1 | /* |
1 | /* |
2 | * static char *rcsid_apply_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: apply.C,v 1.14 2006/08/29 08:01:37 root Exp $"; |
3 | * |
4 | */ |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | /* |
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|
6 | CrossFire, A Multiplayer game for X-windows |
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7 | |
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8 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
9 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
10 | |
7 | * |
11 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
12 | it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
13 | the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
14 | (at your option) any later version. |
11 | * option) any later version. |
15 | |
12 | * |
16 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
17 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
18 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
19 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
20 | |
17 | * |
21 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
22 | along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
23 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
24 | |
21 | * |
25 | The authors can be reached via e-mail to crossfire-devel@real-time.com |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
26 | */ |
23 | */ |
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24 | |
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25 | #include <cmath> |
27 | |
26 | |
28 | #include <global.h> |
27 | #include <global.h> |
29 | #include <living.h> |
28 | #include <living.h> |
30 | #include <spells.h> |
29 | #include <spells.h> |
31 | #include <skills.h> |
30 | #include <skills.h> |
32 | #include <tod.h> |
31 | #include <tod.h> |
33 | |
32 | |
34 | #ifndef __CEXTRACT__ |
|
|
35 | #include <sproto.h> |
33 | #include <sproto.h> |
36 | #endif |
|
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37 | |
|
|
38 | /* Want this regardless of rplay. */ |
|
|
39 | #include <sounds.h> |
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40 | |
|
|
41 | /* need math lib for double-precision and pow() in dragon_eat_flesh() */ |
|
|
42 | #include <math.h> |
|
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43 | |
34 | |
44 | /** |
35 | /** |
45 | * Check if op should abort moving victim because of it's race or slaying. |
36 | * Check if op should abort moving victim because of it's race or slaying. |
46 | * Returns 1 if it should abort, returns 0 if it should continue. |
37 | * Returns 1 if it should abort, returns 0 if it should continue. |
47 | */ |
38 | */ |
|
|
39 | int |
48 | int should_director_abort(object *op, object *victim) |
40 | should_director_abort (object *op, object *victim) |
49 | { |
41 | { |
50 | int arch_flag, name_flag, race_flag; |
42 | int arch_flag, name_flag, race_flag; |
|
|
43 | |
51 | /* Get flags to determine what of arch, name, and race should be checked. |
44 | /* Get flags to determine what of arch, name, and race should be checked. |
52 | * This is stored in subtype, and is a bitmask, the LSB is the arch flag, |
45 | * This is stored in subtype, and is a bitmask, the LSB is the arch flag, |
53 | * the next is the name flag, and the last is the race flag. Also note, |
46 | * the next is the name flag, and the last is the race flag. Also note, |
54 | * if subtype is set to zero, that also goes to defaults of all affecting |
47 | * if subtype is set to zero, that also goes to defaults of all affecting |
55 | * it. Examples: |
48 | * it. Examples: |
56 | * subtype 1: only arch |
49 | * subtype 1: only arch |
57 | * subtype 3: arch or name |
50 | * subtype 3: arch or name |
58 | * subtype 5: arch or race |
51 | * subtype 5: arch or race |
59 | * subtype 7: all three |
52 | * subtype 7: all three |
60 | */ |
53 | */ |
61 | if (op->subtype) |
54 | if (op->subtype) |
62 | { |
55 | { |
63 | arch_flag = (op->subtype & 1); |
56 | arch_flag = op->subtype & 1; |
64 | name_flag = (op->subtype & 2); |
57 | name_flag = op->subtype & 2; |
65 | race_flag = (op->subtype & 4); |
58 | race_flag = op->subtype & 4; |
66 | } else { |
59 | } |
|
|
60 | else |
|
|
61 | { |
67 | arch_flag = 1; |
62 | arch_flag = 1; |
68 | name_flag = 1; |
63 | name_flag = 1; |
69 | race_flag = 1; |
64 | race_flag = 1; |
70 | } |
65 | } |
|
|
66 | |
71 | /* If the director has race set, only affect objects with a arch, |
67 | /* If the director has race set, only affect objects with a arch, |
72 | * name or race that matches. |
68 | * name or race that matches. |
73 | */ |
69 | */ |
74 | if ( (op->race) && |
70 | if ((op->race) && |
75 | ((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) && |
71 | ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) && |
76 | ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && |
72 | ((!(victim->name && name_flag) || op->race != victim->name)) && |
77 | ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { |
73 | ((!(victim->race && race_flag) || op->race != victim->race))) |
78 | return 1; |
74 | return 1; |
79 | } |
75 | |
80 | /* If the director has slaying set, only affect objects where none |
76 | /* If the director has slaying set, only affect objects where none |
81 | * of arch, name, or race match. |
77 | * of arch, name, or race match. |
82 | */ |
78 | */ |
83 | if ( (op->slaying) && ( |
|
|
84 | ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) || |
79 | if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) || |
85 | ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || |
80 | ((victim->name && name_flag && op->slaying == victim->name)) || |
86 | ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { |
81 | ((victim->race && race_flag && op->slaying == victim->race))) |
87 | return 1; |
82 | return 1; |
88 | } |
83 | |
89 | return 0; |
84 | return 0; |
90 | } |
85 | } |
91 | |
86 | |
92 | /** |
87 | /** |
93 | * This handles a player dropping money on an altar to identify stuff. |
88 | * This handles a player dropping money on an altar to identify stuff. |
94 | * It'll identify marked item, if none all items up to dropped money. |
89 | * It'll identify marked item, if none all items up to dropped money. |
95 | * Return value: 1 if money was destroyed, 0 if not. |
90 | * Return value: 1 if money was destroyed, 0 if not. |
96 | */ |
91 | */ |
|
|
92 | static int |
97 | static int apply_id_altar (object *money, object *altar, object *pl) |
93 | apply_id_altar (object *money, object *altar, object *pl) |
98 | { |
94 | { |
99 | object *id, *marked; |
95 | dynbuf_text &buf = msg_dynbuf; buf.clear (); |
100 | int success=0; |
|
|
101 | |
96 | |
102 | if (pl == NULL || pl->type != PLAYER) |
97 | if (!pl || pl->type != PLAYER) |
103 | return 0; |
98 | return 0; |
104 | |
99 | |
105 | /* Check for MONEY type is a special hack - it prevents 'nothing needs |
100 | /* Check for MONEY type is a special hack - it prevents 'nothing needs |
106 | * identifying' from being printed out more than it needs to be. |
101 | * identifying' from being printed out more than it needs to be. |
107 | */ |
102 | */ |
108 | if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) |
103 | if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY) |
109 | return 0; |
104 | return 0; |
110 | |
105 | |
111 | marked = find_marked_object (pl); |
|
|
112 | /* if the player has a marked item, identify that if it needs to be |
106 | /* if the player has a marked item, identify that if it needs to be |
113 | * identified. IF it doesn't, then go through the player inventory. |
107 | * identified. If it doesn't, then go through the player inventory. |
114 | */ |
108 | */ |
115 | if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) |
109 | if (object *marked = find_marked_object (pl)) |
116 | && need_identify (marked)) |
110 | if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) |
117 | { |
111 | { |
118 | if (operate_altar (altar, &money)) { |
112 | if (operate_altar (altar, &money, pl)) |
|
|
113 | { |
119 | identify (marked); |
114 | identify (marked); |
120 | new_draw_info_format(NDI_UNIQUE, 0, pl, |
115 | |
121 | "You have %s.", long_desc(marked, pl)); |
116 | buf.printf ("You have %s.\r", long_desc (marked, pl)); |
122 | if (marked->msg) { |
117 | if (marked->msg) |
123 | new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); |
118 | buf << "The item has a story:\r" << marked->msg << "\n\n"; |
124 | new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); |
119 | |
|
|
120 | return !money; |
|
|
121 | } |
|
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122 | } |
|
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123 | |
|
|
124 | for (object *id = pl->inv; id; id = id->below) |
|
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125 | { |
|
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126 | if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) |
|
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127 | { |
|
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128 | if (operate_altar (altar, &money, pl)) |
|
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129 | { |
|
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130 | identify (id); |
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131 | |
|
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132 | buf.printf ("You have %s.\r", long_desc (id, pl)); |
|
|
133 | if (id->msg) |
|
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134 | buf << "The item has a story:\r" << id->msg << "\n\n"; |
|
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135 | |
|
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136 | /* If no more money, might as well quit now */ |
|
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137 | if (!money || !check_altar_sacrifice (altar, money)) |
|
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138 | break; |
125 | } |
139 | } |
126 | return money == NULL; |
140 | else |
127 | } |
|
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128 | } |
|
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129 | |
|
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130 | for (id=pl->inv; id; id=id->below) { |
|
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131 | if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible && |
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132 | need_identify(id)) { |
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133 | if (operate_altar(altar,&money)) { |
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134 | identify(id); |
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135 | new_draw_info_format(NDI_UNIQUE, 0, pl, |
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136 | "You have %s.", long_desc(id, pl)); |
|
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137 | if (id->msg) { |
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138 | new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); |
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139 | new_draw_info(NDI_UNIQUE, 0,pl, id->msg); |
|
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140 | } |
|
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141 | success=1; |
|
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142 | /* If no more money, might as well quit now */ |
|
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143 | if (money == NULL || ! check_altar_sacrifice (altar,money)) |
|
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144 | break; |
|
|
145 | } |
141 | { |
146 | else { |
|
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147 | LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n"); |
142 | LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); |
148 | break; |
143 | break; |
149 | } |
144 | } |
150 | } |
145 | } |
151 | } |
146 | } |
152 | if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying"); |
147 | |
153 | return money == NULL; |
148 | if (buf.empty ()) |
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149 | pl->failmsg ("You have nothing that needs identifying"); |
|
|
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; |
154 | } |
154 | } |
155 | |
155 | |
156 | /** |
156 | /** |
157 | * This checks whether the object has a "on_use_yield" field, and if so generated and drops |
157 | * This checks whether the object has a "on_use_yield" field, and if so generated and drops |
158 | * matching item. |
158 | * matching item. |
159 | **/ |
159 | **/ |
|
|
160 | void |
160 | static void handle_apply_yield(object* tmp) |
161 | handle_apply_yield (object *tmp) |
161 | { |
162 | { |
162 | const char* yield; |
163 | if (shstr_tmp yield = tmp->kv (shstr_on_use_yield)) |
163 | |
164 | archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); |
164 | yield = get_ob_key_value(tmp,"on_use_yield"); |
|
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165 | if (yield != NULL) |
|
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166 | { |
|
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167 | object* drop = get_archetype(yield); |
|
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168 | if (tmp->env) |
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169 | { |
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170 | drop = insert_ob_in_ob(drop,tmp->env); |
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171 | if (tmp->env->type == PLAYER) |
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172 | esrv_send_item(tmp->env,drop); |
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173 | } |
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174 | else |
|
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175 | { |
|
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176 | drop->x = tmp->x; |
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177 | drop->y = tmp->y; |
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178 | insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR); |
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179 | } |
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180 | } |
|
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181 | } |
165 | } |
182 | |
166 | |
183 | /** |
167 | /** |
184 | * Handles applying a potion. |
168 | * Handles applying a potion. |
185 | */ |
169 | */ |
|
|
170 | int |
186 | int apply_potion (object * op, object * tmp) |
171 | apply_potion (object *op, object *tmp) |
187 | { |
172 | { |
188 | int got_one = 0, i; |
173 | int got_one = 0, i; |
189 | object *force = 0, *floor = 0; |
174 | object *force = 0; |
190 | |
175 | |
191 | floor = get_map_ob (op->map, op->x, op->y); |
176 | object *floor = GET_MAP_OB (op->map, op->x, op->y); |
192 | |
177 | |
193 | if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) |
178 | if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) |
194 | { |
179 | { |
195 | if (op->type == PLAYER) |
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196 | new_draw_info (NDI_UNIQUE, 0, op, |
|
|
197 | "Gods prevent you from using this here, it's sacred ground!" |
180 | op->failmsg ("Gods prevent you from using this here, it's sacred ground!"); |
198 | ); |
181 | |
199 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
182 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
200 | return 0; |
183 | return 0; |
201 | } |
184 | } |
202 | |
185 | |
203 | if (op->type == PLAYER) |
186 | if (op->type == PLAYER) |
204 | { |
|
|
205 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
187 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
206 | identify (tmp); |
188 | identify (tmp); |
207 | } |
|
|
208 | |
189 | |
209 | handle_apply_yield (tmp); |
190 | handle_apply_yield (tmp); |
210 | |
191 | |
211 | /* Potion of restoration - only for players */ |
192 | /* Potion of restoration - only for players */ |
212 | if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) |
193 | if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) |
… | |
… | |
214 | object *depl; |
195 | object *depl; |
215 | archetype *at; |
196 | archetype *at; |
216 | |
197 | |
217 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
198 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
218 | { |
199 | { |
219 | drain_stat (op); |
200 | op->drain_stat (); |
220 | fix_player (op); |
201 | op->update_stats (); |
221 | decrease_ob (tmp); |
202 | tmp->decrease (); |
222 | return 1; |
203 | return 1; |
223 | } |
204 | } |
224 | if ((at = find_archetype (ARCH_DEPLETION)) == NULL) |
205 | |
|
|
206 | if (!(at = archetype::find (shstr_depletion))) |
225 | { |
207 | { |
226 | LOG (llevError, "Could not find archetype depletion\n"); |
208 | LOG (llevError, "Could not find archetype depletion\n"); |
227 | return 0; |
209 | return 0; |
228 | } |
210 | } |
|
|
211 | |
229 | depl = present_arch_in_ob (at, op); |
212 | depl = present_arch_in_ob (at, op); |
|
|
213 | |
230 | if (depl != NULL) |
214 | if (depl) |
231 | { |
215 | { |
232 | for (i = 0; i < NUM_STATS; i++) |
216 | for (i = 0; i < NUM_STATS; i++) |
233 | if (get_attr_value (&depl->stats, i)) |
217 | if (depl->stats.stat (i)) |
234 | { |
218 | op->statusmsg (restore_msg[i]); |
235 | new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); |
219 | |
236 | } |
220 | depl->destroy (); |
237 | remove_ob (depl); |
221 | op->update_stats (); |
238 | free_object (depl); |
|
|
239 | fix_player (op); |
|
|
240 | } |
222 | } |
241 | else |
223 | else |
242 | new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); |
224 | op->statusmsg ("Your potion had no effect."); |
243 | |
225 | |
244 | decrease_ob (tmp); |
226 | tmp->decrease (); |
245 | return 1; |
227 | return 1; |
246 | } |
228 | } |
247 | |
229 | |
248 | /* improvement potion - only for players */ |
230 | /* improvement potion - only for players */ |
249 | if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) |
231 | if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) |
250 | { |
232 | { |
251 | |
|
|
252 | for (i = 1; i < MIN (11, op->level); i++) |
233 | for (i = 1; i < min (11, op->level); i++) |
253 | { |
234 | { |
254 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
235 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
255 | { |
236 | { |
256 | if (op->contr->levhp[i] != 1) |
237 | if (op->contr->levhp[i] != 1) |
257 | { |
238 | { |
258 | op->contr->levhp[i] = 1; |
239 | op->contr->levhp[i] = 1; |
259 | break; |
240 | break; |
260 | } |
241 | } |
|
|
242 | |
261 | if (op->contr->levsp[i] != 1) |
243 | if (op->contr->levsp[i] != 1) |
262 | { |
244 | { |
263 | op->contr->levsp[i] = 1; |
245 | op->contr->levsp[i] = 1; |
264 | break; |
246 | break; |
265 | } |
247 | } |
|
|
248 | |
266 | if (op->contr->levgrace[i] != 1) |
249 | if (op->contr->levgrace[i] != 1) |
267 | { |
250 | { |
268 | op->contr->levgrace[i] = 1; |
251 | op->contr->levgrace[i] = 1; |
269 | break; |
252 | break; |
270 | } |
253 | } |
… | |
… | |
274 | if (op->contr->levhp[i] < 9) |
257 | if (op->contr->levhp[i] < 9) |
275 | { |
258 | { |
276 | op->contr->levhp[i] = 9; |
259 | op->contr->levhp[i] = 9; |
277 | break; |
260 | break; |
278 | } |
261 | } |
|
|
262 | |
279 | if (op->contr->levsp[i] < 6) |
263 | if (op->contr->levsp[i] < 6) |
280 | { |
264 | { |
281 | op->contr->levsp[i] = 6; |
265 | op->contr->levsp[i] = 6; |
282 | break; |
266 | break; |
283 | } |
267 | } |
|
|
268 | |
284 | if (op->contr->levgrace[i] < 3) |
269 | if (op->contr->levgrace[i] < 3) |
285 | { |
270 | { |
286 | op->contr->levgrace[i] = 3; |
271 | op->contr->levgrace[i] = 3; |
287 | break; |
272 | break; |
288 | } |
273 | } |
289 | } |
274 | } |
290 | } |
275 | } |
|
|
276 | |
291 | /* Just makes checking easier */ |
277 | /* Just makes checking easier */ |
292 | if (i < MIN (11, op->level)) |
278 | if (i < min (11, op->level)) |
293 | got_one = 1; |
279 | got_one = 1; |
|
|
280 | |
294 | if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) |
281 | if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) |
295 | { |
282 | { |
296 | if (got_one) |
283 | if (got_one) |
297 | { |
284 | { |
298 | fix_player (op); |
285 | op->update_stats (); |
299 | new_draw_info (NDI_UNIQUE, 0, op, |
|
|
300 | "The Gods smile upon you and remake you"); |
286 | op->statusmsg ("The Gods smile upon you and remake you " |
301 | new_draw_info (NDI_UNIQUE, 0, op, |
|
|
302 | "a little more in their image."); |
287 | "a little more in their image. " |
303 | new_draw_info (NDI_UNIQUE, 0, op, |
|
|
304 | "You feel a little more perfect."); |
288 | "You feel a little more perfect.", NDI_GREEN); |
305 | } |
289 | } |
306 | else |
290 | else |
307 | new_draw_info (NDI_UNIQUE, 0, op, |
|
|
308 | "The potion had no effect - you are already perfect"); |
291 | op->statusmsg ("The potion had no effect - you are already perfect."); |
309 | } |
292 | } |
310 | else |
293 | else |
311 | { /* cursed potion */ |
294 | { /* cursed potion */ |
312 | if (got_one) |
295 | if (got_one) |
313 | { |
296 | { |
314 | fix_player (op); |
297 | op->update_stats (); |
315 | new_draw_info (NDI_UNIQUE, 0, op, |
|
|
316 | "The Gods are angry and punish you."); |
298 | op->failmsg ("The Gods are angry and punish you."); |
317 | } |
299 | } |
318 | else |
300 | else |
319 | new_draw_info (NDI_UNIQUE, 0, op, |
301 | op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE); |
320 | "You are fortunate that you are so pathetic."); |
|
|
321 | } |
302 | } |
|
|
303 | |
322 | decrease_ob (tmp); |
304 | tmp->decrease (); |
323 | return 1; |
305 | return 1; |
324 | } |
306 | } |
325 | |
307 | |
326 | |
308 | |
327 | /* A potion that casts a spell. Healing, restore spellpoint (power potion) |
309 | /* A potion that casts a spell. Healing, restore spellpoint (power potion) |
… | |
… | |
331 | */ |
313 | */ |
332 | if (tmp->inv) |
314 | if (tmp->inv) |
333 | { |
315 | { |
334 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
316 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
335 | { |
317 | { |
336 | object *fball; |
318 | op->failmsg ("Yech! Your lungs are on fire!"); |
337 | |
319 | create_exploding_ball_at (op, op->level); |
338 | new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); |
|
|
339 | /* Explodes a fireball centered at player */ |
|
|
340 | fball = get_archetype (EXPLODING_FIREBALL); |
|
|
341 | fball->dam_modifier = |
|
|
342 | random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; |
|
|
343 | fball->stats.maxhp = |
|
|
344 | random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; |
|
|
345 | fball->x = op->x; |
|
|
346 | fball->y = op->y; |
|
|
347 | insert_ob_in_map (fball, op->map, NULL, 0); |
|
|
348 | } |
320 | } |
349 | else |
321 | else |
350 | cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
322 | cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
351 | |
323 | |
352 | decrease_ob (tmp); |
324 | tmp->decrease (); |
|
|
325 | |
353 | /* if youre dead, no point in doing this... */ |
326 | /* if youre dead, no point in doing this... */ |
354 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
327 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
355 | fix_player (op); |
328 | op->update_stats (); |
|
|
329 | |
356 | return 1; |
330 | return 1; |
357 | } |
331 | } |
358 | |
332 | |
359 | /* Deal with protection potions */ |
333 | /* Deal with protection potions */ |
360 | force = NULL; |
334 | force = NULL; |
… | |
… | |
362 | { |
336 | { |
363 | if (tmp->resist[i]) |
337 | if (tmp->resist[i]) |
364 | { |
338 | { |
365 | if (!force) |
339 | if (!force) |
366 | force = get_archetype (FORCE_NAME); |
340 | force = get_archetype (FORCE_NAME); |
|
|
341 | |
367 | memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); |
342 | memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); |
368 | force->type = POTION_EFFECT; |
343 | force->type = POTION_EFFECT; |
369 | break; /* Only need to find one protection since we copy entire batch */ |
344 | break; /* Only need to find one protection since we copy entire batch */ |
370 | } |
345 | } |
371 | } |
346 | } |
|
|
347 | |
372 | /* This is a protection potion */ |
348 | /* This is a protection potion */ |
373 | if (force) |
349 | if (force) |
374 | { |
350 | { |
375 | /* cursed items last longer */ |
351 | /* cursed items last longer */ |
376 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
352 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
… | |
… | |
378 | force->stats.food *= 10; |
354 | force->stats.food *= 10; |
379 | for (i = 0; i < NROFATTACKS; i++) |
355 | for (i = 0; i < NROFATTACKS; i++) |
380 | if (force->resist[i] > 0) |
356 | if (force->resist[i] > 0) |
381 | force->resist[i] = -force->resist[i]; /* prot => vuln */ |
357 | force->resist[i] = -force->resist[i]; /* prot => vuln */ |
382 | } |
358 | } |
|
|
359 | |
383 | force->speed_left = -1; |
360 | force->speed_left = -1; |
384 | force = insert_ob_in_ob (force, op); |
361 | force = insert_ob_in_ob (force, op); |
385 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
362 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
386 | SET_FLAG (force, FLAG_APPLIED); |
363 | SET_FLAG (force, FLAG_APPLIED); |
387 | change_abil (op, force); |
364 | change_abil (op, force); |
388 | decrease_ob (tmp); |
365 | tmp->decrease (); |
389 | return 1; |
366 | return 1; |
390 | } |
367 | } |
391 | |
368 | |
392 | /* Only thing left are the stat potions */ |
369 | /* Only thing left are the stat potions */ |
393 | if (op->type == PLAYER) |
370 | if (op->type == PLAYER) |
394 | { /* only for players */ |
371 | { /* only for players */ |
395 | if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
372 | if ((QUERY_FLAG (tmp, FLAG_CURSED) |
|
|
373 | || QUERY_FLAG (tmp, FLAG_DAMNED)) |
396 | && tmp->value != 0) |
374 | && tmp->value != 0) |
397 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
375 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
398 | else |
376 | else |
399 | SET_FLAG (tmp, FLAG_APPLIED); |
377 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
378 | |
400 | if (!change_abil (op, tmp)) |
379 | if (!change_abil (op, tmp)) |
401 | new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); |
380 | op->statusmsg ("Nothing happened."); |
402 | } |
381 | } |
403 | |
382 | |
404 | /* CLEAR_FLAG is so that if the character has other potions |
383 | /* CLEAR_FLAG is so that if the character has other potions |
405 | * that were grouped with the one consumed, his |
384 | * that were grouped with the one consumed, his |
406 | * stat will not be raised by them. fix_player just clears |
385 | * stat will not be raised by them. fix_player just clears |
407 | * up all the stats. |
386 | * up all the stats. |
408 | */ |
387 | */ |
409 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
388 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
410 | fix_player (op); |
389 | op->update_stats (); |
411 | decrease_ob (tmp); |
390 | tmp->decrease (); |
412 | return 1; |
391 | return 1; |
413 | } |
392 | } |
414 | |
393 | |
415 | /**************************************************************************** |
394 | /**************************************************************************** |
416 | * Weapon improvement code follows |
395 | * Weapon improvement code follows |
417 | ****************************************************************************/ |
396 | ****************************************************************************/ |
418 | |
397 | |
419 | /** |
398 | /** |
|
|
399 | * This function just checks whether who can handle equipping an item |
|
|
400 | * with item_power. |
|
|
401 | */ |
|
|
402 | static bool |
|
|
403 | check_item_power (object *who, int item_power) |
|
|
404 | { |
|
|
405 | if (who->type == PLAYER |
|
|
406 | && item_power |
|
|
407 | && item_power + who->contr->item_power > settings.item_power_factor * who->level) |
|
|
408 | return false; |
|
|
409 | else |
|
|
410 | return true; |
|
|
411 | } |
|
|
412 | |
|
|
413 | /** |
420 | * This returns the sum of nrof of item (arch name). |
414 | * This returns the sum of nrof of item (arch name). |
421 | */ |
415 | */ |
422 | static int check_item(object *op, const char *item) |
416 | static int |
|
|
417 | check_item (object *op, shstr_cmp item) |
423 | { |
418 | { |
424 | int count=0; |
419 | int count = 0; |
425 | |
420 | |
|
|
421 | if (!item) |
|
|
422 | return 0; |
426 | |
423 | |
427 | if (item==NULL) return 0; |
424 | for (op = op->below; op; op = op->below) |
428 | op=op->below; |
425 | if (op->arch->archname == item) |
429 | while(op!=NULL) { |
|
|
430 | if (strcmp(op->arch->name,item)==0){ |
|
|
431 | if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) |
426 | if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) |
432 | /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) |
427 | && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID)) |
433 | { |
|
|
434 | if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ |
|
|
435 | count++; |
|
|
436 | else |
|
|
437 | count += op->nrof; |
428 | count += op->number_of (); |
438 | } |
429 | |
439 | } |
|
|
440 | op=op->below; |
|
|
441 | } |
|
|
442 | return count; |
430 | return count; |
443 | } |
431 | } |
444 | |
432 | |
445 | /** |
433 | /** |
446 | * This removes 'nrof' of what item->slaying says to remove. |
434 | * This removes 'nrof' of what item->slaying says to remove. |
447 | * op is typically the player, which is only |
435 | * op is typically the player, which is only |
448 | * really used to determine what space to look at. |
436 | * really used to determine what space to look at. |
449 | * Modified to only eat 'nrof' of objects. |
437 | * Modified to only eat 'nrof' of objects. |
450 | */ |
438 | */ |
451 | static void eat_item(object *op,const char *item, uint32 nrof) |
439 | static void |
|
|
440 | eat_item (object *op, shstr_cmp item, uint32 nrof) |
452 | { |
441 | { |
453 | object *prev; |
442 | object *prev; |
454 | |
443 | |
455 | prev = op; |
444 | prev = op; |
456 | op=op->below; |
445 | op = op->below; |
457 | |
446 | |
458 | while(op!=NULL) { |
447 | while (op) |
459 | if (strcmp(op->arch->name,item)==0) { |
448 | { |
|
|
449 | if (op->arch->archname == item) |
|
|
450 | { |
460 | if (op->nrof >= nrof) { |
451 | if (op->nrof >= nrof) |
|
|
452 | { |
461 | decrease_ob_nr(op,nrof); |
453 | op->decrease (nrof); |
462 | return; |
454 | return; |
463 | } else { |
|
|
464 | decrease_ob_nr(op,op->nrof); |
|
|
465 | nrof -= op->nrof; |
|
|
466 | } |
455 | } |
|
|
456 | else |
|
|
457 | { |
|
|
458 | op->decrease (nrof); |
|
|
459 | nrof -= op->nrof; |
|
|
460 | } |
|
|
461 | |
467 | op=prev; |
462 | op = prev; |
468 | } |
463 | } |
|
|
464 | |
469 | prev = op; |
465 | prev = op; |
470 | op=op->below; |
466 | op = op->below; |
471 | } |
467 | } |
472 | } |
|
|
473 | |
|
|
474 | /** |
|
|
475 | * This checks to see of the player (who) is sufficient level to use a weapon |
|
|
476 | * with improvs improvements (typically last_eat). We take an int here |
|
|
477 | * instead of the object so that the improvement code can pass along the |
|
|
478 | * increased value to see if the object is usuable. |
|
|
479 | * we return 1 (true) if the player can use the weapon. |
|
|
480 | */ |
|
|
481 | static int check_weapon_power(const object *who, int improvs) |
|
|
482 | { |
|
|
483 | /* Old code is below (commented out). Basically, since weapons are the only |
|
|
484 | * object players really have any control to improve, it's a bit harsh to |
