1 | /* |
1 | /* |
2 | * static char *rcsid_apply_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: apply.C,v 1.16 2006/08/30 09:31:30 root Exp $"; |
3 | * |
4 | */ |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | /* |
|
|
6 | CrossFire, A Multiplayer game for X-windows |
|
|
7 | |
|
|
8 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
9 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
10 | |
7 | * |
11 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
12 | it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
13 | the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
14 | (at your option) any later version. |
11 | * option) any later version. |
15 | |
12 | * |
16 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
17 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
18 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
19 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
20 | |
17 | * |
21 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
22 | along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
23 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
24 | |
21 | * |
25 | The authors can be reached via e-mail to crossfire-devel@real-time.com |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
26 | */ |
23 | */ |
|
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24 | |
|
|
25 | #include <cmath> |
27 | |
26 | |
28 | #include <global.h> |
27 | #include <global.h> |
29 | #include <living.h> |
28 | #include <living.h> |
30 | #include <spells.h> |
29 | #include <spells.h> |
31 | #include <skills.h> |
30 | #include <skills.h> |
32 | #include <tod.h> |
31 | #include <tod.h> |
33 | |
32 | |
34 | #ifndef __CEXTRACT__ |
|
|
35 | #include <sproto.h> |
33 | #include <sproto.h> |
36 | #endif |
|
|
37 | |
34 | |
38 | /* Want this regardless of rplay. */ |
35 | // these must be in the inventory before they can be applied |
39 | #include <sounds.h> |
|
|
40 | |
36 | |
41 | /* need math lib for double-precision and pow() in dragon_eat_flesh() */ |
37 | static const struct apply_types_inv_only : typeset |
42 | #include <math.h> |
|
|
43 | |
|
|
44 | /** |
|
|
45 | * Check if op should abort moving victim because of it's race or slaying. |
|
|
46 | * Returns 1 if it should abort, returns 0 if it should continue. |
|
|
47 | */ |
|
|
48 | int should_director_abort(object *op, object *victim) |
|
|
49 | { |
38 | { |
50 | int arch_flag, name_flag, race_flag; |
39 | apply_types_inv_only () |
51 | /* Get flags to determine what of arch, name, and race should be checked. |
|
|
52 | * This is stored in subtype, and is a bitmask, the LSB is the arch flag, |
|
|
53 | * the next is the name flag, and the last is the race flag. Also note, |
|
|
54 | * if subtype is set to zero, that also goes to defaults of all affecting |
|
|
55 | * it. Examples: |
|
|
56 | * subtype 1: only arch |
|
|
57 | * subtype 3: arch or name |
|
|
58 | * subtype 5: arch or race |
|
|
59 | * subtype 7: all three |
|
|
60 | */ |
|
|
61 | if (op->subtype) |
|
|
62 | { |
40 | { |
63 | arch_flag = (op->subtype & 1); |
41 | set (WEAPON); |
64 | name_flag = (op->subtype & 2); |
42 | set (ARMOUR); |
65 | race_flag = (op->subtype & 4); |
43 | set (BOOTS); |
66 | } else { |
44 | set (GLOVES); |
67 | arch_flag = 1; |
45 | set (AMULET); |
68 | name_flag = 1; |
46 | set (GIRDLE); |
69 | race_flag = 1; |
47 | set (BRACERS); |
|
|
48 | set (SHIELD); |
|
|
49 | set (HELMET); |
|
|
50 | set (RING); |
|
|
51 | set (CLOAK); |
|
|
52 | set (WAND); |
|
|
53 | set (ROD); |
|
|
54 | set (HORN); |
|
|
55 | set (SKILL); |
|
|
56 | set (SPELL); |
|
|
57 | set (BOW); |
|
|
58 | set (RANGED); |
|
|
59 | set (BUILDER); |
|
|
60 | set (SKILL_TOOL); |
70 | } |
61 | } |
71 | /* If the director has race set, only affect objects with a arch, |
62 | } apply_types_inv_only; |
72 | * name or race that matches. |
63 | |
73 | */ |
64 | // these only make sense for the player |
74 | if ( (op->race) && |
65 | |
75 | ((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) && |
66 | static const struct apply_types_player_only : typeset |
76 | ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && |
67 | { |
77 | ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { |
68 | apply_types_player_only () |
78 | return 1; |
69 | { |
|
|
70 | set (EXIT); |
|
|
71 | set (BOOK); |
|
|
72 | set (SIGN); |
|
|
73 | set (BOOK); |
|
|
74 | set (SKILLSCROLL); |
|
|
75 | set (SPELLBOOK); |
|
|
76 | set (INSCRIBABLE); |
|
|
77 | set (TREASURE); |
|
|
78 | set (SAVEBED); |
|
|
79 | set (ARMOUR_IMPROVER); |
|
|
80 | set (WEAPON_IMPROVER); |
|
|
81 | set (CLOCK); |
|
|
82 | set (MENU); |
|
|
83 | set (LIGHTER); /* for lighting torches/lanterns/etc */ |
79 | } |
84 | } |
80 | /* If the director has slaying set, only affect objects where none |
85 | } apply_types_player_only; |
81 | * of arch, name, or race match. |
86 | |
82 | */ |
87 | // applying these _can_ be attempted, others cannot |
83 | if ( (op->slaying) && ( |
88 | // be applied at all. used by e.g. apply below. |
84 | ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) || |
89 | |
85 | ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || |
90 | static const struct apply_types : typeset |
86 | ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { |
91 | { |
87 | return 1; |
92 | apply_types () |
|
|
93 | : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only) |
|
|
94 | { |
|
|
95 | set (T_HANDLE); |
|
|
96 | set (TRIGGER); |
|
|
97 | set (SCROLL); |
|
|
98 | set (POTION); |
|
|
99 | set (CLOSE_CON); |
|
|
100 | set (CONTAINER); |
|
|
101 | set (LAMP); |
|
|
102 | set (TORCH); |
|
|
103 | set (DRINK); |
|
|
104 | set (FOOD); |
|
|
105 | set (FLESH); |
|
|
106 | set (POISON); |
|
|
107 | set (POWER_CRYSTAL); |
|
|
108 | set (ITEM_TRANSFORMER); |
88 | } |
109 | } |
89 | return 0; |
110 | } apply_types; |
90 | } |
|
|
91 | |
|
|
92 | /** |
|
|
93 | * This handles a player dropping money on an altar to identify stuff. |
|
|
94 | * It'll identify marked item, if none all items up to dropped money. |
|
|
95 | * Return value: 1 if money was destroyed, 0 if not. |
|
|
96 | */ |
|
|
97 | static int apply_id_altar (object *money, object *altar, object *pl) |
|
|
98 | { |
|
|
99 | object *id, *marked; |
|
|
100 | int success=0; |
|
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101 | |
|
|
102 | if (pl == NULL || pl->type != PLAYER) |
|
|
103 | return 0; |
|
|
104 | |
|
|
105 | /* Check for MONEY type is a special hack - it prevents 'nothing needs |
|
|
106 | * identifying' from being printed out more than it needs to be. |
|
|
107 | */ |
|
|
108 | if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) |
|
|
109 | return 0; |
|
|
110 | |
|
|
111 | marked = find_marked_object (pl); |
|
|
112 | /* if the player has a marked item, identify that if it needs to be |
|
|
113 | * identified. IF it doesn't, then go through the player inventory. |
|
|
114 | */ |
|
|
115 | if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) |
|
|
116 | && need_identify (marked)) |
|
|
117 | { |
|
|
118 | if (operate_altar (altar, &money)) { |
|
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119 | identify (marked); |
|
|
120 | new_draw_info_format(NDI_UNIQUE, 0, pl, |
|
|
121 | "You have %s.", long_desc(marked, pl)); |
|
|
122 | if (marked->msg) { |
|
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123 | new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); |
|
|
124 | new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); |
|
|
125 | } |
|
|
126 | return money == NULL; |
|
|
127 | } |
|
|
128 | } |
|
|
129 | |
|
|
130 | for (id=pl->inv; id; id=id->below) { |
|
|
131 | if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible && |
|
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132 | need_identify(id)) { |
|
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133 | if (operate_altar(altar,&money)) { |
|
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134 | identify(id); |
|
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135 | new_draw_info_format(NDI_UNIQUE, 0, pl, |
|
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136 | "You have %s.", long_desc(id, pl)); |
|
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137 | if (id->msg) { |
|
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138 | new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); |
|
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139 | new_draw_info(NDI_UNIQUE, 0,pl, id->msg); |
|
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140 | } |
|
|
141 | success=1; |
|
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142 | /* If no more money, might as well quit now */ |
|
|
143 | if (money == NULL || ! check_altar_sacrifice (altar,money)) |
|
|
144 | break; |
|
|
145 | } |
|
|
146 | else { |
|
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147 | LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n"); |
|
|
148 | break; |
|
|
149 | } |
|
|
150 | } |
|
|
151 | } |
|
|
152 | if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying"); |
|
|
153 | return money == NULL; |
|
|
154 | } |
|
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155 | |
|
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156 | /** |
|
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157 | * This checks whether the object has a "on_use_yield" field, and if so generated and drops |
|
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158 | * matching item. |
|
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159 | **/ |
|
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160 | static void handle_apply_yield(object* tmp) |
|
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161 | { |
|
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162 | const char* yield; |
|
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163 | |
|
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164 | yield = get_ob_key_value(tmp,"on_use_yield"); |
|
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165 | if (yield != NULL) |
|
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166 | { |
|
|
167 | object* drop = get_archetype(yield); |
|
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168 | if (tmp->env) |
|
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169 | { |
|
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170 | drop = insert_ob_in_ob(drop,tmp->env); |
|
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171 | if (tmp->env->type == PLAYER) |
|
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172 | esrv_send_item(tmp->env,drop); |
|
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173 | } |
|
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174 | else |
|
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175 | { |
|
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176 | drop->x = tmp->x; |
|
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177 | drop->y = tmp->y; |
|
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178 | insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR); |
|
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179 | } |
|
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180 | } |
|
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181 | } |
|
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182 | |
|
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183 | /** |
|
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184 | * Handles applying a potion. |
|
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185 | */ |
|
|
186 | int apply_potion (object * op, object * tmp) |
|
|
187 | { |
|
|
188 | int got_one = 0, i; |
|
|
189 | object *force = 0, *floor = 0; |
|
|
190 | |
|
|
191 | floor = get_map_ob (op->map, op->x, op->y); |
|
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192 | |
|
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193 | if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) |
|
|
194 | { |
|
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195 | if (op->type == PLAYER) |
|
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196 | new_draw_info (NDI_UNIQUE, 0, op, |
|
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197 | "Gods prevent you from using this here, it's sacred ground!" |
|
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198 | ); |
|
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199 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
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200 | return 0; |
|
|
201 | } |
|
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202 | |
|
|
203 | if (op->type == PLAYER) |
|
|
204 | { |
|
|
205 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
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206 | identify (tmp); |
|
|
207 | } |
|
|
208 | |
|
|
209 | handle_apply_yield (tmp); |
|
|
210 | |
|
|
211 | /* Potion of restoration - only for players */ |
|
|
212 | if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) |
|
|
213 | { |
|
|
214 | object *depl; |
|
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215 | archetype *at; |
|
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216 | |
|
|
217 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
218 | { |
|
|
219 | drain_stat (op); |
|
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220 | fix_player (op); |
|
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221 | decrease_ob (tmp); |
|
|
222 | return 1; |
|
|
223 | } |
|
|
224 | if ((at = find_archetype (ARCH_DEPLETION)) == NULL) |
|
|
225 | { |
|
|
226 | LOG (llevError, "Could not find archetype depletion\n"); |
|
|
227 | return 0; |
|
|
228 | } |
|
|
229 | depl = present_arch_in_ob (at, op); |
|
|
230 | if (depl != NULL) |
|
|
231 | { |
|
|
232 | for (i = 0; i < NUM_STATS; i++) |
|
|
233 | if (get_attr_value (&depl->stats, i)) |
|
|
234 | { |
|
|
235 | new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); |
|
|
236 | } |
|
|
237 | remove_ob (depl); |
|
|
238 | free_object (depl); |
|
|
239 | fix_player (op); |
|
|
240 | } |
|
|
241 | else |
|
|
242 | new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); |
|
|
243 | |
|
|
244 | decrease_ob (tmp); |
|
|
245 | return 1; |
|
|
246 | } |
|
|
247 | |
|
|
248 | /* improvement potion - only for players */ |
|
|
249 | if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) |
|
|
250 | { |
|
|
251 | |
|
|
252 | for (i = 1; i < MIN (11, op->level); i++) |
|
|
253 | { |
|
|
254 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
255 | { |
|
|
256 | if (op->contr->levhp[i] != 1) |
|
|
257 | { |
|
|
258 | op->contr->levhp[i] = 1; |
|
|
259 | break; |
|
|
260 | } |
|
|
261 | if (op->contr->levsp[i] != 1) |
|
|
262 | { |
|
|
263 | op->contr->levsp[i] = 1; |
|
|
264 | break; |
|
|
265 | } |
|
|
266 | if (op->contr->levgrace[i] != 1) |
|
|
267 | { |
|
|
268 | op->contr->levgrace[i] = 1; |
|
|
269 | break; |
|
|
270 | } |
|
|
271 | } |
|
|
272 | else |
|
|
273 | { |
|
|
274 | if (op->contr->levhp[i] < 9) |
|
|
275 | { |
|
|
276 | op->contr->levhp[i] = 9; |
|
|
277 | break; |
|
|
278 | } |
|
|
279 | if (op->contr->levsp[i] < 6) |
|
|
280 | { |
|
|
281 | op->contr->levsp[i] = 6; |
|
|
282 | break; |
|
|
283 | } |
|
|
284 | if (op->contr->levgrace[i] < 3) |
|
|
285 | { |
|
|
286 | op->contr->levgrace[i] = 3; |
|
|
287 | break; |
|
|
288 | } |
|
|
289 | } |
|
|
290 | } |
|
|
291 | /* Just makes checking easier */ |
|
|
292 | if (i < MIN (11, op->level)) |
|
|
293 | got_one = 1; |
|
|
294 | if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
295 | { |
|
|
296 | if (got_one) |
|
|
297 | { |
|
|
298 | fix_player (op); |
|
|
299 | new_draw_info (NDI_UNIQUE, 0, op, |
|
|
300 | "The Gods smile upon you and remake you"); |
|
|
301 | new_draw_info (NDI_UNIQUE, 0, op, |
|
|
302 | "a little more in their image."); |
|
|
303 | new_draw_info (NDI_UNIQUE, 0, op, |
|
|
304 | "You feel a little more perfect."); |
|
|
305 | } |
|
|
306 | else |
|
|
307 | new_draw_info (NDI_UNIQUE, 0, op, |
|
|
308 | "The potion had no effect - you are already perfect"); |
|
|
309 | } |
|
|
310 | else |
|
|
311 | { /* cursed potion */ |
|
|
312 | if (got_one) |
|
|
313 | { |
|
|
314 | fix_player (op); |
|
|
315 | new_draw_info (NDI_UNIQUE, 0, op, |
|
|
316 | "The Gods are angry and punish you."); |
|
|
317 | } |
|
|
318 | else |
|
|
319 | new_draw_info (NDI_UNIQUE, 0, op, |
|
|
320 | "You are fortunate that you are so pathetic."); |
|
|
321 | } |
|
|
322 | decrease_ob (tmp); |
|
|
323 | return 1; |
|
|
324 | } |
|
|
325 | |
|
|
326 | |
|
|
327 | /* A potion that casts a spell. Healing, restore spellpoint (power potion) |
|
|
328 | * and heroism all fit into this category. Given the spell object code, |
|
|
329 | * there is no limit to the number of spells that potions can be cast, |
|
|
330 | * but direction is problematic to try and imbue fireball potions for example. |
|
|
331 | */ |
|
|
332 | if (tmp->inv) |
|
|
333 | { |
|
|
334 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
335 | { |
|
|
336 | object *fball; |
|
|
337 | |
|
|
338 | new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); |
|
|
339 | /* Explodes a fireball centered at player */ |
|
|
340 | fball = get_archetype (EXPLODING_FIREBALL); |
|
|
341 | fball->dam_modifier = |
|
|
342 | random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; |
|
|
343 | fball->stats.maxhp = |
|
|
344 | random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; |
|
|
345 | fball->x = op->x; |
|
|
346 | fball->y = op->y; |
|
|
347 | insert_ob_in_map (fball, op->map, NULL, 0); |
|
|
348 | } |
|
|
349 | else |
|
|
350 | cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
|
|
351 | |
|
|
352 | decrease_ob (tmp); |
|
|
353 | /* if youre dead, no point in doing this... */ |
|
|
354 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
355 | fix_player (op); |
|
|
356 | return 1; |
|
|
357 | } |
|
|
358 | |
|
|
359 | /* Deal with protection potions */ |
|
|
360 | force = NULL; |
|
|
361 | for (i = 0; i < NROFATTACKS; i++) |
|
|
362 | { |
|
|
363 | if (tmp->resist[i]) |
|
|
364 | { |
|
|
365 | if (!force) |
|
|
366 | force = get_archetype (FORCE_NAME); |
|
|
367 | memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); |
|
|
368 | force->type = POTION_EFFECT; |
|
|
369 | break; /* Only need to find one protection since we copy entire batch */ |
|
|
370 | } |
|
|
371 | } |
|
|
372 | /* This is a protection potion */ |
|
|
373 | if (force) |
|
|
374 | { |
|
|
375 | /* cursed items last longer */ |
|
|
376 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
377 | { |
|
|
378 | force->stats.food *= 10; |
|
|
379 | for (i = 0; i < NROFATTACKS; i++) |
|
|
380 | if (force->resist[i] > 0) |
|
|
381 | force->resist[i] = -force->resist[i]; /* prot => vuln */ |
|
|
382 | } |
|
|
383 | force->speed_left = -1; |
|
|
384 | force = insert_ob_in_ob (force, op); |
|
|
385 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
386 | SET_FLAG (force, FLAG_APPLIED); |
|
|
387 | change_abil (op, force); |
|
|
388 | decrease_ob (tmp); |
|
|
389 | return 1; |
|
|
390 | } |
|
|
391 | |
|
|
392 | /* Only thing left are the stat potions */ |
|
|
393 | if (op->type == PLAYER) |
|
|
394 | { /* only for players */ |
|
|
395 | if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
396 | && tmp->value != 0) |
|
|
397 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
398 | else |
|
|
399 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
400 | if (!change_abil (op, tmp)) |
|
|
401 | new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); |
|
|
402 | } |
|
|
403 | |
|
|
404 | /* CLEAR_FLAG is so that if the character has other potions |
|
|
405 | * that were grouped with the one consumed, his |
|
|
406 | * stat will not be raised by them. fix_player just clears |
|
|
407 | * up all the stats. |
|
|
408 | */ |
|
|
409 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
410 | fix_player (op); |
|
|
411 | decrease_ob (tmp); |
|
|
412 | return 1; |
|
|
413 | } |
|
|
414 | |
111 | |
415 | /**************************************************************************** |
112 | /**************************************************************************** |
416 | * Weapon improvement code follows |
113 | * Weapon improvement code follows |
417 | ****************************************************************************/ |
114 | ****************************************************************************/ |
418 | |
115 | |
419 | /** |
116 | /** |
|
|
117 | * This function just checks whether who can handle equipping an item |
|
|
118 | * with item_power. |
|
|
119 | */ |
|
|
120 | static bool |
|
|
121 | check_item_power (object *who, int item_power) |
|
|
122 | { |
|
|
123 | if (who->type == PLAYER |
|
|
124 | && item_power |
|
|
125 | && item_power + who->contr->item_power > settings.item_power_factor * who->level) |
|
|
126 | return false; |
|
|
127 | else |
|
|
128 | return true; |
|
|
129 | } |
|
|
130 | |
|
|
131 | /** |
420 | * This returns the sum of nrof of item (arch name). |
132 | * This returns the sum of nrof of item (arch name). |
421 | */ |
133 | */ |
422 | static int check_item(object *op, const char *item) |
134 | static int |
|
|
135 | check_item (object *op, shstr_cmp item) |
423 | { |
136 | { |
424 | int count=0; |
137 | int count = 0; |
425 | |
138 | |
|
|
139 | if (!item) |
|
|
140 | return 0; |
426 | |
141 | |
427 | if (item==NULL) return 0; |
142 | for (op = op->below; op; op = op->below) |
428 | op=op->below; |
143 | if (op->arch->archname == item) |
429 | while(op!=NULL) { |
144 | if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED] |
430 | if (strcmp(op->arch->name,item)==0){ |
|
|
431 | if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) |
|
|
432 | /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) |
145 | && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID]) |
433 | { |
|
|
434 | if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ |
|
|
435 | count++; |
|
|
436 | else |
|
|
437 | count += op->nrof; |
146 | count += op->number_of (); |
438 | } |
147 | |
439 | } |
|
|
440 | op=op->below; |
|
|
441 | } |
|
|
442 | return count; |
148 | return count; |
443 | } |
149 | } |
444 | |
150 | |
445 | /** |
151 | /** |
446 | * This removes 'nrof' of what item->slaying says to remove. |
152 | * This removes 'nrof' of what item->slaying says to remove. |
447 | * op is typically the player, which is only |
153 | * op is typically the player, which is only |
448 | * really used to determine what space to look at. |
154 | * really used to determine what space to look at. |
449 | * Modified to only eat 'nrof' of objects. |
155 | * Modified to only eat 'nrof' of objects. |
450 | */ |
156 | */ |
451 | static void eat_item(object *op,const char *item, uint32 nrof) |
157 | static void |
|
|
158 | eat_item (object *op, shstr_cmp item, uint32 nrof) |
452 | { |
159 | { |
453 | object *prev; |
160 | object *prev; |
454 | |
161 | |
455 | prev = op; |
162 | prev = op; |
456 | op=op->below; |
163 | op = op->below; |
457 | |
164 | |
458 | while(op!=NULL) { |
165 | while (op) |
459 | if (strcmp(op->arch->name,item)==0) { |
166 | { |
|
|
167 | if (op->arch->archname == item) |
|
|
168 | { |
460 | if (op->nrof >= nrof) { |
169 | if (op->nrof >= nrof) |
|
|
170 | { |
461 | decrease_ob_nr(op,nrof); |
171 | op->decrease (nrof); |
462 | return; |
172 | return; |
463 | } else { |
|
|
464 | decrease_ob_nr(op,op->nrof); |
|
|
465 | nrof -= op->nrof; |
|
|
466 | } |
173 | } |
|
|
174 | else |
|
|
175 | { |
|
|
176 | op->decrease (nrof); |
|
|
177 | nrof -= op->nrof; |
|
|
178 | } |
|
|
179 | |
467 | op=prev; |
180 | op = prev; |
468 | } |
181 | } |
|
|
182 | |
469 | prev = op; |
183 | prev = op; |
470 | op=op->below; |
184 | op = op->below; |
471 | } |
185 | } |
472 | } |
|
|
473 | |
|
|
474 | /** |
|
|
475 | * This checks to see of the player (who) is sufficient level to use a weapon |
|
|
476 | * with improvs improvements (typically last_eat). We take an int here |
|
|
477 | * instead of the object so that the improvement code can pass along the |
|
|
478 | * increased value to see if the object is usuable. |
|
|
479 | * we return 1 (true) if the player can use the weapon. |
|
|
480 | */ |
|
|
481 | static int check_weapon_power(const object *who, int improvs) |
|
|
482 | { |
|
|
483 | /* Old code is below (commented out). Basically, since weapons are the only |
|
|
484 | * object players really have any control to improve, it's a bit harsh to |
|
|
485 | * require high level in some combat skill, so we just use overall level. |
|
|
486 | */ |
|
|
487 | #if 1 |
|
|
488 | if (((who->level/5)+5) >= improvs) return 1; |
|
|
489 | else return 0; |
|
|
490 | |
|
|
491 | #else |
|
|
492 | int level=0; |
|
|
493 | |
|
|
494 | /* The skill system hands out wc and dam bonuses to fighters |
|
|
495 | * more generously than the old system (see fix_player). Thus |
|
|
496 | * we need to curtail the power of player enchanted weapons. |
|
|
497 | * I changed this to 1 improvement per "fighter" level/5 -b.t. |
|
|
498 | * Note: Nothing should break by allowing this ratio to be different or |
|
|
499 | * using normal level - it is just a matter of play balance. |
|
|
500 | */ |
|
|
501 | if(who->type==PLAYER) { |
|
|
502 | object *wc_obj=NULL; |
|
|
503 | |
|
|
504 | for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below) |
|
|
505 | if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level) |
|
|
506 | level = wc_obj->level; |
|
|
507 | |
|
|
508 | if (!level ) { |
|
|
509 | LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name); |
|
|
510 | level = who->level; |
|
|
511 | } |
|
|
512 | } |
|
|
513 | else |
|
|
514 | level=who->level; |
|
|
515 | |
|
|
516 | return (improvs <= ((level/5)+5)); |
|
|
517 | #endif |
|
|
518 | } |
186 | } |
519 | |
187 | |
520 | /** |
188 | /** |
521 | * Returns how many items of type improver->slaying there are under op. |
189 | * Returns how many items of type improver->slaying there are under op. |
522 | * Will display a message if none found, and 1 if improver->slaying is NULL. |
190 | * Will display a message if none found, and 1 if improver->slaying is NULL. |
523 | */ |
191 | */ |
|
|
192 | static int |
524 | static int check_sacrifice(object *op, const object *improver) |
193 | check_sacrifice (object *op, const object *improver) |
525 | { |
194 | { |
526 | int count=0; |
195 | int count = 0; |
527 | |
196 | |
528 | if (improver->slaying!=NULL) { |
197 | if (improver->slaying) |
|
|
198 | { |
529 | count = check_item(op,improver->slaying); |
199 | count = check_item (op, improver->slaying); |
530 | if (count<1) { |
200 | if (count < 1) |
531 | char buf[200]; |
201 | { |
532 | sprintf(buf,"The gods want more %ss",improver->slaying); |
202 | op->failmsgf ("The gods want more %ss", &improver->slaying); |
533 | new_draw_info(NDI_UNIQUE,0,op,buf); |
|
|
534 | return 0; |
203 | return 0; |
535 | } |
204 | } |
536 | } |
205 | } |
537 | else |
206 | else |
538 | count=1; |
207 | count = 1; |
539 | |
208 | |
540 | return count; |
209 | return count; |
541 | } |
210 | } |
542 | |
211 | |
543 | /** |
212 | /** |
544 | * Actually improves the weapon, and tells user. |
213 | * Actually improves the weapon, and tells user. |
545 | */ |
214 | */ |
546 | int improve_weapon_stat(object *op,object *improver,object *weapon, |
215 | static int |
547 | signed char *stat,int sacrifice_count,const char *statname) |
216 | improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname) |
548 | { |
217 | { |
549 | |
|
|
550 | new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); |
|
|
551 | *stat += sacrifice_count; |
218 | stat += sacrifice_count; |
552 | weapon->last_eat++; |
219 | weapon->last_eat++; |
553 | new_draw_info_format(NDI_UNIQUE,0,op, |
220 | improver->decrease (); |
554 | "Weapon's bonus to %s improved by %d",statname,sacrifice_count); |
|
|
555 | decrease_ob(improver); |
|
|
556 | |
221 | |
557 | /* So it updates the players stats and the window */ |
222 | /* So it updates the players stats and the window */ |
558 | fix_player(op); |
223 | op->update_stats (); |
|
|
224 | |
|
|
225 | op->statusmsg (format ( |
|
|
226 | "Your sacrifice was accepted.\n" |
|
|
227 | "Weapon's bonus to %s improved by %d.", |
|
|
228 | statname, sacrifice_count |
|
|
229 | )); |
|
|
230 | |
559 | return 1; |
231 | return 1; |
560 | } |
232 | } |
561 | |
233 | |
562 | /* Types of improvements, hidden in the sp field. */ |
234 | /* Types of improvements, hidden in the sp field. */ |
563 | #define IMPROVE_PREPARE 1 |
235 | #define IMPROVE_PREPARE 1 |
564 | #define IMPROVE_DAMAGE 2 |
236 | #define IMPROVE_DAMAGE 2 |
565 | #define IMPROVE_WEIGHT 3 |
237 | #define IMPROVE_WEIGHT 3 |
566 | #define IMPROVE_ENCHANT 4 |
238 | #define IMPROVE_ENCHANT 4 |
567 | #define IMPROVE_STR 5 |
239 | #define IMPROVE_STR 5 |
568 | #define IMPROVE_DEX 6 |
240 | #define IMPROVE_DEX 6 |
569 | #define IMPROVE_CON 7 |
241 | #define IMPROVE_CON 7 |
570 | #define IMPROVE_WIS 8 |
242 | #define IMPROVE_WIS 8 |
571 | #define IMPROVE_CHA 9 |
243 | #define IMPROVE_CHA 9 |
572 | #define IMPROVE_INT 10 |
244 | #define IMPROVE_INT 10 |
573 | #define IMPROVE_POW 11 |
245 | #define IMPROVE_POW 11 |
574 | |
|
|
575 | |
246 | |
576 | /** |
247 | /** |
577 | * This does the prepare weapon scroll. |
248 | * This does the prepare weapon scroll. |
578 | * Checks for sacrifice, and so on. |
249 | * Checks for sacrifice, and so on. |
579 | */ |
250 | */ |
580 | |
251 | static int |
581 | int prepare_weapon(object *op, object *improver, object *weapon) |
252 | prepare_weapon (object *op, object *improver, object *weapon) |
582 | { |
253 | { |
583 | int sacrifice_count,i; |
254 | int sacrifice_count, i; |
584 | char buf[MAX_BUF]; |
255 | char buf[MAX_BUF]; |
585 | |
256 | |
586 | if (weapon->level!=0) { |
257 | if (weapon->level != 0) |
587 | new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); |
258 | { |
|
|
259 | op->failmsg ("Weapon is already prepared!"); |
588 | return 0; |
260 | return 0; |
589 | } |
261 | } |
|
|
262 | |
590 | for (i=0; i<NROFATTACKS; i++) |
263 | for (i = 0; i < NROFATTACKS; i++) |
591 | if (weapon->resist[i]) break; |
264 | if (weapon->resist[i]) |
|
|
265 | break; |
592 | |
266 | |
593 | /* If we break out, i will be less than nrofattacks, preventing |
267 | /* If we break out, i will be less than nrofattacks, preventing |
594 | * improvement of items that already have protections. |
268 | * improvement of items that already have protections. |
595 | */ |
269 | */ |
596 | if (i<NROFATTACKS || |
270 | if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ |
597 | weapon->stats.hp || /* regeneration */ |
|
|
598 | (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ |
271 | (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ |
599 | weapon->stats.exp || /* speed */ |
272 | weapon->stats.exp || /* speed */ |
600 | weapon->stats.ac) /* AC - only taifu's I think */ |
273 | weapon->stats.ac) /* AC - only taifu's I think */ |
601 | { |
274 | { |
602 | new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); |
275 | op->failmsg ("You cannot prepare magic weapons. " |
|
|
276 | "H<A weapon is considered magical if it changes regeneration, " |
|
|
277 | "speed or ac, or has other protections.>"); |
603 | return 0; |
278 | return 0; |
604 | } |
279 | } |
|
|
280 | |
605 | sacrifice_count=check_sacrifice(op,improver); |
281 | sacrifice_count = check_sacrifice (op, improver); |
