1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 | * Deliantra 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 <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <cmath> |
25 | #include <cmath> |
… | |
… | |
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 (EXIT); |
65 | name_flag = 1; |
71 | set (BOOK); |
66 | race_flag = 1; |
72 | set (SKILLSCROLL); |
|
|
73 | set (SPELLBOOK); |
|
|
74 | set (TREASURE); |
|
|
75 | set (SAVEBED); |
|
|
76 | set (ARMOUR_IMPROVER); |
|
|
77 | set (WEAPON_IMPROVER); |
|
|
78 | set (CLOCK); |
|
|
79 | set (MENU); |
|
|
80 | set (LIGHTER); /* for lighting torches/lanterns/etc */ |
|
|
81 | set (INSCRIBABLE); |
|
|
82 | set (SIGN); |
|
|
83 | set (BOOK); |
67 | } |
84 | } |
|
|
85 | } apply_types_player_only; |
68 | |
86 | |
69 | /* If the director has race set, only affect objects with a arch, |
87 | // applying these _can_ be attempted, others cannot |
70 | * name or race that matches. |
88 | // 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 | |
89 | |
78 | /* If the director has slaying set, only affect objects where none |
90 | 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 | { |
91 | { |
97 | dynbuf_text buf; |
92 | apply_types () |
98 | |
93 | : 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.\r", long_desc (marked, pl)); |
|
|
119 | if (marked->msg) |
|
|
120 | buf << "The item has a story:\r" << marked->msg << "\n\n"; |
|
|
121 | |
|
|
122 | return !money; |
|
|
123 | } |
|
|
124 | } |
|
|
125 | |
|
|
126 | for (object *id = pl->inv; id; id = id->below) |
|
|
127 | { |
94 | { |
128 | if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) |
95 | set (T_HANDLE); |
129 | { |
96 | set (TRIGGER); |
130 | if (operate_altar (altar, &money)) |
97 | set (SCROLL); |
131 | { |
98 | set (POTION); |
132 | identify (id); |
99 | set (CLOSE_CON); |
133 | |
100 | set (CONTAINER); |
134 | buf.printf ("You have %s.\r", long_desc (id, pl)); |
101 | set (LAMP); |
135 | if (id->msg) |
102 | set (TORCH); |
136 | buf << "The item has a story:\r" << id->msg << "\n\n"; |
103 | set (DRINK); |
137 | |
104 | set (FOOD); |
138 | /* If no more money, might as well quit now */ |
105 | set (FLESH); |
139 | if (!money || !check_altar_sacrifice (altar, money)) |
106 | set (POISON); |
140 | break; |
107 | set (POWER_CRYSTAL); |
141 | } |
108 | 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 | } |
109 | } |
149 | |
110 | } apply_types; |
150 | if (buf.empty ()) |
|
|
151 | pl->failmsg ("You have nothing that needs identifying"); |
|
|
152 | else |
|
|
153 | pl->contr->infobox (MSG_CHANNEL ("identify"), buf); |
|
|
154 | |
|
|
155 | return !money; |
|
|
156 | } |
|
|
157 | |
|
|
158 | /** |
|
|
159 | * This checks whether the object has a "on_use_yield" field, and if so generated and drops |
|
|
160 | * matching item. |
|
|
161 | **/ |
|
|
162 | void |
|
|
163 | handle_apply_yield (object *tmp) |
|
|
164 | { |
|
|
165 | if (shstr yield = tmp->kv (shstr_on_use_yield)) |
|
|
166 | archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); |
|
|
167 | } |
|
|
168 | |
|
|
169 | /** |
|
|
170 | * Handles applying a potion. |
|
|
171 | */ |
|
|
172 | int |
|
|
173 | apply_potion (object *op, object *tmp) |
|
|
174 | { |
|
|
175 | int got_one = 0, i; |
|
|
176 | object *force = 0, *floor = 0; |
|
|
177 | |
|
|
178 | floor = GET_MAP_OB (op->map, op->x, op->y); |
|
|
179 | |
|
|
180 | if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) |
|
|
181 | { |
|
|
182 | op->failmsg ("Gods prevent you from using this here, it's sacred ground!"); |
|
|
183 | |
|
|
184 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
185 | return 0; |
|
|
186 | } |
|
|
187 | |
|
|
188 | if (op->type == PLAYER) |
|
|
189 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
190 | identify (tmp); |
|
|
191 | |
|
|
192 | handle_apply_yield (tmp); |
|
|
193 | |
|
|
194 | /* Potion of restoration - only for players */ |
|
|
195 | if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) |
|
|
196 | { |
|
|
197 | object *depl; |
|
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198 | archetype *at; |
|
|
199 | |
|
|
200 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
201 | { |
|
|
202 | op->drain_stat (); |
|
|
203 | op->update_stats (); |
|
|
204 | tmp->decrease (); |
|
|
205 | return 1; |
|
|
206 | } |
|
|
207 | |
|
|
208 | if (!(at = archetype::find (ARCH_DEPLETION))) |
|
|
209 | { |
|
|
210 | LOG (llevError, "Could not find archetype depletion\n"); |
|
|
211 | return 0; |
|
|
212 | } |
|
|
213 | |
|
|
214 | depl = present_arch_in_ob (at, op); |
|
|
215 | |
|
|
216 | if (depl) |
|
|
217 | { |
|
|
218 | for (i = 0; i < NUM_STATS; i++) |
|
|
219 | if (depl->stats.stat (i)) |
|
|
220 | op->statusmsg (restore_msg[i]); |
|
|
221 | |
|
|
222 | depl->destroy (); |
|
|
223 | op->update_stats (); |
|
|
224 | } |
|
|
225 | else |
|
|
226 | op->statusmsg ("Your potion had no effect."); |
|
|
227 | |
|
|
228 | tmp->decrease (); |
|
|
229 | return 1; |
|
|
230 | } |
|
|
231 | |
|
|
232 | /* improvement potion - only for players */ |
|
|
233 | if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) |
|
|
234 | { |
|
|
235 | for (i = 1; i < MIN (11, op->level); i++) |
|
|
236 | { |
|
|
237 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
238 | { |
|
|
239 | if (op->contr->levhp[i] != 1) |
|
|
240 | { |
|
|
241 | op->contr->levhp[i] = 1; |
|
|
242 | break; |
|
|
243 | } |
|
|
244 | |
|
|
245 | if (op->contr->levsp[i] != 1) |
|
|
246 | { |
|
|
247 | op->contr->levsp[i] = 1; |
|
|
248 | break; |
|
|
249 | } |
|
|
250 | |
|
|
251 | if (op->contr->levgrace[i] != 1) |
|
|
252 | { |
|
|
253 | op->contr->levgrace[i] = 1; |
|
|
254 | break; |
|
|
255 | } |
|
|
256 | } |
|
|
257 | else |
|
|
258 | { |
|
|
259 | if (op->contr->levhp[i] < 9) |
|
|
260 | { |
|
|
261 | op->contr->levhp[i] = 9; |
|
|
262 | break; |
|
|
263 | } |
|
|
264 | |
|
|
265 | if (op->contr->levsp[i] < 6) |
|
|
266 | { |
|
|
267 | op->contr->levsp[i] = 6; |
|
|
268 | break; |
|
|
269 | } |
|
|
270 | |
|
|
271 | if (op->contr->levgrace[i] < 3) |
|
|
272 | { |
|
|
273 | op->contr->levgrace[i] = 3; |
|
|
274 | break; |
|
|
275 | } |
|
|
276 | } |
|
|
277 | } |
|
|
278 | |
|
|
279 | /* Just makes checking easier */ |
|
|
280 | if (i < MIN (11, op->level)) |
|
|
281 | got_one = 1; |
|
|
282 | |
|
|
283 | if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
284 | { |
|
|
285 | if (got_one) |
|
|
286 | { |
|
|
287 | op->update_stats (); |
|
|
288 | op->statusmsg ("The Gods smile upon you and remake you " |
|
|
289 | "a little more in their image. " |
|
|
290 | "You feel a little more perfect.", NDI_GREEN); |
|
|
291 | } |
|
|
292 | else |
|
|
293 | op->statusmsg ("The potion had no effect - you are already perfect."); |
|
|
294 | } |
|
|
295 | else |
|
|
296 | { /* cursed potion */ |
|
|
297 | if (got_one) |
|
|
298 | { |
|
|
299 | op->update_stats (); |
|
|
300 | op->failmsg ("The Gods are angry and punish you."); |
|
|
301 | } |
|
|
302 | else |
|
|
303 | op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE); |
|
|
304 | } |
|
|
305 | |
|
|
306 | tmp->decrease (); |
|
|
307 | return 1; |
|
|
308 | } |
|
|
309 | |
|
|
310 | |
|
|
311 | /* A potion that casts a spell. Healing, restore spellpoint (power potion) |
|
|
312 | * and heroism all fit into this category. Given the spell object code, |
|
|
313 | * there is no limit to the number of spells that potions can be cast, |
|
|
314 | * but direction is problematic to try and imbue fireball potions for example. |
|
|
315 | */ |
|
|
316 | if (tmp->inv) |
|
|
317 | { |
|
|
318 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
319 | { |
|
|
320 | object *fball; |
|
|
321 | |
|
|
322 | op->failmsg ("Yech! Your lungs are on fire!"); |
|
|
323 | |
|
|
324 | /* Explodes a fireball centered at player */ |
|
|
325 | fball = get_archetype (EXPLODING_FIREBALL); |
|
|
326 | fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; |
|
|
327 | fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; |
|
|
328 | fball->x = op->x; |
|
|
329 | fball->y = op->y; |
|
|
330 | insert_ob_in_map (fball, op->map, NULL, 0); |
|
|
331 | } |
|
|
332 | else |
|
|
333 | cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
|
|
334 | |
|
|
335 | tmp->decrease (); |
|
|
336 | |
|
|
337 | /* if youre dead, no point in doing this... */ |
|
|
338 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
339 | op->update_stats (); |
|
|
340 | |
|
|
341 | return 1; |
|
|
342 | } |
|
|
343 | |
|
|
344 | /* Deal with protection potions */ |
|
|
345 | force = NULL; |
|
|
346 | for (i = 0; i < NROFATTACKS; i++) |
|
|
347 | { |
|
|
348 | if (tmp->resist[i]) |
|
|
349 | { |
|
|
350 | if (!force) |
|
|
351 | force = get_archetype (FORCE_NAME); |
|
|
352 | |
|
|
353 | memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); |
|
|
354 | force->type = POTION_EFFECT; |
|
|
355 | break; /* Only need to find one protection since we copy entire batch */ |
|
|
356 | } |
|
|
357 | } |
|
|
358 | |
|
|
359 | /* This is a protection potion */ |
|
|
360 | if (force) |
|
|
361 | { |
|
|
362 | /* cursed items last longer */ |
|
|
363 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
364 | { |
|
|
365 | force->stats.food *= 10; |
|
|
366 | for (i = 0; i < NROFATTACKS; i++) |
|
|
367 | if (force->resist[i] > 0) |
|
|
368 | force->resist[i] = -force->resist[i]; /* prot => vuln */ |
|
|
369 | } |
|
|
370 | |
|
|
371 | force->speed_left = -1; |
|
|
372 | force = insert_ob_in_ob (force, op); |
|
|
373 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
374 | SET_FLAG (force, FLAG_APPLIED); |
|
|
375 | change_abil (op, force); |
|
|
376 | tmp->decrease (); |
|
|
377 | return 1; |
|
|
378 | } |
|
|
379 | |
|
|
380 | /* Only thing left are the stat potions */ |
|
|
381 | if (op->type == PLAYER) |
|
|
382 | { /* only for players */ |
|
|
383 | if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) |
|
|
384 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
385 | else |
|
|
386 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
387 | |
|
|
388 | if (!change_abil (op, tmp)) |
|
|
389 | op->statusmsg ("Nothing happened."); |
|
|
390 | } |
|
|
391 | |
|
|
392 | /* CLEAR_FLAG is so that if the character has other potions |
|
|
393 | * that were grouped with the one consumed, his |
|
|
394 | * stat will not be raised by them. fix_player just clears |
|
|
395 | * up all the stats. |
|
|
396 | */ |
|
|
397 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
398 | op->update_stats (); |
|
|
399 | tmp->decrease (); |
|
|
400 | return 1; |
|
|
401 | } |
|
|
402 | |
111 | |
403 | /**************************************************************************** |
112 | /**************************************************************************** |
404 | * Weapon improvement code follows |
113 | * Weapon improvement code follows |
405 | ****************************************************************************/ |
114 | ****************************************************************************/ |
406 | |
115 | |
407 | /** |
116 | /** |
|
|
117 | * This function just checks whether who can handle equipping an item |
|
|
118 | * with item_power. |
|
|
119 | */ |
|
|
120 | static bool |
|
|
121 | check_item_power (object *who, int item_power) |
|
|
122 | { |
|
|
123 | if (who->type == PLAYER |
|
|
124 | && item_power |
|
|
125 | && item_power + who->contr->item_power > settings.item_power_factor * who->level) |
|
|
126 | return false; |
|
|
127 | else |
|
|
128 | return true; |
|
|
129 | } |
|
|
130 | |
|
|
131 | /** |
408 | * This returns the sum of nrof of item (arch name). |
132 | * This returns the sum of nrof of item (arch name). |
409 | */ |
133 | */ |
410 | static int |
134 | static int |
411 | check_item (object *op, const char *item) |
135 | check_item (object *op, shstr_cmp item) |
412 | { |
136 | { |
413 | int count = 0; |
137 | int count = 0; |
414 | |
138 | |
415 | if (!item) |
139 | if (!item) |
416 | return 0; |
140 | return 0; |
417 | |
141 | |
418 | for (op = op->below; op; op = op->below) |
142 | for (op = op->below; op; op = op->below) |
419 | { |
|
|
420 | if (strcmp (op->arch->archname, item) == 0) |
143 | if (op->arch->archname == item) |
421 | { |
|
|
422 | if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) |
144 | if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) |
423 | /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) |
145 | && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID)) |
424 | { |
|
|
425 | if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ |
|
|
426 | count++; |
|
|
427 | else |
|
|
428 | count += op->nrof; |
146 | count += op->number_of (); |
429 | } |
|
|
430 | } |
|
|
431 | } |
|
|
432 | |
147 | |
433 | return count; |
148 | return count; |
434 | } |
149 | } |
435 | |
150 | |
436 | /** |
151 | /** |
… | |
… | |
438 | * op is typically the player, which is only |
153 | * op is typically the player, which is only |
439 | * really used to determine what space to look at. |
154 | * really used to determine what space to look at. |
440 | * Modified to only eat 'nrof' of objects. |
155 | * Modified to only eat 'nrof' of objects. |
441 | */ |
156 | */ |
442 | static void |
157 | static void |
443 | eat_item (object *op, const char *item, uint32 nrof) |
158 | eat_item (object *op, shstr_cmp item, uint32 nrof) |
444 | { |
159 | { |
445 | object *prev; |
160 | object *prev; |
446 | |
161 | |
447 | prev = op; |
162 | prev = op; |
448 | op = op->below; |
163 | op = op->below; |
449 | |
164 | |
450 | while (op) |
165 | while (op) |
451 | { |
166 | { |
452 | if (strcmp (op->arch->archname, item) == 0) |
167 | if (op->arch->archname == item) |
453 | { |
168 | { |
454 | if (op->nrof >= nrof) |
169 | if (op->nrof >= nrof) |
455 | { |
170 | { |
456 | op->decrease (nrof); |
171 | op->decrease (nrof); |
457 | return; |
172 | return; |
… | |
… | |
466 | } |
181 | } |
467 | |
182 | |
468 | prev = op; |
183 | prev = op; |
469 | op = op->below; |
184 | op = op->below; |
470 | } |
185 | } |
471 | } |
|
|
472 | |
|
|
473 | /** |
|
|
474 | * This checks to see of the player (who) is sufficient level to use a weapon |
|
|
475 | * with improvs improvements (typically last_eat). We take an int here |
|
|
476 | * instead of the object so that the improvement code can pass along the |
|
|
477 | * increased value to see if the object is usuable. |
|
|
478 | * we return 1 (true) if the player can use the weapon. |
|
|
479 | */ |
|
|
480 | static int |
|
|
481 | check_weapon_power (const object *who, int improvs) |
|
|
482 | { |
|
|
483 | /* Old code is below (commented out). Basically, since weapons are the only |
|
|
484 | * object players really have any control to improve, it's a bit harsh to |
|
|
485 | * require high level in some combat skill, so we just use overall level. |
|
|
486 | */ |
|
|
487 | #if 1 |
|
|
488 | if (((who->level / 5) + 5) >= improvs) |
|
|
489 | return 1; |
|
|
490 | else |
|
|
491 | return 0; |
|
|
492 | |
|
|
493 | #else |
|
|
494 | int level = 0; |
|
|
495 | |
|
|
496 | /* The skill system hands out wc and dam bonuses to fighters |
|
|
497 | * more generously than the old system (see fix_player). Thus |
|
|
498 | * we need to curtail the power of player enchanted weapons. |
|
|
499 | * I changed this to 1 improvement per "fighter" level/5 -b.t. |
|
|
500 | * Note: Nothing should break by allowing this ratio to be different or |
|
|
501 | * using normal level - it is just a matter of play balance. |
|
|
502 | */ |
|
|
503 | if (who->type == PLAYER) |
|
|
504 | { |
|
|
505 | object *wc_obj = NULL; |
|
|
506 | |
|
|
507 | for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below) |
|
|
508 | if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level) |
|
|
509 | level = wc_obj->level; |
|
|
510 | |
|
|
511 | if (!level) |
|
|
512 | { |
|
|
513 | LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name); |
|
|
514 | level = who->level; |
|
|
515 | } |
|
|
516 | } |
|
|
517 | else |
|
|
518 | level = who->level; |
|
|
519 | |
|
|
520 | return (improvs <= ((level / 5) + 5)); |
|
|
521 | #endif |
|
|
522 | } |
186 | } |
523 | |
187 | |
524 | /** |
188 | /** |
525 | * Returns how many items of type improver->slaying there are under op. |
189 | * Returns how many items of type improver->slaying there are under op. |
526 | * Will display a message if none found, and 1 if improver->slaying is NULL. |
190 | * Will display a message if none found, and 1 if improver->slaying is NULL. |
… | |
… | |
582 | |
246 | |
583 | /** |
247 | /** |
584 | * This does the prepare weapon scroll. |
248 | * This does the prepare weapon scroll. |
585 | * Checks for sacrifice, and so on. |
249 | * Checks for sacrifice, and so on. |
586 | */ |
250 | */ |
587 | int |
251 | static int |
588 | prepare_weapon (object *op, object *improver, object *weapon) |
252 | prepare_weapon (object *op, object *improver, object *weapon) |
589 | { |
253 | { |
590 | int sacrifice_count, i; |
254 | int sacrifice_count, i; |
591 | char buf[MAX_BUF]; |
255 | char buf[MAX_BUF]; |
592 | |
256 | |
… | |
… | |
645 | * |
309 | * |
646 | * We are hiding extra information about the weapon in the level and |
310 | * We are hiding extra information about the weapon in the level and |
647 | * last_eat numbers for an object. Hopefully this won't break anything ?? |
311 | * last_eat numbers for an object. Hopefully this won't break anything ?? |
648 | * level == max improve last_eat == current improve |
312 | * level == max improve last_eat == current improve |
649 | */ |
313 | */ |
650 | int |
314 | static int |
651 | improve_weapon (object *op, object *improver, object *weapon) |
315 | improve_weapon (object *op, object *improver, object *weapon) |
652 | { |
316 | { |
653 | int sacrifice_count, sacrifice_needed = 0; |
317 | int sacrifice_count, sacrifice_needed = 0; |
654 | |
318 | |
655 | if (improver->stats.sp == IMPROVE_PREPARE) |
319 | if (improver->stats.sp == IMPROVE_PREPARE) |
656 | return prepare_weapon (op, improver, weapon); |
320 | return prepare_weapon (op, improver, weapon); |
657 | |
321 | |
658 | if (weapon->level == 0) |
322 | if (weapon->level == 0) |
659 | { |
323 | { |
660 | op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); |
324 | op->failmsg ( |
|
|
325 | "This weapon has not been prepared." |
|
|
326 | " H<You first have to prepare a weapon with a prepare weapon scroll.>"); |
661 | return 0; |
327 | return 0; |
662 | } |
328 | } |
663 | |
329 | |
664 | if (weapon->level == weapon->last_eat && weapon->item_power >= 100) |
330 | if (weapon->last_eat >= weapon->level // improvements used up |
|
|
331 | || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100 |
665 | { |
332 | { |
666 | op->failmsg ("This weapon cannot be improved any more."); |
333 | op->failmsg ("This weapon cannot be improved any more."); |
667 | return 0; |
334 | return 0; |
668 | } |
335 | } |
669 | |
336 | |
670 | if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) |
337 | if (QUERY_FLAG (weapon, FLAG_APPLIED) |
|
|
338 | && !check_item_power (op, weapon->item_power + 1)) |
671 | { |
339 | { |
672 | op->failmsg ("Improving the weapon will make it too " |
340 | op->failmsg ("Improving the weapon will make it too " |
673 | "powerful for you to use. Unready it if you " |
341 | "powerful for you to use. Unready it if you " |
674 | "really want to improve it."); |
342 | "really want to improve it."); |
675 | return 0; |
343 | return 0; |
… | |
… | |
753 | /** |
421 | /** |
754 | * Handles the applying of improve/prepare/enchant weapon scroll. |
422 | * Handles the applying of improve/prepare/enchant weapon scroll. |
755 | * Checks a few things (not on a non-magic square, marked weapon, ...), |
423 | * Checks a few things (not on a non-magic square, marked weapon, ...), |
756 | * then calls improve_weapon to do the dirty work. |
424 | * then calls improve_weapon to do the dirty work. |
757 | */ |
425 | */ |
758 | int |
426 | static int |
759 | check_improve_weapon (object *op, object *tmp) |
427 | check_improve_weapon (object *op, object *tmp) |
760 | { |
428 | { |
761 | object *otmp; |
429 | object *otmp; |
762 | |
430 | |
763 | if (op->type != PLAYER) |
431 | if (op->type != PLAYER) |
… | |
… | |
810 | * the armour value of the piece of equipment exceed either |
478 | * the armour value of the piece of equipment exceed either |
811 | * the users level or 90) |
479 | * the users level or 90) |
812 | * Modified by MSW for partial resistance. Only support |
480 | * Modified by MSW for partial resistance. Only support |
813 | * changing of physical area right now. |
481 | * changing of physical area right now. |
814 | */ |
482 | */ |
815 | int |
483 | static int |
816 | improve_armour (object *op, object *improver, object *armour) |
484 | improve_armour (object *op, object *improver, object *armour) |
817 | { |
485 | { |
818 | object *tmp; |
486 | object *tmp; |
819 | |
487 | |
820 | if (armour->magic >= settings.armor_max_enchant) |
488 | if (armour->magic >= settings.armor_max_enchant) |
… | |
… | |
904 | * Takes one type of items and makes another. |
572 | * Takes one type of items and makes another. |
905 | * converter is the object that is doing the conversion. |
573 | * converter is the object that is doing the conversion. |
906 | * item is the object that triggered the converter - if it is not |
574 | * item is the object that triggered the converter - if it is not |
907 | * what the converter wants, this will not do anything. |
575 | * what the converter wants, this will not do anything. |
908 | */ |
576 | */ |
909 | static int |
577 | int |
910 | convert_item (object *item, object *converter) |
578 | convert_item (object *item, object *converter) |
911 | { |
579 | { |
912 | sint64 nr, price_in; |
580 | sint64 nr = 0, price_in; |
913 | |
581 | |
914 | if (item->flag [FLAG_UNPAID]) |
582 | if (item->flag [FLAG_UNPAID]) |
915 | return 0; |
583 | return 0; |
916 | |
584 | |
917 | shstr conv_from = converter->slaying; |
585 | shstr conv_from = converter->slaying; |
918 | archetype *conv_to = converter->other_arch; |
586 | archetype *conv_to = converter->other_arch; |
919 | sint64 need = converter->stats.food; |
587 | sint64 need = converter->stats.food; |
920 | sint64 give = converter->stats.sp; |
588 | sint64 give = converter->stats.sp; |
921 | |
589 | |
… | |
… | |
995 | item->nrof = give; |
663 | item->nrof = give; |
996 | |
664 | |
997 | if (nr) |
665 | if (nr) |
998 | item->nrof *= nr; |
666 | item->nrof *= nr; |
999 | |
667 | |
1000 | if (is_in_shop (converter)) |
668 | if (converter->flag [FLAG_PRECIOUS]) |
1001 | SET_FLAG (item, FLAG_UNPAID); |
669 | SET_FLAG (item, FLAG_UNPAID); |
|
|
670 | |
|
|
671 | if (converter->is_in_shop ()) |
|
|
672 | { |
|
|
673 | // converters on shop floors don't work anymore, bug lets check for it |
|
|
674 | // and report in case someone still does it. |
|
|
675 | LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n", |
|
|
676 | converter->debug_desc ()); |
|
|
677 | SET_FLAG (item, FLAG_UNPAID); |
|
|
678 | } |
1002 | else if (price_in < sint64 (item->nrof) * item->value) |
679 | else if (price_in < sint64 (item->nrof) * item->value) |
1003 | { |
680 | { |
1004 | LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", |
681 | LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", |
1005 | &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); |
682 | &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); |
1006 | /** |
683 | /** |
… | |
… | |
1022 | * Handle apply on containers. |
699 | * Handle apply on containers. |
1023 | * By Eneq(@csd.uu.se). |
700 | * By Eneq(@csd.uu.se). |
1024 | * Moved to own function and added many features [Tero.Haatanen@lut.fi] |
701 | * Moved to own function and added many features [Tero.Haatanen@lut.fi] |
1025 | * added the alchemical cauldron to the code -b.t. |
702 | * added the alchemical cauldron to the code -b.t. |
1026 | */ |
703 | */ |
1027 | int |
704 | static int |
1028 | apply_container (object *op, object *sack) |
705 | apply_container (object *op, object *sack) |
1029 | { |
706 | { |
1030 | if (op->type != PLAYER || !op->contr->ns) |
707 | if (op->type != PLAYER || !op->contr->ns) |
1031 | return 0; /* This might change */ |
708 | return 0; /* This might change */ |
1032 | |
709 | |
… | |
… | |
1045 | } |
722 | } |
1046 | |
723 | |
1047 | // already applied == open on ground, or open in inv, or active in inv |
724 | // already applied == open on ground, or open in inv, or active in inv |
1048 | if (sack->flag [FLAG_APPLIED]) |
725 | if (sack->flag [FLAG_APPLIED]) |
1049 | { |
726 | { |
1050 | if (op->container == sack) |
727 | if (op->container_ () == sack) |
1051 | { |
728 | { |
1052 | // open on ground or inv, so close |
729 | // open on ground or inv, so close |
1053 | op->close_container (); |
730 | op->close_container (); |
