… | |
… | |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <cmath> |
25 | #include <cmath> |
… | |
… | |
53 | * subtype 5: arch or race |
54 | * subtype 5: arch or race |
54 | * subtype 7: all three |
55 | * subtype 7: all three |
55 | */ |
56 | */ |
56 | if (op->subtype) |
57 | if (op->subtype) |
57 | { |
58 | { |
58 | arch_flag = (op->subtype & 1); |
59 | arch_flag = op->subtype & 1; |
59 | name_flag = (op->subtype & 2); |
60 | name_flag = op->subtype & 2; |
60 | race_flag = (op->subtype & 4); |
61 | race_flag = op->subtype & 4; |
61 | } |
62 | } |
62 | else |
63 | else |
63 | { |
64 | { |
64 | arch_flag = 1; |
65 | arch_flag = 1; |
65 | name_flag = 1; |
66 | name_flag = 1; |
… | |
… | |
92 | * Return value: 1 if money was destroyed, 0 if not. |
93 | * Return value: 1 if money was destroyed, 0 if not. |
93 | */ |
94 | */ |
94 | static int |
95 | static int |
95 | apply_id_altar (object *money, object *altar, object *pl) |
96 | apply_id_altar (object *money, object *altar, object *pl) |
96 | { |
97 | { |
97 | dynbuf_text buf; |
98 | dynbuf_text &buf = msg_dynbuf; buf.clear (); |
98 | |
99 | |
99 | if (!pl || pl->type != PLAYER) |
100 | if (!pl || pl->type != PLAYER) |
100 | return 0; |
101 | return 0; |
101 | |
102 | |
102 | /* Check for MONEY type is a special hack - it prevents 'nothing needs |
103 | /* 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 | * identifying' from being printed out more than it needs to be. |
104 | */ |
105 | */ |
105 | if (!check_altar_sacrifice (altar, money) || money->type != MONEY) |
106 | if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY) |
106 | return 0; |
107 | return 0; |
107 | |
108 | |
108 | /* if the player has a marked item, identify that if it needs to be |
109 | /* 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 | * identified. If it doesn't, then go through the player inventory. |
110 | */ |
111 | */ |
111 | if (object *marked = find_marked_object (pl)) |
112 | if (object *marked = find_marked_object (pl)) |
112 | if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) |
113 | if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) |
113 | { |
114 | { |
114 | if (operate_altar (altar, &money)) |
115 | if (operate_altar (altar, &money, pl)) |
115 | { |
116 | { |
116 | identify (marked); |
117 | identify (marked); |
117 | |
118 | |
118 | buf.printf ("You have %s.\n\n", long_desc (marked, pl)); |
119 | buf.printf ("You have %s.\r", long_desc (marked, pl)); |
119 | if (marked->msg) |
120 | if (marked->msg) |
120 | buf << "The item has a story:\n\n" << marked->msg << "\n\n"; |
121 | buf << "The item has a story:\r" << marked->msg << "\n\n"; |
121 | |
122 | |
122 | return !money; |
123 | return !money; |
123 | } |
124 | } |
124 | } |
125 | } |
125 | |
126 | |
126 | for (object *id = pl->inv; id; id = id->below) |
127 | for (object *id = pl->inv; id; id = id->below) |
127 | { |
128 | { |
128 | if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) |
129 | if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) |
129 | { |
130 | { |
130 | if (operate_altar (altar, &money)) |
131 | if (operate_altar (altar, &money, pl)) |
131 | { |
132 | { |
132 | identify (id); |
133 | identify (id); |
133 | |
134 | |
134 | buf.printf ("You have %s.\n\n", long_desc (id, pl)); |
135 | buf.printf ("You have %s.\r", long_desc (id, pl)); |
135 | if (id->msg) |
136 | if (id->msg) |
136 | buf << "The item has a story:\n\n" << id->msg << "\n\n"; |
137 | buf << "The item has a story:\r" << id->msg << "\n\n"; |
137 | |
138 | |
138 | /* If no more money, might as well quit now */ |
139 | /* If no more money, might as well quit now */ |
139 | if (!money || !check_altar_sacrifice (altar, money)) |
140 | if (!money || !check_altar_sacrifice (altar, money)) |
140 | break; |
141 | break; |
141 | } |
142 | } |
… | |
… | |
160 | * matching item. |
161 | * matching item. |
161 | **/ |
162 | **/ |
162 | void |
163 | void |
163 | handle_apply_yield (object *tmp) |
164 | handle_apply_yield (object *tmp) |
164 | { |
165 | { |
165 | if (shstr yield = tmp->kv (shstr_on_use_yield)) |
166 | if (shstr_tmp yield = tmp->kv (shstr_on_use_yield)) |
166 | archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); |
167 | archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); |
167 | } |
168 | } |
168 | |
169 | |
169 | /** |
170 | /** |
170 | * Handles applying a potion. |
171 | * Handles applying a potion. |
… | |
… | |
315 | */ |
316 | */ |
316 | if (tmp->inv) |
317 | if (tmp->inv) |
317 | { |
318 | { |
318 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
319 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
319 | { |
320 | { |
320 | object *fball; |
|
|
321 | |
|
|
322 | op->failmsg ("Yech! Your lungs are on fire!"); |
321 | op->failmsg ("Yech! Your lungs are on fire!"); |
323 | |
322 | create_exploding_ball_at (op, op->level); |
324 | /* Explodes a fireball centered at player */ |
|
|
325 | fball = get_archetype (EXPLODING_FIREBALL); |
|
|
326 | fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; |
|
|
327 | fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; |
|
|
328 | fball->x = op->x; |
|
|
329 | fball->y = op->y; |
|
|
330 | insert_ob_in_map (fball, op->map, NULL, 0); |
|
|
331 | } |
323 | } |
332 | else |
324 | else |
333 | cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
325 | cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
334 | |
326 | |
335 | tmp->decrease (); |
327 | tmp->decrease (); |
… | |
… | |
378 | } |
370 | } |
379 | |
371 | |
380 | /* Only thing left are the stat potions */ |
372 | /* Only thing left are the stat potions */ |
381 | if (op->type == PLAYER) |
373 | if (op->type == PLAYER) |
382 | { /* only for players */ |
374 | { /* only for players */ |
383 | if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) |
375 | if ((QUERY_FLAG (tmp, FLAG_CURSED) |
|
|
376 | || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
377 | && tmp->value != 0) |
384 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
378 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
385 | else |
379 | else |
386 | SET_FLAG (tmp, FLAG_APPLIED); |
380 | SET_FLAG (tmp, FLAG_APPLIED); |
387 | |
381 | |
388 | if (!change_abil (op, tmp)) |
382 | if (!change_abil (op, tmp)) |
… | |
… | |
403 | /**************************************************************************** |
397 | /**************************************************************************** |
404 | * Weapon improvement code follows |
398 | * Weapon improvement code follows |
405 | ****************************************************************************/ |
399 | ****************************************************************************/ |
406 | |
400 | |
407 | /** |
401 | /** |
|
|
402 | * This function just checks whether who can handle equipping an item |
|
|
403 | * with item_power. |
|
|
404 | */ |
|
|
405 | |
|
|
406 | bool |
|
|
407 | check_item_power (object *who, int item_power) |
|
|
408 | { |
|
|
409 | if (who->type == PLAYER |
|
|
410 | && item_power |
|
|
411 | && item_power + who->contr->item_power > settings.item_power_factor * who->level) |
|
|
412 | return false; |
|
|
413 | else |
|
|
414 | return true; |
|
|
415 | } |
|
|
416 | |
|
|
417 | /** |
408 | * This returns the sum of nrof of item (arch name). |
418 | * This returns the sum of nrof of item (arch name). |
409 | */ |
419 | */ |
410 | static int |
420 | static int |
411 | check_item (object *op, const char *item) |
421 | check_item (object *op, shstr_cmp item) |
412 | { |
422 | { |
413 | int count = 0; |
423 | int count = 0; |
414 | |
424 | |
415 | if (!item) |
425 | if (!item) |
416 | return 0; |
426 | return 0; |
417 | |
427 | |
418 | for (op = op->below; op; op = op->below) |
428 | for (op = op->below; op; op = op->below) |
419 | { |
|
|
420 | if (strcmp (op->arch->archname, item) == 0) |
429 | if (op->arch->archname == item) |
421 | { |
|
|
422 | if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) |
430 | if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) |
423 | /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) |
431 | && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID)) |
424 | { |
|
|
425 | if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ |
|
|
426 | count++; |
|
|
427 | else |
|
|
428 | count += op->nrof; |
432 | count += op->number_of (); |
429 | } |
|
|
430 | } |
|
|
431 | } |
|
|
432 | |
433 | |
433 | return count; |
434 | return count; |
434 | } |
435 | } |
435 | |
436 | |
436 | /** |
437 | /** |
… | |
… | |
438 | * op is typically the player, which is only |
439 | * op is typically the player, which is only |
439 | * really used to determine what space to look at. |
440 | * really used to determine what space to look at. |
440 | * Modified to only eat 'nrof' of objects. |
441 | * Modified to only eat 'nrof' of objects. |
441 | */ |
442 | */ |
442 | static void |
443 | static void |
443 | eat_item (object *op, const char *item, uint32 nrof) |
444 | eat_item (object *op, shstr_cmp item, uint32 nrof) |
444 | { |
445 | { |
445 | object *prev; |
446 | object *prev; |
446 | |
447 | |
447 | prev = op; |
448 | prev = op; |
448 | op = op->below; |
449 | op = op->below; |
449 | |
450 | |
450 | while (op) |
451 | while (op) |
451 | { |
452 | { |
452 | if (strcmp (op->arch->archname, item) == 0) |
453 | if (op->arch->archname == item) |
453 | { |
454 | { |
454 | if (op->nrof >= nrof) |
455 | if (op->nrof >= nrof) |
455 | { |
456 | { |
456 | op->decrease (nrof); |
457 | op->decrease (nrof); |
457 | return; |
458 | return; |
… | |
… | |
466 | } |
467 | } |
467 | |
468 | |
468 | prev = op; |
469 | prev = op; |
469 | op = op->below; |
470 | op = op->below; |
470 | } |
471 | } |
471 | } |
|
|
472 | |
|
|
473 | /** |
|
|
474 | * This checks to see of the player (who) is sufficient level to use a weapon |
|
|
475 | * with improvs improvements (typically last_eat). We take an int here |
|
|
476 | * instead of the object so that the improvement code can pass along the |
|
|
477 | * increased value to see if the object is usuable. |
|
|
478 | * we return 1 (true) if the player can use the weapon. |
|
|
479 | */ |
|
|
480 | static int |
|
|
481 | check_weapon_power (const object *who, int improvs) |
|
|
482 | { |
|
|
483 | /* Old code is below (commented out). Basically, since weapons are the only |
|
|
