1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
11 | * option) any later version. |
… | |
… | |
30 | #include <skills.h> |
30 | #include <skills.h> |
31 | #include <tod.h> |
31 | #include <tod.h> |
32 | |
32 | |
33 | #include <sproto.h> |
33 | #include <sproto.h> |
34 | |
34 | |
35 | /* Want this regardless of rplay. */ |
35 | // these must be in the inventory before they can be applied |
36 | #include <sounds.h> |
|
|
37 | |
36 | |
38 | /** |
37 | static const struct apply_types_inv_only : typeset |
39 | * Check if op should abort moving victim because of it's race or slaying. |
|
|
40 | * Returns 1 if it should abort, returns 0 if it should continue. |
|
|
41 | */ |
|
|
42 | int |
|
|
43 | should_director_abort (object *op, object *victim) |
|
|
44 | { |
38 | { |
45 | int arch_flag, name_flag, race_flag; |
39 | apply_types_inv_only () |
46 | |
|
|
47 | /* Get flags to determine what of arch, name, and race should be checked. |
|
|
48 | * This is stored in subtype, and is a bitmask, the LSB is the arch flag, |
|
|
49 | * the next is the name flag, and the last is the race flag. Also note, |
|
|
50 | * if subtype is set to zero, that also goes to defaults of all affecting |
|
|
51 | * it. Examples: |
|
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52 | * subtype 1: only arch |
|
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53 | * subtype 3: arch or name |
|
|
54 | * subtype 5: arch or race |
|
|
55 | * subtype 7: all three |
|
|
56 | */ |
|
|
57 | if (op->subtype) |
|
|
58 | { |
40 | { |
59 | arch_flag = op->subtype & 1; |
41 | set (WEAPON); |
60 | name_flag = op->subtype & 2; |
42 | set (ARMOUR); |
61 | race_flag = op->subtype & 4; |
43 | set (BOOTS); |
|
|
44 | set (GLOVES); |
|
|
45 | set (AMULET); |
|
|
46 | set (GIRDLE); |
|
|
47 | set (BRACERS); |
|
|
48 | set (SHIELD); |
|
|
49 | set (HELMET); |
|
|
50 | set (RING); |
|
|
51 | set (CLOAK); |
|
|
52 | set (WAND); |
|
|
53 | set (ROD); |
|
|
54 | set (HORN); |
|
|
55 | set (SKILL); |
|
|
56 | set (SPELL); |
|
|
57 | set (BOW); |
|
|
58 | set (RANGED); |
|
|
59 | set (BUILDER); |
|
|
60 | set (SKILL_TOOL); |
62 | } |
61 | } |
63 | else |
62 | } apply_types_inv_only; |
|
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63 | |
|
|
64 | // these only make sense for the player |
|
|
65 | |
|
|
66 | static const struct apply_types_player_only : typeset |
|
|
67 | { |
|
|
68 | apply_types_player_only () |
64 | { |
69 | { |
65 | arch_flag = 1; |
70 | set (TRANSPORT); |
66 | name_flag = 1; |
71 | set (EXIT); |
67 | race_flag = 1; |
72 | set (BOOK); |
|
|
73 | set (SIGN); |
|
|
74 | set (BOOK); |
|
|
75 | set (SKILLSCROLL); |
|
|
76 | set (SPELLBOOK); |
|
|
77 | set (INSCRIBABLE); |
|
|
78 | set (TREASURE); |
|
|
79 | set (SAVEBED); |
|
|
80 | set (ARMOUR_IMPROVER); |
|
|
81 | set (WEAPON_IMPROVER); |
|
|
82 | set (CLOCK); |
|
|
83 | set (MENU); |
|
|
84 | set (LIGHTER); /* for lighting torches/lanterns/etc */ |
68 | } |
85 | } |
|
|
86 | } apply_types_player_only; |
69 | |
87 | |
70 | /* If the director has race set, only affect objects with a arch, |
88 | // applying these _can_ be attempted, others cannot |
71 | * name or race that matches. |
89 | // be applied at all. used by e.g. apply below. |
72 | */ |
|
|
73 | if ((op->race) && |
|
|
74 | ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) && |
|
|
75 | ((!(victim->name && name_flag) || op->race != victim->name)) && |
|
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76 | ((!(victim->race && race_flag) || op->race != victim->race))) |
|
|
77 | return 1; |
|
|
78 | |
90 | |
79 | /* If the director has slaying set, only affect objects where none |
91 | static const struct apply_types : typeset |
80 | * of arch, name, or race match. |
|
|
81 | */ |
|
|
82 | if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) || |
|
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83 | ((victim->name && name_flag && op->slaying == victim->name)) || |
|
|
84 | ((victim->race && race_flag && op->slaying == victim->race))) |
|
|
85 | return 1; |
|
|
86 | |
|
|
87 | return 0; |
|
|
88 | } |
|
|
89 | |
|
|
90 | /** |
|
|
91 | * This handles a player dropping money on an altar to identify stuff. |
|
|
92 | * It'll identify marked item, if none all items up to dropped money. |
|
|
93 | * Return value: 1 if money was destroyed, 0 if not. |
|
|
94 | */ |
|
|
95 | static int |
|
|
96 | apply_id_altar (object *money, object *altar, object *pl) |
|
|
97 | { |
92 | { |
98 | dynbuf_text &buf = msg_dynbuf; buf.clear (); |
93 | apply_types () |
99 | |
94 | : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only) |
100 | if (!pl || pl->type != PLAYER) |
|
|
101 | return 0; |
|
|
102 | |
|
|
103 | /* Check for MONEY type is a special hack - it prevents 'nothing needs |
|
|
104 | * identifying' from being printed out more than it needs to be. |
|
|
105 | */ |
|
|
106 | if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY) |
|
|
107 | return 0; |
|
|
108 | |
|
|
109 | /* if the player has a marked item, identify that if it needs to be |
|
|
110 | * identified. If it doesn't, then go through the player inventory. |
|
|
111 | */ |
|
|
112 | if (object *marked = find_marked_object (pl)) |
|
|
113 | if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) |
|
|
114 | { |
|
|
115 | if (operate_altar (altar, &money, pl)) |
|
|
116 | { |
|
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117 | identify (marked); |
|
|
118 | |
|
|
119 | buf.printf ("You have %s.\r", long_desc (marked, pl)); |
|
|
120 | if (marked->msg) |
|
|
121 | buf << "The item has a story:\r" << marked->msg << "\n\n"; |
|
|
122 | |
|
|
123 | return !money; |
|
|
124 | } |
|
|
125 | } |
|
|
126 | |
|
|
127 | for (object *id = pl->inv; id; id = id->below) |
|
|
128 | { |
95 | { |
129 | if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) |
96 | set (T_HANDLE); |
130 | { |
97 | set (TRIGGER); |
131 | if (operate_altar (altar, &money, pl)) |
98 | set (SCROLL); |
132 | { |
99 | set (POTION); |
133 | identify (id); |
100 | set (CLOSE_CON); |
134 | |
101 | set (CONTAINER); |
135 | buf.printf ("You have %s.\r", long_desc (id, pl)); |
102 | set (LAMP); |
136 | if (id->msg) |
103 | set (TORCH); |
137 | buf << "The item has a story:\r" << id->msg << "\n\n"; |
104 | set (DRINK); |
138 | |
105 | set (FOOD); |
139 | /* If no more money, might as well quit now */ |
106 | set (FLESH); |
140 | if (!money || !check_altar_sacrifice (altar, money)) |
107 | set (POISON); |
141 | break; |
108 | set (POWER_CRYSTAL); |
142 | } |
109 | set (ITEM_TRANSFORMER); |
143 | else |
|
|
144 | { |
|
|
145 | LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); |
|
|
146 | break; |
|
|
147 | } |
|
|
148 | } |
|
|
149 | } |
110 | } |
150 | |
111 | } apply_types; |
151 | if (buf.empty ()) |
|
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152 | pl->failmsg ("You have nothing that needs identifying"); |
|
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153 | else |
|
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154 | pl->contr->infobox (MSG_CHANNEL ("identify"), buf); |
|
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155 | |
|
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156 | return !money; |
|
|
157 | } |
|
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158 | |
|
|
159 | /** |
|
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160 | * This checks whether the object has a "on_use_yield" field, and if so generated and drops |
|
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161 | * matching item. |
|
|
162 | **/ |
|
|
163 | void |
|
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164 | handle_apply_yield (object *tmp) |
|
|
165 | { |
|
|
166 | if (shstr_tmp yield = tmp->kv (shstr_on_use_yield)) |
|
|
167 | archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); |
|
|
168 | } |
|
|
169 | |
|
|
170 | /** |
|
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171 | * Handles applying a potion. |
|
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172 | */ |
|
|
173 | int |
|
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174 | apply_potion (object *op, object *tmp) |
|
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175 | { |
|
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176 | int got_one = 0, i; |
|
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177 | object *force = 0, *floor = 0; |
|
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178 | |
|
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179 | floor = GET_MAP_OB (op->map, op->x, op->y); |
|
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180 | |
|
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181 | if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) |
|
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182 | { |
|
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183 | op->failmsg ("Gods prevent you from using this here, it's sacred ground!"); |
|
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184 | |
|
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185 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
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186 | return 0; |
|
|
187 | } |
|
|
188 | |
|
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189 | if (op->type == PLAYER) |
|
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190 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
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191 | identify (tmp); |
|
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192 | |
|
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193 | handle_apply_yield (tmp); |
|
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194 | |
|
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195 | /* Potion of restoration - only for players */ |
|
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196 | if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) |
|
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197 | { |
|
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198 | object *depl; |
|
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199 | archetype *at; |
|
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200 | |
|
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201 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
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202 | { |
|
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203 | op->drain_stat (); |
|
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204 | op->update_stats (); |
|
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205 | tmp->decrease (); |
|
|
206 | return 1; |
|
|
207 | } |
|
|
208 | |
|
|
209 | if (!(at = archetype::find (shstr_depletion))) |
|
|
210 | { |
|
|
211 | LOG (llevError, "Could not find archetype depletion\n"); |
|
|
212 | return 0; |
|
|
213 | } |
|
|
214 | |
|
|
215 | depl = present_arch_in_ob (at, op); |
|
|
216 | |
|
|
217 | if (depl) |
|
|
218 | { |
|
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219 | for (i = 0; i < NUM_STATS; i++) |
|
|
220 | if (depl->stats.stat (i)) |
|
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221 | op->statusmsg (restore_msg[i]); |
|
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222 | |
|
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223 | depl->destroy (); |
|
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224 | op->update_stats (); |
|
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225 | } |
|
|
226 | else |
|
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227 | op->statusmsg ("Your potion had no effect."); |
|
|
228 | |
|
|
229 | tmp->decrease (); |
|
|
230 | return 1; |
|
|
231 | } |
|
|
232 | |
|
|
233 | /* improvement potion - only for players */ |
|
|
234 | if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) |
|
|
235 | { |
|
|
236 | for (i = 1; i < min (11, op->level); i++) |
|
|
237 | { |
|
|
238 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
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239 | { |
|
|
240 | if (op->contr->levhp[i] != 1) |
|
|
241 | { |
|
|
242 | op->contr->levhp[i] = 1; |
|
|
243 | break; |
|
|
244 | } |
|
|
245 | |
|
|
246 | if (op->contr->levsp[i] != 1) |
|
|
247 | { |
|
|
248 | op->contr->levsp[i] = 1; |
|
|
249 | break; |
|
|
250 | } |
|
|
251 | |
|
|
252 | if (op->contr->levgrace[i] != 1) |
|
|
253 | { |
|
|
254 | op->contr->levgrace[i] = 1; |
|
|
255 | break; |
|
|
256 | } |
|
|
257 | } |
|
|
258 | else |
|
|
259 | { |
|
|
260 | if (op->contr->levhp[i] < 9) |
|
|
261 | { |
|
|
262 | op->contr->levhp[i] = 9; |
|
|
263 | break; |
|
|
264 | } |
|
|
265 | |
|
|
266 | if (op->contr->levsp[i] < 6) |
|
|
267 | { |
|
|
268 | op->contr->levsp[i] = 6; |
|
|
269 | break; |
|
|
270 | } |
|
|
271 | |
|
|
272 | if (op->contr->levgrace[i] < 3) |
|
|
273 | { |
|
|
274 | op->contr->levgrace[i] = 3; |
|
|
275 | break; |
|
|
276 | } |
|
|
277 | } |
|
|
278 | } |
|
|
279 | |
|
|
280 | /* Just makes checking easier */ |
|
|
281 | if (i < min (11, op->level)) |
|
|
282 | got_one = 1; |
|
|
283 | |
|
|
284 | if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
285 | { |
|
|
286 | if (got_one) |
|
|
287 | { |
|
|
288 | op->update_stats (); |
|
|
289 | op->statusmsg ("The Gods smile upon you and remake you " |
|
|
290 | "a little more in their image. " |
|
|
291 | "You feel a little more perfect.", NDI_GREEN); |
|
|
292 | } |
|
|
293 | else |
|
|
294 | op->statusmsg ("The potion had no effect - you are already perfect."); |
|
|
295 | } |
|
|
296 | else |
|
|
297 | { /* cursed potion */ |
|
|
298 | if (got_one) |
|
|
299 | { |
|
|
300 | op->update_stats (); |
|
|
301 | op->failmsg ("The Gods are angry and punish you."); |
|
|
302 | } |
|
|
303 | else |
|
|
304 | op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE); |
|
|
305 | } |
|
|
306 | |
|
|
307 | tmp->decrease (); |
|
|
308 | return 1; |
|
|
309 | } |
|
|
310 | |
|
|
311 | |
|
|
312 | /* A potion that casts a spell. Healing, restore spellpoint (power potion) |
|
|
313 | * and heroism all fit into this category. Given the spell object code, |
|
|
314 | * there is no limit to the number of spells that potions can be cast, |
|
|
315 | * but direction is problematic to try and imbue fireball potions for example. |
|
|
316 | */ |
|
|
317 | if (tmp->inv) |
|
|
318 | { |
|
|
319 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
320 | { |
|
|
321 | op->failmsg ("Yech! Your lungs are on fire!"); |
|
|
322 | create_exploding_ball_at (op, op->level); |
|
|
323 | } |
|
|
324 | else |
|
|
325 | cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
|
|
326 | |
|
|
327 | tmp->decrease (); |
|
|
328 | |
|
|
329 | /* if youre dead, no point in doing this... */ |
|
|
330 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
331 | op->update_stats (); |
|
|
332 | |
|
|
333 | return 1; |
|
|
334 | } |
|
|
335 | |
|
|
336 | /* Deal with protection potions */ |
|
|
337 | force = NULL; |
|
|
338 | for (i = 0; i < NROFATTACKS; i++) |
|
|
339 | { |
|
|
340 | if (tmp->resist[i]) |
|
|
341 | { |
|
|
342 | if (!force) |
|
|
343 | force = get_archetype (FORCE_NAME); |
|
|
344 | |
|
|
345 | memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); |
|
|
346 | force->type = POTION_EFFECT; |
|
|
347 | break; /* Only need to find one protection since we copy entire batch */ |
|
|
348 | } |
|
|
349 | } |
|
|
350 | |
|
|
351 | /* This is a protection potion */ |
|
|
352 | if (force) |
|
|
353 | { |
|
|
354 | /* cursed items last longer */ |
|
|
355 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
356 | { |
|
|
357 | force->stats.food *= 10; |
|
|
358 | for (i = 0; i < NROFATTACKS; i++) |
|
|
359 | if (force->resist[i] > 0) |
|
|
360 | force->resist[i] = -force->resist[i]; /* prot => vuln */ |
|
|
361 | } |
|
|
362 | |
|
|
363 | force->speed_left = -1; |
|
|
364 | force = insert_ob_in_ob (force, op); |
|
|
365 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
366 | SET_FLAG (force, FLAG_APPLIED); |
|
|
367 | change_abil (op, force); |
|
|
368 | tmp->decrease (); |
|
|
369 | return 1; |
|
|
370 | } |
|
|
371 | |
|
|
372 | /* Only thing left are the stat potions */ |
|
|
373 | if (op->type == PLAYER) |
|
|
374 | { /* only for players */ |
|
|
375 | if ((QUERY_FLAG (tmp, FLAG_CURSED) |
|
|
376 | || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
377 | && tmp->value != 0) |
|
|
378 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
379 | else |
|
|
380 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
381 | |
|
|
382 | if (!change_abil (op, tmp)) |
|
|
383 | op->statusmsg ("Nothing happened."); |
|
|
384 | } |
|
|
385 | |
|
|
386 | /* CLEAR_FLAG is so that if the character has other potions |
|
|
387 | * that were grouped with the one consumed, his |
|
|
388 | * stat will not be raised by them. fix_player just clears |
|
|
389 | * up all the stats. |
|
|
390 | */ |
|
|
391 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
392 | op->update_stats (); |
|
|
393 | tmp->decrease (); |
|
|
394 | return 1; |
|
|
395 | } |
|
|
396 | |
112 | |
397 | /**************************************************************************** |
113 | /**************************************************************************** |
398 | * Weapon improvement code follows |
114 | * Weapon improvement code follows |
399 | ****************************************************************************/ |
115 | ****************************************************************************/ |
400 | |
116 | |
… | |
… | |
424 | if (!item) |
140 | if (!item) |
425 | return 0; |
141 | return 0; |
426 | |
142 | |
427 | for (op = op->below; op; op = op->below) |
143 | for (op = op->below; op; op = op->below) |
428 | if (op->arch->archname == item) |
144 | if (op->arch->archname == item) |
429 | if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) |
145 | if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED] |
430 | && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID)) |
146 | && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID]) |
431 | count += op->number_of (); |
147 | count += op->number_of (); |
432 | |
148 | |
433 | return count; |
149 | return count; |
434 | } |
150 | } |
435 | |
151 | |
… | |
… | |
482 | if (improver->slaying) |
198 | if (improver->slaying) |
483 | { |
199 | { |
484 | count = check_item (op, improver->slaying); |
200 | count = check_item (op, improver->slaying); |
485 | if (count < 1) |
201 | if (count < 1) |
486 | { |
202 | { |
487 | op->failmsg (format ("The gods want more %ss", &improver->slaying)); |
203 | op->failmsgf ("The gods want more %ss", &improver->slaying); |
488 | return 0; |
204 | return 0; |
489 | } |
205 | } |
490 | } |
206 | } |
491 | else |
207 | else |
492 | count = 1; |
208 | count = 1; |
… | |
… | |
535 | */ |
251 | */ |
536 | static int |
252 | static int |
537 | prepare_weapon (object *op, object *improver, object *weapon) |
253 | prepare_weapon (object *op, object *improver, object *weapon) |
538 | { |
254 | { |
539 | int sacrifice_count, i; |
255 | int sacrifice_count, i; |
540 | char buf[MAX_BUF]; |
|
|
541 | |
256 | |
542 | if (weapon->level != 0) |
257 | if (weapon->level != 0) |
543 | { |
258 | { |
544 | op->failmsg ("Weapon is already prepared!"); |
259 | op->failmsg ("Weapon is already prepared!"); |
545 | return 0; |
260 | return 0; |
… | |
… | |
574 | "Your sacrifice was accepted." |
289 | "Your sacrifice was accepted." |
575 | "Your *%s may be improved %d times.", |
290 | "Your *%s may be improved %d times.", |
576 | &weapon->name, weapon->level |
291 | &weapon->name, weapon->level |
577 | )); |
292 | )); |
578 | |
293 | |
579 | sprintf (buf, "%s's %s", &op->name, &weapon->name); |
294 | weapon->name = weapon->name_pl = format ("%s's %s", &op->name, &weapon->name); |
580 | weapon->name = weapon->name_pl = buf; |
|
|
581 | weapon->nrof = 0; /* prevents preparing n weapons in the same |
295 | weapon->nrof = 0; /* prevents preparing n weapons in the same |
582 | slot at once! */ |
296 | slot at once! */ |
583 | improver->decrease (); |
297 | improver->decrease (); |
584 | weapon->last_eat = 0; |
298 | weapon->last_eat = 0; |
585 | return 1; |
299 | return 1; |
… | |
… | |
617 | { |
331 | { |
618 | op->failmsg ("This weapon cannot be improved any more."); |
332 | op->failmsg ("This weapon cannot be improved any more."); |
619 | return 0; |
333 | return 0; |
620 | } |
334 | } |
621 | |
335 | |
622 | if (QUERY_FLAG (weapon, FLAG_APPLIED) |
336 | if (weapon->flag [FLAG_APPLIED] |
623 | && !check_item_power (op, weapon->item_power + 1)) |
337 | && !check_item_power (op, weapon->item_power + 1)) |
624 | { |
338 | { |
625 | op->failmsg ("Improving the weapon will make it too " |
339 | op->failmsg ("Improving the weapon will make it too " |
626 | "powerful for you to use. Unready it if you " |
340 | "powerful for you to use. Unready it if you " |
627 | "really want to improve it."); |
341 | "really want to improve it."); |
… | |
… | |
677 | sacrifice_needed *= 2; |
391 | sacrifice_needed *= 2; |
678 | |
392 | |
679 | sacrifice_count = check_sacrifice (op, improver); |
393 | sacrifice_count = check_sacrifice (op, improver); |
680 | if (sacrifice_count < sacrifice_needed) |
394 | if (sacrifice_count < sacrifice_needed) |
681 | { |
395 | { |
682 | op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying)); |
396 | op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying); |
683 | return 0; |
397 | return 0; |
684 | } |
398 | } |
685 | |
399 | |
686 | eat_item (op, improver->slaying, sacrifice_needed); |
400 | eat_item (op, improver->slaying, sacrifice_needed); |
687 | weapon->item_power++; |
401 | weapon->item_power++; |
… | |
… | |
709 | * then calls improve_weapon to do the dirty work. |
423 | * then calls improve_weapon to do the dirty work. |
710 | */ |
424 | */ |
711 | static int |
425 | static int |
712 | check_improve_weapon (object *op, object *tmp) |
426 | check_improve_weapon (object *op, object *tmp) |
713 | { |
427 | { |
714 | object *otmp; |
|
|
715 | |
|
|
716 | if (op->type != PLAYER) |
428 | if (op->type != PLAYER) |
717 | return 0; |
429 | return 0; |
718 | |
430 | |
719 | if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) |
431 | if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) |
720 | { |
432 | { |
721 | op->failmsg ("Something blocks the magic of the scroll!"); |
433 | op->failmsg ("Something blocks the magic of the scroll!"); |
722 | return 0; |
434 | return 0; |
723 | } |
435 | } |
724 | |
436 | |
725 | otmp = find_marked_object (op); |
437 | object *otmp = op->mark (); |
726 | |
438 | |
727 | if (!otmp) |
439 | if (!otmp) |
728 | { |
440 | { |
729 | op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); |
441 | op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); |
730 | return 0; |
442 | return 0; |
731 | } |
443 | } |
732 | |
444 | |
733 | if (otmp->type != WEAPON && otmp->type != BOW) |
445 | if (otmp->type != WEAPON && otmp->type != BOW) |
734 | { |
446 | { |
735 | op->failmsg ("Marked item is not a weapon or bow!"); |
447 | op->failmsg ("Marked item is not a weapon or bow!"); |
|
|
448 | return 0; |
|
|
449 | } |
|
|
450 | |
|
|
451 | if (!op->apply (otmp, AP_UNAPPLY)) |
|
|
452 | { |
|
|
453 | op->failmsg ("You are unable to take off your weapon to improve it!"); |
736 | return 0; |
454 | return 0; |
737 | } |
455 | } |
738 | |
456 | |
739 | op->statusmsg ("Applied weapon builder."); |
457 | op->statusmsg ("Applied weapon builder."); |
740 | |
458 | |
… | |
… | |
766 | * changing of physical area right now. |
484 | * changing of physical area right now. |
767 | */ |
485 | */ |
768 | static int |
486 | static int |
769 | improve_armour (object *op, object *improver, object *armour) |
487 | improve_armour (object *op, object *improver, object *armour) |
770 | { |
488 | { |
771 | object *tmp; |
|
|
772 | |
|
|
773 | if (armour->magic >= settings.armor_max_enchant) |
489 | if (armour->magic >= settings.armor_max_enchant) |
774 | { |
490 | { |
775 | op->failmsg ("This armour can not be enchanted any further!"); |
491 | op->failmsg ("This armour can not be enchanted any further!"); |
776 | return 0; |
492 | return 0; |
777 | } |
493 | } |
… | |
… | |
788 | } |
504 | } |
789 | |
505 | |
790 | /* Split objects if needed. Can't insert tmp until the |
506 | /* Split objects if needed. Can't insert tmp until the |
791 | * end of this function - otherwise it will just re-merge. |
507 | * end of this function - otherwise it will just re-merge. |
792 | */ |
508 | */ |
793 | tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0; |
509 | object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0; |
794 | |
510 | |
795 | armour->magic++; |
511 | armour->magic++; |
796 | |
512 | |
797 | if (!settings.armor_speed_linear) |
513 | if (!settings.armor_speed_linear) |
798 | { |
514 | { |
… | |
… | |
836 | |
552 | |
837 | if (op->type == PLAYER) |
553 | if (op->type == PLAYER) |
838 | { |
554 | { |
839 | esrv_send_item (op, armour); |
555 | esrv_send_item (op, armour); |
840 | |
556 | |
841 | if (QUERY_FLAG (armour, FLAG_APPLIED)) |
557 | if (armour->flag [FLAG_APPLIED]) |
842 | op->update_stats (); |
558 | op->update_stats (); |
843 | } |
559 | } |
844 | |
560 | |
845 | improver->decrease (); |
561 | improver->decrease (); |
846 | |
562 | |
… | |
… | |
926 | for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) |
642 | for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) |
927 | if (rndm (0, i) == 0) |
643 | if (rndm (0, i) == 0) |
928 | ob_to_copy = ob; |
644 | ob_to_copy = ob; |
929 | |
645 | |
930 | item = ob_to_copy->deep_clone (); |
646 | item = ob_to_copy->deep_clone (); |
931 | CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); |
647 | item->clr_flag (FLAG_IS_A_TEMPLATE); |
932 | unflag_inv (item, FLAG_IS_A_TEMPLATE); |
648 | unflag_inv (item, FLAG_IS_A_TEMPLATE); |
933 | } |
649 | } |
934 | else |
650 | else |
935 | { |
651 | { |
936 | if (!conv_to) |
652 | if (!conv_to) |
… | |
… | |
949 | |
665 | |
950 | if (nr) |
666 | if (nr) |
951 | item->nrof *= nr; |
667 | item->nrof *= nr; |
952 | |