1054 | return 1; |
731 | return 1; |
1055 | } |
732 | } |
… | |
… | |
1098 | { |
775 | { |
1099 | /* Only players can make sacrifices on spell casting altars. */ |
776 | /* Only players can make sacrifices on spell casting altars. */ |
1100 | if (altar->inv && (!originator || originator->type != PLAYER)) |
777 | if (altar->inv && (!originator || originator->type != PLAYER)) |
1101 | return 0; |
778 | return 0; |
1102 | |
779 | |
1103 | if (operate_altar (altar, &sacrifice)) |
780 | if (operate_altar (altar, &sacrifice, originator)) |
1104 | { |
781 | { |
1105 | /* Simple check. Unfortunately, it means you can't cast magic bullet |
782 | /* Simple check. Unfortunately, it means you can't cast magic bullet |
1106 | * with an altar. We call it a Potion - altars are stationary - it |
783 | * with an altar. We call it a Potion - altars are stationary - it |
1107 | * is up to map designers to use them properly. |
784 | * is up to map designers to use them properly. |
1108 | */ |
785 | */ |
… | |
… | |
1117 | /* push_button (altar);*/ |
794 | /* push_button (altar);*/ |
1118 | } |
795 | } |
1119 | else |
796 | else |
1120 | { |
797 | { |
1121 | altar->value = 1; /* works only once */ |
798 | altar->value = 1; /* works only once */ |
1122 | push_button (altar); |
799 | push_button (altar, originator); |
1123 | } |
800 | } |
1124 | |
801 | |
1125 | return !sacrifice; |
802 | return !sacrifice; |
1126 | } |
803 | } |
1127 | else |
804 | else |
… | |
… | |
1144 | |
821 | |
1145 | SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ |
822 | SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ |
1146 | |
823 | |
1147 | bool has_unpaid = false; |
824 | bool has_unpaid = false; |
1148 | |
825 | |
1149 | // quite inefficient to do this here twice, but the api doesn'T lend itself to |
826 | // quite inefficient to do this here twice, but the api doesn't lend itself to |
1150 | // a quick and small change :( |
827 | // a quick and small change :( |
1151 | for (object::depth_iterator item = op->begin (); item != op->end (); ++item) |
828 | for (object::depth_iterator item = op->begin (); item != op->end (); ++item) |
1152 | if (item->flag [FLAG_UNPAID]) |
829 | if (item->flag [FLAG_UNPAID]) |
1153 | { |
830 | { |
1154 | has_unpaid = true; |
831 | has_unpaid = true; |
1155 | break; |
832 | break; |
1156 | } |
833 | } |
1157 | |
834 | |
1158 | if (op->type != PLAYER) |
835 | if (!op->is_player ()) |
1159 | { |
836 | { |
1160 | /* Remove all the unpaid objects that may be carried here. |
837 | /* Remove all the unpaid objects that may be carried here. |
1161 | * This could be pets or monsters that are somehow in |
838 | * This could be pets or monsters that are somehow in |
1162 | * the shop. |
839 | * the shop. |
1163 | */ |
840 | */ |
… | |
… | |
1167 | |
844 | |
1168 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
845 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
1169 | { |
846 | { |
1170 | int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); |
847 | int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); |
1171 | |
848 | |
|
|
849 | if (i >= 0) |
1172 | tmp->remove (); |
850 | tmp->move (i); |
1173 | |
|
|
1174 | if (i == -1) |
|
|
1175 | i = 0; |
|
|
1176 | |
|
|
1177 | tmp->map = op->map; |
|
|
1178 | tmp->x = op->x + freearr_x[i]; |
|
|
1179 | tmp->y = op->y + freearr_y[i]; |
|
|
1180 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
1181 | } |
851 | } |
1182 | } |
852 | } |
1183 | |
853 | |
1184 | /* Don't teleport things like spell effects */ |
854 | /* Don't teleport things like spell effects */ |
1185 | if (QUERY_FLAG (op, FLAG_NO_PICK)) |
855 | if (QUERY_FLAG (op, FLAG_NO_PICK)) |
… | |
… | |
1196 | if (i != -1) |
866 | if (i != -1) |
1197 | rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); |
867 | rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); |
1198 | |
868 | |
1199 | return 0; |
869 | return 0; |
1200 | } |
870 | } |
|
|
871 | |
1201 | /* Removed code that checked for multipart objects - it appears that |
872 | /* Removed code that checked for multipart objects - it appears that |
1202 | * the teleport function should be able to handle this just fine. |
873 | * the teleport function should be able to handle this just fine. |
1203 | */ |
874 | */ |
1204 | rv = teleport (shop_mat, SHOP_MAT, op); |
875 | rv = teleport (shop_mat, SHOP_MAT, op); |
1205 | } |
876 | } |
… | |
… | |
1208 | /* this is only used for players */ |
879 | /* this is only used for players */ |
1209 | rv = teleport (shop_mat, SHOP_MAT, op); |
880 | rv = teleport (shop_mat, SHOP_MAT, op); |
1210 | |
881 | |
1211 | if (has_unpaid) |
882 | if (has_unpaid) |
1212 | op->contr->play_sound (sound_find ("shop_buy")); |
883 | op->contr->play_sound (sound_find ("shop_buy")); |
1213 | else if (is_in_shop (op)) |
884 | else if (op->is_in_shop ()) |
1214 | op->contr->play_sound (sound_find ("shop_enter")); |
885 | op->contr->play_sound (sound_find ("shop_enter")); |
1215 | else |
886 | else |
1216 | op->contr->play_sound (sound_find ("shop_leave")); |
887 | op->contr->play_sound (sound_find ("shop_leave")); |
1217 | |
888 | |
1218 | if (shop_mat->msg) |
889 | if (shop_mat->msg) |
1219 | op->statusmsg (shop_mat->msg); |
890 | op->statusmsg (shop_mat->msg); |
1220 | /* This check below is a bit simplistic - generally it should be correct, |
891 | /* This check below is a bit simplistic - generally it should be correct, |
1221 | * but there is never a guarantee that the bottom space on the map is |
892 | * but there is never a guarantee that the bottom space on the map is |
1222 | * actually the shop floor. |
893 | * actually the shop floor. |
1223 | */ |
894 | */ |
1224 | else if (!rv && !is_in_shop (op)) |
895 | else if (!rv && !op->is_in_shop ()) |
1225 | { |
896 | { |
1226 | opinion = shopkeeper_approval (op->map, op); |
897 | opinion = shopkeeper_approval (op->map, op); |
1227 | |
898 | |
1228 | op->statusmsg ( |
899 | op->statusmsg ( |
1229 | opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." |
900 | opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." |
… | |
… | |
1260 | * Handles applying a sign. |
931 | * Handles applying a sign. |
1261 | */ |
932 | */ |
1262 | static void |
933 | static void |
1263 | apply_sign (object *op, object *sign, int autoapply) |
934 | apply_sign (object *op, object *sign, int autoapply) |
1264 | { |
935 | { |
|
|
936 | if (!op->is_player()) |
|
|
937 | return; |
|
|
938 | |
1265 | if (sign->has_dialogue ()) |
939 | if (sign->has_dialogue ()) |
1266 | { |
940 | { |
1267 | op->statusmsg (form ("Maybe you should I<talk> to the %s instead?", &sign->name)); |
941 | op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name)); |
1268 | return; |
942 | return; |
1269 | } |
943 | } |
1270 | |
944 | |
1271 | if (!sign->msg) |
945 | if (!sign->msg) |
1272 | { |
946 | { |
1273 | op->statusmsg ("Nothing is written on it."); |
947 | op->contr->infobox (MSG_CHANNEL ("examine"), |
|
|
948 | format ("T<%s>\n\n Nothing %sis written on it.", |
|
|
949 | &sign->name, |
|
|
950 | sign->name == sign->arch->name ? "" : "else ")); |
1274 | return; |
951 | return; |
1275 | } |
952 | } |
1276 | |
953 | |
1277 | if (sign->stats.food) |
954 | if (sign->stats.food) |
1278 | { |
955 | { |
1279 | if (sign->last_eat >= sign->stats.food) |
956 | if (sign->last_eat >= sign->stats.food) |
1280 | { |
957 | { |
1281 | if (!sign->move_on) |
958 | if (!sign->move_on) |
1282 | op->statusmsg ("You cannot read it anymore."); |
959 | op->failmsg ("You cannot read it anymore."); |
1283 | |
960 | |
1284 | return; |
961 | return; |
1285 | } |
962 | } |
1286 | |
963 | |
1287 | if (!QUERY_FLAG (op, FLAG_WIZPASS)) |
964 | if (!QUERY_FLAG (op, FLAG_WIZPASS)) |
… | |
… | |
1305 | if (sign->sound) |
982 | if (sign->sound) |
1306 | ns->play_sound (sign->sound); |
983 | ns->play_sound (sign->sound); |
1307 | else if (autoapply) |
984 | else if (autoapply) |
1308 | ns->play_sound (sound_find ("msg_voice")); |
985 | ns->play_sound (sound_find ("msg_voice")); |
1309 | |
986 | |
1310 | if (ns->can_msg) |
|
|
1311 | op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg)); |
987 | op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg)); |
1312 | else |
|
|
1313 | { |
|
|
1314 | readable_message_type *msgType = get_readable_message_type (sign); |
|
|
1315 | const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg); |
|
|
1316 | draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg); |
|
|
1317 | } |
|
|
1318 | } |
988 | } |
1319 | } |
989 | } |
1320 | |
990 | |
1321 | static void |
991 | static void |
1322 | move_apply_hole (object *trap, object *victim) |
992 | move_apply_hole (object *trap, object *victim) |
… | |
… | |
1349 | EXIT_Y (trap) + freearr_y[dir], |
1019 | EXIT_Y (trap) + freearr_y[dir], |
1350 | 0, victim); |
1020 | 0, victim); |
1351 | } |
1021 | } |
1352 | |
1022 | |
1353 | /** |
1023 | /** |
1354 | * 'victim' moves onto 'trap' |
|
|
1355 | * 'victim' leaves 'trap' |
|
|
1356 | * effect is determined by move_on/move_off of trap and move_type of victime. |
|
|
1357 | * |
|
|
1358 | * originator: Player, monster or other object that caused 'victim' to move |
|
|
1359 | * onto 'trap'. Will receive messages caused by this action. May be NULL. |
|
|
1360 | * However, some types of traps require an originator to function. |
|
|
1361 | */ |
|
|
1362 | void |
|
|
1363 | move_apply (object *trap, object *victim, object *originator) |
|
|
1364 | { |
|
|
1365 | static int recursion_depth = 0; |
|
|
1366 | |
|
|
1367 | /* Only exits affect DMs. */ |
|
|
1368 | if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) |
|
|
1369 | return; |
|
|
1370 | |
|
|
1371 | /* move_apply() is the most likely candidate for causing unwanted and |
|
|
1372 | * possibly unlimited recursion. |
|
|
1373 | */ |
|
|
1374 | /* The following was changed because it was causing perfeclty correct |
|
|
1375 | * maps to fail. 1) it's not an error to recurse: |
|
|
1376 | * rune detonates, summoning monster. monster lands on nearby rune. |
|
|
1377 | * nearby rune detonates. This sort of recursion is expected and |
|
|
1378 | * proper. This code was causing needless crashes. |
|
|
1379 | */ |
|
|
1380 | if (recursion_depth >= 500) |
|
|
1381 | { |
|
|
1382 | LOG (llevDebug, "WARNING: move_apply(): aborting recursion " |
|
|
1383 | "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name); |
|
|
1384 | return; |
|
|
1385 | } |
|
|
1386 | |
|
|
1387 | recursion_depth++; |
|
|
1388 | if (trap->head) |
|
|
1389 | trap = trap->head; |
|
|
1390 | |
|
|
1391 | if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) |
|
|
1392 | goto leave; |
|
|
1393 | |
|
|
1394 | switch (trap->type) |
|
|
1395 | { |
|
|
1396 | case PLAYERMOVER: |
|
|
1397 | if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) |
|
|
1398 | { |
|
|
1399 | if (!trap->stats.maxsp) |
|
|
1400 | trap->stats.maxsp = 2; |
|
|
1401 | |
|
|
1402 | /* Is this correct? From the docs, it doesn't look like it |
|
|
1403 | * should be divided by trap->speed |
|
|
1404 | */ |
|
|
1405 | victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); |
|
|
1406 | |
|
|
1407 | /* Just put in some sanity check. I think there is a bug in the |
|
|
1408 | * above with some objects have zero speed, and thus the player |
|
|
1409 | * getting permanently paralyzed. |
|
|
1410 | */ |
|
|
1411 | if (victim->speed_left < -50.f) |
|
|
1412 | victim->speed_left = -50.f; |
|
|
1413 | /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ |
|
|
1414 | } |
|
|
1415 | goto leave; |
|
|
1416 | |
|
|
1417 | case SPINNER: |
|
|
1418 | if (victim->direction) |
|
|
1419 | { |
|
|
1420 | victim->direction = absdir (victim->direction - trap->stats.sp); |
|
|
1421 | update_turn_face (victim); |
|
|
1422 | } |
|
|
1423 | goto leave; |
|
|
1424 | |
|
|
1425 | case DIRECTOR: |
|
|
1426 | if (victim->direction && !should_director_abort (trap, victim)) |
|
|
1427 | { |
|
|
1428 | victim->direction = trap->stats.sp; |
|
|
1429 | update_turn_face (victim); |
|
|
1430 | } |
|
|
1431 | goto leave; |
|
|
1432 | |
|
|
1433 | case BUTTON: |
|
|
1434 | case PEDESTAL: |
|
|
1435 | update_button (trap); |
|
|
1436 | goto leave; |
|
|
1437 | |
|
|
1438 | case ALTAR: |
|
|
1439 | /* sacrifice victim on trap */ |
|
|
1440 | apply_altar (trap, victim, originator); |
|
|
1441 | goto leave; |
|
|
1442 | |
|
|
1443 | case THROWN_OBJ: |
|
|
1444 | if (trap->inv == NULL) |
|
|
1445 | goto leave; |
|
|
1446 | /* fallthrough */ |
|
|
1447 | |
|
|
1448 | case ARROW: |
|
|
1449 | /* bad bug: monster throw a object, make a step forwards, step on object , |
|
|
1450 | * trigger this here and get hit by own missile - and will be own enemy. |
|
|
1451 | * Victim then is his own enemy and will start to kill herself (this is |
|
|
1452 | * removed) but we have not synced victim and his missile. To avoid senseless |
|
|
1453 | * action, we avoid hits here |
|
|
1454 | */ |
|
|
1455 | if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) |
|
|
1456 | hit_with_arrow (trap, victim); |
|
|
1457 | goto leave; |
|
|
1458 | |
|
|
1459 | case SPELL_EFFECT: |
|
|
1460 | apply_spell_effect (trap, victim); |
|
|
1461 | goto leave; |
|
|
1462 | |
|
|
1463 | case TRAPDOOR: |
|
|
1464 | { |
|
|
1465 | int max, sound_was_played; |
|
|
1466 | object *ab, *ab_next; |
|
|
1467 | |
|
|
1468 | if (!trap->value) |
|
|
1469 | { |
|
|
1470 | int tot; |
|
|
1471 | |
|
|
1472 | for (ab = trap->above, tot = 0; ab; ab = ab->above) |
|
|
1473 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
1474 | tot += ab->head_ ()->total_weight (); |
|
|
1475 | |
|
|
1476 | if (!(trap->value = (tot > trap->weight) ? 1 : 0)) |
|
|
1477 | goto leave; |
|
|
1478 | |
|
|
1479 | SET_ANIMATION (trap, trap->value); |
|
|
1480 | update_object (trap, UP_OBJ_FACE); |
|
|
1481 | } |
|
|
1482 | |
|
|
1483 | for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) |
|
|
1484 | { |
|
|
1485 | /* need to set this up, since if we do transfer the object, |
|
|
1486 | * ab->above would be bogus |
|
|
1487 | */ |
|
|
1488 | ab_next = ab->above; |
|
|
1489 | |
|
|
1490 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
1491 | { |
|
|
1492 | if (!sound_was_played) |
|
|
1493 | { |
|
|
1494 | trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
|
|
1495 | sound_was_played = 1; |
|
|
1496 | } |
|
|
1497 | |
|
|
1498 | ab->statusmsg ("You fall into a trapdoor!", NDI_RED); |
|
|
1499 | transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab); |
|
|
1500 | } |
|
|
1501 | } |
|
|
1502 | goto leave; |
|
|
1503 | } |
|
|
1504 | |
|
|
1505 | case CONVERTER: |
|
|
1506 | if (convert_item (victim, trap) < 0) |
|
|
1507 | { |
|
|
1508 | originator->failmsg (format ("The %s seems to be broken!", query_name (trap))); |
|
|
1509 | archetype::get (shstr_burnout)->insert_at (trap, trap); |
|
|
1510 | } |
|
|
1511 | |
|
|
1512 | goto leave; |
|
|
1513 | |
|
|
1514 | case TRIGGER_BUTTON: |
|
|
1515 | case TRIGGER_PEDESTAL: |
|
|
1516 | case TRIGGER_ALTAR: |
|
|
1517 | check_trigger (trap, victim); |
|
|
1518 | goto leave; |
|
|
1519 | |
|
|
1520 | case DEEP_SWAMP: |
|
|
1521 | walk_on_deep_swamp (trap, victim); |
|
|
1522 | goto leave; |
|
|
1523 | |
|
|
1524 | case CHECK_INV: |
|
|
1525 | check_inv (victim, trap); |
|
|
1526 | goto leave; |
|
|
1527 | |
|
|
1528 | case HOLE: |
|
|
1529 | move_apply_hole (trap, victim); |
|
|
1530 | goto leave; |
|
|
1531 | |
|
|
1532 | case EXIT: |
|
|
1533 | if (victim->type == PLAYER && EXIT_PATH (trap)) |
|
|
1534 | { |
|
|
1535 | /* Basically, don't show exits leading to random maps the |
|
|
1536 | * players output. |
|
|
1537 | */ |
|
|
1538 | if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) |
|
|
1539 | victim->statusmsg (trap->msg, NDI_NAVY); |
|
|
1540 | |
|
|
1541 | trap->play_sound (trap->sound); |
|
|
1542 | victim->enter_exit (trap); |
|
|
1543 | } |
|
|
1544 | goto leave; |
|
|
1545 | |
|
|
1546 | case ENCOUNTER: |
|
|
1547 | /* may be some leftovers on this */ |
|
|
1548 | goto leave; |
|
|
1549 | |
|
|
1550 | case SHOP_MAT: |
|
|
1551 | apply_shop_mat (trap, victim); |
|
|
1552 | goto leave; |
|
|
1553 | |
|
|
1554 | /* Drop a certain amount of gold, and have one item identified */ |
|
|
1555 | case IDENTIFY_ALTAR: |
|
|
1556 | apply_id_altar (victim, trap, originator); |
|
|
1557 | goto leave; |
|
|
1558 | |
|
|
1559 | case SIGN: |
|
|
1560 | if (victim->type != PLAYER && trap->stats.food > 0) |
|
|
1561 | goto leave; /* monsters musn't apply magic_mouths with counters */ |
|
|
1562 | |
|
|
1563 | apply_sign (victim, trap, 1); |
|
|
1564 | goto leave; |
|
|
1565 | |
|
|
1566 | case CONTAINER: |
|
|
1567 | apply_container (victim, trap); |
|
|
1568 | goto leave; |
|
|
1569 | |
|
|
1570 | case RUNE: |
|
|
1571 | case TRAP: |
|
|
1572 | if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) |
|
|
1573 | spring_trap (trap, victim); |
|
|
1574 | goto leave; |
|
|
1575 | |
|
|
1576 | default: |
|
|
1577 | LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " |
|
|
1578 | "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); |
|
|
1579 | goto leave; |
|
|
1580 | } |
|
|
1581 | |
|
|
1582 | leave: |
|
|
1583 | recursion_depth--; |
|
|
1584 | } |
|
|
1585 | |
|
|
1586 | /** |
|
|
1587 | * Handles reading a regular (ie not containing a spell) book. |
|
|
1588 | */ |
|
|
1589 | static void |
|
|
1590 | apply_book (object *op, object *tmp) |
|
|
1591 | { |
|
|
1592 | int lev_diff; |
|
|
1593 | object *skill_ob; |
|
|
1594 | |
|
|
1595 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1596 | { |
|
|
1597 | op->failmsg ("You are unable to read while blind!"); |
|
|
1598 | return; |
|
|
1599 | } |
|
|
1600 | |
|
|
1601 | if (!tmp->msg) |
|
|
1602 | { |
|
|
1603 | op->failmsg (format ("You open the %s and find it empty.", &tmp->name)); |
|
|
1604 | return; |
|
|
1605 | } |
|
|
1606 | |
|
|
1607 | /* need a literacy skill to read stuff! */ |
|
|
1608 | skill_ob = find_skill_by_name (op, tmp->skill); |
|
|
1609 | if (!skill_ob) |
|
|
1610 | { |
|
|
1611 | op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill)); |
|
|
1612 | return; |
|
|
1613 | } |
|
|
1614 | |
|
|
1615 | lev_diff = tmp->level - (skill_ob->level + 5); |
|
|
1616 | if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) |
|
|
1617 | { |
|
|
1618 | op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension." |
|
|
1619 | : lev_diff < 3 ? "This book is slightly beyond your comprehension." |
|
|
1620 | : lev_diff < 5 ? "This book is beyond your comprehension." |
|
|
1621 | : lev_diff < 8 ? "This book is quite a bit beyond your comprehension." |
|
|
1622 | : lev_diff < 15 ? "This book is way beyond your comprehension." |
|
|
1623 | : "This book is totally beyond your comprehension."); |
|
|
1624 | return; |
|
|
1625 | } |
|
|
1626 | |
|
|
1627 | readable_message_type *msgType = get_readable_message_type (tmp); |
|
|
1628 | |
|
|
1629 | if (player *pl = op->contr) |
|
|
1630 | if (client *ns = pl->ns) |
|
|
1631 | if (ns->can_msg) |
|
|
1632 | pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); |
|
|
1633 | else |
|
|
1634 | draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, |
|
|
1635 | msgType->message_type, msgType->message_subtype, |
|
|
1636 | "You open the %s and start reading.\n%s", (char *)"%s\n%s", |
|
|
1637 | long_desc (tmp, op), &tmp->msg); |
|
|
1638 | |
|
|
1639 | /* gain xp from reading */ |
|
|
1640 | if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) |
|
|
1641 | { /* only if not read before */ |
|
|
1642 | int exp_gain = calc_skill_exp (op, tmp, skill_ob); |
|
|
1643 | |
|
|
1644 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
1645 | { |
|
|
1646 | /*exp_gain *= 2; because they just identified it too */ |
|
|
1647 | SET_FLAG (tmp, FLAG_IDENTIFIED); |
|
|
1648 | |
|
|
1649 | if (object *pl = tmp->visible_to ()) |
|
|
1650 | esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); |
|
|
1651 | } |
|
|
1652 | |
|
|
1653 | change_exp (op, exp_gain, skill_ob->skill, 0); |
|
|
1654 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ |
|
|
1655 | } |
|
|
1656 | } |
|
|
1657 | |
|
|
1658 | /** |
|
|
1659 | * Handles the applying of a skill scroll, calling learn_skill straight. |
|
|
1660 | * op is the person learning the skill, tmp is the skill scroll object |
|
|
1661 | */ |
|
|
1662 | static void |
|
|
1663 | apply_skillscroll (object *op, object *tmp) |
|
|
1664 | { |
|
|
1665 | switch (learn_skill (op, tmp)) |
|
|
1666 | { |
|
|
1667 | case 0: |
|
|
1668 | op->play_sound (sound_find ("generic_fail")); |
|
|
1669 | op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp))); |
|
|
1670 | break; |
|
|
1671 | |
|
|
1672 | case 1: |
|
|
1673 | tmp->decrease (); |
|
|
1674 | op->play_sound (sound_find ("skill_learn")); |
|
|
1675 | op->statusmsg (format ("You succeed in learning %s", &tmp->skill)); |
|
|
1676 | break; |
|
|
1677 | |
|
|
1678 | default: |
|
|
1679 | tmp->decrease (); |
|
|
1680 | op->play_sound (sound_find ("generic_fail")); |
|
|
1681 | op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp))); |
|
|
1682 | break; |
|
|
1683 | } |
|
|
1684 | } |
|
|
1685 | |
|
|
1686 | /** |
|
|
1687 | * Actually makes op learn spell. |
|
|
1688 | * Informs player of what happens. |
|
|
1689 | */ |
|
|
1690 | void |
|
|
1691 | do_learn_spell (object *op, object *spell, int special_prayer) |
|
|
1692 | { |
|
|
1693 | object *tmp; |
|
|
1694 | |
|
|
1695 | if (op->type != PLAYER) |
|
|
1696 | { |
|
|
1697 | LOG (llevError, "BUG: do_learn_spell(): not a player\n"); |
|
|
1698 | return; |
|
|
1699 | } |
|
|
1700 | |
|
|
1701 | /* Upgrade special prayers to normal prayers */ |
|
|
1702 | if ((tmp = check_spell_known (op, spell->name)) != NULL) |
|
|
1703 | { |
|
|
1704 | if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
|
|
1705 | { |
|
|
1706 | LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); |
|
|
1707 | return; |
|
|
1708 | } |
|
|
1709 | return; |
|
|
1710 | } |
|
|
1711 | |
|
|
1712 | op->contr->play_sound (sound_find ("learn_spell")); |
|
|
1713 | |
|
|
1714 | tmp = spell->clone (); |
|
|
1715 | insert_ob_in_ob (tmp, op); |
|
|
1716 | |
|
|
1717 | if (special_prayer) |
|
|
1718 | SET_FLAG (tmp, FLAG_STARTEQUIP); |
|
|
1719 | |
|
|
1720 | esrv_add_spells (op->contr, tmp); |
|
|
1721 | } |
|
|
1722 | |
|
|
1723 | /** |
|
|
1724 | * Erases spell from player's inventory. |
|
|
1725 | */ |
|
|
1726 | void |
|
|
1727 | do_forget_spell (object *op, const char *spell) |
|
|
1728 | { |
|
|
1729 | object *spob; |
|
|
1730 | |
|
|
1731 | if (op->type != PLAYER) |
|
|
1732 | { |
|
|
1733 | LOG (llevError, "BUG: do_forget_spell(): not a player\n"); |
|
|
1734 | return; |
|
|
1735 | } |
|
|
1736 | if ((spob = check_spell_known (op, spell)) == NULL) |
|
|
1737 | { |
|
|
1738 | LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); |
|
|
1739 | return; |
|
|
1740 | } |
|
|
1741 | |
|
|
1742 | op->failmsg (format ("You lose knowledge of %s.", spell)); |
|
|
1743 | player_unready_range_ob (op->contr, spob); |
|
|
1744 | esrv_remove_spell (op->contr, spob); |
|
|
1745 | spob->destroy (); |
|
|
1746 | } |
|
|
1747 | |
|
|
1748 | /** |
|
|
1749 | * Handles player applying a spellbook. |
|
|
1750 | * Checks whether player has knowledge of required skill, doesn't already know the spell, |
|
|
1751 | * stuff like that. Random learning failure too. |
|
|
1752 | */ |
|
|
1753 | static void |
|
|
1754 | apply_spellbook (object *op, object *tmp) |
|
|
1755 | { |
|
|
1756 | object *skop, *spell, *spell_skill; |
|
|
1757 | |
|
|
1758 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1759 | { |
|
|
1760 | op->failmsg ("You are unable to read while blind."); |
|
|
1761 | return; |
|
|
1762 | } |
|
|
1763 | |
|
|
1764 | /* artifact_spellbooks have 'slaying' field point to a spell name, |
|
|
1765 | * instead of having their spell stored in stats.sp. These are |
|
|
1766 | * legacy spellbooks |
|
|
1767 | */ |
|
|
1768 | if (tmp->slaying) |
|
|
1769 | { |
|
|
1770 | spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); |
|
|
1771 | if (!spell) |
|
|
1772 | { |
|
|
1773 | op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying)); |
|
|
1774 | return; |
|
|
1775 | } |
|
|
1776 | else |
|
|
1777 | insert_ob_in_ob (spell, tmp); |
|
|
1778 | |
|
|
1779 | tmp->slaying = 0; |
|
|
1780 | } |
|
|
1781 | |
|
|
1782 | skop = find_skill_by_name (op, tmp->skill); |
|
|
1783 | |
|
|
1784 | /* need a literacy skill to learn spells. Also, having a literacy level |
|
|
1785 | * lower than the spell will make learning the spell more difficult */ |
|
|
1786 | if (!skop) |
|
|
1787 | { |
|
|
1788 | op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill)); |
|
|
1789 | return; |
|
|
1790 | } |
|
|
1791 | |
|
|
1792 | spell = tmp->inv; |
|
|
1793 | |
|
|
1794 | if (!spell) |
|
|
1795 | { |
|
|
1796 | LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); |