484 | * object players really have any control to improve, it's a bit harsh to |
|
|
485 | * require high level in some combat skill, so we just use overall level. |
|
|
486 | */ |
|
|
487 | #if 1 |
|
|
488 | if (((who->level / 5) + 5) >= improvs) |
|
|
489 | return 1; |
|
|
490 | else |
|
|
491 | return 0; |
|
|
492 | |
|
|
493 | #else |
|
|
494 | int level = 0; |
|
|
495 | |
|
|
496 | /* The skill system hands out wc and dam bonuses to fighters |
|
|
497 | * more generously than the old system (see fix_player). Thus |
|
|
498 | * we need to curtail the power of player enchanted weapons. |
|
|
499 | * I changed this to 1 improvement per "fighter" level/5 -b.t. |
|
|
500 | * Note: Nothing should break by allowing this ratio to be different or |
|
|
501 | * using normal level - it is just a matter of play balance. |
|
|
502 | */ |
|
|
503 | if (who->type == PLAYER) |
|
|
504 | { |
|
|
505 | object *wc_obj = NULL; |
|
|
506 | |
|
|
507 | for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below) |
|
|
508 | if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level) |
|
|
509 | level = wc_obj->level; |
|
|
510 | |
|
|
511 | if (!level) |
|
|
512 | { |
|
|
513 | LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name); |
|
|
514 | level = who->level; |
|
|
515 | } |
|
|
516 | } |
|
|
517 | else |
|
|
518 | level = who->level; |
|
|
519 | |
|
|
520 | return (improvs <= ((level / 5) + 5)); |
|
|
521 | #endif |
|
|
522 | } |
472 | } |
523 | |
473 | |
524 | /** |
474 | /** |
525 | * Returns how many items of type improver->slaying there are under op. |
475 | * Returns how many items of type improver->slaying there are under op. |
526 | * Will display a message if none found, and 1 if improver->slaying is NULL. |
476 | * Will display a message if none found, and 1 if improver->slaying is NULL. |
… | |
… | |
655 | if (improver->stats.sp == IMPROVE_PREPARE) |
605 | if (improver->stats.sp == IMPROVE_PREPARE) |
656 | return prepare_weapon (op, improver, weapon); |
606 | return prepare_weapon (op, improver, weapon); |
657 | |
607 | |
658 | if (weapon->level == 0) |
608 | if (weapon->level == 0) |
659 | { |
609 | { |
660 | op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); |
610 | op->failmsg ( |
|
|
611 | "This weapon has not been prepared." |
|
|
612 | " H<You first have to prepare a weapon with a prepare weapon scroll.>"); |
661 | return 0; |
613 | return 0; |
662 | } |
614 | } |
663 | |
615 | |
664 | if (weapon->level == weapon->last_eat && weapon->item_power >= 100) |
616 | if (weapon->last_eat >= weapon->level // improvements used up |
|
|
617 | || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100 |
665 | { |
618 | { |
666 | op->failmsg ("This weapon cannot be improved any more."); |
619 | op->failmsg ("This weapon cannot be improved any more."); |
667 | return 0; |
620 | return 0; |
668 | } |
621 | } |
669 | |
622 | |
670 | if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) |
623 | if (QUERY_FLAG (weapon, FLAG_APPLIED) |
|
|
624 | && !check_item_power (op, weapon->item_power + 1)) |
671 | { |
625 | { |
672 | op->failmsg ("Improving the weapon will make it too " |
626 | op->failmsg ("Improving the weapon will make it too " |
673 | "powerful for you to use. Unready it if you " |
627 | "powerful for you to use. Unready it if you " |
674 | "really want to improve it."); |
628 | "really want to improve it."); |
675 | return 0; |
629 | return 0; |
… | |
… | |
904 | * Takes one type of items and makes another. |
858 | * Takes one type of items and makes another. |
905 | * converter is the object that is doing the conversion. |
859 | * converter is the object that is doing the conversion. |
906 | * item is the object that triggered the converter - if it is not |
860 | * item is the object that triggered the converter - if it is not |
907 | * what the converter wants, this will not do anything. |
861 | * what the converter wants, this will not do anything. |
908 | */ |
862 | */ |
909 | static int |
863 | int |
910 | convert_item (object *item, object *converter) |
864 | convert_item (object *item, object *converter) |
911 | { |
865 | { |
912 | sint64 nr, price_in; |
866 | sint64 nr, price_in; |
913 | |
867 | |
914 | if (item->flag [FLAG_UNPAID]) |
868 | if (item->flag [FLAG_UNPAID]) |
… | |
… | |
995 | item->nrof = give; |
949 | item->nrof = give; |
996 | |
950 | |
997 | if (nr) |
951 | if (nr) |
998 | item->nrof *= nr; |
952 | item->nrof *= nr; |
999 | |
953 | |
1000 | if (is_in_shop (converter)) |
954 | if (converter->flag [FLAG_PRECIOUS]) |
1001 | SET_FLAG (item, FLAG_UNPAID); |
955 | SET_FLAG (item, FLAG_UNPAID); |
|
|
956 | |
|
|
957 | if (is_in_shop (converter)) |
|
|
958 | { |
|
|
959 | // converters on shop floors don't work anymore, bug lets check for it |
|
|
960 | // and report in case someone still does it. |
|
|
961 | LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n", |
|
|
962 | converter->debug_desc ()); |
|
|
963 | SET_FLAG (item, FLAG_UNPAID); |
|
|
964 | } |
1002 | else if (price_in < sint64 (item->nrof) * item->value) |
965 | else if (price_in < sint64 (item->nrof) * item->value) |
1003 | { |
966 | { |
1004 | LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", |
967 | LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", |
1005 | &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); |
968 | &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); |
1006 | /** |
969 | /** |
… | |
… | |
1098 | { |
1061 | { |
1099 | /* Only players can make sacrifices on spell casting altars. */ |
1062 | /* Only players can make sacrifices on spell casting altars. */ |
1100 | if (altar->inv && (!originator || originator->type != PLAYER)) |
1063 | if (altar->inv && (!originator || originator->type != PLAYER)) |
1101 | return 0; |
1064 | return 0; |
1102 | |
1065 | |
1103 | if (operate_altar (altar, &sacrifice)) |
1066 | if (operate_altar (altar, &sacrifice, originator)) |
1104 | { |
1067 | { |
1105 | /* Simple check. Unfortunately, it means you can't cast magic bullet |
1068 | /* Simple check. Unfortunately, it means you can't cast magic bullet |
1106 | * with an altar. We call it a Potion - altars are stationary - it |
1069 | * with an altar. We call it a Potion - altars are stationary - it |
1107 | * is up to map designers to use them properly. |
1070 | * is up to map designers to use them properly. |
1108 | */ |
1071 | */ |
… | |
… | |
1117 | /* push_button (altar);*/ |
1080 | /* push_button (altar);*/ |
1118 | } |
1081 | } |
1119 | else |
1082 | else |
1120 | { |
1083 | { |
1121 | altar->value = 1; /* works only once */ |
1084 | altar->value = 1; /* works only once */ |
1122 | push_button (altar); |
1085 | push_button (altar, originator); |
1123 | } |
1086 | } |
1124 | |
1087 | |
1125 | return !sacrifice; |
1088 | return !sacrifice; |
1126 | } |
1089 | } |
1127 | else |
1090 | else |
… | |
… | |
1144 | |
1107 | |
1145 | SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ |
1108 | SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ |
1146 | |
1109 | |
1147 | bool has_unpaid = false; |
1110 | bool has_unpaid = false; |
1148 | |
1111 | |
1149 | // quite inefficient to do this here twice, but the api doesn'T lend itself to |
1112 | // quite inefficient to do this here twice, but the api doesn't lend itself to |
1150 | // a quick and small change :( |
1113 | // a quick and small change :( |
1151 | for (object::depth_iterator item = op->begin (); item != op->end (); ++item) |
1114 | for (object::depth_iterator item = op->begin (); item != op->end (); ++item) |
1152 | if (item->flag [FLAG_UNPAID]) |
1115 | if (item->flag [FLAG_UNPAID]) |
1153 | { |
1116 | { |
1154 | has_unpaid = true; |
1117 | has_unpaid = true; |
1155 | break; |
1118 | break; |
1156 | } |
1119 | } |
1157 | |
1120 | |
1158 | if (op->type != PLAYER) |
1121 | if (!op->is_player ()) |
1159 | { |
1122 | { |
1160 | /* Remove all the unpaid objects that may be carried here. |
1123 | /* Remove all the unpaid objects that may be carried here. |
1161 | * This could be pets or monsters that are somehow in |
1124 | * This could be pets or monsters that are somehow in |
1162 | * the shop. |
1125 | * the shop. |
1163 | */ |
1126 | */ |
… | |
… | |
1167 | |
1130 | |
1168 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
1131 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
1169 | { |
1132 | { |
1170 | int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); |
1133 | int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); |
1171 | |
1134 | |
|
|
1135 | if (i >= 0) |
1172 | tmp->remove (); |
1136 | tmp->move (i); |
1173 | |
|
|
1174 | if (i == -1) |
|
|
1175 | i = 0; |
|
|
1176 | |
|
|
1177 | tmp->map = op->map; |
|
|
1178 | tmp->x = op->x + freearr_x[i]; |
|
|
1179 | tmp->y = op->y + freearr_y[i]; |
|
|
1180 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
1181 | } |
1137 | } |
1182 | } |
1138 | } |
1183 | |
1139 | |
1184 | /* Don't teleport things like spell effects */ |
1140 | /* Don't teleport things like spell effects */ |
1185 | if (QUERY_FLAG (op, FLAG_NO_PICK)) |
1141 | if (QUERY_FLAG (op, FLAG_NO_PICK)) |
… | |
… | |
1196 | if (i != -1) |
1152 | if (i != -1) |
1197 | rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); |
1153 | rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); |
1198 | |
1154 | |
1199 | return 0; |
1155 | return 0; |
1200 | } |
1156 | } |
|
|
1157 | |
1201 | /* Removed code that checked for multipart objects - it appears that |
1158 | /* Removed code that checked for multipart objects - it appears that |
1202 | * the teleport function should be able to handle this just fine. |
1159 | * the teleport function should be able to handle this just fine. |
1203 | */ |
1160 | */ |
1204 | rv = teleport (shop_mat, SHOP_MAT, op); |
1161 | rv = teleport (shop_mat, SHOP_MAT, op); |
1205 | } |
1162 | } |
… | |
… | |
1260 | * Handles applying a sign. |
1217 | * Handles applying a sign. |
1261 | */ |
1218 | */ |
1262 | static void |
1219 | static void |
1263 | apply_sign (object *op, object *sign, int autoapply) |
1220 | apply_sign (object *op, object *sign, int autoapply) |
1264 | { |
1221 | { |
1265 | readable_message_type *msgType; |
1222 | if (!op->is_player()) |
|
|
1223 | return; |
|
|
1224 | |
|
|
1225 | if (sign->has_dialogue ()) |
|
|
1226 | { |
|
|
1227 | op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name)); |
|
|
1228 | return; |
|
|
1229 | } |