606 | if (sacrifice_count<=0) |
282 | if (sacrifice_count <= 0) |
607 | return 0; |
283 | return 0; |
|
|
284 | |
608 | weapon->level=isqrt(sacrifice_count); |
285 | weapon->level = isqrt (sacrifice_count); |
609 | new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); |
|
|
610 | eat_item(op, improver->slaying, sacrifice_count); |
286 | eat_item (op, improver->slaying, sacrifice_count); |
611 | |
287 | |
612 | new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.", |
288 | op->statusmsg (format ( |
|
|
289 | "Your sacrifice was accepted." |
|
|
290 | "Your *%s may be improved %d times.", |
613 | weapon->name,weapon->level); |
291 | &weapon->name, weapon->level |
|
|
292 | )); |
614 | |
293 | |
615 | sprintf(buf,"%s's %s",op->name,weapon->name); |
294 | sprintf (buf, "%s's %s", &op->name, &weapon->name); |
616 | FREE_AND_COPY(weapon->name, buf); |
295 | weapon->name = weapon->name_pl = buf; |
617 | FREE_AND_COPY(weapon->name_pl, buf); |
|
|
618 | weapon->nrof=0; /* prevents preparing n weapons in the same |
296 | weapon->nrof = 0; /* prevents preparing n weapons in the same |
619 | slot at once! */ |
297 | slot at once! */ |
620 | decrease_ob(improver); |
298 | improver->decrease (); |
621 | weapon->last_eat=0; |
299 | weapon->last_eat = 0; |
622 | return 1; |
300 | return 1; |
623 | } |
301 | } |
624 | |
|
|
625 | |
302 | |
626 | /** |
303 | /** |
627 | * Does the dirty job for 'improve weapon' scroll, prepare or add something. |
304 | * Does the dirty job for 'improve weapon' scroll, prepare or add something. |
628 | * This is the new improve weapon code. |
305 | * This is the new improve weapon code. |
629 | * Returns 0 if it was not able to work for some reason. |
306 | * Returns 0 if it was not able to work for some reason. |
… | |
… | |
632 | * |
309 | * |
633 | * We are hiding extra information about the weapon in the level and |
310 | * We are hiding extra information about the weapon in the level and |
634 | * last_eat numbers for an object. Hopefully this won't break anything ?? |
311 | * last_eat numbers for an object. Hopefully this won't break anything ?? |
635 | * level == max improve last_eat == current improve |
312 | * level == max improve last_eat == current improve |
636 | */ |
313 | */ |
|
|
314 | static int |
637 | int improve_weapon(object *op,object *improver,object *weapon) |
315 | improve_weapon (object *op, object *improver, object *weapon) |
638 | { |
316 | { |
639 | int sacrifice_count, sacrifice_needed=0; |
317 | int sacrifice_count, sacrifice_needed = 0; |
640 | |
318 | |
641 | if(improver->stats.sp==IMPROVE_PREPARE) { |
319 | if (improver->stats.sp == IMPROVE_PREPARE) |
642 | return prepare_weapon(op, improver, weapon); |
320 | return prepare_weapon (op, improver, weapon); |
643 | } |
321 | |
644 | if (weapon->level==0) { |
322 | if (weapon->level == 0) |
645 | new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared."); |
323 | { |
646 | return 0; |
324 | op->failmsg ( |
647 | } |
325 | "This weapon has not been prepared." |
648 | if (weapon->level==weapon->last_eat && weapon->item_power >=100) { |
326 | " H<You first have to prepare a weapon with a prepare weapon scroll.>"); |
649 | new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); |
|
|
650 | return 0; |
|
|
651 | } |
|
|
652 | if (QUERY_FLAG(weapon, FLAG_APPLIED) && |
|
|
653 | !check_weapon_power(op, weapon->last_eat+1)) { |
|
|
654 | new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too"); |
|
|
655 | new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you"); |
|
|
656 | new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it."); |
|
|
657 | return 0; |
327 | return 0; |
658 | } |
328 | } |
|
|
329 | |
|
|
330 | if (weapon->last_eat >= weapon->level // improvements used up |
|
|
331 | || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100 |
|
|
332 | { |
|
|
333 | op->failmsg ("This weapon cannot be improved any more."); |
|
|
334 | return 0; |
|
|
335 | } |
|
|
336 | |
|
|
337 | if (weapon->flag [FLAG_APPLIED] |
|
|
338 | && !check_item_power (op, weapon->item_power + 1)) |
|
|
339 | { |
|
|
340 | op->failmsg ("Improving the weapon will make it too " |
|
|
341 | "powerful for you to use. Unready it if you " |
|
|
342 | "really want to improve it."); |
|
|
343 | return 0; |
|
|
344 | } |
|
|
345 | |
659 | /* This just increases damage by 5 points, no matter what. No sacrifice |
346 | /* This just increases damage by 5 points, no matter what. No sacrifice |
660 | * is needed. Since stats.dam is now a 16 bit value and not 8 bit, |
347 | * is needed. Since stats.dam is now a 16 bit value and not 8 bit, |
661 | * don't put any maximum value on damage - the limit is how much the |
348 | * don't put any maximum value on damage - the limit is how much the |
662 | * weapon can be improved. |
349 | * weapon can be improved. |
663 | */ |
350 | */ |
664 | if (improver->stats.sp==IMPROVE_DAMAGE) { |
351 | if (improver->stats.sp == IMPROVE_DAMAGE) |
|
|
352 | { |
665 | weapon->stats.dam += 5; |
353 | weapon->stats.dam += 5; |
666 | weapon->weight += 5000; /* 5 KG's */ |
354 | weapon->weight += 5000; /* 5 KG's */ |
667 | new_draw_info_format(NDI_UNIQUE, 0, op, |
|
|
668 | "Damage has been increased by 5 to %d", weapon->stats.dam); |
355 | op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam)); |
669 | weapon->last_eat++; |
356 | weapon->last_eat++; |
670 | |
357 | |
671 | weapon->item_power++; |
358 | weapon->item_power++; |
672 | decrease_ob(improver); |
359 | improver->decrease (); |
673 | return 1; |
360 | return 1; |
674 | } |
361 | } |
|
|
362 | |
675 | if (improver->stats.sp == IMPROVE_WEIGHT) { |
363 | if (improver->stats.sp == IMPROVE_WEIGHT) |
|
|
364 | { |
676 | /* Reduce weight by 20% */ |
365 | /* Reduce weight by 20% */ |
677 | weapon->weight = (weapon->weight * 8)/10; |
366 | weapon->weight = (weapon->weight * 8) / 10; |
678 | if (weapon->weight < 1) weapon->weight = 1; |
367 | if (weapon->weight < 1) |
679 | new_draw_info_format(NDI_UNIQUE, 0, op, |
368 | weapon->weight = 1; |
680 | "Weapon weight reduced to %6.1f kg", |
369 | |
681 | (float)weapon->weight/1000.0); |
370 | op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0)); |
682 | weapon->last_eat++; |
371 | weapon->last_eat++; |
683 | weapon->item_power++; |
372 | weapon->item_power++; |
684 | decrease_ob(improver); |
373 | improver->decrease (); |
685 | return 1; |
374 | return 1; |
686 | } |
375 | } |
|
|
376 | |
687 | if (improver->stats.sp == IMPROVE_ENCHANT) { |
377 | if (improver->stats.sp == IMPROVE_ENCHANT) |
|
|
378 | { |
688 | weapon->magic++; |
379 | weapon->magic++; |
689 | weapon->last_eat++; |
380 | weapon->last_eat++; |
690 | new_draw_info_format(NDI_UNIQUE, 0, op |
381 | op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); |
691 | ,"Weapon magic increased to %d",weapon->magic); |
382 | improver->decrease (); |
692 | decrease_ob(improver); |
|
|
693 | weapon->item_power++; |
383 | weapon->item_power++; |
694 | return 1; |
384 | return 1; |
695 | } |
385 | } |
696 | |
386 | |
697 | sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ |
387 | sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + |
698 | weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + |
388 | weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis; |
699 | weapon->stats.Wis; |
|
|
700 | |
389 | |
701 | if (sacrifice_needed<1) |
390 | if (sacrifice_needed < 1) |
702 | sacrifice_needed =1; |
391 | sacrifice_needed = 1; |
703 | sacrifice_needed *=2; |
392 | sacrifice_needed *= 2; |
704 | |
393 | |
705 | sacrifice_count = check_sacrifice(op,improver); |
394 | sacrifice_count = check_sacrifice (op, improver); |
706 | if (sacrifice_count < sacrifice_needed) { |
395 | if (sacrifice_count < sacrifice_needed) |
707 | new_draw_info_format(NDI_UNIQUE, 0, op, |
396 | { |
708 | "You need at least %d %s", sacrifice_needed, improver->slaying); |
397 | op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying); |
709 | return 0; |
398 | return 0; |
710 | } |
399 | } |
|
|
400 | |
711 | eat_item(op,improver->slaying, sacrifice_needed); |
401 | eat_item (op, improver->slaying, sacrifice_needed); |
712 | weapon->item_power++; |
402 | weapon->item_power++; |
713 | |
403 | |
714 | switch (improver->stats.sp) { |
404 | switch (improver->stats.sp) |
715 | case IMPROVE_STR: |
405 | { |
716 | return improve_weapon_stat(op,improver,weapon, |
406 | case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength"); |
717 | (signed char *) &(weapon->stats.Str), |
407 | case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity"); |
718 | 1, "strength"); |
408 | case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution"); |
719 | case IMPROVE_DEX: |
409 | case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom"); |
720 | return improve_weapon_stat(op,improver,weapon, |
410 | case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma"); |
721 | (signed char *) &(weapon->stats.Dex), |
411 | case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence"); |
722 | 1, "dexterity"); |
412 | case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power"); |
723 | case IMPROVE_CON: |
|
|
724 | return improve_weapon_stat(op,improver,weapon, |
|
|
725 | (signed char *) &(weapon->stats.Con), |
|
|
726 | 1, "constitution"); |
|
|
727 | case IMPROVE_WIS: |
|
|
728 | return improve_weapon_stat(op,improver,weapon, |
|
|
729 | (signed char *) &(weapon->stats.Wis), |
|
|
730 | 1, "wisdom"); |
|
|
731 | case IMPROVE_CHA: |
|
|
732 | return improve_weapon_stat(op,improver,weapon, |
|
|
733 | (signed char *) &(weapon->stats.Cha), |
|
|
734 | 1, "charisma"); |
|
|
735 | case IMPROVE_INT: |
|
|
736 | return improve_weapon_stat(op,improver,weapon, |
|
|
737 | (signed char *) &(weapon->stats.Int), |
|
|
738 | 1, "intelligence"); |
|
|
739 | case IMPROVE_POW: |
|
|
740 | return improve_weapon_stat(op,improver,weapon, |
|
|
741 | (signed char *) &(weapon->stats.Pow), |
|
|
742 | 1, "power"); |
|
|
743 | default: |
413 | default: |
744 | new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); |
414 | op->failmsg ("Unknown improvement type."); |
745 | } |
415 | } |
|
|
416 | |
746 | LOG(llevError,"improve_weapon: Got to end of function\n"); |
417 | LOG (llevError, "improve_weapon: Got to end of function\n"); |
747 | return 0; |
418 | return 0; |
748 | } |
419 | } |
749 | |
420 | |
750 | /** |
421 | /** |
751 | * Handles the applying of improve/prepare/enchant weapon scroll. |
422 | * Handles the applying of improve/prepare/enchant weapon scroll. |
752 | * Checks a few things (not on a non-magic square, marked weapon, ...), |
423 | * Checks a few things (not on a non-magic square, marked weapon, ...), |
753 | * then calls improve_weapon to do the dirty work. |
424 | * then calls improve_weapon to do the dirty work. |
754 | */ |
425 | */ |
|
|
426 | static int |
755 | int check_improve_weapon (object *op, object *tmp) |
427 | check_improve_weapon (object *op, object *tmp) |
756 | { |
428 | { |
757 | object *otmp; |
|
|
758 | |
|
|
759 | if(op->type!=PLAYER) |
429 | if (op->type != PLAYER) |
|
|
430 | return 0; |
|
|
431 | |
|
|
432 | if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) |
|
|
433 | { |
|
|
434 | op->failmsg ("Something blocks the magic of the scroll!"); |
760 | return 0; |
435 | return 0; |
761 | if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) { |
|
|
762 | new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll."); |
|
|
763 | return 0; |
|
|
764 | } |
436 | } |
765 | otmp=find_marked_object(op); |
437 | |
|
|
438 | object *otmp = op->mark (); |
|
|
439 | |
766 | if(!otmp) { |
440 | if (!otmp) |
767 | new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object."); |
441 | { |
|
|
442 | op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); |
768 | return 0; |
443 | return 0; |
769 | } |
444 | } |
|
|
445 | |
770 | if (otmp->type != WEAPON && otmp->type != BOW) { |
446 | if (otmp->type != WEAPON && otmp->type != BOW) |
771 | new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow"); |
447 | { |
|
|
448 | op->failmsg ("Marked item is not a weapon or bow!"); |
772 | return 0; |
449 | return 0; |
773 | } |
450 | } |
774 | new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); |
451 | |
|
|
452 | if (!op->apply (otmp, AP_UNAPPLY)) |
|
|
453 | { |
|
|
454 | op->failmsg ("You are unable to take off your weapon to improve it!"); |
|
|
455 | return 0; |
|
|
456 | } |
|
|
457 | |
|
|
458 | op->statusmsg ("Applied weapon builder."); |
|
|
459 | |
775 | improve_weapon(op,tmp,otmp); |
460 | improve_weapon (op, tmp, otmp); |
776 | esrv_send_item(op, otmp); |
461 | esrv_send_item (op, otmp); |
777 | return 1; |
462 | return 1; |
778 | } |
463 | } |
779 | |
464 | |
780 | /** |
465 | /** |
781 | * This code deals with the armour improvment scrolls. |
466 | * This code deals with the armour improvment scrolls. |
782 | * Change limits on improvement - let players go up to |
467 | * Change limits on improvement - let players go up to |
… | |
… | |
797 | * the armour value of the piece of equipment exceed either |
482 | * the armour value of the piece of equipment exceed either |
798 | * the users level or 90) |
483 | * the users level or 90) |
799 | * Modified by MSW for partial resistance. Only support |
484 | * Modified by MSW for partial resistance. Only support |
800 | * changing of physical area right now. |
485 | * changing of physical area right now. |
801 | */ |
486 | */ |
|
|
487 | static int |
802 | int improve_armour(object *op, object *improver, object *armour) |
488 | improve_armour (object *op, object *improver, object *armour) |
803 | { |
489 | { |
804 | object *tmp; |
|
|
805 | |
|
|
806 | if (armour->magic >= settings.armor_max_enchant) { |
490 | if (armour->magic >= settings.armor_max_enchant) |
807 | new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further."); |
491 | { |
|
|
492 | op->failmsg ("This armour can not be enchanted any further!"); |
808 | return 0; |
493 | return 0; |
809 | } |
494 | } |
|
|
495 | |
810 | /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, |
496 | /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, |
811 | * etc), so take the easy way out and don't worry about it. |
497 | * etc), so take the easy way out and don't worry about it. |
812 | * Note - maybe add scrolls which make the random artifact versions (eg, armour |
498 | * Note - maybe add scrolls which make the random artifact versions (eg, armour |
813 | * of gnarg and what not?) |
499 | * of gnarg and what not?) |
814 | */ |
500 | */ |
815 | if (armour->title) { |
501 | if (armour->title) |
816 | new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); |
502 | { |
|
|
503 | op->failmsg ("This armour will not accept further enchantment."); |
817 | return 0; |
504 | return 0; |
818 | } |
505 | } |
819 | |
506 | |
820 | /* Split objects if needed. Can't insert tmp until the |
507 | /* Split objects if needed. Can't insert tmp until the |
821 | * end of this function - otherwise it will just re-merge. |
508 | * end of this function - otherwise it will just re-merge. |
822 | */ |
509 | */ |
823 | if(armour->nrof > 1) |
510 | object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0; |
824 | tmp = get_split_ob(armour,armour->nrof - 1); |
|
|
825 | else |
|
|
826 | tmp = NULL; |
|
|
827 | |
511 | |
828 | armour->magic++; |
512 | armour->magic++; |
829 | |
513 | |
830 | if ( !settings.armor_speed_linear ) |
514 | if (!settings.armor_speed_linear) |
831 | { |
515 | { |
832 | int base = 100; |
516 | int base = 100; |
833 | int pow = 0; |
517 | int pow = 0; |
|
|
518 | |
834 | while ( pow < armour->magic ) |
519 | while (pow < armour->magic) |
835 | { |
520 | { |
836 | base = base - ( base * settings.armor_speed_improvement ) / 100; |
521 | base = base - (base * settings.armor_speed_improvement) / 100; |
837 | pow++; |
522 | pow++; |
838 | } |
523 | } |
839 | |
524 | |
840 | ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; |
525 | ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100; |
841 | } |
526 | } |
842 | else |
527 | else |
843 | ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100; |
528 | ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; |
844 | |
529 | |
845 | if ( !settings.armor_weight_linear ) |
530 | if (!settings.armor_weight_linear) |
846 | { |
531 | { |
847 | int base = 100; |
532 | int base = 100; |
848 | int pow = 0; |
533 | int pow = 0; |
|
|
534 | |
849 | while ( pow < armour->magic ) |
535 | while (pow < armour->magic) |
850 | { |
536 | { |
851 | base = base - ( base * settings.armor_weight_reduction ) / 100; |
537 | base = base - (base * settings.armor_weight_reduction) / 100; |
852 | pow++; |
538 | pow++; |
853 | } |
539 | } |
854 | |
540 | |
855 | armour->weight = ( armour->arch->clone.weight * base ) / 100; |
541 | armour->weight = (armour->arch->weight * base) / 100; |
856 | } |
542 | } |
857 | else |
543 | else |
858 | armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100; |
544 | armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; |
859 | |
545 | |
860 | if ( armour->weight <= 0 ) |
546 | if (armour->weight <= 0) |
861 | { |
547 | { |
862 | LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); |
548 | LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); |
863 | armour->weight = 1; |
549 | armour->weight = 1; |
864 | } |
550 | } |
865 | |
551 | |
866 | armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic); |
552 | armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); |
867 | |
553 | |
868 | if (op->type == PLAYER) { |
554 | if (op->type == PLAYER) |
|
|
555 | { |
869 | esrv_send_item(op, armour); |
556 | esrv_send_item (op, armour); |
870 | if(QUERY_FLAG(armour, FLAG_APPLIED)) |
557 | |
871 | fix_player(op); |
558 | if (armour->flag [FLAG_APPLIED]) |
|
|
559 | op->update_stats (); |
872 | } |
560 | } |
873 | decrease_ob(improver); |
561 | |
|
|
562 | improver->decrease (); |
|
|
563 | |
874 | if (tmp) { |
564 | if (tmp) |
875 | insert_ob_in_ob(tmp, op); |
565 | op->insert (tmp); |
876 | esrv_send_item(op, tmp); |
566 | |
877 | } |
|
|
878 | return 1; |
567 | return 1; |
879 | } |
568 | } |
880 | |
|
|
881 | |
569 | |
882 | /* |
570 | /* |
883 | * convert_item() returns 1 if anything was converted, 0 if the item was not |
571 | * convert_item() returns 1 if anything was converted, 0 if the item was not |
884 | * what the converter wants, -1 if the converter is broken. |
572 | * what the converter wants, -1 if the converter is broken. |
885 | */ |
573 | * |
886 | #define CONV_FROM(xyz) xyz->slaying |
|
|
887 | #define CONV_TO(xyz) xyz->other_arch |
|
|
888 | #define CONV_NR(xyz) xyz->stats.sp |
|
|
889 | #define CONV_NEED(xyz) xyz->stats.food |
|
|
890 | |
|
|
891 | /* Takes one items and makes another. |
574 | * Takes one type of items and makes another. |
892 | * converter is the object that is doing the conversion. |
575 | * converter is the object that is doing the conversion. |
893 | * item is the object that triggered the converter - if it is not |
576 | * item is the object that triggered the converter - if it is not |
894 | * what the converter wants, this will not do anything. |
577 | * what the converter wants, this will not do anything. |
895 | */ |
578 | */ |
|
|
579 | int |
896 | int convert_item(object *item, object *converter) { |
580 | convert_item (object *item, object *converter) |
897 | int nr=0; |
581 | { |
898 | object *tmp; |
582 | sint64 nr = 0, price_in; |
899 | uint32 price_in; |
|
|
900 | |
583 | |
|
|
584 | if (item->flag [FLAG_UNPAID]) |
|
|
585 | return 0; |
|
|
586 | |
|
|
587 | shstr conv_from = converter->slaying; |
|
|
588 | archetype *conv_to = converter->other_arch; |
|
|
589 | sint64 need = converter->stats.food; |
|
|
590 | sint64 give = converter->stats.sp; |
|
|
591 | |
901 | /* We make some assumptions - we assume if it takes money as it type, |
592 | /* We make some assumptions - we assume if it takes money as it type, |
902 | * it wants some amount. We don't make change (ie, if something costs |
593 | * it wants some amount. We don't make change (ie, if something costs |
903 | * 3 gp and player drops a platinum, tough luck) |
594 | * 3 gp and player drops a platinum, tough luck) |
904 | */ |
595 | */ |
905 | if (!strcmp(CONV_FROM(converter),"money")) { |
596 | if (conv_from == shstr_money) |
906 | int cost; |
597 | { |
907 | |
|
|
908 | if(item->type!=MONEY) |
598 | if (item->type != MONEY) |
909 | return 0; |
599 | return 0; |
910 | |
600 | |
911 | nr=(item->nrof*item->value)/CONV_NEED(converter); |
601 | nr = sint64 (item->nrof) * item->value / need; |
|
|
602 | if (!nr) |
912 | if (!nr) return 0; |
603 | return 0; |
913 | cost=nr*CONV_NEED(converter)/item->value; |
|
|
914 | /* take into account rounding errors */ |
|
|
915 | if (nr*CONV_NEED(converter)%item->value) cost++; |
|
|
916 | decrease_ob_nr(item, cost); |
|
|
917 | |
604 | |
|
|
605 | converter->play_sound (sound_find ("shop_buy")); |
|
|
606 | |
|
|
607 | sint64 cost = (nr * need + item->value - 1) / item->value; |
|
|
608 | |
|
|
609 | item->decrease (cost); |
|
|
610 | |
918 | price_in = cost*item->value; |
611 | price_in = cost * item->value; |
|
|
612 | } |
|
|
613 | else |
919 | } |
614 | { |
920 | else { |
615 | if (item->type == PLAYER |
921 | if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| |
616 | || conv_from != item->arch->archname |
922 | (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) |
617 | || (need && need > (uint16) item->nrof)) |
923 | return 0; |
618 | return 0; |
924 | |
619 | |
925 | if(CONV_NEED(converter)) { |
620 | converter->play_sound (sound_find ("convert_item")); |
926 | nr=item->nrof/CONV_NEED(converter); |
621 | |
927 | decrease_ob_nr(item,nr*CONV_NEED(converter)); |
622 | if (need) |
|
|
623 | { |
|
|
624 | nr = sint64 (item->nrof) / need; |
|
|
625 | item->decrease (nr * need); |
928 | price_in = nr*CONV_NEED(converter)*item->value; |
626 | price_in = nr * need * item->value; |
|
|
627 | } |
929 | } else { |
628 | else |
|
|
629 | { |
930 | price_in = item->value; |
630 | price_in = item->value; |
931 | remove_ob(item); |
631 | item->destroy (); |
932 | free_object(item); |
|
|
933 | } |
632 | } |
|
|
633 | } |
|
|
634 | |
|
|
635 | if (converter->inv) |
934 | } |
636 | { |
935 | |
|
|
936 | if (converter->inv != NULL) { |
|
|
937 | object *ob; |
637 | object *ob; |
938 | int i; |
638 | int i; |
939 | object *ob_to_copy; |
639 | object *ob_to_copy; |
940 | |
640 | |
941 | /* select random object from inventory to copy */ |
641 | /* select random object from inventory to copy */ |
942 | ob_to_copy = converter->inv; |
642 | ob_to_copy = converter->inv; |
943 | for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { |
643 | for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) |
944 | if (rndm(0, i) == 0) { |
644 | if (rndm (0, i) == 0) |
945 | ob_to_copy = ob; |
645 | ob_to_copy = ob; |
946 | } |
646 | |
947 | } |
647 | item = ob_to_copy->deep_clone (); |
948 | item = object_create_clone(ob_to_copy); |
648 | item->clr_flag (FLAG_IS_A_TEMPLATE); |
949 | CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE); |
|
|
950 | unflag_inv(item, FLAG_IS_A_TEMPLATE); |
649 | unflag_inv (item, FLAG_IS_A_TEMPLATE); |
951 | } else { |
650 | } |
952 | if (converter->other_arch == NULL) { |
651 | else |
953 | LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", converter->name ? converter->name : "(null)", converter->map->path, converter->x, converter->y); |
652 | { |
|
|
653 | if (!conv_to) |
|
|
654 | { |
|
|
655 | LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", |
|
|
656 | &converter->name, &converter->map->path, converter->x, converter->y); |
954 | return -1; |
657 | return -1; |
955 | } |
658 | } |
956 | |
659 | |
957 | item = object_create_arch(converter->other_arch); |
660 | item = object_create_arch (conv_to); |
958 | fix_generated_item(item, converter, 0, 0, GT_MINIMAL); |
661 | fix_generated_item (item, converter, 0, 0, GT_MINIMAL); |
959 | } |
662 | } |
960 | |
663 | |
961 | if(CONV_NR(converter)) |
664 | if (give) |
962 | item->nrof=CONV_NR(converter); |
665 | item->nrof = give; |
|
|
666 | |
963 | if(nr) |
667 | if (nr) |
964 | item->nrof*=nr; |
668 | item->nrof *= nr; |
965 | if(is_in_shop (converter)) |
669 | |
966 | SET_FLAG(item,FLAG_UNPAID); |
670 | if (converter->flag [FLAG_PRECIOUS]) |
|
|
671 | item->set_flag (FLAG_UNPAID); |
|
|
672 | |
|
|
673 | if (converter->is_in_shop ()) |
|
|
674 | { |
|
|
675 | // converters on shop floors don't work anymore, bug lets check for it |
|
|
676 | // and report in case someone still does it. |
|
|
677 | LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n", |
|
|
678 | converter->debug_desc ()); |
|
|
679 | item->set_flag (FLAG_UNPAID); |
|
|
680 | } |
967 | else if(price_in < item->nrof*item->value) { |
681 | else if (price_in < sint64 (item->nrof) * item->value) |
|
|
682 | { |
968 | LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", |
683 | LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", |
969 | converter->name, converter->map->path, converter->x, converter->y, price_in, |
684 | &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); |
970 | item->nrof*item->value, item->name); |
|
|
971 | /** |
685 | /** |
972 | * elmex: we are going to let the game continue, as the mapcreator |
686 | * elmex: we are going to let the game continue, as the mapcreator |
973 | * propably had something in mind when doing this |
687 | * hopefully had something in mind when doing this. |
974 | */ |
688 | */ |
975 | } |
689 | } |
|
|
690 | |
|
|
691 | // elmex: only identify if we need to, for example so that generated money doesn't |
|
|
692 | // get an 'identified' flag so easily. |
|
|
693 | if (need_identify (item)) |
|
|
694 | identify (item); |
|
|
695 | |
976 | insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y); |
696 | insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); |
977 | return 1; |
697 | return 1; |
978 | } |
698 | } |
979 | |
699 | |
980 | /** |
700 | /** |
981 | * Handle apply on containers. |
701 | * Handle apply on containers. |
982 | * By Eneq(@csd.uu.se). |
702 | * By Eneq(@csd.uu.se). |
983 | * Moved to own function and added many features [Tero.Haatanen@lut.fi] |
703 | * Moved to own function and added many features [Tero.Haatanen@lut.fi] |
984 | * added the alchemical cauldron to the code -b.t. |
704 | * added the alchemical cauldron to the code -b.t. |
985 | */ |
705 | */ |
986 | |
706 | static int |
987 | int apply_container (object *op, object *sack) |
707 | apply_container (object *op, object *sack) |
988 | { |
708 | { |
989 | char buf[MAX_BUF]; |
709 | if (op->type != PLAYER || !op->contr->ns) |
990 | object *tmp; |
|
|
991 | |
|
|
992 | if(op->type!=PLAYER) |
|
|
993 | return 0; /* This might change */ |
710 | return 0; /* This might change */ |
994 | |
711 | |
995 | if (sack==NULL || sack->type != CONTAINER) { |
712 | if (!sack || sack->type != CONTAINER) |
|
|
713 | { |
996 | LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL"); |
714 | LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); |
997 | return 0; |
715 | return 0; |
998 | } |
716 | } |
999 | op->contr->last_used = NULL; |
717 | |
1000 | op->contr->last_used_id = 0; |
718 | op->contr->last_used = 0; |
1001 | |
719 | |
1002 | if (sack->env!=op) { |
720 | if (sack->env && sack->env != op) |
1003 | if (sack->other_arch == NULL || sack->env != NULL) { |
|
|
1004 | new_draw_info(NDI_UNIQUE, 0,op,"You must get it first."); |
|
|
1005 | return 1; |
|
|
1006 | } |
|
|
1007 | /* It's on the ground, the problems begin */ |
|
|
1008 | if (op->container != sack) { |
|
|
1009 | /* it's closed OR some player has opened it */ |
|
|
1010 | if (QUERY_FLAG(sack, FLAG_APPLIED)) { |
|
|
1011 | for(tmp=get_map_ob(sack->map, sack->x, sack->y); |
|
|
1012 | tmp && tmp->container != sack; tmp=tmp->above); |
|
|
1013 | if (tmp) { |
|
|
1014 | /* some other player have opened it */ |
|
|
1015 | new_draw_info_format(NDI_UNIQUE, 0, op, |
|
|
1016 | "%s is already occupied.", query_name(sack)); |
|
|
1017 | return 1; |
|
|
1018 | } |
|
|
1019 | } |
|
|
1020 | } |
|
|
1021 | if ( QUERY_FLAG(sack, FLAG_APPLIED)) { |
|
|
1022 | if (op->container == NULL) { |
|
|
1023 | tmp = arch_to_object (sack->other_arch); |
|
|
1024 | /* not good, but insert_ob_in_ob() is too smart */ |
|
|
1025 | CLEAR_FLAG (tmp, FLAG_REMOVED); |
|
|
1026 | tmp->x= tmp->y = tmp->ox = tmp->oy = 0; |
|
|
1027 | tmp->map = NULL; |
|
|
1028 | tmp->env = sack; |
|
|
1029 | if (sack->inv) |
|
|
1030 | sack->inv->above = tmp; |
|
|
1031 | tmp->below = sack->inv; |
|
|
1032 | tmp->above = NULL; |
|
|
1033 | sack->inv = tmp; |
|
|
1034 | sack->move_off = MOVE_ALL; /* trying force closing it */ |
|
|
1035 | } else { |
|
|
1036 | sack->move_off = 0; |
|
|
1037 | tmp = sack->inv; |
|
|
1038 | if (tmp && tmp->type == CLOSE_CON) { |
|
|
1039 | remove_ob(tmp); |
|
|
1040 | free_object (tmp); |
|
|
1041 | } |
|
|
1042 | } |
|
|
1043 | } |
|
|
1044 | } |
721 | { |
1045 | |
722 | op->failmsg ("You must put it onto the floor or into your inventory first."); |
1046 | if (QUERY_FLAG (sack, FLAG_APPLIED)) { |
|
|
1047 | if (op->container) { |
|
|
1048 | if (op->container != sack) { |
|
|
1049 | tmp = op->container; |
|
|
1050 | apply_container (op, tmp); |
|
|
1051 | sprintf (buf, "You close %s and open ", query_name(tmp)); |
|
|
1052 | op->container = sack; |
|
|
1053 | strcat (buf, query_name(sack)); |
|
|
1054 | strcat (buf, "."); |
|
|
1055 | } else { |
|
|
1056 | CLEAR_FLAG (sack, FLAG_APPLIED); |
|
|
1057 | op->container = NULL; |
|
|
1058 | sprintf (buf, "You close %s.", query_name(sack)); |
|
|
1059 | } |
|
|
1060 | } else { |
|
|
1061 | CLEAR_FLAG (sack, FLAG_APPLIED); |
|
|
1062 | sprintf (buf, "You open %s.", query_name(sack)); |
|
|
1063 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1064 | op->container = sack; |
|
|
1065 | } |
|
|
1066 | } else { /* not applied */ |
|
|
1067 | if (sack->slaying) { /* it's locked */ |
|
|
1068 | tmp = find_key(op, op, sack); |
|
|
1069 | if (tmp) { |
|
|
1070 | sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp)); |
|
|
1071 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1072 | if (sack->env == NULL) { /* if it's on ground,open it also */ |
|
|
1073 | new_draw_info (NDI_UNIQUE,0,op, buf); |
|
|
1074 | apply_container (op, sack); |
|
|
1075 | return 1; |
|
|
1076 | } |
|
|
1077 | } else { |
|
|
1078 | sprintf (buf, "You don't have the key to unlock %s.", |
|
|
1079 | query_name(sack)); |
|
|
1080 | } |
|
|
1081 | } else { |
|
|
1082 | sprintf (buf, "You readied %s.", query_name(sack)); |
|
|
1083 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1084 | if (sack->env == NULL) { /* if it's on ground,open it also */ |
|
|
1085 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
1086 | apply_container (op, sack); |
|
|
1087 | return 1; |
|
|
1088 | } |
|
|
1089 | } |
|
|
1090 | } |
|
|
1091 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
1092 | if (op->contr) op->contr->socket.update_look=1; |
|
|
1093 | return 1; |
723 | return 1; |
1094 | } |
724 | } |
1095 | |
725 | |
1096 | /** |
726 | // already applied == open on ground, or open in inv, or active in inv |
1097 | * Eneq(@csd.uu.se): Handle apply on containers. This is for containers |
727 | if (sack->flag [FLAG_APPLIED]) |
1098 | * the player has in their inventory, eg, sacks, luggages, etc. |
|
|
1099 | * |
|
|
