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30 | #include <skills.h> |
30 | #include <skills.h> |
31 | #include <tod.h> |
31 | #include <tod.h> |
32 | |
32 | |
33 | #include <sproto.h> |
33 | #include <sproto.h> |
34 | |
34 | |
35 | /* Want this regardless of rplay. */ |
35 | // these must be in the inventory before they can be applied |
36 | #include <sounds.h> |
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37 | |
36 | |
38 | /** |
37 | static const struct apply_types_inv_only : typeset |
39 | * Check if op should abort moving victim because of it's race or slaying. |
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40 | * Returns 1 if it should abort, returns 0 if it should continue. |
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41 | */ |
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42 | int |
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43 | should_director_abort (object *op, object *victim) |
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44 | { |
38 | { |
45 | int arch_flag, name_flag, race_flag; |
39 | apply_types_inv_only () |
46 | |
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47 | /* Get flags to determine what of arch, name, and race should be checked. |
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48 | * This is stored in subtype, and is a bitmask, the LSB is the arch flag, |
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49 | * the next is the name flag, and the last is the race flag. Also note, |
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50 | * if subtype is set to zero, that also goes to defaults of all affecting |
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51 | * it. Examples: |
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52 | * subtype 1: only arch |
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53 | * subtype 3: arch or name |
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54 | * subtype 5: arch or race |
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55 | * subtype 7: all three |
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56 | */ |
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57 | if (op->subtype) |
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58 | { |
40 | { |
59 | arch_flag = op->subtype & 1; |
41 | set (WEAPON); |
60 | name_flag = op->subtype & 2; |
42 | set (ARMOUR); |
61 | race_flag = op->subtype & 4; |
43 | set (BOOTS); |
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44 | set (GLOVES); |
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45 | set (AMULET); |
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46 | set (GIRDLE); |
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47 | set (BRACERS); |
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48 | set (SHIELD); |
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49 | set (HELMET); |
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50 | set (RING); |
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51 | set (CLOAK); |
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52 | set (WAND); |
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53 | set (ROD); |
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54 | set (HORN); |
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55 | set (SKILL); |
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56 | set (SPELL); |
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57 | set (BOW); |
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58 | set (RANGED); |
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59 | set (BUILDER); |
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60 | set (SKILL_TOOL); |
62 | } |
61 | } |
63 | else |
62 | } apply_types_inv_only; |
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63 | |
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64 | // these only make sense for the player |
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65 | |
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66 | static const struct apply_types_player_only : typeset |
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67 | { |
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68 | apply_types_player_only () |
64 | { |
69 | { |
65 | arch_flag = 1; |
70 | set (EXIT); |
66 | name_flag = 1; |
71 | set (BOOK); |
67 | race_flag = 1; |
72 | set (SIGN); |
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73 | set (BOOK); |
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74 | set (SKILLSCROLL); |
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75 | set (SPELLBOOK); |
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76 | set (INSCRIBABLE); |
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77 | set (TREASURE); |
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78 | set (SAVEBED); |
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79 | set (ARMOUR_IMPROVER); |
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80 | set (WEAPON_IMPROVER); |
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81 | set (CLOCK); |
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82 | set (MENU); |
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83 | set (LIGHTER); /* for lighting torches/lanterns/etc */ |
68 | } |
84 | } |
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85 | } apply_types_player_only; |
69 | |
86 | |
70 | /* If the director has race set, only affect objects with a arch, |
87 | // applying these _can_ be attempted, others cannot |
71 | * name or race that matches. |
88 | // be applied at all. used by e.g. apply below. |
72 | */ |
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73 | if ((op->race) && |
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74 | ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) && |
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75 | ((!(victim->name && name_flag) || op->race != victim->name)) && |
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76 | ((!(victim->race && race_flag) || op->race != victim->race))) |
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77 | return 1; |
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78 | |
89 | |
79 | /* If the director has slaying set, only affect objects where none |
90 | static const struct apply_types : typeset |
80 | * of arch, name, or race match. |
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81 | */ |
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82 | if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) || |
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83 | ((victim->name && name_flag && op->slaying == victim->name)) || |
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84 | ((victim->race && race_flag && op->slaying == victim->race))) |
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85 | return 1; |
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86 | |
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87 | return 0; |
|
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88 | } |
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89 | |
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90 | /** |
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91 | * This handles a player dropping money on an altar to identify stuff. |
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92 | * It'll identify marked item, if none all items up to dropped money. |
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93 | * Return value: 1 if money was destroyed, 0 if not. |
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94 | */ |
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95 | static int |
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96 | apply_id_altar (object *money, object *altar, object *pl) |
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97 | { |
91 | { |
98 | dynbuf_text &buf = msg_dynbuf; buf.clear (); |
92 | apply_types () |
99 | |
93 | : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only) |
100 | if (!pl || pl->type != PLAYER) |
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101 | return 0; |
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102 | |
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103 | /* Check for MONEY type is a special hack - it prevents 'nothing needs |
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104 | * identifying' from being printed out more than it needs to be. |
|
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105 | */ |
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106 | if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY) |
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107 | return 0; |
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108 | |
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109 | /* if the player has a marked item, identify that if it needs to be |
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110 | * identified. If it doesn't, then go through the player inventory. |
|
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111 | */ |
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112 | if (object *marked = find_marked_object (pl)) |
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113 | if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) |
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114 | { |
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115 | if (operate_altar (altar, &money, pl)) |
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116 | { |
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117 | identify (marked); |
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118 | |
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119 | buf.printf ("You have %s.\r", long_desc (marked, pl)); |
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120 | if (marked->msg) |
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121 | buf << "The item has a story:\r" << marked->msg << "\n\n"; |
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122 | |
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123 | return !money; |
|
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124 | } |
|
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125 | } |
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126 | |
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127 | for (object *id = pl->inv; id; id = id->below) |
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128 | { |
94 | { |
129 | if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) |
95 | set (T_HANDLE); |
130 | { |
96 | set (TRIGGER); |
131 | if (operate_altar (altar, &money, pl)) |
97 | set (SCROLL); |
132 | { |
98 | set (POTION); |
133 | identify (id); |
99 | set (CLOSE_CON); |
134 | |
100 | set (CONTAINER); |
135 | buf.printf ("You have %s.\r", long_desc (id, pl)); |
101 | set (LAMP); |
136 | if (id->msg) |
102 | set (TORCH); |
137 | buf << "The item has a story:\r" << id->msg << "\n\n"; |
103 | set (DRINK); |
138 | |
104 | set (FOOD); |
139 | /* If no more money, might as well quit now */ |
105 | set (FLESH); |
140 | if (!money || !check_altar_sacrifice (altar, money)) |
106 | set (POISON); |
141 | break; |
107 | set (POWER_CRYSTAL); |
142 | } |
108 | set (ITEM_TRANSFORMER); |
143 | else |
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144 | { |
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145 | LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); |
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146 | break; |
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147 | } |
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148 | } |
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149 | } |
109 | } |
150 | |
110 | } apply_types; |
151 | if (buf.empty ()) |
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152 | pl->failmsg ("You have nothing that needs identifying"); |
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153 | else |
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154 | pl->contr->infobox (MSG_CHANNEL ("identify"), buf); |
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155 | |
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156 | return !money; |
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157 | } |
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158 | |
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159 | /** |
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160 | * This checks whether the object has a "on_use_yield" field, and if so generated and drops |
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161 | * matching item. |
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162 | **/ |
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163 | void |
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164 | handle_apply_yield (object *tmp) |
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165 | { |
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166 | if (shstr_tmp yield = tmp->kv (shstr_on_use_yield)) |
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167 | archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); |
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168 | } |
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169 | |
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170 | /** |
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171 | * Handles applying a potion. |
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172 | */ |
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173 | int |
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174 | apply_potion (object *op, object *tmp) |
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175 | { |
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176 | int got_one = 0, i; |
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177 | object *force = 0; |
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178 | |
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179 | object *floor = GET_MAP_OB (op->map, op->x, op->y); |
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180 | |
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181 | if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) |
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182 | { |
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183 | op->failmsg ("Gods prevent you from using this here, it's sacred ground!"); |
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184 | |
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185 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
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186 | return 0; |
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187 | } |
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188 | |
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189 | if (op->type == PLAYER) |
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190 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
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191 | identify (tmp); |
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192 | |
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193 | handle_apply_yield (tmp); |
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194 | |
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195 | /* Potion of restoration - only for players */ |
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196 | if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) |
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197 | { |
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198 | object *depl; |
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199 | archetype *at; |
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200 | |
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201 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
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202 | { |
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203 | op->drain_stat (); |
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204 | op->update_stats (); |
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205 | tmp->decrease (); |
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206 | return 1; |
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207 | } |
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208 | |
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209 | if (!(at = archetype::find (shstr_depletion))) |
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210 | { |
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211 | LOG (llevError, "Could not find archetype depletion\n"); |
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212 | return 0; |
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213 | } |
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214 | |
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215 | depl = present_arch_in_ob (at, op); |
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216 | |
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217 | if (depl) |
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218 | { |
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219 | for (i = 0; i < NUM_STATS; i++) |
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220 | if (depl->stats.stat (i)) |
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221 | op->statusmsg (restore_msg[i]); |
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222 | |
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223 | depl->destroy (); |
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224 | op->update_stats (); |
|
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225 | } |
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226 | else |
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227 | op->statusmsg ("Your potion had no effect."); |
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228 | |
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229 | tmp->decrease (); |
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230 | return 1; |
|
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231 | } |
|
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232 | |
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233 | /* improvement potion - only for players */ |
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234 | if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) |
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235 | { |
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236 | for (i = 1; i < min (11, op->level); i++) |
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237 | { |
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238 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
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239 | { |
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240 | if (op->contr->levhp[i] != 1) |
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241 | { |
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242 | op->contr->levhp[i] = 1; |
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243 | break; |
|
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244 | } |
|
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245 | |
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246 | if (op->contr->levsp[i] != 1) |
|
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247 | { |
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248 | op->contr->levsp[i] = 1; |
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249 | break; |
|
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250 | } |
|
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251 | |
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252 | if (op->contr->levgrace[i] != 1) |
|
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253 | { |
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254 | op->contr->levgrace[i] = 1; |
|
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255 | break; |
|
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256 | } |
|
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257 | } |
|
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258 | else |
|
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259 | { |
|
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260 | if (op->contr->levhp[i] < 9) |
|
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261 | { |
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262 | op->contr->levhp[i] = 9; |
|
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263 | break; |
|
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264 | } |
|
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265 | |
|
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266 | if (op->contr->levsp[i] < 6) |
|
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267 | { |
|
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268 | op->contr->levsp[i] = 6; |
|
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269 | break; |
