1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * 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 |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * 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, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * 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 |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <cmath> |
25 | #include <cmath> |
… | |
… | |
28 | #include <spells.h> |
29 | #include <spells.h> |
29 | #include <skills.h> |
30 | #include <skills.h> |
30 | #include <tod.h> |
31 | #include <tod.h> |
31 | |
32 | |
32 | #include <sproto.h> |
33 | #include <sproto.h> |
33 | |
|
|
34 | /* Want this regardless of rplay. */ |
|
|
35 | #include <sounds.h> |
|
|
36 | |
34 | |
37 | /** |
35 | /** |
38 | * 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. |
39 | * 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. |
40 | */ |
38 | */ |
… | |
… | |
53 | * subtype 5: arch or race |
51 | * subtype 5: arch or race |
54 | * subtype 7: all three |
52 | * subtype 7: all three |
55 | */ |
53 | */ |
56 | if (op->subtype) |
54 | if (op->subtype) |
57 | { |
55 | { |
58 | arch_flag = (op->subtype & 1); |
56 | arch_flag = op->subtype & 1; |
59 | name_flag = (op->subtype & 2); |
57 | name_flag = op->subtype & 2; |
60 | race_flag = (op->subtype & 4); |
58 | race_flag = op->subtype & 4; |
61 | } |
59 | } |
62 | else |
60 | else |
63 | { |
61 | { |
64 | arch_flag = 1; |
62 | arch_flag = 1; |
65 | name_flag = 1; |
63 | name_flag = 1; |
… | |
… | |
92 | * Return value: 1 if money was destroyed, 0 if not. |
90 | * Return value: 1 if money was destroyed, 0 if not. |
93 | */ |
91 | */ |
94 | static int |
92 | static int |
95 | apply_id_altar (object *money, object *altar, object *pl) |
93 | apply_id_altar (object *money, object *altar, object *pl) |
96 | { |
94 | { |
97 | dynbuf_text buf; |
95 | dynbuf_text &buf = msg_dynbuf; buf.clear (); |
98 | |
96 | |
99 | if (!pl || pl->type != PLAYER) |
97 | if (!pl || pl->type != PLAYER) |
100 | return 0; |
98 | return 0; |
101 | |
99 | |
102 | /* 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 |
103 | * identifying' from being printed out more than it needs to be. |
101 | * identifying' from being printed out more than it needs to be. |
104 | */ |
102 | */ |
105 | if (!check_altar_sacrifice (altar, money) || money->type != MONEY) |
103 | if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY) |
106 | return 0; |
104 | return 0; |
107 | |
105 | |
108 | /* 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 |
109 | * identified. If it doesn't, then go through the player inventory. |
107 | * identified. If it doesn't, then go through the player inventory. |
110 | */ |
108 | */ |
111 | if (object *marked = find_marked_object (pl)) |
109 | if (object *marked = find_marked_object (pl)) |
112 | if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) |
110 | if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) |
113 | { |
111 | { |
114 | if (operate_altar (altar, &money)) |
112 | if (operate_altar (altar, &money, pl)) |
115 | { |
113 | { |
116 | identify (marked); |
114 | identify (marked); |
117 | |
115 | |
118 | buf.printf ("You have %s.\n\n", long_desc (marked, pl)); |
116 | buf.printf ("You have %s.\r", long_desc (marked, pl)); |
119 | if (marked->msg) |
117 | if (marked->msg) |
120 | buf << "The item has a story:\n\n" << marked->msg << "\n\n"; |
118 | buf << "The item has a story:\r" << marked->msg << "\n\n"; |
121 | |
119 | |
122 | return !money; |
120 | return !money; |
123 | } |
121 | } |
124 | } |
122 | } |
125 | |
123 | |
126 | for (object *id = pl->inv; id; id = id->below) |
124 | for (object *id = pl->inv; id; id = id->below) |
127 | { |
125 | { |
128 | if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) |
126 | if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) |
129 | { |
127 | { |
130 | if (operate_altar (altar, &money)) |
128 | if (operate_altar (altar, &money, pl)) |
131 | { |
129 | { |
132 | identify (id); |
130 | identify (id); |
133 | |
131 | |
134 | buf.printf ("You have %s.\n\n", long_desc (id, pl)); |
132 | buf.printf ("You have %s.\r", long_desc (id, pl)); |
135 | if (id->msg) |
133 | if (id->msg) |
136 | buf << "The item has a story:\n\n" << id->msg << "\n\n"; |
134 | buf << "The item has a story:\r" << id->msg << "\n\n"; |
137 | |
135 | |
138 | /* If no more money, might as well quit now */ |
136 | /* If no more money, might as well quit now */ |
139 | if (!money || !check_altar_sacrifice (altar, money)) |
137 | if (!money || !check_altar_sacrifice (altar, money)) |
140 | break; |
138 | break; |
141 | } |
139 | } |
… | |
… | |
160 | * matching item. |
158 | * matching item. |
161 | **/ |
159 | **/ |
162 | void |
160 | void |
163 | handle_apply_yield (object *tmp) |
161 | handle_apply_yield (object *tmp) |
164 | { |
162 | { |
165 | if (shstr yield = tmp->kv (shstr_on_use_yield)) |
163 | if (shstr_tmp yield = tmp->kv (shstr_on_use_yield)) |
166 | archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); |
164 | archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); |
167 | } |
165 | } |
168 | |
166 | |
169 | /** |
167 | /** |
170 | * Handles applying a potion. |
168 | * Handles applying a potion. |
171 | */ |
169 | */ |
172 | int |
170 | int |
173 | apply_potion (object *op, object *tmp) |
171 | apply_potion (object *op, object *tmp) |
174 | { |
172 | { |
175 | int got_one = 0, i; |
173 | int got_one = 0, i; |
176 | object *force = 0, *floor = 0; |
174 | object *force = 0; |
177 | |
175 | |
178 | floor = GET_MAP_OB (op->map, op->x, op->y); |
176 | object *floor = GET_MAP_OB (op->map, op->x, op->y); |
179 | |
177 | |
180 | 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) |
181 | { |
179 | { |
182 | op->failmsg ("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!"); |
183 | |
181 | |
… | |
… | |
203 | op->update_stats (); |
201 | op->update_stats (); |
204 | tmp->decrease (); |
202 | tmp->decrease (); |
205 | return 1; |
203 | return 1; |
206 | } |
204 | } |
207 | |
205 | |
208 | if (!(at = archetype::find (ARCH_DEPLETION))) |
206 | if (!(at = archetype::find (shstr_depletion))) |
209 | { |
207 | { |
210 | LOG (llevError, "Could not find archetype depletion\n"); |
208 | LOG (llevError, "Could not find archetype depletion\n"); |
211 | return 0; |
209 | return 0; |
212 | } |
210 | } |
213 | |
211 | |
… | |
… | |
230 | } |
228 | } |
231 | |
229 | |
232 | /* improvement potion - only for players */ |
230 | /* improvement potion - only for players */ |
233 | if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) |
231 | if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) |
234 | { |
232 | { |
235 | for (i = 1; i < MIN (11, op->level); i++) |
233 | for (i = 1; i < min (11, op->level); i++) |
236 | { |
234 | { |
237 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
235 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
238 | { |
236 | { |
239 | if (op->contr->levhp[i] != 1) |
237 | if (op->contr->levhp[i] != 1) |
240 | { |
238 | { |
… | |
… | |
275 | } |
273 | } |
276 | } |
274 | } |
277 | } |
275 | } |
278 | |
276 | |
279 | /* Just makes checking easier */ |
277 | /* Just makes checking easier */ |
280 | if (i < MIN (11, op->level)) |
278 | if (i < min (11, op->level)) |
281 | got_one = 1; |
279 | got_one = 1; |
282 | |
280 | |
283 | if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) |
281 | if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) |
284 | { |
282 | { |
285 | if (got_one) |
283 | if (got_one) |
… | |
… | |
315 | */ |
313 | */ |
316 | if (tmp->inv) |
314 | if (tmp->inv) |
317 | { |
315 | { |
318 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
316 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
319 | { |
317 | { |
320 | object *fball; |
|
|
321 | |
|
|
322 | op->failmsg ("Yech! Your lungs are on fire!"); |
318 | op->failmsg ("Yech! Your lungs are on fire!"); |
323 | |
319 | create_exploding_ball_at (op, op->level); |
324 | /* Explodes a fireball centered at player */ |
|
|
325 | fball = get_archetype (EXPLODING_FIREBALL); |
|
|
326 | fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; |
|
|
327 | fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; |
|
|
328 | fball->x = op->x; |
|
|
329 | fball->y = op->y; |
|
|
330 | insert_ob_in_map (fball, op->map, NULL, 0); |
|
|
331 | } |
320 | } |
332 | else |
321 | else |
333 | cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
322 | cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
334 | |
323 | |
335 | tmp->decrease (); |
324 | tmp->decrease (); |
… | |
… | |
378 | } |
367 | } |
379 | |
368 | |
380 | /* Only thing left are the stat potions */ |
369 | /* Only thing left are the stat potions */ |
381 | if (op->type == PLAYER) |
370 | if (op->type == PLAYER) |
382 | { /* only for players */ |
371 | { /* only for players */ |
383 | if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) |
372 | if ((QUERY_FLAG (tmp, FLAG_CURSED) |
|
|
373 | || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
374 | && tmp->value != 0) |
384 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
375 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
385 | else |
376 | else |
386 | SET_FLAG (tmp, FLAG_APPLIED); |
377 | SET_FLAG (tmp, FLAG_APPLIED); |
387 | |
378 | |
388 | if (!change_abil (op, tmp)) |
379 | if (!change_abil (op, tmp)) |
… | |
… | |
403 | /**************************************************************************** |
394 | /**************************************************************************** |
404 | * Weapon improvement code follows |
395 | * Weapon improvement code follows |
405 | ****************************************************************************/ |
396 | ****************************************************************************/ |
406 | |
397 | |
407 | /** |
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 | /** |
408 | * This returns the sum of nrof of item (arch name). |
414 | * This returns the sum of nrof of item (arch name). |
409 | */ |
415 | */ |
410 | static int |
416 | static int |
411 | check_item (object *op, const char *item) |
417 | check_item (object *op, shstr_cmp item) |
412 | { |
418 | { |
413 | int count = 0; |
419 | int count = 0; |
414 | |
420 | |
415 | if (!item) |
421 | if (!item) |
416 | return 0; |
422 | return 0; |
417 | |
423 | |
418 | for (op = op->below; op; op = op->below) |
424 | for (op = op->below; op; op = op->below) |
419 | { |
|
|
420 | if (strcmp (op->arch->archname, item) == 0) |
425 | if (op->arch->archname == item) |
421 | { |
|
|
422 | if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) |
426 | if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) |
423 | /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) |
427 | && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID)) |
424 | { |
|
|
425 | if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ |
|
|
426 | count++; |
|
|
427 | else |
|
|
428 | count += op->nrof; |
428 | count += op->number_of (); |
429 | } |
|
|
430 | } |
|
|
431 | } |
|
|
432 | |
429 | |
433 | return count; |
430 | return count; |
434 | } |
431 | } |
435 | |
432 | |
436 | /** |
433 | /** |
… | |
… | |
438 | * op is typically the player, which is only |
435 | * op is typically the player, which is only |
439 | * really used to determine what space to look at. |
436 | * really used to determine what space to look at. |
440 | * Modified to only eat 'nrof' of objects. |
437 | * Modified to only eat 'nrof' of objects. |
441 | */ |
438 | */ |
442 | static void |
439 | static void |
443 | eat_item (object *op, const char *item, uint32 nrof) |
440 | eat_item (object *op, shstr_cmp item, uint32 nrof) |
444 | { |
441 | { |
445 | object *prev; |
442 | object *prev; |
446 | |
443 | |
447 | prev = op; |
444 | prev = op; |
448 | op = op->below; |
445 | op = op->below; |
449 | |
446 | |
450 | while (op) |
447 | while (op) |
451 | { |
448 | { |
452 | if (strcmp (op->arch->archname, item) == 0) |
449 | if (op->arch->archname == item) |
453 | { |
450 | { |
454 | if (op->nrof >= nrof) |
451 | if (op->nrof >= nrof) |
455 | { |
452 | { |
456 | op->decrease (nrof); |
453 | op->decrease (nrof); |
457 | return; |
454 | return; |
… | |
… | |
466 | } |
463 | } |
467 | |
464 | |
468 | prev = op; |
465 | prev = op; |
469 | op = op->below; |
466 | op = op->below; |
470 | } |
467 | } |
471 | } |
|
|
472 | |
|
|
473 | /** |
|
|
474 | * This checks to see of the player (who) is sufficient level to use a weapon |
|
|
475 | * with improvs improvements (typically last_eat). We take an int here |
|
|
476 | * instead of the object so that the improvement code can pass along the |
|
|
477 | * increased value to see if the object is usuable. |
|
|
478 | * we return 1 (true) if the player can use the weapon. |
|
|
479 | */ |
|
|
480 | static int |
|
|
481 | 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) |
|
|
489 | return 1; |
|
|
490 | else |
|
|
491 | return 0; |
|
|
492 | |
|
|
493 | #else |
|
|
494 | int level = 0; |
|
|
495 | |
|
|
496 | /* The skill system hands out wc and dam bonuses to fighters |
|
|
497 | * more generously than the old system (see fix_player). Thus |
|
|
498 | * we need to curtail the power of player enchanted weapons. |
|
|
499 | * I changed this to 1 improvement per "fighter" level/5 -b.t. |
|
|
500 | * Note: Nothing should break by allowing this ratio to be different or |
|
|
501 | * using normal level - it is just a matter of play balance. |
|
|
502 | */ |
|
|
503 | if (who->type == PLAYER) |
|
|
504 | { |
|
|
505 | object *wc_obj = NULL; |
|
|
506 | |
|
|
507 | for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below) |
|
|
508 | if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level) |
|
|
509 | level = wc_obj->level; |
|
|
510 | |
|
|
511 | if (!level) |
|
|
512 | { |
|
|
513 | LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name); |
|
|
514 | level = who->level; |
|
|
515 | } |
|
|
516 | } |
|
|
517 | else |
|
|
518 | level = who->level; |
|
|
519 | |
|
|
520 | return (improvs <= ((level / 5) + 5)); |
|
|
521 | #endif |
|
|
522 | } |
468 | } |
523 | |
469 | |
524 | /** |
470 | /** |
525 | * 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. |
526 | * 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. |
… | |
… | |
582 | |
528 | |
583 | /** |
529 | /** |
584 | * This does the prepare weapon scroll. |
530 | * This does the prepare weapon scroll. |
585 | * Checks for sacrifice, and so on. |
531 | * Checks for sacrifice, and so on. |
586 | */ |
532 | */ |
587 | int |
533 | static int |
588 | prepare_weapon (object *op, object *improver, object *weapon) |
534 | prepare_weapon (object *op, object *improver, object *weapon) |
589 | { |
535 | { |
590 | int sacrifice_count, i; |
536 | int sacrifice_count, i; |
591 | char buf[MAX_BUF]; |
537 | char buf[MAX_BUF]; |
592 | |
538 | |
… | |
… | |
645 | * |
591 | * |
646 | * 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 |
647 | * 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 ?? |
648 | * level == max improve last_eat == current improve |
594 | * level == max improve last_eat == current improve |
649 | */ |
595 | */ |
650 | int |
596 | static int |
651 | improve_weapon (object *op, object *improver, object *weapon) |
597 | improve_weapon (object *op, object *improver, object *weapon) |
652 | { |
598 | { |
653 | int sacrifice_count, sacrifice_needed = 0; |
599 | int sacrifice_count, sacrifice_needed = 0; |
654 | |
600 | |
655 | if (improver->stats.sp == IMPROVE_PREPARE) |
601 | if (improver->stats.sp == IMPROVE_PREPARE) |
656 | return prepare_weapon (op, improver, weapon); |
602 | return prepare_weapon (op, improver, weapon); |
657 | |
603 | |
658 | if (weapon->level == 0) |
604 | if (weapon->level == 0) |
659 | { |
605 | { |
660 | op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); |
606 | op->failmsg ( |
|
|
607 | "This weapon has not been prepared." |
|
|
608 | " H<You first have to prepare a weapon with a prepare weapon scroll.>"); |
661 | return 0; |
609 | return 0; |
662 | } |
610 | } |
663 | |
611 | |
664 | if (weapon->level == weapon->last_eat && weapon->item_power >= 100) |
612 | if (weapon->last_eat >= weapon->level // improvements used up |
|
|
613 | || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100 |
665 | { |
614 | { |
666 | op->failmsg ("This weapon cannot be improved any more."); |
615 | op->failmsg ("This weapon cannot be improved any more."); |
667 | return 0; |
616 | return 0; |
668 | } |
617 | } |
669 | |
618 | |
670 | if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) |
619 | if (QUERY_FLAG (weapon, FLAG_APPLIED) |
|
|
620 | && !check_item_power (op, weapon->item_power + 1)) |
671 | { |
621 | { |
672 | op->failmsg ("Improving the weapon will make it too " |
622 | op->failmsg ("Improving the weapon will make it too " |
673 | "powerful for you to use. Unready it if you " |
623 | "powerful for you to use. Unready it if you " |
674 | "really want to improve it."); |
624 | "really want to improve it."); |
675 | return 0; |
625 | return 0; |
… | |
… | |
753 | /** |
703 | /** |
754 | * Handles the applying of improve/prepare/enchant weapon scroll. |
704 | * Handles the applying of improve/prepare/enchant weapon scroll. |
755 | * 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, ...), |
756 | * then calls improve_weapon to do the dirty work. |
706 | * then calls improve_weapon to do the dirty work. |
757 | */ |