1100 | * Moved to own function and added many features [Tero.Haatanen@lut.fi] |
|
|
1101 | * This version is for client/server mode. |
|
|
1102 | * op is the player, sack is the container the player is opening or closing. |
|
|
1103 | * return 1 if an object is apllied somehow or another, 0 if error/no apply |
|
|
1104 | * |
|
|
1105 | * Reminder - there are three states for any container - closed (non applied), |
|
|
1106 | * applied (not open, but objects that match get tossed into it), and open |
|
|
1107 | * (applied flag set, and op->container points to the open container) |
|
|
1108 | */ |
|
|
1109 | |
|
|
1110 | int esrv_apply_container (object *op, object *sack) |
|
|
1111 | { |
|
|
1112 | object *tmp=op->container; |
|
|
1113 | if(op->type!=PLAYER) |
|
|
1114 | return 0; /* This might change */ |
|
|
1115 | |
|
|
1116 | if (sack==NULL || sack->type != CONTAINER) { |
|
|
1117 | LOG (llevError, |
|
|
1118 | "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL"); |
|
|
1119 | return 0; |
|
|
1120 | } |
728 | { |
1121 | |
729 | if (op->container_ () == sack) |
1122 | /* If we have a currently open container, then it needs to be closed in all cases |
|
|
1123 | * if we are opening this one up. We then fall through if appropriate for |
|
|
1124 | * openening the new container. |
|
|
1125 | */ |
|
|
1126 | |
|
|
1127 | if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) { |
|
|
1128 | if (op->container->env != op) { /* if container is on the ground */ |
|
|
1129 | op->container->move_off = 0; |
|
|
1130 | } |
730 | { |
1131 | |
731 | // open on ground or inv, so close |
1132 | if (INVOKE_OBJECT (CLOSE, op)) |
732 | op->close_container (); |
1133 | return 1; |
733 | return 1; |
1134 | |
|
|
1135 | new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.", |
|
|
1136 | query_name(op->container)); |
|
|
1137 | CLEAR_FLAG(op->container, FLAG_APPLIED); |
|
|
1138 | op->container=NULL; |
|
|
1139 | esrv_update_item (UPD_FLAGS, op, tmp); |
|
|
1140 | if (tmp == sack) return 1; |
|
|
1141 | } |
|
|
1142 | |
|
|
1143 | |
|
|
1144 | /* If the player is trying to open it (which he must be doing if we got here), |
|
|
1145 | * and it is locked, check to see if player has the equipment to open it. |
|
|
1146 | */ |
|
|
1147 | |
|
|
1148 | if (sack->slaying) { /* it's locked */ |
|
|
1149 | tmp=find_key(op, op, sack); |
|
|
1150 | if (tmp) { |
|
|
1151 | new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp)); |
|
|
1152 | } else { |
|
|
1153 | new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", |
|
|
1154 | query_name(sack)); |
|
|
1155 | return 0; |
|
|
1156 | } |
734 | } |
1157 | } |
|
|
1158 | |
|
|
1159 | /* By the time we get here, we have made sure any other container has been closed and |
|
|
1160 | * if this is a locked container, the player they key to open it. |
|
|
1161 | */ |
|
|
1162 | |
|
|
1163 | /* There are really two cases - the sack is either on the ground, or the sack is |
|
|
1164 | * part of the players inventory. If on the ground, we assume that the player is |
|
|
1165 | * opening it, since if it was being closed, that would have been taken care of above. |
|
|
1166 | */ |
|
|
1167 | |
|
|
1168 | |
|
|
1169 | if (sack->env != op) { |
|
|
1170 | /* Hypothetical case - the player is trying to open a sack that belong to someone |
|
|
1171 | * else. This normally should not happen, but a misbehaving client/player could |
|
|
1172 | * try to do it, so lets handle it gracefully. |
|
|
1173 | */ |
|
|
1174 | if (sack->env) { |
735 | else if (!sack->env) |
1175 | new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s", |
736 | { |
1176 | query_name(sack)); |
737 | // active, but not ours: some other player has opened it |
|
|
738 | op->failmsgf ("Somebody else is using the %s already.", query_name (sack)); |
1177 | return 0; |
739 | return 1; |
1178 | } |
740 | } |
1179 | /* set these so when the player walks off, we can unapply the sack */ |
|
|
1180 | sack->move_off = MOVE_ALL; /* trying force closing it */ |
|
|
1181 | |
741 | |
1182 | CLEAR_FLAG (sack, FLAG_APPLIED); |
742 | // fall through to opening it (active in inv) |
1183 | new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack)); |
743 | } |
1184 | SET_FLAG (sack, FLAG_APPLIED); |
744 | else if (sack->env) |
1185 | op->container = sack; |
745 | { |
|
|
746 | // it is in our env, so activate it, do not open yet |
|
|
747 | op->close_container (); |
|
|
748 | sack->flag [FLAG_APPLIED] = 1; |
1186 | esrv_update_item (UPD_FLAGS, op, sack); |
749 | esrv_update_item (UPD_FLAGS, op, sack); |
1187 | esrv_send_inventory (op, sack); |
750 | op->statusmsg (format ("You ready %s.", query_name (sack))); |
1188 | |
|
|
1189 | } else { /* sack is in players inventory */ |
|
|
1190 | if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */ |
|
|
1191 | CLEAR_FLAG (sack, FLAG_APPLIED); |
|
|
1192 | new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack)); |
|
|
1193 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1194 | op->container = sack; |
|
|
1195 | esrv_update_item (UPD_FLAGS, op, sack); |
|
|
1196 | esrv_send_inventory (op, sack); |
|
|
1197 | } |
|
|
1198 | else { |
|
|
1199 | CLEAR_FLAG (sack, FLAG_APPLIED); |
|
|
1200 | new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack)); |
|
|
1201 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1202 | esrv_update_item (UPD_FLAGS, op, sack); |
|
|
1203 | } |
|
|
1204 | } |
|
|
1205 | return 1; |
751 | return 1; |
1206 | } |
752 | } |
1207 | |
753 | |
|
|
754 | // it's locked? |
|
|
755 | if (sack->slaying) |
|
|
756 | { |
|
|
757 | if (object *tmp = find_key (op, op, sack)) |
|
|
758 | op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp))); |
|
|
759 | else |
|
|
760 | { |
|
|
761 | op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack))); |
|
|
762 | return 1; |
|
|
763 | } |
|
|
764 | } |
|
|
765 | |
|
|
766 | op->open_container (sack); |
|
|
767 | |
|
|
768 | return 1; |
|
|
769 | } |
1208 | |
770 | |
1209 | /** |
771 | /** |
1210 | * Handles dropping things on altar. |
772 | * Handles dropping things on altar. |
1211 | * Returns true if sacrifice was accepted. |
773 | * Returns true if sacrifice was accepted. |
1212 | */ |
774 | */ |
|
|
775 | static int |
1213 | static int apply_altar (object *altar, object *sacrifice, object *originator) |
776 | apply_altar (object *altar, object *sacrifice, object *originator) |
1214 | { |
777 | { |
1215 | /* Only players can make sacrifices on spell casting altars. */ |
778 | /* Only players can make sacrifices on spell casting altars. */ |
1216 | if (altar->inv && ( ! originator || originator->type != PLAYER)) |
779 | if (altar->inv && (!originator || originator->type != PLAYER)) |
1217 | return 0; |
780 | return 0; |
1218 | |
781 | |
1219 | if (operate_altar (altar, &sacrifice)) { |
782 | if (operate_altar (altar, &sacrifice, originator)) |
|
|
783 | { |
1220 | /* Simple check. Unfortunately, it means you can't cast magic bullet |
784 | /* Simple check. Unfortunately, it means you can't cast magic bullet |
1221 | * with an altar. We call it a Potion - altars are stationary - it |
785 | * with an altar. We call it a Potion - altars are stationary - it |
1222 | * is up to map designers to use them properly. |
786 | * is up to map designers to use them properly. |
1223 | */ |
787 | */ |
1224 | if (altar->inv && altar->inv->type==SPELL) { |
788 | if (altar->inv && altar->inv->type == SPELL) |
1225 | new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", |
789 | { |
1226 | altar->inv->name); |
790 | originator->statusmsg (format ("The altar casts %s.", &altar->inv->name)); |
1227 | cast_spell (originator, altar, 0, altar->inv, NULL); |
791 | cast_spell (originator, altar, 0, altar->inv, NULL); |
1228 | /* If it is connected, push the button. Fixes some problems with |
792 | /* If it is connected, push the button. Fixes some problems with |
1229 | * old maps. |
793 | * old maps. |
1230 | */ |
794 | */ |
|
|
795 | |
1231 | /* push_button (altar);*/ |
796 | /* push_button (altar);*/ |
|
|
797 | } |
1232 | } else { |
798 | else |
|
|
799 | { |
1233 | altar->value = 1; /* works only once */ |
800 | altar->value = 1; /* works only once */ |
1234 | push_button (altar); |
801 | push_button (altar, originator); |
1235 | } |
802 | } |
|
|
803 | |
1236 | return sacrifice == NULL; |
804 | return !sacrifice; |
1237 | } else { |
805 | } |
|
|
806 | else |
1238 | return 0; |
807 | return 0; |
1239 | } |
|
|
1240 | } |
808 | } |
1241 | |
|
|
1242 | |
809 | |
1243 | /** |
810 | /** |
1244 | * Handles 'movement' of shop mats. |
811 | * Handles 'movement' of shop mats. |
1245 | * Returns 1 if 'op' was destroyed, 0 if not. |
812 | * Returns 1 if 'op' was destroyed, 0 if not. |
1246 | * Largely re-written to not use nearly as many gotos, plus |
813 | * Largely re-written to not use nearly as many gotos, plus |
1247 | * some of this code just looked plain out of date. |
814 | * some of this code just looked plain out of date. |
1248 | * MSW 2001-08-29 |
815 | * MSW 2001-08-29 |
1249 | */ |
816 | */ |
|
|
817 | int |
1250 | int apply_shop_mat (object * shop_mat, object * op) |
818 | apply_shop_mat (object *shop_mat, object *op) |
1251 | { |
819 | { |
1252 | int rv = 0; |
820 | int rv = 0; |
1253 | double opinion; |
821 | double opinion; |
1254 | object *tmp, *next; |
822 | object *tmp, *next; |
1255 | |
823 | |
1256 | SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ |
824 | op->set_flag (FLAG_NO_APPLY); /* prevent loops */ |
1257 | |
825 | |
1258 | if (op->type != PLAYER) |
826 | bool has_unpaid = false; |
|
|
827 | |
|
|
828 | // quite inefficient to do this here twice, but the api doesn't lend itself to |
|
|
829 | // a quick and small change :( |
|
|
830 | for (object::depth_iterator item = op->begin (); item != op->end (); ++item) |
|
|
831 | if (item->flag [FLAG_UNPAID]) |
|
|
832 | { |
|
|
833 | has_unpaid = true; |
|
|
834 | break; |
|
|
835 | } |
|
|
836 | |
|
|
837 | if (!op->is_player ()) |
1259 | { |
838 | { |
1260 | /* Remove all the unpaid objects that may be carried here. |
839 | /* Remove all the unpaid objects that may be carried here. |
1261 | * This could be pets or monsters that are somehow in |
840 | * This could be pets or monsters that are somehow in |
1262 | * the shop. |
841 | * the shop. |
1263 | */ |
842 | */ |
1264 | for (tmp = op->inv; tmp; tmp = next) |
843 | for (tmp = op->inv; tmp; tmp = next) |
1265 | { |
844 | { |
1266 | next = tmp->below; |
845 | next = tmp->below; |
1267 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
846 | |
|
|
847 | if (tmp->flag [FLAG_UNPAID]) |
1268 | { |
848 | { |
1269 | int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); |
849 | int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); |
1270 | |
850 | |
1271 | remove_ob (tmp); |
|
|
1272 | if (i == -1) |
851 | if (i >= 0) |
1273 | i = 0; |
852 | tmp->move (i); |
1274 | tmp->map = op->map; |
|
|
1275 | tmp->x = op->x + freearr_x[i]; |
|
|
1276 | tmp->y = op->y + freearr_y[i]; |
|
|
1277 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
1278 | } |
853 | } |
1279 | } |
854 | } |
1280 | |
855 | |
1281 | /* Don't teleport things like spell effects */ |
856 | /* Don't teleport things like spell effects */ |
1282 | if (QUERY_FLAG (op, FLAG_NO_PICK)) |
857 | if (op->flag [FLAG_NO_PICK]) |
1283 | return 0; |
858 | return 0; |
1284 | |
859 | |
1285 | /* unpaid objects, or non living objects, can't transfer by |
860 | /* unpaid objects, or non living objects, can't transfer by |
1286 | * shop mats. Instead, put it on a nearby space. |
861 | * shop mats. Instead, put it on a nearby space. |
1287 | */ |
862 | */ |
1288 | if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) |
863 | if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE]) |
1289 | { |
864 | { |
1290 | |
|
|
1291 | /* Somebody dropped an unpaid item, just move to an adjacent place. */ |
865 | /* Somebody dropped an unpaid item, just move to an adjacent place. */ |
1292 | int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
866 | int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
|
|
867 | |
1293 | if (i != -1) |
868 | if (i != -1) |
1294 | { |
|
|
1295 | rv = |
|
|
1296 | transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], |
869 | rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); |
1297 | 0, shop_mat); |
870 | |
1298 | } |
|
|
1299 | return 0; |
871 | return 0; |
1300 | } |
872 | } |
|
|
873 | |
1301 | /* Removed code that checked for multipart objects - it appears that |
874 | /* Removed code that checked for multipart objects - it appears that |
1302 | * the teleport function should be able to handle this just fine. |
875 | * the teleport function should be able to handle this just fine. |
1303 | */ |
876 | */ |
1304 | rv = teleport (shop_mat, SHOP_MAT, op); |
877 | rv = teleport (shop_mat, SHOP_MAT, op); |
1305 | } |
878 | } |
1306 | /* immediate block below is only used for players */ |
879 | else if (can_pay (op) && get_payment (op)) |
1307 | else if (can_pay (op)) |
|
|
1308 | { |
880 | { |
1309 | get_payment (op, op->inv); |
881 | /* this is only used for players */ |
1310 | rv = teleport (shop_mat, SHOP_MAT, op); |
882 | rv = teleport (shop_mat, SHOP_MAT, op); |
1311 | |
883 | |
|
|
884 | if (has_unpaid) |
|
|
885 | op->contr->play_sound (sound_find ("shop_buy")); |
|
|
886 | else if (op->is_in_shop ()) |
|
|
887 | op->contr->play_sound (sound_find ("shop_enter")); |
|
|
888 | else |
|
|
889 | op->contr->play_sound (sound_find ("shop_leave")); |
|
|
890 | |
1312 | if (shop_mat->msg) |
891 | if (shop_mat->msg) |
1313 | { |
892 | op->statusmsg (shop_mat->msg); |
1314 | new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); |
|
|
1315 | } |
|
|
1316 | /* This check below is a bit simplistic - generally it should be correct, |
893 | /* This check below is a bit simplistic - generally it should be correct, |
1317 | * but there is never a guarantee that the bottom space on the map is |
894 | * but there is never a guarantee that the bottom space on the map is |
1318 | * actually the shop floor. |
895 | * actually the shop floor. |
1319 | */ |
896 | */ |
1320 | else if (!rv && !is_in_shop (op)) |
897 | else if (!rv && !op->is_in_shop ()) |
1321 | { |
898 | { |
1322 | opinion = shopkeeper_approval (op->map, op); |
899 | opinion = shopkeeper_approval (op->map, op); |
1323 | if (opinion > 0.9) |
900 | |
1324 | new_draw_info (NDI_UNIQUE, 0, op, |
901 | op->statusmsg ( |
1325 | "The shopkeeper gives you a friendly wave."); |
902 | opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." |
1326 | else if (opinion > 0.75) |
903 | : opinion >= 0.75 ? "The shopkeeper waves to you." |
1327 | new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); |
904 | : opinion >= 0.50 ? "The shopkeeper ignores you." |
1328 | else if (opinion > 0.5) |
|
|
1329 | new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you."); |
|
|
1330 | else |
|
|
1331 | new_draw_info (NDI_UNIQUE, 0, op, |
|
|
1332 | "The shopkeeper glares at you with contempt."); |
905 | : "The shopkeeper glares at you with contempt." |
|
|
906 | ); |
1333 | } |
907 | } |
1334 | } |
908 | } |
1335 | else |
909 | else |
1336 | { |
910 | { |
1337 | /* if we get here, a player tried to leave a shop but was not able |
911 | /* if we get here, a player tried to leave a shop but was not able |
1338 | * to afford the items he has. We try to move the player so that |
912 | * to afford the items he has. We try to move the player so that |
1339 | * they are not on the mat anymore |
913 | * they are not on the mat anymore |
1340 | */ |
914 | */ |
1341 | |
|
|
1342 | int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
915 | int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
|
|
916 | |
1343 | if (i == -1) |
917 | if (i == -1) |
1344 | { |
|
|
1345 | LOG (llevError, "Internal shop-mat problem.\n"); |
918 | LOG (llevError, "Internal shop-mat problem.\n"); |
1346 | } |
|
|
1347 | else |
919 | else |
1348 | { |
920 | { |
1349 | remove_ob (op); |
921 | op->remove (); |
1350 | op->x += freearr_x[i]; |
922 | op->x += freearr_x[i]; |
1351 | op->y += freearr_y[i]; |
923 | op->y += freearr_y[i]; |
1352 | rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; |
924 | rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; |
1353 | } |
925 | } |
1354 | } |
926 | } |
1355 | CLEAR_FLAG (op, FLAG_NO_APPLY); |
927 | |
|
|
928 | op->clr_flag (FLAG_NO_APPLY); |
1356 | return rv; |
929 | return rv; |
1357 | } |
930 | } |
1358 | |
931 | |
1359 | /** |
932 | /** |
1360 | * Handles applying a sign. |
933 | * Handles applying a sign. |
1361 | */ |
934 | */ |
|
|
935 | static void |
1362 | static void apply_sign (object *op, object *sign, int autoapply) |
936 | apply_sign (object *op, object *sign, int autoapply) |
1363 | { |
937 | { |
1364 | readable_message_type* msgType; |
938 | if (!op->is_player()) |
1365 | char newbuf[HUGE_BUF]; |
|
|
1366 | if (sign->msg == NULL) { |
|
|
1367 | new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); |
|
|
1368 | return; |
|
|
1369 | } |
|
|
1370 | |
|
|
1371 | if (sign->stats.food) { |
|
|
1372 | if (sign->last_eat >= sign->stats.food) { |
|
|
1373 | if (!sign->move_on) |
|
|
1374 | new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); |
|
|
1375 | return; |
|
|
1376 | } |
|
|
1377 | |
|
|
1378 | if (!QUERY_FLAG(op, FLAG_WIZPASS)) |
|
|
1379 | sign->last_eat++; |
|
|
1380 | } |
|
|
1381 | |
|
|
1382 | /* Sign or magic mouth? Do we need to see it, or does it talk to us? |
|
|
1383 | * No way to know for sure. The presumption is basically that if |
|
|
1384 | * move_on is zero, it needs to be manually applied (doesn't talk |
|
|
1385 | * to us). |
|
|
1386 | */ |
|
|
1387 | if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) { |
|
|
1388 | new_draw_info (NDI_UNIQUE, 0, op, |
|
|
1389 | "You are unable to read while blind."); |
|
|
1390 | return; |
|
|
1391 | } |
|
|
1392 | msgType=get_readable_message_type(sign); |
|
|
1393 | snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg); |
|
|
1394 | draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg); |
|
|
1395 | } |
|
|
1396 | |
|
|
1397 | |
|
|
1398 | /** |
|
|
1399 | * 'victim' moves onto 'trap' |
|
|
1400 | * 'victim' leaves 'trap' |
|
|
1401 | * effect is determined by move_on/move_off of trap and move_type of victime. |
|
|
1402 | * |
|
|
1403 | * originator: Player, monster or other object that caused 'victim' to move |
|
|
1404 | * onto 'trap'. Will receive messages caused by this action. May be NULL. |
|
|
1405 | * However, some types of traps require an originator to function. |
|
|
1406 | */ |
|
|
1407 | void move_apply (object *trap, object *victim, object *originator) |
|
|
1408 | { |
|
|
1409 | static int recursion_depth = 0; |
|
|
1410 | |
|
|
1411 | /* Only exits affect DMs. */ |
|
|
1412 | if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) |
|
|
1413 | return; |
939 | return; |
1414 | |
940 | |
1415 | /* move_apply() is the most likely candidate for causing unwanted and |
941 | if (sign->has_dialogue ()) |
1416 | * possibly unlimited recursion. |
942 | { |
|
|
943 | op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name)); |
|
|
944 | return; |
|
|
945 | } |
|
|
946 | |
|
|
947 | if (!sign->msg) |
|
|
948 | { |
|
|
949 | op->contr->infobox (MSG_CHANNEL ("examine"), |
|
|
950 | format ("T<%s>\n\n Nothing %sis written on it.", |
|
|
951 | &sign->name, |
|
|
952 | sign->name == sign->arch->name ? "" : "else ")); |
|
|
953 | return; |
|
|
954 | } |
|
|
955 | |
|
|
956 | if (sign->stats.food) |
|
|
957 | { |
|
|
958 | if (sign->last_eat >= sign->stats.food) |
|
|
959 | { |
|
|
960 | if (!sign->move_on) |
|
|
961 | op->failmsg ("You cannot read it anymore."); |
|
|
962 | |
|
|
963 | return; |
|
|
964 | } |
|
|
965 | |
|
|
966 | if (!op->flag [FLAG_WIZPASS]) |
|
|
967 | sign->last_eat++; |
|
|
968 | } |
|
|
969 | |
|
|
970 | /* Sign or magic mouth? Do we need to see it, or does it talk to us? |
|
|
971 | * No way to know for sure. The presumption is basically that if |
|
|
972 | * move_on is zero, it needs to be manually applied (doesn't talk |
|
|
973 | * to us). |
1417 | */ |
974 | */ |
1418 | /* The following was changed because it was causing perfeclty correct |
975 | if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on) |
1419 | * maps to fail. 1) it's not an error to recurse: |
976 | { |
1420 | * rune detonates, summoning monster. monster lands on nearby rune. |
977 | op->failmsg ("You are unable to read while blind!"); |
1421 | * nearby rune detonates. This sort of recursion is expected and |
978 | return; |
1422 | * proper. This code was causing needless crashes. |
979 | } |
|
|
980 | |
|
|
981 | if (op->contr) |
|
|
982 | if (client *ns = op->contr->ns) |
|
|
983 | { |
|
|
984 | if (sign->sound) |
|
|
985 | ns->play_sound (sign->sound); |
|
|
986 | else if (autoapply) |
|
|
987 | ns->play_sound (sound_find ("msg_voice")); |
|
|
988 | |
|
|
989 | op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg)); |
|
|
990 | } |
|
|
991 | } |
|
|
992 | |
|
|
993 | static void |
|
|
994 | move_apply_hole (object *trap, object *victim) |
|
|
995 | { |
|
|
996 | /* Hole not open? */ |
|
|
997 | if (trap->stats.wc > 0) |
|
|
998 | return; |
|
|
999 | |
|
|
1000 | /* Is this a multipart monster and not the head? If so, return. |
|
|
1001 | * Processing will happen if the head runs into the pit |
1423 | */ |
1002 | */ |
1424 | if (recursion_depth >= 500) { |
|
|
1425 | LOG (llevDebug, "WARNING: move_apply(): aborting recursion " |
|
|
1426 | "[trap arch %s, name %s; victim arch %s, name %s]\n", |
|
|
1427 | trap->arch->name, trap->name, victim->arch->name, victim->name); |
|
|
1428 | return; |
|
|
1429 | } |
|
|
1430 | recursion_depth++; |
|
|
1431 | if (trap->head) trap=trap->head; |
|
|
1432 | |
|
|
1433 | if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) |
|
|
1434 | goto leave; |
|
|
1435 | |
|
|
1436 | switch (trap->type) { |
|
|
1437 | case PLAYERMOVER: |
|
|
1438 | if (trap->attacktype && (trap->level || victim->type!=PLAYER) && |
|
|
1439 | !should_director_abort(trap, victim)) { |
|
|
1440 | if (!trap->stats.maxsp) trap->stats.maxsp=2; |
|
|
1441 | |
|
|
1442 | /* Is this correct? From the docs, it doesn't look like it |
|
|
1443 | * should be divided by trap->speed |
|
|
1444 | */ |
|
|
1445 | victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed); |
|
|
1446 | |
|
|
1447 | /* Just put in some sanity check. I think there is a bug in the |
|
|
1448 | * above with some objects have zero speed, and thus the player |
|
|
1449 | * getting permanently paralyzed. |
|
|
1450 | */ |
|
|
1451 | if (victim->speed_left<-50.0) victim->speed_left=-50.0; |
|
|
1452 | /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/ |
|
|
1453 | } |
|
|
1454 | goto leave; |
|
|
1455 | |
|
|
1456 | case SPINNER: |
|
|
1457 | if(victim->direction) { |
|
|
1458 | victim->direction=absdir(victim->direction-trap->stats.sp); |
|
|
1459 | update_turn_face(victim); |
|
|
1460 | } |
|
|
1461 | goto leave; |
|
|
1462 | |
|
|
1463 | case DIRECTOR: |
|
|
1464 | if(victim->direction && !should_director_abort(trap, victim)) { |
|
|
1465 | victim->direction=trap->stats.sp; |
|
|
1466 | update_turn_face(victim); |
|
|
1467 | } |
|
|
1468 | goto leave; |
|
|
1469 | |
|
|
1470 | case BUTTON: |
|
|
1471 | case PEDESTAL: |
|
|
1472 | update_button(trap); |
|
|
1473 | goto leave; |
|
|
1474 | |
|
|
1475 | case ALTAR: |
|
|
1476 | /* sacrifice victim on trap */ |
|
|
1477 | apply_altar (trap, victim, originator); |
|
|
1478 | goto leave; |
|
|
1479 | |
|
|
1480 | case THROWN_OBJ: |
|
|
1481 | if (trap->inv == NULL) |
|
|
1482 | goto leave; |
|
|
1483 | /* fallthrough */ |
|
|
1484 | |
|
|
1485 | case ARROW: |
|
|
1486 | |
|
|
1487 | /* bad bug: monster throw a object, make a step forwards, step on object , |
|
|
1488 | * trigger this here and get hit by own missile - and will be own enemy. |
|
|
1489 | * Victim then is his own enemy and will start to kill herself (this is |
|
|
1490 | * removed) but we have not synced victim and his missile. To avoid senseless |
|
|
1491 | * action, we avoid hits here |
|
|
1492 | */ |
|
|
1493 | if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) |
|
|
1494 | hit_with_arrow (trap, victim); |
|
|
1495 | goto leave; |
|
|
1496 | |
|
|
1497 | case SPELL_EFFECT: |
|
|
1498 | apply_spell_effect(trap, victim); |
|
|
1499 | goto leave; |
|
|
1500 | |
|
|
1501 | case TRAPDOOR: |
|
|
1502 | { |
|
|
1503 | int max, sound_was_played; |
|
|
1504 | object *ab, *ab_next; |
|
|
1505 | if(!trap->value) { |
|
|
1506 | int tot; |
|
|
1507 | for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above) |
|
|
1508 | if ((ab->move_type && trap->move_on) || ab->move_type==0) |
|
|
1509 | tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; |
|
|
1510 | |
|
|
1511 | if(!(trap->value=(tot>trap->weight)?1:0)) |
|
|
1512 | goto leave; |
|
|
1513 | |
|
|
1514 | SET_ANIMATION(trap, trap->value); |
|
|
1515 | update_object(trap,UP_OBJ_FACE); |
|
|
1516 | } |
|
|
1517 | |
|
|
1518 | for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) { |
|
|
1519 | /* need to set this up, since if we do transfer the object, |
|
|
1520 | * ab->above would be bogus |
|
|
1521 | */ |
|
|
1522 | ab_next = ab->above; |
|
|
1523 | |
|
|
1524 | if ((ab->move_type && trap->move_on) || ab->move_type==0) { |
|
|
1525 | if ( ! sound_was_played) { |
|
|
1526 | play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); |
|
|
1527 | sound_was_played = 1; |
|
|
1528 | } |
|
|
1529 | new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); |
|
|
1530 | transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab); |
|
|
1531 | } |
|
|
1532 | } |
|
|
1533 | goto leave; |
|
|
1534 | } |
|
|
1535 | |
|
|
1536 | |
|
|
1537 | case CONVERTER: |
|
|
1538 | if (convert_item (victim, trap) < 0) { |
|
|
1539 | object *op; |
|
|
1540 | |
|
|
1541 | new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap)); |
|
|
1542 | |
|
|
1543 | op = get_archetype("burnout"); |
|
|
1544 | if (op != NULL) { |
|
|
1545 | op->x = trap->x; |
|
|
1546 | op->y = trap->y; |
|
|
1547 | insert_ob_in_map(op, trap->map, trap, 0); |
|
|
1548 | } |
|
|
1549 | } |
|
|
1550 | goto leave; |
|
|
1551 | |
|
|
1552 | case TRIGGER_BUTTON: |
|
|
1553 | case TRIGGER_PEDESTAL: |
|
|
1554 | case TRIGGER_ALTAR: |
|
|
1555 | check_trigger (trap, victim); |
|
|
1556 | goto leave; |
|
|
1557 | |
|
|
1558 | case DEEP_SWAMP: |
|
|
1559 | walk_on_deep_swamp (trap, victim); |
|
|
1560 | goto leave; |
|
|
1561 | |
|
|
1562 | case CHECK_INV: |
|
|
1563 | check_inv (victim, trap); |
|
|
1564 | goto leave; |
|
|
1565 | |
|
|
1566 | case HOLE: |
|
|
1567 | /* Hole not open? */ |
|
|
1568 | if(trap->stats.wc > 0) |
|
|
1569 | goto leave; |
|
|
1570 | |
|
|
1571 | /* Is this a multipart monster and not the head? If so, return. |
|
|
1572 | * Processing will happen if the head runs into the pit |
|
|
1573 | */ |
|
|
1574 | if (victim->head) |
1003 | if (victim->head) |
1575 | goto leave; |
|
|
1576 | |
|
|
1577 | play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); |
|
|
1578 | new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); |
|
|
1579 | transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); |
|
|
1580 | goto leave; |
|
|
1581 | |
|
|
1582 | case EXIT: |
|
|
1583 | if (victim->type == PLAYER && EXIT_PATH (trap)) { |
|
|
1584 | /* Basically, don't show exits leading to random maps the |
|
|
1585 | * players output. |
|
|
1586 | */ |
|
|
1587 | if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8)) |
|
|
1588 | new_draw_info (NDI_NAVY, 0, victim, trap->msg); |
|
|
1589 | enter_exit (victim, trap); |
|
|
1590 | } |
|
|
1591 | goto leave; |
|
|
1592 | |
|
|
1593 | case ENCOUNTER: |
|
|
1594 | /* may be some leftovers on this */ |
|
|
1595 | goto leave; |
|
|
1596 | |
|
|
1597 | case SHOP_MAT: |
|
|
1598 | apply_shop_mat (trap, victim); |
|
|
1599 | goto leave; |
|
|
1600 | |
|
|
1601 | /* Drop a certain amount of gold, and have one item identified */ |
|
|
1602 | case IDENTIFY_ALTAR: |
|
|
1603 | apply_id_altar (victim, trap, originator); |
|
|
1604 | goto leave; |
|
|
1605 | |
|
|
1606 | case SIGN: |
|
|
1607 | if (victim->type != PLAYER && trap->stats.food > 0) |
|
|
1608 | goto leave; /* monsters musn't apply magic_mouths with counters */ |
|
|
1609 | |
|
|
1610 | apply_sign (victim, trap, 1); |
|
|
1611 | goto leave; |
|
|
1612 | |
|
|
1613 | case CONTAINER: |
|
|
1614 | if (victim->type==PLAYER) |
|
|
1615 | (void) esrv_apply_container (victim, trap); |
|
|
1616 | else |
|
|
1617 | (void) apply_container (victim, trap); |
|
|
1618 | goto leave; |
|
|
1619 | |
|
|
1620 | case RUNE: |
|
|
1621 | case TRAP: |
|
|
1622 | if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { |
|
|
1623 | spring_trap(trap, victim); |
|
|
1624 | } |
|
|
1625 | goto leave; |
|
|
1626 | |
|
|
1627 | default: |
|
|
1628 | LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " |
|
|
1629 | "handled in move_apply()\n", trap->name, trap->arch->name, |
|
|
1630 | trap->type); |
|
|
1631 | goto leave; |
|
|
1632 | } |
|
|
1633 | |
|
|
1634 | leave: |
|
|
1635 | recursion_depth--; |
|
|
1636 | } |
|
|
1637 | |
|
|
1638 | /** |
|
|
1639 | * Handles reading a regular (ie not containing a spell) book. |
|
|
1640 | */ |
|
|
1641 | static void apply_book (object *op, object *tmp) |
|
|
1642 | { |
|
|
1643 | int lev_diff; |
|
|
1644 | object *skill_ob; |
|
|
1645 | |
|
|
1646 | if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { |
|
|
1647 | new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); |
|
|
1648 | return; |
|
|
1649 | } |
|
|
1650 | if(tmp->msg==NULL) { |
|
|
1651 | new_draw_info_format(NDI_UNIQUE, 0, op, |
|
|
1652 | "You open the %s and find it empty.", tmp->name); |
|
|
1653 | return; |
|
|
1654 | } |
|
|
1655 | |
|
|
1656 | /* need a literacy skill to read stuff! */ |
|
|
1657 | skill_ob = find_skill_by_name(op, tmp->skill); |
|
|
1658 | if ( ! skill_ob) { |
|
|
1659 | new_draw_info(NDI_UNIQUE, 0,op, |
|
|
1660 | "You are unable to decipher the strange symbols."); |
|
|
1661 | return; |
|
|
1662 | } |
|
|
1663 | lev_diff = tmp->level - (skill_ob->level + 5); |
|
|
1664 | if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { |
|
|
1665 | if (lev_diff < 2) |
|
|
1666 | new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension."); |
|
|
1667 | else if (lev_diff < 3) |
|
|
1668 | new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension."); |
|
|
1669 | else if (lev_diff < 5) |
|
|
1670 | new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension."); |
|
|
1671 | else if (lev_diff < 8) |
|
|
1672 | new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension."); |
|
|
1673 | else if (lev_diff < 15) |
|
|
1674 | new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension."); |
|
|
1675 | else |
|
|
1676 | new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension."); |
|
|
1677 | return; |
|
|
1678 | } |
|
|
1679 | |
|
|
1680 | readable_message_type* msgType = get_readable_message_type(tmp); |
|
|
1681 | draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op, |
|
|
1682 | msgType->message_type, msgType->message_subtype, |
|
|
1683 | "You open the %s and start reading.\n%s", |
|
|
1684 | "%s\n%s", |
|
|
1685 | long_desc(tmp,op), tmp->msg); |
|
|
1686 | |
|
|
1687 | /* gain xp from reading */ |
|
|
1688 | if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */ |
|
|