668 | |
953 | if (converter->flag [FLAG_PRECIOUS]) |
669 | if (converter->flag [FLAG_PRECIOUS]) |
954 | SET_FLAG (item, FLAG_UNPAID); |
670 | item->set_flag (FLAG_UNPAID); |
955 | |
671 | |
956 | if (is_in_shop (converter)) |
672 | if (converter->is_in_shop ()) |
957 | { |
673 | { |
958 | // converters on shop floors don't work anymore, bug lets check for it |
674 | // converters on shop floors don't work anymore, bug lets check for it |
959 | // and report in case someone still does it. |
675 | // and report in case someone still does it. |
960 | LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n", |
676 | LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n", |
961 | converter->debug_desc ()); |
677 | converter->debug_desc ()); |
962 | SET_FLAG (item, FLAG_UNPAID); |
678 | item->set_flag (FLAG_UNPAID); |
963 | } |
679 | } |
964 | else if (price_in < sint64 (item->nrof) * item->value) |
680 | else if (price_in < sint64 (item->nrof) * item->value) |
965 | { |
681 | { |
966 | LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", |
682 | LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", |
967 | &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); |
683 | &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); |
… | |
… | |
971 | */ |
687 | */ |
972 | } |
688 | } |
973 | |
689 | |
974 | // elmex: only identify if we need to, for example so that generated money doesn't |
690 | // elmex: only identify if we need to, for example so that generated money doesn't |
975 | // get an 'identified' flag so easily. |
691 | // get an 'identified' flag so easily. |
976 | if (need_identify (item)) |
692 | if (item->need_identify ()) |
977 | identify (item); |
693 | identify (item); |
978 | |
694 | |
979 | insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); |
695 | insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); |
980 | return 1; |
696 | return 1; |
981 | } |
697 | } |
… | |
… | |
1015 | op->close_container (); |
731 | op->close_container (); |
1016 | return 1; |
732 | return 1; |
1017 | } |
733 | } |
1018 | else if (!sack->env) |
734 | else if (!sack->env) |
1019 | { |
735 | { |
1020 | // active, but not ours: some other player has opened it |
736 | // active on floor, but not ours: some other player has opened it |
|
|
737 | // normally this only happens to dms standing on the same space. |
|
|
738 | // but it doesn't hurt to handle it. |
1021 | op->failmsg (format ("Somebody else is using the %s already.", query_name (sack))); |
739 | op->failmsgf ("Somebody else is using the %s already.", query_name (sack)); |
1022 | return 1; |
740 | return 1; |
1023 | } |
741 | } |
|
|
742 | } |
1024 | |
743 | |
1025 | // fall through to opening it (active in inv) |
744 | // it's locked? |
|
|
745 | if (sack->slaying) |
1026 | } |
746 | { |
1027 | else if (sack->env) |
747 | if (object *tmp = find_key (op, op, sack)) |
|
|
748 | { |
|
|
749 | op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp))); |
|
|
750 | } |
|
|
751 | else |
|
|
752 | { |
|
|
753 | sack->flag [FLAG_APPLIED] = false; // might be applied in inv, let the user close it |
|
|
754 | esrv_update_item (UPD_FLAGS, op, sack); |
|
|
755 | op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack))); |
|
|
756 | return 1; |
|
|
757 | } |
|
|
758 | } |
|
|
759 | |
|
|
760 | if (sack->env && !sack->flag [FLAG_APPLIED]) |
1028 | { |
761 | { |
1029 | // it is in our env, so activate it, do not open yet |
762 | // it is in our env, so activate it, do not open yet |
1030 | op->close_container (); |
763 | op->close_container (); |
1031 | sack->flag [FLAG_APPLIED] = 1; |
764 | sack->flag [FLAG_APPLIED] = true; |
1032 | esrv_update_item (UPD_FLAGS, op, sack); |
765 | esrv_update_item (UPD_FLAGS, op, sack); |
1033 | op->statusmsg (format ("You ready %s.", query_name (sack))); |
766 | op->statusmsg (format ("You ready %s.", query_name (sack))); |
1034 | return 1; |
|
|
1035 | } |
|
|
1036 | |
|
|
1037 | // it's locked? |
|
|
1038 | if (sack->slaying) |
|
|
1039 | { |
767 | } |
1040 | if (object *tmp = find_key (op, op, sack)) |
|
|
1041 | op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp))); |
|
|
1042 | else |
768 | else |
1043 | { |
|
|
1044 | op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack))); |
|
|
1045 | return 1; |
|
|
1046 | } |
|
|
1047 | } |
|
|
1048 | |
|
|
1049 | op->open_container (sack); |
769 | op->open_container (sack); |
1050 | |
770 | |
1051 | return 1; |
771 | return 1; |
1052 | } |
772 | } |
1053 | |
773 | |
1054 | /** |
774 | /** |
… | |
… | |
1102 | { |
822 | { |
1103 | int rv = 0; |
823 | int rv = 0; |
1104 | double opinion; |
824 | double opinion; |
1105 | object *tmp, *next; |
825 | object *tmp, *next; |
1106 | |
826 | |
1107 | SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ |
827 | op->set_flag (FLAG_NO_APPLY); /* prevent loops */ |
1108 | |
828 | |
1109 | bool has_unpaid = false; |
829 | bool has_unpaid = false; |
1110 | |
830 | |
1111 | // quite inefficient to do this here twice, but the api doesn't lend itself to |
831 | // quite inefficient to do this here twice, but the api doesn't lend itself to |
1112 | // a quick and small change :( |
832 | // a quick and small change :( |
… | |
… | |
1125 | */ |
845 | */ |
1126 | for (tmp = op->inv; tmp; tmp = next) |
846 | for (tmp = op->inv; tmp; tmp = next) |
1127 | { |
847 | { |
1128 | next = tmp->below; |
848 | next = tmp->below; |
1129 | |
849 | |
1130 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
850 | if (tmp->flag [FLAG_UNPAID]) |
1131 | { |
851 | { |
1132 | int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); |
852 | int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); |
1133 | |
853 | |
1134 | if (i >= 0) |
854 | if (i >= 0) |
1135 | tmp->move (i); |
855 | tmp->move (i); |
1136 | } |
856 | } |
1137 | } |
857 | } |
1138 | |
858 | |
1139 | /* Don't teleport things like spell effects */ |
859 | /* Don't teleport things like spell effects */ |
1140 | if (QUERY_FLAG (op, FLAG_NO_PICK)) |
860 | if (op->flag [FLAG_NO_PICK]) |
1141 | return 0; |
861 | return 0; |
1142 | |
862 | |
1143 | /* unpaid objects, or non living objects, can't transfer by |
863 | /* unpaid objects, or non living objects, can't transfer by |
1144 | * shop mats. Instead, put it on a nearby space. |
864 | * shop mats. Instead, put it on a nearby space. |
1145 | */ |
865 | */ |
1146 | if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) |
866 | if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE]) |
1147 | { |
867 | { |
1148 | /* Somebody dropped an unpaid item, just move to an adjacent place. */ |
868 | /* Somebody dropped an unpaid item, just move to an adjacent place. */ |
1149 | int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
869 | int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
1150 | |
870 | |
1151 | if (i != -1) |
871 | if (i != -1) |
… | |
… | |
1164 | /* this is only used for players */ |
884 | /* this is only used for players */ |
1165 | rv = teleport (shop_mat, SHOP_MAT, op); |
885 | rv = teleport (shop_mat, SHOP_MAT, op); |
1166 | |
886 | |
1167 | if (has_unpaid) |
887 | if (has_unpaid) |
1168 | op->contr->play_sound (sound_find ("shop_buy")); |
888 | op->contr->play_sound (sound_find ("shop_buy")); |
1169 | else if (is_in_shop (op)) |
889 | else if (op->is_in_shop ()) |
1170 | op->contr->play_sound (sound_find ("shop_enter")); |
890 | op->contr->play_sound (sound_find ("shop_enter")); |
1171 | else |
891 | else |
1172 | op->contr->play_sound (sound_find ("shop_leave")); |
892 | op->contr->play_sound (sound_find ("shop_leave")); |
1173 | |
893 | |
1174 | if (shop_mat->msg) |
894 | if (shop_mat->msg) |
1175 | op->statusmsg (shop_mat->msg); |
895 | op->statusmsg (shop_mat->msg); |
1176 | /* This check below is a bit simplistic - generally it should be correct, |
896 | /* This check below is a bit simplistic - generally it should be correct, |
1177 | * but there is never a guarantee that the bottom space on the map is |
897 | * but there is never a guarantee that the bottom space on the map is |
1178 | * actually the shop floor. |
898 | * actually the shop floor. |
1179 | */ |
899 | */ |
1180 | else if (!rv && !is_in_shop (op)) |
900 | else if (!rv && !op->is_in_shop ()) |
1181 | { |
901 | { |
1182 | opinion = shopkeeper_approval (op->map, op); |
902 | opinion = shopkeeper_approval (op->map, op); |
1183 | |
903 | |
1184 | op->statusmsg ( |
904 | op->statusmsg ( |
1185 | opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." |
905 | opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." |
… | |
… | |
1206 | op->y += freearr_y[i]; |
926 | op->y += freearr_y[i]; |
1207 | rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; |
927 | rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; |
1208 | } |
928 | } |
1209 | } |
929 | } |
1210 | |
930 | |
1211 | CLEAR_FLAG (op, FLAG_NO_APPLY); |
931 | op->clr_flag (FLAG_NO_APPLY); |
1212 | return rv; |
932 | return rv; |
1213 | } |
933 | } |
1214 | |
934 | |
1215 | /** |
935 | /** |
1216 | * Handles applying a sign. |
936 | * Handles applying a sign. |
… | |
… | |
1244 | op->failmsg ("You cannot read it anymore."); |
964 | op->failmsg ("You cannot read it anymore."); |
1245 | |
965 | |
1246 | return; |
966 | return; |
1247 | } |
967 | } |
1248 | |
968 | |
1249 | if (!QUERY_FLAG (op, FLAG_WIZPASS)) |
969 | if (!op->flag [FLAG_WIZPASS]) |
1250 | sign->last_eat++; |
970 | sign->last_eat++; |
1251 | } |
971 | } |
1252 | |
972 | |
1253 | /* Sign or magic mouth? Do we need to see it, or does it talk to us? |
973 | /* Sign or magic mouth? Do we need to see it, or does it talk to us? |
1254 | * No way to know for sure. The presumption is basically that if |
974 | * No way to know for sure. The presumption is basically that if |
1255 | * move_on is zero, it needs to be manually applied (doesn't talk |
975 | * move_on is zero, it needs to be manually applied (doesn't talk |
1256 | * to us). |
976 | * to us). |
1257 | */ |
977 | */ |
1258 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) |
978 | if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on) |
1259 | { |
979 | { |
1260 | op->failmsg ("You are unable to read while blind!"); |
980 | op->failmsg ("You are unable to read while blind!"); |
1261 | return; |
981 | return; |
1262 | } |
982 | } |
1263 | |
983 | |
… | |
… | |
1304 | EXIT_Y (trap) + freearr_y[dir], |
1024 | EXIT_Y (trap) + freearr_y[dir], |
1305 | 0, victim); |
1025 | 0, victim); |
1306 | } |
1026 | } |
1307 | |
1027 | |
1308 | /** |
1028 | /** |
1309 | * 'victim' moves onto 'trap' |
|
|
1310 | * 'victim' leaves 'trap' |
|
|
1311 | * effect is determined by move_on/move_off of trap and move_type of victime. |
|
|
1312 | * |
|
|
1313 | * originator: Player, monster or other object that caused 'victim' to move |
|
|
1314 | * onto 'trap'. Will receive messages caused by this action. May be NULL. |
|
|
1315 | * However, some types of traps require an originator to function. |
|
|
1316 | */ |
|
|
1317 | void |
|
|
1318 | move_apply (object *trap, object *victim, object *originator) |
|
|
1319 | { |
|
|
1320 | static int recursion_depth = 0; |
|
|
1321 | |
|
|
1322 | /* Only exits affect DMs. */ |
|
|
1323 | if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) |
|
|
1324 | return; |
|
|
1325 | |
|
|
1326 | /* move_apply() is the most likely candidate for causing unwanted and |
|
|
1327 | * possibly unlimited recursion. |
|
|
1328 | */ |
|
|
1329 | /* The following was changed because it was causing perfectly correct |
|
|
1330 | * maps to fail. 1) it's not an error to recurse: |
|
|
1331 | * rune detonates, summoning monster. monster lands on nearby rune. |
|
|
1332 | * nearby rune detonates. This sort of recursion is expected and |
|
|
1333 | * proper. This code was causing needless crashes. |
|
|
1334 | */ |
|
|
1335 | if (recursion_depth >= 500) |
|
|
1336 | { |
|
|
1337 | LOG (llevDebug, "WARNING: move_apply(): aborting recursion " |
|
|
1338 | "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name); |
|
|
1339 | return; |
|
|
1340 | } |
|
|
1341 | |
|
|
1342 | recursion_depth++; |
|
|
1343 | if (trap->head) |
|
|
1344 | trap = trap->head; |
|
|
1345 | |
|
|
1346 | if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) |
|
|
1347 | switch (trap->type) |
|
|
1348 | { |
|
|
1349 | case PLAYERMOVER: |
|
|
1350 | if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) |
|
|
1351 | { |
|
|
1352 | if (!trap->stats.maxsp) |
|
|
1353 | trap->stats.maxsp = 2; |
|
|
1354 | |
|
|
1355 | /* Is this correct? From the docs, it doesn't look like it |
|
|
1356 | * should be divided by trap->speed |
|
|
1357 | */ |
|
|
1358 | victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed; |
|
|
1359 | |
|
|
1360 | /* Just put in some sanity check. I think there is a bug in the |
|
|
1361 | * above with some objects have zero speed, and thus the player |
|
|
1362 | * getting permanently paralyzed. |
|
|
1363 | */ |
|
|
1364 | if (victim->speed_left < -50.f) |
|
|
1365 | victim->speed_left = -50.f; |
|
|
1366 | /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ |
|
|
1367 | } |
|
|
1368 | break; |
|
|
1369 | |
|
|
1370 | case SPINNER: |
|
|
1371 | if (victim->direction) |
|
|
1372 | { |
|
|
1373 | victim->direction = absdir (victim->direction - trap->stats.sp); |
|
|
1374 | update_turn_face (victim); |
|
|
1375 | } |
|
|
1376 | break; |
|
|
1377 | |
|
|
1378 | case DIRECTOR: |
|
|
1379 | if (victim->direction && !should_director_abort (trap, victim)) |
|
|
1380 | { |
|
|
1381 | victim->direction = trap->stats.sp; |
|
|
1382 | update_turn_face (victim); |
|
|
1383 | } |
|
|
1384 | break; |
|
|
1385 | |
|
|
1386 | case BUTTON: |
|
|
1387 | case PEDESTAL: |
|
|
1388 | case T_MATCH: |
|
|
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->has_active_speed ()) |
|
|
1410 | && trap->owner != victim) |
|
|
1411 | hit_with_arrow (trap, victim); |
|
|
1412 | break; |
|
|
1413 | |
|
|
1414 | case SPELL_EFFECT: |
|
|
1415 | apply_spell_effect (trap, victim); |
|
|
1416 | break; |
|
|
1417 | |
|
|
1418 | case TRAPDOOR: |
|
|
1419 | { |
|
|
1420 | int max, sound_was_played; |
|
|
1421 | object *ab, *ab_next; |
|
|
1422 | |
|
|
1423 | if (!trap->value) |
|
|
1424 | { |
|
|
1425 | int tot; |
|
|
1426 | |
|
|
1427 | for (ab = trap->above, tot = 0; ab; ab = ab->above) |
|
|
1428 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
1429 | tot += ab->head_ ()->total_weight (); |
|
|
1430 | |
|
|
1431 | if (!(trap->value = (tot > trap->weight) ? 1 : 0)) |
|
|
1432 | break; |
|
|
1433 | |
|
|
1434 | SET_ANIMATION (trap, trap->value); |
|
|
1435 | update_object (trap, UP_OBJ_FACE); |
|
|
1436 | } |
|
|
1437 | |
|
|
1438 | for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) |
|
|
1439 | { |
|
|
1440 | /* need to set this up, since if we do transfer the object, |
|
|
1441 | * ab->above would be bogus |
|
|
1442 | */ |
|
|
1443 | ab_next = ab->above; |
|
|
1444 | |
|
|
1445 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
1446 | { |
|
|
1447 | if (!sound_was_played) |
|
|
1448 | { |
|
|
1449 | trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
|
|
1450 | sound_was_played = 1; |
|
|
1451 | } |
|
|
1452 | |
|
|
1453 | ab->statusmsg ("You fall into a trapdoor!", NDI_RED); |
|
|
1454 | transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab); |
|
|
1455 | } |
|
|
1456 | } |
|
|
1457 | break; |
|
|
1458 | } |
|
|
1459 | |
|
|
1460 | case CONVERTER: |
|
|
1461 | if (convert_item (victim, trap) < 0) |
|
|
1462 | { |
|
|
1463 | originator->failmsg (format ("The %s seems to be broken!", query_name (trap))); |
|
|
1464 | archetype::get (shstr_burnout)->insert_at (trap, trap); |
|
|
1465 | } |
|
|
1466 | |
|
|
1467 | break; |
|
|
1468 | |
|
|
1469 | case TRIGGER_BUTTON: |
|
|
1470 | case TRIGGER_PEDESTAL: |
|
|
1471 | case TRIGGER_ALTAR: |
|
|
1472 | check_trigger (trap, victim, originator); |
|
|
1473 | break; |
|
|
1474 | |
|
|
1475 | case DEEP_SWAMP: |
|
|
1476 | walk_on_deep_swamp (trap, victim); |
|
|
1477 | break; |
|
|
1478 | |
|
|
1479 | case CHECK_INV: |
|
|
1480 | check_inv (victim, trap); |
|
|
1481 | break; |
|
|
1482 | |
|
|
1483 | case HOLE: |
|
|
1484 | move_apply_hole (trap, victim); |
|
|
1485 | break; |
|
|
1486 | |
|
|
1487 | case EXIT: |
|
|
1488 | if (victim->type == PLAYER && EXIT_PATH (trap)) |
|
|
1489 | { |
|
|
1490 | /* Basically, don't show exits leading to random maps the |
|
|
1491 | * players output. |
|
|
1492 | */ |
|
|
1493 | if (trap->msg && !EXIT_PATH (trap).starts_with ("/!")) |
|
|
1494 | victim->statusmsg (trap->msg, NDI_NAVY); |
|
|
1495 | |
|
|
1496 | trap->play_sound (trap->sound); |
|
|
1497 | victim->enter_exit (trap); |
|
|
1498 | } |
|
|
1499 | break; |
|
|
1500 | |
|
|
1501 | case ENCOUNTER: |
|
|
1502 | /* may be some leftovers on this */ |
|
|
1503 | break; |
|
|
1504 | |
|
|
1505 | case SHOP_MAT: |
|
|
1506 | apply_shop_mat (trap, victim); |
|
|
1507 | break; |
|
|
1508 | |
|
|
1509 | /* Drop a certain amount of gold, and have one item identified */ |
|
|
1510 | case IDENTIFY_ALTAR: |
|
|
1511 | apply_id_altar (victim, trap, originator); |
|
|
1512 | break; |
|
|
1513 | |
|
|
1514 | case SIGN: |
|
|
1515 | if (victim->type != PLAYER && trap->stats.food > 0) |
|
|
1516 | break; /* monsters musn't apply magic_mouths with counters */ |
|
|
1517 | |
|
|
1518 | apply_sign (victim, trap, 1); |
|
|
1519 | break; |
|
|
1520 | |
|
|
1521 | case CONTAINER: |
|
|
1522 | apply_container (victim, trap); |
|
|
1523 | break; |
|
|
1524 | |
|
|
1525 | case RUNE: |
|
|
1526 | case TRAP: |
|
|
1527 | if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) |
|
|
1528 | spring_trap (trap, victim); |
|
|
1529 | break; |
|
|
1530 | |
|
|
1531 | default: |
|
|
1532 | LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " |
|
|
1533 | "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); |
|
|
1534 | break; |
|
|
1535 | } |
|
|
1536 | |
|
|
1537 | recursion_depth--; |
|
|
1538 | } |
|
|
1539 | |
|
|
1540 | /** |
|
|
1541 | * Handles reading a regular (ie not containing a spell) book. |
|
|
1542 | */ |
|
|
1543 | static void |
|
|
1544 | apply_book (object *op, object *tmp) |
|
|
1545 | { |
|
|
1546 | int lev_diff; |
|
|
1547 | object *skill_ob; |
|
|
1548 | |
|
|
1549 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1550 | { |
|
|
1551 | op->failmsg ("You are unable to read while blind!"); |
|
|
1552 | return; |
|
|
1553 | } |
|
|
1554 | |
|
|
1555 | if (!tmp->msg) |
|
|
1556 | { |
|
|
1557 | op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name)); |
|
|
1558 | return; |
|
|
1559 | } |
|
|
1560 | |
|
|
1561 | /* need a literacy skill to read stuff! */ |
|
|
1562 | skill_ob = find_skill_by_name (op, tmp->skill); |
|
|
1563 | if (!skill_ob) |
|
|
1564 | { |
|
|
1565 | op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill)); |
|
|
1566 | return; |
|
|
1567 | } |
|
|
1568 | |
|
|
1569 | lev_diff = tmp->level - (skill_ob->level + 5); |
|
|
1570 | if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) |
|
|
1571 | { |
|
|
1572 | op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension." |
|
|
1573 | : lev_diff < 3 ? "This book is slightly beyond your comprehension." |
|
|
1574 | : lev_diff < 5 ? "This book is beyond your comprehension." |
|
|
1575 | : lev_diff < 8 ? "This book is quite a bit beyond your comprehension." |
|
|
1576 | : lev_diff < 15 ? "This book is way beyond your comprehension." |
|
|
1577 | : "This book is totally beyond your comprehension."); |
|
|
1578 | return; |
|
|
1579 | } |
|
|
1580 | |
|
|
1581 | readable_message_type *msgType = get_readable_message_type (tmp); |
|
|
1582 | |
|
|
1583 | if (player *pl = op->contr) |
|
|
1584 | if (client *ns = pl->ns) |
|
|
1585 | pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); |
|
|
1586 | |
|
|
1587 | /* gain xp from reading */ |
|
|
1588 | if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) |
|
|
1589 | { /* only if not read before */ |
|
|
1590 | int exp_gain = calc_skill_exp (op, tmp, skill_ob); |
|
|
1591 | |
|
|
1592 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
1593 | { |
|
|
1594 | /*exp_gain *= 2; because they just identified it too */ |
|
|
1595 | SET_FLAG (tmp, FLAG_IDENTIFIED); |
|
|
1596 | |
|
|
1597 | if (object *pl = tmp->visible_to ()) |
|
|
1598 | esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); |
|
|
1599 | } |
|
|
1600 | |
|
|
1601 | change_exp (op, exp_gain, skill_ob->skill, 0); |
|
|
1602 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ |
|
|
1603 | } |
|
|
1604 | } |
|
|
1605 | |
|
|
1606 | /** |
|
|
1607 | * op made some mistake with a scroll, this takes care of punishment. |
|
|
1608 | * scroll_failure()- hacked directly from spell_failure |
|
|
1609 | */ |
|
|
1610 | static void |
|
|
1611 | scroll_failure (object *op, int failure, int power) |
|
|
1612 | { |
|
|
1613 | if (abs (failure / 4) > power) |
|
|
1614 | power = abs (failure / 4); /* set minimum effect */ |
|
|
1615 | |
|
|
1616 | if (failure <= -1 && failure > -15) |
|
|
1617 | { /* wonder */ |
|
|
1618 | object *tmp; |
|
|
1619 | |
|
|
1620 | op->failmsg ("Your spell warps!"); |
|
|
1621 | tmp = get_archetype (SPELL_WONDER); |
|
|
1622 | cast_wonder (op, op, 0, tmp); |
|
|
1623 | tmp->destroy (); |
|
|
1624 | } |
|
|
1625 | else if (failure <= -15 && failure > -35) |
|
|
1626 | { /* drain mana */ |
|
|
1627 | op->failmsg ("Your mana is drained!"); |
|
|
1628 | op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); |
|
|
1629 | if (op->stats.sp < 0) |
|
|
1630 | op->stats.sp = 0; |
|
|
1631 | } |
|
|
1632 | else if (settings.spell_failure_effects == TRUE) |
|
|
1633 | { |
|
|
1634 | if (failure <= -35 && failure > -60) |
|
|
1635 | { /* confusion */ |
|
|
1636 | op->failmsg ("The magic recoils on you!"); |
|
|
1637 | confuse_player (op, op, power); |
|
|
1638 | } |
|
|
1639 | else if (failure <= -60 && failure > -70) |
|
|
1640 | { /* paralysis */ |
|
|
1641 | op->failmsg ("The magic recoils and paralyzes you!"); |
|
|
1642 | paralyze_player (op, op, power); |
|
|
1643 | } |
|
|
1644 | else if (failure <= -70 && failure > -80) |
|
|
1645 | { /* blind */ |
|
|
1646 | op->failmsg ("The magic recoils on you!"); |
|
|
1647 | blind_player (op, op, power); |
|
|
1648 | } |
|
|
1649 | else if (failure <= -80) |
|
|
1650 | { /* blast the immediate area */ |
|
|
1651 | object *tmp = get_archetype (LOOSE_MANA); |
|
|
1652 | cast_magic_storm (op, tmp, power); |
|
|
1653 | op->failmsg ("You unleash uncontrolled mana!"); |
|
|
1654 | tmp->destroy (); |
|
|
1655 | } |
|
|
1656 | } |
|
|
1657 | } |
|
|
1658 | |
|
|
1659 | /** |
|
|
1660 | * Handles the applying of a skill scroll, calling learn_skill straight. |
|
|
1661 | * op is the person learning the skill, tmp is the skill scroll object |
|
|
1662 | */ |
|
|
1663 | static void |
|
|
1664 | apply_skillscroll (object *op, object *tmp) |
|
|
1665 | { |
|
|
1666 | switch (learn_skill (op, tmp)) |
|
|
1667 | { |
|
|
1668 | case 0: |
|
|
1669 | op->play_sound (sound_find ("generic_fail")); |
|
|
1670 | op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp))); |
|
|
1671 | break; |
|
|
1672 | |
|
|
1673 | case 1: |
|
|
1674 | tmp->decrease (); |
|
|
1675 | op->play_sound (sound_find ("skill_learn")); |
|
|
1676 | op->statusmsg (format ("You succeed in learning %s", &tmp->skill)); |
|
|
1677 | break; |
|
|
1678 | |
|
|
1679 | default: |
|
|
1680 | tmp->decrease (); |
|
|
1681 | op->play_sound (sound_find ("generic_fail")); |
|
|
1682 | op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp))); |
|
|
1683 | break; |
|
|
1684 | } |
|
|
1685 | } |
|
|
1686 | |
|
|
1687 | /** |
|
|
1688 | * Actually makes op learn spell. |
|
|
1689 | * Informs player of what happens. |
|
|
1690 | */ |
|
|
1691 | void |
|
|
1692 | do_learn_spell (object *op, object *spell, int special_prayer) |
|
|
1693 | { |
|
|
1694 | object *tmp; |
|
|
1695 | |
|
|
1696 | if (op->type != PLAYER) |
|
|
1697 | { |
|
|
1698 | LOG (llevError, "BUG: do_learn_spell(): not a player\n"); |
|
|
1699 | return; |
|
|
1700 | } |
|
|
1701 | |
|
|
1702 | /* Upgrade special prayers to normal prayers */ |
|
|
1703 | if ((tmp = check_spell_known (op, spell->name)) != NULL) |
|
|
1704 | { |
|
|
1705 | if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
|
|
1706 | { |
|
|
1707 | LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); |
|
|
1708 | return; |
|
|
1709 | } |
|
|
1710 | return; |
|
|
1711 | } |
|
|
1712 | |
|
|
1713 | op->contr->play_sound (sound_find ("learn_spell")); |
|
|
1714 | |
|
|
1715 | tmp = spell->clone (); |
|
|
1716 | insert_ob_in_ob (tmp, op); |
|
|
1717 | |
|
|
1718 | if (special_prayer) |
|
|
1719 | SET_FLAG (tmp, FLAG_STARTEQUIP); |
|
|
1720 | |
|
|
1721 | esrv_add_spells (op->contr, tmp); |
|
|
1722 | } |
|
|
1723 | |
|
|
1724 | /** |
|
|
1725 | * Erases spell from player's inventory. |
|
|
1726 | */ |
|
|
1727 | void |
|
|
1728 | do_forget_spell (object *op, const char *spell) |
|
|
1729 | { |
|
|
1730 | object *spob; |
|
|
1731 | |
|
|
1732 | if (op->type != PLAYER) |
|
|
1733 | { |
|
|
1734 | LOG (llevError, "BUG: do_forget_spell(): not a player\n"); |
|
|
1735 | return; |
|
|
1736 | } |
|
|
1737 | if ((spob = check_spell_known (op, spell)) == NULL) |
|
|
1738 | { |
|
|
1739 | LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); |
|
|
1740 | return; |
|
|
1741 | } |
|
|
1742 | |
|
|
1743 | op->failmsg (format ("You lose knowledge of %s.", spell)); |
|
|
1744 | player_unready_range_ob (op->contr, spob); |
|
|
1745 | esrv_remove_spell (op->contr, spob); |
|
|
1746 | spob->destroy (); |
|
|
1747 | } |
|
|
1748 | |
|
|
1749 | /** |
|
|
1750 | * Handles player applying a spellbook. |
|
|
1751 | * Checks whether player has knowledge of required skill, doesn't already know the spell, |
|
|
1752 | * stuff like that. Random learning failure too. |
|
|
1753 | */ |
|
|
1754 | static void |
|
|
1755 | apply_spellbook (object *op, object *tmp) |
|
|
1756 | { |
|
|
1757 | object *skop, *spell, *spell_skill; |
|
|
1758 | |
|
|
1759 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1760 | { |
|
|
1761 | op->failmsg ("You are unable to read while blind."); |
|
|
1762 | return; |