|
|
1797 | op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); |
|
|
1798 | return; |
|
|
1799 | } |
|
|
1800 | |
|
|
1801 | if (skop->level < int (sqrtf (spell->level) * 1.5f)) |
|
|
1802 | { |
|
|
1803 | op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill)); |
|
|
1804 | return; |
|
|
1805 | } |
|
|
1806 | |
|
|
1807 | op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); |
|
|
1808 | |
|
|
1809 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
1810 | identify (tmp); |
|
|
1811 | |
|
|
1812 | /* I removed the check for special_prayer_mark here - it didn't make |
|
|
1813 | * a lot of sense - special prayers are not found in spellbooks, and |
|
|
1814 | * if the player doesn't know the spell, doesn't make a lot of sense that |
|
|
1815 | * they would have a special prayer mark. |
|
|
1816 | */ |
|
|
1817 | if (check_spell_known (op, spell->name)) |
|
|
1818 | { |
|
|
1819 | op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n"); |
|
|
1820 | return; |
|
|
1821 | } |
|
|
1822 | |
|
|
1823 | if (spell->skill) |
|
|
1824 | { |
|
|
1825 | spell_skill = find_skill_by_name (op, spell->skill); |
|
|
1826 | |
|
|
1827 | if (!spell_skill) |
|
|
1828 | { |
|
|
1829 | op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill)); |
|
|
1830 | return; |
|
|
1831 | } |
|
|
1832 | |
|
|
1833 | if (spell_skill->level < spell->level) |
|
|
1834 | { |
|
|
1835 | op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill)); |
|
|
1836 | return; |
|
|
1837 | } |
|
|
1838 | } |
|
|
1839 | |
|
|
1840 | /* Logic as follows |
|
|
1841 | * |
|
|
1842 | * 1- MU spells use Int to learn, Cleric spells use Wisdom |
|
|
1843 | * |
|
|
1844 | * 2- The learner's skill level in literacy adjusts the chance to learn |
|
|
1845 | * a spell. |
|
|
1846 | * |
|
|
1847 | * 3 -Automatically fail to learn if you read while confused |
|
|
1848 | * |
|
|
1849 | * Overall, chances are the same but a player will find having a high |
|
|
1850 | * literacy rate very useful! -b.t. |
|
|
1851 | */ |
|
|
1852 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
|
|
1853 | { |
|
|
1854 | op->failmsg ("In your confused state you flub the wording of the text!"); |
|
|
1855 | scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); |
|
|
1856 | } |
|
|
1857 | else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || |
|
|
1858 | (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) |
|
|
1859 | { |
|
|
1860 | op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); |
|
|
1861 | do_learn_spell (op, spell, 0); |
|
|
1862 | |
|
|
1863 | /* xp gain to literacy for spell learning */ |
|
|
1864 | if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
|
|
1865 | change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); |
|
|
1866 | } |
|
|
1867 | else |
|
|
1868 | { |
|
|
1869 | op->contr->play_sound (sound_find ("fumble_spell")); |
|
|
1870 | op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n"); |
|
|
1871 | } |
|
|
1872 | |
|
|
1873 | tmp->decrease (); |
|
|
1874 | } |
|
|
1875 | |
|
|
1876 | /** |
|
|
1877 | * Handles applying a spell scroll. |
|
|
1878 | */ |
|
|
1879 | void |
|
|
1880 | apply_scroll (object *op, object *tmp, int dir) |
|
|
1881 | { |
|
|
1882 | object *skop; |
|
|
1883 | |
|
|
1884 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1885 | { |
|
|
1886 | op->failmsg ("You are unable to read while blind."); |
|
|
1887 | return; |
|
|
1888 | } |
|
|
1889 | |
|
|
1890 | if (!tmp->inv || tmp->inv->type != SPELL) |
|
|
1891 | { |
|
|
1892 | op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>"); |
|
|
1893 | return; |
|
|
1894 | } |
|
|
1895 | |
|
|
1896 | if (op->type == PLAYER) |
|
|
1897 | { |
|
|
1898 | /* players need a literacy skill to read stuff! */ |
|
|
1899 | int exp_gain = 0; |
|
|
1900 | |
|
|
1901 | /* hard code literacy - tmp->skill points to where the exp |
|
|
1902 | * should go for anything killed by the spell. |
|
|
1903 | */ |
|
|
1904 | skop = find_skill_by_name (op, skill_names[SK_LITERACY]); |
|
|
1905 | |
|
|
1906 | if (!skop) |
|
|
1907 | { |
|
|
1908 | op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY])); |
|
|
1909 | return; |
|
|
1910 | } |
|
|
1911 | |
|
|
1912 | if ((exp_gain = calc_skill_exp (op, tmp, skop))) |
|
|
1913 | change_exp (op, exp_gain, skop->skill, 0); |
|
|
1914 | } |
|
|
1915 | |
|
|
1916 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
1917 | identify (tmp); |
|
|
1918 | |
|
|
1919 | op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name)); |
|
|
1920 | |
|
|
1921 | cast_spell (op, tmp, dir, tmp->inv, NULL); |
|
|
1922 | tmp->decrease (); |
|
|
1923 | } |
|
|
1924 | |
|
|
1925 | /** |
|
|
1926 | * Applies a treasure object - by default, chest. op |
|
|
1927 | * is the person doing the applying, tmp is the treasure |
|
|
1928 | * chest. |
|
|
1929 | */ |
|
|
1930 | static void |
|
|
1931 | apply_treasure (object *op, object *tmp) |
|
|
1932 | { |
|
|
1933 | /* Nice side effect of this treasure creation method is that the treasure |
|
|
1934 | * for the chest is done when the chest is created, and put into the chest |
|
|
1935 | * inventory. So that when the chest burns up, the items still exist. Also |
|
|
1936 | * prevents people from moving chests to more difficult maps to get better |
|
|
1937 | * treasure |
|
|
1938 | */ |
|
|
1939 | object *treas = tmp->inv; |
|
|
1940 | |
|
|
1941 | if (!treas) |
|
|
1942 | { |
|
|
1943 | op->statusmsg ("The chest was empty."); |
|
|
1944 | tmp->decrease (); |
|
|
1945 | return; |
|
|
1946 | } |
|
|
1947 | |
|
|
1948 | while (tmp->inv) |
|
|
1949 | { |
|
|
1950 | treas = tmp->inv; |
|
|
1951 | treas->remove (); |
|
|
1952 | |
|
|
1953 | treas->x = op->x; |
|
|
1954 | treas->y = op->y; |
|
|
1955 | treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); |
|
|
1956 | |
|
|
1957 | if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
1958 | spring_trap (treas, op); |
|
|
1959 | |
|
|
1960 | /* If either player or container was destroyed, no need to do |
|
|
1961 | * further processing. I think this should be enclused with |
|
|
1962 | * spring trap above, as I don't think there is otherwise |
|
|
1963 | * any way for the treasure chest or player to get killed. |
|
|
1964 | */ |
|
|
1965 | if (op->destroyed () || tmp->destroyed ()) |
|
|
1966 | break; |
|
|
1967 | } |
|
|
1968 | |
|
|
1969 | if (!tmp->destroyed () && !tmp->inv) |
|
|
1970 | tmp->decrease (true); |
|
|
1971 | } |
|
|
1972 | |
|
|
1973 | /** |
|
|
1974 | * op eats food. |
|
|
1975 | * If player, takes care of messages and dragon special food. |
|
|
1976 | */ |
|
|
1977 | static void |
|
|
1978 | apply_food (object *op, object *tmp) |
|
|
1979 | { |
|
|
1980 | int capacity_remaining; |
|
|
1981 | |
|
|
1982 | if (op->type != PLAYER) |
|
|
1983 | op->stats.hp = op->stats.maxhp; |
|
|
1984 | else |
|
|
1985 | { |
|
|
1986 | /* check if this is a dragon (player), eating some flesh */ |
|
|
1987 | if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp)) |
|
|
1988 | ; |
|
|
1989 | else |
|
|
1990 | { |
|
|
1991 | /* usual case - no dragon meal: */ |
|
|
1992 | if (op->stats.food + tmp->stats.food > 999) |
|
|
1993 | { |
|
|
1994 | if (tmp->type == FOOD || tmp->type == FLESH) |
|
|
1995 | op->failmsg ("You feel full, but what a waste of food!"); |
|
|
1996 | else |
|
|
1997 | op->statusmsg ("Most of the drink goes down your face not your throat!"); |
|
|
1998 | } |
|
|
1999 | |
|
|
2000 | tmp->play_sound ( |
|
|
2001 | tmp->sound |
|
|
2002 | ? tmp->sound |
|
|
2003 | : tmp->type == DRINK |
|
|
2004 | ? sound_find ("eat_drink") |
|
|
2005 | : sound_find ("eat_food") |
|
|
2006 | ); |
|
|
2007 | |
|
|
2008 | if (!QUERY_FLAG (tmp, FLAG_CURSED)) |
|
|
2009 | { |
|
|
2010 | const char *buf; |
|
|
2011 | |
|
|
2012 | if (!is_dragon_pl (op)) |
|
|
2013 | { |
|
|
2014 | /* eating message for normal players */ |
|
|
2015 | if (tmp->type == DRINK) |
|
|
2016 | buf = format ("Ahhh...that %s tasted good.", &tmp->name); |
|
|
2017 | else |
|
|
2018 | buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); |
|
|
2019 | } |
|
|
2020 | else |
|
|
2021 | /* eating message for dragon players */ |
|
|
2022 | buf = format ("The %s tasted terrible!", &tmp->name); |
|
|
2023 | |
|
|
2024 | op->statusmsg (buf); |
|
|
2025 | |
|
|
2026 | capacity_remaining = 999 - op->stats.food; |
|
|
2027 | op->stats.food += tmp->stats.food; |
|
|
2028 | if (capacity_remaining < tmp->stats.food) |
|
|
2029 | op->stats.hp += capacity_remaining / 50; |
|
|
2030 | else |
|
|
2031 | op->stats.hp += tmp->stats.food / 50; |
|
|
2032 | |
|
|
2033 | if (op->stats.hp > op->stats.maxhp) |
|
|
2034 | op->stats.hp = op->stats.maxhp; |
|
|
2035 | if (op->stats.food > 999) |
|
|
2036 | op->stats.food = 999; |
|
|
2037 | } |
|
|
2038 | |
|
|
2039 | /* special food hack -b.t. */ |
|
|
2040 | if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) |
|
|
2041 | eat_special_food (op, tmp); |
|
|
2042 | } |
|
|
2043 | } |
|
|
2044 | |
|
|
2045 | handle_apply_yield (tmp); |
|
|
2046 | tmp->decrease (); |
|
|
2047 | } |
|
|
2048 | |
|
|
2049 | /** |
|
|
2050 | * A dragon is eating some flesh. If the flesh contains resistances, |
|
|
2051 | * there is a chance for the dragon's skin to get improved. |
|
|
2052 | * |
|
|
2053 | * attributes: |
|
|
2054 | * object *op the object (dragon player) eating the flesh |
|
|
2055 | * object *meal the flesh item, getting chewed in dragon's mouth |
|
|
2056 | * return: |
|
|
2057 | * int 1 if eating successful, 0 if it doesn't work |
|
|
2058 | */ |
|
|
2059 | int |
|
|
2060 | dragon_eat_flesh (object *op, object *meal) |
|
|
2061 | { |
|
|
2062 | object *skin = NULL; /* pointer to dragon skin force */ |
|
|
2063 | object *abil = NULL; /* pointer to dragon ability force */ |
|
|
2064 | object *tmp = NULL; /* tmp. object */ |
|
|
2065 | |
|
|
2066 | double chance; /* improvement-chance of one resistance type */ |
|
|
2067 | double totalchance = 1; /* total chance of gaining one resistance */ |
|
|
2068 | double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ |
|
|
2069 | double mbonus = 0; /* monster bonus */ |
|
|
2070 | int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ |
|
|
2071 | int winners = 0; /* number of winners */ |
|
|
2072 | int i; /* index */ |
|
|
2073 | |
|
|
2074 | /* let's make sure and doublecheck the parameters */ |
|
|
2075 | if (meal->type != FLESH || !is_dragon_pl (op)) |
|
|
2076 | return 0; |
|
|
2077 | |
|
|
2078 | /* now grab the 'dragon_skin'- and 'dragon_ability'-forces |
|
|
2079 | from the player's inventory */ |
|
|
2080 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
2081 | if (tmp->type == FORCE) |
|
|
2082 | if (tmp->arch->archname == shstr_dragon_skin_force) |
|
|
2083 | skin = tmp; |
|
|
2084 | else if (tmp->arch->archname == shstr_dragon_ability_force) |
|
|
2085 | abil = tmp; |
|
|
2086 | |
|
|
2087 | /* if either skin or ability are missing, this is an old player |
|
|
2088 | which is not to be considered a dragon -> bail out */ |
|
|
2089 | if (skin == NULL || abil == NULL) |
|
|
2090 | return 0; |
|
|
2091 | |
|
|
2092 | /* now start by filling stomache and health, according to food-value */ |
|
|
2093 | if ((999 - op->stats.food) < meal->stats.food) |
|
|
2094 | op->stats.hp += (999 - op->stats.food) / 50; |
|
|
2095 | else |
|
|
2096 | op->stats.hp += meal->stats.food / 50; |
|
|
2097 | |
|
|
2098 | if (op->stats.hp > op->stats.maxhp) |
|
|
2099 | op->stats.hp = op->stats.maxhp; |
|
|
2100 | |
|
|
2101 | op->stats.food = MIN (999, op->stats.food + meal->stats.food); |
|
|
2102 | |
|
|
2103 | /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ |
|
|
2104 | |
|
|
2105 | /* on to the interesting part: chances for adding resistance */ |
|
|
2106 | for (i = 0; i < NROFATTACKS; i++) |
|
|
2107 | { |
|
|
2108 | if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i)) |
|
|
2109 | { |
|
|
2110 | /* got positive resistance, now calculate improvement chance (0-100) */ |
|
|
2111 | |
|
|
2112 | /* this bonus makes resistance increase easier at lower levels */ |
|
|
2113 | bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level); |
|
|
2114 | if (i == abil->stats.exp) |
|
|
2115 | bonus += 5; /* additional bonus for resistance of ability-focus */ |
|
|
2116 | |
|
|
2117 | /* monster bonus increases with level, because high-level |
|
|
2118 | flesh is too rare */ |
|
|
2119 | mbonus = op->level * 20. / ((double) settings.max_level); |
|
|
2120 | |
|
|
2121 | chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / |
|
|
2122 | ((double) settings.max_level)) - skin->resist[i]; |
|
|
2123 | |
|
|
2124 | if (chance >= 0.) |
|
|
2125 | chance += 1.; |
|
|
2126 | else |
|
|
2127 | chance = (chance < -12) ? 0. : 1. / pow (2., -chance); |
|
|
2128 | |
|
|
2129 | /* chance is proportional to amount of resistance (max. 50) */ |
|
|
2130 | chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; |
|
|
2131 | |
|
|
2132 | /* doubled chance for resistance of ability-focus */ |
|
|
2133 | if (i == abil->stats.exp) |
|
|
2134 | chance = MIN (100., chance * 2.); |
|
|
2135 | |
|
|
2136 | /* now make the throw and save all winners (Don't insert luck bonus here!) */ |
|
|
2137 | if (rndm (10000) < (unsigned int) (chance * 100)) |
|
|
2138 | { |
|
|
2139 | atnr_winner[winners] = i; |
|
|
2140 | winners++; |
|
|
2141 | } |
|
|
2142 | |
|
|
2143 | if (chance >= 0.01) |
|
|
2144 | totalchance *= 1 - chance / 100; |
|
|
2145 | |
|
|
2146 | /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */ |
|
|
2147 | } |
|
|
2148 | } |
|
|
2149 | |
|
|
2150 | /* inverse totalchance as until now we have the failure-chance */ |
|
|
2151 | totalchance = 100 - totalchance * 100; |
|
|
2152 | |
|
|
2153 | /* print message according to totalchance */ |
|
|
2154 | const char *buf; |
|
|
2155 | if (totalchance > 50.) |
|
|
2156 | buf = format ("Hmm! The %s tasted delicious!", &meal->name); |
|
|
2157 | else if (totalchance > 10.) |
|
|
2158 | buf = format ("The %s tasted very good.", &meal->name); |
|
|
2159 | else if (totalchance > 1.) |
|
|
2160 | buf = format ("The %s tasted good.", &meal->name); |
|
|
2161 | else if (totalchance > 0.1) |
|
|
2162 | buf = format ("The %s tasted bland.", &meal->name); |
|
|
2163 | else if (totalchance >= 0.01) |
|
|
2164 | buf = format ("The %s had a boring taste.", &meal->name); |
|
|
2165 | else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) |
|
|
2166 | buf = format ("The %s tasted strange.", &meal->name); |
|
|
2167 | else |
|
|
2168 | buf = format ("The %s had no taste.", &meal->name); |
|
|
2169 | |
|
|
2170 | op->statusmsg (buf); |
|
|
2171 | |
|
|
2172 | /* now choose a winner if we have any */ |
|
|
2173 | i = -1; |
|
|
2174 | if (winners > 0) |
|
|
2175 | i = atnr_winner[RANDOM () % winners]; |
|
|
2176 | |
|
|
2177 | if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) |
|
|
2178 | { |
|
|
2179 | /* resistance increased! */ |
|
|
2180 | skin->resist[i]++; |
|
|
2181 | op->update_stats (); |
|
|
2182 | |
|
|
2183 | op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i])); |
|
|
2184 | } |
|
|
2185 | |
|
|
2186 | /* if this flesh contains a new ability focus, we mark it |
|
|
2187 | into the ability_force and it will take effect on next level */ |
|
|
2188 | if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) |
|
|
2189 | { |
|
|
2190 | abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ |
|
|
2191 | |
|
|
2192 | if (meal->last_eat != abil->stats.exp) |
|
|
2193 | op->statusmsg (format ( |
|
|
2194 | "Your metabolism prepares to focus on %s!\n" |
|
|
2195 | "The change will happen at level %d.", |
|
|
2196 | change_resist_msg[meal->last_eat], |
|
|
2197 | abil->level + 1 |
|
|
2198 | )); |
|
|
2199 | else |
|
|
2200 | { |
|
|
2201 | op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat])); |
|
|
2202 | abil->last_eat = 0; |
|
|
2203 | } |
|
|
2204 | } |
|
|
2205 | |
|
|
2206 | return 1; |
|
|
2207 | } |
|
|
2208 | |
|
|
2209 | /** |
|
|
2210 | * Handles applying an improve armor scroll. |
|
|
2211 | * Does some sanity checks, then calls improve_armour. |
|
|
2212 | */ |
|
|
2213 | static void |
|
|
2214 | apply_armour_improver (object *op, object *tmp) |
|
|
2215 | { |
|
|
2216 | object *armor; |
|
|
2217 | |
|
|
2218 | if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC)) |
|
|
2219 | { |
|
|
2220 | op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>"); |
|
|
2221 | return; |
|
|
2222 | } |
|
|
2223 | |
|
|
2224 | armor = find_marked_object (op); |
|
|
2225 | |
|
|
2226 | if (!armor) |
|
|
2227 | { |
|
|
2228 | op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this."); |
|
|
2229 | return; |
|
|
2230 | } |
|
|
2231 | |
|
|
2232 | if (armor->type != ARMOUR |
|
|
2233 | && armor->type != CLOAK |
|
|
2234 | && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) |
|
|
2235 | { |
|
|
2236 | op->failmsg ("Your marked item is not armour!\n"); |
|
|
2237 | return; |
|
|
2238 | } |
|
|
2239 | |
|
|
2240 | op->statusmsg ("Applying armour enchantment."); |
|
|
2241 | improve_armour (op, tmp, armor); |
|
|
2242 | } |
|
|
2243 | |
|
|
2244 | void |
|
|
2245 | apply_poison (object *op, object *tmp) |
|
|
2246 | { |
|
|
2247 | // need to do it now when it is still on the map |
|
|
2248 | handle_apply_yield (tmp); |
|
|
2249 | |
|
|
2250 | object *poison = tmp->split (1); |
|
|
2251 | |
|
|
2252 | if (op->type == PLAYER) |
|
|
2253 | { |
|
|
2254 | op->contr->play_sound (sound_find ("drink_poison")); |
|
|
2255 | op->failmsg ("Yech! That tasted poisonous!"); |
|
|
2256 | op->contr->killer = poison; |
|
|
2257 | } |
|
|
2258 | |
|
|
2259 | if (poison->stats.hp > 0) |
|
|
2260 | { |
|
|
2261 | LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp); |
|
|
2262 | hit_player (op, poison->stats.hp, tmp, AT_POISON, 1); |
|
|
2263 | } |
|
|
2264 | |
|
|
2265 | op->stats.food -= op->stats.food / 4; |
|
|
2266 | poison->destroy (); |
|
|
2267 | } |
|
|
2268 | |
|
|
2269 | /** |
|
|
2270 | * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. |
|
|
2271 | * A valid 2 way exit means: |
|
|
2272 | * -You can come back (there is another exit at the other side) |
|
|
2273 | * -You are |
|
|
2274 | * ° the owner of the exit |
|
|
2275 | * ° or in the same party as the owner |
|
|
2276 | * |
|
|
2277 | * Note: a owner in a 2 way exit is saved as the owner's name |
|
|
2278 | * in the field exit->name cause the field exit->owner doesn't |
|
|
2279 | * survive in the swapping (in fact the whole exit doesn't survive). |
|
|
2280 | */ |
|
|
2281 | int |
|
|
2282 | is_legal_2ways_exit (object *op, object *exit) |
|
|
2283 | { |
|
|
2284 | if (exit->stats.exp != 1) |
|
|
2285 | return 1; /*This is not a 2 way, so it is legal */ |
|
|
2286 | |
|
|
2287 | #if 0 //TODO |
|
|
2288 | if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) |
|
|
2289 | return 0; /* This is a reset town portal */ |
|
|
2290 | #endif |
|
|
2291 | |
|
|
2292 | LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ()); |
|
|
2293 | |
|
|
2294 | maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); |
|
|
2295 | |
|
|
2296 | if (exitmap) |
|
|
2297 | { |
|
|
2298 | exitmap->load_sync (); |
|
|
2299 | |
|
|
2300 | object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot; |
|
|
2301 | |
|
|
2302 | if (!tmp) |
|
|
2303 | return 0; |
|
|
2304 | |
|
|
2305 | for (; tmp; tmp = tmp->above) |
|
|
2306 | { |
|
|
2307 | if (tmp->type != EXIT) |
|
|
2308 | continue; /*Not an exit */ |
|
|
2309 | |
|
|
2310 | if (!EXIT_PATH (tmp)) |
|
|
2311 | continue; /*Not a valid exit */ |
|
|
2312 | |
|
|
2313 | if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) |
|
|
2314 | continue; /*Not in the same place */ |
|
|
2315 | |
|
|
2316 | if (exit->map->path != EXIT_PATH (tmp)) |
|
|
2317 | continue; /*Not in the same map */ |
|
|
2318 | |
|
|
2319 | /* From here we have found the exit is valid. However we do |
|
|
2320 | * here the check of the exit owner. It is important for the |
|
|
2321 | * town portals to prevent strangers from visiting your appartments |
|
|
2322 | */ |
|
|
2323 | if (!exit->race) |
|
|
2324 | return 1; /*No owner, free for all! */ |
|
|
2325 | |
|
|
2326 | object *exit_owner = 0; |
|
|
2327 | |
|
|
2328 | for_all_players (pp) |
|
|
2329 | { |
|
|
2330 | if (!pp->ob) |
|
|
2331 | continue; |
|
|
2332 | |
|
|
2333 | if (pp->ob->name != exit->race) |
|
|
2334 | continue; |
|
|
2335 | |
|
|
2336 | exit_owner = pp->ob; /*We found a player which correspond to the player name */ |
|
|
2337 | break; |
|
|
2338 | } |
|
|
2339 | |
|
|
2340 | if (!exit_owner) |
|
|
2341 | return 0; /* No more owner */ |
|
|
2342 | |
|
|
2343 | if (exit_owner->contr == op->contr) |
|
|
2344 | return 1; /*It is your exit */ |
|
|
2345 | |
|
|
2346 | if (exit_owner && /*There is a owner */ |
|
|
2347 | (op->contr) && /*A player tries to pass */ |
|
|
2348 | ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ |
|
|
2349 | (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ |
|
|
2350 | return 0; |
|
|
2351 | |
|
|
2352 | return 1; |
|
|
2353 | } |
|
|
2354 | } |
|
|
2355 | |
|
|
2356 | return 0; |
|
|
2357 | } |
|
|
2358 | |
|
|
2359 | /** |
|
|
2360 | * Main apply handler. |
|
|
2361 | * |
|
|
2362 | * Checks for unpaid items before applying. |
|
|
2363 | * |
|
|
2364 | * Return value: |
|
|
2365 | * 0: player or monster can't apply objects of that type |
|
|
2366 | * 1: has been applied, or there was an error applying the object |
|
|
2367 | * 2: objects of that type can't be applied if not in inventory |
|
|
2368 | * |
|
|
2369 | * op is the object that is causing object to be applied, tmp is the object |
|
|
2370 | * being applied. |
|
|
2371 | * |
|
|
2372 | * aflag is special (always apply/unapply) flags. Nothing is done with |
|
|
2373 | * them in this function - they are passed to apply_special |
|
|
2374 | */ |
|
|
2375 | int |
|
|
2376 | manual_apply (object *op, object *tmp, int aflag) |
|
|
2377 | { |
|
|
2378 | tmp = tmp->head_ (); |
|
|
2379 | |
|
|
2380 | if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
2381 | { |
|
|
2382 | if (op->type == PLAYER) |
|
|
2383 | { |
|
|
2384 | op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>"); |
|
|
2385 | return 1; |
|
|
2386 | } |
|
|
2387 | else |
|
|
2388 | return 0; /* monsters just skip unpaid items */ |
|
|
2389 | } |
|
|
2390 | |
|
|
2391 | if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) |
|
|
2392 | return RESULT_INT (0); |
|
|
2393 | |
|
|
2394 | switch (tmp->type) |
|
|
2395 | { |
|
|
2396 | case CF_HANDLE: |
|
|
2397 | op->play_sound (sound_find ("turn_handle")); |
|
|
2398 | op->statusmsg ("You turn the handle."); |
|
|
2399 | tmp->value = tmp->value ? 0 : 1; |
|
|
2400 | SET_ANIMATION (tmp, tmp->value); |
|
|
2401 | update_object (tmp, UP_OBJ_FACE); |
|
|
2402 | push_button (tmp); |
|
|
2403 | return 1; |
|
|
2404 | |
|
|
2405 | case TRIGGER: |
|
|
2406 | if (check_trigger (tmp, op)) |
|
|
2407 | { |
|
|
2408 | op->statusmsg ("You turn the handle."); |
|
|
2409 | op->play_sound (sound_find ("turn_handle")); |
|
|
2410 | } |
|
|
2411 | else |
|
|
2412 | op->failmsg ("The handle doesn't move."); |
|
|
2413 | |
|
|
2414 | return 1; |
|
|
2415 | |
|
|
2416 | case EXIT: |
|
|
2417 | if (op->type != PLAYER) |
|
|
2418 | return 0; |
|
|
2419 | |
|
|
2420 | if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) |
|
|
2421 | op->failmsg (format ("The %s is closed.", query_name (tmp))); |
|
|
2422 | else |
|
|
2423 | { |
|
|
2424 | /* Don't display messages for random maps. */ |
|
|
2425 | if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) |
|
|
2426 | op->statusmsg (tmp->msg, NDI_NAVY); |
|
|
2427 | |
|
|
2428 | op->enter_exit (tmp); |
|
|
2429 | } |
|
|
2430 | |
|
|
2431 | return 1; |
|
|
2432 | |
|
|
2433 | case INSCRIBABLE: |
|
|
2434 | op->statusmsg (tmp->msg); |
|
|
2435 | // maybe show a spell menu to chose from or something like that |
|
|
2436 | return 1; |
|
|
2437 | |
|
|
2438 | case SIGN: |
|
|
2439 | apply_sign (op, tmp, 0); |
|
|
2440 | return 1; |
|
|
2441 | |
|
|
2442 | case BOOK: |
|
|
2443 | if (op->type == PLAYER) |
|
|
2444 | { |
|
|
2445 | apply_book (op, tmp); |
|
|
2446 | return 1; |
|
|
2447 | } |
|
|
2448 | else |
|
|
2449 | return 0; |
|
|
2450 | |
|
|
2451 | case SKILLSCROLL: |
|
|
2452 | if (op->type == PLAYER) |
|
|
2453 | { |
|
|
2454 | apply_skillscroll (op, tmp); |
|
|
2455 | return 1; |
|
|
2456 | } |
|
|
2457 | else |
|
|
2458 | return 0; |
|
|
2459 | |
|
|
2460 | case SPELLBOOK: |
|
|
2461 | if (op->type == PLAYER) |
|
|
2462 | { |
|
|
2463 | apply_spellbook (op, tmp); |
|
|
2464 | return 1; |
|
|
2465 | } |
|
|
2466 | else |
|
|
2467 | return 0; |
|
|
2468 | |
|
|
2469 | case SCROLL: |
|
|
2470 | apply_scroll (op, tmp, 0); |
|
|
2471 | return 1; |
|
|
2472 | |
|
|
2473 | case POTION: |
|
|
2474 | apply_potion (op, tmp); |
|
|
2475 | return 1; |
|
|
2476 | |
|
|