|
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270 | } |
|
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271 | |
|
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272 | if (op->contr->levgrace[i] < 3) |
|
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273 | { |
|
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274 | op->contr->levgrace[i] = 3; |
|
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275 | break; |
|
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276 | } |
|
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277 | } |
|
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278 | } |
|
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279 | |
|
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280 | /* Just makes checking easier */ |
|
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281 | if (i < min (11, op->level)) |
|
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282 | got_one = 1; |
|
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283 | |
|
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284 | if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
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285 | { |
|
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286 | if (got_one) |
|
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287 | { |
|
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288 | op->update_stats (); |
|
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289 | op->statusmsg ("The Gods smile upon you and remake you " |
|
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290 | "a little more in their image. " |
|
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291 | "You feel a little more perfect.", NDI_GREEN); |
|
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292 | } |
|
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293 | else |
|
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294 | op->statusmsg ("The potion had no effect - you are already perfect."); |
|
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295 | } |
|
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296 | else |
|
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297 | { /* cursed potion */ |
|
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298 | if (got_one) |
|
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299 | { |
|
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300 | op->update_stats (); |
|
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301 | op->failmsg ("The Gods are angry and punish you."); |
|
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302 | } |
|
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303 | else |
|
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304 | op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE); |
|
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305 | } |
|
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306 | |
|
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307 | tmp->decrease (); |
|
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308 | return 1; |
|
|
309 | } |
|
|
310 | |
|
|
311 | |
|
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312 | /* A potion that casts a spell. Healing, restore spellpoint (power potion) |
|
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313 | * and heroism all fit into this category. Given the spell object code, |
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314 | * there is no limit to the number of spells that potions can be cast, |
|
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315 | * but direction is problematic to try and imbue fireball potions for example. |
|
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316 | */ |
|
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317 | if (tmp->inv) |
|
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318 | { |
|
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319 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
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320 | { |
|
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321 | op->failmsg ("Yech! Your lungs are on fire!"); |
|
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322 | create_exploding_ball_at (op, op->level); |
|
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323 | } |
|
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324 | else |
|
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325 | cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
|
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326 | |
|
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327 | tmp->decrease (); |
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328 | |
|
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329 | /* if youre dead, no point in doing this... */ |
|
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330 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
|
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331 | op->update_stats (); |
|
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332 | |
|
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333 | return 1; |
|
|
334 | } |
|
|
335 | |
|
|
336 | /* Deal with protection potions */ |
|
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337 | force = NULL; |
|
|
338 | for (i = 0; i < NROFATTACKS; i++) |
|
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339 | { |
|
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340 | if (tmp->resist[i]) |
|
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341 | { |
|
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342 | if (!force) |
|
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343 | force = get_archetype (FORCE_NAME); |
|
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344 | |
|
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345 | memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); |
|
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346 | force->type = POTION_EFFECT; |
|
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347 | break; /* Only need to find one protection since we copy entire batch */ |
|
|
348 | } |
|
|
349 | } |
|
|
350 | |
|
|
351 | /* This is a protection potion */ |
|
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352 | if (force) |
|
|
353 | { |
|
|
354 | /* cursed items last longer */ |
|
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355 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
356 | { |
|
|
357 | force->stats.food *= 10; |
|
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358 | for (i = 0; i < NROFATTACKS; i++) |
|
|
359 | if (force->resist[i] > 0) |
|
|
360 | force->resist[i] = -force->resist[i]; /* prot => vuln */ |
|
|
361 | } |
|
|
362 | |
|
|
363 | force->speed_left = -1; |
|
|
364 | force = insert_ob_in_ob (force, op); |
|
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365 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
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366 | SET_FLAG (force, FLAG_APPLIED); |
|
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367 | change_abil (op, force); |
|
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368 | tmp->decrease (); |
|
|
369 | return 1; |
|
|
370 | } |
|
|
371 | |
|
|
372 | /* Only thing left are the stat potions */ |
|
|
373 | if (op->type == PLAYER) |
|
|
374 | { /* only for players */ |
|
|
375 | if ((QUERY_FLAG (tmp, FLAG_CURSED) |
|
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376 | || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
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377 | && tmp->value != 0) |
|
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378 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
379 | else |
|
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380 | SET_FLAG (tmp, FLAG_APPLIED); |
|
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381 | |
|
|
382 | if (!change_abil (op, tmp)) |
|
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383 | op->statusmsg ("Nothing happened."); |
|
|
384 | } |
|
|
385 | |
|
|
386 | /* CLEAR_FLAG is so that if the character has other potions |
|
|
387 | * that were grouped with the one consumed, his |
|
|
388 | * stat will not be raised by them. fix_player just clears |
|
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389 | * up all the stats. |
|
|
390 | */ |
|
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391 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
392 | op->update_stats (); |
|
|
393 | tmp->decrease (); |
|
|
394 | return 1; |
|
|
395 | } |
|
|
396 | |
111 | |
397 | /**************************************************************************** |
112 | /**************************************************************************** |
398 | * Weapon improvement code follows |
113 | * Weapon improvement code follows |
399 | ****************************************************************************/ |
114 | ****************************************************************************/ |
400 | |
115 | |
… | |
… | |
482 | if (improver->slaying) |
197 | if (improver->slaying) |
483 | { |
198 | { |
484 | count = check_item (op, improver->slaying); |
199 | count = check_item (op, improver->slaying); |
485 | if (count < 1) |
200 | if (count < 1) |
486 | { |
201 | { |
487 | op->failmsg (format ("The gods want more %ss", &improver->slaying)); |
202 | op->failmsgf ("The gods want more %ss", &improver->slaying); |
488 | return 0; |
203 | return 0; |
489 | } |
204 | } |
490 | } |
205 | } |
491 | else |
206 | else |
492 | count = 1; |
207 | count = 1; |
… | |
… | |
677 | sacrifice_needed *= 2; |
392 | sacrifice_needed *= 2; |
678 | |
393 | |
679 | sacrifice_count = check_sacrifice (op, improver); |
394 | sacrifice_count = check_sacrifice (op, improver); |
680 | if (sacrifice_count < sacrifice_needed) |
395 | if (sacrifice_count < sacrifice_needed) |
681 | { |
396 | { |
682 | op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying)); |
397 | op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying); |
683 | return 0; |
398 | return 0; |
684 | } |
399 | } |
685 | |
400 | |
686 | eat_item (op, improver->slaying, sacrifice_needed); |
401 | eat_item (op, improver->slaying, sacrifice_needed); |
687 | weapon->item_power++; |
402 | weapon->item_power++; |
… | |
… | |
951 | item->nrof *= nr; |
666 | item->nrof *= nr; |
952 | |
667 | |
953 | if (converter->flag [FLAG_PRECIOUS]) |
668 | if (converter->flag [FLAG_PRECIOUS]) |
954 | SET_FLAG (item, FLAG_UNPAID); |
669 | SET_FLAG (item, FLAG_UNPAID); |
955 | |
670 | |
956 | if (is_in_shop (converter)) |
671 | if (converter->is_in_shop ()) |
957 | { |
672 | { |
958 | // converters on shop floors don't work anymore, bug lets check for it |
673 | // converters on shop floors don't work anymore, bug lets check for it |
959 | // and report in case someone still does it. |
674 | // and report in case someone still does it. |
960 | LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n", |
675 | LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n", |
961 | converter->debug_desc ()); |
676 | converter->debug_desc ()); |
… | |
… | |
1016 | return 1; |
731 | return 1; |
1017 | } |
732 | } |
1018 | else if (!sack->env) |
733 | else if (!sack->env) |
1019 | { |
734 | { |
1020 | // active, but not ours: some other player has opened it |
735 | // active, but not ours: some other player has opened it |
1021 | op->failmsg (format ("Somebody else is using the %s already.", query_name (sack))); |
736 | op->failmsgf ("Somebody else is using the %s already.", query_name (sack)); |
1022 | return 1; |
737 | return 1; |
1023 | } |
738 | } |
1024 | |
739 | |
1025 | // fall through to opening it (active in inv) |
740 | // fall through to opening it (active in inv) |
1026 | } |
741 | } |
… | |
… | |
1164 | /* this is only used for players */ |
879 | /* this is only used for players */ |
1165 | rv = teleport (shop_mat, SHOP_MAT, op); |
880 | rv = teleport (shop_mat, SHOP_MAT, op); |
1166 | |
881 | |
1167 | if (has_unpaid) |
882 | if (has_unpaid) |
1168 | op->contr->play_sound (sound_find ("shop_buy")); |
883 | op->contr->play_sound (sound_find ("shop_buy")); |
1169 | else if (is_in_shop (op)) |
884 | else if (op->is_in_shop ()) |
1170 | op->contr->play_sound (sound_find ("shop_enter")); |
885 | op->contr->play_sound (sound_find ("shop_enter")); |
1171 | else |
886 | else |
1172 | op->contr->play_sound (sound_find ("shop_leave")); |
887 | op->contr->play_sound (sound_find ("shop_leave")); |
1173 | |
888 | |
1174 | if (shop_mat->msg) |
889 | if (shop_mat->msg) |
1175 | op->statusmsg (shop_mat->msg); |
890 | op->statusmsg (shop_mat->msg); |
1176 | /* This check below is a bit simplistic - generally it should be correct, |
891 | /* 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 |
892 | * but there is never a guarantee that the bottom space on the map is |
1178 | * actually the shop floor. |
893 | * actually the shop floor. |
1179 | */ |
894 | */ |
1180 | else if (!rv && !is_in_shop (op)) |
895 | else if (!rv && !op->is_in_shop ()) |
1181 | { |
896 | { |
1182 | opinion = shopkeeper_approval (op->map, op); |
897 | opinion = shopkeeper_approval (op->map, op); |
1183 | |
898 | |
1184 | op->statusmsg ( |
899 | op->statusmsg ( |
1185 | opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." |
900 | opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." |
… | |
… | |
1304 | EXIT_Y (trap) + freearr_y[dir], |
1019 | EXIT_Y (trap) + freearr_y[dir], |
1305 | 0, victim); |
1020 | 0, victim); |
1306 | } |
1021 | } |
1307 | |
1022 | |
1308 | /** |
1023 | /** |
1309 | * 'victim' moves onto 'trap' |
|
|
1310 | * 'victim' leaves 'trap' |
|
|
1311 | * effect is determined by move_on/move_off of trap and move_type of victime. |
|
|
1312 | * |
|
|
1313 | * originator: Player, monster or other object that caused 'victim' to move |
|
|
1314 | * onto 'trap'. Will receive messages caused by this action. May be NULL. |
|
|
1315 | * However, some types of traps require an originator to function. |
|
|
1316 | */ |
|
|
1317 | void |
|
|
1318 | move_apply (object *trap, object *victim, object *originator) |
|
|
1319 | { |
|
|
1320 | static int recursion_depth = 0; |
|
|
1321 | |
|
|
1322 | /* Only exits affect DMs. */ |
|
|
1323 | if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) |
|
|
1324 | return; |
|
|
1325 | |
|
|
1326 | /* move_apply() is the most likely candidate for causing unwanted and |
|
|
1327 | * possibly unlimited recursion. |
|
|
1328 | */ |
|
|
1329 | /* The following was changed because it was causing perfectly correct |
|
|
1330 | * maps to fail. 1) it's not an error to recurse: |
|
|
1331 | * rune detonates, summoning monster. monster lands on nearby rune. |
|
|
1332 | * nearby rune detonates. This sort of recursion is expected and |
|
|
1333 | * proper. This code was causing needless crashes. |
|
|
1334 | */ |
|
|
1335 | if (recursion_depth >= 500) |
|
|
1336 | { |
|
|
1337 | LOG (llevDebug, "WARNING: move_apply(): aborting recursion " |
|
|
1338 | "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name); |
|
|
1339 | return; |
|
|
1340 | } |
|
|
1341 | |
|
|
1342 | recursion_depth++; |
|
|
1343 | if (trap->head) |
|
|
1344 | trap = trap->head; |
|
|
1345 | |
|
|
1346 | if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) |
|
|
1347 | switch (trap->type) |
|
|
1348 | { |
|
|
1349 | case PLAYERMOVER: |
|
|
1350 | if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) |
|
|
1351 | { |
|
|
1352 | if (!trap->stats.maxsp) |
|
|
1353 | trap->stats.maxsp = 2; |
|
|
1354 | |
|
|
1355 | /* Is this correct? From the docs, it doesn't look like it |
|
|
1356 | * should be divided by trap->speed |
|
|
1357 | */ |
|
|
1358 | victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed; |
|
|
1359 | |
|
|
1360 | /* Just put in some sanity check. I think there is a bug in the |
|
|
1361 | * above with some objects have zero speed, and thus the player |
|
|
1362 | * getting permanently paralyzed. |
|
|
1363 | */ |
|
|
1364 | if (victim->speed_left < -50.f) |
|
|
1365 | victim->speed_left = -50.f; |
|
|
1366 | /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ |
|
|
1367 | } |
|
|
1368 | break; |
|
|
1369 | |
|
|
1370 | case SPINNER: |
|
|
1371 | if (victim->direction) |
|
|
1372 | { |
|
|
1373 | victim->direction = absdir (victim->direction - trap->stats.sp); |
|
|
1374 | update_turn_face (victim); |
|
|
1375 | } |
|
|
1376 | break; |
|
|
1377 | |
|
|
1378 | case DIRECTOR: |
|
|
1379 | if (victim->direction && !should_director_abort (trap, victim)) |
|
|
1380 | { |
|
|
1381 | victim->direction = trap->stats.sp; |
|
|
1382 | update_turn_face (victim); |
|
|
1383 | } |
|
|
1384 | break; |
|
|
1385 | |
|
|
1386 | case BUTTON: |
|
|
1387 | case PEDESTAL: |
|
|
1388 | case T_MATCH: |
|
|
1389 | update_button (trap, originator); |
|
|
1390 | break; |
|
|
1391 | |
|
|
1392 | case ALTAR: |
|
|
1393 | /* sacrifice victim on trap */ |
|
|
1394 | apply_altar (trap, victim, originator); |
|
|
1395 | break; |
|
|
1396 | |
|
|
1397 | case THROWN_OBJ: |
|
|
1398 | if (trap->inv == NULL) |
|
|
1399 | break; |
|
|
1400 | /* fallthrough */ |
|
|
1401 | |
|
|
1402 | case ARROW: |
|
|
1403 | /* bad bug: monster throw a object, make a step forwards, step on object , |
|
|
1404 | * trigger this here and get hit by own missile - and will be own enemy. |
|
|
1405 | * Victim then is his own enemy and will start to kill herself (this is |
|
|
1406 | * removed) but we have not synced victim and his missile. To avoid senseless |
|
|
1407 | * action, we avoid hits here |
|
|
1408 | */ |
|
|
1409 | if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ()) |
|
|
1410 | && trap->owner != victim) |
|
|
1411 | hit_with_arrow (trap, victim); |
|
|
1412 | break; |
|
|
1413 | |
|
|
1414 | case SPELL_EFFECT: |
|
|
1415 | apply_spell_effect (trap, victim); |
|
|
1416 | break; |
|
|
1417 | |
|
|
1418 | case TRAPDOOR: |
|
|
1419 | { |
|
|
1420 | int max, sound_was_played; |
|
|
1421 | object *ab, *ab_next; |
|
|
1422 | |
|
|
1423 | if (!trap->value) |
|
|
1424 | { |
|
|
1425 | int tot; |
|
|
1426 | |
|
|
1427 | for (ab = trap->above, tot = 0; ab; ab = ab->above) |
|
|
1428 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
1429 | tot += ab->head_ ()->total_weight (); |
|
|
1430 | |
|
|
1431 | if (!(trap->value = (tot > trap->weight) ? 1 : 0)) |
|
|
1432 | break; |
|
|
1433 | |
|
|
1434 | SET_ANIMATION (trap, trap->value); |
|
|
1435 | update_object (trap, UP_OBJ_FACE); |
|
|
1436 | } |
|
|
1437 | |
|
|
1438 | for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) |
|
|
1439 | { |
|
|
1440 | /* need to set this up, since if we do transfer the object, |
|
|
1441 | * ab->above would be bogus |
|
|
1442 | */ |
|
|
1443 | ab_next = ab->above; |
|
|
1444 | |
|
|
1445 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
1446 | { |
|
|
1447 | if (!sound_was_played) |
|
|
1448 | { |
|
|
1449 | trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
|
|
1450 | sound_was_played = 1; |
|
|
1451 | } |
|
|
1452 | |
|
|
1453 | ab->statusmsg ("You fall into a trapdoor!", NDI_RED); |
|
|
1454 | transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab); |
|
|
1455 | } |
|
|
1456 | } |
|
|
1457 | break; |
|
|
1458 | } |
|
|
1459 | |
|
|
1460 | case CONVERTER: |
|
|
1461 | if (convert_item (victim, trap) < 0) |
|
|
1462 | { |
|
|
1463 | originator->failmsg (format ("The %s seems to be broken!", query_name (trap))); |
|
|
1464 | archetype::get (shstr_burnout)->insert_at (trap, trap); |
|
|
1465 | } |
|
|
1466 | |
|
|
1467 | break; |
|
|
1468 | |
|
|
1469 | case TRIGGER_BUTTON: |
|
|
1470 | case TRIGGER_PEDESTAL: |
|
|
1471 | case TRIGGER_ALTAR: |
|
|
1472 | check_trigger (trap, victim, originator); |
|
|
1473 | break; |
|
|
1474 | |
|
|
1475 | case DEEP_SWAMP: |
|
|
1476 | walk_on_deep_swamp (trap, victim); |
|
|
1477 | break; |
|
|
1478 | |
|
|
1479 | case CHECK_INV: |
|
|
1480 | check_inv (victim, trap); |
|
|
1481 | break; |
|
|
1482 | |
|
|
1483 | case HOLE: |
|
|
1484 | move_apply_hole (trap, victim); |
|
|
1485 | break; |
|
|
1486 | |
|
|
1487 | case EXIT: |
|
|
1488 | if (victim->type == PLAYER && EXIT_PATH (trap)) |
|
|
1489 | { |
|
|
1490 | /* Basically, don't show exits leading to random maps the |
|
|
1491 | * players output. |
|
|
1492 | */ |
|
|
1493 | if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit) |
|
|
1494 | victim->statusmsg (trap->msg, NDI_NAVY); |
|
|
1495 | |
|
|
1496 | trap->play_sound (trap->sound); |
|
|
1497 | victim->enter_exit (trap); |
|
|
1498 | } |
|
|
1499 | break; |
|
|
1500 | |
|
|
1501 | case ENCOUNTER: |
|
|
1502 | /* may be some leftovers on this */ |
|
|
1503 | break; |
|
|
1504 | |
|
|
1505 | case SHOP_MAT: |
|
|
1506 | apply_shop_mat (trap, victim); |
|
|
1507 | break; |
|
|
1508 | |
|
|
1509 | /* Drop a certain amount of gold, and have one item identified */ |
|
|
1510 | case IDENTIFY_ALTAR: |
|
|
1511 | apply_id_altar (victim, trap, originator); |
|
|
1512 | break; |
|
|
1513 | |
|
|
1514 | case SIGN: |
|
|
