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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 | /** |
35 | // these must be in the inventory before they can be applied |
36 | * Check if op should abort moving victim because of it's race or slaying. |
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37 | * Returns 1 if it should abort, returns 0 if it should continue. |
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38 | */ |
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39 | int |
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40 | should_director_abort (object *op, object *victim) |
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41 | { |
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42 | int arch_flag, name_flag, race_flag; |
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43 | |
36 | |
44 | /* Get flags to determine what of arch, name, and race should be checked. |
37 | static const struct apply_types_inv_only : typeset |
45 | * This is stored in subtype, and is a bitmask, the LSB is the arch flag, |
38 | { |
46 | * the next is the name flag, and the last is the race flag. Also note, |
39 | apply_types_inv_only () |
47 | * if subtype is set to zero, that also goes to defaults of all affecting |
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48 | * it. Examples: |
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49 | * subtype 1: only arch |
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50 | * subtype 3: arch or name |
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51 | * subtype 5: arch or race |
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52 | * subtype 7: all three |
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53 | */ |
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54 | if (op->subtype) |
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55 | { |
40 | { |
56 | arch_flag = op->subtype & 1; |
41 | set (WEAPON); |
57 | name_flag = op->subtype & 2; |
42 | set (ARMOUR); |
58 | 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); |
59 | } |
61 | } |
60 | 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 () |
61 | { |
69 | { |
62 | arch_flag = 1; |
70 | set (TRANSPORT); |
63 | name_flag = 1; |
71 | set (EXIT); |
64 | race_flag = 1; |
72 | set (BOOK); |
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73 | set (SIGN); |
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74 | set (BOOK); |
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75 | set (SKILLSCROLL); |
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76 | set (SPELLBOOK); |
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77 | set (INSCRIBABLE); |
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78 | set (TREASURE); |
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79 | set (SAVEBED); |
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80 | set (ARMOUR_IMPROVER); |
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81 | set (WEAPON_IMPROVER); |
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82 | set (CLOCK); |
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83 | set (MENU); |
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84 | set (LIGHTER); /* for lighting torches/lanterns/etc */ |
65 | } |
85 | } |
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86 | } apply_types_player_only; |
66 | |
87 | |
67 | /* If the director has race set, only affect objects with a arch, |
88 | // applying these _can_ be attempted, others cannot |
68 | * name or race that matches. |
89 | // be applied at all. used by e.g. apply below. |
69 | */ |
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70 | if ((op->race) && |
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71 | ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) && |
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72 | ((!(victim->name && name_flag) || op->race != victim->name)) && |
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73 | ((!(victim->race && race_flag) || op->race != victim->race))) |
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74 | return 1; |
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75 | |
90 | |
76 | /* If the director has slaying set, only affect objects where none |
91 | static const struct apply_types : typeset |
77 | * of arch, name, or race match. |
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78 | */ |
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79 | if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) || |
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80 | ((victim->name && name_flag && op->slaying == victim->name)) || |
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81 | ((victim->race && race_flag && op->slaying == victim->race))) |
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82 | return 1; |
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83 | |
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84 | return 0; |
|
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85 | } |
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86 | |
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87 | /** |
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88 | * This handles a player dropping money on an altar to identify stuff. |
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89 | * It'll identify marked item, if none all items up to dropped money. |
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90 | * Return value: 1 if money was destroyed, 0 if not. |
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91 | */ |
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92 | static int |
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93 | apply_id_altar (object *money, object *altar, object *pl) |
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94 | { |
92 | { |
95 | dynbuf_text &buf = msg_dynbuf; buf.clear (); |
93 | apply_types () |
96 | |
94 | : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only) |
97 | if (!pl || pl->type != PLAYER) |
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98 | return 0; |
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99 | |
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100 | /* Check for MONEY type is a special hack - it prevents 'nothing needs |
|
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101 | * identifying' from being printed out more than it needs to be. |
|
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102 | */ |
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103 | if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY) |
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104 | return 0; |
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105 | |
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106 | /* if the player has a marked item, identify that if it needs to be |
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107 | * identified. If it doesn't, then go through the player inventory. |
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108 | */ |
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109 | if (object *marked = find_marked_object (pl)) |
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110 | if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) |
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111 | { |
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112 | if (operate_altar (altar, &money, pl)) |
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113 | { |
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114 | identify (marked); |
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115 | |
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116 | buf.printf ("You have %s.\r", long_desc (marked, pl)); |
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117 | if (marked->msg) |
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118 | buf << "The item has a story:\r" << marked->msg << "\n\n"; |
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119 | |
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120 | return !money; |
|
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121 | } |
|
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122 | } |
|
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123 | |
|
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124 | for (object *id = pl->inv; id; id = id->below) |
|
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125 | { |
95 | { |
126 | if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) |
96 | set (T_HANDLE); |
127 | { |
97 | set (TRIGGER); |
128 | if (operate_altar (altar, &money, pl)) |
98 | set (SCROLL); |
129 | { |
99 | set (POTION); |
130 | identify (id); |
100 | set (CLOSE_CON); |
131 | |
101 | set (CONTAINER); |
132 | buf.printf ("You have %s.\r", long_desc (id, pl)); |
102 | set (LAMP); |
133 | if (id->msg) |
103 | set (TORCH); |
134 | buf << "The item has a story:\r" << id->msg << "\n\n"; |
104 | set (DRINK); |
135 | |
105 | set (FOOD); |
136 | /* If no more money, might as well quit now */ |
106 | set (FLESH); |
137 | if (!money || !check_altar_sacrifice (altar, money)) |
107 | set (POISON); |
138 | break; |
108 | set (POWER_CRYSTAL); |
139 | } |
109 | set (ITEM_TRANSFORMER); |
140 | else |
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141 | { |
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142 | LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); |
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143 | break; |
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144 | } |
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145 | } |
|
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146 | } |
110 | } |
147 | |
111 | } apply_types; |
148 | if (buf.empty ()) |
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149 | pl->failmsg ("You have nothing that needs identifying"); |
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150 | else |
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151 | pl->contr->infobox (MSG_CHANNEL ("identify"), buf); |
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152 | |
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153 | return !money; |
|
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154 | } |
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155 | |
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156 | /** |
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157 | * This checks whether the object has a "on_use_yield" field, and if so generated and drops |
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158 | * matching item. |
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159 | **/ |
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160 | void |
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161 | handle_apply_yield (object *tmp) |
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162 | { |
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163 | if (shstr_tmp yield = tmp->kv (shstr_on_use_yield)) |
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164 | archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); |
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165 | } |
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166 | |
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167 | /** |
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168 | * Handles applying a potion. |
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169 | */ |
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170 | int |
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171 | apply_potion (object *op, object *tmp) |
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172 | { |
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173 | int got_one = 0, i; |
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174 | object *force = 0; |
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175 | |
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176 | object *floor = GET_MAP_OB (op->map, op->x, op->y); |
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177 | |
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178 | if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) |
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179 | { |
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180 | op->failmsg ("Gods prevent you from using this here, it's sacred ground!"); |
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181 | |
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182 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
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183 | return 0; |
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184 | } |
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185 | |
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186 | if (op->type == PLAYER) |
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187 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
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188 | identify (tmp); |
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189 | |
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190 | handle_apply_yield (tmp); |
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191 | |
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192 | /* Potion of restoration - only for players */ |
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193 | if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) |
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194 | { |
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195 | object *depl; |
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196 | archetype *at; |
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197 | |
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198 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
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199 | { |
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200 | op->drain_stat (); |
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201 | op->update_stats (); |
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202 | tmp->decrease (); |
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203 | return 1; |
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204 | } |
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205 | |
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206 | if (!(at = archetype::find (shstr_depletion))) |
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207 | { |
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208 | LOG (llevError, "Could not find archetype depletion\n"); |
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209 | return 0; |
|
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210 | } |
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211 | |
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212 | depl = present_arch_in_ob (at, op); |
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213 | |
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214 | if (depl) |
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215 | { |
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216 | for (i = 0; i < NUM_STATS; i++) |
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217 | if (depl->stats.stat (i)) |
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218 | op->statusmsg (restore_msg[i]); |
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219 | |
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220 | depl->destroy (); |
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221 | op->update_stats (); |
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222 | } |
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223 | else |
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224 | op->statusmsg ("Your potion had no effect."); |
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225 | |
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226 | tmp->decrease (); |
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227 | return 1; |
|
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228 | } |
|
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229 | |
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230 | /* improvement potion - only for players */ |
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231 | if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) |
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232 | { |
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233 | for (i = 1; i < min (11, op->level); i++) |
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234 | { |
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235 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
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236 | { |
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237 | if (op->contr->levhp[i] != 1) |
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238 | { |
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239 | op->contr->levhp[i] = 1; |
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240 | break; |
|
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241 | } |
|
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242 | |
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243 | if (op->contr->levsp[i] != 1) |
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244 | { |
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245 | op->contr->levsp[i] = 1; |
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246 | break; |
|
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247 | } |
|
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248 | |
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249 | if (op->contr->levgrace[i] != 1) |
|
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250 | { |
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251 | op->contr->levgrace[i] = 1; |
|
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252 | break; |
|
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253 | } |
|
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254 | } |
|
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255 | else |
|
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256 | { |
|
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257 | if (op->contr->levhp[i] < 9) |
|
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258 | { |
|
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259 | op->contr->levhp[i] = 9; |
|
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260 | break; |
|
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261 | } |
|
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262 | |
|
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263 | if (op->contr->levsp[i] < 6) |
|
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264 | { |
|
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265 | op->contr->levsp[i] = 6; |
|
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266 | break; |
|
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267 | } |
|
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268 | |
|
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269 | if (op->contr->levgrace[i] < 3) |
|
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270 | { |
|
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271 | op->contr->levgrace[i] = 3; |
|
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272 | break; |
|
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273 | } |
|
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274 | } |
|
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275 | } |
|
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276 | |
|
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277 | /* Just makes checking easier */ |
|
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278 | if (i < min (11, op->level)) |
|
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279 | got_one = 1; |
|
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280 | |
|
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281 | if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
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282 | { |
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283 | if (got_one) |
|
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284 | { |
|
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285 | op->update_stats (); |
|
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286 | op->statusmsg ("The Gods smile upon you and remake you " |
|
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287 | "a little more in their image. " |
|
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288 | "You feel a little more perfect.", NDI_GREEN); |
|
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289 | } |
|
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290 | else |
|
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291 | op->statusmsg ("The potion had no effect - you are already perfect."); |
|
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292 | } |
|
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293 | else |
|
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294 | { /* cursed potion */ |
|
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295 | if (got_one) |
|
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296 | { |
|
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297 | op->update_stats (); |
|
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298 | op->failmsg ("The Gods are angry and punish you."); |
|
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299 | } |
|
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300 | else |
|
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301 | op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE); |
|
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302 | } |
|
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303 | |
|
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304 | tmp->decrease (); |
|
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305 | return 1; |
|
|
306 | } |
|
|
307 | |
|
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308 | |
|
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309 | /* A potion that casts a spell. Healing, restore spellpoint (power potion) |
|
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310 | * and heroism all fit into this category. Given the spell object code, |
|
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311 | * there is no limit to the number of spells that potions can be cast, |
|
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312 | * but direction is problematic to try and imbue fireball potions for example. |
|
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313 | */ |
|
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314 | if (tmp->inv) |
|
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315 | { |
|
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316 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
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317 | { |
|
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318 | op->failmsg ("Yech! Your lungs are on fire!"); |
|
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319 | create_exploding_ball_at (op, op->level); |
|
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320 | } |
|
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321 | else |
|
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322 | cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
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323 | |
|
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324 | tmp->decrease (); |
|
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325 | |
|
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326 | /* if youre dead, no point in doing this... */ |
|
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327 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
|
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328 | op->update_stats (); |
|
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329 | |
|
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330 | return 1; |
|
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331 | } |
|
|
332 | |
|
|
333 | /* Deal with protection potions */ |
|
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334 | force = NULL; |
|
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335 | for (i = 0; i < NROFATTACKS; i++) |
|
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336 | { |
|
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337 | if (tmp->resist[i]) |
|
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338 | { |
|
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339 | if (!force) |
|
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340 | force = get_archetype (FORCE_NAME); |
|
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341 | |
|