2477 | /* Eneq(@csd.uu.se): Handle apply on containers. */ |
|
|
2478 | //TODO: remove, as it is unsed? |
|
|
2479 | case CLOSE_CON: |
|
|
2480 | apply_container (op, tmp->env); |
|
|
2481 | return 1; |
|
|
2482 | |
|
|
2483 | case CONTAINER: |
|
|
2484 | apply_container (op, tmp); |
|
|
2485 | return 1; |
|
|
2486 | |
|
|
2487 | case TREASURE: |
|
|
2488 | if (op->type == PLAYER) |
|
|
2489 | { |
|
|
2490 | apply_treasure (op, tmp); |
|
|
2491 | return 1; |
|
|
2492 | } |
|
|
2493 | else |
|
|
2494 | return 0; |
|
|
2495 | |
|
|
2496 | case WEAPON: |
|
|
2497 | case ARMOUR: |
|
|
2498 | case BOOTS: |
|
|
2499 | case GLOVES: |
|
|
2500 | case AMULET: |
|
|
2501 | case GIRDLE: |
|
|
2502 | case BRACERS: |
|
|
2503 | case SHIELD: |
|
|
2504 | case HELMET: |
|
|
2505 | case RING: |
|
|
2506 | case CLOAK: |
|
|
2507 | case WAND: |
|
|
2508 | case ROD: |
|
|
2509 | case HORN: |
|
|
2510 | case SKILL: |
|
|
2511 | case BOW: |
|
|
2512 | case LAMP: |
|
|
2513 | case BUILDER: |
|
|
2514 | case SKILL_TOOL: |
|
|
2515 | if (tmp->env != op) |
|
|
2516 | return 2; /* not in inventory */ |
|
|
2517 | |
|
|
2518 | apply_special (op, tmp, aflag); |
|
|
2519 | return 1; |
|
|
2520 | |
|
|
2521 | case DRINK: |
|
|
2522 | case FOOD: |
|
|
2523 | case FLESH: |
|
|
2524 | apply_food (op, tmp); |
|
|
2525 | return 1; |
|
|
2526 | |
|
|
2527 | case POISON: |
|
|
2528 | apply_poison (op, tmp); |
|
|
2529 | return 1; |
|
|
2530 | |
|
|
2531 | case SAVEBED: |
|
|
2532 | return 1; |
|
|
2533 | |
|
|
2534 | case ARMOUR_IMPROVER: |
|
|
2535 | if (op->type == PLAYER) |
|
|
2536 | { |
|
|
2537 | apply_armour_improver (op, tmp); |
|
|
2538 | return 1; |
|
|
2539 | } |
|
|
2540 | else |
|
|
2541 | return 0; |
|
|
2542 | |
|
|
2543 | case WEAPON_IMPROVER: |
|
|
2544 | check_improve_weapon (op, tmp); |
|
|
2545 | return 1; |
|
|
2546 | |
|
|
2547 | case CLOCK: |
|
|
2548 | if (op->type == PLAYER) |
|
|
2549 | { |
|
|
2550 | char buf[MAX_BUF]; |
|
|
2551 | timeofday_t tod; |
|
|
2552 | |
|
|
2553 | get_tod (&tod); |
|
|
2554 | op->play_sound (sound_find ("sound_clock")); |
|
|
2555 | op->statusmsg (format ( |
|
|
2556 | "It is %d minute%s past %d o'clock %s", |
|
|
2557 | tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), |
|
|
2558 | ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") |
|
|
2559 | )); |
|
|
2560 | return 1; |
|
|
2561 | } |
|
|
2562 | else |
|
|
2563 | return 0; |
|
|
2564 | |
|
|
2565 | case MENU: |
|
|
2566 | if (op->type == PLAYER) |
|
|
2567 | { |
|
|
2568 | shop_listing (tmp, op); |
|
|
2569 | return 1; |
|
|
2570 | } |
|
|
2571 | else |
|
|
2572 | return 0; |
|
|
2573 | |
|
|
2574 | case POWER_CRYSTAL: |
|
|
2575 | apply_power_crystal (op, tmp); /* see egoitem.c */ |
|
|
2576 | return 1; |
|
|
2577 | |
|
|
2578 | case LIGHTER: /* for lighting torches/lanterns/etc */ |
|
|
2579 | if (op->type == PLAYER) |
|
|
2580 | { |
|
|
2581 | apply_lighter (op, tmp); |
|
|
2582 | return 1; |
|
|
2583 | } |
|
|
2584 | else |
|
|
2585 | return 0; |
|
|
2586 | |
|
|
2587 | case ITEM_TRANSFORMER: |
|
|
2588 | apply_item_transformer (op, tmp); |
|
|
2589 | return 1; |
|
|
2590 | |
|
|
2591 | default: |
|
|
2592 | return 0; |
|
|
2593 | } |
|
|
2594 | } |
|
|
2595 | |
|
|
2596 | /* quiet suppresses the "don't know how to apply" and "you must get it first" |
|
|
2597 | * messages as needed by player_apply_below(). But there can still be |
|
|
2598 | * "but you are floating high above the ground" messages. |
|
|
2599 | * |
|
|
2600 | * Same return value as apply() function. |
|
|
2601 | */ |
|
|
2602 | int |
|
|
2603 | player_apply (object *pl, object *op, int aflag, int quiet) |
|
|
2604 | { |
|
|
2605 | if (!op->env && (pl->move_type & MOVE_FLYING)) |
|
|
2606 | { |
|
|
2607 | /* player is flying and applying object not in inventory */ |
|
|
2608 | if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) |
|
|
2609 | { |
|
|
2610 | pl->failmsg ("But you are floating high above the ground! " |
|
|
2611 | "H<You have to stop levitating first, if you can, either by using your levitation skill, " |
|
|
2612 | "or waiting till the levitation effect wears off.>"); |
|
|
2613 | return 0; |
|
|
2614 | } |
|
|
2615 | } |
|
|
2616 | |
|
|
2617 | pl->contr->last_used = op; |
|
|
2618 | |
|
|
2619 | int tmp = manual_apply (pl, op, aflag); |
|
|
2620 | |
|
|
2621 | if (!quiet) |
|
|
2622 | { |
|
|
2623 | if (tmp == 0) |
|
|
2624 | pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); |
|
|
2625 | else if (tmp == 2) |
|
|
2626 | pl->failmsg ("You must get it first!\n"); |
|
|
2627 | } |
|
|
2628 | |
|
|
2629 | return tmp; |
|
|
2630 | } |
|
|
2631 | |
|
|
2632 | /** |
|
|
2633 | * player_apply_below attempts to apply the object 'below' the player. |
|
|
2634 | * If the player has an open container, we use that for below, otherwise |
|
|
2635 | * we use the ground. |
|
|
2636 | */ |
|
|
2637 | void |
|
|
2638 | player_apply_below (object *pl) |
|
|
2639 | { |
|
|
2640 | int floors = 0; |
|
|
2641 | |
|
|
2642 | /* If using a container, set the starting item to be the top |
|
|
2643 | * item in the container. Otherwise, use the map. |
|
|
2644 | * This is perhaps more complicated. However, I want to make sure that |
|
|
2645 | * we don't use a corrupt pointer for the next object, so we get the |
|
|
2646 | * next object in the stack before applying. This is can only be a |
|
|
2647 | * problem if player_apply() has a bug in that it uses the object but does |
|
|
2648 | * not return a proper value. |
|
|
2649 | */ |
|
|
2650 | for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next) |
|
|
2651 | { |
|
|
2652 | next = tmp->below; |
|
|
2653 | |
|
|
2654 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
2655 | floors++; |
|
|
2656 | else if (floors > 0) |
|
|
2657 | return; /* process only floor objects after first floor object */ |
|
|
2658 | |
|
|
2659 | /* If it is visible, player can apply it. If it is applied by |
|
|
2660 | * person moving on it, also activate. Added code to make it |
|
|
2661 | * so that at least one of players movement types be that which |
|
|
2662 | * the item needs. |
|
|
2663 | */ |
|
|
2664 | if (!tmp->invisible || (tmp->move_on & pl->move_type)) |
|
|
2665 | { |
|
|
2666 | if (player_apply (pl, tmp, 0, 1) == 1) |
|
|
2667 | return; |
|
|
2668 | } |
|
|
2669 | if (floors >= 2) |
|
|
2670 | return; /* process at most two floor objects */ |
|
|
2671 | } |
|
|
2672 | } |
|
|
2673 | |
|
|
2674 | /** |
|
|
2675 | * Unapplies specified item. |
1024 | * Unapplies specified item. |
2676 | * No check done on cursed/damned. |
1025 | * No check done on cursed/damned. |
2677 | * Break this out of apply_special - this is just done |
1026 | * Break this out of apply_special - this is just done |
2678 | * to keep the size of apply_special to a more managable size. |
1027 | * to keep the size of apply_special to a more managable size. |
2679 | */ |
1028 | */ |
2680 | static int |
1029 | static bool |
2681 | unapply_special (object *who, object *op, int aflags) |
1030 | unapply_special (object *who, object *op, int aflags) |
2682 | { |
1031 | { |
2683 | if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) |
1032 | if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) |
2684 | || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) |
1033 | || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) |
2685 | return RESULT_INT (0); |
1034 | return RESULT_INT (0); |
2686 | |
1035 | |
2687 | CLEAR_FLAG (op, FLAG_APPLIED); |
1036 | if (who->current_weapon == op) |
|
|
1037 | who->current_weapon = 0; |
|
|
1038 | |
|
|
1039 | op->flag [FLAG_APPLIED] = false; |
2688 | |
1040 | |
2689 | switch (op->type) |
1041 | switch (op->type) |
2690 | { |
1042 | { |
2691 | case SKILL_TOOL: |
1043 | case SKILL: |
|
|
1044 | if (player *pl = who->contr) |
|
|
1045 | if (op->invisible) |
|
|
1046 | pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill)); |
|
|
1047 | else |
|
|
1048 | pl->statusmsg (format ("You stop using the %s.", query_name (op))); |
|
|
1049 | |
|
|
1050 | change_abil (who, op); |
|
|
1051 | who->flag [FLAG_READY_SKILL] = false; |
|
|
1052 | break; |
|
|
1053 | |
|
|
1054 | case WEAPON: |
|
|
1055 | who->statusmsg (format ("You unwield %s.", query_name (op))); |
|
|
1056 | change_abil (who, op); |
|
|
1057 | who->flag [FLAG_READY_WEAPON] = false; |
|
|
1058 | |
2692 | // unapplying a skill tool should also unapply the skill it governs |
1059 | // unapplying a weapon or skill tool should also unapply the skill it governs |
2693 | // but this is hard, as it shouldn't do so when the skill can |
1060 | // but this is hard, as it shouldn't do so when the skill can |
2694 | // be used for other reasons |
1061 | // be used for other reasons |
2695 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
1062 | if (who->chosen_skill) |
2696 | if (tmp->skill == op->skill |
1063 | if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL]) |
2697 | && tmp->type == SKILL |
|
|
2698 | && tmp->flag [FLAG_APPLIED] |
|
|
2699 | && !tmp->flag [FLAG_CAN_USE_SKILL]) |
|
|
2700 | unapply_special (who, tmp, 0); |
1064 | unapply_special (who, op, 0); |
2701 | |
1065 | |
2702 | change_abil (who, op); |
|
|
2703 | break; |
1066 | break; |
2704 | |
1067 | |
|
|
1068 | case BOW: |
2705 | case WEAPON: |
1069 | case WAND: |
|
|
1070 | case ROD: |
|
|
1071 | case HORN: |
|
|
1072 | case RANGED: |
2706 | if (player *pl = who->contr) |
1073 | if (player *pl = who->contr) |
2707 | if (op == pl->combat_ob) |
|
|
2708 | { |
|
|
2709 | pl->combat_ob = 0; |
|
|
2710 | who->change_weapon (pl->ranged_ob); |
|
|
2711 | } |
|
|
2712 | |
|
|
2713 | who->statusmsg (format ("You unwield %s.", query_name (op))); |
|
|
2714 | |
|
|
2715 | change_abil (who, op); |
|
|
2716 | CLEAR_FLAG (who, FLAG_READY_WEAPON); |
|
|
2717 | break; |
|
|
2718 | |
|
|
2719 | case SKILL: |
|
|
2720 | if (who->contr) |
|
|
2721 | { |
1074 | { |
2722 | if (IS_COMBAT_SKILL (op->subtype)) |
1075 | who->statusmsg (format ("You unready %s.", query_name (op))); |
2723 | who->change_weapon (who->contr->combat_ob = 0); |
1076 | change_abil (who, op); |
2724 | else if (IS_RANGED_SKILL (op->subtype)) |
1077 | } |
2725 | who->change_weapon (who->contr->ranged_ob = 0); |
1078 | else |
|
|
1079 | { |
|
|
1080 | who->change_skill (0); |
2726 | |
1081 | |
2727 | if (op->invisible) |
1082 | if (op->type == BOW) |
2728 | who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); |
1083 | op->flag [FLAG_READY_BOW ] = false; |
2729 | else |
1084 | else |
2730 | who->statusmsg (format ("You stop using the %s.", query_name (op))); |
1085 | op->flag [FLAG_READY_RANGE] = false; |
2731 | } |
1086 | } |
2732 | |
1087 | |
2733 | change_abil (who, op); |
|
|
2734 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
|
|
2735 | break; |
1088 | break; |
2736 | |
1089 | |
2737 | case ARMOUR: |
1090 | case ARMOUR: |
2738 | case HELMET: |
1091 | case HELMET: |
2739 | case SHIELD: |
1092 | case SHIELD: |
… | |
… | |
2746 | case CLOAK: |
1099 | case CLOAK: |
2747 | who->statusmsg (format ("You unwear %s.", query_name (op))); |
1100 | who->statusmsg (format ("You unwear %s.", query_name (op))); |
2748 | change_abil (who, op); |
1101 | change_abil (who, op); |
2749 | break; |
1102 | break; |
2750 | |
1103 | |
2751 | case LAMP: |
1104 | case SPELL: |
2752 | { |
|
|
2753 | who->statusmsg (format ("You turn off your %s.", &op->name)); |
|
|
2754 | |
|
|
2755 | object *tmp2 = arch_to_object (op->other_arch); |
|
|
2756 | tmp2->x = op->x; |
|
|
2757 | tmp2->y = op->y; |
|
|
2758 | tmp2->map = op->map; |
|
|
2759 | tmp2->below = op->below; |
|
|
2760 | tmp2->above = op->above; |
|
|
2761 | tmp2->stats.food = op->stats.food; |
|
|
2762 | CLEAR_FLAG (tmp2, FLAG_APPLIED); |
|
|
2763 | |
|
|
2764 | if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
|
|
2765 | SET_FLAG (tmp2, FLAG_INV_LOCKED); |
|
|
2766 | |
|
|
2767 | op->destroy (); |
|
|
2768 | who->insert (tmp2); |
|
|
2769 | who->update_stats (); |
|
|
2770 | |
|
|
2771 | if (who->contr) |
|
|
2772 | { |
|
|
2773 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
|
|
2774 | { |
|
|
2775 | who->failmsg ("Oops, it feels deadly cold!"); |
|
|
2776 | SET_FLAG (tmp2, FLAG_KNOWN_CURSED); |
|
|
2777 | } |
|
|
2778 | } |
|
|
2779 | } |
|
|
2780 | |
|
|
2781 | return 1; /* otherwise, an attempt to drop causes problems */ |
|
|
2782 | |
|
|
2783 | case BOW: |
1105 | case BUILDER: |
2784 | case WAND: |
|
|
2785 | case ROD: |
|
|
2786 | case HORN: |
|
|
2787 | if (player *pl = who->contr) |
|
|
2788 | { |
|
|
2789 | if (op == pl->ranged_ob) |
|
|
2790 | { |
|
|
2791 | pl->ranged_ob = 0; |
|
|
2792 | who->change_weapon (pl->combat_ob); |
|
|
2793 | } |
|
|
2794 | |
|
|
2795 | who->statusmsg (format ("You unready %s.", query_name (op))); |
1106 | who->statusmsg (format ("You unready %s.", query_name (op))); |
2796 | } |
|
|
2797 | else |
|
|
2798 | { |
|
|
2799 | who->change_skill (0); |
|
|
2800 | |
|
|
2801 | if (op->type == BOW) |
|
|
2802 | CLEAR_FLAG (who, FLAG_READY_BOW); |
|
|
2803 | else |
|
|
2804 | CLEAR_FLAG (who, FLAG_READY_RANGE); |
|
|
2805 | } |
|
|
2806 | |
|
|
2807 | break; |
1107 | break; |
2808 | |
1108 | |
2809 | case BUILDER: |
1109 | //case SKILL_TOOL://TODO |
2810 | if (who->contr) |
|
|
2811 | who->statusmsg (format ("You unready %s.", query_name (op))); |
|
|
2812 | break; |
|
|
2813 | |
|
|
2814 | default: |
1110 | default: |
2815 | who->statusmsg (format ("You unapply %s.", query_name (op))); |
1111 | who->statusmsg (format ("You unapply %s.", query_name (op))); |
2816 | break; |
1112 | break; |
2817 | } |
1113 | } |
2818 | |
1114 | |
… | |
… | |
2820 | if (object *pl = op->visible_to ()) |
1116 | if (object *pl = op->visible_to ()) |
2821 | esrv_send_item (pl, op); |
1117 | esrv_send_item (pl, op); |
2822 | |
1118 | |
2823 | who->update_stats (); |
1119 | who->update_stats (); |
2824 | |
1120 | |
2825 | return 0; |
1121 | return 1; |
2826 | } |
1122 | } |
2827 | |
1123 | |
2828 | /** |
1124 | /** |
2829 | * Returns the object that is using location 'loc'. |
1125 | * Returns the object that is using location 'loc'. |
2830 | * Note that 'start' is the first object to start examing - we |
1126 | * Note that 'start' is the first object to start examing - we |
… | |
… | |
2842 | static object * |
1138 | static object * |
2843 | get_next_item_from_body_location (int loc, object *start) |
1139 | get_next_item_from_body_location (int loc, object *start) |
2844 | { |
1140 | { |
2845 | for (object *tmp = start; tmp; tmp = tmp->below) |
1141 | for (object *tmp = start; tmp; tmp = tmp->below) |
2846 | if (tmp->flag [FLAG_APPLIED] |
1142 | if (tmp->flag [FLAG_APPLIED] |
2847 | && tmp->slot[loc].info |
1143 | && tmp->slot [loc].info |
2848 | && (!tmp->invisible || tmp->type == SKILL)) |
1144 | && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL)) |
2849 | return tmp; |
1145 | return tmp; |
2850 | |
1146 | |
2851 | return 0; |
1147 | return 0; |
2852 | } |
1148 | } |
2853 | |
1149 | |
… | |
… | |
2866 | #define CANNOT_REMOVE_CURSED \ |
1162 | #define CANNOT_REMOVE_CURSED \ |
2867 | "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ |
1163 | "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ |
2868 | "Praying over an altar, scrolls of remove curse/damnation, " \ |
1164 | "Praying over an altar, scrolls of remove curse/damnation, " \ |
2869 | "priests or even other players might help.>" |
1165 | "priests or even other players might help.>" |
2870 | |
1166 | |
2871 | int |
1167 | static bool |
2872 | unapply_for_ob (object *who, object *op, int aflags) |
1168 | unapply_for_ob (object *who, object *op, int aflags) |
2873 | { |
1169 | { |
2874 | if (op->is_range ()) |
1170 | if (op->is_range ()) |
2875 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
1171 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
2876 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) |
1172 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) |
… | |
… | |
2998 | continue; |
1294 | continue; |
2999 | } |
1295 | } |
3000 | |
1296 | |
3001 | object *tmp1 = get_next_item_from_body_location (i, who->inv); |
1297 | object *tmp1 = get_next_item_from_body_location (i, who->inv); |
3002 | if (!tmp1) |
1298 | if (!tmp1) |
3003 | { |
|
|
3004 | #if 0 |
|
|
3005 | /* This is sort of an error, but happens a lot when old players |
|
|
3006 | * join in with more stuff equipped than they are now allowed. |
|
|
3007 | */ |
|
|
3008 | LOG (llevError, "Can't find object using location %d on %s\n", i, who->name); |
|
|
3009 | #endif |
|
|
3010 | retval |= CAN_APPLY_NEVER; |
1299 | retval |= CAN_APPLY_NEVER; |
3011 | } |
|
|
3012 | else |
1300 | else |
3013 | { |
1301 | { |
3014 | /* need to unapply something. However, if this something |
1302 | /* need to unapply something. However, if this something |
3015 | * is different than we had found before, it means they need |
1303 | * is different than we had found before, it means they need |
3016 | * to apply multiple objects |
1304 | * to apply multiple objects |
… | |
… | |
3096 | */ |
1384 | */ |
3097 | |
1385 | |
3098 | #define LACK_ITEM_POWER \ |
1386 | #define LACK_ITEM_POWER \ |
3099 | " H<You lack enough unused item power to use this weapon, see the skills command.>" |
1387 | " H<You lack enough unused item power to use this weapon, see the skills command.>" |
3100 | |
1388 | |
3101 | int |
1389 | static bool |
3102 | apply_special (object *who, object *op, int aflags) |
1390 | apply_special (object *who, object *op, int aflags) |
3103 | { |
1391 | { |
3104 | int basic_flag = aflags & AP_BASIC_FLAGS; |
1392 | int basic_flag = aflags & AP_MODE; |
3105 | object *tmp, *tmp2, *skop = NULL; |
1393 | object *tmp, *tmp2, *skop = NULL; |
3106 | |
1394 | |
3107 | if (who == NULL) |
1395 | if (who == NULL) |
3108 | { |
1396 | { |
3109 | LOG (llevError, "apply_special() from object without environment.\n"); |
1397 | LOG (llevError, "apply_special() from object without environment.\n"); |
3110 | return 1; |
1398 | return 1; |
3111 | } |
1399 | } |
3112 | |
1400 | |
|
|
1401 | //TODO: remove these when apply_special is no longer exposed |
3113 | if (op->env != who) |
1402 | if (op->env != who) |
3114 | return 1; /* op is not in inventory */ |
1403 | return 1; /* op is not in inventory */ |
3115 | |
1404 | |
3116 | /* trying to unequip op */ |
1405 | /* trying to unequip op */ |
3117 | if (QUERY_FLAG (op, FLAG_APPLIED)) |
1406 | if (QUERY_FLAG (op, FLAG_APPLIED)) |
… | |
… | |
3128 | |
1417 | |
3129 | return unapply_special (who, op, aflags); |
1418 | return unapply_special (who, op, aflags); |
3130 | } |
1419 | } |
3131 | else if (basic_flag == AP_UNAPPLY) |
1420 | else if (basic_flag == AP_UNAPPLY) |
3132 | return 0; |
1421 | return 0; |
3133 | |
|
|
3134 | // if the item is combat/ranged, wield the relevant slot first |
|
|
3135 | // to resolve conflicts. |
|
|
3136 | if (player *pl = who->contr) |
|
|
3137 | switch (op->slottype ()) |
|
|
3138 | { |
|
|
3139 | case slot_combat: who->change_weapon (pl->combat_ob); break; |
|
|
3140 | case slot_ranged: who->change_weapon (pl->ranged_ob); break; |
|
|
3141 | } |
|
|
3142 | |
1422 | |
3143 | splay (op); |
1423 | splay (op); |
3144 | |
1424 | |
3145 | /* Can't just apply this object. Lets see what not and what to do */ |
1425 | /* Can't just apply this object. Lets see what not and what to do */ |
3146 | if (int i = can_apply_object (who, op)) |
1426 | if (int i = can_apply_object (who, op)) |
… | |
… | |
3180 | } |
1460 | } |
3181 | } |
1461 | } |
3182 | |
1462 | |
3183 | if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) |
1463 | if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) |
3184 | { |
1464 | { |
|
|
1465 | // try to ready attached skill first |
3185 | skop = find_skill_by_name (who, op->skill); |
1466 | skop = find_skill_by_name (who, op->skill); |
3186 | |
1467 | |
3187 | if (!skop) |
1468 | if (!skop) |
3188 | { |
1469 | { |
3189 | who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); |
1470 | who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); |
3190 | return 1; |
1471 | return 1; |
3191 | } |
1472 | } |
3192 | else |
1473 | else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT)) |
3193 | /* While experience will be credited properly, we want to change the |
|
|
3194 | * skill so that the dam and wc get updated |
|
|
3195 | */ |
1474 | { |
3196 | who->change_skill (skop); |
1475 | who->failmsg (format ("You can't use the required %s skill!", &op->skill)); |
|
|
1476 | return 1; |
|
|
1477 | } |
3197 | } |
1478 | } |
3198 | |
1479 | |
3199 | if (who->type == PLAYER |
1480 | if (!check_item_power (who, op->item_power)) |
3200 | && op->item_power |
|
|
3201 | && op->item_power + who->contr->item_power > settings.item_power_factor * who->level) |
|
|
3202 | { |
1481 | { |
3203 | who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); |
1482 | who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); |
3204 | return 1; |
1483 | return 1; |
3205 | } |
1484 | } |
3206 | |
1485 | |
3207 | /* Ok. We are now at the state where we can apply the new object. |
1486 | /* Ok. We are now at the state where we can apply the new object. |
3208 | * Note that we don't have the checks for can_use_... |
1487 | * Note that we don't have the checks for can_use_... |
3209 | * below - that is already taken care of by can_apply_object. |
1488 | * below - that is already taken care of by can_apply_object. |
3210 | */ |
1489 | */ |
|
|
1490 | |
|
|
1491 | // split away all the other items from the stack, so only one item is left |
3211 | tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; |
1492 | tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; |
3212 | |
1493 | |
3213 | if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) |
1494 | if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) |
3214 | return RESULT_INT (0); |
1495 | return RESULT_INT (0); |
3215 | |
1496 | |
3216 | switch (op->type) |
1497 | switch (op->type) |
3217 | { |
1498 | { |
3218 | case WEAPON: |
1499 | case WEAPON: |
3219 | if (!check_weapon_power (who, op->last_eat)) |
1500 | if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\'')) |
3220 | { |
|
|
3221 | op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER); |
|
|
3222 | |
|
|
3223 | if (tmp) |
|
|
3224 | insert_ob_in_ob (tmp, who); |
|
|
3225 | |
|
|
3226 | return 1; |
|
|
3227 | } |
|
|
3228 | |
|
|
3229 | //TODO: this obviously fails for players using a shorter prefix |
|
|
3230 | // i.e. "R" can use Ragnarok's sword. |
|
|
3231 | if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) |
|
|
3232 | { |
1501 | { |
3233 | /* if the weapon does not have the name as the character, can't use it. */ |
1502 | /* if the weapon does not have the name as the character, can't use it. */ |
3234 | /* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
1503 | /* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
3235 | who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); |
1504 | who->failmsg ("The weapon does not recognize you as its owner. " |
3236 | |
1505 | "H<Its name indicates that it belongs to somebody else.>"); |
3237 | if (tmp) |
1506 | if (tmp) who->insert (tmp); |
3238 | insert_ob_in_ob (tmp, who); |
|
|
3239 | |
|
|
3240 | return 1; |
1507 | return 1; |
3241 | } |
1508 | } |
3242 | |
1509 | |
3243 | if (!skop) |
1510 | op->flag [FLAG_APPLIED] = true; |
|
|
1511 | |
|
|
1512 | if (player *pl = who->contr) |
3244 | { |
1513 | { |
3245 | who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO |
1514 | who->statusmsg (format ("You wield %s.", query_name (op))); |
3246 | return 1; |
1515 | change_abil (who, op); |
3247 | } |
1516 | } |
3248 | |
1517 | else |
3249 | SET_FLAG (op, FLAG_APPLIED); |
|
|
3250 | who->change_skill (skop); |
1518 | who->change_skill (skop); |
3251 | |
1519 | |
3252 | if (who->contr) |
1520 | op->flag [FLAG_READY_WEAPON] = true; |
3253 | who->change_weapon (who->contr->combat_ob = op); |
|
|
3254 | |
|
|
3255 | who->statusmsg (format ("You wield %s.", query_name (op))); |
|
|
3256 | |
|
|
3257 | SET_FLAG (who, FLAG_READY_WEAPON); |
|
|
3258 | change_abil (who, op); |
|
|
3259 | break; |
1521 | break; |
3260 | |
1522 | |
3261 | case ARMOUR: |
1523 | case ARMOUR: |
3262 | case HELMET: |
1524 | case HELMET: |
3263 | case SHIELD: |
1525 | case SHIELD: |
… | |
… | |
3271 | SET_FLAG (op, FLAG_APPLIED); |
1533 | SET_FLAG (op, FLAG_APPLIED); |
3272 | who->statusmsg (format ("You wear %s.", query_name (op))); |
1534 | who->statusmsg (format ("You wear %s.", query_name (op))); |
3273 | change_abil (who, op); |
1535 | change_abil (who, op); |
3274 | break; |
1536 | break; |
3275 | |
1537 | |
|
|
1538 | case SKILL_TOOL: |
|
|
1539 | // applying a skill tool does not ready the skill |
|
|
1540 | // if something needs the skill, it has to ready it itself |
|
|
1541 | //TODO: unapplying should unapply the skill, though |
