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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
8 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * 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 |
10 | * 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 |
11 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
12 | * option) any later version. |
12 | * |
13 | * |
13 | * This program is distributed in the hope that it will be useful, |
14 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
17 | * GNU General Public License for more details. |
17 | * |
18 | * |
18 | * You should have received a copy of the GNU General Public License |
19 | * 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/>. |
20 | * and the GNU General Public License along with this program. If not, see |
|
|
21 | * <http://www.gnu.org/licenses/>. |
20 | * |
22 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
24 | */ |
23 | |
25 | |
24 | #include <cmath> |
26 | #include <cmath> |
… | |
… | |
29 | #include <skills.h> |
31 | #include <skills.h> |
30 | #include <tod.h> |
32 | #include <tod.h> |
31 | |
33 | |
32 | #include <sproto.h> |
34 | #include <sproto.h> |
33 | |
35 | |
34 | /* Want this regardless of rplay. */ |
36 | // these must be in the inventory before they can be applied |
35 | #include <sounds.h> |
|
|
36 | |
37 | |
37 | /** |
38 | 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 | { |
39 | { |
44 | int arch_flag, name_flag, race_flag; |
40 | 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 | { |
41 | { |
58 | arch_flag = op->subtype & 1; |
42 | set (WEAPON); |
59 | name_flag = op->subtype & 2; |
43 | set (ARMOUR); |
60 | race_flag = op->subtype & 4; |
44 | set (BOOTS); |
|
|
45 | set (GLOVES); |
|
|
46 | set (AMULET); |
|
|
47 | set (GIRDLE); |
|
|
48 | set (BRACERS); |
|
|
49 | set (SHIELD); |
|
|
50 | set (HELMET); |
|
|
51 | set (RING); |
|
|
52 | set (CLOAK); |
|
|
53 | set (WAND); |
|
|
54 | set (ROD); |
|
|
55 | set (HORN); |
|
|
56 | set (SKILL); |
|
|
57 | set (SPELL); |
|
|
58 | set (BOW); |
|
|
59 | set (RANGED); |
|
|
60 | set (BUILDER); |
|
|
61 | set (SKILL_TOOL); |
61 | } |
62 | } |
62 | else |
63 | } apply_types_inv_only; |
|
|
64 | |
|
|
65 | // these only make sense for the player |
|
|
66 | |
|
|
67 | static const struct apply_types_player_only : typeset |
|
|
68 | { |
|
|
69 | apply_types_player_only () |
63 | { |
70 | { |
64 | arch_flag = 1; |
71 | set (TRANSPORT); |
65 | name_flag = 1; |
72 | set (EXIT); |
66 | race_flag = 1; |
73 | set (BOOK); |
|
|
74 | set (SIGN); |
|
|
75 | set (BOOK); |
|
|
76 | set (SKILLSCROLL); |
|
|
77 | set (SPELLBOOK); |
|
|
78 | set (INSCRIBABLE); |
|
|
79 | set (TREASURE); |
|
|
80 | set (SAVEBED); |
|
|
81 | set (ARMOUR_IMPROVER); |
|
|
82 | set (WEAPON_IMPROVER); |
|
|
83 | set (CLOCK); |
|
|
84 | set (MENU); |
|
|
85 | set (LIGHTER); /* for lighting torches/lanterns/etc */ |
67 | } |
86 | } |
|
|
87 | } apply_types_player_only; |
68 | |
88 | |
69 | /* If the director has race set, only affect objects with a arch, |
89 | // applying these _can_ be attempted, others cannot |
70 | * name or race that matches. |
90 | // 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 | |
91 | |
78 | /* If the director has slaying set, only affect objects where none |
92 | 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 | { |
93 | { |
97 | dynbuf_text buf; |
94 | apply_types () |
98 | |
95 | : 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 | { |
96 | { |
128 | if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) |
97 | set (T_HANDLE); |
129 | { |
98 | set (TRIGGER); |
130 | if (operate_altar (altar, &money)) |
99 | set (SCROLL); |
131 | { |
100 | set (POTION); |
132 | identify (id); |
101 | set (CLOSE_CON); |
133 | |
102 | set (CONTAINER); |
134 | buf.printf ("You have %s.\r", long_desc (id, pl)); |
103 | set (LAMP); |
135 | if (id->msg) |
104 | set (TORCH); |
136 | buf << "The item has a story:\r" << id->msg << "\n\n"; |
105 | set (DRINK); |
137 | |
106 | set (FOOD); |
138 | /* If no more money, might as well quit now */ |
107 | set (FLESH); |
139 | if (!money || !check_altar_sacrifice (altar, money)) |
108 | set (POISON); |
140 | break; |
109 | set (POWER_CRYSTAL); |
141 | } |
110 | 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 | } |
111 | } |
149 | |
112 | } 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_tmp 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; |
|
|
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 | op->failmsg ("Yech! Your lungs are on fire!"); |
|
|
321 | create_exploding_ball_at (op, op->level); |
|
|
322 | } |
|
|
323 | else |
|
|
324 | cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
|
|
325 | |
|
|
326 | tmp->decrease (); |
|
|
327 | |
|
|
328 | /* if youre dead, no point in doing this... */ |
|
|
329 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
330 | op->update_stats (); |
|
|
331 | |
|
|
332 | return 1; |
|
|
333 | } |
|
|
334 | |
|
|
335 | /* Deal with protection potions */ |
|
|
336 | force = NULL; |
|
|
337 | for (i = 0; i < NROFATTACKS; i++) |
|
|
338 | { |
|
|
339 | if (tmp->resist[i]) |
|
|
340 | { |
|
|
341 | if (!force) |
|
|
342 | force = get_archetype (FORCE_NAME); |
|
|
343 | |
|
|
344 | memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); |
|
|
345 | force->type = POTION_EFFECT; |
|
|
346 | break; /* Only need to find one protection since we copy entire batch */ |
|
|
347 | } |
|
|
348 | } |
|
|
349 | |
|
|
350 | /* This is a protection potion */ |
|
|
351 | if (force) |
|
|
352 | { |
|
|
353 | /* cursed items last longer */ |
|
|
354 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
355 | { |
|
|
356 | force->stats.food *= 10; |
|
|
357 | for (i = 0; i < NROFATTACKS; i++) |
|
|
358 | if (force->resist[i] > 0) |
|
|
359 | force->resist[i] = -force->resist[i]; /* prot => vuln */ |
|
|
360 | } |
|
|
361 | |
|
|
362 | force->speed_left = -1; |
|
|
363 | force = insert_ob_in_ob (force, op); |
|
|
364 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
365 | SET_FLAG (force, FLAG_APPLIED); |
|
|
366 | change_abil (op, force); |
|
|
367 | tmp->decrease (); |
|
|
368 | return 1; |
|
|
369 | } |
|
|
370 | |
|
|
371 | /* Only thing left are the stat potions */ |
|
|
372 | if (op->type == PLAYER) |
|
|
373 | { /* only for players */ |
|
|
374 | if ((QUERY_FLAG (tmp, FLAG_CURSED) |
|
|
375 | || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
376 | && tmp->value != 0) |
|
|
377 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
378 | else |
|
|
379 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
380 | |
|
|
381 | if (!change_abil (op, tmp)) |
|
|
382 | op->statusmsg ("Nothing happened."); |
|
|
383 | } |
|
|
384 | |
|
|
385 | /* CLEAR_FLAG is so that if the character has other potions |
|
|
386 | * that were grouped with the one consumed, his |
|
|
387 | * stat will not be raised by them. fix_player just clears |
|
|
388 | * up all the stats. |
|
|
389 | */ |
|
|
390 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
391 | op->update_stats (); |
|
|
392 | tmp->decrease (); |
|
|
393 | return 1; |
|
|
394 | } |
|
|
395 | |
113 | |
396 | /**************************************************************************** |
114 | /**************************************************************************** |
397 | * Weapon improvement code follows |
115 | * Weapon improvement code follows |
398 | ****************************************************************************/ |
116 | ****************************************************************************/ |
399 | |
117 | |
400 | /** |
118 | /** |
|
|
119 | * This function just checks whether who can handle equipping an item |
|
|
120 | * with item_power. |
|
|
121 | */ |
|
|
122 | static bool |
|
|
123 | check_item_power (object *who, int item_power) |
|
|
124 | { |
|
|
125 | if (who->type == PLAYER |
|
|
126 | && item_power |
|
|
127 | && item_power + who->contr->item_power > settings.item_power_factor * who->level) |
|
|
128 | return false; |
|
|
129 | else |
|
|
130 | return true; |
|
|
131 | } |
|
|
132 | |
|
|
133 | /** |
401 | * This returns the sum of nrof of item (arch name). |
134 | * This returns the sum of nrof of item (arch name). |
402 | */ |
135 | */ |
403 | static int |
136 | static int |
404 | check_item (object *op, shstr_cmp item) |
137 | check_item (object *op, shstr_cmp item) |
405 | { |
138 | { |
… | |
… | |
408 | if (!item) |
141 | if (!item) |
409 | return 0; |
142 | return 0; |
410 | |
143 | |
411 | for (op = op->below; op; op = op->below) |
144 | for (op = op->below; op; op = op->below) |
412 | if (op->arch->archname == item) |
145 | if (op->arch->archname == item) |
413 | if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) |
146 | if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED] |
414 | && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID)) |
147 | && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID]) |
415 | count += op->number_of (); |
148 | count += op->number_of (); |
416 | |
149 | |
417 | return count; |
150 | return count; |
418 | } |
151 | } |
419 | |
152 | |
… | |
… | |
453 | op = op->below; |
186 | op = op->below; |
454 | } |
187 | } |
455 | } |
188 | } |
456 | |
189 | |
457 | /** |
190 | /** |
458 | * This checks to see of the player (who) is sufficient level to use a weapon |
|
|
459 | * with improvs improvements (typically last_eat). We take an int here |
|
|
460 | * instead of the object so that the improvement code can pass along the |
|
|
461 | * increased value to see if the object is usuable. |
|
|
462 | * we return 1 (true) if the player can use the weapon. |
|
|
463 | */ |
|
|
464 | static int |
|
|
465 | check_weapon_power (const object *who, int improvs) |
|
|
466 | { |
|
|
467 | /* Old code is below (commented out). Basically, since weapons are the only |
|
|
468 | * object players really have any control to improve, it's a bit harsh to |
|
|
469 | * require high level in some combat skill, so we just use overall level. |
|
|
470 | */ |
|
|
471 | #if 1 |
|
|
472 | if (((who->level / 5) + 5) >= improvs) |
|
|
473 | return 1; |
|
|
474 | else |
|
|
475 | return 0; |
|
|
476 | |
|
|
477 | #else |
|
|
478 | int level = 0; |
|
|
479 | |
|
|
480 | /* The skill system hands out wc and dam bonuses to fighters |
|
|
481 | * more generously than the old system (see fix_player). Thus |
|
|
482 | * we need to curtail the power of player enchanted weapons. |
|
|
483 | * I changed this to 1 improvement per "fighter" level/5 -b.t. |
|
|
484 | * Note: Nothing should break by allowing this ratio to be different or |
|
|
485 | * using normal level - it is just a matter of play balance. |
|
|
486 | */ |
|
|
487 | if (who->type == PLAYER) |
|
|
488 | { |
|
|
489 | object *wc_obj = NULL; |
|
|
490 | |
|
|
491 | for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below) |
|
|
492 | if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level) |
|
|
493 | level = wc_obj->level; |
|
|
494 | |
|
|
495 | if (!level) |
|
|
496 | { |
|
|
497 | LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name); |
|
|
498 | level = who->level; |
|
|
499 | } |
|
|
500 | } |
|
|
501 | else |
|
|
502 | level = who->level; |
|
|
503 | |
|
|
504 | return (improvs <= ((level / 5) + 5)); |
|
|
505 | #endif |
|
|
506 | } |
|
|
507 | |
|
|
508 | /** |
|
|
509 | * Returns how many items of type improver->slaying there are under op. |
191 | * Returns how many items of type improver->slaying there are under op. |
510 | * Will display a message if none found, and 1 if improver->slaying is NULL. |
192 | * Will display a message if none found, and 1 if improver->slaying is NULL. |
511 | */ |
193 | */ |
512 | static int |
194 | static int |
513 | check_sacrifice (object *op, const object *improver) |
195 | check_sacrifice (object *op, const object *improver) |
… | |
… | |
517 | if (improver->slaying) |
199 | if (improver->slaying) |
518 | { |
200 | { |
519 | count = check_item (op, improver->slaying); |
201 | count = check_item (op, improver->slaying); |
520 | if (count < 1) |
202 | if (count < 1) |
521 | { |
203 | { |
522 | op->failmsg (format ("The gods want more %ss", &improver->slaying)); |
204 | op->failmsgf ("The gods want more %ss", &improver->slaying); |
523 | return 0; |
205 | return 0; |
524 | } |
206 | } |
525 | } |
207 | } |
526 | else |
208 | else |
527 | count = 1; |
209 | count = 1; |
… | |
… | |
566 | |
248 | |
567 | /** |
249 | /** |
568 | * This does the prepare weapon scroll. |
250 | * This does the prepare weapon scroll. |
569 | * Checks for sacrifice, and so on. |
251 | * Checks for sacrifice, and so on. |
570 | */ |
252 | */ |
571 | int |
253 | static int |
572 | prepare_weapon (object *op, object *improver, object *weapon) |
254 | prepare_weapon (object *op, object *improver, object *weapon) |
573 | { |
255 | { |
574 | int sacrifice_count, i; |
256 | int sacrifice_count, i; |
575 | char buf[MAX_BUF]; |
|
|
576 | |
257 | |
577 | if (weapon->level != 0) |
258 | if (weapon->level != 0) |
578 | { |
259 | { |
579 | op->failmsg ("Weapon is already prepared!"); |
260 | op->failmsg ("Weapon is already prepared!"); |
580 | return 0; |
261 | return 0; |
… | |
… | |
609 | "Your sacrifice was accepted." |
290 | "Your sacrifice was accepted." |
610 | "Your *%s may be improved %d times.", |
291 | "Your *%s may be improved %d times.", |
611 | &weapon->name, weapon->level |
292 | &weapon->name, weapon->level |
612 | )); |
293 | )); |
613 | |
294 | |
614 | sprintf (buf, "%s's %s", &op->name, &weapon->name); |
295 | weapon->name = weapon->name_pl = format ("%s's %s", &op->name, &weapon->name); |
615 | weapon->name = weapon->name_pl = buf; |
|
|
616 | weapon->nrof = 0; /* prevents preparing n weapons in the same |
296 | weapon->nrof = 0; /* prevents preparing n weapons in the same |
617 | slot at once! */ |
297 | slot at once! */ |
618 | improver->decrease (); |
298 | improver->decrease (); |
619 | weapon->last_eat = 0; |
299 | weapon->last_eat = 0; |
620 | return 1; |
300 | return 1; |
… | |
… | |
626 | * Returns 0 if it was not able to work for some reason. |
306 | * Returns 0 if it was not able to work for some reason. |
627 | * |
307 | * |
628 | * Checks if weapon was prepared, if enough potions on the floor, ... |
308 | * Checks if weapon was prepared, if enough potions on the floor, ... |
629 | * |
309 | * |
630 | * 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 |
631 | * 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 ?? |
632 | * level == max improve last_eat == current improve |
312 | * level == max improve last_eat == current improve |
633 | */ |
313 | */ |
634 | int |
314 | static int |
635 | improve_weapon (object *op, object *improver, object *weapon) |
315 | improve_weapon (object *op, object *improver, object *weapon) |
636 | { |
316 | { |
637 | int sacrifice_count, sacrifice_needed = 0; |
317 | int sacrifice_count, sacrifice_needed = 0; |
638 | |
318 | |
639 | if (improver->stats.sp == IMPROVE_PREPARE) |
319 | if (improver->stats.sp == IMPROVE_PREPARE) |
640 | return prepare_weapon (op, improver, weapon); |
320 | return prepare_weapon (op, improver, weapon); |
641 | |
321 | |
642 | if (weapon->level == 0) |
322 | if (weapon->level == 0) |
643 | { |
323 | { |
644 | 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.>"); |
645 | return 0; |
327 | return 0; |
646 | } |
328 | } |
647 | |
329 | |
648 | 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 |
649 | { |
332 | { |
650 | op->failmsg ("This weapon cannot be improved any more."); |
333 | op->failmsg ("This weapon cannot be improved any more."); |
651 | return 0; |
334 | return 0; |
652 | } |
335 | } |
653 | |
336 | |
654 | if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) |
337 | if (weapon->flag [FLAG_APPLIED] |
|
|
338 | && !check_item_power (op, weapon->item_power + 1)) |
655 | { |
339 | { |
656 | op->failmsg ("Improving the weapon will make it too " |
340 | op->failmsg ("Improving the weapon will make it too " |
657 | "powerful for you to use. Unready it if you " |
341 | "powerful for you to use. Unready it if you " |
658 | "really want to improve it."); |
342 | "really want to improve it."); |
659 | return 0; |
343 | return 0; |
660 | } |
344 | } |
661 | |
345 | |
662 | /* This just increases damage by 5 points, no matter what. No sacrifice |
346 | /* This just increases damage by 5 points, no matter what. No sacrifice |
663 | * is needed. Since stats.dam is now a 16 bit value and not 8 bit, |
347 | * is needed. Since stats.dam is now a 16 bit value and not 8 bit, |
664 | * don't put any maximum value on damage - the limit is how much the |
348 | * don't put any maximum value on damage - the limit is how much the |
665 | * weapon can be improved. |
349 | * weapon can be improved. |
666 | */ |
350 | */ |
667 | if (improver->stats.sp == IMPROVE_DAMAGE) |
351 | if (improver->stats.sp == IMPROVE_DAMAGE) |
668 | { |
352 | { |
669 | weapon->stats.dam += 5; |
353 | weapon->stats.dam += 5; |
670 | weapon->weight += 5000; /* 5 KG's */ |
354 | weapon->weight += 5000; /* 5 KG's */ |
… | |
… | |
708 | sacrifice_needed *= 2; |
392 | sacrifice_needed *= 2; |
709 | |
393 | |
710 | sacrifice_count = check_sacrifice (op, improver); |
394 | sacrifice_count = check_sacrifice (op, improver); |
711 | if (sacrifice_count < sacrifice_needed) |
395 | if (sacrifice_count < sacrifice_needed) |
712 | { |
396 | { |
713 | op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying)); |
397 | op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying); |
714 | return 0; |
398 | return 0; |
715 | } |
399 | } |
716 | |
400 | |
717 | eat_item (op, improver->slaying, sacrifice_needed); |
401 | eat_item (op, improver->slaying, sacrifice_needed); |
718 | weapon->item_power++; |
402 | weapon->item_power++; |
… | |
… | |
737 | /** |
421 | /** |
738 | * Handles the applying of improve/prepare/enchant weapon scroll. |
422 | * Handles the applying of improve/prepare/enchant weapon scroll. |
739 | * 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, ...), |
740 | * then calls improve_weapon to do the dirty work. |
424 | * then calls improve_weapon to do the dirty work. |
741 | */ |
425 | */ |
742 | int |
426 | static int |
743 | check_improve_weapon (object *op, object *tmp) |
427 | check_improve_weapon (object *op, object *tmp) |
744 | { |
428 | { |
745 | object *otmp; |
|
|
746 | |
|
|
747 | if (op->type != PLAYER) |
429 | if (op->type != PLAYER) |
748 | return 0; |
430 | return 0; |
749 | |
431 | |
750 | if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) |
432 | if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) |
751 | { |
433 | { |
752 | op->failmsg ("Something blocks the magic of the scroll!"); |
434 | op->failmsg ("Something blocks the magic of the scroll!"); |
753 | return 0; |
435 | return 0; |
754 | } |
436 | } |
755 | |
437 | |
756 | otmp = find_marked_object (op); |
438 | object *otmp = op->mark (); |
757 | |
439 | |
758 | if (!otmp) |
440 | if (!otmp) |
759 | { |
441 | { |
760 | op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); |
442 | op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); |
761 | return 0; |
443 | return 0; |
762 | } |
444 | } |
763 | |
445 | |
764 | if (otmp->type != WEAPON && otmp->type != BOW) |
446 | if (otmp->type != WEAPON && otmp->type != BOW) |
765 | { |
447 | { |
766 | op->failmsg ("Marked item is not a weapon or bow!"); |
448 | op->failmsg ("Marked item is not a weapon or bow!"); |
|
|
449 | return 0; |
|
|
450 | } |
|
|
451 | |
|
|
452 | if (!op->apply (otmp, AP_UNAPPLY)) |
|
|
453 | { |
|
|
454 | op->failmsg ("You are unable to take off your weapon to improve it!"); |
767 | return 0; |
455 | return 0; |
768 | } |
456 | } |
769 | |
457 | |
770 | op->statusmsg ("Applied weapon builder."); |
458 | op->statusmsg ("Applied weapon builder."); |
771 | |
459 | |
… | |
… | |
789 | * the stats of a player w/ armour as well as a weapon |
477 | * the stats of a player w/ armour as well as a weapon |
790 | * will probably horribly unbalance the game. Magic enchanting |
478 | * will probably horribly unbalance the game. Magic enchanting |
791 | * depends on the level of the character - ie the plus |
479 | * depends on the level of the character - ie the plus |
792 | * value (magic) of the armour can never be increased beyond |
480 | * value (magic) of the armour can never be increased beyond |
793 | * the level of the character / 10 -- rounding upish, nor may |
481 | * the level of the character / 10 -- rounding upish, nor may |
794 | * the armour value of the piece of equipment exceed either |
482 | * the armour value of the piece of equipment exceed either |
795 | * the users level or 90) |
483 | * the users level or 90) |
796 | * Modified by MSW for partial resistance. Only support |
484 | * Modified by MSW for partial resistance. Only support |
797 | * changing of physical area right now. |
485 | * changing of physical area right now. |
798 | */ |
486 | */ |
799 | int |
487 | static int |
800 | improve_armour (object *op, object *improver, object *armour) |
488 | improve_armour (object *op, object *improver, object *armour) |
801 | { |
489 | { |
802 | object *tmp; |
|
|
803 | |
|
|
804 | if (armour->magic >= settings.armor_max_enchant) |
490 | if (armour->magic >= settings.armor_max_enchant) |
805 | { |
491 | { |
806 | op->failmsg ("This armour can not be enchanted any further!"); |
492 | op->failmsg ("This armour can not be enchanted any further!"); |
807 | return 0; |
493 | return 0; |
808 | } |
494 | } |
… | |
… | |
819 | } |
505 | } |
820 | |
506 | |
821 | /* Split objects if needed. Can't insert tmp until the |
507 | /* Split objects if needed. Can't insert tmp until the |
822 | * end of this function - otherwise it will just re-merge. |
508 | * end of this function - otherwise it will just re-merge. |
823 | */ |
509 | */ |
824 | tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0; |
510 | object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0; |
825 | |
511 | |
826 | armour->magic++; |
512 | armour->magic++; |
827 | |
513 | |
828 | if (!settings.armor_speed_linear) |
514 | if (!settings.armor_speed_linear) |
829 | { |
515 | { |
… | |
… | |
867 | |
553 | |
868 | if (op->type == PLAYER) |
554 | if (op->type == PLAYER) |
869 | { |
555 | { |
870 | esrv_send_item (op, armour); |
556 | esrv_send_item (op, armour); |
871 | |
557 | |
872 | if (QUERY_FLAG (armour, FLAG_APPLIED)) |
558 | if (armour->flag [FLAG_APPLIED]) |
873 | op->update_stats (); |
559 | op->update_stats (); |
874 | } |
560 | } |
875 | |
561 | |
876 | improver->decrease (); |
562 | improver->decrease (); |
877 | |
563 | |
… | |
… | |
888 | * Takes one type of items and makes another. |
574 | * Takes one type of items and makes another. |
889 | * converter is the object that is doing the conversion. |
575 | * converter is the object that is doing the conversion. |
890 | * item is the object that triggered the converter - if it is not |
576 | * item is the object that triggered the converter - if it is not |
891 | * what the converter wants, this will not do anything. |
577 | * what the converter wants, this will not do anything. |
892 | */ |
578 | */ |
893 | static int |
579 | int |
894 | convert_item (object *item, object *converter) |
580 | convert_item (object *item, object *converter) |
895 | { |
581 | { |
896 | sint64 nr, price_in; |
582 | sint64 nr = 0, price_in; |
897 | |
583 | |
898 | if (item->flag [FLAG_UNPAID]) |
584 | if (item->flag [FLAG_UNPAID]) |
899 | return 0; |
585 | return 0; |
900 | |
586 | |
901 | shstr conv_from = converter->slaying; |
587 | shstr conv_from = converter->slaying; |
902 | archetype *conv_to = converter->other_arch; |
588 | archetype *conv_to = converter->other_arch; |
903 | sint64 need = converter->stats.food; |
589 | sint64 need = converter->stats.food; |
904 | sint64 give = converter->stats.sp; |
590 | sint64 give = converter->stats.sp; |
905 | |
591 | |
… | |
… | |
957 | for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) |
643 | for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) |
958 | if (rndm (0, i) == 0) |
644 | if (rndm (0, i) == 0) |
959 | ob_to_copy = ob; |
645 | ob_to_copy = ob; |
960 | |
646 | |
961 | item = ob_to_copy->deep_clone (); |
647 | item = ob_to_copy->deep_clone (); |
962 | CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); |
648 | item->clr_flag (FLAG_IS_A_TEMPLATE); |
963 | unflag_inv (item, FLAG_IS_A_TEMPLATE); |
649 | unflag_inv (item, FLAG_IS_A_TEMPLATE); |
964 | } |
650 | } |
965 | else |
651 | else |
966 | { |
652 | { |
967 | if (!conv_to) |
653 | if (!conv_to) |
… | |
… | |
980 | |
666 | |
981 | if (nr) |
667 | if (nr) |
982 | item->nrof *= nr; |
668 | item->nrof *= nr; |
983 | |
669 | |
984 | if (converter->flag [FLAG_PRECIOUS]) |
670 | if (converter->flag [FLAG_PRECIOUS]) |
985 | SET_FLAG (item, FLAG_UNPAID); |
671 | item->set_flag (FLAG_UNPAID); |
986 | |
672 | |
987 | if (is_in_shop (converter)) |
673 | if (converter->is_in_shop ()) |
988 | { |
674 | { |
989 | // converters on shop floors don't work anymore, bug lets check for it |
675 | // converters on shop floors don't work anymore, bug lets check for it |
990 | // and report in case someone still does it. |
676 | // and report in case someone still does it. |
991 | LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n", |
677 | LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n", |
992 | converter->debug_desc ()); |
678 | converter->debug_desc ()); |
993 | SET_FLAG (item, FLAG_UNPAID); |
679 | item->set_flag (FLAG_UNPAID); |
994 | } |
680 | } |
995 | else if (price_in < sint64 (item->nrof) * item->value) |
681 | else if (price_in < sint64 (item->nrof) * item->value) |
996 | { |
682 | { |
997 | LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", |
683 | LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", |
998 | &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); |
684 | &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); |
999 | /** |
685 | /** |
1000 | * elmex: we are going to let the game continue, as the mapcreator |
686 | * elmex: we are going to let the game continue, as the mapcreator |
1001 | * hopefully had something in mind when doing this. |
687 | * hopefully had something in mind when doing this. |
1002 | */ |
688 | */ |
1003 | } |
689 | } |
1004 | |
690 | |
1005 | // elmex: only identify if we need to, for example so that generated money doesn't |
691 | // elmex: only identify if we need to, for example so that generated money doesn't |
1006 | // get an 'identified' flag so easily. |
692 | // get an 'identified' flag so easily. |
1007 | if (need_identify (item)) |
693 | if (item->need_identify ()) |
1008 | identify (item); |
694 | identify (item); |
1009 | |
695 | |
1010 | insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); |
696 | item->insert_at (converter, 0, INS_NO_WALK_ON); |
|
|
697 | |
1011 | return 1; |
698 | return 1; |
1012 | } |
699 | } |
1013 | |
700 | |
1014 | /** |
701 | /** |
1015 | * Handle apply on containers. |
702 | * Handle apply on containers. |
1016 | * By Eneq(@csd.uu.se). |
703 | * By Eneq(@csd.uu.se). |
1017 | * Moved to own function and added many features [Tero.Haatanen@lut.fi] |
704 | * Moved to own function and added many features [Tero.Haatanen@lut.fi] |
1018 | * added the alchemical cauldron to the code -b.t. |
705 | * added the alchemical cauldron to the code -b.t. |
1019 | */ |
706 | */ |
1020 | int |
707 | static int |
1021 | apply_container (object *op, object *sack) |
708 | apply_container (object *op, object *sack) |
1022 | { |