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342 | memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); |
|
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343 | force->type = POTION_EFFECT; |
|
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344 | break; /* Only need to find one protection since we copy entire batch */ |
|
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345 | } |
|
|
346 | } |
|
|
347 | |
|
|
348 | /* This is a protection potion */ |
|
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349 | if (force) |
|
|
350 | { |
|
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351 | /* cursed items last longer */ |
|
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352 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
353 | { |
|
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354 | force->stats.food *= 10; |
|
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355 | for (i = 0; i < NROFATTACKS; i++) |
|
|
356 | if (force->resist[i] > 0) |
|
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357 | force->resist[i] = -force->resist[i]; /* prot => vuln */ |
|
|
358 | } |
|
|
359 | |
|
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360 | force->speed_left = -1; |
|
|
361 | force = insert_ob_in_ob (force, op); |
|
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362 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
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363 | SET_FLAG (force, FLAG_APPLIED); |
|
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364 | change_abil (op, force); |
|
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365 | tmp->decrease (); |
|
|
366 | return 1; |
|
|
367 | } |
|
|
368 | |
|
|
369 | /* Only thing left are the stat potions */ |
|
|
370 | if (op->type == PLAYER) |
|
|
371 | { /* only for players */ |
|
|
372 | if ((QUERY_FLAG (tmp, FLAG_CURSED) |
|
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373 | || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
374 | && tmp->value != 0) |
|
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375 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
376 | else |
|
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377 | SET_FLAG (tmp, FLAG_APPLIED); |
|
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378 | |
|
|
379 | if (!change_abil (op, tmp)) |
|
|
380 | op->statusmsg ("Nothing happened."); |
|
|
381 | } |
|
|
382 | |
|
|
383 | /* CLEAR_FLAG is so that if the character has other potions |
|
|
384 | * that were grouped with the one consumed, his |
|
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385 | * stat will not be raised by them. fix_player just clears |
|
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386 | * up all the stats. |
|
|
387 | */ |
|
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388 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
389 | op->update_stats (); |
|
|
390 | tmp->decrease (); |
|
|
391 | return 1; |
|
|
392 | } |
|
|
393 | |
112 | |
394 | /**************************************************************************** |
113 | /**************************************************************************** |
395 | * Weapon improvement code follows |
114 | * Weapon improvement code follows |
396 | ****************************************************************************/ |
115 | ****************************************************************************/ |
397 | |
116 | |
… | |
… | |
421 | if (!item) |
140 | if (!item) |
422 | return 0; |
141 | return 0; |
423 | |
142 | |
424 | for (op = op->below; op; op = op->below) |
143 | for (op = op->below; op; op = op->below) |
425 | if (op->arch->archname == item) |
144 | if (op->arch->archname == item) |
426 | if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) |
145 | if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED] |
427 | && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID)) |
146 | && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID]) |
428 | count += op->number_of (); |
147 | count += op->number_of (); |
429 | |
148 | |
430 | return count; |
149 | return count; |
431 | } |
150 | } |
432 | |
151 | |
… | |
… | |
479 | if (improver->slaying) |
198 | if (improver->slaying) |
480 | { |
199 | { |
481 | count = check_item (op, improver->slaying); |
200 | count = check_item (op, improver->slaying); |
482 | if (count < 1) |
201 | if (count < 1) |
483 | { |
202 | { |
484 | op->failmsg (format ("The gods want more %ss", &improver->slaying)); |
203 | op->failmsgf ("The gods want more %ss", &improver->slaying); |
485 | return 0; |
204 | return 0; |
486 | } |
205 | } |
487 | } |
206 | } |
488 | else |
207 | else |
489 | count = 1; |
208 | count = 1; |
… | |
… | |
614 | { |
333 | { |
615 | op->failmsg ("This weapon cannot be improved any more."); |
334 | op->failmsg ("This weapon cannot be improved any more."); |
616 | return 0; |
335 | return 0; |
617 | } |
336 | } |
618 | |
337 | |
619 | if (QUERY_FLAG (weapon, FLAG_APPLIED) |
338 | if (weapon->flag [FLAG_APPLIED] |
620 | && !check_item_power (op, weapon->item_power + 1)) |
339 | && !check_item_power (op, weapon->item_power + 1)) |
621 | { |
340 | { |
622 | op->failmsg ("Improving the weapon will make it too " |
341 | op->failmsg ("Improving the weapon will make it too " |
623 | "powerful for you to use. Unready it if you " |
342 | "powerful for you to use. Unready it if you " |
624 | "really want to improve it."); |
343 | "really want to improve it."); |
… | |
… | |
674 | sacrifice_needed *= 2; |
393 | sacrifice_needed *= 2; |
675 | |
394 | |
676 | sacrifice_count = check_sacrifice (op, improver); |
395 | sacrifice_count = check_sacrifice (op, improver); |
677 | if (sacrifice_count < sacrifice_needed) |
396 | if (sacrifice_count < sacrifice_needed) |
678 | { |
397 | { |
679 | op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying)); |
398 | op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying); |
680 | return 0; |
399 | return 0; |
681 | } |
400 | } |
682 | |
401 | |
683 | eat_item (op, improver->slaying, sacrifice_needed); |
402 | eat_item (op, improver->slaying, sacrifice_needed); |
684 | weapon->item_power++; |
403 | weapon->item_power++; |
… | |
… | |
706 | * then calls improve_weapon to do the dirty work. |
425 | * then calls improve_weapon to do the dirty work. |
707 | */ |
426 | */ |
708 | static int |
427 | static int |
709 | check_improve_weapon (object *op, object *tmp) |
428 | check_improve_weapon (object *op, object *tmp) |
710 | { |
429 | { |
711 | object *otmp; |
|
|
712 | |
|
|
713 | if (op->type != PLAYER) |
430 | if (op->type != PLAYER) |
714 | return 0; |
431 | return 0; |
715 | |
432 | |
716 | if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) |
433 | if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) |
717 | { |
434 | { |
718 | op->failmsg ("Something blocks the magic of the scroll!"); |
435 | op->failmsg ("Something blocks the magic of the scroll!"); |
719 | return 0; |
436 | return 0; |
720 | } |
437 | } |
721 | |
438 | |
722 | otmp = find_marked_object (op); |
439 | object *otmp = op->mark (); |
723 | |
440 | |
724 | if (!otmp) |
441 | if (!otmp) |
725 | { |
442 | { |
726 | op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); |
443 | op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); |
727 | return 0; |
444 | return 0; |
728 | } |
445 | } |
729 | |
446 | |
730 | if (otmp->type != WEAPON && otmp->type != BOW) |
447 | if (otmp->type != WEAPON && otmp->type != BOW) |
731 | { |
448 | { |
732 | op->failmsg ("Marked item is not a weapon or bow!"); |
449 | op->failmsg ("Marked item is not a weapon or bow!"); |
|
|
450 | return 0; |
|
|
451 | } |
|
|
452 | |
|
|
453 | if (!op->apply (otmp, AP_UNAPPLY)) |
|
|
454 | { |
|
|
455 | op->failmsg ("You are unable to take off your weapon to improve it!"); |
733 | return 0; |
456 | return 0; |
734 | } |
457 | } |
735 | |
458 | |
736 | op->statusmsg ("Applied weapon builder."); |
459 | op->statusmsg ("Applied weapon builder."); |
737 | |
460 | |
… | |
… | |
763 | * changing of physical area right now. |
486 | * changing of physical area right now. |
764 | */ |
487 | */ |
765 | static int |
488 | static int |
766 | improve_armour (object *op, object *improver, object *armour) |
489 | improve_armour (object *op, object *improver, object *armour) |
767 | { |
490 | { |
768 | object *tmp; |
|
|
769 | |
|
|
770 | if (armour->magic >= settings.armor_max_enchant) |
491 | if (armour->magic >= settings.armor_max_enchant) |
771 | { |
492 | { |
772 | op->failmsg ("This armour can not be enchanted any further!"); |
493 | op->failmsg ("This armour can not be enchanted any further!"); |
773 | return 0; |
494 | return 0; |
774 | } |
495 | } |
… | |
… | |
785 | } |
506 | } |
786 | |
507 | |
787 | /* Split objects if needed. Can't insert tmp until the |
508 | /* Split objects if needed. Can't insert tmp until the |
788 | * end of this function - otherwise it will just re-merge. |
509 | * end of this function - otherwise it will just re-merge. |
789 | */ |
510 | */ |
790 | tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0; |
511 | object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0; |
791 | |
512 | |
792 | armour->magic++; |
513 | armour->magic++; |
793 | |
514 | |
794 | if (!settings.armor_speed_linear) |
515 | if (!settings.armor_speed_linear) |
795 | { |
516 | { |
… | |
… | |
833 | |
554 | |
834 | if (op->type == PLAYER) |
555 | if (op->type == PLAYER) |
835 | { |
556 | { |
836 | esrv_send_item (op, armour); |
557 | esrv_send_item (op, armour); |
837 | |
558 | |
838 | if (QUERY_FLAG (armour, FLAG_APPLIED)) |
559 | if (armour->flag [FLAG_APPLIED]) |
839 | op->update_stats (); |
560 | op->update_stats (); |
840 | } |
561 | } |
841 | |
562 | |
842 | improver->decrease (); |
563 | improver->decrease (); |
843 | |
564 | |
… | |
… | |
923 | for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) |
644 | for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) |
924 | if (rndm (0, i) == 0) |
645 | if (rndm (0, i) == 0) |
925 | ob_to_copy = ob; |
646 | ob_to_copy = ob; |
926 | |
647 | |
927 | item = ob_to_copy->deep_clone (); |
648 | item = ob_to_copy->deep_clone (); |
928 | CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); |
649 | item->clr_flag (FLAG_IS_A_TEMPLATE); |
929 | unflag_inv (item, FLAG_IS_A_TEMPLATE); |
650 | unflag_inv (item, FLAG_IS_A_TEMPLATE); |
930 | } |
651 | } |
931 | else |
652 | else |
932 | { |
653 | { |
933 | if (!conv_to) |
654 | if (!conv_to) |
… | |
… | |
946 | |
667 | |
947 | if (nr) |
668 | if (nr) |
948 | item->nrof *= nr; |
669 | item->nrof *= nr; |
949 | |
670 | |
950 | if (converter->flag [FLAG_PRECIOUS]) |
671 | if (converter->flag [FLAG_PRECIOUS]) |
951 | SET_FLAG (item, FLAG_UNPAID); |
672 | item->set_flag (FLAG_UNPAID); |
952 | |
673 | |
953 | if (converter->is_in_shop ()) |
674 | if (converter->is_in_shop ()) |
954 | { |
675 | { |
955 | // converters on shop floors don't work anymore, bug lets check for it |
676 | // converters on shop floors don't work anymore, bug lets check for it |
956 | // and report in case someone still does it. |
677 | // and report in case someone still does it. |
957 | LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n", |
678 | LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n", |
958 | converter->debug_desc ()); |
679 | converter->debug_desc ()); |
959 | SET_FLAG (item, FLAG_UNPAID); |
680 | item->set_flag (FLAG_UNPAID); |
960 | } |
681 | } |
961 | else if (price_in < sint64 (item->nrof) * item->value) |
682 | else if (price_in < sint64 (item->nrof) * item->value) |
962 | { |
683 | { |
963 | LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", |
684 | LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", |
964 | &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); |
685 | &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); |
… | |
… | |
968 | */ |
689 | */ |
969 | } |
690 | } |
970 | |
691 | |
971 | // elmex: only identify if we need to, for example so that generated money doesn't |
692 | // elmex: only identify if we need to, for example so that generated money doesn't |
972 | // get an 'identified' flag so easily. |
693 | // get an 'identified' flag so easily. |
973 | if (need_identify (item)) |
694 | if (item->need_identify ()) |
974 | identify (item); |
695 | identify (item); |
975 | |
696 | |
976 | insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); |
697 | insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); |
977 | return 1; |
698 | return 1; |
978 | } |
699 | } |
… | |
… | |
1013 | return 1; |
734 | return 1; |
1014 | } |
735 | } |
1015 | else if (!sack->env) |
736 | else if (!sack->env) |
1016 | { |
737 | { |
1017 | // active, but not ours: some other player has opened it |
738 | // active, but not ours: some other player has opened it |
1018 | op->failmsg (format ("Somebody else is using the %s already.", query_name (sack))); |
739 | op->failmsgf ("Somebody else is using the %s already.", query_name (sack)); |
1019 | return 1; |
740 | return 1; |
1020 | } |
741 | } |
1021 | |
742 | |
1022 | // fall through to opening it (active in inv) |
743 | // fall through to opening it (active in inv) |
1023 | } |
744 | } |
… | |
… | |
1099 | { |
820 | { |
1100 | int rv = 0; |
821 | int rv = 0; |
1101 | double opinion; |
822 | double opinion; |
1102 | object *tmp, *next; |
823 | object *tmp, *next; |
1103 | |
824 | |
1104 | SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ |
825 | op->set_flag (FLAG_NO_APPLY); /* prevent loops */ |
1105 | |
826 | |
1106 | bool has_unpaid = false; |
827 | bool has_unpaid = false; |
1107 | |
828 | |
1108 | // quite inefficient to do this here twice, but the api doesn't lend itself to |
829 | // quite inefficient to do this here twice, but the api doesn't lend itself to |
1109 | // a quick and small change :( |
830 | // a quick and small change :( |
… | |
… | |
1122 | */ |
843 | */ |
1123 | for (tmp = op->inv; tmp; tmp = next) |
844 | for (tmp = op->inv; tmp; tmp = next) |
1124 | { |
845 | { |
1125 | next = tmp->below; |
846 | next = tmp->below; |
1126 | |
847 | |
1127 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
848 | if (tmp->flag [FLAG_UNPAID]) |
1128 | { |
849 | { |
1129 | int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); |
850 | int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); |
1130 | |
851 | |
1131 | if (i >= 0) |
852 | if (i >= 0) |
1132 | tmp->move (i); |
853 | tmp->move (i); |
1133 | } |
854 | } |
1134 | } |
855 | } |
1135 | |
856 | |
1136 | /* Don't teleport things like spell effects */ |
857 | /* Don't teleport things like spell effects */ |
1137 | if (QUERY_FLAG (op, FLAG_NO_PICK)) |
858 | if (op->flag [FLAG_NO_PICK]) |
1138 | return 0; |
859 | return 0; |
1139 | |
860 | |
1140 | /* unpaid objects, or non living objects, can't transfer by |
861 | /* unpaid objects, or non living objects, can't transfer by |
1141 | * shop mats. Instead, put it on a nearby space. |
862 | * shop mats. Instead, put it on a nearby space. |
1142 | */ |
863 | */ |
1143 | if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) |
864 | if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE]) |
1144 | { |
865 | { |
1145 | /* Somebody dropped an unpaid item, just move to an adjacent place. */ |
866 | /* Somebody dropped an unpaid item, just move to an adjacent place. */ |
1146 | int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
867 | int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
1147 | |
868 | |
1148 | if (i != -1) |
869 | if (i != -1) |
… | |
… | |
1203 | op->y += freearr_y[i]; |
924 | op->y += freearr_y[i]; |
1204 | rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; |
925 | rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; |
1205 | } |
926 | } |
1206 | } |
927 | } |
1207 | |
928 | |
1208 | CLEAR_FLAG (op, FLAG_NO_APPLY); |
929 | op->clr_flag (FLAG_NO_APPLY); |
1209 | return rv; |
930 | return rv; |
1210 | } |
931 | } |
1211 | |
932 | |
1212 | /** |
933 | /** |
1213 | * Handles applying a sign. |
934 | * Handles applying a sign. |
… | |
… | |
1241 | op->failmsg ("You cannot read it anymore."); |
962 | op->failmsg ("You cannot read it anymore."); |
1242 | |
963 | |
1243 | return; |
964 | return; |
1244 | } |
965 | } |
1245 | |
966 | |
1246 | if (!QUERY_FLAG (op, FLAG_WIZPASS)) |
967 | if (!op->flag [FLAG_WIZPASS]) |
1247 | sign->last_eat++; |
968 | sign->last_eat++; |
1248 | } |
969 | } |
1249 | |
970 | |
1250 | /* Sign or magic mouth? Do we need to see it, or does it talk to us? |
971 | /* Sign or magic mouth? Do we need to see it, or does it talk to us? |
1251 | * No way to know for sure. The presumption is basically that if |
972 | * No way to know for sure. The presumption is basically that if |
1252 | * move_on is zero, it needs to be manually applied (doesn't talk |
973 | * move_on is zero, it needs to be manually applied (doesn't talk |
1253 | * to us). |
974 | * to us). |
1254 | */ |
975 | */ |
1255 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) |
976 | if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on) |
1256 | { |
977 | { |
1257 | op->failmsg ("You are unable to read while blind!"); |
978 | op->failmsg ("You are unable to read while blind!"); |
1258 | return; |
979 | return; |
1259 | } |
980 | } |
1260 | |
981 | |
… | |
… | |
1301 | EXIT_Y (trap) + freearr_y[dir], |
1022 | EXIT_Y (trap) + freearr_y[dir], |
1302 | 0, victim); |
1023 | 0, victim); |
1303 | } |
1024 | } |
1304 | |
1025 | |
1305 | /** |
1026 | /** |
1306 | * 'victim' moves onto 'trap' |
|
|
1307 | * 'victim' leaves 'trap' |
|
|
1308 | * effect is determined by move_on/move_off of trap and move_type of victime. |
|
|
1309 | * |
|
|
1310 | * originator: Player, monster or other object that caused 'victim' to move |
|
|
1311 | * onto 'trap'. Will receive messages caused by this action. May be NULL. |
|
|
1312 | * However, some types of traps require an originator to function. |
|
|
1313 | */ |
|
|
1314 | void |
|
|
1315 | move_apply (object *trap, object *victim, object *originator) |
|
|
1316 | { |
|
|
1317 | static int recursion_depth = 0; |
|
|
1318 | |
|
|
1319 | /* Only exits affect DMs. */ |
|
|
1320 | if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) |
|
|
1321 | return; |
|
|
1322 | |
|
|
1323 | /* move_apply() is the most likely candidate for causing unwanted and |
|
|
1324 | * possibly unlimited recursion. |
|
|
1325 | */ |
|
|
1326 | /* The following was changed because it was causing perfectly correct |
|
|
1327 | * maps to fail. 1) it's not an error to recurse: |
|
|
1328 | * rune detonates, summoning monster. monster lands on nearby rune. |
|
|
1329 | * nearby rune detonates. This sort of recursion is expected and |
|
|
1330 | * proper. This code was causing needless crashes. |
|
|
1331 | */ |
|
|
1332 | if (recursion_depth >= 500) |
|
|
1333 | { |
|
|
1334 | LOG (llevDebug, "WARNING: move_apply(): aborting recursion " |
|
|
1335 | "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name); |
|
|
1336 | return; |
|
|
1337 | } |
|
|
1338 | |
|
|
1339 | recursion_depth++; |
|
|
1340 | if (trap->head) |
|
|
1341 | trap = trap->head; |
|
|
1342 | |
|
|
1343 | if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) |
|
|
1344 | switch (trap->type) |
|
|
1345 | { |
|
|
1346 | case PLAYERMOVER: |
|
|
1347 | if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) |
|
|
1348 | { |
|
|
1349 | if (!trap->stats.maxsp) |
|
|
1350 | trap->stats.maxsp = 2; |
|
|
1351 | |
|
|
1352 | /* Is this correct? From the docs, it doesn't look like it |
|
|
1353 | * should be divided by trap->speed |
|
|
1354 | */ |
|
|
1355 | victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed; |
|
|
1356 | |
|
|
1357 | /* Just put in some sanity check. I think there is a bug in the |
|
|
1358 | * above with some objects have zero speed, and thus the player |
|
|
1359 | * getting permanently paralyzed. |
|
|
1360 | */ |
|
|
1361 | if (victim->speed_left < -50.f) |
|
|
1362 | victim->speed_left = -50.f; |
|
|
1363 | /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ |
|
|
1364 | } |
|
|
1365 | break; |
|
|
1366 | |
|
|
1367 | case SPINNER: |
|
|
1368 | if (victim->direction) |
|
|
1369 | { |
|
|
1370 | victim->direction = absdir (victim->direction - trap->stats.sp); |
|
|
1371 | update_turn_face (victim); |
|
|
1372 | } |
|
|
1373 | break; |
|
|
1374 | |
|
|
1375 | case DIRECTOR: |
|
|
1376 | if (victim->direction && !should_director_abort (trap, victim)) |
|
|
1377 | { |
|
|
1378 | victim->direction = trap->stats.sp; |
|
|
1379 | update_turn_face (victim); |
|
|
1380 | } |
|
|
1381 | break; |
|
|
1382 | |
|
|
1383 | case BUTTON: |
|
|
1384 | case PEDESTAL: |
|
|
1385 | case T_MATCH: |
|
|
1386 | update_button (trap, originator); |
|
|
1387 | break; |
|
|
1388 | |
|
|
1389 | case ALTAR: |
|
|
1390 | /* sacrifice victim on trap */ |
|
|
1391 | apply_altar (trap, victim, originator); |
|
|
1392 | break; |
|
|
1393 | |
|
|
1394 | case THROWN_OBJ: |
|
|
1395 | if (trap->inv == NULL) |
|
|
1396 | break; |
|
|
1397 | /* fallthrough */ |
|
|
1398 | |
|
|
1399 | case ARROW: |
|
|
1400 | /* bad bug: monster throw a object, make a step forwards, step on object , |
|
|
1401 | * trigger this here and get hit by own missile - and will be own enemy. |
|
|
1402 | * Victim then is his own enemy and will start to kill herself (this is |
|
|
1403 | * removed) but we have not synced victim and his missile. To avoid senseless |
|
|
1404 | * action, we avoid hits here |
|
|
1405 | */ |
|
|
1406 | if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ()) |
|
|
1407 | && trap->owner != victim) |
|
|
1408 | hit_with_arrow (trap, victim); |
|
|
1409 | break; |
|
|
1410 | |
|
|
1411 | case SPELL_EFFECT: |
|
|
1412 | apply_spell_effect (trap, victim); |
|
|
1413 | break; |
|
|
1414 | |
|
|
1415 | case TRAPDOOR: |
|
|
1416 | { |
|
|
1417 | int max, sound_was_played; |
|
|
1418 | object *ab, *ab_next; |
|
|
1419 | |
|
|
1420 | if (!trap->value) |
|
|
1421 | { |
|
|
1422 | int tot; |
|
|
1423 | |
|
|
1424 | for (ab = trap->above, tot = 0; ab; ab = ab->above) |
|
|
1425 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
1426 | tot += ab->head_ ()->total_weight (); |
|
|
1427 | |
|
|
1428 | if (!(trap->value = (tot > trap->weight) ? 1 : 0)) |
|
|
1429 | break; |
|
|
1430 | |
|
|
1431 | SET_ANIMATION (trap, trap->value); |
|
|
1432 | update_object (trap, UP_OBJ_FACE); |
|
|
1433 | } |
|
|
1434 | |
|
|
1435 | for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) |
|
|
1436 | { |
|
|
1437 | /* need to set this up, since if we do transfer the object, |
|
|
1438 | * ab->above would be bogus |
|
|
1439 | */ |
|
|
1440 | ab_next = ab->above; |
|
|
1441 | |
|
|
1442 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
1443 | { |
|
|
1444 | if (!sound_was_played) |
|
|
1445 | { |
|
|
1446 | trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
|
|
1447 | sound_was_played = 1; |
|
|
1448 | } |
|
|
1449 | |
|
|
1450 | ab->statusmsg ("You fall into a trapdoor!", NDI_RED); |
|
|
1451 | transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab); |
|
|
1452 | } |
|
|
1453 | } |
|
|
1454 | break; |
|
|
1455 | } |
|
|
1456 | |
|
|
1457 | case CONVERTER: |
|
|
1458 | if (convert_item (victim, trap) < 0) |
|
|
1459 | { |
|
|
1460 | originator->failmsg (format ("The %s seems to be broken!", query_name (trap))); |
|
|
1461 | archetype::get (shstr_burnout)->insert_at (trap, trap); |
|
|
1462 | } |
|
|
1463 | |
|
|
1464 | break; |
|
|
1465 | |
|
|
1466 | case TRIGGER_BUTTON: |
|
|
1467 | case TRIGGER_PEDESTAL: |
|
|
1468 | case TRIGGER_ALTAR: |
|
|
1469 | check_trigger (trap, victim, originator); |
|
|
1470 | break; |
|
|
1471 | |
|
|
1472 | case DEEP_SWAMP: |
|
|
1473 | walk_on_deep_swamp (trap, victim); |
|
|
1474 | break; |
|
|
1475 | |
|
|
1476 | case CHECK_INV: |
|
|
1477 | check_inv (victim, trap); |
|
|
1478 | break; |
|
|
1479 | |
|
|
1480 | case HOLE: |
|
|
1481 | move_apply_hole (trap, victim); |
|
|
1482 | break; |
|
|
1483 | |
|
|
1484 | case EXIT: |
|
|
1485 | if (victim->type == PLAYER && EXIT_PATH (trap)) |
|
|
1486 | { |
|
|
1487 | /* Basically, don't show exits leading to random maps the |
|
|
1488 | * players output. |
|
|
1489 | */ |
|
|
1490 | if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit) |
|
|
1491 | victim->statusmsg (trap->msg, NDI_NAVY); |
|
|
1492 | |
|
|
1493 | trap->play_sound (trap->sound); |
|
|
1494 | victim->enter_exit (trap); |
|
|
1495 | } |
|
|
1496 | break; |
|
|
1497 | |
|
|
1498 | case ENCOUNTER: |
|
|
1499 | /* may be some leftovers on this */ |
|
|
1500 | break; |
|
|
1501 | |
|
|
1502 | case SHOP_MAT: |
|
|
1503 | apply_shop_mat (trap, victim); |
|
|
1504 | break; |
|
|
1505 | |
|
|
1506 | /* Drop a certain amount of gold, and have one item identified */ |
|
|
1507 | case IDENTIFY_ALTAR: |
|
|
1508 | apply_id_altar (victim, trap, originator); |
|
|
1509 | break; |
|
|
1510 | |
|
|
1511 | case SIGN: |
|
|
1512 | if (victim->type != PLAYER && trap->stats.food > 0) |
|
|
1513 | break; /* monsters musn't apply magic_mouths with counters */ |
|
|
1514 | |
|
|
1515 | apply_sign (victim, trap, 1); |
|
|
1516 | break; |
|
|
1517 | |
|
|
1518 | case CONTAINER: |
|
|
1519 | apply_container (victim, trap); |
|
|
1520 | break; |
|
|
1521 | |
|
|