|
|
485 | * require high level in some combat skill, so we just use overall level. |
|
|
486 | */ |
|
|
487 | #if 1 |
|
|
488 | if (((who->level/5)+5) >= improvs) return 1; |
|
|
489 | else return 0; |
|
|
490 | |
|
|
491 | #else |
|
|
492 | int level=0; |
|
|
493 | |
|
|
494 | /* The skill system hands out wc and dam bonuses to fighters |
|
|
495 | * more generously than the old system (see fix_player). Thus |
|
|
496 | * we need to curtail the power of player enchanted weapons. |
|
|
497 | * I changed this to 1 improvement per "fighter" level/5 -b.t. |
|
|
498 | * Note: Nothing should break by allowing this ratio to be different or |
|
|
499 | * using normal level - it is just a matter of play balance. |
|
|
500 | */ |
|
|
501 | if(who->type==PLAYER) { |
|
|
502 | object *wc_obj=NULL; |
|
|
503 | |
|
|
504 | for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below) |
|
|
505 | if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level) |
|
|
506 | level = wc_obj->level; |
|
|
507 | |
|
|
508 | if (!level ) { |
|
|
509 | LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name); |
|
|
510 | level = who->level; |
|
|
511 | } |
|
|
512 | } |
|
|
513 | else |
|
|
514 | level=who->level; |
|
|
515 | |
|
|
516 | return (improvs <= ((level/5)+5)); |
|
|
517 | #endif |
|
|
518 | } |
468 | } |
519 | |
469 | |
520 | /** |
470 | /** |
521 | * Returns how many items of type improver->slaying there are under op. |
471 | * Returns how many items of type improver->slaying there are under op. |
522 | * Will display a message if none found, and 1 if improver->slaying is NULL. |
472 | * Will display a message if none found, and 1 if improver->slaying is NULL. |
523 | */ |
473 | */ |
|
|
474 | static int |
524 | static int check_sacrifice(object *op, const object *improver) |
475 | check_sacrifice (object *op, const object *improver) |
525 | { |
476 | { |
526 | int count=0; |
477 | int count = 0; |
527 | |
478 | |
528 | if (improver->slaying!=NULL) { |
479 | if (improver->slaying) |
|
|
480 | { |
529 | count = check_item(op,improver->slaying); |
481 | count = check_item (op, improver->slaying); |
530 | if (count<1) { |
482 | if (count < 1) |
531 | char buf[200]; |
483 | { |
532 | sprintf(buf,"The gods want more %ss",improver->slaying); |
484 | op->failmsg (format ("The gods want more %ss", &improver->slaying)); |
533 | new_draw_info(NDI_UNIQUE,0,op,buf); |
|
|
534 | return 0; |
485 | return 0; |
535 | } |
486 | } |
536 | } |
487 | } |
537 | else |
488 | else |
538 | count=1; |
489 | count = 1; |
539 | |
490 | |
540 | return count; |
491 | return count; |
541 | } |
492 | } |
542 | |
493 | |
543 | /** |
494 | /** |
544 | * Actually improves the weapon, and tells user. |
495 | * Actually improves the weapon, and tells user. |
545 | */ |
496 | */ |
546 | int improve_weapon_stat(object *op,object *improver,object *weapon, |
497 | static int |
547 | signed char *stat,int sacrifice_count,const char *statname) |
498 | improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname) |
548 | { |
499 | { |
549 | |
|
|
550 | new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); |
|
|
551 | *stat += sacrifice_count; |
500 | stat += sacrifice_count; |
552 | weapon->last_eat++; |
501 | weapon->last_eat++; |
553 | new_draw_info_format(NDI_UNIQUE,0,op, |
502 | improver->decrease (); |
554 | "Weapon's bonus to %s improved by %d",statname,sacrifice_count); |
|
|
555 | decrease_ob(improver); |
|
|
556 | |
503 | |
557 | /* So it updates the players stats and the window */ |
504 | /* So it updates the players stats and the window */ |
558 | fix_player(op); |
505 | op->update_stats (); |
|
|
506 | |
|
|
507 | op->statusmsg (format ( |
|
|
508 | "Your sacrifice was accepted.\n" |
|
|
509 | "Weapon's bonus to %s improved by %d.", |
|
|
510 | statname, sacrifice_count |
|
|
511 | )); |
|
|
512 | |
559 | return 1; |
513 | return 1; |
560 | } |
514 | } |
561 | |
515 | |
562 | /* Types of improvements, hidden in the sp field. */ |
516 | /* Types of improvements, hidden in the sp field. */ |
563 | #define IMPROVE_PREPARE 1 |
517 | #define IMPROVE_PREPARE 1 |
564 | #define IMPROVE_DAMAGE 2 |
518 | #define IMPROVE_DAMAGE 2 |
565 | #define IMPROVE_WEIGHT 3 |
519 | #define IMPROVE_WEIGHT 3 |
566 | #define IMPROVE_ENCHANT 4 |
520 | #define IMPROVE_ENCHANT 4 |
567 | #define IMPROVE_STR 5 |
521 | #define IMPROVE_STR 5 |
568 | #define IMPROVE_DEX 6 |
522 | #define IMPROVE_DEX 6 |
569 | #define IMPROVE_CON 7 |
523 | #define IMPROVE_CON 7 |
570 | #define IMPROVE_WIS 8 |
524 | #define IMPROVE_WIS 8 |
571 | #define IMPROVE_CHA 9 |
525 | #define IMPROVE_CHA 9 |
572 | #define IMPROVE_INT 10 |
526 | #define IMPROVE_INT 10 |
573 | #define IMPROVE_POW 11 |
527 | #define IMPROVE_POW 11 |
574 | |
|
|
575 | |
528 | |
576 | /** |
529 | /** |
577 | * This does the prepare weapon scroll. |
530 | * This does the prepare weapon scroll. |
578 | * Checks for sacrifice, and so on. |
531 | * Checks for sacrifice, and so on. |
579 | */ |
532 | */ |
580 | |
533 | static int |
581 | int prepare_weapon(object *op, object *improver, object *weapon) |
534 | prepare_weapon (object *op, object *improver, object *weapon) |
582 | { |
535 | { |
583 | int sacrifice_count,i; |
536 | int sacrifice_count, i; |
584 | char buf[MAX_BUF]; |
537 | char buf[MAX_BUF]; |
585 | |
538 | |
586 | if (weapon->level!=0) { |
539 | if (weapon->level != 0) |
587 | new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); |
540 | { |
|
|
541 | op->failmsg ("Weapon is already prepared!"); |
588 | return 0; |
542 | return 0; |
589 | } |
543 | } |
|
|
544 | |
590 | for (i=0; i<NROFATTACKS; i++) |
545 | for (i = 0; i < NROFATTACKS; i++) |
591 | if (weapon->resist[i]) break; |
546 | if (weapon->resist[i]) |
|
|
547 | break; |
592 | |
548 | |
593 | /* If we break out, i will be less than nrofattacks, preventing |
549 | /* If we break out, i will be less than nrofattacks, preventing |
594 | * improvement of items that already have protections. |
550 | * improvement of items that already have protections. |
595 | */ |
551 | */ |
596 | if (i<NROFATTACKS || |
552 | if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ |
597 | weapon->stats.hp || /* regeneration */ |
|
|
598 | (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ |
553 | (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ |
599 | weapon->stats.exp || /* speed */ |
554 | weapon->stats.exp || /* speed */ |
600 | weapon->stats.ac) /* AC - only taifu's I think */ |
555 | weapon->stats.ac) /* AC - only taifu's I think */ |
601 | { |
556 | { |
602 | new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); |
557 | op->failmsg ("You cannot prepare magic weapons. " |
|
|
558 | "H<A weapon is considered magical if it changes regeneration, " |
|
|
559 | "speed or ac, or has other protections.>"); |
603 | return 0; |
560 | return 0; |
604 | } |
561 | } |
|
|
562 | |
605 | sacrifice_count=check_sacrifice(op,improver); |
563 | sacrifice_count = check_sacrifice (op, improver); |
606 | if (sacrifice_count<=0) |
564 | if (sacrifice_count <= 0) |
607 | return 0; |
565 | return 0; |
|
|
566 | |
608 | weapon->level=isqrt(sacrifice_count); |
567 | weapon->level = isqrt (sacrifice_count); |
609 | new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); |
|
|
610 | eat_item(op, improver->slaying, sacrifice_count); |
568 | eat_item (op, improver->slaying, sacrifice_count); |
611 | |
569 | |
612 | new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.", |
570 | op->statusmsg (format ( |
|
|
571 | "Your sacrifice was accepted." |
|
|
572 | "Your *%s may be improved %d times.", |
613 | weapon->name,weapon->level); |
573 | &weapon->name, weapon->level |
|
|
574 | )); |
614 | |
575 | |
615 | sprintf(buf,"%s's %s",op->name,weapon->name); |
576 | sprintf (buf, "%s's %s", &op->name, &weapon->name); |
616 | FREE_AND_COPY(weapon->name, buf); |
577 | weapon->name = weapon->name_pl = buf; |
617 | FREE_AND_COPY(weapon->name_pl, buf); |
|
|
618 | weapon->nrof=0; /* prevents preparing n weapons in the same |
578 | weapon->nrof = 0; /* prevents preparing n weapons in the same |
619 | slot at once! */ |
579 | slot at once! */ |
620 | decrease_ob(improver); |
580 | improver->decrease (); |
621 | weapon->last_eat=0; |
581 | weapon->last_eat = 0; |
622 | return 1; |
582 | return 1; |
623 | } |
583 | } |
624 | |
|
|
625 | |
584 | |
626 | /** |
585 | /** |
627 | * Does the dirty job for 'improve weapon' scroll, prepare or add something. |
586 | * Does the dirty job for 'improve weapon' scroll, prepare or add something. |
628 | * This is the new improve weapon code. |
587 | * This is the new improve weapon code. |
629 | * Returns 0 if it was not able to work for some reason. |
588 | * Returns 0 if it was not able to work for some reason. |
… | |
… | |
632 | * |
591 | * |
633 | * We are hiding extra information about the weapon in the level and |
592 | * We are hiding extra information about the weapon in the level and |
634 | * last_eat numbers for an object. Hopefully this won't break anything ?? |
593 | * last_eat numbers for an object. Hopefully this won't break anything ?? |
635 | * level == max improve last_eat == current improve |
594 | * level == max improve last_eat == current improve |
636 | */ |
595 | */ |
|
|
596 | static int |
637 | int improve_weapon(object *op,object *improver,object *weapon) |
597 | improve_weapon (object *op, object *improver, object *weapon) |
638 | { |
598 | { |
639 | int sacrifice_count, sacrifice_needed=0; |
599 | int sacrifice_count, sacrifice_needed = 0; |
640 | |
600 | |
641 | if(improver->stats.sp==IMPROVE_PREPARE) { |
601 | if (improver->stats.sp == IMPROVE_PREPARE) |
642 | return prepare_weapon(op, improver, weapon); |
602 | return prepare_weapon (op, improver, weapon); |
643 | } |
603 | |
644 | if (weapon->level==0) { |
604 | if (weapon->level == 0) |
645 | new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared."); |
605 | { |
|
|
606 | op->failmsg ( |
|
|
607 | "This weapon has not been prepared." |
|
|
608 | " H<You first have to prepare a weapon with a prepare weapon scroll.>"); |
646 | return 0; |
609 | return 0; |
647 | } |
610 | } |
648 | if (weapon->level==weapon->last_eat && weapon->item_power >=100) { |
611 | |
649 | new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); |
612 | if (weapon->last_eat >= weapon->level // improvements used up |
|
|
613 | || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100 |
|
|
614 | { |
|
|
615 | op->failmsg ("This weapon cannot be improved any more."); |
650 | return 0; |
616 | return 0; |
651 | } |
617 | } |
|
|
618 | |
652 | if (QUERY_FLAG(weapon, FLAG_APPLIED) && |
619 | if (QUERY_FLAG (weapon, FLAG_APPLIED) |
653 | !check_weapon_power(op, weapon->last_eat+1)) { |
620 | && !check_item_power (op, weapon->item_power + 1)) |
654 | new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too"); |
621 | { |
655 | new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you"); |
622 | op->failmsg ("Improving the weapon will make it too " |
656 | new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it."); |
623 | "powerful for you to use. Unready it if you " |
|
|
624 | "really want to improve it."); |
657 | return 0; |
625 | return 0; |
658 | } |
626 | } |
|
|
627 | |
659 | /* This just increases damage by 5 points, no matter what. No sacrifice |
628 | /* This just increases damage by 5 points, no matter what. No sacrifice |
660 | * is needed. Since stats.dam is now a 16 bit value and not 8 bit, |
629 | * is needed. Since stats.dam is now a 16 bit value and not 8 bit, |
661 | * don't put any maximum value on damage - the limit is how much the |
630 | * don't put any maximum value on damage - the limit is how much the |
662 | * weapon can be improved. |
631 | * weapon can be improved. |
663 | */ |
632 | */ |
664 | if (improver->stats.sp==IMPROVE_DAMAGE) { |
633 | if (improver->stats.sp == IMPROVE_DAMAGE) |
|
|
634 | { |
665 | weapon->stats.dam += 5; |
635 | weapon->stats.dam += 5; |
666 | weapon->weight += 5000; /* 5 KG's */ |
636 | weapon->weight += 5000; /* 5 KG's */ |
667 | new_draw_info_format(NDI_UNIQUE, 0, op, |
|
|
668 | "Damage has been increased by 5 to %d", weapon->stats.dam); |
637 | op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam)); |
669 | weapon->last_eat++; |
638 | weapon->last_eat++; |
670 | |
639 | |
671 | weapon->item_power++; |
640 | weapon->item_power++; |
672 | decrease_ob(improver); |
641 | improver->decrease (); |
673 | return 1; |
642 | return 1; |
674 | } |
643 | } |
|
|
644 | |
675 | if (improver->stats.sp == IMPROVE_WEIGHT) { |
645 | if (improver->stats.sp == IMPROVE_WEIGHT) |
|
|
646 | { |
676 | /* Reduce weight by 20% */ |
647 | /* Reduce weight by 20% */ |
677 | weapon->weight = (weapon->weight * 8)/10; |
648 | weapon->weight = (weapon->weight * 8) / 10; |
678 | if (weapon->weight < 1) weapon->weight = 1; |
649 | if (weapon->weight < 1) |
679 | new_draw_info_format(NDI_UNIQUE, 0, op, |
650 | weapon->weight = 1; |
680 | "Weapon weight reduced to %6.1f kg", |
651 | |
681 | (float)weapon->weight/1000.0); |
652 | op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0)); |
682 | weapon->last_eat++; |
653 | weapon->last_eat++; |
683 | weapon->item_power++; |
654 | weapon->item_power++; |
684 | decrease_ob(improver); |
655 | improver->decrease (); |
685 | return 1; |
656 | return 1; |
686 | } |
657 | } |
|
|
658 | |
687 | if (improver->stats.sp == IMPROVE_ENCHANT) { |
659 | if (improver->stats.sp == IMPROVE_ENCHANT) |
|
|
660 | { |
688 | weapon->magic++; |
661 | weapon->magic++; |
689 | weapon->last_eat++; |
662 | weapon->last_eat++; |
690 | new_draw_info_format(NDI_UNIQUE, 0, op |
663 | op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); |
691 | ,"Weapon magic increased to %d",weapon->magic); |
664 | improver->decrease (); |
692 | decrease_ob(improver); |
|
|
693 | weapon->item_power++; |
665 | weapon->item_power++; |
694 | return 1; |
666 | return 1; |
695 | } |
667 | } |
696 | |
668 | |
697 | sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ |
669 | sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + |
698 | weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + |
670 | weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis; |
699 | weapon->stats.Wis; |
|
|
700 | |
671 | |
701 | if (sacrifice_needed<1) |
672 | if (sacrifice_needed < 1) |
702 | sacrifice_needed =1; |
673 | sacrifice_needed = 1; |
703 | sacrifice_needed *=2; |
674 | sacrifice_needed *= 2; |
704 | |
675 | |
705 | sacrifice_count = check_sacrifice(op,improver); |
676 | sacrifice_count = check_sacrifice (op, improver); |
706 | if (sacrifice_count < sacrifice_needed) { |
677 | if (sacrifice_count < sacrifice_needed) |
707 | new_draw_info_format(NDI_UNIQUE, 0, op, |
678 | { |
708 | "You need at least %d %s", sacrifice_needed, improver->slaying); |
679 | op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying)); |
709 | return 0; |
680 | return 0; |
710 | } |
681 | } |
|
|
682 | |
711 | eat_item(op,improver->slaying, sacrifice_needed); |
683 | eat_item (op, improver->slaying, sacrifice_needed); |
712 | weapon->item_power++; |
684 | weapon->item_power++; |
713 | |
685 | |
714 | switch (improver->stats.sp) { |
686 | switch (improver->stats.sp) |
715 | case IMPROVE_STR: |
687 | { |
716 | return improve_weapon_stat(op,improver,weapon, |
688 | case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength"); |
717 | (signed char *) &(weapon->stats.Str), |
689 | case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity"); |
718 | 1, "strength"); |
690 | case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution"); |
719 | case IMPROVE_DEX: |
691 | case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom"); |
720 | return improve_weapon_stat(op,improver,weapon, |
692 | case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma"); |
721 | (signed char *) &(weapon->stats.Dex), |
693 | case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence"); |
722 | 1, "dexterity"); |
694 | case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power"); |
723 | case IMPROVE_CON: |
|
|
724 | return improve_weapon_stat(op,improver,weapon, |
|
|
725 | (signed char *) &(weapon->stats.Con), |
|
|
726 | 1, "constitution"); |
|
|
727 | case IMPROVE_WIS: |
|
|
728 | return improve_weapon_stat(op,improver,weapon, |
|
|
729 | (signed char *) &(weapon->stats.Wis), |
|
|
730 | 1, "wisdom"); |
|
|
731 | case IMPROVE_CHA: |
|
|
732 | return improve_weapon_stat(op,improver,weapon, |
|
|
733 | (signed char *) &(weapon->stats.Cha), |
|
|
734 | 1, "charisma"); |
|
|
735 | case IMPROVE_INT: |
|
|
736 | return improve_weapon_stat(op,improver,weapon, |
|
|
737 | (signed char *) &(weapon->stats.Int), |
|
|
738 | 1, "intelligence"); |
|
|
739 | case IMPROVE_POW: |
|
|
740 | return improve_weapon_stat(op,improver,weapon, |
|
|
741 | (signed char *) &(weapon->stats.Pow), |
|
|
742 | 1, "power"); |
|
|
743 | default: |
695 | default: |
744 | new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); |
696 | op->failmsg ("Unknown improvement type."); |
745 | } |
697 | } |
|
|
698 | |
746 | LOG(llevError,"improve_weapon: Got to end of function\n"); |
699 | LOG (llevError, "improve_weapon: Got to end of function\n"); |
747 | return 0; |
700 | return 0; |
748 | } |
701 | } |
749 | |
702 | |
750 | /** |
703 | /** |
751 | * Handles the applying of improve/prepare/enchant weapon scroll. |
704 | * Handles the applying of improve/prepare/enchant weapon scroll. |
752 | * Checks a few things (not on a non-magic square, marked weapon, ...), |
705 | * Checks a few things (not on a non-magic square, marked weapon, ...), |
753 | * then calls improve_weapon to do the dirty work. |
706 | * then calls improve_weapon to do the dirty work. |
754 | */ |
707 | */ |
|
|
708 | static int |
755 | int check_improve_weapon (object *op, object *tmp) |
709 | check_improve_weapon (object *op, object *tmp) |
756 | { |
710 | { |
757 | object *otmp; |
711 | object *otmp; |
758 | |
712 | |
759 | if(op->type!=PLAYER) |
713 | if (op->type != PLAYER) |
|
|
714 | return 0; |
|
|
715 | |
|
|
716 | if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) |
|
|
717 | { |
|
|
718 | op->failmsg ("Something blocks the magic of the scroll!"); |
760 | return 0; |
719 | return 0; |
761 | if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) { |
|
|
762 | new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll."); |
|
|
763 | return 0; |
|
|
764 | } |
720 | } |
|
|
721 | |
765 | otmp=find_marked_object(op); |
722 | otmp = find_marked_object (op); |
|
|
723 | |
766 | if(!otmp) { |
724 | if (!otmp) |
767 | new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object."); |
725 | { |
|
|
726 | op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); |
768 | return 0; |
727 | return 0; |
769 | } |
728 | } |
|
|
729 | |
770 | if (otmp->type != WEAPON && otmp->type != BOW) { |
730 | if (otmp->type != WEAPON && otmp->type != BOW) |
771 | new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow"); |
731 | { |
|
|
732 | op->failmsg ("Marked item is not a weapon or bow!"); |
772 | return 0; |
733 | return 0; |
773 | } |
734 | } |
774 | new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); |
735 | |
|
|
736 | op->statusmsg ("Applied weapon builder."); |
|
|
737 | |
775 | improve_weapon(op,tmp,otmp); |
738 | improve_weapon (op, tmp, otmp); |
776 | esrv_send_item(op, otmp); |
739 | esrv_send_item (op, otmp); |
777 | return 1; |
740 | return 1; |
778 | } |
741 | } |
779 | |
742 | |
780 | /** |
743 | /** |
781 | * This code deals with the armour improvment scrolls. |
744 | * This code deals with the armour improvment scrolls. |
782 | * Change limits on improvement - let players go up to |
745 | * Change limits on improvement - let players go up to |
… | |
… | |
797 | * the armour value of the piece of equipment exceed either |
760 | * the armour value of the piece of equipment exceed either |
798 | * the users level or 90) |
761 | * the users level or 90) |
799 | * Modified by MSW for partial resistance. Only support |
762 | * Modified by MSW for partial resistance. Only support |
800 | * changing of physical area right now. |
763 | * changing of physical area right now. |
801 | */ |
764 | */ |
|
|
765 | static int |
802 | int improve_armour(object *op, object *improver, object *armour) |
766 | improve_armour (object *op, object *improver, object *armour) |
803 | { |
767 | { |
804 | object *tmp; |
768 | object *tmp; |
805 | |
769 | |
806 | if (armour->magic >= settings.armor_max_enchant) { |
770 | if (armour->magic >= settings.armor_max_enchant) |
807 | new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further."); |
771 | { |
|
|
772 | op->failmsg ("This armour can not be enchanted any further!"); |
808 | return 0; |
773 | return 0; |
809 | } |
774 | } |
|
|
775 | |
810 | /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, |
776 | /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, |
811 | * etc), so take the easy way out and don't worry about it. |
777 | * etc), so take the easy way out and don't worry about it. |
812 | * Note - maybe add scrolls which make the random artifact versions (eg, armour |
778 | * Note - maybe add scrolls which make the random artifact versions (eg, armour |
813 | * of gnarg and what not?) |
779 | * of gnarg and what not?) |
814 | */ |
780 | */ |
815 | if (armour->title) { |
781 | if (armour->title) |
816 | new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); |
782 | { |
|
|
783 | op->failmsg ("This armour will not accept further enchantment."); |
817 | return 0; |
784 | return 0; |
818 | } |
785 | } |
819 | |
786 | |
820 | /* Split objects if needed. Can't insert tmp until the |
787 | /* Split objects if needed. Can't insert tmp until the |
821 | * end of this function - otherwise it will just re-merge. |
788 | * end of this function - otherwise it will just re-merge. |
822 | */ |
789 | */ |
823 | if(armour->nrof > 1) |
790 | tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0; |
824 | tmp = get_split_ob(armour,armour->nrof - 1); |
|
|
825 | else |
|
|
826 | tmp = NULL; |
|
|
827 | |
791 | |
828 | armour->magic++; |
792 | armour->magic++; |
829 | |
793 | |
830 | if ( !settings.armor_speed_linear ) |
794 | if (!settings.armor_speed_linear) |
831 | { |
795 | { |
832 | int base = 100; |
796 | int base = 100; |
833 | int pow = 0; |
797 | int pow = 0; |
|
|
798 | |
834 | while ( pow < armour->magic ) |
799 | while (pow < armour->magic) |
835 | { |
800 | { |
836 | base = base - ( base * settings.armor_speed_improvement ) / 100; |
801 | base = base - (base * settings.armor_speed_improvement) / 100; |
837 | pow++; |
802 | pow++; |
838 | } |
803 | } |
839 | |
804 | |
840 | ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; |
805 | ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100; |
841 | } |
806 | } |
842 | else |
807 | else |
843 | ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100; |
808 | ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; |
844 | |
809 | |
845 | if ( !settings.armor_weight_linear ) |
810 | if (!settings.armor_weight_linear) |
846 | { |
811 | { |
847 | int base = 100; |
812 | int base = 100; |
848 | int pow = 0; |
813 | int pow = 0; |
|
|
814 | |
849 | while ( pow < armour->magic ) |
815 | while (pow < armour->magic) |
850 | { |
816 | { |
851 | base = base - ( base * settings.armor_weight_reduction ) / 100; |
817 | base = base - (base * settings.armor_weight_reduction) / 100; |
852 | pow++; |
818 | pow++; |
853 | } |
819 | } |
854 | |
820 | |
855 | armour->weight = ( armour->arch->clone.weight * base ) / 100; |
821 | armour->weight = (armour->arch->weight * base) / 100; |
856 | } |
822 | } |
857 | else |
823 | else |
858 | armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100; |
824 | armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; |
859 | |
825 | |
860 | if ( armour->weight <= 0 ) |
826 | if (armour->weight <= 0) |
861 | { |
827 | { |
862 | LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); |
828 | LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); |
863 | armour->weight = 1; |
829 | armour->weight = 1; |
864 | } |
830 | } |
865 | |
831 | |
866 | armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic); |
832 | armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); |
867 | |
833 | |
868 | if (op->type == PLAYER) { |
834 | if (op->type == PLAYER) |
|
|
835 | { |
869 | esrv_send_item(op, armour); |
836 | esrv_send_item (op, armour); |
|
|
837 | |
870 | if(QUERY_FLAG(armour, FLAG_APPLIED)) |
838 | if (QUERY_FLAG (armour, FLAG_APPLIED)) |
871 | fix_player(op); |
839 | op->update_stats (); |
872 | } |
840 | } |
873 | decrease_ob(improver); |
841 | |
|
|
842 | improver->decrease (); |
|
|
843 | |
874 | if (tmp) { |
844 | if (tmp) |
875 | insert_ob_in_ob(tmp, op); |
845 | op->insert (tmp); |
876 | esrv_send_item(op, tmp); |
846 | |
877 | } |
|
|
878 | return 1; |
847 | return 1; |
879 | } |
848 | } |
880 | |
|
|
881 | |
849 | |
882 | /* |
850 | /* |
883 | * convert_item() returns 1 if anything was converted, 0 if the item was not |
851 | * convert_item() returns 1 if anything was converted, 0 if the item was not |
884 | * what the converter wants, -1 if the converter is broken. |
852 | * what the converter wants, -1 if the converter is broken. |
885 | */ |
853 | * |
886 | #define CONV_FROM(xyz) xyz->slaying |
|
|
887 | #define CONV_TO(xyz) xyz->other_arch |
|
|
888 | #define CONV_NR(xyz) xyz->stats.sp |
|
|
889 | #define CONV_NEED(xyz) xyz->stats.food |
|
|
890 | |
|
|
891 | /* Takes one items and makes another. |
854 | * Takes one type of items and makes another. |
892 | * converter is the object that is doing the conversion. |
855 | * converter is the object that is doing the conversion. |
893 | * item is the object that triggered the converter - if it is not |
856 | * item is the object that triggered the converter - if it is not |
894 | * what the converter wants, this will not do anything. |
857 | * what the converter wants, this will not do anything. |
895 | */ |
858 | */ |
|
|
859 | int |
896 | int convert_item(object *item, object *converter) { |
860 | convert_item (object *item, object *converter) |
897 | int nr=0; |
861 | { |
898 | object *tmp; |
862 | sint64 nr = 0, price_in; |
899 | int is_in_shop; |
|
|
900 | uint32 price_in; |
|
|
901 | |
863 | |
902 | for(tmp = get_map_ob(converter->map, converter->x, converter->y); |
864 | if (item->flag [FLAG_UNPAID]) |
903 | tmp != NULL; |
865 | return 0; |
904 | tmp = tmp->above) { |
|
|
905 | if(tmp->type == SHOP_FLOOR) |
|
|
906 | break; |
|
|
907 | } |
|
|
908 | is_in_shop = (tmp != NULL); |
|
|
909 | |
866 | |
|
|
867 | shstr conv_from = converter->slaying; |
|
|
868 | archetype *conv_to = converter->other_arch; |
|
|
869 | sint64 need = converter->stats.food; |
|
|
870 | sint64 give = converter->stats.sp; |
|
|
871 | |
910 | /* We make some assumptions - we assume if it takes money as it type, |
872 | /* We make some assumptions - we assume if it takes money as it type, |
911 | * it wants some amount. We don't make change (ie, if something costs |
873 | * it wants some amount. We don't make change (ie, if something costs |
912 | * 3 gp and player drops a platinum, tough luck) |
874 | * 3 gp and player drops a platinum, tough luck) |
913 | */ |
875 | */ |
914 | if (!strcmp(CONV_FROM(converter),"money")) { |
876 | if (conv_from == shstr_money) |
915 | int cost; |
877 | { |
916 | |
|
|
917 | if(item->type!=MONEY) |
878 | if (item->type != MONEY) |
918 | return 0; |
879 | return 0; |
919 | |
880 | |
920 | nr=(item->nrof*item->value)/CONV_NEED(converter); |
881 | nr = sint64 (item->nrof) * item->value / need; |
|
|
882 | if (!nr) |
921 | if (!nr) return 0; |
883 | return 0; |
922 | cost=nr*CONV_NEED(converter)/item->value; |
|
|
923 | /* take into account rounding errors */ |
|
|
924 | if (nr*CONV_NEED(converter)%item->value) cost++; |
|
|
925 | decrease_ob_nr(item, cost); |
|
|
926 | |
884 | |
|
|
885 | converter->play_sound (sound_find ("shop_buy")); |
|
|
886 | |
|
|
887 | sint64 cost = (nr * need + item->value - 1) / item->value; |
|
|
888 | |
|
|
889 | item->decrease (cost); |
|
|
890 | |
927 | price_in = cost*item->value; |
891 | price_in = cost * item->value; |
|
|
892 | } |
|
|
893 | else |
928 | } |
894 | { |
929 | else { |
895 | if (item->type == PLAYER |
930 | if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| |
896 | || conv_from != item->arch->archname |
931 | (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) |
897 | || (need && need > (uint16) item->nrof)) |
932 | return 0; |
898 | return 0; |
933 | |
899 | |
934 | if(CONV_NEED(converter)) { |
900 | converter->play_sound (sound_find ("convert_item")); |
935 | nr=item->nrof/CONV_NEED(converter); |
901 | |
936 | decrease_ob_nr(item,nr*CONV_NEED(converter)); |
902 | if (need) |
|
|
903 | { |
|
|
904 | nr = sint64 (item->nrof) / need; |
|
|
905 | item->decrease (nr * need); |
937 | price_in = nr*CONV_NEED(converter)*item->value; |
906 | price_in = nr * need * item->value; |
|
|
907 | } |
938 | } else { |
908 | else |
|
|
909 | { |
939 | price_in = item->value; |
910 | price_in = item->value; |
940 | remove_ob(item); |
911 | item->destroy (); |
941 | free_object(item); |
|
|
942 | } |
912 | } |
|
|
913 | } |
|
|
914 | |
|
|
915 | if (converter->inv) |
943 | } |
916 | { |
944 | |
|
|
945 | if (converter->inv != NULL) { |
|
|
946 | object *ob; |
917 | object *ob; |
947 | int i; |
918 | int i; |
948 | object *ob_to_copy; |
919 | object *ob_to_copy; |
949 | |
920 | |
950 | /* select random object from inventory to copy */ |
921 | /* select random object from inventory to copy */ |
951 | ob_to_copy = converter->inv; |
922 | ob_to_copy = converter->inv; |
952 | for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { |
923 | for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) |
953 | if (rndm(0, i) == 0) { |
924 | if (rndm (0, i) == 0) |
954 | ob_to_copy = ob; |
925 | ob_to_copy = ob; |
955 | } |
926 | |
956 | } |
927 | item = ob_to_copy->deep_clone (); |
957 | item = object_create_clone(ob_to_copy); |
|
|
958 | CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE); |
928 | CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); |
959 | unflag_inv(item, FLAG_IS_A_TEMPLATE); |
929 | unflag_inv (item, FLAG_IS_A_TEMPLATE); |
960 | } else { |
930 | } |
961 | if (converter->other_arch == NULL) { |
931 | else |
962 | LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", converter->name ? converter->name : "(null)", converter->map->path, converter->x, converter->y); |
932 | { |
|
|
933 | if (!conv_to) |
|
|
934 | { |
|
|
935 | LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", |
|
|
936 | &converter->name, &converter->map->path, converter->x, converter->y); |
963 | return -1; |
937 | return -1; |
964 | } |
938 | } |
965 | |
939 | |
966 | item = object_create_arch(converter->other_arch); |
940 | item = object_create_arch (conv_to); |
967 | fix_generated_item(item, converter, 0, 0, GT_MINIMAL); |
941 | fix_generated_item (item, converter, 0, 0, GT_MINIMAL); |
968 | } |
942 | } |
969 | |
943 | |
970 | if(CONV_NR(converter)) |
944 | if (give) |
971 | item->nrof=CONV_NR(converter); |
945 | item->nrof = give; |
|
|
946 | |
972 | if(nr) |
947 | if (nr) |
973 | item->nrof*=nr; |
948 | item->nrof *= nr; |
974 | if(is_in_shop) |
949 | |
|
|
950 | if (converter->flag [FLAG_PRECIOUS]) |
|
|
951 | SET_FLAG (item, FLAG_UNPAID); |
|
|
952 | |
|
