… | |
… | |
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 GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * |
20 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
22 | */ |
23 | |
23 | |
24 | #include <cmath> |
24 | #include <cmath> |
25 | |
25 | |
… | |
… | |
92 | * Return value: 1 if money was destroyed, 0 if not. |
92 | * Return value: 1 if money was destroyed, 0 if not. |
93 | */ |
93 | */ |
94 | static int |
94 | static int |
95 | apply_id_altar (object *money, object *altar, object *pl) |
95 | apply_id_altar (object *money, object *altar, object *pl) |
96 | { |
96 | { |
97 | dynbuf_text buf; |
97 | dynbuf_text &buf = msg_dynbuf; buf.clear (); |
98 | |
98 | |
99 | if (!pl || pl->type != PLAYER) |
99 | if (!pl || pl->type != PLAYER) |
100 | return 0; |
100 | return 0; |
101 | |
101 | |
102 | /* Check for MONEY type is a special hack - it prevents 'nothing needs |
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. |
103 | * identifying' from being printed out more than it needs to be. |
104 | */ |
104 | */ |
105 | if (!check_altar_sacrifice (altar, money) || money->type != MONEY) |
105 | if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY) |
106 | return 0; |
106 | return 0; |
107 | |
107 | |
108 | /* if the player has a marked item, identify that if it needs to be |
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. |
109 | * identified. If it doesn't, then go through the player inventory. |
110 | */ |
110 | */ |
111 | if (object *marked = find_marked_object (pl)) |
111 | if (object *marked = find_marked_object (pl)) |
112 | if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) |
112 | if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) |
113 | { |
113 | { |
114 | if (operate_altar (altar, &money)) |
114 | if (operate_altar (altar, &money, pl)) |
115 | { |
115 | { |
116 | identify (marked); |
116 | identify (marked); |
117 | |
117 | |
118 | buf.printf ("You have %s.\r", long_desc (marked, pl)); |
118 | buf.printf ("You have %s.\r", long_desc (marked, pl)); |
119 | if (marked->msg) |
119 | if (marked->msg) |
… | |
… | |
125 | |
125 | |
126 | for (object *id = pl->inv; id; id = id->below) |
126 | for (object *id = pl->inv; id; id = id->below) |
127 | { |
127 | { |
128 | if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) |
128 | if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) |
129 | { |
129 | { |
130 | if (operate_altar (altar, &money)) |
130 | if (operate_altar (altar, &money, pl)) |
131 | { |
131 | { |
132 | identify (id); |
132 | identify (id); |
133 | |
133 | |
134 | buf.printf ("You have %s.\r", long_desc (id, pl)); |
134 | buf.printf ("You have %s.\r", long_desc (id, pl)); |
135 | if (id->msg) |
135 | if (id->msg) |
… | |
… | |
160 | * matching item. |
160 | * matching item. |
161 | **/ |
161 | **/ |
162 | void |
162 | void |
163 | handle_apply_yield (object *tmp) |
163 | handle_apply_yield (object *tmp) |
164 | { |
164 | { |
165 | if (shstr yield = tmp->kv (shstr_on_use_yield)) |
165 | if (shstr_tmp yield = tmp->kv (shstr_on_use_yield)) |
166 | archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); |
166 | archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); |
167 | } |
167 | } |
168 | |
168 | |
169 | /** |
169 | /** |
170 | * Handles applying a potion. |
170 | * Handles applying a potion. |
… | |
… | |
315 | */ |
315 | */ |
316 | if (tmp->inv) |
316 | if (tmp->inv) |
317 | { |
317 | { |
318 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
318 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
319 | { |
319 | { |
320 | object *fball; |
|
|
321 | |
|
|
322 | op->failmsg ("Yech! Your lungs are on fire!"); |
320 | op->failmsg ("Yech! Your lungs are on fire!"); |
323 | |
321 | create_exploding_ball_at (op, op->level); |
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 | } |
322 | } |
332 | else |
323 | else |
333 | cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
324 | cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
334 | |
325 | |
335 | tmp->decrease (); |
326 | tmp->decrease (); |
… | |
… | |
378 | } |
369 | } |
379 | |
370 | |
380 | /* Only thing left are the stat potions */ |
371 | /* Only thing left are the stat potions */ |
381 | if (op->type == PLAYER) |
372 | if (op->type == PLAYER) |
382 | { /* only for players */ |
373 | { /* only for players */ |
383 | if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) |
374 | if ((QUERY_FLAG (tmp, FLAG_CURSED) |
|
|
375 | || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
376 | && tmp->value != 0) |
384 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
377 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
385 | else |
378 | else |
386 | SET_FLAG (tmp, FLAG_APPLIED); |
379 | SET_FLAG (tmp, FLAG_APPLIED); |
387 | |
380 | |
388 | if (!change_abil (op, tmp)) |
381 | if (!change_abil (op, tmp)) |
… | |
… | |
403 | /**************************************************************************** |
396 | /**************************************************************************** |
404 | * Weapon improvement code follows |
397 | * Weapon improvement code follows |
405 | ****************************************************************************/ |
398 | ****************************************************************************/ |
406 | |
399 | |
407 | /** |
400 | /** |
|
|
401 | * This function just checks whether who can handle equipping an item |
|
|
402 | * with item_power. |
|
|
403 | */ |
|
|
404 | |
|
|
405 | bool |
|
|
406 | check_item_power (object *who, int item_power) |
|
|
407 | { |
|
|
408 | if (who->type == PLAYER |
|
|
409 | && item_power |
|
|
410 | && item_power + who->contr->item_power > settings.item_power_factor * who->level) |
|
|
411 | return false; |
|
|
412 | else |
|
|
413 | return true; |
|
|
414 | } |
|
|
415 | |
|
|
416 | /** |
408 | * This returns the sum of nrof of item (arch name). |
417 | * This returns the sum of nrof of item (arch name). |
409 | */ |
418 | */ |
410 | static int |
419 | static int |
411 | check_item (object *op, const char *item) |
420 | check_item (object *op, shstr_cmp item) |
412 | { |
421 | { |
413 | int count = 0; |
422 | int count = 0; |
414 | |
423 | |
415 | if (!item) |
424 | if (!item) |
416 | return 0; |
425 | return 0; |
417 | |
426 | |
418 | for (op = op->below; op; op = op->below) |
427 | for (op = op->below; op; op = op->below) |
419 | { |
|
|
420 | if (strcmp (op->arch->archname, item) == 0) |
428 | if (op->arch->archname == item) |
421 | { |
|
|
422 | if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) |
429 | if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) |
423 | /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) |
430 | && /* 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; |
431 | count += op->number_of (); |
429 | } |
|
|
430 | } |
|
|
431 | } |
|
|
432 | |
432 | |
433 | return count; |
433 | return count; |
434 | } |
434 | } |
435 | |
435 | |
436 | /** |
436 | /** |
… | |
… | |
438 | * op is typically the player, which is only |
438 | * op is typically the player, which is only |
439 | * really used to determine what space to look at. |
439 | * really used to determine what space to look at. |
440 | * Modified to only eat 'nrof' of objects. |
440 | * Modified to only eat 'nrof' of objects. |
441 | */ |
441 | */ |
442 | static void |
442 | static void |
443 | eat_item (object *op, const char *item, uint32 nrof) |
443 | eat_item (object *op, shstr_cmp item, uint32 nrof) |
444 | { |
444 | { |
445 | object *prev; |
445 | object *prev; |
446 | |
446 | |
447 | prev = op; |
447 | prev = op; |
448 | op = op->below; |
448 | op = op->below; |
449 | |
449 | |
450 | while (op) |
450 | while (op) |
451 | { |
451 | { |
452 | if (strcmp (op->arch->archname, item) == 0) |
452 | if (op->arch->archname == item) |
453 | { |
453 | { |
454 | if (op->nrof >= nrof) |
454 | if (op->nrof >= nrof) |
455 | { |
455 | { |
456 | op->decrease (nrof); |
456 | op->decrease (nrof); |