1522 | case RUNE: |
|
|
1523 | case TRAP: |
|
|
1524 | if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) |
|
|
1525 | spring_trap (trap, victim); |
|
|
1526 | break; |
|
|
1527 | |
|
|
1528 | default: |
|
|
1529 | LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " |
|
|
1530 | "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); |
|
|
1531 | break; |
|
|
1532 | } |
|
|
1533 | |
|
|
1534 | recursion_depth--; |
|
|
1535 | } |
|
|
1536 | |
|
|
1537 | /** |
|
|
1538 | * Handles reading a regular (ie not containing a spell) book. |
|
|
1539 | */ |
|
|
1540 | static void |
|
|
1541 | apply_book (object *op, object *tmp) |
|
|
1542 | { |
|
|
1543 | int lev_diff; |
|
|
1544 | object *skill_ob; |
|
|
1545 | |
|
|
1546 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1547 | { |
|
|
1548 | op->failmsg ("You are unable to read while blind!"); |
|
|
1549 | return; |
|
|
1550 | } |
|
|
1551 | |
|
|
1552 | if (!tmp->msg) |
|
|
1553 | { |
|
|
1554 | op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name)); |
|
|
1555 | return; |
|
|
1556 | } |
|
|
1557 | |
|
|
1558 | /* need a literacy skill to read stuff! */ |
|
|
1559 | skill_ob = find_skill_by_name (op, tmp->skill); |
|
|
1560 | if (!skill_ob) |
|
|
1561 | { |
|
|
1562 | op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill)); |
|
|
1563 | return; |
|
|
1564 | } |
|
|
1565 | |
|
|
1566 | lev_diff = tmp->level - (skill_ob->level + 5); |
|
|
1567 | if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) |
|
|
1568 | { |
|
|
1569 | op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension." |
|
|
1570 | : lev_diff < 3 ? "This book is slightly beyond your comprehension." |
|
|
1571 | : lev_diff < 5 ? "This book is beyond your comprehension." |
|
|
1572 | : lev_diff < 8 ? "This book is quite a bit beyond your comprehension." |
|
|
1573 | : lev_diff < 15 ? "This book is way beyond your comprehension." |
|
|
1574 | : "This book is totally beyond your comprehension."); |
|
|
1575 | return; |
|
|
1576 | } |
|
|
1577 | |
|
|
1578 | // we currently don't use the message types for anything. |
|
|
1579 | // readable_message_type *msgType = get_readable_message_type (tmp); |
|
|
1580 | |
|
|
1581 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book")); |
|
|
1582 | |
|
|
1583 | if (player *pl = op->contr) |
|
|
1584 | if (client *ns = pl->ns) |
|
|
1585 | pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); |
|
|
1586 | |
|
|
1587 | /* gain xp from reading */ |
|
|
1588 | if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) |
|
|
1589 | { /* only if not read before */ |
|
|
1590 | int exp_gain = calc_skill_exp (op, tmp, skill_ob); |
|
|
1591 | |
|
|
1592 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
1593 | { |
|
|
1594 | /*exp_gain *= 2; because they just identified it too */ |
|
|
1595 | SET_FLAG (tmp, FLAG_IDENTIFIED); |
|
|
1596 | |
|
|
1597 | if (object *pl = tmp->visible_to ()) |
|
|
1598 | esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); |
|
|
1599 | } |
|
|
1600 | |
|
|
1601 | change_exp (op, exp_gain, skill_ob->skill, 0); |
|
|
1602 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ |
|
|
1603 | } |
|
|
1604 | } |
|
|
1605 | |
|
|
1606 | /** |
|
|
1607 | * op made some mistake with a scroll, this takes care of punishment. |
|
|
1608 | * scroll_failure()- hacked directly from spell_failure |
|
|
1609 | */ |
|
|
1610 | static void |
|
|
1611 | scroll_failure (object *op, int failure, int power) |
|
|
1612 | { |
|
|
1613 | if (abs (failure / 4) > power) |
|
|
1614 | power = abs (failure / 4); /* set minimum effect */ |
|
|
1615 | |
|
|
1616 | if (failure <= -1 && failure > -15) |
|
|
1617 | { /* wonder */ |
|
|
1618 | object *tmp; |
|
|
1619 | |
|
|
1620 | op->failmsg ("Your spell warps!"); |
|
|
1621 | tmp = get_archetype (SPELL_WONDER); |
|
|
1622 | cast_wonder (op, op, 0, tmp); |
|
|
1623 | tmp->destroy (); |
|
|
1624 | } |
|
|
1625 | else if (failure <= -15 && failure > -35) |
|
|
1626 | { /* drain mana */ |
|
|
1627 | op->failmsg ("Your mana is drained!"); |
|
|
1628 | op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); |
|
|
1629 | if (op->stats.sp < 0) |
|
|
1630 | op->stats.sp = 0; |
|
|
1631 | } |
|
|
1632 | else if (settings.spell_failure_effects == TRUE) |
|
|
1633 | { |
|
|
1634 | if (failure <= -35 && failure > -60) |
|
|
1635 | { /* confusion */ |
|
|
1636 | op->failmsg ("The magic recoils on you!"); |
|
|
1637 | confuse_player (op, op, power); |
|
|
1638 | } |
|
|
1639 | else if (failure <= -60 && failure > -70) |
|
|
1640 | { /* paralysis */ |
|
|
1641 | op->failmsg ("The magic recoils and paralyzes you!"); |
|
|
1642 | paralyze_player (op, op, power); |
|
|
1643 | } |
|
|
1644 | else if (failure <= -70 && failure > -80) |
|
|
1645 | { /* blind */ |
|
|
1646 | op->failmsg ("The magic recoils on you!"); |
|
|
1647 | blind_player (op, op, power); |
|
|
1648 | } |
|
|
1649 | else if (failure <= -80) |
|
|
1650 | { /* blast the immediate area */ |
|
|
1651 | object *tmp = get_archetype (LOOSE_MANA); |
|
|
1652 | cast_magic_storm (op, tmp, power); |
|
|
1653 | op->failmsg ("You unleash uncontrolled mana!"); |
|
|
1654 | tmp->destroy (); |
|
|
1655 | } |
|
|
1656 | } |
|
|
1657 | } |
|
|
1658 | |
|
|
1659 | /** |
|
|
1660 | * Handles the applying of a skill scroll, calling learn_skill straight. |
|
|
1661 | * op is the person learning the skill, tmp is the skill scroll object |
|
|
1662 | */ |
|
|
1663 | static void |
|
|
1664 | apply_skillscroll (object *op, object *tmp) |
|
|
1665 | { |
|
|
1666 | switch (learn_skill (op, tmp)) |
|
|
1667 | { |
|
|
1668 | case 0: |
|
|
1669 | op->play_sound (sound_find ("generic_fail")); |
|
|
1670 | op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp))); |
|
|
1671 | break; |
|
|
1672 | |
|
|
1673 | case 1: |
|
|
1674 | tmp->decrease (); |
|
|
1675 | op->play_sound (sound_find ("skill_learn")); |
|
|
1676 | op->statusmsg (format ("You succeed in learning %s", &tmp->skill)); |
|
|
1677 | break; |
|
|
1678 | |
|
|
1679 | default: |
|
|
1680 | tmp->decrease (); |
|
|
1681 | op->play_sound (sound_find ("generic_fail")); |
|
|
1682 | op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp))); |
|
|
1683 | break; |
|
|
1684 | } |
|
|
1685 | } |
|
|
1686 | |
|
|
1687 | /** |
|
|
1688 | * Actually makes op learn spell. |
|
|
1689 | * Informs player of what happens. |
|
|
1690 | */ |
|
|
1691 | void |
|
|
1692 | do_learn_spell (object *op, object *spell, int special_prayer) |
|
|
1693 | { |
|
|
1694 | object *tmp; |
|
|
1695 | |
|
|
1696 | if (op->type != PLAYER) |
|
|
1697 | { |
|
|
1698 | LOG (llevError, "BUG: do_learn_spell(): not a player\n"); |
|
|
1699 | return; |
|
|
1700 | } |
|
|
1701 | |
|
|
1702 | /* Upgrade special prayers to normal prayers */ |
|
|
1703 | if ((tmp = check_spell_known (op, spell->name)) != NULL) |
|
|
1704 | { |
|
|
1705 | if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
|
|
1706 | { |
|
|
1707 | LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); |
|
|
1708 | return; |
|
|
1709 | } |
|
|
1710 | return; |
|
|
1711 | } |
|
|
1712 | |
|
|
1713 | op->contr->play_sound (sound_find ("learn_spell")); |
|
|
1714 | |
|
|
1715 | tmp = spell->clone (); |
|
|
1716 | insert_ob_in_ob (tmp, op); |
|
|
1717 | |
|
|
1718 | if (special_prayer) |
|
|
1719 | SET_FLAG (tmp, FLAG_STARTEQUIP); |
|
|
1720 | |
|
|
1721 | esrv_add_spells (op->contr, tmp); |
|
|
1722 | } |
|
|
1723 | |
|
|
1724 | /** |
|
|
1725 | * Erases spell from player's inventory. |
|
|
1726 | */ |
|
|
1727 | void |
|
|
1728 | do_forget_spell (object *op, const char *spell) |
|
|
1729 | { |
|
|
1730 | object *spob; |
|
|
1731 | |
|
|
1732 | if (op->type != PLAYER) |
|
|
1733 | { |
|
|
1734 | LOG (llevError, "BUG: do_forget_spell(): not a player\n"); |
|
|
1735 | return; |
|
|
1736 | } |
|
|
1737 | if ((spob = check_spell_known (op, spell)) == NULL) |
|
|
1738 | { |
|
|
1739 | LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); |
|
|
1740 | return; |
|
|
1741 | } |
|
|
1742 | |
|
|
1743 | op->failmsg (format ("You lose knowledge of %s.", spell)); |
|
|
1744 | esrv_remove_spell (op->contr, spob); |
|
|
1745 | spob->destroy (); |
|
|
1746 | } |
|
|
1747 | |
|
|
1748 | /** |
|
|
1749 | * Handles player applying a spellbook. |
|
|
1750 | * Checks whether player has knowledge of required skill, doesn't already know the spell, |
|
|
1751 | * stuff like that. Random learning failure too. |
|
|
1752 | */ |
|
|
1753 | static void |
|
|
1754 | apply_spellbook (object *op, object *tmp) |
|
|
1755 | { |
|
|
1756 | object *skop, *spell, *spell_skill; |
|
|
1757 | |
|
|
1758 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1759 | { |
|
|
1760 | op->failmsg ("You are unable to read while blind."); |
|
|
1761 | return; |
|
|
1762 | } |
|
|
1763 | |
|
|
1764 | /* artifact_spellbooks have 'slaying' field point to a spell name, |
|
|
1765 | * instead of having their spell stored in stats.sp. These are |
|
|
1766 | * legacy spellbooks |
|
|
1767 | */ |
|
|
1768 | if (tmp->slaying) |
|
|
1769 | { |
|
|
1770 | spell = find_archetype_by_object_name (tmp->slaying)->instance (); |
|
|
1771 | |
|
|
1772 | if (!spell) |
|
|
1773 | { |
|
|
1774 | op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying)); |
|
|
1775 | return; |
|
|
1776 | } |
|
|
1777 | else |
|
|
1778 | insert_ob_in_ob (spell, tmp); |
|
|
1779 | |
|
|
1780 | tmp->slaying = 0; |
|
|
1781 | } |
|
|
1782 | |
|
|
1783 | skop = find_skill_by_name (op, tmp->skill); |
|
|
1784 | |
|
|
1785 | /* need a literacy skill to learn spells. Also, having a literacy level |
|
|
1786 | * lower than the spell will make learning the spell more difficult */ |
|
|
1787 | if (!skop) |
|
|
1788 | { |
|
|
1789 | op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill)); |
|
|
1790 | return; |
|
|
1791 | } |
|
|
1792 | |
|
|
1793 | spell = tmp->inv; |
|
|
1794 | |
|
|
1795 | if (!spell) |
|
|
1796 | { |
|
|
1797 | LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); |
|
|
1798 | op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); |
|
|
1799 | return; |
|
|
1800 | } |
|
|
1801 | |
|
|
1802 | int learn_level = sqrtf (spell->level) * 1.5f; |
|
|
1803 | if (skop->level < learn_level) |
|
|
1804 | { |
|
|
1805 | op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>", |
|
|
1806 | &tmp->skill, learn_level)); |
|
|
1807 | return; |
|
|
1808 | } |
|
|
1809 | |
|
|
1810 | op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); |
|
|
1811 | |
|
|
1812 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
1813 | identify (tmp); |
|
|
1814 | |
|
|
1815 | /* I removed the check for special_prayer_mark here - it didn't make |
|
|
1816 | * a lot of sense - special prayers are not found in spellbooks, and |
|
|
1817 | * if the player doesn't know the spell, doesn't make a lot of sense that |
|
|
1818 | * they would have a special prayer mark. |
|
|
1819 | */ |
|
|
1820 | if (check_spell_known (op, spell->name)) |
|
|
1821 | { |
|
|
1822 | op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n"); |
|
|
1823 | return; |
|
|
1824 | } |
|
|
1825 | |
|
|
1826 | if (spell->skill) |
|
|
1827 | { |
|
|
1828 | spell_skill = find_skill_by_name (op, spell->skill); |
|
|
1829 | |
|
|
1830 | if (!spell_skill) |
|
|
1831 | { |
|
|
1832 | op->failmsg (format ("You lack the %s skill to use this spell.", &spell->skill)); |
|
|
1833 | return; |
|
|
1834 | } |
|
|
1835 | |
|
|
1836 | if (spell_skill->level < spell->level) |
|
|
1837 | { |
|
|
1838 | op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill)); |
|
|
1839 | return; |
|
|
1840 | } |
|
|
1841 | } |
|
|
1842 | |
|
|
1843 | /* Logic as follows |
|
|
1844 | * |
|
|
1845 | * 1- MU spells use Int to learn, Cleric spells use Wisdom |
|
|
1846 | * |
|
|
1847 | * 2- The learner's skill level in literacy adjusts the chance to learn |
|
|
1848 | * a spell. |
|
|
1849 | * |
|
|
1850 | * 3 -Automatically fail to learn if you read while confused |
|
|
1851 | * |
|
|
1852 | * Overall, chances are the same but a player will find having a high |
|
|
1853 | * literacy rate very useful! -b.t. |
|
|
1854 | */ |
|
|
1855 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
|
|
1856 | { |
|
|
1857 | op->failmsg ("In your confused state you flub the wording of the text!"); |
|
|
1858 | scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace)); |
|
|
1859 | } |
|
|
1860 | else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || |
|
|
1861 | (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) |
|
|
1862 | { |
|
|
1863 | op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); |
|
|
1864 | do_learn_spell (op, spell, 0); |
|
|
1865 | |
|
|
1866 | /* xp gain to literacy for spell learning */ |
|
|
1867 | if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
|
|
1868 | change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); |
|
|
1869 | } |
|
|
1870 | else |
|
|
1871 | { |
|
|
1872 | op->contr->play_sound (sound_find ("fumble_spell")); |
|
|
1873 | op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n"); |
|
|
1874 | } |
|
|
1875 | |
|
|
1876 | tmp->decrease (); |
|
|
1877 | } |
|
|
1878 | |
|
|
1879 | /** |
|
|
1880 | * Handles applying a spell scroll. |
|
|
1881 | */ |
|
|
1882 | void |
|
|
1883 | apply_scroll (object *op, object *tmp, int dir) |
|
|
1884 | { |
|
|
1885 | object *skop; |
|
|
1886 | |
|
|
1887 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1888 | { |
|
|
1889 | op->failmsg ("You are unable to read while blind."); |
|
|
1890 | return; |
|
|
1891 | } |
|
|
1892 | |
|
|
1893 | if (!tmp->inv || tmp->inv->type != SPELL) |
|
|
1894 | { |
|
|
1895 | op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>"); |
|
|
1896 | return; |
|
|
1897 | } |
|
|
1898 | |
|
|
1899 | if (op->type == PLAYER) |
|
|
1900 | { |
|
|
1901 | /* players need a literacy skill to read stuff! */ |
|
|
1902 | int exp_gain = 0; |
|
|
1903 | |
|
|
1904 | /* hard code literacy - tmp->skill points to where the exp |
|
|
1905 | * should go for anything killed by the spell. |
|
|
1906 | */ |
|
|
1907 | skop = find_skill_by_name (op, skill_names[SK_LITERACY]); |
|
|
1908 | |
|
|
1909 | if (!skop) |
|
|
1910 | { |
|
|
1911 | op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY])); |
|
|
1912 | return; |
|
|
1913 | } |
|
|
1914 | |
|
|
1915 | if ((exp_gain = calc_skill_exp (op, tmp, skop))) |
|
|
1916 | change_exp (op, exp_gain, skop->skill, 0); |
|
|
1917 | } |
|
|
1918 | |
|
|
1919 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
1920 | identify (tmp); |
|
|
1921 | |
|
|
1922 | op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name)); |
|
|
1923 | |
|
|
1924 | cast_spell (op, tmp, dir, tmp->inv, NULL); |
|
|
1925 | tmp->decrease (); |
|
|
1926 | } |
|
|
1927 | |
|
|
1928 | /** |
|
|
1929 | * Applies a treasure object - by default, chest. op |
|
|
1930 | * is the person doing the applying, tmp is the treasure |
|
|
1931 | * chest. |
|
|
1932 | */ |
|
|
1933 | static void |
|
|
1934 | apply_treasure (object *op, object *tmp) |
|
|
1935 | { |
|
|
1936 | /* Nice side effect of this treasure creation method is that the treasure |
|
|
1937 | * for the chest is done when the chest is created, and put into the chest |
|
|
1938 | * inventory. So that when the chest burns up, the items still exist. Also |
|
|
1939 | * prevents people from moving chests to more difficult maps to get better |
|
|
1940 | * treasure |
|
|
1941 | */ |
|
|
1942 | object *treas = tmp->inv; |
|
|
1943 | |
|
|
1944 | if (!treas) |
|
|
1945 | { |
|
|
1946 | op->statusmsg ("The chest was empty."); |
|
|
1947 | tmp->decrease (); |
|
|
1948 | return; |
|
|
1949 | } |
|
|
1950 | |
|
|
1951 | while (tmp->inv) |
|
|
1952 | { |
|
|
1953 | treas = tmp->inv; |
|
|
1954 | treas->remove (); |
|
|
1955 | |
|
|
1956 | treas->x = op->x; |
|
|
1957 | treas->y = op->y; |
|
|
1958 | treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); |
|
|
1959 | |
|
|
1960 | if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
1961 | spring_trap (treas, op); |
|
|
1962 | |
|
|
1963 | /* If either player or container was destroyed, no need to do |
|
|
1964 | * further processing. I think this should be enclused with |
|
|
1965 | * spring trap above, as I don't think there is otherwise |
|
|
1966 | * any way for the treasure chest or player to get killed. |
|
|
1967 | */ |
|
|
1968 | if (op->destroyed () || tmp->destroyed ()) |
|
|
1969 | break; |
|
|
1970 | } |
|
|
1971 | |
|
|
1972 | if (!tmp->destroyed () && !tmp->inv) |
|
|
1973 | tmp->decrease (true); |
|
|
1974 | } |
|
|
1975 | |
|
|
1976 | /** |
|
|
1977 | * A dragon is eating some flesh. If the flesh contains resistances, |
|
|
1978 | * there is a chance for the dragon's skin to get improved. |
|
|
1979 | * |
|
|
1980 | * attributes: |
|
|
1981 | * object *op the object (dragon player) eating the flesh |
|
|
1982 | * object *meal the flesh item, getting chewed in dragon's mouth |
|
|
1983 | * return: |
|
|
1984 | * int 1 if eating successful, 0 if it doesn't work |
|
|
1985 | */ |
|
|
1986 | static int |
|
|
1987 | dragon_eat_flesh (object *op, object *meal) |
|
|
1988 | { |
|
|
1989 | object *skin = NULL; /* pointer to dragon skin force */ |
|
|
1990 | object *abil = NULL; /* pointer to dragon ability force */ |
|
|
1991 | object *tmp = NULL; /* tmp. object */ |
|
|
1992 | |
|
|
1993 | double chance; /* improvement-chance of one resistance type */ |
|
|
1994 | double totalchance = 1; /* total chance of gaining one resistance */ |
|
|
1995 | double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ |
|
|
1996 | double mbonus = 0; /* monster bonus */ |
|
|
1997 | int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ |
|
|
1998 | int winners = 0; /* number of winners */ |
|
|
1999 | int i; /* index */ |
|
|
2000 | |
|
|
2001 | /* let's make sure and doublecheck the parameters */ |
|
|
2002 | if (meal->type != FLESH || !op->is_dragon ()) |
|
|
2003 | return 0; |
|
|
2004 | |
|
|
2005 | /* now grab the 'dragon_skin'- and 'dragon_ability'-forces |
|
|
2006 | from the player's inventory */ |
|
|
2007 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
2008 | if (tmp->type == FORCE) |
|
|
2009 | if (tmp->arch->archname == shstr_dragon_skin_force) |
|
|
2010 | skin = tmp; |
|
|
2011 | else if (tmp->arch->archname == shstr_dragon_ability_force) |
|
|
2012 | abil = tmp; |
|
|
2013 | |
|
|
2014 | /* if either skin or ability are missing, this is an old player |
|
|
2015 | which is not to be considered a dragon -> bail out */ |
|
|
2016 | if (skin == NULL || abil == NULL) |
|
|
2017 | return 0; |
|
|
2018 | |
|
|
2019 | /* now start by filling stomache and health, according to food-value */ |
|
|
2020 | if ((MAX_FOOD - op->stats.food) < meal->stats.food) |
|
|
2021 | op->stats.hp += (MAX_FOOD - op->stats.food) / 50; |
|
|
2022 | else |
|
|
2023 | op->stats.hp += meal->stats.food / 50; |
|
|
2024 | |
|
|
2025 | min_it (op->stats.hp, op->stats.maxhp); |
|
|
2026 | op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food); |
|
|
2027 | |
|
|
2028 | /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ |
|
|
2029 | |
|
|
2030 | /* on to the interesting part: chances for adding resistance */ |
|
|
2031 | for (i = 0; i < NROFATTACKS; i++) |
|
|
2032 | { |
|
|
2033 | if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i)) |
|
|
2034 | { |
|
|
2035 | /* got positive resistance, now calculate improvement chance (0-100) */ |
|
|
2036 | |
|
|
2037 | /* this bonus makes resistance increase easier at lower levels */ |
|
|
2038 | bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level); |
|
|
2039 | if (i == abil->stats.exp) |
|
|
2040 | bonus += 5; /* additional bonus for resistance of ability-focus */ |
|
|
2041 | |
|
|
2042 | /* monster bonus increases with level, because high-level |
|
|
2043 | flesh is too rare */ |
|
|
2044 | mbonus = op->level * 20. / ((double) settings.max_level); |
|
|
2045 | |
|
|
2046 | chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. / |
|
|
2047 | ((double)settings.max_level)) - skin->resist[i]; |
|
|
2048 | |
|
|
2049 | if (chance >= 0.) |
|
|
2050 | chance += 1.; |
|
|
2051 | else |
|
|
2052 | chance = (chance < -12) ? 0. : 1. / pow (2., -chance); |
|
|
2053 | |
|
|
2054 | /* chance is proportional to amount of resistance (max. 50) */ |
|
|
2055 | chance *= ((double)(min (meal->resist[i], 50))) / 50.; |
|
|
2056 | |
|
|
2057 | /* doubled chance for resistance of ability-focus */ |
|
|
2058 | if (i == abil->stats.exp) |
|
|
2059 | chance = min (100., chance * 2.); |
|
|
2060 | |
|
|
2061 | /* now make the throw and save all winners (Don't insert luck bonus here!) */ |
|
|
2062 | if (rndm (10000) < (unsigned int)(chance * 100)) |
|
|
2063 | { |
|
|
2064 | atnr_winner[winners] = i; |
|
|
2065 | winners++; |
|
|
2066 | } |
|
|
2067 | |
|
|
2068 | if (chance >= 0.01) |
|
|
2069 | totalchance *= 1 - chance / 100; |
|
|
2070 | |
|
|
2071 | /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */ |
|
|
2072 | } |
|
|
2073 | } |
|
|
2074 | |
|
|
2075 | /* inverse totalchance as until now we have the failure-chance */ |
|
|
2076 | totalchance = 100 - totalchance * 100; |
|
|
2077 | |
|
|
2078 | /* print message according to totalchance */ |
|
|
2079 | const char *buf; |
|
|
2080 | if (totalchance > 50.) |
|
|
2081 | buf = format ("Hmm! The %s tasted delicious!", &meal->name); |
|
|
2082 | else if (totalchance > 10.) |
|
|
2083 | buf = format ("The %s tasted very good.", &meal->name); |
|
|
2084 | else if (totalchance > 1.) |
|
|
2085 | buf = format ("The %s tasted good.", &meal->name); |
|
|
2086 | else if (totalchance > 0.1) |
|
|
2087 | buf = format ("The %s tasted bland.", &meal->name); |
|
|
2088 | else if (totalchance >= 0.01) |
|
|
2089 | buf = format ("The %s had a boring taste.", &meal->name); |
|
|
2090 | else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) |
|
|
2091 | buf = format ("The %s tasted strange.", &meal->name); |
|
|
2092 | else |
|
|
2093 | buf = format ("The %s had no taste.", &meal->name); |
|
|
2094 | |
|
|
2095 | op->statusmsg (buf); |
|
|
2096 | |
|
|
2097 | /* now choose a winner if we have any */ |
|
|
2098 | i = -1; |
|
|
2099 | if (winners > 0) |
|
|
2100 | i = atnr_winner [rndm (winners)]; |
|
|
2101 | |
|
|
2102 | if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) |
|
|
2103 | { |
|
|
2104 | /* resistance increased! */ |
|
|
2105 | skin->resist[i]++; |
|
|
2106 | op->update_stats (); |
|
|
2107 | |
|
|
2108 | op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i])); |
|
|
2109 | } |
|
|
2110 | |
|
|
2111 | /* if this flesh contains a new ability focus, we mark it |
|
|
2112 | into the ability_force and it will take effect on next level */ |
|
|
2113 | if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) |
|
|
2114 | { |
|
|
2115 | abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ |
|
|
2116 | |
|
|
2117 | if (meal->last_eat != abil->stats.exp) |
|
|
2118 | op->statusmsg (format ( |
|
|
2119 | "Your metabolism prepares to focus on %s!\n" |
|
|
2120 | "The change will happen at level %d.", |
|
|
2121 | change_resist_msg[meal->last_eat], |
|
|
2122 | abil->level + 1 |
|
|
2123 | )); |
|
|
2124 | else |
|
|
2125 | { |
|
|
2126 | op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat])); |
|
|
2127 | abil->last_eat = 0; |
|
|
2128 | } |
|
|
2129 | } |
|
|
2130 | |
|
|
2131 | return 1; |
|
|
2132 | } |
|
|
2133 | |
|
|
2134 | /** |
|
|
2135 | * op eats food. |
|
|
2136 | * If player, takes care of messages and dragon special food. |
|
|
2137 | */ |
|
|
2138 | static void |
|
|
2139 | apply_food (object *op, object *tmp) |
|
|
2140 | { |
|
|
2141 | int capacity_remaining; |
|
|
2142 | |
|
|
2143 | if (op->type != PLAYER) |
|
|
2144 | op->stats.hp = op->stats.maxhp; |
|
|
2145 | else |
|
|
2146 | { |
|
|
2147 | /* check if this is a dragon (player), eating some flesh */ |
|
|
2148 | if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp)) |
|
|
2149 | ; |
|
|
2150 | else |
|
|
2151 | { |
|
|
2152 | /* usual case - no dragon meal: */ |
|
|
2153 | if (op->stats.food + tmp->stats.food > MAX_FOOD) |
|
|
2154 | { |
|
|
2155 | if (tmp->type == FOOD || tmp->type == FLESH) |
|
|
2156 | op->failmsg ("You feel full, but what a waste of food!"); |
|
|
2157 | else |
|
|
2158 | op->statusmsg ("Most of the drink goes down your face not your throat!"); |
|
|
2159 | } |
|
|
2160 | |
|
|
2161 | tmp->play_sound ( |
|
|
2162 | tmp->sound |
|
|
2163 | ? tmp->sound |
|
|
2164 | : tmp->type == DRINK |
|
|
2165 | ? sound_find ("eat_drink") |
|
|
2166 | : sound_find ("eat_food") |
|
|
2167 | ); |
|
|
2168 | |
|
|
2169 | if (!QUERY_FLAG (tmp, FLAG_CURSED)) |
|
|
2170 | { |
|
|
2171 | const char *buf; |
|
|
2172 | |
|
|
2173 | if (!op->is_dragon ()) |
|
|
2174 | { |
|
|
2175 | /* eating message for normal players */ |
|
|
2176 | if (tmp->type == DRINK) |
|
|
2177 | buf = format ("Ahhh...that %s tasted good.", &tmp->name); |
|
|
2178 | else |
|
|
2179 | buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); |
|
|
2180 | } |
|
|
2181 | else |
|
|
2182 | /* eating message for dragon players */ |
|
|
2183 | buf = format ("The %s tasted terrible!", &tmp->name); |
|
|
2184 | |
|
|
2185 | op->statusmsg (buf); |
|
|
2186 | |
|
|
2187 | capacity_remaining = MAX_FOOD - op->stats.food; |
|
|
2188 | op->stats.food += tmp->stats.food; |
|
|
