns) |
985 | if (client *ns = op->contr->ns) |
1314 | { |
986 | { |
|
|
987 | if (sign->sound) |
1315 | ns->play_sound (sign->sound); |
988 | ns->play_sound (sign->sound); |
1316 | msgType = get_readable_message_type (sign); |
989 | else if (autoapply) |
|
|
990 | ns->play_sound (sound_find ("msg_voice")); |
1317 | |
991 | |
1318 | if (ns->can_msg) |
992 | op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg)); |
1319 | ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg); |
|
|
1320 | else |
|
|
1321 | { |
|
|
1322 | char newbuf[HUGE_BUF]; |
|
|
1323 | snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg); |
|
|
1324 | draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); |
|
|
1325 | } |
|
|
1326 | } |
993 | } |
1327 | } |
994 | } |
1328 | |
995 | |
1329 | /** |
996 | static void |
1330 | * 'victim' moves onto 'trap' |
|
|
1331 | * 'victim' leaves 'trap' |
|
|
1332 | * effect is determined by move_on/move_off of trap and move_type of victime. |
|
|
1333 | * |
|
|
1334 | * originator: Player, monster or other object that caused 'victim' to move |
|
|
1335 | * onto 'trap'. Will receive messages caused by this action. May be NULL. |
|
|
1336 | * However, some types of traps require an originator to function. |
|
|
1337 | */ |
|
|
1338 | void |
|
|
1339 | move_apply (object *trap, object *victim, object *originator) |
997 | move_apply_hole (object *trap, object *victim) |
1340 | { |
998 | { |
1341 | static int recursion_depth = 0; |
999 | /* Hole not open? */ |
1342 | |
1000 | if (trap->stats.wc > 0) |
1343 | /* Only exits affect DMs. */ |
|
|
1344 | if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) |
|
|
1345 | return; |
1001 | return; |
1346 | |
1002 | |
1347 | /* move_apply() is the most likely candidate for causing unwanted and |
1003 | /* Is this a multipart monster and not the head? If so, return. |
1348 | * possibly unlimited recursion. |
1004 | * Processing will happen if the head runs into the pit |
1349 | */ |
1005 | */ |
1350 | /* The following was changed because it was causing perfeclty correct |
1006 | if (victim->head) |
1351 | * maps to fail. 1) it's not an error to recurse: |
|
|
1352 | * rune detonates, summoning monster. monster lands on nearby rune. |
|
|
1353 | * nearby rune detonates. This sort of recursion is expected and |
|
|
1354 | * proper. This code was causing needless crashes. |
|
|
1355 | */ |
|
|
1356 | if (recursion_depth >= 500) |
|
|
1357 | { |
|
|
1358 | LOG (llevDebug, "WARNING: move_apply(): aborting recursion " |
|
|
1359 | "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name); |
|
|
1360 | return; |
1007 | return; |
1361 | } |
|
|
1362 | |
1008 | |
1363 | recursion_depth++; |
1009 | // now find all possible locations and randomly pick one |
1364 | if (trap->head) |
1010 | int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0, |
1365 | trap = trap->head; |
1011 | trap->range >= 3 ? SIZEOFFREE3 + 1 |
|
|
1012 | : trap->range >= 2 ? SIZEOFFREE2 + 1 |
|
|
1013 | : trap->range >= 1 ? SIZEOFFREE1 + 1 |
|
|
1014 | : SIZEOFFREE0 + 1); |
1366 | |
1015 | |
1367 | if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) |
1016 | if (dir < 0) |
1368 | goto leave; |
1017 | return; |
1369 | |
1018 | |
1370 | switch (trap->type) |
|
|
1371 | { |
|
|
1372 | case PLAYERMOVER: |
|
|
1373 | if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) |
|
|
1374 | { |
|
|
1375 | if (!trap->stats.maxsp) |
|
|
1376 | trap->stats.maxsp = 2; |
|
|
1377 | |
|
|
1378 | /* Is this correct? From the docs, it doesn't look like it |
|
|
1379 | * should be divided by trap->speed |
|
|
1380 | */ |
|
|
1381 | victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); |
|
|
1382 | |
|
|
1383 | /* Just put in some sanity check. I think there is a bug in the |
|
|
1384 | * above with some objects have zero speed, and thus the player |
|
|
1385 | * getting permanently paralyzed. |
|
|
1386 | */ |
|
|
1387 | if (victim->speed_left < -50.f) |
|
|
1388 | victim->speed_left = -50.f; |
|
|
1389 | /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ |
|
|
1390 | } |
|
|
1391 | goto leave; |
|
|
1392 | |
|
|
1393 | case SPINNER: |
|
|
1394 | if (victim->direction) |
|
|
1395 | { |
|
|
1396 | victim->direction = absdir (victim->direction - trap->stats.sp); |
|
|
1397 | update_turn_face (victim); |
|
|
1398 | } |
|
|
1399 | goto leave; |
|
|
1400 | |
|
|
1401 | case DIRECTOR: |
|
|
1402 | if (victim->direction && !should_director_abort (trap, victim)) |
|
|
1403 | { |
|
|
1404 | victim->direction = trap->stats.sp; |
|
|
1405 | update_turn_face (victim); |
|
|
1406 | } |
|
|
1407 | goto leave; |
|
|
1408 | |
|
|
1409 | case BUTTON: |
|
|
1410 | case PEDESTAL: |
|
|
1411 | update_button (trap); |
|
|
1412 | goto leave; |
|
|
1413 | |
|
|
1414 | case ALTAR: |
|
|
1415 | /* sacrifice victim on trap */ |
|
|
1416 | apply_altar (trap, victim, originator); |
|
|
1417 | goto leave; |
|
|
1418 | |
|
|
1419 | case THROWN_OBJ: |
|
|
1420 | if (trap->inv == NULL) |
|
|
1421 | goto leave; |
|
|
1422 | /* fallthrough */ |
|
|
1423 | |
|
|
1424 | case ARROW: |
|
|
1425 | /* bad bug: monster throw a object, make a step forwards, step on object , |
|
|
1426 | * trigger this here and get hit by own missile - and will be own enemy. |
|
|
1427 | * Victim then is his own enemy and will start to kill herself (this is |
|
|
1428 | * removed) but we have not synced victim and his missile. To avoid senseless |
|
|
1429 | * action, we avoid hits here |
|
|
1430 | */ |
|
|
1431 | if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) |
|
|
1432 | hit_with_arrow (trap, victim); |
|
|
1433 | goto leave; |
|
|
1434 | |
|
|
1435 | case SPELL_EFFECT: |
|
|
1436 | apply_spell_effect (trap, victim); |
|
|
1437 | goto leave; |
|
|
1438 | |
|
|
1439 | case TRAPDOOR: |
|
|
1440 | { |
|
|
1441 | int max, sound_was_played; |
|
|
1442 | object *ab, *ab_next; |
|
|
1443 | |
|
|
1444 | if (!trap->value) |
|
|
1445 | { |
|
|
1446 | int tot; |
|
|
1447 | |
|
|
1448 | for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above) |
|
|
1449 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
1450 | tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; |
|
|
1451 | |
|
|
1452 | if (!(trap->value = (tot > trap->weight) ? 1 : 0)) |
|
|
1453 | goto leave; |
|
|
1454 | |
|
|
1455 | SET_ANIMATION (trap, trap->value); |
|
|
1456 | update_object (trap, UP_OBJ_FACE); |
|
|
1457 | } |
|
|
1458 | |
|
|
1459 | for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) |
|
|
1460 | { |
|
|
1461 | /* need to set this up, since if we do transfer the object, |
|
|
1462 | * ab->above would be bogus |
|
|
1463 | */ |
|
|
1464 | ab_next = ab->above; |
|
|
1465 | |
|
|
1466 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
1467 | { |
|
|
1468 | if (!sound_was_played) |
|
|
1469 | { |
|
|
1470 | trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
|
|
1471 | sound_was_played = 1; |
|
|
1472 | } |
|
|
1473 | |
|
|
1474 | ab->statusmsg ("You fall into a trapdoor!", NDI_RED); |
|
|
1475 | transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab); |
|
|
1476 | } |
|
|
1477 | } |
|
|
1478 | goto leave; |
|
|
1479 | } |
|
|
1480 | |
|
|
1481 | case CONVERTER: |
|
|
1482 | if (convert_item (victim, trap) < 0) |
|
|
1483 | { |
|
|
1484 | originator->failmsg (format ("The %s seems to be broken!", query_name (trap))); |
|
|
1485 | get_archetype ("burnout")->insert_at (trap, trap); |
|
|
1486 | } |
|
|
1487 | |
|
|
1488 | goto leave; |
|
|
1489 | |
|
|
1490 | case TRIGGER_BUTTON: |
|
|
1491 | case TRIGGER_PEDESTAL: |
|
|
1492 | case TRIGGER_ALTAR: |
|
|
1493 | check_trigger (trap, victim); |
|
|
1494 | goto leave; |
|
|
1495 | |
|
|
1496 | case DEEP_SWAMP: |
|
|
1497 | walk_on_deep_swamp (trap, victim); |
|
|
1498 | goto leave; |
|
|
1499 | |
|
|
1500 | case CHECK_INV: |
|
|
1501 | check_inv (victim, trap); |
|
|
1502 | goto leave; |
|
|
1503 | |
|
|
1504 | case HOLE: |
|
|
1505 | /* Hole not open? */ |
|
|
1506 | if (trap->stats.wc > 0) |
|
|
1507 | goto leave; |
|
|
1508 | |
|
|
1509 | /* Is this a multipart monster and not the head? If so, return. |
|
|
1510 | * Processing will happen if the head runs into the pit |
|
|
1511 | */ |
|
|
1512 | if (victim->head) |
|
|
1513 | goto leave; |
|
|
1514 | |
|
|
1515 | victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
1019 | victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
1516 | victim->statusmsg ("You fall through the hole!", NDI_RED); |
1020 | victim->statusmsg ("You fall through the hole!", NDI_RED); |
1517 | transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); |
|
|
1518 | goto leave; |
|
|
1519 | |
1021 | |
1520 | case EXIT: |
1022 | transfer_ob (victim, |
1521 | if (victim->type == PLAYER && EXIT_PATH (trap)) |
1023 | EXIT_X (trap) + freearr_x[dir], |
1522 | { |
1024 | EXIT_Y (trap) + freearr_y[dir], |
1523 | /* Basically, don't show exits leading to random maps the |
1025 | 0, victim); |
1524 | * players output. |
|
|
1525 | */ |
|
|
1526 | if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) |
|
|
1527 | victim->statusmsg (trap->msg, NDI_NAVY); |
|
|
1528 | |
|
|
1529 | victim->enter_exit (trap); |
|
|
1530 | } |
|
|
1531 | goto leave; |
|
|
1532 | |
|
|
1533 | case ENCOUNTER: |
|
|
1534 | /* may be some leftovers on this */ |
|
|
1535 | goto leave; |
|
|
1536 | |
|
|
1537 | case SHOP_MAT: |
|
|
1538 | apply_shop_mat (trap, victim); |
|
|
1539 | goto leave; |
|
|
1540 | |
|
|
1541 | /* Drop a certain amount of gold, and have one item identified */ |
|
|
1542 | case IDENTIFY_ALTAR: |
|
|
1543 | apply_id_altar (victim, trap, originator); |
|
|
1544 | goto leave; |
|
|
1545 | |
|
|
1546 | case SIGN: |
|
|
1547 | if (victim->type != PLAYER && trap->stats.food > 0) |
|
|
1548 | goto leave; /* monsters musn't apply magic_mouths with counters */ |
|
|
1549 | |
|
|
1550 | apply_sign (victim, trap, 1); |
|
|
1551 | goto leave; |
|
|
1552 | |
|
|
1553 | case CONTAINER: |
|
|
1554 | apply_container (victim, trap); |
|
|
1555 | goto leave; |
|
|
1556 | |
|
|
1557 | case RUNE: |
|
|
1558 | case TRAP: |
|
|
1559 | if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) |
|
|
1560 | spring_trap (trap, victim); |
|
|
1561 | goto leave; |
|
|
1562 | |
|
|
1563 | default: |
|
|
1564 | LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " |
|
|
1565 | "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); |
|
|
1566 | goto leave; |
|
|
1567 | } |
|
|
1568 | |
|
|
1569 | leave: |
|
|
1570 | recursion_depth--; |
|
|
1571 | } |
|
|
1572 | |
|
|
1573 | /** |
|
|
1574 | * Handles reading a regular (ie not containing a spell) book. |
|
|
1575 | */ |
|
|
1576 | static void |
|
|
1577 | apply_book (object *op, object *tmp) |
|
|
1578 | { |
|
|
1579 | int lev_diff; |
|
|
1580 | object *skill_ob; |
|
|
1581 | |
|
|
1582 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1583 | { |
|
|
1584 | op->failmsg ("You are unable to read while blind!"); |
|
|
1585 | return; |
|
|
1586 | } |
|
|
1587 | |
|
|
1588 | if (!tmp->msg) |
|
|
1589 | { |
|
|
1590 | op->failmsg (format ("You open the %s and find it empty.", &tmp->name)); |
|
|
1591 | return; |
|
|
1592 | } |
|
|
1593 | |
|
|
1594 | /* need a literacy skill to read stuff! */ |
|
|
1595 | skill_ob = find_skill_by_name (op, tmp->skill); |
|
|
1596 | if (!skill_ob) |
|
|
1597 | { |
|
|
1598 | op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill)); |
|
|
1599 | return; |
|
|
1600 | } |
|
|
1601 | |
|
|
1602 | lev_diff = tmp->level - (skill_ob->level + 5); |
|
|
1603 | if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) |
|
|
1604 | { |
|
|
1605 | op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension." |
|
|
1606 | : lev_diff < 3 ? "This book is slightly beyond your comprehension." |
|
|
1607 | : lev_diff < 5 ? "This book is beyond your comprehension." |
|
|
1608 | : lev_diff < 8 ? "This book is quite a bit beyond your comprehension." |
|
|
1609 | : lev_diff < 15 ? "This book is way beyond your comprehension." |
|
|
1610 | : "This book is totally beyond your comprehension."); |
|
|
1611 | return; |
|
|
1612 | } |
|
|
1613 | |
|
|
1614 | readable_message_type *msgType = get_readable_message_type (tmp); |
|
|
1615 | |
|
|
1616 | if (player *pl = op->contr) |
|
|
1617 | if (client *ns = pl->ns) |
|
|
1618 | if (ns->can_msg) |
|
|
1619 | { |
|
|
1620 | dynbuf_text buf; |
|
|
1621 | buf << long_desc (tmp, op) |
|
|
1622 | << "\n\n" |
|
|
1623 | << tmp->msg |
|
|
1624 | << '\0'; |
|
|
1625 | ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ()); |
|
|
1626 | } |
|
|
1627 | else |
|
|
1628 | draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, |
|
|
1629 | msgType->message_type, msgType->message_subtype, |
|
|
1630 | "You open the %s and start reading.\n%s", (char *)"%s\n%s", |
|
|
1631 | long_desc (tmp, op), &tmp->msg); |
|
|
1632 | |
|
|
1633 | /* gain xp from reading */ |
|
|
1634 | if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) |
|
|
1635 | { /* only if not read before */ |
|
|
1636 | int exp_gain = calc_skill_exp (op, tmp, skill_ob); |
|
|
1637 | |
|
|
1638 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
1639 | { |
|
|
1640 | /*exp_gain *= 2; because they just identified it too */ |
|
|
1641 | SET_FLAG (tmp, FLAG_IDENTIFIED); |
|
|
1642 | |
|
|
1643 | /* If in a container, update how it looks */ |
|
|
1644 | if (tmp->env) |
|
|
1645 | esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); |
|
|
1646 | else |
|
|
1647 | op->contr->ns->floorbox_update (); |
|
|
1648 | } |
|
|
1649 | |
|
|
1650 | change_exp (op, exp_gain, skill_ob->skill, 0); |
|
|
1651 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ |
|
|
1652 | } |
|
|
1653 | } |
|
|
1654 | |
|
|
1655 | /** |
|
|
1656 | * Handles the applying of a skill scroll, calling learn_skill straight. |
|
|
1657 | * op is the person learning the skill, tmp is the skill scroll object |
|
|
1658 | */ |
|
|
1659 | static void |
|
|
1660 | apply_skillscroll (object *op, object *tmp) |
|
|
1661 | { |
|
|
1662 | switch (learn_skill (op, tmp)) |
|
|
1663 | { |
|
|
1664 | case 0: |
|
|
1665 | op->play_sound (sound_find ("generic_fail")); |
|
|
1666 | op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp))); |
|
|
1667 | break; |
|
|
1668 | |
|
|
1669 | case 1: |
|
|
1670 | decrease_ob (tmp); |
|
|
1671 | op->play_sound (sound_find ("skill_learn")); |
|
|
1672 | op->statusmsg (format ("You succeed in learning %s", &tmp->skill)); |
|
|
1673 | break; |
|
|
1674 | |
|
|
1675 | default: |
|
|
1676 | decrease_ob (tmp); |
|
|
1677 | op->play_sound (sound_find ("generic_fail")); |
|
|
1678 | op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp))); |
|
|
1679 | break; |
|
|
1680 | } |
|
|
1681 | } |
|
|
1682 | |
|
|
1683 | /** |
|
|
1684 | * Actually makes op learn spell. |
|
|
1685 | * Informs player of what happens. |
|
|
1686 | */ |
|
|
1687 | void |
|
|
1688 | do_learn_spell (object *op, object *spell, int special_prayer) |
|
|
1689 | { |
|
|
1690 | object *tmp; |
|
|
1691 | |
|
|
1692 | if (op->type != PLAYER) |
|
|
1693 | { |
|
|
1694 | LOG (llevError, "BUG: do_learn_spell(): not a player\n"); |
|
|
1695 | return; |
|
|
1696 | } |
|
|
1697 | |
|
|
1698 | /* Upgrade special prayers to normal prayers */ |
|
|
1699 | if ((tmp = check_spell_known (op, spell->name)) != NULL) |
|
|
1700 | { |
|
|
1701 | if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
|
|
1702 | { |
|
|
1703 | LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); |
|
|
1704 | return; |
|
|
1705 | } |
|
|
1706 | return; |
|
|
1707 | } |
|
|
1708 | |
|
|
1709 | op->contr->play_sound (sound_find ("learn_spell")); |
|
|
1710 | |
|
|
1711 | tmp = spell->clone (); |
|
|
1712 | insert_ob_in_ob (tmp, op); |
|
|
1713 | |
|
|
1714 | if (special_prayer) |
|
|
1715 | SET_FLAG (tmp, FLAG_STARTEQUIP); |
|
|
1716 | |
|
|
1717 | esrv_add_spells (op->contr, tmp); |
|
|
1718 | } |
|
|
1719 | |
|
|
1720 | /** |
|
|
1721 | * Erases spell from player's inventory. |
|
|
1722 | */ |
|
|
1723 | void |
|
|
1724 | do_forget_spell (object *op, const char *spell) |
|
|
1725 | { |
|
|
1726 | object *spob; |
|
|
1727 | |
|
|
1728 | if (op->type != PLAYER) |
|
|
1729 | { |
|
|
1730 | LOG (llevError, "BUG: do_forget_spell(): not a player\n"); |
|
|
1731 | return; |
|
|
1732 | } |
|
|
1733 | if ((spob = check_spell_known (op, spell)) == NULL) |
|
|
1734 | { |
|
|
1735 | LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); |
|
|
1736 | return; |
|
|
1737 | } |
|
|
1738 | |
|
|
1739 | op->failmsg (format ("You lose knowledge of %s.", spell)); |
|
|
1740 | player_unready_range_ob (op->contr, spob); |
|
|
1741 | esrv_remove_spell (op->contr, spob); |
|
|
1742 | spob->destroy (); |
|
|
1743 | } |
|
|
1744 | |
|
|
1745 | /** |
|
|
1746 | * Handles player applying a spellbook. |
|
|
1747 | * Checks whether player has knowledge of required skill, doesn't already know the spell, |
|
|
1748 | * stuff like that. Random learning failure too. |
|
|
1749 | */ |
|
|
1750 | static void |
|
|
1751 | apply_spellbook (object *op, object *tmp) |
|
|
1752 | { |
|
|
1753 | object *skop, *spell, *spell_skill; |
|
|
1754 | |
|
|
1755 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1756 | { |
|
|
1757 | op->failmsg ("You are unable to read while blind."); |
|
|
1758 | return; |
|
|
1759 | } |
|
|
1760 | |
|
|
1761 | /* artifact_spellbooks have 'slaying' field point to a spell name, |
|
|
1762 | * instead of having their spell stored in stats.sp. These are |
|
|
1763 | * legacy spellbooks |
|
|
1764 | */ |
|
|
1765 | if (tmp->slaying) |
|
|
1766 | { |
|
|
1767 | spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); |
|
|
1768 | if (!spell) |
|
|
1769 | { |
|
|
1770 | op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying)); |
|
|
1771 | return; |
|
|
1772 | } |
|
|
1773 | else |
|
|
1774 | insert_ob_in_ob (spell, tmp); |
|
|
1775 | |
|
|
1776 | tmp->slaying = 0; |
|
|
1777 | } |
|
|
1778 | |
|
|
1779 | skop = find_skill_by_name (op, tmp->skill); |
|
|
1780 | |
|
|
1781 | /* need a literacy skill to learn spells. Also, having a literacy level |
|
|
1782 | * lower than the spell will make learning the spell more difficult */ |
|
|
1783 | if (!skop) |
|
|
1784 | { |
|
|
1785 | op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill)); |
|
|
1786 | return; |
|
|
1787 | } |
|
|
1788 | |
|
|
1789 | spell = tmp->inv; |
|
|
1790 | |
|
|
1791 | if (!spell) |
|
|
1792 | { |
|
|
1793 | LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); |
|
|
1794 | op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); |
|
|
1795 | return; |
|
|
1796 | } |
|
|
1797 | |
|
|
1798 | if (skop->level < int (sqrtf (spell->level) * 1.5f)) |
|
|
1799 | { |
|
|
1800 | op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill)); |
|
|
1801 | return; |
|
|
1802 | } |
|
|
1803 | |
|
|
1804 | op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); |
|
|
1805 | |
|
|
1806 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
1807 | { |
|
|
1808 | identify (tmp); |
|
|
1809 | |
|
|
1810 | if (tmp->env) |
|
|
1811 | esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); |
|
|
1812 | else |
|
|
1813 | op->contr->ns->floorbox_update (); |
|
|
1814 | } |
|
|
1815 | |
|
|
1816 | /* I removed the check for special_prayer_mark here - it didn't make |
|
|
1817 | * a lot of sense - special prayers are not found in spellbooks, and |
|
|
1818 | * if the player doesn't know the spell, doesn't make a lot of sense that |
|
|
1819 | * they would have a special prayer mark. |
|
|
1820 | */ |
|
|
1821 | if (check_spell_known (op, spell->name)) |
|
|
1822 | { |
|
|
1823 | op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n"); |
|
|
1824 | return; |
|
|
1825 | } |
|
|
1826 | |
|
|
1827 | if (spell->skill) |
|
|
1828 | { |
|
|
1829 | spell_skill = find_skill_by_name (op, spell->skill); |
|
|
1830 | |
|
|
1831 | if (!spell_skill) |
|
|
1832 | { |
|
|
1833 | op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill)); |
|
|
1834 | return; |
|
|
1835 | } |
|
|
1836 | |
|
|
1837 | if (spell_skill->level < spell->level) |
|
|
1838 | { |
|
|
1839 | op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill)); |
|
|
1840 | return; |
|
|
1841 | } |
|
|
1842 | } |
|
|
1843 | |
|
|
1844 | /* Logic as follows |
|
|
1845 | * |
|
|
1846 | * 1- MU spells use Int to learn, Cleric spells use Wisdom |
|
|
1847 | * |
|
|
1848 | * 2- The learner's skill level in literacy adjusts the chance to learn |
|
|
1849 | * a spell. |
|
|
1850 | * |
|
|
1851 | * 3 -Automatically fail to learn if you read while confused |
|
|
1852 | * |
|
|
1853 | * Overall, chances are the same but a player will find having a high |
|
|
1854 | * literacy rate very useful! -b.t. |
|
|
1855 | */ |
|
|
1856 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
|
|
1857 | { |
|
|
1858 | op->failmsg ("In your confused state you flub the wording of the text!"); |
|
|
1859 | scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); |
|
|
1860 | } |
|
|
1861 | else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || |
|
|
1862 | (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) |
|
|
1863 | { |
|
|
1864 | op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); |
|
|
1865 | do_learn_spell (op, spell, 0); |
|
|
1866 | |
|
|
1867 | /* xp gain to literacy for spell learning */ |
|
|
1868 | if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
|
|
1869 | change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); |
|
|
1870 | } |
|
|
1871 | else |
|
|
1872 | { |
|
|
1873 | op->contr->play_sound (sound_find ("fumble_spell")); |
|
|
1874 | op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n"); |
|
|
1875 | } |
|
|
1876 | |
|
|
1877 | decrease_ob (tmp); |
|
|
1878 | } |
|
|
1879 | |
|
|
1880 | /** |
|
|
1881 | * Handles applying a spell scroll. |
|
|
1882 | */ |
|
|
1883 | void |
|
|
1884 | apply_scroll (object *op, object *tmp, int dir) |
|
|
1885 | { |
|
|
1886 | object *skop; |
|
|
1887 | |
|
|
1888 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1889 | { |
|
|
1890 | op->failmsg ("You are unable to read while blind."); |
|
|
1891 | return; |
|
|
1892 | } |
|
|
1893 | |
|
|
1894 | if (!tmp->inv || tmp->inv->type != SPELL) |
|
|
1895 | { |
|
|
1896 | op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>"); |
|
|
1897 | return; |
|
|
1898 | } |
|
|
1899 | |
|
|
1900 | if (op->type == PLAYER) |
|
|
1901 | { |
|
|
1902 | /* players need a literacy skill to read stuff! */ |
|
|
1903 | int exp_gain = 0; |
|
|
1904 | |
|
|
1905 | /* hard code literacy - tmp->skill points to where the exp |
|
|
1906 | * should go for anything killed by the spell. |
|
|
1907 | */ |
|
|
1908 | skop = find_skill_by_name (op, skill_names[SK_LITERACY]); |
|
|
1909 | |
|
|
1910 | if (!skop) |
|
|
1911 | { |
|
|
1912 | op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY])); |
|
|
1913 | return; |
|
|
1914 | } |
|
|
