1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
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 (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | (at your option) any later version. |
11 | * option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
20 | |
21 | * |
21 | The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
|
|
24 | |
|
|
25 | #include <cmath> |
23 | |
26 | |
24 | #include <global.h> |
27 | #include <global.h> |
25 | #include <living.h> |
28 | #include <living.h> |
26 | #include <spells.h> |
29 | #include <spells.h> |
27 | #include <skills.h> |
30 | #include <skills.h> |
28 | #include <tod.h> |
31 | #include <tod.h> |
29 | |
32 | |
30 | #ifndef __CEXTRACT__ |
|
|
31 | # include <sproto.h> |
33 | #include <sproto.h> |
32 | #endif |
|
|
33 | |
34 | |
34 | /* Want this regardless of rplay. */ |
35 | /* Want this regardless of rplay. */ |
35 | #include <sounds.h> |
36 | #include <sounds.h> |
36 | |
|
|
37 | /* need math lib for double-precision and pow() in dragon_eat_flesh() */ |
|
|
38 | #include <math.h> |
|
|
39 | |
37 | |
40 | /** |
38 | /** |
41 | * Check if op should abort moving victim because of it's race or slaying. |
39 | * Check if op should abort moving victim because of it's race or slaying. |
42 | * Returns 1 if it should abort, returns 0 if it should continue. |
40 | * Returns 1 if it should abort, returns 0 if it should continue. |
43 | */ |
41 | */ |
… | |
… | |
56 | * subtype 5: arch or race |
54 | * subtype 5: arch or race |
57 | * subtype 7: all three |
55 | * subtype 7: all three |
58 | */ |
56 | */ |
59 | if (op->subtype) |
57 | if (op->subtype) |
60 | { |
58 | { |
61 | arch_flag = (op->subtype & 1); |
59 | arch_flag = op->subtype & 1; |
62 | name_flag = (op->subtype & 2); |
60 | name_flag = op->subtype & 2; |
63 | race_flag = (op->subtype & 4); |
61 | race_flag = op->subtype & 4; |
64 | } |
62 | } |
65 | else |
63 | else |
66 | { |
64 | { |
67 | arch_flag = 1; |
65 | arch_flag = 1; |
68 | name_flag = 1; |
66 | name_flag = 1; |
69 | race_flag = 1; |
67 | race_flag = 1; |
70 | } |
68 | } |
|
|
69 | |
71 | /* If the director has race set, only affect objects with a arch, |
70 | /* If the director has race set, only affect objects with a arch, |
72 | * name or race that matches. |
71 | * name or race that matches. |
73 | */ |
72 | */ |
74 | if ((op->race) && |
73 | if ((op->race) && |
75 | ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && |
74 | ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) && |
76 | ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && |
75 | ((!(victim->name && name_flag) || op->race != victim->name)) && |
77 | ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) |
76 | ((!(victim->race && race_flag) || op->race != victim->race))) |
78 | { |
|
|
79 | return 1; |
77 | return 1; |
80 | } |
78 | |
81 | /* If the director has slaying set, only affect objects where none |
79 | /* If the director has slaying set, only affect objects where none |
82 | * of arch, name, or race match. |
80 | * of arch, name, or race match. |
83 | */ |
81 | */ |
84 | if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || |
82 | if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) || |
85 | ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || |
83 | ((victim->name && name_flag && op->slaying == victim->name)) || |
86 | ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) |
84 | ((victim->race && race_flag && op->slaying == victim->race))) |
87 | { |
|
|
88 | return 1; |
85 | return 1; |
89 | } |
86 | |
90 | return 0; |
87 | return 0; |
91 | } |
88 | } |
92 | |
89 | |
93 | /** |
90 | /** |
94 | * This handles a player dropping money on an altar to identify stuff. |
91 | * This handles a player dropping money on an altar to identify stuff. |
… | |
… | |
96 | * Return value: 1 if money was destroyed, 0 if not. |
93 | * Return value: 1 if money was destroyed, 0 if not. |
97 | */ |
94 | */ |
98 | static int |
95 | static int |
99 | apply_id_altar (object *money, object *altar, object *pl) |
96 | apply_id_altar (object *money, object *altar, object *pl) |
100 | { |
97 | { |
101 | object *id, *marked; |
98 | dynbuf_text &buf = msg_dynbuf; buf.clear (); |
102 | int success = 0; |
|
|
103 | |
99 | |
104 | if (pl == NULL || pl->type != PLAYER) |
100 | if (!pl || pl->type != PLAYER) |
105 | return 0; |
101 | return 0; |
106 | |
102 | |
107 | /* Check for MONEY type is a special hack - it prevents 'nothing needs |
103 | /* Check for MONEY type is a special hack - it prevents 'nothing needs |
108 | * identifying' from being printed out more than it needs to be. |
104 | * identifying' from being printed out more than it needs to be. |
109 | */ |
105 | */ |
110 | if (!check_altar_sacrifice (altar, money) || money->type != MONEY) |
106 | if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY) |
111 | return 0; |
107 | return 0; |
112 | |
108 | |
113 | marked = find_marked_object (pl); |
|
|
114 | /* if the player has a marked item, identify that if it needs to be |
109 | /* if the player has a marked item, identify that if it needs to be |
115 | * identified. IF it doesn't, then go through the player inventory. |
110 | * identified. If it doesn't, then go through the player inventory. |
116 | */ |
111 | */ |
|
|
112 | if (object *marked = find_marked_object (pl)) |
117 | if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) |
113 | if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) |
118 | { |
114 | { |
119 | if (operate_altar (altar, &money)) |
115 | if (operate_altar (altar, &money, pl)) |
120 | { |
116 | { |
121 | identify (marked); |
117 | identify (marked); |
122 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); |
118 | |
|
|
119 | buf.printf ("You have %s.\r", long_desc (marked, pl)); |
123 | if (marked->msg) |
120 | if (marked->msg) |
124 | { |
121 | buf << "The item has a story:\r" << marked->msg << "\n\n"; |
125 | new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); |
122 | |
126 | new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); |
123 | return !money; |
127 | } |
124 | } |
128 | return money == NULL; |
|
|
129 | } |
125 | } |
130 | } |
|
|
131 | |
126 | |
132 | for (id = pl->inv; id; id = id->below) |
127 | for (object *id = pl->inv; id; id = id->below) |
133 | { |
128 | { |
134 | if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) |
129 | if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) |
135 | { |
130 | { |
136 | if (operate_altar (altar, &money)) |
131 | if (operate_altar (altar, &money, pl)) |
137 | { |
132 | { |
138 | identify (id); |
133 | identify (id); |
139 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); |
134 | |
|
|
135 | buf.printf ("You have %s.\r", long_desc (id, pl)); |
140 | if (id->msg) |
136 | if (id->msg) |
141 | { |
137 | buf << "The item has a story:\r" << id->msg << "\n\n"; |
142 | new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); |
138 | |
143 | new_draw_info (NDI_UNIQUE, 0, pl, id->msg); |
|
|
144 | } |
|
|
145 | success = 1; |
|
|
146 | /* If no more money, might as well quit now */ |
139 | /* If no more money, might as well quit now */ |
147 | if (money == NULL || !check_altar_sacrifice (altar, money)) |
140 | if (!money || !check_altar_sacrifice (altar, money)) |
148 | break; |
141 | break; |
149 | } |
142 | } |
150 | else |
143 | else |
151 | { |
144 | { |
152 | LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); |
145 | LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); |
153 | break; |
146 | break; |
154 | } |
147 | } |
155 | } |
148 | } |
156 | } |
149 | } |
157 | if (!success) |
150 | |
158 | new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); |
151 | if (buf.empty ()) |
|
|
152 | pl->failmsg ("You have nothing that needs identifying"); |
|
|
153 | else |
|
|
154 | pl->contr->infobox (MSG_CHANNEL ("identify"), buf); |
|
|
155 | |
159 | return money == NULL; |
156 | return !money; |
160 | } |
157 | } |
161 | |
158 | |
162 | /** |
159 | /** |
163 | * This checks whether the object has a "on_use_yield" field, and if so generated and drops |
160 | * This checks whether the object has a "on_use_yield" field, and if so generated and drops |
164 | * matching item. |
161 | * matching item. |
165 | **/ |
162 | **/ |
166 | static void |
163 | void |
167 | handle_apply_yield (object *tmp) |
164 | handle_apply_yield (object *tmp) |
168 | { |
165 | { |
169 | const char *yield; |
166 | if (shstr_tmp yield = tmp->kv (shstr_on_use_yield)) |
170 | |
167 | archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); |
171 | yield = get_ob_key_value (tmp, "on_use_yield"); |
|
|
172 | if (yield != NULL) |
|
|
173 | { |
|
|
174 | object *drop = get_archetype (yield); |
|
|
175 | |
|
|
176 | if (tmp->env) |
|
|
177 | { |
|
|
178 | drop = insert_ob_in_ob (drop, tmp->env); |
|
|
179 | if (tmp->env->type == PLAYER) |
|
|
180 | esrv_send_item (tmp->env, drop); |
|
|
181 | } |
|
|
182 | else |
|
|
183 | { |
|
|
184 | drop->x = tmp->x; |
|
|
185 | drop->y = tmp->y; |
|
|
186 | insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR); |
|
|
187 | } |
|
|
188 | } |
|
|
189 | } |
168 | } |
190 | |
169 | |
191 | /** |
170 | /** |
192 | * Handles applying a potion. |
171 | * Handles applying a potion. |
193 | */ |
172 | */ |
… | |
… | |
195 | apply_potion (object *op, object *tmp) |
174 | apply_potion (object *op, object *tmp) |
196 | { |
175 | { |
197 | int got_one = 0, i; |
176 | int got_one = 0, i; |
198 | object *force = 0, *floor = 0; |
177 | object *force = 0, *floor = 0; |
199 | |
178 | |
200 | floor = get_map_ob (op->map, op->x, op->y); |
179 | floor = GET_MAP_OB (op->map, op->x, op->y); |
201 | |
180 | |
202 | if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) |
181 | if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) |
203 | { |
182 | { |
204 | if (op->type == PLAYER) |
|
|
205 | new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); |
183 | op->failmsg ("Gods prevent you from using this here, it's sacred ground!"); |
|
|
184 | |
206 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
185 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
207 | return 0; |
186 | return 0; |
208 | } |
187 | } |
209 | |
188 | |
210 | if (op->type == PLAYER) |
189 | if (op->type == PLAYER) |
211 | { |
|
|
212 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
190 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
213 | identify (tmp); |
191 | identify (tmp); |
214 | } |
|
|
215 | |
192 | |
216 | handle_apply_yield (tmp); |
193 | handle_apply_yield (tmp); |
217 | |
194 | |
218 | /* Potion of restoration - only for players */ |
195 | /* Potion of restoration - only for players */ |
219 | if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) |
196 | if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) |
… | |
… | |
221 | object *depl; |
198 | object *depl; |
222 | archetype *at; |
199 | archetype *at; |
223 | |
200 | |
224 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
201 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
225 | { |
202 | { |
226 | drain_stat (op); |
203 | op->drain_stat (); |
227 | fix_player (op); |
204 | op->update_stats (); |
228 | decrease_ob (tmp); |
205 | tmp->decrease (); |
229 | return 1; |
206 | return 1; |
230 | } |
207 | } |
231 | if ((at = archetype::find (ARCH_DEPLETION)) == NULL) |
208 | |
|
|
209 | if (!(at = archetype::find (shstr_depletion))) |
232 | { |
210 | { |
233 | LOG (llevError, "Could not find archetype depletion\n"); |
211 | LOG (llevError, "Could not find archetype depletion\n"); |
234 | return 0; |
212 | return 0; |
235 | } |
213 | } |
|
|
214 | |
236 | depl = present_arch_in_ob (at, op); |
215 | depl = present_arch_in_ob (at, op); |
|
|
216 | |
237 | if (depl != NULL) |
217 | if (depl) |
238 | { |
218 | { |
239 | for (i = 0; i < NUM_STATS; i++) |
219 | for (i = 0; i < NUM_STATS; i++) |
240 | if (get_attr_value (&depl->stats, i)) |
220 | if (depl->stats.stat (i)) |
241 | { |
221 | op->statusmsg (restore_msg[i]); |
242 | new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); |
222 | |
243 | } |
|
|
244 | depl->remove (); |
|
|
245 | depl->destroy (0); |
223 | depl->destroy (); |
246 | fix_player (op); |
224 | op->update_stats (); |
247 | } |
225 | } |
248 | else |
226 | else |
249 | new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); |
227 | op->statusmsg ("Your potion had no effect."); |
250 | |
228 | |
251 | decrease_ob (tmp); |
229 | tmp->decrease (); |
252 | return 1; |
230 | return 1; |
253 | } |
231 | } |
254 | |
232 | |
255 | /* improvement potion - only for players */ |
233 | /* improvement potion - only for players */ |
256 | if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) |
234 | if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) |
257 | { |
235 | { |
258 | |
|
|
259 | for (i = 1; i < MIN (11, op->level); i++) |
236 | for (i = 1; i < min (11, op->level); i++) |
260 | { |
237 | { |
261 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
238 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
262 | { |
239 | { |
263 | if (op->contr->levhp[i] != 1) |
240 | if (op->contr->levhp[i] != 1) |
264 | { |
241 | { |
265 | op->contr->levhp[i] = 1; |
242 | op->contr->levhp[i] = 1; |
266 | break; |
243 | break; |
267 | } |
244 | } |
|
|
245 | |
268 | if (op->contr->levsp[i] != 1) |
246 | if (op->contr->levsp[i] != 1) |
269 | { |
247 | { |
270 | op->contr->levsp[i] = 1; |
248 | op->contr->levsp[i] = 1; |
271 | break; |
249 | break; |
272 | } |
250 | } |
|
|
251 | |
273 | if (op->contr->levgrace[i] != 1) |
252 | if (op->contr->levgrace[i] != 1) |
274 | { |
253 | { |
275 | op->contr->levgrace[i] = 1; |
254 | op->contr->levgrace[i] = 1; |
276 | break; |
255 | break; |
277 | } |
256 | } |
… | |
… | |
281 | if (op->contr->levhp[i] < 9) |
260 | if (op->contr->levhp[i] < 9) |
282 | { |
261 | { |
283 | op->contr->levhp[i] = 9; |
262 | op->contr->levhp[i] = 9; |
284 | break; |
263 | break; |
285 | } |
264 | } |
|
|
265 | |
286 | if (op->contr->levsp[i] < 6) |
266 | if (op->contr->levsp[i] < 6) |
287 | { |
267 | { |
288 | op->contr->levsp[i] = 6; |
268 | op->contr->levsp[i] = 6; |
289 | break; |
269 | break; |
290 | } |
270 | } |
|
|
271 | |
291 | if (op->contr->levgrace[i] < 3) |
272 | if (op->contr->levgrace[i] < 3) |
292 | { |
273 | { |
293 | op->contr->levgrace[i] = 3; |
274 | op->contr->levgrace[i] = 3; |
294 | break; |
275 | break; |
295 | } |
276 | } |
296 | } |
277 | } |
297 | } |
278 | } |
|
|
279 | |
298 | /* Just makes checking easier */ |
280 | /* Just makes checking easier */ |
299 | if (i < MIN (11, op->level)) |
281 | if (i < min (11, op->level)) |
300 | got_one = 1; |
282 | got_one = 1; |
|
|
283 | |
301 | if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) |
284 | if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) |
302 | { |
285 | { |
303 | if (got_one) |
286 | if (got_one) |
304 | { |
287 | { |
305 | fix_player (op); |
288 | op->update_stats (); |
306 | new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); |
289 | op->statusmsg ("The Gods smile upon you and remake you " |
307 | new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); |
290 | "a little more in their image. " |
308 | new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); |
291 | "You feel a little more perfect.", NDI_GREEN); |
309 | } |
292 | } |
310 | else |
293 | else |
311 | new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); |
294 | op->statusmsg ("The potion had no effect - you are already perfect."); |
312 | } |
295 | } |
313 | else |
296 | else |
314 | { /* cursed potion */ |
297 | { /* cursed potion */ |
315 | if (got_one) |
298 | if (got_one) |
316 | { |
299 | { |
317 | fix_player (op); |
300 | op->update_stats (); |
318 | new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); |
301 | op->failmsg ("The Gods are angry and punish you."); |
319 | } |
302 | } |
320 | else |
303 | else |
321 | new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); |
304 | op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE); |
322 | } |
305 | } |
|
|
306 | |
323 | decrease_ob (tmp); |
307 | tmp->decrease (); |
324 | return 1; |
308 | return 1; |
325 | } |
309 | } |
326 | |
310 | |
327 | |
311 | |
328 | /* A potion that casts a spell. Healing, restore spellpoint (power potion) |
312 | /* A potion that casts a spell. Healing, restore spellpoint (power potion) |
… | |
… | |
332 | */ |
316 | */ |
333 | if (tmp->inv) |
317 | if (tmp->inv) |
334 | { |
318 | { |
335 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
319 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
336 | { |
320 | { |
337 | object *fball; |
321 | op->failmsg ("Yech! Your lungs are on fire!"); |
338 | |
322 | create_exploding_ball_at (op, op->level); |
339 | new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); |
|
|
340 | /* Explodes a fireball centered at player */ |
|
|
341 | fball = get_archetype (EXPLODING_FIREBALL); |
|
|
342 | fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; |
|
|
343 | fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; |
|
|
344 | fball->x = op->x; |
|
|
345 | fball->y = op->y; |
|
|
346 | insert_ob_in_map (fball, op->map, NULL, 0); |
|
|
347 | } |
323 | } |
348 | else |
324 | else |
349 | cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
325 | cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
350 | |
326 | |
351 | decrease_ob (tmp); |
327 | tmp->decrease (); |
|
|
328 | |
352 | /* if youre dead, no point in doing this... */ |
329 | /* if youre dead, no point in doing this... */ |
353 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
330 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
354 | fix_player (op); |
331 | op->update_stats (); |
|
|
332 | |
355 | return 1; |
333 | return 1; |
356 | } |
334 | } |
357 | |
335 | |
358 | /* Deal with protection potions */ |
336 | /* Deal with protection potions */ |
359 | force = NULL; |
337 | force = NULL; |
… | |
… | |
361 | { |
339 | { |
362 | if (tmp->resist[i]) |
340 | if (tmp->resist[i]) |
363 | { |
341 | { |
364 | if (!force) |
342 | if (!force) |
365 | force = get_archetype (FORCE_NAME); |
343 | force = get_archetype (FORCE_NAME); |
|
|
344 | |
366 | memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); |
345 | memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); |
367 | force->type = POTION_EFFECT; |
346 | force->type = POTION_EFFECT; |
368 | break; /* Only need to find one protection since we copy entire batch */ |
347 | break; /* Only need to find one protection since we copy entire batch */ |
369 | } |
348 | } |
370 | } |
349 | } |
|
|
350 | |
371 | /* This is a protection potion */ |
351 | /* This is a protection potion */ |
372 | if (force) |
352 | if (force) |
373 | { |
353 | { |
374 | /* cursed items last longer */ |
354 | /* cursed items last longer */ |
375 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
355 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
… | |
… | |
377 | force->stats.food *= 10; |
357 | force->stats.food *= 10; |
378 | for (i = 0; i < NROFATTACKS; i++) |
358 | for (i = 0; i < NROFATTACKS; i++) |
379 | if (force->resist[i] > 0) |
359 | if (force->resist[i] > 0) |
380 | force->resist[i] = -force->resist[i]; /* prot => vuln */ |
360 | force->resist[i] = -force->resist[i]; /* prot => vuln */ |
381 | } |
361 | } |
|
|
362 | |
382 | force->speed_left = -1; |
363 | force->speed_left = -1; |
383 | force = insert_ob_in_ob (force, op); |
364 | force = insert_ob_in_ob (force, op); |
384 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
365 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
385 | SET_FLAG (force, FLAG_APPLIED); |
366 | SET_FLAG (force, FLAG_APPLIED); |
386 | change_abil (op, force); |
367 | change_abil (op, force); |
387 | decrease_ob (tmp); |
368 | tmp->decrease (); |
388 | return 1; |
369 | return 1; |
389 | } |
370 | } |
390 | |
371 | |
391 | /* Only thing left are the stat potions */ |
372 | /* Only thing left are the stat potions */ |
392 | if (op->type == PLAYER) |
373 | if (op->type == PLAYER) |
393 | { /* only for players */ |
374 | { /* only for players */ |
394 | if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) |
375 | if ((QUERY_FLAG (tmp, FLAG_CURSED) |
|
|
376 | || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
377 | && tmp->value != 0) |
395 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
378 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
396 | else |
379 | else |
397 | SET_FLAG (tmp, FLAG_APPLIED); |
380 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
381 | |
398 | if (!change_abil (op, tmp)) |
382 | if (!change_abil (op, tmp)) |
399 | new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); |
383 | op->statusmsg ("Nothing happened."); |
400 | } |
384 | } |
401 | |
385 | |
402 | /* CLEAR_FLAG is so that if the character has other potions |
386 | /* CLEAR_FLAG is so that if the character has other potions |
403 | * that were grouped with the one consumed, his |
387 | * that were grouped with the one consumed, his |
404 | * stat will not be raised by them. fix_player just clears |
388 | * stat will not be raised by them. fix_player just clears |
405 | * up all the stats. |
389 | * up all the stats. |
406 | */ |
390 | */ |
407 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
391 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
408 | fix_player (op); |
392 | op->update_stats (); |
409 | decrease_ob (tmp); |
393 | tmp->decrease (); |
410 | return 1; |
394 | return 1; |
411 | } |
395 | } |
412 | |
396 | |
413 | /**************************************************************************** |
397 | /**************************************************************************** |
414 | * Weapon improvement code follows |
398 | * Weapon improvement code follows |
415 | ****************************************************************************/ |
399 | ****************************************************************************/ |
416 | |
400 | |
417 | /** |
401 | /** |
|
|
402 | * This function just checks whether who can handle equipping an item |
|
|
403 | * with item_power. |
|
|
404 | */ |
|
|
405 | static bool |
|
|
406 | check_item_power (object *who, int item_power) |
|
|
407 | { |
|
|
408 | if (who->type == PLAYER |
|
|
409 | && item_power |
|
|
410 | && item_power + who->contr->item_power > settings.item_power_factor * who->level) |
|
|
411 | return false; |
|
|
412 | else |
|
|
413 | return true; |
|
|
414 | } |
|
|
415 | |
|
|
416 | /** |
418 | * This returns the sum of nrof of item (arch name). |
417 | * This returns the sum of nrof of item (arch name). |
419 | */ |
418 | */ |
420 | static int |
419 | static int |
421 | check_item (object *op, const char *item) |
420 | check_item (object *op, shstr_cmp item) |
422 | { |
421 | { |
423 | int count = 0; |
422 | int count = 0; |
424 | |
423 | |
425 | |
424 | if (!item) |
426 | if (item == NULL) |
|
|
427 | return 0; |
425 | return 0; |
428 | op = op->below; |
426 | |
429 | while (op != NULL) |
427 | for (op = op->below; op; op = op->below) |
430 | { |
428 | if (op->arch->archname == item) |
431 | if (strcmp (op->arch->name, item) == 0) |
|
|
432 | { |
|
|
433 | if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) |
429 | if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) |
434 | /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) |
430 | && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID)) |
435 | { |
|
|
436 | if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ |
|
|
437 | count++; |
|
|
438 | else |
|
|
439 | count += op->nrof; |
431 | count += op->number_of (); |
440 | } |
432 | |
441 | } |
|
|
442 | op = op->below; |
|
|
443 | } |
|
|
444 | return count; |
433 | return count; |
445 | } |
434 | } |
446 | |
435 | |
447 | /** |
436 | /** |
448 | * This removes 'nrof' of what item->slaying says to remove. |
437 | * This removes 'nrof' of what item->slaying says to remove. |
449 | * op is typically the player, which is only |
438 | * op is typically the player, which is only |
450 | * really used to determine what space to look at. |
439 | * really used to determine what space to look at. |
451 | * Modified to only eat 'nrof' of objects. |
440 | * Modified to only eat 'nrof' of objects. |
452 | */ |
441 | */ |
453 | static void |
442 | static void |
454 | eat_item (object *op, const char *item, uint32 nrof) |
443 | eat_item (object *op, shstr_cmp item, uint32 nrof) |
455 | { |
444 | { |
456 | object *prev; |
445 | object *prev; |
457 | |
446 | |
458 | prev = op; |
447 | prev = op; |
459 | op = op->below; |
448 | op = op->below; |
460 | |
449 | |
461 | while (op != NULL) |
450 | while (op) |
462 | { |
451 | { |
463 | if (strcmp (op->arch->name, item) == 0) |
452 | if (op->arch->archname == item) |
464 | { |
453 | { |
465 | if (op->nrof >= nrof) |
454 | if (op->nrof >= nrof) |
466 | { |
455 | { |
467 | decrease_ob_nr (op, nrof); |
456 | op->decrease (nrof); |
468 | return; |
457 | return; |
469 | } |
458 | } |
470 | else |
459 | else |
471 | { |
460 | { |
472 | decrease_ob_nr (op, op->nrof); |
461 | op->decrease (nrof); |
473 | nrof -= op->nrof; |
462 | nrof -= op->nrof; |
474 | } |
463 | } |
|
|
464 | |
475 | op = prev; |
465 | op = prev; |
476 | } |
466 | } |
|
|
467 | |
477 | prev = op; |
468 | prev = op; |
478 | op = op->below; |
469 | op = op->below; |
479 | } |
470 | } |
480 | } |
471 | } |
481 | |
472 | |
482 | /** |
473 | /** |
483 | * This checks to see of the player (who) is sufficient level to use a weapon |
|
|
484 | * with improvs improvements (typically last_eat). We take an int here |
|
|
485 | * instead of the object so that the improvement code can pass along the |
|
|
486 | * increased value to see if the object is usuable. |
|
|
487 | * we return 1 (true) if the player can use the weapon. |
|
|
488 | */ |
|
|
489 | static int |
|
|
490 | check_weapon_power (const object *who, int improvs) |
|
|
491 | { |
|
|
492 | |
|
|
493 | /* Old code is below (commented out). Basically, since weapons are the only |
|
|
494 | * object players really have any control to improve, it's a bit harsh to |
|
|
495 | * require high level in some combat skill, so we just use overall level. |
|
|
496 | */ |
|
|
497 | #if 1 |
|
|
498 | if (((who->level / 5) + 5) >= improvs) |
|
|
499 | return 1; |
|
|
500 | else |
|
|
501 | return 0; |
|
|
502 | |
|
|
503 | #else |
|
|
504 | int level = 0; |
|
|
505 | |
|
|
506 | /* The skill system hands out wc and dam bonuses to fighters |
|
|
507 | * more generously than the old system (see fix_player). Thus |
|
|
508 | * we need to curtail the power of player enchanted weapons. |
|
|
509 | * I changed this to 1 improvement per "fighter" level/5 -b.t. |
|
|
510 | * Note: Nothing should break by allowing this ratio to be different or |
|
|
511 | * using normal level - it is just a matter of play balance. |
|
|
512 | */ |
|
|
513 | if (who->type == PLAYER) |
|
|
514 | { |
|
|
515 | object *wc_obj = NULL; |
|
|
516 | |
|
|
517 | for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below) |
|
|
518 | if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level) |
|
|
519 | level = wc_obj->level; |
|
|
520 | |
|
|
521 | if (!level) |
|
|
522 | { |
|
|
523 | LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name); |
|
|
524 | level = who->level; |
|
|
525 | } |
|
|
526 | } |
|
|
527 | else |
|
|
528 | level = who->level; |
|
|
529 | |
|
|
530 | return (improvs <= ((level / 5) + 5)); |
|
|
531 | #endif |
|
|
532 | } |
|
|
533 | |
|
|
534 | /** |
|
|
535 | * Returns how many items of type improver->slaying there are under op. |
474 | * Returns how many items of type improver->slaying there are under op. |
536 | * Will display a message if none found, and 1 if improver->slaying is NULL. |
475 | * Will display a message if none found, and 1 if improver->slaying is NULL. |
537 | */ |
476 | */ |
538 | static int |
477 | static int |
539 | check_sacrifice (object *op, const object *improver) |
478 | check_sacrifice (object *op, const object *improver) |
540 | { |
479 | { |
541 | int count = 0; |
480 | int count = 0; |
542 | |
481 | |
543 | if (improver->slaying != NULL) |
482 | if (improver->slaying) |
544 | { |
483 | { |
545 | count = check_item (op, improver->slaying); |
484 | count = check_item (op, improver->slaying); |
546 | if (count < 1) |
485 | if (count < 1) |
547 | { |
486 | { |
548 | char buf[200]; |
|
|
549 | |
|
|
550 | sprintf (buf, "The gods want more %ss", &improver->slaying); |
487 | op->failmsg (format ("The gods want more %ss", &improver->slaying)); |
551 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
552 | return 0; |
488 | return 0; |
553 | } |
489 | } |
554 | } |
490 | } |
555 | else |
491 | else |
556 | count = 1; |
492 | count = 1; |
… | |
… | |
559 | } |
495 | } |
560 | |
496 | |
561 | /** |
497 | /** |
562 | * Actually improves the weapon, and tells user. |
498 | * Actually improves the weapon, and tells user. |
563 | */ |
499 | */ |
564 | int |
500 | static int |
565 | improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) |
501 | improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname) |
566 | { |
502 | { |
567 | |
|
|
568 | new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted."); |
|
|