457 | return; |
457 | return; |
… | |
… | |
466 | } |
466 | } |
467 | |
467 | |
468 | prev = op; |
468 | prev = op; |
469 | op = op->below; |
469 | op = op->below; |
470 | } |
470 | } |
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 | } |
471 | } |
523 | |
472 | |
524 | /** |
473 | /** |
525 | * Returns how many items of type improver->slaying there are under op. |
474 | * 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. |
475 | * Will display a message if none found, and 1 if improver->slaying is NULL. |
… | |
… | |
655 | if (improver->stats.sp == IMPROVE_PREPARE) |
604 | if (improver->stats.sp == IMPROVE_PREPARE) |
656 | return prepare_weapon (op, improver, weapon); |
605 | return prepare_weapon (op, improver, weapon); |
657 | |
606 | |
658 | if (weapon->level == 0) |
607 | if (weapon->level == 0) |
659 | { |
608 | { |
660 | op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); |
609 | op->failmsg ( |
|
|
610 | "This weapon has not been prepared." |
|
|
611 | " H<You first have to prepare a weapon with a prepare weapon scroll.>"); |
661 | return 0; |
612 | return 0; |
662 | } |
613 | } |
663 | |
614 | |
664 | if (weapon->level == weapon->last_eat && weapon->item_power >= 100) |
615 | if (weapon->last_eat >= weapon->level // improvements used up |
|
|
616 | || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100 |
665 | { |
617 | { |
666 | op->failmsg ("This weapon cannot be improved any more."); |
618 | op->failmsg ("This weapon cannot be improved any more."); |
667 | return 0; |
619 | return 0; |
668 | } |
620 | } |
669 | |
621 | |
670 | if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) |
622 | if (QUERY_FLAG (weapon, FLAG_APPLIED) |
|
|
623 | && !check_item_power (op, weapon->item_power + 1)) |
671 | { |
624 | { |
672 | op->failmsg ("Improving the weapon will make it too " |
625 | op->failmsg ("Improving the weapon will make it too " |
673 | "powerful for you to use. Unready it if you " |
626 | "powerful for you to use. Unready it if you " |
674 | "really want to improve it."); |
627 | "really want to improve it."); |
675 | return 0; |
628 | return 0; |
… | |
… | |
904 | * Takes one type of items and makes another. |
857 | * Takes one type of items and makes another. |
905 | * converter is the object that is doing the conversion. |
858 | * converter is the object that is doing the conversion. |
906 | * item is the object that triggered the converter - if it is not |
859 | * item is the object that triggered the converter - if it is not |
907 | * what the converter wants, this will not do anything. |
860 | * what the converter wants, this will not do anything. |
908 | */ |
861 | */ |
909 | static int |
862 | int |
910 | convert_item (object *item, object *converter) |
863 | convert_item (object *item, object *converter) |
911 | { |
864 | { |
912 | sint64 nr, price_in; |
865 | sint64 nr, price_in; |
913 | |
866 | |
914 | if (item->flag [FLAG_UNPAID]) |
867 | if (item->flag [FLAG_UNPAID]) |
… | |
… | |
1107 | { |
1060 | { |
1108 | /* Only players can make sacrifices on spell casting altars. */ |
1061 | /* Only players can make sacrifices on spell casting altars. */ |
1109 | if (altar->inv && (!originator || originator->type != PLAYER)) |
1062 | if (altar->inv && (!originator || originator->type != PLAYER)) |
1110 | return 0; |
1063 | return 0; |
1111 | |
1064 | |
1112 | if (operate_altar (altar, &sacrifice)) |
1065 | if (operate_altar (altar, &sacrifice, originator)) |
1113 | { |
1066 | { |
1114 | /* Simple check. Unfortunately, it means you can't cast magic bullet |
1067 | /* Simple check. Unfortunately, it means you can't cast magic bullet |
1115 | * with an altar. We call it a Potion - altars are stationary - it |
1068 | * with an altar. We call it a Potion - altars are stationary - it |
1116 | * is up to map designers to use them properly. |
1069 | * is up to map designers to use them properly. |
1117 | */ |
1070 | */ |
… | |
… | |
1126 | /* push_button (altar);*/ |
1079 | /* push_button (altar);*/ |
1127 | } |
1080 | } |
1128 | else |
1081 | else |
1129 | { |
1082 | { |
1130 | altar->value = 1; /* works only once */ |
1083 | altar->value = 1; /* works only once */ |
1131 | push_button (altar); |
1084 | push_button (altar, originator); |
1132 | } |
1085 | } |
1133 | |
1086 | |
1134 | return !sacrifice; |
1087 | return !sacrifice; |
1135 | } |
1088 | } |
1136 | else |
1089 | else |
… | |
… | |
1153 | |
1106 | |
1154 | SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ |
1107 | SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ |
1155 | |
1108 | |
1156 | bool has_unpaid = false; |
1109 | bool has_unpaid = false; |
1157 | |
1110 | |
1158 | // quite inefficient to do this here twice, but the api doesn'T lend itself to |
1111 | // quite inefficient to do this here twice, but the api doesn't lend itself to |
1159 | // a quick and small change :( |
1112 | // a quick and small change :( |
1160 | for (object::depth_iterator item = op->begin (); item != op->end (); ++item) |
1113 | for (object::depth_iterator item = op->begin (); item != op->end (); ++item) |
1161 | if (item->flag [FLAG_UNPAID]) |
1114 | if (item->flag [FLAG_UNPAID]) |
1162 | { |
1115 | { |
1163 | has_unpaid = true; |
1116 | has_unpaid = true; |
… | |
… | |
1263 | * Handles applying a sign. |
1216 | * Handles applying a sign. |
1264 | */ |
1217 | */ |
1265 | static void |
1218 | static void |
1266 | apply_sign (object *op, object *sign, int autoapply) |
1219 | apply_sign (object *op, object *sign, int autoapply) |
1267 | { |
1220 | { |
|
|
1221 | if (!op->is_player()) |
|
|
1222 | return; |
|
|
1223 | |
1268 | if (sign->has_dialogue ()) |
1224 | if (sign->has_dialogue ()) |
1269 | { |
1225 | { |
1270 | op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name)); |
1226 | op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name)); |
1271 | return; |
1227 | return; |
1272 | } |
1228 | } |
… | |
… | |
1385 | |
1341 | |
1386 | recursion_depth++; |
1342 | recursion_depth++; |
1387 | if (trap->head) |
1343 | if (trap->head) |
1388 | trap = trap->head; |
1344 | trap = trap->head; |
1389 | |
1345 | |
1390 | if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) |
1346 | if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) |
1391 | goto leave; |
|
|
1392 | |
|
|
1393 | switch (trap->type) |
1347 | switch (trap->type) |
1394 | { |
1348 | { |
1395 | case PLAYERMOVER: |
1349 | case PLAYERMOVER: |
1396 | if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) |
1350 | if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) |
|
|
1351 | { |
|
|
1352 | if (!trap->stats.maxsp) |
|
|
1353 | trap->stats.maxsp = 2; |
|
|
1354 | |
|
|
1355 | /* Is this correct? From the docs, it doesn't look like it |
|
|
1356 | * should be divided by trap->speed |
|
|
1357 | */ |
|
|
1358 | victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); |
|
|
1359 | |
|
|
1360 | /* Just put in some sanity check. I think there is a bug in the |
|
|
1361 | * above with some objects have zero speed, and thus the player |
|
|
1362 | * getting permanently paralyzed. |
|
|
1363 | */ |
|
|
1364 | if (victim->speed_left < -50.f) |
|
|
1365 | victim->speed_left = -50.f; |
|
|
1366 | /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ |
|
|
1367 | } |
|
|
1368 | break; |
|
|
1369 | |
|
|
1370 | case SPINNER: |
|
|
1371 | if (victim->direction) |
|
|
1372 | { |
|
|
1373 | victim->direction = absdir (victim->direction - trap->stats.sp); |
|
|
1374 | update_turn_face (victim); |
|
|
1375 | } |
|
|
1376 | break; |
|
|
1377 | |
|
|
1378 | case DIRECTOR: |
|
|
1379 | if (victim->direction && !should_director_abort (trap, victim)) |
|
|
1380 | { |
|
|
1381 | victim->direction = trap->stats.sp; |
|
|
1382 | update_turn_face (victim); |
|
|
1383 | } |
|
|
1384 | break; |
|
|
1385 | |
|
|
1386 | case BUTTON: |
|
|
1387 | case PEDESTAL: |
|
|
1388 | update_button (trap, originator); |
|
|
1389 | break; |
|
|
1390 | |
|
|
1391 | case ALTAR: |
|
|