2189 | if (capacity_remaining < tmp->stats.food) |
|
|
2190 | op->stats.hp += capacity_remaining / 50; |
|
|
2191 | else |
|
|
2192 | op->stats.hp += tmp->stats.food / 50; |
|
|
2193 | |
|
|
2194 | min_it (op->stats.hp, op->stats.maxhp); |
|
|
2195 | min_it (op->stats.food, MAX_FOOD); |
|
|
2196 | } |
|
|
2197 | |
|
|
2198 | /* special food hack -b.t. */ |
|
|
2199 | if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) |
|
|
2200 | eat_special_food (op, tmp); |
|
|
2201 | } |
|
|
2202 | } |
|
|
2203 | |
|
|
2204 | handle_apply_yield (tmp); |
|
|
2205 | tmp->decrease (); |
|
|
2206 | } |
|
|
2207 | |
|
|
2208 | /** |
|
|
2209 | * Handles applying an improve armor scroll. |
|
|
2210 | * Does some sanity checks, then calls improve_armour. |
|
|
2211 | */ |
|
|
2212 | static void |
|
|
2213 | apply_armour_improver (object *op, object *tmp) |
|
|
2214 | { |
|
|
2215 | object *armor; |
|
|
2216 | |
|
|
2217 | if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC)) |
|
|
2218 | { |
|
|
2219 | op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>"); |
|
|
2220 | return; |
|
|
2221 | } |
|
|
2222 | |
|
|
2223 | armor = find_marked_object (op); |
|
|
2224 | |
|
|
2225 | if (!armor) |
|
|
2226 | { |
|
|
2227 | op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this."); |
|
|
2228 | return; |
|
|
2229 | } |
|
|
2230 | |
|
|
2231 | if (armor->type != ARMOUR |
|
|
2232 | && armor->type != CLOAK |
|
|
2233 | && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) |
|
|
2234 | { |
|
|
2235 | op->failmsg ("Your marked item is not armour!\n"); |
|
|
2236 | return; |
|
|
2237 | } |
|
|
2238 | |
|
|
2239 | op->statusmsg ("Applying armour enchantment."); |
|
|
2240 | improve_armour (op, tmp, armor); |
|
|
2241 | } |
|
|
2242 | |
|
|
2243 | void |
|
|
2244 | apply_poison (object *op, object *tmp) |
|
|
2245 | { |
|
|
2246 | // need to do it now when it is still on the map |
|
|
2247 | handle_apply_yield (tmp); |
|
|
2248 | |
|
|
2249 | object *poison = tmp->split (1); |
|
|
2250 | |
|
|
2251 | if (op->type == PLAYER) |
|
|
2252 | { |
|
|
2253 | op->contr->play_sound (sound_find ("drink_poison")); |
|
|
2254 | op->failmsg ("Yech! That tasted poisonous!"); |
|
|
2255 | op->contr->killer = poison; |
|
|
2256 | } |
|
|
2257 | |
|
|
2258 | if (poison->stats.hp > 0) |
|
|
2259 | { |
|
|
2260 | LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp); |
|
|
2261 | hit_player (op, poison->stats.hp, tmp, AT_POISON, 1); |
|
|
2262 | } |
|
|
2263 | |
|
|
2264 | op->stats.food -= op->stats.food / 4; |
|
|
2265 | poison->destroy (); |
|
|
2266 | } |
|
|
2267 | |
|
|
2268 | /** |
|
|
2269 | * This function will try to apply a lighter and in case no lighter |
|
|
2270 | * is specified it will try to find a lighter in the players inventory, |
|
|
2271 | * and inform him about this requirement. |
|
|
2272 | * |
|
|
2273 | * who - the player |
|
|
2274 | * op - the item we want to light |
|
|
2275 | * lighter - the lighter or 0 if a lighter has yet to be found |
|
|
2276 | */ |
|
|
2277 | static object * |
|
|
2278 | auto_apply_lighter (object *who, object *op, object *lighter) |
|
|
2279 | { |
|
|
2280 | if (lighter == 0) |
|
|
2281 | { |
|
|
2282 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
2283 | { |
|
|
2284 | if (tmp->type == LIGHTER) |
|
|
2285 | { |
|
|
2286 | lighter = tmp; |
|
|
2287 | break; |
|
|
2288 | } |
|
|
2289 | } |
|
|
2290 | |
|
|
2291 | if (!lighter) |
|
|
2292 | { |
|
|
2293 | who->failmsg (format ( |
|
|
2294 | "You can't light up the %s with your bare hands! " |
|
|
2295 | "H<You need a lighter in your inventory, for example a flint and steel.>", |
|
|
2296 | &op->name)); |
|
|
2297 | return 0; |
|
|
2298 | } |
|
|
2299 | } |
|
|
2300 | |
|
|
2301 | // last_eat == 0 means the lighter is not being used up! |
|
|
2302 | if (lighter->last_eat && lighter->stats.food) |
|
|
2303 | { |
|
|
2304 | /* lighter gets used up */ |
|
|
2305 | lighter = lighter->split (); |
|
|
2306 | lighter->stats.food--; |
|
|
2307 | who->insert (lighter); |
|
|
2308 | } |
|
|
2309 | else if (lighter->last_eat) |
|
|
2310 | { |
|
|
2311 | /* no charges left in lighter */ |
|
|
2312 | who->failmsg (format ( |
|
|
2313 | "You attempt to light the %s with a used up %s.", |
|
|
2314 | &op->name, &lighter->name)); |
|
|
2315 | return 0; |
|
|
2316 | } |
|
|
2317 | |
|
|
2318 | return lighter; |
|
|
2319 | } |
|
|
2320 | |
|
|
2321 | /** |
|
|
2322 | * Designed primarily to light torches/lanterns/etc. |
|
|
2323 | * Also burns up burnable material too. First object in the inventory is |
|
|
2324 | * the selected object to "burn". -b.t. |
|
|
2325 | */ |
|
|
2326 | static void |
|
|
2327 | apply_lighter (object *who, object *lighter) |
|
|
2328 | { |
|
|
2329 | object *item; |
|
|
2330 | int is_player_env = 0; |
|
|
2331 | |
|
|
2332 | item = find_marked_object (who); |
|
|
2333 | if (item) |
|
|
2334 | { |
|
|
2335 | if (!auto_apply_lighter (who, item, lighter)) |
|
|
2336 | return; |
|
|
2337 | |
|
|
2338 | /* Perhaps we should split what we are trying to light on fire? |
|
|
2339 | * I can't see many times when you would want to light multiple |
|
|
2340 | * objects at once. |
|
|
2341 | */ |
|
|
2342 | |
|
|
2343 | save_throw_object (item, AT_FIRE, who); |
|
|
2344 | |
|
|
2345 | if (item->destroyed () |
|
|
2346 | || ((item->type == LAMP || item->type == TORCH) |
|
|
2347 | && item->glow_radius > 0)) |
|
|
2348 | who->statusmsg (format ( |
|
|
2349 | "You light the %s with the %s.", |
|
|
2350 | &item->name, &lighter->name)); |
|
|
2351 | else |
|
|
2352 | who->failmsg (format ( |
|
|
2353 | "You attempt to light the %s with the %s and fail.", |
|
|
2354 | &item->name, &lighter->name)); |
|
|
2355 | } |
|
|
2356 | else |
|
|
2357 | who->failmsg ("You need to mark a lightable object."); |
|
|
2358 | } |
|
|
2359 | |
|
|
2360 | /** |
|
|
2361 | * This function generates a cursed effect for cursed lamps and torches. |
|
|
2362 | */ |
|
|
2363 | static void |
|
|
2364 | player_apply_lamp_cursed_effect (object *who, object *op) |
|
|
2365 | { |
|
|
2366 | if (op->level) |
|
|
2367 | { |
|
|
2368 | who->failmsg (format ( |
|
|
2369 | "The %s was cursed, it explodes in a big fireball!", |
|
|
2370 | &op->name)); |
|
|
2371 | create_exploding_ball_at (who, op->level); |
|
|
2372 | } |
|
|
2373 | else |
|
|
2374 | { |
|
|
2375 | who->failmsg (format ( |
|
|
2376 | "The %s was cursed, it crumbles to dust, at least it didn't explode.!", |
|
|
2377 | &op->name)); |
|
|
2378 | } |
|
|
2379 | |
|
|
2380 | op->destroy (); |
|
|
2381 | } |
|
|
2382 | |
|
|
2383 | /** |
|
|
2384 | * Apply for players and lamps |
|
|
2385 | * |
|
|
2386 | * who - the player |
|
|
2387 | * op - the lamp |
|
|
2388 | */ |
|
|
2389 | static void |
|
|
2390 | player_apply_lamp (object *who, object *op) |
|
|
2391 | { |
|
|
2392 | bool switch_on = op->glow_radius ? false : true; |
|
|
2393 | |
|
|
2394 | if (switch_on) |
|
|
2395 | { |
|
|
2396 | object *lighter = 0; |
|
|
2397 | |
|
|
2398 | if (op->flag [FLAG_IS_LIGHTABLE] |
|
|
2399 | && !(lighter = auto_apply_lighter (who, op, 0))) |
|
|
2400 | return; |
|
|
2401 | |
|
|
2402 | if (op->stats.food < 1) |
|
|
2403 | { |
|
|
2404 | if (op->type == LAMP) |
|
|
2405 | who->failmsg (format ( |
|
|
2406 | "The %s is out of fuel! " |
|
|
2407 | "H<Lamps and similar items need fuel. They cannot be refilled.>", |
|
|
2408 | &op->name)); |
|
|
2409 | else |
|
|
2410 | who->failmsg (format ( |
|
|
2411 | "The %s is burnt out! " |
|
|
2412 | "H<Torches and similar items burn out and become worthless.>", |
|
|
2413 | &op->name)); |
|
|
2414 | return; |
|
|
2415 | } |
|
|
2416 | |
|
|
2417 | if (op->flag [FLAG_CURSED]) |
|
|
2418 | { |
|
|
2419 | player_apply_lamp_cursed_effect (who, op); |
|
|
2420 | return; |
|
|
2421 | } |
|
|
2422 | |
|
|
2423 | if (lighter) |
|
|
2424 | who->statusmsg (format ( |
|
|
2425 | "You light up the %s with the %s.", &op->name, &lighter->name)); |
|
|
2426 | else |
|
|
2427 | who->statusmsg (format ("You light up the %s.", &op->name)); |
|
|
2428 | } |
|
|
2429 | else |
|
|
2430 | { |
|
|
2431 | if (op->flag [FLAG_CURSED]) |
|
|
2432 | { |
|
|
2433 | player_apply_lamp_cursed_effect (who, op); |
|
|
2434 | return; |
|
|
2435 | } |
|
|
2436 | |
|
|
2437 | if (op->type == TORCH) |
|
|
2438 | { |
|
|
2439 | if (!op->flag [FLAG_IS_LIGHTABLE]) |
|
|
2440 | { |
|
|
2441 | who->statusmsg (format ( |
|
|
2442 | "You put out the %s. " |
|
|
2443 | "H<The %s can't be used anymore, as it can't be lighted up again.>", |
|
|
2444 | &op->name, &op->name)); |
|
|
2445 | } |
|
|
2446 | else |
|
|
2447 | who->statusmsg (format ( |
|
|
2448 | "You put out the %s." |
|
|
2449 | "H<Torches wear out if you put them out.>", |
|
|
2450 | &op->name)); |
|
|
2451 | } |
|
|
2452 | else |
|
|
2453 | who->statusmsg (format ("You turn off the %s.", &op->name)); |
|
|
2454 | } |
|
|
2455 | |
|
|
2456 | apply_lamp (op, switch_on); |
|
|
2457 | } |
|
|
2458 | |
|
|
2459 | void get_animation_from_arch (object *op, arch_ptr a) |
|
|
2460 | { |
|
|
2461 | op->animation_id = a->animation_id; |
|
|
2462 | op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE]; |
|
|
2463 | op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE]; |
|
|
2464 | op->anim_speed = a->anim_speed; |
|
|
2465 | op->last_anim = 0; |
|
|
2466 | op->state = 0; |
|
|
2467 | op->face = a->face; |
|
|
2468 | |
|
|
2469 | if (NUM_ANIMATIONS(op) > 1) |
|
|
2470 | { |
|
|
2471 | SET_ANIMATION(op, 0); |
|
|
2472 | animate_object (op, op->direction); |
|
|
2473 | } |
|
|
2474 | else |
|
|
2475 | update_object (op, UP_OBJ_FACE); |
|
|
2476 | } |
|
|
2477 | |
|
|
2478 | /** |
|
|
2479 | * Apply for LAMPs and TORCHes. |
|
|
2480 | * |
|
|
2481 | * op - the lamp |
|
|
2482 | * switch_on - a flag which says whether the lamp should be switched on or off |
|
|
2483 | */ |
|
|
2484 | void apply_lamp (object *op, bool switch_on) |
|
|
2485 | { |
|
|
2486 | op->set_glow_radius (switch_on ? op->range : 0); |
|
|
2487 | op->set_speed (switch_on ? op->arch->speed : 0); |
|
|
2488 | |
|
|
2489 | // torches wear out if you put them out |
|
|
2490 | if (op->type == TORCH && !switch_on) |
|
|
2491 | { |
|
|
2492 | if (op->flag [FLAG_IS_LIGHTABLE]) |
|
|
2493 | { |
|
|
2494 | op->stats.food -= (double) op->arch->stats.food / 15; |
|
|
2495 | if (op->stats.food < 0) |
|
|
2496 | op->stats.food = 0; |
|
|
2497 | } |
|
|
2498 | else |
|
|
2499 | op->stats.food = 0; |
|
|
2500 | } |
|
|
2501 | |
|
|
2502 | // lamps and torched get worthless when used up |
|
|
2503 | if (op->stats.food <= 0) |
|
|
2504 | op->value = 0; |
|
|
2505 | |
|
|
2506 | // FIXME: This is a hack to make the more sane torches and lamps |
|
|
2507 | // still animated ;-/ |
|
|
2508 | if (op->other_arch) |
|
|
2509 | get_animation_from_arch (op, switch_on ? op->other_arch : op->arch); |
|
|
2510 | |
|
|
2511 | if (object *pl = op->visible_to ()) |
|
|
2512 | esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op); |
|
|
2513 | } |
|
|
2514 | |
|
|
2515 | /** |
|
|
2516 | * This handles items of type 'transformer'. |
|
|
2517 | * Basically those items, used with a marked item, transform both items into something |
|
|
2518 | * else. |
|
|
2519 | * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited).. |
|
|
2520 | * Change information is contained in the 'slaying' field of the marked item. |
|
|
2521 | * The format is as follow: transformer:[number ]yield[;transformer:...]. |
|
|
2522 | * This way an item can be transformed in many things, and/or many objects. |
|
|
2523 | * The 'slaying' field for transformer is used as verb for the action. |
|
|
2524 | */ |
|
|
2525 | static void |
|
|
2526 | apply_item_transformer (object *pl, object *transformer) |
|
|
2527 | { |
|
|
2528 | object *marked; |
|
|
2529 | object *new_item; |
|
|
2530 | const char *find; |
|
|
2531 | char *separator; |
|
|
2532 | int yield; |
|
|
2533 | char got[MAX_BUF]; |
|
|
2534 | int len; |
|
|
2535 | |
|
|
2536 | if (!pl || !transformer) |
|
|
2537 | return; |
|
|
2538 | |
|
|
2539 | marked = find_marked_object (pl); |
|
|
2540 | |
|
|
2541 | if (!marked) |
|
|
2542 | { |
|
|
2543 | pl->failmsg (format ("Use the %s with what item?", query_name (transformer))); |
|
|
2544 | return; |
|
|
2545 | } |
|
|
2546 | |
|
|
2547 | if (!marked->slaying) |
|
|
2548 | { |
|
|
2549 | pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
|
|
2550 | return; |
|
|
2551 | } |
|
|
2552 | |
|
|
2553 | /* check whether they are compatible or not */ |
|
|
2554 | find = strstr (&marked->slaying, transformer->arch->archname); |
|
|
2555 | if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) |
|
|
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 | find += strlen (transformer->arch->archname) + 1; |
|
|
2562 | /* Item can be used, now find how many and what it yields */ |
|
|
2563 | if (isdigit (*(find))) |
|
|
2564 | { |
|
|
2565 | yield = atoi (find); |
|
|
2566 | if (yield < 1) |
|
|
2567 | { |
|
|
2568 | LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield); |
|
|
2569 | yield = 1; |
|
|
2570 | } |
|
|
2571 | } |
|
|
2572 | else |
|
|
2573 | yield = 1; |
|
|
2574 | |
|
|
2575 | while (isdigit (*find)) |
|
|
2576 | find++; |
|
|
2577 | |
|
|
2578 | while (*find == ' ') |
|
|
2579 | find++; |
|
|
2580 | |
|
|
2581 | memset (got, 0, MAX_BUF); |
|
|
2582 | |
|
|
2583 | if ((separator = (char *) strchr (find, ';'))) |
|
|
2584 | len = separator - find; |
|
|
2585 | else |
|
|
2586 | len = strlen (find); |
|
|
2587 | |
|
|
2588 | min_it (len, MAX_BUF - 1); |
|
|
2589 | |
|
|
2590 | strcpy (got, find); |
|
|
2591 | got[len] = '\0'; |
|
|
2592 | |
|
|
2593 | /* Now create new item, remove used ones when required. */ |
|
|
2594 | new_item = get_archetype (got); |
|
|
2595 | if (!new_item) |
|
|
2596 | { |
|
|
2597 | pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0))); |
|
|
2598 | return; |
|
|
2599 | } |
|
|
2600 | |
|
|
2601 | new_item->nrof = yield; |
|
|
2602 | |
|
|
2603 | pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0))); |
|
|
2604 | |
|
|
2605 | pl->insert (new_item); |
|
|
2606 | /* Eat up one item */ |
|
|
2607 | marked->decrease (); |
|
|
2608 | |
|
|
2609 | /* Eat one transformer if needed */ |
|
|
2610 | if (transformer->stats.food) |
|
|
2611 | if (--transformer->stats.food == 0) |
|
|
2612 | transformer->decrease (); |
|
|
2613 | } |
|
|
2614 | |
|
|
2615 | /** |
|
|
2616 | * Main apply handler. |
|
|
2617 | * |
|
|
2618 | * Checks for unpaid items before applying. |
|
|
2619 | * |
|
|
2620 | * Return value: |
|
|
2621 | * 0: player or monster can't apply objects of that type |
|
|
2622 | * 1: has been applied, or there was an error applying the object |
|
|
2623 | * 2: objects of that type can't be applied if not in inventory |
|
|
2624 | * |
|
|
2625 | * who is the object that is causing object to be applied, op is the object |
|
|
2626 | * being applied. |
|
|
2627 | * |
|
|
2628 | * aflag is special (always apply/unapply) flags. Nothing is done with |
|
|
2629 | * them in this function - they are passed to apply_special |
|
|
2630 | */ |
|
|
2631 | static int |
|
|
2632 | manual_apply (object *who, object *op, int aflag) |
|
|
2633 | { |
|
|
2634 | op = op->head_ (); |
|
|
2635 | |
|
|
2636 | if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED]) |
|
|
2637 | { |
|
|
2638 | if (who->type == PLAYER) |
|
|
2639 | { |
|
|
2640 | examine (who, op); |
|
|
2641 | //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove |
|
|
2642 | return 1; |
|
|
2643 | } |
|
|
2644 | else |
|
|
2645 | return 0; /* monsters just skip unpaid items */ |
|
|
2646 | } |
|
|
2647 | |
|
|
2648 | if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who))) |
|
|
2649 | return RESULT_INT (0); |
|
|
2650 | |
|
|
2651 | switch (op->type) |
|
|
2652 | { |
|
|
2653 | case T_HANDLE: |
|
|
2654 | who->play_sound (sound_find ("turn_handle")); |
|
|
2655 | who->statusmsg ("You turn the handle."); |
|
|
2656 | op->value = op->value ? 0 : 1; |
|
|
2657 | SET_ANIMATION (op, op->value); |
|
|
2658 | update_object (op, UP_OBJ_FACE); |
|
|
2659 | push_button (op, who); |
|
|
2660 | return 1; |
|
|
2661 | |
|
|
2662 | case TRIGGER: |
|
|
2663 | if (check_trigger (op, who, who)) |
|
|
2664 | { |
|
|
2665 | who->statusmsg ("You turn the handle."); |
|
|
2666 | who->play_sound (sound_find ("turn_handle")); |
|
|
2667 | } |
|
|
2668 | else |
|
|
2669 | who->failmsg ("The handle doesn't move."); |
|
|
2670 | |
|
|
2671 | return 1; |
|
|
2672 | |
|
|
2673 | case EXIT: |
|
|
2674 | if (who->type != PLAYER) |
|
|
2675 | return 0; |
|
|
2676 | |
|
|
2677 | if (!EXIT_PATH (op)) |
|
|
2678 | 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))); |
|
|
2679 | else |
|
|
2680 | { |
|
|
2681 | /* Don't display messages for random maps. */ |
|
|
2682 | if (op->msg && EXIT_PATH (op) != shstr_random_map_exit) |
|
|
2683 | who->statusmsg (op->msg, NDI_NAVY); |
|
|
2684 | |
|
|
2685 | who->enter_exit (op); |
|
|
2686 | } |
|
|
2687 | |
|
|
2688 | return 1; |
|
|
2689 | |
|
|
2690 | case INSCRIBABLE: |
|
|
2691 | who->statusmsg (op->msg); |
|
|
2692 | // maybe show a spell menu to chose from or something like that |
|
|
2693 | return 1; |
|
|
2694 | |
|
|
2695 | case SIGN: |
|
|
2696 | apply_sign (who, op, 0); |
|
|
2697 | return 1; |
|
|
2698 | |
|
|
2699 | case BOOK: |
|
|
2700 | if (who->type == PLAYER) |
|
|
2701 | { |
|
|
2702 | apply_book (who, op); |
|
|
2703 | return 1; |
|
|
2704 | } |
|
|
2705 | else |
|
|
2706 | return 0; |
|
|
2707 | |
|
|
2708 | case SKILLSCROLL: |
|
|
2709 | if (who->type == PLAYER) |
|
|
2710 | { |
|
|
2711 | apply_skillscroll (who, op); |
|
|
2712 | return 1; |
|
|
2713 | } |
|
|
2714 | else |
|
|
2715 | return 0; |
|
|
2716 | |
|
|
2717 | case SPELLBOOK: |
|
|
2718 | if (who->type == PLAYER) |
|
|
2719 | { |
|
|
2720 | apply_spellbook (who, op); |
|
|
2721 | return 1; |
|
|
2722 | } |
|
|
2723 | else |
|
|
2724 | return 0; |
|
|
2725 | |
|
|
2726 | case SCROLL: |
|
|
2727 | apply_scroll (who, op, 0); |
|
|
2728 | return 1; |
|
|
2729 | |
|
|
2730 | case POTION: |
|
|
2731 | apply_potion (who, op); |
|
|
2732 | return 1; |
|
|
2733 | |
|
|
2734 | /* Eneq(@csd.uu.se): Handle apply on containers. */ |
|
|
2735 | //TODO: remove, as it is unsed? |
|
|
2736 | case CLOSE_CON: |
|
|
2737 | apply_container (who, op->env); |
|
|
2738 | return 1; |
|
|
2739 | |
|
|
2740 | case CONTAINER: |
|
|
2741 | apply_container (who, op); |
|
|
2742 | return 1; |
|
|
2743 | |
|
|
2744 | case TREASURE: |
|
|
2745 | if (who->type == PLAYER) |
|
|
2746 | { |
|
|
2747 | apply_treasure (who, op); |
|
|
2748 | return 1; |
|
|
2749 | } |
|
|
2750 | else |
|
|
2751 | return 0; |
|
|
2752 | |
|
|
2753 | case LAMP: |
|
|
2754 | case TORCH: |
|
|
2755 | player_apply_lamp (who, op); |
|
|
2756 | return 1; |
|
|
2757 | |
|
|
2758 | case WEAPON: |
|
|
2759 | case ARMOUR: |
|
|
2760 | case BOOTS: |
|
|
2761 | case GLOVES: |
|
|
2762 | case AMULET: |
|
|
2763 | case GIRDLE: |
|
|
2764 | case BRACERS: |
|
|
2765 | case SHIELD: |
|
|
2766 | case HELMET: |
|
|
2767 | case RING: |
|
|
2768 | case CLOAK: |
|
|
2769 | case WAND: |
|
|
2770 | case ROD: |
|
|
2771 | case HORN: |
|
|
2772 | case SKILL: |
|
|
2773 | case SPELL: |
|
|
2774 | case BOW: |
|
|
2775 | case RANGED: |
|
|
2776 | case BUILDER: |
|
|
2777 | case SKILL_TOOL: |
|
|
2778 | if (op->env != who) |
|
|
2779 | who->failmsg (format ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op))); |
|
|
2780 | else |
|
|
2781 | apply_special (who, op, aflag); |
|
|
2782 | |
|
|
2783 | return 1; |
|
|
2784 | |
|
|
2785 | case DRINK: |
|
|
2786 | case FOOD: |
|
|
2787 | case FLESH: |
|
|
2788 | apply_food (who, op); |
|
|
2789 | return 1; |
|
|
2790 | |
|
|
2791 | case POISON: |
|
|
2792 | apply_poison (who, op); |
|
|
2793 | return 1; |
|
|
2794 | |
|
|
2795 | case SAVEBED: |
|
|
2796 | return 1; |
|
|
2797 | |
|
|
2798 | case ARMOUR_IMPROVER: |
|
|
2799 | if (who->type == PLAYER) |
|
|
2800 | { |
|
|
2801 | apply_armour_improver (who, op); |
|
|
2802 | return 1; |
|
|
2803 | } |
|
|
2804 | else |
|
|
2805 | return 0; |
|
|
2806 | |
|
|
2807 | case WEAPON_IMPROVER: |
|
|
2808 | check_improve_weapon (who, op); |
|
|
2809 | return 1; |
|
|
2810 | |
|
|
2811 | case CLOCK: |
|
|
2812 | if (who->type == PLAYER) |
|
|
2813 | { |
|
|
2814 | char buf[MAX_BUF]; |
|
|
2815 | timeofday_t tod; |
|
|
2816 | |
|
|
2817 | get_tod (&tod); |
|
|
2818 | who->play_sound (sound_find ("sound_clock")); |
|
|
2819 | who->statusmsg (format ( |
|
|
2820 | "It is %d minute%s past %d o'clock %s", |
|
|
2821 | tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), |
|
|
2822 | ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") |
|
|
2823 | )); |
|
|
2824 | return 1; |
|
|
2825 | } |
|
|
2826 | else |
|
|
2827 | return 0; |
|
|
2828 | |
|
|
2829 | case MENU: |
|
|
2830 | if (who->type == PLAYER) |
|
|
2831 | { |
|
|
2832 | shop_listing (op, who); |
|
|
2833 | return 1; |
|
|
2834 | } |
|
|
2835 | else |
|
|
2836 | return 0; |
|
|
2837 | |
|
|
2838 | case POWER_CRYSTAL: |
|
|
2839 | apply_power_crystal (who, op); /* see egoitem.c */ |
|
|
2840 | return 1; |
|
|
2841 | |
|
|
2842 | case LIGHTER: /* for lighting torches/lanterns/etc */ |
|
|
2843 | if (who->type == PLAYER) |
|
|
2844 | { |
|
|
2845 | apply_lighter (who, op); |
|
|
2846 | return 1; |
|
|
2847 | } |
|
|
2848 | else |
|
|
2849 | return 0; |
|
|
2850 | |
|
|
2851 | case ITEM_TRANSFORMER: |
|
|
2852 | apply_item_transformer (who, op); |
|
|
2853 | return 1; |
|
|
2854 | |
|
|
2855 | default: |
|
|
2856 | who->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); |
|
|
2857 | return 0; |
|
|
2858 | } |
|
|
2859 | } |
|
|
2860 | |
|
|
2861 | /* |
|
|
2862 | * Same return value as apply() function. |
|
|
2863 | */ |
|
|
2864 | bool |
|
|
2865 | player_apply (object *pl, object *op, int aflag) |
|
|
2866 | { |
|
|
2867 | if (!op->env && (pl->move_type & MOVE_FLYING)) |
|
|
2868 | { |
|
|
2869 | /* player is flying and applying object not in inventory */ |
|
|
2870 | if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) |
|
|
2871 | { |
|
|
2872 | pl->failmsg ("But you are floating high above the ground! " |
|
|
2873 | "H<You have to stop levitating first, if you can, either by using your levitation skill, " |
|
|
2874 | "or waiting till the levitation effect wears off.>"); |
|
|
2875 | return 0; |
|
|
2876 | } |
|
|
2877 | } |
|
|
2878 | |
|
|
2879 | pl->contr->last_used = op; |
|
|
2880 | |
|
|
2881 | return pl->apply (op, aflag); |
|
|
2882 | } |
|
|
2883 | |
|
|
2884 | /** |
|
|
2885 | * player_apply_below attempts to apply the object 'below' the player. |
|
|
2886 | * If the player has an open container, we use that for below, otherwise |
|
|
2887 | * we use the ground. |
|
|
2888 | */ |
|
|
2889 | void |
|
|
2890 | player_apply_below (object *pl) |
|
|
2891 | { |
|
|
2892 | int floors = 0; |
|
|
2893 | |
|
|
2894 | /* If using a container, set the starting item to be the top |
|
|
2895 | * item in the container. Otherwise, use the map. |
|
|
2896 | * This is perhaps more complicated. However, I want to make sure that |
|
|
2897 | * we don't use a corrupt pointer for the next object, so we get the |
|
|
2898 | * next object in the stack before applying. This is can only be a |
|
|
2899 | * problem if player_apply() has a bug in that it uses the object but does |
|
|
2900 | * not return a proper value. |
|
|
2901 | */ |
|
|
2902 | //TODO: currently looks only at the topmost objetc, no longer at multiple floors |
|
|
2903 | // and also not on move_on floors. what was this for, anyways? |
|
|
2904 | for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next) |
|
|
2905 | { |
|
|
2906 | next = tmp->below; |
|
|
2907 | |
|
|
2908 | /* If it is visible, player can apply it. |
|
|
2909 | */ |
|
|
2910 | if (!tmp->invisible) |
|
|
2911 | if (player_apply (pl, tmp, 0)) |
|
|
2912 | break; |
|
|
2913 | |
|
|
2914 | break; |
|
|
2915 | } |
|
|
2916 | } |
|
|
2917 | |
|
|
2918 | /** |
|
|
2919 | * Unapplies specified item. |
1027 | * Unapplies specified item. |
2920 | * No check done on cursed/damned. |
1028 | * No check done on cursed/damned. |
2921 | * Break this out of apply_special - this is just done |
1029 | * Break this out of apply_special - this is just done |
2922 | * to keep the size of apply_special to a more managable size. |
1030 | * to keep the size of apply_special to a more managable size. |
2923 | */ |
1031 | */ |
2924 | static int |
1032 | static bool |
2925 | unapply_special (object *who, object *op, int aflags) |
1033 | unapply_special (object *who, object *op, int aflags) |
2926 | { |
1034 | { |
2927 | if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) |
1035 | if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) |
2928 | || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) |
1036 | || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) |
2929 | return RESULT_INT (0); |
1037 | return RESULT_INT (0); |
… | |
… | |
2970 | who->statusmsg (format ("You unready %s.", query_name (op))); |
1078 | who->statusmsg (format ("You unready %s.", query_name (op))); |
2971 | change_abil (who, op); |
1079 | change_abil (who, op); |
2972 | } |
1080 | } |
2973 | else |
1081 | else |
2974 | { |
1082 | { |
2975 | who->change_skill (0); |
|
|
2976 | |