707 | */ |
758 | int |
708 | static int |
759 | check_improve_weapon (object *op, object *tmp) |
709 | check_improve_weapon (object *op, object *tmp) |
760 | { |
710 | { |
761 | object *otmp; |
711 | object *otmp; |
762 | |
712 | |
763 | if (op->type != PLAYER) |
713 | if (op->type != PLAYER) |
… | |
… | |
810 | * the armour value of the piece of equipment exceed either |
760 | * the armour value of the piece of equipment exceed either |
811 | * the users level or 90) |
761 | * the users level or 90) |
812 | * Modified by MSW for partial resistance. Only support |
762 | * Modified by MSW for partial resistance. Only support |
813 | * changing of physical area right now. |
763 | * changing of physical area right now. |
814 | */ |
764 | */ |
815 | int |
765 | static int |
816 | improve_armour (object *op, object *improver, object *armour) |
766 | improve_armour (object *op, object *improver, object *armour) |
817 | { |
767 | { |
818 | object *tmp; |
768 | object *tmp; |
819 | |
769 | |
820 | if (armour->magic >= settings.armor_max_enchant) |
770 | if (armour->magic >= settings.armor_max_enchant) |
… | |
… | |
904 | * Takes one type of items and makes another. |
854 | * Takes one type of items and makes another. |
905 | * converter is the object that is doing the conversion. |
855 | * converter is the object that is doing the conversion. |
906 | * 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 |
907 | * what the converter wants, this will not do anything. |
857 | * what the converter wants, this will not do anything. |
908 | */ |
858 | */ |
909 | static int |
859 | int |
910 | convert_item (object *item, object *converter) |
860 | convert_item (object *item, object *converter) |
911 | { |
861 | { |
912 | sint64 nr, price_in; |
862 | sint64 nr = 0, price_in; |
913 | |
863 | |
914 | if (item->flag [FLAG_UNPAID]) |
864 | if (item->flag [FLAG_UNPAID]) |
915 | return 0; |
865 | return 0; |
916 | |
866 | |
917 | shstr conv_from = converter->slaying; |
867 | shstr conv_from = converter->slaying; |
918 | archetype *conv_to = converter->other_arch; |
868 | archetype *conv_to = converter->other_arch; |
919 | sint64 need = converter->stats.food; |
869 | sint64 need = converter->stats.food; |
920 | sint64 give = converter->stats.sp; |
870 | sint64 give = converter->stats.sp; |
921 | |
871 | |
… | |
… | |
995 | item->nrof = give; |
945 | item->nrof = give; |
996 | |
946 | |
997 | if (nr) |
947 | if (nr) |
998 | item->nrof *= nr; |
948 | item->nrof *= nr; |
999 | |
949 | |
1000 | if (is_in_shop (converter)) |
950 | if (converter->flag [FLAG_PRECIOUS]) |
1001 | SET_FLAG (item, FLAG_UNPAID); |
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 ()); |
|
|
959 | SET_FLAG (item, FLAG_UNPAID); |
|
|
960 | } |
1002 | else if (price_in < sint64 (item->nrof) * item->value) |
961 | else if (price_in < sint64 (item->nrof) * item->value) |
1003 | { |
962 | { |
1004 | 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", |
1005 | &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); |
964 | &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); |
1006 | /** |
965 | /** |
… | |
… | |
1022 | * Handle apply on containers. |
981 | * Handle apply on containers. |
1023 | * By Eneq(@csd.uu.se). |
982 | * By Eneq(@csd.uu.se). |
1024 | * 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] |
1025 | * added the alchemical cauldron to the code -b.t. |
984 | * added the alchemical cauldron to the code -b.t. |
1026 | */ |
985 | */ |
1027 | int |
986 | static int |
1028 | apply_container (object *op, object *sack) |
987 | apply_container (object *op, object *sack) |
1029 | { |
988 | { |
1030 | if (op->type != PLAYER || !op->contr->ns) |
989 | if (op->type != PLAYER || !op->contr->ns) |
1031 | return 0; /* This might change */ |
990 | return 0; /* This might change */ |
1032 | |
991 | |
… | |
… | |
1045 | } |
1004 | } |
1046 | |
1005 | |
1047 | // already applied == open on ground, or open in inv, or active in inv |
1006 | // already applied == open on ground, or open in inv, or active in inv |
1048 | if (sack->flag [FLAG_APPLIED]) |
1007 | if (sack->flag [FLAG_APPLIED]) |
1049 | { |
1008 | { |
1050 | if (op->container == sack) |
1009 | if (op->container_ () == sack) |
1051 | { |
1010 | { |
1052 | // open on ground or inv, so close |
1011 | // open on ground or inv, so close |
1053 | op->close_container (); |
1012 | op->close_container (); |
1054 | return 1; |
1013 | return 1; |
1055 | } |
1014 | } |
… | |
… | |
1098 | { |
1057 | { |
1099 | /* Only players can make sacrifices on spell casting altars. */ |
1058 | /* Only players can make sacrifices on spell casting altars. */ |
1100 | if (altar->inv && (!originator || originator->type != PLAYER)) |
1059 | if (altar->inv && (!originator || originator->type != PLAYER)) |
1101 | return 0; |
1060 | return 0; |
1102 | |
1061 | |
1103 | if (operate_altar (altar, &sacrifice)) |
1062 | if (operate_altar (altar, &sacrifice, originator)) |
1104 | { |
1063 | { |
1105 | /* Simple check. Unfortunately, it means you can't cast magic bullet |
1064 | /* Simple check. Unfortunately, it means you can't cast magic bullet |
1106 | * 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 |
1107 | * is up to map designers to use them properly. |
1066 | * is up to map designers to use them properly. |
1108 | */ |
1067 | */ |
… | |
… | |
1117 | /* push_button (altar);*/ |
1076 | /* push_button (altar);*/ |
1118 | } |
1077 | } |
1119 | else |
1078 | else |
1120 | { |
1079 | { |
1121 | altar->value = 1; /* works only once */ |
1080 | altar->value = 1; /* works only once */ |
1122 | push_button (altar); |
1081 | push_button (altar, originator); |
1123 | } |
1082 | } |
1124 | |
1083 | |
1125 | return !sacrifice; |
1084 | return !sacrifice; |
1126 | } |
1085 | } |
1127 | else |
1086 | else |
… | |
… | |
1144 | |
1103 | |
1145 | SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ |
1104 | SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ |
1146 | |
1105 | |
1147 | bool has_unpaid = false; |
1106 | bool has_unpaid = false; |
1148 | |
1107 | |
1149 | // quite inefficient to do this here twice, but the api doesn'T lend itself to |
1108 | // quite inefficient to do this here twice, but the api doesn't lend itself to |
1150 | // a quick and small change :( |
1109 | // a quick and small change :( |
1151 | for (object::depth_iterator item = op->begin (); item != op->end (); ++item) |
1110 | for (object::depth_iterator item = op->begin (); item != op->end (); ++item) |
1152 | if (item->flag [FLAG_UNPAID]) |
1111 | if (item->flag [FLAG_UNPAID]) |
1153 | { |
1112 | { |
1154 | has_unpaid = true; |
1113 | has_unpaid = true; |
1155 | break; |
1114 | break; |
1156 | } |
1115 | } |
1157 | |
1116 | |
1158 | if (op->type != PLAYER) |
1117 | if (!op->is_player ()) |
1159 | { |
1118 | { |
1160 | /* Remove all the unpaid objects that may be carried here. |
1119 | /* Remove all the unpaid objects that may be carried here. |
1161 | * This could be pets or monsters that are somehow in |
1120 | * This could be pets or monsters that are somehow in |
1162 | * the shop. |
1121 | * the shop. |
1163 | */ |
1122 | */ |
… | |
… | |
1167 | |
1126 | |
1168 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
1127 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
1169 | { |
1128 | { |
1170 | 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); |
1171 | |
1130 | |
|
|
1131 | if (i >= 0) |
1172 | tmp->remove (); |
1132 | tmp->move (i); |
1173 | |
|
|
1174 | if (i == -1) |
|
|
1175 | i = 0; |
|
|
1176 | |
|
|
1177 | tmp->map = op->map; |
|
|
1178 | tmp->x = op->x + freearr_x[i]; |
|
|
1179 | tmp->y = op->y + freearr_y[i]; |
|
|
1180 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
1181 | } |
1133 | } |
1182 | } |
1134 | } |
1183 | |
1135 | |
1184 | /* Don't teleport things like spell effects */ |
1136 | /* Don't teleport things like spell effects */ |
1185 | if (QUERY_FLAG (op, FLAG_NO_PICK)) |
1137 | if (QUERY_FLAG (op, FLAG_NO_PICK)) |
… | |
… | |
1196 | if (i != -1) |
1148 | if (i != -1) |
1197 | rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); |
1149 | rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); |
1198 | |
1150 | |
1199 | return 0; |
1151 | return 0; |
1200 | } |
1152 | } |
|
|
1153 | |
1201 | /* Removed code that checked for multipart objects - it appears that |
1154 | /* Removed code that checked for multipart objects - it appears that |
1202 | * the teleport function should be able to handle this just fine. |
1155 | * the teleport function should be able to handle this just fine. |
1203 | */ |
1156 | */ |
1204 | rv = teleport (shop_mat, SHOP_MAT, op); |
1157 | rv = teleport (shop_mat, SHOP_MAT, op); |
1205 | } |
1158 | } |
… | |
… | |
1208 | /* this is only used for players */ |
1161 | /* this is only used for players */ |
1209 | rv = teleport (shop_mat, SHOP_MAT, op); |
1162 | rv = teleport (shop_mat, SHOP_MAT, op); |
1210 | |
1163 | |
1211 | if (has_unpaid) |
1164 | if (has_unpaid) |
1212 | op->contr->play_sound (sound_find ("shop_buy")); |
1165 | op->contr->play_sound (sound_find ("shop_buy")); |
1213 | else if (is_in_shop (op)) |
1166 | else if (op->is_in_shop ()) |
1214 | op->contr->play_sound (sound_find ("shop_enter")); |
1167 | op->contr->play_sound (sound_find ("shop_enter")); |
1215 | else |
1168 | else |
1216 | op->contr->play_sound (sound_find ("shop_leave")); |
1169 | op->contr->play_sound (sound_find ("shop_leave")); |
1217 | |
1170 | |
1218 | if (shop_mat->msg) |
1171 | if (shop_mat->msg) |
1219 | op->statusmsg (shop_mat->msg); |
1172 | op->statusmsg (shop_mat->msg); |
1220 | /* 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, |
1221 | * 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 |
1222 | * actually the shop floor. |
1175 | * actually the shop floor. |
1223 | */ |
1176 | */ |
1224 | else if (!rv && !is_in_shop (op)) |
1177 | else if (!rv && !op->is_in_shop ()) |
1225 | { |
1178 | { |
1226 | opinion = shopkeeper_approval (op->map, op); |
1179 | opinion = shopkeeper_approval (op->map, op); |
1227 | |
1180 | |
1228 | op->statusmsg ( |
1181 | op->statusmsg ( |
1229 | opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." |
1182 | opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." |
… | |
… | |
1260 | * Handles applying a sign. |
1213 | * Handles applying a sign. |
1261 | */ |
1214 | */ |
1262 | static void |
1215 | static void |
1263 | apply_sign (object *op, object *sign, int autoapply) |
1216 | apply_sign (object *op, object *sign, int autoapply) |
1264 | { |
1217 | { |
1265 | readable_message_type *msgType; |
1218 | if (!op->is_player()) |
|
|
1219 | return; |
|
|
1220 | |
|
|
1221 | if (sign->has_dialogue ()) |
|
|
1222 | { |
|
|
1223 | op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name)); |
|
|
1224 | return; |
|
|
1225 | } |
1266 | |
1226 | |
1267 | if (!sign->msg) |
1227 | if (!sign->msg) |
1268 | { |
1228 | { |
1269 | op->statusmsg ("Nothing is written on it."); |
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 ")); |
1270 | return; |
1233 | return; |
1271 | } |
1234 | } |
1272 | |
1235 | |
1273 | if (sign->stats.food) |
1236 | if (sign->stats.food) |
1274 | { |
1237 | { |
1275 | if (sign->last_eat >= sign->stats.food) |
1238 | if (sign->last_eat >= sign->stats.food) |
1276 | { |
1239 | { |
1277 | if (!sign->move_on) |
1240 | if (!sign->move_on) |
1278 | op->statusmsg ("You cannot read it anymore."); |
1241 | op->failmsg ("You cannot read it anymore."); |
1279 | |
1242 | |
1280 | return; |
1243 | return; |
1281 | } |
1244 | } |
1282 | |
1245 | |
1283 | if (!QUERY_FLAG (op, FLAG_WIZPASS)) |
1246 | if (!QUERY_FLAG (op, FLAG_WIZPASS)) |
… | |
… | |
1301 | if (sign->sound) |
1264 | if (sign->sound) |
1302 | ns->play_sound (sign->sound); |
1265 | ns->play_sound (sign->sound); |
1303 | else if (autoapply) |
1266 | else if (autoapply) |
1304 | ns->play_sound (sound_find ("msg_voice")); |
1267 | ns->play_sound (sound_find ("msg_voice")); |
1305 | |
1268 | |
1306 | if (ns->can_msg) |
|
|
1307 | op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg)); |
1269 | op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg)); |
1308 | else |
|
|
1309 | { |
|
|
1310 | msgType = get_readable_message_type (sign); |
|
|
1311 | const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg); |
|
|
1312 | draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg); |
|
|
1313 | } |
|
|
1314 | } |
1270 | } |
|
|
1271 | } |
|
|
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); |
1315 | } |
1303 | } |
1316 | |
1304 | |
1317 | /** |
1305 | /** |
1318 | * 'victim' moves onto 'trap' |
1306 | * 'victim' moves onto 'trap' |
1319 | * 'victim' leaves 'trap' |
1307 | * 'victim' leaves 'trap' |
… | |
… | |
1333 | return; |
1321 | return; |
1334 | |
1322 | |
1335 | /* move_apply() is the most likely candidate for causing unwanted and |
1323 | /* move_apply() is the most likely candidate for causing unwanted and |
1336 | * possibly unlimited recursion. |
1324 | * possibly unlimited recursion. |
1337 | */ |
1325 | */ |
1338 | /* The following was changed because it was causing perfeclty correct |
1326 | /* The following was changed because it was causing perfectly correct |
1339 | * maps to fail. 1) it's not an error to recurse: |
1327 | * maps to fail. 1) it's not an error to recurse: |
1340 | * rune detonates, summoning monster. monster lands on nearby rune. |
1328 | * rune detonates, summoning monster. monster lands on nearby rune. |
1341 | * nearby rune detonates. This sort of recursion is expected and |
1329 | * nearby rune detonates. This sort of recursion is expected and |
1342 | * proper. This code was causing needless crashes. |
1330 | * proper. This code was causing needless crashes. |
1343 | */ |
1331 | */ |
… | |
… | |
1350 | |
1338 | |
1351 | recursion_depth++; |
1339 | recursion_depth++; |
1352 | if (trap->head) |
1340 | if (trap->head) |
1353 | trap = trap->head; |
1341 | trap = trap->head; |
1354 | |
1342 | |
1355 | 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))) |
1356 | goto leave; |
|
|
1357 | |
|
|
1358 | switch (trap->type) |
1344 | switch (trap->type) |
1359 | { |
1345 | { |
1360 | case PLAYERMOVER: |
1346 | case PLAYERMOVER: |
1361 | if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) |
1347 | if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) |
|
|
1348 | { |
|
|
1349 | if (!trap->stats.maxsp) |
|
|
1350 | trap->stats.maxsp = 2; |
|
|
1351 | |
|
|
1352 | /* Is this correct? From the docs, it doesn't look like it |
|
|
1353 | * should be divided by trap->speed |
|
|
1354 | */ |
|
|
1355 | victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed; |
|
|
1356 | |
|
|
1357 | /* Just put in some sanity check. I think there is a bug in the |
|
|
1358 | * above with some objects have zero speed, and thus the player |
|
|
1359 | * getting permanently paralyzed. |
|
|
1360 | */ |
|
|
1361 | if (victim->speed_left < -50.f) |
|
|
1362 | victim->speed_left = -50.f; |
|
|
1363 | /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ |
|
|
1364 | } |
|
|
1365 | break; |
|
|
1366 | |
|
|
1367 | case SPINNER: |
|
|
1368 | if (victim->direction) |
|
|
1369 | { |
|
|
1370 | victim->direction = absdir (victim->direction - trap->stats.sp); |
|
|
1371 | update_turn_face (victim); |
|
|
1372 | } |
|
|
1373 | break; |
|
|
1374 | |
|
|
1375 | case DIRECTOR: |
|
|
1376 | if (victim->direction && !should_director_abort (trap, victim)) |
|
|
1377 | { |
|
|
1378 | victim->direction = trap->stats.sp; |
|
|
1379 | update_turn_face (victim); |
|
|
1380 | } |
|
|
1381 | break; |
|
|
1382 | |
|
|
1383 | case BUTTON: |
|
|
1384 | case PEDESTAL: |
|
|
1385 | case T_MATCH: |
|
|
1386 | update_button (trap, originator); |
|
|
1387 | break; |
|
|
1388 | |
|
|
1389 | case ALTAR: |
|
|
1390 | /* sacrifice victim on trap */ |
|
|
1391 | apply_altar (trap, victim, originator); |
|
|
1392 | break; |
|
|
1393 | |
|
|
1394 | case THROWN_OBJ: |
|
|
1395 | if (trap->inv == NULL) |
|
|
1396 | break; |
|
|
1397 | /* fallthrough */ |
|
|
1398 | |
|
|
1399 | case ARROW: |
|
|
1400 | /* bad bug: monster throw a object, make a step forwards, step on object , |
|
|
1401 | * trigger this here and get hit by own missile - and will be own enemy. |
|
|
1402 | * Victim then is his own enemy and will start to kill herself (this is |
|
|
1403 | * removed) but we have not synced victim and his missile. To avoid senseless |
|
|
1404 | * action, we avoid hits here |
|
|
1405 | */ |
|
|
1406 | if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ()) |
|
|
1407 | && trap->owner != victim) |
|
|
1408 | hit_with_arrow (trap, victim); |
|
|
1409 | break; |
|
|
1410 | |
|
|
1411 | case SPELL_EFFECT: |
|
|
1412 | apply_spell_effect (trap, victim); |
|
|
1413 | break; |
|
|
1414 | |
|
|
1415 | case TRAPDOOR: |
1362 | { |
1416 | { |
|
|
1417 | int max, sound_was_played; |
|
|
1418 | object *ab, *ab_next; |
|
|
1419 | |
1363 | if (!trap->stats.maxsp) |
1420 | if (!trap->value) |
1364 | trap->stats.maxsp = 2; |
1421 | { |
|
|
1422 | int tot; |
1365 | |
1423 | |
1366 | /* Is this correct? From the docs, it doesn't look like it |
1424 | for (ab = trap->above, tot = 0; ab; ab = ab->above) |
1367 | * should be divided by trap->speed |
1425 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
1426 | tot += ab->head_ ()->total_weight (); |
|
|
1427 | |
|
|
1428 | if (!(trap->value = (tot > trap->weight) ? 1 : 0)) |
|
|
1429 | break; |
|
|
1430 | |
|
|
1431 | SET_ANIMATION (trap, trap->value); |