|
|
1763 | } |
|
|
1764 | |
|
|
1765 | /* artifact_spellbooks have 'slaying' field point to a spell name, |
|
|
1766 | * instead of having their spell stored in stats.sp. These are |
|
|
1767 | * legacy spellbooks |
|
|
1768 | */ |
|
|
1769 | if (tmp->slaying) |
|
|
1770 | { |
|
|
1771 | spell = find_archetype_by_object_name (tmp->slaying)->instance (); |
|
|
1772 | |
|
|
1773 | if (!spell) |
|
|
1774 | { |
|
|
1775 | op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying)); |
|
|
1776 | return; |
|
|
1777 | } |
|
|
1778 | else |
|
|
1779 | insert_ob_in_ob (spell, tmp); |
|
|
1780 | |
|
|
1781 | tmp->slaying = 0; |
|
|
1782 | } |
|
|
1783 | |
|
|
1784 | skop = find_skill_by_name (op, tmp->skill); |
|
|
1785 | |
|
|
1786 | /* need a literacy skill to learn spells. Also, having a literacy level |
|
|
1787 | * lower than the spell will make learning the spell more difficult */ |
|
|
1788 | if (!skop) |
|
|
1789 | { |
|
|
1790 | op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill)); |
|
|
1791 | return; |
|
|
1792 | } |
|
|
1793 | |
|
|
1794 | spell = tmp->inv; |
|
|
1795 | |
|
|
1796 | if (!spell) |
|
|
1797 | { |
|
|
1798 | LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); |
|
|
1799 | op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); |
|
|
1800 | return; |
|
|
1801 | } |
|
|
1802 | |
|
|
1803 | int learn_level = sqrtf (spell->level) * 1.5f; |
|
|
1804 | if (skop->level < learn_level) |
|
|
1805 | { |
|
|
1806 | op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>", |
|
|
1807 | &tmp->skill, learn_level)); |
|
|
1808 | return; |
|
|
1809 | } |
|
|
1810 | |
|
|
1811 | op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); |
|
|
1812 | |
|
|
1813 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
1814 | identify (tmp); |
|
|
1815 | |
|
|
1816 | /* I removed the check for special_prayer_mark here - it didn't make |
|
|
1817 | * a lot of sense - special prayers are not found in spellbooks, and |
|
|
1818 | * if the player doesn't know the spell, doesn't make a lot of sense that |
|
|
1819 | * they would have a special prayer mark. |
|
|
1820 | */ |
|
|
1821 | if (check_spell_known (op, spell->name)) |
|
|
1822 | { |
|
|
1823 | op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n"); |
|
|
1824 | return; |
|
|
1825 | } |
|
|
1826 | |
|
|
1827 | if (spell->skill) |
|
|
1828 | { |
|
|
1829 | spell_skill = find_skill_by_name (op, spell->skill); |
|
|
1830 | |
|
|
1831 | if (!spell_skill) |
|
|
1832 | { |
|
|
1833 | op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill)); |
|
|
1834 | return; |
|
|
1835 | } |
|
|
1836 | |
|
|
1837 | if (spell_skill->level < spell->level) |
|
|
1838 | { |
|
|
1839 | op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill)); |
|
|
1840 | return; |
|
|
1841 | } |
|
|
1842 | } |
|
|
1843 | |
|
|
1844 | /* Logic as follows |
|
|
1845 | * |
|
|
1846 | * 1- MU spells use Int to learn, Cleric spells use Wisdom |
|
|
1847 | * |
|
|
1848 | * 2- The learner's skill level in literacy adjusts the chance to learn |
|
|
1849 | * a spell. |
|
|
1850 | * |
|
|
1851 | * 3 -Automatically fail to learn if you read while confused |
|
|
1852 | * |
|
|
1853 | * Overall, chances are the same but a player will find having a high |
|
|
1854 | * literacy rate very useful! -b.t. |
|
|
1855 | */ |
|
|
1856 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
|
|
1857 | { |
|
|
1858 | op->failmsg ("In your confused state you flub the wording of the text!"); |
|
|
1859 | scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace)); |
|
|
1860 | } |
|
|
1861 | else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || |
|
|
1862 | (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) |
|
|
1863 | { |
|
|
1864 | op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); |
|
|
1865 | do_learn_spell (op, spell, 0); |
|
|
1866 | |
|
|
1867 | /* xp gain to literacy for spell learning */ |
|
|
1868 | if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
|
|
1869 | change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); |
|
|
1870 | } |
|
|
1871 | else |
|
|
1872 | { |
|
|
1873 | op->contr->play_sound (sound_find ("fumble_spell")); |
|
|
1874 | op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n"); |
|
|
1875 | } |
|
|
1876 | |
|
|
1877 | tmp->decrease (); |
|
|
1878 | } |
|
|
1879 | |
|
|
1880 | /** |
|
|
1881 | * Handles applying a spell scroll. |
|
|
1882 | */ |
|
|
1883 | void |
|
|
1884 | apply_scroll (object *op, object *tmp, int dir) |
|
|
1885 | { |
|
|
1886 | object *skop; |
|
|
1887 | |
|
|
1888 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1889 | { |
|
|
1890 | op->failmsg ("You are unable to read while blind."); |
|
|
1891 | return; |
|
|
1892 | } |
|
|
1893 | |
|
|
1894 | if (!tmp->inv || tmp->inv->type != SPELL) |
|
|
1895 | { |
|
|
1896 | op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>"); |
|
|
1897 | return; |
|
|
1898 | } |
|
|
1899 | |
|
|
1900 | if (op->type == PLAYER) |
|
|
1901 | { |
|
|
1902 | /* players need a literacy skill to read stuff! */ |
|
|
1903 | int exp_gain = 0; |
|
|
1904 | |
|
|
1905 | /* hard code literacy - tmp->skill points to where the exp |
|
|
1906 | * should go for anything killed by the spell. |
|
|
1907 | */ |
|
|
1908 | skop = find_skill_by_name (op, skill_names[SK_LITERACY]); |
|
|
1909 | |
|
|
1910 | if (!skop) |
|
|
1911 | { |
|
|
1912 | op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY])); |
|
|
1913 | return; |
|
|
1914 | } |
|
|
1915 | |
|
|
1916 | if ((exp_gain = calc_skill_exp (op, tmp, skop))) |
|
|
1917 | change_exp (op, exp_gain, skop->skill, 0); |
|
|
1918 | } |
|
|
1919 | |
|
|
1920 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
1921 | identify (tmp); |
|
|
1922 | |
|
|
1923 | op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name)); |
|
|
1924 | |
|
|
1925 | cast_spell (op, tmp, dir, tmp->inv, NULL); |
|
|
1926 | tmp->decrease (); |
|
|
1927 | } |
|
|
1928 | |
|
|
1929 | /** |
|
|
1930 | * Applies a treasure object - by default, chest. op |
|
|
1931 | * is the person doing the applying, tmp is the treasure |
|
|
1932 | * chest. |
|
|
1933 | */ |
|
|
1934 | static void |
|
|
1935 | apply_treasure (object *op, object *tmp) |
|
|
1936 | { |
|
|
1937 | /* Nice side effect of this treasure creation method is that the treasure |
|
|
1938 | * for the chest is done when the chest is created, and put into the chest |
|
|
1939 | * inventory. So that when the chest burns up, the items still exist. Also |
|
|
1940 | * prevents people from moving chests to more difficult maps to get better |
|
|
1941 | * treasure |
|
|
1942 | */ |
|
|
1943 | object *treas = tmp->inv; |
|
|
1944 | |
|
|
1945 | if (!treas) |
|
|
1946 | { |
|
|
1947 | op->statusmsg ("The chest was empty."); |
|
|
1948 | tmp->decrease (); |
|
|
1949 | return; |
|
|
1950 | } |
|
|
1951 | |
|
|
1952 | while (tmp->inv) |
|
|
1953 | { |
|
|
1954 | treas = tmp->inv; |
|
|
1955 | treas->remove (); |
|
|
1956 | |
|
|
1957 | treas->x = op->x; |
|
|
1958 | treas->y = op->y; |
|
|
1959 | treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); |
|
|
1960 | |
|
|
1961 | if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
1962 | spring_trap (treas, op); |
|
|
1963 | |
|
|
1964 | /* If either player or container was destroyed, no need to do |
|
|
1965 | * further processing. I think this should be enclused with |
|
|
1966 | * spring trap above, as I don't think there is otherwise |
|
|
1967 | * any way for the treasure chest or player to get killed. |
|
|
1968 | */ |
|
|
1969 | if (op->destroyed () || tmp->destroyed ()) |
|
|
1970 | break; |
|
|
1971 | } |
|
|
1972 | |
|
|
1973 | if (!tmp->destroyed () && !tmp->inv) |
|
|
1974 | tmp->decrease (true); |
|
|
1975 | } |
|
|
1976 | |
|
|
1977 | /** |
|
|
1978 | * A dragon is eating some flesh. If the flesh contains resistances, |
|
|
1979 | * there is a chance for the dragon's skin to get improved. |
|
|
1980 | * |
|
|
1981 | * attributes: |
|
|
1982 | * object *op the object (dragon player) eating the flesh |
|
|
1983 | * object *meal the flesh item, getting chewed in dragon's mouth |
|
|
1984 | * return: |
|
|
1985 | * int 1 if eating successful, 0 if it doesn't work |
|
|
1986 | */ |
|
|
1987 | static int |
|
|
1988 | dragon_eat_flesh (object *op, object *meal) |
|
|
1989 | { |
|
|
1990 | object *skin = NULL; /* pointer to dragon skin force */ |
|
|
1991 | object *abil = NULL; /* pointer to dragon ability force */ |
|
|
1992 | object *tmp = NULL; /* tmp. object */ |
|
|
1993 | |
|
|
1994 | double chance; /* improvement-chance of one resistance type */ |
|
|
1995 | double totalchance = 1; /* total chance of gaining one resistance */ |
|
|
1996 | double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ |
|
|
1997 | double mbonus = 0; /* monster bonus */ |
|
|
1998 | int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ |
|
|
1999 | int winners = 0; /* number of winners */ |
|
|
2000 | int i; /* index */ |
|
|
2001 | |
|
|
2002 | /* let's make sure and doublecheck the parameters */ |
|
|
2003 | if (meal->type != FLESH || !op->is_dragon ()) |
|
|
2004 | return 0; |
|
|
2005 | |
|
|
2006 | /* now grab the 'dragon_skin'- and 'dragon_ability'-forces |
|
|
2007 | from the player's inventory */ |
|
|
2008 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
2009 | if (tmp->type == FORCE) |
|
|
2010 | if (tmp->arch->archname == shstr_dragon_skin_force) |
|
|
2011 | skin = tmp; |
|
|
2012 | else if (tmp->arch->archname == shstr_dragon_ability_force) |
|
|
2013 | abil = tmp; |
|
|
2014 | |
|
|
2015 | /* if either skin or ability are missing, this is an old player |
|
|
2016 | which is not to be considered a dragon -> bail out */ |
|
|
2017 | if (skin == NULL || abil == NULL) |
|
|
2018 | return 0; |
|
|
2019 | |
|
|
2020 | /* now start by filling stomache and health, according to food-value */ |
|
|
2021 | if ((999 - op->stats.food) < meal->stats.food) |
|
|
2022 | op->stats.hp += (999 - op->stats.food) / 50; |
|
|
2023 | else |
|
|
2024 | op->stats.hp += meal->stats.food / 50; |
|
|
2025 | |
|
|
2026 | if (op->stats.hp > op->stats.maxhp) |
|
|
2027 | op->stats.hp = op->stats.maxhp; |
|
|
2028 | |
|
|
2029 | op->stats.food = min (999, op->stats.food + meal->stats.food); |
|
|
2030 | |
|
|
2031 | /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ |
|
|
2032 | |
|
|
2033 | /* on to the interesting part: chances for adding resistance */ |
|
|
2034 | for (i = 0; i < NROFATTACKS; i++) |
|
|
2035 | { |
|
|
2036 | if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i)) |
|
|
2037 | { |
|
|
2038 | /* got positive resistance, now calculate improvement chance (0-100) */ |
|
|
2039 | |
|
|
2040 | /* this bonus makes resistance increase easier at lower levels */ |
|
|
2041 | bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level); |
|
|
2042 | if (i == abil->stats.exp) |
|
|
2043 | bonus += 5; /* additional bonus for resistance of ability-focus */ |
|
|
2044 | |
|
|
2045 | /* monster bonus increases with level, because high-level |
|
|
2046 | flesh is too rare */ |
|
|
2047 | mbonus = op->level * 20. / ((double) settings.max_level); |
|
|
2048 | |
|
|
2049 | chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. / |
|
|
2050 | ((double)settings.max_level)) - skin->resist[i]; |
|
|
2051 | |
|
|
2052 | if (chance >= 0.) |
|
|
2053 | chance += 1.; |
|
|
2054 | else |
|
|
2055 | chance = (chance < -12) ? 0. : 1. / pow (2., -chance); |
|
|
2056 | |
|
|
2057 | /* chance is proportional to amount of resistance (max. 50) */ |
|
|
2058 | chance *= ((double)(min (meal->resist[i], 50))) / 50.; |
|
|
2059 | |
|
|
2060 | /* doubled chance for resistance of ability-focus */ |
|
|
2061 | if (i == abil->stats.exp) |
|
|
2062 | chance = min (100., chance * 2.); |
|
|
2063 | |
|
|
2064 | /* now make the throw and save all winners (Don't insert luck bonus here!) */ |
|
|
2065 | if (rndm (10000) < (unsigned int)(chance * 100)) |
|
|
2066 | { |
|
|
2067 | atnr_winner[winners] = i; |
|
|
2068 | winners++; |
|
|
2069 | } |
|
|
2070 | |
|
|
2071 | if (chance >= 0.01) |
|
|
2072 | totalchance *= 1 - chance / 100; |
|
|
2073 | |
|
|
2074 | /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */ |
|
|
2075 | } |
|
|
2076 | } |
|
|
2077 | |
|
|
2078 | /* inverse totalchance as until now we have the failure-chance */ |
|
|
2079 | totalchance = 100 - totalchance * 100; |
|
|
2080 | |
|
|
2081 | /* print message according to totalchance */ |
|
|
2082 | const char *buf; |
|
|
2083 | if (totalchance > 50.) |
|
|
2084 | buf = format ("Hmm! The %s tasted delicious!", &meal->name); |
|
|
2085 | else if (totalchance > 10.) |
|
|
2086 | buf = format ("The %s tasted very good.", &meal->name); |
|
|
2087 | else if (totalchance > 1.) |
|
|
2088 | buf = format ("The %s tasted good.", &meal->name); |
|
|
2089 | else if (totalchance > 0.1) |
|
|
2090 | buf = format ("The %s tasted bland.", &meal->name); |
|
|
2091 | else if (totalchance >= 0.01) |
|
|
2092 | buf = format ("The %s had a boring taste.", &meal->name); |
|
|
2093 | else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) |
|
|
2094 | buf = format ("The %s tasted strange.", &meal->name); |
|
|
2095 | else |
|
|
2096 | buf = format ("The %s had no taste.", &meal->name); |
|
|
2097 | |
|
|
2098 | op->statusmsg (buf); |
|
|
2099 | |
|
|
2100 | /* now choose a winner if we have any */ |
|
|
2101 | i = -1; |
|
|
2102 | if (winners > 0) |
|
|
2103 | i = atnr_winner [rndm (winners)]; |
|
|
2104 | |
|
|
2105 | if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) |
|
|
2106 | { |
|
|
2107 | /* resistance increased! */ |
|
|
2108 | skin->resist[i]++; |
|
|
2109 | op->update_stats (); |
|
|
2110 | |
|
|
2111 | op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i])); |
|
|
2112 | } |
|
|
2113 | |
|
|
2114 | /* if this flesh contains a new ability focus, we mark it |
|
|
2115 | into the ability_force and it will take effect on next level */ |
|
|
2116 | if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) |
|
|
2117 | { |
|
|
2118 | abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ |
|
|
2119 | |
|
|
2120 | if (meal->last_eat != abil->stats.exp) |
|
|
2121 | op->statusmsg (format ( |
|
|
2122 | "Your metabolism prepares to focus on %s!\n" |
|
|
2123 | "The change will happen at level %d.", |
|
|
2124 | change_resist_msg[meal->last_eat], |
|
|
2125 | abil->level + 1 |
|
|
2126 | )); |
|
|
2127 | else |
|
|
2128 | { |
|
|
2129 | op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat])); |
|
|
2130 | abil->last_eat = 0; |
|
|
2131 | } |
|
|
2132 | } |
|
|
2133 | |
|
|
2134 | return 1; |
|
|
2135 | } |
|
|
2136 | |
|
|
2137 | /** |
|
|
2138 | * op eats food. |
|
|
2139 | * If player, takes care of messages and dragon special food. |
|
|
2140 | */ |
|
|
2141 | static void |
|
|
2142 | apply_food (object *op, object *tmp) |
|
|
2143 | { |
|
|
2144 | int capacity_remaining; |
|
|
2145 | |
|
|
2146 | if (op->type != PLAYER) |
|
|
2147 | op->stats.hp = op->stats.maxhp; |
|
|
2148 | else |
|
|
2149 | { |
|
|
2150 | /* check if this is a dragon (player), eating some flesh */ |
|
|
2151 | if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp)) |
|
|
2152 | ; |
|
|
2153 | else |
|
|
2154 | { |
|
|
2155 | /* usual case - no dragon meal: */ |
|
|
2156 | if (op->stats.food + tmp->stats.food > 999) |
|
|
2157 | { |
|
|
2158 | if (tmp->type == FOOD || tmp->type == FLESH) |
|
|
2159 | op->failmsg ("You feel full, but what a waste of food!"); |
|
|
2160 | else |
|
|
2161 | op->statusmsg ("Most of the drink goes down your face not your throat!"); |
|
|
2162 | } |
|
|
2163 | |
|
|
2164 | tmp->play_sound ( |
|
|
2165 | tmp->sound |
|
|
2166 | ? tmp->sound |
|
|
2167 | : tmp->type == DRINK |
|
|
2168 | ? sound_find ("eat_drink") |
|
|
2169 | : sound_find ("eat_food") |
|
|
2170 | ); |
|
|
2171 | |
|
|
2172 | if (!QUERY_FLAG (tmp, FLAG_CURSED)) |
|
|
2173 | { |
|
|
2174 | const char *buf; |
|
|
2175 | |
|
|
2176 | if (!op->is_dragon ()) |
|
|
2177 | { |
|
|
2178 | /* eating message for normal players */ |
|
|
2179 | if (tmp->type == DRINK) |
|
|
2180 | buf = format ("Ahhh...that %s tasted good.", &tmp->name); |
|
|
2181 | else |
|
|
2182 | buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); |
|
|
2183 | } |
|
|
2184 | else |
|
|
2185 | /* eating message for dragon players */ |
|
|
2186 | buf = format ("The %s tasted terrible!", &tmp->name); |
|
|
2187 | |
|
|
2188 | op->statusmsg (buf); |
|
|
2189 | |
|
|
2190 | capacity_remaining = 999 - op->stats.food; |
|
|
2191 | op->stats.food += tmp->stats.food; |
|
|
2192 | if (capacity_remaining < tmp->stats.food) |
|
|
2193 | op->stats.hp += capacity_remaining / 50; |
|
|
2194 | else |
|
|
2195 | op->stats.hp += tmp->stats.food / 50; |
|
|
2196 | |
|
|
2197 | if (op->stats.hp > op->stats.maxhp) |
|
|
2198 | op->stats.hp = op->stats.maxhp; |
|
|
2199 | if (op->stats.food > 999) |
|
|
2200 | op->stats.food = 999; |
|
|
2201 | } |
|
|
2202 | |
|
|
2203 | /* special food hack -b.t. */ |
|
|
2204 | if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) |
|
|
2205 | eat_special_food (op, tmp); |
|
|
2206 | } |
|
|
2207 | } |
|
|
2208 | |
|
|
2209 | handle_apply_yield (tmp); |
|
|
2210 | tmp->decrease (); |
|
|
2211 | } |
|
|
2212 | |
|
|
2213 | /** |
|
|
2214 | * Handles applying an improve armor scroll. |
|
|
2215 | * Does some sanity checks, then calls improve_armour. |
|
|
2216 | */ |
|
|
2217 | static void |
|
|
2218 | apply_armour_improver (object *op, object *tmp) |
|
|
2219 | { |
|
|
2220 | object *armor; |
|
|
2221 | |
|
|
2222 | if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC)) |
|
|
2223 | { |
|
|
2224 | op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>"); |
|
|
2225 | return; |
|
|
2226 | } |
|
|
2227 | |
|
|
2228 | armor = find_marked_object (op); |
|
|
2229 | |
|
|
2230 | if (!armor) |
|
|
2231 | { |
|
|
2232 | op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this."); |
|
|
2233 | return; |
|
|
2234 | } |
|
|
2235 | |
|
|
2236 | if (armor->type != ARMOUR |
|
|
2237 | && armor->type != CLOAK |
|
|
2238 | && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) |
|
|
2239 | { |
|
|
2240 | op->failmsg ("Your marked item is not armour!\n"); |
|
|
2241 | return; |
|
|
2242 | } |
|
|
2243 | |
|
|
2244 | op->statusmsg ("Applying armour enchantment."); |
|
|
2245 | improve_armour (op, tmp, armor); |
|
|
2246 | } |
|
|
2247 | |
|
|
2248 | void |
|
|
2249 | apply_poison (object *op, object *tmp) |
|
|
2250 | { |
|
|
2251 | // need to do it now when it is still on the map |
|
|
2252 | handle_apply_yield (tmp); |
|
|
2253 | |
|
|
2254 | object *poison = tmp->split (1); |
|
|
2255 | |
|
|
2256 | if (op->type == PLAYER) |
|
|
2257 | { |
|
|
2258 | op->contr->play_sound (sound_find ("drink_poison")); |
|
|
2259 | op->failmsg ("Yech! That tasted poisonous!"); |
|
|
2260 | op->contr->killer = poison; |
|
|
2261 | } |
|
|
2262 | |
|
|
2263 | if (poison->stats.hp > 0) |
|
|
2264 | { |
|
|
2265 | LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp); |
|
|
2266 | hit_player (op, poison->stats.hp, tmp, AT_POISON, 1); |
|
|
2267 | } |
|
|
2268 | |
|
|
2269 | op->stats.food -= op->stats.food / 4; |
|
|
2270 | poison->destroy (); |
|
|
2271 | } |
|
|
2272 | |
|
|
2273 | /** |
|
|
2274 | * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. |
|
|
2275 | * A valid 2 way exit means: |
|
|
2276 | * -You can come back (there is another exit at the other side) |
|
|
2277 | * -You are |
|
|
2278 | * ° the owner of the exit |
|
|
2279 | * ° or in the same party as the owner |
|
|
2280 | * |
|
|
2281 | * Note: a owner in a 2 way exit is saved as the owner's name |
|
|
2282 | * in the field exit->name cause the field exit->owner doesn't |
|
|
2283 | * survive in the swapping (in fact the whole exit doesn't survive). |
|
|
2284 | */ |
|
|
2285 | static int |
|
|
2286 | is_legal_2ways_exit (object *op, object *exit) |
|
|
2287 | { |
|
|
2288 | if (exit->stats.exp != 1) |
|
|
2289 | return 1; /*This is not a 2 way, so it is legal */ |
|
|
2290 | |
|
|
2291 | #if 0 //TODO |
|
|
2292 | if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) |
|
|
2293 | return 0; /* This is a reset town portal */ |
|
|
2294 | #endif |
|
|
2295 | |
|
|
2296 | LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ()); |
|
|
2297 | |
|
|
2298 | maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); |
|
|
2299 | |
|
|
2300 | if (exitmap) |
|
|
2301 | { |
|
|
2302 | exitmap->load_sync (); |
|
|
2303 | |
|
|
2304 | object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot; |
|
|
2305 | |
|
|
2306 | if (!tmp) |
|
|
2307 | return 0; |
|
|
2308 | |
|
|
2309 | for (; tmp; tmp = tmp->above) |
|
|
2310 | { |
|
|
2311 | if (tmp->type != EXIT) |
|
|
2312 | continue; /*Not an exit */ |
|
|
2313 | |
|
|
2314 | if (!EXIT_PATH (tmp)) |
|
|
2315 | continue; /*Not a valid exit */ |
|
|
2316 | |
|
|
2317 | if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) |
|
|
2318 | continue; /*Not in the same place */ |
|
|
2319 | |
|
|
2320 | if (exit->map->path != EXIT_PATH (tmp)) |
|
|
2321 | continue; /*Not in the same map */ |
|
|
2322 | |
|
|
2323 | /* From here we have found the exit is valid. However we do |
|
|
2324 | * here the check of the exit owner. It is important for the |
|
|
2325 | * town portals to prevent strangers from visiting your appartments |
|
|
2326 | */ |
|
|
2327 | if (!exit->race) |
|
|
2328 | return 1; /*No owner, free for all! */ |
|
|
2329 | |
|
|
2330 | object *exit_owner = 0; |
|
|
2331 | |
|
|
2332 | for_all_players (pp) |
|
|
2333 | { |
|
|
2334 | if (!pp->ob) |
|
|
2335 | continue; |
|
|
2336 | |
|
|
2337 | if (pp->ob->name != exit->race) |
|
|
2338 | continue; |
|
|
2339 | |
|
|
2340 | exit_owner = pp->ob; /*We found a player which correspond to the player name */ |
|
|
2341 | break; |
|
|
2342 | } |
|
|
2343 | |
|
|
2344 | if (!exit_owner) |
|
|
2345 | return 0; /* No more owner */ |
|
|
2346 | |
|
|
2347 | if (exit_owner->contr == op->contr) |
|
|
2348 | return 1; /*It is your exit */ |
|
|
2349 | |
|
|
2350 | if (exit_owner && /*There is a owner */ |
|
|
2351 | (op->contr) && /*A player tries to pass */ |
|
|
2352 | ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ |
|
|
2353 | (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ |
|
|
2354 | return 0; |
|
|
2355 | |
|
|
2356 | return 1; |
|
|
2357 | } |
|
|
2358 | } |
|
|
2359 | |
|
|
2360 | return 0; |
|
|
2361 | } |
|
|
2362 | |
|
|
2363 | /** |
|
|
2364 | * This function will try to apply a lighter and in case no lighter |
|
|
2365 | * is specified it will try to find a lighter in the players inventory, |
|
|
2366 | * and inform him about this requirement. |
|
|
2367 | * |
|
|
2368 | * who - the player |
|
|
2369 | * op - the item we want to light |
|
|
2370 | * lighter - the lighter or 0 if a lighter has yet to be found |
|
|
2371 | */ |
|
|
2372 | static object * |
|
|
2373 | auto_apply_lighter (object *who, object *op, object *lighter) |
|
|
2374 | { |
|
|
2375 | if (lighter == 0) |
|
|
2376 | { |
|
|
2377 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
2378 | { |
|
|
2379 | if (tmp->type == LIGHTER) |
|
|
2380 | { |
|
|
2381 | lighter = tmp; |
|
|
2382 | break; |
|
|
2383 | } |
|
|
2384 | } |
|
|
2385 | |
|
|
2386 | if (!lighter) |
|
|
2387 | { |
|
|
2388 | who->failmsg (format ( |
|
|
2389 | "You can't light up the %s with your bare hands! " |
|
|
2390 | "H<You need a lighter in your inventory, for example a flint and steel.>", |
|
|
2391 | &op->name)); |
|
|
2392 | return 0; |
|
|
2393 | } |
|
|
2394 | } |
|
|
2395 | |
|
|
2396 | // last_eat == 0 means the lighter is not being used up! |
|
|
2397 | if (lighter->last_eat && lighter->stats.food) |
|
|
2398 | { |
|
|
2399 | /* lighter gets used up */ |
|
|
2400 | lighter = lighter->split (); |
|
|
2401 | lighter->stats.food--; |
|
|
2402 | who->insert (lighter); |
|
|
2403 | } |
|
|
2404 | else if (lighter->last_eat) |
|
|
2405 | { |
|
|
2406 | /* no charges left in lighter */ |
|
|
2407 | who->failmsg (format ( |
|
|
2408 | "You attempt to light the %s with a used up %s.", |
|
|
2409 | &op->name, &lighter->name)); |
|
|
2410 | return 0; |
|
|
2411 | } |
|
|
2412 | |
|
|
2413 | return lighter; |
|
|
2414 | } |
|
|
2415 | |
|
|
2416 | /** |
|
|
2417 | * Designed primarily to light torches/lanterns/etc. |
|
|
2418 | * Also burns up burnable material too. First object in the inventory is |
|
|
2419 | * the selected object to "burn". -b.t. |
|
|
2420 | */ |
|
|
2421 | static void |
|
|
2422 | apply_lighter (object *who, object *lighter) |
|
|
2423 | { |
|
|
2424 | object *item; |
|
|
2425 | int is_player_env = 0; |
|
|
2426 | |
|
|
2427 | item = find_marked_object (who); |
|
|
2428 | if (item) |
|
|
2429 | { |
|
|
2430 | if (!auto_apply_lighter (who, item, lighter)) |
|
|
2431 | return; |
|
|
2432 | |
|
|
2433 | /* Perhaps we should split what we are trying to light on fire? |
|
|
2434 | * I can't see many times when you would want to light multiple |
|
|
2435 | * objects at once. |
|
|
2436 | */ |
|
|
2437 | |
|
|
2438 | save_throw_object (item, AT_FIRE, who); |
|
|
2439 | |
|
|
2440 | if (item->destroyed () |
|
|
2441 | || ((item->type == LAMP || item->type == TORCH) |
|
|
2442 | && item->glow_radius > 0)) |
|
|
2443 | who->statusmsg (format ( |
|
|
2444 | "You light the %s with the %s.", |
|
|
2445 | &item->name, &lighter->name)); |
|
|
2446 | else |
|
|
2447 | who->failmsg (format ( |
|
|
2448 | "You attempt to light the %s with the %s and fail.", |
|
|
2449 | &item->name, &lighter->name)); |
|
|
2450 | } |
|
|
2451 | else |
|
|
2452 | who->failmsg ("You need to mark a lightable object."); |
|
|
2453 | } |
|
|
2454 | |
|
|
2455 | /** |
|
|
2456 | * This function generates a cursed effect for cursed lamps and torches. |
|
|
2457 | */ |
|
|
2458 | static void |
|
|
2459 | player_apply_lamp_cursed_effect (object *who, object *op) |
|
|
2460 | { |
|
|
2461 | if (op->level) |
|
|
2462 | { |
|
|
2463 | who->failmsg (format ( |
|
|
2464 | "The %s was cursed, it explodes in a big fireball!", |
|
|
2465 | &op->name)); |
|
|
2466 | create_exploding_ball_at (who, op->level); |
|
|
2467 | } |
|
|
2468 | else |
|
|
2469 | { |
|
|