|
953 | if (converter->is_in_shop ()) |
|
|
954 | { |
|
|
955 | // converters on shop floors don't work anymore, bug lets check for it |
|
|
956 | // and report in case someone still does it. |
|
|
957 | LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n", |
|
|
958 | converter->debug_desc ()); |
975 | SET_FLAG(item,FLAG_UNPAID); |
959 | SET_FLAG (item, FLAG_UNPAID); |
|
|
960 | } |
976 | else if(price_in < item->nrof*item->value) { |
961 | else if (price_in < sint64 (item->nrof) * item->value) |
|
|
962 | { |
977 | LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", |
963 | LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", |
978 | converter->name, converter->map->path, converter->x, converter->y, price_in, |
964 | &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); |
979 | item->nrof*item->value, item->name); |
|
|
980 | /** |
965 | /** |
981 | * elmex: we are going to let the game continue, as the mapcreator |
966 | * elmex: we are going to let the game continue, as the mapcreator |
982 | * propably had something in mind when doing this |
967 | * hopefully had something in mind when doing this. |
983 | */ |
968 | */ |
984 | } |
969 | } |
|
|
970 | |
|
|
971 | // elmex: only identify if we need to, for example so that generated money doesn't |
|
|
972 | // get an 'identified' flag so easily. |
|
|
973 | if (need_identify (item)) |
|
|
974 | identify (item); |
|
|
975 | |
985 | insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y); |
976 | insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); |
986 | return 1; |
977 | return 1; |
987 | } |
978 | } |
988 | |
979 | |
989 | /** |
980 | /** |
990 | * Handle apply on containers. |
981 | * Handle apply on containers. |
991 | * By Eneq(@csd.uu.se). |
982 | * By Eneq(@csd.uu.se). |
992 | * Moved to own function and added many features [Tero.Haatanen@lut.fi] |
983 | * Moved to own function and added many features [Tero.Haatanen@lut.fi] |
993 | * added the alchemical cauldron to the code -b.t. |
984 | * added the alchemical cauldron to the code -b.t. |
994 | */ |
985 | */ |
995 | |
986 | static int |
996 | int apply_container (object *op, object *sack) |
987 | apply_container (object *op, object *sack) |
997 | { |
988 | { |
998 | char buf[MAX_BUF]; |
989 | if (op->type != PLAYER || !op->contr->ns) |
999 | object *tmp; |
|
|
1000 | |
|
|
1001 | if(op->type!=PLAYER) |
|
|
1002 | return 0; /* This might change */ |
990 | return 0; /* This might change */ |
1003 | |
991 | |
1004 | if (sack==NULL || sack->type != CONTAINER) { |
992 | if (!sack || sack->type != CONTAINER) |
|
|
993 | { |
1005 | LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL"); |
994 | LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); |
1006 | return 0; |
995 | return 0; |
1007 | } |
996 | } |
1008 | op->contr->last_used = NULL; |
997 | |
1009 | op->contr->last_used_id = 0; |
998 | op->contr->last_used = 0; |
1010 | |
999 | |
1011 | if (sack->env!=op) { |
1000 | if (sack->env && sack->env != op) |
1012 | if (sack->other_arch == NULL || sack->env != NULL) { |
|
|
1013 | new_draw_info(NDI_UNIQUE, 0,op,"You must get it first."); |
|
|
1014 | return 1; |
|
|
1015 | } |
|
|
1016 | /* It's on the ground, the problems begin */ |
|
|
1017 | if (op->container != sack) { |
|
|
1018 | /* it's closed OR some player has opened it */ |
|
|
1019 | if (QUERY_FLAG(sack, FLAG_APPLIED)) { |
|
|
1020 | for(tmp=get_map_ob(sack->map, sack->x, sack->y); |
|
|
1021 | tmp && tmp->container != sack; tmp=tmp->above); |
|
|
1022 | if (tmp) { |
|
|
1023 | /* some other player have opened it */ |
|
|
1024 | new_draw_info_format(NDI_UNIQUE, 0, op, |
|
|
1025 | "%s is already occupied.", query_name(sack)); |
|
|
1026 | return 1; |
|
|
1027 | } |
|
|
1028 | } |
|
|
1029 | } |
|
|
1030 | if ( QUERY_FLAG(sack, FLAG_APPLIED)) { |
|
|
1031 | if (op->container == NULL) { |
|
|
1032 | tmp = arch_to_object (sack->other_arch); |
|
|
1033 | /* not good, but insert_ob_in_ob() is too smart */ |
|
|
1034 | CLEAR_FLAG (tmp, FLAG_REMOVED); |
|
|
1035 | tmp->x= tmp->y = tmp->ox = tmp->oy = 0; |
|
|
1036 | tmp->map = NULL; |
|
|
1037 | tmp->env = sack; |
|
|
1038 | if (sack->inv) |
|
|
1039 | sack->inv->above = tmp; |
|
|
1040 | tmp->below = sack->inv; |
|
|
1041 | tmp->above = NULL; |
|
|
1042 | sack->inv = tmp; |
|
|
1043 | sack->move_off = MOVE_ALL; /* trying force closing it */ |
|
|
1044 | } else { |
|
|
1045 | sack->move_off = 0; |
|
|
1046 | tmp = sack->inv; |
|
|
1047 | if (tmp && tmp->type == CLOSE_CON) { |
|
|
1048 | remove_ob(tmp); |
|
|
1049 | free_object (tmp); |
|
|
1050 | } |
|
|
1051 | } |
|
|
1052 | } |
|
|
1053 | } |
1001 | { |
1054 | |
1002 | op->failmsg ("You must put it onto the floor or into your inventory first."); |
1055 | if (QUERY_FLAG (sack, FLAG_APPLIED)) { |
|
|
1056 | if (op->container) { |
|
|
1057 | if (op->container != sack) { |
|
|
1058 | tmp = op->container; |
|
|
1059 | apply_container (op, tmp); |
|
|
1060 | sprintf (buf, "You close %s and open ", query_name(tmp)); |
|
|
1061 | op->container = sack; |
|
|
1062 | strcat (buf, query_name(sack)); |
|
|
1063 | strcat (buf, "."); |
|
|
1064 | } else { |
|
|
1065 | CLEAR_FLAG (sack, FLAG_APPLIED); |
|
|
1066 | op->container = NULL; |
|
|
1067 | sprintf (buf, "You close %s.", query_name(sack)); |
|
|
1068 | } |
|
|
1069 | } else { |
|
|
1070 | CLEAR_FLAG (sack, FLAG_APPLIED); |
|
|
1071 | sprintf (buf, "You open %s.", query_name(sack)); |
|
|
1072 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1073 | op->container = sack; |
|
|
1074 | } |
|
|
1075 | } else { /* not applied */ |
|
|
1076 | if (sack->slaying) { /* it's locked */ |
|
|
1077 | tmp = find_key(op, op, sack); |
|
|
1078 | if (tmp) { |
|
|
1079 | sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp)); |
|
|
1080 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1081 | if (sack->env == NULL) { /* if it's on ground,open it also */ |
|
|
1082 | new_draw_info (NDI_UNIQUE,0,op, buf); |
|
|
1083 | apply_container (op, sack); |
|
|
1084 | return 1; |
|
|
1085 | } |
|
|
1086 | } else { |
|
|
1087 | sprintf (buf, "You don't have the key to unlock %s.", |
|
|
1088 | query_name(sack)); |
|
|
1089 | } |
|
|
1090 | } else { |
|
|
1091 | sprintf (buf, "You readied %s.", query_name(sack)); |
|
|
1092 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1093 | if (sack->env == NULL) { /* if it's on ground,open it also */ |
|
|
1094 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
1095 | apply_container (op, sack); |
|
|
1096 | return 1; |
|
|
1097 | } |
|
|
1098 | } |
|
|
1099 | } |
|
|
1100 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
1101 | if (op->contr) op->contr->socket.update_look=1; |
|
|
1102 | return 1; |
1003 | return 1; |
1103 | } |
1004 | } |
1104 | |
1005 | |
1105 | /** |
1006 | // already applied == open on ground, or open in inv, or active in inv |
1106 | * Eneq(@csd.uu.se): Handle apply on containers. This is for containers |
1007 | if (sack->flag [FLAG_APPLIED]) |
1107 | * the player has in their inventory, eg, sacks, luggages, etc. |
|
|
1108 | * |
|
|
1109 | * Moved to own function and added many features [Tero.Haatanen@lut.fi] |
|
|
1110 | * This version is for client/server mode. |
|
|
1111 | * op is the player, sack is the container the player is opening or closing. |
|
|
1112 | * return 1 if an object is apllied somehow or another, 0 if error/no apply |
|
|
1113 | * |
|
|
1114 | * Reminder - there are three states for any container - closed (non applied), |
|
|
1115 | * applied (not open, but objects that match get tossed into it), and open |
|
|
1116 | * (applied flag set, and op->container points to the open container) |
|
|
1117 | */ |
|
|
1118 | |
|
|
1119 | int esrv_apply_container (object *op, object *sack) |
|
|
1120 | { |
|
|
1121 | object *tmp=op->container; |
|
|
1122 | if(op->type!=PLAYER) |
|
|
1123 | return 0; /* This might change */ |
|
|
1124 | |
|
|
1125 | if (sack==NULL || sack->type != CONTAINER) { |
|
|
1126 | LOG (llevError, |
|
|
1127 | "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL"); |
|
|
1128 | return 0; |
|
|
1129 | } |
1008 | { |
1130 | |
1009 | if (op->container_ () == sack) |
1131 | /* If we have a currently open container, then it needs to be closed in all cases |
|
|
1132 | * if we are opening this one up. We then fall through if appropriate for |
|
|
1133 | * openening the new container. |
|
|
1134 | */ |
|
|
1135 | |
|
|
1136 | if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) { |
|
|
1137 | if (op->container->env != op) { /* if container is on the ground */ |
|
|
1138 | op->container->move_off = 0; |
|
|
1139 | } |
1010 | { |
1140 | |
1011 | // open on ground or inv, so close |
1141 | if (INVOKE_OBJECT (CLOSE, op)) |
1012 | op->close_container (); |
1142 | return 1; |
1013 | return 1; |
1143 | |
|
|
1144 | new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.", |
|
|
1145 | query_name(op->container)); |
|
|
1146 | CLEAR_FLAG(op->container, FLAG_APPLIED); |
|
|
1147 | op->container=NULL; |
|
|
1148 | esrv_update_item (UPD_FLAGS, op, tmp); |
|
|
1149 | if (tmp == sack) return 1; |
|
|
1150 | } |
|
|
1151 | |
|
|
1152 | |
|
|
1153 | /* If the player is trying to open it (which he must be doing if we got here), |
|
|
1154 | * and it is locked, check to see if player has the equipment to open it. |
|
|
1155 | */ |
|
|
1156 | |
|
|
1157 | if (sack->slaying) { /* it's locked */ |
|
|
1158 | tmp=find_key(op, op, sack); |
|
|
1159 | if (tmp) { |
|
|
1160 | new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp)); |
|
|
1161 | } else { |
|
|
1162 | new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", |
|
|
1163 | query_name(sack)); |
|
|
1164 | return 0; |
|
|
1165 | } |
1014 | } |
1166 | } |
|
|
1167 | |
|
|
1168 | /* By the time we get here, we have made sure any other container has been closed and |
|
|
1169 | * if this is a locked container, the player they key to open it. |
|
|
1170 | */ |
|
|
1171 | |
|
|
1172 | /* There are really two cases - the sack is either on the ground, or the sack is |
|
|
1173 | * part of the players inventory. If on the ground, we assume that the player is |
|
|
1174 | * opening it, since if it was being closed, that would have been taken care of above. |
|
|
1175 | */ |
|
|
1176 | |
|
|
1177 | |
|
|
1178 | if (sack->env != op) { |
|
|
1179 | /* Hypothetical case - the player is trying to open a sack that belong to someone |
|
|
1180 | * else. This normally should not happen, but a misbehaving client/player could |
|
|
1181 | * try to do it, so lets handle it gracefully. |
|
|
1182 | */ |
|
|
1183 | if (sack->env) { |
1015 | else if (!sack->env) |
1184 | new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s", |
1016 | { |
1185 | query_name(sack)); |
1017 | // active, but not ours: some other player has opened it |
|
|
1018 | op->failmsg (format ("Somebody else is using the %s already.", query_name (sack))); |
1186 | return 0; |
1019 | return 1; |
1187 | } |
1020 | } |
1188 | /* set these so when the player walks off, we can unapply the sack */ |
|
|
1189 | sack->move_off = MOVE_ALL; /* trying force closing it */ |
|
|
1190 | |
1021 | |
1191 | CLEAR_FLAG (sack, FLAG_APPLIED); |
1022 | // fall through to opening it (active in inv) |
1192 | new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack)); |
1023 | } |
1193 | SET_FLAG (sack, FLAG_APPLIED); |
1024 | else if (sack->env) |
1194 | op->container = sack; |
1025 | { |
|
|
1026 | // it is in our env, so activate it, do not open yet |
|
|
1027 | op->close_container (); |
|
|
1028 | sack->flag [FLAG_APPLIED] = 1; |
1195 | esrv_update_item (UPD_FLAGS, op, sack); |
1029 | esrv_update_item (UPD_FLAGS, op, sack); |
1196 | esrv_send_inventory (op, sack); |
1030 | op->statusmsg (format ("You ready %s.", query_name (sack))); |
1197 | |
|
|
1198 | } else { /* sack is in players inventory */ |
|
|
1199 | if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */ |
|
|
1200 | CLEAR_FLAG (sack, FLAG_APPLIED); |
|
|
1201 | new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack)); |
|
|
1202 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1203 | op->container = sack; |
|
|
1204 | esrv_update_item (UPD_FLAGS, op, sack); |
|
|
1205 | esrv_send_inventory (op, sack); |
|
|
1206 | } |
|
|
1207 | else { |
|
|
1208 | CLEAR_FLAG (sack, FLAG_APPLIED); |
|
|
1209 | new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack)); |
|
|
1210 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1211 | esrv_update_item (UPD_FLAGS, op, sack); |
|
|
1212 | } |
|
|
1213 | } |
|
|
1214 | return 1; |
1031 | return 1; |
1215 | } |
1032 | } |
1216 | |
1033 | |
|
|
1034 | // it's locked? |
|
|
1035 | if (sack->slaying) |
|
|
1036 | { |
|
|
1037 | if (object *tmp = find_key (op, op, sack)) |
|
|
1038 | op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp))); |
|
|
1039 | else |
|
|
1040 | { |
|
|
1041 | op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack))); |
|
|
1042 | return 1; |
|
|
1043 | } |
|
|
1044 | } |
|
|
1045 | |
|
|
1046 | op->open_container (sack); |
|
|
1047 | |
|
|
1048 | return 1; |
|
|
1049 | } |
1217 | |
1050 | |
1218 | /** |
1051 | /** |
1219 | * Handles dropping things on altar. |
1052 | * Handles dropping things on altar. |
1220 | * Returns true if sacrifice was accepted. |
1053 | * Returns true if sacrifice was accepted. |
1221 | */ |
1054 | */ |
|
|
1055 | static int |
1222 | static int apply_altar (object *altar, object *sacrifice, object *originator) |
1056 | apply_altar (object *altar, object *sacrifice, object *originator) |
1223 | { |
1057 | { |
1224 | /* Only players can make sacrifices on spell casting altars. */ |
1058 | /* Only players can make sacrifices on spell casting altars. */ |
1225 | if (altar->inv && ( ! originator || originator->type != PLAYER)) |
1059 | if (altar->inv && (!originator || originator->type != PLAYER)) |
1226 | return 0; |
1060 | return 0; |
1227 | |
1061 | |
1228 | if (operate_altar (altar, &sacrifice)) { |
1062 | if (operate_altar (altar, &sacrifice, originator)) |
|
|
1063 | { |
1229 | /* Simple check. Unfortunately, it means you can't cast magic bullet |
1064 | /* Simple check. Unfortunately, it means you can't cast magic bullet |
1230 | * with an altar. We call it a Potion - altars are stationary - it |
1065 | * with an altar. We call it a Potion - altars are stationary - it |
1231 | * is up to map designers to use them properly. |
1066 | * is up to map designers to use them properly. |
1232 | */ |
1067 | */ |
1233 | if (altar->inv && altar->inv->type==SPELL) { |
1068 | if (altar->inv && altar->inv->type == SPELL) |
1234 | new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", |
1069 | { |
1235 | altar->inv->name); |
1070 | originator->statusmsg (format ("The altar casts %s.", &altar->inv->name)); |
1236 | cast_spell (originator, altar, 0, altar->inv, NULL); |
1071 | cast_spell (originator, altar, 0, altar->inv, NULL); |
1237 | /* If it is connected, push the button. Fixes some problems with |
1072 | /* If it is connected, push the button. Fixes some problems with |
1238 | * old maps. |
1073 | * old maps. |
1239 | */ |
1074 | */ |
|
|
1075 | |
1240 | /* push_button (altar);*/ |
1076 | /* push_button (altar);*/ |
|
|
1077 | } |
1241 | } else { |
1078 | else |
|
|
1079 | { |
1242 | altar->value = 1; /* works only once */ |
1080 | altar->value = 1; /* works only once */ |
1243 | push_button (altar); |
1081 | push_button (altar, originator); |
1244 | } |
1082 | } |
|
|
1083 | |
1245 | return sacrifice == NULL; |
1084 | return !sacrifice; |
1246 | } else { |
1085 | } |
|
|
1086 | else |
1247 | return 0; |
1087 | return 0; |
1248 | } |
|
|
1249 | } |
1088 | } |
1250 | |
|
|
1251 | |
1089 | |
1252 | /** |
1090 | /** |
1253 | * Handles 'movement' of shop mats. |
1091 | * Handles 'movement' of shop mats. |
1254 | * Returns 1 if 'op' was destroyed, 0 if not. |
1092 | * Returns 1 if 'op' was destroyed, 0 if not. |
1255 | * Largely re-written to not use nearly as many gotos, plus |
1093 | * Largely re-written to not use nearly as many gotos, plus |
1256 | * some of this code just looked plain out of date. |
1094 | * some of this code just looked plain out of date. |
1257 | * MSW 2001-08-29 |
1095 | * MSW 2001-08-29 |
1258 | */ |
1096 | */ |
|
|
1097 | int |
1259 | int apply_shop_mat (object *shop_mat, object *op) |
1098 | apply_shop_mat (object *shop_mat, object *op) |
1260 | { |
1099 | { |
1261 | int rv = 0; |
1100 | int rv = 0; |
1262 | double opinion; |
1101 | double opinion; |
1263 | object *tmp, *next; |
1102 | object *tmp, *next; |
1264 | |
1103 | |
1265 | SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */ |
1104 | SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ |
1266 | |
1105 | |
1267 | if (op->type != PLAYER) { |
1106 | bool has_unpaid = false; |
|
|
1107 | |
|
|
1108 | // quite inefficient to do this here twice, but the api doesn't lend itself to |
|
|
1109 | // a quick and small change :( |
|
|
1110 | for (object::depth_iterator item = op->begin (); item != op->end (); ++item) |
|
|
1111 | if (item->flag [FLAG_UNPAID]) |
|
|
1112 | { |
|
|
1113 | has_unpaid = true; |
|
|
1114 | break; |
|
|
1115 | } |
|
|
1116 | |
|
|
1117 | if (!op->is_player ()) |
|
|
1118 | { |
1268 | /* Remove all the unpaid objects that may be carried here. |
1119 | /* Remove all the unpaid objects that may be carried here. |
1269 | * This could be pets or monsters that are somehow in |
1120 | * This could be pets or monsters that are somehow in |
1270 | * the shop. |
1121 | * the shop. |
1271 | */ |
1122 | */ |
1272 | for (tmp=op->inv; tmp; tmp=next) { |
1123 | for (tmp = op->inv; tmp; tmp = next) |
|
|
1124 | { |
1273 | next = tmp->below; |
1125 | next = tmp->below; |
|
|
1126 | |
1274 | if (QUERY_FLAG(tmp, FLAG_UNPAID)) { |
1127 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1128 | { |
1275 | int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); |
1129 | int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); |
1276 | |
1130 | |
|
|
1131 | if (i >= 0) |
1277 | remove_ob(tmp); |
1132 | tmp->move (i); |
1278 | if (i==-1) i=0; |
|
|
1279 | tmp->map = op->map; |
|
|
1280 | tmp->x = op->x + freearr_x[i]; |
|
|
1281 | tmp->y = op->y + freearr_y[i]; |
|
|
1282 | insert_ob_in_map(tmp, op->map, op, 0); |
|
|
1283 | } |
1133 | } |
1284 | } |
1134 | } |
1285 | |
1135 | |
1286 | /* Don't teleport things like spell effects */ |
1136 | /* Don't teleport things like spell effects */ |
1287 | if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0; |
1137 | if (QUERY_FLAG (op, FLAG_NO_PICK)) |
|
|
1138 | return 0; |
1288 | |
1139 | |
1289 | /* unpaid objects, or non living objects, can't transfer by |
1140 | /* unpaid objects, or non living objects, can't transfer by |
1290 | * shop mats. Instead, put it on a nearby space. |
1141 | * shop mats. Instead, put it on a nearby space. |
1291 | */ |
1142 | */ |
1292 | if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) { |
1143 | if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) |
1293 | |
1144 | { |
1294 | /* Somebody dropped an unpaid item, just move to an adjacent place. */ |
1145 | /* Somebody dropped an unpaid item, just move to an adjacent place. */ |
1295 | int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
1146 | int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
|
|
1147 | |
1296 | if (i != -1) { |
1148 | if (i != -1) |
1297 | rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, |
1149 | rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); |
1298 | shop_mat); |
1150 | |
1299 | } |
|
|
1300 | return 0; |
1151 | return 0; |
1301 | } |
1152 | } |
|
|
1153 | |
1302 | /* Removed code that checked for multipart objects - it appears that |
1154 | /* Removed code that checked for multipart objects - it appears that |
1303 | * the teleport function should be able to handle this just fine. |
1155 | * the teleport function should be able to handle this just fine. |
1304 | */ |
1156 | */ |
1305 | rv = teleport (shop_mat, SHOP_MAT, op); |
1157 | rv = teleport (shop_mat, SHOP_MAT, op); |
|
|
1158 | } |
|
|
1159 | else if (can_pay (op) && get_payment (op)) |
1306 | } |
1160 | { |
1307 | /* immediate block below is only used for players */ |
1161 | /* this is only used for players */ |
1308 | else if (can_pay(op)) { |
|
|
1309 | get_payment (op, op->inv); |
|
|
1310 | rv = teleport (shop_mat, SHOP_MAT, op); |
1162 | rv = teleport (shop_mat, SHOP_MAT, op); |
|
|
1163 | |
|
|
1164 | if (has_unpaid) |
|
|
1165 | op->contr->play_sound (sound_find ("shop_buy")); |
|
|
1166 | else if (op->is_in_shop ()) |
|
|
1167 | op->contr->play_sound (sound_find ("shop_enter")); |
|
|
1168 | else |
|
|
1169 | op->contr->play_sound (sound_find ("shop_leave")); |
|
|
1170 | |
1311 | if (shop_mat->msg) { |
1171 | if (shop_mat->msg) |
1312 | new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); |
1172 | op->statusmsg (shop_mat->msg); |
1313 | } |
|
|
1314 | /* This check below is a bit simplistic - generally it should be correct, |
1173 | /* This check below is a bit simplistic - generally it should be correct, |
1315 | * but there is never a guarantee that the bottom space on the map is |
1174 | * but there is never a guarantee that the bottom space on the map is |
1316 | * actually the shop floor. |
1175 | * actually the shop floor. |
1317 | */ |
1176 | */ |
1318 | else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL |
1177 | else if (!rv && !op->is_in_shop ()) |
1319 | && tmp->type != SHOP_FLOOR) { |
1178 | { |
1320 | opinion = shopkeeper_approval(op->map, op); |
1179 | opinion = shopkeeper_approval (op->map, op); |
1321 | if ( opinion > 0.9) |
1180 | |
1322 | new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); |
1181 | op->statusmsg ( |
1323 | else if ( opinion > 0.75) |
1182 | opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." |
1324 | new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); |
1183 | : opinion >= 0.75 ? "The shopkeeper waves to you." |
1325 | else if ( opinion > 0.5) |
1184 | : opinion >= 0.50 ? "The shopkeeper ignores you." |
1326 | new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you."); |
1185 | : "The shopkeeper glares at you with contempt." |
1327 | else |
|
|
1328 | new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt."); |
|
|
1329 | } |
1186 | ); |
|
|
1187 | } |
|
|
1188 | } |
|
|
1189 | else |
1330 | } |
1190 | { |
1331 | else { |
|
|
1332 | /* if we get here, a player tried to leave a shop but was not able |
1191 | /* if we get here, a player tried to leave a shop but was not able |
1333 | * to afford the items he has. We try to move the player so that |
1192 | * to afford the items he has. We try to move the player so that |
1334 | * they are not on the mat anymore |
1193 | * they are not on the mat anymore |
1335 | */ |
1194 | */ |
1336 | |
|
|
1337 | int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
1195 | int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
|
|
1196 | |
1338 | if(i == -1) { |
1197 | if (i == -1) |
1339 | LOG (llevError, "Internal shop-mat problem.\n"); |
1198 | LOG (llevError, "Internal shop-mat problem.\n"); |
1340 | } else { |
1199 | else |
|
|
1200 | { |
1341 | remove_ob (op); |
1201 | op->remove (); |
1342 | op->x += freearr_x[i]; |
1202 | op->x += freearr_x[i]; |
1343 | op->y += freearr_y[i]; |
1203 | op->y += freearr_y[i]; |
1344 | rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL; |
1204 | rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; |
1345 | } |
1205 | } |
1346 | } |
1206 | } |
|
|
1207 | |
1347 | CLEAR_FLAG (op, FLAG_NO_APPLY); |
1208 | CLEAR_FLAG (op, FLAG_NO_APPLY); |
1348 | return rv; |
1209 | return rv; |
1349 | } |
1210 | } |
1350 | |
1211 | |
1351 | /** |
1212 | /** |
1352 | * Handles applying a sign. |
1213 | * Handles applying a sign. |
1353 | */ |
1214 | */ |
|
|
1215 | static void |
1354 | static void apply_sign (object *op, object *sign, int autoapply) |
1216 | apply_sign (object *op, object *sign, int autoapply) |
1355 | { |
1217 | { |
1356 | readable_message_type* msgType; |
1218 | if (!op->is_player()) |
1357 | char newbuf[HUGE_BUF]; |
1219 | return; |
1358 | if (sign->msg == NULL) { |
1220 | |
1359 | new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); |
1221 | if (sign->has_dialogue ()) |
|
|
1222 | { |
|
|
1223 | op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name)); |
1360 | return; |
1224 | return; |
|
|
1225 | } |
|
|
1226 | |
|
|
1227 | if (!sign->msg) |
1361 | } |
1228 | { |
|
|
1229 | op->contr->infobox (MSG_CHANNEL ("examine"), |
|
|
1230 | format ("T<%s>\n\n Nothing %sis written on it.", |
|
|
1231 | &sign->name, |
|
|
1232 | sign->name == sign->arch->name ? "" : "else ")); |
|
|
1233 | return; |
|
|
1234 | } |
1362 | |
1235 | |
1363 | if (sign->stats.food) { |
1236 | if (sign->stats.food) |
|
|
1237 | { |
1364 | if (sign->last_eat >= sign->stats.food) { |
1238 | if (sign->last_eat >= sign->stats.food) |
|
|
1239 | { |
1365 | if (!sign->move_on) |
1240 | if (!sign->move_on) |
1366 | new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); |
1241 | op->failmsg ("You cannot read it anymore."); |
|
|
1242 | |
1367 | return; |
1243 | return; |
1368 | } |
1244 | } |
1369 | |
1245 | |
1370 | if (!QUERY_FLAG(op, FLAG_WIZPASS)) |
1246 | if (!QUERY_FLAG (op, FLAG_WIZPASS)) |
1371 | sign->last_eat++; |
1247 | sign->last_eat++; |
1372 | } |
1248 | } |
1373 | |
1249 | |
1374 | /* Sign or magic mouth? Do we need to see it, or does it talk to us? |
1250 | /* Sign or magic mouth? Do we need to see it, or does it talk to us? |
1375 | * No way to know for sure. The presumption is basically that if |
1251 | * No way to know for sure. The presumption is basically that if |
1376 | * move_on is zero, it needs to be manually applied (doesn't talk |
1252 | * move_on is zero, it needs to be manually applied (doesn't talk |
1377 | * to us). |
1253 | * to us). |
1378 | */ |
1254 | */ |
1379 | if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) { |
1255 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) |
1380 | new_draw_info (NDI_UNIQUE, 0, op, |
1256 | { |
1381 | "You are unable to read while blind."); |
1257 | op->failmsg ("You are unable to read while blind!"); |
1382 | return; |
1258 | return; |
|
|
1259 | } |
|
|
1260 | |
|
|
1261 | if (op->contr) |
|
|
1262 | if (client *ns = op->contr->ns) |
|
|
1263 | { |
|
|
1264 | if (sign->sound) |
|
|
1265 | ns->play_sound (sign->sound); |
|
|
1266 | else if (autoapply) |
|
|
1267 | ns->play_sound (sound_find ("msg_voice")); |
|
|
1268 | |
|
|
1269 | op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg)); |
1383 | } |
1270 | } |
1384 | msgType=get_readable_message_type(sign); |
|
|
1385 | snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg); |
|
|
1386 | draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg); |
|
|
1387 | } |
1271 | } |
1388 | |
1272 | |
|
|
1273 | static void |
|
|
1274 | move_apply_hole (object *trap, object *victim) |
|
|
1275 | { |
|
|
1276 | /* Hole not open? */ |
|
|
1277 | if (trap->stats.wc > 0) |
|
|
1278 | return; |
|
|
1279 | |
|
|
1280 | /* Is this a multipart monster and not the head? If so, return. |
|
|
1281 | * Processing will happen if the head runs into the pit |
|
|
1282 | */ |
|
|
1283 | if (victim->head) |
|
|
1284 | return; |
|
|
1285 | |
|
|
1286 | // now find all possible locations and randomly pick one |
|
|
1287 | int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0, |
|
|
1288 | trap->range >= 3 ? SIZEOFFREE3 + 1 |
|
|
1289 | : trap->range >= 2 ? SIZEOFFREE2 + 1 |
|
|
1290 | : trap->range >= 1 ? SIZEOFFREE1 + 1 |
|
|
1291 | : SIZEOFFREE0 + 1); |
|
|
1292 | |
|
|
1293 | if (dir < 0) |
|
|
1294 | return; |
|
|
1295 | |
|
|
1296 | victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
|
|
1297 | victim->statusmsg ("You fall through the hole!", NDI_RED); |
|
|
1298 | |
|
|
1299 | transfer_ob (victim, |
|
|
1300 | EXIT_X (trap) + freearr_x[dir], |
|
|
1301 | EXIT_Y (trap) + freearr_y[dir], |
|
|
1302 | 0, victim); |
|
|
1303 | } |
1389 | |
1304 | |
1390 | /** |
1305 | /** |
1391 | * 'victim' moves onto 'trap' |
1306 | * 'victim' moves onto 'trap' |
1392 | * 'victim' leaves 'trap' |
1307 | * 'victim' leaves 'trap' |
1393 | * effect is determined by move_on/move_off of trap and move_type of victime. |
1308 | * effect is determined by move_on/move_off of trap and move_type of victime. |
1394 | * |
1309 | * |
1395 | * originator: Player, monster or other object that caused 'victim' to move |
1310 | * originator: Player, monster or other object that caused 'victim' to move |
1396 | * onto 'trap'. Will receive messages caused by this action. May be NULL. |
1311 | * onto 'trap'. Will receive messages caused by this action. May be NULL. |
1397 | * However, some types of traps require an originator to function. |
1312 | * However, some types of traps require an originator to function. |
1398 | */ |
1313 | */ |
|
|
1314 | void |
1399 | void move_apply (object *trap, object *victim, object *originator) |
1315 | move_apply (object *trap, object *victim, object *originator) |
1400 | { |
1316 | { |
1401 | static int recursion_depth = 0; |
1317 | static int recursion_depth = 0; |
1402 | |
1318 | |
1403 | /* Only exits affect DMs. */ |
1319 | /* Only exits affect DMs. */ |
1404 | if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) |
1320 | if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) |
1405 | return; |
1321 | return; |
1406 | |
1322 | |
1407 | /* move_apply() is the most likely candidate for causing unwanted and |
1323 | /* move_apply() is the most likely candidate for causing unwanted and |
1408 | * possibly unlimited recursion. |
1324 | * possibly unlimited recursion. |
1409 | */ |
1325 | */ |
1410 | /* The following was changed because it was causing perfeclty correct |
1326 | /* The following was changed because it was causing perfectly correct |
1411 | * maps to fail. 1) it's not an error to recurse: |
1327 | * maps to fail. 1) it's not an error to recurse: |
1412 | * rune detonates, summoning monster. monster lands on nearby rune. |
1328 | * rune detonates, summoning monster. monster lands on nearby rune. |
1413 | * nearby rune detonates. This sort of recursion is expected and |
1329 | * nearby rune detonates. This sort of recursion is expected and |
1414 | * proper. This code was causing needless crashes. |
1330 | * proper. This code was causing needless crashes. |
1415 | */ |
1331 | */ |
1416 | if (recursion_depth >= 500) { |
1332 | if (recursion_depth >= 500) |
|
|
1333 | { |
1417 | LOG (llevDebug, "WARNING: move_apply(): aborting recursion " |
1334 | LOG (llevDebug, "WARNING: move_apply(): aborting recursion " |
1418 | "[trap arch %s, name %s; victim arch %s, name %s]\n", |
1335 | "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name); |
1419 | trap->arch->name, trap->name, victim->arch->name, victim->name); |
|
|
1420 | return; |
1336 | return; |
1421 | } |
1337 | } |
|
|
1338 | |
1422 | recursion_depth++; |
1339 | recursion_depth++; |
1423 | if (trap->head) trap=trap->head; |
1340 | if (trap->head) |
|
|
1341 | trap = trap->head; |
1424 | |
1342 | |
1425 | if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) |
1343 | if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) |
1426 | goto leave; |
|
|
1427 | |
|
|
1428 | switch (trap->type) { |
1344 | switch (trap->type) |
|
|
1345 | { |
1429 | case PLAYERMOVER: |
1346 | case PLAYERMOVER: |
1430 | if (trap->attacktype && (trap->level || victim->type!=PLAYER) && |