|
|
2977 | if (op->type == BOW) |
1083 | if (op->type == BOW) |
2978 | op->flag [FLAG_READY_BOW ] = false; |
1084 | op->flag [FLAG_READY_BOW ] = false; |
2979 | else |
1085 | else |
2980 | op->flag [FLAG_READY_RANGE] = false; |
1086 | op->flag [FLAG_READY_RANGE] = false; |
2981 | } |
1087 | } |
… | |
… | |
3011 | if (object *pl = op->visible_to ()) |
1117 | if (object *pl = op->visible_to ()) |
3012 | esrv_send_item (pl, op); |
1118 | esrv_send_item (pl, op); |
3013 | |
1119 | |
3014 | who->update_stats (); |
1120 | who->update_stats (); |
3015 | |
1121 | |
3016 | return 0; |
1122 | return 1; |
3017 | } |
1123 | } |
3018 | |
1124 | |
3019 | /** |
1125 | /** |
3020 | * Returns the object that is using location 'loc'. |
1126 | * Returns the object that is using location 'loc'. |
3021 | * Note that 'start' is the first object to start examing - we |
1127 | * Note that 'start' is the first object to start examing - we |
… | |
… | |
3057 | #define CANNOT_REMOVE_CURSED \ |
1163 | #define CANNOT_REMOVE_CURSED \ |
3058 | "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ |
1164 | "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ |
3059 | "Praying over an altar, scrolls of remove curse/damnation, " \ |
1165 | "Praying over an altar, scrolls of remove curse/damnation, " \ |
3060 | "priests or even other players might help.>" |
1166 | "priests or even other players might help.>" |
3061 | |
1167 | |
3062 | static int |
1168 | static bool |
3063 | unapply_for_ob (object *who, object *op, int aflags) |
1169 | unapply_for_ob (object *who, object *op, int aflags) |
3064 | { |
1170 | { |
3065 | if (op->is_range ()) |
1171 | if (op->is_range ()) |
3066 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
1172 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
3067 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) |
1173 | if (tmp->flag [FLAG_APPLIED] && tmp->is_range ()) |
3068 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) |
1174 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])) |
3069 | { |
1175 | { |
3070 | if (aflags & AP_PRINT) |
1176 | if (aflags & AP_PRINT) |
3071 | who->failmsg (query_name (tmp)); |
1177 | who->failmsg (query_name (tmp)); |
3072 | else |
1178 | else |
3073 | unapply_special (who, tmp, aflags); |
1179 | unapply_special (who, tmp, aflags); |
… | |
… | |
3076 | { |
1182 | { |
3077 | /* In this case, we want to try and remove a cursed item. |
1183 | /* In this case, we want to try and remove a cursed item. |
3078 | * While we know it won't work, we want unapply_special to |
1184 | * While we know it won't work, we want unapply_special to |
3079 | * at least generate the message. |
1185 | * at least generate the message. |
3080 | */ |
1186 | */ |
3081 | who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp))); |
1187 | who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)); |
3082 | return 1; |
1188 | return 1; |
3083 | } |
1189 | } |
3084 | |
1190 | |
3085 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
1191 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
3086 | { |
1192 | { |
… | |
… | |
3106 | #endif |
1212 | #endif |
3107 | return 1; |
1213 | return 1; |
3108 | } |
1214 | } |
3109 | |
1215 | |
3110 | /* If we are just printing, we don't care about cursed status */ |
1216 | /* If we are just printing, we don't care about cursed status */ |
3111 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) |
1217 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))) |
3112 | { |
1218 | { |
3113 | if (aflags & AP_PRINT) |
1219 | if (aflags & AP_PRINT) |
3114 | who->failmsg (query_name (tmp)); |
1220 | who->failmsg (query_name (tmp)); |
3115 | else |
1221 | else |
3116 | unapply_special (who, tmp, aflags); |
1222 | unapply_special (who, tmp, aflags); |
… | |
… | |
3120 | /* Cursed item that we can't unequip - tell the player. |
1226 | /* Cursed item that we can't unequip - tell the player. |
3121 | * Note this could be annoying if this is just one of a few, |
1227 | * Note this could be annoying if this is just one of a few, |
3122 | * so it may not be critical (eg, putting on a ring and you have |
1228 | * so it may not be critical (eg, putting on a ring and you have |
3123 | * one cursed ring.) |
1229 | * one cursed ring.) |
3124 | */ |
1230 | */ |
3125 | who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp))); |
1231 | who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)); |
3126 | } |
1232 | } |
3127 | |
1233 | |
3128 | last = tmp->below; |
1234 | last = tmp->below; |
3129 | } |
1235 | } |
3130 | /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the |
1236 | /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the |
… | |
… | |
3228 | * the weapon/shield checks, and the range checks for monsters, |
1334 | * the weapon/shield checks, and the range checks for monsters, |
3229 | * because you can't control those just by body location - bows, shields, |
1335 | * because you can't control those just by body location - bows, shields, |
3230 | * and weapons all use the same slot. Similar for horn/rod/wand - they |
1336 | * and weapons all use the same slot. Similar for horn/rod/wand - they |
3231 | * all use the same location. |
1337 | * all use the same location. |
3232 | */ |
1338 | */ |
3233 | if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) |
1339 | if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON]) |
3234 | retval |= CAN_APPLY_RESTRICTION; |
1340 | retval |= CAN_APPLY_RESTRICTION; |
3235 | |
1341 | |
3236 | if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) |
1342 | if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD]) |
3237 | retval |= CAN_APPLY_RESTRICTION; |
1343 | retval |= CAN_APPLY_RESTRICTION; |
3238 | |
1344 | |
3239 | if (who->type != PLAYER) |
1345 | if (who->type != PLAYER) |
3240 | { |
1346 | { |
3241 | if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) |
1347 | if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE]) |
3242 | retval |= CAN_APPLY_RESTRICTION; |
1348 | retval |= CAN_APPLY_RESTRICTION; |
3243 | |
1349 | |
3244 | if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) |
1350 | if (op->type == BOW && !who->flag [FLAG_USE_BOW]) |
3245 | retval |= CAN_APPLY_RESTRICTION; |
1351 | retval |= CAN_APPLY_RESTRICTION; |
3246 | |
1352 | |
3247 | if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) |
1353 | if (op->type == RING && !who->flag [FLAG_USE_RING]) |
3248 | retval |= CAN_APPLY_RESTRICTION; |
1354 | retval |= CAN_APPLY_RESTRICTION; |
3249 | |
1355 | |
3250 | if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) |
1356 | if (op->type == BOW && !who->flag [FLAG_USE_BOW]) |
3251 | retval |= CAN_APPLY_RESTRICTION; |
1357 | retval |= CAN_APPLY_RESTRICTION; |
3252 | } |
1358 | } |
3253 | |
1359 | |
3254 | return retval; |
1360 | return retval; |
3255 | } |
|
|
3256 | |
|
|
3257 | // saner interface, returns successful status |
|
|
3258 | bool |
|
|
3259 | object::apply (object *ob, int aflags) |
|
|
3260 | { |
|
|
3261 | if (!ob) // simplifies a lot of callers |
|
|
3262 | return true; |
|
|
3263 | |
|
|
3264 | bool want_apply = |
|
|
3265 | aflags & AP_APPLY ? true |
|
|
3266 | : aflags & AP_UNAPPLY ? false |
|
|
3267 | : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE |
|
|
3268 | |
|
|
3269 | object_ptr *slot = 0; |
|
|
3270 | |
|
|
3271 | // detect the slot, if this is a player |
|
|
3272 | if (contr && !(aflags & AP_NO_SLOT)) |
|
|
3273 | { |
|
|
3274 | object *oslot; |
|
|
3275 | |
|
|
3276 | switch (ob->type) |
|
|
3277 | { |
|
|
3278 | case WEAPON: |
|
|
3279 | slot = &contr->combat_ob; |
|
|
3280 | oslot = contr->ranged_ob; |
|
|
3281 | break; |
|
|
3282 | |
|
|
3283 | case BOW: |
|
|
3284 | case RANGED: |
|
|
3285 | case SPELL: |
|
|
3286 | case WAND: |
|
|
3287 | case ROD: |
|
|
3288 | case HORN: |
|
|
3289 | case BUILDER: |
|
|
3290 | slot = &contr->ranged_ob; |
|
|
3291 | oslot = contr->combat_ob; |
|
|
3292 | break; |
|
|
3293 | |
|
|
3294 | // oh, the humanity |
|
|
3295 | case SKILL: |
|
|
3296 | if (aflags & AP_NO_SLOT) |
|
|
3297 | break; |
|
|
3298 | |
|
|
3299 | if (skill_flags [ob->subtype] & SF_NEED_ITEM) |
|
|
3300 | break; |
|
|
3301 | |
|
|
3302 | if (skill_flags [ob->subtype] & SF_COMBAT) |
|
|
3303 | { |
|
|
3304 | slot = &contr->combat_ob; |
|
|
3305 | oslot = contr->ranged_ob; |
|
|
3306 | } |
|
|
3307 | else if (skill_flags [ob->subtype] & SF_RANGED) |
|
|
3308 | { |
|
|
3309 | slot = &contr->ranged_ob; |
|
|
3310 | oslot = contr->combat_ob; |
|
|
3311 | } |
|
|
3312 | |
|
|
3313 | break; |
|
|
3314 | } |
|
|
3315 | |
|
|
3316 | // now handle slot exclusions |
|
|
3317 | if (slot) |
|
|
3318 | { |
|
|
3319 | // only one slot can be active |
|
|
3320 | if (want_apply) |
|
|
3321 | apply (oslot, AP_UNAPPLY); |
|
|
3322 | |
|
|
3323 | // clear item from slot if applied |
|
|
3324 | if (!want_apply && *slot == ob) |
|
|
3325 | { |
|
|
3326 | *slot = 0; |
|
|
3327 | |
|
|
3328 | if (current_weapon == ob) |
|
|
3329 | current_weapon = 0; |
|
|
3330 | } |
|
|
3331 | } |
|
|
3332 | } |
|
|
3333 | |
|
|
3334 | if (ob->flag [FLAG_APPLIED] != want_apply) |
|
|
3335 | manual_apply (this, ob, aflags); |
|
|
3336 | |
|
|
3337 | if (ob->flag [FLAG_APPLIED] != want_apply) |
|
|
3338 | return false; |
|
|
3339 | |
|
|
3340 | if (slot) |
|
|
3341 | current_weapon = *slot = ob; |
|
|
3342 | |
|
|
3343 | return true; |
|
|
3344 | } |
1361 | } |
3345 | |
1362 | |
3346 | /** |
1363 | /** |
3347 | * who is the object using the object. It can be a monster. |
1364 | * who is the object using the object. It can be a monster. |
3348 | * op is the object they are using. op is an equipment type item, |
1365 | * op is the object they are using. op is an equipment type item, |
… | |
… | |
3368 | */ |
1385 | */ |
3369 | |
1386 | |
3370 | #define LACK_ITEM_POWER \ |
1387 | #define LACK_ITEM_POWER \ |
3371 | " H<You lack enough unused item power to use this weapon, see the skills command.>" |
1388 | " H<You lack enough unused item power to use this weapon, see the skills command.>" |
3372 | |
1389 | |
3373 | int |
1390 | static bool |
3374 | apply_special (object *who, object *op, int aflags) |
1391 | apply_special (object *who, object *op, int aflags) |
3375 | { |
1392 | { |
3376 | int basic_flag = aflags & AP_MODE; |
1393 | int basic_flag = aflags & AP_MODE; |
3377 | object *tmp, *tmp2, *skop = NULL; |
1394 | object *tmp, *tmp2, *skop = NULL; |
3378 | |
1395 | |
… | |
… | |
3380 | { |
1397 | { |
3381 | LOG (llevError, "apply_special() from object without environment.\n"); |
1398 | LOG (llevError, "apply_special() from object without environment.\n"); |
3382 | return 1; |
1399 | return 1; |
3383 | } |
1400 | } |
3384 | |
1401 | |
|
|
1402 | //TODO: remove these when apply_special is no longer exposed |
3385 | if (op->env != who) |
1403 | if (op->env != who) |
3386 | return 1; /* op is not in inventory */ |
1404 | return 1; /* op is not in inventory */ |
3387 | |
1405 | |
3388 | /* trying to unequip op */ |
1406 | /* trying to unequip op */ |
3389 | if (QUERY_FLAG (op, FLAG_APPLIED)) |
1407 | if (op->flag [FLAG_APPLIED]) |
3390 | { |
1408 | { |
3391 | /* always apply, so no reason to unapply */ |
1409 | /* always apply, so no reason to unapply */ |
3392 | if (basic_flag == AP_APPLY) |
1410 | if (basic_flag == AP_APPLY) |
3393 | return 0; |
1411 | return 0; |
3394 | |
1412 | |
3395 | if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) |
1413 | if (!(aflags & AP_IGNORE_CURSE) && (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])) |
3396 | { |
1414 | { |
3397 | who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op))); |
1415 | who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)); |
3398 | return 1; |
1416 | return 1; |
3399 | } |
1417 | } |
3400 | |
1418 | |
3401 | return unapply_special (who, op, aflags); |
1419 | return unapply_special (who, op, aflags); |
3402 | } |
1420 | } |
… | |
… | |
3408 | /* Can't just apply this object. Lets see what not and what to do */ |
1426 | /* Can't just apply this object. Lets see what not and what to do */ |
3409 | if (int i = can_apply_object (who, op)) |
1427 | if (int i = can_apply_object (who, op)) |
3410 | { |
1428 | { |
3411 | if (i & CAN_APPLY_NEVER) |
1429 | if (i & CAN_APPLY_NEVER) |
3412 | { |
1430 | { |
3413 | who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op))); |
1431 | who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)); |
3414 | return 1; |
1432 | return 1; |
3415 | } |
1433 | } |
3416 | else if (i & CAN_APPLY_RESTRICTION) |
1434 | else if (i & CAN_APPLY_RESTRICTION) |
3417 | { |
1435 | { |
3418 | who->failmsg (format ( |
1436 | who->failmsgf ( |
3419 | "You have a prohibition against using a %s. " |
1437 | "You have a prohibition against using a %s. " |
3420 | "H<Your belief, profession or class prevents you from applying this item.>", |
1438 | "H<Your belief, profession or class prevents you from applying this item.>", |
3421 | query_name (op) |
1439 | query_name (op) |
3422 | )); |
1440 | ); |
3423 | return 1; |
1441 | return 1; |
3424 | } |
1442 | } |
3425 | |
1443 | |
3426 | if (who->type != PLAYER) |
1444 | if (who->type != PLAYER) |
3427 | { |
1445 | { |
… | |
… | |
3448 | // try to ready attached skill first |
1466 | // try to ready attached skill first |
3449 | skop = find_skill_by_name (who, op->skill); |
1467 | skop = find_skill_by_name (who, op->skill); |
3450 | |
1468 | |
3451 | if (!skop) |
1469 | if (!skop) |
3452 | { |
1470 | { |
3453 | who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); |
1471 | who->failmsgf ("You need the %s skill to use this item!", &op->skill); |
3454 | return 1; |
1472 | return 1; |
3455 | } |
1473 | } |
3456 | else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT)) |
1474 | else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT)) |
3457 | { |
1475 | { |
3458 | who->failmsg (format ("You can't use the required %s skill!", &op->skill)); |
1476 | who->failmsgf ("You can't use the required %s skill!", &op->skill); |
3459 | return 1; |
1477 | return 1; |
3460 | } |
1478 | } |
3461 | } |
1479 | } |
3462 | |
1480 | |
3463 | if (!check_item_power (who, op->item_power)) |
1481 | if (!check_item_power (who, op->item_power)) |
… | |
… | |
3495 | if (player *pl = who->contr) |
1513 | if (player *pl = who->contr) |
3496 | { |
1514 | { |
3497 | who->statusmsg (format ("You wield %s.", query_name (op))); |
1515 | who->statusmsg (format ("You wield %s.", query_name (op))); |
3498 | change_abil (who, op); |
1516 | change_abil (who, op); |
3499 | } |
1517 | } |
3500 | else |
|
|
3501 | who->change_skill (skop); |
|
|
3502 | |
1518 | |
3503 | op->flag [FLAG_READY_WEAPON] = true; |
1519 | op->flag [FLAG_READY_WEAPON] = true; |
3504 | break; |
1520 | break; |
3505 | |
1521 | |
3506 | case ARMOUR: |
1522 | case ARMOUR: |
… | |
… | |
3511 | case GIRDLE: |
1527 | case GIRDLE: |
3512 | case BRACERS: |
1528 | case BRACERS: |
3513 | case CLOAK: |
1529 | case CLOAK: |
3514 | case RING: |
1530 | case RING: |
3515 | case AMULET: |
1531 | case AMULET: |
3516 | SET_FLAG (op, FLAG_APPLIED); |
1532 | op->set_flag (FLAG_APPLIED); |
3517 | who->statusmsg (format ("You wear %s.", query_name (op))); |
1533 | who->statusmsg (format ("You wear %s.", query_name (op))); |
3518 | change_abil (who, op); |
1534 | change_abil (who, op); |
3519 | break; |
1535 | break; |
3520 | |
1536 | |
3521 | case SKILL_TOOL: |
1537 | case SKILL_TOOL: |
3522 | // applying a skill tool does not ready the skill |
1538 | // applying a skill tool does not ready the skill |
3523 | // if something needs the skill, it has to ready it itself |
1539 | // if something needs the skill, it has to ready it itself |
3524 | //TODO: unapplying should unapply the skill, though |
1540 | //TODO: unapplying should unapply the skill, though |
3525 | SET_FLAG (op, FLAG_APPLIED); |
1541 | op->set_flag (FLAG_APPLIED); |
3526 | break; |
1542 | break; |
3527 | |
1543 | |
3528 | case SKILL: |
1544 | case SKILL: |
3529 | if (!(aflags & AP_NO_SLOT)) |
1545 | if (!(aflags & AP_NO_SLOT)) |
3530 | { |
1546 | { |
3531 | // skill is used on it's own, as opposed to being a chosen_skill |
1547 | // skill is used on it's own, as opposed to being a chosen_skill |
3532 | |
1548 | |
3533 | if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA)) |
1549 | if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA)) |
3534 | { |
1550 | { |
3535 | who->failmsg (format ( |
1551 | who->failmsgf ( |
3536 | "You feel as if you wanted to do something funny, but you can't remember what. " |
1552 | "You feel as if you wanted to do something funny, but you can't remember what. " |
3537 | "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. " |
1553 | "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. " |
3538 | "It cannot be used on its own.>", |
1554 | "It cannot be used on its own.>", |
3539 | &op->skill |
1555 | &op->skill |
3540 | )); |
1556 | ); |
3541 | if (tmp) who->insert (tmp); |
1557 | if (tmp) who->insert (tmp); |
3542 | return 1; |
1558 | return 1; |
3543 | } |
1559 | } |
3544 | |
1560 | |
3545 | if (skill_flags [op->subtype] & SF_AUTARK |
1561 | if (skill_flags [op->subtype] & SF_AUTARK |
3546 | || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED))) |
1562 | || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED))) |
3547 | { |
1563 | { |
3548 | if (skill_flags [op->subtype] & SF_USE) |
1564 | if (skill_flags [op->subtype] & SF_USE) |
3549 | who->failmsg (format ( |
1565 | who->failmsgf ( |
3550 | "You feel as if you wanted to do something funny, but you can't remember what. " |
1566 | "You feel as if you wanted to do something funny, but you can't remember what. " |
3551 | "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>", |
1567 | "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>", |
3552 | &op->skill, &op->skill |
1568 | &op->skill, &op->skill |
3553 | )); |
1569 | ); |
3554 | else |
1570 | else |
3555 | who->failmsg (format ( |
1571 | who->failmsgf ( |
3556 | "You feel as if you wanted to do something funny, but you can't remember what. " |
1572 | "You feel as if you wanted to do something funny, but you can't remember what. " |
3557 | "H<The %s skill cannot be readied or used, it is always active.>", |
1573 | "H<The %s skill cannot be readied or used, it is always active.>", |
3558 | &op->skill, &op->skill |
1574 | &op->skill |
3559 | )); |
1575 | ); |
3560 | |
1576 | |
3561 | if (tmp) who->insert (tmp); |
1577 | if (tmp) who->insert (tmp); |
|
|
1578 | |
3562 | return 1; |
1579 | return 1; |
3563 | } |
1580 | } |
3564 | |
1581 | |
3565 | if (who->contr) |
1582 | if (who->contr) |
3566 | who->statusmsg (format ( |
1583 | if (op->invisible) |
3567 | op->invisible ? "You can now use the %s skill." : "You ready %s.", |
1584 | who->statusmsg (format ("You can now use the %s skill.", &op->skill)); |
3568 | query_name (op), |
|
|
3569 | &op->skill |
|
|
3570 | )); |
1585 | else |
|
|
1586 | who->statusmsg (format ("You ready %s.", query_name (op))); |
3571 | } |
1587 | } |
3572 | |
1588 | |
3573 | SET_FLAG (who, FLAG_READY_SKILL); |
1589 | who->set_flag (FLAG_READY_SKILL); |
3574 | SET_FLAG (op, FLAG_APPLIED); |
1590 | op->set_flag (FLAG_APPLIED); |
3575 | change_abil (who, op); |
1591 | change_abil (who, op); |
3576 | break; |
1592 | break; |
3577 | |
1593 | |
3578 | case BOW: |
1594 | case BOW: |
3579 | if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\'')) |
1595 | if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\'')) |
… | |
… | |
3610 | |
1626 | |
3611 | /*FALLTHROUGH*/ |
1627 | /*FALLTHROUGH*/ |
3612 | case WAND: |
1628 | case WAND: |
3613 | case ROD: |
1629 | case ROD: |
3614 | case HORN: |
1630 | case HORN: |
3615 | /* check for skill, alter player status */ |
|
|
3616 | |
|
|
3617 | if (!skop) |
|
|
3618 | { |
|
|
3619 | who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO |
|
|
3620 | if (tmp) who->insert (tmp); |
|
|
3621 | return 1; |
|
|
3622 | } |
|
|
3623 | |
|
|
3624 | op->flag [FLAG_APPLIED] = true; |
1631 | op->flag [FLAG_APPLIED] = true; |
3625 | |
1632 | |
3626 | if (player *pl = who->contr) |
1633 | if (player *pl = who->contr) |
3627 | { |
1634 | { |
3628 | who->statusmsg (format ("You ready %s.", query_name (op))); |
1635 | who->statusmsg (format ("You ready %s.", query_name (op))); |
… | |
… | |
3632 | |
1639 | |
3633 | change_abil (who, op); |
1640 | change_abil (who, op); |
3634 | } |
1641 | } |
3635 | else |
1642 | else |
3636 | { |
1643 | { |
3637 | who->change_skill (skop); |
|
|
3638 | |
|
|
3639 | if (op->type == BOW) |
1644 | if (op->type == BOW) |
3640 | op->flag [FLAG_READY_BOW ] = true; |
1645 | op->flag [FLAG_READY_BOW ] = true; |
3641 | else |
1646 | else |
3642 | op->flag [FLAG_READY_RANGE] = true; |
1647 | op->flag [FLAG_READY_RANGE] = true; |
3643 | } |
1648 | } |
… | |
… | |
3654 | |
1659 | |
3655 | default: |
1660 | default: |
3656 | who->statusmsg (format ("You apply %s.", query_name (op))); |
1661 | who->statusmsg (format ("You apply %s.", query_name (op))); |
3657 | } |
1662 | } |
3658 | |
1663 | |
3659 | SET_FLAG (op, FLAG_APPLIED); |
1664 | op->set_flag (FLAG_APPLIED); |
3660 | |
1665 | |
3661 | if (tmp) who->insert (tmp); |
1666 | if (tmp) who->insert (tmp); |
3662 | |
1667 | |
3663 | who->update_stats (); |
1668 | who->update_stats (); |
3664 | |
1669 | |
3665 | /* We exclude spell casting objects. The fire code will set the |
1670 | /* We exclude spell casting objects. The fire code will set the |
3666 | * been applied flag when they are used - until that point, |
1671 | * been applied flag when they are used - until that point, |
3667 | * you don't know anything about them. |
1672 | * you don't know anything about them. |
3668 | */ |
1673 | */ |
3669 | if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) |
1674 | if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) |
3670 | SET_FLAG (op, FLAG_BEEN_APPLIED); |
1675 | op->set_flag (FLAG_BEEN_APPLIED); |
3671 | |
1676 | |
3672 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
1677 | if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]) |
3673 | if (who->type == PLAYER) |
1678 | if (who->type == PLAYER) |
3674 | { |
1679 | { |
3675 | who->failmsg ( |
1680 | who->failmsg ( |
3676 | "Oops, it feels deadly cold! " |
1681 | "Oops, it feels deadly cold! " |
3677 | "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>" |
1682 | "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>" |
3678 | ); |
1683 | ); |
3679 | SET_FLAG (op, FLAG_KNOWN_CURSED); |
1684 | op->set_flag (FLAG_KNOWN_CURSED); |
3680 | } |
1685 | } |
3681 | |
1686 | |
3682 | if (object *pl = op->visible_to ()) |
1687 | if (object *pl = op->visible_to ()) |
3683 | esrv_send_item (pl, op); |
1688 | esrv_send_item (pl, op); |
3684 | |
1689 | |
3685 | return 0; |
1690 | return 0; |
|
|
1691 | } |
|
|
1692 | |
|
|
1693 | /** |
|
|
1694 | * Check if op should abort moving victim because of it's race or slaying. |
|
|
1695 | * Returns 1 if it should abort, returns 0 if it should continue. |
|
|
1696 | */ |
|
|
1697 | int |
|
|
1698 | should_director_abort (object *op, object *victim) |
|
|
1699 | { |
|
|
1700 | int arch_flag, name_flag, race_flag; |
|
|
1701 | |
|
|
1702 | /* Get flags to determine what of arch, name, and race should be checked. |
|
|
1703 | * This is stored in subtype, and is a bitmask, the LSB is the arch flag, |
|
|
1704 | * the next is the name flag, and the last is the race flag. Also note, |
|
|
1705 | * if subtype is set to zero, that also goes to defaults of all affecting |
|
|
1706 | * it. Examples: |
|
|
1707 | * subtype 1: only arch |
|
|
1708 | * subtype 3: arch or name |
|
|
1709 | * subtype 5: arch or race |
|
|
1710 | * subtype 7: all three |
|
|
1711 | */ |
|
|
1712 | if (op->subtype) |
|
|
1713 | { |
|
|
1714 | arch_flag = op->subtype & 1; |
|
|
1715 | name_flag = op->subtype & 2; |
|
|
1716 | race_flag = op->subtype & 4; |
|
|
1717 | } |
|
|
1718 | else |
|
|
1719 | { |
|
|
1720 | arch_flag = 1; |
|
|
1721 | name_flag = 1; |
|
|
1722 | race_flag = 1; |
|
|
1723 | } |
|
|
1724 | |
|
|
1725 | /* If the director has race set, only affect objects with a arch, |
|
|
1726 | * name or race that matches. |
|
|
1727 | */ |
|
|
1728 | if ((op->race) && |
|
|
1729 | ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) && |
|
|
1730 | ((!(victim->name && name_flag) || op->race != victim->name)) && |
|
|
1731 | ((!(victim->race && race_flag) || op->race != victim->race))) |
|
|
1732 | return 1; |
|
|
1733 | |
|
|
1734 | /* If the director has slaying set, only affect objects where none |
|
|
1735 | * of arch, name, or race match. |
|
|
1736 | */ |
|
|
1737 | if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) || |
|
|
1738 | ((victim->name && name_flag && op->slaying == victim->name)) || |
|
|
1739 | ((victim->race && race_flag && op->slaying == victim->race))) |
|
|
1740 | return 1; |
|
|
1741 | |
|
|
1742 | return 0; |
|
|
1743 | } |
|
|
1744 | |
|
|
1745 | /** |
|
|
1746 | * This handles a player dropping money on an altar to identify stuff. |
|
|
1747 | * It'll identify marked item, if none all items up to dropped money. |
|
|
1748 | * Return value: 1 if money was destroyed, 0 if not. |
|
|
1749 | */ |
|
|
1750 | static int |
|
|