709 | { |
1023 | if (op->type != PLAYER || !op->contr->ns) |
710 | if (op->type != PLAYER || !op->contr->ns) |
1024 | return 0; /* This might change */ |
711 | return 0; /* This might change */ |
1025 | |
712 | |
… | |
… | |
1038 | } |
725 | } |
1039 | |
726 | |
1040 | // already applied == open on ground, or open in inv, or active in inv |
727 | // already applied == open on ground, or open in inv, or active in inv |
1041 | if (sack->flag [FLAG_APPLIED]) |
728 | if (sack->flag [FLAG_APPLIED]) |
1042 | { |
729 | { |
1043 | if (op->container == sack) |
730 | if (op->container_ () == sack) |
1044 | { |
731 | { |
1045 | // open on ground or inv, so close |
732 | // open on ground or inv, so close |
1046 | op->close_container (); |
733 | op->close_container (); |
1047 | return 1; |
734 | return 1; |
1048 | } |
735 | } |
1049 | else if (!sack->env) |
736 | else if (!sack->env) |
1050 | { |
737 | { |
1051 | // active, but not ours: some other player has opened it |
738 | // active on floor, but not ours: some other player has opened it |
|
|
739 | // normally this only happens to dms standing on the same space. |
|
|
740 | // but it doesn't hurt to handle it. |
1052 | op->failmsg (format ("Somebody else is using the %s already.", query_name (sack))); |
741 | op->failmsgf ("Somebody else is using the %s already.", query_name (sack)); |
1053 | return 1; |
742 | return 1; |
1054 | } |
743 | } |
|
|
744 | } |
1055 | |
745 | |
1056 | // fall through to opening it (active in inv) |
746 | // it's locked? |
|
|
747 | if (sack->slaying) |
1057 | } |
748 | { |
1058 | else if (sack->env) |
749 | if (object *tmp = find_key (op, op, sack)) |
|
|
750 | { |
|
|
751 | op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp))); |
|
|
752 | } |
|
|
753 | else |
|
|
754 | { |
|
|
755 | sack->flag [FLAG_APPLIED] = false; // might be applied in inv, let the user close it |
|
|
756 | esrv_update_item (UPD_FLAGS, op, sack); |
|
|
757 | op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack))); |
|
|
758 | return 1; |
|
|
759 | } |
|
|
760 | } |
|
|
761 | |
|
|
762 | if (sack->env && !sack->flag [FLAG_APPLIED]) |
1059 | { |
763 | { |
1060 | // it is in our env, so activate it, do not open yet |
764 | // it is in our env, so activate it, do not open yet |
1061 | op->close_container (); |
765 | op->close_container (); |
1062 | sack->flag [FLAG_APPLIED] = 1; |
766 | sack->flag [FLAG_APPLIED] = true; |
1063 | esrv_update_item (UPD_FLAGS, op, sack); |
767 | esrv_update_item (UPD_FLAGS, op, sack); |
1064 | op->statusmsg (format ("You ready %s.", query_name (sack))); |
768 | op->statusmsg (format ("You ready %s.", query_name (sack))); |
1065 | return 1; |
|
|
1066 | } |
|
|
1067 | |
|
|
1068 | // it's locked? |
|
|
1069 | if (sack->slaying) |
|
|
1070 | { |
769 | } |
1071 | if (object *tmp = find_key (op, op, sack)) |
|
|
1072 | op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp))); |
|
|
1073 | else |
770 | else |
1074 | { |
|
|
1075 | op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack))); |
|
|
1076 | return 1; |
|
|
1077 | } |
|
|
1078 | } |
|
|
1079 | |
|
|
1080 | op->open_container (sack); |
771 | op->open_container (sack); |
1081 | |
772 | |
1082 | return 1; |
773 | return 1; |
1083 | } |
774 | } |
1084 | |
775 | |
1085 | /** |
776 | /** |
… | |
… | |
1091 | { |
782 | { |
1092 | /* Only players can make sacrifices on spell casting altars. */ |
783 | /* Only players can make sacrifices on spell casting altars. */ |
1093 | if (altar->inv && (!originator || originator->type != PLAYER)) |
784 | if (altar->inv && (!originator || originator->type != PLAYER)) |
1094 | return 0; |
785 | return 0; |
1095 | |
786 | |
1096 | if (operate_altar (altar, &sacrifice)) |
787 | if (operate_altar (altar, &sacrifice, originator)) |
1097 | { |
788 | { |
1098 | /* Simple check. Unfortunately, it means you can't cast magic bullet |
789 | /* Simple check. Unfortunately, it means you can't cast magic bullet |
1099 | * with an altar. We call it a Potion - altars are stationary - it |
790 | * with an altar. We call it a Potion - altars are stationary - it |
1100 | * is up to map designers to use them properly. |
791 | * is up to map designers to use them properly. |
1101 | */ |
792 | */ |
… | |
… | |
1133 | { |
824 | { |
1134 | int rv = 0; |
825 | int rv = 0; |
1135 | double opinion; |
826 | double opinion; |
1136 | object *tmp, *next; |
827 | object *tmp, *next; |
1137 | |
828 | |
1138 | SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ |
829 | op->set_flag (FLAG_NO_APPLY); /* prevent loops */ |
1139 | |
830 | |
1140 | bool has_unpaid = false; |
831 | bool has_unpaid = false; |
1141 | |
832 | |
1142 | // quite inefficient to do this here twice, but the api doesn'T lend itself to |
833 | // quite inefficient to do this here twice, but the api doesn't lend itself to |
1143 | // a quick and small change :( |
834 | // a quick and small change :( |
1144 | for (object::depth_iterator item = op->begin (); item != op->end (); ++item) |
835 | for (object::depth_iterator item = op->begin (); item != op->end (); ++item) |
1145 | if (item->flag [FLAG_UNPAID]) |
836 | if (item->flag [FLAG_UNPAID]) |
1146 | { |
837 | { |
1147 | has_unpaid = true; |
838 | has_unpaid = true; |
… | |
… | |
1156 | */ |
847 | */ |
1157 | for (tmp = op->inv; tmp; tmp = next) |
848 | for (tmp = op->inv; tmp; tmp = next) |
1158 | { |
849 | { |
1159 | next = tmp->below; |
850 | next = tmp->below; |
1160 | |
851 | |
1161 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
852 | if (tmp->flag [FLAG_UNPAID]) |
1162 | { |
853 | { |
1163 | int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); |
854 | int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); |
1164 | |
855 | |
1165 | if (i >= 0) |
856 | if (i >= 0) |
1166 | tmp->move (i); |
857 | tmp->move (i); |
1167 | } |
858 | } |
1168 | } |
859 | } |
1169 | |
860 | |
1170 | /* Don't teleport things like spell effects */ |
861 | /* Don't teleport things like spell effects */ |
1171 | if (QUERY_FLAG (op, FLAG_NO_PICK)) |
862 | if (op->flag [FLAG_NO_PICK]) |
1172 | return 0; |
863 | return 0; |
1173 | |
864 | |
1174 | /* unpaid objects, or non living objects, can't transfer by |
865 | /* unpaid objects, or non living objects, can't transfer by |
1175 | * shop mats. Instead, put it on a nearby space. |
866 | * shop mats. Instead, put it on a nearby space. |
1176 | */ |
867 | */ |
1177 | if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) |
868 | if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE]) |
1178 | { |
869 | { |
1179 | /* Somebody dropped an unpaid item, just move to an adjacent place. */ |
870 | /* Somebody dropped an unpaid item, just move to an adjacent place. */ |
1180 | int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
871 | int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
1181 | |
872 | |
1182 | if (i != -1) |
873 | if (i != -1) |
1183 | rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); |
874 | rv = transfer_ob (op, op->x + DIRX (i), op->y + DIRY (i), 0, shop_mat); |
1184 | |
875 | |
1185 | return 0; |
876 | return 0; |
1186 | } |
877 | } |
1187 | |
878 | |
1188 | /* Removed code that checked for multipart objects - it appears that |
879 | /* Removed code that checked for multipart objects - it appears that |
… | |
… | |
1195 | /* this is only used for players */ |
886 | /* this is only used for players */ |
1196 | rv = teleport (shop_mat, SHOP_MAT, op); |
887 | rv = teleport (shop_mat, SHOP_MAT, op); |
1197 | |
888 | |
1198 | if (has_unpaid) |
889 | if (has_unpaid) |
1199 | op->contr->play_sound (sound_find ("shop_buy")); |
890 | op->contr->play_sound (sound_find ("shop_buy")); |
1200 | else if (is_in_shop (op)) |
891 | else if (op->is_in_shop ()) |
1201 | op->contr->play_sound (sound_find ("shop_enter")); |
892 | op->contr->play_sound (sound_find ("shop_enter")); |
1202 | else |
893 | else |
1203 | op->contr->play_sound (sound_find ("shop_leave")); |
894 | op->contr->play_sound (sound_find ("shop_leave")); |
1204 | |
895 | |
1205 | if (shop_mat->msg) |
896 | if (shop_mat->msg) |
1206 | op->statusmsg (shop_mat->msg); |
897 | op->statusmsg (shop_mat->msg); |
1207 | /* This check below is a bit simplistic - generally it should be correct, |
898 | /* This check below is a bit simplistic - generally it should be correct, |
1208 | * but there is never a guarantee that the bottom space on the map is |
899 | * but there is never a guarantee that the bottom space on the map is |
1209 | * actually the shop floor. |
900 | * actually the shop floor. |
1210 | */ |
901 | */ |
1211 | else if (!rv && !is_in_shop (op)) |
902 | else if (!rv && !op->is_in_shop ()) |
1212 | { |
903 | { |
1213 | opinion = shopkeeper_approval (op->map, op); |
904 | opinion = shopkeeper_approval (op->map, op); |
1214 | |
905 | |
1215 | op->statusmsg ( |
906 | op->statusmsg ( |
1216 | opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." |
907 | opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." |
… | |
… | |
1231 | if (i == -1) |
922 | if (i == -1) |
1232 | LOG (llevError, "Internal shop-mat problem.\n"); |
923 | LOG (llevError, "Internal shop-mat problem.\n"); |
1233 | else |
924 | else |
1234 | { |
925 | { |
1235 | op->remove (); |
926 | op->remove (); |
1236 | op->x += freearr_x[i]; |
927 | op->x += DIRX (i); |
1237 | op->y += freearr_y[i]; |
928 | op->y += DIRY (i); |
1238 | rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; |
929 | rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; |
1239 | } |
930 | } |
1240 | } |
931 | } |
1241 | |
932 | |
1242 | CLEAR_FLAG (op, FLAG_NO_APPLY); |
933 | op->clr_flag (FLAG_NO_APPLY); |
1243 | return rv; |
934 | return rv; |
1244 | } |
935 | } |
1245 | |
936 | |
1246 | /** |
937 | /** |
1247 | * Handles applying a sign. |
938 | * Handles applying a sign. |
… | |
… | |
1275 | op->failmsg ("You cannot read it anymore."); |
966 | op->failmsg ("You cannot read it anymore."); |
1276 | |
967 | |
1277 | return; |
968 | return; |
1278 | } |
969 | } |
1279 | |
970 | |
1280 | if (!QUERY_FLAG (op, FLAG_WIZPASS)) |
971 | if (!op->flag [FLAG_WIZPASS]) |
1281 | sign->last_eat++; |
972 | sign->last_eat++; |
1282 | } |
973 | } |
1283 | |
974 | |
1284 | /* Sign or magic mouth? Do we need to see it, or does it talk to us? |
975 | /* Sign or magic mouth? Do we need to see it, or does it talk to us? |
1285 | * No way to know for sure. The presumption is basically that if |
976 | * No way to know for sure. The presumption is basically that if |
1286 | * move_on is zero, it needs to be manually applied (doesn't talk |
977 | * move_on is zero, it needs to be manually applied (doesn't talk |
1287 | * to us). |
978 | * to us). |
1288 | */ |
979 | */ |
1289 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) |
980 | if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on) |
1290 | { |
981 | { |
1291 | op->failmsg ("You are unable to read while blind!"); |
982 | op->failmsg ("You are unable to read while blind!"); |
1292 | return; |
983 | return; |
1293 | } |
984 | } |
1294 | |
985 | |
… | |
… | |
1329 | |
1020 | |
1330 | victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
1021 | victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
1331 | victim->statusmsg ("You fall through the hole!", NDI_RED); |
1022 | victim->statusmsg ("You fall through the hole!", NDI_RED); |
1332 | |
1023 | |
1333 | transfer_ob (victim, |
1024 | transfer_ob (victim, |
1334 | EXIT_X (trap) + freearr_x[dir], |
1025 | EXIT_X (trap) + DIRX (dir), |
1335 | EXIT_Y (trap) + freearr_y[dir], |
1026 | EXIT_Y (trap) + DIRY (dir), |
1336 | 0, victim); |
1027 | 0, victim); |
1337 | } |
|
|
1338 | |
|
|
1339 | /** |
|
|
1340 | * 'victim' moves onto 'trap' |
|
|
1341 | * 'victim' leaves 'trap' |
|
|
1342 | * effect is determined by move_on/move_off of trap and move_type of victime. |
|
|
1343 | * |
|
|
1344 | * originator: Player, monster or other object that caused 'victim' to move |
|
|
1345 | * onto 'trap'. Will receive messages caused by this action. May be NULL. |
|
|
1346 | * However, some types of traps require an originator to function. |
|
|
1347 | */ |
|
|
1348 | void |
|
|
1349 | move_apply (object *trap, object *victim, object *originator) |
|
|
1350 | { |
|
|
1351 | static int recursion_depth = 0; |
|
|
1352 | |
|
|
1353 | /* Only exits affect DMs. */ |
|
|
1354 | if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) |
|
|
1355 | return; |
|
|
1356 | |
|
|
1357 | /* move_apply() is the most likely candidate for causing unwanted and |
|
|
1358 | * possibly unlimited recursion. |
|
|
1359 | */ |
|
|
1360 | /* The following was changed because it was causing perfeclty correct |
|
|
1361 | * maps to fail. 1) it's not an error to recurse: |
|
|
1362 | * rune detonates, summoning monster. monster lands on nearby rune. |
|
|
1363 | * nearby rune detonates. This sort of recursion is expected and |
|
|
1364 | * proper. This code was causing needless crashes. |
|
|
1365 | */ |
|
|
1366 | if (recursion_depth >= 500) |
|
|
1367 | { |
|
|
1368 | LOG (llevDebug, "WARNING: move_apply(): aborting recursion " |
|
|
1369 | "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name); |
|
|
1370 | return; |
|
|
1371 | } |
|
|
1372 | |
|
|
1373 | recursion_depth++; |
|
|
1374 | if (trap->head) |
|
|
1375 | trap = trap->head; |
|
|
1376 | |
|
|
1377 | if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) |
|
|
1378 | goto leave; |
|
|
1379 | |
|
|
1380 | switch (trap->type) |
|
|
1381 | { |
|
|
1382 | case PLAYERMOVER: |
|
|
1383 | if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) |
|
|
1384 | { |
|
|
1385 | if (!trap->stats.maxsp) |
|
|
1386 | trap->stats.maxsp = 2; |
|
|
1387 | |
|
|
1388 | /* Is this correct? From the docs, it doesn't look like it |
|
|
1389 | * should be divided by trap->speed |
|
|
1390 | */ |
|
|
1391 | victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); |
|
|
1392 | |
|
|
1393 | /* Just put in some sanity check. I think there is a bug in the |
|
|
1394 | * above with some objects have zero speed, and thus the player |
|
|
1395 | * getting permanently paralyzed. |
|
|
1396 | */ |
|
|
1397 | if (victim->speed_left < -50.f) |
|
|
1398 | victim->speed_left = -50.f; |
|
|
1399 | /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ |
|
|
1400 | } |
|
|
1401 | goto leave; |
|
|
1402 | |
|
|
1403 | case SPINNER: |
|
|
1404 | if (victim->direction) |
|
|
1405 | { |
|
|
1406 | victim->direction = absdir (victim->direction - trap->stats.sp); |
|
|
1407 | update_turn_face (victim); |
|
|
1408 | } |
|
|
1409 | goto leave; |
|
|
1410 | |
|
|
1411 | case DIRECTOR: |
|
|
1412 | if (victim->direction && !should_director_abort (trap, victim)) |
|
|
1413 | { |
|
|
1414 | victim->direction = trap->stats.sp; |
|
|
1415 | update_turn_face (victim); |
|
|
1416 | } |
|
|
1417 | goto leave; |
|
|
1418 | |
|
|
1419 | case BUTTON: |
|
|
1420 | case PEDESTAL: |
|
|
1421 | update_button (trap, originator); |
|
|
1422 | goto leave; |
|
|
1423 | |
|
|
1424 | case ALTAR: |
|
|
1425 | /* sacrifice victim on trap */ |
|
|
1426 | apply_altar (trap, victim, originator); |
|
|
1427 | goto leave; |
|
|
1428 | |
|
|
1429 | case THROWN_OBJ: |
|
|
1430 | if (trap->inv == NULL) |
|
|
1431 | goto leave; |
|
|
1432 | /* fallthrough */ |
|
|
1433 | |
|
|
1434 | case ARROW: |
|
|
1435 | /* bad bug: monster throw a object, make a step forwards, step on object , |
|
|
1436 | * trigger this here and get hit by own missile - and will be own enemy. |
|
|
1437 | * Victim then is his own enemy and will start to kill herself (this is |
|
|
1438 | * removed) but we have not synced victim and his missile. To avoid senseless |
|
|
1439 | * action, we avoid hits here |
|
|
1440 | */ |
|
|
1441 | if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) |
|
|
1442 | hit_with_arrow (trap, victim); |
|
|
1443 | goto leave; |
|
|
1444 | |
|
|
1445 | case SPELL_EFFECT: |
|
|
1446 | apply_spell_effect (trap, victim); |
|
|
1447 | goto leave; |
|
|
1448 | |
|
|
1449 | case TRAPDOOR: |
|
|
1450 | { |
|
|
1451 | int max, sound_was_played; |
|
|
1452 | object *ab, *ab_next; |
|
|
1453 | |
|
|
1454 | if (!trap->value) |
|
|
1455 | { |
|
|
1456 | int tot; |
|
|
1457 | |
|
|
1458 | for (ab = trap->above, tot = 0; ab; ab = ab->above) |
|
|
1459 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
1460 | tot += ab->head_ ()->total_weight (); |
|
|
1461 | |
|
|
1462 | if (!(trap->value = (tot > trap->weight) ? 1 : 0)) |
|
|
1463 | goto leave; |
|
|
1464 | |
|
|
1465 | SET_ANIMATION (trap, trap->value); |
|
|
1466 | update_object (trap, UP_OBJ_FACE); |
|
|
1467 | } |
|
|
1468 | |
|
|
1469 | for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) |
|
|
1470 | { |
|
|
1471 | /* need to set this up, since if we do transfer the object, |
|
|
1472 | * ab->above would be bogus |
|
|
1473 | */ |
|
|
1474 | ab_next = ab->above; |
|
|
1475 | |
|
|
1476 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
1477 | { |
|
|
1478 | if (!sound_was_played) |
|
|
1479 | { |
|
|
1480 | trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
|
|
1481 | sound_was_played = 1; |
|
|
1482 | } |
|
|
1483 | |
|
|
1484 | ab->statusmsg ("You fall into a trapdoor!", NDI_RED); |
|
|
1485 | transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab); |
|
|
1486 | } |
|
|
1487 | } |
|
|
1488 | goto leave; |
|
|
1489 | } |
|
|
1490 | |
|
|
1491 | case CONVERTER: |
|
|
1492 | if (convert_item (victim, trap) < 0) |
|
|
1493 | { |
|
|
1494 | originator->failmsg (format ("The %s seems to be broken!", query_name (trap))); |
|
|
1495 | archetype::get (shstr_burnout)->insert_at (trap, trap); |
|
|
1496 | } |
|
|
1497 | |
|
|
1498 | goto leave; |
|
|
1499 | |
|
|
1500 | case TRIGGER_BUTTON: |
|
|
1501 | case TRIGGER_PEDESTAL: |
|
|
1502 | case TRIGGER_ALTAR: |
|
|
1503 | check_trigger (trap, victim); |
|
|
1504 | goto leave; |
|
|
1505 | |
|
|
1506 | case DEEP_SWAMP: |
|
|
1507 | walk_on_deep_swamp (trap, victim); |
|
|
1508 | goto leave; |
|
|
1509 | |
|
|
1510 | case CHECK_INV: |
|
|
1511 | check_inv (victim, trap); |
|
|
1512 | goto leave; |
|
|
1513 | |
|
|
1514 | case HOLE: |
|
|
1515 | move_apply_hole (trap, victim); |
|
|
1516 | goto leave; |
|
|
1517 | |
|
|
1518 | case EXIT: |
|
|
1519 | if (victim->type == PLAYER && EXIT_PATH (trap)) |
|
|
1520 | { |
|
|
1521 | /* Basically, don't show exits leading to random maps the |
|
|
1522 | * players output. |
|
|
1523 | */ |
|
|
1524 | if (trap->msg && !EXIT_PATH (trap).starts_with ("/!")) |
|
|
1525 | victim->statusmsg (trap->msg, NDI_NAVY); |
|
|
1526 | |
|
|
1527 | trap->play_sound (trap->sound); |
|
|
1528 | victim->enter_exit (trap); |
|
|
1529 | } |
|
|
1530 | goto leave; |
|
|
1531 | |
|
|
1532 | case ENCOUNTER: |
|
|
1533 | /* may be some leftovers on this */ |
|
|
1534 | goto leave; |
|
|
1535 | |
|
|
1536 | case SHOP_MAT: |
|
|
1537 | apply_shop_mat (trap, victim); |
|
|
1538 | goto leave; |
|
|
1539 | |
|
|
1540 | /* Drop a certain amount of gold, and have one item identified */ |
|
|
1541 | case IDENTIFY_ALTAR: |
|
|
1542 | apply_id_altar (victim, trap, originator); |
|
|
1543 | goto leave; |
|
|
1544 | |
|
|
1545 | case SIGN: |
|
|
1546 | if (victim->type != PLAYER && trap->stats.food > 0) |
|
|
1547 | goto leave; /* monsters musn't apply magic_mouths with counters */ |
|
|
1548 | |
|
|
1549 | apply_sign (victim, trap, 1); |
|
|
1550 | goto leave; |
|
|
1551 | |
|
|
1552 | case CONTAINER: |
|
|
1553 | apply_container (victim, trap); |
|
|
1554 | goto leave; |
|
|
1555 | |
|
|
1556 | case RUNE: |
|
|
1557 | case TRAP: |
|
|
1558 | if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) |
|
|
1559 | spring_trap (trap, victim); |
|
|
1560 | goto leave; |
|
|
1561 | |
|
|
1562 | default: |
|
|
1563 | LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " |
|
|
1564 | "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); |
|
|
1565 | goto leave; |
|
|
1566 | } |
|
|
1567 | |
|
|
1568 | leave: |
|
|
1569 | recursion_depth--; |
|
|
1570 | } |
|
|
1571 | |
|
|
1572 | /** |
|
|
1573 | * Handles reading a regular (ie not containing a spell) book. |
|
|
1574 | */ |
|
|
1575 | static void |
|
|
1576 | apply_book (object *op, object *tmp) |
|
|
1577 | { |
|
|
1578 | int lev_diff; |
|
|
1579 | object *skill_ob; |
|
|
1580 | |
|
|
1581 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1582 | { |
|
|
1583 | op->failmsg ("You are unable to read while blind!"); |
|
|
1584 | return; |
|
|
1585 | } |
|
|
1586 | |
|
|
1587 | if (!tmp->msg) |
|
|
1588 | { |
|
|
1589 | op->failmsg (format ("You open the %s and find it empty.", &tmp->name)); |
|
|
1590 | return; |
|
|
1591 | } |
|
|
1592 | |
|
|
1593 | /* need a literacy skill to read stuff! */ |
|
|
1594 | skill_ob = find_skill_by_name (op, tmp->skill); |
|
|
1595 | if (!skill_ob) |
|
|
1596 | { |
|
|
1597 | op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill)); |
|
|
1598 | return; |
|
|
1599 | } |
|
|
1600 | |
|
|
1601 | lev_diff = tmp->level - (skill_ob->level + 5); |
|
|
1602 | if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) |
|
|
1603 | { |
|
|
1604 | op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension." |
|
|
1605 | : lev_diff < 3 ? "This book is slightly beyond your comprehension." |
|
|
1606 | : lev_diff < 5 ? "This book is beyond your comprehension." |
|
|
1607 | : lev_diff < 8 ? "This book is quite a bit beyond your comprehension." |
|
|
1608 | : lev_diff < 15 ? "This book is way beyond your comprehension." |
|
|
1609 | : "This book is totally beyond your comprehension."); |
|
|
1610 | return; |
|
|
1611 | } |
|
|
1612 | |
|
|
1613 | readable_message_type *msgType = get_readable_message_type (tmp); |
|
|
1614 | |
|
|
1615 | if (player *pl = op->contr) |
|
|
1616 | if (client *ns = pl->ns) |
|
|
1617 | pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); |
|
|
1618 | |
|
|
1619 | /* gain xp from reading */ |
|
|
1620 | if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) |
|
|
1621 | { /* only if not read before */ |
|
|
1622 | int exp_gain = calc_skill_exp (op, tmp, skill_ob); |
|
|
1623 | |
|
|
1624 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
1625 | { |
|
|
1626 | /*exp_gain *= 2; because they just identified it too */ |
|
|
1627 | SET_FLAG (tmp, FLAG_IDENTIFIED); |
|
|
1628 | |
|
|
1629 | if (object *pl = tmp->visible_to ()) |
|
|
1630 | esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); |
|
|
1631 | } |
|
|
1632 | |
|
|
1633 | change_exp (op, exp_gain, skill_ob->skill, 0); |
|
|
1634 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ |
|
|
1635 | } |
|
|
1636 | } |
|
|
1637 | |
|
|
1638 | /** |
|
|
1639 | * Handles the applying of a skill scroll, calling learn_skill straight. |
|
|
1640 | * op is the person learning the skill, tmp is the skill scroll object |
|
|
1641 | */ |
|
|
1642 | static void |
|
|
1643 | apply_skillscroll (object *op, object *tmp) |
|
|
1644 | { |
|
|
1645 | switch (learn_skill (op, tmp)) |
|
|
1646 | { |
|
|
1647 | case 0: |
|
|
1648 | op->play_sound (sound_find ("generic_fail")); |
|
|
1649 | op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp))); |
|
|
1650 | break; |
|
|
1651 | |
|
|
1652 | case 1: |
|
|
1653 | tmp->decrease (); |
|
|
1654 | op->play_sound (sound_find ("skill_learn")); |
|
|
1655 | op->statusmsg (format ("You succeed in learning %s", &tmp->skill)); |
|
|
1656 | break; |
|
|
1657 | |
|
|
1658 | default: |
|
|
1659 | tmp->decrease (); |
|
|
1660 | op->play_sound (sound_find ("generic_fail")); |
|
|
1661 | op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp))); |
|
|
1662 | break; |
|
|
1663 | } |
|
|
1664 | } |
|
|
1665 | |
|
|
1666 | /** |
|
|
1667 | * Actually makes op learn spell. |
|
|
1668 | * Informs player of what happens. |
|
|
1669 | */ |
|
|
1670 | void |
|
|
1671 | do_learn_spell (object *op, object *spell, int special_prayer) |
|
|
1672 | { |
|
|
1673 | object *tmp; |
|
|
1674 | |
|
|
1675 | if (op->type != PLAYER) |
|
|
1676 | { |
|
|
1677 | LOG (llevError, "BUG: do_learn_spell(): not a player\n"); |
|
|
1678 | return; |
|
|
1679 | } |
|
|
1680 | |
|
|
1681 | /* Upgrade special prayers to normal prayers */ |
|
|
1682 | if ((tmp = check_spell_known (op, spell->name)) != NULL) |
|
|
1683 | { |
|
|
1684 | if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
|
|
1685 | { |
|
|
1686 | LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); |
|
|
1687 | return; |
|
|
1688 | } |
|
|
1689 | return; |
|
|
1690 | } |
|
|
1691 | |
|
|
1692 | op->contr->play_sound (sound_find ("learn_spell")); |
|
|
1693 | |
|
|
1694 | tmp = spell->clone (); |
|
|
1695 | insert_ob_in_ob (tmp, op); |
|
|
1696 | |
|
|
1697 | if (special_prayer) |
|
|
1698 | SET_FLAG (tmp, FLAG_STARTEQUIP); |
|
|
1699 | |
|
|
1700 | esrv_add_spells (op->contr, tmp); |
|
|
1701 | } |
|
|
1702 | |
|
|
1703 | /** |
|
|
1704 | * Erases spell from player's inventory. |
|
|
1705 | */ |
|
|
1706 | void |
|
|
1707 | do_forget_spell (object *op, const char *spell) |
|
|
1708 | { |
|
|
1709 | object *spob; |
|
|
1710 | |
|
|
1711 | if (op->type != PLAYER) |
|
|
1712 | { |
|
|
1713 | LOG (llevError, "BUG: do_forget_spell(): not a player\n"); |
|
|
1714 | return; |
|
|
1715 | } |
|
|
1716 | if ((spob = check_spell_known (op, spell)) == NULL) |
|
|
1717 | { |
|
|
1718 | LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); |
|
|
1719 | return; |
|
|
1720 | } |
|
|
1721 | |
|
|
1722 | op->failmsg (format ("You lose knowledge of %s.", spell)); |
|
|
1723 | player_unready_range_ob (op->contr, spob); |
|
|
1724 | esrv_remove_spell (op->contr, spob); |
|
|
1725 | spob->destroy (); |
|
|
1726 | } |
|
|
1727 | |
|
|
1728 | /** |
|
|
1729 | * Handles player applying a spellbook. |
|
|
1730 | * Checks whether player has knowledge of required skill, doesn't already know the spell, |
|
|
1731 | * stuff like that. Random learning failure too. |
|
|
1732 | */ |
|
|
1733 | static void |
|
|
1734 | apply_spellbook (object *op, object *tmp) |
|
|
1735 | { |
|
|
1736 | object *skop, *spell, *spell_skill; |
|
|
1737 | |
|
|
1738 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1739 | { |
|
|
1740 | op->failmsg ("You are unable to read while blind."); |
|
|
1741 | return; |
|
|
1742 | } |
|
|
1743 | |
|
|
1744 | /* artifact_spellbooks have 'slaying' field point to a spell name, |
|
|
1745 | * instead of having their spell stored in stats.sp. These are |
|
|
1746 | * legacy spellbooks |
|
|
1747 | */ |
|
|
1748 | if (tmp->slaying) |
|
|
1749 | { |
|
|
1750 | spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); |
|
|
1751 | if (!spell) |
|
|
1752 | { |
|
|
1753 | op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying)); |
|
|
1754 | return; |
|
|
1755 | } |
|
|
1756 | else |
|
|
1757 | insert_ob_in_ob (spell, tmp); |
|
|
1758 | |
|
|
1759 | tmp->slaying = 0; |
|
|
1760 | } |
|
|
1761 | |
|
|
1762 | skop = find_skill_by_name (op, tmp->skill); |
|
|
1763 | |
|
|
1764 | /* need a literacy skill to learn spells. Also, having a literacy level |
|
|
1765 | * lower than the spell will make learning the spell more difficult */ |
|
|
1766 | if (!skop) |
|
|
1767 | { |
|
|
1768 | op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill)); |
|
|
1769 | return; |
|
|
1770 | } |
|
|
1771 | |
|
|
1772 | spell = tmp->inv; |
|
|
1773 | |
|
|
1774 | if (!spell) |
|
|
1775 | { |
|
|
1776 | LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); |
|
|
1777 | op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); |
|
|
1778 | return; |
|
|
1779 | } |
|
|
1780 | |
|
|
1781 | if (skop->level < int (sqrtf (spell->level) * 1.5f)) |
|
|
1782 | { |
|
|
1783 | op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill)); |
|