2470 | who->failmsg (format ( |
|
|
2471 | "The %s was cursed, it crumbles to dust, at least it didn't explode.!", |
|
|
2472 | &op->name)); |
|
|
2473 | } |
|
|
2474 | |
|
|
2475 | op->destroy (); |
|
|
2476 | } |
|
|
2477 | |
|
|
2478 | /** |
|
|
2479 | * Apply for players and lamps |
|
|
2480 | * |
|
|
2481 | * who - the player |
|
|
2482 | * op - the lamp |
|
|
2483 | */ |
|
|
2484 | static void |
|
|
2485 | player_apply_lamp (object *who, object *op) |
|
|
2486 | { |
|
|
2487 | bool switch_on = op->glow_radius ? false : true; |
|
|
2488 | |
|
|
2489 | if (switch_on) |
|
|
2490 | { |
|
|
2491 | object *lighter = 0; |
|
|
2492 | |
|
|
2493 | if (op->flag [FLAG_IS_LIGHTABLE] |
|
|
2494 | && !(lighter = auto_apply_lighter (who, op, 0))) |
|
|
2495 | return; |
|
|
2496 | |
|
|
2497 | if (op->stats.food < 1) |
|
|
2498 | { |
|
|
2499 | if (op->type == LAMP) |
|
|
2500 | who->failmsg (format ( |
|
|
2501 | "The %s is out of fuel! " |
|
|
2502 | "H<Lamps and similar items need fuel. They cannot be refilled.>", |
|
|
2503 | &op->name)); |
|
|
2504 | else |
|
|
2505 | who->failmsg (format ( |
|
|
2506 | "The %s is burnt out! " |
|
|
2507 | "H<Torches and similar items burn out and become worthless.>", |
|
|
2508 | &op->name)); |
|
|
2509 | return; |
|
|
2510 | } |
|
|
2511 | |
|
|
2512 | if (op->flag [FLAG_CURSED]) |
|
|
2513 | { |
|
|
2514 | player_apply_lamp_cursed_effect (who, op); |
|
|
2515 | return; |
|
|
2516 | } |
|
|
2517 | |
|
|
2518 | if (lighter) |
|
|
2519 | who->statusmsg (format ( |
|
|
2520 | "You light up the %s with the %s.", &op->name, &lighter->name)); |
|
|
2521 | else |
|
|
2522 | who->statusmsg (format ("You light up the %s.", &op->name)); |
|
|
2523 | } |
|
|
2524 | else |
|
|
2525 | { |
|
|
2526 | if (op->flag [FLAG_CURSED]) |
|
|
2527 | { |
|
|
2528 | player_apply_lamp_cursed_effect (who, op); |
|
|
2529 | return; |
|
|
2530 | } |
|
|
2531 | |
|
|
2532 | if (op->type == TORCH) |
|
|
2533 | { |
|
|
2534 | if (!op->flag [FLAG_IS_LIGHTABLE]) |
|
|
2535 | { |
|
|
2536 | who->statusmsg (format ( |
|
|
2537 | "You put out the %s. " |
|
|
2538 | "H<The %s can't be used anymore, as it can't be lighted up again.>", |
|
|
2539 | &op->name, &op->name)); |
|
|
2540 | } |
|
|
2541 | else |
|
|
2542 | who->statusmsg (format ( |
|
|
2543 | "You put out the %s." |
|
|
2544 | "H<Torches wear out if you put them out.>", |
|
|
2545 | &op->name)); |
|
|
2546 | } |
|
|
2547 | else |
|
|
2548 | who->statusmsg (format ("You turn off the %s.", &op->name)); |
|
|
2549 | } |
|
|
2550 | |
|
|
2551 | apply_lamp (op, switch_on); |
|
|
2552 | } |
|
|
2553 | |
|
|
2554 | void get_animation_from_arch (object *op, arch_ptr a) |
|
|
2555 | { |
|
|
2556 | op->animation_id = a->animation_id; |
|
|
2557 | op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE]; |
|
|
2558 | op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE]; |
|
|
2559 | op->anim_speed = a->anim_speed; |
|
|
2560 | op->last_anim = 0; |
|
|
2561 | op->state = 0; |
|
|
2562 | op->face = a->face; |
|
|
2563 | |
|
|
2564 | if (NUM_ANIMATIONS(op) > 1) |
|
|
2565 | { |
|
|
2566 | SET_ANIMATION(op, 0); |
|
|
2567 | animate_object (op, op->direction); |
|
|
2568 | } |
|
|
2569 | else |
|
|
2570 | update_object (op, UP_OBJ_FACE); |
|
|
2571 | } |
|
|
2572 | |
|
|
2573 | /** |
|
|
2574 | * Apply for LAMPs and TORCHes. |
|
|
2575 | * |
|
|
2576 | * op - the lamp |
|
|
2577 | * switch_on - a flag which says whether the lamp should be switched on or off |
|
|
2578 | */ |
|
|
2579 | void apply_lamp (object *op, bool switch_on) |
|
|
2580 | { |
|
|
2581 | op->set_glow_radius (switch_on ? op->range : 0); |
|
|
2582 | op->set_speed (switch_on ? op->arch->speed : 0); |
|
|
2583 | |
|
|
2584 | // torches wear out if you put them out |
|
|
2585 | if (op->type == TORCH && !switch_on) |
|
|
2586 | { |
|
|
2587 | if (op->flag [FLAG_IS_LIGHTABLE]) |
|
|
2588 | { |
|
|
2589 | op->stats.food -= (double) op->arch->stats.food / 15; |
|
|
2590 | if (op->stats.food < 0) |
|
|
2591 | op->stats.food = 0; |
|
|
2592 | } |
|
|
2593 | else |
|
|
2594 | op->stats.food = 0; |
|
|
2595 | } |
|
|
2596 | |
|
|
2597 | // lamps and torched get worthless when used up |
|
|
2598 | if (op->stats.food <= 0) |
|
|
2599 | op->value = 0; |
|
|
2600 | |
|
|
2601 | // FIXME: This is a hack to make the more sane torches and lamps |
|
|
2602 | // still animated ;-/ |
|
|
2603 | if (op->other_arch) |
|
|
2604 | get_animation_from_arch (op, switch_on ? op->other_arch : op->arch); |
|
|
2605 | |
|
|
2606 | if (object *pl = op->visible_to ()) |
|
|
2607 | esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op); |
|
|
2608 | } |
|
|
2609 | |
|
|
2610 | /** |
|
|
2611 | * This handles items of type 'transformer'. |
|
|
2612 | * Basically those items, used with a marked item, transform both items into something |
|
|
2613 | * else. |
|
|
2614 | * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited).. |
|
|
2615 | * Change information is contained in the 'slaying' field of the marked item. |
|
|
2616 | * The format is as follow: transformer:[number ]yield[;transformer:...]. |
|
|
2617 | * This way an item can be transformed in many things, and/or many objects. |
|
|
2618 | * The 'slaying' field for transformer is used as verb for the action. |
|
|
2619 | */ |
|
|
2620 | static void |
|
|
2621 | apply_item_transformer (object *pl, object *transformer) |
|
|
2622 | { |
|
|
2623 | object *marked; |
|
|
2624 | object *new_item; |
|
|
2625 | const char *find; |
|
|
2626 | char *separator; |
|
|
2627 | int yield; |
|
|
2628 | char got[MAX_BUF]; |
|
|
2629 | int len; |
|
|
2630 | |
|
|
2631 | if (!pl || !transformer) |
|
|
2632 | return; |
|
|
2633 | |
|
|
2634 | marked = find_marked_object (pl); |
|
|
2635 | |
|
|
2636 | if (!marked) |
|
|
2637 | { |
|
|
2638 | pl->failmsg (format ("Use the %s with what item?", query_name (transformer))); |
|
|
2639 | return; |
|
|
2640 | } |
|
|
2641 | |
|
|
2642 | if (!marked->slaying) |
|
|
2643 | { |
|
|
2644 | pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
|
|
2645 | return; |
|
|
2646 | } |
|
|
2647 | |
|
|
2648 | /* check whether they are compatible or not */ |
|
|
2649 | find = strstr (&marked->slaying, transformer->arch->archname); |
|
|
2650 | if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) |
|
|
2651 | { |
|
|
2652 | pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
|
|
2653 | return; |
|
|
2654 | } |
|
|
2655 | |
|
|
2656 | find += strlen (transformer->arch->archname) + 1; |
|
|
2657 | /* Item can be used, now find how many and what it yields */ |
|
|
2658 | if (isdigit (*(find))) |
|
|
2659 | { |
|
|
2660 | yield = atoi (find); |
|
|
2661 | if (yield < 1) |
|
|
2662 | { |
|
|
2663 | LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield); |
|
|
2664 | yield = 1; |
|
|
2665 | } |
|
|
2666 | } |
|
|
2667 | else |
|
|
2668 | yield = 1; |
|
|
2669 | |
|
|
2670 | while (isdigit (*find)) |
|
|
2671 | find++; |
|
|
2672 | |
|
|
2673 | while (*find == ' ') |
|
|
2674 | find++; |
|
|
2675 | |
|
|
2676 | memset (got, 0, MAX_BUF); |
|
|
2677 | |
|
|
2678 | if ((separator = strchr (find, ';'))) |
|
|
2679 | len = separator - find; |
|
|
2680 | else |
|
|
2681 | len = strlen (find); |
|
|
2682 | |
|
|
2683 | min_it (len, MAX_BUF - 1); |
|
|
2684 | |
|
|
2685 | strcpy (got, find); |
|
|
2686 | got[len] = '\0'; |
|
|
2687 | |
|
|
2688 | /* Now create new item, remove used ones when required. */ |
|
|
2689 | new_item = get_archetype (got); |
|
|
2690 | if (!new_item) |
|
|
2691 | { |
|
|
2692 | pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0))); |
|
|
2693 | return; |
|
|
2694 | } |
|
|
2695 | |
|
|
2696 | new_item->nrof = yield; |
|
|
2697 | |
|
|
2698 | pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0))); |
|
|
2699 | |
|
|
2700 | pl->insert (new_item); |
|
|
2701 | /* Eat up one item */ |
|
|
2702 | marked->decrease (); |
|
|
2703 | |
|
|
2704 | /* Eat one transformer if needed */ |
|
|
2705 | if (transformer->stats.food) |
|
|
2706 | if (--transformer->stats.food == 0) |
|
|
2707 | transformer->decrease (); |
|
|
2708 | } |
|
|
2709 | |
|
|
2710 | /** |
|
|
2711 | * Main apply handler. |
|
|
2712 | * |
|
|
2713 | * Checks for unpaid items before applying. |
|
|
2714 | * |
|
|
2715 | * Return value: |
|
|
2716 | * 0: player or monster can't apply objects of that type |
|
|
2717 | * 1: has been applied, or there was an error applying the object |
|
|
2718 | * 2: objects of that type can't be applied if not in inventory |
|
|
2719 | * |
|
|
2720 | * who is the object that is causing object to be applied, op is the object |
|
|
2721 | * being applied. |
|
|
2722 | * |
|
|
2723 | * aflag is special (always apply/unapply) flags. Nothing is done with |
|
|
2724 | * them in this function - they are passed to apply_special |
|
|
2725 | */ |
|
|
2726 | int |
|
|
2727 | manual_apply (object *who, object *op, int aflag) |
|
|
2728 | { |
|
|
2729 | op = op->head_ (); |
|
|
2730 | |
|
|
2731 | if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) |
|
|
2732 | { |
|
|
2733 | if (who->type == PLAYER) |
|
|
2734 | { |
|
|
2735 | examine (who, op); |
|
|
2736 | //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove |
|
|
2737 | return 1; |
|
|
2738 | } |
|
|
2739 | else |
|
|
2740 | return 0; /* monsters just skip unpaid items */ |
|
|
2741 | } |
|
|
2742 | |
|
|
2743 | if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who))) |
|
|
2744 | return RESULT_INT (0); |
|
|
2745 | |
|
|
2746 | switch (op->type) |
|
|
2747 | { |
|
|
2748 | case T_HANDLE: |
|
|
2749 | who->play_sound (sound_find ("turn_handle")); |
|
|
2750 | who->statusmsg ("You turn the handle."); |
|
|
2751 | op->value = op->value ? 0 : 1; |
|
|
2752 | SET_ANIMATION (op, op->value); |
|
|
2753 | update_object (op, UP_OBJ_FACE); |
|
|
2754 | push_button (op, who); |
|
|
2755 | return 1; |
|
|
2756 | |
|
|
2757 | case TRIGGER: |
|
|
2758 | if (check_trigger (op, who, who)) |
|
|
2759 | { |
|
|
2760 | who->statusmsg ("You turn the handle."); |
|
|
2761 | who->play_sound (sound_find ("turn_handle")); |
|
|
2762 | } |
|
|
2763 | else |
|
|
2764 | who->failmsg ("The handle doesn't move."); |
|
|
2765 | |
|
|
2766 | return 1; |
|
|
2767 | |
|
|
2768 | case EXIT: |
|
|
2769 | if (who->type != PLAYER) |
|
|
2770 | return 0; |
|
|
2771 | |
|
|
2772 | if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op)) |
|
|
2773 | 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))); |
|
|
2774 | else |
|
|
2775 | { |
|
|
2776 | /* Don't display messages for random maps. */ |
|
|
2777 | if (op->msg && !EXIT_PATH (op).starts_with ("/!")) |
|
|
2778 | who->statusmsg (op->msg, NDI_NAVY); |
|
|
2779 | |
|
|
2780 | who->enter_exit (op); |
|
|
2781 | } |
|
|
2782 | |
|
|
2783 | return 1; |
|
|
2784 | |
|
|
2785 | case INSCRIBABLE: |
|
|
2786 | who->statusmsg (op->msg); |
|
|
2787 | // maybe show a spell menu to chose from or something like that |
|
|
2788 | return 1; |
|
|
2789 | |
|
|
2790 | case SIGN: |
|
|
2791 | apply_sign (who, op, 0); |
|
|
2792 | return 1; |
|
|
2793 | |
|
|
2794 | case BOOK: |
|
|
2795 | if (who->type == PLAYER) |
|
|
2796 | { |
|
|
2797 | apply_book (who, op); |
|
|
2798 | return 1; |
|
|
2799 | } |
|
|
2800 | else |
|
|
2801 | return 0; |
|
|
2802 | |
|
|
2803 | case SKILLSCROLL: |
|
|
2804 | if (who->type == PLAYER) |
|
|
2805 | { |
|
|
2806 | apply_skillscroll (who, op); |
|
|
2807 | return 1; |
|
|
2808 | } |
|
|
2809 | else |
|
|
2810 | return 0; |
|
|
2811 | |
|
|
2812 | case SPELLBOOK: |
|
|
2813 | if (who->type == PLAYER) |
|
|
2814 | { |
|
|
2815 | apply_spellbook (who, op); |
|
|
2816 | return 1; |
|
|
2817 | } |
|
|
2818 | else |
|
|
2819 | return 0; |
|
|
2820 | |
|
|
2821 | case SCROLL: |
|
|
2822 | apply_scroll (who, op, 0); |
|
|
2823 | return 1; |
|
|
2824 | |
|
|
2825 | case POTION: |
|
|
2826 | apply_potion (who, op); |
|
|
2827 | return 1; |
|
|
2828 | |
|
|
2829 | /* Eneq(@csd.uu.se): Handle apply on containers. */ |
|
|
2830 | //TODO: remove, as it is unsed? |
|
|
2831 | case CLOSE_CON: |
|
|
2832 | apply_container (who, op->env); |
|
|
2833 | return 1; |
|
|
2834 | |
|
|
2835 | case CONTAINER: |
|
|
2836 | apply_container (who, op); |
|
|
2837 | return 1; |
|
|
2838 | |
|
|
2839 | case TREASURE: |
|
|
2840 | if (who->type == PLAYER) |
|
|
2841 | { |
|
|
2842 | apply_treasure (who, op); |
|
|
2843 | return 1; |
|
|
2844 | } |
|
|
2845 | else |
|
|
2846 | return 0; |
|
|
2847 | |
|
|
2848 | case LAMP: |
|
|
2849 | case TORCH: |
|
|
2850 | player_apply_lamp (who, op); |
|
|
2851 | return 1; |
|
|
2852 | |
|
|
2853 | case WEAPON: |
|
|
2854 | case ARMOUR: |
|
|
2855 | case BOOTS: |
|
|
2856 | case GLOVES: |
|
|
2857 | case AMULET: |
|
|
2858 | case GIRDLE: |
|
|
2859 | case BRACERS: |
|
|
2860 | case SHIELD: |
|
|
2861 | case HELMET: |
|
|
2862 | case RING: |
|
|
2863 | case CLOAK: |
|
|
2864 | case WAND: |
|
|
2865 | case ROD: |
|
|
2866 | case HORN: |
|
|
2867 | case SKILL: |
|
|
2868 | case BOW: |
|
|
2869 | case BUILDER: |
|
|
2870 | case SKILL_TOOL: |
|
|
2871 | if (op->env != who) |
|
|
2872 | return 2; /* not in inventory */ |
|
|
2873 | |
|
|
2874 | apply_special (who, op, aflag); |
|
|
2875 | return 1; |
|
|
2876 | |
|
|
2877 | case DRINK: |
|
|
2878 | case FOOD: |
|
|
2879 | case FLESH: |
|
|
2880 | apply_food (who, op); |
|
|
2881 | return 1; |
|
|
2882 | |
|
|
2883 | case POISON: |
|
|
2884 | apply_poison (who, op); |
|
|
2885 | return 1; |
|
|
2886 | |
|
|
2887 | case SAVEBED: |
|
|
2888 | return 1; |
|
|
2889 | |
|
|
2890 | case ARMOUR_IMPROVER: |
|
|
2891 | if (who->type == PLAYER) |
|
|
2892 | { |
|
|
2893 | apply_armour_improver (who, op); |
|
|
2894 | return 1; |
|
|
2895 | } |
|
|
2896 | else |
|
|
2897 | return 0; |
|
|
2898 | |
|
|
2899 | case WEAPON_IMPROVER: |
|
|
2900 | check_improve_weapon (who, op); |
|
|
2901 | return 1; |
|
|
2902 | |
|
|
2903 | case CLOCK: |
|
|
2904 | if (who->type == PLAYER) |
|
|
2905 | { |
|
|
2906 | char buf[MAX_BUF]; |
|
|
2907 | timeofday_t tod; |
|
|
2908 | |
|
|
2909 | get_tod (&tod); |
|
|
2910 | who->play_sound (sound_find ("sound_clock")); |
|
|
2911 | who->statusmsg (format ( |
|
|
2912 | "It is %d minute%s past %d o'clock %s", |
|
|
2913 | tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), |
|
|
2914 | ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") |
|
|
2915 | )); |
|
|
2916 | return 1; |
|
|
2917 | } |
|
|
2918 | else |
|
|
2919 | return 0; |
|
|
2920 | |
|
|
2921 | case MENU: |
|
|
2922 | if (who->type == PLAYER) |
|
|
2923 | { |
|
|
2924 | shop_listing (op, who); |
|
|
2925 | return 1; |
|
|
2926 | } |
|
|
2927 | else |
|
|
2928 | return 0; |
|
|
2929 | |
|
|
2930 | case POWER_CRYSTAL: |
|
|
2931 | apply_power_crystal (who, op); /* see egoitem.c */ |
|
|
2932 | return 1; |
|
|
2933 | |
|
|
2934 | case LIGHTER: /* for lighting torches/lanterns/etc */ |
|
|
2935 | if (who->type == PLAYER) |
|
|
2936 | { |
|
|
2937 | apply_lighter (who, op); |
|
|
2938 | return 1; |
|
|
2939 | } |
|
|
2940 | else |
|
|
2941 | return 0; |
|
|
2942 | |
|
|
2943 | case ITEM_TRANSFORMER: |
|
|
2944 | apply_item_transformer (who, op); |
|
|
2945 | return 1; |
|
|
2946 | |
|
|
2947 | default: |
|
|
2948 | return 0; |
|
|
2949 | } |
|
|
2950 | } |
|
|
2951 | |
|
|
2952 | /* quiet suppresses the "don't know how to apply" and "you must get it first" |
|
|
2953 | * messages as needed by player_apply_below(). But there can still be |
|
|
2954 | * "but you are floating high above the ground" messages. |
|
|
2955 | * |
|
|
2956 | * Same return value as apply() function. |
|
|
2957 | */ |
|
|
2958 | int |
|
|
2959 | player_apply (object *pl, object *op, int aflag, int quiet) |
|
|
2960 | { |
|
|
2961 | if (!op->env && (pl->move_type & MOVE_FLYING)) |
|
|
2962 | { |
|
|
2963 | /* player is flying and applying object not in inventory */ |
|
|
2964 | if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) |
|
|
2965 | { |
|
|
2966 | pl->failmsg ("But you are floating high above the ground! " |
|
|
2967 | "H<You have to stop levitating first, if you can, either by using your levitation skill, " |
|
|
2968 | "or waiting till the levitation effect wears off.>"); |
|
|
2969 | return 0; |
|
|
2970 | } |
|
|
2971 | } |
|
|
2972 | |
|
|
2973 | pl->contr->last_used = op; |
|
|
2974 | |
|
|
2975 | int tmp = manual_apply (pl, op, aflag); |
|
|
2976 | |
|
|
2977 | if (!quiet) |
|
|
2978 | { |
|
|
2979 | if (tmp == 0) |
|
|
2980 | pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); |
|
|
2981 | else if (tmp == 2) |
|
|
2982 | pl->failmsg ("You must get it first!\n"); |
|
|
2983 | } |
|
|
2984 | |
|
|
2985 | return tmp; |
|
|
2986 | } |
|
|
2987 | |
|
|
2988 | /** |
|
|
2989 | * player_apply_below attempts to apply the object 'below' the player. |
|
|
2990 | * If the player has an open container, we use that for below, otherwise |
|
|
2991 | * we use the ground. |
|
|
2992 | */ |
|
|
2993 | void |
|
|
2994 | player_apply_below (object *pl) |
|
|
2995 | { |
|
|
2996 | int floors = 0; |
|
|
2997 | |
|
|
2998 | /* If using a container, set the starting item to be the top |
|
|
2999 | * item in the container. Otherwise, use the map. |
|
|
3000 | * This is perhaps more complicated. However, I want to make sure that |
|
|
3001 | * we don't use a corrupt pointer for the next object, so we get the |
|
|
3002 | * next object in the stack before applying. This is can only be a |
|
|
3003 | * problem if player_apply() has a bug in that it uses the object but does |
|
|
3004 | * not return a proper value. |
|
|
3005 | */ |
|
|
3006 | for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next) |
|
|
3007 | { |
|
|
3008 | next = tmp->below; |
|
|
3009 | |
|
|
3010 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
3011 | floors++; |
|
|
3012 | else if (floors > 0) |
|
|
3013 | return; /* process only floor objects after first floor object */ |
|
|
3014 | |
|
|
3015 | /* If it is visible, player can apply it. If it is applied by |
|
|
3016 | * person moving on it, also activate. Added code to make it |
|
|
3017 | * so that at least one of players movement types be that which |
|
|
3018 | * the item needs. |
|
|
3019 | */ |
|
|
3020 | if (!tmp->invisible || (tmp->move_on & pl->move_type)) |
|
|
3021 | if (player_apply (pl, tmp, 0, 1) == 1) |
|
|
3022 | return; |
|
|
3023 | |
|
|
3024 | if (floors >= 2) |
|
|
3025 | return; /* process at most two floor objects */ |
|
|
3026 | } |
|
|
3027 | } |
|
|
3028 | |
|
|
3029 | /** |
|
|
3030 | * Unapplies specified item. |
1029 | * Unapplies specified item. |
3031 | * No check done on cursed/damned. |
1030 | * No check done on cursed/damned. |
3032 | * Break this out of apply_special - this is just done |
1031 | * Break this out of apply_special - this is just done |
3033 | * to keep the size of apply_special to a more managable size. |
1032 | * to keep the size of apply_special to a more managable size. |
3034 | */ |
1033 | */ |
3035 | static int |
1034 | static bool |
3036 | unapply_special (object *who, object *op, int aflags) |
1035 | unapply_special (object *who, object *op, int aflags) |
3037 | { |
1036 | { |
3038 | if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) |
1037 | if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) |
3039 | || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) |
1038 | || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) |
3040 | return RESULT_INT (0); |
1039 | return RESULT_INT (0); |
3041 | |
1040 | |
3042 | CLEAR_FLAG (op, FLAG_APPLIED); |
1041 | if (who->current_weapon == op) |
|
|
1042 | who->current_weapon = 0; |
|
|
1043 | |
|
|
1044 | op->flag [FLAG_APPLIED] = false; |
3043 | |
1045 | |
3044 | switch (op->type) |
1046 | switch (op->type) |
3045 | { |
1047 | { |
3046 | case SKILL_TOOL: |
1048 | case SKILL: |
|
|
1049 | if (player *pl = who->contr) |
|
|
1050 | if (op->invisible) |
|
|
1051 | pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill)); |
|
|
1052 | else |
|
|
1053 | pl->statusmsg (format ("You stop using the %s.", query_name (op))); |
|
|
1054 | |
|
|
1055 | change_abil (who, op); |
|
|
1056 | who->flag [FLAG_READY_SKILL] = false; |
|
|
1057 | break; |
|
|
1058 | |
|
|
1059 | case WEAPON: |
|
|
1060 | who->statusmsg (format ("You unwield %s.", query_name (op))); |
|
|
1061 | change_abil (who, op); |
|
|
1062 | who->flag [FLAG_READY_WEAPON] = false; |
|
|
1063 | |
3047 | // unapplying a skill tool should also unapply the skill it governs |
1064 | // unapplying a weapon or skill tool should also unapply the skill it governs |
3048 | // but this is hard, as it shouldn't do so when the skill can |
1065 | // but this is hard, as it shouldn't do so when the skill can |
3049 | // be used for other reasons |
1066 | // be used for other reasons |
3050 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
1067 | if (who->chosen_skill) |
3051 | if (tmp->skill == op->skill |
1068 | if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL]) |
3052 | && tmp->type == SKILL |
|
|
3053 | && tmp->flag [FLAG_APPLIED] |
|
|
3054 | && !tmp->flag [FLAG_CAN_USE_SKILL]) |
|
|
3055 | unapply_special (who, tmp, 0); |
1069 | unapply_special (who, op, 0); |
3056 | |
1070 | |
3057 | change_abil (who, op); |
|
|
3058 | break; |
1071 | break; |
3059 | |
1072 | |
|
|
1073 | case BOW: |
3060 | case WEAPON: |
1074 | case WAND: |
|
|
1075 | case ROD: |
|
|
1076 | case HORN: |
|
|
1077 | case RANGED: |
3061 | if (player *pl = who->contr) |
1078 | if (player *pl = who->contr) |
3062 | if (op == pl->combat_ob) |
|
|
3063 | { |
|
|
3064 | pl->combat_ob = 0; |
|
|
3065 | who->change_weapon (pl->ranged_ob); |
|
|
3066 | } |
|
|
3067 | |
|
|
3068 | who->statusmsg (format ("You unwield %s.", query_name (op))); |
|
|
3069 | |
|
|
3070 | change_abil (who, op); |
|
|
3071 | CLEAR_FLAG (who, FLAG_READY_WEAPON); |
|
|
3072 | break; |
|
|
3073 | |
|
|
3074 | case SKILL: |
|
|
3075 | if (who->contr) |
|
|
3076 | { |
1079 | { |
3077 | if (IS_COMBAT_SKILL (op->subtype)) |
1080 | who->statusmsg (format ("You unready %s.", query_name (op))); |
3078 | who->change_weapon (who->contr->combat_ob = 0); |
1081 | change_abil (who, op); |
3079 | else if (IS_RANGED_SKILL (op->subtype)) |
1082 | } |
3080 | who->change_weapon (who->contr->ranged_ob = 0); |
1083 | else |
3081 | |
1084 | { |
3082 | if (op->invisible) |
1085 | if (op->type == BOW) |
3083 | who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); |
1086 | op->flag [FLAG_READY_BOW ] = false; |
3084 | else |
1087 | else |
3085 | who->statusmsg (format ("You stop using the %s.", query_name (op))); |
1088 | op->flag [FLAG_READY_RANGE] = false; |
3086 | } |
1089 | } |
3087 | |
1090 | |
3088 | change_abil (who, op); |
|
|
3089 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
|
|
3090 | break; |
1091 | break; |
3091 | |
1092 | |
3092 | case ARMOUR: |
1093 | case ARMOUR: |
3093 | case HELMET: |
1094 | case HELMET: |
3094 | case SHIELD: |
1095 | case SHIELD: |
… | |
… | |
3101 | case CLOAK: |
1102 | case CLOAK: |
3102 | who->statusmsg (format ("You unwear %s.", query_name (op))); |
1103 | who->statusmsg (format ("You unwear %s.", query_name (op))); |
3103 | change_abil (who, op); |
1104 | change_abil (who, op); |
3104 | break; |
1105 | break; |
3105 | |
1106 | |
|
|
1107 | case SPELL: |
3106 | case BOW: |
1108 | case BUILDER: |
3107 | case WAND: |
|
|
3108 | case ROD: |
|
|
3109 | case HORN: |
|
|
3110 | if (player *pl = who->contr) |
|
|
3111 | { |
|
|
3112 | if (op == pl->ranged_ob) |
|
|
3113 | { |
|
|
3114 | pl->ranged_ob = 0; |
|
|
3115 | who->change_weapon (pl->combat_ob); |
|
|
3116 | } |
|
|
3117 | |
|
|
3118 | who->statusmsg (format ("You unready %s.", query_name (op))); |
1109 | who->statusmsg (format ("You unready %s.", query_name (op))); |
3119 | } |
|
|
3120 | else |
|
|
3121 | { |
|
|
3122 | who->change_skill (0); |
|
|
3123 | |
|
|
3124 | if (op->type == BOW) |
|
|
3125 | CLEAR_FLAG (who, FLAG_READY_BOW); |
|
|
3126 | else |
|
|
3127 | CLEAR_FLAG (who, FLAG_READY_RANGE); |
|
|
3128 | } |
|
|
3129 | |
|
|
3130 | break; |
1110 | break; |
3131 | |
1111 | |
3132 | case BUILDER: |
1112 | //case SKILL_TOOL://TODO |
3133 | if (who->contr) |
|
|
3134 | who->statusmsg (format ("You unready %s.", query_name (op))); |
|
|
3135 | break; |
|
|
3136 | |
|
|
3137 | default: |
1113 | default: |
3138 | who->statusmsg (format ("You unapply %s.", query_name (op))); |
1114 | who->statusmsg (format ("You unapply %s.", query_name (op))); |
3139 | break; |
1115 | break; |
3140 | } |
1116 | } |
3141 | |
1117 | |
… | |
… | |
3143 | if (object *pl = op->visible_to ()) |
1119 | if (object *pl = op->visible_to ()) |
3144 | esrv_send_item (pl, op); |
1120 | esrv_send_item (pl, op); |
3145 | |
1121 | |
3146 | who->update_stats (); |
1122 | who->update_stats (); |
3147 | |
1123 | |
3148 | return 0; |
1124 | return 1; |
3149 | } |
1125 | } |
3150 | |
1126 | |
3151 | /** |
1127 | /** |
3152 | * Returns the object that is using location 'loc'. |
1128 | * Returns the object that is using location 'loc'. |
3153 | * Note that 'start' is the first object to start examing - we |
1129 | * Note that 'start' is the first object to start examing - we |
… | |
… | |
3165 | static object * |
1141 | static object * |
3166 | get_next_item_from_body_location (int loc, object *start) |
1142 | get_next_item_from_body_location (int loc, object *start) |
3167 | { |
1143 | { |
3168 | for (object *tmp = start; tmp; tmp = tmp->below) |
1144 | for (object *tmp = start; tmp; tmp = tmp->below) |
3169 | if (tmp->flag [FLAG_APPLIED] |
1145 | if (tmp->flag [FLAG_APPLIED] |
3170 | && tmp->slot[loc].info |
1146 | && tmp->slot [loc].info |
3171 | && (!tmp->invisible || tmp->type == SKILL)) |
1147 | && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL)) |
3172 | return tmp; |
1148 | return tmp; |
3173 | |
1149 | |
3174 | return 0; |
1150 | return 0; |
3175 | } |
1151 | } |
3176 | |
1152 | |
… | |
… | |
3189 | #define CANNOT_REMOVE_CURSED \ |
1165 | #define CANNOT_REMOVE_CURSED \ |
3190 | "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ |
1166 | "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ |
3191 | "Praying over an altar, scrolls of remove curse/damnation, " \ |