1689 | int exp_gain=calc_skill_exp(op,tmp, skill_ob); |
|
|
1690 | if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { |
|
|
1691 | /*exp_gain *= 2; because they just identified it too */ |
|
|
1692 | SET_FLAG(tmp,FLAG_IDENTIFIED); |
|
|
1693 | /* If in a container, update how it looks */ |
|
|
1694 | if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); |
|
|
1695 | else op->contr->socket.update_look=1; |
|
|
1696 | } |
|
|
1697 | change_exp(op,exp_gain, skill_ob->skill, 0); |
|
|
1698 | SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ |
|
|
1699 | } |
|
|
1700 | } |
|
|
1701 | |
|
|
1702 | /** |
|
|
1703 | * Handles the applying of a skill scroll, calling learn_skill straight. |
|
|
1704 | * op is the person learning the skill, tmp is the skill scroll object |
|
|
1705 | */ |
|
|
1706 | static void apply_skillscroll (object *op, object *tmp) |
|
|
1707 | { |
|
|
1708 | switch ((int) learn_skill (op, tmp)) { |
|
|
1709 | case 0: |
|
|
1710 | new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); |
|
|
1711 | new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp)); |
|
|
1712 | return; |
|
|
1713 | |
|
|
1714 | case 1: |
|
|
1715 | new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", |
|
|
1716 | tmp->skill); |
|
|
1717 | new_draw_info_format(NDI_UNIQUE, 0, op, |
|
|
1718 | "Type 'bind ready_skill %s",tmp->skill); |
|
|
1719 | new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key."); |
|
|
1720 | decrease_ob(tmp); |
|
|
1721 | return; |
|
|
1722 | |
|
|
1723 | default: |
|
|
1724 | new_draw_info_format(NDI_UNIQUE,0,op, |
|
|
1725 | "You fail to learn the knowledge of the %s.\n",query_name(tmp)); |
|
|
1726 | decrease_ob(tmp); |
|
|
1727 | return; |
|
|
1728 | } |
|
|
1729 | } |
|
|
1730 | |
|
|
1731 | /** |
|
|
1732 | * Actually makes op learn spell. |
|
|
1733 | * Informs player of what happens. |
|
|
1734 | */ |
|
|
1735 | void do_learn_spell (object *op, object *spell, int special_prayer) |
|
|
1736 | { |
|
|
1737 | object *tmp; |
|
|
1738 | |
|
|
1739 | if (op->type != PLAYER) { |
|
|
1740 | LOG (llevError, "BUG: do_learn_spell(): not a player\n"); |
|
|
1741 | return; |
|
|
1742 | } |
|
|
1743 | |
|
|
1744 | /* Upgrade special prayers to normal prayers */ |
|
|
1745 | if ((tmp=check_spell_known (op, spell->name))!=NULL) { |
|
|
1746 | if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { |
|
|
1747 | LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); |
|
|
1748 | return; |
|
|
1749 | } |
|
|
1750 | return; |
|
|
1751 | } |
|
|
1752 | |
|
|
1753 | play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); |
|
|
1754 | tmp = get_object(); |
|
|
1755 | copy_object(spell, tmp); |
|
|
1756 | insert_ob_in_ob(tmp, op); |
|
|
1757 | |
|
|
1758 | if (special_prayer) { |
|
|
1759 | SET_FLAG(tmp, FLAG_STARTEQUIP); |
|
|
1760 | } |
|
|
1761 | |
|
|
1762 | new_draw_info_format (NDI_UNIQUE, 0, op, |
|
|
1763 | "Type 'bind cast %s", spell->name); |
|
|
1764 | new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key."); |
|
|
1765 | esrv_add_spells(op->contr, tmp); |
|
|
1766 | } |
|
|
1767 | |
|
|
1768 | /** |
|
|
1769 | * Erases spell from player's inventory. |
|
|
1770 | */ |
|
|
1771 | void do_forget_spell (object *op, const char *spell) |
|
|
1772 | { |
|
|
1773 | object *spob; |
|
|
1774 | |
|
|
1775 | if (op->type != PLAYER) { |
|
|
1776 | LOG (llevError, "BUG: do_forget_spell(): not a player\n"); |
|
|
1777 | return; |
|
|
1778 | } |
|
|
1779 | if ( (spob=check_spell_known (op, spell)) == NULL) { |
|
|
1780 | LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); |
|
|
1781 | return; |
|
|
1782 | } |
|
|
1783 | |
|
|
1784 | new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, |
|
|
1785 | "You lose knowledge of %s.", spell); |
|
|
1786 | player_unready_range_ob(op->contr, spob); |
|
|
1787 | esrv_remove_spell(op->contr, spob); |
|
|
1788 | remove_ob(spob); |
|
|
1789 | free_object(spob); |
|
|
1790 | } |
|
|
1791 | |
|
|
1792 | /** |
|
|
1793 | * Handles player applying a spellbook. |
|
|
1794 | * Checks whether player has knowledge of required skill, doesn't already know the spell, |
|
|
1795 | * stuff like that. Random learning failure too. |
|
|
1796 | */ |
|
|
1797 | static void apply_spellbook (object *op, object *tmp) |
|
|
1798 | { |
|
|
1799 | object *skop, *spell, *spell_skill; |
|
|
1800 | |
|
|
1801 | if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { |
|
|
1802 | new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); |
|
|
1803 | return; |
|
|
1804 | } |
|
|
1805 | |
|
|
1806 | /* artifact_spellbooks have 'slaying' field point to a spell name, |
|
|
1807 | * instead of having their spell stored in stats.sp. These are |
|
|
1808 | * legacy spellbooks |
|
|
1809 | */ |
|
|
1810 | |
|
|
1811 | if(tmp->slaying != NULL) { |
|
|
1812 | spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); |
|
|
1813 | if (!spell) { |
|
|
1814 | new_draw_info_format(NDI_UNIQUE, 0, op, |
|
|
1815 | "The book's formula for %s is incomplete", tmp->slaying); |
|
|
1816 | return; |
|
|
1817 | } |
|
|
1818 | else |
|
|
1819 | insert_ob_in_ob(spell, tmp); |
|
|
1820 | free_string(tmp->slaying); |
|
|
1821 | tmp->slaying=NULL; |
|
|
1822 | } |
|
|
1823 | |
|
|
1824 | skop = find_skill_by_name(op, tmp->skill); |
|
|
1825 | |
|
|
1826 | /* need a literacy skill to learn spells. Also, having a literacy level |
|
|
1827 | * lower than the spell will make learning the spell more difficult */ |
|
|
1828 | if ( !skop) { |
|
|
1829 | new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails."); |
|
|
1830 | return; |
|
|
1831 | } |
|
|
1832 | |
|
|
1833 | spell = tmp->inv; |
|
|
1834 | if (!spell) { |
|
|
1835 | LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name); |
|
|
1836 | new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense."); |
|
|
1837 | return; |
1004 | return; |
1838 | } |
|
|
1839 | if (spell->level > (skop->level+10)) { |
|
|
1840 | new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols."); |
|
|
1841 | return; |
|
|
1842 | } |
|
|
1843 | |
1005 | |
1844 | new_draw_info_format(NDI_UNIQUE, 0, op, |
1006 | // now find all possible locations and randomly pick one |
1845 | "The spellbook contains the %s level spell %s.", |
1007 | int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0, |
1846 | get_levelnumber(spell->level), spell->name); |
1008 | trap->range >= 3 ? SIZEOFFREE3 + 1 |
|
|
1009 | : trap->range >= 2 ? SIZEOFFREE2 + 1 |
|
|
1010 | : trap->range >= 1 ? SIZEOFFREE1 + 1 |
|
|
1011 | : SIZEOFFREE0 + 1); |
1847 | |
1012 | |
1848 | if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { |
1013 | if (dir < 0) |
1849 | identify(tmp); |
|
|
1850 | if (tmp->env) |
|
|
1851 | esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp); |
|
|
1852 | else |
|
|
1853 | op->contr->socket.update_look=1; |
|
|
1854 | } |
|
|
1855 | |
|
|
1856 | /* I removed the check for special_prayer_mark here - it didn't make |
|
|
1857 | * a lot of sense - special prayers are not found in spellbooks, and |
|
|
1858 | * if the player doesn't know the spell, doesn't make a lot of sense that |
|
|
1859 | * they would have a special prayer mark. |
|
|
1860 | */ |
|
|
1861 | if (check_spell_known (op, spell->name)) { |
|
|
1862 | new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n"); |
|
|
1863 | return; |
|
|
1864 | } |
|
|
1865 | |
|
|
1866 | if (spell->skill) { |
|
|
1867 | spell_skill = find_skill_by_name(op, spell->skill); |
|
|
1868 | if (!spell_skill) { |
|
|
1869 | new_draw_info_format(NDI_UNIQUE, 0, op, |
|
|
1870 | "You lack the skill %s to use this spell", |
|
|
1871 | spell->skill); |
|
|
1872 | return; |
|
|
1873 | } |
|
|
1874 | if (spell_skill->level < spell->level) { |
|
|
1875 | new_draw_info_format(NDI_UNIQUE, 0, op, |
|
|
1876 | "You need to be level %d in %s to learn this spell.", |
|
|
1877 | spell->level, spell->skill); |
|
|
1878 | return; |
|
|
1879 | } |
|
|
1880 | } |
|
|
1881 | |
|
|
1882 | /* Logic as follows |
|
|
1883 | * |
|
|
1884 | * 1- MU spells use Int to learn, Cleric spells use Wisdom |
|
|
1885 | * |
|
|
1886 | * 2- The learner's skill level in literacy adjusts the chance to learn |
|
|
1887 | * a spell. |
|
|
1888 | * |
|
|
1889 | * 3 -Automatically fail to learn if you read while confused |
|
|
1890 | * |
|
|
1891 | * Overall, chances are the same but a player will find having a high |
|
|
1892 | * literacy rate very useful! -b.t. |
|
|
1893 | */ |
|
|
1894 | if(QUERY_FLAG(op,FLAG_CONFUSED)) { |
|
|
1895 | new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!"); |
|
|
1896 | scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace)); |
|
|
1897 | } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || |
|
|
1898 | (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) < |
|
|
1899 | learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { |
|
|
1900 | |
|
|
1901 | new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!"); |
|
|
1902 | do_learn_spell (op, spell, 0); |
|
|
1903 | |
|
|
1904 | /* xp gain to literacy for spell learning */ |
|
|
1905 | if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
|
|
1906 | change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0); |
|
|
1907 | } else { |
|
|
1908 | play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); |
|
|
1909 | new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n"); |
|
|
1910 | } |
|
|
1911 | decrease_ob(tmp); |
|
|
1912 | } |
|
|
1913 | |
|
|
1914 | /** |
|
|
1915 | * Handles applying a spell scroll. |
|
|
1916 | */ |
|
|
1917 | void apply_scroll (object *op, object *tmp, int dir) |
|
|
1918 | { |
|
|
1919 | object *skop; |
|
|
1920 | |
|
|
1921 | if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { |
|
|
1922 | new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind."); |
|
|
1923 | return; |
|
|
1924 | } |
|
|
1925 | |
|
|
1926 | if (!tmp->inv || tmp->inv->type != SPELL) { |
|
|
1927 | new_draw_info (NDI_UNIQUE, 0, op, |
|
|
1928 | "The scroll just doesn't make sense!"); |
|
|
1929 | return; |
|
|
1930 | } |
|
|
1931 | |
|
|
1932 | if(op->type==PLAYER) { |
|
|
1933 | /* players need a literacy skill to read stuff! */ |
|
|
1934 | int exp_gain=0; |
|
|
1935 | |
|
|
1936 | /* hard code literacy - tmp->skill points to where the exp |
|
|
1937 | * should go for anything killed by the spell. |
|
|
1938 | */ |
|
|
1939 | skop = find_skill_by_name(op, skill_names[SK_LITERACY]); |
|
|
1940 | |
|
|
1941 | if ( ! skop) { |
|
|
1942 | new_draw_info(NDI_UNIQUE, 0,op, |
|
|
1943 | "You are unable to decipher the strange symbols."); |
|
|
1944 | return; |
|
|
1945 | } |
|
|
1946 | |
|
|
1947 | if((exp_gain = calc_skill_exp(op,tmp, skop))) |
|
|
1948 | change_exp(op,exp_gain, skop->skill, 0); |
|
|
1949 | } |
|
|
1950 | |
|
|
1951 | if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) |
|
|
1952 | identify(tmp); |
|
|
1953 | |
|
|
1954 | new_draw_info_format(NDI_BLACK, 0, op, |
|
|
1955 | "The scroll of %s turns to dust.", tmp->inv->name); |
|
|
1956 | |
|
|
1957 | |
|
|
1958 | cast_spell(op,tmp,dir,tmp->inv, NULL); |
|
|
1959 | decrease_ob(tmp); |
|
|
1960 | } |
|
|
1961 | |
|
|
1962 | /** |
|
|
1963 | * Applies a treasure object - by default, chest. op |
|
|
1964 | * is the person doing the applying, tmp is the treasure |
|
|
1965 | * chest. |
|
|
1966 | */ |
|
|
1967 | static void apply_treasure (object *op, object *tmp) |
|
|
1968 | { |
|
|
1969 | object *treas; |
|
|
1970 | tag_t tmp_tag = tmp->count, op_tag = op->count; |
|
|
1971 | |
|
|
1972 | |
|
|
1973 | /* Nice side effect of new treasure creation method is that the treasure |
|
|
1974 | * for the chest is done when the chest is created, and put into the chest |
|
|
1975 | * inventory. So that when the chest burns up, the items still exist. Also |
|
|
1976 | * prevents people fromt moving chests to more difficult maps to get better |
|
|
1977 | * treasure |
|
|
1978 | */ |
|
|
1979 | |
|
|
1980 | treas = tmp->inv; |
|
|
1981 | if(treas==NULL) { |
|
|
1982 | new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); |
|
|
1983 | decrease_ob(tmp); |
|
|
1984 | return; |
|
|
1985 | } |
|
|
1986 | while (tmp->inv) { |
|
|
1987 | treas = tmp->inv; |
|
|
1988 | |
|
|
1989 | remove_ob(treas); |
|
|
1990 | new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.", |
|
|
1991 | query_name(treas)); |
|
|
1992 | |
|
|
1993 | treas->x=op->x; |
|
|
1994 | treas->y=op->y; |
|
|
1995 | treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR); |
|
|
1996 | |
|
|
1997 | if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level |
|
|
1998 | && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
1999 | spring_trap (treas, op); |
|
|
2000 | /* If either player or container was destroyed, no need to do |
|
|
2001 | * further processing. I think this should be enclused with |
|
|
2002 | * spring trap above, as I don't think there is otherwise |
|
|
2003 | * any way for the treasure chest or player to get killed |
|
|
2004 | */ |
|
|
2005 | if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag)) |
|
|
2006 | break; |
|
|
2007 | } |
|
|
2008 | |
|
|
2009 | if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL) |
|
|
2010 | decrease_ob (tmp); |
|
|
2011 | |
|
|
2012 | } |
|
|
2013 | |
|
|
2014 | /** |
|
|
2015 | * op eats food. |
|
|
2016 | * If player, takes care of messages and dragon special food. |
|
|
2017 | */ |
|
|
2018 | static void apply_food (object *op, object *tmp) |
|
|
2019 | { |
|
|
2020 | int capacity_remaining; |
|
|
2021 | |
|
|
2022 | if(op->type!=PLAYER) |
|
|
2023 | op->stats.hp=op->stats.maxhp; |
|
|
2024 | else { |
|
|
2025 | /* check if this is a dragon (player), eating some flesh */ |
|
|
2026 | if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp)) |
|
|
2027 | ; |
|
|
2028 | else { |
|
|
2029 | /* usual case - no dragon meal: */ |
|
|
2030 | if(op->stats.food+tmp->stats.food>999) { |
|
|
2031 | if(tmp->type==FOOD || tmp->type==FLESH) |
|
|
2032 | new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!"); |
|
|
2033 | else |
|
|
2034 | new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!"); |
|
|
2035 | } |
|
|
2036 | |
|
|
2037 | if(!QUERY_FLAG(tmp, FLAG_CURSED)) { |
|
|
2038 | char buf[MAX_BUF]; |
|
|
2039 | |
|
|
2040 | if (!is_dragon_pl(op)) { |
|
|
2041 | /* eating message for normal players*/ |
|
|
2042 | if(tmp->type==DRINK) |
|
|
2043 | sprintf(buf,"Ahhh...that %s tasted good.",tmp->name); |
|
|
2044 | else |
|
|
2045 | sprintf(buf,"The %s tasted %s",tmp->name, |
|
|
2046 | tmp->type==FLESH?"terrible!":"good."); |
|
|
2047 | } |
|
|
2048 | else { |
|
|
2049 | /* eating message for dragon players*/ |
|
|
2050 | sprintf(buf,"The %s tasted terrible!",tmp->name); |
|
|
2051 | } |
|
|
2052 | |
|
|
2053 | new_draw_info(NDI_UNIQUE, 0,op,buf); |
|
|
2054 | capacity_remaining = 999 - op->stats.food; |
|
|
2055 | op->stats.food+=tmp->stats.food; |
|
|
2056 | if(capacity_remaining < tmp->stats.food) |
|
|
2057 | op->stats.hp += capacity_remaining / 50; |
|
|
2058 | else |
|
|
2059 | op->stats.hp+=tmp->stats.food/50; |
|
|
2060 | if(op->stats.hp>op->stats.maxhp) |
|
|
2061 | op->stats.hp=op->stats.maxhp; |
|
|
2062 | if (op->stats.food > 999) |
|
|
2063 | op->stats.food = 999; |
|
|
2064 | } |
|
|
2065 | |
|
|
2066 | /* special food hack -b.t. */ |
|
|
2067 | if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) |
|
|
2068 | eat_special_food(op,tmp); |
|
|
2069 | } |
|
|
2070 | } |
|
|
2071 | handle_apply_yield(tmp); |
|
|
2072 | decrease_ob(tmp); |
|
|
2073 | } |
|
|
2074 | |
|
|
2075 | /** |
|
|
2076 | * A dragon is eating some flesh. If the flesh contains resistances, |
|
|
2077 | * there is a chance for the dragon's skin to get improved. |
|
|
2078 | * |
|
|
2079 | * attributes: |
|
|
2080 | * object *op the object (dragon player) eating the flesh |
|
|
2081 | * object *meal the flesh item, getting chewed in dragon's mouth |
|
|
2082 | * return: |
|
|
2083 | * int 1 if eating successful, 0 if it doesn't work |
|
|
2084 | */ |
|
|
2085 | int dragon_eat_flesh(object *op, object *meal) { |
|
|
2086 | object *skin = NULL; /* pointer to dragon skin force*/ |
|
|
2087 | object *abil = NULL; /* pointer to dragon ability force*/ |
|
|
2088 | object *tmp = NULL; /* tmp. object */ |
|
|
2089 | |
|
|
2090 | char buf[MAX_BUF]; /* tmp. string buffer */ |
|
|
2091 | double chance; /* improvement-chance of one resistance type */ |
|
|
2092 | double totalchance=1; /* total chance of gaining one resistance */ |
|
|
2093 | double bonus=0; /* level bonus (improvement is easier at lowlevel) */ |
|
|
2094 | double mbonus=0; /* monster bonus */ |
|
|
2095 | int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ |
|
|
2096 | int winners=0; /* number of winners */ |
|
|
2097 | int i; /* index */ |
|
|
2098 | |
|
|
2099 | /* let's make sure and doublecheck the parameters */ |
|
|
2100 | if (meal->type!=FLESH || !is_dragon_pl(op)) |
|
|
2101 | return 0; |
1014 | return; |
2102 | |
|
|
2103 | /* now grab the 'dragon_skin'- and 'dragon_ability'-forces |
|
|
2104 | from the player's inventory */ |
|
|
2105 | for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { |
|
|
2106 | if (tmp->type == FORCE) { |
|
|
2107 | if (strcmp(tmp->arch->name, "dragon_skin_force")==0) |
|
|
2108 | skin = tmp; |
|
|
2109 | else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) |
|
|
2110 | abil = tmp; |
|
|
2111 | } |
|
|
2112 | } |
|
|
2113 | |
|
|
2114 | /* if either skin or ability are missing, this is an old player |
|
|
2115 | which is not to be considered a dragon -> bail out */ |
|
|
2116 | if (skin == NULL || abil == NULL) return 0; |
|
|
2117 | |
|
|
2118 | /* now start by filling stomache and health, according to food-value */ |
|
|
2119 | if((999 - op->stats.food) < meal->stats.food) |
|
|
2120 | op->stats.hp += (999 - op->stats.food) / 50; |
|
|
2121 | else |
|
|
2122 | op->stats.hp += meal->stats.food/50; |
|
|
2123 | if(op->stats.hp>op->stats.maxhp) |
|
|
2124 | op->stats.hp=op->stats.maxhp; |
|
|
2125 | |
|
|
2126 | op->stats.food = MIN(999, op->stats.food + meal->stats.food); |
|
|
2127 | |
|
|
2128 | /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ |
|
|
2129 | |
|
|
2130 | /* on to the interesting part: chances for adding resistance */ |
|
|
2131 | for (i=0; i<NROFATTACKS; i++) { |
|
|
2132 | if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { |
|
|
2133 | /* got positive resistance, now calculate improvement chance (0-100) */ |
|
|
2134 | |
|
|
2135 | /* this bonus makes resistance increase easier at lower levels */ |
|
|
2136 | bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); |
|
|
2137 | if (i == abil->stats.exp) |
|
|
2138 | bonus += 5; /* additional bonus for resistance of ability-focus */ |
|
|
2139 | |
|
|
2140 | /* monster bonus increases with level, because high-level |
|
|
2141 | flesh is too rare */ |
|
|
2142 | mbonus = op->level * 20. / ((double)settings.max_level); |
|
|
2143 | |
|
|
2144 | chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / |
|
|
2145 | ((double)settings.max_level)) - skin->resist[i]; |
|
|
2146 | |
|
|
2147 | if (chance >= 0.) |
|
|
2148 | chance += 1.; |
|
|
2149 | else |
|
|
2150 | chance = (chance < -12) ? 0. : 1./pow(2., -chance); |
|
|
2151 | |
|
|
2152 | /* chance is proportional to amount of resistance (max. 50) */ |
|
|
2153 | chance *= ((double)(MIN(meal->resist[i], 50)))/50.; |
|
|
2154 | |
|
|
2155 | /* doubled chance for resistance of ability-focus */ |
|
|
2156 | if (i == abil->stats.exp) |
|
|
2157 | chance = MIN(100., chance*2.); |
|
|
2158 | |
|
|
2159 | /* now make the throw and save all winners (Don't insert luck bonus here!) */ |
|
|
2160 | if (RANDOM()%10000 < (int)(chance*100)) { |
|
|
2161 | atnr_winner[winners] = i; |
|
|
2162 | winners++; |
|
|
2163 | } |
|
|
2164 | |
|
|
2165 | if (chance >= 0.01 ) totalchance *= 1 - chance/100; |
|
|
2166 | |
|
|
2167 | /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/ |
|
|
2168 | } |
|
|
2169 | } |
|
|
2170 | |
|
|
2171 | /* inverse totalchance as until now we have the failure-chance */ |
|
|
2172 | totalchance = 100 - totalchance*100; |
|
|
2173 | /* print message according to totalchance */ |
|
|
2174 | if (totalchance > 50.) |
|
|
2175 | sprintf(buf, "Hmm! The %s tasted delicious!", meal->name); |
|
|
2176 | else if (totalchance > 10.) |
|
|
2177 | sprintf(buf, "The %s tasted very good.", meal->name); |
|
|
2178 | else if (totalchance > 1.) |
|
|
2179 | sprintf(buf, "The %s tasted good.", meal->name); |
|
|
2180 | else if (totalchance > 0.1) |
|
|
2181 | sprintf(buf, "The %s tasted bland.", meal->name); |
|
|
2182 | else if (totalchance >= 0.01) |
|
|
2183 | sprintf(buf, "The %s had a boring taste.", meal->name); |
|
|
2184 | else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)) |
|
|
2185 | sprintf(buf, "The %s tasted strange.", meal->name); |
|
|
2186 | else |
|
|
2187 | sprintf(buf, "The %s had no taste.", meal->name); |
|
|
2188 | new_draw_info(NDI_UNIQUE, 0, op, buf); |
|
|
2189 | |
|
|
2190 | /* now choose a winner if we have any */ |
|
|
2191 | i = -1; |
|
|
2192 | if (winners>0) |
|
|
2193 | i = atnr_winner[RANDOM()%winners]; |
|
|
2194 | |
|
|
2195 | if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { |
|
|
2196 | /* resistance increased! */ |
|
|
2197 | skin->resist[i]++; |
|
|
2198 | fix_player(op); |
|
|
2199 | |
|
|
2200 | sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); |
|
|
2201 | new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf); |
|
|
2202 | } |
|
|
2203 | |
|
|
2204 | /* if this flesh contains a new ability focus, we mark it |
|
|
2205 | into the ability_force and it will take effect on next level */ |
|
|
2206 | if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat) |
|
|
2207 | && meal->last_eat != abil->last_eat) { |
|
|
2208 | abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ |
|
|
2209 | |
|
|
2210 | if (meal->last_eat != abil->stats.exp) { |
|
|
2211 | sprintf(buf, "Your metabolism prepares to focus on %s!", |
|
|
2212 | change_resist_msg[meal->last_eat]); |
|
|
2213 | new_draw_info(NDI_UNIQUE, 0, op, buf); |
|
|
2214 | sprintf(buf, "The change will happen at level %d", abil->level + 1); |
|
|
2215 | new_draw_info(NDI_UNIQUE, 0, op, buf); |
|
|
2216 | } |
|
|
2217 | else { |
|
|
2218 | sprintf(buf, "Your metabolism will continue to focus on %s.", |
|
|
2219 | change_resist_msg[meal->last_eat]); |
|
|
2220 | new_draw_info(NDI_UNIQUE, 0, op, buf); |
|
|
2221 | abil->last_eat = 0; |
|
|
2222 | } |
|
|
2223 | } |
|
|
2224 | return 1; |
|
|
2225 | } |
|
|
2226 | |
1015 | |
2227 | static void apply_savebed (object *pl) |
1016 | victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
2228 | { |
1017 | victim->statusmsg ("You fall through the hole!", NDI_RED); |
2229 | #ifndef COZY_SERVER |
|
|
2230 | if(!pl->contr->name_changed||!pl->stats.exp) { |
|
|
2231 | new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet."); |
|
|
2232 | return; |
|
|
2233 | } |
|
|
2234 | #endif |
|
|
2235 | INVOKE_PLAYER (LOGOUT, pl->contr); |
|
|
2236 | /* Need to call terminate_all_pets() before we remove the player ob */ |
|
|
2237 | terminate_all_pets(pl); |
|
|
2238 | remove_ob(pl); |
|
|
2239 | pl->direction=0; |
|
|
2240 | new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, |
|
|
2241 | "%s leaves the game.",pl->name); |
|
|
2242 | |
|
|
2243 | /* update respawn position */ |
|
|
2244 | strcpy(pl->contr->savebed_map, pl->map->path); |
|
|
2245 | pl->contr->bed_x = pl->x; |
|
|
2246 | pl->contr->bed_y = pl->y; |
|
|
2247 | |
|
|
2248 | strcpy(pl->contr->killer,"left"); |
|
|
2249 | check_score(pl); /* Always check score */ |
|
|
2250 | (void)save_player(pl,0); |
|
|
2251 | pl->map->players--; |
|
|
2252 | #if MAP_MAXTIMEOUT |
|
|
2253 | MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map); |
|
|
2254 | #endif |
|
|
2255 | play_again(pl); |
|
|
2256 | pl->speed = 0; |
|
|
2257 | update_ob_speed(pl); |
|
|
2258 | } |
|
|
2259 | |
1018 | |
2260 | /** |
1019 | transfer_ob (victim, |
2261 | * Handles applying an improve armor scroll. |
1020 | EXIT_X (trap) + freearr_x[dir], |
2262 | * Does some sanity checks, then calls improve_armour. |
1021 | EXIT_Y (trap) + freearr_y[dir], |
2263 | */ |
1022 | 0, victim); |
2264 | static void apply_armour_improver (object *op, object *tmp) |
|
|
2265 | { |
|
|
2266 | object *armor; |
|
|
2267 | |
|
|
2268 | if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) { |
|
|
2269 | new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll."); |
|
|
2270 | return; |
|
|
2271 | } |
|
|
2272 | armor=find_marked_object(op); |
|
|
2273 | if ( ! armor) { |
|
|
2274 | new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object."); |
|
|
2275 | return; |
|
|
2276 | } |
|
|
2277 | if (armor->type != ARMOUR |
|
|
2278 | && armor->type != CLOAK |
|
|
2279 | && armor->type != BOOTS && armor->type != GLOVES |
|
|
2280 | && armor->type != BRACERS && armor->type != SHIELD |
|
|
2281 | && armor->type != HELMET) |
|
|
2282 | { |
|
|
2283 | new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); |
|
|
2284 | return; |
|
|
2285 | } |
|
|
2286 | |
|
|
2287 | new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); |
|
|
2288 | improve_armour(op,tmp,armor); |
|
|
2289 | } |
|
|
2290 | |
|
|
2291 | |
|
|
2292 | extern void apply_poison (object *op, object *tmp) |
|
|
2293 | { |
|
|
2294 | if (op->type == PLAYER) { |
|
|
2295 | play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0); |
|
|
2296 | new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!"); |
|
|
2297 | strcpy(op->contr->killer,"poisonous booze"); |
|
|
2298 | } |
|
|
2299 | if (tmp->stats.hp > 0) { |
|
|
2300 | LOG(llevDebug,"Trying to poison player/monster for %d hp\n", |
|
|
2301 | tmp->stats.hp); |
|
|
2302 | hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1); |
|
|
2303 | } |
|
|
2304 | op->stats.food-=op->stats.food/4; |
|
|
2305 | handle_apply_yield(tmp); |
|
|
2306 | decrease_ob(tmp); |
|
|
2307 | } |
|
|
2308 | |
|
|
2309 | /** |
|
|
2310 | * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. |
|
|
2311 | * A valid 2 way exit means: |
|
|
2312 | * -You can come back (there is another exit at the other side) |
|
|
2313 | * -You are |
|
|
2314 | * ° the owner of the exit |
|
|
2315 | * ° or in the same party as the owner |
|
|
2316 | * |
|
|
2317 | * Note: a owner in a 2 way exit is saved as the owner's name |
|
|
2318 | * in the field exit->name cause the field exit->owner doesn't |
|
|
2319 | * survive in the swapping (in fact the whole exit doesn't survive). |
|
|
2320 | */ |
|
|
2321 | int is_legal_2ways_exit (object* op, object *exit) |
|
|
2322 | { |
|
|
2323 | object * tmp; |
|
|
2324 | object * exit_owner; |
|
|
2325 | player * pp; |
|
|
2326 | mapstruct * exitmap; |
|
|
2327 | if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/ |
|
|
2328 | if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */ |
|
|
2329 | /* To know if an exit has a correspondant, we look at |
|
|
2330 | * all the exits in destination and try to find one with same path as |
|
|
2331 | * the current exit's position */ |
|
|
2332 | if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) |
|
|
2333 | exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE); |
|
|
2334 | else exitmap = ready_map_name(EXIT_PATH (exit), 0); |
|
|
2335 | if (exitmap) |
|
|
2336 | { |
|
|
2337 | tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); |
|
|
2338 | if (!tmp) return 0; |
|
|
2339 | for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above) |
|
|
2340 | { |
|
|
2341 | if (tmp->type!=EXIT) continue; /*Not an exit*/ |
|
|
2342 | if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ |
|
|
2343 | if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/ |
|
|
2344 | if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/ |
|
|
2345 | |
|
|
2346 | /* From here we have found the exit is valid. However we do |
|
|
2347 | * here the check of the exit owner. It is important for the |
|
|
2348 | * town portals to prevent strangers from visiting your appartments |
|
|
2349 | */ |
|
|
2350 | if (!exit->race) return 1; /*No owner, free for all!*/ |
|
|
2351 | exit_owner=NULL; |
|
|
2352 | for (pp=first_player;pp;pp=pp->next) |
|
|
2353 | { |
|
|
2354 | if (!pp->ob) continue; |
|
|
2355 | if (pp->ob->name!=exit->race) continue; |
|
|
2356 | exit_owner= pp->ob; /*We found a player which correspond to the player name*/ |
|
|
2357 | break; |
|
|
2358 | } |
|
|
2359 | if (!exit_owner) return 0; /* No more owner*/ |
|
|
2360 | if (exit_owner->contr==op->contr) return 1; /*It is your exit*/ |
|
|
2361 | if ( exit_owner && /*There is a owner*/ |
|
|
2362 | (op->contr) && /*A player tries to pass */ |
|
|
2363 | ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/ |
|
|
2364 | (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/ |
|
|
2365 | return 0; |
|
|
2366 | return 1; |
|
|
2367 | } |
|
|
2368 | } |
|
|
2369 | return 0; |
|
|
2370 | } |
|
|
2371 | |
|
|
2372 | |
|
|
2373 | /** |
|
|
2374 | * Main apply handler. |
|
|
2375 | * |
|
|
2376 | * Checks for unpaid items before applying. |
|
|
2377 | * |
|
|
2378 | * Return value: |
|
|
2379 | * 0: player or monster can't apply objects of that type |
|
|
2380 | * 1: has been applied, or there was an error applying the object |
|
|
2381 | * 2: objects of that type can't be applied if not in inventory |
|
|
2382 | * |
|
|
2383 | * op is the object that is causing object to be applied, tmp is the object |
|
|
2384 | * being applied. |
|
|
2385 | * |
|
|
2386 | * aflag is special (always apply/unapply) flags. Nothing is done with |
|
|
2387 | * them in this function - they are passed to apply_special |
|
|
2388 | */ |
|
|
2389 | |
|
|
2390 | int manual_apply (object *op, object *tmp, int aflag) |
|
|
2391 | { |
|
|
2392 | if (tmp->head) tmp=tmp->head; |
|
|
2393 | |
|
|
2394 | if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { |
|
|
2395 | if (op->type == PLAYER) { |
|
|
2396 | new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); |
|
|
2397 | return 1; |
|
|
2398 | } else { |
|
|
2399 | return 0; /* monsters just skip unpaid items */ |
|
|
2400 | } |
|
|
2401 | } |
|
|
2402 | |
|
|
2403 | if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) |
|
|
2404 | return RESULT_INT (0); |
|
|
2405 | |
|
|
2406 | switch (tmp->type) { |
|
|
2407 | |
|
|
2408 | case CF_HANDLE: |
|
|
2409 | new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle."); |
|
|
2410 | play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE); |
|
|
2411 | tmp->value=tmp->value?0:1; |
|
|
2412 | SET_ANIMATION(tmp, tmp->value); |
|
|
2413 | update_object(tmp,UP_OBJ_FACE); |
|
|
2414 | push_button(tmp); |
|
|
2415 | return 1; |
|
|
2416 | |
|
|
2417 | case TRIGGER: |
|
|
2418 | if (check_trigger (tmp, op)) { |
|
|
2419 | new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); |
|
|
2420 | play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); |
|
|
2421 | } else { |
|
|
2422 | new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); |
|
|
2423 | } |
|
|
2424 | return 1; |
|
|
2425 | |
|
|
2426 | case EXIT: |
|
|
2427 | if (op->type != PLAYER) |
|
|
2428 | return 0; |
|
|
2429 | if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) { |
|
|
2430 | new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", |
|
|
2431 | query_name(tmp)); |
|
|
2432 | } else { |
|
|
2433 | /* Don't display messages for random maps. */ |
|
|
2434 | if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) && |
|
|
2435 | strncmp(EXIT_PATH(tmp), "/random/", 8)) |
|
|