1751 | apply_id_altar (object *money, object *altar, object *pl) |
|
|
1752 | { |
|
|
1753 | dynbuf_text &buf = msg_dynbuf; buf.clear (); |
|
|
1754 | |
|
|
1755 | if (!pl || pl->type != PLAYER) |
|
|
1756 | return 0; |
|
|
1757 | |
|
|
1758 | /* Check for MONEY type is a special hack - it prevents 'nothing needs |
|
|
1759 | * identifying' from being printed out more than it needs to be. |
|
|
1760 | */ |
|
|
1761 | if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY) |
|
|
1762 | return 0; |
|
|
1763 | |
|
|
1764 | /* if the player has a marked item, identify that if it needs to be |
|
|
1765 | * identified. If it doesn't, then go through the player inventory. |
|
|
1766 | */ |
|
|
1767 | if (object *marked = pl->mark ()) |
|
|
1768 | if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ()) |
|
|
1769 | { |
|
|
1770 | if (operate_altar (altar, &money, pl)) |
|
|
1771 | { |
|
|
1772 | identify (marked); |
|
|
1773 | |
|
|
1774 | buf.printf ("You have %s.\r", long_desc (marked, pl)); |
|
|
1775 | if (marked->msg) |
|
|
1776 | buf << "The item has a story:\r" << marked->msg << "\n\n"; |
|
|
1777 | |
|
|
1778 | return !money; |
|
|
1779 | } |
|
|
1780 | } |
|
|
1781 | |
|
|
1782 | for (object *id = pl->inv; id; id = id->below) |
|
|
1783 | { |
|
|
1784 | if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ()) |
|
|
1785 | { |
|
|
1786 | if (operate_altar (altar, &money, pl)) |
|
|
1787 | { |
|
|
1788 | identify (id); |
|
|
1789 | |
|
|
1790 | buf.printf ("You have %s.\r", long_desc (id, pl)); |
|
|
1791 | if (id->msg) |
|
|
1792 | buf << "The item has a story:\r" << id->msg << "\n\n"; |
|
|
1793 | |
|
|
1794 | /* If no more money, might as well quit now */ |
|
|
1795 | if (!money || !check_altar_sacrifice (altar, money)) |
|
|
1796 | break; |
|
|
1797 | } |
|
|
1798 | else |
|
|
1799 | { |
|
|
1800 | LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); |
|
|
1801 | break; |
|
|
1802 | } |
|
|
1803 | } |
|
|
1804 | } |
|
|
1805 | |
|
|
1806 | if (buf.empty ()) |
|
|
1807 | pl->failmsg ("You have nothing that needs identifying"); |
|
|
1808 | else |
|
|
1809 | pl->contr->infobox (MSG_CHANNEL ("identify"), buf); |
|
|
1810 | |
|
|
1811 | return !money; |
|
|
1812 | } |
|
|
1813 | |
|
|
1814 | /** |
|
|
1815 | * This checks whether the object has a "on_use_yield" field, and if so generated and drops |
|
|
1816 | * matching item. |
|
|
1817 | **/ |
|
|
1818 | void |
|
|
1819 | handle_apply_yield (object *tmp) |
|
|
1820 | { |
|
|
1821 | if (shstr_tmp yield = tmp->kv (shstr_on_use_yield)) |
|
|
1822 | archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); |
|
|
1823 | } |
|
|
1824 | |
|
|
1825 | /** |
|
|
1826 | * Handles applying a potion. |
|
|
1827 | */ |
|
|
1828 | int |
|
|
1829 | apply_potion (object *op, object *tmp) |
|
|
1830 | { |
|
|
1831 | int got_one = 0, i; |
|
|
1832 | object *force = 0; |
|
|
1833 | |
|
|
1834 | object *floor = GET_MAP_OB (op->map, op->x, op->y); |
|
|
1835 | |
|
|
1836 | if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) |
|
|
1837 | { |
|
|
1838 | op->failmsg ("Gods prevent you from using this here, it's sacred ground!"); |
|
|
1839 | |
|
|
1840 | tmp->clr_flag (FLAG_APPLIED); |
|
|
1841 | return 0; |
|
|
1842 | } |
|
|
1843 | |
|
|
1844 | if (op->type == PLAYER) |
|
|
1845 | if (!tmp->flag [FLAG_IDENTIFIED]) |
|
|
1846 | identify (tmp); |
|
|
1847 | |
|
|
1848 | handle_apply_yield (tmp); |
|
|
1849 | |
|
|
1850 | /* Potion of restoration - only for players */ |
|
|
1851 | if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) |
|
|
1852 | { |
|
|
1853 | object *depl; |
|
|
1854 | archetype *at; |
|
|
1855 | |
|
|
1856 | if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
|
|
1857 | { |
|
|
1858 | op->drain_stat (); |
|
|
1859 | op->update_stats (); |
|
|
1860 | tmp->decrease (); |
|
|
1861 | return 1; |
|
|
1862 | } |
|
|
1863 | |
|
|
1864 | if (!(at = archetype::find (shstr_depletion))) |
|
|
1865 | { |
|
|
1866 | LOG (llevError, "Could not find archetype depletion\n"); |
|
|
1867 | return 0; |
|
|
1868 | } |
|
|
1869 | |
|
|
1870 | depl = present_arch_in_ob (at, op); |
|
|
1871 | |
|
|
1872 | if (depl) |
|
|
1873 | { |
|
|
1874 | for (i = 0; i < NUM_STATS; i++) |
|
|
1875 | if (depl->stats.stat (i)) |
|
|
1876 | op->statusmsg (restore_msg[i]); |
|
|
1877 | |
|
|
1878 | depl->destroy (); |
|
|
1879 | op->update_stats (); |
|
|
1880 | } |
|
|
1881 | else |
|
|
1882 | op->statusmsg ("Your potion had no effect."); |
|
|
1883 | |
|
|
1884 | tmp->decrease (); |
|
|
1885 | return 1; |
|
|
1886 | } |
|
|
1887 | |
|
|
1888 | /* improvement potion - only for players */ |
|
|
1889 | if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) |
|
|
1890 | { |
|
|
1891 | for (i = 1; i < min (11, op->level); i++) |
|
|
1892 | { |
|
|
1893 | if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
|
|
1894 | { |
|
|
1895 | if (op->contr->levhp[i] != 1) |
|
|
1896 | { |
|
|
1897 | op->contr->levhp[i] = 1; |
|
|
1898 | break; |
|
|
1899 | } |
|
|
1900 | |
|
|
1901 | if (op->contr->levsp[i] != 1) |
|
|
1902 | { |
|
|
1903 | op->contr->levsp[i] = 1; |
|
|
1904 | break; |
|
|
1905 | } |
|
|
1906 | |
|
|
1907 | if (op->contr->levgrace[i] != 1) |
|
|
1908 | { |
|
|
1909 | op->contr->levgrace[i] = 1; |
|
|
1910 | break; |
|
|
1911 | } |
|
|
1912 | } |
|
|
1913 | else |
|
|
1914 | { |
|
|
1915 | if (op->contr->levhp[i] < 9) |
|
|
1916 | { |
|
|
1917 | op->contr->levhp[i] = 9; |
|
|
1918 | break; |
|
|
1919 | } |
|
|
1920 | |
|
|
1921 | if (op->contr->levsp[i] < 6) |
|
|
1922 | { |
|
|
1923 | op->contr->levsp[i] = 6; |
|
|
1924 | break; |
|
|
1925 | } |
|
|
1926 | |
|
|
1927 | if (op->contr->levgrace[i] < 3) |
|
|
1928 | { |
|
|
1929 | op->contr->levgrace[i] = 3; |
|
|
1930 | break; |
|
|
1931 | } |
|
|
1932 | } |
|
|
1933 | } |
|
|
1934 | |
|
|
1935 | /* Just makes checking easier */ |
|
|
1936 | if (i < min (11, op->level)) |
|
|
1937 | got_one = 1; |
|
|
1938 | |
|
|
1939 | if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]) |
|
|
1940 | { |
|
|
1941 | if (got_one) |
|
|
1942 | { |
|
|
1943 | op->update_stats (); |
|
|
1944 | op->statusmsg ("The Gods smile upon you and remake you " |
|
|
1945 | "a little more in their image. " |
|
|
1946 | "You feel a little more perfect.", NDI_GREEN); |
|
|
1947 | } |
|
|
1948 | else |
|
|
1949 | op->statusmsg ("The potion had no effect - you are already perfect."); |
|
|
1950 | } |
|
|
1951 | else |
|
|
1952 | { /* cursed potion */ |
|
|
1953 | if (got_one) |
|
|
1954 | { |
|
|
1955 | op->update_stats (); |
|
|
1956 | op->failmsg ("The Gods are angry and punish you."); |
|
|
1957 | } |
|
|
1958 | else |
|
|
1959 | op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE); |
|
|
1960 | } |
|
|
1961 | |
|
|
1962 | tmp->decrease (); |
|
|
1963 | return 1; |
|
|
1964 | } |
|
|
1965 | |
|
|
1966 | |
|
|
1967 | /* A potion that casts a spell. Healing, restore spellpoint (power potion) |
|
|
1968 | * and heroism all fit into this category. Given the spell object code, |
|
|
1969 | * there is no limit to the number of spells that potions can be cast, |
|
|
1970 | * but direction is problematic to try and imbue fireball potions for example. |
|
|
1971 | */ |
|
|
1972 | if (tmp->inv) |
|
|
1973 | { |
|
|
1974 | if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
|
|
1975 | { |
|
|
1976 | op->failmsg ("Yech! Your lungs are on fire!"); |
|
|
1977 | create_exploding_ball_at (op, op->level); |
|
|
1978 | } |
|
|
1979 | else |
|
|
1980 | cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
|
|
1981 | |
|
|
1982 | tmp->decrease (); |
|
|
1983 | |
|
|
1984 | /* if youre dead, no point in doing this... */ |
|
|
1985 | if (!op->flag [FLAG_REMOVED]) |
|
|
1986 | op->update_stats (); |
|
|
1987 | |
|
|
1988 | return 1; |
|
|
1989 | } |
|
|
1990 | |
|
|
1991 | /* Deal with protection potions */ |
|
|
1992 | force = NULL; |
|
|
1993 | for (i = 0; i < NROFATTACKS; i++) |
|
|
1994 | { |
|
|
1995 | if (tmp->resist[i]) |
|
|
1996 | { |
|
|
1997 | if (!force) |
|
|
1998 | force = get_archetype (FORCE_NAME); |
|
|
1999 | |
|
|
2000 | memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); |
|
|
2001 | force->type = POTION_EFFECT; |
|
|
2002 | break; /* Only need to find one protection since we copy entire batch */ |
|
|
2003 | } |
|
|
2004 | } |
|
|
2005 | |
|
|
2006 | /* This is a protection potion */ |
|
|
2007 | if (force) |
|
|
2008 | { |
|
|
2009 | /* cursed items last longer */ |
|
|
2010 | if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
|
|
2011 | { |
|
|
2012 | force->stats.food *= 10; |
|
|
2013 | for (i = 0; i < NROFATTACKS; i++) |
|
|
2014 | if (force->resist[i] > 0) |
|
|
2015 | force->resist[i] = -force->resist[i]; /* prot => vuln */ |
|
|
2016 | } |
|
|
2017 | |
|
|
2018 | force->speed_left = -1; |
|
|
2019 | force = insert_ob_in_ob (force, op); |
|
|
2020 | tmp->clr_flag (FLAG_APPLIED); |
|
|
2021 | force->set_flag (FLAG_APPLIED); |
|
|
2022 | change_abil (op, force); |
|
|
2023 | tmp->decrease (); |
|
|
2024 | return 1; |
|
|
2025 | } |
|
|
2026 | |
|
|
2027 | /* Only thing left are the stat potions */ |
|
|
2028 | if (op->type == PLAYER) |
|
|
2029 | { /* only for players */ |
|
|
2030 | if ((tmp->flag [FLAG_CURSED] |
|
|
2031 | || tmp->flag [FLAG_DAMNED]) |
|
|
2032 | && tmp->value != 0) |
|
|
2033 | tmp->clr_flag (FLAG_APPLIED); |
|
|
2034 | else |
|
|
2035 | tmp->set_flag (FLAG_APPLIED); |
|
|
2036 | |
|
|
2037 | if (!change_abil (op, tmp)) |
|
|
2038 | op->statusmsg ("Nothing happened."); |
|
|
2039 | } |
|
|
2040 | |
|
|
2041 | /* CLEAR_FLAG is so that if the character has other potions |
|
|
2042 | * that were grouped with the one consumed, his |
|
|
2043 | * stat will not be raised by them. fix_player just clears |
|
|
2044 | * up all the stats. |
|
|
2045 | */ |
|
|
2046 | tmp->clr_flag (FLAG_APPLIED); |
|
|
2047 | op->update_stats (); |
|
|
2048 | tmp->decrease (); |
|
|
2049 | return 1; |
|
|
2050 | } |
|
|
2051 | |
|
|
2052 | /** |
|
|
2053 | * 'victim' moves onto 'trap' |
|
|
2054 | * 'victim' leaves 'trap' |
|
|
2055 | * effect is determined by move_on/move_off of trap and move_type of victime. |
|
|
2056 | * |
|
|
2057 | * originator: Player, monster or other object that caused 'victim' to move |
|
|
2058 | * onto 'trap'. Will receive messages caused by this action. May be NULL. |
|
|
2059 | * However, some types of traps require an originator to function. |
|
|
2060 | */ |
|
|
2061 | void |
|
|
2062 | move_apply (object *trap, object *victim, object *originator) |
|
|
2063 | { |
|
|
2064 | static int recursion_depth = 0; |
|
|
2065 | |
|
|
2066 | trap = trap->head_ (); |
|
|
2067 | |
|
|
2068 | /* Only exits affect DMs. */ |
|
|
2069 | if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN) |
|
|
2070 | return; |
|
|
2071 | |
|
|
2072 | /* move_apply() is the most likely candidate for causing unwanted and |
|
|
2073 | * possibly unlimited recursion. |
|
|
2074 | */ |
|
|
2075 | |
|
|
2076 | /* The following was changed because it was causing perfectly correct |
|
|
2077 | * maps to fail. 1) it's not an error to recurse: |
|
|
2078 | * rune detonates, summoning monster. monster lands on nearby rune. |
|
|
2079 | * nearby rune detonates. This sort of recursion is expected and |
|
|
2080 | * proper. This code was causing needless crashes. |
|
|
2081 | */ |
|
|
2082 | if (recursion_depth >= 500) |
|
|
2083 | { |
|
|
2084 | LOG (llevDebug, "WARNING: move_apply(): aborting recursion " |
|
|
2085 | "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name); |
|
|
2086 | return; |
|
|
2087 | } |
|
|
2088 | |
|
|
2089 | recursion_depth++; |
|
|
2090 | |
|
|
2091 | if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) |
|
|
2092 | switch (trap->type) |
|
|
2093 | { |
|
|
2094 | case PLAYERMOVER: |
|
|
2095 | if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) |
|
|
2096 | { |
|
|
2097 | if (!trap->stats.maxsp) |
|
|
2098 | trap->stats.maxsp = 2; |
|
|
2099 | |
|
|
2100 | /* Is this correct? From the docs, it doesn't look like it |
|
|
2101 | * should be divided by trap->speed |
|
|
2102 | */ |
|
|
2103 | victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed; |
|
|
2104 | |
|
|
2105 | /* Just put in some sanity check. I think there is a bug in the |
|
|
2106 | * above with some objects have zero speed, and thus the player |
|
|
2107 | * getting permanently paralyzed. |
|
|
2108 | */ |
|
|
2109 | victim->speed_left = max (-50.f, victim->speed_left); |
|
|
2110 | /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ |
|
|
2111 | } |
|
|
2112 | break; |
|
|
2113 | |
|
|
2114 | case SPINNER: |
|
|
2115 | if (victim->direction) |
|
|
2116 | { |
|
|
2117 | victim->direction = absdir (victim->direction - trap->stats.sp); |
|
|
2118 | update_turn_face (victim); |
|
|
2119 | } |
|
|
2120 | break; |
|
|
2121 | |
|
|
2122 | case DIRECTOR: |
|
|
2123 | if (victim->direction && !should_director_abort (trap, victim)) |
|
|
2124 | { |
|
|
2125 | victim->direction = trap->stats.sp; |
|
|
2126 | update_turn_face (victim); |
|
|
2127 | } |
|
|
2128 | break; |
|
|
2129 | |
|
|
2130 | case BUTTON: |
|
|
2131 | case PEDESTAL: |
|
|
2132 | case T_MATCH: |
|
|
2133 | update_button (trap, originator); |
|
|
2134 | break; |
|
|
2135 | |
|
|
2136 | case ALTAR: |
|
|
2137 | /* sacrifice victim on trap */ |
|
|
2138 | apply_altar (trap, victim, originator); |
|
|
2139 | break; |
|
|
2140 | |
|
|
2141 | case THROWN_OBJ: |
|
|
2142 | if (trap->inv == NULL) |
|
|
2143 | break; |
|
|
2144 | /* fallthrough */ |
|
|
2145 | |
|
|
2146 | case ARROW: |
|
|
2147 | /* bad bug: monster throw a object, make a step forwards, step on object , |
|
|
2148 | * trigger this here and get hit by own missile - and will be own enemy. |
|
|
2149 | * Victim then is his own enemy and will start to kill herself (this is |
|
|
2150 | * removed) but we have not synced victim and his missile. To avoid senseless |
|
|
2151 | * action, we avoid hits here |
|
|
2152 | */ |
|
|
2153 | if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ()) |
|
|
2154 | && trap->owner != victim) |
|
|
2155 | hit_with_arrow (trap, victim); |
|
|
2156 | break; |
|
|
2157 | |
|
|
2158 | case SPELL_EFFECT: |
|
|
2159 | apply_spell_effect (trap, victim); |
|
|
2160 | break; |
|
|
2161 | |
|
|
2162 | case TRAPDOOR: |
|
|
2163 | { |
|
|
2164 | int max, sound_was_played; |
|
|
2165 | object *ab, *ab_next; |
|
|
2166 | |
|
|
2167 | if (!trap->value) |
|
|
2168 | { |
|
|
2169 | int tot; |
|
|
2170 | |
|
|
2171 | for (ab = trap->above, tot = 0; ab; ab = ab->above) |
|
|
2172 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
2173 | tot += ab->head_ ()->total_weight (); |
|
|
2174 | |
|
|
2175 | if (!(trap->value = (tot > trap->weight) ? 1 : 0)) |
|
|
2176 | break; |
|
|
2177 | |
|
|
2178 | SET_ANIMATION (trap, trap->value); |
|
|
2179 | update_object (trap, UP_OBJ_FACE); |
|
|
2180 | } |
|
|
2181 | |
|
|
2182 | for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) |
|
|
2183 | { |
|
|
2184 | /* need to set this up, since if we do transfer the object, |
|
|
2185 | * ab->above would be bogus |
|
|
2186 | */ |
|
|
2187 | ab_next = ab->above; |
|
|
2188 | |
|
|
2189 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
2190 | { |
|
|
2191 | if (!sound_was_played) |
|
|
2192 | { |
|
|
2193 | trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
|
|
2194 | sound_was_played = 1; |
|
|
2195 | } |
|
|
2196 | |
|
|
2197 | ab->statusmsg ("You fall into a trapdoor!", NDI_RED); |
|
|
2198 | transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab); |
|
|
2199 | } |
|
|
2200 | } |
|
|
2201 | break; |
|
|
2202 | } |
|
|
2203 | |
|
|
2204 | case CONVERTER: |
|
|
2205 | if (convert_item (victim, trap) < 0) |
|
|
2206 | { |
|
|
2207 | originator->failmsgf ("The %s seems to be broken!", query_name (trap)); |
|
|
2208 | archetype::get (shstr_burnout)->insert_at (trap, trap); |
|
|
2209 | } |
|
|
2210 | |
|
|
2211 | break; |
|
|
2212 | |
|
|
2213 | case TRIGGER_BUTTON: |
|
|
2214 | case TRIGGER_PEDESTAL: |
|
|
2215 | case TRIGGER_ALTAR: |
|
|
2216 | check_trigger (trap, victim, originator); |
|
|
2217 | break; |
|
|
2218 | |
|
|
2219 | case DEEP_SWAMP: |
|
|
2220 | walk_on_deep_swamp (trap, victim); |
|
|
2221 | break; |
|
|
2222 | |
|
|
2223 | case CHECK_INV: |
|
|
2224 | check_inv (victim, trap); |
|
|
2225 | break; |
|
|
2226 | |
|
|
2227 | case HOLE: |
|
|
2228 | move_apply_hole (trap, victim); |
|
|
2229 | break; |
|
|
2230 | |
|
|
2231 | case EXIT: |
|
|
2232 | if (victim->type == PLAYER && EXIT_PATH (trap)) |
|
|
2233 | { |
|
|
2234 | /* Basically, don't show exits leading to random maps the |
|
|
2235 | * players output. |
|
|
2236 | */ |
|
|
2237 | if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit) |
|
|
2238 | victim->statusmsg (trap->msg, NDI_NAVY); |
|
|
2239 | |
|
|
2240 | trap->play_sound (trap->sound); |
|
|
2241 | victim->enter_exit (trap); |
|
|
2242 | } |
|
|
2243 | break; |
|
|
2244 | |
|
|
2245 | case ENCOUNTER: |
|
|
2246 | /* may be some leftovers on this */ |
|
|
2247 | break; |
|
|
2248 | |
|
|
2249 | case SHOP_MAT: |
|
|
2250 | apply_shop_mat (trap, victim); |
|
|
2251 | break; |
|
|
2252 | |
|
|
2253 | /* Drop a certain amount of gold, and have one item identified */ |
|
|
2254 | case IDENTIFY_ALTAR: |
|
|
2255 | apply_id_altar (victim, trap, originator); |
|
|
2256 | break; |
|
|
2257 | |
|
|
2258 | case SIGN: |
|
|
2259 | if (victim->type != PLAYER && trap->stats.food > 0) |
|
|
2260 | break; /* monsters musn't apply magic_mouths with counters */ |
|
|
2261 | |
|
|
2262 | apply_sign (victim, trap, 1); |
|
|
2263 | break; |
|
|
2264 | |
|
|
2265 | case CONTAINER: |
|
|
2266 | apply_container (victim, trap); |
|
|
2267 | break; |
|
|
2268 | |
|
|
2269 | case RUNE: |
|
|
2270 | case TRAP: |
|
|
2271 | if (trap->level && victim->flag [FLAG_ALIVE]) |
|
|
2272 | spring_trap (trap, victim); |
|
|
2273 | break; |
|
|
2274 | |
|
|
2275 | default: |
|
|
2276 | LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " |
|
|
2277 | "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); |
|
|
2278 | break; |
|
|
2279 | } |
|
|
2280 | |
|
|
2281 | recursion_depth--; |
|
|
2282 | } |
|
|
2283 | |
|
|
2284 | /** |
|
|
2285 | * Handles reading a regular (ie not containing a spell) book. |
|
|
2286 | */ |
|
|
2287 | static void |
|
|
2288 | apply_book (object *op, object *tmp) |
|
|
2289 | { |
|
|
2290 | int lev_diff; |
|
|
2291 | object *skill_ob; |
|
|
2292 | |
|
|
2293 | if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ]) |
|
|
2294 | { |
|
|
2295 | op->failmsg ("You are unable to read while blind!"); |
|
|
2296 | return; |
|
|
2297 | } |
|
|
2298 | |
|
|
2299 | if (!tmp->msg) |
|
|
2300 | { |
|
|
2301 | op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name); |
|
|
2302 | return; |
|
|
2303 | } |
|
|
2304 | |
|
|
2305 | /* need a literacy skill to read stuff! */ |
|
|
2306 | skill_ob = find_skill_by_name (op, tmp->skill); |
|
|
2307 | if (!skill_ob) |
|
|
2308 | { |
|
|
2309 | op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill); |
|
|
2310 | return; |
|
|
2311 | } |
|
|
2312 | |
|
|
2313 | lev_diff = tmp->level - (skill_ob->level + 5); |
|
|
2314 | if (!op->flag [FLAG_WIZ] && lev_diff > 0) |
|
|
2315 | { |
|
|
2316 | op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension." |
|
|
2317 | : lev_diff < 3 ? "This book is slightly beyond your comprehension." |
|
|
2318 | : lev_diff < 5 ? "This book is beyond your comprehension." |
|
|
2319 | : lev_diff < 8 ? "This book is quite a bit beyond your comprehension." |
|
|
2320 | : lev_diff < 15 ? "This book is way beyond your comprehension." |
|
|
2321 | : "This book is totally beyond your comprehension."); |
|
|
2322 | return; |
|
|
2323 | } |
|
|
2324 | |
|
|
2325 | // we currently don't use the message types for anything. |
|
|
2326 | // readable_message_type *msgType = get_readable_message_type (tmp); |
|
|
2327 | |
|
|
2328 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book")); |
|
|
2329 | |
|
|
2330 | if (player *pl = op->contr) |
|
|
2331 | if (client *ns = pl->ns) |
|
|
2332 | pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); |
|
|
2333 | |
|
|
2334 | /* gain xp from reading */ |
|
|
2335 | if (!tmp->flag [FLAG_NO_SKILL_IDENT]) |
|
|
2336 | { /* only if not read before */ |
|
|
2337 | int exp_gain = calc_skill_exp (op, tmp, skill_ob); |
|
|
2338 | |
|
|
2339 | if (!tmp->flag [FLAG_IDENTIFIED]) |
|
|
2340 | { |
|
|
2341 | /*exp_gain *= 2; because they just identified it too */ |
|
|
2342 | tmp->set_flag (FLAG_IDENTIFIED); |
|
|
2343 | |
|
|
2344 | if (object *pl = tmp->visible_to ()) |
|
|
2345 | esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); |
|
|
2346 | } |
|
|
2347 | |
|
|
2348 | change_exp (op, exp_gain, skill_ob->skill, 0); |
|
|
2349 | tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ |
|
|
2350 | } |
|
|
2351 | } |
|
|
2352 | |
|
|
2353 | /** |
|
|
2354 | * op made some mistake with a scroll, this takes care of punishment. |
|
|
2355 | * scroll_failure()- hacked directly from spell_failure |
|
|
2356 | */ |
|
|
2357 | static void |
|
|
2358 | scroll_failure (object *op, int failure, int power) |
|
|
2359 | { |
|
|
2360 | if (abs (failure / 4) > power) |
|
|
2361 | power = abs (failure / 4); /* set minimum effect */ |
|
|
2362 | |
|
|
2363 | if (failure <= -1 && failure > -15) |
|
|
2364 | { /* wonder */ |
|
|
2365 | object *tmp; |
|
|
2366 | |
|
|
2367 | op->failmsg ("Your spell warps!"); |
|
|
2368 | tmp = get_archetype (SPELL_WONDER); |
|
|
2369 | cast_wonder (op, op, 0, tmp); |
|
|
2370 | tmp->destroy (); |
|
|
2371 | } |
|
|
2372 | else if (failure <= -15 && failure > -35) |
|
|
2373 | { /* drain mana */ |
|
|
2374 | op->failmsg ("Your mana is drained!"); |
|
|
2375 | op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); |
|
|
2376 | if (op->stats.sp < 0) |
|
|
2377 | op->stats.sp = 0; |
|
|
2378 | } |
|
|
2379 | else if (settings.spell_failure_effects == TRUE) |
|
|
2380 | { |
|
|
2381 | if (failure <= -35 && failure > -60) |
|
|
2382 | { /* confusion */ |
|
|
2383 | op->failmsg ("The magic recoils on you!"); |
|
|
2384 | confuse_player (op, op, power); |
|
|
2385 | } |
|
|
2386 | else if (failure <= -60 && failure > -70) |
|
|
2387 | { /* paralysis */ |
|
|
2388 | op->failmsg ("The magic recoils and paralyzes you!"); |
|
|
2389 | paralyze_player (op, op, power); |
|
|
2390 | } |
|
|
2391 | else if (failure <= -70 && failure > -80) |
|
|
2392 | { /* blind */ |
|
|
2393 | op->failmsg ("The magic recoils on you!"); |
|
|
2394 | blind_player (op, op, power); |
|
|
2395 | } |
|
|
2396 | else if (failure <= -80) |
|
|
2397 | { /* blast the immediate area */ |
|
|
2398 | object *tmp = get_archetype (LOOSE_MANA); |
|
|
2399 | cast_magic_storm (op, tmp, power); |
|
|
2400 | op->failmsg ("You unleash uncontrolled mana!"); |
|
|
2401 | tmp->destroy (); |
|
|
2402 | } |
|
|
2403 | } |
|
|
2404 | } |
|
|
2405 | |
|
|
2406 | /** |
|
|
2407 | * Handles the applying of a skill scroll, calling learn_skill straight. |
|
|
2408 | * op is the person learning the skill, tmp is the skill scroll object |
|
|
2409 | */ |
|
|
2410 | static void |
|
|
2411 | apply_skillscroll (object *op, object *tmp) |
|
|
2412 | { |
|
|
2413 | switch (learn_skill (op, tmp)) |
|
|
2414 | { |
|
|
2415 | case 0: |
|
|
2416 | op->play_sound (sound_find ("generic_fail")); |
|
|
2417 | op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp)); |
|
|
2418 | break; |
|
|
2419 | |
|
|
2420 | case 1: |
|
|
2421 | tmp->decrease (); |
|
|
2422 | op->play_sound (sound_find ("skill_learn")); |
|
|
2423 | op->statusmsg (format ("You succeed in learning %s", &tmp->skill)); |
|
|
2424 | break; |
|
|
2425 | |
|
|
2426 | default: |
|
|
2427 | tmp->decrease (); |
|
|
2428 | op->play_sound (sound_find ("generic_fail")); |
|
|
2429 | op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp)); |
|
|
2430 | break; |
|
|
2431 | } |
|
|
2432 | } |
|
|
2433 | |
|
|
2434 | /** |
|
|
2435 | * Actually makes op learn spell. |
|
|
2436 | * Informs player of what happens. |
|
|
2437 | */ |
|
|
2438 | void |
|
|
2439 | do_learn_spell (object *op, object *spell, int special_prayer) |
|
|
2440 | { |
|
|
2441 | object *tmp; |
|
|
2442 | |
|
|
2443 | if (op->type != PLAYER) |
|
|
2444 | { |
|
|
2445 | LOG (llevError, "BUG: do_learn_spell(): not a player\n"); |
|
|
2446 | return; |
|
|
2447 | } |
|
|
2448 | |
|
|
2449 | /* Upgrade special prayers to normal prayers */ |
|
|
2450 | if ((tmp = check_spell_known (op, spell->name)) != NULL) |
|
|
2451 | { |
|
|
2452 | if (special_prayer && !tmp->flag [FLAG_STARTEQUIP]) |
|
|
2453 | { |
|
|
2454 | LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); |
|
|
2455 | return; |
|
|
2456 | } |
|
|
2457 | return; |
|
|
2458 | } |
|
|
2459 | |
|
|
2460 | op->contr->play_sound (sound_find ("learn_spell")); |
|
|
2461 | |
|
|
2462 | tmp = spell->clone (); |
|
|
2463 | insert_ob_in_ob (tmp, op); |
|
|
2464 | |
|
|
2465 | if (special_prayer) |
|
|
2466 | tmp->set_flag (FLAG_STARTEQUIP); |
|
|
2467 | |
|
|
2468 | esrv_add_spells (op->contr, tmp); |
|
|
2469 | } |
|
|
2470 | |
|
|
2471 | /** |
|
|
2472 | * Erases spell from player's inventory. |
|
|
2473 | */ |
|
|
2474 | void |
|
|
2475 | do_forget_spell (object *op, const char *spell) |
|
|
2476 | { |
|
|
2477 | object *spob; |
|
|
2478 | |
|