|
|
1432 | update_object (trap, UP_OBJ_FACE); |
|
|
1433 | } |
|
|
1434 | |
|
|
1435 | for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) |
|
|
1436 | { |
|
|
1437 | /* need to set this up, since if we do transfer the object, |
|
|
1438 | * ab->above would be bogus |
1368 | */ |
1439 | */ |
1369 | victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); |
1440 | ab_next = ab->above; |
1370 | |
1441 | |
1371 | /* Just put in some sanity check. I think there is a bug in the |
1442 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
1372 | * above with some objects have zero speed, and thus the player |
1443 | { |
1373 | * getting permanently paralyzed. |
1444 | if (!sound_was_played) |
|
|
1445 | { |
|
|
1446 | trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
|
|
1447 | sound_was_played = 1; |
|
|
1448 | } |
|
|
1449 | |
|
|
1450 | ab->statusmsg ("You fall into a trapdoor!", NDI_RED); |
|
|
1451 | transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab); |
|
|
1452 | } |
1374 | */ |
1453 | } |
1375 | if (victim->speed_left < -50.f) |
1454 | break; |
1376 | victim->speed_left = -50.f; |
|
|
1377 | /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ |
|
|
1378 | } |
1455 | } |
1379 | goto leave; |
|
|
1380 | |
1456 | |
1381 | case SPINNER: |
1457 | case CONVERTER: |
1382 | if (victim->direction) |
1458 | if (convert_item (victim, trap) < 0) |
1383 | { |
|
|
1384 | victim->direction = absdir (victim->direction - trap->stats.sp); |
|
|
1385 | update_turn_face (victim); |
|
|
1386 | } |
|
|
1387 | goto leave; |
|
|
1388 | |
|
|
1389 | case DIRECTOR: |
|
|
1390 | if (victim->direction && !should_director_abort (trap, victim)) |
|
|
1391 | { |
|
|
1392 | victim->direction = trap->stats.sp; |
|
|
1393 | update_turn_face (victim); |
|
|
1394 | } |
|
|
1395 | goto leave; |
|
|
1396 | |
|
|
1397 | case BUTTON: |
|
|
1398 | case PEDESTAL: |
|
|
1399 | update_button (trap); |
|
|
1400 | goto leave; |
|
|
1401 | |
|
|
1402 | case ALTAR: |
|
|
1403 | /* sacrifice victim on trap */ |
|
|
1404 | apply_altar (trap, victim, originator); |
|
|
1405 | goto leave; |
|
|
1406 | |
|
|
1407 | case THROWN_OBJ: |
|
|
1408 | if (trap->inv == NULL) |
|
|
1409 | goto leave; |
|
|
1410 | /* fallthrough */ |
|
|
1411 | |
|
|
1412 | case ARROW: |
|
|
1413 | /* bad bug: monster throw a object, make a step forwards, step on object , |
|
|
1414 | * trigger this here and get hit by own missile - and will be own enemy. |
|
|
1415 | * Victim then is his own enemy and will start to kill herself (this is |
|
|
1416 | * removed) but we have not synced victim and his missile. To avoid senseless |
|
|
1417 | * action, we avoid hits here |
|
|
1418 | */ |
|
|
1419 | if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) |
|
|
1420 | hit_with_arrow (trap, victim); |
|
|
1421 | goto leave; |
|
|
1422 | |
|
|
1423 | case SPELL_EFFECT: |
|
|
1424 | apply_spell_effect (trap, victim); |
|
|
1425 | goto leave; |
|
|
1426 | |
|
|
1427 | case TRAPDOOR: |
|
|
1428 | { |
|
|
1429 | int max, sound_was_played; |
|
|
1430 | object *ab, *ab_next; |
|
|
1431 | |
|
|
1432 | if (!trap->value) |
|
|
1433 | { |
1459 | { |
1434 | int tot; |
1460 | originator->failmsg (format ("The %s seems to be broken!", query_name (trap))); |
1435 | |
1461 | archetype::get (shstr_burnout)->insert_at (trap, trap); |
1436 | for (ab = trap->above, tot = 0; ab; ab = ab->above) |
|
|
1437 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
1438 | tot += ab->head_ ()->total_weight (); |
|
|
1439 | |
|
|
1440 | if (!(trap->value = (tot > trap->weight) ? 1 : 0)) |
|
|
1441 | goto leave; |
|
|
1442 | |
|
|
1443 | SET_ANIMATION (trap, trap->value); |
|
|
1444 | update_object (trap, UP_OBJ_FACE); |
|
|
1445 | } |
1462 | } |
1446 | |
1463 | |
1447 | for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) |
1464 | break; |
|
|
1465 | |
|
|
1466 | case TRIGGER_BUTTON: |
|
|
1467 | case TRIGGER_PEDESTAL: |
|
|
1468 | case TRIGGER_ALTAR: |
|
|
1469 | check_trigger (trap, victim, originator); |
|
|
1470 | break; |
|
|
1471 | |
|
|
1472 | case DEEP_SWAMP: |
|
|
1473 | walk_on_deep_swamp (trap, victim); |
|
|
1474 | break; |
|
|
1475 | |
|
|
1476 | case CHECK_INV: |
|
|
1477 | check_inv (victim, trap); |
|
|
1478 | break; |
|
|
1479 | |
|
|
1480 | case HOLE: |
|
|
1481 | move_apply_hole (trap, victim); |
|
|
1482 | break; |
|
|
1483 | |
|
|
1484 | case EXIT: |
|
|
1485 | if (victim->type == PLAYER && EXIT_PATH (trap)) |
1448 | { |
1486 | { |
1449 | /* need to set this up, since if we do transfer the object, |
1487 | /* Basically, don't show exits leading to random maps the |
1450 | * ab->above would be bogus |
1488 | * players output. |
1451 | */ |
1489 | */ |
1452 | ab_next = ab->above; |
1490 | if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit) |
|
|
1491 | victim->statusmsg (trap->msg, NDI_NAVY); |
1453 | |
1492 | |
1454 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
1493 | trap->play_sound (trap->sound); |
1455 | { |
1494 | victim->enter_exit (trap); |
1456 | if (!sound_was_played) |
|
|
1457 | { |
|
|
1458 | trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
|
|
1459 | sound_was_played = 1; |
|
|
1460 | } |
|
|
1461 | |
|
|
1462 | ab->statusmsg ("You fall into a trapdoor!", NDI_RED); |
|
|
1463 | transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab); |
|
|
1464 | } |
|
|
1465 | } |
1495 | } |
1466 | goto leave; |
1496 | break; |
1467 | } |
|
|
1468 | |
1497 | |
1469 | case CONVERTER: |
|
|
1470 | if (convert_item (victim, trap) < 0) |
|
|
1471 | { |
|
|
1472 | originator->failmsg (format ("The %s seems to be broken!", query_name (trap))); |
|
|
1473 | archetype::get (shstr_burnout)->insert_at (trap, trap); |
|
|
1474 | } |
|
|
1475 | |
|
|
1476 | goto leave; |
|
|
1477 | |
|
|
1478 | case TRIGGER_BUTTON: |
|
|
1479 | case TRIGGER_PEDESTAL: |
|
|
1480 | case TRIGGER_ALTAR: |
|
|
1481 | check_trigger (trap, victim); |
|
|
1482 | goto leave; |
|
|
1483 | |
|
|
1484 | case DEEP_SWAMP: |
|
|
1485 | walk_on_deep_swamp (trap, victim); |
|
|
1486 | goto leave; |
|
|
1487 | |
|
|
1488 | case CHECK_INV: |
|
|
1489 | check_inv (victim, trap); |
|
|
1490 | goto leave; |
|
|
1491 | |
|
|
1492 | case HOLE: |
|
|
1493 | /* Hole not open? */ |
|
|
1494 | if (trap->stats.wc > 0) |
|
|
1495 | goto leave; |
|
|
1496 | |
|
|
1497 | /* Is this a multipart monster and not the head? If so, return. |
|
|
1498 | * Processing will happen if the head runs into the pit |
|
|
1499 | */ |
|
|
1500 | if (victim->head) |
|
|
1501 | goto leave; |
|
|
1502 | |
|
|
1503 | victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
|
|
1504 | victim->statusmsg ("You fall through the hole!", NDI_RED); |
|
|
1505 | transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); |
|
|
1506 | goto leave; |
|
|
1507 | |
|
|
1508 | case EXIT: |
|
|
1509 | if (victim->type == PLAYER && EXIT_PATH (trap)) |
|
|
1510 | { |
|
|
1511 | /* Basically, don't show exits leading to random maps the |
|
|
1512 | * players output. |
|
|
1513 | */ |
|
|
1514 | if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2)) |
|
|
1515 | victim->statusmsg (trap->msg, NDI_NAVY); |
|
|
1516 | |
|
|
1517 | trap->play_sound (trap->sound); |
|
|
1518 | victim->enter_exit (trap); |
|
|
1519 | } |
|
|
1520 | goto leave; |
|
|
1521 | |
|
|
1522 | case ENCOUNTER: |
1498 | case ENCOUNTER: |
1523 | /* may be some leftovers on this */ |
1499 | /* may be some leftovers on this */ |
1524 | goto leave; |
1500 | break; |
1525 | |
1501 | |
1526 | case SHOP_MAT: |
1502 | case SHOP_MAT: |
1527 | apply_shop_mat (trap, victim); |
1503 | apply_shop_mat (trap, victim); |
1528 | goto leave; |
1504 | break; |
1529 | |
1505 | |
1530 | /* Drop a certain amount of gold, and have one item identified */ |
1506 | /* Drop a certain amount of gold, and have one item identified */ |
1531 | case IDENTIFY_ALTAR: |
1507 | case IDENTIFY_ALTAR: |
1532 | apply_id_altar (victim, trap, originator); |
1508 | apply_id_altar (victim, trap, originator); |
1533 | goto leave; |
1509 | break; |
1534 | |
1510 | |
1535 | case SIGN: |
1511 | case SIGN: |
1536 | if (victim->type != PLAYER && trap->stats.food > 0) |
1512 | if (victim->type != PLAYER && trap->stats.food > 0) |
1537 | goto leave; /* monsters musn't apply magic_mouths with counters */ |
1513 | break; /* monsters musn't apply magic_mouths with counters */ |
1538 | |
1514 | |
1539 | apply_sign (victim, trap, 1); |
1515 | apply_sign (victim, trap, 1); |
1540 | goto leave; |
1516 | break; |
1541 | |
1517 | |
1542 | case CONTAINER: |
1518 | case CONTAINER: |
1543 | apply_container (victim, trap); |
1519 | apply_container (victim, trap); |
1544 | goto leave; |
1520 | break; |
1545 | |
1521 | |
1546 | case RUNE: |
1522 | case RUNE: |
1547 | case TRAP: |
1523 | case TRAP: |
1548 | if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) |
1524 | if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) |
1549 | spring_trap (trap, victim); |
1525 | spring_trap (trap, victim); |
1550 | goto leave; |
1526 | break; |
1551 | |
1527 | |
1552 | default: |
1528 | default: |
1553 | 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 " |
1554 | "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); |
1530 | "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); |
1555 | goto leave; |
1531 | break; |
1556 | } |
1532 | } |
1557 | |
1533 | |
1558 | leave: |
|
|
1559 | recursion_depth--; |
1534 | recursion_depth--; |
1560 | } |
1535 | } |
1561 | |
1536 | |
1562 | /** |
1537 | /** |
1563 | * Handles reading a regular (ie not containing a spell) book. |
1538 | * Handles reading a regular (ie not containing a spell) book. |
… | |
… | |
1574 | return; |
1549 | return; |
1575 | } |
1550 | } |
1576 | |
1551 | |
1577 | if (!tmp->msg) |
1552 | if (!tmp->msg) |
1578 | { |
1553 | { |
1579 | op->failmsg (format ("You open the %s and find it empty.", &tmp->name)); |
1554 | op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name)); |
1580 | return; |
1555 | return; |
1581 | } |
1556 | } |
1582 | |
1557 | |
1583 | /* need a literacy skill to read stuff! */ |
1558 | /* need a literacy skill to read stuff! */ |
1584 | skill_ob = find_skill_by_name (op, tmp->skill); |
1559 | skill_ob = find_skill_by_name (op, tmp->skill); |
… | |
… | |
1598 | : lev_diff < 15 ? "This book is way beyond your comprehension." |
1573 | : lev_diff < 15 ? "This book is way beyond your comprehension." |
1599 | : "This book is totally beyond your comprehension."); |
1574 | : "This book is totally beyond your comprehension."); |
1600 | return; |
1575 | return; |
1601 | } |
1576 | } |
1602 | |
1577 | |
|
|
1578 | // we currently don't use the message types for anything. |
1603 | readable_message_type *msgType = get_readable_message_type (tmp); |
1579 | // readable_message_type *msgType = get_readable_message_type (tmp); |
|
|
1580 | |
|
|
1581 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book")); |
1604 | |
1582 | |
1605 | if (player *pl = op->contr) |
1583 | if (player *pl = op->contr) |
1606 | if (client *ns = pl->ns) |
1584 | if (client *ns = pl->ns) |
1607 | if (ns->can_msg) |
|
|
1608 | pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); |
1585 | pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); |
1609 | else |
|
|
1610 | draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, |
|
|
1611 | msgType->message_type, msgType->message_subtype, |
|
|
1612 | "You open the %s and start reading.\n%s", (char *)"%s\n%s", |
|
|
1613 | long_desc (tmp, op), &tmp->msg); |
|
|
1614 | |
1586 | |
1615 | /* gain xp from reading */ |
1587 | /* gain xp from reading */ |
1616 | if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) |
1588 | if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) |
1617 | { /* only if not read before */ |
1589 | { /* only if not read before */ |
1618 | int exp_gain = calc_skill_exp (op, tmp, skill_ob); |
1590 | int exp_gain = calc_skill_exp (op, tmp, skill_ob); |
… | |
… | |
1626 | esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); |
1598 | esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); |
1627 | } |
1599 | } |
1628 | |
1600 | |
1629 | change_exp (op, exp_gain, skill_ob->skill, 0); |
1601 | change_exp (op, exp_gain, skill_ob->skill, 0); |
1630 | 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 | } |
1631 | } |
1656 | } |
1632 | } |
1657 | } |
1633 | |
1658 | |
1634 | /** |
1659 | /** |
1635 | * Handles the applying of a skill scroll, calling learn_skill straight. |
1660 | * Handles the applying of a skill scroll, calling learn_skill straight. |
… | |
… | |
1714 | LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); |
1739 | LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); |
1715 | return; |
1740 | return; |
1716 | } |
1741 | } |
1717 | |
1742 | |
1718 | op->failmsg (format ("You lose knowledge of %s.", spell)); |
1743 | op->failmsg (format ("You lose knowledge of %s.", spell)); |
1719 | player_unready_range_ob (op->contr, spob); |
|
|
1720 | esrv_remove_spell (op->contr, spob); |
1744 | esrv_remove_spell (op->contr, spob); |
1721 | spob->destroy (); |
1745 | spob->destroy (); |
1722 | } |
1746 | } |
1723 | |
1747 | |
1724 | /** |
1748 | /** |
… | |
… | |
1741 | * instead of having their spell stored in stats.sp. These are |
1765 | * instead of having their spell stored in stats.sp. These are |
1742 | * legacy spellbooks |
1766 | * legacy spellbooks |
1743 | */ |
1767 | */ |
1744 | if (tmp->slaying) |
1768 | if (tmp->slaying) |
1745 | { |
1769 | { |
1746 | spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); |
1770 | spell = find_archetype_by_object_name (tmp->slaying)->instance (); |
|
|
1771 | |
1747 | if (!spell) |
1772 | if (!spell) |
1748 | { |
1773 | { |
1749 | op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying)); |
1774 | op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying)); |
1750 | return; |
1775 | return; |
1751 | } |
1776 | } |
… | |
… | |
1772 | 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); |
1773 | op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); |
1798 | op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); |
1774 | return; |
1799 | return; |
1775 | } |
1800 | } |
1776 | |
1801 | |
1777 | if (skop->level < int (sqrtf (spell->level) * 1.5f)) |
1802 | int learn_level = sqrtf (spell->level) * 1.5f; |
|
|
1803 | if (skop->level < learn_level) |
1778 | { |
1804 | { |
1779 | op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill)); |
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)); |
1780 | return; |
1807 | return; |
1781 | } |
1808 | } |
1782 | |
1809 | |
1783 | op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); |
1810 | op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name)); |
1784 | |
1811 | |
1785 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
1812 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
1786 | identify (tmp); |
1813 | identify (tmp); |
1787 | |
1814 | |
1788 | /* 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 |
… | |
… | |
1800 | { |
1827 | { |
1801 | spell_skill = find_skill_by_name (op, spell->skill); |
1828 | spell_skill = find_skill_by_name (op, spell->skill); |
1802 | |
1829 | |
1803 | if (!spell_skill) |
1830 | if (!spell_skill) |
1804 | { |
1831 | { |
1805 | op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill)); |
1832 | op->failmsg (format ("You lack the %s skill to use this spell.", &spell->skill)); |
1806 | return; |
1833 | return; |
1807 | } |
1834 | } |
1808 | |
1835 | |
1809 | if (spell_skill->level < spell->level) |
1836 | if (spell_skill->level < spell->level) |
1810 | { |
1837 | { |
… | |
… | |
1826 | * literacy rate very useful! -b.t. |
1853 | * literacy rate very useful! -b.t. |
1827 | */ |
1854 | */ |
1828 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
1855 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
1829 | { |
1856 | { |
1830 | op->failmsg ("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!"); |
1831 | 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)); |
1832 | } |
1859 | } |
1833 | else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || |
1860 | else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || |
1834 | (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) |
1861 | (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) |
1835 | { |
1862 | { |
1836 | op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); |
1863 | op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); |
… | |
… | |
1941 | if (op->destroyed () || tmp->destroyed ()) |
1968 | if (op->destroyed () || tmp->destroyed ()) |
1942 | break; |
1969 | break; |
1943 | } |
1970 | } |
1944 | |
1971 | |
1945 | if (!tmp->destroyed () && !tmp->inv) |
1972 | if (!tmp->destroyed () && !tmp->inv) |
1946 | tmp->decrease (); |
1973 | tmp->decrease (true); |
1947 | } |
|
|
1948 | |
|
|
1949 | /** |
|
|
1950 | * op eats food. |
|
|
1951 | * If player, takes care of messages and dragon special food. |
|
|
1952 | */ |
|
|
1953 | static void |
|
|
1954 | apply_food (object *op, object *tmp) |
|
|
1955 | { |
|
|
1956 | int capacity_remaining; |
|
|
1957 | |
|
|
1958 | if (op->type != PLAYER) |
|
|
1959 | op->stats.hp = op->stats.maxhp; |
|
|
1960 | else |
|
|
1961 | { |
|
|
1962 | /* check if this is a dragon (player), eating some flesh */ |
|
|
1963 | if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp)) |
|
|
1964 | ; |
|
|
1965 | else |
|
|
1966 | { |
|
|
1967 | /* usual case - no dragon meal: */ |