1167 | "Praying over an altar, scrolls of remove curse/damnation, " \ |
3192 | "priests or even other players might help.>" |
1168 | "priests or even other players might help.>" |
3193 | |
1169 | |
3194 | static int |
1170 | static bool |
3195 | unapply_for_ob (object *who, object *op, int aflags) |
1171 | unapply_for_ob (object *who, object *op, int aflags) |
3196 | { |
1172 | { |
3197 | if (op->is_range ()) |
1173 | if (op->is_range ()) |
3198 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
1174 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
3199 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) |
1175 | if (tmp->flag [FLAG_APPLIED] && tmp->is_range ()) |
3200 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) |
1176 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])) |
3201 | { |
1177 | { |
3202 | if (aflags & AP_PRINT) |
1178 | if (aflags & AP_PRINT) |
3203 | who->failmsg (query_name (tmp)); |
1179 | who->failmsg (query_name (tmp)); |
3204 | else |
1180 | else |
3205 | unapply_special (who, tmp, aflags); |
1181 | unapply_special (who, tmp, aflags); |
… | |
… | |
3208 | { |
1184 | { |
3209 | /* In this case, we want to try and remove a cursed item. |
1185 | /* In this case, we want to try and remove a cursed item. |
3210 | * While we know it won't work, we want unapply_special to |
1186 | * While we know it won't work, we want unapply_special to |
3211 | * at least generate the message. |
1187 | * at least generate the message. |
3212 | */ |
1188 | */ |
3213 | who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp))); |
1189 | who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)); |
3214 | return 1; |
1190 | return 1; |
3215 | } |
1191 | } |
3216 | |
1192 | |
3217 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
1193 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
3218 | { |
1194 | { |
… | |
… | |
3238 | #endif |
1214 | #endif |
3239 | return 1; |
1215 | return 1; |
3240 | } |
1216 | } |
3241 | |
1217 | |
3242 | /* If we are just printing, we don't care about cursed status */ |
1218 | /* If we are just printing, we don't care about cursed status */ |
3243 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) |
1219 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))) |
3244 | { |
1220 | { |
3245 | if (aflags & AP_PRINT) |
1221 | if (aflags & AP_PRINT) |
3246 | who->failmsg (query_name (tmp)); |
1222 | who->failmsg (query_name (tmp)); |
3247 | else |
1223 | else |
3248 | unapply_special (who, tmp, aflags); |
1224 | unapply_special (who, tmp, aflags); |
… | |
… | |
3252 | /* Cursed item that we can't unequip - tell the player. |
1228 | /* Cursed item that we can't unequip - tell the player. |
3253 | * Note this could be annoying if this is just one of a few, |
1229 | * Note this could be annoying if this is just one of a few, |
3254 | * so it may not be critical (eg, putting on a ring and you have |
1230 | * so it may not be critical (eg, putting on a ring and you have |
3255 | * one cursed ring.) |
1231 | * one cursed ring.) |
3256 | */ |
1232 | */ |
3257 | who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp))); |
1233 | who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)); |
3258 | } |
1234 | } |
3259 | |
1235 | |
3260 | last = tmp->below; |
1236 | last = tmp->below; |
3261 | } |
1237 | } |
3262 | /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the |
1238 | /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the |
… | |
… | |
3321 | continue; |
1297 | continue; |
3322 | } |
1298 | } |
3323 | |
1299 | |
3324 | object *tmp1 = get_next_item_from_body_location (i, who->inv); |
1300 | object *tmp1 = get_next_item_from_body_location (i, who->inv); |
3325 | if (!tmp1) |
1301 | if (!tmp1) |
3326 | { |
|
|
3327 | #if 0 |
|
|
3328 | /* This is sort of an error, but happens a lot when old players |
|
|
3329 | * join in with more stuff equipped than they are now allowed. |
|
|
3330 | */ |
|
|
3331 | LOG (llevError, "Can't find object using location %d on %s\n", i, who->name); |
|
|
3332 | #endif |
|
|
3333 | retval |= CAN_APPLY_NEVER; |
1302 | retval |= CAN_APPLY_NEVER; |
3334 | } |
|
|
3335 | else |
1303 | else |
3336 | { |
1304 | { |
3337 | /* need to unapply something. However, if this something |
1305 | /* need to unapply something. However, if this something |
3338 | * is different than we had found before, it means they need |
1306 | * is different than we had found before, it means they need |
3339 | * to apply multiple objects |
1307 | * to apply multiple objects |
… | |
… | |
3368 | * the weapon/shield checks, and the range checks for monsters, |
1336 | * the weapon/shield checks, and the range checks for monsters, |
3369 | * because you can't control those just by body location - bows, shields, |
1337 | * because you can't control those just by body location - bows, shields, |
3370 | * and weapons all use the same slot. Similar for horn/rod/wand - they |
1338 | * and weapons all use the same slot. Similar for horn/rod/wand - they |
3371 | * all use the same location. |
1339 | * all use the same location. |
3372 | */ |
1340 | */ |
3373 | if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) |
1341 | if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON]) |
3374 | retval |= CAN_APPLY_RESTRICTION; |
1342 | retval |= CAN_APPLY_RESTRICTION; |
3375 | |
1343 | |
3376 | if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) |
1344 | if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD]) |
3377 | retval |= CAN_APPLY_RESTRICTION; |
1345 | retval |= CAN_APPLY_RESTRICTION; |
3378 | |
1346 | |
3379 | if (who->type != PLAYER) |
1347 | if (who->type != PLAYER) |
3380 | { |
1348 | { |
3381 | if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) |
1349 | if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE]) |
3382 | retval |= CAN_APPLY_RESTRICTION; |
1350 | retval |= CAN_APPLY_RESTRICTION; |
3383 | |
1351 | |
3384 | if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) |
1352 | if (op->type == BOW && !who->flag [FLAG_USE_BOW]) |
3385 | retval |= CAN_APPLY_RESTRICTION; |
1353 | retval |= CAN_APPLY_RESTRICTION; |
3386 | |
1354 | |
3387 | if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) |
1355 | if (op->type == RING && !who->flag [FLAG_USE_RING]) |
3388 | retval |= CAN_APPLY_RESTRICTION; |
1356 | retval |= CAN_APPLY_RESTRICTION; |
3389 | |
1357 | |
3390 | if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) |
1358 | if (op->type == BOW && !who->flag [FLAG_USE_BOW]) |
3391 | retval |= CAN_APPLY_RESTRICTION; |
1359 | retval |= CAN_APPLY_RESTRICTION; |
3392 | } |
1360 | } |
3393 | |
1361 | |
3394 | return retval; |
1362 | return retval; |
3395 | } |
1363 | } |
… | |
… | |
3419 | */ |
1387 | */ |
3420 | |
1388 | |
3421 | #define LACK_ITEM_POWER \ |
1389 | #define LACK_ITEM_POWER \ |
3422 | " H<You lack enough unused item power to use this weapon, see the skills command.>" |
1390 | " H<You lack enough unused item power to use this weapon, see the skills command.>" |
3423 | |
1391 | |
3424 | int |
1392 | static bool |
3425 | apply_special (object *who, object *op, int aflags) |
1393 | apply_special (object *who, object *op, int aflags) |
3426 | { |
1394 | { |
3427 | int basic_flag = aflags & AP_BASIC_FLAGS; |
1395 | int basic_flag = aflags & AP_MODE; |
3428 | object *tmp, *tmp2, *skop = NULL; |
1396 | object *tmp, *tmp2, *skop = NULL; |
3429 | |
1397 | |
3430 | if (who == NULL) |
1398 | if (who == NULL) |
3431 | { |
1399 | { |
3432 | LOG (llevError, "apply_special() from object without environment.\n"); |
1400 | LOG (llevError, "apply_special() from object without environment.\n"); |
3433 | return 1; |
1401 | return 1; |
3434 | } |
1402 | } |
3435 | |
1403 | |
|
|
1404 | //TODO: remove these when apply_special is no longer exposed |
3436 | if (op->env != who) |
1405 | if (op->env != who) |
3437 | return 1; /* op is not in inventory */ |
1406 | return 1; /* op is not in inventory */ |
3438 | |
1407 | |
3439 | /* trying to unequip op */ |
1408 | /* trying to unequip op */ |
3440 | if (QUERY_FLAG (op, FLAG_APPLIED)) |
1409 | if (op->flag [FLAG_APPLIED]) |
3441 | { |
1410 | { |
3442 | /* always apply, so no reason to unapply */ |
1411 | /* always apply, so no reason to unapply */ |
3443 | if (basic_flag == AP_APPLY) |
1412 | if (basic_flag == AP_APPLY) |
3444 | return 0; |
1413 | return 0; |
3445 | |
1414 | |
3446 | if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) |
1415 | if (!(aflags & AP_IGNORE_CURSE) && (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])) |
3447 | { |
1416 | { |
3448 | who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op))); |
1417 | who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)); |
3449 | return 1; |
1418 | return 1; |
3450 | } |
1419 | } |
3451 | |
1420 | |
3452 | return unapply_special (who, op, aflags); |
1421 | return unapply_special (who, op, aflags); |
3453 | } |
1422 | } |
3454 | else if (basic_flag == AP_UNAPPLY) |
1423 | else if (basic_flag == AP_UNAPPLY) |
3455 | return 0; |
1424 | return 0; |
3456 | |
1425 | |
3457 | // if the item is combat/ranged, wield the relevant slot first |
|
|
3458 | // to resolve conflicts. |
|
|
3459 | if (player *pl = who->contr) |
|
|
3460 | switch (op->slottype ()) |
|
|
3461 | { |
|
|
3462 | case slot_combat: who->change_weapon (pl->combat_ob); break; |
|
|
3463 | case slot_ranged: who->change_weapon (pl->ranged_ob); break; |
|
|
3464 | } |
|
|
3465 | |
|
|
3466 | splay (op); |
1426 | splay (op); |
3467 | |
1427 | |
3468 | /* Can't just apply this object. Lets see what not and what to do */ |
1428 | /* Can't just apply this object. Lets see what not and what to do */ |
3469 | if (int i = can_apply_object (who, op)) |
1429 | if (int i = can_apply_object (who, op)) |
3470 | { |
1430 | { |
3471 | if (i & CAN_APPLY_NEVER) |
1431 | if (i & CAN_APPLY_NEVER) |
3472 | { |
1432 | { |
3473 | who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op))); |
1433 | who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)); |
3474 | return 1; |
1434 | return 1; |
3475 | } |
1435 | } |
3476 | else if (i & CAN_APPLY_RESTRICTION) |
1436 | else if (i & CAN_APPLY_RESTRICTION) |
3477 | { |
1437 | { |
3478 | who->failmsg (format ( |
1438 | who->failmsgf ( |
3479 | "You have a prohibition against using a %s. " |
1439 | "You have a prohibition against using a %s. " |
3480 | "H<Your belief, profession or class prevents you from applying this item.>", |
1440 | "H<Your belief, profession or class prevents you from applying this item.>", |
3481 | query_name (op) |
1441 | query_name (op) |
3482 | )); |
1442 | ); |
3483 | return 1; |
1443 | return 1; |
3484 | } |
1444 | } |
3485 | |
1445 | |
3486 | if (who->type != PLAYER) |
1446 | if (who->type != PLAYER) |
3487 | { |
1447 | { |
… | |
… | |
3503 | } |
1463 | } |
3504 | } |
1464 | } |
3505 | |
1465 | |
3506 | if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) |
1466 | if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) |
3507 | { |
1467 | { |
|
|
1468 | // try to ready attached skill first |
3508 | skop = find_skill_by_name (who, op->skill); |
1469 | skop = find_skill_by_name (who, op->skill); |
3509 | |
1470 | |
3510 | if (!skop) |
1471 | if (!skop) |
3511 | { |
1472 | { |
3512 | who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); |
1473 | who->failmsgf ("You need the %s skill to use this item!", &op->skill); |
3513 | return 1; |
1474 | return 1; |
3514 | } |
1475 | } |
3515 | else |
1476 | else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT)) |
3516 | /* While experience will be credited properly, we want to change the |
|
|
3517 | * skill so that the dam and wc get updated |
|
|
3518 | */ |
1477 | { |
3519 | who->change_skill (skop); |
1478 | who->failmsgf ("You can't use the required %s skill!", &op->skill); |
|
|
1479 | return 1; |
|
|
1480 | } |
3520 | } |
1481 | } |
3521 | |
1482 | |
3522 | if (!check_item_power (who, op->item_power)) |
1483 | if (!check_item_power (who, op->item_power)) |
3523 | { |
1484 | { |
3524 | who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); |
1485 | who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); |
… | |
… | |
3527 | |
1488 | |
3528 | /* Ok. We are now at the state where we can apply the new object. |
1489 | /* Ok. We are now at the state where we can apply the new object. |
3529 | * Note that we don't have the checks for can_use_... |
1490 | * Note that we don't have the checks for can_use_... |
3530 | * below - that is already taken care of by can_apply_object. |
1491 | * below - that is already taken care of by can_apply_object. |
3531 | */ |
1492 | */ |
|
|
1493 | |
|
|
1494 | // split away all the other items from the stack, so only one item is left |
3532 | tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; |
1495 | tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; |
3533 | |
1496 | |
3534 | if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) |
1497 | if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) |
3535 | return RESULT_INT (0); |
1498 | return RESULT_INT (0); |
3536 | |
1499 | |
3537 | switch (op->type) |
1500 | switch (op->type) |
3538 | { |
1501 | { |
3539 | case WEAPON: |
1502 | case WEAPON: |
3540 | //TODO: this obviously fails for players using a shorter prefix |
1503 | if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\'')) |
3541 | // i.e. "R" can use Ragnarok's sword. |
|
|
3542 | if (op->level && !op->name.starts_with (who->name)) |
|
|
3543 | { |
1504 | { |
3544 | /* if the weapon does not have the name as the character, can't use it. */ |
1505 | /* if the weapon does not have the name as the character, can't use it. */ |
3545 | /* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
1506 | /* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
3546 | who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); |
1507 | who->failmsg ("The weapon does not recognize you as its owner. " |
3547 | |
1508 | "H<Its name indicates that it belongs to somebody else.>"); |
3548 | if (tmp) |
1509 | if (tmp) who->insert (tmp); |
3549 | insert_ob_in_ob (tmp, who); |
|
|
3550 | |
|
|
3551 | return 1; |
1510 | return 1; |
3552 | } |
1511 | } |
3553 | |
1512 | |
3554 | if (!skop) |
1513 | op->flag [FLAG_APPLIED] = true; |
|
|
1514 | |
|
|
1515 | if (player *pl = who->contr) |
3555 | { |
1516 | { |
3556 | who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO |
1517 | who->statusmsg (format ("You wield %s.", query_name (op))); |
3557 | return 1; |
1518 | change_abil (who, op); |
3558 | } |
1519 | } |
3559 | |
1520 | |
3560 | SET_FLAG (op, FLAG_APPLIED); |
1521 | op->flag [FLAG_READY_WEAPON] = true; |
3561 | who->change_skill (skop); |
|
|
3562 | |
|
|
3563 | if (who->contr) |
|
|
3564 | who->change_weapon (who->contr->combat_ob = op); |
|
|
3565 | |
|
|
3566 | who->statusmsg (format ("You wield %s.", query_name (op))); |
|
|
3567 | |
|
|
3568 | SET_FLAG (who, FLAG_READY_WEAPON); |
|
|
3569 | change_abil (who, op); |
|
|
3570 | break; |
1522 | break; |
3571 | |
1523 | |
3572 | case ARMOUR: |
1524 | case ARMOUR: |
3573 | case HELMET: |
1525 | case HELMET: |
3574 | case SHIELD: |
1526 | case SHIELD: |
… | |
… | |
3577 | case GIRDLE: |
1529 | case GIRDLE: |
3578 | case BRACERS: |
1530 | case BRACERS: |
3579 | case CLOAK: |
1531 | case CLOAK: |
3580 | case RING: |
1532 | case RING: |
3581 | case AMULET: |
1533 | case AMULET: |
3582 | SET_FLAG (op, FLAG_APPLIED); |
1534 | op->set_flag (FLAG_APPLIED); |
3583 | who->statusmsg (format ("You wear %s.", query_name (op))); |
1535 | who->statusmsg (format ("You wear %s.", query_name (op))); |
3584 | change_abil (who, op); |
1536 | change_abil (who, op); |
3585 | break; |
1537 | break; |
3586 | |
1538 | |
3587 | case SKILL_TOOL: |
1539 | case SKILL_TOOL: |
3588 | // applying a skill tool also readies the skill |
1540 | // applying a skill tool does not ready the skill |
3589 | SET_FLAG (op, FLAG_APPLIED); |
1541 | // if something needs the skill, it has to ready it itself |
|
|
1542 | //TODO: unapplying should unapply the skill, though |
|
|
1543 | op->set_flag (FLAG_APPLIED); |
|
|
1544 | break; |
3590 | |
1545 | |
|
|
1546 | case SKILL: |
3591 | if (!(aflags & AP_NO_READY)) |
1547 | if (!(aflags & AP_NO_SLOT)) |
3592 | { |
1548 | { |
3593 | skop = find_skill_by_name (who, op->skill); |
1549 | // skill is used on it's own, as opposed to being a chosen_skill |
3594 | if (!skop->flag [FLAG_APPLIED]) |
1550 | |
3595 | apply_special (who, skop, AP_APPLY); |
1551 | if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA)) |
|
|
1552 | { |
|
|
1553 | who->failmsgf ( |
|
|
1554 | "You feel as if you wanted to do something funny, but you can't remember what. " |
|
|
1555 | "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. " |
|
|
1556 | "It cannot be used on its own.>", |
|
|
1557 | &op->skill |
|
|
1558 | ); |
|
|
1559 | if (tmp) who->insert (tmp); |
|
|
1560 | return 1; |
|
|
1561 | } |
|
|
1562 | |
|
|
1563 | if (skill_flags [op->subtype] & SF_AUTARK |
|
|
1564 | || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED))) |
|
|
1565 | { |
|
|
1566 | if (skill_flags [op->subtype] & SF_USE) |
|
|
1567 | who->failmsgf ( |
|
|
1568 | "You feel as if you wanted to do something funny, but you can't remember what. " |
|
|
1569 | "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>", |
|
|
1570 | &op->skill, &op->skill |
|
|
1571 | ); |
|
|
1572 | else |
|
|
1573 | who->failmsgf ( |
|
|
1574 | "You feel as if you wanted to do something funny, but you can't remember what. " |
|
|
1575 | "H<The %s skill cannot be readied or used, it is always active.>", |
|
|
1576 | &op->skill |
|
|
1577 | ); |
|
|
1578 | |
|
|
1579 | if (tmp) who->insert (tmp); |
|
|
1580 | |
|
|
1581 | return 1; |
|
|
1582 | } |
|
|
1583 | |
|
|
1584 | if (who->contr) |
|
|
1585 | if (op->invisible) |
|
|
1586 | who->statusmsg (format ("You can now use the %s skill.", &op->skill)); |
|
|
1587 | else |
|
|
1588 | who->statusmsg (format ("You ready %s.", query_name (op))); |
3596 | } |
1589 | } |
|
|
1590 | |
|
|
1591 | who->set_flag (FLAG_READY_SKILL); |
|
|
1592 | op->set_flag (FLAG_APPLIED); |
|
|
1593 | change_abil (who, op); |
3597 | break; |
1594 | break; |
3598 | |
1595 | |
3599 | case SKILL: |
|
|
3600 | if (player *pl = who->contr) |
|
|
3601 | { |
|
|
3602 | if (IS_COMBAT_SKILL (op->subtype)) |
|
|
3603 | { |
|
|
3604 | if (skill_flags [op->subtype] & SF_NEED_WEAPON) |
|
|
3605 | { |
|
|
3606 | for (object *item = who->inv; item; item = item->below) |
|
|
3607 | if (item->type == WEAPON && item->flag [FLAG_APPLIED]) |
|
|
3608 | { |
|
|
3609 | if (item->skill == op->skill) |
|
|
3610 | { |
|
|
3611 | who->change_weapon (pl->combat_ob = item); |
|
|
3612 | goto found_weapon; |
|
|
3613 | } |
|
|
3614 | } |
|
|
3615 | |
|
|
3616 | who->failmsg (format ( |
|
|
3617 | "You need to apply a '%s' melee weapon before readying this skill. " |
|
|
3618 | "H<Some skills need an item, in this case a melee weapon, to function.>", |
|
|
3619 | &op->skill |
|
|
3620 | )); |
|
|
3621 | return 1; |
|
|
3622 | |
|
|
3623 | found_weapon:; |
|
|
3624 | } |
|
|
3625 | else |
|
|
3626 | who->change_weapon (pl->combat_ob = op); |
|
|
3627 | } |
|
|
3628 | else if (IS_RANGED_SKILL (op->subtype)) |
|
|
3629 | { |
|
|
3630 | if (skill_flags [op->subtype] & SF_NEED_BOW) |
|
|
3631 | { |
|
|
3632 | for (object *item = who->inv; item; item = item->below) |
|
|
3633 | if (item->type == BOW && item->flag [FLAG_APPLIED]) |
|
|
3634 | { |
|
|
3635 | //TODO: bows should/must all have skill missile weapon right now |
|
|
3636 | who->change_weapon (pl->ranged_ob = item); |
|
|
3637 | goto found_bow; |
|
|
3638 | } |
|
|
3639 | |
|
|
3640 | who->failmsg ( |
|
|
3641 | "You need to apply a missile weapon before readying this skill. " |
|
|
3642 | "H<Some skills need an item, in this case a missile weapon, to function.>" |
|
|
3643 | ); |
|
|
3644 | return 1; |
|
|
3645 | |
|
|
3646 | found_bow:; |
|
|
3647 | } |
|
|
3648 | else |
|
|
3649 | who->change_weapon (pl->ranged_ob = op); |
|
|
3650 | } |
|
|
3651 | |
|
|
3652 | if (!op->invisible) |
|
|
3653 | { |
|
|
3654 | who->statusmsg (format ( |
|
|
3655 | "You ready %s." |
|
|
3656 | "You can now use the skill: %s.", |
|
|
3657 | query_name (op), |
|
|
3658 | &op->skill |
|
|
3659 | )); |
|
|
3660 | } |
|
|
3661 | else |
|
|
3662 | who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name)); |
|
|
3663 | } |
|
|
3664 | else |
|
|
3665 | { |
|
|
3666 | SET_FLAG (op, FLAG_APPLIED); |
|
|
3667 | change_abil (who, op); |
|
|
3668 | who->chosen_skill = op; |
|
|
3669 | SET_FLAG (who, FLAG_READY_SKILL); |
|
|
3670 | } |
|
|
3671 | |
|
|
3672 | break; |
|
|
3673 | |
|
|
3674 | case BOW: |
1596 | case BOW: |
3675 | if (op->level && !op->name.starts_with (who->name)) |
1597 | if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\'')) |
3676 | { |
1598 | { |
3677 | who->failmsg ("The weapon does not recognize you as its owner. " |
1599 | who->failmsg ("The weapon does not recognize you as its owner. " |
3678 | "H<Its name indicates that it belongs to somebody else.>"); |
1600 | "H<Its name indicates that it belongs to somebody else.>"); |
3679 | if (tmp) |
1601 | if (tmp) who->insert (tmp); |
3680 | insert_ob_in_ob (tmp, who); |
|
|
3681 | |
|
|
3682 | return 1; |
1602 | return 1; |
3683 | } |
1603 | } |
|
|
1604 | |
|
|
1605 | if (player *pl = who->contr) |
|
|
1606 | { |
|
|
1607 | op->flag [FLAG_APPLIED] = true; |
|
|
1608 | who->statusmsg (format ("You wield the %s.", query_name (op))); |
|
|
1609 | change_abil (who, op); |
|
|
1610 | } |
|
|
1611 | break; |
|
|
1612 | |
|
|
1613 | case RANGED: |
|
|
1614 | if (player *pl = who->contr) |
|
|
1615 | { |
|
|
1616 | op->flag [FLAG_APPLIED] = true; |
|
|
1617 | who->statusmsg (format ("You applied the %s.", query_name (op))); |
|
|
1618 | } |
|
|
1619 | break; |
|
|
1620 | |
|
|
1621 | case SPELL: |
|
|
1622 | if (player *pl = who->contr) |
|
|
1623 | { |
|
|
1624 | op->flag [FLAG_APPLIED] = true; |
|
|
1625 | who->statusmsg (format ("You ready the spell %s.", query_name (op))); |
|
|
1626 | } |
|
|
1627 | break; |
3684 | |
1628 | |
3685 | /*FALLTHROUGH*/ |
1629 | /*FALLTHROUGH*/ |
3686 | case WAND: |
1630 | case WAND: |
3687 | case ROD: |
1631 | case ROD: |
3688 | case HORN: |
1632 | case HORN: |
3689 | /* check for skill, alter player status */ |
1633 | op->flag [FLAG_APPLIED] = true; |
3690 | |
1634 | |
3691 | if (!skop) |
1635 | if (player *pl = who->contr) |
3692 | { |
1636 | { |
3693 | who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO |
|
|
3694 | return 1; |
|
|
3695 | } |
|
|
3696 | |
|
|
3697 | SET_FLAG (op, FLAG_APPLIED); |
|
|
3698 | who->change_skill (skop); |
|
|
3699 | |
|
|
3700 | if (who->contr) |
|
|
3701 | { |
|
|
3702 | who->contr->ranged_ob = op; |
|
|
3703 | |
|
|
3704 | who->statusmsg (format ("You ready %s.", query_name (op))); |
1637 | who->statusmsg (format ("You ready %s.", query_name (op))); |
3705 | |
1638 | |
3706 | if (op->type == BOW) |
1639 | if (op->type == BOW) |
3707 | { |
|
|
3708 | who->current_weapon = op; |
|
|
3709 | change_abil (who, op); |
|
|
3710 | who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); |
1640 | who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); |
3711 | } |
1641 | |
|
|
1642 | change_abil (who, op); |
3712 | } |
1643 | } |
3713 | else |
1644 | else |
3714 | { |
1645 | { |
3715 | if (op->type == BOW) |
1646 | if (op->type == BOW) |
3716 | SET_FLAG (who, FLAG_READY_BOW); |
1647 | op->flag [FLAG_READY_BOW ] = true; |
3717 | else |
1648 | else |
3718 | SET_FLAG (who, FLAG_READY_RANGE); |
1649 | op->flag [FLAG_READY_RANGE] = true; |
3719 | } |
1650 | } |
3720 | |
1651 | |
3721 | break; |
1652 | break; |
3722 | |
1653 | |
3723 | case BUILDER: |
1654 | case BUILDER: |
3724 | if (who->type == PLAYER) |
1655 | if (player *pl = who->contr) |
3725 | { |
1656 | { |
3726 | //TODO: wtf does this do? shouldn't this be managed automatically (slots?) |
|
|
3727 | if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) |
|
|
3728 | unapply_special (who, who->contr->ranged_ob, 0); |
|
|
3729 | |
|
|
3730 | who->statusmsg (format ("You ready your %s.", query_name (op))); |
1657 | who->statusmsg (format ("You ready your %s.", query_name (op))); |
3731 | |
1658 | //TODO: change_abil? |
3732 | who->contr->ranged_ob = op; |
|
|
3733 | } |
1659 | } |
3734 | break; |
1660 | break; |
3735 | |
1661 | |
3736 | default: |
1662 | default: |
3737 | who->statusmsg (format ("You apply %s.", query_name (op))); |
1663 | who->statusmsg (format ("You apply %s.", query_name (op))); |
3738 | } |
1664 | } |
3739 | |
1665 | |
3740 | SET_FLAG (op, FLAG_APPLIED); |
1666 | op->set_flag (FLAG_APPLIED); |
3741 | |
1667 | |
3742 | if (tmp) |
|
|
3743 | who->insert (tmp); |
1668 | if (tmp) who->insert (tmp); |
3744 | |
1669 | |
3745 | who->update_stats (); |
1670 | who->update_stats (); |
3746 | |
1671 | |
3747 | /* We exclude spell casting objects. The fire code will set the |
1672 | /* We exclude spell casting objects. The fire code will set the |
3748 | * been applied flag when they are used - until that point, |
1673 | * been applied flag when they are used - until that point, |
3749 | * you don't know anything about them. |
1674 | * you don't know anything about them. |
3750 | */ |
1675 | */ |
3751 | if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) |
1676 | if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) |
3752 | SET_FLAG (op, FLAG_BEEN_APPLIED); |
1677 | op->set_flag (FLAG_BEEN_APPLIED); |
3753 | |
1678 | |
3754 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
1679 | if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]) |
3755 | if (who->type == PLAYER) |
1680 | if (who->type == PLAYER) |
3756 | { |
1681 | { |
3757 | who->failmsg ( |
1682 | who->failmsg ( |
3758 | "Oops, it feels deadly cold! " |
1683 | "Oops, it feels deadly cold! " |
3759 | "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>" |
1684 | "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>" |
3760 | ); |
1685 | ); |
3761 | SET_FLAG (op, FLAG_KNOWN_CURSED); |
1686 | op->set_flag (FLAG_KNOWN_CURSED); |
3762 | } |
1687 | } |
3763 | |
1688 | |