|
2479 | if (op->type != PLAYER) |
|
|
2480 | { |
|
|
2481 | LOG (llevError, "BUG: do_forget_spell(): not a player\n"); |
|
|
2482 | return; |
|
|
2483 | } |
|
|
2484 | if ((spob = check_spell_known (op, spell)) == NULL) |
|
|
2485 | { |
|
|
2486 | LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); |
|
|
2487 | return; |
|
|
2488 | } |
|
|
2489 | |
|
|
2490 | op->failmsgf ("You lose knowledge of %s.", spell); |
|
|
2491 | esrv_remove_spell (op->contr, spob); |
|
|
2492 | spob->destroy (); |
|
|
2493 | } |
|
|
2494 | |
|
|
2495 | /** |
|
|
2496 | * Handles player applying a spellbook. |
|
|
2497 | * Checks whether player has knowledge of required skill, doesn't already know the spell, |
|
|
2498 | * stuff like that. Random learning failure too. |
|
|
2499 | */ |
|
|
2500 | static void |
|
|
2501 | apply_spellbook (object *op, object *tmp) |
|
|
2502 | { |
|
|
2503 | object *skop, *spell, *spell_skill; |
|
|
2504 | |
|
|
2505 | if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ]) |
|
|
2506 | { |
|
|
2507 | op->failmsg ("You are unable to read while blind."); |
|
|
2508 | return; |
|
|
2509 | } |
|
|
2510 | |
|
|
2511 | /* artifact_spellbooks have 'slaying' field point to a spell name, |
|
|
2512 | * instead of having their spell stored in stats.sp. These are |
|
|
2513 | * legacy spellbooks |
|
|
2514 | */ |
|
|
2515 | if (tmp->slaying) |
|
|
2516 | { |
|
|
2517 | spell = find_archetype_by_object_name (tmp->slaying)->instance (); |
|
|
2518 | |
|
|
2519 | if (!spell) |
|
|
2520 | { |
|
|
2521 | op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying); |
|
|
2522 | return; |
|
|
2523 | } |
|
|
2524 | else |
|
|
2525 | insert_ob_in_ob (spell, tmp); |
|
|
2526 | |
|
|
2527 | tmp->slaying = 0; |
|
|
2528 | } |
|
|
2529 | |
|
|
2530 | skop = find_skill_by_name (op, tmp->skill); |
|
|
2531 | |
|
|
2532 | /* need a literacy skill to learn spells. Also, having a literacy level |
|
|
2533 | * lower than the spell will make learning the spell more difficult */ |
|
|
2534 | if (!skop) |
|
|
2535 | { |
|
|
2536 | op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill); |
|
|
2537 | return; |
|
|
2538 | } |
|
|
2539 | |
|
|
2540 | spell = tmp->inv; |
|
|
2541 | |
|
|
2542 | if (!spell) |
|
|
2543 | { |
|
|
2544 | LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); |
|
|
2545 | op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); |
|
|
2546 | return; |
|
|
2547 | } |
|
|
2548 | |
|
|
2549 | int learn_level = sqrtf (spell->level) * 1.5f; |
|
|
2550 | if (skop->level < learn_level) |
|
|
2551 | { |
|
|
2552 | op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>", |
|
|
2553 | &tmp->skill, learn_level); |
|
|
2554 | return; |
|
|
2555 | } |
|
|
2556 | |
|
|
2557 | op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name)); |
|
|
2558 | |
|
|
2559 | if (!tmp->flag [FLAG_IDENTIFIED]) |
|
|
2560 | identify (tmp); |
|
|
2561 | |
|
|
2562 | /* I removed the check for special_prayer_mark here - it didn't make |
|
|
2563 | * a lot of sense - special prayers are not found in spellbooks, and |
|
|
2564 | * if the player doesn't know the spell, doesn't make a lot of sense that |
|
|
2565 | * they would have a special prayer mark. |
|
|
2566 | */ |
|
|
2567 | if (check_spell_known (op, spell->name)) |
|
|
2568 | { |
|
|
2569 | op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n"); |
|
|
2570 | return; |
|
|
2571 | } |
|
|
2572 | |
|
|
2573 | if (spell->skill) |
|
|
2574 | { |
|
|
2575 | spell_skill = find_skill_by_name (op, spell->skill); |
|
|
2576 | |
|
|
2577 | if (!spell_skill) |
|
|
2578 | { |
|
|
2579 | op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill); |
|
|
2580 | return; |
|
|
2581 | } |
|
|
2582 | |
|
|
2583 | if (spell_skill->level < spell->level) |
|
|
2584 | { |
|
|
2585 | op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); |
|
|
2586 | return; |
|
|
2587 | } |
|
|
2588 | } |
|
|
2589 | |
|
|
2590 | /* Logic as follows |
|
|
2591 | * |
|
|
2592 | * 1- MU spells use Int to learn, Cleric spells use Wisdom |
|
|
2593 | * |
|
|
2594 | * 2- The learner's skill level in literacy adjusts the chance to learn |
|
|
2595 | * a spell. |
|
|
2596 | * |
|
|
2597 | * 3 -Automatically fail to learn if you read while confused |
|
|
2598 | * |
|
|
2599 | * Overall, chances are the same but a player will find having a high |
|
|
2600 | * literacy rate very useful! -b.t. |
|
|
2601 | */ |
|
|
2602 | if (op->flag [FLAG_CONFUSED]) |
|
|
2603 | { |
|
|
2604 | op->failmsg ("In your confused state you flub the wording of the text!"); |
|
|
2605 | scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace)); |
|
|
2606 | } |
|
|
2607 | else if (tmp->flag [FLAG_STARTEQUIP] || |
|
|
2608 | (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) |
|
|
2609 | { |
|
|
2610 | op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); |
|
|
2611 | do_learn_spell (op, spell, 0); |
|
|
2612 | |
|
|
2613 | /* xp gain to literacy for spell learning */ |
|
|
2614 | if (!tmp->flag [FLAG_STARTEQUIP]) |
|
|
2615 | change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); |
|
|
2616 | } |
|
|
2617 | else |
|
|
2618 | { |
|
|
2619 | op->contr->play_sound (sound_find ("fumble_spell")); |
|
|
2620 | op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n"); |
|
|
2621 | } |
|
|
2622 | |
|
|
2623 | tmp->decrease (); |
|
|
2624 | } |
|
|
2625 | |
|
|
2626 | /** |
|
|
2627 | * Handles applying a spell scroll. |
|
|
2628 | */ |
|
|
2629 | void |
|
|
2630 | apply_scroll (object *op, object *tmp, int dir) |
|
|
2631 | { |
|
|
2632 | object *skop; |
|
|
2633 | |
|
|
2634 | if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ]) |
|
|
2635 | { |
|
|
2636 | op->failmsg ("You are unable to read while blind."); |
|
|
2637 | return; |
|
|
2638 | } |
|
|
2639 | |
|
|
2640 | if (!tmp->inv || tmp->inv->type != SPELL) |
|
|
2641 | { |
|
|
2642 | op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>"); |
|
|
2643 | return; |
|
|
2644 | } |
|
|
2645 | |
|
|
2646 | if (op->type == PLAYER) |
|
|
2647 | { |
|
|
2648 | /* players need a literacy skill to read stuff! */ |
|
|
2649 | int exp_gain = 0; |
|
|
2650 | |
|
|
2651 | /* hard code literacy - tmp->skill points to where the exp |
|
|
2652 | * should go for anything killed by the spell. |
|
|
2653 | */ |
|
|
2654 | skop = find_skill_by_name (op, shstr_literacy); |
|
|
2655 | |
|
|
2656 | if (!skop) |
|
|
2657 | { |
|
|
2658 | op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>"); |
|
|
2659 | return; |
|
|
2660 | } |
|
|
2661 | |
|
|
2662 | if ((exp_gain = calc_skill_exp (op, tmp, skop))) |
|
|
2663 | change_exp (op, exp_gain, skop->skill, 0); |
|
|
2664 | } |
|
|
2665 | |
|
|
2666 | if (!tmp->flag [FLAG_IDENTIFIED]) |
|
|
2667 | identify (tmp); |
|
|
2668 | |
|
|
2669 | op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name)); |
|
|
2670 | |
|
|
2671 | cast_spell (op, tmp, dir, tmp->inv, NULL); |
|
|
2672 | tmp->decrease (); |
|
|
2673 | } |
|
|
2674 | |
|
|
2675 | /** |
|
|
2676 | * Applies a treasure object - by default, chest. op |
|
|
2677 | * is the person doing the applying, tmp is the treasure |
|
|
2678 | * chest. |
|
|
2679 | */ |
|
|
2680 | static void |
|
|
2681 | apply_treasure (object *op, object *tmp) |
|
|
2682 | { |
|
|
2683 | /* Nice side effect of this treasure creation method is that the treasure |
|
|
2684 | * for the chest is done when the chest is created, and put into the chest |
|
|
2685 | * inventory. So that when the chest burns up, the items still exist. Also |
|
|
2686 | * prevents people from moving chests to more difficult maps to get better |
|
|
2687 | * treasure |
|
|
2688 | */ |
|
|
2689 | object *treas = tmp->inv; |
|
|
2690 | |
|
|
2691 | if (!treas) |
|
|
2692 | { |
|
|
2693 | op->statusmsg ("The chest was empty."); |
|
|
2694 | tmp->decrease (); |
|
|
2695 | return; |
|
|
2696 | } |
|
|
2697 | |
|
|
2698 | while (tmp->inv) |
|
|
2699 | { |
|
|
2700 | treas = tmp->inv; |
|
|
2701 | treas->remove (); |
|
|
2702 | |
|
|
2703 | treas->x = op->x; |
|
|
2704 | treas->y = op->y; |
|
|
2705 | treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); |
|
|
2706 | |
|
|
2707 | if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE]) |
|
|
2708 | spring_trap (treas, op); |
|
|
2709 | |
|
|
2710 | /* If either player or container was destroyed, no need to do |
|
|
2711 | * further processing. I think this should be enclused with |
|
|
2712 | * spring trap above, as I don't think there is otherwise |
|
|
2713 | * any way for the treasure chest or player to get killed. |
|
|
2714 | */ |
|
|
2715 | if (op->destroyed () || tmp->destroyed ()) |
|
|
2716 | break; |
|
|
2717 | } |
|
|
2718 | |
|
|
2719 | if (!tmp->destroyed () && !tmp->inv) |
|
|
2720 | tmp->decrease (true); |
|
|
2721 | } |
|
|
2722 | |
|
|
2723 | /** |
|
|
2724 | * A dragon is eating some flesh. If the flesh contains resistances, |
|
|
2725 | * there is a chance for the dragon's skin to get improved. |
|
|
2726 | * |
|
|
2727 | * attributes: |
|
|
2728 | * object *op the object (dragon player) eating the flesh |
|
|
2729 | * object *meal the flesh item, getting chewed in dragon's mouth |
|
|
2730 | * return: |
|
|
2731 | * int 1 if eating successful, 0 if it doesn't work |
|
|
2732 | */ |
|
|
2733 | static int |
|
|
2734 | dragon_eat_flesh (object *op, object *meal) |
|
|
2735 | { |
|
|
2736 | object *skin = NULL; /* pointer to dragon skin force */ |
|
|
2737 | object *abil = NULL; /* pointer to dragon ability force */ |
|
|
2738 | object *tmp = NULL; /* tmp. object */ |
|
|
2739 | |
|
|
2740 | double chance; /* improvement-chance of one resistance type */ |
|
|
2741 | double totalchance = 1; /* total chance of gaining one resistance */ |
|
|
2742 | double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ |
|
|
2743 | double mbonus = 0; /* monster bonus */ |
|
|
2744 | int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ |
|
|
2745 | int winners = 0; /* number of winners */ |
|
|
2746 | int i; /* index */ |
|
|
2747 | |
|
|
2748 | /* let's make sure and doublecheck the parameters */ |
|
|
2749 | if (meal->type != FLESH || !op->is_dragon ()) |
|
|
2750 | return 0; |
|
|
2751 | |
|
|
2752 | /* now grab the 'dragon_skin'- and 'dragon_ability'-forces |
|
|
2753 | from the player's inventory */ |
|
|
2754 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
2755 | if (tmp->type == FORCE) |
|
|
2756 | if (tmp->arch->archname == shstr_dragon_skin_force) |
|
|
2757 | skin = tmp; |
|
|
2758 | else if (tmp->arch->archname == shstr_dragon_ability_force) |
|
|
2759 | abil = tmp; |
|
|
2760 | |
|
|
2761 | /* if either skin or ability are missing, this is an old player |
|
|
2762 | which is not to be considered a dragon -> bail out */ |
|
|
2763 | if (skin == NULL || abil == NULL) |
|
|
2764 | return 0; |
|
|
2765 | |
|
|
2766 | /* now start by filling stomache and health, according to food-value */ |
|
|
2767 | if ((MAX_FOOD - op->stats.food) < meal->stats.food) |
|
|
2768 | op->stats.hp += (MAX_FOOD - op->stats.food) / 50; |
|
|
2769 | else |
|
|
2770 | op->stats.hp += meal->stats.food / 50; |
|
|
2771 | |
|
|
2772 | min_it (op->stats.hp, op->stats.maxhp); |
|
|
2773 | op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food); |
|
|
2774 | |
|
|
2775 | /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ |
|
|
2776 | |
|
|
2777 | /* on to the interesting part: chances for adding resistance */ |
|
|
2778 | for (i = 0; i < NROFATTACKS; i++) |
|
|
2779 | { |
|
|
2780 | if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i)) |
|
|
2781 | { |
|
|
2782 | /* got positive resistance, now calculate improvement chance (0-100) */ |
|
|
2783 | |
|
|
2784 | /* this bonus makes resistance increase easier at lower levels */ |
|
|
2785 | bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level); |
|
|
2786 | if (i == abil->stats.exp) |
|
|
2787 | bonus += 5; /* additional bonus for resistance of ability-focus */ |
|
|
2788 | |
|
|
2789 | /* monster bonus increases with level, because high-level |
|
|
2790 | flesh is too rare */ |
|
|
2791 | mbonus = op->level * 20. / ((double) settings.max_level); |
|
|
2792 | |
|
|
2793 | chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. / |
|
|
2794 | ((double)settings.max_level)) - skin->resist[i]; |
|
|
2795 | |
|
|
2796 | if (chance >= 0.) |
|
|
2797 | chance += 1.; |
|
|
2798 | else |
|
|
2799 | chance = (chance < -12) ? 0. : 1. / pow (2., -chance); |
|
|
2800 | |
|
|
2801 | /* chance is proportional to amount of resistance (max. 50) */ |
|
|
2802 | chance *= ((double)(min (meal->resist[i], 50))) / 50.; |
|
|
2803 | |
|
|
2804 | /* doubled chance for resistance of ability-focus */ |
|
|
2805 | if (i == abil->stats.exp) |
|
|
2806 | chance = min (100., chance * 2.); |
|
|
2807 | |
|
|
2808 | /* now make the throw and save all winners (Don't insert luck bonus here!) */ |
|
|
2809 | if (rndm (10000) < (unsigned int)(chance * 100)) |
|
|
2810 | { |
|
|
2811 | atnr_winner[winners] = i; |
|
|
2812 | winners++; |
|
|
2813 | } |
|
|
2814 | |
|
|
2815 | if (chance >= 0.01) |
|
|
2816 | totalchance *= 1 - chance / 100; |
|
|
2817 | |
|
|
2818 | /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */ |
|
|
2819 | } |
|
|
2820 | } |
|
|
2821 | |
|
|
2822 | /* inverse totalchance as until now we have the failure-chance */ |
|
|
2823 | totalchance = 100 - totalchance * 100; |
|
|
2824 | |
|
|
2825 | /* print message according to totalchance */ |
|
|
2826 | const char *buf; |
|
|
2827 | if (totalchance > 50.) |
|
|
2828 | buf = format ("Hmm! The %s tasted delicious!", &meal->name); |
|
|
2829 | else if (totalchance > 10.) |
|
|
2830 | buf = format ("The %s tasted very good.", &meal->name); |
|
|
2831 | else if (totalchance > 1.) |
|
|
2832 | buf = format ("The %s tasted good.", &meal->name); |
|
|
2833 | else if (totalchance > 0.1) |
|
|
2834 | buf = format ("The %s tasted bland.", &meal->name); |
|
|
2835 | else if (totalchance >= 0.01) |
|
|
2836 | buf = format ("The %s had a boring taste.", &meal->name); |
|
|
2837 | else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) |
|
|
2838 | buf = format ("The %s tasted strange.", &meal->name); |
|
|
2839 | else |
|
|
2840 | buf = format ("The %s had no taste.", &meal->name); |
|
|
2841 | |
|
|
2842 | op->statusmsg (buf); |
|
|
2843 | |
|
|
2844 | /* now choose a winner if we have any */ |
|
|
2845 | i = -1; |
|
|
2846 | if (winners > 0) |
|
|
2847 | i = atnr_winner [rndm (winners)]; |
|
|
2848 | |
|
|
2849 | if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) |
|
|
2850 | { |
|
|
2851 | /* resistance increased! */ |
|
|
2852 | skin->resist[i]++; |
|
|
2853 | op->update_stats (); |
|
|
2854 | |
|
|
2855 | op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i])); |
|
|
2856 | } |
|
|
2857 | |
|
|
2858 | /* if this flesh contains a new ability focus, we mark it |
|
|
2859 | into the ability_force and it will take effect on next level */ |
|
|
2860 | if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) |
|
|
2861 | { |
|
|
2862 | abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ |
|
|
2863 | |
|
|
2864 | if (meal->last_eat != abil->stats.exp) |
|
|
2865 | op->statusmsg (format ( |
|
|
2866 | "Your metabolism prepares to focus on %s!\n" |
|
|
2867 | "The change will happen at level %d.", |
|
|
2868 | change_resist_msg[meal->last_eat], |
|
|
2869 | abil->level + 1 |
|
|
2870 | )); |
|
|
2871 | else |
|
|
2872 | { |
|
|
2873 | op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat])); |
|
|
2874 | abil->last_eat = 0; |
|
|
2875 | } |
|
|
2876 | } |
|
|
2877 | |
|
|
2878 | return 1; |
|
|
2879 | } |
|
|
2880 | |
|
|
2881 | /** |
|
|
2882 | * op eats food. |
|
|
2883 | * If player, takes care of messages and dragon special food. |
|
|
2884 | */ |
|
|
2885 | static void |
|
|
2886 | apply_food (object *op, object *tmp) |
|
|
2887 | { |
|
|
2888 | int capacity_remaining; |
|
|
2889 | |
|
|
2890 | if (op->type != PLAYER) |
|
|
2891 | op->stats.hp = op->stats.maxhp; |
|
|
2892 | else |
|
|
2893 | { |
|
|
2894 | /* check if this is a dragon (player), eating some flesh */ |
|
|
2895 | if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp)) |
|
|
2896 | ; |
|
|
2897 | else |
|
|
2898 | { |
|
|
2899 | /* usual case - no dragon meal: */ |
|
|
2900 | if (op->stats.food + tmp->stats.food > MAX_FOOD) |
|
|
2901 | { |
|
|
2902 | if (tmp->type == FOOD || tmp->type == FLESH) |
|
|
2903 | op->failmsg ("You feel full, but what a waste of food!"); |
|
|
2904 | else |
|
|
2905 | op->statusmsg ("Most of the drink goes down your face not your throat!"); |
|
|
2906 | } |
|
|
2907 | |
|
|
2908 | tmp->play_sound ( |
|
|
2909 | tmp->sound |
|
|
2910 | ? tmp->sound |
|
|
2911 | : tmp->type == DRINK |
|
|
2912 | ? sound_find ("eat_drink") |
|
|
2913 | : sound_find ("eat_food") |
|
|
2914 | ); |
|
|
2915 | |
|
|
2916 | if (!tmp->flag [FLAG_CURSED]) |
|
|
2917 | { |
|
|
2918 | const char *buf; |
|
|
2919 | |
|
|
2920 | if (!op->is_dragon ()) |
|
|
2921 | { |
|
|
2922 | /* eating message for normal players */ |
|
|
2923 | if (tmp->type == DRINK) |
|
|
2924 | buf = format ("Ahhh...that %s tasted good.", &tmp->name); |
|
|
2925 | else |
|
|
2926 | buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); |
|
|
2927 | } |
|
|
2928 | else |
|
|
2929 | /* eating message for dragon players */ |
|
|
2930 | buf = format ("The %s tasted terrible!", &tmp->name); |
|
|
2931 | |
|
|
2932 | op->statusmsg (buf); |
|
|
2933 | |
|
|
2934 | capacity_remaining = MAX_FOOD - op->stats.food; |
|
|
2935 | op->stats.food += tmp->stats.food; |
|
|
2936 | if (capacity_remaining < tmp->stats.food) |
|
|
2937 | op->stats.hp += capacity_remaining / 50; |
|
|
2938 | else |
|
|
2939 | op->stats.hp += tmp->stats.food / 50; |
|
|
2940 | |
|
|
2941 | min_it (op->stats.hp, op->stats.maxhp); |
|
|
2942 | min_it (op->stats.food, MAX_FOOD); |
|
|
2943 | } |
|
|
2944 | |
|
|
2945 | /* special food hack -b.t. */ |
|
|
2946 | if (tmp->title || tmp->flag [FLAG_CURSED]) |
|
|
2947 | eat_special_food (op, tmp); |
|
|
2948 | } |
|
|
2949 | } |
|
|
2950 | |
|
|
2951 | handle_apply_yield (tmp); |
|
|
2952 | tmp->decrease (); |
|
|
2953 | } |
|
|
2954 | |
|
|
2955 | /** |
|
|
2956 | * Handles applying an improve armor scroll. |
|
|
2957 | * Does some sanity checks, then calls improve_armour. |
|
|
2958 | */ |
|
|
2959 | static void |
|
|
2960 | apply_armour_improver (object *op, object *tmp) |
|
|
2961 | { |
|
|
2962 | if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC)) |
|
|
2963 | { |
|
|
2964 | op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>"); |
|
|
2965 | return; |
|
|
2966 | } |
|
|
2967 | |
|
|
2968 | object *armor = op->mark (); |
|
|
2969 | |
|
|
2970 | if (!armor) |
|
|
2971 | { |
|
|
2972 | op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this."); |
|
|
2973 | return; |
|
|
2974 | } |
|
|
2975 | |
|
|
2976 | if (armor->type != ARMOUR |
|
|
2977 | && armor->type != CLOAK |
|
|
2978 | && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) |
|
|
2979 | { |
|
|
2980 | op->failmsg ("Your marked item is not armour!\n"); |
|
|
2981 | return; |
|
|
2982 | } |
|
|
2983 | |
|
|
2984 | if (!op->apply (armor, AP_UNAPPLY)) |
|
|
2985 | { |
|
|
2986 | op->failmsg ("You are unable to take off your armour to improve it!"); |
|
|
2987 | return; |
|
|
2988 | } |
|
|
2989 | |
|
|
2990 | op->statusmsg ("Applying armour enchantment."); |
|
|
2991 | improve_armour (op, tmp, armor); |
|
|
2992 | } |
|
|
2993 | |
|
|
2994 | void |
|
|
2995 | apply_poison (object *op, object *tmp) |
|
|
2996 | { |
|
|
2997 | // need to do it now when it is still on the map |
|
|
2998 | handle_apply_yield (tmp); |
|
|
2999 | |
|
|
3000 | object *poison = tmp->split (1); |
|
|
3001 | |
|
|
3002 | if (op->type == PLAYER) |
|
|
3003 | { |
|
|
3004 | op->contr->play_sound (sound_find ("drink_poison")); |
|
|
3005 | op->failmsg ("Yech! That tasted poisonous!"); |
|
|
3006 | op->contr->killer = poison; |
|
|
3007 | } |
|
|
3008 | |
|
|
3009 | if (poison->stats.hp > 0) |
|
|
3010 | { |
|
|
3011 | LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp); |
|
|
3012 | hit_player (op, poison->stats.hp, tmp, AT_POISON, 1); |
|
|
3013 | } |
|
|
3014 | |
|
|
3015 | op->stats.food -= op->stats.food / 4; |
|
|
3016 | poison->destroy (); |
|
|
3017 | } |
|
|
3018 | |
|
|
3019 | /** |
|
|
3020 | * This function will try to apply a lighter and in case no lighter |
|
|
3021 | * is specified it will try to find a lighter in the players inventory, |
|
|
3022 | * and inform him about this requirement. |
|
|
3023 | * |
|
|
3024 | * who - the player |
|
|
3025 | * op - the item we want to light |
|
|
3026 | * lighter - the lighter or 0 if a lighter has yet to be found |
|
|
3027 | */ |
|
|
3028 | static object * |
|
|
3029 | auto_apply_lighter (object *who, object *op, object *lighter) |
|
|
3030 | { |
|
|
3031 | if (lighter == 0) |
|
|
3032 | { |
|
|
3033 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
3034 | { |
|
|
3035 | if (tmp->type == LIGHTER) |
|
|
3036 | { |
|
|
3037 | lighter = tmp; |
|
|
3038 | break; |
|
|
3039 | } |
|
|
3040 | } |
|
|
3041 | |
|
|
3042 | if (!lighter) |
|
|
3043 | { |
|
|
3044 | who->failmsgf ( |
|
|
3045 | "You can't light up the %s with your bare hands! " |
|
|
3046 | "H<You need a lighter in your inventory, for example a flint and steel.>", |
|
|
3047 | &op->name |
|
|
3048 | ); |
|
|
3049 | return 0; |
|
|
3050 | } |
|
|
3051 | } |
|
|
3052 | |
|
|
3053 | // last_eat == 0 means the lighter is not being used up! |
|
|
3054 | if (lighter->last_eat && lighter->stats.food) |
|
|
3055 | { |
|
|
3056 | /* lighter gets used up */ |
|
|
3057 | lighter = lighter->split (); |
|
|
3058 | lighter->stats.food--; |
|
|
3059 | who->insert (lighter); |
|
|
3060 | } |
|
|
3061 | else if (lighter->last_eat) |
|
|
3062 | { |
|
|
3063 | /* no charges left in lighter */ |
|
|
3064 | who->failmsgf ( |
|
|
3065 | "You attempt to light the %s with a used up %s.", |
|
|
3066 | &op->name, &lighter->name |
|
|
3067 | ); |
|
|
3068 | return 0; |
|
|
3069 | } |
|
|
3070 | |
|
|
3071 | return lighter; |
|
|
3072 | } |
|
|
3073 | |
|
|
3074 | /** |
|
|
3075 | * Designed primarily to light torches/lanterns/etc. |
|
|
3076 | * Also burns up burnable material too. First object in the inventory is |
|
|
3077 | * the selected object to "burn". -b.t. |
|
|
3078 | */ |
|
|
3079 | static void |
|
|
3080 | apply_lighter (object *who, object *lighter) |
|
|
3081 | { |
|
|
3082 | int is_player_env = 0; |
|
|
3083 | |
|
|
3084 | if (object *item = who->mark ()) |
|
|
3085 | { |
|
|
3086 | if (!auto_apply_lighter (who, item, lighter)) |
|
|
3087 | return; |
|
|
3088 | |
|
|
3089 | /* Perhaps we should split what we are trying to light on fire? |
|
|
3090 | * I can't see many times when you would want to light multiple |
|
|
3091 | * objects at once. |
|
|
3092 | */ |
|
|
3093 | |
|
|
3094 | save_throw_object (item, AT_FIRE, who); |
|
|
3095 | |
|
|
3096 | if (item->destroyed () |
|
|
3097 | || ((item->type == LAMP || item->type == TORCH) |
|
|
3098 | && item->glow_radius > 0)) |
|
|
3099 | who->statusmsg (format ( |
|
|
3100 | "You light the %s with the %s.", |
|
|
3101 | &item->name, &lighter->name |
|
|
3102 | )); |
|
|
3103 | else |
|
|
3104 | who->failmsgf ( |
|
|
3105 | "You attempt to light the %s with the %s and fail.", |
|
|
3106 | &item->name, &lighter->name |
|
|
3107 | ); |
|
|
3108 | } |
|
|
3109 | else |
|
|
3110 | who->failmsg ("You need to mark a lightable object."); |
|
|
3111 | } |
|
|
3112 | |
|
|
3113 | /** |
|
|
3114 | * This function generates a cursed effect for cursed lamps and torches. |
|
|
3115 | */ |
|
|
3116 | static void |
|
|
3117 | player_apply_lamp_cursed_effect (object *who, object *op) |
|
|
3118 | { |
|
|
3119 | if (op->level) |
|
|
3120 | { |
|
|
3121 | who->failmsgf ( |
|
|
3122 | "The %s was cursed, it explodes in a big fireball!", |
|
|
3123 | &op->name |
|
|
3124 | ); |
|
|
3125 | create_exploding_ball_at (who, op->level); |
|
|
3126 | } |
|
|
3127 | else |
|
|
3128 | { |
|
|
3129 | who->failmsgf ( |
|
|
3130 | "The %s was cursed, it crumbles to dust, at least it didn't explode.!", |
|
|
3131 | &op->name |
|
|
3132 | ); |
|
|
3133 | } |
|
|
3134 | |
|
|
3135 | op->destroy (); |
|
|
3136 | } |
|
|
3137 | |
|
|
3138 | /** |
|
|
3139 | * Apply for players and lamps |
|
|
3140 | * |
|
|
3141 | * who - the player |
|
|
3142 | * op - the lamp |
|
|
3143 | */ |
|
|
3144 | static void |
|
|
3145 | player_apply_lamp (object *who, object *op) |
|
|
3146 | { |
|
|
3147 | bool switch_on = op->glow_radius ? false : true; |
|
|
3148 | |
|
|
3149 | if (switch_on) |
|
|
3150 | { |
|
|
3151 | object *lighter = 0; |
|
|
3152 | |
|
|
3153 | if (op->flag [FLAG_IS_LIGHTABLE] |
|
|
3154 | && !(lighter = auto_apply_lighter (who, op, 0))) |
|
|
3155 | return; |
|
|
3156 | |
|
|
3157 | if (op->stats.food < 1) |
|
|
3158 | { |
|
|
3159 | if (op->type == LAMP) |
|
|
3160 | who->failmsgf ( |
|
|
3161 | "The %s is out of fuel! " |
|
|
3162 | "H<Lamps and similar items need fuel. They cannot be refilled.>", |
|
|
3163 | &op->name |
|
|
3164 | ); |
|
|
3165 | else |
|
|
3166 | who->failmsgf ( |
|
|
3167 | "The %s is burnt out! " |
|
|
3168 | "H<Torches and similar items burn out and become worthless.>", |
|
|
3169 | &op->name |
|
|
3170 | ); |
|
|
