1 | /* |
1 | /* |
2 | * static char *rcsid_apply_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: apply.C,v 1.13 2006/08/29 07:34:00 root Exp $"; |
3 | * |
4 | */ |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | /* |
|
|
6 | CrossFire, A Multiplayer game for X-windows |
|
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7 | |
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8 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
9 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
10 | |
7 | * |
11 | 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 |
12 | 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 |
13 | the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
14 | (at your option) any later version. |
11 | * option) any later version. |
15 | |
12 | * |
16 | 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, |
17 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
18 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
19 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
20 | |
17 | * |
21 | 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 |
22 | 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 |
23 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
24 | |
21 | * |
25 | The authors can be reached via e-mail to crossfire-devel@real-time.com |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
26 | */ |
23 | */ |
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24 | |
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|
25 | #include <cmath> |
27 | |
26 | |
28 | #include <global.h> |
27 | #include <global.h> |
29 | #include <living.h> |
28 | #include <living.h> |
30 | #include <spells.h> |
29 | #include <spells.h> |
31 | #include <skills.h> |
30 | #include <skills.h> |
32 | #include <tod.h> |
31 | #include <tod.h> |
33 | |
32 | |
34 | #ifndef __CEXTRACT__ |
|
|
35 | #include <sproto.h> |
33 | #include <sproto.h> |
36 | #endif |
|
|
37 | |
34 | |
38 | /* Want this regardless of rplay. */ |
35 | /* Want this regardless of rplay. */ |
39 | #include <sounds.h> |
36 | #include <sounds.h> |
40 | |
37 | |
41 | /* need math lib for double-precision and pow() in dragon_eat_flesh() */ |
|
|
42 | #include <math.h> |
|
|
43 | |
|
|
44 | /** |
38 | /** |
45 | * 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. |
46 | * 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. |
47 | */ |
41 | */ |
|
|
42 | int |
48 | int should_director_abort(object *op, object *victim) |
43 | should_director_abort (object *op, object *victim) |
49 | { |
44 | { |
50 | int arch_flag, name_flag, race_flag; |
45 | int arch_flag, name_flag, race_flag; |
|
|
46 | |
51 | /* Get flags to determine what of arch, name, and race should be checked. |
47 | /* Get flags to determine what of arch, name, and race should be checked. |
52 | * This is stored in subtype, and is a bitmask, the LSB is the arch flag, |
48 | * This is stored in subtype, and is a bitmask, the LSB is the arch flag, |
53 | * the next is the name flag, and the last is the race flag. Also note, |
49 | * the next is the name flag, and the last is the race flag. Also note, |
54 | * if subtype is set to zero, that also goes to defaults of all affecting |
50 | * if subtype is set to zero, that also goes to defaults of all affecting |
55 | * it. Examples: |
51 | * it. Examples: |
56 | * subtype 1: only arch |
52 | * subtype 1: only arch |
57 | * subtype 3: arch or name |
53 | * subtype 3: arch or name |
58 | * subtype 5: arch or race |
54 | * subtype 5: arch or race |
59 | * subtype 7: all three |
55 | * subtype 7: all three |
60 | */ |
56 | */ |
61 | if (op->subtype) |
57 | if (op->subtype) |
62 | { |
58 | { |
63 | arch_flag = (op->subtype & 1); |
59 | arch_flag = op->subtype & 1; |
64 | name_flag = (op->subtype & 2); |
60 | name_flag = op->subtype & 2; |
65 | race_flag = (op->subtype & 4); |
61 | race_flag = op->subtype & 4; |
66 | } else { |
62 | } |
|
|
63 | else |
|
|
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 | return 1; |
77 | return 1; |
79 | } |
78 | |
80 | /* If the director has slaying set, only affect objects where none |
79 | /* If the director has slaying set, only affect objects where none |
81 | * of arch, name, or race match. |
80 | * of arch, name, or race match. |
82 | */ |
81 | */ |
83 | if ( (op->slaying) && ( |
|
|
84 | ((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 | return 1; |
85 | return 1; |
88 | } |
86 | |
89 | return 0; |
87 | return 0; |
90 | } |
88 | } |
91 | |
89 | |
92 | /** |
90 | /** |
93 | * 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. |
94 | * It'll identify marked item, if none all items up to dropped money. |
92 | * It'll identify marked item, if none all items up to dropped money. |
95 | * Return value: 1 if money was destroyed, 0 if not. |
93 | * Return value: 1 if money was destroyed, 0 if not. |
96 | */ |
94 | */ |
|
|
95 | static int |
97 | static int apply_id_altar (object *money, object *altar, object *pl) |
96 | apply_id_altar (object *money, object *altar, object *pl) |
98 | { |
97 | { |
99 | object *id, *marked; |
98 | dynbuf_text &buf = msg_dynbuf; buf.clear (); |
100 | int success=0; |
|
|
101 | |
99 | |
102 | if (pl == NULL || pl->type != PLAYER) |
100 | if (!pl || pl->type != PLAYER) |
103 | return 0; |
101 | return 0; |
104 | |
102 | |
105 | /* 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 |
106 | * identifying' from being printed out more than it needs to be. |
104 | * identifying' from being printed out more than it needs to be. |
107 | */ |
105 | */ |
108 | if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) |
106 | if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY) |
109 | return 0; |
107 | return 0; |
110 | |
108 | |
111 | marked = find_marked_object (pl); |
|
|
112 | /* 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 |
113 | * identified. IF it doesn't, then go through the player inventory. |
110 | * identified. If it doesn't, then go through the player inventory. |
114 | */ |
111 | */ |
115 | if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) |
112 | if (object *marked = find_marked_object (pl)) |
116 | && need_identify (marked)) |
113 | if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) |
117 | { |
114 | { |
118 | if (operate_altar (altar, &money)) { |
115 | if (operate_altar (altar, &money, pl)) |
|
|
116 | { |
119 | identify (marked); |
117 | identify (marked); |
120 | new_draw_info_format(NDI_UNIQUE, 0, pl, |
118 | |
121 | "You have %s.", long_desc(marked, pl)); |
119 | buf.printf ("You have %s.\r", long_desc (marked, pl)); |
122 | if (marked->msg) { |
120 | if (marked->msg) |
123 | new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); |
121 | buf << "The item has a story:\r" << marked->msg << "\n\n"; |
124 | new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); |
122 | |
125 | } |
123 | return !money; |
126 | return money == NULL; |
124 | } |
127 | } |
|
|
128 | } |
125 | } |
129 | |
126 | |
130 | for (id=pl->inv; id; id=id->below) { |
127 | for (object *id = pl->inv; id; id = id->below) |
|
|
128 | { |
131 | if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible && |
129 | if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) |
132 | need_identify(id)) { |
130 | { |
133 | if (operate_altar(altar,&money)) { |
131 | if (operate_altar (altar, &money, pl)) |
134 | identify(id); |
132 | { |
135 | new_draw_info_format(NDI_UNIQUE, 0, pl, |
133 | identify (id); |
136 | "You have %s.", long_desc(id, pl)); |
134 | |
|
|
135 | buf.printf ("You have %s.\r", long_desc (id, pl)); |
137 | if (id->msg) { |
136 | if (id->msg) |
138 | new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); |
137 | buf << "The item has a story:\r" << id->msg << "\n\n"; |
139 | new_draw_info(NDI_UNIQUE, 0,pl, id->msg); |
138 | |
140 | } |
|
|
141 | success=1; |
|
|
142 | /* If no more money, might as well quit now */ |
139 | /* If no more money, might as well quit now */ |
143 | if (money == NULL || ! check_altar_sacrifice (altar,money)) |
140 | if (!money || !check_altar_sacrifice (altar, money)) |
144 | break; |
141 | break; |
145 | } |
142 | } |
146 | else { |
143 | else |
|
|
144 | { |
147 | 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"); |
148 | break; |
146 | break; |
149 | } |
147 | } |
150 | } |
148 | } |
151 | } |
149 | } |
152 | if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying"); |
150 | |
153 | return money == NULL; |
151 | if (buf.empty ()) |
|
|
152 | pl->failmsg ("You have nothing that needs identifying"); |
|
|
153 | else |
|
|
154 | pl->contr->infobox (MSG_CHANNEL ("identify"), buf); |
|
|
155 | |
|
|
156 | return !money; |
154 | } |
157 | } |
155 | |
158 | |
156 | /** |
159 | /** |
157 | * 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 |
158 | * matching item. |
161 | * matching item. |
159 | **/ |
162 | **/ |
|
|
163 | void |
160 | static void handle_apply_yield(object* tmp) |
164 | handle_apply_yield (object *tmp) |
161 | { |
165 | { |
162 | const char* yield; |
166 | if (shstr_tmp yield = tmp->kv (shstr_on_use_yield)) |
163 | |
167 | archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); |
164 | yield = get_ob_key_value(tmp,"on_use_yield"); |
|
|
165 | if (yield != NULL) |
|
|
166 | { |
|
|
167 | object* drop = get_archetype(yield); |
|
|
168 | if (tmp->env) |
|
|
169 | { |
|
|
170 | drop = insert_ob_in_ob(drop,tmp->env); |
|
|
171 | if (tmp->env->type == PLAYER) |
|
|
172 | esrv_send_item(tmp->env,drop); |
|
|
173 | } |
|
|
174 | else |
|
|
175 | { |
|
|
176 | drop->x = tmp->x; |
|
|
177 | drop->y = tmp->y; |
|
|
178 | insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR); |
|
|
179 | } |
|
|
180 | } |
|
|
181 | } |
168 | } |
182 | |
169 | |
183 | /** |
170 | /** |
184 | * Handles applying a potion. |
171 | * Handles applying a potion. |
185 | */ |
172 | */ |
|
|
173 | int |
186 | int apply_potion (object * op, object * tmp) |
174 | apply_potion (object *op, object *tmp) |
187 | { |
175 | { |
188 | int got_one = 0, i; |
176 | int got_one = 0, i; |
189 | object *force = 0, *floor = 0; |
177 | object *force = 0; |
190 | |
178 | |
191 | floor = get_map_ob (op->map, op->x, op->y); |
179 | object *floor = GET_MAP_OB (op->map, op->x, op->y); |
192 | |
180 | |
193 | 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) |
194 | { |
182 | { |
195 | if (op->type == PLAYER) |
|
|
196 | new_draw_info (NDI_UNIQUE, 0, op, |
|
|
197 | "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!"); |
198 | ); |
184 | |
199 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
185 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
200 | return 0; |
186 | return 0; |
201 | } |
187 | } |
202 | |
188 | |
203 | if (op->type == PLAYER) |
189 | if (op->type == PLAYER) |
204 | { |
|
|
205 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
190 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
206 | identify (tmp); |
191 | identify (tmp); |
207 | } |
|
|
208 | |
192 | |
209 | handle_apply_yield (tmp); |
193 | handle_apply_yield (tmp); |
210 | |
194 | |
211 | /* Potion of restoration - only for players */ |
195 | /* Potion of restoration - only for players */ |
212 | if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) |
196 | if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) |
… | |
… | |
214 | object *depl; |
198 | object *depl; |
215 | archetype *at; |
199 | archetype *at; |
216 | |
200 | |
217 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
201 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
218 | { |
202 | { |
219 | drain_stat (op); |
203 | op->drain_stat (); |
220 | fix_player (op); |
204 | op->update_stats (); |
221 | decrease_ob (tmp); |
205 | tmp->decrease (); |
222 | return 1; |
206 | return 1; |
223 | } |
207 | } |
224 | if ((at = find_archetype (ARCH_DEPLETION)) == NULL) |
208 | |
|
|
209 | if (!(at = archetype::find (shstr_depletion))) |
225 | { |
210 | { |
226 | LOG (llevError, "Could not find archetype depletion\n"); |
211 | LOG (llevError, "Could not find archetype depletion\n"); |
227 | return 0; |
212 | return 0; |
228 | } |
213 | } |
|
|
214 | |
229 | depl = present_arch_in_ob (at, op); |
215 | depl = present_arch_in_ob (at, op); |
|
|
216 | |
230 | if (depl != NULL) |
217 | if (depl) |
231 | { |
218 | { |
232 | for (i = 0; i < NUM_STATS; i++) |
219 | for (i = 0; i < NUM_STATS; i++) |
233 | if (get_attr_value (&depl->stats, i)) |
220 | if (depl->stats.stat (i)) |
234 | { |
221 | op->statusmsg (restore_msg[i]); |
235 | new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); |
222 | |
236 | } |
223 | depl->destroy (); |
237 | remove_ob (depl); |
224 | op->update_stats (); |
238 | free_object (depl); |
|
|
239 | fix_player (op); |
|
|
240 | } |
225 | } |
241 | else |
226 | else |
242 | new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); |
227 | op->statusmsg ("Your potion had no effect."); |
243 | |
228 | |
244 | decrease_ob (tmp); |
229 | tmp->decrease (); |
245 | return 1; |
230 | return 1; |
246 | } |
231 | } |
247 | |
232 | |
248 | /* improvement potion - only for players */ |
233 | /* improvement potion - only for players */ |
249 | if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) |
234 | if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) |
250 | { |
235 | { |
251 | |
|
|
252 | for (i = 1; i < MIN (11, op->level); i++) |
236 | for (i = 1; i < min (11, op->level); i++) |
253 | { |
237 | { |
254 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
238 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
255 | { |
239 | { |
256 | if (op->contr->levhp[i] != 1) |
240 | if (op->contr->levhp[i] != 1) |
257 | { |
241 | { |
258 | op->contr->levhp[i] = 1; |
242 | op->contr->levhp[i] = 1; |
259 | break; |
243 | break; |
260 | } |
244 | } |
|
|
245 | |
261 | if (op->contr->levsp[i] != 1) |
246 | if (op->contr->levsp[i] != 1) |
262 | { |
247 | { |
263 | op->contr->levsp[i] = 1; |
248 | op->contr->levsp[i] = 1; |
264 | break; |
249 | break; |
265 | } |
250 | } |
|
|
251 | |
266 | if (op->contr->levgrace[i] != 1) |
252 | if (op->contr->levgrace[i] != 1) |
267 | { |
253 | { |
268 | op->contr->levgrace[i] = 1; |
254 | op->contr->levgrace[i] = 1; |
269 | break; |
255 | break; |
270 | } |
256 | } |
… | |
… | |
274 | if (op->contr->levhp[i] < 9) |
260 | if (op->contr->levhp[i] < 9) |
275 | { |
261 | { |
276 | op->contr->levhp[i] = 9; |
262 | op->contr->levhp[i] = 9; |
277 | break; |
263 | break; |
278 | } |
264 | } |
|
|
265 | |
279 | if (op->contr->levsp[i] < 6) |
266 | if (op->contr->levsp[i] < 6) |
280 | { |
267 | { |
281 | op->contr->levsp[i] = 6; |
268 | op->contr->levsp[i] = 6; |
282 | break; |
269 | break; |
283 | } |
270 | } |
|
|
271 | |
284 | if (op->contr->levgrace[i] < 3) |
272 | if (op->contr->levgrace[i] < 3) |
285 | { |
273 | { |
286 | op->contr->levgrace[i] = 3; |
274 | op->contr->levgrace[i] = 3; |
287 | break; |
275 | break; |
288 | } |
276 | } |
289 | } |
277 | } |
290 | } |
278 | } |
|
|
279 | |
291 | /* Just makes checking easier */ |
280 | /* Just makes checking easier */ |
292 | if (i < MIN (11, op->level)) |
281 | if (i < min (11, op->level)) |
293 | got_one = 1; |
282 | got_one = 1; |
|
|
283 | |
294 | if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) |
284 | if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) |
295 | { |
285 | { |
296 | if (got_one) |
286 | if (got_one) |
297 | { |
287 | { |
298 | fix_player (op); |
288 | op->update_stats (); |
299 | new_draw_info (NDI_UNIQUE, 0, op, |
|
|
300 | "The Gods smile upon you and remake you"); |
289 | op->statusmsg ("The Gods smile upon you and remake you " |
301 | new_draw_info (NDI_UNIQUE, 0, op, |
|
|
302 | "a little more in their image."); |
290 | "a little more in their image. " |
303 | new_draw_info (NDI_UNIQUE, 0, op, |
|
|
304 | "You feel a little more perfect."); |
291 | "You feel a little more perfect.", NDI_GREEN); |
305 | } |
292 | } |
306 | else |
293 | else |
307 | new_draw_info (NDI_UNIQUE, 0, op, |
|
|
308 | "The potion had no effect - you are already perfect"); |
294 | op->statusmsg ("The potion had no effect - you are already perfect."); |
309 | } |
295 | } |
310 | else |
296 | else |
311 | { /* cursed potion */ |
297 | { /* cursed potion */ |
312 | if (got_one) |
298 | if (got_one) |
313 | { |
299 | { |
314 | fix_player (op); |
300 | op->update_stats (); |
315 | new_draw_info (NDI_UNIQUE, 0, op, |
|
|
316 | "The Gods are angry and punish you."); |
301 | op->failmsg ("The Gods are angry and punish you."); |
317 | } |
302 | } |
318 | else |
303 | else |
319 | new_draw_info (NDI_UNIQUE, 0, op, |
304 | op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE); |
320 | "You are fortunate that you are so pathetic."); |
|
|
321 | } |
305 | } |
|
|
306 | |
322 | decrease_ob (tmp); |
307 | tmp->decrease (); |
323 | return 1; |
308 | return 1; |
324 | } |
309 | } |
325 | |
310 | |
326 | |
311 | |
327 | /* A potion that casts a spell. Healing, restore spellpoint (power potion) |
312 | /* A potion that casts a spell. Healing, restore spellpoint (power potion) |
… | |
… | |
331 | */ |
316 | */ |
332 | if (tmp->inv) |
317 | if (tmp->inv) |
333 | { |
318 | { |
334 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
319 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
335 | { |
320 | { |
336 | object *fball; |
321 | op->failmsg ("Yech! Your lungs are on fire!"); |
337 | |
322 | create_exploding_ball_at (op, op->level); |
338 | new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); |
|
|
339 | /* Explodes a fireball centered at player */ |
|
|
340 | fball = get_archetype (EXPLODING_FIREBALL); |
|
|
341 | fball->dam_modifier = |
|
|
342 | random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; |
|
|
343 | fball->stats.maxhp = |
|
|
344 | random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; |
|
|
345 | fball->x = op->x; |
|
|
346 | fball->y = op->y; |
|
|
347 | insert_ob_in_map (fball, op->map, NULL, 0); |
|
|
348 | } |
323 | } |
349 | else |
324 | else |
350 | cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
325 | cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
351 | |
326 | |
352 | decrease_ob (tmp); |
327 | tmp->decrease (); |
|
|
328 | |
353 | /* if youre dead, no point in doing this... */ |
329 | /* if youre dead, no point in doing this... */ |
354 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
330 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
355 | fix_player (op); |
331 | op->update_stats (); |
|
|
332 | |
356 | return 1; |
333 | return 1; |
357 | } |
334 | } |
358 | |
335 | |
359 | /* Deal with protection potions */ |
336 | /* Deal with protection potions */ |
360 | force = NULL; |
337 | force = NULL; |
… | |
… | |
362 | { |
339 | { |
363 | if (tmp->resist[i]) |
340 | if (tmp->resist[i]) |
364 | { |
341 | { |
365 | if (!force) |
342 | if (!force) |
366 | force = get_archetype (FORCE_NAME); |
343 | force = get_archetype (FORCE_NAME); |
|
|
344 | |
367 | memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); |
345 | memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); |
368 | force->type = POTION_EFFECT; |
346 | force->type = POTION_EFFECT; |
369 | 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 */ |
370 | } |
348 | } |
371 | } |
349 | } |
|
|
350 | |
372 | /* This is a protection potion */ |
351 | /* This is a protection potion */ |
373 | if (force) |
352 | if (force) |
374 | { |
353 | { |
375 | /* cursed items last longer */ |
354 | /* cursed items last longer */ |
376 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
355 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
… | |
… | |
378 | force->stats.food *= 10; |
357 | force->stats.food *= 10; |
379 | for (i = 0; i < NROFATTACKS; i++) |
358 | for (i = 0; i < NROFATTACKS; i++) |
380 | if (force->resist[i] > 0) |
359 | if (force->resist[i] > 0) |
381 | force->resist[i] = -force->resist[i]; /* prot => vuln */ |
360 | force->resist[i] = -force->resist[i]; /* prot => vuln */ |
382 | } |
361 | } |
|
|
362 | |
383 | force->speed_left = -1; |
363 | force->speed_left = -1; |
384 | force = insert_ob_in_ob (force, op); |
364 | force = insert_ob_in_ob (force, op); |
385 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
365 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
386 | SET_FLAG (force, FLAG_APPLIED); |
366 | SET_FLAG (force, FLAG_APPLIED); |
387 | change_abil (op, force); |
367 | change_abil (op, force); |
388 | decrease_ob (tmp); |
368 | tmp->decrease (); |
389 | return 1; |
369 | return 1; |
390 | } |
370 | } |
391 | |
371 | |
392 | /* Only thing left are the stat potions */ |
372 | /* Only thing left are the stat potions */ |
393 | if (op->type == PLAYER) |
373 | if (op->type == PLAYER) |
394 | { /* only for players */ |
374 | { /* only for players */ |
395 | if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
375 | if ((QUERY_FLAG (tmp, FLAG_CURSED) |
|
|
376 | || QUERY_FLAG (tmp, FLAG_DAMNED)) |
396 | && tmp->value != 0) |
377 | && tmp->value != 0) |
397 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
378 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
398 | else |
379 | else |
399 | SET_FLAG (tmp, FLAG_APPLIED); |
380 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
381 | |
400 | if (!change_abil (op, tmp)) |
382 | if (!change_abil (op, tmp)) |
401 | new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); |
383 | op->statusmsg ("Nothing happened."); |
402 | } |
384 | } |
403 | |
385 | |
404 | /* CLEAR_FLAG is so that if the character has other potions |
386 | /* CLEAR_FLAG is so that if the character has other potions |
405 | * that were grouped with the one consumed, his |
387 | * that were grouped with the one consumed, his |
406 | * stat will not be raised by them. fix_player just clears |
388 | * stat will not be raised by them. fix_player just clears |
407 | * up all the stats. |
389 | * up all the stats. |
408 | */ |
390 | */ |
409 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
391 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
410 | fix_player (op); |
392 | op->update_stats (); |
411 | decrease_ob (tmp); |
393 | tmp->decrease (); |
412 | return 1; |
394 | return 1; |
413 | } |
395 | } |
414 | |
396 | |
415 | /**************************************************************************** |
397 | /**************************************************************************** |
416 | * Weapon improvement code follows |
398 | * Weapon improvement code follows |
417 | ****************************************************************************/ |
399 | ****************************************************************************/ |
418 | |
400 | |
419 | /** |
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 | /** |
420 | * This returns the sum of nrof of item (arch name). |
417 | * This returns the sum of nrof of item (arch name). |
421 | */ |
418 | */ |
422 | static int check_item(object *op, const char *item) |
419 | static int |
|
|
420 | check_item (object *op, shstr_cmp item) |
423 | { |
421 | { |
424 | int count=0; |
422 | int count = 0; |
425 | |
423 | |
|
|
424 | if (!item) |
|
|
425 | return 0; |
426 | |
426 | |
427 | if (item==NULL) return 0; |
427 | for (op = op->below; op; op = op->below) |
428 | op=op->below; |
428 | if (op->arch->archname == item) |
429 | while(op!=NULL) { |
|
|
430 | if (strcmp(op->arch->name,item)==0){ |
|
|
431 | if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) |
429 | if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) |
432 | /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) |
430 | && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID)) |
433 | { |
431 | count += op->number_of (); |
434 | if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ |
432 | |
435 | count++; |
|
|
436 | else |
|
|
437 | count += op->nrof; |
|
|
438 | } |
|
|
439 | } |
|
|
440 | op=op->below; |
|
|
441 | } |
|
|
442 | return count; |
433 | return count; |
443 | } |
434 | } |
444 | |
435 | |
445 | /** |
436 | /** |
446 | * This removes 'nrof' of what item->slaying says to remove. |
437 | * This removes 'nrof' of what item->slaying says to remove. |
447 | * op is typically the player, which is only |
438 | * op is typically the player, which is only |
448 | * really used to determine what space to look at. |
439 | * really used to determine what space to look at. |
449 | * Modified to only eat 'nrof' of objects. |
440 | * Modified to only eat 'nrof' of objects. |
450 | */ |
441 | */ |
451 | static void eat_item(object *op,const char *item, uint32 nrof) |
442 | static void |
|
|
443 | eat_item (object *op, shstr_cmp item, uint32 nrof) |
452 | { |
444 | { |
453 | object *prev; |
445 | object *prev; |
454 | |
446 | |
|
|
447 | prev = op; |
|
|
448 | op = op->below; |
|
|
449 | |
|
|
450 | while (op) |
|
|
451 | { |
|
|
452 | if (op->arch->archname == item) |
|
|
453 | { |
|
|
454 | if (op->nrof >= nrof) |
|
|
455 | { |
|
|
456 | op->decrease (nrof); |
|
|
457 | return; |
|
|
458 | } |
|
|
459 | else |
|
|
460 | { |
|
|
461 | op->decrease (nrof); |
|
|
462 | nrof -= op->nrof; |
|
|
463 | } |
|
|
464 | |
|
|
465 | op = prev; |
|
|
466 | } |
|
|
467 | |
455 | prev = op; |
468 | prev = op; |
456 | op=op->below; |
469 | op = op->below; |
457 | |
|
|
458 | while(op!=NULL) { |
|
|
459 | if (strcmp(op->arch->name,item)==0) { |
|
|
460 | if (op->nrof >= nrof) { |
|
|
461 | decrease_ob_nr(op,nrof); |
|
|
462 | return; |
|
|
463 | } else { |
|
|
464 | decrease_ob_nr(op,op->nrof); |
|
|
465 | nrof -= op->nrof; |
|
|
466 | } |
470 | } |
467 | op=prev; |
|
|
468 | } |
|
|
469 | prev = op; |
|
|
470 | op=op->below; |
|
|
471 | } |
|
|
472 | } |
|
|
473 | |
|
|
474 | /** |
|
|
475 | * This checks to see of the player (who) is sufficient level to use a weapon |
|
|
476 | * with improvs improvements (typically last_eat). We take an int here |
|
|
477 | * instead of the object so that the improvement code can pass along the |
|
|
478 | * increased value to see if the object is usuable. |
|
|
479 | * we return 1 (true) if the player can use the weapon. |
|
|
480 | */ |
|
|
481 | static int check_weapon_power(const object *who, int improvs) |
|
|
482 | { |
|
|
483 | /* Old code is below (commented out). Basically, since weapons are the only |
|
|
484 | * object players really have any control to improve, it's a bit harsh to |
|
|
485 | * require high level in some combat skill, so we just use overall level. |
|
|
486 | */ |
|
|
487 | #if 1 |
|
|
488 | if (((who->level/5)+5) >= improvs) return 1; |
|
|
489 | else return 0; |
|
|
490 | |
|
|
491 | #else |
|
|
492 | int level=0; |
|
|
493 | |
|
|
494 | /* The skill system hands out wc and dam bonuses to fighters |
|
|
495 | * more generously than the old system (see fix_player). Thus |
|
|
496 | * we need to curtail the power of player enchanted weapons. |
|
|
497 | * I changed this to 1 improvement per "fighter" level/5 -b.t. |
|
|
498 | * Note: Nothing should break by allowing this ratio to be different or |
|
|
499 | * using normal level - it is just a matter of play balance. |
|
|
500 | */ |
|
|
501 | if(who->type==PLAYER) { |
|
|
502 | object *wc_obj=NULL; |
|
|
503 | |
|
|
504 | for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below) |
|
|
505 | if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level) |
|
|
506 | level = wc_obj->level; |
|
|
507 | |
|
|
508 | if (!level ) { |
|
|
509 | LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name); |
|
|
510 | level = who->level; |
|
|
511 | } |
|
|
512 | } |
|
|
513 | else |
|
|
514 | level=who->level; |
|
|
515 | |
|
|
516 | return (improvs <= ((level/5)+5)); |
|
|
517 | #endif |
|
|
518 | } |
471 | } |
519 | |
472 | |
520 | /** |
473 | /** |
521 | * 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. |
522 | * 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. |
523 | */ |
476 | */ |
|
|
477 | static int |
524 | static int check_sacrifice(object *op, const object *improver) |
478 | check_sacrifice (object *op, const object *improver) |
525 | { |
479 | { |
526 | int count=0; |
480 | int count = 0; |
527 | |
481 | |
528 | if (improver->slaying!=NULL) { |
482 | if (improver->slaying) |
|
|
483 | { |
529 | count = check_item(op,improver->slaying); |
484 | count = check_item (op, improver->slaying); |
530 | if (count<1) { |
485 | if (count < 1) |
531 | char buf[200]; |
486 | { |
532 | sprintf(buf,"The gods want more %ss",improver->slaying); |
487 | op->failmsg (format ("The gods want more %ss", &improver->slaying)); |
533 | new_draw_info(NDI_UNIQUE,0,op,buf); |
|
|
534 | return 0; |
488 | return 0; |
535 | } |
489 | } |
536 | } |
490 | } |
537 | else |
491 | else |
538 | count=1; |
492 | count = 1; |
539 | |
493 | |
540 | return count; |
494 | return count; |
541 | } |
495 | } |
542 | |
496 | |
543 | /** |
497 | /** |
544 | * Actually improves the weapon, and tells user. |
498 | * Actually improves the weapon, and tells user. |
545 | */ |
499 | */ |
546 | int improve_weapon_stat(object *op,object *improver,object *weapon, |
500 | static int |
547 | 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) |
548 | { |
502 | { |
549 | |
|
|
550 | new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); |
|
|
551 | *stat += sacrifice_count; |
503 | stat += sacrifice_count; |
552 | weapon->last_eat++; |
504 | weapon->last_eat++; |
553 | new_draw_info_format(NDI_UNIQUE,0,op, |
505 | improver->decrease (); |
554 | "Weapon's bonus to %s improved by %d",statname,sacrifice_count); |
|
|
555 | decrease_ob(improver); |
|
|
556 | |
506 | |
557 | /* So it updates the players stats and the window */ |
507 | /* So it updates the players stats and the window */ |
558 | 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 | |
559 | return 1; |
516 | return 1; |
560 | } |
517 | } |
561 | |
518 | |
562 | /* Types of improvements, hidden in the sp field. */ |
519 | /* Types of improvements, hidden in the sp field. */ |
563 | #define IMPROVE_PREPARE 1 |
520 | #define IMPROVE_PREPARE 1 |
564 | #define IMPROVE_DAMAGE 2 |
521 | #define IMPROVE_DAMAGE 2 |
565 | #define IMPROVE_WEIGHT 3 |
522 | #define IMPROVE_WEIGHT 3 |
566 | #define IMPROVE_ENCHANT 4 |
523 | #define IMPROVE_ENCHANT 4 |
567 | #define IMPROVE_STR 5 |
524 | #define IMPROVE_STR 5 |
568 | #define IMPROVE_DEX 6 |
525 | #define IMPROVE_DEX 6 |
569 | #define IMPROVE_CON 7 |
526 | #define IMPROVE_CON 7 |
570 | #define IMPROVE_WIS 8 |
527 | #define IMPROVE_WIS 8 |
571 | #define IMPROVE_CHA 9 |
528 | #define IMPROVE_CHA 9 |
572 | #define IMPROVE_INT 10 |
529 | #define IMPROVE_INT 10 |
573 | #define IMPROVE_POW 11 |
530 | #define IMPROVE_POW 11 |
574 | |
|
|
575 | |
531 | |
576 | /** |
532 | /** |
577 | * This does the prepare weapon scroll. |
533 | * This does the prepare weapon scroll. |
578 | * Checks for sacrifice, and so on. |
534 | * Checks for sacrifice, and so on. |
579 | */ |
535 | */ |
580 | |
536 | static int |
581 | int prepare_weapon(object *op, object *improver, object *weapon) |
537 | prepare_weapon (object *op, object *improver, object *weapon) |
582 | { |
538 | { |
583 | int sacrifice_count,i; |
539 | int sacrifice_count, i; |
584 | char buf[MAX_BUF]; |
540 | char buf[MAX_BUF]; |
585 | |
541 | |
586 | if (weapon->level!=0) { |
542 | if (weapon->level != 0) |
587 | new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); |
543 | { |
|
|
544 | op->failmsg ("Weapon is already prepared!"); |
588 | return 0; |
545 | return 0; |
589 | } |
546 | } |
|
|
547 | |
590 | for (i=0; i<NROFATTACKS; i++) |
548 | for (i = 0; i < NROFATTACKS; i++) |
591 | if (weapon->resist[i]) break; |
549 | if (weapon->resist[i]) |
|
|
550 | break; |
592 | |
551 | |
593 | /* If we break out, i will be less than nrofattacks, preventing |
552 | /* If we break out, i will be less than nrofattacks, preventing |
594 | * improvement of items that already have protections. |
553 | * improvement of items that already have protections. |
595 | */ |
554 | */ |
596 | if (i<NROFATTACKS || |
555 | if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ |
597 | weapon->stats.hp || /* regeneration */ |
|
|
598 | (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ |
556 | (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ |
599 | weapon->stats.exp || /* speed */ |
557 | weapon->stats.exp || /* speed */ |
600 | weapon->stats.ac) /* AC - only taifu's I think */ |
558 | weapon->stats.ac) /* AC - only taifu's I think */ |
601 | { |
559 | { |
602 | 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.>"); |
603 | return 0; |
563 | return 0; |
604 | } |
564 | } |
|
|
565 | |
605 | sacrifice_count=check_sacrifice(op,improver); |
566 | sacrifice_count = check_sacrifice (op, improver); |
606 | if (sacrifice_count<=0) |
567 | if (sacrifice_count <= 0) |
607 | return 0; |
568 | return 0; |
|
|
569 | |
608 | weapon->level=isqrt(sacrifice_count); |
570 | weapon->level = isqrt (sacrifice_count); |
609 | new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); |
|
|
610 | eat_item(op, improver->slaying, sacrifice_count); |
571 | eat_item (op, improver->slaying, sacrifice_count); |
611 | |
572 | |
612 | new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.", |