1392 | /* sacrifice victim on trap */ |
|
|
1393 | apply_altar (trap, victim, originator); |
|
|
1394 | break; |
|
|
1395 | |
|
|
1396 | case THROWN_OBJ: |
|
|
1397 | if (trap->inv == NULL) |
|
|
1398 | break; |
|
|
1399 | /* fallthrough */ |
|
|
1400 | |
|
|
1401 | case ARROW: |
|
|
1402 | /* bad bug: monster throw a object, make a step forwards, step on object , |
|
|
1403 | * trigger this here and get hit by own missile - and will be own enemy. |
|
|
1404 | * Victim then is his own enemy and will start to kill herself (this is |
|
|
1405 | * removed) but we have not synced victim and his missile. To avoid senseless |
|
|
1406 | * action, we avoid hits here |
|
|
1407 | */ |
|
|
1408 | if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) |
|
|
1409 | hit_with_arrow (trap, victim); |
|
|
1410 | break; |
|
|
1411 | |
|
|
1412 | case SPELL_EFFECT: |
|
|
1413 | apply_spell_effect (trap, victim); |
|
|
1414 | break; |
|
|
1415 | |
|
|
1416 | case TRAPDOOR: |
1397 | { |
1417 | { |
|
|
1418 | int max, sound_was_played; |
|
|
1419 | object *ab, *ab_next; |
|
|
1420 | |
1398 | if (!trap->stats.maxsp) |
1421 | if (!trap->value) |
1399 | trap->stats.maxsp = 2; |
1422 | { |
|
|
1423 | int tot; |
1400 | |
1424 | |
1401 | /* Is this correct? From the docs, it doesn't look like it |
1425 | for (ab = trap->above, tot = 0; ab; ab = ab->above) |
1402 | * should be divided by trap->speed |
1426 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
1427 | tot += ab->head_ ()->total_weight (); |
|
|
1428 | |
|
|
1429 | if (!(trap->value = (tot > trap->weight) ? 1 : 0)) |
|
|
1430 | break; |
|
|
1431 | |
|
|
1432 | SET_ANIMATION (trap, trap->value); |
|
|
1433 | update_object (trap, UP_OBJ_FACE); |
|
|
1434 | } |
|
|
1435 | |
|
|
1436 | for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) |
|
|
1437 | { |
|
|
1438 | /* need to set this up, since if we do transfer the object, |
|
|
1439 | * ab->above would be bogus |
1403 | */ |
1440 | */ |
1404 | victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); |
1441 | ab_next = ab->above; |
1405 | |
1442 | |
1406 | /* Just put in some sanity check. I think there is a bug in the |
1443 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
1407 | * above with some objects have zero speed, and thus the player |
1444 | { |
1408 | * getting permanently paralyzed. |
1445 | if (!sound_was_played) |
|
|
1446 | { |
|
|
1447 | trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
|
|
1448 | sound_was_played = 1; |
|
|
1449 | } |
|
|
1450 | |
|
|
1451 | ab->statusmsg ("You fall into a trapdoor!", NDI_RED); |
|
|
1452 | transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab); |
|
|
1453 | } |
1409 | */ |
1454 | } |
1410 | if (victim->speed_left < -50.f) |
1455 | break; |
1411 | victim->speed_left = -50.f; |
|
|
1412 | /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ |
|
|
1413 | } |
1456 | } |
1414 | goto leave; |
|
|
1415 | |
1457 | |
1416 | case SPINNER: |
1458 | case CONVERTER: |
1417 | if (victim->direction) |
1459 | if (convert_item (victim, trap) < 0) |
1418 | { |
|
|
1419 | victim->direction = absdir (victim->direction - trap->stats.sp); |
|
|
1420 | update_turn_face (victim); |
|
|
1421 | } |
|
|
1422 | goto leave; |
|
|
1423 | |
|
|
1424 | case DIRECTOR: |
|
|
1425 | if (victim->direction && !should_director_abort (trap, victim)) |
|
|
1426 | { |
|
|
1427 | victim->direction = trap->stats.sp; |
|
|
1428 | update_turn_face (victim); |
|
|
1429 | } |
|
|
1430 | goto leave; |
|
|
1431 | |
|
|
1432 | case BUTTON: |
|
|
1433 | case PEDESTAL: |
|
|
1434 | update_button (trap); |
|
|
1435 | goto leave; |
|
|
1436 | |
|
|
1437 | case ALTAR: |
|
|
1438 | /* sacrifice victim on trap */ |
|
|
1439 | apply_altar (trap, victim, originator); |
|
|
1440 | goto leave; |
|
|
1441 | |
|
|
1442 | case THROWN_OBJ: |
|
|
1443 | if (trap->inv == NULL) |
|
|
1444 | goto leave; |
|
|
1445 | /* fallthrough */ |
|
|
1446 | |
|
|
1447 | case ARROW: |
|
|
1448 | /* bad bug: monster throw a object, make a step forwards, step on object , |
|
|
1449 | * trigger this here and get hit by own missile - and will be own enemy. |
|
|
1450 | * Victim then is his own enemy and will start to kill herself (this is |
|
|
1451 | * removed) but we have not synced victim and his missile. To avoid senseless |
|
|
1452 | * action, we avoid hits here |
|
|
1453 | */ |
|
|
1454 | if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) |
|
|
1455 | hit_with_arrow (trap, victim); |
|
|
1456 | goto leave; |
|
|
1457 | |
|
|
1458 | case SPELL_EFFECT: |
|
|
1459 | apply_spell_effect (trap, victim); |
|
|
1460 | goto leave; |
|
|
1461 | |
|
|
1462 | case TRAPDOOR: |
|
|
1463 | { |
|
|
1464 | int max, sound_was_played; |
|
|
1465 | object *ab, *ab_next; |
|
|
1466 | |
|
|
1467 | if (!trap->value) |
|
|
1468 | { |
1460 | { |
1469 | int tot; |
1461 | originator->failmsg (format ("The %s seems to be broken!", query_name (trap))); |
1470 | |
1462 | archetype::get (shstr_burnout)->insert_at (trap, trap); |
1471 | for (ab = trap->above, tot = 0; ab; ab = ab->above) |
|
|
1472 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
1473 | tot += ab->head_ ()->total_weight (); |
|
|
1474 | |
|
|
1475 | if (!(trap->value = (tot > trap->weight) ? 1 : 0)) |
|
|
1476 | goto leave; |
|
|
1477 | |
|
|
1478 | SET_ANIMATION (trap, trap->value); |
|
|
1479 | update_object (trap, UP_OBJ_FACE); |
|
|
1480 | } |
1463 | } |
1481 | |
1464 | |
1482 | for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) |
1465 | break; |
|
|
1466 | |
|
|
1467 | case TRIGGER_BUTTON: |
|
|
1468 | case TRIGGER_PEDESTAL: |
|
|
1469 | case TRIGGER_ALTAR: |
|
|
1470 | check_trigger (trap, victim, originator); |
|
|
1471 | break; |
|
|
1472 | |
|
|
1473 | case DEEP_SWAMP: |
|
|
1474 | walk_on_deep_swamp (trap, victim); |
|
|
1475 | break; |
|
|
1476 | |
|
|
1477 | case CHECK_INV: |
|
|
1478 | check_inv (victim, trap); |
|
|
1479 | break; |
|
|
1480 | |
|
|
1481 | case HOLE: |
|
|
1482 | move_apply_hole (trap, victim); |
|
|
1483 | break; |
|
|
1484 | |
|
|
1485 | case EXIT: |
|
|
1486 | if (victim->type == PLAYER && EXIT_PATH (trap)) |
1483 | { |
1487 | { |
1484 | /* need to set this up, since if we do transfer the object, |
1488 | /* Basically, don't show exits leading to random maps the |
1485 | * ab->above would be bogus |
1489 | * players output. |
1486 | */ |
1490 | */ |
1487 | ab_next = ab->above; |
1491 | if (trap->msg && !EXIT_PATH (trap).starts_with ("/!")) |
|
|
1492 | victim->statusmsg (trap->msg, NDI_NAVY); |
1488 | |
1493 | |
1489 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
1494 | trap->play_sound (trap->sound); |
1490 | { |
1495 | victim->enter_exit (trap); |
1491 | if (!sound_was_played) |
|
|
1492 | { |
|
|
1493 | trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
|
|
1494 | sound_was_played = 1; |
|
|
1495 | } |
|
|
1496 | |
|
|
1497 | ab->statusmsg ("You fall into a trapdoor!", NDI_RED); |
|
|
1498 | transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab); |
|
|
1499 | } |
|
|
1500 | } |
1496 | } |
1501 | goto leave; |
1497 | break; |
1502 | } |
|
|
1503 | |
1498 | |
1504 | case CONVERTER: |
|
|
1505 | if (convert_item (victim, trap) < 0) |
|
|
1506 | { |
|
|
1507 | originator->failmsg (format ("The %s seems to be broken!", query_name (trap))); |
|
|
1508 | archetype::get (shstr_burnout)->insert_at (trap, trap); |
|
|
1509 | } |
|
|
1510 | |
|
|
1511 | goto leave; |
|
|
1512 | |
|
|
1513 | case TRIGGER_BUTTON: |
|
|
1514 | case TRIGGER_PEDESTAL: |
|
|
1515 | case TRIGGER_ALTAR: |
|
|
1516 | check_trigger (trap, victim); |
|
|
1517 | goto leave; |
|
|
1518 | |
|
|
1519 | case DEEP_SWAMP: |
|
|
1520 | walk_on_deep_swamp (trap, victim); |
|
|
1521 | goto leave; |
|
|
1522 | |
|
|
1523 | case CHECK_INV: |
|
|
1524 | check_inv (victim, trap); |
|
|
1525 | goto leave; |
|
|
1526 | |
|
|
1527 | case HOLE: |
|
|
1528 | move_apply_hole (trap, victim); |
|
|
1529 | goto leave; |
|
|
1530 | |
|
|
1531 | case EXIT: |
|
|