|
1784 | return; |
|
|
1785 | } |
|
|
1786 | |
|
|
1787 | op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); |
|
|
1788 | |
|
|
1789 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
1790 | identify (tmp); |
|
|
1791 | |
|
|
1792 | /* I removed the check for special_prayer_mark here - it didn't make |
|
|
1793 | * a lot of sense - special prayers are not found in spellbooks, and |
|
|
1794 | * if the player doesn't know the spell, doesn't make a lot of sense that |
|
|
1795 | * they would have a special prayer mark. |
|
|
1796 | */ |
|
|
1797 | if (check_spell_known (op, spell->name)) |
|
|
1798 | { |
|
|
1799 | op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n"); |
|
|
1800 | return; |
|
|
1801 | } |
|
|
1802 | |
|
|
1803 | if (spell->skill) |
|
|
1804 | { |
|
|
1805 | spell_skill = find_skill_by_name (op, spell->skill); |
|
|
1806 | |
|
|
1807 | if (!spell_skill) |
|
|
1808 | { |
|
|
1809 | op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill)); |
|
|
1810 | return; |
|
|
1811 | } |
|
|
1812 | |
|
|
1813 | if (spell_skill->level < spell->level) |
|
|
1814 | { |
|
|
1815 | op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill)); |
|
|
1816 | return; |
|
|
1817 | } |
|
|
1818 | } |
|
|
1819 | |
|
|
1820 | /* Logic as follows |
|
|
1821 | * |
|
|
1822 | * 1- MU spells use Int to learn, Cleric spells use Wisdom |
|
|
1823 | * |
|
|
1824 | * 2- The learner's skill level in literacy adjusts the chance to learn |
|
|
1825 | * a spell. |
|
|
1826 | * |
|
|
1827 | * 3 -Automatically fail to learn if you read while confused |
|
|
1828 | * |
|
|
1829 | * Overall, chances are the same but a player will find having a high |
|
|
1830 | * literacy rate very useful! -b.t. |
|
|
1831 | */ |
|
|
1832 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
|
|
1833 | { |
|
|
1834 | op->failmsg ("In your confused state you flub the wording of the text!"); |
|
|
1835 | scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); |
|
|
1836 | } |
|
|
1837 | else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || |
|
|
1838 | (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) |
|
|
1839 | { |
|
|
1840 | op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); |
|
|
1841 | do_learn_spell (op, spell, 0); |
|
|
1842 | |
|
|
1843 | /* xp gain to literacy for spell learning */ |
|
|
1844 | if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
|
|
1845 | change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); |
|
|
1846 | } |
|
|
1847 | else |
|
|
1848 | { |
|
|
1849 | op->contr->play_sound (sound_find ("fumble_spell")); |
|
|
1850 | op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n"); |
|
|
1851 | } |
|
|
1852 | |
|
|
1853 | tmp->decrease (); |
|
|
1854 | } |
|
|
1855 | |
|
|
1856 | /** |
|
|
1857 | * Handles applying a spell scroll. |
|
|
1858 | */ |
|
|
1859 | void |
|
|
1860 | apply_scroll (object *op, object *tmp, int dir) |
|
|
1861 | { |
|
|
1862 | object *skop; |
|
|
1863 | |
|
|
1864 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1865 | { |
|
|
1866 | op->failmsg ("You are unable to read while blind."); |
|
|
1867 | return; |
|
|
1868 | } |
|
|
1869 | |
|
|
1870 | if (!tmp->inv || tmp->inv->type != SPELL) |
|
|
1871 | { |
|
|
1872 | op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>"); |
|
|
1873 | return; |
|
|
1874 | } |
|
|
1875 | |
|
|
1876 | if (op->type == PLAYER) |
|
|
1877 | { |
|
|
1878 | /* players need a literacy skill to read stuff! */ |
|
|
1879 | int exp_gain = 0; |
|
|
1880 | |
|
|
1881 | /* hard code literacy - tmp->skill points to where the exp |
|
|
1882 | * should go for anything killed by the spell. |
|
|
1883 | */ |
|
|
1884 | skop = find_skill_by_name (op, skill_names[SK_LITERACY]); |
|
|
1885 | |
|
|
1886 | if (!skop) |
|
|
1887 | { |
|
|
1888 | op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY])); |
|
|
1889 | return; |
|
|
1890 | } |
|
|
1891 | |
|
|
1892 | if ((exp_gain = calc_skill_exp (op, tmp, skop))) |
|
|
1893 | change_exp (op, exp_gain, skop->skill, 0); |
|
|
1894 | } |
|
|
1895 | |
|
|
1896 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
1897 | identify (tmp); |
|
|
1898 | |
|
|
1899 | op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name)); |
|
|
1900 | |
|
|
1901 | cast_spell (op, tmp, dir, tmp->inv, NULL); |
|
|
1902 | tmp->decrease (); |
|
|
1903 | } |
|
|
1904 | |
|
|
1905 | /** |
|
|
1906 | * Applies a treasure object - by default, chest. op |
|
|
1907 | * is the person doing the applying, tmp is the treasure |
|
|
1908 | * chest. |
|
|
1909 | */ |
|
|
1910 | static void |
|
|
1911 | apply_treasure (object *op, object *tmp) |
|
|
1912 | { |
|
|
1913 | /* Nice side effect of this treasure creation method is that the treasure |
|
|
1914 | * for the chest is done when the chest is created, and put into the chest |
|
|
1915 | * inventory. So that when the chest burns up, the items still exist. Also |
|
|
1916 | * prevents people from moving chests to more difficult maps to get better |
|
|
1917 | * treasure |
|
|
1918 | */ |
|
|
1919 | object *treas = tmp->inv; |
|
|
1920 | |
|
|
1921 | if (!treas) |
|
|
1922 | { |
|
|
1923 | op->statusmsg ("The chest was empty."); |
|
|
1924 | tmp->decrease (); |
|
|
1925 | return; |
|
|
1926 | } |
|
|
1927 | |
|
|
1928 | while (tmp->inv) |
|
|
1929 | { |
|
|
1930 | treas = tmp->inv; |
|
|
1931 | treas->remove (); |
|
|
1932 | |
|
|
1933 | treas->x = op->x; |
|
|
1934 | treas->y = op->y; |
|
|
1935 | treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); |
|
|
1936 | |
|
|
1937 | if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
1938 | spring_trap (treas, op); |
|
|
1939 | |
|
|
1940 | /* If either player or container was destroyed, no need to do |
|
|
1941 | * further processing. I think this should be enclused with |
|
|
1942 | * spring trap above, as I don't think there is otherwise |
|
|
1943 | * any way for the treasure chest or player to get killed. |
|
|
1944 | */ |
|
|
1945 | if (op->destroyed () || tmp->destroyed ()) |
|
|
1946 | break; |
|
|
1947 | } |
|
|
1948 | |
|
|
1949 | if (!tmp->destroyed () && !tmp->inv) |
|
|
1950 | tmp->decrease (true); |
|
|
1951 | } |
|
|
1952 | |
|
|
1953 | /** |
|
|
1954 | * op eats food. |
|
|
1955 | * If player, takes care of messages and dragon special food. |
|
|
1956 | */ |
|
|
1957 | static void |
|
|
1958 | apply_food (object *op, object *tmp) |
|
|
1959 | { |
|
|
1960 | int capacity_remaining; |
|
|
1961 | |
|
|
1962 | if (op->type != PLAYER) |
|
|
1963 | op->stats.hp = op->stats.maxhp; |
|
|
1964 | else |
|
|
1965 | { |
|
|
1966 | /* check if this is a dragon (player), eating some flesh */ |
|
|
1967 | if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp)) |
|
|
1968 | ; |
|
|
1969 | else |
|
|
1970 | { |
|
|
1971 | /* usual case - no dragon meal: */ |
|
|
1972 | if (op->stats.food + tmp->stats.food > 999) |
|
|
1973 | { |
|
|
1974 | if (tmp->type == FOOD || tmp->type == FLESH) |
|
|
1975 | op->failmsg ("You feel full, but what a waste of food!"); |
|
|
1976 | else |
|
|
1977 | op->statusmsg ("Most of the drink goes down your face not your throat!"); |
|
|
1978 | } |
|
|
1979 | |
|
|
1980 | tmp->play_sound ( |
|
|
1981 | tmp->sound |
|
|
1982 | ? tmp->sound |
|
|
1983 | : tmp->type == DRINK |
|
|
1984 | ? sound_find ("eat_drink") |
|
|
1985 | : sound_find ("eat_food") |
|
|
1986 | ); |
|
|
1987 | |
|
|
1988 | if (!QUERY_FLAG (tmp, FLAG_CURSED)) |
|
|
1989 | { |
|
|
1990 | const char *buf; |
|
|
1991 | |
|
|
1992 | if (!is_dragon_pl (op)) |
|
|
1993 | { |
|
|
1994 | /* eating message for normal players */ |
|
|
1995 | if (tmp->type == DRINK) |
|
|
1996 | buf = format ("Ahhh...that %s tasted good.", &tmp->name); |
|
|
1997 | else |
|
|
1998 | buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); |
|
|
1999 | } |
|
|
2000 | else |
|
|
2001 | /* eating message for dragon players */ |
|
|
2002 | buf = format ("The %s tasted terrible!", &tmp->name); |
|
|
2003 | |
|
|
2004 | op->statusmsg (buf); |
|
|
2005 | |
|
|
2006 | capacity_remaining = 999 - op->stats.food; |
|
|
2007 | op->stats.food += tmp->stats.food; |
|
|
2008 | if (capacity_remaining < tmp->stats.food) |
|
|
2009 | op->stats.hp += capacity_remaining / 50; |
|
|
2010 | else |
|
|
2011 | op->stats.hp += tmp->stats.food / 50; |
|
|
2012 | |
|
|
2013 | if (op->stats.hp > op->stats.maxhp) |
|
|
2014 | op->stats.hp = op->stats.maxhp; |
|
|
2015 | if (op->stats.food > 999) |
|
|
2016 | op->stats.food = 999; |
|
|
2017 | } |
|
|
2018 | |
|
|
2019 | /* special food hack -b.t. */ |
|
|
2020 | if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) |
|
|
2021 | eat_special_food (op, tmp); |
|
|
2022 | } |
|
|
2023 | } |
|
|
2024 | |
|
|
2025 | handle_apply_yield (tmp); |
|
|
2026 | tmp->decrease (); |
|
|
2027 | } |
|
|
2028 | |
|
|
2029 | /** |
|
|
2030 | * A dragon is eating some flesh. If the flesh contains resistances, |
|
|
2031 | * there is a chance for the dragon's skin to get improved. |
|
|
2032 | * |
|
|
2033 | * attributes: |
|
|
2034 | * object *op the object (dragon player) eating the flesh |
|
|
2035 | * object *meal the flesh item, getting chewed in dragon's mouth |
|
|
2036 | * return: |
|
|
2037 | * int 1 if eating successful, 0 if it doesn't work |
|
|
2038 | */ |
|
|
2039 | int |
|
|
2040 | dragon_eat_flesh (object *op, object *meal) |
|
|
2041 | { |
|
|
2042 | object *skin = NULL; /* pointer to dragon skin force */ |
|
|
2043 | object *abil = NULL; /* pointer to dragon ability force */ |
|
|
2044 | object *tmp = NULL; /* tmp. object */ |
|
|
2045 | |
|
|
2046 | double chance; /* improvement-chance of one resistance type */ |
|
|
2047 | double totalchance = 1; /* total chance of gaining one resistance */ |
|
|
2048 | double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ |
|
|
2049 | double mbonus = 0; /* monster bonus */ |
|
|
2050 | int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ |
|
|
2051 | int winners = 0; /* number of winners */ |
|
|
2052 | int i; /* index */ |
|
|
2053 | |
|
|
2054 | /* let's make sure and doublecheck the parameters */ |
|
|
2055 | if (meal->type != FLESH || !is_dragon_pl (op)) |
|
|
2056 | return 0; |
|
|
2057 | |
|
|
2058 | /* now grab the 'dragon_skin'- and 'dragon_ability'-forces |
|
|
2059 | from the player's inventory */ |
|
|
2060 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
2061 | if (tmp->type == FORCE) |
|
|
2062 | if (tmp->arch->archname == shstr_dragon_skin_force) |
|
|
2063 | skin = tmp; |
|
|
2064 | else if (tmp->arch->archname == shstr_dragon_ability_force) |
|
|
2065 | abil = tmp; |
|
|
2066 | |
|
|
2067 | /* if either skin or ability are missing, this is an old player |
|
|
2068 | which is not to be considered a dragon -> bail out */ |
|
|
2069 | if (skin == NULL || abil == NULL) |
|
|
2070 | return 0; |
|
|
2071 | |
|
|
2072 | /* now start by filling stomache and health, according to food-value */ |
|
|
2073 | if ((999 - op->stats.food) < meal->stats.food) |
|
|
2074 | op->stats.hp += (999 - op->stats.food) / 50; |
|
|
2075 | else |
|
|
2076 | op->stats.hp += meal->stats.food / 50; |
|
|
2077 | |
|
|
2078 | if (op->stats.hp > op->stats.maxhp) |
|
|
2079 | op->stats.hp = op->stats.maxhp; |
|
|
2080 | |
|
|
2081 | op->stats.food = MIN (999, op->stats.food + meal->stats.food); |
|
|
2082 | |
|
|
2083 | /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ |
|
|
2084 | |
|
|
2085 | /* on to the interesting part: chances for adding resistance */ |
|
|
2086 | for (i = 0; i < NROFATTACKS; i++) |
|
|
2087 | { |
|
|
2088 | if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i)) |
|
|
2089 | { |
|
|
2090 | /* got positive resistance, now calculate improvement chance (0-100) */ |
|
|
2091 | |
|
|
2092 | /* this bonus makes resistance increase easier at lower levels */ |
|
|
2093 | bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level); |
|
|
2094 | if (i == abil->stats.exp) |
|
|
2095 | bonus += 5; /* additional bonus for resistance of ability-focus */ |
|
|
2096 | |
|
|
2097 | /* monster bonus increases with level, because high-level |
|
|
2098 | flesh is too rare */ |
|
|
2099 | mbonus = op->level * 20. / ((double) settings.max_level); |
|
|
2100 | |
|
|
2101 | chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / |
|
|
2102 | ((double) settings.max_level)) - skin->resist[i]; |
|
|
2103 | |
|
|
2104 | if (chance >= 0.) |
|
|
2105 | chance += 1.; |
|
|
2106 | else |
|
|
2107 | chance = (chance < -12) ? 0. : 1. / pow (2., -chance); |
|
|
2108 | |
|
|
2109 | /* chance is proportional to amount of resistance (max. 50) */ |
|
|
2110 | chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; |
|
|
2111 | |
|
|
2112 | /* doubled chance for resistance of ability-focus */ |
|
|
2113 | if (i == abil->stats.exp) |
|
|
2114 | chance = MIN (100., chance * 2.); |
|
|
2115 | |
|
|
2116 | /* now make the throw and save all winners (Don't insert luck bonus here!) */ |
|
|
2117 | if (rndm (10000) < (unsigned int) (chance * 100)) |
|
|
2118 | { |
|
|
2119 | atnr_winner[winners] = i; |
|
|
2120 | winners++; |
|
|
2121 | } |
|
|
2122 | |
|
|
2123 | if (chance >= 0.01) |
|
|
2124 | totalchance *= 1 - chance / 100; |
|
|
2125 | |
|
|
2126 | /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */ |
|
|
2127 | } |
|
|
2128 | } |
|
|
2129 | |
|
|
2130 | /* inverse totalchance as until now we have the failure-chance */ |
|
|
2131 | totalchance = 100 - totalchance * 100; |
|
|
2132 | |
|
|
2133 | /* print message according to totalchance */ |
|
|
2134 | const char *buf; |
|
|
2135 | if (totalchance > 50.) |
|
|
2136 | buf = format ("Hmm! The %s tasted delicious!", &meal->name); |
|
|
2137 | else if (totalchance > 10.) |
|
|
2138 | buf = format ("The %s tasted very good.", &meal->name); |
|
|
2139 | else if (totalchance > 1.) |
|
|
2140 | buf = format ("The %s tasted good.", &meal->name); |
|
|
2141 | else if (totalchance > 0.1) |
|
|
2142 | buf = format ("The %s tasted bland.", &meal->name); |
|
|
2143 | else if (totalchance >= 0.01) |
|
|
2144 | buf = format ("The %s had a boring taste.", &meal->name); |
|
|
2145 | else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) |
|
|
2146 | buf = format ("The %s tasted strange.", &meal->name); |
|
|
2147 | else |
|
|
2148 | buf = format ("The %s had no taste.", &meal->name); |
|
|
2149 | |
|
|
2150 | op->statusmsg (buf); |
|
|
2151 | |
|
|
2152 | /* now choose a winner if we have any */ |
|
|
2153 | i = -1; |
|
|
2154 | if (winners > 0) |
|
|
2155 | i = atnr_winner [rndm (winners)]; |
|
|
2156 | |
|
|
2157 | if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) |
|
|
2158 | { |
|
|
2159 | /* resistance increased! */ |
|
|
2160 | skin->resist[i]++; |
|
|
2161 | op->update_stats (); |
|
|
2162 | |
|
|
2163 | op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i])); |
|
|
2164 | } |
|
|
2165 | |
|
|
2166 | /* if this flesh contains a new ability focus, we mark it |
|
|
2167 | into the ability_force and it will take effect on next level */ |
|
|
2168 | if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) |
|
|
2169 | { |
|
|
2170 | abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ |
|
|
2171 | |
|
|
2172 | if (meal->last_eat != abil->stats.exp) |
|
|
2173 | op->statusmsg (format ( |
|
|
2174 | "Your metabolism prepares to focus on %s!\n" |
|
|
2175 | "The change will happen at level %d.", |
|
|
2176 | change_resist_msg[meal->last_eat], |
|
|
2177 | abil->level + 1 |
|
|
2178 | )); |
|
|
2179 | else |
|
|
2180 | { |
|
|
2181 | op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat])); |
|
|
2182 | abil->last_eat = 0; |
|
|
2183 | } |
|
|
2184 | } |
|
|
2185 | |
|
|
2186 | return 1; |
|
|
2187 | } |
|
|
2188 | |
|
|
2189 | /** |
|
|
2190 | * Handles applying an improve armor scroll. |
|
|
2191 | * Does some sanity checks, then calls improve_armour. |
|
|
2192 | */ |
|
|
2193 | static void |
|
|
2194 | apply_armour_improver (object *op, object *tmp) |
|
|
2195 | { |
|
|
2196 | object *armor; |
|
|
2197 | |
|
|
2198 | if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC)) |
|
|
2199 | { |
|
|
2200 | op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>"); |
|
|
2201 | return; |
|
|
2202 | } |
|
|
2203 | |
|
|
2204 | armor = find_marked_object (op); |
|
|
2205 | |
|
|
2206 | if (!armor) |
|
|
2207 | { |
|
|
2208 | op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this."); |
|
|
2209 | return; |
|
|
2210 | } |
|
|
2211 | |
|
|
2212 | if (armor->type != ARMOUR |
|
|
2213 | && armor->type != CLOAK |
|
|
2214 | && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) |
|
|
2215 | { |
|
|
2216 | op->failmsg ("Your marked item is not armour!\n"); |
|
|
2217 | return; |
|
|
2218 | } |
|
|
2219 | |
|
|
2220 | op->statusmsg ("Applying armour enchantment."); |
|
|
2221 | improve_armour (op, tmp, armor); |
|
|
2222 | } |
|
|
2223 | |
|
|
2224 | void |
|
|
2225 | apply_poison (object *op, object *tmp) |
|
|
2226 | { |
|
|
2227 | // need to do it now when it is still on the map |
|
|
2228 | handle_apply_yield (tmp); |
|
|
2229 | |
|
|
2230 | object *poison = tmp->split (1); |
|
|
2231 | |
|
|
2232 | if (op->type == PLAYER) |
|
|
2233 | { |
|
|
2234 | op->contr->play_sound (sound_find ("drink_poison")); |
|
|
2235 | op->failmsg ("Yech! That tasted poisonous!"); |
|
|
2236 | op->contr->killer = poison; |
|
|
2237 | } |
|
|
2238 | |
|
|
2239 | if (poison->stats.hp > 0) |
|
|
2240 | { |
|
|
2241 | LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp); |
|
|
2242 | hit_player (op, poison->stats.hp, tmp, AT_POISON, 1); |
|
|
2243 | } |
|
|
2244 | |
|
|
2245 | op->stats.food -= op->stats.food / 4; |
|
|
2246 | poison->destroy (); |
|
|
2247 | } |
|
|
2248 | |
|
|
2249 | /** |
|
|
2250 | * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. |
|
|
2251 | * A valid 2 way exit means: |
|
|
2252 | * -You can come back (there is another exit at the other side) |
|
|
2253 | * -You are |
|
|
2254 | * ° the owner of the exit |
|
|
2255 | * ° or in the same party as the owner |
|
|
2256 | * |
|
|
2257 | * Note: a owner in a 2 way exit is saved as the owner's name |
|
|
2258 | * in the field exit->name cause the field exit->owner doesn't |
|
|
2259 | * survive in the swapping (in fact the whole exit doesn't survive). |
|
|
2260 | */ |
|
|
2261 | int |
|
|
2262 | is_legal_2ways_exit (object *op, object *exit) |
|
|
2263 | { |
|
|
2264 | if (exit->stats.exp != 1) |
|
|
2265 | return 1; /*This is not a 2 way, so it is legal */ |
|
|
2266 | |
|
|
2267 | #if 0 //TODO |
|
|
2268 | if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) |
|
|
2269 | return 0; /* This is a reset town portal */ |
|
|
2270 | #endif |
|
|
2271 | |
|
|
2272 | LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ()); |
|
|
2273 | |
|
|
2274 | maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); |
|
|
2275 | |
|
|
2276 | if (exitmap) |
|
|
2277 | { |
|
|
2278 | exitmap->load_sync (); |
|
|
2279 | |
|
|
2280 | object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot; |
|
|
2281 | |
|
|
2282 | if (!tmp) |
|
|
2283 | return 0; |
|
|
2284 | |
|
|
2285 | for (; tmp; tmp = tmp->above) |
|
|
2286 | { |
|
|
2287 | if (tmp->type != EXIT) |
|
|
2288 | continue; /*Not an exit */ |
|
|
2289 | |
|
|
2290 | if (!EXIT_PATH (tmp)) |
|
|
2291 | continue; /*Not a valid exit */ |
|
|
2292 | |
|
|
2293 | if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) |
|
|
2294 | continue; /*Not in the same place */ |
|
|
2295 | |
|
|
2296 | if (exit->map->path != EXIT_PATH (tmp)) |
|
|
2297 | continue; /*Not in the same map */ |
|
|
2298 | |
|
|
2299 | /* From here we have found the exit is valid. However we do |
|
|
2300 | * here the check of the exit owner. It is important for the |
|
|
2301 | * town portals to prevent strangers from visiting your appartments |
|
|
2302 | */ |
|
|
2303 | if (!exit->race) |
|
|
2304 | return 1; /*No owner, free for all! */ |
|
|
2305 | |
|
|
2306 | object *exit_owner = 0; |
|
|
2307 | |
|
|
2308 | for_all_players (pp) |
|
|
2309 | { |
|
|
2310 | if (!pp->ob) |
|
|
2311 | continue; |
|
|
2312 | |
|
|
2313 | if (pp->ob->name != exit->race) |
|
|
2314 | continue; |
|
|
2315 | |
|
|
2316 | exit_owner = pp->ob; /*We found a player which correspond to the player name */ |
|
|
2317 | break; |
|
|
2318 | } |
|
|
2319 | |
|
|
2320 | if (!exit_owner) |
|
|
2321 | return 0; /* No more owner */ |
|
|
2322 | |
|
|
2323 | if (exit_owner->contr == op->contr) |
|
|
2324 | return 1; /*It is your exit */ |
|
|
2325 | |
|
|
2326 | if (exit_owner && /*There is a owner */ |
|
|
2327 | (op->contr) && /*A player tries to pass */ |
|
|
2328 | ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ |
|
|
2329 | (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ |
|
|
2330 | return 0; |
|
|
2331 | |
|
|
2332 | return 1; |
|
|
2333 | } |
|
|
2334 | } |
|
|
2335 | |
|
|
2336 | return 0; |
|
|
2337 | } |
|
|
2338 | |
|
|
2339 | /** |
|
|
2340 | * This function will try to apply a lighter and in case no lighter |
|
|
2341 | * is specified it will try to find a lighter in the players inventory, |
|
|
2342 | * and inform him about this requirement. |
|
|
2343 | * |
|
|
2344 | * who - the player |
|
|
2345 | * op - the item we want to light |
|
|
2346 | * ligher - the lighter or 0 if a lighter has yet to be found |
|
|
2347 | */ |
|
|
2348 | object *auto_apply_lighter (object *who, object *op, object *lighter) |
|
|
2349 | { |
|
|
2350 | if (lighter == 0) |
|
|
2351 | { |
|
|
2352 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
2353 | { |
|
|
2354 | if (tmp->type == LIGHTER) |
|
|
2355 | { |
|
|
2356 | lighter = tmp; |
|
|
2357 | break; |
|
|
2358 | } |
|
|
2359 | } |
|
|
2360 | |
|
|
2361 | if (!lighter) |
|
|
2362 | { |
|
|
2363 | who->failmsg (format ( |
|
|
2364 | "You can't light up the %s with your bare hands! " |
|
|
2365 | "H<You need a lighter in your inventory, for example a flint and steel.>", |
|
|
2366 | &op->name)); |
|
|
2367 | return 0; |
|
|
2368 | } |
|
|
2369 | } |
|
|
2370 | |
|
|
2371 | // last_eat == 0 means the lighter is not being used up! |
|
|
2372 | if (lighter->last_eat && lighter->stats.food) |
|
|
2373 | { |
|
|
2374 | /* lighter gets used up */ |
|
|
2375 | lighter = lighter->split (); |
|
|
2376 | lighter->stats.food--; |
|
|
2377 | who->insert (lighter); |
|
|
2378 | } |
|
|
2379 | else if (lighter->last_eat) |
|
|
2380 | { |
|
|
2381 | /* no charges left in lighter */ |
|
|
2382 | who->failmsg (format ( |
|
|
2383 | "You attempt to light the %s with a used up %s.", |
|
|
2384 | &op->name, &lighter->name)); |
|
|
2385 | return 0; |
|
|
2386 | } |
|
|
2387 | |
|
|
2388 | return lighter; |
|
|
2389 | } |
|
|
2390 | |
|
|
2391 | /** |
|
|
2392 | * Designed primarily to light torches/lanterns/etc. |
|
|
2393 | * Also burns up burnable material too. First object in the inventory is |
|
|
2394 | * the selected object to "burn". -b.t. |
|
|
2395 | */ |
|
|
2396 | void |
|
|
2397 | apply_lighter (object *who, object *lighter) |
|
|
2398 | { |
|
|
2399 | object *item; |
|
|
2400 | int is_player_env = 0; |
|
|
2401 | |
|
|
2402 | item = find_marked_object (who); |
|
|
2403 | if (item) |
|
|
2404 | { |
|
|
2405 | if (!auto_apply_lighter (who, 0, lighter)) |
|
|
2406 | return; |
|
|
2407 | |
|
|
2408 | /* Perhaps we should split what we are trying to light on fire? |
|
|
2409 | * I can't see many times when you would want to light multiple |
|
|
2410 | * objects at once. |
|
|
2411 | */ |
|
|
2412 | |
|
|
2413 | save_throw_object (item, AT_FIRE, who); |
|
|
2414 | |
|
|
2415 | if (item->destroyed () |
|
|
2416 | || ((item->type == LAMP || item->type == TORCH) |
|
|
2417 | && item->glow_radius > 0)) |
|
|
2418 | who->statusmsg (format ( |
|
|
2419 | "You light the %s with the %s.", |
|
|
2420 | &item->name, &lighter->name)); |
|
|
2421 | else |
|
|
2422 | who->failmsg (format ( |
|
|
2423 | "You attempt to light the %s with the %s and fail.", |
|
|
2424 | &item->name, &lighter->name)); |
|
|
2425 | } |
|
|
2426 | else |
|
|
2427 | who->failmsg ("You need to mark a lightable object."); |
|
|
2428 | } |
|
|
2429 | |
|
|
2430 | /** |
|
|
2431 | * This function generates a cursed effect for cursed lamps and torches. |
|
|
2432 | */ |
|
|
2433 | void player_apply_lamp_cursed_effect (object *who, object *op) |
|
|
2434 | { |
|
|
2435 | if (op->level) |
|
|
2436 | { |
|
|
2437 | who->failmsg (format ( |
|
|
2438 | "The %s was cursed, it explodes in a big fireball!", |
|
|
2439 | &op->name)); |
|
|
2440 | create_exploding_ball_at (who, op->level); |
|
|
2441 | } |
|
|
2442 | else |
|
|
2443 | { |
|
|
2444 | who->failmsg (format ( |
|
|
2445 | "The %s was cursed, it crumbles to dust, at least it didn't explode.!", |
|
|
2446 | &op->name)); |
|
|
2447 | } |
|
|
2448 | |
|
|
2449 | op->destroy (); |
|
|
2450 | } |
|
|
2451 | |
|
|
2452 | /** |
|
|
2453 | * Apply for players and lamps |
|
|
2454 | * |
|
|
2455 | * who - the player |
|
|
2456 | * op - the lamp |
|
|
2457 | */ |
|
|
2458 | void player_apply_lamp (object *who, object *op) |
|
|
2459 | { |
|
|
2460 | bool switch_on = op->glow_radius ? false : true; |
|
|
2461 | |
|
|
2462 | if (switch_on) |
|
|
2463 | { |
|
|
2464 | object *lighter = 0; |
|
|
2465 | |
|
|
2466 | if (op->flag [FLAG_IS_LIGHTABLE] |
|
|
2467 | && !(lighter = auto_apply_lighter (who, op, 0))) |
|
|
2468 | return; |
|
|
2469 | |
|
|
2470 | if (op->stats.food < 1) |
|
|
2471 | { |
|
|
2472 | if (op->type == LAMP) |
|
|
2473 | who->failmsg (format ( |
|
|
2474 | "The %s is out of fuel! " |
|
|
2475 | "H<Lamps and similar items need fuel. They cannot be refilled.>", |
|
|
2476 | &op->name)); |
|
|
2477 | else |
|
|
2478 | who->failmsg (format ( |
|
|
2479 | "The %s is burnt out! " |
|
|
2480 | "H<Torches and similar items burn out and become worthless.>", |
|
|
2481 | &op->name)); |
|
|
2482 | return; |
|
|
2483 | } |
|
|
2484 | |
|
|
2485 | if (op->flag [FLAG_CURSED]) |
|
|
2486 | { |
|
|
2487 | player_apply_lamp_cursed_effect (who, op); |
|
|
2488 | return; |
|
|
2489 | } |
|
|
2490 | |
|
|
2491 | if (lighter) |
|
|
2492 | who->statusmsg (format ( |
|
|
2493 | "You light up the %s with the %s.", &op->name, &lighter->name)); |
|
|
2494 | else |
|
|
2495 | who->statusmsg (format ("You light up the %s.", &op->name)); |
|
|
2496 | } |
|
|
2497 | else |
|
|
2498 | { |
|
|
2499 | if (op->flag [FLAG_CURSED]) |
|
|
2500 | { |
|
|
2501 | player_apply_lamp_cursed_effect (who, op); |
|
|
2502 | return; |
|
|
2503 | } |
|
|
2504 | |
|
|
2505 | if (op->type == TORCH) |
|
|
2506 | { |
|
|
2507 | if (!op->flag [FLAG_IS_LIGHTABLE]) |
|
|
2508 | { |
|
|
2509 | who->statusmsg (format ( |
|
|
2510 | "You put out the %s. " |
|
|
2511 | "H<The %s can't be used anymore, as it can't be lighted up again.>", |
|
|
2512 | &op->name, &op->name)); |
|
|
2513 | } |
|
|
2514 | else |
|
|
2515 | who->statusmsg (format ( |
|
|
2516 | "You put out the %s." |
|
|
2517 | "H<Torches wear out if you put them out.>", |
|
|
2518 | &op->name)); |
|
|
2519 | } |
|
|
2520 | else |
|
|
2521 | who->statusmsg (format ("You turn off the %s.", &op->name)); |
|
|
2522 | } |
|
|
2523 | |
|
|
2524 | apply_lamp (op, switch_on); |
|
|
2525 | } |
|
|
2526 | |
|
|
2527 | void get_animation_from_arch (object *op, arch_ptr a) |
|
|
2528 | { |
|
|
2529 | op->animation_id = a->animation_id; |
|
|
2530 | op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE]; |
|
|
2531 | op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE]; |
|
|
2532 | op->anim_speed = a->anim_speed; |
|
|
2533 | op->last_anim = 0; |
|
|
2534 | op->state = 0; |
|
|
2535 | op->face = a->face; |
|
|
2536 | |
|
|
2537 | if (NUM_ANIMATIONS(op) > 1) |
|
|
2538 | { |
|
|
2539 | SET_ANIMATION(op, 0); |
|
|
2540 | animate_object (op, op->direction); |