1347 | if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) |
1431 | !should_director_abort(trap, victim)) { |
1348 | { |
1432 | if (!trap->stats.maxsp) trap->stats.maxsp=2; |
1349 | if (!trap->stats.maxsp) |
|
|
1350 | trap->stats.maxsp = 2; |
1433 | |
1351 | |
1434 | /* Is this correct? From the docs, it doesn't look like it |
1352 | /* Is this correct? From the docs, it doesn't look like it |
1435 | * should be divided by trap->speed |
1353 | * should be divided by trap->speed |
1436 | */ |
1354 | */ |
1437 | victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed); |
1355 | victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed; |
1438 | |
1356 | |
1439 | /* Just put in some sanity check. I think there is a bug in the |
1357 | /* Just put in some sanity check. I think there is a bug in the |
1440 | * above with some objects have zero speed, and thus the player |
1358 | * above with some objects have zero speed, and thus the player |
1441 | * getting permanently paralyzed. |
1359 | * getting permanently paralyzed. |
1442 | */ |
1360 | */ |
1443 | if (victim->speed_left<-50.0) victim->speed_left=-50.0; |
1361 | if (victim->speed_left < -50.f) |
|
|
1362 | victim->speed_left = -50.f; |
1444 | /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/ |
1363 | /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ |
1445 | } |
1364 | } |
1446 | goto leave; |
1365 | break; |
1447 | |
1366 | |
1448 | case SPINNER: |
1367 | case SPINNER: |
1449 | if(victim->direction) { |
1368 | if (victim->direction) |
|
|
1369 | { |
1450 | victim->direction=absdir(victim->direction-trap->stats.sp); |
1370 | victim->direction = absdir (victim->direction - trap->stats.sp); |
1451 | update_turn_face(victim); |
1371 | update_turn_face (victim); |
1452 | } |
1372 | } |
1453 | goto leave; |
1373 | break; |
1454 | |
1374 | |
1455 | case DIRECTOR: |
1375 | case DIRECTOR: |
1456 | if(victim->direction && !should_director_abort(trap, victim)) { |
1376 | if (victim->direction && !should_director_abort (trap, victim)) |
|
|
1377 | { |
1457 | victim->direction=trap->stats.sp; |
1378 | victim->direction = trap->stats.sp; |
1458 | update_turn_face(victim); |
1379 | update_turn_face (victim); |
1459 | } |
1380 | } |
1460 | goto leave; |
1381 | break; |
1461 | |
1382 | |
1462 | case BUTTON: |
1383 | case BUTTON: |
1463 | case PEDESTAL: |
1384 | case PEDESTAL: |
|
|
1385 | case T_MATCH: |
1464 | update_button(trap); |
1386 | update_button (trap, originator); |
1465 | goto leave; |
1387 | break; |
1466 | |
1388 | |
1467 | case ALTAR: |
1389 | case ALTAR: |
1468 | /* sacrifice victim on trap */ |
1390 | /* sacrifice victim on trap */ |
1469 | apply_altar (trap, victim, originator); |
1391 | apply_altar (trap, victim, originator); |
1470 | goto leave; |
1392 | break; |
1471 | |
1393 | |
1472 | case THROWN_OBJ: |
1394 | case THROWN_OBJ: |
1473 | if (trap->inv == NULL) |
1395 | if (trap->inv == NULL) |
1474 | goto leave; |
1396 | break; |
1475 | /* fallthrough */ |
1397 | /* fallthrough */ |
1476 | |
1398 | |
1477 | case ARROW: |
1399 | case ARROW: |
1478 | |
|
|
1479 | /* bad bug: monster throw a object, make a step forwards, step on object , |
1400 | /* bad bug: monster throw a object, make a step forwards, step on object , |
1480 | * trigger this here and get hit by own missile - and will be own enemy. |
1401 | * trigger this here and get hit by own missile - and will be own enemy. |
1481 | * Victim then is his own enemy and will start to kill herself (this is |
1402 | * Victim then is his own enemy and will start to kill herself (this is |
1482 | * removed) but we have not synced victim and his missile. To avoid senseless |
1403 | * removed) but we have not synced victim and his missile. To avoid senseless |
1483 | * action, we avoid hits here |
1404 | * action, we avoid hits here |
1484 | */ |
1405 | */ |
1485 | if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) |
1406 | if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ()) |
|
|
1407 | && trap->owner != victim) |
1486 | hit_with_arrow (trap, victim); |
1408 | hit_with_arrow (trap, victim); |
1487 | goto leave; |
1409 | break; |
1488 | |
1410 | |
1489 | case SPELL_EFFECT: |
1411 | case SPELL_EFFECT: |
1490 | apply_spell_effect(trap, victim); |
1412 | apply_spell_effect (trap, victim); |
1491 | goto leave; |
1413 | break; |
1492 | |
1414 | |
1493 | case TRAPDOOR: |
1415 | case TRAPDOOR: |
1494 | { |
1416 | { |
1495 | int max, sound_was_played; |
1417 | int max, sound_was_played; |
1496 | object *ab, *ab_next; |
1418 | object *ab, *ab_next; |
|
|
1419 | |
1497 | if(!trap->value) { |
1420 | if (!trap->value) |
|
|
1421 | { |
1498 | int tot; |
1422 | int tot; |
|
|
1423 | |
1499 | for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above) |
1424 | for (ab = trap->above, tot = 0; ab; ab = ab->above) |
1500 | if ((ab->move_type && trap->move_on) || ab->move_type==0) |
1425 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
1501 | tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; |
1426 | tot += ab->head_ ()->total_weight (); |
1502 | |
1427 | |
1503 | if(!(trap->value=(tot>trap->weight)?1:0)) |
1428 | if (!(trap->value = (tot > trap->weight) ? 1 : 0)) |
1504 | goto leave; |
1429 | break; |
1505 | |
1430 | |
1506 | SET_ANIMATION(trap, trap->value); |
1431 | SET_ANIMATION (trap, trap->value); |
1507 | update_object(trap,UP_OBJ_FACE); |
1432 | update_object (trap, UP_OBJ_FACE); |
1508 | } |
1433 | } |
1509 | |
1434 | |
1510 | for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) { |
1435 | for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) |
|
|
1436 | { |
1511 | /* need to set this up, since if we do transfer the object, |
1437 | /* need to set this up, since if we do transfer the object, |
1512 | * ab->above would be bogus |
1438 | * ab->above would be bogus |
1513 | */ |
1439 | */ |
1514 | ab_next = ab->above; |
1440 | ab_next = ab->above; |
1515 | |
1441 | |
1516 | if ((ab->move_type && trap->move_on) || ab->move_type==0) { |
1442 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
1443 | { |
1517 | if ( ! sound_was_played) { |
1444 | if (!sound_was_played) |
1518 | play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); |
1445 | { |
|
|
1446 | trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
1519 | sound_was_played = 1; |
1447 | sound_was_played = 1; |
1520 | } |
1448 | } |
1521 | new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); |
1449 | |
|
|
1450 | ab->statusmsg ("You fall into a trapdoor!", NDI_RED); |
1522 | transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab); |
1451 | transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab); |
1523 | } |
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); |
1524 | } |
1462 | } |
1525 | goto leave; |
|
|
1526 | } |
|
|
1527 | |
1463 | |
1528 | |
1464 | break; |
1529 | case CONVERTER: |
|
|
1530 | if (convert_item (victim, trap) < 0) { |
|
|
1531 | object *op; |
|
|
1532 | |
|
|
1533 | new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap)); |
|
|
1534 | |
|
|
1535 | op = get_archetype("burnout"); |
|
|
1536 | if (op != NULL) { |
|
|
1537 | op->x = trap->x; |
|
|
1538 | op->y = trap->y; |
|
|
1539 | insert_ob_in_map(op, trap->map, trap, 0); |
|
|
1540 | } |
|
|
1541 | } |
|
|
1542 | goto leave; |
|
|
1543 | |
1465 | |
1544 | case TRIGGER_BUTTON: |
1466 | case TRIGGER_BUTTON: |
1545 | case TRIGGER_PEDESTAL: |
1467 | case TRIGGER_PEDESTAL: |
1546 | case TRIGGER_ALTAR: |
1468 | case TRIGGER_ALTAR: |
1547 | check_trigger (trap, victim); |
1469 | check_trigger (trap, victim, originator); |
1548 | goto leave; |
1470 | break; |
1549 | |
1471 | |
1550 | case DEEP_SWAMP: |
1472 | case DEEP_SWAMP: |
1551 | walk_on_deep_swamp (trap, victim); |
1473 | walk_on_deep_swamp (trap, victim); |
1552 | goto leave; |
1474 | break; |
1553 | |
1475 | |
1554 | case CHECK_INV: |
1476 | case CHECK_INV: |
1555 | check_inv (victim, trap); |
1477 | check_inv (victim, trap); |
1556 | goto leave; |
1478 | break; |
1557 | |
1479 | |
1558 | case HOLE: |
1480 | case HOLE: |
1559 | /* Hole not open? */ |
1481 | move_apply_hole (trap, victim); |
1560 | if(trap->stats.wc > 0) |
1482 | break; |
1561 | goto leave; |
|
|
1562 | |
|
|
1563 | /* Is this a multipart monster and not the head? If so, return. |
|
|
1564 | * Processing will happen if the head runs into the pit |
|
|
1565 | */ |
|
|
1566 | if (victim->head) |
|
|
1567 | goto leave; |
|
|
1568 | |
|
|
1569 | play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); |
|
|
1570 | new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); |
|
|
1571 | transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); |
|
|
1572 | goto leave; |
|
|
1573 | |
1483 | |
1574 | case EXIT: |
1484 | case EXIT: |
1575 | if (victim->type == PLAYER && EXIT_PATH (trap)) { |
1485 | if (victim->type == PLAYER && EXIT_PATH (trap)) |
|
|
1486 | { |
1576 | /* Basically, don't show exits leading to random maps the |
1487 | /* Basically, don't show exits leading to random maps the |
1577 | * players output. |
1488 | * players output. |
1578 | */ |
1489 | */ |
1579 | if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8)) |
1490 | if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit) |
1580 | new_draw_info (NDI_NAVY, 0, victim, trap->msg); |
1491 | victim->statusmsg (trap->msg, NDI_NAVY); |
|
|
1492 | |
|
|
1493 | trap->play_sound (trap->sound); |
1581 | enter_exit (victim, trap); |
1494 | victim->enter_exit (trap); |
1582 | } |
1495 | } |
1583 | goto leave; |
1496 | break; |
1584 | |
1497 | |
1585 | case ENCOUNTER: |
1498 | case ENCOUNTER: |
1586 | /* may be some leftovers on this */ |
1499 | /* may be some leftovers on this */ |
1587 | goto leave; |
1500 | break; |
1588 | |
1501 | |
1589 | case SHOP_MAT: |
1502 | case SHOP_MAT: |
1590 | apply_shop_mat (trap, victim); |
1503 | apply_shop_mat (trap, victim); |
1591 | goto leave; |
1504 | break; |
1592 | |
1505 | |
1593 | /* Drop a certain amount of gold, and have one item identified */ |
1506 | /* Drop a certain amount of gold, and have one item identified */ |
1594 | case IDENTIFY_ALTAR: |
1507 | case IDENTIFY_ALTAR: |
1595 | apply_id_altar (victim, trap, originator); |
1508 | apply_id_altar (victim, trap, originator); |
1596 | goto leave; |
1509 | break; |
1597 | |
1510 | |
1598 | case SIGN: |
1511 | case SIGN: |
1599 | if (victim->type != PLAYER && trap->stats.food > 0) |
1512 | if (victim->type != PLAYER && trap->stats.food > 0) |
1600 | goto leave; /* monsters musn't apply magic_mouths with counters */ |
1513 | break; /* monsters musn't apply magic_mouths with counters */ |
1601 | |
1514 | |
1602 | apply_sign (victim, trap, 1); |
1515 | apply_sign (victim, trap, 1); |
1603 | goto leave; |
1516 | break; |
1604 | |
1517 | |
1605 | case CONTAINER: |
1518 | case CONTAINER: |
1606 | if (victim->type==PLAYER) |
|
|
1607 | (void) esrv_apply_container (victim, trap); |
|
|
1608 | else |
|
|
1609 | (void) apply_container (victim, trap); |
1519 | apply_container (victim, trap); |
1610 | goto leave; |
1520 | break; |
1611 | |
1521 | |
1612 | case RUNE: |
1522 | case RUNE: |
1613 | case TRAP: |
1523 | case TRAP: |
1614 | if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { |
1524 | if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) |
1615 | spring_trap(trap, victim); |
1525 | spring_trap (trap, victim); |
1616 | } |
1526 | break; |
1617 | goto leave; |
|
|
1618 | |
1527 | |
1619 | default: |
1528 | default: |
1620 | LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " |
1529 | LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " |
1621 | "handled in move_apply()\n", trap->name, trap->arch->name, |
1530 | "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); |
1622 | trap->type); |
1531 | break; |
1623 | goto leave; |
|
|
1624 | } |
1532 | } |
1625 | |
1533 | |
1626 | leave: |
|
|
1627 | recursion_depth--; |
1534 | recursion_depth--; |
1628 | } |
1535 | } |
1629 | |
1536 | |
1630 | /** |
1537 | /** |
1631 | * Handles reading a regular (ie not containing a spell) book. |
1538 | * Handles reading a regular (ie not containing a spell) book. |
1632 | */ |
1539 | */ |
|
|
1540 | static void |
1633 | static void apply_book (object *op, object *tmp) |
1541 | apply_book (object *op, object *tmp) |
1634 | { |
1542 | { |
1635 | int lev_diff; |
1543 | int lev_diff; |
1636 | object *skill_ob; |
1544 | object *skill_ob; |
1637 | |
1545 | |
1638 | if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { |
1546 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
1639 | new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); |
1547 | { |
|
|
1548 | op->failmsg ("You are unable to read while blind!"); |
1640 | return; |
1549 | return; |
1641 | } |
1550 | } |
1642 | if(tmp->msg==NULL) { |
1551 | |
1643 | new_draw_info_format(NDI_UNIQUE, 0, op, |
1552 | if (!tmp->msg) |
1644 | "You open the %s and find it empty.", tmp->name); |
1553 | { |
|
|
1554 | op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name)); |
1645 | return; |
1555 | return; |
1646 | } |
1556 | } |
1647 | |
1557 | |
1648 | /* need a literacy skill to read stuff! */ |
1558 | /* need a literacy skill to read stuff! */ |
1649 | skill_ob = find_skill_by_name(op, tmp->skill); |
1559 | skill_ob = find_skill_by_name (op, tmp->skill); |
1650 | if ( ! skill_ob) { |
1560 | if (!skill_ob) |
1651 | new_draw_info(NDI_UNIQUE, 0,op, |
1561 | { |
1652 | "You are unable to decipher the strange symbols."); |
1562 | op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill)); |
1653 | return; |
1563 | return; |
1654 | } |
1564 | } |
|
|
1565 | |
1655 | lev_diff = tmp->level - (skill_ob->level + 5); |
1566 | lev_diff = tmp->level - (skill_ob->level + 5); |
1656 | if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { |
1567 | if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) |
1657 | if (lev_diff < 2) |
1568 | { |
1658 | new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension."); |
1569 | op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension." |
1659 | else if (lev_diff < 3) |
1570 | : lev_diff < 3 ? "This book is slightly beyond your comprehension." |
1660 | new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension."); |
1571 | : lev_diff < 5 ? "This book is beyond your comprehension." |
1661 | else if (lev_diff < 5) |
1572 | : lev_diff < 8 ? "This book is quite a bit beyond your comprehension." |
1662 | new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension."); |
1573 | : lev_diff < 15 ? "This book is way beyond your comprehension." |
1663 | else if (lev_diff < 8) |
1574 | : "This book is totally beyond your comprehension."); |
1664 | new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension."); |
|
|
1665 | else if (lev_diff < 15) |
|
|
1666 | new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension."); |
|
|
1667 | else |
|
|
1668 | new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension."); |
|
|
1669 | return; |
1575 | return; |
1670 | } |
1576 | } |
1671 | |
1577 | |
|
|
1578 | // we currently don't use the message types for anything. |
1672 | readable_message_type* msgType = get_readable_message_type(tmp); |
1579 | // readable_message_type *msgType = get_readable_message_type (tmp); |
1673 | draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op, |
|
|
1674 | msgType->message_type, msgType->message_subtype, |
|
|
1675 | "You open the %s and start reading.\n%s", |
|
|
1676 | "%s\n%s", |
|
|
1677 | long_desc(tmp,op), tmp->msg); |
|
|
1678 | |
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 | |
1679 | /* gain xp from reading */ |
1587 | /* gain xp from reading */ |
1680 | if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */ |
1588 | if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) |
|
|
1589 | { /* only if not read before */ |
1681 | int exp_gain=calc_skill_exp(op,tmp, skill_ob); |
1590 | int exp_gain = calc_skill_exp (op, tmp, skill_ob); |
|
|
1591 | |
1682 | if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { |
1592 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
1593 | { |
1683 | /*exp_gain *= 2; because they just identified it too */ |
1594 | /*exp_gain *= 2; because they just identified it too */ |
1684 | SET_FLAG(tmp,FLAG_IDENTIFIED); |
1595 | SET_FLAG (tmp, FLAG_IDENTIFIED); |
1685 | /* If in a container, update how it looks */ |
1596 | |
|
|
1597 | if (object *pl = tmp->visible_to ()) |
1686 | if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); |
1598 | esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); |
1687 | else op->contr->socket.update_look=1; |
|
|
1688 | } |
1599 | } |
|
|
1600 | |
1689 | change_exp(op,exp_gain, skill_ob->skill, 0); |
1601 | change_exp (op, exp_gain, skill_ob->skill, 0); |
1690 | SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ |
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 | } |
1691 | } |
1656 | } |
1692 | } |
1657 | } |
1693 | |
1658 | |
1694 | /** |
1659 | /** |
1695 | * Handles the applying of a skill scroll, calling learn_skill straight. |
1660 | * Handles the applying of a skill scroll, calling learn_skill straight. |
1696 | * op is the person learning the skill, tmp is the skill scroll object |
1661 | * op is the person learning the skill, tmp is the skill scroll object |
1697 | */ |
1662 | */ |
|
|
1663 | static void |
1698 | static void apply_skillscroll (object *op, object *tmp) |
1664 | apply_skillscroll (object *op, object *tmp) |
1699 | { |
1665 | { |
1700 | switch ((int) learn_skill (op, tmp)) { |
1666 | switch (learn_skill (op, tmp)) |
|
|
1667 | { |
1701 | case 0: |
1668 | case 0: |
1702 | new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); |
1669 | op->play_sound (sound_find ("generic_fail")); |
1703 | new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp)); |
1670 | op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp))); |
1704 | return; |
1671 | break; |
1705 | |
1672 | |
1706 | case 1: |
1673 | case 1: |
1707 | new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", |
1674 | tmp->decrease (); |
1708 | tmp->skill); |
1675 | op->play_sound (sound_find ("skill_learn")); |
1709 | new_draw_info_format(NDI_UNIQUE, 0, op, |
1676 | op->statusmsg (format ("You succeed in learning %s", &tmp->skill)); |
1710 | "Type 'bind ready_skill %s",tmp->skill); |
1677 | break; |
1711 | new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key."); |
|
|
1712 | decrease_ob(tmp); |
|
|
1713 | return; |
|
|
1714 | |
1678 | |
1715 | default: |
1679 | default: |
1716 | new_draw_info_format(NDI_UNIQUE,0,op, |
1680 | tmp->decrease (); |
|
|
1681 | op->play_sound (sound_find ("generic_fail")); |
1717 | "You fail to learn the knowledge of the %s.\n",query_name(tmp)); |
1682 | op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp))); |
1718 | decrease_ob(tmp); |
1683 | break; |
1719 | return; |
|
|
1720 | } |
1684 | } |
1721 | } |
1685 | } |
1722 | |
1686 | |
1723 | /** |
1687 | /** |
1724 | * Actually makes op learn spell. |
1688 | * Actually makes op learn spell. |
1725 | * Informs player of what happens. |
1689 | * Informs player of what happens. |
1726 | */ |
1690 | */ |
|
|
1691 | void |
1727 | void do_learn_spell (object *op, object *spell, int special_prayer) |
1692 | do_learn_spell (object *op, object *spell, int special_prayer) |
1728 | { |
1693 | { |
1729 | object *tmp; |
1694 | object *tmp; |
1730 | |
1695 | |
1731 | if (op->type != PLAYER) { |
1696 | if (op->type != PLAYER) |
|
|
1697 | { |
1732 | LOG (llevError, "BUG: do_learn_spell(): not a player\n"); |
1698 | LOG (llevError, "BUG: do_learn_spell(): not a player\n"); |
1733 | return; |
1699 | return; |
1734 | } |
1700 | } |
1735 | |
1701 | |
1736 | /* Upgrade special prayers to normal prayers */ |
1702 | /* Upgrade special prayers to normal prayers */ |
1737 | if ((tmp=check_spell_known (op, spell->name))!=NULL) { |
1703 | if ((tmp = check_spell_known (op, spell->name)) != NULL) |
|
|
1704 | { |
1738 | if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { |
1705 | if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
|
|
1706 | { |
1739 | LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); |
1707 | LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); |
1740 | return; |
1708 | return; |
1741 | } |
1709 | } |
1742 | return; |
1710 | return; |
1743 | } |
1711 | } |
1744 | |
1712 | |
1745 | play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); |
1713 | op->contr->play_sound (sound_find ("learn_spell")); |
1746 | tmp = get_object(); |
1714 | |
1747 | copy_object(spell, tmp); |
1715 | tmp = spell->clone (); |
1748 | insert_ob_in_ob(tmp, op); |
1716 | insert_ob_in_ob (tmp, op); |
1749 | |
1717 | |
1750 | if (special_prayer) { |
1718 | if (special_prayer) |
1751 | SET_FLAG(tmp, FLAG_STARTEQUIP); |
1719 | SET_FLAG (tmp, FLAG_STARTEQUIP); |
1752 | } |
|
|
1753 | |
1720 | |
1754 | new_draw_info_format (NDI_UNIQUE, 0, op, |
|
|
1755 | "Type 'bind cast %s", spell->name); |
|
|
1756 | new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key."); |
|
|
1757 | esrv_add_spells(op->contr, tmp); |
1721 | esrv_add_spells (op->contr, tmp); |
1758 | } |
1722 | } |
1759 | |
1723 | |
1760 | /** |
1724 | /** |
1761 | * Erases spell from player's inventory. |
1725 | * Erases spell from player's inventory. |
1762 | */ |
1726 | */ |
|
|
1727 | void |
1763 | void do_forget_spell (object *op, const char *spell) |
1728 | do_forget_spell (object *op, const char *spell) |
1764 | { |
1729 | { |
1765 | object *spob; |
1730 | object *spob; |
1766 | |
1731 | |
1767 | if (op->type != PLAYER) { |
1732 | if (op->type != PLAYER) |
|
|
1733 | { |
1768 | LOG (llevError, "BUG: do_forget_spell(): not a player\n"); |
1734 | LOG (llevError, "BUG: do_forget_spell(): not a player\n"); |
1769 | return; |
1735 | return; |
1770 | } |
1736 | } |
1771 | if ( (spob=check_spell_known (op, spell)) == NULL) { |
1737 | if ((spob = check_spell_known (op, spell)) == NULL) |
|
|
1738 | { |
1772 | LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); |
1739 | LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); |
1773 | return; |
1740 | return; |
1774 | } |
|
|
1775 | |
1741 | } |
1776 | new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, |
1742 | |
1777 | "You lose knowledge of %s.", spell); |
1743 | op->failmsg (format ("You lose knowledge of %s.", spell)); |
1778 | player_unready_range_ob(op->contr, spob); |
|
|
1779 | esrv_remove_spell(op->contr, spob); |
1744 | esrv_remove_spell (op->contr, spob); |
1780 | remove_ob(spob); |
1745 | spob->destroy (); |
1781 | free_object(spob); |
|
|
1782 | } |
1746 | } |
1783 | |
1747 | |
1784 | /** |
1748 | /** |
1785 | * Handles player applying a spellbook. |
1749 | * Handles player applying a spellbook. |
1786 | * Checks whether player has knowledge of required skill, doesn't already know the spell, |
1750 | * Checks whether player has knowledge of required skill, doesn't already know the spell, |
1787 | * stuff like that. Random learning failure too. |
1751 | * stuff like that. Random learning failure too. |
1788 | */ |
1752 | */ |
|
|
1753 | static void |
1789 | static void apply_spellbook (object *op, object *tmp) |
1754 | apply_spellbook (object *op, object *tmp) |
1790 | { |
1755 | { |
1791 | object *skop, *spell, *spell_skill; |
1756 | object *skop, *spell, *spell_skill; |
1792 | |
1757 | |
1793 | if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { |
1758 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
1794 | new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); |
1759 | { |
|
|
1760 | op->failmsg ("You are unable to read while blind."); |
1795 | return; |
1761 | return; |
1796 | } |
1762 | } |
1797 | |
1763 | |
1798 | /* artifact_spellbooks have 'slaying' field point to a spell name, |
1764 | /* artifact_spellbooks have 'slaying' field point to a spell name, |
1799 | * instead of having their spell stored in stats.sp. These are |
1765 | * instead of having their spell stored in stats.sp. These are |
1800 | * legacy spellbooks |
1766 | * legacy spellbooks |
1801 | */ |
1767 | */ |
1802 | |
1768 | if (tmp->slaying) |
1803 | if(tmp->slaying != NULL) { |
1769 | { |
1804 | spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); |
1770 | spell = find_archetype_by_object_name (tmp->slaying)->instance (); |
|
|
1771 | |
1805 | if (!spell) { |
1772 | if (!spell) |
1806 | new_draw_info_format(NDI_UNIQUE, 0, op, |
1773 | { |
1807 | "The book's formula for %s is incomplete", tmp->slaying); |
1774 | op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying)); |
1808 | return; |
1775 | return; |
1809 | } |
1776 | } |
1810 | else |
1777 | else |
1811 | insert_ob_in_ob(spell, tmp); |
1778 | insert_ob_in_ob (spell, tmp); |
1812 | free_string(tmp->slaying); |
1779 | |
1813 | tmp->slaying=NULL; |
1780 | tmp->slaying = 0; |
1814 | } |
1781 | } |
1815 | |
1782 | |
1816 | skop = find_skill_by_name(op, tmp->skill); |
1783 | skop = find_skill_by_name (op, tmp->skill); |
1817 | |
1784 | |
1818 | /* need a literacy skill to learn spells. Also, having a literacy level |
1785 | /* need a literacy skill to learn spells. Also, having a literacy level |
1819 | * lower than the spell will make learning the spell more difficult */ |
1786 | * lower than the spell will make learning the spell more difficult */ |
1820 | if ( !skop) { |
1787 | if (!skop) |
1821 | new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails."); |
1788 | { |
|
|
1789 | op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill)); |
1822 | return; |
1790 | return; |
1823 | } |
1791 | } |
1824 | |
1792 | |
1825 | spell = tmp->inv; |
1793 | spell = tmp->inv; |
|
|
1794 | |
1826 | if (!spell) { |
1795 | if (!spell) |
|
|
1796 | { |
1827 | LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name); |
1797 | LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); |
1828 | new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense."); |
1798 | op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); |
1829 | return; |
|
|
1830 | } |
|
|
1831 | if (spell->level > (skop->level+10)) { |
|
|
1832 | new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols."); |
|
|
1833 | return; |
1799 | return; |
1834 | } |
1800 | } |
1835 | |
1801 | |
1836 | new_draw_info_format(NDI_UNIQUE, 0, op, |
1802 | int learn_level = sqrtf (spell->level) * 1.5f; |
1837 | "The spellbook contains the %s level spell %s.", |
1803 | if (skop->level < learn_level) |
1838 | get_levelnumber(spell->level), spell->name); |
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 | } |
1839 | |
1809 | |
|
|
1810 | op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name)); |
|
|
1811 | |
1840 | if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { |
1812 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
1841 | identify(tmp); |
1813 | identify (tmp); |
1842 | if (tmp->env) |
|
|
1843 | esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp); |
|
|
1844 | else |
|
|
1845 | op->contr->socket.update_look=1; |
|
|
1846 | } |
|
|
1847 | |
1814 | |
1848 | /* I removed the check for special_prayer_mark here - it didn't make |
1815 | /* I removed the check for special_prayer_mark here - it didn't make |
1849 | * a lot of sense - special prayers are not found in spellbooks, and |
1816 | * a lot of sense - special prayers are not found in spellbooks, and |
1850 | * if the player doesn't know the spell, doesn't make a lot of sense that |
1817 | * if the player doesn't know the spell, doesn't make a lot of sense that |
1851 | * they would have a special prayer mark. |
1818 | * they would have a special prayer mark. |
1852 | */ |
1819 | */ |
1853 | if (check_spell_known (op, spell->name)) { |
1820 | if (check_spell_known (op, spell->name)) |
1854 | new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n"); |
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"); |
1855 | return; |
1823 | return; |
1856 | } |
1824 | } |
1857 | |
1825 | |
1858 | if (spell->skill) { |
1826 | if (spell->skill) |
|
|
1827 | { |
1859 | spell_skill = find_skill_by_name(op, spell->skill); |
1828 | spell_skill = find_skill_by_name (op, spell->skill); |
|
|
1829 | |
1860 | if (!spell_skill) { |
1830 | if (!spell_skill) |
1861 | new_draw_info_format(NDI_UNIQUE, 0, op, |
1831 | { |
1862 | "You lack the skill %s to use this spell", |
1832 | op->failmsg (format ("You lack the %s skill to use this spell.", &spell->skill)); |
1863 | spell->skill); |
|
|
1864 | return; |
1833 | return; |
1865 | } |
1834 | } |
|
|
1835 | |
1866 | if (spell_skill->level < spell->level) { |
1836 | if (spell_skill->level < spell->level) |
1867 | new_draw_info_format(NDI_UNIQUE, 0, op, |
1837 | { |
1868 | "You need to be level %d in %s to learn this spell.", |
1838 | op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill)); |
1869 | spell->level, spell->skill); |
|
|
1870 | return; |
1839 | return; |
1871 | } |
1840 | } |
1872 | } |
1841 | } |
1873 | |
1842 | |
1874 | /* Logic as follows |
1843 | /* Logic as follows |
1875 | * |
1844 | * |
1876 | * 1- MU spells use Int to learn, Cleric spells use Wisdom |
1845 | * 1- MU spells use Int to learn, Cleric spells use Wisdom |
1877 | * |
1846 | * |
1878 | * 2- The learner's skill level in literacy adjusts the chance to learn |
1847 | * 2- The learner's skill level in literacy adjusts the chance to learn |
1879 | * a spell. |
1848 | * a spell. |
1880 | * |
1849 | * |
1881 | * 3 -Automatically fail to learn if you read while confused |
1850 | * 3 -Automatically fail to learn if you read while confused |
1882 | * |
1851 | * |
1883 | * Overall, chances are the same but a player will find having a high |
1852 | * Overall, chances are the same but a player will find having a high |
1884 | * literacy rate very useful! -b.t. |
1853 | * literacy rate very useful! -b.t. |
1885 | */ |
1854 | */ |
1886 | if(QUERY_FLAG(op,FLAG_CONFUSED)) { |
1855 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
|
|
1856 | { |
1887 | new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!"); |
1857 | op->failmsg ("In your confused state you flub the wording of the text!"); |
1888 | scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace)); |
1858 | scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace)); |
|
|
1859 | } |
1889 | } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || |
1860 | else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || |
1890 | (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) < |
1861 | (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) |
1891 | learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { |
1862 | { |
1892 | |
1863 | op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); |
1893 | new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!"); |
|
|
1894 | do_learn_spell (op, spell, 0); |
1864 | do_learn_spell (op, spell, 0); |
1895 | |
1865 | |
1896 | /* xp gain to literacy for spell learning */ |
1866 | /* xp gain to literacy for spell learning */ |
1897 | if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
1867 | if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
1898 | change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0); |
1868 | change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); |
1899 | } else { |
1869 | } |
1900 | play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); |
1870 | else |
1901 | new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n"); |
|
|
1902 | } |
1871 | { |
1903 | decrease_ob(tmp); |
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 (); |
1904 | } |