|
|
1968 | if (op->stats.food + tmp->stats.food > 999) |
|
|
1969 | { |
|
|
1970 | if (tmp->type == FOOD || tmp->type == FLESH) |
|
|
1971 | op->failmsg ("You feel full, but what a waste of food!"); |
|
|
1972 | else |
|
|
1973 | op->statusmsg ("Most of the drink goes down your face not your throat!"); |
|
|
1974 | } |
|
|
1975 | |
|
|
1976 | tmp->play_sound ( |
|
|
1977 | tmp->sound |
|
|
1978 | ? tmp->sound |
|
|
1979 | : tmp->type == DRINK |
|
|
1980 | ? sound_find ("eat_drink") |
|
|
1981 | : sound_find ("eat_food") |
|
|
1982 | ); |
|
|
1983 | |
|
|
1984 | if (!QUERY_FLAG (tmp, FLAG_CURSED)) |
|
|
1985 | { |
|
|
1986 | const char *buf; |
|
|
1987 | |
|
|
1988 | if (!is_dragon_pl (op)) |
|
|
1989 | { |
|
|
1990 | /* eating message for normal players */ |
|
|
1991 | if (tmp->type == DRINK) |
|
|
1992 | buf = format ("Ahhh...that %s tasted good.", &tmp->name); |
|
|
1993 | else |
|
|
1994 | buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); |
|
|
1995 | } |
|
|
1996 | else |
|
|
1997 | /* eating message for dragon players */ |
|
|
1998 | buf = format ("The %s tasted terrible!", &tmp->name); |
|
|
1999 | |
|
|
2000 | op->statusmsg (buf); |
|
|
2001 | |
|
|
2002 | capacity_remaining = 999 - op->stats.food; |
|
|
2003 | op->stats.food += tmp->stats.food; |
|
|
2004 | if (capacity_remaining < tmp->stats.food) |
|
|
2005 | op->stats.hp += capacity_remaining / 50; |
|
|
2006 | else |
|
|
2007 | op->stats.hp += tmp->stats.food / 50; |
|
|
2008 | |
|
|
2009 | if (op->stats.hp > op->stats.maxhp) |
|
|
2010 | op->stats.hp = op->stats.maxhp; |
|
|
2011 | if (op->stats.food > 999) |
|
|
2012 | op->stats.food = 999; |
|
|
2013 | } |
|
|
2014 | |
|
|
2015 | /* special food hack -b.t. */ |
|
|
2016 | if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) |
|
|
2017 | eat_special_food (op, tmp); |
|
|
2018 | } |
|
|
2019 | } |
|
|
2020 | |
|
|
2021 | handle_apply_yield (tmp); |
|
|
2022 | tmp->decrease (); |
|
|
2023 | } |
1974 | } |
2024 | |
1975 | |
2025 | /** |
1976 | /** |
2026 | * A dragon is eating some flesh. If the flesh contains resistances, |
1977 | * A dragon is eating some flesh. If the flesh contains resistances, |
2027 | * 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. |
… | |
… | |
2030 | * object *op the object (dragon player) eating the flesh |
1981 | * object *op the object (dragon player) eating the flesh |
2031 | * object *meal the flesh item, getting chewed in dragon's mouth |
1982 | * object *meal the flesh item, getting chewed in dragon's mouth |
2032 | * return: |
1983 | * return: |
2033 | * int 1 if eating successful, 0 if it doesn't work |
1984 | * int 1 if eating successful, 0 if it doesn't work |
2034 | */ |
1985 | */ |
2035 | int |
1986 | static int |
2036 | dragon_eat_flesh (object *op, object *meal) |
1987 | dragon_eat_flesh (object *op, object *meal) |
2037 | { |
1988 | { |
2038 | object *skin = NULL; /* pointer to dragon skin force */ |
1989 | object *skin = NULL; /* pointer to dragon skin force */ |
2039 | object *abil = NULL; /* pointer to dragon ability force */ |
1990 | object *abil = NULL; /* pointer to dragon ability force */ |
2040 | object *tmp = NULL; /* tmp. object */ |
1991 | object *tmp = NULL; /* tmp. object */ |
… | |
… | |
2046 | int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ |
1997 | int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ |
2047 | int winners = 0; /* number of winners */ |
1998 | int winners = 0; /* number of winners */ |
2048 | int i; /* index */ |
1999 | int i; /* index */ |
2049 | |
2000 | |
2050 | /* let's make sure and doublecheck the parameters */ |
2001 | /* let's make sure and doublecheck the parameters */ |
2051 | if (meal->type != FLESH || !is_dragon_pl (op)) |
2002 | if (meal->type != FLESH || !op->is_dragon ()) |
2052 | return 0; |
2003 | return 0; |
2053 | |
2004 | |
2054 | /* now grab the 'dragon_skin'- and 'dragon_ability'-forces |
2005 | /* now grab the 'dragon_skin'- and 'dragon_ability'-forces |
2055 | from the player's inventory */ |
2006 | from the player's inventory */ |
2056 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2007 | for (tmp = op->inv; tmp; tmp = tmp->below) |
… | |
… | |
2064 | which is not to be considered a dragon -> bail out */ |
2015 | which is not to be considered a dragon -> bail out */ |
2065 | if (skin == NULL || abil == NULL) |
2016 | if (skin == NULL || abil == NULL) |
2066 | return 0; |
2017 | return 0; |
2067 | |
2018 | |
2068 | /* now start by filling stomache and health, according to food-value */ |
2019 | /* now start by filling stomache and health, according to food-value */ |
2069 | if ((999 - op->stats.food) < meal->stats.food) |
2020 | if ((MAX_FOOD - op->stats.food) < meal->stats.food) |
2070 | op->stats.hp += (999 - op->stats.food) / 50; |
2021 | op->stats.hp += (MAX_FOOD - op->stats.food) / 50; |
2071 | else |
2022 | else |
2072 | op->stats.hp += meal->stats.food / 50; |
2023 | op->stats.hp += meal->stats.food / 50; |
2073 | |
2024 | |
2074 | if (op->stats.hp > op->stats.maxhp) |
2025 | min_it (op->stats.hp, op->stats.maxhp); |
2075 | op->stats.hp = op->stats.maxhp; |
|
|
2076 | |
|
|
2077 | op->stats.food = MIN (999, op->stats.food + meal->stats.food); |
2026 | op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food); |
2078 | |
2027 | |
2079 | /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ |
2028 | /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ |
2080 | |
2029 | |
2081 | /* on to the interesting part: chances for adding resistance */ |
2030 | /* on to the interesting part: chances for adding resistance */ |
2082 | for (i = 0; i < NROFATTACKS; i++) |
2031 | for (i = 0; i < NROFATTACKS; i++) |
… | |
… | |
2092 | |
2041 | |
2093 | /* monster bonus increases with level, because high-level |
2042 | /* monster bonus increases with level, because high-level |
2094 | flesh is too rare */ |
2043 | flesh is too rare */ |
2095 | mbonus = op->level * 20. / ((double) settings.max_level); |
2044 | mbonus = op->level * 20. / ((double) settings.max_level); |
2096 | |
2045 | |
2097 | chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / |
2046 | chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. / |
2098 | ((double) settings.max_level)) - skin->resist[i]; |
2047 | ((double)settings.max_level)) - skin->resist[i]; |
2099 | |
2048 | |
2100 | if (chance >= 0.) |
2049 | if (chance >= 0.) |
2101 | chance += 1.; |
2050 | chance += 1.; |
2102 | else |
2051 | else |
2103 | chance = (chance < -12) ? 0. : 1. / pow (2., -chance); |
2052 | chance = (chance < -12) ? 0. : 1. / pow (2., -chance); |
2104 | |
2053 | |
2105 | /* chance is proportional to amount of resistance (max. 50) */ |
2054 | /* chance is proportional to amount of resistance (max. 50) */ |
2106 | chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; |
2055 | chance *= ((double)(min (meal->resist[i], 50))) / 50.; |
2107 | |
2056 | |
2108 | /* doubled chance for resistance of ability-focus */ |
2057 | /* doubled chance for resistance of ability-focus */ |
2109 | if (i == abil->stats.exp) |
2058 | if (i == abil->stats.exp) |
2110 | chance = MIN (100., chance * 2.); |
2059 | chance = min (100., chance * 2.); |
2111 | |
2060 | |
2112 | /* 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!) */ |
2113 | if (rndm (10000) < (unsigned int) (chance * 100)) |
2062 | if (rndm (10000) < (unsigned int)(chance * 100)) |
2114 | { |
2063 | { |
2115 | atnr_winner[winners] = i; |
2064 | atnr_winner[winners] = i; |
2116 | winners++; |
2065 | winners++; |
2117 | } |
2066 | } |
2118 | |
2067 | |
… | |
… | |
2146 | op->statusmsg (buf); |
2095 | op->statusmsg (buf); |
2147 | |
2096 | |
2148 | /* now choose a winner if we have any */ |
2097 | /* now choose a winner if we have any */ |
2149 | i = -1; |
2098 | i = -1; |
2150 | if (winners > 0) |
2099 | if (winners > 0) |
2151 | i = atnr_winner[RANDOM () % winners]; |
2100 | i = atnr_winner [rndm (winners)]; |
2152 | |
2101 | |
2153 | if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) |
2102 | if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) |
2154 | { |
2103 | { |
2155 | /* resistance increased! */ |
2104 | /* resistance increased! */ |
2156 | skin->resist[i]++; |
2105 | skin->resist[i]++; |
… | |
… | |
2181 | |
2130 | |
2182 | return 1; |
2131 | return 1; |
2183 | } |
2132 | } |
2184 | |
2133 | |
2185 | /** |
2134 | /** |
|
|
2135 | * op eats food. |
|
|
2136 | * If player, takes care of messages and dragon special food. |
|
|
2137 | */ |
|
|
2138 | static void |
|
|
2139 | apply_food (object *op, object *tmp) |
|
|
2140 | { |
|
|
2141 | int capacity_remaining; |
|
|
2142 | |
|
|
2143 | if (op->type != PLAYER) |
|
|
2144 | op->stats.hp = op->stats.maxhp; |
|
|
2145 | else |
|
|
2146 | { |
|
|
2147 | /* check if this is a dragon (player), eating some flesh */ |
|
|
2148 | if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp)) |
|
|
2149 | ; |
|
|
2150 | else |
|
|
2151 | { |
|
|
2152 | /* usual case - no dragon meal: */ |
|
|
2153 | if (op->stats.food + tmp->stats.food > MAX_FOOD) |
|
|
2154 | { |
|
|
2155 | if (tmp->type == FOOD || tmp->type == FLESH) |
|
|
2156 | op->failmsg ("You feel full, but what a waste of food!"); |
|
|
2157 | else |
|
|
2158 | op->statusmsg ("Most of the drink goes down your face not your throat!"); |
|
|
2159 | } |
|
|
2160 | |
|
|
2161 | tmp->play_sound ( |
|
|
2162 | tmp->sound |
|
|
2163 | ? tmp->sound |
|
|
2164 | : tmp->type == DRINK |
|
|
2165 | ? sound_find ("eat_drink") |
|
|
2166 | : sound_find ("eat_food") |
|
|
2167 | ); |
|
|
2168 | |
|
|
2169 | if (!QUERY_FLAG (tmp, FLAG_CURSED)) |
|
|
2170 | { |
|
|
2171 | const char *buf; |
|
|
2172 | |
|
|
2173 | if (!op->is_dragon ()) |
|
|
2174 | { |
|
|
2175 | /* eating message for normal players */ |
|
|
2176 | if (tmp->type == DRINK) |
|
|
2177 | buf = format ("Ahhh...that %s tasted good.", &tmp->name); |
|
|
2178 | else |
|
|
2179 | buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); |
|
|
2180 | } |
|
|
2181 | else |
|
|
2182 | /* eating message for dragon players */ |
|
|
2183 | buf = format ("The %s tasted terrible!", &tmp->name); |
|
|
2184 | |
|
|
2185 | op->statusmsg (buf); |
|
|
2186 | |
|
|
2187 | capacity_remaining = MAX_FOOD - op->stats.food; |
|
|
2188 | op->stats.food += tmp->stats.food; |
|
|
2189 | if (capacity_remaining < tmp->stats.food) |
|
|
2190 | op->stats.hp += capacity_remaining / 50; |
|
|
2191 | else |
|
|
2192 | op->stats.hp += tmp->stats.food / 50; |
|
|
2193 | |
|
|
2194 | min_it (op->stats.hp, op->stats.maxhp); |
|
|
2195 | min_it (op->stats.food, MAX_FOOD); |
|
|
2196 | } |
|
|
2197 | |
|
|
2198 | /* special food hack -b.t. */ |
|
|
2199 | if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) |
|
|
2200 | eat_special_food (op, tmp); |
|
|
2201 | } |
|
|
2202 | } |
|
|
2203 | |
|
|
2204 | handle_apply_yield (tmp); |
|
|
2205 | tmp->decrease (); |
|
|
2206 | } |
|
|
2207 | |
|
|
2208 | /** |
2186 | * Handles applying an improve armor scroll. |
2209 | * Handles applying an improve armor scroll. |
2187 | * Does some sanity checks, then calls improve_armour. |
2210 | * Does some sanity checks, then calls improve_armour. |
2188 | */ |
2211 | */ |
2189 | static void |
2212 | static void |
2190 | apply_armour_improver (object *op, object *tmp) |
2213 | apply_armour_improver (object *op, object *tmp) |
… | |
… | |
2241 | op->stats.food -= op->stats.food / 4; |
2264 | op->stats.food -= op->stats.food / 4; |
2242 | poison->destroy (); |
2265 | poison->destroy (); |
2243 | } |
2266 | } |
2244 | |
2267 | |
2245 | /** |
2268 | /** |
2246 | * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. |
2269 | * This function will try to apply a lighter and in case no lighter |
2247 | * A valid 2 way exit means: |
2270 | * is specified it will try to find a lighter in the players inventory, |
2248 | * -You can come back (there is another exit at the other side) |
2271 | * and inform him about this requirement. |
2249 | * -You are |
|
|
2250 | * ° the owner of the exit |
|
|
2251 | * ° or in the same party as the owner |
|
|
2252 | * |
2272 | * |
2253 | * Note: a owner in a 2 way exit is saved as the owner's name |
2273 | * who - the player |
2254 | * in the field exit->name cause the field exit->owner doesn't |
2274 | * op - the item we want to light |
2255 | * survive in the swapping (in fact the whole exit doesn't survive). |
2275 | * lighter - the lighter or 0 if a lighter has yet to be found |
2256 | */ |
2276 | */ |
2257 | int |
2277 | static object * |
2258 | is_legal_2ways_exit (object *op, object *exit) |
2278 | auto_apply_lighter (object *who, object *op, object *lighter) |
2259 | { |
2279 | { |
2260 | if (exit->stats.exp != 1) |
2280 | if (lighter == 0) |
2261 | return 1; /*This is not a 2 way, so it is legal */ |
|
|
2262 | |
|
|
2263 | #if 0 //TODO |
|
|
2264 | if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) |
|
|
2265 | return 0; /* This is a reset town portal */ |
|
|
2266 | #endif |
|
|
2267 | |
|
|
2268 | LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ()); |
|
|
2269 | |
|
|
2270 | maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); |
|
|
2271 | |
|
|
2272 | if (exitmap) |
|
|
2273 | { |
2281 | { |
2274 | exitmap->load_sync (); |
2282 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
2275 | |
|
|
2276 | object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot; |
|
|
2277 | |
|
|
2278 | if (!tmp) |
|
|
2279 | return 0; |
|
|
2280 | |
|
|
2281 | for (; tmp; tmp = tmp->above) |
|
|
2282 | { |
2283 | { |
2283 | if (tmp->type != EXIT) |
2284 | if (tmp->type == LIGHTER) |
2284 | continue; /*Not an exit */ |
|
|
2285 | |
|
|
2286 | if (!EXIT_PATH (tmp)) |
|
|
2287 | continue; /*Not a valid exit */ |
|
|
2288 | |
|
|
2289 | if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) |
|
|
2290 | continue; /*Not in the same place */ |
|
|
2291 | |
|
|
2292 | if (exit->map->path != EXIT_PATH (tmp)) |
|
|
2293 | continue; /*Not in the same map */ |
|
|
2294 | |
|
|
2295 | /* From here we have found the exit is valid. However we do |
|
|
2296 | * here the check of the exit owner. It is important for the |
|
|
2297 | * town portals to prevent strangers from visiting your appartments |
|
|
2298 | */ |
|
|
2299 | if (!exit->race) |
|
|
2300 | return 1; /*No owner, free for all! */ |
|
|
2301 | |
|
|
2302 | object *exit_owner = 0; |
|
|
2303 | |
|
|
2304 | for_all_players (pp) |
|
|
2305 | { |
2285 | { |
2306 | if (!pp->ob) |
2286 | lighter = tmp; |
2307 | continue; |
|
|
2308 | |
|
|
2309 | if (pp->ob->name != exit->race) |
|
|
2310 | continue; |
|
|
2311 | |
|
|
2312 | exit_owner = pp->ob; /*We found a player which correspond to the player name */ |
|
|
2313 | break; |
2287 | break; |
2314 | } |
2288 | } |
|
|
2289 | } |
2315 | |
2290 | |
2316 | if (!exit_owner) |
2291 | if (!lighter) |
2317 | return 0; /* No more owner */ |
2292 | { |
2318 | |
2293 | who->failmsg (format ( |
2319 | if (exit_owner->contr == op->contr) |
2294 | "You can't light up the %s with your bare hands! " |
2320 | return 1; /*It is your exit */ |
2295 | "H<You need a lighter in your inventory, for example a flint and steel.>", |
2321 | |
2296 | &op->name)); |
2322 | if (exit_owner && /*There is a owner */ |
|
|
2323 | (op->contr) && /*A player tries to pass */ |
|
|
2324 | ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ |
|
|
2325 | (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ |
|
|
2326 | return 0; |
2297 | return 0; |
|
|
2298 | } |
|
|
2299 | } |
2327 | |
2300 | |
|
|
2301 | // last_eat == 0 means the lighter is not being used up! |
|
|
2302 | if (lighter->last_eat && lighter->stats.food) |
|
|
2303 | { |
|
|
2304 | /* lighter gets used up */ |
|
|
2305 | lighter = lighter->split (); |
|
|
2306 | lighter->stats.food--; |
|
|
2307 | who->insert (lighter); |
|
|
2308 | } |
|
|
2309 | else if (lighter->last_eat) |
|
|
2310 | { |
|
|
2311 | /* no charges left in lighter */ |
|
|
2312 | who->failmsg (format ( |
|
|
2313 | "You attempt to light the %s with a used up %s.", |
|
|
2314 | &op->name, &lighter->name)); |
|
|
2315 | return 0; |
|
|
2316 | } |
|
|
2317 | |
|
|
2318 | return lighter; |
|
|
2319 | } |
|
|
2320 | |
|
|
2321 | /** |
|
|
2322 | * Designed primarily to light torches/lanterns/etc. |
|
|
2323 | * Also burns up burnable material too. First object in the inventory is |
|
|
2324 | * the selected object to "burn". -b.t. |
|
|
2325 | */ |
|
|
2326 | static void |
|
|
2327 | apply_lighter (object *who, object *lighter) |
|
|
2328 | { |
|
|
2329 | object *item; |
|
|
2330 | int is_player_env = 0; |
|
|
2331 | |
|
|
2332 | item = find_marked_object (who); |
|
|
2333 | if (item) |
|
|
2334 | { |
|
|
2335 | if (!auto_apply_lighter (who, item, lighter)) |
|
|
2336 | return; |
|
|
2337 | |
|
|
2338 | /* Perhaps we should split what we are trying to light on fire? |
|
|
2339 | * I can't see many times when you would want to light multiple |
|
|
2340 | * objects at once. |
|
|
2341 | */ |
|
|
2342 | |
|
|
2343 | save_throw_object (item, AT_FIRE, who); |
|
|
2344 | |
|
|
2345 | if (item->destroyed () |
|
|
2346 | || ((item->type == LAMP || item->type == TORCH) |
|
|
2347 | && item->glow_radius > 0)) |
|
|
2348 | who->statusmsg (format ( |
|
|
2349 | "You light the %s with the %s.", |
|
|
2350 | &item->name, &lighter->name)); |
|
|
2351 | else |
|
|
2352 | who->failmsg (format ( |
|
|
2353 | "You attempt to light the %s with the %s and fail.", |
|
|
2354 | &item->name, &lighter->name)); |
|
|
2355 | } |
|
|