|
|
2541 | } |
|
|
2542 | else |
|
|
2543 | update_object (op, UP_OBJ_FACE); |
|
|
2544 | } |
|
|
2545 | |
|
|
2546 | /** |
|
|
2547 | * Apply for LAMPs and TORCHes. |
|
|
2548 | * |
|
|
2549 | * op - the lamp |
|
|
2550 | * switch_on - a flag which says whether the lamp should be switched on or off |
|
|
2551 | */ |
|
|
2552 | void apply_lamp (object *op, bool switch_on) |
|
|
2553 | { |
|
|
2554 | op->set_glow_radius (switch_on ? op->range : 0); |
|
|
2555 | op->set_speed (switch_on ? op->arch->speed : 0); |
|
|
2556 | |
|
|
2557 | // torches wear out if you put them out |
|
|
2558 | if (op->type == TORCH && !switch_on) |
|
|
2559 | { |
|
|
2560 | if (op->flag [FLAG_IS_LIGHTABLE]) |
|
|
2561 | { |
|
|
2562 | op->stats.food -= (double) op->arch->stats.food / 15; |
|
|
2563 | if (op->stats.food < 0) |
|
|
2564 | op->stats.food = 0; |
|
|
2565 | } |
|
|
2566 | else |
|
|
2567 | op->stats.food = 0; |
|
|
2568 | } |
|
|
2569 | |
|
|
2570 | // lamps and torched get worthless when used up |
|
|
2571 | if (op->stats.food <= 0) |
|
|
2572 | op->value = 0; |
|
|
2573 | |
|
|
2574 | // FIXME: This is a hack to make the more sane torches and lamps |
|
|
2575 | // still animated ;-/ |
|
|
2576 | if (op->other_arch) |
|
|
2577 | get_animation_from_arch (op, switch_on ? op->other_arch : op->arch); |
|
|
2578 | |
|
|
2579 | if (object *pl = op->visible_to ()) |
|
|
2580 | esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op); |
|
|
2581 | } |
|
|
2582 | |
|
|
2583 | /** |
|
|
2584 | * Main apply handler. |
|
|
2585 | * |
|
|
2586 | * Checks for unpaid items before applying. |
|
|
2587 | * |
|
|
2588 | * Return value: |
|
|
2589 | * 0: player or monster can't apply objects of that type |
|
|
2590 | * 1: has been applied, or there was an error applying the object |
|
|
2591 | * 2: objects of that type can't be applied if not in inventory |
|
|
2592 | * |
|
|
2593 | * who is the object that is causing object to be applied, op is the object |
|
|
2594 | * being applied. |
|
|
2595 | * |
|
|
2596 | * aflag is special (always apply/unapply) flags. Nothing is done with |
|
|
2597 | * them in this function - they are passed to apply_special |
|
|
2598 | */ |
|
|
2599 | int |
|
|
2600 | manual_apply (object *who, object *op, int aflag) |
|
|
2601 | { |
|
|
2602 | op = op->head_ (); |
|
|
2603 | |
|
|
2604 | if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) |
|
|
2605 | { |
|
|
2606 | if (who->type == PLAYER) |
|
|
2607 | { |
|
|
2608 | examine (who, op); |
|
|
2609 | //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove |
|
|
2610 | return 1; |
|
|
2611 | } |
|
|
2612 | else |
|
|
2613 | return 0; /* monsters just skip unpaid items */ |
|
|
2614 | } |
|
|
2615 | |
|
|
2616 | if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who))) |
|
|
2617 | return RESULT_INT (0); |
|
|
2618 | |
|
|
2619 | switch (op->type) |
|
|
2620 | { |
|
|
2621 | case CF_HANDLE: |
|
|
2622 | who->play_sound (sound_find ("turn_handle")); |
|
|
2623 | who->statusmsg ("You turn the handle."); |
|
|
2624 | op->value = op->value ? 0 : 1; |
|
|
2625 | SET_ANIMATION (op, op->value); |
|
|
2626 | update_object (op, UP_OBJ_FACE); |
|
|
2627 | push_button (op, who); |
|
|
2628 | return 1; |
|
|
2629 | |
|
|
2630 | case TRIGGER: |
|
|
2631 | if (check_trigger (op, who)) |
|
|
2632 | { |
|
|
2633 | who->statusmsg ("You turn the handle."); |
|
|
2634 | who->play_sound (sound_find ("turn_handle")); |
|
|
2635 | } |
|
|
2636 | else |
|
|
2637 | who->failmsg ("The handle doesn't move."); |
|
|
2638 | |
|
|
2639 | return 1; |
|
|
2640 | |
|
|
2641 | case EXIT: |
|
|
2642 | if (who->type != PLAYER) |
|
|
2643 | return 0; |
|
|
2644 | |
|
|
2645 | if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op)) |
|
|
2646 | who->failmsg (format ("The %s is closed.", query_name (op))); |
|
|
2647 | else |
|
|
2648 | { |
|
|
2649 | /* Don't display messages for random maps. */ |
|
|
2650 | if (op->msg && !EXIT_PATH (op).starts_with ("/!")) |
|
|
2651 | who->statusmsg (op->msg, NDI_NAVY); |
|
|
2652 | |
|
|
2653 | who->enter_exit (op); |
|
|
2654 | } |
|
|
2655 | |
|
|
2656 | return 1; |
|
|
2657 | |
|
|
2658 | case INSCRIBABLE: |
|
|
2659 | who->statusmsg (op->msg); |
|
|
2660 | // maybe show a spell menu to chose from or something like that |
|
|
2661 | return 1; |
|
|
2662 | |
|
|
2663 | case SIGN: |
|
|
2664 | apply_sign (who, op, 0); |
|
|
2665 | return 1; |
|
|
2666 | |
|
|
2667 | case BOOK: |
|
|
2668 | if (who->type == PLAYER) |
|
|
2669 | { |
|
|
2670 | apply_book (who, op); |
|
|
2671 | return 1; |
|
|
2672 | } |
|
|
2673 | else |
|
|
2674 | return 0; |
|
|
2675 | |
|
|
2676 | case SKILLSCROLL: |
|
|
2677 | if (who->type == PLAYER) |
|
|
2678 | { |
|
|
2679 | apply_skillscroll (who, op); |
|
|
2680 | return 1; |
|
|
2681 | } |
|
|
2682 | else |
|
|
2683 | return 0; |
|
|
2684 | |
|
|
2685 | case SPELLBOOK: |
|
|
2686 | if (who->type == PLAYER) |
|
|
2687 | { |
|
|
2688 | apply_spellbook (who, op); |
|
|
2689 | return 1; |
|
|
2690 | } |
|
|
2691 | else |
|
|
2692 | return 0; |
|
|
2693 | |
|
|
2694 | case SCROLL: |
|
|
2695 | apply_scroll (who, op, 0); |
|
|
2696 | return 1; |
|
|
2697 | |
|
|
2698 | case POTION: |
|
|
2699 | apply_potion (who, op); |
|
|
2700 | return 1; |
|
|
2701 | |
|
|
2702 | /* Eneq(@csd.uu.se): Handle apply on containers. */ |
|
|
2703 | //TODO: remove, as it is unsed? |
|
|
2704 | case CLOSE_CON: |
|
|
2705 | apply_container (who, op->env); |
|
|
2706 | return 1; |
|
|
2707 | |
|
|
2708 | case CONTAINER: |
|
|
2709 | apply_container (who, op); |
|
|
2710 | return 1; |
|
|
2711 | |
|
|
2712 | case TREASURE: |
|
|
2713 | if (who->type == PLAYER) |
|
|
2714 | { |
|
|
2715 | apply_treasure (who, op); |
|
|
2716 | return 1; |
|
|
2717 | } |
|
|
2718 | else |
|
|
2719 | return 0; |
|
|
2720 | |
|
|
2721 | case LAMP: |
|
|
2722 | case TORCH: |
|
|
2723 | player_apply_lamp (who, op); |
|
|
2724 | return 1; |
|
|
2725 | |
|
|
2726 | case WEAPON: |
|
|
2727 | case ARMOUR: |
|
|
2728 | case BOOTS: |
|
|
2729 | case GLOVES: |
|
|
2730 | case AMULET: |
|
|
2731 | case GIRDLE: |
|
|
2732 | case BRACERS: |
|
|
2733 | case SHIELD: |
|
|
2734 | case HELMET: |
|
|
2735 | case RING: |
|
|
2736 | case CLOAK: |
|
|
2737 | case WAND: |
|
|
2738 | case ROD: |
|
|
2739 | case HORN: |
|
|
2740 | case SKILL: |
|
|
2741 | case BOW: |
|
|
2742 | case BUILDER: |
|
|
2743 | case SKILL_TOOL: |
|
|
2744 | if (op->env != who) |
|
|
2745 | return 2; /* not in inventory */ |
|
|
2746 | |
|
|
2747 | apply_special (who, op, aflag); |
|
|
2748 | return 1; |
|
|
2749 | |
|
|
2750 | case DRINK: |
|
|
2751 | case FOOD: |
|
|
2752 | case FLESH: |
|
|
2753 | apply_food (who, op); |
|
|
2754 | return 1; |
|
|
2755 | |
|
|
2756 | case POISON: |
|
|
2757 | apply_poison (who, op); |
|
|
2758 | return 1; |
|
|
2759 | |
|
|
2760 | case SAVEBED: |
|
|
2761 | return 1; |
|
|
2762 | |
|
|
2763 | case ARMOUR_IMPROVER: |
|
|
2764 | if (who->type == PLAYER) |
|
|
2765 | { |
|
|
2766 | apply_armour_improver (who, op); |
|
|
2767 | return 1; |
|
|
2768 | } |
|
|
2769 | else |
|
|
2770 | return 0; |
|
|
2771 | |
|
|
2772 | case WEAPON_IMPROVER: |
|
|
2773 | check_improve_weapon (who, op); |
|
|
2774 | return 1; |
|
|
2775 | |
|
|
2776 | case CLOCK: |
|
|
2777 | if (who->type == PLAYER) |
|
|
2778 | { |
|
|
2779 | char buf[MAX_BUF]; |
|
|
2780 | timeofday_t tod; |
|
|
2781 | |
|
|
2782 | get_tod (&tod); |
|
|
2783 | who->play_sound (sound_find ("sound_clock")); |
|
|
2784 | who->statusmsg (format ( |
|
|
2785 | "It is %d minute%s past %d o'clock %s", |
|
|
2786 | tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), |
|
|
2787 | ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") |
|
|
2788 | )); |
|
|
2789 | return 1; |
|
|
2790 | } |
|
|
2791 | else |
|
|
2792 | return 0; |
|
|
2793 | |
|
|
2794 | case MENU: |
|
|
2795 | if (who->type == PLAYER) |
|
|
2796 | { |
|
|
2797 | shop_listing (op, who); |
|
|
2798 | return 1; |
|
|
2799 | } |
|
|
2800 | else |
|
|
2801 | return 0; |
|
|
2802 | |
|
|
2803 | case POWER_CRYSTAL: |
|
|
2804 | apply_power_crystal (who, op); /* see egoitem.c */ |
|
|
2805 | return 1; |
|
|
2806 | |
|
|
2807 | case LIGHTER: /* for lighting torches/lanterns/etc */ |
|
|
2808 | if (who->type == PLAYER) |
|
|
2809 | { |
|
|
2810 | apply_lighter (who, op); |
|
|
2811 | return 1; |
|
|
2812 | } |
|
|
2813 | else |
|
|
2814 | return 0; |
|
|
2815 | |
|
|
2816 | case ITEM_TRANSFORMER: |
|
|
2817 | apply_item_transformer (who, op); |
|
|
2818 | return 1; |
|
|
2819 | |
|
|
2820 | default: |
|
|
2821 | return 0; |
|
|
2822 | } |
|
|
2823 | } |
|
|
2824 | |
|
|
2825 | /* quiet suppresses the "don't know how to apply" and "you must get it first" |
|
|
2826 | * messages as needed by player_apply_below(). But there can still be |
|
|
2827 | * "but you are floating high above the ground" messages. |
|
|
2828 | * |
|
|
2829 | * Same return value as apply() function. |
|
|
2830 | */ |
|
|
2831 | int |
|
|
2832 | player_apply (object *pl, object *op, int aflag, int quiet) |
|
|
2833 | { |
|
|
2834 | if (!op->env && (pl->move_type & MOVE_FLYING)) |
|
|
2835 | { |
|
|
2836 | /* player is flying and applying object not in inventory */ |
|
|
2837 | if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) |
|
|
2838 | { |
|
|
2839 | pl->failmsg ("But you are floating high above the ground! " |
|
|
2840 | "H<You have to stop levitating first, if you can, either by using your levitation skill, " |
|
|
2841 | "or waiting till the levitation effect wears off.>"); |
|
|
2842 | return 0; |
|
|
2843 | } |
|
|
2844 | } |
|
|
2845 | |
|
|
2846 | pl->contr->last_used = op; |
|
|
2847 | |
|
|
2848 | int tmp = manual_apply (pl, op, aflag); |
|
|
2849 | |
|
|
2850 | if (!quiet) |
|
|
2851 | { |
|
|
2852 | if (tmp == 0) |
|
|
2853 | pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); |
|
|
2854 | else if (tmp == 2) |
|
|
2855 | pl->failmsg ("You must get it first!\n"); |
|
|
2856 | } |
|
|
2857 | |
|
|
2858 | return tmp; |
|
|
2859 | } |
|
|
2860 | |
|
|
2861 | /** |
|
|
2862 | * player_apply_below attempts to apply the object 'below' the player. |
|
|
2863 | * If the player has an open container, we use that for below, otherwise |
|
|
2864 | * we use the ground. |
|
|
2865 | */ |
|
|
2866 | void |
|
|
2867 | player_apply_below (object *pl) |
|
|
2868 | { |
|
|
2869 | int floors = 0; |
|
|
2870 | |
|
|
2871 | /* If using a container, set the starting item to be the top |
|
|
2872 | * item in the container. Otherwise, use the map. |
|
|
2873 | * This is perhaps more complicated. However, I want to make sure that |
|
|
2874 | * we don't use a corrupt pointer for the next object, so we get the |
|
|
2875 | * next object in the stack before applying. This is can only be a |
|
|
2876 | * problem if player_apply() has a bug in that it uses the object but does |
|
|
2877 | * not return a proper value. |
|
|
2878 | */ |
|
|
2879 | for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next) |
|
|
2880 | { |
|
|
2881 | next = tmp->below; |
|
|
2882 | |
|
|
2883 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
2884 | floors++; |
|
|
2885 | else if (floors > 0) |
|
|
2886 | return; /* process only floor objects after first floor object */ |
|
|
2887 | |
|
|
2888 | /* If it is visible, player can apply it. If it is applied by |
|
|
2889 | * person moving on it, also activate. Added code to make it |
|
|
2890 | * so that at least one of players movement types be that which |
|
|
2891 | * the item needs. |
|
|
2892 | */ |
|
|
2893 | if (!tmp->invisible || (tmp->move_on & pl->move_type)) |
|
|
2894 | if (player_apply (pl, tmp, 0, 1) == 1) |
|
|
2895 | return; |
|
|
2896 | |
|
|
2897 | if (floors >= 2) |
|
|
2898 | return; /* process at most two floor objects */ |
|
|
2899 | } |
|
|
2900 | } |
1028 | } |
2901 | |
1029 | |
2902 | /** |
1030 | /** |
2903 | * Unapplies specified item. |
1031 | * Unapplies specified item. |
2904 | * No check done on cursed/damned. |
1032 | * No check done on cursed/damned. |
2905 | * Break this out of apply_special - this is just done |
1033 | * Break this out of apply_special - this is just done |
2906 | * to keep the size of apply_special to a more managable size. |
1034 | * to keep the size of apply_special to a more managable size. |
2907 | */ |
1035 | */ |
2908 | static int |
1036 | static bool |
2909 | unapply_special (object *who, object *op, int aflags) |
1037 | unapply_special (object *who, object *op, int aflags) |
2910 | { |
1038 | { |
2911 | if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) |
1039 | if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) |
2912 | || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) |
1040 | || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) |
2913 | return RESULT_INT (0); |
1041 | return RESULT_INT (0); |
2914 | |
1042 | |
2915 | CLEAR_FLAG (op, FLAG_APPLIED); |
1043 | if (who->current_weapon == op) |
|
|
1044 | who->current_weapon = 0; |
|
|
1045 | |
|
|
1046 | op->flag [FLAG_APPLIED] = false; |
2916 | |
1047 | |
2917 | switch (op->type) |
1048 | switch (op->type) |
2918 | { |
1049 | { |
2919 | case SKILL_TOOL: |
1050 | case SKILL: |
|
|
1051 | if (player *pl = who->contr) |
|
|
1052 | if (op->invisible) |
|
|
1053 | pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill)); |
|
|
1054 | else |
|
|
1055 | pl->statusmsg (format ("You stop using the %s.", query_name (op))); |
|
|
1056 | |
|
|
1057 | change_abil (who, op); |
|
|
1058 | who->flag [FLAG_READY_SKILL] = false; |
|
|
1059 | break; |
|
|
1060 | |
|
|
1061 | case WEAPON: |
|
|
1062 | who->statusmsg (format ("You unwield %s.", query_name (op))); |
|
|
1063 | change_abil (who, op); |
|
|
1064 | who->flag [FLAG_READY_WEAPON] = false; |
|
|
1065 | |
2920 | // unapplying a skill tool should also unapply the skill it governs |
1066 | // unapplying a weapon or skill tool should also unapply the skill it governs |
2921 | // but this is hard, as it shouldn't do so when the skill can |
1067 | // but this is hard, as it shouldn't do so when the skill can |
2922 | // be used for other reasons |
1068 | // be used for other reasons |
2923 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
1069 | //TODO: really? |
2924 | if (tmp->skill == op->skill |
1070 | if (who->chosen_skill) |
2925 | && tmp->type == SKILL |
1071 | if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL]) |
2926 | && tmp->flag [FLAG_APPLIED] |
|
|
2927 | && !tmp->flag [FLAG_CAN_USE_SKILL]) |
|
|
2928 | unapply_special (who, tmp, 0); |
1072 | unapply_special (who, who->chosen_skill, 0); |
2929 | |
1073 | |
2930 | change_abil (who, op); |
|
|
2931 | break; |
1074 | break; |
2932 | |
1075 | |
|
|
1076 | case RANGED: |
|
|
1077 | case BOW: |
2933 | case WEAPON: |
1078 | case WAND: |
|
|
1079 | case ROD: |
|
|
1080 | case HORN: |
2934 | if (player *pl = who->contr) |
1081 | if (player *pl = who->contr) |
2935 | if (op == pl->combat_ob) |
|
|
2936 | { |
|
|
2937 | pl->combat_ob = 0; |
|
|
2938 | who->change_weapon (pl->ranged_ob); |
|
|
2939 | } |
|
|
2940 | |
|
|
2941 | who->statusmsg (format ("You unwield %s.", query_name (op))); |
|
|
2942 | |
|
|
2943 | change_abil (who, op); |
|
|
2944 | CLEAR_FLAG (who, FLAG_READY_WEAPON); |
|
|
2945 | break; |
|
|
2946 | |
|
|
2947 | case SKILL: |
|
|
2948 | if (who->contr) |
|
|
2949 | { |
1082 | { |
2950 | if (IS_COMBAT_SKILL (op->subtype)) |
1083 | who->statusmsg (format ("You unready %s.", query_name (op))); |
2951 | who->change_weapon (who->contr->combat_ob = 0); |
1084 | change_abil (who, op); |
2952 | else if (IS_RANGED_SKILL (op->subtype)) |
1085 | } |
2953 | who->change_weapon (who->contr->ranged_ob = 0); |
1086 | else |
2954 | |
1087 | { |
2955 | if (op->invisible) |
1088 | if (op->type == BOW) |
2956 | who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); |
1089 | op->flag [FLAG_READY_BOW ] = false; |
2957 | else |
1090 | else |
2958 | who->statusmsg (format ("You stop using the %s.", query_name (op))); |
1091 | op->flag [FLAG_READY_RANGE] = false; |
2959 | } |
1092 | } |
2960 | |
1093 | |
2961 | change_abil (who, op); |
|
|
2962 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
|
|
2963 | break; |
1094 | break; |
2964 | |
1095 | |
2965 | case ARMOUR: |
1096 | case ARMOUR: |
2966 | case HELMET: |
1097 | case HELMET: |
2967 | case SHIELD: |
1098 | case SHIELD: |
… | |
… | |
2974 | case CLOAK: |
1105 | case CLOAK: |
2975 | who->statusmsg (format ("You unwear %s.", query_name (op))); |
1106 | who->statusmsg (format ("You unwear %s.", query_name (op))); |
2976 | change_abil (who, op); |
1107 | change_abil (who, op); |
2977 | break; |
1108 | break; |
2978 | |
1109 | |
2979 | case BOW: |
1110 | case SPELL: |
2980 | case WAND: |
|
|
2981 | case ROD: |
|
|
2982 | case HORN: |
|
|
2983 | if (player *pl = who->contr) |
|
|
2984 | { |
|
|
2985 | if (op == pl->ranged_ob) |
|
|
2986 | { |
|
|
2987 | pl->ranged_ob = 0; |
|
|
2988 | who->change_weapon (pl->combat_ob); |
|
|
2989 | } |
|
|
2990 | |
|
|
2991 | who->statusmsg (format ("You unready %s.", query_name (op))); |
|
|
2992 | } |
|
|
2993 | else |
|
|
2994 | { |
|
|
2995 | who->change_skill (0); |
|
|
2996 | |
|
|
2997 | if (op->type == BOW) |
|
|
2998 | CLEAR_FLAG (who, FLAG_READY_BOW); |
|
|
2999 | else |
|
|
3000 | CLEAR_FLAG (who, FLAG_READY_RANGE); |
|
|
3001 | } |
|
|
3002 | |
|
|
3003 | break; |
|
|
3004 | |
|
|
3005 | case BUILDER: |
1111 | case BUILDER: |
3006 | if (who->contr) |
|
|
3007 | who->statusmsg (format ("You unready %s.", query_name (op))); |
1112 | who->statusmsg (format ("You unready %s.", query_name (op))); |
3008 | break; |
1113 | break; |
3009 | |
1114 | |
|
|
1115 | //case SKILL_TOOL://TODO |
3010 | default: |
1116 | default: |
3011 | who->statusmsg (format ("You unapply %s.", query_name (op))); |
1117 | who->statusmsg (format ("You unapply %s.", query_name (op))); |
3012 | break; |
1118 | break; |
3013 | } |
1119 | } |
3014 | |
1120 | |
… | |
… | |
3016 | if (object *pl = op->visible_to ()) |
1122 | if (object *pl = op->visible_to ()) |
3017 | esrv_send_item (pl, op); |
1123 | esrv_send_item (pl, op); |
3018 | |
1124 | |
3019 | who->update_stats (); |
1125 | who->update_stats (); |
3020 | |
1126 | |
3021 | return 0; |
1127 | return 1; |
3022 | } |
1128 | } |
3023 | |
1129 | |
3024 | /** |
1130 | /** |
3025 | * Returns the object that is using location 'loc'. |
1131 | * Returns the object that is using location 'loc'. |
3026 | * Note that 'start' is the first object to start examing - we |
1132 | * Note that 'start' is the first object to start examing - we |
… | |
… | |
3038 | static object * |
1144 | static object * |
3039 | get_next_item_from_body_location (int loc, object *start) |
1145 | get_next_item_from_body_location (int loc, object *start) |
3040 | { |
1146 | { |
3041 | for (object *tmp = start; tmp; tmp = tmp->below) |
1147 | for (object *tmp = start; tmp; tmp = tmp->below) |
3042 | if (tmp->flag [FLAG_APPLIED] |
1148 | if (tmp->flag [FLAG_APPLIED] |
3043 | && tmp->slot[loc].info |
1149 | && tmp->slot [loc].info |
3044 | && (!tmp->invisible || tmp->type == SKILL)) |
1150 | && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL)) |
3045 | return tmp; |
1151 | return tmp; |
3046 | |
1152 | |
3047 | return 0; |
1153 | return 0; |
3048 | } |
1154 | } |
3049 | |
1155 | |
… | |
… | |
3062 | #define CANNOT_REMOVE_CURSED \ |
1168 | #define CANNOT_REMOVE_CURSED \ |
3063 | "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ |
1169 | "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ |
3064 | "Praying over an altar, scrolls of remove curse/damnation, " \ |
1170 | "Praying over an altar, scrolls of remove curse/damnation, " \ |
3065 | "priests or even other players might help.>" |
1171 | "priests or even other players might help.>" |
3066 | |
1172 | |
3067 | int |
1173 | static bool |
3068 | unapply_for_ob (object *who, object *op, int aflags) |
1174 | unapply_for_ob (object *who, object *op, int aflags) |
3069 | { |
1175 | { |
3070 | if (op->is_range ()) |
1176 | if (op->is_range ()) |
3071 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
1177 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
3072 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) |
1178 | if (tmp->flag [FLAG_APPLIED] && tmp->is_range ()) |
3073 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) |
1179 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])) |
3074 | { |
1180 | { |
3075 | if (aflags & AP_PRINT) |
1181 | if (aflags & AP_PRINT) |
3076 | who->failmsg (query_name (tmp)); |
1182 | who->failmsg (query_name (tmp)); |
3077 | else |
1183 | else |
3078 | unapply_special (who, tmp, aflags); |
1184 | unapply_special (who, tmp, aflags); |
… | |
… | |
3081 | { |
1187 | { |
3082 | /* In this case, we want to try and remove a cursed item. |
1188 | /* In this case, we want to try and remove a cursed item. |
3083 | * While we know it won't work, we want unapply_special to |
1189 | * While we know it won't work, we want unapply_special to |
3084 | * at least generate the message. |
1190 | * at least generate the message. |
3085 | */ |
1191 | */ |
3086 | who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp))); |
1192 | who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)); |
3087 | return 1; |
1193 | return 1; |
3088 | } |
1194 | } |
3089 | |
1195 | |
3090 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
1196 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
3091 | { |
1197 | { |
… | |
… | |
3111 | #endif |
1217 | #endif |
3112 | return 1; |
1218 | return 1; |
3113 | } |
1219 | } |
3114 | |
1220 | |
3115 | /* If we are just printing, we don't care about cursed status */ |
1221 | /* If we are just printing, we don't care about cursed status */ |
3116 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) |
1222 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))) |
3117 | { |
1223 | { |
3118 | if (aflags & AP_PRINT) |
1224 | if (aflags & AP_PRINT) |
3119 | who->failmsg (query_name (tmp)); |
1225 | who->failmsg (query_name (tmp)); |
3120 | else |
1226 | else |
3121 | unapply_special (who, tmp, aflags); |
1227 | unapply_special (who, tmp, aflags); |
… | |
… | |
3125 | /* Cursed item that we can't unequip - tell the player. |
1231 | /* Cursed item that we can't unequip - tell the player. |
3126 | * Note this could be annoying if this is just one of a few, |
1232 | * Note this could be annoying if this is just one of a few, |
3127 | * so it may not be critical (eg, putting on a ring and you have |
1233 | * so it may not be critical (eg, putting on a ring and you have |
3128 | * one cursed ring.) |
1234 | * one cursed ring.) |
3129 | */ |
1235 | */ |
3130 | who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp))); |
1236 | who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)); |
3131 | } |
1237 | } |
3132 | |
1238 | |
3133 | last = tmp->below; |
1239 | last = tmp->below; |
3134 | } |
1240 | } |
3135 | /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the |
1241 | /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the |
… | |
… | |
3181 | |
1287 | |
3182 | /* if we have an applied weapon/shield, and unapply it would free |
1288 | /* if we have an applied weapon/shield, and unapply it would free |
3183 | * enough slots to equip the new item, then just set "can |
1289 | * enough slots to equip the new item, then just set "can |
3184 | * apply unapply". We don't care about the logic below - if you have a |
1290 | * apply unapply". We don't care about the logic below - if you have a |
3185 | * shield equipped and try to equip another shield, there is only |
1291 | * shield equipped and try to equip another shield, there is only |
3186 | * one choice. However, the check for the number of body locations |
1292 | * one choice. However, the check for the number of body locations |
3187 | * does take into the account cases where what is being applied |
1293 | * does take into the account cases where what is being applied |
3188 | * may be two handed for example. |
1294 | * may be two handed for example. |
3189 | */ |
1295 | */ |
3190 | if (ws) |
1296 | if (ws) |
3191 | if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0) |
1297 | if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0) |
… | |
… | |
3194 | continue; |
1300 | continue; |
3195 | } |
1301 | } |
3196 | |
1302 | |
3197 | object *tmp1 = get_next_item_from_body_location (i, who->inv); |
1303 | object *tmp1 = get_next_item_from_body_location (i, who->inv); |
3198 | if (!tmp1) |
1304 | if (!tmp1) |
3199 | { |
|
|
3200 | #if 0 |
|
|
3201 | /* This is sort of an error, but happens a lot when old players |
|
|
3202 | * join in with more stuff equipped than they are now allowed. |
|
|
3203 | */ |
|
|
3204 | LOG (llevError, "Can't find object using location %d on %s\n", i, who->name); |
|
|
3205 | #endif |
|
|
3206 | retval |= CAN_APPLY_NEVER; |
1305 | retval |= CAN_APPLY_NEVER; |
3207 | } |
|
|
3208 | else |
1306 | else |
3209 | { |
1307 | { |
3210 | /* need to unapply something. However, if this something |
1308 | /* need to unapply something. However, if this something |
3211 | * is different than we had found before, it means they need |
1309 | * is different than we had found before, it means they need |
3212 | * to apply multiple objects |
1310 | * to apply multiple objects |
… | |
… | |
3218 | else if (tmp != tmp1) |
1316 | else if (tmp != tmp1) |
3219 | retval |= CAN_APPLY_UNAPPLY_MULT; |
1317 | retval |= CAN_APPLY_UNAPPLY_MULT; |
3220 | |
1318 | |
3221 | /* This object isn't using up all the slots, so there must |
1319 | /* This object isn't using up all the slots, so there must |
3222 | * be another. If so, and it the new item doesn't need all |
1320 | * be another. If so, and it the new item doesn't need all |
3223 | * the slots, the player then has a choice. |
1321 | * the slots, the player then has a choice. |
3224 | */ |
1322 | */ |
3225 | if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info) |
1323 | if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info) |
3226 | && abs (op->slot[i].info) < who->slot[i].info) |
1324 | && abs (op->slot[i].info) < who->slot[i].info) |
3227 | retval |= CAN_APPLY_UNAPPLY_CHOICE; |
1325 | retval |= CAN_APPLY_UNAPPLY_CHOICE; |
3228 | |
1326 | |
… | |
… | |
3241 | * the weapon/shield checks, and the range checks for monsters, |
1339 | * the weapon/shield checks, and the range checks for monsters, |
3242 | * because you can't control those just by body location - bows, shields, |
1340 | * because you can't control those just by body location - bows, shields, |
3243 | * and weapons all use the same slot. Similar for horn/rod/wand - they |
1341 | * and weapons all use the same slot. Similar for horn/rod/wand - they |
3244 | * all use the same location. |
1342 | * all use the same location. |
3245 | */ |
1343 | */ |
3246 | if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) |
1344 | if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON]) |
3247 | retval |= CAN_APPLY_RESTRICTION; |
1345 | retval |= CAN_APPLY_RESTRICTION; |
3248 | |
1346 | |
3249 | if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) |
1347 | if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD]) |
3250 | retval |= CAN_APPLY_RESTRICTION; |
1348 | retval |= CAN_APPLY_RESTRICTION; |
3251 | |
1349 | |
3252 | if (who->type != PLAYER) |
1350 | if (who->type != PLAYER) |
3253 | { |
1351 | { |
3254 | if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) |
1352 | if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE]) |
3255 | retval |= CAN_APPLY_RESTRICTION; |
1353 | retval |= CAN_APPLY_RESTRICTION; |
3256 | |
1354 | |