1532 | if (victim->type == PLAYER && EXIT_PATH (trap)) |
|
|
1533 | { |
|
|
1534 | /* Basically, don't show exits leading to random maps the |
|
|
1535 | * players output. |
|
|
1536 | */ |
|
|
1537 | if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) |
|
|
1538 | victim->statusmsg (trap->msg, NDI_NAVY); |
|
|
1539 | |
|
|
1540 | trap->play_sound (trap->sound); |
|
|
1541 | victim->enter_exit (trap); |
|
|
1542 | } |
|
|
1543 | goto leave; |
|
|
1544 | |
|
|
1545 | case ENCOUNTER: |
1499 | case ENCOUNTER: |
1546 | /* may be some leftovers on this */ |
1500 | /* may be some leftovers on this */ |
1547 | goto leave; |
1501 | break; |
1548 | |
1502 | |
1549 | case SHOP_MAT: |
1503 | case SHOP_MAT: |
1550 | apply_shop_mat (trap, victim); |
1504 | apply_shop_mat (trap, victim); |
1551 | goto leave; |
1505 | break; |
1552 | |
1506 | |
1553 | /* Drop a certain amount of gold, and have one item identified */ |
1507 | /* Drop a certain amount of gold, and have one item identified */ |
1554 | case IDENTIFY_ALTAR: |
1508 | case IDENTIFY_ALTAR: |
1555 | apply_id_altar (victim, trap, originator); |
1509 | apply_id_altar (victim, trap, originator); |
1556 | goto leave; |
1510 | break; |
1557 | |
1511 | |
1558 | case SIGN: |
1512 | case SIGN: |
1559 | if (victim->type != PLAYER && trap->stats.food > 0) |
1513 | if (victim->type != PLAYER && trap->stats.food > 0) |
1560 | goto leave; /* monsters musn't apply magic_mouths with counters */ |
1514 | break; /* monsters musn't apply magic_mouths with counters */ |
1561 | |
1515 | |
1562 | apply_sign (victim, trap, 1); |
1516 | apply_sign (victim, trap, 1); |
1563 | goto leave; |
1517 | break; |
1564 | |
1518 | |
1565 | case CONTAINER: |
1519 | case CONTAINER: |
1566 | apply_container (victim, trap); |
1520 | apply_container (victim, trap); |
1567 | goto leave; |
1521 | break; |
1568 | |
1522 | |
1569 | case RUNE: |
1523 | case RUNE: |
1570 | case TRAP: |
1524 | case TRAP: |
1571 | if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) |
1525 | if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) |
1572 | spring_trap (trap, victim); |
1526 | spring_trap (trap, victim); |
1573 | goto leave; |
1527 | break; |
1574 | |
1528 | |
1575 | default: |
1529 | default: |
1576 | LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " |
1530 | LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " |
1577 | "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); |
1531 | "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); |
1578 | goto leave; |
1532 | break; |
1579 | } |
1533 | } |
1580 | |
1534 | |
1581 | leave: |
|
|
1582 | recursion_depth--; |
1535 | recursion_depth--; |
1583 | } |
1536 | } |
1584 | |
1537 | |
1585 | /** |
1538 | /** |
1586 | * Handles reading a regular (ie not containing a spell) book. |
1539 | * Handles reading a regular (ie not containing a spell) book. |
… | |
… | |
1789 | LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); |
1742 | LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); |
1790 | op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); |
1743 | op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); |
1791 | return; |
1744 | return; |
1792 | } |
1745 | } |
1793 | |
1746 | |
1794 | if (skop->level < int (sqrtf (spell->level) * 1.5f)) |
1747 | int learn_level = sqrtf (spell->level) * 1.5f; |
|
|
1748 | if (skop->level < learn_level) |
1795 | { |
1749 | { |
1796 | op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill)); |
1750 | op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>", |
|
|
1751 | &tmp->skill, learn_level)); |
1797 | return; |
1752 | return; |
1798 | } |
1753 | } |
1799 | |
1754 | |
1800 | op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); |
1755 | op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); |
1801 | |
1756 | |
… | |
… | |
2348 | |
2303 | |
2349 | return 0; |
2304 | return 0; |
2350 | } |
2305 | } |
2351 | |
2306 | |
2352 | /** |
2307 | /** |
|
|
2308 | * This function will try to apply a lighter and in case no lighter |
|
|
2309 | * is specified it will try to find a lighter in the players inventory, |
|
|
2310 | * and inform him about this requirement. |
|
|
2311 | * |
|
|
2312 | * who - the player |
|
|
2313 | * op - the item we want to light |
|
|
2314 | * lighter - the lighter or 0 if a lighter has yet to be found |
|
|
2315 | */ |
|
|
2316 | static object * |
|
|
2317 | auto_apply_lighter (object *who, object *op, object *lighter) |
|
|
2318 | { |
|
|
2319 | if (lighter == 0) |
|
|
2320 | { |
|
|
2321 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
2322 | { |
|
|
2323 | if (tmp->type == LIGHTER) |
|
|
2324 | { |
|
|
2325 | lighter = tmp; |
|
|
2326 | break; |
|
|
2327 | } |
|
|
2328 | } |
|
|
2329 | |
|
|
2330 | if (!lighter) |
|
|
2331 | { |
|
|
2332 | who->failmsg (format ( |
|
|
2333 | "You can't light up the %s with your bare hands! " |
|
|
2334 | "H<You need a lighter in your inventory, for example a flint and steel.>", |
|
|
2335 | &op->name)); |
|
|
2336 | return 0; |
|
|
2337 | } |
|
|
2338 | } |
|
|
2339 | |
|
|
2340 | // last_eat == 0 means the lighter is not being used up! |
|
|
2341 | if (lighter->last_eat && lighter->stats.food) |
|
|
2342 | { |
|
|
2343 | /* lighter gets used up */ |
|
|
2344 | lighter = lighter->split (); |
|
|
2345 | lighter->stats.food--; |
|
|
2346 | who->insert (lighter); |
|
|
2347 | } |
|
|
2348 | else if (lighter->last_eat) |
|
|
2349 | { |
|
|
2350 | /* no charges left in lighter */ |
|
|
2351 | who->failmsg (format ( |
|
|
2352 | "You attempt to light the %s with a used up %s.", |
|
|
2353 | &op->name, &lighter->name)); |
|
|
2354 | return 0; |
|
|
2355 | } |
|
|
2356 | |
|
|
2357 | return lighter; |
|
|
2358 | } |
|
|
2359 | |
|
|
2360 | /** |
|
|
2361 | * Designed primarily to light torches/lanterns/etc. |
|
|
2362 | * Also burns up burnable material too. First object in the inventory is |
|
|
2363 | * the selected object to "burn". -b.t. |
|
|
2364 | */ |
|
|
2365 | void |
|
|
2366 | apply_lighter (object *who, object *lighter) |
|
|
2367 | { |
|
|
2368 | object *item; |
|
|
2369 | int is_player_env = 0; |
|
|
2370 | |
|
|
2371 | item = find_marked_object (who); |
|
|
2372 | if (item) |
|
|
2373 | { |
|
|
2374 | if (!auto_apply_lighter (who, item, lighter)) |
|
|
2375 | return; |
|
|
2376 | |
|
|
2377 | /* Perhaps we should split what we are trying to light on fire? |
|
|
2378 | * I can't see many times when you would want to light multiple |
|
|
2379 | * objects at once. |
|
|
2380 | */ |
|
|
2381 | |
|
|
2382 | save_throw_object (item, AT_FIRE, who); |
|
|
2383 | |
|
|
2384 | if (item->destroyed () |
|
|
2385 | || ((item->type == LAMP || item->type == TORCH) |
|
|
2386 | && item->glow_radius > 0)) |
|
|
2387 | who->statusmsg (format ( |
|
|
2388 | "You light the %s with the %s.", |
|
|
2389 | &item->name, &lighter->name)); |
|
|
2390 | else |
|
|
2391 | who->failmsg (format ( |
|
|
2392 | "You attempt to light the %s with the %s and fail.", |
|
|
2393 | &item->name, &lighter->name)); |
|
|
2394 | } |
|
|
2395 | else |
|
|
2396 | who->failmsg ("You need to mark a lightable object."); |
|
|
2397 | } |
|
|
2398 | |
|
|
2399 | /** |
|
|
2400 | * This function generates a cursed effect for cursed lamps and torches. |
|
|
2401 | */ |
|
|
2402 | void player_apply_lamp_cursed_effect (object *who, object *op) |
|
|
2403 | { |
|
|
2404 | if (op->level) |
|
|
2405 | { |
|
|
2406 | who->failmsg (format ( |
|
|
2407 | "The %s was cursed, it explodes in a big fireball!", |
|
|
2408 | &op->name)); |
|
|
2409 | create_exploding_ball_at (who, op->level); |
|
|
2410 | } |
|
|
2411 | else |
|
|
2412 | { |
|
|
2413 | who->failmsg (format ( |
|
|
2414 | "The %s was cursed, it crumbles to dust, at least it didn't explode.!", |
|
|
2415 | &op->name)); |
|
|
2416 | } |
|
|
2417 | |
|
|
2418 | op->destroy (); |
|
|
2419 | } |
|
|
2420 | |
|
|
2421 | /** |
|
|
2422 | * Apply for players and lamps |
|
|
2423 | * |
|
|
2424 | * who - the player |
|
|