3764 | if (object *pl = op->visible_to ()) |
1689 | if (object *pl = op->visible_to ()) |
3765 | esrv_send_item (pl, op); |
1690 | esrv_send_item (pl, op); |
3766 | |
1691 | |
3767 | return 0; |
1692 | return 0; |
|
|
1693 | } |
|
|
1694 | |
|
|
1695 | /** |
|
|
1696 | * Check if op should abort moving victim because of it's race or slaying. |
|
|
1697 | * Returns 1 if it should abort, returns 0 if it should continue. |
|
|
1698 | */ |
|
|
1699 | int |
|
|
1700 | should_director_abort (object *op, object *victim) |
|
|
1701 | { |
|
|
1702 | int arch_flag, name_flag, race_flag; |
|
|
1703 | |
|
|
1704 | /* Get flags to determine what of arch, name, and race should be checked. |
|
|
1705 | * This is stored in subtype, and is a bitmask, the LSB is the arch flag, |
|
|
1706 | * the next is the name flag, and the last is the race flag. Also note, |
|
|
1707 | * if subtype is set to zero, that also goes to defaults of all affecting |
|
|
1708 | * it. Examples: |
|
|
1709 | * subtype 1: only arch |
|
|
1710 | * subtype 3: arch or name |
|
|
1711 | * subtype 5: arch or race |
|
|
1712 | * subtype 7: all three |
|
|
1713 | */ |
|
|
1714 | if (op->subtype) |
|
|
1715 | { |
|
|
1716 | arch_flag = op->subtype & 1; |
|
|
1717 | name_flag = op->subtype & 2; |
|
|
1718 | race_flag = op->subtype & 4; |
|
|
1719 | } |
|
|
1720 | else |
|
|
1721 | { |
|
|
1722 | arch_flag = 1; |
|
|
1723 | name_flag = 1; |
|
|
1724 | race_flag = 1; |
|
|
1725 | } |
|
|
1726 | |
|
|
1727 | /* If the director has race set, only affect objects with a arch, |
|
|
1728 | * name or race that matches. |
|
|
1729 | */ |
|
|
1730 | if ((op->race) && |
|
|
1731 | ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) && |
|
|
1732 | ((!(victim->name && name_flag) || op->race != victim->name)) && |
|
|
1733 | ((!(victim->race && race_flag) || op->race != victim->race))) |
|
|
1734 | return 1; |
|
|
1735 | |
|
|
1736 | /* If the director has slaying set, only affect objects where none |
|
|
1737 | * of arch, name, or race match. |
|
|
1738 | */ |
|
|
1739 | if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) || |
|
|
1740 | ((victim->name && name_flag && op->slaying == victim->name)) || |
|
|
1741 | ((victim->race && race_flag && op->slaying == victim->race))) |
|
|
1742 | return 1; |
|
|
1743 | |
|
|
1744 | return 0; |
|
|
1745 | } |
|
|
1746 | |
|
|
1747 | /** |
|
|
1748 | * This handles a player dropping money on an altar to identify stuff. |
|
|
1749 | * It'll identify marked item, if none all items up to dropped money. |
|
|
1750 | * Return value: 1 if money was destroyed, 0 if not. |
|
|
1751 | */ |
|
|
1752 | static int |
|
|
1753 | apply_id_altar (object *money, object *altar, object *pl) |
|
|
1754 | { |
|
|
1755 | dynbuf_text &buf = msg_dynbuf; buf.clear (); |
|
|
1756 | |
|
|
1757 | if (!pl || pl->type != PLAYER) |
|
|
1758 | return 0; |
|
|
1759 | |
|
|
1760 | /* Check for MONEY type is a special hack - it prevents 'nothing needs |
|
|
1761 | * identifying' from being printed out more than it needs to be. |
|
|
1762 | */ |
|
|
1763 | if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY) |
|
|
1764 | return 0; |
|
|
1765 | |
|
|
1766 | /* if the player has a marked item, identify that if it needs to be |
|
|
1767 | * identified. If it doesn't, then go through the player inventory. |
|
|
1768 | */ |
|
|
1769 | if (object *marked = pl->mark ()) |
|
|
1770 | if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ()) |
|
|
1771 | { |
|
|
1772 | if (operate_altar (altar, &money, pl)) |
|
|
1773 | { |
|
|
1774 | identify (marked); |
|
|
1775 | |
|
|
1776 | buf.printf ("You have %s.\r", long_desc (marked, pl)); |
|
|
1777 | if (marked->msg) |
|
|
1778 | buf << "The item has a story:\r" << marked->msg << "\n\n"; |
|
|
1779 | |
|
|
1780 | return !money; |
|
|
1781 | } |
|
|
1782 | } |
|
|
1783 | |
|
|
1784 | for (object *id = pl->inv; id; id = id->below) |
|
|
1785 | { |
|
|
1786 | if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ()) |
|
|
1787 | { |
|
|
1788 | if (operate_altar (altar, &money, pl)) |
|
|
1789 | { |
|
|
1790 | identify (id); |
|
|
1791 | |
|
|
1792 | buf.printf ("You have %s.\r", long_desc (id, pl)); |
|
|
1793 | if (id->msg) |
|
|
1794 | buf << "The item has a story:\r" << id->msg << "\n\n"; |
|
|
1795 | |
|
|
1796 | /* If no more money, might as well quit now */ |
|
|
1797 | if (!money || !check_altar_sacrifice (altar, money)) |
|
|
1798 | break; |
|
|
1799 | } |
|
|
1800 | else |
|
|
1801 | { |
|
|
1802 | LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); |
|
|
1803 | break; |
|
|
1804 | } |
|
|
1805 | } |
|
|
1806 | } |
|
|
1807 | |
|
|
1808 | if (buf.empty ()) |
|
|
1809 | pl->failmsg ("You have nothing that needs identifying"); |
|
|
1810 | else |
|
|
1811 | pl->contr->infobox (MSG_CHANNEL ("identify"), buf); |
|
|
1812 | |
|
|
1813 | return !money; |
|
|
1814 | } |
|
|
1815 | |
|
|
1816 | /** |
|
|
1817 | * This checks whether the object has a "on_use_yield" field, and if so generated and drops |
|
|
1818 | * matching item. |
|
|
1819 | **/ |
|
|
1820 | void |
|
|
1821 | handle_apply_yield (object *tmp) |
|
|
1822 | { |
|
|
1823 | if (shstr_tmp yield = tmp->kv (shstr_on_use_yield)) |
|
|
1824 | archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); |
|
|
1825 | } |
|
|
1826 | |
|
|
1827 | /** |
|
|
1828 | * Handles applying a potion. |
|
|
1829 | */ |
|
|
1830 | int |
|
|
1831 | apply_potion (object *op, object *tmp) |
|
|
1832 | { |
|
|
1833 | int got_one = 0, i; |
|
|
1834 | object *force = 0; |
|
|
1835 | |
|
|
1836 | object *floor = GET_MAP_OB (op->map, op->x, op->y); |
|
|
1837 | |
|
|
1838 | if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) |
|
|
1839 | { |
|
|
1840 | op->failmsg ("Gods prevent you from using this here, it's sacred ground!"); |
|
|
1841 | |
|
|
1842 | tmp->clr_flag (FLAG_APPLIED); |
|
|
1843 | return 0; |
|
|
1844 | } |
|
|
1845 | |
|
|
1846 | if (op->type == PLAYER) |
|
|
1847 | if (!tmp->flag [FLAG_IDENTIFIED]) |
|
|
1848 | identify (tmp); |
|
|
1849 | |
|
|
1850 | handle_apply_yield (tmp); |
|
|
1851 | |
|
|
1852 | /* Potion of restoration - only for players */ |
|
|
1853 | if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) |
|
|
1854 | { |
|
|
1855 | object *depl; |
|
|
1856 | archetype *at; |
|
|
1857 | |
|
|
1858 | if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
|
|
1859 | { |
|
|
1860 | op->drain_stat (); |
|
|
1861 | op->update_stats (); |
|
|
1862 | tmp->decrease (); |
|
|
1863 | return 1; |
|
|
1864 | } |
|
|
1865 | |
|
|
1866 | if (!(at = archetype::find (shstr_depletion))) |
|
|
1867 | { |
|
|
1868 | LOG (llevError, "Could not find archetype depletion\n"); |
|
|
1869 | return 0; |
|
|
1870 | } |
|
|
1871 | |
|
|
1872 | depl = present_arch_in_ob (at, op); |
|
|
1873 | |
|
|
1874 | if (depl) |
|
|
1875 | { |
|
|
1876 | for (i = 0; i < NUM_STATS; i++) |
|
|
1877 | if (depl->stats.stat (i)) |
|
|
1878 | op->statusmsg (restore_msg[i]); |
|
|
1879 | |
|
|
1880 | depl->destroy (); |
|
|
1881 | op->update_stats (); |
|
|
1882 | } |
|
|
1883 | else |
|
|
1884 | op->statusmsg ("Your potion had no effect."); |
|
|
1885 | |
|
|
1886 | tmp->decrease (); |
|
|
1887 | return 1; |
|
|
1888 | } |
|
|
1889 | |
|
|
1890 | /* improvement potion - only for players */ |
|
|
1891 | if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) |
|
|
1892 | { |
|
|
1893 | for (i = 1; i < min (11, op->level); i++) |
|
|
1894 | { |
|
|
1895 | if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
|
|
1896 | { |
|
|
1897 | if (op->contr->levhp[i] != 1) |
|
|
1898 | { |
|
|
1899 | op->contr->levhp[i] = 1; |
|
|
1900 | break; |
|
|
1901 | } |
|
|
1902 | |
|
|
1903 | if (op->contr->levsp[i] != 1) |
|
|
1904 | { |
|
|
1905 | op->contr->levsp[i] = 1; |
|
|
1906 | break; |
|
|
1907 | } |
|
|
1908 | |
|
|
1909 | if (op->contr->levgrace[i] != 1) |
|
|
1910 | { |
|
|
1911 | op->contr->levgrace[i] = 1; |
|
|
1912 | break; |
|
|
1913 | } |
|
|
1914 | } |
|
|
1915 | else |
|
|
1916 | { |
|
|
1917 | if (op->contr->levhp[i] < 9) |
|
|
1918 | { |
|
|
1919 | op->contr->levhp[i] = 9; |
|
|
1920 | break; |
|
|
1921 | } |
|
|
1922 | |
|
|
1923 | if (op->contr->levsp[i] < 6) |
|
|
1924 | { |
|
|
1925 | op->contr->levsp[i] = 6; |
|
|
1926 | break; |
|
|
1927 | } |
|
|
1928 | |
|
|
1929 | if (op->contr->levgrace[i] < 3) |
|
|
1930 | { |
|
|
1931 | op->contr->levgrace[i] = 3; |
|
|
1932 | break; |
|
|
1933 | } |
|
|
1934 | } |
|
|
1935 | } |
|
|
1936 | |
|
|
1937 | /* Just makes checking easier */ |
|
|
1938 | if (i < min (11, op->level)) |
|
|
1939 | got_one = 1; |
|
|
1940 | |
|
|
1941 | if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]) |
|
|
1942 | { |
|
|
1943 | if (got_one) |
|
|
1944 | { |
|
|
1945 | op->update_stats (); |
|
|
1946 | op->statusmsg ("The Gods smile upon you and remake you " |
|
|
1947 | "a little more in their image. " |
|
|
1948 | "You feel a little more perfect.", NDI_GREEN); |
|
|
1949 | } |
|
|
1950 | else |
|
|
1951 | op->statusmsg ("The potion had no effect - you are already perfect."); |
|
|
1952 | } |
|
|
1953 | else |
|
|
1954 | { /* cursed potion */ |
|
|
1955 | if (got_one) |
|
|
1956 | { |
|
|
1957 | op->update_stats (); |
|
|
1958 | op->failmsg ("The Gods are angry and punish you."); |
|
|
1959 | } |
|
|
1960 | else |
|
|
1961 | op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE); |
|
|
1962 | } |
|
|
1963 | |
|
|
1964 | tmp->decrease (); |
|
|
1965 | return 1; |
|
|
1966 | } |
|
|
1967 | |
|
|
1968 | |
|
|
1969 | /* A potion that casts a spell. Healing, restore spellpoint (power potion) |
|
|
1970 | * and heroism all fit into this category. Given the spell object code, |
|
|
1971 | * there is no limit to the number of spells that potions can be cast, |
|
|
1972 | * but direction is problematic to try and imbue fireball potions for example. |
|
|
1973 | */ |
|
|
1974 | if (tmp->inv) |
|
|
1975 | { |
|
|
1976 | if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
|
|
1977 | { |
|
|
1978 | op->failmsg ("Yech! Your lungs are on fire!"); |
|
|
1979 | create_exploding_ball_at (op, op->level); |
|
|
1980 | } |
|
|
1981 | else |
|
|
1982 | cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
|
|
1983 | |
|
|
1984 | tmp->decrease (); |
|
|
1985 | |
|
|
1986 | /* if youre dead, no point in doing this... */ |
|
|
1987 | if (!op->flag [FLAG_REMOVED]) |
|
|
1988 | op->update_stats (); |
|
|
1989 | |
|
|
1990 | return 1; |
|
|
1991 | } |
|
|
1992 | |
|
|
1993 | /* Deal with protection potions */ |
|
|
1994 | force = NULL; |
|
|
1995 | for (i = 0; i < NROFATTACKS; i++) |
|
|
1996 | { |
|
|
1997 | if (tmp->resist[i]) |
|
|
1998 | { |
|
|
1999 | if (!force) |
|
|
2000 | force = get_archetype (FORCE_NAME); |
|
|
2001 | |
|
|
2002 | memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); |
|
|
2003 | force->type = POTION_EFFECT; |
|
|
2004 | break; /* Only need to find one protection since we copy entire batch */ |
|
|
2005 | } |
|
|
2006 | } |
|
|
2007 | |
|
|
2008 | /* This is a protection potion */ |
|
|
2009 | if (force) |
|
|
2010 | { |
|
|
2011 | /* cursed items last longer */ |
|
|
2012 | if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
|
|
2013 | { |
|
|
2014 | force->stats.food *= 10; |
|
|
2015 | for (i = 0; i < NROFATTACKS; i++) |
|
|
2016 | if (force->resist[i] > 0) |
|
|
2017 | force->resist[i] = -force->resist[i]; /* prot => vuln */ |
|
|
2018 | } |
|
|
2019 | |
|
|
2020 | force->speed_left = -1; |
|
|
2021 | force = insert_ob_in_ob (force, op); |
|
|
2022 | tmp->clr_flag (FLAG_APPLIED); |
|
|
2023 | force->set_flag (FLAG_APPLIED); |
|
|
2024 | change_abil (op, force); |
|
|
2025 | tmp->decrease (); |
|
|
2026 | return 1; |
|
|
2027 | } |
|
|
2028 | |
|
|
2029 | /* Only thing left are the stat potions */ |
|
|
2030 | if (op->type == PLAYER) |
|
|
2031 | { /* only for players */ |
|
|
2032 | if ((tmp->flag [FLAG_CURSED] |
|
|
2033 | || tmp->flag [FLAG_DAMNED]) |
|
|
2034 | && tmp->value != 0) |
|
|
2035 | tmp->clr_flag (FLAG_APPLIED); |
|
|
2036 | else |
|
|
2037 | tmp->set_flag (FLAG_APPLIED); |
|
|
2038 | |
|
|
2039 | if (!change_abil (op, tmp)) |
|
|
2040 | op->statusmsg ("Nothing happened."); |
|
|
2041 | } |
|
|
2042 | |
|
|
2043 | /* CLEAR_FLAG is so that if the character has other potions |
|
|
2044 | * that were grouped with the one consumed, his |
|
|
2045 | * stat will not be raised by them. fix_player just clears |
|
|
2046 | * up all the stats. |
|
|
2047 | */ |
|
|
2048 | tmp->clr_flag (FLAG_APPLIED); |
|
|
2049 | op->update_stats (); |
|
|
2050 | tmp->decrease (); |
|
|
2051 | return 1; |
|
|
2052 | } |
|
|
2053 | |
|
|
2054 | /** |
|
|
2055 | * 'victim' moves onto 'trap' |
|
|
2056 | * 'victim' leaves 'trap' |
|
|
2057 | * effect is determined by move_on/move_off of trap and move_type of victime. |
|
|
2058 | * |
|
|
2059 | * originator: Player, monster or other object that caused 'victim' to move |
|
|
2060 | * onto 'trap'. Will receive messages caused by this action. May be NULL. |
|
|
2061 | * However, some types of traps require an originator to function. |
|
|
2062 | */ |
|
|
2063 | void |
|
|
2064 | move_apply (object *trap, object *victim, object *originator) |
|
|
2065 | { |
|
|
2066 | static int recursion_depth = 0; |
|
|
2067 | |
|
|
2068 | trap = trap->head_ (); |
|
|
2069 | |
|
|
2070 | /* Only exits affect DMs. */ |
|
|
2071 | if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN) |
|
|
2072 | return; |
|
|
2073 | |
|
|
2074 | /* move_apply() is the most likely candidate for causing unwanted and |
|
|
2075 | * possibly unlimited recursion. |
|
|
2076 | */ |
|
|
2077 | |
|
|
2078 | /* The following was changed because it was causing perfectly correct |
|
|
2079 | * maps to fail. 1) it's not an error to recurse: |
|
|
2080 | * rune detonates, summoning monster. monster lands on nearby rune. |
|
|
2081 | * nearby rune detonates. This sort of recursion is expected and |
|
|
2082 | * proper. This code was causing needless crashes. |
|
|
2083 | */ |
|
|
2084 | if (recursion_depth >= 500) |
|
|
2085 | { |
|
|
2086 | LOG (llevDebug, "WARNING: move_apply(): aborting recursion " |
|
|
2087 | "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name); |
|
|
2088 | return; |
|
|
2089 | } |
|
|
2090 | |
|
|
2091 | recursion_depth++; |
|
|
2092 | |
|
|
2093 | if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) |
|
|
2094 | switch (trap->type) |
|
|
2095 | { |
|
|
2096 | case PLAYERMOVER: |
|
|
2097 | if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) |
|
|
2098 | { |
|
|
2099 | if (!trap->stats.maxsp) |
|
|
2100 | trap->stats.maxsp = 2; |
|
|
2101 | |
|
|
2102 | /* Is this correct? From the docs, it doesn't look like it |
|
|
2103 | * should be divided by trap->speed |
|
|
2104 | */ |
|
|
2105 | victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed; |
|
|
2106 | |
|
|
2107 | /* Just put in some sanity check. I think there is a bug in the |
|
|
2108 | * above with some objects have zero speed, and thus the player |
|
|
2109 | * getting permanently paralyzed. |
|
|
2110 | */ |
|
|
2111 | victim->speed_left = max (-50.f, victim->speed_left); |
|
|
2112 | /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ |
|
|
2113 | } |
|
|
2114 | break; |
|
|
2115 | |
|
|
2116 | case SPINNER: |
|
|
2117 | if (victim->direction) |
|
|
2118 | { |
|
|
2119 | victim->direction = absdir (victim->direction - trap->stats.sp); |
|
|
2120 | update_turn_face (victim); |
|
|
2121 | } |
|
|
2122 | break; |
|
|
2123 | |
|
|
2124 | case DIRECTOR: |
|
|
2125 | if (victim->direction && !should_director_abort (trap, victim)) |
|
|
2126 | { |
|
|
2127 | victim->direction = trap->stats.sp; |
|
|
2128 | update_turn_face (victim); |
|
|
2129 | } |
|
|
2130 | break; |
|
|
2131 | |
|
|
2132 | case BUTTON: |
|
|
2133 | case PEDESTAL: |
|
|
2134 | case T_MATCH: |
|
|
2135 | update_button (trap, originator); |
|
|
2136 | break; |
|
|
2137 | |
|
|
2138 | case ALTAR: |
|
|
2139 | /* sacrifice victim on trap */ |
|
|
2140 | apply_altar (trap, victim, originator); |
|
|
2141 | break; |
|
|
2142 | |
|
|
2143 | case THROWN_OBJ: |
|
|
2144 | if (trap->inv == NULL) |
|
|
2145 | break; |
|
|
2146 | /* fallthrough */ |
|
|
2147 | |
|
|
2148 | case ARROW: |
|
|
2149 | /* bad bug: monster throw a object, make a step forwards, step on object , |
|
|
2150 | * trigger this here and get hit by own missile - and will be own enemy. |
|
|
2151 | * Victim then is his own enemy and will start to kill herself (this is |
|
|
2152 | * removed) but we have not synced victim and his missile. To avoid senseless |
|
|
2153 | * action, we avoid hits here |
|
|
2154 | */ |
|
|
2155 | if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ()) |
|
|
2156 | && trap->owner != victim) |
|
|
2157 | hit_with_arrow (trap, victim); |
|
|
2158 | break; |
|
|
2159 | |
|
|
2160 | case SPELL_EFFECT: |
|
|
2161 | apply_spell_effect (trap, victim); |
|
|
2162 | break; |
|
|
2163 | |
|
|
2164 | case TRAPDOOR: |
|
|
2165 | { |
|
|
2166 | int max, sound_was_played; |
|
|
2167 | object *ab, *ab_next; |
|
|
2168 | |
|
|
2169 | if (!trap->value) |
|
|
2170 | { |
|
|
2171 | int tot; |
|
|
2172 | |
|
|
2173 | for (ab = trap->above, tot = 0; ab; ab = ab->above) |
|
|
2174 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
2175 | tot += ab->head_ ()->total_weight (); |
|
|
2176 | |
|
|
2177 | if (!(trap->value = (tot > trap->weight) ? 1 : 0)) |
|
|
2178 | break; |
|
|
2179 | |
|
|
2180 | SET_ANIMATION (trap, trap->value); |
|
|
2181 | update_object (trap, UP_OBJ_FACE); |
|
|
2182 | } |
|
|
2183 | |
|
|
2184 | for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) |
|
|
2185 | { |
|
|
2186 | /* need to set this up, since if we do transfer the object, |
|
|
2187 | * ab->above would be bogus |
|
|
2188 | */ |
|
|
2189 | ab_next = ab->above; |
|
|
2190 | |
|
|
2191 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
2192 | { |
|
|
2193 | if (!sound_was_played) |
|
|
2194 | { |
|
|
2195 | trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
|
|
2196 | sound_was_played = 1; |
|
|
2197 | } |
|
|
2198 | |
|
|
2199 | ab->statusmsg ("You fall into a trapdoor!", NDI_RED); |
|
|
2200 | transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab); |
|
|
2201 | } |
|
|
2202 | } |
|
|
2203 | break; |
|
|
2204 | } |
|
|
2205 | |
|
|
2206 | case CONVERTER: |
|
|
2207 | if (convert_item (victim, trap) < 0) |
|
|
2208 | { |
|
|
2209 | originator->failmsgf ("The %s seems to be broken!", query_name (trap)); |
|
|
2210 | archetype::get (shstr_burnout)->insert_at (trap, trap); |
|
|
2211 | } |
|
|
2212 | |
|
|
2213 | break; |
|
|
2214 | |
|
|
2215 | case TRIGGER_BUTTON: |
|
|
2216 | case TRIGGER_PEDESTAL: |
|
|
2217 | case TRIGGER_ALTAR: |
|
|
2218 | check_trigger (trap, victim, originator); |
|
|
2219 | break; |
|
|
2220 | |
|
|
2221 | case DEEP_SWAMP: |
|
|
2222 | walk_on_deep_swamp (trap, victim); |
|
|
2223 | break; |
|
|
2224 | |
|
|
2225 | case CHECK_INV: |
|
|
2226 | check_inv (victim, trap); |
|
|
2227 | break; |
|
|
2228 | |
|
|
2229 | case HOLE: |
|
|
2230 | move_apply_hole (trap, victim); |
|
|
2231 | break; |
|
|
2232 | |
|
|
2233 | case EXIT: |
|
|
2234 | if (victim->type == PLAYER && EXIT_PATH (trap)) |
|
|
2235 | { |
|
|
2236 | /* Basically, don't show exits leading to random maps the |
|
|
2237 | * players output. |
|
|
2238 | */ |
|
|
2239 | if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit) |
|
|
2240 | victim->statusmsg (trap->msg, NDI_NAVY); |
|
|
2241 | |
|
|
2242 | trap->play_sound (trap->sound); |
|
|
2243 | victim->enter_exit (trap); |
|
|
2244 | } |
|
|
2245 | break; |
|
|
2246 | |
|
|
2247 | case ENCOUNTER: |
|
|
2248 | /* may be some leftovers on this */ |
|
|
2249 | break; |
|
|
2250 | |
|
|
2251 | case SHOP_MAT: |
|
|
2252 | apply_shop_mat (trap, victim); |
|
|
2253 | break; |
|
|
2254 | |
|
|
2255 | /* Drop a certain amount of gold, and have one item identified */ |
|
|
2256 | case IDENTIFY_ALTAR: |
|
|
2257 | apply_id_altar (victim, trap, originator); |
|
|
2258 | break; |
|
|
2259 | |
|
|
2260 | case SIGN: |
|
|
2261 | if (victim->type != PLAYER && trap->stats.food > 0) |
|
|
2262 | break; /* monsters musn't apply magic_mouths with counters */ |
|
|
2263 | |
|
|
2264 | apply_sign (victim, trap, 1); |
|
|
2265 | break; |
|
|
2266 | |
|
|
2267 | case CONTAINER: |
|
|
2268 | apply_container (victim, trap); |
|
|
2269 | break; |
|
|
2270 | |
|
|
2271 | case RUNE: |
|
|
2272 | case TRAP: |
|
|
2273 | if (trap->level && victim->flag [FLAG_ALIVE]) |
|
|
2274 | spring_trap (trap, victim); |
|
|
2275 | break; |
|
|
2276 | |
|
|
2277 | default: |
|
|
2278 | LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " |
|
|
2279 | "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); |
|
|
2280 | break; |
|
|
2281 | } |
|
|
2282 | |
|
|
2283 | recursion_depth--; |
|
|
2284 | } |
|
|
2285 | |
|
|
2286 | /** |
|
|
2287 | * Handles reading a regular (ie not containing a spell) book. |
|
|
2288 | */ |
|
|
2289 | static void |
|
|
2290 | apply_book (object *op, object *tmp) |
|
|
2291 | { |
|
|
2292 | int lev_diff; |
|
|
2293 | object *skill_ob; |
|
|
2294 | |
|
|
2295 | if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ]) |
|
|
2296 | { |
|
|
2297 | op->failmsg ("You are unable to read while blind!"); |
|
|
2298 | return; |
|
|
2299 | } |
|
|
2300 | |
|
|
2301 | if (!tmp->msg) |
|
|
2302 | { |
|
|
2303 | op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name); |
|
|
2304 | return; |
|
|
2305 | } |
|
|
2306 | |
|
|
2307 | /* need a literacy skill to read stuff! */ |
|
|
2308 | skill_ob = find_skill_by_name (op, tmp->skill); |
|
|
2309 | if (!skill_ob) |
|
|
2310 | { |
|
|
2311 | op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill); |
|
|
2312 | return; |
|
|
2313 | } |
|
|
2314 | |
|
|
2315 | lev_diff = tmp->level - (skill_ob->level + 5); |
|
|
2316 | if (!op->flag [FLAG_WIZ] && lev_diff > 0) |
|
|
2317 | { |
|
|
2318 | op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension." |
|
|
2319 | : lev_diff < 3 ? "This book is slightly beyond your comprehension." |
|
|
2320 | : lev_diff < 5 ? "This book is beyond your comprehension." |
|
|
2321 | : lev_diff < 8 ? "This book is quite a bit beyond your comprehension." |
|
|
2322 | : lev_diff < 15 ? "This book is way beyond your comprehension." |
|
|
2323 | : "This book is totally beyond your comprehension."); |
|
|
2324 | return; |
|
|
2325 | } |
|
|
2326 | |
|
|
2327 | // we currently don't use the message types for anything. |
|
|
2328 | // readable_message_type *msgType = get_readable_message_type (tmp); |
|
|
2329 | |
|
|
2330 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book")); |
|
|
2331 | |
|
|
2332 | if (player *pl = op->contr) |
|
|
2333 | if (client *ns = pl->ns) |
|
|
2334 | pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); |
|
|
2335 | |
|
|
2336 | /* gain xp from reading */ |
|
|
2337 | if (!tmp->flag [FLAG_NO_SKILL_IDENT]) |
|
|
2338 | { /* only if not read before */ |
|
|
2339 | int exp_gain = calc_skill_exp (op, tmp, skill_ob); |
|
|
2340 | |
|
|
2341 | if (!tmp->flag [FLAG_IDENTIFIED]) |
|
|
2342 | { |
|
|
2343 | /*exp_gain *= 2; because they just identified it too */ |
|
|
2344 | tmp->set_flag (FLAG_IDENTIFIED); |
|
|
2345 | |
|
|
2346 | if (object *pl = tmp->visible_to ()) |
|
|
2347 | esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); |
|
|
2348 | } |
|
|
2349 | |
|
|
2350 | change_exp (op, exp_gain, skill_ob->skill, 0); |
|
|
2351 | tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ |
|
|
2352 | } |
|
|
2353 | } |
|
|
2354 | |
|
|
2355 | /** |
|
|
2356 | * op made some mistake with a scroll, this takes care of punishment. |
|
|
2357 | * scroll_failure()- hacked directly from spell_failure |
|
|
2358 | */ |
|
|
2359 | static void |
|
|
2360 | scroll_failure (object *op, int failure, int power) |
|
|
2361 | { |
|
|
2362 | if (abs (failure / 4) > power) |
|
|
2363 | power = abs (failure / 4); /* set minimum effect */ |
|
|
2364 | |
|
|
2365 | if (failure <= -1 && failure > -15) |
|
|
2366 | { /* wonder */ |
|
|
2367 | object *tmp; |
|
|
2368 | |
|
|
2369 | op->failmsg ("Your spell warps!"); |
|
|
2370 | tmp = get_archetype (SPELL_WONDER); |
|
|
2371 | cast_wonder (op, op, 0, tmp); |
|
|
2372 | tmp->destroy (); |
|
|
2373 | } |
|
|
2374 | else if (failure <= -15 && failure > -35) |
|
|
2375 | { /* drain mana */ |
|
|
2376 | op->failmsg ("Your mana is drained!"); |
|
|
2377 | op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); |
|
|
2378 | if (op->stats.sp < 0) |
|
|
2379 | op->stats.sp = 0; |
|
|
2380 | } |
|
|
2381 | else if (settings.spell_failure_effects == TRUE) |
|
|
2382 | { |
|
|
2383 | if (failure <= -35 && failure > -60) |
|
|
2384 | { /* confusion */ |
|
|
2385 | op->failmsg ("The magic recoils on you!"); |
|
|
2386 | confuse_player (op, op, power); |
|
|
2387 | } |
|
|
2388 | else if (failure <= -60 && failure > -70) |
|
|
2389 | { /* paralysis */ |
|
|
2390 | op->failmsg ("The magic recoils and paralyzes you!"); |
|
|
2391 | paralyze_player (op, op, power); |
|
|
2392 | } |
|
|
2393 | else if (failure <= -70 && failure > -80) |
|
|
2394 | { /* blind */ |
|
|
2395 | op->failmsg ("The magic recoils on you!"); |
|
|
2396 | blind_player (op, op, power); |
|
|
2397 | } |
|
|
2398 | else if (failure <= -80) |
|
|
2399 | { /* blast the immediate area */ |
|
|
2400 | object *tmp = get_archetype (LOOSE_MANA); |
|
|
2401 | cast_magic_storm (op, tmp, power); |
|
|
2402 | op->failmsg ("You unleash uncontrolled mana!"); |
|
|
2403 | tmp->destroy (); |
|
|
2404 | } |
|
|
2405 | } |
|
|
2406 | } |
|
|
2407 | |
|
|
2408 | /** |
|
|
2409 | * Handles the applying of a skill scroll, calling learn_skill straight. |
|
|
2410 | * op is the person learning the skill, tmp is the skill scroll object |
|
|
2411 | */ |
|
|
2412 | static void |
|
|
2413 | apply_skillscroll (object *op, object *tmp) |
|
|
2414 | { |
|
|
2415 | switch (learn_skill (op, tmp)) |
|
|
2416 | { |
|
|
2417 | case 0: |
|
|
2418 | op->play_sound (sound_find ("generic_fail")); |
|
|
2419 | op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp)); |
|
|
2420 | break; |
|
|
2421 | |
|
|
2422 | case 1: |
|
|
2423 | tmp->decrease (); |
|
|