2356 | else |
|
|
2357 | who->failmsg ("You need to mark a lightable object."); |
|
|
2358 | } |
|
|
2359 | |
|
|
2360 | /** |
|
|
2361 | * This function generates a cursed effect for cursed lamps and torches. |
|
|
2362 | */ |
|
|
2363 | static void |
|
|
2364 | player_apply_lamp_cursed_effect (object *who, object *op) |
|
|
2365 | { |
|
|
2366 | if (op->level) |
|
|
2367 | { |
|
|
2368 | who->failmsg (format ( |
|
|
2369 | "The %s was cursed, it explodes in a big fireball!", |
|
|
2370 | &op->name)); |
|
|
2371 | create_exploding_ball_at (who, op->level); |
|
|
2372 | } |
|
|
2373 | else |
|
|
2374 | { |
|
|
2375 | who->failmsg (format ( |
|
|
2376 | "The %s was cursed, it crumbles to dust, at least it didn't explode.!", |
|
|
2377 | &op->name)); |
|
|
2378 | } |
|
|
2379 | |
|
|
2380 | op->destroy (); |
|
|
2381 | } |
|
|
2382 | |
|
|
2383 | /** |
|
|
2384 | * Apply for players and lamps |
|
|
2385 | * |
|
|
2386 | * who - the player |
|
|
2387 | * op - the lamp |
|
|
2388 | */ |
|
|
2389 | static void |
|
|
2390 | player_apply_lamp (object *who, object *op) |
|
|
2391 | { |
|
|
2392 | bool switch_on = op->glow_radius ? false : true; |
|
|
2393 | |
|
|
2394 | if (switch_on) |
|
|
2395 | { |
|
|
2396 | object *lighter = 0; |
|
|
2397 | |
|
|
2398 | if (op->flag [FLAG_IS_LIGHTABLE] |
|
|
2399 | && !(lighter = auto_apply_lighter (who, op, 0))) |
|
|
2400 | return; |
|
|
2401 | |
|
|
2402 | if (op->stats.food < 1) |
|
|
2403 | { |
|
|
2404 | if (op->type == LAMP) |
|
|
2405 | who->failmsg (format ( |
|
|
2406 | "The %s is out of fuel! " |
|
|
2407 | "H<Lamps and similar items need fuel. They cannot be refilled.>", |
|
|
2408 | &op->name)); |
|
|
2409 | else |
|
|
2410 | who->failmsg (format ( |
|
|
2411 | "The %s is burnt out! " |
|
|
2412 | "H<Torches and similar items burn out and become worthless.>", |
|
|
2413 | &op->name)); |
2328 | return 1; |
2414 | return; |
|
|
2415 | } |
|
|
2416 | |
|
|
2417 | if (op->flag [FLAG_CURSED]) |
2329 | } |
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 |
2330 | } |
2430 | { |
|
|
2431 | if (op->flag [FLAG_CURSED]) |
|
|
2432 | { |
|
|
2433 | player_apply_lamp_cursed_effect (who, op); |
|
|
2434 | return; |
|
|
2435 | } |
2331 | |
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) |
2332 | return 0; |
2537 | return; |
|
|
2538 | |
|
|
2539 | marked = find_marked_object (pl); |
|
|
2540 | |
|
|
2541 | if (!marked) |
|
|
2542 | { |
|
|
2543 | pl->failmsg (format ("Use the %s with what item?", query_name (transformer))); |
|
|
2544 | return; |
|
|
2545 | } |
|
|
2546 | |
|
|
2547 | if (!marked->slaying) |
|
|
2548 | { |
|
|
2549 | pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
|
|
2550 | return; |
|
|
2551 | } |
|
|
2552 | |
|
|
2553 | /* check whether they are compatible or not */ |
|
|
2554 | find = strstr (&marked->slaying, transformer->arch->archname); |
|
|
2555 | if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) |
|
|
2556 | { |
|
|
2557 | pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
|
|
2558 | return; |
|
|
2559 | } |
|
|
2560 | |
|
|
2561 | find += strlen (transformer->arch->archname) + 1; |
|
|
2562 | /* Item can be used, now find how many and what it yields */ |
|
|
2563 | if (isdigit (*(find))) |
|
|
2564 | { |
|
|
2565 | yield = atoi (find); |
|
|
2566 | if (yield < 1) |
|
|
2567 | { |
|
|
2568 | LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield); |
|
|
2569 | yield = 1; |
|
|
2570 | } |
|
|
2571 | } |
|
|
2572 | else |
|
|
2573 | yield = 1; |
|
|
2574 | |
|
|
2575 | while (isdigit (*find)) |
|
|
2576 | find++; |
|
|
2577 | |
|
|
2578 | while (*find == ' ') |
|
|
2579 | find++; |
|
|
2580 | |
|
|
2581 | memset (got, 0, MAX_BUF); |
|
|
2582 | |
|
|
2583 | if ((separator = (char *) strchr (find, ';'))) |
|
|
2584 | len = separator - find; |
|
|
2585 | else |
|
|
2586 | len = strlen (find); |
|
|
2587 | |
|
|
2588 | min_it (len, MAX_BUF - 1); |
|
|
2589 | |
|
|
2590 | strcpy (got, find); |
|
|
2591 | got[len] = '\0'; |
|
|
2592 | |
|
|
2593 | /* Now create new item, remove used ones when required. */ |
|
|
2594 | new_item = get_archetype (got); |
|
|
2595 | if (!new_item) |
|
|
2596 | { |
|
|
2597 | pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0))); |
|
|
2598 | return; |
|
|
2599 | } |
|
|
2600 | |
|
|
2601 | new_item->nrof = yield; |
|
|
2602 | |
|
|
2603 | pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0))); |
|
|
2604 | |
|
|
2605 | pl->insert (new_item); |
|
|
2606 | /* Eat up one item */ |
|
|
2607 | marked->decrease (); |
|
|
2608 | |
|
|
2609 | /* Eat one transformer if needed */ |
|
|
2610 | if (transformer->stats.food) |
|
|
2611 | if (--transformer->stats.food == 0) |
|
|
2612 | transformer->decrease (); |
2333 | } |
2613 | } |
2334 | |
2614 | |
2335 | /** |
2615 | /** |
2336 | * Main apply handler. |
2616 | * Main apply handler. |
2337 | * |
2617 | * |
… | |
… | |
2340 | * Return value: |
2620 | * Return value: |
2341 | * 0: player or monster can't apply objects of that type |
2621 | * 0: player or monster can't apply objects of that type |
2342 | * 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 |
2343 | * 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 |
2344 | * |
2624 | * |
2345 | * 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 |
2346 | * being applied. |
2626 | * being applied. |
2347 | * |
2627 | * |
2348 | * aflag is special (always apply/unapply) flags. Nothing is done with |
2628 | * aflag is special (always apply/unapply) flags. Nothing is done with |
2349 | * them in this function - they are passed to apply_special |
2629 | * them in this function - they are passed to apply_special |
2350 | */ |
2630 | */ |
2351 | int |
2631 | static int |
2352 | manual_apply (object *op, object *tmp, int aflag) |
2632 | manual_apply (object *who, object *op, int aflag) |
2353 | { |
2633 | { |
2354 | tmp = tmp->head_ (); |
2634 | op = op->head_ (); |
2355 | |
2635 | |
2356 | if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) |
2636 | if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED]) |
2357 | { |
2637 | { |
2358 | if (op->type == PLAYER) |
2638 | if (who->type == PLAYER) |
2359 | { |
2639 | { |
|
|
2640 | examine (who, op); |
2360 | op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>"); |
2641 | //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove |
2361 | return 1; |
2642 | return 1; |
2362 | } |
2643 | } |
2363 | else |
2644 | else |
2364 | return 0; /* monsters just skip unpaid items */ |
2645 | return 0; /* monsters just skip unpaid items */ |
2365 | } |
2646 | } |
2366 | |
2647 | |
2367 | if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) |
2648 | if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who))) |
2368 | return RESULT_INT (0); |
2649 | return RESULT_INT (0); |
2369 | |
2650 | |
2370 | switch (tmp->type) |
2651 | switch (op->type) |
2371 | { |
2652 | { |
2372 | case CF_HANDLE: |
2653 | case T_HANDLE: |
2373 | op->play_sound (sound_find ("turn_handle")); |
2654 | who->play_sound (sound_find ("turn_handle")); |
2374 | op->statusmsg ("You turn the handle."); |
2655 | who->statusmsg ("You turn the handle."); |
2375 | tmp->value = tmp->value ? 0 : 1; |
2656 | op->value = op->value ? 0 : 1; |
2376 | SET_ANIMATION (tmp, tmp->value); |
2657 | SET_ANIMATION (op, op->value); |
2377 | update_object (tmp, UP_OBJ_FACE); |
2658 | update_object (op, UP_OBJ_FACE); |
2378 | push_button (tmp); |
2659 | push_button (op, who); |
2379 | return 1; |
2660 | return 1; |
2380 | |
2661 | |
2381 | case TRIGGER: |
2662 | case TRIGGER: |
2382 | if (check_trigger (tmp, op)) |
2663 | if (check_trigger (op, who, who)) |
2383 | { |
2664 | { |
2384 | op->statusmsg ("You turn the handle."); |
2665 | who->statusmsg ("You turn the handle."); |
2385 | op->play_sound (sound_find ("turn_handle")); |
2666 | who->play_sound (sound_find ("turn_handle")); |
2386 | } |
2667 | } |
2387 | else |
2668 | else |
2388 | op->failmsg ("The handle doesn't move."); |
2669 | who->failmsg ("The handle doesn't move."); |
2389 | |
2670 | |
2390 | return 1; |
2671 | return 1; |
2391 | |
2672 | |
2392 | case EXIT: |
2673 | case EXIT: |
2393 | if (op->type != PLAYER) |
2674 | if (who->type != PLAYER) |
2394 | return 0; |
2675 | return 0; |
2395 | |
2676 | |
2396 | if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) |
2677 | if (!EXIT_PATH (op)) |
2397 | op->failmsg (format ("The %s is closed.", query_name (tmp))); |
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))); |
2398 | else |
2679 | else |
2399 | { |
2680 | { |
2400 | /* Don't display messages for random maps. */ |
2681 | /* Don't display messages for random maps. */ |
2401 | if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) |
2682 | if (op->msg && EXIT_PATH (op) != shstr_random_map_exit) |
2402 | op->statusmsg (tmp->msg, NDI_NAVY); |
2683 | who->statusmsg (op->msg, NDI_NAVY); |
2403 | |
2684 | |
2404 | op->enter_exit (tmp); |
2685 | who->enter_exit (op); |
2405 | } |
2686 | } |
2406 | |
2687 | |
2407 | return 1; |
2688 | return 1; |
2408 | |
2689 | |
2409 | case INSCRIBABLE: |
2690 | case INSCRIBABLE: |
2410 | op->statusmsg (tmp->msg); |
2691 | who->statusmsg (op->msg); |
2411 | // maybe show a spell menu to chose from or something like that |
2692 | // maybe show a spell menu to chose from or something like that |
2412 | return 1; |
2693 | return 1; |
2413 | |
2694 | |
2414 | case SIGN: |
2695 | case SIGN: |
2415 | apply_sign (op, tmp, 0); |
2696 | apply_sign (who, op, 0); |
2416 | return 1; |
2697 | return 1; |
2417 | |
2698 | |
2418 | case BOOK: |
2699 | case BOOK: |
2419 | if (op->type == PLAYER) |
2700 | if (who->type == PLAYER) |
2420 | { |
2701 | { |
2421 | apply_book (op, tmp); |
2702 | apply_book (who, op); |
2422 | return 1; |
2703 | return 1; |
2423 | } |
2704 | } |
2424 | else |
2705 | else |
2425 | return 0; |
2706 | return 0; |
2426 | |
2707 | |
2427 | case SKILLSCROLL: |
2708 | case SKILLSCROLL: |
2428 | if (op->type == PLAYER) |
2709 | if (who->type == PLAYER) |
2429 | { |
2710 | { |
2430 | apply_skillscroll (op, tmp); |
2711 | apply_skillscroll (who, op); |
2431 | return 1; |
2712 | return 1; |
2432 | } |
2713 | } |
2433 | else |
2714 | else |
2434 | return 0; |
2715 | return 0; |
2435 | |
2716 | |
2436 | case SPELLBOOK: |
2717 | case SPELLBOOK: |
2437 | if (op->type == PLAYER) |
2718 | if (who->type == PLAYER) |
2438 | { |
2719 | { |
2439 | apply_spellbook (op, tmp); |
2720 | apply_spellbook (who, op); |
2440 | return 1; |
2721 | return 1; |
2441 | } |
2722 | } |
2442 | else |
2723 | else |
2443 | return 0; |
2724 | return 0; |
2444 | |
2725 | |
2445 | case SCROLL: |
2726 | case SCROLL: |
2446 | apply_scroll (op, tmp, 0); |
2727 | apply_scroll (who, op, 0); |
2447 | return 1; |
2728 | return 1; |
2448 | |
2729 | |
2449 | case POTION: |
2730 | case POTION: |
2450 | apply_potion (op, tmp); |
2731 | apply_potion (who, op); |
2451 | return 1; |
2732 | return 1; |
2452 | |
2733 | |
2453 | /* Eneq(@csd.uu.se): Handle apply on containers. */ |
2734 | /* Eneq(@csd.uu.se): Handle apply on containers. */ |
2454 | //TODO: remove, as it is unsed? |
2735 | //TODO: remove, as it is unsed? |
2455 | case CLOSE_CON: |
2736 | case CLOSE_CON: |
2456 | apply_container (op, tmp->env); |
2737 | apply_container (who, op->env); |
2457 | return 1; |
2738 | return 1; |
2458 | |
2739 | |
2459 | case CONTAINER: |
2740 | case CONTAINER: |
2460 | apply_container (op, tmp); |
2741 | apply_container (who, op); |
2461 | return 1; |
2742 | return 1; |
2462 | |
2743 | |
2463 | case TREASURE: |
2744 | case TREASURE: |
2464 | if (op->type == PLAYER) |
2745 | if (who->type == PLAYER) |
2465 | { |
2746 | { |
2466 | apply_treasure (op, tmp); |
2747 | apply_treasure (who, op); |
2467 | return 1; |
2748 | return 1; |
2468 | } |
2749 | } |
2469 | else |
2750 | else |
2470 | return 0; |
2751 | return 0; |
|
|
2752 | |
|
|
2753 | case LAMP: |
|
|
2754 | case TORCH: |
|
|
2755 | player_apply_lamp (who, op); |
|
|
2756 | return 1; |
2471 | |
2757 | |
2472 | case WEAPON: |
2758 | case WEAPON: |
2473 | case ARMOUR: |
2759 | case ARMOUR: |
2474 | case BOOTS: |
2760 | case BOOTS: |
2475 | case GLOVES: |
2761 | case GLOVES: |
… | |
… | |
2482 | case CLOAK: |
2768 | case CLOAK: |
2483 | case WAND: |
2769 | case WAND: |
2484 | case ROD: |
2770 | case ROD: |
2485 | case HORN: |
2771 | case HORN: |
2486 | case SKILL: |
2772 | case SKILL: |
|
|
2773 | case SPELL: |
2487 | case BOW: |
2774 | case BOW: |
2488 | case LAMP: |
2775 | case RANGED: |
2489 | case BUILDER: |
2776 | case BUILDER: |
2490 | case SKILL_TOOL: |
2777 | case SKILL_TOOL: |
2491 | if (tmp->env != op) |
2778 | if (op->env != who) |
2492 | return 2; /* not in inventory */ |
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))); |
2493 | |
2780 | else |
2494 | apply_special (op, tmp, aflag); |
2781 | apply_special (who, op, aflag); |
|
|
2782 | |
2495 | return 1; |
2783 | return 1; |
2496 | |
2784 | |
2497 | case DRINK: |
2785 | case DRINK: |
2498 | case FOOD: |
2786 | case FOOD: |
2499 | case FLESH: |
2787 | case FLESH: |
2500 | apply_food (op, tmp); |
2788 | apply_food (who, op); |
2501 | return 1; |
2789 | return 1; |
2502 | |
2790 | |
2503 | case POISON: |
2791 | case POISON: |
2504 | apply_poison (op, tmp); |
2792 | apply_poison (who, op); |
2505 | return 1; |
2793 | return 1; |
2506 | |
2794 | |
2507 | case SAVEBED: |
2795 | case SAVEBED: |
2508 | return 1; |
2796 | return 1; |
2509 | |
2797 | |
2510 | case ARMOUR_IMPROVER: |
2798 | case ARMOUR_IMPROVER: |
2511 | if (op->type == PLAYER) |
2799 | if (who->type == PLAYER) |
2512 | { |
2800 | { |
2513 | apply_armour_improver (op, tmp); |
2801 | apply_armour_improver (who, op); |
2514 | return 1; |
2802 | return 1; |
2515 | } |
2803 | } |
2516 | else |
2804 | else |
2517 | return 0; |
2805 | return 0; |
2518 | |
2806 | |
2519 | case WEAPON_IMPROVER: |
2807 | case WEAPON_IMPROVER: |
2520 | check_improve_weapon (op, tmp); |
2808 | check_improve_weapon (who, op); |
2521 | return 1; |
2809 | return 1; |
2522 | |
2810 | |
2523 | case CLOCK: |
2811 | case CLOCK: |
2524 | if (op->type == PLAYER) |
2812 | if (who->type == PLAYER) |
2525 | { |
2813 | { |
2526 | char buf[MAX_BUF]; |
2814 | char buf[MAX_BUF]; |
2527 | timeofday_t tod; |
2815 | timeofday_t tod; |
2528 | |
2816 | |
2529 | get_tod (&tod); |
2817 | get_tod (&tod); |
2530 | op->play_sound (sound_find ("sound_clock")); |
2818 | who->play_sound (sound_find ("sound_clock")); |
2531 | op->statusmsg (format ( |
2819 | who->statusmsg (format ( |
2532 | "It is %d minute%s past %d o'clock %s", |
2820 | "It is %d minute%s past %d o'clock %s", |
2533 | tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), |
2821 | tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), |
2534 | ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") |
2822 | ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") |
2535 | )); |
2823 | )); |
2536 | return 1; |
2824 | return 1; |
2537 | } |
2825 | } |
2538 | else |
2826 | else |
2539 | return 0; |
2827 | return 0; |
2540 | |
2828 | |
2541 | case MENU: |
2829 | case MENU: |
2542 | if (op->type == PLAYER) |
2830 | if (who->type == PLAYER) |
2543 | { |
2831 | { |
2544 | shop_listing (tmp, op); |
2832 | shop_listing (op, who); |
2545 | return 1; |
2833 | return 1; |
2546 | } |
2834 | } |
2547 | else |
2835 | else |
2548 | return 0; |
2836 | return 0; |
2549 | |
2837 | |
2550 | case POWER_CRYSTAL: |
2838 | case POWER_CRYSTAL: |
2551 | apply_power_crystal (op, tmp); /* see egoitem.c */ |
2839 | apply_power_crystal (who, op); /* see egoitem.c */ |
2552 | return 1; |
2840 | return 1; |
2553 | |
2841 | |
2554 | case LIGHTER: /* for lighting torches/lanterns/etc */ |
2842 | case LIGHTER: /* for lighting torches/lanterns/etc */ |
2555 | if (op->type == PLAYER) |
2843 | if (who->type == PLAYER) |
2556 | { |
2844 | { |
2557 | apply_lighter (op, tmp); |
2845 | apply_lighter (who, op); |
2558 | return 1; |
2846 | return 1; |
2559 | } |
2847 | } |
2560 | else |
2848 | else |
2561 | return 0; |
2849 | return 0; |
2562 | |
2850 | |
2563 | case ITEM_TRANSFORMER: |
2851 | case ITEM_TRANSFORMER: |
2564 | apply_item_transformer (op, tmp); |
2852 | apply_item_transformer (who, op); |
2565 | return 1; |
2853 | return 1; |
2566 | |
2854 | |
2567 | default: |
2855 | default: |
|
|
2856 | who->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); |
2568 | return 0; |
2857 | return 0; |
2569 | } |
2858 | } |
2570 | } |
2859 | } |
2571 | |
2860 | |
2572 | /* quiet suppresses the "don't know how to apply" and "you must get it first" |
2861 | /* |
2573 | * messages as needed by player_apply_below(). But there can still be |
|
|
2574 | * "but you are floating high above the ground" messages. |
|
|
2575 | * |
|
|
2576 | * Same return value as apply() function. |
2862 | * Same return value as apply() function. |
2577 | */ |
2863 | */ |
2578 | int |
2864 | bool |
2579 | player_apply (object *pl, object *op, int aflag, int quiet) |
2865 | player_apply (object *pl, object *op, int aflag) |
2580 | { |
2866 | { |
2581 | if (!op->env && (pl->move_type & MOVE_FLYING)) |
2867 | if (!op->env && (pl->move_type & MOVE_FLYING)) |
2582 | { |
2868 | { |
2583 | /* player is flying and applying object not in inventory */ |
2869 | /* player is flying and applying object not in inventory */ |
2584 | if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) |
2870 | if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) |
… | |
… | |
2590 | } |
2876 | } |
2591 | } |
2877 | } |