1515 | if (victim->type != PLAYER && trap->stats.food > 0) |
|
|
1516 | break; /* monsters musn't apply magic_mouths with counters */ |
|
|
1517 | |
|
|
1518 | apply_sign (victim, trap, 1); |
|
|
1519 | break; |
|
|
1520 | |
|
|
1521 | case CONTAINER: |
|
|
1522 | apply_container (victim, trap); |
|
|
1523 | break; |
|
|
1524 | |
|
|
1525 | case RUNE: |
|
|
1526 | case TRAP: |
|
|
1527 | if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) |
|
|
1528 | spring_trap (trap, victim); |
|
|
1529 | break; |
|
|
1530 | |
|
|
1531 | default: |
|
|
1532 | LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " |
|
|
1533 | "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); |
|
|
1534 | break; |
|
|
1535 | } |
|
|
1536 | |
|
|
1537 | recursion_depth--; |
|
|
1538 | } |
|
|
1539 | |
|
|
1540 | /** |
|
|
1541 | * Handles reading a regular (ie not containing a spell) book. |
|
|
1542 | */ |
|
|
1543 | static void |
|
|
1544 | apply_book (object *op, object *tmp) |
|
|
1545 | { |
|
|
1546 | int lev_diff; |
|
|
1547 | object *skill_ob; |
|
|
1548 | |
|
|
1549 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1550 | { |
|
|
1551 | op->failmsg ("You are unable to read while blind!"); |
|
|
1552 | return; |
|
|
1553 | } |
|
|
1554 | |
|
|
1555 | if (!tmp->msg) |
|
|
1556 | { |
|
|
1557 | op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name)); |
|
|
1558 | return; |
|
|
1559 | } |
|
|
1560 | |
|
|
1561 | /* need a literacy skill to read stuff! */ |
|
|
1562 | skill_ob = find_skill_by_name (op, tmp->skill); |
|
|
1563 | if (!skill_ob) |
|
|
1564 | { |
|
|
1565 | op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill)); |
|
|
1566 | return; |
|
|
1567 | } |
|
|
1568 | |
|
|
1569 | lev_diff = tmp->level - (skill_ob->level + 5); |
|
|
1570 | if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) |
|
|
1571 | { |
|
|
1572 | op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension." |
|
|
1573 | : lev_diff < 3 ? "This book is slightly beyond your comprehension." |
|
|
1574 | : lev_diff < 5 ? "This book is beyond your comprehension." |
|
|
1575 | : lev_diff < 8 ? "This book is quite a bit beyond your comprehension." |
|
|
1576 | : lev_diff < 15 ? "This book is way beyond your comprehension." |
|
|
1577 | : "This book is totally beyond your comprehension."); |
|
|
1578 | return; |
|
|
1579 | } |
|
|
1580 | |
|
|
1581 | // we currently don't use the message types for anything. |
|
|
1582 | // readable_message_type *msgType = get_readable_message_type (tmp); |
|
|
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 | |
|
|
1590 | /* gain xp from reading */ |
|
|
1591 | if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) |
|
|
1592 | { /* only if not read before */ |
|
|
1593 | int exp_gain = calc_skill_exp (op, tmp, skill_ob); |
|
|
1594 | |
|
|
1595 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
1596 | { |
|
|
1597 | /*exp_gain *= 2; because they just identified it too */ |
|
|
1598 | SET_FLAG (tmp, FLAG_IDENTIFIED); |
|
|
1599 | |
|
|
1600 | if (object *pl = tmp->visible_to ()) |
|
|
1601 | esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); |
|
|
1602 | } |
|
|
1603 | |
|
|
1604 | change_exp (op, exp_gain, skill_ob->skill, 0); |
|
|
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 | } |
|
|
1659 | } |
|
|
1660 | } |
|
|
1661 | |
|
|
1662 | /** |
|
|
1663 | * Handles the applying of a skill scroll, calling learn_skill straight. |
|
|
1664 | * op is the person learning the skill, tmp is the skill scroll object |
|
|
1665 | */ |
|
|
1666 | static void |
|
|
1667 | apply_skillscroll (object *op, object *tmp) |
|
|
1668 | { |
|
|
1669 | switch (learn_skill (op, tmp)) |
|
|
1670 | { |
|
|
1671 | case 0: |
|
|
1672 | op->play_sound (sound_find ("generic_fail")); |
|
|
1673 | op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp))); |
|
|
1674 | break; |
|
|
1675 | |
|
|
1676 | case 1: |
|
|
1677 | tmp->decrease (); |
|
|
1678 | op->play_sound (sound_find ("skill_learn")); |
|
|
1679 | op->statusmsg (format ("You succeed in learning %s", &tmp->skill)); |
|
|
1680 | break; |
|
|
1681 | |
|
|
1682 | default: |
|
|
1683 | tmp->decrease (); |
|
|
1684 | op->play_sound (sound_find ("generic_fail")); |
|
|
1685 | op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp))); |
|
|
1686 | break; |
|
|
1687 | } |
|
|
1688 | } |
|
|
1689 | |
|
|
1690 | /** |
|
|
1691 | * Actually makes op learn spell. |
|
|
1692 | * Informs player of what happens. |
|
|
1693 | */ |
|
|
1694 | void |
|
|
1695 | do_learn_spell (object *op, object *spell, int special_prayer) |
|
|
1696 | { |
|
|
1697 | object *tmp; |
|
|
1698 | |
|
|
1699 | if (op->type != PLAYER) |
|
|
1700 | { |
|
|
1701 | LOG (llevError, "BUG: do_learn_spell(): not a player\n"); |
|
|
1702 | return; |
|
|
1703 | } |
|
|
1704 | |
|
|
1705 | /* Upgrade special prayers to normal prayers */ |
|
|
1706 | if ((tmp = check_spell_known (op, spell->name)) != NULL) |
|
|
1707 | { |
|
|
1708 | if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
|
|
1709 | { |
|
|
1710 | LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); |
|
|
1711 | return; |
|
|
1712 | } |
|
|
1713 | return; |
|
|
1714 | } |
|
|
1715 | |
|
|
1716 | op->contr->play_sound (sound_find ("learn_spell")); |
|
|
1717 | |
|
|
1718 | tmp = spell->clone (); |
|
|
1719 | insert_ob_in_ob (tmp, op); |
|
|
1720 | |
|
|
1721 | if (special_prayer) |
|
|
1722 | SET_FLAG (tmp, FLAG_STARTEQUIP); |
|
|
1723 | |
|
|
1724 | esrv_add_spells (op->contr, tmp); |
|
|
1725 | } |
|
|
1726 | |
|
|
1727 | /** |
|
|
1728 | * Erases spell from player's inventory. |
|
|
1729 | */ |
|
|
1730 | void |
|
|
1731 | do_forget_spell (object *op, const char *spell) |
|
|
1732 | { |
|
|
1733 | object *spob; |
|
|
1734 | |
|
|
1735 | if (op->type != PLAYER) |
|
|
1736 | { |
|
|
1737 | LOG (llevError, "BUG: do_forget_spell(): not a player\n"); |
|
|
1738 | return; |
|
|
1739 | } |
|
|
1740 | if ((spob = check_spell_known (op, spell)) == NULL) |
|
|
1741 | { |
|
|
1742 | LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); |
|
|
1743 | return; |
|
|
1744 | } |
|
|
1745 | |
|
|
1746 | op->failmsg (format ("You lose knowledge of %s.", spell)); |
|
|
1747 | player_unready_range_ob (op->contr, spob); |
|
|
1748 | esrv_remove_spell (op->contr, spob); |
|
|
1749 | spob->destroy (); |
|
|
1750 | } |
|
|
1751 | |
|
|
1752 | /** |
|
|
1753 | * Handles player applying a spellbook. |
|
|
1754 | * Checks whether player has knowledge of required skill, doesn't already know the spell, |
|
|
1755 | * stuff like that. Random learning failure too. |
|
|
1756 | */ |
|
|
1757 | static void |
|
|
1758 | apply_spellbook (object *op, object *tmp) |
|
|
1759 | { |
|
|
1760 | object *skop, *spell, *spell_skill; |
|
|
1761 | |
|
|
1762 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1763 | { |
|
|
1764 | op->failmsg ("You are unable to read while blind."); |
|
|
1765 | return; |
|
|
1766 | } |
|
|
1767 | |
|
|
1768 | /* artifact_spellbooks have 'slaying' field point to a spell name, |
|
|
1769 | * instead of having their spell stored in stats.sp. These are |
|
|
1770 | * legacy spellbooks |
|
|
1771 | */ |
|
|
1772 | if (tmp->slaying) |
|
|
1773 | { |
|
|
1774 | spell = find_archetype_by_object_name (tmp->slaying)->instance (); |
|
|
1775 | |
|
|
1776 | if (!spell) |
|
|
1777 | { |
|
|
1778 | op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying)); |
|
|
1779 | return; |
|
|
1780 | } |
|
|
1781 | else |
|
|
1782 | insert_ob_in_ob (spell, tmp); |
|
|
1783 | |
|
|
1784 | tmp->slaying = 0; |
|
|
1785 | } |
|
|
1786 | |
|
|
1787 | skop = find_skill_by_name (op, tmp->skill); |
|
|
1788 | |
|
|
1789 | /* need a literacy skill to learn spells. Also, having a literacy level |
|
|
1790 | * lower than the spell will make learning the spell more difficult */ |
|
|
1791 | if (!skop) |
|
|
1792 | { |
|
|
1793 | op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill)); |
|
|
1794 | return; |
|
|
1795 | } |
|
|
1796 | |
|
|
1797 | spell = tmp->inv; |
|
|
1798 | |
|
|
1799 | if (!spell) |
|
|
1800 | { |
|
|
1801 | LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); |
|
|
1802 | op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); |
|
|
1803 | return; |
|
|
1804 | } |
|
|
1805 | |
|
|
1806 | int learn_level = sqrtf (spell->level) * 1.5f; |
|
|
1807 | if (skop->level < learn_level) |
|
|
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 | } |
|
|
1813 | |
|
|
1814 | op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); |
|
|
1815 | |
|
|
1816 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
1817 | identify (tmp); |
|
|
1818 | |
|
|
1819 | /* I removed the check for special_prayer_mark here - it didn't make |
|
|
1820 | * a lot of sense - special prayers are not found in spellbooks, and |
|
|
1821 | * if the player doesn't know the spell, doesn't make a lot of sense that |
|
|
1822 | * they would have a special prayer mark. |
|
|
1823 | */ |
|
|
1824 | if (check_spell_known (op, spell->name)) |
|
|
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 | } |
|
|
1829 | |
|
|
1830 | if (spell->skill) |
|
|
1831 | { |
|
|
1832 | spell_skill = find_skill_by_name (op, spell->skill); |
|
|
1833 | |
|
|
1834 | if (!spell_skill) |
|
|
1835 | { |
|
|
1836 | op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill)); |
|
|
1837 | return; |
|
|
1838 | } |
|
|
1839 | |
|
|
1840 | if (spell_skill->level < spell->level) |
|
|
1841 | { |
|
|
1842 | op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill)); |
|
|
1843 | return; |
|
|
1844 | } |
|
|
1845 | } |
|
|
1846 | |
|
|
1847 | /* Logic as follows |
|
|
1848 | * |
|
|
1849 | * 1- MU spells use Int to learn, Cleric spells use Wisdom |
|
|
1850 | * |
|
|
1851 | * 2- The learner's skill level in literacy adjusts the chance to learn |
|
|
1852 | * a spell. |
|
|
1853 | * |
|
|
1854 | * 3 -Automatically fail to learn if you read while confused |
|
|
1855 | * |
|
|
1856 | * Overall, chances are the same but a player will find having a high |
|
|
1857 | * literacy rate very useful! -b.t. |
|
|
1858 | */ |
|
|
1859 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
|
|
1860 | { |
|
|
1861 | op->failmsg ("In your confused state you flub the wording of the text!"); |
|
|
1862 | scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace)); |
|
|
1863 | } |
|
|
1864 | else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || |
|
|
1865 | (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) |
|
|
1866 | { |
|
|
1867 | op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); |
|
|
1868 | do_learn_spell (op, spell, 0); |
|
|
1869 | |
|
|
1870 | /* xp gain to literacy for spell learning */ |
|
|
1871 | if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
|
|
1872 | change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); |
|
|
1873 | } |
|
|
1874 | else |
|
|
1875 | { |
|
|
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 (); |
|
|
1881 | } |
|
|
1882 | |
|
|
1883 | /** |
|
|
1884 | * Handles applying a spell scroll. |
|
|
1885 | */ |
|
|
1886 | void |
|
|
1887 | apply_scroll (object *op, object *tmp, int dir) |
|
|
1888 | { |
|
|
1889 | object *skop; |
|
|
1890 | |
|
|
1891 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1892 | { |
|
|
1893 | op->failmsg ("You are unable to read while blind."); |
|
|
1894 | return; |
|
|
1895 | } |
|
|
1896 | |
|
|
1897 | if (!tmp->inv || tmp->inv->type != SPELL) |
|
|
1898 | { |
|
|
1899 | op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>"); |
|
|
1900 | return; |
|
|
1901 | } |
|
|
1902 | |
|
|
1903 | if (op->type == PLAYER) |
|
|
1904 | { |
|
|
1905 | /* players need a literacy skill to read stuff! */ |
|
|
1906 | int exp_gain = 0; |
|
|
1907 | |
|
|
1908 | /* hard code literacy - tmp->skill points to where the exp |
|
|
1909 | * should go for anything killed by the spell. |
|
|
1910 | */ |
|
|
1911 | skop = find_skill_by_name (op, skill_names[SK_LITERACY]); |
|
|
1912 | |
|
|
1913 | if (!skop) |
|
|
1914 | { |
|
|
1915 | op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY])); |
|
|
1916 | return; |
|
|
1917 | } |
|
|
1918 | |
|
|
1919 | if ((exp_gain = calc_skill_exp (op, tmp, skop))) |
|
|
1920 | change_exp (op, exp_gain, skop->skill, 0); |
|
|
1921 | } |
|
|
1922 | |
|
|
1923 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
1924 | identify (tmp); |
|
|
1925 | |
|
|
1926 | op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name)); |
|
|
1927 | |
|
|
1928 | cast_spell (op, tmp, dir, tmp->inv, NULL); |
|
|
1929 | tmp->decrease (); |
|
|
1930 | } |
|
|
1931 | |
|
|
1932 | /** |
|
|
1933 | * Applies a treasure object - by default, chest. op |
|
|
1934 | * is the person doing the applying, tmp is the treasure |
|
|
1935 | * chest. |
|
|
1936 | */ |
|
|
1937 | static void |
|
|
1938 | apply_treasure (object *op, object *tmp) |
|
|
1939 | { |
|
|
1940 | /* Nice side effect of this treasure creation method is that the treasure |
|
|
1941 | * for the chest is done when the chest is created, and put into the chest |
|
|
1942 | * inventory. So that when the chest burns up, the items still exist. Also |
|
|
1943 | * prevents people from moving chests to more difficult maps to get better |
|
|
1944 | * treasure |
|
|
1945 | */ |
|
|
1946 | object *treas = tmp->inv; |
|
|
1947 | |
|
|
1948 | if (!treas) |
|
|
1949 | { |
|
|
1950 | op->statusmsg ("The chest was empty."); |
|
|
1951 | tmp->decrease (); |
|
|
1952 | return; |
|
|
1953 | } |
|
|
1954 | |
|
|
1955 | while (tmp->inv) |
|
|
1956 | { |
|
|
1957 | treas = tmp->inv; |
|
|
1958 | treas->remove (); |
|
|
1959 | |
|
|
1960 | treas->x = op->x; |
|
|
1961 | treas->y = op->y; |
|
|
1962 | treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); |
|
|
1963 | |
|
|
1964 | if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
1965 | spring_trap (treas, op); |
|
|
1966 | |
|
|
1967 | /* If either player or container was destroyed, no need to do |
|
|
1968 | * further processing. I think this should be enclused with |
|
|
1969 | * spring trap above, as I don't think there is otherwise |
|
|
1970 | * any way for the treasure chest or player to get killed. |
|
|
1971 | */ |
|
|
1972 | if (op->destroyed () || tmp->destroyed ()) |
|
|
1973 | break; |
|
|
1974 | } |
|
|
1975 | |
|
|
1976 | if (!tmp->destroyed () && !tmp->inv) |
|
|
1977 | tmp->decrease (true); |
|
|
1978 | } |
|
|
1979 | |
|
|
1980 | /** |
|
|
1981 | * A dragon is eating some flesh. If the flesh contains resistances, |
|
|
1982 | * there is a chance for the dragon's skin to get improved. |
|
|
1983 | * |
|
|
1984 | * attributes: |
|
|
1985 | * object *op the object (dragon player) eating the flesh |
|
|
1986 | * object *meal the flesh item, getting chewed in dragon's mouth |
|
|
1987 | * return: |
|
|
1988 | * int 1 if eating successful, 0 if it doesn't work |
|
|
1989 | */ |
|
|
1990 | static int |
|
|
1991 | dragon_eat_flesh (object *op, object *meal) |
|
|
1992 | { |
|
|
1993 | object *skin = NULL; /* pointer to dragon skin force */ |
|
|
1994 | object *abil = NULL; /* pointer to dragon ability force */ |
|
|
1995 | object *tmp = NULL; /* tmp. object */ |
|
|
1996 | |
|
|
1997 | double chance; /* improvement-chance of one resistance type */ |
|
|
1998 | double totalchance = 1; /* total chance of gaining one resistance */ |
|
|
1999 | double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ |
|
|
2000 | double mbonus = 0; /* monster bonus */ |
|
|
2001 | int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ |
|
|
2002 | int winners = 0; /* number of winners */ |
|
|
2003 | int i; /* index */ |
|
|
2004 | |
|
|
2005 | /* let's make sure and doublecheck the parameters */ |
|
|
2006 | if (meal->type != FLESH || !op->is_dragon ()) |
|
|
2007 | return 0; |
|
|
2008 | |
|
|
2009 | /* now grab the 'dragon_skin'- and 'dragon_ability'-forces |
|
|
2010 | from the player's inventory */ |
|
|
2011 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
2012 | if (tmp->type == FORCE) |
|
|
2013 | if (tmp->arch->archname == shstr_dragon_skin_force) |
|
|
2014 | skin = tmp; |
|
|
2015 | else if (tmp->arch->archname == shstr_dragon_ability_force) |
|
|
2016 | abil = tmp; |
|
|
2017 | |
|
|
2018 | /* if either skin or ability are missing, this is an old player |
|
|
2019 | which is not to be considered a dragon -> bail out */ |
|
|
2020 | if (skin == NULL || abil == NULL) |
|
|
2021 | return 0; |
|
|
2022 | |
|
|
2023 | /* now start by filling stomache and health, according to food-value */ |
|
|
2024 | if ((999 - op->stats.food) < meal->stats.food) |
|
|
2025 | op->stats.hp += (999 - op->stats.food) / 50; |
|
|
2026 | else |
|
|
2027 | op->stats.hp += meal->stats.food / 50; |
|
|
2028 | |
|
|
2029 | if (op->stats.hp > op->stats.maxhp) |
|
|
2030 | op->stats.hp = op->stats.maxhp; |
|
|
2031 | |
|
|
2032 | op->stats.food = min (999, op->stats.food + meal->stats.food); |
|
|
2033 | |
|
|
2034 | /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ |
|
|
2035 | |
|
|
2036 | /* on to the interesting part: chances for adding resistance */ |
|
|
2037 | for (i = 0; i < NROFATTACKS; i++) |
|
|
2038 | { |
|
|
2039 | if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i)) |
|
|
2040 | { |
|
|
2041 | /* got positive resistance, now calculate improvement chance (0-100) */ |
|
|
2042 | |
|
|
2043 | /* this bonus makes resistance increase easier at lower levels */ |
|
|
2044 | bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level); |
|
|
2045 | if (i == abil->stats.exp) |
|
|
2046 | bonus += 5; /* additional bonus for resistance of ability-focus */ |
|
|
2047 | |
|
|
2048 | /* monster bonus increases with level, because high-level |
|
|
2049 | flesh is too rare */ |
|
|
2050 | mbonus = op->level * 20. / ((double) settings.max_level); |
|
|
2051 | |
|
|
2052 | chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. / |
|
|
2053 | ((double)settings.max_level)) - skin->resist[i]; |
|
|
2054 | |
|
|
2055 | if (chance >= 0.) |
|
|
2056 | chance += 1.; |
|
|
2057 | else |
|
|
2058 | chance = (chance < -12) ? 0. : 1. / pow (2., -chance); |
|
|
2059 | |
|
|
2060 | /* chance is proportional to amount of resistance (max. 50) */ |
|
|
2061 | chance *= ((double)(min (meal->resist[i], 50))) / 50.; |
|
|
2062 | |
|
|
2063 | /* doubled chance for resistance of ability-focus */ |
|
|
2064 | if (i == abil->stats.exp) |
|
|
2065 | chance = min (100., chance * 2.); |
|
|
2066 | |
|
|
2067 | /* now make the throw and save all winners (Don't insert luck bonus here!) */ |
|
|
2068 | if (rndm (10000) < (unsigned int)(chance * 100)) |
|
|
2069 | { |
|
|
2070 | atnr_winner[winners] = i; |
|
|
2071 | winners++; |
|
|
2072 | } |
|
|
2073 | |
|
|
2074 | if (chance >= 0.01) |
|
|
2075 | totalchance *= 1 - chance / 100; |
|
|
2076 | |
|
|
2077 | /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */ |
|
|
2078 | } |
|
|
2079 | } |
|
|
2080 | |
|
|
2081 | /* inverse totalchance as until now we have the failure-chance */ |
|
|
2082 | totalchance = 100 - totalchance * 100; |
|
|
2083 | |
|
|
2084 | /* print message according to totalchance */ |
|
|
2085 | const char *buf; |
|
|
2086 | if (totalchance > 50.) |
|
|
2087 | buf = format ("Hmm! The %s tasted delicious!", &meal->name); |
|
|
2088 | else if (totalchance > 10.) |
|
|
2089 | buf = format ("The %s tasted very good.", &meal->name); |
|
|
2090 | else if (totalchance > 1.) |
|
|
2091 | buf = format ("The %s tasted good.", &meal->name); |
|
|
2092 | else if (totalchance > 0.1) |
|
|
2093 | buf = format ("The %s tasted bland.", &meal->name); |
|
|
2094 | else if (totalchance >= 0.01) |
|
|
2095 | buf = format ("The %s had a boring taste.", &meal->name); |
|
|
2096 | else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) |
|
|
2097 | buf = format ("The %s tasted strange.", &meal->name); |
|
|
2098 | else |
|
|
2099 | buf = format ("The %s had no taste.", &meal->name); |
|
|
2100 | |
|
|
2101 | op->statusmsg (buf); |
|
|
2102 | |
|
|
2103 | /* now choose a winner if we have any */ |
|
|
2104 | i = -1; |
|
|
2105 | if (winners > 0) |
|
|
2106 | i = atnr_winner [rndm (winners)]; |
|
|
2107 | |
|
|
2108 | if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) |
|
|
2109 | { |
|
|
2110 | /* resistance increased! */ |
|
|
2111 | skin->resist[i]++; |
|
|
2112 | op->update_stats (); |
|
|
2113 | |
|
|
2114 | op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i])); |
|
|
2115 | } |
|
|
2116 | |
|
|
2117 | /* if this flesh contains a new ability focus, we mark it |
|
|
2118 | into the ability_force and it will take effect on next level */ |
|
|
2119 | if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) |
|
|
2120 | { |
|
|
2121 | abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ |
|
|
2122 | |
|
|
2123 | if (meal->last_eat != abil->stats.exp) |
|
|
2124 | op->statusmsg (format ( |
|
|
2125 | "Your metabolism prepares to focus on %s!\n" |
|
|
2126 | "The change will happen at level %d.", |
|
|
2127 | change_resist_msg[meal->last_eat], |
|
|
2128 | abil->level + 1 |
|
|
2129 | )); |
|
|
2130 | else |
|
|
2131 | { |
|
|
2132 | op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat])); |
|
|
2133 | abil->last_eat = 0; |
|
|
2134 | } |
|
|
2135 | } |
|
|
2136 | |
|
|
2137 | return 1; |
|
|