3257 | if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) |
1355 | if (op->type == BOW && !who->flag [FLAG_USE_BOW]) |
3258 | retval |= CAN_APPLY_RESTRICTION; |
1356 | retval |= CAN_APPLY_RESTRICTION; |
3259 | |
1357 | |
3260 | if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) |
1358 | if (op->type == RING && !who->flag [FLAG_USE_RING]) |
3261 | retval |= CAN_APPLY_RESTRICTION; |
1359 | retval |= CAN_APPLY_RESTRICTION; |
3262 | |
1360 | |
3263 | if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) |
1361 | if (op->type == BOW && !who->flag [FLAG_USE_BOW]) |
3264 | retval |= CAN_APPLY_RESTRICTION; |
1362 | retval |= CAN_APPLY_RESTRICTION; |
3265 | } |
1363 | } |
3266 | |
1364 | |
3267 | return retval; |
1365 | return retval; |
3268 | } |
1366 | } |
… | |
… | |
3292 | */ |
1390 | */ |
3293 | |
1391 | |
3294 | #define LACK_ITEM_POWER \ |
1392 | #define LACK_ITEM_POWER \ |
3295 | " H<You lack enough unused item power to use this weapon, see the skills command.>" |
1393 | " H<You lack enough unused item power to use this weapon, see the skills command.>" |
3296 | |
1394 | |
3297 | int |
1395 | static bool |
3298 | apply_special (object *who, object *op, int aflags) |
1396 | apply_special (object *who, object *op, int aflags) |
3299 | { |
1397 | { |
3300 | int basic_flag = aflags & AP_BASIC_FLAGS; |
1398 | int basic_flag = aflags & AP_MODE; |
3301 | object *tmp, *tmp2, *skop = NULL; |
1399 | object *tmp, *skop = NULL; |
3302 | |
|
|
3303 | if (who == NULL) |
|
|
3304 | { |
|
|
3305 | LOG (llevError, "apply_special() from object without environment.\n"); |
|
|
3306 | return 1; |
|
|
3307 | } |
|
|
3308 | |
|
|
3309 | if (op->env != who) |
|
|
3310 | return 1; /* op is not in inventory */ |
|
|
3311 | |
1400 | |
3312 | /* trying to unequip op */ |
1401 | /* trying to unequip op */ |
3313 | if (QUERY_FLAG (op, FLAG_APPLIED)) |
1402 | if (op->flag [FLAG_APPLIED]) |
3314 | { |
1403 | { |
3315 | /* always apply, so no reason to unapply */ |
1404 | /* always apply, so no reason to unapply */ |
3316 | if (basic_flag == AP_APPLY) |
1405 | if (basic_flag == AP_APPLY) |
3317 | return 0; |
1406 | return 0; |
3318 | |
1407 | |
3319 | if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) |
|
|
3320 | { |
|
|
3321 | who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op))); |
|
|
3322 | return 1; |
|
|
3323 | } |
|
|
3324 | |
|
|
3325 | return unapply_special (who, op, aflags); |
1408 | return unapply_special (who, op, aflags); |
3326 | } |
1409 | } |
3327 | else if (basic_flag == AP_UNAPPLY) |
1410 | else if (basic_flag == AP_UNAPPLY) |
3328 | return 0; |
1411 | return 0; |
3329 | |
1412 | |
3330 | // if the item is combat/ranged, wield the relevant slot first |
|
|
3331 | // to resolve conflicts. |
|
|
3332 | if (player *pl = who->contr) |
|
|
3333 | switch (op->slottype ()) |
|
|
3334 | { |
|
|
3335 | case slot_combat: who->change_weapon (pl->combat_ob); break; |
|
|
3336 | case slot_ranged: who->change_weapon (pl->ranged_ob); break; |
|
|
3337 | } |
|
|
3338 | |
|
|
3339 | splay (op); |
1413 | splay (op); |
3340 | |
1414 | |
3341 | /* Can't just apply this object. Lets see what not and what to do */ |
1415 | /* Can't just apply this object. Lets see what not and what to do */ |
3342 | if (int i = can_apply_object (who, op)) |
1416 | if (int i = can_apply_object (who, op)) |
3343 | { |
1417 | { |
3344 | if (i & CAN_APPLY_NEVER) |
1418 | if (i & CAN_APPLY_NEVER) |
3345 | { |
1419 | { |
3346 | who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op))); |
1420 | who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)); |
3347 | return 1; |
1421 | return 1; |
3348 | } |
1422 | } |
3349 | else if (i & CAN_APPLY_RESTRICTION) |
1423 | else if (i & CAN_APPLY_RESTRICTION) |
3350 | { |
1424 | { |
3351 | who->failmsg (format ( |
1425 | who->failmsgf ( |
3352 | "You have a prohibition against using a %s. " |
1426 | "You have a prohibition against using a %s. " |
3353 | "H<Your belief, profession or class prevents you from applying this item.>", |
1427 | "H<Your belief, profession or class prevents you from applying this item.>", |
3354 | query_name (op) |
1428 | query_name (op) |
3355 | )); |
1429 | ); |
3356 | return 1; |
1430 | return 1; |
3357 | } |
1431 | } |
3358 | |
1432 | |
3359 | if (who->type != PLAYER) |
1433 | if (who->type != PLAYER) |
3360 | { |
1434 | { |
… | |
… | |
3376 | } |
1450 | } |
3377 | } |
1451 | } |
3378 | |
1452 | |
3379 | if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) |
1453 | if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) |
3380 | { |
1454 | { |
|
|
1455 | // try to ready attached skill first |
3381 | skop = find_skill_by_name (who, op->skill); |
1456 | skop = find_skill_by_name (who, op->skill); |
3382 | |
1457 | |
3383 | if (!skop) |
1458 | if (!skop) |
3384 | { |
1459 | { |
3385 | who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); |
1460 | who->failmsgf ("You need the %s skill to use this item!", &op->skill); |
3386 | return 1; |
1461 | return 1; |
3387 | } |
1462 | } |
3388 | else |
1463 | else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT)) |
3389 | /* While experience will be credited properly, we want to change the |
|
|
3390 | * skill so that the dam and wc get updated |
|
|
3391 | */ |
1464 | { |
3392 | who->change_skill (skop); |
1465 | who->failmsgf ("You can't use the required %s skill!", &op->skill); |
|
|
1466 | return 1; |
|
|
1467 | } |
3393 | } |
1468 | } |
3394 | |
1469 | |
3395 | if (who->type == PLAYER |
1470 | if (!check_item_power (who, op->item_power)) |
3396 | && op->item_power |
|
|
3397 | && op->item_power + who->contr->item_power > settings.item_power_factor * who->level) |
|
|
3398 | { |
1471 | { |
3399 | who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); |
1472 | who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); |
3400 | return 1; |
1473 | return 1; |
3401 | } |
1474 | } |
3402 | |
1475 | |
3403 | /* Ok. We are now at the state where we can apply the new object. |
1476 | /* Ok. We are now at the state where we can apply the new object. |
3404 | * Note that we don't have the checks for can_use_... |
1477 | * Note that we don't have the checks for can_use_... |
3405 | * below - that is already taken care of by can_apply_object. |
1478 | * below - that is already taken care of by can_apply_object. |
3406 | */ |
1479 | */ |
|
|
1480 | |
|
|
1481 | // split away all the other items from the stack, so only one item is left |
3407 | tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; |
1482 | tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; |
3408 | |
1483 | |
3409 | if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) |
1484 | if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) |
3410 | return RESULT_INT (0); |
1485 | return RESULT_INT (0); |
3411 | |
1486 | |
3412 | switch (op->type) |
1487 | switch (op->type) |
3413 | { |
1488 | { |
3414 | case WEAPON: |
1489 | case WEAPON: |
3415 | if (!check_weapon_power (who, op->last_eat)) |
1490 | if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\'')) |
3416 | { |
|
|
3417 | op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER); |
|
|
3418 | |
|
|
3419 | if (tmp) |
|
|
3420 | insert_ob_in_ob (tmp, who); |
|
|
3421 | |
|
|
3422 | return 1; |
|
|
3423 | } |
|
|
3424 | |
|
|
3425 | //TODO: this obviously fails for players using a shorter prefix |
|
|
3426 | // i.e. "R" can use Ragnarok's sword. |
|
|
3427 | if (op->level && !op->name.starts_with (who->name)) |
|
|
3428 | { |
1491 | { |
3429 | /* if the weapon does not have the name as the character, can't use it. */ |
1492 | /* if the weapon does not have the name as the character, can't use it. */ |
3430 | /* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
1493 | /* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
3431 | who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); |
1494 | who->failmsg ("The weapon does not recognize you as its owner. " |
3432 | |
1495 | "H<Its name indicates that it belongs to somebody else.>"); |
3433 | if (tmp) |
1496 | if (tmp) who->insert (tmp); |
3434 | insert_ob_in_ob (tmp, who); |
|
|
3435 | |
|
|
3436 | return 1; |
1497 | return 1; |
3437 | } |
1498 | } |
3438 | |
1499 | |
3439 | if (!skop) |
1500 | op->flag [FLAG_APPLIED] = true; |
|
|
1501 | |
|
|
1502 | if (player *pl = who->contr) |
3440 | { |
1503 | { |
3441 | who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO |
1504 | who->statusmsg (format ("You wield %s.", query_name (op))); |
3442 | return 1; |
1505 | change_abil (who, op); |
3443 | } |
1506 | } |
3444 | |
1507 | |
3445 | SET_FLAG (op, FLAG_APPLIED); |
1508 | op->flag [FLAG_READY_WEAPON] = true; |
3446 | who->change_skill (skop); |
|
|
3447 | |
|
|
3448 | if (who->contr) |
|
|
3449 | who->change_weapon (who->contr->combat_ob = op); |
|
|
3450 | |
|
|
3451 | who->statusmsg (format ("You wield %s.", query_name (op))); |
|
|
3452 | |
|
|
3453 | SET_FLAG (who, FLAG_READY_WEAPON); |
|
|
3454 | change_abil (who, op); |
|
|
3455 | break; |
1509 | break; |
3456 | |
1510 | |
3457 | case ARMOUR: |
1511 | case ARMOUR: |
3458 | case HELMET: |
1512 | case HELMET: |
3459 | case SHIELD: |
1513 | case SHIELD: |
… | |
… | |
3462 | case GIRDLE: |
1516 | case GIRDLE: |
3463 | case BRACERS: |
1517 | case BRACERS: |
3464 | case CLOAK: |
1518 | case CLOAK: |
3465 | case RING: |
1519 | case RING: |
3466 | case AMULET: |
1520 | case AMULET: |
3467 | SET_FLAG (op, FLAG_APPLIED); |
1521 | op->set_flag (FLAG_APPLIED); |
3468 | who->statusmsg (format ("You wear %s.", query_name (op))); |
1522 | who->statusmsg (format ("You wear %s.", query_name (op))); |
3469 | change_abil (who, op); |
1523 | change_abil (who, op); |
3470 | break; |
1524 | break; |
3471 | |
1525 | |
3472 | case SKILL_TOOL: |
1526 | case SKILL_TOOL: |
3473 | // applying a skill tool also readies the skill |
1527 | // applying a skill tool does not ready the skill |
3474 | SET_FLAG (op, FLAG_APPLIED); |
1528 | // if something needs the skill, it has to ready it itself |
3475 | |
1529 | //TODO: unapplying should unapply the skill, though |
3476 | if (!(aflags & AP_NO_READY)) |
|
|
3477 | { |
|
|
3478 | skop = find_skill_by_name (who, op->skill); |
|
|
3479 | if (!skop->flag [FLAG_APPLIED]) |
1530 | op->set_flag (FLAG_APPLIED); |
3480 | apply_special (who, skop, AP_APPLY); |
|
|
3481 | } |
|
|
3482 | break; |
1531 | break; |
3483 | |
1532 | |
3484 | case SKILL: |
1533 | case SKILL: |
3485 | if (player *pl = who->contr) |
1534 | if (who->contr) |
3486 | { |
|
|
3487 | if (IS_COMBAT_SKILL (op->subtype)) |
|
|
3488 | { |
|
|
3489 | if (skill_flags [op->subtype] & SF_NEED_WEAPON) |
|
|
3490 | { |
|
|
3491 | for (object *item = who->inv; item; item = item->below) |
|
|
3492 | if (item->type == WEAPON && item->flag [FLAG_APPLIED]) |
|
|
3493 | { |
|
|
3494 | if (item->skill == op->skill) |
|
|
3495 | { |
|
|
3496 | who->change_weapon (pl->combat_ob = item); |
|
|
3497 | goto found_weapon; |
|
|
3498 | } |
|
|
3499 | } |
|
|
3500 | |
|
|
3501 | who->failmsg (format ( |
|
|
3502 | "You need to apply a '%s' melee weapon before readying this skill. " |
|
|
3503 | "H<Some skills need an item, in this case a melee weapon, to function.>", |
|
|
3504 | &op->skill |
|
|
3505 | )); |
|
|
3506 | return 1; |
|
|
3507 | |
|
|
3508 | found_weapon:; |
|
|
3509 | } |
|
|
3510 | else |
|
|
3511 | who->change_weapon (pl->combat_ob = op); |
|
|
3512 | } |
|
|
3513 | else if (IS_RANGED_SKILL (op->subtype)) |
|
|
3514 | { |
|
|
3515 | if (skill_flags [op->subtype] & SF_NEED_BOW) |
|
|
3516 | { |
|
|
3517 | for (object *item = who->inv; item; item = item->below) |
|
|
3518 | if (item->type == BOW && item->flag [FLAG_APPLIED]) |
|
|
3519 | { |
|
|
3520 | //TODO: bows should/must all have skill missile weapon right now |
|
|
3521 | who->change_weapon (pl->ranged_ob = item); |
|
|
3522 | goto found_bow; |
|
|
3523 | } |
|
|
3524 | |
|
|
3525 | who->failmsg ( |
|
|
3526 | "You need to apply a missile weapon before readying this skill. " |
|
|
3527 | "H<Some skills need an item, in this case a missile weapon, to function.>" |
|
|
3528 | ); |
|
|
3529 | return 1; |
|
|
3530 | |
|
|
3531 | found_bow:; |
|
|
3532 | } |
|
|
3533 | else |
|
|
3534 | who->change_weapon (pl->ranged_ob = op); |
|
|
3535 | } |
|
|
3536 | |
|
|
3537 | if (!op->invisible) |
1535 | if (op->invisible) |
3538 | { |
1536 | who->statusmsg (format ("You can now use the %s skill.", &op->skill)); |
3539 | who->statusmsg (format ( |
|
|
3540 | "You ready %s." |
|
|
3541 | "You can now use the skill: %s.", |
|
|
3542 | query_name (op), |
|
|
3543 | &op->skill |
|
|
3544 | )); |
|
|
3545 | } |
|
|
3546 | else |
1537 | else |
3547 | who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name)); |
1538 | who->statusmsg (format ("You ready %s.", query_name (op))); |
3548 | } |
1539 | |
3549 | else |
1540 | who->set_flag (FLAG_READY_SKILL); |
3550 | { |
1541 | op->set_flag (FLAG_APPLIED); |
3551 | SET_FLAG (op, FLAG_APPLIED); |
|
|
3552 | change_abil (who, op); |
1542 | change_abil (who, op); |
3553 | who->chosen_skill = op; |
|
|
3554 | SET_FLAG (who, FLAG_READY_SKILL); |
|
|
3555 | } |
|
|
3556 | |
|
|
3557 | break; |
1543 | break; |
3558 | |
1544 | |
3559 | case BOW: |
1545 | case BOW: |
3560 | if (!check_weapon_power (who, op->last_eat)) |
1546 | if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\'')) |
3561 | { |
|
|
3562 | who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER); |
|
|
3563 | |
|
|
3564 | if (tmp) |
|
|
3565 | insert_ob_in_ob (tmp, who); |
|
|
3566 | |
|
|
3567 | return 1; |
|
|
3568 | } |
|
|
3569 | |
|
|
3570 | if (op->level && !op->name.starts_with (who->name)) |
|
|
3571 | { |
1547 | { |
3572 | who->failmsg ("The weapon does not recognize you as its owner. " |
1548 | who->failmsg ("The weapon does not recognize you as its owner. " |
3573 | "H<Its name indicates that it belongs to somebody else.>"); |
1549 | "H<Its name indicates that it belongs to somebody else.>"); |
3574 | if (tmp) |
1550 | if (tmp) who->insert (tmp); |
3575 | insert_ob_in_ob (tmp, who); |
|
|
3576 | |
|
|
3577 | return 1; |
1551 | return 1; |
3578 | } |
1552 | } |
|
|
1553 | |
|
|
1554 | if (player *pl = who->contr) |
|
|
1555 | { |
|
|
1556 | op->flag [FLAG_APPLIED] = true; |
|
|
1557 | who->statusmsg (format ("You wield the %s.", query_name (op))); |
|
|
1558 | change_abil (who, op); |
|
|
1559 | } |
|
|
1560 | break; |
|
|
1561 | |
|
|
1562 | case RANGED: |
|
|
1563 | if (player *pl = who->contr) |
|
|
1564 | { |
|
|
1565 | op->flag [FLAG_APPLIED] = true; |
|
|
1566 | who->statusmsg (format ("You applied the %s.", query_name (op))); |
|
|
1567 | } |
|
|
1568 | break; |
|
|
1569 | |
|
|
1570 | case SPELL: |
|
|
1571 | if (player *pl = who->contr) |
|
|
1572 | { |
|
|
1573 | op->flag [FLAG_APPLIED] = true; |
|
|
1574 | who->statusmsg (format ("You ready the spell %s.", query_name (op))); |
|
|
1575 | } |
|
|
1576 | break; |
3579 | |
1577 | |
3580 | /*FALLTHROUGH*/ |
1578 | /*FALLTHROUGH*/ |
3581 | case WAND: |
1579 | case WAND: |
3582 | case ROD: |
1580 | case ROD: |
3583 | case HORN: |
1581 | case HORN: |
3584 | /* check for skill, alter player status */ |
1582 | op->flag [FLAG_APPLIED] = true; |
3585 | |
1583 | |
3586 | if (!skop) |
1584 | if (player *pl = who->contr) |
3587 | { |
1585 | { |
3588 | who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO |
|
|
3589 | return 1; |
|
|
3590 | } |
|
|
3591 | |
|
|
3592 | SET_FLAG (op, FLAG_APPLIED); |
|
|
3593 | who->change_skill (skop); |
|
|
3594 | |
|
|
3595 | if (who->contr) |
|
|
3596 | { |
|
|
3597 | who->contr->ranged_ob = op; |
|
|
3598 | |
|
|
3599 | who->statusmsg (format ("You ready %s.", query_name (op))); |
1586 | who->statusmsg (format ("You ready %s.", query_name (op))); |
3600 | |
1587 | |
3601 | if (op->type == BOW) |
1588 | if (op->type == BOW) |
3602 | { |
|
|
3603 | who->current_weapon = op; |
|
|
3604 | change_abil (who, op); |
|
|
3605 | who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); |
1589 | who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); |
3606 | } |
1590 | |
|
|
1591 | change_abil (who, op); |
3607 | } |
1592 | } |
3608 | else |
1593 | else |
3609 | { |
1594 | { |
3610 | if (op->type == BOW) |
1595 | if (op->type == BOW) |
3611 | SET_FLAG (who, FLAG_READY_BOW); |
1596 | op->flag [FLAG_READY_BOW ] = true; |
3612 | else |
1597 | else |
3613 | SET_FLAG (who, FLAG_READY_RANGE); |
1598 | op->flag [FLAG_READY_RANGE] = true; |
3614 | } |
1599 | } |
3615 | |
1600 | |
3616 | break; |
1601 | break; |
3617 | |
1602 | |
3618 | case BUILDER: |
1603 | case BUILDER: |
3619 | if (who->type == PLAYER) |
1604 | if (player *pl = who->contr) |
3620 | { |
1605 | { |
3621 | //TODO: wtf does this do? shouldn't this be managed automatically (slots?) |
|
|
3622 | if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) |
|
|
3623 | unapply_special (who, who->contr->ranged_ob, 0); |
|
|
3624 | |
|
|
3625 | who->statusmsg (format ("You ready your %s.", query_name (op))); |
1606 | who->statusmsg (format ("You ready your %s.", query_name (op))); |
3626 | |
1607 | //TODO: change_abil? |
3627 | who->contr->ranged_ob = op; |
|
|
3628 | } |
1608 | } |
3629 | break; |
1609 | break; |
3630 | |
1610 | |
3631 | default: |
1611 | default: |
3632 | who->statusmsg (format ("You apply %s.", query_name (op))); |
1612 | who->statusmsg (format ("You apply %s.", query_name (op))); |
3633 | } |
1613 | } |
3634 | |
1614 | |
3635 | SET_FLAG (op, FLAG_APPLIED); |
1615 | op->set_flag (FLAG_APPLIED); |
3636 | |
1616 | |
3637 | if (tmp) |
|
|
3638 | who->insert (tmp); |
1617 | if (tmp) who->insert (tmp); |
3639 | |
1618 | |
3640 | who->update_stats (); |
1619 | who->update_stats (); |
3641 | |
1620 | |
3642 | /* We exclude spell casting objects. The fire code will set the |
1621 | /* We exclude spell casting objects. The fire code will set the |
3643 | * been applied flag when they are used - until that point, |
1622 | * been applied flag when they are used - until that point, |
3644 | * you don't know anything about them. |
1623 | * you don't know anything about them. |
3645 | */ |
1624 | */ |
3646 | if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) |
1625 | if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) |
3647 | SET_FLAG (op, FLAG_BEEN_APPLIED); |
1626 | op->set_flag (FLAG_BEEN_APPLIED); |
3648 | |
1627 | |
3649 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
1628 | if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]) |
3650 | if (who->type == PLAYER) |
1629 | if (who->type == PLAYER) |
3651 | { |
1630 | { |
3652 | who->failmsg ( |
1631 | who->failmsg ( |
3653 | "Oops, it feels deadly cold! " |
1632 | "Oops, it feels deadly cold! " |
3654 | "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>" |
1633 | "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>" |
3655 | ); |
1634 | ); |
3656 | SET_FLAG (op, FLAG_KNOWN_CURSED); |
1635 | op->set_flag (FLAG_KNOWN_CURSED); |
3657 | } |
1636 | } |
3658 | |
1637 | |
3659 | if (object *pl = op->visible_to ()) |
1638 | if (object *pl = op->visible_to ()) |
3660 | esrv_send_item (pl, op); |
1639 | esrv_send_item (pl, op); |
3661 | |
1640 | |
3662 | return 0; |
1641 | return 0; |
3663 | } |
1642 | } |
3664 | |
1643 | |
|
|
1644 | /** |
|
|
1645 | * Check if op should abort moving victim because of it's race or slaying. |
|
|
1646 | * Returns 1 if it should abort, returns 0 if it should continue. |
|
|
1647 | */ |
3665 | int |
1648 | int |
3666 | monster_apply_special (object *who, object *op, int aflags) |
1649 | should_director_abort (object *op, object *victim) |
3667 | { |
1650 | { |
3668 | if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) |
1651 | int arch_flag, name_flag, race_flag; |
|
|
1652 | |
|
|
1653 | /* Get flags to determine what of arch, name, and race should be checked. |
|
|
1654 | * This is stored in subtype, and is a bitmask, the LSB is the arch flag, |
|
|
1655 | * the next is the name flag, and the last is the race flag. Also note, |
|
|
1656 | * if subtype is set to zero, that also goes to defaults of all affecting |
|
|
1657 | * it. Examples: |
|
|
1658 | * subtype 1: only arch |
|
|
1659 | * subtype 3: arch or name |
|
|
1660 | * subtype 5: arch or race |
|
|
1661 | * subtype 7: all three |
|
|
1662 | */ |
|
|
1663 | if (op->subtype) |
|
|
1664 | { |
|
|
1665 | arch_flag = op->subtype & 1; |
|
|
1666 | name_flag = op->subtype & 2; |
|
|
1667 | race_flag = op->subtype & 4; |
|
|
1668 | } |
|
|
1669 | else |
|
|
1670 | { |
|
|
1671 | arch_flag = 1; |
|
|
1672 | name_flag = 1; |
|
|
1673 | race_flag = 1; |
|
|
1674 | } |
|
|
1675 | |
|
|
1676 | /* If the director has race set, only affect objects with a arch, |
|
|
1677 | * name or race that matches. |
|
|
1678 | */ |
|
|
1679 | if ((op->race) && |
|
|
1680 | ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) && |
|
|
1681 | ((!(victim->name && name_flag) || op->race != victim->name)) && |
|
|
1682 | ((!(victim->race && race_flag) || op->race != victim->race))) |
3669 | return 1; |
1683 | return 1; |
3670 | |
1684 | |
|
|
1685 | /* If the director has slaying set, only affect objects where none |
|
|
1686 | * of arch, name, or race match. |
|
|
1687 | */ |
|
|
1688 | if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) || |
|
|
1689 | ((victim->name && name_flag && op->slaying == victim->name)) || |
|
|
1690 | ((victim->race && race_flag && op->slaying == victim->race))) |
|
|
1691 | return 1; |
|
|
1692 | |
|
|
1693 | return 0; |
|
|
1694 | } |
|
|
1695 | |
|
|
1696 | /** |
|
|
1697 | * This handles a player dropping money on an altar to identify stuff. |
|
|
1698 | * It'll identify marked item, if none all items up to dropped money. |
|
|
1699 | * Return value: 1 if money was destroyed, 0 if not. |
|
|
1700 | */ |
|
|
1701 | static int |
|
|
1702 | apply_id_altar (object *money, object *altar, object *pl) |
|
|
1703 | { |
|
|
1704 | dynbuf_text &buf = msg_dynbuf; buf.clear (); |
|
|
1705 | |
|
|
1706 | if (!pl || pl->type != PLAYER) |
|
|
1707 | return 0; |
|
|
1708 | |
|
|
1709 | /* Check for MONEY type is a special hack - it prevents 'nothing needs |
|
|
1710 | * identifying' from being printed out more than it needs to be. |
|
|
1711 | */ |
|
|
1712 | if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY) |
|
|
1713 | return 0; |
|
|
1714 | |
|
|
1715 | /* if the player has a marked item, identify that if it needs to be |
|
|
1716 | * identified. If it doesn't, then go through the player inventory. |
|
|
1717 | */ |
|
|
1718 | if (object *marked = pl->mark ()) |
|
|
1719 | if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ()) |
|
|
1720 | { |
|
|
1721 | if (operate_altar (altar, &money, pl)) |
|
|
1722 | { |
|
|
1723 | identify (marked); |
|
|
1724 | |
|
|
1725 | buf.printf ("You have %s.\r", long_desc (marked, pl)); |
|
|
1726 | if (marked->msg) |
|
|
1727 | buf << "The item has a story:\r" << marked->msg << "\n\n"; |
|
|
1728 | |
|
|
1729 | return !money; |
|
|
1730 | } |
|
|
1731 | } |
|
|
1732 | |
|
|
1733 | for (object *id = pl->inv; id; id = id->below) |
|
|
1734 | { |
|
|
1735 | if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ()) |
|
|
1736 | { |
|
|
1737 | if (operate_altar (altar, &money, pl)) |
|
|
1738 | { |
|
|
1739 | identify (id); |
|
|
1740 | |
|
|
1741 | buf.printf ("You have %s.\r", long_desc (id, pl)); |
|
|
1742 | if (id->msg) |
|
|
1743 | buf << "The item has a story:\r" << id->msg << "\n\n"; |
|
|
1744 | |
|
|
1745 | /* If no more money, might as well quit now */ |
|
|
1746 | if (!money || !check_altar_sacrifice (altar, money)) |
|
|
1747 | break; |
|
|
1748 | } |
|
|
1749 | else |
|
|
1750 | { |
|
|
1751 | LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); |
|
|
1752 | break; |
|
|
1753 | } |
|
|
1754 | } |
|
|
1755 | } |
|
|
1756 | |
|
|
1757 | if (buf.empty ()) |
|
|
1758 | pl->failmsg ("You have nothing that needs identifying"); |
|
|
1759 | else |
|
|
1760 | pl->contr->infobox (MSG_CHANNEL ("identify"), buf); |
|
|
1761 | |
|
|
1762 | return !money; |
|
|
1763 | } |
|
|
1764 | |
|
|
1765 | /** |
|
|
1766 | * This checks whether the object has a "on_use_yield" field, and if so generated and drops |
|
|
1767 | * matching item. |
|
|
1768 | **/ |
|
|
1769 | void |
|
|
1770 | handle_apply_yield (object *tmp) |
|
|
1771 | { |
|
|
1772 | if (shstr_tmp yield = tmp->kv [shstr_on_use_yield]) |
|
|
1773 | archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); |
|
|
1774 | } |
|
|
1775 | |
|
|
1776 | /** |
|
|
1777 | * Handles applying a potion. |
|
|
1778 | */ |
|
|
1779 | int |
|
|
1780 | apply_potion (object *op, object *tmp) |
|
|
1781 | { |
|
|
1782 | int got_one = 0, i; |
|
|
1783 | object *force = 0; |
|
|
1784 | |
|
|
1785 | if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) |
|
|
1786 | { |
|
|
1787 | op->failmsg ("Gods prevent you from using this here, it's sacred ground!"); |
|
|
1788 | |
|
|
1789 | tmp->clr_flag (FLAG_APPLIED); |
|
|
1790 | return 0; |
|
|
1791 | } |
|
|
1792 | |
|
|
1793 | if (op->type == PLAYER) |
|
|
1794 | if (!tmp->flag [FLAG_IDENTIFIED]) |
|
|
1795 | identify (tmp); |
|
|
1796 | |
|
|
1797 | handle_apply_yield (tmp); |
|
|
1798 | |
|
|
1799 | /* Potion of restoration - only for players */ |
|
|
1800 | if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) |
|
|
1801 | { |
|
|
1802 | object *depl; |
|
|
1803 | archetype *at; |
|
|
1804 | |
|
|
1805 | if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
|
|
1806 | { |
|
|
1807 | op->drain_stat (); |
|
|
1808 | op->update_stats (); |
|
|
1809 | tmp->decrease (); |
|
|
1810 | return 1; |
|
|
1811 | } |
|
|
1812 | |
|
|
1813 | if (!(at = archetype::find (shstr_depletion))) |
|
|
1814 | { |
|
|
1815 | LOG (llevError, "Could not find archetype depletion\n"); |
|
|
1816 | return 0; |
|
|
1817 | } |
|
|
1818 | |
|
|
1819 | depl = present_arch_in_ob (at, op); |
|
|
1820 | |
|
|
1821 | if (depl) |
|
|
1822 | { |
|
|
1823 | for (i = 0; i < NUM_STATS; i++) |
|
|
1824 | if (depl->stats.stat (i)) |
|
|
1825 | op->statusmsg (restore_msg[i]); |
|
|
1826 | |
|
|
1827 | depl->destroy (); |
|
|
1828 | op->update_stats (); |
|
|
1829 | } |
|
|
1830 | else |
|
|
1831 | op->statusmsg ("Your potion had no effect."); |
|
|
1832 | |
|
|
1833 | tmp->decrease (); |
|
|
1834 | return 1; |
|
|
1835 | } |
|
|
1836 | |
|
|
1837 | /* improvement potion - only for players */ |
|
|
1838 | if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) |
|
|
1839 | { |
|
|
1840 | for (i = 1; i < min (11, op->level); i++) |
|
|
1841 | { |
|
|
1842 | if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
|
|
1843 | { |
|
|
1844 | if (op->contr->levhp[i] != 1) |
|
|
1845 | { |
|
|
1846 | op->contr->levhp[i] = 1; |
|
|
1847 | break; |
|
|
1848 | } |
|
|
1849 | |
|
|
1850 | if (op->contr->levsp[i] != 1) |
|
|
1851 | { |
|
|
1852 | op->contr->levsp[i] = 1; |
|
|
1853 | break; |
|
|
1854 | } |
|
|
1855 | |
|
|
1856 | if (op->contr->levgrace[i] != 1) |
|
|
1857 | { |
|
|
1858 | op->contr->levgrace[i] = 1; |
|
|
1859 | break; |
|
|
1860 | } |
|
|
1861 | } |
|
|
1862 | else |
|
|
1863 | { |
|
|
1864 | if (op->contr->levhp[i] < 9) |
|
|
1865 | { |
|
|
1866 | op->contr->levhp[i] = 9; |
|
|
1867 | break; |
|
|
1868 | } |
|
|
1869 | |
|
|
1870 | if (op->contr->levsp[i] < 6) |
|
|
1871 | { |
|
|
1872 | op->contr->levsp[i] = 6; |
|
|
1873 | break; |
|
|
1874 | } |
|
|
1875 | |
|
|
1876 | if (op->contr->levgrace[i] < 3) |
|
|
1877 | { |
|
|
1878 | op->contr->levgrace[i] = 3; |
|
|
1879 | break; |
|
|
1880 | } |
|
|
1881 | } |
|
|
1882 | } |
|
|
1883 | |
|
|
1884 | /* Just makes checking easier */ |
|
|
1885 | if (i < min (11, op->level)) |
|
|
1886 | got_one = 1; |
|
|