2592 | |
2878 | |
2593 | pl->contr->last_used = op; |
2879 | pl->contr->last_used = op; |
2594 | |
2880 | |
2595 | int tmp = manual_apply (pl, op, aflag); |
2881 | return pl->apply (op, aflag); |
2596 | |
|
|
2597 | if (!quiet) |
|
|
2598 | { |
|
|
2599 | if (tmp == 0) |
|
|
2600 | pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); |
|
|
2601 | else if (tmp == 2) |
|
|
2602 | pl->failmsg ("You must get it first!\n"); |
|
|
2603 | } |
|
|
2604 | |
|
|
2605 | return tmp; |
|
|
2606 | } |
2882 | } |
2607 | |
2883 | |
2608 | /** |
2884 | /** |
2609 | * player_apply_below attempts to apply the object 'below' the player. |
2885 | * player_apply_below attempts to apply the object 'below' the player. |
2610 | * 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 |
… | |
… | |
2621 | * 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 |
2622 | * 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 |
2623 | * 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 |
2624 | * not return a proper value. |
2900 | * not return a proper value. |
2625 | */ |
2901 | */ |
|
|
2902 | //TODO: currently looks only at the topmost objetc, no longer at multiple floors |
|
|
2903 | // and also not on move_on floors. what was this for, anyways? |
2626 | for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next) |
2904 | for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next) |
2627 | { |
2905 | { |
2628 | next = tmp->below; |
2906 | next = tmp->below; |
2629 | |
2907 | |
2630 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
2631 | floors++; |
|
|
2632 | else if (floors > 0) |
|
|
2633 | return; /* process only floor objects after first floor object */ |
|
|
2634 | |
|
|
2635 | /* If it is visible, player can apply it. If it is applied by |
2908 | /* If it is visible, player can apply it. |
2636 | * person moving on it, also activate. Added code to make it |
|
|
2637 | * so that at least one of players movement types be that which |
|
|
2638 | * the item needs. |
|
|
2639 | */ |
2909 | */ |
2640 | if (!tmp->invisible || (tmp->move_on & pl->move_type)) |
2910 | if (!tmp->invisible) |
2641 | { |
|
|
2642 | if (player_apply (pl, tmp, 0, 1) == 1) |
2911 | if (player_apply (pl, tmp, 0)) |
2643 | return; |
2912 | break; |
2644 | } |
2913 | |
2645 | if (floors >= 2) |
2914 | break; |
2646 | return; /* process at most two floor objects */ |
|
|
2647 | } |
2915 | } |
2648 | } |
2916 | } |
2649 | |
2917 | |
2650 | /** |
2918 | /** |
2651 | * Unapplies specified item. |
2919 | * Unapplies specified item. |
… | |
… | |
2658 | { |
2926 | { |
2659 | 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)) |
2660 | || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) |
2928 | || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) |
2661 | return RESULT_INT (0); |
2929 | return RESULT_INT (0); |
2662 | |
2930 | |
2663 | CLEAR_FLAG (op, FLAG_APPLIED); |
2931 | if (who->current_weapon == op) |
|
|
2932 | who->current_weapon = 0; |
|
|
2933 | |
|
|
2934 | op->flag [FLAG_APPLIED] = false; |
2664 | |
2935 | |
2665 | switch (op->type) |
2936 | switch (op->type) |
2666 | { |
2937 | { |
2667 | case SKILL_TOOL: |
2938 | case SKILL: |
|
|
2939 | if (player *pl = who->contr) |
|
|
2940 | if (op->invisible) |
|
|
2941 | pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill)); |
|
|
2942 | else |
|
|
2943 | pl->statusmsg (format ("You stop using the %s.", query_name (op))); |
|
|
2944 | |
|
|
2945 | change_abil (who, op); |
|
|
2946 | who->flag [FLAG_READY_SKILL] = false; |
|
|
2947 | break; |
|
|
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 | |
2668 | // unapplying a skill tool should also unapply the skill it governs |
2954 | // unapplying a weapon or skill tool should also unapply the skill it governs |
2669 | // but this is hard, as it shouldn't do so when the skill can |
2955 | // but this is hard, as it shouldn't do so when the skill can |
2670 | // be used for other reasons |
2956 | // be used for other reasons |
2671 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
2957 | if (who->chosen_skill) |
2672 | if (tmp->skill == op->skill |
2958 | if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL]) |
2673 | && tmp->type == SKILL |
|
|
2674 | && tmp->flag [FLAG_APPLIED] |
|
|
2675 | && !tmp->flag [FLAG_CAN_USE_SKILL]) |
|
|
2676 | unapply_special (who, tmp, 0); |
2959 | unapply_special (who, op, 0); |
2677 | |
2960 | |
2678 | change_abil (who, op); |
|
|
2679 | break; |
2961 | break; |
2680 | |
2962 | |
|
|
2963 | case BOW: |
2681 | case WEAPON: |
2964 | case WAND: |
|
|
2965 | case ROD: |
|
|
2966 | case HORN: |
|
|
2967 | case RANGED: |
2682 | if (player *pl = who->contr) |
2968 | if (player *pl = who->contr) |
2683 | if (op == pl->combat_ob) |
|
|
2684 | { |
|
|
2685 | pl->combat_ob = 0; |
|
|
2686 | who->change_weapon (pl->ranged_ob); |
|
|
2687 | } |
|
|
2688 | |
|
|
2689 | who->statusmsg (format ("You unwield %s.", query_name (op))); |
|
|
2690 | |
|
|
2691 | change_abil (who, op); |
|
|
2692 | CLEAR_FLAG (who, FLAG_READY_WEAPON); |
|
|
2693 | break; |
|
|
2694 | |
|
|
2695 | case SKILL: |
|
|
2696 | if (who->contr) |
|
|
2697 | { |
2969 | { |
2698 | if (IS_COMBAT_SKILL (op->subtype)) |
2970 | who->statusmsg (format ("You unready %s.", query_name (op))); |
2699 | who->change_weapon (who->contr->combat_ob = 0); |
2971 | change_abil (who, op); |
2700 | else if (IS_RANGED_SKILL (op->subtype)) |
2972 | } |
2701 | who->change_weapon (who->contr->ranged_ob = 0); |
2973 | else |
|
|
2974 | { |
|
|
2975 | who->change_skill (0); |
2702 | |
2976 | |
2703 | if (op->invisible) |
2977 | if (op->type == BOW) |
2704 | who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); |
2978 | op->flag [FLAG_READY_BOW ] = false; |
2705 | else |
2979 | else |
2706 | who->statusmsg (format ("You stop using the %s.", query_name (op))); |
2980 | op->flag [FLAG_READY_RANGE] = false; |
2707 | } |
2981 | } |
2708 | |
2982 | |
2709 | change_abil (who, op); |
|
|
2710 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
|
|
2711 | break; |
2983 | break; |
2712 | |
2984 | |
2713 | case ARMOUR: |
2985 | case ARMOUR: |
2714 | case HELMET: |
2986 | case HELMET: |
2715 | case SHIELD: |
2987 | case SHIELD: |
… | |
… | |
2722 | case CLOAK: |
2994 | case CLOAK: |
2723 | who->statusmsg (format ("You unwear %s.", query_name (op))); |
2995 | who->statusmsg (format ("You unwear %s.", query_name (op))); |
2724 | change_abil (who, op); |
2996 | change_abil (who, op); |
2725 | break; |
2997 | break; |
2726 | |
2998 | |
2727 | case LAMP: |
2999 | case SPELL: |
2728 | { |
|
|
2729 | who->statusmsg (format ("You turn off your %s.", &op->name)); |
|
|
2730 | |
|
|
2731 | object *tmp2 = arch_to_object (op->other_arch); |
|
|
2732 | tmp2->x = op->x; |
|
|
2733 | tmp2->y = op->y; |
|
|
2734 | tmp2->map = op->map; |
|
|
2735 | tmp2->below = op->below; |
|
|
2736 | tmp2->above = op->above; |
|
|
2737 | tmp2->stats.food = op->stats.food; |
|
|
2738 | CLEAR_FLAG (tmp2, FLAG_APPLIED); |
|
|
2739 | |
|
|
2740 | if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
|
|
2741 | SET_FLAG (tmp2, FLAG_INV_LOCKED); |
|
|
2742 | |
|
|
2743 | op->destroy (); |
|
|
2744 | who->insert (tmp2); |
|
|
2745 | who->update_stats (); |
|
|
2746 | |
|
|
2747 | if (who->contr) |
|
|
2748 | { |
|
|
2749 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
|
|
2750 | { |
|
|
2751 | who->failmsg ("Oops, it feels deadly cold!"); |
|
|
2752 | SET_FLAG (tmp2, FLAG_KNOWN_CURSED); |
|
|
2753 | } |
|
|
2754 | } |
|
|
2755 | } |
|
|
2756 | |
|
|
2757 | return 1; /* otherwise, an attempt to drop causes problems */ |
|
|
2758 | |
|
|
2759 | case BOW: |
3000 | case BUILDER: |
2760 | case WAND: |
|
|
2761 | case ROD: |
|
|
2762 | case HORN: |
|
|
2763 | if (player *pl = who->contr) |
|
|
2764 | { |
|
|
2765 | if (op == pl->ranged_ob) |
|
|
2766 | { |
|
|
2767 | pl->ranged_ob = 0; |
|
|
2768 | who->change_weapon (pl->combat_ob); |
|
|
2769 | } |
|
|
2770 | |
|
|
2771 | who->statusmsg (format ("You unready %s.", query_name (op))); |
3001 | who->statusmsg (format ("You unready %s.", query_name (op))); |
2772 | } |
|
|
2773 | else |
|
|
2774 | { |
|
|
2775 | who->change_skill (0); |
|
|
2776 | |
|
|
2777 | if (op->type == BOW) |
|
|
2778 | CLEAR_FLAG (who, FLAG_READY_BOW); |
|
|
2779 | else |
|
|
2780 | CLEAR_FLAG (who, FLAG_READY_RANGE); |
|
|
2781 | } |
|
|
2782 | |
|
|
2783 | break; |
3002 | break; |
2784 | |
3003 | |
2785 | case BUILDER: |
3004 | //case SKILL_TOOL://TODO |
2786 | if (who->contr) |
|
|
2787 | who->statusmsg (format ("You unready %s.", query_name (op))); |
|
|
2788 | break; |
|
|
2789 | |
|
|
2790 | default: |
3005 | default: |
2791 | who->statusmsg (format ("You unapply %s.", query_name (op))); |
3006 | who->statusmsg (format ("You unapply %s.", query_name (op))); |
2792 | break; |
3007 | break; |
2793 | } |
3008 | } |
2794 | |
3009 | |
… | |
… | |
2818 | static object * |
3033 | static object * |
2819 | get_next_item_from_body_location (int loc, object *start) |
3034 | get_next_item_from_body_location (int loc, object *start) |
2820 | { |
3035 | { |
2821 | for (object *tmp = start; tmp; tmp = tmp->below) |
3036 | for (object *tmp = start; tmp; tmp = tmp->below) |
2822 | if (tmp->flag [FLAG_APPLIED] |
3037 | if (tmp->flag [FLAG_APPLIED] |
2823 | && tmp->slot[loc].info |
3038 | && tmp->slot [loc].info |
2824 | && (!tmp->invisible || tmp->type == SKILL)) |
3039 | && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL)) |
2825 | return tmp; |
3040 | return tmp; |
2826 | |
3041 | |
2827 | return 0; |
3042 | return 0; |
2828 | } |
3043 | } |
2829 | |
3044 | |
… | |
… | |
2842 | #define CANNOT_REMOVE_CURSED \ |
3057 | #define CANNOT_REMOVE_CURSED \ |
2843 | "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ |
3058 | "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ |
2844 | "Praying over an altar, scrolls of remove curse/damnation, " \ |
3059 | "Praying over an altar, scrolls of remove curse/damnation, " \ |
2845 | "priests or even other players might help.>" |
3060 | "priests or even other players might help.>" |
2846 | |
3061 | |
2847 | int |
3062 | static int |
2848 | unapply_for_ob (object *who, object *op, int aflags) |
3063 | unapply_for_ob (object *who, object *op, int aflags) |
2849 | { |
3064 | { |
2850 | if (op->is_range ()) |
3065 | if (op->is_range ()) |
2851 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
3066 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
2852 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) |
3067 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) |
… | |
… | |
2974 | continue; |
3189 | continue; |
2975 | } |
3190 | } |
2976 | |
3191 | |
2977 | object *tmp1 = get_next_item_from_body_location (i, who->inv); |
3192 | object *tmp1 = get_next_item_from_body_location (i, who->inv); |
2978 | if (!tmp1) |
3193 | if (!tmp1) |
2979 | { |
|
|
2980 | #if 0 |
|
|
2981 | /* This is sort of an error, but happens a lot when old players |
|
|
2982 | * join in with more stuff equipped than they are now allowed. |
|
|
2983 | */ |
|
|
2984 | LOG (llevError, "Can't find object using location %d on %s\n", i, who->name); |
|
|
2985 | #endif |
|
|
2986 | retval |= CAN_APPLY_NEVER; |
3194 | retval |= CAN_APPLY_NEVER; |
2987 | } |
|
|
2988 | else |
3195 | else |
2989 | { |
3196 | { |
2990 | /* need to unapply something. However, if this something |
3197 | /* need to unapply something. However, if this something |
2991 | * is different than we had found before, it means they need |
3198 | * is different than we had found before, it means they need |
2992 | * to apply multiple objects |
3199 | * to apply multiple objects |
… | |
… | |
3043 | if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) |
3250 | if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) |
3044 | retval |= CAN_APPLY_RESTRICTION; |
3251 | retval |= CAN_APPLY_RESTRICTION; |
3045 | } |
3252 | } |
3046 | |
3253 | |
3047 | return retval; |
3254 | return retval; |
|
|
3255 | } |
|
|
3256 | |
|
|
3257 | // saner interface, returns successful status |
|
|
3258 | bool |
|
|
3259 | object::apply (object *ob, int aflags) |
|
|
3260 | { |
|
|
3261 | if (!ob) // simplifies a lot of callers |
|
|
3262 | return true; |
|
|
3263 | |
|
|
3264 | bool want_apply = |
|
|
3265 | aflags & AP_APPLY ? true |
|
|
3266 | : aflags & AP_UNAPPLY ? false |
|
|
3267 | : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE |
|
|
3268 | |
|
|
3269 | object_ptr *slot = 0; |
|
|
3270 | |
|
|
3271 | // detect the slot, if this is a player |
|
|
3272 | if (contr && !(aflags & AP_NO_SLOT)) |
|
|
3273 | { |
|
|
3274 | object *oslot; |
|
|
3275 | |
|
|
3276 | switch (ob->type) |
|
|
3277 | { |
|
|
3278 | case WEAPON: |
|
|
3279 | slot = &contr->combat_ob; |
|
|
3280 | oslot = contr->ranged_ob; |
|
|
3281 | break; |
|
|
3282 | |
|
|
3283 | case BOW: |
|
|
3284 | case RANGED: |
|
|
3285 | case SPELL: |
|
|
3286 | case WAND: |
|
|
3287 | case ROD: |
|
|
3288 | case HORN: |
|
|
3289 | case BUILDER: |
|
|
3290 | slot = &contr->ranged_ob; |
|
|
3291 | oslot = contr->combat_ob; |
|
|
3292 | break; |
|
|
3293 | |
|
|
3294 | // oh, the humanity |
|
|
3295 | case SKILL: |
|
|
3296 | if (aflags & AP_NO_SLOT) |
|
|
3297 | break; |
|
|
3298 | |
|
|
3299 | if (skill_flags [ob->subtype] & SF_NEED_ITEM) |
|
|
3300 | break; |
|
|
3301 | |
|
|
3302 | if (skill_flags [ob->subtype] & SF_COMBAT) |
|
|
3303 | { |
|
|
3304 | slot = &contr->combat_ob; |
|
|
3305 | oslot = contr->ranged_ob; |
|
|
3306 | } |
|
|
3307 | else if (skill_flags [ob->subtype] & SF_RANGED) |
|
|
3308 | { |
|
|
3309 | slot = &contr->ranged_ob; |
|
|
3310 | oslot = contr->combat_ob; |
|
|
3311 | } |
|
|
3312 | |
|
|
3313 | break; |
|
|
3314 | } |
|
|
3315 | |
|
|
3316 | // now handle slot exclusions |
|
|
3317 | if (slot) |
|
|
3318 | { |
|
|
3319 | // only one slot can be active |
|
|
3320 | if (want_apply) |
|
|
3321 | apply (oslot, AP_UNAPPLY); |
|
|
3322 | |
|
|
3323 | // clear item from slot if applied |
|
|
3324 | if (!want_apply && *slot == ob) |
|
|
3325 | { |
|
|
3326 | *slot = 0; |
|
|
3327 | |
|
|
3328 | if (current_weapon == ob) |
|
|
3329 | current_weapon = 0; |
|
|
3330 | } |
|
|
3331 | } |
|
|
3332 | } |
|
|
3333 | |
|
|
3334 | if (ob->flag [FLAG_APPLIED] != want_apply) |
|
|
3335 | manual_apply (this, ob, aflags); |
|
|
3336 | |
|
|
3337 | if (ob->flag [FLAG_APPLIED] != want_apply) |
|
|
3338 | return false; |
|
|
3339 | |
|
|
3340 | if (slot) |
|
|
3341 | current_weapon = *slot = ob; |
|
|
3342 | |
|
|
3343 | return true; |
3048 | } |
3344 | } |
3049 | |
3345 | |
3050 | /** |
3346 | /** |
3051 | * 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. |
3052 | * 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, |
… | |
… | |
3075 | " H<You lack enough unused item power to use this weapon, see the skills command.>" |
3371 | " H<You lack enough unused item power to use this weapon, see the skills command.>" |
3076 | |
3372 | |
3077 | int |
3373 | int |
3078 | apply_special (object *who, object *op, int aflags) |
3374 | apply_special (object *who, object *op, int aflags) |
3079 | { |
3375 | { |
3080 | int basic_flag = aflags & AP_BASIC_FLAGS; |
3376 | int basic_flag = aflags & AP_MODE; |
3081 | object *tmp, *tmp2, *skop = NULL; |
3377 | object *tmp, *tmp2, *skop = NULL; |
3082 | |
3378 | |
3083 | if (who == NULL) |
3379 | if (who == NULL) |
3084 | { |
3380 | { |
3085 | LOG (llevError, "apply_special() from object without environment.\n"); |
3381 | LOG (llevError, "apply_special() from object without environment.\n"); |
… | |
… | |
3104 | |
3400 | |
3105 | return unapply_special (who, op, aflags); |
3401 | return unapply_special (who, op, aflags); |
3106 | } |
3402 | } |
3107 | else if (basic_flag == AP_UNAPPLY) |
3403 | else if (basic_flag == AP_UNAPPLY) |
3108 | return 0; |
3404 | return 0; |
3109 | |
|
|
3110 | // if the item is combat/ranged, wield the relevant slot first |
|
|
3111 | // to resolve conflicts. |
|
|
3112 | if (player *pl = who->contr) |
|
|
3113 | switch (op->slottype ()) |
|
|
3114 | { |
|
|
3115 | case slot_combat: who->change_weapon (pl->combat_ob); break; |
|
|
3116 | case slot_ranged: who->change_weapon (pl->ranged_ob); break; |
|
|
3117 | } |
|
|
3118 | |
3405 | |
3119 | splay (op); |
3406 | splay (op); |
3120 | |
3407 | |
3121 | /* Can't just apply this object. Lets see what not and what to do */ |
3408 | /* Can't just apply this object. Lets see what not and what to do */ |
3122 | if (int i = can_apply_object (who, op)) |
3409 | if (int i = can_apply_object (who, op)) |
… | |
… | |
3156 | } |
3443 | } |
3157 | } |
3444 | } |
3158 | |
3445 | |
3159 | if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) |
3446 | if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) |
3160 | { |
3447 | { |
|
|
3448 | // try to ready attached skill first |
3161 | skop = find_skill_by_name (who, op->skill); |
3449 | skop = find_skill_by_name (who, op->skill); |
3162 | |
3450 | |
3163 | if (!skop) |
3451 | if (!skop) |
3164 | { |
3452 | { |
3165 | who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); |
3453 | who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); |
3166 | return 1; |
3454 | return 1; |
3167 | } |
3455 | } |
3168 | else |
3456 | else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT)) |
3169 | /* While experience will be credited properly, we want to change the |
|
|
3170 | * skill so that the dam and wc get updated |
|
|
3171 | */ |
3457 | { |
3172 | who->change_skill (skop); |