2138 | } |
|
|
2139 | |
|
|
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) |
|
|
2146 | { |
|
|
2147 | int capacity_remaining; |
|
|
2148 | |
|
|
2149 | if (op->type != PLAYER) |
|
|
2150 | op->stats.hp = op->stats.maxhp; |
|
|
2151 | else |
|
|
2152 | { |
|
|
2153 | /* check if this is a dragon (player), eating some flesh */ |
|
|
2154 | if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp)) |
|
|
2155 | ; |
|
|
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 | } |
|
|
2210 | } |
|
|
2211 | |
|
|
2212 | handle_apply_yield (tmp); |
|
|
2213 | tmp->decrease (); |
|
|
2214 | } |
|
|
2215 | |
|
|
2216 | /** |
|
|
2217 | * Handles applying an improve armor scroll. |
|
|
2218 | * Does some sanity checks, then calls improve_armour. |
|
|
2219 | */ |
|
|
2220 | static void |
|
|
2221 | apply_armour_improver (object *op, object *tmp) |
|
|
2222 | { |
|
|
2223 | object *armor; |
|
|
2224 | |
|
|
2225 | if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC)) |
|
|
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)) |
|
|
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) |
|
|
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 | |
|
|
2547 | marked = find_marked_object (pl); |
|
|
2548 | |
|
|
2549 | if (!marked) |
|
|
2550 | { |
|
|
2551 | pl->failmsg (format ("Use the %s with what item?", query_name (transformer))); |
|
|
2552 | return; |
|
|
2553 | } |
|
|
2554 | |
|
|
2555 | if (!marked->slaying) |
|
|
2556 | { |
|
|
2557 | pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
|
|
2558 | return; |
|
|
2559 | } |
|
|
2560 | |
|
|
2561 | /* check whether they are compatible or not */ |
|
|
2562 | find = strstr (&marked->slaying, transformer->arch->archname); |
|
|
2563 | if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) |
|
|
2564 | { |
|
|
2565 | pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
|
|
2566 | return; |
|
|
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))) |
|
|
2572 | { |
|
|
2573 | yield = atoi (find); |
|
|
2574 | if (yield < 1) |
|
|
2575 | { |
|
|
2576 | LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield); |
|
|
2577 | yield = 1; |
|
|
2578 | } |
|
|
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))); |
|
|
2606 | return; |
|
|
2607 | } |
|
|
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 | } |
|
|
2622 | |
|
|
2623 | /** |
|
|
2624 | * Main apply handler. |
|
|
2625 | * |
|
|
2626 | * Checks for unpaid items before applying. |
|
|
2627 | * |
|
|
2628 | * Return value: |
|
|
2629 | * 0: player or monster can't apply objects of that type |
|
|
2630 | * 1: has been applied, or there was an error applying the object |
|
|
2631 | * 2: objects of that type can't be applied if not in inventory |
|
|
2632 | * |
|
|
2633 | * who is the object that is causing object to be applied, op is the object |
|
|
2634 | * being applied. |
|
|
2635 | * |
|
|
2636 | * aflag is special (always apply/unapply) flags. Nothing is done with |
|
|
2637 | * them in this function - they are passed to apply_special |
|
|
2638 | */ |
|
|
2639 | int |
|
|
2640 | manual_apply (object *who, object *op, int aflag) |
|
|
2641 | { |
|
|
2642 | op = op->head_ (); |
|
|
2643 | |
|
|
2644 | if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) |
|
|
2645 | { |
|
|
2646 | if (who->type == PLAYER) |
|
|
2647 | { |
|
|
2648 | examine (who, op); |
|
|
2649 | //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove |
|
|
2650 | return 1; |
|
|
2651 | } |
|
|
2652 | else |
|
|
2653 | return 0; /* monsters just skip unpaid items */ |
|
|
2654 | } |
|
|
2655 | |
|
|
2656 | if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who))) |
|
|
2657 | return RESULT_INT (0); |
|
|
2658 | |
|
|
2659 | switch (op->type) |
|
|
2660 | { |
|
|
2661 | case T_HANDLE: |
|
|
2662 | who->play_sound (sound_find ("turn_handle")); |
|
|
2663 | who->statusmsg ("You turn the handle."); |
|
|
2664 | op->value = op->value ? 0 : 1; |
|
|
2665 | SET_ANIMATION (op, op->value); |
|
|
2666 | update_object (op, UP_OBJ_FACE); |
|
|
2667 | push_button (op, who); |
|
|
2668 | return 1; |
|
|
2669 | |
|
|
2670 | case TRIGGER: |
|
|
2671 | if (check_trigger (op, who, who)) |
|
|
2672 | { |
|
|
2673 | who->statusmsg ("You turn the handle."); |
|
|
2674 | who->play_sound (sound_find ("turn_handle")); |
|
|
2675 | } |
|
|
2676 | else |
|
|
2677 | who->failmsg ("The handle doesn't move."); |
|
|
2678 | |
|
|
2679 | return 1; |
|
|
2680 | |
|
|
2681 | case EXIT: |
|
|
2682 | if (who->type != PLAYER) |
|
|
2683 | return 0; |
|
|
2684 | |
|
|
2685 | if (!EXIT_PATH (op)) |
|
|
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))); |
|
|
2687 | else |
|
|
2688 | { |
|
|
2689 | /* Don't display messages for random maps. */ |
|
|
2690 | if (op->msg && EXIT_PATH (op) != shstr_random_map_exit) |
|
|
2691 | who->statusmsg (op->msg, NDI_NAVY); |
|
|
2692 | |
|
|
2693 | who->enter_exit (op); |
|
|
2694 | } |
|
|
2695 | |
|
|
2696 | return 1; |
|
|
2697 | |
|
|
2698 | case INSCRIBABLE: |
|
|
2699 | who->statusmsg (op->msg); |
|
|
2700 | // maybe show a spell menu to chose from or something like that |
|
|
2701 | return 1; |
|
|
2702 | |
|
|
2703 | case SIGN: |
|
|
2704 | apply_sign (who, op, 0); |
|
|
2705 | return 1; |
|
|
2706 | |
|
|
2707 | case BOOK: |
|
|
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); |
|
|
2736 | return 1; |
|
|
2737 | |
|
|
2738 | case POTION: |
|
|
2739 | apply_potion (who, op); |
|
|
2740 | return 1; |
|
|
2741 | |
|
|
2742 | /* Eneq(@csd.uu.se): Handle apply on containers. */ |
|
|
2743 | //TODO: remove, as it is unsed? |
|
|
2744 | case CLOSE_CON: |
|
|
2745 | apply_container (who, op->env); |
|
|
2746 | return 1; |
|
|
2747 | |
|
|
2748 | case CONTAINER: |
|
|
2749 | apply_container (who, op); |
|
|
2750 | return 1; |
|
|
2751 | |
|
|
2752 | case TREASURE: |
|
|
2753 | if (who->type == PLAYER) |
|
|
2754 | { |
|
|
2755 | apply_treasure (who, op); |
|
|
2756 | return 1; |
|
|
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; |
|
|
2862 | } |
|
|
2863 | } |
|
|
2864 | |
|
|
2865 | /* quiet suppresses the "don't know how to apply" and "you must get it first" |
|
|
2866 | * messages as needed by player_apply_below(). But there can still be |
|
|
2867 | * "but you are floating high above the ground" messages. |
|
|
2868 | * |
|
|
2869 | * Same return value as apply() function. |
|
|
2870 | */ |
|
|
2871 | int |
|
|
2872 | player_apply (object *pl, object *op, int aflag, int quiet) |
|
|
2873 | { |
|
|
2874 | if (!op->env && (pl->move_type & MOVE_FLYING)) |
|
|
2875 | { |
|
|
2876 | /* player is flying and applying object not in inventory */ |
|
|
2877 | if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) |
|
|
2878 | { |
|
|
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.>"); |
|
|
2882 | return 0; |
|
|
2883 | } |
|
|
2884 | } |
|
|
2885 | |
|
|
2886 | pl->contr->last_used = op; |
|
|
2887 | |
|
|
2888 | int tmp = manual_apply (pl, op, aflag); |
|
|
2889 | |
|
|
2890 | if (!quiet) |
|
|
2891 | { |
|
|
2892 | if (tmp == 0) |
|
|
2893 | pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); |
|
|
2894 | else if (tmp == 2) |
|
|
2895 | pl->failmsg ("You must get it first!\n"); |
|
|
2896 | } |
|
|
2897 | |
|
|
2898 | return tmp; |
|
|
2899 | } |
|
|
2900 | |
|
|
2901 | /** |
|
|
2902 | * player_apply_below attempts to apply the object 'below' the player. |
|
|
2903 | * If the player has an open container, we use that for below, otherwise |
|
|
2904 | * we use the ground. |
|
|
2905 | */ |
|
|
2906 | void |
|
|
2907 | player_apply_below (object *pl) |
|
|
2908 | { |
|
|
2909 | int floors = 0; |
|
|
2910 | |
|
|
2911 | /* If using a container, set the starting item to be the top |
|
|
2912 | * item in the container. Otherwise, use the map. |
|
|
2913 | * This is perhaps more complicated. However, I want to make sure that |
|
|
2914 | * we don't use a corrupt pointer for the next object, so we get the |
|
|
2915 | * next object in the stack before applying. This is can only be a |
|
|
2916 | * problem if player_apply() has a bug in that it uses the object but does |
|
|
2917 | * not return a proper value. |
|
|
2918 | */ |
|
|
2919 | for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next) |
|
|
2920 | { |
|
|
2921 | next = tmp->below; |
|
|
2922 | |
|
|
2923 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
2924 | floors++; |
|
|
2925 | else if (floors > 0) |
|
|
2926 | return; /* process only floor objects after first floor object */ |
|
|
2927 | |
|
|
2928 | /* If it is visible, player can apply it. If it is applied by |
|
|
2929 | * person moving on it, also activate. Added code to make it |
|
|
2930 | * so that at least one of players movement types be that which |
|
|
2931 | * the item needs. |
|
|
2932 | */ |
|
|
2933 | if (!tmp->invisible || (tmp->move_on & pl->move_type)) |
|
|
2934 | if (player_apply (pl, tmp, 0, 1) == 1) |
|
|
2935 | return; |
|
|
2936 | |
|
|
2937 | if (floors >= 2) |
|
|
2938 | return; /* process at most two floor objects */ |
|
|
2939 | } |
|
|
2940 | } |
|
|
2941 | |
|
|
2942 | /** |
|
|
2943 | * Unapplies specified item. |
1024 | * Unapplies specified item. |
2944 | * No check done on cursed/damned. |
1025 | * No check done on cursed/damned. |
2945 | * Break this out of apply_special - this is just done |
1026 | * Break this out of apply_special - this is just done |
2946 | * to keep the size of apply_special to a more managable size. |
1027 | * to keep the size of apply_special to a more managable size. |
2947 | */ |
1028 | */ |
2948 | static int |
1029 | static bool |
2949 | unapply_special (object *who, object *op, int aflags) |
1030 | unapply_special (object *who, object *op, int aflags) |
2950 | { |
1031 | { |
2951 | if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) |
1032 | if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) |
2952 | || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) |
1033 | || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) |
2953 | return RESULT_INT (0); |
1034 | return RESULT_INT (0); |
2954 | |
1035 | |
2955 | CLEAR_FLAG (op, FLAG_APPLIED); |
1036 | if (who->current_weapon == op) |
|
|
1037 | who->current_weapon = 0; |
|
|
1038 | |
|
|
1039 | op->flag [FLAG_APPLIED] = false; |
2956 | |
1040 | |
2957 | switch (op->type) |
1041 | switch (op->type) |
2958 | { |
1042 | { |
2959 | case SKILL_TOOL: |
1043 | case SKILL: |
|
|
1044 | if (player *pl = who->contr) |
|
|
1045 | if (op->invisible) |
|
|
1046 | pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill)); |
|
|
1047 | else |
|
|
1048 | pl->statusmsg (format ("You stop using the %s.", query_name (op))); |
|
|
1049 | |
|
|
1050 | change_abil (who, op); |
|
|
1051 | who->flag [FLAG_READY_SKILL] = false; |
|
|
1052 | break; |
|
|
1053 | |
|
|
1054 | case WEAPON: |
|
|
1055 | who->statusmsg (format ("You unwield %s.", query_name (op))); |
|
|
1056 | change_abil (who, op); |
|
|
1057 | who->flag [FLAG_READY_WEAPON] = false; |
|
|
1058 | |
2960 | // unapplying a skill tool should also unapply the skill it governs |
1059 | // unapplying a weapon or skill tool should also unapply the skill it governs |
2961 | // but this is hard, as it shouldn't do so when the skill can |
1060 | // but this is hard, as it shouldn't do so when the skill can |
2962 | // be used for other reasons |
1061 | // be used for other reasons |
2963 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
1062 | if (who->chosen_skill) |
2964 | if (tmp->skill == op->skill |
1063 | if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL]) |
2965 | && tmp->type == SKILL |
|
|
2966 | && tmp->flag [FLAG_APPLIED] |
|
|
2967 | && !tmp->flag [FLAG_CAN_USE_SKILL]) |
|
|
2968 | unapply_special (who, tmp, 0); |
1064 | unapply_special (who, op, 0); |
2969 | |
1065 | |
2970 | change_abil (who, op); |
|
|
2971 | break; |
1066 | break; |
2972 | |
1067 | |
|
|
1068 | case BOW: |
2973 | case WEAPON: |
1069 | case WAND: |
|
|
1070 | case ROD: |
|
|
1071 | case HORN: |
|
|
1072 | case RANGED: |
2974 | if (player *pl = who->contr) |
1073 | if (player *pl = who->contr) |
2975 | if (op == pl->combat_ob) |
|
|
2976 | { |
|
|
2977 | pl->combat_ob = 0; |
|
|
2978 | who->change_weapon (pl->ranged_ob); |
|
|
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 | { |
1074 | { |
2990 | if (IS_COMBAT_SKILL (op->subtype)) |
1075 | who->statusmsg (format ("You unready %s.", query_name (op))); |
2991 | who->change_weapon (who->contr->combat_ob = 0); |
1076 | change_abil (who, op); |
2992 | else if (IS_RANGED_SKILL (op->subtype)) |
1077 | } |
2993 | who->change_weapon (who->contr->ranged_ob = 0); |
1078 | else |
2994 | |
1079 | { |
2995 | if (op->invisible) |
1080 | if (op->type == BOW) |
2996 | who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); |
1081 | op->flag [FLAG_READY_BOW ] = false; |
2997 | else |
1082 | else |
2998 | who->statusmsg (format ("You stop using the %s.", query_name (op))); |
1083 | op->flag [FLAG_READY_RANGE] = false; |
2999 | } |
1084 | } |
3000 | |
1085 | |
3001 | change_abil (who, op); |
|
|
3002 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
|
|
3003 | break; |
1086 | break; |
3004 | |
1087 | |
3005 | case ARMOUR: |
1088 | case ARMOUR: |
3006 | case HELMET: |
1089 | case HELMET: |
3007 | case SHIELD: |
1090 | case SHIELD: |
… | |
… | |
3014 | case CLOAK: |
1097 | case CLOAK: |
3015 | who->statusmsg (format ("You unwear %s.", query_name (op))); |
1098 | who->statusmsg (format ("You unwear %s.", query_name (op))); |
3016 | change_abil (who, op); |
1099 | change_abil (who, op); |
3017 | break; |
1100 | break; |
3018 | |
1101 | |
|
|
1102 | case SPELL: |
3019 | case BOW: |
1103 | case BUILDER: |
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))); |
1104 | 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; |
1105 | break; |
3044 | |
1106 | |
3045 | case BUILDER: |
1107 | //case SKILL_TOOL://TODO |
3046 | if (who->contr) |
|
|
3047 | who->statusmsg (format ("You unready %s.", query_name (op))); |
|
|
3048 | break; |
|
|
3049 | |
|
|
3050 | default: |
1108 | default: |
3051 | who->statusmsg (format ("You unapply %s.", query_name (op))); |
1109 | who->statusmsg (format ("You unapply %s.", query_name (op))); |
3052 | break; |
1110 | break; |
3053 | } |
1111 | } |
3054 | |
1112 | |
… | |
… | |
3056 | if (object *pl = op->visible_to ()) |
1114 | if (object *pl = op->visible_to ()) |
3057 | esrv_send_item (pl, op); |
1115 | esrv_send_item (pl, op); |
3058 | |
1116 | |
3059 | who->update_stats (); |
1117 | who->update_stats (); |
3060 | |
1118 | |
3061 | return 0; |
1119 | return 1; |
3062 | } |
1120 | } |
3063 | |
1121 | |
3064 | /** |
1122 | /** |
3065 | * Returns the object that is using location 'loc'. |
1123 | * Returns the object that is using location 'loc'. |
3066 | * Note that 'start' is the first object to start examing - we |
1124 | * Note that 'start' is the first object to start examing - we |
… | |
… | |
3078 | static object * |
1136 | static object * |
3079 | get_next_item_from_body_location (int loc, object *start) |
1137 | get_next_item_from_body_location (int loc, object *start) |
3080 | { |
1138 | { |
3081 | for (object *tmp = start; tmp; tmp = tmp->below) |
1139 | for (object *tmp = start; tmp; tmp = tmp->below) |
3082 | if (tmp->flag [FLAG_APPLIED] |
1140 | if (tmp->flag [FLAG_APPLIED] |
3083 | && tmp->slot[loc].info |
1141 | && tmp->slot [loc].info |
3084 | && (!tmp->invisible || tmp->type == SKILL)) |
1142 | && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL)) |
3085 | return tmp; |
1143 | return tmp; |
3086 | |
1144 | |
3087 | return 0; |
1145 | return 0; |
3088 | } |
1146 | } |
3089 | |
1147 | |
… | |
… | |
3102 | #define CANNOT_REMOVE_CURSED \ |
1160 | #define CANNOT_REMOVE_CURSED \ |
3103 | "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ |
1161 | "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, " \ |
1162 | "Praying over an altar, scrolls of remove curse/damnation, " \ |
3105 | "priests or even other players might help.>" |
1163 | "priests or even other players might help.>" |
3106 | |
1164 | |
3107 | static int |
1165 | static bool |
3108 | unapply_for_ob (object *who, object *op, int aflags) |
1166 | unapply_for_ob (object *who, object *op, int aflags) |
3109 | { |
1167 | { |
3110 | if (op->is_range ()) |
1168 | if (op->is_range ()) |
3111 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
1169 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
3112 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) |
1170 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) |
… | |
… | |
3121 | { |
1179 | { |
3122 | /* In this case, we want to try and remove a cursed item. |
1180 | /* In this case, we want to try and remove a cursed item. |
3123 | * While we know it won't work, we want unapply_special to |
1181 | * While we know it won't work, we want unapply_special to |
3124 | * at least generate the message. |
1182 | * at least generate the message. |
3125 | */ |
1183 | */ |
3126 | who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp))); |
1184 | who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)); |
3127 | return 1; |
1185 | return 1; |
3128 | } |
1186 | } |
3129 | |
1187 | |
3130 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
1188 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
3131 | { |
1189 | { |
… | |
… | |
3165 | /* Cursed item that we can't unequip - tell the player. |
1223 | /* Cursed item that we can't unequip - tell the player. |
3166 | * Note this could be annoying if this is just one of a few, |
1224 | * Note this could be annoying if this is just one of a few, |
3167 | * so it may not be critical (eg, putting on a ring and you have |
1225 | * so it may not be critical (eg, putting on a ring and you have |
3168 | * one cursed ring.) |
1226 | * one cursed ring.) |
3169 | */ |
1227 | */ |
3170 | who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp))); |
1228 | who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)); |
3171 | } |
1229 | } |
3172 | |
1230 | |
3173 | last = tmp->below; |
1231 | last = tmp->below; |
3174 | } |
1232 | } |
3175 | /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the |
1233 | /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the |
… | |
… | |
3234 | continue; |
1292 | continue; |
3235 | } |
1293 | } |
3236 | |
1294 | |
3237 | object *tmp1 = get_next_item_from_body_location (i, who->inv); |
1295 | object *tmp1 = get_next_item_from_body_location (i, who->inv); |
3238 | if (!tmp1) |
1296 | if (!tmp1) |
3239 | { |
|
|
3240 | #if 0 |
|
|
3241 | /* This is sort of an error, but happens a lot when old players |
|
|
3242 | * join in with more stuff equipped than they are now allowed. |
|
|
3243 | */ |
|
|
3244 | LOG (llevError, "Can't find object using location %d on %s\n", i, who->name); |
|
|
3245 | #endif |
|
|
3246 | retval |= CAN_APPLY_NEVER; |
1297 | retval |= CAN_APPLY_NEVER; |
3247 | } |
|
|
3248 | else |
1298 | else |
3249 | { |
1299 | { |
3250 | /* need to unapply something. However, if this something |
1300 | /* need to unapply something. However, if this something |
3251 | * is different than we had found before, it means they need |
1301 | * is different than we had found before, it means they need |
3252 | * to apply multiple objects |
1302 | * to apply multiple objects |
… | |
… | |
3332 | */ |
1382 | */ |
3333 | |
1383 | |
3334 | #define LACK_ITEM_POWER \ |
1384 | #define LACK_ITEM_POWER \ |
3335 | " H<You lack enough unused item power to use this weapon, see the skills command.>" |
1385 | " H<You lack enough unused item power to use this weapon, see the skills command.>" |
3336 | |
1386 | |
3337 | int |
1387 | static bool |
3338 | apply_special (object *who, object *op, int aflags) |
1388 | apply_special (object *who, object *op, int aflags) |
3339 | { |
1389 | { |
3340 | int basic_flag = aflags & AP_BASIC_FLAGS; |
1390 | int basic_flag = aflags & AP_MODE; |
3341 | object *tmp, *tmp2, *skop = NULL; |
1391 | object *tmp, *tmp2, *skop = NULL; |
3342 | |
1392 | |
3343 | if (who == NULL) |
1393 | if (who == NULL) |
3344 | { |
1394 | { |
3345 | LOG (llevError, "apply_special() from object without environment.\n"); |
1395 | LOG (llevError, "apply_special() from object without environment.\n"); |
3346 | return 1; |
1396 | return 1; |
3347 | } |
1397 | } |
3348 | |
1398 | |
|
|
1399 | //TODO: remove these when apply_special is no longer exposed |
3349 | if (op->env != who) |
1400 | if (op->env != who) |
3350 | return 1; /* op is not in inventory */ |
1401 | return 1; /* op is not in inventory */ |
3351 | |
1402 | |
3352 | /* trying to unequip op */ |
1403 | /* trying to unequip op */ |
3353 | if (QUERY_FLAG (op, FLAG_APPLIED)) |
1404 | if (QUERY_FLAG (op, FLAG_APPLIED)) |
… | |
… | |
3356 | if (basic_flag == AP_APPLY) |
1407 | if (basic_flag == AP_APPLY) |
3357 | return 0; |
1408 | return 0; |
3358 | |
1409 | |
3359 | if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) |
1410 | if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) |
3360 | { |
1411 | { |
3361 | who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op))); |
1412 | who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)); |