1266 | |
1230 | |
1267 | if (!sign->msg) |
1231 | if (!sign->msg) |
1268 | { |
1232 | { |
1269 | op->statusmsg ("Nothing is written on it."); |
1233 | op->contr->infobox (MSG_CHANNEL ("examine"), |
|
|
1234 | format ("T<%s>\n\n Nothing %sis written on it.", |
|
|
1235 | &sign->name, |
|
|
1236 | sign->name == sign->arch->name ? "" : "else ")); |
1270 | return; |
1237 | return; |
1271 | } |
1238 | } |
1272 | |
1239 | |
1273 | if (sign->stats.food) |
1240 | if (sign->stats.food) |
1274 | { |
1241 | { |
1275 | if (sign->last_eat >= sign->stats.food) |
1242 | if (sign->last_eat >= sign->stats.food) |
1276 | { |
1243 | { |
1277 | if (!sign->move_on) |
1244 | if (!sign->move_on) |
1278 | op->statusmsg ("You cannot read it anymore."); |
1245 | op->failmsg ("You cannot read it anymore."); |
1279 | |
1246 | |
1280 | return; |
1247 | return; |
1281 | } |
1248 | } |
1282 | |
1249 | |
1283 | if (!QUERY_FLAG (op, FLAG_WIZPASS)) |
1250 | if (!QUERY_FLAG (op, FLAG_WIZPASS)) |
… | |
… | |
1301 | if (sign->sound) |
1268 | if (sign->sound) |
1302 | ns->play_sound (sign->sound); |
1269 | ns->play_sound (sign->sound); |
1303 | else if (autoapply) |
1270 | else if (autoapply) |
1304 | ns->play_sound (sound_find ("msg_voice")); |
1271 | ns->play_sound (sound_find ("msg_voice")); |
1305 | |
1272 | |
1306 | if (ns->can_msg) |
|
|
1307 | op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg)); |
1273 | op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg)); |
1308 | else |
|
|
1309 | { |
|
|
1310 | msgType = get_readable_message_type (sign); |
|
|
1311 | const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg); |
|
|
1312 | draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg); |
|
|
1313 | } |
|
|
1314 | } |
1274 | } |
|
|
1275 | } |
|
|
1276 | |
|
|
1277 | static void |
|
|
1278 | move_apply_hole (object *trap, object *victim) |
|
|
1279 | { |
|
|
1280 | /* Hole not open? */ |
|
|
1281 | if (trap->stats.wc > 0) |
|
|
1282 | return; |
|
|
1283 | |
|
|
1284 | /* Is this a multipart monster and not the head? If so, return. |
|
|
1285 | * Processing will happen if the head runs into the pit |
|
|
1286 | */ |
|
|
1287 | if (victim->head) |
|
|
1288 | return; |
|
|
1289 | |
|
|
1290 | // now find all possible locations and randomly pick one |
|
|
1291 | int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0, |
|
|
1292 | trap->range >= 3 ? SIZEOFFREE3 + 1 |
|
|
1293 | : trap->range >= 2 ? SIZEOFFREE2 + 1 |
|
|
1294 | : trap->range >= 1 ? SIZEOFFREE1 + 1 |
|
|
1295 | : SIZEOFFREE0 + 1); |
|
|
1296 | |
|
|
1297 | if (dir < 0) |
|
|
1298 | return; |
|
|
1299 | |
|
|
1300 | victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
|
|
1301 | victim->statusmsg ("You fall through the hole!", NDI_RED); |
|
|
1302 | |
|
|
1303 | transfer_ob (victim, |
|
|
1304 | EXIT_X (trap) + freearr_x[dir], |
|
|
1305 | EXIT_Y (trap) + freearr_y[dir], |
|
|
1306 | 0, victim); |
1315 | } |
1307 | } |
1316 | |
1308 | |
1317 | /** |
1309 | /** |
1318 | * 'victim' moves onto 'trap' |
1310 | * 'victim' moves onto 'trap' |
1319 | * 'victim' leaves 'trap' |
1311 | * 'victim' leaves 'trap' |
… | |
… | |
1350 | |
1342 | |
1351 | recursion_depth++; |
1343 | recursion_depth++; |
1352 | if (trap->head) |
1344 | if (trap->head) |
1353 | trap = trap->head; |
1345 | trap = trap->head; |
1354 | |
1346 | |
1355 | if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) |
1347 | if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) |
1356 | goto leave; |
|
|
1357 | |
|
|
1358 | switch (trap->type) |
1348 | switch (trap->type) |
1359 | { |
1349 | { |
1360 | case PLAYERMOVER: |
1350 | case PLAYERMOVER: |
1361 | if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) |
1351 | if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) |
|
|
1352 | { |
|
|
1353 | if (!trap->stats.maxsp) |
|
|
1354 | trap->stats.maxsp = 2; |
|
|
1355 | |
|
|
1356 | /* Is this correct? From the docs, it doesn't look like it |
|
|
1357 | * should be divided by trap->speed |
|
|
1358 | */ |
|
|
1359 | victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); |
|
|
1360 | |
|
|
1361 | /* Just put in some sanity check. I think there is a bug in the |
|
|
1362 | * above with some objects have zero speed, and thus the player |
|
|
1363 | * getting permanently paralyzed. |
|
|
1364 | */ |
|
|
1365 | if (victim->speed_left < -50.f) |
|
|
1366 | victim->speed_left = -50.f; |
|
|
1367 | /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ |
|
|
1368 | } |
|
|
1369 | break; |
|
|
1370 | |
|
|
1371 | case SPINNER: |
|
|
1372 | if (victim->direction) |
|
|
1373 | { |
|
|
1374 | victim->direction = absdir (victim->direction - trap->stats.sp); |
|
|
1375 | update_turn_face (victim); |
|
|
1376 | } |
|
|
1377 | break; |
|
|
1378 | |
|
|
1379 | case DIRECTOR: |
|
|
1380 | if (victim->direction && !should_director_abort (trap, victim)) |
|
|
1381 | { |
|
|
1382 | victim->direction = trap->stats.sp; |
|
|
1383 | update_turn_face (victim); |
|
|
1384 | } |
|
|
1385 | break; |
|
|
1386 | |
|
|
1387 | case BUTTON: |
|
|
1388 | case PEDESTAL: |
|
|
1389 | update_button (trap, originator); |
|
|
1390 | break; |
|
|
1391 | |
|
|
1392 | case ALTAR: |
|
|
1393 | /* sacrifice victim on trap */ |
|
|
1394 | apply_altar (trap, victim, originator); |
|
|
1395 | break; |
|
|
1396 | |
|
|
1397 | case THROWN_OBJ: |
|
|
1398 | if (trap->inv == NULL) |
|
|
1399 | break; |
|
|
1400 | /* fallthrough */ |
|
|
1401 | |
|
|
1402 | case ARROW: |
|
|
1403 | /* bad bug: monster throw a object, make a step forwards, step on object , |
|
|
1404 | * trigger this here and get hit by own missile - and will be own enemy. |
|
|
1405 | * Victim then is his own enemy and will start to kill herself (this is |
|
|
1406 | * removed) but we have not synced victim and his missile. To avoid senseless |
|
|
1407 | * action, we avoid hits here |
|
|
1408 | */ |
|
|
1409 | if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) |
|
|
1410 | hit_with_arrow (trap, victim); |
|
|
1411 | break; |
|
|
1412 | |
|
|
1413 | case SPELL_EFFECT: |
|
|
1414 | apply_spell_effect (trap, victim); |
|
|
1415 | break; |
|
|
1416 | |
|
|
1417 | case TRAPDOOR: |
1362 | { |
1418 | { |
|
|
1419 | int max, sound_was_played; |
|
|
1420 | object *ab, *ab_next; |
|
|
1421 | |
1363 | if (!trap->stats.maxsp) |
1422 | if (!trap->value) |
1364 | trap->stats.maxsp = 2; |
1423 | { |
|
|
1424 | int tot; |
1365 | |
1425 | |
1366 | /* Is this correct? From the docs, it doesn't look like it |
1426 | for (ab = trap->above, tot = 0; ab; ab = ab->above) |
1367 | * should be divided by trap->speed |
1427 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
1428 | tot += ab->head_ ()->total_weight (); |
|
|
1429 | |
|
|
1430 | if (!(trap->value = (tot > trap->weight) ? 1 : 0)) |
|
|
1431 | break; |
|
|
1432 | |
|
|
1433 | SET_ANIMATION (trap, trap->value); |
|
|
1434 | update_object (trap, UP_OBJ_FACE); |
|
|
1435 | } |
|
|
1436 | |
|
|
1437 | for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) |
|
|
1438 | { |
|
|
1439 | /* need to set this up, since if we do transfer the object, |
|
|
1440 | * ab->above would be bogus |
1368 | */ |
1441 | */ |
1369 | victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); |
1442 | ab_next = ab->above; |
1370 | |
1443 | |
1371 | /* Just put in some sanity check. I think there is a bug in the |
1444 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
1372 | * above with some objects have zero speed, and thus the player |
1445 | { |
1373 | * getting permanently paralyzed. |
1446 | if (!sound_was_played) |
|
|
1447 | { |
|
|
1448 | trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
|
|
1449 | sound_was_played = 1; |
|
|
1450 | } |
|
|
1451 | |
|
|
1452 | ab->statusmsg ("You fall into a trapdoor!", NDI_RED); |
|
|
1453 | transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab); |
|
|
1454 | } |
1374 | */ |
1455 | } |
1375 | if (victim->speed_left < -50.f) |
1456 | break; |
1376 | victim->speed_left = -50.f; |
|
|
1377 | /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ |
|
|
1378 | } |
1457 | } |
1379 | goto leave; |
|
|
1380 | |
1458 | |
1381 | case SPINNER: |
1459 | case CONVERTER: |
1382 | if (victim->direction) |
1460 | if (convert_item (victim, trap) < 0) |
1383 | { |
|
|
1384 | victim->direction = absdir (victim->direction - trap->stats.sp); |
|
|
1385 | update_turn_face (victim); |
|
|
1386 | } |
|
|
1387 | goto leave; |
|
|
1388 | |
|
|
1389 | case DIRECTOR: |
|
|
1390 | if (victim->direction && !should_director_abort (trap, victim)) |
|
|
1391 | { |
|
|
1392 | victim->direction = trap->stats.sp; |
|
|
1393 | update_turn_face (victim); |
|
|
1394 | } |
|
|
1395 | goto leave; |
|
|
1396 | |
|
|
1397 | case BUTTON: |
|
|
1398 | case PEDESTAL: |
|
|
1399 | update_button (trap); |
|
|
1400 | goto leave; |
|
|
1401 | |
|
|
1402 | case ALTAR: |
|
|
1403 | /* sacrifice victim on trap */ |
|
|
1404 | apply_altar (trap, victim, originator); |
|
|
1405 | goto leave; |
|
|
1406 | |
|
|
1407 | case THROWN_OBJ: |
|
|
1408 | if (trap->inv == NULL) |
|
|
1409 | goto leave; |
|
|
1410 | /* fallthrough */ |
|
|
1411 | |
|
|
1412 | case ARROW: |
|
|
1413 | /* bad bug: monster throw a object, make a step forwards, step on object , |
|
|
1414 | * trigger this here and get hit by own missile - and will be own enemy. |
|
|
1415 | * Victim then is his own enemy and will start to kill herself (this is |
|
|
1416 | * removed) but we have not synced victim and his missile. To avoid senseless |
|
|
1417 | * action, we avoid hits here |
|
|
1418 | */ |
|
|
1419 | if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) |
|
|
1420 | hit_with_arrow (trap, victim); |
|
|
1421 | goto leave; |
|
|
1422 | |
|
|
1423 | case SPELL_EFFECT: |
|
|
1424 | apply_spell_effect (trap, victim); |
|
|
1425 | goto leave; |
|
|
1426 | |
|
|
1427 | case TRAPDOOR: |
|
|
1428 | { |
|
|
1429 | int max, sound_was_played; |
|
|
1430 | object *ab, *ab_next; |
|
|
1431 | |
|
|
1432 | if (!trap->value) |
|
|
1433 | { |
1461 | { |
1434 | int tot; |
1462 | originator->failmsg (format ("The %s seems to be broken!", query_name (trap))); |
1435 | |
1463 | archetype::get (shstr_burnout)->insert_at (trap, trap); |
1436 | for (ab = trap->above, tot = 0; ab; ab = ab->above) |
|
|
1437 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
1438 | tot += ab->head_ ()->total_weight (); |
|
|
1439 | |
|
|