3458 | who->failmsg (format ("You can't use the required %s skill!", &op->skill)); |
|
|
3459 | return 1; |
|
|
3460 | } |
3173 | } |
3461 | } |
3174 | |
3462 | |
3175 | if (who->type == PLAYER |
3463 | if (!check_item_power (who, op->item_power)) |
3176 | && op->item_power |
|
|
3177 | && op->item_power + who->contr->item_power > settings.item_power_factor * who->level) |
|
|
3178 | { |
3464 | { |
3179 | who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); |
3465 | who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); |
3180 | return 1; |
3466 | return 1; |
3181 | } |
3467 | } |
3182 | |
3468 | |
3183 | /* Ok. We are now at the state where we can apply the new object. |
3469 | /* Ok. We are now at the state where we can apply the new object. |
3184 | * Note that we don't have the checks for can_use_... |
3470 | * Note that we don't have the checks for can_use_... |
3185 | * below - that is already taken care of by can_apply_object. |
3471 | * below - that is already taken care of by can_apply_object. |
3186 | */ |
3472 | */ |
|
|
3473 | |
|
|
3474 | // split away all the other items from the stack, so only one item is left |
3187 | tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; |
3475 | tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; |
3188 | |
3476 | |
3189 | if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) |
3477 | if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) |
3190 | return RESULT_INT (0); |
3478 | return RESULT_INT (0); |
3191 | |
3479 | |
3192 | switch (op->type) |
3480 | switch (op->type) |
3193 | { |
3481 | { |
3194 | case WEAPON: |
3482 | case WEAPON: |
3195 | if (!check_weapon_power (who, op->last_eat)) |
3483 | if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\'')) |
3196 | { |
|
|
3197 | op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER); |
|
|
3198 | |
|
|
3199 | if (tmp) |
|
|
3200 | insert_ob_in_ob (tmp, who); |
|
|
3201 | |
|
|
3202 | return 1; |
|
|
3203 | } |
|
|
3204 | |
|
|
3205 | //TODO: this obviously fails for players using a shorter prefix |
|
|
3206 | // i.e. "R" can use Ragnarok's sword. |
|
|
3207 | if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) |
|
|
3208 | { |
3484 | { |
3209 | /* if the weapon does not have the name as the character, can't use it. */ |
3485 | /* if the weapon does not have the name as the character, can't use it. */ |
3210 | /* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
3486 | /* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
3211 | who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); |
3487 | who->failmsg ("The weapon does not recognize you as its owner. " |
3212 | |
3488 | "H<Its name indicates that it belongs to somebody else.>"); |
3213 | if (tmp) |
3489 | if (tmp) who->insert (tmp); |
3214 | insert_ob_in_ob (tmp, who); |
|
|
3215 | |
|
|
3216 | return 1; |
3490 | return 1; |
3217 | } |
3491 | } |
3218 | |
3492 | |
3219 | if (!skop) |
3493 | op->flag [FLAG_APPLIED] = true; |
|
|
3494 | |
|
|
3495 | if (player *pl = who->contr) |
3220 | { |
3496 | { |
3221 | who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO |
3497 | who->statusmsg (format ("You wield %s.", query_name (op))); |
3222 | return 1; |
3498 | change_abil (who, op); |
3223 | } |
3499 | } |
3224 | |
3500 | else |
3225 | SET_FLAG (op, FLAG_APPLIED); |
|
|
3226 | who->change_skill (skop); |
3501 | who->change_skill (skop); |
3227 | |
3502 | |
3228 | if (who->contr) |
3503 | op->flag [FLAG_READY_WEAPON] = true; |
3229 | who->change_weapon (who->contr->combat_ob = op); |
|
|
3230 | |
|
|
3231 | who->statusmsg (format ("You wield %s.", query_name (op))); |
|
|
3232 | |
|
|
3233 | SET_FLAG (who, FLAG_READY_WEAPON); |
|
|
3234 | change_abil (who, op); |
|
|
3235 | break; |
3504 | break; |
3236 | |
3505 | |
3237 | case ARMOUR: |
3506 | case ARMOUR: |
3238 | case HELMET: |
3507 | case HELMET: |
3239 | case SHIELD: |
3508 | case SHIELD: |
… | |
… | |
3247 | SET_FLAG (op, FLAG_APPLIED); |
3516 | SET_FLAG (op, FLAG_APPLIED); |
3248 | who->statusmsg (format ("You wear %s.", query_name (op))); |
3517 | who->statusmsg (format ("You wear %s.", query_name (op))); |
3249 | change_abil (who, op); |
3518 | change_abil (who, op); |
3250 | break; |
3519 | break; |
3251 | |
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 | |
3252 | case LAMP: |
3528 | case SKILL: |
3253 | if (op->stats.food < 1) |
3529 | if (!(aflags & AP_NO_SLOT)) |
3254 | { |
3530 | { |
3255 | who->failmsg (format ( |
3531 | // skill is used on it's own, as opposed to being a chosen_skill |
3256 | "Your %s is out of fuel! " |
|
|
3257 | "H<Lamps and similar items need fuel. They cannot be refilled.>", |
|
|
3258 | &op->name |
|
|
3259 | )); |
|
|
3260 | return 1; |
|
|
3261 | } |
|
|
3262 | |
3532 | |
3263 | who->statusmsg (format ("You turn on your %s.", &op->name)); |
3533 | if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA)) |
3264 | |
|
|
3265 | tmp2 = arch_to_object (op->other_arch); |
|
|
3266 | tmp2->stats.food = op->stats.food; |
|
|
3267 | SET_FLAG (tmp2, FLAG_APPLIED); |
|
|
3268 | |
|
|
3269 | if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
|
|
3270 | SET_FLAG (tmp2, FLAG_INV_LOCKED); |
|
|
3271 | |
|
|
3272 | who->insert (tmp2); |
|
|
3273 | |
|
|
3274 | /* Remove the old lantern */ |
|
|
3275 | op->destroy (); |
|
|
3276 | |
|
|
3277 | /* insert the portion that was split off */ |
|
|
3278 | if (tmp) |
|
|
3279 | who->insert (tmp); |
|
|
3280 | |
|
|
3281 | who->update_stats (); |
|
|
3282 | |
|
|
3283 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
|
|
3284 | if (who->type == PLAYER) |
|
|
3285 | { |
|
|
3286 | who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"); |
|
|
3287 | SET_FLAG (tmp2, FLAG_KNOWN_CURSED); |
|
|
3288 | } |
|
|
3289 | |
|
|
3290 | return 0; |
|
|
3291 | |
|
|
3292 | case SKILL_TOOL: |
|
|
3293 | // applying a skill tool also readies the skill |
|
|
3294 | SET_FLAG (op, FLAG_APPLIED); |
|
|
3295 | |
|
|
3296 | if (!(aflags & AP_NO_READY)) |
|
|
3297 | { |
|
|
3298 | skop = find_skill_by_name (who, op->skill); |
|
|
3299 | if (!skop->flag [FLAG_APPLIED]) |
|
|
3300 | apply_special (who, skop, AP_APPLY); |
|
|
3301 | } |
|
|
3302 | break; |
|
|
3303 | |
|
|
3304 | case SKILL: |
|
|
3305 | if (player *pl = who->contr) |
|
|
3306 | { |
|
|
3307 | if (IS_COMBAT_SKILL (op->subtype)) |
|
|
3308 | { |
3534 | { |
3309 | if (skill_flags [op->subtype] & SF_NEED_WEAPON) |
|
|
3310 | { |
|
|
3311 | for (object *item = who->inv; item; item = item->below) |
|
|
3312 | if (item->type == WEAPON && item->flag [FLAG_APPLIED]) |
|
|
3313 | { |
|
|
3314 | if (item->skill == op->skill) |
|
|
3315 | { |
|
|
3316 | who->change_weapon (pl->combat_ob = item); |
|
|
3317 | goto found_weapon; |
|
|
3318 | } |
|
|
3319 | } |
|
|
3320 | |
|
|
3321 | who->failmsg (format ( |
3535 | who->failmsg (format ( |
3322 | "You need to apply a '%s' melee weapon before readying this skill. " |
3536 | "You feel as if you wanted to do something funny, but you can't remember what. " |
3323 | "H<Some skills need an item, in this case a melee weapon, to function.>", |
3537 | "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. " |
3324 | &op->skill |
3538 | "It cannot be used on its own.>", |
3325 | )); |
|
|
3326 | return 1; |
|
|
3327 | |
|
|
3328 | found_weapon:; |
|
|
3329 | } |
|
|
3330 | else |
|
|
3331 | who->change_weapon (pl->combat_ob = op); |
|
|
3332 | } |
|
|
3333 | else if (IS_RANGED_SKILL (op->subtype)) |
|
|
3334 | { |
|
|
3335 | if (skill_flags [op->subtype] & SF_NEED_BOW) |
|
|
3336 | { |
|
|
3337 | for (object *item = who->inv; item; item = item->below) |
|
|
3338 | if (item->type == BOW && item->flag [FLAG_APPLIED]) |
|
|
3339 | { |
|
|
3340 | //TODO: bows should/must all have skill missile weapon right now |
|
|
3341 | who->change_weapon (pl->ranged_ob = item); |
|
|
3342 | goto found_bow; |
|
|
3343 | } |
|
|
3344 | |
|
|
3345 | who->failmsg ( |
|
|
3346 | "You need to apply a missile weapon before readying this skill. " |
|
|
3347 | "H<Some skills need an item, in this case a missile weapon, to function.>" |
|
|
3348 | ); |
|
|
3349 | return 1; |
|
|
3350 | |
|
|
3351 | found_bow:; |
|
|
3352 | } |
|
|
3353 | else |
|
|
3354 | who->change_weapon (pl->ranged_ob = op); |
|
|
3355 | } |
|
|
3356 | |
|
|
3357 | if (!op->invisible) |
|
|
3358 | { |
|
|
3359 | who->statusmsg (format ( |
|
|
3360 | "You ready %s." |
|
|
3361 | "You can now use the skill: %s.", |
|
|
3362 | query_name (op), |
|
|
3363 | &op->skill |
3539 | &op->skill |
3364 | )); |
3540 | )); |
|
|
3541 | if (tmp) who->insert (tmp); |
|
|
3542 | return 1; |
3365 | } |
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 | )); |
3366 | else |
3554 | else |
3367 | who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name)); |
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 | )); |
3368 | } |
3571 | } |
3369 | else |
3572 | |
3370 | { |
|
|
3371 | SET_FLAG (op, FLAG_APPLIED); |
|
|
3372 | change_abil (who, op); |
|
|
3373 | who->chosen_skill = op; |
|
|
3374 | SET_FLAG (who, FLAG_READY_SKILL); |
3573 | SET_FLAG (who, FLAG_READY_SKILL); |
3375 | } |
3574 | SET_FLAG (op, FLAG_APPLIED); |
3376 | |
3575 | change_abil (who, op); |
3377 | break; |
3576 | break; |
3378 | |
3577 | |
3379 | case BOW: |
3578 | case BOW: |
3380 | if (!check_weapon_power (who, op->last_eat)) |
3579 | if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\'')) |
3381 | { |
|
|
3382 | who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER); |
|
|
3383 | |
|
|
3384 | if (tmp) |
|
|
3385 | insert_ob_in_ob (tmp, who); |
|
|
3386 | |
|
|
3387 | return 1; |
|
|
3388 | } |
|
|
3389 | |
|
|
3390 | if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) |
|
|
3391 | { |
3580 | { |
3392 | who->failmsg ("The weapon does not recognize you as its owner. " |
3581 | who->failmsg ("The weapon does not recognize you as its owner. " |
3393 | "H<Its name indicates that it belongs to somebody else.>"); |
3582 | "H<Its name indicates that it belongs to somebody else.>"); |
3394 | if (tmp) |
3583 | if (tmp) who->insert (tmp); |
3395 | insert_ob_in_ob (tmp, who); |
|
|
3396 | |
|
|
3397 | return 1; |
3584 | return 1; |
3398 | } |
3585 | } |
|
|
3586 | |
|
|
3587 | if (player *pl = who->contr) |
|
|
3588 | { |
|
|
3589 | op->flag [FLAG_APPLIED] = true; |
|
|
3590 | who->statusmsg (format ("You wield the %s.", query_name (op))); |
|
|
3591 | change_abil (who, op); |
|
|
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))); |
|
|
3600 | } |
|
|
3601 | break; |
|
|
3602 | |
|
|
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; |
3399 | |
3610 | |
3400 | /*FALLTHROUGH*/ |
3611 | /*FALLTHROUGH*/ |
3401 | case WAND: |
3612 | case WAND: |
3402 | case ROD: |
3613 | case ROD: |
3403 | case HORN: |
3614 | case HORN: |
3404 | /* check for skill, alter player status */ |
3615 | /* check for skill, alter player status */ |
3405 | |
3616 | |
3406 | if (!skop) |
3617 | if (!skop) |
3407 | { |
3618 | { |
3408 | who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO |
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); |
3409 | return 1; |
3621 | return 1; |
3410 | } |
3622 | } |
3411 | |
3623 | |
3412 | SET_FLAG (op, FLAG_APPLIED); |
3624 | op->flag [FLAG_APPLIED] = true; |
3413 | who->change_skill (skop); |
|
|
3414 | |
3625 | |
3415 | if (who->contr) |
3626 | if (player *pl = who->contr) |
3416 | { |
3627 | { |
3417 | who->contr->ranged_ob = op; |
|
|
3418 | |
|
|
3419 | who->statusmsg (format ("You ready %s.", query_name (op))); |
3628 | who->statusmsg (format ("You ready %s.", query_name (op))); |
3420 | |
3629 | |
3421 | if (op->type == BOW) |
3630 | if (op->type == BOW) |
3422 | { |
|
|
3423 | who->current_weapon = op; |
|
|
3424 | change_abil (who, op); |
|
|
3425 | who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); |
3631 | who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); |
3426 | } |
3632 | |
|
|
3633 | change_abil (who, op); |
3427 | } |
3634 | } |
3428 | else |
3635 | else |
3429 | { |
3636 | { |
|
|
3637 | who->change_skill (skop); |
|
|
3638 | |
3430 | if (op->type == BOW) |
3639 | if (op->type == BOW) |
3431 | SET_FLAG (who, FLAG_READY_BOW); |
3640 | op->flag [FLAG_READY_BOW ] = true; |
3432 | else |
3641 | else |
3433 | SET_FLAG (who, FLAG_READY_RANGE); |
3642 | op->flag [FLAG_READY_RANGE] = true; |
3434 | } |
3643 | } |
3435 | |
3644 | |
3436 | break; |
3645 | break; |
3437 | |
3646 | |
3438 | case BUILDER: |
3647 | case BUILDER: |
3439 | if (who->type == PLAYER) |
3648 | if (player *pl = who->contr) |
3440 | { |
3649 | { |
3441 | //TODO: wtf does this do? shouldn't this be managed automatically (slots?) |
|
|
3442 | if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) |
|
|
3443 | unapply_special (who, who->contr->ranged_ob, 0); |
|
|
3444 | |
|
|
3445 | who->statusmsg (format ("You ready your %s.", query_name (op))); |
3650 | who->statusmsg (format ("You ready your %s.", query_name (op))); |
3446 | |
3651 | //TODO: change_abil? |
3447 | who->contr->ranged_ob = op; |
|
|
3448 | } |
3652 | } |
3449 | break; |
3653 | break; |
3450 | |
3654 | |
3451 | default: |
3655 | default: |
3452 | who->statusmsg (format ("You apply %s.", query_name (op))); |
3656 | who->statusmsg (format ("You apply %s.", query_name (op))); |
3453 | } |
3657 | } |
3454 | |
3658 | |
3455 | SET_FLAG (op, FLAG_APPLIED); |
3659 | SET_FLAG (op, FLAG_APPLIED); |
3456 | |
3660 | |
3457 | if (tmp) |
|
|
3458 | who->insert (tmp); |
3661 | if (tmp) who->insert (tmp); |
3459 | |
3662 | |
3460 | who->update_stats (); |
3663 | who->update_stats (); |
3461 | |
3664 | |
3462 | /* We exclude spell casting objects. The fire code will set the |
3665 | /* We exclude spell casting objects. The fire code will set the |
3463 | * been applied flag when they are used - until that point, |
3666 | * been applied flag when they are used - until that point, |
… | |
… | |
3469 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
3672 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
3470 | if (who->type == PLAYER) |
3673 | if (who->type == PLAYER) |
3471 | { |
3674 | { |
3472 | who->failmsg ( |
3675 | who->failmsg ( |
3473 | "Oops, it feels deadly cold! " |
3676 | "Oops, it feels deadly cold! " |
3474 | "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>" |
3677 | "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>" |
3475 | ); |
3678 | ); |
3476 | SET_FLAG (op, FLAG_KNOWN_CURSED); |
3679 | SET_FLAG (op, FLAG_KNOWN_CURSED); |
3477 | } |
3680 | } |
3478 | |
3681 | |
3479 | if (object *pl = op->visible_to ()) |
3682 | if (object *pl = op->visible_to ()) |
3480 | esrv_send_item (pl, op); |
3683 | esrv_send_item (pl, op); |
3481 | |
3684 | |
3482 | return 0; |
3685 | return 0; |
3483 | } |
3686 | } |
3484 | |
3687 | |
3485 | int |
|
|
3486 | monster_apply_special (object *who, object *op, int aflags) |
|
|
3487 | { |
|
|
3488 | if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) |
|
|
3489 | return 1; |
|
|
3490 | |
|
|
3491 | return apply_special (who, op, aflags); |
|
|
3492 | } |
|
|
3493 | |
|
|
3494 | /** |
3688 | /** |
3495 | * Map was just loaded, handle op's initialisation. |
3689 | * Map was just loaded, handle op's initialisation. |
3496 | * |
3690 | * |
3497 | * Generates shop floor's item, and treasures. |
3691 | * Generates shop floor's item, and treasures. |
3498 | */ |
3692 | */ |
… | |
… | |
3500 | auto_apply (object *op) |
3694 | auto_apply (object *op) |
3501 | { |
3695 | { |
3502 | object *tmp = NULL, *tmp2; |
3696 | object *tmp = NULL, *tmp2; |
3503 | int i; |
3697 | int i; |
3504 | |
3698 | |
3505 | if (INVOKE_OBJECT (AUTO_APPLY, op)) |
3699 | CLEAR_FLAG (op, FLAG_AUTO_APPLY); |
3506 | return RESULT_INT (0); |
|
|
3507 | |
3700 | |
3508 | switch (op->type) |
3701 | switch (op->type) |
3509 | { |
3702 | { |
3510 | case SHOP_FLOOR: |
3703 | case SHOP_FLOOR: |
3511 | if (!op->has_random_items ()) |
3704 | if (!op->has_random_items ()) |
… | |
… | |
3513 | |
3706 | |
3514 | do |
3707 | do |
3515 | { |
3708 | { |
3516 | i = 10; /* let's give it 10 tries */ |
3709 | i = 10; /* let's give it 10 tries */ |
3517 | while ((tmp = generate_treasure (op->randomitems, |
3710 | while ((tmp = generate_treasure (op->randomitems, |
3518 | 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 | |
3519 | if (tmp == NULL) |
3716 | if (tmp == NULL) |
3520 | return 0; |
3717 | return 0; |
|
|
3718 | |
3521 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
3719 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
3522 | { |
3720 | { |
3523 | tmp->destroy (); |
3721 | tmp->destroy (); |
3524 | tmp = NULL; |
3722 | tmp = NULL; |
3525 | } |
3723 | } |
… | |
… | |
3528 | |
3726 | |
3529 | tmp->x = op->x; |
3727 | tmp->x = op->x; |
3530 | tmp->y = op->y; |
3728 | tmp->y = op->y; |
3531 | SET_FLAG (tmp, FLAG_UNPAID); |
3729 | SET_FLAG (tmp, FLAG_UNPAID); |
3532 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3730 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3533 | CLEAR_FLAG (op, FLAG_AUTO_APPLY); |
|
|
3534 | identify (tmp); |
3731 | identify (tmp); |
3535 | break; |
3732 | break; |
3536 | |
3733 | |
3537 | case TREASURE: |
3734 | case TREASURE: |
3538 | if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) |
3735 | if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) |
… | |
… | |
3545 | /* 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, |
3546 | * 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 |