2425 | * op - the lamp |
|
|
2426 | */ |
|
|
2427 | void player_apply_lamp (object *who, object *op) |
|
|
2428 | { |
|
|
2429 | bool switch_on = op->glow_radius ? false : true; |
|
|
2430 | |
|
|
2431 | if (switch_on) |
|
|
2432 | { |
|
|
2433 | object *lighter = 0; |
|
|
2434 | |
|
|
2435 | if (op->flag [FLAG_IS_LIGHTABLE] |
|
|
2436 | && !(lighter = auto_apply_lighter (who, op, 0))) |
|
|
2437 | return; |
|
|
2438 | |
|
|
2439 | if (op->stats.food < 1) |
|
|
2440 | { |
|
|
2441 | if (op->type == LAMP) |
|
|
2442 | who->failmsg (format ( |
|
|
2443 | "The %s is out of fuel! " |
|
|
2444 | "H<Lamps and similar items need fuel. They cannot be refilled.>", |
|
|
2445 | &op->name)); |
|
|
2446 | else |
|
|
2447 | who->failmsg (format ( |
|
|
2448 | "The %s is burnt out! " |
|
|
2449 | "H<Torches and similar items burn out and become worthless.>", |
|
|
2450 | &op->name)); |
|
|
2451 | return; |
|
|
2452 | } |
|
|
2453 | |
|
|
2454 | if (op->flag [FLAG_CURSED]) |
|
|
2455 | { |
|
|
2456 | player_apply_lamp_cursed_effect (who, op); |
|
|
2457 | return; |
|
|
2458 | } |
|
|
2459 | |
|
|
2460 | if (lighter) |
|
|
2461 | who->statusmsg (format ( |
|
|
2462 | "You light up the %s with the %s.", &op->name, &lighter->name)); |
|
|
2463 | else |
|
|
2464 | who->statusmsg (format ("You light up the %s.", &op->name)); |
|
|
2465 | } |
|
|
2466 | else |
|
|
2467 | { |
|
|
2468 | if (op->flag [FLAG_CURSED]) |
|
|
2469 | { |
|
|
2470 | player_apply_lamp_cursed_effect (who, op); |
|
|
2471 | return; |
|
|
2472 | } |
|
|
2473 | |
|
|
2474 | if (op->type == TORCH) |
|
|
2475 | { |
|
|
2476 | if (!op->flag [FLAG_IS_LIGHTABLE]) |
|
|
2477 | { |
|
|
2478 | who->statusmsg (format ( |
|
|
2479 | "You put out the %s. " |
|
|
2480 | "H<The %s can't be used anymore, as it can't be lighted up again.>", |
|
|
2481 | &op->name, &op->name)); |
|
|
2482 | } |
|
|
2483 | else |
|
|
2484 | who->statusmsg (format ( |
|
|
2485 | "You put out the %s." |
|
|
2486 | "H<Torches wear out if you put them out.>", |
|
|
2487 | &op->name)); |
|
|
2488 | } |
|
|
2489 | else |
|
|
2490 | who->statusmsg (format ("You turn off the %s.", &op->name)); |
|
|
2491 | } |
|
|
2492 | |
|
|
2493 | apply_lamp (op, switch_on); |
|
|
2494 | } |
|
|
2495 | |
|
|
2496 | void get_animation_from_arch (object *op, arch_ptr a) |
|
|
2497 | { |
|
|
2498 | op->animation_id = a->animation_id; |
|
|
2499 | op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE]; |
|
|
2500 | op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE]; |
|
|
2501 | op->anim_speed = a->anim_speed; |
|
|
2502 | op->last_anim = 0; |
|
|
2503 | op->state = 0; |
|
|
2504 | op->face = a->face; |
|
|
2505 | |
|
|
2506 | if (NUM_ANIMATIONS(op) > 1) |
|
|
2507 | { |
|
|
2508 | SET_ANIMATION(op, 0); |
|
|
2509 | animate_object (op, op->direction); |
|
|
2510 | } |
|
|
2511 | else |
|
|
2512 | update_object (op, UP_OBJ_FACE); |
|
|
2513 | } |
|
|
2514 | |
|
|
2515 | /** |
|
|
2516 | * Apply for LAMPs and TORCHes. |
|
|
2517 | * |
|
|
2518 | * op - the lamp |
|
|
2519 | * switch_on - a flag which says whether the lamp should be switched on or off |
|
|
2520 | */ |
|
|
2521 | void apply_lamp (object *op, bool switch_on) |
|
|
2522 | { |
|
|
2523 | op->set_glow_radius (switch_on ? op->range : 0); |
|
|
2524 | op->set_speed (switch_on ? op->arch->speed : 0); |
|
|
2525 | |
|
|
2526 | // torches wear out if you put them out |
|
|
2527 | if (op->type == TORCH && !switch_on) |
|
|
2528 | { |
|
|
2529 | if (op->flag [FLAG_IS_LIGHTABLE]) |
|
|
2530 | { |
|
|
2531 | op->stats.food -= (double) op->arch->stats.food / 15; |
|
|
2532 | if (op->stats.food < 0) |
|
|
2533 | op->stats.food = 0; |
|
|
2534 | } |
|
|
2535 | else |
|
|
2536 | op->stats.food = 0; |
|
|
2537 | } |
|
|
2538 | |
|
|
2539 | // lamps and torched get worthless when used up |
|
|
2540 | if (op->stats.food <= 0) |
|
|
2541 | op->value = 0; |
|
|
2542 | |
|
|
2543 | // FIXME: This is a hack to make the more sane torches and lamps |
|
|
2544 | // still animated ;-/ |
|
|
2545 | if (op->other_arch) |
|
|
2546 | get_animation_from_arch (op, switch_on ? op->other_arch : op->arch); |
|
|
2547 | |
|
|
2548 | if (object *pl = op->visible_to ()) |
|
|
2549 | esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op); |
|
|
2550 | } |
|
|
2551 | |
|
|
2552 | /** |
2353 | * Main apply handler. |
2553 | * Main apply handler. |
2354 | * |
2554 | * |
2355 | * Checks for unpaid items before applying. |
2555 | * Checks for unpaid items before applying. |
2356 | * |
2556 | * |
2357 | * Return value: |
2557 | * Return value: |
2358 | * 0: player or monster can't apply objects of that type |
2558 | * 0: player or monster can't apply objects of that type |
2359 | * 1: has been applied, or there was an error applying the object |
2559 | * 1: has been applied, or there was an error applying the object |
2360 | * 2: objects of that type can't be applied if not in inventory |
2560 | * 2: objects of that type can't be applied if not in inventory |
2361 | * |
2561 | * |
2362 | * op is the object that is causing object to be applied, tmp is the object |
2562 | * who is the object that is causing object to be applied, op is the object |
2363 | * being applied. |
2563 | * being applied. |
2364 | * |
2564 | * |
2365 | * aflag is special (always apply/unapply) flags. Nothing is done with |
2565 | * aflag is special (always apply/unapply) flags. Nothing is done with |
2366 | * them in this function - they are passed to apply_special |
2566 | * them in this function - they are passed to apply_special |
2367 | */ |
2567 | */ |
2368 | int |
2568 | int |
2369 | manual_apply (object *op, object *tmp, int aflag) |
2569 | manual_apply (object *who, object *op, int aflag) |
2370 | { |
2570 | { |
2371 | tmp = tmp->head_ (); |
2571 | op = op->head_ (); |
2372 | |
2572 | |
2373 | if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) |
2573 | if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) |
2374 | { |
2574 | { |
2375 | if (op->type == PLAYER) |
2575 | if (who->type == PLAYER) |
2376 | { |
2576 | { |
|
|
2577 | examine (who, op); |
2377 | op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>"); |
2578 | //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove |
2378 | return 1; |
2579 | return 1; |
2379 | } |
2580 | } |
2380 | else |
2581 | else |
2381 | return 0; /* monsters just skip unpaid items */ |
2582 | return 0; /* monsters just skip unpaid items */ |
2382 | } |
2583 | } |
2383 | |
2584 | |
2384 | if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) |
2585 | if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who))) |
2385 | return RESULT_INT (0); |
2586 | return RESULT_INT (0); |
2386 | |
2587 | |
2387 | switch (tmp->type) |
2588 | switch (op->type) |
2388 | { |
2589 | { |
2389 | case CF_HANDLE: |
2590 | case CF_HANDLE: |
2390 | op->play_sound (sound_find ("turn_handle")); |
2591 | who->play_sound (sound_find ("turn_handle")); |
2391 | op->statusmsg ("You turn the handle."); |
2592 | who->statusmsg ("You turn the handle."); |
2392 | tmp->value = tmp->value ? 0 : 1; |
2593 | op->value = op->value ? 0 : 1; |
2393 | SET_ANIMATION (tmp, tmp->value); |
2594 | SET_ANIMATION (op, op->value); |
2394 | update_object (tmp, UP_OBJ_FACE); |
2595 | update_object (op, UP_OBJ_FACE); |
2395 | push_button (tmp); |
2596 | push_button (op, who); |
2396 | return 1; |
2597 | return 1; |
2397 | |
2598 | |
2398 | case TRIGGER: |
2599 | case TRIGGER: |
2399 | if (check_trigger (tmp, op)) |
2600 | if (check_trigger (op, who, who)) |
2400 | { |
2601 | { |
2401 | op->statusmsg ("You turn the handle."); |
2602 | who->statusmsg ("You turn the handle."); |
2402 | op->play_sound (sound_find ("turn_handle")); |
2603 | who->play_sound (sound_find ("turn_handle")); |
2403 | } |
2604 | } |
2404 | else |
2605 | else |
2405 | op->failmsg ("The handle doesn't move."); |
2606 | who->failmsg ("The handle doesn't move."); |
2406 | |
2607 | |
2407 | return 1; |
2608 | return 1; |
2408 | |
2609 | |