1877 | } |
1905 | |
1878 | |
1906 | /** |
1879 | /** |
1907 | * Handles applying a spell scroll. |
1880 | * Handles applying a spell scroll. |
1908 | */ |
1881 | */ |
|
|
1882 | void |
1909 | void apply_scroll (object *op, object *tmp, int dir) |
1883 | apply_scroll (object *op, object *tmp, int dir) |
1910 | { |
1884 | { |
1911 | object *skop; |
1885 | object *skop; |
1912 | |
1886 | |
1913 | if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { |
1887 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
1914 | new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind."); |
1888 | { |
|
|
1889 | op->failmsg ("You are unable to read while blind."); |
1915 | return; |
1890 | return; |
1916 | } |
1891 | } |
1917 | |
1892 | |
1918 | if (!tmp->inv || tmp->inv->type != SPELL) { |
1893 | if (!tmp->inv || tmp->inv->type != SPELL) |
1919 | new_draw_info (NDI_UNIQUE, 0, op, |
1894 | { |
1920 | "The scroll just doesn't make sense!"); |
1895 | op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>"); |
1921 | return; |
1896 | return; |
1922 | } |
1897 | } |
1923 | |
1898 | |
1924 | if(op->type==PLAYER) { |
1899 | if (op->type == PLAYER) |
|
|
1900 | { |
1925 | /* players need a literacy skill to read stuff! */ |
1901 | /* players need a literacy skill to read stuff! */ |
1926 | int exp_gain=0; |
1902 | int exp_gain = 0; |
1927 | |
1903 | |
1928 | /* hard code literacy - tmp->skill points to where the exp |
1904 | /* hard code literacy - tmp->skill points to where the exp |
1929 | * should go for anything killed by the spell. |
1905 | * should go for anything killed by the spell. |
1930 | */ |
1906 | */ |
1931 | skop = find_skill_by_name(op, skill_names[SK_LITERACY]); |
1907 | skop = find_skill_by_name (op, skill_names[SK_LITERACY]); |
1932 | |
1908 | |
1933 | if ( ! skop) { |
1909 | if (!skop) |
1934 | new_draw_info(NDI_UNIQUE, 0,op, |
1910 | { |
1935 | "You are unable to decipher the strange symbols."); |
1911 | op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY])); |
1936 | return; |
1912 | return; |
1937 | } |
1913 | } |
1938 | |
1914 | |
1939 | if((exp_gain = calc_skill_exp(op,tmp, skop))) |
1915 | if ((exp_gain = calc_skill_exp (op, tmp, skop))) |
1940 | change_exp(op,exp_gain, skop->skill, 0); |
1916 | change_exp (op, exp_gain, skop->skill, 0); |
1941 | } |
1917 | } |
1942 | |
1918 | |
1943 | if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) |
1919 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
1944 | identify(tmp); |
1920 | identify (tmp); |
1945 | |
1921 | |
1946 | new_draw_info_format(NDI_BLACK, 0, op, |
1922 | op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name)); |
1947 | "The scroll of %s turns to dust.", tmp->inv->name); |
|
|
1948 | |
1923 | |
1949 | |
|
|
1950 | cast_spell(op,tmp,dir,tmp->inv, NULL); |
1924 | cast_spell (op, tmp, dir, tmp->inv, NULL); |
1951 | decrease_ob(tmp); |
1925 | tmp->decrease (); |
1952 | } |
1926 | } |
1953 | |
1927 | |
1954 | /** |
1928 | /** |
1955 | * Applies a treasure object - by default, chest. op |
1929 | * Applies a treasure object - by default, chest. op |
1956 | * is the person doing the applying, tmp is the treasure |
1930 | * is the person doing the applying, tmp is the treasure |
1957 | * chest. |
1931 | * chest. |
1958 | */ |
1932 | */ |
|
|
1933 | static void |
1959 | static void apply_treasure (object *op, object *tmp) |
1934 | apply_treasure (object *op, object *tmp) |
1960 | { |
1935 | { |
1961 | object *treas; |
|
|
1962 | tag_t tmp_tag = tmp->count, op_tag = op->count; |
|
|
1963 | |
|
|
1964 | |
|
|
1965 | /* Nice side effect of new treasure creation method is that the treasure |
1936 | /* Nice side effect of this treasure creation method is that the treasure |
1966 | * for the chest is done when the chest is created, and put into the chest |
1937 | * for the chest is done when the chest is created, and put into the chest |
1967 | * inventory. So that when the chest burns up, the items still exist. Also |
1938 | * inventory. So that when the chest burns up, the items still exist. Also |
1968 | * prevents people fromt moving chests to more difficult maps to get better |
1939 | * prevents people from moving chests to more difficult maps to get better |
1969 | * treasure |
1940 | * treasure |
1970 | */ |
1941 | */ |
1971 | |
|
|
1972 | treas = tmp->inv; |
1942 | object *treas = tmp->inv; |
1973 | if(treas==NULL) { |
1943 | |
1974 | new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); |
1944 | if (!treas) |
1975 | decrease_ob(tmp); |
1945 | { |
|
|
1946 | op->statusmsg ("The chest was empty."); |
|
|
1947 | tmp->decrease (); |
1976 | return; |
1948 | return; |
1977 | } |
1949 | } |
|
|
1950 | |
1978 | while (tmp->inv) { |
1951 | while (tmp->inv) |
|
|
1952 | { |
1979 | treas = tmp->inv; |
1953 | treas = tmp->inv; |
|
|
1954 | treas->remove (); |
1980 | |
1955 | |
1981 | remove_ob(treas); |
|
|
1982 | new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.", |
|
|
1983 | query_name(treas)); |
|
|
1984 | |
|
|
1985 | treas->x=op->x; |
1956 | treas->x = op->x; |
1986 | treas->y=op->y; |
1957 | treas->y = op->y; |
1987 | treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR); |
1958 | treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); |
1988 | |
1959 | |
1989 | if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level |
1960 | if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) |
1990 | && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
1991 | spring_trap (treas, op); |
1961 | spring_trap (treas, op); |
|
|
1962 | |
1992 | /* If either player or container was destroyed, no need to do |
1963 | /* If either player or container was destroyed, no need to do |
1993 | * further processing. I think this should be enclused with |
1964 | * further processing. I think this should be enclused with |
1994 | * spring trap above, as I don't think there is otherwise |
1965 | * spring trap above, as I don't think there is otherwise |
1995 | * any way for the treasure chest or player to get killed |
1966 | * any way for the treasure chest or player to get killed. |
1996 | */ |
1967 | */ |
1997 | if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag)) |
1968 | if (op->destroyed () || tmp->destroyed ()) |
1998 | break; |
1969 | break; |
1999 | } |
|
|
2000 | |
|
|
2001 | if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL) |
|
|
2002 | decrease_ob (tmp); |
|
|
2003 | |
|
|
2004 | } |
|
|
2005 | |
|
|
2006 | /** |
|
|
2007 | * op eats food. |
|
|
2008 | * If player, takes care of messages and dragon special food. |
|
|
2009 | */ |
|
|
2010 | static void apply_food (object *op, object *tmp) |
|
|
2011 | { |
|
|
2012 | int capacity_remaining; |
|
|
2013 | |
|
|
2014 | if(op->type!=PLAYER) |
|
|
2015 | op->stats.hp=op->stats.maxhp; |
|
|
2016 | else { |
|
|
2017 | /* check if this is a dragon (player), eating some flesh */ |
|
|
2018 | if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp)) |
|
|
2019 | ; |
|
|
2020 | else { |
|
|
2021 | /* usual case - no dragon meal: */ |
|
|
2022 | if(op->stats.food+tmp->stats.food>999) { |
|
|
2023 | if(tmp->type==FOOD || tmp->type==FLESH) |
|
|
2024 | new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!"); |
|
|
2025 | else |
|
|
2026 | new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!"); |
|
|
2027 | } |
|
|
2028 | |
|
|
2029 | if(!QUERY_FLAG(tmp, FLAG_CURSED)) { |
|
|
2030 | char buf[MAX_BUF]; |
|
|
2031 | |
|
|
2032 | if (!is_dragon_pl(op)) { |
|
|
2033 | /* eating message for normal players*/ |
|
|
2034 | if(tmp->type==DRINK) |
|
|
2035 | sprintf(buf,"Ahhh...that %s tasted good.",tmp->name); |
|
|
2036 | else |
|
|
2037 | sprintf(buf,"The %s tasted %s",tmp->name, |
|
|
2038 | tmp->type==FLESH?"terrible!":"good."); |
|
|
2039 | } |
|
|
2040 | else { |
|
|
2041 | /* eating message for dragon players*/ |
|
|
2042 | sprintf(buf,"The %s tasted terrible!",tmp->name); |
|
|
2043 | } |
|
|
2044 | |
|
|
2045 | new_draw_info(NDI_UNIQUE, 0,op,buf); |
|
|
2046 | capacity_remaining = 999 - op->stats.food; |
|
|
2047 | op->stats.food+=tmp->stats.food; |
|
|
2048 | if(capacity_remaining < tmp->stats.food) |
|
|
2049 | op->stats.hp += capacity_remaining / 50; |
|
|
2050 | else |
|
|
2051 | op->stats.hp+=tmp->stats.food/50; |
|
|
2052 | if(op->stats.hp>op->stats.maxhp) |
|
|
2053 | op->stats.hp=op->stats.maxhp; |
|
|
2054 | if (op->stats.food > 999) |
|
|
2055 | op->stats.food = 999; |
|
|
2056 | } |
|
|
2057 | |
|
|
2058 | /* special food hack -b.t. */ |
|
|
2059 | if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) |
|
|
2060 | eat_special_food(op,tmp); |
|
|
2061 | } |
1970 | } |
2062 | } |
1971 | |
2063 | handle_apply_yield(tmp); |
1972 | if (!tmp->destroyed () && !tmp->inv) |
2064 | decrease_ob(tmp); |
1973 | tmp->decrease (true); |
2065 | } |
1974 | } |
2066 | |
1975 | |
2067 | /** |
1976 | /** |
2068 | * A dragon is eating some flesh. If the flesh contains resistances, |
1977 | * A dragon is eating some flesh. If the flesh contains resistances, |
2069 | * there is a chance for the dragon's skin to get improved. |
1978 | * there is a chance for the dragon's skin to get improved. |
… | |
… | |
2072 | * object *op the object (dragon player) eating the flesh |
1981 | * object *op the object (dragon player) eating the flesh |
2073 | * object *meal the flesh item, getting chewed in dragon's mouth |
1982 | * object *meal the flesh item, getting chewed in dragon's mouth |
2074 | * return: |
1983 | * return: |
2075 | * int 1 if eating successful, 0 if it doesn't work |
1984 | * int 1 if eating successful, 0 if it doesn't work |
2076 | */ |
1985 | */ |
|
|
1986 | static int |
2077 | int dragon_eat_flesh(object *op, object *meal) { |
1987 | dragon_eat_flesh (object *op, object *meal) |
|
|
1988 | { |
2078 | object *skin = NULL; /* pointer to dragon skin force*/ |
1989 | object *skin = NULL; /* pointer to dragon skin force */ |
2079 | object *abil = NULL; /* pointer to dragon ability force*/ |
1990 | object *abil = NULL; /* pointer to dragon ability force */ |
2080 | object *tmp = NULL; /* tmp. object */ |
1991 | object *tmp = NULL; /* tmp. object */ |
2081 | |
1992 | |
2082 | char buf[MAX_BUF]; /* tmp. string buffer */ |
|
|
2083 | double chance; /* improvement-chance of one resistance type */ |
1993 | double chance; /* improvement-chance of one resistance type */ |
2084 | double totalchance=1; /* total chance of gaining one resistance */ |
1994 | double totalchance = 1; /* total chance of gaining one resistance */ |
2085 | double bonus=0; /* level bonus (improvement is easier at lowlevel) */ |
1995 | double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ |
2086 | double mbonus=0; /* monster bonus */ |
1996 | double mbonus = 0; /* monster bonus */ |
2087 | int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ |
1997 | int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ |
2088 | int winners=0; /* number of winners */ |
1998 | int winners = 0; /* number of winners */ |
2089 | int i; /* index */ |
1999 | int i; /* index */ |
2090 | |
2000 | |
2091 | /* let's make sure and doublecheck the parameters */ |
2001 | /* let's make sure and doublecheck the parameters */ |
2092 | if (meal->type!=FLESH || !is_dragon_pl(op)) |
2002 | if (meal->type != FLESH || !op->is_dragon ()) |
2093 | return 0; |
2003 | return 0; |
2094 | |
2004 | |
2095 | /* now grab the 'dragon_skin'- and 'dragon_ability'-forces |
2005 | /* now grab the 'dragon_skin'- and 'dragon_ability'-forces |
2096 | from the player's inventory */ |
2006 | from the player's inventory */ |
2097 | for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { |
2007 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2098 | if (tmp->type == FORCE) { |
2008 | if (tmp->type == FORCE) |
2099 | if (strcmp(tmp->arch->name, "dragon_skin_force")==0) |
2009 | if (tmp->arch->archname == shstr_dragon_skin_force) |
2100 | skin = tmp; |
2010 | skin = tmp; |
2101 | else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) |
2011 | else if (tmp->arch->archname == shstr_dragon_ability_force) |
2102 | abil = tmp; |
2012 | abil = tmp; |
2103 | } |
2013 | |
2104 | } |
|
|
2105 | |
|
|
2106 | /* if either skin or ability are missing, this is an old player |
2014 | /* if either skin or ability are missing, this is an old player |
2107 | which is not to be considered a dragon -> bail out */ |
2015 | which is not to be considered a dragon -> bail out */ |
2108 | if (skin == NULL || abil == NULL) return 0; |
2016 | if (skin == NULL || abil == NULL) |
2109 | |
2017 | return 0; |
|
|
2018 | |
2110 | /* now start by filling stomache and health, according to food-value */ |
2019 | /* now start by filling stomache and health, according to food-value */ |
2111 | if((999 - op->stats.food) < meal->stats.food) |
2020 | if ((MAX_FOOD - op->stats.food) < meal->stats.food) |
2112 | op->stats.hp += (999 - op->stats.food) / 50; |
2021 | op->stats.hp += (MAX_FOOD - op->stats.food) / 50; |
2113 | else |
2022 | else |
2114 | op->stats.hp += meal->stats.food/50; |
2023 | op->stats.hp += meal->stats.food / 50; |
|
|
2024 | |
2115 | if(op->stats.hp>op->stats.maxhp) |
2025 | min_it (op->stats.hp, op->stats.maxhp); |
2116 | op->stats.hp=op->stats.maxhp; |
|
|
2117 | |
|
|
2118 | op->stats.food = MIN(999, op->stats.food + meal->stats.food); |
2026 | op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food); |
2119 | |
2027 | |
2120 | /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ |
2028 | /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ |
2121 | |
2029 | |
2122 | /* on to the interesting part: chances for adding resistance */ |
2030 | /* on to the interesting part: chances for adding resistance */ |
2123 | for (i=0; i<NROFATTACKS; i++) { |
2031 | for (i = 0; i < NROFATTACKS; i++) |
|
|
2032 | { |
2124 | if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { |
2033 | if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i)) |
|
|
2034 | { |
2125 | /* got positive resistance, now calculate improvement chance (0-100) */ |
2035 | /* got positive resistance, now calculate improvement chance (0-100) */ |
2126 | |
2036 | |
2127 | /* this bonus makes resistance increase easier at lower levels */ |
2037 | /* this bonus makes resistance increase easier at lower levels */ |
2128 | bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); |
2038 | bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level); |
2129 | if (i == abil->stats.exp) |
2039 | if (i == abil->stats.exp) |
2130 | bonus += 5; /* additional bonus for resistance of ability-focus */ |
2040 | bonus += 5; /* additional bonus for resistance of ability-focus */ |
2131 | |
2041 | |
2132 | /* monster bonus increases with level, because high-level |
2042 | /* monster bonus increases with level, because high-level |
2133 | flesh is too rare */ |
2043 | flesh is too rare */ |
2134 | mbonus = op->level * 20. / ((double)settings.max_level); |
2044 | mbonus = op->level * 20. / ((double) settings.max_level); |
2135 | |
2045 | |
2136 | chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / |
2046 | chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. / |
2137 | ((double)settings.max_level)) - skin->resist[i]; |
2047 | ((double)settings.max_level)) - skin->resist[i]; |
2138 | |
2048 | |
2139 | if (chance >= 0.) |
2049 | if (chance >= 0.) |
2140 | chance += 1.; |
2050 | chance += 1.; |
2141 | else |
2051 | else |
2142 | chance = (chance < -12) ? 0. : 1./pow(2., -chance); |
2052 | chance = (chance < -12) ? 0. : 1. / pow (2., -chance); |
2143 | |
2053 | |
2144 | /* chance is proportional to amount of resistance (max. 50) */ |
2054 | /* chance is proportional to amount of resistance (max. 50) */ |
2145 | chance *= ((double)(MIN(meal->resist[i], 50)))/50.; |
2055 | chance *= ((double)(min (meal->resist[i], 50))) / 50.; |
2146 | |
2056 | |
2147 | /* doubled chance for resistance of ability-focus */ |
2057 | /* doubled chance for resistance of ability-focus */ |
2148 | if (i == abil->stats.exp) |
2058 | if (i == abil->stats.exp) |
2149 | chance = MIN(100., chance*2.); |
2059 | chance = min (100., chance * 2.); |
2150 | |
2060 | |
2151 | /* now make the throw and save all winners (Don't insert luck bonus here!) */ |
2061 | /* now make the throw and save all winners (Don't insert luck bonus here!) */ |
2152 | if (RANDOM()%10000 < (int)(chance*100)) { |
2062 | if (rndm (10000) < (unsigned int)(chance * 100)) |
|
|
2063 | { |
2153 | atnr_winner[winners] = i; |
2064 | atnr_winner[winners] = i; |
2154 | winners++; |
2065 | winners++; |
2155 | } |
2066 | } |
2156 | |
2067 | |
2157 | if (chance >= 0.01 ) totalchance *= 1 - chance/100; |
2068 | if (chance >= 0.01) |
2158 | |
2069 | totalchance *= 1 - chance / 100; |
|
|
2070 | |
2159 | /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/ |
2071 | /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */ |
2160 | } |
2072 | } |
2161 | } |
2073 | } |
2162 | |
2074 | |
2163 | /* inverse totalchance as until now we have the failure-chance */ |
2075 | /* inverse totalchance as until now we have the failure-chance */ |
2164 | totalchance = 100 - totalchance*100; |
2076 | totalchance = 100 - totalchance * 100; |
|
|
2077 | |
2165 | /* print message according to totalchance */ |
2078 | /* print message according to totalchance */ |
|
|
2079 | const char *buf; |
2166 | if (totalchance > 50.) |
2080 | if (totalchance > 50.) |
2167 | sprintf(buf, "Hmm! The %s tasted delicious!", meal->name); |
2081 | buf = format ("Hmm! The %s tasted delicious!", &meal->name); |
2168 | else if (totalchance > 10.) |
2082 | else if (totalchance > 10.) |
2169 | sprintf(buf, "The %s tasted very good.", meal->name); |
2083 | buf = format ("The %s tasted very good.", &meal->name); |
2170 | else if (totalchance > 1.) |
2084 | else if (totalchance > 1.) |
2171 | sprintf(buf, "The %s tasted good.", meal->name); |
2085 | buf = format ("The %s tasted good.", &meal->name); |
2172 | else if (totalchance > 0.1) |
2086 | else if (totalchance > 0.1) |
2173 | sprintf(buf, "The %s tasted bland.", meal->name); |
2087 | buf = format ("The %s tasted bland.", &meal->name); |
2174 | else if (totalchance >= 0.01) |
2088 | else if (totalchance >= 0.01) |
2175 | sprintf(buf, "The %s had a boring taste.", meal->name); |
2089 | buf = format ("The %s had a boring taste.", &meal->name); |
2176 | else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)) |
2090 | else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) |
2177 | sprintf(buf, "The %s tasted strange.", meal->name); |
2091 | buf = format ("The %s tasted strange.", &meal->name); |
2178 | else |
2092 | else |
2179 | sprintf(buf, "The %s had no taste.", meal->name); |
2093 | buf = format ("The %s had no taste.", &meal->name); |
2180 | new_draw_info(NDI_UNIQUE, 0, op, buf); |
2094 | |
2181 | |
2095 | op->statusmsg (buf); |
|
|
2096 | |
2182 | /* now choose a winner if we have any */ |
2097 | /* now choose a winner if we have any */ |
2183 | i = -1; |
2098 | i = -1; |
2184 | if (winners>0) |
2099 | if (winners > 0) |
2185 | i = atnr_winner[RANDOM()%winners]; |
2100 | i = atnr_winner [rndm (winners)]; |
2186 | |
2101 | |
2187 | if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { |
2102 | if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) |
|
|
2103 | { |
2188 | /* resistance increased! */ |
2104 | /* resistance increased! */ |
2189 | skin->resist[i]++; |
2105 | skin->resist[i]++; |
2190 | fix_player(op); |
2106 | op->update_stats (); |
|
|
2107 | |
|
|
2108 | op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i])); |
2191 | |
2109 | } |
2192 | sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); |
2110 | |
2193 | new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf); |
|
|
2194 | } |
|
|
2195 | |
|
|
2196 | /* if this flesh contains a new ability focus, we mark it |
2111 | /* if this flesh contains a new ability focus, we mark it |
2197 | into the ability_force and it will take effect on next level */ |
2112 | into the ability_force and it will take effect on next level */ |
2198 | if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat) |
2113 | if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) |
2199 | && meal->last_eat != abil->last_eat) { |
2114 | { |
2200 | abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ |
2115 | abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ |
2201 | |
2116 | |
2202 | if (meal->last_eat != abil->stats.exp) { |
2117 | if (meal->last_eat != abil->stats.exp) |
|
|
2118 | op->statusmsg (format ( |
2203 | sprintf(buf, "Your metabolism prepares to focus on %s!", |
2119 | "Your metabolism prepares to focus on %s!\n" |
|
|
2120 | "The change will happen at level %d.", |
2204 | change_resist_msg[meal->last_eat]); |
2121 | change_resist_msg[meal->last_eat], |
2205 | new_draw_info(NDI_UNIQUE, 0, op, buf); |
2122 | abil->level + 1 |
2206 | sprintf(buf, "The change will happen at level %d", abil->level + 1); |
2123 | )); |
2207 | new_draw_info(NDI_UNIQUE, 0, op, buf); |
|
|
2208 | } |
|
|
2209 | else { |
2124 | else |
2210 | sprintf(buf, "Your metabolism will continue to focus on %s.", |
2125 | { |
2211 | change_resist_msg[meal->last_eat]); |
2126 | op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat])); |
2212 | new_draw_info(NDI_UNIQUE, 0, op, buf); |
|
|
2213 | abil->last_eat = 0; |
2127 | abil->last_eat = 0; |
2214 | } |
2128 | } |
2215 | } |
2129 | } |
|
|
2130 | |
2216 | return 1; |
2131 | return 1; |
2217 | } |
2132 | } |
2218 | |
2133 | |
2219 | static void apply_savebed (object *pl) |
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) |
2220 | { |
2140 | { |
2221 | #ifndef COZY_SERVER |
2141 | int capacity_remaining; |
2222 | if(!pl->contr->name_changed||!pl->stats.exp) { |
2142 | |
2223 | new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet."); |
2143 | if (op->type != PLAYER) |
2224 | return; |
2144 | op->stats.hp = op->stats.maxhp; |
2225 | } |
2145 | else |
2226 | #endif |
|
|
2227 | /* Need to call terminate_all_pets() before we remove the player ob */ |
|
|
2228 | terminate_all_pets(pl); |
|
|
2229 | remove_ob(pl); |
|
|
2230 | pl->direction=0; |
|
|
2231 | new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, |
|
|
2232 | "%s leaves the game.",pl->name); |
|
|
2233 | |
2146 | { |
2234 | /* update respawn position */ |
2147 | /* check if this is a dragon (player), eating some flesh */ |
2235 | strcpy(pl->contr->savebed_map, pl->map->path); |
2148 | if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp)) |
2236 | pl->contr->bed_x = pl->x; |
2149 | ; |
2237 | pl->contr->bed_y = pl->y; |
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 | } |
2238 | |
2202 | } |
2239 | strcpy(pl->contr->killer,"left"); |
2203 | |
2240 | check_score(pl); /* Always check score */ |
2204 | handle_apply_yield (tmp); |
2241 | (void)save_player(pl,0); |
2205 | tmp->decrease (); |
2242 | pl->map->players--; |
|
|
2243 | #if MAP_MAXTIMEOUT |
|
|
2244 | MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map); |
|
|
2245 | #endif |
|
|
2246 | play_again(pl); |
|
|
2247 | pl->speed = 0; |
|
|
2248 | update_ob_speed(pl); |
|
|
2249 | } |
2206 | } |
2250 | |
2207 | |
2251 | /** |
2208 | /** |
2252 | * Handles applying an improve armor scroll. |
2209 | * Handles applying an improve armor scroll. |
2253 | * Does some sanity checks, then calls improve_armour. |
2210 | * Does some sanity checks, then calls improve_armour. |
2254 | */ |
2211 | */ |
|
|
2212 | static void |
2255 | static void apply_armour_improver (object *op, object *tmp) |
2213 | apply_armour_improver (object *op, object *tmp) |
2256 | { |
2214 | { |
2257 | object *armor; |
2215 | object *armor; |
2258 | |
2216 | |
2259 | if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) { |
2217 | if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC)) |
2260 | new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll."); |
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)) |
2261 | return; |
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) |
2262 | } |
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 | |
2263 | armor=find_marked_object(op); |
2539 | marked = find_marked_object (pl); |
2264 | if ( ! armor) { |
2540 | |
2265 | new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object."); |
2541 | if (!marked) |
|
|
2542 | { |
|
|
2543 | pl->failmsg (format ("Use the %s with what item?", query_name (transformer))); |
2266 | return; |
2544 | return; |
2267 | } |
2545 | } |
2268 | if (armor->type != ARMOUR |
2546 | |
2269 | && armor->type != CLOAK |
2547 | if (!marked->slaying) |
2270 | && armor->type != BOOTS && armor->type != GLOVES |
|
|
2271 | && armor->type != BRACERS && armor->type != SHIELD |
|
|
2272 | && armor->type != HELMET) |
|
|
2273 | { |
2548 | { |
2274 | new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); |
2549 | pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
2275 | return; |
2550 | return; |
2276 | } |
2551 | } |
2277 | |
2552 | |
2278 | new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); |
2553 | /* check whether they are compatible or not */ |
2279 | improve_armour(op,tmp,armor); |
2554 | find = strstr (&marked->slaying, transformer->arch->archname); |
2280 | } |
2555 | if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) |
2281 | |
|
|
2282 | |
|
|
2283 | extern void apply_poison (object *op, object *tmp) |
|
|
2284 | { |
|
|
2285 | if (op->type == PLAYER) { |
|
|
2286 | play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0); |
|
|
2287 | new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!"); |
|
|
2288 | strcpy(op->contr->killer,"poisonous booze"); |
|
|
2289 | } |
|
|
2290 | if (tmp->stats.hp > 0) { |
|
|
2291 | LOG(llevDebug,"Trying to poison player/monster for %d hp\n", |
|
|
2292 | tmp->stats.hp); |
|
|
2293 | hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1); |
|
|
2294 | } |
|
|
2295 | op->stats.food-=op->stats.food/4; |
|
|
2296 | handle_apply_yield(tmp); |
|
|
2297 | decrease_ob(tmp); |
|
|
2298 | } |
|
|
2299 | |
|
|
2300 | /** |
|
|
2301 | * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. |
|
|
2302 | * A valid 2 way exit means: |
|
|
2303 | * -You can come back (there is another exit at the other side) |
|
|
2304 | * -You are |
|
|
2305 | * ° the owner of the exit |
|
|
2306 | * ° or in the same party as the owner |
|
|
2307 | * |
|
|
2308 | * Note: a owner in a 2 way exit is saved as the owner's name |
|
|
2309 | * in the field exit->name cause the field exit->owner doesn't |
|
|
2310 | * survive in the swapping (in fact the whole exit doesn't survive). |
|
|
2311 | */ |
|
|
2312 | int is_legal_2ways_exit (object* op, object *exit) |
|
|
2313 | { |
|
|
2314 | object * tmp; |
|
|
2315 | object * exit_owner; |
|
|
2316 | player * pp; |
|
|
2317 | mapstruct * exitmap; |
|
|
2318 | if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/ |
|
|
2319 | if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */ |
|
|
2320 | /* To know if an exit has a correspondant, we look at |
|
|
2321 | * all the exits in destination and try to find one with same path as |
|
|
2322 | * the current exit's position */ |
|
|
2323 | if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) |
|
|
2324 | exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE); |
|
|
2325 | else exitmap = ready_map_name(EXIT_PATH (exit), 0); |
|
|
2326 | if (exitmap) |
|
|
2327 | { |
2556 | { |
2328 | tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); |
2557 | pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
2329 | if (!tmp) return 0; |
2558 | return; |
2330 | for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above) |
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))) |
2331 | { |
2564 | { |
2332 | if (tmp->type!=EXIT) continue; /*Not an exit*/ |
2565 | yield = atoi (find); |
2333 | if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ |
2566 | if (yield < 1) |
2334 | if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/ |
|
|
2335 | if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/ |
|
|
2336 | |
|
|
2337 | /* From here we have found the exit is valid. However we do |
|
|
2338 | * here the check of the exit owner. It is important for the |
|
|
2339 | * town portals to prevent strangers from visiting your appartments |
|
|
2340 | */ |
|
|
2341 | if (!exit->race) return 1; /*No owner, free for all!*/ |
|
|
2342 | exit_owner=NULL; |
|
|
2343 | for (pp=first_player;pp;pp=pp->next) |
|
|
2344 | { |
2567 | { |
2345 | if (!pp->ob) continue; |
2568 | LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield); |
2346 | if (pp->ob->name!=exit->race) continue; |
2569 | yield = 1; |
2347 | exit_owner= pp->ob; /*We found a player which correspond to the player name*/ |
|
|
2348 | break; |
|
|
2349 | } |
2570 | } |
2350 | if (!exit_owner) return 0; /* No more owner*/ |
|
|
2351 | if (exit_owner->contr==op->contr) return 1; /*It is your exit*/ |
|
|
2352 | if ( exit_owner && /*There is a owner*/ |
|
|
2353 | (op->contr) && /*A player tries to pass */ |
|
|
2354 | ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/ |
|
|
2355 | (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/ |
|
|
2356 | return 0; |
|
|
2357 | return 1; |
|
|
2358 | } |
|
|
2359 | } |
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))); |
2360 | return 0; |
2598 | return; |
2361 | } |
2599 | } |
2362 | |
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 | } |
2363 | |
2614 | |
2364 | /** |
2615 | /** |
2365 | * Main apply handler. |
2616 | * Main apply handler. |
2366 | * |
2617 | * |
2367 | * Checks for unpaid items before applying. |
2618 | * Checks for unpaid items before applying. |
… | |
… | |
2369 | * Return value: |
2620 | * Return value: |
2370 | * 0: player or monster can't apply objects of that type |
2621 | * 0: player or monster can't apply objects of that type |
2371 | * 1: has been applied, or there was an error applying the object |
2622 | * 1: has been applied, or there was an error applying the object |
2372 | * 2: objects of that type can't be applied if not in inventory |
2623 | * 2: objects of that type can't be applied if not in inventory |
2373 | * |
2624 | * |
2374 | * op is the object that is causing object to be applied, tmp is the object |
2625 | * who is the object that is causing object to be applied, op is the object |
2375 | * being applied. |
2626 | * being applied. |
2376 | * |
2627 | * |
2377 | * aflag is special (always apply/unapply) flags. Nothing is done with |
2628 | * aflag is special (always apply/unapply) flags. Nothing is done with |
2378 | * them in this function - they are passed to apply_special |
2629 | * them in this function - they are passed to apply_special |
2379 | */ |
2630 | */ |
2380 | |
2631 | static int |
2381 | int manual_apply (object *op, object *tmp, int aflag) |
2632 | manual_apply (object *who, object *op, int aflag) |
2382 | { |
2633 | { |
2383 | if (tmp->head) tmp=tmp->head; |
2634 | op = op->head_ (); |
2384 | |
2635 | |
2385 | if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { |
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: |
2386 | if (op->type == PLAYER) { |
2700 | if (who->type == PLAYER) |
2387 | new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); |
2701 | { |
|
|
2702 | apply_book (who, op); |
2388 | return 1; |
2703 | return 1; |
2389 | } else { |
|
|
2390 | return 0; /* monsters just skip unpaid items */ |
|
|
2391 | } |
2704 | } |
2392 | } |
2705 | else |
|
|
2706 | return 0; |
2393 | |
2707 | |