1440 | if (!(trap->value = (tot > trap->weight) ? 1 : 0)) |
|
|
1441 | goto leave; |
|
|
1442 | |
|
|
1443 | SET_ANIMATION (trap, trap->value); |
|
|
1444 | update_object (trap, UP_OBJ_FACE); |
|
|
1445 | } |
1464 | } |
1446 | |
1465 | |
1447 | for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) |
1466 | break; |
|
|
1467 | |
|
|
1468 | case TRIGGER_BUTTON: |
|
|
1469 | case TRIGGER_PEDESTAL: |
|
|
1470 | case TRIGGER_ALTAR: |
|
|
1471 | check_trigger (trap, victim, originator); |
|
|
1472 | break; |
|
|
1473 | |
|
|
1474 | case DEEP_SWAMP: |
|
|
1475 | walk_on_deep_swamp (trap, victim); |
|
|
1476 | break; |
|
|
1477 | |
|
|
1478 | case CHECK_INV: |
|
|
1479 | check_inv (victim, trap); |
|
|
1480 | break; |
|
|
1481 | |
|
|
1482 | case HOLE: |
|
|
1483 | move_apply_hole (trap, victim); |
|
|
1484 | break; |
|
|
1485 | |
|
|
1486 | case EXIT: |
|
|
1487 | if (victim->type == PLAYER && EXIT_PATH (trap)) |
1448 | { |
1488 | { |
1449 | /* need to set this up, since if we do transfer the object, |
1489 | /* Basically, don't show exits leading to random maps the |
1450 | * ab->above would be bogus |
1490 | * players output. |
1451 | */ |
1491 | */ |
1452 | ab_next = ab->above; |
1492 | if (trap->msg && !EXIT_PATH (trap).starts_with ("/!")) |
|
|
1493 | victim->statusmsg (trap->msg, NDI_NAVY); |
1453 | |
1494 | |
1454 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
1495 | trap->play_sound (trap->sound); |
1455 | { |
1496 | victim->enter_exit (trap); |
1456 | if (!sound_was_played) |
|
|
1457 | { |
|
|
1458 | trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
|
|
1459 | sound_was_played = 1; |
|
|
1460 | } |
|
|
1461 | |
|
|
1462 | ab->statusmsg ("You fall into a trapdoor!", NDI_RED); |
|
|
1463 | transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab); |
|
|
1464 | } |
|
|
1465 | } |
1497 | } |
1466 | goto leave; |
1498 | break; |
1467 | } |
|
|
1468 | |
1499 | |
1469 | case CONVERTER: |
|
|
1470 | if (convert_item (victim, trap) < 0) |
|
|
1471 | { |
|
|
1472 | originator->failmsg (format ("The %s seems to be broken!", query_name (trap))); |
|
|
1473 | archetype::get (shstr_burnout)->insert_at (trap, trap); |
|
|
1474 | } |
|
|
1475 | |
|
|
1476 | goto leave; |
|
|
1477 | |
|
|
1478 | case TRIGGER_BUTTON: |
|
|
1479 | case TRIGGER_PEDESTAL: |
|
|
1480 | case TRIGGER_ALTAR: |
|
|
1481 | check_trigger (trap, victim); |
|
|
1482 | goto leave; |
|
|
1483 | |
|
|
1484 | case DEEP_SWAMP: |
|
|
1485 | walk_on_deep_swamp (trap, victim); |
|
|
1486 | goto leave; |
|
|
1487 | |
|
|
1488 | case CHECK_INV: |
|
|
1489 | check_inv (victim, trap); |
|
|
1490 | goto leave; |
|
|
1491 | |
|
|
1492 | case HOLE: |
|
|
1493 | /* Hole not open? */ |
|
|
1494 | if (trap->stats.wc > 0) |
|
|
1495 | goto leave; |
|
|
1496 | |
|
|
1497 | /* Is this a multipart monster and not the head? If so, return. |
|
|
1498 | * Processing will happen if the head runs into the pit |
|
|
1499 | */ |
|
|
1500 | if (victim->head) |
|
|
1501 | goto leave; |
|
|
1502 | |
|
|
1503 | victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
|
|
1504 | victim->statusmsg ("You fall through the hole!", NDI_RED); |
|
|
1505 | transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); |
|
|
1506 | goto leave; |
|
|
1507 | |
|
|
1508 | case EXIT: |
|
|
1509 | if (victim->type == PLAYER && EXIT_PATH (trap)) |
|
|
1510 | { |
|
|
1511 | /* Basically, don't show exits leading to random maps the |
|
|
1512 | * players output. |
|
|
1513 | */ |
|
|
1514 | if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) |
|
|
1515 | victim->statusmsg (trap->msg, NDI_NAVY); |
|
|
1516 | |
|
|
1517 | trap->play_sound (trap->sound); |
|
|
1518 | victim->enter_exit (trap); |
|
|
1519 | } |
|
|
1520 | goto leave; |
|
|
1521 | |
|
|
1522 | case ENCOUNTER: |
1500 | case ENCOUNTER: |
1523 | /* may be some leftovers on this */ |
1501 | /* may be some leftovers on this */ |
1524 | goto leave; |
1502 | break; |
1525 | |
1503 | |
1526 | case SHOP_MAT: |
1504 | case SHOP_MAT: |
1527 | apply_shop_mat (trap, victim); |
1505 | apply_shop_mat (trap, victim); |
1528 | goto leave; |
1506 | break; |
1529 | |
1507 | |
1530 | /* Drop a certain amount of gold, and have one item identified */ |
1508 | /* Drop a certain amount of gold, and have one item identified */ |
1531 | case IDENTIFY_ALTAR: |
1509 | case IDENTIFY_ALTAR: |
1532 | apply_id_altar (victim, trap, originator); |
1510 | apply_id_altar (victim, trap, originator); |
1533 | goto leave; |
1511 | break; |
1534 | |
1512 | |
1535 | case SIGN: |
1513 | case SIGN: |
1536 | if (victim->type != PLAYER && trap->stats.food > 0) |
1514 | if (victim->type != PLAYER && trap->stats.food > 0) |
1537 | goto leave; /* monsters musn't apply magic_mouths with counters */ |
1515 | break; /* monsters musn't apply magic_mouths with counters */ |
1538 | |
1516 | |
1539 | apply_sign (victim, trap, 1); |
1517 | apply_sign (victim, trap, 1); |
1540 | goto leave; |
1518 | break; |
1541 | |
1519 | |
1542 | case CONTAINER: |
1520 | case CONTAINER: |
1543 | apply_container (victim, trap); |
1521 | apply_container (victim, trap); |
1544 | goto leave; |
1522 | break; |
1545 | |
1523 | |
1546 | case RUNE: |
1524 | case RUNE: |
1547 | case TRAP: |
1525 | case TRAP: |
1548 | if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) |
1526 | if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) |
1549 | spring_trap (trap, victim); |
1527 | spring_trap (trap, victim); |
1550 | goto leave; |
1528 | break; |
1551 | |
1529 | |
1552 | default: |
1530 | default: |
1553 | LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " |
1531 | LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " |
1554 | "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); |
1532 | "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); |
1555 | goto leave; |
1533 | break; |
1556 | } |
1534 | } |
1557 | |
1535 | |
1558 | leave: |
|
|
1559 | recursion_depth--; |
1536 | recursion_depth--; |
1560 | } |
1537 | } |
1561 | |
1538 | |
1562 | /** |
1539 | /** |
1563 | * Handles reading a regular (ie not containing a spell) book. |
1540 | * Handles reading a regular (ie not containing a spell) book. |
… | |
… | |
1602 | |
1579 | |
1603 | readable_message_type *msgType = get_readable_message_type (tmp); |
1580 | readable_message_type *msgType = get_readable_message_type (tmp); |
1604 | |
1581 | |
1605 | if (player *pl = op->contr) |
1582 | if (player *pl = op->contr) |
1606 | if (client *ns = pl->ns) |
1583 | if (client *ns = pl->ns) |
1607 | if (ns->can_msg) |
|
|
1608 | pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); |
1584 | pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); |
1609 | else |
|
|
1610 | draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, |
|
|
1611 | msgType->message_type, msgType->message_subtype, |
|
|
1612 | "You open the %s and start reading.\n%s", (char *)"%s\n%s", |
|
|
1613 | long_desc (tmp, op), &tmp->msg); |
|
|
1614 | |
1585 | |
1615 | /* gain xp from reading */ |
1586 | /* gain xp from reading */ |
1616 | if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) |
1587 | if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) |
1617 | { /* only if not read before */ |
1588 | { /* only if not read before */ |
1618 | int exp_gain = calc_skill_exp (op, tmp, skill_ob); |
1589 | int exp_gain = calc_skill_exp (op, tmp, skill_ob); |
… | |
… | |
1772 | LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); |
1743 | LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); |
1773 | op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); |
1744 | op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); |
1774 | return; |
1745 | return; |
1775 | } |
1746 | } |
1776 | |
1747 | |
1777 | if (skop->level < int (sqrtf (spell->level) * 1.5f)) |
1748 | int learn_level = sqrtf (spell->level) * 1.5f; |
|
|
1749 | if (skop->level < learn_level) |
1778 | { |
1750 | { |
1779 | op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill)); |
1751 | op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>", |
|
|
1752 | &tmp->skill, learn_level)); |
1780 | return; |
1753 | return; |
1781 | } |
1754 | } |
1782 | |
1755 | |
1783 | op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); |
1756 | op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); |
1784 | |
1757 | |
… | |
… | |
1941 | if (op->destroyed () || tmp->destroyed ()) |
1914 | if (op->destroyed () || tmp->destroyed ()) |
1942 | break; |
1915 | break; |
1943 | } |
1916 | } |
1944 | |
1917 | |
1945 | if (!tmp->destroyed () && !tmp->inv) |
1918 | if (!tmp->destroyed () && !tmp->inv) |
1946 | tmp->decrease (); |
1919 | tmp->decrease (true); |
1947 | } |
1920 | } |
1948 | |
1921 | |
1949 | /** |
1922 | /** |
1950 | * op eats food. |
1923 | * op eats food. |
1951 | * If player, takes care of messages and dragon special food. |
1924 | * If player, takes care of messages and dragon special food. |
… | |
… | |
2146 | op->statusmsg (buf); |
2119 | op->statusmsg (buf); |
2147 | |
2120 | |
2148 | /* now choose a winner if we have any */ |
2121 | /* now choose a winner if we have any */ |
2149 | i = -1; |
2122 | i = -1; |
2150 | if (winners > 0) |
2123 | if (winners > 0) |
2151 | i = atnr_winner[RANDOM () % winners]; |
2124 | i = atnr_winner [rndm (winners)]; |
2152 | |
2125 | |
2153 | if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) |
2126 | if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) |
2154 | { |
2127 | { |
2155 | /* resistance increased! */ |
2128 | /* resistance increased! */ |
2156 | skin->resist[i]++; |
2129 | skin->resist[i]++; |
… | |
… | |
2331 | |
2304 | |
2332 | return 0; |
2305 | return 0; |
2333 | } |
2306 | } |
2334 | |
2307 | |
2335 | /** |
2308 | /** |
|
|
2309 | * This function will try to apply a lighter and in case no lighter |
|
|
2310 | * is specified it will try to find a lighter in the players inventory, |
|
|
2311 | * and inform him about this requirement. |
|
|
2312 | * |
|
|
2313 | * who - the player |
|
|
2314 | * op - the item we want to light |
|
|
2315 | * lighter - the lighter or 0 if a lighter has yet to be found |
|
|
2316 | */ |
|
|
2317 | static object * |
|
|
2318 | auto_apply_lighter (object *who, object *op, object *lighter) |
|
|
2319 | { |
|
|
2320 | if (lighter == 0) |
|
|
2321 | { |
|
|
2322 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
2323 | { |
|
|
2324 | if (tmp->type == LIGHTER) |
|
|