573 | op->statusmsg (format ( |
|
|
574 | "Your sacrifice was accepted." |
|
|
575 | "Your *%s may be improved %d times.", |
613 | weapon->name,weapon->level); |
576 | &weapon->name, weapon->level |
|
|
577 | )); |
614 | |
578 | |
615 | sprintf(buf,"%s's %s",op->name,weapon->name); |
579 | sprintf (buf, "%s's %s", &op->name, &weapon->name); |
616 | FREE_AND_COPY(weapon->name, buf); |
580 | weapon->name = weapon->name_pl = buf; |
617 | FREE_AND_COPY(weapon->name_pl, buf); |
|
|
618 | weapon->nrof=0; /* prevents preparing n weapons in the same |
581 | weapon->nrof = 0; /* prevents preparing n weapons in the same |
619 | slot at once! */ |
582 | slot at once! */ |
620 | decrease_ob(improver); |
583 | improver->decrease (); |
621 | weapon->last_eat=0; |
584 | weapon->last_eat = 0; |
622 | return 1; |
585 | return 1; |
623 | } |
586 | } |
624 | |
|
|
625 | |
587 | |
626 | /** |
588 | /** |
627 | * 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. |
628 | * This is the new improve weapon code. |
590 | * This is the new improve weapon code. |
629 | * 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. |
… | |
… | |
632 | * |
594 | * |
633 | * 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 |
634 | * 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 ?? |
635 | * level == max improve last_eat == current improve |
597 | * level == max improve last_eat == current improve |
636 | */ |
598 | */ |
|
|
599 | static int |
637 | int improve_weapon(object *op,object *improver,object *weapon) |
600 | improve_weapon (object *op, object *improver, object *weapon) |
638 | { |
601 | { |
639 | int sacrifice_count, sacrifice_needed=0; |
602 | int sacrifice_count, sacrifice_needed = 0; |
640 | |
603 | |
641 | if(improver->stats.sp==IMPROVE_PREPARE) { |
604 | if (improver->stats.sp == IMPROVE_PREPARE) |
642 | return prepare_weapon(op, improver, weapon); |
605 | return prepare_weapon (op, improver, weapon); |
643 | } |
606 | |
644 | if (weapon->level==0) { |
607 | if (weapon->level == 0) |
645 | new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared."); |
608 | { |
|
|
609 | op->failmsg ( |
|
|
610 | "This weapon has not been prepared." |
|
|
611 | " H<You first have to prepare a weapon with a prepare weapon scroll.>"); |
646 | return 0; |
612 | return 0; |
647 | } |
613 | } |
648 | if (weapon->level==weapon->last_eat && weapon->item_power >=100) { |
614 | |
649 | new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); |
615 | if (weapon->last_eat >= weapon->level // improvements used up |
|
|
616 | || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100 |
|
|
617 | { |
|
|
618 | op->failmsg ("This weapon cannot be improved any more."); |
650 | return 0; |
619 | return 0; |
651 | } |
620 | } |
|
|
621 | |
652 | if (QUERY_FLAG(weapon, FLAG_APPLIED) && |
622 | if (QUERY_FLAG (weapon, FLAG_APPLIED) |
653 | !check_weapon_power(op, weapon->last_eat+1)) { |
623 | && !check_item_power (op, weapon->item_power + 1)) |
654 | new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too"); |
624 | { |
655 | new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you"); |
625 | op->failmsg ("Improving the weapon will make it too " |
656 | new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it."); |
626 | "powerful for you to use. Unready it if you " |
657 | return 0; |
627 | "really want to improve it."); |
|
|
628 | return 0; |
658 | } |
629 | } |
|
|
630 | |
659 | /* 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 |
660 | * 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, |
661 | * 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 |
662 | * weapon can be improved. |
634 | * weapon can be improved. |
663 | */ |
635 | */ |
664 | if (improver->stats.sp==IMPROVE_DAMAGE) { |
636 | if (improver->stats.sp == IMPROVE_DAMAGE) |
|
|
637 | { |
665 | weapon->stats.dam += 5; |
638 | weapon->stats.dam += 5; |
666 | weapon->weight += 5000; /* 5 KG's */ |
639 | weapon->weight += 5000; /* 5 KG's */ |
667 | new_draw_info_format(NDI_UNIQUE, 0, op, |
|
|
668 | "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)); |
669 | weapon->last_eat++; |
641 | weapon->last_eat++; |
670 | |
642 | |
671 | weapon->item_power++; |
643 | weapon->item_power++; |
672 | decrease_ob(improver); |
644 | improver->decrease (); |
673 | return 1; |
645 | return 1; |
674 | } |
646 | } |
|
|
647 | |
675 | if (improver->stats.sp == IMPROVE_WEIGHT) { |
648 | if (improver->stats.sp == IMPROVE_WEIGHT) |
|
|
649 | { |
676 | /* Reduce weight by 20% */ |
650 | /* Reduce weight by 20% */ |
677 | weapon->weight = (weapon->weight * 8)/10; |
651 | weapon->weight = (weapon->weight * 8) / 10; |
678 | if (weapon->weight < 1) weapon->weight = 1; |
652 | if (weapon->weight < 1) |
679 | new_draw_info_format(NDI_UNIQUE, 0, op, |
653 | weapon->weight = 1; |
680 | "Weapon weight reduced to %6.1f kg", |
654 | |
681 | (float)weapon->weight/1000.0); |
655 | op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0)); |
682 | weapon->last_eat++; |
656 | weapon->last_eat++; |
683 | weapon->item_power++; |
657 | weapon->item_power++; |
684 | decrease_ob(improver); |
658 | improver->decrease (); |
685 | return 1; |
659 | return 1; |
686 | } |
660 | } |
|
|
661 | |
687 | if (improver->stats.sp == IMPROVE_ENCHANT) { |
662 | if (improver->stats.sp == IMPROVE_ENCHANT) |
|
|
663 | { |
688 | weapon->magic++; |
664 | weapon->magic++; |
689 | weapon->last_eat++; |
665 | weapon->last_eat++; |
690 | new_draw_info_format(NDI_UNIQUE, 0, op |
666 | op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); |
691 | ,"Weapon magic increased to %d",weapon->magic); |
667 | improver->decrease (); |
692 | decrease_ob(improver); |
|
|
693 | weapon->item_power++; |
668 | weapon->item_power++; |
694 | return 1; |
669 | return 1; |
695 | } |
670 | } |
696 | |
671 | |
697 | sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ |
672 | sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + |
698 | weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + |
673 | weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis; |
699 | weapon->stats.Wis; |
|
|
700 | |
674 | |
701 | if (sacrifice_needed<1) |
675 | if (sacrifice_needed < 1) |
702 | sacrifice_needed =1; |
676 | sacrifice_needed = 1; |
703 | sacrifice_needed *=2; |
677 | sacrifice_needed *= 2; |
704 | |
678 | |
705 | sacrifice_count = check_sacrifice(op,improver); |
679 | sacrifice_count = check_sacrifice (op, improver); |
706 | if (sacrifice_count < sacrifice_needed) { |
680 | if (sacrifice_count < sacrifice_needed) |
707 | new_draw_info_format(NDI_UNIQUE, 0, op, |
681 | { |
708 | "You need at least %d %s", sacrifice_needed, improver->slaying); |
682 | op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying)); |
709 | return 0; |
683 | return 0; |
710 | } |
684 | } |
|
|
685 | |
711 | eat_item(op,improver->slaying, sacrifice_needed); |
686 | eat_item (op, improver->slaying, sacrifice_needed); |
712 | weapon->item_power++; |
687 | weapon->item_power++; |
713 | |
688 | |
714 | switch (improver->stats.sp) { |
689 | switch (improver->stats.sp) |
715 | case IMPROVE_STR: |
690 | { |
716 | return improve_weapon_stat(op,improver,weapon, |
691 | case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength"); |
717 | (signed char *) &(weapon->stats.Str), |
692 | case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity"); |
718 | 1, "strength"); |
693 | case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution"); |
719 | case IMPROVE_DEX: |
694 | case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom"); |
720 | return improve_weapon_stat(op,improver,weapon, |
695 | case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma"); |
721 | (signed char *) &(weapon->stats.Dex), |
696 | case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence"); |
722 | 1, "dexterity"); |
697 | case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power"); |
723 | case IMPROVE_CON: |
|
|
724 | return improve_weapon_stat(op,improver,weapon, |
|
|
725 | (signed char *) &(weapon->stats.Con), |
|
|
726 | 1, "constitution"); |
|
|
727 | case IMPROVE_WIS: |
|
|
728 | return improve_weapon_stat(op,improver,weapon, |
|
|
729 | (signed char *) &(weapon->stats.Wis), |
|
|
730 | 1, "wisdom"); |
|
|
731 | case IMPROVE_CHA: |
|
|
732 | return improve_weapon_stat(op,improver,weapon, |
|
|
733 | (signed char *) &(weapon->stats.Cha), |
|
|
734 | 1, "charisma"); |
|
|
735 | case IMPROVE_INT: |
|
|
736 | return improve_weapon_stat(op,improver,weapon, |
|
|
737 | (signed char *) &(weapon->stats.Int), |
|
|
738 | 1, "intelligence"); |
|
|
739 | case IMPROVE_POW: |
|
|
740 | return improve_weapon_stat(op,improver,weapon, |
|
|
741 | (signed char *) &(weapon->stats.Pow), |
|
|
742 | 1, "power"); |
|
|
743 | default: |
698 | default: |
744 | new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); |
699 | op->failmsg ("Unknown improvement type."); |
745 | } |
700 | } |
|
|
701 | |
746 | LOG(llevError,"improve_weapon: Got to end of function\n"); |
702 | LOG (llevError, "improve_weapon: Got to end of function\n"); |
747 | return 0; |
703 | return 0; |
748 | } |
704 | } |
749 | |
705 | |
750 | /** |
706 | /** |
751 | * Handles the applying of improve/prepare/enchant weapon scroll. |
707 | * Handles the applying of improve/prepare/enchant weapon scroll. |
752 | * 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, ...), |
753 | * then calls improve_weapon to do the dirty work. |
709 | * then calls improve_weapon to do the dirty work. |
754 | */ |
710 | */ |
|
|
711 | static int |
755 | int check_improve_weapon (object *op, object *tmp) |
712 | check_improve_weapon (object *op, object *tmp) |
756 | { |
713 | { |
757 | object *otmp; |
714 | object *otmp; |
758 | |
715 | |
759 | if(op->type!=PLAYER) |
716 | if (op->type != PLAYER) |
|
|
717 | return 0; |
|
|
718 | |
|
|
719 | if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) |
|
|
720 | { |
|
|
721 | op->failmsg ("Something blocks the magic of the scroll!"); |
760 | return 0; |
722 | return 0; |
761 | if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) { |
|
|
762 | new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll."); |
|
|
763 | return 0; |
|
|
764 | } |
723 | } |
|
|
724 | |
765 | otmp=find_marked_object(op); |
725 | otmp = find_marked_object (op); |
|
|
726 | |
766 | if(!otmp) { |
727 | if (!otmp) |
767 | new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object."); |
728 | { |
|
|
729 | op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); |
768 | return 0; |
730 | return 0; |
769 | } |
731 | } |
|
|
732 | |
770 | if (otmp->type != WEAPON && otmp->type != BOW) { |
733 | if (otmp->type != WEAPON && otmp->type != BOW) |
771 | new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow"); |
734 | { |
|
|
735 | op->failmsg ("Marked item is not a weapon or bow!"); |
772 | return 0; |
736 | return 0; |
773 | } |
737 | } |
774 | new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); |
738 | |
|
|
739 | op->statusmsg ("Applied weapon builder."); |
|
|
740 | |
775 | improve_weapon(op,tmp,otmp); |
741 | improve_weapon (op, tmp, otmp); |
776 | esrv_send_item(op, otmp); |
742 | esrv_send_item (op, otmp); |
777 | return 1; |
743 | return 1; |
778 | } |
744 | } |
779 | |
745 | |
780 | /** |
746 | /** |
781 | * This code deals with the armour improvment scrolls. |
747 | * This code deals with the armour improvment scrolls. |
782 | * Change limits on improvement - let players go up to |
748 | * Change limits on improvement - let players go up to |
… | |
… | |
797 | * the armour value of the piece of equipment exceed either |
763 | * the armour value of the piece of equipment exceed either |
798 | * the users level or 90) |
764 | * the users level or 90) |
799 | * Modified by MSW for partial resistance. Only support |
765 | * Modified by MSW for partial resistance. Only support |
800 | * changing of physical area right now. |
766 | * changing of physical area right now. |
801 | */ |
767 | */ |
|
|
768 | static int |
802 | int improve_armour(object *op, object *improver, object *armour) |
769 | improve_armour (object *op, object *improver, object *armour) |
803 | { |
770 | { |
804 | object *tmp; |
771 | object *tmp; |
805 | |
772 | |
806 | if (armour->magic >= settings.armor_max_enchant) { |
773 | if (armour->magic >= settings.armor_max_enchant) |
807 | new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further."); |
|
|
808 | return 0; |
|
|
809 | } |
774 | { |
|
|
775 | op->failmsg ("This armour can not be enchanted any further!"); |
|
|
776 | return 0; |
|
|
777 | } |
|
|
778 | |
810 | /* 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, |
811 | * 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. |
812 | * 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 |
813 | * of gnarg and what not?) |
782 | * of gnarg and what not?) |
814 | */ |
783 | */ |
815 | if (armour->title) { |
784 | if (armour->title) |
816 | new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); |
|
|
817 | return 0; |
|
|
818 | } |
785 | { |
819 | |
786 | op->failmsg ("This armour will not accept further enchantment."); |
|
|
787 | return 0; |
|
|
788 | } |
|
|
789 | |
820 | /* Split objects if needed. Can't insert tmp until the |
790 | /* Split objects if needed. Can't insert tmp until the |
821 | * end of this function - otherwise it will just re-merge. |
791 | * end of this function - otherwise it will just re-merge. |
822 | */ |
792 | */ |
823 | if(armour->nrof > 1) |
793 | tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0; |
824 | tmp = get_split_ob(armour,armour->nrof - 1); |
|
|
825 | else |
|
|
826 | tmp = NULL; |
|
|
827 | |
794 | |
828 | armour->magic++; |
795 | armour->magic++; |
829 | |
796 | |
830 | if ( !settings.armor_speed_linear ) |
797 | if (!settings.armor_speed_linear) |
831 | { |
798 | { |
832 | int base = 100; |
799 | int base = 100; |
833 | int pow = 0; |
800 | int pow = 0; |
|
|
801 | |
834 | while ( pow < armour->magic ) |
802 | while (pow < armour->magic) |
835 | { |
803 | { |
836 | base = base - ( base * settings.armor_speed_improvement ) / 100; |
804 | base = base - (base * settings.armor_speed_improvement) / 100; |
837 | pow++; |
805 | pow++; |
838 | } |
806 | } |
839 | |
807 | |
840 | ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; |
808 | ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100; |
841 | } |
809 | } |
842 | else |
810 | else |
843 | 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; |
844 | |
812 | |
845 | if ( !settings.armor_weight_linear ) |
813 | if (!settings.armor_weight_linear) |
846 | { |
814 | { |
847 | int base = 100; |
815 | int base = 100; |
848 | int pow = 0; |
816 | int pow = 0; |
|
|
817 | |
849 | while ( pow < armour->magic ) |
818 | while (pow < armour->magic) |
850 | { |
819 | { |
851 | base = base - ( base * settings.armor_weight_reduction ) / 100; |
820 | base = base - (base * settings.armor_weight_reduction) / 100; |
852 | pow++; |
821 | pow++; |
853 | } |
822 | } |
854 | |
823 | |
855 | armour->weight = ( armour->arch->clone.weight * base ) / 100; |
824 | armour->weight = (armour->arch->weight * base) / 100; |
856 | } |
825 | } |
857 | else |
826 | else |
858 | 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; |
859 | |
828 | |
860 | if ( armour->weight <= 0 ) |
829 | if (armour->weight <= 0) |
861 | { |
830 | { |
862 | LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); |
831 | LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); |
863 | armour->weight = 1; |
832 | armour->weight = 1; |
864 | } |
833 | } |
865 | |
834 | |
866 | 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); |
867 | |
836 | |
868 | if (op->type == PLAYER) { |
837 | if (op->type == PLAYER) |
|
|
838 | { |
869 | esrv_send_item(op, armour); |
839 | esrv_send_item (op, armour); |
|
|
840 | |
870 | if(QUERY_FLAG(armour, FLAG_APPLIED)) |
841 | if (QUERY_FLAG (armour, FLAG_APPLIED)) |
871 | fix_player(op); |
842 | op->update_stats (); |
872 | } |
843 | } |
873 | decrease_ob(improver); |
844 | |
|
|
845 | improver->decrease (); |
|
|
846 | |
874 | if (tmp) { |
847 | if (tmp) |
875 | insert_ob_in_ob(tmp, op); |
848 | op->insert (tmp); |
876 | esrv_send_item(op, tmp); |
849 | |
877 | } |
|
|
878 | return 1; |
850 | return 1; |
879 | } |
851 | } |
880 | |
|
|
881 | |
852 | |
882 | /* |
853 | /* |
883 | * 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 |
884 | * what the converter wants, -1 if the converter is broken. |
855 | * what the converter wants, -1 if the converter is broken. |
885 | */ |
856 | * |
886 | #define CONV_FROM(xyz) xyz->slaying |
|
|
887 | #define CONV_TO(xyz) xyz->other_arch |
|
|
888 | #define CONV_NR(xyz) xyz->stats.sp |
|
|
889 | #define CONV_NEED(xyz) xyz->stats.food |
|
|
890 | |
|
|
891 | /* Takes one items and makes another. |
857 | * Takes one type of items and makes another. |
892 | * converter is the object that is doing the conversion. |
858 | * converter is the object that is doing the conversion. |
893 | * 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 |
894 | * what the converter wants, this will not do anything. |
860 | * what the converter wants, this will not do anything. |
895 | */ |
861 | */ |
|
|
862 | int |
896 | int convert_item(object *item, object *converter) { |
863 | convert_item (object *item, object *converter) |
897 | int nr=0; |
864 | { |
898 | object *tmp; |
865 | sint64 nr = 0, price_in; |
899 | int is_in_shop; |
|
|
900 | uint32 price_in; |
|
|
901 | |
866 | |
902 | for(tmp = get_map_ob(converter->map, converter->x, converter->y); |
867 | if (item->flag [FLAG_UNPAID]) |
903 | tmp != NULL; |
868 | return 0; |
904 | tmp = tmp->above) { |
|
|
905 | if(tmp->type == SHOP_FLOOR) |
|
|
906 | break; |
|
|
907 | } |
|
|
908 | is_in_shop = (tmp != NULL); |
|
|
909 | |
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; |
|
|
874 | |
910 | /* 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, |
911 | * 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 |
912 | * 3 gp and player drops a platinum, tough luck) |
877 | * 3 gp and player drops a platinum, tough luck) |
913 | */ |
878 | */ |
914 | if (!strcmp(CONV_FROM(converter),"money")) { |
879 | if (conv_from == shstr_money) |
915 | int cost; |
880 | { |
916 | |
|
|
917 | if(item->type!=MONEY) |
881 | if (item->type != MONEY) |
918 | return 0; |
882 | return 0; |
919 | |
883 | |
920 | nr=(item->nrof*item->value)/CONV_NEED(converter); |
884 | nr = sint64 (item->nrof) * item->value / need; |
921 | if (!nr) return 0; |
885 | if (!nr) |
922 | cost=nr*CONV_NEED(converter)/item->value; |
886 | return 0; |
923 | /* take into account rounding errors */ |
|
|
924 | if (nr*CONV_NEED(converter)%item->value) cost++; |
|
|
925 | decrease_ob_nr(item, cost); |
|
|
926 | |
887 | |
|
|
888 | converter->play_sound (sound_find ("shop_buy")); |
|
|
889 | |
|
|
890 | sint64 cost = (nr * need + item->value - 1) / item->value; |
|
|
891 | |
|
|
892 | item->decrease (cost); |
|
|
893 | |
927 | price_in = cost*item->value; |
894 | price_in = cost * item->value; |
|
|
895 | } |
|
|
896 | else |
928 | } |
897 | { |
929 | else { |
898 | if (item->type == PLAYER |
930 | if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| |
899 | || conv_from != item->arch->archname |
931 | (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) |
900 | || (need && need > (uint16) item->nrof)) |
932 | return 0; |
901 | return 0; |
933 | |
902 | |
934 | if(CONV_NEED(converter)) { |
903 | converter->play_sound (sound_find ("convert_item")); |
935 | nr=item->nrof/CONV_NEED(converter); |
904 | |
936 | decrease_ob_nr(item,nr*CONV_NEED(converter)); |
905 | if (need) |
937 | price_in = nr*CONV_NEED(converter)*item->value; |
906 | { |
938 | } else { |
907 | nr = sint64 (item->nrof) / need; |
|
|
908 | item->decrease (nr * need); |
|
|
909 | price_in = nr * need * item->value; |
|
|
910 | } |
|
|
911 | else |
|
|
912 | { |
939 | price_in = item->value; |
913 | price_in = item->value; |
940 | remove_ob(item); |
914 | item->destroy (); |
941 | free_object(item); |
915 | } |
942 | } |
916 | } |
|
|
917 | |
|
|
918 | if (converter->inv) |
943 | } |
919 | { |
944 | |
|
|
945 | if (converter->inv != NULL) { |
|
|
946 | object *ob; |
920 | object *ob; |
947 | int i; |
921 | int i; |
948 | object *ob_to_copy; |
922 | object *ob_to_copy; |
949 | |
923 | |
950 | /* select random object from inventory to copy */ |
924 | /* select random object from inventory to copy */ |
951 | ob_to_copy = converter->inv; |
925 | ob_to_copy = converter->inv; |
952 | 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++) |
953 | if (rndm(0, i) == 0) { |
927 | if (rndm (0, i) == 0) |
954 | ob_to_copy = ob; |
928 | ob_to_copy = ob; |
|
|
929 | |
|
|
930 | item = ob_to_copy->deep_clone (); |
|
|
931 | CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); |
|
|
932 | unflag_inv (item, FLAG_IS_A_TEMPLATE); |
955 | } |
933 | } |
956 | } |
934 | else |
957 | item = object_create_clone(ob_to_copy); |
935 | { |
958 | CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE); |
936 | if (!conv_to) |
959 | unflag_inv(item, FLAG_IS_A_TEMPLATE); |
937 | { |
960 | } else { |
938 | LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", |
961 | if (converter->other_arch == NULL) { |
939 | &converter->name, &converter->map->path, converter->x, converter->y); |
962 | LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", converter->name ? converter->name : "(null)", converter->map->path, converter->x, converter->y); |
|
|
963 | return -1; |
940 | return -1; |
964 | } |
941 | } |
965 | |
942 | |
966 | item = object_create_arch(converter->other_arch); |
943 | item = object_create_arch (conv_to); |
967 | fix_generated_item(item, converter, 0, 0, GT_MINIMAL); |
944 | fix_generated_item (item, converter, 0, 0, GT_MINIMAL); |
968 | } |
945 | } |
969 | |
946 | |
970 | if(CONV_NR(converter)) |
947 | if (give) |
971 | item->nrof=CONV_NR(converter); |
948 | item->nrof = give; |
|
|
949 | |
972 | if(nr) |
950 | if (nr) |
973 | item->nrof*=nr; |
951 | item->nrof *= nr; |
974 | if(is_in_shop) |
952 | |
|
|
953 | if (converter->flag [FLAG_PRECIOUS]) |
975 | 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 | } |
976 | else if(price_in < item->nrof*item->value) { |
964 | else if (price_in < sint64 (item->nrof) * item->value) |
|
|
965 | { |
977 | 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", |
978 | converter->name, converter->map->path, converter->x, converter->y, price_in, |
967 | &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); |
979 | item->nrof*item->value, item->name); |
|
|
980 | /** |
968 | /** |
981 | * 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 |
982 | * propably had something in mind when doing this |
970 | * hopefully had something in mind when doing this. |
983 | */ |
971 | */ |
984 | } |
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 | |
985 | 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); |
986 | return 1; |
980 | return 1; |
987 | } |
981 | } |
988 | |
982 | |
989 | /** |
983 | /** |
990 | * Handle apply on containers. |
984 | * Handle apply on containers. |
991 | * By Eneq(@csd.uu.se). |
985 | * By Eneq(@csd.uu.se). |
992 | * 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] |
993 | * added the alchemical cauldron to the code -b.t. |
987 | * added the alchemical cauldron to the code -b.t. |
994 | */ |
988 | */ |
995 | |
989 | static int |
996 | int apply_container (object *op, object *sack) |
990 | apply_container (object *op, object *sack) |
997 | { |
991 | { |
998 | char buf[MAX_BUF]; |
992 | if (op->type != PLAYER || !op->contr->ns) |
999 | object *tmp; |
993 | return 0; /* This might change */ |
1000 | |
994 | |
1001 | if(op->type!=PLAYER) |
|
|
1002 | return 0; /* This might change */ |
|
|
1003 | |
|
|
1004 | if (sack==NULL || sack->type != CONTAINER) { |
995 | if (!sack || sack->type != CONTAINER) |
|
|
996 | { |
1005 | LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL"); |
997 | LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); |
1006 | return 0; |
998 | return 0; |
1007 | } |
999 | } |
1008 | op->contr->last_used = NULL; |
1000 | |
1009 | op->contr->last_used_id = 0; |
1001 | op->contr->last_used = 0; |
1010 | |
1002 | |
1011 | if (sack->env!=op) { |
1003 | if (sack->env && sack->env != op) |
1012 | if (sack->other_arch == NULL || sack->env != NULL) { |
|
|
1013 | new_draw_info(NDI_UNIQUE, 0,op,"You must get it first."); |
|
|
1014 | return 1; |
|
|
1015 | } |
|
|
1016 | /* It's on the ground, the problems begin */ |
|
|
1017 | if (op->container != sack) { |
|
|
1018 | /* it's closed OR some player has opened it */ |
|
|
1019 | if (QUERY_FLAG(sack, FLAG_APPLIED)) { |
|
|
1020 | for(tmp=get_map_ob(sack->map, sack->x, sack->y); |
|
|
1021 | tmp && tmp->container != sack; tmp=tmp->above); |
|
|
1022 | if (tmp) { |
|
|
1023 | /* some other player have opened it */ |
|
|
1024 | new_draw_info_format(NDI_UNIQUE, 0, op, |
|
|
1025 | "%s is already occupied.", query_name(sack)); |
|
|
1026 | return 1; |
|
|
1027 | } |
|
|
1028 | } |
|
|
1029 | } |
|
|
1030 | if ( QUERY_FLAG(sack, FLAG_APPLIED)) { |
|
|
1031 | if (op->container == NULL) { |
|
|
1032 | tmp = arch_to_object (sack->other_arch); |
|
|
1033 | /* not good, but insert_ob_in_ob() is too smart */ |
|
|
1034 | CLEAR_FLAG (tmp, FLAG_REMOVED); |
|
|
1035 | tmp->x= tmp->y = tmp->ox = tmp->oy = 0; |
|
|
1036 | tmp->map = NULL; |
|
|
1037 | tmp->env = sack; |
|
|
1038 | if (sack->inv) |
|
|
1039 | sack->inv->above = tmp; |
|
|
1040 | tmp->below = sack->inv; |
|
|
1041 | tmp->above = NULL; |
|
|
1042 | sack->inv = tmp; |
|
|
1043 | sack->move_off = MOVE_ALL; /* trying force closing it */ |
|
|
1044 | } else { |
|
|
1045 | sack->move_off = 0; |
|
|
1046 | tmp = sack->inv; |
|
|
1047 | if (tmp && tmp->type == CLOSE_CON) { |
|
|
1048 | remove_ob(tmp); |
|
|
1049 | free_object (tmp); |
|
|
1050 | } |
|
|
1051 | } |
|
|
1052 | } |
|
|
1053 | } |
1004 | { |
1054 | |
1005 | op->failmsg ("You must put it onto the floor or into your inventory first."); |
1055 | if (QUERY_FLAG (sack, FLAG_APPLIED)) { |
|
|
1056 | if (op->container) { |
|
|
1057 | if (op->container != sack) { |
|
|
1058 | tmp = op->container; |
|
|
1059 | apply_container (op, tmp); |
|
|
1060 | sprintf (buf, "You close %s and open ", query_name(tmp)); |
|
|
1061 | op->container = sack; |
|
|
1062 | strcat (buf, query_name(sack)); |
|
|
1063 | strcat (buf, "."); |
|
|
1064 | } else { |
|
|
1065 | CLEAR_FLAG (sack, FLAG_APPLIED); |
|
|
1066 | op->container = NULL; |
|
|
1067 | sprintf (buf, "You close %s.", query_name(sack)); |
|
|
1068 | } |
|
|
1069 | } else { |
|
|
1070 | CLEAR_FLAG (sack, FLAG_APPLIED); |
|
|
1071 | sprintf (buf, "You open %s.", query_name(sack)); |
|
|
1072 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1073 | op->container = sack; |
|
|
1074 | } |
|
|
1075 | } else { /* not applied */ |
|
|
1076 | if (sack->slaying) { /* it's locked */ |
|
|
1077 | tmp = find_key(op, op, sack); |
|
|
1078 | if (tmp) { |
|
|
1079 | sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp)); |
|
|
1080 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1081 | if (sack->env == NULL) { /* if it's on ground,open it also */ |
|
|
1082 | new_draw_info (NDI_UNIQUE,0,op, buf); |
|
|
1083 | apply_container (op, sack); |
|
|
1084 | return 1; |
1006 | return 1; |
1085 | } |
1007 | } |
1086 | } else { |
1008 | |
1087 | sprintf (buf, "You don't have the key to unlock %s.", |
1009 | // already applied == open on ground, or open in inv, or active in inv |
1088 | query_name(sack)); |
1010 | if (sack->flag [FLAG_APPLIED]) |
1089 | } |
|
|
1090 | } else { |
|
|
1091 | sprintf (buf, "You readied %s.", query_name(sack)); |
|
|
1092 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1093 | if (sack->env == NULL) { /* if it's on ground,open it also */ |
|
|
1094 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
1095 | apply_container (op, sack); |
|
|
1096 | return 1; |
|
|
1097 | } |
|
|
1098 | } |
|
|
1099 | } |
1011 | { |
1100 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
1012 | if (op->container_ () == sack) |
1101 | if (op->contr) op->contr->socket.update_look=1; |
1013 | { |
1102 | return 1; |
1014 | // open on ground or inv, so close |
1103 | } |
1015 | op->close_container (); |
1104 | |
|
|
1105 | /** |
|
|
1106 | * Eneq(@csd.uu.se): Handle apply on containers. This is for containers |
|
|
1107 | * the player has in their inventory, eg, sacks, luggages, etc. |
|
|
1108 | * |
|
|
1109 | * Moved to own function and added many features [Tero.Haatanen@lut.fi] |
|
|
1110 | * This version is for client/server mode. |
|
|
1111 | * op is the player, sack is the container the player is opening or closing. |
|
|
1112 | * return 1 if an object is apllied somehow or another, 0 if error/no apply |
|
|
1113 | * |
|
|
1114 | * Reminder - there are three states for any container - closed (non applied), |
|
|
1115 | * applied (not open, but objects that match get tossed into it), and open |
|
|
1116 | * (applied flag set, and op->container points to the open container) |
|
|
1117 | */ |
|
|
1118 | |
|
|
1119 | int esrv_apply_container (object *op, object *sack) |
|
|
1120 | { |
|
|
1121 | object *tmp=op->container; |
|
|
1122 | if(op->type!=PLAYER) |
|
|
1123 | return 0; /* This might change */ |
|
|
1124 | |
|
|
1125 | if (sack==NULL || sack->type != CONTAINER) { |
|
|
1126 | LOG (llevError, |
|
|
1127 | "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL"); |
|
|
1128 | return 0; |
|
|
1129 | } |
|
|
1130 | |
|
|
1131 | /* If we have a currently open container, then it needs to be closed in all cases |
|
|
1132 | * if we are opening this one up. We then fall through if appropriate for |
|
|
1133 | * openening the new container. |
|
|
1134 | */ |
|
|
1135 | |
|
|
1136 | if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) { |
|
|
1137 | if (op->container->env != op) { /* if container is on the ground */ |
|
|
1138 | op->container->move_off = 0; |
|
|
1139 | } |
|
|
1140 | |
|
|
1141 | if (INVOKE_OBJECT (CLOSE, op)) |
|
|
1142 | return 1; |
1016 | return 1; |
1143 | |
|
|
1144 | new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.", |
|
|
1145 | query_name(op->container)); |
|
|
1146 | CLEAR_FLAG(op->container, FLAG_APPLIED); |
|
|
1147 | op->container=NULL; |
|
|
1148 | esrv_update_item (UPD_FLAGS, op, tmp); |
|
|
1149 | if (tmp == sack) return 1; |
|
|
1150 | } |
|
|
1151 | |
|
|
1152 | |
|
|
1153 | /* If the player is trying to open it (which he must be doing if we got here), |
|
|
1154 | * and it is locked, check to see if player has the equipment to open it. |
|
|
1155 | */ |
|
|
1156 | |
|
|
1157 | if (sack->slaying) { /* it's locked */ |
|
|
1158 | tmp=find_key(op, op, sack); |
|
|
1159 | if (tmp) { |
|
|
1160 | new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp)); |
|
|
1161 | } else { |
|
|
1162 | new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", |
|
|
1163 | query_name(sack)); |
|
|
1164 | return 0; |
|
|
1165 | } |
1017 | } |
|
|
1018 | else if (!sack->env) |
|
|
1019 | { |
|
|
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; |
|
|
1023 | } |
|
|
1024 | |
|
|
1025 | // fall through to opening it (active in inv) |
|
|
1026 | } |
|
|
1027 | else if (sack->env) |
1166 | } |
1028 | { |
1167 | |
1029 | // it is in our env, so activate it, do not open yet |
1168 | /* By the time we get here, we have made sure any other container has been closed and |
1030 | op->close_container (); |
1169 | * if this is a locked container, the player they key to open it. |
1031 | sack->flag [FLAG_APPLIED] = 1; |
1170 | */ |
|
|
1171 | |
|
|
1172 | /* There are really two cases - the sack is either on the ground, or the sack is |
|
|
1173 | * part of the players inventory. If on the ground, we assume that the player is |
|
|
1174 | * opening it, since if it was being closed, that would have been taken care of above. |
|
|
1175 | */ |
|
|
1176 | |
|
|
1177 | |
|
|
1178 | if (sack->env != op) { |
|
|
1179 | /* Hypothetical case - the player is trying to open a sack that belong to someone |
|
|
1180 | * else. This normally should not happen, but a misbehaving client/player could |
|
|
1181 | * try to do it, so lets handle it gracefully. |
|
|
1182 | */ |
|
|
1183 | if (sack->env) { |
|
|
1184 | new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s", |
|
|
1185 | query_name(sack)); |
|
|
1186 | return 0; |
|
|
1187 | } |
|
|
1188 | /* set these so when the player walks off, we can unapply the sack */ |
|
|
1189 | sack->move_off = MOVE_ALL; /* trying force closing it */ |
|
|
1190 | |
|
|
1191 | CLEAR_FLAG (sack, FLAG_APPLIED); |
|
|
1192 | new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack)); |
|
|
1193 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1194 | op->container = sack; |
|
|
1195 | esrv_update_item (UPD_FLAGS, op, sack); |
|
|
1196 | esrv_send_inventory (op, sack); |
|
|
1197 | |
|
|
1198 | } else { /* sack is in players inventory */ |
|
|
1199 | if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */ |
|
|
1200 | CLEAR_FLAG (sack, FLAG_APPLIED); |
|
|
1201 | new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack)); |
|
|
1202 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1203 | op->container = sack; |
|
|
1204 | esrv_update_item (UPD_FLAGS, op, sack); |
1032 | esrv_update_item (UPD_FLAGS, op, sack); |
1205 | esrv_send_inventory (op, sack); |
1033 | op->statusmsg (format ("You ready %s.", query_name (sack))); |
1206 | } |
|
|
1207 | else { |
|
|
1208 | CLEAR_FLAG (sack, FLAG_APPLIED); |
|
|
1209 | new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack)); |
|
|
1210 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1211 | esrv_update_item (UPD_FLAGS, op, sack); |
|
|
1212 | } |
|
|
1213 | } |
|
|
1214 | return 1; |
1034 | return 1; |
1215 | } |
1035 | } |
1216 | |
1036 | |
|
|
1037 | // it's locked? |
|
|
1038 | if (sack->slaying) |
|
|
1039 | { |
|
|
1040 | if (object *tmp = find_key (op, op, sack)) |
|
|
1041 | op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp))); |
|
|
1042 | else |
|
|
1043 | { |
|
|
1044 | op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack))); |
|
|
1045 | return 1; |
|
|
1046 | } |
|
|
1047 | } |
|
|
1048 | |
|
|
1049 | op->open_container (sack); |
|
|
1050 | |
|
|
1051 | return 1; |
|
|
1052 | } |
1217 | |
1053 | |
1218 | /** |
1054 | /** |
1219 | * Handles dropping things on altar. |
1055 | * Handles dropping things on altar. |
1220 | * Returns true if sacrifice was accepted. |
1056 | * Returns true if sacrifice was accepted. |
1221 | */ |
1057 | */ |
|
|
1058 | static int |
1222 | static int apply_altar (object *altar, object *sacrifice, object *originator) |
1059 | apply_altar (object *altar, object *sacrifice, object *originator) |
1223 | { |
1060 | { |
1224 | /* Only players can make sacrifices on spell casting altars. */ |
1061 | /* Only players can make sacrifices on spell casting altars. */ |
1225 | if (altar->inv && ( ! originator || originator->type != PLAYER)) |
1062 | if (altar->inv && (!originator || originator->type != PLAYER)) |
1226 | return 0; |
1063 | return 0; |
1227 | |
1064 | |
1228 | if (operate_altar (altar, &sacrifice)) { |
1065 | if (operate_altar (altar, &sacrifice, originator)) |
|
|
1066 | { |
1229 | /* Simple check. Unfortunately, it means you can't cast magic bullet |
1067 | /* Simple check. Unfortunately, it means you can't cast magic bullet |
1230 | * 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 |
1231 | * is up to map designers to use them properly. |
1069 | * is up to map designers to use them properly. |
1232 | */ |
1070 | */ |
1233 | if (altar->inv && altar->inv->type==SPELL) { |
1071 | if (altar->inv && altar->inv->type == SPELL) |
1234 | new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", |
1072 | { |
1235 | altar->inv->name); |
1073 | originator->statusmsg (format ("The altar casts %s.", &altar->inv->name)); |
1236 | cast_spell (originator, altar, 0, altar->inv, NULL); |
1074 | cast_spell (originator, altar, 0, altar->inv, NULL); |
1237 | /* If it is connected, push the button. Fixes some problems with |
1075 | /* If it is connected, push the button. Fixes some problems with |
1238 | * old maps. |
1076 | * old maps. |
1239 | */ |
1077 | */ |
|
|
1078 | |
1240 | /* push_button (altar);*/ |
1079 | /* push_button (altar);*/ |
1241 | } else { |
1080 | } |
|
|
1081 | else |
|
|
1082 | { |
1242 | altar->value = 1; /* works only once */ |
1083 | altar->value = 1; /* works only once */ |
1243 | push_button (altar); |
1084 | push_button (altar, originator); |
1244 | } |
1085 | } |
1245 | return sacrifice == NULL; |
1086 | |
1246 | } else { |
1087 | return !sacrifice; |
|
|
1088 | } |
|
|
1089 | else |
1247 | return 0; |
1090 | return 0; |
1248 | } |
|
|
1249 | } |
1091 | } |
1250 | |
|
|
1251 | |
1092 | |
1252 | /** |
1093 | /** |
1253 | * Handles 'movement' of shop mats. |
1094 | * Handles 'movement' of shop mats. |
1254 | * Returns 1 if 'op' was destroyed, 0 if not. |
1095 | * Returns 1 if 'op' was destroyed, 0 if not. |
1255 | * Largely re-written to not use nearly as many gotos, plus |
1096 | * Largely re-written to not use nearly as many gotos, plus |
1256 | * some of this code just looked plain out of date. |
1097 | * some of this code just looked plain out of date. |
1257 | * MSW 2001-08-29 |
1098 | * MSW 2001-08-29 |
1258 | */ |
1099 | */ |
|
|
1100 | int |
1259 | int apply_shop_mat (object *shop_mat, object *op) |
1101 | apply_shop_mat (object *shop_mat, object *op) |
1260 | { |
1102 | { |
1261 | int rv = 0; |
1103 | int rv = 0; |
1262 | double opinion; |
1104 | double opinion; |
1263 | object *tmp, *next; |
1105 | object *tmp, *next; |
1264 | |
1106 | |
1265 | SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */ |
1107 | SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ |
1266 | |
1108 | |
1267 | 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 ()) |
|
|
1121 | { |
1268 | /* Remove all the unpaid objects that may be carried here. |
1122 | /* Remove all the unpaid objects that may be carried here. |
1269 | * This could be pets or monsters that are somehow in |
1123 | * This could be pets or monsters that are somehow in |
1270 | * the shop. |
1124 | * the shop. |
1271 | */ |
1125 | */ |
1272 | for (tmp=op->inv; tmp; tmp=next) { |
1126 | for (tmp = op->inv; tmp; tmp = next) |
|
|
1127 | { |
1273 | next = tmp->below; |
1128 | next = tmp->below; |
|
|
1129 | |
1274 | if (QUERY_FLAG(tmp, FLAG_UNPAID)) { |
1130 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1131 | { |
1275 | 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); |
1276 | |
1133 | |
1277 | remove_ob(tmp); |
1134 | if (i >= 0) |
1278 | if (i==-1) i=0; |
1135 | tmp->move (i); |
1279 | tmp->map = op->map; |
1136 | } |
1280 | tmp->x = op->x + freearr_x[i]; |
1137 | } |
1281 | tmp->y = op->y + freearr_y[i]; |
|
|
1282 | insert_ob_in_map(tmp, op->map, op, 0); |
|
|
1283 | } |
|
|
1284 | } |
|
|
1285 | |
1138 | |
1286 | /* Don't teleport things like spell effects */ |
1139 | /* Don't teleport things like spell effects */ |
1287 | if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0; |
1140 | if (QUERY_FLAG (op, FLAG_NO_PICK)) |
|
|
1141 | return 0; |
1288 | |
1142 | |
1289 | /* unpaid objects, or non living objects, can't transfer by |
1143 | /* unpaid objects, or non living objects, can't transfer by |
1290 | * shop mats. Instead, put it on a nearby space. |
1144 | * shop mats. Instead, put it on a nearby space. |
1291 | */ |
1145 | */ |
1292 | if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) { |
1146 | if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) |
1293 | |
1147 | { |
1294 | /* Somebody dropped an unpaid item, just move to an adjacent place. */ |
1148 | /* Somebody dropped an unpaid item, just move to an adjacent place. */ |
|
|
1149 | int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
|
|
1150 | |
|
|
1151 | if (i != -1) |
|
|
1152 | rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); |
|
|
1153 | |
|
|
1154 | return 0; |
|
|
1155 | } |
|
|
1156 | |
|
|
1157 | /* Removed code that checked for multipart objects - it appears that |
|
|
1158 | * the teleport function should be able to handle this just fine. |
|
|
1159 | */ |
|
|
1160 | rv = teleport (shop_mat, SHOP_MAT, op); |
|
|
1161 | } |
|
|
1162 | else if (can_pay (op) && get_payment (op)) |
|
|
1163 | { |
|
|
1164 | /* this is only used for players */ |
|
|
1165 | rv = teleport (shop_mat, SHOP_MAT, op); |
|
|
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 | |
|
|
1174 | if (shop_mat->msg) |
|
|
1175 | op->statusmsg (shop_mat->msg); |
|
|
1176 | /* This check below is a bit simplistic - generally it should be correct, |
|
|
1177 | * but there is never a guarantee that the bottom space on the map is |
|
|
1178 | * actually the shop floor. |
|
|
1179 | */ |
|
|
1180 | else if (!rv && !is_in_shop (op)) |
|
|
1181 | { |
|
|
1182 | opinion = shopkeeper_approval (op->map, op); |
|
|
1183 | |
|
|
1184 | op->statusmsg ( |
|
|
1185 | opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." |
|
|
1186 | : opinion >= 0.75 ? "The shopkeeper waves to you." |
|
|
1187 | : opinion >= 0.50 ? "The shopkeeper ignores you." |
|
|
1188 | : "The shopkeeper glares at you with contempt." |
|
|
1189 | ); |
|
|
1190 | } |
|
|
1191 | } |
|
|
1192 | else |
|
|
1193 | { |
|
|
1194 | /* if we get here, a player tried to leave a shop but was not able |
|
|
1195 | * to afford the items he has. We try to move the player so that |
|
|
1196 | * they are not on the mat anymore |
|
|
1197 | */ |
1295 | 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); |
|
|
1199 | |
1296 | if (i != -1) { |
1200 | if (i == -1) |
1297 | rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, |
|
|
1298 | shop_mat); |
|
|
1299 | } |
|
|
1300 | return 0; |
|
|
1301 | } |
|
|
1302 | /* Removed code that checked for multipart objects - it appears that |
|
|
1303 | * the teleport function should be able to handle this just fine. |
|
|
1304 | */ |
|
|
1305 | rv = teleport (shop_mat, SHOP_MAT, op); |
|
|
1306 | } |
|
|
1307 | /* immediate block below is only used for players */ |
|
|
1308 | else if (can_pay(op)) { |
|
|
1309 | get_payment (op, op->inv); |
|
|
1310 | rv = teleport (shop_mat, SHOP_MAT, op); |
|
|
1311 | if (shop_mat->msg) { |
|
|
1312 | new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); |
|
|
1313 | } |
|
|
1314 | /* This check below is a bit simplistic - generally it should be correct, |
|
|
1315 | * but there is never a guarantee that the bottom space on the map is |
|
|
1316 | * actually the shop floor. |
|
|
1317 | */ |
|
|
1318 | else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL |
|
|
1319 | && tmp->type != SHOP_FLOOR) { |
|
|
1320 | opinion = shopkeeper_approval(op->map, op); |
|
|
1321 | if ( opinion > 0.9) |
|
|
1322 | new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); |
|
|
1323 | else if ( opinion > 0.75) |
|
|
1324 | new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); |
|
|
1325 | else if ( opinion > 0.5) |
|
|
1326 | new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you."); |
|
|
1327 | else |
|
|
1328 | new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt."); |
|
|
1329 | } |
|
|
1330 | } |
|
|
1331 | else { |
|
|
1332 | /* if we get here, a player tried to leave a shop but was not able |
|
|
1333 | * to afford the items he has. We try to move the player so that |
|
|
1334 | * they are not on the mat anymore |
|
|
1335 | */ |
|
|
1336 | |
|
|
1337 | int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
|
|
1338 | if(i == -1) { |
|
|
1339 | LOG (llevError, "Internal shop-mat problem.\n"); |
1201 | LOG (llevError, "Internal shop-mat problem.\n"); |
1340 | } else { |
1202 | else |
1341 | remove_ob (op); |
1203 | { |
|
|
1204 | op->remove (); |
1342 | op->x += freearr_x[i]; |
1205 | op->x += freearr_x[i]; |
1343 | op->y += freearr_y[i]; |
1206 | op->y += freearr_y[i]; |
1344 | rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL; |
1207 | rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; |
1345 | } |
1208 | } |
1346 | } |
1209 | } |
|
|
1210 | |
1347 | CLEAR_FLAG (op, FLAG_NO_APPLY); |
1211 | CLEAR_FLAG (op, FLAG_NO_APPLY); |
1348 | return rv; |
1212 | return rv; |
1349 | } |
1213 | } |
1350 | |
1214 | |
1351 | /** |
1215 | /** |
1352 | * Handles applying a sign. |
1216 | * Handles applying a sign. |
1353 | */ |
1217 | */ |
|
|
1218 | static void |
1354 | static void apply_sign (object *op, object *sign, int autoapply) |
1219 | apply_sign (object *op, object *sign, int autoapply) |
1355 | { |
1220 | { |
1356 | readable_message_type* msgType; |
1221 | if (!op->is_player()) |
1357 | char newbuf[HUGE_BUF]; |
|
|
1358 | if (sign->msg == NULL) { |
|
|
1359 | new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); |
|
|
1360 | return; |
|
|
1361 | } |
|
|
1362 | |
|
|
1363 | if (sign->stats.food) { |
|
|
1364 | if (sign->last_eat >= sign->stats.food) { |
|
|
1365 | if (!sign->move_on) |
|
|
1366 | new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); |
|
|
1367 | return; |
1222 | return; |
1368 | } |
|
|
1369 | |
1223 | |
|
|
1224 | if (sign->has_dialogue ()) |
|
|
1225 | { |
|
|
1226 | op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name)); |
|
|
1227 | return; |
|
|
1228 | } |
|
|
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 | |
|
|
1239 | if (sign->stats.food) |
|
|
1240 | { |
|
|
1241 | if (sign->last_eat >= sign->stats.food) |
|
|
1242 | { |
|
|
1243 | if (!sign->move_on) |
|
|
1244 | op->failmsg ("You cannot read it anymore."); |
|
|
1245 | |
|
|
1246 | return; |
|
|
1247 | } |
|
|
1248 | |
1370 | if (!QUERY_FLAG(op, FLAG_WIZPASS)) |
1249 | if (!QUERY_FLAG (op, FLAG_WIZPASS)) |
1371 | sign->last_eat++; |
1250 | sign->last_eat++; |
1372 | } |
1251 | } |
1373 | |
1252 | |
1374 | /* Sign or magic mouth? Do we need to see it, or does it talk to us? |
1253 | /* Sign or magic mouth? Do we need to see it, or does it talk to us? |
1375 | * No way to know for sure. The presumption is basically that if |
1254 | * No way to know for sure. The presumption is basically that if |
1376 | * 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 |
1377 | * to us). |
1256 | * to us). |
1378 | */ |
1257 | */ |
1379 | 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) |
1380 | new_draw_info (NDI_UNIQUE, 0, op, |
1259 | { |
1381 | "You are unable to read while blind."); |
1260 | op->failmsg ("You are unable to read while blind!"); |
1382 | return; |
1261 | return; |
|
|
1262 | } |
|
|
1263 | |
|
|
1264 | if (op->contr) |
|
|
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)); |
1383 | } |
1273 | } |
1384 | msgType=get_readable_message_type(sign); |
|
|
1385 | snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg); |
|
|
1386 | draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg); |
|
|
1387 | } |
1274 | } |
1388 | |
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); |
|
|
1306 | } |
1389 | |
1307 | |
1390 | /** |
1308 | /** |
1391 | * 'victim' moves onto 'trap' |
1309 | * 'victim' moves onto 'trap' |
1392 | * 'victim' leaves 'trap' |
1310 | * 'victim' leaves 'trap' |
1393 | * effect is determined by move_on/move_off of trap and move_type of victime. |
1311 | * effect is determined by move_on/move_off of trap and move_type of victime. |
1394 | * |
1312 | * |
1395 | * originator: Player, monster or other object that caused 'victim' to move |
1313 | * originator: Player, monster or other object that caused 'victim' to move |
1396 | * onto 'trap'. Will receive messages caused by this action. May be NULL. |
1314 | * onto 'trap'. Will receive messages caused by this action. May be NULL. |
1397 | * However, some types of traps require an originator to function. |
1315 | * However, some types of traps require an originator to function. |
1398 | */ |
1316 | */ |
|
|
1317 | void |
1399 | void move_apply (object *trap, object *victim, object *originator) |
1318 | move_apply (object *trap, object *victim, object *originator) |
1400 | { |
1319 | { |
1401 | static int recursion_depth = 0; |
1320 | static int recursion_depth = 0; |
1402 | |
1321 | |
1403 | /* Only exits affect DMs. */ |
1322 | /* Only exits affect DMs. */ |
1404 | if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) |
1323 | if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) |
1405 | return; |
1324 | return; |
1406 | |
1325 | |
1407 | /* move_apply() is the most likely candidate for causing unwanted and |
1326 | /* move_apply() is the most likely candidate for causing unwanted and |
1408 | * possibly unlimited recursion. |
1327 | * possibly unlimited recursion. |
1409 | */ |
1328 | */ |
1410 | /* The following was changed because it was causing perfeclty correct |
1329 | /* The following was changed because it was causing perfectly correct |
1411 | * maps to fail. 1) it's not an error to recurse: |
1330 | * maps to fail. 1) it's not an error to recurse: |
1412 | * rune detonates, summoning monster. monster lands on nearby rune. |
1331 | * rune detonates, summoning monster. monster lands on nearby rune. |
1413 | * nearby rune detonates. This sort of recursion is expected and |
1332 | * nearby rune detonates. This sort of recursion is expected and |
1414 | * proper. This code was causing needless crashes. |
1333 | * proper. This code was causing needless crashes. |
1415 | */ |
1334 | */ |
1416 | if (recursion_depth >= 500) { |
1335 | if (recursion_depth >= 500) |
|
|
1336 | { |
1417 | LOG (llevDebug, "WARNING: move_apply(): aborting recursion " |
1337 | LOG (llevDebug, "WARNING: move_apply(): aborting recursion " |
1418 | "[trap arch %s, name %s; victim arch %s, name %s]\n", |
1338 | "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name); |
1419 | trap->arch->name, trap->name, victim->arch->name, victim->name); |
1339 | return; |
1420 | return; |
|
|
1421 | } |
1340 | } |
|
|
1341 | |
1422 | recursion_depth++; |
1342 | recursion_depth++; |
1423 | if (trap->head) trap=trap->head; |
1343 | if (trap->head) |
|
|
1344 | trap = trap->head; |
1424 | |
1345 | |
1425 | 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))) |
1426 | goto leave; |
|
|
1427 | |
|
|
1428 | switch (trap->type) { |
1347 | switch (trap->type) |
|
|
1348 | { |
1429 | case PLAYERMOVER: |
1349 | case PLAYERMOVER: |
1430 | if (trap->attacktype && (trap->level || victim->type!=PLAYER) && |
1350 | if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) |
1431 | !should_director_abort(trap, victim)) { |
1351 | { |
1432 | if (!trap->stats.maxsp) trap->stats.maxsp=2; |
1352 | if (!trap->stats.maxsp) |
|
|
1353 | trap->stats.maxsp = 2; |
1433 | |
1354 | |
1434 | /* Is this correct? From the docs, it doesn't look like it |
1355 | /* Is this correct? From the docs, it doesn't look like it |
1435 | * should be divided by trap->speed |
1356 | * should be divided by trap->speed |
1436 | */ |
1357 | */ |
1437 | victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed); |
1358 | victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed; |
1438 | |
1359 | |
1439 | /* Just put in some sanity check. I think there is a bug in the |
1360 | /* Just put in some sanity check. I think there is a bug in the |
1440 | * above with some objects have zero speed, and thus the player |
1361 | * above with some objects have zero speed, and thus the player |
1441 | * getting permanently paralyzed. |
1362 | * getting permanently paralyzed. |
1442 | */ |
1363 | */ |
1443 | if (victim->speed_left<-50.0) victim->speed_left=-50.0; |
1364 | if (victim->speed_left < -50.f) |
|
|
1365 | victim->speed_left = -50.f; |
1444 | /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/ |
1366 | /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ |
1445 | } |
1367 | } |
1446 | goto leave; |
1368 | break; |
1447 | |
1369 | |
1448 | case SPINNER: |
1370 | case SPINNER: |
1449 | if(victim->direction) { |
1371 | if (victim->direction) |
|
|
1372 | { |
1450 | victim->direction=absdir(victim->direction-trap->stats.sp); |
1373 | victim->direction = absdir (victim->direction - trap->stats.sp); |
1451 | update_turn_face(victim); |
1374 | update_turn_face (victim); |
1452 | } |
1375 | } |
1453 | goto leave; |
1376 | break; |
1454 | |
1377 | |
1455 | case DIRECTOR: |
1378 | case DIRECTOR: |
1456 | if(victim->direction && !should_director_abort(trap, victim)) { |
1379 | if (victim->direction && !should_director_abort (trap, victim)) |
|
|
1380 | { |
1457 | victim->direction=trap->stats.sp; |
1381 | victim->direction = trap->stats.sp; |
1458 | update_turn_face(victim); |
1382 | update_turn_face (victim); |
1459 | } |
1383 | } |
1460 | goto leave; |
1384 | break; |
1461 | |
1385 | |
1462 | case BUTTON: |
1386 | case BUTTON: |
1463 | case PEDESTAL: |
1387 | case PEDESTAL: |
1464 | update_button(trap); |
1388 | case T_MATCH: |
1465 | goto leave; |
1389 | update_button (trap, originator); |
|
|
1390 | break; |
1466 | |
1391 | |
1467 | case ALTAR: |
1392 | case ALTAR: |
1468 | /* sacrifice victim on trap */ |
1393 | /* sacrifice victim on trap */ |
1469 | apply_altar (trap, victim, originator); |
1394 | apply_altar (trap, victim, originator); |
1470 | goto leave; |
1395 | break; |
1471 | |
1396 | |
1472 | case THROWN_OBJ: |
1397 | case THROWN_OBJ: |
1473 | if (trap->inv == NULL) |
1398 | if (trap->inv == NULL) |
1474 | goto leave; |
1399 | break; |
1475 | /* fallthrough */ |
1400 | /* fallthrough */ |
1476 | |
1401 | |
1477 | case ARROW: |
1402 | case ARROW: |
1478 | |
|
|
1479 | /* bad bug: monster throw a object, make a step forwards, step on object , |
1403 | /* bad bug: monster throw a object, make a step forwards, step on object , |
1480 | * trigger this here and get hit by own missile - and will be own enemy. |
1404 | * trigger this here and get hit by own missile - and will be own enemy. |
1481 | * Victim then is his own enemy and will start to kill herself (this is |
1405 | * Victim then is his own enemy and will start to kill herself (this is |
1482 | * removed) but we have not synced victim and his missile. To avoid senseless |
1406 | * removed) but we have not synced victim and his missile. To avoid senseless |
1483 | * action, we avoid hits here |
1407 | * action, we avoid hits here |
1484 | */ |
1408 | */ |
1485 | if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) |
1409 | if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ()) |
|
|
1410 | && trap->owner != victim) |
1486 | hit_with_arrow (trap, victim); |
1411 | hit_with_arrow (trap, victim); |
1487 | goto leave; |
1412 | break; |
1488 | |
1413 | |
1489 | case SPELL_EFFECT: |
1414 | case SPELL_EFFECT: |
1490 | apply_spell_effect(trap, victim); |
1415 | apply_spell_effect (trap, victim); |
1491 | goto leave; |
1416 | break; |
1492 | |
1417 | |
1493 | case TRAPDOOR: |
1418 | case TRAPDOOR: |
1494 | { |
1419 | { |
1495 | int max, sound_was_played; |
1420 | int max, sound_was_played; |
1496 | object *ab, *ab_next; |
1421 | object *ab, *ab_next; |
|
|
1422 | |
1497 | if(!trap->value) { |
1423 | if (!trap->value) |
1498 | int tot; |
1424 | { |
1499 | for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above) |
1425 | int tot; |
|
|
1426 | |
|
|
1427 | for (ab = trap->above, tot = 0; ab; ab = ab->above) |
1500 | if ((ab->move_type && trap->move_on) || ab->move_type==0) |
1428 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
1501 | tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; |
1429 | tot += ab->head_ ()->total_weight (); |
1502 | |
1430 | |
1503 | if(!(trap->value=(tot>trap->weight)?1:0)) |
1431 | if (!(trap->value = (tot > trap->weight) ? 1 : 0)) |
1504 | goto leave; |
1432 | break; |
1505 | |
1433 | |
1506 | SET_ANIMATION(trap, trap->value); |
1434 | SET_ANIMATION (trap, trap->value); |
1507 | update_object(trap,UP_OBJ_FACE); |
1435 | update_object (trap, UP_OBJ_FACE); |
1508 | } |
1436 | } |
1509 | |
1437 | |
1510 | for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) { |
1438 | for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) |
|
|
1439 | { |
1511 | /* need to set this up, since if we do transfer the object, |
1440 | /* need to set this up, since if we do transfer the object, |
1512 | * ab->above would be bogus |
1441 | * ab->above would be bogus |
1513 | */ |
1442 | */ |
1514 | ab_next = ab->above; |
1443 | ab_next = ab->above; |
1515 | |
1444 | |
1516 | if ((ab->move_type && trap->move_on) || ab->move_type==0) { |
1445 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
1517 | if ( ! sound_was_played) { |
1446 | { |
1518 | play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); |
1447 | if (!sound_was_played) |
1519 | sound_was_played = 1; |
1448 | { |
1520 | } |
1449 | trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
1521 | new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); |
1450 | sound_was_played = 1; |
1522 | transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab); |
1451 | } |
1523 | } |
|
|
1524 | } |
|
|
1525 | goto leave; |
|
|
1526 | } |
|
|
1527 | |
1452 | |
|
|
1453 | ab->statusmsg ("You fall into a trapdoor!", NDI_RED); |
|
|
1454 | transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab); |
|
|
1455 | } |
|
|
1456 | } |
|
|
1457 | break; |
|
|
1458 | } |
1528 | |
1459 | |
1529 | case CONVERTER: |
1460 | case CONVERTER: |
1530 | if (convert_item (victim, trap) < 0) { |
1461 | if (convert_item (victim, trap) < 0) |
1531 | object *op; |
1462 | { |
|
|
1463 | originator->failmsg (format ("The %s seems to be broken!", query_name (trap))); |
|
|
1464 | archetype::get (shstr_burnout)->insert_at (trap, trap); |
|
|
1465 | } |
1532 | |
1466 | |
1533 | new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap)); |
1467 | break; |
1534 | |
1468 | |
1535 | op = get_archetype("burnout"); |
|
|
1536 | if (op != NULL) { |
|
|
1537 | op->x = trap->x; |
|
|
1538 | op->y = trap->y; |
|
|
1539 | insert_ob_in_map(op, trap->map, trap, 0); |
|
|
1540 | } |
|
|
1541 | } |
|
|
1542 | goto leave; |
|
|
1543 | |
|
|
1544 | case TRIGGER_BUTTON: |
1469 | case TRIGGER_BUTTON: |
1545 | case TRIGGER_PEDESTAL: |
1470 | case TRIGGER_PEDESTAL: |
1546 | case TRIGGER_ALTAR: |
1471 | case TRIGGER_ALTAR: |
1547 | check_trigger (trap, victim); |
1472 | check_trigger (trap, victim, originator); |
1548 | goto leave; |
1473 | break; |
1549 | |
1474 | |
1550 | case DEEP_SWAMP: |
1475 | case DEEP_SWAMP: |
1551 | walk_on_deep_swamp (trap, victim); |
1476 | walk_on_deep_swamp (trap, victim); |
1552 | goto leave; |
1477 | break; |
1553 | |
1478 | |
1554 | case CHECK_INV: |
1479 | case CHECK_INV: |
1555 | check_inv (victim, trap); |
1480 | check_inv (victim, trap); |
1556 | goto leave; |
1481 | break; |
1557 | |
1482 | |
1558 | case HOLE: |
1483 | case HOLE: |
1559 | /* Hole not open? */ |
1484 | move_apply_hole (trap, victim); |
1560 | if(trap->stats.wc > 0) |
1485 | break; |
1561 | goto leave; |
|
|
1562 | |
1486 | |
1563 | /* Is this a multipart monster and not the head? If so, return. |
1487 | case EXIT: |
1564 | * Processing will happen if the head runs into the pit |
|
|
1565 | */ |
|
|
1566 | if (victim->head) |
|
|
1567 | goto leave; |
|
|
1568 | |
|
|
1569 | play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); |
|
|
1570 | new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); |
|
|
1571 | transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); |
|
|
1572 | goto leave; |
|
|
1573 | |
|
|
1574 | case EXIT: |
|
|
1575 | if (victim->type == PLAYER && EXIT_PATH (trap)) { |
1488 | if (victim->type == PLAYER && EXIT_PATH (trap)) |
|
|
1489 | { |
1576 | /* Basically, don't show exits leading to random maps the |
1490 | /* Basically, don't show exits leading to random maps the |
1577 | * players output. |
1491 | * players output. |
1578 | */ |
1492 | */ |
1579 | if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8)) |
1493 | if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit) |
1580 | new_draw_info (NDI_NAVY, 0, victim, trap->msg); |
1494 | victim->statusmsg (trap->msg, NDI_NAVY); |
1581 | enter_exit (victim, trap); |
|
|
1582 | } |
|
|
1583 | goto leave; |
|
|
1584 | |
1495 | |
|
|
1496 | trap->play_sound (trap->sound); |
|
|
1497 | victim->enter_exit (trap); |
|
|
1498 | } |
|
|
1499 | break; |
|
|
1500 | |
1585 | case ENCOUNTER: |
1501 | case ENCOUNTER: |
1586 | /* may be some leftovers on this */ |
1502 | /* may be some leftovers on this */ |
1587 | goto leave; |
1503 | break; |
1588 | |
1504 | |
1589 | case SHOP_MAT: |
1505 | case SHOP_MAT: |
1590 | apply_shop_mat (trap, victim); |
1506 | apply_shop_mat (trap, victim); |
1591 | goto leave; |
1507 | break; |
1592 | |
1508 | |
1593 | /* Drop a certain amount of gold, and have one item identified */ |
1509 | /* Drop a certain amount of gold, and have one item identified */ |
1594 | case IDENTIFY_ALTAR: |
1510 | case IDENTIFY_ALTAR: |
1595 | apply_id_altar (victim, trap, originator); |
1511 | apply_id_altar (victim, trap, originator); |
1596 | goto leave; |
1512 | break; |
1597 | |
1513 | |
1598 | case SIGN: |
1514 | case SIGN: |
1599 | if (victim->type != PLAYER && trap->stats.food > 0) |
1515 | if (victim->type != PLAYER && trap->stats.food > 0) |
1600 | goto leave; /* monsters musn't apply magic_mouths with counters */ |
1516 | break; /* monsters musn't apply magic_mouths with counters */ |
1601 | |
1517 | |
1602 | apply_sign (victim, trap, 1); |
1518 | apply_sign (victim, trap, 1); |
1603 | goto leave; |
1519 | break; |
1604 | |
1520 | |
1605 | case CONTAINER: |
1521 | case CONTAINER: |
1606 | if (victim->type==PLAYER) |
|
|
1607 | (void) esrv_apply_container (victim, trap); |
|
|
1608 | else |
|
|
1609 | (void) apply_container (victim, trap); |
1522 | apply_container (victim, trap); |
1610 | goto leave; |
1523 | break; |
1611 | |
1524 | |
1612 | case RUNE: |
1525 | case RUNE: |
1613 | case TRAP: |
1526 | case TRAP: |
1614 | if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { |
1527 | if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) |
1615 | spring_trap(trap, victim); |
1528 | spring_trap (trap, victim); |
1616 | } |
1529 | break; |
1617 | goto leave; |
|
|
1618 | |
1530 | |
1619 | default: |
1531 | default: |
1620 | 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 " |
1621 | "handled in move_apply()\n", trap->name, trap->arch->name, |
1533 | "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); |
1622 | trap->type); |
1534 | break; |
1623 | goto leave; |
|
|
1624 | } |
1535 | } |
1625 | |
1536 | |
1626 | leave: |
|
|
1627 | recursion_depth--; |
1537 | recursion_depth--; |
1628 | } |
1538 | } |
1629 | |
1539 | |
1630 | /** |
1540 | /** |
1631 | * Handles reading a regular (ie not containing a spell) book. |
1541 | * Handles reading a regular (ie not containing a spell) book. |
1632 | */ |
1542 | */ |
|
|
1543 | static void |
1633 | static void apply_book (object *op, object *tmp) |
1544 | apply_book (object *op, object *tmp) |
1634 | { |
1545 | { |
1635 | int lev_diff; |
1546 | int lev_diff; |
1636 | object *skill_ob; |
1547 | object *skill_ob; |
1637 | |
1548 | |
1638 | if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { |
1549 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
1639 | new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); |
1550 | { |
|
|
1551 | op->failmsg ("You are unable to read while blind!"); |
1640 | return; |
1552 | return; |
1641 | } |
1553 | } |
1642 | if(tmp->msg==NULL) { |
1554 | |
1643 | new_draw_info_format(NDI_UNIQUE, 0, op, |
1555 | if (!tmp->msg) |
1644 | "You open the %s and find it empty.", tmp->name); |
1556 | { |
|
|
1557 | op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name)); |
1645 | return; |
1558 | return; |
1646 | } |
1559 | } |
1647 | |
1560 | |
1648 | /* need a literacy skill to read stuff! */ |
1561 | /* need a literacy skill to read stuff! */ |
1649 | skill_ob = find_skill_by_name(op, tmp->skill); |
1562 | skill_ob = find_skill_by_name (op, tmp->skill); |
1650 | if ( ! skill_ob) { |
1563 | if (!skill_ob) |
1651 | new_draw_info(NDI_UNIQUE, 0,op, |
|
|
1652 | "You are unable to decipher the strange symbols."); |
|
|
1653 | return; |
|
|
1654 | } |
1564 | { |
|
|
1565 | op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill)); |
|
|
1566 | return; |
|
|
1567 | } |
|
|
1568 | |
1655 | lev_diff = tmp->level - (skill_ob->level + 5); |
1569 | lev_diff = tmp->level - (skill_ob->level + 5); |
1656 | if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { |
1570 | if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) |
1657 | if (lev_diff < 2) |
|
|
1658 | new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension."); |
|
|
1659 | else if (lev_diff < 3) |
|
|
1660 | new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension."); |
|
|
1661 | else if (lev_diff < 5) |
|
|
1662 | new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension."); |
|
|
1663 | else if (lev_diff < 8) |
|
|
1664 | new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension."); |
|
|
1665 | else if (lev_diff < 15) |
|
|
1666 | new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension."); |
|
|
1667 | else |
|
|
1668 | new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension."); |
|
|
1669 | return; |
|
|
1670 | } |
1571 | { |
|
|
1572 | op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension." |
|
|
1573 | : lev_diff < 3 ? "This book is slightly beyond your comprehension." |
|
|
1574 | : lev_diff < 5 ? "This book is beyond your comprehension." |
|
|
1575 | : lev_diff < 8 ? "This book is quite a bit beyond your comprehension." |
|
|
1576 | : lev_diff < 15 ? "This book is way beyond your comprehension." |
|
|
1577 | : "This book is totally beyond your comprehension."); |
|
|
1578 | return; |
|
|
1579 | } |
1671 | |
1580 | |
|
|
1581 | // we currently don't use the message types for anything. |
1672 | readable_message_type* msgType = get_readable_message_type(tmp); |
1582 | // readable_message_type *msgType = get_readable_message_type (tmp); |
1673 | draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op, |
|
|
1674 | msgType->message_type, msgType->message_subtype, |
|
|
1675 | "You open the %s and start reading.\n%s", |
|
|
1676 | "%s\n%s", |