569 | *stat += sacrifice_count; |
503 | stat += sacrifice_count; |
570 | weapon->last_eat++; |
504 | weapon->last_eat++; |
571 | new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); |
505 | improver->decrease (); |
572 | decrease_ob (improver); |
|
|
573 | |
506 | |
574 | /* So it updates the players stats and the window */ |
507 | /* So it updates the players stats and the window */ |
575 | fix_player (op); |
508 | op->update_stats (); |
|
|
509 | |
|
|
510 | op->statusmsg (format ( |
|
|
511 | "Your sacrifice was accepted.\n" |
|
|
512 | "Weapon's bonus to %s improved by %d.", |
|
|
513 | statname, sacrifice_count |
|
|
514 | )); |
|
|
515 | |
576 | return 1; |
516 | return 1; |
577 | } |
517 | } |
578 | |
518 | |
579 | /* Types of improvements, hidden in the sp field. */ |
519 | /* Types of improvements, hidden in the sp field. */ |
580 | #define IMPROVE_PREPARE 1 |
520 | #define IMPROVE_PREPARE 1 |
581 | #define IMPROVE_DAMAGE 2 |
521 | #define IMPROVE_DAMAGE 2 |
582 | #define IMPROVE_WEIGHT 3 |
522 | #define IMPROVE_WEIGHT 3 |
583 | #define IMPROVE_ENCHANT 4 |
523 | #define IMPROVE_ENCHANT 4 |
584 | #define IMPROVE_STR 5 |
524 | #define IMPROVE_STR 5 |
585 | #define IMPROVE_DEX 6 |
525 | #define IMPROVE_DEX 6 |
586 | #define IMPROVE_CON 7 |
526 | #define IMPROVE_CON 7 |
587 | #define IMPROVE_WIS 8 |
527 | #define IMPROVE_WIS 8 |
588 | #define IMPROVE_CHA 9 |
528 | #define IMPROVE_CHA 9 |
589 | #define IMPROVE_INT 10 |
529 | #define IMPROVE_INT 10 |
590 | #define IMPROVE_POW 11 |
530 | #define IMPROVE_POW 11 |
591 | |
|
|
592 | |
531 | |
593 | /** |
532 | /** |
594 | * This does the prepare weapon scroll. |
533 | * This does the prepare weapon scroll. |
595 | * Checks for sacrifice, and so on. |
534 | * Checks for sacrifice, and so on. |
596 | */ |
535 | */ |
597 | |
536 | static int |
598 | int |
|
|
599 | prepare_weapon (object *op, object *improver, object *weapon) |
537 | prepare_weapon (object *op, object *improver, object *weapon) |
600 | { |
538 | { |
601 | int sacrifice_count, i; |
539 | int sacrifice_count, i; |
602 | char buf[MAX_BUF]; |
540 | char buf[MAX_BUF]; |
603 | |
541 | |
604 | if (weapon->level != 0) |
542 | if (weapon->level != 0) |
605 | { |
543 | { |
606 | new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); |
544 | op->failmsg ("Weapon is already prepared!"); |
607 | return 0; |
545 | return 0; |
608 | } |
546 | } |
|
|
547 | |
609 | for (i = 0; i < NROFATTACKS; i++) |
548 | for (i = 0; i < NROFATTACKS; i++) |
610 | if (weapon->resist[i]) |
549 | if (weapon->resist[i]) |
611 | break; |
550 | break; |
612 | |
551 | |
613 | /* If we break out, i will be less than nrofattacks, preventing |
552 | /* If we break out, i will be less than nrofattacks, preventing |
… | |
… | |
616 | if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ |
555 | if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ |
617 | (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ |
556 | (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ |
618 | weapon->stats.exp || /* speed */ |
557 | weapon->stats.exp || /* speed */ |
619 | weapon->stats.ac) /* AC - only taifu's I think */ |
558 | weapon->stats.ac) /* AC - only taifu's I think */ |
620 | { |
559 | { |
621 | new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); |
560 | op->failmsg ("You cannot prepare magic weapons. " |
|
|
561 | "H<A weapon is considered magical if it changes regeneration, " |
|
|
562 | "speed or ac, or has other protections.>"); |
622 | return 0; |
563 | return 0; |
623 | } |
564 | } |
|
|
565 | |
624 | sacrifice_count = check_sacrifice (op, improver); |
566 | sacrifice_count = check_sacrifice (op, improver); |
625 | if (sacrifice_count <= 0) |
567 | if (sacrifice_count <= 0) |
626 | return 0; |
568 | return 0; |
|
|
569 | |
627 | weapon->level = isqrt (sacrifice_count); |
570 | weapon->level = isqrt (sacrifice_count); |
628 | new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted."); |
|
|
629 | eat_item (op, improver->slaying, sacrifice_count); |
571 | eat_item (op, improver->slaying, sacrifice_count); |
630 | |
572 | |
631 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); |
573 | op->statusmsg (format ( |
|
|
574 | "Your sacrifice was accepted." |
|
|
575 | "Your *%s may be improved %d times.", |
|
|
576 | &weapon->name, weapon->level |
|
|
577 | )); |
632 | |
578 | |
633 | sprintf (buf, "%s's %s", &op->name, &weapon->name); |
579 | sprintf (buf, "%s's %s", &op->name, &weapon->name); |
634 | weapon->name = weapon->name_pl = buf; |
580 | weapon->name = weapon->name_pl = buf; |
635 | weapon->nrof = 0; /* prevents preparing n weapons in the same |
581 | weapon->nrof = 0; /* prevents preparing n weapons in the same |
636 | slot at once! */ |
582 | slot at once! */ |
637 | decrease_ob (improver); |
583 | improver->decrease (); |
638 | weapon->last_eat = 0; |
584 | weapon->last_eat = 0; |
639 | return 1; |
585 | return 1; |
640 | } |
586 | } |
641 | |
|
|
642 | |
587 | |
643 | /** |
588 | /** |
644 | * Does the dirty job for 'improve weapon' scroll, prepare or add something. |
589 | * Does the dirty job for 'improve weapon' scroll, prepare or add something. |
645 | * This is the new improve weapon code. |
590 | * This is the new improve weapon code. |
646 | * Returns 0 if it was not able to work for some reason. |
591 | * Returns 0 if it was not able to work for some reason. |
… | |
… | |
649 | * |
594 | * |
650 | * We are hiding extra information about the weapon in the level and |
595 | * We are hiding extra information about the weapon in the level and |
651 | * last_eat numbers for an object. Hopefully this won't break anything ?? |
596 | * last_eat numbers for an object. Hopefully this won't break anything ?? |
652 | * level == max improve last_eat == current improve |
597 | * level == max improve last_eat == current improve |
653 | */ |
598 | */ |
654 | int |
599 | static int |
655 | improve_weapon (object *op, object *improver, object *weapon) |
600 | improve_weapon (object *op, object *improver, object *weapon) |
656 | { |
601 | { |
657 | int sacrifice_count, sacrifice_needed = 0; |
602 | int sacrifice_count, sacrifice_needed = 0; |
658 | |
603 | |
659 | if (improver->stats.sp == IMPROVE_PREPARE) |
604 | if (improver->stats.sp == IMPROVE_PREPARE) |
660 | { |
|
|
661 | return prepare_weapon (op, improver, weapon); |
605 | return prepare_weapon (op, improver, weapon); |
662 | } |
606 | |
663 | if (weapon->level == 0) |
607 | if (weapon->level == 0) |
664 | { |
608 | { |
665 | new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); |
609 | op->failmsg ( |
|
|
610 | "This weapon has not been prepared." |
|
|
611 | " H<You first have to prepare a weapon with a prepare weapon scroll.>"); |
666 | return 0; |
612 | return 0; |
667 | } |
613 | } |
668 | if (weapon->level == weapon->last_eat && weapon->item_power >= 100) |
614 | |
|
|
615 | if (weapon->last_eat >= weapon->level // improvements used up |
|
|
616 | || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100 |
669 | { |
617 | { |
670 | new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); |
618 | op->failmsg ("This weapon cannot be improved any more."); |
671 | return 0; |
619 | return 0; |
672 | } |
620 | } |
673 | if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) |
621 | |
|
|
622 | if (QUERY_FLAG (weapon, FLAG_APPLIED) |
|
|
623 | && !check_item_power (op, weapon->item_power + 1)) |
674 | { |
624 | { |
675 | new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); |
625 | op->failmsg ("Improving the weapon will make it too " |
676 | new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); |
626 | "powerful for you to use. Unready it if you " |
677 | new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); |
627 | "really want to improve it."); |
678 | return 0; |
628 | return 0; |
679 | } |
629 | } |
|
|
630 | |
680 | /* This just increases damage by 5 points, no matter what. No sacrifice |
631 | /* This just increases damage by 5 points, no matter what. No sacrifice |
681 | * is needed. Since stats.dam is now a 16 bit value and not 8 bit, |
632 | * is needed. Since stats.dam is now a 16 bit value and not 8 bit, |
682 | * don't put any maximum value on damage - the limit is how much the |
633 | * don't put any maximum value on damage - the limit is how much the |
683 | * weapon can be improved. |
634 | * weapon can be improved. |
684 | */ |
635 | */ |
685 | if (improver->stats.sp == IMPROVE_DAMAGE) |
636 | if (improver->stats.sp == IMPROVE_DAMAGE) |
686 | { |
637 | { |
687 | weapon->stats.dam += 5; |
638 | weapon->stats.dam += 5; |
688 | weapon->weight += 5000; /* 5 KG's */ |
639 | weapon->weight += 5000; /* 5 KG's */ |
689 | new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); |
640 | op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam)); |
690 | weapon->last_eat++; |
641 | weapon->last_eat++; |
691 | |
642 | |
692 | weapon->item_power++; |
643 | weapon->item_power++; |
693 | decrease_ob (improver); |
644 | improver->decrease (); |
694 | return 1; |
645 | return 1; |
695 | } |
646 | } |
|
|
647 | |
696 | if (improver->stats.sp == IMPROVE_WEIGHT) |
648 | if (improver->stats.sp == IMPROVE_WEIGHT) |
697 | { |
649 | { |
698 | /* Reduce weight by 20% */ |
650 | /* Reduce weight by 20% */ |
699 | weapon->weight = (weapon->weight * 8) / 10; |
651 | weapon->weight = (weapon->weight * 8) / 10; |
700 | if (weapon->weight < 1) |
652 | if (weapon->weight < 1) |
701 | weapon->weight = 1; |
653 | weapon->weight = 1; |
|
|
654 | |
702 | new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); |
655 | op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0)); |
703 | weapon->last_eat++; |
656 | weapon->last_eat++; |
704 | weapon->item_power++; |
657 | weapon->item_power++; |
705 | decrease_ob (improver); |
658 | improver->decrease (); |
706 | return 1; |
659 | return 1; |
707 | } |
660 | } |
|
|
661 | |
708 | if (improver->stats.sp == IMPROVE_ENCHANT) |
662 | if (improver->stats.sp == IMPROVE_ENCHANT) |
709 | { |
663 | { |
710 | weapon->magic++; |
664 | weapon->magic++; |
711 | weapon->last_eat++; |
665 | weapon->last_eat++; |
712 | new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); |
666 | op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); |
713 | decrease_ob (improver); |
667 | improver->decrease (); |
714 | weapon->item_power++; |
668 | weapon->item_power++; |
715 | return 1; |
669 | return 1; |
716 | } |
670 | } |
717 | |
671 | |
718 | sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + |
672 | sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + |
… | |
… | |
723 | sacrifice_needed *= 2; |
677 | sacrifice_needed *= 2; |
724 | |
678 | |
725 | sacrifice_count = check_sacrifice (op, improver); |
679 | sacrifice_count = check_sacrifice (op, improver); |
726 | if (sacrifice_count < sacrifice_needed) |
680 | if (sacrifice_count < sacrifice_needed) |
727 | { |
681 | { |
728 | new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); |
682 | op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying)); |
729 | return 0; |
683 | return 0; |
730 | } |
684 | } |
|
|
685 | |
731 | eat_item (op, improver->slaying, sacrifice_needed); |
686 | eat_item (op, improver->slaying, sacrifice_needed); |
732 | weapon->item_power++; |
687 | weapon->item_power++; |
733 | |
688 | |
734 | switch (improver->stats.sp) |
689 | switch (improver->stats.sp) |
735 | { |
690 | { |
736 | case IMPROVE_STR: |
|
|
737 | return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); |
691 | case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength"); |
738 | case IMPROVE_DEX: |
|
|
739 | return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); |
692 | case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity"); |
740 | case IMPROVE_CON: |
|
|
741 | return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); |
693 | case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution"); |
742 | case IMPROVE_WIS: |
|
|
743 | return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); |
694 | case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom"); |
744 | case IMPROVE_CHA: |
|
|
745 | return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); |
695 | case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma"); |
746 | case IMPROVE_INT: |
|
|
747 | return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); |
696 | case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence"); |
748 | case IMPROVE_POW: |
|
|
749 | return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); |
697 | case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power"); |
750 | default: |
698 | default: |
751 | new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); |
699 | op->failmsg ("Unknown improvement type."); |
752 | } |
700 | } |
|
|
701 | |
753 | LOG (llevError, "improve_weapon: Got to end of function\n"); |
702 | LOG (llevError, "improve_weapon: Got to end of function\n"); |
754 | return 0; |
703 | return 0; |
755 | } |
704 | } |
756 | |
705 | |
757 | /** |
706 | /** |
758 | * Handles the applying of improve/prepare/enchant weapon scroll. |
707 | * Handles the applying of improve/prepare/enchant weapon scroll. |
759 | * Checks a few things (not on a non-magic square, marked weapon, ...), |
708 | * Checks a few things (not on a non-magic square, marked weapon, ...), |
760 | * then calls improve_weapon to do the dirty work. |
709 | * then calls improve_weapon to do the dirty work. |
761 | */ |
710 | */ |
762 | int |
711 | static int |
763 | check_improve_weapon (object *op, object *tmp) |
712 | check_improve_weapon (object *op, object *tmp) |
764 | { |
713 | { |
765 | object *otmp; |
714 | object *otmp; |
766 | |
715 | |
767 | if (op->type != PLAYER) |
716 | if (op->type != PLAYER) |
768 | return 0; |
717 | return 0; |
|
|
718 | |
769 | if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) |
719 | if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) |
770 | { |
720 | { |
771 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); |
721 | op->failmsg ("Something blocks the magic of the scroll!"); |
772 | return 0; |
722 | return 0; |
773 | } |
723 | } |
|
|
724 | |
774 | otmp = find_marked_object (op); |
725 | otmp = find_marked_object (op); |
|
|
726 | |
775 | if (!otmp) |
727 | if (!otmp) |
776 | { |
728 | { |
777 | new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); |
729 | op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); |
778 | return 0; |
730 | return 0; |
779 | } |
731 | } |
|
|
732 | |
780 | if (otmp->type != WEAPON && otmp->type != BOW) |
733 | if (otmp->type != WEAPON && otmp->type != BOW) |
781 | { |
734 | { |
782 | new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); |
735 | op->failmsg ("Marked item is not a weapon or bow!"); |
783 | return 0; |
736 | return 0; |
784 | } |
737 | } |
785 | new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); |
738 | |
|
|
739 | op->statusmsg ("Applied weapon builder."); |
|
|
740 | |
786 | improve_weapon (op, tmp, otmp); |
741 | improve_weapon (op, tmp, otmp); |
787 | esrv_send_item (op, otmp); |
742 | esrv_send_item (op, otmp); |
788 | return 1; |
743 | return 1; |
789 | } |
744 | } |
790 | |
745 | |
… | |
… | |
808 | * the armour value of the piece of equipment exceed either |
763 | * the armour value of the piece of equipment exceed either |
809 | * the users level or 90) |
764 | * the users level or 90) |
810 | * Modified by MSW for partial resistance. Only support |
765 | * Modified by MSW for partial resistance. Only support |
811 | * changing of physical area right now. |
766 | * changing of physical area right now. |
812 | */ |
767 | */ |
813 | int |
768 | static int |
814 | improve_armour (object *op, object *improver, object *armour) |
769 | improve_armour (object *op, object *improver, object *armour) |
815 | { |
770 | { |
816 | object *tmp; |
771 | object *tmp; |
817 | |
772 | |
818 | if (armour->magic >= settings.armor_max_enchant) |
773 | if (armour->magic >= settings.armor_max_enchant) |
819 | { |
774 | { |
820 | new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); |
775 | op->failmsg ("This armour can not be enchanted any further!"); |
821 | return 0; |
776 | return 0; |
822 | } |
777 | } |
|
|
778 | |
823 | /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, |
779 | /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, |
824 | * etc), so take the easy way out and don't worry about it. |
780 | * etc), so take the easy way out and don't worry about it. |
825 | * Note - maybe add scrolls which make the random artifact versions (eg, armour |
781 | * Note - maybe add scrolls which make the random artifact versions (eg, armour |
826 | * of gnarg and what not?) |
782 | * of gnarg and what not?) |
827 | */ |
783 | */ |
828 | if (armour->title) |
784 | if (armour->title) |
829 | { |
785 | { |
830 | new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); |
786 | op->failmsg ("This armour will not accept further enchantment."); |
831 | return 0; |
787 | return 0; |
832 | } |
788 | } |
833 | |
789 | |
834 | /* Split objects if needed. Can't insert tmp until the |
790 | /* Split objects if needed. Can't insert tmp until the |
835 | * end of this function - otherwise it will just re-merge. |
791 | * end of this function - otherwise it will just re-merge. |
836 | */ |
792 | */ |
837 | if (armour->nrof > 1) |
793 | tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0; |
838 | tmp = get_split_ob (armour, armour->nrof - 1); |
|
|
839 | else |
|
|
840 | tmp = NULL; |
|
|
841 | |
794 | |
842 | armour->magic++; |
795 | armour->magic++; |
843 | |
796 | |
844 | if (!settings.armor_speed_linear) |
797 | if (!settings.armor_speed_linear) |
845 | { |
798 | { |
… | |
… | |
850 | { |
803 | { |
851 | base = base - (base * settings.armor_speed_improvement) / 100; |
804 | base = base - (base * settings.armor_speed_improvement) / 100; |
852 | pow++; |
805 | pow++; |
853 | } |
806 | } |
854 | |
807 | |
855 | ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; |
808 | ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100; |
856 | } |
809 | } |
857 | else |
810 | else |
858 | ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; |
811 | ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; |
859 | |
812 | |
860 | if (!settings.armor_weight_linear) |
813 | if (!settings.armor_weight_linear) |
861 | { |
814 | { |
862 | int base = 100; |
815 | int base = 100; |
863 | int pow = 0; |
816 | int pow = 0; |
… | |
… | |
866 | { |
819 | { |
867 | base = base - (base * settings.armor_weight_reduction) / 100; |
820 | base = base - (base * settings.armor_weight_reduction) / 100; |
868 | pow++; |
821 | pow++; |
869 | } |
822 | } |
870 | |
823 | |
871 | armour->weight = (armour->arch->clone.weight * base) / 100; |
824 | armour->weight = (armour->arch->weight * base) / 100; |
872 | } |
825 | } |
873 | else |
826 | else |
874 | armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; |
827 | armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; |
875 | |
828 | |
876 | if (armour->weight <= 0) |
829 | if (armour->weight <= 0) |
877 | { |
830 | { |
878 | LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); |
831 | LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); |
879 | armour->weight = 1; |
832 | armour->weight = 1; |
880 | } |
833 | } |
881 | |
834 | |
882 | armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); |
835 | armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); |
883 | |
836 | |
884 | if (op->type == PLAYER) |
837 | if (op->type == PLAYER) |
885 | { |
838 | { |
886 | esrv_send_item (op, armour); |
839 | esrv_send_item (op, armour); |
|
|
840 | |
887 | if (QUERY_FLAG (armour, FLAG_APPLIED)) |
841 | if (QUERY_FLAG (armour, FLAG_APPLIED)) |
888 | fix_player (op); |
842 | op->update_stats (); |
889 | } |
843 | } |
890 | decrease_ob (improver); |
844 | |
|
|
845 | improver->decrease (); |
|
|
846 | |
891 | if (tmp) |
847 | if (tmp) |
892 | { |
848 | op->insert (tmp); |
893 | insert_ob_in_ob (tmp, op); |
849 | |
894 | esrv_send_item (op, tmp); |
|
|
895 | } |
|
|
896 | return 1; |
850 | return 1; |
897 | } |
851 | } |
898 | |
|
|
899 | |
852 | |
900 | /* |
853 | /* |
901 | * convert_item() returns 1 if anything was converted, 0 if the item was not |
854 | * convert_item() returns 1 if anything was converted, 0 if the item was not |
902 | * what the converter wants, -1 if the converter is broken. |
855 | * what the converter wants, -1 if the converter is broken. |
903 | */ |
856 | * |
904 | #define CONV_FROM(xyz) xyz->slaying |
|
|
905 | #define CONV_TO(xyz) xyz->other_arch |
|
|
906 | #define CONV_NR(xyz) xyz->stats.sp |
|
|
907 | #define CONV_NEED(xyz) xyz->stats.food |
|
|
908 | |
|
|
909 | /* Takes one items and makes another. |
857 | * Takes one type of items and makes another. |
910 | * converter is the object that is doing the conversion. |
858 | * converter is the object that is doing the conversion. |
911 | * item is the object that triggered the converter - if it is not |
859 | * item is the object that triggered the converter - if it is not |
912 | * what the converter wants, this will not do anything. |
860 | * what the converter wants, this will not do anything. |
913 | */ |
861 | */ |
914 | int |
862 | int |
915 | convert_item (object *item, object *converter) |
863 | convert_item (object *item, object *converter) |
916 | { |
864 | { |
917 | int nr = 0; |
865 | sint64 nr = 0, price_in; |
918 | uint32 price_in; |
866 | |
|
|
867 | if (item->flag [FLAG_UNPAID]) |
|
|
868 | return 0; |
|
|
869 | |
|
|
870 | shstr conv_from = converter->slaying; |
|
|
871 | archetype *conv_to = converter->other_arch; |
|
|
872 | sint64 need = converter->stats.food; |
|
|
873 | sint64 give = converter->stats.sp; |
919 | |
874 | |
920 | /* We make some assumptions - we assume if it takes money as it type, |
875 | /* We make some assumptions - we assume if it takes money as it type, |
921 | * it wants some amount. We don't make change (ie, if something costs |
876 | * it wants some amount. We don't make change (ie, if something costs |
922 | * 3 gp and player drops a platinum, tough luck) |
877 | * 3 gp and player drops a platinum, tough luck) |
923 | */ |
878 | */ |
924 | if (!strcmp (CONV_FROM (converter), "money")) |
879 | if (conv_from == shstr_money) |
925 | { |
880 | { |
926 | int cost; |
|
|
927 | |
|
|
928 | if (item->type != MONEY) |
881 | if (item->type != MONEY) |
929 | return 0; |
882 | return 0; |
930 | |
883 | |
931 | nr = (item->nrof * item->value) / CONV_NEED (converter); |
884 | nr = sint64 (item->nrof) * item->value / need; |
932 | if (!nr) |
885 | if (!nr) |
933 | return 0; |
886 | return 0; |
934 | cost = nr * CONV_NEED (converter) / item->value; |
887 | |
935 | /* take into account rounding errors */ |
888 | converter->play_sound (sound_find ("shop_buy")); |
936 | if (nr * CONV_NEED (converter) % item->value) |
889 | |
937 | cost++; |
890 | sint64 cost = (nr * need + item->value - 1) / item->value; |
938 | decrease_ob_nr (item, cost); |
891 | |
|
|
892 | item->decrease (cost); |
939 | |
893 | |
940 | price_in = cost * item->value; |
894 | price_in = cost * item->value; |
941 | } |
895 | } |
942 | else |
896 | else |
943 | { |
897 | { |
944 | if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || |
898 | if (item->type == PLAYER |
945 | (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) |
899 | || conv_from != item->arch->archname |
|
|
900 | || (need && need > (uint16) item->nrof)) |
946 | return 0; |
901 | return 0; |
947 | |
902 | |
948 | if (CONV_NEED (converter)) |
903 | converter->play_sound (sound_find ("convert_item")); |
|
|
904 | |
|
|
905 | if (need) |
949 | { |
906 | { |
950 | nr = item->nrof / CONV_NEED (converter); |
907 | nr = sint64 (item->nrof) / need; |
951 | decrease_ob_nr (item, nr * CONV_NEED (converter)); |
908 | item->decrease (nr * need); |
952 | price_in = nr * CONV_NEED (converter) * item->value; |
909 | price_in = nr * need * item->value; |
953 | } |
910 | } |
954 | else |
911 | else |
955 | { |
912 | { |
956 | price_in = item->value; |
913 | price_in = item->value; |
957 | item->remove (); |
|
|
958 | item->destroy (0); |
914 | item->destroy (); |
959 | } |
915 | } |
960 | } |
916 | } |
961 | |
917 | |
962 | if (converter->inv != NULL) |
918 | if (converter->inv) |
963 | { |
919 | { |
964 | object *ob; |
920 | object *ob; |
965 | int i; |
921 | int i; |
966 | object *ob_to_copy; |
922 | object *ob_to_copy; |
967 | |
923 | |
968 | /* select random object from inventory to copy */ |
924 | /* select random object from inventory to copy */ |
969 | ob_to_copy = converter->inv; |
925 | ob_to_copy = converter->inv; |
970 | for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) |
926 | for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) |
971 | { |
|
|
972 | if (rndm (0, i) == 0) |
927 | if (rndm (0, i) == 0) |
973 | { |
|
|
974 | ob_to_copy = ob; |
928 | ob_to_copy = ob; |
975 | } |
929 | |
976 | } |
930 | item = ob_to_copy->deep_clone (); |
977 | item = object_create_clone (ob_to_copy); |
|
|
978 | CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); |
931 | CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); |
979 | unflag_inv (item, FLAG_IS_A_TEMPLATE); |
932 | unflag_inv (item, FLAG_IS_A_TEMPLATE); |
980 | } |
933 | } |
981 | else |
934 | else |
982 | { |
935 | { |
983 | if (converter->other_arch == NULL) |
936 | if (!conv_to) |
984 | { |
937 | { |
985 | LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", |
938 | LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", |
986 | &converter->name, converter->map->path, converter->x, converter->y); |
939 | &converter->name, &converter->map->path, converter->x, converter->y); |
987 | return -1; |
940 | return -1; |
988 | } |
941 | } |
989 | |
942 | |
990 | item = object_create_arch (converter->other_arch); |
943 | item = object_create_arch (conv_to); |
991 | fix_generated_item (item, converter, 0, 0, GT_MINIMAL); |
944 | fix_generated_item (item, converter, 0, 0, GT_MINIMAL); |
992 | } |
945 | } |
993 | |
946 | |
994 | if (CONV_NR (converter)) |
947 | if (give) |
995 | item->nrof = CONV_NR (converter); |
948 | item->nrof = give; |
|
|
949 | |
996 | if (nr) |
950 | if (nr) |
997 | item->nrof *= nr; |
951 | item->nrof *= nr; |
998 | if (is_in_shop (converter)) |
952 | |
|
|
953 | if (converter->flag [FLAG_PRECIOUS]) |
999 | SET_FLAG (item, FLAG_UNPAID); |
954 | SET_FLAG (item, FLAG_UNPAID); |
|
|
955 | |
|
|
956 | if (is_in_shop (converter)) |
|
|
957 | { |
|
|
958 | // converters on shop floors don't work anymore, bug lets check for it |
|
|
959 | // and report in case someone still does it. |
|
|
960 | LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n", |
|
|
961 | converter->debug_desc ()); |
|
|
962 | SET_FLAG (item, FLAG_UNPAID); |
|
|
963 | } |
1000 | else if (price_in < item->nrof * item->value) |
964 | else if (price_in < sint64 (item->nrof) * item->value) |
1001 | { |
965 | { |
1002 | LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", |
966 | LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", |
1003 | &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); |
967 | &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); |
1004 | |
|
|
1005 | /** |
968 | /** |
1006 | * elmex: we are going to let the game continue, as the mapcreator |
969 | * elmex: we are going to let the game continue, as the mapcreator |
1007 | * propably had something in mind when doing this |
970 | * hopefully had something in mind when doing this. |
1008 | */ |
971 | */ |
1009 | } |
972 | } |
|
|
973 | |
|
|
974 | // elmex: only identify if we need to, for example so that generated money doesn't |
|
|
975 | // get an 'identified' flag so easily. |
|
|
976 | if (need_identify (item)) |
|
|
977 | identify (item); |
|
|
978 | |
1010 | insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); |
979 | insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); |
1011 | return 1; |
980 | return 1; |
1012 | } |
981 | } |
1013 | |
982 | |
1014 | /** |
983 | /** |
1015 | * Handle apply on containers. |
984 | * Handle apply on containers. |
1016 | * By Eneq(@csd.uu.se). |
985 | * By Eneq(@csd.uu.se). |
1017 | * Moved to own function and added many features [Tero.Haatanen@lut.fi] |
986 | * Moved to own function and added many features [Tero.Haatanen@lut.fi] |
1018 | * added the alchemical cauldron to the code -b.t. |
987 | * added the alchemical cauldron to the code -b.t. |
1019 | */ |
988 | */ |
1020 | |
989 | static int |
1021 | int |
|
|
1022 | apply_container (object *op, object *sack) |
990 | apply_container (object *op, object *sack) |
1023 | { |
991 | { |
1024 | char buf[MAX_BUF]; |
992 | if (op->type != PLAYER || !op->contr->ns) |
1025 | object *tmp; |
|
|
1026 | |
|
|
1027 | if (op->type != PLAYER) |
|
|
1028 | return 0; /* This might change */ |
993 | return 0; /* This might change */ |
1029 | |
994 | |
1030 | if (sack == NULL || sack->type != CONTAINER) |
995 | if (!sack || sack->type != CONTAINER) |
1031 | { |
996 | { |
1032 | LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); |
997 | LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); |
1033 | return 0; |
998 | return 0; |
1034 | } |
999 | } |
1035 | op->contr->last_used = NULL; |