2436 | new_draw_info (NDI_NAVY, 0, op, tmp->msg); |
|
|
2437 | enter_exit(op,tmp); |
|
|
2438 | } |
|
|
2439 | return 1; |
|
|
2440 | |
|
|
2441 | case SIGN: |
|
|
2442 | apply_sign (op, tmp, 0); |
|
|
2443 | return 1; |
|
|
2444 | |
|
|
2445 | case BOOK: |
|
|
2446 | if (op->type == PLAYER) { |
|
|
2447 | apply_book (op, tmp); |
|
|
2448 | return 1; |
|
|
2449 | } else { |
|
|
2450 | return 0; |
|
|
2451 | } |
|
|
2452 | |
|
|
2453 | case SKILLSCROLL: |
|
|
2454 | if (op->type == PLAYER) { |
|
|
2455 | apply_skillscroll (op, tmp); |
|
|
2456 | return 1; |
|
|
2457 | } |
|
|
2458 | return 0; |
|
|
2459 | |
|
|
2460 | case SPELLBOOK: |
|
|
2461 | if (op->type == PLAYER) { |
|
|
2462 | apply_spellbook (op, tmp); |
|
|
2463 | return 1; |
|
|
2464 | } |
|
|
2465 | return 0; |
|
|
2466 | |
|
|
2467 | case SCROLL: |
|
|
2468 | apply_scroll (op, tmp, 0); |
|
|
2469 | return 1; |
|
|
2470 | |
|
|
2471 | case POTION: |
|
|
2472 | (void) apply_potion(op, tmp); |
|
|
2473 | return 1; |
|
|
2474 | |
|
|
2475 | /* Eneq(@csd.uu.se): Handle apply on containers. */ |
|
|
2476 | case CLOSE_CON: |
|
|
2477 | if (op->type==PLAYER) |
|
|
2478 | (void) esrv_apply_container (op, tmp->env); |
|
|
2479 | else |
|
|
2480 | (void) apply_container (op, tmp->env); |
|
|
2481 | return 1; |
|
|
2482 | |
|
|
2483 | case CONTAINER: |
|
|
2484 | if (op->type==PLAYER) |
|
|
2485 | (void) esrv_apply_container (op, tmp); |
|
|
2486 | else |
|
|
2487 | (void) apply_container (op, tmp); |
|
|
2488 | return 1; |
|
|
2489 | |
|
|
2490 | case TREASURE: |
|
|
2491 | if (op->type == PLAYER) { |
|
|
2492 | apply_treasure (op, tmp); |
|
|
2493 | return 1; |
|
|
2494 | } else { |
|
|
2495 | return 0; |
|
|
2496 | } |
|
|
2497 | |
|
|
2498 | case WEAPON: |
|
|
2499 | case ARMOUR: |
|
|
2500 | case BOOTS: |
|
|
2501 | case GLOVES: |
|
|
2502 | case AMULET: |
|
|
2503 | case GIRDLE: |
|
|
2504 | case BRACERS: |
|
|
2505 | case SHIELD: |
|
|
2506 | case HELMET: |
|
|
2507 | case RING: |
|
|
2508 | case CLOAK: |
|
|
2509 | case WAND: |
|
|
2510 | case ROD: |
|
|
2511 | case HORN: |
|
|
2512 | case SKILL: |
|
|
2513 | case BOW: |
|
|
2514 | case LAMP: |
|
|
2515 | case BUILDER: |
|
|
2516 | case SKILL_TOOL: |
|
|
2517 | if (tmp->env != op) |
|
|
2518 | return 2; /* not in inventory */ |
|
|
2519 | (void) apply_special (op, tmp, aflag); |
|
|
2520 | return 1; |
|
|
2521 | |
|
|
2522 | case DRINK: |
|
|
2523 | case FOOD: |
|
|
2524 | case FLESH: |
|
|
2525 | apply_food (op, tmp); |
|
|
2526 | return 1; |
|
|
2527 | |
|
|
2528 | case POISON: |
|
|
2529 | apply_poison (op, tmp); |
|
|
2530 | return 1; |
|
|
2531 | |
|
|
2532 | case SAVEBED: |
|
|
2533 | if (op->type == PLAYER) { |
|
|
2534 | apply_savebed (op); |
|
|
2535 | return 1; |
|
|
2536 | } else { |
|
|
2537 | return 0; |
|
|
2538 | } |
|
|
2539 | |
|
|
2540 | case ARMOUR_IMPROVER: |
|
|
2541 | if (op->type == PLAYER) { |
|
|
2542 | apply_armour_improver (op, tmp); |
|
|
2543 | return 1; |
|
|
2544 | } else { |
|
|
2545 | return 0; |
|
|
2546 | } |
|
|
2547 | |
|
|
2548 | case WEAPON_IMPROVER: |
|
|
2549 | (void) check_improve_weapon(op, tmp); |
|
|
2550 | return 1; |
|
|
2551 | |
|
|
2552 | case CLOCK: |
|
|
2553 | if (op->type == PLAYER) { |
|
|
2554 | char buf[MAX_BUF]; |
|
|
2555 | timeofday_t tod; |
|
|
2556 | |
|
|
2557 | get_tod(&tod); |
|
|
2558 | sprintf(buf, "It is %d minute%s past %d o'clock %s", |
|
|
2559 | tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"), |
|
|
2560 | ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)), |
|
|
2561 | ((tod.hour >= 14) ? "pm" : "am")); |
|
|
2562 | play_sound_player_only(op->contr, SOUND_CLOCK,0,0); |
|
|
2563 | new_draw_info(NDI_UNIQUE, 0,op, buf); |
|
|
2564 | return 1; |
|
|
2565 | } else { |
|
|
2566 | return 0; |
|
|
2567 | } |
|
|
2568 | |
|
|
2569 | case MENU: |
|
|
2570 | if (op->type == PLAYER) { |
|
|
2571 | shop_listing (op); |
|
|
2572 | return 1; |
|
|
2573 | } else { |
|
|
2574 | return 0; |
|
|
2575 | } |
|
|
2576 | |
|
|
2577 | case POWER_CRYSTAL: |
|
|
2578 | apply_power_crystal(op,tmp); /* see egoitem.c */ |
|
|
2579 | return 1; |
|
|
2580 | |
|
|
2581 | case LIGHTER: /* for lighting torches/lanterns/etc */ |
|
|
2582 | if (op->type == PLAYER) { |
|
|
2583 | apply_lighter(op,tmp); |
|
|
2584 | return 1; |
|
|
2585 | } else { |
|
|
2586 | return 0; |
|
|
2587 | } |
|
|
2588 | |
|
|
2589 | case ITEM_TRANSFORMER: |
|
|
2590 | apply_item_transformer( op, tmp ); |
|
|
2591 | return 1; |
|
|
2592 | |
|
|
2593 | default: |
|
|
2594 | return 0; |
|
|
2595 | } |
|
|
2596 | } |
|
|
2597 | |
|
|
2598 | |
|
|
2599 | /* quiet suppresses the "don't know how to apply" and "you must get it first" |
|
|
2600 | * messages as needed by player_apply_below(). But there can still be |
|
|
2601 | * "but you are floating high above the ground" messages. |
|
|
2602 | * |
|
|
2603 | * Same return value as apply() function. |
|
|
2604 | */ |
|
|
2605 | int player_apply (object *pl, object *op, int aflag, int quiet) |
|
|
2606 | { |
|
|
2607 | int tmp; |
|
|
2608 | |
|
|
2609 | if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { |
|
|
2610 | /* player is flying and applying object not in inventory */ |
|
|
2611 | if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { |
|
|
2612 | new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " |
|
|
2613 | "above the ground!"); |
|
|
2614 | return 0; |
|
|
2615 | } |
|
|
2616 | } |
|
|
2617 | |
|
|
2618 | /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if |
|
|
2619 | * applied. |
|
|
2620 | */ |
|
|
2621 | if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ)) |
|
|
2622 | { |
|
|
2623 | play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE); |
|
|
2624 | new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " |
|
|
2625 | "of smoke!"); |
|
|
2626 | new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion."); |
|
|
2627 | remove_ob (op); |
|
|
2628 | free_object (op); |
|
|
2629 | return 1; |
|
|
2630 | } |
|
|
2631 | |
|
|
2632 | pl->contr->last_used = op; |
|
|
2633 | pl->contr->last_used_id = op->count; |
|
|
2634 | |
|
|
2635 | tmp = manual_apply (pl, op, aflag); |
|
|
2636 | if ( ! quiet) { |
|
|
2637 | if (tmp == 0) |
|
|
2638 | new_draw_info_format (NDI_UNIQUE, 0, pl, |
|
|
2639 | "I don't know how to apply the %s.", |
|
|
2640 | query_name (op)); |
|
|
2641 | else if (tmp == 2) |
|
|
2642 | new_draw_info_format (NDI_UNIQUE, 0, pl, |
|
|
2643 | "You must get it first!\n"); |
|
|
2644 | } |
|
|
2645 | return tmp; |
|
|
2646 | } |
|
|
2647 | |
|
|
2648 | /** |
|
|
2649 | * player_apply_below attempts to apply the object 'below' the player. |
|
|
2650 | * If the player has an open container, we use that for below, otherwise |
|
|
2651 | * we use the ground. |
|
|
2652 | */ |
|
|
2653 | |
|
|
2654 | void player_apply_below (object *pl) |
|
|
2655 | { |
|
|
2656 | object *tmp, *next; |
|
|
2657 | int floors; |
|
|
2658 | |
|
|
2659 | /* If using a container, set the starting item to be the top |
|
|
2660 | * item in the container. Otherwise, use the map. |
|
|
2661 | */ |
|
|
2662 | tmp = (pl->container != NULL) ? pl->container->inv : pl->below; |
|
|
2663 | |
|
|
2664 | /* This is perhaps more complicated. However, I want to make sure that |
|
|
2665 | * we don't use a corrupt pointer for the next object, so we get the |
|
|
2666 | * next object in the stack before applying. This is can only be a |
|
|
2667 | * problem if player_apply() has a bug in that it uses the object but does |
|
|
2668 | * not return a proper value. |
|
|
2669 | */ |
|
|
2670 | for (floors = 0; tmp!=NULL; tmp=next) { |
|
|
2671 | next = tmp->below; |
|
|
2672 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
2673 | floors++; |
|
|
2674 | else if (floors > 0) |
|
|
2675 | return; /* process only floor objects after first floor object */ |
|
|
2676 | |
|
|
2677 | /* If it is visible, player can apply it. If it is applied by |
|
|
2678 | * person moving on it, also activate. Added code to make it |
|
|
2679 | * so that at least one of players movement types be that which |
|
|
2680 | * the item needs. |
|
|
2681 | */ |
|
|
2682 | if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { |
|
|
2683 | if (player_apply (pl, tmp, 0, 1) == 1) |
|
|
2684 | return; |
|
|
2685 | } |
|
|
2686 | if (floors >= 2) |
|
|
2687 | return; /* process at most two floor objects */ |
|
|
2688 | } |
|
|
2689 | } |
1023 | } |
2690 | |
1024 | |
2691 | /** |
1025 | /** |
2692 | * Unapplies specified item. |
1026 | * Unapplies specified item. |
2693 | * No check done on cursed/damned. |
1027 | * No check done on cursed/damned. |
2694 | * Break this out of apply_special - this is just done |
1028 | * Break this out of apply_special - this is just done |
2695 | * to keep the size of apply_special to a more managable size. |
1029 | * to keep the size of apply_special to a more managable size. |
2696 | */ |
1030 | */ |
|
|
1031 | static bool |
2697 | static int unapply_special (object *who, object *op, int aflags) |
1032 | unapply_special (object *who, object *op, int aflags) |
2698 | { |
1033 | { |
2699 | if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) |
1034 | if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) |
2700 | || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) |
1035 | || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) |
2701 | return RESULT_INT (0); |
1036 | return RESULT_INT (0); |
2702 | |
1037 | |
2703 | object *tmp2; |
1038 | if (who->current_weapon == op) |
|
|
1039 | who->current_weapon = 0; |
2704 | |
1040 | |
2705 | CLEAR_FLAG(op, FLAG_APPLIED); |
1041 | op->flag [FLAG_APPLIED] = false; |
|
|
1042 | |
2706 | switch(op->type) { |
1043 | switch (op->type) |
2707 | case WEAPON: |
1044 | { |
2708 | new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op)); |
|
|
2709 | |
|
|
2710 | (void) change_abil (who,op); |
|
|
2711 | if(QUERY_FLAG(who,FLAG_READY_WEAPON)) |
|
|
2712 | CLEAR_FLAG(who,FLAG_READY_WEAPON); |
|
|
2713 | clear_skill(who); |
|
|
2714 | break; |
|
|
2715 | |
|
|
2716 | case SKILL: /* allows objects to impart skills */ |
|
|
2717 | case SKILL_TOOL: |
1045 | case SKILL: |
2718 | if (op != who->chosen_skill) { |
1046 | if (player *pl = who->contr) |
2719 | LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); |
|
|
2720 | } |
|
|
2721 | if (who->type==PLAYER) { |
|
|
2722 | if (who->contr->shoottype == range_skill) |
|
|
2723 | who->contr->shoottype = range_none; |
|
|
2724 | if ( ! op->invisible) { |
1047 | if (op->invisible) |
2725 | new_draw_info_format (NDI_UNIQUE, 0, who, |
1048 | pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill)); |
2726 | "You stop using the %s.", query_name(op)); |
1049 | else |
2727 | } else { |
1050 | pl->statusmsg (format ("You stop using the %s.", query_name (op))); |
2728 | new_draw_info_format (NDI_UNIQUE, 0, who, |
1051 | |
2729 | "You can no longer use the skill: %s.", |
|
|
2730 | op->skill); |
|
|
2731 | } |
|
|
2732 | } |
|
|
2733 | (void) change_abil (who, op); |
1052 | change_abil (who, op); |
2734 | who->chosen_skill = NULL; |
1053 | who->flag [FLAG_READY_SKILL] = false; |
2735 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
|
|
2736 | break; |
|
|
2737 | |
|
|
2738 | case ARMOUR: |
|
|
2739 | case HELMET: |
|
|
2740 | case SHIELD: |
|
|
2741 | case RING: |
|
|
2742 | case BOOTS: |
|
|
2743 | case GLOVES: |
|
|
2744 | case AMULET: |
|
|
2745 | case GIRDLE: |
|
|
2746 | case BRACERS: |
|
|
2747 | case CLOAK: |
|
|
2748 | new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op)); |
|
|
2749 | (void) change_abil (who,op); |
|
|
2750 | break; |
|
|
2751 | case LAMP: |
|
|
2752 | new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.", |
|
|
2753 | op->name); |
|
|
2754 | tmp2 = arch_to_object(op->other_arch); |
|
|
2755 | tmp2->x = op->x; |
|
|
2756 | tmp2->y = op->y; |
|
|
2757 | tmp2->map = op->map; |
|
|
2758 | tmp2->below = op->below; |
|
|
2759 | tmp2->above = op->above; |
|
|
2760 | tmp2->stats.food = op->stats.food; |
|
|
2761 | CLEAR_FLAG(tmp2, FLAG_APPLIED); |
|
|
2762 | if (QUERY_FLAG(op, FLAG_INV_LOCKED)) |
|
|
2763 | SET_FLAG(tmp2, FLAG_INV_LOCKED); |
|
|
2764 | if (who->type == PLAYER) |
|
|
2765 | esrv_del_item(who->contr, (tag_t)op->count); |
|
|
2766 | remove_ob(op); |
|
|
2767 | free_object(op); |
|
|
2768 | insert_ob_in_ob(tmp2, who); |
|
|
2769 | fix_player(who); |
|
|
2770 | if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { |
|
|
2771 | if (who->type == PLAYER) { |
|
|
2772 | new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); |
|
|
2773 | SET_FLAG(tmp2, FLAG_KNOWN_CURSED); |
|
|
2774 | } |
|
|
2775 | } |
|
|
2776 | if(who->type==PLAYER) |
|
|
2777 | esrv_send_item(who, tmp2); |
|
|
2778 | return 1; /* otherwise, an attempt to drop causes problems */ |
|
|
2779 | break; |
|
|
2780 | case BOW: |
|
|
2781 | case WAND: |
|
|
2782 | case ROD: |
|
|
2783 | case HORN: |
|
|
2784 | clear_skill(who); |
|
|
2785 | new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op)); |
|
|
2786 | if(who->type==PLAYER) { |
|
|
2787 | who->contr->shoottype = range_none; |
|
|
2788 | } else { |
|
|
2789 | if (op->type == BOW) |
|
|
2790 | CLEAR_FLAG (who, FLAG_READY_BOW); |
|
|
2791 | else |
|
|
2792 | CLEAR_FLAG(who, FLAG_READY_RANGE); |
|
|
2793 | } |
|
|
2794 | break; |
|
|
2795 | |
|
|
2796 | case BUILDER: |
|
|
2797 | new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op)); |
|
|
2798 | who->contr->shoottype = range_none; |
|
|
2799 | who->contr->ranges[ range_builder ] = NULL; |
|
|
2800 | break; |
1054 | break; |
2801 | |
1055 | |
|
|
1056 | case WEAPON: |
|
|
1057 | who->statusmsg (format ("You unwield %s.", query_name (op))); |
|
|
1058 | change_abil (who, op); |
|
|
1059 | who->flag [FLAG_READY_WEAPON] = false; |
|
|
1060 | |
|
|
1061 | // unapplying a weapon or skill tool should also unapply the skill it governs |
|
|
1062 | // but this is hard, as it shouldn't do so when the skill can |
|
|
1063 | // be used for other reasons |
|
|
1064 | if (who->chosen_skill) |
|
|
1065 | if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL]) |
|
|
1066 | unapply_special (who, op, 0); |
|
|
1067 | |
|
|
1068 | break; |
|
|
1069 | |
|
|
1070 | case BOW: |
|
|
1071 | case WAND: |
|
|
1072 | case ROD: |
|
|
1073 | case HORN: |
|
|
1074 | case RANGED: |
|
|
1075 | if (player *pl = who->contr) |
|
|
1076 | { |
|
|
1077 | who->statusmsg (format ("You unready %s.", query_name (op))); |
|
|
1078 | change_abil (who, op); |
|
|
1079 | } |
|
|
1080 | else |
|
|
1081 | { |
|
|
1082 | if (op->type == BOW) |
|
|
1083 | op->flag [FLAG_READY_BOW ] = false; |
|
|
1084 | else |
|
|
1085 | op->flag [FLAG_READY_RANGE] = false; |
|
|
1086 | } |
|
|
1087 | |
|
|
1088 | break; |
|
|
1089 | |
|
|
1090 | case ARMOUR: |
|
|
1091 | case HELMET: |
|
|
1092 | case SHIELD: |
|
|
1093 | case RING: |
|
|
1094 | case BOOTS: |
|
|
1095 | case GLOVES: |
|
|
1096 | case AMULET: |
|
|
1097 | case GIRDLE: |
|
|
1098 | case BRACERS: |
|
|
1099 | case CLOAK: |
|
|
1100 | who->statusmsg (format ("You unwear %s.", query_name (op))); |
|
|
1101 | change_abil (who, op); |
|
|
1102 | break; |
|
|
1103 | |
|
|
1104 | case SPELL: |
|
|
1105 | case BUILDER: |
|
|
1106 | who->statusmsg (format ("You unready %s.", query_name (op))); |
|
|
1107 | break; |
|
|
1108 | |
|
|
1109 | //case SKILL_TOOL://TODO |
2802 | default: |
1110 | default: |
2803 | new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); |
1111 | who->statusmsg (format ("You unapply %s.", query_name (op))); |
2804 | break; |
1112 | break; |
2805 | } |
1113 | } |
2806 | |
1114 | |
2807 | fix_player(who); |
1115 | if (aflags & AP_NO_MERGE || !merge_ob (op, 0)) |
2808 | |
1116 | if (object *pl = op->visible_to ()) |
2809 | if ( ! (aflags & AP_NO_MERGE)) { |
|
|
2810 | object *tmp; |
|
|
2811 | |
|
|
2812 | tag_t del_tag = op->count; |
|
|
2813 | tmp = merge_ob (op, NULL); |
|
|
2814 | if (who->type == PLAYER) { |
|
|
2815 | if (tmp) { /* it was merged */ |
|
|
2816 | esrv_del_item (who->contr, del_tag); |
|
|
2817 | op = tmp; |
|
|
2818 | } |
|
|
2819 | esrv_send_item (who, op); |
1117 | esrv_send_item (pl, op); |
2820 | } |
1118 | |
2821 | } |
1119 | who->update_stats (); |
|
|
1120 | |
2822 | return 0; |
1121 | return 1; |
2823 | } |
1122 | } |
2824 | |
1123 | |
2825 | /** |
1124 | /** |
2826 | * Returns the object that is using location 'loc'. |
1125 | * Returns the object that is using location 'loc'. |
2827 | * Note that 'start' is the first object to start examing - we |
1126 | * Note that 'start' is the first object to start examing - we |
2828 | * then go through the below of this. In this way, you can do |
1127 | * then go through the below of this. In this way, you can do |
2829 | * something like: |
1128 | * something like: |
2830 | * tmp = get_item_from_body_location(who->inv, 1); |
1129 | * tmp = get_next_item_from_body_location(who->inv, 1); |
2831 | * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); |
1130 | * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1); |
2832 | * to find the second object that may use this location, etc. |
1131 | * to find the second object that may use this location, etc. |
2833 | * Returns NULL if no match is found. |
1132 | * Returns NULL if no match is found. |
2834 | * loc is the index into the array we are looking for a match. |
1133 | * loc is the index into the array we are looking for a match. |
2835 | * don't return invisible objects unless they are skill objects |
1134 | * don't return invisible objects unless they are skill objects |
2836 | * invisible other objects that use |
1135 | * invisible other objects that use |
2837 | * up body locations can be used as restrictions. |
1136 | * up body locations can be used as restrictions. |
2838 | */ |
1137 | */ |
2839 | object *get_item_from_body_location(object *start, int loc) |
1138 | static object * |
|
|
1139 | get_next_item_from_body_location (int loc, object *start) |
2840 | { |
1140 | { |
2841 | object *tmp; |
|
|
2842 | |
|
|
2843 | if (!start) return NULL; |
|
|
2844 | |
|
|
2845 | for (tmp=start; tmp; tmp=tmp->below) |
1141 | for (object *tmp = start; tmp; tmp = tmp->below) |
2846 | if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && |
1142 | if (tmp->flag [FLAG_APPLIED] |
2847 | (!tmp->invisible || tmp->type==SKILL)) return tmp; |
1143 | && tmp->slot [loc].info |
|
|
1144 | && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL)) |
|
|
1145 | return tmp; |
2848 | |
1146 | |
2849 | return NULL; |
1147 | return 0; |
2850 | } |
1148 | } |
2851 | |
|
|
2852 | |
|
|
2853 | |
1149 | |
2854 | /** |
1150 | /** |
2855 | * 'op' wants to apply an object, but can't because of other equipment. |
1151 | * 'op' wants to apply an object, but can't because of other equipment. |
2856 | * This should only be called when it is known |
1152 | * This should only be called when it is known |
2857 | * that there are objects to unapply. This makes pretty heavy |
1153 | * that there are objects to unapply. This makes pretty heavy |
… | |
… | |
2860 | * Returns 0 on success, returns 1 if there is some problem. |
1156 | * Returns 0 on success, returns 1 if there is some problem. |
2861 | * if aflags is AP_PRINT, we instead print out waht to unapply |
1157 | * if aflags is AP_PRINT, we instead print out waht to unapply |
2862 | * instead of doing it. This is a lot less code than having |
1158 | * instead of doing it. This is a lot less code than having |
2863 | * another function that does just that. |
1159 | * another function that does just that. |
2864 | */ |
1160 | */ |
|
|
1161 | |
|
|
1162 | #define CANNOT_REMOVE_CURSED \ |
|
|
1163 | "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ |
|
|
1164 | "Praying over an altar, scrolls of remove curse/damnation, " \ |
|
|
1165 | "priests or even other players might help.>" |
|
|
1166 | |
|
|
1167 | static bool |
2865 | int unapply_for_ob(object *who, object *op, int aflags) |
1168 | unapply_for_ob (object *who, object *op, int aflags) |
2866 | { |
1169 | { |
2867 | int i; |
1170 | if (op->is_range ()) |
2868 | object *tmp=NULL, *last; |
|
|
2869 | |
|
|
2870 | /* If we are applying a shield or weapon, unapply any equipped shield |
|
|
2871 | * or weapons first - only allowed to use one weapon/shield at a time. |
|
|
2872 | */ |
|
|
2873 | if (op->type == WEAPON || op->type == SHIELD) { |
|
|
2874 | for (tmp=who->inv; tmp; tmp=tmp->below) { |
1171 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
2875 | if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { |
1172 | if (tmp->flag [FLAG_APPLIED] && tmp->is_range ()) |
2876 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || |
1173 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])) |
2877 | (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { |
1174 | { |
2878 | if (aflags & AP_PRINT) |
1175 | if (aflags & AP_PRINT) |
2879 | new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); |
1176 | who->failmsg (query_name (tmp)); |
2880 | else |
1177 | else |
2881 | unapply_special(who, tmp, aflags); |
1178 | unapply_special (who, tmp, aflags); |
|
|
1179 | } |
|
|
1180 | else |
|
|
1181 | { |
|
|
1182 | /* In this case, we want to try and remove a cursed item. |
|
|
1183 | * While we know it won't work, we want unapply_special to |
|
|
1184 | * at least generate the message. |
|
|
1185 | */ |
|
|
1186 | who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)); |
|
|
1187 | return 1; |
|
|
1188 | } |
|
|
1189 | |
|
|
1190 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
|
|
1191 | { |
|
|
1192 | /* this used up a slot that we need to free */ |
|
|
1193 | if (op->slot[i].info) |
|
|
1194 | { |
|
|
1195 | object *last = who->inv; |
|
|
1196 | |
|
|
1197 | /* We do a while loop - may need to remove several items in order |
|
|
1198 | * to free up enough slots. |
|
|
1199 | */ |
|
|
1200 | while ((who->slot[i].used + op->slot[i].info) < 0) |
|
|
1201 | { |
|
|
1202 | object *tmp = get_next_item_from_body_location (i, last); |
|
|
1203 | |
|
|
1204 | if (!tmp) |
|
|
1205 | { |
|
|
1206 | #if 0 |
|
|
1207 | /* Not a bug - we'll get this if the player has cursed items |
|
|
1208 | * equipped. |
|
|
1209 | */ |
|
|
1210 | LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); |
|
|
1211 | #endif |
|
|
1212 | return 1; |
2882 | } |
1213 | } |
|
|
1214 | |
|
|
1215 | /* If we are just printing, we don't care about cursed status */ |
|
|
1216 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))) |
|
|
1217 | { |
|
|
1218 | if (aflags & AP_PRINT) |
|
|
1219 | who->failmsg (query_name (tmp)); |
2883 | else { |
1220 | else |
2884 | /* In this case, we want to try and remove a cursed item. |
1221 | unapply_special (who, tmp, aflags); |
2885 | * While we know it won't work, we want unapply_special to |
|
|
2886 | * at least generate the message. |
|
|
2887 | */ |
|
|
2888 | new_draw_info_format(NDI_UNIQUE, 0, who, |
|
|
2889 | "No matter how hard you try, you just can't\nremove %s.", |
|
|
2890 | query_name(tmp)); |
|
|
2891 | return 1; |
|
|
2892 | } |
1222 | } |
|
|
1223 | else |
|
|
1224 | { |
|
|
1225 | /* Cursed item that we can't unequip - tell the player. |
|
|
1226 | * Note this could be annoying if this is just one of a few, |
|
|
1227 | * so it may not be critical (eg, putting on a ring and you have |
|
|
1228 | * one cursed ring.) |
|
|
1229 | */ |
|
|
1230 | who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)); |
|
|
1231 | } |
2893 | |
1232 | |
|
|
1233 | last = tmp->below; |
2894 | } |
1234 | } |
2895 | } |
|
|
2896 | } |
|
|
2897 | |
|
|
2898 | for (i=0; i<NUM_BODY_LOCATIONS; i++) { |
|
|
2899 | /* this used up a slot that we need to free */ |
|
|
2900 | if (op->body_info[i]) { |
|
|
2901 | last = who->inv; |
|
|
2902 | |
|
|
2903 | /* We do a while loop - may need to remove several items in order |
|
|
2904 | * to free up enough slots. |
|
|
2905 | */ |
|
|
2906 | while ((who->body_used[i] + op->body_info[i]) < 0) { |
|
|
2907 | tmp = get_item_from_body_location(last, i); |
|
|
2908 | if (!tmp) { |
|
|
2909 | #if 0 |
|
|
2910 | /* Not a bug - we'll get this if the player has cursed items |
|
|
2911 | * equipped. |
|
|
2912 | */ |
|
|
2913 | LOG(llevError,"Can't find object using location %d (%s) on %s\n", |
|
|
2914 | i, body_locations[i].save_name, who->name); |
|
|
2915 | #endif |
|
|
2916 | return 1; |
|
|
2917 | } |
|
|
2918 | /* If we are just printing, we don't care about cursed status */ |
|
|
2919 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || |
|
|
2920 | (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) { |
|
|
2921 | if (aflags & AP_PRINT) |
|
|
2922 | new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); |
|
|
2923 | else |
|
|
2924 | unapply_special(who, tmp, aflags); |
|
|
2925 | } |
|
|
2926 | else { |
|
|
2927 | /* Cursed item that we can't unequip - tell the player. |
|
|
2928 | * Note this could be annoying if this is just one of a few, |
|
|
2929 | * so it may not be critical (eg, putting on a ring and you have |
|
|
2930 | * one cursed ring.) |
|
|
2931 | */ |
|
|
2932 | new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp)); |
|
|
2933 | } |
|
|
2934 | last = tmp->below; |
|
|
2935 | } |
|
|
2936 | /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the |
1235 | /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the |
2937 | * return in the !tmp would have kicked in. |
1236 | * return in the !tmp would have kicked in. |
2938 | */ |
1237 | */ |
2939 | } /* if op is using this body location */ |
1238 | } /* if op is using this body location */ |
2940 | } /* for body lcoations */ |
1239 | } /* for body lcoations */ |
|
|
1240 | |
2941 | return 0; |
1241 | return 0; |
2942 | } |
1242 | } |
2943 | |
1243 | |
2944 | /** |
1244 | /** |
2945 | * Checks to see if 'who' can apply object 'op'. |
1245 | * Checks to see if 'who' can apply object 'op'. |
2946 | * Returns 0 if apply can be done without anything special. |
1246 | * Returns 0 if apply can be done without anything special. |
2947 | * Otherwise returns a bitmask - potentially several of these may be |
1247 | * Otherwise returns a bitmask - potentially several of these may be |
2948 | * set, but largely depends on circumstance - in the future, processing |
1248 | * set, but largely depends on circumstance - in the future, processing |
2949 | * may be pruned once we know some status (eg, once CAN_APPLY_NEVER |
1249 | * may be pruned once we know some status (eg, once CAN_APPLY_NEVER |
2950 | * is set, do we really are what the other flags may be?) |
1250 | * is set, do we really care what the other flags may be?) |
2951 | * |
1251 | * |
2952 | * See include/define.h for detailed description of the meaning of |
1252 | * See include/define.h for detailed description of the meaning of |
2953 | * these return values. |
1253 | * these return values. |
2954 | */ |
1254 | */ |
|
|
1255 | int |
2955 | int can_apply_object(object *who, object *op) |
1256 | can_apply_object (object *who, object *op) |
2956 | { |
1257 | { |
2957 | if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) |
1258 | if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) |
2958 | || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) |
|
|
2959 | return RESULT_INT (0); |
1259 | return RESULT_INT (0); |
2960 | |
1260 | |
2961 | int i, retval=0; |
1261 | int retval = 0; |
2962 | object *tmp=NULL, *ws=NULL; |
1262 | object *tmp = 0, *ws = 0; |
2963 | |
1263 | |
2964 | /* Players have 2 'arm's, so they could in theory equip 2 shields or |
1264 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
2965 | * 2 weapons, but we don't want to let them do that. So if they are |
1265 | { |
2966 | * trying to equip a weapon or shield, see if they already have one |
1266 | if (op->slot[i].info) |
2967 | * in place and store that way. |
1267 | { |
2968 | */ |
1268 | /* Item uses more slots than we have */ |
2969 | if (op->type == WEAPON || op->type == SHIELD) { |
1269 | if (who->slot[i].info + op->slot [i].info < 0) |
2970 | for (tmp=who->inv; tmp && !ws; tmp=tmp->below) { |
1270 | { |
2971 | if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { |
1271 | /* Could return now for efficiency - rest of info below isn't |
|
|
1272 | * really needed. |
|
|
1273 | */ |
2972 | retval = CAN_APPLY_UNAPPLY; |
1274 | retval |= CAN_APPLY_NEVER; |
2973 | ws = tmp; |
|
|
2974 | } |
1275 | } |
2975 | } |
1276 | else if (who->slot[i].used + op->slot[i].info < 0) |
2976 | } |
|
|
2977 | |
1277 | { |
2978 | |
1278 | /* in this case, equipping this would use more free spots than |
2979 | for (i=0; i<NUM_BODY_LOCATIONS; i++) { |
1279 | * we have. |
2980 | if (op->body_info[i]) { |
|
|
2981 | /* Item uses more slots than we have */ |
|
|
2982 | if (FABS(op->body_info[i]) > who->body_info[i]) { |
|
|
2983 | /* Could return now for efficiently - rest of info below isn' |
|
|
2984 | * really needed. |
|
|
2985 | */ |
1280 | */ |
|
|
1281 | |
|
|
1282 | /* if we have an applied weapon/shield, and unapply it would free |
|
|
1283 | * enough slots to equip the new item, then just set "can |
|
|
1284 | * apply unapply". We don't care about the logic below - if you have a |
|
|
1285 | * shield equipped and try to equip another shield, there is only |
|
|
1286 | * one choice. However, the check for the number of body locations |
|
|
1287 | * does take into the account cases where what is being applied |
|
|
1288 | * may be two handed for example. |
|
|
1289 | */ |
|
|
1290 | if (ws) |
|
|
1291 | if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0) |
|
|
1292 | { |
|
|
1293 | retval |= CAN_APPLY_UNAPPLY; |
|
|
1294 | continue; |
|
|
1295 | } |
|
|
1296 | |
|
|
1297 | object *tmp1 = get_next_item_from_body_location (i, who->inv); |
|
|
1298 | if (!tmp1) |
2986 | retval |= CAN_APPLY_NEVER; |
1299 | retval |= CAN_APPLY_NEVER; |
2987 | } else if ((who->body_used[i] + op->body_info[i]) < 0) { |
1300 | else |
2988 | /* in this case, equipping this would use more free spots than |
1301 | { |
2989 | * we have. |
1302 | /* need to unapply something. However, if this something |
|
|
1303 | * is different than we had found before, it means they need |
|
|
1304 | * to apply multiple objects |
2990 | */ |
1305 | */ |
2991 | object *tmp1; |
1306 | retval |= CAN_APPLY_UNAPPLY; |
2992 | |
1307 | |
|
|
1308 | if (!tmp) |
|
|
1309 | tmp = tmp1; |
|
|
1310 | else if (tmp != tmp1) |
|
|
1311 | retval |= CAN_APPLY_UNAPPLY_MULT; |
2993 | |
1312 | |
2994 | /* if we have an applied weapon/shield, and unapply it would free |
1313 | /* This object isn't using up all the slots, so there must |
2995 | * enough slots to equip the new item, then just set this can |
1314 | * be another. If so, and it the new item doesn't need all |
2996 | * continue. We don't care about the logic below - if you have |
1315 | * the slots, the player then has a choice. |
2997 | * shield equipped and try to equip another shield, there is only |
|
|
2998 | * one choice. However, the check for the number of body locations |
|
|
2999 | * does take into the account cases where what is being applied |
|
|
3000 | * may be two handed for example. |
|
|
3001 | */ |
1316 | */ |
3002 | if (ws) { |
1317 | if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info) |
3003 | if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) { |
1318 | && abs (op->slot[i].info) < who->slot[i].info) |
|
|
1319 | retval |= CAN_APPLY_UNAPPLY_CHOICE; |
|
|
1320 | |
|
|
1321 | /* Does unequippint 'tmp1' free up enough slots for this to be |
|
|