1915 | |
|
|
1916 | if ((exp_gain = calc_skill_exp (op, tmp, skop))) |
|
|
1917 | change_exp (op, exp_gain, skop->skill, 0); |
|
|
1918 | } |
|
|
1919 | |
|
|
1920 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
1921 | identify (tmp); |
|
|
1922 | |
|
|
1923 | op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name)); |
|
|
1924 | |
|
|
1925 | cast_spell (op, tmp, dir, tmp->inv, NULL); |
|
|
1926 | decrease_ob (tmp); |
|
|
1927 | } |
|
|
1928 | |
|
|
1929 | /** |
|
|
1930 | * Applies a treasure object - by default, chest. op |
|
|
1931 | * is the person doing the applying, tmp is the treasure |
|
|
1932 | * chest. |
|
|
1933 | */ |
|
|
1934 | static void |
|
|
1935 | apply_treasure (object *op, object *tmp) |
|
|
1936 | { |
|
|
1937 | /* Nice side effect of this treasure creation method is that the treasure |
|
|
1938 | * for the chest is done when the chest is created, and put into the chest |
|
|
1939 | * inventory. So that when the chest burns up, the items still exist. Also |
|
|
1940 | * prevents people from moving chests to more difficult maps to get better |
|
|
1941 | * treasure |
|
|
1942 | */ |
|
|
1943 | object *treas = tmp->inv; |
|
|
1944 | |
|
|
1945 | if (!treas) |
|
|
1946 | { |
|
|
1947 | op->statusmsg ("The chest was empty."); |
|
|
1948 | decrease_ob (tmp); |
|
|
1949 | return; |
|
|
1950 | } |
|
|
1951 | |
|
|
1952 | while (tmp->inv) |
|
|
1953 | { |
|
|
1954 | treas = tmp->inv; |
|
|
1955 | treas->remove (); |
|
|
1956 | |
|
|
1957 | treas->x = op->x; |
|
|
1958 | treas->y = op->y; |
|
|
1959 | treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); |
|
|
1960 | |
|
|
1961 | if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
1962 | spring_trap (treas, op); |
|
|
1963 | |
|
|
1964 | /* If either player or container was destroyed, no need to do |
|
|
1965 | * further processing. I think this should be enclused with |
|
|
1966 | * spring trap above, as I don't think there is otherwise |
|
|
1967 | * any way for the treasure chest or player to get killed. |
|
|
1968 | */ |
|
|
1969 | if (op->destroyed () || tmp->destroyed ()) |
|
|
1970 | break; |
|
|
1971 | } |
|
|
1972 | |
|
|
1973 | if (!tmp->destroyed () && !tmp->inv) |
|
|
1974 | decrease_ob (tmp); |
|
|
1975 | } |
|
|
1976 | |
|
|
1977 | /** |
|
|
1978 | * op eats food. |
|
|
1979 | * If player, takes care of messages and dragon special food. |
|
|
1980 | */ |
|
|
1981 | static void |
|
|
1982 | apply_food (object *op, object *tmp) |
|
|
1983 | { |
|
|
1984 | int capacity_remaining; |
|
|
1985 | |
|
|
1986 | if (op->type != PLAYER) |
|
|
1987 | op->stats.hp = op->stats.maxhp; |
|
|
1988 | else |
|
|
1989 | { |
|
|
1990 | /* check if this is a dragon (player), eating some flesh */ |
|
|
1991 | if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp)) |
|
|
1992 | ; |
|
|
1993 | else |
|
|
1994 | { |
|
|
1995 | /* usual case - no dragon meal: */ |
|
|
1996 | if (op->stats.food + tmp->stats.food > 999) |
|
|
1997 | { |
|
|
1998 | if (tmp->type == FOOD || tmp->type == FLESH) |
|
|
1999 | op->failmsg ("You feel full, but what a waste of food!"); |
|
|
2000 | else |
|
|
2001 | op->statusmsg ("Most of the drink goes down your face not your throat!"); |
|
|
2002 | } |
|
|
2003 | |
|
|
2004 | if (!QUERY_FLAG (tmp, FLAG_CURSED)) |
|
|
2005 | { |
|
|
2006 | const char *buf; |
|
|
2007 | |
|
|
2008 | if (!is_dragon_pl (op)) |
|
|
2009 | { |
|
|
2010 | /* eating message for normal players */ |
|
|
2011 | if (tmp->type == DRINK) |
|
|
2012 | buf = format ("Ahhh...that %s tasted good.", &tmp->name); |
|
|
2013 | else |
|
|
2014 | buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); |
|
|
2015 | } |
|
|
2016 | else |
|
|
2017 | /* eating message for dragon players */ |
|
|
2018 | buf = format ("The %s tasted terrible!", &tmp->name); |
|
|
2019 | |
|
|
2020 | op->statusmsg (buf); |
|
|
2021 | |
|
|
2022 | capacity_remaining = 999 - op->stats.food; |
|
|
2023 | op->stats.food += tmp->stats.food; |
|
|
2024 | if (capacity_remaining < tmp->stats.food) |
|
|
2025 | op->stats.hp += capacity_remaining / 50; |
|
|
2026 | else |
|
|
2027 | op->stats.hp += tmp->stats.food / 50; |
|
|
2028 | |
|
|
2029 | if (op->stats.hp > op->stats.maxhp) |
|
|
2030 | op->stats.hp = op->stats.maxhp; |
|
|
2031 | if (op->stats.food > 999) |
|
|
2032 | op->stats.food = 999; |
|
|
2033 | } |
|
|
2034 | |
|
|
2035 | /* special food hack -b.t. */ |
|
|
2036 | if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) |
|
|
2037 | eat_special_food (op, tmp); |
|
|
2038 | } |
|
|
2039 | } |
|
|
2040 | |
|
|
2041 | handle_apply_yield (tmp); |
|
|
2042 | decrease_ob (tmp); |
|
|
2043 | } |
|
|
2044 | |
|
|
2045 | /** |
|
|
2046 | * A dragon is eating some flesh. If the flesh contains resistances, |
|
|
2047 | * there is a chance for the dragon's skin to get improved. |
|
|
2048 | * |
|
|
2049 | * attributes: |
|
|
2050 | * object *op the object (dragon player) eating the flesh |
|
|
2051 | * object *meal the flesh item, getting chewed in dragon's mouth |
|
|
2052 | * return: |
|
|
2053 | * int 1 if eating successful, 0 if it doesn't work |
|
|
2054 | */ |
|
|
2055 | int |
|
|
2056 | dragon_eat_flesh (object *op, object *meal) |
|
|
2057 | { |
|
|
2058 | object *skin = NULL; /* pointer to dragon skin force */ |
|
|
2059 | object *abil = NULL; /* pointer to dragon ability force */ |
|
|
2060 | object *tmp = NULL; /* tmp. object */ |
|
|
2061 | |
|
|
2062 | double chance; /* improvement-chance of one resistance type */ |
|
|
2063 | double totalchance = 1; /* total chance of gaining one resistance */ |
|
|
2064 | double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ |
|
|
2065 | double mbonus = 0; /* monster bonus */ |
|
|
2066 | int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ |
|
|
2067 | int winners = 0; /* number of winners */ |
|
|
2068 | int i; /* index */ |
|
|
2069 | |
|
|
2070 | /* let's make sure and doublecheck the parameters */ |
|
|
2071 | if (meal->type != FLESH || !is_dragon_pl (op)) |
|
|
2072 | return 0; |
|
|
2073 | |
|
|
2074 | /* now grab the 'dragon_skin'- and 'dragon_ability'-forces |
|
|
2075 | from the player's inventory */ |
|
|
2076 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
2077 | if (tmp->type == FORCE) |
|
|
2078 | if (tmp->arch->archname == shstr_dragon_skin_force) |
|
|
2079 | skin = tmp; |
|
|
2080 | else if (tmp->arch->archname == shstr_dragon_ability_force) |
|
|
2081 | abil = tmp; |
|
|
2082 | |
|
|
2083 | /* if either skin or ability are missing, this is an old player |
|
|
2084 | which is not to be considered a dragon -> bail out */ |
|
|
2085 | if (skin == NULL || abil == NULL) |
|
|
2086 | return 0; |
|
|
2087 | |
|
|
2088 | /* now start by filling stomache and health, according to food-value */ |
|
|
2089 | if ((999 - op->stats.food) < meal->stats.food) |
|
|
2090 | op->stats.hp += (999 - op->stats.food) / 50; |
|
|
2091 | else |
|
|
2092 | op->stats.hp += meal->stats.food / 50; |
|
|
2093 | |
|
|
2094 | if (op->stats.hp > op->stats.maxhp) |
|
|
2095 | op->stats.hp = op->stats.maxhp; |
|
|
2096 | |
|
|
2097 | op->stats.food = MIN (999, op->stats.food + meal->stats.food); |
|
|
2098 | |
|
|
2099 | /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ |
|
|
2100 | |
|
|
2101 | /* on to the interesting part: chances for adding resistance */ |
|
|
2102 | for (i = 0; i < NROFATTACKS; i++) |
|
|
2103 | { |
|
|
2104 | if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i)) |
|
|
2105 | { |
|
|
2106 | /* got positive resistance, now calculate improvement chance (0-100) */ |
|
|
2107 | |
|
|
2108 | /* this bonus makes resistance increase easier at lower levels */ |
|
|
2109 | bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level); |
|
|
2110 | if (i == abil->stats.exp) |
|
|
2111 | bonus += 5; /* additional bonus for resistance of ability-focus */ |
|
|
2112 | |
|
|
2113 | /* monster bonus increases with level, because high-level |
|
|
2114 | flesh is too rare */ |
|
|
2115 | mbonus = op->level * 20. / ((double) settings.max_level); |
|
|
2116 | |
|
|
2117 | chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / |
|
|
2118 | ((double) settings.max_level)) - skin->resist[i]; |
|
|
2119 | |
|
|
2120 | if (chance >= 0.) |
|
|
2121 | chance += 1.; |
|
|
2122 | else |
|
|
2123 | chance = (chance < -12) ? 0. : 1. / pow (2., -chance); |
|
|
2124 | |
|
|
2125 | /* chance is proportional to amount of resistance (max. 50) */ |
|
|
2126 | chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; |
|
|
2127 | |
|
|
2128 | /* doubled chance for resistance of ability-focus */ |
|
|
2129 | if (i == abil->stats.exp) |
|
|
2130 | chance = MIN (100., chance * 2.); |
|
|
2131 | |
|
|
2132 | /* now make the throw and save all winners (Don't insert luck bonus here!) */ |
|
|
2133 | if (rndm (10000) < (unsigned int) (chance * 100)) |
|
|
2134 | { |
|
|
2135 | atnr_winner[winners] = i; |
|
|
2136 | winners++; |
|
|
2137 | } |
|
|
2138 | |
|
|
2139 | if (chance >= 0.01) |
|
|
2140 | totalchance *= 1 - chance / 100; |
|
|
2141 | |
|
|
2142 | /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */ |
|
|
2143 | } |
|
|
2144 | } |
|
|
2145 | |
|
|
2146 | /* inverse totalchance as until now we have the failure-chance */ |
|
|
2147 | totalchance = 100 - totalchance * 100; |
|
|
2148 | |
|
|
2149 | /* print message according to totalchance */ |
|
|
2150 | const char *buf; |
|
|
2151 | if (totalchance > 50.) |
|
|
2152 | buf = format ("Hmm! The %s tasted delicious!", &meal->name); |
|
|
2153 | else if (totalchance > 10.) |
|
|
2154 | buf = format ("The %s tasted very good.", &meal->name); |
|
|
2155 | else if (totalchance > 1.) |
|
|
2156 | buf = format ("The %s tasted good.", &meal->name); |
|
|
2157 | else if (totalchance > 0.1) |
|
|
2158 | buf = format ("The %s tasted bland.", &meal->name); |
|
|
2159 | else if (totalchance >= 0.01) |
|
|
2160 | buf = format ("The %s had a boring taste.", &meal->name); |
|
|
2161 | else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) |
|
|
2162 | buf = format ("The %s tasted strange.", &meal->name); |
|
|
2163 | else |
|
|
2164 | buf = format ("The %s had no taste.", &meal->name); |
|
|
2165 | |
|
|
2166 | op->statusmsg (buf); |
|
|
2167 | |
|
|
2168 | /* now choose a winner if we have any */ |
|
|
2169 | i = -1; |
|
|
2170 | if (winners > 0) |
|
|
2171 | i = atnr_winner[RANDOM () % winners]; |
|
|
2172 | |
|
|
2173 | if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) |
|
|
2174 | { |
|
|
2175 | /* resistance increased! */ |
|
|
2176 | skin->resist[i]++; |
|
|
2177 | op->update_stats (); |
|
|
2178 | |
|
|
2179 | op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i])); |
|
|
2180 | } |
|
|
2181 | |
|
|
2182 | /* if this flesh contains a new ability focus, we mark it |
|
|
2183 | into the ability_force and it will take effect on next level */ |
|
|
2184 | if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) |
|
|
2185 | { |
|
|
2186 | abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ |
|
|
2187 | |
|
|
2188 | if (meal->last_eat != abil->stats.exp) |
|
|
2189 | op->statusmsg (format ( |
|
|
2190 | "Your metabolism prepares to focus on %s!\n" |
|
|
2191 | "The change will happen at level %d.", |
|
|
2192 | change_resist_msg[meal->last_eat], |
|
|
2193 | abil->level + 1 |
|
|
2194 | )); |
|
|
2195 | else |
|
|
2196 | { |
|
|
2197 | op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat])); |
|
|
2198 | abil->last_eat = 0; |
|
|
2199 | } |
|
|
2200 | } |
|
|
2201 | |
|
|
2202 | return 1; |
|
|
2203 | } |
|
|
2204 | |
|
|
2205 | /** |
|
|
2206 | * Handles applying an improve armor scroll. |
|
|
2207 | * Does some sanity checks, then calls improve_armour. |
|
|
2208 | */ |
|
|
2209 | static void |
|
|
2210 | apply_armour_improver (object *op, object *tmp) |
|
|
2211 | { |
|
|
2212 | object *armor; |
|
|
2213 | |
|
|
2214 | if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC)) |
|
|
2215 | { |
|
|
2216 | op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>"); |
|
|
2217 | return; |
|
|
2218 | } |
|
|
2219 | |
|
|
2220 | armor = find_marked_object (op); |
|
|
2221 | |
|
|
2222 | if (!armor) |
|
|
2223 | { |
|
|
2224 | op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this."); |
|
|
2225 | return; |
|
|
2226 | } |
|
|
2227 | |
|
|
2228 | if (armor->type != ARMOUR |
|
|
2229 | && armor->type != CLOAK |
|
|
2230 | && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) |
|
|
2231 | { |
|
|
2232 | op->failmsg ("Your marked item is not armour!\n"); |
|
|
2233 | return; |
|
|
2234 | } |
|
|
2235 | |
|
|
2236 | op->statusmsg ("Applying armour enchantment."); |
|
|
2237 | improve_armour (op, tmp, armor); |
|
|
2238 | } |
|
|
2239 | |
|
|
2240 | extern void |
|
|
2241 | apply_poison (object *op, object *tmp) |
|
|
2242 | { |
|
|
2243 | if (op->type == PLAYER) |
|
|
2244 | { |
|
|
2245 | op->contr->play_sound (sound_find ("drink_poison")); |
|
|
2246 | op->failmsg ("Yech! That tasted poisonous!"); |
|
|
2247 | strcpy (op->contr->killer, "poisonous booze"); |
|
|
2248 | } |
|
|
2249 | |
|
|
2250 | if (tmp->stats.hp > 0) |
|
|
2251 | { |
|
|
2252 | LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); |
|
|
2253 | hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); |
|
|
2254 | } |
|
|
2255 | |
|
|
2256 | op->stats.food -= op->stats.food / 4; |
|
|
2257 | handle_apply_yield (tmp); |
|
|
2258 | decrease_ob (tmp); |
|
|
2259 | } |
|
|
2260 | |
|
|
2261 | /** |
|
|
2262 | * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. |
|
|
2263 | * A valid 2 way exit means: |
|
|
2264 | * -You can come back (there is another exit at the other side) |
|
|
2265 | * -You are |
|
|
2266 | * ° the owner of the exit |
|
|
2267 | * ° or in the same party as the owner |
|
|
2268 | * |
|
|
2269 | * Note: a owner in a 2 way exit is saved as the owner's name |
|
|
2270 | * in the field exit->name cause the field exit->owner doesn't |
|
|
2271 | * survive in the swapping (in fact the whole exit doesn't survive). |
|
|
2272 | */ |
|
|
2273 | int |
|
|
2274 | is_legal_2ways_exit (object *op, object *exit) |
|
|
2275 | { |
|
|
2276 | if (exit->stats.exp != 1) |
|
|
2277 | return 1; /*This is not a 2 way, so it is legal */ |
|
|
2278 | |
|
|
2279 | #if 0 //TODO |
|
|
2280 | if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) |
|
|
2281 | return 0; /* This is a reset town portal */ |
|
|
2282 | #endif |
|
|
2283 | |
|
|
2284 | maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); |
|
|
2285 | |
|
|
2286 | if (exitmap) |
|
|
2287 | { |
|
|
2288 | exitmap->load_sync (); |
|
|
2289 | |
|
|
2290 | object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot; |
|
|
2291 | |
|
|
2292 | if (!tmp) |
|
|
2293 | return 0; |
|
|
2294 | |
|
|
2295 | for (; tmp; tmp = tmp->above) |
|
|
2296 | { |
|
|
2297 | if (tmp->type != EXIT) |
|
|
2298 | continue; /*Not an exit */ |
|
|
2299 | |
|
|
2300 | if (!EXIT_PATH (tmp)) |
|
|
2301 | continue; /*Not a valid exit */ |
|
|
2302 | |
|
|
2303 | if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) |
|
|
2304 | continue; /*Not in the same place */ |
|
|
2305 | |
|
|
2306 | if (exit->map->path != EXIT_PATH (tmp)) |
|
|
2307 | continue; /*Not in the same map */ |
|
|
2308 | |
|
|
2309 | /* From here we have found the exit is valid. However we do |
|
|
2310 | * here the check of the exit owner. It is important for the |
|
|
2311 | * town portals to prevent strangers from visiting your appartments |
|
|
2312 | */ |
|
|
2313 | if (!exit->race) |
|
|
2314 | return 1; /*No owner, free for all! */ |
|
|
2315 | |
|
|
2316 | object *exit_owner = 0; |
|
|
2317 | |
|
|
2318 | for_all_players (pp) |
|
|
2319 | { |
|
|
2320 | if (!pp->ob) |
|
|
2321 | continue; |
|
|
2322 | |
|
|
2323 | if (pp->ob->name != exit->race) |
|
|
2324 | continue; |
|
|
2325 | |
|
|
2326 | exit_owner = pp->ob; /*We found a player which correspond to the player name */ |
|
|
2327 | break; |
|
|
2328 | } |
|
|
2329 | |
|
|
2330 | if (!exit_owner) |
|
|
2331 | return 0; /* No more owner */ |
|
|
2332 | |
|
|
2333 | if (exit_owner->contr == op->contr) |
|
|
2334 | return 1; /*It is your exit */ |
|
|
2335 | |
|
|
2336 | if (exit_owner && /*There is a owner */ |
|
|
2337 | (op->contr) && /*A player tries to pass */ |
|
|
2338 | ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ |
|
|
2339 | (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ |
|
|
2340 | return 0; |
|
|
2341 | |
|
|
2342 | return 1; |
|
|
2343 | } |
|
|
2344 | } |
|
|
2345 | |
|
|
2346 | return 0; |
|
|
2347 | } |
|
|
2348 | |
|
|
2349 | /** |
|
|
2350 | * Main apply handler. |
|
|
2351 | * |
|
|
2352 | * Checks for unpaid items before applying. |
|
|
2353 | * |
|
|
2354 | * Return value: |
|
|
2355 | * 0: player or monster can't apply objects of that type |
|
|
2356 | * 1: has been applied, or there was an error applying the object |
|
|
2357 | * 2: objects of that type can't be applied if not in inventory |
|
|
2358 | * |
|
|
2359 | * op is the object that is causing object to be applied, tmp is the object |
|
|
2360 | * being applied. |
|
|
2361 | * |
|
|
2362 | * aflag is special (always apply/unapply) flags. Nothing is done with |
|
|
2363 | * them in this function - they are passed to apply_special |
|
|
2364 | */ |
|
|
2365 | int |
|
|
2366 | manual_apply (object *op, object *tmp, int aflag) |
|
|
2367 | { |
|
|
2368 | if (tmp->head) |
|
|
2369 | tmp = tmp->head; |
|
|
2370 | |
|
|
2371 | if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
2372 | { |
|
|
2373 | if (op->type == PLAYER) |
|
|
2374 | { |
|
|
2375 | op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>"); |
|
|
2376 | return 1; |
|
|
2377 | } |
|
|
2378 | else |
|
|
2379 | return 0; /* monsters just skip unpaid items */ |
|
|
2380 | } |
|
|
2381 | |
|
|
2382 | if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) |
|
|
2383 | return RESULT_INT (0); |
|
|
2384 | |
|
|
2385 | switch (tmp->type) |
|
|
2386 | { |
|
|
2387 | case CF_HANDLE: |
|
|
2388 | op->play_sound (sound_find ("turn_handle")); |
|
|
2389 | op->statusmsg ("You turn the handle."); |
|
|
2390 | tmp->value = tmp->value ? 0 : 1; |
|
|
2391 | SET_ANIMATION (tmp, tmp->value); |
|
|
2392 | update_object (tmp, UP_OBJ_FACE); |
|
|
2393 | push_button (tmp); |
|
|
2394 | return 1; |
|
|
2395 | |
|
|
2396 | case TRIGGER: |
|
|
2397 | if (check_trigger (tmp, op)) |
|
|
2398 | { |
|
|
2399 | op->statusmsg ("You turn the handle."); |
|
|
2400 | op->play_sound (sound_find ("turn_handle")); |
|
|
2401 | } |
|
|
2402 | else |
|
|
2403 | op->failmsg ("The handle doesn't move."); |
|
|
2404 | |
|
|
2405 | return 1; |
|
|
2406 | |
|
|
2407 | case EXIT: |
|
|
2408 | if (op->type != PLAYER) |
|
|
2409 | return 0; |
|
|
2410 | |
|
|
2411 | if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) |
|
|
2412 | op->failmsg (format ("The %s is closed.", query_name (tmp))); |
|
|
2413 | else |
|
|
2414 | { |
|
|
2415 | /* Don't display messages for random maps. */ |
|
|
2416 | if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) |
|
|
2417 | op->statusmsg (tmp->msg, NDI_NAVY); |
|
|
2418 | |
|
|
2419 | op->enter_exit (tmp); |
|
|
2420 | } |
|
|
2421 | |
|
|
2422 | return 1; |
|
|
2423 | |
|
|
2424 | case INSCRIBABLE: |
|
|
2425 | op->statusmsg (tmp->msg); |
|
|
2426 | // maybe show a spell menu to chose from or something like that |
|
|
2427 | return 1; |
|
|
2428 | |
|
|
2429 | case SIGN: |
|
|
2430 | apply_sign (op, tmp, 0); |
|
|
2431 | return 1; |
|
|
2432 | |
|
|
2433 | case BOOK: |
|
|
2434 | if (op->type == PLAYER) |
|
|
2435 | { |
|
|
2436 | apply_book (op, tmp); |
|
|
2437 | return 1; |
|
|
2438 | } |
|
|
2439 | else |
|
|
2440 | return 0; |
|
|
2441 | |
|
|
2442 | case SKILLSCROLL: |
|
|
2443 | if (op->type == PLAYER) |
|
|
2444 | { |
|
|
2445 | apply_skillscroll (op, tmp); |
|
|
2446 | return 1; |
|
|
2447 | } |
|
|
2448 | else |
|
|
2449 | return 0; |
|
|
2450 | |
|
|
2451 | case SPELLBOOK: |
|
|
2452 | if (op->type == PLAYER) |
|
|
2453 | { |
|
|
2454 | apply_spellbook (op, tmp); |
|
|
2455 | return 1; |
|
|
2456 | } |
|
|
2457 | else |
|
|
2458 | return 0; |
|
|
2459 | |
|
|
2460 | case SCROLL: |
|
|
2461 | apply_scroll (op, tmp, 0); |
|
|
2462 | return 1; |
|
|
2463 | |
|
|
2464 | case POTION: |
|
|
2465 | apply_potion (op, tmp); |
|
|
2466 | return 1; |
|
|
2467 | |
|
|
2468 | /* Eneq(@csd.uu.se): Handle apply on containers. */ |
|
|
2469 | //TODO: remove, as it is unsed? |
|
|
2470 | case CLOSE_CON: |
|
|
2471 | apply_container (op, tmp->env); |
|
|
2472 | return 1; |
|
|
2473 | |
|
|
2474 | case CONTAINER: |
|
|
2475 | apply_container (op, tmp); |
|
|
2476 | return 1; |
|
|
2477 | |
|
|
2478 | case TREASURE: |
|
|
2479 | if (op->type == PLAYER) |
|
|
2480 | { |
|
|
2481 | apply_treasure (op, tmp); |
|
|
2482 | return 1; |
|
|
2483 | } |
|
|
2484 | else |
|
|
2485 | return 0; |
|
|
2486 | |
|
|
2487 | case WEAPON: |
|
|
2488 | case ARMOUR: |
|
|
2489 | case BOOTS: |
|
|
2490 | case GLOVES: |
|
|
2491 | case AMULET: |
|
|
2492 | case GIRDLE: |
|
|
2493 | case BRACERS: |
|
|
2494 | case SHIELD: |
|
|
2495 | case HELMET: |
|
|
2496 | case RING: |
|
|
2497 | case CLOAK: |
|
|
2498 | case WAND: |
|
|
2499 | case ROD: |
|
|
2500 | case HORN: |
|
|
2501 | case SKILL: |
|
|
2502 | case BOW: |
|
|
2503 | case LAMP: |
|
|
2504 | case BUILDER: |
|
|
2505 | case SKILL_TOOL: |
|
|
2506 | if (tmp->env != op) |
|
|
2507 | return 2; /* not in inventory */ |
|
|
2508 | |
|
|
2509 | apply_special (op, tmp, aflag); |
|
|
2510 | return 1; |
|
|
2511 | |
|
|
2512 | case DRINK: |
|
|
2513 | case FOOD: |
|
|
2514 | case FLESH: |
|
|
2515 | apply_food (op, tmp); |
|
|
2516 | return 1; |
|
|
2517 | |
|
|
2518 | case POISON: |
|
|
2519 | apply_poison (op, tmp); |
|
|
2520 | return 1; |
|
|
2521 | |
|
|
2522 | case SAVEBED: |
|
|
2523 | return 1; |
|
|
2524 | |
|
|
2525 | case ARMOUR_IMPROVER: |
|
|
2526 | if (op->type == PLAYER) |
|
|
2527 | { |
|
|
2528 | apply_armour_improver (op, tmp); |
|
|
2529 | return 1; |
|
|
2530 | } |
|
|
2531 | else |
|
|
2532 | return 0; |
|
|
2533 | |
|
|
2534 | case WEAPON_IMPROVER: |
|
|
2535 | check_improve_weapon (op, tmp); |
|
|
2536 | return 1; |
|
|
2537 | |
|
|
2538 | case CLOCK: |
|
|
2539 | if (op->type == PLAYER) |
|
|
2540 | { |
|
|
2541 | char buf[MAX_BUF]; |
|
|
2542 | timeofday_t tod; |
|
|
2543 | |
|
|
2544 | get_tod (&tod); |
|
|
2545 | op->play_sound (sound_find ("sound_clock")); |
|
|
2546 | op->statusmsg (format ( |
|
|
2547 | "It is %d minute%s past %d o'clock %s", |
|
|
2548 | tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), |
|
|
2549 | ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") |
|
|
2550 | )); |
|
|
2551 | return 1; |
|
|
2552 | } |
|
|
2553 | else |
|
|
2554 | return 0; |
|
|
2555 | |
|
|
2556 | case MENU: |
|
|
2557 | if (op->type == PLAYER) |
|
|
2558 | { |
|
|
2559 | shop_listing (tmp, op); |
|
|
2560 | return 1; |
|
|
2561 | } |