|
|
1677 | long_desc(tmp,op), tmp->msg); |
|
|
1678 | |
1583 | |
|
|
1584 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book")); |
|
|
1585 | |
|
|
1586 | if (player *pl = op->contr) |
|
|
1587 | if (client *ns = pl->ns) |
|
|
1588 | pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); |
|
|
1589 | |
1679 | /* gain xp from reading */ |
1590 | /* gain xp from reading */ |
1680 | if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */ |
1591 | if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) |
|
|
1592 | { /* only if not read before */ |
1681 | int exp_gain=calc_skill_exp(op,tmp, skill_ob); |
1593 | int exp_gain = calc_skill_exp (op, tmp, skill_ob); |
|
|
1594 | |
1682 | if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { |
1595 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
1596 | { |
1683 | /*exp_gain *= 2; because they just identified it too */ |
1597 | /*exp_gain *= 2; because they just identified it too */ |
1684 | SET_FLAG(tmp,FLAG_IDENTIFIED); |
1598 | SET_FLAG (tmp, FLAG_IDENTIFIED); |
1685 | /* If in a container, update how it looks */ |
1599 | |
|
|
1600 | if (object *pl = tmp->visible_to ()) |
1686 | if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); |
1601 | esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); |
1687 | else op->contr->socket.update_look=1; |
|
|
1688 | } |
1602 | } |
|
|
1603 | |
1689 | change_exp(op,exp_gain, skill_ob->skill, 0); |
1604 | change_exp (op, exp_gain, skill_ob->skill, 0); |
1690 | SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ |
1605 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ |
|
|
1606 | } |
|
|
1607 | } |
|
|
1608 | |
|
|
1609 | /** |
|
|
1610 | * op made some mistake with a scroll, this takes care of punishment. |
|
|
1611 | * scroll_failure()- hacked directly from spell_failure |
|
|
1612 | */ |
|
|
1613 | static void |
|
|
1614 | scroll_failure (object *op, int failure, int power) |
|
|
1615 | { |
|
|
1616 | if (abs (failure / 4) > power) |
|
|
1617 | power = abs (failure / 4); /* set minimum effect */ |
|
|
1618 | |
|
|
1619 | if (failure <= -1 && failure > -15) |
|
|
1620 | { /* wonder */ |
|
|
1621 | object *tmp; |
|
|
1622 | |
|
|
1623 | op->failmsg ("Your spell warps!"); |
|
|
1624 | tmp = get_archetype (SPELL_WONDER); |
|
|
1625 | cast_wonder (op, op, 0, tmp); |
|
|
1626 | tmp->destroy (); |
|
|
1627 | } |
|
|
1628 | else if (failure <= -15 && failure > -35) |
|
|
1629 | { /* drain mana */ |
|
|
1630 | op->failmsg ("Your mana is drained!"); |
|
|
1631 | op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); |
|
|
1632 | if (op->stats.sp < 0) |
|
|
1633 | op->stats.sp = 0; |
|
|
1634 | } |
|
|
1635 | else if (settings.spell_failure_effects == TRUE) |
|
|
1636 | { |
|
|
1637 | if (failure <= -35 && failure > -60) |
|
|
1638 | { /* confusion */ |
|
|
1639 | op->failmsg ("The magic recoils on you!"); |
|
|
1640 | confuse_player (op, op, power); |
|
|
1641 | } |
|
|
1642 | else if (failure <= -60 && failure > -70) |
|
|
1643 | { /* paralysis */ |
|
|
1644 | op->failmsg ("The magic recoils and paralyzes you!"); |
|
|
1645 | paralyze_player (op, op, power); |
|
|
1646 | } |
|
|
1647 | else if (failure <= -70 && failure > -80) |
|
|
1648 | { /* blind */ |
|
|
1649 | op->failmsg ("The magic recoils on you!"); |
|
|
1650 | blind_player (op, op, power); |
|
|
1651 | } |
|
|
1652 | else if (failure <= -80) |
|
|
1653 | { /* blast the immediate area */ |
|
|
1654 | object *tmp = get_archetype (LOOSE_MANA); |
|
|
1655 | cast_magic_storm (op, tmp, power); |
|
|
1656 | op->failmsg ("You unleash uncontrolled mana!"); |
|
|
1657 | tmp->destroy (); |
|
|
1658 | } |
1691 | } |
1659 | } |
1692 | } |
1660 | } |
1693 | |
1661 | |
1694 | /** |
1662 | /** |
1695 | * Handles the applying of a skill scroll, calling learn_skill straight. |
1663 | * Handles the applying of a skill scroll, calling learn_skill straight. |
1696 | * op is the person learning the skill, tmp is the skill scroll object |
1664 | * op is the person learning the skill, tmp is the skill scroll object |
1697 | */ |
1665 | */ |
|
|
1666 | static void |
1698 | static void apply_skillscroll (object *op, object *tmp) |
1667 | apply_skillscroll (object *op, object *tmp) |
1699 | { |
1668 | { |
1700 | switch ((int) learn_skill (op, tmp)) { |
1669 | switch (learn_skill (op, tmp)) |
1701 | case 0: |
1670 | { |
1702 | new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); |
1671 | case 0: |
1703 | new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp)); |
1672 | op->play_sound (sound_find ("generic_fail")); |
1704 | return; |
1673 | op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp))); |
|
|
1674 | break; |
1705 | |
1675 | |
1706 | case 1: |
1676 | case 1: |
1707 | new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", |
1677 | tmp->decrease (); |
1708 | tmp->skill); |
1678 | op->play_sound (sound_find ("skill_learn")); |
1709 | new_draw_info_format(NDI_UNIQUE, 0, op, |
1679 | op->statusmsg (format ("You succeed in learning %s", &tmp->skill)); |
1710 | "Type 'bind ready_skill %s",tmp->skill); |
1680 | break; |
1711 | new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key."); |
|
|
1712 | decrease_ob(tmp); |
|
|
1713 | return; |
|
|
1714 | |
1681 | |
1715 | default: |
1682 | default: |
1716 | new_draw_info_format(NDI_UNIQUE,0,op, |
1683 | tmp->decrease (); |
|
|
1684 | op->play_sound (sound_find ("generic_fail")); |
1717 | "You fail to learn the knowledge of the %s.\n",query_name(tmp)); |
1685 | op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp))); |
1718 | decrease_ob(tmp); |
1686 | break; |
1719 | return; |
|
|
1720 | } |
1687 | } |
1721 | } |
1688 | } |
1722 | |
1689 | |
1723 | /** |
1690 | /** |
1724 | * Actually makes op learn spell. |
1691 | * Actually makes op learn spell. |
1725 | * Informs player of what happens. |
1692 | * Informs player of what happens. |
1726 | */ |
1693 | */ |
|
|
1694 | void |
1727 | void do_learn_spell (object *op, object *spell, int special_prayer) |
1695 | do_learn_spell (object *op, object *spell, int special_prayer) |
1728 | { |
1696 | { |
1729 | object *tmp; |
1697 | object *tmp; |
1730 | |
1698 | |
1731 | if (op->type != PLAYER) { |
1699 | if (op->type != PLAYER) |
|
|
1700 | { |
1732 | LOG (llevError, "BUG: do_learn_spell(): not a player\n"); |
1701 | LOG (llevError, "BUG: do_learn_spell(): not a player\n"); |
1733 | return; |
1702 | return; |
1734 | } |
1703 | } |
1735 | |
1704 | |
1736 | /* Upgrade special prayers to normal prayers */ |
1705 | /* Upgrade special prayers to normal prayers */ |
1737 | if ((tmp=check_spell_known (op, spell->name))!=NULL) { |
1706 | if ((tmp = check_spell_known (op, spell->name)) != NULL) |
|
|
1707 | { |
1738 | if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { |
1708 | if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
|
|
1709 | { |
1739 | LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); |
1710 | LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); |
1740 | return; |
1711 | return; |
1741 | } |
1712 | } |
1742 | return; |
1713 | return; |
1743 | } |
1714 | } |
1744 | |
1715 | |
1745 | play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); |
1716 | op->contr->play_sound (sound_find ("learn_spell")); |
1746 | tmp = get_object(); |
1717 | |
1747 | copy_object(spell, tmp); |
1718 | tmp = spell->clone (); |
1748 | insert_ob_in_ob(tmp, op); |
1719 | insert_ob_in_ob (tmp, op); |
1749 | |
1720 | |
1750 | if (special_prayer) { |
1721 | if (special_prayer) |
1751 | SET_FLAG(tmp, FLAG_STARTEQUIP); |
1722 | SET_FLAG (tmp, FLAG_STARTEQUIP); |
1752 | } |
|
|
1753 | |
1723 | |
1754 | new_draw_info_format (NDI_UNIQUE, 0, op, |
|
|
1755 | "Type 'bind cast %s", spell->name); |
|
|
1756 | new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key."); |
|
|
1757 | esrv_add_spells(op->contr, tmp); |
1724 | esrv_add_spells (op->contr, tmp); |
1758 | } |
1725 | } |
1759 | |
1726 | |
1760 | /** |
1727 | /** |
1761 | * Erases spell from player's inventory. |
1728 | * Erases spell from player's inventory. |
1762 | */ |
1729 | */ |
|
|
1730 | void |
1763 | void do_forget_spell (object *op, const char *spell) |
1731 | do_forget_spell (object *op, const char *spell) |
1764 | { |
1732 | { |
1765 | object *spob; |
1733 | object *spob; |
1766 | |
1734 | |
1767 | if (op->type != PLAYER) { |
1735 | if (op->type != PLAYER) |
|
|
1736 | { |
1768 | LOG (llevError, "BUG: do_forget_spell(): not a player\n"); |
1737 | LOG (llevError, "BUG: do_forget_spell(): not a player\n"); |
1769 | return; |
1738 | return; |
1770 | } |
1739 | } |
1771 | if ( (spob=check_spell_known (op, spell)) == NULL) { |
1740 | if ((spob = check_spell_known (op, spell)) == NULL) |
|
|
1741 | { |
1772 | LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); |
1742 | LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); |
1773 | return; |
1743 | return; |
1774 | } |
|
|
1775 | |
1744 | } |
1776 | new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, |
1745 | |
1777 | "You lose knowledge of %s.", spell); |
1746 | op->failmsg (format ("You lose knowledge of %s.", spell)); |
1778 | player_unready_range_ob(op->contr, spob); |
1747 | player_unready_range_ob (op->contr, spob); |
1779 | esrv_remove_spell(op->contr, spob); |
1748 | esrv_remove_spell (op->contr, spob); |
1780 | remove_ob(spob); |
1749 | spob->destroy (); |
1781 | free_object(spob); |
|
|
1782 | } |
1750 | } |
1783 | |
1751 | |
1784 | /** |
1752 | /** |
1785 | * Handles player applying a spellbook. |
1753 | * Handles player applying a spellbook. |
1786 | * Checks whether player has knowledge of required skill, doesn't already know the spell, |
1754 | * Checks whether player has knowledge of required skill, doesn't already know the spell, |
1787 | * stuff like that. Random learning failure too. |
1755 | * stuff like that. Random learning failure too. |
1788 | */ |
1756 | */ |
|
|
1757 | static void |
1789 | static void apply_spellbook (object *op, object *tmp) |
1758 | apply_spellbook (object *op, object *tmp) |
1790 | { |
1759 | { |
1791 | object *skop, *spell, *spell_skill; |
1760 | object *skop, *spell, *spell_skill; |
1792 | |
1761 | |
1793 | if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { |
1762 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
1794 | new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); |
|
|
1795 | return; |
|
|
1796 | } |
1763 | { |
|
|
1764 | op->failmsg ("You are unable to read while blind."); |
|
|
1765 | return; |
|
|
1766 | } |
1797 | |
1767 | |
1798 | /* artifact_spellbooks have 'slaying' field point to a spell name, |
1768 | /* artifact_spellbooks have 'slaying' field point to a spell name, |
1799 | * instead of having their spell stored in stats.sp. These are |
1769 | * instead of having their spell stored in stats.sp. These are |
1800 | * legacy spellbooks |
1770 | * legacy spellbooks |
1801 | */ |
1771 | */ |
1802 | |
1772 | if (tmp->slaying) |
1803 | if(tmp->slaying != NULL) { |
1773 | { |
1804 | spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); |
1774 | spell = find_archetype_by_object_name (tmp->slaying)->instance (); |
1805 | if (!spell) { |
1775 | |
1806 | new_draw_info_format(NDI_UNIQUE, 0, op, |
1776 | if (!spell) |
|
|
1777 | { |
1807 | "The book's formula for %s is incomplete", tmp->slaying); |
1778 | op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying)); |
1808 | return; |
1779 | return; |
1809 | } |
1780 | } |
1810 | else |
1781 | else |
1811 | insert_ob_in_ob(spell, tmp); |
1782 | insert_ob_in_ob (spell, tmp); |
1812 | free_string(tmp->slaying); |
1783 | |
1813 | tmp->slaying=NULL; |
1784 | tmp->slaying = 0; |
1814 | } |
1785 | } |
1815 | |
1786 | |
1816 | skop = find_skill_by_name(op, tmp->skill); |
1787 | skop = find_skill_by_name (op, tmp->skill); |
1817 | |
1788 | |
1818 | /* need a literacy skill to learn spells. Also, having a literacy level |
1789 | /* need a literacy skill to learn spells. Also, having a literacy level |
1819 | * lower than the spell will make learning the spell more difficult */ |
1790 | * lower than the spell will make learning the spell more difficult */ |
1820 | if ( !skop) { |
1791 | if (!skop) |
1821 | new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails."); |
|
|
1822 | return; |
|
|
1823 | } |
1792 | { |
|
|
1793 | op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill)); |
|
|
1794 | return; |
|
|
1795 | } |
1824 | |
1796 | |
1825 | spell = tmp->inv; |
1797 | spell = tmp->inv; |
|
|
1798 | |
1826 | if (!spell) { |
1799 | if (!spell) |
|
|
1800 | { |
1827 | LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name); |
1801 | LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); |
1828 | new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense."); |
1802 | op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); |
1829 | return; |
1803 | return; |
1830 | } |
|
|
1831 | if (spell->level > (skop->level+10)) { |
|
|
1832 | new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols."); |
|
|
1833 | return; |
|
|
1834 | } |
1804 | } |
1835 | |
1805 | |
1836 | new_draw_info_format(NDI_UNIQUE, 0, op, |
1806 | int learn_level = sqrtf (spell->level) * 1.5f; |
1837 | "The spellbook contains the %s level spell %s.", |
1807 | if (skop->level < learn_level) |
1838 | get_levelnumber(spell->level), spell->name); |
1808 | { |
|
|
1809 | op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>", |
|
|
1810 | &tmp->skill, learn_level)); |
|
|
1811 | return; |
|
|
1812 | } |
1839 | |
1813 | |
|
|
1814 | op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); |
|
|
1815 | |
1840 | if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { |
1816 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
1841 | identify(tmp); |
1817 | identify (tmp); |
1842 | if (tmp->env) |
|
|
1843 | esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp); |
|
|
1844 | else |
|
|
1845 | op->contr->socket.update_look=1; |
|
|
1846 | } |
|
|
1847 | |
1818 | |
1848 | /* I removed the check for special_prayer_mark here - it didn't make |
1819 | /* I removed the check for special_prayer_mark here - it didn't make |
1849 | * a lot of sense - special prayers are not found in spellbooks, and |
1820 | * a lot of sense - special prayers are not found in spellbooks, and |
1850 | * if the player doesn't know the spell, doesn't make a lot of sense that |
1821 | * if the player doesn't know the spell, doesn't make a lot of sense that |
1851 | * they would have a special prayer mark. |
1822 | * they would have a special prayer mark. |
1852 | */ |
1823 | */ |
1853 | if (check_spell_known (op, spell->name)) { |
1824 | if (check_spell_known (op, spell->name)) |
1854 | new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n"); |
|
|
1855 | return; |
|
|
1856 | } |
1825 | { |
|
|
1826 | op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n"); |
|
|
1827 | return; |
|
|
1828 | } |
1857 | |
1829 | |
1858 | if (spell->skill) { |
1830 | if (spell->skill) |
|
|
1831 | { |
1859 | spell_skill = find_skill_by_name(op, spell->skill); |
1832 | spell_skill = find_skill_by_name (op, spell->skill); |
|
|
1833 | |
1860 | if (!spell_skill) { |
1834 | if (!spell_skill) |
1861 | new_draw_info_format(NDI_UNIQUE, 0, op, |
1835 | { |
1862 | "You lack the skill %s to use this spell", |
1836 | op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill)); |
1863 | spell->skill); |
|
|
1864 | return; |
1837 | return; |
1865 | } |
1838 | } |
|
|
1839 | |
1866 | if (spell_skill->level < spell->level) { |
1840 | if (spell_skill->level < spell->level) |
1867 | new_draw_info_format(NDI_UNIQUE, 0, op, |
1841 | { |
1868 | "You need to be level %d in %s to learn this spell.", |
1842 | op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill)); |
1869 | spell->level, spell->skill); |
|
|
1870 | return; |
1843 | return; |
1871 | } |
1844 | } |
1872 | } |
1845 | } |
1873 | |
1846 | |
1874 | /* Logic as follows |
1847 | /* Logic as follows |
1875 | * |
1848 | * |
1876 | * 1- MU spells use Int to learn, Cleric spells use Wisdom |
1849 | * 1- MU spells use Int to learn, Cleric spells use Wisdom |
1877 | * |
1850 | * |
1878 | * 2- The learner's skill level in literacy adjusts the chance to learn |
1851 | * 2- The learner's skill level in literacy adjusts the chance to learn |
1879 | * a spell. |
1852 | * a spell. |
1880 | * |
1853 | * |
1881 | * 3 -Automatically fail to learn if you read while confused |
1854 | * 3 -Automatically fail to learn if you read while confused |
1882 | * |
1855 | * |
1883 | * Overall, chances are the same but a player will find having a high |
1856 | * Overall, chances are the same but a player will find having a high |
1884 | * literacy rate very useful! -b.t. |
1857 | * literacy rate very useful! -b.t. |
1885 | */ |
1858 | */ |
1886 | if(QUERY_FLAG(op,FLAG_CONFUSED)) { |
1859 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
1887 | new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!"); |
1860 | { |
|
|
1861 | op->failmsg ("In your confused state you flub the wording of the text!"); |
1888 | scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace)); |
1862 | scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace)); |
|
|
1863 | } |
1889 | } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || |
1864 | else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || |
1890 | (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) < |
1865 | (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) |
1891 | learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { |
1866 | { |
1892 | |
1867 | op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); |
1893 | new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!"); |
|
|
1894 | do_learn_spell (op, spell, 0); |
1868 | do_learn_spell (op, spell, 0); |
1895 | |
1869 | |
1896 | /* xp gain to literacy for spell learning */ |
1870 | /* xp gain to literacy for spell learning */ |
1897 | if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
1871 | if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
1898 | change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0); |
1872 | change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); |
1899 | } else { |
1873 | } |
1900 | play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); |
1874 | else |
1901 | new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n"); |
|
|
1902 | } |
1875 | { |
1903 | decrease_ob(tmp); |
1876 | op->contr->play_sound (sound_find ("fumble_spell")); |
|
|
1877 | op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n"); |
|
|
1878 | } |
|
|
1879 | |
|
|
1880 | tmp->decrease (); |
1904 | } |
1881 | } |
1905 | |
1882 | |
1906 | /** |
1883 | /** |
1907 | * Handles applying a spell scroll. |
1884 | * Handles applying a spell scroll. |
1908 | */ |
1885 | */ |
|
|
1886 | void |
1909 | void apply_scroll (object *op, object *tmp, int dir) |
1887 | apply_scroll (object *op, object *tmp, int dir) |
1910 | { |
1888 | { |
1911 | object *skop; |
1889 | object *skop; |
1912 | |
1890 | |
1913 | if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { |
1891 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
1914 | new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind."); |
|
|
1915 | return; |
|
|
1916 | } |
1892 | { |
|
|
1893 | op->failmsg ("You are unable to read while blind."); |
|
|
1894 | return; |
|
|
1895 | } |
1917 | |
1896 | |
1918 | if (!tmp->inv || tmp->inv->type != SPELL) { |
1897 | if (!tmp->inv || tmp->inv->type != SPELL) |
1919 | new_draw_info (NDI_UNIQUE, 0, op, |
1898 | { |
1920 | "The scroll just doesn't make sense!"); |
1899 | op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>"); |
1921 | return; |
1900 | return; |
1922 | } |
1901 | } |
1923 | |
1902 | |
1924 | if(op->type==PLAYER) { |
1903 | if (op->type == PLAYER) |
|
|
1904 | { |
1925 | /* players need a literacy skill to read stuff! */ |
1905 | /* players need a literacy skill to read stuff! */ |
1926 | int exp_gain=0; |
1906 | int exp_gain = 0; |
1927 | |
1907 | |
1928 | /* hard code literacy - tmp->skill points to where the exp |
1908 | /* hard code literacy - tmp->skill points to where the exp |
1929 | * should go for anything killed by the spell. |
1909 | * should go for anything killed by the spell. |
1930 | */ |
1910 | */ |
1931 | skop = find_skill_by_name(op, skill_names[SK_LITERACY]); |
1911 | skop = find_skill_by_name (op, skill_names[SK_LITERACY]); |
1932 | |
1912 | |
1933 | if ( ! skop) { |
1913 | if (!skop) |
1934 | new_draw_info(NDI_UNIQUE, 0,op, |
1914 | { |
1935 | "You are unable to decipher the strange symbols."); |
1915 | op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY])); |
1936 | return; |
1916 | return; |
1937 | } |
1917 | } |
1938 | |
1918 | |
1939 | if((exp_gain = calc_skill_exp(op,tmp, skop))) |
1919 | if ((exp_gain = calc_skill_exp (op, tmp, skop))) |
1940 | change_exp(op,exp_gain, skop->skill, 0); |
1920 | change_exp (op, exp_gain, skop->skill, 0); |
1941 | } |
1921 | } |
1942 | |
1922 | |
1943 | if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) |
1923 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
1944 | identify(tmp); |
1924 | identify (tmp); |
1945 | |
1925 | |
1946 | new_draw_info_format(NDI_BLACK, 0, op, |
|
|
1947 | "The scroll of %s turns to dust.", tmp->inv->name); |
1926 | op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name)); |
1948 | |
1927 | |
1949 | |
|
|
1950 | cast_spell(op,tmp,dir,tmp->inv, NULL); |
1928 | cast_spell (op, tmp, dir, tmp->inv, NULL); |
1951 | decrease_ob(tmp); |
1929 | tmp->decrease (); |
1952 | } |
1930 | } |
1953 | |
1931 | |
1954 | /** |
1932 | /** |
1955 | * Applies a treasure object - by default, chest. op |
1933 | * Applies a treasure object - by default, chest. op |
1956 | * is the person doing the applying, tmp is the treasure |
1934 | * is the person doing the applying, tmp is the treasure |
1957 | * chest. |
1935 | * chest. |
1958 | */ |
1936 | */ |
|
|
1937 | static void |
1959 | static void apply_treasure (object *op, object *tmp) |
1938 | apply_treasure (object *op, object *tmp) |
1960 | { |
1939 | { |
1961 | object *treas; |
|
|
1962 | tag_t tmp_tag = tmp->count, op_tag = op->count; |
|
|
1963 | |
|
|
1964 | |
|
|
1965 | /* Nice side effect of new treasure creation method is that the treasure |
1940 | /* Nice side effect of this treasure creation method is that the treasure |
1966 | * for the chest is done when the chest is created, and put into the chest |
1941 | * for the chest is done when the chest is created, and put into the chest |
1967 | * inventory. So that when the chest burns up, the items still exist. Also |
1942 | * inventory. So that when the chest burns up, the items still exist. Also |
1968 | * prevents people fromt moving chests to more difficult maps to get better |
1943 | * prevents people from moving chests to more difficult maps to get better |
1969 | * treasure |
1944 | * treasure |
1970 | */ |
1945 | */ |
|
|
1946 | object *treas = tmp->inv; |
1971 | |
1947 | |
|
|
1948 | if (!treas) |
|
|
1949 | { |
|
|
1950 | op->statusmsg ("The chest was empty."); |
|
|
1951 | tmp->decrease (); |
|
|
1952 | return; |
|
|
1953 | } |
|
|
1954 | |
|
|
1955 | while (tmp->inv) |
|
|
1956 | { |
1972 | treas = tmp->inv; |
1957 | treas = tmp->inv; |
1973 | if(treas==NULL) { |
1958 | treas->remove (); |
1974 | new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); |
|
|
1975 | decrease_ob(tmp); |
|
|
1976 | return; |
|
|
1977 | } |
|
|
1978 | while (tmp->inv) { |
|
|
1979 | treas = tmp->inv; |
|
|
1980 | |
1959 | |
1981 | remove_ob(treas); |
|
|
1982 | new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.", |
|
|
1983 | query_name(treas)); |
|
|
1984 | |
|
|
1985 | treas->x=op->x; |
1960 | treas->x = op->x; |
1986 | treas->y=op->y; |
1961 | treas->y = op->y; |
1987 | treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR); |
1962 | treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); |
1988 | |
1963 | |
1989 | if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level |
1964 | if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) |
1990 | && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
1991 | spring_trap (treas, op); |
1965 | spring_trap (treas, op); |
|
|
1966 | |
1992 | /* If either player or container was destroyed, no need to do |
1967 | /* If either player or container was destroyed, no need to do |
1993 | * further processing. I think this should be enclused with |
1968 | * further processing. I think this should be enclused with |
1994 | * spring trap above, as I don't think there is otherwise |
1969 | * spring trap above, as I don't think there is otherwise |
1995 | * any way for the treasure chest or player to get killed |
1970 | * any way for the treasure chest or player to get killed. |
1996 | */ |
|
|
1997 | if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag)) |
|
|
1998 | break; |
|
|
1999 | } |
|
|
2000 | |
|
|
2001 | if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL) |
|
|
2002 | decrease_ob (tmp); |
|
|
2003 | |
|
|
2004 | } |
|
|
2005 | |
|
|
2006 | /** |
|
|
2007 | * op eats food. |
|
|
2008 | * If player, takes care of messages and dragon special food. |
|
|
2009 | */ |
|
|
2010 | static void apply_food (object *op, object *tmp) |
|
|
2011 | { |
|
|
2012 | int capacity_remaining; |
|
|
2013 | |
|
|
2014 | if(op->type!=PLAYER) |
|
|
2015 | op->stats.hp=op->stats.maxhp; |
|
|
2016 | else { |
|
|
2017 | /* check if this is a dragon (player), eating some flesh */ |
|
|
2018 | if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp)) |
|
|
2019 | ; |
|
|
2020 | else { |
|
|
2021 | /* usual case - no dragon meal: */ |
|
|
2022 | if(op->stats.food+tmp->stats.food>999) { |
|
|
2023 | if(tmp->type==FOOD || tmp->type==FLESH) |
|
|
2024 | new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!"); |
|
|
2025 | else |
|
|
2026 | new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!"); |
|
|
2027 | } |
|
|
2028 | |
1971 | */ |
2029 | if(!QUERY_FLAG(tmp, FLAG_CURSED)) { |
1972 | if (op->destroyed () || tmp->destroyed ()) |
2030 | char buf[MAX_BUF]; |
1973 | break; |
2031 | |
|
|
2032 | if (!is_dragon_pl(op)) { |
|
|
2033 | /* eating message for normal players*/ |
|
|
2034 | if(tmp->type==DRINK) |
|
|
2035 | sprintf(buf,"Ahhh...that %s tasted good.",tmp->name); |
|
|
2036 | else |
|
|
2037 | sprintf(buf,"The %s tasted %s",tmp->name, |
|
|
2038 | tmp->type==FLESH?"terrible!":"good."); |
|
|
2039 | } |
|
|
2040 | else { |
|
|
2041 | /* eating message for dragon players*/ |
|
|
2042 | sprintf(buf,"The %s tasted terrible!",tmp->name); |
|
|
2043 | } |
|
|
2044 | |
|
|
2045 | new_draw_info(NDI_UNIQUE, 0,op,buf); |
|
|
2046 | capacity_remaining = 999 - op->stats.food; |
|
|
2047 | op->stats.food+=tmp->stats.food; |
|
|
2048 | if(capacity_remaining < tmp->stats.food) |
|
|
2049 | op->stats.hp += capacity_remaining / 50; |
|
|
2050 | else |
|
|
2051 | op->stats.hp+=tmp->stats.food/50; |
|
|
2052 | if(op->stats.hp>op->stats.maxhp) |
|
|
2053 | op->stats.hp=op->stats.maxhp; |
|
|
2054 | if (op->stats.food > 999) |
|
|
2055 | op->stats.food = 999; |
|
|
2056 | } |
|
|
2057 | |
|
|
2058 | /* special food hack -b.t. */ |
|
|
2059 | if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) |
|
|
2060 | eat_special_food(op,tmp); |
|
|
2061 | } |
1974 | } |
2062 | } |
1975 | |
2063 | handle_apply_yield(tmp); |
1976 | if (!tmp->destroyed () && !tmp->inv) |
2064 | decrease_ob(tmp); |
1977 | tmp->decrease (true); |
2065 | } |
1978 | } |
2066 | |
1979 | |
2067 | /** |
1980 | /** |
2068 | * A dragon is eating some flesh. If the flesh contains resistances, |
1981 | * A dragon is eating some flesh. If the flesh contains resistances, |
2069 | * there is a chance for the dragon's skin to get improved. |
1982 | * there is a chance for the dragon's skin to get improved. |
… | |
… | |
2072 | * object *op the object (dragon player) eating the flesh |
1985 | * object *op the object (dragon player) eating the flesh |
2073 | * object *meal the flesh item, getting chewed in dragon's mouth |
1986 | * object *meal the flesh item, getting chewed in dragon's mouth |
2074 | * return: |
1987 | * return: |
2075 | * int 1 if eating successful, 0 if it doesn't work |
1988 | * int 1 if eating successful, 0 if it doesn't work |
2076 | */ |
1989 | */ |
|
|
1990 | static int |
2077 | int dragon_eat_flesh(object *op, object *meal) { |
1991 | dragon_eat_flesh (object *op, object *meal) |
|
|
1992 | { |
2078 | object *skin = NULL; /* pointer to dragon skin force*/ |
1993 | object *skin = NULL; /* pointer to dragon skin force */ |
2079 | object *abil = NULL; /* pointer to dragon ability force*/ |
1994 | object *abil = NULL; /* pointer to dragon ability force */ |
2080 | object *tmp = NULL; /* tmp. object */ |
1995 | object *tmp = NULL; /* tmp. object */ |
2081 | |
1996 | |
2082 | char buf[MAX_BUF]; /* tmp. string buffer */ |
|
|
2083 | double chance; /* improvement-chance of one resistance type */ |
1997 | double chance; /* improvement-chance of one resistance type */ |
2084 | double totalchance=1; /* total chance of gaining one resistance */ |
1998 | double totalchance = 1; /* total chance of gaining one resistance */ |
2085 | double bonus=0; /* level bonus (improvement is easier at lowlevel) */ |
1999 | double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ |
2086 | double mbonus=0; /* monster bonus */ |
2000 | double mbonus = 0; /* monster bonus */ |
2087 | int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ |
2001 | int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ |
2088 | int winners=0; /* number of winners */ |
2002 | int winners = 0; /* number of winners */ |
2089 | int i; /* index */ |
2003 | int i; /* index */ |
2090 | |
2004 | |
2091 | /* let's make sure and doublecheck the parameters */ |
2005 | /* let's make sure and doublecheck the parameters */ |
2092 | if (meal->type!=FLESH || !is_dragon_pl(op)) |
2006 | if (meal->type != FLESH || !op->is_dragon ()) |
2093 | return 0; |
2007 | return 0; |
2094 | |
2008 | |
2095 | /* now grab the 'dragon_skin'- and 'dragon_ability'-forces |
2009 | /* now grab the 'dragon_skin'- and 'dragon_ability'-forces |
2096 | from the player's inventory */ |
2010 | from the player's inventory */ |
2097 | for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { |
2011 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2098 | if (tmp->type == FORCE) { |
2012 | if (tmp->type == FORCE) |
2099 | if (strcmp(tmp->arch->name, "dragon_skin_force")==0) |
2013 | if (tmp->arch->archname == shstr_dragon_skin_force) |
2100 | skin = tmp; |
2014 | skin = tmp; |
2101 | else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) |
2015 | else if (tmp->arch->archname == shstr_dragon_ability_force) |
2102 | abil = tmp; |
2016 | abil = tmp; |
2103 | } |
2017 | |
2104 | } |
|
|
2105 | |
|
|
2106 | /* if either skin or ability are missing, this is an old player |
2018 | /* if either skin or ability are missing, this is an old player |
2107 | which is not to be considered a dragon -> bail out */ |
2019 | which is not to be considered a dragon -> bail out */ |
2108 | if (skin == NULL || abil == NULL) return 0; |
2020 | if (skin == NULL || abil == NULL) |
2109 | |
2021 | return 0; |
|
|
2022 | |
2110 | /* now start by filling stomache and health, according to food-value */ |
2023 | /* now start by filling stomache and health, according to food-value */ |
2111 | if((999 - op->stats.food) < meal->stats.food) |
2024 | if ((999 - op->stats.food) < meal->stats.food) |
2112 | op->stats.hp += (999 - op->stats.food) / 50; |
2025 | op->stats.hp += (999 - op->stats.food) / 50; |
2113 | else |
2026 | else |
2114 | op->stats.hp += meal->stats.food/50; |
2027 | op->stats.hp += meal->stats.food / 50; |
|
|
2028 | |
2115 | if(op->stats.hp>op->stats.maxhp) |
2029 | if (op->stats.hp > op->stats.maxhp) |
2116 | op->stats.hp=op->stats.maxhp; |
2030 | op->stats.hp = op->stats.maxhp; |
2117 | |
2031 | |
2118 | op->stats.food = MIN(999, op->stats.food + meal->stats.food); |
2032 | op->stats.food = min (999, op->stats.food + meal->stats.food); |
2119 | |
2033 | |
2120 | /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ |
2034 | /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ |
2121 | |
2035 | |
2122 | /* on to the interesting part: chances for adding resistance */ |
2036 | /* on to the interesting part: chances for adding resistance */ |
2123 | for (i=0; i<NROFATTACKS; i++) { |
2037 | for (i = 0; i < NROFATTACKS; i++) |
|
|
2038 | { |
2124 | if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { |
2039 | if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i)) |
|
|
2040 | { |
2125 | /* got positive resistance, now calculate improvement chance (0-100) */ |
2041 | /* got positive resistance, now calculate improvement chance (0-100) */ |
2126 | |
2042 | |
2127 | /* this bonus makes resistance increase easier at lower levels */ |
2043 | /* this bonus makes resistance increase easier at lower levels */ |
2128 | bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); |
2044 | bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level); |