2409 | case EXIT: |
2610 | case EXIT: |
2410 | if (op->type != PLAYER) |
2611 | if (who->type != PLAYER) |
2411 | return 0; |
2612 | return 0; |
2412 | |
2613 | |
2413 | if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) |
2614 | if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op)) |
2414 | op->failmsg (format ("The %s is closed.", query_name (tmp))); |
2615 | 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))); |
2415 | else |
2616 | else |
2416 | { |
2617 | { |
2417 | /* Don't display messages for random maps. */ |
2618 | /* Don't display messages for random maps. */ |
2418 | if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) |
2619 | if (op->msg && !EXIT_PATH (op).starts_with ("/!")) |
2419 | op->statusmsg (tmp->msg, NDI_NAVY); |
2620 | who->statusmsg (op->msg, NDI_NAVY); |
2420 | |
2621 | |
2421 | op->enter_exit (tmp); |
2622 | who->enter_exit (op); |
2422 | } |
2623 | } |
2423 | |
2624 | |
2424 | return 1; |
2625 | return 1; |
2425 | |
2626 | |
2426 | case INSCRIBABLE: |
2627 | case INSCRIBABLE: |
2427 | op->statusmsg (tmp->msg); |
2628 | who->statusmsg (op->msg); |
2428 | // maybe show a spell menu to chose from or something like that |
2629 | // maybe show a spell menu to chose from or something like that |
2429 | return 1; |
2630 | return 1; |
2430 | |
2631 | |
2431 | case SIGN: |
2632 | case SIGN: |
2432 | apply_sign (op, tmp, 0); |
2633 | apply_sign (who, op, 0); |
2433 | return 1; |
2634 | return 1; |
2434 | |
2635 | |
2435 | case BOOK: |
2636 | case BOOK: |
2436 | if (op->type == PLAYER) |
2637 | if (who->type == PLAYER) |
2437 | { |
2638 | { |
2438 | apply_book (op, tmp); |
2639 | apply_book (who, op); |
2439 | return 1; |
2640 | return 1; |
2440 | } |
2641 | } |
2441 | else |
2642 | else |
2442 | return 0; |
2643 | return 0; |
2443 | |
2644 | |
2444 | case SKILLSCROLL: |
2645 | case SKILLSCROLL: |
2445 | if (op->type == PLAYER) |
2646 | if (who->type == PLAYER) |
2446 | { |
2647 | { |
2447 | apply_skillscroll (op, tmp); |
2648 | apply_skillscroll (who, op); |
2448 | return 1; |
2649 | return 1; |
2449 | } |
2650 | } |
2450 | else |
2651 | else |
2451 | return 0; |
2652 | return 0; |
2452 | |
2653 | |
2453 | case SPELLBOOK: |
2654 | case SPELLBOOK: |
2454 | if (op->type == PLAYER) |
2655 | if (who->type == PLAYER) |
2455 | { |
2656 | { |
2456 | apply_spellbook (op, tmp); |
2657 | apply_spellbook (who, op); |
2457 | return 1; |
2658 | return 1; |
2458 | } |
2659 | } |
2459 | else |
2660 | else |
2460 | return 0; |
2661 | return 0; |
2461 | |
2662 | |
2462 | case SCROLL: |
2663 | case SCROLL: |
2463 | apply_scroll (op, tmp, 0); |
2664 | apply_scroll (who, op, 0); |
2464 | return 1; |
2665 | return 1; |
2465 | |
2666 | |
2466 | case POTION: |
2667 | case POTION: |
2467 | apply_potion (op, tmp); |
2668 | apply_potion (who, op); |
2468 | return 1; |
2669 | return 1; |
2469 | |
2670 | |
2470 | /* Eneq(@csd.uu.se): Handle apply on containers. */ |
2671 | /* Eneq(@csd.uu.se): Handle apply on containers. */ |
2471 | //TODO: remove, as it is unsed? |
2672 | //TODO: remove, as it is unsed? |
2472 | case CLOSE_CON: |
2673 | case CLOSE_CON: |
2473 | apply_container (op, tmp->env); |
2674 | apply_container (who, op->env); |
2474 | return 1; |
2675 | return 1; |
2475 | |
2676 | |
2476 | case CONTAINER: |
2677 | case CONTAINER: |
2477 | apply_container (op, tmp); |
2678 | apply_container (who, op); |
2478 | return 1; |
2679 | return 1; |
2479 | |
2680 | |
2480 | case TREASURE: |
2681 | case TREASURE: |
2481 | if (op->type == PLAYER) |
2682 | if (who->type == PLAYER) |
2482 | { |
2683 | { |
2483 | apply_treasure (op, tmp); |
2684 | apply_treasure (who, op); |
2484 | return 1; |
2685 | return 1; |
2485 | } |
2686 | } |
2486 | else |
2687 | else |
2487 | return 0; |
2688 | return 0; |
|
|
2689 | |
|
|
2690 | case LAMP: |
|
|
2691 | case TORCH: |
|
|
2692 | player_apply_lamp (who, op); |
|
|
2693 | return 1; |
2488 | |
2694 | |
2489 | case WEAPON: |
2695 | case WEAPON: |
2490 | case ARMOUR: |
2696 | case ARMOUR: |
2491 | case BOOTS: |
2697 | case BOOTS: |
2492 | case GLOVES: |
2698 | case GLOVES: |
… | |
… | |
2500 | case WAND: |
2706 | case WAND: |
2501 | case ROD: |
2707 | case ROD: |
2502 | case HORN: |
2708 | case HORN: |
2503 | case SKILL: |
2709 | case SKILL: |
2504 | case BOW: |
2710 | case BOW: |
2505 | case LAMP: |
|
|
2506 | case BUILDER: |
2711 | case BUILDER: |
2507 | case SKILL_TOOL: |
2712 | case SKILL_TOOL: |
2508 | if (tmp->env != op) |
2713 | if (op->env != who) |
2509 | return 2; /* not in inventory */ |
2714 | return 2; /* not in inventory */ |
2510 | |
2715 | |
2511 | apply_special (op, tmp, aflag); |
2716 | apply_special (who, op, aflag); |
2512 | return 1; |
2717 | return 1; |
2513 | |
2718 | |
2514 | case DRINK: |
2719 | case DRINK: |
2515 | case FOOD: |
2720 | case FOOD: |
2516 | case FLESH: |
2721 | case FLESH: |
2517 | apply_food (op, tmp); |
2722 | apply_food (who, op); |
2518 | return 1; |
2723 | return 1; |
2519 | |
2724 | |
2520 | case POISON: |
2725 | case POISON: |
2521 | apply_poison (op, tmp); |
2726 | apply_poison (who, op); |
2522 | return 1; |
2727 | return 1; |
2523 | |
2728 | |
2524 | case SAVEBED: |
2729 | case SAVEBED: |
2525 | return 1; |
2730 | return 1; |
2526 | |
2731 | |
2527 | case ARMOUR_IMPROVER: |
2732 | case ARMOUR_IMPROVER: |
2528 | if (op->type == PLAYER) |
2733 | if (who->type == PLAYER) |
2529 | { |
2734 | { |
2530 | apply_armour_improver (op, tmp); |
2735 | apply_armour_improver (who, op); |
2531 | return 1; |
2736 | return 1; |
2532 | } |
2737 | } |
2533 | else |
2738 | else |
2534 | return 0; |
2739 | return 0; |
2535 | |
2740 | |
2536 | case WEAPON_IMPROVER: |
2741 | case WEAPON_IMPROVER: |
2537 | check_improve_weapon (op, tmp); |
2742 | check_improve_weapon (who, op); |
2538 | return 1; |
2743 | return 1; |
2539 | |
2744 | |
2540 | case CLOCK: |
2745 | case CLOCK: |
2541 | if (op->type == PLAYER) |
2746 | if (who->type == PLAYER) |
2542 | { |
2747 | { |
2543 | char buf[MAX_BUF]; |
2748 | char buf[MAX_BUF]; |
2544 | timeofday_t tod; |
2749 | timeofday_t tod; |
2545 | |
2750 | |
2546 | get_tod (&tod); |
2751 | get_tod (&tod); |
2547 | op->play_sound (sound_find ("sound_clock")); |
2752 | who->play_sound (sound_find ("sound_clock")); |
2548 | op->statusmsg (format ( |
2753 | who->statusmsg (format ( |
2549 | "It is %d minute%s past %d o'clock %s", |
2754 | "It is %d minute%s past %d o'clock %s", |
2550 | tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), |
2755 | tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), |
2551 | ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") |
2756 | ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") |
2552 | )); |
2757 | )); |
2553 | return 1; |
2758 | return 1; |
2554 | } |
2759 | } |
2555 | else |
2760 | else |
2556 | return 0; |
2761 | return 0; |
2557 | |
2762 | |
2558 | case MENU: |
2763 | case MENU: |
2559 | if (op->type == PLAYER) |
2764 | if (who->type == PLAYER) |
2560 | { |
2765 | { |
2561 | shop_listing (tmp, op); |
2766 | shop_listing (op, who); |
2562 | return 1; |
2767 | return 1; |
2563 | } |
2768 | } |
2564 | else |
2769 | else |
2565 | return 0; |
2770 | return 0; |
2566 | |
2771 | |
2567 | case POWER_CRYSTAL: |
2772 | case POWER_CRYSTAL: |
2568 | apply_power_crystal (op, tmp); /* see egoitem.c */ |
2773 | apply_power_crystal (who, op); /* see egoitem.c */ |
2569 | return 1; |
2774 | return 1; |
2570 | |
2775 | |
2571 | case LIGHTER: /* for lighting torches/lanterns/etc */ |
2776 | case LIGHTER: /* for lighting torches/lanterns/etc */ |
2572 | if (op->type == PLAYER) |
2777 | if (who->type == PLAYER) |
2573 | { |
2778 | { |
2574 | apply_lighter (op, tmp); |
2779 | apply_lighter (who, op); |
2575 | return 1; |
2780 | return 1; |
2576 | } |
2781 | } |
2577 | else |
2782 | else |
2578 | return 0; |
2783 | return 0; |
2579 | |
2784 | |
2580 | case ITEM_TRANSFORMER: |
2785 | case ITEM_TRANSFORMER: |
2581 | apply_item_transformer (op, tmp); |
2786 | apply_item_transformer (who, op); |