2394 | if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) |
2708 | case SKILLSCROLL: |
2395 | return RESULT_INT (0); |
2709 | if (who->type == PLAYER) |
2396 | |
2710 | { |
2397 | switch (tmp->type) { |
2711 | apply_skillscroll (who, op); |
2398 | |
|
|
2399 | case CF_HANDLE: |
|
|
2400 | new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle."); |
|
|
2401 | play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE); |
|
|
2402 | tmp->value=tmp->value?0:1; |
|
|
2403 | SET_ANIMATION(tmp, tmp->value); |
|
|
2404 | update_object(tmp,UP_OBJ_FACE); |
|
|
2405 | push_button(tmp); |
|
|
2406 | return 1; |
2712 | return 1; |
2407 | |
|
|
2408 | case TRIGGER: |
|
|
2409 | if (check_trigger (tmp, op)) { |
|
|
2410 | new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); |
|
|
2411 | play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); |
|
|
2412 | } else { |
|
|
2413 | new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); |
|
|
2414 | } |
2713 | } |
|
|
2714 | else |
|
|
2715 | return 0; |
|
|
2716 | |
|
|
2717 | case SPELLBOOK: |
|
|
2718 | if (who->type == PLAYER) |
|
|
2719 | { |
|
|
2720 | apply_spellbook (who, op); |
2415 | return 1; |
2721 | return 1; |
2416 | |
|
|
2417 | case EXIT: |
|
|
2418 | if (op->type != PLAYER) |
|
|
2419 | return 0; |
|
|
2420 | if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) { |
|
|
2421 | new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", |
|
|
2422 | query_name(tmp)); |
|
|
2423 | } else { |
|
|
2424 | /* Don't display messages for random maps. */ |
|
|
2425 | if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) && |
|
|
2426 | strncmp(EXIT_PATH(tmp), "/random/", 8)) |
|
|
2427 | new_draw_info (NDI_NAVY, 0, op, tmp->msg); |
|
|
2428 | enter_exit(op,tmp); |
|
|
2429 | } |
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); |
2430 | return 1; |
2748 | return 1; |
|
|
2749 | } |
|
|
2750 | else |
|
|
2751 | return 0; |
2431 | |
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: |
2432 | case SIGN: |
2767 | case RING: |
2433 | apply_sign (op, tmp, 0); |
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); |
2434 | return 1; |
2802 | return 1; |
2435 | |
|
|
2436 | case BOOK: |
|
|
2437 | if (op->type == PLAYER) { |
|
|
2438 | apply_book (op, tmp); |
|
|
2439 | return 1; |
|
|
2440 | } else { |
|
|
2441 | return 0; |
|
|
2442 | } |
2803 | } |
2443 | |
2804 | else |
2444 | case SKILLSCROLL: |
|
|
2445 | if (op->type == PLAYER) { |
|
|
2446 | apply_skillscroll (op, tmp); |
|
|
2447 | return 1; |
|
|
2448 | } |
|
|
2449 | return 0; |
2805 | return 0; |
2450 | |
2806 | |
|
|
2807 | case WEAPON_IMPROVER: |
|
|
2808 | check_improve_weapon (who, op); |
|
|
2809 | return 1; |
|
|
2810 | |
2451 | case SPELLBOOK: |
2811 | case CLOCK: |
2452 | if (op->type == PLAYER) { |
2812 | if (who->type == PLAYER) |
2453 | apply_spellbook (op, tmp); |
2813 | { |
2454 | return 1; |
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") |
2455 | } |
2823 | )); |
2456 | return 0; |
|
|
2457 | |
|
|
2458 | case SCROLL: |
|
|
2459 | apply_scroll (op, tmp, 0); |
|
|
2460 | return 1; |
2824 | return 1; |
|
|
2825 | } |
|
|
2826 | else |
|
|
2827 | return 0; |
2461 | |
2828 | |
2462 | case POTION: |
2829 | case MENU: |
2463 | (void) apply_potion(op, tmp); |
2830 | if (who->type == PLAYER) |
|
|
2831 | { |
|
|
2832 | shop_listing (op, who); |
2464 | return 1; |
2833 | return 1; |
|
|
2834 | } |
|
|
2835 | else |
|
|
2836 | return 0; |
2465 | |
2837 | |
2466 | /* Eneq(@csd.uu.se): Handle apply on containers. */ |
2838 | case POWER_CRYSTAL: |
2467 | case CLOSE_CON: |
2839 | apply_power_crystal (who, op); /* see egoitem.c */ |
|
|
2840 | return 1; |
|
|
2841 | |
|
|
2842 | case LIGHTER: /* for lighting torches/lanterns/etc */ |
2468 | if (op->type==PLAYER) |
2843 | if (who->type == PLAYER) |
2469 | (void) esrv_apply_container (op, tmp->env); |
2844 | { |
2470 | else |
2845 | apply_lighter (who, op); |
2471 | (void) apply_container (op, tmp->env); |
|
|
2472 | return 1; |
2846 | return 1; |
2473 | |
|
|
2474 | case CONTAINER: |
|
|
2475 | if (op->type==PLAYER) |
|
|
2476 | (void) esrv_apply_container (op, tmp); |
|
|
2477 | else |
|
|
2478 | (void) apply_container (op, tmp); |
|
|
2479 | return 1; |
|
|
2480 | |
|
|
2481 | case TREASURE: |
|
|
2482 | if (op->type == PLAYER) { |
|
|
2483 | apply_treasure (op, tmp); |
|
|
2484 | return 1; |
|
|
2485 | } else { |
|
|
2486 | return 0; |
|
|
2487 | } |
2847 | } |
2488 | |
2848 | else |
2489 | case WEAPON: |
|
|
2490 | case ARMOUR: |
|
|
2491 | case BOOTS: |
|
|
2492 | case GLOVES: |
|
|
2493 | case AMULET: |
|
|
2494 | case GIRDLE: |
|
|
2495 | case BRACERS: |
|
|
2496 | case SHIELD: |
|
|
2497 | case HELMET: |
|
|
2498 | case RING: |
|
|
2499 | case CLOAK: |
|
|
2500 | case WAND: |
|
|
2501 | case ROD: |
|
|
2502 | case HORN: |
|
|
2503 | case SKILL: |
|
|
2504 | case BOW: |
|
|
2505 | case LAMP: |
|
|
2506 | case BUILDER: |
|
|
2507 | case SKILL_TOOL: |
|
|
2508 | if (tmp->env != op) |
|
|
2509 | return 2; /* not in inventory */ |
|
|
2510 | (void) apply_special (op, tmp, aflag); |
|
|
2511 | return 1; |
2849 | return 0; |
2512 | |
2850 | |
2513 | case DRINK: |
|
|
2514 | case FOOD: |
|
|
2515 | case FLESH: |
|
|
2516 | apply_food (op, tmp); |
|
|
2517 | return 1; |
|
|
2518 | |
|
|
2519 | case POISON: |
|
|
2520 | apply_poison (op, tmp); |
|
|
2521 | return 1; |
|
|
2522 | |
|
|
2523 | case SAVEBED: |
|
|
2524 | if (op->type == PLAYER) { |
|
|
2525 | apply_savebed (op); |
|
|
2526 | return 1; |
|
|
2527 | } else { |
|
|
2528 | return 0; |
|
|
2529 | } |
|
|
2530 | |
|
|
2531 | case ARMOUR_IMPROVER: |
|
|
2532 | if (op->type == PLAYER) { |
|
|
2533 | apply_armour_improver (op, tmp); |
|
|
2534 | return 1; |
|
|
2535 | } else { |
|
|
2536 | return 0; |
|
|
2537 | } |
|
|
2538 | |
|
|
2539 | case WEAPON_IMPROVER: |
|
|
2540 | (void) check_improve_weapon(op, tmp); |
|
|
2541 | return 1; |
|
|
2542 | |
|
|
2543 | case CLOCK: |
|
|
2544 | if (op->type == PLAYER) { |
|
|
2545 | char buf[MAX_BUF]; |
|
|
2546 | timeofday_t tod; |
|
|
2547 | |
|
|
2548 | get_tod(&tod); |
|
|
2549 | sprintf(buf, "It is %d minute%s past %d o'clock %s", |
|
|
2550 | tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"), |
|
|
2551 | ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)), |
|
|
2552 | ((tod.hour >= 14) ? "pm" : "am")); |
|
|
2553 | play_sound_player_only(op->contr, SOUND_CLOCK,0,0); |
|
|
2554 | new_draw_info(NDI_UNIQUE, 0,op, buf); |
|
|
2555 | return 1; |
|
|
2556 | } else { |
|
|
2557 | return 0; |
|
|
2558 | } |
|
|
2559 | |
|
|
2560 | case MENU: |
|
|
2561 | if (op->type == PLAYER) { |
|
|
2562 | shop_listing (op); |
|
|
2563 | return 1; |
|
|
2564 | } else { |
|
|
2565 | return 0; |
|
|
2566 | } |
|
|
2567 | |
|
|
2568 | case POWER_CRYSTAL: |
|
|
2569 | apply_power_crystal(op,tmp); /* see egoitem.c */ |
|
|
2570 | return 1; |
|
|
2571 | |
|
|
2572 | case LIGHTER: /* for lighting torches/lanterns/etc */ |
|
|
2573 | if (op->type == PLAYER) { |
|
|
2574 | apply_lighter(op,tmp); |
|
|
2575 | return 1; |
|
|
2576 | } else { |
|
|
2577 | return 0; |
|
|
2578 | } |
|
|
2579 | |
|
|
2580 | case ITEM_TRANSFORMER: |
2851 | case ITEM_TRANSFORMER: |
2581 | apply_item_transformer( op, tmp ); |
2852 | apply_item_transformer (who, op); |
2582 | return 1; |
2853 | return 1; |
2583 | |
2854 | |
2584 | default: |
2855 | default: |
|
|
2856 | who->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); |
2585 | return 0; |
2857 | return 0; |
2586 | } |
2858 | } |
2587 | } |
2859 | } |
2588 | |
2860 | |
2589 | |
2861 | /* |
2590 | /* quiet suppresses the "don't know how to apply" and "you must get it first" |
|
|
2591 | * messages as needed by player_apply_below(). But there can still be |
|
|
2592 | * "but you are floating high above the ground" messages. |
|
|
2593 | * |
|
|
2594 | * Same return value as apply() function. |
2862 | * Same return value as apply() function. |
2595 | */ |
2863 | */ |
|
|
2864 | bool |
2596 | int player_apply (object *pl, object *op, int aflag, int quiet) |
2865 | player_apply (object *pl, object *op, int aflag) |
2597 | { |
2866 | { |
2598 | int tmp; |
|
|
2599 | |
|
|
2600 | if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { |
2867 | if (!op->env && (pl->move_type & MOVE_FLYING)) |
|
|
2868 | { |
2601 | /* player is flying and applying object not in inventory */ |
2869 | /* player is flying and applying object not in inventory */ |
2602 | if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { |
2870 | if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) |
2603 | new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " |
2871 | { |
2604 | "above the ground!"); |
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.>"); |
2605 | return 0; |
2875 | return 0; |
2606 | } |
2876 | } |
2607 | } |
|
|
2608 | |
|
|
2609 | /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if |
|
|
2610 | * applied. |
|
|
2611 | */ |
|
|
2612 | if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ)) |
|
|
2613 | { |
2877 | } |
2614 | play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE); |
|
|
2615 | new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " |
|
|
2616 | "of smoke!"); |
|
|
2617 | new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion."); |
|
|
2618 | remove_ob (op); |
|
|
2619 | free_object (op); |
|
|
2620 | return 1; |
|
|
2621 | } |
|
|
2622 | |
2878 | |
2623 | pl->contr->last_used = op; |
2879 | pl->contr->last_used = op; |
2624 | pl->contr->last_used_id = op->count; |
|
|
2625 | |
2880 | |
2626 | tmp = manual_apply (pl, op, aflag); |
2881 | return pl->apply (op, aflag); |
2627 | if ( ! quiet) { |
|
|
2628 | if (tmp == 0) |
|
|
2629 | new_draw_info_format (NDI_UNIQUE, 0, pl, |
|
|
2630 | "I don't know how to apply the %s.", |
|
|
2631 | query_name (op)); |
|
|
2632 | else if (tmp == 2) |
|
|
2633 | new_draw_info_format (NDI_UNIQUE, 0, pl, |
|
|
2634 | "You must get it first!\n"); |
|
|
2635 | } |
|
|
2636 | return tmp; |
|
|
2637 | } |
2882 | } |
2638 | |
2883 | |
2639 | /** |
2884 | /** |
2640 | * player_apply_below attempts to apply the object 'below' the player. |
2885 | * player_apply_below attempts to apply the object 'below' the player. |
2641 | * If the player has an open container, we use that for below, otherwise |
2886 | * If the player has an open container, we use that for below, otherwise |
2642 | * we use the ground. |
2887 | * we use the ground. |
2643 | */ |
2888 | */ |
2644 | |
2889 | void |
2645 | void player_apply_below (object *pl) |
2890 | player_apply_below (object *pl) |
2646 | { |
2891 | { |
2647 | object *tmp, *next; |
|
|
2648 | int floors; |
2892 | int floors = 0; |
2649 | |
2893 | |
2650 | /* If using a container, set the starting item to be the top |
2894 | /* If using a container, set the starting item to be the top |
2651 | * item in the container. Otherwise, use the map. |
2895 | * item in the container. Otherwise, use the map. |
2652 | */ |
|
|
2653 | tmp = (pl->container != NULL) ? pl->container->inv : pl->below; |
|
|
2654 | |
|
|
2655 | /* This is perhaps more complicated. However, I want to make sure that |
2896 | * This is perhaps more complicated. However, I want to make sure that |
2656 | * we don't use a corrupt pointer for the next object, so we get the |
2897 | * we don't use a corrupt pointer for the next object, so we get the |
2657 | * next object in the stack before applying. This is can only be a |
2898 | * next object in the stack before applying. This is can only be a |
2658 | * problem if player_apply() has a bug in that it uses the object but does |
2899 | * problem if player_apply() has a bug in that it uses the object but does |
2659 | * not return a proper value. |
2900 | * not return a proper value. |
2660 | */ |
2901 | */ |
2661 | for (floors = 0; tmp!=NULL; tmp=next) { |
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 | { |
2662 | next = tmp->below; |
2906 | next = tmp->below; |
2663 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
2664 | floors++; |
|
|
2665 | else if (floors > 0) |
|
|
2666 | return; /* process only floor objects after first floor object */ |
|
|
2667 | |
2907 | |
2668 | /* If it is visible, player can apply it. If it is applied by |
2908 | /* If it is visible, player can apply it. |
2669 | * person moving on it, also activate. Added code to make it |
|
|
2670 | * so that at least one of players movement types be that which |
|
|
2671 | * the item needs. |
|
|
2672 | */ |
2909 | */ |
2673 | if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { |
2910 | if (!tmp->invisible) |
2674 | if (player_apply (pl, tmp, 0, 1) == 1) |
2911 | if (player_apply (pl, tmp, 0)) |
2675 | return; |
2912 | break; |
2676 | } |
2913 | |
2677 | if (floors >= 2) |
2914 | break; |
2678 | return; /* process at most two floor objects */ |
|
|
2679 | } |
2915 | } |
2680 | } |
2916 | } |
2681 | |
2917 | |
2682 | /** |
2918 | /** |
2683 | * Unapplies specified item. |
2919 | * Unapplies specified item. |
2684 | * No check done on cursed/damned. |
2920 | * No check done on cursed/damned. |
2685 | * Break this out of apply_special - this is just done |
2921 | * Break this out of apply_special - this is just done |
2686 | * to keep the size of apply_special to a more managable size. |
2922 | * to keep the size of apply_special to a more managable size. |
2687 | */ |
2923 | */ |
|
|
2924 | static int |
2688 | static int unapply_special (object *who, object *op, int aflags) |
2925 | unapply_special (object *who, object *op, int aflags) |
2689 | { |
2926 | { |
2690 | if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) |
2927 | if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) |
2691 | || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) |
2928 | || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) |
2692 | return RESULT_INT (0); |
2929 | return RESULT_INT (0); |
2693 | |
2930 | |
2694 | object *tmp2; |
2931 | if (who->current_weapon == op) |
|
|
2932 | who->current_weapon = 0; |
2695 | |
2933 | |
2696 | CLEAR_FLAG(op, FLAG_APPLIED); |
2934 | op->flag [FLAG_APPLIED] = false; |
|
|
2935 | |
2697 | switch(op->type) { |
2936 | switch (op->type) |
2698 | case WEAPON: |
2937 | { |
2699 | new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op)); |
|
|
2700 | |
|
|
2701 | (void) change_abil (who,op); |
|
|
2702 | if(QUERY_FLAG(who,FLAG_READY_WEAPON)) |
|
|
2703 | CLEAR_FLAG(who,FLAG_READY_WEAPON); |
|
|
2704 | clear_skill(who); |
|
|
2705 | break; |
|
|
2706 | |
|
|
2707 | case SKILL: /* allows objects to impart skills */ |
|
|
2708 | case SKILL_TOOL: |
2938 | case SKILL: |
2709 | if (op != who->chosen_skill) { |
2939 | if (player *pl = who->contr) |
2710 | LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); |
|
|
2711 | } |
|
|
2712 | if (who->type==PLAYER) { |
|
|
2713 | if (who->contr->shoottype == range_skill) |
|
|
2714 | who->contr->shoottype = range_none; |
|
|
2715 | if ( ! op->invisible) { |
2940 | if (op->invisible) |
2716 | new_draw_info_format (NDI_UNIQUE, 0, who, |
2941 | pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill)); |
2717 | "You stop using the %s.", query_name(op)); |
2942 | else |
2718 | } else { |
2943 | pl->statusmsg (format ("You stop using the %s.", query_name (op))); |
2719 | new_draw_info_format (NDI_UNIQUE, 0, who, |
2944 | |
2720 | "You can no longer use the skill: %s.", |
|
|
2721 | op->skill); |
|
|
2722 | } |
|
|
2723 | } |
|
|
2724 | (void) change_abil (who, op); |
2945 | change_abil (who, op); |
2725 | who->chosen_skill = NULL; |
2946 | who->flag [FLAG_READY_SKILL] = false; |
2726 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
|
|
2727 | break; |
|
|
2728 | |
|
|
2729 | case ARMOUR: |
|
|
2730 | case HELMET: |
|
|
2731 | case SHIELD: |
|
|
2732 | case RING: |
|
|
2733 | case BOOTS: |
|
|
2734 | case GLOVES: |
|
|
2735 | case AMULET: |
|
|
2736 | case GIRDLE: |
|
|
2737 | case BRACERS: |
|
|
2738 | case CLOAK: |
|
|
2739 | new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op)); |
|
|
2740 | (void) change_abil (who,op); |
|
|
2741 | break; |
|
|
2742 | case LAMP: |
|
|
2743 | new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.", |
|
|
2744 | op->name); |
|
|
2745 | tmp2 = arch_to_object(op->other_arch); |
|
|
2746 | tmp2->x = op->x; |
|
|
2747 | tmp2->y = op->y; |
|
|
2748 | tmp2->map = op->map; |
|
|
2749 | tmp2->below = op->below; |
|
|
2750 | tmp2->above = op->above; |
|
|
2751 | tmp2->stats.food = op->stats.food; |
|
|
2752 | CLEAR_FLAG(tmp2, FLAG_APPLIED); |
|
|
2753 | if (QUERY_FLAG(op, FLAG_INV_LOCKED)) |
|
|
2754 | SET_FLAG(tmp2, FLAG_INV_LOCKED); |
|
|
2755 | if (who->type == PLAYER) |
|
|
2756 | esrv_del_item(who->contr, (tag_t)op->count); |
|
|
2757 | remove_ob(op); |
|
|
2758 | free_object(op); |
|
|
2759 | insert_ob_in_ob(tmp2, who); |
|
|
2760 | fix_player(who); |
|
|
2761 | if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { |
|
|
2762 | if (who->type == PLAYER) { |
|
|
2763 | new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); |
|
|
2764 | SET_FLAG(tmp2, FLAG_KNOWN_CURSED); |
|
|
2765 | } |
|
|
2766 | } |
|
|
2767 | if(who->type==PLAYER) |
|
|
2768 | esrv_send_item(who, tmp2); |
|
|
2769 | return 1; /* otherwise, an attempt to drop causes problems */ |
|
|
2770 | break; |
|
|
2771 | case BOW: |
|
|
2772 | case WAND: |
|
|
2773 | case ROD: |
|
|
2774 | case HORN: |
|
|
2775 | clear_skill(who); |
|
|
2776 | new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op)); |
|
|
2777 | if(who->type==PLAYER) { |
|
|
2778 | who->contr->shoottype = range_none; |
|
|
2779 | } else { |
|
|
2780 | if (op->type == BOW) |
|
|
2781 | CLEAR_FLAG (who, FLAG_READY_BOW); |
|
|
2782 | else |
|
|
2783 | CLEAR_FLAG(who, FLAG_READY_RANGE); |
|
|
2784 | } |
|
|
2785 | break; |
|
|
2786 | |
|
|
2787 | case BUILDER: |
|
|
2788 | new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op)); |
|
|
2789 | who->contr->shoottype = range_none; |
|
|
2790 | who->contr->ranges[ range_builder ] = NULL; |
|
|
2791 | break; |
2947 | break; |
2792 | |
2948 | |
|
|
2949 | case WEAPON: |
|
|
2950 | who->statusmsg (format ("You unwield %s.", query_name (op))); |
|
|
2951 | change_abil (who, op); |
|
|
2952 | who->flag [FLAG_READY_WEAPON] = false; |
|
|
2953 | |
|
|
2954 | // unapplying a weapon or skill tool should also unapply the skill it governs |
|
|
2955 | // but this is hard, as it shouldn't do so when the skill can |
|
|
2956 | // be used for other reasons |
|
|
2957 | if (who->chosen_skill) |
|
|
2958 | if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL]) |
|
|
2959 | unapply_special (who, op, 0); |
|
|
2960 | |
|
|
2961 | break; |
|
|
2962 | |
|
|
2963 | case BOW: |
|
|
2964 | case WAND: |
|
|
2965 | case ROD: |
|
|
2966 | case HORN: |
|
|
2967 | case RANGED: |
|
|
2968 | if (player *pl = who->contr) |
|
|
2969 | { |
|
|
2970 | who->statusmsg (format ("You unready %s.", query_name (op))); |
|
|
2971 | change_abil (who, op); |
|
|
2972 | } |
|
|
2973 | else |
|
|
2974 | { |
|
|
2975 | who->change_skill (0); |
|
|
2976 | |
|
|
2977 | if (op->type == BOW) |
|
|
2978 | op->flag [FLAG_READY_BOW ] = false; |
|
|
2979 | else |
|
|
2980 | op->flag [FLAG_READY_RANGE] = false; |
|
|
2981 | } |
|
|
2982 | |
|
|
2983 | break; |
|
|
2984 | |
|
|
2985 | case ARMOUR: |
|
|
2986 | case HELMET: |
|
|
2987 | case SHIELD: |
|
|
2988 | case RING: |
|
|
2989 | case BOOTS: |
|
|
2990 | case GLOVES: |
|
|
2991 | case AMULET: |
|
|
2992 | case GIRDLE: |
|
|
2993 | case BRACERS: |
|
|
2994 | case CLOAK: |
|
|
2995 | who->statusmsg (format ("You unwear %s.", query_name (op))); |
|
|
2996 | change_abil (who, op); |
|
|
2997 | break; |
|
|
2998 | |
|
|
2999 | case SPELL: |
|
|
3000 | case BUILDER: |
|
|
3001 | who->statusmsg (format ("You unready %s.", query_name (op))); |
|
|
3002 | break; |
|
|
3003 | |
|
|
3004 | //case SKILL_TOOL://TODO |
2793 | default: |
3005 | default: |
2794 | new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); |
3006 | who->statusmsg (format ("You unapply %s.", query_name (op))); |
2795 | break; |
3007 | break; |
2796 | } |
3008 | } |
2797 | |
3009 | |
2798 | fix_player(who); |
3010 | if (aflags & AP_NO_MERGE || !merge_ob (op, 0)) |
2799 | |
3011 | if (object *pl = op->visible_to ()) |
2800 | if ( ! (aflags & AP_NO_MERGE)) { |
|
|
2801 | object *tmp; |
|
|
2802 | |
|
|
2803 | tag_t del_tag = op->count; |
|
|
2804 | tmp = merge_ob (op, NULL); |
|
|
2805 | if (who->type == PLAYER) { |
|
|
2806 | if (tmp) { /* it was merged */ |
|
|
2807 | esrv_del_item (who->contr, del_tag); |
|
|
2808 | op = tmp; |
|
|
2809 | } |
|
|
2810 | esrv_send_item (who, op); |
3012 | esrv_send_item (pl, op); |
2811 | } |
3013 | |
2812 | } |
3014 | who->update_stats (); |
|
|
3015 | |
2813 | return 0; |
3016 | return 0; |
2814 | } |
3017 | } |
2815 | |
3018 | |
2816 | /** |
3019 | /** |
2817 | * Returns the object that is using location 'loc'. |
3020 | * Returns the object that is using location 'loc'. |
2818 | * Note that 'start' is the first object to start examing - we |
3021 | * Note that 'start' is the first object to start examing - we |
2819 | * then go through the below of this. In this way, you can do |
3022 | * then go through the below of this. In this way, you can do |
2820 | * something like: |
3023 | * something like: |
2821 | * tmp = get_item_from_body_location(who->inv, 1); |
3024 | * tmp = get_next_item_from_body_location(who->inv, 1); |
2822 | * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); |
3025 | * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1); |
2823 | * to find the second object that may use this location, etc. |
3026 | * to find the second object that may use this location, etc. |
2824 | * Returns NULL if no match is found. |
3027 | * Returns NULL if no match is found. |
2825 | * loc is the index into the array we are looking for a match. |
3028 | * loc is the index into the array we are looking for a match. |
2826 | * don't return invisible objects unless they are skill objects |
3029 | * don't return invisible objects unless they are skill objects |
2827 | * invisible other objects that use |
3030 | * invisible other objects that use |
2828 | * up body locations can be used as restrictions. |
3031 | * up body locations can be used as restrictions. |
2829 | */ |
3032 | */ |
2830 | object *get_item_from_body_location(object *start, int loc) |
3033 | static object * |
|
|
3034 | get_next_item_from_body_location (int loc, object *start) |
2831 | { |
3035 | { |
2832 | object *tmp; |
|
|
2833 | |
|
|
2834 | if (!start) return NULL; |
|
|
2835 | |
|
|
2836 | for (tmp=start; tmp; tmp=tmp->below) |
3036 | for (object *tmp = start; tmp; tmp = tmp->below) |
2837 | if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && |
3037 | if (tmp->flag [FLAG_APPLIED] |
2838 | (!tmp->invisible || tmp->type==SKILL)) return tmp; |
3038 | && tmp->slot [loc].info |
|
|
3039 | && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL)) |
|
|
3040 | return tmp; |
2839 | |
3041 | |
2840 | return NULL; |
3042 | return 0; |
2841 | } |
3043 | } |
2842 | |
|
|
2843 | |
|
|
2844 | |
3044 | |
2845 | /** |
3045 | /** |
2846 | * 'op' wants to apply an object, but can't because of other equipment. |
3046 | * 'op' wants to apply an object, but can't because of other equipment. |
2847 | * This should only be called when it is known |
3047 | * This should only be called when it is known |
2848 | * that there are objects to unapply. This makes pretty heavy |
3048 | * that there are objects to unapply. This makes pretty heavy |
… | |
… | |
2851 | * Returns 0 on success, returns 1 if there is some problem. |
3051 | * Returns 0 on success, returns 1 if there is some problem. |
2852 | * if aflags is AP_PRINT, we instead print out waht to unapply |
3052 | * if aflags is AP_PRINT, we instead print out waht to unapply |
2853 | * instead of doing it. This is a lot less code than having |
3053 | * instead of doing it. This is a lot less code than having |
2854 | * another function that does just that. |
3054 | * another function that does just that. |
2855 | */ |
3055 | */ |
|
|
3056 | |
|
|
3057 | #define CANNOT_REMOVE_CURSED \ |
|
|
3058 | "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, " \ |
|
|
3060 | "priests or even other players might help.>" |
|
|
3061 | |
|
|
3062 | static int |
2856 | int unapply_for_ob(object *who, object *op, int aflags) |
3063 | unapply_for_ob (object *who, object *op, int aflags) |
2857 | { |
3064 | { |
2858 | int i; |
3065 | if (op->is_range ()) |
2859 | object *tmp=NULL, *last; |
|
|
2860 | |
|
|
2861 | /* If we are applying a shield or weapon, unapply any equipped shield |
|
|
2862 | * or weapons first - only allowed to use one weapon/shield at a time. |
|
|
2863 | */ |
|
|
2864 | if (op->type == WEAPON || op->type == SHIELD) { |
|
|
2865 | for (tmp=who->inv; tmp; tmp=tmp->below) { |
3066 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
2866 | if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { |
3067 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) |
2867 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || |
3068 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) |
2868 | (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { |
3069 | { |
2869 | if (aflags & AP_PRINT) |
3070 | if (aflags & AP_PRINT) |
2870 | new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); |
3071 | who->failmsg (query_name (tmp)); |
2871 | else |
3072 | else |
2872 | unapply_special(who, tmp, aflags); |
3073 | unapply_special (who, tmp, aflags); |
|
|
3074 | } |
|
|
3075 | else |
|
|
3076 | { |
|
|
3077 | /* 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 |
|
|
3079 | * at least generate the message. |
|
|
3080 | */ |
|
|
3081 | who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp))); |
|
|
3082 | return 1; |
|
|
3083 | } |
|
|
3084 | |
|
|
3085 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
|
|
3086 | { |
|
|
3087 | /* this used up a slot that we need to free */ |
|
|
3088 | if (op->slot[i].info) |
|
|
3089 | { |
|
|
3090 | object *last = who->inv; |
|
|
3091 | |
|
|
3092 | /* We do a while loop - may need to remove several items in order |
|
|
3093 | * to free up enough slots. |
|
|
3094 | */ |
|
|
3095 | while ((who->slot[i].used + op->slot[i].info) < 0) |
|
|
3096 | { |
|
|
3097 | object *tmp = get_next_item_from_body_location (i, last); |
|
|
3098 | |
|
|
3099 | if (!tmp) |
|
|
3100 | { |
|
|
3101 | #if 0 |
|
|
3102 | /* Not a bug - we'll get this if the player has cursed items |
|
|
3103 | * equipped. |
|
|
3104 | */ |
|
|
3105 | LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); |
|
|
3106 | #endif |
|
|
3107 | return 1; |
2873 | } |
3108 | } |
|
|
3109 | |
|
|
3110 | /* 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)))) |
|
|
3112 | { |
|
|
3113 | if (aflags & AP_PRINT) |
|
|
3114 | who->failmsg (query_name (tmp)); |
2874 | else { |
3115 | else |
2875 | /* In this case, we want to try and remove a cursed item. |
3116 | unapply_special (who, tmp, aflags); |
2876 | * While we know it won't work, we want unapply_special to |
|
|
2877 | * at least generate the message. |
|
|
2878 | */ |
|
|
2879 | new_draw_info_format(NDI_UNIQUE, 0, who, |
|
|
2880 | "No matter how hard you try, you just can't\nremove %s.", |
|
|
2881 | query_name(tmp)); |
|
|
2882 | return 1; |
|
|
2883 | } |
3117 | } |
|
|
3118 | else |
|
|
3119 | { |
|
|
3120 | /* Cursed item that we can't unequip - tell the player. |
|
|
3121 | * 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 |
|
|
3123 | * one cursed ring.) |
|
|
3124 | */ |
|
|
3125 | who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp))); |
|
|
3126 | } |
2884 | |
3127 | |
|
|
3128 | last = tmp->below; |
2885 | } |
3129 | } |
2886 | } |
|
|
2887 | } |
|
|
2888 | |
|
|
2889 | for (i=0; i<NUM_BODY_LOCATIONS; i++) { |
|
|
2890 | /* this used up a slot that we need to free */ |
|
|
2891 | if (op->body_info[i]) { |
|
|
2892 | last = who->inv; |
|
|
2893 | |
|
|
2894 | /* We do a while loop - may need to remove several items in order |
|
|
2895 | * to free up enough slots. |
|
|
2896 | */ |
|
|
2897 | while ((who->body_used[i] + op->body_info[i]) < 0) { |
|
|
2898 | tmp = get_item_from_body_location(last, i); |
|
|
2899 | if (!tmp) { |
|
|
2900 | #if 0 |
|
|
2901 | /* Not a bug - we'll get this if the player has cursed items |
|
|
2902 | * equipped. |
|
|
2903 | */ |
|
|
2904 | LOG(llevError,"Can't find object using location %d (%s) on %s\n", |
|
|
2905 | i, body_locations[i].save_name, who->name); |
|
|
2906 | #endif |
|
|
2907 | return 1; |
|
|
2908 | } |
|
|
2909 | /* If we are just printing, we don't care about cursed status */ |
|
|
2910 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || |
|
|
2911 | (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) { |
|
|
2912 | if (aflags & AP_PRINT) |
|
|
2913 | new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); |
|
|
2914 | else |
|
|
2915 | unapply_special(who, tmp, aflags); |
|
|
2916 | } |
|
|
2917 | else { |
|
|
2918 | /* Cursed item that we can't unequip - tell the player. |
|
|
2919 | * Note this could be annoying if this is just one of a few, |
|
|
2920 | * so it may not be critical (eg, putting on a ring and you have |
|
|
2921 | * one cursed ring.) |
|
|
2922 | */ |
|
|
2923 | new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp)); |
|
|
2924 | } |
|
|
2925 | last = tmp->below; |
|
|
2926 | } |
|
|
2927 | /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the |
3130 | /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the |
2928 | * return in the !tmp would have kicked in. |
3131 | * return in the !tmp would have kicked in. |
2929 | */ |
3132 | */ |
2930 | } /* if op is using this body location */ |
3133 | } /* if op is using this body location */ |
2931 | } /* for body lcoations */ |
3134 | } /* for body lcoations */ |
|
|
3135 | |
2932 | return 0; |
3136 | return 0; |
2933 | } |
3137 | } |
2934 | |
3138 | |
2935 | /** |
3139 | /** |
2936 | * Checks to see if 'who' can apply object 'op'. |
3140 | * Checks to see if 'who' can apply object 'op'. |
2937 | * Returns 0 if apply can be done without anything special. |
3141 | * Returns 0 if apply can be done without anything special. |
2938 | * Otherwise returns a bitmask - potentially several of these may be |
3142 | * Otherwise returns a bitmask - potentially several of these may be |
2939 | * set, but largely depends on circumstance - in the future, processing |
3143 | * set, but largely depends on circumstance - in the future, processing |
2940 | * may be pruned once we know some status (eg, once CAN_APPLY_NEVER |
3144 | * may be pruned once we know some status (eg, once CAN_APPLY_NEVER |
2941 | * is set, do we really are what the other flags may be?) |
3145 | * is set, do we really care what the other flags may be?) |
2942 | * |
3146 | * |
2943 | * See include/define.h for detailed description of the meaning of |
3147 | * See include/define.h for detailed description of the meaning of |
2944 | * these return values. |
3148 | * these return values. |
2945 | */ |
3149 | */ |
|
|
3150 | int |
2946 | int can_apply_object(object *who, object *op) |
3151 | can_apply_object (object *who, object *op) |
2947 | { |
3152 | { |
2948 | if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) |
3153 | if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) |
2949 | || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) |
|
|
2950 | return RESULT_INT (0); |
3154 | return RESULT_INT (0); |
2951 | |
3155 | |
2952 | int i, retval=0; |