2424 | op->play_sound (sound_find ("skill_learn")); |
|
|
2425 | op->statusmsg (format ("You succeed in learning %s", &tmp->skill)); |
|
|
2426 | break; |
|
|
2427 | |
|
|
2428 | default: |
|
|
2429 | tmp->decrease (); |
|
|
2430 | op->play_sound (sound_find ("generic_fail")); |
|
|
2431 | op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp)); |
|
|
2432 | break; |
|
|
2433 | } |
|
|
2434 | } |
|
|
2435 | |
|
|
2436 | /** |
|
|
2437 | * Actually makes op learn spell. |
|
|
2438 | * Informs player of what happens. |
|
|
2439 | */ |
|
|
2440 | void |
|
|
2441 | do_learn_spell (object *op, object *spell, int special_prayer) |
|
|
2442 | { |
|
|
2443 | object *tmp; |
|
|
2444 | |
|
|
2445 | if (op->type != PLAYER) |
|
|
2446 | { |
|
|
2447 | LOG (llevError, "BUG: do_learn_spell(): not a player\n"); |
|
|
2448 | return; |
|
|
2449 | } |
|
|
2450 | |
|
|
2451 | /* Upgrade special prayers to normal prayers */ |
|
|
2452 | if ((tmp = check_spell_known (op, spell->name)) != NULL) |
|
|
2453 | { |
|
|
2454 | if (special_prayer && !tmp->flag [FLAG_STARTEQUIP]) |
|
|
2455 | { |
|
|
2456 | LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); |
|
|
2457 | return; |
|
|
2458 | } |
|
|
2459 | return; |
|
|
2460 | } |
|
|
2461 | |
|
|
2462 | op->contr->play_sound (sound_find ("learn_spell")); |
|
|
2463 | |
|
|
2464 | tmp = spell->clone (); |
|
|
2465 | insert_ob_in_ob (tmp, op); |
|
|
2466 | |
|
|
2467 | if (special_prayer) |
|
|
2468 | tmp->set_flag (FLAG_STARTEQUIP); |
|
|
2469 | |
|
|
2470 | esrv_add_spells (op->contr, tmp); |
|
|
2471 | } |
|
|
2472 | |
|
|
2473 | /** |
|
|
2474 | * Erases spell from player's inventory. |
|
|
2475 | */ |
|
|
2476 | void |
|
|
2477 | do_forget_spell (object *op, const char *spell) |
|
|
2478 | { |
|
|
2479 | object *spob; |
|
|
2480 | |
|
|
2481 | if (op->type != PLAYER) |
|
|
2482 | { |
|
|
2483 | LOG (llevError, "BUG: do_forget_spell(): not a player\n"); |
|
|
2484 | return; |
|
|
2485 | } |
|
|
2486 | if ((spob = check_spell_known (op, spell)) == NULL) |
|
|
2487 | { |
|
|
2488 | LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); |
|
|
2489 | return; |
|
|
2490 | } |
|
|
2491 | |
|
|
2492 | op->failmsgf ("You lose knowledge of %s.", spell); |
|
|
2493 | esrv_remove_spell (op->contr, spob); |
|
|
2494 | spob->destroy (); |
|
|
2495 | } |
|
|
2496 | |
|
|
2497 | /** |
|
|
2498 | * Handles player applying a spellbook. |
|
|
2499 | * Checks whether player has knowledge of required skill, doesn't already know the spell, |
|
|
2500 | * stuff like that. Random learning failure too. |
|
|
2501 | */ |
|
|
2502 | static void |
|
|
2503 | apply_spellbook (object *op, object *tmp) |
|
|
2504 | { |
|
|
2505 | object *skop, *spell, *spell_skill; |
|
|
2506 | |
|
|
2507 | if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ]) |
|
|
2508 | { |
|
|
2509 | op->failmsg ("You are unable to read while blind."); |
|
|
2510 | return; |
|
|
2511 | } |
|
|
2512 | |
|
|
2513 | /* artifact_spellbooks have 'slaying' field point to a spell name, |
|
|
2514 | * instead of having their spell stored in stats.sp. These are |
|
|
2515 | * legacy spellbooks |
|
|
2516 | */ |
|
|
2517 | if (tmp->slaying) |
|
|
2518 | { |
|
|
2519 | spell = find_archetype_by_object_name (tmp->slaying)->instance (); |
|
|
2520 | |
|
|
2521 | if (!spell) |
|
|
2522 | { |
|
|
2523 | op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying); |
|
|
2524 | return; |
|
|
2525 | } |
|
|
2526 | else |
|
|
2527 | insert_ob_in_ob (spell, tmp); |
|
|
2528 | |
|
|
2529 | tmp->slaying = 0; |
|
|
2530 | } |
|
|
2531 | |
|
|
2532 | skop = find_skill_by_name (op, tmp->skill); |
|
|
2533 | |
|
|
2534 | /* need a literacy skill to learn spells. Also, having a literacy level |
|
|
2535 | * lower than the spell will make learning the spell more difficult */ |
|
|
2536 | if (!skop) |
|
|
2537 | { |
|
|
2538 | op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill); |
|
|
2539 | return; |
|
|
2540 | } |
|
|
2541 | |
|
|
2542 | spell = tmp->inv; |
|
|
2543 | |
|
|
2544 | if (!spell) |
|
|
2545 | { |
|
|
2546 | LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); |
|
|
2547 | op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); |
|
|
2548 | return; |
|
|
2549 | } |
|
|
2550 | |
|
|
2551 | int learn_level = sqrtf (spell->level) * 1.5f; |
|
|
2552 | if (skop->level < learn_level) |
|
|
2553 | { |
|
|
2554 | op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>", |
|
|
2555 | &tmp->skill, learn_level); |
|
|
2556 | return; |
|
|
2557 | } |
|
|
2558 | |
|
|
2559 | op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name)); |
|
|
2560 | |
|
|
2561 | if (!tmp->flag [FLAG_IDENTIFIED]) |
|
|
2562 | identify (tmp); |
|
|
2563 | |
|
|
2564 | /* I removed the check for special_prayer_mark here - it didn't make |
|
|
2565 | * a lot of sense - special prayers are not found in spellbooks, and |
|
|
2566 | * if the player doesn't know the spell, doesn't make a lot of sense that |
|
|
2567 | * they would have a special prayer mark. |
|
|
2568 | */ |
|
|
2569 | if (check_spell_known (op, spell->name)) |
|
|
2570 | { |
|
|
2571 | op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n"); |
|
|
2572 | return; |
|
|
2573 | } |
|
|
2574 | |
|
|
2575 | if (spell->skill) |
|
|
2576 | { |
|
|
2577 | spell_skill = find_skill_by_name (op, spell->skill); |
|
|
2578 | |
|
|
2579 | if (!spell_skill) |
|
|
2580 | { |
|
|
2581 | op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill); |
|
|
2582 | return; |
|
|
2583 | } |
|
|
2584 | |
|
|
2585 | if (spell_skill->level < spell->level) |
|
|
2586 | { |
|
|
2587 | op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); |
|
|
2588 | return; |
|
|
2589 | } |
|
|
2590 | } |
|
|
2591 | |
|
|
2592 | /* Logic as follows |
|
|
2593 | * |
|
|
2594 | * 1- MU spells use Int to learn, Cleric spells use Wisdom |
|
|
2595 | * |
|
|
2596 | * 2- The learner's skill level in literacy adjusts the chance to learn |
|
|
2597 | * a spell. |
|
|
2598 | * |
|
|
2599 | * 3 -Automatically fail to learn if you read while confused |
|
|
2600 | * |
|
|
2601 | * Overall, chances are the same but a player will find having a high |
|
|
2602 | * literacy rate very useful! -b.t. |
|
|
2603 | */ |
|
|
2604 | if (op->flag [FLAG_CONFUSED]) |
|
|
2605 | { |
|
|
2606 | op->failmsg ("In your confused state you flub the wording of the text!"); |
|
|
2607 | scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace)); |
|
|
2608 | } |
|
|
2609 | else if (tmp->flag [FLAG_STARTEQUIP] || |
|
|
2610 | (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) |
|
|
2611 | { |
|
|
2612 | op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); |
|
|
2613 | do_learn_spell (op, spell, 0); |
|
|
2614 | |
|
|
2615 | /* xp gain to literacy for spell learning */ |
|
|
2616 | if (!tmp->flag [FLAG_STARTEQUIP]) |
|
|
2617 | change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); |
|
|
2618 | } |
|
|
2619 | else |
|
|
2620 | { |
|
|
2621 | op->contr->play_sound (sound_find ("fumble_spell")); |
|
|
2622 | op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n"); |
|
|
2623 | } |
|
|
2624 | |
|
|
2625 | tmp->decrease (); |
|
|
2626 | } |
|
|
2627 | |
|
|
2628 | /** |
|
|
2629 | * Handles applying a spell scroll. |
|
|
2630 | */ |
|
|
2631 | void |
|
|
2632 | apply_scroll (object *op, object *tmp, int dir) |
|
|
2633 | { |
|
|
2634 | object *skop; |
|
|
2635 | |
|
|
2636 | if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ]) |
|
|
2637 | { |
|
|
2638 | op->failmsg ("You are unable to read while blind."); |
|
|
2639 | return; |
|
|
2640 | } |
|
|
2641 | |
|
|
2642 | if (!tmp->inv || tmp->inv->type != SPELL) |
|
|
2643 | { |
|
|
2644 | op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>"); |
|
|
2645 | return; |
|
|
2646 | } |
|
|
2647 | |
|
|
2648 | if (op->type == PLAYER) |
|
|
2649 | { |
|
|
2650 | /* players need a literacy skill to read stuff! */ |
|
|
2651 | int exp_gain = 0; |
|
|
2652 | |
|
|
2653 | /* hard code literacy - tmp->skill points to where the exp |
|
|
2654 | * should go for anything killed by the spell. |
|
|
2655 | */ |
|
|
2656 | skop = find_skill_by_name (op, shstr_literacy); |
|
|
2657 | |
|
|
2658 | if (!skop) |
|
|
2659 | { |
|
|
2660 | op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>"); |
|
|
2661 | return; |
|
|
2662 | } |
|
|
2663 | |
|
|
2664 | if ((exp_gain = calc_skill_exp (op, tmp, skop))) |
|
|
2665 | change_exp (op, exp_gain, skop->skill, 0); |
|
|
2666 | } |
|
|
2667 | |
|
|
2668 | if (!tmp->flag [FLAG_IDENTIFIED]) |
|
|
2669 | identify (tmp); |
|
|
2670 | |
|
|
2671 | op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name)); |
|
|
2672 | |
|
|
2673 | cast_spell (op, tmp, dir, tmp->inv, NULL); |
|
|
2674 | tmp->decrease (); |
|
|
2675 | } |
|
|
2676 | |
|
|
2677 | /** |
|
|
2678 | * Applies a treasure object - by default, chest. op |
|
|
2679 | * is the person doing the applying, tmp is the treasure |
|
|
2680 | * chest. |
|
|
2681 | */ |
|
|
2682 | static void |
|
|
2683 | apply_treasure (object *op, object *tmp) |
|
|
2684 | { |
|
|
2685 | /* Nice side effect of this treasure creation method is that the treasure |
|
|
2686 | * for the chest is done when the chest is created, and put into the chest |
|
|
2687 | * inventory. So that when the chest burns up, the items still exist. Also |
|
|
2688 | * prevents people from moving chests to more difficult maps to get better |
|
|
2689 | * treasure |
|
|
2690 | */ |
|
|
2691 | object *treas = tmp->inv; |
|
|
2692 | |
|
|
2693 | if (!treas) |
|
|
2694 | { |
|
|
2695 | op->statusmsg ("The chest was empty."); |
|
|
2696 | tmp->decrease (); |
|
|
2697 | return; |
|
|
2698 | } |
|
|
2699 | |
|
|
2700 | while (tmp->inv) |
|
|
2701 | { |
|
|
2702 | treas = tmp->inv; |
|
|
2703 | treas->remove (); |
|
|
2704 | |
|
|
2705 | treas->x = op->x; |
|
|
2706 | treas->y = op->y; |
|
|
2707 | treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); |
|
|
2708 | |
|
|
2709 | if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE]) |
|
|
2710 | spring_trap (treas, op); |
|
|
2711 | |
|
|
2712 | /* If either player or container was destroyed, no need to do |
|
|
2713 | * further processing. I think this should be enclused with |
|
|
2714 | * spring trap above, as I don't think there is otherwise |
|
|
2715 | * any way for the treasure chest or player to get killed. |
|
|
2716 | */ |
|
|
2717 | if (op->destroyed () || tmp->destroyed ()) |
|
|
2718 | break; |
|
|
2719 | } |
|
|
2720 | |
|
|
2721 | if (!tmp->destroyed () && !tmp->inv) |
|
|
2722 | tmp->decrease (true); |
|
|
2723 | } |
|
|
2724 | |
|
|
2725 | /** |
|
|
2726 | * A dragon is eating some flesh. If the flesh contains resistances, |
|
|
2727 | * there is a chance for the dragon's skin to get improved. |
|
|
2728 | * |
|
|
2729 | * attributes: |
|
|
2730 | * object *op the object (dragon player) eating the flesh |
|
|
2731 | * object *meal the flesh item, getting chewed in dragon's mouth |
|
|
2732 | * return: |
|
|
2733 | * int 1 if eating successful, 0 if it doesn't work |
|
|
2734 | */ |
|
|
2735 | static int |
|
|
2736 | dragon_eat_flesh (object *op, object *meal) |
|
|
2737 | { |
|
|
2738 | object *skin = NULL; /* pointer to dragon skin force */ |
|
|
2739 | object *abil = NULL; /* pointer to dragon ability force */ |
|
|
2740 | object *tmp = NULL; /* tmp. object */ |
|
|
2741 | |
|
|
2742 | double chance; /* improvement-chance of one resistance type */ |
|
|
2743 | double totalchance = 1; /* total chance of gaining one resistance */ |
|
|
2744 | double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ |
|
|
2745 | double mbonus = 0; /* monster bonus */ |
|
|
2746 | int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ |
|
|
2747 | int winners = 0; /* number of winners */ |
|
|
2748 | int i; /* index */ |
|
|
2749 | |
|
|
2750 | /* let's make sure and doublecheck the parameters */ |
|
|
2751 | if (meal->type != FLESH || !op->is_dragon ()) |
|
|
2752 | return 0; |
|
|
2753 | |
|
|
2754 | /* now grab the 'dragon_skin'- and 'dragon_ability'-forces |
|
|
2755 | from the player's inventory */ |
|
|
2756 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
2757 | if (tmp->type == FORCE) |
|
|
2758 | if (tmp->arch->archname == shstr_dragon_skin_force) |
|
|
2759 | skin = tmp; |
|
|
2760 | else if (tmp->arch->archname == shstr_dragon_ability_force) |
|
|
2761 | abil = tmp; |
|
|
2762 | |
|
|
2763 | /* if either skin or ability are missing, this is an old player |
|
|
2764 | which is not to be considered a dragon -> bail out */ |
|
|
2765 | if (skin == NULL || abil == NULL) |
|
|
2766 | return 0; |
|
|
2767 | |
|
|
2768 | /* now start by filling stomache and health, according to food-value */ |
|
|
2769 | if ((MAX_FOOD - op->stats.food) < meal->stats.food) |
|
|
2770 | op->stats.hp += (MAX_FOOD - op->stats.food) / 50; |
|
|
2771 | else |
|
|
2772 | op->stats.hp += meal->stats.food / 50; |
|
|
2773 | |
|
|
2774 | min_it (op->stats.hp, op->stats.maxhp); |
|
|
2775 | op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food); |
|
|
2776 | |
|
|
2777 | /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ |
|
|
2778 | |
|
|
2779 | /* on to the interesting part: chances for adding resistance */ |
|
|
2780 | for (i = 0; i < NROFATTACKS; i++) |
|
|
2781 | { |
|
|
2782 | if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i)) |
|
|
2783 | { |
|
|
2784 | /* got positive resistance, now calculate improvement chance (0-100) */ |
|
|
2785 | |
|
|
2786 | /* this bonus makes resistance increase easier at lower levels */ |
|
|
2787 | bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level); |
|
|
2788 | if (i == abil->stats.exp) |
|
|
2789 | bonus += 5; /* additional bonus for resistance of ability-focus */ |
|
|
2790 | |
|
|
2791 | /* monster bonus increases with level, because high-level |
|
|
2792 | flesh is too rare */ |
|
|
2793 | mbonus = op->level * 20. / ((double) settings.max_level); |
|
|
2794 | |
|
|
2795 | chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. / |
|
|
2796 | ((double)settings.max_level)) - skin->resist[i]; |
|
|
2797 | |
|
|
2798 | if (chance >= 0.) |
|
|
2799 | chance += 1.; |
|
|
2800 | else |
|
|
2801 | chance = (chance < -12) ? 0. : 1. / pow (2., -chance); |
|
|
2802 | |
|
|
2803 | /* chance is proportional to amount of resistance (max. 50) */ |
|
|
2804 | chance *= ((double)(min (meal->resist[i], 50))) / 50.; |
|
|
2805 | |
|
|
2806 | /* doubled chance for resistance of ability-focus */ |
|
|
2807 | if (i == abil->stats.exp) |
|
|
2808 | chance = min (100., chance * 2.); |
|
|
2809 | |
|
|
2810 | /* now make the throw and save all winners (Don't insert luck bonus here!) */ |
|
|
2811 | if (rndm (10000) < (unsigned int)(chance * 100)) |
|
|
2812 | { |
|
|
2813 | atnr_winner[winners] = i; |
|
|
2814 | winners++; |
|
|
2815 | } |
|
|
2816 | |
|
|
2817 | if (chance >= 0.01) |
|
|
2818 | totalchance *= 1 - chance / 100; |
|
|
2819 | |
|
|
2820 | /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */ |
|
|
2821 | } |
|
|
2822 | } |
|
|
2823 | |
|
|
2824 | /* inverse totalchance as until now we have the failure-chance */ |
|
|
2825 | totalchance = 100 - totalchance * 100; |
|
|
2826 | |
|
|
2827 | /* print message according to totalchance */ |
|
|
2828 | const char *buf; |
|
|
2829 | if (totalchance > 50.) |
|
|
2830 | buf = format ("Hmm! The %s tasted delicious!", &meal->name); |
|
|
2831 | else if (totalchance > 10.) |
|
|
2832 | buf = format ("The %s tasted very good.", &meal->name); |
|
|
2833 | else if (totalchance > 1.) |
|
|
2834 | buf = format ("The %s tasted good.", &meal->name); |
|
|
2835 | else if (totalchance > 0.1) |
|
|
2836 | buf = format ("The %s tasted bland.", &meal->name); |
|
|
2837 | else if (totalchance >= 0.01) |
|
|
2838 | buf = format ("The %s had a boring taste.", &meal->name); |
|
|
2839 | else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) |
|
|
2840 | buf = format ("The %s tasted strange.", &meal->name); |
|
|
2841 | else |
|
|
2842 | buf = format ("The %s had no taste.", &meal->name); |
|
|
2843 | |
|
|
2844 | op->statusmsg (buf); |
|
|
2845 | |
|
|
2846 | /* now choose a winner if we have any */ |
|
|
2847 | i = -1; |
|
|
2848 | if (winners > 0) |
|
|
2849 | i = atnr_winner [rndm (winners)]; |
|
|
2850 | |
|
|
2851 | if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) |
|
|
2852 | { |
|
|
2853 | /* resistance increased! */ |
|
|
2854 | skin->resist[i]++; |
|
|
2855 | op->update_stats (); |
|
|
2856 | |
|
|
2857 | op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i])); |
|
|
2858 | } |
|
|
2859 | |
|
|
2860 | /* if this flesh contains a new ability focus, we mark it |
|
|
2861 | into the ability_force and it will take effect on next level */ |
|
|
2862 | if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) |
|
|
2863 | { |
|
|
2864 | abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ |
|
|
2865 | |
|
|
2866 | if (meal->last_eat != abil->stats.exp) |
|
|
2867 | op->statusmsg (format ( |
|
|
2868 | "Your metabolism prepares to focus on %s!\n" |
|
|
2869 | "The change will happen at level %d.", |
|
|
2870 | change_resist_msg[meal->last_eat], |
|
|
2871 | abil->level + 1 |
|
|
2872 | )); |
|
|
2873 | else |
|
|
2874 | { |
|
|
2875 | op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat])); |
|
|
2876 | abil->last_eat = 0; |
|
|
2877 | } |
|
|
2878 | } |
|
|
2879 | |
|
|
2880 | return 1; |
|
|
2881 | } |
|
|
2882 | |
|
|
2883 | /** |
|
|
2884 | * op eats food. |
|
|
2885 | * If player, takes care of messages and dragon special food. |
|
|
2886 | */ |
|
|
2887 | static void |
|
|
2888 | apply_food (object *op, object *tmp) |
|
|
2889 | { |
|
|
2890 | int capacity_remaining; |
|
|
2891 | |
|
|
2892 | if (op->type != PLAYER) |
|
|
2893 | op->stats.hp = op->stats.maxhp; |
|
|
2894 | else |
|
|
2895 | { |
|
|
2896 | /* check if this is a dragon (player), eating some flesh */ |
|
|
2897 | if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp)) |
|
|
2898 | ; |
|
|
2899 | else |
|
|
2900 | { |
|
|
2901 | /* usual case - no dragon meal: */ |
|
|
2902 | if (op->stats.food + tmp->stats.food > MAX_FOOD) |
|
|
2903 | { |
|
|
2904 | if (tmp->type == FOOD || tmp->type == FLESH) |
|
|
2905 | op->failmsg ("You feel full, but what a waste of food!"); |
|
|
2906 | else |
|
|
2907 | op->statusmsg ("Most of the drink goes down your face not your throat!"); |
|
|
2908 | } |
|
|
2909 | |
|
|
2910 | tmp->play_sound ( |
|
|
2911 | tmp->sound |
|
|
2912 | ? tmp->sound |
|
|
2913 | : tmp->type == DRINK |
|
|
2914 | ? sound_find ("eat_drink") |
|
|
2915 | : sound_find ("eat_food") |
|
|
2916 | ); |
|
|
2917 | |
|
|
2918 | if (!tmp->flag [FLAG_CURSED]) |
|
|
2919 | { |
|
|
2920 | const char *buf; |
|
|
2921 | |
|
|
2922 | if (!op->is_dragon ()) |
|
|
2923 | { |
|
|
2924 | /* eating message for normal players */ |
|
|
2925 | if (tmp->type == DRINK) |
|
|
2926 | buf = format ("Ahhh...that %s tasted good.", &tmp->name); |
|
|
2927 | else |
|
|
2928 | buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); |
|
|
2929 | } |
|
|
2930 | else |
|
|
2931 | /* eating message for dragon players */ |
|
|
2932 | buf = format ("The %s tasted terrible!", &tmp->name); |
|
|
2933 | |
|
|
2934 | op->statusmsg (buf); |
|
|
2935 | |
|
|
2936 | capacity_remaining = MAX_FOOD - op->stats.food; |
|
|
2937 | op->stats.food += tmp->stats.food; |
|
|
2938 | if (capacity_remaining < tmp->stats.food) |
|
|
2939 | op->stats.hp += capacity_remaining / 50; |
|
|
2940 | else |
|
|
2941 | op->stats.hp += tmp->stats.food / 50; |
|
|
2942 | |
|
|
2943 | min_it (op->stats.hp, op->stats.maxhp); |
|
|
2944 | min_it (op->stats.food, MAX_FOOD); |
|
|
2945 | } |
|
|
2946 | |
|
|
2947 | /* special food hack -b.t. */ |
|
|
2948 | if (tmp->title || tmp->flag [FLAG_CURSED]) |
|
|
2949 | eat_special_food (op, tmp); |
|
|
2950 | } |
|
|
2951 | } |
|
|
2952 | |
|
|
2953 | handle_apply_yield (tmp); |
|
|
2954 | tmp->decrease (); |
|
|
2955 | } |
|
|
2956 | |
|
|
2957 | /** |
|
|
2958 | * Handles applying an improve armor scroll. |
|
|
2959 | * Does some sanity checks, then calls improve_armour. |
|
|
2960 | */ |
|
|
2961 | static void |
|
|
2962 | apply_armour_improver (object *op, object *tmp) |
|
|
2963 | { |
|
|
2964 | if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC)) |
|
|
2965 | { |
|
|
2966 | op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>"); |
|
|
2967 | return; |
|
|
2968 | } |
|
|
2969 | |
|
|
2970 | object *armor = op->mark (); |
|
|
2971 | |
|
|
2972 | if (!armor) |
|
|
2973 | { |
|
|
2974 | op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this."); |
|
|
2975 | return; |
|
|
2976 | } |
|
|
2977 | |
|
|
2978 | if (armor->type != ARMOUR |
|
|
2979 | && armor->type != CLOAK |
|
|
2980 | && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) |
|
|
2981 | { |
|
|
2982 | op->failmsg ("Your marked item is not armour!\n"); |
|
|
2983 | return; |
|
|
2984 | } |
|
|
2985 | |
|
|
2986 | if (!op->apply (armor, AP_UNAPPLY)) |
|
|
2987 | { |
|
|
2988 | op->failmsg ("You are unable to take off your armour to improve it!"); |
|
|
2989 | return; |
|
|
2990 | } |
|
|
2991 | |
|
|
2992 | op->statusmsg ("Applying armour enchantment."); |
|
|
2993 | improve_armour (op, tmp, armor); |
|
|
2994 | } |
|
|
2995 | |
|
|
2996 | void |
|
|
2997 | apply_poison (object *op, object *tmp) |
|
|
2998 | { |
|
|
2999 | // need to do it now when it is still on the map |
|
|
3000 | handle_apply_yield (tmp); |
|
|
3001 | |
|
|
3002 | object *poison = tmp->split (1); |
|
|
3003 | |
|
|
3004 | if (op->type == PLAYER) |
|
|
3005 | { |
|
|
3006 | op->contr->play_sound (sound_find ("drink_poison")); |
|
|
3007 | op->failmsg ("Yech! That tasted poisonous!"); |
|
|
3008 | op->contr->killer = poison; |
|
|
3009 | } |
|
|
3010 | |
|
|
3011 | if (poison->stats.hp > 0) |
|
|
3012 | { |
|
|
3013 | LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp); |
|
|
3014 | hit_player (op, poison->stats.hp, tmp, AT_POISON, 1); |
|
|
3015 | } |
|
|
3016 | |
|
|
3017 | op->stats.food -= op->stats.food / 4; |
|
|
3018 | poison->destroy (); |
|
|
3019 | } |
|
|
3020 | |
|
|
3021 | /** |
|
|
3022 | * This function will try to apply a lighter and in case no lighter |
|
|
3023 | * is specified it will try to find a lighter in the players inventory, |
|
|
3024 | * and inform him about this requirement. |
|
|
3025 | * |
|
|
3026 | * who - the player |
|
|
3027 | * op - the item we want to light |
|
|
3028 | * lighter - the lighter or 0 if a lighter has yet to be found |
|
|
3029 | */ |
|
|
3030 | static object * |
|
|
3031 | auto_apply_lighter (object *who, object *op, object *lighter) |
|
|
3032 | { |
|
|
3033 | if (lighter == 0) |
|
|
3034 | { |
|
|
3035 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
3036 | { |
|
|
3037 | if (tmp->type == LIGHTER) |
|
|
3038 | { |
|
|
3039 | lighter = tmp; |
|
|
3040 | break; |
|
|
3041 | } |
|
|
3042 | } |
|
|
3043 | |
|
|
3044 | if (!lighter) |
|
|
3045 | { |
|
|
3046 | who->failmsgf ( |
|
|
3047 | "You can't light up the %s with your bare hands! " |
|
|
3048 | "H<You need a lighter in your inventory, for example a flint and steel.>", |
|
|
3049 | &op->name |
|
|
3050 | ); |
|
|
3051 | return 0; |
|
|
3052 | } |
|
|
3053 | } |
|
|
3054 | |
|
|
3055 | // last_eat == 0 means the lighter is not being used up! |
|
|
3056 | if (lighter->last_eat && lighter->stats.food) |
|
|
3057 | { |
|
|
3058 | /* lighter gets used up */ |
|
|
3059 | lighter = lighter->split (); |
|
|
3060 | lighter->stats.food--; |
|
|
3061 | who->insert (lighter); |
|
|
3062 | } |
|
|
3063 | else if (lighter->last_eat) |
|
|
3064 | { |
|
|
3065 | /* no charges left in lighter */ |
|
|
3066 | who->failmsgf ( |
|
|
3067 | "You attempt to light the %s with a used up %s.", |
|
|
3068 | &op->name, &lighter->name |
|
|
3069 | ); |
|
|
3070 | return 0; |
|
|
3071 | } |
|
|
3072 | |
|
|
3073 | return lighter; |
|
|
3074 | } |
|
|
3075 | |
|
|
3076 | /** |
|
|
3077 | * Designed primarily to light torches/lanterns/etc. |
|
|
3078 | * Also burns up burnable material too. First object in the inventory is |
|
|
3079 | * the selected object to "burn". -b.t. |
|
|
3080 | */ |
|
|
3081 | static void |
|
|
3082 | apply_lighter (object *who, object *lighter) |
|
|
3083 | { |
|
|
3084 | int is_player_env = 0; |
|
|
3085 | |
|
|
3086 | if (object *item = who->mark ()) |
|
|
3087 | { |
|
|
3088 | if (!auto_apply_lighter (who, item, lighter)) |
|
|
3089 | return; |
|
|
3090 | |
|
|
3091 | /* Perhaps we should split what we are trying to light on fire? |
|
|
3092 | * I can't see many times when you would want to light multiple |
|
|
3093 | * objects at once. |
|
|
3094 | */ |
|
|
3095 | |
|
|
3096 | save_throw_object (item, AT_FIRE, who); |
|
|
3097 | |
|
|
3098 | if (item->destroyed () |
|
|
3099 | || ((item->type == LAMP || item->type == TORCH) |
|
|
3100 | && item->glow_radius > 0)) |
|
|
3101 | who->statusmsg (format ( |
|
|
3102 | "You light the %s with the %s.", |
|
|
3103 | &item->name, &lighter->name |
|
|
3104 | )); |
|
|
3105 | else |
|
|
3106 | who->failmsgf ( |
|
|
3107 | "You attempt to light the %s with the %s and fail.", |
|
|
3108 | &item->name, &lighter->name |
|
|
3109 | ); |
|
|
3110 | } |
|
|
3111 | else |
|
|
3112 | who->failmsg ("You need to mark a lightable object."); |
|
|
3113 | } |
|
|
3114 | |
|
|
3115 | /** |
|
|
3116 | * This function generates a cursed effect for cursed lamps and torches. |
|
|
3117 | */ |
|
|
3118 | static void |
|
|
3119 | player_apply_lamp_cursed_effect (object *who, object *op) |
|
|
3120 | { |
|
|
3121 | if (op->level) |
|
|
3122 | { |
|
|
3123 | who->failmsgf ( |
|
|
3124 | "The %s was cursed, it explodes in a big fireball!", |
|
|
3125 | &op->name |
|
|
3126 | ); |
|
|
3127 | create_exploding_ball_at (who, op->level); |
|
|
3128 | } |
|
|
3129 | else |
|
|
3130 | { |
|
|
3131 | who->failmsgf ( |
|
|
3132 | "The %s was cursed, it crumbles to dust, at least it didn't explode.!", |
|
|
3133 | &op->name |
|
|
3134 | ); |
|
|
3135 | } |
|
|
3136 | |
|
|
3137 | op->destroy (); |
|
|
3138 | } |
|
|
3139 | |
|
|
3140 | /** |
|
|
3141 | * Apply for players and lamps |
|
|
3142 | * |
|
|
3143 | * who - the player |
|
|
3144 | * op - the lamp |