|
|
2562 | else |
|
|
2563 | return 0; |
|
|
2564 | |
|
|
2565 | case POWER_CRYSTAL: |
|
|
2566 | apply_power_crystal (op, tmp); /* see egoitem.c */ |
|
|
2567 | return 1; |
|
|
2568 | |
|
|
2569 | case LIGHTER: /* for lighting torches/lanterns/etc */ |
|
|
2570 | if (op->type == PLAYER) |
|
|
2571 | { |
|
|
2572 | apply_lighter (op, tmp); |
|
|
2573 | return 1; |
|
|
2574 | } |
|
|
2575 | else |
|
|
2576 | return 0; |
|
|
2577 | |
|
|
2578 | case ITEM_TRANSFORMER: |
|
|
2579 | apply_item_transformer (op, tmp); |
|
|
2580 | return 1; |
|
|
2581 | |
|
|
2582 | default: |
|
|
2583 | return 0; |
|
|
2584 | } |
|
|
2585 | } |
|
|
2586 | |
|
|
2587 | |
|
|
2588 | /* quiet suppresses the "don't know how to apply" and "you must get it first" |
|
|
2589 | * messages as needed by player_apply_below(). But there can still be |
|
|
2590 | * "but you are floating high above the ground" messages. |
|
|
2591 | * |
|
|
2592 | * Same return value as apply() function. |
|
|
2593 | */ |
|
|
2594 | int |
|
|
2595 | player_apply (object *pl, object *op, int aflag, int quiet) |
|
|
2596 | { |
|
|
2597 | int tmp; |
|
|
2598 | |
|
|
2599 | if (op->env && (pl->move_type & MOVE_FLYING)) |
|
|
2600 | { |
|
|
2601 | /* player is flying and applying object not in inventory */ |
|
|
2602 | if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) |
|
|
2603 | { |
|
|
2604 | op->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>"); |
|
|
2605 | return 0; |
|
|
2606 | } |
|
|
2607 | } |
|
|
2608 | |
|
|
2609 | pl->contr->last_used = op; |
|
|
2610 | |
|
|
2611 | tmp = manual_apply (pl, op, aflag); |
|
|
2612 | if (!quiet) |
|
|
2613 | { |
|
|
2614 | if (tmp == 0) |
|
|
2615 | op->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); |
|
|
2616 | else if (tmp == 2) |
|
|
2617 | op->failmsg ("You must get it first!\n"); |
|
|
2618 | } |
|
|
2619 | |
|
|
2620 | return tmp; |
|
|
2621 | } |
|
|
2622 | |
|
|
2623 | /** |
|
|
2624 | * player_apply_below attempts to apply the object 'below' the player. |
|
|
2625 | * If the player has an open container, we use that for below, otherwise |
|
|
2626 | * we use the ground. |
|
|
2627 | */ |
|
|
2628 | void |
|
|
2629 | player_apply_below (object *pl) |
|
|
2630 | { |
|
|
2631 | int floors = 0; |
|
|
2632 | |
|
|
2633 | /* If using a container, set the starting item to be the top |
|
|
2634 | * item in the container. Otherwise, use the map. |
|
|
2635 | * This is perhaps more complicated. However, I want to make sure that |
|
|
2636 | * we don't use a corrupt pointer for the next object, so we get the |
|
|
2637 | * next object in the stack before applying. This is can only be a |
|
|
2638 | * problem if player_apply() has a bug in that it uses the object but does |
|
|
2639 | * not return a proper value. |
|
|
2640 | */ |
|
|
2641 | for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next) |
|
|
2642 | { |
|
|
2643 | next = tmp->below; |
|
|
2644 | |
|
|
2645 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
2646 | floors++; |
|
|
2647 | else if (floors > 0) |
|
|
2648 | return; /* process only floor objects after first floor object */ |
|
|
2649 | |
|
|
2650 | /* If it is visible, player can apply it. If it is applied by |
|
|
2651 | * person moving on it, also activate. Added code to make it |
|
|
2652 | * so that at least one of players movement types be that which |
|
|
2653 | * the item needs. |
|
|
2654 | */ |
|
|
2655 | if (!tmp->invisible || (tmp->move_on & pl->move_type)) |
|
|
2656 | { |
|
|
2657 | if (player_apply (pl, tmp, 0, 1) == 1) |
|
|
2658 | return; |
|
|
2659 | } |
|
|
2660 | if (floors >= 2) |
|
|
2661 | return; /* process at most two floor objects */ |
|
|
2662 | } |
|
|
2663 | } |
1026 | } |
2664 | |
1027 | |
2665 | /** |
1028 | /** |
2666 | * Unapplies specified item. |
1029 | * Unapplies specified item. |
2667 | * No check done on cursed/damned. |
1030 | * No check done on cursed/damned. |
2668 | * Break this out of apply_special - this is just done |
1031 | * Break this out of apply_special - this is just done |
2669 | * to keep the size of apply_special to a more managable size. |
1032 | * to keep the size of apply_special to a more managable size. |
2670 | */ |
1033 | */ |
2671 | static int |
1034 | static bool |
2672 | unapply_special (object *who, object *op, int aflags) |
1035 | unapply_special (object *who, object *op, int aflags) |
2673 | { |
1036 | { |
2674 | if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) |
1037 | if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) |
2675 | || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) |
1038 | || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) |
2676 | return RESULT_INT (0); |
1039 | return RESULT_INT (0); |
2677 | |
1040 | |
2678 | CLEAR_FLAG (op, FLAG_APPLIED); |
1041 | if (who->current_weapon == op) |
|
|
1042 | who->current_weapon = 0; |
|
|
1043 | |
|
|
1044 | op->flag [FLAG_APPLIED] = false; |
2679 | |
1045 | |
2680 | switch (op->type) |
1046 | switch (op->type) |
2681 | { |
1047 | { |
2682 | case SKILL_TOOL: |
1048 | case SKILL: |
|
|
1049 | if (player *pl = who->contr) |
|
|
1050 | if (op->invisible) |
|
|
1051 | pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill)); |
|
|
1052 | else |
|
|
1053 | pl->statusmsg (format ("You stop using the %s.", query_name (op))); |
|
|
1054 | |
|
|
1055 | change_abil (who, op); |
|
|
1056 | who->flag [FLAG_READY_SKILL] = false; |
|
|
1057 | break; |
|
|
1058 | |
|
|
1059 | case WEAPON: |
|
|
1060 | who->statusmsg (format ("You unwield %s.", query_name (op))); |
|
|
1061 | change_abil (who, op); |
|
|
1062 | who->flag [FLAG_READY_WEAPON] = false; |
|
|
1063 | |
2683 | // unapplying a skill tool should also unapply the skill it governs |
1064 | // unapplying a weapon or skill tool should also unapply the skill it governs |
2684 | // but this is hard, as it shouldn't do so when the skill can |
1065 | // but this is hard, as it shouldn't do so when the skill can |
2685 | // be used for other reasons |
1066 | // be used for other reasons |
2686 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
1067 | //TODO: really? |
2687 | if (tmp->skill == op->skill |
1068 | if (who->chosen_skill) |
2688 | && tmp->type == SKILL |
1069 | if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL]) |
2689 | && tmp->flag [FLAG_APPLIED] |
|
|
2690 | && !tmp->flag [FLAG_CAN_USE_SKILL]) |
|
|
2691 | unapply_special (who, tmp, 0); |
1070 | unapply_special (who, who->chosen_skill, 0); |
2692 | |
1071 | |
2693 | change_abil (who, op); |
|
|
2694 | break; |
1072 | break; |
2695 | |
1073 | |
|
|
1074 | case RANGED: |
|
|
1075 | case BOW: |
2696 | case WEAPON: |
1076 | case WAND: |
|
|
1077 | case ROD: |
|
|
1078 | case HORN: |
2697 | if (player *pl = who->contr) |
1079 | if (player *pl = who->contr) |
2698 | if (op == pl->combat_ob) |
|
|
2699 | { |
|
|
2700 | pl->combat_ob = 0; |
|
|
2701 | who->change_weapon (pl->ranged_ob); |
|
|
2702 | } |
|
|
2703 | |
|
|
2704 | who->statusmsg (format ("You unwield %s.", query_name (op))); |
|
|
2705 | |
|
|
2706 | change_abil (who, op); |
|
|
2707 | CLEAR_FLAG (who, FLAG_READY_WEAPON); |
|
|
2708 | break; |
|
|
2709 | |
|
|
2710 | case SKILL: |
|
|
2711 | if (who->contr) |
|
|
2712 | { |
1080 | { |
2713 | if (!op->invisible) |
|
|
2714 | who->statusmsg (format ("You stop using the %s.", query_name (op))); |
1081 | who->statusmsg (format ("You unready %s.", query_name (op))); |
|
|
1082 | change_abil (who, op); |
|
|
1083 | } |
|
|
1084 | else |
|
|
1085 | { |
|
|
1086 | if (op->type == BOW) |
|
|
1087 | op->flag [FLAG_READY_BOW ] = false; |
2715 | else |
1088 | else |
2716 | who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); |
1089 | op->flag [FLAG_READY_RANGE] = false; |
2717 | } |
1090 | } |
2718 | |
1091 | |
2719 | change_abil (who, op); |
|
|
2720 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
|
|
2721 | break; |
1092 | break; |
2722 | |
1093 | |
2723 | case ARMOUR: |
1094 | case ARMOUR: |
2724 | case HELMET: |
1095 | case HELMET: |
2725 | case SHIELD: |
1096 | case SHIELD: |
… | |
… | |
2732 | case CLOAK: |
1103 | case CLOAK: |
2733 | who->statusmsg (format ("You unwear %s.", query_name (op))); |
1104 | who->statusmsg (format ("You unwear %s.", query_name (op))); |
2734 | change_abil (who, op); |
1105 | change_abil (who, op); |
2735 | break; |
1106 | break; |
2736 | |
1107 | |
2737 | case LAMP: |
1108 | case SPELL: |
2738 | { |
|
|
2739 | who->statusmsg (format ("You turn off your %s.", &op->name)); |
|
|
2740 | |
|
|
2741 | object *tmp2 = arch_to_object (op->other_arch); |
|
|
2742 | tmp2->x = op->x; |
|
|
2743 | tmp2->y = op->y; |
|
|
2744 | tmp2->map = op->map; |
|
|
2745 | tmp2->below = op->below; |
|
|
2746 | tmp2->above = op->above; |
|
|
2747 | tmp2->stats.food = op->stats.food; |
|
|
2748 | CLEAR_FLAG (tmp2, FLAG_APPLIED); |
|
|
2749 | |
|
|
2750 | if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
|
|
2751 | SET_FLAG (tmp2, FLAG_INV_LOCKED); |
|
|
2752 | |
|
|
2753 | if (who->contr) |
|
|
2754 | esrv_del_item (who->contr, op->count); |
|
|
2755 | |
|
|
2756 | op->destroy (); |
|
|
2757 | insert_ob_in_ob (tmp2, who); |
|
|
2758 | who->update_stats (); |
|
|
2759 | |
|
|
2760 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
|
|
2761 | { |
|
|
2762 | if (who->contr) |
|
|
2763 | { |
|
|
2764 | who->failmsg ("Oops, it feels deadly cold!"); |
|
|
2765 | SET_FLAG (tmp2, FLAG_KNOWN_CURSED); |
|
|
2766 | } |
|
|
2767 | } |
|
|
2768 | |
|
|
2769 | if (who->contr) |
|
|
2770 | esrv_send_item (who, tmp2); |
|
|
2771 | } |
|
|
2772 | |
|
|
2773 | return 1; /* otherwise, an attempt to drop causes problems */ |
|
|
2774 | |
|
|
2775 | case BOW: |
1109 | case BUILDER: |
2776 | case WAND: |
|
|
2777 | case ROD: |
|
|
2778 | case HORN: |
|
|
2779 | if (player *pl = who->contr) |
|
|
2780 | { |
|
|
2781 | if (op == pl->ranged_ob) |
|
|
2782 | { |
|
|
2783 | pl->ranged_ob = 0; |
|
|
2784 | who->change_weapon (pl->combat_ob); |
|
|
2785 | } |
|
|
2786 | |
|
|
2787 | who->statusmsg (format ("You unready %s.", query_name (op))); |
1110 | who->statusmsg (format ("You unready %s.", query_name (op))); |
2788 | } |
|
|
2789 | else |
|
|
2790 | { |
|
|
2791 | who->change_skill (0); |
|
|
2792 | |
|
|
2793 | if (op->type == BOW) |
|
|
2794 | CLEAR_FLAG (who, FLAG_READY_BOW); |
|
|
2795 | else |
|
|
2796 | CLEAR_FLAG (who, FLAG_READY_RANGE); |
|
|
2797 | } |
|
|
2798 | |
|
|
2799 | break; |
1111 | break; |
2800 | |
1112 | |
2801 | case BUILDER: |
1113 | //case SKILL_TOOL://TODO |
2802 | if (who->contr) |
|
|
2803 | who->statusmsg (format ("You unready %s.", query_name (op))); |
|
|
2804 | break; |
|
|
2805 | |
|
|
2806 | default: |
1114 | default: |
2807 | who->statusmsg (format ("You unapply %s.", query_name (op))); |
1115 | who->statusmsg (format ("You unapply %s.", query_name (op))); |
2808 | break; |
1116 | break; |
2809 | } |
1117 | } |
2810 | |
1118 | |
|
|
1119 | if (aflags & AP_NO_MERGE || !merge_ob (op, 0)) |
|
|
1120 | if (object *pl = op->visible_to ()) |
|
|
1121 | esrv_send_item (pl, op); |
|
|
1122 | |
2811 | who->update_stats (); |
1123 | who->update_stats (); |
2812 | |
1124 | |
2813 | if (!(aflags & AP_NO_MERGE)) |
|
|
2814 | { |
|
|
2815 | object *tmp = merge_ob (op, 0); |
|
|
2816 | |
|
|
2817 | if (who->contr) |
|
|
2818 | { |
|
|
2819 | if (tmp) |
|
|
2820 | { /* it was merged */ |
|
|
2821 | esrv_del_item (who->contr, op->count); |
|
|
2822 | op = tmp; |
|
|
2823 | } |
|
|
2824 | |
|
|
2825 | esrv_send_item (who, op); |
|
|
2826 | } |
|
|
2827 | } |
|
|
2828 | |
|
|
2829 | return 0; |
1125 | return 1; |
2830 | } |
1126 | } |
2831 | |
1127 | |
2832 | /** |
1128 | /** |
2833 | * Returns the object that is using location 'loc'. |
1129 | * Returns the object that is using location 'loc'. |
2834 | * Note that 'start' is the first object to start examing - we |
1130 | * Note that 'start' is the first object to start examing - we |
… | |
… | |
2846 | static object * |
1142 | static object * |
2847 | get_next_item_from_body_location (int loc, object *start) |
1143 | get_next_item_from_body_location (int loc, object *start) |
2848 | { |
1144 | { |
2849 | for (object *tmp = start; tmp; tmp = tmp->below) |
1145 | for (object *tmp = start; tmp; tmp = tmp->below) |
2850 | if (tmp->flag [FLAG_APPLIED] |
1146 | if (tmp->flag [FLAG_APPLIED] |
2851 | && tmp->slot[loc].info |
1147 | && tmp->slot [loc].info |
2852 | && (!tmp->invisible || tmp->type == SKILL)) |
1148 | && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL)) |
2853 | return tmp; |
1149 | return tmp; |
2854 | |
1150 | |
2855 | return 0; |
1151 | return 0; |
2856 | } |
1152 | } |
2857 | |
1153 | |
… | |
… | |
2870 | #define CANNOT_REMOVE_CURSED \ |
1166 | #define CANNOT_REMOVE_CURSED \ |
2871 | "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ |
1167 | "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ |
2872 | "Praying over an altar, scrolls of remove curse/damnation, " \ |
1168 | "Praying over an altar, scrolls of remove curse/damnation, " \ |
2873 | "priests or even other players might help.>" |
1169 | "priests or even other players might help.>" |
2874 | |
1170 | |
2875 | int |
1171 | static bool |
2876 | unapply_for_ob (object *who, object *op, int aflags) |
1172 | unapply_for_ob (object *who, object *op, int aflags) |
2877 | { |
1173 | { |
2878 | if (op->is_range ()) |
1174 | if (op->is_range ()) |
2879 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
1175 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
2880 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) |
1176 | if (tmp->flag [FLAG_APPLIED] && tmp->is_range ()) |
2881 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) |
1177 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])) |
2882 | { |
1178 | { |
2883 | if (aflags & AP_PRINT) |
1179 | if (aflags & AP_PRINT) |
2884 | who->failmsg (query_name (tmp)); |
1180 | who->failmsg (query_name (tmp)); |
2885 | else |
1181 | else |
2886 | unapply_special (who, tmp, aflags); |
1182 | unapply_special (who, tmp, aflags); |
… | |
… | |
2889 | { |
1185 | { |
2890 | /* In this case, we want to try and remove a cursed item. |
1186 | /* In this case, we want to try and remove a cursed item. |
2891 | * While we know it won't work, we want unapply_special to |
1187 | * While we know it won't work, we want unapply_special to |
2892 | * at least generate the message. |
1188 | * at least generate the message. |
2893 | */ |
1189 | */ |
2894 | who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp))); |
1190 | who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)); |
2895 | return 1; |
1191 | return 1; |
2896 | } |
1192 | } |
2897 | |
1193 | |
2898 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
1194 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
2899 | { |
1195 | { |
… | |
… | |
2919 | #endif |
1215 | #endif |
2920 | return 1; |
1216 | return 1; |
2921 | } |
1217 | } |
2922 | |
1218 | |
2923 | /* If we are just printing, we don't care about cursed status */ |
1219 | /* If we are just printing, we don't care about cursed status */ |
2924 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) |
1220 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))) |
2925 | { |
1221 | { |
2926 | if (aflags & AP_PRINT) |
1222 | if (aflags & AP_PRINT) |
2927 | who->failmsg (query_name (tmp)); |
1223 | who->failmsg (query_name (tmp)); |
2928 | else |
1224 | else |
2929 | unapply_special (who, tmp, aflags); |
1225 | unapply_special (who, tmp, aflags); |
… | |
… | |
2933 | /* Cursed item that we can't unequip - tell the player. |
1229 | /* Cursed item that we can't unequip - tell the player. |
2934 | * Note this could be annoying if this is just one of a few, |
1230 | * Note this could be annoying if this is just one of a few, |
2935 | * so it may not be critical (eg, putting on a ring and you have |
1231 | * so it may not be critical (eg, putting on a ring and you have |
2936 | * one cursed ring.) |
1232 | * one cursed ring.) |
2937 | */ |
1233 | */ |
2938 | who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp))); |
1234 | who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)); |
2939 | } |
1235 | } |
2940 | |
1236 | |
2941 | last = tmp->below; |
1237 | last = tmp->below; |
2942 | } |
1238 | } |
2943 | /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the |
1239 | /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the |
… | |
… | |
3002 | continue; |
1298 | continue; |
3003 | } |
1299 | } |
3004 | |
1300 | |
3005 | object *tmp1 = get_next_item_from_body_location (i, who->inv); |
1301 | object *tmp1 = get_next_item_from_body_location (i, who->inv); |
3006 | if (!tmp1) |
1302 | if (!tmp1) |
3007 | { |
|
|
3008 | #if 0 |
|
|
3009 | /* This is sort of an error, but happens a lot when old players |
|
|
3010 | * join in with more stuff equipped than they are now allowed. |
|
|
3011 | */ |
|
|
3012 | LOG (llevError, "Can't find object using location %d on %s\n", i, who->name); |
|
|
3013 | #endif |
|
|
3014 | retval |= CAN_APPLY_NEVER; |
1303 | retval |= CAN_APPLY_NEVER; |
3015 | } |
|
|
3016 | else |
1304 | else |
3017 | { |
1305 | { |
3018 | /* need to unapply something. However, if this something |
1306 | /* need to unapply something. However, if this something |
3019 | * is different than we had found before, it means they need |
1307 | * is different than we had found before, it means they need |
3020 | * to apply multiple objects |
1308 | * to apply multiple objects |
… | |
… | |
3049 | * the weapon/shield checks, and the range checks for monsters, |
1337 | * the weapon/shield checks, and the range checks for monsters, |
3050 | * because you can't control those just by body location - bows, shields, |
1338 | * because you can't control those just by body location - bows, shields, |
3051 | * and weapons all use the same slot. Similar for horn/rod/wand - they |
1339 | * and weapons all use the same slot. Similar for horn/rod/wand - they |
3052 | * all use the same location. |
1340 | * all use the same location. |
3053 | */ |
1341 | */ |
3054 | if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) |
1342 | if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON]) |
3055 | retval |= CAN_APPLY_RESTRICTION; |
1343 | retval |= CAN_APPLY_RESTRICTION; |
3056 | |
1344 | |
3057 | if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) |
1345 | if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD]) |
3058 | retval |= CAN_APPLY_RESTRICTION; |
1346 | retval |= CAN_APPLY_RESTRICTION; |
3059 | |
1347 | |
3060 | if (who->type != PLAYER) |
1348 | if (who->type != PLAYER) |
3061 | { |
1349 | { |
3062 | if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) |
1350 | if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE]) |
3063 | retval |= CAN_APPLY_RESTRICTION; |
1351 | retval |= CAN_APPLY_RESTRICTION; |
3064 | |
1352 | |
3065 | if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) |
1353 | if (op->type == BOW && !who->flag [FLAG_USE_BOW]) |
3066 | retval |= CAN_APPLY_RESTRICTION; |
1354 | retval |= CAN_APPLY_RESTRICTION; |
3067 | |
1355 | |
3068 | if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) |
1356 | if (op->type == RING && !who->flag [FLAG_USE_RING]) |
3069 | retval |= CAN_APPLY_RESTRICTION; |
1357 | retval |= CAN_APPLY_RESTRICTION; |
3070 | |
1358 | |
3071 | if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) |
1359 | if (op->type == BOW && !who->flag [FLAG_USE_BOW]) |
3072 | retval |= CAN_APPLY_RESTRICTION; |
1360 | retval |= CAN_APPLY_RESTRICTION; |
3073 | } |
1361 | } |
3074 | |
1362 | |
3075 | return retval; |
1363 | return retval; |
3076 | } |
1364 | } |
… | |
… | |
3100 | */ |
1388 | */ |
3101 | |
1389 | |
3102 | #define LACK_ITEM_POWER \ |
1390 | #define LACK_ITEM_POWER \ |
3103 | " H<You lack enough unused item power to use this weapon, see the skills command.>" |
1391 | " H<You lack enough unused item power to use this weapon, see the skills command.>" |
3104 | |
1392 | |
3105 | int |
1393 | static bool |
3106 | apply_special (object *who, object *op, int aflags) |
1394 | apply_special (object *who, object *op, int aflags) |
3107 | { |
1395 | { |
3108 | int basic_flag = aflags & AP_BASIC_FLAGS; |
1396 | int basic_flag = aflags & AP_MODE; |
3109 | object *tmp, *tmp2, *skop = NULL; |
1397 | object *tmp, *tmp2, *skop = NULL; |
3110 | |
1398 | |
3111 | if (who == NULL) |
1399 | if (who == NULL) |
3112 | { |
1400 | { |
3113 | LOG (llevError, "apply_special() from object without environment.\n"); |
1401 | LOG (llevError, "apply_special() from object without environment.\n"); |
3114 | return 1; |
1402 | return 1; |
3115 | } |
1403 | } |
3116 | |
1404 | |
|
|
1405 | //TODO: remove these when apply_special is no longer exposed |
3117 | if (op->env != who) |
1406 | if (op->env != who) |
3118 | return 1; /* op is not in inventory */ |
1407 | return 1; /* op is not in inventory */ |
3119 | |
1408 | |
3120 | /* trying to unequip op */ |
1409 | /* trying to unequip op */ |
3121 | if (QUERY_FLAG (op, FLAG_APPLIED)) |
1410 | if (op->flag [FLAG_APPLIED]) |
3122 | { |
1411 | { |
3123 | /* always apply, so no reason to unapply */ |
1412 | /* always apply, so no reason to unapply */ |
3124 | if (basic_flag == AP_APPLY) |
1413 | if (basic_flag == AP_APPLY) |
3125 | return 0; |
1414 | return 0; |
3126 | |
1415 | |
3127 | if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) |
1416 | if (!(aflags & AP_IGNORE_CURSE) && (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])) |
3128 | { |
1417 | { |
3129 | who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op))); |
1418 | who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)); |
3130 | return 1; |
1419 | return 1; |
3131 | } |
1420 | } |
3132 | |
1421 | |
3133 | return unapply_special (who, op, aflags); |
1422 | return unapply_special (who, op, aflags); |
3134 | } |
1423 | } |
3135 | |
|
|
3136 | if (basic_flag == AP_UNAPPLY) |
1424 | else if (basic_flag == AP_UNAPPLY) |
3137 | return 0; |
1425 | return 0; |
3138 | |
|
|
3139 | // if the item is combat/ranged, wield the relevant slot first |
|
|
3140 | // to resolve conflicts. |
|
|
3141 | if (player *pl = who->contr) |
|
|
3142 | switch (op->slottype ()) |
|
|
3143 | { |
|
|
3144 | case slot_combat: who->change_weapon (pl->combat_ob); break; |
|
|
3145 | case slot_ranged: who->change_weapon (pl->ranged_ob); break; |
|
|
3146 | } |
|
|
3147 | |
1426 | |
3148 | splay (op); |
1427 | splay (op); |
3149 | |
1428 | |
3150 | /* Can't just apply this object. Lets see what not and what to do */ |
1429 | /* Can't just apply this object. Lets see what not and what to do */ |
3151 | if (int i = can_apply_object (who, op)) |
1430 | if (int i = can_apply_object (who, op)) |
3152 | { |
1431 | { |
3153 | if (i & CAN_APPLY_NEVER) |
1432 | if (i & CAN_APPLY_NEVER) |
3154 | { |
1433 | { |