3547 | * to disappear. An example of this item is the random_* stuff |
3744 | * to disappear. An example of this item is the random_* stuff |
3548 | * that is put inside other objects. |
3745 | * that is put inside other objects. |
3549 | */ |
3746 | */ |
3550 | for (tmp = op->inv; tmp; tmp = tmp2) |
|
|
3551 | { |
|
|
3552 | tmp2 = tmp->below; |
|
|
3553 | tmp->remove (); |
|
|
3554 | |
|
|
3555 | if (op->env) |
3747 | if (op->env) |
3556 | insert_ob_in_ob (tmp, op->env); |
3748 | while (op->inv) |
3557 | else |
3749 | op->env->insert (op->inv); |
3558 | tmp->destroy (); |
|
|
3559 | } |
|
|
3560 | |
3750 | |
3561 | op->destroy (); |
3751 | op->destroy (); |
3562 | break; |
3752 | break; |
3563 | } |
3753 | } |
3564 | return tmp ? 1 : 0; |
3754 | |
|
|
3755 | return !!tmp; |
3565 | } |
3756 | } |
3566 | |
3757 | |
3567 | /** |
3758 | /** |
3568 | * fix_auto_apply goes through the entire map every time a map |
3759 | * fix_auto_apply goes through the entire map every time a map |
3569 | * is loaded or swapped in and performs special actions for |
3760 | * is loaded or swapped in and performs special actions for |
… | |
… | |
3583 | |
3774 | |
3584 | if (tmp->inv) |
3775 | if (tmp->inv) |
3585 | { |
3776 | { |
3586 | object *invtmp, *invnext; |
3777 | object *invtmp, *invnext; |
3587 | |
3778 | |
3588 | for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) |
3779 | for (invtmp = tmp->inv; invtmp; invtmp = invnext) |
3589 | { |
3780 | { |
3590 | invnext = invtmp->below; |
3781 | invnext = invtmp->below; |
3591 | |
3782 | |
3592 | if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) |
3783 | if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) |
3593 | auto_apply (invtmp); |
3784 | auto_apply (invtmp); |
3594 | else if (invtmp->type == TREASURE && invtmp->has_random_items ()) |
3785 | else if (invtmp->type == TREASURE && invtmp->has_random_items ()) |
3595 | { |
3786 | { |
3596 | while ((invtmp->stats.hp--) > 0) |
3787 | while (invtmp->stats.hp-- > 0) |
3597 | create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
3788 | create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
3598 | |
3789 | |
3599 | invtmp->randomitems = NULL; |
3790 | invtmp->randomitems = NULL; |
3600 | } |
3791 | } |
3601 | else if (invtmp && invtmp->arch |
3792 | else if (invtmp && invtmp->arch |
… | |
… | |
3606 | * treasure again for this object |
3797 | * treasure again for this object |
3607 | */ |
3798 | */ |
3608 | invtmp->randomitems = NULL; |
3799 | invtmp->randomitems = NULL; |
3609 | } |
3800 | } |
3610 | } |
3801 | } |
|
|
3802 | |
3611 | /* This is really temporary - the code at the bottom will |
3803 | /* This is really temporary - the code at the bottom will |
3612 | * also set randomitems to null. The problem is there are bunches |
3804 | * also set randomitems to null. The problem is there are bunches |
3613 | * of maps/players already out there with items that have spells |
3805 | * of maps/players already out there with items that have spells |
3614 | * which haven't had the randomitems set to null yet. |
3806 | * which haven't had the randomitems set to null yet. |
3615 | * MSW 2004-05-13 |
3807 | * MSW 2004-05-13 |
… | |
… | |
3619 | * Ryo 2004-08-16 |
3811 | * Ryo 2004-08-16 |
3620 | */ |
3812 | */ |
3621 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL |
3813 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL |
3622 | || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) |
3814 | || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) |
3623 | tmp->randomitems = NULL; |
3815 | tmp->randomitems = NULL; |
3624 | |
|
|
3625 | } |
3816 | } |
3626 | |
3817 | |
3627 | if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) |
3818 | if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) |
3628 | auto_apply (tmp); |
3819 | auto_apply (tmp); |
3629 | else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) |
3820 | else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) |
… | |
… | |
3662 | } |
3853 | } |
3663 | |
3854 | |
3664 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
3855 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
3665 | for (object *tmp = ms->bot; tmp; tmp = tmp->above) |
3856 | for (object *tmp = ms->bot; tmp; tmp = tmp->above) |
3666 | if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
3857 | if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
3667 | check_trigger (tmp, tmp->above); |
3858 | check_trigger (tmp, tmp->above, tmp->above); |
3668 | } |
3859 | } |
3669 | |
3860 | |
3670 | /** |
3861 | /** |
3671 | * Handles player eating food that temporarily changes status (resistances, stats). |
3862 | * Handles player eating food that temporarily changes status (resistances, stats). |
3672 | * This used to call cast_change_attr(), but |
3863 | * This used to call cast_change_attr(), but |
… | |
… | |
3677 | eat_special_food (object *who, object *food) |
3868 | eat_special_food (object *who, object *food) |
3678 | { |
3869 | { |
3679 | object *force; |
3870 | object *force; |
3680 | int i, did_one = 0; |
3871 | int i, did_one = 0; |
3681 | |
3872 | |
3682 | force = get_archetype (FORCE_NAME); |
3873 | char buf[64]; |
|
|
3874 | snprintf (buf, sizeof(buf), "sp_food_%s", &food->title); |
|
|
3875 | shstr key (buf); |
3683 | |
3876 | |
3684 | for (i = 0; i < NUM_STATS; i++) |
|
|
3685 | if (sint8 k = food->stats.stat (i)) |
|
|
3686 | { |
|
|
3687 | force->stats.stat (i) = k; |
|
|
3688 | did_one = 1; |
|
|
3689 | } |
|
|
3690 | |
|
|
3691 | /* check if we can protect the eater */ |
|
|
3692 | for (i = 0; i < NROFATTACKS; i++) |
|
|
3693 | { |
|
|
3694 | if (food->resist[i] > 0) |
|
|
3695 | { |
|
|
3696 | force->resist[i] = food->resist[i] / 2; |
|
|
3697 | did_one = 1; |
|
|
3698 | } |
|
|
3699 | } |
|
|
3700 | |
|
|
3701 | if (did_one) |
|
|
3702 | { |
|
|
3703 | force->set_speed (0.1); |
|
|
3704 | /* bigger morsel of food = longer effect time */ |
3877 | /* bigger morsel of food = longer effect time */ |
3705 | force->duration = food->stats.food / 5; |
3878 | int duration = TIME2TICK (food->stats.food); |
3706 | SET_FLAG (force, FLAG_APPLIED); |
3879 | |
3707 | change_abil (who, force); |
3880 | if (force = who->force_find (key)) |
3708 | insert_ob_in_ob (force, who); |
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; |
3709 | } |
3891 | } |
3710 | else |
3892 | else |
|
|
3893 | { |
|
|
3894 | force = who->force_add (key, duration); |
|
|
3895 | force->name = key; |
|
|
3896 | |
|
|
3897 | /* check if the food affects a stat */ |
|
|
3898 | for (i = 0; i < NUM_STATS; i++) |
|
|
3899 | if (sint8 k = food->stats.stat (i)) |
|
|
3900 | { |
|
|
3901 | force->stats.stat (i) = k; |
|
|
3902 | did_one = 1; |
|
|
3903 | } |
|
|
3904 | |
|
|
3905 | /* check if we can protect the eater */ |
|
|
3906 | for (i = 0; i < NROFATTACKS; i++) |
|
|
3907 | { |
|
|
3908 | if (food->resist[i] > 0) |
|
|
3909 | { |
|
|
3910 | force->resist[i] = food->resist[i]; |
|
|
3911 | did_one = 1; |
|
|
3912 | } |
|
|
3913 | } |
|
|
3914 | |
|
|
3915 | if (did_one) |
|
|
3916 | { |
|
|
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)); |
|
|
3918 | |
|
|
3919 | /* make the force take effect and report effects to user */ |
|
|
3920 | change_abil (who, force); |
|
|
3921 | } |
|
|
3922 | else |
3711 | force->destroy (); |
3923 | force->destroy (); |
|
|
3924 | } |
3712 | |
3925 | |
3713 | /* check for hp, sp change */ |
3926 | /* check for hp, sp change */ |
3714 | if (food->stats.hp != 0) |
3927 | if (food->stats.hp != 0) |
3715 | { |
3928 | { |
3716 | if (QUERY_FLAG (food, FLAG_CURSED)) |
3929 | if (QUERY_FLAG (food, FLAG_CURSED)) |
… | |
… | |
3746 | /* place limit on max sp from food? */ |
3959 | /* place limit on max sp from food? */ |
3747 | } |
3960 | } |
3748 | } |
3961 | } |
3749 | |
3962 | |
3750 | who->update_stats (); |
3963 | who->update_stats (); |
3751 | } |
|
|
3752 | |
|
|
3753 | /** |
|
|
3754 | * Designed primarily to light torches/lanterns/etc. |
|
|
3755 | * Also burns up burnable material too. First object in the inventory is |
|
|
3756 | * the selected object to "burn". -b.t. |
|
|
3757 | */ |
|
|
3758 | void |
|
|
3759 | apply_lighter (object *who, object *lighter) |
|
|
3760 | { |
|
|
3761 | object *item; |
|
|
3762 | int is_player_env = 0; |
|
|
3763 | |
|
|
3764 | item = find_marked_object (who); |
|
|
3765 | if (item) |
|
|
3766 | { |
|
|
3767 | if (lighter->last_eat && lighter->stats.food) |
|
|
3768 | { /* lighter gets used up */ |
|
|
3769 | object *oneLighter = lighter->split (); |
|
|
3770 | oneLighter->stats.food--; |
|
|
3771 | who->insert (oneLighter); |
|
|
3772 | } |
|
|
3773 | else if (lighter->last_eat) |
|
|
3774 | { |
|
|
3775 | /* no charges left in lighter */ |
|
|
3776 | who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name)); |
|
|
3777 | return; |
|
|
3778 | } |
|
|
3779 | |
|
|
3780 | /* Perhaps we should split what we are trying to light on fire? |
|
|
3781 | * I can't see many times when you would want to light multiple |
|
|
3782 | * objects at once. |
|
|
3783 | */ |
|
|
3784 | |
|
|
3785 | if (who == item->in_player ()) |
|
|
3786 | is_player_env = 1; |
|
|
3787 | |
|
|
3788 | save_throw_object (item, AT_FIRE, who); |
|
|
3789 | |
|
|
3790 | if (item->destroyed ()) |
|
|
3791 | { |
|
|
3792 | who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name)); |
|
|
3793 | /* Need to update the player so that the players glow radius |
|
|
3794 | * gets changed. |
|
|
3795 | */ |
|
|
3796 | if (is_player_env) |
|
|
3797 | who->update_stats (); |
|
|
3798 | } |
|
|
3799 | else |
|
|
3800 | who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name)); |
|
|
3801 | } |
|
|
3802 | else |
|
|
3803 | who->failmsg ("You need to mark a lightable object."); |
|
|
3804 | } |
|
|
3805 | |
|
|
3806 | /** |
|
|
3807 | * op made some mistake with a scroll, this takes care of punishment. |
|
|
3808 | * scroll_failure()- hacked directly from spell_failure |
|
|
3809 | */ |
|
|
3810 | void |
|
|
3811 | scroll_failure (object *op, int failure, int power) |
|
|
3812 | { |
|
|
3813 | if (abs (failure / 4) > power) |
|
|
3814 | power = abs (failure / 4); /* set minimum effect */ |
|
|
3815 | |
|
|
3816 | if (failure <= -1 && failure > -15) |
|
|
3817 | { /* wonder */ |
|
|
3818 | object *tmp; |
|
|
3819 | |
|
|
3820 | op->failmsg ("Your spell warps!"); |
|
|
3821 | tmp = get_archetype (SPELL_WONDER); |
|
|
3822 | cast_wonder (op, op, 0, tmp); |
|
|
3823 | tmp->destroy (); |
|
|
3824 | } |
|
|
3825 | else if (failure <= -15 && failure > -35) |
|
|
3826 | { /* drain mana */ |
|
|
3827 | op->failmsg ("Your mana is drained!"); |
|
|
3828 | op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); |
|
|
3829 | if (op->stats.sp < 0) |
|
|
3830 | op->stats.sp = 0; |
|
|
3831 | } |
|
|
3832 | else if (settings.spell_failure_effects == TRUE) |
|
|
3833 | { |
|
|
3834 | if (failure <= -35 && failure > -60) |
|
|
3835 | { /* confusion */ |
|
|
3836 | op->failmsg ("The magic recoils on you!"); |
|
|
3837 | confuse_player (op, op, power); |
|
|
3838 | } |
|
|
3839 | else if (failure <= -60 && failure > -70) |
|
|
3840 | { /* paralysis */ |
|
|
3841 | op->failmsg ("The magic recoils and paralyzes you!"); |
|
|
3842 | paralyze_player (op, op, power); |
|
|
3843 | } |
|
|
3844 | else if (failure <= -70 && failure > -80) |
|
|
3845 | { /* blind */ |
|
|
3846 | op->failmsg ("The magic recoils on you!"); |
|
|
3847 | blind_player (op, op, power); |
|
|
3848 | } |
|
|
3849 | else if (failure <= -80) |
|
|
3850 | { /* blast the immediate area */ |
|
|
3851 | object *tmp = get_archetype (LOOSE_MANA); |
|
|
3852 | cast_magic_storm (op, tmp, power); |
|
|
3853 | op->failmsg ("You unleash uncontrolled mana!"); |
|
|
3854 | tmp->destroy (); |
|
|
3855 | } |
|
|
3856 | } |
|
|
3857 | } |
3964 | } |
3858 | |
3965 | |
3859 | void |
3966 | void |
3860 | apply_changes_to_player (object *pl, object *change) |
3967 | apply_changes_to_player (object *pl, object *change) |
3861 | { |
3968 | { |
… | |
… | |
3909 | } |
4016 | } |
3910 | |
4017 | |
3911 | /* insert the randomitems from the change's treasurelist into |
4018 | /* insert the randomitems from the change's treasurelist into |
3912 | * the player ref: player.c |
4019 | * the player ref: player.c |
3913 | */ |
4020 | */ |
3914 | if (change->randomitems != NULL) |
4021 | if (change->randomitems) |
3915 | give_initial_items (pl, change->randomitems); |
4022 | give_initial_items (pl, change->randomitems); |
3916 | |
4023 | |
3917 | /* set up the face, for some races. */ |
4024 | /* set up the face, for some races. */ |
3918 | |
4025 | |
3919 | /* first, look for the force object banning |
4026 | /* first, look for the force object banning |
3920 | * changing the face. Certain races never change face with class. |
4027 | * changing the face. Certain races never change face with class. |
3921 | */ |
4028 | */ |
3922 | for (walk = pl->inv; walk != NULL; walk = walk->below) |
4029 | for (walk = pl->inv; walk; walk = walk->below) |
3923 | if (!strcmp (walk->name, "NOCLASSFACECHANGE")) |
4030 | if (walk->name == shstr_NOCLASSFACECHANGE) |
3924 | flag_change_face = 0; |
4031 | flag_change_face = 0; |
3925 | |
4032 | |
3926 | if (flag_change_face) |
4033 | if (flag_change_face) |
3927 | { |
4034 | { |
3928 | pl->face = change->face; |
4035 | pl->face = change->face; |
… | |
… | |
3930 | pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; |
4037 | pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; |
3931 | } |
4038 | } |
3932 | |
4039 | |
3933 | /* check the special case of can't use weapons */ |
4040 | /* check the special case of can't use weapons */ |
3934 | /*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); */ |
3935 | if (!strcmp (change->name, "monk")) |
4042 | if (change->name == shstr_monk) |
3936 | CLEAR_FLAG (pl, FLAG_USE_WEAPON); |
4043 | CLEAR_FLAG (pl, FLAG_USE_WEAPON); |
3937 | |
4044 | |
3938 | break; |
4045 | break; |
3939 | } |
4046 | } |
3940 | } |
4047 | } |
3941 | } |
4048 | } |
3942 | |
4049 | |
3943 | /** |
|
|
3944 | * This handles items of type 'transformer'. |
|
|
3945 | * Basically those items, used with a marked item, transform both items into something |
|
|
3946 | * else. |
|
|
3947 | * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited).. |
|
|
3948 | * Change information is contained in the 'slaying' field of the marked item. |
|
|
3949 | * The format is as follow: transformer:[number ]yield[;transformer:...]. |
|
|
3950 | * This way an item can be transformed in many things, and/or many objects. |
|
|
3951 | * The 'slaying' field for transformer is used as verb for the action. |
|
|
3952 | */ |
|
|
3953 | void |
|
|
3954 | apply_item_transformer (object *pl, object *transformer) |
|
|
3955 | { |
|
|
3956 | object *marked; |
|
|
3957 | object *new_item; |
|
|
3958 | char *find; |
|
|
3959 | char *separator; |
|
|
3960 | int yield; |
|
|
3961 | char got[MAX_BUF]; |
|
|
3962 | int len; |
|
|
3963 | |
|
|
3964 | if (!pl || !transformer) |
|
|
3965 | return; |
|
|
3966 | |
|
|
3967 | marked = find_marked_object (pl); |
|
|
3968 | |
|
|
3969 | if (!marked) |
|
|
3970 | { |
|
|
3971 | pl->failmsg (format ("Use the %s with what item?", query_name (transformer))); |
|
|
3972 | return; |
|
|
3973 | } |
|
|
3974 | |
|
|
3975 | if (!marked->slaying) |
|
|
3976 | { |
|
|
3977 | pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
|
|
3978 | return; |
|
|
3979 | } |
|
|
3980 | |
|
|
3981 | /* check whether they are compatible or not */ |
|
|
3982 | find = strstr (marked->slaying, transformer->arch->archname); |
|
|
3983 | if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) |
|
|
3984 | { |
|
|
3985 | pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
|
|
3986 | return; |
|
|
3987 | } |
|
|
3988 | |
|
|
3989 | find += strlen (transformer->arch->archname) + 1; |
|
|
3990 | /* Item can be used, now find how many and what it yields */ |
|
|
3991 | if (isdigit (*(find))) |
|
|
3992 | { |
|
|
3993 | yield = atoi (find); |
|
|
3994 | if (yield < 1) |
|
|
3995 | { |
|
|
3996 | LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield); |
|
|
3997 | yield = 1; |
|
|
3998 | } |
|
|
3999 | } |
|
|
4000 | else |
|
|
4001 | yield = 1; |
|
|
4002 | |
|
|
4003 | while (isdigit (*find)) |
|
|
4004 | find++; |
|
|
4005 | |
|
|
4006 | while (*find == ' ') |
|
|
4007 | find++; |
|
|
4008 | |
|
|
4009 | memset (got, 0, MAX_BUF); |
|
|
4010 | |
|
|
4011 | if ((separator = strchr (find, ';')) != NULL) |
|
|
4012 | len = separator - find; |
|
|
4013 | else |
|
|
4014 | len = strlen (find); |
|
|
4015 | |
|
|
4016 | if (len > MAX_BUF - 1) |
|
|
4017 | len = MAX_BUF - 1; |
|
|
4018 | |
|
|
4019 | strcpy (got, find); |
|
|
4020 | got[len] = '\0'; |
|
|
4021 | |
|
|
4022 | /* Now create new item, remove used ones when required. */ |
|
|
4023 | new_item = get_archetype (got); |
|
|
4024 | if (!new_item) |
|
|
4025 | { |
|
|
4026 | pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0))); |
|
|
4027 | return; |
|
|
4028 | } |
|
|
4029 | |
|
|
4030 | new_item->nrof = yield; |
|
|
4031 | |
|
|
4032 | pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0))); |
|
|
4033 | |
|
|
4034 | pl->insert (new_item); |
|
|
4035 | /* Eat up one item */ |
|
|
4036 | marked->decrease (); |
|
|
4037 | |
|
|
4038 | /* Eat one transformer if needed */ |
|
|
4039 | if (transformer->stats.food) |
|
|
4040 | if (--transformer->stats.food == 0) |
|
|
4041 | transformer->decrease (); |
|
|
4042 | } |
|
|
4043 | |
|
|