1000 | |
1036 | op->contr->last_used_id = 0; |
1001 | op->contr->last_used = 0; |
1037 | |
1002 | |
1038 | if (sack->env != op) |
1003 | if (sack->env && sack->env != op) |
|
|
1004 | { |
|
|
1005 | op->failmsg ("You must put it onto the floor or into your inventory first."); |
|
|
1006 | return 1; |
1039 | { |
1007 | } |
1040 | if (sack->other_arch == NULL || sack->env != NULL) |
1008 | |
|
|
1009 | // already applied == open on ground, or open in inv, or active in inv |
|
|
1010 | if (sack->flag [FLAG_APPLIED]) |
|
|
1011 | { |
|
|
1012 | if (op->container_ () == sack) |
1041 | { |
1013 | { |
1042 | new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); |
1014 | // open on ground or inv, so close |
|
|
1015 | op->close_container (); |
1043 | return 1; |
1016 | return 1; |
1044 | } |
1017 | } |
1045 | /* It's on the ground, the problems begin */ |
1018 | else if (!sack->env) |
1046 | if (op->container != sack) |
|
|
1047 | { |
|
|
1048 | /* it's closed OR some player has opened it */ |
|
|
1049 | if (QUERY_FLAG (sack, FLAG_APPLIED)) |
|
|
1050 | { |
|
|
1051 | for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above); |
|
|
1052 | if (tmp) |
|
|
1053 | { |
|
|
1054 | /* some other player have opened it */ |
|
|
1055 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); |
|
|
1056 | return 1; |
|
|
1057 | } |
|
|
1058 | } |
|
|
1059 | } |
1019 | { |
1060 | if (QUERY_FLAG (sack, FLAG_APPLIED)) |
1020 | // active, but not ours: some other player has opened it |
|
|
1021 | op->failmsg (format ("Somebody else is using the %s already.", query_name (sack))); |
|
|
1022 | return 1; |
1061 | { |
1023 | } |
1062 | if (op->container == NULL) |
|
|
1063 | { |
|
|
1064 | tmp = arch_to_object (sack->other_arch); |
|
|
1065 | /* not good, but insert_ob_in_ob() is too smart */ |
|
|
1066 | CLEAR_FLAG (tmp, FLAG_REMOVED); |
|
|
1067 | tmp->x = tmp->y = 0; |
|
|
1068 | tmp->map = NULL; |
|
|
1069 | tmp->env = sack; |
|
|
1070 | if (sack->inv) |
|
|
1071 | sack->inv->above = tmp; |
|
|
1072 | tmp->below = sack->inv; |
|
|
1073 | tmp->above = NULL; |
|
|
1074 | sack->inv = tmp; |
|
|
1075 | sack->move_off = MOVE_ALL; /* trying force closing it */ |
|
|
1076 | } |
|
|
1077 | else |
|
|
1078 | { |
|
|
1079 | sack->move_off = 0; |
|
|
1080 | tmp = sack->inv; |
|
|
1081 | if (tmp && tmp->type == CLOSE_CON) |
|
|
1082 | { |
|
|
1083 | tmp->remove (); |
|
|
1084 | tmp->destroy (0); |
|
|
1085 | } |
|
|
1086 | } |
|
|
1087 | } |
|
|
1088 | } |
|
|
1089 | |
1024 | |
1090 | if (QUERY_FLAG (sack, FLAG_APPLIED)) |
1025 | // fall through to opening it (active in inv) |
1091 | { |
1026 | } |
|
|
1027 | else if (sack->env) |
|
|
1028 | { |
|
|
1029 | // it is in our env, so activate it, do not open yet |
1092 | if (op->container) |
1030 | op->close_container (); |
1093 | { |
1031 | sack->flag [FLAG_APPLIED] = 1; |
1094 | if (op->container != sack) |
1032 | esrv_update_item (UPD_FLAGS, op, sack); |
1095 | { |
1033 | op->statusmsg (format ("You ready %s.", query_name (sack))); |
1096 | tmp = op->container; |
1034 | return 1; |
1097 | apply_container (op, tmp); |
1035 | } |
1098 | sprintf (buf, "You close %s and open ", query_name (tmp)); |
1036 | |
1099 | op->container = sack; |
1037 | // it's locked? |
1100 | strcat (buf, query_name (sack)); |
1038 | if (sack->slaying) |
1101 | strcat (buf, "."); |
1039 | { |
1102 | } |
1040 | if (object *tmp = find_key (op, op, sack)) |
1103 | else |
1041 | op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp))); |
1104 | { |
|
|
1105 | CLEAR_FLAG (sack, FLAG_APPLIED); |
|
|
1106 | op->container = NULL; |
|
|
1107 | sprintf (buf, "You close %s.", query_name (sack)); |
|
|
1108 | } |
|
|
1109 | } |
|
|
1110 | else |
1042 | else |
1111 | { |
1043 | { |
1112 | CLEAR_FLAG (sack, FLAG_APPLIED); |
|
|
1113 | sprintf (buf, "You open %s.", query_name (sack)); |
|
|
1114 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1115 | op->container = sack; |
|
|
1116 | } |
|
|
1117 | } |
|
|
1118 | else |
|
|
1119 | { /* not applied */ |
|
|
1120 | if (sack->slaying) |
|
|
1121 | { /* it's locked */ |
|
|
1122 | tmp = find_key (op, op, sack); |
|
|
1123 | if (tmp) |
|
|
1124 | { |
|
|
1125 | sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp)); |
|
|
1126 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1127 | if (sack->env == NULL) |
|
|
1128 | { /* if it's on ground,open it also */ |
|
|
1129 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
1130 | apply_container (op, sack); |
|
|
1131 | return 1; |
|
|
1132 | } |
|
|
1133 | } |
|
|
1134 | else |
|
|
1135 | { |
|
|
1136 | sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); |
1044 | op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack))); |
1137 | } |
|
|
1138 | } |
|
|
1139 | else |
|
|
1140 | { |
|
|
1141 | sprintf (buf, "You readied %s.", query_name (sack)); |
|
|
1142 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1143 | if (sack->env == NULL) |
|
|
1144 | { /* if it's on ground,open it also */ |
|
|
1145 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
1146 | apply_container (op, sack); |
|
|
1147 | return 1; |
1045 | return 1; |
1148 | } |
1046 | } |
1149 | } |
|
|
1150 | } |
1047 | } |
1151 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
1048 | |
1152 | if (op->contr) |
1049 | op->open_container (sack); |
1153 | op->contr->socket.update_look = 1; |
1050 | |
1154 | return 1; |
1051 | return 1; |
1155 | } |
1052 | } |
1156 | |
|
|
1157 | /** |
|
|
1158 | * Eneq(@csd.uu.se): Handle apply on containers. This is for containers |
|
|
1159 | * the player has in their inventory, eg, sacks, luggages, etc. |
|
|
1160 | * |
|
|
1161 | * Moved to own function and added many features [Tero.Haatanen@lut.fi] |
|
|
1162 | * This version is for client/server mode. |
|
|
1163 | * op is the player, sack is the container the player is opening or closing. |
|
|
1164 | * return 1 if an object is apllied somehow or another, 0 if error/no apply |
|
|
1165 | * |
|
|
1166 | * Reminder - there are three states for any container - closed (non applied), |
|
|
1167 | * applied (not open, but objects that match get tossed into it), and open |
|
|
1168 | * (applied flag set, and op->container points to the open container) |
|
|
1169 | */ |
|
|
1170 | |
|
|
1171 | int |
|
|
1172 | esrv_apply_container (object *op, object *sack) |
|
|
1173 | { |
|
|
1174 | object *tmp = op->container; |
|
|
1175 | |
|
|
1176 | if (op->type != PLAYER) |
|
|
1177 | return 0; /* This might change */ |
|
|
1178 | |
|
|
1179 | if (sack == NULL || sack->type != CONTAINER) |
|
|
1180 | { |
|
|
1181 | LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); |
|
|
1182 | return 0; |
|
|
1183 | } |
|
|
1184 | |
|
|
1185 | /* If we have a currently open container, then it needs to be closed in all cases |
|
|
1186 | * if we are opening this one up. We then fall through if appropriate for |
|
|
1187 | * openening the new container. |
|
|
1188 | */ |
|
|
1189 | |
|
|
1190 | if (op->container && QUERY_FLAG (sack, FLAG_APPLIED)) |
|
|
1191 | { |
|
|
1192 | if (op->container->env != op) |
|
|
1193 | { /* if container is on the ground */ |
|
|
1194 | op->container->move_off = 0; |
|
|
1195 | } |
|
|
1196 | |
|
|
1197 | if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op))) |
|
|
1198 | return 1; |
|
|
1199 | |
|
|
1200 | new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container)); |
|
|
1201 | CLEAR_FLAG (op->container, FLAG_APPLIED); |
|
|
1202 | op->container = NULL; |
|
|
1203 | esrv_update_item (UPD_FLAGS, op, tmp); |
|
|
1204 | if (tmp == sack) |
|
|
1205 | return 1; |
|
|
1206 | } |
|
|
1207 | |
|
|
1208 | |
|
|
1209 | /* If the player is trying to open it (which he must be doing if we got here), |
|
|
1210 | * and it is locked, check to see if player has the equipment to open it. |
|
|
1211 | */ |
|
|
1212 | |
|
|
1213 | if (sack->slaying) |
|
|
1214 | { /* it's locked */ |
|
|
1215 | tmp = find_key (op, op, sack); |
|
|
1216 | if (tmp) |
|
|
1217 | { |
|
|
1218 | new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp)); |
|
|
1219 | } |
|
|
1220 | else |
|
|
1221 | { |
|
|
1222 | new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); |
|
|
1223 | return 0; |
|
|
1224 | } |
|
|
1225 | } |
|
|
1226 | |
|
|
1227 | /* By the time we get here, we have made sure any other container has been closed and |
|
|
1228 | * if this is a locked container, the player they key to open it. |
|
|
1229 | */ |
|
|
1230 | |
|
|
1231 | /* There are really two cases - the sack is either on the ground, or the sack is |
|
|
1232 | * part of the players inventory. If on the ground, we assume that the player is |
|
|
1233 | * opening it, since if it was being closed, that would have been taken care of above. |
|
|
1234 | */ |
|
|
1235 | |
|
|
1236 | |
|
|
1237 | if (sack->env != op) |
|
|
1238 | { |
|
|
1239 | /* Hypothetical case - the player is trying to open a sack that belong to someone |
|
|
1240 | * else. This normally should not happen, but a misbehaving client/player could |
|
|
1241 | * try to do it, so lets handle it gracefully. |
|
|
1242 | */ |
|
|
1243 | if (sack->env) |
|
|
1244 | { |
|
|
1245 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack)); |
|
|
1246 | return 0; |
|
|
1247 | } |
|
|
1248 | /* set these so when the player walks off, we can unapply the sack */ |
|
|
1249 | sack->move_off = MOVE_ALL; /* trying force closing it */ |
|
|
1250 | |
|
|
1251 | CLEAR_FLAG (sack, FLAG_APPLIED); |
|
|
1252 | new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack)); |
|
|
1253 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1254 | op->container = sack; |
|
|
1255 | esrv_update_item (UPD_FLAGS, op, sack); |
|
|
1256 | esrv_send_inventory (op, sack); |
|
|
1257 | |
|
|
1258 | } |
|
|
1259 | else |
|
|
1260 | { /* sack is in players inventory */ |
|
|
1261 | if (QUERY_FLAG (sack, FLAG_APPLIED)) |
|
|
1262 | { /* readied sack becoming open */ |
|
|
1263 | CLEAR_FLAG (sack, FLAG_APPLIED); |
|
|
1264 | new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack)); |
|
|
1265 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1266 | op->container = sack; |
|
|
1267 | esrv_update_item (UPD_FLAGS, op, sack); |
|
|
1268 | esrv_send_inventory (op, sack); |
|
|
1269 | } |
|
|
1270 | else |
|
|
1271 | { |
|
|
1272 | CLEAR_FLAG (sack, FLAG_APPLIED); |
|
|
1273 | new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack)); |
|
|
1274 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1275 | esrv_update_item (UPD_FLAGS, op, sack); |
|
|
1276 | } |
|
|
1277 | } |
|
|
1278 | return 1; |
|
|
1279 | } |
|
|
1280 | |
|
|
1281 | |
1053 | |
1282 | /** |
1054 | /** |
1283 | * Handles dropping things on altar. |
1055 | * Handles dropping things on altar. |
1284 | * Returns true if sacrifice was accepted. |
1056 | * Returns true if sacrifice was accepted. |
1285 | */ |
1057 | */ |
… | |
… | |
1288 | { |
1060 | { |
1289 | /* Only players can make sacrifices on spell casting altars. */ |
1061 | /* Only players can make sacrifices on spell casting altars. */ |
1290 | if (altar->inv && (!originator || originator->type != PLAYER)) |
1062 | if (altar->inv && (!originator || originator->type != PLAYER)) |
1291 | return 0; |
1063 | return 0; |
1292 | |
1064 | |
1293 | if (operate_altar (altar, &sacrifice)) |
1065 | if (operate_altar (altar, &sacrifice, originator)) |
1294 | { |
1066 | { |
1295 | /* Simple check. Unfortunately, it means you can't cast magic bullet |
1067 | /* Simple check. Unfortunately, it means you can't cast magic bullet |
1296 | * with an altar. We call it a Potion - altars are stationary - it |
1068 | * with an altar. We call it a Potion - altars are stationary - it |
1297 | * is up to map designers to use them properly. |
1069 | * is up to map designers to use them properly. |
1298 | */ |
1070 | */ |
1299 | if (altar->inv && altar->inv->type == SPELL) |
1071 | if (altar->inv && altar->inv->type == SPELL) |
1300 | { |
1072 | { |
1301 | new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); |
1073 | originator->statusmsg (format ("The altar casts %s.", &altar->inv->name)); |
1302 | cast_spell (originator, altar, 0, altar->inv, NULL); |
1074 | cast_spell (originator, altar, 0, altar->inv, NULL); |
1303 | /* If it is connected, push the button. Fixes some problems with |
1075 | /* If it is connected, push the button. Fixes some problems with |
1304 | * old maps. |
1076 | * old maps. |
1305 | */ |
1077 | */ |
1306 | |
1078 | |
1307 | /* push_button (altar);*/ |
1079 | /* push_button (altar);*/ |
1308 | } |
1080 | } |
1309 | else |
1081 | else |
1310 | { |
1082 | { |
1311 | altar->value = 1; /* works only once */ |
1083 | altar->value = 1; /* works only once */ |
1312 | push_button (altar); |
1084 | push_button (altar, originator); |
1313 | } |
1085 | } |
1314 | |
1086 | |
1315 | return !sacrifice; |
1087 | return !sacrifice; |
1316 | } |
1088 | } |
1317 | else |
1089 | else |
… | |
… | |
1332 | double opinion; |
1104 | double opinion; |
1333 | object *tmp, *next; |
1105 | object *tmp, *next; |
1334 | |
1106 | |
1335 | SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ |
1107 | SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ |
1336 | |
1108 | |
1337 | if (op->type != PLAYER) |
1109 | bool has_unpaid = false; |
|
|
1110 | |
|
|
1111 | // quite inefficient to do this here twice, but the api doesn't lend itself to |
|
|
1112 | // a quick and small change :( |
|
|
1113 | for (object::depth_iterator item = op->begin (); item != op->end (); ++item) |
|
|
1114 | if (item->flag [FLAG_UNPAID]) |
|
|
1115 | { |
|
|
1116 | has_unpaid = true; |
|
|
1117 | break; |
|
|
1118 | } |
|
|
1119 | |
|
|
1120 | if (!op->is_player ()) |
1338 | { |
1121 | { |
1339 | /* Remove all the unpaid objects that may be carried here. |
1122 | /* Remove all the unpaid objects that may be carried here. |
1340 | * This could be pets or monsters that are somehow in |
1123 | * This could be pets or monsters that are somehow in |
1341 | * the shop. |
1124 | * the shop. |
1342 | */ |
1125 | */ |
… | |
… | |
1346 | |
1129 | |
1347 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
1130 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
1348 | { |
1131 | { |
1349 | int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); |
1132 | int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); |
1350 | |
1133 | |
|
|
1134 | if (i >= 0) |
1351 | tmp->remove (); |
1135 | tmp->move (i); |
1352 | |
|
|
1353 | if (i == -1) |
|
|
1354 | i = 0; |
|
|
1355 | |
|
|
1356 | tmp->map = op->map; |
|
|
1357 | tmp->x = op->x + freearr_x[i]; |
|
|
1358 | tmp->y = op->y + freearr_y[i]; |
|
|
1359 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
1360 | } |
1136 | } |
1361 | } |
1137 | } |
1362 | |
1138 | |
1363 | /* Don't teleport things like spell effects */ |
1139 | /* Don't teleport things like spell effects */ |
1364 | if (QUERY_FLAG (op, FLAG_NO_PICK)) |
1140 | if (QUERY_FLAG (op, FLAG_NO_PICK)) |
… | |
… | |
1367 | /* unpaid objects, or non living objects, can't transfer by |
1143 | /* unpaid objects, or non living objects, can't transfer by |
1368 | * shop mats. Instead, put it on a nearby space. |
1144 | * shop mats. Instead, put it on a nearby space. |
1369 | */ |
1145 | */ |
1370 | if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) |
1146 | if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) |
1371 | { |
1147 | { |
1372 | |
|
|
1373 | /* Somebody dropped an unpaid item, just move to an adjacent place. */ |
1148 | /* Somebody dropped an unpaid item, just move to an adjacent place. */ |
1374 | int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
1149 | int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
1375 | |
1150 | |
1376 | if (i != -1) |
1151 | if (i != -1) |
1377 | rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); |
1152 | rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); |
1378 | |
1153 | |
1379 | return 0; |
1154 | return 0; |
1380 | } |
1155 | } |
|
|
1156 | |
1381 | /* Removed code that checked for multipart objects - it appears that |
1157 | /* Removed code that checked for multipart objects - it appears that |
1382 | * the teleport function should be able to handle this just fine. |
1158 | * the teleport function should be able to handle this just fine. |
1383 | */ |
1159 | */ |
1384 | rv = teleport (shop_mat, SHOP_MAT, op); |
1160 | rv = teleport (shop_mat, SHOP_MAT, op); |
1385 | } |
1161 | } |
1386 | else if (can_pay (op) && get_payment (op)) |
1162 | else if (can_pay (op) && get_payment (op)) |
1387 | { |
1163 | { |
1388 | /* this is only used for players */ |
1164 | /* this is only used for players */ |
1389 | rv = teleport (shop_mat, SHOP_MAT, op); |
1165 | rv = teleport (shop_mat, SHOP_MAT, op); |
1390 | |
1166 | |
|
|
1167 | if (has_unpaid) |
|
|
1168 | op->contr->play_sound (sound_find ("shop_buy")); |
|
|
1169 | else if (is_in_shop (op)) |
|
|
1170 | op->contr->play_sound (sound_find ("shop_enter")); |
|
|
1171 | else |
|
|
1172 | op->contr->play_sound (sound_find ("shop_leave")); |
|
|
1173 | |
1391 | if (shop_mat->msg) |
1174 | if (shop_mat->msg) |
1392 | new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); |
1175 | op->statusmsg (shop_mat->msg); |
1393 | /* This check below is a bit simplistic - generally it should be correct, |
1176 | /* This check below is a bit simplistic - generally it should be correct, |
1394 | * but there is never a guarantee that the bottom space on the map is |
1177 | * but there is never a guarantee that the bottom space on the map is |
1395 | * actually the shop floor. |
1178 | * actually the shop floor. |
1396 | */ |
1179 | */ |
1397 | else if (!rv && !is_in_shop (op)) |
1180 | else if (!rv && !is_in_shop (op)) |
1398 | { |
1181 | { |
1399 | opinion = shopkeeper_approval (op->map, op); |
1182 | opinion = shopkeeper_approval (op->map, op); |
1400 | |
1183 | |
1401 | if (opinion > 0.9) |
1184 | op->statusmsg ( |
1402 | new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); |
1185 | opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." |
1403 | else if (opinion > 0.75) |
1186 | : opinion >= 0.75 ? "The shopkeeper waves to you." |
1404 | new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); |
1187 | : opinion >= 0.50 ? "The shopkeeper ignores you." |
1405 | else if (opinion > 0.5) |
1188 | : "The shopkeeper glares at you with contempt." |
1406 | new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you."); |
|
|
1407 | else |
1189 | ); |
1408 | new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt."); |
|
|
1409 | } |
1190 | } |
1410 | } |
1191 | } |
1411 | else |
1192 | else |
1412 | { |
1193 | { |
1413 | /* if we get here, a player tried to leave a shop but was not able |
1194 | /* if we get here, a player tried to leave a shop but was not able |
1414 | * to afford the items he has. We try to move the player so that |
1195 | * to afford the items he has. We try to move the player so that |
1415 | * they are not on the mat anymore |
1196 | * they are not on the mat anymore |
1416 | */ |
1197 | */ |
1417 | int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
1198 | int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
1418 | |
1199 | |
1419 | if (i == -1) |
1200 | if (i == -1) |
1420 | { |
|
|
1421 | LOG (llevError, "Internal shop-mat problem.\n"); |
1201 | LOG (llevError, "Internal shop-mat problem.\n"); |
1422 | } |
|
|
1423 | else |
1202 | else |
1424 | { |
1203 | { |
1425 | op->remove (); |
1204 | op->remove (); |
1426 | op->x += freearr_x[i]; |
1205 | op->x += freearr_x[i]; |
1427 | op->y += freearr_y[i]; |
1206 | op->y += freearr_y[i]; |
… | |
… | |
1437 | * Handles applying a sign. |
1216 | * Handles applying a sign. |
1438 | */ |
1217 | */ |
1439 | static void |
1218 | static void |
1440 | apply_sign (object *op, object *sign, int autoapply) |
1219 | apply_sign (object *op, object *sign, int autoapply) |
1441 | { |
1220 | { |
1442 | readable_message_type *msgType; |
1221 | if (!op->is_player()) |
1443 | char newbuf[HUGE_BUF]; |
1222 | return; |
1444 | |
1223 | |
1445 | if (sign->msg == NULL) |
1224 | if (sign->has_dialogue ()) |
1446 | { |
1225 | { |
1447 | new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); |
1226 | op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name)); |
1448 | return; |
1227 | return; |
1449 | } |
1228 | } |
1450 | |
1229 | |
|
|
1230 | if (!sign->msg) |
|
|
1231 | { |
|
|
1232 | op->contr->infobox (MSG_CHANNEL ("examine"), |
|
|
1233 | format ("T<%s>\n\n Nothing %sis written on it.", |
|
|
1234 | &sign->name, |
|
|
1235 | sign->name == sign->arch->name ? "" : "else ")); |
|
|
1236 | return; |
|
|
1237 | } |
|
|
1238 | |
1451 | if (sign->stats.food) |
1239 | if (sign->stats.food) |
1452 | { |
1240 | { |
1453 | if (sign->last_eat >= sign->stats.food) |
1241 | if (sign->last_eat >= sign->stats.food) |
1454 | { |
1242 | { |
1455 | if (!sign->move_on) |
1243 | if (!sign->move_on) |
1456 | new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); |
1244 | op->failmsg ("You cannot read it anymore."); |
|
|
1245 | |
1457 | return; |
1246 | return; |
1458 | } |
1247 | } |
1459 | |
1248 | |
1460 | if (!QUERY_FLAG (op, FLAG_WIZPASS)) |
1249 | if (!QUERY_FLAG (op, FLAG_WIZPASS)) |
1461 | sign->last_eat++; |
1250 | sign->last_eat++; |
… | |
… | |
1466 | * move_on is zero, it needs to be manually applied (doesn't talk |
1255 | * move_on is zero, it needs to be manually applied (doesn't talk |
1467 | * to us). |
1256 | * to us). |
1468 | */ |
1257 | */ |
1469 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) |
1258 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) |
1470 | { |
1259 | { |
1471 | new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); |
1260 | op->failmsg ("You are unable to read while blind!"); |
1472 | return; |
1261 | return; |
1473 | } |
1262 | } |
1474 | msgType = get_readable_message_type (sign); |
1263 | |
1475 | snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); |
1264 | if (op->contr) |
1476 | draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); |
1265 | if (client *ns = op->contr->ns) |
|
|
1266 | { |
|
|
1267 | if (sign->sound) |
|
|
1268 | ns->play_sound (sign->sound); |
|
|
1269 | else if (autoapply) |
|
|
1270 | ns->play_sound (sound_find ("msg_voice")); |
|
|
1271 | |
|
|
1272 | op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg)); |
|
|
1273 | } |
|
|
1274 | } |
|
|
1275 | |
|
|
1276 | static void |
|
|
1277 | move_apply_hole (object *trap, object *victim) |
|
|
1278 | { |
|
|
1279 | /* Hole not open? */ |
|
|
1280 | if (trap->stats.wc > 0) |
|
|
1281 | return; |
|
|
1282 | |
|
|
1283 | /* Is this a multipart monster and not the head? If so, return. |
|
|
1284 | * Processing will happen if the head runs into the pit |
|
|
1285 | */ |
|
|
1286 | if (victim->head) |
|
|
1287 | return; |
|
|
1288 | |
|
|
1289 | // now find all possible locations and randomly pick one |
|
|
1290 | int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0, |
|
|
1291 | trap->range >= 3 ? SIZEOFFREE3 + 1 |
|
|
1292 | : trap->range >= 2 ? SIZEOFFREE2 + 1 |
|
|
1293 | : trap->range >= 1 ? SIZEOFFREE1 + 1 |
|
|
1294 | : SIZEOFFREE0 + 1); |
|
|
1295 | |
|
|
1296 | if (dir < 0) |
|
|
1297 | return; |
|
|
1298 | |
|
|
1299 | victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
|
|
1300 | victim->statusmsg ("You fall through the hole!", NDI_RED); |
|
|
1301 | |
|
|
1302 | transfer_ob (victim, |
|
|
1303 | EXIT_X (trap) + freearr_x[dir], |
|
|
1304 | EXIT_Y (trap) + freearr_y[dir], |
|
|
1305 | 0, victim); |
1477 | } |
1306 | } |
1478 | |
1307 | |
1479 | /** |
1308 | /** |
1480 | * 'victim' moves onto 'trap' |
1309 | * 'victim' moves onto 'trap' |
1481 | * 'victim' leaves 'trap' |
1310 | * 'victim' leaves 'trap' |
… | |
… | |
1495 | return; |
1324 | return; |
1496 | |
1325 | |
1497 | /* move_apply() is the most likely candidate for causing unwanted and |
1326 | /* move_apply() is the most likely candidate for causing unwanted and |
1498 | * possibly unlimited recursion. |
1327 | * possibly unlimited recursion. |
1499 | */ |
1328 | */ |
1500 | /* The following was changed because it was causing perfeclty correct |
1329 | /* The following was changed because it was causing perfectly correct |
1501 | * maps to fail. 1) it's not an error to recurse: |
1330 | * maps to fail. 1) it's not an error to recurse: |
1502 | * rune detonates, summoning monster. monster lands on nearby rune. |
1331 | * rune detonates, summoning monster. monster lands on nearby rune. |
1503 | * nearby rune detonates. This sort of recursion is expected and |
1332 | * nearby rune detonates. This sort of recursion is expected and |
1504 | * proper. This code was causing needless crashes. |
1333 | * proper. This code was causing needless crashes. |
1505 | */ |
1334 | */ |
1506 | if (recursion_depth >= 500) |
1335 | if (recursion_depth >= 500) |
1507 | { |
1336 | { |
1508 | LOG (llevDebug, "WARNING: move_apply(): aborting recursion " |
1337 | LOG (llevDebug, "WARNING: move_apply(): aborting recursion " |
1509 | "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); |
1338 | "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name); |
1510 | return; |
1339 | return; |
1511 | } |
1340 | } |
|
|
1341 | |
1512 | recursion_depth++; |
1342 | recursion_depth++; |
1513 | if (trap->head) |
1343 | if (trap->head) |
1514 | trap = trap->head; |
1344 | trap = trap->head; |
1515 | |
1345 | |
1516 | if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) |
1346 | if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) |
1517 | goto leave; |
|
|
1518 | |
|
|
1519 | switch (trap->type) |
1347 | switch (trap->type) |
1520 | { |
1348 | { |
1521 | case PLAYERMOVER: |
1349 | case PLAYERMOVER: |
1522 | if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) |
1350 | if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) |
|
|
1351 | { |
|
|
1352 | if (!trap->stats.maxsp) |
|
|
1353 | trap->stats.maxsp = 2; |
|
|
1354 | |
|
|
1355 | /* Is this correct? From the docs, it doesn't look like it |
|
|
1356 | * should be divided by trap->speed |
|
|
1357 | */ |
|
|
1358 | victim->speed_left = -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: |
1523 | { |
1419 | { |
|
|
1420 | int max, sound_was_played; |
|
|
1421 | object *ab, *ab_next; |
|
|
1422 | |
1524 | if (!trap->stats.maxsp) |
1423 | if (!trap->value) |
1525 | trap->stats.maxsp = 2; |
1424 | { |
|
|
1425 | int tot; |
1526 | |
1426 | |
1527 | /* Is this correct? From the docs, it doesn't look like it |
1427 | for (ab = trap->above, tot = 0; ab; ab = ab->above) |
1528 | * should be divided by trap->speed |
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 |
1529 | */ |
1442 | */ |
1530 | victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); |
1443 | ab_next = ab->above; |
1531 | |
1444 | |
1532 | /* Just put in some sanity check. I think there is a bug in the |
1445 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
1533 | * above with some objects have zero speed, and thus the player |
1446 | { |
1534 | * getting permanently paralyzed. |
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 | } |
1535 | */ |
1456 | } |
1536 | if (victim->speed_left < -50.0) |
1457 | break; |
1537 | victim->speed_left = -50.0; |
|
|
1538 | /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ |
|
|
1539 | } |
1458 | } |
1540 | goto leave; |
|
|
1541 | |
1459 | |
1542 | case SPINNER: |
1460 | case CONVERTER: |
1543 | if (victim->direction) |
1461 | if (convert_item (victim, trap) < 0) |
1544 | { |
|
|
1545 | victim->direction = absdir (victim->direction - trap->stats.sp); |
|
|
1546 | update_turn_face (victim); |
|
|
1547 | } |
|
|
1548 | goto leave; |
|
|
1549 | |
|
|
1550 | case DIRECTOR: |
|
|
1551 | if (victim->direction && !should_director_abort (trap, victim)) |
|
|
1552 | { |
|
|
1553 | victim->direction = trap->stats.sp; |
|
|
1554 | update_turn_face (victim); |
|
|
1555 | } |
|
|
1556 | goto leave; |
|
|
1557 | |
|
|
1558 | case BUTTON: |
|
|
1559 | case PEDESTAL: |
|
|
1560 | update_button (trap); |
|
|
1561 | goto leave; |
|
|
1562 | |
|
|
1563 | case ALTAR: |
|
|
1564 | /* sacrifice victim on trap */ |
|
|
1565 | apply_altar (trap, victim, originator); |
|
|
1566 | goto leave; |
|
|
1567 | |
|
|
1568 | case THROWN_OBJ: |
|
|
1569 | if (trap->inv == NULL) |
|
|
1570 | goto leave; |
|
|
1571 | /* fallthrough */ |
|
|
1572 | |
|
|
1573 | case ARROW: |
|
|
1574 | /* bad bug: monster throw a object, make a step forwards, step on object , |
|
|
1575 | * trigger this here and get hit by own missile - and will be own enemy. |
|
|
1576 | * Victim then is his own enemy and will start to kill herself (this is |
|
|
1577 | * removed) but we have not synced victim and his missile. To avoid senseless |
|
|
1578 | * action, we avoid hits here |
|
|
1579 | */ |
|
|
1580 | if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) |
|
|
1581 | hit_with_arrow (trap, victim); |
|
|
1582 | goto leave; |
|
|
1583 | |
|
|
1584 | case SPELL_EFFECT: |
|
|
1585 | apply_spell_effect (trap, victim); |
|
|
1586 | goto leave; |
|
|
1587 | |
|
|
1588 | case TRAPDOOR: |
|
|
1589 | { |
|
|
1590 | int max, sound_was_played; |
|
|
1591 | object *ab, *ab_next; |
|
|
1592 | |
|
|
1593 | if (!trap->value) |