3362 | return 1; |
1413 | return 1; |
3363 | } |
1414 | } |
3364 | |
1415 | |
3365 | return unapply_special (who, op, aflags); |
1416 | return unapply_special (who, op, aflags); |
3366 | } |
1417 | } |
3367 | else if (basic_flag == AP_UNAPPLY) |
1418 | else if (basic_flag == AP_UNAPPLY) |
3368 | return 0; |
1419 | return 0; |
3369 | |
1420 | |
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; |
|
|
3377 | } |
|
|
3378 | |
|
|
3379 | splay (op); |
1421 | splay (op); |
3380 | |
1422 | |
3381 | /* Can't just apply this object. Lets see what not and what to do */ |
1423 | /* Can't just apply this object. Lets see what not and what to do */ |
3382 | if (int i = can_apply_object (who, op)) |
1424 | if (int i = can_apply_object (who, op)) |
3383 | { |
1425 | { |
3384 | if (i & CAN_APPLY_NEVER) |
1426 | if (i & CAN_APPLY_NEVER) |
3385 | { |
1427 | { |
3386 | who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op))); |
1428 | who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)); |
3387 | return 1; |
1429 | return 1; |
3388 | } |
1430 | } |
3389 | else if (i & CAN_APPLY_RESTRICTION) |
1431 | else if (i & CAN_APPLY_RESTRICTION) |
3390 | { |
1432 | { |
3391 | who->failmsg (format ( |
1433 | who->failmsgf ( |
3392 | "You have a prohibition against using a %s. " |
1434 | "You have a prohibition against using a %s. " |
3393 | "H<Your belief, profession or class prevents you from applying this item.>", |
1435 | "H<Your belief, profession or class prevents you from applying this item.>", |
3394 | query_name (op) |
1436 | query_name (op) |
3395 | )); |
1437 | ); |
3396 | return 1; |
1438 | return 1; |
3397 | } |
1439 | } |
3398 | |
1440 | |
3399 | if (who->type != PLAYER) |
1441 | if (who->type != PLAYER) |
3400 | { |
1442 | { |
… | |
… | |
3416 | } |
1458 | } |
3417 | } |
1459 | } |
3418 | |
1460 | |
3419 | if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) |
1461 | if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) |
3420 | { |
1462 | { |
|
|
1463 | // try to ready attached skill first |
3421 | skop = find_skill_by_name (who, op->skill); |
1464 | skop = find_skill_by_name (who, op->skill); |
3422 | |
1465 | |
3423 | if (!skop) |
1466 | if (!skop) |
3424 | { |
1467 | { |
3425 | who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); |
1468 | who->failmsgf ("You need the %s skill to use this item!", &op->skill); |
3426 | return 1; |
1469 | return 1; |
3427 | } |
1470 | } |
3428 | else |
1471 | else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT)) |
3429 | /* While experience will be credited properly, we want to change the |
|
|
3430 | * skill so that the dam and wc get updated |
|
|
3431 | */ |
1472 | { |
3432 | who->change_skill (skop); |
1473 | who->failmsgf ("You can't use the required %s skill!", &op->skill); |
|
|
1474 | return 1; |
|
|
1475 | } |
3433 | } |
1476 | } |
3434 | |
1477 | |
3435 | if (!check_item_power (who, op->item_power)) |
1478 | if (!check_item_power (who, op->item_power)) |
3436 | { |
1479 | { |
3437 | who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); |
1480 | who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); |
… | |
… | |
3440 | |
1483 | |
3441 | /* Ok. We are now at the state where we can apply the new object. |
1484 | /* Ok. We are now at the state where we can apply the new object. |
3442 | * Note that we don't have the checks for can_use_... |
1485 | * Note that we don't have the checks for can_use_... |
3443 | * below - that is already taken care of by can_apply_object. |
1486 | * below - that is already taken care of by can_apply_object. |
3444 | */ |
1487 | */ |
|
|
1488 | |
|
|
1489 | // split away all the other items from the stack, so only one item is left |
3445 | tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; |
1490 | tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; |
3446 | |
1491 | |
3447 | if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) |
1492 | if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) |
3448 | return RESULT_INT (0); |
1493 | return RESULT_INT (0); |
3449 | |
1494 | |
3450 | switch (op->type) |
1495 | switch (op->type) |
3451 | { |
1496 | { |
3452 | case WEAPON: |
1497 | case WEAPON: |
3453 | //TODO: this obviously fails for players using a shorter prefix |
1498 | if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\'')) |
3454 | // i.e. "R" can use Ragnarok's sword. |
|
|
3455 | if (op->level && !op->name.starts_with (who->name)) |
|
|
3456 | { |
1499 | { |
3457 | /* if the weapon does not have the name as the character, can't use it. */ |
1500 | /* if the weapon does not have the name as the character, can't use it. */ |
3458 | /* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
1501 | /* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
3459 | who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); |
1502 | who->failmsg ("The weapon does not recognize you as its owner. " |
3460 | |
1503 | "H<Its name indicates that it belongs to somebody else.>"); |
3461 | if (tmp) |
1504 | if (tmp) who->insert (tmp); |
3462 | insert_ob_in_ob (tmp, who); |
|
|
3463 | |
|
|
3464 | return 1; |
1505 | return 1; |
3465 | } |
1506 | } |
3466 | |
1507 | |
3467 | if (!skop) |
1508 | op->flag [FLAG_APPLIED] = true; |
|
|
1509 | |
|
|
1510 | if (player *pl = who->contr) |
3468 | { |
1511 | { |
3469 | who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO |
1512 | who->statusmsg (format ("You wield %s.", query_name (op))); |
3470 | return 1; |
1513 | change_abil (who, op); |
3471 | } |
1514 | } |
3472 | |
1515 | |
3473 | SET_FLAG (op, FLAG_APPLIED); |
1516 | op->flag [FLAG_READY_WEAPON] = true; |
3474 | who->change_skill (skop); |
|
|
3475 | |
|
|
3476 | if (who->contr) |
|
|
3477 | who->change_weapon (who->contr->combat_ob = op); |
|
|
3478 | |
|
|
3479 | who->statusmsg (format ("You wield %s.", query_name (op))); |
|
|
3480 | |
|
|
3481 | SET_FLAG (who, FLAG_READY_WEAPON); |
|
|
3482 | change_abil (who, op); |
|
|
3483 | break; |
1517 | break; |
3484 | |
1518 | |
3485 | case ARMOUR: |
1519 | case ARMOUR: |
3486 | case HELMET: |
1520 | case HELMET: |
3487 | case SHIELD: |
1521 | case SHIELD: |
… | |
… | |
3496 | who->statusmsg (format ("You wear %s.", query_name (op))); |
1530 | who->statusmsg (format ("You wear %s.", query_name (op))); |
3497 | change_abil (who, op); |
1531 | change_abil (who, op); |
3498 | break; |
1532 | break; |
3499 | |
1533 | |
3500 | case SKILL_TOOL: |
1534 | case SKILL_TOOL: |
3501 | // applying a skill tool also readies the skill |
1535 | // applying a skill tool does not ready the skill |
|
|
1536 | // if something needs the skill, it has to ready it itself |
|
|
1537 | //TODO: unapplying should unapply the skill, though |
3502 | SET_FLAG (op, FLAG_APPLIED); |
1538 | SET_FLAG (op, FLAG_APPLIED); |
|
|
1539 | break; |
3503 | |
1540 | |
|
|
1541 | case SKILL: |
3504 | if (!(aflags & AP_NO_READY)) |
1542 | if (!(aflags & AP_NO_SLOT)) |
3505 | { |
1543 | { |
3506 | skop = find_skill_by_name (who, op->skill); |
1544 | // skill is used on it's own, as opposed to being a chosen_skill |
3507 | if (!skop->flag [FLAG_APPLIED]) |
1545 | |
3508 | apply_special (who, skop, AP_APPLY); |
1546 | if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA)) |
|
|
1547 | { |
|
|
1548 | who->failmsgf ( |
|
|
1549 | "You feel as if you wanted to do something funny, but you can't remember what. " |
|
|
1550 | "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. " |
|
|
1551 | "It cannot be used on its own.>", |
|
|
1552 | &op->skill |
|
|
1553 | ); |
|
|
1554 | if (tmp) who->insert (tmp); |
|
|
1555 | return 1; |
|
|
1556 | } |
|
|
1557 | |
|
|
1558 | if (skill_flags [op->subtype] & SF_AUTARK |
|
|
1559 | || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED))) |
|
|
1560 | { |
|
|
1561 | if (skill_flags [op->subtype] & SF_USE) |
|
|
1562 | who->failmsgf ( |
|
|
1563 | "You feel as if you wanted to do something funny, but you can't remember what. " |
|
|
1564 | "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>", |
|
|
1565 | &op->skill, &op->skill |
|
|
1566 | ); |
|
|
1567 | else |
|
|
1568 | who->failmsgf ( |
|
|
1569 | "You feel as if you wanted to do something funny, but you can't remember what. " |
|
|
1570 | "H<The %s skill cannot be readied or used, it is always active.>", |
|
|
1571 | &op->skill |
|
|
1572 | ); |
|
|
1573 | |
|
|
1574 | if (tmp) who->insert (tmp); |
|
|
1575 | |
|
|
1576 | return 1; |
|
|
1577 | } |
|
|
1578 | |
|
|
1579 | if (who->contr) |
|
|
1580 | if (op->invisible) |
|
|
1581 | who->statusmsg (format ("You can now use the %s skill.", &op->skill)); |
|
|
1582 | else |
|
|
1583 | who->statusmsg (format ("You ready %s.", query_name (op))); |
3509 | } |
1584 | } |
|
|
1585 | |
|
|
1586 | SET_FLAG (who, FLAG_READY_SKILL); |
|
|
1587 | SET_FLAG (op, FLAG_APPLIED); |
|
|
1588 | change_abil (who, op); |
3510 | break; |
1589 | break; |
3511 | |
1590 | |
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: |
1591 | case BOW: |
3588 | if (op->level && !op->name.starts_with (who->name)) |
1592 | if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\'')) |
3589 | { |
1593 | { |
3590 | who->failmsg ("The weapon does not recognize you as its owner. " |
1594 | who->failmsg ("The weapon does not recognize you as its owner. " |
3591 | "H<Its name indicates that it belongs to somebody else.>"); |
1595 | "H<Its name indicates that it belongs to somebody else.>"); |
3592 | if (tmp) |
1596 | if (tmp) who->insert (tmp); |
3593 | insert_ob_in_ob (tmp, who); |
|
|
3594 | |
|
|
3595 | return 1; |
1597 | return 1; |
3596 | } |
1598 | } |
|
|
1599 | |
|
|
1600 | if (player *pl = who->contr) |
|
|
1601 | { |
|
|
1602 | op->flag [FLAG_APPLIED] = true; |
|
|
1603 | who->statusmsg (format ("You wield the %s.", query_name (op))); |
|
|
1604 | change_abil (who, op); |
|
|
1605 | } |
|
|
1606 | break; |
|
|
1607 | |
|
|
1608 | case RANGED: |
|
|
1609 | if (player *pl = who->contr) |
|
|
1610 | { |
|
|
1611 | op->flag [FLAG_APPLIED] = true; |
|
|
1612 | who->statusmsg (format ("You applied the %s.", query_name (op))); |
|
|
1613 | } |
|
|
1614 | break; |
|
|
1615 | |
|
|
1616 | case SPELL: |
|
|
1617 | if (player *pl = who->contr) |
|
|
1618 | { |
|
|
1619 | op->flag [FLAG_APPLIED] = true; |
|
|
1620 | who->statusmsg (format ("You ready the spell %s.", query_name (op))); |
|
|
1621 | } |
|
|
1622 | break; |
3597 | |
1623 | |
3598 | /*FALLTHROUGH*/ |
1624 | /*FALLTHROUGH*/ |
3599 | case WAND: |
1625 | case WAND: |
3600 | case ROD: |
1626 | case ROD: |
3601 | case HORN: |
1627 | case HORN: |
3602 | /* check for skill, alter player status */ |
1628 | op->flag [FLAG_APPLIED] = true; |
3603 | |
1629 | |
3604 | if (!skop) |
1630 | if (player *pl = who->contr) |
3605 | { |
1631 | { |
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))); |
1632 | who->statusmsg (format ("You ready %s.", query_name (op))); |
3618 | |
1633 | |
3619 | if (op->type == BOW) |
1634 | 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))); |
1635 | who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); |
3624 | } |
1636 | |
|
|
1637 | change_abil (who, op); |
3625 | } |
1638 | } |
3626 | else |
1639 | else |
3627 | { |
1640 | { |
3628 | if (op->type == BOW) |
1641 | if (op->type == BOW) |
3629 | SET_FLAG (who, FLAG_READY_BOW); |
1642 | op->flag [FLAG_READY_BOW ] = true; |
3630 | else |
1643 | else |
3631 | SET_FLAG (who, FLAG_READY_RANGE); |
1644 | op->flag [FLAG_READY_RANGE] = true; |
3632 | } |
1645 | } |
3633 | |
1646 | |
3634 | break; |
1647 | break; |
3635 | |
1648 | |
3636 | case BUILDER: |
1649 | case BUILDER: |
3637 | if (who->type == PLAYER) |
1650 | if (player *pl = who->contr) |
3638 | { |
1651 | { |
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))); |
1652 | who->statusmsg (format ("You ready your %s.", query_name (op))); |
3644 | |
1653 | //TODO: change_abil? |
3645 | who->contr->ranged_ob = op; |
|
|
3646 | } |
1654 | } |
3647 | break; |
1655 | break; |
3648 | |
1656 | |
3649 | default: |
1657 | default: |
3650 | who->statusmsg (format ("You apply %s.", query_name (op))); |
1658 | who->statusmsg (format ("You apply %s.", query_name (op))); |
3651 | } |
1659 | } |
3652 | |
1660 | |
3653 | SET_FLAG (op, FLAG_APPLIED); |
1661 | SET_FLAG (op, FLAG_APPLIED); |
3654 | |
1662 | |
3655 | if (tmp) |
|
|
3656 | who->insert (tmp); |
1663 | if (tmp) who->insert (tmp); |
3657 | |
1664 | |
3658 | who->update_stats (); |
1665 | who->update_stats (); |
3659 | |
1666 | |
3660 | /* We exclude spell casting objects. The fire code will set the |
1667 | /* We exclude spell casting objects. The fire code will set the |
3661 | * been applied flag when they are used - until that point, |
1668 | * been applied flag when they are used - until that point, |
… | |
… | |
3676 | |
1683 | |
3677 | if (object *pl = op->visible_to ()) |
1684 | if (object *pl = op->visible_to ()) |
3678 | esrv_send_item (pl, op); |
1685 | esrv_send_item (pl, op); |
3679 | |
1686 | |
3680 | return 0; |
1687 | return 0; |
|
|
1688 | } |
|
|
1689 | |
|
|
1690 | /** |
|
|
1691 | * Check if op should abort moving victim because of it's race or slaying. |
|
|
1692 | * Returns 1 if it should abort, returns 0 if it should continue. |
|
|
1693 | */ |
|
|
1694 | int |
|
|
1695 | should_director_abort (object *op, object *victim) |
|
|
1696 | { |
|
|
1697 | int arch_flag, name_flag, race_flag; |
|
|
1698 | |
|
|
1699 | /* Get flags to determine what of arch, name, and race should be checked. |
|
|
1700 | * This is stored in subtype, and is a bitmask, the LSB is the arch flag, |
|
|
1701 | * the next is the name flag, and the last is the race flag. Also note, |
|
|
1702 | * if subtype is set to zero, that also goes to defaults of all affecting |
|
|
1703 | * it. Examples: |
|
|
1704 | * subtype 1: only arch |
|
|
1705 | * subtype 3: arch or name |
|
|
1706 | * subtype 5: arch or race |
|
|
1707 | * subtype 7: all three |
|
|
1708 | */ |
|
|
1709 | if (op->subtype) |
|
|
1710 | { |
|
|
1711 | arch_flag = op->subtype & 1; |
|
|
1712 | name_flag = op->subtype & 2; |
|
|
1713 | race_flag = op->subtype & 4; |
|
|
1714 | } |
|
|
1715 | else |
|
|
1716 | { |
|
|
1717 | arch_flag = 1; |
|
|
1718 | name_flag = 1; |
|
|
1719 | race_flag = 1; |
|
|
1720 | } |
|
|
1721 | |
|
|
1722 | /* If the director has race set, only affect objects with a arch, |
|
|
1723 | * name or race that matches. |
|
|
1724 | */ |
|
|
1725 | if ((op->race) && |
|
|
1726 | ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) && |
|
|
1727 | ((!(victim->name && name_flag) || op->race != victim->name)) && |
|
|
1728 | ((!(victim->race && race_flag) || op->race != victim->race))) |
|
|
1729 | return 1; |
|
|
1730 | |
|
|
1731 | /* If the director has slaying set, only affect objects where none |
|
|
1732 | * of arch, name, or race match. |
|
|
1733 | */ |
|
|
1734 | if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) || |
|
|
1735 | ((victim->name && name_flag && op->slaying == victim->name)) || |
|
|
1736 | ((victim->race && race_flag && op->slaying == victim->race))) |
|
|
1737 | return 1; |
|
|
1738 | |
|
|
1739 | return 0; |
|
|
1740 | } |
|
|
1741 | |
|
|
1742 | /** |
|
|
1743 | * This handles a player dropping money on an altar to identify stuff. |
|
|
1744 | * It'll identify marked item, if none all items up to dropped money. |
|
|
1745 | * Return value: 1 if money was destroyed, 0 if not. |
|
|
1746 | */ |
|
|
1747 | static int |
|
|
1748 | apply_id_altar (object *money, object *altar, object *pl) |
|
|
1749 | { |
|
|
1750 | dynbuf_text &buf = msg_dynbuf; buf.clear (); |
|
|
1751 | |
|
|
1752 | if (!pl || pl->type != PLAYER) |
|
|
1753 | return 0; |
|
|
1754 | |
|
|
1755 | /* Check for MONEY type is a special hack - it prevents 'nothing needs |
|
|
1756 | * identifying' from being printed out more than it needs to be. |
|
|
1757 | */ |
|
|
1758 | if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY) |
|
|
1759 | return 0; |
|
|
1760 | |
|
|
1761 | /* if the player has a marked item, identify that if it needs to be |
|
|
1762 | * identified. If it doesn't, then go through the player inventory. |
|
|
1763 | */ |
|
|
1764 | if (object *marked = find_marked_object (pl)) |
|
|
1765 | if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) |
|
|
1766 | { |
|
|
1767 | if (operate_altar (altar, &money, pl)) |
|
|
1768 | { |
|
|
1769 | identify (marked); |
|
|
1770 | |
|
|
1771 | buf.printf ("You have %s.\r", long_desc (marked, pl)); |
|
|
1772 | if (marked->msg) |
|
|
1773 | buf << "The item has a story:\r" << marked->msg << "\n\n"; |
|
|
1774 | |
|
|
1775 | return !money; |
|
|
1776 | } |
|
|
1777 | } |
|
|
1778 | |
|
|
1779 | for (object *id = pl->inv; id; id = id->below) |
|
|
1780 | { |
|
|
1781 | if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) |
|
|
1782 | { |
|
|
1783 | if (operate_altar (altar, &money, pl)) |
|
|
1784 | { |
|
|
1785 | identify (id); |
|
|
1786 | |
|
|
1787 | buf.printf ("You have %s.\r", long_desc (id, pl)); |
|
|
1788 | if (id->msg) |
|
|
1789 | buf << "The item has a story:\r" << id->msg << "\n\n"; |
|
|
1790 | |
|
|
1791 | /* If no more money, might as well quit now */ |
|
|
1792 | if (!money || !check_altar_sacrifice (altar, money)) |
|
|
1793 | break; |
|
|
1794 | } |
|
|
1795 | else |
|
|
1796 | { |
|
|
1797 | LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); |
|
|
1798 | break; |
|
|
1799 | } |
|
|
1800 | } |
|
|
1801 | } |
|
|
1802 | |
|
|
1803 | if (buf.empty ()) |
|
|
1804 | pl->failmsg ("You have nothing that needs identifying"); |
|
|
1805 | else |
|
|
1806 | pl->contr->infobox (MSG_CHANNEL ("identify"), buf); |
|
|
1807 | |
|
|
1808 | return !money; |
|
|
1809 | } |
|
|
1810 | |
|
|
1811 | /** |
|
|
1812 | * This checks whether the object has a "on_use_yield" field, and if so generated and drops |
|
|
1813 | * matching item. |
|
|
1814 | **/ |
|
|
1815 | void |
|
|
1816 | handle_apply_yield (object *tmp) |
|
|
1817 | { |
|
|
1818 | if (shstr_tmp yield = tmp->kv (shstr_on_use_yield)) |
|
|
1819 | archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); |
|
|
1820 | } |
|
|
1821 | |
|
|
1822 | /** |
|
|
1823 | * Handles applying a potion. |
|
|
1824 | */ |
|
|
1825 | int |
|
|
1826 | apply_potion (object *op, object *tmp) |
|
|
1827 | { |
|
|
1828 | int got_one = 0, i; |
|
|
1829 | object *force = 0; |
|
|
1830 | |
|
|
1831 | object *floor = GET_MAP_OB (op->map, op->x, op->y); |
|
|
1832 | |
|
|
1833 | if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) |
|
|
1834 | { |
|
|
1835 | op->failmsg ("Gods prevent you from using this here, it's sacred ground!"); |
|
|
1836 | |
|
|
1837 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
1838 | return 0; |
|
|
1839 | } |
|
|
1840 | |
|
|
1841 | if (op->type == PLAYER) |
|
|
1842 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
1843 | identify (tmp); |
|
|
1844 | |
|
|
1845 | handle_apply_yield (tmp); |
|
|
1846 | |
|
|
1847 | /* Potion of restoration - only for players */ |
|
|
1848 | if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) |
|
|
1849 | { |
|
|
1850 | object *depl; |
|
|
1851 | archetype *at; |
|
|
1852 | |
|
|
1853 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
1854 | { |
|
|
1855 | op->drain_stat (); |
|
|
1856 | op->update_stats (); |
|
|
1857 | tmp->decrease (); |
|
|
1858 | return 1; |
|
|
1859 | } |
|
|
1860 | |
|
|
1861 | if (!(at = archetype::find (shstr_depletion))) |
|
|
1862 | { |
|
|
1863 | LOG (llevError, "Could not find archetype depletion\n"); |
|
|
1864 | return 0; |
|
|
1865 | } |
|
|
1866 | |
|
|
1867 | depl = present_arch_in_ob (at, op); |
|
|
1868 | |
|
|
1869 | if (depl) |
|
|
1870 | { |
|
|
1871 | for (i = 0; i < NUM_STATS; i++) |
|
|
1872 | if (depl->stats.stat (i)) |
|
|
1873 | op->statusmsg (restore_msg[i]); |
|
|
1874 | |
|
|
1875 | depl->destroy (); |
|
|
1876 | op->update_stats (); |
|
|
1877 | } |
|
|
1878 | else |
|
|
1879 | op->statusmsg ("Your potion had no effect."); |
|
|
1880 | |
|
|
1881 | tmp->decrease (); |
|
|
1882 | return 1; |
|
|
1883 | } |
|
|
1884 | |
|
|
1885 | /* improvement potion - only for players */ |
|
|
1886 | if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) |
|
|
1887 | { |
|
|
1888 | for (i = 1; i < min (11, op->level); i++) |
|
|
1889 | { |
|
|
1890 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
1891 | { |
|
|
1892 | if (op->contr->levhp[i] != 1) |
|
|
1893 | { |
|
|
1894 | op->contr->levhp[i] = 1; |
|
|
1895 | break; |
|
|
1896 | } |
|
|
1897 | |
|
|
1898 | if (op->contr->levsp[i] != 1) |
|
|
1899 | { |
|
|
1900 | op->contr->levsp[i] = 1; |
|
|
1901 | break; |
|
|
1902 | } |
|
|
1903 | |
|
|
1904 | if (op->contr->levgrace[i] != 1) |
|
|
1905 | { |
|
|
1906 | op->contr->levgrace[i] = 1; |
|
|
1907 | break; |
|
|
1908 | } |
|
|
1909 | } |
|
|
1910 | else |
|
|
1911 | { |
|
|
1912 | if (op->contr->levhp[i] < 9) |
|
|
1913 | { |
|
|
1914 | op->contr->levhp[i] = 9; |
|
|
1915 | break; |
|
|
1916 | } |
|
|
1917 | |
|
|
1918 | if (op->contr->levsp[i] < 6) |
|
|
1919 | { |
|
|
1920 | op->contr->levsp[i] = 6; |
|
|
1921 | break; |
|
|
1922 | } |
|
|
1923 | |
|
|
1924 | if (op->contr->levgrace[i] < 3) |
|
|
1925 | { |
|
|
1926 | op->contr->levgrace[i] = 3; |
|