3171 | return; |
|
|
3172 | } |
|
|
3173 | |
|
|
3174 | if (op->flag [FLAG_CURSED]) |
|
|
3175 | { |
|
|
3176 | player_apply_lamp_cursed_effect (who, op); |
|
|
3177 | return; |
|
|
3178 | } |
|
|
3179 | |
|
|
3180 | if (lighter) |
|
|
3181 | who->statusmsg (format ( |
|
|
3182 | "You light up the %s with the %s.", &op->name, &lighter->name)); |
|
|
3183 | else |
|
|
3184 | who->statusmsg (format ("You light up the %s.", &op->name)); |
|
|
3185 | } |
|
|
3186 | else |
|
|
3187 | { |
|
|
3188 | if (op->flag [FLAG_CURSED]) |
|
|
3189 | { |
|
|
3190 | player_apply_lamp_cursed_effect (who, op); |
|
|
3191 | return; |
|
|
3192 | } |
|
|
3193 | |
|
|
3194 | if (op->type == TORCH) |
|
|
3195 | { |
|
|
3196 | if (!op->flag [FLAG_IS_LIGHTABLE]) |
|
|
3197 | { |
|
|
3198 | who->statusmsg (format ( |
|
|
3199 | "You put out the %s. " |
|
|
3200 | "H<The %s can't be used anymore, as it can't be lighted up again.>", |
|
|
3201 | &op->name, &op->name)); |
|
|
3202 | } |
|
|
3203 | else |
|
|
3204 | who->statusmsg (format ( |
|
|
3205 | "You put out the %s." |
|
|
3206 | "H<Torches wear out if you put them out.>", |
|
|
3207 | &op->name)); |
|
|
3208 | } |
|
|
3209 | else |
|
|
3210 | who->statusmsg (format ("You turn off the %s.", &op->name)); |
|
|
3211 | } |
|
|
3212 | |
|
|
3213 | apply_lamp (op, switch_on); |
|
|
3214 | } |
|
|
3215 | |
|
|
3216 | void get_animation_from_arch (object *op, arch_ptr a) |
|
|
3217 | { |
|
|
3218 | op->animation_id = a->animation_id; |
|
|
3219 | op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE]; |
|
|
3220 | op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE]; |
|
|
3221 | op->anim_speed = a->anim_speed; |
|
|
3222 | op->last_anim = 0; |
|
|
3223 | op->state = 0; |
|
|
3224 | op->face = a->face; |
|
|
3225 | |
|
|
3226 | if (NUM_ANIMATIONS(op) > 1) |
|
|
3227 | { |
|
|
3228 | SET_ANIMATION(op, 0); |
|
|
3229 | animate_object (op, op->direction); |
|
|
3230 | } |
|
|
3231 | else |
|
|
3232 | update_object (op, UP_OBJ_FACE); |
|
|
3233 | } |
|
|
3234 | |
|
|
3235 | /** |
|
|
3236 | * Apply for LAMPs and TORCHes. |
|
|
3237 | * |
|
|
3238 | * op - the lamp |
|
|
3239 | * switch_on - a flag which says whether the lamp should be switched on or off |
|
|
3240 | */ |
|
|
3241 | void apply_lamp (object *op, bool switch_on) |
|
|
3242 | { |
|
|
3243 | op->set_glow_radius (switch_on ? op->range : 0); |
|
|
3244 | op->set_speed (switch_on ? op->arch->speed : 0); |
|
|
3245 | |
|
|
3246 | // torches wear out if you put them out |
|
|
3247 | if (op->type == TORCH && !switch_on) |
|
|
3248 | { |
|
|
3249 | if (op->flag [FLAG_IS_LIGHTABLE]) |
|
|
3250 | { |
|
|
3251 | op->stats.food -= (double) op->arch->stats.food / 15; |
|
|
3252 | if (op->stats.food < 0) |
|
|
3253 | op->stats.food = 0; |
|
|
3254 | } |
|
|
3255 | else |
|
|
3256 | op->stats.food = 0; |
|
|
3257 | } |
|
|
3258 | |
|
|
3259 | // lamps and torched get worthless when used up |
|
|
3260 | if (op->stats.food <= 0) |
|
|
3261 | op->value = 0; |
|
|
3262 | |
|
|
3263 | // FIXME: This is a hack to make the more sane torches and lamps |
|
|
3264 | // still animated ;-/ |
|
|
3265 | if (op->other_arch) |
|
|
3266 | get_animation_from_arch (op, switch_on ? op->other_arch : op->arch); |
|
|
3267 | |
|
|
3268 | if (object *pl = op->visible_to ()) |
|
|
3269 | esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op); |
|
|
3270 | } |
|
|
3271 | |
|
|
3272 | /** |
|
|
3273 | * This handles items of type 'transformer'. |
|
|
3274 | * Basically those items, used with a marked item, transform both items into something |
|
|
3275 | * else. |
|
|
3276 | * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited).. |
|
|
3277 | * Change information is contained in the 'slaying' field of the marked item. |
|
|
3278 | * The format is as follow: transformer:[number ]yield[;transformer:...]. |
|
|
3279 | * This way an item can be transformed in many things, and/or many objects. |
|
|
3280 | * The 'slaying' field for transformer is used as verb for the action. |
|
|
3281 | */ |
|
|
3282 | static void |
|
|
3283 | apply_item_transformer (object *pl, object *transformer) |
|
|
3284 | { |
|
|
3285 | object *new_item; |
|
|
3286 | const char *find; |
|
|
3287 | char *separator; |
|
|
3288 | int yield; |
|
|
3289 | char got[MAX_BUF]; |
|
|
3290 | int len; |
|
|
3291 | |
|
|
3292 | if (!pl || !transformer) |
|
|
3293 | return; |
|
|
3294 | |
|
|
3295 | object *marked = pl->mark (); |
|
|
3296 | |
|
|
3297 | if (!marked) |
|
|
3298 | { |
|
|
3299 | pl->failmsgf ("Use the %s with what item?", query_name (transformer)); |
|
|
3300 | return; |
|
|
3301 | } |
|
|
3302 | |
|
|
3303 | if (!marked->slaying) |
|
|
3304 | { |
|
|
3305 | pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)); |
|
|
3306 | return; |
|
|
3307 | } |
|
|
3308 | |
|
|
3309 | /* check whether they are compatible or not */ |
|
|
3310 | find = strstr (&marked->slaying, transformer->arch->archname); |
|
|
3311 | if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) |
|
|
3312 | { |
|
|
3313 | pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)); |
|
|
3314 | return; |
|
|
3315 | } |
|
|
3316 | |
|
|
3317 | find += strlen (transformer->arch->archname) + 1; |
|
|
3318 | /* Item can be used, now find how many and what it yields */ |
|
|
3319 | if (isdigit (*(find))) |
|
|
3320 | { |
|
|
3321 | yield = atoi (find); |
|
|
3322 | if (yield < 1) |
|
|
3323 | { |
|
|
3324 | LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield); |
|
|
3325 | yield = 1; |
|
|
3326 | } |
|
|
3327 | } |
|
|
3328 | else |
|
|
3329 | yield = 1; |
|
|
3330 | |
|
|
3331 | while (isdigit (*find)) |
|
|
3332 | find++; |
|
|
3333 | |
|
|
3334 | while (*find == ' ') |
|
|
3335 | find++; |
|
|
3336 | |
|
|
3337 | memset (got, 0, MAX_BUF); |
|
|
3338 | |
|
|
3339 | if ((separator = (char *) strchr (find, ';'))) |
|
|
3340 | len = separator - find; |
|
|
3341 | else |
|
|
3342 | len = strlen (find); |
|
|
3343 | |
|
|
3344 | min_it (len, MAX_BUF - 1); |
|
|
3345 | |
|
|
3346 | strcpy (got, find); |
|
|
3347 | got[len] = '\0'; |
|
|
3348 | |
|
|
3349 | /* Now create new item, remove used ones when required. */ |
|
|
3350 | new_item = get_archetype (got); |
|
|
3351 | if (!new_item) |
|
|
3352 | { |
|
|
3353 | pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0)); |
|
|
3354 | return; |
|
|
3355 | } |
|
|
3356 | |
|
|
3357 | new_item->nrof = yield; |
|
|
3358 | |
|
|
3359 | pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0))); |
|
|
3360 | |
|
|
3361 | pl->insert (new_item); |
|
|
3362 | /* Eat up one item */ |
|
|
3363 | marked->decrease (); |
|
|
3364 | |
|
|
3365 | /* Eat one transformer if needed */ |
|
|
3366 | if (transformer->stats.food) |
|
|
3367 | if (--transformer->stats.food == 0) |
|
|
3368 | transformer->decrease (); |
|
|
3369 | } |
|
|
3370 | |
|
|
3371 | /** |
|
|
3372 | * Main apply handler. |
|
|
3373 | * |
|
|
3374 | * Checks for unpaid items before applying. |
|
|
3375 | * |
|
|
3376 | * Return value is currently not used |
|
|
3377 | * |
|
|
3378 | * who is the object that is causing object to be applied, op is the object |
|
|
3379 | * being applied. |
|
|
3380 | * |
|
|
3381 | * aflag is special (always apply/unapply) flags. Nothing is done with |
|
|
3382 | * them in this function - they are passed to apply_special |
|
|
3383 | */ |
|
|
3384 | static bool |
|
|
3385 | manual_apply (object *who, object *op, int aflag) |
|
|
3386 | { |
|
|
3387 | op = op->head_ (); |
|
|
3388 | |
|
|
3389 | if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED]) |
|
|
3390 | { |
|
|
3391 | if (who->contr) |
|
|
3392 | { |
|
|
3393 | examine (who, op); |
|
|
3394 | //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove |
|
|
3395 | return 1; |
|
|
3396 | } |
|
|
3397 | else |
|
|
3398 | return 0; /* monsters just skip unpaid items */ |
|
|
3399 | } |
|
|
3400 | |
|
|
3401 | if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who))) |
|
|
3402 | return RESULT_INT (0); |
|
|
3403 | else if (apply_types_inv_only [op->type]) |
|
|
3404 | { |
|
|
3405 | // special item, using slot system, needs to be in inv |
|
|
3406 | if (op->env == who) |
|
|
3407 | return apply_special (who, op, aflag); |
|
|
3408 | |
|
|
3409 | who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op)); |
|
|
3410 | } |
|
|
3411 | else if (!who->contr && apply_types_player_only [op->type]) |
|
|
3412 | return 0; // monsters shouldn't try to apply player-only stuff |
|
|
3413 | else if (apply_types [op->type]) |
|
|
3414 | { |
|
|
3415 | // ordinary stuff, may be on the floor |
|
|
3416 | switch (op->type) |
|
|
3417 | { |
|
|
3418 | case T_HANDLE: |
|
|
3419 | who->play_sound (sound_find ("turn_handle")); |
|
|
3420 | who->statusmsg ("You turn the handle."); |
|
|
3421 | op->value = op->value ? 0 : 1; |
|
|
3422 | SET_ANIMATION (op, op->value); |
|
|
3423 | update_object (op, UP_OBJ_FACE); |
|
|
3424 | push_button (op, who); |
|
|
3425 | break; |
|
|
3426 | |
|
|
3427 | case TRIGGER: |
|
|
3428 | if (check_trigger (op, who, who)) |
|
|
3429 | { |
|
|
3430 | who->statusmsg ("You turn the handle."); |
|
|
3431 | who->play_sound (sound_find ("turn_handle")); |
|
|
3432 | } |
|
|
3433 | else |
|
|
3434 | who->failmsg ("The handle doesn't move."); |
|
|
3435 | |
|
|
3436 | break; |
|
|
3437 | |
|
|
3438 | case EXIT: |
|
|
3439 | if (!EXIT_PATH (op)) |
|
|
3440 | who->failmsgf ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)); |
|
|
3441 | else |
|
|
3442 | { |
|
|
3443 | /* Don't display messages for random maps. */ |
|
|
3444 | if (op->msg && EXIT_PATH (op) != shstr_random_map_exit) |
|
|
3445 | who->statusmsg (op->msg, NDI_NAVY); |
|
|
3446 | |
|
|
3447 | who->enter_exit (op); |
|
|
3448 | } |
|
|
3449 | |
|
|
3450 | break; |
|
|
3451 | |
|
|
3452 | case INSCRIBABLE: |
|
|
3453 | who->statusmsg (op->msg); |
|
|
3454 | // maybe show a spell menu to chose from or something like that |
|
|
3455 | break; |
|
|
3456 | |
|
|
3457 | case SIGN: |
|
|
3458 | apply_sign (who, op, 0); |
|
|
3459 | break; |
|
|
3460 | |
|
|
3461 | case BOOK: |
|
|
3462 | apply_book (who, op); |
|
|
3463 | break; |
|
|
3464 | |
|
|
3465 | case SKILLSCROLL: |
|
|
3466 | apply_skillscroll (who, op); |
|
|
3467 | break; |
|
|
3468 | |
|
|
3469 | case SPELLBOOK: |
|
|
3470 | apply_spellbook (who, op); |
|
|
3471 | break; |
|
|
3472 | |
|
|
3473 | case SCROLL: |
|
|
3474 | apply_scroll (who, op, 0); |
|
|
3475 | break; |
|
|
3476 | |
|
|
3477 | case POTION: |
|
|
3478 | apply_potion (who, op); |
|
|
3479 | break; |
|
|
3480 | |
|
|
3481 | /* Eneq(@csd.uu.se): Handle apply on containers. */ |
|
|
3482 | //TODO: remove, as it is unsed? |
|
|
3483 | case CLOSE_CON: |
|
|
3484 | apply_container (who, op->env); |
|
|
3485 | break; |
|
|
3486 | |
|
|
3487 | case CONTAINER: |
|
|
3488 | apply_container (who, op); |
|
|
3489 | break; |
|
|
3490 | |
|
|
3491 | case TREASURE: |
|
|
3492 | apply_treasure (who, op); |
|
|
3493 | break; |
|
|
3494 | |
|
|
3495 | case LAMP: |
|
|
3496 | case TORCH: |
|
|
3497 | player_apply_lamp (who, op); |
|
|
3498 | break; |
|
|
3499 | |
|
|
3500 | case DRINK: |
|
|
3501 | case FOOD: |
|
|
3502 | case FLESH: |
|
|
3503 | apply_food (who, op); |
|
|
3504 | break; |
|
|
3505 | |
|
|
3506 | case POISON: |
|
|
3507 | apply_poison (who, op); |
|
|
3508 | break; |
|
|
3509 | |
|
|
3510 | case SAVEBED: |
|
|
3511 | break; |
|
|
3512 | |
|
|
3513 | case ARMOUR_IMPROVER: |
|
|
3514 | apply_armour_improver (who, op); |
|
|
3515 | break; |
|
|
3516 | |
|
|
3517 | case WEAPON_IMPROVER: |
|
|
3518 | check_improve_weapon (who, op); |
|
|
3519 | break; |
|
|
3520 | |
|
|
3521 | case CLOCK: |
|
|
3522 | { |
|
|
3523 | char buf[MAX_BUF]; |
|
|
3524 | timeofday_t tod; |
|
|
3525 | |
|
|
3526 | get_tod (&tod); |
|
|
3527 | who->play_sound (sound_find ("sound_clock")); |
|
|
3528 | who->statusmsg (format ( |
|
|
3529 | "It is %d minute%s past %d o'clock %s", |
|
|
3530 | tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), |
|
|
3531 | ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") |
|
|
3532 | )); |
|
|
3533 | } |
|
|
3534 | break; |
|
|
3535 | |
|
|
3536 | case MENU: |
|
|
3537 | shop_listing (op, who); |
|
|
3538 | break; |
|
|
3539 | |
|
|
3540 | case POWER_CRYSTAL: |
|
|
3541 | apply_power_crystal (who, op); /* see egoitem.c */ |
|
|
3542 | break; |
|
|
3543 | |
|
|
3544 | case LIGHTER: /* for lighting torches/lanterns/etc */ |
|
|
3545 | apply_lighter (who, op); |
|
|
3546 | break; |
|
|
3547 | |
|
|
3548 | case ITEM_TRANSFORMER: |
|
|
3549 | apply_item_transformer (who, op); |
|
|
3550 | break; |
|
|
3551 | } |
|
|
3552 | |
|
|
3553 | return 1; |
|
|
3554 | } |
|
|
3555 | else |
|
|
3556 | { |
|
|
3557 | who->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); |
|
|
3558 | return 0; |
|
|
3559 | } |
|
|
3560 | } |
|
|
3561 | |
|
|
3562 | /** |
|
|
3563 | * player_apply_below attempts to apply the object 'below' the player. |
|
|
3564 | * If the player has an open container, we use that for below, otherwise |
|
|
3565 | * we use the ground. |
|
|
3566 | */ |
|
|
3567 | void |
|
|
3568 | player_apply_below (object *pl) |
|
|
3569 | { |
|
|
3570 | object *top = pl->container_ () ? pl->container_ ()->inv : pl->below; |
|
|
3571 | |
|
|
3572 | /* If using a container, set the starting item to be the top |
|
|
3573 | * item in the container. Otherwise, use the map. |
|
|
3574 | */ |
|
|
3575 | |
|
|
3576 | // first try to apply "applyables" |
|
|
3577 | for (object *tmp = top; tmp; tmp = tmp->below) |
|
|
3578 | if (!tmp->invisible && apply_types [tmp->type]) |
|
|
3579 | { |
|
|
3580 | // If it is visible, player can apply it. |
|
|
3581 | pl->apply (tmp); |
|
|
3582 | return; |
|
|
3583 | } |
|
|
3584 | |
|
|
3585 | while (top && top->invisible) |
|
|
3586 | top = top->below; |
|
|
3587 | |
|
|
3588 | if (!top || top->flag [FLAG_IS_FLOOR]) |
|
|
3589 | pl->failmsg ("You inspect this space, but find no way to apply anything. " |
|
|
3590 | "H<There is nothing here that you can apply.>"); |
|
|
3591 | else |
|
|
3592 | // next, try to explain the topmost object |
|
|
3593 | switch (top->type) |
|
|
3594 | { |
|
|
3595 | // TODO: all this should move to examine |
|
|
3596 | case ALTAR: |
|
|
3597 | case IDENTIFY_ALTAR: |
|
|
3598 | case TRIGGER_ALTAR: |
|
|
3599 | case CONVERTER: |
|
|
3600 | //case TRIGGER_PEDESTAL: |
|
|
3601 | pl->failmsgf ( |
|
|
3602 | "You see no obvious mechanism on the %s." |
|
|
3603 | "H<You have to drop one or more specific items here.>", |
|
|
3604 | query_short_name (top) |
|
|
3605 | ); |
|
|
3606 | break; |
|
|
3607 | |
|
|
3608 | case BUTTON: |
|
|
3609 | case TRIGGER_BUTTON: |
|
|
3610 | pl->failmsgf ( |
|
|
3611 | "The %s looks as if you could activate it with somehting heavy. " |
|
|
3612 | "H<You must put enough items here to activate it.>", |
|
|
3613 | query_short_name (top) |
|
|
3614 | ); |
|
|
3615 | break; |
|
|
3616 | |
|
|
3617 | default: |
|
|
3618 | examine (pl, top); |
|
|
3619 | break; |
|
|
3620 | } |
|
|
3621 | } |
|
|
3622 | |
|
|
3623 | // saner interface, returns successful status |
|
|
3624 | bool |
|
|
3625 | object::apply (object *ob, int aflags) |
|
|
3626 | { |
|
|
3627 | if (!ob) // simplifies a lot of callers |
|
|
3628 | return true; |
|
|
3629 | |
|
|
3630 | if (contr) |
|
|
3631 | { |
|
|
3632 | if (!ob->env && (move_type & MOVE_FLYING)) |
|
|
3633 | { |
|
|
3634 | /* player is flying and applying object not in inventory */ |
|
|
3635 | if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING)) |
|
|
3636 | { |
|
|
3637 | failmsg ("But you are floating high above the ground! " |
|
|
3638 | "H<You have to stop levitating first, if you can, either by using your levitation skill, " |
|
|
3639 | "or waiting till the levitation effect wears off.>"); |
|
|
3640 | return 0; |
|
|
3641 | } |
|
|
3642 | } |
|
|
3643 | |
|
|
3644 | contr->last_used = ob; |
|
|
3645 | } |
|
|
3646 | |
|
|
3647 | bool want_apply = |
|
|
3648 | aflags & AP_APPLY ? true |
|
|
3649 | : aflags & AP_UNAPPLY ? false |
|
|
3650 | : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE |
|
|
3651 | |
|
|
3652 | object_ptr *slot = 0; |
|
|
3653 | |
|
|
3654 | // detect the slot, if this is a player |
|
|
3655 | if (contr && !(aflags & AP_NO_SLOT)) |
|
|
3656 | { |
|
|
3657 | object *oslot; |
|
|
3658 | |
|
|
3659 | switch (ob->type) |
|
|
3660 | { |
|
|
3661 | case WEAPON: |
|
|
3662 | slot = &contr->combat_ob; |
|
|
3663 | oslot = contr->ranged_ob; |
|
|
3664 | break; |
|
|
3665 | |
|
|
3666 | case BOW: |
|
|
3667 | case RANGED: |
|
|
3668 | case SPELL: |
|
|
3669 | case WAND: |
|
|
3670 | case ROD: |
|
|
3671 | case HORN: |
|
|
3672 | case BUILDER: |
|
|
3673 | slot = &contr->ranged_ob; |
|
|
3674 | oslot = contr->combat_ob; |
|
|
3675 | break; |
|
|
3676 | |
|
|
3677 | // oh, the humanity |
|
|
3678 | case SKILL: |
|
|
3679 | if (aflags & AP_NO_SLOT) |
|
|
3680 | break; |
|
|
3681 | |
|
|
3682 | if (skill_flags [ob->subtype] & SF_NEED_ITEM) |
|
|
3683 | break; |
|
|
3684 | |
|
|
3685 | if (skill_flags [ob->subtype] & SF_COMBAT) |
|
|
3686 | { |
|
|
3687 | slot = &contr->combat_ob; |
|
|
3688 | oslot = contr->ranged_ob; |
|
|
3689 | } |
|
|
3690 | else if (skill_flags [ob->subtype] & SF_RANGED) |
|
|
3691 | { |
|
|
3692 | slot = &contr->ranged_ob; |
|
|
3693 | oslot = contr->combat_ob; |
|
|
3694 | } |
|
|
3695 | |
|
|
3696 | break; |
|
|
3697 | } |
|
|
3698 | |
|
|
3699 | // now handle slot exclusions |
|
|
3700 | if (slot) |
|
|
3701 | { |
|
|
3702 | // only one slot can be active |
|
|
3703 | if (want_apply) |
|
|
3704 | { |
|
|
3705 | // clear slot unless we are in it already |
|
|
3706 | if (*slot != ob) |
|
|
3707 | apply (*slot, AP_UNAPPLY); |
|
|
3708 | |
|
|
3709 | // unapply other slot, because we want to become active |
|
|
3710 | apply (oslot, AP_UNAPPLY); |
|
|
3711 | } |
|
|
3712 | |
|
|
3713 | // clear item from slot if applied |
|
|
3714 | if (!want_apply && current_weapon == ob) |
|
|
3715 | current_weapon = 0; |
|
|
3716 | } |
|
|
3717 | } |
|
|
3718 | |
|
|
3719 | if (ob->flag [FLAG_APPLIED] != want_apply) |
|
|
3720 | manual_apply (this, ob, aflags); |
|
|
3721 | |
|
|
3722 | if (ob->flag [FLAG_APPLIED] != want_apply) |
|
|
3723 | return false; |
|
|
3724 | |
|
|
3725 | if (slot && want_apply) |
|
|
3726 | current_weapon = *slot = ob; |
|
|
3727 | |
|
|
3728 | return true; |
3686 | } |
3729 | } |
3687 | |
3730 | |
3688 | /** |
3731 | /** |
3689 | * Map was just loaded, handle op's initialisation. |
3732 | * Map was just loaded, handle op's initialisation. |
3690 | * |
3733 | * |
… | |
… | |
3694 | auto_apply (object *op) |
3737 | auto_apply (object *op) |
3695 | { |
3738 | { |
3696 | object *tmp = NULL, *tmp2; |
3739 | object *tmp = NULL, *tmp2; |
3697 | int i; |
3740 | int i; |
3698 | |
3741 | |
3699 | CLEAR_FLAG (op, FLAG_AUTO_APPLY); |
3742 | op->clr_flag (FLAG_AUTO_APPLY); |
3700 | |
3743 | |
3701 | switch (op->type) |
3744 | switch (op->type) |
3702 | { |
3745 | { |
3703 | case SHOP_FLOOR: |
3746 | case SHOP_FLOOR: |
3704 | if (!op->has_random_items ()) |
3747 | if (!op->has_random_items ()) |
… | |
… | |
3714 | == NULL && --i); |
3757 | == NULL && --i); |
3715 | |
3758 | |
3716 | if (tmp == NULL) |
3759 | if (tmp == NULL) |
3717 | return 0; |
3760 | return 0; |
3718 | |
3761 | |
3719 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
3762 | if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
3720 | { |
3763 | { |
3721 | tmp->destroy (); |
3764 | tmp->destroy (); |
3722 | tmp = NULL; |
3765 | tmp = NULL; |
3723 | } |
3766 | } |
3724 | } |
3767 | } |
3725 | while (!tmp); |
3768 | while (!tmp); |
3726 | |
3769 | |
3727 | tmp->x = op->x; |
3770 | tmp->x = op->x; |
3728 | tmp->y = op->y; |
3771 | tmp->y = op->y; |
3729 | SET_FLAG (tmp, FLAG_UNPAID); |
3772 | tmp->set_flag (FLAG_UNPAID); |
3730 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3773 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3731 | identify (tmp); |
3774 | identify (tmp); |
3732 | break; |
3775 | break; |
3733 | |
3776 | |
3734 | case TREASURE: |
3777 | case TREASURE: |
3735 | if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) |
3778 | if (op->flag [FLAG_IS_A_TEMPLATE]) |
3736 | return 0; |
3779 | return 0; |
3737 | |
3780 | |
3738 | while (op->stats.hp-- > 0) |
3781 | while (op->stats.hp-- > 0) |
3739 | create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, |
3782 | create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, |
3740 | op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); |
3783 | op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); |
… | |
… | |
3778 | |
3821 | |
3779 | for (invtmp = tmp->inv; invtmp; invtmp = invnext) |
3822 | for (invtmp = tmp->inv; invtmp; invtmp = invnext) |
3780 | { |
3823 | { |
3781 | invnext = invtmp->below; |
3824 | invnext = invtmp->below; |
3782 | |
3825 | |
3783 | if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) |
3826 | if (invtmp->flag [FLAG_AUTO_APPLY]) |
3784 | auto_apply (invtmp); |
3827 | auto_apply (invtmp); |
3785 | else if (invtmp->type == TREASURE && invtmp->has_random_items ()) |
3828 | else if (invtmp->type == TREASURE && invtmp->has_random_items ()) |
3786 | { |
3829 | { |
3787 | while (invtmp->stats.hp-- > 0) |
3830 | while (invtmp->stats.hp-- > 0) |
3788 | create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
3831 | create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
… | |
… | |
3813 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL |
3856 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL |
3814 | || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) |
3857 | || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) |
3815 | tmp->randomitems = NULL; |
3858 | tmp->randomitems = NULL; |
3816 | } |
3859 | } |
3817 | |
3860 | |
3818 | if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) |
3861 | if (tmp->flag [FLAG_AUTO_APPLY]) |
3819 | auto_apply (tmp); |
3862 | auto_apply (tmp); |
3820 | else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) |
3863 | else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) |
3821 | { |
3864 | { |
3822 | while ((tmp->stats.hp--) > 0) |
3865 | while ((tmp->stats.hp--) > 0) |
3823 | create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); |
3866 | create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); |
… | |
… | |
3825 | } |
3868 | } |
3826 | else if (tmp->type == TIMED_GATE) |
3869 | else if (tmp->type == TIMED_GATE) |
3827 | { |
3870 | { |
3828 | object *head = tmp->head != NULL ? tmp->head : tmp; |
3871 | object *head = tmp->head != NULL ? tmp->head : tmp; |
3829 | |
3872 | |
3830 | if (QUERY_FLAG (head, FLAG_IS_LINKED)) |
3873 | if (head->flag [FLAG_IS_LINKED]) |
3831 | tmp->set_speed (0); |
3874 | tmp->set_speed (0); |
3832 | } |
3875 | } |
3833 | /* This function can be called everytime a map is loaded, even when |
3876 | /* This function can be called everytime a map is loaded, even when |
3834 | * swapping back in. As such, we don't want to create the treasure |
3877 | * swapping back in. As such, we don't want to create the treasure |
3835 | * over and ove again, so after we generate the treasure, blank out |
3878 | * over and ove again, so after we generate the treasure, blank out |
… | |
… | |
3924 | } |
3967 | } |
3925 | |
3968 | |
3926 | /* check for hp, sp change */ |
3969 | /* check for hp, sp change */ |
3927 | if (food->stats.hp != 0) |
3970 | if (food->stats.hp != 0) |
3928 | { |
3971 | { |
3929 | if (QUERY_FLAG (food, FLAG_CURSED)) |
3972 | if (food->flag [FLAG_CURSED]) |
3930 | { |
3973 | { |
3931 | who->contr->killer = food; |
3974 | who->contr->killer = food; |
3932 | hit_player (who, food->stats.hp, food, AT_POISON, 1); |
3975 | hit_player (who, food->stats.hp, food, AT_POISON, 1); |
3933 | who->failmsg ("Eck!...that was poisonous!"); |
3976 | who->failmsg ("Eck!...that was poisonous!"); |
3934 | } |
3977 | } |
… | |
… | |
3943 | } |
3986 | } |
3944 | } |
3987 | } |
3945 | |
3988 | |
3946 | if (food->stats.sp != 0) |
3989 | if (food->stats.sp != 0) |
3947 | { |
3990 | { |
3948 | if (QUERY_FLAG (food, FLAG_CURSED)) |
3991 | if (food->flag [FLAG_CURSED]) |
3949 | { |
3992 | { |
3950 | who->failmsg ("You are drained of mana!"); |
3993 | who->failmsg ("You are drained of mana!"); |
3951 | who->stats.sp -= food->stats.sp; |
3994 | who->stats.sp -= food->stats.sp; |
3952 | if (who->stats.sp < 0) |
3995 | if (who->stats.sp < 0) |
3953 | who->stats.sp = 0; |
3996 | who->stats.sp = 0; |
… | |
… | |
4036 | pl->animation_id = change->animation_id; |
4079 | pl->animation_id = change->animation_id; |
4037 | pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; |
4080 | pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; |
4038 | } |
4081 | } |
4039 | |
4082 | |
4040 | /* check the special case of can't use weapons */ |
4083 | /* check the special case of can't use weapons */ |
4041 | /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ |
4084 | /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */ |
4042 | if (change->name == shstr_monk) |
4085 | if (change->name == shstr_monk) |
4043 | CLEAR_FLAG (pl, FLAG_USE_WEAPON); |
4086 | pl->clr_flag (FLAG_USE_WEAPON); |
4044 | |
4087 | |
4045 | break; |
4088 | break; |
4046 | } |
4089 | } |
4047 | } |
4090 | } |
4048 | } |
4091 | } |