2325 | { |
|
|
2326 | lighter = tmp; |
|
|
2327 | break; |
|
|
2328 | } |
|
|
2329 | } |
|
|
2330 | |
|
|
2331 | if (!lighter) |
|
|
2332 | { |
|
|
2333 | who->failmsg (format ( |
|
|
2334 | "You can't light up the %s with your bare hands! " |
|
|
2335 | "H<You need a lighter in your inventory, for example a flint and steel.>", |
|
|
2336 | &op->name)); |
|
|
2337 | return 0; |
|
|
2338 | } |
|
|
2339 | } |
|
|
2340 | |
|
|
2341 | // last_eat == 0 means the lighter is not being used up! |
|
|
2342 | if (lighter->last_eat && lighter->stats.food) |
|
|
2343 | { |
|
|
2344 | /* lighter gets used up */ |
|
|
2345 | lighter = lighter->split (); |
|
|
2346 | lighter->stats.food--; |
|
|
2347 | who->insert (lighter); |
|
|
2348 | } |
|
|
2349 | else if (lighter->last_eat) |
|
|
2350 | { |
|
|
2351 | /* no charges left in lighter */ |
|
|
2352 | who->failmsg (format ( |
|
|
2353 | "You attempt to light the %s with a used up %s.", |
|
|
2354 | &op->name, &lighter->name)); |
|
|
2355 | return 0; |
|
|
2356 | } |
|
|
2357 | |
|
|
2358 | return lighter; |
|
|
2359 | } |
|
|
2360 | |
|
|
2361 | /** |
|
|
2362 | * Designed primarily to light torches/lanterns/etc. |
|
|
2363 | * Also burns up burnable material too. First object in the inventory is |
|
|
2364 | * the selected object to "burn". -b.t. |
|
|
2365 | */ |
|
|
2366 | void |
|
|
2367 | apply_lighter (object *who, object *lighter) |
|
|
2368 | { |
|
|
2369 | object *item; |
|
|
2370 | int is_player_env = 0; |
|
|
2371 | |
|
|
2372 | item = find_marked_object (who); |
|
|
2373 | if (item) |
|
|
2374 | { |
|
|
2375 | if (!auto_apply_lighter (who, item, lighter)) |
|
|
2376 | return; |
|
|
2377 | |
|
|
2378 | /* Perhaps we should split what we are trying to light on fire? |
|
|
2379 | * I can't see many times when you would want to light multiple |
|
|
2380 | * objects at once. |
|
|
2381 | */ |
|
|
2382 | |
|
|
2383 | save_throw_object (item, AT_FIRE, who); |
|
|
2384 | |
|
|
2385 | if (item->destroyed () |
|
|
2386 | || ((item->type == LAMP || item->type == TORCH) |
|
|
2387 | && item->glow_radius > 0)) |
|
|
2388 | who->statusmsg (format ( |
|
|
2389 | "You light the %s with the %s.", |
|
|
2390 | &item->name, &lighter->name)); |
|
|
2391 | else |
|
|
2392 | who->failmsg (format ( |
|
|
2393 | "You attempt to light the %s with the %s and fail.", |
|
|
2394 | &item->name, &lighter->name)); |
|
|
2395 | } |
|
|
2396 | else |
|
|
2397 | who->failmsg ("You need to mark a lightable object."); |
|
|
2398 | } |
|
|
2399 | |
|
|
2400 | /** |
|
|
2401 | * This function generates a cursed effect for cursed lamps and torches. |
|
|
2402 | */ |
|
|
2403 | void player_apply_lamp_cursed_effect (object *who, object *op) |
|
|
2404 | { |
|
|
2405 | if (op->level) |
|
|
2406 | { |
|
|
2407 | who->failmsg (format ( |
|
|
2408 | "The %s was cursed, it explodes in a big fireball!", |
|
|
2409 | &op->name)); |
|
|
2410 | create_exploding_ball_at (who, op->level); |
|
|
2411 | } |
|
|
2412 | else |
|
|
2413 | { |
|
|
2414 | who->failmsg (format ( |
|
|
2415 | "The %s was cursed, it crumbles to dust, at least it didn't explode.!", |
|
|
2416 | &op->name)); |
|
|
2417 | } |
|
|
2418 | |
|
|
2419 | op->destroy (); |
|
|
2420 | } |
|
|
2421 | |
|
|
2422 | /** |
|
|
2423 | * Apply for players and lamps |
|
|
2424 | * |
|
|
2425 | * who - the player |
|
|
2426 | * op - the lamp |
|
|
2427 | */ |
|
|
2428 | void player_apply_lamp (object *who, object *op) |
|
|
2429 | { |
|
|
2430 | bool switch_on = op->glow_radius ? false : true; |
|
|
2431 | |
|
|
2432 | if (switch_on) |
|
|
2433 | { |
|
|
2434 | object *lighter = 0; |
|
|
2435 | |
|
|
2436 | if (op->flag [FLAG_IS_LIGHTABLE] |
|
|
2437 | && !(lighter = auto_apply_lighter (who, op, 0))) |
|
|
2438 | return; |
|
|
2439 | |
|
|
2440 | if (op->stats.food < 1) |
|
|
2441 | { |
|
|
2442 | if (op->type == LAMP) |
|
|
2443 | who->failmsg (format ( |
|
|
2444 | "The %s is out of fuel! " |
|
|
2445 | "H<Lamps and similar items need fuel. They cannot be refilled.>", |
|
|
2446 | &op->name)); |
|
|
2447 | else |
|
|
2448 | who->failmsg (format ( |
|
|
2449 | "The %s is burnt out! " |
|
|
2450 | "H<Torches and similar items burn out and become worthless.>", |
|
|
2451 | &op->name)); |
|
|
2452 | return; |
|
|
2453 | } |
|
|
2454 | |
|
|
2455 | if (op->flag [FLAG_CURSED]) |
|
|
2456 | { |
|
|
2457 | player_apply_lamp_cursed_effect (who, op); |
|
|
2458 | return; |
|
|
2459 | } |
|
|
2460 | |
|
|
2461 | if (lighter) |
|
|
2462 | who->statusmsg (format ( |
|
|
2463 | "You light up the %s with the %s.", &op->name, &lighter->name)); |
|
|
2464 | else |
|
|
2465 | who->statusmsg (format ("You light up the %s.", &op->name)); |
|
|
2466 | } |
|
|
2467 | else |
|
|
2468 | { |
|
|
2469 | if (op->flag [FLAG_CURSED]) |
|
|
2470 | { |
|
|
2471 | player_apply_lamp_cursed_effect (who, op); |
|
|
2472 | return; |
|
|
2473 | } |
|
|
2474 | |
|
|
2475 | if (op->type == TORCH) |
|
|
2476 | { |
|
|
2477 | if (!op->flag [FLAG_IS_LIGHTABLE]) |
|
|
2478 | { |
|
|
2479 | who->statusmsg (format ( |
|
|
2480 | "You put out the %s. " |
|
|
2481 | "H<The %s can't be used anymore, as it can't be lighted up again.>", |
|
|
2482 | &op->name, &op->name)); |
|
|
2483 | } |
|
|
2484 | else |
|
|
2485 | who->statusmsg (format ( |
|
|
2486 | "You put out the %s." |
|
|
2487 | "H<Torches wear out if you put them out.>", |
|
|
2488 | &op->name)); |
|
|
2489 | } |
|
|
2490 | else |
|
|
2491 | who->statusmsg (format ("You turn off the %s.", &op->name)); |
|
|
2492 | } |
|
|
2493 | |
|
|
2494 | apply_lamp (op, switch_on); |
|
|
2495 | } |
|
|
2496 | |
|
|
2497 | void get_animation_from_arch (object *op, arch_ptr a) |
|
|
2498 | { |
|
|
2499 | op->animation_id = a->animation_id; |
|
|
2500 | op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE]; |
|
|
2501 | op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE]; |
|
|
2502 | op->anim_speed = a->anim_speed; |
|
|
2503 | op->last_anim = 0; |
|
|
2504 | op->state = 0; |
|
|
2505 | op->face = a->face; |
|
|
2506 | |
|
|
2507 | if (NUM_ANIMATIONS(op) > 1) |
|
|
2508 | { |
|
|
2509 | SET_ANIMATION(op, 0); |
|
|
2510 | animate_object (op, op->direction); |
|
|
2511 | } |
|
|
2512 | else |
|
|
2513 | update_object (op, UP_OBJ_FACE); |
|
|
2514 | } |
|
|
2515 | |
|
|
2516 | /** |
|
|
2517 | * Apply for LAMPs and TORCHes. |
|
|
2518 | * |
|
|
2519 | * op - the lamp |
|
|
2520 | * switch_on - a flag which says whether the lamp should be switched on or off |
|
|
2521 | */ |
|
|
2522 | void apply_lamp (object *op, bool switch_on) |
|
|
2523 | { |
|
|
2524 | op->set_glow_radius (switch_on ? op->range : 0); |
|
|
2525 | op->set_speed (switch_on ? op->arch->speed : 0); |
|
|
2526 | |
|
|
2527 | // torches wear out if you put them out |
|
|
2528 | if (op->type == TORCH && !switch_on) |
|
|
2529 | { |
|
|
2530 | if (op->flag [FLAG_IS_LIGHTABLE]) |
|
|
2531 | { |
|
|
2532 | op->stats.food -= (double) op->arch->stats.food / 15; |
|
|
2533 | if (op->stats.food < 0) |
|
|
2534 | op->stats.food = 0; |
|
|
2535 | } |
|
|
2536 | else |
|
|
2537 | op->stats.food = 0; |
|
|
2538 | } |
|
|
2539 | |
|
|
2540 | // lamps and torched get worthless when used up |
|
|
2541 | if (op->stats.food <= 0) |
|
|
2542 | op->value = 0; |
|
|
2543 | |
|
|
2544 | // FIXME: This is a hack to make the more sane torches and lamps |
|
|
2545 | // still animated ;-/ |
|
|
2546 | if (op->other_arch) |
|
|
2547 | get_animation_from_arch (op, switch_on ? op->other_arch : op->arch); |
|
|
2548 | |
|
|
2549 | if (object *pl = op->visible_to ()) |
|
|
2550 | esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op); |
|
|
2551 | } |
|
|
2552 | |
|
|
2553 | /** |
2336 | * Main apply handler. |
2554 | * Main apply handler. |
2337 | * |
2555 | * |
2338 | * Checks for unpaid items before applying. |
2556 | * Checks for unpaid items before applying. |
2339 | * |
2557 | * |
2340 | * Return value: |
2558 | * Return value: |
2341 | * 0: player or monster can't apply objects of that type |
2559 | * 0: player or monster can't apply objects of that type |
2342 | * 1: has been applied, or there was an error applying the object |
2560 | * 1: has been applied, or there was an error applying the object |
2343 | * 2: objects of that type can't be applied if not in inventory |
2561 | * 2: objects of that type can't be applied if not in inventory |
2344 | * |
2562 | * |
2345 | * op is the object that is causing object to be applied, tmp is the object |
2563 | * who is the object that is causing object to be applied, op is the object |
2346 | * being applied. |
2564 | * being applied. |
2347 | * |
2565 | * |
2348 | * aflag is special (always apply/unapply) flags. Nothing is done with |
2566 | * aflag is special (always apply/unapply) flags. Nothing is done with |
2349 | * them in this function - they are passed to apply_special |
2567 | * them in this function - they are passed to apply_special |
2350 | */ |
2568 | */ |
2351 | int |
2569 | int |
2352 | manual_apply (object *op, object *tmp, int aflag) |
2570 | manual_apply (object *who, object *op, int aflag) |
2353 | { |
2571 | { |
2354 | tmp = tmp->head_ (); |
2572 | op = op->head_ (); |
2355 | |
2573 | |
2356 | if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) |
2574 | if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) |
2357 | { |
2575 | { |
2358 | if (op->type == PLAYER) |
2576 | if (who->type == PLAYER) |
2359 | { |
2577 | { |
|
|
2578 | examine (who, op); |
2360 | op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>"); |
2579 | //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove |
2361 | return 1; |
2580 | return 1; |
2362 | } |
2581 | } |
2363 | else |
2582 | else |
2364 | return 0; /* monsters just skip unpaid items */ |
2583 | return 0; /* monsters just skip unpaid items */ |
2365 | } |
2584 | } |
2366 | |
2585 | |
2367 | if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) |
2586 | if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who))) |
2368 | return RESULT_INT (0); |
2587 | return RESULT_INT (0); |
2369 | |
2588 | |
2370 | switch (tmp->type) |
2589 | switch (op->type) |
2371 | { |
2590 | { |
2372 | case CF_HANDLE: |
2591 | case CF_HANDLE: |
2373 | op->play_sound (sound_find ("turn_handle")); |
2592 | who->play_sound (sound_find ("turn_handle")); |
2374 | op->statusmsg ("You turn the handle."); |
2593 | who->statusmsg ("You turn the handle."); |