3156 | int retval = 0; |
2953 | object *tmp=NULL, *ws=NULL; |
3157 | object *tmp = 0, *ws = 0; |
2954 | |
3158 | |
2955 | /* Players have 2 'arm's, so they could in theory equip 2 shields or |
3159 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
2956 | * 2 weapons, but we don't want to let them do that. So if they are |
3160 | { |
2957 | * trying to equip a weapon or shield, see if they already have one |
3161 | if (op->slot[i].info) |
2958 | * in place and store that way. |
3162 | { |
2959 | */ |
3163 | /* Item uses more slots than we have */ |
2960 | if (op->type == WEAPON || op->type == SHIELD) { |
3164 | if (who->slot[i].info + op->slot [i].info < 0) |
2961 | for (tmp=who->inv; tmp && !ws; tmp=tmp->below) { |
3165 | { |
2962 | if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { |
3166 | /* Could return now for efficiency - rest of info below isn't |
|
|
3167 | * really needed. |
|
|
3168 | */ |
2963 | retval = CAN_APPLY_UNAPPLY; |
3169 | retval |= CAN_APPLY_NEVER; |
2964 | ws = tmp; |
|
|
2965 | } |
3170 | } |
2966 | } |
3171 | else if (who->slot[i].used + op->slot[i].info < 0) |
2967 | } |
|
|
2968 | |
3172 | { |
2969 | |
3173 | /* in this case, equipping this would use more free spots than |
2970 | for (i=0; i<NUM_BODY_LOCATIONS; i++) { |
3174 | * we have. |
2971 | if (op->body_info[i]) { |
|
|
2972 | /* Item uses more slots than we have */ |
|
|
2973 | if (FABS(op->body_info[i]) > who->body_info[i]) { |
|
|
2974 | /* Could return now for efficiently - rest of info below isn' |
|
|
2975 | * really needed. |
|
|
2976 | */ |
3175 | */ |
|
|
3176 | |
|
|
3177 | /* if we have an applied weapon/shield, and unapply it would free |
|
|
3178 | * enough slots to equip the new item, then just set "can |
|
|
3179 | * apply unapply". We don't care about the logic below - if you have a |
|
|
3180 | * shield equipped and try to equip another shield, there is only |
|
|
3181 | * one choice. However, the check for the number of body locations |
|
|
3182 | * does take into the account cases where what is being applied |
|
|
3183 | * may be two handed for example. |
|
|
3184 | */ |
|
|
3185 | if (ws) |
|
|
3186 | if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0) |
|
|
3187 | { |
|
|
3188 | retval |= CAN_APPLY_UNAPPLY; |
|
|
3189 | continue; |
|
|
3190 | } |
|
|
3191 | |
|
|
3192 | object *tmp1 = get_next_item_from_body_location (i, who->inv); |
|
|
3193 | if (!tmp1) |
2977 | retval |= CAN_APPLY_NEVER; |
3194 | retval |= CAN_APPLY_NEVER; |
2978 | } else if ((who->body_used[i] + op->body_info[i]) < 0) { |
3195 | else |
2979 | /* in this case, equipping this would use more free spots than |
3196 | { |
2980 | * we have. |
3197 | /* need to unapply something. However, if this something |
|
|
3198 | * is different than we had found before, it means they need |
|
|
3199 | * to apply multiple objects |
2981 | */ |
3200 | */ |
2982 | object *tmp1; |
3201 | retval |= CAN_APPLY_UNAPPLY; |
2983 | |
3202 | |
|
|
3203 | if (!tmp) |
|
|
3204 | tmp = tmp1; |
|
|
3205 | else if (tmp != tmp1) |
|
|
3206 | retval |= CAN_APPLY_UNAPPLY_MULT; |
2984 | |
3207 | |
2985 | /* if we have an applied weapon/shield, and unapply it would free |
3208 | /* This object isn't using up all the slots, so there must |
2986 | * enough slots to equip the new item, then just set this can |
3209 | * be another. If so, and it the new item doesn't need all |
2987 | * continue. We don't care about the logic below - if you have |
3210 | * the slots, the player then has a choice. |
2988 | * shield equipped and try to equip another shield, there is only |
|
|
2989 | * one choice. However, the check for the number of body locations |
|
|
2990 | * does take into the account cases where what is being applied |
|
|
2991 | * may be two handed for example. |
|
|
2992 | */ |
3211 | */ |
2993 | if (ws) { |
3212 | if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info) |
2994 | if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) { |
3213 | && abs (op->slot[i].info) < who->slot[i].info) |
|
|
3214 | retval |= CAN_APPLY_UNAPPLY_CHOICE; |
|
|
3215 | |
|
|
3216 | /* Does unequippint 'tmp1' free up enough slots for this to be |
|
|
3217 | * equipped? If not, there must be something else to unapply. |
|
|
3218 | */ |
|
|
3219 | if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info) |
2995 | retval |= CAN_APPLY_UNAPPLY; |
3220 | retval |= CAN_APPLY_UNAPPLY_MULT; |
2996 | continue; |
|
|
2997 | } |
|
|
2998 | } |
3221 | } |
2999 | |
|
|
3000 | tmp1 = get_item_from_body_location(who->inv, i); |
|
|
3001 | if (!tmp1) { |
|
|
3002 | #if 0 |
|
|
3003 | /* This is sort of an error, but happens a lot when old players |
|
|
3004 | * join in with more stuff equipped than they are now allowed. |
|
|
3005 | */ |
|
|
3006 | LOG(llevError,"Can't find object using location %d on %s\n", |
|
|
3007 | i, who->name); |
|
|
3008 | #endif |
|
|
3009 | retval |= CAN_APPLY_NEVER; |
|
|
3010 | } else { |
|
|
3011 | /* need to unapply something. However, if this something |
|
|
3012 | * is different than we had found before, it means they need |
|
|
3013 | * to apply multiple objects |
|
|
3014 | */ |
|
|
3015 | retval |= CAN_APPLY_UNAPPLY; |
|
|
3016 | if (!tmp) tmp = tmp1; |
|
|
3017 | else if (tmp != tmp1) { |
|
|
3018 | retval |= CAN_APPLY_UNAPPLY_MULT; |
|
|
3019 | } |
|
|
3020 | /* This object isn't using up all the slots, so there must |
|
|
3021 | * be another. If so, and it the new item doesn't need all |
|
|
3022 | * the slots, the player then has a choice. |
|
|
3023 | */ |
|
|
3024 | if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && |
|
|
3025 | (FABS(op->body_info[i]) < who->body_info[i])) |
|
|
3026 | retval |= CAN_APPLY_UNAPPLY_CHOICE; |
|
|
3027 | |
|
|
3028 | /* Does unequippint 'tmp1' free up enough slots for this to be |
|
|
3029 | * equipped? If not, there must be something else to unapply. |
|
|
3030 | */ |
|
|
3031 | if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) |
|
|
3032 | retval |= CAN_APPLY_UNAPPLY_MULT; |
|
|
3033 | |
|
|
3034 | } |
|
|
3035 | } /* if not enough free slots */ |
3222 | } /* if not enough free slots */ |
3036 | } /* if this object uses location i */ |
3223 | } /* if this object uses location i */ |
3037 | } /* for i -> num_body_locations loop */ |
3224 | } /* for i -> num_body_locations loop */ |
3038 | |
3225 | |
3039 | /* Note that we don't check for FLAG_USE_ARMOUR - that should |
3226 | /* Note that we don't check for FLAG_USE_ARMOUR - that should |
3040 | * really be controlled by use of body locations. We do have |
3227 | * really be controlled by use of body locations. We do have |
3041 | * the weapon/shield checks, and the range checks for monsters, |
3228 | * the weapon/shield checks, and the range checks for monsters, |
3042 | * because you can't control those just by body location - bows, shields, |
3229 | * because you can't control those just by body location - bows, shields, |
3043 | * and weapons all use the same slot. Similar for horn/rod/wand - they |
3230 | * and weapons all use the same slot. Similar for horn/rod/wand - they |
3044 | * all use the same location. |
3231 | * all use the same location. |
3045 | */ |
3232 | */ |
3046 | if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) |
3233 | if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) |
|
|
3234 | retval |= CAN_APPLY_RESTRICTION; |
|
|
3235 | |
|
|
3236 | if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) |
|
|
3237 | retval |= CAN_APPLY_RESTRICTION; |
|
|
3238 | |
|
|
3239 | if (who->type != PLAYER) |
|
|
3240 | { |
|
|
3241 | if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) |
3047 | retval |= CAN_APPLY_RESTRICTION; |
3242 | retval |= CAN_APPLY_RESTRICTION; |
|
|
3243 | |
3048 | if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD)) |
3244 | if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) |
3049 | retval |= CAN_APPLY_RESTRICTION; |
3245 | retval |= CAN_APPLY_RESTRICTION; |
3050 | |
3246 | |
3051 | |
|
|
3052 | if (who->type != PLAYER) { |
|
|
3053 | if ((op->type == WAND || op->type == HORN || op->type==ROD) |
|
|
3054 | && !QUERY_FLAG(who, FLAG_USE_RANGE)) |
|
|
3055 | retval |= CAN_APPLY_RESTRICTION; |
|
|
3056 | if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) |
|
|
3057 | retval |= CAN_APPLY_RESTRICTION; |
|
|
3058 | if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) |
3247 | if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) |
3059 | retval |= CAN_APPLY_RESTRICTION; |
3248 | retval |= CAN_APPLY_RESTRICTION; |
|
|
3249 | |
3060 | if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) |
3250 | if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) |
3061 | retval |= CAN_APPLY_RESTRICTION; |
3251 | retval |= CAN_APPLY_RESTRICTION; |
3062 | } |
3252 | } |
|
|
3253 | |
3063 | return retval; |
3254 | return retval; |
3064 | } |
3255 | } |
3065 | |
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) |
3066 | |
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 | } |
3067 | |
3345 | |
3068 | /** |
3346 | /** |
3069 | * who is the object using the object. It can be a monster. |
3347 | * who is the object using the object. It can be a monster. |
3070 | * op is the object they are using. op is an equipment type item, |
3348 | * op is the object they are using. op is an equipment type item, |
3071 | * eg, one which you put on and keep on for a while, and not something |
3349 | * eg, one which you put on and keep on for a while, and not something |
… | |
… | |
3080 | * AP_UNAPPLY=always unapply). |
3358 | * AP_UNAPPLY=always unapply). |
3081 | * |
3359 | * |
3082 | * Optional flags: |
3360 | * Optional flags: |
3083 | * AP_NO_MERGE: don't merge an unapplied object with other objects |
3361 | * AP_NO_MERGE: don't merge an unapplied object with other objects |
3084 | * AP_IGNORE_CURSE: unapply cursed items |
3362 | * AP_IGNORE_CURSE: unapply cursed items |
|
|
3363 | * AP_NO_READY: do not ready skills when applying skill tools |
3085 | * |
3364 | * |
3086 | * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) |
3365 | * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) |
3087 | * |
3366 | * |
3088 | * apply_special() doesn't check for unpaid items. |
3367 | * apply_special() doesn't check for unpaid items. |
3089 | */ |
3368 | */ |
|
|
3369 | |
|
|
3370 | #define LACK_ITEM_POWER \ |
|
|
3371 | " H<You lack enough unused item power to use this weapon, see the skills command.>" |
|
|
3372 | |
|
|
3373 | int |
3090 | int apply_special (object *who, object *op, int aflags) |
3374 | apply_special (object *who, object *op, int aflags) |
3091 | { |
3375 | { |
3092 | int basic_flag = aflags & AP_BASIC_FLAGS; |
3376 | int basic_flag = aflags & AP_MODE; |
3093 | object *tmp, *tmp2, *skop=NULL; |
3377 | object *tmp, *tmp2, *skop = NULL; |
3094 | int i; |
|
|
3095 | |
3378 | |
3096 | if(who==NULL) { |
3379 | if (who == NULL) |
|
|
3380 | { |
3097 | LOG(llevError,"apply_special() from object without environment.\n"); |
3381 | LOG (llevError, "apply_special() from object without environment.\n"); |
3098 | return 1; |
3382 | return 1; |
3099 | } |
3383 | } |
3100 | |
3384 | |
3101 | if(op->env!=who) |
3385 | if (op->env != who) |
3102 | return 1; /* op is not in inventory */ |
3386 | return 1; /* op is not in inventory */ |
3103 | |
3387 | |
3104 | /* trying to unequip op */ |
3388 | /* trying to unequip op */ |
3105 | if (QUERY_FLAG(op,FLAG_APPLIED)) { |
3389 | if (QUERY_FLAG (op, FLAG_APPLIED)) |
|
|
3390 | { |
3106 | /* always apply, so no reason to unapply */ |
3391 | /* always apply, so no reason to unapply */ |
3107 | if (basic_flag == AP_APPLY) return 0; |
3392 | if (basic_flag == AP_APPLY) |
|
|
3393 | return 0; |
3108 | |
3394 | |
3109 | if ( ! (aflags & AP_IGNORE_CURSE) |
|
|
3110 | && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { |
3395 | if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) |
3111 | new_draw_info_format(NDI_UNIQUE, 0, who, |
3396 | { |
3112 | "No matter how hard you try, you just can't\nremove %s.", |
3397 | who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op))); |
3113 | query_name(op)); |
3398 | return 1; |
|
|
3399 | } |
|
|
3400 | |
|
|
3401 | return unapply_special (who, op, aflags); |
|
|
3402 | } |
|
|
3403 | else if (basic_flag == AP_UNAPPLY) |
|
|
3404 | return 0; |
|
|
3405 | |
|
|
3406 | splay (op); |
|
|
3407 | |
|
|
3408 | /* Can't just apply this object. Lets see what not and what to do */ |
|
|
3409 | if (int i = can_apply_object (who, op)) |
|
|
3410 | { |
|
|
3411 | if (i & CAN_APPLY_NEVER) |
|
|
3412 | { |
|
|
3413 | who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op))); |
|
|
3414 | return 1; |
|
|
3415 | } |
|
|
3416 | else if (i & CAN_APPLY_RESTRICTION) |
|
|
3417 | { |
|
|
3418 | who->failmsg (format ( |
|
|
3419 | "You have a prohibition against using a %s. " |
|
|
3420 | "H<Your belief, profession or class prevents you from applying this item.>", |
|
|
3421 | query_name (op) |
|
|
3422 | )); |
|
|
3423 | return 1; |
|
|
3424 | } |
|
|
3425 | |
|
|
3426 | if (who->type != PLAYER) |
|
|
3427 | { |
|
|
3428 | /* Some error, so don't try to equip something more */ |
|
|
3429 | if (unapply_for_ob (who, op, aflags)) |
3114 | return 1; |
3430 | return 1; |
3115 | } |
3431 | } |
3116 | return unapply_special(who, op, aflags); |
3432 | else |
|
|
3433 | { |
|
|
3434 | if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) |
|
|
3435 | { |
|
|
3436 | who->failmsg ("You need to unapply some of the following item(s) or change your applymode:"); |
|
|
3437 | unapply_for_ob (who, op, AP_PRINT); |
|
|
3438 | return 1; |
|
|
3439 | } |
|
|
3440 | else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) |
|
|
3441 | if (unapply_for_ob (who, op, aflags)) |
|
|
3442 | return 1; |
|
|
3443 | } |
|
|
3444 | } |
|
|
3445 | |
|
|
3446 | if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) |
3117 | } |
3447 | { |
|
|
3448 | // try to ready attached skill first |
|
|
3449 | skop = find_skill_by_name (who, op->skill); |
3118 | |
3450 | |
3119 | if (basic_flag == AP_UNAPPLY) return 0; |
3451 | if (!skop) |
|
|
3452 | { |
|
|
3453 | who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); |
|
|
3454 | return 1; |
|
|
3455 | } |
|
|
3456 | else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT)) |
|
|
3457 | { |
|
|
3458 | who->failmsg (format ("You can't use the required %s skill!", &op->skill)); |
|
|
3459 | return 1; |
|
|
3460 | } |
|
|
3461 | } |
3120 | |
3462 | |
3121 | i = can_apply_object(who, op); |
3463 | if (!check_item_power (who, op->item_power)) |
|
|
3464 | { |
|
|
3465 | who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); |
|
|
3466 | return 1; |
|
|
3467 | } |
3122 | |
3468 | |
3123 | /* Can't just apply this object. Lets see what not and what to do */ |
3469 | /* Ok. We are now at the state where we can apply the new object. |
3124 | if (i) { |
3470 | * Note that we don't have the checks for can_use_... |
3125 | if (i & CAN_APPLY_NEVER) { |
3471 | * below - that is already taken care of by can_apply_object. |
3126 | new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); |
3472 | */ |
|
|
3473 | |
|
|
3474 | // split away all the other items from the stack, so only one item is left |
|
|
3475 | tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; |
|
|
3476 | |
|
|
3477 | if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) |
|
|
3478 | return RESULT_INT (0); |
|
|
3479 | |
|
|
3480 | switch (op->type) |
|
|
3481 | { |
|
|
3482 | case WEAPON: |
|
|
3483 | if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\'')) |
|
|
3484 | { |
|
|
3485 | /* if the weapon does not have the name as the character, can't use it. */ |
|
|
3486 | /* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
|
|
3487 | who->failmsg ("The weapon does not recognize you as its owner. " |
|
|
3488 | "H<Its name indicates that it belongs to somebody else.>"); |
|
|
3489 | if (tmp) who->insert (tmp); |
3127 | return 1; |
3490 | return 1; |
3128 | } else if (i & CAN_APPLY_RESTRICTION) { |
3491 | } |
3129 | new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); |
3492 | |
|
|
3493 | op->flag [FLAG_APPLIED] = true; |
|
|
3494 | |
|
|
3495 | if (player *pl = who->contr) |
|
|
3496 | { |
|
|
3497 | who->statusmsg (format ("You wield %s.", query_name (op))); |
|
|
3498 | change_abil (who, op); |
|
|
3499 | } |
|
|
3500 | else |
|
|
3501 | who->change_skill (skop); |
|
|
3502 | |
|
|
3503 | op->flag [FLAG_READY_WEAPON] = true; |
|
|
3504 | break; |
|
|
3505 | |
|
|
3506 | case ARMOUR: |
|
|
3507 | case HELMET: |
|
|
3508 | case SHIELD: |
|
|
3509 | case BOOTS: |
|
|
3510 | case GLOVES: |
|
|
3511 | case GIRDLE: |
|
|
3512 | case BRACERS: |
|
|
3513 | case CLOAK: |
|
|
3514 | case RING: |
|
|
3515 | case AMULET: |
|
|
3516 | SET_FLAG (op, FLAG_APPLIED); |
|
|
3517 | who->statusmsg (format ("You wear %s.", query_name (op))); |
|
|
3518 | change_abil (who, op); |
|
|
3519 | break; |
|
|
3520 | |
|
|
3521 | case SKILL_TOOL: |
|
|
3522 | // applying a skill tool does not ready the skill |
|
|
3523 | // if something needs the skill, it has to ready it itself |
|
|
3524 | //TODO: unapplying should unapply the skill, though |
|
|
3525 | SET_FLAG (op, FLAG_APPLIED); |
|
|
3526 | break; |
|
|
3527 | |
|
|
3528 | case SKILL: |
|
|
3529 | if (!(aflags & AP_NO_SLOT)) |
|
|
3530 | { |
|
|
3531 | // skill is used on it's own, as opposed to being a chosen_skill |
|
|
3532 | |
|
|
3533 | if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA)) |
|
|
3534 | { |
|
|
3535 | who->failmsg (format ( |
|
|
3536 | "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. " |
|
|
3538 | "It cannot be used on its own.>", |
|
|
3539 | &op->skill |
|
|
3540 | )); |
|
|
3541 | if (tmp) who->insert (tmp); |
|
|
3542 | return 1; |
|
|
3543 | } |
|
|
3544 | |
|
|
3545 | if (skill_flags [op->subtype] & SF_AUTARK |
|
|
3546 | || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED))) |
|
|
3547 | { |
|
|
3548 | if (skill_flags [op->subtype] & SF_USE) |
|
|
3549 | who->failmsg (format ( |
|
|
3550 | "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>.>", |
|
|
3552 | &op->skill, &op->skill |
|
|
3553 | )); |
|
|
3554 | else |
|
|
3555 | who->failmsg (format ( |
|
|
3556 | "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.>", |
|
|
3558 | &op->skill, &op->skill |
|
|
3559 | )); |
|
|
3560 | |
|
|
3561 | if (tmp) who->insert (tmp); |
|
|
3562 | return 1; |
|
|
3563 | } |
|
|
3564 | |
|
|
3565 | if (who->contr) |
|
|
3566 | who->statusmsg (format ( |
|
|
3567 | op->invisible ? "You can now use the %s skill." : "You ready %s.", |
|
|
3568 | query_name (op), |
|
|
3569 | &op->skill |
|
|
3570 | )); |
|
|
3571 | } |
|
|
3572 | |
|
|
3573 | SET_FLAG (who, FLAG_READY_SKILL); |
|
|
3574 | SET_FLAG (op, FLAG_APPLIED); |
|
|
3575 | change_abil (who, op); |
|
|
3576 | break; |
|
|
3577 | |
|
|
3578 | case BOW: |
|
|
3579 | if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\'')) |
|
|
3580 | { |
|
|
3581 | who->failmsg ("The weapon does not recognize you as its owner. " |
|
|
3582 | "H<Its name indicates that it belongs to somebody else.>"); |
|
|
3583 | if (tmp) who->insert (tmp); |
3130 | return 1; |
3584 | return 1; |
3131 | } |
|
|
3132 | if (who->type != PLAYER) { |
|
|
3133 | /* Some error, so don't try to equip something more */ |
|
|
3134 | if (unapply_for_ob(who, op, aflags)) return 1; |
|
|
3135 | } else { |
|
|
3136 | if (who->contr->unapply == unapply_never || |
|
|
3137 | (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { |
|
|
3138 | new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); |
|
|
3139 | unapply_for_ob(who, op, AP_PRINT); |
|
|
3140 | return 1; |
|
|
3141 | } |
3585 | } |
3142 | else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { |
3586 | |
3143 | i = unapply_for_ob(who, op, aflags); |
3587 | if (player *pl = who->contr) |
3144 | if (i) return 1; |
3588 | { |
|
|
3589 | op->flag [FLAG_APPLIED] = true; |
|
|
3590 | who->statusmsg (format ("You wield the %s.", query_name (op))); |
|
|
3591 | change_abil (who, op); |
3145 | } |
3592 | } |
|
|
3593 | break; |
|
|
3594 | |
|
|
3595 | case RANGED: |
|
|
3596 | if (player *pl = who->contr) |
|
|
3597 | { |
|
|
3598 | op->flag [FLAG_APPLIED] = true; |
|
|
3599 | who->statusmsg (format ("You applied the %s.", query_name (op))); |
3146 | } |
3600 | } |
3147 | } |
3601 | break; |
3148 | if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { |
3602 | |
3149 | skop=find_skill_by_name(who, op->skill); |
3603 | case SPELL: |
|
|
3604 | if (player *pl = who->contr) |
|
|
3605 | { |
|
|
3606 | op->flag [FLAG_APPLIED] = true; |
|
|
3607 | who->statusmsg (format ("You ready the spell %s.", query_name (op))); |
|
|
3608 | } |
|
|
3609 | break; |
|
|
3610 | |
|
|
3611 | /*FALLTHROUGH*/ |
|
|
3612 | case WAND: |
|
|
3613 | case ROD: |
|
|
3614 | case HORN: |
|
|
3615 | /* check for skill, alter player status */ |
|
|
3616 | |
3150 | if (!skop) { |
3617 | if (!skop) |
3151 | new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill); |
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); |
3152 | return 1; |
3621 | return 1; |
3153 | } else { |
|
|
3154 | /* While experience will be credited properly, we want to change the |
|
|
3155 | * skill so that the dam and wc get updated |
|
|
3156 | */ |
|
|
3157 | change_skill(who, skop, 0); |
|
|
3158 | } |
|
|
3159 | } |
|
|
3160 | |
|
|
3161 | if (who->type == PLAYER && op->item_power && |
|
|
3162 | (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) { |
|
|
3163 | new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); |
|
|
3164 | return 1; |
|
|
3165 | } |
|
|
3166 | |
|
|
3167 | |
|
|
3168 | /* Ok. We are now at the state where we can apply the new object. |
|
|
3169 | * Note that we don't have the checks for can_use_... |
|
|
3170 | * below - that is already taken care of by can_apply_object. |
|
|
3171 | */ |
|
|
3172 | |
|
|
3173 | |
|
|
3174 | if(op->nrof > 1) |
|
|
3175 | tmp = get_split_ob(op,op->nrof - 1); |
|
|
3176 | else |
|
|
3177 | tmp = NULL; |
|
|
3178 | |
|
|
3179 | if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) |
|
|
3180 | || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) |
|
|
3181 | return RESULT_INT (0); |
|
|
3182 | |
|
|
3183 | switch(op->type) { |
|
|
3184 | case WEAPON: |
|
|
3185 | if (!check_weapon_power(who, op->last_eat)) { |
|
|
3186 | new_draw_info(NDI_UNIQUE, 0,who, |
|
|
3187 | "That weapon is too powerful for you to use."); |
|
|
3188 | new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); |
|
|
3189 | if(tmp!=NULL) |
|
|
3190 | (void) insert_ob_in_ob(tmp,who); |
|
|
3191 | return 1; |
|
|
3192 | } |
3622 | } |
3193 | if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { |
|
|
3194 | /* if the weapon does not have the name as the character, can't use it. */ |
|
|
3195 | /* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
|
|
3196 | new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner."); |
|
|
3197 | if(tmp!=NULL) |
|
|
3198 | (void) insert_ob_in_ob(tmp,who); |
|
|
3199 | return 1; |
|
|
3200 | } |
|
|
3201 | SET_FLAG(op, FLAG_APPLIED); |
|
|
3202 | |
3623 | |
3203 | if (skop) change_skill(who, skop, 1); |
3624 | op->flag [FLAG_APPLIED] = true; |
3204 | if(!QUERY_FLAG(who,FLAG_READY_WEAPON)) |
|
|
3205 | SET_FLAG(who, FLAG_READY_WEAPON); |
|
|
3206 | |
3625 | |
3207 | new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op)); |
3626 | if (player *pl = who->contr) |
3208 | |
|
|
3209 | (void) change_abil (who,op); |
|
|
3210 | break; |
|
|
3211 | |
|
|
3212 | case ARMOUR: |
|
|
3213 | case HELMET: |
|
|
3214 | case SHIELD: |
|
|
3215 | case BOOTS: |
|
|
3216 | case GLOVES: |
|
|
3217 | case GIRDLE: |
|
|
3218 | case BRACERS: |
|
|
3219 | case CLOAK: |
|
|
3220 | case RING: |
|
|
3221 | case AMULET: |
|
|
3222 | SET_FLAG(op, FLAG_APPLIED); |
|
|
3223 | new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op)); |
|
|
3224 | (void) change_abil (who,op); |
|
|
3225 | break; |
|
|
3226 | case LAMP: |
|
|
3227 | if (op->stats.food < 1) { |
|
|
3228 | new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of" |
|
|
3229 | " fuel!", op->name); |
|
|
3230 | return 1; |
|
|
3231 | } |
|
|
3232 | new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.", |
|
|
3233 | op->name); |
|
|
3234 | tmp2 = arch_to_object(op->other_arch); |
|
|
3235 | tmp2->stats.food = op->stats.food; |
|
|
3236 | SET_FLAG(tmp2, FLAG_APPLIED); |
|
|
3237 | if (QUERY_FLAG(op, FLAG_INV_LOCKED)) |
|
|
3238 | SET_FLAG(tmp2, FLAG_INV_LOCKED); |
|
|
3239 | insert_ob_in_ob(tmp2, who); |
|
|
3240 | |
|
|
3241 | /* Remove the old lantern */ |
|
|
3242 | if (who->type == PLAYER) |
|
|
3243 | esrv_del_item(who->contr, (tag_t)op->count); |
|
|
3244 | remove_ob(op); |
|
|
3245 | free_object(op); |
|
|
3246 | |
|
|
3247 | /* insert the portion that was split off */ |
|
|
3248 | if(tmp!=NULL) { |
|
|
3249 | (void) insert_ob_in_ob(tmp,who); |
|
|
3250 | if(who->type==PLAYER) |
|
|
3251 | esrv_send_item(who, tmp); |
|
|
3252 | } |
|
|
3253 | fix_player(who); |
|
|
3254 | if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { |
|
|
3255 | if (who->type == PLAYER) { |
|
|
3256 | new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); |
|
|
3257 | SET_FLAG(tmp2, FLAG_KNOWN_CURSED); |
|
|
3258 | } |
|
|
3259 | } |
|
|
3260 | if(who->type==PLAYER) |
|
|
3261 | esrv_send_item(who, tmp2); |
|
|
3262 | return 0; |
|
|
3263 | break; |
|
|
3264 | |
|
|
3265 | /* this part is needed for skill-tools */ |
|
|
3266 | case SKILL: |
|
|
3267 | case SKILL_TOOL: |
|
|
3268 | if (who->chosen_skill) { |
|
|
3269 | LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); |
|
|
3270 | return 1; |
|
|
3271 | } |
|
|
3272 | if (who->type == PLAYER) { |
|
|
3273 | who->contr->shoottype = range_skill; |
|
|
3274 | who->contr->ranges[range_skill] = op; |
|
|
3275 | if ( ! op->invisible) { |
|
|
3276 | new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", |
|
|
3277 | query_name (op)); |
|
|
3278 | new_draw_info_format (NDI_UNIQUE, 0, who, |
|
|
3279 | "You can now use the skill: %s.", |
|
|
3280 | op->skill); |
|
|
3281 | } else { |
|
|
3282 | new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", |
|
|
3283 | op->skill? op->skill:op->name); |
|
|
3284 | } |
|
|
3285 | } |
|
|
3286 | SET_FLAG (op, FLAG_APPLIED); |
|
|
3287 | (void) change_abil (who, op); |
|
|
3288 | who->chosen_skill = op; |
|
|
3289 | SET_FLAG (who, FLAG_READY_SKILL); |
|
|
3290 | break; |
|
|
3291 | |
3627 | { |
3292 | case BOW: |
3628 | who->statusmsg (format ("You ready %s.", query_name (op))); |
3293 | if (!check_weapon_power(who, op->last_eat)) { |
|
|
3294 | new_draw_info(NDI_UNIQUE, 0, who, |
|
|
3295 | "That item is too powerful for you to use."); |
|
|
3296 | new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); |
|
|
3297 | if(tmp != NULL) |
|
|
3298 | (void)insert_ob_in_ob(tmp,who); |
|
|
3299 | return 1; |
|
|
3300 | } |
|
|
3301 | if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { |
|
|
3302 | new_draw_info(NDI_UNIQUE, 0, who, |
|
|
3303 | "The weapon does not recognize you as its owner."); |
|
|
3304 | if(tmp != NULL) |
|
|
3305 | (void)insert_ob_in_ob(tmp,who); |
|
|
3306 | return 1; |
|
|
3307 | } |
|
|
3308 | /*FALLTHROUGH*/ |
|
|
3309 | case WAND: |
|
|
3310 | case ROD: |
|
|
3311 | case HORN: |
|
|
3312 | /* check for skill, alter player status */ |
|
|
3313 | SET_FLAG(op, FLAG_APPLIED); |
|
|
3314 | if (skop) change_skill(who, skop, 0); |
|
|
3315 | new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op)); |
|
|
3316 | |
3629 | |
3317 | if(who->type==PLAYER) { |
|
|
3318 | if (op->type == BOW) { |
|
|
3319 | (void)change_abil(who, op); |
|
|
3320 | new_draw_info_format (NDI_UNIQUE, 0, who, |
|
|
3321 | "You will now fire %s with %s.", |
|
|
3322 | op->race ? op->race : "nothing", query_name(op)); |
|
|
3323 | who->contr->shoottype = range_bow; |
|
|
3324 | } else { |
|
|
3325 | who->contr->shoottype = range_misc; |
|
|
3326 | } |
|
|
3327 | } else { |
|
|
3328 | if (op->type == BOW) |
3630 | if (op->type == BOW) |
3329 | SET_FLAG (who, FLAG_READY_BOW); |
3631 | who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); |
3330 | else |
3632 | |
3331 | SET_FLAG (who, FLAG_READY_RANGE); |
3633 | change_abil (who, op); |
3332 | } |
3634 | } |
|
|
3635 | else |
|
|
3636 | { |
|
|
3637 | who->change_skill (skop); |
|
|
3638 | |
|
|
3639 | if (op->type == BOW) |
|
|
3640 | op->flag [FLAG_READY_BOW ] = true; |
3333 | break; |
3641 | else |
|
|
3642 | op->flag [FLAG_READY_RANGE] = true; |
|
|
3643 | } |
3334 | |
3644 | |
3335 | case BUILDER: |
|
|
3336 | if ( who->contr->ranges[ range_builder ] ) |
|
|
3337 | unapply_special( who, who->contr->ranges[ range_builder ], 0 ); |
|
|
3338 | who->contr->shoottype = range_builder; |
|
|
3339 | who->contr->ranges[ range_builder ] = op; |
|
|
3340 | new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) ); |
|
|
3341 | break; |
3645 | break; |
3342 | |
3646 | |
|
|
3647 | case BUILDER: |
|
|
3648 | if (player *pl = who->contr) |
|
|
3649 | { |
|
|
3650 | who->statusmsg (format ("You ready your %s.", query_name (op))); |
|
|
3651 | //TODO: change_abil? |
|
|
3652 | } |
|
|
3653 | break; |
|
|
3654 | |
3343 | default: |
3655 | default: |
3344 | new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); |
3656 | who->statusmsg (format ("You apply %s.", query_name (op))); |
3345 | } /* end of switch op->type */ |
3657 | } |
3346 | |
3658 | |
3347 | SET_FLAG(op, FLAG_APPLIED); |
3659 | SET_FLAG (op, FLAG_APPLIED); |
3348 | |
3660 | |
3349 | if(tmp!=NULL) |
3661 | if (tmp) who->insert (tmp); |
3350 | tmp = insert_ob_in_ob(tmp,who); |
|
|
3351 | |
3662 | |
3352 | fix_player(who); |
3663 | who->update_stats (); |
3353 | |
3664 | |
3354 | /* We exclude spell casting objects. The fire code will set the |
3665 | /* We exclude spell casting objects. The fire code will set the |
3355 | * been applied flag when they are used - until that point, |
3666 | * been applied flag when they are used - until that point, |
3356 | * you don't know anything about them. |
3667 | * you don't know anything about them. |
3357 | */ |
3668 | */ |
3358 | if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && |
3669 | if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) |
3359 | op->type!=ROD) |
|
|
3360 | SET_FLAG(op,FLAG_BEEN_APPLIED); |
3670 | SET_FLAG (op, FLAG_BEEN_APPLIED); |
3361 | |
3671 | |
3362 | if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { |
3672 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
3363 | if (who->type == PLAYER) { |
3673 | if (who->type == PLAYER) |
3364 | new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); |
3674 | { |
|
|
3675 | who->failmsg ( |
|
|
3676 | "Oops, it feels deadly cold! " |
|
|
3677 | "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>" |
|
|
3678 | ); |
3365 | SET_FLAG(op,FLAG_KNOWN_CURSED); |
3679 | SET_FLAG (op, FLAG_KNOWN_CURSED); |
3366 | } |
3680 | } |
3367 | } |
3681 | |
3368 | if(who->type==PLAYER) { |
3682 | if (object *pl = op->visible_to ()) |
3369 | /* if multiple objects were applied, update both slots */ |
|
|
3370 | if (tmp) |
|
|
3371 | esrv_send_item(who, tmp); |
|
|
3372 | esrv_send_item(who, op); |
3683 | esrv_send_item (pl, op); |
3373 | } |
3684 | |
3374 | return 0; |
3685 | return 0; |
3375 | } |
|
|
3376 | |
|
|
3377 | |
|
|
3378 | int monster_apply_special (object *who, object *op, int aflags) |
|
|
3379 | { |
|
|
3380 | if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) |