3155 | who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op))); |
1434 | who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)); |
3156 | return 1; |
1435 | return 1; |
3157 | } |
1436 | } |
3158 | else if (i & CAN_APPLY_RESTRICTION) |
1437 | else if (i & CAN_APPLY_RESTRICTION) |
3159 | { |
1438 | { |
3160 | who->failmsg (format ( |
1439 | who->failmsgf ( |
3161 | "You have a prohibition against using a %s. " |
1440 | "You have a prohibition against using a %s. " |
3162 | "H<Your belief, profession or class prevents you from applying this item.>", |
1441 | "H<Your belief, profession or class prevents you from applying this item.>", |
3163 | query_name (op) |
1442 | query_name (op) |
3164 | )); |
1443 | ); |
3165 | return 1; |
1444 | return 1; |
3166 | } |
1445 | } |
3167 | |
1446 | |
3168 | if (who->type != PLAYER) |
1447 | if (who->type != PLAYER) |
3169 | { |
1448 | { |
… | |
… | |
3185 | } |
1464 | } |
3186 | } |
1465 | } |
3187 | |
1466 | |
3188 | if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) |
1467 | if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) |
3189 | { |
1468 | { |
|
|
1469 | // try to ready attached skill first |
3190 | skop = find_skill_by_name (who, op->skill); |
1470 | skop = find_skill_by_name (who, op->skill); |
3191 | |
1471 | |
3192 | if (!skop) |
1472 | if (!skop) |
3193 | { |
1473 | { |
3194 | who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); |
1474 | who->failmsgf ("You need the %s skill to use this item!", &op->skill); |
3195 | return 1; |
1475 | return 1; |
3196 | } |
1476 | } |
3197 | else |
1477 | else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT)) |
3198 | /* While experience will be credited properly, we want to change the |
|
|
3199 | * skill so that the dam and wc get updated |
|
|
3200 | */ |
1478 | { |
3201 | who->change_skill (skop); |
1479 | who->failmsgf ("You can't use the required %s skill!", &op->skill); |
|
|
1480 | return 1; |
|
|
1481 | } |
3202 | } |
1482 | } |
3203 | |
1483 | |
3204 | if (who->type == PLAYER |
1484 | if (!check_item_power (who, op->item_power)) |
3205 | && op->item_power |
|
|
3206 | && op->item_power + who->contr->item_power > settings.item_power_factor * who->level) |
|
|
3207 | { |
1485 | { |
3208 | who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); |
1486 | who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); |
3209 | return 1; |
1487 | return 1; |
3210 | } |
1488 | } |
3211 | |
1489 | |
3212 | /* Ok. We are now at the state where we can apply the new object. |
1490 | /* Ok. We are now at the state where we can apply the new object. |
3213 | * Note that we don't have the checks for can_use_... |
1491 | * Note that we don't have the checks for can_use_... |
3214 | * below - that is already taken care of by can_apply_object. |
1492 | * below - that is already taken care of by can_apply_object. |
3215 | */ |
1493 | */ |
3216 | if (op->nrof > 1) |
1494 | |
3217 | tmp = get_split_ob (op, op->nrof - 1); |
1495 | // split away all the other items from the stack, so only one item is left |
3218 | else |
1496 | tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; |
3219 | tmp = 0; |
|
|
3220 | |
1497 | |
3221 | if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) |
1498 | if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) |
3222 | return RESULT_INT (0); |
1499 | return RESULT_INT (0); |
3223 | |
1500 | |
3224 | switch (op->type) |
1501 | switch (op->type) |
3225 | { |
1502 | { |
3226 | case WEAPON: |
1503 | case WEAPON: |
3227 | if (!check_weapon_power (who, op->last_eat)) |
1504 | if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\'')) |
3228 | { |
|
|
3229 | op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER); |
|
|
3230 | |
|
|
3231 | if (tmp) |
|
|
3232 | insert_ob_in_ob (tmp, who); |
|
|
3233 | |
|
|
3234 | return 1; |
|
|
3235 | } |
|
|
3236 | |
|
|
3237 | //TODO: this obviously fails for players using a shorter prefix |
|
|
3238 | // i.e. "R" can use Ragnarok's sword. |
|
|
3239 | if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) |
|
|
3240 | { |
1505 | { |
3241 | /* if the weapon does not have the name as the character, can't use it. */ |
1506 | /* if the weapon does not have the name as the character, can't use it. */ |
3242 | /* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
1507 | /* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
3243 | who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); |
1508 | who->failmsg ("The weapon does not recognize you as its owner. " |
3244 | |
1509 | "H<Its name indicates that it belongs to somebody else.>"); |
3245 | if (tmp) |
1510 | if (tmp) who->insert (tmp); |
3246 | insert_ob_in_ob (tmp, who); |
|
|
3247 | |
|
|
3248 | return 1; |
1511 | return 1; |
3249 | } |
1512 | } |
3250 | |
1513 | |
3251 | if (!skop) |
1514 | op->flag [FLAG_APPLIED] = true; |
|
|
1515 | |
|
|
1516 | if (player *pl = who->contr) |
3252 | { |
1517 | { |
3253 | who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO |
1518 | who->statusmsg (format ("You wield %s.", query_name (op))); |
3254 | return 1; |
1519 | change_abil (who, op); |
3255 | } |
1520 | } |
3256 | |
1521 | |
3257 | SET_FLAG (op, FLAG_APPLIED); |
1522 | op->flag [FLAG_READY_WEAPON] = true; |
3258 | who->change_skill (skop); |
|
|
3259 | |
|
|
3260 | if (who->contr) |
|
|
3261 | who->change_weapon (who->contr->combat_ob = op); |
|
|
3262 | |
|
|
3263 | who->statusmsg (format ("You wield %s.", query_name (op))); |
|
|
3264 | |
|
|
3265 | SET_FLAG (who, FLAG_READY_WEAPON); |
|
|
3266 | change_abil (who, op); |
|
|
3267 | break; |
1523 | break; |
3268 | |
1524 | |
3269 | case ARMOUR: |
1525 | case ARMOUR: |
3270 | case HELMET: |
1526 | case HELMET: |
3271 | case SHIELD: |
1527 | case SHIELD: |
… | |
… | |
3274 | case GIRDLE: |
1530 | case GIRDLE: |
3275 | case BRACERS: |
1531 | case BRACERS: |
3276 | case CLOAK: |
1532 | case CLOAK: |
3277 | case RING: |
1533 | case RING: |
3278 | case AMULET: |
1534 | case AMULET: |
3279 | SET_FLAG (op, FLAG_APPLIED); |
1535 | op->set_flag (FLAG_APPLIED); |
3280 | who->statusmsg (format ("You wear %s.", query_name (op))); |
1536 | who->statusmsg (format ("You wear %s.", query_name (op))); |
3281 | change_abil (who, op); |
1537 | change_abil (who, op); |
3282 | break; |
1538 | break; |
3283 | |
1539 | |
3284 | case LAMP: |
|
|
3285 | if (op->stats.food < 1) |
|
|
3286 | { |
|
|
3287 | who->failmsg (format ( |
|
|
3288 | "Your %s is out of fuel! " |
|
|
3289 | "H<Lamps and similar items need fuel. They cannot be refilled.>", |
|
|
3290 | &op->name |
|
|
3291 | )); |
|
|
3292 | return 1; |
|
|
3293 | } |
|
|
3294 | |
|
|
3295 | who->statusmsg (format ("You turn on your %s.", &op->name)); |
|
|
3296 | |
|
|
3297 | tmp2 = arch_to_object (op->other_arch); |
|
|
3298 | tmp2->stats.food = op->stats.food; |
|
|
3299 | SET_FLAG (tmp2, FLAG_APPLIED); |
|
|
3300 | |
|
|
3301 | if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
|
|
3302 | SET_FLAG (tmp2, FLAG_INV_LOCKED); |
|
|
3303 | |
|
|
3304 | insert_ob_in_ob (tmp2, who); |
|
|
3305 | |
|
|
3306 | /* Remove the old lantern */ |
|
|
3307 | if (who->type == PLAYER) |
|
|
3308 | esrv_del_item (who->contr, op->count); |
|
|
3309 | |
|
|
3310 | op->destroy (); |
|
|
3311 | |
|
|
3312 | /* insert the portion that was split off */ |
|
|
3313 | if (tmp) |
|
|
3314 | { |
|
|
3315 | insert_ob_in_ob (tmp, who); |
|
|
3316 | if (who->type == PLAYER) |
|
|
3317 | esrv_send_item (who, tmp); |
|
|
3318 | } |
|
|
3319 | |
|
|
3320 | who->update_stats (); |
|
|
3321 | |
|
|
3322 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
|
|
3323 | if (who->type == PLAYER) |
|
|
3324 | { |
|
|
3325 | who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"); |
|
|
3326 | SET_FLAG (tmp2, FLAG_KNOWN_CURSED); |
|
|
3327 | } |
|
|
3328 | |
|
|
3329 | if (who->type == PLAYER) |
|
|
3330 | esrv_send_item (who, tmp2); |
|
|
3331 | |
|
|
3332 | return 0; |
|
|
3333 | |
|
|
3334 | case SKILL_TOOL: |
1540 | case SKILL_TOOL: |
3335 | // applying a skill tool also readies the skill |
1541 | // applying a skill tool does not ready the skill |
3336 | SET_FLAG (op, FLAG_APPLIED); |
1542 | // if something needs the skill, it has to ready it itself |
3337 | |
1543 | //TODO: unapplying should unapply the skill, though |
3338 | if (!(aflags & AP_NO_READY)) |
|
|
3339 | { |
|
|
3340 | skop = find_skill_by_name (who, op->skill); |
|
|
3341 | if (!skop->flag [FLAG_APPLIED]) |
1544 | op->set_flag (FLAG_APPLIED); |
3342 | apply_special (who, skop, AP_APPLY); |
|
|
3343 | } |
|
|
3344 | break; |
1545 | break; |
3345 | |
1546 | |
3346 | case SKILL: |
1547 | case SKILL: |
3347 | if (player *pl = who->contr) |
1548 | if (who->contr) |
3348 | { |
|
|
3349 | if (IS_COMBAT_SKILL (op->subtype)) |
|
|
3350 | { |
|
|
3351 | if (skill_flags [op->subtype] & SF_NEED_WEAPON) |
|
|
3352 | { |
|
|
3353 | for (object *item = who->inv; item; item = item->below) |
|
|
3354 | if (item->type == WEAPON && item->flag [FLAG_APPLIED]) |
|
|
3355 | { |
|
|
3356 | if (item->skill == op->skill) |
|
|
3357 | { |
|
|
3358 | who->change_weapon (pl->combat_ob = item); |
|
|
3359 | goto found_weapon; |
|
|
3360 | } |
|
|
3361 | } |
|
|
3362 | |
|
|
3363 | who->failmsg (format ( |
|
|
3364 | "You need to apply a '%s' melee weapon before readying this skill. " |
|
|
3365 | "H<Some skills need an item, in this case a melee weapon, to function.>", |
|
|
3366 | &op->skill |
|
|
3367 | )); |
|
|
3368 | return 1; |
|
|
3369 | |
|
|
3370 | found_weapon:; |
|
|
3371 | } |
|
|
3372 | else |
|
|
3373 | who->change_weapon (pl->combat_ob = op); |
|
|
3374 | } |
|
|
3375 | else if (IS_RANGED_SKILL (op->subtype)) |
|
|
3376 | { |
|
|
3377 | if (skill_flags [op->subtype] & SF_NEED_BOW) |
|
|
3378 | { |
|
|
3379 | for (object *item = who->inv; item; item = item->below) |
|
|
3380 | if (item->type == BOW && item->flag [FLAG_APPLIED]) |
|
|
3381 | { |
|
|
3382 | //TODO: bows should/must all have skill missile weapon right now |
|
|
3383 | who->change_weapon (pl->ranged_ob = item); |
|
|
3384 | goto found_bow; |
|
|
3385 | } |
|
|
3386 | |
|
|
3387 | who->failmsg ( |
|
|
3388 | "You need to apply a missile weapon before readying this skill. " |
|
|
3389 | "H<Some skills need an item, in this case a missile weapon, to function.>" |
|
|
3390 | ); |
|
|
3391 | return 1; |
|
|
3392 | |
|
|
3393 | found_bow:; |
|
|
3394 | } |
|
|
3395 | else |
|
|
3396 | who->change_weapon (pl->ranged_ob = op); |
|
|
3397 | } |
|
|
3398 | |
|
|
3399 | if (!op->invisible) |
1549 | if (op->invisible) |
3400 | { |
1550 | who->statusmsg (format ("You can now use the %s skill.", &op->skill)); |
3401 | who->statusmsg (format ( |
|
|
3402 | "You ready %s." |
|
|
3403 | "You can now use the skill: %s.", |
|
|
3404 | query_name (op), |
|
|
3405 | &op->skill |
|
|
3406 | )); |
|
|
3407 | } |
|
|
3408 | else |
1551 | else |
3409 | who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name)); |
1552 | who->statusmsg (format ("You ready %s.", query_name (op))); |
3410 | } |
1553 | |
3411 | else |
1554 | who->set_flag (FLAG_READY_SKILL); |
3412 | { |
1555 | op->set_flag (FLAG_APPLIED); |
3413 | SET_FLAG (op, FLAG_APPLIED); |
|
|
3414 | change_abil (who, op); |
1556 | change_abil (who, op); |
3415 | who->chosen_skill = op; |
|
|
3416 | SET_FLAG (who, FLAG_READY_SKILL); |
|
|
3417 | } |
|
|
3418 | |
|
|
3419 | break; |
1557 | break; |
3420 | |
1558 | |
3421 | case BOW: |
1559 | case BOW: |
3422 | if (!check_weapon_power (who, op->last_eat)) |
1560 | if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\'')) |
3423 | { |
|
|
3424 | who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER); |
|
|
3425 | |
|
|
3426 | if (tmp) |
|
|
3427 | insert_ob_in_ob (tmp, who); |
|
|
3428 | |
|
|
3429 | return 1; |
|
|
3430 | } |
|
|
3431 | |
|
|
3432 | if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) |
|
|
3433 | { |
1561 | { |
3434 | who->failmsg ("The weapon does not recognize you as its owner. " |
1562 | who->failmsg ("The weapon does not recognize you as its owner. " |
3435 | "H<Its name indicates that it belongs to somebody else.>"); |
1563 | "H<Its name indicates that it belongs to somebody else.>"); |
3436 | if (tmp) |
1564 | if (tmp) who->insert (tmp); |
3437 | insert_ob_in_ob (tmp, who); |
|
|
3438 | |
|
|
3439 | return 1; |
1565 | return 1; |
3440 | } |
1566 | } |
|
|
1567 | |
|
|
1568 | if (player *pl = who->contr) |
|
|
1569 | { |
|
|
1570 | op->flag [FLAG_APPLIED] = true; |
|
|
1571 | who->statusmsg (format ("You wield the %s.", query_name (op))); |
|
|
1572 | change_abil (who, op); |
|
|
1573 | } |
|
|
1574 | break; |
|
|
1575 | |
|
|
1576 | case RANGED: |
|
|
1577 | if (player *pl = who->contr) |
|
|
1578 | { |
|
|
1579 | op->flag [FLAG_APPLIED] = true; |
|
|
1580 | who->statusmsg (format ("You applied the %s.", query_name (op))); |
|
|
1581 | } |
|
|
1582 | break; |
|
|
1583 | |
|
|
1584 | case SPELL: |
|
|
1585 | if (player *pl = who->contr) |
|
|
1586 | { |
|
|
1587 | op->flag [FLAG_APPLIED] = true; |
|
|
1588 | who->statusmsg (format ("You ready the spell %s.", query_name (op))); |
|
|
1589 | } |
|
|
1590 | break; |
3441 | |
1591 | |
3442 | /*FALLTHROUGH*/ |
1592 | /*FALLTHROUGH*/ |
3443 | case WAND: |
1593 | case WAND: |
3444 | case ROD: |
1594 | case ROD: |
3445 | case HORN: |
1595 | case HORN: |
3446 | /* check for skill, alter player status */ |
1596 | op->flag [FLAG_APPLIED] = true; |
3447 | |
1597 | |
3448 | if (!skop) |
1598 | if (player *pl = who->contr) |
3449 | { |
1599 | { |
3450 | who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO |
|
|
3451 | return 1; |
|
|
3452 | } |
|
|
3453 | |
|
|
3454 | SET_FLAG (op, FLAG_APPLIED); |
|
|
3455 | who->change_skill (skop); |
|
|
3456 | |
|
|
3457 | if (who->contr) |
|
|
3458 | { |
|
|
3459 | who->contr->ranged_ob = op; |
|
|
3460 | |
|
|
3461 | who->statusmsg (format ("You ready %s.", query_name (op))); |
1600 | who->statusmsg (format ("You ready %s.", query_name (op))); |
3462 | |
1601 | |
3463 | if (op->type == BOW) |
1602 | if (op->type == BOW) |
3464 | { |
|
|
3465 | who->current_weapon = op; |
|
|
3466 | change_abil (who, op); |
|
|
3467 | who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); |
1603 | who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); |
3468 | } |
1604 | |
|
|
1605 | change_abil (who, op); |
3469 | } |
1606 | } |
3470 | else |
1607 | else |
3471 | { |
1608 | { |
3472 | if (op->type == BOW) |
1609 | if (op->type == BOW) |
3473 | SET_FLAG (who, FLAG_READY_BOW); |
1610 | op->flag [FLAG_READY_BOW ] = true; |
3474 | else |
1611 | else |
3475 | SET_FLAG (who, FLAG_READY_RANGE); |
1612 | op->flag [FLAG_READY_RANGE] = true; |
3476 | } |
1613 | } |
3477 | |
1614 | |
3478 | break; |
1615 | break; |
3479 | |
1616 | |
3480 | case BUILDER: |
1617 | case BUILDER: |
3481 | if (who->type == PLAYER) |
1618 | if (player *pl = who->contr) |
3482 | { |
1619 | { |
3483 | //TODO: wtf does this do? shouldn't this be managed automatically (slots?) |
|
|
3484 | if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) |
|
|
3485 | unapply_special (who, who->contr->ranged_ob, 0); |
|
|
3486 | |
|
|
3487 | who->statusmsg (format ("You ready your %s.", query_name (op))); |
1620 | who->statusmsg (format ("You ready your %s.", query_name (op))); |
3488 | |
1621 | //TODO: change_abil? |
3489 | who->contr->ranged_ob = op; |
|
|
3490 | } |
1622 | } |
3491 | break; |
1623 | break; |
3492 | |
1624 | |
3493 | default: |
1625 | default: |
3494 | who->statusmsg (format ("You apply %s.", query_name (op))); |
1626 | who->statusmsg (format ("You apply %s.", query_name (op))); |
3495 | } |
1627 | } |
3496 | |
1628 | |
3497 | SET_FLAG (op, FLAG_APPLIED); |
1629 | op->set_flag (FLAG_APPLIED); |
3498 | |
1630 | |
3499 | if (tmp) |
1631 | if (tmp) who->insert (tmp); |
3500 | tmp = insert_ob_in_ob (tmp, who); |
|
|
3501 | |
1632 | |
3502 | who->update_stats (); |
1633 | who->update_stats (); |
3503 | |
1634 | |
3504 | /* We exclude spell casting objects. The fire code will set the |
1635 | /* We exclude spell casting objects. The fire code will set the |
3505 | * been applied flag when they are used - until that point, |
1636 | * been applied flag when they are used - until that point, |
3506 | * you don't know anything about them. |
1637 | * you don't know anything about them. |
3507 | */ |
1638 | */ |
3508 | if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) |
1639 | if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) |
3509 | SET_FLAG (op, FLAG_BEEN_APPLIED); |
1640 | op->set_flag (FLAG_BEEN_APPLIED); |
3510 | |
1641 | |
3511 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
1642 | if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]) |
3512 | if (who->type == PLAYER) |
1643 | if (who->type == PLAYER) |
3513 | { |
1644 | { |
3514 | who->failmsg ( |
1645 | who->failmsg ( |
3515 | "Oops, it feels deadly cold! " |
1646 | "Oops, it feels deadly cold! " |
3516 | "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>" |
1647 | "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>" |
3517 | ); |
1648 | ); |
3518 | SET_FLAG (op, FLAG_KNOWN_CURSED); |
1649 | op->set_flag (FLAG_KNOWN_CURSED); |
3519 | } |
1650 | } |
3520 | |
1651 | |
3521 | if (who->type == PLAYER) |
1652 | if (object *pl = op->visible_to ()) |
3522 | { |
|
|
3523 | /* if multiple objects were applied, update both slots */ |
|
|
3524 | if (tmp) |
|
|
3525 | esrv_send_item (who, tmp); |
|
|
3526 | |
|
|
3527 | esrv_send_item (who, op); |
1653 | esrv_send_item (pl, op); |
3528 | } |
|
|
3529 | |
1654 | |
3530 | return 0; |
1655 | return 0; |
3531 | } |
1656 | } |
3532 | |
1657 | |
|
|
1658 | /** |
|
|
1659 | * Check if op should abort moving victim because of it's race or slaying. |
|
|
1660 | * Returns 1 if it should abort, returns 0 if it should continue. |
|
|
1661 | */ |
3533 | int |
1662 | int |
3534 | monster_apply_special (object *who, object *op, int aflags) |
1663 | should_director_abort (object *op, object *victim) |
3535 | { |
1664 | { |
3536 | if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) |
1665 | int arch_flag, name_flag, race_flag; |
|
|
1666 | |
|
|
1667 | /* Get flags to determine what of arch, name, and race should be checked. |
|
|
1668 | * This is stored in subtype, and is a bitmask, the LSB is the arch flag, |
|
|
1669 | * the next is the name flag, and the last is the race flag. Also note, |
|
|
1670 | * if subtype is set to zero, that also goes to defaults of all affecting |
|
|
1671 | * it. Examples: |
|
|
1672 | * subtype 1: only arch |
|
|
1673 | * subtype 3: arch or name |
|
|
1674 | * subtype 5: arch or race |
|
|
1675 | * subtype 7: all three |
|
|
1676 | */ |
|
|
1677 | if (op->subtype) |
|
|
1678 | { |
|
|
1679 | arch_flag = op->subtype & 1; |
|
|
1680 | name_flag = op->subtype & 2; |
|
|
1681 | race_flag = op->subtype & 4; |
|
|
1682 | } |
|
|
1683 | else |
|
|
1684 | { |
|
|
1685 | arch_flag = 1; |
|
|
1686 | name_flag = 1; |
|
|
1687 | race_flag = 1; |
|
|
1688 | } |
|
|
1689 | |
|
|
1690 | /* If the director has race set, only affect objects with a arch, |
|
|
1691 | * name or race that matches. |
|
|
1692 | */ |
|
|
1693 | if ((op->race) && |
|
|
1694 | ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) && |
|
|
1695 | ((!(victim->name && name_flag) || op->race != victim->name)) && |
|
|
1696 | ((!(victim->race && race_flag) || op->race != victim->race))) |
3537 | return 1; |
1697 | return 1; |
3538 | |
1698 | |
|
|
1699 | /* If the director has slaying set, only affect objects where none |
|
|
1700 | * of arch, name, or race match. |
|
|
1701 | */ |
|
|
1702 | if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) || |
|
|
1703 | ((victim->name && name_flag && op->slaying == victim->name)) || |
|
|
1704 | ((victim->race && race_flag && op->slaying == victim->race))) |
|
|
1705 | return 1; |
|
|
1706 | |
|
|
1707 | return 0; |
|
|
1708 | } |
|
|
1709 | |
|
|
1710 | /** |
|
|
1711 | * This handles a player dropping money on an altar to identify stuff. |
|
|
1712 | * It'll identify marked item, if none all items up to dropped money. |
|
|
1713 | * Return value: 1 if money was destroyed, 0 if not. |
|
|
1714 | */ |
|
|
1715 | static int |
|
|
1716 | apply_id_altar (object *money, object *altar, object *pl) |
|
|
1717 | { |
|
|
1718 | dynbuf_text &buf = msg_dynbuf; buf.clear (); |
|
|
1719 | |
|
|
1720 | if (!pl || pl->type != PLAYER) |
|
|
1721 | return 0; |
|
|
1722 | |
|
|
1723 | /* Check for MONEY type is a special hack - it prevents 'nothing needs |
|
|
1724 | * identifying' from being printed out more than it needs to be. |
|
|
1725 | */ |
|
|
1726 | if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY) |
|
|
1727 | return 0; |
|
|
1728 | |
|
|
1729 | /* if the player has a marked item, identify that if it needs to be |
|
|
1730 | * identified. If it doesn't, then go through the player inventory. |
|
|
1731 | */ |
|
|
1732 | if (object *marked = pl->mark ()) |
|
|
1733 | if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ()) |
|
|
1734 | { |
|
|
1735 | if (operate_altar (altar, &money, pl)) |
|
|
1736 | { |
|
|
1737 | identify (marked); |
|
|
1738 | |
|
|
1739 | buf.printf ("You have %s.\r", long_desc (marked, pl)); |
|
|
1740 | if (marked->msg) |
|
|
1741 | buf << "The item has a story:\r" << marked->msg << "\n\n"; |
|
|
1742 | |
|
|
1743 | return !money; |
|
|
1744 | } |
|
|
1745 | } |
|
|
1746 | |
|
|
1747 | for (object *id = pl->inv; id; id = id->below) |
|
|
1748 | { |
|
|
1749 | if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ()) |
|
|
1750 | { |
|
|
1751 | if (operate_altar (altar, &money, pl)) |
|
|
1752 | { |
|
|
1753 | identify (id); |
|
|
1754 | |
|
|
1755 | buf.printf ("You have %s.\r", long_desc (id, pl)); |
|
|
1756 | if (id->msg) |
|
|
1757 | buf << "The item has a story:\r" << id->msg << "\n\n"; |
|
|
1758 | |
|
|
1759 | /* If no more money, might as well quit now */ |
|
|
1760 | if (!money || !check_altar_sacrifice (altar, money)) |
|
|
1761 | break; |
|
|
1762 | } |
|
|
1763 | else |
|
|
1764 | { |
|
|
1765 | LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); |
|
|
1766 | break; |
|
|
1767 | } |
|
|
1768 | } |
|
|
1769 | } |
|
|
1770 | |
|
|
1771 | if (buf.empty ()) |
|
|
1772 | pl->failmsg ("You have nothing that needs identifying"); |
|
|
1773 | else |
|
|
1774 | pl->contr->infobox (MSG_CHANNEL ("identify"), buf); |
|
|
1775 | |
|
|
1776 | return !money; |
|
|
1777 | } |
|
|
1778 | |
|
|
1779 | /** |
|
|
1780 | * This checks whether the object has a "on_use_yield" field, and if so generated and drops |
|
|
1781 | * matching item. |
|
|
1782 | **/ |
|
|
1783 | void |
|
|
1784 | handle_apply_yield (object *tmp) |
|
|
1785 | { |
|
|
1786 | if (shstr_tmp yield = tmp->kv (shstr_on_use_yield)) |
|
|
1787 | archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); |
|
|
1788 | } |
|
|
1789 | |
|