|
|
1594 | { |
1462 | { |
1595 | int tot; |
1463 | originator->failmsg (format ("The %s seems to be broken!", query_name (trap))); |
1596 | |
1464 | archetype::get (shstr_burnout)->insert_at (trap, trap); |
1597 | for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above) |
|
|
1598 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
1599 | tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; |
|
|
1600 | |
|
|
1601 | if (!(trap->value = (tot > trap->weight) ? 1 : 0)) |
|
|
1602 | goto leave; |
|
|
1603 | |
|
|
1604 | SET_ANIMATION (trap, trap->value); |
|
|
1605 | update_object (trap, UP_OBJ_FACE); |
|
|
1606 | } |
1465 | } |
1607 | |
1466 | |
1608 | for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) |
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)) |
1609 | { |
1489 | { |
1610 | /* need to set this up, since if we do transfer the object, |
1490 | /* Basically, don't show exits leading to random maps the |
1611 | * ab->above would be bogus |
1491 | * players output. |
1612 | */ |
1492 | */ |
1613 | ab_next = ab->above; |
1493 | if (trap->msg && !EXIT_PATH (trap).starts_with ("/!")) |
|
|
1494 | victim->statusmsg (trap->msg, NDI_NAVY); |
1614 | |
1495 | |
1615 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
1496 | trap->play_sound (trap->sound); |
1616 | { |
1497 | victim->enter_exit (trap); |
1617 | if (!sound_was_played) |
|
|
1618 | { |
|
|
1619 | play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); |
|
|
1620 | sound_was_played = 1; |
|
|
1621 | } |
|
|
1622 | new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); |
|
|
1623 | transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); |
|
|
1624 | } |
|
|
1625 | } |
1498 | } |
1626 | goto leave; |
1499 | break; |
1627 | } |
|
|
1628 | |
1500 | |
1629 | |
|
|
1630 | case CONVERTER: |
|
|
1631 | if (convert_item (victim, trap) < 0) |
|
|
1632 | { |
|
|
1633 | object *op; |
|
|
1634 | |
|
|
1635 | new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); |
|
|
1636 | |
|
|
1637 | op = get_archetype ("burnout"); |
|
|
1638 | if (op != NULL) |
|
|
1639 | { |
|
|
1640 | op->x = trap->x; |
|
|
1641 | op->y = trap->y; |
|
|
1642 | insert_ob_in_map (op, trap->map, trap, 0); |
|
|
1643 | } |
|
|
1644 | } |
|
|
1645 | goto leave; |
|
|
1646 | |
|
|
1647 | case TRIGGER_BUTTON: |
|
|
1648 | case TRIGGER_PEDESTAL: |
|
|
1649 | case TRIGGER_ALTAR: |
|
|
1650 | check_trigger (trap, victim); |
|
|
1651 | goto leave; |
|
|
1652 | |
|
|
1653 | case DEEP_SWAMP: |
|
|
1654 | walk_on_deep_swamp (trap, victim); |
|
|
1655 | goto leave; |
|
|
1656 | |
|
|
1657 | case CHECK_INV: |
|
|
1658 | check_inv (victim, trap); |
|
|
1659 | goto leave; |
|
|
1660 | |
|
|
1661 | case HOLE: |
|
|
1662 | /* Hole not open? */ |
|
|
1663 | if (trap->stats.wc > 0) |
|
|
1664 | goto leave; |
|
|
1665 | |
|
|
1666 | /* Is this a multipart monster and not the head? If so, return. |
|
|
1667 | * Processing will happen if the head runs into the pit |
|
|
1668 | */ |
|
|
1669 | if (victim->head) |
|
|
1670 | goto leave; |
|
|
1671 | |
|
|
1672 | play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); |
|
|
1673 | new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); |
|
|
1674 | transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); |
|
|
1675 | goto leave; |
|
|
1676 | |
|
|
1677 | case EXIT: |
|
|
1678 | if (victim->type == PLAYER && EXIT_PATH (trap)) |
|
|
1679 | { |
|
|
1680 | /* Basically, don't show exits leading to random maps the |
|
|
1681 | * players output. |
|
|
1682 | */ |
|
|
1683 | if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) |
|
|
1684 | new_draw_info (NDI_NAVY, 0, victim, trap->msg); |
|
|
1685 | enter_exit (victim, trap); |
|
|
1686 | } |
|
|
1687 | goto leave; |
|
|
1688 | |
|
|
1689 | case ENCOUNTER: |
1501 | case ENCOUNTER: |
1690 | /* may be some leftovers on this */ |
1502 | /* may be some leftovers on this */ |
1691 | goto leave; |
1503 | break; |
1692 | |
1504 | |
1693 | case SHOP_MAT: |
1505 | case SHOP_MAT: |
1694 | apply_shop_mat (trap, victim); |
1506 | apply_shop_mat (trap, victim); |
1695 | goto leave; |
1507 | break; |
1696 | |
1508 | |
1697 | /* Drop a certain amount of gold, and have one item identified */ |
1509 | /* Drop a certain amount of gold, and have one item identified */ |
1698 | case IDENTIFY_ALTAR: |
1510 | case IDENTIFY_ALTAR: |
1699 | apply_id_altar (victim, trap, originator); |
1511 | apply_id_altar (victim, trap, originator); |
1700 | goto leave; |
1512 | break; |
1701 | |
1513 | |
1702 | case SIGN: |
1514 | case SIGN: |
1703 | if (victim->type != PLAYER && trap->stats.food > 0) |
1515 | if (victim->type != PLAYER && trap->stats.food > 0) |
1704 | goto leave; /* monsters musn't apply magic_mouths with counters */ |
1516 | break; /* monsters musn't apply magic_mouths with counters */ |
1705 | |
1517 | |
1706 | apply_sign (victim, trap, 1); |
1518 | apply_sign (victim, trap, 1); |
1707 | goto leave; |
1519 | break; |
1708 | |
1520 | |
1709 | case CONTAINER: |
1521 | case CONTAINER: |
1710 | if (victim->type == PLAYER) |
|
|
1711 | (void) esrv_apply_container (victim, trap); |
|
|
1712 | else |
|
|
1713 | (void) apply_container (victim, trap); |
1522 | apply_container (victim, trap); |
1714 | goto leave; |
1523 | break; |
1715 | |
1524 | |
1716 | case RUNE: |
1525 | case RUNE: |
1717 | case TRAP: |
1526 | case TRAP: |
1718 | if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) |
1527 | if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) |
1719 | { |
|
|
1720 | spring_trap (trap, victim); |
1528 | spring_trap (trap, victim); |
1721 | } |
1529 | break; |
1722 | goto leave; |
|
|
1723 | |
1530 | |
1724 | default: |
1531 | default: |
1725 | LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " |
1532 | LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " |
1726 | "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); |
1533 | "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); |
1727 | goto leave; |
1534 | break; |
1728 | } |
1535 | } |
1729 | |
1536 | |
1730 | leave: |
|
|
1731 | recursion_depth--; |
1537 | recursion_depth--; |
1732 | } |
1538 | } |
1733 | |
1539 | |
1734 | /** |
1540 | /** |
1735 | * Handles reading a regular (ie not containing a spell) book. |
1541 | * Handles reading a regular (ie not containing a spell) book. |
… | |
… | |
1740 | int lev_diff; |
1546 | int lev_diff; |
1741 | object *skill_ob; |
1547 | object *skill_ob; |
1742 | |
1548 | |
1743 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
1549 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
1744 | { |
1550 | { |
1745 | new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); |
1551 | op->failmsg ("You are unable to read while blind!"); |
1746 | return; |
1552 | return; |
1747 | } |
1553 | } |
|
|
1554 | |
1748 | if (tmp->msg == NULL) |
1555 | if (!tmp->msg) |
1749 | { |
1556 | { |
1750 | new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); |
1557 | op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name)); |
1751 | return; |
1558 | return; |
1752 | } |
1559 | } |
1753 | |
1560 | |
1754 | /* need a literacy skill to read stuff! */ |
1561 | /* need a literacy skill to read stuff! */ |
1755 | skill_ob = find_skill_by_name (op, tmp->skill); |
1562 | skill_ob = find_skill_by_name (op, tmp->skill); |
1756 | if (!skill_ob) |
1563 | if (!skill_ob) |
1757 | { |
1564 | { |
1758 | new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); |
1565 | op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill)); |
1759 | return; |
1566 | return; |
1760 | } |
1567 | } |
|
|
1568 | |
1761 | lev_diff = tmp->level - (skill_ob->level + 5); |
1569 | lev_diff = tmp->level - (skill_ob->level + 5); |
1762 | if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) |
1570 | if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) |
1763 | { |
1571 | { |
1764 | if (lev_diff < 2) |
1572 | op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension." |
1765 | new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); |
1573 | : lev_diff < 3 ? "This book is slightly beyond your comprehension." |
1766 | else if (lev_diff < 3) |
1574 | : lev_diff < 5 ? "This book is beyond your comprehension." |
1767 | new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); |
1575 | : lev_diff < 8 ? "This book is quite a bit beyond your comprehension." |
1768 | else if (lev_diff < 5) |
1576 | : lev_diff < 15 ? "This book is way beyond your comprehension." |
1769 | new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); |
1577 | : "This book is totally beyond your comprehension."); |
1770 | else if (lev_diff < 8) |
|
|
1771 | new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension."); |
|
|
1772 | else if (lev_diff < 15) |
|
|
1773 | new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension."); |
|
|
1774 | else |
|
|
1775 | new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension."); |
|
|
1776 | return; |
1578 | return; |
1777 | } |
1579 | } |
1778 | |
1580 | |
1779 | readable_message_type *msgType = get_readable_message_type (tmp); |
1581 | readable_message_type *msgType = get_readable_message_type (tmp); |
1780 | |
1582 | |
1781 | draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, |
1583 | if (player *pl = op->contr) |
1782 | msgType->message_type, msgType->message_subtype, |
1584 | if (client *ns = pl->ns) |
1783 | "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); |
1585 | pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); |
1784 | |
1586 | |
1785 | /* gain xp from reading */ |
1587 | /* gain xp from reading */ |
1786 | if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) |
1588 | if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) |
1787 | { /* only if not read before */ |
1589 | { /* only if not read before */ |
1788 | int exp_gain = calc_skill_exp (op, tmp, skill_ob); |
1590 | int exp_gain = calc_skill_exp (op, tmp, skill_ob); |
1789 | |
1591 | |
1790 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
1592 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
1791 | { |
1593 | { |
1792 | /*exp_gain *= 2; because they just identified it too */ |
1594 | /*exp_gain *= 2; because they just identified it too */ |
1793 | SET_FLAG (tmp, FLAG_IDENTIFIED); |
1595 | SET_FLAG (tmp, FLAG_IDENTIFIED); |
1794 | /* If in a container, update how it looks */ |
1596 | |
1795 | if (tmp->env) |
1597 | if (object *pl = tmp->visible_to ()) |
1796 | esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); |
1598 | esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); |
1797 | else |
|
|
1798 | op->contr->socket.update_look = 1; |
|
|
1799 | } |
1599 | } |
|
|
1600 | |
1800 | change_exp (op, exp_gain, skill_ob->skill, 0); |
1601 | change_exp (op, exp_gain, skill_ob->skill, 0); |
1801 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ |
1602 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ |
1802 | } |
1603 | } |
1803 | } |
1604 | } |
1804 | |
1605 | |
1805 | /** |
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 | /** |
1806 | * Handles the applying of a skill scroll, calling learn_skill straight. |
1660 | * Handles the applying of a skill scroll, calling learn_skill straight. |
1807 | * op is the person learning the skill, tmp is the skill scroll object |
1661 | * op is the person learning the skill, tmp is the skill scroll object |
1808 | */ |
1662 | */ |
1809 | static void |
1663 | static void |
1810 | apply_skillscroll (object *op, object *tmp) |
1664 | apply_skillscroll (object *op, object *tmp) |
1811 | { |
1665 | { |
1812 | switch ((int) learn_skill (op, tmp)) |
1666 | switch (learn_skill (op, tmp)) |
1813 | { |
1667 | { |
1814 | case 0: |
1668 | case 0: |
1815 | new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); |
1669 | op->play_sound (sound_find ("generic_fail")); |
1816 | new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); |
1670 | op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp))); |
1817 | return; |
1671 | break; |
1818 | |
1672 | |
1819 | case 1: |
1673 | case 1: |
1820 | new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill); |
|
|
1821 | decrease_ob (tmp); |
1674 | tmp->decrease (); |
|
|
1675 | op->play_sound (sound_find ("skill_learn")); |
|
|
1676 | op->statusmsg (format ("You succeed in learning %s", &tmp->skill)); |
1822 | return; |
1677 | break; |
1823 | |
1678 | |
1824 | default: |
1679 | default: |
|
|
1680 | tmp->decrease (); |
|
|
1681 | op->play_sound (sound_find ("generic_fail")); |
1825 | new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp)); |
1682 | op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp))); |
1826 | decrease_ob (tmp); |
|
|
1827 | return; |
1683 | break; |
1828 | } |
1684 | } |
1829 | } |
1685 | } |
1830 | |
1686 | |
1831 | /** |
1687 | /** |
1832 | * Actually makes op learn spell. |
1688 | * Actually makes op learn spell. |
… | |
… | |
1852 | return; |
1708 | return; |
1853 | } |
1709 | } |
1854 | return; |
1710 | return; |
1855 | } |
1711 | } |
1856 | |
1712 | |
1857 | play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); |
1713 | op->contr->play_sound (sound_find ("learn_spell")); |
1858 | tmp = get_object (); |
1714 | |
1859 | copy_object (spell, tmp); |
1715 | tmp = spell->clone (); |
1860 | insert_ob_in_ob (tmp, op); |
1716 | insert_ob_in_ob (tmp, op); |
1861 | |
1717 | |
1862 | if (special_prayer) |
1718 | if (special_prayer) |
1863 | { |
|
|
1864 | SET_FLAG (tmp, FLAG_STARTEQUIP); |
1719 | SET_FLAG (tmp, FLAG_STARTEQUIP); |
1865 | } |
|
|
1866 | |
1720 | |
1867 | esrv_add_spells (op->contr, tmp); |
1721 | esrv_add_spells (op->contr, tmp); |
1868 | } |
1722 | } |
1869 | |
1723 | |
1870 | /** |
1724 | /** |
… | |
… | |
1884 | { |
1738 | { |
1885 | LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); |
1739 | LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); |
1886 | return; |
1740 | return; |
1887 | } |
1741 | } |
1888 | |
1742 | |
1889 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); |
1743 | op->failmsg (format ("You lose knowledge of %s.", spell)); |
1890 | player_unready_range_ob (op->contr, spob); |
1744 | player_unready_range_ob (op->contr, spob); |
1891 | esrv_remove_spell (op->contr, spob); |
1745 | esrv_remove_spell (op->contr, spob); |
1892 | spob->remove (); |
|
|
1893 | spob->destroy (0); |
1746 | spob->destroy (); |
1894 | } |
1747 | } |
1895 | |
1748 | |
1896 | /** |
1749 | /** |
1897 | * Handles player applying a spellbook. |
1750 | * Handles player applying a spellbook. |
1898 | * Checks whether player has knowledge of required skill, doesn't already know the spell, |
1751 | * Checks whether player has knowledge of required skill, doesn't already know the spell, |
… | |
… | |
1903 | { |
1756 | { |
1904 | object *skop, *spell, *spell_skill; |
1757 | object *skop, *spell, *spell_skill; |
1905 | |
1758 | |
1906 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
1759 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
1907 | { |
1760 | { |
1908 | new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); |
1761 | op->failmsg ("You are unable to read while blind."); |
1909 | return; |
1762 | return; |
1910 | } |
1763 | } |
1911 | |
1764 | |
1912 | /* artifact_spellbooks have 'slaying' field point to a spell name, |
1765 | /* artifact_spellbooks have 'slaying' field point to a spell name, |
1913 | * instead of having their spell stored in stats.sp. These are |
1766 | * instead of having their spell stored in stats.sp. These are |
1914 | * legacy spellbooks |
1767 | * legacy spellbooks |
1915 | */ |
1768 | */ |
1916 | |
|
|
1917 | if (tmp->slaying != NULL) |
1769 | if (tmp->slaying) |
1918 | { |
1770 | { |
1919 | spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); |
1771 | spell = find_archetype_by_object_name (tmp->slaying)->instance (); |
|
|
1772 | |
1920 | if (!spell) |
1773 | if (!spell) |
1921 | { |
1774 | { |
1922 | new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); |
1775 | op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying)); |
1923 | return; |
1776 | return; |
1924 | } |
1777 | } |
1925 | else |
1778 | else |
1926 | insert_ob_in_ob (spell, tmp); |
1779 | insert_ob_in_ob (spell, tmp); |
|
|
1780 | |
1927 | tmp->slaying = NULL; |
1781 | tmp->slaying = 0; |
1928 | } |
1782 | } |
1929 | |
1783 | |
1930 | skop = find_skill_by_name (op, tmp->skill); |
1784 | skop = find_skill_by_name (op, tmp->skill); |
1931 | |
1785 | |
1932 | /* need a literacy skill to learn spells. Also, having a literacy level |
1786 | /* need a literacy skill to learn spells. Also, having a literacy level |
1933 | * lower than the spell will make learning the spell more difficult */ |
1787 | * lower than the spell will make learning the spell more difficult */ |
1934 | if (!skop) |
1788 | if (!skop) |
1935 | { |
1789 | { |
1936 | new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); |
1790 | op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill)); |
1937 | return; |
1791 | return; |
1938 | } |
1792 | } |
1939 | |
1793 | |
1940 | spell = tmp->inv; |
1794 | spell = tmp->inv; |
1941 | |
1795 | |
1942 | if (!spell) |
1796 | if (!spell) |
1943 | { |
1797 | { |
1944 | LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); |
1798 | LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); |
1945 | new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); |
1799 | op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); |
1946 | return; |
1800 | return; |
1947 | } |
1801 | } |
1948 | |
1802 | |
1949 | if (skop->level < int (sqrtf (spell->level) * 1.5f)) |
1803 | int learn_level = sqrtf (spell->level) * 1.5f; |
|
|
1804 | if (skop->level < learn_level) |
1950 | { |
1805 | { |
1951 | new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols."); |
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)); |
1952 | return; |
1808 | return; |
1953 | } |
1809 | } |
1954 | |
1810 | |
1955 | new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); |
1811 | op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); |
1956 | |
1812 | |
1957 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
1813 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
1958 | { |
|
|
1959 | identify (tmp); |
1814 | identify (tmp); |
1960 | if (tmp->env) |
|
|
1961 | esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); |
|
|
1962 | else |
|
|
1963 | op->contr->socket.update_look = 1; |
|
|
1964 | } |
|
|
1965 | |
1815 | |
1966 | /* I removed the check for special_prayer_mark here - it didn't make |
1816 | /* I removed the check for special_prayer_mark here - it didn't make |
1967 | * a lot of sense - special prayers are not found in spellbooks, and |
1817 | * a lot of sense - special prayers are not found in spellbooks, and |
1968 | * if the player doesn't know the spell, doesn't make a lot of sense that |
1818 | * if the player doesn't know the spell, doesn't make a lot of sense that |
1969 | * they would have a special prayer mark. |
1819 | * they would have a special prayer mark. |
1970 | */ |
1820 | */ |
1971 | if (check_spell_known (op, spell->name)) |
1821 | if (check_spell_known (op, spell->name)) |
1972 | { |
1822 | { |
1973 | new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); |
1823 | op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n"); |
1974 | return; |
1824 | return; |
1975 | } |
1825 | } |
1976 | |
1826 | |
1977 | if (spell->skill) |
1827 | if (spell->skill) |
1978 | { |
1828 | { |
1979 | spell_skill = find_skill_by_name (op, spell->skill); |
1829 | spell_skill = find_skill_by_name (op, spell->skill); |
1980 | |
1830 | |
1981 | if (!spell_skill) |
1831 | if (!spell_skill) |
1982 | { |
1832 | { |
1983 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); |
1833 | op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill)); |
1984 | return; |
1834 | return; |
1985 | } |
1835 | } |
1986 | |
1836 | |
1987 | if (spell_skill->level < spell->level) |
1837 | if (spell_skill->level < spell->level) |
1988 | { |
1838 | { |
1989 | new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); |
1839 | op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill)); |
1990 | return; |
1840 | return; |
1991 | } |
1841 | } |
1992 | } |
1842 | } |
1993 | |
1843 | |
1994 | /* Logic as follows |
1844 | /* Logic as follows |
… | |
… | |
2003 | * Overall, chances are the same but a player will find having a high |
1853 | * Overall, chances are the same but a player will find having a high |
2004 | * literacy rate very useful! -b.t. |
1854 | * literacy rate very useful! -b.t. |
2005 | */ |
1855 | */ |
2006 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
1856 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
2007 | { |
1857 | { |
2008 | new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); |
1858 | op->failmsg ("In your confused state you flub the wording of the text!"); |
2009 | scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); |
1859 | scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace)); |
2010 | } |
1860 | } |
2011 | else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || |
1861 | else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || |
2012 | (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) |
1862 | (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) |
2013 | { |
1863 | { |
2014 | |
1864 | op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); |
2015 | new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!"); |
|
|
2016 | do_learn_spell (op, spell, 0); |
1865 | do_learn_spell (op, spell, 0); |
2017 | |
1866 | |
2018 | /* xp gain to literacy for spell learning */ |
1867 | /* xp gain to literacy for spell learning */ |
2019 | if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
1868 | if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
2020 | change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); |
1869 | change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); |
2021 | } |
1870 | } |
2022 | else |
1871 | else |
2023 | { |
1872 | { |
2024 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
1873 | op->contr->play_sound (sound_find ("fumble_spell")); |
2025 | new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); |
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"); |
2026 | } |
1875 | } |
2027 | decrease_ob (tmp); |
1876 | |
|
|
1877 | tmp->decrease (); |
2028 | } |
1878 | } |
2029 | |
1879 | |
2030 | /** |
1880 | /** |
2031 | * Handles applying a spell scroll. |
1881 | * Handles applying a spell scroll. |
2032 | */ |
1882 | */ |
… | |
… | |
2035 | { |
1885 | { |
2036 | object *skop; |
1886 | object *skop; |
2037 | |
1887 | |
2038 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
1888 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
2039 | { |
1889 | { |
2040 | new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); |
1890 | op->failmsg ("You are unable to read while blind."); |
2041 | return; |
1891 | return; |
2042 | } |
1892 | } |
2043 | |
1893 | |
2044 | if (!tmp->inv || tmp->inv->type != SPELL) |
1894 | if (!tmp->inv || tmp->inv->type != SPELL) |
2045 | { |
1895 | { |
2046 | new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); |
1896 | op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>"); |
2047 | return; |
1897 | return; |
2048 | } |
1898 | } |
2049 | |
1899 | |
2050 | if (op->type == PLAYER) |
1900 | if (op->type == PLAYER) |
2051 | { |
1901 | { |
… | |
… | |
2057 | */ |
1907 | */ |
2058 | skop = find_skill_by_name (op, skill_names[SK_LITERACY]); |
1908 | skop = find_skill_by_name (op, skill_names[SK_LITERACY]); |
2059 | |
1909 | |
2060 | if (!skop) |
1910 | if (!skop) |
2061 | { |
1911 | { |
2062 | new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); |
1912 | op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY])); |
2063 | return; |
1913 | return; |
2064 | } |
1914 | } |
2065 | |
1915 | |
2066 | if ((exp_gain = calc_skill_exp (op, tmp, skop))) |
1916 | if ((exp_gain = calc_skill_exp (op, tmp, skop))) |
2067 | change_exp (op, exp_gain, skop->skill, 0); |
1917 | change_exp (op, exp_gain, skop->skill, 0); |
2068 | } |
1918 | } |
2069 | |
1919 | |
2070 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
1920 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
2071 | identify (tmp); |
1921 | identify (tmp); |
2072 | |
1922 | |
2073 | new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); |
1923 | op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name)); |
2074 | |
|
|
2075 | |
1924 | |
2076 | cast_spell (op, tmp, dir, tmp->inv, NULL); |
1925 | cast_spell (op, tmp, dir, tmp->inv, NULL); |
2077 | decrease_ob (tmp); |
1926 | tmp->decrease (); |
2078 | } |
1927 | } |
2079 | |
1928 | |
2080 | /** |
1929 | /** |
2081 | * Applies a treasure object - by default, chest. op |
1930 | * Applies a treasure object - by default, chest. op |
2082 | * is the person doing the applying, tmp is the treasure |
1931 | * is the person doing the applying, tmp is the treasure |
2083 | * chest. |
1932 | * chest. |
2084 | */ |
1933 | */ |
2085 | static void |
1934 | static void |
2086 | apply_treasure (object *op, object *tmp) |
1935 | apply_treasure (object *op, object *tmp) |
2087 | { |
1936 | { |
2088 | object *treas; |
|
|
2089 | |
|
|
2090 | |
|
|
2091 | /* Nice side effect of new treasure creation method is that the treasure |
1937 | /* Nice side effect of this treasure creation method is that the treasure |
2092 | * for the chest is done when the chest is created, and put into the chest |
1938 | * for the chest is done when the chest is created, and put into the chest |
2093 | * inventory. So that when the chest burns up, the items still exist. Also |
1939 | * inventory. So that when the chest burns up, the items still exist. Also |
2094 | * prevents people fromt moving chests to more difficult maps to get better |
1940 | * prevents people from moving chests to more difficult maps to get better |
2095 | * treasure |
1941 | * treasure |
2096 | */ |
1942 | */ |
2097 | |
|
|
2098 | treas = tmp->inv; |
1943 | object *treas = tmp->inv; |
2099 | if (treas == NULL) |
1944 | |
|
|
1945 | if (!treas) |
2100 | { |
1946 | { |
2101 | new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); |
1947 | op->statusmsg ("The chest was empty."); |
2102 | decrease_ob (tmp); |
1948 | tmp->decrease (); |
2103 | return; |
1949 | return; |
2104 | } |
1950 | } |
|
|
1951 | |
2105 | while (tmp->inv) |
1952 | while (tmp->inv) |
2106 | { |
1953 | { |
2107 | treas = tmp->inv; |
1954 | treas = tmp->inv; |
2108 | |
|
|
2109 | treas->remove (); |
1955 | treas->remove (); |
2110 | new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas)); |
|
|
2111 | |
1956 | |
2112 | treas->x = op->x; |
1957 | treas->x = op->x; |
2113 | treas->y = op->y; |
1958 | treas->y = op->y; |
2114 | treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); |
1959 | treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); |
2115 | |
1960 | |
2116 | if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) |
1961 | if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) |
2117 | spring_trap (treas, op); |
1962 | spring_trap (treas, op); |
|
|
1963 | |
2118 | /* If either player or container was destroyed, no need to do |
1964 | /* If either player or container was destroyed, no need to do |
2119 | * further processing. I think this should be enclused with |
1965 | * further processing. I think this should be enclused with |
2120 | * spring trap above, as I don't think there is otherwise |
1966 | * spring trap above, as I don't think there is otherwise |
2121 | * any way for the treasure chest or player to get killed |
1967 | * any way for the treasure chest or player to get killed. |
2122 | */ |
1968 | */ |
2123 | if (op->destroyed () || tmp->destroyed ()) |
1969 | if (op->destroyed () || tmp->destroyed ()) |
2124 | break; |
1970 | break; |
2125 | } |
1971 | } |
2126 | |
1972 | |
2127 | if (!tmp->destroyed () && tmp->inv == NULL) |
1973 | if (!tmp->destroyed () && !tmp->inv) |
2128 | decrease_ob (tmp); |
1974 | tmp->decrease (true); |
2129 | |
|
|
2130 | } |
|
|
2131 | |
|
|
2132 | /** |
|
|
2133 | * op eats food. |
|
|
2134 | * If player, takes care of messages and dragon special food. |
|
|
2135 | */ |
|
|
2136 | static void |
|
|
2137 | apply_food (object *op, object *tmp) |
|
|
2138 | { |
|
|
2139 | int capacity_remaining; |
|
|
2140 | |
|
|
2141 | if (op->type != PLAYER) |
|
|
2142 | op->stats.hp = op->stats.maxhp; |
|
|
2143 | else |
|
|
2144 | { |
|
|
2145 | /* check if this is a dragon (player), eating some flesh */ |
|
|
2146 | if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp)) |
|
|
2147 | ; |
|
|
2148 | else |
|
|
2149 | { |
|
|
2150 | /* usual case - no dragon meal: */ |
|
|
2151 | if (op->stats.food + tmp->stats.food > 999) |
|
|
2152 | { |
|
|
2153 | if (tmp->type == FOOD || tmp->type == FLESH) |
|
|
2154 | new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); |
|
|
2155 | else |
|
|
2156 | new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); |
|
|
2157 | } |
|
|
2158 | |
|
|
2159 | if (!QUERY_FLAG (tmp, FLAG_CURSED)) |
|
|
2160 | { |
|
|
2161 | char buf[MAX_BUF]; |
|
|
2162 | |
|
|
2163 | if (!is_dragon_pl (op)) |
|
|
2164 | { |
|
|
2165 | /* eating message for normal players */ |
|
|
2166 | if (tmp->type == DRINK) |
|
|