2129 | if (i == abil->stats.exp) |
2045 | if (i == abil->stats.exp) |
2130 | bonus += 5; /* additional bonus for resistance of ability-focus */ |
2046 | bonus += 5; /* additional bonus for resistance of ability-focus */ |
2131 | |
2047 | |
2132 | /* monster bonus increases with level, because high-level |
2048 | /* monster bonus increases with level, because high-level |
2133 | flesh is too rare */ |
2049 | flesh is too rare */ |
2134 | mbonus = op->level * 20. / ((double)settings.max_level); |
2050 | mbonus = op->level * 20. / ((double) settings.max_level); |
2135 | |
2051 | |
2136 | chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / |
2052 | chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. / |
2137 | ((double)settings.max_level)) - skin->resist[i]; |
2053 | ((double)settings.max_level)) - skin->resist[i]; |
2138 | |
2054 | |
2139 | if (chance >= 0.) |
2055 | if (chance >= 0.) |
2140 | chance += 1.; |
2056 | chance += 1.; |
2141 | else |
2057 | else |
2142 | chance = (chance < -12) ? 0. : 1./pow(2., -chance); |
2058 | chance = (chance < -12) ? 0. : 1. / pow (2., -chance); |
2143 | |
2059 | |
2144 | /* chance is proportional to amount of resistance (max. 50) */ |
2060 | /* chance is proportional to amount of resistance (max. 50) */ |
2145 | chance *= ((double)(MIN(meal->resist[i], 50)))/50.; |
2061 | chance *= ((double)(min (meal->resist[i], 50))) / 50.; |
2146 | |
2062 | |
2147 | /* doubled chance for resistance of ability-focus */ |
2063 | /* doubled chance for resistance of ability-focus */ |
2148 | if (i == abil->stats.exp) |
2064 | if (i == abil->stats.exp) |
2149 | chance = MIN(100., chance*2.); |
2065 | chance = min (100., chance * 2.); |
2150 | |
2066 | |
2151 | /* now make the throw and save all winners (Don't insert luck bonus here!) */ |
2067 | /* now make the throw and save all winners (Don't insert luck bonus here!) */ |
2152 | if (RANDOM()%10000 < (int)(chance*100)) { |
2068 | if (rndm (10000) < (unsigned int)(chance * 100)) |
|
|
2069 | { |
2153 | atnr_winner[winners] = i; |
2070 | atnr_winner[winners] = i; |
2154 | winners++; |
2071 | winners++; |
2155 | } |
2072 | } |
2156 | |
2073 | |
2157 | if (chance >= 0.01 ) totalchance *= 1 - chance/100; |
2074 | if (chance >= 0.01) |
2158 | |
2075 | totalchance *= 1 - chance / 100; |
|
|
2076 | |
2159 | /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/ |
2077 | /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */ |
2160 | } |
2078 | } |
2161 | } |
2079 | } |
2162 | |
2080 | |
2163 | /* inverse totalchance as until now we have the failure-chance */ |
2081 | /* inverse totalchance as until now we have the failure-chance */ |
2164 | totalchance = 100 - totalchance*100; |
2082 | totalchance = 100 - totalchance * 100; |
|
|
2083 | |
2165 | /* print message according to totalchance */ |
2084 | /* print message according to totalchance */ |
|
|
2085 | const char *buf; |
2166 | if (totalchance > 50.) |
2086 | if (totalchance > 50.) |
2167 | sprintf(buf, "Hmm! The %s tasted delicious!", meal->name); |
2087 | buf = format ("Hmm! The %s tasted delicious!", &meal->name); |
2168 | else if (totalchance > 10.) |
2088 | else if (totalchance > 10.) |
2169 | sprintf(buf, "The %s tasted very good.", meal->name); |
2089 | buf = format ("The %s tasted very good.", &meal->name); |
2170 | else if (totalchance > 1.) |
2090 | else if (totalchance > 1.) |
2171 | sprintf(buf, "The %s tasted good.", meal->name); |
2091 | buf = format ("The %s tasted good.", &meal->name); |
2172 | else if (totalchance > 0.1) |
2092 | else if (totalchance > 0.1) |
2173 | sprintf(buf, "The %s tasted bland.", meal->name); |
2093 | buf = format ("The %s tasted bland.", &meal->name); |
2174 | else if (totalchance >= 0.01) |
2094 | else if (totalchance >= 0.01) |
2175 | sprintf(buf, "The %s had a boring taste.", meal->name); |
2095 | buf = format ("The %s had a boring taste.", &meal->name); |
2176 | else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)) |
2096 | else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) |
2177 | sprintf(buf, "The %s tasted strange.", meal->name); |
2097 | buf = format ("The %s tasted strange.", &meal->name); |
2178 | else |
2098 | else |
2179 | sprintf(buf, "The %s had no taste.", meal->name); |
2099 | buf = format ("The %s had no taste.", &meal->name); |
2180 | new_draw_info(NDI_UNIQUE, 0, op, buf); |
2100 | |
2181 | |
2101 | op->statusmsg (buf); |
|
|
2102 | |
2182 | /* now choose a winner if we have any */ |
2103 | /* now choose a winner if we have any */ |
2183 | i = -1; |
2104 | i = -1; |
2184 | if (winners>0) |
2105 | if (winners > 0) |
2185 | i = atnr_winner[RANDOM()%winners]; |
2106 | i = atnr_winner [rndm (winners)]; |
2186 | |
2107 | |
2187 | if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { |
2108 | if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) |
|
|
2109 | { |
2188 | /* resistance increased! */ |
2110 | /* resistance increased! */ |
2189 | skin->resist[i]++; |
2111 | skin->resist[i]++; |
2190 | fix_player(op); |
2112 | op->update_stats (); |
|
|
2113 | |
|
|
2114 | op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i])); |
2191 | |
2115 | } |
2192 | sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); |
2116 | |
2193 | new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf); |
|
|
2194 | } |
|
|
2195 | |
|
|
2196 | /* if this flesh contains a new ability focus, we mark it |
2117 | /* if this flesh contains a new ability focus, we mark it |
2197 | into the ability_force and it will take effect on next level */ |
2118 | into the ability_force and it will take effect on next level */ |
2198 | if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat) |
2119 | if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) |
2199 | && meal->last_eat != abil->last_eat) { |
2120 | { |
2200 | abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ |
2121 | abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ |
2201 | |
2122 | |
2202 | if (meal->last_eat != abil->stats.exp) { |
2123 | if (meal->last_eat != abil->stats.exp) |
|
|
2124 | op->statusmsg (format ( |
2203 | sprintf(buf, "Your metabolism prepares to focus on %s!", |
2125 | "Your metabolism prepares to focus on %s!\n" |
|
|
2126 | "The change will happen at level %d.", |
2204 | change_resist_msg[meal->last_eat]); |
2127 | change_resist_msg[meal->last_eat], |
2205 | new_draw_info(NDI_UNIQUE, 0, op, buf); |
2128 | abil->level + 1 |
2206 | sprintf(buf, "The change will happen at level %d", abil->level + 1); |
2129 | )); |
2207 | new_draw_info(NDI_UNIQUE, 0, op, buf); |
|
|
2208 | } |
|
|
2209 | else { |
2130 | else |
2210 | sprintf(buf, "Your metabolism will continue to focus on %s.", |
2131 | { |
2211 | change_resist_msg[meal->last_eat]); |
2132 | op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat])); |
2212 | new_draw_info(NDI_UNIQUE, 0, op, buf); |
|
|
2213 | abil->last_eat = 0; |
2133 | abil->last_eat = 0; |
2214 | } |
2134 | } |
2215 | } |
2135 | } |
|
|
2136 | |
2216 | return 1; |
2137 | return 1; |
2217 | } |
2138 | } |
2218 | |
2139 | |
2219 | static void apply_savebed (object *pl) |
2140 | /** |
|
|
2141 | * op eats food. |
|
|
2142 | * If player, takes care of messages and dragon special food. |
|
|
2143 | */ |
|
|
2144 | static void |
|
|
2145 | apply_food (object *op, object *tmp) |
2220 | { |
2146 | { |
2221 | #ifndef COZY_SERVER |
2147 | int capacity_remaining; |
2222 | if(!pl->contr->name_changed||!pl->stats.exp) { |
2148 | |
2223 | new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet."); |
2149 | if (op->type != PLAYER) |
2224 | return; |
2150 | op->stats.hp = op->stats.maxhp; |
2225 | } |
2151 | else |
2226 | #endif |
|
|
2227 | /* Need to call terminate_all_pets() before we remove the player ob */ |
|
|
2228 | terminate_all_pets(pl); |
|
|
2229 | remove_ob(pl); |
|
|
2230 | pl->direction=0; |
|
|
2231 | new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, |
|
|
2232 | "%s leaves the game.",pl->name); |
|
|
2233 | |
2152 | { |
2234 | /* update respawn position */ |
2153 | /* check if this is a dragon (player), eating some flesh */ |
2235 | strcpy(pl->contr->savebed_map, pl->map->path); |
2154 | if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp)) |
2236 | pl->contr->bed_x = pl->x; |
2155 | ; |
2237 | pl->contr->bed_y = pl->y; |
2156 | else |
|
|
2157 | { |
|
|
2158 | /* usual case - no dragon meal: */ |
|
|
2159 | if (op->stats.food + tmp->stats.food > 999) |
|
|
2160 | { |
|
|
2161 | if (tmp->type == FOOD || tmp->type == FLESH) |
|
|
2162 | op->failmsg ("You feel full, but what a waste of food!"); |
|
|
2163 | else |
|
|
2164 | op->statusmsg ("Most of the drink goes down your face not your throat!"); |
|
|
2165 | } |
|
|
2166 | |
|
|
2167 | tmp->play_sound ( |
|
|
2168 | tmp->sound |
|
|
2169 | ? tmp->sound |
|
|
2170 | : tmp->type == DRINK |
|
|
2171 | ? sound_find ("eat_drink") |
|
|
2172 | : sound_find ("eat_food") |
|
|
2173 | ); |
|
|
2174 | |
|
|
2175 | if (!QUERY_FLAG (tmp, FLAG_CURSED)) |
|
|
2176 | { |
|
|
2177 | const char *buf; |
|
|
2178 | |
|
|
2179 | if (!op->is_dragon ()) |
|
|
2180 | { |
|
|
2181 | /* eating message for normal players */ |
|
|
2182 | if (tmp->type == DRINK) |
|
|
2183 | buf = format ("Ahhh...that %s tasted good.", &tmp->name); |
|
|
2184 | else |
|
|
2185 | buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); |
|
|
2186 | } |
|
|
2187 | else |
|
|
2188 | /* eating message for dragon players */ |
|
|
2189 | buf = format ("The %s tasted terrible!", &tmp->name); |
|
|
2190 | |
|
|
2191 | op->statusmsg (buf); |
|
|
2192 | |
|
|
2193 | capacity_remaining = 999 - op->stats.food; |
|
|
2194 | op->stats.food += tmp->stats.food; |
|
|
2195 | if (capacity_remaining < tmp->stats.food) |
|
|
2196 | op->stats.hp += capacity_remaining / 50; |
|
|
2197 | else |
|
|
2198 | op->stats.hp += tmp->stats.food / 50; |
|
|
2199 | |
|
|
2200 | if (op->stats.hp > op->stats.maxhp) |
|
|
2201 | op->stats.hp = op->stats.maxhp; |
|
|
2202 | if (op->stats.food > 999) |
|
|
2203 | op->stats.food = 999; |
|
|
2204 | } |
|
|
2205 | |
|
|
2206 | /* special food hack -b.t. */ |
|
|
2207 | if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) |
|
|
2208 | eat_special_food (op, tmp); |
|
|
2209 | } |
2238 | |
2210 | } |
2239 | strcpy(pl->contr->killer,"left"); |
2211 | |
2240 | check_score(pl); /* Always check score */ |
2212 | handle_apply_yield (tmp); |
2241 | (void)save_player(pl,0); |
2213 | tmp->decrease (); |
2242 | pl->map->players--; |
|
|
2243 | #if MAP_MAXTIMEOUT |
|
|
2244 | MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map); |
|
|
2245 | #endif |
|
|
2246 | play_again(pl); |
|
|
2247 | pl->speed = 0; |
|
|
2248 | update_ob_speed(pl); |
|
|
2249 | } |
2214 | } |
2250 | |
2215 | |
2251 | /** |
2216 | /** |
2252 | * Handles applying an improve armor scroll. |
2217 | * Handles applying an improve armor scroll. |
2253 | * Does some sanity checks, then calls improve_armour. |
2218 | * Does some sanity checks, then calls improve_armour. |
2254 | */ |
2219 | */ |
|
|
2220 | static void |
2255 | static void apply_armour_improver (object *op, object *tmp) |
2221 | apply_armour_improver (object *op, object *tmp) |
2256 | { |
2222 | { |
2257 | object *armor; |
2223 | object *armor; |
2258 | |
2224 | |
2259 | if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) { |
2225 | if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC)) |
2260 | new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll."); |
2226 | { |
|
|
2227 | op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>"); |
|
|
2228 | return; |
|
|
2229 | } |
|
|
2230 | |
|
|
2231 | armor = find_marked_object (op); |
|
|
2232 | |
|
|
2233 | if (!armor) |
|
|
2234 | { |
|
|
2235 | op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this."); |
|
|
2236 | return; |
|
|
2237 | } |
|
|
2238 | |
|
|
2239 | if (armor->type != ARMOUR |
|
|
2240 | && armor->type != CLOAK |
|
|
2241 | && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) |
|
|
2242 | { |
|
|
2243 | op->failmsg ("Your marked item is not armour!\n"); |
|
|
2244 | return; |
|
|
2245 | } |
|
|
2246 | |
|
|
2247 | op->statusmsg ("Applying armour enchantment."); |
|
|
2248 | improve_armour (op, tmp, armor); |
|
|
2249 | } |
|
|
2250 | |
|
|
2251 | void |
|
|
2252 | apply_poison (object *op, object *tmp) |
|
|
2253 | { |
|
|
2254 | // need to do it now when it is still on the map |
|
|
2255 | handle_apply_yield (tmp); |
|
|
2256 | |
|
|
2257 | object *poison = tmp->split (1); |
|
|
2258 | |
|
|
2259 | if (op->type == PLAYER) |
|
|
2260 | { |
|
|
2261 | op->contr->play_sound (sound_find ("drink_poison")); |
|
|
2262 | op->failmsg ("Yech! That tasted poisonous!"); |
|
|
2263 | op->contr->killer = poison; |
|
|
2264 | } |
|
|
2265 | |
|
|
2266 | if (poison->stats.hp > 0) |
|
|
2267 | { |
|
|
2268 | LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp); |
|
|
2269 | hit_player (op, poison->stats.hp, tmp, AT_POISON, 1); |
|
|
2270 | } |
|
|
2271 | |
|
|
2272 | op->stats.food -= op->stats.food / 4; |
|
|
2273 | poison->destroy (); |
|
|
2274 | } |
|
|
2275 | |
|
|
2276 | /** |
|
|
2277 | * This function will try to apply a lighter and in case no lighter |
|
|
2278 | * is specified it will try to find a lighter in the players inventory, |
|
|
2279 | * and inform him about this requirement. |
|
|
2280 | * |
|
|
2281 | * who - the player |
|
|
2282 | * op - the item we want to light |
|
|
2283 | * lighter - the lighter or 0 if a lighter has yet to be found |
|
|
2284 | */ |
|
|
2285 | static object * |
|
|
2286 | auto_apply_lighter (object *who, object *op, object *lighter) |
|
|
2287 | { |
|
|
2288 | if (lighter == 0) |
|
|
2289 | { |
|
|
2290 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
2291 | { |
|
|
2292 | if (tmp->type == LIGHTER) |
|
|
2293 | { |
|
|
2294 | lighter = tmp; |
|
|
2295 | break; |
|
|
2296 | } |
|
|
2297 | } |
|
|
2298 | |
|
|
2299 | if (!lighter) |
|
|
2300 | { |
|
|
2301 | who->failmsg (format ( |
|
|
2302 | "You can't light up the %s with your bare hands! " |
|
|
2303 | "H<You need a lighter in your inventory, for example a flint and steel.>", |
|
|
2304 | &op->name)); |
|
|
2305 | return 0; |
|
|
2306 | } |
|
|
2307 | } |
|
|
2308 | |
|
|
2309 | // last_eat == 0 means the lighter is not being used up! |
|
|
2310 | if (lighter->last_eat && lighter->stats.food) |
|
|
2311 | { |
|
|
2312 | /* lighter gets used up */ |
|
|
2313 | lighter = lighter->split (); |
|
|
2314 | lighter->stats.food--; |
|
|
2315 | who->insert (lighter); |
|
|
2316 | } |
|
|
2317 | else if (lighter->last_eat) |
|
|
2318 | { |
|
|
2319 | /* no charges left in lighter */ |
|
|
2320 | who->failmsg (format ( |
|
|
2321 | "You attempt to light the %s with a used up %s.", |
|
|
2322 | &op->name, &lighter->name)); |
|
|
2323 | return 0; |
|
|
2324 | } |
|
|
2325 | |
|
|
2326 | return lighter; |
|
|
2327 | } |
|
|
2328 | |
|
|
2329 | /** |
|
|
2330 | * Designed primarily to light torches/lanterns/etc. |
|
|
2331 | * Also burns up burnable material too. First object in the inventory is |
|
|
2332 | * the selected object to "burn". -b.t. |
|
|
2333 | */ |
|
|
2334 | static void |
|
|
2335 | apply_lighter (object *who, object *lighter) |
|
|
2336 | { |
|
|
2337 | object *item; |
|
|
2338 | int is_player_env = 0; |
|
|
2339 | |
|
|
2340 | item = find_marked_object (who); |
|
|
2341 | if (item) |
|
|
2342 | { |
|
|
2343 | if (!auto_apply_lighter (who, item, lighter)) |
2261 | return; |
2344 | return; |
|
|
2345 | |
|
|
2346 | /* Perhaps we should split what we are trying to light on fire? |
|
|
2347 | * I can't see many times when you would want to light multiple |
|
|
2348 | * objects at once. |
|
|
2349 | */ |
|
|
2350 | |
|
|
2351 | save_throw_object (item, AT_FIRE, who); |
|
|
2352 | |
|
|
2353 | if (item->destroyed () |
|
|
2354 | || ((item->type == LAMP || item->type == TORCH) |
|
|
2355 | && item->glow_radius > 0)) |
|
|
2356 | who->statusmsg (format ( |
|
|
2357 | "You light the %s with the %s.", |
|
|
2358 | &item->name, &lighter->name)); |
|
|
2359 | else |
|
|
2360 | who->failmsg (format ( |
|
|
2361 | "You attempt to light the %s with the %s and fail.", |
|
|
2362 | &item->name, &lighter->name)); |
|
|
2363 | } |
|
|
2364 | else |
|
|
2365 | who->failmsg ("You need to mark a lightable object."); |
|
|
2366 | } |
|
|
2367 | |
|
|
2368 | /** |
|
|
2369 | * This function generates a cursed effect for cursed lamps and torches. |
|
|
2370 | */ |
|
|
2371 | static void |
|
|
2372 | player_apply_lamp_cursed_effect (object *who, object *op) |
|
|
2373 | { |
|
|
2374 | if (op->level) |
2262 | } |
2375 | { |
|
|
2376 | who->failmsg (format ( |
|
|
2377 | "The %s was cursed, it explodes in a big fireball!", |
|
|
2378 | &op->name)); |
|
|
2379 | create_exploding_ball_at (who, op->level); |
|
|
2380 | } |
|
|
2381 | else |
|
|
2382 | { |
|
|
2383 | who->failmsg (format ( |
|
|
2384 | "The %s was cursed, it crumbles to dust, at least it didn't explode.!", |
|
|
2385 | &op->name)); |
|
|
2386 | } |
|
|
2387 | |
|
|
2388 | op->destroy (); |
|
|
2389 | } |
|
|
2390 | |
|
|
2391 | /** |
|
|
2392 | * Apply for players and lamps |
|
|
2393 | * |
|
|
2394 | * who - the player |
|
|
2395 | * op - the lamp |
|
|
2396 | */ |
|
|
2397 | static void |
|
|
2398 | player_apply_lamp (object *who, object *op) |
|
|
2399 | { |
|
|
2400 | bool switch_on = op->glow_radius ? false : true; |
|
|
2401 | |
|
|
2402 | if (switch_on) |
|
|
2403 | { |
|
|
2404 | object *lighter = 0; |
|
|
2405 | |
|
|
2406 | if (op->flag [FLAG_IS_LIGHTABLE] |
|
|
2407 | && !(lighter = auto_apply_lighter (who, op, 0))) |
|
|
2408 | return; |
|
|
2409 | |
|
|
2410 | if (op->stats.food < 1) |
|
|
2411 | { |
|
|
2412 | if (op->type == LAMP) |
|
|
2413 | who->failmsg (format ( |
|
|
2414 | "The %s is out of fuel! " |
|
|
2415 | "H<Lamps and similar items need fuel. They cannot be refilled.>", |
|
|
2416 | &op->name)); |
|
|
2417 | else |
|
|
2418 | who->failmsg (format ( |
|
|
2419 | "The %s is burnt out! " |
|
|
2420 | "H<Torches and similar items burn out and become worthless.>", |
|
|
2421 | &op->name)); |
|
|
2422 | return; |
|
|
2423 | } |
|
|
2424 | |
|
|
2425 | if (op->flag [FLAG_CURSED]) |
|
|
2426 | { |
|
|
2427 | player_apply_lamp_cursed_effect (who, op); |
|
|
2428 | return; |
|
|
2429 | } |
|
|
2430 | |
|
|
2431 | if (lighter) |
|
|
2432 | who->statusmsg (format ( |
|
|
2433 | "You light up the %s with the %s.", &op->name, &lighter->name)); |
|
|
2434 | else |
|
|
2435 | who->statusmsg (format ("You light up the %s.", &op->name)); |
|
|
2436 | } |
|
|
2437 | else |
|
|
2438 | { |
|
|
2439 | if (op->flag [FLAG_CURSED]) |
|
|
2440 | { |
|
|
2441 | player_apply_lamp_cursed_effect (who, op); |
|
|
2442 | return; |
|
|
2443 | } |
|
|
2444 | |
|
|
2445 | if (op->type == TORCH) |
|
|
2446 | { |
|
|
2447 | if (!op->flag [FLAG_IS_LIGHTABLE]) |
|
|
2448 | { |
|
|
2449 | who->statusmsg (format ( |
|
|
2450 | "You put out the %s. " |
|
|
2451 | "H<The %s can't be used anymore, as it can't be lighted up again.>", |
|
|
2452 | &op->name, &op->name)); |
|
|
2453 | } |
|
|
2454 | else |
|
|
2455 | who->statusmsg (format ( |
|
|
2456 | "You put out the %s." |
|
|
2457 | "H<Torches wear out if you put them out.>", |
|
|
2458 | &op->name)); |
|
|
2459 | } |
|
|
2460 | else |
|
|
2461 | who->statusmsg (format ("You turn off the %s.", &op->name)); |
|
|
2462 | } |
|
|
2463 | |
|
|
2464 | apply_lamp (op, switch_on); |
|
|
2465 | } |
|
|
2466 | |
|
|
2467 | void get_animation_from_arch (object *op, arch_ptr a) |
|
|
2468 | { |
|
|
2469 | op->animation_id = a->animation_id; |
|
|
2470 | op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE]; |
|
|
2471 | op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE]; |
|
|
2472 | op->anim_speed = a->anim_speed; |
|
|
2473 | op->last_anim = 0; |
|
|
2474 | op->state = 0; |
|
|
2475 | op->face = a->face; |
|
|
2476 | |
|
|
2477 | if (NUM_ANIMATIONS(op) > 1) |
|
|
2478 | { |
|
|
2479 | SET_ANIMATION(op, 0); |
|
|
2480 | animate_object (op, op->direction); |
|
|
2481 | } |
|
|
2482 | else |
|
|
2483 | update_object (op, UP_OBJ_FACE); |
|
|
2484 | } |
|
|
2485 | |
|
|
2486 | /** |
|
|
2487 | * Apply for LAMPs and TORCHes. |
|
|
2488 | * |
|
|
2489 | * op - the lamp |
|
|
2490 | * switch_on - a flag which says whether the lamp should be switched on or off |
|
|
2491 | */ |
|
|
2492 | void apply_lamp (object *op, bool switch_on) |
|
|
2493 | { |
|
|
2494 | op->set_glow_radius (switch_on ? op->range : 0); |
|
|
2495 | op->set_speed (switch_on ? op->arch->speed : 0); |
|
|
2496 | |
|
|
2497 | // torches wear out if you put them out |
|
|
2498 | if (op->type == TORCH && !switch_on) |
|
|
2499 | { |
|
|
2500 | if (op->flag [FLAG_IS_LIGHTABLE]) |
|
|
2501 | { |
|
|
2502 | op->stats.food -= (double) op->arch->stats.food / 15; |
|
|
2503 | if (op->stats.food < 0) |
|
|
2504 | op->stats.food = 0; |
|
|
2505 | } |
|
|
2506 | else |
|
|
2507 | op->stats.food = 0; |
|
|
2508 | } |
|
|
2509 | |
|
|
2510 | // lamps and torched get worthless when used up |
|
|
2511 | if (op->stats.food <= 0) |
|
|
2512 | op->value = 0; |
|
|
2513 | |
|
|
2514 | // FIXME: This is a hack to make the more sane torches and lamps |
|
|
2515 | // still animated ;-/ |
|
|
2516 | if (op->other_arch) |
|
|
2517 | get_animation_from_arch (op, switch_on ? op->other_arch : op->arch); |
|
|
2518 | |
|
|
2519 | if (object *pl = op->visible_to ()) |
|
|
2520 | esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op); |
|
|
2521 | } |
|
|
2522 | |
|
|
2523 | /** |
|
|
2524 | * This handles items of type 'transformer'. |
|
|
2525 | * Basically those items, used with a marked item, transform both items into something |
|
|
2526 | * else. |
|
|
2527 | * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited).. |
|
|
2528 | * Change information is contained in the 'slaying' field of the marked item. |
|
|
2529 | * The format is as follow: transformer:[number ]yield[;transformer:...]. |
|
|
2530 | * This way an item can be transformed in many things, and/or many objects. |
|
|
2531 | * The 'slaying' field for transformer is used as verb for the action. |
|
|
2532 | */ |
|
|
2533 | static void |
|
|
2534 | apply_item_transformer (object *pl, object *transformer) |
|
|
2535 | { |
|
|
2536 | object *marked; |
|
|
2537 | object *new_item; |
|
|
2538 | const char *find; |
|
|
2539 | char *separator; |
|
|
2540 | int yield; |
|
|
2541 | char got[MAX_BUF]; |
|
|
2542 | int len; |
|
|
2543 | |
|
|
2544 | if (!pl || !transformer) |
|
|
2545 | return; |
|
|
2546 | |
2263 | armor=find_marked_object(op); |
2547 | marked = find_marked_object (pl); |
2264 | if ( ! armor) { |
2548 | |
2265 | new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object."); |
2549 | if (!marked) |
|
|
2550 | { |
|
|
2551 | pl->failmsg (format ("Use the %s with what item?", query_name (transformer))); |
2266 | return; |
2552 | return; |
2267 | } |
2553 | } |
2268 | if (armor->type != ARMOUR |
2554 | |
2269 | && armor->type != CLOAK |
2555 | if (!marked->slaying) |
2270 | && armor->type != BOOTS && armor->type != GLOVES |
|
|
2271 | && armor->type != BRACERS && armor->type != SHIELD |
|
|
2272 | && armor->type != HELMET) |
|
|
2273 | { |
2556 | { |
2274 | new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); |
2557 | pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
2275 | return; |
2558 | return; |
2276 | } |
2559 | } |
2277 | |
2560 | |
2278 | new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); |
2561 | /* check whether they are compatible or not */ |
2279 | improve_armour(op,tmp,armor); |
2562 | find = strstr (&marked->slaying, transformer->arch->archname); |
2280 | } |
2563 | if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) |
2281 | |
|
|
2282 | |
|
|
2283 | extern void apply_poison (object *op, object *tmp) |
|
|
2284 | { |
|
|
2285 | if (op->type == PLAYER) { |
|
|
2286 | play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0); |
|
|
2287 | new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!"); |
|
|
2288 | strcpy(op->contr->killer,"poisonous booze"); |
|
|
2289 | } |
|
|
2290 | if (tmp->stats.hp > 0) { |
|
|
2291 | LOG(llevDebug,"Trying to poison player/monster for %d hp\n", |
|
|
2292 | tmp->stats.hp); |
|
|
2293 | hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1); |
|
|
2294 | } |
|
|
2295 | op->stats.food-=op->stats.food/4; |
|
|
2296 | handle_apply_yield(tmp); |
|
|
2297 | decrease_ob(tmp); |
|
|
2298 | } |
|
|
2299 | |
|
|
2300 | /** |
|
|
2301 | * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. |
|
|
2302 | * A valid 2 way exit means: |
|
|
2303 | * -You can come back (there is another exit at the other side) |
|
|
2304 | * -You are |
|
|
2305 | * ° the owner of the exit |
|
|
2306 | * ° or in the same party as the owner |
|
|
2307 | * |
|
|
2308 | * Note: a owner in a 2 way exit is saved as the owner's name |
|
|
2309 | * in the field exit->name cause the field exit->owner doesn't |
|
|
2310 | * survive in the swapping (in fact the whole exit doesn't survive). |
|
|
2311 | */ |
|
|
2312 | int is_legal_2ways_exit (object* op, object *exit) |
|
|
2313 | { |
|
|
2314 | object * tmp; |
|
|
2315 | object * exit_owner; |
|
|
2316 | player * pp; |
|
|
2317 | mapstruct * exitmap; |
|
|
2318 | if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/ |
|
|
2319 | if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */ |
|
|
2320 | /* To know if an exit has a correspondant, we look at |
|
|
2321 | * all the exits in destination and try to find one with same path as |
|
|
2322 | * the current exit's position */ |
|
|
2323 | if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) |
|
|
2324 | exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE); |
|
|
2325 | else exitmap = ready_map_name(EXIT_PATH (exit), 0); |
|
|
2326 | if (exitmap) |
|
|
2327 | { |
2564 | { |
2328 | tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); |
2565 | pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
2329 | if (!tmp) return 0; |
2566 | return; |
2330 | for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above) |
2567 | } |
|
|
2568 | |
|
|
2569 | find += strlen (transformer->arch->archname) + 1; |
|
|
2570 | /* Item can be used, now find how many and what it yields */ |
|
|
2571 | if (isdigit (*(find))) |
2331 | { |
2572 | { |
2332 | if (tmp->type!=EXIT) continue; /*Not an exit*/ |
2573 | yield = atoi (find); |
2333 | if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ |
2574 | if (yield < 1) |
2334 | if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/ |
|
|
2335 | if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/ |
|
|
2336 | |
|
|
2337 | /* From here we have found the exit is valid. However we do |
|
|
2338 | * here the check of the exit owner. It is important for the |
|
|
2339 | * town portals to prevent strangers from visiting your appartments |
|
|
2340 | */ |
|
|
2341 | if (!exit->race) return 1; /*No owner, free for all!*/ |
|
|
2342 | exit_owner=NULL; |
|
|
2343 | for (pp=first_player;pp;pp=pp->next) |
|
|
2344 | { |
2575 | { |
2345 | if (!pp->ob) continue; |
2576 | LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield); |
2346 | if (pp->ob->name!=exit->race) continue; |
2577 | yield = 1; |
2347 | exit_owner= pp->ob; /*We found a player which correspond to the player name*/ |
|
|
2348 | break; |
|
|
2349 | } |
2578 | } |
2350 | if (!exit_owner) return 0; /* No more owner*/ |
|
|
2351 | if (exit_owner->contr==op->contr) return 1; /*It is your exit*/ |
|
|
2352 | if ( exit_owner && /*There is a owner*/ |
|
|
2353 | (op->contr) && /*A player tries to pass */ |
|
|
2354 | ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/ |
|
|
2355 | (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/ |
|
|
2356 | return 0; |
|
|
2357 | return 1; |
|
|
2358 | } |
|
|
2359 | } |
2579 | } |
|
|
2580 | else |
|
|
2581 | yield = 1; |
|
|
2582 | |
|
|
2583 | while (isdigit (*find)) |
|
|
2584 | find++; |
|
|
2585 | |
|
|
2586 | while (*find == ' ') |
|
|
2587 | find++; |
|
|
2588 | |
|
|
2589 | memset (got, 0, MAX_BUF); |
|
|
2590 | |
|
|
2591 | if ((separator = (char *) strchr (find, ';'))) |
|
|
2592 | len = separator - find; |
|
|
2593 | else |
|
|
2594 | len = strlen (find); |
|
|
2595 | |
|
|
2596 | min_it (len, MAX_BUF - 1); |
|
|
2597 | |
|
|
2598 | strcpy (got, find); |
|
|
2599 | got[len] = '\0'; |
|
|
2600 | |
|
|
2601 | /* Now create new item, remove used ones when required. */ |
|
|
2602 | new_item = get_archetype (got); |
|
|
2603 | if (!new_item) |
|
|
2604 | { |
|
|
2605 | pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0))); |
2360 | return 0; |
2606 | return; |
2361 | } |
2607 | } |
2362 | |
2608 | |
|
|
2609 | new_item->nrof = yield; |
|
|
2610 | |
|
|
2611 | pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0))); |
|
|
2612 | |
|
|
2613 | pl->insert (new_item); |
|
|
2614 | /* Eat up one item */ |
|
|
2615 | marked->decrease (); |
|
|
2616 | |
|
|
2617 | /* Eat one transformer if needed */ |
|
|
2618 | if (transformer->stats.food) |
|
|
2619 | if (--transformer->stats.food == 0) |
|
|
2620 | transformer->decrease (); |
|
|
2621 | } |
2363 | |
2622 | |
2364 | /** |
2623 | /** |
2365 | * Main apply handler. |
2624 | * Main apply handler. |
2366 | * |
2625 | * |
2367 | * Checks for unpaid items before applying. |
2626 | * Checks for unpaid items before applying. |
… | |
… | |
2369 | * Return value: |
2628 | * Return value: |
2370 | * 0: player or monster can't apply objects of that type |
2629 | * 0: player or monster can't apply objects of that type |
2371 | * 1: has been applied, or there was an error applying the object |
2630 | * 1: has been applied, or there was an error applying the object |
2372 | * 2: objects of that type can't be applied if not in inventory |
2631 | * 2: objects of that type can't be applied if not in inventory |
2373 | * |
2632 | * |
2374 | * op is the object that is causing object to be applied, tmp is the object |
2633 | * who is the object that is causing object to be applied, op is the object |
2375 | * being applied. |
2634 | * being applied. |
2376 | * |
2635 | * |
2377 | * aflag is special (always apply/unapply) flags. Nothing is done with |
2636 | * aflag is special (always apply/unapply) flags. Nothing is done with |
2378 | * them in this function - they are passed to apply_special |
2637 | * them in this function - they are passed to apply_special |
2379 | */ |
2638 | */ |
2380 | |
2639 | int |
2381 | int manual_apply (object *op, object *tmp, int aflag) |
2640 | manual_apply (object *who, object *op, int aflag) |
2382 | { |
2641 | { |
2383 | if (tmp->head) tmp=tmp->head; |
2642 | op = op->head_ (); |
2384 | |
2643 | |
2385 | if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { |
2644 | if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) |
|
|
2645 | { |
2386 | if (op->type == PLAYER) { |
2646 | if (who->type == PLAYER) |
2387 | new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); |
2647 | { |
|
|
2648 | examine (who, op); |
|
|
2649 | //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove |
2388 | return 1; |
2650 | return 1; |
2389 | } else { |
2651 | } |
|
|
2652 | else |
2390 | return 0; /* monsters just skip unpaid items */ |
2653 | return 0; /* monsters just skip unpaid items */ |
2391 | } |
|
|
2392 | } |
2654 | } |
2393 | |
2655 | |
2394 | if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) |
2656 | if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who))) |
2395 | return RESULT_INT (0); |
2657 | return RESULT_INT (0); |
2396 | |
2658 | |
2397 | switch (tmp->type) { |
2659 | switch (op->type) |
2398 | |
2660 | { |
2399 | case CF_HANDLE: |
2661 | case T_HANDLE: |
2400 | new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle."); |
2662 | who->play_sound (sound_find ("turn_handle")); |
2401 | play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE); |
2663 | who->statusmsg ("You turn the handle."); |
2402 | tmp->value=tmp->value?0:1; |
2664 | op->value = op->value ? 0 : 1; |
2403 | SET_ANIMATION(tmp, tmp->value); |
2665 | SET_ANIMATION (op, op->value); |
2404 | update_object(tmp,UP_OBJ_FACE); |
2666 | update_object (op, UP_OBJ_FACE); |
2405 | push_button(tmp); |
2667 | push_button (op, who); |
2406 | return 1; |
2668 | return 1; |
2407 | |
2669 | |
2408 | case TRIGGER: |
2670 | case TRIGGER: |
2409 | if (check_trigger (tmp, op)) { |
2671 | if (check_trigger (op, who, who)) |
2410 | new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); |
2672 | { |
2411 | play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); |
2673 | who->statusmsg ("You turn the handle."); |
2412 | } else { |
2674 | who->play_sound (sound_find ("turn_handle")); |
2413 | new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); |
2675 | } |
2414 | } |
2676 | else |
|
|
2677 | who->failmsg ("The handle doesn't move."); |
|
|
2678 | |
2415 | return 1; |
2679 | return 1; |
2416 | |
2680 | |
2417 | case EXIT: |
2681 | case EXIT: |
2418 | if (op->type != PLAYER) |
2682 | if (who->type != PLAYER) |
2419 | return 0; |
2683 | return 0; |
2420 | if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) { |