|
1927 | break; |
|
|
1928 | } |
|
|
1929 | } |
|
|
1930 | } |
|
|
1931 | |
|
|
1932 | /* Just makes checking easier */ |
|
|
1933 | if (i < min (11, op->level)) |
|
|
1934 | got_one = 1; |
|
|
1935 | |
|
|
1936 | if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
1937 | { |
|
|
1938 | if (got_one) |
|
|
1939 | { |
|
|
1940 | op->update_stats (); |
|
|
1941 | op->statusmsg ("The Gods smile upon you and remake you " |
|
|
1942 | "a little more in their image. " |
|
|
1943 | "You feel a little more perfect.", NDI_GREEN); |
|
|
1944 | } |
|
|
1945 | else |
|
|
1946 | op->statusmsg ("The potion had no effect - you are already perfect."); |
|
|
1947 | } |
|
|
1948 | else |
|
|
1949 | { /* cursed potion */ |
|
|
1950 | if (got_one) |
|
|
1951 | { |
|
|
1952 | op->update_stats (); |
|
|
1953 | op->failmsg ("The Gods are angry and punish you."); |
|
|
1954 | } |
|
|
1955 | else |
|
|
1956 | op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE); |
|
|
1957 | } |
|
|
1958 | |
|
|
1959 | tmp->decrease (); |
|
|
1960 | return 1; |
|
|
1961 | } |
|
|
1962 | |
|
|
1963 | |
|
|
1964 | /* A potion that casts a spell. Healing, restore spellpoint (power potion) |
|
|
1965 | * and heroism all fit into this category. Given the spell object code, |
|
|
1966 | * there is no limit to the number of spells that potions can be cast, |
|
|
1967 | * but direction is problematic to try and imbue fireball potions for example. |
|
|
1968 | */ |
|
|
1969 | if (tmp->inv) |
|
|
1970 | { |
|
|
1971 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
1972 | { |
|
|
1973 | op->failmsg ("Yech! Your lungs are on fire!"); |
|
|
1974 | create_exploding_ball_at (op, op->level); |
|
|
1975 | } |
|
|
1976 | else |
|
|
1977 | cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
|
|
1978 | |
|
|
1979 | tmp->decrease (); |
|
|
1980 | |
|
|
1981 | /* if youre dead, no point in doing this... */ |
|
|
1982 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
1983 | op->update_stats (); |
|
|
1984 | |
|
|
1985 | return 1; |
|
|
1986 | } |
|
|
1987 | |
|
|
1988 | /* Deal with protection potions */ |
|
|
1989 | force = NULL; |
|
|
1990 | for (i = 0; i < NROFATTACKS; i++) |
|
|
1991 | { |
|
|
1992 | if (tmp->resist[i]) |
|
|
1993 | { |
|
|
1994 | if (!force) |
|
|
1995 | force = get_archetype (FORCE_NAME); |
|
|
1996 | |
|
|
1997 | memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); |
|
|
1998 | force->type = POTION_EFFECT; |
|
|
1999 | break; /* Only need to find one protection since we copy entire batch */ |
|
|
2000 | } |
|
|
2001 | } |
|
|
2002 | |
|
|
2003 | /* This is a protection potion */ |
|
|
2004 | if (force) |
|
|
2005 | { |
|
|
2006 | /* cursed items last longer */ |
|
|
2007 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
2008 | { |
|
|
2009 | force->stats.food *= 10; |
|
|
2010 | for (i = 0; i < NROFATTACKS; i++) |
|
|
2011 | if (force->resist[i] > 0) |
|
|
2012 | force->resist[i] = -force->resist[i]; /* prot => vuln */ |
|
|
2013 | } |
|
|
2014 | |
|
|
2015 | force->speed_left = -1; |
|
|
2016 | force = insert_ob_in_ob (force, op); |
|
|
2017 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
2018 | SET_FLAG (force, FLAG_APPLIED); |
|
|
2019 | change_abil (op, force); |
|
|
2020 | tmp->decrease (); |
|
|
2021 | return 1; |
|
|
2022 | } |
|
|
2023 | |
|
|
2024 | /* Only thing left are the stat potions */ |
|
|
2025 | if (op->type == PLAYER) |
|
|
2026 | { /* only for players */ |
|
|
2027 | if ((QUERY_FLAG (tmp, FLAG_CURSED) |
|
|
2028 | || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
2029 | && tmp->value != 0) |
|
|
2030 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
2031 | else |
|
|
2032 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
2033 | |
|
|
2034 | if (!change_abil (op, tmp)) |
|
|
2035 | op->statusmsg ("Nothing happened."); |
|
|
2036 | } |
|
|
2037 | |
|
|
2038 | /* CLEAR_FLAG is so that if the character has other potions |
|
|
2039 | * that were grouped with the one consumed, his |
|
|
2040 | * stat will not be raised by them. fix_player just clears |
|
|
2041 | * up all the stats. |
|
|
2042 | */ |
|
|
2043 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
2044 | op->update_stats (); |
|
|
2045 | tmp->decrease (); |
|
|
2046 | return 1; |
|
|
2047 | } |
|
|
2048 | |
|
|
2049 | /** |
|
|
2050 | * 'victim' moves onto 'trap' |
|
|
2051 | * 'victim' leaves 'trap' |
|
|
2052 | * effect is determined by move_on/move_off of trap and move_type of victime. |
|
|
2053 | * |
|
|
2054 | * originator: Player, monster or other object that caused 'victim' to move |
|
|
2055 | * onto 'trap'. Will receive messages caused by this action. May be NULL. |
|
|
2056 | * However, some types of traps require an originator to function. |
|
|
2057 | */ |
|
|
2058 | void |
|
|
2059 | move_apply (object *trap, object *victim, object *originator) |
|
|
2060 | { |
|
|
2061 | static int recursion_depth = 0; |
|
|
2062 | |
|
|
2063 | /* Only exits affect DMs. */ |
|
|
2064 | if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) |
|
|
2065 | return; |
|
|
2066 | |
|
|
2067 | /* move_apply() is the most likely candidate for causing unwanted and |
|
|
2068 | * possibly unlimited recursion. |
|
|
2069 | */ |
|
|
2070 | /* The following was changed because it was causing perfectly correct |
|
|
2071 | * maps to fail. 1) it's not an error to recurse: |
|
|
2072 | * rune detonates, summoning monster. monster lands on nearby rune. |
|
|
2073 | * nearby rune detonates. This sort of recursion is expected and |
|
|
2074 | * proper. This code was causing needless crashes. |
|
|
2075 | */ |
|
|
2076 | if (recursion_depth >= 500) |
|
|
2077 | { |
|
|
2078 | LOG (llevDebug, "WARNING: move_apply(): aborting recursion " |
|
|
2079 | "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name); |
|
|
2080 | return; |
|
|
2081 | } |
|
|
2082 | |
|
|
2083 | recursion_depth++; |
|
|
2084 | if (trap->head) |
|
|
2085 | trap = trap->head; |
|
|
2086 | |
|
|
2087 | if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) |
|
|
2088 | switch (trap->type) |
|
|
2089 | { |
|
|
2090 | case PLAYERMOVER: |
|
|
2091 | if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) |
|
|
2092 | { |
|
|
2093 | if (!trap->stats.maxsp) |
|
|
2094 | trap->stats.maxsp = 2; |
|
|
2095 | |
|
|
2096 | /* Is this correct? From the docs, it doesn't look like it |
|
|
2097 | * should be divided by trap->speed |
|
|
2098 | */ |
|
|
2099 | victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed; |
|
|
2100 | |
|
|
2101 | /* Just put in some sanity check. I think there is a bug in the |
|
|
2102 | * above with some objects have zero speed, and thus the player |
|
|
2103 | * getting permanently paralyzed. |
|
|
2104 | */ |
|
|
2105 | if (victim->speed_left < -50.f) |
|
|
2106 | victim->speed_left = -50.f; |
|
|
2107 | /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ |
|
|
2108 | } |
|
|
2109 | break; |
|
|
2110 | |
|
|
2111 | case SPINNER: |
|
|
2112 | if (victim->direction) |
|
|
2113 | { |
|
|
2114 | victim->direction = absdir (victim->direction - trap->stats.sp); |
|
|
2115 | update_turn_face (victim); |
|
|
2116 | } |
|
|
2117 | break; |
|
|
2118 | |
|
|
2119 | case DIRECTOR: |
|
|
2120 | if (victim->direction && !should_director_abort (trap, victim)) |
|
|
2121 | { |
|
|
2122 | victim->direction = trap->stats.sp; |
|
|
2123 | update_turn_face (victim); |
|
|
2124 | } |
|
|
2125 | break; |
|
|
2126 | |
|
|
2127 | case BUTTON: |
|
|
2128 | case PEDESTAL: |
|
|
2129 | case T_MATCH: |
|
|
2130 | update_button (trap, originator); |
|
|
2131 | break; |
|
|
2132 | |
|
|
2133 | case ALTAR: |
|
|
2134 | /* sacrifice victim on trap */ |
|
|
2135 | apply_altar (trap, victim, originator); |
|
|
2136 | break; |
|
|
2137 | |
|
|
2138 | case THROWN_OBJ: |
|
|
2139 | if (trap->inv == NULL) |
|
|
2140 | break; |
|
|
2141 | /* fallthrough */ |
|
|
2142 | |
|
|
2143 | case ARROW: |
|
|
2144 | /* bad bug: monster throw a object, make a step forwards, step on object , |
|
|
2145 | * trigger this here and get hit by own missile - and will be own enemy. |
|
|
2146 | * Victim then is his own enemy and will start to kill herself (this is |
|
|
2147 | * removed) but we have not synced victim and his missile. To avoid senseless |
|
|
2148 | * action, we avoid hits here |
|
|
2149 | */ |
|
|
2150 | if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ()) |
|
|
2151 | && trap->owner != victim) |
|
|
2152 | hit_with_arrow (trap, victim); |
|
|
2153 | break; |
|
|
2154 | |
|
|
2155 | case SPELL_EFFECT: |
|
|
2156 | apply_spell_effect (trap, victim); |
|
|
2157 | break; |
|
|
2158 | |
|
|
2159 | case TRAPDOOR: |
|
|
2160 | { |
|
|
2161 | int max, sound_was_played; |
|
|
2162 | object *ab, *ab_next; |
|
|
2163 | |
|
|
2164 | if (!trap->value) |
|
|
2165 | { |
|
|
2166 | int tot; |
|
|
2167 | |
|
|
2168 | for (ab = trap->above, tot = 0; ab; ab = ab->above) |
|
|
2169 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
2170 | tot += ab->head_ ()->total_weight (); |
|
|
2171 | |
|
|
2172 | if (!(trap->value = (tot > trap->weight) ? 1 : 0)) |
|
|
2173 | break; |
|
|
2174 | |
|
|
2175 | SET_ANIMATION (trap, trap->value); |
|
|
2176 | update_object (trap, UP_OBJ_FACE); |
|
|
2177 | } |
|
|
2178 | |
|
|
2179 | for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) |
|
|
2180 | { |
|
|
2181 | /* need to set this up, since if we do transfer the object, |
|
|
2182 | * ab->above would be bogus |
|
|
2183 | */ |
|
|
2184 | ab_next = ab->above; |
|
|
2185 | |
|
|
2186 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
2187 | { |
|
|
2188 | if (!sound_was_played) |
|
|
2189 | { |
|
|
2190 | trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
|
|
2191 | sound_was_played = 1; |
|
|
2192 | } |
|
|
2193 | |
|
|
2194 | ab->statusmsg ("You fall into a trapdoor!", NDI_RED); |
|
|
2195 | transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab); |
|
|
2196 | } |
|
|
2197 | } |
|
|
2198 | break; |
|
|
2199 | } |
|
|
2200 | |
|
|
2201 | case CONVERTER: |
|
|
2202 | if (convert_item (victim, trap) < 0) |
|
|
2203 | { |
|
|
2204 | originator->failmsgf ("The %s seems to be broken!", query_name (trap)); |
|
|
2205 | archetype::get (shstr_burnout)->insert_at (trap, trap); |
|
|
2206 | } |
|
|
2207 | |
|
|
2208 | break; |
|
|
2209 | |
|
|
2210 | case TRIGGER_BUTTON: |
|
|
2211 | case TRIGGER_PEDESTAL: |
|
|
2212 | case TRIGGER_ALTAR: |
|
|
2213 | check_trigger (trap, victim, originator); |
|
|
2214 | break; |
|
|
2215 | |
|
|
2216 | case DEEP_SWAMP: |
|
|
2217 | walk_on_deep_swamp (trap, victim); |
|
|
2218 | break; |
|
|
2219 | |
|
|
2220 | case CHECK_INV: |
|
|
2221 | check_inv (victim, trap); |
|
|
2222 | break; |
|
|
2223 | |
|
|
2224 | case HOLE: |
|
|
2225 | move_apply_hole (trap, victim); |
|
|
2226 | break; |
|
|
2227 | |
|
|
2228 | case EXIT: |
|
|
2229 | if (victim->type == PLAYER && EXIT_PATH (trap)) |
|
|
2230 | { |
|
|
2231 | /* Basically, don't show exits leading to random maps the |
|
|
2232 | * players output. |
|
|
2233 | */ |
|
|
2234 | if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit) |
|
|
2235 | victim->statusmsg (trap->msg, NDI_NAVY); |
|
|
2236 | |
|
|
2237 | trap->play_sound (trap->sound); |
|
|
2238 | victim->enter_exit (trap); |
|
|
2239 | } |
|
|
2240 | break; |
|
|
2241 | |
|
|
2242 | case ENCOUNTER: |
|
|
2243 | /* may be some leftovers on this */ |
|
|
2244 | break; |
|
|
2245 | |
|
|
2246 | case SHOP_MAT: |
|
|
2247 | apply_shop_mat (trap, victim); |
|
|
2248 | break; |
|
|
2249 | |
|
|
2250 | /* Drop a certain amount of gold, and have one item identified */ |
|
|
2251 | case IDENTIFY_ALTAR: |
|
|
2252 | apply_id_altar (victim, trap, originator); |
|
|
2253 | break; |
|
|
2254 | |
|
|
2255 | case SIGN: |
|
|
2256 | if (victim->type != PLAYER && trap->stats.food > 0) |
|
|
2257 | break; /* monsters musn't apply magic_mouths with counters */ |
|
|
2258 | |
|
|
2259 | apply_sign (victim, trap, 1); |
|
|
2260 | break; |
|
|
2261 | |
|
|
2262 | case CONTAINER: |
|
|
2263 | apply_container (victim, trap); |
|
|
2264 | break; |
|
|
2265 | |
|
|
2266 | case RUNE: |
|
|
2267 | case TRAP: |
|
|
2268 | if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) |
|
|
2269 | spring_trap (trap, victim); |
|
|
2270 | break; |
|
|
2271 | |
|
|
2272 | default: |
|
|
2273 | LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " |
|
|
2274 | "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); |
|
|
2275 | break; |
|
|
2276 | } |
|
|
2277 | |
|
|
2278 | recursion_depth--; |
|
|
2279 | } |
|
|
2280 | |
|
|
2281 | /** |
|
|
2282 | * Handles reading a regular (ie not containing a spell) book. |
|
|
2283 | */ |
|
|
2284 | static void |
|
|
2285 | apply_book (object *op, object *tmp) |
|
|
2286 | { |
|
|
2287 | int lev_diff; |
|
|
2288 | object *skill_ob; |
|
|
2289 | |
|
|
2290 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2291 | { |
|
|
2292 | op->failmsg ("You are unable to read while blind!"); |
|
|
2293 | return; |
|
|
2294 | } |
|
|
2295 | |
|
|
2296 | if (!tmp->msg) |
|
|
2297 | { |
|
|
2298 | op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name); |
|
|
2299 | return; |
|
|
2300 | } |
|
|
2301 | |
|
|
2302 | /* need a literacy skill to read stuff! */ |
|
|
2303 | skill_ob = find_skill_by_name (op, tmp->skill); |
|
|
2304 | if (!skill_ob) |
|
|
2305 | { |
|
|
2306 | op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill); |
|
|
2307 | return; |
|
|
2308 | } |
|
|
2309 | |
|
|
2310 | lev_diff = tmp->level - (skill_ob->level + 5); |
|
|
2311 | if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) |
|
|
2312 | { |
|
|
2313 | op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension." |
|
|
2314 | : lev_diff < 3 ? "This book is slightly beyond your comprehension." |
|
|
2315 | : lev_diff < 5 ? "This book is beyond your comprehension." |
|
|
2316 | : lev_diff < 8 ? "This book is quite a bit beyond your comprehension." |
|
|
2317 | : lev_diff < 15 ? "This book is way beyond your comprehension." |
|
|
2318 | : "This book is totally beyond your comprehension."); |
|
|
2319 | return; |
|
|
2320 | } |
|
|
2321 | |
|
|
2322 | // we currently don't use the message types for anything. |
|
|
2323 | // readable_message_type *msgType = get_readable_message_type (tmp); |
|
|
2324 | |
|
|
2325 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book")); |
|
|
2326 | |
|
|
2327 | if (player *pl = op->contr) |
|
|
2328 | if (client *ns = pl->ns) |
|
|
2329 | pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); |
|
|
2330 | |
|
|
2331 | /* gain xp from reading */ |
|
|
2332 | if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) |
|
|
2333 | { /* only if not read before */ |
|
|
2334 | int exp_gain = calc_skill_exp (op, tmp, skill_ob); |
|
|
2335 | |
|
|
2336 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
2337 | { |
|
|
2338 | /*exp_gain *= 2; because they just identified it too */ |
|
|
2339 | SET_FLAG (tmp, FLAG_IDENTIFIED); |
|
|
2340 | |
|
|
2341 | if (object *pl = tmp->visible_to ()) |
|
|
2342 | esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); |
|
|
2343 | } |
|
|
2344 | |
|
|
2345 | change_exp (op, exp_gain, skill_ob->skill, 0); |
|
|
2346 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ |
|
|
2347 | } |
|
|
2348 | } |
|
|
2349 | |
|
|
2350 | /** |
|
|
2351 | * op made some mistake with a scroll, this takes care of punishment. |
|
|
2352 | * scroll_failure()- hacked directly from spell_failure |
|
|
2353 | */ |
|
|
2354 | static void |
|
|
2355 | scroll_failure (object *op, int failure, int power) |
|
|
2356 | { |
|
|
2357 | if (abs (failure / 4) > power) |
|
|
2358 | power = abs (failure / 4); /* set minimum effect */ |
|
|
2359 | |
|
|
2360 | if (failure <= -1 && failure > -15) |
|
|
2361 | { /* wonder */ |
|
|
2362 | object *tmp; |
|
|
2363 | |
|
|
2364 | op->failmsg ("Your spell warps!"); |
|
|
2365 | tmp = get_archetype (SPELL_WONDER); |
|
|
2366 | cast_wonder (op, op, 0, tmp); |
|
|
2367 | tmp->destroy (); |
|
|
2368 | } |
|
|
2369 | else if (failure <= -15 && failure > -35) |
|
|
2370 | { /* drain mana */ |
|
|
2371 | op->failmsg ("Your mana is drained!"); |
|
|
2372 | op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); |
|
|
2373 | if (op->stats.sp < 0) |
|
|
2374 | op->stats.sp = 0; |
|
|
2375 | } |
|
|
2376 | else if (settings.spell_failure_effects == TRUE) |
|
|
2377 | { |
|
|
2378 | if (failure <= -35 && failure > -60) |
|
|
2379 | { /* confusion */ |
|
|
2380 | op->failmsg ("The magic recoils on you!"); |
|
|
2381 | confuse_player (op, op, power); |
|
|
2382 | } |
|
|
2383 | else if (failure <= -60 && failure > -70) |
|
|
2384 | { /* paralysis */ |
|
|
2385 | op->failmsg ("The magic recoils and paralyzes you!"); |
|
|
2386 | paralyze_player (op, op, power); |
|
|
2387 | } |
|
|
2388 | else if (failure <= -70 && failure > -80) |
|
|
2389 | { /* blind */ |
|
|
2390 | op->failmsg ("The magic recoils on you!"); |
|
|
2391 | blind_player (op, op, power); |
|
|
2392 | } |
|
|
2393 | else if (failure <= -80) |
|
|
2394 | { /* blast the immediate area */ |
|
|
2395 | object *tmp = get_archetype (LOOSE_MANA); |
|
|
2396 | cast_magic_storm (op, tmp, power); |
|
|
2397 | op->failmsg ("You unleash uncontrolled mana!"); |
|
|
2398 | tmp->destroy (); |
|
|
2399 | } |
|
|
2400 | } |
|
|
2401 | } |
|
|
2402 | |
|
|
2403 | /** |
|
|
2404 | * Handles the applying of a skill scroll, calling learn_skill straight. |
|
|
2405 | * op is the person learning the skill, tmp is the skill scroll object |
|
|
2406 | */ |
|
|
2407 | static void |
|
|
2408 | apply_skillscroll (object *op, object *tmp) |
|
|
2409 | { |
|
|
2410 | switch (learn_skill (op, tmp)) |
|
|
2411 | { |
|
|
2412 | case 0: |
|
|
2413 | op->play_sound (sound_find ("generic_fail")); |
|
|
2414 | op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp)); |
|
|
2415 | break; |
|
|
2416 | |
|
|
2417 | case 1: |
|
|
2418 | tmp->decrease (); |
|
|
2419 | op->play_sound (sound_find ("skill_learn")); |
|
|
2420 | op->statusmsg (format ("You succeed in learning %s", &tmp->skill)); |
|
|
2421 | break; |
|
|
2422 | |
|
|
2423 | default: |
|
|
2424 | tmp->decrease (); |
|
|
2425 | op->play_sound (sound_find ("generic_fail")); |
|
|
2426 | op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp)); |
|
|
2427 | break; |
|
|
2428 | } |
|
|
2429 | } |
|
|
2430 | |
|
|
2431 | /** |
|
|
2432 | * Actually makes op learn spell. |
|
|
2433 | * Informs player of what happens. |
|
|
2434 | */ |
|
|
2435 | void |
|
|
2436 | do_learn_spell (object *op, object *spell, int special_prayer) |
|
|
2437 | { |
|
|
2438 | object *tmp; |
|
|
2439 | |
|
|
2440 | if (op->type != PLAYER) |
|
|
2441 | { |
|
|
2442 | LOG (llevError, "BUG: do_learn_spell(): not a player\n"); |
|
|
2443 | return; |
|
|
2444 | } |
|
|
2445 | |
|
|
2446 | /* Upgrade special prayers to normal prayers */ |
|
|
2447 | if ((tmp = check_spell_known (op, spell->name)) != NULL) |
|
|
2448 | { |
|
|
2449 | if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
|
|
2450 | { |
|
|
2451 | LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); |
|
|
2452 | return; |
|
|
2453 | } |
|
|
2454 | return; |
|
|
2455 | } |
|
|
2456 | |
|
|
2457 | op->contr->play_sound (sound_find ("learn_spell")); |
|
|
2458 | |
|
|
2459 | tmp = spell->clone (); |
|
|
2460 | insert_ob_in_ob (tmp, op); |
|
|
2461 | |
|
|
2462 | if (special_prayer) |
|
|
2463 | SET_FLAG (tmp, FLAG_STARTEQUIP); |
|
|
2464 | |
|
|
2465 | esrv_add_spells (op->contr, tmp); |
|
|
2466 | } |
|
|
2467 | |
|
|
2468 | /** |
|
|
2469 | * Erases spell from player's inventory. |
|
|
2470 | */ |
|
|
2471 | void |
|
|
2472 | do_forget_spell (object *op, const char *spell) |
|
|
2473 | { |
|
|
2474 | object *spob; |
|
|
2475 | |
|
|
2476 | if (op->type != PLAYER) |
|
|
2477 | { |
|
|
2478 | LOG (llevError, "BUG: do_forget_spell(): not a player\n"); |
|
|
2479 | return; |
|
|
2480 | } |
|
|
2481 | if ((spob = check_spell_known (op, spell)) == NULL) |
|
|
2482 | { |
|
|
2483 | LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); |
|
|
2484 | return; |
|
|
2485 | } |
|
|
2486 | |
|
|
2487 | op->failmsgf ("You lose knowledge of %s.", spell); |
|
|
2488 | esrv_remove_spell (op->contr, spob); |
|
|
2489 | spob->destroy (); |
|
|
2490 | } |
|
|
2491 | |
|
|
2492 | /** |
|
|
2493 | * Handles player applying a spellbook. |
|
|
2494 | * Checks whether player has knowledge of required skill, doesn't already know the spell, |
|
|
2495 | * stuff like that. Random learning failure too. |
|
|
2496 | */ |
|
|
2497 | static void |
|
|
2498 | apply_spellbook (object *op, object *tmp) |
|
|
2499 | { |
|
|
2500 | object *skop, *spell, *spell_skill; |
|
|
2501 | |
|
|
2502 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2503 | { |
|
|
2504 | op->failmsg ("You are unable to read while blind."); |
|
|
2505 | return; |
|
|
2506 | } |
|
|
2507 | |
|
|
2508 | /* artifact_spellbooks have 'slaying' field point to a spell name, |
|
|
2509 | * instead of having their spell stored in stats.sp. These are |
|
|
2510 | * legacy spellbooks |
|
|
2511 | */ |
|
|
2512 | if (tmp->slaying) |
|
|
2513 | { |
|
|
2514 | spell = find_archetype_by_object_name (tmp->slaying)->instance (); |
|
|