1322 | * equipped? If not, there must be something else to unapply. |
|
|
1323 | */ |
|
|
1324 | if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info) |
3004 | retval |= CAN_APPLY_UNAPPLY; |
1325 | retval |= CAN_APPLY_UNAPPLY_MULT; |
3005 | continue; |
|
|
3006 | } |
|
|
3007 | } |
1326 | } |
3008 | |
|
|
3009 | tmp1 = get_item_from_body_location(who->inv, i); |
|
|
3010 | if (!tmp1) { |
|
|
3011 | #if 0 |
|
|
3012 | /* This is sort of an error, but happens a lot when old players |
|
|
3013 | * join in with more stuff equipped than they are now allowed. |
|
|
3014 | */ |
|
|
3015 | LOG(llevError,"Can't find object using location %d on %s\n", |
|
|
3016 | i, who->name); |
|
|
3017 | #endif |
|
|
3018 | retval |= CAN_APPLY_NEVER; |
|
|
3019 | } else { |
|
|
3020 | /* need to unapply something. However, if this something |
|
|
3021 | * is different than we had found before, it means they need |
|
|
3022 | * to apply multiple objects |
|
|
3023 | */ |
|
|
3024 | retval |= CAN_APPLY_UNAPPLY; |
|
|
3025 | if (!tmp) tmp = tmp1; |
|
|
3026 | else if (tmp != tmp1) { |
|
|
3027 | retval |= CAN_APPLY_UNAPPLY_MULT; |
|
|
3028 | } |
|
|
3029 | /* This object isn't using up all the slots, so there must |
|
|
3030 | * be another. If so, and it the new item doesn't need all |
|
|
3031 | * the slots, the player then has a choice. |
|
|
3032 | */ |
|
|
3033 | if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && |
|
|
3034 | (FABS(op->body_info[i]) < who->body_info[i])) |
|
|
3035 | retval |= CAN_APPLY_UNAPPLY_CHOICE; |
|
|
3036 | |
|
|
3037 | /* Does unequippint 'tmp1' free up enough slots for this to be |
|
|
3038 | * equipped? If not, there must be something else to unapply. |
|
|
3039 | */ |
|
|
3040 | if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) |
|
|
3041 | retval |= CAN_APPLY_UNAPPLY_MULT; |
|
|
3042 | |
|
|
3043 | } |
|
|
3044 | } /* if not enough free slots */ |
1327 | } /* if not enough free slots */ |
3045 | } /* if this object uses location i */ |
1328 | } /* if this object uses location i */ |
3046 | } /* for i -> num_body_locations loop */ |
1329 | } /* for i -> num_body_locations loop */ |
3047 | |
1330 | |
3048 | /* Note that we don't check for FLAG_USE_ARMOUR - that should |
1331 | /* Note that we don't check for FLAG_USE_ARMOUR - that should |
3049 | * really be controlled by use of body locations. We do have |
1332 | * really be controlled by use of body locations. We do have |
3050 | * the weapon/shield checks, and the range checks for monsters, |
1333 | * the weapon/shield checks, and the range checks for monsters, |
3051 | * because you can't control those just by body location - bows, shields, |
1334 | * because you can't control those just by body location - bows, shields, |
3052 | * and weapons all use the same slot. Similar for horn/rod/wand - they |
1335 | * and weapons all use the same slot. Similar for horn/rod/wand - they |
3053 | * all use the same location. |
1336 | * all use the same location. |
3054 | */ |
1337 | */ |
3055 | if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) |
1338 | if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON]) |
|
|
1339 | retval |= CAN_APPLY_RESTRICTION; |
|
|
1340 | |
|
|
1341 | if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD]) |
|
|
1342 | retval |= CAN_APPLY_RESTRICTION; |
|
|
1343 | |
|
|
1344 | if (who->type != PLAYER) |
|
|
1345 | { |
|
|
1346 | if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE]) |
3056 | retval |= CAN_APPLY_RESTRICTION; |
1347 | retval |= CAN_APPLY_RESTRICTION; |
3057 | if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD)) |
1348 | |
|
|
1349 | if (op->type == BOW && !who->flag [FLAG_USE_BOW]) |
3058 | retval |= CAN_APPLY_RESTRICTION; |
1350 | retval |= CAN_APPLY_RESTRICTION; |
3059 | |
1351 | |
3060 | |
1352 | if (op->type == RING && !who->flag [FLAG_USE_RING]) |
3061 | if (who->type != PLAYER) { |
|
|
3062 | if ((op->type == WAND || op->type == HORN || op->type==ROD) |
|
|
3063 | && !QUERY_FLAG(who, FLAG_USE_RANGE)) |
|
|
3064 | retval |= CAN_APPLY_RESTRICTION; |
|
|
3065 | if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) |
|
|
3066 | retval |= CAN_APPLY_RESTRICTION; |
1353 | retval |= CAN_APPLY_RESTRICTION; |
3067 | if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) |
1354 | |
|
|
1355 | if (op->type == BOW && !who->flag [FLAG_USE_BOW]) |
3068 | retval |= CAN_APPLY_RESTRICTION; |
1356 | retval |= CAN_APPLY_RESTRICTION; |
3069 | if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) |
|
|
3070 | retval |= CAN_APPLY_RESTRICTION; |
|
|
3071 | } |
1357 | } |
|
|
1358 | |
3072 | return retval; |
1359 | return retval; |
3073 | } |
1360 | } |
3074 | |
|
|
3075 | |
|
|
3076 | |
1361 | |
3077 | /** |
1362 | /** |
3078 | * who is the object using the object. It can be a monster. |
1363 | * who is the object using the object. It can be a monster. |
3079 | * op is the object they are using. op is an equipment type item, |
1364 | * op is the object they are using. op is an equipment type item, |
3080 | * eg, one which you put on and keep on for a while, and not something |
1365 | * eg, one which you put on and keep on for a while, and not something |
… | |
… | |
3089 | * AP_UNAPPLY=always unapply). |
1374 | * AP_UNAPPLY=always unapply). |
3090 | * |
1375 | * |
3091 | * Optional flags: |
1376 | * Optional flags: |
3092 | * AP_NO_MERGE: don't merge an unapplied object with other objects |
1377 | * AP_NO_MERGE: don't merge an unapplied object with other objects |
3093 | * AP_IGNORE_CURSE: unapply cursed items |
1378 | * AP_IGNORE_CURSE: unapply cursed items |
|
|
1379 | * AP_NO_READY: do not ready skills when applying skill tools |
3094 | * |
1380 | * |
3095 | * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) |
1381 | * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) |
3096 | * |
1382 | * |
3097 | * apply_special() doesn't check for unpaid items. |
1383 | * apply_special() doesn't check for unpaid items. |
3098 | */ |
1384 | */ |
|
|
1385 | |
|
|
1386 | #define LACK_ITEM_POWER \ |
|
|
1387 | " H<You lack enough unused item power to use this weapon, see the skills command.>" |
|
|
1388 | |
|
|
1389 | static bool |
3099 | int apply_special (object *who, object *op, int aflags) |
1390 | apply_special (object *who, object *op, int aflags) |
3100 | { |
1391 | { |
3101 | int basic_flag = aflags & AP_BASIC_FLAGS; |
1392 | int basic_flag = aflags & AP_MODE; |
3102 | object *tmp, *tmp2, *skop=NULL; |
1393 | object *tmp, *tmp2, *skop = NULL; |
3103 | int i; |
|
|
3104 | |
1394 | |
3105 | if(who==NULL) { |
1395 | if (who == NULL) |
|
|
1396 | { |
3106 | LOG(llevError,"apply_special() from object without environment.\n"); |
1397 | LOG (llevError, "apply_special() from object without environment.\n"); |
3107 | return 1; |
1398 | return 1; |
3108 | } |
1399 | } |
3109 | |
1400 | |
|
|
1401 | //TODO: remove these when apply_special is no longer exposed |
3110 | if(op->env!=who) |
1402 | if (op->env != who) |
3111 | return 1; /* op is not in inventory */ |
1403 | return 1; /* op is not in inventory */ |
3112 | |
1404 | |
3113 | /* trying to unequip op */ |
1405 | /* trying to unequip op */ |
3114 | if (QUERY_FLAG(op,FLAG_APPLIED)) { |
1406 | if (op->flag [FLAG_APPLIED]) |
|
|
1407 | { |
3115 | /* always apply, so no reason to unapply */ |
1408 | /* always apply, so no reason to unapply */ |
3116 | if (basic_flag == AP_APPLY) return 0; |
1409 | if (basic_flag == AP_APPLY) |
|
|
1410 | return 0; |
3117 | |
1411 | |
3118 | if ( ! (aflags & AP_IGNORE_CURSE) |
1412 | if (!(aflags & AP_IGNORE_CURSE) && (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])) |
3119 | && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { |
1413 | { |
3120 | new_draw_info_format(NDI_UNIQUE, 0, who, |
1414 | who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)); |
3121 | "No matter how hard you try, you just can't\nremove %s.", |
1415 | return 1; |
3122 | query_name(op)); |
1416 | } |
|
|
1417 | |
|
|
1418 | return unapply_special (who, op, aflags); |
|
|
1419 | } |
|
|
1420 | else if (basic_flag == AP_UNAPPLY) |
|
|
1421 | return 0; |
|
|
1422 | |
|
|
1423 | splay (op); |
|
|
1424 | |
|
|
1425 | /* Can't just apply this object. Lets see what not and what to do */ |
|
|
1426 | if (int i = can_apply_object (who, op)) |
|
|
1427 | { |
|
|
1428 | if (i & CAN_APPLY_NEVER) |
|
|
1429 | { |
|
|
1430 | who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)); |
|
|
1431 | return 1; |
|
|
1432 | } |
|
|
1433 | else if (i & CAN_APPLY_RESTRICTION) |
|
|
1434 | { |
|
|
1435 | who->failmsgf ( |
|
|
1436 | "You have a prohibition against using a %s. " |
|
|
1437 | "H<Your belief, profession or class prevents you from applying this item.>", |
|
|
1438 | query_name (op) |
|
|
1439 | ); |
|
|
1440 | return 1; |
|
|
1441 | } |
|
|
1442 | |
|
|
1443 | if (who->type != PLAYER) |
|
|
1444 | { |
|
|
1445 | /* Some error, so don't try to equip something more */ |
|
|
1446 | if (unapply_for_ob (who, op, aflags)) |
3123 | return 1; |
1447 | return 1; |
3124 | } |
1448 | } |
3125 | return unapply_special(who, op, aflags); |
1449 | else |
|
|
1450 | { |
|
|
1451 | if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) |
|
|
1452 | { |
|
|
1453 | who->failmsg ("You need to unapply some of the following item(s) or change your applymode:"); |
|
|
1454 | unapply_for_ob (who, op, AP_PRINT); |
|
|
1455 | return 1; |
|
|
1456 | } |
|
|
1457 | else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) |
|
|
1458 | if (unapply_for_ob (who, op, aflags)) |
|
|
1459 | return 1; |
|
|
1460 | } |
|
|
1461 | } |
|
|
1462 | |
|
|
1463 | if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) |
3126 | } |
1464 | { |
|
|
1465 | // try to ready attached skill first |
|
|
1466 | skop = find_skill_by_name (who, op->skill); |
3127 | |
1467 | |
3128 | if (basic_flag == AP_UNAPPLY) return 0; |
1468 | if (!skop) |
|
|
1469 | { |
|
|
1470 | who->failmsgf ("You need the %s skill to use this item!", &op->skill); |
|
|
1471 | return 1; |
|
|
1472 | } |
|
|
1473 | else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT)) |
|
|
1474 | { |
|
|
1475 | who->failmsgf ("You can't use the required %s skill!", &op->skill); |
|
|
1476 | return 1; |
|
|
1477 | } |
|
|
1478 | } |
3129 | |
1479 | |
3130 | i = can_apply_object(who, op); |
1480 | if (!check_item_power (who, op->item_power)) |
|
|
1481 | { |
|
|
1482 | who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); |
|
|
1483 | return 1; |
|
|
1484 | } |
3131 | |
1485 | |
3132 | /* Can't just apply this object. Lets see what not and what to do */ |
1486 | /* Ok. We are now at the state where we can apply the new object. |
3133 | if (i) { |
1487 | * Note that we don't have the checks for can_use_... |
3134 | if (i & CAN_APPLY_NEVER) { |
1488 | * below - that is already taken care of by can_apply_object. |
3135 | new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); |
1489 | */ |
|
|
1490 | |
|
|
1491 | // split away all the other items from the stack, so only one item is left |
|
|
1492 | tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; |
|
|
1493 | |
|
|
1494 | if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) |
|
|
1495 | return RESULT_INT (0); |
|
|
1496 | |
|
|
1497 | switch (op->type) |
|
|
1498 | { |
|
|
1499 | case WEAPON: |
|
|
1500 | if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\'')) |
|
|
1501 | { |
|
|
1502 | /* if the weapon does not have the name as the character, can't use it. */ |
|
|
1503 | /* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
|
|
1504 | who->failmsg ("The weapon does not recognize you as its owner. " |
|
|
1505 | "H<Its name indicates that it belongs to somebody else.>"); |
|
|
1506 | if (tmp) who->insert (tmp); |
3136 | return 1; |
1507 | return 1; |
3137 | } else if (i & CAN_APPLY_RESTRICTION) { |
1508 | } |
3138 | new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); |
1509 | |
|
|
1510 | op->flag [FLAG_APPLIED] = true; |
|
|
1511 | |
|
|
1512 | if (player *pl = who->contr) |
|
|
1513 | { |
|
|
1514 | who->statusmsg (format ("You wield %s.", query_name (op))); |
|
|
1515 | change_abil (who, op); |
|
|
1516 | } |
|
|
1517 | |
|
|
1518 | op->flag [FLAG_READY_WEAPON] = true; |
|
|
1519 | break; |
|
|
1520 | |
|
|
1521 | case ARMOUR: |
|
|
1522 | case HELMET: |
|
|
1523 | case SHIELD: |
|
|
1524 | case BOOTS: |
|
|
1525 | case GLOVES: |
|
|
1526 | case GIRDLE: |
|
|
1527 | case BRACERS: |
|
|
1528 | case CLOAK: |
|
|
1529 | case RING: |
|
|
1530 | case AMULET: |
|
|
1531 | op->set_flag (FLAG_APPLIED); |
|
|
1532 | who->statusmsg (format ("You wear %s.", query_name (op))); |
|
|
1533 | change_abil (who, op); |
|
|
1534 | break; |
|
|
1535 | |
|
|
1536 | case SKILL_TOOL: |
|
|
1537 | // applying a skill tool does not ready the skill |
|
|
1538 | // if something needs the skill, it has to ready it itself |
|
|
1539 | //TODO: unapplying should unapply the skill, though |
|
|
1540 | op->set_flag (FLAG_APPLIED); |
|
|
1541 | break; |
|
|
1542 | |
|
|
1543 | case SKILL: |
|
|
1544 | if (!(aflags & AP_NO_SLOT)) |
|
|
1545 | { |
|
|
1546 | // skill is used on it's own, as opposed to being a chosen_skill |
|
|
1547 | |
|
|
1548 | if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA)) |
|
|
1549 | { |
|
|
1550 | who->failmsgf ( |
|
|
1551 | "You feel as if you wanted to do something funny, but you can't remember what. " |
|
|
1552 | "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. " |
|
|
1553 | "It cannot be used on its own.>", |
|
|
1554 | &op->skill |
|
|
1555 | ); |
|
|
1556 | if (tmp) who->insert (tmp); |
|
|
1557 | return 1; |
|
|
1558 | } |
|
|
1559 | |
|
|
1560 | if (skill_flags [op->subtype] & SF_AUTARK |
|
|
1561 | || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED))) |
|
|
1562 | { |
|
|
1563 | if (skill_flags [op->subtype] & SF_USE) |
|
|
1564 | who->failmsgf ( |
|
|
1565 | "You feel as if you wanted to do something funny, but you can't remember what. " |
|
|
1566 | "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>", |
|
|
1567 | &op->skill, &op->skill |
|
|
1568 | ); |
|
|
1569 | else |
|
|
1570 | who->failmsgf ( |
|
|
1571 | "You feel as if you wanted to do something funny, but you can't remember what. " |
|
|
1572 | "H<The %s skill cannot be readied or used, it is always active.>", |
|
|
1573 | &op->skill |
|
|
1574 | ); |
|
|
1575 | |
|
|
1576 | if (tmp) who->insert (tmp); |
|
|
1577 | |
|
|
1578 | return 1; |
|
|
1579 | } |
|
|
1580 | |
|
|
1581 | if (who->contr) |
|
|
1582 | if (op->invisible) |
|
|
1583 | who->statusmsg (format ("You can now use the %s skill.", &op->skill)); |
|
|
1584 | else |
|
|
1585 | who->statusmsg (format ("You ready %s.", query_name (op))); |
|
|
1586 | } |
|
|
1587 | |
|
|
1588 | who->set_flag (FLAG_READY_SKILL); |
|
|
1589 | op->set_flag (FLAG_APPLIED); |
|
|
1590 | change_abil (who, op); |
|
|
1591 | break; |
|
|
1592 | |
|
|
1593 | case BOW: |
|
|
1594 | if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\'')) |
|
|
1595 | { |
|
|
1596 | who->failmsg ("The weapon does not recognize you as its owner. " |
|
|
1597 | "H<Its name indicates that it belongs to somebody else.>"); |
|
|
1598 | if (tmp) who->insert (tmp); |
3139 | return 1; |
1599 | return 1; |
3140 | } |
1600 | } |
|
|
1601 | |
|
|
1602 | if (player *pl = who->contr) |
|
|
1603 | { |
|
|
1604 | op->flag [FLAG_APPLIED] = true; |
|
|
1605 | who->statusmsg (format ("You wield the %s.", query_name (op))); |
|
|
1606 | change_abil (who, op); |
|
|
1607 | } |
|
|
1608 | break; |
|
|
1609 | |
|
|
1610 | case RANGED: |
|
|
1611 | if (player *pl = who->contr) |
|
|
1612 | { |
|
|
1613 | op->flag [FLAG_APPLIED] = true; |
|
|
1614 | who->statusmsg (format ("You applied the %s.", query_name (op))); |
|
|
1615 | } |
|
|
1616 | break; |
|
|
1617 | |
|
|
1618 | case SPELL: |
|
|
1619 | if (player *pl = who->contr) |
|
|
1620 | { |
|
|
1621 | op->flag [FLAG_APPLIED] = true; |
|
|
1622 | who->statusmsg (format ("You ready the spell %s.", query_name (op))); |
|
|
1623 | } |
|
|
1624 | break; |
|
|
1625 | |
|
|
1626 | /*FALLTHROUGH*/ |
|
|
1627 | case WAND: |
|
|
1628 | case ROD: |
|
|
1629 | case HORN: |
|
|
1630 | op->flag [FLAG_APPLIED] = true; |
|
|
1631 | |
|
|
1632 | if (player *pl = who->contr) |
|
|
1633 | { |
|
|
1634 | who->statusmsg (format ("You ready %s.", query_name (op))); |
|
|
1635 | |
|
|
1636 | if (op->type == BOW) |
|
|
1637 | who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); |
|
|
1638 | |
|
|
1639 | change_abil (who, op); |
|
|
1640 | } |
|
|
1641 | else |
|
|
1642 | { |
|
|
1643 | if (op->type == BOW) |
|
|
1644 | op->flag [FLAG_READY_BOW ] = true; |
|
|
1645 | else |
|
|
1646 | op->flag [FLAG_READY_RANGE] = true; |
|
|
1647 | } |
|
|
1648 | |
|
|
1649 | break; |
|
|
1650 | |
|
|
1651 | case BUILDER: |
|
|
1652 | if (player *pl = who->contr) |
|
|
1653 | { |
|
|
1654 | who->statusmsg (format ("You ready your %s.", query_name (op))); |
|
|
1655 | //TODO: change_abil? |
|
|
1656 | } |
|
|
1657 | break; |
|
|
1658 | |
|
|
1659 | default: |
|
|
1660 | who->statusmsg (format ("You apply %s.", query_name (op))); |
|
|
1661 | } |
|
|
1662 | |
|
|
1663 | op->set_flag (FLAG_APPLIED); |
|
|
1664 | |
|
|
1665 | if (tmp) who->insert (tmp); |
|
|
1666 | |
|
|
1667 | who->update_stats (); |
|
|
1668 | |
|
|
1669 | /* We exclude spell casting objects. The fire code will set the |
|
|
1670 | * been applied flag when they are used - until that point, |
|
|
1671 | * you don't know anything about them. |
|
|
1672 | */ |
|
|
1673 | if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) |
|
|
1674 | op->set_flag (FLAG_BEEN_APPLIED); |
|
|
1675 | |
|
|
1676 | if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]) |
3141 | if (who->type != PLAYER) { |
1677 | if (who->type == PLAYER) |
3142 | /* Some error, so don't try to equip something more */ |
1678 | { |
3143 | if (unapply_for_ob(who, op, aflags)) return 1; |
1679 | who->failmsg ( |
3144 | } else { |
1680 | "Oops, it feels deadly cold! " |
3145 | if (who->contr->unapply == unapply_never || |
1681 | "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>" |
3146 | (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { |
1682 | ); |
3147 | new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); |
1683 | op->set_flag (FLAG_KNOWN_CURSED); |
3148 | unapply_for_ob(who, op, AP_PRINT); |
1684 | } |
|
|
1685 | |
|
|
1686 | if (object *pl = op->visible_to ()) |
|
|
1687 | esrv_send_item (pl, op); |
|
|
1688 | |
|
|
1689 | return 0; |
|
|
1690 | } |
|
|
1691 | |
|
|
1692 | /** |
|
|
1693 | * Check if op should abort moving victim because of it's race or slaying. |
|
|
1694 | * Returns 1 if it should abort, returns 0 if it should continue. |
|
|
1695 | */ |
|
|
1696 | int |
|
|
1697 | should_director_abort (object *op, object *victim) |
|
|
1698 | { |
|
|
1699 | int arch_flag, name_flag, race_flag; |
|
|
1700 | |
|
|
1701 | /* Get flags to determine what of arch, name, and race should be checked. |
|
|
1702 | * This is stored in subtype, and is a bitmask, the LSB is the arch flag, |
|
|
1703 | * the next is the name flag, and the last is the race flag. Also note, |
|
|
1704 | * if subtype is set to zero, that also goes to defaults of all affecting |
|
|
1705 | * it. Examples: |
|
|
1706 | * subtype 1: only arch |
|
|
1707 | * subtype 3: arch or name |
|
|
1708 | * subtype 5: arch or race |
|
|
1709 | * subtype 7: all three |
|
|
1710 | */ |
|
|
1711 | if (op->subtype) |
|
|
1712 | { |
|
|
1713 | arch_flag = op->subtype & 1; |
|
|
1714 | name_flag = op->subtype & 2; |
|
|
1715 | race_flag = op->subtype & 4; |
|
|
1716 | } |
|
|
1717 | else |
|
|
1718 | { |
|
|
1719 | arch_flag = 1; |
|
|
1720 | name_flag = 1; |
|
|
1721 | race_flag = 1; |
|
|
1722 | } |
|
|
1723 | |
|
|
1724 | /* If the director has race set, only affect objects with a arch, |
|
|
1725 | * name or race that matches. |
|
|
1726 | */ |
|
|
1727 | if ((op->race) && |
|
|
1728 | ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) && |
|
|
1729 | ((!(victim->name && name_flag) || op->race != victim->name)) && |
|
|
1730 | ((!(victim->race && race_flag) || op->race != victim->race))) |
|
|
1731 | return 1; |
|
|
1732 | |
|
|
1733 | /* If the director has slaying set, only affect objects where none |
|
|
1734 | * of arch, name, or race match. |
|
|
1735 | */ |
|
|
1736 | if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) || |
|
|
1737 | ((victim->name && name_flag && op->slaying == victim->name)) || |
|
|
1738 | ((victim->race && race_flag && op->slaying == victim->race))) |
|
|
1739 | return 1; |
|
|
1740 | |
|
|
1741 | return 0; |
|
|
1742 | } |
|
|
1743 | |
|
|
1744 | /** |
|
|
1745 | * This handles a player dropping money on an altar to identify stuff. |
|
|
1746 | * It'll identify marked item, if none all items up to dropped money. |
|
|
1747 | * Return value: 1 if money was destroyed, 0 if not. |
|
|
1748 | */ |
|
|
1749 | static int |
|
|
1750 | apply_id_altar (object *money, object *altar, object *pl) |
|
|
1751 | { |
|
|
1752 | dynbuf_text &buf = msg_dynbuf; buf.clear (); |
|
|
1753 | |
|
|
1754 | if (!pl || pl->type != PLAYER) |
|
|
1755 | return 0; |
|
|
1756 | |
|
|
1757 | /* Check for MONEY type is a special hack - it prevents 'nothing needs |
|
|
1758 | * identifying' from being printed out more than it needs to be. |
|
|
1759 | */ |
|
|
1760 | if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY) |
|
|
1761 | return 0; |
|
|
1762 | |
|
|
1763 | /* if the player has a marked item, identify that if it needs to be |
|
|
1764 | * identified. If it doesn't, then go through the player inventory. |
|
|
1765 | */ |
|
|
1766 | if (object *marked = pl->mark ()) |
|
|
1767 | if (!marked->flag [FLAG_IDENTIFIED] && need_identify (marked)) |
|
|
1768 | { |
|
|
1769 | if (operate_altar (altar, &money, pl)) |
|
|
1770 | { |
|
|
1771 | identify (marked); |
|
|
1772 | |
|
|
1773 | buf.printf ("You have %s.\r", long_desc (marked, pl)); |
|
|
1774 | if (marked->msg) |
|
|
1775 | buf << "The item has a story:\r" << marked->msg << "\n\n"; |
|
|
1776 | |
|
|
1777 | return !money; |
|
|
1778 | } |
|
|
1779 | } |
|
|
1780 | |
|
|
1781 | for (object *id = pl->inv; id; id = id->below) |
|
|
1782 | { |
|
|
1783 | if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && need_identify (id)) |
|
|
1784 | { |
|
|
1785 | if (operate_altar (altar, &money, pl)) |
|
|
1786 | { |
|
|
1787 | identify (id); |
|
|
1788 | |
|
|
1789 | buf.printf ("You have %s.\r", long_desc (id, pl)); |
|
|
1790 | if (id->msg) |
|
|
1791 | buf << "The item has a story:\r" << id->msg << "\n\n"; |
|
|
1792 | |
|
|
1793 | /* If no more money, might as well quit now */ |
|
|
1794 | if (!money || !check_altar_sacrifice (altar, money)) |
3149 | return 1; |
1795 | break; |
3150 | } |
1796 | } |
3151 | else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { |
1797 | else |
3152 | i = unapply_for_ob(who, op, aflags); |
1798 | { |
3153 | if (i) return 1; |
1799 | LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); |
|
|
1800 | break; |
3154 | } |
1801 | } |
3155 | } |
1802 | } |
3156 | } |
1803 | } |
3157 | if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { |
1804 | |
3158 | skop=find_skill_by_name(who, op->skill); |
1805 | if (buf.empty ()) |
3159 | if (!skop) { |
1806 | pl->failmsg ("You have nothing that needs identifying"); |
3160 | new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill); |
1807 | else |
|
|
1808 | pl->contr->infobox (MSG_CHANNEL ("identify"), buf); |
|
|
1809 | |
|
|
1810 | return !money; |
|
|
1811 | } |
|
|
1812 | |
|
|
1813 | /** |
|
|
1814 | * This checks whether the object has a "on_use_yield" field, and if so generated and drops |
|
|
1815 | * matching item. |
|
|
1816 | **/ |
|
|
1817 | void |
|
|
1818 | handle_apply_yield (object *tmp) |
|
|
1819 | { |
|
|
1820 | if (shstr_tmp yield = tmp->kv (shstr_on_use_yield)) |
|
|
1821 | archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); |
|
|
1822 | } |
|
|
1823 | |
|
|
1824 | /** |
|
|
1825 | * Handles applying a potion. |
|
|
1826 | */ |
|
|
1827 | int |
|
|
1828 | apply_potion (object *op, object *tmp) |
|
|
1829 | { |
|
|
1830 | int got_one = 0, i; |
|
|
1831 | object *force = 0; |
|
|
1832 | |
|
|
1833 | object *floor = GET_MAP_OB (op->map, op->x, op->y); |
|
|
1834 | |
|
|
1835 | if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) |
|
|
1836 | { |
|
|
1837 | op->failmsg ("Gods prevent you from using this here, it's sacred ground!"); |
|
|
1838 | |
|
|
1839 | tmp->clr_flag (FLAG_APPLIED); |
|
|
1840 | return 0; |
|
|
1841 | } |
|
|
1842 | |
|
|
1843 | if (op->type == PLAYER) |
|
|
1844 | if (!tmp->flag [FLAG_IDENTIFIED]) |
|
|
1845 | identify (tmp); |
|
|
1846 | |
|
|
1847 | handle_apply_yield (tmp); |
|
|
1848 | |
|
|
1849 | /* Potion of restoration - only for players */ |
|
|
1850 | if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) |
|
|
1851 | { |
|
|
1852 | object *depl; |
|
|
1853 | archetype *at; |
|
|
1854 | |
|
|
1855 | if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
|
|
1856 | { |
|
|
1857 | op->drain_stat (); |
|
|
1858 | op->update_stats (); |
|
|
1859 | tmp->decrease (); |
3161 | return 1; |
1860 | return 1; |
3162 | } else { |
|
|
3163 | /* While experience will be credited properly, we want to change the |
|
|
3164 | * skill so that the dam and wc get updated |
|
|
3165 | */ |
|
|
3166 | change_skill(who, skop, 0); |
|
|
3167 | } |
|
|
3168 | } |
|
|
3169 | |
1861 | } |
3170 | if (who->type == PLAYER && op->item_power && |
1862 | |
3171 | (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) { |
1863 | if (!(at = archetype::find (shstr_depletion))) |
3172 | new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); |
|
|
3173 | return 1; |
|
|
3174 | } |
|
|
3175 | |
1864 | { |
|
|
1865 | LOG (llevError, "Could not find archetype depletion\n"); |
|
|
1866 | return 0; |
|
|
1867 | } |
3176 | |
1868 | |
3177 | /* Ok. We are now at the state where we can apply the new object. |
1869 | depl = present_arch_in_ob (at, op); |
3178 | * Note that we don't have the checks for can_use_... |
|
|
3179 | * below - that is already taken care of by can_apply_object. |
|
|
3180 | */ |
|
|
3181 | |
|
|
3182 | |
1870 | |
3183 | if(op->nrof > 1) |
1871 | if (depl) |
3184 | tmp = get_split_ob(op,op->nrof - 1); |
1872 | { |
|
|
1873 | for (i = 0; i < NUM_STATS; i++) |
|
|
1874 | if (depl->stats.stat (i)) |
|
|
1875 | op->statusmsg (restore_msg[i]); |
|
|
1876 | |
|
|
1877 | depl->destroy (); |
|
|
1878 | op->update_stats (); |
|
|
1879 | } |
3185 | else |
1880 | else |
3186 | tmp = NULL; |
1881 | op->statusmsg ("Your potion had no effect."); |
3187 | |
1882 | |
3188 | if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) |
1883 | tmp->decrease (); |
3189 | || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) |
|
|
3190 | return RESULT_INT (0); |
|
|
3191 | |
|
|
3192 | switch(op->type) { |
|
|
3193 | case WEAPON: |
|
|
3194 | if (!check_weapon_power(who, op->last_eat)) { |
|
|
3195 | new_draw_info(NDI_UNIQUE, 0,who, |
|
|
3196 | "That weapon is too powerful for you to use."); |
|
|
3197 | new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); |
|
|
3198 | if(tmp!=NULL) |
|
|
3199 | (void) insert_ob_in_ob(tmp,who); |
|
|
3200 | return 1; |
1884 | return 1; |
|
|
1885 | } |
|
|
1886 | |
|
|
1887 | /* improvement potion - only for players */ |
|
|
1888 | if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) |
|
|
1889 | { |
|
|
1890 | for (i = 1; i < min (11, op->level); i++) |
|
|
1891 | { |
|
|
1892 | if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
3201 | } |
1893 | { |
3202 | if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { |
1894 | if (op->contr->levhp[i] != 1) |
3203 | /* if the weapon does not have the name as the character, can't use it. */ |
1895 | { |
3204 | /* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
1896 | op->contr->levhp[i] = 1; |
3205 | new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner."); |
|
|
3206 | if(tmp!=NULL) |
|
|
3207 | (void) insert_ob_in_ob(tmp,who); |
|
|
3208 | return 1; |
1897 | break; |
3209 | } |
1898 | } |
3210 | SET_FLAG(op, FLAG_APPLIED); |
|
|
3211 | |
1899 | |
3212 | if (skop) change_skill(who, skop, 1); |
1900 | if (op->contr->levsp[i] != 1) |
3213 | if(!QUERY_FLAG(who,FLAG_READY_WEAPON)) |
1901 | { |
3214 | SET_FLAG(who, FLAG_READY_WEAPON); |
1902 | op->contr->levsp[i] = 1; |
3215 | |
|
|
3216 | new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op)); |
|
|
3217 | |
|
|
3218 | (void) change_abil (who,op); |
|
|
3219 | break; |
1903 | break; |
3220 | |
|
|
3221 | case ARMOUR: |
|
|
3222 | case HELMET: |
|
|
3223 | case SHIELD: |
|
|
3224 | case BOOTS: |
|
|
3225 | case GLOVES: |
|
|
3226 | case GIRDLE: |
|
|
3227 | case BRACERS: |
|
|
3228 | case CLOAK: |
|
|
3229 | case RING: |
|
|
3230 | case AMULET: |
|
|
3231 | SET_FLAG(op, FLAG_APPLIED); |
|
|
3232 | new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op)); |
|
|
3233 | (void) change_abil (who,op); |
|
|
3234 | break; |
|
|
3235 | case LAMP: |
|
|
3236 | if (op->stats.food < 1) { |
|
|
3237 | new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of" |
|
|
3238 | " fuel!", op->name); |
|
|
3239 | return 1; |
|
|
3240 | } |
1904 | } |
3241 | new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.", |
|
|
3242 | op->name); |
|
|
3243 | tmp2 = arch_to_object(op->other_arch); |
|
|
3244 | tmp2->stats.food = op->stats.food; |
|
|
3245 | SET_FLAG(tmp2, FLAG_APPLIED); |
|
|
3246 | if (QUERY_FLAG(op, FLAG_INV_LOCKED)) |
|
|
3247 | SET_FLAG(tmp2, FLAG_INV_LOCKED); |
|
|
3248 | insert_ob_in_ob(tmp2, who); |
|
|
3249 | |
1905 | |
3250 | /* Remove the old lantern */ |
1906 | if (op->contr->levgrace[i] != 1) |
3251 | if (who->type == PLAYER) |
|
|
3252 | esrv_del_item(who->contr, (tag_t)op->count); |
|
|
3253 | remove_ob(op); |
|
|
3254 | free_object(op); |
|
|
3255 | |
|
|
3256 | /* insert the portion that was split off */ |
|
|
3257 | if(tmp!=NULL) { |
|
|
3258 | (void) insert_ob_in_ob(tmp,who); |
|
|
3259 | if(who->type==PLAYER) |
|
|
3260 | esrv_send_item(who, tmp); |
|
|
3261 | } |
1907 | { |
3262 | fix_player(who); |
1908 | op->contr->levgrace[i] = 1; |
3263 | if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { |
1909 | break; |
3264 | if (who->type == PLAYER) { |
|
|
3265 | new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); |
|
|
3266 | SET_FLAG(tmp2, FLAG_KNOWN_CURSED); |
|
|
3267 | } |
1910 | } |
3268 | } |
1911 | } |
3269 | if(who->type==PLAYER) |
1912 | else |
3270 | esrv_send_item(who, tmp2); |
|
|
3271 | return 0; |
|
|
3272 | break; |
|
|
3273 | |
|
|
3274 | /* this part is needed for skill-tools */ |
|
|
3275 | case SKILL: |
|
|
3276 | case SKILL_TOOL: |
|
|
3277 | if (who->chosen_skill) { |
|
|
3278 | LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); |
|
|
3279 | return 1; |
|
|
3280 | } |
1913 | { |
3281 | if (who->type == PLAYER) { |
1914 | if (op->contr->levhp[i] < 9) |
3282 | who->contr->shoottype = range_skill; |
|
|
3283 | who->contr->ranges[range_skill] = op; |
|
|
3284 | if ( ! op->invisible) { |
|
|
3285 | new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", |
|
|
3286 | query_name (op)); |
|
|
3287 | new_draw_info_format (NDI_UNIQUE, 0, who, |
|
|
3288 | "You can now use the skill: %s.", |
|
|
3289 | op->skill); |
|
|
3290 | } else { |
1915 | { |
3291 | new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", |
1916 | op->contr->levhp[i] = 9; |
3292 | op->skill? op->skill:op->name); |
1917 | break; |
|
|
1918 | } |
|