2167 | sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); |
|
|
2168 | else |
|
|
2169 | sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); |
|
|
2170 | } |
|
|
2171 | else |
|
|
2172 | { |
|
|
2173 | /* eating message for dragon players */ |
|
|
2174 | sprintf (buf, "The %s tasted terrible!", &tmp->name); |
|
|
2175 | } |
|
|
2176 | |
|
|
2177 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
2178 | capacity_remaining = 999 - op->stats.food; |
|
|
2179 | op->stats.food += tmp->stats.food; |
|
|
2180 | if (capacity_remaining < tmp->stats.food) |
|
|
2181 | op->stats.hp += capacity_remaining / 50; |
|
|
2182 | else |
|
|
2183 | op->stats.hp += tmp->stats.food / 50; |
|
|
2184 | if (op->stats.hp > op->stats.maxhp) |
|
|
2185 | op->stats.hp = op->stats.maxhp; |
|
|
2186 | if (op->stats.food > 999) |
|
|
2187 | op->stats.food = 999; |
|
|
2188 | } |
|
|
2189 | |
|
|
2190 | /* special food hack -b.t. */ |
|
|
2191 | if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) |
|
|
2192 | eat_special_food (op, tmp); |
|
|
2193 | } |
|
|
2194 | } |
|
|
2195 | handle_apply_yield (tmp); |
|
|
2196 | decrease_ob (tmp); |
|
|
2197 | } |
1975 | } |
2198 | |
1976 | |
2199 | /** |
1977 | /** |
2200 | * A dragon is eating some flesh. If the flesh contains resistances, |
1978 | * A dragon is eating some flesh. If the flesh contains resistances, |
2201 | * there is a chance for the dragon's skin to get improved. |
1979 | * there is a chance for the dragon's skin to get improved. |
… | |
… | |
2204 | * object *op the object (dragon player) eating the flesh |
1982 | * object *op the object (dragon player) eating the flesh |
2205 | * object *meal the flesh item, getting chewed in dragon's mouth |
1983 | * object *meal the flesh item, getting chewed in dragon's mouth |
2206 | * return: |
1984 | * return: |
2207 | * int 1 if eating successful, 0 if it doesn't work |
1985 | * int 1 if eating successful, 0 if it doesn't work |
2208 | */ |
1986 | */ |
2209 | int |
1987 | static int |
2210 | dragon_eat_flesh (object *op, object *meal) |
1988 | dragon_eat_flesh (object *op, object *meal) |
2211 | { |
1989 | { |
2212 | object *skin = NULL; /* pointer to dragon skin force */ |
1990 | object *skin = NULL; /* pointer to dragon skin force */ |
2213 | object *abil = NULL; /* pointer to dragon ability force */ |
1991 | object *abil = NULL; /* pointer to dragon ability force */ |
2214 | object *tmp = NULL; /* tmp. object */ |
1992 | object *tmp = NULL; /* tmp. object */ |
2215 | |
1993 | |
2216 | char buf[MAX_BUF]; /* tmp. string buffer */ |
|
|
2217 | double chance; /* improvement-chance of one resistance type */ |
1994 | double chance; /* improvement-chance of one resistance type */ |
2218 | double totalchance = 1; /* total chance of gaining one resistance */ |
1995 | double totalchance = 1; /* total chance of gaining one resistance */ |
2219 | double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ |
1996 | double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ |
2220 | double mbonus = 0; /* monster bonus */ |
1997 | double mbonus = 0; /* monster bonus */ |
2221 | int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ |
1998 | int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ |
2222 | int winners = 0; /* number of winners */ |
1999 | int winners = 0; /* number of winners */ |
2223 | int i; /* index */ |
2000 | int i; /* index */ |
2224 | |
2001 | |
2225 | /* let's make sure and doublecheck the parameters */ |
2002 | /* let's make sure and doublecheck the parameters */ |
2226 | if (meal->type != FLESH || !is_dragon_pl (op)) |
2003 | if (meal->type != FLESH || !op->is_dragon ()) |
2227 | return 0; |
2004 | return 0; |
2228 | |
2005 | |
2229 | /* now grab the 'dragon_skin'- and 'dragon_ability'-forces |
2006 | /* now grab the 'dragon_skin'- and 'dragon_ability'-forces |
2230 | from the player's inventory */ |
2007 | from the player's inventory */ |
2231 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2008 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2232 | { |
|
|
2233 | if (tmp->type == FORCE) |
2009 | if (tmp->type == FORCE) |
2234 | { |
2010 | if (tmp->arch->archname == shstr_dragon_skin_force) |
2235 | if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) |
|
|
2236 | skin = tmp; |
2011 | skin = tmp; |
2237 | else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) |
2012 | else if (tmp->arch->archname == shstr_dragon_ability_force) |
2238 | abil = tmp; |
2013 | abil = tmp; |
2239 | } |
|
|
2240 | } |
|
|
2241 | |
2014 | |
2242 | /* if either skin or ability are missing, this is an old player |
2015 | /* if either skin or ability are missing, this is an old player |
2243 | which is not to be considered a dragon -> bail out */ |
2016 | which is not to be considered a dragon -> bail out */ |
2244 | if (skin == NULL || abil == NULL) |
2017 | if (skin == NULL || abil == NULL) |
2245 | return 0; |
2018 | return 0; |
… | |
… | |
2247 | /* now start by filling stomache and health, according to food-value */ |
2020 | /* now start by filling stomache and health, according to food-value */ |
2248 | if ((999 - op->stats.food) < meal->stats.food) |
2021 | if ((999 - op->stats.food) < meal->stats.food) |
2249 | op->stats.hp += (999 - op->stats.food) / 50; |
2022 | op->stats.hp += (999 - op->stats.food) / 50; |
2250 | else |
2023 | else |
2251 | op->stats.hp += meal->stats.food / 50; |
2024 | op->stats.hp += meal->stats.food / 50; |
|
|
2025 | |
2252 | if (op->stats.hp > op->stats.maxhp) |
2026 | if (op->stats.hp > op->stats.maxhp) |
2253 | op->stats.hp = op->stats.maxhp; |
2027 | op->stats.hp = op->stats.maxhp; |
2254 | |
2028 | |
2255 | op->stats.food = MIN (999, op->stats.food + meal->stats.food); |
2029 | op->stats.food = min (999, op->stats.food + meal->stats.food); |
2256 | |
2030 | |
2257 | /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ |
2031 | /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ |
2258 | |
2032 | |
2259 | /* on to the interesting part: chances for adding resistance */ |
2033 | /* on to the interesting part: chances for adding resistance */ |
2260 | for (i = 0; i < NROFATTACKS; i++) |
2034 | for (i = 0; i < NROFATTACKS; i++) |
… | |
… | |
2270 | |
2044 | |
2271 | /* monster bonus increases with level, because high-level |
2045 | /* monster bonus increases with level, because high-level |
2272 | flesh is too rare */ |
2046 | flesh is too rare */ |
2273 | mbonus = op->level * 20. / ((double) settings.max_level); |
2047 | mbonus = op->level * 20. / ((double) settings.max_level); |
2274 | |
2048 | |
2275 | chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / |
2049 | chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. / |
2276 | ((double) settings.max_level)) - skin->resist[i]; |
2050 | ((double)settings.max_level)) - skin->resist[i]; |
2277 | |
2051 | |
2278 | if (chance >= 0.) |
2052 | if (chance >= 0.) |
2279 | chance += 1.; |
2053 | chance += 1.; |
2280 | else |
2054 | else |
2281 | chance = (chance < -12) ? 0. : 1. / pow (2., -chance); |
2055 | chance = (chance < -12) ? 0. : 1. / pow (2., -chance); |
2282 | |
2056 | |
2283 | /* chance is proportional to amount of resistance (max. 50) */ |
2057 | /* chance is proportional to amount of resistance (max. 50) */ |
2284 | chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; |
2058 | chance *= ((double)(min (meal->resist[i], 50))) / 50.; |
2285 | |
2059 | |
2286 | /* doubled chance for resistance of ability-focus */ |
2060 | /* doubled chance for resistance of ability-focus */ |
2287 | if (i == abil->stats.exp) |
2061 | if (i == abil->stats.exp) |
2288 | chance = MIN (100., chance * 2.); |
2062 | chance = min (100., chance * 2.); |
2289 | |
2063 | |
2290 | /* now make the throw and save all winners (Don't insert luck bonus here!) */ |
2064 | /* now make the throw and save all winners (Don't insert luck bonus here!) */ |
2291 | if (RANDOM () % 10000 < (int) (chance * 100)) |
2065 | if (rndm (10000) < (unsigned int)(chance * 100)) |
2292 | { |
2066 | { |
2293 | atnr_winner[winners] = i; |
2067 | atnr_winner[winners] = i; |
2294 | winners++; |
2068 | winners++; |
2295 | } |
2069 | } |
2296 | |
2070 | |
… | |
… | |
2301 | } |
2075 | } |
2302 | } |
2076 | } |
2303 | |
2077 | |
2304 | /* inverse totalchance as until now we have the failure-chance */ |
2078 | /* inverse totalchance as until now we have the failure-chance */ |
2305 | totalchance = 100 - totalchance * 100; |
2079 | totalchance = 100 - totalchance * 100; |
|
|
2080 | |
2306 | /* print message according to totalchance */ |
2081 | /* print message according to totalchance */ |
|
|
2082 | const char *buf; |
2307 | if (totalchance > 50.) |
2083 | if (totalchance > 50.) |
2308 | sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); |
2084 | buf = format ("Hmm! The %s tasted delicious!", &meal->name); |
2309 | else if (totalchance > 10.) |
2085 | else if (totalchance > 10.) |
2310 | sprintf (buf, "The %s tasted very good.", &meal->name); |
2086 | buf = format ("The %s tasted very good.", &meal->name); |
2311 | else if (totalchance > 1.) |
2087 | else if (totalchance > 1.) |
2312 | sprintf (buf, "The %s tasted good.", &meal->name); |
2088 | buf = format ("The %s tasted good.", &meal->name); |
2313 | else if (totalchance > 0.1) |
2089 | else if (totalchance > 0.1) |
2314 | sprintf (buf, "The %s tasted bland.", &meal->name); |
2090 | buf = format ("The %s tasted bland.", &meal->name); |
2315 | else if (totalchance >= 0.01) |
2091 | else if (totalchance >= 0.01) |
2316 | sprintf (buf, "The %s had a boring taste.", &meal->name); |
2092 | buf = format ("The %s had a boring taste.", &meal->name); |
2317 | else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) |
2093 | else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) |
2318 | sprintf (buf, "The %s tasted strange.", &meal->name); |
2094 | buf = format ("The %s tasted strange.", &meal->name); |
2319 | else |
2095 | else |
2320 | sprintf (buf, "The %s had no taste.", &meal->name); |
2096 | buf = format ("The %s had no taste.", &meal->name); |
2321 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
2097 | |
|
|
2098 | op->statusmsg (buf); |
2322 | |
2099 | |
2323 | /* now choose a winner if we have any */ |
2100 | /* now choose a winner if we have any */ |
2324 | i = -1; |
2101 | i = -1; |
2325 | if (winners > 0) |
2102 | if (winners > 0) |
2326 | i = atnr_winner[RANDOM () % winners]; |
2103 | i = atnr_winner [rndm (winners)]; |
2327 | |
2104 | |
2328 | if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) |
2105 | if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) |
2329 | { |
2106 | { |
2330 | /* resistance increased! */ |
2107 | /* resistance increased! */ |
2331 | skin->resist[i]++; |
2108 | skin->resist[i]++; |
2332 | fix_player (op); |
2109 | op->update_stats (); |
2333 | |
2110 | |
2334 | sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); |
2111 | op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i])); |
2335 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf); |
|
|
2336 | } |
2112 | } |
2337 | |
2113 | |
2338 | /* if this flesh contains a new ability focus, we mark it |
2114 | /* if this flesh contains a new ability focus, we mark it |
2339 | into the ability_force and it will take effect on next level */ |
2115 | into the ability_force and it will take effect on next level */ |
2340 | if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) |
2116 | if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) |
2341 | { |
2117 | { |
2342 | abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ |
2118 | abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ |
2343 | |
2119 | |
2344 | if (meal->last_eat != abil->stats.exp) |
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 |
2345 | { |
2126 | )); |
2346 | sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]); |
|
|
2347 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
2348 | sprintf (buf, "The change will happen at level %d", abil->level + 1); |
|
|
2349 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
2350 | } |
|
|
2351 | else |
2127 | else |
2352 | { |
2128 | { |
2353 | sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); |
2129 | op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat])); |
2354 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
2355 | abil->last_eat = 0; |
2130 | abil->last_eat = 0; |
2356 | } |
2131 | } |
2357 | } |
2132 | } |
|
|
2133 | |
2358 | return 1; |
2134 | return 1; |
2359 | } |
2135 | } |
2360 | |
2136 | |
|
|
2137 | /** |
|
|
2138 | * op eats food. |
|
|
2139 | * If player, takes care of messages and dragon special food. |
|
|
2140 | */ |
2361 | static void |
2141 | static void |
2362 | apply_savebed (object *pl) |
2142 | apply_food (object *op, object *tmp) |
2363 | { |
2143 | { |
2364 | #ifndef COZY_SERVER |
2144 | int capacity_remaining; |
2365 | if (!pl->contr->name_changed || !pl->stats.exp) |
2145 | |
2366 | { |
2146 | if (op->type != PLAYER) |
2367 | new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet."); |
2147 | op->stats.hp = op->stats.maxhp; |
2368 | return; |
2148 | else |
2369 | } |
2149 | { |
2370 | #endif |
2150 | /* check if this is a dragon (player), eating some flesh */ |
2371 | INVOKE_PLAYER (LOGOUT, pl->contr); |
2151 | if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp)) |
2372 | /* Need to call terminate_all_pets() before we remove the player ob */ |
2152 | ; |
2373 | terminate_all_pets (pl); |
2153 | else |
2374 | pl->remove (); |
2154 | { |
2375 | pl->direction = 0; |
2155 | /* usual case - no dragon meal: */ |
2376 | new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name); |
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 | } |
2377 | |
2163 | |
2378 | /* update respawn position */ |
2164 | tmp->play_sound ( |
2379 | strcpy (pl->contr->savebed_map, pl->map->path); |
2165 | tmp->sound |
2380 | pl->contr->bed_x = pl->x; |
2166 | ? tmp->sound |
2381 | pl->contr->bed_y = pl->y; |
2167 | : tmp->type == DRINK |
|
|
2168 | ? sound_find ("eat_drink") |
|
|
2169 | : sound_find ("eat_food") |
|
|
2170 | ); |
2382 | |
2171 | |
2383 | strcpy (pl->contr->killer, "left"); |
2172 | if (!QUERY_FLAG (tmp, FLAG_CURSED)) |
2384 | check_score (pl); /* Always check score */ |
2173 | { |
2385 | (void) save_player (pl, 0); |
2174 | const char *buf; |
2386 | pl->map->players--; |
2175 | |
2387 | #if MAP_MAXTIMEOUT |
2176 | if (!op->is_dragon ()) |
2388 | MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map); |
2177 | { |
2389 | #endif |
2178 | /* eating message for normal players */ |
2390 | play_again (pl); |
2179 | if (tmp->type == DRINK) |
2391 | pl->speed = 0; |
2180 | buf = format ("Ahhh...that %s tasted good.", &tmp->name); |
2392 | update_ob_speed (pl); |
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 (); |
2393 | } |
2211 | } |
2394 | |
2212 | |
2395 | /** |
2213 | /** |
2396 | * Handles applying an improve armor scroll. |
2214 | * Handles applying an improve armor scroll. |
2397 | * Does some sanity checks, then calls improve_armour. |
2215 | * Does some sanity checks, then calls improve_armour. |
… | |
… | |
2399 | static void |
2217 | static void |
2400 | apply_armour_improver (object *op, object *tmp) |
2218 | apply_armour_improver (object *op, object *tmp) |
2401 | { |
2219 | { |
2402 | object *armor; |
2220 | object *armor; |
2403 | |
2221 | |
2404 | if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) |
2222 | if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC)) |
2405 | { |
2223 | { |
2406 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); |
2224 | op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>"); |
2407 | return; |
2225 | return; |
2408 | } |
2226 | } |
|
|
2227 | |
2409 | armor = find_marked_object (op); |
2228 | armor = find_marked_object (op); |
|
|
2229 | |
2410 | if (!armor) |
2230 | if (!armor) |
2411 | { |
2231 | { |
2412 | new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); |
2232 | op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this."); |
2413 | return; |
2233 | return; |
2414 | } |
2234 | } |
|
|
2235 | |
2415 | if (armor->type != ARMOUR |
2236 | if (armor->type != ARMOUR |
2416 | && armor->type != CLOAK |
2237 | && armor->type != CLOAK |
2417 | && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) |
2238 | && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) |
2418 | { |
2239 | { |
2419 | new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); |
2240 | op->failmsg ("Your marked item is not armour!\n"); |
2420 | return; |
2241 | return; |
2421 | } |
2242 | } |
2422 | |
2243 | |
2423 | new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); |
2244 | op->statusmsg ("Applying armour enchantment."); |
2424 | improve_armour (op, tmp, armor); |
2245 | improve_armour (op, tmp, armor); |
2425 | } |
2246 | } |
2426 | |
2247 | |
2427 | |
2248 | void |
2428 | extern void |
|
|
2429 | apply_poison (object *op, object *tmp) |
2249 | apply_poison (object *op, object *tmp) |
2430 | { |
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 | |
2431 | if (op->type == PLAYER) |
2256 | if (op->type == PLAYER) |
2432 | { |
2257 | { |
2433 | play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); |
2258 | op->contr->play_sound (sound_find ("drink_poison")); |
2434 | new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); |
2259 | op->failmsg ("Yech! That tasted poisonous!"); |
2435 | strcpy (op->contr->killer, "poisonous booze"); |
2260 | op->contr->killer = poison; |
2436 | } |
2261 | } |
|
|
2262 | |
2437 | if (tmp->stats.hp > 0) |
2263 | if (poison->stats.hp > 0) |
2438 | { |
2264 | { |
2439 | LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); |
2265 | LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp); |
2440 | hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); |
2266 | hit_player (op, poison->stats.hp, tmp, AT_POISON, 1); |
2441 | } |
2267 | } |
|
|
2268 | |
2442 | op->stats.food -= op->stats.food / 4; |
2269 | op->stats.food -= op->stats.food / 4; |
2443 | handle_apply_yield (tmp); |
2270 | poison->destroy (); |
2444 | decrease_ob (tmp); |
|
|
2445 | } |
2271 | } |
2446 | |
2272 | |
2447 | /** |
2273 | /** |
2448 | * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. |
2274 | * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. |
2449 | * A valid 2 way exit means: |
2275 | * A valid 2 way exit means: |
2450 | * -You can come back (there is another exit at the other side) |
2276 | * -You can come back (there is another exit at the other side) |
2451 | * -You are |
2277 | * -You are |
2452 | * ° the owner of the exit |
2278 | * ° the owner of the exit |
2453 | * ° or in the same party as the owner |
2279 | * ° or in the same party as the owner |
2454 | * |
2280 | * |
2455 | * Note: a owner in a 2 way exit is saved as the owner's name |
2281 | * Note: a owner in a 2 way exit is saved as the owner's name |
2456 | * in the field exit->name cause the field exit->owner doesn't |
2282 | * in the field exit->name cause the field exit->owner doesn't |
2457 | * survive in the swapping (in fact the whole exit doesn't survive). |
2283 | * survive in the swapping (in fact the whole exit doesn't survive). |
2458 | */ |
2284 | */ |
2459 | int |
2285 | static int |
2460 | is_legal_2ways_exit (object *op, object *exit) |
2286 | is_legal_2ways_exit (object *op, object *exit) |
2461 | { |
2287 | { |
2462 | object *tmp; |
|
|
2463 | object *exit_owner; |
|
|
2464 | player *pp; |
|
|
2465 | maptile *exitmap; |
|
|
2466 | |
|
|
2467 | if (exit->stats.exp != 1) |
2288 | if (exit->stats.exp != 1) |
2468 | return 1; /*This is not a 2 way, so it is legal */ |
2289 | return 1; /*This is not a 2 way, so it is legal */ |
|
|
2290 | |
|
|
2291 | #if 0 //TODO |
2469 | if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) |
2292 | if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) |
2470 | return 0; /* This is a reset town portal */ |
2293 | return 0; /* This is a reset town portal */ |
2471 | /* To know if an exit has a correspondant, we look at |
2294 | #endif |
2472 | * all the exits in destination and try to find one with same path as |
2295 | |
2473 | * the current exit's position */ |
2296 | LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ()); |
2474 | if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) |
2297 | |
2475 | exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE); |
2298 | maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); |
2476 | else |
2299 | |
2477 | exitmap = ready_map_name (EXIT_PATH (exit), 0); |
|
|
2478 | if (exitmap) |
2300 | if (exitmap) |
2479 | { |
2301 | { |
|
|
2302 | exitmap->load_sync (); |
|
|
2303 | |
2480 | tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); |
2304 | object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot; |
|
|
2305 | |
2481 | if (!tmp) |
2306 | if (!tmp) |
2482 | return 0; |
2307 | return 0; |
2483 | for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) |
2308 | |
|
|
2309 | for (; tmp; tmp = tmp->above) |
2484 | { |
2310 | { |
2485 | if (tmp->type != EXIT) |
2311 | if (tmp->type != EXIT) |
2486 | continue; /*Not an exit */ |
2312 | continue; /*Not an exit */ |
|
|
2313 | |
2487 | if (!EXIT_PATH (tmp)) |
2314 | if (!EXIT_PATH (tmp)) |
2488 | continue; /*Not a valid exit */ |
2315 | continue; /*Not a valid exit */ |
|
|
2316 | |
2489 | if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) |
2317 | if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) |
2490 | continue; /*Not in the same place */ |
2318 | continue; /*Not in the same place */ |
|
|
2319 | |
2491 | if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) |
2320 | if (exit->map->path != EXIT_PATH (tmp)) |
2492 | continue; /*Not in the same map */ |
2321 | continue; /*Not in the same map */ |
2493 | |
2322 | |
2494 | /* From here we have found the exit is valid. However we do |
2323 | /* From here we have found the exit is valid. However we do |
2495 | * here the check of the exit owner. It is important for the |
2324 | * here the check of the exit owner. It is important for the |
2496 | * town portals to prevent strangers from visiting your appartments |
2325 | * town portals to prevent strangers from visiting your appartments |
2497 | */ |
2326 | */ |
2498 | if (!exit->race) |
2327 | if (!exit->race) |
2499 | return 1; /*No owner, free for all! */ |
2328 | return 1; /*No owner, free for all! */ |
|
|
2329 | |
2500 | exit_owner = NULL; |
2330 | object *exit_owner = 0; |
2501 | for (pp = first_player; pp; pp = pp->next) |
2331 | |
|
|
2332 | for_all_players (pp) |
2502 | { |
2333 | { |
2503 | if (!pp->ob) |
2334 | if (!pp->ob) |
2504 | continue; |
2335 | continue; |
|
|
2336 | |
2505 | if (pp->ob->name != exit->race) |
2337 | if (pp->ob->name != exit->race) |
2506 | continue; |
2338 | continue; |
|
|
2339 | |
2507 | exit_owner = pp->ob; /*We found a player which correspond to the player name */ |
2340 | exit_owner = pp->ob; /*We found a player which correspond to the player name */ |
2508 | break; |
2341 | break; |
2509 | } |
2342 | } |
|
|
2343 | |
2510 | if (!exit_owner) |
2344 | if (!exit_owner) |
2511 | return 0; /* No more owner */ |
2345 | return 0; /* No more owner */ |
|
|
2346 | |
2512 | if (exit_owner->contr == op->contr) |
2347 | if (exit_owner->contr == op->contr) |
2513 | return 1; /*It is your exit */ |
2348 | return 1; /*It is your exit */ |
|
|
2349 | |
2514 | if (exit_owner && /*There is a owner */ |
2350 | if (exit_owner && /*There is a owner */ |
2515 | (op->contr) && /*A player tries to pass */ |
2351 | (op->contr) && /*A player tries to pass */ |
2516 | ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ |
2352 | ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ |
2517 | (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ |
2353 | (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ |
2518 | return 0; |
2354 | return 0; |
|
|
2355 | |
2519 | return 1; |
2356 | return 1; |
2520 | } |
2357 | } |
2521 | } |
2358 | } |
|
|
2359 | |
2522 | return 0; |
2360 | return 0; |
2523 | } |
2361 | } |
2524 | |
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 | } |
2525 | |
2709 | |
2526 | /** |
2710 | /** |
2527 | * Main apply handler. |
2711 | * Main apply handler. |
2528 | * |
2712 | * |
2529 | * Checks for unpaid items before applying. |
2713 | * Checks for unpaid items before applying. |
… | |
… | |
2531 | * Return value: |
2715 | * Return value: |
2532 | * 0: player or monster can't apply objects of that type |
2716 | * 0: player or monster can't apply objects of that type |
2533 | * 1: has been applied, or there was an error applying the object |
2717 | * 1: has been applied, or there was an error applying the object |
2534 | * 2: objects of that type can't be applied if not in inventory |
2718 | * 2: objects of that type can't be applied if not in inventory |
2535 | * |
2719 | * |
2536 | * op is the object that is causing object to be applied, tmp is the object |
2720 | * who is the object that is causing object to be applied, op is the object |
2537 | * being applied. |
2721 | * being applied. |
2538 | * |
2722 | * |
2539 | * aflag is special (always apply/unapply) flags. Nothing is done with |
2723 | * aflag is special (always apply/unapply) flags. Nothing is done with |
2540 | * them in this function - they are passed to apply_special |
2724 | * them in this function - they are passed to apply_special |
2541 | */ |
2725 | */ |
2542 | |
|
|
2543 | int |
2726 | int |
2544 | manual_apply (object *op, object *tmp, int aflag) |
2727 | manual_apply (object *who, object *op, int aflag) |
2545 | { |
2728 | { |
2546 | if (tmp->head) |
2729 | op = op->head_ (); |
2547 | tmp = tmp->head; |
|
|
2548 | |
2730 | |
2549 | if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) |
2731 | if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) |
2550 | { |
2732 | { |
2551 | if (op->type == PLAYER) |
2733 | if (who->type == PLAYER) |
2552 | { |
2734 | { |
2553 | new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); |
2735 | examine (who, op); |
|
|
2736 | //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove |
2554 | return 1; |
2737 | return 1; |
2555 | } |
2738 | } |
2556 | else |
2739 | else |
2557 | { |
|
|
2558 | return 0; /* monsters just skip unpaid items */ |
2740 | return 0; /* monsters just skip unpaid items */ |
2559 | } |
|
|
2560 | } |
2741 | } |
2561 | |
2742 | |
2562 | if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) |
2743 | if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who))) |
2563 | return RESULT_INT (0); |
2744 | return RESULT_INT (0); |
2564 | |
2745 | |
2565 | switch (tmp->type) |
2746 | switch (op->type) |
2566 | { |
2747 | { |
2567 | |
|
|
2568 | case CF_HANDLE: |
2748 | case T_HANDLE: |
2569 | new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); |
2749 | who->play_sound (sound_find ("turn_handle")); |
2570 | play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); |
2750 | who->statusmsg ("You turn the handle."); |
2571 | tmp->value = tmp->value ? 0 : 1; |
2751 | op->value = op->value ? 0 : 1; |
2572 | SET_ANIMATION (tmp, tmp->value); |
2752 | SET_ANIMATION (op, op->value); |
2573 | update_object (tmp, UP_OBJ_FACE); |
2753 | update_object (op, UP_OBJ_FACE); |
2574 | push_button (tmp); |
2754 | push_button (op, who); |
2575 | return 1; |
2755 | return 1; |
2576 | |
2756 | |
2577 | case TRIGGER: |
2757 | case TRIGGER: |
2578 | if (check_trigger (tmp, op)) |
2758 | if (check_trigger (op, who, who)) |
2579 | { |
2759 | { |
2580 | new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); |
2760 | who->statusmsg ("You turn the handle."); |
2581 | play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); |
2761 | who->play_sound (sound_find ("turn_handle")); |
2582 | } |
2762 | } |
2583 | else |
2763 | else |
2584 | { |
2764 | who->failmsg ("The handle doesn't move."); |
2585 | new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); |
2765 | |
2586 | } |
|
|
2587 | return 1; |
2766 | return 1; |
2588 | |
2767 | |
2589 | case EXIT: |
2768 | case EXIT: |
2590 | if (op->type != PLAYER) |
2769 | if (who->type != PLAYER) |
2591 | return 0; |
2770 | return 0; |
|
|
2771 | |
2592 | if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) |
2772 | if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op)) |
2593 | { |
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))); |
2594 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); |
|
|
2595 | } |
|
|
2596 | else |
2774 | else |
2597 | { |
2775 | { |
2598 | /* Don't display messages for random maps. */ |
2776 | /* Don't display messages for random maps. */ |
2599 | if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) |
2777 | if (op->msg && !EXIT_PATH (op).starts_with ("/!")) |
2600 | new_draw_info (NDI_NAVY, 0, op, tmp->msg); |
2778 | who->statusmsg (op->msg, NDI_NAVY); |
|
|
2779 | |
2601 | enter_exit (op, tmp); |
2780 | who->enter_exit (op); |
2602 | } |
2781 | } |
|
|
2782 | |
2603 | return 1; |
2783 | return 1; |
2604 | |
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 | |
2605 | case SIGN: |
2790 | case SIGN: |
2606 | apply_sign (op, tmp, 0); |
2791 | apply_sign (who, op, 0); |
2607 | return 1; |
2792 | return 1; |
2608 | |
2793 | |
2609 | case BOOK: |
2794 | case BOOK: |