2515 | |
|
|
2516 | if (!spell) |
|
|
2517 | { |
|
|
2518 | op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying); |
|
|
2519 | return; |
|
|
2520 | } |
|
|
2521 | else |
|
|
2522 | insert_ob_in_ob (spell, tmp); |
|
|
2523 | |
|
|
2524 | tmp->slaying = 0; |
|
|
2525 | } |
|
|
2526 | |
|
|
2527 | skop = find_skill_by_name (op, tmp->skill); |
|
|
2528 | |
|
|
2529 | /* need a literacy skill to learn spells. Also, having a literacy level |
|
|
2530 | * lower than the spell will make learning the spell more difficult */ |
|
|
2531 | if (!skop) |
|
|
2532 | { |
|
|
2533 | op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill); |
|
|
2534 | return; |
|
|
2535 | } |
|
|
2536 | |
|
|
2537 | spell = tmp->inv; |
|
|
2538 | |
|
|
2539 | if (!spell) |
|
|
2540 | { |
|
|
2541 | LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); |
|
|
2542 | op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); |
|
|
2543 | return; |
|
|
2544 | } |
|
|
2545 | |
|
|
2546 | int learn_level = sqrtf (spell->level) * 1.5f; |
|
|
2547 | if (skop->level < learn_level) |
|
|
2548 | { |
|
|
2549 | op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>", |
|
|
2550 | &tmp->skill, learn_level); |
|
|
2551 | return; |
|
|
2552 | } |
|
|
2553 | |
|
|
2554 | op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name)); |
|
|
2555 | |
|
|
2556 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
2557 | identify (tmp); |
|
|
2558 | |
|
|
2559 | /* I removed the check for special_prayer_mark here - it didn't make |
|
|
2560 | * a lot of sense - special prayers are not found in spellbooks, and |
|
|
2561 | * if the player doesn't know the spell, doesn't make a lot of sense that |
|
|
2562 | * they would have a special prayer mark. |
|
|
2563 | */ |
|
|
2564 | if (check_spell_known (op, spell->name)) |
|
|
2565 | { |
|
|
2566 | op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n"); |
|
|
2567 | return; |
|
|
2568 | } |
|
|
2569 | |
|
|
2570 | if (spell->skill) |
|
|
2571 | { |
|
|
2572 | spell_skill = find_skill_by_name (op, spell->skill); |
|
|
2573 | |
|
|
2574 | if (!spell_skill) |
|
|
2575 | { |
|
|
2576 | op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill); |
|
|
2577 | return; |
|
|
2578 | } |
|
|
2579 | |
|
|
2580 | if (spell_skill->level < spell->level) |
|
|
2581 | { |
|
|
2582 | op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); |
|
|
2583 | return; |
|
|
2584 | } |
|
|
2585 | } |
|
|
2586 | |
|
|
2587 | /* Logic as follows |
|
|
2588 | * |
|
|
2589 | * 1- MU spells use Int to learn, Cleric spells use Wisdom |
|
|
2590 | * |
|
|
2591 | * 2- The learner's skill level in literacy adjusts the chance to learn |
|
|
2592 | * a spell. |
|
|
2593 | * |
|
|
2594 | * 3 -Automatically fail to learn if you read while confused |
|
|
2595 | * |
|
|
2596 | * Overall, chances are the same but a player will find having a high |
|
|
2597 | * literacy rate very useful! -b.t. |
|
|
2598 | */ |
|
|
2599 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
|
|
2600 | { |
|
|
2601 | op->failmsg ("In your confused state you flub the wording of the text!"); |
|
|
2602 | scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace)); |
|
|
2603 | } |
|
|
2604 | else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || |
|
|
2605 | (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) |
|
|
2606 | { |
|
|
2607 | op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); |
|
|
2608 | do_learn_spell (op, spell, 0); |
|
|
2609 | |
|
|
2610 | /* xp gain to literacy for spell learning */ |
|
|
2611 | if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
|
|
2612 | change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); |
|
|
2613 | } |
|
|
2614 | else |
|
|
2615 | { |
|
|
2616 | op->contr->play_sound (sound_find ("fumble_spell")); |
|
|
2617 | op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n"); |
|
|
2618 | } |
|
|
2619 | |
|
|
2620 | tmp->decrease (); |
|
|
2621 | } |
|
|
2622 | |
|
|
2623 | /** |
|
|
2624 | * Handles applying a spell scroll. |
|
|
2625 | */ |
|
|
2626 | void |
|
|
2627 | apply_scroll (object *op, object *tmp, int dir) |
|
|
2628 | { |
|
|
2629 | object *skop; |
|
|
2630 | |
|
|
2631 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2632 | { |
|
|
2633 | op->failmsg ("You are unable to read while blind."); |
|
|
2634 | return; |
|
|
2635 | } |
|
|
2636 | |
|
|
2637 | if (!tmp->inv || tmp->inv->type != SPELL) |
|
|
2638 | { |
|
|
2639 | op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>"); |
|
|
2640 | return; |
|
|
2641 | } |
|
|
2642 | |
|
|
2643 | if (op->type == PLAYER) |
|
|
2644 | { |
|
|
2645 | /* players need a literacy skill to read stuff! */ |
|
|
2646 | int exp_gain = 0; |
|
|
2647 | |
|
|
2648 | /* hard code literacy - tmp->skill points to where the exp |
|
|
2649 | * should go for anything killed by the spell. |
|
|
2650 | */ |
|
|
2651 | skop = find_skill_by_name (op, skill_names[SK_LITERACY]); |
|
|
2652 | |
|
|
2653 | if (!skop) |
|
|
2654 | { |
|
|
2655 | op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]); |
|
|
2656 | return; |
|
|
2657 | } |
|
|
2658 | |
|
|
2659 | if ((exp_gain = calc_skill_exp (op, tmp, skop))) |
|
|
2660 | change_exp (op, exp_gain, skop->skill, 0); |
|
|
2661 | } |
|
|
2662 | |
|
|
2663 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
2664 | identify (tmp); |
|
|
2665 | |
|
|
2666 | op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name)); |
|
|
2667 | |
|
|
2668 | cast_spell (op, tmp, dir, tmp->inv, NULL); |
|
|
2669 | tmp->decrease (); |
|
|
2670 | } |
|
|
2671 | |
|
|
2672 | /** |
|
|
2673 | * Applies a treasure object - by default, chest. op |
|
|
2674 | * is the person doing the applying, tmp is the treasure |
|
|
2675 | * chest. |
|
|
2676 | */ |
|
|
2677 | static void |
|
|
2678 | apply_treasure (object *op, object *tmp) |
|
|
2679 | { |
|
|
2680 | /* Nice side effect of this treasure creation method is that the treasure |
|
|
2681 | * for the chest is done when the chest is created, and put into the chest |
|
|
2682 | * inventory. So that when the chest burns up, the items still exist. Also |
|
|
2683 | * prevents people from moving chests to more difficult maps to get better |
|
|
2684 | * treasure |
|
|
2685 | */ |
|
|
2686 | object *treas = tmp->inv; |
|
|
2687 | |
|
|
2688 | if (!treas) |
|
|
2689 | { |
|
|
2690 | op->statusmsg ("The chest was empty."); |
|
|
2691 | tmp->decrease (); |
|
|
2692 | return; |
|
|
2693 | } |
|
|
2694 | |
|
|
2695 | while (tmp->inv) |
|
|
2696 | { |
|
|
2697 | treas = tmp->inv; |
|
|
2698 | treas->remove (); |
|
|
2699 | |
|
|
2700 | treas->x = op->x; |
|
|
2701 | treas->y = op->y; |
|
|
2702 | treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); |
|
|
2703 | |
|
|
2704 | if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
2705 | spring_trap (treas, op); |
|
|
2706 | |
|
|
2707 | /* If either player or container was destroyed, no need to do |
|
|
2708 | * further processing. I think this should be enclused with |
|
|
2709 | * spring trap above, as I don't think there is otherwise |
|
|
2710 | * any way for the treasure chest or player to get killed. |
|
|
2711 | */ |
|
|
2712 | if (op->destroyed () || tmp->destroyed ()) |
|
|
2713 | break; |
|
|
2714 | } |
|
|
2715 | |
|
|
2716 | if (!tmp->destroyed () && !tmp->inv) |
|
|
2717 | tmp->decrease (true); |
|
|
2718 | } |
|
|
2719 | |
|
|
2720 | /** |
|
|
2721 | * A dragon is eating some flesh. If the flesh contains resistances, |
|
|
2722 | * there is a chance for the dragon's skin to get improved. |
|
|
2723 | * |
|
|
2724 | * attributes: |
|
|
2725 | * object *op the object (dragon player) eating the flesh |
|
|
2726 | * object *meal the flesh item, getting chewed in dragon's mouth |
|
|
2727 | * return: |
|
|
2728 | * int 1 if eating successful, 0 if it doesn't work |
|
|
2729 | */ |
|
|
2730 | static int |
|
|
2731 | dragon_eat_flesh (object *op, object *meal) |
|
|
2732 | { |
|
|
2733 | object *skin = NULL; /* pointer to dragon skin force */ |
|
|
2734 | object *abil = NULL; /* pointer to dragon ability force */ |
|
|
2735 | object *tmp = NULL; /* tmp. object */ |
|
|
2736 | |
|
|
2737 | double chance; /* improvement-chance of one resistance type */ |
|
|
2738 | double totalchance = 1; /* total chance of gaining one resistance */ |
|
|
2739 | double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ |
|
|
2740 | double mbonus = 0; /* monster bonus */ |
|
|
2741 | int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ |
|
|
2742 | int winners = 0; /* number of winners */ |
|
|
2743 | int i; /* index */ |
|
|
2744 | |
|
|
2745 | /* let's make sure and doublecheck the parameters */ |
|
|
2746 | if (meal->type != FLESH || !op->is_dragon ()) |
|
|
2747 | return 0; |
|
|
2748 | |
|
|
2749 | /* now grab the 'dragon_skin'- and 'dragon_ability'-forces |
|
|
2750 | from the player's inventory */ |
|
|
2751 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
2752 | if (tmp->type == FORCE) |
|
|
2753 | if (tmp->arch->archname == shstr_dragon_skin_force) |
|
|
2754 | skin = tmp; |
|
|
2755 | else if (tmp->arch->archname == shstr_dragon_ability_force) |
|
|
2756 | abil = tmp; |
|
|
2757 | |
|
|
2758 | /* if either skin or ability are missing, this is an old player |
|
|
2759 | which is not to be considered a dragon -> bail out */ |
|
|
2760 | if (skin == NULL || abil == NULL) |
|
|
2761 | return 0; |
|
|
2762 | |
|
|
2763 | /* now start by filling stomache and health, according to food-value */ |
|
|
2764 | if ((MAX_FOOD - op->stats.food) < meal->stats.food) |
|
|
2765 | op->stats.hp += (MAX_FOOD - op->stats.food) / 50; |
|
|
2766 | else |
|
|
2767 | op->stats.hp += meal->stats.food / 50; |
|
|
2768 | |
|
|
2769 | min_it (op->stats.hp, op->stats.maxhp); |
|
|
2770 | op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food); |
|
|
2771 | |
|
|
2772 | /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ |
|
|
2773 | |
|
|
2774 | /* on to the interesting part: chances for adding resistance */ |
|
|
2775 | for (i = 0; i < NROFATTACKS; i++) |
|
|
2776 | { |
|
|
2777 | if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i)) |
|
|
2778 | { |
|
|
2779 | /* got positive resistance, now calculate improvement chance (0-100) */ |
|
|
2780 | |
|
|
2781 | /* this bonus makes resistance increase easier at lower levels */ |
|
|
2782 | bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level); |
|
|
2783 | if (i == abil->stats.exp) |
|
|
2784 | bonus += 5; /* additional bonus for resistance of ability-focus */ |
|
|
2785 | |
|
|
2786 | /* monster bonus increases with level, because high-level |
|
|
2787 | flesh is too rare */ |
|
|
2788 | mbonus = op->level * 20. / ((double) settings.max_level); |
|
|
2789 | |
|
|
2790 | chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. / |
|
|
2791 | ((double)settings.max_level)) - skin->resist[i]; |
|
|
2792 | |
|
|
2793 | if (chance >= 0.) |
|
|
2794 | chance += 1.; |
|
|
2795 | else |
|
|
2796 | chance = (chance < -12) ? 0. : 1. / pow (2., -chance); |
|
|
2797 | |
|
|
2798 | /* chance is proportional to amount of resistance (max. 50) */ |
|
|
2799 | chance *= ((double)(min (meal->resist[i], 50))) / 50.; |
|
|
2800 | |
|
|
2801 | /* doubled chance for resistance of ability-focus */ |
|
|
2802 | if (i == abil->stats.exp) |
|
|
2803 | chance = min (100., chance * 2.); |
|
|
2804 | |
|
|
2805 | /* now make the throw and save all winners (Don't insert luck bonus here!) */ |
|
|
2806 | if (rndm (10000) < (unsigned int)(chance * 100)) |
|
|
2807 | { |
|
|
2808 | atnr_winner[winners] = i; |
|
|
2809 | winners++; |
|
|
2810 | } |
|
|
2811 | |
|
|
2812 | if (chance >= 0.01) |
|
|
2813 | totalchance *= 1 - chance / 100; |
|
|
2814 | |
|
|
2815 | /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */ |
|
|
2816 | } |
|
|
2817 | } |
|
|
2818 | |
|
|
2819 | /* inverse totalchance as until now we have the failure-chance */ |
|
|
2820 | totalchance = 100 - totalchance * 100; |
|
|
2821 | |
|
|
2822 | /* print message according to totalchance */ |
|
|
2823 | const char *buf; |
|
|
2824 | if (totalchance > 50.) |
|
|
2825 | buf = format ("Hmm! The %s tasted delicious!", &meal->name); |
|
|
2826 | else if (totalchance > 10.) |
|
|
2827 | buf = format ("The %s tasted very good.", &meal->name); |
|
|
2828 | else if (totalchance > 1.) |
|
|
2829 | buf = format ("The %s tasted good.", &meal->name); |
|
|
2830 | else if (totalchance > 0.1) |
|
|
2831 | buf = format ("The %s tasted bland.", &meal->name); |
|
|
2832 | else if (totalchance >= 0.01) |
|
|
2833 | buf = format ("The %s had a boring taste.", &meal->name); |
|
|
2834 | else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) |
|
|
2835 | buf = format ("The %s tasted strange.", &meal->name); |
|
|
2836 | else |
|
|
2837 | buf = format ("The %s had no taste.", &meal->name); |
|
|
2838 | |
|
|
2839 | op->statusmsg (buf); |
|
|
2840 | |
|
|
2841 | /* now choose a winner if we have any */ |
|
|
2842 | i = -1; |
|
|
2843 | if (winners > 0) |
|
|
2844 | i = atnr_winner [rndm (winners)]; |
|
|
2845 | |
|
|
2846 | if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) |
|
|
2847 | { |
|
|
2848 | /* resistance increased! */ |
|
|
2849 | skin->resist[i]++; |
|
|
2850 | op->update_stats (); |
|
|
2851 | |
|
|
2852 | op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i])); |
|
|
2853 | } |
|
|
2854 | |
|
|
2855 | /* if this flesh contains a new ability focus, we mark it |
|
|
2856 | into the ability_force and it will take effect on next level */ |
|
|
2857 | if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) |
|
|
2858 | { |
|
|
2859 | abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ |
|
|
2860 | |
|
|
2861 | if (meal->last_eat != abil->stats.exp) |
|
|
2862 | op->statusmsg (format ( |
|
|
2863 | "Your metabolism prepares to focus on %s!\n" |
|
|
2864 | "The change will happen at level %d.", |
|
|
2865 | change_resist_msg[meal->last_eat], |
|
|
2866 | abil->level + 1 |
|
|
2867 | )); |
|
|
2868 | else |
|
|
2869 | { |
|
|
2870 | op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat])); |
|
|
2871 | abil->last_eat = 0; |
|
|
2872 | } |
|
|
2873 | } |
|
|
2874 | |
|
|
2875 | return 1; |
|
|
2876 | } |
|
|
2877 | |
|
|
2878 | /** |
|
|
2879 | * op eats food. |
|
|
2880 | * If player, takes care of messages and dragon special food. |
|
|
2881 | */ |
|
|
2882 | static void |
|
|
2883 | apply_food (object *op, object *tmp) |
|
|
2884 | { |
|
|
2885 | int capacity_remaining; |
|
|
2886 | |
|
|
2887 | if (op->type != PLAYER) |
|
|
2888 | op->stats.hp = op->stats.maxhp; |
|
|
2889 | else |
|
|
2890 | { |
|
|
2891 | /* check if this is a dragon (player), eating some flesh */ |
|
|
2892 | if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp)) |
|
|
2893 | ; |
|
|
2894 | else |
|
|
2895 | { |
|
|
2896 | /* usual case - no dragon meal: */ |
|
|
2897 | if (op->stats.food + tmp->stats.food > MAX_FOOD) |
|
|
2898 | { |
|
|
2899 | if (tmp->type == FOOD || tmp->type == FLESH) |
|
|
2900 | op->failmsg ("You feel full, but what a waste of food!"); |
|
|
2901 | else |
|
|
2902 | op->statusmsg ("Most of the drink goes down your face not your throat!"); |
|
|
2903 | } |
|
|
2904 | |
|
|
2905 | tmp->play_sound ( |
|
|
2906 | tmp->sound |
|
|
2907 | ? tmp->sound |
|
|
2908 | : tmp->type == DRINK |
|
|
2909 | ? sound_find ("eat_drink") |
|
|
2910 | : sound_find ("eat_food") |
|
|
2911 | ); |
|
|
2912 | |
|
|
2913 | if (!QUERY_FLAG (tmp, FLAG_CURSED)) |
|
|
2914 | { |
|
|
2915 | const char *buf; |
|
|
2916 | |
|
|
2917 | if (!op->is_dragon ()) |
|
|
2918 | { |
|
|
2919 | /* eating message for normal players */ |
|
|
2920 | if (tmp->type == DRINK) |
|
|
2921 | buf = format ("Ahhh...that %s tasted good.", &tmp->name); |
|
|
2922 | else |
|
|
2923 | buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); |
|
|
2924 | } |
|
|
2925 | else |
|
|
2926 | /* eating message for dragon players */ |
|
|
2927 | buf = format ("The %s tasted terrible!", &tmp->name); |
|
|
2928 | |
|
|
2929 | op->statusmsg (buf); |
|
|
2930 | |
|
|
2931 | capacity_remaining = MAX_FOOD - op->stats.food; |
|
|
2932 | op->stats.food += tmp->stats.food; |
|
|
2933 | if (capacity_remaining < tmp->stats.food) |
|
|
2934 | op->stats.hp += capacity_remaining / 50; |
|
|
2935 | else |
|
|
2936 | op->stats.hp += tmp->stats.food / 50; |
|
|
2937 | |
|
|
2938 | min_it (op->stats.hp, op->stats.maxhp); |
|
|
2939 | min_it (op->stats.food, MAX_FOOD); |
|
|
2940 | } |
|
|
2941 | |
|
|
2942 | /* special food hack -b.t. */ |
|
|
2943 | if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) |
|
|
2944 | eat_special_food (op, tmp); |
|
|
2945 | } |
|
|
2946 | } |
|
|
2947 | |
|
|
2948 | handle_apply_yield (tmp); |
|
|
2949 | tmp->decrease (); |
|
|
2950 | } |
|
|
2951 | |
|
|
2952 | /** |
|
|
2953 | * Handles applying an improve armor scroll. |
|
|
2954 | * Does some sanity checks, then calls improve_armour. |
|
|
2955 | */ |
|
|
2956 | static void |
|
|
2957 | apply_armour_improver (object *op, object *tmp) |
|
|
2958 | { |
|
|
2959 | object *armor; |
|
|
2960 | |
|
|
2961 | if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC)) |
|
|
2962 | { |
|
|
2963 | op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>"); |
|
|
2964 | return; |
|
|
2965 | } |
|
|
2966 | |
|
|
2967 | armor = find_marked_object (op); |
|
|
2968 | |
|
|
2969 | if (!armor) |
|
|
2970 | { |
|
|
2971 | op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this."); |
|
|
2972 | return; |
|
|
2973 | } |
|
|
2974 | |
|
|
2975 | if (armor->type != ARMOUR |
|
|
2976 | && armor->type != CLOAK |
|
|
2977 | && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) |
|
|
2978 | { |
|
|
2979 | op->failmsg ("Your marked item is not armour!\n"); |
|
|
2980 | return; |
|
|
2981 | } |
|
|
2982 | |
|
|
2983 | op->statusmsg ("Applying armour enchantment."); |
|
|
2984 | improve_armour (op, tmp, armor); |
|
|
2985 | } |
|
|
2986 | |
|
|
2987 | void |
|
|
2988 | apply_poison (object *op, object *tmp) |
|
|
2989 | { |
|
|
2990 | // need to do it now when it is still on the map |
|
|
2991 | handle_apply_yield (tmp); |
|
|
2992 | |
|
|
2993 | object *poison = tmp->split (1); |
|
|
2994 | |
|
|
2995 | if (op->type == PLAYER) |
|
|
2996 | { |
|
|
2997 | op->contr->play_sound (sound_find ("drink_poison")); |
|
|
2998 | op->failmsg ("Yech! That tasted poisonous!"); |
|
|
2999 | op->contr->killer = poison; |
|
|
3000 | } |
|
|
3001 | |
|
|
3002 | if (poison->stats.hp > 0) |
|
|
3003 | { |
|
|
3004 | LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp); |
|
|
3005 | hit_player (op, poison->stats.hp, tmp, AT_POISON, 1); |
|
|
3006 | } |
|
|
3007 | |
|
|
3008 | op->stats.food -= op->stats.food / 4; |
|
|
3009 | poison->destroy (); |
|
|
3010 | } |
|
|
3011 | |
|
|
3012 | /** |
|
|
3013 | * This function will try to apply a lighter and in case no lighter |
|
|
3014 | * is specified it will try to find a lighter in the players inventory, |
|
|
3015 | * and inform him about this requirement. |
|
|
3016 | * |
|
|
3017 | * who - the player |
|
|
3018 | * op - the item we want to light |
|
|
3019 | * lighter - the lighter or 0 if a lighter has yet to be found |
|
|
3020 | */ |
|
|
3021 | static object * |
|
|
3022 | auto_apply_lighter (object *who, object *op, object *lighter) |
|
|
3023 | { |
|
|
3024 | if (lighter == 0) |
|
|
3025 | { |
|
|
3026 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
3027 | { |
|
|
3028 | if (tmp->type == LIGHTER) |
|
|
3029 | { |
|
|
3030 | lighter = tmp; |
|
|
3031 | break; |
|
|
3032 | } |
|
|
3033 | } |
|
|
3034 | |
|
|
3035 | if (!lighter) |
|
|
3036 | { |
|
|
3037 | who->failmsgf ( |
|
|
3038 | "You can't light up the %s with your bare hands! " |
|
|
3039 | "H<You need a lighter in your inventory, for example a flint and steel.>", |
|
|
3040 | &op->name |
|
|
3041 | ); |
|
|
3042 | return 0; |
|
|
3043 | } |
|
|
3044 | } |
|
|
3045 | |
|
|
3046 | // last_eat == 0 means the lighter is not being used up! |
|
|
3047 | if (lighter->last_eat && lighter->stats.food) |
|
|
3048 | { |
|
|
3049 | /* lighter gets used up */ |
|
|
3050 | lighter = lighter->split (); |
|
|
3051 | lighter->stats.food--; |
|
|
3052 | who->insert (lighter); |
|
|
3053 | } |
|
|
3054 | else if (lighter->last_eat) |
|
|
3055 | { |
|
|
3056 | /* no charges left in lighter */ |
|
|
3057 | who->failmsgf ( |
|
|
3058 | "You attempt to light the %s with a used up %s.", |
|
|
3059 | &op->name, &lighter->name |
|
|
3060 | ); |
|
|
3061 | return 0; |
|
|
3062 | } |
|
|
3063 | |
|
|
3064 | return lighter; |
|
|
3065 | } |
|
|
3066 | |
|
|
3067 | /** |
|
|
3068 | * Designed primarily to light torches/lanterns/etc. |
|
|
3069 | * Also burns up burnable material too. First object in the inventory is |
|
|
3070 | * the selected object to "burn". -b.t. |
|
|
3071 | */ |
|
|
3072 | static void |
|
|
3073 | apply_lighter (object *who, object *lighter) |
|
|
3074 | { |
|
|
3075 | object *item; |
|
|
3076 | int is_player_env = 0; |
|
|
3077 | |
|
|
3078 | item = find_marked_object (who); |
|
|
3079 | if (item) |
|
|
3080 | { |
|
|
3081 | if (!auto_apply_lighter (who, item, lighter)) |
|
|
3082 | return; |
|
|
3083 | |
|
|
3084 | /* Perhaps we should split what we are trying to light on fire? |