2582 | return 1; |
2787 | return 1; |
2583 | |
2788 | |
2584 | default: |
2789 | default: |
2585 | return 0; |
2790 | return 0; |
2586 | } |
2791 | } |
… | |
… | |
2737 | case BRACERS: |
2942 | case BRACERS: |
2738 | case CLOAK: |
2943 | case CLOAK: |
2739 | who->statusmsg (format ("You unwear %s.", query_name (op))); |
2944 | who->statusmsg (format ("You unwear %s.", query_name (op))); |
2740 | change_abil (who, op); |
2945 | change_abil (who, op); |
2741 | break; |
2946 | break; |
2742 | |
|
|
2743 | case LAMP: |
|
|
2744 | { |
|
|
2745 | who->statusmsg (format ("You turn off your %s.", &op->name)); |
|
|
2746 | |
|
|
2747 | object *tmp2 = arch_to_object (op->other_arch); |
|
|
2748 | tmp2->x = op->x; |
|
|
2749 | tmp2->y = op->y; |
|
|
2750 | tmp2->map = op->map; |
|
|
2751 | tmp2->below = op->below; |
|
|
2752 | tmp2->above = op->above; |
|
|
2753 | tmp2->stats.food = op->stats.food; |
|
|
2754 | CLEAR_FLAG (tmp2, FLAG_APPLIED); |
|
|
2755 | |
|
|
2756 | if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
|
|
2757 | SET_FLAG (tmp2, FLAG_INV_LOCKED); |
|
|
2758 | |
|
|
2759 | op->destroy (); |
|
|
2760 | who->insert (tmp2); |
|
|
2761 | who->update_stats (); |
|
|
2762 | |
|
|
2763 | if (who->contr) |
|
|
2764 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
|
|
2765 | { |
|
|
2766 | who->failmsg ("Oops, it feels deadly cold!"); |
|
|
2767 | SET_FLAG (tmp2, FLAG_KNOWN_CURSED); |
|
|
2768 | } |
|
|
2769 | } |
|
|
2770 | |
|
|
2771 | return 1; /* otherwise, an attempt to drop causes problems */ |
|
|
2772 | |
2947 | |
2773 | case BOW: |
2948 | case BOW: |
2774 | case WAND: |
2949 | case WAND: |
2775 | case ROD: |
2950 | case ROD: |
2776 | case HORN: |
2951 | case HORN: |
… | |
… | |
3184 | * skill so that the dam and wc get updated |
3359 | * skill so that the dam and wc get updated |
3185 | */ |
3360 | */ |
3186 | who->change_skill (skop); |
3361 | who->change_skill (skop); |
3187 | } |
3362 | } |
3188 | |
3363 | |
3189 | if (who->type == PLAYER |
3364 | if (!check_item_power (who, op->item_power)) |
3190 | && op->item_power |
|
|
3191 | && op->item_power + who->contr->item_power > settings.item_power_factor * who->level) |
|
|
3192 | { |
3365 | { |
3193 | who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); |
3366 | who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); |
3194 | return 1; |
3367 | return 1; |
3195 | } |
3368 | } |
3196 | |
3369 | |
… | |
… | |
3204 | return RESULT_INT (0); |
3377 | return RESULT_INT (0); |
3205 | |
3378 | |
3206 | switch (op->type) |
3379 | switch (op->type) |
3207 | { |
3380 | { |
3208 | case WEAPON: |
3381 | case WEAPON: |
3209 | if (!check_weapon_power (who, op->last_eat)) |
|
|
3210 | { |
|
|
3211 | op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER); |
|
|
3212 | |
|
|
3213 | if (tmp) |
|
|
3214 | insert_ob_in_ob (tmp, who); |
|
|
3215 | |
|
|
3216 | return 1; |
|
|
3217 | } |
|
|
3218 | |
|
|
3219 | //TODO: this obviously fails for players using a shorter prefix |
3382 | //TODO: this obviously fails for players using a shorter prefix |
3220 | // i.e. "R" can use Ragnarok's sword. |
3383 | // i.e. "R" can use Ragnarok's sword. |
3221 | if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) |
3384 | if (op->level && !op->name.starts_with (who->name)) |
3222 | { |
3385 | { |
3223 | /* if the weapon does not have the name as the character, can't use it. */ |
3386 | /* if the weapon does not have the name as the character, can't use it. */ |
3224 | /* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
3387 | /* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
3225 | who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); |
3388 | who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); |
3226 | |
3389 | |
… | |
… | |
3260 | case AMULET: |
3423 | case AMULET: |
3261 | SET_FLAG (op, FLAG_APPLIED); |
3424 | SET_FLAG (op, FLAG_APPLIED); |
3262 | who->statusmsg (format ("You wear %s.", query_name (op))); |
3425 | who->statusmsg (format ("You wear %s.", query_name (op))); |
3263 | change_abil (who, op); |
3426 | change_abil (who, op); |
3264 | break; |
3427 | break; |
3265 | |
|
|
3266 | case LAMP: |
|
|
3267 | if (op->stats.food < 1) |
|
|
3268 | { |
|
|
3269 | who->failmsg (format ( |
|
|
3270 | "Your %s is out of fuel! " |
|
|
3271 | "H<Lamps and similar items need fuel. They cannot be refilled.>", |
|
|
3272 | &op->name |
|
|
3273 | )); |
|
|
3274 | return 1; |
|
|
3275 | } |
|
|
3276 | |
|
|
3277 | who->statusmsg (format ("You turn on your %s.", &op->name)); |
|
|
3278 | |
|
|
3279 | tmp2 = arch_to_object (op->other_arch); |
|
|
3280 | tmp2->stats.food = op->stats.food; |
|
|
3281 | SET_FLAG (tmp2, FLAG_APPLIED); |
|
|
3282 | |
|
|
3283 | if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
|
|
3284 | SET_FLAG (tmp2, FLAG_INV_LOCKED); |
|
|
3285 | |
|
|
3286 | who->insert (tmp2); |
|
|
3287 | |
|
|
3288 | /* Remove the old lantern */ |
|
|
3289 | op->destroy (); |
|
|
3290 | |
|
|
3291 | /* insert the portion that was split off */ |
|
|
3292 | if (tmp) |
|
|
3293 | who->insert (tmp); |
|
|
3294 | |
|
|
3295 | who->update_stats (); |
|
|
3296 | |
|
|
3297 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
|
|
3298 | if (who->type == PLAYER) |
|
|
3299 | { |
|
|
3300 | who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright (hrhrhr) idea to apply this cursed or damned item.>"); |
|
|
3301 | SET_FLAG (tmp2, FLAG_KNOWN_CURSED); |
|
|
3302 | } |
|
|
3303 | |
|
|
3304 | return 0; |
|
|
3305 | |
3428 | |
3306 | case SKILL_TOOL: |
3429 | case SKILL_TOOL: |
3307 | // applying a skill tool also readies the skill |
3430 | // applying a skill tool also readies the skill |
3308 | SET_FLAG (op, FLAG_APPLIED); |
3431 | SET_FLAG (op, FLAG_APPLIED); |
3309 | |
3432 | |
… | |
… | |
3389 | } |
3512 | } |
3390 | |
3513 | |
3391 | break; |
3514 | break; |
3392 | |
3515 | |
3393 | case BOW: |
3516 | case BOW: |
3394 | if (!check_weapon_power (who, op->last_eat)) |
3517 | if (op->level && !op->name.starts_with (who->name)) |
3395 | { |
|
|
3396 | who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER); |
|
|
3397 | |
|
|
3398 | if (tmp) |
|
|
3399 | insert_ob_in_ob (tmp, who); |
|
|
3400 | |
|
|
3401 | return 1; |
|
|
3402 | } |
|
|
3403 | |
|
|
3404 | if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) |
|
|
3405 | { |
3518 | { |
3406 | who->failmsg ("The weapon does not recognize you as its owner. " |
3519 | who->failmsg ("The weapon does not recognize you as its owner. " |
3407 | "H<Its name indicates that it belongs to somebody else.>"); |
3520 | "H<Its name indicates that it belongs to somebody else.>"); |
3408 | if (tmp) |
3521 | if (tmp) |
3409 | insert_ob_in_ob (tmp, who); |
3522 | insert_ob_in_ob (tmp, who); |
… | |
… | |
3673 | } |
3786 | } |
3674 | |
3787 | |
3675 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
3788 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
3676 | for (object *tmp = ms->bot; tmp; tmp = tmp->above) |
3789 | for (object *tmp = ms->bot; tmp; tmp = tmp->above) |
3677 | if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
3790 | if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
3678 | check_trigger (tmp, tmp->above); |
3791 | check_trigger (tmp, tmp->above, tmp->above); |
3679 | } |
3792 | } |
3680 | |
3793 | |
3681 | /** |
3794 | /** |
3682 | * Handles player eating food that temporarily changes status (resistances, stats). |
3795 | * Handles player eating food that temporarily changes status (resistances, stats). |
3683 | * This used to call cast_change_attr(), but |
3796 | * This used to call cast_change_attr(), but |
… | |
… | |
3688 | eat_special_food (object *who, object *food) |
3801 | eat_special_food (object *who, object *food) |
3689 | { |
3802 | { |
3690 | object *force; |
3803 | object *force; |
3691 | int i, did_one = 0; |
3804 | int i, did_one = 0; |
3692 | |
3805 | |
3693 | force = get_archetype (FORCE_NAME); |
3806 | char buf[64]; |
|
|