|
1790 | /** |
|
|
1791 | * Handles applying a potion. |
|
|
1792 | */ |
|
|
1793 | int |
|
|
1794 | apply_potion (object *op, object *tmp) |
|
|
1795 | { |
|
|
1796 | int got_one = 0, i; |
|
|
1797 | object *force = 0; |
|
|
1798 | |
|
|
1799 | object *floor = GET_MAP_OB (op->map, op->x, op->y); |
|
|
1800 | |
|
|
1801 | if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) |
|
|
1802 | { |
|
|
1803 | op->failmsg ("Gods prevent you from using this here, it's sacred ground!"); |
|
|
1804 | |
|
|
1805 | tmp->clr_flag (FLAG_APPLIED); |
|
|
1806 | return 0; |
|
|
1807 | } |
|
|
1808 | |
|
|
1809 | if (op->type == PLAYER) |
|
|
1810 | if (!tmp->flag [FLAG_IDENTIFIED]) |
|
|
1811 | identify (tmp); |
|
|
1812 | |
|
|
1813 | handle_apply_yield (tmp); |
|
|
1814 | |
|
|
1815 | /* Potion of restoration - only for players */ |
|
|
1816 | if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) |
|
|
1817 | { |
|
|
1818 | object *depl; |
|
|
1819 | archetype *at; |
|
|
1820 | |
|
|
1821 | if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
|
|
1822 | { |
|
|
1823 | op->drain_stat (); |
|
|
1824 | op->update_stats (); |
|
|
1825 | tmp->decrease (); |
|
|
1826 | return 1; |
|
|
1827 | } |
|
|
1828 | |
|
|
1829 | if (!(at = archetype::find (shstr_depletion))) |
|
|
1830 | { |
|
|
1831 | LOG (llevError, "Could not find archetype depletion\n"); |
|
|
1832 | return 0; |
|
|
1833 | } |
|
|
1834 | |
|
|
1835 | depl = present_arch_in_ob (at, op); |
|
|
1836 | |
|
|
1837 | if (depl) |
|
|
1838 | { |
|
|
1839 | for (i = 0; i < NUM_STATS; i++) |
|
|
1840 | if (depl->stats.stat (i)) |
|
|
1841 | op->statusmsg (restore_msg[i]); |
|
|
1842 | |
|
|
1843 | depl->destroy (); |
|
|
1844 | op->update_stats (); |
|
|
1845 | } |
|
|
1846 | else |
|
|
1847 | op->statusmsg ("Your potion had no effect."); |
|
|
1848 | |
|
|
1849 | tmp->decrease (); |
|
|
1850 | return 1; |
|
|
1851 | } |
|
|
1852 | |
|
|
1853 | /* improvement potion - only for players */ |
|
|
1854 | if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) |
|
|
1855 | { |
|
|
1856 | for (i = 1; i < min (11, op->level); i++) |
|
|
1857 | { |
|
|
1858 | if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
|
|
1859 | { |
|
|
1860 | if (op->contr->levhp[i] != 1) |
|
|
1861 | { |
|
|
1862 | op->contr->levhp[i] = 1; |
|
|
1863 | break; |
|
|
1864 | } |
|
|
1865 | |
|
|
1866 | if (op->contr->levsp[i] != 1) |
|
|
1867 | { |
|
|
1868 | op->contr->levsp[i] = 1; |
|
|
1869 | break; |
|
|
1870 | } |
|
|
1871 | |
|
|
1872 | if (op->contr->levgrace[i] != 1) |
|
|
1873 | { |
|
|
1874 | op->contr->levgrace[i] = 1; |
|
|
1875 | break; |
|
|
1876 | } |
|
|
1877 | } |
|
|
1878 | else |
|
|
1879 | { |
|
|
1880 | if (op->contr->levhp[i] < 9) |
|
|
1881 | { |
|
|
1882 | op->contr->levhp[i] = 9; |
|
|
1883 | break; |
|
|
1884 | } |
|
|
1885 | |
|
|
1886 | if (op->contr->levsp[i] < 6) |
|
|
1887 | { |
|
|
1888 | op->contr->levsp[i] = 6; |
|
|
1889 | break; |
|
|
1890 | } |
|
|
1891 | |
|
|
1892 | if (op->contr->levgrace[i] < 3) |
|
|
1893 | { |
|
|
1894 | op->contr->levgrace[i] = 3; |
|
|
1895 | break; |
|
|
1896 | } |
|
|
1897 | } |
|
|
1898 | } |
|
|
1899 | |
|
|
1900 | /* Just makes checking easier */ |
|
|
1901 | if (i < min (11, op->level)) |
|
|
1902 | got_one = 1; |
|
|
1903 | |
|
|
1904 | if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]) |
|
|
1905 | { |
|
|
1906 | if (got_one) |
|
|
1907 | { |
|
|
1908 | op->update_stats (); |
|
|
1909 | op->statusmsg ("The Gods smile upon you and remake you " |
|
|
1910 | "a little more in their image. " |
|
|
1911 | "You feel a little more perfect.", NDI_GREEN); |
|
|
1912 | } |
|
|
1913 | else |
|
|
1914 | op->statusmsg ("The potion had no effect - you are already perfect."); |
|
|
1915 | } |
|
|
1916 | else |
|
|
1917 | { /* cursed potion */ |
|
|
1918 | if (got_one) |
|
|
1919 | { |
|
|
1920 | op->update_stats (); |
|
|
1921 | op->failmsg ("The Gods are angry and punish you."); |
|
|
1922 | } |
|
|
1923 | else |
|
|
1924 | op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE); |
|
|
1925 | } |
|
|
1926 | |
|
|
1927 | tmp->decrease (); |
|
|
1928 | return 1; |
|
|
1929 | } |
|
|
1930 | |
|
|
1931 | |
|
|
1932 | /* A potion that casts a spell. Healing, restore spellpoint (power potion) |
|
|
1933 | * and heroism all fit into this category. Given the spell object code, |
|
|
1934 | * there is no limit to the number of spells that potions can be cast, |
|
|
1935 | * but direction is problematic to try and imbue fireball potions for example. |
|
|
1936 | */ |
|
|
1937 | if (tmp->inv) |
|
|
1938 | { |
|
|
1939 | if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
|
|
1940 | { |
|
|
1941 | op->failmsg ("Yech! Your lungs are on fire!"); |
|
|
1942 | create_exploding_ball_at (op, op->level); |
|
|
1943 | } |
|
|
1944 | else |
|
|
1945 | cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
|
|
1946 | |
|
|
1947 | tmp->decrease (); |
|
|
1948 | |
|
|
1949 | /* if youre dead, no point in doing this... */ |
|
|
1950 | if (!op->flag [FLAG_REMOVED]) |
|
|
1951 | op->update_stats (); |
|
|
1952 | |
|
|
1953 | return 1; |
|
|
1954 | } |
|
|
1955 | |
|
|
1956 | /* Deal with protection potions */ |
|
|
1957 | force = NULL; |
|
|
1958 | for (i = 0; i < NROFATTACKS; i++) |
|
|
1959 | { |
|
|
1960 | if (tmp->resist[i]) |
|
|
1961 | { |
|
|
1962 | if (!force) |
|
|
1963 | force = get_archetype (FORCE_NAME); |
|
|
1964 | |
|
|
1965 | memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); |
|
|
1966 | force->type = POTION_EFFECT; |
|
|
1967 | break; /* Only need to find one protection since we copy entire batch */ |
|
|
1968 | } |
|
|
1969 | } |
|
|
1970 | |
|
|
1971 | /* This is a protection potion */ |
|
|
1972 | if (force) |
|
|
1973 | { |
|
|
1974 | /* cursed items last longer */ |
|
|
1975 | if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
|
|
1976 | { |
|
|
1977 | force->stats.food *= 10; |
|
|
1978 | for (i = 0; i < NROFATTACKS; i++) |
|
|
1979 | if (force->resist[i] > 0) |
|
|
1980 | force->resist[i] = -force->resist[i]; /* prot => vuln */ |
|
|
1981 | } |
|
|
1982 | |
|
|
1983 | force->speed_left = -1; |
|
|
1984 | force = insert_ob_in_ob (force, op); |
|
|
1985 | tmp->clr_flag (FLAG_APPLIED); |
|
|
1986 | force->set_flag (FLAG_APPLIED); |
|
|
1987 | change_abil (op, force); |
|
|
1988 | tmp->decrease (); |
|
|
1989 | return 1; |
|
|
1990 | } |
|
|
1991 | |
|
|
1992 | /* Only thing left are the stat potions */ |
|
|
1993 | if (op->type == PLAYER) |
|
|
1994 | { /* only for players */ |
|
|
1995 | if ((tmp->flag [FLAG_CURSED] |
|
|
1996 | || tmp->flag [FLAG_DAMNED]) |
|
|
1997 | && tmp->value != 0) |
|
|
1998 | tmp->clr_flag (FLAG_APPLIED); |
|
|
1999 | else |
|
|
2000 | tmp->set_flag (FLAG_APPLIED); |
|
|
2001 | |
|
|
2002 | if (!change_abil (op, tmp)) |
|
|
2003 | op->statusmsg ("Nothing happened."); |
|
|
2004 | } |
|
|
2005 | |
|
|
2006 | /* CLEAR_FLAG is so that if the character has other potions |
|
|
2007 | * that were grouped with the one consumed, his |
|
|
2008 | * stat will not be raised by them. fix_player just clears |
|
|
2009 | * up all the stats. |
|
|
2010 | */ |
|
|
2011 | tmp->clr_flag (FLAG_APPLIED); |
|
|
2012 | op->update_stats (); |
|
|
2013 | tmp->decrease (); |
|
|
2014 | return 1; |
|
|
2015 | } |
|
|
2016 | |
|
|
2017 | /** |
|
|
2018 | * 'victim' moves onto 'trap' |
|
|
2019 | * 'victim' leaves 'trap' |
|
|
2020 | * effect is determined by move_on/move_off of trap and move_type of victime. |
|
|
2021 | * |
|
|
2022 | * originator: Player, monster or other object that caused 'victim' to move |
|
|
2023 | * onto 'trap'. Will receive messages caused by this action. May be NULL. |
|
|
2024 | * However, some types of traps require an originator to function. |
|
|
2025 | */ |
|
|
2026 | void |
|
|
2027 | move_apply (object *trap, object *victim, object *originator) |
|
|
2028 | { |
|
|
2029 | static int recursion_depth = 0; |
|
|
2030 | |
|
|
2031 | trap = trap->head_ (); |
|
|
2032 | |
|
|
2033 | /* Only exits affect DMs. */ |
|
|
2034 | if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN) |
|
|
2035 | return; |
|
|
2036 | |
|
|
2037 | /* move_apply() is the most likely candidate for causing unwanted and |
|
|
2038 | * possibly unlimited recursion. |
|
|
2039 | */ |
|
|
2040 | |
|
|
2041 | /* The following was changed because it was causing perfectly correct |
|
|
2042 | * maps to fail. 1) it's not an error to recurse: |
|
|
2043 | * rune detonates, summoning monster. monster lands on nearby rune. |
|
|
2044 | * nearby rune detonates. This sort of recursion is expected and |
|
|
2045 | * proper. This code was causing needless crashes. |
|
|
2046 | */ |
|
|
2047 | if (recursion_depth >= 500) |
|
|
2048 | { |
|
|
2049 | LOG (llevDebug, "WARNING: move_apply(): aborting recursion " |
|
|
2050 | "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name); |
|
|
2051 | return; |
|
|
2052 | } |
|
|
2053 | |
|
|
2054 | recursion_depth++; |
|
|
2055 | |
|
|
2056 | if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) |
|
|
2057 | switch (trap->type) |
|
|
2058 | { |
|
|
2059 | case PLAYERMOVER: |
|
|
2060 | if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) |
|
|
2061 | { |
|
|
2062 | if (!trap->stats.maxsp) |
|
|
2063 | trap->stats.maxsp = 2; |
|
|
2064 | |
|
|
2065 | /* Is this correct? From the docs, it doesn't look like it |
|
|
2066 | * should be divided by trap->speed |
|
|
2067 | */ |
|
|
2068 | victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed; |
|
|
2069 | |
|
|
2070 | /* Just put in some sanity check. I think there is a bug in the |
|
|
2071 | * above with some objects have zero speed, and thus the player |
|
|
2072 | * getting permanently paralyzed. |
|
|
2073 | */ |
|
|
2074 | victim->speed_left = max (-50.f, victim->speed_left); |
|
|
2075 | /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ |
|
|
2076 | } |
|
|
2077 | break; |
|
|
2078 | |
|
|
2079 | case SPINNER: |
|
|
2080 | if (victim->direction) |
|
|
2081 | { |
|
|
2082 | victim->direction = absdir (victim->direction - trap->stats.sp); |
|
|
2083 | update_turn_face (victim); |
|
|
2084 | } |
|
|
2085 | break; |
|
|
2086 | |
|
|
2087 | case DIRECTOR: |
|
|
2088 | if (victim->direction && !should_director_abort (trap, victim)) |
|
|
2089 | { |
|
|
2090 | victim->direction = trap->stats.sp; |
|
|
2091 | update_turn_face (victim); |
|
|
2092 | } |
|
|
2093 | break; |
|
|
2094 | |
|
|
2095 | case BUTTON: |
|
|
2096 | case PEDESTAL: |
|
|
2097 | case T_MATCH: |
|
|
2098 | update_button (trap, originator); |
|
|
2099 | break; |
|
|
2100 | |
|
|
2101 | case ALTAR: |
|
|
2102 | /* sacrifice victim on trap */ |
|
|
2103 | apply_altar (trap, victim, originator); |
|
|
2104 | break; |
|
|
2105 | |
|
|
2106 | case THROWN_OBJ: |
|
|
2107 | if (trap->inv == NULL) |
|
|
2108 | break; |
|
|
2109 | /* fallthrough */ |
|
|
2110 | |
|
|
2111 | case ARROW: |
|
|
2112 | /* bad bug: monster throw a object, make a step forwards, step on object , |
|
|
2113 | * trigger this here and get hit by own missile - and will be own enemy. |
|
|
2114 | * Victim then is his own enemy and will start to kill herself (this is |
|
|
2115 | * removed) but we have not synced victim and his missile. To avoid senseless |
|
|
2116 | * action, we avoid hits here |
|
|
2117 | */ |
|
|
2118 | if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ()) |
|
|
2119 | && trap->owner != victim) |
|
|
2120 | hit_with_arrow (trap, victim); |
|
|
2121 | break; |
|
|
2122 | |
|
|
2123 | case SPELL_EFFECT: |
|
|
2124 | apply_spell_effect (trap, victim); |
|
|
2125 | break; |
|
|
2126 | |
|
|
2127 | case TRAPDOOR: |
|
|
2128 | { |
|
|
2129 | int max, sound_was_played; |
|
|
2130 | object *ab, *ab_next; |
|
|
2131 | |
|
|
2132 | if (!trap->value) |
|
|
2133 | { |
|
|
2134 | int tot; |
|
|
2135 | |
|
|
2136 | for (ab = trap->above, tot = 0; ab; ab = ab->above) |
|
|
2137 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
2138 | tot += ab->head_ ()->total_weight (); |
|
|
2139 | |
|
|
2140 | if (!(trap->value = (tot > trap->weight) ? 1 : 0)) |
|
|
2141 | break; |
|
|
2142 | |
|
|
2143 | SET_ANIMATION (trap, trap->value); |
|
|
2144 | update_object (trap, UP_OBJ_FACE); |
|
|
2145 | } |
|
|
2146 | |
|
|
2147 | for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) |
|
|
2148 | { |
|
|
2149 | /* need to set this up, since if we do transfer the object, |
|
|
2150 | * ab->above would be bogus |
|
|
2151 | */ |
|
|
2152 | ab_next = ab->above; |
|
|
2153 | |
|
|
2154 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
2155 | { |
|
|
2156 | if (!sound_was_played) |
|
|
2157 | { |
|
|
2158 | trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
|
|
2159 | sound_was_played = 1; |
|
|
2160 | } |
|
|
2161 | |
|
|
2162 | ab->statusmsg ("You fall into a trapdoor!", NDI_RED); |
|
|
2163 | transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab); |
|
|
2164 | } |
|
|
2165 | } |
|
|
2166 | break; |
|
|
2167 | } |
|
|
2168 | |
|
|
2169 | case CONVERTER: |
|
|
2170 | if (convert_item (victim, trap) < 0) |
|
|
2171 | { |
|
|
2172 | originator->failmsgf ("The %s seems to be broken!", query_name (trap)); |
|
|
2173 | archetype::get (shstr_burnout)->insert_at (trap, trap); |
|
|
2174 | } |
|
|
2175 | |
|
|
2176 | break; |
|
|
2177 | |
|
|
2178 | case TRIGGER_BUTTON: |
|
|
2179 | case TRIGGER_PEDESTAL: |
|
|
2180 | case TRIGGER_ALTAR: |
|
|
2181 | check_trigger (trap, victim, originator); |
|
|
2182 | break; |
|
|
2183 | |
|
|
2184 | case DEEP_SWAMP: |
|
|
2185 | walk_on_deep_swamp (trap, victim); |
|
|
2186 | break; |
|
|
2187 | |
|
|
2188 | case CHECK_INV: |
|
|
2189 | check_inv (victim, trap); |
|
|
2190 | break; |
|
|
2191 | |
|
|
2192 | case HOLE: |
|
|
2193 | move_apply_hole (trap, victim); |
|
|
2194 | break; |
|
|
2195 | |
|
|
2196 | case EXIT: |
|
|
2197 | if (victim->type == PLAYER && EXIT_PATH (trap)) |
|
|
2198 | { |
|
|
2199 | /* Basically, don't show exits leading to random maps the |
|
|
2200 | * players output. |
|
|
2201 | */ |
|
|
2202 | if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit) |
|
|
2203 | victim->statusmsg (trap->msg, NDI_NAVY); |
|
|
2204 | |
|
|
2205 | trap->play_sound (trap->sound); |
|
|
2206 | victim->enter_exit (trap); |
|
|
2207 | } |
|
|
2208 | break; |
|
|
2209 | |
|
|
2210 | case ENCOUNTER: |
|
|
2211 | /* may be some leftovers on this */ |
|
|
2212 | break; |
|
|
2213 | |
|
|
2214 | case SHOP_MAT: |
|
|
2215 | apply_shop_mat (trap, victim); |
|
|
2216 | break; |
|
|
2217 | |
|
|
2218 | /* Drop a certain amount of gold, and have one item identified */ |
|
|
2219 | case IDENTIFY_ALTAR: |
|
|
2220 | apply_id_altar (victim, trap, originator); |
|
|
2221 | break; |
|
|
2222 | |
|
|
2223 | case SIGN: |
|
|
2224 | if (victim->type != PLAYER && trap->stats.food > 0) |
|
|
2225 | break; /* monsters musn't apply magic_mouths with counters */ |
|
|
2226 | |
|
|
2227 | apply_sign (victim, trap, 1); |
|
|
2228 | break; |
|
|
2229 | |
|
|
2230 | case CONTAINER: |
|
|
2231 | apply_container (victim, trap); |
|
|
2232 | break; |
|
|
2233 | |
|
|
2234 | case RUNE: |
|
|
2235 | case TRAP: |
|
|
2236 | if (trap->level && victim->flag [FLAG_ALIVE]) |
|
|
2237 | spring_trap (trap, victim); |
|
|
2238 | break; |
|
|
2239 | |
|
|
2240 | default: |
|
|
2241 | LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " |
|
|
2242 | "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); |
|
|
2243 | break; |
|
|
2244 | } |
|
|
2245 | |
|
|
2246 | recursion_depth--; |
|
|
2247 | } |
|
|
2248 | |
|
|
2249 | /** |
|
|
2250 | * Handles reading a regular (ie not containing a spell) book. |
|
|
2251 | */ |
|
|
2252 | static void |
|
|
2253 | apply_book (object *op, object *tmp) |
|
|
2254 | { |
|
|
2255 | int lev_diff; |
|
|
2256 | object *skill_ob; |
|
|
2257 | |
|
|
2258 | if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ]) |
|
|
2259 | { |
|
|
2260 | op->failmsg ("You are unable to read while blind!"); |
|
|
2261 | return; |
|
|
2262 | } |
|
|
2263 | |
|
|
2264 | if (!tmp->msg) |
|
|
2265 | { |
|
|
2266 | op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name); |
|
|
2267 | return; |
|
|
2268 | } |
|
|
2269 | |
|
|
2270 | /* need a literacy skill to read stuff! */ |
|
|
2271 | skill_ob = find_skill_by_name (op, tmp->skill); |
|
|
2272 | if (!skill_ob) |
|
|
2273 | { |
|
|
2274 | op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill); |
|
|
2275 | return; |
|
|
2276 | } |
|
|
2277 | |
|
|
2278 | lev_diff = tmp->level - (skill_ob->level + 5); |
|
|
2279 | if (!op->flag [FLAG_WIZ] && lev_diff > 0) |
|
|
2280 | { |
|
|
2281 | op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension." |
|
|
2282 | : lev_diff < 3 ? "This book is slightly beyond your comprehension." |
|
|
2283 | : lev_diff < 5 ? "This book is beyond your comprehension." |
|
|
2284 | : lev_diff < 8 ? "This book is quite a bit beyond your comprehension." |
|
|
2285 | : lev_diff < 15 ? "This book is way beyond your comprehension." |
|
|
2286 | : "This book is totally beyond your comprehension."); |
|
|
2287 | return; |
|
|
2288 | } |
|
|
2289 | |
|
|
2290 | // we currently don't use the message types for anything. |
|
|
2291 | // readable_message_type *msgType = get_readable_message_type (tmp); |
|
|
2292 | |
|
|
2293 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book")); |
|
|
2294 | |
|
|
2295 | if (player *pl = op->contr) |
|
|
2296 | if (client *ns = pl->ns) |
|
|
2297 | pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); |
|
|
2298 | |
|
|
2299 | /* gain xp from reading */ |
|
|
2300 | if (!tmp->flag [FLAG_NO_SKILL_IDENT]) |
|
|
2301 | { /* only if not read before */ |
|
|
2302 | int exp_gain = calc_skill_exp (op, tmp, skill_ob); |
|
|
2303 | |
|
|
2304 | if (!tmp->flag [FLAG_IDENTIFIED]) |
|
|
2305 | { |
|
|
2306 | /*exp_gain *= 2; because they just identified it too */ |
|
|
2307 | tmp->set_flag (FLAG_IDENTIFIED); |
|
|
2308 | |
|
|
2309 | if (object *pl = tmp->visible_to ()) |
|
|
2310 | esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); |
|
|
2311 | } |
|
|
2312 | |
|
|
2313 | change_exp (op, exp_gain, skill_ob->skill, 0); |
|
|
2314 | tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ |
|
|
2315 | } |
|
|
2316 | } |
|
|
2317 | |
|
|
2318 | /** |
|
|
2319 | * op made some mistake with a scroll, this takes care of punishment. |
|
|
2320 | * scroll_failure()- hacked directly from spell_failure |
|
|
2321 | */ |
|
|
2322 | static void |
|
|
2323 | scroll_failure (object *op, int failure, int power) |
|
|
2324 | { |
|
|
2325 | if (abs (failure / 4) > power) |
|
|
2326 | power = abs (failure / 4); /* set minimum effect */ |
|
|
2327 | |
|
|
2328 | if (failure <= -1 && failure > -15) |
|
|
2329 | { /* wonder */ |
|
|
2330 | object *tmp; |
|
|
2331 | |
|
|
2332 | op->failmsg ("Your spell warps!"); |
|
|
2333 | tmp = get_archetype (SPELL_WONDER); |
|
|
2334 | cast_wonder (op, op, 0, tmp); |
|
|
2335 | tmp->destroy (); |
|
|
2336 | } |
|
|
2337 | else if (failure <= -15 && failure > -35) |
|
|
2338 | { /* drain mana */ |
|
|
2339 | op->failmsg ("Your mana is drained!"); |
|
|
2340 | op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); |
|
|
2341 | if (op->stats.sp < 0) |
|
|
2342 | op->stats.sp = 0; |
|
|
2343 | } |
|
|
2344 | else if (settings.spell_failure_effects == TRUE) |
|
|
2345 | { |
|
|
2346 | if (failure <= -35 && failure > -60) |
|
|
2347 | { /* confusion */ |
|
|
2348 | op->failmsg ("The magic recoils on you!"); |
|
|
2349 | confuse_player (op, op, power); |
|
|
2350 | } |
|
|
2351 | else if (failure <= -60 && failure > -70) |
|
|
2352 | { /* paralysis */ |
|
|
2353 | op->failmsg ("The magic recoils and paralyzes you!"); |
|
|
2354 | paralyze_player (op, op, power); |
|
|
2355 | } |
|
|
2356 | else if (failure <= -70 && failure > -80) |
|
|
2357 | { /* blind */ |
|
|
2358 | op->failmsg ("The magic recoils on you!"); |
|
|
2359 | blind_player (op, op, power); |
|
|
2360 | } |
|
|
2361 | else if (failure <= -80) |
|
|
2362 | { /* blast the immediate area */ |
|
|
2363 | object *tmp = get_archetype (LOOSE_MANA); |
|
|
2364 | cast_magic_storm (op, tmp, power); |
|
|
2365 | op->failmsg ("You unleash uncontrolled mana!"); |
|
|
2366 | tmp->destroy (); |
|
|
2367 | } |
|
|
2368 | } |
|
|
2369 | } |
|
|
2370 | |
|
|
2371 | /** |
|
|
2372 | * Handles the applying of a skill scroll, calling learn_skill straight. |
|
|
2373 | * op is the person learning the skill, tmp is the skill scroll object |
|
|
2374 | */ |
|
|
2375 | static void |
|
|
2376 | apply_skillscroll (object *op, object *tmp) |
|
|
2377 | { |
|
|
2378 | switch (learn_skill (op, tmp)) |
|
|
2379 | { |
|
|
2380 | case 0: |
|
|
2381 | op->play_sound (sound_find ("generic_fail")); |
|
|
2382 | op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp)); |
|
|
2383 | break; |
|
|
2384 | |
|
|
2385 | case 1: |
|
|
2386 | tmp->decrease (); |
|
|
2387 | op->play_sound (sound_find ("skill_learn")); |
|
|
2388 | op->statusmsg (format ("You succeed in learning %s", &tmp->skill)); |
|
|
2389 | break; |
|
|
2390 | |
|
|
2391 | default: |
|
|
2392 | tmp->decrease (); |
|
|
2393 | op->play_sound (sound_find ("generic_fail")); |
|
|
2394 | op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp)); |
|
|
2395 | break; |
|
|
2396 | } |
|
|
2397 | } |
|
|
2398 | |
|
|
2399 | /** |
|
|
2400 | * Actually makes op learn spell. |
|
|
2401 | * Informs player of what happens. |
|
|
2402 | */ |
|
|
2403 | void |
|
|
2404 | do_learn_spell (object *op, object *spell, int special_prayer) |
|
|
2405 | { |
|
|
2406 | object *tmp; |
|
|
2407 | |
|
|
2408 | if (op->type != PLAYER) |
|
|
2409 | { |
|
|
2410 | LOG (llevError, "BUG: do_learn_spell(): not a player\n"); |
|
|
2411 | return; |
|
|
2412 | } |
|
|
2413 | |
|
|
2414 | /* Upgrade special prayers to normal prayers */ |
|
|
2415 | if ((tmp = check_spell_known (op, spell->name)) != NULL) |
|
|
2416 | { |
|
|
2417 | if (special_prayer && !tmp->flag [FLAG_STARTEQUIP]) |
|
|
2418 | { |
|
|
2419 | LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); |
|
|
2420 | return; |
|
|
2421 | } |
|
|
2422 | return; |
|
|
2423 | } |
|
|
2424 | |
|
|
2425 | op->contr->play_sound (sound_find ("learn_spell")); |
|
|
2426 | |
|
|
2427 | tmp = spell->clone (); |
|
|
2428 | insert_ob_in_ob (tmp, op); |
|
|
2429 | |
|
|
2430 | if (special_prayer) |
|
|
2431 | tmp->set_flag (FLAG_STARTEQUIP); |
|
|
2432 | |
|
|
2433 | esrv_add_spells (op->contr, tmp); |
|
|
2434 | } |
|
|
2435 | |
|
|
2436 | /** |
|
|
2437 | * Erases spell from player's inventory. |
|
|
2438 | */ |
|
|
2439 | void |
|
|
2440 | do_forget_spell (object *op, const char *spell) |
|
|
2441 | { |
|
|
2442 | object *spob; |
|
|
2443 | |
|
|
2444 | if (op->type != PLAYER) |
|
|
2445 | { |
|
|
2446 | LOG (llevError, "BUG: do_forget_spell(): not a player\n"); |
|
|
2447 | return; |
|
|
2448 | } |
|
|
2449 | if ((spob = check_spell_known (op, spell)) == NULL) |