|
|
3085 | * I can't see many times when you would want to light multiple |
|
|
3086 | * objects at once. |
|
|
3087 | */ |
|
|
3088 | |
|
|
3089 | save_throw_object (item, AT_FIRE, who); |
|
|
3090 | |
|
|
3091 | if (item->destroyed () |
|
|
3092 | || ((item->type == LAMP || item->type == TORCH) |
|
|
3093 | && item->glow_radius > 0)) |
|
|
3094 | who->statusmsg (format ( |
|
|
3095 | "You light the %s with the %s.", |
|
|
3096 | &item->name, &lighter->name |
|
|
3097 | )); |
|
|
3098 | else |
|
|
3099 | who->failmsgf ( |
|
|
3100 | "You attempt to light the %s with the %s and fail.", |
|
|
3101 | &item->name, &lighter->name |
|
|
3102 | ); |
|
|
3103 | } |
|
|
3104 | else |
|
|
3105 | who->failmsg ("You need to mark a lightable object."); |
|
|
3106 | } |
|
|
3107 | |
|
|
3108 | /** |
|
|
3109 | * This function generates a cursed effect for cursed lamps and torches. |
|
|
3110 | */ |
|
|
3111 | static void |
|
|
3112 | player_apply_lamp_cursed_effect (object *who, object *op) |
|
|
3113 | { |
|
|
3114 | if (op->level) |
|
|
3115 | { |
|
|
3116 | who->failmsgf ( |
|
|
3117 | "The %s was cursed, it explodes in a big fireball!", |
|
|
3118 | &op->name |
|
|
3119 | ); |
|
|
3120 | create_exploding_ball_at (who, op->level); |
|
|
3121 | } |
|
|
3122 | else |
|
|
3123 | { |
|
|
3124 | who->failmsgf ( |
|
|
3125 | "The %s was cursed, it crumbles to dust, at least it didn't explode.!", |
|
|
3126 | &op->name |
|
|
3127 | ); |
|
|
3128 | } |
|
|
3129 | |
|
|
3130 | op->destroy (); |
|
|
3131 | } |
|
|
3132 | |
|
|
3133 | /** |
|
|
3134 | * Apply for players and lamps |
|
|
3135 | * |
|
|
3136 | * who - the player |
|
|
3137 | * op - the lamp |
|
|
3138 | */ |
|
|
3139 | static void |
|
|
3140 | player_apply_lamp (object *who, object *op) |
|
|
3141 | { |
|
|
3142 | bool switch_on = op->glow_radius ? false : true; |
|
|
3143 | |
|
|
3144 | if (switch_on) |
|
|
3145 | { |
|
|
3146 | object *lighter = 0; |
|
|
3147 | |
|
|
3148 | if (op->flag [FLAG_IS_LIGHTABLE] |
|
|
3149 | && !(lighter = auto_apply_lighter (who, op, 0))) |
|
|
3150 | return; |
|
|
3151 | |
|
|
3152 | if (op->stats.food < 1) |
|
|
3153 | { |
|
|
3154 | if (op->type == LAMP) |
|
|
3155 | who->failmsgf ( |
|
|
3156 | "The %s is out of fuel! " |
|
|
3157 | "H<Lamps and similar items need fuel. They cannot be refilled.>", |
|
|
3158 | &op->name |
|
|
3159 | ); |
|
|
3160 | else |
|
|
3161 | who->failmsgf ( |
|
|
3162 | "The %s is burnt out! " |
|
|
3163 | "H<Torches and similar items burn out and become worthless.>", |
|
|
3164 | &op->name |
|
|
3165 | ); |
|
|
3166 | return; |
|
|
3167 | } |
|
|
3168 | |
|
|
3169 | if (op->flag [FLAG_CURSED]) |
|
|
3170 | { |
|
|
3171 | player_apply_lamp_cursed_effect (who, op); |
|
|
3172 | return; |
|
|
3173 | } |
|
|
3174 | |
|
|
3175 | if (lighter) |
|
|
3176 | who->statusmsg (format ( |
|
|
3177 | "You light up the %s with the %s.", &op->name, &lighter->name)); |
|
|
3178 | else |
|
|
3179 | who->statusmsg (format ("You light up the %s.", &op->name)); |
|
|
3180 | } |
|
|
3181 | else |
|
|
3182 | { |
|
|
3183 | if (op->flag [FLAG_CURSED]) |
|
|
3184 | { |
|
|
3185 | player_apply_lamp_cursed_effect (who, op); |
|
|
3186 | return; |
|
|
3187 | } |
|
|
3188 | |
|
|
3189 | if (op->type == TORCH) |
|
|
3190 | { |
|
|
3191 | if (!op->flag [FLAG_IS_LIGHTABLE]) |
|
|
3192 | { |
|
|
3193 | who->statusmsg (format ( |
|
|
3194 | "You put out the %s. " |
|
|
3195 | "H<The %s can't be used anymore, as it can't be lighted up again.>", |
|
|
3196 | &op->name, &op->name)); |
|
|
3197 | } |
|
|
3198 | else |
|
|
3199 | who->statusmsg (format ( |
|
|
3200 | "You put out the %s." |
|
|
3201 | "H<Torches wear out if you put them out.>", |
|
|
3202 | &op->name)); |
|
|
3203 | } |
|
|
3204 | else |
|
|
3205 | who->statusmsg (format ("You turn off the %s.", &op->name)); |
|
|
3206 | } |
|
|
3207 | |
|
|
3208 | apply_lamp (op, switch_on); |
|
|
3209 | } |
|
|
3210 | |
|
|
3211 | void get_animation_from_arch (object *op, arch_ptr a) |
|
|
3212 | { |
|
|
3213 | op->animation_id = a->animation_id; |
|
|
3214 | op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE]; |
|
|
3215 | op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE]; |
|
|
3216 | op->anim_speed = a->anim_speed; |
|
|
3217 | op->last_anim = 0; |
|
|
3218 | op->state = 0; |
|
|
3219 | op->face = a->face; |
|
|
3220 | |
|
|
3221 | if (NUM_ANIMATIONS(op) > 1) |
|
|
3222 | { |
|
|
3223 | SET_ANIMATION(op, 0); |
|
|
3224 | animate_object (op, op->direction); |
|
|
3225 | } |
|
|
3226 | else |
|
|
3227 | update_object (op, UP_OBJ_FACE); |
|
|
3228 | } |
|
|
3229 | |
|
|
3230 | /** |
|
|
3231 | * Apply for LAMPs and TORCHes. |
|
|
3232 | * |
|
|
3233 | * op - the lamp |
|
|
3234 | * switch_on - a flag which says whether the lamp should be switched on or off |
|
|
3235 | */ |
|
|
3236 | void apply_lamp (object *op, bool switch_on) |
|
|
3237 | { |
|
|
3238 | op->set_glow_radius (switch_on ? op->range : 0); |
|
|
3239 | op->set_speed (switch_on ? op->arch->speed : 0); |
|
|
3240 | |
|
|
3241 | // torches wear out if you put them out |
|
|
3242 | if (op->type == TORCH && !switch_on) |
|
|
3243 | { |
|
|
3244 | if (op->flag [FLAG_IS_LIGHTABLE]) |
|
|
3245 | { |
|
|
3246 | op->stats.food -= (double) op->arch->stats.food / 15; |
|
|
3247 | if (op->stats.food < 0) |
|
|
3248 | op->stats.food = 0; |
|
|
3249 | } |
|
|
3250 | else |
|
|
3251 | op->stats.food = 0; |
|
|
3252 | } |
|
|
3253 | |
|
|
3254 | // lamps and torched get worthless when used up |
|
|
3255 | if (op->stats.food <= 0) |
|
|
3256 | op->value = 0; |
|
|
3257 | |
|
|
3258 | // FIXME: This is a hack to make the more sane torches and lamps |
|
|
3259 | // still animated ;-/ |
|
|
3260 | if (op->other_arch) |
|
|
3261 | get_animation_from_arch (op, switch_on ? op->other_arch : op->arch); |
|
|
3262 | |
|
|
3263 | if (object *pl = op->visible_to ()) |
|
|
3264 | esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op); |
|
|
3265 | } |
|
|
3266 | |
|
|
3267 | /** |
|
|
3268 | * This handles items of type 'transformer'. |
|
|
3269 | * Basically those items, used with a marked item, transform both items into something |
|
|
3270 | * else. |
|
|
3271 | * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited).. |
|
|
3272 | * Change information is contained in the 'slaying' field of the marked item. |
|
|
3273 | * The format is as follow: transformer:[number ]yield[;transformer:...]. |
|
|
3274 | * This way an item can be transformed in many things, and/or many objects. |
|
|
3275 | * The 'slaying' field for transformer is used as verb for the action. |
|
|
3276 | */ |
|
|
3277 | static void |
|
|
3278 | apply_item_transformer (object *pl, object *transformer) |
|
|
3279 | { |
|
|
3280 | object *marked; |
|
|
3281 | object *new_item; |
|
|
3282 | const char *find; |
|
|
3283 | char *separator; |
|
|
3284 | int yield; |
|
|
3285 | char got[MAX_BUF]; |
|
|
3286 | int len; |
|
|
3287 | |
|
|
3288 | if (!pl || !transformer) |
|
|
3289 | return; |
|
|
3290 | |
|
|
3291 | marked = find_marked_object (pl); |
|
|
3292 | |
|
|
3293 | if (!marked) |
|
|
3294 | { |
|
|
3295 | pl->failmsgf ("Use the %s with what item?", query_name (transformer)); |
|
|
3296 | return; |
|
|
3297 | } |
|
|
3298 | |
|
|
3299 | if (!marked->slaying) |
|
|
3300 | { |
|
|
3301 | pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)); |
|
|
3302 | return; |
|
|
3303 | } |
|
|
3304 | |
|
|
3305 | /* check whether they are compatible or not */ |
|
|
3306 | find = strstr (&marked->slaying, transformer->arch->archname); |
|
|
3307 | if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) |
|
|
3308 | { |
|
|
3309 | pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)); |
|
|
3310 | return; |
|
|
3311 | } |
|
|
3312 | |
|
|
3313 | find += strlen (transformer->arch->archname) + 1; |
|
|
3314 | /* Item can be used, now find how many and what it yields */ |
|
|
3315 | if (isdigit (*(find))) |
|
|
3316 | { |
|
|
3317 | yield = atoi (find); |
|
|
3318 | if (yield < 1) |
|
|
3319 | { |
|
|
3320 | LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield); |
|
|
3321 | yield = 1; |
|
|
3322 | } |
|
|
3323 | } |
|
|
3324 | else |
|
|
3325 | yield = 1; |
|
|
3326 | |
|
|
3327 | while (isdigit (*find)) |
|
|
3328 | find++; |
|
|
3329 | |
|
|
3330 | while (*find == ' ') |
|
|
3331 | find++; |
|
|
3332 | |
|
|
3333 | memset (got, 0, MAX_BUF); |
|
|
3334 | |
|
|
3335 | if ((separator = (char *) strchr (find, ';'))) |
|
|
3336 | len = separator - find; |
|
|
3337 | else |
|
|
3338 | len = strlen (find); |
|
|
3339 | |
|
|
3340 | min_it (len, MAX_BUF - 1); |
|
|
3341 | |
|
|
3342 | strcpy (got, find); |
|
|
3343 | got[len] = '\0'; |
|
|
3344 | |
|
|
3345 | /* Now create new item, remove used ones when required. */ |
|
|
3346 | new_item = get_archetype (got); |
|
|
3347 | if (!new_item) |
|
|
3348 | { |
|
|
3349 | pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0)); |
|
|
3350 | return; |
|
|
3351 | } |
|
|
3352 | |
|
|
3353 | new_item->nrof = yield; |
|
|
3354 | |
|
|
3355 | pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0))); |
|
|
3356 | |
|
|
3357 | pl->insert (new_item); |
|
|
3358 | /* Eat up one item */ |
|
|
3359 | marked->decrease (); |
|
|
3360 | |
|
|
3361 | /* Eat one transformer if needed */ |
|
|
3362 | if (transformer->stats.food) |
|
|
3363 | if (--transformer->stats.food == 0) |
|
|
3364 | transformer->decrease (); |
|
|
3365 | } |
|
|
3366 | |
|
|
3367 | /** |
|
|
3368 | * Main apply handler. |
|
|
3369 | * |
|
|
3370 | * Checks for unpaid items before applying. |
|
|
3371 | * |
|
|
3372 | * Return value is currently not used |
|
|
3373 | * |
|
|
3374 | * who is the object that is causing object to be applied, op is the object |
|
|
3375 | * being applied. |
|
|
3376 | * |
|
|
3377 | * aflag is special (always apply/unapply) flags. Nothing is done with |
|
|
3378 | * them in this function - they are passed to apply_special |
|
|
3379 | */ |
|
|
3380 | static bool |
|
|
3381 | manual_apply (object *who, object *op, int aflag) |
|
|
3382 | { |
|
|
3383 | op = op->head_ (); |
|
|
3384 | |
|
|
3385 | if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED]) |
|
|
3386 | { |
|
|
3387 | if (who->contr) |
|
|
3388 | { |
|
|
3389 | examine (who, op); |
|
|
3390 | //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove |
|
|
3391 | return 1; |
|
|
3392 | } |
|
|
3393 | else |
|
|
3394 | return 0; /* monsters just skip unpaid items */ |
|
|
3395 | } |
|
|
3396 | |
|
|
3397 | if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who))) |
|
|
3398 | return RESULT_INT (0); |
|
|
3399 | else if (apply_types_inv_only [op->type]) |
|
|
3400 | { |
|
|
3401 | // special item, using slot system, needs to be in inv |
|
|
3402 | if (op->env == who) |
|
|
3403 | return apply_special (who, op, aflag); |
|
|
3404 | |
|
|
3405 | who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op)); |
|
|
3406 | } |
|
|
3407 | else if (!who->contr && apply_types_player_only [op->type]) |
|
|
3408 | return 0; // monsters shouldn't try to apply player-only stuff |
|
|
3409 | else if (apply_types [op->type]) |
|
|
3410 | { |
|
|
3411 | // ordinary stuff, may be on the floor |
|
|
3412 | switch (op->type) |
|
|
3413 | { |
|
|
3414 | case T_HANDLE: |
|
|
3415 | who->play_sound (sound_find ("turn_handle")); |
|
|
3416 | who->statusmsg ("You turn the handle."); |
|
|
3417 | op->value = op->value ? 0 : 1; |
|
|
3418 | SET_ANIMATION (op, op->value); |
|
|
3419 | update_object (op, UP_OBJ_FACE); |
|
|
3420 | push_button (op, who); |
|
|
3421 | break; |
|
|
3422 | |
|
|
3423 | case TRIGGER: |
|
|
3424 | if (check_trigger (op, who, who)) |
|
|
3425 | { |
|
|
3426 | who->statusmsg ("You turn the handle."); |
|
|
3427 | who->play_sound (sound_find ("turn_handle")); |
|
|
3428 | } |
|
|
3429 | else |
|
|
3430 | who->failmsg ("The handle doesn't move."); |
|
|
3431 | |
|
|
3432 | break; |
|
|
3433 | |
|
|
3434 | case EXIT: |
|
|
3435 | if (!EXIT_PATH (op)) |
|
|
3436 | who->failmsgf ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)); |
|
|
3437 | else |
|
|
3438 | { |
|
|
3439 | /* Don't display messages for random maps. */ |
|
|
3440 | if (op->msg && EXIT_PATH (op) != shstr_random_map_exit) |
|
|
3441 | who->statusmsg (op->msg, NDI_NAVY); |
|
|
3442 | |
|
|
3443 | who->enter_exit (op); |
|
|
3444 | } |
|
|
3445 | |
|
|
3446 | break; |
|
|
3447 | |
|
|
3448 | case INSCRIBABLE: |
|
|
3449 | who->statusmsg (op->msg); |
|
|
3450 | // maybe show a spell menu to chose from or something like that |
|
|
3451 | break; |
|
|
3452 | |
|
|
3453 | case SIGN: |
|
|
3454 | apply_sign (who, op, 0); |
|
|
3455 | break; |
|
|
3456 | |
|
|
3457 | case BOOK: |
|
|
3458 | apply_book (who, op); |
|
|
3459 | break; |
|
|
3460 | |
|
|
3461 | case SKILLSCROLL: |
|
|
3462 | apply_skillscroll (who, op); |
|
|
3463 | break; |
|
|
3464 | |
|
|
3465 | case SPELLBOOK: |
|
|
3466 | apply_spellbook (who, op); |
|
|
3467 | break; |
|
|
3468 | |
|
|
3469 | case SCROLL: |
|
|
3470 | apply_scroll (who, op, 0); |
|
|
3471 | break; |
|
|
3472 | |
|
|
3473 | case POTION: |
|
|
3474 | apply_potion (who, op); |
|
|
3475 | break; |
|
|
3476 | |
|
|
3477 | /* Eneq(@csd.uu.se): Handle apply on containers. */ |
|
|
3478 | //TODO: remove, as it is unsed? |
|
|
3479 | case CLOSE_CON: |
|
|
3480 | apply_container (who, op->env); |
|
|
3481 | break; |
|
|
3482 | |
|
|
3483 | case CONTAINER: |
|
|
3484 | apply_container (who, op); |
|
|
3485 | break; |
|
|
3486 | |
|
|
3487 | case TREASURE: |
|
|
3488 | apply_treasure (who, op); |
|
|
3489 | break; |
|
|
3490 | |
|
|
3491 | case LAMP: |
|
|
3492 | case TORCH: |
|
|
3493 | player_apply_lamp (who, op); |
|
|
3494 | break; |
|
|
3495 | |
|
|
3496 | case DRINK: |
|
|
3497 | case FOOD: |
|
|
3498 | case FLESH: |
|
|
3499 | apply_food (who, op); |
|
|
3500 | break; |
|
|
3501 | |
|
|
3502 | case POISON: |
|
|
3503 | apply_poison (who, op); |
|
|
3504 | break; |
|
|
3505 | |
|
|
3506 | case SAVEBED: |
|
|
3507 | break; |
|
|
3508 | |
|
|
3509 | case ARMOUR_IMPROVER: |
|
|
3510 | apply_armour_improver (who, op); |
|
|
3511 | break; |
|
|
3512 | |
|
|
3513 | case WEAPON_IMPROVER: |
|
|
3514 | check_improve_weapon (who, op); |
|
|
3515 | break; |
|
|
3516 | |
|
|
3517 | case CLOCK: |
|
|
3518 | { |
|
|
3519 | char buf[MAX_BUF]; |
|
|
3520 | timeofday_t tod; |
|
|
3521 | |
|
|
3522 | get_tod (&tod); |
|
|
3523 | who->play_sound (sound_find ("sound_clock")); |
|
|
3524 | who->statusmsg (format ( |
|
|
3525 | "It is %d minute%s past %d o'clock %s", |
|
|
3526 | tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), |
|
|
3527 | ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") |
|
|
3528 | )); |
|
|
3529 | } |
|
|
3530 | break; |
|
|
3531 | |
|
|
3532 | case MENU: |
|
|
3533 | shop_listing (op, who); |
|
|
3534 | break; |
|
|
3535 | |
|
|
3536 | case POWER_CRYSTAL: |
|
|
3537 | apply_power_crystal (who, op); /* see egoitem.c */ |
|
|
3538 | break; |
|
|
3539 | |
|
|
3540 | case LIGHTER: /* for lighting torches/lanterns/etc */ |
|
|
3541 | apply_lighter (who, op); |
|
|
3542 | break; |
|
|
3543 | |
|
|
3544 | case ITEM_TRANSFORMER: |
|
|
3545 | apply_item_transformer (who, op); |
|
|
3546 | break; |
|
|
3547 | } |
|
|
3548 | |
|
|
3549 | return 1; |
|
|
3550 | } |
|
|
3551 | else |
|
|
3552 | { |
|
|
3553 | who->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); |
|
|
3554 | return 0; |
|
|
3555 | } |
|
|
3556 | } |
|
|
3557 | |
|
|
3558 | /** |
|
|
3559 | * player_apply_below attempts to apply the object 'below' the player. |
|
|
3560 | * If the player has an open container, we use that for below, otherwise |
|
|
3561 | * we use the ground. |
|
|
3562 | */ |
|
|
3563 | void |
|
|
3564 | player_apply_below (object *pl) |
|
|
3565 | { |
|
|
3566 | object *top = pl->container_ () ? pl->container_ ()->inv : pl->below; |
|
|
3567 | |
|
|
3568 | /* If using a container, set the starting item to be the top |
|
|
3569 | * item in the container. Otherwise, use the map. |
|
|
3570 | */ |
|
|
3571 | |
|
|
3572 | // first try to apply "applyables" |
|
|
3573 | for (object *tmp = top; tmp; tmp = tmp->below) |
|
|
3574 | if (!tmp->invisible && apply_types [tmp->type]) |
|
|
3575 | { |
|
|
3576 | // If it is visible, player can apply it. |
|
|
3577 | pl->apply (tmp); |
|
|
3578 | return; |
|
|
3579 | } |
|
|
3580 | |
|
|
3581 | while (top && top->invisible) |
|
|
3582 | top = top->below; |
|
|
3583 | |
|
|
3584 | if (!top || top->flag [FLAG_IS_FLOOR]) |
|
|
3585 | pl->failmsg ("You inspect this space, but find no way to apply anything. " |
|
|
3586 | "H<There is nothing here that you can apply.>"); |
|
|
3587 | else |
|
|
3588 | // next, try to explain the topmost object |
|
|
3589 | switch (top->type) |
|
|
3590 | { |
|
|
3591 | // TODO: all this should move to examine |
|
|
3592 | case ALTAR: |
|
|
3593 | case IDENTIFY_ALTAR: |
|
|
3594 | case TRIGGER_ALTAR: |
|
|
3595 | case CONVERTER: |
|
|
3596 | //case TRIGGER_PEDESTAL: |
|
|
3597 | pl->failmsgf ( |
|
|
3598 | "You see no obvious mechanism on the %s." |
|
|
3599 | "H<You have to drop one or more specific items here.>", |
|
|
3600 | query_short_name (top) |
|
|
3601 | ); |
|
|
3602 | break; |
|
|
3603 | |
|
|
3604 | case BUTTON: |
|
|
3605 | case TRIGGER_BUTTON: |
|
|
3606 | pl->failmsgf ( |
|
|
3607 | "The %s looks as if you could activate it with somehting heavy. " |
|
|
3608 | "H<You must put enough items here to activate it.>", |
|
|
3609 | query_short_name (top) |
|
|
3610 | ); |
|
|
3611 | break; |
|
|
3612 | |
|
|
3613 | default: |
|
|
3614 | examine (pl, top); |
|
|
3615 | break; |
|
|
3616 | } |
|
|
3617 | } |
|
|
3618 | |
|
|
3619 | // saner interface, returns successful status |
|
|
3620 | bool |
|
|
3621 | object::apply (object *ob, int aflags) |
|
|
3622 | { |
|
|
3623 | if (!ob) // simplifies a lot of callers |
|
|
3624 | return true; |
|
|
3625 | |
|
|
3626 | if (contr) |
|
|
3627 | { |
|
|
3628 | if (!ob->env && (move_type & MOVE_FLYING)) |
|
|
3629 | { |
|
|
3630 | /* player is flying and applying object not in inventory */ |
|
|
3631 | if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING)) |
|
|
3632 | { |
|
|
3633 | failmsg ("But you are floating high above the ground! " |
|
|
3634 | "H<You have to stop levitating first, if you can, either by using your levitation skill, " |
|
|
3635 | "or waiting till the levitation effect wears off.>"); |
|
|
3636 | return 0; |
|
|
3637 | } |
|
|
3638 | } |
|
|
3639 | |
|
|
3640 | contr->last_used = ob; |
|
|
3641 | } |
|
|
3642 | |
|
|
3643 | bool want_apply = |
|
|
3644 | aflags & AP_APPLY ? true |
|
|
3645 | : aflags & AP_UNAPPLY ? false |
|
|
3646 | : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE |
|
|
3647 | |
|
|
3648 | object_ptr *slot = 0; |
|
|
3649 | |
|
|
3650 | // detect the slot, if this is a player |
|
|
3651 | if (contr && !(aflags & AP_NO_SLOT)) |
|
|
3652 | { |
|
|
3653 | object *oslot; |
|
|
3654 | |
|
|
3655 | switch (ob->type) |
|
|
3656 | { |
|
|
3657 | case WEAPON: |
|
|
3658 | slot = &contr->combat_ob; |
|
|
3659 | oslot = contr->ranged_ob; |
|
|
3660 | break; |
|
|
3661 | |
|
|
3662 | case BOW: |
|
|
3663 | case RANGED: |
|
|
3664 | case SPELL: |
|
|
3665 | case WAND: |
|
|
3666 | case ROD: |
|
|
3667 | case HORN: |
|
|
3668 | case BUILDER: |
|
|
3669 | slot = &contr->ranged_ob; |
|
|
3670 | oslot = contr->combat_ob; |
|
|
3671 | break; |
|
|
3672 | |
|
|
3673 | // oh, the humanity |
|
|
3674 | case SKILL: |
|
|
3675 | if (aflags & AP_NO_SLOT) |
|
|
3676 | break; |
|
|
3677 | |
|
|
3678 | if (skill_flags [ob->subtype] & SF_NEED_ITEM) |
|
|
3679 | break; |
|
|
3680 | |
|
|
3681 | if (skill_flags [ob->subtype] & SF_COMBAT) |
|
|
3682 | { |
|
|
3683 | slot = &contr->combat_ob; |
|
|
3684 | oslot = contr->ranged_ob; |
|
|
3685 | } |
|
|
3686 | else if (skill_flags [ob->subtype] & SF_RANGED) |
|
|
3687 | { |
|
|
3688 | slot = &contr->ranged_ob; |
|
|
3689 | oslot = contr->combat_ob; |
|
|
3690 | } |
|
|
3691 | |
|
|
3692 | break; |
|
|
3693 | } |
|
|
3694 | |
|
|
3695 | // now handle slot exclusions |
|
|
3696 | if (slot) |
|
|
3697 | { |
|
|
3698 | // only one slot can be active |
|
|
3699 | if (want_apply) |
|
|
3700 | { |
|
|
3701 | // clear slot unless we are in it already |
|
|
3702 | if (*slot != ob) |
|
|
3703 | apply (*slot, AP_UNAPPLY); |
|
|
3704 | |
|
|
3705 | // unapply other slot, because we want to become active |
|
|
3706 | apply (oslot, AP_UNAPPLY); |
|
|
3707 | } |
|
|
3708 | |
|
|
3709 | // clear item from slot if applied |
|
|
3710 | if (!want_apply && current_weapon == ob) |
|
|
3711 | current_weapon = 0; |
|
|
3712 | } |
|
|
3713 | } |
|
|
3714 | |
|
|
3715 | if (ob->flag [FLAG_APPLIED] != want_apply) |
|
|
3716 | manual_apply (this, ob, aflags); |
|
|
3717 | |
|
|
3718 | if (ob->flag [FLAG_APPLIED] != want_apply) |
|
|
3719 | return false; |
|
|
3720 | |
|
|
3721 | if (slot && want_apply) |
|
|
3722 | current_weapon = *slot = ob; |
|
|
3723 | |
|
|
3724 | return true; |
3681 | } |
3725 | } |
3682 | |
3726 | |
3683 | /** |
3727 | /** |
3684 | * Map was just loaded, handle op's initialisation. |
3728 | * Map was just loaded, handle op's initialisation. |
3685 | * |
3729 | * |