|
|
3145 | */ |
|
|
3146 | static void |
|
|
3147 | player_apply_lamp (object *who, object *op) |
|
|
3148 | { |
|
|
3149 | bool switch_on = op->glow_radius ? false : true; |
|
|
3150 | |
|
|
3151 | if (switch_on) |
|
|
3152 | { |
|
|
3153 | object *lighter = 0; |
|
|
3154 | |
|
|
3155 | if (op->flag [FLAG_IS_LIGHTABLE] |
|
|
3156 | && !(lighter = auto_apply_lighter (who, op, 0))) |
|
|
3157 | return; |
|
|
3158 | |
|
|
3159 | if (op->stats.food < 1) |
|
|
3160 | { |
|
|
3161 | if (op->type == LAMP) |
|
|
3162 | who->failmsgf ( |
|
|
3163 | "The %s is out of fuel! " |
|
|
3164 | "H<Lamps and similar items need fuel. They cannot be refilled.>", |
|
|
3165 | &op->name |
|
|
3166 | ); |
|
|
3167 | else |
|
|
3168 | who->failmsgf ( |
|
|
3169 | "The %s is burnt out! " |
|
|
3170 | "H<Torches and similar items burn out and become worthless.>", |
|
|
3171 | &op->name |
|
|
3172 | ); |
|
|
3173 | return; |
|
|
3174 | } |
|
|
3175 | |
|
|
3176 | if (op->flag [FLAG_CURSED]) |
|
|
3177 | { |
|
|
3178 | player_apply_lamp_cursed_effect (who, op); |
|
|
3179 | return; |
|
|
3180 | } |
|
|
3181 | |
|
|
3182 | if (lighter) |
|
|
3183 | who->statusmsg (format ( |
|
|
3184 | "You light up the %s with the %s.", &op->name, &lighter->name)); |
|
|
3185 | else |
|
|
3186 | who->statusmsg (format ("You light up the %s.", &op->name)); |
|
|
3187 | } |
|
|
3188 | else |
|
|
3189 | { |
|
|
3190 | if (op->flag [FLAG_CURSED]) |
|
|
3191 | { |
|
|
3192 | player_apply_lamp_cursed_effect (who, op); |
|
|
3193 | return; |
|
|
3194 | } |
|
|
3195 | |
|
|
3196 | if (op->type == TORCH) |
|
|
3197 | { |
|
|
3198 | if (!op->flag [FLAG_IS_LIGHTABLE]) |
|
|
3199 | { |
|
|
3200 | who->statusmsg (format ( |
|
|
3201 | "You put out the %s. " |
|
|
3202 | "H<The %s can't be used anymore, as it can't be lighted up again.>", |
|
|
3203 | &op->name, &op->name)); |
|
|
3204 | } |
|
|
3205 | else |
|
|
3206 | who->statusmsg (format ( |
|
|
3207 | "You put out the %s." |
|
|
3208 | "H<Torches wear out if you put them out.>", |
|
|
3209 | &op->name)); |
|
|
3210 | } |
|
|
3211 | else |
|
|
3212 | who->statusmsg (format ("You turn off the %s.", &op->name)); |
|
|
3213 | } |
|
|
3214 | |
|
|
3215 | apply_lamp (op, switch_on); |
|
|
3216 | } |
|
|
3217 | |
|
|
3218 | void get_animation_from_arch (object *op, arch_ptr a) |
|
|
3219 | { |
|
|
3220 | op->animation_id = a->animation_id; |
|
|
3221 | op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE]; |
|
|
3222 | op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE]; |
|
|
3223 | op->anim_speed = a->anim_speed; |
|
|
3224 | op->last_anim = 0; |
|
|
3225 | op->state = 0; |
|
|
3226 | op->face = a->face; |
|
|
3227 | |
|
|
3228 | if (NUM_ANIMATIONS(op) > 1) |
|
|
3229 | { |
|
|
3230 | SET_ANIMATION(op, 0); |
|
|
3231 | animate_object (op, op->direction); |
|
|
3232 | } |
|
|
3233 | else |
|
|
3234 | update_object (op, UP_OBJ_FACE); |
|
|
3235 | } |
|
|
3236 | |
|
|
3237 | /** |
|
|
3238 | * Apply for LAMPs and TORCHes. |
|
|
3239 | * |
|
|
3240 | * op - the lamp |
|
|
3241 | * switch_on - a flag which says whether the lamp should be switched on or off |
|
|
3242 | */ |
|
|
3243 | void apply_lamp (object *op, bool switch_on) |
|
|
3244 | { |
|
|
3245 | op->set_glow_radius (switch_on ? op->range : 0); |
|
|
3246 | op->set_speed (switch_on ? op->arch->speed : 0); |
|
|
3247 | |
|
|
3248 | // torches wear out if you put them out |
|
|
3249 | if (op->type == TORCH && !switch_on) |
|
|
3250 | { |
|
|
3251 | if (op->flag [FLAG_IS_LIGHTABLE]) |
|
|
3252 | { |
|
|
3253 | op->stats.food -= (double) op->arch->stats.food / 15; |
|
|
3254 | if (op->stats.food < 0) |
|
|
3255 | op->stats.food = 0; |
|
|
3256 | } |
|
|
3257 | else |
|
|
3258 | op->stats.food = 0; |
|
|
3259 | } |
|
|
3260 | |
|
|
3261 | // lamps and torched get worthless when used up |
|
|
3262 | if (op->stats.food <= 0) |
|
|
3263 | op->value = 0; |
|
|
3264 | |
|
|
3265 | // FIXME: This is a hack to make the more sane torches and lamps |
|
|
3266 | // still animated ;-/ |
|
|
3267 | if (op->other_arch) |
|
|
3268 | get_animation_from_arch (op, switch_on ? op->other_arch : op->arch); |
|
|
3269 | |
|
|
3270 | if (object *pl = op->visible_to ()) |
|
|
3271 | esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op); |
|
|
3272 | } |
|
|
3273 | |
|
|
3274 | /** |
|
|
3275 | * This handles items of type 'transformer'. |
|
|
3276 | * Basically those items, used with a marked item, transform both items into something |
|
|
3277 | * else. |
|
|
3278 | * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited).. |
|
|
3279 | * Change information is contained in the 'slaying' field of the marked item. |
|
|
3280 | * The format is as follow: transformer:[number ]yield[;transformer:...]. |
|
|
3281 | * This way an item can be transformed in many things, and/or many objects. |
|
|
3282 | * The 'slaying' field for transformer is used as verb for the action. |
|
|
3283 | */ |
|
|
3284 | static void |
|
|
3285 | apply_item_transformer (object *pl, object *transformer) |
|
|
3286 | { |
|
|
3287 | object *new_item; |
|
|
3288 | const char *find; |
|
|
3289 | char *separator; |
|
|
3290 | int yield; |
|
|
3291 | char got[MAX_BUF]; |
|
|
3292 | int len; |
|
|
3293 | |
|
|
3294 | if (!pl || !transformer) |
|
|
3295 | return; |
|
|
3296 | |
|
|
3297 | object *marked = pl->mark (); |
|
|
3298 | |
|
|
3299 | if (!marked) |
|
|
3300 | { |
|
|
3301 | pl->failmsgf ("Use the %s with what item?", query_name (transformer)); |
|
|
3302 | return; |
|
|
3303 | } |
|
|
3304 | |
|
|
3305 | if (!marked->slaying) |
|
|
3306 | { |
|
|
3307 | pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)); |
|
|
3308 | return; |
|
|
3309 | } |
|
|
3310 | |
|
|
3311 | /* check whether they are compatible or not */ |
|
|
3312 | find = strstr (&marked->slaying, transformer->arch->archname); |
|
|
3313 | if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) |
|
|
3314 | { |
|
|
3315 | pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)); |
|
|
3316 | return; |
|
|
3317 | } |
|
|
3318 | |
|
|
3319 | find += strlen (transformer->arch->archname) + 1; |
|
|
3320 | /* Item can be used, now find how many and what it yields */ |
|
|
3321 | if (isdigit (*(find))) |
|
|
3322 | { |
|
|
3323 | yield = atoi (find); |
|
|
3324 | if (yield < 1) |
|
|
3325 | { |
|
|
3326 | LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield); |
|
|
3327 | yield = 1; |
|
|
3328 | } |
|
|
3329 | } |
|
|
3330 | else |
|
|
3331 | yield = 1; |
|
|
3332 | |
|
|
3333 | while (isdigit (*find)) |
|
|
3334 | find++; |
|
|
3335 | |
|
|
3336 | while (*find == ' ') |
|
|
3337 | find++; |
|
|
3338 | |
|
|
3339 | memset (got, 0, MAX_BUF); |
|
|
3340 | |
|
|
3341 | if ((separator = (char *) strchr (find, ';'))) |
|
|
3342 | len = separator - find; |
|
|
3343 | else |
|
|
3344 | len = strlen (find); |
|
|
3345 | |
|
|
3346 | min_it (len, MAX_BUF - 1); |
|
|
3347 | |
|
|
3348 | strcpy (got, find); |
|
|
3349 | got[len] = '\0'; |
|
|
3350 | |
|
|
3351 | /* Now create new item, remove used ones when required. */ |
|
|
3352 | new_item = get_archetype (got); |
|
|
3353 | if (!new_item) |
|
|
3354 | { |
|
|
3355 | pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0)); |
|
|
3356 | return; |
|
|
3357 | } |
|
|
3358 | |
|
|
3359 | new_item->nrof = yield; |
|
|
3360 | |
|
|
3361 | pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0))); |
|
|
3362 | |
|
|
3363 | pl->insert (new_item); |
|
|
3364 | /* Eat up one item */ |
|
|
3365 | marked->decrease (); |
|
|
3366 | |
|
|
3367 | /* Eat one transformer if needed */ |
|
|
3368 | if (transformer->stats.food) |
|
|
3369 | if (--transformer->stats.food == 0) |
|
|
3370 | transformer->decrease (); |
|
|
3371 | } |
|
|
3372 | |
|
|
3373 | /** |
|
|
3374 | * Main apply handler. |
|
|
3375 | * |
|
|
3376 | * Checks for unpaid items before applying. |
|
|
3377 | * |
|
|
3378 | * Return value is currently not used |
|
|
3379 | * |
|
|
3380 | * who is the object that is causing object to be applied, op is the object |
|
|
3381 | * being applied. |
|
|
3382 | * |
|
|
3383 | * aflag is special (always apply/unapply) flags. Nothing is done with |
|
|
3384 | * them in this function - they are passed to apply_special |
|
|
3385 | */ |
|
|
3386 | static bool |
|
|
3387 | manual_apply (object *who, object *op, int aflag) |
|
|
3388 | { |
|
|
3389 | op = op->head_ (); |
|
|
3390 | |
|
|
3391 | if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED]) |
|
|
3392 | { |
|
|
3393 | if (who->contr) |
|
|
3394 | { |
|
|
3395 | examine (who, op); |
|
|
3396 | //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove |
|
|
3397 | return 1; |
|
|
3398 | } |
|
|
3399 | else |
|
|
3400 | return 0; /* monsters just skip unpaid items */ |
|
|
3401 | } |
|
|
3402 | |
|
|
3403 | if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who))) |
|
|
3404 | return RESULT_INT (0); |
|
|
3405 | else if (apply_types_inv_only [op->type]) |
|
|
3406 | { |
|
|
3407 | // special item, using slot system, needs to be in inv |
|
|
3408 | if (op->env == who) |
|
|
3409 | return apply_special (who, op, aflag); |
|
|
3410 | |
|
|
3411 | who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op)); |
|
|
3412 | } |
|
|
3413 | else if (!who->contr && apply_types_player_only [op->type]) |
|
|
3414 | return 0; // monsters shouldn't try to apply player-only stuff |
|
|
3415 | else if (apply_types [op->type]) |
|
|
3416 | { |
|
|
3417 | // ordinary stuff, may be on the floor |
|
|
3418 | switch (op->type) |
|
|
3419 | { |
|
|
3420 | case T_HANDLE: |
|
|
3421 | who->play_sound (sound_find ("turn_handle")); |
|
|
3422 | who->statusmsg ("You turn the handle."); |
|
|
3423 | op->value = op->value ? 0 : 1; |
|
|
3424 | SET_ANIMATION (op, op->value); |
|
|
3425 | update_object (op, UP_OBJ_FACE); |
|
|
3426 | push_button (op, who); |
|
|
3427 | break; |
|
|
3428 | |
|
|
3429 | case TRIGGER: |
|
|
3430 | if (check_trigger (op, who, who)) |
|
|
3431 | { |
|
|
3432 | who->statusmsg ("You turn the handle."); |
|
|
3433 | who->play_sound (sound_find ("turn_handle")); |
|
|
3434 | } |
|
|
3435 | else |
|
|
3436 | who->failmsg ("The handle doesn't move."); |
|
|
3437 | |
|
|
3438 | break; |
|
|
3439 | |
|
|
3440 | case EXIT: |
|
|
3441 | if (!EXIT_PATH (op)) |
|
|
3442 | who->failmsgf ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)); |
|
|
3443 | else |
|
|
3444 | { |
|
|
3445 | /* Don't display messages for random maps. */ |
|
|
3446 | if (op->msg && EXIT_PATH (op) != shstr_random_map_exit) |
|
|
3447 | who->statusmsg (op->msg, NDI_NAVY); |
|
|
3448 | |
|
|
3449 | who->enter_exit (op); |
|
|
3450 | } |
|
|
3451 | |
|
|
3452 | break; |
|
|
3453 | |
|
|
3454 | case INSCRIBABLE: |
|
|
3455 | who->statusmsg (op->msg); |
|
|
3456 | // maybe show a spell menu to chose from or something like that |
|
|
3457 | break; |
|
|
3458 | |
|
|
3459 | case SIGN: |
|
|
3460 | apply_sign (who, op, 0); |
|
|
3461 | break; |
|
|
3462 | |
|
|
3463 | case BOOK: |
|
|
3464 | apply_book (who, op); |
|
|
3465 | break; |
|
|
3466 | |
|
|
3467 | case SKILLSCROLL: |
|
|
3468 | apply_skillscroll (who, op); |
|
|
3469 | break; |
|
|
3470 | |
|
|
3471 | case SPELLBOOK: |
|
|
3472 | apply_spellbook (who, op); |
|
|
3473 | break; |
|
|
3474 | |
|
|
3475 | case SCROLL: |
|
|
3476 | apply_scroll (who, op, 0); |
|
|
3477 | break; |
|
|
3478 | |
|
|
3479 | case POTION: |
|
|
3480 | apply_potion (who, op); |
|
|
3481 | break; |
|
|
3482 | |
|
|
3483 | /* Eneq(@csd.uu.se): Handle apply on containers. */ |
|
|
3484 | //TODO: remove, as it is unsed? |
|
|
3485 | case CLOSE_CON: |
|
|
3486 | apply_container (who, op->env); |
|
|
3487 | break; |
|
|
3488 | |
|
|
3489 | case CONTAINER: |
|
|
3490 | apply_container (who, op); |
|
|
3491 | break; |
|
|
3492 | |
|
|
3493 | case TREASURE: |
|
|
3494 | apply_treasure (who, op); |
|
|
3495 | break; |
|
|
3496 | |
|
|
3497 | case LAMP: |
|
|
3498 | case TORCH: |
|
|
3499 | player_apply_lamp (who, op); |
|
|
3500 | break; |
|
|
3501 | |
|
|
3502 | case DRINK: |
|
|
3503 | case FOOD: |
|
|
3504 | case FLESH: |
|
|
3505 | apply_food (who, op); |
|
|
3506 | break; |
|
|
3507 | |
|
|
3508 | case POISON: |
|
|
3509 | apply_poison (who, op); |
|
|
3510 | break; |
|
|
3511 | |
|
|
3512 | case SAVEBED: |
|
|
3513 | break; |
|
|
3514 | |
|
|
3515 | case ARMOUR_IMPROVER: |
|
|
3516 | apply_armour_improver (who, op); |
|
|
3517 | break; |
|
|
3518 | |
|
|
3519 | case WEAPON_IMPROVER: |
|
|
3520 | check_improve_weapon (who, op); |
|
|
3521 | break; |
|
|
3522 | |
|
|
3523 | case CLOCK: |
|
|
3524 | { |
|
|
3525 | timeofday_t tod; |
|
|
3526 | |
|
|
3527 | get_tod (&tod); |
|
|
3528 | who->play_sound (sound_find ("sound_clock")); |
|
|
3529 | who->statusmsg (format ( |
|
|
3530 | "It is %d minute%s past %d o'clock %s", |
|
|
3531 | tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), |
|
|
3532 | ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") |
|
|
3533 | )); |
|
|
3534 | } |
|
|
3535 | break; |
|
|
3536 | |
|
|
3537 | case MENU: |
|
|
3538 | shop_listing (op, who); |
|
|
3539 | break; |
|
|
3540 | |
|
|
3541 | case POWER_CRYSTAL: |
|
|
3542 | apply_power_crystal (who, op); /* see egoitem.c */ |
|
|
3543 | break; |
|
|
3544 | |
|
|
3545 | case LIGHTER: /* for lighting torches/lanterns/etc */ |
|
|
3546 | apply_lighter (who, op); |
|
|
3547 | break; |
|
|
3548 | |
|
|
3549 | case ITEM_TRANSFORMER: |
|
|
3550 | apply_item_transformer (who, op); |
|
|
3551 | break; |
|
|
3552 | } |
|
|
3553 | |
|
|
3554 | return 1; |
|
|
3555 | } |
|
|
3556 | else |
|
|
3557 | { |
|
|
3558 | who->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); |
|
|
3559 | return 0; |
|
|
3560 | } |
|
|
3561 | } |
|
|
3562 | |
|
|
3563 | /** |
|
|
3564 | * player_apply_below attempts to apply the object 'below' the player. |
|
|
3565 | * If the player has an open container, we use that for below, otherwise |
|
|
3566 | * we use the ground. |
|
|
3567 | */ |
|
|
3568 | void |
|
|
3569 | player_apply_below (object *pl) |
|
|
3570 | { |
|
|
3571 | object *top = pl->container_ () ? pl->container_ ()->inv : pl->below; |
|
|
3572 | |
|
|
3573 | /* If using a container, set the starting item to be the top |
|
|
3574 | * item in the container. Otherwise, use the map. |
|
|
3575 | */ |
|
|
3576 | |
|
|
3577 | // first try to apply "applyables" |
|
|
3578 | for (object *tmp = top; tmp; tmp = tmp->below) |
|
|
3579 | if (!tmp->invisible && apply_types [tmp->type]) |
|
|
3580 | { |
|
|
3581 | // If it is visible, player can apply it. |
|
|
3582 | pl->apply (tmp); |
|
|
3583 | return; |
|
|
3584 | } |
|
|
3585 | |
|
|
3586 | while (top && top->invisible) |
|
|
3587 | top = top->below; |
|
|
3588 | |
|
|
3589 | if (!top || top->flag [FLAG_IS_FLOOR]) |
|
|
3590 | pl->failmsg ("You inspect this space, but find no way to apply anything. " |
|
|
3591 | "H<There is nothing here that you can apply.>"); |
|
|
3592 | else |
|
|
3593 | // next, try to explain the topmost object |
|
|
3594 | switch (top->type) |
|
|
3595 | { |
|
|
3596 | // TODO: all this should move to examine |
|
|
3597 | case ALTAR: |
|
|
3598 | case IDENTIFY_ALTAR: |
|
|
3599 | case TRIGGER_ALTAR: |
|
|
3600 | case CONVERTER: |
|
|
3601 | //case TRIGGER_PEDESTAL: |
|
|
3602 | pl->failmsgf ( |
|
|
3603 | "You see no obvious mechanism on the %s." |
|
|
3604 | "H<You have to drop one or more specific items here.>", |
|
|
3605 | query_short_name (top) |
|
|
3606 | ); |
|
|
3607 | break; |
|
|
3608 | |
|
|
3609 | case BUTTON: |
|
|
3610 | case TRIGGER_BUTTON: |
|
|
3611 | pl->failmsgf ( |
|
|
3612 | "The %s looks as if you could activate it with somehting heavy. " |
|
|
3613 | "H<You must put enough items here to activate it.>", |
|
|
3614 | query_short_name (top) |
|
|
3615 | ); |
|
|
3616 | break; |
|
|
3617 | |
|
|
3618 | default: |
|
|
3619 | examine (pl, top); |
|
|
3620 | break; |
|
|
3621 | } |
|
|
3622 | } |
|
|
3623 | |
|
|
3624 | // saner interface, returns successful status |
|
|
3625 | bool |
|
|
3626 | object::apply (object *ob, int aflags) |
|
|
3627 | { |
|
|
3628 | if (!ob) // simplifies a lot of callers |
|
|
3629 | return true; |
|
|
3630 | |
|
|
3631 | if (contr) |
|
|
3632 | { |
|
|
3633 | if (!ob->env && (move_type & MOVE_FLYING)) |
|
|
3634 | { |
|
|
3635 | /* player is flying and applying object not in inventory */ |
|
|
3636 | if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING)) |
|
|
3637 | { |
|
|
3638 | failmsg ("But you are floating high above the ground! " |
|
|
3639 | "H<You have to stop levitating first, if you can, either by using your levitation skill, " |
|
|
3640 | "or waiting till the levitation effect wears off.>"); |
|
|
3641 | return 0; |
|
|
3642 | } |
|
|
3643 | } |
|
|
3644 | |
|
|
3645 | contr->last_used = ob; |
|
|
3646 | } |
|
|
3647 | |
|
|
3648 | bool want_apply = |
|
|
3649 | aflags & AP_APPLY ? true |
|
|
3650 | : aflags & AP_UNAPPLY ? false |
|
|
3651 | : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE |
|
|
3652 | |
|
|
3653 | object_ptr *slot = 0; |
|
|
3654 | |
|
|
3655 | // detect the slot, if this is a player |
|
|
3656 | if (contr && !(aflags & AP_NO_SLOT)) |
|
|
3657 | { |
|
|
3658 | object *oslot; |
|
|
3659 | |
|
|
3660 | switch (ob->type) |
|
|
3661 | { |
|
|
3662 | case WEAPON: |
|
|
3663 | slot = &contr->combat_ob; |
|
|
3664 | oslot = contr->ranged_ob; |
|
|
3665 | break; |
|
|
3666 | |
|
|
3667 | case BOW: |
|
|
3668 | case RANGED: |
|
|
3669 | case SPELL: |
|
|
3670 | case WAND: |
|
|
3671 | case ROD: |
|
|
3672 | case HORN: |
|
|
3673 | case BUILDER: |
|
|
3674 | slot = &contr->ranged_ob; |
|
|
3675 | oslot = contr->combat_ob; |
|
|
3676 | break; |
|
|
3677 | |
|
|
3678 | // oh, the humanity |
|
|
3679 | case SKILL: |
|
|
3680 | if (aflags & AP_NO_SLOT) |
|
|
3681 | break; |
|
|
3682 | |
|
|
3683 | if (skill_flags [ob->subtype] & SF_NEED_ITEM) |
|
|
3684 | break; |
|
|
3685 | |
|
|
3686 | if (skill_flags [ob->subtype] & SF_COMBAT) |
|
|
3687 | { |
|
|
3688 | slot = &contr->combat_ob; |
|
|
3689 | oslot = contr->ranged_ob; |
|
|
3690 | } |
|
|
3691 | else if (skill_flags [ob->subtype] & SF_RANGED) |
|
|
3692 | { |
|
|
3693 | slot = &contr->ranged_ob; |
|
|
3694 | oslot = contr->combat_ob; |
|
|
3695 | } |
|
|
3696 | |
|
|
3697 | break; |
|
|
3698 | } |
|
|
3699 | |
|
|
3700 | // now handle slot exclusions |
|
|
3701 | if (slot) |
|
|
3702 | { |
|
|
3703 | // only one slot can be active |
|
|
3704 | if (want_apply) |
|
|
3705 | { |
|
|
3706 | // clear slot unless we are in it already |
|
|
3707 | if (*slot != ob) |
|
|
3708 | apply (*slot, AP_UNAPPLY); |
|
|
3709 | |
|
|
3710 | // unapply other slot, because we want to become active |
|
|
3711 | apply (oslot, AP_UNAPPLY); |
|
|
3712 | } |
|
|
3713 | |
|
|
3714 | // clear item from slot if applied |
|
|
3715 | if (!want_apply && current_weapon == ob) |
|
|
3716 | current_weapon = 0; |
|
|
3717 | } |
|
|
3718 | } |
|
|
3719 | |
|
|
3720 | if (ob->flag [FLAG_APPLIED] != want_apply) |
|
|
3721 | manual_apply (this, ob, aflags); |
|
|
3722 | |
|
|
3723 | if (ob->flag [FLAG_APPLIED] != want_apply) |
|
|
3724 | return false; |
|
|
3725 | |
|
|
3726 | if (slot && want_apply) |
|
|
3727 | current_weapon = *slot = ob; |
|
|
3728 | |
|
|
3729 | return true; |
3768 | } |
3730 | } |
3769 | |
3731 | |
3770 | /** |
3732 | /** |
3771 | * Map was just loaded, handle op's initialisation. |
3733 | * Map was just loaded, handle op's initialisation. |
3772 | * |
3734 | * |
… | |
… | |
3776 | auto_apply (object *op) |
3738 | auto_apply (object *op) |
3777 | { |
3739 | { |
3778 | object *tmp = NULL, *tmp2; |
3740 | object *tmp = NULL, *tmp2; |
3779 | int i; |
3741 | int i; |
3780 | |
3742 | |
3781 | CLEAR_FLAG (op, FLAG_AUTO_APPLY); |
3743 | op->clr_flag (FLAG_AUTO_APPLY); |
3782 | |
3744 | |
3783 | switch (op->type) |
3745 | switch (op->type) |
3784 | { |
3746 | { |
3785 | case SHOP_FLOOR: |
3747 | case SHOP_FLOOR: |
3786 | if (!op->has_random_items ()) |
3748 | if (!op->has_random_items ()) |
… | |
… | |
3796 | == NULL && --i); |
3758 | == NULL && --i); |
3797 | |
3759 | |
3798 | if (tmp == NULL) |
3760 | if (tmp == NULL) |
3799 | return 0; |
3761 | return 0; |
3800 | |
3762 | |
3801 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
3763 | if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
3802 | { |
3764 | { |
3803 | tmp->destroy (); |
3765 | tmp->destroy (); |
3804 | tmp = NULL; |
3766 | tmp = NULL; |
3805 | } |
3767 | } |
3806 | } |
3768 | } |
3807 | while (!tmp); |
3769 | while (!tmp); |
3808 | |
3770 | |
3809 | tmp->x = op->x; |
3771 | tmp->x = op->x; |
3810 | tmp->y = op->y; |
3772 | tmp->y = op->y; |
3811 | SET_FLAG (tmp, FLAG_UNPAID); |
3773 | tmp->set_flag (FLAG_UNPAID); |
3812 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3774 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3813 | identify (tmp); |
3775 | identify (tmp); |
3814 | break; |
3776 | break; |
3815 | |
3777 | |
3816 | case TREASURE: |
3778 | case TREASURE: |
3817 | if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) |
3779 | if (op->flag [FLAG_IS_A_TEMPLATE]) |
3818 | return 0; |
3780 | return 0; |
3819 | |
3781 | |
3820 | while (op->stats.hp-- > 0) |
3782 | while (op->stats.hp-- > 0) |
3821 | create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, |
3783 | create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, |
3822 | op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); |
3784 | op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); |
… | |
… | |
3860 | |
3822 | |
3861 | for (invtmp = tmp->inv; invtmp; invtmp = invnext) |
3823 | for (invtmp = tmp->inv; invtmp; invtmp = invnext) |
3862 | { |
3824 | { |
3863 | invnext = invtmp->below; |
3825 | invnext = invtmp->below; |
3864 | |
3826 | |
3865 | if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) |
3827 | if (invtmp->flag [FLAG_AUTO_APPLY]) |
3866 | auto_apply (invtmp); |
3828 | auto_apply (invtmp); |
3867 | else if (invtmp->type == TREASURE && invtmp->has_random_items ()) |
3829 | else if (invtmp->type == TREASURE && invtmp->has_random_items ()) |
3868 | { |
3830 | { |
3869 | while (invtmp->stats.hp-- > 0) |
3831 | while (invtmp->stats.hp-- > 0) |
3870 | create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
3832 | create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
… | |
… | |
3895 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL |
3857 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL |
3896 | || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) |
3858 | || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) |
3897 | tmp->randomitems = NULL; |
3859 | tmp->randomitems = NULL; |
3898 | } |
3860 | } |
3899 | |
3861 | |
3900 | if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) |
3862 | if (tmp->flag [FLAG_AUTO_APPLY]) |
3901 | auto_apply (tmp); |
3863 | auto_apply (tmp); |
3902 | else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) |
3864 | else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) |
3903 | { |
3865 | { |
3904 | while ((tmp->stats.hp--) > 0) |
3866 | while ((tmp->stats.hp--) > 0) |
3905 | create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); |
3867 | create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); |
… | |
… | |
3907 | } |
3869 | } |
3908 | else if (tmp->type == TIMED_GATE) |
3870 | else if (tmp->type == TIMED_GATE) |
3909 | { |
3871 | { |
3910 | object *head = tmp->head != NULL ? tmp->head : tmp; |
3872 | object *head = tmp->head != NULL ? tmp->head : tmp; |
3911 | |
3873 | |
3912 | if (QUERY_FLAG (head, FLAG_IS_LINKED)) |
3874 | if (head->flag [FLAG_IS_LINKED]) |
3913 | tmp->set_speed (0); |
3875 | tmp->set_speed (0); |
3914 | } |
3876 | } |
3915 | /* This function can be called everytime a map is loaded, even when |
3877 | /* This function can be called everytime a map is loaded, even when |
3916 | * swapping back in. As such, we don't want to create the treasure |
3878 | * swapping back in. As such, we don't want to create the treasure |
3917 | * over and ove again, so after we generate the treasure, blank out |
3879 | * over and ove again, so after we generate the treasure, blank out |
… | |
… | |
4006 | } |
3968 | } |
4007 | |
3969 | |
4008 | /* check for hp, sp change */ |
3970 | /* check for hp, sp change */ |
4009 | if (food->stats.hp != 0) |
3971 | if (food->stats.hp != 0) |
4010 | { |
3972 | { |
4011 | if (QUERY_FLAG (food, FLAG_CURSED)) |
3973 | if (food->flag [FLAG_CURSED]) |
4012 | { |
3974 | { |
4013 | who->contr->killer = food; |
3975 | who->contr->killer = food; |
4014 | hit_player (who, food->stats.hp, food, AT_POISON, 1); |
3976 | hit_player (who, food->stats.hp, food, AT_POISON, 1); |
4015 | who->failmsg ("Eck!...that was poisonous!"); |
3977 | who->failmsg ("Eck!...that was poisonous!"); |
4016 | } |
3978 | } |
… | |
… | |
4025 | } |
3987 | } |
4026 | } |
3988 | } |
4027 | |
3989 | |
4028 | if (food->stats.sp != 0) |
3990 | if (food->stats.sp != 0) |
4029 | { |
3991 | { |
4030 | if (QUERY_FLAG (food, FLAG_CURSED)) |
3992 | if (food->flag [FLAG_CURSED]) |
4031 | { |
3993 | { |
4032 | who->failmsg ("You are drained of mana!"); |
3994 | who->failmsg ("You are drained of mana!"); |
4033 | who->stats.sp -= food->stats.sp; |
3995 | who->stats.sp -= food->stats.sp; |
4034 | if (who->stats.sp < 0) |
3996 | if (who->stats.sp < 0) |
4035 | who->stats.sp = 0; |
3997 | who->stats.sp = 0; |
… | |
… | |
4118 | pl->animation_id = change->animation_id; |
4080 | pl->animation_id = change->animation_id; |
4119 | pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; |
4081 | pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; |
4120 | } |
4082 | } |
4121 | |
4083 | |
4122 | /* check the special case of can't use weapons */ |
4084 | /* check the special case of can't use weapons */ |
4123 | /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ |
4085 | /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */ |
4124 | if (change->name == shstr_monk) |
4086 | if (change->name == shstr_monk) |
4125 | CLEAR_FLAG (pl, FLAG_USE_WEAPON); |
4087 | pl->clr_flag (FLAG_USE_WEAPON); |
4126 | |
4088 | |
4127 | break; |
4089 | break; |
4128 | } |
4090 | } |
4129 | } |
4091 | } |
4130 | } |
4092 | } |