2610 | if (op->type == PLAYER) |
2795 | if (who->type == PLAYER) |
2611 | { |
2796 | { |
2612 | apply_book (op, tmp); |
2797 | apply_book (who, op); |
2613 | return 1; |
2798 | return 1; |
2614 | } |
2799 | } |
2615 | else |
2800 | else |
|
|
2801 | return 0; |
|
|
2802 | |
|
|
2803 | case SKILLSCROLL: |
|
|
2804 | if (who->type == PLAYER) |
2616 | { |
2805 | { |
2617 | return 0; |
|
|
2618 | } |
|
|
2619 | |
|
|
2620 | case SKILLSCROLL: |
|
|
2621 | if (op->type == PLAYER) |
|
|
2622 | { |
|
|
2623 | apply_skillscroll (op, tmp); |
2806 | apply_skillscroll (who, op); |
2624 | return 1; |
|
|
2625 | } |
|
|
2626 | return 0; |
|
|
2627 | |
|
|
2628 | case SPELLBOOK: |
|
|
2629 | if (op->type == PLAYER) |
|
|
2630 | { |
|
|
2631 | apply_spellbook (op, tmp); |
|
|
2632 | return 1; |
|
|
2633 | } |
|
|
2634 | return 0; |
|
|
2635 | |
|
|
2636 | case SCROLL: |
|
|
2637 | apply_scroll (op, tmp, 0); |
|
|
2638 | return 1; |
|
|
2639 | |
|
|
2640 | case POTION: |
|
|
2641 | (void) apply_potion (op, tmp); |
|
|
2642 | return 1; |
|
|
2643 | |
|
|
2644 | /* Eneq(@csd.uu.se): Handle apply on containers. */ |
|
|
2645 | case CLOSE_CON: |
|
|
2646 | if (op->type == PLAYER) |
|
|
2647 | (void) esrv_apply_container (op, tmp->env); |
|
|
2648 | else |
|
|
2649 | (void) apply_container (op, tmp->env); |
|
|
2650 | return 1; |
|
|
2651 | |
|
|
2652 | case CONTAINER: |
|
|
2653 | if (op->type == PLAYER) |
|
|
2654 | (void) esrv_apply_container (op, tmp); |
|
|
2655 | else |
|
|
2656 | (void) apply_container (op, tmp); |
|
|
2657 | return 1; |
|
|
2658 | |
|
|
2659 | case TREASURE: |
|
|
2660 | if (op->type == PLAYER) |
|
|
2661 | { |
|
|
2662 | apply_treasure (op, tmp); |
|
|
2663 | return 1; |
2807 | return 1; |
2664 | } |
2808 | } |
2665 | else |
2809 | else |
|
|
2810 | return 0; |
|
|
2811 | |
|
|
2812 | case SPELLBOOK: |
|
|
2813 | if (who->type == PLAYER) |
2666 | { |
2814 | { |
|
|
2815 | apply_spellbook (who, op); |
2667 | return 0; |
2816 | return 1; |
2668 | } |
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; |
2669 | |
2852 | |
2670 | case WEAPON: |
2853 | case WEAPON: |
2671 | case ARMOUR: |
2854 | case ARMOUR: |
2672 | case BOOTS: |
2855 | case BOOTS: |
2673 | case GLOVES: |
2856 | case GLOVES: |
… | |
… | |
2681 | case WAND: |
2864 | case WAND: |
2682 | case ROD: |
2865 | case ROD: |
2683 | case HORN: |
2866 | case HORN: |
2684 | case SKILL: |
2867 | case SKILL: |
2685 | case BOW: |
2868 | case BOW: |
2686 | case LAMP: |
|
|
2687 | case BUILDER: |
2869 | case BUILDER: |
2688 | case SKILL_TOOL: |
2870 | case SKILL_TOOL: |
2689 | if (tmp->env != op) |
2871 | if (op->env != who) |
2690 | return 2; /* not in inventory */ |
2872 | return 2; /* not in inventory */ |
|
|
2873 | |
2691 | (void) apply_special (op, tmp, aflag); |
2874 | apply_special (who, op, aflag); |
2692 | return 1; |
2875 | return 1; |
2693 | |
2876 | |
2694 | case DRINK: |
2877 | case DRINK: |
2695 | case FOOD: |
2878 | case FOOD: |
2696 | case FLESH: |
2879 | case FLESH: |
2697 | apply_food (op, tmp); |
2880 | apply_food (who, op); |
2698 | return 1; |
2881 | return 1; |
2699 | |
2882 | |
2700 | case POISON: |
2883 | case POISON: |
2701 | apply_poison (op, tmp); |
2884 | apply_poison (who, op); |
2702 | return 1; |
2885 | return 1; |
2703 | |
2886 | |
2704 | case SAVEBED: |
2887 | case SAVEBED: |
|
|
2888 | return 1; |
|
|
2889 | |
|
|
2890 | case ARMOUR_IMPROVER: |
2705 | if (op->type == PLAYER) |
2891 | if (who->type == PLAYER) |
2706 | { |
2892 | { |
2707 | apply_savebed (op); |
2893 | apply_armour_improver (who, op); |
2708 | return 1; |
2894 | return 1; |
2709 | } |
2895 | } |
2710 | else |
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) |
2711 | { |
2905 | { |
2712 | return 0; |
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") |
2713 | } |
2915 | )); |
2714 | |
|
|
2715 | case ARMOUR_IMPROVER: |
|
|
2716 | if (op->type == PLAYER) |
|
|
2717 | { |
|
|
2718 | apply_armour_improver (op, tmp); |
|
|
2719 | return 1; |
2916 | return 1; |
2720 | } |
2917 | } |
2721 | else |
2918 | else |
|
|
2919 | return 0; |
|
|
2920 | |
|
|
2921 | case MENU: |
|
|
2922 | if (who->type == PLAYER) |
2722 | { |
2923 | { |
2723 | return 0; |
2924 | shop_listing (op, who); |
2724 | } |
|
|
2725 | |
|
|
2726 | case WEAPON_IMPROVER: |
|
|
2727 | (void) check_improve_weapon (op, tmp); |
|
|
2728 | return 1; |
|
|
2729 | |
|
|
2730 | case CLOCK: |
|
|
2731 | if (op->type == PLAYER) |
|
|
2732 | { |
|
|
2733 | char buf[MAX_BUF]; |
|
|
2734 | timeofday_t tod; |
|
|
2735 | |
|
|
2736 | get_tod (&tod); |
|
|
2737 | sprintf (buf, "It is %d minute%s past %d o'clock %s", |
|
|
2738 | tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), |
|
|
2739 | ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); |
|
|
2740 | play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); |
|
|
2741 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
2742 | return 1; |
2925 | return 1; |
2743 | } |
2926 | } |
2744 | else |
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) |
2745 | { |
2936 | { |
2746 | return 0; |
2937 | apply_lighter (who, op); |
2747 | } |
|
|
2748 | |
|
|
2749 | case MENU: |
|
|
2750 | if (op->type == PLAYER) |
|
|
2751 | { |
|
|
2752 | shop_listing (op); |
|
|
2753 | return 1; |
2938 | return 1; |
2754 | } |
2939 | } |
2755 | else |
2940 | else |
2756 | { |
|
|
2757 | return 0; |
2941 | return 0; |
2758 | } |
|
|
2759 | |
|
|
2760 | case POWER_CRYSTAL: |
|
|
2761 | apply_power_crystal (op, tmp); /* see egoitem.c */ |
|
|
2762 | return 1; |
|
|
2763 | |
|
|
2764 | case LIGHTER: /* for lighting torches/lanterns/etc */ |
|
|
2765 | if (op->type == PLAYER) |
|
|
2766 | { |
|
|
2767 | apply_lighter (op, tmp); |
|
|
2768 | return 1; |
|
|
2769 | } |
|
|
2770 | else |
|
|
2771 | { |
|
|
2772 | return 0; |
|
|
2773 | } |
|
|
2774 | |
2942 | |
2775 | case ITEM_TRANSFORMER: |
2943 | case ITEM_TRANSFORMER: |
2776 | apply_item_transformer (op, tmp); |
2944 | apply_item_transformer (who, op); |
2777 | return 1; |
2945 | return 1; |
2778 | |
2946 | |
2779 | default: |
2947 | default: |
2780 | return 0; |
2948 | return 0; |
2781 | } |
2949 | } |
2782 | } |
2950 | } |
2783 | |
|
|
2784 | |
2951 | |
2785 | /* quiet suppresses the "don't know how to apply" and "you must get it first" |
2952 | /* quiet suppresses the "don't know how to apply" and "you must get it first" |
2786 | * messages as needed by player_apply_below(). But there can still be |
2953 | * messages as needed by player_apply_below(). But there can still be |
2787 | * "but you are floating high above the ground" messages. |
2954 | * "but you are floating high above the ground" messages. |
2788 | * |
2955 | * |
2789 | * Same return value as apply() function. |
2956 | * Same return value as apply() function. |
2790 | */ |
2957 | */ |
2791 | int |
2958 | int |
2792 | player_apply (object *pl, object *op, int aflag, int quiet) |
2959 | player_apply (object *pl, object *op, int aflag, int quiet) |
2793 | { |
2960 | { |
2794 | int tmp; |
|
|
2795 | |
|
|
2796 | if (op->env == NULL && (pl->move_type & MOVE_FLYING)) |
2961 | if (!op->env && (pl->move_type & MOVE_FLYING)) |
2797 | { |
2962 | { |
2798 | /* player is flying and applying object not in inventory */ |
2963 | /* player is flying and applying object not in inventory */ |
2799 | if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) |
2964 | if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) |
2800 | { |
2965 | { |
2801 | new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); |
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.>"); |
2802 | return 0; |
2969 | return 0; |
2803 | } |
2970 | } |
2804 | } |
2971 | } |
2805 | |
2972 | |
2806 | /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if |
|
|
2807 | * applied. |
|
|
2808 | */ |
|
|
2809 | if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ)) |
|
|
2810 | { |
|
|
2811 | play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE); |
|
|
2812 | new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!"); |
|
|
2813 | new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion."); |
|
|
2814 | op->remove (); |
|
|
2815 | op->destroy (0); |
|
|
2816 | return 1; |
|
|
2817 | } |
|
|
2818 | |
|
|
2819 | pl->contr->last_used = op; |
2973 | pl->contr->last_used = op; |
2820 | pl->contr->last_used_id = op->count; |
|
|
2821 | |
2974 | |
2822 | tmp = manual_apply (pl, op, aflag); |
2975 | int tmp = manual_apply (pl, op, aflag); |
|
|
2976 | |
2823 | if (!quiet) |
2977 | if (!quiet) |
2824 | { |
2978 | { |
2825 | if (tmp == 0) |
2979 | if (tmp == 0) |
2826 | new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); |
2980 | pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); |
2827 | else if (tmp == 2) |
2981 | else if (tmp == 2) |
2828 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); |
2982 | pl->failmsg ("You must get it first!\n"); |
2829 | } |
2983 | } |
|
|
2984 | |
2830 | return tmp; |
2985 | return tmp; |
2831 | } |
2986 | } |
2832 | |
2987 | |
2833 | /** |
2988 | /** |
2834 | * player_apply_below attempts to apply the object 'below' the player. |
2989 | * player_apply_below attempts to apply the object 'below' the player. |
2835 | * If the player has an open container, we use that for below, otherwise |
2990 | * If the player has an open container, we use that for below, otherwise |
2836 | * we use the ground. |
2991 | * we use the ground. |
2837 | */ |
2992 | */ |
2838 | |
|
|
2839 | void |
2993 | void |
2840 | player_apply_below (object *pl) |
2994 | player_apply_below (object *pl) |
2841 | { |
2995 | { |
2842 | object *tmp, *next; |
|
|
2843 | int floors; |
2996 | int floors = 0; |
2844 | |
2997 | |
2845 | /* If using a container, set the starting item to be the top |
2998 | /* If using a container, set the starting item to be the top |
2846 | * item in the container. Otherwise, use the map. |
2999 | * item in the container. Otherwise, use the map. |
2847 | */ |
|
|
2848 | tmp = (pl->container != NULL) ? pl->container->inv : pl->below; |
|
|
2849 | |
|
|
2850 | /* This is perhaps more complicated. However, I want to make sure that |
3000 | * This is perhaps more complicated. However, I want to make sure that |
2851 | * we don't use a corrupt pointer for the next object, so we get the |
3001 | * we don't use a corrupt pointer for the next object, so we get the |
2852 | * next object in the stack before applying. This is can only be a |
3002 | * next object in the stack before applying. This is can only be a |
2853 | * problem if player_apply() has a bug in that it uses the object but does |
3003 | * problem if player_apply() has a bug in that it uses the object but does |
2854 | * not return a proper value. |
3004 | * not return a proper value. |
2855 | */ |
3005 | */ |
2856 | for (floors = 0; tmp != NULL; tmp = next) |
3006 | for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next) |
2857 | { |
3007 | { |
2858 | next = tmp->below; |
3008 | next = tmp->below; |
|
|
3009 | |
2859 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3010 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
2860 | floors++; |
3011 | floors++; |
2861 | else if (floors > 0) |
3012 | else if (floors > 0) |
2862 | return; /* process only floor objects after first floor object */ |
3013 | return; /* process only floor objects after first floor object */ |
2863 | |
3014 | |
… | |
… | |
2865 | * person moving on it, also activate. Added code to make it |
3016 | * person moving on it, also activate. Added code to make it |
2866 | * so that at least one of players movement types be that which |
3017 | * so that at least one of players movement types be that which |
2867 | * the item needs. |
3018 | * the item needs. |
2868 | */ |
3019 | */ |
2869 | if (!tmp->invisible || (tmp->move_on & pl->move_type)) |
3020 | if (!tmp->invisible || (tmp->move_on & pl->move_type)) |
2870 | { |
|
|
2871 | if (player_apply (pl, tmp, 0, 1) == 1) |
3021 | if (player_apply (pl, tmp, 0, 1) == 1) |
2872 | return; |
3022 | return; |
2873 | } |
3023 | |
2874 | if (floors >= 2) |
3024 | if (floors >= 2) |
2875 | return; /* process at most two floor objects */ |
3025 | return; /* process at most two floor objects */ |
2876 | } |
3026 | } |
2877 | } |
3027 | } |
2878 | |
3028 | |
… | |
… | |
2883 | * to keep the size of apply_special to a more managable size. |
3033 | * to keep the size of apply_special to a more managable size. |
2884 | */ |
3034 | */ |
2885 | static int |
3035 | static int |
2886 | unapply_special (object *who, object *op, int aflags) |
3036 | unapply_special (object *who, object *op, int aflags) |
2887 | { |
3037 | { |
2888 | if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) |
3038 | if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) |
|
|
3039 | || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) |
2889 | return RESULT_INT (0); |
3040 | return RESULT_INT (0); |
2890 | |
3041 | |
2891 | object *tmp2; |
|
|
2892 | |
|
|
2893 | CLEAR_FLAG (op, FLAG_APPLIED); |
3042 | CLEAR_FLAG (op, FLAG_APPLIED); |
|
|
3043 | |
2894 | switch (op->type) |
3044 | switch (op->type) |
2895 | { |
3045 | { |
|
|
3046 | case SKILL_TOOL: |
|
|
3047 | // unapplying a skill tool should also unapply the skill it governs |
|
|
3048 | // but this is hard, as it shouldn't do so when the skill can |
|
|
3049 | // be used for other reasons |
|
|
3050 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
3051 | if (tmp->skill == op->skill |
|
|
3052 | && tmp->type == SKILL |
|
|
3053 | && tmp->flag [FLAG_APPLIED] |
|
|
3054 | && !tmp->flag [FLAG_CAN_USE_SKILL]) |
|
|
3055 | unapply_special (who, tmp, 0); |
|
|
3056 | |
|
|
3057 | change_abil (who, op); |
|
|
3058 | break; |
|
|
3059 | |
2896 | case WEAPON: |
3060 | case WEAPON: |
2897 | new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); |
3061 | 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 | } |
2898 | |
3067 | |
|
|
3068 | who->statusmsg (format ("You unwield %s.", query_name (op))); |
|
|
3069 | |
2899 | (void) change_abil (who, op); |
3070 | change_abil (who, op); |
2900 | if (QUERY_FLAG (who, FLAG_READY_WEAPON)) |
|
|
2901 | CLEAR_FLAG (who, FLAG_READY_WEAPON); |
3071 | CLEAR_FLAG (who, FLAG_READY_WEAPON); |
2902 | clear_skill (who); |
|
|
2903 | break; |
3072 | break; |
2904 | |
3073 | |
2905 | case SKILL: /* allows objects to impart skills */ |
|
|
2906 | case SKILL_TOOL: |
3074 | case SKILL: |
2907 | if (op != who->chosen_skill) |
3075 | if (who->contr) |
2908 | { |
3076 | { |
2909 | LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); |
3077 | if (IS_COMBAT_SKILL (op->subtype)) |
|
|
3078 | who->change_weapon (who->contr->combat_ob = 0); |
|
|
3079 | else if (IS_RANGED_SKILL (op->subtype)) |
|
|
3080 | who->change_weapon (who->contr->ranged_ob = 0); |
|
|
3081 | |
|
|
3082 | if (op->invisible) |
|
|
3083 | who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); |
|
|
3084 | else |
|
|
3085 | who->statusmsg (format ("You stop using the %s.", query_name (op))); |
2910 | } |
3086 | } |
2911 | if (who->type == PLAYER) |
3087 | |
2912 | { |
|
|
2913 | if (who->contr->shoottype == range_skill) |
|
|
2914 | who->contr->shoottype = range_none; |
|
|
2915 | if (!op->invisible) |
|
|
2916 | { |
|
|
2917 | new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); |
|
|
2918 | } |
|
|
2919 | else |
|
|
2920 | { |
|
|
2921 | new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); |
|
|
2922 | } |
|
|
2923 | } |
|
|
2924 | (void) change_abil (who, op); |
3088 | change_abil (who, op); |
2925 | who->chosen_skill = NULL; |
|
|
2926 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
3089 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
2927 | break; |
3090 | break; |
2928 | |
3091 | |
2929 | case ARMOUR: |
3092 | case ARMOUR: |
2930 | case HELMET: |
3093 | case HELMET: |
… | |
… | |
2934 | case GLOVES: |
3097 | case GLOVES: |
2935 | case AMULET: |
3098 | case AMULET: |
2936 | case GIRDLE: |
3099 | case GIRDLE: |
2937 | case BRACERS: |
3100 | case BRACERS: |
2938 | case CLOAK: |
3101 | case CLOAK: |
2939 | new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); |
3102 | who->statusmsg (format ("You unwear %s.", query_name (op))); |
2940 | (void) change_abil (who, op); |
3103 | change_abil (who, op); |
2941 | break; |
3104 | break; |
2942 | case LAMP: |
|
|
2943 | new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); |
|
|
2944 | tmp2 = arch_to_object (op->other_arch); |
|
|
2945 | tmp2->x = op->x; |
|
|
2946 | tmp2->y = op->y; |
|
|
2947 | tmp2->map = op->map; |
|
|
2948 | tmp2->below = op->below; |
|
|
2949 | tmp2->above = op->above; |
|
|
2950 | tmp2->stats.food = op->stats.food; |
|
|
2951 | CLEAR_FLAG (tmp2, FLAG_APPLIED); |
|
|
2952 | |
3105 | |
2953 | if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
|
|
2954 | SET_FLAG (tmp2, FLAG_INV_LOCKED); |
|
|
2955 | |
|
|
2956 | if (who->type == PLAYER) |
|
|
2957 | esrv_del_item (who->contr, op->count); |
|
|
2958 | |
|
|
2959 | op->remove (); |
|
|
2960 | op->destroy (0); |
|
|
2961 | insert_ob_in_ob (tmp2, who); |
|
|
2962 | fix_player (who); |
|
|
2963 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
|
|
2964 | { |
|
|
2965 | if (who->type == PLAYER) |
|
|
2966 | { |
|
|
2967 | new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); |
|
|
2968 | SET_FLAG (tmp2, FLAG_KNOWN_CURSED); |
|
|
2969 | } |
|
|
2970 | } |
|
|
2971 | if (who->type == PLAYER) |
|
|
2972 | esrv_send_item (who, tmp2); |
|
|
2973 | return 1; /* otherwise, an attempt to drop causes problems */ |
|
|
2974 | break; |
|
|
2975 | case BOW: |
3106 | case BOW: |
2976 | case WAND: |
3107 | case WAND: |
2977 | case ROD: |
3108 | case ROD: |
2978 | case HORN: |
3109 | case HORN: |
2979 | clear_skill (who); |
3110 | if (player *pl = who->contr) |
2980 | new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); |
|
|
2981 | if (who->type == PLAYER) |
|
|
2982 | { |
3111 | { |
2983 | who->contr->shoottype = range_none; |
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))); |
2984 | } |
3119 | } |
2985 | else |
3120 | else |
2986 | { |
3121 | { |
|
|
3122 | who->change_skill (0); |
|
|
3123 | |
2987 | if (op->type == BOW) |
3124 | if (op->type == BOW) |
2988 | CLEAR_FLAG (who, FLAG_READY_BOW); |
3125 | CLEAR_FLAG (who, FLAG_READY_BOW); |
2989 | else |
3126 | else |
2990 | CLEAR_FLAG (who, FLAG_READY_RANGE); |
3127 | CLEAR_FLAG (who, FLAG_READY_RANGE); |
2991 | } |
3128 | } |
|
|
3129 | |
2992 | break; |
3130 | break; |
2993 | |
3131 | |
2994 | case BUILDER: |
3132 | case BUILDER: |
2995 | new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); |
3133 | if (who->contr) |
2996 | who->contr->shoottype = range_none; |
3134 | who->statusmsg (format ("You unready %s.", query_name (op))); |
2997 | who->contr->ranges[range_builder] = NULL; |
|
|
2998 | break; |
3135 | break; |
2999 | |
3136 | |
3000 | default: |
3137 | default: |
3001 | new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); |
3138 | who->statusmsg (format ("You unapply %s.", query_name (op))); |
3002 | break; |
3139 | break; |
3003 | } |
3140 | } |
3004 | |
3141 | |
3005 | fix_player (who); |
3142 | if (aflags & AP_NO_MERGE || !merge_ob (op, 0)) |
3006 | |
3143 | if (object *pl = op->visible_to ()) |
3007 | if (!(aflags & AP_NO_MERGE)) |
|
|
3008 | { |
|
|
3009 | object *tmp; |
|
|
3010 | |
|
|
3011 | tmp = merge_ob (op, NULL); |
|
|
3012 | if (who->type == PLAYER) |
|
|
3013 | { |
|
|
3014 | if (tmp) |
|
|
3015 | { /* it was merged */ |
|
|
3016 | esrv_del_item (who->contr, op->count); |
|
|
3017 | op = tmp; |
|
|
3018 | } |
|
|
3019 | |
|
|
3020 | esrv_send_item (who, op); |
3144 | esrv_send_item (pl, op); |
3021 | } |
3145 | |
3022 | } |
3146 | who->update_stats (); |
|
|
3147 | |
3023 | return 0; |
3148 | return 0; |
3024 | } |
3149 | } |
3025 | |
3150 | |
3026 | /** |
3151 | /** |
3027 | * Returns the object that is using location 'loc'. |
3152 | * Returns the object that is using location 'loc'. |
3028 | * Note that 'start' is the first object to start examing - we |
3153 | * Note that 'start' is the first object to start examing - we |
3029 | * then go through the below of this. In this way, you can do |
3154 | * then go through the below of this. In this way, you can do |
3030 | * something like: |
3155 | * something like: |
3031 | * tmp = get_item_from_body_location(who->inv, 1); |
3156 | * tmp = get_next_item_from_body_location(who->inv, 1); |
3032 | * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); |
3157 | * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1); |
3033 | * to find the second object that may use this location, etc. |
3158 | * to find the second object that may use this location, etc. |
3034 | * Returns NULL if no match is found. |
3159 | * Returns NULL if no match is found. |
3035 | * loc is the index into the array we are looking for a match. |
3160 | * loc is the index into the array we are looking for a match. |
3036 | * don't return invisible objects unless they are skill objects |
3161 | * don't return invisible objects unless they are skill objects |
3037 | * invisible other objects that use |
3162 | * invisible other objects that use |
3038 | * up body locations can be used as restrictions. |
3163 | * up body locations can be used as restrictions. |
3039 | */ |
3164 | */ |
3040 | object * |
3165 | static object * |
3041 | get_item_from_body_location (object *start, int loc) |
3166 | get_next_item_from_body_location (int loc, object *start) |
3042 | { |
3167 | { |
3043 | object *tmp; |
|
|
3044 | |
|
|
3045 | if (!start) |
|
|
3046 | return NULL; |
|
|
3047 | |
|
|
3048 | for (tmp = start; tmp; tmp = tmp->below) |
3168 | for (object *tmp = start; tmp; tmp = tmp->below) |
3049 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) |
3169 | if (tmp->flag [FLAG_APPLIED] |
|
|
3170 | && tmp->slot[loc].info |
|
|
3171 | && (!tmp->invisible || tmp->type == SKILL)) |
3050 | return tmp; |
3172 | return tmp; |
3051 | |
3173 | |
3052 | return NULL; |
3174 | return 0; |
3053 | } |
3175 | } |
3054 | |
|
|
3055 | |
|
|
3056 | |
3176 | |
3057 | /** |
3177 | /** |
3058 | * 'op' wants to apply an object, but can't because of other equipment. |
3178 | * 'op' wants to apply an object, but can't because of other equipment. |
3059 | * This should only be called when it is known |
3179 | * This should only be called when it is known |
3060 | * that there are objects to unapply. This makes pretty heavy |
3180 | * that there are objects to unapply. This makes pretty heavy |
… | |
… | |
3063 | * Returns 0 on success, returns 1 if there is some problem. |
3183 | * Returns 0 on success, returns 1 if there is some problem. |
3064 | * if aflags is AP_PRINT, we instead print out waht to unapply |
3184 | * if aflags is AP_PRINT, we instead print out waht to unapply |
3065 | * instead of doing it. This is a lot less code than having |
3185 | * instead of doing it. This is a lot less code than having |
3066 | * another function that does just that. |
3186 | * another function that does just that. |
3067 | */ |
3187 | */ |
3068 | int |
3188 | |
|
|
3189 | #define CANNOT_REMOVE_CURSED \ |
|
|
3190 | "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, " \ |
|
|
3192 | "priests or even other players might help.>" |
|
|
3193 | |
|
|
3194 | static int |
3069 | unapply_for_ob (object *who, object *op, int aflags) |
3195 | unapply_for_ob (object *who, object *op, int aflags) |
3070 | { |
3196 | { |
3071 | int i; |
3197 | if (op->is_range ()) |
3072 | object *tmp = NULL, *last; |
|
|
3073 | |
|
|
3074 | /* If we are applying a shield or weapon, unapply any equipped shield |
|
|
3075 | * or weapons first - only allowed to use one weapon/shield at a time. |
|
|
3076 | */ |
|
|
3077 | if (op->type == WEAPON || op->type == SHIELD) |
|
|
3078 | { |
|
|
3079 | for (tmp = who->inv; tmp; tmp = tmp->below) |
3198 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
3080 | { |
|
|
3081 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) |
3199 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) |
3082 | { |
|
|
3083 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) |
3200 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) |
3084 | { |
3201 | { |
3085 | if (aflags & AP_PRINT) |
3202 | if (aflags & AP_PRINT) |
3086 | new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); |
3203 | who->failmsg (query_name (tmp)); |
3087 | else |
3204 | else |
3088 | unapply_special (who, tmp, aflags); |
3205 | unapply_special (who, tmp, aflags); |
3089 | } |
3206 | } |
3090 | else |
3207 | else |
3091 | { |
3208 | { |
3092 | /* In this case, we want to try and remove a cursed item. |
3209 | /* In this case, we want to try and remove a cursed item. |
3093 | * While we know it won't work, we want unapply_special to |
3210 | * While we know it won't work, we want unapply_special to |
3094 | * at least generate the message. |
3211 | * at least generate the message. |
3095 | */ |
3212 | */ |
3096 | new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); |
3213 | who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp))); |
3097 | return 1; |
3214 | return 1; |
3098 | } |
|
|
3099 | |
|
|
3100 | } |
3215 | } |
3101 | } |
|
|
3102 | } |
|
|
3103 | |
3216 | |
3104 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
3217 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
3105 | { |
3218 | { |
3106 | /* this used up a slot that we need to free */ |
3219 | /* this used up a slot that we need to free */ |
3107 | if (op->body_info[i]) |
3220 | if (op->slot[i].info) |
3108 | { |
3221 | { |
3109 | last = who->inv; |
3222 | object *last = who->inv; |
3110 | |
3223 | |
3111 | /* We do a while loop - may need to remove several items in order |
3224 | /* We do a while loop - may need to remove several items in order |
3112 | * to free up enough slots. |
3225 | * to free up enough slots. |
3113 | */ |
3226 | */ |
3114 | while ((who->body_used[i] + op->body_info[i]) < 0) |
3227 | while ((who->slot[i].used + op->slot[i].info) < 0) |
3115 | { |
3228 | { |
3116 | tmp = get_item_from_body_location (last, i); |
3229 | object *tmp = get_next_item_from_body_location (i, last); |
|
|
3230 | |
3117 | if (!tmp) |
3231 | if (!tmp) |
3118 | { |
3232 | { |
3119 | #if 0 |
3233 | #if 0 |
3120 | /* Not a bug - we'll get this if the player has cursed items |
3234 | /* Not a bug - we'll get this if the player has cursed items |
3121 | * equipped. |
3235 | * equipped. |
3122 | */ |
3236 | */ |
3123 | LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); |
3237 | LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); |
3124 | #endif |
3238 | #endif |
3125 | return 1; |
3239 | return 1; |
3126 | } |
3240 | } |
|
|
3241 | |
3127 | /* If we are just printing, we don't care about cursed status */ |
3242 | /* If we are just printing, we don't care about cursed status */ |
3128 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) |
3243 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) |
3129 | { |
3244 | { |
3130 | if (aflags & AP_PRINT) |
3245 | if (aflags & AP_PRINT) |
3131 | new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); |
3246 | who->failmsg (query_name (tmp)); |
3132 | else |
3247 | else |
3133 | unapply_special (who, tmp, aflags); |
3248 | unapply_special (who, tmp, aflags); |
3134 | } |
3249 | } |
3135 | else |
3250 | else |
3136 | { |
3251 | { |
3137 | /* Cursed item that we can't unequip - tell the player. |
3252 | /* Cursed item that we can't unequip - tell the player. |
3138 | * Note this could be annoying if this is just one of a few, |
3253 | * Note this could be annoying if this is just one of a few, |
3139 | * so it may not be critical (eg, putting on a ring and you have |
3254 | * so it may not be critical (eg, putting on a ring and you have |
3140 | * one cursed ring.) |
3255 | * one cursed ring.) |
3141 | */ |
3256 | */ |
3142 | new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); |
3257 | who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp))); |
3143 | } |
3258 | } |
|
|
3259 | |
3144 | last = tmp->below; |
3260 | last = tmp->below; |
3145 | } |
3261 | } |
3146 | /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the |
3262 | /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the |
3147 | * return in the !tmp would have kicked in. |
3263 | * return in the !tmp would have kicked in. |
3148 | */ |
3264 | */ |
3149 | } /* if op is using this body location */ |
3265 | } /* if op is using this body location */ |
3150 | } /* for body lcoations */ |
3266 | } /* for body lcoations */ |
|
|
3267 | |
3151 | return 0; |
3268 | return 0; |
3152 | } |
3269 | } |
3153 | |
3270 | |
3154 | /** |
3271 | /** |
3155 | * Checks to see if 'who' can apply object 'op'. |
3272 | * Checks to see if 'who' can apply object 'op'. |
3156 | * Returns 0 if apply can be done without anything special. |
3273 | * Returns 0 if apply can be done without anything special. |
3157 | * Otherwise returns a bitmask - potentially several of these may be |
3274 | * Otherwise returns a bitmask - potentially several of these may be |
3158 | * set, but largely depends on circumstance - in the future, processing |
3275 | * set, but largely depends on circumstance - in the future, processing |
3159 | * may be pruned once we know some status (eg, once CAN_APPLY_NEVER |