|
1919 | |
|
|
1920 | if (op->contr->levsp[i] < 6) |
|
|
1921 | { |
|
|
1922 | op->contr->levsp[i] = 6; |
|
|
1923 | break; |
|
|
1924 | } |
|
|
1925 | |
|
|
1926 | if (op->contr->levgrace[i] < 3) |
|
|
1927 | { |
|
|
1928 | op->contr->levgrace[i] = 3; |
|
|
1929 | break; |
3293 | } |
1930 | } |
3294 | } |
1931 | } |
3295 | SET_FLAG (op, FLAG_APPLIED); |
1932 | } |
3296 | (void) change_abil (who, op); |
1933 | |
3297 | who->chosen_skill = op; |
1934 | /* Just makes checking easier */ |
3298 | SET_FLAG (who, FLAG_READY_SKILL); |
1935 | if (i < min (11, op->level)) |
|
|
1936 | got_one = 1; |
|
|
1937 | |
|
|
1938 | if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]) |
|
|
1939 | { |
|
|
1940 | if (got_one) |
|
|
1941 | { |
|
|
1942 | op->update_stats (); |
|
|
1943 | op->statusmsg ("The Gods smile upon you and remake you " |
|
|
1944 | "a little more in their image. " |
|
|
1945 | "You feel a little more perfect.", NDI_GREEN); |
|
|
1946 | } |
|
|
1947 | else |
|
|
1948 | op->statusmsg ("The potion had no effect - you are already perfect."); |
|
|
1949 | } |
|
|
1950 | else |
|
|
1951 | { /* cursed potion */ |
|
|
1952 | if (got_one) |
|
|
1953 | { |
|
|
1954 | op->update_stats (); |
|
|
1955 | op->failmsg ("The Gods are angry and punish you."); |
|
|
1956 | } |
|
|
1957 | else |
|
|
1958 | op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE); |
|
|
1959 | } |
|
|
1960 | |
|
|
1961 | tmp->decrease (); |
|
|
1962 | return 1; |
|
|
1963 | } |
|
|
1964 | |
|
|
1965 | |
|
|
1966 | /* A potion that casts a spell. Healing, restore spellpoint (power potion) |
|
|
1967 | * and heroism all fit into this category. Given the spell object code, |
|
|
1968 | * there is no limit to the number of spells that potions can be cast, |
|
|
1969 | * but direction is problematic to try and imbue fireball potions for example. |
|
|
1970 | */ |
|
|
1971 | if (tmp->inv) |
|
|
1972 | { |
|
|
1973 | if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
|
|
1974 | { |
|
|
1975 | op->failmsg ("Yech! Your lungs are on fire!"); |
|
|
1976 | create_exploding_ball_at (op, op->level); |
|
|
1977 | } |
|
|
1978 | else |
|
|
1979 | cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
|
|
1980 | |
|
|
1981 | tmp->decrease (); |
|
|
1982 | |
|
|
1983 | /* if youre dead, no point in doing this... */ |
|
|
1984 | if (!op->flag [FLAG_REMOVED]) |
|
|
1985 | op->update_stats (); |
|
|
1986 | |
|
|
1987 | return 1; |
|
|
1988 | } |
|
|
1989 | |
|
|
1990 | /* Deal with protection potions */ |
|
|
1991 | force = NULL; |
|
|
1992 | for (i = 0; i < NROFATTACKS; i++) |
|
|
1993 | { |
|
|
1994 | if (tmp->resist[i]) |
|
|
1995 | { |
|
|
1996 | if (!force) |
|
|
1997 | force = get_archetype (FORCE_NAME); |
|
|
1998 | |
|
|
1999 | memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); |
|
|
2000 | force->type = POTION_EFFECT; |
|
|
2001 | break; /* Only need to find one protection since we copy entire batch */ |
|
|
2002 | } |
|
|
2003 | } |
|
|
2004 | |
|
|
2005 | /* This is a protection potion */ |
|
|
2006 | if (force) |
|
|
2007 | { |
|
|
2008 | /* cursed items last longer */ |
|
|
2009 | if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
|
|
2010 | { |
|
|
2011 | force->stats.food *= 10; |
|
|
2012 | for (i = 0; i < NROFATTACKS; i++) |
|
|
2013 | if (force->resist[i] > 0) |
|
|
2014 | force->resist[i] = -force->resist[i]; /* prot => vuln */ |
|
|
2015 | } |
|
|
2016 | |
|
|
2017 | force->speed_left = -1; |
|
|
2018 | force = insert_ob_in_ob (force, op); |
|
|
2019 | tmp->clr_flag (FLAG_APPLIED); |
|
|
2020 | force->set_flag (FLAG_APPLIED); |
|
|
2021 | change_abil (op, force); |
|
|
2022 | tmp->decrease (); |
|
|
2023 | return 1; |
|
|
2024 | } |
|
|
2025 | |
|
|
2026 | /* Only thing left are the stat potions */ |
|
|
2027 | if (op->type == PLAYER) |
|
|
2028 | { /* only for players */ |
|
|
2029 | if ((tmp->flag [FLAG_CURSED] |
|
|
2030 | || tmp->flag [FLAG_DAMNED]) |
|
|
2031 | && tmp->value != 0) |
|
|
2032 | tmp->clr_flag (FLAG_APPLIED); |
|
|
2033 | else |
|
|
2034 | tmp->set_flag (FLAG_APPLIED); |
|
|
2035 | |
|
|
2036 | if (!change_abil (op, tmp)) |
|
|
2037 | op->statusmsg ("Nothing happened."); |
|
|
2038 | } |
|
|
2039 | |
|
|
2040 | /* CLEAR_FLAG is so that if the character has other potions |
|
|
2041 | * that were grouped with the one consumed, his |
|
|
2042 | * stat will not be raised by them. fix_player just clears |
|
|
2043 | * up all the stats. |
|
|
2044 | */ |
|
|
2045 | tmp->clr_flag (FLAG_APPLIED); |
|
|
2046 | op->update_stats (); |
|
|
2047 | tmp->decrease (); |
|
|
2048 | return 1; |
|
|
2049 | } |
|
|
2050 | |
|
|
2051 | /** |
|
|
2052 | * 'victim' moves onto 'trap' |
|
|
2053 | * 'victim' leaves 'trap' |
|
|
2054 | * effect is determined by move_on/move_off of trap and move_type of victime. |
|
|
2055 | * |
|
|
2056 | * originator: Player, monster or other object that caused 'victim' to move |
|
|
2057 | * onto 'trap'. Will receive messages caused by this action. May be NULL. |
|
|
2058 | * However, some types of traps require an originator to function. |
|
|
2059 | */ |
|
|
2060 | void |
|
|
2061 | move_apply (object *trap, object *victim, object *originator) |
|
|
2062 | { |
|
|
2063 | static int recursion_depth = 0; |
|
|
2064 | |
|
|
2065 | /* Only exits affect DMs. */ |
|
|
2066 | if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN) |
|
|
2067 | return; |
|
|
2068 | |
|
|
2069 | /* move_apply() is the most likely candidate for causing unwanted and |
|
|
2070 | * possibly unlimited recursion. |
|
|
2071 | */ |
|
|
2072 | /* The following was changed because it was causing perfectly correct |
|
|
2073 | * maps to fail. 1) it's not an error to recurse: |
|
|
2074 | * rune detonates, summoning monster. monster lands on nearby rune. |
|
|
2075 | * nearby rune detonates. This sort of recursion is expected and |
|
|
2076 | * proper. This code was causing needless crashes. |
|
|
2077 | */ |
|
|
2078 | if (recursion_depth >= 500) |
|
|
2079 | { |
|
|
2080 | LOG (llevDebug, "WARNING: move_apply(): aborting recursion " |
|
|
2081 | "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name); |
|
|
2082 | return; |
|
|
2083 | } |
|
|
2084 | |
|
|
2085 | recursion_depth++; |
|
|
2086 | if (trap->head) |
|
|
2087 | trap = trap->head; |
|
|
2088 | |
|
|
2089 | if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) |
|
|
2090 | switch (trap->type) |
|
|
2091 | { |
|
|
2092 | case PLAYERMOVER: |
|
|
2093 | if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) |
|
|
2094 | { |
|
|
2095 | if (!trap->stats.maxsp) |
|
|
2096 | trap->stats.maxsp = 2; |
|
|
2097 | |
|
|
2098 | /* Is this correct? From the docs, it doesn't look like it |
|
|
2099 | * should be divided by trap->speed |
|
|
2100 | */ |
|
|
2101 | victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed; |
|
|
2102 | |
|
|
2103 | /* Just put in some sanity check. I think there is a bug in the |
|
|
2104 | * above with some objects have zero speed, and thus the player |
|
|
2105 | * getting permanently paralyzed. |
|
|
2106 | */ |
|
|
2107 | if (victim->speed_left < -50.f) |
|
|
2108 | victim->speed_left = -50.f; |
|
|
2109 | /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ |
|
|
2110 | } |
|
|
2111 | break; |
|
|
2112 | |
|
|
2113 | case SPINNER: |
|
|
2114 | if (victim->direction) |
|
|
2115 | { |
|
|
2116 | victim->direction = absdir (victim->direction - trap->stats.sp); |
|
|
2117 | update_turn_face (victim); |
|
|
2118 | } |
|
|
2119 | break; |
|
|
2120 | |
|
|
2121 | case DIRECTOR: |
|
|
2122 | if (victim->direction && !should_director_abort (trap, victim)) |
|
|
2123 | { |
|
|
2124 | victim->direction = trap->stats.sp; |
|
|
2125 | update_turn_face (victim); |
|
|
2126 | } |
|
|
2127 | break; |
|
|
2128 | |
|
|
2129 | case BUTTON: |
|
|
2130 | case PEDESTAL: |
|
|
2131 | case T_MATCH: |
|
|
2132 | update_button (trap, originator); |
|
|
2133 | break; |
|
|
2134 | |
|
|
2135 | case ALTAR: |
|
|
2136 | /* sacrifice victim on trap */ |
|
|
2137 | apply_altar (trap, victim, originator); |
|
|
2138 | break; |
|
|
2139 | |
|
|
2140 | case THROWN_OBJ: |
|
|
2141 | if (trap->inv == NULL) |
3299 | break; |
2142 | break; |
3300 | |
2143 | /* fallthrough */ |
|
|
2144 | |
3301 | case BOW: |
2145 | case ARROW: |
3302 | if (!check_weapon_power(who, op->last_eat)) { |
2146 | /* bad bug: monster throw a object, make a step forwards, step on object , |
3303 | new_draw_info(NDI_UNIQUE, 0, who, |
2147 | * trigger this here and get hit by own missile - and will be own enemy. |
3304 | "That item is too powerful for you to use."); |
2148 | * Victim then is his own enemy and will start to kill herself (this is |
3305 | new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); |
2149 | * removed) but we have not synced victim and his missile. To avoid senseless |
3306 | if(tmp != NULL) |
2150 | * action, we avoid hits here |
3307 | (void)insert_ob_in_ob(tmp,who); |
2151 | */ |
|
|
2152 | if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ()) |
|
|
2153 | && trap->owner != victim) |
|
|
2154 | hit_with_arrow (trap, victim); |
|
|
2155 | break; |
|
|
2156 | |
|
|
2157 | case SPELL_EFFECT: |
|
|
2158 | apply_spell_effect (trap, victim); |
|
|
2159 | break; |
|
|
2160 | |
|
|
2161 | case TRAPDOOR: |
|
|
2162 | { |
|
|
2163 | int max, sound_was_played; |
|
|
2164 | object *ab, *ab_next; |
|
|
2165 | |
|
|
2166 | if (!trap->value) |
|
|
2167 | { |
|
|
2168 | int tot; |
|
|
2169 | |
|
|
2170 | for (ab = trap->above, tot = 0; ab; ab = ab->above) |
|
|
2171 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
2172 | tot += ab->head_ ()->total_weight (); |
|
|
2173 | |
|
|
2174 | if (!(trap->value = (tot > trap->weight) ? 1 : 0)) |
3308 | return 1; |
2175 | break; |
|
|
2176 | |
|
|
2177 | SET_ANIMATION (trap, trap->value); |
|
|
2178 | update_object (trap, UP_OBJ_FACE); |
|
|
2179 | } |
|
|
2180 | |
|
|
2181 | for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) |
|
|
2182 | { |
|
|
2183 | /* need to set this up, since if we do transfer the object, |
|
|
2184 | * ab->above would be bogus |
|
|
2185 | */ |
|
|
2186 | ab_next = ab->above; |
|
|
2187 | |
|
|
2188 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
2189 | { |
|
|
2190 | if (!sound_was_played) |
|
|
2191 | { |
|
|
2192 | trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
|
|
2193 | sound_was_played = 1; |
|
|
2194 | } |
|
|
2195 | |
|
|
2196 | ab->statusmsg ("You fall into a trapdoor!", NDI_RED); |
|
|
2197 | transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab); |
|
|
2198 | } |
|
|
2199 | } |
|
|
2200 | break; |
|
|
2201 | } |
|
|
2202 | |
|
|
2203 | case CONVERTER: |
|
|
2204 | if (convert_item (victim, trap) < 0) |
|
|
2205 | { |
|
|
2206 | originator->failmsgf ("The %s seems to be broken!", query_name (trap)); |
|
|
2207 | archetype::get (shstr_burnout)->insert_at (trap, trap); |
3309 | } |
2208 | } |
3310 | if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { |
2209 | |
3311 | new_draw_info(NDI_UNIQUE, 0, who, |
2210 | break; |
3312 | "The weapon does not recognize you as its owner."); |
2211 | |
3313 | if(tmp != NULL) |
2212 | case TRIGGER_BUTTON: |
3314 | (void)insert_ob_in_ob(tmp,who); |
2213 | case TRIGGER_PEDESTAL: |
3315 | return 1; |
2214 | case TRIGGER_ALTAR: |
|
|
2215 | check_trigger (trap, victim, originator); |
|
|
2216 | break; |
|
|
2217 | |
|
|
2218 | case DEEP_SWAMP: |
|
|
2219 | walk_on_deep_swamp (trap, victim); |
|
|
2220 | break; |
|
|
2221 | |
|
|
2222 | case CHECK_INV: |
|
|
2223 | check_inv (victim, trap); |
|
|
2224 | break; |
|
|
2225 | |
|
|
2226 | case HOLE: |
|
|
2227 | move_apply_hole (trap, victim); |
|
|
2228 | break; |
|
|
2229 | |
|
|
2230 | case EXIT: |
|
|
2231 | if (victim->type == PLAYER && EXIT_PATH (trap)) |
|
|
2232 | { |
|
|
2233 | /* Basically, don't show exits leading to random maps the |
|
|
2234 | * players output. |
|
|
2235 | */ |
|
|
2236 | if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit) |
|
|
2237 | victim->statusmsg (trap->msg, NDI_NAVY); |
|
|
2238 | |
|
|
2239 | trap->play_sound (trap->sound); |
|
|
2240 | victim->enter_exit (trap); |
3316 | } |
2241 | } |
3317 | /*FALLTHROUGH*/ |
2242 | break; |
|
|
2243 | |
|
|
2244 | case ENCOUNTER: |
|
|
2245 | /* may be some leftovers on this */ |
|
|
2246 | break; |
|
|
2247 | |
|
|
2248 | case SHOP_MAT: |
|
|
2249 | apply_shop_mat (trap, victim); |
|
|
2250 | break; |
|
|
2251 | |
|
|
2252 | /* Drop a certain amount of gold, and have one item identified */ |
|
|
2253 | case IDENTIFY_ALTAR: |
|
|
2254 | apply_id_altar (victim, trap, originator); |
|
|
2255 | break; |
|
|
2256 | |
3318 | case WAND: |
2257 | case SIGN: |
|
|
2258 | if (victim->type != PLAYER && trap->stats.food > 0) |
|
|
2259 | break; /* monsters musn't apply magic_mouths with counters */ |
|
|
2260 | |
|
|
2261 | apply_sign (victim, trap, 1); |
|
|
2262 | break; |
|
|
2263 | |
3319 | case ROD: |
2264 | case CONTAINER: |
|
|
2265 | apply_container (victim, trap); |
|
|
2266 | break; |
|
|
2267 | |
3320 | case HORN: |
2268 | case RUNE: |
3321 | /* check for skill, alter player status */ |
2269 | case TRAP: |
3322 | SET_FLAG(op, FLAG_APPLIED); |
2270 | if (trap->level && victim->flag [FLAG_ALIVE]) |
3323 | if (skop) change_skill(who, skop, 0); |
2271 | spring_trap (trap, victim); |
3324 | new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op)); |
2272 | break; |
3325 | |
2273 | |
3326 | if(who->type==PLAYER) { |
2274 | default: |
|
|
2275 | LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " |
|
|
2276 | "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); |
|
|
2277 | break; |
|
|
2278 | } |
|
|
2279 | |
|
|
2280 | recursion_depth--; |
|
|
2281 | } |
|
|
2282 | |
|
|
2283 | /** |
|
|
2284 | * Handles reading a regular (ie not containing a spell) book. |
|
|
2285 | */ |
|
|
2286 | static void |
|
|
2287 | apply_book (object *op, object *tmp) |
|
|
2288 | { |
|
|
2289 | int lev_diff; |
|
|
2290 | object *skill_ob; |
|
|
2291 | |
|
|
2292 | if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ]) |
|
|
2293 | { |
|
|
2294 | op->failmsg ("You are unable to read while blind!"); |
|
|
2295 | return; |
|
|
2296 | } |
|
|
2297 | |
|
|
2298 | if (!tmp->msg) |
|
|
2299 | { |
|
|
2300 | op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name); |
|
|
2301 | return; |
|
|
2302 | } |
|
|
2303 | |
|
|
2304 | /* need a literacy skill to read stuff! */ |
|
|
2305 | skill_ob = find_skill_by_name (op, tmp->skill); |
|
|
2306 | if (!skill_ob) |
|
|
2307 | { |
|
|
2308 | op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill); |
|
|
2309 | return; |
|
|
2310 | } |
|
|
2311 | |
|
|
2312 | lev_diff = tmp->level - (skill_ob->level + 5); |
|
|
2313 | if (!op->flag [FLAG_WIZ] && lev_diff > 0) |
|
|
2314 | { |
|
|
2315 | op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension." |
|
|
2316 | : lev_diff < 3 ? "This book is slightly beyond your comprehension." |
|
|
2317 | : lev_diff < 5 ? "This book is beyond your comprehension." |
|
|
2318 | : lev_diff < 8 ? "This book is quite a bit beyond your comprehension." |
|
|
2319 | : lev_diff < 15 ? "This book is way beyond your comprehension." |
|
|
2320 | : "This book is totally beyond your comprehension."); |
|
|
2321 | return; |
|
|
2322 | } |
|
|
2323 | |
|
|
2324 | // we currently don't use the message types for anything. |
|
|
2325 | // readable_message_type *msgType = get_readable_message_type (tmp); |
|
|
2326 | |
|
|
2327 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book")); |
|
|
2328 | |
|
|
2329 | if (player *pl = op->contr) |
|
|
2330 | if (client *ns = pl->ns) |
|
|
2331 | pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); |
|
|
2332 | |
|
|
2333 | /* gain xp from reading */ |
|
|
2334 | if (!tmp->flag [FLAG_NO_SKILL_IDENT]) |
|
|
2335 | { /* only if not read before */ |
|
|
2336 | int exp_gain = calc_skill_exp (op, tmp, skill_ob); |
|
|
2337 | |
|
|
2338 | if (!tmp->flag [FLAG_IDENTIFIED]) |
|
|
2339 | { |
|
|
2340 | /*exp_gain *= 2; because they just identified it too */ |
|
|
2341 | tmp->set_flag (FLAG_IDENTIFIED); |
|
|
2342 | |
|
|
2343 | if (object *pl = tmp->visible_to ()) |
|
|
2344 | esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); |
|
|
2345 | } |
|
|
2346 | |
|
|
2347 | change_exp (op, exp_gain, skill_ob->skill, 0); |
|
|
2348 | tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ |
|
|
2349 | } |
|
|
2350 | } |
|
|
2351 | |
|
|
2352 | /** |
|
|
2353 | * op made some mistake with a scroll, this takes care of punishment. |
|
|
2354 | * scroll_failure()- hacked directly from spell_failure |
|
|
2355 | */ |
|
|
2356 | static void |
|
|
2357 | scroll_failure (object *op, int failure, int power) |
|
|
2358 | { |
|
|
2359 | if (abs (failure / 4) > power) |
|
|
2360 | power = abs (failure / 4); /* set minimum effect */ |
|
|
2361 | |
|
|
2362 | if (failure <= -1 && failure > -15) |
|
|
2363 | { /* wonder */ |
|
|
2364 | object *tmp; |
|
|
2365 | |
|
|
2366 | op->failmsg ("Your spell warps!"); |
|
|
2367 | tmp = get_archetype (SPELL_WONDER); |
|
|
2368 | cast_wonder (op, op, 0, tmp); |
|
|
2369 | tmp->destroy (); |
|
|
2370 | } |
|
|
2371 | else if (failure <= -15 && failure > -35) |
|
|
2372 | { /* drain mana */ |
|
|
2373 | op->failmsg ("Your mana is drained!"); |
|
|
2374 | op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); |
|
|
2375 | if (op->stats.sp < 0) |
|
|
2376 | op->stats.sp = 0; |
|
|
2377 | } |
|
|
2378 | else if (settings.spell_failure_effects == TRUE) |
|
|
2379 | { |
|
|
2380 | if (failure <= -35 && failure > -60) |
|
|
2381 | { /* confusion */ |
|
|
2382 | op->failmsg ("The magic recoils on you!"); |
|
|
2383 | confuse_player (op, op, power); |
|
|
2384 | } |
|
|
2385 | else if (failure <= -60 && failure > -70) |
|
|
2386 | { /* paralysis */ |
|
|
2387 | op->failmsg ("The magic recoils and paralyzes you!"); |
|
|
2388 | paralyze_player (op, op, power); |
|
|
2389 | } |
|
|
2390 | else if (failure <= -70 && failure > -80) |
|
|
2391 | { /* blind */ |
|
|
2392 | op->failmsg ("The magic recoils on you!"); |
|
|
2393 | blind_player (op, op, power); |
|
|
2394 | } |
|
|
2395 | else if (failure <= -80) |
|
|
2396 | { /* blast the immediate area */ |
|
|
2397 | object *tmp = get_archetype (LOOSE_MANA); |
|
|
2398 | cast_magic_storm (op, tmp, power); |
|
|
2399 | op->failmsg ("You unleash uncontrolled mana!"); |
|
|
2400 | tmp->destroy (); |
|
|
2401 | } |
|
|
2402 | } |
|
|
2403 | } |
|
|
2404 | |
|
|
2405 | /** |
|
|
2406 | * Handles the applying of a skill scroll, calling learn_skill straight. |
|
|
2407 | * op is the person learning the skill, tmp is the skill scroll object |
|
|
2408 | */ |
|
|
2409 | static void |
|
|
2410 | apply_skillscroll (object *op, object *tmp) |
|
|
2411 | { |
|
|
2412 | switch (learn_skill (op, tmp)) |
|
|
2413 | { |
|
|
2414 | case 0: |
|
|
2415 | op->play_sound (sound_find ("generic_fail")); |
|
|
2416 | op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp)); |
|
|
2417 | break; |
|
|
2418 | |
|
|
2419 | case 1: |
|
|
2420 | tmp->decrease (); |
|
|
2421 | op->play_sound (sound_find ("skill_learn")); |
|
|
2422 | op->statusmsg (format ("You succeed in learning %s", &tmp->skill)); |
|
|
2423 | break; |
|
|
2424 | |
|
|
2425 | default: |
|
|
2426 | tmp->decrease (); |
|
|
2427 | op->play_sound (sound_find ("generic_fail")); |
|
|
2428 | op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp)); |
|
|
2429 | break; |
|
|
2430 | } |
|
|
2431 | } |
|
|
2432 | |
|
|
2433 | /** |
|
|
2434 | * Actually makes op learn spell. |
|
|
2435 | * Informs player of what happens. |
|
|
2436 | */ |
|
|
2437 | void |
|
|
2438 | do_learn_spell (object *op, object *spell, int special_prayer) |
|
|
2439 | { |
|
|
2440 | object *tmp; |
|
|
2441 | |
|
|
2442 | if (op->type != PLAYER) |
|
|
2443 | { |
|
|
2444 | LOG (llevError, "BUG: do_learn_spell(): not a player\n"); |
|
|
2445 | return; |
|
|
2446 | } |
|
|
2447 | |
|
|
2448 | /* Upgrade special prayers to normal prayers */ |
|
|
2449 | if ((tmp = check_spell_known (op, spell->name)) != NULL) |
|
|
2450 | { |
|
|
2451 | if (special_prayer && !tmp->flag [FLAG_STARTEQUIP]) |
|
|
2452 | { |
|
|
2453 | LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); |
|
|
2454 | return; |
|
|
2455 | } |
|
|
2456 | return; |
|
|
2457 | } |
|
|
2458 | |
|
|
2459 | op->contr->play_sound (sound_find ("learn_spell")); |
|
|
2460 | |
|
|
2461 | tmp = spell->clone (); |
|
|
2462 | insert_ob_in_ob (tmp, op); |
|
|
2463 | |
|
|
2464 | if (special_prayer) |
|
|
2465 | tmp->set_flag (FLAG_STARTEQUIP); |
|
|
2466 | |
|
|
2467 | esrv_add_spells (op->contr, tmp); |
|
|
2468 | } |
|
|
2469 | |
|
|
2470 | /** |
|
|
2471 | * Erases spell from player's inventory. |
|
|
2472 | */ |
|
|
2473 | void |
|
|
2474 | do_forget_spell (object *op, const char *spell) |
|
|
2475 | { |
|
|
2476 | object *spob; |
|
|
2477 | |
|
|
2478 | if (op->type != PLAYER) |
|
|
2479 | { |
|
|
2480 | LOG (llevError, "BUG: do_forget_spell(): not a player\n"); |
|
|
2481 | return; |
|
|
2482 | } |
|
|
2483 | if ((spob = check_spell_known (op, spell)) == NULL) |
|
|
2484 | { |
|
|
2485 | LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); |
|
|
2486 | return; |
|
|
2487 | } |
|
|
2488 | |
|
|
2489 | op->failmsgf ("You lose knowledge of %s.", spell); |
|
|
2490 | esrv_remove_spell (op->contr, spob); |
|
|
2491 | spob->destroy (); |
|
|
2492 | } |
|
|
2493 | |
|
|
2494 | /** |
|
|
2495 | * Handles player applying a spellbook. |
|
|
2496 | * Checks whether player has knowledge of required skill, doesn't already know the spell, |
|
|
2497 | * stuff like that. Random learning failure too. |
|
|
2498 | */ |
|
|
2499 | static void |
|
|
2500 | apply_spellbook (object *op, object *tmp) |
|
|
2501 | { |
|
|
2502 | object *skop, *spell, *spell_skill; |
|
|
2503 | |
|
|
2504 | if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ]) |
|
|
2505 | { |
|
|
2506 | op->failmsg ("You are unable to read while blind."); |
|
|
2507 | return; |
|
|
2508 | } |
|
|
2509 | |
|
|
2510 | /* artifact_spellbooks have 'slaying' field point to a spell name, |
|
|
2511 | * instead of having their spell stored in stats.sp. These are |
|
|
2512 | * legacy spellbooks |
|
|
2513 | */ |
|
|
2514 | if (tmp->slaying) |
|
|
2515 | { |
|
|
2516 | spell = find_archetype_by_object_name (tmp->slaying)->instance (); |
|
|
2517 | |
|
|
2518 | if (!spell) |
|
|
2519 | { |
|
|
2520 | op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying); |
|
|
2521 | return; |
|
|
2522 | } |
|
|
2523 | else |
|
|
2524 | insert_ob_in_ob (spell, tmp); |
|
|
2525 | |
|
|
2526 | tmp->slaying = 0; |
|
|
2527 | } |
|
|
2528 | |
|
|
2529 | skop = find_skill_by_name (op, tmp->skill); |
|
|
2530 | |
|
|
2531 | /* need a literacy skill to learn spells. Also, having a literacy level |
|
|
2532 | * lower than the spell will make learning the spell more difficult */ |
|
|
2533 | if (!skop) |
|
|
2534 | { |
|
|
2535 | op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill); |
|
|
2536 | return; |
|
|
2537 | } |
|
|
2538 | |
|
|
2539 | spell = tmp->inv; |
|
|
2540 | |
|
|
2541 | if (!spell) |
|
|
2542 | { |
|
|
2543 | LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); |
|
|
2544 | op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); |
|
|
2545 | return; |
|
|
2546 | } |
|
|
2547 | |
|
|
2548 | int learn_level = sqrtf (spell->level) * 1.5f; |
|
|
2549 | if (skop->level < learn_level) |
|
|
2550 | { |
|
|
2551 | op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>", |
|
|
2552 | &tmp->skill, learn_level); |
|
|
2553 | return; |
|
|
2554 | } |
|
|
2555 | |
|
|
2556 | op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name)); |
|
|
2557 | |
|
|
2558 | if (!tmp->flag [FLAG_IDENTIFIED]) |
|
|
2559 | identify (tmp); |
|
|
2560 | |
|
|
2561 | /* I removed the check for special_prayer_mark here - it didn't make |
|
|
2562 | * a lot of sense - special prayers are not found in spellbooks, and |
|
|
2563 | * if the player doesn't know the spell, doesn't make a lot of sense that |
|
|
2564 | * they would have a special prayer mark. |
|
|
2565 | */ |
|
|
2566 | if (check_spell_known (op, spell->name)) |
|
|
2567 | { |
|
|
2568 | op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n"); |
|
|
2569 | return; |
|
|
2570 | } |
|
|
2571 | |
|
|
2572 | if (spell->skill) |
|
|
2573 | { |
|
|
2574 | spell_skill = find_skill_by_name (op, spell->skill); |
|
|
2575 | |
|
|
2576 | if (!spell_skill) |
|
|
2577 | { |
|
|
2578 | op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill); |
|
|
2579 | return; |
|
|
2580 | } |
|
|
2581 | |
|
|
2582 | if (spell_skill->level < spell->level) |
|
|
2583 | { |
|
|
2584 | op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); |
|
|
2585 | return; |
|
|
2586 | } |
|
|
2587 | } |
|
|
2588 | |
|
|
2589 | /* Logic as follows |
|
|
2590 | * |
|
|
2591 | * 1- MU spells use Int to learn, Cleric spells use Wisdom |
|
|
2592 | * |
|
|
2593 | * 2- The learner's skill level in literacy adjusts the chance to learn |
|
|
2594 | * a spell. |
|
|
2595 | * |
|
|
2596 | * 3 -Automatically fail to learn if you read while confused |
|
|
2597 | * |
|
|
2598 | * Overall, chances are the same but a player will find having a high |
|
|
2599 | * literacy rate very useful! -b.t. |
|
|
2600 | */ |
|
|
2601 | if (op->flag [FLAG_CONFUSED]) |
|
|
2602 | { |
|
|
2603 | op->failmsg ("In your confused state you flub the wording of the text!"); |
|
|
2604 | scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace)); |
|
|
2605 | } |
|
|
2606 | else if (tmp->flag [FLAG_STARTEQUIP] || |
|
|
2607 | (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) |
|
|
2608 | { |
|
|
2609 | op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); |
|
|
2610 | do_learn_spell (op, spell, 0); |
|
|
2611 | |
|
|
2612 | /* xp gain to literacy for spell learning */ |
|
|
2613 | if (!tmp->flag [FLAG_STARTEQUIP]) |
|
|
2614 | change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); |
|
|
2615 | } |
|
|
2616 | else |
|
|
2617 | { |
|
|
2618 | op->contr->play_sound (sound_find ("fumble_spell")); |
|
|
2619 | op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n"); |
|
|
2620 | } |
|
|
2621 | |
|
|
2622 | tmp->decrease (); |
|
|
2623 | } |
|
|
2624 | |
|
|
2625 | /** |
|
|
2626 | * Handles applying a spell scroll. |
|
|
2627 | */ |
|
|
2628 | void |
|
|
2629 | apply_scroll (object *op, object *tmp, int dir) |
|
|
2630 | { |
|
|
2631 | object *skop; |
|
|
2632 | |
|
|
2633 | if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ]) |
|
|
2634 | { |
|
|
2635 | op->failmsg ("You are unable to read while blind."); |
|
|
2636 | return; |
|
|
2637 | } |
|
|
2638 | |
|
|
2639 | if (!tmp->inv || tmp->inv->type != SPELL) |
|
|
2640 | { |
|
|
2641 | op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>"); |
|
|
2642 | return; |
|
|
2643 | } |
|
|
2644 | |
|
|
2645 | if (op->type == PLAYER) |
|
|
2646 | { |
|
|
2647 | /* players need a literacy skill to read stuff! */ |
|
|
2648 | int exp_gain = 0; |
|
|
2649 | |
|
|
2650 | /* hard code literacy - tmp->skill points to where the exp |
|
|
2651 | * should go for anything killed by the spell. |
|
|
2652 | */ |
|
|
2653 | skop = find_skill_by_name (op, shstr_literacy); |
|
|
2654 | |
|
|
2655 | if (!skop) |
|
|
2656 | { |
|
|
2657 | op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>"); |
|
|
2658 | return; |
|
|
2659 | } |
|
|
2660 | |
|
|
2661 | if ((exp_gain = calc_skill_exp (op, tmp, skop))) |
|
|
2662 | change_exp (op, exp_gain, skop->skill, 0); |
|
|
2663 | } |
|
|
2664 | |
|
|
2665 | if (!tmp->flag [FLAG_IDENTIFIED]) |
|
|
2666 | identify (tmp); |
|
|
2667 | |
|
|
2668 | op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name)); |
|
|
2669 | |
|
|
2670 | cast_spell (op, tmp, dir, tmp->inv, NULL); |
|
|
2671 | tmp->decrease (); |
|
|
2672 | } |
|
|
2673 | |
|
|
2674 | /** |
|
|
2675 | * Applies a treasure object - by default, chest. op |
|
|
2676 | * is the person doing the applying, tmp is the treasure |
|
|
2677 | * chest. |
|
|
2678 | */ |
|
|
2679 | static void |
|
|
2680 | apply_treasure (object *op, object *tmp) |
|
|
2681 | { |
|
|
2682 | /* Nice side effect of this treasure creation method is that the treasure |
|
|
2683 | * for the chest is done when the chest is created, and put into the chest |
|
|
2684 | * inventory. So that when the chest burns up, the items still exist. Also |
|
|
2685 | * prevents people from moving chests to more difficult maps to get better |
|
|
2686 | * treasure |
|
|
2687 | */ |
|
|
2688 | object *treas = tmp->inv; |
|
|
2689 | |
|
|
2690 | if (!treas) |
|
|
2691 | { |
|
|
2692 | op->statusmsg ("The chest was empty."); |
|
|
2693 | tmp->decrease (); |
|
|
2694 | return; |
|
|
2695 | } |
|
|
2696 | |
|
|
2697 | while (tmp->inv) |
|
|
2698 | { |
|
|
2699 | treas = tmp->inv; |
|
|
2700 | treas->remove (); |
|
|
2701 | |
|
|
2702 | treas->x = op->x; |
|
|
2703 | treas->y = op->y; |
|
|
2704 | treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); |
|
|
2705 | |
|
|
2706 | if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE]) |
|
|
2707 | spring_trap (treas, op); |
|
|
2708 | |
|
|
2709 | /* If either player or container was destroyed, no need to do |
|
|
2710 | * further processing. I think this should be enclused with |
|
|
2711 | * spring trap above, as I don't think there is otherwise |
|
|
2712 | * any way for the treasure chest or player to get killed. |
|
|
2713 | */ |
|
|
2714 | if (op->destroyed () || tmp->destroyed ()) |
|
|
2715 | break; |
|
|
2716 | } |
|
|
2717 | |
|
|
2718 | if (!tmp->destroyed () && !tmp->inv) |
|
|
2719 | tmp->decrease (true); |
|
|
2720 | } |
|
|
2721 | |
|
|
2722 | /** |
|
|
2723 | * A dragon is eating some flesh. If the flesh contains resistances, |
|
|
2724 | * there is a chance for the dragon's skin to get improved. |
|
|
2725 | * |
|
|
2726 | * attributes: |
|
|
2727 | * object *op the object (dragon player) eating the flesh |
|
|
2728 | * object *meal the flesh item, getting chewed in dragon's mouth |
|
|
2729 | * return: |
|
|
2730 | * int 1 if eating successful, 0 if it doesn't work |
|
|
2731 | */ |
|
|
2732 | static int |
|
|
2733 | dragon_eat_flesh (object *op, object *meal) |
|
|
2734 | { |
|
|
2735 | object *skin = NULL; /* pointer to dragon skin force */ |
|
|
2736 | object *abil = NULL; /* pointer to dragon ability force */ |
|
|
2737 | object *tmp = NULL; /* tmp. object */ |
|
|
2738 | |
|
|
2739 | double chance; /* improvement-chance of one resistance type */ |
|
|
2740 | double totalchance = 1; /* total chance of gaining one resistance */ |
|
|
2741 | double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ |
|
|
2742 | double mbonus = 0; /* monster bonus */ |
|
|
2743 | int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ |
|
|
2744 | int winners = 0; /* number of winners */ |
|
|
2745 | int i; /* index */ |
|
|
2746 | |
|
|
2747 | /* let's make sure and doublecheck the parameters */ |
|
|
2748 | if (meal->type != FLESH || !op->is_dragon ()) |
|
|
2749 | return 0; |
|
|
2750 | |
|
|
2751 | /* now grab the 'dragon_skin'- and 'dragon_ability'-forces |
|
|
2752 | from the player's inventory */ |
|
|
2753 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
2754 | if (tmp->type == FORCE) |
|
|
2755 | if (tmp->arch->archname == shstr_dragon_skin_force) |
|
|
2756 | skin = tmp; |
|
|
2757 | else if (tmp->arch->archname == shstr_dragon_ability_force) |
|
|
2758 | abil = tmp; |
|
|
2759 | |
|
|
2760 | /* if either skin or ability are missing, this is an old player |
|