2375 | tmp->value = tmp->value ? 0 : 1; |
2594 | op->value = op->value ? 0 : 1; |
2376 | SET_ANIMATION (tmp, tmp->value); |
2595 | SET_ANIMATION (op, op->value); |
2377 | update_object (tmp, UP_OBJ_FACE); |
2596 | update_object (op, UP_OBJ_FACE); |
2378 | push_button (tmp); |
2597 | push_button (op, who); |
2379 | return 1; |
2598 | return 1; |
2380 | |
2599 | |
2381 | case TRIGGER: |
2600 | case TRIGGER: |
2382 | if (check_trigger (tmp, op)) |
2601 | if (check_trigger (op, who, who)) |
2383 | { |
2602 | { |
2384 | op->statusmsg ("You turn the handle."); |
2603 | who->statusmsg ("You turn the handle."); |
2385 | op->play_sound (sound_find ("turn_handle")); |
2604 | who->play_sound (sound_find ("turn_handle")); |
2386 | } |
2605 | } |
2387 | else |
2606 | else |
2388 | op->failmsg ("The handle doesn't move."); |
2607 | who->failmsg ("The handle doesn't move."); |
2389 | |
2608 | |
2390 | return 1; |
2609 | return 1; |
2391 | |
2610 | |
2392 | case EXIT: |
2611 | case EXIT: |
2393 | if (op->type != PLAYER) |
2612 | if (who->type != PLAYER) |
2394 | return 0; |
2613 | return 0; |
2395 | |
2614 | |
2396 | if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) |
2615 | if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op)) |
2397 | op->failmsg (format ("The %s is closed.", query_name (tmp))); |
2616 | who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op))); |
2398 | else |
2617 | else |
2399 | { |
2618 | { |
2400 | /* Don't display messages for random maps. */ |
2619 | /* Don't display messages for random maps. */ |
2401 | if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) |
2620 | if (op->msg && !EXIT_PATH (op).starts_with ("/!")) |
2402 | op->statusmsg (tmp->msg, NDI_NAVY); |
2621 | who->statusmsg (op->msg, NDI_NAVY); |
2403 | |
2622 | |
2404 | op->enter_exit (tmp); |
2623 | who->enter_exit (op); |
2405 | } |
2624 | } |
2406 | |
2625 | |
2407 | return 1; |
2626 | return 1; |
2408 | |
2627 | |
2409 | case INSCRIBABLE: |
2628 | case INSCRIBABLE: |
2410 | op->statusmsg (tmp->msg); |
2629 | who->statusmsg (op->msg); |
2411 | // maybe show a spell menu to chose from or something like that |
2630 | // maybe show a spell menu to chose from or something like that |
2412 | return 1; |
2631 | return 1; |
2413 | |
2632 | |
2414 | case SIGN: |
2633 | case SIGN: |
2415 | apply_sign (op, tmp, 0); |
2634 | apply_sign (who, op, 0); |
2416 | return 1; |
2635 | return 1; |
2417 | |
2636 | |
2418 | case BOOK: |
2637 | case BOOK: |
2419 | if (op->type == PLAYER) |
2638 | if (who->type == PLAYER) |
2420 | { |
2639 | { |
2421 | apply_book (op, tmp); |
2640 | apply_book (who, op); |
2422 | return 1; |
2641 | return 1; |
2423 | } |
2642 | } |
2424 | else |
2643 | else |
2425 | return 0; |
2644 | return 0; |
2426 | |
2645 | |
2427 | case SKILLSCROLL: |
2646 | case SKILLSCROLL: |
2428 | if (op->type == PLAYER) |
2647 | if (who->type == PLAYER) |
2429 | { |
2648 | { |
2430 | apply_skillscroll (op, tmp); |
2649 | apply_skillscroll (who, op); |
2431 | return 1; |
2650 | return 1; |
2432 | } |
2651 | } |
2433 | else |
2652 | else |
2434 | return 0; |
2653 | return 0; |
2435 | |
2654 | |
2436 | case SPELLBOOK: |
2655 | case SPELLBOOK: |
2437 | if (op->type == PLAYER) |
2656 | if (who->type == PLAYER) |
2438 | { |
2657 | { |
2439 | apply_spellbook (op, tmp); |
2658 | apply_spellbook (who, op); |
2440 | return 1; |
2659 | return 1; |
2441 | } |
2660 | } |
2442 | else |
2661 | else |
2443 | return 0; |
2662 | return 0; |
2444 | |
2663 | |
2445 | case SCROLL: |
2664 | case SCROLL: |
2446 | apply_scroll (op, tmp, 0); |
2665 | apply_scroll (who, op, 0); |
2447 | return 1; |
2666 | return 1; |
2448 | |
2667 | |
2449 | case POTION: |
2668 | case POTION: |
2450 | apply_potion (op, tmp); |
2669 | apply_potion (who, op); |
2451 | return 1; |
2670 | return 1; |
2452 | |
2671 | |
2453 | /* Eneq(@csd.uu.se): Handle apply on containers. */ |
2672 | /* Eneq(@csd.uu.se): Handle apply on containers. */ |
2454 | //TODO: remove, as it is unsed? |
2673 | //TODO: remove, as it is unsed? |
2455 | case CLOSE_CON: |
2674 | case CLOSE_CON: |
2456 | apply_container (op, tmp->env); |
2675 | apply_container (who, op->env); |
2457 | return 1; |
2676 | return 1; |
2458 | |
2677 | |
2459 | case CONTAINER: |
2678 | case CONTAINER: |
2460 | apply_container (op, tmp); |
2679 | apply_container (who, op); |
2461 | return 1; |
2680 | return 1; |
2462 | |
2681 | |
2463 | case TREASURE: |
2682 | case TREASURE: |
2464 | if (op->type == PLAYER) |
2683 | if (who->type == PLAYER) |
2465 | { |
2684 | { |
2466 | apply_treasure (op, tmp); |
2685 | apply_treasure (who, op); |
2467 | return 1; |
2686 | return 1; |
2468 | } |
2687 | } |
2469 | else |
2688 | else |
2470 | return 0; |
2689 | return 0; |
|
|
2690 | |
|
|
2691 | case LAMP: |
|
|
2692 | case TORCH: |
|
|
2693 | player_apply_lamp (who, op); |
|
|
2694 | return 1; |
2471 | |
2695 | |
2472 | case WEAPON: |
2696 | case WEAPON: |
2473 | case ARMOUR: |
2697 | case ARMOUR: |
2474 | case BOOTS: |
2698 | case BOOTS: |
2475 | case GLOVES: |
2699 | case GLOVES: |
… | |
… | |
2483 | case WAND: |
2707 | case WAND: |
2484 | case ROD: |
2708 | case ROD: |
2485 | case HORN: |
2709 | case HORN: |
2486 | case SKILL: |
2710 | case SKILL: |
2487 | case BOW: |
2711 | case BOW: |
2488 | case LAMP: |
|
|
2489 | case BUILDER: |
2712 | case BUILDER: |
2490 | case SKILL_TOOL: |
2713 | case SKILL_TOOL: |
2491 | if (tmp->env != op) |
2714 | if (op->env != who) |
2492 | return 2; /* not in inventory */ |
2715 | return 2; /* not in inventory */ |
2493 | |
2716 | |
2494 | apply_special (op, tmp, aflag); |
2717 | apply_special (who, op, aflag); |
2495 | return 1; |
2718 | return 1; |
2496 | |
2719 | |
2497 | case DRINK: |
2720 | case DRINK: |
2498 | case FOOD: |
2721 | case FOOD: |
2499 | case FLESH: |
2722 | case FLESH: |
2500 | apply_food (op, tmp); |
2723 | apply_food (who, op); |
2501 | return 1; |
2724 | return 1; |
2502 | |
2725 | |
2503 | case POISON: |
2726 | case POISON: |
2504 | apply_poison (op, tmp); |
2727 | apply_poison (who, op); |
2505 | return 1; |
2728 | return 1; |
2506 | |
2729 | |
2507 | case SAVEBED: |
2730 | case SAVEBED: |
2508 | return 1; |
2731 | return 1; |
2509 | |
2732 | |
2510 | case ARMOUR_IMPROVER: |
2733 | case ARMOUR_IMPROVER: |
2511 | if (op->type == PLAYER) |
2734 | if (who->type == PLAYER) |
2512 | { |
2735 | { |
2513 | apply_armour_improver (op, tmp); |
2736 | apply_armour_improver (who, op); |
2514 | return 1; |
2737 | return 1; |
2515 | } |
2738 | } |
2516 | else |
2739 | else |
2517 | return 0; |
2740 | return 0; |
2518 | |
2741 | |
2519 | case WEAPON_IMPROVER: |
2742 | case WEAPON_IMPROVER: |
2520 | check_improve_weapon (op, tmp); |
2743 | check_improve_weapon (who, op); |
2521 | return 1; |
2744 | return 1; |
2522 | |
2745 | |
2523 | case CLOCK: |
2746 | case CLOCK: |
2524 | if (op->type == PLAYER) |
2747 | if (who->type == PLAYER) |
2525 | { |
2748 | { |
2526 | char buf[MAX_BUF]; |
2749 | char buf[MAX_BUF]; |
2527 | timeofday_t tod; |
2750 | timeofday_t tod; |
2528 | |
2751 | |
2529 | get_tod (&tod); |
2752 | get_tod (&tod); |
2530 | op->play_sound (sound_find ("sound_clock")); |
2753 | who->play_sound (sound_find ("sound_clock")); |
2531 | op->statusmsg (format ( |
2754 | who->statusmsg (format ( |
2532 | "It is %d minute%s past %d o'clock %s", |
2755 | "It is %d minute%s past %d o'clock %s", |
2533 | tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), |
2756 | tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), |
2534 | ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") |
2757 | ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") |
2535 | )); |
2758 | )); |
2536 | return 1; |
2759 | return 1; |
2537 | } |
2760 | } |
2538 | else |
2761 | else |
2539 | return 0; |
2762 | return 0; |
2540 | |
2763 | |
2541 | case MENU: |
2764 | case MENU: |
2542 | if (op->type == PLAYER) |
2765 | if (who->type == PLAYER) |
2543 | { |
2766 | { |
2544 | shop_listing (tmp, op); |
2767 | shop_listing (op, who); |
2545 | return 1; |
2768 | return 1; |
2546 | } |
2769 | } |
2547 | else |
2770 | else |
2548 | return 0; |
2771 | return 0; |
2549 | |
2772 | |
2550 | case POWER_CRYSTAL: |
2773 | case POWER_CRYSTAL: |
2551 | apply_power_crystal (op, tmp); /* see egoitem.c */ |
2774 | apply_power_crystal (who, op); /* see egoitem.c */ |
2552 | return 1; |
2775 | return 1; |
2553 | |
2776 | |
2554 | case LIGHTER: /* for lighting torches/lanterns/etc */ |
2777 | case LIGHTER: /* for lighting torches/lanterns/etc */ |
2555 | if (op->type == PLAYER) |
2778 | if (who->type == PLAYER) |
2556 | { |
2779 | { |
2557 | apply_lighter (op, tmp); |
2780 | apply_lighter (who, op); |
2558 | return 1; |
2781 | return 1; |
2559 | } |
2782 | } |
2560 | else |
2783 | else |
2561 | return 0; |
2784 | return 0; |
2562 | |
2785 | |
2563 | case ITEM_TRANSFORMER: |
2786 | case ITEM_TRANSFORMER: |
2564 | apply_item_transformer (op, tmp); |
2787 | apply_item_transformer (who, op); |
2565 | return 1; |
2788 | return 1; |
2566 | |
2789 | |
2567 | default: |
2790 | default: |
2568 | return 0; |
2791 | return 0; |
2569 | } |
2792 | } |
… | |
… | |
2636 | * person moving on it, also activate. Added code to make it |
2859 | * person moving on it, also activate. Added code to make it |
2637 | * so that at least one of players movement types be that which |
2860 | * so that at least one of players movement types be that which |
2638 | * the item needs. |
2861 | * the item needs. |
2639 | */ |
2862 | */ |
2640 | if (!tmp->invisible || (tmp->move_on & pl->move_type)) |
2863 | if (!tmp->invisible || (tmp->move_on & pl->move_type)) |
2641 | { |
|
|
2642 | if (player_apply (pl, tmp, 0, 1) == 1) |
2864 | if (player_apply (pl, tmp, 0, 1) == 1) |
2643 | return; |
2865 | return; |
2644 | } |
2866 | |
2645 | if (floors >= 2) |
2867 | if (floors >= 2) |
2646 | return; /* process at most two floor objects */ |
2868 | return; /* process at most two floor objects */ |
2647 | } |
2869 | } |
2648 | } |
2870 | } |
2649 | |
2871 | |
… | |
… | |
2721 | case BRACERS: |
2943 | case BRACERS: |
2722 | case CLOAK: |
2944 | case CLOAK: |
2723 | who->statusmsg (format ("You unwear %s.", query_name (op))); |
2945 | who->statusmsg (format ("You unwear %s.", query_name (op))); |
2724 | change_abil (who, op); |
2946 | change_abil (who, op); |
2725 | break; |
2947 | break; |
2726 | |
|
|
2727 | case LAMP: |
|
|
2728 | { |
|