3276 | * may be pruned once we know some status (eg, once CAN_APPLY_NEVER |
3160 | * is set, do we really are what the other flags may be?) |
3277 | * is set, do we really care what the other flags may be?) |
3161 | * |
3278 | * |
3162 | * See include/define.h for detailed description of the meaning of |
3279 | * See include/define.h for detailed description of the meaning of |
3163 | * these return values. |
3280 | * these return values. |
3164 | */ |
3281 | */ |
3165 | int |
3282 | int |
3166 | can_apply_object (object *who, object *op) |
3283 | can_apply_object (object *who, object *op) |
3167 | { |
3284 | { |
3168 | if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) |
3285 | if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) |
3169 | return RESULT_INT (0); |
3286 | return RESULT_INT (0); |
3170 | |
3287 | |
3171 | int i, retval = 0; |
3288 | int retval = 0; |
3172 | object *tmp = NULL, *ws = NULL; |
3289 | object *tmp = 0, *ws = 0; |
3173 | |
3290 | |
3174 | /* Players have 2 'arm's, so they could in theory equip 2 shields or |
3291 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
3175 | * 2 weapons, but we don't want to let them do that. So if they are |
|
|
3176 | * trying to equip a weapon or shield, see if they already have one |
|
|
3177 | * in place and store that way. |
|
|
3178 | */ |
|
|
3179 | if (op->type == WEAPON || op->type == SHIELD) |
|
|
3180 | { |
3292 | { |
3181 | for (tmp = who->inv; tmp && !ws; tmp = tmp->below) |
3293 | if (op->slot[i].info) |
3182 | { |
3294 | { |
3183 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) |
3295 | /* Item uses more slots than we have */ |
|
|
3296 | if (who->slot[i].info + op->slot [i].info < 0) |
3184 | { |
3297 | { |
3185 | retval = CAN_APPLY_UNAPPLY; |
|
|
3186 | ws = tmp; |
|
|
3187 | } |
|
|
3188 | } |
|
|
3189 | } |
|
|
3190 | |
|
|
3191 | |
|
|
3192 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
|
|
3193 | { |
|
|
3194 | if (op->body_info[i]) |
|
|
3195 | { |
|
|
3196 | /* Item uses more slots than we have */ |
|
|
3197 | if (FABS (op->body_info[i]) > who->body_info[i]) |
|
|
3198 | { |
|
|
3199 | /* Could return now for efficiently - rest of info below isn' |
3298 | /* Could return now for efficiency - rest of info below isn't |
3200 | * really needed. |
3299 | * really needed. |
3201 | */ |
3300 | */ |
3202 | retval |= CAN_APPLY_NEVER; |
3301 | retval |= CAN_APPLY_NEVER; |
3203 | } |
3302 | } |
3204 | else if ((who->body_used[i] + op->body_info[i]) < 0) |
3303 | else if (who->slot[i].used + op->slot[i].info < 0) |
3205 | { |
3304 | { |
3206 | /* in this case, equipping this would use more free spots than |
3305 | /* in this case, equipping this would use more free spots than |
3207 | * we have. |
3306 | * we have. |
3208 | */ |
3307 | */ |
3209 | object *tmp1; |
|
|
3210 | |
|
|
3211 | |
3308 | |
3212 | /* if we have an applied weapon/shield, and unapply it would free |
3309 | /* if we have an applied weapon/shield, and unapply it would free |
3213 | * enough slots to equip the new item, then just set this can |
3310 | * enough slots to equip the new item, then just set "can |
3214 | * continue. We don't care about the logic below - if you have |
3311 | * apply unapply". We don't care about the logic below - if you have a |
3215 | * shield equipped and try to equip another shield, there is only |
3312 | * shield equipped and try to equip another shield, there is only |
3216 | * one choice. However, the check for the number of body locations |
3313 | * one choice. However, the check for the number of body locations |
3217 | * does take into the account cases where what is being applied |
3314 | * does take into the account cases where what is being applied |
3218 | * may be two handed for example. |
3315 | * may be two handed for example. |
3219 | */ |
3316 | */ |
3220 | if (ws) |
3317 | if (ws) |
3221 | { |
3318 | if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0) |
3222 | if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0) |
|
|
3223 | { |
3319 | { |
3224 | retval |= CAN_APPLY_UNAPPLY; |
3320 | retval |= CAN_APPLY_UNAPPLY; |
3225 | continue; |
3321 | continue; |
3226 | } |
3322 | } |
3227 | } |
|
|
3228 | |
3323 | |
3229 | tmp1 = get_item_from_body_location (who->inv, i); |
3324 | object *tmp1 = get_next_item_from_body_location (i, who->inv); |
3230 | if (!tmp1) |
3325 | if (!tmp1) |
3231 | { |
3326 | { |
3232 | #if 0 |
3327 | #if 0 |
3233 | /* This is sort of an error, but happens a lot when old players |
3328 | /* This is sort of an error, but happens a lot when old players |
3234 | * join in with more stuff equipped than they are now allowed. |
3329 | * join in with more stuff equipped than they are now allowed. |
… | |
… | |
3242 | /* need to unapply something. However, if this something |
3337 | /* need to unapply something. However, if this something |
3243 | * is different than we had found before, it means they need |
3338 | * is different than we had found before, it means they need |
3244 | * to apply multiple objects |
3339 | * to apply multiple objects |
3245 | */ |
3340 | */ |
3246 | retval |= CAN_APPLY_UNAPPLY; |
3341 | retval |= CAN_APPLY_UNAPPLY; |
|
|
3342 | |
3247 | if (!tmp) |
3343 | if (!tmp) |
3248 | tmp = tmp1; |
3344 | tmp = tmp1; |
3249 | else if (tmp != tmp1) |
3345 | else if (tmp != tmp1) |
3250 | { |
|
|
3251 | retval |= CAN_APPLY_UNAPPLY_MULT; |
3346 | retval |= CAN_APPLY_UNAPPLY_MULT; |
3252 | } |
3347 | |
3253 | /* This object isn't using up all the slots, so there must |
3348 | /* This object isn't using up all the slots, so there must |
3254 | * be another. If so, and it the new item doesn't need all |
3349 | * be another. If so, and it the new item doesn't need all |
3255 | * the slots, the player then has a choice. |
3350 | * the slots, the player then has a choice. |
3256 | */ |
3351 | */ |
3257 | if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) |
3352 | if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info) |
|
|
3353 | && abs (op->slot[i].info) < who->slot[i].info) |
3258 | retval |= CAN_APPLY_UNAPPLY_CHOICE; |
3354 | retval |= CAN_APPLY_UNAPPLY_CHOICE; |
3259 | |
3355 | |
3260 | /* Does unequippint 'tmp1' free up enough slots for this to be |
3356 | /* Does unequippint 'tmp1' free up enough slots for this to be |
3261 | * equipped? If not, there must be something else to unapply. |
3357 | * equipped? If not, there must be something else to unapply. |
3262 | */ |
3358 | */ |
3263 | if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) |
3359 | if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info) |
3264 | retval |= CAN_APPLY_UNAPPLY_MULT; |
3360 | retval |= CAN_APPLY_UNAPPLY_MULT; |
3265 | |
|
|
3266 | } |
3361 | } |
3267 | } /* if not enough free slots */ |
3362 | } /* if not enough free slots */ |
3268 | } /* if this object uses location i */ |
3363 | } /* if this object uses location i */ |
3269 | } /* for i -> num_body_locations loop */ |
3364 | } /* for i -> num_body_locations loop */ |
3270 | |
3365 | |
… | |
… | |
3275 | * and weapons all use the same slot. Similar for horn/rod/wand - they |
3370 | * and weapons all use the same slot. Similar for horn/rod/wand - they |
3276 | * all use the same location. |
3371 | * all use the same location. |
3277 | */ |
3372 | */ |
3278 | if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) |
3373 | if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) |
3279 | retval |= CAN_APPLY_RESTRICTION; |
3374 | retval |= CAN_APPLY_RESTRICTION; |
|
|
3375 | |
3280 | if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) |
3376 | if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) |
3281 | retval |= CAN_APPLY_RESTRICTION; |
3377 | retval |= CAN_APPLY_RESTRICTION; |
3282 | |
3378 | |
3283 | |
|
|
3284 | if (who->type != PLAYER) |
3379 | if (who->type != PLAYER) |
3285 | { |
3380 | { |
3286 | if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) |
3381 | if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) |
3287 | retval |= CAN_APPLY_RESTRICTION; |
3382 | retval |= CAN_APPLY_RESTRICTION; |
|
|
3383 | |
3288 | if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) |
3384 | if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) |
3289 | retval |= CAN_APPLY_RESTRICTION; |
3385 | retval |= CAN_APPLY_RESTRICTION; |
|
|
3386 | |
3290 | if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) |
3387 | if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) |
3291 | retval |= CAN_APPLY_RESTRICTION; |
3388 | retval |= CAN_APPLY_RESTRICTION; |
|
|
3389 | |
3292 | if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) |
3390 | if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) |
3293 | retval |= CAN_APPLY_RESTRICTION; |
3391 | retval |= CAN_APPLY_RESTRICTION; |
3294 | } |
3392 | } |
|
|
3393 | |
3295 | return retval; |
3394 | return retval; |
3296 | } |
3395 | } |
3297 | |
|
|
3298 | |
|
|
3299 | |
3396 | |
3300 | /** |
3397 | /** |
3301 | * who is the object using the object. It can be a monster. |
3398 | * who is the object using the object. It can be a monster. |
3302 | * op is the object they are using. op is an equipment type item, |
3399 | * op is the object they are using. op is an equipment type item, |
3303 | * eg, one which you put on and keep on for a while, and not something |
3400 | * eg, one which you put on and keep on for a while, and not something |
… | |
… | |
3312 | * AP_UNAPPLY=always unapply). |
3409 | * AP_UNAPPLY=always unapply). |
3313 | * |
3410 | * |
3314 | * Optional flags: |
3411 | * Optional flags: |
3315 | * AP_NO_MERGE: don't merge an unapplied object with other objects |
3412 | * AP_NO_MERGE: don't merge an unapplied object with other objects |
3316 | * AP_IGNORE_CURSE: unapply cursed items |
3413 | * AP_IGNORE_CURSE: unapply cursed items |
|
|
3414 | * AP_NO_READY: do not ready skills when applying skill tools |
3317 | * |
3415 | * |
3318 | * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) |
3416 | * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) |
3319 | * |
3417 | * |
3320 | * apply_special() doesn't check for unpaid items. |
3418 | * apply_special() doesn't check for unpaid items. |
3321 | */ |
3419 | */ |
|
|
3420 | |
|
|
3421 | #define LACK_ITEM_POWER \ |
|
|
3422 | " H<You lack enough unused item power to use this weapon, see the skills command.>" |
|
|
3423 | |
3322 | int |
3424 | int |
3323 | apply_special (object *who, object *op, int aflags) |
3425 | apply_special (object *who, object *op, int aflags) |
3324 | { |
3426 | { |
3325 | int basic_flag = aflags & AP_BASIC_FLAGS; |
3427 | int basic_flag = aflags & AP_BASIC_FLAGS; |
3326 | object *tmp, *tmp2, *skop = NULL; |
3428 | object *tmp, *tmp2, *skop = NULL; |
3327 | int i; |
|
|
3328 | |
3429 | |
3329 | if (who == NULL) |
3430 | if (who == NULL) |
3330 | { |
3431 | { |
3331 | LOG (llevError, "apply_special() from object without environment.\n"); |
3432 | LOG (llevError, "apply_special() from object without environment.\n"); |
3332 | return 1; |
3433 | return 1; |
… | |
… | |
3342 | if (basic_flag == AP_APPLY) |
3443 | if (basic_flag == AP_APPLY) |
3343 | return 0; |
3444 | return 0; |
3344 | |
3445 | |
3345 | if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) |
3446 | if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) |
3346 | { |
3447 | { |
3347 | new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); |
3448 | who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op))); |
3348 | return 1; |
3449 | return 1; |
3349 | } |
3450 | } |
|
|
3451 | |
3350 | return unapply_special (who, op, aflags); |
3452 | return unapply_special (who, op, aflags); |
3351 | } |
3453 | } |
3352 | |
|
|
3353 | if (basic_flag == AP_UNAPPLY) |
3454 | else if (basic_flag == AP_UNAPPLY) |
3354 | return 0; |
3455 | return 0; |
3355 | |
3456 | |
3356 | i = can_apply_object (who, op); |
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); |
3357 | |
3467 | |
3358 | /* Can't just apply this object. Lets see what not and what to do */ |
3468 | /* Can't just apply this object. Lets see what not and what to do */ |
3359 | if (i) |
3469 | if (int i = can_apply_object (who, op)) |
3360 | { |
3470 | { |
3361 | if (i & CAN_APPLY_NEVER) |
3471 | if (i & CAN_APPLY_NEVER) |
3362 | { |
3472 | { |
3363 | new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); |
3473 | who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op))); |
3364 | return 1; |
3474 | return 1; |
3365 | } |
3475 | } |
3366 | else if (i & CAN_APPLY_RESTRICTION) |
3476 | else if (i & CAN_APPLY_RESTRICTION) |
3367 | { |
3477 | { |
3368 | new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); |
3478 | who->failmsg (format ( |
|
|
3479 | "You have a prohibition against using a %s. " |
|
|
3480 | "H<Your belief, profession or class prevents you from applying this item.>", |
|
|
3481 | query_name (op) |
|
|
3482 | )); |
3369 | return 1; |
3483 | return 1; |
3370 | } |
3484 | } |
|
|
3485 | |
3371 | if (who->type != PLAYER) |
3486 | if (who->type != PLAYER) |
3372 | { |
3487 | { |
3373 | /* Some error, so don't try to equip something more */ |
3488 | /* Some error, so don't try to equip something more */ |
3374 | if (unapply_for_ob (who, op, aflags)) |
3489 | if (unapply_for_ob (who, op, aflags)) |
3375 | return 1; |
3490 | return 1; |
3376 | } |
3491 | } |
3377 | else |
3492 | else |
3378 | { |
3493 | { |
3379 | if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) |
3494 | if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) |
3380 | { |
3495 | { |
3381 | new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); |
3496 | who->failmsg ("You need to unapply some of the following item(s) or change your applymode:"); |
3382 | unapply_for_ob (who, op, AP_PRINT); |
3497 | unapply_for_ob (who, op, AP_PRINT); |
3383 | return 1; |
3498 | return 1; |
3384 | } |
3499 | } |
3385 | else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) |
3500 | else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) |
3386 | { |
|
|
3387 | i = unapply_for_ob (who, op, aflags); |
3501 | if (unapply_for_ob (who, op, aflags)) |
3388 | if (i) |
|
|
3389 | return 1; |
3502 | return 1; |
3390 | } |
3503 | } |
3391 | } |
|
|
3392 | } |
3504 | } |
|
|
3505 | |
3393 | if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) |
3506 | if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) |
3394 | { |
3507 | { |
3395 | skop = find_skill_by_name (who, op->skill); |
3508 | skop = find_skill_by_name (who, op->skill); |
|
|
3509 | |
3396 | if (!skop) |
3510 | if (!skop) |
3397 | { |
3511 | { |
3398 | new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); |
3512 | who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); |
3399 | return 1; |
3513 | return 1; |
3400 | } |
3514 | } |
3401 | else |
3515 | else |
3402 | { |
|
|
3403 | /* While experience will be credited properly, we want to change the |
3516 | /* While experience will be credited properly, we want to change the |
3404 | * skill so that the dam and wc get updated |
3517 | * skill so that the dam and wc get updated |
3405 | */ |
3518 | */ |
3406 | change_skill (who, skop, 0); |
3519 | who->change_skill (skop); |
3407 | } |
|
|
3408 | } |
|
|
3409 | |
|
|
3410 | if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) |
|
|
3411 | { |
3520 | } |
3412 | new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); |
3521 | |
|
|
3522 | if (!check_item_power (who, op->item_power)) |
|
|
3523 | { |
|
|
3524 | who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); |
3413 | return 1; |
3525 | return 1; |
3414 | } |
3526 | } |
3415 | |
|
|
3416 | |
3527 | |
3417 | /* Ok. We are now at the state where we can apply the new object. |
3528 | /* Ok. We are now at the state where we can apply the new object. |
3418 | * Note that we don't have the checks for can_use_... |
3529 | * Note that we don't have the checks for can_use_... |
3419 | * below - that is already taken care of by can_apply_object. |
3530 | * below - that is already taken care of by can_apply_object. |
3420 | */ |
3531 | */ |
3421 | |
3532 | tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; |
3422 | |
|
|
3423 | if (op->nrof > 1) |
|
|
3424 | tmp = get_split_ob (op, op->nrof - 1); |
|
|
3425 | else |
|
|
3426 | tmp = NULL; |
|
|
3427 | |
3533 | |
3428 | if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) |
3534 | if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) |
3429 | return RESULT_INT (0); |
3535 | return RESULT_INT (0); |
3430 | |
3536 | |
3431 | switch (op->type) |
3537 | switch (op->type) |
3432 | { |
3538 | { |
3433 | case WEAPON: |
3539 | case WEAPON: |
3434 | if (!check_weapon_power (who, op->last_eat)) |
3540 | //TODO: this obviously fails for players using a shorter prefix |
3435 | { |
3541 | // i.e. "R" can use Ragnarok's sword. |
3436 | new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); |
3542 | if (op->level && !op->name.starts_with (who->name)) |
3437 | new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); |
|
|
3438 | if (tmp != NULL) |
|
|
3439 | (void) insert_ob_in_ob (tmp, who); |
|
|
3440 | return 1; |
|
|
3441 | } |
|
|
3442 | if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) |
|
|
3443 | { |
3543 | { |
3444 | /* if the weapon does not have the name as the character, can't use it. */ |
3544 | /* if the weapon does not have the name as the character, can't use it. */ |
3445 | /* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
3545 | /* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
3446 | new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); |
3546 | who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); |
|
|
3547 | |
3447 | if (tmp != NULL) |
3548 | if (tmp) |
3448 | (void) insert_ob_in_ob (tmp, who); |
3549 | insert_ob_in_ob (tmp, who); |
|
|
3550 | |
3449 | return 1; |
3551 | return 1; |
3450 | } |
3552 | } |
|
|
3553 | |
|
|
3554 | if (!skop) |
|
|
3555 | { |
|
|
3556 | who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO |
|
|
3557 | return 1; |
|
|
3558 | } |
|
|
3559 | |
3451 | SET_FLAG (op, FLAG_APPLIED); |
3560 | SET_FLAG (op, FLAG_APPLIED); |
3452 | |
|
|
3453 | if (skop) |
|
|
3454 | change_skill (who, skop, 1); |
3561 | who->change_skill (skop); |
3455 | if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) |
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 | |
3456 | SET_FLAG (who, FLAG_READY_WEAPON); |
3568 | SET_FLAG (who, FLAG_READY_WEAPON); |
3457 | |
|
|
3458 | new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); |
|
|
3459 | |
|
|
3460 | (void) change_abil (who, op); |
3569 | change_abil (who, op); |
3461 | break; |
3570 | break; |
3462 | |
3571 | |
3463 | case ARMOUR: |
3572 | case ARMOUR: |
3464 | case HELMET: |
3573 | case HELMET: |
3465 | case SHIELD: |
3574 | case SHIELD: |
… | |
… | |
3469 | case BRACERS: |
3578 | case BRACERS: |
3470 | case CLOAK: |
3579 | case CLOAK: |
3471 | case RING: |
3580 | case RING: |
3472 | case AMULET: |
3581 | case AMULET: |
3473 | SET_FLAG (op, FLAG_APPLIED); |
3582 | SET_FLAG (op, FLAG_APPLIED); |
3474 | new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); |
3583 | who->statusmsg (format ("You wear %s.", query_name (op))); |
3475 | (void) change_abil (who, op); |
3584 | change_abil (who, op); |
3476 | break; |
3585 | break; |
3477 | case LAMP: |
3586 | |
3478 | if (op->stats.food < 1) |
3587 | case SKILL_TOOL: |
|
|
3588 | // applying a skill tool also readies the skill |
|
|
3589 | SET_FLAG (op, FLAG_APPLIED); |
|
|
3590 | |
|
|
3591 | if (!(aflags & AP_NO_READY)) |
3479 | { |
3592 | { |
3480 | new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); |
3593 | skop = find_skill_by_name (who, op->skill); |
|
|
3594 | if (!skop->flag [FLAG_APPLIED]) |
|
|
3595 | apply_special (who, skop, AP_APPLY); |
|
|
3596 | } |
|
|
3597 | break; |
|
|
3598 | |
|
|
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: |
|
|
3675 | if (op->level && !op->name.starts_with (who->name)) |
|
|
3676 | { |
|
|
3677 | who->failmsg ("The weapon does not recognize you as its owner. " |
|
|
3678 | "H<Its name indicates that it belongs to somebody else.>"); |
|
|
3679 | if (tmp) |
|
|
3680 | insert_ob_in_ob (tmp, who); |
|
|
3681 | |
3481 | return 1; |
3682 | return 1; |
3482 | } |
3683 | } |
3483 | new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); |
|
|
3484 | tmp2 = arch_to_object (op->other_arch); |
|
|
3485 | tmp2->stats.food = op->stats.food; |
|
|
3486 | SET_FLAG (tmp2, FLAG_APPLIED); |
|
|
3487 | if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
|
|
3488 | SET_FLAG (tmp2, FLAG_INV_LOCKED); |
|
|
3489 | insert_ob_in_ob (tmp2, who); |
|
|
3490 | |
3684 | |
3491 | /* Remove the old lantern */ |
3685 | /*FALLTHROUGH*/ |
3492 | if (who->type == PLAYER) |
|
|
3493 | esrv_del_item (who->contr, op->count); |
|
|
3494 | |
|
|
3495 | op->remove (); |
|
|
3496 | op->destroy (0); |
|
|
3497 | |
|
|
3498 | /* insert the portion that was split off */ |
|
|
3499 | if (tmp != NULL) |
|
|
3500 | { |
|
|
3501 | (void) insert_ob_in_ob (tmp, who); |
|
|
3502 | if (who->type == PLAYER) |
|
|
3503 | esrv_send_item (who, tmp); |
|
|
3504 | } |
|
|
3505 | fix_player (who); |
|
|
3506 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
|
|
3507 | { |
|
|
3508 | if (who->type == PLAYER) |
|
|
3509 | { |
|
|
3510 | new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); |
|
|
3511 | SET_FLAG (tmp2, FLAG_KNOWN_CURSED); |
|
|
3512 | } |
|
|
3513 | } |
|
|
3514 | if (who->type == PLAYER) |
|
|
3515 | esrv_send_item (who, tmp2); |
|
|
3516 | return 0; |
|
|
3517 | break; |
|
|
3518 | |
|
|
3519 | /* this part is needed for skill-tools */ |
|
|
3520 | case SKILL: |
|
|
3521 | case SKILL_TOOL: |
|
|
3522 | if (who->chosen_skill) |
|
|
3523 | { |
|
|
3524 | LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); |
|
|
3525 | return 1; |
|
|
3526 | } |
|
|
3527 | if (who->type == PLAYER) |
|
|
3528 | { |
|
|
3529 | who->contr->shoottype = range_skill; |
|
|
3530 | who->contr->ranges[range_skill] = op; |
|
|
3531 | if (!op->invisible) |
|
|
3532 | { |
|
|
3533 | new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); |
|
|
3534 | new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); |
|
|
3535 | } |
|
|
3536 | else |
|
|
3537 | { |
|
|
3538 | new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); |
|
|
3539 | } |
|
|
3540 | } |
|
|
3541 | SET_FLAG (op, FLAG_APPLIED); |
|
|
3542 | (void) change_abil (who, op); |
|
|
3543 | who->chosen_skill = op; |
|
|
3544 | SET_FLAG (who, FLAG_READY_SKILL); |
|
|
3545 | break; |
|
|
3546 | |
|
|
3547 | case BOW: |
3686 | case WAND: |
3548 | if (!check_weapon_power (who, op->last_eat)) |
|
|
3549 | { |
|
|
3550 | new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); |
|
|
3551 | new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); |
|
|
3552 | if (tmp != NULL) |
|
|
3553 | (void) insert_ob_in_ob (tmp, who); |
|
|
3554 | return 1; |
|
|
3555 | } |
|
|
3556 | if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) |
|
|
3557 | { |
|
|
3558 | new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); |
|
|
3559 | if (tmp != NULL) |
|
|
3560 | (void) insert_ob_in_ob (tmp, who); |
|
|
3561 | return 1; |
|
|
3562 | } |
|
|
3563 | /*FALLTHROUGH*/ case WAND: |
|
|
3564 | case ROD: |
3687 | case ROD: |
3565 | case HORN: |
3688 | case HORN: |
3566 | /* check for skill, alter player status */ |
3689 | /* check for skill, alter player status */ |
|
|
3690 | |
|
|
3691 | if (!skop) |
|
|
3692 | { |
|
|
3693 | who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO |
|
|
3694 | return 1; |
|
|
3695 | } |
|
|
3696 | |
3567 | SET_FLAG (op, FLAG_APPLIED); |
3697 | SET_FLAG (op, FLAG_APPLIED); |
3568 | if (skop) |
|
|
3569 | change_skill (who, skop, 0); |
3698 | who->change_skill (skop); |
3570 | new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); |
|
|
3571 | |
3699 | |
3572 | if (who->type == PLAYER) |
3700 | if (who->contr) |
3573 | { |
3701 | { |
|
|
3702 | who->contr->ranged_ob = op; |
|
|
3703 | |
|
|
3704 | who->statusmsg (format ("You ready %s.", query_name (op))); |
|
|
3705 | |
3574 | if (op->type == BOW) |
3706 | if (op->type == BOW) |
3575 | { |
3707 | { |
|
|
3708 | who->current_weapon = op; |
3576 | (void) change_abil (who, op); |
3709 | change_abil (who, op); |
3577 | new_draw_info_format (NDI_UNIQUE, 0, who, |
|
|
3578 | "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); |
3710 | who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); |
3579 | who->contr->shoottype = range_bow; |
|
|
3580 | } |
|
|
3581 | else |
|
|
3582 | { |
|
|
3583 | who->contr->shoottype = range_misc; |
|
|
3584 | } |
3711 | } |
3585 | } |
3712 | } |
3586 | else |
3713 | else |
3587 | { |
3714 | { |
3588 | if (op->type == BOW) |
3715 | if (op->type == BOW) |
3589 | SET_FLAG (who, FLAG_READY_BOW); |
3716 | SET_FLAG (who, FLAG_READY_BOW); |
3590 | else |
3717 | else |
3591 | SET_FLAG (who, FLAG_READY_RANGE); |
3718 | SET_FLAG (who, FLAG_READY_RANGE); |
3592 | } |
3719 | } |
|
|
3720 | |
3593 | break; |
3721 | break; |
3594 | |
3722 | |
3595 | case BUILDER: |
3723 | case BUILDER: |
3596 | if (who->contr->ranges[range_builder]) |
3724 | if (who->type == PLAYER) |
|
|
3725 | { |
|
|
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) |
3597 | unapply_special (who, who->contr->ranges[range_builder], 0); |
3728 | unapply_special (who, who->contr->ranged_ob, 0); |
3598 | who->contr->shoottype = range_builder; |
3729 | |
|
|
3730 | who->statusmsg (format ("You ready your %s.", query_name (op))); |
|
|
3731 | |
3599 | who->contr->ranges[range_builder] = op; |
3732 | who->contr->ranged_ob = op; |
3600 | new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); |
3733 | } |
3601 | break; |
3734 | break; |
3602 | |
3735 | |
3603 | default: |
3736 | default: |
3604 | new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); |
3737 | who->statusmsg (format ("You apply %s.", query_name (op))); |
3605 | } /* end of switch op->type */ |
3738 | } |
3606 | |
3739 | |
3607 | SET_FLAG (op, FLAG_APPLIED); |
3740 | SET_FLAG (op, FLAG_APPLIED); |
3608 | |
3741 | |
3609 | if (tmp != NULL) |
3742 | if (tmp) |
3610 | tmp = insert_ob_in_ob (tmp, who); |
3743 | who->insert (tmp); |
3611 | |
3744 | |
3612 | fix_player (who); |
3745 | who->update_stats (); |
3613 | |
3746 | |
3614 | /* We exclude spell casting objects. The fire code will set the |
3747 | /* We exclude spell casting objects. The fire code will set the |
3615 | * been applied flag when they are used - until that point, |
3748 | * been applied flag when they are used - until that point, |
3616 | * you don't know anything about them. |
3749 | * you don't know anything about them. |
3617 | */ |
3750 | */ |
3618 | if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) |
3751 | if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) |
3619 | SET_FLAG (op, FLAG_BEEN_APPLIED); |
3752 | SET_FLAG (op, FLAG_BEEN_APPLIED); |
3620 | |
3753 | |
3621 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
3754 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
3622 | { |
|
|
3623 | if (who->type == PLAYER) |
3755 | if (who->type == PLAYER) |
3624 | { |
3756 | { |
3625 | new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); |
3757 | who->failmsg ( |
|
|
3758 | "Oops, it feels deadly cold! " |
|
|
3759 | "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>" |
|
|
3760 | ); |
3626 | SET_FLAG (op, FLAG_KNOWN_CURSED); |
3761 | SET_FLAG (op, FLAG_KNOWN_CURSED); |
3627 | } |
3762 | } |
3628 | } |
3763 | |
3629 | if (who->type == PLAYER) |
3764 | if (object *pl = op->visible_to ()) |
3630 | { |
|
|
3631 | /* if multiple objects were applied, update both slots */ |
|
|
3632 | if (tmp) |
|
|
3633 | esrv_send_item (who, tmp); |
|
|
3634 | esrv_send_item (who, op); |
3765 | esrv_send_item (pl, op); |
3635 | } |
3766 | |
3636 | return 0; |
3767 | return 0; |
3637 | } |
|
|
3638 | |
|
|
3639 | |
|
|
3640 | int |
|
|
3641 | monster_apply_special (object *who, object *op, int aflags) |
|
|
3642 | { |
|
|
3643 | if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) |
|
|
3644 | return 1; |
|
|
3645 | return apply_special (who, op, aflags); |
|
|
3646 | } |
3768 | } |
3647 | |
3769 | |
3648 | /** |
3770 | /** |
3649 | * Map was just loaded, handle op's initialisation. |
3771 | * Map was just loaded, handle op's initialisation. |
3650 | * |
3772 | * |
… | |
… | |
3654 | auto_apply (object *op) |
3776 | auto_apply (object *op) |
3655 | { |
3777 | { |
3656 | object *tmp = NULL, *tmp2; |
3778 | object *tmp = NULL, *tmp2; |
3657 | int i; |
3779 | int i; |
3658 | |
3780 | |
|
|
3781 | CLEAR_FLAG (op, FLAG_AUTO_APPLY); |
|
|
3782 | |
3659 | switch (op->type) |
3783 | switch (op->type) |
3660 | { |
3784 | { |
3661 | case SHOP_FLOOR: |
3785 | case SHOP_FLOOR: |
3662 | if (!HAS_RANDOM_ITEMS (op)) |
3786 | if (!op->has_random_items ()) |
3663 | return 0; |
3787 | return 0; |
|
|
3788 | |
3664 | do |
3789 | do |
3665 | { |
3790 | { |
3666 | i = 10; /* let's give it 10 tries */ |
3791 | i = 10; /* let's give it 10 tries */ |
3667 | while ((tmp = generate_treasure (op->randomitems, |
3792 | while ((tmp = generate_treasure (op->randomitems, |
3668 | op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); |
3793 | op->stats.exp |