3807 | snprintf (buf, sizeof(buf), "sp_food_%s", &food->title); |
|
|
3808 | shstr key (buf); |
3694 | |
3809 | |
3695 | for (i = 0; i < NUM_STATS; i++) |
|
|
3696 | if (sint8 k = food->stats.stat (i)) |
|
|
3697 | { |
|
|
3698 | force->stats.stat (i) = k; |
|
|
3699 | did_one = 1; |
|
|
3700 | } |
|
|
3701 | |
|
|
3702 | /* check if we can protect the eater */ |
|
|
3703 | for (i = 0; i < NROFATTACKS; i++) |
|
|
3704 | { |
|
|
3705 | if (food->resist[i] > 0) |
|
|
3706 | { |
|
|
3707 | force->resist[i] = food->resist[i] / 2; |
|
|
3708 | did_one = 1; |
|
|
3709 | } |
|
|
3710 | } |
|
|
3711 | |
|
|
3712 | if (did_one) |
|
|
3713 | { |
|
|
3714 | force->set_speed (0.1); |
|
|
3715 | /* bigger morsel of food = longer effect time */ |
3810 | /* bigger morsel of food = longer effect time */ |
3716 | force->duration = food->stats.food / 5; |
3811 | int duration = TIME2TICK (food->stats.food); |
3717 | SET_FLAG (force, FLAG_APPLIED); |
3812 | |
3718 | change_abil (who, force); |
3813 | if (force = who->force_find (key)) |
3719 | insert_ob_in_ob (force, who); |
3814 | { |
|
|
3815 | if (duration > abs (force->speed_left / force->speed)) |
|
|
3816 | { |
|
|
3817 | 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)); |
|
|
3818 | force->force_set_timer (duration); |
|
|
3819 | } |
|
|
3820 | else |
|
|
3821 | new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect."); |
|
|
3822 | |
|
|
3823 | return; |
3720 | } |
3824 | } |
3721 | else |
3825 | else |
|
|
3826 | { |
|
|
3827 | force = who->force_add (key, duration); |
|
|
3828 | force->name = key; |
|
|
3829 | |
|
|
3830 | /* check if the food affects a stat */ |
|
|
3831 | for (i = 0; i < NUM_STATS; i++) |
|
|
3832 | if (sint8 k = food->stats.stat (i)) |
|
|
3833 | { |
|
|
3834 | force->stats.stat (i) = k; |
|
|
3835 | did_one = 1; |
|
|
3836 | } |
|
|
3837 | |
|
|
3838 | /* check if we can protect the eater */ |
|
|
3839 | for (i = 0; i < NROFATTACKS; i++) |
|
|
3840 | { |
|
|
3841 | if (food->resist[i] > 0) |
|
|
3842 | { |
|
|
3843 | force->resist[i] = food->resist[i]; |
|
|
3844 | did_one = 1; |
|
|
3845 | } |
|
|
3846 | } |
|
|
3847 | |
|
|
3848 | if (did_one) |
|
|
3849 | { |
|
|
3850 | 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)); |
|
|
3851 | |
|
|
3852 | /* make the force take effect and report effects to user */ |
|
|
3853 | change_abil (who, force); |
|
|
3854 | } |
|
|
3855 | else |
3722 | force->destroy (); |
3856 | force->destroy (); |
|
|
3857 | } |
3723 | |
3858 | |
3724 | /* check for hp, sp change */ |
3859 | /* check for hp, sp change */ |
3725 | if (food->stats.hp != 0) |
3860 | if (food->stats.hp != 0) |
3726 | { |
3861 | { |
3727 | if (QUERY_FLAG (food, FLAG_CURSED)) |
3862 | if (QUERY_FLAG (food, FLAG_CURSED)) |
… | |
… | |
3759 | } |
3894 | } |
3760 | |
3895 | |
3761 | who->update_stats (); |
3896 | who->update_stats (); |
3762 | } |
3897 | } |
3763 | |
3898 | |
3764 | /** |
|
|
3765 | * Designed primarily to light torches/lanterns/etc. |
|
|
3766 | * Also burns up burnable material too. First object in the inventory is |
|
|
3767 | * the selected object to "burn". -b.t. |
|
|
3768 | */ |
|
|
3769 | void |
|
|
3770 | apply_lighter (object *who, object *lighter) |
|
|
3771 | { |
|
|
3772 | object *item; |
|
|
3773 | int is_player_env = 0; |
|
|
3774 | |
|
|
3775 | item = find_marked_object (who); |
|
|
3776 | if (item) |
|
|
3777 | { |
|
|
3778 | if (lighter->last_eat && lighter->stats.food) |
|
|
3779 | { /* lighter gets used up */ |
|
|
3780 | object *oneLighter = lighter->split (); |
|
|
3781 | oneLighter->stats.food--; |
|
|
3782 | who->insert (oneLighter); |
|
|
3783 | } |
|
|
3784 | else if (lighter->last_eat) |
|
|
3785 | { |
|
|
3786 | /* no charges left in lighter */ |
|
|
3787 | who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name)); |
|
|
3788 | return; |
|
|
3789 | } |
|
|
3790 | |
|
|
3791 | /* Perhaps we should split what we are trying to light on fire? |
|
|
3792 | * I can't see many times when you would want to light multiple |
|
|
3793 | * objects at once. |
|
|
3794 | */ |
|
|
3795 | |
|
|
3796 | if (who == item->in_player ()) |
|
|
3797 | is_player_env = 1; |
|
|
3798 | |
|
|
3799 | save_throw_object (item, AT_FIRE, who); |
|
|
3800 | |
|
|
3801 | if (item->destroyed ()) |
|
|
3802 | { |
|
|
3803 | who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name)); |
|
|
3804 | /* Need to update the player so that the players glow radius |
|
|
3805 | * gets changed. |
|
|
3806 | */ |
|
|
3807 | if (is_player_env) |
|
|
3808 | who->update_stats (); |
|
|
3809 | } |
|
|
3810 | else |
|
|
3811 | who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name)); |
|
|
3812 | } |
|
|
3813 | else |
|
|
3814 | who->failmsg ("You need to mark a lightable object."); |
|
|
3815 | } |
|
|
3816 | |
3899 | |
3817 | /** |
3900 | /** |
3818 | * op made some mistake with a scroll, this takes care of punishment. |
3901 | * op made some mistake with a scroll, this takes care of punishment. |
3819 | * scroll_failure()- hacked directly from spell_failure |
3902 | * scroll_failure()- hacked directly from spell_failure |
3820 | */ |
3903 | */ |
… | |
… | |
3920 | } |
4003 | } |
3921 | |
4004 | |
3922 | /* insert the randomitems from the change's treasurelist into |
4005 | /* insert the randomitems from the change's treasurelist into |
3923 | * the player ref: player.c |
4006 | * the player ref: player.c |
3924 | */ |
4007 | */ |
3925 | if (change->randomitems != NULL) |
4008 | if (change->randomitems) |
3926 | give_initial_items (pl, change->randomitems); |
4009 | give_initial_items (pl, change->randomitems); |
3927 | |
4010 | |
3928 | /* set up the face, for some races. */ |
4011 | /* set up the face, for some races. */ |
3929 | |
4012 | |
3930 | /* first, look for the force object banning |
4013 | /* first, look for the force object banning |
3931 | * changing the face. Certain races never change face with class. |
4014 | * changing the face. Certain races never change face with class. |
3932 | */ |
4015 | */ |
3933 | for (walk = pl->inv; walk != NULL; walk = walk->below) |
4016 | for (walk = pl->inv; walk; walk = walk->below) |
3934 | if (!strcmp (walk->name, "NOCLASSFACECHANGE")) |
4017 | if (walk->name == shstr_NOCLASSFACECHANGE) |
3935 | flag_change_face = 0; |
4018 | flag_change_face = 0; |
3936 | |
4019 | |
3937 | if (flag_change_face) |
4020 | if (flag_change_face) |
3938 | { |
4021 | { |
3939 | pl->face = change->face; |
4022 | pl->face = change->face; |
… | |
… | |
3941 | pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; |
4024 | pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; |
3942 | } |
4025 | } |
3943 | |
4026 | |
3944 | /* check the special case of can't use weapons */ |
4027 | /* check the special case of can't use weapons */ |
3945 | /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ |
4028 | /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ |
3946 | if (!strcmp (change->name, "monk")) |
4029 | if (change->name == shstr_monk) |
3947 | CLEAR_FLAG (pl, FLAG_USE_WEAPON); |
4030 | CLEAR_FLAG (pl, FLAG_USE_WEAPON); |
3948 | |
4031 | |
3949 | break; |
4032 | break; |
3950 | } |
4033 | } |
3951 | } |
4034 | } |
… | |
… | |
3988 | pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
4071 | pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
3989 | return; |
4072 | return; |
3990 | } |
4073 | } |
3991 | |
4074 | |
3992 | /* check whether they are compatible or not */ |
4075 | /* check whether they are compatible or not */ |
3993 | find = strstr (marked->slaying, transformer->arch->archname); |
4076 | find = strstr (&marked->slaying, transformer->arch->archname); |
3994 | if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) |
4077 | if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) |
3995 | { |
4078 | { |
3996 | pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
4079 | pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
3997 | return; |
4080 | return; |
3998 | } |
4081 | } |