2684 | |
2421 | new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", |
2685 | if (!EXIT_PATH (op)) |
2422 | query_name(tmp)); |
2686 | 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))); |
2423 | } else { |
2687 | else |
|
|
2688 | { |
2424 | /* Don't display messages for random maps. */ |
2689 | /* Don't display messages for random maps. */ |
2425 | if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) && |
2690 | if (op->msg && EXIT_PATH (op) != shstr_random_map_exit) |
2426 | strncmp(EXIT_PATH(tmp), "/random/", 8)) |
2691 | who->statusmsg (op->msg, NDI_NAVY); |
2427 | new_draw_info (NDI_NAVY, 0, op, tmp->msg); |
2692 | |
2428 | enter_exit(op,tmp); |
2693 | who->enter_exit (op); |
2429 | } |
2694 | } |
|
|
2695 | |
2430 | return 1; |
2696 | return 1; |
2431 | |
2697 | |
2432 | case SIGN: |
2698 | case INSCRIBABLE: |
2433 | apply_sign (op, tmp, 0); |
2699 | who->statusmsg (op->msg); |
|
|
2700 | // maybe show a spell menu to chose from or something like that |
2434 | return 1; |
2701 | return 1; |
2435 | |
2702 | |
2436 | case BOOK: |
2703 | case SIGN: |
2437 | if (op->type == PLAYER) { |
2704 | apply_sign (who, op, 0); |
2438 | apply_book (op, tmp); |
|
|
2439 | return 1; |
|
|
2440 | } else { |
|
|
2441 | return 0; |
|
|
2442 | } |
|
|
2443 | |
|
|
2444 | case SKILLSCROLL: |
|
|
2445 | if (op->type == PLAYER) { |
|
|
2446 | apply_skillscroll (op, tmp); |
|
|
2447 | return 1; |
|
|
2448 | } |
|
|
2449 | return 0; |
|
|
2450 | |
|
|
2451 | case SPELLBOOK: |
|
|
2452 | if (op->type == PLAYER) { |
|
|
2453 | apply_spellbook (op, tmp); |
|
|
2454 | return 1; |
|
|
2455 | } |
|
|
2456 | return 0; |
|
|
2457 | |
|
|
2458 | case SCROLL: |
|
|
2459 | apply_scroll (op, tmp, 0); |
|
|
2460 | return 1; |
2705 | return 1; |
2461 | |
2706 | |
2462 | case POTION: |
2707 | case BOOK: |
2463 | (void) apply_potion(op, tmp); |
2708 | if (who->type == PLAYER) |
|
|
2709 | { |
|
|
2710 | apply_book (who, op); |
|
|
2711 | return 1; |
|
|
2712 | } |
|
|
2713 | else |
|
|
2714 | return 0; |
|
|
2715 | |
|
|
2716 | case SKILLSCROLL: |
|
|
2717 | if (who->type == PLAYER) |
|
|
2718 | { |
|
|
2719 | apply_skillscroll (who, op); |
|
|
2720 | return 1; |
|
|
2721 | } |
|
|
2722 | else |
|
|
2723 | return 0; |
|
|
2724 | |
|
|
2725 | case SPELLBOOK: |
|
|
2726 | if (who->type == PLAYER) |
|
|
2727 | { |
|
|
2728 | apply_spellbook (who, op); |
|
|
2729 | return 1; |
|
|
2730 | } |
|
|
2731 | else |
|
|
2732 | return 0; |
|
|
2733 | |
|
|
2734 | case SCROLL: |
|
|
2735 | apply_scroll (who, op, 0); |
2464 | return 1; |
2736 | return 1; |
2465 | |
2737 | |
|
|
2738 | case POTION: |
|
|
2739 | apply_potion (who, op); |
|
|
2740 | return 1; |
|
|
2741 | |
2466 | /* Eneq(@csd.uu.se): Handle apply on containers. */ |
2742 | /* Eneq(@csd.uu.se): Handle apply on containers. */ |
|
|
2743 | //TODO: remove, as it is unsed? |
2467 | case CLOSE_CON: |
2744 | case CLOSE_CON: |
2468 | if (op->type==PLAYER) |
2745 | apply_container (who, op->env); |
2469 | (void) esrv_apply_container (op, tmp->env); |
|
|
2470 | else |
|
|
2471 | (void) apply_container (op, tmp->env); |
|
|
2472 | return 1; |
2746 | return 1; |
2473 | |
2747 | |
2474 | case CONTAINER: |
2748 | case CONTAINER: |
2475 | if (op->type==PLAYER) |
2749 | apply_container (who, op); |
2476 | (void) esrv_apply_container (op, tmp); |
|
|
2477 | else |
|
|
2478 | (void) apply_container (op, tmp); |
|
|
2479 | return 1; |
2750 | return 1; |
2480 | |
2751 | |
2481 | case TREASURE: |
2752 | case TREASURE: |
2482 | if (op->type == PLAYER) { |
2753 | if (who->type == PLAYER) |
2483 | apply_treasure (op, tmp); |
2754 | { |
2484 | return 1; |
2755 | apply_treasure (who, op); |
2485 | } else { |
2756 | return 1; |
2486 | return 0; |
2757 | } |
|
|
2758 | else |
|
|
2759 | return 0; |
|
|
2760 | |
|
|
2761 | case LAMP: |
|
|
2762 | case TORCH: |
|
|
2763 | player_apply_lamp (who, op); |
|
|
2764 | return 1; |
|
|
2765 | |
|
|
2766 | case WEAPON: |
|
|
2767 | case ARMOUR: |
|
|
2768 | case BOOTS: |
|
|
2769 | case GLOVES: |
|
|
2770 | case AMULET: |
|
|
2771 | case GIRDLE: |
|
|
2772 | case BRACERS: |
|
|
2773 | case SHIELD: |
|
|
2774 | case HELMET: |
|
|
2775 | case RING: |
|
|
2776 | case CLOAK: |
|
|
2777 | case WAND: |
|
|
2778 | case ROD: |
|
|
2779 | case HORN: |
|
|
2780 | case SKILL: |
|
|
2781 | case BOW: |
|
|
2782 | case BUILDER: |
|
|
2783 | case SKILL_TOOL: |
|
|
2784 | if (op->env != who) |
|
|
2785 | return 2; /* not in inventory */ |
|
|
2786 | |
|
|
2787 | apply_special (who, op, aflag); |
|
|
2788 | return 1; |
|
|
2789 | |
|
|
2790 | case DRINK: |
|
|
2791 | case FOOD: |
|
|
2792 | case FLESH: |
|
|
2793 | apply_food (who, op); |
|
|
2794 | return 1; |
|
|
2795 | |
|
|
2796 | case POISON: |
|
|
2797 | apply_poison (who, op); |
|
|
2798 | return 1; |
|
|
2799 | |
|
|
2800 | case SAVEBED: |
|
|
2801 | return 1; |
|
|
2802 | |
|
|
2803 | case ARMOUR_IMPROVER: |
|
|
2804 | if (who->type == PLAYER) |
|
|
2805 | { |
|
|
2806 | apply_armour_improver (who, op); |
|
|
2807 | return 1; |
|
|
2808 | } |
|
|
2809 | else |
|
|
2810 | return 0; |
|
|
2811 | |
|
|
2812 | case WEAPON_IMPROVER: |
|
|
2813 | check_improve_weapon (who, op); |
|
|
2814 | return 1; |
|
|
2815 | |
|
|
2816 | case CLOCK: |
|
|
2817 | if (who->type == PLAYER) |
|
|
2818 | { |
|
|
2819 | char buf[MAX_BUF]; |
|
|
2820 | timeofday_t tod; |
|
|
2821 | |
|
|
2822 | get_tod (&tod); |
|
|
2823 | who->play_sound (sound_find ("sound_clock")); |
|
|
2824 | who->statusmsg (format ( |
|
|
2825 | "It is %d minute%s past %d o'clock %s", |
|
|
2826 | tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), |
|
|
2827 | ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") |
|
|
2828 | )); |
|
|
2829 | return 1; |
|
|
2830 | } |
|
|
2831 | else |
|
|
2832 | return 0; |
|
|
2833 | |
|
|
2834 | case MENU: |
|
|
2835 | if (who->type == PLAYER) |
|
|
2836 | { |
|
|
2837 | shop_listing (op, who); |
|
|
2838 | return 1; |
|
|
2839 | } |
|
|
2840 | else |
|
|
2841 | return 0; |
|
|
2842 | |
|
|
2843 | case POWER_CRYSTAL: |
|
|
2844 | apply_power_crystal (who, op); /* see egoitem.c */ |
|
|
2845 | return 1; |
|
|
2846 | |
|
|
2847 | case LIGHTER: /* for lighting torches/lanterns/etc */ |
|
|
2848 | if (who->type == PLAYER) |
|
|
2849 | { |
|
|
2850 | apply_lighter (who, op); |
|
|
2851 | return 1; |
|
|
2852 | } |
|
|
2853 | else |
|
|
2854 | return 0; |
|
|
2855 | |
|
|
2856 | case ITEM_TRANSFORMER: |
|
|
2857 | apply_item_transformer (who, op); |
|
|
2858 | return 1; |
|
|
2859 | |
|
|
2860 | default: |
|
|
2861 | return 0; |
2487 | } |
2862 | } |
2488 | |
|
|
2489 | case WEAPON: |
|
|
2490 | case ARMOUR: |
|
|
2491 | case BOOTS: |
|
|
2492 | case GLOVES: |
|
|
2493 | case AMULET: |
|
|
2494 | case GIRDLE: |
|
|
2495 | case BRACERS: |
|
|
2496 | case SHIELD: |
|
|
2497 | case HELMET: |
|
|
2498 | case RING: |
|
|
2499 | case CLOAK: |
|
|
2500 | case WAND: |
|
|
2501 | case ROD: |
|
|
2502 | case HORN: |
|
|
2503 | case SKILL: |
|
|
2504 | case BOW: |
|
|
2505 | case LAMP: |
|
|
2506 | case BUILDER: |
|
|
2507 | case SKILL_TOOL: |
|
|
2508 | if (tmp->env != op) |
|
|
2509 | return 2; /* not in inventory */ |
|
|
2510 | (void) apply_special (op, tmp, aflag); |
|
|
2511 | return 1; |
|
|
2512 | |
|
|
2513 | case DRINK: |
|
|
2514 | case FOOD: |
|
|
2515 | case FLESH: |
|
|
2516 | apply_food (op, tmp); |
|
|
2517 | return 1; |
|
|
2518 | |
|
|
2519 | case POISON: |
|
|
2520 | apply_poison (op, tmp); |
|
|
2521 | return 1; |
|
|
2522 | |
|
|
2523 | case SAVEBED: |
|
|
2524 | if (op->type == PLAYER) { |
|
|
2525 | apply_savebed (op); |
|
|
2526 | return 1; |
|
|
2527 | } else { |
|
|
2528 | return 0; |
|
|
2529 | } |
|
|
2530 | |
|
|
2531 | case ARMOUR_IMPROVER: |
|
|
2532 | if (op->type == PLAYER) { |
|
|
2533 | apply_armour_improver (op, tmp); |
|
|
2534 | return 1; |
|
|
2535 | } else { |
|
|
2536 | return 0; |
|
|
2537 | } |
|
|
2538 | |
|
|
2539 | case WEAPON_IMPROVER: |
|
|
2540 | (void) check_improve_weapon(op, tmp); |
|
|
2541 | return 1; |
|
|
2542 | |
|
|
2543 | case CLOCK: |
|
|
2544 | if (op->type == PLAYER) { |
|
|
2545 | char buf[MAX_BUF]; |
|
|
2546 | timeofday_t tod; |
|
|
2547 | |
|
|
2548 | get_tod(&tod); |
|
|
2549 | sprintf(buf, "It is %d minute%s past %d o'clock %s", |
|
|
2550 | tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"), |
|
|
2551 | ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)), |
|
|
2552 | ((tod.hour >= 14) ? "pm" : "am")); |
|
|
2553 | play_sound_player_only(op->contr, SOUND_CLOCK,0,0); |
|
|
2554 | new_draw_info(NDI_UNIQUE, 0,op, buf); |
|
|
2555 | return 1; |
|
|
2556 | } else { |
|
|
2557 | return 0; |
|
|
2558 | } |
|
|
2559 | |
|
|
2560 | case MENU: |
|
|
2561 | if (op->type == PLAYER) { |
|
|
2562 | shop_listing (op); |
|
|
2563 | return 1; |
|
|
2564 | } else { |
|
|
2565 | return 0; |
|
|
2566 | } |
|
|
2567 | |
|
|
2568 | case POWER_CRYSTAL: |
|
|
2569 | apply_power_crystal(op,tmp); /* see egoitem.c */ |
|
|
2570 | return 1; |
|
|
2571 | |
|
|
2572 | case LIGHTER: /* for lighting torches/lanterns/etc */ |
|
|
2573 | if (op->type == PLAYER) { |
|
|
2574 | apply_lighter(op,tmp); |
|
|
2575 | return 1; |
|
|
2576 | } else { |
|
|
2577 | return 0; |
|
|
2578 | } |
|
|
2579 | |
|
|
2580 | case ITEM_TRANSFORMER: |
|
|
2581 | apply_item_transformer( op, tmp ); |
|
|
2582 | return 1; |
|
|
2583 | |
|
|
2584 | default: |
|
|
2585 | return 0; |
|
|
2586 | } |
|
|
2587 | } |
2863 | } |
2588 | |
|
|
2589 | |
2864 | |
2590 | /* quiet suppresses the "don't know how to apply" and "you must get it first" |
2865 | /* quiet suppresses the "don't know how to apply" and "you must get it first" |
2591 | * messages as needed by player_apply_below(). But there can still be |
2866 | * messages as needed by player_apply_below(). But there can still be |
2592 | * "but you are floating high above the ground" messages. |
2867 | * "but you are floating high above the ground" messages. |
2593 | * |
2868 | * |
2594 | * Same return value as apply() function. |
2869 | * Same return value as apply() function. |
2595 | */ |
2870 | */ |
|
|
2871 | int |
2596 | int player_apply (object *pl, object *op, int aflag, int quiet) |
2872 | player_apply (object *pl, object *op, int aflag, int quiet) |
2597 | { |
2873 | { |
2598 | int tmp; |
|
|
2599 | |
|
|
2600 | if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { |
2874 | if (!op->env && (pl->move_type & MOVE_FLYING)) |
|
|
2875 | { |
2601 | /* player is flying and applying object not in inventory */ |
2876 | /* player is flying and applying object not in inventory */ |
2602 | if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { |
2877 | if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) |
2603 | new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " |
2878 | { |
2604 | "above the ground!"); |
2879 | pl->failmsg ("But you are floating high above the ground! " |
|
|
2880 | "H<You have to stop levitating first, if you can, either by using your levitation skill, " |
|
|
2881 | "or waiting till the levitation effect wears off.>"); |
2605 | return 0; |
2882 | return 0; |
2606 | } |
2883 | } |
2607 | } |
|
|
2608 | |
|
|
2609 | /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if |
|
|
2610 | * applied. |
|
|
2611 | */ |
|
|
2612 | if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ)) |
|
|
2613 | { |
2884 | } |
2614 | play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE); |
|
|
2615 | new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " |
|
|
2616 | "of smoke!"); |
|
|
2617 | new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion."); |
|
|
2618 | remove_ob (op); |
|
|
2619 | free_object (op); |
|
|
2620 | return 1; |
|
|
2621 | } |
|
|
2622 | |
2885 | |
2623 | pl->contr->last_used = op; |
2886 | pl->contr->last_used = op; |
2624 | pl->contr->last_used_id = op->count; |
|
|
2625 | |
2887 | |
2626 | tmp = manual_apply (pl, op, aflag); |
2888 | int tmp = manual_apply (pl, op, aflag); |
|
|
2889 | |
2627 | if ( ! quiet) { |
2890 | if (!quiet) |
|
|
2891 | { |
2628 | if (tmp == 0) |
2892 | if (tmp == 0) |
2629 | new_draw_info_format (NDI_UNIQUE, 0, pl, |
2893 | pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); |
2630 | "I don't know how to apply the %s.", |
|
|
2631 | query_name (op)); |
|
|
2632 | else if (tmp == 2) |
2894 | else if (tmp == 2) |
2633 | new_draw_info_format (NDI_UNIQUE, 0, pl, |
2895 | pl->failmsg ("You must get it first!\n"); |
2634 | "You must get it first!\n"); |
|
|
2635 | } |
2896 | } |
|
|
2897 | |
2636 | return tmp; |
2898 | return tmp; |
2637 | } |
2899 | } |
2638 | |
2900 | |
2639 | /** |
2901 | /** |
2640 | * player_apply_below attempts to apply the object 'below' the player. |
2902 | * player_apply_below attempts to apply the object 'below' the player. |
2641 | * If the player has an open container, we use that for below, otherwise |
2903 | * If the player has an open container, we use that for below, otherwise |
2642 | * we use the ground. |
2904 | * we use the ground. |
2643 | */ |
2905 | */ |
2644 | |
2906 | void |
2645 | void player_apply_below (object *pl) |
2907 | player_apply_below (object *pl) |
2646 | { |
2908 | { |
2647 | object *tmp, *next; |
|
|
2648 | int floors; |
2909 | int floors = 0; |
2649 | |
2910 | |
2650 | /* If using a container, set the starting item to be the top |
2911 | /* If using a container, set the starting item to be the top |
2651 | * item in the container. Otherwise, use the map. |
2912 | * item in the container. Otherwise, use the map. |
2652 | */ |
|
|
2653 | tmp = (pl->container != NULL) ? pl->container->inv : pl->below; |
|
|
2654 | |
|
|
2655 | /* This is perhaps more complicated. However, I want to make sure that |
2913 | * This is perhaps more complicated. However, I want to make sure that |
2656 | * we don't use a corrupt pointer for the next object, so we get the |
2914 | * we don't use a corrupt pointer for the next object, so we get the |
2657 | * next object in the stack before applying. This is can only be a |
2915 | * next object in the stack before applying. This is can only be a |
2658 | * problem if player_apply() has a bug in that it uses the object but does |
2916 | * problem if player_apply() has a bug in that it uses the object but does |
2659 | * not return a proper value. |
2917 | * not return a proper value. |
2660 | */ |
2918 | */ |
2661 | for (floors = 0; tmp!=NULL; tmp=next) { |
2919 | for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next) |
|
|
2920 | { |
2662 | next = tmp->below; |
2921 | next = tmp->below; |
|
|
2922 | |
2663 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
2923 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
2664 | floors++; |
2924 | floors++; |
2665 | else if (floors > 0) |
2925 | else if (floors > 0) |
2666 | return; /* process only floor objects after first floor object */ |
2926 | return; /* process only floor objects after first floor object */ |
2667 | |
2927 | |
2668 | /* If it is visible, player can apply it. If it is applied by |
2928 | /* If it is visible, player can apply it. If it is applied by |
2669 | * person moving on it, also activate. Added code to make it |
2929 | * person moving on it, also activate. Added code to make it |
2670 | * so that at least one of players movement types be that which |
2930 | * so that at least one of players movement types be that which |
2671 | * the item needs. |
2931 | * the item needs. |
2672 | */ |
2932 | */ |
2673 | if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { |
2933 | if (!tmp->invisible || (tmp->move_on & pl->move_type)) |
2674 | if (player_apply (pl, tmp, 0, 1) == 1) |
2934 | if (player_apply (pl, tmp, 0, 1) == 1) |
2675 | return; |
2935 | return; |
2676 | } |
2936 | |
2677 | if (floors >= 2) |
2937 | if (floors >= 2) |
2678 | return; /* process at most two floor objects */ |
2938 | return; /* process at most two floor objects */ |
2679 | } |
2939 | } |
2680 | } |
2940 | } |
2681 | |
2941 | |
2682 | /** |
2942 | /** |
2683 | * Unapplies specified item. |
2943 | * Unapplies specified item. |
2684 | * No check done on cursed/damned. |
2944 | * No check done on cursed/damned. |
2685 | * Break this out of apply_special - this is just done |
2945 | * Break this out of apply_special - this is just done |
2686 | * to keep the size of apply_special to a more managable size. |
2946 | * to keep the size of apply_special to a more managable size. |
2687 | */ |
2947 | */ |
|
|
2948 | static int |
2688 | static int unapply_special (object *who, object *op, int aflags) |
2949 | unapply_special (object *who, object *op, int aflags) |
2689 | { |
2950 | { |
2690 | if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) |
2951 | if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) |
2691 | || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) |
2952 | || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) |
2692 | return RESULT_INT (0); |
2953 | return RESULT_INT (0); |
2693 | |
2954 | |
2694 | object *tmp2; |
|
|
2695 | |
|
|
2696 | CLEAR_FLAG(op, FLAG_APPLIED); |
2955 | CLEAR_FLAG (op, FLAG_APPLIED); |
|
|
2956 | |
2697 | switch(op->type) { |
2957 | switch (op->type) |
2698 | case WEAPON: |
2958 | { |
2699 | new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op)); |
|
|
2700 | |
|
|
2701 | (void) change_abil (who,op); |
|
|
2702 | if(QUERY_FLAG(who,FLAG_READY_WEAPON)) |
|
|
2703 | CLEAR_FLAG(who,FLAG_READY_WEAPON); |
|
|
2704 | clear_skill(who); |
|
|
2705 | break; |
|
|
2706 | |
|
|
2707 | case SKILL: /* allows objects to impart skills */ |
|
|
2708 | case SKILL_TOOL: |
2959 | case SKILL_TOOL: |
2709 | if (op != who->chosen_skill) { |
2960 | // unapplying a skill tool should also unapply the skill it governs |
2710 | LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); |
2961 | // but this is hard, as it shouldn't do so when the skill can |
2711 | } |
2962 | // be used for other reasons |
2712 | if (who->type==PLAYER) { |
2963 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
2713 | if (who->contr->shoottype == range_skill) |
2964 | if (tmp->skill == op->skill |
2714 | who->contr->shoottype = range_none; |
2965 | && tmp->type == SKILL |
2715 | if ( ! op->invisible) { |
2966 | && tmp->flag [FLAG_APPLIED] |
2716 | new_draw_info_format (NDI_UNIQUE, 0, who, |
2967 | && !tmp->flag [FLAG_CAN_USE_SKILL]) |
2717 | "You stop using the %s.", query_name(op)); |
2968 | unapply_special (who, tmp, 0); |
2718 | } else { |
|
|
2719 | new_draw_info_format (NDI_UNIQUE, 0, who, |
|
|
2720 | "You can no longer use the skill: %s.", |
|
|
2721 | op->skill); |
|
|
2722 | } |
|
|
2723 | } |
|
|
2724 | (void) change_abil (who, op); |
|
|
2725 | who->chosen_skill = NULL; |
|
|
2726 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
|
|
2727 | break; |
|
|
2728 | |
2969 | |
2729 | case ARMOUR: |
2970 | change_abil (who, op); |
2730 | case HELMET: |
|
|
2731 | case SHIELD: |
|
|
2732 | case RING: |
|
|
2733 | case BOOTS: |
|
|
2734 | case GLOVES: |
|
|
2735 | case AMULET: |
|
|
2736 | case GIRDLE: |
|
|
2737 | case BRACERS: |
|
|
2738 | case CLOAK: |
|
|
2739 | new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op)); |
|
|
2740 | (void) change_abil (who,op); |
|
|
2741 | break; |
|
|
2742 | case LAMP: |
|
|
2743 | new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.", |
|
|
2744 | op->name); |
|
|
2745 | tmp2 = arch_to_object(op->other_arch); |
|
|
2746 | tmp2->x = op->x; |
|
|
2747 | tmp2->y = op->y; |
|
|
2748 | tmp2->map = op->map; |
|
|
2749 | tmp2->below = op->below; |
|
|
2750 | tmp2->above = op->above; |
|
|
2751 | tmp2->stats.food = op->stats.food; |
|
|
2752 | CLEAR_FLAG(tmp2, FLAG_APPLIED); |
|
|
2753 | if (QUERY_FLAG(op, FLAG_INV_LOCKED)) |
|
|
2754 | SET_FLAG(tmp2, FLAG_INV_LOCKED); |
|
|
2755 | if (who->type == PLAYER) |
|
|
2756 | esrv_del_item(who->contr, (tag_t)op->count); |
|
|
2757 | remove_ob(op); |
|
|
2758 | free_object(op); |
|
|
2759 | insert_ob_in_ob(tmp2, who); |
|
|
2760 | fix_player(who); |
|
|
2761 | if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { |
|
|
2762 | if (who->type == PLAYER) { |
|
|
2763 | new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); |
|
|
2764 | SET_FLAG(tmp2, FLAG_KNOWN_CURSED); |
|
|
2765 | } |
|
|
2766 | } |
|
|
2767 | if(who->type==PLAYER) |
|
|
2768 | esrv_send_item(who, tmp2); |
|
|
2769 | return 1; /* otherwise, an attempt to drop causes problems */ |
|
|
2770 | break; |
|
|
2771 | case BOW: |
|
|
2772 | case WAND: |
|
|
2773 | case ROD: |
|
|
2774 | case HORN: |
|
|
2775 | clear_skill(who); |
|
|
2776 | new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op)); |
|
|
2777 | if(who->type==PLAYER) { |
|
|
2778 | who->contr->shoottype = range_none; |
|
|
2779 | } else { |
|
|
2780 | if (op->type == BOW) |
|
|
2781 | CLEAR_FLAG (who, FLAG_READY_BOW); |
|
|
2782 | else |
|
|
2783 | CLEAR_FLAG(who, FLAG_READY_RANGE); |
|
|
2784 | } |
|
|
2785 | break; |
|
|
2786 | |
|
|
2787 | case BUILDER: |
|
|
2788 | new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op)); |
|
|
2789 | who->contr->shoottype = range_none; |
|
|
2790 | who->contr->ranges[ range_builder ] = NULL; |
|
|
2791 | break; |
2971 | break; |
2792 | |
2972 | |
2793 | default: |
2973 | case WEAPON: |
2794 | new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); |
2974 | if (player *pl = who->contr) |
2795 | break; |
2975 | if (op == pl->combat_ob) |
2796 | } |
2976 | { |
2797 | |
2977 | pl->combat_ob = 0; |
2798 | fix_player(who); |
2978 | who->change_weapon (pl->ranged_ob); |
2799 | |
|
|
2800 | if ( ! (aflags & AP_NO_MERGE)) { |
|
|
2801 | object *tmp; |
|
|
2802 | |
|
|
2803 | tag_t del_tag = op->count; |
|
|
2804 | tmp = merge_ob (op, NULL); |
|
|
2805 | if (who->type == PLAYER) { |
|
|
2806 | if (tmp) { /* it was merged */ |
|
|
2807 | esrv_del_item (who->contr, del_tag); |
|
|
2808 | op = tmp; |
|
|
2809 | } |
2979 | } |
|
|
2980 | |
|
|
2981 | who->statusmsg (format ("You unwield %s.", query_name (op))); |
|
|
2982 | |
|
|
2983 | change_abil (who, op); |
|
|
2984 | CLEAR_FLAG (who, FLAG_READY_WEAPON); |
|
|
2985 | break; |
|
|
2986 | |
|
|
2987 | case SKILL: |
|
|
2988 | if (who->contr) |
|
|
2989 | { |
|
|
2990 | if (IS_COMBAT_SKILL (op->subtype)) |
|
|
2991 | who->change_weapon (who->contr->combat_ob = 0); |
|
|
2992 | else if (IS_RANGED_SKILL (op->subtype)) |
|
|
2993 | who->change_weapon (who->contr->ranged_ob = 0); |
|
|
2994 | |
|
|
2995 | if (op->invisible) |
|
|
2996 | who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); |
|
|
2997 | else |
|
|
2998 | who->statusmsg (format ("You stop using the %s.", query_name (op))); |
|
|
2999 | } |
|
|
3000 | |
|
|
3001 | change_abil (who, op); |
|
|
3002 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
|
|
3003 | break; |
|
|
3004 | |
|
|
3005 | case ARMOUR: |
|
|
3006 | case HELMET: |
|
|
3007 | case SHIELD: |
|
|
3008 | case RING: |
|
|
3009 | case BOOTS: |
|
|
3010 | case GLOVES: |
|
|
3011 | case AMULET: |
|
|
3012 | case GIRDLE: |
|
|
3013 | case BRACERS: |
|
|
3014 | case CLOAK: |
|
|
3015 | who->statusmsg (format ("You unwear %s.", query_name (op))); |
|
|
3016 | change_abil (who, op); |
|
|
3017 | break; |
|
|
3018 | |
|
|
3019 | case BOW: |
|
|
3020 | case WAND: |
|
|
3021 | case ROD: |
|
|
3022 | case HORN: |
|
|
3023 | if (player *pl = who->contr) |
|
|
3024 | { |
|
|
3025 | if (op == pl->ranged_ob) |
|
|
3026 | { |
|
|
3027 | pl->ranged_ob = 0; |
|
|
3028 | who->change_weapon (pl->combat_ob); |
|
|
3029 | } |
|
|
3030 | |
|
|
3031 | who->statusmsg (format ("You unready %s.", query_name (op))); |
|
|
3032 | } |
|
|
3033 | else |
|
|
3034 | { |
|
|
3035 | who->change_skill (0); |
|
|
3036 | |
|
|
3037 | if (op->type == BOW) |
|
|
3038 | CLEAR_FLAG (who, FLAG_READY_BOW); |
|
|
3039 | else |
|
|
3040 | CLEAR_FLAG (who, FLAG_READY_RANGE); |
|
|
3041 | } |
|
|
3042 | |
|
|
3043 | break; |
|
|
3044 | |
|
|
3045 | case BUILDER: |
|
|
3046 | if (who->contr) |
|
|
3047 | who->statusmsg (format ("You unready %s.", query_name (op))); |
|
|
3048 | break; |
|
|
3049 | |
|
|
3050 | default: |
|
|
3051 | who->statusmsg (format ("You unapply %s.", query_name (op))); |
|
|
3052 | break; |
|
|
3053 | } |
|
|
3054 | |
|
|
3055 | if (aflags & AP_NO_MERGE || !merge_ob (op, 0)) |
|
|
3056 | if (object *pl = op->visible_to ()) |
2810 | esrv_send_item (who, op); |
3057 | esrv_send_item (pl, op); |
2811 | } |
3058 | |
2812 | } |
3059 | who->update_stats (); |
|
|
3060 | |
2813 | return 0; |
3061 | return 0; |
2814 | } |
3062 | } |
2815 | |
3063 | |
2816 | /** |
3064 | /** |
2817 | * Returns the object that is using location 'loc'. |
3065 | * Returns the object that is using location 'loc'. |
2818 | * Note that 'start' is the first object to start examing - we |
3066 | * Note that 'start' is the first object to start examing - we |
2819 | * then go through the below of this. In this way, you can do |
3067 | * then go through the below of this. In this way, you can do |
2820 | * something like: |
3068 | * something like: |
2821 | * tmp = get_item_from_body_location(who->inv, 1); |
3069 | * tmp = get_next_item_from_body_location(who->inv, 1); |
2822 | * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); |
3070 | * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1); |
2823 | * to find the second object that may use this location, etc. |
3071 | * to find the second object that may use this location, etc. |
2824 | * Returns NULL if no match is found. |
3072 | * Returns NULL if no match is found. |
2825 | * loc is the index into the array we are looking for a match. |
3073 | * loc is the index into the array we are looking for a match. |
2826 | * don't return invisible objects unless they are skill objects |
3074 | * don't return invisible objects unless they are skill objects |
2827 | * invisible other objects that use |
3075 | * invisible other objects that use |
2828 | * up body locations can be used as restrictions. |
3076 | * up body locations can be used as restrictions. |
2829 | */ |
3077 | */ |
2830 | object *get_item_from_body_location(object *start, int loc) |
3078 | static object * |
|
|
3079 | get_next_item_from_body_location (int loc, object *start) |
2831 | { |
3080 | { |
2832 | object *tmp; |
|
|
2833 | |
|
|
2834 | if (!start) return NULL; |
|
|
2835 | |
|
|
2836 | for (tmp=start; tmp; tmp=tmp->below) |
3081 | for (object *tmp = start; tmp; tmp = tmp->below) |
2837 | if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && |
3082 | if (tmp->flag [FLAG_APPLIED] |
2838 | (!tmp->invisible || tmp->type==SKILL)) return tmp; |
3083 | && tmp->slot[loc].info |
|
|
3084 | && (!tmp->invisible || tmp->type == SKILL)) |
|
|
3085 | return tmp; |
2839 | |
3086 | |
2840 | return NULL; |
3087 | return 0; |
2841 | } |
3088 | } |
2842 | |
|
|
2843 | |
|
|
2844 | |
3089 | |
2845 | /** |
3090 | /** |
2846 | * 'op' wants to apply an object, but can't because of other equipment. |
3091 | * 'op' wants to apply an object, but can't because of other equipment. |
2847 | * This should only be called when it is known |
3092 | * This should only be called when it is known |
2848 | * that there are objects to unapply. This makes pretty heavy |
3093 | * that there are objects to unapply. This makes pretty heavy |
… | |
… | |
2851 | * Returns 0 on success, returns 1 if there is some problem. |
3096 | * Returns 0 on success, returns 1 if there is some problem. |
2852 | * if aflags is AP_PRINT, we instead print out waht to unapply |
3097 | * if aflags is AP_PRINT, we instead print out waht to unapply |
2853 | * instead of doing it. This is a lot less code than having |
3098 | * instead of doing it. This is a lot less code than having |
2854 | * another function that does just that. |
3099 | * another function that does just that. |
2855 | */ |
3100 | */ |
|
|
3101 | |
|
|
3102 | #define CANNOT_REMOVE_CURSED \ |
|
|
3103 | "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ |
|
|
3104 | "Praying over an altar, scrolls of remove curse/damnation, " \ |
|
|
3105 | "priests or even other players might help.>" |
|
|
3106 | |
|
|
3107 | static int |
2856 | int unapply_for_ob(object *who, object *op, int aflags) |
3108 | unapply_for_ob (object *who, object *op, int aflags) |
2857 | { |
3109 | { |
2858 | int i; |
3110 | if (op->is_range ()) |
2859 | object *tmp=NULL, *last; |
|
|
2860 | |
|
|
2861 | /* If we are applying a shield or weapon, unapply any equipped shield |
|
|
2862 | * or weapons first - only allowed to use one weapon/shield at a time. |
|
|
2863 | */ |
|
|
2864 | if (op->type == WEAPON || op->type == SHIELD) { |
|
|
2865 | for (tmp=who->inv; tmp; tmp=tmp->below) { |
3111 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
2866 | if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { |
3112 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) |
2867 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || |
3113 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) |
2868 | (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { |
3114 | { |
2869 | if (aflags & AP_PRINT) |
3115 | if (aflags & AP_PRINT) |
2870 | new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); |
3116 | who->failmsg (query_name (tmp)); |
2871 | else |
3117 | else |
2872 | unapply_special(who, tmp, aflags); |
3118 | unapply_special (who, tmp, aflags); |
2873 | } |
3119 | } |
2874 | else { |
3120 | else |
|
|
3121 | { |
2875 | /* In this case, we want to try and remove a cursed item. |
3122 | /* In this case, we want to try and remove a cursed item. |
2876 | * While we know it won't work, we want unapply_special to |
3123 | * While we know it won't work, we want unapply_special to |
2877 | * at least generate the message. |
3124 | * at least generate the message. |
2878 | */ |
3125 | */ |
2879 | new_draw_info_format(NDI_UNIQUE, 0, who, |
3126 | who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp))); |
2880 | "No matter how hard you try, you just can't\nremove %s.", |
3127 | return 1; |
2881 | query_name(tmp)); |
3128 | } |
2882 | return 1; |
|
|
2883 | } |
|
|
2884 | |
3129 | |
2885 | } |
|
|
2886 | } |
|
|
2887 | } |
|
|
2888 | |
|
|
2889 | for (i=0; i<NUM_BODY_LOCATIONS; i++) { |
3130 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
|
|
3131 | { |
2890 | /* this used up a slot that we need to free */ |
3132 | /* this used up a slot that we need to free */ |
2891 | if (op->body_info[i]) { |
3133 | if (op->slot[i].info) |
2892 | last = who->inv; |
3134 | { |
|
|
3135 | object *last = who->inv; |
2893 | |
3136 | |
2894 | /* We do a while loop - may need to remove several items in order |
3137 | /* We do a while loop - may need to remove several items in order |
2895 | * to free up enough slots. |
3138 | * to free up enough slots. |
2896 | */ |
3139 | */ |
2897 | while ((who->body_used[i] + op->body_info[i]) < 0) { |
3140 | while ((who->slot[i].used + op->slot[i].info) < 0) |
2898 | tmp = get_item_from_body_location(last, i); |
3141 | { |
2899 | if (!tmp) { |
3142 | object *tmp = get_next_item_from_body_location (i, last); |
|
|
3143 | |
|
|
3144 | if (!tmp) |
|
|
3145 | { |
2900 | #if 0 |
3146 | #if 0 |
2901 | /* Not a bug - we'll get this if the player has cursed items |
3147 | /* Not a bug - we'll get this if the player has cursed items |
2902 | * equipped. |
3148 | * equipped. |
2903 | */ |
3149 | */ |
2904 | LOG(llevError,"Can't find object using location %d (%s) on %s\n", |
3150 | LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); |
2905 | i, body_locations[i].save_name, who->name); |
|
|
2906 | #endif |
3151 | #endif |
2907 | return 1; |
3152 | return 1; |
2908 | } |
3153 | } |
|
|
3154 | |
2909 | /* If we are just printing, we don't care about cursed status */ |
3155 | /* If we are just printing, we don't care about cursed status */ |
2910 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || |
3156 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) |
2911 | (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) { |
3157 | { |
2912 | if (aflags & AP_PRINT) |
3158 | if (aflags & AP_PRINT) |
2913 | new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); |
3159 | who->failmsg (query_name (tmp)); |
2914 | else |
3160 | else |
2915 | unapply_special(who, tmp, aflags); |
3161 | unapply_special (who, tmp, aflags); |
2916 | } |
3162 | } |
2917 | else { |
3163 | else |
|
|
3164 | { |
2918 | /* Cursed item that we can't unequip - tell the player. |
3165 | /* Cursed item that we can't unequip - tell the player. |
2919 | * Note this could be annoying if this is just one of a few, |
3166 | * Note this could be annoying if this is just one of a few, |
2920 | * so it may not be critical (eg, putting on a ring and you have |
3167 | * so it may not be critical (eg, putting on a ring and you have |
2921 | * one cursed ring.) |
3168 | * one cursed ring.) |
2922 | */ |
3169 | */ |
2923 | new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp)); |
3170 | who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp))); |
2924 | } |
3171 | } |
2925 | last = tmp->below; |
3172 | |
2926 | } |
3173 | last = tmp->below; |
|
|
3174 | } |
2927 | /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the |