1887 | |
|
|
1888 | if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]) |
|
|
1889 | { |
|
|
1890 | if (got_one) |
|
|
1891 | { |
|
|
1892 | op->update_stats (); |
|
|
1893 | op->statusmsg ("The Gods smile upon you and remake you " |
|
|
1894 | "a little more in their image. " |
|
|
1895 | "You feel a little more perfect.", NDI_GREEN); |
|
|
1896 | } |
|
|
1897 | else |
|
|
1898 | op->statusmsg ("The potion had no effect - you are already perfect."); |
|
|
1899 | } |
|
|
1900 | else |
|
|
1901 | { /* cursed potion */ |
|
|
1902 | if (got_one) |
|
|
1903 | { |
|
|
1904 | op->update_stats (); |
|
|
1905 | op->failmsg ("The Gods are angry and punish you."); |
|
|
1906 | } |
|
|
1907 | else |
|
|
1908 | op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE); |
|
|
1909 | } |
|
|
1910 | |
|
|
1911 | tmp->decrease (); |
|
|
1912 | return 1; |
|
|
1913 | } |
|
|
1914 | |
|
|
1915 | |
|
|
1916 | /* A potion that casts a spell. Healing, restore spellpoint (power potion) |
|
|
1917 | * and heroism all fit into this category. Given the spell object code, |
|
|
1918 | * there is no limit to the number of spells that potions can be cast, |
|
|
1919 | * but direction is problematic to try and imbue fireball potions for example. |
|
|
1920 | */ |
|
|
1921 | if (tmp->inv) |
|
|
1922 | { |
|
|
1923 | if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
|
|
1924 | { |
|
|
1925 | op->failmsg ("Yech! Your lungs are on fire!"); |
|
|
1926 | create_exploding_ball_at (op, op->level); |
|
|
1927 | } |
|
|
1928 | else |
|
|
1929 | cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
|
|
1930 | |
|
|
1931 | tmp->decrease (); |
|
|
1932 | |
|
|
1933 | /* if youre dead, no point in doing this... */ |
|
|
1934 | if (!op->flag [FLAG_REMOVED]) |
|
|
1935 | op->update_stats (); |
|
|
1936 | |
|
|
1937 | return 1; |
|
|
1938 | } |
|
|
1939 | |
|
|
1940 | /* Deal with protection potions */ |
|
|
1941 | force = NULL; |
|
|
1942 | for (i = 0; i < NROFATTACKS; i++) |
|
|
1943 | { |
|
|
1944 | if (tmp->resist[i]) |
|
|
1945 | { |
|
|
1946 | if (!force) |
|
|
1947 | force = archetype::get (FORCE_NAME); |
|
|
1948 | |
|
|
1949 | memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); |
|
|
1950 | force->type = POTION_EFFECT; |
|
|
1951 | break; /* Only need to find one protection since we copy entire batch */ |
|
|
1952 | } |
|
|
1953 | } |
|
|
1954 | |
|
|
1955 | /* This is a protection potion */ |
|
|
1956 | if (force) |
|
|
1957 | { |
|
|
1958 | /* cursed items last longer */ |
|
|
1959 | if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
|
|
1960 | { |
|
|
1961 | force->stats.food *= 10; |
|
|
1962 | for (i = 0; i < NROFATTACKS; i++) |
|
|
1963 | if (force->resist[i] > 0) |
|
|
1964 | force->resist[i] = -force->resist[i]; /* prot => vuln */ |
|
|
1965 | } |
|
|
1966 | |
|
|
1967 | force->speed_left = -1; |
|
|
1968 | force = insert_ob_in_ob (force, op); |
|
|
1969 | tmp->clr_flag (FLAG_APPLIED); |
|
|
1970 | force->set_flag (FLAG_APPLIED); |
|
|
1971 | change_abil (op, force); |
|
|
1972 | tmp->decrease (); |
|
|
1973 | return 1; |
|
|
1974 | } |
|
|
1975 | |
|
|
1976 | /* Only thing left are the stat potions */ |
|
|
1977 | if (op->type == PLAYER) |
|
|
1978 | { /* only for players */ |
|
|
1979 | if ((tmp->flag [FLAG_CURSED] |
|
|
1980 | || tmp->flag [FLAG_DAMNED]) |
|
|
1981 | && tmp->value != 0) |
|
|
1982 | tmp->clr_flag (FLAG_APPLIED); |
|
|
1983 | else |
|
|
1984 | tmp->set_flag (FLAG_APPLIED); |
|
|
1985 | |
|
|
1986 | if (!change_abil (op, tmp)) |
|
|
1987 | op->statusmsg ("Nothing happened."); |
|
|
1988 | } |
|
|
1989 | |
|
|
1990 | /* CLEAR_FLAG is so that if the character has other potions |
|
|
1991 | * that were grouped with the one consumed, his |
|
|
1992 | * stat will not be raised by them. fix_player just clears |
|
|
1993 | * up all the stats. |
|
|
1994 | */ |
|
|
1995 | tmp->clr_flag (FLAG_APPLIED); |
|
|
1996 | op->update_stats (); |
|
|
1997 | tmp->decrease (); |
|
|
1998 | return 1; |
|
|
1999 | } |
|
|
2000 | |
|
|
2001 | /** |
|
|
2002 | * 'victim' moves onto 'trap' |
|
|
2003 | * 'victim' leaves 'trap' |
|
|
2004 | * effect is determined by move_on/move_off of trap and move_type of victime. |
|
|
2005 | * |
|
|
2006 | * originator: Player, monster or other object that caused 'victim' to move |
|
|
2007 | * onto 'trap'. Will receive messages caused by this action. May be NULL. |
|
|
2008 | * However, some types of traps require an originator to function. |
|
|
2009 | */ |
|
|
2010 | void |
|
|
2011 | move_apply (object *trap, object *victim, object *originator) |
|
|
2012 | { |
|
|
2013 | static int recursion_depth = 0; |
|
|
2014 | |
|
|
2015 | trap = trap->head_ (); |
|
|
2016 | |
|
|
2017 | /* Only exits affect DMs. */ |
|
|
2018 | if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN) |
|
|
2019 | return; |
|
|
2020 | |
|
|
2021 | /* move_apply() is the most likely candidate for causing unwanted and |
|
|
2022 | * possibly unlimited recursion. |
|
|
2023 | */ |
|
|
2024 | |
|
|
2025 | /* The following was changed because it was causing perfectly correct |
|
|
2026 | * maps to fail. 1) it's not an error to recurse: |
|
|
2027 | * rune detonates, summoning monster. monster lands on nearby rune. |
|
|
2028 | * nearby rune detonates. This sort of recursion is expected and |
|
|
2029 | * proper. This code was causing needless crashes. |
|
|
2030 | */ |
|
|
2031 | if (recursion_depth >= 500) |
|
|
2032 | { |
|
|
2033 | LOG (llevDebug, "WARNING: move_apply(): aborting recursion " |
|
|
2034 | "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name); |
|
|
2035 | return; |
|
|
2036 | } |
|
|
2037 | |
|
|
2038 | recursion_depth++; |
|
|
2039 | |
|
|
2040 | if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) |
|
|
2041 | switch (trap->type) |
|
|
2042 | { |
|
|
2043 | case PLAYERMOVER: |
|
|
2044 | if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) |
|
|
2045 | { |
|
|
2046 | if (!trap->stats.maxsp) |
|
|
2047 | trap->stats.maxsp = 2; |
|
|
2048 | |
|
|
2049 | /* Is this correct? From the docs, it doesn't look like it |
|
|
2050 | * should be divided by trap->speed |
|
|
2051 | */ |
|
|
2052 | victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed; |
|
|
2053 | |
|
|
2054 | /* Just put in some sanity check. I think there is a bug in the |
|
|
2055 | * above with some objects have zero speed, and thus the player |
|
|
2056 | * getting permanently paralyzed. |
|
|
2057 | */ |
|
|
2058 | victim->speed_left = max (-50.f, victim->speed_left); |
|
|
2059 | /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ |
|
|
2060 | } |
|
|
2061 | break; |
|
|
2062 | |
|
|
2063 | case SPINNER: |
|
|
2064 | if (victim->direction) |
|
|
2065 | { |
|
|
2066 | victim->direction = absdir (victim->direction - trap->stats.sp); |
|
|
2067 | update_turn_face (victim); |
|
|
2068 | } |
|
|
2069 | break; |
|
|
2070 | |
|
|
2071 | case DIRECTOR: |
|
|
2072 | if (victim->direction && !should_director_abort (trap, victim)) |
|
|
2073 | { |
|
|
2074 | victim->direction = trap->stats.sp; |
|
|
2075 | update_turn_face (victim); |
|
|
2076 | } |
|
|
2077 | break; |
|
|
2078 | |
|
|
2079 | case BUTTON: |
|
|
2080 | case PEDESTAL: |
|
|
2081 | case T_MATCH: |
|
|
2082 | update_button (trap, originator); |
|
|
2083 | break; |
|
|
2084 | |
|
|
2085 | case ALTAR: |
|
|
2086 | /* sacrifice victim on trap */ |
|
|
2087 | apply_altar (trap, victim, originator); |
|
|
2088 | break; |
|
|
2089 | |
|
|
2090 | case THROWN_OBJ: |
|
|
2091 | if (trap->inv == NULL) |
|
|
2092 | break; |
|
|
2093 | /* fallthrough */ |
|
|
2094 | |
|
|
2095 | case ARROW: |
|
|
2096 | /* bad bug: monster throw a object, make a step forwards, step on object , |
|
|
2097 | * trigger this here and get hit by own missile - and will be own enemy. |
|
|
2098 | * Victim then is his own enemy and will start to kill herself (this is |
|
|
2099 | * removed) but we have not synced victim and his missile. To avoid senseless |
|
|
2100 | * action, we avoid hits here |
|
|
2101 | */ |
|
|
2102 | if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ()) |
|
|
2103 | && trap->owner != victim) |
|
|
2104 | hit_with_arrow (trap, victim); |
|
|
2105 | break; |
|
|
2106 | |
|
|
2107 | case SPELL_EFFECT: |
|
|
2108 | apply_spell_effect (trap, victim); |
|
|
2109 | break; |
|
|
2110 | |
|
|
2111 | case TRAPDOOR: |
|
|
2112 | { |
|
|
2113 | int max, sound_was_played; |
|
|
2114 | object *ab, *ab_next; |
|
|
2115 | |
|
|
2116 | if (!trap->value) |
|
|
2117 | { |
|
|
2118 | int tot; |
|
|
2119 | |
|
|
2120 | for (ab = trap->above, tot = 0; ab; ab = ab->above) |
|
|
2121 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
2122 | tot += ab->head_ ()->total_weight (); |
|
|
2123 | |
|
|
2124 | if (!(trap->value = (tot > trap->weight) ? 1 : 0)) |
|
|
2125 | break; |
|
|
2126 | |
|
|
2127 | trap->update_anim_frame (trap->value); |
|
|
2128 | } |
|
|
2129 | |
|
|
2130 | for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) |
|
|
2131 | { |
|
|
2132 | /* need to set this up, since if we do transfer the object, |
|
|
2133 | * ab->above would be bogus |
|
|
2134 | */ |
|
|
2135 | ab_next = ab->above; |
|
|
2136 | |
|
|
2137 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
2138 | { |
|
|
2139 | if (!sound_was_played) |
|
|
2140 | { |
|
|
2141 | trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
|
|
2142 | sound_was_played = 1; |
|
|
2143 | } |
|
|
2144 | |
|
|
2145 | ab->statusmsg ("You fall into a trapdoor!", NDI_RED); |
|
|
2146 | transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab); |
|
|
2147 | } |
|
|
2148 | } |
|
|
2149 | break; |
|
|
2150 | } |
|
|
2151 | |
|
|
2152 | case CONVERTER: |
|
|
2153 | if (convert_item (victim, trap) < 0) |
|
|
2154 | { |
|
|
2155 | originator->failmsgf ("The %s seems to be broken!", query_name (trap)); |
|
|
2156 | archetype::get (shstr_burnout)->insert_at (trap, trap); |
|
|
2157 | } |
|
|
2158 | |
|
|
2159 | break; |
|
|
2160 | |
|
|
2161 | case TRIGGER_BUTTON: |
|
|
2162 | case TRIGGER_PEDESTAL: |
|
|
2163 | case TRIGGER_ALTAR: |
|
|
2164 | check_trigger (trap, victim, originator); |
|
|
2165 | break; |
|
|
2166 | |
|
|
2167 | case DEEP_SWAMP: |
|
|
2168 | walk_on_deep_swamp (trap, victim); |
|
|
2169 | break; |
|
|
2170 | |
|
|
2171 | case CHECK_INV: |
|
|
2172 | check_inv (victim, trap); |
|
|
2173 | break; |
|
|
2174 | |
|
|
2175 | case HOLE: |
|
|
2176 | move_apply_hole (trap, victim); |
|
|
2177 | break; |
|
|
2178 | |
|
|
2179 | case EXIT: |
|
|
2180 | if (victim->type == PLAYER && EXIT_PATH (trap)) |
|
|
2181 | { |
|
|
2182 | /* Basically, don't show exits leading to random maps the |
|
|
2183 | * players output. |
|
|
2184 | */ |
|
|
2185 | if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit) |
|
|
2186 | victim->statusmsg (trap->msg, NDI_NAVY); |
|
|
2187 | |
|
|
2188 | trap->play_sound (trap->sound); |
|
|
2189 | victim->enter_exit (trap); |
|
|
2190 | } |
|
|
2191 | break; |
|
|
2192 | |
|
|
2193 | case ENCOUNTER: |
|
|
2194 | /* may be some leftovers on this */ |
|
|
2195 | break; |
|
|
2196 | |
|
|
2197 | case SHOP_MAT: |
|
|
2198 | apply_shop_mat (trap, victim); |
|
|
2199 | break; |
|
|
2200 | |
|
|
2201 | /* Drop a certain amount of gold, and have one item identified */ |
|
|
2202 | case IDENTIFY_ALTAR: |
|
|
2203 | apply_id_altar (victim, trap, originator); |
|
|
2204 | break; |
|
|
2205 | |
|
|
2206 | case SIGN: |
|
|
2207 | if (victim->type != PLAYER && trap->stats.food > 0) |
|
|
2208 | break; /* monsters musn't apply magic_mouths with counters */ |
|
|
2209 | |
|
|
2210 | apply_sign (victim, trap, 1); |
|
|
2211 | break; |
|
|
2212 | |
|
|
2213 | case CONTAINER: |
|
|
2214 | apply_container (victim, trap); |
|
|
2215 | break; |
|
|
2216 | |
|
|
2217 | case RUNE: |
|
|
2218 | case TRAP: |
|
|
2219 | if (trap->level && victim->flag [FLAG_ALIVE]) |
|
|
2220 | spring_trap (trap, victim); |
|
|
2221 | break; |
|
|
2222 | |
|
|
2223 | default: |
|
|
2224 | LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " |
|
|
2225 | "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); |
|
|
2226 | break; |
|
|
2227 | } |
|
|
2228 | |
|
|
2229 | recursion_depth--; |
|
|
2230 | } |
|
|
2231 | |
|
|
2232 | /** |
|
|
2233 | * Handles reading a regular (ie not containing a spell) book. |
|
|
2234 | */ |
|
|
2235 | static void |
|
|
2236 | apply_book (object *op, object *tmp) |
|
|
2237 | { |
|
|
2238 | int lev_diff; |
|
|
2239 | object *skill_ob; |
|
|
2240 | |
|
|
2241 | if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ]) |
|
|
2242 | { |
|
|
2243 | op->failmsg ("You are unable to read while blind!"); |
|
|
2244 | return; |
|
|
2245 | } |
|
|
2246 | |
|
|
2247 | if (!tmp->msg) |
|
|
2248 | { |
|
|
2249 | op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name); |
|
|
2250 | return; |
|
|
2251 | } |
|
|
2252 | |
|
|
2253 | /* need a literacy skill to read stuff! */ |
|
|
2254 | skill_ob = find_skill_by_name (op, tmp->skill); |
|
|
2255 | if (!skill_ob) |
|
|
2256 | { |
|
|
2257 | op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill); |
|
|
2258 | return; |
|
|
2259 | } |
|
|
2260 | |
|
|
2261 | lev_diff = tmp->level - (skill_ob->level + 5); |
|
|
2262 | if (!op->flag [FLAG_WIZ] && lev_diff > 0) |
|
|
2263 | { |
|
|
2264 | op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension." |
|
|
2265 | : lev_diff < 3 ? "This book is slightly beyond your comprehension." |
|
|
2266 | : lev_diff < 5 ? "This book is beyond your comprehension." |
|
|
2267 | : lev_diff < 8 ? "This book is quite a bit beyond your comprehension." |
|
|
2268 | : lev_diff < 15 ? "This book is way beyond your comprehension." |
|
|
2269 | : "This book is totally beyond your comprehension."); |
|
|
2270 | return; |
|
|
2271 | } |
|
|
2272 | |
|
|
2273 | // we currently don't use the message types for anything. |
|
|
2274 | // readable_message_type *msgType = get_readable_message_type (tmp); |
|
|
2275 | |
|
|
2276 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book")); |
|
|
2277 | |
|
|
2278 | if (player *pl = op->contr) |
|
|
2279 | if (client *ns = pl->ns) |
|
|
2280 | pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); |
|
|
2281 | |
|
|
2282 | /* gain xp from reading */ |
|
|
2283 | if (!tmp->flag [FLAG_NO_SKILL_IDENT]) |
|
|
2284 | { /* only if not read before */ |
|
|
2285 | int exp_gain = calc_skill_exp (op, tmp, skill_ob); |
|
|
2286 | |
|
|
2287 | if (!tmp->flag [FLAG_IDENTIFIED]) |
|
|
2288 | { |
|
|
2289 | /*exp_gain *= 2; because they just identified it too */ |
|
|
2290 | tmp->set_flag (FLAG_IDENTIFIED); |
|
|
2291 | |
|
|
2292 | if (object *pl = tmp->visible_to ()) |
|
|
2293 | esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); |
|
|
2294 | } |
|
|
2295 | |
|
|
2296 | change_exp (op, exp_gain, skill_ob->skill, 0); |
|
|
2297 | tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ |
|
|
2298 | } |
|
|
2299 | } |
|
|
2300 | |
|
|
2301 | /** |
|
|
2302 | * op made some mistake with a scroll, this takes care of punishment. |
|
|
2303 | * scroll_failure()- hacked directly from spell_failure |
|
|
2304 | */ |
|
|
2305 | static void |
|
|
2306 | scroll_failure (object *op, int failure, int power) |
|
|
2307 | { |
|
|
2308 | if (abs (failure / 4) > power) |
|
|
2309 | power = abs (failure / 4); /* set minimum effect */ |
|
|
2310 | |
|
|
2311 | if (failure <= -1 && failure > -15) |
|
|
2312 | { /* wonder */ |
|
|
2313 | object *tmp; |
|
|
2314 | |
|
|
2315 | op->failmsg ("Your spell warps!"); |
|
|
2316 | tmp = archetype::get (SPELL_WONDER); |
|
|
2317 | cast_wonder (op, op, 0, tmp); |
|
|
2318 | tmp->destroy (); |
|
|
2319 | } |
|
|
2320 | else if (failure <= -15 && failure > -35) |
|
|
2321 | { /* drain mana */ |
|
|
2322 | op->failmsg ("Your mana is drained!"); |
|
|
2323 | op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); |
|
|
2324 | if (op->stats.sp < 0) |
|
|
2325 | op->stats.sp = 0; |
|
|
2326 | } |
|
|
2327 | else if (settings.spell_failure_effects == TRUE) |
|
|
2328 | { |
|
|
2329 | if (failure <= -35 && failure > -60) |
|
|
2330 | { /* confusion */ |
|
|
2331 | op->failmsg ("The magic recoils on you!"); |
|
|
2332 | confuse_player (op, op, power); |
|
|
2333 | } |
|
|
2334 | else if (failure <= -60 && failure > -70) |
|
|
2335 | { /* paralysis */ |
|
|
2336 | op->failmsg ("The magic recoils and paralyzes you!"); |
|
|
2337 | paralyze_player (op, op, power); |
|
|
2338 | } |
|
|
2339 | else if (failure <= -70 && failure > -80) |
|
|
2340 | { /* blind */ |
|
|
2341 | op->failmsg ("The magic recoils on you!"); |
|
|
2342 | blind_player (op, op, power); |
|
|
2343 | } |
|
|
2344 | else if (failure <= -80) |
|
|
2345 | { /* blast the immediate area */ |
|
|
2346 | object *tmp = archetype::get (LOOSE_MANA); |
|
|
2347 | cast_magic_storm (op, tmp, power); |
|
|
2348 | op->failmsg ("You unleash uncontrolled mana!"); |
|
|
2349 | tmp->destroy (); |
|
|
2350 | } |
|
|
2351 | } |
|
|
2352 | } |
|
|
2353 | |
|
|
2354 | /** |
|
|
2355 | * Handles the applying of a skill scroll, calling learn_skill straight. |
|
|
2356 | * op is the person learning the skill, tmp is the skill scroll object |
|
|
2357 | */ |
|
|
2358 | static void |
|
|
2359 | apply_skillscroll (object *op, object *tmp) |
|
|
2360 | { |
|
|
2361 | switch (learn_skill (op, tmp)) |
|
|
2362 | { |
|
|
2363 | case 0: |
|
|
2364 | op->play_sound (sound_find ("generic_fail")); |
|
|
2365 | op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp)); |
|
|
2366 | break; |
|
|
2367 | |
|
|
2368 | case 1: |
|
|
2369 | tmp->decrease (); |
|
|
2370 | op->play_sound (sound_find ("skill_learn")); |
|
|
2371 | op->statusmsg (format ("You succeed in learning %s", &tmp->skill)); |
|
|
2372 | break; |
|
|
2373 | |
|
|
2374 | default: |
|
|
2375 | tmp->decrease (); |
|
|
2376 | op->play_sound (sound_find ("generic_fail")); |
|
|
2377 | op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp)); |
|
|
2378 | break; |
|
|
2379 | } |
|
|
2380 | } |
|
|
2381 | |
|
|
2382 | /** |
|
|
2383 | * Actually makes op learn spell. |
|
|
2384 | * Informs player of what happens. |
|
|
2385 | */ |
|
|
2386 | void |
|
|
2387 | do_learn_spell (object *op, object *spell, int special_prayer) |
|
|
2388 | { |
|
|
2389 | object *tmp; |
|
|
2390 | |
|
|
2391 | if (op->type != PLAYER) |
|
|
2392 | { |
|
|
2393 | LOG (llevError, "BUG: do_learn_spell(): not a player\n"); |
|
|
2394 | return; |
|
|
2395 | } |
|
|
2396 | |
|
|
2397 | /* Upgrade special prayers to normal prayers */ |
|
|
2398 | if ((tmp = check_spell_known (op, spell->name)) != NULL) |
|
|
2399 | { |
|
|
2400 | if (special_prayer && !tmp->flag [FLAG_STARTEQUIP]) |
|
|
2401 | { |
|
|
2402 | LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); |
|
|
2403 | return; |
|
|
2404 | } |
|
|
2405 | return; |
|
|
2406 | } |
|
|
2407 | |
|
|
2408 | op->contr->play_sound (sound_find ("learn_spell")); |
|
|
2409 | |
|
|
2410 | tmp = spell->clone (); |
|
|
2411 | insert_ob_in_ob (tmp, op); |
|
|
2412 | |
|
|
2413 | if (special_prayer) |
|
|
2414 | tmp->set_flag (FLAG_STARTEQUIP); |
|
|
2415 | |
|
|
2416 | esrv_add_spells (op->contr, tmp); |
|
|
2417 | } |
|
|
2418 | |
|
|
2419 | /** |
|
|
2420 | * Erases spell from player's inventory. |
|
|
2421 | */ |
|
|
2422 | void |
|
|
2423 | do_forget_spell (object *op, const char *spell) |
|
|
2424 | { |
|
|
2425 | object *spob; |
|
|
2426 | |
|
|
2427 | if (op->type != PLAYER) |
|
|
2428 | { |
|
|
2429 | LOG (llevError, "BUG: do_forget_spell(): not a player\n"); |
|
|
2430 | return; |
|
|
2431 | } |
|
|
2432 | if ((spob = check_spell_known (op, spell)) == NULL) |
|
|
2433 | { |
|
|
2434 | LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); |
|
|
2435 | return; |
|
|
2436 | } |
|
|
2437 | |
|
|
2438 | op->failmsgf ("You lose knowledge of %s.", spell); |
|
|
2439 | esrv_remove_spell (op->contr, spob); |
|
|
2440 | spob->destroy (); |
|
|
2441 | } |
|
|
2442 | |
|
|
2443 | /** |
|
|
2444 | * Handles player applying a spellbook. |
|
|
2445 | * Checks whether player has knowledge of required skill, doesn't already know the spell, |
|
|
2446 | * stuff like that. Random learning failure too. |
|
|
2447 | */ |
|
|
2448 | static void |
|
|
2449 | apply_spellbook (object *op, object *tmp) |
|
|
2450 | { |
|
|
2451 | object *skop, *spell, *spell_skill; |
|
|
2452 | |
|
|
2453 | if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ]) |
|
|
2454 | { |
|
|
2455 | op->failmsg ("You are unable to read while blind."); |
|
|
2456 | return; |
|
|
2457 | } |
|
|
2458 | |
|
|
2459 | /* artifact_spellbooks have 'slaying' field point to a spell name, |
|
|
2460 | * instead of having their spell stored in stats.sp. These are |
|
|
2461 | * legacy spellbooks |
|
|
2462 | */ |
|
|
2463 | if (tmp->slaying) |
|
|
2464 | { |
|
|
2465 | spell = find_archetype_by_object_name (tmp->slaying)->instance (); |
|
|
2466 | |
|
|
2467 | if (!spell) |
|
|
2468 | { |
|
|
2469 | op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying); |
|
|
2470 | return; |
|
|
2471 | } |
|
|
2472 | else |
|
|
2473 | insert_ob_in_ob (spell, tmp); |
|
|
2474 | |
|
|
2475 | tmp->slaying = 0; |
|
|
2476 | } |
|
|
2477 | |
|
|
2478 | skop = find_skill_by_name (op, tmp->skill); |
|
|
2479 | |
|
|
2480 | /* need a literacy skill to learn spells. Also, having a literacy level |
|
|
2481 | * lower than the spell will make learning the spell more difficult */ |
|
|
2482 | if (!skop) |
|
|
2483 | { |
|
|
2484 | op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill); |
|
|
2485 | return; |
|
|
2486 | } |
|
|
2487 | |
|
|
2488 | spell = tmp->inv; |
|
|
2489 | |
|
|
2490 | if (!spell) |
|
|
2491 | { |
|
|
2492 | LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); |
|
|
2493 | op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); |
|
|
2494 | return; |
|
|
2495 | } |
|
|
2496 | |
|
|
2497 | int learn_level = sqrtf (spell->level) * 1.5f; |
|
|
2498 | if (skop->level < learn_level) |
|
|
2499 | { |
|
|
2500 | op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>", |
|
|
2501 | &tmp->skill, learn_level); |
|
|
2502 | return; |
|
|
2503 | } |
|
|
2504 | |
|
|
2505 | op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name)); |
|
|
2506 | |
|
|
2507 | if (!tmp->flag [FLAG_IDENTIFIED]) |
|
|
2508 | identify (tmp); |
|
|
2509 | |
|
|
2510 | /* I removed the check for special_prayer_mark here - it didn't make |
|
|
2511 | * a lot of sense - special prayers are not found in spellbooks, and |
|
|
2512 | * if the player doesn't know the spell, doesn't make a lot of sense that |
|
|
2513 | * they would have a special prayer mark. |
|
|
2514 | */ |
|
|
2515 | if (check_spell_known (op, spell->name)) |
|
|
2516 | { |
|
|
2517 | op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n"); |
|
|
2518 | return; |
|
|
2519 | } |
|
|
2520 | |
|
|
2521 | if (spell->skill) |
|
|
2522 | { |
|
|
2523 | spell_skill = find_skill_by_name (op, spell->skill); |
|
|
2524 | |
|
|
2525 | if (!spell_skill) |
|
|
2526 | { |
|
|
2527 | op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill); |
|
|
2528 | return; |
|
|
2529 | } |
|
|
2530 | |
|
|
2531 | if (spell_skill->level < spell->level) |
|
|
2532 | { |
|
|
2533 | op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); |
|
|
2534 | return; |
|
|
2535 | } |
|
|
2536 | } |
|
|
2537 | |
|
|
2538 | /* Logic as follows |
|
|
2539 | * |
|
|
2540 | * 1- MU spells use Int to learn, Cleric spells use Wisdom |
|
|
2541 | * |
|
|
2542 | * 2- The learner's skill level in literacy adjusts the chance to learn |
|
|
2543 | * a spell. |
|
|
2544 | * |
|
|
2545 | * 3 -Automatically fail to learn if you read while confused |
|
|
2546 | * |
|
|
2547 | * Overall, chances are the same but a player will find having a high |
|
|
2548 | * literacy rate very useful! -b.t. |
|
|
2549 | */ |
|
|
2550 | if (op->flag [FLAG_CONFUSED]) |
|
|
2551 | { |
|
|
2552 | op->failmsg ("In your confused state you flub the wording of the text!"); |
|
|
2553 | scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace)); |
|
|
2554 | } |
|
|
2555 | else if (tmp->flag [FLAG_STARTEQUIP] || |
|
|
2556 | (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) |
|
|
2557 | { |
|
|
2558 | op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); |
|
|
2559 | do_learn_spell (op, spell, 0); |
|
|
2560 | |
|
|
2561 | /* xp gain to literacy for spell learning */ |
|
|
2562 | if (!tmp->flag [FLAG_STARTEQUIP]) |
|
|
2563 | change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); |
|
|
2564 | } |
|
|
2565 | else |
|
|
2566 | { |
|
|
2567 | op->contr->play_sound (sound_find ("fumble_spell")); |
|
|
2568 | op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n"); |
|
|
2569 | } |
|
|
2570 | |
|
|
2571 | tmp->decrease (); |
|
|
2572 | } |
|
|
2573 | |
|
|
2574 | /** |
|
|
2575 | * Handles applying a spell scroll. |
|
|
2576 | */ |
|
|
2577 | void |
|
|
2578 | apply_scroll (object *op, object *tmp, int dir) |
|
|
2579 | { |
|
|
2580 | object *skop; |
|
|
2581 | |
|
|
2582 | if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ]) |
|
|
2583 | { |
|
|
2584 | op->failmsg ("You are unable to read while blind."); |
|
|
2585 | return; |
|
|
2586 | } |
|
|
2587 | |
|
|
2588 | if (!tmp->inv || tmp->inv->type != SPELL) |
|
|
2589 | { |
|
|
2590 | op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>"); |
|
|
2591 | return; |
|
|
2592 | } |
|
|
2593 | |
|
|
2594 | if (op->type == PLAYER) |
|
|
2595 | { |
|
|
2596 | /* players need a literacy skill to read stuff! */ |
|
|
2597 | int exp_gain = 0; |
|
|
2598 | |
|
|
2599 | /* hard code literacy - tmp->skill points to where the exp |
|
|
2600 | * should go for anything killed by the spell. |
|
|
2601 | */ |
|
|
2602 | skop = find_skill_by_name (op, shstr_literacy); |
|
|
2603 | |
|
|
2604 | if (!skop) |
|
|
2605 | { |
|
|
2606 | op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>"); |
|
|
2607 | return; |
|
|
2608 | } |
|
|
2609 | |
|
|
2610 | if ((exp_gain = calc_skill_exp (op, tmp, skop))) |
|
|
2611 | change_exp (op, exp_gain, skop->skill, 0); |
|
|
2612 | } |
|
|
2613 | |
|
|
2614 | if (!tmp->flag [FLAG_IDENTIFIED]) |
|
|
2615 | identify (tmp); |
|
|
2616 | |
|
|
2617 | op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name)); |
|
|
2618 | |
|
|
2619 | cast_spell (op, tmp, dir, tmp->inv, NULL); |
|
|
2620 | tmp->decrease (); |
|
|
2621 | } |
|
|
2622 | |
|
|
2623 | /** |
|
|
2624 | * Applies a treasure object - by default, chest. op |
|
|
2625 | * is the person doing the applying, tmp is the treasure |
|
|
2626 | * chest. |
|
|
2627 | */ |
|
|
2628 | static void |
|
|
2629 | apply_treasure (object *op, object *tmp) |
|
|
2630 | { |
|
|
2631 | /* Nice side effect of this treasure creation method is that the treasure |
|
|
2632 | * for the chest is done when the chest is created, and put into the chest |
|
|
2633 | * inventory. So that when the chest burns up, the items still exist. Also |
|
|
2634 | * prevents people from moving chests to more difficult maps to get better |
|
|
2635 | * treasure |
|
|
2636 | */ |
|
|
2637 | object *treas = tmp->inv; |
|
|
2638 | |
|
|
2639 | if (!treas) |
|
|
2640 | { |
|
|
2641 | op->statusmsg ("The chest was empty."); |
|
|
2642 | tmp->decrease (); |
|
|
2643 | return; |
|
|
2644 | } |
|
|
2645 | |
|
|
2646 | while (tmp->inv) |
|
|
2647 | { |
|
|
2648 | treas = tmp->inv; |
|
|
2649 | treas->remove (); |
|
|
2650 | |
|
|
2651 | treas->x = op->x; |
|
|
2652 | treas->y = op->y; |
|
|
2653 | treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); |
|
|
2654 | |
|
|
2655 | if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE]) |
|
|
2656 | spring_trap (treas, op); |
|
|
2657 | |
|
|
2658 | /* If either player or container was destroyed, no need to do |