|
|
1542 | SET_FLAG (op, FLAG_APPLIED); |
|
|
1543 | break; |
|
|
1544 | |
3276 | case LAMP: |
1545 | case SKILL: |
3277 | if (op->stats.food < 1) |
1546 | if (!(aflags & AP_NO_SLOT)) |
3278 | { |
1547 | { |
3279 | who->failmsg (format ( |
1548 | // skill is used on it's own, as opposed to being a chosen_skill |
3280 | "Your %s is out of fuel! " |
|
|
3281 | "H<Lamps and similar items need fuel. They cannot be refilled.>", |
|
|
3282 | &op->name |
|
|
3283 | )); |
|
|
3284 | return 1; |
|
|
3285 | } |
|
|
3286 | |
1549 | |
3287 | who->statusmsg (format ("You turn on your %s.", &op->name)); |
1550 | if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA)) |
3288 | |
|
|
3289 | tmp2 = arch_to_object (op->other_arch); |
|
|
3290 | tmp2->stats.food = op->stats.food; |
|
|
3291 | SET_FLAG (tmp2, FLAG_APPLIED); |
|
|
3292 | |
|
|
3293 | if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
|
|
3294 | SET_FLAG (tmp2, FLAG_INV_LOCKED); |
|
|
3295 | |
|
|
3296 | who->insert (tmp2); |
|
|
3297 | |
|
|
3298 | /* Remove the old lantern */ |
|
|
3299 | op->destroy (); |
|
|
3300 | |
|
|
3301 | /* insert the portion that was split off */ |
|
|
3302 | if (tmp) |
|
|
3303 | who->insert (tmp); |
|
|
3304 | |
|
|
3305 | who->update_stats (); |
|
|
3306 | |
|
|
3307 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
|
|
3308 | if (who->type == PLAYER) |
|
|
3309 | { |
|
|
3310 | who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"); |
|
|
3311 | SET_FLAG (tmp2, FLAG_KNOWN_CURSED); |
|
|
3312 | } |
|
|
3313 | |
|
|
3314 | return 0; |
|
|
3315 | |
|
|
3316 | case SKILL_TOOL: |
|
|
3317 | // applying a skill tool also readies the skill |
|
|
3318 | SET_FLAG (op, FLAG_APPLIED); |
|
|
3319 | |
|
|
3320 | if (!(aflags & AP_NO_READY)) |
|
|
3321 | { |
|
|
3322 | skop = find_skill_by_name (who, op->skill); |
|
|
3323 | if (!skop->flag [FLAG_APPLIED]) |
|
|
3324 | apply_special (who, skop, AP_APPLY); |
|
|
3325 | } |
|
|
3326 | break; |
|
|
3327 | |
|
|
3328 | case SKILL: |
|
|
3329 | if (player *pl = who->contr) |
|
|
3330 | { |
|
|
3331 | if (IS_COMBAT_SKILL (op->subtype)) |
|
|
3332 | { |
1551 | { |
3333 | if (skill_flags [op->subtype] & SF_NEED_WEAPON) |
|
|
3334 | { |
|
|
3335 | for (object *item = who->inv; item; item = item->below) |
|
|
3336 | if (item->type == WEAPON && item->flag [FLAG_APPLIED]) |
|
|
3337 | { |
|
|
3338 | if (item->skill == op->skill) |
|
|
3339 | { |
|
|
3340 | who->change_weapon (pl->combat_ob = item); |
|
|
3341 | goto found_weapon; |
|
|
3342 | } |
|
|
3343 | } |
|
|
3344 | |
|
|
3345 | who->failmsg (format ( |
1552 | who->failmsg (format ( |
3346 | "You need to apply a '%s' melee weapon before readying this skill. " |
1553 | "You feel as if you wanted to do something funny, but you can't remember what. " |
3347 | "H<Some skills need an item, in this case a melee weapon, to function.>", |
1554 | "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. " |
3348 | &op->skill |
1555 | "It cannot be used on its own.>", |
3349 | )); |
|
|
3350 | return 1; |
|
|
3351 | |
|
|
3352 | found_weapon:; |
|
|
3353 | } |
|
|
3354 | else |
|
|
3355 | who->change_weapon (pl->combat_ob = op); |
|
|
3356 | } |
|
|
3357 | else if (IS_RANGED_SKILL (op->subtype)) |
|
|
3358 | { |
|
|
3359 | if (skill_flags [op->subtype] & SF_NEED_BOW) |
|
|
3360 | { |
|
|
3361 | for (object *item = who->inv; item; item = item->below) |
|
|
3362 | if (item->type == BOW && item->flag [FLAG_APPLIED]) |
|
|
3363 | { |
|
|
3364 | //TODO: bows should/must all have skill missile weapon right now |
|
|
3365 | who->change_weapon (pl->ranged_ob = item); |
|
|
3366 | goto found_bow; |
|
|
3367 | } |
|
|
3368 | |
|
|
3369 | who->failmsg ( |
|
|
3370 | "You need to apply a missile weapon before readying this skill. " |
|
|
3371 | "H<Some skills need an item, in this case a missile weapon, to function.>" |
|
|
3372 | ); |
|
|
3373 | return 1; |
|
|
3374 | |
|
|
3375 | found_bow:; |
|
|
3376 | } |
|
|
3377 | else |
|
|
3378 | who->change_weapon (pl->ranged_ob = op); |
|
|
3379 | } |
|
|
3380 | |
|
|
3381 | if (!op->invisible) |
|
|
3382 | { |
|
|
3383 | who->statusmsg (format ( |
|
|
3384 | "You ready %s." |
|
|
3385 | "You can now use the skill: %s.", |
|
|
3386 | query_name (op), |
|
|
3387 | &op->skill |
1556 | &op->skill |
3388 | )); |
1557 | )); |
|
|
1558 | if (tmp) who->insert (tmp); |
|
|
1559 | return 1; |
3389 | } |
1560 | } |
|
|
1561 | |
|
|
1562 | if (skill_flags [op->subtype] & SF_AUTARK |
|
|
1563 | || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED))) |
|
|
1564 | { |
|
|
1565 | if (skill_flags [op->subtype] & SF_USE) |
|
|
1566 | who->failmsg (format ( |
|
|
1567 | "You feel as if you wanted to do something funny, but you can't remember what. " |
|
|
1568 | "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>", |
|
|
1569 | &op->skill, &op->skill |
|
|
1570 | )); |
|
|
1571 | else |
|
|
1572 | who->failmsg (format ( |
|
|
1573 | "You feel as if you wanted to do something funny, but you can't remember what. " |
|
|
1574 | "H<The %s skill cannot be readied or used, it is always active.>", |
|
|
1575 | &op->skill |
|
|
1576 | )); |
|
|
1577 | |
|
|
1578 | if (tmp) who->insert (tmp); |
|
|
1579 | |
|
|
1580 | return 1; |
|
|
1581 | } |
|
|
1582 | |
|
|
1583 | if (who->contr) |
|
|
1584 | if (op->invisible) |
|
|
1585 | who->statusmsg (format ("You can now use the %s skill.", &op->skill)); |
3390 | else |
1586 | else |
3391 | who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name)); |
1587 | who->statusmsg (format ("You ready %s.", query_name (op))); |
3392 | } |
1588 | } |
3393 | else |
1589 | |
3394 | { |
|
|
3395 | SET_FLAG (op, FLAG_APPLIED); |
|
|
3396 | change_abil (who, op); |
|
|
3397 | who->chosen_skill = op; |
|
|
3398 | SET_FLAG (who, FLAG_READY_SKILL); |
1590 | SET_FLAG (who, FLAG_READY_SKILL); |
3399 | } |
1591 | SET_FLAG (op, FLAG_APPLIED); |
3400 | |
1592 | change_abil (who, op); |
3401 | break; |
1593 | break; |
3402 | |
1594 | |
3403 | case BOW: |
1595 | case BOW: |
3404 | if (!check_weapon_power (who, op->last_eat)) |
1596 | if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\'')) |
3405 | { |
|
|
3406 | who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER); |
|
|
3407 | |
|
|
3408 | if (tmp) |
|
|
3409 | insert_ob_in_ob (tmp, who); |
|
|
3410 | |
|
|
3411 | return 1; |
|
|
3412 | } |
|
|
3413 | |
|
|
3414 | if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) |
|
|
3415 | { |
1597 | { |
3416 | who->failmsg ("The weapon does not recognize you as its owner. " |
1598 | who->failmsg ("The weapon does not recognize you as its owner. " |
3417 | "H<Its name indicates that it belongs to somebody else.>"); |
1599 | "H<Its name indicates that it belongs to somebody else.>"); |
3418 | if (tmp) |
1600 | if (tmp) who->insert (tmp); |
3419 | insert_ob_in_ob (tmp, who); |
|
|
3420 | |
|
|
3421 | return 1; |
1601 | return 1; |
3422 | } |
1602 | } |
|
|
1603 | |
|
|
1604 | if (player *pl = who->contr) |
|
|
1605 | { |
|
|
1606 | op->flag [FLAG_APPLIED] = true; |
|
|
1607 | who->statusmsg (format ("You wield the %s.", query_name (op))); |
|
|
1608 | change_abil (who, op); |
|
|
1609 | } |
|
|
1610 | break; |
|
|
1611 | |
|
|
1612 | case RANGED: |
|
|
1613 | if (player *pl = who->contr) |
|
|
1614 | { |
|
|
1615 | op->flag [FLAG_APPLIED] = true; |
|
|
1616 | who->statusmsg (format ("You applied the %s.", query_name (op))); |
|
|
1617 | } |
|
|
1618 | break; |
|
|
1619 | |
|
|
1620 | case SPELL: |
|
|
1621 | if (player *pl = who->contr) |
|
|
1622 | { |
|
|
1623 | op->flag [FLAG_APPLIED] = true; |
|
|
1624 | who->statusmsg (format ("You ready the spell %s.", query_name (op))); |
|
|
1625 | } |
|
|
1626 | break; |
3423 | |
1627 | |
3424 | /*FALLTHROUGH*/ |
1628 | /*FALLTHROUGH*/ |
3425 | case WAND: |
1629 | case WAND: |
3426 | case ROD: |
1630 | case ROD: |
3427 | case HORN: |
1631 | case HORN: |
3428 | /* check for skill, alter player status */ |
1632 | /* check for skill, alter player status */ |
3429 | |
1633 | |
3430 | if (!skop) |
1634 | if (!skop) |
3431 | { |
1635 | { |
3432 | who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO |
1636 | who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO |
|
|
1637 | if (tmp) who->insert (tmp); |
3433 | return 1; |
1638 | return 1; |
3434 | } |
1639 | } |
3435 | |
1640 | |
3436 | SET_FLAG (op, FLAG_APPLIED); |
1641 | op->flag [FLAG_APPLIED] = true; |
3437 | who->change_skill (skop); |
|
|
3438 | |
1642 | |
3439 | if (who->contr) |
1643 | if (player *pl = who->contr) |
3440 | { |
1644 | { |
3441 | who->contr->ranged_ob = op; |
|
|
3442 | |
|
|
3443 | who->statusmsg (format ("You ready %s.", query_name (op))); |
1645 | who->statusmsg (format ("You ready %s.", query_name (op))); |
3444 | |
1646 | |
3445 | if (op->type == BOW) |
1647 | if (op->type == BOW) |
3446 | { |
|
|
3447 | who->current_weapon = op; |
|
|
3448 | change_abil (who, op); |
|
|
3449 | who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); |
1648 | who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); |
3450 | } |
1649 | |
|
|
1650 | change_abil (who, op); |
3451 | } |
1651 | } |
3452 | else |
1652 | else |
3453 | { |
1653 | { |
|
|
1654 | who->change_skill (skop); |
|
|
1655 | |
3454 | if (op->type == BOW) |
1656 | if (op->type == BOW) |
3455 | SET_FLAG (who, FLAG_READY_BOW); |
1657 | op->flag [FLAG_READY_BOW ] = true; |
3456 | else |
1658 | else |
3457 | SET_FLAG (who, FLAG_READY_RANGE); |
1659 | op->flag [FLAG_READY_RANGE] = true; |
3458 | } |
1660 | } |
3459 | |
1661 | |
3460 | break; |
1662 | break; |
3461 | |
1663 | |
3462 | case BUILDER: |
1664 | case BUILDER: |
3463 | if (who->type == PLAYER) |
1665 | if (player *pl = who->contr) |
3464 | { |
1666 | { |
3465 | //TODO: wtf does this do? shouldn't this be managed automatically (slots?) |
|
|
3466 | if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) |
|
|
3467 | unapply_special (who, who->contr->ranged_ob, 0); |
|
|
3468 | |
|
|
3469 | who->statusmsg (format ("You ready your %s.", query_name (op))); |
1667 | who->statusmsg (format ("You ready your %s.", query_name (op))); |
3470 | |
1668 | //TODO: change_abil? |
3471 | who->contr->ranged_ob = op; |
|
|
3472 | } |
1669 | } |
3473 | break; |
1670 | break; |
3474 | |
1671 | |
3475 | default: |
1672 | default: |
3476 | who->statusmsg (format ("You apply %s.", query_name (op))); |
1673 | who->statusmsg (format ("You apply %s.", query_name (op))); |
3477 | } |
1674 | } |
3478 | |
1675 | |
3479 | SET_FLAG (op, FLAG_APPLIED); |
1676 | SET_FLAG (op, FLAG_APPLIED); |
3480 | |
1677 | |
3481 | if (tmp) |
|
|
3482 | who->insert (tmp); |
1678 | if (tmp) who->insert (tmp); |
3483 | |
1679 | |
3484 | who->update_stats (); |
1680 | who->update_stats (); |
3485 | |
1681 | |
3486 | /* We exclude spell casting objects. The fire code will set the |
1682 | /* We exclude spell casting objects. The fire code will set the |
3487 | * been applied flag when they are used - until that point, |
1683 | * been applied flag when they are used - until that point, |
… | |
… | |
3493 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
1689 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
3494 | if (who->type == PLAYER) |
1690 | if (who->type == PLAYER) |
3495 | { |
1691 | { |
3496 | who->failmsg ( |
1692 | who->failmsg ( |
3497 | "Oops, it feels deadly cold! " |
1693 | "Oops, it feels deadly cold! " |
3498 | "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>" |
1694 | "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>" |
3499 | ); |
1695 | ); |
3500 | SET_FLAG (op, FLAG_KNOWN_CURSED); |
1696 | SET_FLAG (op, FLAG_KNOWN_CURSED); |
3501 | } |
1697 | } |
3502 | |
1698 | |
3503 | if (object *pl = op->visible_to ()) |
1699 | if (object *pl = op->visible_to ()) |
3504 | esrv_send_item (pl, op); |
1700 | esrv_send_item (pl, op); |
3505 | |
1701 | |
3506 | return 0; |
1702 | return 0; |
3507 | } |
1703 | } |
3508 | |
1704 | |
|
|
1705 | /** |
|
|
1706 | * Check if op should abort moving victim because of it's race or slaying. |
|
|
1707 | * Returns 1 if it should abort, returns 0 if it should continue. |
|
|
1708 | */ |
3509 | int |
1709 | int |
3510 | monster_apply_special (object *who, object *op, int aflags) |
1710 | should_director_abort (object *op, object *victim) |
3511 | { |
1711 | { |
3512 | if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) |
1712 | int arch_flag, name_flag, race_flag; |
|
|
1713 | |
|
|
1714 | /* Get flags to determine what of arch, name, and race should be checked. |
|
|
1715 | * This is stored in subtype, and is a bitmask, the LSB is the arch flag, |
|
|
1716 | * the next is the name flag, and the last is the race flag. Also note, |
|
|
1717 | * if subtype is set to zero, that also goes to defaults of all affecting |
|
|
1718 | * it. Examples: |
|
|
1719 | * subtype 1: only arch |
|
|
1720 | * subtype 3: arch or name |
|
|
1721 | * subtype 5: arch or race |
|
|
1722 | * subtype 7: all three |
|
|
1723 | */ |
|
|
1724 | if (op->subtype) |
|
|
1725 | { |
|
|
1726 | arch_flag = op->subtype & 1; |
|
|
1727 | name_flag = op->subtype & 2; |
|
|
1728 | race_flag = op->subtype & 4; |
|
|
1729 | } |
|
|
1730 | else |
|
|
1731 | { |
|
|
1732 | arch_flag = 1; |
|
|
1733 | name_flag = 1; |
|
|
1734 | race_flag = 1; |
|
|
1735 | } |
|
|
1736 | |
|
|
1737 | /* If the director has race set, only affect objects with a arch, |
|
|
1738 | * name or race that matches. |
|
|
1739 | */ |
|
|
1740 | if ((op->race) && |
|
|
1741 | ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) && |
|
|
1742 | ((!(victim->name && name_flag) || op->race != victim->name)) && |
|
|
1743 | ((!(victim->race && race_flag) || op->race != victim->race))) |
3513 | return 1; |
1744 | return 1; |
3514 | |
1745 | |
|
|
1746 | /* If the director has slaying set, only affect objects where none |
|
|
1747 | * of arch, name, or race match. |
|
|
1748 | */ |
|
|
1749 | if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) || |
|
|
1750 | ((victim->name && name_flag && op->slaying == victim->name)) || |
|
|
1751 | ((victim->race && race_flag && op->slaying == victim->race))) |
|
|
1752 | return 1; |
|
|
1753 | |
|
|
1754 | return 0; |
|
|
1755 | } |
|
|
1756 | |
|
|
1757 | /** |
|
|
1758 | * This handles a player dropping money on an altar to identify stuff. |
|
|
1759 | * It'll identify marked item, if none all items up to dropped money. |
|
|
1760 | * Return value: 1 if money was destroyed, 0 if not. |
|
|
1761 | */ |
|
|
1762 | static int |
|
|
1763 | apply_id_altar (object *money, object *altar, object *pl) |
|
|
1764 | { |
|
|
1765 | dynbuf_text &buf = msg_dynbuf; buf.clear (); |
|
|
1766 | |
|
|
1767 | if (!pl || pl->type != PLAYER) |
|
|
1768 | return 0; |
|
|
1769 | |
|
|
1770 | /* Check for MONEY type is a special hack - it prevents 'nothing needs |
|
|
1771 | * identifying' from being printed out more than it needs to be. |
|
|
1772 | */ |
|
|
1773 | if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY) |
|
|
1774 | return 0; |
|
|
1775 | |
|
|
1776 | /* if the player has a marked item, identify that if it needs to be |
|
|
1777 | * identified. If it doesn't, then go through the player inventory. |
|
|
1778 | */ |
|
|
1779 | if (object *marked = find_marked_object (pl)) |
|
|
1780 | if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) |
|
|
1781 | { |
|
|
1782 | if (operate_altar (altar, &money, pl)) |
|
|
1783 | { |
|
|
1784 | identify (marked); |
|
|
1785 | |
|
|
1786 | buf.printf ("You have %s.\r", long_desc (marked, pl)); |
|
|
1787 | if (marked->msg) |
|
|
1788 | buf << "The item has a story:\r" << marked->msg << "\n\n"; |
|
|
1789 | |
|
|
1790 | return !money; |
|
|
1791 | } |
|
|
1792 | } |
|
|
1793 | |
|
|
1794 | for (object *id = pl->inv; id; id = id->below) |
|
|
1795 | { |
|
|
1796 | if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) |
|
|
1797 | { |
|
|
1798 | if (operate_altar (altar, &money, pl)) |
|
|
1799 | { |
|
|
1800 | identify (id); |
|
|
1801 | |
|
|
1802 | buf.printf ("You have %s.\r", long_desc (id, pl)); |
|
|
1803 | if (id->msg) |
|
|
1804 | buf << "The item has a story:\r" << id->msg << "\n\n"; |
|
|
1805 | |
|
|
1806 | /* If no more money, might as well quit now */ |
|
|
1807 | if (!money || !check_altar_sacrifice (altar, money)) |
|
|
1808 | break; |
|
|
1809 | } |
|
|
1810 | else |
|
|
1811 | { |
|
|
1812 | LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); |
|
|
1813 | break; |
|
|
1814 | } |
|
|
1815 | } |
|
|
1816 | } |
|
|
1817 | |
|
|
1818 | if (buf.empty ()) |
|
|
1819 | pl->failmsg ("You have nothing that needs identifying"); |
|
|
1820 | else |
|
|
1821 | pl->contr->infobox (MSG_CHANNEL ("identify"), buf); |
|
|
1822 | |
|
|
1823 | return !money; |
|
|
1824 | } |
|
|
1825 | |
|
|
1826 | /** |
|
|
1827 | * This checks whether the object has a "on_use_yield" field, and if so generated and drops |
|
|
1828 | * matching item. |
|
|
1829 | **/ |
|
|
1830 | void |
|
|
1831 | handle_apply_yield (object *tmp) |
|
|
1832 | { |
|
|
1833 | if (shstr_tmp yield = tmp->kv (shstr_on_use_yield)) |
|
|
1834 | archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); |
|
|
1835 | } |
|
|
1836 | |
|
|
1837 | /** |
|
|
1838 | * Handles applying a potion. |
|
|
1839 | */ |
|
|
1840 | int |
|
|
1841 | apply_potion (object *op, object *tmp) |
|
|
1842 | { |
|
|
1843 | int got_one = 0, i; |
|
|
1844 | object *force = 0; |
|
|
1845 | |
|
|
1846 | object *floor = GET_MAP_OB (op->map, op->x, op->y); |
|
|
1847 | |
|
|
1848 | if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) |
|
|
1849 | { |
|
|
1850 | op->failmsg ("Gods prevent you from using this here, it's sacred ground!"); |
|
|
1851 | |
|
|
1852 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
1853 | return 0; |
|
|
1854 | } |
|
|
1855 | |
|
|
1856 | if (op->type == PLAYER) |
|
|
1857 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
1858 | identify (tmp); |
|
|
1859 | |
|
|
1860 | handle_apply_yield (tmp); |
|
|
1861 | |
|
|
1862 | /* Potion of restoration - only for players */ |
|
|
1863 | if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) |
|
|
1864 | { |
|
|
1865 | object *depl; |
|
|
1866 | archetype *at; |
|
|
1867 | |
|
|
1868 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
1869 | { |
|
|
1870 | op->drain_stat (); |
|
|
1871 | op->update_stats (); |
|
|
1872 | tmp->decrease (); |
|
|
1873 | return 1; |
|
|
1874 | } |
|
|
1875 | |
|
|
1876 | if (!(at = archetype::find (shstr_depletion))) |
|
|
1877 | { |
|
|
1878 | LOG (llevError, "Could not find archetype depletion\n"); |
|
|
1879 | return 0; |
|
|
1880 | } |
|
|
1881 | |
|
|
1882 | depl = present_arch_in_ob (at, op); |
|
|
1883 | |
|
|
1884 | if (depl) |
|
|
1885 | { |
|
|
1886 | for (i = 0; i < NUM_STATS; i++) |
|
|
1887 | if (depl->stats.stat (i)) |
|
|
1888 | op->statusmsg (restore_msg[i]); |
|
|
1889 | |
|
|
1890 | depl->destroy (); |
|
|
1891 | op->update_stats (); |
|
|
1892 | } |
|
|
1893 | else |
|
|
1894 | op->statusmsg ("Your potion had no effect."); |
|
|
1895 | |
|
|
1896 | tmp->decrease (); |
|
|
1897 | return 1; |
|
|
1898 | } |
|
|
1899 | |
|
|
1900 | /* improvement potion - only for players */ |
|
|
1901 | if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) |
|
|
1902 | { |
|
|
1903 | for (i = 1; i < min (11, op->level); i++) |
|
|
1904 | { |
|
|
1905 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
1906 | { |
|
|
1907 | if (op->contr->levhp[i] != 1) |
|
|
1908 | { |
|
|
1909 | op->contr->levhp[i] = 1; |
|
|
1910 | break; |
|
|
1911 | } |
|
|
1912 | |
|
|
1913 | if (op->contr->levsp[i] != 1) |
|
|
1914 | { |
|
|
1915 | op->contr->levsp[i] = 1; |
|
|
1916 | break; |
|
|
1917 | } |
|
|
1918 | |
|
|
1919 | if (op->contr->levgrace[i] != 1) |
|
|
1920 | { |
|
|
1921 | op->contr->levgrace[i] = 1; |
|
|
1922 | break; |
|
|
1923 | } |
|
|
1924 | } |
|
|
1925 | else |
|
|
1926 | { |
|
|
1927 | if (op->contr->levhp[i] < 9) |
|
|
1928 | { |
|
|
1929 | op->contr->levhp[i] = 9; |
|
|
1930 | break; |
|
|
1931 | } |
|
|
1932 | |
|
|
1933 | if (op->contr->levsp[i] < 6) |
|
|
1934 | { |
|
|
1935 | op->contr->levsp[i] = 6; |
|
|
1936 | break; |
|
|
1937 | } |
|
|
1938 | |
|
|
1939 | if (op->contr->levgrace[i] < 3) |
|
|
1940 | { |
|
|
1941 | op->contr->levgrace[i] = 3; |
|
|
1942 | break; |
|
|
1943 | } |
|
|
1944 | } |
|
|
1945 | } |
|
|
1946 | |
|
|
1947 | /* Just makes checking easier */ |
|
|
1948 | if (i < min (11, op->level)) |
|
|
1949 | got_one = 1; |
|
|
1950 | |
|
|
1951 | if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
1952 | { |
|
|
1953 | if (got_one) |
|
|
1954 | { |
|
|
1955 | op->update_stats (); |
|
|
1956 | op->statusmsg ("The Gods smile upon you and remake you " |
|
|
1957 | "a little more in their image. " |
|
|
1958 | "You feel a little more perfect.", NDI_GREEN); |
|
|
1959 | } |
|
|
1960 | else |
|
|
1961 | op->statusmsg ("The potion had no effect - you are already perfect."); |
|
|
1962 | } |
|
|
1963 | else |
|
|
1964 | { /* cursed potion */ |
|
|
1965 | if (got_one) |
|
|
1966 | { |
|
|
1967 | op->update_stats (); |
|
|
1968 | op->failmsg ("The Gods are angry and punish you."); |
|
|
1969 | } |
|
|
1970 | else |
|
|
1971 | op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE); |
|
|
1972 | } |
|
|
1973 | |
|
|
1974 | tmp->decrease (); |
|
|
1975 | return 1; |
|
|
1976 | } |
|
|
1977 | |
|
|
1978 | |
|
|
1979 | /* A potion that casts a spell. Healing, restore spellpoint (power potion) |
|
|
1980 | * and heroism all fit into this category. Given the spell object code, |
|
|
1981 | * there is no limit to the number of spells that potions can be cast, |
|
|
1982 | * but direction is problematic to try and imbue fireball potions for example. |
|
|
1983 | */ |
|
|
1984 | if (tmp->inv) |
|
|
1985 | { |
|
|
1986 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
1987 | { |
|
|
1988 | op->failmsg ("Yech! Your lungs are on fire!"); |
|
|
1989 | create_exploding_ball_at (op, op->level); |
|
|
1990 | } |
|
|
1991 | else |
|
|
1992 | cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
|
|
1993 | |
|
|
1994 | tmp->decrease (); |
|
|
1995 | |
|
|
1996 | /* if youre dead, no point in doing this... */ |
|
|
1997 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
1998 | op->update_stats (); |
|
|
1999 | |
|
|
2000 | return 1; |
|
|
2001 | } |
|
|
2002 | |
|
|
2003 | /* Deal with protection potions */ |
|
|
2004 | force = NULL; |
|
|
2005 | for (i = 0; i < NROFATTACKS; i++) |
|
|
2006 | { |
|
|
2007 | if (tmp->resist[i]) |
|
|
2008 | { |
|
|
2009 | if (!force) |
|
|
2010 | force = get_archetype (FORCE_NAME); |
|
|
2011 | |
|
|
2012 | memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); |
|
|
2013 | force->type = POTION_EFFECT; |
|
|
2014 | break; /* Only need to find one protection since we copy entire batch */ |
|
|
2015 | } |
|
|
2016 | } |
|
|
2017 | |
|
|
2018 | /* This is a protection potion */ |
|
|
2019 | if (force) |
|
|
2020 | { |
|
|
2021 | /* cursed items last longer */ |
|
|
2022 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
2023 | { |
|
|
2024 | force->stats.food *= 10; |
|
|
2025 | for (i = 0; i < NROFATTACKS; i++) |
|
|
2026 | if (force->resist[i] > 0) |
|
|
2027 | force->resist[i] = -force->resist[i]; /* prot => vuln */ |
|
|
2028 | } |
|
|
2029 | |
|
|
2030 | force->speed_left = -1; |
|
|
2031 | force = insert_ob_in_ob (force, op); |
|
|
2032 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
2033 | SET_FLAG (force, FLAG_APPLIED); |
|
|
2034 | change_abil (op, force); |
|
|
2035 | tmp->decrease (); |
|
|
2036 | return 1; |
|
|
2037 | } |
|
|
2038 | |
|
|
2039 | /* Only thing left are the stat potions */ |
|
|
2040 | if (op->type == PLAYER) |
|
|
2041 | { /* only for players */ |
|
|
2042 | if ((QUERY_FLAG (tmp, FLAG_CURSED) |
|
|
2043 | || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
2044 | && tmp->value != 0) |
|
|
2045 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
2046 | else |
|
|
2047 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
2048 | |
|
|
2049 | if (!change_abil (op, tmp)) |
|
|
2050 | op->statusmsg ("Nothing happened."); |
|
|
2051 | } |
|
|
2052 | |
|
|
2053 | /* CLEAR_FLAG is so that if the character has other potions |
|
|
2054 | * that were grouped with the one consumed, his |
|
|
2055 | * stat will not be raised by them. fix_player just clears |
|
|
2056 | * up all the stats. |
|
|
2057 | */ |
|
|
2058 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
2059 | op->update_stats (); |
|
|
2060 | tmp->decrease (); |
|
|
2061 | return 1; |
|
|
2062 | } |
|
|
2063 | |
|
|
2064 | /** |
|
|
2065 | * 'victim' moves onto 'trap' |
|
|
2066 | * 'victim' leaves 'trap' |
|
|
2067 | * effect is determined by move_on/move_off of trap and move_type of victime. |
|
|
2068 | * |
|
|
2069 | * originator: Player, monster or other object that caused 'victim' to move |
|
|