|
2729 | who->statusmsg (format ("You turn off your %s.", &op->name)); |
|
|
2730 | |
|
|
2731 | object *tmp2 = arch_to_object (op->other_arch); |
|
|
2732 | tmp2->x = op->x; |
|
|
2733 | tmp2->y = op->y; |
|
|
2734 | tmp2->map = op->map; |
|
|
2735 | tmp2->below = op->below; |
|
|
2736 | tmp2->above = op->above; |
|
|
2737 | tmp2->stats.food = op->stats.food; |
|
|
2738 | CLEAR_FLAG (tmp2, FLAG_APPLIED); |
|
|
2739 | |
|
|
2740 | if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
|
|
2741 | SET_FLAG (tmp2, FLAG_INV_LOCKED); |
|
|
2742 | |
|
|
2743 | op->destroy (); |
|
|
2744 | who->insert (tmp2); |
|
|
2745 | who->update_stats (); |
|
|
2746 | |
|
|
2747 | if (who->contr) |
|
|
2748 | { |
|
|
2749 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
|
|
2750 | { |
|
|
2751 | who->failmsg ("Oops, it feels deadly cold!"); |
|
|
2752 | SET_FLAG (tmp2, FLAG_KNOWN_CURSED); |
|
|
2753 | } |
|
|
2754 | } |
|
|
2755 | } |
|
|
2756 | |
|
|
2757 | return 1; /* otherwise, an attempt to drop causes problems */ |
|
|
2758 | |
2948 | |
2759 | case BOW: |
2949 | case BOW: |
2760 | case WAND: |
2950 | case WAND: |
2761 | case ROD: |
2951 | case ROD: |
2762 | case HORN: |
2952 | case HORN: |
… | |
… | |
3170 | * skill so that the dam and wc get updated |
3360 | * skill so that the dam and wc get updated |
3171 | */ |
3361 | */ |
3172 | who->change_skill (skop); |
3362 | who->change_skill (skop); |
3173 | } |
3363 | } |
3174 | |
3364 | |
3175 | if (who->type == PLAYER |
3365 | if (!check_item_power (who, op->item_power)) |
3176 | && op->item_power |
|
|
3177 | && op->item_power + who->contr->item_power > settings.item_power_factor * who->level) |
|
|
3178 | { |
3366 | { |
3179 | who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); |
3367 | who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); |
3180 | return 1; |
3368 | return 1; |
3181 | } |
3369 | } |
3182 | |
3370 | |
… | |
… | |
3190 | return RESULT_INT (0); |
3378 | return RESULT_INT (0); |
3191 | |
3379 | |
3192 | switch (op->type) |
3380 | switch (op->type) |
3193 | { |
3381 | { |
3194 | case WEAPON: |
3382 | case WEAPON: |
3195 | if (!check_weapon_power (who, op->last_eat)) |
|
|
3196 | { |
|
|
3197 | op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER); |
|
|
3198 | |
|
|
3199 | if (tmp) |
|
|
3200 | insert_ob_in_ob (tmp, who); |
|
|
3201 | |
|
|
3202 | return 1; |
|
|
3203 | } |
|
|
3204 | |
|
|
3205 | //TODO: this obviously fails for players using a shorter prefix |
3383 | //TODO: this obviously fails for players using a shorter prefix |
3206 | // i.e. "R" can use Ragnarok's sword. |
3384 | // i.e. "R" can use Ragnarok's sword. |
3207 | if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) |
3385 | if (op->level && !op->name.starts_with (who->name)) |
3208 | { |
3386 | { |
3209 | /* if the weapon does not have the name as the character, can't use it. */ |
3387 | /* if the weapon does not have the name as the character, can't use it. */ |
3210 | /* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
3388 | /* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
3211 | who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); |
3389 | who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); |
3212 | |
3390 | |
… | |
… | |
3246 | case AMULET: |
3424 | case AMULET: |
3247 | SET_FLAG (op, FLAG_APPLIED); |
3425 | SET_FLAG (op, FLAG_APPLIED); |
3248 | who->statusmsg (format ("You wear %s.", query_name (op))); |
3426 | who->statusmsg (format ("You wear %s.", query_name (op))); |
3249 | change_abil (who, op); |
3427 | change_abil (who, op); |
3250 | break; |
3428 | break; |
3251 | |
|
|
3252 | case LAMP: |
|
|
3253 | if (op->stats.food < 1) |
|
|
3254 | { |
|
|
3255 | who->failmsg (format ( |
|
|
3256 | "Your %s is out of fuel! " |
|
|
3257 | "H<Lamps and similar items need fuel. They cannot be refilled.>", |
|
|
3258 | &op->name |
|
|
3259 | )); |
|
|
3260 | return 1; |
|
|
3261 | } |
|
|
3262 | |
|
|
3263 | who->statusmsg (format ("You turn on your %s.", &op->name)); |
|
|
3264 | |
|
|
3265 | tmp2 = arch_to_object (op->other_arch); |
|
|
3266 | tmp2->stats.food = op->stats.food; |
|
|
3267 | SET_FLAG (tmp2, FLAG_APPLIED); |
|
|
3268 | |
|
|
3269 | if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
|
|
3270 | SET_FLAG (tmp2, FLAG_INV_LOCKED); |
|
|
3271 | |
|
|
3272 | who->insert (tmp2); |
|
|
3273 | |
|
|
3274 | /* Remove the old lantern */ |
|
|
3275 | op->destroy (); |
|
|
3276 | |
|
|
3277 | /* insert the portion that was split off */ |
|
|
3278 | if (tmp) |
|
|
3279 | who->insert (tmp); |
|
|
3280 | |
|
|
3281 | who->update_stats (); |
|
|
3282 | |
|
|
3283 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
|
|
3284 | if (who->type == PLAYER) |
|
|
3285 | { |
|
|
3286 | who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"); |
|
|
3287 | SET_FLAG (tmp2, FLAG_KNOWN_CURSED); |
|
|
3288 | } |
|
|
3289 | |
|
|
3290 | return 0; |
|
|
3291 | |
3429 | |
3292 | case SKILL_TOOL: |
3430 | case SKILL_TOOL: |
3293 | // applying a skill tool also readies the skill |
3431 | // applying a skill tool also readies the skill |
3294 | SET_FLAG (op, FLAG_APPLIED); |
3432 | SET_FLAG (op, FLAG_APPLIED); |
3295 | |
3433 | |
… | |
… | |
3375 | } |
3513 | } |
3376 | |
3514 | |
3377 | break; |
3515 | break; |
3378 | |
3516 | |
3379 | case BOW: |
3517 | case BOW: |
3380 | if (!check_weapon_power (who, op->last_eat)) |
3518 | if (op->level && !op->name.starts_with (who->name)) |
3381 | { |
|
|
3382 | who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER); |
|
|
3383 | |
|
|
3384 | if (tmp) |
|
|
3385 | insert_ob_in_ob (tmp, who); |
|
|
3386 | |
|
|
3387 | return 1; |
|
|
3388 | } |
|
|
3389 | |
|
|
3390 | if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) |
|
|
3391 | { |
3519 | { |
3392 | who->failmsg ("The weapon does not recognize you as its owner. " |
3520 | who->failmsg ("The weapon does not recognize you as its owner. " |
3393 | "H<Its name indicates that it belongs to somebody else.>"); |
3521 | "H<Its name indicates that it belongs to somebody else.>"); |
3394 | if (tmp) |
3522 | if (tmp) |
3395 | insert_ob_in_ob (tmp, who); |
3523 | insert_ob_in_ob (tmp, who); |
… | |
… | |
3469 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
3597 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
3470 | if (who->type == PLAYER) |
3598 | if (who->type == PLAYER) |
3471 | { |
3599 | { |
3472 | who->failmsg ( |
3600 | who->failmsg ( |
3473 | "Oops, it feels deadly cold! " |
3601 | "Oops, it feels deadly cold! " |
3474 | "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>" |
3602 | "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>" |
3475 | ); |
3603 | ); |
3476 | SET_FLAG (op, FLAG_KNOWN_CURSED); |
3604 | SET_FLAG (op, FLAG_KNOWN_CURSED); |
3477 | } |
3605 | } |
3478 | |
3606 | |
3479 | if (object *pl = op->visible_to ()) |
3607 | if (object *pl = op->visible_to ()) |
… | |
… | |
3499 | int |
3627 | int |
3500 | auto_apply (object *op) |
3628 | auto_apply (object *op) |
3501 | { |
3629 | { |
3502 | object *tmp = NULL, *tmp2; |
3630 | object *tmp = NULL, *tmp2; |
3503 | int i; |
3631 | int i; |
|
|
3632 | |
|
|
3633 | CLEAR_FLAG (op, FLAG_AUTO_APPLY); |
3504 | |
3634 | |
3505 | switch (op->type) |
3635 | switch (op->type) |
3506 | { |
3636 | { |
3507 | case SHOP_FLOOR: |
3637 | case SHOP_FLOOR: |
3508 | if (!op->has_random_items ()) |
3638 | if (!op->has_random_items ()) |
… | |
… | |
3510 | |
3640 | |
3511 | do |
3641 | do |
3512 | { |
3642 | { |
3513 | i = 10; /* let's give it 10 tries */ |
3643 | i = 10; /* let's give it 10 tries */ |
3514 | while ((tmp = generate_treasure (op->randomitems, |
3644 | while ((tmp = generate_treasure (op->randomitems, |
3515 | op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); |
3645 | op->stats.exp |
|
|
3646 | ? (int) op->stats.exp |
|
|
3647 | : max (op->map->difficulty, 5))) |
|
|
3648 | == NULL && --i); |
|
|
3649 | |
3516 | if (tmp == NULL) |
3650 | if (tmp == NULL) |
3517 | return 0; |
3651 | return 0; |
|
|
3652 | |
3518 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
3653 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
3519 | { |
3654 | { |
3520 | tmp->destroy (); |
3655 | tmp->destroy (); |
3521 | tmp = NULL; |
3656 | tmp = NULL; |
3522 | } |
3657 | } |
… | |
… | |
3525 | |
3660 | |
3526 | tmp->x = op->x; |
3661 | tmp->x = op->x; |
3527 | tmp->y = op->y; |
3662 | tmp->y = op->y; |
3528 | SET_FLAG (tmp, FLAG_UNPAID); |
3663 | SET_FLAG (tmp, FLAG_UNPAID); |
3529 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3664 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3530 | CLEAR_FLAG (op, FLAG_AUTO_APPLY); |
|
|
3531 | identify (tmp); |
3665 | identify (tmp); |
3532 | break; |
3666 | break; |
3533 | |
3667 | |
3534 | case TREASURE: |
3668 | case TREASURE: |
3535 | if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) |
3669 | if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) |
… | |
… | |
3542 | /* If we generated an object and put it in this object inventory, |
3676 | /* If we generated an object and put it in this object inventory, |
3543 | * move it to the parent object as the current object is about |
3677 | * move it to the parent object as the current object is about |
3544 | * to disappear. An example of this item is the random_* stuff |
3678 | * to disappear. An example of this item is the random_* stuff |
3545 | * that is put inside other objects. |
3679 | * that is put inside other objects. |
3546 | */ |
3680 | */ |
3547 | for (tmp = op->inv; tmp; tmp = tmp2) |
|
|
3548 | { |
|
|
3549 | tmp2 = tmp->below; |
|
|
3550 | tmp->remove (); |
|
|
3551 | |
|
|
3552 | if (op->env) |
3681 | if (op->env) |
3553 | insert_ob_in_ob (tmp, op->env); |
3682 | while (op->inv) |
3554 | else |
3683 | op->env->insert (op->inv); |
3555 | tmp->destroy (); |
|
|
3556 | } |
|
|
3557 | |
3684 | |
3558 | op->destroy (); |
3685 | op->destroy (); |
3559 | break; |
3686 | break; |
3560 | } |
3687 | } |
3561 | return tmp ? 1 : 0; |
3688 | |
|
|
3689 | return !!tmp; |
3562 | } |
3690 | } |
3563 | |
3691 | |
3564 | /** |
3692 | /** |
3565 | * fix_auto_apply goes through the entire map every time a map |
3693 | * fix_auto_apply goes through the entire map every time a map |
3566 | * is loaded or swapped in and performs special actions for |
3694 | * is loaded or swapped in and performs special actions for |
… | |
… | |
3580 | |