|
|
2659 | * further processing. I think this should be enclused with |
|
|
2660 | * spring trap above, as I don't think there is otherwise |
|
|
2661 | * any way for the treasure chest or player to get killed. |
|
|
2662 | */ |
|
|
2663 | if (op->destroyed () || tmp->destroyed ()) |
|
|
2664 | break; |
|
|
2665 | } |
|
|
2666 | |
|
|
2667 | if (!tmp->destroyed () && !tmp->inv) |
|
|
2668 | tmp->decrease (true); |
|
|
2669 | } |
|
|
2670 | |
|
|
2671 | /** |
|
|
2672 | * A dragon is eating some flesh. If the flesh contains resistances, |
|
|
2673 | * there is a chance for the dragon's skin to get improved. |
|
|
2674 | * |
|
|
2675 | * attributes: |
|
|
2676 | * object *op the object (dragon player) eating the flesh |
|
|
2677 | * object *meal the flesh item, getting chewed in dragon's mouth |
|
|
2678 | * return: |
|
|
2679 | * int 1 if eating successful, 0 if it doesn't work |
|
|
2680 | */ |
|
|
2681 | static int |
|
|
2682 | dragon_eat_flesh (object *op, object *meal) |
|
|
2683 | { |
|
|
2684 | object *skin = NULL; /* pointer to dragon skin force */ |
|
|
2685 | object *abil = NULL; /* pointer to dragon ability force */ |
|
|
2686 | object *tmp = NULL; /* tmp. object */ |
|
|
2687 | |
|
|
2688 | double chance; /* improvement-chance of one resistance type */ |
|
|
2689 | double totalchance = 1; /* total chance of gaining one resistance */ |
|
|
2690 | double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ |
|
|
2691 | double mbonus = 0; /* monster bonus */ |
|
|
2692 | int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ |
|
|
2693 | int winners = 0; /* number of winners */ |
|
|
2694 | int i; /* index */ |
|
|
2695 | |
|
|
2696 | /* let's make sure and doublecheck the parameters */ |
|
|
2697 | if (meal->type != FLESH || !op->is_dragon ()) |
|
|
2698 | return 0; |
|
|
2699 | |
|
|
2700 | /* now grab the 'dragon_skin'- and 'dragon_ability'-forces |
|
|
2701 | from the player's inventory */ |
|
|
2702 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
2703 | if (tmp->type == FORCE) |
|
|
2704 | if (tmp->arch->archname == shstr_dragon_skin_force) |
|
|
2705 | skin = tmp; |
|
|
2706 | else if (tmp->arch->archname == shstr_dragon_ability_force) |
|
|
2707 | abil = tmp; |
|
|
2708 | |
|
|
2709 | /* if either skin or ability are missing, this is an old player |
|
|
2710 | which is not to be considered a dragon -> bail out */ |
|
|
2711 | if (skin == NULL || abil == NULL) |
|
|
2712 | return 0; |
|
|
2713 | |
|
|
2714 | /* now start by filling stomache and health, according to food-value */ |
|
|
2715 | if ((MAX_FOOD - op->stats.food) < meal->stats.food) |
|
|
2716 | op->stats.hp += (MAX_FOOD - op->stats.food) / 50; |
|
|
2717 | else |
|
|
2718 | op->stats.hp += meal->stats.food / 50; |
|
|
2719 | |
|
|
2720 | min_it (op->stats.hp, op->stats.maxhp); |
|
|
2721 | op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food); |
|
|
2722 | |
|
|
2723 | /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ |
|
|
2724 | |
|
|
2725 | /* on to the interesting part: chances for adding resistance */ |
|
|
2726 | for (i = 0; i < NROFATTACKS; i++) |
|
|
2727 | { |
|
|
2728 | if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i)) |
|
|
2729 | { |
|
|
2730 | /* got positive resistance, now calculate improvement chance (0-100) */ |
|
|
2731 | |
|
|
2732 | /* this bonus makes resistance increase easier at lower levels */ |
|
|
2733 | bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level); |
|
|
2734 | if (i == abil->stats.exp) |
|
|
2735 | bonus += 5; /* additional bonus for resistance of ability-focus */ |
|
|
2736 | |
|
|
2737 | /* monster bonus increases with level, because high-level |
|
|
2738 | flesh is too rare */ |
|
|
2739 | mbonus = op->level * 20. / ((double) settings.max_level); |
|
|
2740 | |
|
|
2741 | chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. / |
|
|
2742 | ((double)settings.max_level)) - skin->resist[i]; |
|
|
2743 | |
|
|
2744 | if (chance >= 0.) |
|
|
2745 | chance += 1.; |
|
|
2746 | else |
|
|
2747 | chance = (chance < -12) ? 0. : 1. / pow (2., -chance); |
|
|
2748 | |
|
|
2749 | /* chance is proportional to amount of resistance (max. 50) */ |
|
|
2750 | chance *= ((double)(min (meal->resist[i], 50))) / 50.; |
|
|
2751 | |
|
|
2752 | /* doubled chance for resistance of ability-focus */ |
|
|
2753 | if (i == abil->stats.exp) |
|
|
2754 | chance = min (100., chance * 2.); |
|
|
2755 | |
|
|
2756 | /* now make the throw and save all winners (Don't insert luck bonus here!) */ |
|
|
2757 | if (rndm (10000) < (unsigned int)(chance * 100)) |
|
|
2758 | { |
|
|
2759 | atnr_winner[winners] = i; |
|
|
2760 | winners++; |
|
|
2761 | } |
|
|
2762 | |
|
|
2763 | if (chance >= 0.01) |
|
|
2764 | totalchance *= 1 - chance / 100; |
|
|
2765 | |
|
|
2766 | /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */ |
|
|
2767 | } |
|
|
2768 | } |
|
|
2769 | |
|
|
2770 | /* inverse totalchance as until now we have the failure-chance */ |
|
|
2771 | totalchance = 100 - totalchance * 100; |
|
|
2772 | |
|
|
2773 | /* print message according to totalchance */ |
|
|
2774 | const char *buf; |
|
|
2775 | if (totalchance > 50.) |
|
|
2776 | buf = format ("Hmm! The %s tasted delicious!", &meal->name); |
|
|
2777 | else if (totalchance > 10.) |
|
|
2778 | buf = format ("The %s tasted very good.", &meal->name); |
|
|
2779 | else if (totalchance > 1.) |
|
|
2780 | buf = format ("The %s tasted good.", &meal->name); |
|
|
2781 | else if (totalchance > 0.1) |
|
|
2782 | buf = format ("The %s tasted bland.", &meal->name); |
|
|
2783 | else if (totalchance >= 0.01) |
|
|
2784 | buf = format ("The %s had a boring taste.", &meal->name); |
|
|
2785 | else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) |
|
|
2786 | buf = format ("The %s tasted strange.", &meal->name); |
|
|
2787 | else |
|
|
2788 | buf = format ("The %s had no taste.", &meal->name); |
|
|
2789 | |
|
|
2790 | op->statusmsg (buf); |
|
|
2791 | |
|
|
2792 | /* now choose a winner if we have any */ |
|
|
2793 | i = -1; |
|
|
2794 | if (winners > 0) |
|
|
2795 | i = atnr_winner [rndm (winners)]; |
|
|
2796 | |
|
|
2797 | if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) |
|
|
2798 | { |
|
|
2799 | /* resistance increased! */ |
|
|
2800 | skin->resist[i]++; |
|
|
2801 | op->update_stats (); |
|
|
2802 | |
|
|
2803 | op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i])); |
|
|
2804 | } |
|
|
2805 | |
|
|
2806 | /* if this flesh contains a new ability focus, we mark it |
|
|
2807 | into the ability_force and it will take effect on next level */ |
|
|
2808 | if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) |
|
|
2809 | { |
|
|
2810 | abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ |
|
|
2811 | |
|
|
2812 | if (meal->last_eat != abil->stats.exp) |
|
|
2813 | op->statusmsg (format ( |
|
|
2814 | "Your metabolism prepares to focus on %s!\n" |
|
|
2815 | "The change will happen at level %d.", |
|
|
2816 | change_resist_msg[meal->last_eat], |
|
|
2817 | abil->level + 1 |
|
|
2818 | )); |
|
|
2819 | else |
|
|
2820 | { |
|
|
2821 | op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat])); |
|
|
2822 | abil->last_eat = 0; |
|
|
2823 | } |
|
|
2824 | } |
|
|
2825 | |
|
|
2826 | return 1; |
|
|
2827 | } |
|
|
2828 | |
|
|
2829 | /** |
|
|
2830 | * op eats food. |
|
|
2831 | * If player, takes care of messages and dragon special food. |
|
|
2832 | */ |
|
|
2833 | static void |
|
|
2834 | apply_food (object *op, object *tmp) |
|
|
2835 | { |
|
|
2836 | int capacity_remaining; |
|
|
2837 | |
|
|
2838 | if (op->type != PLAYER) |
|
|
2839 | op->stats.hp = op->stats.maxhp; |
|
|
2840 | else |
|
|
2841 | { |
|
|
2842 | /* check if this is a dragon (player), eating some flesh */ |
|
|
2843 | if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp)) |
|
|
2844 | ; |
|
|
2845 | else |
|
|
2846 | { |
|
|
2847 | /* usual case - no dragon meal: */ |
|
|
2848 | if (op->stats.food + tmp->stats.food > MAX_FOOD) |
|
|
2849 | { |
|
|
2850 | if (tmp->type == FOOD || tmp->type == FLESH) |
|
|
2851 | op->failmsg ("You feel full, but what a waste of food!"); |
|
|
2852 | else |
|
|
2853 | op->statusmsg ("Most of the drink goes down your face not your throat!"); |
|
|
2854 | } |
|
|
2855 | |
|
|
2856 | tmp->play_sound ( |
|
|
2857 | tmp->sound |
|
|
2858 | ? tmp->sound |
|
|
2859 | : tmp->type == DRINK |
|
|
2860 | ? sound_find ("eat_drink") |
|
|
2861 | : sound_find ("eat_food") |
|
|
2862 | ); |
|
|
2863 | |
|
|
2864 | if (!tmp->flag [FLAG_CURSED]) |
|
|
2865 | { |
|
|
2866 | const char *buf; |
|
|
2867 | |
|
|
2868 | if (!op->is_dragon ()) |
|
|
2869 | { |
|
|
2870 | /* eating message for normal players */ |
|
|
2871 | if (tmp->type == DRINK) |
|
|
2872 | buf = format ("Ahhh...that %s tasted good.", &tmp->name); |
|
|
2873 | else |
|
|
2874 | buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); |
|
|
2875 | } |
|
|
2876 | else |
|
|
2877 | /* eating message for dragon players */ |
|
|
2878 | buf = format ("The %s tasted terrible!", &tmp->name); |
|
|
2879 | |
|
|
2880 | op->statusmsg (buf); |
|
|
2881 | |
|
|
2882 | capacity_remaining = MAX_FOOD - op->stats.food; |
|
|
2883 | op->stats.food += tmp->stats.food; |
|
|
2884 | if (capacity_remaining < tmp->stats.food) |
|
|
2885 | op->stats.hp += capacity_remaining / 50; |
|
|
2886 | else |
|
|
2887 | op->stats.hp += tmp->stats.food / 50; |
|
|
2888 | |
|
|
2889 | min_it (op->stats.hp, op->stats.maxhp); |
|
|
2890 | min_it (op->stats.food, MAX_FOOD); |
|
|
2891 | } |
|
|
2892 | |
|
|
2893 | /* special food hack -b.t. */ |
|
|
2894 | if (tmp->title || tmp->flag [FLAG_CURSED]) |
|
|
2895 | eat_special_food (op, tmp); |
|
|
2896 | } |
|
|
2897 | } |
|
|
2898 | |
|
|
2899 | handle_apply_yield (tmp); |
|
|
2900 | tmp->decrease (); |
|
|
2901 | } |
|
|
2902 | |
|
|
2903 | /** |
|
|
2904 | * Handles applying an improve armor scroll. |
|
|
2905 | * Does some sanity checks, then calls improve_armour. |
|
|
2906 | */ |
|
|
2907 | static void |
|
|
2908 | apply_armour_improver (object *op, object *tmp) |
|
|
2909 | { |
|
|
2910 | if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC)) |
|
|
2911 | { |
|
|
2912 | op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>"); |
|
|
2913 | return; |
|
|
2914 | } |
|
|
2915 | |
|
|
2916 | object *armor = op->mark (); |
|
|
2917 | |
|
|
2918 | if (!armor) |
|
|
2919 | { |
|
|
2920 | op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this."); |
|
|
2921 | return; |
|
|
2922 | } |
|
|
2923 | |
|
|
2924 | if (armor->type != ARMOUR |
|
|
2925 | && armor->type != CLOAK |
|
|
2926 | && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) |
|
|
2927 | { |
|
|
2928 | op->failmsg ("Your marked item is not armour!\n"); |
|
|
2929 | return; |
|
|
2930 | } |
|
|
2931 | |
|
|
2932 | if (!op->apply (armor, AP_UNAPPLY)) |
|
|
2933 | { |
|
|
2934 | op->failmsg ("You are unable to take off your armour to improve it!"); |
|
|
2935 | return; |
|
|
2936 | } |
|
|
2937 | |
|
|
2938 | op->statusmsg ("Applying armour enchantment."); |
|
|
2939 | improve_armour (op, tmp, armor); |
|
|
2940 | } |
|
|
2941 | |
|
|
2942 | void |
|
|
2943 | apply_poison (object *op, object *tmp) |
|
|
2944 | { |
|
|
2945 | // need to do it now when it is still on the map |
|
|
2946 | handle_apply_yield (tmp); |
|
|
2947 | |
|
|
2948 | object *poison = tmp->split (1); |
|
|
2949 | |
|
|
2950 | if (op->type == PLAYER) |
|
|
2951 | { |
|
|
2952 | op->contr->play_sound (sound_find ("drink_poison")); |
|
|
2953 | op->failmsg ("Yech! That tasted poisonous!"); |
|
|
2954 | op->contr->killer = poison; |
|
|
2955 | } |
|
|
2956 | |
|
|
2957 | if (poison->stats.hp > 0) |
|
|
2958 | { |
|
|
2959 | LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp); |
|
|
2960 | hit_player (op, poison->stats.hp, tmp, AT_POISON, 1); |
|
|
2961 | } |
|
|
2962 | |
|
|
2963 | op->stats.food -= op->stats.food / 4; |
|
|
2964 | poison->destroy (); |
|
|
2965 | } |
|
|
2966 | |
|
|
2967 | /** |
|
|
2968 | * This function will try to apply a lighter and in case no lighter |
|
|
2969 | * is specified it will try to find a lighter in the players inventory, |
|
|
2970 | * and inform him about this requirement. |
|
|
2971 | * |
|
|
2972 | * who - the player |
|
|
2973 | * op - the item we want to light |
|
|
2974 | * lighter - the lighter or 0 if a lighter has yet to be found |
|
|
2975 | */ |
|
|
2976 | static object * |
|
|
2977 | auto_apply_lighter (object *who, object *op, object *lighter) |
|
|
2978 | { |
|
|
2979 | if (lighter == 0) |
|
|
2980 | { |
|
|
2981 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
2982 | { |
|
|
2983 | if (tmp->type == LIGHTER) |
|
|
2984 | { |
|
|
2985 | lighter = tmp; |
|
|
2986 | break; |
|
|
2987 | } |
|
|
2988 | } |
|
|
2989 | |
|
|
2990 | if (!lighter) |
|
|
2991 | { |
|
|
2992 | who->failmsgf ( |
|
|
2993 | "You can't light up the %s with your bare hands! " |
|
|
2994 | "H<You need a lighter in your inventory, for example a flint and steel.>", |
|
|
2995 | &op->name |
|
|
2996 | ); |
|
|
2997 | return 0; |
|
|
2998 | } |
|
|
2999 | } |
|
|
3000 | |
|
|
3001 | // last_eat == 0 means the lighter is not being used up! |
|
|
3002 | if (lighter->last_eat && lighter->stats.food) |
|
|
3003 | { |
|
|
3004 | /* lighter gets used up */ |
|
|
3005 | lighter = lighter->split (); |
|
|
3006 | lighter->stats.food--; |
|
|
3007 | who->insert (lighter); |
|
|
3008 | } |
|
|
3009 | else if (lighter->last_eat) |
|
|
3010 | { |
|
|
3011 | /* no charges left in lighter */ |
|
|
3012 | who->failmsgf ( |
|
|
3013 | "You attempt to light the %s with a used up %s.", |
|
|
3014 | &op->name, &lighter->name |
|
|
3015 | ); |
|
|
3016 | return 0; |
|
|
3017 | } |
|
|
3018 | |
|
|
3019 | return lighter; |
|
|
3020 | } |
|
|
3021 | |
|
|
3022 | /** |
|
|
3023 | * Designed primarily to light torches/lanterns/etc. |
|
|
3024 | * Also burns up burnable material too. First object in the inventory is |
|
|
3025 | * the selected object to "burn". -b.t. |
|
|
3026 | */ |
|
|
3027 | static void |
|
|
3028 | apply_lighter (object *who, object *lighter) |
|
|
3029 | { |
|
|
3030 | if (object *item = who->mark ()) |
|
|
3031 | { |
|
|
3032 | if (!auto_apply_lighter (who, item, lighter)) |
|
|
3033 | return; |
|
|
3034 | |
|
|
3035 | /* Perhaps we should split what we are trying to light on fire? |
|
|
3036 | * I can't see many times when you would want to light multiple |
|
|
3037 | * objects at once. |
|
|
3038 | */ |
|
|
3039 | |
|
|
3040 | save_throw_object (item, AT_FIRE, who); |
|
|
3041 | |
|
|
3042 | if (item->destroyed () |
|
|
3043 | || ((item->type == LAMP || item->type == TORCH) |
|
|
3044 | && item->glow_radius > 0)) |
|
|
3045 | who->statusmsg (format ( |
|
|
3046 | "You light the %s with the %s.", |
|
|
3047 | &item->name, &lighter->name |
|
|
3048 | )); |
|
|
3049 | else |
|
|
3050 | who->failmsgf ( |
|
|
3051 | "You attempt to light the %s with the %s and fail.", |
|
|
3052 | &item->name, &lighter->name |
|
|
3053 | ); |
|
|
3054 | } |
|
|
3055 | else |
|
|
3056 | who->failmsg ("You need to mark a lightable object."); |
|
|
3057 | } |
|
|
3058 | |
|
|
3059 | /** |
|
|
3060 | * This function generates a cursed effect for cursed lamps and torches. |
|
|
3061 | */ |
|
|
3062 | static void |
|
|
3063 | player_apply_lamp_cursed_effect (object *who, object *op) |
|
|
3064 | { |
|
|
3065 | if (op->level) |
|
|
3066 | { |
|
|
3067 | who->failmsgf ( |
|
|
3068 | "The %s was cursed, it explodes in a big fireball!", |
|
|
3069 | &op->name |
|
|
3070 | ); |
|
|
3071 | create_exploding_ball_at (who, op->level); |
|
|
3072 | } |
|
|
3073 | else |
|
|
3074 | { |
|
|
3075 | who->failmsgf ( |
|
|
3076 | "The %s was cursed, it crumbles to dust, at least it didn't explode.!", |
|
|
3077 | &op->name |
|
|
3078 | ); |
|
|
3079 | } |
|
|
3080 | |
|
|
3081 | op->destroy (); |
|
|
3082 | } |
|
|
3083 | |
|
|
3084 | /** |
|
|
3085 | * Apply for players and lamps |
|
|
3086 | * |
|
|
3087 | * who - the player |
|
|
3088 | * op - the lamp |
|
|
3089 | */ |
|
|
3090 | static void |
|
|
3091 | player_apply_lamp (object *who, object *op) |
|
|
3092 | { |
|
|
3093 | bool switch_on = op->glow_radius ? false : true; |
|
|
3094 | |
|
|
3095 | if (switch_on) |
|
|
3096 | { |
|
|
3097 | object *lighter = 0; |
|
|
3098 | |
|
|
3099 | if (op->flag [FLAG_IS_LIGHTABLE] |
|
|
3100 | && !(lighter = auto_apply_lighter (who, op, 0))) |
|
|
3101 | return; |
|
|
3102 | |
|
|
3103 | if (op->stats.food < 1) |
|
|
3104 | { |
|
|
3105 | if (op->type == LAMP) |
|
|
3106 | who->failmsgf ( |
|
|
3107 | "The %s is out of fuel! " |
|
|
3108 | "H<Lamps and similar items need fuel. They cannot be refilled.>", |
|
|
3109 | &op->name |
|
|
3110 | ); |
|
|
3111 | else |
|
|
3112 | who->failmsgf ( |
|
|
3113 | "The %s is burnt out! " |
|
|
3114 | "H<Torches and similar items burn out and become worthless.>", |
|
|
3115 | &op->name |
|
|
3116 | ); |
|
|
3117 | return; |
|
|
3118 | } |
|
|
3119 | |
|
|
3120 | if (op->flag [FLAG_CURSED]) |
|
|
3121 | { |
|
|
3122 | player_apply_lamp_cursed_effect (who, op); |
|
|
3123 | return; |
|
|
3124 | } |
|
|
3125 | |
|
|
3126 | if (lighter) |
|
|
3127 | who->statusmsg (format ( |
|
|
3128 | "You light up the %s with the %s.", &op->name, &lighter->name)); |
|
|
3129 | else |
|
|
3130 | who->statusmsg (format ("You light up the %s.", &op->name)); |
|
|
3131 | } |
|
|
3132 | else |
|
|
3133 | { |
|
|
3134 | if (op->flag [FLAG_CURSED]) |
|
|
3135 | { |
|
|
3136 | player_apply_lamp_cursed_effect (who, op); |
|
|
3137 | return; |
|
|
3138 | } |
|
|
3139 | |
|
|
3140 | if (op->type == TORCH) |
|
|
3141 | { |
|
|
3142 | if (!op->flag [FLAG_IS_LIGHTABLE]) |
|
|
3143 | { |
|
|
3144 | who->statusmsg (format ( |
|
|
3145 | "You put out the %s. " |
|
|
3146 | "H<The %s can't be used anymore, as it can't be lighted up again.>", |
|
|
3147 | &op->name, &op->name)); |
|
|
3148 | } |
|
|
3149 | else |
|
|
3150 | who->statusmsg (format ( |
|
|
3151 | "You put out the %s." |
|
|
3152 | "H<Torches wear out if you put them out.>", |
|
|
3153 | &op->name)); |
|
|
3154 | } |
|
|
3155 | else |
|
|
3156 | who->statusmsg (format ("You turn off the %s.", &op->name)); |
|
|
3157 | } |
|
|
3158 | |
|
|
3159 | apply_lamp (op, switch_on); |
|
|
3160 | } |
|
|
3161 | |
|
|
3162 | void get_animation_from_arch (object *op, arch_ptr a) |
|
|
3163 | { |
|
|
3164 | op->animation_id = a->animation_id; |
|
|
3165 | op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE]; |
|
|
3166 | op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE]; |
|
|
3167 | op->anim_speed = a->anim_speed; |
|
|
3168 | op->last_anim = 0; |
|
|
3169 | op->state = 0; |
|
|
3170 | op->face = a->face; |
|
|
3171 | |
|
|
3172 | if (op->anim_frames () > 1) |
|
|
3173 | { |
|
|
3174 | op->set_anim_frame (0); |
|
|
3175 | animate_object (op, op->direction); |
|
|
3176 | } |
|
|
3177 | else |
|
|
3178 | update_object (op, UP_OBJ_FACE); |
|
|
3179 | } |
|
|
3180 | |
|
|
3181 | /** |
|
|
3182 | * Apply for LAMPs and TORCHes. |
|
|
3183 | * |
|
|
3184 | * op - the lamp |
|
|
3185 | * switch_on - a flag which says whether the lamp should be switched on or off |
|
|
3186 | */ |
|
|
3187 | void apply_lamp (object *op, bool switch_on) |
|
|
3188 | { |
|
|
3189 | op->set_glow_radius (switch_on ? op->range : 0); |
|
|
3190 | op->set_speed (switch_on ? op->arch->speed : 0); |
|
|
3191 | |
|
|
3192 | // torches wear out if you put them out |
|
|
3193 | if (op->type == TORCH && !switch_on) |
|
|
3194 | { |
|
|
3195 | if (op->flag [FLAG_IS_LIGHTABLE]) |
|
|
3196 | { |
|
|
3197 | op->stats.food -= (double) op->arch->stats.food / 15; |
|
|
3198 | if (op->stats.food < 0) |
|
|
3199 | op->stats.food = 0; |
|
|
3200 | } |
|
|
3201 | else |
|
|
3202 | op->stats.food = 0; |
|
|
3203 | } |
|
|
3204 | |
|
|
3205 | // lamps and torched get worthless when used up |
|
|
3206 | if (op->stats.food <= 0) |
|
|
3207 | op->value = 0; |
|
|
3208 | |
|
|
3209 | // FIXME: This is a hack to make the more sane torches and lamps |
|
|
3210 | // still animated ;-/ |
|
|
3211 | if (op->other_arch) |
|
|
3212 | get_animation_from_arch (op, switch_on ? op->other_arch : op->arch); |
|
|
3213 | |
|
|
3214 | if (object *pl = op->visible_to ()) |
|
|
3215 | esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op); |
|
|
3216 | } |
|
|
3217 | |
|
|
3218 | /** |
|
|
3219 | * This handles items of type 'transformer'. |
|
|
3220 | * Basically those items, used with a marked item, transform both items into something |
|
|
3221 | * else. |
|
|
3222 | * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited).. |
|
|
3223 | * Change information is contained in the 'slaying' field of the marked item. |
|
|
3224 | * The format is as follow: transformer:[number ]yield[;transformer:...]. |
|
|
3225 | * This way an item can be transformed in many things, and/or many objects. |
|
|
3226 | * The 'slaying' field for transformer is used as verb for the action. |
|
|
3227 | */ |
|
|
3228 | static void |
|
|
3229 | apply_item_transformer (object *pl, object *transformer) |
|
|
3230 | { |
|
|
3231 | object *new_item; |
|
|
3232 | const char *find; |
|
|
3233 | char *separator; |
|
|
3234 | int yield; |
|
|
3235 | char got[MAX_BUF]; |
|
|
3236 | int len; |
|
|
3237 | |
|
|
3238 | if (!pl || !transformer) |
|
|
3239 | return; |
|
|
3240 | |
|
|
3241 | object *marked = pl->mark (); |
|
|
3242 | |
|
|
3243 | if (!marked) |
|
|
3244 | { |
|
|
3245 | pl->failmsgf ("Use the %s with what item?", query_name (transformer)); |
|
|
3246 | return; |
|
|
3247 | } |
|
|
3248 | |
|
|
3249 | if (!marked->slaying) |
|
|
3250 | { |
|
|
3251 | pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)); |
|
|
3252 | return; |
|
|
3253 | } |
|
|
3254 | |
|
|
3255 | /* check whether they are compatible or not */ |
|
|
3256 | find = strstr (&marked->slaying, transformer->arch->archname); |
|
|
3257 | if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) |
|
|
3258 | { |
|
|
3259 | pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)); |
|
|
3260 | return; |
|
|
3261 | } |
|
|
3262 | |
|
|
3263 | find += strlen (transformer->arch->archname) + 1; |
|
|
3264 | /* Item can be used, now find how many and what it yields */ |
|
|
3265 | if (isdigit (*(find))) |
|
|
3266 | { |
|
|
3267 | yield = atoi (find); |
|
|
3268 | if (yield < 1) |
|
|
3269 | { |
|
|
3270 | LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield); |
|
|
3271 | yield = 1; |
|
|
3272 | } |
|
|
3273 | } |
|
|
3274 | else |
|
|
3275 | yield = 1; |
|
|
3276 | |
|
|
3277 | while (isdigit (*find)) |
|
|
3278 | find++; |
|
|
3279 | |
|
|
3280 | while (*find == ' ') |
|
|
3281 | find++; |
|
|
3282 | |
|
|
3283 | memset (got, 0, MAX_BUF); |
|
|
3284 | |
|
|
3285 | if ((separator = (char *) strchr (find, ';'))) |
|
|
3286 | len = separator - find; |
|
|
3287 | else |
|
|
3288 | len = strlen (find); |
|
|
3289 | |
|
|
3290 | min_it (len, MAX_BUF - 1); |
|
|
3291 | |
|
|
3292 | strcpy (got, find); |
|
|
3293 | got[len] = '\0'; |
|
|
3294 | |
|
|
3295 | /* Now create new item, remove used ones when required. */ |
|
|
3296 | new_item = archetype::get (got); |
|
|
3297 | if (!new_item) |
|
|
3298 | { |
|
|
3299 | pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0)); |
|
|
3300 | return; |
|
|
3301 | } |
|
|
3302 | |
|
|
3303 | new_item->nrof = yield; |
|
|
3304 | |
|
|
3305 | pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0))); |
|
|
3306 | |
|
|
3307 | pl->insert (new_item); |
|
|
3308 | /* Eat up one item */ |
|
|
3309 | marked->decrease (); |
|
|
3310 | |
|
|
3311 | /* Eat one transformer if needed */ |
|
|
3312 | if (transformer->stats.food) |
|
|
3313 | if (--transformer->stats.food == 0) |
|
|
3314 | transformer->decrease (); |
|
|
3315 | } |
|
|
3316 | |
|
|
3317 | /** |
|
|
3318 | * Main apply handler. |
|
|
3319 | * |
|
|
3320 | * Checks for unpaid items before applying. |
|
|
3321 | * |
|
|
3322 | * Return value is currently not used |
|
|
3323 | * |
|
|
3324 | * who is the object that is causing object to be applied, op is the object |
|
|
3325 | * being applied. |
|
|
3326 | * |
|
|
3327 | * aflag is special (always apply/unapply) flags. Nothing is done with |
|
|
3328 | * them in this function - they are passed to apply_special |
|
|
3329 | */ |
|
|
3330 | static bool |
|
|
3331 | manual_apply (object *who, object *op, int aflag) |
|
|
3332 | { |
|
|
3333 | if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who))) |
|
|
3334 | return RESULT_INT (0); |
|
|
3335 | |
|
|
3336 | if (apply_types_inv_only [op->type]) |
|
|
3337 | { |
|
|
3338 | // special item, using slot system, needs to be in inv |
|
|
3339 | if (op->env == who) |
3671 | return apply_special (who, op, aflags); |
3340 | return apply_special (who, op, aflag); |
|
|
3341 | |
|
|
3342 | who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op)); |
|
|
3343 | |
|
|
3344 | return 0; |
|
|
3345 | } |
|
|
3346 | |
|
|
3347 | if (!who->contr && apply_types_player_only [op->type]) |
|
|
3348 | return 0; // monsters shouldn't try to apply player-only stuff |
|
|
3349 | |
|
|
3350 | if (!apply_types [op->type]) |
|
|
3351 | { |
|
|
3352 | who->statusmsg (format ("I don't know how to apply the %s. H<This object cannot be applied.>", query_name (op))); |
|
|
3353 | return 0; |
|
|
3354 | } |
|
|
3355 | |
|
|
3356 | // ordinary stuff, may be on the floor |
|
|
3357 | switch (op->type) |
|
|
3358 | { |
|
|
3359 | case T_HANDLE: |
|
|
3360 | who->play_sound (sound_find ("turn_handle")); |
|
|
3361 | who->statusmsg ("You turn the handle."); |
|
|
3362 | op->value = op->value ? 0 : 1; |
|
|
3363 | op->update_anim_frame (op->value); |
|
|
3364 | push_button (op, who); |
|
|
3365 | break; |
|
|
3366 | |
|
|
3367 | case TRIGGER: |
|
|
3368 | if (check_trigger (op, who, who)) |
|
|
3369 | { |
|
|
3370 | who->statusmsg ("You turn the handle."); |
|
|
3371 | who->play_sound (sound_find ("turn_handle")); |
|
|
3372 | } |
|
|
3373 | else |
|
|
3374 | who->failmsg ("The handle doesn't move."); |
|
|
3375 | |
|
|
3376 | break; |
|
|
3377 | |
|
|
3378 | case EXIT: |
|
|
3379 | if (!EXIT_PATH (op)) |
|
|
3380 | who->failmsgf ("The %s is closed. H<This exit doesn't lead anywhere at the moment, and this is unlikely to change.>", query_name (op)); |
|
|
3381 | else |
|
|
3382 | { |
|
|
3383 | /* Don't display messages for random maps. */ |
|
|
3384 | if (op->msg && EXIT_PATH (op) != shstr_random_map_exit) |
|
|
3385 | who->statusmsg (op->msg, NDI_NAVY); |
|
|
3386 | |
|
|
3387 | who->enter_exit (op); |
|
|
3388 | } |
|
|
3389 | |
|
|
3390 | break; |
|
|
3391 | |
|
|
3392 | case INSCRIBABLE: |
|
|
3393 | who->statusmsg (op->msg); |
|
|
3394 | // maybe show a spell menu to chose from or something like that |
|
|
3395 | break; |
|
|
3396 | |
|
|
3397 | case SIGN: |
|
|
3398 | apply_sign (who, op, 0); |
|
|
3399 | break; |
|
|
3400 | |
|
|
3401 | case BOOK: |
|
|
3402 | apply_book (who, op); |
|
|
3403 | break; |
|
|
3404 | |
|
|
3405 | case SKILLSCROLL: |
|
|
3406 | apply_skillscroll (who, op); |
|
|
3407 | break; |
|
|
3408 | |
|
|
3409 | case SPELLBOOK: |
|
|
3410 | apply_spellbook (who, op); |
|
|
3411 | break; |
|
|
3412 | |
|
|
3413 | case SCROLL: |
|
|
3414 | apply_scroll (who, op, 0); |
|
|
3415 | break; |
|
|
3416 | |
|
|
3417 | case POTION: |
|
|
3418 | apply_potion (who, op); |
|
|
3419 | break; |
|
|
3420 | |
|
|
3421 | /* Eneq(@csd.uu.se): Handle apply on containers. */ |
|
|
3422 | //TODO: remove, as it is unsed? |
|
|
3423 | case CLOSE_CON: |
|
|
3424 | apply_container (who, op->env); |
|
|
3425 | break; |
|
|
3426 | |
|
|
3427 | case CONTAINER: |
|
|
3428 | apply_container (who, op); |
|
|
3429 | break; |
|
|
3430 | |