2070 | * onto 'trap'. Will receive messages caused by this action. May be NULL. |
|
|
2071 | * However, some types of traps require an originator to function. |
|
|
2072 | */ |
|
|
2073 | void |
|
|
2074 | move_apply (object *trap, object *victim, object *originator) |
|
|
2075 | { |
|
|
2076 | static int recursion_depth = 0; |
|
|
2077 | |
|
|
2078 | /* Only exits affect DMs. */ |
|
|
2079 | if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) |
|
|
2080 | return; |
|
|
2081 | |
|
|
2082 | /* move_apply() is the most likely candidate for causing unwanted and |
|
|
2083 | * possibly unlimited recursion. |
|
|
2084 | */ |
|
|
2085 | /* The following was changed because it was causing perfectly correct |
|
|
2086 | * maps to fail. 1) it's not an error to recurse: |
|
|
2087 | * rune detonates, summoning monster. monster lands on nearby rune. |
|
|
2088 | * nearby rune detonates. This sort of recursion is expected and |
|
|
2089 | * proper. This code was causing needless crashes. |
|
|
2090 | */ |
|
|
2091 | if (recursion_depth >= 500) |
|
|
2092 | { |
|
|
2093 | LOG (llevDebug, "WARNING: move_apply(): aborting recursion " |
|
|
2094 | "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name); |
|
|
2095 | return; |
|
|
2096 | } |
|
|
2097 | |
|
|
2098 | recursion_depth++; |
|
|
2099 | if (trap->head) |
|
|
2100 | trap = trap->head; |
|
|
2101 | |
|
|
2102 | if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) |
|
|
2103 | switch (trap->type) |
|
|
2104 | { |
|
|
2105 | case PLAYERMOVER: |
|
|
2106 | if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) |
|
|
2107 | { |
|
|
2108 | if (!trap->stats.maxsp) |
|
|
2109 | trap->stats.maxsp = 2; |
|
|
2110 | |
|
|
2111 | /* Is this correct? From the docs, it doesn't look like it |
|
|
2112 | * should be divided by trap->speed |
|
|
2113 | */ |
|
|
2114 | victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed; |
|
|
2115 | |
|
|
2116 | /* Just put in some sanity check. I think there is a bug in the |
|
|
2117 | * above with some objects have zero speed, and thus the player |
|
|
2118 | * getting permanently paralyzed. |
|
|
2119 | */ |
|
|
2120 | if (victim->speed_left < -50.f) |
|
|
2121 | victim->speed_left = -50.f; |
|
|
2122 | /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ |
|
|
2123 | } |
|
|
2124 | break; |
|
|
2125 | |
|
|
2126 | case SPINNER: |
|
|
2127 | if (victim->direction) |
|
|
2128 | { |
|
|
2129 | victim->direction = absdir (victim->direction - trap->stats.sp); |
|
|
2130 | update_turn_face (victim); |
|
|
2131 | } |
|
|
2132 | break; |
|
|
2133 | |
|
|
2134 | case DIRECTOR: |
|
|
2135 | if (victim->direction && !should_director_abort (trap, victim)) |
|
|
2136 | { |
|
|
2137 | victim->direction = trap->stats.sp; |
|
|
2138 | update_turn_face (victim); |
|
|
2139 | } |
|
|
2140 | break; |
|
|
2141 | |
|
|
2142 | case BUTTON: |
|
|
2143 | case PEDESTAL: |
|
|
2144 | case T_MATCH: |
|
|
2145 | update_button (trap, originator); |
|
|
2146 | break; |
|
|
2147 | |
|
|
2148 | case ALTAR: |
|
|
2149 | /* sacrifice victim on trap */ |
|
|
2150 | apply_altar (trap, victim, originator); |
|
|
2151 | break; |
|
|
2152 | |
|
|
2153 | case THROWN_OBJ: |
|
|
2154 | if (trap->inv == NULL) |
|
|
2155 | break; |
|
|
2156 | /* fallthrough */ |
|
|
2157 | |
|
|
2158 | case ARROW: |
|
|
2159 | /* bad bug: monster throw a object, make a step forwards, step on object , |
|
|
2160 | * trigger this here and get hit by own missile - and will be own enemy. |
|
|
2161 | * Victim then is his own enemy and will start to kill herself (this is |
|
|
2162 | * removed) but we have not synced victim and his missile. To avoid senseless |
|
|
2163 | * action, we avoid hits here |
|
|
2164 | */ |
|
|
2165 | if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ()) |
|
|
2166 | && trap->owner != victim) |
|
|
2167 | hit_with_arrow (trap, victim); |
|
|
2168 | break; |
|
|
2169 | |
|
|
2170 | case SPELL_EFFECT: |
|
|
2171 | apply_spell_effect (trap, victim); |
|
|
2172 | break; |
|
|
2173 | |
|
|
2174 | case TRAPDOOR: |
|
|
2175 | { |
|
|
2176 | int max, sound_was_played; |
|
|
2177 | object *ab, *ab_next; |
|
|
2178 | |
|
|
2179 | if (!trap->value) |
|
|
2180 | { |
|
|
2181 | int tot; |
|
|
2182 | |
|
|
2183 | for (ab = trap->above, tot = 0; ab; ab = ab->above) |
|
|
2184 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
2185 | tot += ab->head_ ()->total_weight (); |
|
|
2186 | |
|
|
2187 | if (!(trap->value = (tot > trap->weight) ? 1 : 0)) |
|
|
2188 | break; |
|
|
2189 | |
|
|
2190 | SET_ANIMATION (trap, trap->value); |
|
|
2191 | update_object (trap, UP_OBJ_FACE); |
|
|
2192 | } |
|
|
2193 | |
|
|
2194 | for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) |
|
|
2195 | { |
|
|
2196 | /* need to set this up, since if we do transfer the object, |
|
|
2197 | * ab->above would be bogus |
|
|
2198 | */ |
|
|
2199 | ab_next = ab->above; |
|
|
2200 | |
|
|
2201 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
2202 | { |
|
|
2203 | if (!sound_was_played) |
|
|
2204 | { |
|
|
2205 | trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
|
|
2206 | sound_was_played = 1; |
|
|
2207 | } |
|
|
2208 | |
|
|
2209 | ab->statusmsg ("You fall into a trapdoor!", NDI_RED); |
|
|
2210 | transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab); |
|
|
2211 | } |
|
|
2212 | } |
|
|
2213 | break; |
|
|
2214 | } |
|
|
2215 | |
|
|
2216 | case CONVERTER: |
|
|
2217 | if (convert_item (victim, trap) < 0) |
|
|
2218 | { |
|
|
2219 | originator->failmsg (format ("The %s seems to be broken!", query_name (trap))); |
|
|
2220 | archetype::get (shstr_burnout)->insert_at (trap, trap); |
|
|
2221 | } |
|
|
2222 | |
|
|
2223 | break; |
|
|
2224 | |
|
|
2225 | case TRIGGER_BUTTON: |
|
|
2226 | case TRIGGER_PEDESTAL: |
|
|
2227 | case TRIGGER_ALTAR: |
|
|
2228 | check_trigger (trap, victim, originator); |
|
|
2229 | break; |
|
|
2230 | |
|
|
2231 | case DEEP_SWAMP: |
|
|
2232 | walk_on_deep_swamp (trap, victim); |
|
|
2233 | break; |
|
|
2234 | |
|
|
2235 | case CHECK_INV: |
|
|
2236 | check_inv (victim, trap); |
|
|
2237 | break; |
|
|
2238 | |
|
|
2239 | case HOLE: |
|
|
2240 | move_apply_hole (trap, victim); |
|
|
2241 | break; |
|
|
2242 | |
|
|
2243 | case EXIT: |
|
|
2244 | if (victim->type == PLAYER && EXIT_PATH (trap)) |
|
|
2245 | { |
|
|
2246 | /* Basically, don't show exits leading to random maps the |
|
|
2247 | * players output. |
|
|
2248 | */ |
|
|
2249 | if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit) |
|
|
2250 | victim->statusmsg (trap->msg, NDI_NAVY); |
|
|
2251 | |
|
|
2252 | trap->play_sound (trap->sound); |
|
|
2253 | victim->enter_exit (trap); |
|
|
2254 | } |
|
|
2255 | break; |
|
|
2256 | |
|
|
2257 | case ENCOUNTER: |
|
|
2258 | /* may be some leftovers on this */ |
|
|
2259 | break; |
|
|
2260 | |
|
|
2261 | case SHOP_MAT: |
|
|
2262 | apply_shop_mat (trap, victim); |
|
|
2263 | break; |
|
|
2264 | |
|
|
2265 | /* Drop a certain amount of gold, and have one item identified */ |
|
|
2266 | case IDENTIFY_ALTAR: |
|
|
2267 | apply_id_altar (victim, trap, originator); |
|
|
2268 | break; |
|
|
2269 | |
|
|
2270 | case SIGN: |
|
|
2271 | if (victim->type != PLAYER && trap->stats.food > 0) |
|
|
2272 | break; /* monsters musn't apply magic_mouths with counters */ |
|
|
2273 | |
|
|
2274 | apply_sign (victim, trap, 1); |
|
|
2275 | break; |
|
|
2276 | |
|
|
2277 | case CONTAINER: |
|
|
2278 | apply_container (victim, trap); |
|
|
2279 | break; |
|
|
2280 | |
|
|
2281 | case RUNE: |
|
|
2282 | case TRAP: |
|
|
2283 | if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) |
|
|
2284 | spring_trap (trap, victim); |
|
|
2285 | break; |
|
|
2286 | |
|
|
2287 | default: |
|
|
2288 | LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " |
|
|
2289 | "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); |
|
|
2290 | break; |
|
|
2291 | } |
|
|
2292 | |
|
|
2293 | recursion_depth--; |
|
|
2294 | } |
|
|
2295 | |
|
|
2296 | /** |
|
|
2297 | * Handles reading a regular (ie not containing a spell) book. |
|
|
2298 | */ |
|
|
2299 | static void |
|
|
2300 | apply_book (object *op, object *tmp) |
|
|
2301 | { |
|
|
2302 | int lev_diff; |
|
|
2303 | object *skill_ob; |
|
|
2304 | |
|
|
2305 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2306 | { |
|
|
2307 | op->failmsg ("You are unable to read while blind!"); |
|
|
2308 | return; |
|
|
2309 | } |
|
|
2310 | |
|
|
2311 | if (!tmp->msg) |
|
|
2312 | { |
|
|
2313 | op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name)); |
|
|
2314 | return; |
|
|
2315 | } |
|
|
2316 | |
|
|
2317 | /* need a literacy skill to read stuff! */ |
|
|
2318 | skill_ob = find_skill_by_name (op, tmp->skill); |
|
|
2319 | if (!skill_ob) |
|
|
2320 | { |
|
|
2321 | op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill)); |
|
|
2322 | return; |
|
|
2323 | } |
|
|
2324 | |
|
|
2325 | lev_diff = tmp->level - (skill_ob->level + 5); |
|
|
2326 | if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) |
|
|
2327 | { |
|
|
2328 | op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension." |
|
|
2329 | : lev_diff < 3 ? "This book is slightly beyond your comprehension." |
|
|
2330 | : lev_diff < 5 ? "This book is beyond your comprehension." |
|
|
2331 | : lev_diff < 8 ? "This book is quite a bit beyond your comprehension." |
|
|
2332 | : lev_diff < 15 ? "This book is way beyond your comprehension." |
|
|
2333 | : "This book is totally beyond your comprehension."); |
|
|
2334 | return; |
|
|
2335 | } |
|
|
2336 | |
|
|
2337 | // we currently don't use the message types for anything. |
|
|
2338 | // readable_message_type *msgType = get_readable_message_type (tmp); |
|
|
2339 | |
|
|
2340 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book")); |
|
|
2341 | |
|
|
2342 | if (player *pl = op->contr) |
|
|
2343 | if (client *ns = pl->ns) |
|
|
2344 | pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); |
|
|
2345 | |
|
|
2346 | /* gain xp from reading */ |
|
|
2347 | if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) |
|
|
2348 | { /* only if not read before */ |
|
|
2349 | int exp_gain = calc_skill_exp (op, tmp, skill_ob); |
|
|
2350 | |
|
|
2351 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
2352 | { |
|
|
2353 | /*exp_gain *= 2; because they just identified it too */ |
|
|
2354 | SET_FLAG (tmp, FLAG_IDENTIFIED); |
|
|
2355 | |
|
|
2356 | if (object *pl = tmp->visible_to ()) |
|
|
2357 | esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); |
|
|
2358 | } |
|
|
2359 | |
|
|
2360 | change_exp (op, exp_gain, skill_ob->skill, 0); |
|
|
2361 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ |
|
|
2362 | } |
|
|
2363 | } |
|
|
2364 | |
|
|
2365 | /** |
|
|
2366 | * op made some mistake with a scroll, this takes care of punishment. |
|
|
2367 | * scroll_failure()- hacked directly from spell_failure |
|
|
2368 | */ |
|
|
2369 | static void |
|
|
2370 | scroll_failure (object *op, int failure, int power) |
|
|
2371 | { |
|
|
2372 | if (abs (failure / 4) > power) |
|
|
2373 | power = abs (failure / 4); /* set minimum effect */ |
|
|
2374 | |
|
|
2375 | if (failure <= -1 && failure > -15) |
|
|
2376 | { /* wonder */ |
|
|
2377 | object *tmp; |
|
|
2378 | |
|
|
2379 | op->failmsg ("Your spell warps!"); |
|
|
2380 | tmp = get_archetype (SPELL_WONDER); |
|
|
2381 | cast_wonder (op, op, 0, tmp); |
|
|
2382 | tmp->destroy (); |
|
|
2383 | } |
|
|
2384 | else if (failure <= -15 && failure > -35) |
|
|
2385 | { /* drain mana */ |
|
|
2386 | op->failmsg ("Your mana is drained!"); |
|
|
2387 | op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); |
|
|
2388 | if (op->stats.sp < 0) |
|
|
2389 | op->stats.sp = 0; |
|
|
2390 | } |
|
|
2391 | else if (settings.spell_failure_effects == TRUE) |
|
|
2392 | { |
|
|
2393 | if (failure <= -35 && failure > -60) |
|
|
2394 | { /* confusion */ |
|
|
2395 | op->failmsg ("The magic recoils on you!"); |
|
|
2396 | confuse_player (op, op, power); |
|
|
2397 | } |
|
|
2398 | else if (failure <= -60 && failure > -70) |
|
|
2399 | { /* paralysis */ |
|
|
2400 | op->failmsg ("The magic recoils and paralyzes you!"); |
|
|
2401 | paralyze_player (op, op, power); |
|
|
2402 | } |
|
|
2403 | else if (failure <= -70 && failure > -80) |
|
|
2404 | { /* blind */ |
|
|
2405 | op->failmsg ("The magic recoils on you!"); |
|
|
2406 | blind_player (op, op, power); |
|
|
2407 | } |
|
|
2408 | else if (failure <= -80) |
|
|
2409 | { /* blast the immediate area */ |
|
|
2410 | object *tmp = get_archetype (LOOSE_MANA); |
|
|
2411 | cast_magic_storm (op, tmp, power); |
|
|
2412 | op->failmsg ("You unleash uncontrolled mana!"); |
|
|
2413 | tmp->destroy (); |
|
|
2414 | } |
|
|
2415 | } |
|
|
2416 | } |
|
|
2417 | |
|
|
2418 | /** |
|
|
2419 | * Handles the applying of a skill scroll, calling learn_skill straight. |
|
|
2420 | * op is the person learning the skill, tmp is the skill scroll object |
|
|
2421 | */ |
|
|
2422 | static void |
|
|
2423 | apply_skillscroll (object *op, object *tmp) |
|
|
2424 | { |
|
|
2425 | switch (learn_skill (op, tmp)) |
|
|
2426 | { |
|
|
2427 | case 0: |
|
|
2428 | op->play_sound (sound_find ("generic_fail")); |
|
|
2429 | op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp))); |
|
|
2430 | break; |
|
|
2431 | |
|
|
2432 | case 1: |
|
|
2433 | tmp->decrease (); |
|
|
2434 | op->play_sound (sound_find ("skill_learn")); |
|
|
2435 | op->statusmsg (format ("You succeed in learning %s", &tmp->skill)); |
|
|
2436 | break; |
|
|
2437 | |
|
|
2438 | default: |
|
|
2439 | tmp->decrease (); |
|
|
2440 | op->play_sound (sound_find ("generic_fail")); |
|
|
2441 | op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp))); |
|
|
2442 | break; |
|
|
2443 | } |
|
|
2444 | } |
|
|
2445 | |
|
|
2446 | /** |
|
|
2447 | * Actually makes op learn spell. |
|
|
2448 | * Informs player of what happens. |
|
|
2449 | */ |
|
|
2450 | void |
|
|
2451 | do_learn_spell (object *op, object *spell, int special_prayer) |
|
|
2452 | { |
|
|
2453 | object *tmp; |
|
|
2454 | |
|
|
2455 | if (op->type != PLAYER) |
|
|
2456 | { |
|
|
2457 | LOG (llevError, "BUG: do_learn_spell(): not a player\n"); |
|
|
2458 | return; |
|
|
2459 | } |
|
|
2460 | |
|
|
2461 | /* Upgrade special prayers to normal prayers */ |
|
|
2462 | if ((tmp = check_spell_known (op, spell->name)) != NULL) |
|
|
2463 | { |
|
|
2464 | if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
|
|
2465 | { |
|
|
2466 | LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); |
|
|
2467 | return; |
|
|
2468 | } |
|
|
2469 | return; |
|
|
2470 | } |
|
|
2471 | |
|
|
2472 | op->contr->play_sound (sound_find ("learn_spell")); |
|
|
2473 | |
|
|
2474 | tmp = spell->clone (); |
|
|
2475 | insert_ob_in_ob (tmp, op); |
|
|
2476 | |
|
|
2477 | if (special_prayer) |
|
|
2478 | SET_FLAG (tmp, FLAG_STARTEQUIP); |
|
|
2479 | |
|
|
2480 | esrv_add_spells (op->contr, tmp); |
|
|
2481 | } |
|
|
2482 | |
|
|
2483 | /** |
|
|
2484 | * Erases spell from player's inventory. |
|
|
2485 | */ |
|
|
2486 | void |
|
|
2487 | do_forget_spell (object *op, const char *spell) |
|
|
2488 | { |
|
|
2489 | object *spob; |
|
|
2490 | |
|
|
2491 | if (op->type != PLAYER) |
|
|
2492 | { |
|
|
2493 | LOG (llevError, "BUG: do_forget_spell(): not a player\n"); |
|
|
2494 | return; |
|
|
2495 | } |
|
|
2496 | if ((spob = check_spell_known (op, spell)) == NULL) |
|
|
2497 | { |
|
|
2498 | LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); |
|
|
2499 | return; |
|
|
2500 | } |
|
|
2501 | |
|
|
2502 | op->failmsg (format ("You lose knowledge of %s.", spell)); |
|
|
2503 | esrv_remove_spell (op->contr, spob); |
|
|
2504 | spob->destroy (); |
|
|
2505 | } |
|
|
2506 | |
|
|
2507 | /** |
|
|
2508 | * Handles player applying a spellbook. |
|
|
2509 | * Checks whether player has knowledge of required skill, doesn't already know the spell, |
|
|
2510 | * stuff like that. Random learning failure too. |
|
|
2511 | */ |
|
|
2512 | static void |
|
|
2513 | apply_spellbook (object *op, object *tmp) |
|
|
2514 | { |
|
|
2515 | object *skop, *spell, *spell_skill; |
|
|
2516 | |
|
|
2517 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2518 | { |
|
|
2519 | op->failmsg ("You are unable to read while blind."); |
|
|
2520 | return; |
|
|
2521 | } |
|
|
2522 | |
|
|
2523 | /* artifact_spellbooks have 'slaying' field point to a spell name, |
|
|
2524 | * instead of having their spell stored in stats.sp. These are |
|
|
2525 | * legacy spellbooks |
|
|
2526 | */ |
|
|
2527 | if (tmp->slaying) |
|
|
2528 | { |
|
|
2529 | spell = find_archetype_by_object_name (tmp->slaying)->instance (); |
|
|
2530 | |
|
|
2531 | if (!spell) |
|
|
2532 | { |
|
|
2533 | op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying)); |
|
|
2534 | return; |
|
|
2535 | } |
|
|
2536 | else |
|
|
2537 | insert_ob_in_ob (spell, tmp); |
|
|
2538 | |
|
|
2539 | tmp->slaying = 0; |
|
|
2540 | } |
|
|
2541 | |
|
|
2542 | skop = find_skill_by_name (op, tmp->skill); |
|
|
2543 | |
|
|
2544 | /* need a literacy skill to learn spells. Also, having a literacy level |
|
|
2545 | * lower than the spell will make learning the spell more difficult */ |
|
|
2546 | if (!skop) |
|
|
2547 | { |
|
|
2548 | op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill)); |
|
|
2549 | return; |
|
|
2550 | } |
|
|
2551 | |
|
|
2552 | spell = tmp->inv; |
|
|
2553 | |
|
|
2554 | if (!spell) |
|
|
2555 | { |
|
|
2556 | LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); |
|
|
2557 | op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); |
|
|
2558 | return; |
|
|
2559 | } |
|
|
2560 | |
|
|
2561 | int learn_level = sqrtf (spell->level) * 1.5f; |
|
|
2562 | if (skop->level < learn_level) |
|
|
2563 | { |
|
|
2564 | op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>", |
|
|
2565 | &tmp->skill, learn_level)); |
|
|
2566 | return; |
|
|
2567 | } |
|
|
2568 | |
|
|
2569 | op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name)); |
|
|
2570 | |
|
|
2571 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
2572 | identify (tmp); |
|
|
2573 | |
|
|
2574 | /* I removed the check for special_prayer_mark here - it didn't make |
|
|
2575 | * a lot of sense - special prayers are not found in spellbooks, and |
|
|
2576 | * if the player doesn't know the spell, doesn't make a lot of sense that |
|
|
2577 | * they would have a special prayer mark. |
|
|
2578 | */ |
|
|
2579 | if (check_spell_known (op, spell->name)) |
|
|
2580 | { |
|
|
2581 | op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n"); |
|
|
2582 | return; |
|
|
2583 | } |
|
|
2584 | |
|
|
2585 | if (spell->skill) |
|
|
2586 | { |
|
|
2587 | spell_skill = find_skill_by_name (op, spell->skill); |
|
|
2588 | |
|
|
2589 | if (!spell_skill) |
|
|
2590 | { |
|
|
2591 | op->failmsg (format ("You lack the %s skill to use this spell.", &spell->skill)); |
|
|
2592 | return; |
|
|
2593 | } |
|
|
2594 | |
|
|
2595 | if (spell_skill->level < spell->level) |
|
|
2596 | { |
|
|
2597 | op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill)); |
|
|
2598 | return; |
|
|
2599 | } |
|
|
2600 | } |
|
|
2601 | |
|
|
2602 | /* Logic as follows |
|
|
2603 | * |
|
|
2604 | * 1- MU spells use Int to learn, Cleric spells use Wisdom |
|
|
2605 | * |
|
|
2606 | * 2- The learner's skill level in literacy adjusts the chance to learn |
|
|
2607 | * a spell. |
|
|
2608 | * |
|
|
2609 | * 3 -Automatically fail to learn if you read while confused |
|
|
2610 | * |
|
|
2611 | * Overall, chances are the same but a player will find having a high |
|
|
2612 | * literacy rate very useful! -b.t. |
|
|
2613 | */ |
|
|
2614 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
|
|
2615 | { |
|
|
2616 | op->failmsg ("In your confused state you flub the wording of the text!"); |
|
|
2617 | scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace)); |
|
|
2618 | } |
|
|
2619 | else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || |
|
|
2620 | (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) |
|
|
2621 | { |
|
|
2622 | op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); |
|
|
2623 | do_learn_spell (op, spell, 0); |
|
|
2624 | |
|
|
2625 | /* xp gain to literacy for spell learning */ |
|
|
2626 | if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
|
|
2627 | change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); |
|
|
2628 | } |
|
|
2629 | else |
|
|
2630 | { |
|
|
2631 | op->contr->play_sound (sound_find ("fumble_spell")); |
|
|
2632 | op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n"); |
|
|
2633 | } |
|
|
2634 | |
|
|
2635 | tmp->decrease (); |
|
|
2636 | } |
|
|
2637 | |
|
|
2638 | /** |
|
|
2639 | * Handles applying a spell scroll. |
|
|
2640 | */ |
|
|
2641 | void |
|
|
2642 | apply_scroll (object *op, object *tmp, int dir) |
|
|
2643 | { |
|
|
2644 | object *skop; |
|
|
2645 | |
|
|
2646 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2647 | { |
|
|
2648 | op->failmsg ("You are unable to read while blind."); |
|
|
2649 | return; |
|
|
2650 | } |
|
|
2651 | |
|
|
2652 | if (!tmp->inv || tmp->inv->type != SPELL) |
|
|
2653 | { |
|
|
2654 | op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>"); |
|
|
2655 | return; |
|
|
2656 | } |
|
|
2657 | |
|
|
2658 | if (op->type == PLAYER) |
|
|
2659 | { |
|
|
2660 | /* players need a literacy skill to read stuff! */ |
|
|
2661 | int exp_gain = 0; |
|
|
2662 | |
|
|
2663 | /* hard code literacy - tmp->skill points to where the exp |
|
|
2664 | * should go for anything killed by the spell. |
|
|
2665 | */ |
|
|
2666 | skop = find_skill_by_name (op, skill_names[SK_LITERACY]); |
|
|
2667 | |
|
|
2668 | if (!skop) |
|
|
2669 | { |
|
|
2670 | op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY])); |
|
|
2671 | return; |
|
|
2672 | } |
|
|
2673 | |
|
|
2674 | if ((exp_gain = calc_skill_exp (op, tmp, skop))) |
|
|
2675 | change_exp (op, exp_gain, skop->skill, 0); |
|
|
2676 | } |
|
|
2677 | |
|
|
2678 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
2679 | identify (tmp); |
|
|
2680 | |
|
|
2681 | op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name)); |
|
|
2682 | |
|
|
2683 | cast_spell (op, tmp, dir, tmp->inv, NULL); |
|
|
2684 | tmp->decrease (); |
|
|
2685 | } |
|
|
2686 | |
|
|
2687 | /** |
|
|
2688 | * Applies a treasure object - by default, chest. op |
|
|
2689 | * is the person doing the applying, tmp is the treasure |
|
|
2690 | * chest. |
|
|
2691 | */ |
|
|
2692 | static void |
|
|
2693 | apply_treasure (object *op, object *tmp) |
|
|
2694 | { |
|
|
2695 | /* Nice side effect of this treasure creation method is that the treasure |
|
|
2696 | * for the chest is done when the chest is created, and put into the chest |
|
|
2697 | * inventory. So that when the chest burns up, the items still exist. Also |
|
|
2698 | * prevents people from moving chests to more difficult maps to get better |
|
|
2699 | * treasure |
|
|
2700 | */ |
|
|
2701 | object *treas = tmp->inv; |
|
|
2702 | |
|
|
2703 | if (!treas) |
|
|
2704 | { |
|
|
2705 | op->statusmsg ("The chest was empty."); |
|
|
2706 | tmp->decrease (); |
|
|
2707 | return; |
|
|
2708 | } |
|
|
2709 | |
|
|
2710 | while (tmp->inv) |
|
|
2711 | { |
|
|
2712 | treas = tmp->inv; |
|
|
2713 | treas->remove (); |
|
|
2714 | |
|
|
2715 | treas->x = op->x; |
|
|
2716 | treas->y = op->y; |
|
|
2717 | treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); |
|
|
2718 | |
|
|
2719 | if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
2720 | spring_trap (treas, op); |
|
|
2721 | |
|
|
2722 | /* If either player or container was destroyed, no need to do |
|
|
2723 | * further processing. I think this should be enclused with |
|
|
2724 | * spring trap above, as I don't think there is otherwise |
|
|
2725 | * any way for the treasure chest or player to get killed. |
|
|
2726 | */ |
|
|
2727 | if (op->destroyed () || tmp->destroyed ()) |
|
|
2728 | break; |
|
|
2729 | } |
|
|
2730 | |
|
|
2731 | if (!tmp->destroyed () && !tmp->inv) |
|
|
2732 | tmp->decrease (true); |
|
|
2733 | } |
|
|
2734 | |
|
|
2735 | /** |
|
|
2736 | * A dragon is eating some flesh. If the flesh contains resistances, |
|
|
2737 | * there is a chance for the dragon's skin to get improved. |
|
|
2738 | * |
|
|
2739 | * attributes: |
|
|
2740 | * object *op the object (dragon player) eating the flesh |
|
|
2741 | * object *meal the flesh item, getting chewed in dragon's mouth |
|
|
2742 | * return: |
|
|
2743 | * int 1 if eating successful, 0 if it doesn't work |
|
|
2744 | */ |
|
|
2745 | static int |
|
|
2746 | dragon_eat_flesh (object *op, object *meal) |
|
|
2747 | { |
|
|
2748 | object *skin = NULL; /* pointer to dragon skin force */ |
|
|
2749 | object *abil = NULL; /* pointer to dragon ability force */ |
|
|
2750 | object *tmp = NULL; /* tmp. object */ |
|
|
2751 | |
|
|
2752 | double chance; /* improvement-chance of one resistance type */ |
|
|