3708 | |
3581 | if (tmp->inv) |
3709 | if (tmp->inv) |
3582 | { |
3710 | { |
3583 | object *invtmp, *invnext; |
3711 | object *invtmp, *invnext; |
3584 | |
3712 | |
3585 | for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) |
3713 | for (invtmp = tmp->inv; invtmp; invtmp = invnext) |
3586 | { |
3714 | { |
3587 | invnext = invtmp->below; |
3715 | invnext = invtmp->below; |
3588 | |
3716 | |
3589 | if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) |
3717 | if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) |
3590 | auto_apply (invtmp); |
3718 | auto_apply (invtmp); |
3591 | else if (invtmp->type == TREASURE && invtmp->has_random_items ()) |
3719 | else if (invtmp->type == TREASURE && invtmp->has_random_items ()) |
3592 | { |
3720 | { |
3593 | while ((invtmp->stats.hp--) > 0) |
3721 | while (invtmp->stats.hp-- > 0) |
3594 | create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
3722 | create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
3595 | |
3723 | |
3596 | invtmp->randomitems = NULL; |
3724 | invtmp->randomitems = NULL; |
3597 | } |
3725 | } |
3598 | else if (invtmp && invtmp->arch |
3726 | else if (invtmp && invtmp->arch |
… | |
… | |
3659 | } |
3787 | } |
3660 | |
3788 | |
3661 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
3789 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
3662 | for (object *tmp = ms->bot; tmp; tmp = tmp->above) |
3790 | for (object *tmp = ms->bot; tmp; tmp = tmp->above) |
3663 | if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
3791 | if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
3664 | check_trigger (tmp, tmp->above); |
3792 | check_trigger (tmp, tmp->above, tmp->above); |
3665 | } |
3793 | } |
3666 | |
3794 | |
3667 | /** |
3795 | /** |
3668 | * Handles player eating food that temporarily changes status (resistances, stats). |
3796 | * Handles player eating food that temporarily changes status (resistances, stats). |
3669 | * This used to call cast_change_attr(), but |
3797 | * This used to call cast_change_attr(), but |
… | |
… | |
3674 | eat_special_food (object *who, object *food) |
3802 | eat_special_food (object *who, object *food) |
3675 | { |
3803 | { |
3676 | object *force; |
3804 | object *force; |
3677 | int i, did_one = 0; |
3805 | int i, did_one = 0; |
3678 | |
3806 | |
3679 | force = get_archetype (FORCE_NAME); |
3807 | char buf[64]; |
|
|
3808 | snprintf (buf, sizeof(buf), "sp_food_%s", &food->title); |
|
|
3809 | shstr key (buf); |
3680 | |
3810 | |
3681 | for (i = 0; i < NUM_STATS; i++) |
|
|
3682 | if (sint8 k = food->stats.stat (i)) |
|
|
3683 | { |
|
|
3684 | force->stats.stat (i) = k; |
|
|
3685 | did_one = 1; |
|
|
3686 | } |
|
|
3687 | |
|
|
3688 | /* check if we can protect the eater */ |
|
|
3689 | for (i = 0; i < NROFATTACKS; i++) |
|
|
3690 | { |
|
|
3691 | if (food->resist[i] > 0) |
|
|
3692 | { |
|
|
3693 | force->resist[i] = food->resist[i] / 2; |
|
|
3694 | did_one = 1; |
|
|
3695 | } |
|
|
3696 | } |
|
|
3697 | |
|
|
3698 | if (did_one) |
|
|
3699 | { |
|
|
3700 | force->set_speed (0.1); |
|
|
3701 | /* bigger morsel of food = longer effect time */ |
3811 | /* bigger morsel of food = longer effect time */ |
3702 | force->duration = food->stats.food / 5; |
3812 | int duration = TIME2TICK (food->stats.food); |
3703 | SET_FLAG (force, FLAG_APPLIED); |
3813 | |
3704 | change_abil (who, force); |
3814 | if (force = who->force_find (key)) |
3705 | insert_ob_in_ob (force, who); |
3815 | { |
|
|
3816 | if (duration > abs (force->speed_left / force->speed)) |
|
|
3817 | { |
|
|
3818 | 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)); |
|
|
3819 | force->force_set_timer (duration); |
|
|
3820 | } |
|
|
3821 | else |
|
|
3822 | new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect."); |
|
|
3823 | |
|
|
3824 | return; |
3706 | } |
3825 | } |
3707 | else |
3826 | else |
|
|
3827 | { |
|
|
3828 | force = who->force_add (key, duration); |
|
|
3829 | force->name = key; |
|
|
3830 | |
|
|
3831 | /* check if the food affects a stat */ |
|
|
3832 | for (i = 0; i < NUM_STATS; i++) |
|
|
3833 | if (sint8 k = food->stats.stat (i)) |
|
|
3834 | { |
|
|
3835 | force->stats.stat (i) = k; |
|
|
3836 | did_one = 1; |
|
|
3837 | } |
|
|
3838 | |
|
|
3839 | /* check if we can protect the eater */ |
|
|
3840 | for (i = 0; i < NROFATTACKS; i++) |
|
|
3841 | { |
|
|
3842 | if (food->resist[i] > 0) |
|
|
3843 | { |
|
|
3844 | force->resist[i] = food->resist[i]; |
|
|
3845 | did_one = 1; |
|
|
3846 | } |
|
|
3847 | } |
|
|
3848 | |
|
|
3849 | if (did_one) |
|
|
3850 | { |
|
|
3851 | 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)); |
|
|
3852 | |
|
|
3853 | /* make the force take effect and report effects to user */ |
|
|
3854 | change_abil (who, force); |
|
|
3855 | } |
|
|
3856 | else |
3708 | force->destroy (); |
3857 | force->destroy (); |
|
|
3858 | } |
3709 | |
3859 | |
3710 | /* check for hp, sp change */ |
3860 | /* check for hp, sp change */ |
3711 | if (food->stats.hp != 0) |
3861 | if (food->stats.hp != 0) |
3712 | { |
3862 | { |
3713 | if (QUERY_FLAG (food, FLAG_CURSED)) |
3863 | if (QUERY_FLAG (food, FLAG_CURSED)) |
… | |
… | |
3745 | } |
3895 | } |
3746 | |
3896 | |
3747 | who->update_stats (); |
3897 | who->update_stats (); |
3748 | } |
3898 | } |
3749 | |
3899 | |
3750 | /** |
|
|
3751 | * Designed primarily to light torches/lanterns/etc. |
|
|
3752 | * Also burns up burnable material too. First object in the inventory is |
|
|
3753 | * the selected object to "burn". -b.t. |
|
|
3754 | */ |
|
|
3755 | void |
|
|
3756 | apply_lighter (object *who, object *lighter) |
|
|
3757 | { |
|
|
3758 | object *item; |
|
|
3759 | int is_player_env = 0; |
|
|
3760 | |
|
|
3761 | item = find_marked_object (who); |
|
|
3762 | if (item) |
|
|
3763 | { |
|
|
3764 | if (lighter->last_eat && lighter->stats.food) |
|
|
3765 | { /* lighter gets used up */ |
|
|
3766 | object *oneLighter = lighter->split (); |
|
|
3767 | oneLighter->stats.food--; |
|
|
3768 | who->insert (oneLighter); |
|
|
3769 | } |
|
|
3770 | else if (lighter->last_eat) |
|
|
3771 | { |
|
|
3772 | /* no charges left in lighter */ |
|
|
3773 | who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name)); |
|
|
3774 | return; |
|
|
3775 | } |
|
|
3776 | |
|
|
3777 | /* Perhaps we should split what we are trying to light on fire? |
|
|
3778 | * I can't see many times when you would want to light multiple |
|
|
3779 | * objects at once. |
|
|
3780 | */ |
|
|
3781 | |
|
|
3782 | if (who == item->in_player ()) |
|
|
3783 | is_player_env = 1; |
|
|
3784 | |
|
|
3785 | save_throw_object (item, AT_FIRE, who); |
|
|
3786 | |
|
|
3787 | if (item->destroyed ()) |
|
|
3788 | { |
|
|
3789 | who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name)); |
|
|
3790 | /* Need to update the player so that the players glow radius |
|
|
3791 | * gets changed. |
|
|
3792 | */ |
|
|
3793 | if (is_player_env) |
|
|
3794 | who->update_stats (); |
|
|
3795 | } |
|
|
3796 | else |
|
|
3797 | who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name)); |
|
|
3798 | } |
|
|
3799 | else |
|
|
3800 | who->failmsg ("You need to mark a lightable object."); |
|
|
3801 | } |
|
|
3802 | |
3900 | |
3803 | /** |
3901 | /** |
3804 | * op made some mistake with a scroll, this takes care of punishment. |
3902 | * op made some mistake with a scroll, this takes care of punishment. |
3805 | * scroll_failure()- hacked directly from spell_failure |
3903 | * scroll_failure()- hacked directly from spell_failure |
3806 | */ |
3904 | */ |
… | |
… | |
3906 | } |
4004 | } |
3907 | |
4005 | |
3908 | /* insert the randomitems from the change's treasurelist into |
4006 | /* insert the randomitems from the change's treasurelist into |
3909 | * the player ref: player.c |
4007 | * the player ref: player.c |
3910 | */ |
4008 | */ |
3911 | if (change->randomitems != NULL) |
4009 | if (change->randomitems) |
3912 | give_initial_items (pl, change->randomitems); |
4010 | give_initial_items (pl, change->randomitems); |
3913 | |
4011 | |
3914 | /* set up the face, for some races. */ |
4012 | /* set up the face, for some races. */ |
3915 | |
4013 | |
3916 | /* first, look for the force object banning |
4014 | /* first, look for the force object banning |
3917 | * changing the face. Certain races never change face with class. |
4015 | * changing the face. Certain races never change face with class. |
3918 | */ |
4016 | */ |
3919 | for (walk = pl->inv; walk != NULL; walk = walk->below) |
4017 | for (walk = pl->inv; walk; walk = walk->below) |
3920 | if (!strcmp (walk->name, "NOCLASSFACECHANGE")) |
4018 | if (walk->name == shstr_NOCLASSFACECHANGE) |
3921 | flag_change_face = 0; |
4019 | flag_change_face = 0; |
3922 | |
4020 | |
3923 | if (flag_change_face) |
4021 | if (flag_change_face) |
3924 | { |
4022 | { |
3925 | pl->face = change->face; |
4023 | pl->face = change->face; |
… | |
… | |
3927 | pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; |
4025 | pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; |
3928 | } |
4026 | } |
3929 | |
4027 | |
3930 | /* check the special case of can't use weapons */ |
4028 | /* check the special case of can't use weapons */ |
3931 | /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ |
4029 | /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ |
3932 | if (!strcmp (change->name, "monk")) |
4030 | if (change->name == shstr_monk) |
3933 | CLEAR_FLAG (pl, FLAG_USE_WEAPON); |
4031 | CLEAR_FLAG (pl, FLAG_USE_WEAPON); |
3934 | |
4032 | |
3935 | break; |
4033 | break; |
3936 | } |
4034 | } |
3937 | } |
4035 | } |
… | |
… | |
3974 | pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
4072 | pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
3975 | return; |
4073 | return; |
3976 | } |
4074 | } |
3977 | |
4075 | |
3978 | /* check whether they are compatible or not */ |
4076 | /* check whether they are compatible or not */ |
3979 | find = strstr (marked->slaying, transformer->arch->archname); |
4077 | find = strstr (&marked->slaying, transformer->arch->archname); |
3980 | if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) |
4078 | if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) |
3981 | { |
4079 | { |
3982 | pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
4080 | pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
3983 | return; |
4081 | return; |
3984 | } |
4082 | } |