3175 | /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the |
2928 | * return in the !tmp would have kicked in. |
3176 | * return in the !tmp would have kicked in. |
2929 | */ |
3177 | */ |
2930 | } /* if op is using this body location */ |
3178 | } /* if op is using this body location */ |
2931 | } /* for body lcoations */ |
3179 | } /* for body lcoations */ |
|
|
3180 | |
2932 | return 0; |
3181 | return 0; |
2933 | } |
3182 | } |
2934 | |
3183 | |
2935 | /** |
3184 | /** |
2936 | * Checks to see if 'who' can apply object 'op'. |
3185 | * Checks to see if 'who' can apply object 'op'. |
2937 | * Returns 0 if apply can be done without anything special. |
3186 | * Returns 0 if apply can be done without anything special. |
2938 | * Otherwise returns a bitmask - potentially several of these may be |
3187 | * Otherwise returns a bitmask - potentially several of these may be |
2939 | * set, but largely depends on circumstance - in the future, processing |
3188 | * set, but largely depends on circumstance - in the future, processing |
2940 | * may be pruned once we know some status (eg, once CAN_APPLY_NEVER |
3189 | * may be pruned once we know some status (eg, once CAN_APPLY_NEVER |
2941 | * is set, do we really are what the other flags may be?) |
3190 | * is set, do we really care what the other flags may be?) |
2942 | * |
3191 | * |
2943 | * See include/define.h for detailed description of the meaning of |
3192 | * See include/define.h for detailed description of the meaning of |
2944 | * these return values. |
3193 | * these return values. |
2945 | */ |
3194 | */ |
|
|
3195 | int |
2946 | int can_apply_object(object *who, object *op) |
3196 | can_apply_object (object *who, object *op) |
2947 | { |
3197 | { |
2948 | if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) |
3198 | if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) |
2949 | || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) |
|
|
2950 | return RESULT_INT (0); |
3199 | return RESULT_INT (0); |
2951 | |
3200 | |
2952 | int i, retval=0; |
3201 | int retval = 0; |
2953 | object *tmp=NULL, *ws=NULL; |
3202 | object *tmp = 0, *ws = 0; |
2954 | |
3203 | |
2955 | /* Players have 2 'arm's, so they could in theory equip 2 shields or |
|
|
2956 | * 2 weapons, but we don't want to let them do that. So if they are |
|
|
2957 | * trying to equip a weapon or shield, see if they already have one |
|
|
2958 | * in place and store that way. |
|
|
2959 | */ |
|
|
2960 | if (op->type == WEAPON || op->type == SHIELD) { |
|
|
2961 | for (tmp=who->inv; tmp && !ws; tmp=tmp->below) { |
|
|
2962 | if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { |
|
|
2963 | retval = CAN_APPLY_UNAPPLY; |
|
|
2964 | ws = tmp; |
|
|
2965 | } |
|
|
2966 | } |
|
|
2967 | } |
|
|
2968 | |
|
|
2969 | |
|
|
2970 | for (i=0; i<NUM_BODY_LOCATIONS; i++) { |
3204 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
2971 | if (op->body_info[i]) { |
3205 | { |
|
|
3206 | if (op->slot[i].info) |
|
|
3207 | { |
2972 | /* Item uses more slots than we have */ |
3208 | /* Item uses more slots than we have */ |
2973 | if (FABS(op->body_info[i]) > who->body_info[i]) { |
3209 | if (who->slot[i].info + op->slot [i].info < 0) |
|
|
3210 | { |
2974 | /* Could return now for efficiently - rest of info below isn' |
3211 | /* Could return now for efficiency - rest of info below isn't |
2975 | * really needed. |
3212 | * really needed. |
2976 | */ |
3213 | */ |
2977 | retval |= CAN_APPLY_NEVER; |
3214 | retval |= CAN_APPLY_NEVER; |
2978 | } else if ((who->body_used[i] + op->body_info[i]) < 0) { |
3215 | } |
|
|
3216 | else if (who->slot[i].used + op->slot[i].info < 0) |
|
|
3217 | { |
2979 | /* in this case, equipping this would use more free spots than |
3218 | /* in this case, equipping this would use more free spots than |
2980 | * we have. |
3219 | * we have. |
2981 | */ |
3220 | */ |
2982 | object *tmp1; |
|
|
2983 | |
3221 | |
2984 | |
|
|
2985 | /* if we have an applied weapon/shield, and unapply it would free |
3222 | /* if we have an applied weapon/shield, and unapply it would free |
2986 | * enough slots to equip the new item, then just set this can |
3223 | * enough slots to equip the new item, then just set "can |
2987 | * continue. We don't care about the logic below - if you have |
3224 | * apply unapply". We don't care about the logic below - if you have a |
2988 | * shield equipped and try to equip another shield, there is only |
3225 | * shield equipped and try to equip another shield, there is only |
2989 | * one choice. However, the check for the number of body locations |
3226 | * one choice. However, the check for the number of body locations |
2990 | * does take into the account cases where what is being applied |
3227 | * does take into the account cases where what is being applied |
2991 | * may be two handed for example. |
3228 | * may be two handed for example. |
2992 | */ |
3229 | */ |
2993 | if (ws) { |
3230 | if (ws) |
2994 | if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) { |
3231 | if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0) |
2995 | retval |= CAN_APPLY_UNAPPLY; |
3232 | { |
2996 | continue; |
3233 | retval |= CAN_APPLY_UNAPPLY; |
2997 | } |
3234 | continue; |
2998 | } |
3235 | } |
2999 | |
3236 | |
3000 | tmp1 = get_item_from_body_location(who->inv, i); |
3237 | object *tmp1 = get_next_item_from_body_location (i, who->inv); |
3001 | if (!tmp1) { |
3238 | if (!tmp1) |
|
|
3239 | { |
3002 | #if 0 |
3240 | #if 0 |
3003 | /* This is sort of an error, but happens a lot when old players |
3241 | /* This is sort of an error, but happens a lot when old players |
3004 | * join in with more stuff equipped than they are now allowed. |
3242 | * join in with more stuff equipped than they are now allowed. |
3005 | */ |
3243 | */ |
3006 | LOG(llevError,"Can't find object using location %d on %s\n", |
3244 | LOG (llevError, "Can't find object using location %d on %s\n", i, who->name); |
3007 | i, who->name); |
|
|
3008 | #endif |
3245 | #endif |
3009 | retval |= CAN_APPLY_NEVER; |
3246 | retval |= CAN_APPLY_NEVER; |
3010 | } else { |
3247 | } |
|
|
3248 | else |
|
|
3249 | { |
3011 | /* need to unapply something. However, if this something |
3250 | /* need to unapply something. However, if this something |
3012 | * is different than we had found before, it means they need |
3251 | * is different than we had found before, it means they need |
3013 | * to apply multiple objects |
3252 | * to apply multiple objects |
3014 | */ |
3253 | */ |
3015 | retval |= CAN_APPLY_UNAPPLY; |
3254 | retval |= CAN_APPLY_UNAPPLY; |
3016 | if (!tmp) tmp = tmp1; |
3255 | |
3017 | else if (tmp != tmp1) { |
3256 | if (!tmp) |
3018 | retval |= CAN_APPLY_UNAPPLY_MULT; |
3257 | tmp = tmp1; |
3019 | } |
3258 | else if (tmp != tmp1) |
|
|
3259 | retval |= CAN_APPLY_UNAPPLY_MULT; |
|
|
3260 | |
3020 | /* This object isn't using up all the slots, so there must |
3261 | /* This object isn't using up all the slots, so there must |
3021 | * be another. If so, and it the new item doesn't need all |
3262 | * be another. If so, and it the new item doesn't need all |
3022 | * the slots, the player then has a choice. |
3263 | * the slots, the player then has a choice. |
3023 | */ |
3264 | */ |
3024 | if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && |
3265 | if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info) |
3025 | (FABS(op->body_info[i]) < who->body_info[i])) |
3266 | && abs (op->slot[i].info) < who->slot[i].info) |
3026 | retval |= CAN_APPLY_UNAPPLY_CHOICE; |
3267 | retval |= CAN_APPLY_UNAPPLY_CHOICE; |
3027 | |
3268 | |
3028 | /* Does unequippint 'tmp1' free up enough slots for this to be |
3269 | /* Does unequippint 'tmp1' free up enough slots for this to be |
3029 | * equipped? If not, there must be something else to unapply. |
3270 | * equipped? If not, there must be something else to unapply. |
3030 | */ |
3271 | */ |
3031 | if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) |
3272 | if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info) |
3032 | retval |= CAN_APPLY_UNAPPLY_MULT; |
3273 | retval |= CAN_APPLY_UNAPPLY_MULT; |
3033 | |
3274 | } |
3034 | } |
3275 | } /* if not enough free slots */ |
3035 | } /* if not enough free slots */ |
3276 | } /* if this object uses location i */ |
3036 | } /* if this object uses location i */ |
|
|
3037 | } /* for i -> num_body_locations loop */ |
3277 | } /* for i -> num_body_locations loop */ |
3038 | |
3278 | |
3039 | /* Note that we don't check for FLAG_USE_ARMOUR - that should |
3279 | /* Note that we don't check for FLAG_USE_ARMOUR - that should |
3040 | * really be controlled by use of body locations. We do have |
3280 | * really be controlled by use of body locations. We do have |
3041 | * the weapon/shield checks, and the range checks for monsters, |
3281 | * the weapon/shield checks, and the range checks for monsters, |
3042 | * because you can't control those just by body location - bows, shields, |
3282 | * because you can't control those just by body location - bows, shields, |
3043 | * and weapons all use the same slot. Similar for horn/rod/wand - they |
3283 | * and weapons all use the same slot. Similar for horn/rod/wand - they |
3044 | * all use the same location. |
3284 | * all use the same location. |
3045 | */ |
3285 | */ |
3046 | if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) |
3286 | if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) |
3047 | retval |= CAN_APPLY_RESTRICTION; |
|
|
3048 | if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD)) |
|
|
3049 | retval |= CAN_APPLY_RESTRICTION; |
|
|
3050 | |
|
|
3051 | |
|
|
3052 | if (who->type != PLAYER) { |
|
|
3053 | if ((op->type == WAND || op->type == HORN || op->type==ROD) |
|
|
3054 | && !QUERY_FLAG(who, FLAG_USE_RANGE)) |
|
|
3055 | retval |= CAN_APPLY_RESTRICTION; |
|
|
3056 | if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) |
|
|
3057 | retval |= CAN_APPLY_RESTRICTION; |
3287 | retval |= CAN_APPLY_RESTRICTION; |
|
|
3288 | |
3058 | if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) |
3289 | if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) |
3059 | retval |= CAN_APPLY_RESTRICTION; |
3290 | retval |= CAN_APPLY_RESTRICTION; |
3060 | if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) |
3291 | |
|
|
3292 | if (who->type != PLAYER) |
|
|
3293 | { |
|
|
3294 | if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) |
3061 | retval |= CAN_APPLY_RESTRICTION; |
3295 | retval |= CAN_APPLY_RESTRICTION; |
|
|
3296 | |
|
|
3297 | if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) |
|
|
3298 | retval |= CAN_APPLY_RESTRICTION; |
|
|
3299 | |
|
|
3300 | if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) |
|
|
3301 | retval |= CAN_APPLY_RESTRICTION; |
|
|
3302 | |
|
|
3303 | if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) |
|
|
3304 | retval |= CAN_APPLY_RESTRICTION; |
3062 | } |
3305 | } |
|
|
3306 | |
3063 | return retval; |
3307 | return retval; |
3064 | } |
3308 | } |
3065 | |
|
|
3066 | |
|
|
3067 | |
3309 | |
3068 | /** |
3310 | /** |
3069 | * who is the object using the object. It can be a monster. |
3311 | * who is the object using the object. It can be a monster. |
3070 | * op is the object they are using. op is an equipment type item, |
3312 | * op is the object they are using. op is an equipment type item, |
3071 | * eg, one which you put on and keep on for a while, and not something |
3313 | * eg, one which you put on and keep on for a while, and not something |
… | |
… | |
3080 | * AP_UNAPPLY=always unapply). |
3322 | * AP_UNAPPLY=always unapply). |
3081 | * |
3323 | * |
3082 | * Optional flags: |
3324 | * Optional flags: |
3083 | * AP_NO_MERGE: don't merge an unapplied object with other objects |
3325 | * AP_NO_MERGE: don't merge an unapplied object with other objects |
3084 | * AP_IGNORE_CURSE: unapply cursed items |
3326 | * AP_IGNORE_CURSE: unapply cursed items |
|
|
3327 | * AP_NO_READY: do not ready skills when applying skill tools |
3085 | * |
3328 | * |
3086 | * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) |
3329 | * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) |
3087 | * |
3330 | * |
3088 | * apply_special() doesn't check for unpaid items. |
3331 | * apply_special() doesn't check for unpaid items. |
3089 | */ |
3332 | */ |
|
|
3333 | |
|
|
3334 | #define LACK_ITEM_POWER \ |
|
|
3335 | " H<You lack enough unused item power to use this weapon, see the skills command.>" |
|
|
3336 | |
|
|
3337 | int |
3090 | int apply_special (object *who, object *op, int aflags) |
3338 | apply_special (object *who, object *op, int aflags) |
3091 | { |
3339 | { |
3092 | int basic_flag = aflags & AP_BASIC_FLAGS; |
3340 | int basic_flag = aflags & AP_BASIC_FLAGS; |
3093 | object *tmp, *tmp2, *skop=NULL; |
3341 | object *tmp, *tmp2, *skop = NULL; |
3094 | int i; |
|
|
3095 | |
3342 | |
3096 | if(who==NULL) { |
3343 | if (who == NULL) |
|
|
3344 | { |
3097 | LOG(llevError,"apply_special() from object without environment.\n"); |
3345 | LOG (llevError, "apply_special() from object without environment.\n"); |
3098 | return 1; |
3346 | return 1; |
3099 | } |
3347 | } |
3100 | |
3348 | |
3101 | if(op->env!=who) |
3349 | if (op->env != who) |
3102 | return 1; /* op is not in inventory */ |
3350 | return 1; /* op is not in inventory */ |
3103 | |
3351 | |
3104 | /* trying to unequip op */ |
3352 | /* trying to unequip op */ |
3105 | if (QUERY_FLAG(op,FLAG_APPLIED)) { |
3353 | if (QUERY_FLAG (op, FLAG_APPLIED)) |
|
|
3354 | { |
3106 | /* always apply, so no reason to unapply */ |
3355 | /* always apply, so no reason to unapply */ |
3107 | if (basic_flag == AP_APPLY) return 0; |
3356 | if (basic_flag == AP_APPLY) |
|
|
3357 | return 0; |
3108 | |
3358 | |
3109 | if ( ! (aflags & AP_IGNORE_CURSE) |
3359 | if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) |
3110 | && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { |
3360 | { |
3111 | new_draw_info_format(NDI_UNIQUE, 0, who, |
3361 | who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op))); |
3112 | "No matter how hard you try, you just can't\nremove %s.", |
|
|
3113 | query_name(op)); |
|
|
3114 | return 1; |
3362 | return 1; |
3115 | } |
3363 | } |
|
|
3364 | |
3116 | return unapply_special(who, op, aflags); |
3365 | return unapply_special (who, op, aflags); |
|
|
3366 | } |
|
|
3367 | else if (basic_flag == AP_UNAPPLY) |
|
|
3368 | return 0; |
|
|
3369 | |
|
|
3370 | // if the item is combat/ranged, wield the relevant slot first |
|
|
3371 | // to resolve conflicts. |
|
|
3372 | if (player *pl = who->contr) |
|
|
3373 | switch (op->slottype ()) |
|
|
3374 | { |
|
|
3375 | case slot_combat: who->change_weapon (pl->combat_ob); break; |
|
|
3376 | case slot_ranged: who->change_weapon (pl->ranged_ob); break; |
3117 | } |
3377 | } |
3118 | |
3378 | |
3119 | if (basic_flag == AP_UNAPPLY) return 0; |
3379 | splay (op); |
3120 | |
3380 | |
3121 | i = can_apply_object(who, op); |
|
|
3122 | |
|
|
3123 | /* Can't just apply this object. Lets see what not and what to do */ |
3381 | /* Can't just apply this object. Lets see what not and what to do */ |
3124 | if (i) { |
3382 | if (int i = can_apply_object (who, op)) |
|
|
3383 | { |
3125 | if (i & CAN_APPLY_NEVER) { |
3384 | if (i & CAN_APPLY_NEVER) |
3126 | new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); |
3385 | { |
|
|
3386 | who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op))); |
3127 | return 1; |
3387 | return 1; |
|
|
3388 | } |
3128 | } else if (i & CAN_APPLY_RESTRICTION) { |
3389 | else if (i & CAN_APPLY_RESTRICTION) |
3129 | new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); |
3390 | { |
|
|
3391 | who->failmsg (format ( |
|
|
3392 | "You have a prohibition against using a %s. " |
|
|
3393 | "H<Your belief, profession or class prevents you from applying this item.>", |
|
|
3394 | query_name (op) |
|
|
3395 | )); |
3130 | return 1; |
3396 | return 1; |
3131 | } |
3397 | } |
|
|
3398 | |
3132 | if (who->type != PLAYER) { |
3399 | if (who->type != PLAYER) |
|
|
3400 | { |
3133 | /* Some error, so don't try to equip something more */ |
3401 | /* Some error, so don't try to equip something more */ |
3134 | if (unapply_for_ob(who, op, aflags)) return 1; |
3402 | if (unapply_for_ob (who, op, aflags)) |
3135 | } else { |
3403 | return 1; |
3136 | if (who->contr->unapply == unapply_never || |
3404 | } |
3137 | (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { |
3405 | else |
3138 | new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); |
3406 | { |
|
|
3407 | if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) |
|
|
3408 | { |
|
|
3409 | who->failmsg ("You need to unapply some of the following item(s) or change your applymode:"); |
3139 | unapply_for_ob(who, op, AP_PRINT); |
3410 | unapply_for_ob (who, op, AP_PRINT); |
3140 | return 1; |
3411 | return 1; |
3141 | } |
3412 | } |
3142 | else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { |
3413 | else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) |
3143 | i = unapply_for_ob(who, op, aflags); |
3414 | if (unapply_for_ob (who, op, aflags)) |
3144 | if (i) return 1; |
3415 | return 1; |
|
|
3416 | } |
3145 | } |
3417 | } |
3146 | } |
3418 | |
3147 | } |
|
|
3148 | if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { |
3419 | if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) |
|
|
3420 | { |
3149 | skop=find_skill_by_name(who, op->skill); |
3421 | skop = find_skill_by_name (who, op->skill); |
3150 | if (!skop) { |
3422 | |
3151 | new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill); |
3423 | if (!skop) |
|
|
3424 | { |
|
|
3425 | who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); |
3152 | return 1; |
3426 | return 1; |
3153 | } else { |
3427 | } |
|
|
3428 | else |
3154 | /* While experience will be credited properly, we want to change the |
3429 | /* While experience will be credited properly, we want to change the |
3155 | * skill so that the dam and wc get updated |
3430 | * skill so that the dam and wc get updated |
3156 | */ |
3431 | */ |
3157 | change_skill(who, skop, 0); |
3432 | who->change_skill (skop); |
3158 | } |
3433 | } |
|
|
3434 | |
|
|
3435 | if (!check_item_power (who, op->item_power)) |
3159 | } |
3436 | { |
3160 | |
3437 | who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); |
3161 | if (who->type == PLAYER && op->item_power && |
3438 | return 1; |
3162 | (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) { |
|
|
3163 | new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); |
|
|
3164 | return 1; |
|
|
3165 | } |
3439 | } |
3166 | |
|
|
3167 | |
3440 | |
3168 | /* Ok. We are now at the state where we can apply the new object. |
3441 | /* Ok. We are now at the state where we can apply the new object. |
3169 | * Note that we don't have the checks for can_use_... |
3442 | * Note that we don't have the checks for can_use_... |
3170 | * below - that is already taken care of by can_apply_object. |
3443 | * below - that is already taken care of by can_apply_object. |
3171 | */ |
3444 | */ |
3172 | |
3445 | tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; |
3173 | |
3446 | |
3174 | if(op->nrof > 1) |
3447 | if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) |
3175 | tmp = get_split_ob(op,op->nrof - 1); |
|
|
3176 | else |
|
|
3177 | tmp = NULL; |
|
|
3178 | |
|
|
3179 | if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) |
|
|
3180 | || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) |
|
|
3181 | return RESULT_INT (0); |
3448 | return RESULT_INT (0); |
3182 | |
3449 | |
3183 | switch(op->type) { |
3450 | switch (op->type) |
|
|
3451 | { |
3184 | case WEAPON: |
3452 | case WEAPON: |
3185 | if (!check_weapon_power(who, op->last_eat)) { |
3453 | //TODO: this obviously fails for players using a shorter prefix |
3186 | new_draw_info(NDI_UNIQUE, 0,who, |
3454 | // i.e. "R" can use Ragnarok's sword. |
3187 | "That weapon is too powerful for you to use."); |
3455 | if (op->level && !op->name.starts_with (who->name)) |
3188 | new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); |
3456 | { |
3189 | if(tmp!=NULL) |
|
|
3190 | (void) insert_ob_in_ob(tmp,who); |
|
|
3191 | return 1; |
|
|
3192 | } |
|
|
3193 | if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { |
|
|
3194 | /* if the weapon does not have the name as the character, can't use it. */ |
3457 | /* if the weapon does not have the name as the character, can't use it. */ |
3195 | /* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
3458 | /* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
3196 | new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner."); |
3459 | who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); |
3197 | if(tmp!=NULL) |
|
|
3198 | (void) insert_ob_in_ob(tmp,who); |
|
|
3199 | return 1; |
|
|
3200 | } |
|
|
3201 | SET_FLAG(op, FLAG_APPLIED); |
|
|
3202 | |
3460 | |
3203 | if (skop) change_skill(who, skop, 1); |
3461 | if (tmp) |
3204 | if(!QUERY_FLAG(who,FLAG_READY_WEAPON)) |
|
|
3205 | SET_FLAG(who, FLAG_READY_WEAPON); |
|
|
3206 | |
|
|
3207 | new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op)); |
|
|
3208 | |
|
|
3209 | (void) change_abil (who,op); |
|
|
3210 | break; |
|
|
3211 | |
|
|
3212 | case ARMOUR: |
|
|
3213 | case HELMET: |
|
|
3214 | case SHIELD: |
|
|
3215 | case BOOTS: |
|
|
3216 | case GLOVES: |
|
|
3217 | case GIRDLE: |
|
|
3218 | case BRACERS: |
|
|
3219 | case CLOAK: |
|
|
3220 | case RING: |
|
|
3221 | case AMULET: |
|
|
3222 | SET_FLAG(op, FLAG_APPLIED); |
|
|
3223 | new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op)); |
|
|
3224 | (void) change_abil (who,op); |
|
|
3225 | break; |
|
|
3226 | case LAMP: |
|
|
3227 | if (op->stats.food < 1) { |
|
|
3228 | new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of" |
|
|
3229 | " fuel!", op->name); |
|
|
3230 | return 1; |
|
|
3231 | } |
|
|
3232 | new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.", |
|
|
3233 | op->name); |
|
|
3234 | tmp2 = arch_to_object(op->other_arch); |
|
|
3235 | tmp2->stats.food = op->stats.food; |
|
|
3236 | SET_FLAG(tmp2, FLAG_APPLIED); |
|
|
3237 | if (QUERY_FLAG(op, FLAG_INV_LOCKED)) |
|
|
3238 | SET_FLAG(tmp2, FLAG_INV_LOCKED); |
|
|
3239 | insert_ob_in_ob(tmp2, who); |
3462 | insert_ob_in_ob (tmp, who); |
3240 | |
3463 | |
3241 | /* Remove the old lantern */ |
3464 | return 1; |
3242 | if (who->type == PLAYER) |
3465 | } |
3243 | esrv_del_item(who->contr, (tag_t)op->count); |
|
|
3244 | remove_ob(op); |
|
|
3245 | free_object(op); |
|
|
3246 | |
3466 | |
3247 | /* insert the portion that was split off */ |
3467 | if (!skop) |
3248 | if(tmp!=NULL) { |
3468 | { |
3249 | (void) insert_ob_in_ob(tmp,who); |
3469 | who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO |
3250 | if(who->type==PLAYER) |
3470 | return 1; |
3251 | esrv_send_item(who, tmp); |
3471 | } |
3252 | } |
|
|
3253 | fix_player(who); |
|
|
3254 | if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { |
|
|
3255 | if (who->type == PLAYER) { |
|
|
3256 | new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); |
|
|
3257 | SET_FLAG(tmp2, FLAG_KNOWN_CURSED); |
|
|
3258 | } |
|
|
3259 | } |
|
|
3260 | if(who->type==PLAYER) |
|
|
3261 | esrv_send_item(who, tmp2); |
|
|
3262 | return 0; |
|
|
3263 | break; |
|
|
3264 | |
3472 | |
3265 | /* this part is needed for skill-tools */ |
|
|
3266 | case SKILL: |
|
|
3267 | case SKILL_TOOL: |
|
|
3268 | if (who->chosen_skill) { |
|
|
3269 | LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); |
|
|
3270 | return 1; |
|
|
3271 | } |
|
|
3272 | if (who->type == PLAYER) { |
|
|
3273 | who->contr->shoottype = range_skill; |
|
|
3274 | who->contr->ranges[range_skill] = op; |
|
|
3275 | if ( ! op->invisible) { |
|
|
3276 | new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", |
|
|
3277 | query_name (op)); |
|
|
3278 | new_draw_info_format (NDI_UNIQUE, 0, who, |
|
|
3279 | "You can now use the skill: %s.", |
|
|
3280 | op->skill); |
|
|
3281 | } else { |
|
|
3282 | new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", |
|
|
3283 | op->skill? op->skill:op->name); |
|
|
3284 | } |
|
|
3285 | } |
|
|
3286 | SET_FLAG (op, FLAG_APPLIED); |
3473 | SET_FLAG (op, FLAG_APPLIED); |
3287 | (void) change_abil (who, op); |
3474 | who->change_skill (skop); |
3288 | who->chosen_skill = op; |
|
|
3289 | SET_FLAG (who, FLAG_READY_SKILL); |
|
|
3290 | break; |
|
|
3291 | |
|
|
3292 | case BOW: |
|
|
3293 | if (!check_weapon_power(who, op->last_eat)) { |
|
|
3294 | new_draw_info(NDI_UNIQUE, 0, who, |
|
|
3295 | "That item is too powerful for you to use."); |
|
|
3296 | new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); |
|
|
3297 | if(tmp != NULL) |
|
|
3298 | (void)insert_ob_in_ob(tmp,who); |
|
|
3299 | return 1; |
|
|
3300 | } |
|
|
3301 | if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { |
|
|
3302 | new_draw_info(NDI_UNIQUE, 0, who, |
|
|
3303 | "The weapon does not recognize you as its owner."); |
|
|
3304 | if(tmp != NULL) |
|
|
3305 | (void)insert_ob_in_ob(tmp,who); |
|
|
3306 | return 1; |
|
|
3307 | } |
|
|
3308 | /*FALLTHROUGH*/ |
|
|
3309 | case WAND: |
|
|
3310 | case ROD: |
|
|
3311 | case HORN: |
|
|
3312 | /* check for skill, alter player status */ |
|
|
3313 | SET_FLAG(op, FLAG_APPLIED); |
|
|
3314 | if (skop) change_skill(who, skop, 0); |
|
|
3315 | new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op)); |
|
|
3316 | |
3475 | |
3317 | if(who->type==PLAYER) { |
3476 | if (who->contr) |
3318 | if (op->type == BOW) { |
3477 | who->change_weapon (who->contr->combat_ob = op); |
3319 | (void)change_abil(who, op); |
3478 | |
3320 | new_draw_info_format (NDI_UNIQUE, 0, who, |
3479 | who->statusmsg (format ("You wield %s.", query_name (op))); |
3321 | "You will now fire %s with %s.", |
3480 | |
3322 | op->race ? op->race : "nothing", query_name(op)); |
|
|
3323 | who->contr->shoottype = range_bow; |
|
|
3324 | } else { |
|
|
3325 | who->contr->shoottype = range_misc; |
|
|
3326 | } |
|
|
3327 | } else { |
|
|
3328 | if (op->type == BOW) |
|
|
3329 | SET_FLAG (who, FLAG_READY_BOW); |
|
|
3330 | else |
|
|
3331 | SET_FLAG (who, FLAG_READY_RANGE); |
3481 | SET_FLAG (who, FLAG_READY_WEAPON); |
3332 | } |
3482 | change_abil (who, op); |
3333 | break; |
|
|
3334 | |
|
|
3335 | case BUILDER: |
|
|
3336 | if ( who->contr->ranges[ range_builder ] ) |
|
|
3337 | unapply_special( who, who->contr->ranges[ range_builder ], 0 ); |
|
|
3338 | who->contr->shoottype = range_builder; |
|
|
3339 | who->contr->ranges[ range_builder ] = op; |
|
|
3340 | new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) ); |
|
|
3341 | break; |
3483 | break; |
3342 | |
3484 | |
3343 | default: |
3485 | case ARMOUR: |
3344 | new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); |
3486 | case HELMET: |
3345 | } /* end of switch op->type */ |
3487 | case SHIELD: |
|
|
3488 | case BOOTS: |
|
|
3489 | case GLOVES: |
|
|
3490 | case GIRDLE: |
|
|
3491 | case BRACERS: |
|
|
3492 | case CLOAK: |
|
|
3493 | case RING: |
|
|
3494 | case AMULET: |
|
|
3495 | SET_FLAG (op, FLAG_APPLIED); |
|
|
3496 | who->statusmsg (format ("You wear %s.", query_name (op))); |
|
|
3497 | change_abil (who, op); |
|
|
3498 | break; |
3346 | |
3499 | |
|
|
3500 | case SKILL_TOOL: |
|
|
3501 | // applying a skill tool also readies the skill |
|
|
3502 | SET_FLAG (op, FLAG_APPLIED); |
|
|
3503 | |
|
|
3504 | if (!(aflags & AP_NO_READY)) |
|
|
3505 | { |
|
|
3506 | skop = find_skill_by_name (who, op->skill); |
|
|
3507 | if (!skop->flag [FLAG_APPLIED]) |
|
|
3508 | apply_special (who, skop, AP_APPLY); |
|
|
3509 | } |
|
|
3510 | break; |
|
|
3511 | |
|
|
3512 | case SKILL: |
|
|
3513 | if (player *pl = who->contr) |
|
|
3514 | { |
|
|
3515 | if (IS_COMBAT_SKILL (op->subtype)) |
|
|
3516 | { |
|
|
3517 | if (skill_flags [op->subtype] & SF_NEED_ITEM) |
|
|
3518 | { |
|
|
3519 | for (object *item = who->inv; item; item = item->below) |
|
|
3520 | if (item->type == item->weapontype && item->flag [FLAG_APPLIED]) |
|
|
3521 | { |
|
|
3522 | if (item->skill == op->skill) |
|
|
3523 | { |
|
|
3524 | who->change_weapon (pl->combat_ob = item); |
|
|
3525 | goto found_weapon; |
|
|
3526 | } |
|
|
3527 | } |
|
|
3528 | |
|
|
3529 | who->failmsg (format ( |
|
|
3530 | "You need to apply a '%s' melee weapon before readying this skill. " |
|
|
3531 | "H<Some skills need an item, in this case a melee weapon, to function.>", |
|
|
3532 | &op->skill |
|
|
3533 | )); |
|
|
3534 | return 1; |
|
|
3535 | |
|
|
3536 | found_weapon:; |
|
|
3537 | } |
|
|
3538 | else |
|
|
3539 | who->change_weapon (pl->combat_ob = op); |
|
|
3540 | } |
|
|
3541 | else if (IS_RANGED_SKILL (op->subtype)) |
|
|
3542 | { |
|
|
3543 | if (skill_flags [op->subtype] & SF_NEED_ITEM) |
|
|
3544 | { |
|
|
3545 | for (object *item = who->inv; item; item = item->below) |
|
|
3546 | if (item->type == item->weapontype && item->flag [FLAG_APPLIED]) |
|
|
3547 | { |
|
|
3548 | //TODO: bows should/must all have skill missile weapon right now |
|
|
3549 | who->change_weapon (pl->ranged_ob = item); |
|
|
3550 | goto found_bow; |
|
|
3551 | } |
|
|
3552 | |
|
|
3553 | who->failmsg ( |
|
|
3554 | "You need to apply a missile weapon before readying this skill. " |
|
|
3555 | "H<Some skills need an item, in this case a missile weapon, to function.>" |
|
|
3556 | ); |
|
|
3557 | return 1; |
|
|
3558 | |
|
|
3559 | found_bow:; |
|
|
3560 | } |
|
|
3561 | else |
|
|
3562 | who->change_weapon (pl->ranged_ob = op); |
|
|
3563 | } |
|
|
3564 | |
|
|
3565 | if (!op->invisible) |
|
|
3566 | { |
|
|
3567 | who->statusmsg (format ( |
|
|
3568 | "You ready %s." |
|
|
3569 | "You can now use the skill: %s.", |
|
|
3570 | query_name (op), |
|
|
3571 | &op->skill |
|
|
3572 | )); |
|
|
3573 | } |
|
|
3574 | else |
|
|
3575 | who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name)); |
|
|
3576 | } |
|
|
3577 | else |
|
|
3578 | { |
|
|
3579 | SET_FLAG (op, FLAG_APPLIED); |
|
|
3580 | change_abil (who, op); |
|
|
3581 | who->chosen_skill = op; |
|
|
3582 | SET_FLAG (who, FLAG_READY_SKILL); |
|
|
3583 | } |
|
|
3584 | |
|
|
3585 | break; |
|
|
3586 | |
|
|
3587 | case BOW: |
|
|
3588 | if (op->level && !op->name.starts_with (who->name)) |
|
|
3589 | { |
|
|
3590 | who->failmsg ("The weapon does not recognize you as its owner. " |
|
|
3591 | "H<Its name indicates that it belongs to somebody else.>"); |
|
|
3592 | if (tmp) |
|
|
3593 | insert_ob_in_ob (tmp, who); |
|
|
3594 | |
|
|
3595 | return 1; |
|
|
3596 | } |
|
|
3597 | |
|
|
3598 | /*FALLTHROUGH*/ |
|
|
3599 | case WAND: |
|
|
3600 | case ROD: |
|
|
3601 | case HORN: |
|
|
3602 | /* check for skill, alter player status */ |
|
|
3603 | |
|
|
3604 | if (!skop) |
|
|
3605 | { |
|
|
3606 | who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO |
|
|
3607 | return 1; |
|
|
3608 | } |
|
|
3609 | |
|
|
3610 | SET_FLAG (op, FLAG_APPLIED); |
|
|
3611 | who->change_skill (skop); |
|
|
3612 | |
|
|
3613 | if (who->contr) |
|
|
3614 | { |
|
|
3615 | who->contr->ranged_ob = op; |
|
|
3616 | |
|
|
3617 | who->statusmsg (format ("You ready %s.", query_name (op))); |
|
|
3618 | |
|
|
3619 | if (op->type == BOW) |
|
|
3620 | { |
|
|
3621 | who->current_weapon = op; |
|
|
3622 | change_abil (who, op); |
|
|
3623 | who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); |
|
|
3624 | } |
|
|
3625 | } |
|
|
3626 | else |
|
|
3627 | { |
|
|
3628 | if (op->type == BOW) |
|
|
3629 | SET_FLAG (who, FLAG_READY_BOW); |
|
|
3630 | else |
|
|
3631 | SET_FLAG (who, FLAG_READY_RANGE); |
|
|
3632 | } |
|
|
3633 | |
|
|
3634 | break; |
|
|
3635 | |
|
|
3636 | case BUILDER: |
|
|
3637 | if (who->type == PLAYER) |
|
|
3638 | { |
|
|
3639 | //TODO: wtf does this do? shouldn't this be managed automatically (slots?) |
|
|
3640 | if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) |
|
|
3641 | unapply_special (who, who->contr->ranged_ob, 0); |
|
|
3642 | |
|
|
3643 | who->statusmsg (format ("You ready your %s.", query_name (op))); |
|
|
3644 | |
|
|
3645 | who->contr->ranged_ob = op; |
|
|
3646 | } |
|
|
3647 | break; |
|
|
3648 | |
|
|
3649 | default: |
|
|
3650 | who->statusmsg (format ("You apply %s.", query_name (op))); |
|
|
3651 | } |
|
|
3652 | |
3347 | SET_FLAG(op, FLAG_APPLIED); |
3653 | SET_FLAG (op, FLAG_APPLIED); |
3348 | |
3654 | |
3349 | if(tmp!=NULL) |
3655 | if (tmp) |
3350 | tmp = insert_ob_in_ob(tmp,who); |
3656 | who->insert (tmp); |
3351 | |
3657 | |
3352 | fix_player(who); |
3658 | who->update_stats (); |
3353 | |
3659 | |
3354 | /* We exclude spell casting objects. The fire code will set the |
3660 | /* We exclude spell casting objects. The fire code will set the |
3355 | * been applied flag when they are used - until that point, |
3661 | * been applied flag when they are used - until that point, |
3356 | * you don't know anything about them. |
3662 | * you don't know anything about them. |
3357 | */ |
3663 | */ |
3358 | if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && |
3664 | if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) |