2753 | double totalchance = 1; /* total chance of gaining one resistance */ |
|
|
2754 | double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ |
|
|
2755 | double mbonus = 0; /* monster bonus */ |
|
|
2756 | int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ |
|
|
2757 | int winners = 0; /* number of winners */ |
|
|
2758 | int i; /* index */ |
|
|
2759 | |
|
|
2760 | /* let's make sure and doublecheck the parameters */ |
|
|
2761 | if (meal->type != FLESH || !op->is_dragon ()) |
|
|
2762 | return 0; |
|
|
2763 | |
|
|
2764 | /* now grab the 'dragon_skin'- and 'dragon_ability'-forces |
|
|
2765 | from the player's inventory */ |
|
|
2766 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
2767 | if (tmp->type == FORCE) |
|
|
2768 | if (tmp->arch->archname == shstr_dragon_skin_force) |
|
|
2769 | skin = tmp; |
|
|
2770 | else if (tmp->arch->archname == shstr_dragon_ability_force) |
|
|
2771 | abil = tmp; |
|
|
2772 | |
|
|
2773 | /* if either skin or ability are missing, this is an old player |
|
|
2774 | which is not to be considered a dragon -> bail out */ |
|
|
2775 | if (skin == NULL || abil == NULL) |
|
|
2776 | return 0; |
|
|
2777 | |
|
|
2778 | /* now start by filling stomache and health, according to food-value */ |
|
|
2779 | if ((MAX_FOOD - op->stats.food) < meal->stats.food) |
|
|
2780 | op->stats.hp += (MAX_FOOD - op->stats.food) / 50; |
|
|
2781 | else |
|
|
2782 | op->stats.hp += meal->stats.food / 50; |
|
|
2783 | |
|
|
2784 | min_it (op->stats.hp, op->stats.maxhp); |
|
|
2785 | op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food); |
|
|
2786 | |
|
|
2787 | /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ |
|
|
2788 | |
|
|
2789 | /* on to the interesting part: chances for adding resistance */ |
|
|
2790 | for (i = 0; i < NROFATTACKS; i++) |
|
|
2791 | { |
|
|
2792 | if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i)) |
|
|
2793 | { |
|
|
2794 | /* got positive resistance, now calculate improvement chance (0-100) */ |
|
|
2795 | |
|
|
2796 | /* this bonus makes resistance increase easier at lower levels */ |
|
|
2797 | bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level); |
|
|
2798 | if (i == abil->stats.exp) |
|
|
2799 | bonus += 5; /* additional bonus for resistance of ability-focus */ |
|
|
2800 | |
|
|
2801 | /* monster bonus increases with level, because high-level |
|
|
2802 | flesh is too rare */ |
|
|
2803 | mbonus = op->level * 20. / ((double) settings.max_level); |
|
|
2804 | |
|
|
2805 | chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. / |
|
|
2806 | ((double)settings.max_level)) - skin->resist[i]; |
|
|
2807 | |
|
|
2808 | if (chance >= 0.) |
|
|
2809 | chance += 1.; |
|
|
2810 | else |
|
|
2811 | chance = (chance < -12) ? 0. : 1. / pow (2., -chance); |
|
|
2812 | |
|
|
2813 | /* chance is proportional to amount of resistance (max. 50) */ |
|
|
2814 | chance *= ((double)(min (meal->resist[i], 50))) / 50.; |
|
|
2815 | |
|
|
2816 | /* doubled chance for resistance of ability-focus */ |
|
|
2817 | if (i == abil->stats.exp) |
|
|
2818 | chance = min (100., chance * 2.); |
|
|
2819 | |
|
|
2820 | /* now make the throw and save all winners (Don't insert luck bonus here!) */ |
|
|
2821 | if (rndm (10000) < (unsigned int)(chance * 100)) |
|
|
2822 | { |
|
|
2823 | atnr_winner[winners] = i; |
|
|
2824 | winners++; |
|
|
2825 | } |
|
|
2826 | |
|
|
2827 | if (chance >= 0.01) |
|
|
2828 | totalchance *= 1 - chance / 100; |
|
|
2829 | |
|
|
2830 | /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */ |
|
|
2831 | } |
|
|
2832 | } |
|
|
2833 | |
|
|
2834 | /* inverse totalchance as until now we have the failure-chance */ |
|
|
2835 | totalchance = 100 - totalchance * 100; |
|
|
2836 | |
|
|
2837 | /* print message according to totalchance */ |
|
|
2838 | const char *buf; |
|
|
2839 | if (totalchance > 50.) |
|
|
2840 | buf = format ("Hmm! The %s tasted delicious!", &meal->name); |
|
|
2841 | else if (totalchance > 10.) |
|
|
2842 | buf = format ("The %s tasted very good.", &meal->name); |
|
|
2843 | else if (totalchance > 1.) |
|
|
2844 | buf = format ("The %s tasted good.", &meal->name); |
|
|
2845 | else if (totalchance > 0.1) |
|
|
2846 | buf = format ("The %s tasted bland.", &meal->name); |
|
|
2847 | else if (totalchance >= 0.01) |
|
|
2848 | buf = format ("The %s had a boring taste.", &meal->name); |
|
|
2849 | else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) |
|
|
2850 | buf = format ("The %s tasted strange.", &meal->name); |
|
|
2851 | else |
|
|
2852 | buf = format ("The %s had no taste.", &meal->name); |
|
|
2853 | |
|
|
2854 | op->statusmsg (buf); |
|
|
2855 | |
|
|
2856 | /* now choose a winner if we have any */ |
|
|
2857 | i = -1; |
|
|
2858 | if (winners > 0) |
|
|
2859 | i = atnr_winner [rndm (winners)]; |
|
|
2860 | |
|
|
2861 | if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) |
|
|
2862 | { |
|
|
2863 | /* resistance increased! */ |
|
|
2864 | skin->resist[i]++; |
|
|
2865 | op->update_stats (); |
|
|
2866 | |
|
|
2867 | op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i])); |
|
|
2868 | } |
|
|
2869 | |
|
|
2870 | /* if this flesh contains a new ability focus, we mark it |
|
|
2871 | into the ability_force and it will take effect on next level */ |
|
|
2872 | if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) |
|
|
2873 | { |
|
|
2874 | abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ |
|
|
2875 | |
|
|
2876 | if (meal->last_eat != abil->stats.exp) |
|
|
2877 | op->statusmsg (format ( |
|
|
2878 | "Your metabolism prepares to focus on %s!\n" |
|
|
2879 | "The change will happen at level %d.", |
|
|
2880 | change_resist_msg[meal->last_eat], |
|
|
2881 | abil->level + 1 |
|
|
2882 | )); |
|
|
2883 | else |
|
|
2884 | { |
|
|
2885 | op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat])); |
|
|
2886 | abil->last_eat = 0; |
|
|
2887 | } |
|
|
2888 | } |
|
|
2889 | |
|
|
2890 | return 1; |
|
|
2891 | } |
|
|
2892 | |
|
|
2893 | /** |
|
|
2894 | * op eats food. |
|
|
2895 | * If player, takes care of messages and dragon special food. |
|
|
2896 | */ |
|
|
2897 | static void |
|
|
2898 | apply_food (object *op, object *tmp) |
|
|
2899 | { |
|
|
2900 | int capacity_remaining; |
|
|
2901 | |
|
|
2902 | if (op->type != PLAYER) |
|
|
2903 | op->stats.hp = op->stats.maxhp; |
|
|
2904 | else |
|
|
2905 | { |
|
|
2906 | /* check if this is a dragon (player), eating some flesh */ |
|
|
2907 | if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp)) |
|
|
2908 | ; |
|
|
2909 | else |
|
|
2910 | { |
|
|
2911 | /* usual case - no dragon meal: */ |
|
|
2912 | if (op->stats.food + tmp->stats.food > MAX_FOOD) |
|
|
2913 | { |
|
|
2914 | if (tmp->type == FOOD || tmp->type == FLESH) |
|
|
2915 | op->failmsg ("You feel full, but what a waste of food!"); |
|
|
2916 | else |
|
|
2917 | op->statusmsg ("Most of the drink goes down your face not your throat!"); |
|
|
2918 | } |
|
|
2919 | |
|
|
2920 | tmp->play_sound ( |
|
|
2921 | tmp->sound |
|
|
2922 | ? tmp->sound |
|
|
2923 | : tmp->type == DRINK |
|
|
2924 | ? sound_find ("eat_drink") |
|
|
2925 | : sound_find ("eat_food") |
|
|
2926 | ); |
|
|
2927 | |
|
|
2928 | if (!QUERY_FLAG (tmp, FLAG_CURSED)) |
|
|
2929 | { |
|
|
2930 | const char *buf; |
|
|
2931 | |
|
|
2932 | if (!op->is_dragon ()) |
|
|
2933 | { |
|
|
2934 | /* eating message for normal players */ |
|
|
2935 | if (tmp->type == DRINK) |
|
|
2936 | buf = format ("Ahhh...that %s tasted good.", &tmp->name); |
|
|
2937 | else |
|
|
2938 | buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); |
|
|
2939 | } |
|
|
2940 | else |
|
|
2941 | /* eating message for dragon players */ |
|
|
2942 | buf = format ("The %s tasted terrible!", &tmp->name); |
|
|
2943 | |
|
|
2944 | op->statusmsg (buf); |
|
|
2945 | |
|
|
2946 | capacity_remaining = MAX_FOOD - op->stats.food; |
|
|
2947 | op->stats.food += tmp->stats.food; |
|
|
2948 | if (capacity_remaining < tmp->stats.food) |
|
|
2949 | op->stats.hp += capacity_remaining / 50; |
|
|
2950 | else |
|
|
2951 | op->stats.hp += tmp->stats.food / 50; |
|
|
2952 | |
|
|
2953 | min_it (op->stats.hp, op->stats.maxhp); |
|
|
2954 | min_it (op->stats.food, MAX_FOOD); |
|
|
2955 | } |
|
|
2956 | |
|
|
2957 | /* special food hack -b.t. */ |
|
|
2958 | if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) |
|
|
2959 | eat_special_food (op, tmp); |
|
|
2960 | } |
|
|
2961 | } |
|
|
2962 | |
|
|
2963 | handle_apply_yield (tmp); |
|
|
2964 | tmp->decrease (); |
|
|
2965 | } |
|
|
2966 | |
|
|
2967 | /** |
|
|
2968 | * Handles applying an improve armor scroll. |
|
|
2969 | * Does some sanity checks, then calls improve_armour. |
|
|
2970 | */ |
|
|
2971 | static void |
|
|
2972 | apply_armour_improver (object *op, object *tmp) |
|
|
2973 | { |
|
|
2974 | object *armor; |
|
|
2975 | |
|
|
2976 | if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC)) |
|
|
2977 | { |
|
|
2978 | op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>"); |
|
|
2979 | return; |
|
|
2980 | } |
|
|
2981 | |
|
|
2982 | armor = find_marked_object (op); |
|
|
2983 | |
|
|
2984 | if (!armor) |
|
|
2985 | { |
|
|
2986 | op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this."); |
|
|
2987 | return; |
|
|
2988 | } |
|
|
2989 | |
|
|
2990 | if (armor->type != ARMOUR |
|
|
2991 | && armor->type != CLOAK |
|
|
2992 | && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) |
|
|
2993 | { |
|
|
2994 | op->failmsg ("Your marked item is not armour!\n"); |
|
|
2995 | return; |
|
|
2996 | } |
|
|
2997 | |
|
|
2998 | op->statusmsg ("Applying armour enchantment."); |
|
|
2999 | improve_armour (op, tmp, armor); |
|
|
3000 | } |
|
|
3001 | |
|
|
3002 | void |
|
|
3003 | apply_poison (object *op, object *tmp) |
|
|
3004 | { |
|
|
3005 | // need to do it now when it is still on the map |
|
|
3006 | handle_apply_yield (tmp); |
|
|
3007 | |
|
|
3008 | object *poison = tmp->split (1); |
|
|
3009 | |
|
|
3010 | if (op->type == PLAYER) |
|
|
3011 | { |
|
|
3012 | op->contr->play_sound (sound_find ("drink_poison")); |
|
|
3013 | op->failmsg ("Yech! That tasted poisonous!"); |
|
|
3014 | op->contr->killer = poison; |
|
|
3015 | } |
|
|
3016 | |
|
|
3017 | if (poison->stats.hp > 0) |
|
|
3018 | { |
|
|
3019 | LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp); |
|
|
3020 | hit_player (op, poison->stats.hp, tmp, AT_POISON, 1); |
|
|
3021 | } |
|
|
3022 | |
|
|
3023 | op->stats.food -= op->stats.food / 4; |
|
|
3024 | poison->destroy (); |
|
|
3025 | } |
|
|
3026 | |
|
|
3027 | /** |
|
|
3028 | * This function will try to apply a lighter and in case no lighter |
|
|
3029 | * is specified it will try to find a lighter in the players inventory, |
|
|
3030 | * and inform him about this requirement. |
|
|
3031 | * |
|
|
3032 | * who - the player |
|
|
3033 | * op - the item we want to light |
|
|
3034 | * lighter - the lighter or 0 if a lighter has yet to be found |
|
|
3035 | */ |
|
|
3036 | static object * |
|
|
3037 | auto_apply_lighter (object *who, object *op, object *lighter) |
|
|
3038 | { |
|
|
3039 | if (lighter == 0) |
|
|
3040 | { |
|
|
3041 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
3042 | { |
|
|
3043 | if (tmp->type == LIGHTER) |
|
|
3044 | { |
|
|
3045 | lighter = tmp; |
|
|
3046 | break; |
|
|
3047 | } |
|
|
3048 | } |
|
|
3049 | |
|
|
3050 | if (!lighter) |
|
|
3051 | { |
|
|
3052 | who->failmsg (format ( |
|
|
3053 | "You can't light up the %s with your bare hands! " |
|
|
3054 | "H<You need a lighter in your inventory, for example a flint and steel.>", |
|
|
3055 | &op->name)); |
|
|
3056 | return 0; |
|
|
3057 | } |
|
|
3058 | } |
|
|
3059 | |
|
|
3060 | // last_eat == 0 means the lighter is not being used up! |
|
|
3061 | if (lighter->last_eat && lighter->stats.food) |
|
|
3062 | { |
|
|
3063 | /* lighter gets used up */ |
|
|
3064 | lighter = lighter->split (); |
|
|
3065 | lighter->stats.food--; |
|
|
3066 | who->insert (lighter); |
|
|
3067 | } |
|
|
3068 | else if (lighter->last_eat) |
|
|
3069 | { |
|
|
3070 | /* no charges left in lighter */ |
|
|
3071 | who->failmsg (format ( |
|
|
3072 | "You attempt to light the %s with a used up %s.", |
|
|
3073 | &op->name, &lighter->name)); |
|
|
3074 | return 0; |
|
|
3075 | } |
|
|
3076 | |
|
|
3077 | return lighter; |
|
|
3078 | } |
|
|
3079 | |
|
|
3080 | /** |
|
|
3081 | * Designed primarily to light torches/lanterns/etc. |
|
|
3082 | * Also burns up burnable material too. First object in the inventory is |
|
|
3083 | * the selected object to "burn". -b.t. |
|
|
3084 | */ |
|
|
3085 | static void |
|
|
3086 | apply_lighter (object *who, object *lighter) |
|
|
3087 | { |
|
|
3088 | object *item; |
|
|
3089 | int is_player_env = 0; |
|
|
3090 | |
|
|
3091 | item = find_marked_object (who); |
|
|
3092 | if (item) |
|
|
3093 | { |
|
|
3094 | if (!auto_apply_lighter (who, item, lighter)) |
|
|
3095 | return; |
|
|
3096 | |
|
|
3097 | /* Perhaps we should split what we are trying to light on fire? |
|
|
3098 | * I can't see many times when you would want to light multiple |
|
|
3099 | * objects at once. |
|
|
3100 | */ |
|
|
3101 | |
|
|
3102 | save_throw_object (item, AT_FIRE, who); |
|
|
3103 | |
|
|
3104 | if (item->destroyed () |
|
|
3105 | || ((item->type == LAMP || item->type == TORCH) |
|
|
3106 | && item->glow_radius > 0)) |
|
|
3107 | who->statusmsg (format ( |
|
|
3108 | "You light the %s with the %s.", |
|
|
3109 | &item->name, &lighter->name)); |
|
|
3110 | else |
|
|
3111 | who->failmsg (format ( |
|
|
3112 | "You attempt to light the %s with the %s and fail.", |
|
|
3113 | &item->name, &lighter->name)); |
|
|
3114 | } |
|
|
3115 | else |
|
|
3116 | who->failmsg ("You need to mark a lightable object."); |
|
|
3117 | } |
|
|
3118 | |
|
|
3119 | /** |
|
|
3120 | * This function generates a cursed effect for cursed lamps and torches. |
|
|
3121 | */ |
|
|
3122 | static void |
|
|
3123 | player_apply_lamp_cursed_effect (object *who, object *op) |
|
|
3124 | { |
|
|
3125 | if (op->level) |
|
|
3126 | { |
|
|
3127 | who->failmsg (format ( |
|
|
3128 | "The %s was cursed, it explodes in a big fireball!", |
|
|
3129 | &op->name)); |
|
|
3130 | create_exploding_ball_at (who, op->level); |
|
|
3131 | } |
|
|
3132 | else |
|
|
3133 | { |
|
|
3134 | who->failmsg (format ( |
|
|
3135 | "The %s was cursed, it crumbles to dust, at least it didn't explode.!", |
|
|
3136 | &op->name)); |
|
|
3137 | } |
|
|
3138 | |
|
|
3139 | op->destroy (); |
|
|
3140 | } |
|
|
3141 | |
|
|
3142 | /** |
|
|
3143 | * Apply for players and lamps |
|
|
3144 | * |
|
|
3145 | * who - the player |
|
|
3146 | * op - the lamp |
|
|
3147 | */ |
|
|
3148 | static void |
|
|
3149 | player_apply_lamp (object *who, object *op) |
|
|
3150 | { |
|
|
3151 | bool switch_on = op->glow_radius ? false : true; |
|
|
3152 | |
|
|
3153 | if (switch_on) |
|
|
3154 | { |
|
|
3155 | object *lighter = 0; |
|
|
3156 | |
|
|
3157 | if (op->flag [FLAG_IS_LIGHTABLE] |
|
|
3158 | && !(lighter = auto_apply_lighter (who, op, 0))) |
|
|
3159 | return; |
|
|
3160 | |
|
|
3161 | if (op->stats.food < 1) |
|
|
3162 | { |
|
|
3163 | if (op->type == LAMP) |
|
|
3164 | who->failmsg (format ( |
|
|
3165 | "The %s is out of fuel! " |
|
|
3166 | "H<Lamps and similar items need fuel. They cannot be refilled.>", |
|
|
3167 | &op->name)); |
|
|
3168 | else |
|
|
3169 | who->failmsg (format ( |
|
|
3170 | "The %s is burnt out! " |
|
|
3171 | "H<Torches and similar items burn out and become worthless.>", |
|
|
3172 | &op->name)); |
|
|
3173 | return; |
|
|
3174 | } |
|
|
3175 | |
|
|
3176 | if (op->flag [FLAG_CURSED]) |
|
|
3177 | { |
|
|
3178 | player_apply_lamp_cursed_effect (who, op); |
|
|
3179 | return; |
|
|
3180 | } |
|
|
3181 | |
|
|
3182 | if (lighter) |
|
|
3183 | who->statusmsg (format ( |
|
|
3184 | "You light up the %s with the %s.", &op->name, &lighter->name)); |
|
|
3185 | else |
|
|
3186 | who->statusmsg (format ("You light up the %s.", &op->name)); |
|
|
3187 | } |
|
|
3188 | else |
|
|
3189 | { |
|
|
3190 | if (op->flag [FLAG_CURSED]) |
|
|
3191 | { |
|
|
3192 | player_apply_lamp_cursed_effect (who, op); |
|
|
3193 | return; |
|
|
3194 | } |
|
|
3195 | |
|
|
3196 | if (op->type == TORCH) |
|
|
3197 | { |
|
|
3198 | if (!op->flag [FLAG_IS_LIGHTABLE]) |
|
|
3199 | { |
|
|
3200 | who->statusmsg (format ( |
|
|
3201 | "You put out the %s. " |
|
|
3202 | "H<The %s can't be used anymore, as it can't be lighted up again.>", |
|
|
3203 | &op->name, &op->name)); |
|
|
3204 | } |
|
|
3205 | else |
|
|
3206 | who->statusmsg (format ( |
|
|
3207 | "You put out the %s." |
|
|
3208 | "H<Torches wear out if you put them out.>", |
|
|
3209 | &op->name)); |
|
|
3210 | } |
|
|
3211 | else |
|
|
3212 | who->statusmsg (format ("You turn off the %s.", &op->name)); |
|
|
3213 | } |
|
|
3214 | |
|
|
3215 | apply_lamp (op, switch_on); |
|
|
3216 | } |
|
|
3217 | |
|
|
3218 | void get_animation_from_arch (object *op, arch_ptr a) |
|
|
3219 | { |
|
|
3220 | op->animation_id = a->animation_id; |
|
|
3221 | op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE]; |
|
|
3222 | op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE]; |
|
|
3223 | op->anim_speed = a->anim_speed; |
|
|
3224 | op->last_anim = 0; |
|
|
3225 | op->state = 0; |
|
|
3226 | op->face = a->face; |
|
|
3227 | |
|
|
3228 | if (NUM_ANIMATIONS(op) > 1) |
|
|
3229 | { |
|
|
3230 | SET_ANIMATION(op, 0); |
|
|
3231 | animate_object (op, op->direction); |
|
|
3232 | } |
|
|
3233 | else |
|
|
3234 | update_object (op, UP_OBJ_FACE); |
|
|
3235 | } |
|
|
3236 | |
|
|
3237 | /** |
|
|
3238 | * Apply for LAMPs and TORCHes. |
|
|
3239 | * |
|
|
3240 | * op - the lamp |
|
|
3241 | * switch_on - a flag which says whether the lamp should be switched on or off |
|
|
3242 | */ |
|
|
3243 | void apply_lamp (object *op, bool switch_on) |
|
|
3244 | { |
|
|
3245 | op->set_glow_radius (switch_on ? op->range : 0); |
|
|
3246 | op->set_speed (switch_on ? op->arch->speed : 0); |
|
|
3247 | |
|
|
3248 | // torches wear out if you put them out |
|
|
3249 | if (op->type == TORCH && !switch_on) |
|
|
3250 | { |
|
|
3251 | if (op->flag [FLAG_IS_LIGHTABLE]) |
|
|
3252 | { |
|
|
3253 | op->stats.food -= (double) op->arch->stats.food / 15; |
|
|
3254 | if (op->stats.food < 0) |
|
|
3255 | op->stats.food = 0; |
|
|
3256 | } |
|
|
3257 | else |
|
|
3258 | op->stats.food = 0; |
|
|
3259 | } |
|
|
3260 | |
|
|
3261 | // lamps and torched get worthless when used up |
|
|
3262 | if (op->stats.food <= 0) |
|
|
3263 | op->value = 0; |
|
|
3264 | |
|
|
3265 | // FIXME: This is a hack to make the more sane torches and lamps |
|
|
3266 | // still animated ;-/ |
|
|
3267 | if (op->other_arch) |
|
|
3268 | get_animation_from_arch (op, switch_on ? op->other_arch : op->arch); |
|
|
3269 | |
|
|
3270 | if (object *pl = op->visible_to ()) |
|
|
3271 | esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op); |
|
|
3272 | } |
|
|
3273 | |
|
|
3274 | /** |
|
|
3275 | * This handles items of type 'transformer'. |
|
|
3276 | * Basically those items, used with a marked item, transform both items into something |
|
|
3277 | * else. |
|
|
3278 | * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited).. |
|
|
3279 | * Change information is contained in the 'slaying' field of the marked item. |
|
|
3280 | * The format is as follow: transformer:[number ]yield[;transformer:...]. |
|
|
3281 | * This way an item can be transformed in many things, and/or many objects. |
|
|
3282 | * The 'slaying' field for transformer is used as verb for the action. |
|
|
3283 | */ |
|
|
3284 | static void |
|
|
3285 | apply_item_transformer (object *pl, object *transformer) |
|
|
3286 | { |
|
|
3287 | object *marked; |
|
|
3288 | object *new_item; |
|
|
3289 | const char *find; |
|
|
3290 | char *separator; |
|
|
3291 | int yield; |
|
|
3292 | char got[MAX_BUF]; |
|
|
3293 | int len; |
|
|
3294 | |
|
|
3295 | if (!pl || !transformer) |
|
|
3296 | return; |
|
|
3297 | |
|
|
3298 | marked = find_marked_object (pl); |
|
|
3299 | |
|
|
3300 | if (!marked) |
|
|
3301 | { |
|
|
3302 | pl->failmsg (format ("Use the %s with what item?", query_name (transformer))); |
|
|
3303 | return; |
|
|
3304 | } |
|
|
3305 | |
|
|
3306 | if (!marked->slaying) |
|
|
3307 | { |
|
|
3308 | pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
|
|
3309 | return; |
|
|
3310 | } |
|
|
3311 | |
|
|
3312 | /* check whether they are compatible or not */ |
|
|
3313 | find = strstr (&marked->slaying, transformer->arch->archname); |
|
|
3314 | if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) |
|
|
3315 | { |
|
|
3316 | pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
|
|
3317 | return; |
|
|
3318 | } |
|
|
3319 | |
|
|
3320 | find += strlen (transformer->arch->archname) + 1; |
|
|
3321 | /* Item can be used, now find how many and what it yields */ |
|
|
3322 | if (isdigit (*(find))) |
|
|
3323 | { |
|
|
3324 | yield = atoi (find); |
|
|
3325 | if (yield < 1) |
|
|
3326 | { |
|
|
3327 | LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield); |
|
|
3328 | yield = 1; |
|
|
3329 | } |
|
|
3330 | } |
|
|
3331 | else |
|
|
3332 | yield = 1; |
|
|
3333 | |
|
|
3334 | while (isdigit (*find)) |
|
|
3335 | find++; |
|
|
3336 | |
|
|
3337 | while (*find == ' ') |
|
|
3338 | find++; |
|
|
3339 | |
|
|
3340 | memset (got, 0, MAX_BUF); |
|
|
3341 | |
|
|
3342 | if ((separator = (char *) strchr (find, ';'))) |
|
|
3343 | len = separator - find; |
|
|
3344 | else |
|
|
3345 | len = strlen (find); |
|
|
3346 | |
|
|
3347 | min_it (len, MAX_BUF - 1); |
|
|
3348 | |
|
|
3349 | strcpy (got, find); |
|
|
3350 | got[len] = '\0'; |
|
|
3351 | |
|
|
3352 | /* Now create new item, remove used ones when required. */ |
|
|
3353 | new_item = get_archetype (got); |
|
|
3354 | if (!new_item) |
|
|
3355 | { |
|
|
3356 | pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0))); |
|
|
3357 | return; |
|
|
3358 | } |
|
|
3359 | |
|
|
3360 | new_item->nrof = yield; |
|
|
3361 | |
|
|
3362 | pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0))); |
|
|
3363 | |
|
|
3364 | pl->insert (new_item); |
|
|
3365 | /* Eat up one item */ |
|
|
3366 | marked->decrease (); |
|
|
3367 | |
|
|
3368 | /* Eat one transformer if needed */ |
|
|
3369 | if (transformer->stats.food) |
|
|
3370 | if (--transformer->stats.food == 0) |
|
|
3371 | transformer->decrease (); |
|
|
3372 | } |
|
|
3373 | |
|
|
3374 | /** |
|
|
3375 | * Main apply handler. |
|
|
3376 | * |
|
|
3377 | * Checks for unpaid items before applying. |
|
|
3378 | * |
|
|
3379 | * Return value is currently not used |
|
|
3380 | * |
|
|
3381 | * who is the object that is causing object to be applied, op is the object |
|
|
3382 | * being applied. |
|
|
3383 | * |
|
|
3384 | * aflag is special (always apply/unapply) flags. Nothing is done with |
|
|
3385 | * them in this function - they are passed to apply_special |
|
|
3386 | */ |
|
|
3387 | static bool |
|
|
3388 | manual_apply (object *who, object *op, int aflag) |
|
|
3389 | { |
|
|
3390 | op = op->head_ (); |
|
|
3391 | |
|
|
3392 | if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED]) |
|
|
3393 | { |
|
|
3394 | if (who->contr) |
|
|
3395 | { |
|
|
3396 | examine (who, op); |
|
|
3397 | //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove |
|
|
3398 | return 1; |
|
|
3399 | } |
|
|
3400 | else |
|
|
3401 | return 0; /* monsters just skip unpaid items */ |
|
|
3402 | } |
|
|
3403 | |
|
|
3404 | if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who))) |
|
|
3405 | return RESULT_INT (0); |
|
|
3406 | else if (apply_types_inv_only [op->type]) |
|
|
3407 | { |
|
|
3408 | // special item, using slot system, needs to be in inv |
|
|
3409 | if (op->env == who) |
3515 | return apply_special (who, op, aflags); |
3410 | return apply_special (who, op, aflag); |
|
|
3411 | |
|
|
3412 | who->failmsg (format ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op))); |
|
|
3413 | } |
|
|
3414 | else if (!who->contr && apply_types_player_only [op->type]) |
|
|
3415 | return 0; // monsters shouldn't try to apply player-only stuff |
|
|
3416 | else if (apply_types [op->type]) |
|
|
3417 | { |
|
|
3418 | // ordinary stuff, may be on the floor |
|
|
3419 | switch (op->type) |
|
|
3420 | { |
|
|
3421 | case T_HANDLE: |
|
|
3422 | who->play_sound (sound_find ("turn_handle")); |
|
|
3423 | who->statusmsg ("You turn the handle."); |
|
|
3424 | op->value = op->value ? 0 : 1; |
|
|
3425 | SET_ANIMATION (op, op->value); |
|
|
3426 | update_object (op, UP_OBJ_FACE); |
|
|
3427 | push_button (op, who); |
|
|
3428 | break; |
|
|
3429 | |
|
|
3430 | case TRIGGER: |
|
|
3431 | if (check_trigger (op, who, who)) |
|
|
3432 | { |
|
|
3433 | who->statusmsg ("You turn the handle."); |
|
|
3434 | who->play_sound (sound_find ("turn_handle")); |
|
|
3435 | } |
|
|
3436 | else |
|
|
3437 | who->failmsg ("The handle doesn't move."); |
|
|
3438 | |
|
|
3439 | break; |
|
|
3440 | |
|
|