|
|
2450 | { |
|
|
2451 | LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); |
|
|
2452 | return; |
|
|
2453 | } |
|
|
2454 | |
|
|
2455 | op->failmsgf ("You lose knowledge of %s.", spell); |
|
|
2456 | esrv_remove_spell (op->contr, spob); |
|
|
2457 | spob->destroy (); |
|
|
2458 | } |
|
|
2459 | |
|
|
2460 | /** |
|
|
2461 | * Handles player applying a spellbook. |
|
|
2462 | * Checks whether player has knowledge of required skill, doesn't already know the spell, |
|
|
2463 | * stuff like that. Random learning failure too. |
|
|
2464 | */ |
|
|
2465 | static void |
|
|
2466 | apply_spellbook (object *op, object *tmp) |
|
|
2467 | { |
|
|
2468 | object *skop, *spell, *spell_skill; |
|
|
2469 | |
|
|
2470 | if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ]) |
|
|
2471 | { |
|
|
2472 | op->failmsg ("You are unable to read while blind."); |
|
|
2473 | return; |
|
|
2474 | } |
|
|
2475 | |
|
|
2476 | /* artifact_spellbooks have 'slaying' field point to a spell name, |
|
|
2477 | * instead of having their spell stored in stats.sp. These are |
|
|
2478 | * legacy spellbooks |
|
|
2479 | */ |
|
|
2480 | if (tmp->slaying) |
|
|
2481 | { |
|
|
2482 | spell = find_archetype_by_object_name (tmp->slaying)->instance (); |
|
|
2483 | |
|
|
2484 | if (!spell) |
|
|
2485 | { |
|
|
2486 | op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying); |
|
|
2487 | return; |
|
|
2488 | } |
|
|
2489 | else |
|
|
2490 | insert_ob_in_ob (spell, tmp); |
|
|
2491 | |
|
|
2492 | tmp->slaying = 0; |
|
|
2493 | } |
|
|
2494 | |
|
|
2495 | skop = find_skill_by_name (op, tmp->skill); |
|
|
2496 | |
|
|
2497 | /* need a literacy skill to learn spells. Also, having a literacy level |
|
|
2498 | * lower than the spell will make learning the spell more difficult */ |
|
|
2499 | if (!skop) |
|
|
2500 | { |
|
|
2501 | op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill); |
|
|
2502 | return; |
|
|
2503 | } |
|
|
2504 | |
|
|
2505 | spell = tmp->inv; |
|
|
2506 | |
|
|
2507 | if (!spell) |
|
|
2508 | { |
|
|
2509 | LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); |
|
|
2510 | op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); |
|
|
2511 | return; |
|
|
2512 | } |
|
|
2513 | |
|
|
2514 | int learn_level = sqrtf (spell->level) * 1.5f; |
|
|
2515 | if (skop->level < learn_level) |
|
|
2516 | { |
|
|
2517 | op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>", |
|
|
2518 | &tmp->skill, learn_level); |
|
|
2519 | return; |
|
|
2520 | } |
|
|
2521 | |
|
|
2522 | op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name)); |
|
|
2523 | |
|
|
2524 | if (!tmp->flag [FLAG_IDENTIFIED]) |
|
|
2525 | identify (tmp); |
|
|
2526 | |
|
|
2527 | /* I removed the check for special_prayer_mark here - it didn't make |
|
|
2528 | * a lot of sense - special prayers are not found in spellbooks, and |
|
|
2529 | * if the player doesn't know the spell, doesn't make a lot of sense that |
|
|
2530 | * they would have a special prayer mark. |
|
|
2531 | */ |
|
|
2532 | if (check_spell_known (op, spell->name)) |
|
|
2533 | { |
|
|
2534 | op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n"); |
|
|
2535 | return; |
|
|
2536 | } |
|
|
2537 | |
|
|
2538 | if (spell->skill) |
|
|
2539 | { |
|
|
2540 | spell_skill = find_skill_by_name (op, spell->skill); |
|
|
2541 | |
|
|
2542 | if (!spell_skill) |
|
|
2543 | { |
|
|
2544 | op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill); |
|
|
2545 | return; |
|
|
2546 | } |
|
|
2547 | |
|
|
2548 | if (spell_skill->level < spell->level) |
|
|
2549 | { |
|
|
2550 | op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); |
|
|
2551 | return; |
|
|
2552 | } |
|
|
2553 | } |
|
|
2554 | |
|
|
2555 | /* Logic as follows |
|
|
2556 | * |
|
|
2557 | * 1- MU spells use Int to learn, Cleric spells use Wisdom |
|
|
2558 | * |
|
|
2559 | * 2- The learner's skill level in literacy adjusts the chance to learn |
|
|
2560 | * a spell. |
|
|
2561 | * |
|
|
2562 | * 3 -Automatically fail to learn if you read while confused |
|
|
2563 | * |
|
|
2564 | * Overall, chances are the same but a player will find having a high |
|
|
2565 | * literacy rate very useful! -b.t. |
|
|
2566 | */ |
|
|
2567 | if (op->flag [FLAG_CONFUSED]) |
|
|
2568 | { |
|
|
2569 | op->failmsg ("In your confused state you flub the wording of the text!"); |
|
|
2570 | scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace)); |
|
|
2571 | } |
|
|
2572 | else if (tmp->flag [FLAG_STARTEQUIP] || |
|
|
2573 | (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) |
|
|
2574 | { |
|
|
2575 | op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); |
|
|
2576 | do_learn_spell (op, spell, 0); |
|
|
2577 | |
|
|
2578 | /* xp gain to literacy for spell learning */ |
|
|
2579 | if (!tmp->flag [FLAG_STARTEQUIP]) |
|
|
2580 | change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); |
|
|
2581 | } |
|
|
2582 | else |
|
|
2583 | { |
|
|
2584 | op->contr->play_sound (sound_find ("fumble_spell")); |
|
|
2585 | op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n"); |
|
|
2586 | } |
|
|
2587 | |
|
|
2588 | tmp->decrease (); |
|
|
2589 | } |
|
|
2590 | |
|
|
2591 | /** |
|
|
2592 | * Handles applying a spell scroll. |
|
|
2593 | */ |
|
|
2594 | void |
|
|
2595 | apply_scroll (object *op, object *tmp, int dir) |
|
|
2596 | { |
|
|
2597 | object *skop; |
|
|
2598 | |
|
|
2599 | if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ]) |
|
|
2600 | { |
|
|
2601 | op->failmsg ("You are unable to read while blind."); |
|
|
2602 | return; |
|
|
2603 | } |
|
|
2604 | |
|
|
2605 | if (!tmp->inv || tmp->inv->type != SPELL) |
|
|
2606 | { |
|
|
2607 | op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>"); |
|
|
2608 | return; |
|
|
2609 | } |
|
|
2610 | |
|
|
2611 | if (op->type == PLAYER) |
|
|
2612 | { |
|
|
2613 | /* players need a literacy skill to read stuff! */ |
|
|
2614 | int exp_gain = 0; |
|
|
2615 | |
|
|
2616 | /* hard code literacy - tmp->skill points to where the exp |
|
|
2617 | * should go for anything killed by the spell. |
|
|
2618 | */ |
|
|
2619 | skop = find_skill_by_name (op, shstr_literacy); |
|
|
2620 | |
|
|
2621 | if (!skop) |
|
|
2622 | { |
|
|
2623 | op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>"); |
|
|
2624 | return; |
|
|
2625 | } |
|
|
2626 | |
|
|
2627 | if ((exp_gain = calc_skill_exp (op, tmp, skop))) |
|
|
2628 | change_exp (op, exp_gain, skop->skill, 0); |
|
|
2629 | } |
|
|
2630 | |
|
|
2631 | if (!tmp->flag [FLAG_IDENTIFIED]) |
|
|
2632 | identify (tmp); |
|
|
2633 | |
|
|
2634 | op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name)); |
|
|
2635 | |
|
|
2636 | cast_spell (op, tmp, dir, tmp->inv, NULL); |
|
|
2637 | tmp->decrease (); |
|
|
2638 | } |
|
|
2639 | |
|
|
2640 | /** |
|
|
2641 | * Applies a treasure object - by default, chest. op |
|
|
2642 | * is the person doing the applying, tmp is the treasure |
|
|
2643 | * chest. |
|
|
2644 | */ |
|
|
2645 | static void |
|
|
2646 | apply_treasure (object *op, object *tmp) |
|
|
2647 | { |
|
|
2648 | /* Nice side effect of this treasure creation method is that the treasure |
|
|
2649 | * for the chest is done when the chest is created, and put into the chest |
|
|
2650 | * inventory. So that when the chest burns up, the items still exist. Also |
|
|
2651 | * prevents people from moving chests to more difficult maps to get better |
|
|
2652 | * treasure |
|
|
2653 | */ |
|
|
2654 | object *treas = tmp->inv; |
|
|
2655 | |
|
|
2656 | if (!treas) |
|
|
2657 | { |
|
|
2658 | op->statusmsg ("The chest was empty."); |
|
|
2659 | tmp->decrease (); |
|
|
2660 | return; |
|
|
2661 | } |
|
|
2662 | |
|
|
2663 | while (tmp->inv) |
|
|
2664 | { |
|
|
2665 | treas = tmp->inv; |
|
|
2666 | treas->remove (); |
|
|
2667 | |
|
|
2668 | treas->x = op->x; |
|
|
2669 | treas->y = op->y; |
|
|
2670 | treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); |
|
|
2671 | |
|
|
2672 | if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE]) |
|
|
2673 | spring_trap (treas, op); |
|
|
2674 | |
|
|
2675 | /* If either player or container was destroyed, no need to do |
|
|
2676 | * further processing. I think this should be enclused with |
|
|
2677 | * spring trap above, as I don't think there is otherwise |
|
|
2678 | * any way for the treasure chest or player to get killed. |
|
|
2679 | */ |
|
|
2680 | if (op->destroyed () || tmp->destroyed ()) |
|
|
2681 | break; |
|
|
2682 | } |
|
|
2683 | |
|
|
2684 | if (!tmp->destroyed () && !tmp->inv) |
|
|
2685 | tmp->decrease (true); |
|
|
2686 | } |
|
|
2687 | |
|
|
2688 | /** |
|
|
2689 | * A dragon is eating some flesh. If the flesh contains resistances, |
|
|
2690 | * there is a chance for the dragon's skin to get improved. |
|
|
2691 | * |
|
|
2692 | * attributes: |
|
|
2693 | * object *op the object (dragon player) eating the flesh |
|
|
2694 | * object *meal the flesh item, getting chewed in dragon's mouth |
|
|
2695 | * return: |
|
|
2696 | * int 1 if eating successful, 0 if it doesn't work |
|
|
2697 | */ |
|
|
2698 | static int |
|
|
2699 | dragon_eat_flesh (object *op, object *meal) |
|
|
2700 | { |
|
|
2701 | object *skin = NULL; /* pointer to dragon skin force */ |
|
|
2702 | object *abil = NULL; /* pointer to dragon ability force */ |
|
|
2703 | object *tmp = NULL; /* tmp. object */ |
|
|
2704 | |
|
|
2705 | double chance; /* improvement-chance of one resistance type */ |
|
|
2706 | double totalchance = 1; /* total chance of gaining one resistance */ |
|
|
2707 | double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ |
|
|
2708 | double mbonus = 0; /* monster bonus */ |
|
|
2709 | int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ |
|
|
2710 | int winners = 0; /* number of winners */ |
|
|
2711 | int i; /* index */ |
|
|
2712 | |
|
|
2713 | /* let's make sure and doublecheck the parameters */ |
|
|
2714 | if (meal->type != FLESH || !op->is_dragon ()) |
|
|
2715 | return 0; |
|
|
2716 | |
|
|
2717 | /* now grab the 'dragon_skin'- and 'dragon_ability'-forces |
|
|
2718 | from the player's inventory */ |
|
|
2719 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
2720 | if (tmp->type == FORCE) |
|
|
2721 | if (tmp->arch->archname == shstr_dragon_skin_force) |
|
|
2722 | skin = tmp; |
|
|
2723 | else if (tmp->arch->archname == shstr_dragon_ability_force) |
|
|
2724 | abil = tmp; |
|
|
2725 | |
|
|
2726 | /* if either skin or ability are missing, this is an old player |
|
|
2727 | which is not to be considered a dragon -> bail out */ |
|
|
2728 | if (skin == NULL || abil == NULL) |
|
|
2729 | return 0; |
|
|
2730 | |
|
|
2731 | /* now start by filling stomache and health, according to food-value */ |
|
|
2732 | if ((MAX_FOOD - op->stats.food) < meal->stats.food) |
|
|
2733 | op->stats.hp += (MAX_FOOD - op->stats.food) / 50; |
|
|
2734 | else |
|
|
2735 | op->stats.hp += meal->stats.food / 50; |
|
|
2736 | |
|
|
2737 | min_it (op->stats.hp, op->stats.maxhp); |
|
|
2738 | op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food); |
|
|
2739 | |
|
|
2740 | /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ |
|
|
2741 | |
|
|
2742 | /* on to the interesting part: chances for adding resistance */ |
|
|
2743 | for (i = 0; i < NROFATTACKS; i++) |
|
|
2744 | { |
|
|
2745 | if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i)) |
|
|
2746 | { |
|
|
2747 | /* got positive resistance, now calculate improvement chance (0-100) */ |
|
|
2748 | |
|
|
2749 | /* this bonus makes resistance increase easier at lower levels */ |
|
|
2750 | bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level); |
|
|
2751 | if (i == abil->stats.exp) |
|
|
2752 | bonus += 5; /* additional bonus for resistance of ability-focus */ |
|
|
2753 | |
|
|
2754 | /* monster bonus increases with level, because high-level |
|
|
2755 | flesh is too rare */ |
|
|
2756 | mbonus = op->level * 20. / ((double) settings.max_level); |
|
|
2757 | |
|
|
2758 | chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. / |
|
|
2759 | ((double)settings.max_level)) - skin->resist[i]; |
|
|
2760 | |
|
|
2761 | if (chance >= 0.) |
|
|
2762 | chance += 1.; |
|
|
2763 | else |
|
|
2764 | chance = (chance < -12) ? 0. : 1. / pow (2., -chance); |
|
|
2765 | |
|
|
2766 | /* chance is proportional to amount of resistance (max. 50) */ |
|
|
2767 | chance *= ((double)(min (meal->resist[i], 50))) / 50.; |
|
|
2768 | |
|
|
2769 | /* doubled chance for resistance of ability-focus */ |
|
|
2770 | if (i == abil->stats.exp) |
|
|
2771 | chance = min (100., chance * 2.); |
|
|
2772 | |
|
|
2773 | /* now make the throw and save all winners (Don't insert luck bonus here!) */ |
|
|
2774 | if (rndm (10000) < (unsigned int)(chance * 100)) |
|
|
2775 | { |
|
|
2776 | atnr_winner[winners] = i; |
|
|
2777 | winners++; |
|
|
2778 | } |
|
|
2779 | |
|
|
2780 | if (chance >= 0.01) |
|
|
2781 | totalchance *= 1 - chance / 100; |
|
|
2782 | |
|
|
2783 | /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */ |
|
|
2784 | } |
|
|
2785 | } |
|
|
2786 | |
|
|
2787 | /* inverse totalchance as until now we have the failure-chance */ |
|
|
2788 | totalchance = 100 - totalchance * 100; |
|
|
2789 | |
|
|
2790 | /* print message according to totalchance */ |
|
|
2791 | const char *buf; |
|
|
2792 | if (totalchance > 50.) |
|
|
2793 | buf = format ("Hmm! The %s tasted delicious!", &meal->name); |
|
|
2794 | else if (totalchance > 10.) |
|
|
2795 | buf = format ("The %s tasted very good.", &meal->name); |
|
|
2796 | else if (totalchance > 1.) |
|
|
2797 | buf = format ("The %s tasted good.", &meal->name); |
|
|
2798 | else if (totalchance > 0.1) |
|
|
2799 | buf = format ("The %s tasted bland.", &meal->name); |
|
|
2800 | else if (totalchance >= 0.01) |
|
|
2801 | buf = format ("The %s had a boring taste.", &meal->name); |
|
|
2802 | else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) |
|
|
2803 | buf = format ("The %s tasted strange.", &meal->name); |
|
|
2804 | else |
|
|
2805 | buf = format ("The %s had no taste.", &meal->name); |
|
|
2806 | |
|
|
2807 | op->statusmsg (buf); |
|
|
2808 | |
|
|
2809 | /* now choose a winner if we have any */ |
|
|
2810 | i = -1; |
|
|
2811 | if (winners > 0) |
|
|
2812 | i = atnr_winner [rndm (winners)]; |
|
|
2813 | |
|
|
2814 | if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) |
|
|
2815 | { |
|
|
2816 | /* resistance increased! */ |
|
|
2817 | skin->resist[i]++; |
|
|
2818 | op->update_stats (); |
|
|
2819 | |
|
|
2820 | op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i])); |
|
|
2821 | } |
|
|
2822 | |
|
|
2823 | /* if this flesh contains a new ability focus, we mark it |
|
|
2824 | into the ability_force and it will take effect on next level */ |
|
|
2825 | if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) |
|
|
2826 | { |
|
|
2827 | abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ |
|
|
2828 | |
|
|
2829 | if (meal->last_eat != abil->stats.exp) |
|
|
2830 | op->statusmsg (format ( |
|
|
2831 | "Your metabolism prepares to focus on %s!\n" |
|
|
2832 | "The change will happen at level %d.", |
|
|
2833 | change_resist_msg[meal->last_eat], |
|
|
2834 | abil->level + 1 |
|
|
2835 | )); |
|
|
2836 | else |
|
|
2837 | { |
|
|
2838 | op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat])); |
|
|
2839 | abil->last_eat = 0; |
|
|
2840 | } |
|
|
2841 | } |
|
|
2842 | |
|
|
2843 | return 1; |
|
|
2844 | } |
|
|
2845 | |
|
|
2846 | /** |
|
|
2847 | * op eats food. |
|
|
2848 | * If player, takes care of messages and dragon special food. |
|
|
2849 | */ |
|
|
2850 | static void |
|
|
2851 | apply_food (object *op, object *tmp) |
|
|
2852 | { |
|
|
2853 | int capacity_remaining; |
|
|
2854 | |
|
|
2855 | if (op->type != PLAYER) |
|
|
2856 | op->stats.hp = op->stats.maxhp; |
|
|
2857 | else |
|
|
2858 | { |
|
|
2859 | /* check if this is a dragon (player), eating some flesh */ |
|
|
2860 | if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp)) |
|
|
2861 | ; |
|
|
2862 | else |
|
|
2863 | { |
|
|
2864 | /* usual case - no dragon meal: */ |
|
|
2865 | if (op->stats.food + tmp->stats.food > MAX_FOOD) |
|
|
2866 | { |
|
|
2867 | if (tmp->type == FOOD || tmp->type == FLESH) |
|
|
2868 | op->failmsg ("You feel full, but what a waste of food!"); |
|
|
2869 | else |
|
|
2870 | op->statusmsg ("Most of the drink goes down your face not your throat!"); |
|
|
2871 | } |
|
|
2872 | |
|
|
2873 | tmp->play_sound ( |
|
|
2874 | tmp->sound |
|
|
2875 | ? tmp->sound |
|
|
2876 | : tmp->type == DRINK |
|
|
2877 | ? sound_find ("eat_drink") |
|
|
2878 | : sound_find ("eat_food") |
|
|
2879 | ); |
|
|
2880 | |
|
|
2881 | if (!tmp->flag [FLAG_CURSED]) |
|
|
2882 | { |
|
|
2883 | const char *buf; |
|
|
2884 | |
|
|
2885 | if (!op->is_dragon ()) |
|
|
2886 | { |
|
|
2887 | /* eating message for normal players */ |
|
|
2888 | if (tmp->type == DRINK) |
|
|
2889 | buf = format ("Ahhh...that %s tasted good.", &tmp->name); |
|
|
2890 | else |
|
|
2891 | buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); |
|
|
2892 | } |
|
|
2893 | else |
|
|
2894 | /* eating message for dragon players */ |
|
|
2895 | buf = format ("The %s tasted terrible!", &tmp->name); |
|
|
2896 | |
|
|
2897 | op->statusmsg (buf); |
|
|
2898 | |
|
|
2899 | capacity_remaining = MAX_FOOD - op->stats.food; |
|
|
2900 | op->stats.food += tmp->stats.food; |
|
|
2901 | if (capacity_remaining < tmp->stats.food) |
|
|
2902 | op->stats.hp += capacity_remaining / 50; |
|
|
2903 | else |
|
|
2904 | op->stats.hp += tmp->stats.food / 50; |
|
|
2905 | |
|
|
2906 | min_it (op->stats.hp, op->stats.maxhp); |
|
|
2907 | min_it (op->stats.food, MAX_FOOD); |
|
|
2908 | } |
|
|
2909 | |
|
|
2910 | /* special food hack -b.t. */ |
|
|
2911 | if (tmp->title || tmp->flag [FLAG_CURSED]) |
|
|
2912 | eat_special_food (op, tmp); |
|
|
2913 | } |
|
|
2914 | } |
|
|
2915 | |
|
|
2916 | handle_apply_yield (tmp); |
|
|
2917 | tmp->decrease (); |
|
|
2918 | } |
|
|
2919 | |
|
|
2920 | /** |
|
|
2921 | * Handles applying an improve armor scroll. |
|
|
2922 | * Does some sanity checks, then calls improve_armour. |
|
|
2923 | */ |
|
|
2924 | static void |
|
|
2925 | apply_armour_improver (object *op, object *tmp) |
|
|
2926 | { |
|
|
2927 | if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC)) |
|
|
2928 | { |
|
|
2929 | op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>"); |
|
|
2930 | return; |
|
|
2931 | } |
|
|
2932 | |
|
|
2933 | object *armor = op->mark (); |
|
|
2934 | |
|
|
2935 | if (!armor) |
|
|
2936 | { |
|
|
2937 | op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this."); |
|
|
2938 | return; |
|
|
2939 | } |
|
|
2940 | |
|
|
2941 | if (armor->type != ARMOUR |
|
|
2942 | && armor->type != CLOAK |
|
|
2943 | && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) |
|
|
2944 | { |
|
|
2945 | op->failmsg ("Your marked item is not armour!\n"); |
|
|
2946 | return; |
|
|
2947 | } |
|
|
2948 | |
|
|
2949 | if (!op->apply (armor, AP_UNAPPLY)) |
|
|
2950 | { |
|
|
2951 | op->failmsg ("You are unable to take off your armour to improve it!"); |
|
|
2952 | return; |
|
|
2953 | } |
|
|
2954 | |
|
|
2955 | op->statusmsg ("Applying armour enchantment."); |
|
|
2956 | improve_armour (op, tmp, armor); |
|
|
2957 | } |
|
|
2958 | |
|
|
2959 | void |
|
|
2960 | apply_poison (object *op, object *tmp) |
|
|
2961 | { |
|
|
2962 | // need to do it now when it is still on the map |
|
|
2963 | handle_apply_yield (tmp); |
|
|
2964 | |
|
|
2965 | object *poison = tmp->split (1); |
|
|
2966 | |
|
|
2967 | if (op->type == PLAYER) |
|
|
2968 | { |
|
|
2969 | op->contr->play_sound (sound_find ("drink_poison")); |
|
|
2970 | op->failmsg ("Yech! That tasted poisonous!"); |
|
|
2971 | op->contr->killer = poison; |
|
|
2972 | } |
|
|
2973 | |
|
|
2974 | if (poison->stats.hp > 0) |
|
|
2975 | { |
|
|
2976 | LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp); |
|
|
2977 | hit_player (op, poison->stats.hp, tmp, AT_POISON, 1); |
|
|
2978 | } |
|
|
2979 | |
|
|
2980 | op->stats.food -= op->stats.food / 4; |
|
|
2981 | poison->destroy (); |
|
|
2982 | } |
|
|
2983 | |
|
|
2984 | /** |
|
|
2985 | * This function will try to apply a lighter and in case no lighter |
|
|
2986 | * is specified it will try to find a lighter in the players inventory, |
|
|
2987 | * and inform him about this requirement. |
|
|
2988 | * |
|
|
2989 | * who - the player |
|
|
2990 | * op - the item we want to light |
|
|
2991 | * lighter - the lighter or 0 if a lighter has yet to be found |
|
|
2992 | */ |
|
|
2993 | static object * |
|
|
2994 | auto_apply_lighter (object *who, object *op, object *lighter) |
|
|
2995 | { |
|
|
2996 | if (lighter == 0) |
|
|
2997 | { |
|
|
2998 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
2999 | { |
|
|
3000 | if (tmp->type == LIGHTER) |
|
|
3001 | { |
|
|
3002 | lighter = tmp; |
|
|
3003 | break; |
|
|
3004 | } |
|
|
3005 | } |
|
|
3006 | |
|
|
3007 | if (!lighter) |
|
|
3008 | { |
|
|
3009 | who->failmsgf ( |
|
|
3010 | "You can't light up the %s with your bare hands! " |
|
|
3011 | "H<You need a lighter in your inventory, for example a flint and steel.>", |
|
|
3012 | &op->name |
|
|
3013 | ); |
|
|
3014 | return 0; |
|
|
3015 | } |
|
|
3016 | } |
|
|
3017 | |
|
|
3018 | // last_eat == 0 means the lighter is not being used up! |
|
|
3019 | if (lighter->last_eat && lighter->stats.food) |
|
|
3020 | { |
|
|
3021 | /* lighter gets used up */ |
|
|
3022 | lighter = lighter->split (); |
|
|
3023 | lighter->stats.food--; |
|
|
3024 | who->insert (lighter); |
|
|
3025 | } |
|
|
3026 | else if (lighter->last_eat) |
|
|
3027 | { |
|
|
3028 | /* no charges left in lighter */ |
|
|
3029 | who->failmsgf ( |
|
|
3030 | "You attempt to light the %s with a used up %s.", |
|
|
3031 | &op->name, &lighter->name |
|
|
3032 | ); |
|
|
3033 | return 0; |
|
|
3034 | } |
|
|
3035 | |
|
|
3036 | return lighter; |
|
|
3037 | } |
|
|
3038 | |
|
|
3039 | /** |
|
|
3040 | * Designed primarily to light torches/lanterns/etc. |
|
|
3041 | * Also burns up burnable material too. First object in the inventory is |
|
|
3042 | * the selected object to "burn". -b.t. |
|
|
3043 | */ |
|
|
3044 | static void |
|
|
3045 | apply_lighter (object *who, object *lighter) |
|
|
3046 | { |
|
|
3047 | int is_player_env = 0; |
|
|
3048 | |
|
|
3049 | if (object *item = who->mark ()) |
|
|
3050 | { |
|
|
3051 | if (!auto_apply_lighter (who, item, lighter)) |
|
|
3052 | return; |
|
|
3053 | |
|
|
3054 | /* Perhaps we should split what we are trying to light on fire? |
|
|
3055 | * I can't see many times when you would want to light multiple |
|
|
3056 | * objects at once. |
|
|
3057 | */ |
|
|
3058 | |
|
|
3059 | save_throw_object (item, AT_FIRE, who); |
|
|
3060 | |
|
|
3061 | if (item->destroyed () |
|
|
3062 | || ((item->type == LAMP || item->type == TORCH) |
|
|
3063 | && item->glow_radius > 0)) |