3359 | op->type!=ROD) |
|
|
3360 | SET_FLAG(op,FLAG_BEEN_APPLIED); |
3665 | SET_FLAG (op, FLAG_BEEN_APPLIED); |
3361 | |
3666 | |
3362 | if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { |
3667 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
3363 | if (who->type == PLAYER) { |
|
|
3364 | new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); |
|
|
3365 | SET_FLAG(op,FLAG_KNOWN_CURSED); |
|
|
3366 | } |
|
|
3367 | } |
|
|
3368 | if(who->type==PLAYER) { |
3668 | if (who->type == PLAYER) |
3369 | /* if multiple objects were applied, update both slots */ |
3669 | { |
3370 | if (tmp) |
3670 | who->failmsg ( |
3371 | esrv_send_item(who, tmp); |
3671 | "Oops, it feels deadly cold! " |
3372 | esrv_send_item(who, op); |
3672 | "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>" |
|
|
3673 | ); |
|
|
3674 | SET_FLAG (op, FLAG_KNOWN_CURSED); |
3373 | } |
3675 | } |
|
|
3676 | |
|
|
3677 | if (object *pl = op->visible_to ()) |
|
|
3678 | esrv_send_item (pl, op); |
|
|
3679 | |
3374 | return 0; |
3680 | return 0; |
3375 | } |
|
|
3376 | |
|
|
3377 | |
|
|
3378 | int monster_apply_special (object *who, object *op, int aflags) |
|
|
3379 | { |
|
|
3380 | if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) |
|
|
3381 | return 1; |
|
|
3382 | return apply_special (who, op, aflags); |
|
|
3383 | } |
3681 | } |
3384 | |
3682 | |
3385 | /** |
3683 | /** |
3386 | * Map was just loaded, handle op's initialisation. |
3684 | * Map was just loaded, handle op's initialisation. |
3387 | * |
3685 | * |
3388 | * Generates shop floor's item, and treasures. |
3686 | * Generates shop floor's item, and treasures. |
3389 | */ |
3687 | */ |
|
|
3688 | int |
3390 | int auto_apply (object *op) { |
3689 | auto_apply (object *op) |
|
|
3690 | { |
3391 | object *tmp = NULL, *tmp2; |
3691 | object *tmp = NULL, *tmp2; |
3392 | int i; |
3692 | int i; |
3393 | |
3693 | |
3394 | switch(op->type) { |
|
|
3395 | case SHOP_FLOOR: |
|
|
3396 | if (!HAS_RANDOM_ITEMS(op)) return 0; |
|
|
3397 | do { |
|
|
3398 | i=10; /* let's give it 10 tries */ |
|
|
3399 | while((tmp=generate_treasure(op->randomitems, |
|
|
3400 | op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i); |
|
|
3401 | if(tmp==NULL) |
|
|
3402 | return 0; |
|
|
3403 | if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { |
|
|
3404 | free_object(tmp); |
|
|
3405 | tmp = NULL; |
|
|
3406 | } |
|
|
3407 | } while(!tmp); |
|
|
3408 | tmp->x=op->x; |
|
|
3409 | tmp->y=op->y; |
|
|
3410 | SET_FLAG(tmp,FLAG_UNPAID); |
|
|
3411 | insert_ob_in_map(tmp,op->map,NULL,0); |
|
|
3412 | CLEAR_FLAG(op,FLAG_AUTO_APPLY); |
3694 | CLEAR_FLAG (op, FLAG_AUTO_APPLY); |
|
|
3695 | |
|
|
3696 | switch (op->type) |
|
|
3697 | { |
|
|
3698 | case SHOP_FLOOR: |
|
|
3699 | if (!op->has_random_items ()) |
|
|
3700 | return 0; |
|
|
3701 | |
|
|
3702 | do |
|
|
3703 | { |
|
|
3704 | i = 10; /* let's give it 10 tries */ |
|
|
3705 | while ((tmp = generate_treasure (op->randomitems, |
|
|
3706 | op->stats.exp |
|
|
3707 | ? (int) op->stats.exp |
|
|
3708 | : max (op->map->difficulty, 5))) |
|
|
3709 | == NULL && --i); |
|
|
3710 | |
|
|
3711 | if (tmp == NULL) |
|
|
3712 | return 0; |
|
|
3713 | |
|
|
3714 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
3715 | { |
|
|
3716 | tmp->destroy (); |
|
|
3717 | tmp = NULL; |
|
|
3718 | } |
|
|
3719 | } |
|
|
3720 | while (!tmp); |
|
|
3721 | |
|
|
3722 | tmp->x = op->x; |
|
|
3723 | tmp->y = op->y; |
|
|
3724 | SET_FLAG (tmp, FLAG_UNPAID); |
|
|
3725 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3413 | identify(tmp); |
3726 | identify (tmp); |
3414 | break; |
3727 | break; |
3415 | |
3728 | |
3416 | case TREASURE: |
3729 | case TREASURE: |
3417 | if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) |
3730 | if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) |
3418 | return 0; |
3731 | return 0; |
|
|
3732 | |
3419 | while ((op->stats.hp--)>0) |
3733 | while (op->stats.hp-- > 0) |
3420 | create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, |
3734 | create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, |
3421 | op->stats.exp ? (int)op->stats.exp : |
3735 | op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); |
3422 | op->map == NULL ? 14: op->map->difficulty,0); |
|
|
3423 | |
3736 | |
3424 | /* If we generated an object and put it in this object inventory, |
3737 | /* If we generated an object and put it in this object inventory, |
3425 | * move it to the parent object as the current object is about |
3738 | * move it to the parent object as the current object is about |
3426 | * to disappear. An example of this item is the random_* stuff |
3739 | * to disappear. An example of this item is the random_* stuff |
3427 | * that is put inside other objects. |
3740 | * that is put inside other objects. |
3428 | */ |
3741 | */ |
3429 | for (tmp=op->inv; tmp; tmp=tmp2) { |
3742 | if (op->env) |
3430 | tmp2 = tmp->below; |
3743 | while (op->inv) |
3431 | remove_ob(tmp); |
3744 | op->env->insert (op->inv); |
3432 | if (op->env) insert_ob_in_ob(tmp, op->env); |
3745 | |
3433 | else free_object(tmp); |
3746 | op->destroy (); |
|
|
3747 | break; |
3434 | } |
3748 | } |
3435 | remove_ob(op); |
|
|
3436 | free_object(op); |
|
|
3437 | break; |
|
|
3438 | } |
|
|
3439 | return tmp ? 1 : 0; |
|
|
3440 | } |
|
|
3441 | |
3749 | |
|
|
3750 | return !!tmp; |
|
|
3751 | } |
|
|
3752 | |
3442 | /** |
3753 | /** |
3443 | * fix_auto_apply goes through the entire map (only the first time |
3754 | * fix_auto_apply goes through the entire map every time a map |
3444 | * when an original map is loaded) and performs special actions for |
3755 | * is loaded or swapped in and performs special actions for |
3445 | * certain objects (most initialization of chests and creation of |
3756 | * certain objects (most initialization of chests and creation of |
3446 | * treasures and stuff). Calls auto_apply if appropriate. |
3757 | * treasures and stuff). Calls auto_apply if appropriate. |
3447 | */ |
3758 | */ |
|
|
3759 | void |
|
|
3760 | maptile::fix_auto_apply () |
|
|
3761 | { |
|
|
3762 | if (!spaces) |
|
|
3763 | return; |
3448 | |
3764 | |
3449 | void fix_auto_apply(mapstruct *m) { |
3765 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
3450 | object *tmp,*above=NULL; |
3766 | for (object *tmp = ms->bot; tmp; ) |
3451 | int x,y; |
3767 | { |
|
|
3768 | object *above = tmp->above; |
3452 | |
3769 | |
3453 | if(m==NULL) return; |
3770 | if (tmp->inv) |
3454 | |
3771 | { |
3455 | for(x=0;x<MAP_WIDTH(m);x++) |
|
|
3456 | for(y=0;y<MAP_HEIGHT(m);y++) |
|
|
3457 | for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { |
|
|
3458 | above=tmp->above; |
|
|
3459 | |
|
|
3460 | if (tmp->inv) { |
|
|
3461 | object *invtmp, *invnext; |
3772 | object *invtmp, *invnext; |
3462 | |
3773 | |
3463 | for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { |
3774 | for (invtmp = tmp->inv; invtmp; invtmp = invnext) |
3464 | invnext = invtmp->below; |
3775 | { |
|
|
3776 | invnext = invtmp->below; |
3465 | |
3777 | |
3466 | if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) |
3778 | if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) |
3467 | auto_apply(invtmp); |
3779 | auto_apply (invtmp); |
3468 | else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { |
3780 | else if (invtmp->type == TREASURE && invtmp->has_random_items ()) |
3469 | while ((invtmp->stats.hp--)>0) |
3781 | { |
3470 | create_treasure(invtmp->randomitems, invtmp, 0, |
3782 | while (invtmp->stats.hp-- > 0) |
3471 | m->difficulty,0); |
3783 | create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
3472 | invtmp->randomitems = NULL; |
3784 | |
3473 | } |
3785 | invtmp->randomitems = NULL; |
3474 | else if (invtmp && invtmp->arch && |
3786 | } |
3475 | invtmp->type!=TREASURE && |
3787 | else if (invtmp && invtmp->arch |
3476 | invtmp->type != SPELL && |
3788 | && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) |
3477 | invtmp->type != CLASS && |
3789 | { |
3478 | HAS_RANDOM_ITEMS(invtmp)) { |
3790 | create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
3479 | create_treasure(invtmp->randomitems, invtmp, 0, |
|
|
3480 | m->difficulty,0); |
|
|
3481 | /* Need to clear this so that we never try to create |
3791 | /* Need to clear this so that we never try to create |
3482 | * treasure again for this object |
3792 | * treasure again for this object |
3483 | */ |
3793 | */ |
3484 | invtmp->randomitems = NULL; |
3794 | invtmp->randomitems = NULL; |
3485 | } |
3795 | } |
3486 | } |
3796 | } |
|
|
3797 | |
3487 | /* This is really temporary - the code at the bottom will |
3798 | /* This is really temporary - the code at the bottom will |
3488 | * also set randomitems to null. The problem is there are bunches |
3799 | * also set randomitems to null. The problem is there are bunches |
3489 | * of maps/players already out there with items that have spells |
3800 | * of maps/players already out there with items that have spells |
3490 | * which haven't had the randomitems set to null yet. |
3801 | * which haven't had the randomitems set to null yet. |
3491 | * MSW 2004-05-13 |
3802 | * MSW 2004-05-13 |
3492 | * |
3803 | * |
3493 | * And if it's a spellbook, it's better to set randomitems to NULL too, |
3804 | * And if it's a spellbook, it's better to set randomitems to NULL too, |
3494 | * else you get two spells in the book ^_- |
3805 | * else you get two spells in the book ^_- |
3495 | * Ryo 2004-08-16 |
3806 | * Ryo 2004-08-16 |
3496 | */ |
3807 | */ |
3497 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL || |
3808 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL |
3498 | tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || |
3809 | || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) |
3499 | tmp->type == ALTAR || tmp->type == SPELLBOOK) |
|
|
3500 | tmp->randomitems = NULL; |
3810 | tmp->randomitems = NULL; |
|
|
3811 | } |
3501 | |
3812 | |
3502 | } |
|
|
3503 | |
|
|
3504 | if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY)) |
3813 | if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) |
3505 | auto_apply(tmp); |
3814 | auto_apply (tmp); |
3506 | else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) { |
3815 | else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) |
|
|
3816 | { |
3507 | while ((tmp->stats.hp--)>0) |
3817 | while ((tmp->stats.hp--) > 0) |
3508 | create_treasure(tmp->randomitems, tmp, 0, |
3818 | create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); |
3509 | m->difficulty,0); |
|
|
3510 | tmp->randomitems = NULL; |
3819 | tmp->randomitems = NULL; |
3511 | } |
3820 | } |
3512 | else if(tmp->type==TIMED_GATE) { |
3821 | else if (tmp->type == TIMED_GATE) |
|
|
3822 | { |
3513 | object *head = tmp->head != NULL ? tmp->head : tmp; |
3823 | object *head = tmp->head != NULL ? tmp->head : tmp; |
|
|
3824 | |
3514 | if (QUERY_FLAG(head, FLAG_IS_LINKED)) { |
3825 | if (QUERY_FLAG (head, FLAG_IS_LINKED)) |
3515 | tmp->speed = 0; |
3826 | tmp->set_speed (0); |
3516 | update_ob_speed(tmp); |
3827 | } |
3517 | } |
|
|
3518 | } |
|
|
3519 | /* This function can be called everytime a map is loaded, even when |
3828 | /* This function can be called everytime a map is loaded, even when |
3520 | * swapping back in. As such, we don't want to create the treasure |
3829 | * swapping back in. As such, we don't want to create the treasure |
3521 | * over and ove again, so after we generate the treasure, blank out |
3830 | * over and ove again, so after we generate the treasure, blank out |
3522 | * randomitems so if it is swapped in again, it won't make anything. |
3831 | * randomitems so if it is swapped in again, it won't make anything. |
3523 | * This is a problem for the above objects, because they have counters |
3832 | * This is a problem for the above objects, because they have counters |
3524 | * which say how many times to make the treasure. |
3833 | * which say how many times to make the treasure. |
3525 | */ |
3834 | */ |
3526 | else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && |
3835 | else if (tmp && tmp->arch && tmp->type != PLAYER |
3527 | tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && |
3836 | && tmp->type != TREASURE && tmp->type != SPELL |
3528 | HAS_RANDOM_ITEMS(tmp)) { |
3837 | && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) |
|
|
3838 | { |
3529 | create_treasure(tmp->randomitems, tmp, GT_APPLY, |
3839 | create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); |
3530 | m->difficulty,0); |
|
|
3531 | tmp->randomitems = NULL; |
3840 | tmp->randomitems = NULL; |
3532 | } |
3841 | } |
|
|
3842 | |
|
|
3843 | // close all containers |
|
|
3844 | else if (tmp->type == CONTAINER) |
|
|
3845 | tmp->flag [FLAG_APPLIED] = 0; |
|
|
3846 | |
|
|
3847 | tmp = above; |
3533 | } |
3848 | } |
3534 | |
3849 | |
3535 | for(x=0;x<MAP_WIDTH(m);x++) |
3850 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
3536 | for(y=0;y<MAP_HEIGHT(m);y++) |
3851 | for (object *tmp = ms->bot; tmp; tmp = tmp->above) |
3537 | for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) |
|
|
3538 | if (tmp->above && |
|
|
3539 | (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
3852 | if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
3540 | check_trigger (tmp, tmp->above); |
3853 | check_trigger (tmp, tmp->above, tmp->above); |
3541 | } |
3854 | } |
3542 | |
3855 | |
3543 | /** |
3856 | /** |
3544 | * Handles player eating food that temporarily changes status (resistances, stats). |
3857 | * Handles player eating food that temporarily changes status (resistances, stats). |
3545 | * This used to call cast_change_attr(), but |
3858 | * This used to call cast_change_attr(), but |
3546 | * that doesn't work with the new spell code. Since we know what |
3859 | * that doesn't work with the new spell code. Since we know what |
3547 | * the food changes, just grab a force and use that instead. |
3860 | * the food changes, just grab a force and use that instead. |
3548 | */ |
3861 | */ |
3549 | |
3862 | void |
3550 | void eat_special_food(object *who, object *food) { |
3863 | eat_special_food (object *who, object *food) |
|
|
3864 | { |
3551 | object *force; |
3865 | object *force; |
3552 | int i, did_one=0; |
3866 | int i, did_one = 0; |
3553 | sint8 k; |
|
|
3554 | |
3867 | |
3555 | force = get_archetype(FORCE_NAME); |
3868 | char buf[64]; |
|
|
3869 | snprintf (buf, sizeof(buf), "sp_food_%s", &food->title); |
|
|
3870 | shstr key (buf); |
3556 | |
3871 | |
|
|
3872 | /* bigger morsel of food = longer effect time */ |
|
|
3873 | int duration = TIME2TICK (food->stats.food); |
|
|
3874 | |
|
|
3875 | if (force = who->force_find (key)) |
|
|
3876 | { |
|
|
3877 | if (duration > fabs (force->speed_left / force->speed)) |
|
|
3878 | { |
|
|
3879 | 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)); |
|
|
3880 | force->force_set_timer (duration); |
|
|
3881 | } |
|
|
3882 | else |
|
|
3883 | new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect."); |
|
|
3884 | |
|
|
3885 | return; |
|
|
3886 | } |
|
|
3887 | else |
|
|
3888 | { |
|
|
3889 | force = who->force_add (key, duration); |
|
|
3890 | force->name = key; |
|
|
3891 | |
|
|
3892 | /* check if the food affects a stat */ |
3557 | for (i=0; i < NUM_STATS; i++) { |
3893 | for (i = 0; i < NUM_STATS; i++) |
3558 | k = get_attr_value(&food->stats, i); |
3894 | if (sint8 k = food->stats.stat (i)) |
3559 | if (k) { |
3895 | { |
3560 | set_attr_value(&force->stats, i, k); |
3896 | force->stats.stat (i) = k; |
3561 | did_one = 1; |
3897 | did_one = 1; |
3562 | } |
3898 | } |
3563 | } |
|
|
3564 | |
3899 | |
3565 | /* check if we can protect the eater */ |
3900 | /* check if we can protect the eater */ |
3566 | for (i=0; i<NROFATTACKS; i++) { |
3901 | for (i = 0; i < NROFATTACKS; i++) |
3567 | if (food->resist[i]>0) { |
|
|
3568 | force->resist[i] = food->resist[i] / 2; |
|
|
3569 | did_one = 1; |
|
|
3570 | } |
|
|
3571 | } |
|
|
3572 | if (did_one) { |
|
|
3573 | force->speed = 0.1; |
|
|
3574 | update_ob_speed(force); |
|
|
3575 | /* bigger morsel of food = longer effect time */ |
|
|
3576 | force->stats.food = food->stats.food / 5; |
|
|
3577 | SET_FLAG(force, FLAG_IS_USED_UP); |
|
|
3578 | SET_FLAG(force, FLAG_APPLIED); |
|
|
3579 | change_abil(who, force); |
|
|
3580 | insert_ob_in_ob(force, who); |
|
|
3581 | } else { |
|
|
3582 | free_object(force); |
|
|
3583 | } |
|
|
3584 | |
|
|
3585 | /* check for hp, sp change */ |
|
|
3586 | if(food->stats.hp!=0) { |
|
|
3587 | if(QUERY_FLAG(food, FLAG_CURSED)) { |
|
|
3588 | strcpy(who->contr->killer,food->name); |
|
|
3589 | hit_player(who, food->stats.hp, food, AT_POISON, 1); |
|
|
3590 | new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); |
|
|
3591 | } else { |
|
|
3592 | if(food->stats.hp>0) |
|
|
3593 | new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better."); |
|
|
3594 | else |
|
|
3595 | new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); |
|
|
3596 | who->stats.hp += food->stats.hp; |
|
|
3597 | } |
|
|
3598 | } |
|
|
3599 | if(food->stats.sp!=0) { |
|
|
3600 | if(QUERY_FLAG(food, FLAG_CURSED)) { |
|
|
3601 | new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!"); |
|
|
3602 | who->stats.sp -= food->stats.sp; |
|
|
3603 | if(who->stats.sp<0) who->stats.sp=0; |
|
|
3604 | } else { |
|
|
3605 | new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!"); |
|
|
3606 | who->stats.sp += food->stats.sp; |
|
|
3607 | /* place limit on max sp from food? */ |
|
|
3608 | } |
|
|
3609 | } |
|
|
3610 | fix_player(who); |
|
|
3611 | } |
|
|
3612 | |
|
|
3613 | |
|
|
3614 | /** |
|
|
3615 | * Designed primarily to light torches/lanterns/etc. |
|
|
3616 | * Also burns up burnable material too. First object in the inventory is |
|
|
3617 | * the selected object to "burn". -b.t. |
|
|
3618 | */ |
|
|
3619 | |
|
|
3620 | void apply_lighter(object *who, object *lighter) { |
|
|
3621 | object *item; |
|
|
3622 | int is_player_env=0; |
|
|
3623 | uint32 nrof; |
|
|
3624 | tag_t count; |
|
|
3625 | char item_name[MAX_BUF]; |
|
|
3626 | |
|
|
3627 | item=find_marked_object(who); |
|
|
3628 | if(item) { |
|
|
3629 | if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ |
|
|
3630 | /* Split multiple lighters if they're being used up. Otherwise * |
|
|
3631 | * one charge from each would be used up. --DAMN */ |
|
|
3632 | if(lighter->nrof > 1) { |
|
|
3633 | object *oneLighter = get_object(); |
|
|
3634 | copy_object(lighter, oneLighter); |
|
|
3635 | lighter->nrof -= 1; |
|
|
3636 | oneLighter->nrof = 1; |
|
|
3637 | oneLighter->stats.food--; |
|
|
3638 | esrv_send_item(who, lighter); |
|
|
3639 | oneLighter=insert_ob_in_ob(oneLighter, who); |
|
|
3640 | esrv_send_item(who, oneLighter); |
|
|
3641 | } else { |
|
|
3642 | lighter->stats.food--; |
|
|
3643 | } |
|
|
3644 | |
|
|
3645 | } else if(lighter->last_eat) { /* no charges left in lighter */ |
|
|
3646 | new_draw_info_format(NDI_UNIQUE, 0,who, |
|
|
3647 | "You attempt to light the %s with a used up %s.", |
|
|
3648 | item->name, lighter->name); |
|
|
3649 | return; |
|
|
3650 | } |
3902 | { |
3651 | /* Perhaps we should split what we are trying to light on fire? |
3903 | if (food->resist[i] > 0) |
3652 | * I can't see many times when you would want to light multiple |
|
|
3653 | * objects at once. |
|
|
3654 | */ |
|
|
3655 | nrof=item->nrof; |
|
|
3656 | count=item->count; |
|
|
3657 | /* If the item is destroyed, we don't have a valid pointer to the |
|
|
3658 | * name object, so make a copy so the message we print out makes |
|
|
3659 | * some sense. |
|
|
3660 | */ |
|
|
3661 | strcpy(item_name, item->name); |
|
|
3662 | if (who == is_player_inv(item)) is_player_env=1; |
|
|
3663 | |
|
|
3664 | save_throw_object(item,AT_FIRE,who); |
|
|
3665 | /* Change to check count and not freed, since the object pointer |
|
|
3666 | * may have gotten recycled |
|
|
3667 | */ |
|
|
3668 | if ((nrof != item->nrof ) || (count != item->count)) { |
|
|
3669 | new_draw_info_format(NDI_UNIQUE, 0,who, |
|
|
3670 | "You light the %s with the %s.",item_name,lighter->name); |
|
|
3671 | /* Need to update the player so that the players glow radius |
|
|
3672 | * gets changed. |
|
|
3673 | */ |
|
|
3674 | if (is_player_env) fix_player(who); |
|
|
3675 | } else { |
|
|
3676 | new_draw_info_format(NDI_UNIQUE, 0,who, |
|
|
3677 | "You attempt to light the %s with the %s and fail.",item->name,lighter->name); |
|
|
3678 | } |
|
|
3679 | |
|
|
3680 | } else /* nothing to light */ |
|
|
3681 | new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object."); |
|
|
3682 | |
|
|
3683 | } |
|
|
3684 | |
|
|
3685 | /** |
|
|
3686 | * op made some mistake with a scroll, this takes care of punishment. |
|
|
3687 | * scroll_failure()- hacked directly from spell_failure |
|
|
3688 | */ |
|
|
3689 | void scroll_failure(object *op, int failure, int power) |
|
|
3690 | { |
|
|
3691 | if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */ |
|
|
3692 | |
|
|
3693 | if(failure<= -1&&failure > -15) {/* wonder */ |
|
|
3694 | object *tmp; |
|
|
3695 | |
|
|
3696 | new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); |
|
|
3697 | tmp=get_archetype(SPELL_WONDER); |
|
|
3698 | cast_wonder(op, op, 0, tmp); |
|
|
3699 | free_object(tmp); |
|
|
3700 | } else if (failure <= -15&&failure > -35) {/* drain mana */ |
|
|
3701 | new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); |
|
|
3702 | op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); |
|
|
3703 | if(op->stats.sp<0) op->stats.sp = 0; |
|
|
3704 | } else if (settings.spell_failure_effects == TRUE) { |
|
|
3705 | if (failure <= -35&&failure > -60) { /* confusion */ |
|
|
3706 | new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); |
|
|
3707 | confuse_player(op,op,power); |
|
|
3708 | } else if (failure <= -60&&failure> -70) {/* paralysis */ |
|
|
3709 | new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes " |
|
|
3710 | "you!"); |
|
|
3711 | paralyze_player(op,op,power); |
|
|
3712 | } else if (failure <= -70&&failure> -80) {/* blind */ |
|
|
3713 | new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); |
|
|
3714 | blind_player(op,op,power); |
|
|
3715 | } else if (failure <= -80) {/* blast the immediate area */ |
|
|
3716 | object *tmp; |
|
|
3717 | tmp=get_archetype(LOOSE_MANA); |
|
|
3718 | cast_magic_storm(op,tmp, power); |
|
|
3719 | new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); |
|
|
3720 | free_object(tmp); |
|
|
3721 | } |
|
|
3722 | } |
|
|
3723 | } |
|
|
3724 | |
|
|
3725 | void apply_changes_to_player(object *pl, object *change) { |
|
|
3726 | int excess_stat=0; /* if the stat goes over the maximum |
|
|
3727 | for the race, put the excess stat some |
|
|
3728 | where else. */ |
|
|
3729 | |
|
|
3730 | switch (change->type) { |
|
|
3731 | case CLASS: { |
|
|
3732 | living *stats = &(pl->contr->orig_stats); |
|
|
3733 | living *ns = &(change->stats); |
|
|
3734 | object *walk; |
|
|
3735 | int flag_change_face=1; |
|
|
3736 | |
|
|
3737 | /* the following code assigns stats up to the stat max |
|
|
3738 | * for the race, and if the stat max is exceeded, |
|
|
3739 | * tries to randomly reassign the excess stat |
|
|
3740 | */ |
|
|
3741 | int i,j; |
|
|
3742 | for(i=0;i<NUM_STATS;i++) { |
|
|
3743 | sint8 stat=get_attr_value(stats,i); |
|
|
3744 | int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); |
|
|
3745 | stat += get_attr_value(ns,i); |
|
|
3746 | if(stat > 20 + race_bonus) { |
|
|
3747 | excess_stat++; |
|
|
3748 | stat = 20+race_bonus; |
|
|
3749 | } |
|
|
3750 | set_attr_value(stats,i,stat); |
|
|
3751 | } |
|
|
3752 | |
|
|
3753 | for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ |
|
|
3754 | int i = rndm(0, 6); |
|
|
3755 | int stat=get_attr_value(stats,i); |
|
|
3756 | int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); |
|
|
3757 | if(i==CHA) continue; /* exclude cha from this */ |
|
|
3758 | if( stat < 20 + race_bonus) { |
|
|
3759 | change_attr_value(stats,i,1); |
|
|
3760 | excess_stat--; |
|
|
3761 | } |
|
|
3762 | } |
|
|
3763 | |
|
|
3764 | /* insert the randomitems from the change's treasurelist into |
|
|
3765 | * the player ref: player.c |
|
|
3766 | */ |
|
|
3767 | if(change->randomitems!=NULL) |
|
|
3768 | give_initial_items(pl,change->randomitems); |
|
|
3769 | |
|
|
3770 | |
|
|
3771 | /* set up the face, for some races. */ |
|
|
3772 | |
|
|
3773 | /* first, look for the force object banning |
|
|
3774 | * changing the face. Certain races never change face with class. |
|
|
3775 | */ |
|
|
3776 | for(walk=pl->inv;walk!=NULL;walk=walk->below) |
|
|
3777 | if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; |
|
|
3778 | |
|
|
3779 | if(flag_change_face) { |
|
|
3780 | pl->animation_id = GET_ANIM_ID(change); |
|
|
3781 | pl->face = change->face; |
|
|
3782 | |
|
|
3783 | if(QUERY_FLAG(change,FLAG_ANIMATE)) |
|
|
3784 | SET_FLAG(pl,FLAG_ANIMATE); |
|
|
3785 | else |
|
|
3786 | CLEAR_FLAG(pl,FLAG_ANIMATE); |
|
|
3787 | } |
|
|
3788 | |
|
|
3789 | /* check the special case of can't use weapons */ |
|
|
3790 | /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/ |
|
|
3791 | if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); |
|
|
3792 | |
|
|
3793 | break; |
|
|
3794 | } |
|
|
3795 | } |
|
|
3796 | } |
|
|
3797 | |
|
|
3798 | /** |
|
|
3799 | * This handles items of type 'transformer'. |
|
|
3800 | * Basically those items, used with a marked item, transform both items into something |
|
|
3801 | * else. |
|
|
3802 | * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited).. |
|
|
3803 | * Change information is contained in the 'slaying' field of the marked item. |
|
|
3804 | * The format is as follow: transformer:[number ]yield[;transformer:...]. |
|
|
3805 | * This way an item can be transformed in many things, and/or many objects. |
|
|
3806 | * The 'slaying' field for transformer is used as verb for the action. |
|
|
3807 | */ |
|
|
3808 | void apply_item_transformer( object* pl, object* transformer ) |
|
|
3809 | { |
|
|
3810 | object* marked; |
|
|
3811 | object* new_item; |
|
|
3812 | char* find; |
|
|
3813 | char* separator; |
|
|
3814 | int yield; |
|
|
3815 | char got[ MAX_BUF ]; |
|
|
3816 | int len; |
|
|
3817 | |
|
|
3818 | if ( !pl || !transformer ) |
|
|
3819 | return; |
|
|
3820 | marked = find_marked_object( pl ); |
|
|
3821 | if ( !marked ) |
|
|
3822 | { |
|
|
3823 | new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) ); |
|
|
3824 | return; |
|
|
3825 | } |
|
|
3826 | if ( !marked->slaying ) |
|
|
3827 | { |
|
|
3828 | new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); |
|
|
3829 | return; |
|
|
3830 | } |
|
|
3831 | /* check whether they are compatible or not */ |
|
|
3832 | find = strstr( marked->slaying, transformer->arch->name ); |
|
|
3833 | if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) |
|
|
3834 | { |
|
|
3835 | new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); |
|
|
3836 | return; |
|
|
3837 | } |
|
|
3838 | find += strlen( transformer->arch->name ) + 1; |
|
|
3839 | /* Item can be used, now find how many and what it yields */ |
|
|
3840 | if ( isdigit( *( find ) ) ) |
|
|
3841 | { |
|
|
3842 | yield = atoi( find ); |
|
|
3843 | if ( yield < 1 ) |
|
|
3844 | { |
3904 | { |
3845 | LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield ); |
3905 | force->resist[i] = food->resist[i]; |
3846 | yield = 1; |
3906 | did_one = 1; |
3847 | } |
3907 | } |
3848 | } |
3908 | } |
3849 | else |
|
|
3850 | yield = 1; |
|
|
3851 | |
3909 | |
3852 | while ( isdigit( *find ) ) |
3910 | if (did_one) |
3853 | find++; |
|
|
3854 | while ( *find == ' ' ) |
|
|
3855 | find++; |
|
|
3856 | memset( got, 0, MAX_BUF ); |
|
|
3857 | if ( (separator = strchr( find, ';' ))!=NULL) |
|
|
3858 | { |
|
|
3859 | len = separator - find; |
|
|
3860 | } |
3911 | { |
3861 | else |
3912 | 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)); |
|
|
3913 | |
|
|
3914 | /* make the force take effect and report effects to user */ |
|
|
3915 | change_abil (who, force); |
3862 | { |
3916 | } |
3863 | len = strlen(find); |
3917 | else |
|
|
3918 | force->destroy (); |
|
|
3919 | } |
|
|
3920 | |
|
|
3921 | /* check for hp, sp change */ |
|
|
3922 | if (food->stats.hp != 0) |
|
|
3923 | { |
|
|
3924 | if (QUERY_FLAG (food, FLAG_CURSED)) |
3864 | } |
3925 | { |
3865 | if ( len > MAX_BUF-1) |
3926 | who->contr->killer = food; |
3866 | len = MAX_BUF-1; |
3927 | hit_player (who, food->stats.hp, food, AT_POISON, 1); |
3867 | strcpy( got, find ); |
3928 | who->failmsg ("Eck!...that was poisonous!"); |
3868 | got[len] = '\0'; |
|
|
3869 | |
|
|
3870 | /* Now create new item, remove used ones when required. */ |
|
|
3871 | new_item = get_archetype( got ); |
|
|
3872 | if ( !new_item ) |
|
|
3873 | { |
3929 | } |
3874 | new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) ); |
3930 | else |
3875 | return; |
|
|
3876 | } |
3931 | { |
3877 | new_item->nrof = yield; |
3932 | if (food->stats.hp > 0) |
3878 | new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) ); |
3933 | who->statusmsg ("You begin to feel better."); |
3879 | insert_ob_in_ob( new_item, pl ); |
3934 | else |
3880 | esrv_send_inventory( pl, pl ); |
3935 | who->failmsg ("Eck!...that was poisonous!"); |
3881 | /* Eat up one item */ |
3936 | |
3882 | decrease_ob_nr( marked, 1 ); |
3937 | who->stats.hp += food->stats.hp; |
3883 | /* Eat one transformer if needed */ |
3938 | } |
3884 | if ( transformer->stats.food ) |
3939 | } |
3885 | if ( --transformer->stats.food == 0 ) |
3940 | |
3886 | decrease_ob_nr( transformer, 1 ); |
3941 | if (food->stats.sp != 0) |
3887 | } |
3942 | { |
|
|
3943 | if (QUERY_FLAG (food, FLAG_CURSED)) |
|
|
3944 | { |
|
|
3945 | who->failmsg ("You are drained of mana!"); |
|
|
3946 | who->stats.sp -= food->stats.sp; |
|
|
3947 | if (who->stats.sp < 0) |
|
|
3948 | who->stats.sp = 0; |
|
|
3949 | } |
|
|
3950 | else |
|
|
3951 | { |
|
|
3952 | who->statusmsg ("You feel a rush of magical energy!"); |
|
|
3953 | who->stats.sp += food->stats.sp; |
|
|
3954 | /* place limit on max sp from food? */ |
|
|
3955 | } |
|
|
3956 | } |
|
|
3957 | |
|
|
3958 | who->update_stats (); |
|
|
3959 | } |
|
|
3960 | |
|
|
3961 | void |
|
|
3962 | apply_changes_to_player (object *pl, object *change) |
|
|
3963 | { |
|
|
3964 | int excess_stat = 0; /* if the stat goes over the maximum |
|
|
3965 | for the race, put the excess stat some |
|
|
3966 | where else. */ |
|
|
3967 | |
|
|
3968 | switch (change->type) |
|
|
3969 | { |
|
|
3970 | case CLASS: |
|
|
3971 | { |
|
|
3972 | living *stats = &(pl->contr->orig_stats); |
|
|
3973 | living *ns = &(change->stats); |
|
|
3974 | object *walk; |
|
|
3975 | int flag_change_face = 1; |
|
|
3976 | |
|
|
3977 | /* the following code assigns stats up to the stat max |
|
|
3978 | * for the race, and if the stat max is exceeded, |
|
|
3979 | * tries to randomly reassign the excess stat |
|
|
3980 | */ |
|
|
3981 | int i, j; |
|
|
3982 | |
|
|
3983 | for (i = 0; i < NUM_STATS; i++) |
|
|
3984 | { |
|
|
3985 | int race_bonus = pl->arch->stats.stat (i); |
|
|
3986 | sint8 stat = stats->stat (i) + ns->stat (i); |
|
|
3987 | |
|
|
3988 | if (stat > 20 + race_bonus) |
|
|
3989 | { |
|
|
3990 | excess_stat++; |
|
|
3991 | stat = 20 + race_bonus; |
|
|
3992 | } |
|
|
3993 | |
|
|
3994 | stats->stat (i) = stat; |
|
|
3995 | } |
|
|
3996 | |
|
|
3997 | for (j = 0; excess_stat > 0 && j < 100; j++) |
|
|
3998 | { /* try 100 times to assign excess stats */ |
|
|
3999 | int i = rndm (0, 6); |
|
|
4000 | |
|
|
4001 | if (i == CHA) |
|
|
4002 | continue; /* exclude cha from this */ |
|
|
4003 | |
|
|
4004 | int stat = stats->stat (i); |
|
|
4005 | int race_bonus = pl->arch->stats.stat (i); |
|
|
4006 | if (stat < 20 + race_bonus) |
|
|
4007 | { |
|
|
4008 | change_attr_value (stats, i, 1); |
|
|
4009 | excess_stat--; |
|
|
4010 | } |
|
|
4011 | } |
|
|
4012 | |
|
|
4013 | /* insert the randomitems from the change's treasurelist into |
|
|
4014 | * the player ref: player.c |
|
|
4015 | */ |
|
|
4016 | if (change->randomitems) |
|
|
4017 | give_initial_items (pl, change->randomitems); |
|
|
4018 | |
|
|
4019 | /* set up the face, for some races. */ |
|
|
4020 | |
|
|
4021 | /* first, look for the force object banning |
|
|
4022 | * changing the face. Certain races never change face with class. |
|
|
4023 | */ |
|
|
4024 | for (walk = pl->inv; walk; walk = walk->below) |
|
|
4025 | if (walk->name == shstr_NOCLASSFACECHANGE) |
|
|
4026 | flag_change_face = 0; |
|
|
4027 | |
|
|
4028 | if (flag_change_face) |
|
|
4029 | { |
|
|
4030 | pl->face = change->face; |
|
|
4031 | pl->animation_id = change->animation_id; |
|
|
4032 | pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; |
|
|
4033 | } |
|
|
4034 | |
|
|
4035 | /* check the special case of can't use weapons */ |
|
|
4036 | /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ |
|
|
4037 | if (change->name == shstr_monk) |
|
|
4038 | CLEAR_FLAG (pl, FLAG_USE_WEAPON); |
|
|
4039 | |
|
|
4040 | break; |
|
|
4041 | } |
|
|
4042 | } |
|
|
4043 | } |
|
|
4044 | |