3441 | case EXIT: |
|
|
3442 | if (!EXIT_PATH (op)) |
|
|
3443 | who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op))); |
|
|
3444 | else |
|
|
3445 | { |
|
|
3446 | /* Don't display messages for random maps. */ |
|
|
3447 | if (op->msg && EXIT_PATH (op) != shstr_random_map_exit) |
|
|
3448 | who->statusmsg (op->msg, NDI_NAVY); |
|
|
3449 | |
|
|
3450 | who->enter_exit (op); |
|
|
3451 | } |
|
|
3452 | |
|
|
3453 | break; |
|
|
3454 | |
|
|
3455 | case INSCRIBABLE: |
|
|
3456 | who->statusmsg (op->msg); |
|
|
3457 | // maybe show a spell menu to chose from or something like that |
|
|
3458 | break; |
|
|
3459 | |
|
|
3460 | case SIGN: |
|
|
3461 | apply_sign (who, op, 0); |
|
|
3462 | break; |
|
|
3463 | |
|
|
3464 | case BOOK: |
|
|
3465 | apply_book (who, op); |
|
|
3466 | break; |
|
|
3467 | |
|
|
3468 | case SKILLSCROLL: |
|
|
3469 | apply_skillscroll (who, op); |
|
|
3470 | break; |
|
|
3471 | |
|
|
3472 | case SPELLBOOK: |
|
|
3473 | apply_spellbook (who, op); |
|
|
3474 | break; |
|
|
3475 | |
|
|
3476 | case SCROLL: |
|
|
3477 | apply_scroll (who, op, 0); |
|
|
3478 | break; |
|
|
3479 | |
|
|
3480 | case POTION: |
|
|
3481 | apply_potion (who, op); |
|
|
3482 | break; |
|
|
3483 | |
|
|
3484 | /* Eneq(@csd.uu.se): Handle apply on containers. */ |
|
|
3485 | //TODO: remove, as it is unsed? |
|
|
3486 | case CLOSE_CON: |
|
|
3487 | apply_container (who, op->env); |
|
|
3488 | break; |
|
|
3489 | |
|
|
3490 | case CONTAINER: |
|
|
3491 | apply_container (who, op); |
|
|
3492 | break; |
|
|
3493 | |
|
|
3494 | case TREASURE: |
|
|
3495 | apply_treasure (who, op); |
|
|
3496 | break; |
|
|
3497 | |
|
|
3498 | case LAMP: |
|
|
3499 | case TORCH: |
|
|
3500 | player_apply_lamp (who, op); |
|
|
3501 | break; |
|
|
3502 | |
|
|
3503 | case DRINK: |
|
|
3504 | case FOOD: |
|
|
3505 | case FLESH: |
|
|
3506 | apply_food (who, op); |
|
|
3507 | break; |
|
|
3508 | |
|
|
3509 | case POISON: |
|
|
3510 | apply_poison (who, op); |
|
|
3511 | break; |
|
|
3512 | |
|
|
3513 | case SAVEBED: |
|
|
3514 | break; |
|
|
3515 | |
|
|
3516 | case ARMOUR_IMPROVER: |
|
|
3517 | apply_armour_improver (who, op); |
|
|
3518 | break; |
|
|
3519 | |
|
|
3520 | case WEAPON_IMPROVER: |
|
|
3521 | check_improve_weapon (who, op); |
|
|
3522 | break; |
|
|
3523 | |
|
|
3524 | case CLOCK: |
|
|
3525 | { |
|
|
3526 | char buf[MAX_BUF]; |
|
|
3527 | timeofday_t tod; |
|
|
3528 | |
|
|
3529 | get_tod (&tod); |
|
|
3530 | who->play_sound (sound_find ("sound_clock")); |
|
|
3531 | who->statusmsg (format ( |
|
|
3532 | "It is %d minute%s past %d o'clock %s", |
|
|
3533 | tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), |
|
|
3534 | ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") |
|
|
3535 | )); |
|
|
3536 | } |
|
|
3537 | break; |
|
|
3538 | |
|
|
3539 | case MENU: |
|
|
3540 | shop_listing (op, who); |
|
|
3541 | break; |
|
|
3542 | |
|
|
3543 | case POWER_CRYSTAL: |
|
|
3544 | apply_power_crystal (who, op); /* see egoitem.c */ |
|
|
3545 | break; |
|
|
3546 | |
|
|
3547 | case LIGHTER: /* for lighting torches/lanterns/etc */ |
|
|
3548 | apply_lighter (who, op); |
|
|
3549 | break; |
|
|
3550 | |
|
|
3551 | case ITEM_TRANSFORMER: |
|
|
3552 | apply_item_transformer (who, op); |
|
|
3553 | break; |
|
|
3554 | } |
|
|
3555 | |
|
|
3556 | return 1; |
|
|
3557 | } |
|
|
3558 | else |
|
|
3559 | { |
|
|
3560 | who->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); |
|
|
3561 | return 0; |
|
|
3562 | } |
|
|
3563 | } |
|
|
3564 | |
|
|
3565 | /** |
|
|
3566 | * player_apply_below attempts to apply the object 'below' the player. |
|
|
3567 | * If the player has an open container, we use that for below, otherwise |
|
|
3568 | * we use the ground. |
|
|
3569 | */ |
|
|
3570 | void |
|
|
3571 | player_apply_below (object *pl) |
|
|
3572 | { |
|
|
3573 | object *top = pl->container_ () ? pl->container_ ()->inv : pl->below; |
|
|
3574 | |
|
|
3575 | /* If using a container, set the starting item to be the top |
|
|
3576 | * item in the container. Otherwise, use the map. |
|
|
3577 | */ |
|
|
3578 | |
|
|
3579 | // first try to apply "applyables" |
|
|
3580 | for (object *tmp = top; tmp; tmp = tmp->below) |
|
|
3581 | // the tmp->cb is a hack to allow user-extendable types... |
|
|
3582 | if (!tmp->invisible && (apply_types [tmp->type] || tmp->cb)) |
|
|
3583 | { |
|
|
3584 | // If it is visible, player can apply it. |
|
|
3585 | pl->apply (tmp); |
|
|
3586 | return; |
|
|
3587 | } |
|
|
3588 | |
|
|
3589 | while (top && top->invisible) |
|
|
3590 | top = top->below; |
|
|
3591 | |
|
|
3592 | if (!top || top->flag [FLAG_IS_FLOOR]) |
|
|
3593 | pl->failmsg ("You inspect this space, but find no way to apply anything. " |
|
|
3594 | "H<There is nothing here that you can apply.>"); |
|
|
3595 | else |
|
|
3596 | // next, try to explain the topmost object |
|
|
3597 | switch (top->type) |
|
|
3598 | { |
|
|
3599 | // TODO: all this should move to examine |
|
|
3600 | case ALTAR: |
|
|
3601 | case IDENTIFY_ALTAR: |
|
|
3602 | case TRIGGER_ALTAR: |
|
|
3603 | case CONVERTER: |
|
|
3604 | //case TRIGGER_PEDESTAL: |
|
|
3605 | pl->failmsg (format ( |
|
|
3606 | "You see no obvious mechanism on the %s." |
|
|
3607 | "H<You have to drop one or more specific items here.>", |
|
|
3608 | query_short_name (top) |
|
|
3609 | )); |
|
|
3610 | break; |
|
|
3611 | |
|
|
3612 | case BUTTON: |
|
|
3613 | case TRIGGER_BUTTON: |
|
|
3614 | pl->failmsg (format ( |
|
|
3615 | "The %s looks as if you could activate it with somehting heavy. " |
|
|
3616 | "H<You must put enough items here to activate it.>", |
|
|
3617 | query_short_name (top) |
|
|
3618 | )); |
|
|
3619 | break; |
|
|
3620 | |
|
|
3621 | default: |
|
|
3622 | examine (pl, top); |
|
|
3623 | break; |
|
|
3624 | } |
|
|
3625 | } |
|
|
3626 | |
|
|
3627 | // saner interface, returns successful status |
|
|
3628 | bool |
|
|
3629 | object::apply (object *ob, int aflags) |
|
|
3630 | { |
|
|
3631 | if (!ob) // simplifies a lot of callers |
|
|
3632 | return true; |
|
|
3633 | |
|
|
3634 | if (contr) |
|
|
3635 | { |
|
|
3636 | if (!ob->env && (move_type & MOVE_FLYING)) |
|
|
3637 | { |
|
|
3638 | /* player is flying and applying object not in inventory */ |
|
|
3639 | if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING)) |
|
|
3640 | { |
|
|
3641 | failmsg ("But you are floating high above the ground! " |
|
|
3642 | "H<You have to stop levitating first, if you can, either by using your levitation skill, " |
|
|
3643 | "or waiting till the levitation effect wears off.>"); |
|
|
3644 | return 0; |
|
|
3645 | } |
|
|
3646 | } |
|
|
3647 | |
|
|
3648 | contr->last_used = ob; |
|
|
3649 | } |
|
|
3650 | |
|
|
3651 | bool want_apply = |
|
|
3652 | aflags & AP_APPLY ? true |
|
|
3653 | : aflags & AP_UNAPPLY ? false |
|
|
3654 | : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE |
|
|
3655 | |
|
|
3656 | object_ptr *slot = 0; |
|
|
3657 | |
|
|
3658 | // detect the slot, if this is a player |
|
|
3659 | if (contr && !(aflags & AP_NO_SLOT)) |
|
|
3660 | { |
|
|
3661 | object *oslot; |
|
|
3662 | |
|
|
3663 | switch (ob->type) |
|
|
3664 | { |
|
|
3665 | case WEAPON: |
|
|
3666 | slot = &contr->combat_ob; |
|
|
3667 | oslot = contr->ranged_ob; |
|
|
3668 | break; |
|
|
3669 | |
|
|
3670 | case BOW: |
|
|
3671 | case RANGED: |
|
|
3672 | case SPELL: |
|
|
3673 | case WAND: |
|
|
3674 | case ROD: |
|
|
3675 | case HORN: |
|
|
3676 | case BUILDER: |
|
|
3677 | slot = &contr->ranged_ob; |
|
|
3678 | oslot = contr->combat_ob; |
|
|
3679 | break; |
|
|
3680 | |
|
|
3681 | // oh, the humanity |
|
|
3682 | case SKILL: |
|
|
3683 | if (aflags & AP_NO_SLOT) |
|
|
3684 | break; |
|
|
3685 | |
|
|
3686 | if (skill_flags [ob->subtype] & SF_NEED_ITEM) |
|
|
3687 | break; |
|
|
3688 | |
|
|
3689 | if (skill_flags [ob->subtype] & SF_COMBAT) |
|
|
3690 | { |
|
|
3691 | slot = &contr->combat_ob; |
|
|
3692 | oslot = contr->ranged_ob; |
|
|
3693 | } |
|
|
3694 | else if (skill_flags [ob->subtype] & SF_RANGED) |
|
|
3695 | { |
|
|
3696 | slot = &contr->ranged_ob; |
|
|
3697 | oslot = contr->combat_ob; |
|
|
3698 | } |
|
|
3699 | |
|
|
3700 | break; |
|
|
3701 | } |
|
|
3702 | |
|
|
3703 | // now handle slot exclusions |
|
|
3704 | if (slot) |
|
|
3705 | { |
|
|
3706 | // only one slot can be active |
|
|
3707 | if (want_apply) |
|
|
3708 | { |
|
|
3709 | // clear slot unless we are in it already |
|
|
3710 | if (*slot != ob) |
|
|
3711 | apply (*slot, AP_UNAPPLY); |
|
|
3712 | |
|
|
3713 | // unapply other slot, because we want to become active |
|
|
3714 | apply (oslot, AP_UNAPPLY); |
|
|
3715 | } |
|
|
3716 | |
|
|
3717 | // clear item from slot if applied |
|
|
3718 | if (!want_apply && current_weapon == ob) |
|
|
3719 | current_weapon = 0; |
|
|
3720 | } |
|
|
3721 | } |
|
|
3722 | |
|
|
3723 | if (ob->flag [FLAG_APPLIED] != want_apply) |
|
|
3724 | manual_apply (this, ob, aflags); |
|
|
3725 | |
|
|
3726 | if (ob->flag [FLAG_APPLIED] != want_apply) |
|
|
3727 | return false; |
|
|
3728 | |
|
|
3729 | if (slot && want_apply) |
|
|
3730 | current_weapon = *slot = ob; |
|
|
3731 | |
|
|
3732 | return true; |
3516 | } |
3733 | } |
3517 | |
3734 | |
3518 | /** |
3735 | /** |
3519 | * Map was just loaded, handle op's initialisation. |
3736 | * Map was just loaded, handle op's initialisation. |
3520 | * |
3737 | * |
… | |
… | |
3627 | * treasure again for this object |
3844 | * treasure again for this object |
3628 | */ |
3845 | */ |
3629 | invtmp->randomitems = NULL; |
3846 | invtmp->randomitems = NULL; |
3630 | } |
3847 | } |
3631 | } |
3848 | } |
|
|
3849 | |
3632 | /* This is really temporary - the code at the bottom will |
3850 | /* This is really temporary - the code at the bottom will |
3633 | * also set randomitems to null. The problem is there are bunches |
3851 | * also set randomitems to null. The problem is there are bunches |
3634 | * of maps/players already out there with items that have spells |
3852 | * of maps/players already out there with items that have spells |
3635 | * which haven't had the randomitems set to null yet. |
3853 | * which haven't had the randomitems set to null yet. |
3636 | * MSW 2004-05-13 |
3854 | * MSW 2004-05-13 |
… | |
… | |
3640 | * Ryo 2004-08-16 |
3858 | * Ryo 2004-08-16 |
3641 | */ |
3859 | */ |
3642 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL |
3860 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL |
3643 | || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) |
3861 | || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) |
3644 | tmp->randomitems = NULL; |
3862 | tmp->randomitems = NULL; |
3645 | |
|
|
3646 | } |
3863 | } |
3647 | |
3864 | |
3648 | if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) |
3865 | if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) |
3649 | auto_apply (tmp); |
3866 | auto_apply (tmp); |
3650 | else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) |
3867 | else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) |
… | |
… | |
3683 | } |
3900 | } |
3684 | |
3901 | |
3685 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
3902 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
3686 | for (object *tmp = ms->bot; tmp; tmp = tmp->above) |
3903 | for (object *tmp = ms->bot; tmp; tmp = tmp->above) |
3687 | if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
3904 | if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
3688 | check_trigger (tmp, tmp->above); |
3905 | check_trigger (tmp, tmp->above, tmp->above); |
3689 | } |
3906 | } |
3690 | |
3907 | |
3691 | /** |
3908 | /** |
3692 | * Handles player eating food that temporarily changes status (resistances, stats). |
3909 | * Handles player eating food that temporarily changes status (resistances, stats). |
3693 | * This used to call cast_change_attr(), but |
3910 | * This used to call cast_change_attr(), but |
… | |
… | |
3698 | eat_special_food (object *who, object *food) |
3915 | eat_special_food (object *who, object *food) |
3699 | { |
3916 | { |
3700 | object *force; |
3917 | object *force; |
3701 | int i, did_one = 0; |
3918 | int i, did_one = 0; |
3702 | |
3919 | |
3703 | force = get_archetype (FORCE_NAME); |
3920 | char buf[64]; |
|
|
3921 | snprintf (buf, sizeof(buf), "sp_food_%s", &food->title); |
|
|
3922 | shstr key (buf); |
3704 | |
3923 | |
3705 | for (i = 0; i < NUM_STATS; i++) |
|
|
3706 | if (sint8 k = food->stats.stat (i)) |
|
|
3707 | { |
|
|
3708 | force->stats.stat (i) = k; |
|
|
3709 | did_one = 1; |
|
|
3710 | } |
|
|
3711 | |
|
|
3712 | /* check if we can protect the eater */ |
|
|
3713 | for (i = 0; i < NROFATTACKS; i++) |
|
|
3714 | { |
|
|
3715 | if (food->resist[i] > 0) |
|
|
3716 | { |
|
|
3717 | force->resist[i] = food->resist[i] / 2; |
|
|
3718 | did_one = 1; |
|
|
3719 | } |
|
|
3720 | } |
|
|
3721 | |
|
|
3722 | if (did_one) |
|
|
3723 | { |
|
|
3724 | force->set_speed (0.1); |
|
|
3725 | /* bigger morsel of food = longer effect time */ |
3924 | /* bigger morsel of food = longer effect time */ |
3726 | force->duration = food->stats.food / 5; |
3925 | int duration = TIME2TICK (food->stats.food); |
3727 | SET_FLAG (force, FLAG_APPLIED); |
3926 | |
3728 | change_abil (who, force); |
3927 | if (force = who->force_find (key)) |
3729 | insert_ob_in_ob (force, who); |
3928 | { |
|
|
3929 | if (duration > fabs (force->speed_left / force->speed)) |
|
|
3930 | { |
|
|
3931 | 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)); |
|
|
3932 | force->force_set_timer (duration); |
|
|
3933 | } |
|
|
3934 | else |
|
|
3935 | new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect."); |
|
|
3936 | |
|
|
3937 | return; |
3730 | } |
3938 | } |
3731 | else |
3939 | else |
|
|
3940 | { |
|
|
3941 | force = who->force_add (key, duration); |
|
|
3942 | force->name = key; |
|
|
3943 | |
|
|
3944 | /* check if the food affects a stat */ |
|
|
3945 | for (i = 0; i < NUM_STATS; i++) |
|
|
3946 | if (sint8 k = food->stats.stat (i)) |
|
|
3947 | { |
|
|
3948 | force->stats.stat (i) = k; |
|
|
3949 | did_one = 1; |
|
|
3950 | } |
|
|
3951 | |
|
|
3952 | /* check if we can protect the eater */ |
|
|
3953 | for (i = 0; i < NROFATTACKS; i++) |
|
|
3954 | { |
|
|
3955 | if (food->resist[i] > 0) |
|
|
3956 | { |
|
|
3957 | force->resist[i] = food->resist[i]; |
|
|
3958 | did_one = 1; |
|
|
3959 | } |
|
|
3960 | } |
|
|
3961 | |
|
|
3962 | if (did_one) |
|
|
3963 | { |
|
|
3964 | 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)); |
|
|
3965 | |
|
|
3966 | /* make the force take effect and report effects to user */ |
|
|
3967 | change_abil (who, force); |
|
|
3968 | } |
|
|
3969 | else |
3732 | force->destroy (); |
3970 | force->destroy (); |
|
|
3971 | } |
3733 | |
3972 | |
3734 | /* check for hp, sp change */ |
3973 | /* check for hp, sp change */ |
3735 | if (food->stats.hp != 0) |
3974 | if (food->stats.hp != 0) |
3736 | { |
3975 | { |
3737 | if (QUERY_FLAG (food, FLAG_CURSED)) |
3976 | if (QUERY_FLAG (food, FLAG_CURSED)) |
… | |
… | |
3767 | /* place limit on max sp from food? */ |
4006 | /* place limit on max sp from food? */ |
3768 | } |
4007 | } |
3769 | } |
4008 | } |
3770 | |
4009 | |
3771 | who->update_stats (); |
4010 | who->update_stats (); |
3772 | } |
|
|
3773 | |
|
|
3774 | /** |
|
|
3775 | * Designed primarily to light torches/lanterns/etc. |
|
|
3776 | * Also burns up burnable material too. First object in the inventory is |
|
|
3777 | * the selected object to "burn". -b.t. |
|
|
3778 | */ |
|
|
3779 | void |
|
|
3780 | apply_lighter (object *who, object *lighter) |
|
|
3781 | { |
|
|
3782 | object *item; |
|
|
3783 | int is_player_env = 0; |
|
|
3784 | |
|
|
3785 | item = find_marked_object (who); |
|
|
3786 | if (item) |
|
|
3787 | { |
|
|
3788 | if (lighter->last_eat && lighter->stats.food) |
|
|
3789 | { /* lighter gets used up */ |
|
|
3790 | object *oneLighter = lighter->split (); |
|
|
3791 | oneLighter->stats.food--; |
|
|
3792 | who->insert (oneLighter); |
|
|
3793 | } |
|
|
3794 | else if (lighter->last_eat) |
|
|
3795 | { |
|
|
3796 | /* no charges left in lighter */ |
|
|
3797 | who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name)); |
|
|
3798 | return; |
|
|
3799 | } |
|
|
3800 | |
|
|
3801 | /* Perhaps we should split what we are trying to light on fire? |
|
|
3802 | * I can't see many times when you would want to light multiple |
|
|
3803 | * objects at once. |
|
|
3804 | */ |
|
|
3805 | |
|
|
3806 | if (who == item->in_player ()) |
|
|
3807 | is_player_env = 1; |
|
|
3808 | |
|
|
3809 | save_throw_object (item, AT_FIRE, who); |
|
|
3810 | |
|
|
3811 | if (item->destroyed ()) |
|
|
3812 | { |
|
|
3813 | who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name)); |
|
|
3814 | /* Need to update the player so that the players glow radius |
|
|
3815 | * gets changed. |
|
|
3816 | */ |
|
|
3817 | if (is_player_env) |
|
|
3818 | who->update_stats (); |
|
|
3819 | } |
|
|
3820 | else |
|
|
3821 | who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name)); |
|
|
3822 | } |
|
|
3823 | else |
|
|
3824 | who->failmsg ("You need to mark a lightable object."); |
|
|
3825 | } |
|
|
3826 | |
|
|
3827 | /** |
|
|
3828 | * op made some mistake with a scroll, this takes care of punishment. |
|
|
3829 | * scroll_failure()- hacked directly from spell_failure |
|
|
3830 | */ |
|
|
3831 | void |
|
|
3832 | scroll_failure (object *op, int failure, int power) |
|
|
3833 | { |
|
|
3834 | if (abs (failure / 4) > power) |
|
|
3835 | power = abs (failure / 4); /* set minimum effect */ |
|
|
3836 | |
|
|
3837 | if (failure <= -1 && failure > -15) |
|
|
3838 | { /* wonder */ |
|
|
3839 | object *tmp; |
|
|
3840 | |
|
|
3841 | op->failmsg ("Your spell warps!"); |
|
|
3842 | tmp = get_archetype (SPELL_WONDER); |
|
|
3843 | cast_wonder (op, op, 0, tmp); |
|
|
3844 | tmp->destroy (); |
|
|
3845 | } |
|
|
3846 | else if (failure <= -15 && failure > -35) |
|
|
3847 | { /* drain mana */ |
|
|
3848 | op->failmsg ("Your mana is drained!"); |
|
|
3849 | op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); |
|
|
3850 | if (op->stats.sp < 0) |
|
|
3851 | op->stats.sp = 0; |
|
|
3852 | } |
|
|
3853 | else if (settings.spell_failure_effects == TRUE) |
|
|
3854 | { |
|
|
3855 | if (failure <= -35 && failure > -60) |
|
|
3856 | { /* confusion */ |
|
|
3857 | op->failmsg ("The magic recoils on you!"); |
|
|
3858 | confuse_player (op, op, power); |
|
|
3859 | } |
|
|
3860 | else if (failure <= -60 && failure > -70) |
|
|
3861 | { /* paralysis */ |
|
|
3862 | op->failmsg ("The magic recoils and paralyzes you!"); |
|
|
3863 | paralyze_player (op, op, power); |
|
|
3864 | } |
|
|
3865 | else if (failure <= -70 && failure > -80) |
|
|
3866 | { /* blind */ |
|
|
3867 | op->failmsg ("The magic recoils on you!"); |
|
|
3868 | blind_player (op, op, power); |
|
|
3869 | } |
|
|
3870 | else if (failure <= -80) |
|
|
3871 | { /* blast the immediate area */ |
|
|
3872 | object *tmp = get_archetype (LOOSE_MANA); |
|
|
3873 | cast_magic_storm (op, tmp, power); |
|
|
3874 | op->failmsg ("You unleash uncontrolled mana!"); |
|
|
3875 | tmp->destroy (); |
|
|
3876 | } |
|
|
3877 | } |
|
|
3878 | } |
4011 | } |
3879 | |
4012 | |
3880 | void |
4013 | void |
3881 | apply_changes_to_player (object *pl, object *change) |
4014 | apply_changes_to_player (object *pl, object *change) |
3882 | { |
4015 | { |
… | |
… | |
3930 | } |
4063 | } |
3931 | |
4064 | |
3932 | /* insert the randomitems from the change's treasurelist into |
4065 | /* insert the randomitems from the change's treasurelist into |
3933 | * the player ref: player.c |
4066 | * the player ref: player.c |
3934 | */ |
4067 | */ |
3935 | if (change->randomitems != NULL) |
4068 | if (change->randomitems) |
3936 | give_initial_items (pl, change->randomitems); |
4069 | give_initial_items (pl, change->randomitems); |
3937 | |
4070 | |
3938 | /* set up the face, for some races. */ |
4071 | /* set up the face, for some races. */ |
3939 | |
4072 | |
3940 | /* first, look for the force object banning |
4073 | /* first, look for the force object banning |
3941 | * changing the face. Certain races never change face with class. |
4074 | * changing the face. Certain races never change face with class. |
3942 | */ |
4075 | */ |
3943 | for (walk = pl->inv; walk != NULL; walk = walk->below) |
4076 | for (walk = pl->inv; walk; walk = walk->below) |
3944 | if (!strcmp (walk->name, "NOCLASSFACECHANGE")) |
4077 | if (walk->name == shstr_NOCLASSFACECHANGE) |
3945 | flag_change_face = 0; |
4078 | flag_change_face = 0; |
3946 | |
4079 | |
3947 | if (flag_change_face) |
4080 | if (flag_change_face) |
3948 | { |
4081 | { |
3949 | pl->face = change->face; |
4082 | pl->face = change->face; |
… | |
… | |
3951 | pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; |
4084 | pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; |
3952 | } |
4085 | } |
3953 | |
4086 | |
3954 | /* check the special case of can't use weapons */ |
4087 | /* check the special case of can't use weapons */ |
3955 | /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ |
4088 | /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ |
3956 | if (!strcmp (change->name, "monk")) |
4089 | if (change->name == shstr_monk) |
3957 | CLEAR_FLAG (pl, FLAG_USE_WEAPON); |
4090 | CLEAR_FLAG (pl, FLAG_USE_WEAPON); |
3958 | |
4091 | |
3959 | break; |
4092 | break; |
3960 | } |
4093 | } |
3961 | } |
4094 | } |
3962 | } |
4095 | } |
3963 | |
4096 | |
3964 | /** |
|
|
3965 | * This handles items of type 'transformer'. |
|
|
3966 | * Basically those items, used with a marked item, transform both items into something |
|
|
3967 | * else. |
|
|
3968 | * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited).. |
|
|
3969 | * Change information is contained in the 'slaying' field of the marked item. |
|
|
3970 | * The format is as follow: transformer:[number ]yield[;transformer:...]. |
|
|
3971 | * This way an item can be transformed in many things, and/or many objects. |
|
|
3972 | * The 'slaying' field for transformer is used as verb for the action. |
|
|
3973 | */ |
|
|
3974 | void |
|
|
3975 | apply_item_transformer (object *pl, object *transformer) |
|
|
3976 | { |
|
|
3977 | object *marked; |
|
|
3978 | object *new_item; |
|
|
3979 | char *find; |
|
|
3980 | char *separator; |
|
|
3981 | int yield; |
|
|
3982 | char got[MAX_BUF]; |
|
|
3983 | int len; |
|
|
3984 | |
|
|
3985 | if (!pl || !transformer) |
|
|
3986 | return; |
|
|
3987 | |
|
|
3988 | marked = find_marked_object (pl); |
|
|
3989 | |
|
|
3990 | if (!marked) |
|
|
3991 | { |
|
|
3992 | pl->failmsg (format ("Use the %s with what item?", query_name (transformer))); |
|
|
3993 | return; |
|
|
3994 | } |
|
|
3995 | |
|
|
3996 | if (!marked->slaying) |
|
|
3997 | { |
|
|
3998 | pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
|
|
3999 | return; |
|
|
4000 | } |
|
|
4001 | |
|
|
4002 | /* check whether they are compatible or not */ |
|
|
4003 | find = strstr (marked->slaying, transformer->arch->archname); |
|
|
4004 | if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) |
|
|
4005 | { |
|
|
4006 | pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
|
|
4007 | return; |
|
|
4008 | } |
|
|
4009 | |
|
|
4010 | find += strlen (transformer->arch->archname) + 1; |
|
|
4011 | /* Item can be used, now find how many and what it yields */ |
|
|
4012 | if (isdigit (*(find))) |
|
|
4013 | { |
|
|
4014 | yield = atoi (find); |
|
|
4015 | if (yield < 1) |
|
|
4016 | { |
|
|
4017 | LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield); |
|
|
4018 | yield = 1; |
|
|
4019 | } |
|
|
4020 | } |
|
|
4021 | else |
|
|
4022 | yield = 1; |
|
|
4023 | |
|
|
4024 | while (isdigit (*find)) |
|
|
4025 | find++; |
|
|
4026 | |
|
|
4027 | while (*find == ' ') |
|
|
4028 | find++; |
|
|
4029 | |
|
|
4030 | memset (got, 0, MAX_BUF); |
|
|
4031 | |
|
|
4032 | if ((separator = strchr (find, ';')) != NULL) |
|
|
4033 | len = separator - find; |
|
|
4034 | else |
|
|
4035 | len = strlen (find); |
|
|
4036 | |
|
|
4037 | if (len > MAX_BUF - 1) |
|
|
4038 | len = MAX_BUF - 1; |
|
|
4039 | |
|
|
4040 | strcpy (got, find); |
|
|
4041 | got[len] = '\0'; |
|
|
4042 | |
|
|
4043 | /* Now create new item, remove used ones when required. */ |
|
|
4044 | new_item = get_archetype (got); |
|
|
4045 | if (!new_item) |
|
|
4046 | { |
|
|
4047 | pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0))); |
|
|
4048 | return; |
|
|
4049 | } |
|
|
4050 | |
|
|
4051 | new_item->nrof = yield; |
|
|
4052 | |
|
|
4053 | pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0))); |
|
|
4054 | |
|
|
4055 | pl->insert (new_item); |
|
|
4056 | /* Eat up one item */ |
|
|
4057 | marked->decrease (); |
|
|
4058 | |
|
|
4059 | /* Eat one transformer if needed */ |
|
|
4060 | if (transformer->stats.food) |
|
|
4061 | if (--transformer->stats.food == 0) |
|
|
4062 | transformer->decrease (); |
|
|
4063 | } |
|
|
4064 | |
|
|