|
|
3064 | who->statusmsg (format ( |
|
|
3065 | "You light the %s with the %s.", |
|
|
3066 | &item->name, &lighter->name |
|
|
3067 | )); |
|
|
3068 | else |
|
|
3069 | who->failmsgf ( |
|
|
3070 | "You attempt to light the %s with the %s and fail.", |
|
|
3071 | &item->name, &lighter->name |
|
|
3072 | ); |
|
|
3073 | } |
|
|
3074 | else |
|
|
3075 | who->failmsg ("You need to mark a lightable object."); |
|
|
3076 | } |
|
|
3077 | |
|
|
3078 | /** |
|
|
3079 | * This function generates a cursed effect for cursed lamps and torches. |
|
|
3080 | */ |
|
|
3081 | static void |
|
|
3082 | player_apply_lamp_cursed_effect (object *who, object *op) |
|
|
3083 | { |
|
|
3084 | if (op->level) |
|
|
3085 | { |
|
|
3086 | who->failmsgf ( |
|
|
3087 | "The %s was cursed, it explodes in a big fireball!", |
|
|
3088 | &op->name |
|
|
3089 | ); |
|
|
3090 | create_exploding_ball_at (who, op->level); |
|
|
3091 | } |
|
|
3092 | else |
|
|
3093 | { |
|
|
3094 | who->failmsgf ( |
|
|
3095 | "The %s was cursed, it crumbles to dust, at least it didn't explode.!", |
|
|
3096 | &op->name |
|
|
3097 | ); |
|
|
3098 | } |
|
|
3099 | |
|
|
3100 | op->destroy (); |
|
|
3101 | } |
|
|
3102 | |
|
|
3103 | /** |
|
|
3104 | * Apply for players and lamps |
|
|
3105 | * |
|
|
3106 | * who - the player |
|
|
3107 | * op - the lamp |
|
|
3108 | */ |
|
|
3109 | static void |
|
|
3110 | player_apply_lamp (object *who, object *op) |
|
|
3111 | { |
|
|
3112 | bool switch_on = op->glow_radius ? false : true; |
|
|
3113 | |
|
|
3114 | if (switch_on) |
|
|
3115 | { |
|
|
3116 | object *lighter = 0; |
|
|
3117 | |
|
|
3118 | if (op->flag [FLAG_IS_LIGHTABLE] |
|
|
3119 | && !(lighter = auto_apply_lighter (who, op, 0))) |
|
|
3120 | return; |
|
|
3121 | |
|
|
3122 | if (op->stats.food < 1) |
|
|
3123 | { |
|
|
3124 | if (op->type == LAMP) |
|
|
3125 | who->failmsgf ( |
|
|
3126 | "The %s is out of fuel! " |
|
|
3127 | "H<Lamps and similar items need fuel. They cannot be refilled.>", |
|
|
3128 | &op->name |
|
|
3129 | ); |
|
|
3130 | else |
|
|
3131 | who->failmsgf ( |
|
|
3132 | "The %s is burnt out! " |
|
|
3133 | "H<Torches and similar items burn out and become worthless.>", |
|
|
3134 | &op->name |
|
|
3135 | ); |
|
|
3136 | return; |
|
|
3137 | } |
|
|
3138 | |
|
|
3139 | if (op->flag [FLAG_CURSED]) |
|
|
3140 | { |
|
|
3141 | player_apply_lamp_cursed_effect (who, op); |
|
|
3142 | return; |
|
|
3143 | } |
|
|
3144 | |
|
|
3145 | if (lighter) |
|
|
3146 | who->statusmsg (format ( |
|
|
3147 | "You light up the %s with the %s.", &op->name, &lighter->name)); |
|
|
3148 | else |
|
|
3149 | who->statusmsg (format ("You light up the %s.", &op->name)); |
|
|
3150 | } |
|
|
3151 | else |
|
|
3152 | { |
|
|
3153 | if (op->flag [FLAG_CURSED]) |
|
|
3154 | { |
|
|
3155 | player_apply_lamp_cursed_effect (who, op); |
|
|
3156 | return; |
|
|
3157 | } |
|
|
3158 | |
|
|
3159 | if (op->type == TORCH) |
|
|
3160 | { |
|
|
3161 | if (!op->flag [FLAG_IS_LIGHTABLE]) |
|
|
3162 | { |
|
|
3163 | who->statusmsg (format ( |
|
|
3164 | "You put out the %s. " |
|
|
3165 | "H<The %s can't be used anymore, as it can't be lighted up again.>", |
|
|
3166 | &op->name, &op->name)); |
|
|
3167 | } |
|
|
3168 | else |
|
|
3169 | who->statusmsg (format ( |
|
|
3170 | "You put out the %s." |
|
|
3171 | "H<Torches wear out if you put them out.>", |
|
|
3172 | &op->name)); |
|
|
3173 | } |
|
|
3174 | else |
|
|
3175 | who->statusmsg (format ("You turn off the %s.", &op->name)); |
|
|
3176 | } |
|
|
3177 | |
|
|
3178 | apply_lamp (op, switch_on); |
|
|
3179 | } |
|
|
3180 | |
|
|
3181 | void get_animation_from_arch (object *op, arch_ptr a) |
|
|
3182 | { |
|
|
3183 | op->animation_id = a->animation_id; |
|
|
3184 | op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE]; |
|
|
3185 | op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE]; |
|
|
3186 | op->anim_speed = a->anim_speed; |
|
|
3187 | op->last_anim = 0; |
|
|
3188 | op->state = 0; |
|
|
3189 | op->face = a->face; |
|
|
3190 | |
|
|
3191 | if (NUM_ANIMATIONS(op) > 1) |
|
|
3192 | { |
|
|
3193 | SET_ANIMATION(op, 0); |
|
|
3194 | animate_object (op, op->direction); |
|
|
3195 | } |
|
|
3196 | else |
|
|
3197 | update_object (op, UP_OBJ_FACE); |
|
|
3198 | } |
|
|
3199 | |
|
|
3200 | /** |
|
|
3201 | * Apply for LAMPs and TORCHes. |
|
|
3202 | * |
|
|
3203 | * op - the lamp |
|
|
3204 | * switch_on - a flag which says whether the lamp should be switched on or off |
|
|
3205 | */ |
|
|
3206 | void apply_lamp (object *op, bool switch_on) |
|
|
3207 | { |
|
|
3208 | op->set_glow_radius (switch_on ? op->range : 0); |
|
|
3209 | op->set_speed (switch_on ? op->arch->speed : 0); |
|
|
3210 | |
|
|
3211 | // torches wear out if you put them out |
|
|
3212 | if (op->type == TORCH && !switch_on) |
|
|
3213 | { |
|
|
3214 | if (op->flag [FLAG_IS_LIGHTABLE]) |
|
|
3215 | { |
|
|
3216 | op->stats.food -= (double) op->arch->stats.food / 15; |
|
|
3217 | if (op->stats.food < 0) |
|
|
3218 | op->stats.food = 0; |
|
|
3219 | } |
|
|
3220 | else |
|
|
3221 | op->stats.food = 0; |
|
|
3222 | } |
|
|
3223 | |
|
|
3224 | // lamps and torched get worthless when used up |
|
|
3225 | if (op->stats.food <= 0) |
|
|
3226 | op->value = 0; |
|
|
3227 | |
|
|
3228 | // FIXME: This is a hack to make the more sane torches and lamps |
|
|
3229 | // still animated ;-/ |
|
|
3230 | if (op->other_arch) |
|
|
3231 | get_animation_from_arch (op, switch_on ? op->other_arch : op->arch); |
|
|
3232 | |
|
|
3233 | if (object *pl = op->visible_to ()) |
|
|
3234 | esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op); |
|
|
3235 | } |
|
|
3236 | |
|
|
3237 | /** |
|
|
3238 | * This handles items of type 'transformer'. |
|
|
3239 | * Basically those items, used with a marked item, transform both items into something |
|
|
3240 | * else. |
|
|
3241 | * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited).. |
|
|
3242 | * Change information is contained in the 'slaying' field of the marked item. |
|
|
3243 | * The format is as follow: transformer:[number ]yield[;transformer:...]. |
|
|
3244 | * This way an item can be transformed in many things, and/or many objects. |
|
|
3245 | * The 'slaying' field for transformer is used as verb for the action. |
|
|
3246 | */ |
|
|
3247 | static void |
|
|
3248 | apply_item_transformer (object *pl, object *transformer) |
|
|
3249 | { |
|
|
3250 | object *new_item; |
|
|
3251 | const char *find; |
|
|
3252 | char *separator; |
|
|
3253 | int yield; |
|
|
3254 | char got[MAX_BUF]; |
|
|
3255 | int len; |
|
|
3256 | |
|
|
3257 | if (!pl || !transformer) |
|
|
3258 | return; |
|
|
3259 | |
|
|
3260 | object *marked = pl->mark (); |
|
|
3261 | |
|
|
3262 | if (!marked) |
|
|
3263 | { |
|
|
3264 | pl->failmsgf ("Use the %s with what item?", query_name (transformer)); |
|
|
3265 | return; |
|
|
3266 | } |
|
|
3267 | |
|
|
3268 | if (!marked->slaying) |
|
|
3269 | { |
|
|
3270 | pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)); |
|
|
3271 | return; |
|
|
3272 | } |
|
|
3273 | |
|
|
3274 | /* check whether they are compatible or not */ |
|
|
3275 | find = strstr (&marked->slaying, transformer->arch->archname); |
|
|
3276 | if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) |
|
|
3277 | { |
|
|
3278 | pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)); |
|
|
3279 | return; |
|
|
3280 | } |
|
|
3281 | |
|
|
3282 | find += strlen (transformer->arch->archname) + 1; |
|
|
3283 | /* Item can be used, now find how many and what it yields */ |
|
|
3284 | if (isdigit (*(find))) |
|
|
3285 | { |
|
|
3286 | yield = atoi (find); |
|
|
3287 | if (yield < 1) |
|
|
3288 | { |
|
|
3289 | LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield); |
|
|
3290 | yield = 1; |
|
|
3291 | } |
|
|
3292 | } |
|
|
3293 | else |
|
|
3294 | yield = 1; |
|
|
3295 | |
|
|
3296 | while (isdigit (*find)) |
|
|
3297 | find++; |
|
|
3298 | |
|
|
3299 | while (*find == ' ') |
|
|
3300 | find++; |
|
|
3301 | |
|
|
3302 | memset (got, 0, MAX_BUF); |
|
|
3303 | |
|
|
3304 | if ((separator = (char *) strchr (find, ';'))) |
|
|
3305 | len = separator - find; |
|
|
3306 | else |
|
|
3307 | len = strlen (find); |
|
|
3308 | |
|
|
3309 | min_it (len, MAX_BUF - 1); |
|
|
3310 | |
|
|
3311 | strcpy (got, find); |
|
|
3312 | got[len] = '\0'; |
|
|
3313 | |
|
|
3314 | /* Now create new item, remove used ones when required. */ |
|
|
3315 | new_item = get_archetype (got); |
|
|
3316 | if (!new_item) |
|
|
3317 | { |
|
|
3318 | pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0)); |
|
|
3319 | return; |
|
|
3320 | } |
|
|
3321 | |
|
|
3322 | new_item->nrof = yield; |
|
|
3323 | |
|
|
3324 | pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0))); |
|
|
3325 | |
|
|
3326 | pl->insert (new_item); |
|
|
3327 | /* Eat up one item */ |
|
|
3328 | marked->decrease (); |
|
|
3329 | |
|
|
3330 | /* Eat one transformer if needed */ |
|
|
3331 | if (transformer->stats.food) |
|
|
3332 | if (--transformer->stats.food == 0) |
|
|
3333 | transformer->decrease (); |
|
|
3334 | } |
|
|
3335 | |
|
|
3336 | /** |
|
|
3337 | * Main apply handler. |
|
|
3338 | * |
|
|
3339 | * Checks for unpaid items before applying. |
|
|
3340 | * |
|
|
3341 | * Return value is currently not used |
|
|
3342 | * |
|
|
3343 | * who is the object that is causing object to be applied, op is the object |
|
|
3344 | * being applied. |
|
|
3345 | * |
|
|
3346 | * aflag is special (always apply/unapply) flags. Nothing is done with |
|
|
3347 | * them in this function - they are passed to apply_special |
|
|
3348 | */ |
|
|
3349 | static bool |
|
|
3350 | manual_apply (object *who, object *op, int aflag) |
|
|
3351 | { |
|
|
3352 | op = op->head_ (); |
|
|
3353 | |
|
|
3354 | if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED]) |
|
|
3355 | { |
|
|
3356 | if (who->contr) |
|
|
3357 | { |
|
|
3358 | examine (who, op); |
|
|
3359 | //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove |
|
|
3360 | return 1; |
|
|
3361 | } |
|
|
3362 | else |
|
|
3363 | return 0; /* monsters just skip unpaid items */ |
|
|
3364 | } |
|
|
3365 | |
|
|
3366 | if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who))) |
|
|
3367 | return RESULT_INT (0); |
|
|
3368 | else if (apply_types_inv_only [op->type]) |
|
|
3369 | { |
|
|
3370 | // special item, using slot system, needs to be in inv |
|
|
3371 | if (op->env == who) |
3539 | return apply_special (who, op, aflags); |
3372 | return apply_special (who, op, aflag); |
|
|
3373 | |
|
|
3374 | who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op)); |
|
|
3375 | } |
|
|
3376 | else if (!who->contr && apply_types_player_only [op->type]) |
|
|
3377 | return 0; // monsters shouldn't try to apply player-only stuff |
|
|
3378 | else if (apply_types [op->type]) |
|
|
3379 | { |
|
|
3380 | // ordinary stuff, may be on the floor |
|
|
3381 | switch (op->type) |
|
|
3382 | { |
|
|
3383 | case T_HANDLE: |
|
|
3384 | who->play_sound (sound_find ("turn_handle")); |
|
|
3385 | who->statusmsg ("You turn the handle."); |
|
|
3386 | op->value = op->value ? 0 : 1; |
|
|
3387 | SET_ANIMATION (op, op->value); |
|
|
3388 | update_object (op, UP_OBJ_FACE); |
|
|
3389 | push_button (op, who); |
|
|
3390 | break; |
|
|
3391 | |
|
|
3392 | case TRIGGER: |
|
|
3393 | if (check_trigger (op, who, who)) |
|
|
3394 | { |
|
|
3395 | who->statusmsg ("You turn the handle."); |
|
|
3396 | who->play_sound (sound_find ("turn_handle")); |
|
|
3397 | } |
|
|
3398 | else |
|
|
3399 | who->failmsg ("The handle doesn't move."); |
|
|
3400 | |
|
|
3401 | break; |
|
|
3402 | |
|
|
3403 | case EXIT: |
|
|
3404 | if (!EXIT_PATH (op)) |
|
|
3405 | who->failmsgf ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)); |
|
|
3406 | else |
|
|
3407 | { |
|
|
3408 | /* Don't display messages for random maps. */ |
|
|
3409 | if (op->msg && EXIT_PATH (op) != shstr_random_map_exit) |
|
|
3410 | who->statusmsg (op->msg, NDI_NAVY); |
|
|
3411 | |
|
|
3412 | who->enter_exit (op); |
|
|
3413 | } |
|
|
3414 | |
|
|
3415 | break; |
|
|
3416 | |
|
|
3417 | case INSCRIBABLE: |
|
|
3418 | who->statusmsg (op->msg); |
|
|
3419 | // maybe show a spell menu to chose from or something like that |
|
|
3420 | break; |
|
|
3421 | |
|
|
3422 | case SIGN: |
|
|
3423 | apply_sign (who, op, 0); |
|
|
3424 | break; |
|
|
3425 | |
|
|
3426 | case BOOK: |
|
|
3427 | apply_book (who, op); |
|
|
3428 | break; |
|
|
3429 | |
|
|
3430 | case SKILLSCROLL: |
|
|
3431 | apply_skillscroll (who, op); |
|
|
3432 | break; |
|
|
3433 | |
|
|
3434 | case SPELLBOOK: |
|
|
3435 | apply_spellbook (who, op); |
|
|
3436 | break; |
|
|
3437 | |
|
|
3438 | case SCROLL: |
|
|
3439 | apply_scroll (who, op, 0); |
|
|
3440 | break; |
|
|
3441 | |
|
|
3442 | case POTION: |
|
|
3443 | apply_potion (who, op); |
|
|
3444 | break; |
|
|
3445 | |
|
|
3446 | /* Eneq(@csd.uu.se): Handle apply on containers. */ |
|
|
3447 | //TODO: remove, as it is unsed? |
|
|
3448 | case CLOSE_CON: |
|
|
3449 | apply_container (who, op->env); |
|
|
3450 | break; |
|
|
3451 | |
|
|
3452 | case CONTAINER: |
|
|
3453 | apply_container (who, op); |
|
|
3454 | break; |
|
|
3455 | |
|
|
3456 | case TREASURE: |
|
|
3457 | apply_treasure (who, op); |
|
|
3458 | break; |
|
|
3459 | |
|
|
3460 | case LAMP: |
|
|
3461 | case TORCH: |
|
|
3462 | player_apply_lamp (who, op); |
|
|
3463 | break; |
|
|
3464 | |
|
|
3465 | case DRINK: |
|
|
3466 | case FOOD: |
|
|
3467 | case FLESH: |
|
|
3468 | apply_food (who, op); |
|
|
3469 | break; |
|
|
3470 | |
|
|
3471 | case POISON: |
|
|
3472 | apply_poison (who, op); |
|
|
3473 | break; |
|
|
3474 | |
|
|
3475 | case SAVEBED: |
|
|
3476 | break; |
|
|
3477 | |
|
|
3478 | case ARMOUR_IMPROVER: |
|
|
3479 | apply_armour_improver (who, op); |
|
|
3480 | break; |
|
|
3481 | |
|
|
3482 | case WEAPON_IMPROVER: |
|
|
3483 | check_improve_weapon (who, op); |
|
|
3484 | break; |
|
|
3485 | |
|
|
3486 | case CLOCK: |
|
|
3487 | { |
|
|
3488 | timeofday_t tod; |
|
|
3489 | |
|
|
3490 | get_tod (&tod); |
|
|
3491 | who->play_sound (sound_find ("sound_clock")); |
|
|
3492 | who->statusmsg (format ( |
|
|
3493 | "It is %d minute%s past %d o'clock %s", |
|
|
3494 | tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), |
|
|
3495 | ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") |
|
|
3496 | )); |
|
|
3497 | } |
|
|
3498 | break; |
|
|
3499 | |
|
|
3500 | case MENU: |
|
|
3501 | shop_listing (op, who); |
|
|
3502 | break; |
|
|
3503 | |
|
|
3504 | case POWER_CRYSTAL: |
|
|
3505 | apply_power_crystal (who, op); /* see egoitem.c */ |
|
|
3506 | break; |
|
|
3507 | |
|
|
3508 | case LIGHTER: /* for lighting torches/lanterns/etc */ |
|
|
3509 | apply_lighter (who, op); |
|
|
3510 | break; |
|
|
3511 | |
|
|
3512 | case ITEM_TRANSFORMER: |
|
|
3513 | apply_item_transformer (who, op); |
|
|
3514 | break; |
|
|
3515 | } |
|
|
3516 | |
|
|
3517 | return 1; |
|
|
3518 | } |
|
|
3519 | else |
|
|
3520 | { |
|
|
3521 | who->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); |
|
|
3522 | return 0; |
|
|
3523 | } |
|
|
3524 | } |
|
|
3525 | |
|
|
3526 | /** |
|
|
3527 | * player_apply_below attempts to apply the object 'below' the player. |
|
|
3528 | * If the player has an open container, we use that for below, otherwise |
|
|
3529 | * we use the ground. |
|
|
3530 | */ |
|
|
3531 | void |
|
|
3532 | player_apply_below (object *pl) |
|
|
3533 | { |
|
|
3534 | object *top = pl->container_ () ? pl->container_ ()->inv : pl->below; |
|
|
3535 | |
|
|
3536 | /* If using a container, set the starting item to be the top |
|
|
3537 | * item in the container. Otherwise, use the map. |
|
|
3538 | */ |
|
|
3539 | |
|
|
3540 | // first try to apply "applyables" |
|
|
3541 | for (object *tmp = top; tmp; tmp = tmp->below) |
|
|
3542 | if (!tmp->invisible && apply_types [tmp->type]) |
|
|
3543 | { |
|
|
3544 | // If it is visible, player can apply it. |
|
|
3545 | pl->apply (tmp); |
|
|
3546 | return; |
|
|
3547 | } |
|
|
3548 | |
|
|
3549 | while (top && top->invisible) |
|
|
3550 | top = top->below; |
|
|
3551 | |
|
|
3552 | if (!top || top->flag [FLAG_IS_FLOOR]) |
|
|
3553 | pl->failmsg ("You inspect this space, but find no way to apply anything. " |
|
|
3554 | "H<There is nothing here that you can apply.>"); |
|
|
3555 | else |
|
|
3556 | // next, try to explain the topmost object |
|
|
3557 | switch (top->type) |
|
|
3558 | { |
|
|
3559 | // TODO: all this should move to examine |
|
|
3560 | case ALTAR: |
|
|
3561 | case IDENTIFY_ALTAR: |
|
|
3562 | case TRIGGER_ALTAR: |
|
|
3563 | case CONVERTER: |
|
|
3564 | //case TRIGGER_PEDESTAL: |
|
|
3565 | pl->failmsgf ( |
|
|
3566 | "You see no obvious mechanism on the %s." |
|
|
3567 | "H<You have to drop one or more specific items here.>", |
|
|
3568 | query_short_name (top) |
|
|
3569 | ); |
|
|
3570 | break; |
|
|
3571 | |
|
|
3572 | case BUTTON: |
|
|
3573 | case TRIGGER_BUTTON: |
|
|
3574 | pl->failmsgf ( |
|
|
3575 | "The %s looks as if you could activate it with somehting heavy. " |
|
|
3576 | "H<You must put enough items here to activate it.>", |
|
|
3577 | query_short_name (top) |
|
|
3578 | ); |
|
|
3579 | break; |
|
|
3580 | |
|
|
3581 | default: |
|
|
3582 | examine (pl, top); |
|
|
3583 | break; |
|
|
3584 | } |
|
|
3585 | } |
|
|
3586 | |
|
|
3587 | // saner interface, returns successful status |
|
|
3588 | bool |
|
|
3589 | object::apply (object *ob, int aflags) |
|
|
3590 | { |
|
|
3591 | if (!ob) // simplifies a lot of callers |
|
|
3592 | return true; |
|
|
3593 | |
|
|
3594 | if (contr) |
|
|
3595 | { |
|
|
3596 | if (!ob->env && (move_type & MOVE_FLYING)) |
|
|
3597 | { |
|
|
3598 | /* player is flying and applying object not in inventory */ |
|
|
3599 | if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING)) |
|
|
3600 | { |
|
|
3601 | failmsg ("But you are floating high above the ground! " |
|
|
3602 | "H<You have to stop levitating first, if you can, either by using your levitation skill, " |
|
|
3603 | "or waiting till the levitation effect wears off.>"); |
|
|
3604 | return 0; |
|
|
3605 | } |
|
|
3606 | } |
|
|
3607 | |
|
|
3608 | contr->last_used = ob; |
|
|
3609 | } |
|
|
3610 | |
|
|
3611 | bool want_apply = |
|
|
3612 | aflags & AP_APPLY ? true |
|
|
3613 | : aflags & AP_UNAPPLY ? false |
|
|
3614 | : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE |
|
|
3615 | |
|
|
3616 | object_ptr *slot = 0; |
|
|
3617 | |
|
|
3618 | // detect the slot, if this is a player |
|
|
3619 | if (contr && !(aflags & AP_NO_SLOT)) |
|
|
3620 | { |
|
|
3621 | object *oslot; |
|
|
3622 | |
|
|
3623 | switch (ob->type) |
|
|
3624 | { |
|
|
3625 | case WEAPON: |
|
|
3626 | slot = &contr->combat_ob; |
|
|
3627 | oslot = contr->ranged_ob; |
|
|
3628 | break; |
|
|
3629 | |
|
|
3630 | case RANGED: |
|
|
3631 | case BOW: |
|
|
3632 | case SPELL: |
|
|
3633 | case WAND: |
|
|
3634 | case ROD: |
|
|
3635 | case HORN: |
|
|
3636 | case BUILDER: |
|
|
3637 | slot = &contr->ranged_ob; |
|
|
3638 | oslot = contr->combat_ob; |
|
|
3639 | break; |
|
|
3640 | |
|
|
3641 | // oh, the humanity |
|
|
3642 | case SKILL: |
|
|
3643 | // skill is used on it's own, as opposed to being a chosen_skill |
|
|
3644 | |
|
|
3645 | if (skill_flags [ob->subtype] & (SF_NEED_ITEM | SF_MANA)) |
|
|
3646 | { |
|
|
3647 | failmsgf ( |
|
|
3648 | "You feel as if you wanted to do something funny, but you can't remember what. " |
|
|
3649 | "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. " |
|
|
3650 | "It cannot be used on its own.>", |
|
|
3651 | &ob->skill |
|
|
3652 | ); |
|
|
3653 | return 1; |
|
|
3654 | } |
|
|
3655 | |
|
|
3656 | if (skill_flags [ob->subtype] & SF_AUTARK |
|
|
3657 | || !(skill_flags [ob->subtype] & (SF_COMBAT | SF_RANGED))) |
|
|
3658 | { |
|
|
3659 | if (skill_flags [ob->subtype] & SF_USE) |
|
|
3660 | failmsgf ( |
|
|
3661 | "You feel as if you wanted to do something funny, but you can't remember what. " |
|
|
3662 | "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>", |
|
|
3663 | &ob->skill, &ob->skill |
|
|
3664 | ); |
|
|
3665 | else |
|
|
3666 | failmsgf ( |
|
|
3667 | "You feel as if you wanted to do something funny, but you can't remember what. " |
|
|
3668 | "H<The %s skill cannot be readied or used, it is always active.>", |
|
|
3669 | &ob->skill |
|
|
3670 | ); |
|
|
3671 | |
|
|
3672 | return 1; |
|
|
3673 | } |
|
|
3674 | |
|
|
3675 | if (skill_flags [ob->subtype] & SF_NEED_ITEM) |
|
|
3676 | break; |
|
|
3677 | |
|
|
3678 | if (skill_flags [ob->subtype] & SF_COMBAT) |
|
|
3679 | { |
|
|
3680 | slot = &contr->combat_ob; |
|
|
3681 | oslot = contr->ranged_ob; |
|
|
3682 | } |
|
|
3683 | else if (skill_flags [ob->subtype] & SF_RANGED) |
|
|
3684 | { |
|
|
3685 | slot = &contr->ranged_ob; |
|
|
3686 | oslot = contr->combat_ob; |
|
|
3687 | } |
|
|
3688 | |
|
|
3689 | break; |
|
|
3690 | } |
|
|
3691 | |
|
|
3692 | // now handle slot exclusions |
|
|
3693 | if (slot) |
|
|
3694 | { |
|
|
3695 | // only one slot can be active |
|
|
3696 | if (want_apply) |
|
|
3697 | { |
|
|
3698 | // clear slot unless we are in it already |
|
|
3699 | if (*slot != ob) |
|
|
3700 | apply (*slot, AP_UNAPPLY); |
|
|
3701 | |
|
|
3702 | // unapply other slot, because we want to become active |
|
|
3703 | apply (oslot, AP_UNAPPLY); |
|
|
3704 | } |
|
|
3705 | |
|
|
3706 | // clear item from slot if applied |
|
|
3707 | if (!want_apply && current_weapon == ob) |
|
|
3708 | current_weapon = 0; |
|
|
3709 | } |
|
|
3710 | } |
|
|
3711 | |
|
|
3712 | if (ob->flag [FLAG_APPLIED] != want_apply) |
|
|
3713 | manual_apply (this, ob, aflags); |
|
|
3714 | |
|
|
3715 | if (ob->flag [FLAG_APPLIED] != want_apply) |
|
|
3716 | return false; |
|
|
3717 | |
|
|
3718 | if (slot && want_apply) |
|
|
3719 | current_weapon = *slot = ob; |
|
|
3720 | |
|
|
3721 | return true; |
3540 | } |
3722 | } |
3541 | |
3723 | |
3542 | /** |
3724 | /** |
3543 | * Map was just loaded, handle op's initialisation. |
3725 | * Map was just loaded, handle op's initialisation. |
3544 | * |
3726 | * |
… | |
… | |
3547 | int |
3729 | int |
3548 | auto_apply (object *op) |
3730 | auto_apply (object *op) |
3549 | { |
3731 | { |
3550 | object *tmp = NULL, *tmp2; |
3732 | object *tmp = NULL, *tmp2; |
3551 | int i; |
3733 | int i; |
|
|
3734 | |
|
|
3735 | op->clr_flag (FLAG_AUTO_APPLY); |
3552 | |
3736 | |
3553 | switch (op->type) |
3737 | switch (op->type) |
3554 | { |
3738 | { |
3555 | case SHOP_FLOOR: |
3739 | case SHOP_FLOOR: |
3556 | if (!op->has_random_items ()) |
3740 | if (!op->has_random_items ()) |
… | |
… | |
3558 | |
3742 | |
3559 | do |
3743 | do |
3560 | { |
3744 | { |
3561 | i = 10; /* let's give it 10 tries */ |
3745 | i = 10; /* let's give it 10 tries */ |
3562 | while ((tmp = generate_treasure (op->randomitems, |
3746 | while ((tmp = generate_treasure (op->randomitems, |
3563 | op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); |