|
|
3381 | return 1; |
|
|
3382 | return apply_special (who, op, aflags); |
|
|
3383 | } |
3686 | } |
3384 | |
3687 | |
3385 | /** |
3688 | /** |
3386 | * Map was just loaded, handle op's initialisation. |
3689 | * Map was just loaded, handle op's initialisation. |
3387 | * |
3690 | * |
3388 | * Generates shop floor's item, and treasures. |
3691 | * Generates shop floor's item, and treasures. |
3389 | */ |
3692 | */ |
|
|
3693 | int |
3390 | int auto_apply (object *op) { |
3694 | auto_apply (object *op) |
|
|
3695 | { |
3391 | object *tmp = NULL, *tmp2; |
3696 | object *tmp = NULL, *tmp2; |
3392 | int i; |
3697 | int i; |
3393 | |
3698 | |
|
|
3699 | CLEAR_FLAG (op, FLAG_AUTO_APPLY); |
|
|
3700 | |
3394 | switch(op->type) { |
3701 | switch (op->type) |
|
|
3702 | { |
3395 | case SHOP_FLOOR: |
3703 | case SHOP_FLOOR: |
3396 | if (!HAS_RANDOM_ITEMS(op)) return 0; |
3704 | if (!op->has_random_items ()) |
|
|
3705 | return 0; |
|
|
3706 | |
|
|
3707 | do |
3397 | do { |
3708 | { |
3398 | i=10; /* let's give it 10 tries */ |
3709 | i = 10; /* let's give it 10 tries */ |
3399 | while((tmp=generate_treasure(op->randomitems, |
3710 | while ((tmp = generate_treasure (op->randomitems, |
3400 | op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i); |
3711 | op->stats.exp |
|
|
3712 | ? (int) op->stats.exp |
|
|
3713 | : max (op->map->difficulty, 5))) |
|
|
3714 | == NULL && --i); |
|
|
3715 | |
3401 | if(tmp==NULL) |
3716 | if (tmp == NULL) |
3402 | return 0; |
|
|
3403 | if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { |
|
|
3404 | free_object(tmp); |
|
|
3405 | tmp = NULL; |
|
|
3406 | } |
|
|
3407 | } while(!tmp); |
|
|
3408 | tmp->x=op->x; |
|
|
3409 | tmp->y=op->y; |
|
|
3410 | SET_FLAG(tmp,FLAG_UNPAID); |
|
|
3411 | insert_ob_in_map(tmp,op->map,NULL,0); |
|
|
3412 | CLEAR_FLAG(op,FLAG_AUTO_APPLY); |
|
|
3413 | identify(tmp); |
|
|
3414 | break; |
|
|
3415 | |
|
|
3416 | case TREASURE: |
|
|
3417 | if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) |
|
|
3418 | return 0; |
3717 | return 0; |
|
|
3718 | |
|
|
3719 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
3720 | { |
|
|
3721 | tmp->destroy (); |
|
|
3722 | tmp = NULL; |
|
|
3723 | } |
|
|
3724 | } |
|
|
3725 | while (!tmp); |
|
|
3726 | |
|
|
3727 | tmp->x = op->x; |
|
|
3728 | tmp->y = op->y; |
|
|
3729 | SET_FLAG (tmp, FLAG_UNPAID); |
|
|
3730 | insert_ob_in_map (tmp, op->map, NULL, 0); |
|
|
3731 | identify (tmp); |
|
|
3732 | break; |
|
|
3733 | |
|
|
3734 | case TREASURE: |
|
|
3735 | if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) |
|
|
3736 | return 0; |
|
|
3737 | |
3419 | while ((op->stats.hp--)>0) |
3738 | while (op->stats.hp-- > 0) |
3420 | create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, |
3739 | create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, |
3421 | op->stats.exp ? (int)op->stats.exp : |
|
|
3422 | op->map == NULL ? 14: op->map->difficulty,0); |
3740 | op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); |
3423 | |
3741 | |
3424 | /* If we generated an object and put it in this object inventory, |
3742 | /* If we generated an object and put it in this object inventory, |
3425 | * move it to the parent object as the current object is about |
3743 | * move it to the parent object as the current object is about |
3426 | * to disappear. An example of this item is the random_* stuff |
3744 | * to disappear. An example of this item is the random_* stuff |
3427 | * that is put inside other objects. |
3745 | * that is put inside other objects. |
3428 | */ |
3746 | */ |
3429 | for (tmp=op->inv; tmp; tmp=tmp2) { |
3747 | if (op->env) |
3430 | tmp2 = tmp->below; |
3748 | while (op->inv) |
3431 | remove_ob(tmp); |
3749 | op->env->insert (op->inv); |
3432 | if (op->env) insert_ob_in_ob(tmp, op->env); |
3750 | |
3433 | else free_object(tmp); |
3751 | op->destroy (); |
3434 | } |
|
|
3435 | remove_ob(op); |
|
|
3436 | free_object(op); |
|
|
3437 | break; |
3752 | break; |
3438 | } |
3753 | } |
3439 | return tmp ? 1 : 0; |
|
|
3440 | } |
|
|
3441 | |
3754 | |
|
|
3755 | return !!tmp; |
|
|
3756 | } |
|
|
3757 | |
3442 | /** |
3758 | /** |
3443 | * fix_auto_apply goes through the entire map (only the first time |
3759 | * fix_auto_apply goes through the entire map every time a map |
3444 | * when an original map is loaded) and performs special actions for |
3760 | * is loaded or swapped in and performs special actions for |
3445 | * certain objects (most initialization of chests and creation of |
3761 | * certain objects (most initialization of chests and creation of |
3446 | * treasures and stuff). Calls auto_apply if appropriate. |
3762 | * treasures and stuff). Calls auto_apply if appropriate. |
3447 | */ |
3763 | */ |
|
|
3764 | void |
|
|
3765 | maptile::fix_auto_apply () |
|
|
3766 | { |
|
|
3767 | if (!spaces) |
|
|
3768 | return; |
3448 | |
3769 | |
3449 | void fix_auto_apply(mapstruct *m) { |
3770 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
3450 | object *tmp,*above=NULL; |
3771 | for (object *tmp = ms->bot; tmp; ) |
3451 | int x,y; |
3772 | { |
|
|
3773 | object *above = tmp->above; |
3452 | |
3774 | |
3453 | if(m==NULL) return; |
|
|
3454 | |
|
|
3455 | for(x=0;x<MAP_WIDTH(m);x++) |
|
|
3456 | for(y=0;y<MAP_HEIGHT(m);y++) |
|
|
3457 | for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { |
|
|
3458 | above=tmp->above; |
|
|
3459 | |
|
|
3460 | if (tmp->inv) { |
3775 | if (tmp->inv) |
|
|
3776 | { |
3461 | object *invtmp, *invnext; |
3777 | object *invtmp, *invnext; |
3462 | |
3778 | |
3463 | for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { |
3779 | for (invtmp = tmp->inv; invtmp; invtmp = invnext) |
|
|
3780 | { |
3464 | invnext = invtmp->below; |
3781 | invnext = invtmp->below; |
3465 | |
3782 | |
3466 | if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) |
3783 | if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) |
3467 | auto_apply(invtmp); |
3784 | auto_apply (invtmp); |
3468 | else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { |
3785 | else if (invtmp->type == TREASURE && invtmp->has_random_items ()) |
|
|
3786 | { |
3469 | while ((invtmp->stats.hp--)>0) |
3787 | while (invtmp->stats.hp-- > 0) |
3470 | create_treasure(invtmp->randomitems, invtmp, 0, |
3788 | create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
3471 | m->difficulty,0); |
3789 | |
3472 | invtmp->randomitems = NULL; |
3790 | invtmp->randomitems = NULL; |
3473 | } |
|
|
3474 | else if (invtmp && invtmp->arch && |
|
|
3475 | invtmp->type!=TREASURE && |
|
|
3476 | invtmp->type != SPELL && |
|
|
3477 | invtmp->type != CLASS && |
|
|
3478 | HAS_RANDOM_ITEMS(invtmp)) { |
|
|
3479 | create_treasure(invtmp->randomitems, invtmp, 0, |
|
|
3480 | m->difficulty,0); |
|
|
3481 | /* Need to clear this so that we never try to create |
|
|
3482 | * treasure again for this object |
|
|
3483 | */ |
|
|
3484 | invtmp->randomitems = NULL; |
|
|
3485 | } |
|
|
3486 | } |
3791 | } |
3487 | /* This is really temporary - the code at the bottom will |
3792 | else if (invtmp && invtmp->arch |
3488 | * also set randomitems to null. The problem is there are bunches |
3793 | && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) |
3489 | * of maps/players already out there with items that have spells |
|
|
3490 | * which haven't had the randomitems set to null yet. |
|
|
3491 | * MSW 2004-05-13 |
|
|
3492 | * |
3794 | { |
3493 | * And if it's a spellbook, it's better to set randomitems to NULL too, |
3795 | create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
3494 | * else you get two spells in the book ^_- |
3796 | /* Need to clear this so that we never try to create |
3495 | * Ryo 2004-08-16 |
3797 | * treasure again for this object |
3496 | */ |
3798 | */ |
3497 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL || |
|
|
3498 | tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || |
|
|
3499 | tmp->type == ALTAR || tmp->type == SPELLBOOK) |
|
|
3500 | tmp->randomitems = NULL; |
|
|
3501 | |
|
|
3502 | } |
|
|
3503 | |
|
|
3504 | if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY)) |
|
|
3505 | auto_apply(tmp); |
|
|
3506 | else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) { |
|
|
3507 | while ((tmp->stats.hp--)>0) |
|
|
3508 | create_treasure(tmp->randomitems, tmp, 0, |
|
|
3509 | m->difficulty,0); |
|
|
3510 | tmp->randomitems = NULL; |
3799 | invtmp->randomitems = NULL; |
3511 | } |
|
|
3512 | else if(tmp->type==TIMED_GATE) { |
|
|
3513 | object *head = tmp->head != NULL ? tmp->head : tmp; |
|
|
3514 | if (QUERY_FLAG(head, FLAG_IS_LINKED)) { |
|
|
3515 | tmp->speed = 0; |
|
|
3516 | update_ob_speed(tmp); |
|
|
3517 | } |
3800 | } |
3518 | } |
3801 | } |
|
|
3802 | |
|
|
3803 | /* This is really temporary - the code at the bottom will |
|
|
3804 | * also set randomitems to null. The problem is there are bunches |
|
|
3805 | * of maps/players already out there with items that have spells |
|
|
3806 | * which haven't had the randomitems set to null yet. |
|
|
3807 | * MSW 2004-05-13 |
|
|
3808 | * |
|
|
3809 | * And if it's a spellbook, it's better to set randomitems to NULL too, |
|
|
3810 | * else you get two spells in the book ^_- |
|
|
3811 | * Ryo 2004-08-16 |
|
|
3812 | */ |
|
|
3813 | 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) |
|
|
3815 | tmp->randomitems = NULL; |
|
|
3816 | } |
|
|
3817 | |
|
|
3818 | if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) |
|
|
3819 | auto_apply (tmp); |
|
|
3820 | else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) |
|
|
3821 | { |
|
|
3822 | while ((tmp->stats.hp--) > 0) |
|
|
3823 | create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); |
|
|
3824 | tmp->randomitems = NULL; |
|
|
3825 | } |
|
|
3826 | else if (tmp->type == TIMED_GATE) |
|
|
3827 | { |
|
|
3828 | object *head = tmp->head != NULL ? tmp->head : tmp; |
|
|
3829 | |
|
|
3830 | if (QUERY_FLAG (head, FLAG_IS_LINKED)) |
|
|
3831 | tmp->set_speed (0); |
|
|
3832 | } |
3519 | /* This function can be called everytime a map is loaded, even when |
3833 | /* This function can be called everytime a map is loaded, even when |
3520 | * swapping back in. As such, we don't want to create the treasure |
3834 | * swapping back in. As such, we don't want to create the treasure |
3521 | * over and ove again, so after we generate the treasure, blank out |
3835 | * over and ove again, so after we generate the treasure, blank out |
3522 | * randomitems so if it is swapped in again, it won't make anything. |
3836 | * randomitems so if it is swapped in again, it won't make anything. |
3523 | * This is a problem for the above objects, because they have counters |
3837 | * This is a problem for the above objects, because they have counters |
3524 | * which say how many times to make the treasure. |
3838 | * which say how many times to make the treasure. |
3525 | */ |
3839 | */ |
3526 | else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && |
3840 | else if (tmp && tmp->arch && tmp->type != PLAYER |
3527 | tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && |
3841 | && tmp->type != TREASURE && tmp->type != SPELL |
3528 | HAS_RANDOM_ITEMS(tmp)) { |
3842 | && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) |
|
|
3843 | { |
3529 | create_treasure(tmp->randomitems, tmp, GT_APPLY, |
3844 | create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); |
3530 | m->difficulty,0); |
|
|
3531 | tmp->randomitems = NULL; |
3845 | tmp->randomitems = NULL; |
3532 | } |
|
|
3533 | } |
3846 | } |
3534 | |
3847 | |
3535 | for(x=0;x<MAP_WIDTH(m);x++) |
3848 | // close all containers |
3536 | for(y=0;y<MAP_HEIGHT(m);y++) |
3849 | else if (tmp->type == CONTAINER) |
3537 | for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) |
3850 | tmp->flag [FLAG_APPLIED] = 0; |
3538 | if (tmp->above && |
3851 | |
|
|
3852 | tmp = above; |
|
|
3853 | } |
|
|
3854 | |
|
|
3855 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
|
|
3856 | for (object *tmp = ms->bot; tmp; tmp = tmp->above) |
3539 | (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
3857 | if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
3540 | check_trigger (tmp, tmp->above); |
3858 | check_trigger (tmp, tmp->above, tmp->above); |
3541 | } |
3859 | } |
3542 | |
3860 | |
3543 | /** |
3861 | /** |
3544 | * Handles player eating food that temporarily changes status (resistances, stats). |
3862 | * Handles player eating food that temporarily changes status (resistances, stats). |
3545 | * This used to call cast_change_attr(), but |
3863 | * This used to call cast_change_attr(), but |
3546 | * that doesn't work with the new spell code. Since we know what |
3864 | * that doesn't work with the new spell code. Since we know what |
3547 | * the food changes, just grab a force and use that instead. |
3865 | * the food changes, just grab a force and use that instead. |
3548 | */ |
3866 | */ |
3549 | |
3867 | void |
3550 | void eat_special_food(object *who, object *food) { |
3868 | eat_special_food (object *who, object *food) |
|
|
3869 | { |
3551 | object *force; |
3870 | object *force; |
3552 | int i, did_one=0; |
3871 | int i, did_one = 0; |
3553 | sint8 k; |
|
|
3554 | |
3872 | |
3555 | force = get_archetype(FORCE_NAME); |
3873 | char buf[64]; |
|
|
3874 | snprintf (buf, sizeof(buf), "sp_food_%s", &food->title); |
|
|
3875 | shstr key (buf); |
3556 | |
3876 | |
|
|
3877 | /* bigger morsel of food = longer effect time */ |
|
|
3878 | int duration = TIME2TICK (food->stats.food); |
|
|
3879 | |
|
|
3880 | if (force = who->force_find (key)) |
|
|
3881 | { |
|
|
3882 | if (duration > fabs (force->speed_left / force->speed)) |
|
|
3883 | { |
|
|
3884 | new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration)); |
|
|
3885 | force->force_set_timer (duration); |
|
|
3886 | } |
|
|
3887 | else |
|
|
3888 | new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect."); |
|
|
3889 | |
|
|
3890 | return; |
|
|
3891 | } |
|
|
3892 | else |
|
|
3893 | { |
|
|
3894 | force = who->force_add (key, duration); |
|
|
3895 | force->name = key; |
|
|
3896 | |
|
|
3897 | /* check if the food affects a stat */ |
3557 | for (i=0; i < NUM_STATS; i++) { |
3898 | for (i = 0; i < NUM_STATS; i++) |
3558 | k = get_attr_value(&food->stats, i); |
3899 | if (sint8 k = food->stats.stat (i)) |
3559 | if (k) { |
3900 | { |
3560 | set_attr_value(&force->stats, i, k); |
3901 | force->stats.stat (i) = k; |
3561 | did_one = 1; |
3902 | did_one = 1; |
3562 | } |
3903 | } |
3563 | } |
|
|
3564 | |
3904 | |
3565 | /* check if we can protect the eater */ |
3905 | /* check if we can protect the eater */ |
3566 | for (i=0; i<NROFATTACKS; i++) { |
3906 | for (i = 0; i < NROFATTACKS; i++) |
|
|
3907 | { |
3567 | if (food->resist[i]>0) { |
3908 | if (food->resist[i] > 0) |
|
|
3909 | { |
3568 | force->resist[i] = food->resist[i] / 2; |
3910 | force->resist[i] = food->resist[i]; |
3569 | did_one = 1; |
3911 | did_one = 1; |
3570 | } |
|
|
3571 | } |
|
|
3572 | if (did_one) { |
|
|
3573 | force->speed = 0.1; |
|
|
3574 | update_ob_speed(force); |
|
|
3575 | /* bigger morsel of food = longer effect time */ |
|
|
3576 | force->stats.food = food->stats.food / 5; |
|
|
3577 | SET_FLAG(force, FLAG_IS_USED_UP); |
|
|
3578 | SET_FLAG(force, FLAG_APPLIED); |
|
|
3579 | change_abil(who, force); |
|
|
3580 | insert_ob_in_ob(force, who); |
|
|
3581 | } else { |
|
|
3582 | free_object(force); |
|
|
3583 | } |
|
|
3584 | |
|
|
3585 | /* check for hp, sp change */ |
|
|
3586 | if(food->stats.hp!=0) { |
|
|
3587 | if(QUERY_FLAG(food, FLAG_CURSED)) { |
|
|
3588 | strcpy(who->contr->killer,food->name); |
|
|
3589 | hit_player(who, food->stats.hp, food, AT_POISON, 1); |
|
|
3590 | new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); |
|
|
3591 | } else { |
|
|
3592 | if(food->stats.hp>0) |
|
|
3593 | new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better."); |
|
|
3594 | else |
|
|
3595 | new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); |
|
|
3596 | who->stats.hp += food->stats.hp; |
|
|
3597 | } |
|
|
3598 | } |
|
|
3599 | if(food->stats.sp!=0) { |
|
|
3600 | if(QUERY_FLAG(food, FLAG_CURSED)) { |
|
|
3601 | new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!"); |
|
|
3602 | who->stats.sp -= food->stats.sp; |
|
|
3603 | if(who->stats.sp<0) who->stats.sp=0; |
|
|
3604 | } else { |
|
|
3605 | new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!"); |
|
|
3606 | who->stats.sp += food->stats.sp; |
|
|
3607 | /* place limit on max sp from food? */ |
|
|
3608 | } |
3912 | } |
3609 | } |
|
|
3610 | fix_player(who); |
|
|
3611 | } |
|
|
3612 | |
|
|
3613 | |
|
|
3614 | /** |
|
|
3615 | * Designed primarily to light torches/lanterns/etc. |
|
|
3616 | * Also burns up burnable material too. First object in the inventory is |
|
|
3617 | * the selected object to "burn". -b.t. |
|
|
3618 | */ |
|
|
3619 | |
|
|
3620 | void apply_lighter(object *who, object *lighter) { |
|
|
3621 | object *item; |
|
|
3622 | int is_player_env=0; |
|
|
3623 | uint32 nrof; |
|
|
3624 | tag_t count; |
|
|
3625 | char item_name[MAX_BUF]; |
|
|
3626 | |
|
|
3627 | item=find_marked_object(who); |
|
|
3628 | if(item) { |
|
|
3629 | if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ |
|
|
3630 | /* Split multiple lighters if they're being used up. Otherwise * |
|
|
3631 | * one charge from each would be used up. --DAMN */ |
|
|
3632 | if(lighter->nrof > 1) { |
|
|
3633 | object *oneLighter = get_object(); |
|
|
3634 | copy_object(lighter, oneLighter); |
|
|
3635 | lighter->nrof -= 1; |
|
|
3636 | oneLighter->nrof = 1; |
|
|
3637 | oneLighter->stats.food--; |
|
|
3638 | esrv_send_item(who, lighter); |
|
|
3639 | oneLighter=insert_ob_in_ob(oneLighter, who); |
|
|
3640 | esrv_send_item(who, oneLighter); |
|
|
3641 | } else { |
|
|
3642 | lighter->stats.food--; |
|
|
3643 | } |
3913 | } |
3644 | |
3914 | |
3645 | } else if(lighter->last_eat) { /* no charges left in lighter */ |
3915 | if (did_one) |
3646 | new_draw_info_format(NDI_UNIQUE, 0,who, |
|
|
3647 | "You attempt to light the %s with a used up %s.", |
|
|
3648 | item->name, lighter->name); |
|
|
3649 | return; |
|
|
3650 | } |
3916 | { |
3651 | /* Perhaps we should split what we are trying to light on fire? |
3917 | new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration)); |
3652 | * I can't see many times when you would want to light multiple |
3918 | |
3653 | * objects at once. |
3919 | /* make the force take effect and report effects to user */ |
|
|
3920 | change_abil (who, force); |
3654 | */ |
3921 | } |
3655 | nrof=item->nrof; |
|
|
3656 | count=item->count; |
|
|
3657 | /* If the item is destroyed, we don't have a valid pointer to the |
|
|
3658 | * name object, so make a copy so the message we print out makes |
|
|
3659 | * some sense. |
|
|
3660 | */ |
|
|
3661 | strcpy(item_name, item->name); |
|
|
3662 | if (who == is_player_inv(item)) is_player_env=1; |
|
|
3663 | |
|
|
3664 | save_throw_object(item,AT_FIRE,who); |
|
|
3665 | /* Change to check count and not freed, since the object pointer |
|
|
3666 | * may have gotten recycled |
|
|
3667 | */ |
|
|
3668 | if ((nrof != item->nrof ) || (count != item->count)) { |
|
|
3669 | new_draw_info_format(NDI_UNIQUE, 0,who, |
|
|
3670 | "You light the %s with the %s.",item_name,lighter->name); |
|
|
3671 | /* Need to update the player so that the players glow radius |
|
|
3672 | * gets changed. |
|
|
3673 | */ |
|
|
3674 | if (is_player_env) fix_player(who); |
|
|
3675 | } else { |
3922 | else |
3676 | new_draw_info_format(NDI_UNIQUE, 0,who, |
3923 | force->destroy (); |
3677 | "You attempt to light the %s with the %s and fail.",item->name,lighter->name); |
3924 | } |
|
|
3925 | |
|
|
3926 | /* check for hp, sp change */ |
|
|
3927 | if (food->stats.hp != 0) |
|
|
3928 | { |
|
|
3929 | if (QUERY_FLAG (food, FLAG_CURSED)) |
3678 | } |
3930 | { |
3679 | |
3931 | who->contr->killer = food; |
3680 | } else /* nothing to light */ |
3932 | hit_player (who, food->stats.hp, food, AT_POISON, 1); |
3681 | new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object."); |
3933 | who->failmsg ("Eck!...that was poisonous!"); |
3682 | |
3934 | } |
3683 | } |
3935 | else |
3684 | |
|
|
3685 | /** |
|
|
3686 | * op made some mistake with a scroll, this takes care of punishment. |
|
|
3687 | * scroll_failure()- hacked directly from spell_failure |
|
|
3688 | */ |
|
|
3689 | void scroll_failure(object *op, int failure, int power) |
|
|
3690 | { |
|
|
3691 | if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */ |
|
|
3692 | |
|
|
3693 | if(failure<= -1&&failure > -15) {/* wonder */ |
|
|
3694 | object *tmp; |
|
|
3695 | |
|
|
3696 | new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); |
|
|
3697 | tmp=get_archetype(SPELL_WONDER); |
|
|
3698 | cast_wonder(op, op, 0, tmp); |
|
|
3699 | free_object(tmp); |
|
|
3700 | } else if (failure <= -15&&failure > -35) {/* drain mana */ |
|
|
3701 | new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); |
|
|
3702 | op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); |
|
|
3703 | if(op->stats.sp<0) op->stats.sp = 0; |
|
|
3704 | } else if (settings.spell_failure_effects == TRUE) { |
|
|
3705 | if (failure <= -35&&failure > -60) { /* confusion */ |
|
|
3706 | new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); |
|
|
3707 | confuse_player(op,op,power); |
|
|
3708 | } else if (failure <= -60&&failure> -70) {/* paralysis */ |
|
|
3709 | new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes " |
|
|
3710 | "you!"); |
|
|
3711 | paralyze_player(op,op,power); |
|
|
3712 | } else if (failure <= -70&&failure> -80) {/* blind */ |
|
|
3713 | new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); |
|
|
3714 | blind_player(op,op,power); |
|
|
3715 | } else if (failure <= -80) {/* blast the immediate area */ |
|
|
3716 | object *tmp; |
|
|
3717 | tmp=get_archetype(LOOSE_MANA); |
|
|
3718 | cast_magic_storm(op,tmp, power); |
|
|
3719 | new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); |
|
|
3720 | free_object(tmp); |
|
|
3721 | } |
3936 | { |
|
|
3937 | if (food->stats.hp > 0) |
|
|
3938 | who->statusmsg ("You begin to feel better."); |
|
|
3939 | else |
|
|
3940 | who->failmsg ("Eck!...that was poisonous!"); |
|
|
3941 | |
|
|
3942 | who->stats.hp += food->stats.hp; |
|
|
3943 | } |
|
|
3944 | } |
|
|
3945 | |
|
|
3946 | if (food->stats.sp != 0) |
3722 | } |
3947 | { |
3723 | } |
3948 | if (QUERY_FLAG (food, FLAG_CURSED)) |
|
|
3949 | { |
|
|
3950 | who->failmsg ("You are drained of mana!"); |
|
|
3951 | who->stats.sp -= food->stats.sp; |
|
|
3952 | if (who->stats.sp < 0) |
|
|
3953 | who->stats.sp = 0; |
|
|
3954 | } |
|
|
3955 | else |
|
|
3956 | { |
|
|
3957 | who->statusmsg ("You feel a rush of magical energy!"); |
|
|
3958 | who->stats.sp += food->stats.sp; |
|
|
3959 | /* place limit on max sp from food? */ |
|
|
3960 | } |
|
|
3961 | } |
3724 | |
3962 | |
|
|
3963 | who->update_stats (); |
|
|
3964 | } |
|
|
3965 | |
|
|
3966 | void |
3725 | void apply_changes_to_player(object *pl, object *change) { |
3967 | apply_changes_to_player (object *pl, object *change) |
|
|
3968 | { |
3726 | int excess_stat=0; /* if the stat goes over the maximum |
3969 | int excess_stat = 0; /* if the stat goes over the maximum |
3727 | for the race, put the excess stat some |
3970 | for the race, put the excess stat some |
3728 | where else. */ |
3971 | where else. */ |
3729 | |
3972 | |
3730 | switch (change->type) { |
3973 | switch (change->type) |
|
|
3974 | { |
3731 | case CLASS: { |
3975 | case CLASS: |
|
|
3976 | { |
3732 | living *stats = &(pl->contr->orig_stats); |
3977 | living *stats = &(pl->contr->orig_stats); |
3733 | living *ns = &(change->stats); |
3978 | living *ns = &(change->stats); |
3734 | object *walk; |
3979 | object *walk; |
3735 | int flag_change_face=1; |
3980 | int flag_change_face = 1; |
3736 | |
3981 | |
3737 | /* the following code assigns stats up to the stat max |
3982 | /* the following code assigns stats up to the stat max |
3738 | * for the race, and if the stat max is exceeded, |
3983 | * for the race, and if the stat max is exceeded, |
3739 | * tries to randomly reassign the excess stat |
3984 | * tries to randomly reassign the excess stat |
3740 | */ |
3985 | */ |
3741 | int i,j; |
3986 | int i, j; |
|
|
3987 | |
3742 | for(i=0;i<NUM_STATS;i++) { |
3988 | for (i = 0; i < NUM_STATS; i++) |
3743 | sint8 stat=get_attr_value(stats,i); |
3989 | { |
3744 | int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); |
3990 | int race_bonus = pl->arch->stats.stat (i); |
3745 | stat += get_attr_value(ns,i); |
3991 | sint8 stat = stats->stat (i) + ns->stat (i); |
|
|
3992 | |
3746 | if(stat > 20 + race_bonus) { |
3993 | if (stat > 20 + race_bonus) |
|
|
3994 | { |
3747 | excess_stat++; |
3995 | excess_stat++; |
3748 | stat = 20+race_bonus; |
3996 | stat = 20 + race_bonus; |
3749 | } |
3997 | } |
3750 | set_attr_value(stats,i,stat); |
3998 | |
|
|
3999 | stats->stat (i) = stat; |
3751 | } |
4000 | } |
3752 | |
4001 | |
3753 | for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ |
4002 | for (j = 0; excess_stat > 0 && j < 100; j++) |
|
|
4003 | { /* try 100 times to assign excess stats */ |
3754 | int i = rndm(0, 6); |
4004 | int i = rndm (0, 6); |
3755 | int stat=get_attr_value(stats,i); |
4005 | |
3756 | int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); |
4006 | if (i == CHA) |
3757 | if(i==CHA) continue; /* exclude cha from this */ |
4007 | continue; /* exclude cha from this */ |
|
|
4008 | |
|
|
4009 | int stat = stats->stat (i); |
|
|
4010 | int race_bonus = pl->arch->stats.stat (i); |
3758 | if( stat < 20 + race_bonus) { |
4011 | if (stat < 20 + race_bonus) |
|
|
4012 | { |
3759 | change_attr_value(stats,i,1); |
4013 | change_attr_value (stats, i, 1); |
3760 | excess_stat--; |
4014 | excess_stat--; |
3761 | } |
4015 | } |
3762 | } |
4016 | } |
3763 | |
4017 | |
3764 | /* insert the randomitems from the change's treasurelist into |
4018 | /* insert the randomitems from the change's treasurelist into |
3765 | * the player ref: player.c |
4019 | * the player ref: player.c |
3766 | */ |
4020 | */ |
3767 | if(change->randomitems!=NULL) |
4021 | if (change->randomitems) |
3768 | give_initial_items(pl,change->randomitems); |
4022 | give_initial_items (pl, change->randomitems); |
3769 | |
4023 | |
3770 | |
|
|
3771 | /* set up the face, for some races. */ |
4024 | /* set up the face, for some races. */ |
3772 | |
4025 | |
3773 | /* first, look for the force object banning |
4026 | /* first, look for the force object banning |
3774 | * changing the face. Certain races never change face with class. |
4027 | * changing the face. Certain races never change face with class. |
3775 | */ |
4028 | */ |
3776 | for(walk=pl->inv;walk!=NULL;walk=walk->below) |
4029 | for (walk = pl->inv; walk; walk = walk->below) |
3777 | if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; |
4030 | if (walk->name == shstr_NOCLASSFACECHANGE) |
|
|
4031 | flag_change_face = 0; |
3778 | |
4032 | |
3779 | if(flag_change_face) { |
4033 | if (flag_change_face) |
3780 | pl->animation_id = GET_ANIM_ID(change); |
4034 | { |
3781 | pl->face = change->face; |
4035 | pl->face = change->face; |
3782 | |
4036 | pl->animation_id = change->animation_id; |
3783 | if(QUERY_FLAG(change,FLAG_ANIMATE)) |
4037 | pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; |
3784 | SET_FLAG(pl,FLAG_ANIMATE); |
|
|
3785 | else |
|
|
3786 | CLEAR_FLAG(pl,FLAG_ANIMATE); |
|
|
3787 | } |
4038 | } |
3788 | |
4039 | |
3789 | /* check the special case of can't use weapons */ |
4040 | /* check the special case of can't use weapons */ |
3790 | /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/ |
4041 | /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ |
3791 | if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); |
4042 | if (change->name == shstr_monk) |
|
|
4043 | CLEAR_FLAG (pl, FLAG_USE_WEAPON); |
3792 | |
4044 | |
3793 | break; |
4045 | break; |
3794 | } |
|
|
3795 | } |
|
|
3796 | } |
|
|
3797 | |
|
|
3798 | /** |
|
|
3799 | * This handles items of type 'transformer'. |
|
|
3800 | * Basically those items, used with a marked item, transform both items into something |
|
|
3801 | * else. |
|
|
3802 | * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited).. |
|
|
3803 | * Change information is contained in the 'slaying' field of the marked item. |
|
|
3804 | * The format is as follow: transformer:[number ]yield[;transformer:...]. |
|
|
3805 | * This way an item can be transformed in many things, and/or many objects. |
|
|
3806 | * The 'slaying' field for transformer is used as verb for the action. |
|
|
3807 | */ |
|
|
3808 | void apply_item_transformer( object* pl, object* transformer ) |
|
|
3809 | { |
|
|
3810 | object* marked; |
|
|
3811 | object* new_item; |
|
|
3812 | char* find; |
|
|
3813 | char* separator; |
|
|
3814 | int yield; |
|
|
3815 | char got[ MAX_BUF ]; |
|
|
3816 | int len; |
|
|
3817 | |
|
|
3818 | if ( !pl || !transformer ) |
|
|
3819 | return; |
|
|
3820 | marked = find_marked_object( pl ); |
|
|
3821 | if ( !marked ) |
|
|
3822 | { |
4046 | } |
3823 | new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) ); |
|
|
3824 | return; |
|
|
3825 | } |
|
|
3826 | if ( !marked->slaying ) |
|
|
3827 | { |
|
|
3828 | new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); |
|
|
3829 | return; |
|
|
3830 | } |
|
|
3831 | /* check whether they are compatible or not */ |
|
|
3832 | find = strstr( marked->slaying, transformer->arch->name ); |
|
|
3833 | if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) |
|
|
3834 | { |
|
|
3835 | new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); |
|
|
3836 | return; |
|
|
3837 | } |
|
|
3838 | find += strlen( transformer->arch->name ) + 1; |
|
|
3839 | /* Item can be used, now find how many and what it yields */ |
|
|
3840 | if ( isdigit( *( find ) ) ) |
|
|
3841 | { |
|
|
3842 | yield = atoi( find ); |
|
|
3843 | if ( yield < 1 ) |
|
|
3844 | { |
|
|
3845 | LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield ); |
|
|
3846 | yield = 1; |
|
|
3847 | } |
|
|
3848 | } |
|
|
3849 | else |
|
|
3850 | yield = 1; |
|
|
3851 | |
|
|
3852 | while ( isdigit( *find ) ) |
|
|
3853 | find++; |
|
|
3854 | while ( *find == ' ' ) |
|
|
3855 | find++; |
|
|
3856 | memset( got, 0, MAX_BUF ); |
|
|
3857 | if ( (separator = strchr( find, ';' ))!=NULL) |
|
|
3858 | { |
|
|
3859 | len = separator - find; |
|
|
3860 | } |
|
|
3861 | else |
|
|
3862 | { |
|
|
3863 | len = strlen(find); |
|
|
3864 | } |
|
|
3865 | if ( len > MAX_BUF-1) |
|
|
3866 | len = MAX_BUF-1; |
|
|
3867 | strcpy( got, find ); |
|
|
3868 | got[len] = '\0'; |
|
|
3869 | |
|
|
3870 | /* Now create new item, remove used ones when required. */ |
|
|
3871 | new_item = get_archetype( got ); |
|
|
3872 | if ( !new_item ) |
|
|
3873 | { |
|
|
3874 | new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) ); |
|
|
3875 | return; |
|
|
3876 | } |
|
|
3877 | new_item->nrof = yield; |
|
|
3878 | new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) ); |
|
|
3879 | insert_ob_in_ob( new_item, pl ); |
|
|
3880 | esrv_send_inventory( pl, pl ); |
|
|
3881 | /* Eat up one item */ |
|
|
3882 | decrease_ob_nr( marked, 1 ); |
|
|
3883 | /* Eat one transformer if needed */ |
|
|
3884 | if ( transformer->stats.food ) |
|
|
3885 | if ( --transformer->stats.food == 0 ) |
|
|
3886 | decrease_ob_nr( transformer, 1 ); |
|
|
3887 | } |
4047 | } |
|
|
4048 | } |
|
|
4049 | |