|
|
3431 | case TREASURE: |
|
|
3432 | apply_treasure (who, op); |
|
|
3433 | break; |
|
|
3434 | |
|
|
3435 | case LAMP: |
|
|
3436 | case TORCH: |
|
|
3437 | player_apply_lamp (who, op); |
|
|
3438 | break; |
|
|
3439 | |
|
|
3440 | case DRINK: |
|
|
3441 | case FOOD: |
|
|
3442 | case FLESH: |
|
|
3443 | apply_food (who, op); |
|
|
3444 | break; |
|
|
3445 | |
|
|
3446 | case POISON: |
|
|
3447 | apply_poison (who, op); |
|
|
3448 | break; |
|
|
3449 | |
|
|
3450 | case SAVEBED: |
|
|
3451 | break; |
|
|
3452 | |
|
|
3453 | case ARMOUR_IMPROVER: |
|
|
3454 | apply_armour_improver (who, op); |
|
|
3455 | break; |
|
|
3456 | |
|
|
3457 | case WEAPON_IMPROVER: |
|
|
3458 | check_improve_weapon (who, op); |
|
|
3459 | break; |
|
|
3460 | |
|
|
3461 | case CLOCK: |
|
|
3462 | { |
|
|
3463 | timeofday_t tod; |
|
|
3464 | |
|
|
3465 | get_tod (&tod); |
|
|
3466 | who->play_sound (sound_find ("sound_clock")); |
|
|
3467 | who->statusmsg (format ( |
|
|
3468 | "It is %d minute%s past %d o'clock %s", |
|
|
3469 | tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), |
|
|
3470 | ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") |
|
|
3471 | )); |
|
|
3472 | } |
|
|
3473 | break; |
|
|
3474 | |
|
|
3475 | case MENU: |
|
|
3476 | shop_listing (op, who); |
|
|
3477 | break; |
|
|
3478 | |
|
|
3479 | case POWER_CRYSTAL: |
|
|
3480 | apply_power_crystal (who, op); /* see egoitem.c */ |
|
|
3481 | break; |
|
|
3482 | |
|
|
3483 | case LIGHTER: /* for lighting torches/lanterns/etc */ |
|
|
3484 | apply_lighter (who, op); |
|
|
3485 | break; |
|
|
3486 | |
|
|
3487 | case ITEM_TRANSFORMER: |
|
|
3488 | apply_item_transformer (who, op); |
|
|
3489 | break; |
|
|
3490 | } |
|
|
3491 | |
|
|
3492 | return 1; |
|
|
3493 | } |
|
|
3494 | |
|
|
3495 | /** |
|
|
3496 | * player_apply_below attempts to apply the object 'below' the player. |
|
|
3497 | * If the player has an open container, we use that for below, otherwise |
|
|
3498 | * we use the ground. |
|
|
3499 | */ |
|
|
3500 | void |
|
|
3501 | player_apply_below (object *pl) |
|
|
3502 | { |
|
|
3503 | object *top = pl->container_ () ? pl->container_ ()->inv : pl->below; |
|
|
3504 | |
|
|
3505 | /* If using a container, set the starting item to be the top |
|
|
3506 | * item in the container. Otherwise, use the map. |
|
|
3507 | */ |
|
|
3508 | |
|
|
3509 | // first try to apply "applyables" |
|
|
3510 | for (object *tmp = top; tmp; tmp = tmp->below) |
|
|
3511 | if (!tmp->invisible && apply_types [tmp->type]) |
|
|
3512 | { |
|
|
3513 | // If it is visible, player can apply it. |
|
|
3514 | pl->apply (tmp); |
|
|
3515 | return; |
|
|
3516 | } |
|
|
3517 | |
|
|
3518 | while (top && top->invisible) |
|
|
3519 | top = top->below; |
|
|
3520 | |
|
|
3521 | if (!top || top->flag [FLAG_IS_FLOOR]) |
|
|
3522 | pl->failmsg ("You inspect this space, but find no way to apply anything. " |
|
|
3523 | "H<There is nothing here that you can apply.>"); |
|
|
3524 | else |
|
|
3525 | // next, try to explain the topmost object |
|
|
3526 | switch (top->type) |
|
|
3527 | { |
|
|
3528 | // TODO: all this should move to examine |
|
|
3529 | case ALTAR: |
|
|
3530 | case IDENTIFY_ALTAR: |
|
|
3531 | case TRIGGER_ALTAR: |
|
|
3532 | case CONVERTER: |
|
|
3533 | //case TRIGGER_PEDESTAL: |
|
|
3534 | pl->failmsgf ( |
|
|
3535 | "You see no obvious mechanism on the %s." |
|
|
3536 | "H<You have to drop one or more specific items here.>", |
|
|
3537 | query_short_name (top) |
|
|
3538 | ); |
|
|
3539 | break; |
|
|
3540 | |
|
|
3541 | case BUTTON: |
|
|
3542 | case TRIGGER_BUTTON: |
|
|
3543 | pl->failmsgf ( |
|
|
3544 | "The %s looks as if you could activate it with somehting heavy. " |
|
|
3545 | "H<You must put enough items here to activate it.>", |
|
|
3546 | query_short_name (top) |
|
|
3547 | ); |
|
|
3548 | break; |
|
|
3549 | |
|
|
3550 | default: |
|
|
3551 | examine (pl, top); |
|
|
3552 | break; |
|
|
3553 | } |
|
|
3554 | } |
|
|
3555 | |
|
|
3556 | // saner interface, returns successful status |
|
|
3557 | bool |
|
|
3558 | object::apply (object *ob, int aflags) |
|
|
3559 | { |
|
|
3560 | if (!ob) // simplifies a lot of callers |
|
|
3561 | return true; |
|
|
3562 | |
|
|
3563 | ob = ob->head_ (); |
|
|
3564 | |
|
|
3565 | if (ob->flag [FLAG_UNPAID] && !ob->flag [FLAG_APPLIED]) |
|
|
3566 | { |
|
|
3567 | if (contr) |
|
|
3568 | { |
|
|
3569 | examine (this, ob); |
|
|
3570 | //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove |
|
|
3571 | return 1; |
|
|
3572 | } |
|
|
3573 | else |
|
|
3574 | return 0; /* monsters just skip unpaid items */ |
|
|
3575 | } |
|
|
3576 | |
|
|
3577 | if (contr) |
|
|
3578 | { |
|
|
3579 | if (!ob->env && (move_type & MOVE_FLYING)) |
|
|
3580 | { |
|
|
3581 | /* player is flying and applying object not in inventory */ |
|
|
3582 | if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING)) |
|
|
3583 | { |
|
|
3584 | failmsg ("But you are floating high above the ground! " |
|
|
3585 | "H<You have to stop levitating first, if you can, either by using your levitation skill, " |
|
|
3586 | "or waiting till the levitation effect wears off.>"); |
|
|
3587 | return 0; |
|
|
3588 | } |
|
|
3589 | } |
|
|
3590 | |
|
|
3591 | contr->last_used = ob; |
|
|
3592 | } |
|
|
3593 | |
|
|
3594 | bool want_apply = |
|
|
3595 | aflags & AP_APPLY ? true |
|
|
3596 | : aflags & AP_UNAPPLY ? false |
|
|
3597 | : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE |
|
|
3598 | |
|
|
3599 | // cannot unapply cursed items |
|
|
3600 | if (!want_apply |
|
|
3601 | && (ob->flag [FLAG_CURSED] || ob->flag [FLAG_DAMNED]) |
|
|
3602 | && ob->flag [FLAG_APPLIED] |
|
|
3603 | && !(aflags & AP_IGNORE_CURSE)) |
|
|
3604 | { |
|
|
3605 | failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, ob->query_name ()); |
|
|
3606 | return 0; |
|
|
3607 | } |
|
|
3608 | |
|
|
3609 | object_ptr *slot = 0; |
|
|
3610 | |
|
|
3611 | // detect the slot, if this is a player |
|
|
3612 | if (contr && !(aflags & AP_NO_SLOT)) |
|
|
3613 | { |
|
|
3614 | object *oslot; |
|
|
3615 | |
|
|
3616 | switch (ob->type) |
|
|
3617 | { |
|
|
3618 | case WEAPON: |
|
|
3619 | slot = &contr->combat_ob; |
|
|
3620 | oslot = contr->ranged_ob; |
|
|
3621 | break; |
|
|
3622 | |
|
|
3623 | case RANGED: |
|
|
3624 | case BOW: |
|
|
3625 | case SPELL: |
|
|
3626 | case WAND: |
|
|
3627 | case ROD: |
|
|
3628 | case HORN: |
|
|
3629 | case BUILDER: |
|
|
3630 | slot = &contr->ranged_ob; |
|
|
3631 | oslot = contr->combat_ob; |
|
|
3632 | break; |
|
|
3633 | |
|
|
3634 | // oh, the humanity |
|
|
3635 | case SKILL: |
|
|
3636 | // skill is used on it's own, as opposed to being a chosen_skill |
|
|
3637 | |
|
|
3638 | if (skill_flags [ob->subtype] & (SF_NEED_ITEM | SF_MANA)) |
|
|
3639 | { |
|
|
3640 | failmsgf ( |
|
|
3641 | "You feel as if you wanted to do something funny, but you can't remember what. " |
|
|
3642 | "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. " |
|
|
3643 | "It cannot be used on its own.>", |
|
|
3644 | &ob->skill |
|
|
3645 | ); |
|
|
3646 | return 1; |
|
|
3647 | } |
|
|
3648 | |
|
|
3649 | if (skill_flags [ob->subtype] & SF_AUTARK |
|
|
3650 | || !(skill_flags [ob->subtype] & (SF_COMBAT | SF_RANGED))) |
|
|
3651 | { |
|
|
3652 | if (skill_flags [ob->subtype] & SF_USE) |
|
|
3653 | failmsgf ( |
|
|
3654 | "You feel as if you wanted to do something funny, but you can't remember what. " |
|
|
3655 | "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>", |
|
|
3656 | &ob->skill, &ob->skill |
|
|
3657 | ); |
|
|
3658 | else |
|
|
3659 | failmsgf ( |
|
|
3660 | "You feel as if you wanted to do something funny, but you can't remember what. " |
|
|
3661 | "H<The %s skill cannot be readied or used, it is always active.>", |
|
|
3662 | &ob->skill |
|
|
3663 | ); |
|
|
3664 | |
|
|
3665 | return 1; |
|
|
3666 | } |
|
|
3667 | |
|
|
3668 | if (skill_flags [ob->subtype] & SF_NEED_ITEM) |
|
|
3669 | break; |
|
|
3670 | |
|
|
3671 | if (skill_flags [ob->subtype] & SF_COMBAT) |
|
|
3672 | { |
|
|
3673 | slot = &contr->combat_ob; |
|
|
3674 | oslot = contr->ranged_ob; |
|
|
3675 | } |
|
|
3676 | else if (skill_flags [ob->subtype] & SF_RANGED) |
|
|
3677 | { |
|
|
3678 | slot = &contr->ranged_ob; |
|
|
3679 | oslot = contr->combat_ob; |
|
|
3680 | } |
|
|
3681 | |
|
|
3682 | break; |
|
|
3683 | } |
|
|
3684 | |
|
|
3685 | // now handle slot exclusions |
|
|
3686 | if (slot) |
|
|
3687 | { |
|
|
3688 | // only one slot can be active |
|
|
3689 | if (want_apply) |
|
|
3690 | { |
|
|
3691 | // clear slot unless we are in it already |
|
|
3692 | if (*slot != ob) |
|
|
3693 | if (!apply (*slot, AP_UNAPPLY)) |
|
|
3694 | return false; |
|
|
3695 | |
|
|
3696 | // unapply other slot, because we want to become active |
|
|
3697 | if (!apply (oslot, AP_UNAPPLY)) |
|
|
3698 | return false; |
|
|
3699 | } |
|
|
3700 | |
|
|
3701 | // clear item from slot if applied |
|
|
3702 | if (!want_apply && current_weapon == ob) |
|
|
3703 | current_weapon = 0; |
|
|
3704 | } |
|
|
3705 | } |
|
|
3706 | |
|
|
3707 | if (ob->flag [FLAG_APPLIED] != want_apply) |
|
|
3708 | manual_apply (this, ob, aflags); |
|
|
3709 | |
|
|
3710 | if (ob->flag [FLAG_APPLIED] != want_apply) |
|
|
3711 | return false; |
|
|
3712 | |
|
|
3713 | if (slot && want_apply) |
|
|
3714 | current_weapon = *slot = ob; |
|
|
3715 | |
|
|
3716 | return true; |
3672 | } |
3717 | } |
3673 | |
3718 | |
3674 | /** |
3719 | /** |
3675 | * Map was just loaded, handle op's initialisation. |
3720 | * Map was just loaded, handle op's initialisation. |
3676 | * |
3721 | * |
3677 | * Generates shop floor's item, and treasures. |
3722 | * Generates shop floor's item, and treasures. |
3678 | */ |
3723 | */ |
3679 | int |
3724 | int |
3680 | auto_apply (object *op) |
3725 | auto_apply (object *op) |
3681 | { |
3726 | { |
3682 | object *tmp = NULL, *tmp2; |
3727 | object *tmp = NULL; |
3683 | int i; |
3728 | int i; |
3684 | |
3729 | |
3685 | CLEAR_FLAG (op, FLAG_AUTO_APPLY); |
3730 | op->clr_flag (FLAG_AUTO_APPLY); |
3686 | |
3731 | |
3687 | switch (op->type) |
3732 | switch (op->type) |
3688 | { |
3733 | { |
3689 | case SHOP_FLOOR: |
3734 | case SHOP_FLOOR: |
3690 | if (!op->has_random_items ()) |
3735 | if (!op->has_random_items ()) |
… | |
… | |
3700 | == NULL && --i); |
3745 | == NULL && --i); |
3701 | |
3746 | |
3702 | if (tmp == NULL) |
3747 | if (tmp == NULL) |
3703 | return 0; |
3748 | return 0; |
3704 | |
3749 | |
3705 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
3750 | if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
3706 | { |
3751 | { |
3707 | tmp->destroy (); |
3752 | tmp->destroy (); |
3708 | tmp = NULL; |
3753 | tmp = NULL; |
3709 | } |
3754 | } |
3710 | } |
3755 | } |
3711 | while (!tmp); |
3756 | while (!tmp); |
3712 | |
3757 | |
3713 | tmp->x = op->x; |
3758 | tmp->x = op->x; |
3714 | tmp->y = op->y; |
3759 | tmp->y = op->y; |
3715 | SET_FLAG (tmp, FLAG_UNPAID); |
3760 | tmp->set_flag (FLAG_UNPAID); |
3716 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3761 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3717 | identify (tmp); |
3762 | identify (tmp); |
3718 | break; |
3763 | break; |
3719 | |
3764 | |
3720 | case TREASURE: |
3765 | case TREASURE: |
3721 | if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) |
3766 | if (op->flag [FLAG_IS_A_TEMPLATE]) |
3722 | return 0; |
3767 | return 0; |
3723 | |
3768 | |
3724 | while (op->stats.hp-- > 0) |
3769 | while (op->stats.hp-- > 0) |
3725 | create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, |
3770 | create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, |
3726 | op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); |
3771 | op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); |
… | |
… | |
3764 | |
3809 | |
3765 | for (invtmp = tmp->inv; invtmp; invtmp = invnext) |
3810 | for (invtmp = tmp->inv; invtmp; invtmp = invnext) |
3766 | { |
3811 | { |
3767 | invnext = invtmp->below; |
3812 | invnext = invtmp->below; |
3768 | |
3813 | |
3769 | if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) |
3814 | if (invtmp->flag [FLAG_AUTO_APPLY]) |
3770 | auto_apply (invtmp); |
3815 | auto_apply (invtmp); |
3771 | else if (invtmp->type == TREASURE && invtmp->has_random_items ()) |
3816 | else if (invtmp->type == TREASURE && invtmp->has_random_items ()) |
3772 | { |
3817 | { |
3773 | while (invtmp->stats.hp-- > 0) |
3818 | while (invtmp->stats.hp-- > 0) |
3774 | create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
3819 | create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
3775 | |
3820 | |
3776 | invtmp->randomitems = NULL; |
3821 | invtmp->randomitems = NULL; |
3777 | } |
3822 | } |
3778 | else if (invtmp && invtmp->arch |
3823 | else if (invtmp->arch |
3779 | && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) |
3824 | && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS |
|
|
3825 | && invtmp->has_random_items ()) |
3780 | { |
3826 | { |
3781 | create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
3827 | create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
3782 | /* Need to clear this so that we never try to create |
3828 | /* Need to clear this so that we never try to create |
3783 | * treasure again for this object |
3829 | * treasure again for this object |
3784 | */ |
3830 | */ |
3785 | invtmp->randomitems = NULL; |
3831 | invtmp->randomitems = NULL; |
3786 | } |
3832 | } |
3787 | } |
3833 | } |
|
|
3834 | |
3788 | /* This is really temporary - the code at the bottom will |
3835 | /* This is really temporary - the code at the bottom will |
3789 | * also set randomitems to null. The problem is there are bunches |
3836 | * also set randomitems to null. The problem is there are bunches |
3790 | * of maps/players already out there with items that have spells |
3837 | * of maps/players already out there with items that have spells |
3791 | * which haven't had the randomitems set to null yet. |
3838 | * which haven't had the randomitems set to null yet. |
3792 | * MSW 2004-05-13 |
3839 | * MSW 2004-05-13 |
… | |
… | |
3796 | * Ryo 2004-08-16 |
3843 | * Ryo 2004-08-16 |
3797 | */ |
3844 | */ |
3798 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL |
3845 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL |
3799 | || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) |
3846 | || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) |
3800 | tmp->randomitems = NULL; |
3847 | tmp->randomitems = NULL; |
3801 | |
|
|
3802 | } |
3848 | } |
3803 | |
3849 | |
3804 | if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) |
3850 | if (tmp->flag [FLAG_AUTO_APPLY]) |
3805 | auto_apply (tmp); |
3851 | auto_apply (tmp); |
3806 | else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) |
3852 | else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) |
3807 | { |
3853 | { |
3808 | while ((tmp->stats.hp--) > 0) |
3854 | while ((tmp->stats.hp--) > 0) |
3809 | create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); |
3855 | create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); |
… | |
… | |
3811 | } |
3857 | } |
3812 | else if (tmp->type == TIMED_GATE) |
3858 | else if (tmp->type == TIMED_GATE) |
3813 | { |
3859 | { |
3814 | object *head = tmp->head != NULL ? tmp->head : tmp; |
3860 | object *head = tmp->head != NULL ? tmp->head : tmp; |
3815 | |
3861 | |
3816 | if (QUERY_FLAG (head, FLAG_IS_LINKED)) |
3862 | if (head->flag [FLAG_IS_LINKED]) |
3817 | tmp->set_speed (0); |
3863 | tmp->set_speed (0); |
3818 | } |
3864 | } |
3819 | /* This function can be called everytime a map is loaded, even when |
3865 | /* This function can be called everytime a map is loaded, even when |
3820 | * swapping back in. As such, we don't want to create the treasure |
3866 | * swapping back in. As such, we don't want to create the treasure |
3821 | * over and ove again, so after we generate the treasure, blank out |
3867 | * over and ove again, so after we generate the treasure, blank out |
… | |
… | |
3839 | } |
3885 | } |
3840 | |
3886 | |
3841 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
3887 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
3842 | for (object *tmp = ms->bot; tmp; tmp = tmp->above) |
3888 | for (object *tmp = ms->bot; tmp; tmp = tmp->above) |
3843 | if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
3889 | if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
3844 | check_trigger (tmp, tmp->above); |
3890 | check_trigger (tmp, tmp->above, tmp->above); |
3845 | } |
3891 | } |
3846 | |
3892 | |
3847 | /** |
3893 | /** |
3848 | * Handles player eating food that temporarily changes status (resistances, stats). |
3894 | * Handles player eating food that temporarily changes status (resistances, stats). |
3849 | * This used to call cast_change_attr(), but |
3895 | * This used to call cast_change_attr(), but |
… | |
… | |
3854 | eat_special_food (object *who, object *food) |
3900 | eat_special_food (object *who, object *food) |
3855 | { |
3901 | { |
3856 | object *force; |
3902 | object *force; |
3857 | int i, did_one = 0; |
3903 | int i, did_one = 0; |
3858 | |
3904 | |
3859 | force = get_archetype (FORCE_NAME); |
3905 | char buf[64]; |
|
|
3906 | snprintf (buf, sizeof(buf), "sp_food_%s", &food->title); |
|
|
3907 | shstr key (buf); |
3860 | |
3908 | |
3861 | for (i = 0; i < NUM_STATS; i++) |
|
|
3862 | if (sint8 k = food->stats.stat (i)) |
|
|
3863 | { |
|
|
3864 | force->stats.stat (i) = k; |
|
|
3865 | did_one = 1; |
|
|
3866 | } |
|
|
3867 | |
|
|
3868 | /* check if we can protect the eater */ |
|
|
3869 | for (i = 0; i < NROFATTACKS; i++) |
|
|
3870 | { |
|
|
3871 | if (food->resist[i] > 0) |
|
|
3872 | { |
|
|
3873 | force->resist[i] = food->resist[i] / 2; |
|
|
3874 | did_one = 1; |
|
|
3875 | } |
|
|
3876 | } |
|
|
3877 | |
|
|
3878 | if (did_one) |
|
|
3879 | { |
|
|
3880 | force->set_speed (0.1); |
|
|
3881 | /* bigger morsel of food = longer effect time */ |
3909 | /* bigger morsel of food = longer effect time */ |
3882 | force->duration = food->stats.food / 5; |
3910 | int duration = TIME2TICK (food->stats.food); |
3883 | SET_FLAG (force, FLAG_APPLIED); |
3911 | |
3884 | change_abil (who, force); |
3912 | if (force = who->force_find (key)) |
3885 | insert_ob_in_ob (force, who); |
3913 | { |
|
|
3914 | if (duration > fabs (force->speed_left / force->speed)) |
|
|
3915 | { |
|
|
3916 | 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)); |
|
|
3917 | force->force_set_timer (duration); |
|
|
3918 | } |
|
|
3919 | else |
|
|
3920 | new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect."); |
|
|
3921 | |
|
|
3922 | return; |
3886 | } |
3923 | } |
3887 | else |
3924 | else |
|
|
3925 | { |
|
|
3926 | force = who->force_add (key, duration); |
|
|
3927 | force->name = key; |
|
|
3928 | |
|
|
3929 | /* check if the food affects a stat */ |
|
|
3930 | for (i = 0; i < NUM_STATS; i++) |
|
|
3931 | if (sint8 k = food->stats.stat (i)) |
|
|
3932 | { |
|
|
3933 | force->stats.stat (i) = k; |
|
|
3934 | did_one = 1; |
|
|
3935 | } |
|
|
3936 | |
|
|
3937 | /* check if we can protect the eater */ |
|
|
3938 | for (i = 0; i < NROFATTACKS; i++) |
|
|
3939 | { |
|
|
3940 | if (food->resist[i] > 0) |
|
|
3941 | { |
|
|
3942 | force->resist[i] = food->resist[i]; |
|
|
3943 | did_one = 1; |
|
|
3944 | } |
|
|
3945 | } |
|
|
3946 | |
|
|
3947 | if (did_one) |
|
|
3948 | { |
|
|
3949 | 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)); |
|
|
3950 | |
|
|
3951 | /* make the force take effect and report effects to user */ |
|
|
3952 | change_abil (who, force); |
|
|
3953 | } |
|
|
3954 | else |
3888 | force->destroy (); |
3955 | force->destroy (); |
|
|
3956 | } |
3889 | |
3957 | |
3890 | /* check for hp, sp change */ |
3958 | /* check for hp, sp change */ |
3891 | if (food->stats.hp != 0) |
3959 | if (food->stats.hp != 0) |
3892 | { |
3960 | { |
3893 | if (QUERY_FLAG (food, FLAG_CURSED)) |
3961 | if (food->flag [FLAG_CURSED]) |
3894 | { |
3962 | { |
3895 | who->contr->killer = food; |
3963 | who->contr->killer = food; |
3896 | hit_player (who, food->stats.hp, food, AT_POISON, 1); |
3964 | hit_player (who, food->stats.hp, food, AT_POISON, 1); |
3897 | who->failmsg ("Eck!...that was poisonous!"); |
3965 | who->failmsg ("Eck!...that was poisonous!"); |
3898 | } |
3966 | } |
… | |
… | |
3907 | } |
3975 | } |
3908 | } |
3976 | } |
3909 | |
3977 | |
3910 | if (food->stats.sp != 0) |
3978 | if (food->stats.sp != 0) |
3911 | { |
3979 | { |
3912 | if (QUERY_FLAG (food, FLAG_CURSED)) |
3980 | if (food->flag [FLAG_CURSED]) |
3913 | { |
3981 | { |
3914 | who->failmsg ("You are drained of mana!"); |
3982 | who->failmsg ("You are drained of mana!"); |
3915 | who->stats.sp -= food->stats.sp; |
3983 | who->stats.sp -= food->stats.sp; |
3916 | if (who->stats.sp < 0) |
3984 | if (who->stats.sp < 0) |
3917 | who->stats.sp = 0; |
3985 | who->stats.sp = 0; |
… | |
… | |
3923 | /* place limit on max sp from food? */ |
3991 | /* place limit on max sp from food? */ |
3924 | } |
3992 | } |
3925 | } |
3993 | } |
3926 | |
3994 | |
3927 | who->update_stats (); |
3995 | who->update_stats (); |
3928 | } |
|
|
3929 | |
|
|
3930 | |
|
|
3931 | /** |
|
|
3932 | * op made some mistake with a scroll, this takes care of punishment. |
|
|
3933 | * scroll_failure()- hacked directly from spell_failure |
|
|
3934 | */ |
|
|
3935 | void |
|
|
3936 | scroll_failure (object *op, int failure, int power) |
|
|
3937 | { |
|
|
3938 | if (abs (failure / 4) > power) |
|
|
3939 | power = abs (failure / 4); /* set minimum effect */ |
|
|
3940 | |
|
|
3941 | if (failure <= -1 && failure > -15) |
|
|
3942 | { /* wonder */ |
|
|
3943 | object *tmp; |
|
|
3944 | |
|
|
3945 | op->failmsg ("Your spell warps!"); |
|
|
3946 | tmp = get_archetype (SPELL_WONDER); |
|
|
3947 | cast_wonder (op, op, 0, tmp); |
|
|
3948 | tmp->destroy (); |
|
|
3949 | } |
|
|
3950 | else if (failure <= -15 && failure > -35) |
|
|
3951 | { /* drain mana */ |
|
|
3952 | op->failmsg ("Your mana is drained!"); |
|
|
3953 | op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); |
|
|
3954 | if (op->stats.sp < 0) |
|
|
3955 | op->stats.sp = 0; |
|
|
3956 | } |
|
|
3957 | else if (settings.spell_failure_effects == TRUE) |
|
|
3958 | { |
|
|
3959 | if (failure <= -35 && failure > -60) |
|
|
3960 | { /* confusion */ |
|
|
3961 | op->failmsg ("The magic recoils on you!"); |
|
|
3962 | confuse_player (op, op, power); |
|
|
3963 | } |
|
|
3964 | else if (failure <= -60 && failure > -70) |
|
|
3965 | { /* paralysis */ |
|
|
3966 | op->failmsg ("The magic recoils and paralyzes you!"); |
|
|
3967 | paralyze_player (op, op, power); |
|
|
3968 | } |
|
|
3969 | else if (failure <= -70 && failure > -80) |
|
|
3970 | { /* blind */ |
|
|
3971 | op->failmsg ("The magic recoils on you!"); |
|
|
3972 | blind_player (op, op, power); |
|
|
3973 | } |
|
|
3974 | else if (failure <= -80) |
|
|
3975 | { /* blast the immediate area */ |
|
|
3976 | object *tmp = get_archetype (LOOSE_MANA); |
|
|
3977 | cast_magic_storm (op, tmp, power); |
|
|
3978 | op->failmsg ("You unleash uncontrolled mana!"); |
|
|
3979 | tmp->destroy (); |
|
|
3980 | } |
|
|
3981 | } |
|
|
3982 | } |
3996 | } |
3983 | |
3997 | |
3984 | void |
3998 | void |
3985 | apply_changes_to_player (object *pl, object *change) |
3999 | apply_changes_to_player (object *pl, object *change) |
3986 | { |
4000 | { |
… | |
… | |
4054 | pl->animation_id = change->animation_id; |
4068 | pl->animation_id = change->animation_id; |
4055 | pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; |
4069 | pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; |
4056 | } |
4070 | } |
4057 | |
4071 | |
4058 | /* check the special case of can't use weapons */ |
4072 | /* check the special case of can't use weapons */ |
4059 | /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ |
4073 | /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */ |
4060 | if (change->name == shstr_monk) |
4074 | if (change->name == shstr_monk) |
4061 | CLEAR_FLAG (pl, FLAG_USE_WEAPON); |
4075 | pl->clr_flag (FLAG_USE_WEAPON); |
4062 | |
4076 | |
4063 | break; |
4077 | break; |
4064 | } |
4078 | } |
4065 | } |
4079 | } |
4066 | } |
4080 | } |
4067 | |
4081 | |
4068 | /** |
|
|
4069 | * This handles items of type 'transformer'. |
|
|
4070 | * Basically those items, used with a marked item, transform both items into something |
|
|
4071 | * else. |
|
|
4072 | * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited).. |
|
|
4073 | * Change information is contained in the 'slaying' field of the marked item. |
|
|
4074 | * The format is as follow: transformer:[number ]yield[;transformer:...]. |
|
|
4075 | * This way an item can be transformed in many things, and/or many objects. |
|
|
4076 | * The 'slaying' field for transformer is used as verb for the action. |
|
|
4077 | */ |
|
|
4078 | void |
|
|
4079 | apply_item_transformer (object *pl, object *transformer) |
|
|
4080 | { |
|
|
4081 | object *marked; |
|
|
4082 | object *new_item; |
|
|
4083 | char *find; |
|
|
4084 | char *separator; |
|
|
4085 | int yield; |
|
|
4086 | char got[MAX_BUF]; |
|
|
4087 | int len; |
|
|
4088 | |
|
|
4089 | if (!pl || !transformer) |
|
|
4090 | return; |
|
|
4091 | |
|
|
4092 | marked = find_marked_object (pl); |
|
|
4093 | |
|
|
4094 | if (!marked) |
|
|
4095 | { |
|
|
4096 | pl->failmsg (format ("Use the %s with what item?", query_name (transformer))); |
|
|
4097 | return; |
|
|
4098 | } |
|
|
4099 | |
|
|
4100 | if (!marked->slaying) |
|
|
4101 | { |
|
|
4102 | pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
|
|
4103 | return; |
|
|
4104 | } |
|
|
4105 | |
|
|
4106 | /* check whether they are compatible or not */ |
|
|
4107 | find = strstr (&marked->slaying, transformer->arch->archname); |
|
|
4108 | if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) |
|
|
4109 | { |
|
|
4110 | pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
|
|
4111 | return; |
|
|
4112 | } |
|
|
4113 | |
|
|
4114 | find += strlen (transformer->arch->archname) + 1; |
|
|
4115 | /* Item can be used, now find how many and what it yields */ |
|
|
4116 | if (isdigit (*(find))) |
|
|
4117 | { |
|
|
4118 | yield = atoi (find); |
|
|
4119 | if (yield < 1) |
|
|
4120 | { |
|
|
4121 | LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield); |
|
|
4122 | yield = 1; |
|
|
4123 | } |
|
|
4124 | } |
|
|
4125 | else |
|
|
4126 | yield = 1; |
|
|
4127 | |
|
|
4128 | while (isdigit (*find)) |
|
|
4129 | find++; |
|
|
4130 | |
|
|
4131 | while (*find == ' ') |
|
|
4132 | find++; |
|
|
4133 | |
|
|
4134 | memset (got, 0, MAX_BUF); |
|
|
4135 | |
|
|
4136 | if ((separator = strchr (find, ';')) != NULL) |
|
|
4137 | len = separator - find; |
|
|
4138 | else |
|
|
4139 | len = strlen (find); |
|
|
4140 | |
|
|
4141 | if (len > MAX_BUF - 1) |
|
|
4142 | len = MAX_BUF - 1; |
|
|
4143 | |
|
|
4144 | strcpy (got, find); |
|
|
4145 | got[len] = '\0'; |
|
|
4146 | |
|
|
4147 | /* Now create new item, remove used ones when required. */ |
|
|
4148 | new_item = get_archetype (got); |
|
|
4149 | if (!new_item) |
|
|
4150 | { |
|
|
4151 | pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0))); |
|
|
4152 | return; |
|
|
4153 | } |
|
|
4154 | |
|
|
4155 | new_item->nrof = yield; |
|
|
4156 | |
|
|
4157 | pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0))); |
|
|
4158 | |
|
|
4159 | pl->insert (new_item); |
|
|
4160 | /* Eat up one item */ |
|
|
4161 | marked->decrease (); |
|
|
4162 | |
|
|
4163 | /* Eat one transformer if needed */ |
|
|
4164 | if (transformer->stats.food) |
|
|
4165 | if (--transformer->stats.food == 0) |
|
|
4166 | transformer->decrease (); |
|
|
4167 | } |
|
|
4168 | |
|
|