3747 | op->stats.exp |
|
|
3748 | ? (int) op->stats.exp |
|
|
3749 | : max (op->map->difficulty, 5))) |
|
|
3750 | == NULL && --i); |
|
|
3751 | |
3564 | if (tmp == NULL) |
3752 | if (tmp == NULL) |
3565 | return 0; |
3753 | return 0; |
3566 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
3754 | |
|
|
3755 | if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
3567 | { |
3756 | { |
3568 | tmp->destroy (); |
3757 | tmp->destroy (); |
3569 | tmp = NULL; |
3758 | tmp = NULL; |
3570 | } |
3759 | } |
3571 | } |
3760 | } |
3572 | while (!tmp); |
3761 | while (!tmp); |
3573 | |
3762 | |
3574 | tmp->x = op->x; |
3763 | tmp->x = op->x; |
3575 | tmp->y = op->y; |
3764 | tmp->y = op->y; |
3576 | SET_FLAG (tmp, FLAG_UNPAID); |
3765 | tmp->set_flag (FLAG_UNPAID); |
3577 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3766 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3578 | CLEAR_FLAG (op, FLAG_AUTO_APPLY); |
|
|
3579 | identify (tmp); |
3767 | identify (tmp); |
3580 | break; |
3768 | break; |
3581 | |
3769 | |
3582 | case TREASURE: |
3770 | case TREASURE: |
3583 | if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) |
3771 | if (op->flag [FLAG_IS_A_TEMPLATE]) |
3584 | return 0; |
3772 | return 0; |
3585 | |
3773 | |
3586 | while (op->stats.hp-- > 0) |
3774 | while (op->stats.hp-- > 0) |
3587 | create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, |
3775 | create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, |
3588 | op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); |
3776 | op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); |
… | |
… | |
3590 | /* If we generated an object and put it in this object inventory, |
3778 | /* If we generated an object and put it in this object inventory, |
3591 | * move it to the parent object as the current object is about |
3779 | * move it to the parent object as the current object is about |
3592 | * to disappear. An example of this item is the random_* stuff |
3780 | * to disappear. An example of this item is the random_* stuff |
3593 | * that is put inside other objects. |
3781 | * that is put inside other objects. |
3594 | */ |
3782 | */ |
3595 | for (tmp = op->inv; tmp; tmp = tmp2) |
|
|
3596 | { |
|
|
3597 | tmp2 = tmp->below; |
|
|
3598 | tmp->remove (); |
|
|
3599 | |
|
|
3600 | if (op->env) |
3783 | if (op->env) |
3601 | insert_ob_in_ob (tmp, op->env); |
3784 | while (op->inv) |
3602 | else |
3785 | op->env->insert (op->inv); |
3603 | tmp->destroy (); |
|
|
3604 | } |
|
|
3605 | |
3786 | |
3606 | op->destroy (); |
3787 | op->destroy (); |
3607 | break; |
3788 | break; |
3608 | } |
3789 | } |
3609 | return tmp ? 1 : 0; |
3790 | |
|
|
3791 | return !!tmp; |
3610 | } |
3792 | } |
3611 | |
3793 | |
3612 | /** |
3794 | /** |
3613 | * fix_auto_apply goes through the entire map every time a map |
3795 | * fix_auto_apply goes through the entire map every time a map |
3614 | * is loaded or swapped in and performs special actions for |
3796 | * is loaded or swapped in and performs special actions for |
… | |
… | |
3628 | |
3810 | |
3629 | if (tmp->inv) |
3811 | if (tmp->inv) |
3630 | { |
3812 | { |
3631 | object *invtmp, *invnext; |
3813 | object *invtmp, *invnext; |
3632 | |
3814 | |
3633 | for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) |
3815 | for (invtmp = tmp->inv; invtmp; invtmp = invnext) |
3634 | { |
3816 | { |
3635 | invnext = invtmp->below; |
3817 | invnext = invtmp->below; |
3636 | |
3818 | |
3637 | if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) |
3819 | if (invtmp->flag [FLAG_AUTO_APPLY]) |
3638 | auto_apply (invtmp); |
3820 | auto_apply (invtmp); |
3639 | else if (invtmp->type == TREASURE && invtmp->has_random_items ()) |
3821 | else if (invtmp->type == TREASURE && invtmp->has_random_items ()) |
3640 | { |
3822 | { |
3641 | while ((invtmp->stats.hp--) > 0) |
3823 | while (invtmp->stats.hp-- > 0) |
3642 | create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
3824 | create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
3643 | |
3825 | |
3644 | invtmp->randomitems = NULL; |
3826 | invtmp->randomitems = NULL; |
3645 | } |
3827 | } |
3646 | else if (invtmp && invtmp->arch |
3828 | else if (invtmp && invtmp->arch |
… | |
… | |
3651 | * treasure again for this object |
3833 | * treasure again for this object |
3652 | */ |
3834 | */ |
3653 | invtmp->randomitems = NULL; |
3835 | invtmp->randomitems = NULL; |
3654 | } |
3836 | } |
3655 | } |
3837 | } |
|
|
3838 | |
3656 | /* This is really temporary - the code at the bottom will |
3839 | /* This is really temporary - the code at the bottom will |
3657 | * also set randomitems to null. The problem is there are bunches |
3840 | * also set randomitems to null. The problem is there are bunches |
3658 | * of maps/players already out there with items that have spells |
3841 | * of maps/players already out there with items that have spells |
3659 | * which haven't had the randomitems set to null yet. |
3842 | * which haven't had the randomitems set to null yet. |
3660 | * MSW 2004-05-13 |
3843 | * MSW 2004-05-13 |
… | |
… | |
3664 | * Ryo 2004-08-16 |
3847 | * Ryo 2004-08-16 |
3665 | */ |
3848 | */ |
3666 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL |
3849 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL |
3667 | || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) |
3850 | || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) |
3668 | tmp->randomitems = NULL; |
3851 | tmp->randomitems = NULL; |
3669 | |
|
|
3670 | } |
3852 | } |
3671 | |
3853 | |
3672 | if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) |
3854 | if (tmp->flag [FLAG_AUTO_APPLY]) |
3673 | auto_apply (tmp); |
3855 | auto_apply (tmp); |
3674 | else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) |
3856 | else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) |
3675 | { |
3857 | { |
3676 | while ((tmp->stats.hp--) > 0) |
3858 | while ((tmp->stats.hp--) > 0) |
3677 | create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); |
3859 | create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); |
… | |
… | |
3679 | } |
3861 | } |
3680 | else if (tmp->type == TIMED_GATE) |
3862 | else if (tmp->type == TIMED_GATE) |
3681 | { |
3863 | { |
3682 | object *head = tmp->head != NULL ? tmp->head : tmp; |
3864 | object *head = tmp->head != NULL ? tmp->head : tmp; |
3683 | |
3865 | |
3684 | if (QUERY_FLAG (head, FLAG_IS_LINKED)) |
3866 | if (head->flag [FLAG_IS_LINKED]) |
3685 | tmp->set_speed (0); |
3867 | tmp->set_speed (0); |
3686 | } |
3868 | } |
3687 | /* This function can be called everytime a map is loaded, even when |
3869 | /* This function can be called everytime a map is loaded, even when |
3688 | * swapping back in. As such, we don't want to create the treasure |
3870 | * swapping back in. As such, we don't want to create the treasure |
3689 | * over and ove again, so after we generate the treasure, blank out |
3871 | * over and ove again, so after we generate the treasure, blank out |
… | |
… | |
3707 | } |
3889 | } |
3708 | |
3890 | |
3709 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
3891 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
3710 | for (object *tmp = ms->bot; tmp; tmp = tmp->above) |
3892 | for (object *tmp = ms->bot; tmp; tmp = tmp->above) |
3711 | if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
3893 | if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
3712 | check_trigger (tmp, tmp->above); |
3894 | check_trigger (tmp, tmp->above, tmp->above); |
3713 | } |
3895 | } |
3714 | |
3896 | |
3715 | /** |
3897 | /** |
3716 | * Handles player eating food that temporarily changes status (resistances, stats). |
3898 | * Handles player eating food that temporarily changes status (resistances, stats). |
3717 | * This used to call cast_change_attr(), but |
3899 | * This used to call cast_change_attr(), but |
… | |
… | |
3722 | eat_special_food (object *who, object *food) |
3904 | eat_special_food (object *who, object *food) |
3723 | { |
3905 | { |
3724 | object *force; |
3906 | object *force; |
3725 | int i, did_one = 0; |
3907 | int i, did_one = 0; |
3726 | |
3908 | |
3727 | force = get_archetype (FORCE_NAME); |
3909 | char buf[64]; |
|
|
3910 | snprintf (buf, sizeof(buf), "sp_food_%s", &food->title); |
|
|
3911 | shstr key (buf); |
3728 | |
3912 | |
3729 | for (i = 0; i < NUM_STATS; i++) |
|
|
3730 | if (sint8 k = food->stats.stat (i)) |
|
|
3731 | { |
|
|
3732 | force->stats.stat (i) = k; |
|
|
3733 | did_one = 1; |
|
|
3734 | } |
|
|
3735 | |
|
|
3736 | /* check if we can protect the eater */ |
|
|
3737 | for (i = 0; i < NROFATTACKS; i++) |
|
|
3738 | { |
|
|
3739 | if (food->resist[i] > 0) |
|
|
3740 | { |
|
|
3741 | force->resist[i] = food->resist[i] / 2; |
|
|
3742 | did_one = 1; |
|
|
3743 | } |
|
|
3744 | } |
|
|
3745 | |
|
|
3746 | if (did_one) |
|
|
3747 | { |
|
|
3748 | force->set_speed (0.1); |
|
|
3749 | /* bigger morsel of food = longer effect time */ |
3913 | /* bigger morsel of food = longer effect time */ |
3750 | force->duration = food->stats.food / 5; |
3914 | int duration = TIME2TICK (food->stats.food); |
3751 | SET_FLAG (force, FLAG_APPLIED); |
3915 | |
3752 | change_abil (who, force); |
3916 | if (force = who->force_find (key)) |
3753 | insert_ob_in_ob (force, who); |
3917 | { |
|
|
3918 | if (duration > fabs (force->speed_left / force->speed)) |
|
|
3919 | { |
|
|
3920 | new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration)); |
|
|
3921 | force->force_set_timer (duration); |
|
|
3922 | } |
|
|
3923 | else |
|
|
3924 | new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect."); |
|
|
3925 | |
|
|
3926 | return; |
3754 | } |
3927 | } |
3755 | else |
3928 | else |
|
|
3929 | { |
|
|
3930 | force = who->force_add (key, duration); |
|
|
3931 | force->name = key; |
|
|
3932 | |
|
|
3933 | /* check if the food affects a stat */ |
|
|
3934 | for (i = 0; i < NUM_STATS; i++) |
|
|
3935 | if (sint8 k = food->stats.stat (i)) |
|
|
3936 | { |
|
|
3937 | force->stats.stat (i) = k; |
|
|
3938 | did_one = 1; |
|
|
3939 | } |
|
|
3940 | |
|
|
3941 | /* check if we can protect the eater */ |
|
|
3942 | for (i = 0; i < NROFATTACKS; i++) |
|
|
3943 | { |
|
|
3944 | if (food->resist[i] > 0) |
|
|
3945 | { |
|
|
3946 | force->resist[i] = food->resist[i]; |
|
|
3947 | did_one = 1; |
|
|
3948 | } |
|
|
3949 | } |
|
|
3950 | |
|
|
3951 | if (did_one) |
|
|
3952 | { |
|
|
3953 | new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration)); |
|
|
3954 | |
|
|
3955 | /* make the force take effect and report effects to user */ |
|
|
3956 | change_abil (who, force); |
|
|
3957 | } |
|
|
3958 | else |
3756 | force->destroy (); |
3959 | force->destroy (); |
|
|
3960 | } |
3757 | |
3961 | |
3758 | /* check for hp, sp change */ |
3962 | /* check for hp, sp change */ |
3759 | if (food->stats.hp != 0) |
3963 | if (food->stats.hp != 0) |
3760 | { |
3964 | { |
3761 | if (QUERY_FLAG (food, FLAG_CURSED)) |
3965 | if (food->flag [FLAG_CURSED]) |
3762 | { |
3966 | { |
3763 | assign (who->contr->killer, food->name); |
3967 | who->contr->killer = food; |
3764 | hit_player (who, food->stats.hp, food, AT_POISON, 1); |
3968 | hit_player (who, food->stats.hp, food, AT_POISON, 1); |
3765 | who->failmsg ("Eck!...that was poisonous!"); |
3969 | who->failmsg ("Eck!...that was poisonous!"); |
3766 | } |
3970 | } |
3767 | else |
3971 | else |
3768 | { |
3972 | { |
… | |
… | |
3772 | who->failmsg ("Eck!...that was poisonous!"); |
3976 | who->failmsg ("Eck!...that was poisonous!"); |
3773 | |
3977 | |
3774 | who->stats.hp += food->stats.hp; |
3978 | who->stats.hp += food->stats.hp; |
3775 | } |
3979 | } |
3776 | } |
3980 | } |
|
|
3981 | |
3777 | if (food->stats.sp != 0) |
3982 | if (food->stats.sp != 0) |
3778 | { |
3983 | { |
3779 | if (QUERY_FLAG (food, FLAG_CURSED)) |
3984 | if (food->flag [FLAG_CURSED]) |
3780 | { |
3985 | { |
3781 | who->failmsg ("You are drained of mana!"); |
3986 | who->failmsg ("You are drained of mana!"); |
3782 | who->stats.sp -= food->stats.sp; |
3987 | who->stats.sp -= food->stats.sp; |
3783 | if (who->stats.sp < 0) |
3988 | if (who->stats.sp < 0) |
3784 | who->stats.sp = 0; |
3989 | who->stats.sp = 0; |
… | |
… | |
3790 | /* place limit on max sp from food? */ |
3995 | /* place limit on max sp from food? */ |
3791 | } |
3996 | } |
3792 | } |
3997 | } |
3793 | |
3998 | |
3794 | who->update_stats (); |
3999 | who->update_stats (); |
3795 | } |
|
|
3796 | |
|
|
3797 | /** |
|
|
3798 | * Designed primarily to light torches/lanterns/etc. |
|
|
3799 | * Also burns up burnable material too. First object in the inventory is |
|
|
3800 | * the selected object to "burn". -b.t. |
|
|
3801 | */ |
|
|
3802 | void |
|
|
3803 | apply_lighter (object *who, object *lighter) |
|
|
3804 | { |
|
|
3805 | object *item; |
|
|
3806 | int is_player_env = 0; |
|
|
3807 | |
|
|
3808 | item = find_marked_object (who); |
|
|
3809 | if (item) |
|
|
3810 | { |
|
|
3811 | if (lighter->last_eat && lighter->stats.food) |
|
|
3812 | { /* lighter gets used up */ |
|
|
3813 | /* Split multiple lighters if they're being used up. Otherwise * |
|
|
3814 | * one charge from each would be used up. --DAMN */ |
|
|
3815 | if (lighter->nrof > 1) |
|
|
3816 | { |
|
|
3817 | object *oneLighter = lighter->clone (); |
|
|
3818 | |
|
|
3819 | lighter->nrof -= 1; |
|
|
3820 | oneLighter->nrof = 1; |
|
|
3821 | oneLighter->stats.food--; |
|
|
3822 | esrv_send_item (who, lighter); |
|
|
3823 | oneLighter = insert_ob_in_ob (oneLighter, who); |
|
|
3824 | esrv_send_item (who, oneLighter); |
|
|
3825 | } |
|
|
3826 | else |
|
|
3827 | lighter->stats.food--; |
|
|
3828 | } |
|
|
3829 | else if (lighter->last_eat) |
|
|
3830 | { |
|
|
3831 | /* no charges left in lighter */ |
|
|
3832 | who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name)); |
|
|
3833 | return; |
|
|
3834 | } |
|
|
3835 | |
|
|
3836 | /* Perhaps we should split what we are trying to light on fire? |
|
|
3837 | * I can't see many times when you would want to light multiple |
|
|
3838 | * objects at once. |
|
|
3839 | */ |
|
|
3840 | |
|
|
3841 | if (who == item->in_player ()) |
|
|
3842 | is_player_env = 1; |
|
|
3843 | |
|
|
3844 | save_throw_object (item, AT_FIRE, who); |
|
|
3845 | |
|
|
3846 | if (item->destroyed ()) |
|
|
3847 | { |
|
|
3848 | who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name)); |
|
|
3849 | /* Need to update the player so that the players glow radius |
|
|
3850 | * gets changed. |
|
|
3851 | */ |
|
|
3852 | if (is_player_env) |
|
|
3853 | who->update_stats (); |
|
|
3854 | } |
|
|
3855 | else |
|
|
3856 | who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name)); |
|
|
3857 | } |
|
|
3858 | else |
|
|
3859 | who->failmsg ("You need to mark a lightable object."); |
|
|
3860 | } |
|
|
3861 | |
|
|
3862 | /** |
|
|
3863 | * op made some mistake with a scroll, this takes care of punishment. |
|
|
3864 | * scroll_failure()- hacked directly from spell_failure |
|
|
3865 | */ |
|
|
3866 | void |
|
|
3867 | scroll_failure (object *op, int failure, int power) |
|
|
3868 | { |
|
|
3869 | if (abs (failure / 4) > power) |
|
|
3870 | power = abs (failure / 4); /* set minimum effect */ |
|
|
3871 | |
|
|
3872 | if (failure <= -1 && failure > -15) |
|
|
3873 | { /* wonder */ |
|
|
3874 | object *tmp; |
|
|
3875 | |
|
|
3876 | op->failmsg ("Your spell warps!"); |
|
|
3877 | tmp = get_archetype (SPELL_WONDER); |
|
|
3878 | cast_wonder (op, op, 0, tmp); |
|
|
3879 | tmp->destroy (); |
|
|
3880 | } |
|
|
3881 | else if (failure <= -15 && failure > -35) |
|
|
3882 | { /* drain mana */ |
|
|
3883 | op->failmsg ("Your mana is drained!"); |
|
|
3884 | op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); |
|
|
3885 | if (op->stats.sp < 0) |
|
|
3886 | op->stats.sp = 0; |
|
|
3887 | } |
|
|
3888 | else if (settings.spell_failure_effects == TRUE) |
|
|
3889 | { |
|
|
3890 | if (failure <= -35 && failure > -60) |
|
|
3891 | { /* confusion */ |
|
|
3892 | op->failmsg ("The magic recoils on you!"); |
|
|
3893 | confuse_player (op, op, power); |
|
|
3894 | } |
|
|
3895 | else if (failure <= -60 && failure > -70) |
|
|
3896 | { /* paralysis */ |
|
|
3897 | op->failmsg ("The magic recoils and paralyzes you!"); |
|
|
3898 | paralyze_player (op, op, power); |
|
|
3899 | } |
|
|
3900 | else if (failure <= -70 && failure > -80) |
|
|
3901 | { /* blind */ |
|
|
3902 | op->failmsg ("The magic recoils on you!"); |
|
|
3903 | blind_player (op, op, power); |
|
|
3904 | } |
|
|
3905 | else if (failure <= -80) |
|
|
3906 | { /* blast the immediate area */ |
|
|
3907 | object *tmp = get_archetype (LOOSE_MANA); |
|
|
3908 | cast_magic_storm (op, tmp, power); |
|
|
3909 | op->failmsg ("You unleash uncontrolled mana!"); |
|
|
3910 | tmp->destroy (); |
|
|
3911 | } |
|
|
3912 | } |
|
|
3913 | } |
4000 | } |
3914 | |
4001 | |
3915 | void |
4002 | void |
3916 | apply_changes_to_player (object *pl, object *change) |
4003 | apply_changes_to_player (object *pl, object *change) |
3917 | { |
4004 | { |
… | |
… | |
3965 | } |
4052 | } |
3966 | |
4053 | |
3967 | /* insert the randomitems from the change's treasurelist into |
4054 | /* insert the randomitems from the change's treasurelist into |
3968 | * the player ref: player.c |
4055 | * the player ref: player.c |
3969 | */ |
4056 | */ |
3970 | if (change->randomitems != NULL) |
4057 | if (change->randomitems) |
3971 | give_initial_items (pl, change->randomitems); |
4058 | give_initial_items (pl, change->randomitems); |
3972 | |
4059 | |
3973 | /* set up the face, for some races. */ |
4060 | /* set up the face, for some races. */ |
3974 | |
4061 | |
3975 | /* first, look for the force object banning |
4062 | /* first, look for the force object banning |
3976 | * changing the face. Certain races never change face with class. |
4063 | * changing the face. Certain races never change face with class. |
3977 | */ |
4064 | */ |
3978 | for (walk = pl->inv; walk != NULL; walk = walk->below) |
4065 | for (walk = pl->inv; walk; walk = walk->below) |
3979 | if (!strcmp (walk->name, "NOCLASSFACECHANGE")) |
4066 | if (walk->name == shstr_NOCLASSFACECHANGE) |
3980 | flag_change_face = 0; |
4067 | flag_change_face = 0; |
3981 | |
4068 | |
3982 | if (flag_change_face) |
4069 | if (flag_change_face) |
3983 | { |
4070 | { |
3984 | pl->animation_id = GET_ANIM_ID (change); |
|
|
3985 | pl->face = change->face; |
4071 | pl->face = change->face; |
3986 | |
4072 | pl->animation_id = change->animation_id; |
3987 | if (QUERY_FLAG (change, FLAG_ANIMATE)) |
4073 | pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; |
3988 | SET_FLAG (pl, FLAG_ANIMATE); |
|
|
3989 | else |
|
|
3990 | CLEAR_FLAG (pl, FLAG_ANIMATE); |
|
|
3991 | } |
4074 | } |
3992 | |
4075 | |
3993 | /* check the special case of can't use weapons */ |
4076 | /* check the special case of can't use weapons */ |
3994 | /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ |
4077 | /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */ |
3995 | if (!strcmp (change->name, "monk")) |
4078 | if (change->name == shstr_monk) |
3996 | CLEAR_FLAG (pl, FLAG_USE_WEAPON); |
4079 | pl->clr_flag (FLAG_USE_WEAPON); |
3997 | |
4080 | |
3998 | break; |
4081 | break; |
3999 | } |
4082 | } |
4000 | } |
4083 | } |
4001 | } |
4084 | } |
4002 | |
4085 | |
4003 | /** |
|
|
4004 | * This handles items of type 'transformer'. |
|
|
4005 | * Basically those items, used with a marked item, transform both items into something |
|
|
4006 | * else. |
|
|
4007 | * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited).. |
|
|
4008 | * Change information is contained in the 'slaying' field of the marked item. |
|
|
4009 | * The format is as follow: transformer:[number ]yield[;transformer:...]. |
|
|
4010 | * This way an item can be transformed in many things, and/or many objects. |
|
|
4011 | * The 'slaying' field for transformer is used as verb for the action. |
|
|
4012 | */ |
|
|
4013 | void |
|
|
4014 | apply_item_transformer (object *pl, object *transformer) |
|
|
4015 | { |
|
|
4016 | object *marked; |
|
|
4017 | object *new_item; |
|
|
4018 | char *find; |
|
|
4019 | char *separator; |
|
|
4020 | int yield; |
|
|
4021 | char got[MAX_BUF]; |
|
|
4022 | int len; |
|
|
4023 | |
|
|
4024 | if (!pl || !transformer) |
|
|
4025 | return; |
|
|
4026 | |
|
|
4027 | marked = find_marked_object (pl); |
|
|
4028 | |
|
|
4029 | if (!marked) |
|
|
4030 | { |
|
|
4031 | pl->failmsg (format ("Use the %s with what item?", query_name (transformer))); |
|
|
4032 | return; |
|
|
4033 | } |
|
|
4034 | |
|
|
4035 | if (!marked->slaying) |
|
|
4036 | { |
|
|
4037 | pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
|
|
4038 | return; |
|
|
4039 | } |
|
|
4040 | |
|
|
4041 | /* check whether they are compatible or not */ |
|
|
4042 | find = strstr (marked->slaying, transformer->arch->archname); |
|
|
4043 | if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) |
|
|
4044 | { |
|
|
4045 | pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
|
|
4046 | return; |
|
|
4047 | } |
|
|
4048 | |
|
|
4049 | find += strlen (transformer->arch->archname) + 1; |
|
|
4050 | /* Item can be used, now find how many and what it yields */ |
|
|
4051 | if (isdigit (*(find))) |
|
|
4052 | { |
|
|
4053 | yield = atoi (find); |
|
|
4054 | if (yield < 1) |
|
|
4055 | { |
|
|
4056 | LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield); |
|
|
4057 | yield = 1; |
|
|
4058 | } |
|
|
4059 | } |
|
|
4060 | else |
|
|
4061 | yield = 1; |
|
|
4062 | |
|
|
4063 | while (isdigit (*find)) |
|
|
4064 | find++; |
|
|
4065 | |
|
|
4066 | while (*find == ' ') |
|
|
4067 | find++; |
|
|
4068 | |
|
|
4069 | memset (got, 0, MAX_BUF); |
|
|
4070 | |
|
|
4071 | if ((separator = strchr (find, ';')) != NULL) |
|
|
4072 | len = separator - find; |
|
|
4073 | else |
|
|
4074 | len = strlen (find); |
|
|
4075 | |
|
|
4076 | if (len > MAX_BUF - 1) |
|
|
4077 | len = MAX_BUF - 1; |
|
|
4078 | |
|
|
4079 | strcpy (got, find); |
|
|
4080 | got[len] = '\0'; |
|
|
4081 | |
|
|
4082 | /* Now create new item, remove used ones when required. */ |
|
|
4083 | new_item = get_archetype (got); |
|
|
4084 | if (!new_item) |
|
|
4085 | { |
|
|
4086 | pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0))); |
|
|
4087 | return; |
|
|
4088 | } |
|
|
4089 | |
|
|
4090 | new_item->nrof = yield; |
|
|
4091 | |
|
|
4092 | pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0))); |
|
|
4093 | |
|
|
4094 | insert_ob_in_ob (new_item, pl); |
|
|
4095 | esrv_send_inventory (pl, pl); |
|
|
4096 | /* Eat up one item */ |
|
|
4097 | decrease_ob_nr (marked, 1); |
|
|
4098 | |
|
|
4099 | /* Eat one transformer if needed */ |
|
|
4100 | if (transformer->stats.food) |
|
|
4101 | if (--transformer->stats.food == 0) |
|
|
4102 | decrease_ob_nr (transformer, 1); |
|
|
4103 | } |
|
|
4104 | |
|
|