|
|
3794 | ? (int) op->stats.exp |
|
|
3795 | : max (op->map->difficulty, 5))) |
|
|
3796 | == NULL && --i); |
|
|
3797 | |
3669 | if (tmp == NULL) |
3798 | if (tmp == NULL) |
3670 | return 0; |
3799 | return 0; |
|
|
3800 | |
3671 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
3801 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
3672 | { |
3802 | { |
3673 | tmp->destroy (0); |
3803 | tmp->destroy (); |
3674 | tmp = NULL; |
3804 | tmp = NULL; |
3675 | } |
3805 | } |
3676 | } |
3806 | } |
3677 | while (!tmp); |
3807 | while (!tmp); |
|
|
3808 | |
3678 | tmp->x = op->x; |
3809 | tmp->x = op->x; |
3679 | tmp->y = op->y; |
3810 | tmp->y = op->y; |
3680 | SET_FLAG (tmp, FLAG_UNPAID); |
3811 | SET_FLAG (tmp, FLAG_UNPAID); |
3681 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3812 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3682 | CLEAR_FLAG (op, FLAG_AUTO_APPLY); |
|
|
3683 | identify (tmp); |
3813 | identify (tmp); |
3684 | break; |
3814 | break; |
3685 | |
3815 | |
3686 | case TREASURE: |
3816 | case TREASURE: |
3687 | if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) |
3817 | if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) |
3688 | return 0; |
3818 | return 0; |
|
|
3819 | |
3689 | while ((op->stats.hp--) > 0) |
3820 | while (op->stats.hp-- > 0) |
3690 | create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, |
3821 | create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, |
3691 | op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); |
3822 | op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); |
3692 | |
3823 | |
3693 | /* If we generated an object and put it in this object inventory, |
3824 | /* If we generated an object and put it in this object inventory, |
3694 | * move it to the parent object as the current object is about |
3825 | * move it to the parent object as the current object is about |
3695 | * to disappear. An example of this item is the random_* stuff |
3826 | * to disappear. An example of this item is the random_* stuff |
3696 | * that is put inside other objects. |
3827 | * that is put inside other objects. |
3697 | */ |
3828 | */ |
3698 | for (tmp = op->inv; tmp; tmp = tmp2) |
|
|
3699 | { |
|
|
3700 | tmp2 = tmp->below; |
|
|
3701 | tmp->remove (); |
|
|
3702 | if (op->env) |
3829 | if (op->env) |
3703 | insert_ob_in_ob (tmp, op->env); |
3830 | while (op->inv) |
3704 | else |
3831 | op->env->insert (op->inv); |
3705 | tmp->destroy (0); |
3832 | |
3706 | } |
|
|
3707 | op->remove (); |
|
|
3708 | op->destroy (0); |
3833 | op->destroy (); |
3709 | break; |
3834 | break; |
3710 | } |
3835 | } |
3711 | return tmp ? 1 : 0; |
|
|
3712 | } |
|
|
3713 | |
3836 | |
|
|
3837 | return !!tmp; |
|
|
3838 | } |
|
|
3839 | |
3714 | /** |
3840 | /** |
3715 | * fix_auto_apply goes through the entire map (only the first time |
3841 | * fix_auto_apply goes through the entire map every time a map |
3716 | * when an original map is loaded) and performs special actions for |
3842 | * is loaded or swapped in and performs special actions for |
3717 | * certain objects (most initialization of chests and creation of |
3843 | * certain objects (most initialization of chests and creation of |
3718 | * treasures and stuff). Calls auto_apply if appropriate. |
3844 | * treasures and stuff). Calls auto_apply if appropriate. |
3719 | */ |
3845 | */ |
3720 | void |
3846 | void |
3721 | fix_auto_apply (maptile *m) |
3847 | maptile::fix_auto_apply () |
3722 | { |
3848 | { |
3723 | object *tmp, *above = NULL; |
3849 | if (!spaces) |
3724 | int x, y; |
|
|
3725 | |
|
|
3726 | if (m == NULL) |
|
|
3727 | return; |
3850 | return; |
3728 | |
3851 | |
3729 | for (x = 0; x < MAP_WIDTH (m); x++) |
3852 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
3730 | for (y = 0; y < MAP_HEIGHT (m); y++) |
3853 | for (object *tmp = ms->bot; tmp; ) |
3731 | for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above) |
|
|
3732 | { |
3854 | { |
3733 | above = tmp->above; |
3855 | object *above = tmp->above; |
3734 | |
3856 | |
3735 | if (tmp->inv) |
3857 | if (tmp->inv) |
3736 | { |
3858 | { |
3737 | object *invtmp, *invnext; |
3859 | object *invtmp, *invnext; |
3738 | |
3860 | |
3739 | for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) |
3861 | for (invtmp = tmp->inv; invtmp; invtmp = invnext) |
3740 | { |
3862 | { |
3741 | invnext = invtmp->below; |
3863 | invnext = invtmp->below; |
3742 | |
3864 | |
3743 | if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) |
3865 | if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) |
3744 | auto_apply (invtmp); |
3866 | auto_apply (invtmp); |
3745 | else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) |
3867 | else if (invtmp->type == TREASURE && invtmp->has_random_items ()) |
3746 | { |
3868 | { |
3747 | while ((invtmp->stats.hp--) > 0) |
3869 | while (invtmp->stats.hp-- > 0) |
3748 | create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); |
|
|
3749 | |
|
|
3750 | invtmp->randomitems = NULL; |
|
|
3751 | } |
|
|
3752 | else if (invtmp && invtmp->arch |
|
|
3753 | && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp)) |
|
|
3754 | { |
|
|
3755 | create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); |
3870 | create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
|
|
3871 | |
|
|
3872 | invtmp->randomitems = NULL; |
|
|
3873 | } |
|
|
3874 | else if (invtmp && invtmp->arch |
|
|
3875 | && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) |
|
|
3876 | { |
|
|
3877 | create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
3756 | /* Need to clear this so that we never try to create |
3878 | /* Need to clear this so that we never try to create |
3757 | * treasure again for this object |
3879 | * treasure again for this object |
3758 | */ |
3880 | */ |
3759 | invtmp->randomitems = NULL; |
3881 | invtmp->randomitems = NULL; |
3760 | } |
3882 | } |
3761 | } |
3883 | } |
|
|
3884 | |
3762 | /* This is really temporary - the code at the bottom will |
3885 | /* This is really temporary - the code at the bottom will |
3763 | * also set randomitems to null. The problem is there are bunches |
3886 | * also set randomitems to null. The problem is there are bunches |
3764 | * of maps/players already out there with items that have spells |
3887 | * of maps/players already out there with items that have spells |
3765 | * which haven't had the randomitems set to null yet. |
3888 | * which haven't had the randomitems set to null yet. |
3766 | * MSW 2004-05-13 |
3889 | * MSW 2004-05-13 |
3767 | * |
3890 | * |
3768 | * And if it's a spellbook, it's better to set randomitems to NULL too, |
3891 | * And if it's a spellbook, it's better to set randomitems to NULL too, |
3769 | * else you get two spells in the book ^_- |
3892 | * else you get two spells in the book ^_- |
3770 | * Ryo 2004-08-16 |
3893 | * Ryo 2004-08-16 |
3771 | */ |
3894 | */ |
3772 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL |
3895 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL |
3773 | || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) |
3896 | || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) |
3774 | tmp->randomitems = NULL; |
|
|
3775 | |
|
|
3776 | } |
|
|
3777 | |
|
|
3778 | if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) |
|
|
3779 | auto_apply (tmp); |
|
|
3780 | else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp)) |
|
|
3781 | { |
|
|
3782 | while ((tmp->stats.hp--) > 0) |
|
|
3783 | create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0); |
|
|
3784 | tmp->randomitems = NULL; |
3897 | tmp->randomitems = NULL; |
3785 | } |
3898 | } |
|
|
3899 | |
|
|
3900 | if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) |
|
|
3901 | auto_apply (tmp); |
|
|
3902 | else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) |
|
|
3903 | { |
|
|
3904 | while ((tmp->stats.hp--) > 0) |
|
|
3905 | create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); |
|
|
3906 | tmp->randomitems = NULL; |
|
|
3907 | } |
3786 | else if (tmp->type == TIMED_GATE) |
3908 | else if (tmp->type == TIMED_GATE) |
3787 | { |
3909 | { |
3788 | object *head = tmp->head != NULL ? tmp->head : tmp; |
3910 | object *head = tmp->head != NULL ? tmp->head : tmp; |
3789 | |
3911 | |
3790 | if (QUERY_FLAG (head, FLAG_IS_LINKED)) |
3912 | if (QUERY_FLAG (head, FLAG_IS_LINKED)) |
3791 | { |
|
|
3792 | tmp->speed = 0; |
3913 | tmp->set_speed (0); |
3793 | update_ob_speed (tmp); |
|
|
3794 | } |
|
|
3795 | } |
3914 | } |
3796 | /* This function can be called everytime a map is loaded, even when |
3915 | /* This function can be called everytime a map is loaded, even when |
3797 | * swapping back in. As such, we don't want to create the treasure |
3916 | * swapping back in. As such, we don't want to create the treasure |
3798 | * over and ove again, so after we generate the treasure, blank out |
3917 | * over and ove again, so after we generate the treasure, blank out |
3799 | * randomitems so if it is swapped in again, it won't make anything. |
3918 | * randomitems so if it is swapped in again, it won't make anything. |
3800 | * This is a problem for the above objects, because they have counters |
3919 | * This is a problem for the above objects, because they have counters |
3801 | * which say how many times to make the treasure. |
3920 | * which say how many times to make the treasure. |
3802 | */ |
3921 | */ |
3803 | else if (tmp && tmp->arch && tmp->type != PLAYER |
3922 | else if (tmp && tmp->arch && tmp->type != PLAYER |
3804 | && tmp->type != TREASURE && tmp->type != SPELL |
3923 | && tmp->type != TREASURE && tmp->type != SPELL |
3805 | && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) |
3924 | && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) |
3806 | { |
3925 | { |
3807 | create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); |
3926 | create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); |
3808 | tmp->randomitems = NULL; |
3927 | tmp->randomitems = NULL; |
3809 | } |
3928 | } |
|
|
3929 | |
|
|
3930 | // close all containers |
|
|
3931 | else if (tmp->type == CONTAINER) |
|
|
3932 | tmp->flag [FLAG_APPLIED] = 0; |
|
|
3933 | |
|
|
3934 | tmp = above; |
3810 | } |
3935 | } |
3811 | |
3936 | |
3812 | for (x = 0; x < MAP_WIDTH (m); x++) |
3937 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
3813 | for (y = 0; y < MAP_HEIGHT (m); y++) |
3938 | for (object *tmp = ms->bot; tmp; tmp = tmp->above) |
3814 | for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) |
|
|
3815 | if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
3939 | if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
3816 | check_trigger (tmp, tmp->above); |
3940 | check_trigger (tmp, tmp->above, tmp->above); |
3817 | } |
3941 | } |
3818 | |
3942 | |
3819 | /** |
3943 | /** |
3820 | * Handles player eating food that temporarily changes status (resistances, stats). |
3944 | * Handles player eating food that temporarily changes status (resistances, stats). |
3821 | * This used to call cast_change_attr(), but |
3945 | * This used to call cast_change_attr(), but |
3822 | * that doesn't work with the new spell code. Since we know what |
3946 | * that doesn't work with the new spell code. Since we know what |
3823 | * the food changes, just grab a force and use that instead. |
3947 | * the food changes, just grab a force and use that instead. |
3824 | */ |
3948 | */ |
3825 | |
|
|
3826 | void |
3949 | void |
3827 | eat_special_food (object *who, object *food) |
3950 | eat_special_food (object *who, object *food) |
3828 | { |
3951 | { |
3829 | object *force; |
3952 | object *force; |
3830 | int i, did_one = 0; |
3953 | int i, did_one = 0; |
3831 | sint8 k; |
|
|
3832 | |
3954 | |
3833 | force = get_archetype (FORCE_NAME); |
3955 | char buf[64]; |
|
|
3956 | snprintf (buf, sizeof(buf), "sp_food_%s", &food->title); |
|
|
3957 | shstr key (buf); |
3834 | |
3958 | |
3835 | for (i = 0; i < NUM_STATS; i++) |
|
|
3836 | { |
|
|
3837 | k = get_attr_value (&food->stats, i); |
|
|
3838 | if (k) |
|
|
3839 | { |
|
|
3840 | set_attr_value (&force->stats, i, k); |
|
|
3841 | did_one = 1; |
|
|
3842 | } |
|
|
3843 | } |
|
|
3844 | |
|
|
3845 | /* check if we can protect the eater */ |
|
|
3846 | for (i = 0; i < NROFATTACKS; i++) |
|
|
3847 | { |
|
|
3848 | if (food->resist[i] > 0) |
|
|
3849 | { |
|
|
3850 | force->resist[i] = food->resist[i] / 2; |
|
|
3851 | did_one = 1; |
|
|
3852 | } |
|
|
3853 | } |
|
|
3854 | if (did_one) |
|
|
3855 | { |
|
|
3856 | force->speed = 0.1; |
|
|
3857 | update_ob_speed (force); |
|
|
3858 | /* bigger morsel of food = longer effect time */ |
3959 | /* bigger morsel of food = longer effect time */ |
3859 | force->stats.food = food->stats.food / 5; |
3960 | int duration = TIME2TICK (food->stats.food); |
3860 | SET_FLAG (force, FLAG_IS_USED_UP); |
3961 | |
3861 | SET_FLAG (force, FLAG_APPLIED); |
3962 | if (force = who->force_find (key)) |
3862 | change_abil (who, force); |
3963 | { |
3863 | insert_ob_in_ob (force, who); |
3964 | if (duration > fabs (force->speed_left / force->speed)) |
|
|
3965 | { |
|
|
3966 | new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration)); |
|
|
3967 | force->force_set_timer (duration); |
|
|
3968 | } |
|
|
3969 | else |
|
|
3970 | new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect."); |
|
|
3971 | |
|
|
3972 | return; |
3864 | } |
3973 | } |
3865 | else |
3974 | else |
3866 | { |
3975 | { |
|
|
3976 | force = who->force_add (key, duration); |
|
|
3977 | force->name = key; |
|
|
3978 | |
|
|
3979 | /* check if the food affects a stat */ |
|
|
3980 | for (i = 0; i < NUM_STATS; i++) |
|
|
3981 | if (sint8 k = food->stats.stat (i)) |
|
|
3982 | { |
|
|
3983 | force->stats.stat (i) = k; |
|
|
3984 | did_one = 1; |
|
|
3985 | } |
|
|
3986 | |
|
|
3987 | /* check if we can protect the eater */ |
|
|
3988 | for (i = 0; i < NROFATTACKS; i++) |
|
|
3989 | { |
|
|
3990 | if (food->resist[i] > 0) |
|
|
3991 | { |
|
|
3992 | force->resist[i] = food->resist[i]; |
|
|
3993 | did_one = 1; |
|
|
3994 | } |
|
|
3995 | } |
|
|
3996 | |
|
|
3997 | if (did_one) |
|
|
3998 | { |
|
|
3999 | new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration)); |
|
|
4000 | |
|
|
4001 | /* make the force take effect and report effects to user */ |
|
|
4002 | change_abil (who, force); |
|
|
4003 | } |
|
|
4004 | else |
3867 | force->destroy (0); |
4005 | force->destroy (); |
3868 | } |
4006 | } |
3869 | |
4007 | |
3870 | /* check for hp, sp change */ |
4008 | /* check for hp, sp change */ |
3871 | if (food->stats.hp != 0) |
4009 | if (food->stats.hp != 0) |
3872 | { |
4010 | { |
3873 | if (QUERY_FLAG (food, FLAG_CURSED)) |
4011 | if (QUERY_FLAG (food, FLAG_CURSED)) |
3874 | { |
4012 | { |
3875 | strcpy (who->contr->killer, food->name); |
4013 | who->contr->killer = food; |
3876 | hit_player (who, food->stats.hp, food, AT_POISON, 1); |
4014 | hit_player (who, food->stats.hp, food, AT_POISON, 1); |
3877 | new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); |
4015 | who->failmsg ("Eck!...that was poisonous!"); |
3878 | } |
4016 | } |
3879 | else |
4017 | else |
3880 | { |
4018 | { |
3881 | if (food->stats.hp > 0) |
4019 | if (food->stats.hp > 0) |
3882 | new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); |
4020 | who->statusmsg ("You begin to feel better."); |
3883 | else |
4021 | else |
3884 | new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); |
4022 | who->failmsg ("Eck!...that was poisonous!"); |
|
|
4023 | |
3885 | who->stats.hp += food->stats.hp; |
4024 | who->stats.hp += food->stats.hp; |
3886 | } |
4025 | } |
3887 | } |
4026 | } |
|
|
4027 | |
3888 | if (food->stats.sp != 0) |
4028 | if (food->stats.sp != 0) |
3889 | { |
4029 | { |
3890 | if (QUERY_FLAG (food, FLAG_CURSED)) |
4030 | if (QUERY_FLAG (food, FLAG_CURSED)) |
3891 | { |
4031 | { |
3892 | new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); |
4032 | who->failmsg ("You are drained of mana!"); |
3893 | who->stats.sp -= food->stats.sp; |
4033 | who->stats.sp -= food->stats.sp; |
3894 | if (who->stats.sp < 0) |
4034 | if (who->stats.sp < 0) |
3895 | who->stats.sp = 0; |
4035 | who->stats.sp = 0; |
3896 | } |
4036 | } |
3897 | else |
4037 | else |
3898 | { |
4038 | { |
3899 | new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); |
4039 | who->statusmsg ("You feel a rush of magical energy!"); |
3900 | who->stats.sp += food->stats.sp; |
4040 | who->stats.sp += food->stats.sp; |
3901 | /* place limit on max sp from food? */ |
4041 | /* place limit on max sp from food? */ |
3902 | } |
4042 | } |
3903 | } |
4043 | } |
3904 | fix_player (who); |
|
|
3905 | } |
|
|
3906 | |
4044 | |
3907 | |
4045 | who->update_stats (); |
3908 | /** |
|
|
3909 | * Designed primarily to light torches/lanterns/etc. |
|
|
3910 | * Also burns up burnable material too. First object in the inventory is |
|
|
3911 | * the selected object to "burn". -b.t. |
|
|
3912 | */ |
|
|
3913 | |
|
|
3914 | void |
|
|
3915 | apply_lighter (object *who, object *lighter) |
|
|
3916 | { |
|
|
3917 | object *item; |
|
|
3918 | int is_player_env = 0; |
|
|
3919 | char item_name[MAX_BUF]; |
|
|
3920 | |
|
|
3921 | item = find_marked_object (who); |
|
|
3922 | if (item) |
|
|
3923 | { |
|
|
3924 | if (lighter->last_eat && lighter->stats.food) |
|
|
3925 | { /* lighter gets used up */ |
|
|
3926 | /* Split multiple lighters if they're being used up. Otherwise * |
|
|
3927 | * one charge from each would be used up. --DAMN */ |
|
|
3928 | if (lighter->nrof > 1) |
|
|
3929 | { |
|
|
3930 | object *oneLighter = get_object (); |
|
|
3931 | |
|
|
3932 | copy_object (lighter, oneLighter); |
|
|
3933 | lighter->nrof -= 1; |
|
|
3934 | oneLighter->nrof = 1; |
|
|
3935 | oneLighter->stats.food--; |
|
|
3936 | esrv_send_item (who, lighter); |
|
|
3937 | oneLighter = insert_ob_in_ob (oneLighter, who); |
|
|
3938 | esrv_send_item (who, oneLighter); |
|
|
3939 | } |
|
|
3940 | else |
|
|
3941 | lighter->stats.food--; |
|
|
3942 | } |
|
|
3943 | else if (lighter->last_eat) |
|
|
3944 | { /* no charges left in lighter */ |
|
|
3945 | new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); |
|
|
3946 | return; |
|
|
3947 | } |
|
|
3948 | /* Perhaps we should split what we are trying to light on fire? |
|
|
3949 | * I can't see many times when you would want to light multiple |
|
|
3950 | * objects at once. |
|
|
3951 | */ |
|
|
3952 | /* If the item is destroyed, we don't have a valid pointer to the |
|
|
3953 | * name object, so make a copy so the message we print out makes |
|
|
3954 | * some sense. |
|
|
3955 | */ |
|
|
3956 | strcpy (item_name, item->name); |
|
|
3957 | if (who == is_player_inv (item)) |
|
|
3958 | is_player_env = 1; |
|
|
3959 | |
|
|
3960 | save_throw_object (item, AT_FIRE, who); |
|
|
3961 | /* Change to check count and not freed, since the object pointer |
|
|
3962 | * may have gotten recycled |
|
|
3963 | */ |
|
|
3964 | if (item->destroyed ()) |
|
|
3965 | { |
|
|
3966 | new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name); |
|
|
3967 | /* Need to update the player so that the players glow radius |
|
|
3968 | * gets changed. |
|
|
3969 | */ |
|
|
3970 | if (is_player_env) |
|
|
3971 | fix_player (who); |
|
|
3972 | } |
|
|
3973 | else |
|
|
3974 | new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); |
|
|
3975 | } |
|
|
3976 | else /* nothing to light */ |
|
|
3977 | new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); |
|
|
3978 | |
|
|
3979 | } |
|
|
3980 | |
|
|
3981 | /** |
|
|
3982 | * op made some mistake with a scroll, this takes care of punishment. |
|
|
3983 | * scroll_failure()- hacked directly from spell_failure |
|
|
3984 | */ |
|
|
3985 | void |
|
|
3986 | scroll_failure (object *op, int failure, int power) |
|
|
3987 | { |
|
|
3988 | if (abs (failure / 4) > power) |
|
|
3989 | power = abs (failure / 4); /* set minimum effect */ |
|
|
3990 | |
|
|
3991 | if (failure <= -1 && failure > -15) |
|
|
3992 | { /* wonder */ |
|
|
3993 | object *tmp; |
|
|
3994 | |
|
|
3995 | new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); |
|
|
3996 | tmp = get_archetype (SPELL_WONDER); |
|
|
3997 | cast_wonder (op, op, 0, tmp); |
|
|
3998 | tmp->destroy (0); |
|
|
3999 | } |
|
|
4000 | else if (failure <= -15 && failure > -35) |
|
|
4001 | { /* drain mana */ |
|
|
4002 | new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); |
|
|
4003 | op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); |
|
|
4004 | if (op->stats.sp < 0) |
|
|
4005 | op->stats.sp = 0; |
|
|
4006 | } |
|
|
4007 | else if (settings.spell_failure_effects == TRUE) |
|
|
4008 | { |
|
|
4009 | if (failure <= -35 && failure > -60) |
|
|
4010 | { /* confusion */ |
|
|
4011 | new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); |
|
|
4012 | confuse_player (op, op, power); |
|
|
4013 | } |
|
|
4014 | else if (failure <= -60 && failure > -70) |
|
|
4015 | { /* paralysis */ |
|
|
4016 | new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); |
|
|
4017 | paralyze_player (op, op, power); |
|
|
4018 | } |
|
|
4019 | else if (failure <= -70 && failure > -80) |
|
|
4020 | { /* blind */ |
|
|
4021 | new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); |
|
|
4022 | blind_player (op, op, power); |
|
|
4023 | } |
|
|
4024 | else if (failure <= -80) |
|
|
4025 | { /* blast the immediate area */ |
|
|
4026 | object *tmp; |
|
|
4027 | |
|
|
4028 | tmp = get_archetype (LOOSE_MANA); |
|
|
4029 | cast_magic_storm (op, tmp, power); |
|
|
4030 | new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); |
|
|
4031 | tmp->destroy (0); |
|
|
4032 | } |
|
|
4033 | } |
|
|
4034 | } |
4046 | } |
4035 | |
4047 | |
4036 | void |
4048 | void |
4037 | apply_changes_to_player (object *pl, object *change) |
4049 | apply_changes_to_player (object *pl, object *change) |
4038 | { |
4050 | { |
… | |
… | |
4055 | */ |
4067 | */ |
4056 | int i, j; |
4068 | int i, j; |
4057 | |
4069 | |
4058 | for (i = 0; i < NUM_STATS; i++) |
4070 | for (i = 0; i < NUM_STATS; i++) |
4059 | { |
4071 | { |
4060 | sint8 stat = get_attr_value (stats, i); |
4072 | int race_bonus = pl->arch->stats.stat (i); |
4061 | int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); |
4073 | sint8 stat = stats->stat (i) + ns->stat (i); |
4062 | |
4074 | |
4063 | stat += get_attr_value (ns, i); |
|
|
4064 | if (stat > 20 + race_bonus) |
4075 | if (stat > 20 + race_bonus) |
4065 | { |
4076 | { |
4066 | excess_stat++; |
4077 | excess_stat++; |
4067 | stat = 20 + race_bonus; |
4078 | stat = 20 + race_bonus; |
4068 | } |
4079 | } |
4069 | set_attr_value (stats, i, stat); |
4080 | |
|
|
4081 | stats->stat (i) = stat; |
4070 | } |
4082 | } |
4071 | |
4083 | |
4072 | for (j = 0; excess_stat > 0 && j < 100; j++) |
4084 | for (j = 0; excess_stat > 0 && j < 100; j++) |
4073 | { /* try 100 times to assign excess stats */ |
4085 | { /* try 100 times to assign excess stats */ |
4074 | int i = rndm (0, 6); |
4086 | int i = rndm (0, 6); |
4075 | int stat = get_attr_value (stats, i); |
|
|
4076 | int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); |
|
|
4077 | |
4087 | |
4078 | if (i == CHA) |
4088 | if (i == CHA) |
4079 | continue; /* exclude cha from this */ |
4089 | continue; /* exclude cha from this */ |
|
|
4090 | |
|
|
4091 | int stat = stats->stat (i); |
|
|
4092 | int race_bonus = pl->arch->stats.stat (i); |
4080 | if (stat < 20 + race_bonus) |
4093 | if (stat < 20 + race_bonus) |
4081 | { |
4094 | { |
4082 | change_attr_value (stats, i, 1); |
4095 | change_attr_value (stats, i, 1); |
4083 | excess_stat--; |
4096 | excess_stat--; |
4084 | } |
4097 | } |
4085 | } |
4098 | } |
4086 | |
4099 | |
4087 | /* insert the randomitems from the change's treasurelist into |
4100 | /* insert the randomitems from the change's treasurelist into |
4088 | * the player ref: player.c |
4101 | * the player ref: player.c |
4089 | */ |
4102 | */ |
4090 | if (change->randomitems != NULL) |
4103 | if (change->randomitems) |
4091 | give_initial_items (pl, change->randomitems); |
4104 | give_initial_items (pl, change->randomitems); |
4092 | |
|
|
4093 | |
4105 | |
4094 | /* set up the face, for some races. */ |
4106 | /* set up the face, for some races. */ |
4095 | |
4107 | |
4096 | /* first, look for the force object banning |
4108 | /* first, look for the force object banning |
4097 | * changing the face. Certain races never change face with class. |
4109 | * changing the face. Certain races never change face with class. |
4098 | */ |
4110 | */ |
4099 | for (walk = pl->inv; walk != NULL; walk = walk->below) |
4111 | for (walk = pl->inv; walk; walk = walk->below) |
4100 | if (!strcmp (walk->name, "NOCLASSFACECHANGE")) |
4112 | if (walk->name == shstr_NOCLASSFACECHANGE) |
4101 | flag_change_face = 0; |
4113 | flag_change_face = 0; |
4102 | |
4114 | |
4103 | if (flag_change_face) |
4115 | if (flag_change_face) |
4104 | { |
4116 | { |
4105 | pl->animation_id = GET_ANIM_ID (change); |
|
|
4106 | pl->face = change->face; |
4117 | pl->face = change->face; |
4107 | |
4118 | pl->animation_id = change->animation_id; |
4108 | if (QUERY_FLAG (change, FLAG_ANIMATE)) |
4119 | pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; |
4109 | SET_FLAG (pl, FLAG_ANIMATE); |
|
|
4110 | else |
|
|
4111 | CLEAR_FLAG (pl, FLAG_ANIMATE); |
|
|
4112 | } |
4120 | } |
4113 | |
4121 | |
4114 | /* check the special case of can't use weapons */ |
4122 | /* check the special case of can't use weapons */ |
4115 | /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ |
4123 | /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ |
4116 | if (!strcmp (change->name, "monk")) |
4124 | if (change->name == shstr_monk) |
4117 | CLEAR_FLAG (pl, FLAG_USE_WEAPON); |
4125 | CLEAR_FLAG (pl, FLAG_USE_WEAPON); |
4118 | |
4126 | |
4119 | break; |
4127 | break; |
4120 | } |
4128 | } |
4121 | } |
4129 | } |
4122 | } |
4130 | } |
4123 | |
4131 | |
4124 | /** |
|
|
4125 | * This handles items of type 'transformer'. |
|
|
4126 | * Basically those items, used with a marked item, transform both items into something |
|
|
4127 | * else. |
|
|
4128 | * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited).. |
|
|
4129 | * Change information is contained in the 'slaying' field of the marked item. |
|
|
4130 | * The format is as follow: transformer:[number ]yield[;transformer:...]. |
|
|
4131 | * This way an item can be transformed in many things, and/or many objects. |
|
|
4132 | * The 'slaying' field for transformer is used as verb for the action. |
|
|
4133 | */ |
|
|
4134 | void |
|
|
4135 | apply_item_transformer (object *pl, object *transformer) |
|
|
4136 | { |
|
|
4137 | object *marked; |
|
|
4138 | object *new_item; |
|
|
4139 | char *find; |
|
|
4140 | char *separator; |
|
|
4141 | int yield; |
|
|
4142 | char got[MAX_BUF]; |
|
|
4143 | int len; |
|
|
4144 | |
|
|
4145 | if (!pl || !transformer) |
|
|
4146 | return; |
|
|
4147 | marked = find_marked_object (pl); |
|
|
4148 | if (!marked) |
|
|
4149 | { |
|
|
4150 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); |
|
|
4151 | return; |
|
|
4152 | } |
|
|
4153 | if (!marked->slaying) |
|
|
4154 | { |
|
|
4155 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); |
|
|
4156 | return; |
|
|
4157 | } |
|
|
4158 | /* check whether they are compatible or not */ |
|
|
4159 | find = strstr (marked->slaying, transformer->arch->name); |
|
|
4160 | if (!find || (*(find + strlen (transformer->arch->name)) != ':')) |
|
|
4161 | { |
|
|
4162 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); |
|
|
4163 | return; |
|
|
4164 | } |
|
|
4165 | find += strlen (transformer->arch->name) + 1; |
|
|
4166 | /* Item can be used, now find how many and what it yields */ |
|
|
4167 | if (isdigit (*(find))) |
|
|
4168 | { |
|
|
4169 | yield = atoi (find); |
|
|
4170 | if (yield < 1) |
|
|
4171 | { |
|
|
4172 | LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield); |
|
|
4173 | yield = 1; |
|
|
4174 | } |
|
|
4175 | } |
|
|
4176 | else |
|
|
4177 | yield = 1; |
|
|
4178 | |
|
|
4179 | while (isdigit (*find)) |
|
|
4180 | find++; |
|
|
4181 | while (*find == ' ') |
|
|
4182 | find++; |
|
|
4183 | memset (got, 0, MAX_BUF); |
|
|
4184 | if ((separator = strchr (find, ';')) != NULL) |
|
|
4185 | { |
|
|
4186 | len = separator - find; |
|
|
4187 | } |
|
|
4188 | else |
|
|
4189 | { |
|
|
4190 | len = strlen (find); |
|
|
4191 | } |
|
|
4192 | if (len > MAX_BUF - 1) |
|
|
4193 | len = MAX_BUF - 1; |
|
|
4194 | strcpy (got, find); |
|
|
4195 | got[len] = '\0'; |
|
|
4196 | |
|
|
4197 | /* Now create new item, remove used ones when required. */ |
|
|
4198 | new_item = get_archetype (got); |
|
|
4199 | if (!new_item) |
|
|
4200 | { |
|
|
4201 | new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); |
|
|
4202 | return; |
|
|
4203 | } |
|
|
4204 | |
|
|
4205 | new_item->nrof = yield; |
|
|
4206 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); |
|
|
4207 | insert_ob_in_ob (new_item, pl); |
|
|
4208 | esrv_send_inventory (pl, pl); |
|
|
4209 | /* Eat up one item */ |
|
|
4210 | decrease_ob_nr (marked, 1); |
|
|
4211 | /* Eat one transformer if needed */ |
|
|
4212 | if (transformer->stats.food) |
|
|
4213 | if (--transformer->stats.food == 0) |
|
|
4214 | decrease_ob_nr (transformer, 1); |
|
|
4215 | } |
|
|