|
2761 | which is not to be considered a dragon -> bail out */ |
|
|
2762 | if (skin == NULL || abil == NULL) |
|
|
2763 | return 0; |
|
|
2764 | |
|
|
2765 | /* now start by filling stomache and health, according to food-value */ |
|
|
2766 | if ((MAX_FOOD - op->stats.food) < meal->stats.food) |
|
|
2767 | op->stats.hp += (MAX_FOOD - op->stats.food) / 50; |
|
|
2768 | else |
|
|
2769 | op->stats.hp += meal->stats.food / 50; |
|
|
2770 | |
|
|
2771 | min_it (op->stats.hp, op->stats.maxhp); |
|
|
2772 | op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food); |
|
|
2773 | |
|
|
2774 | /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ |
|
|
2775 | |
|
|
2776 | /* on to the interesting part: chances for adding resistance */ |
|
|
2777 | for (i = 0; i < NROFATTACKS; i++) |
|
|
2778 | { |
|
|
2779 | if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i)) |
|
|
2780 | { |
|
|
2781 | /* got positive resistance, now calculate improvement chance (0-100) */ |
|
|
2782 | |
|
|
2783 | /* this bonus makes resistance increase easier at lower levels */ |
|
|
2784 | bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level); |
|
|
2785 | if (i == abil->stats.exp) |
|
|
2786 | bonus += 5; /* additional bonus for resistance of ability-focus */ |
|
|
2787 | |
|
|
2788 | /* monster bonus increases with level, because high-level |
|
|
2789 | flesh is too rare */ |
|
|
2790 | mbonus = op->level * 20. / ((double) settings.max_level); |
|
|
2791 | |
|
|
2792 | chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. / |
|
|
2793 | ((double)settings.max_level)) - skin->resist[i]; |
|
|
2794 | |
|
|
2795 | if (chance >= 0.) |
|
|
2796 | chance += 1.; |
|
|
2797 | else |
|
|
2798 | chance = (chance < -12) ? 0. : 1. / pow (2., -chance); |
|
|
2799 | |
|
|
2800 | /* chance is proportional to amount of resistance (max. 50) */ |
|
|
2801 | chance *= ((double)(min (meal->resist[i], 50))) / 50.; |
|
|
2802 | |
|
|
2803 | /* doubled chance for resistance of ability-focus */ |
|
|
2804 | if (i == abil->stats.exp) |
|
|
2805 | chance = min (100., chance * 2.); |
|
|
2806 | |
|
|
2807 | /* now make the throw and save all winners (Don't insert luck bonus here!) */ |
|
|
2808 | if (rndm (10000) < (unsigned int)(chance * 100)) |
|
|
2809 | { |
|
|
2810 | atnr_winner[winners] = i; |
|
|
2811 | winners++; |
|
|
2812 | } |
|
|
2813 | |
|
|
2814 | if (chance >= 0.01) |
|
|
2815 | totalchance *= 1 - chance / 100; |
|
|
2816 | |
|
|
2817 | /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */ |
|
|
2818 | } |
|
|
2819 | } |
|
|
2820 | |
|
|
2821 | /* inverse totalchance as until now we have the failure-chance */ |
|
|
2822 | totalchance = 100 - totalchance * 100; |
|
|
2823 | |
|
|
2824 | /* print message according to totalchance */ |
|
|
2825 | const char *buf; |
|
|
2826 | if (totalchance > 50.) |
|
|
2827 | buf = format ("Hmm! The %s tasted delicious!", &meal->name); |
|
|
2828 | else if (totalchance > 10.) |
|
|
2829 | buf = format ("The %s tasted very good.", &meal->name); |
|
|
2830 | else if (totalchance > 1.) |
|
|
2831 | buf = format ("The %s tasted good.", &meal->name); |
|
|
2832 | else if (totalchance > 0.1) |
|
|
2833 | buf = format ("The %s tasted bland.", &meal->name); |
|
|
2834 | else if (totalchance >= 0.01) |
|
|
2835 | buf = format ("The %s had a boring taste.", &meal->name); |
|
|
2836 | else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) |
|
|
2837 | buf = format ("The %s tasted strange.", &meal->name); |
|
|
2838 | else |
|
|
2839 | buf = format ("The %s had no taste.", &meal->name); |
|
|
2840 | |
|
|
2841 | op->statusmsg (buf); |
|
|
2842 | |
|
|
2843 | /* now choose a winner if we have any */ |
|
|
2844 | i = -1; |
|
|
2845 | if (winners > 0) |
|
|
2846 | i = atnr_winner [rndm (winners)]; |
|
|
2847 | |
|
|
2848 | if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) |
|
|
2849 | { |
|
|
2850 | /* resistance increased! */ |
|
|
2851 | skin->resist[i]++; |
|
|
2852 | op->update_stats (); |
|
|
2853 | |
|
|
2854 | op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i])); |
|
|
2855 | } |
|
|
2856 | |
|
|
2857 | /* if this flesh contains a new ability focus, we mark it |
|
|
2858 | into the ability_force and it will take effect on next level */ |
|
|
2859 | if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) |
|
|
2860 | { |
|
|
2861 | abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ |
|
|
2862 | |
|
|
2863 | if (meal->last_eat != abil->stats.exp) |
|
|
2864 | op->statusmsg (format ( |
|
|
2865 | "Your metabolism prepares to focus on %s!\n" |
|
|
2866 | "The change will happen at level %d.", |
|
|
2867 | change_resist_msg[meal->last_eat], |
|
|
2868 | abil->level + 1 |
|
|
2869 | )); |
|
|
2870 | else |
|
|
2871 | { |
|
|
2872 | op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat])); |
|
|
2873 | abil->last_eat = 0; |
|
|
2874 | } |
|
|
2875 | } |
|
|
2876 | |
|
|
2877 | return 1; |
|
|
2878 | } |
|
|
2879 | |
|
|
2880 | /** |
|
|
2881 | * op eats food. |
|
|
2882 | * If player, takes care of messages and dragon special food. |
|
|
2883 | */ |
|
|
2884 | static void |
|
|
2885 | apply_food (object *op, object *tmp) |
|
|
2886 | { |
|
|
2887 | int capacity_remaining; |
|
|
2888 | |
|
|
2889 | if (op->type != PLAYER) |
|
|
2890 | op->stats.hp = op->stats.maxhp; |
|
|
2891 | else |
|
|
2892 | { |
|
|
2893 | /* check if this is a dragon (player), eating some flesh */ |
|
|
2894 | if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp)) |
|
|
2895 | ; |
|
|
2896 | else |
|
|
2897 | { |
|
|
2898 | /* usual case - no dragon meal: */ |
|
|
2899 | if (op->stats.food + tmp->stats.food > MAX_FOOD) |
|
|
2900 | { |
|
|
2901 | if (tmp->type == FOOD || tmp->type == FLESH) |
|
|
2902 | op->failmsg ("You feel full, but what a waste of food!"); |
|
|
2903 | else |
|
|
2904 | op->statusmsg ("Most of the drink goes down your face not your throat!"); |
|
|
2905 | } |
|
|
2906 | |
|
|
2907 | tmp->play_sound ( |
|
|
2908 | tmp->sound |
|
|
2909 | ? tmp->sound |
|
|
2910 | : tmp->type == DRINK |
|
|
2911 | ? sound_find ("eat_drink") |
|
|
2912 | : sound_find ("eat_food") |
|
|
2913 | ); |
|
|
2914 | |
|
|
2915 | if (!tmp->flag [FLAG_CURSED]) |
|
|
2916 | { |
|
|
2917 | const char *buf; |
|
|
2918 | |
|
|
2919 | if (!op->is_dragon ()) |
|
|
2920 | { |
|
|
2921 | /* eating message for normal players */ |
3327 | if (op->type == BOW) { |
2922 | if (tmp->type == DRINK) |
3328 | (void)change_abil(who, op); |
2923 | buf = format ("Ahhh...that %s tasted good.", &tmp->name); |
3329 | new_draw_info_format (NDI_UNIQUE, 0, who, |
|
|
3330 | "You will now fire %s with %s.", |
|
|
3331 | op->race ? op->race : "nothing", query_name(op)); |
|
|
3332 | who->contr->shoottype = range_bow; |
|
|
3333 | } else { |
2924 | else |
3334 | who->contr->shoottype = range_misc; |
2925 | buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); |
3335 | } |
2926 | } |
3336 | } else { |
|
|
3337 | if (op->type == BOW) |
|
|
3338 | SET_FLAG (who, FLAG_READY_BOW); |
|
|
3339 | else |
2927 | else |
3340 | SET_FLAG (who, FLAG_READY_RANGE); |
2928 | /* eating message for dragon players */ |
|
|
2929 | buf = format ("The %s tasted terrible!", &tmp->name); |
|
|
2930 | |
|
|
2931 | op->statusmsg (buf); |
|
|
2932 | |
|
|
2933 | capacity_remaining = MAX_FOOD - op->stats.food; |
|
|
2934 | op->stats.food += tmp->stats.food; |
|
|
2935 | if (capacity_remaining < tmp->stats.food) |
|
|
2936 | op->stats.hp += capacity_remaining / 50; |
|
|
2937 | else |
|
|
2938 | op->stats.hp += tmp->stats.food / 50; |
|
|
2939 | |
|
|
2940 | min_it (op->stats.hp, op->stats.maxhp); |
|
|
2941 | min_it (op->stats.food, MAX_FOOD); |
3341 | } |
2942 | } |
3342 | break; |
|
|
3343 | |
2943 | |
3344 | case BUILDER: |
2944 | /* special food hack -b.t. */ |
3345 | if ( who->contr->ranges[ range_builder ] ) |
2945 | if (tmp->title || tmp->flag [FLAG_CURSED]) |
3346 | unapply_special( who, who->contr->ranges[ range_builder ], 0 ); |
2946 | eat_special_food (op, tmp); |
3347 | who->contr->shoottype = range_builder; |
|
|
3348 | who->contr->ranges[ range_builder ] = op; |
|
|
3349 | new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) ); |
|
|
3350 | break; |
|
|
3351 | |
|
|
3352 | default: |
|
|
3353 | new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); |
|
|
3354 | } /* end of switch op->type */ |
|
|
3355 | |
|
|
3356 | SET_FLAG(op, FLAG_APPLIED); |
|
|
3357 | |
|
|
3358 | if(tmp!=NULL) |
|
|
3359 | tmp = insert_ob_in_ob(tmp,who); |
|
|
3360 | |
|
|
3361 | fix_player(who); |
|
|
3362 | |
|
|
3363 | /* We exclude spell casting objects. The fire code will set the |
|
|
3364 | * been applied flag when they are used - until that point, |
|
|
3365 | * you don't know anything about them. |
|
|
3366 | */ |
|
|
3367 | if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && |
|
|
3368 | op->type!=ROD) |
|
|
3369 | SET_FLAG(op,FLAG_BEEN_APPLIED); |
|
|
3370 | |
|
|
3371 | if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { |
|
|
3372 | if (who->type == PLAYER) { |
|
|
3373 | new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); |
|
|
3374 | SET_FLAG(op,FLAG_KNOWN_CURSED); |
|
|
3375 | } |
2947 | } |
|
|
2948 | } |
|
|
2949 | |
|
|
2950 | handle_apply_yield (tmp); |
|
|
2951 | tmp->decrease (); |
|
|
2952 | } |
|
|
2953 | |
|
|
2954 | /** |
|
|
2955 | * Handles applying an improve armor scroll. |
|
|
2956 | * Does some sanity checks, then calls improve_armour. |
|
|
2957 | */ |
|
|
2958 | static void |
|
|
2959 | apply_armour_improver (object *op, object *tmp) |
|
|
2960 | { |
|
|
2961 | if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC)) |
3376 | } |
2962 | { |
3377 | if(who->type==PLAYER) { |
2963 | op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>"); |
3378 | /* if multiple objects were applied, update both slots */ |
|
|
3379 | if (tmp) |
|
|
3380 | esrv_send_item(who, tmp); |
|
|
3381 | esrv_send_item(who, op); |
|
|
3382 | } |
|
|
3383 | return 0; |
2964 | return; |
3384 | } |
2965 | } |
3385 | |
2966 | |
|
|
2967 | object *armor = op->mark (); |
3386 | |
2968 | |
3387 | int monster_apply_special (object *who, object *op, int aflags) |
2969 | if (!armor) |
3388 | { |
2970 | { |
3389 | if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) |
2971 | op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this."); |
3390 | return 1; |
2972 | return; |
3391 | return apply_special (who, op, aflags); |
2973 | } |
3392 | } |
|
|
3393 | |
2974 | |
|
|
2975 | if (armor->type != ARMOUR |
|
|
2976 | && armor->type != CLOAK |
|
|
2977 | && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) |
|
|
2978 | { |
|
|
2979 | op->failmsg ("Your marked item is not armour!\n"); |
|
|
2980 | return; |
|
|
2981 | } |
|
|
2982 | |
|
|
2983 | if (!op->apply (armor, AP_UNAPPLY)) |
|
|
2984 | { |
|
|
2985 | op->failmsg ("You are unable to take off your armour to improve it!"); |
|
|
2986 | return; |
|
|
2987 | } |
|
|
2988 | |
|
|
2989 | op->statusmsg ("Applying armour enchantment."); |
|
|
2990 | improve_armour (op, tmp, armor); |
|
|
2991 | } |
|
|
2992 | |
|
|
2993 | void |
|
|
2994 | apply_poison (object *op, object *tmp) |
|
|
2995 | { |
|
|
2996 | // need to do it now when it is still on the map |
|
|
2997 | handle_apply_yield (tmp); |
|
|
2998 | |
|
|
2999 | object *poison = tmp->split (1); |
|
|
3000 | |
|
|
3001 | if (op->type == PLAYER) |
|
|
3002 | { |
|
|
3003 | op->contr->play_sound (sound_find ("drink_poison")); |
|
|
3004 | op->failmsg ("Yech! That tasted poisonous!"); |
|
|
3005 | op->contr->killer = poison; |
|
|
3006 | } |
|
|
3007 | |
|
|
3008 | if (poison->stats.hp > 0) |
|
|
3009 | { |
|
|
3010 | LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp); |
|
|
3011 | hit_player (op, poison->stats.hp, tmp, AT_POISON, 1); |
|
|
3012 | } |
|
|
3013 | |
|
|
3014 | op->stats.food -= op->stats.food / 4; |
|
|
3015 | poison->destroy (); |
|
|
3016 | } |
|
|
3017 | |
3394 | /** |
3018 | /** |
3395 | * Map was just loaded, handle op's initialisation. |
3019 | * This function will try to apply a lighter and in case no lighter |
|
|
3020 | * is specified it will try to find a lighter in the players inventory, |
|
|
3021 | * and inform him about this requirement. |
3396 | * |
3022 | * |
3397 | * Generates shop floor's item, and treasures. |
3023 | * who - the player |
|
|
3024 | * op - the item we want to light |
|
|
3025 | * lighter - the lighter or 0 if a lighter has yet to be found |
3398 | */ |
3026 | */ |
3399 | int auto_apply (object *op) { |
3027 | static object * |
3400 | object *tmp = NULL, *tmp2; |
3028 | auto_apply_lighter (object *who, object *op, object *lighter) |
3401 | int i; |
3029 | { |
3402 | |
3030 | if (lighter == 0) |
3403 | switch(op->type) { |
3031 | { |
3404 | case SHOP_FLOOR: |
3032 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
3405 | if (!HAS_RANDOM_ITEMS(op)) return 0; |
3033 | { |
|
|
3034 | if (tmp->type == LIGHTER) |
3406 | do { |
3035 | { |
3407 | i=10; /* let's give it 10 tries */ |
3036 | lighter = tmp; |
3408 | while((tmp=generate_treasure(op->randomitems, |
|
|
3409 | op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i); |
|
|
3410 | if(tmp==NULL) |
|
|
3411 | return 0; |
|
|
3412 | if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { |
|
|
3413 | free_object(tmp); |
|
|
3414 | tmp = NULL; |
|
|
3415 | } |
|
|
3416 | } while(!tmp); |
|
|
3417 | tmp->x=op->x; |
|
|
3418 | tmp->y=op->y; |
|
|
3419 | SET_FLAG(tmp,FLAG_UNPAID); |
|
|
3420 | insert_ob_in_map(tmp,op->map,NULL,0); |
|
|
3421 | CLEAR_FLAG(op,FLAG_AUTO_APPLY); |
|
|
3422 | identify(tmp); |
|
|
3423 | break; |
3037 | break; |
3424 | |
|
|
3425 | case TREASURE: |
|
|
3426 | if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) |
|
|
3427 | return 0; |
|
|
3428 | while ((op->stats.hp--)>0) |
|
|
3429 | create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, |
|
|
3430 | op->stats.exp ? (int)op->stats.exp : |
|
|
3431 | op->map == NULL ? 14: op->map->difficulty,0); |
|
|
3432 | |
|
|
3433 | /* If we generated an object and put it in this object inventory, |
|
|
3434 | * move it to the parent object as the current object is about |
|
|
3435 | * to disappear. An example of this item is the random_* stuff |
|
|
3436 | * that is put inside other objects. |
|
|
3437 | */ |
|
|
3438 | for (tmp=op->inv; tmp; tmp=tmp2) { |
|
|
3439 | tmp2 = tmp->below; |
|
|
3440 | remove_ob(tmp); |
|
|
3441 | if (op->env) insert_ob_in_ob(tmp, op->env); |
|
|
3442 | else free_object(tmp); |
|
|
3443 | } |
3038 | } |
3444 | remove_ob(op); |
|
|
3445 | free_object(op); |
|
|
3446 | break; |
|
|
3447 | } |
|
|
3448 | return tmp ? 1 : 0; |
|
|
3449 | } |
|
|
3450 | |
|
|
3451 | /** |
|
|
3452 | * fix_auto_apply goes through the entire map (only the first time |
|
|
3453 | * when an original map is loaded) and performs special actions for |
|
|
3454 | * certain objects (most initialization of chests and creation of |
|
|
3455 | * treasures and stuff). Calls auto_apply if appropriate. |
|
|
3456 | */ |
|
|
3457 | |
|
|
3458 | void fix_auto_apply(mapstruct *m) { |
|
|
3459 | object *tmp,*above=NULL; |
|
|
3460 | int x,y; |
|
|
3461 | |
|
|
3462 | if(m==NULL) return; |
|
|
3463 | |
|
|
3464 | for(x=0;x<MAP_WIDTH(m);x++) |
|
|
3465 | for(y=0;y<MAP_HEIGHT(m);y++) |
|
|
3466 | for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { |
|
|
3467 | above=tmp->above; |
|
|
3468 | |
|
|
3469 | if (tmp->inv) { |
|
|
3470 | object *invtmp, *invnext; |
|
|
3471 | |
|
|
3472 | for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { |
|
|
3473 | invnext = invtmp->below; |
|
|
3474 | |
|
|
3475 | if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) |
|
|
3476 | auto_apply(invtmp); |
|
|
3477 | else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { |
|
|
3478 | while ((invtmp->stats.hp--)>0) |
|
|
3479 | create_treasure(invtmp->randomitems, invtmp, 0, |
|
|
3480 | m->difficulty,0); |
|
|
3481 | invtmp->randomitems = NULL; |
|
|
3482 | } |
|
|
3483 | else if (invtmp && invtmp->arch && |
|
|
3484 | invtmp->type!=TREASURE && |
|
|
3485 | invtmp->type != SPELL && |
|
|
3486 | invtmp->type != CLASS && |
|
|
3487 | HAS_RANDOM_ITEMS(invtmp)) { |
|
|
3488 | create_treasure(invtmp->randomitems, invtmp, 0, |
|
|
3489 | m->difficulty,0); |
|
|
3490 | /* Need to clear this so that we never try to create |
|
|
3491 | * treasure again for this object |
|
|
3492 | */ |
|
|
3493 | invtmp->randomitems = NULL; |
|
|
3494 | } |
|
|
3495 | } |
|
|
3496 | /* This is really temporary - the code at the bottom will |
|
|
3497 | * also set randomitems to null. The problem is there are bunches |
|
|
3498 | * of maps/players already out there with items that have spells |
|
|
3499 | * which haven't had the randomitems set to null yet. |
|
|
3500 | * MSW 2004-05-13 |
|
|
3501 | * |
|
|
3502 | * And if it's a spellbook, it's better to set randomitems to NULL too, |
|
|
3503 | * else you get two spells in the book ^_- |
|
|
3504 | * Ryo 2004-08-16 |
|
|
3505 | */ |
|
|
3506 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL || |
|
|
3507 | tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || |
|
|
3508 | tmp->type == ALTAR || tmp->type == SPELLBOOK) |
|
|
3509 | tmp->randomitems = NULL; |
|
|
3510 | |
|
|
3511 | } |
|
|
3512 | |
|
|
3513 | if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY)) |
|
|
3514 | auto_apply(tmp); |
|
|
3515 | else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) { |
|
|
3516 | while ((tmp->stats.hp--)>0) |
|
|
3517 | create_treasure(tmp->randomitems, tmp, 0, |
|
|
3518 | m->difficulty,0); |
|
|
3519 | tmp->randomitems = NULL; |
|
|
3520 | } |
|
|
3521 | else if(tmp->type==TIMED_GATE) { |
|
|
3522 | object *head = tmp->head != NULL ? tmp->head : tmp; |
|
|
3523 | if (QUERY_FLAG(head, FLAG_IS_LINKED)) { |
|
|
3524 | tmp->speed = 0; |
|
|
3525 | update_ob_speed(tmp); |
|
|
3526 | } |
|
|
3527 | } |
|
|
3528 | /* This function can be called everytime a map is loaded, even when |
|
|
3529 | * swapping back in. As such, we don't want to create the treasure |
|
|
3530 | * over and ove again, so after we generate the treasure, blank out |
|
|
3531 | * randomitems so if it is swapped in again, it won't make anything. |
|
|
3532 | * This is a problem for the above objects, because they have counters |
|
|
3533 | * which say how many times to make the treasure. |
|
|
3534 | */ |
|
|
3535 | else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && |
|
|
3536 | tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && |
|
|
3537 | HAS_RANDOM_ITEMS(tmp)) { |
|
|
3538 | create_treasure(tmp->randomitems, tmp, GT_APPLY, |
|
|
3539 | m->difficulty,0); |
|
|
3540 | tmp->randomitems = NULL; |
|
|
3541 | } |
|
|
3542 | } |
3039 | } |
3543 | |
3040 | |
3544 | for(x=0;x<MAP_WIDTH(m);x++) |
3041 | if (!lighter) |
3545 | for(y=0;y<MAP_HEIGHT(m);y++) |
|
|
3546 | for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) |
|
|
3547 | if (tmp->above && |
|
|
3548 | (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
|
|
3549 | check_trigger (tmp, tmp->above); |
|
|
3550 | } |
|
|
3551 | |
|
|
3552 | /** |
|
|
3553 | * Handles player eating food that temporarily changes status (resistances, stats). |
|
|
3554 | * This used to call cast_change_attr(), but |
|
|
3555 | * that doesn't work with the new spell code. Since we know what |
|
|
3556 | * the food changes, just grab a force and use that instead. |
|
|
3557 | */ |
|
|
3558 | |
|
|
3559 | void eat_special_food(object *who, object *food) { |
|
|
3560 | object *force; |
|
|
3561 | int i, did_one=0; |
|
|
3562 | sint8 k; |
|
|
3563 | |
|
|
3564 | force = get_archetype(FORCE_NAME); |
|
|
3565 | |
|
|
3566 | for (i=0; i < NUM_STATS; i++) { |
|
|
3567 | k = get_attr_value(&food->stats, i); |
|
|
3568 | if (k) { |
|
|
3569 | set_attr_value(&force->stats, i, k); |
|
|
3570 | did_one = 1; |
|
|
3571 | } |
3042 | { |
3572 | } |
3043 | who->failmsgf ( |
3573 | |
3044 | "You can't light up the %s with your bare hands! " |
3574 | /* check if we can protect the eater */ |
3045 | "H<You need a lighter in your inventory, for example a flint and steel.>", |
3575 | for (i=0; i<NROFATTACKS; i++) { |
3046 | &op->name |
3576 | if (food->resist[i]>0) { |
|
|
3577 | force->resist[i] = food->resist[i] / 2; |
|
|
3578 | did_one = 1; |
|
|
3579 | } |
3047 | ); |
3580 | } |
3048 | return 0; |
3581 | if (did_one) { |
|
|
3582 | force->speed = 0.1; |
|
|
3583 | update_ob_speed(force); |
|
|
3584 | /* bigger morsel of food = longer effect time */ |
|
|
3585 | force->stats.food = food->stats.food / 5; |
|
|
3586 | SET_FLAG(force, FLAG_IS_USED_UP); |
|
|
3587 | SET_FLAG(force, FLAG_APPLIED); |
|
|
3588 | change_abil(who, force); |
|
|
3589 | insert_ob_in_ob(force, who); |
|
|
3590 | } else { |
|
|
3591 | free_object(force); |
|
|
3592 | } |
|
|
3593 | |
|
|
3594 | /* check for hp, sp change */ |
|
|
3595 | if(food->stats.hp!=0) { |
|
|
3596 | if(QUERY_FLAG(food, FLAG_CURSED)) { |
|
|
3597 | strcpy(who->contr->killer,food->name); |
|
|
3598 | hit_player(who, food->stats.hp, food, AT_POISON, 1); |
|
|
3599 | new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); |
|
|
3600 | } else { |
|
|
3601 | if(food->stats.hp>0) |
|
|
3602 | new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better."); |
|
|
3603 | else |
|
|
3604 | new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); |
|
|
3605 | who->stats.hp += food->stats.hp; |
|
|
3606 | } |
|
|
3607 | } |
|
|
3608 | if(food->stats.sp!=0) { |
|
|
3609 | if(QUERY_FLAG(food, FLAG_CURSED)) { |
|
|
3610 | new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!"); |
|
|
3611 | who->stats.sp -= food->stats.sp; |
|
|
3612 | if(who->stats.sp<0) who->stats.sp=0; |
|
|
3613 | } else { |
|
|
3614 | new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!"); |
|
|
3615 | who->stats.sp += food->stats.sp; |
|
|
3616 | /* place limit on max sp from food? */ |
|
|
3617 | } |
3049 | } |
|
|
3050 | } |
|
|
3051 | |
|
|
3052 | // last_eat == 0 means the lighter is not being used up! |
|
|
3053 | if (lighter->last_eat && lighter->stats.food) |
3618 | } |
3054 | { |
3619 | fix_player(who); |
3055 | /* lighter gets used up */ |
3620 | } |
3056 | lighter = lighter->split (); |
|
|
3057 | lighter->stats.food--; |
|
|
3058 | who->insert (lighter); |
|
|
3059 | } |
|
|
3060 | else if (lighter->last_eat) |
|
|
3061 | { |
|
|
3062 | /* no charges left in lighter */ |
|
|
3063 | who->failmsgf ( |
|
|
3064 | "You attempt to light the %s with a used up %s.", |
|
|
3065 | &op->name, &lighter->name |
|
|
3066 | ); |
|
|
3067 | return 0; |
|
|
3068 | } |
3621 | |
3069 | |
|
|
3070 | return lighter; |
|
|
3071 | } |
3622 | |
3072 | |
3623 | /** |
3073 | /** |
3624 | * Designed primarily to light torches/lanterns/etc. |
3074 | * Designed primarily to light torches/lanterns/etc. |
3625 | * Also burns up burnable material too. First object in the inventory is |
3075 | * Also burns up burnable material too. First object in the inventory is |
3626 | * the selected object to "burn". -b.t. |
3076 | * the selected object to "burn". -b.t. |
3627 | */ |
3077 | */ |
3628 | |
3078 | static void |
3629 | void apply_lighter(object *who, object *lighter) { |
3079 | apply_lighter (object *who, object *lighter) |
3630 | object *item; |
3080 | { |
3631 | int is_player_env=0; |
3081 | int is_player_env = 0; |
3632 | uint32 nrof; |
|
|
3633 | tag_t count; |
|
|
3634 | char item_name[MAX_BUF]; |
|
|
3635 | |
3082 | |
3636 | item=find_marked_object(who); |
3083 | if (object *item = who->mark ()) |
3637 | if(item) { |
3084 | { |
3638 | if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ |
3085 | if (!auto_apply_lighter (who, item, lighter)) |
3639 | /* Split multiple lighters if they're being used up. Otherwise * |
|
|
3640 | * one charge from each would be used up. --DAMN */ |
|
|
3641 | if(lighter->nrof > 1) { |
|
|
3642 | object *oneLighter = get_object(); |
|
|
3643 | copy_object(lighter, oneLighter); |
|
|
3644 | lighter->nrof -= 1; |
|
|
3645 | oneLighter->nrof = 1; |
|
|
3646 | oneLighter->stats.food--; |
|
|
3647 | esrv_send_item(who, lighter); |
|
|
3648 | oneLighter=insert_ob_in_ob(oneLighter, who); |
|
|
3649 | esrv_send_item(who, oneLighter); |
|
|
3650 | } else { |
|
|
3651 | lighter->stats.food--; |
|
|
3652 | } |
|
|
3653 | |
|
|
3654 | } else if(lighter->last_eat) { /* no charges left in lighter */ |
|
|
3655 | new_draw_info_format(NDI_UNIQUE, 0,who, |
|
|
3656 | "You attempt to light the %s with a used up %s.", |
|
|
3657 | item->name, lighter->name); |
|
|
3658 | return; |
3086 | return; |
3659 | } |
3087 | |
3660 | /* Perhaps we should split what we are trying to light on fire? |
3088 | /* Perhaps we should split what we are trying to light on fire? |
3661 | * I can't see many times when you would want to light multiple |
3089 | * I can't see many times when you would want to light multiple |
3662 | * objects at once. |
3090 | * objects at once. |
3663 | */ |
3091 | */ |
3664 | nrof=item->nrof; |
|
|
3665 | count=item->count; |
|
|
3666 | /* If the item is destroyed, we don't have a valid pointer to the |
|
|
3667 | * name object, so make a copy so the message we print out makes |
|
|
3668 | * some sense. |
|
|
3669 | */ |
|
|
3670 | strcpy(item_name, item->name); |
|
|
3671 | if (who == is_player_inv(item)) is_player_env=1; |
|
|
3672 | |
3092 | |
3673 | save_throw_object(item,AT_FIRE,who); |
3093 | save_throw_object (item, AT_FIRE, who); |
3674 | /* Change to check count and not freed, since the object pointer |
3094 | |
3675 | * may have gotten recycled |
3095 | if (item->destroyed () |
3676 | */ |
3096 | || ((item->type == LAMP || item->type == TORCH) |
3677 | if ((nrof != item->nrof ) || (count != item->count)) { |
3097 | && item->glow_radius > 0)) |
3678 | new_draw_info_format(NDI_UNIQUE, 0,who, |
3098 | who->statusmsg (format ( |
3679 | "You light the %s with the %s.",item_name,lighter->name); |
3099 | "You light the %s with the %s.", |
3680 | /* Need to update the player so that the players glow radius |
3100 | &item->name, &lighter->name |
3681 | * gets changed. |
3101 | )); |
3682 | */ |
|
|
3683 | if (is_player_env) fix_player(who); |
|
|
3684 | } else { |
3102 | else |
3685 | new_draw_info_format(NDI_UNIQUE, 0,who, |
3103 | who->failmsgf ( |
3686 | "You attempt to light the %s with the %s and fail.",item->name,lighter->name); |
3104 | "You attempt to light the %s with the %s and fail.", |
|
|
3105 | &item->name, &lighter->name |
|
|
3106 | ); |
|
|
3107 | } |
|
|
3108 | else |
|
|
3109 | who->failmsg ("You need to mark a lightable object."); |
|
|
3110 | } |
|
|
3111 | |
|
|
3112 | /** |
|
|
3113 | * This function generates a cursed effect for cursed lamps and torches. |
|
|
3114 | */ |
|
|
3115 | static void |
|
|
3116 | player_apply_lamp_cursed_effect (object *who, object *op) |
|
|
3117 | { |
|
|
3118 | if (op->level) |
|
|
3119 | { |
|
|
3120 | who->failmsgf ( |
|
|
3121 | "The %s was cursed, it explodes in a big fireball!", |
|
|
3122 | &op->name |
|
|
3123 | ); |
|
|
3124 | create_exploding_ball_at (who, op->level); |
|
|
3125 | } |
|
|
3126 | else |
|
|
3127 | { |
|
|
3128 | who->failmsgf ( |
|
|
3129 | "The %s was cursed, it crumbles to dust, at least it didn't explode.!", |
|
|
3130 | &op->name |
|
|
3131 | ); |
|
|
3132 | } |
|
|
3133 | |
|
|
3134 | op->destroy (); |
|
|
3135 | } |
|
|
3136 | |
|
|
3137 | /** |
|
|
3138 | * Apply for players and lamps |
|
|
3139 | * |
|
|
3140 | * who - the player |
|
|
3141 | * op - the lamp |
|
|
3142 | */ |
|
|
3143 | static void |
|
|
3144 | player_apply_lamp (object *who, object *op) |
|
|
3145 | { |
|
|
3146 | bool switch_on = op->glow_radius ? false : true; |
|
|
3147 | |
|
|
3148 | if (switch_on) |
|
|
3149 | { |
|
|
3150 | object *lighter = 0; |
|
|
3151 | |
|
|
3152 | if (op->flag [FLAG_IS_LIGHTABLE] |
|
|
3153 | && !(lighter = auto_apply_lighter (who, op, 0))) |
|
|
3154 | return; |
|
|
3155 | |
|
|
3156 | if (op->stats.food < 1) |
3687 | } |
3157 | { |
|
|
3158 | if (op->type == LAMP) |
|
|
3159 | who->failmsgf ( |
|
|
3160 | "The %s is out of fuel! " |
|
|
3161 | "H<Lamps and similar items need fuel. They cannot be refilled.>", |
|
|
3162 | &op->name |
|
|
3163 | ); |
|
|
3164 | else |
|
|
3165 | who->failmsgf ( |
|
|
3166 | "The %s is burnt out! " |
|
|
3167 | "H<Torches and similar items burn out and become worthless.>", |
|
|
3168 | &op->name |
|
|
3169 | ); |
|
|
3170 | return; |
|
|
3171 | } |
3688 | |
3172 | |
3689 | } else /* nothing to light */ |
3173 | if (op->flag [FLAG_CURSED]) |
3690 | new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object."); |
|
|
3691 | |
|
|
3692 | } |
|
|
3693 | |
|
|
3694 | /** |
|
|
3695 | * op made some mistake with a scroll, this takes care of punishment. |
|
|
3696 | * scroll_failure()- hacked directly from spell_failure |
|
|
3697 | */ |
|
|
3698 | void scroll_failure(object *op, int failure, int power) |
|
|
3699 | { |
|
|
3700 | if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */ |
|
|
3701 | |
|
|
3702 | if(failure<= -1&&failure > -15) {/* wonder */ |
|
|
3703 | object *tmp; |
|
|
3704 | |
|
|
3705 | new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); |
|
|
3706 | tmp=get_archetype(SPELL_WONDER); |
|
|
3707 | cast_wonder(op, op, 0, tmp); |
|
|
3708 | free_object(tmp); |
|
|
3709 | } else if (failure <= -15&&failure > -35) {/* drain mana */ |
|
|
3710 | new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); |
|
|
3711 | op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); |
|
|
3712 | if(op->stats.sp<0) op->stats.sp = 0; |
|
|
3713 | } else if (settings.spell_failure_effects == TRUE) { |
|
|
3714 | if (failure <= -35&&failure > -60) { /* confusion */ |
|
|
3715 | new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); |
|
|
3716 | confuse_player(op,op,power); |
|
|
3717 | } else if (failure <= -60&&failure> -70) {/* paralysis */ |
|
|
3718 | new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes " |
|
|
3719 | "you!"); |
|
|
3720 | paralyze_player(op,op,power); |
|
|
3721 | } else if (failure <= -70&&failure> -80) {/* blind */ |
|
|
3722 | new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); |
|
|
3723 | blind_player(op,op,power); |
|
|
3724 | } else if (failure <= -80) {/* blast the immediate area */ |
|
|
3725 | object *tmp; |
|
|
3726 | tmp=get_archetype(LOOSE_MANA); |
|
|
3727 | cast_magic_storm(op,tmp, power); |
|
|
3728 | new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); |
|
|
3729 | free_object(tmp); |
|
|
3730 | } |
3174 | { |
|
|
3175 | player_apply_lamp_cursed_effect (who, op); |
|
|
3176 | return; |
|
|
3177 | } |
|
|
3178 | |
|
|
3179 | if (lighter) |
|
|
3180 | who->statusmsg (format ( |
|
|
3181 | "You light up the %s with the %s.", &op->name, &lighter->name)); |
|
|
3182 | else |
|
|
3183 | who->statusmsg (format ("You light up the %s.", &op->name)); |
|
|
3184 | } |
|
|
3185 | else |
3731 | } |
3186 | { |
3732 | } |
3187 | if (op->flag [FLAG_CURSED]) |
|
|
3188 | { |
|
|
3189 | player_apply_lamp_cursed_effect (who, op); |
|
|
3190 | return; |
|
|
3191 | } |
3733 | |
3192 | |
3734 | void apply_changes_to_player(object *pl, object *change) { |
3193 | if (op->type == TORCH) |
3735 | int excess_stat=0; /* if the stat goes over the maximum |
3194 | { |
3736 | for the race, put the excess stat some |
3195 | if (!op->flag [FLAG_IS_LIGHTABLE]) |
3737 | where else. */ |
|
|
3738 | |
|
|
3739 | switch (change->type) { |
|
|
3740 | case CLASS: { |
|
|
3741 | living *stats = &(pl->contr->orig_stats); |
|
|
3742 | living *ns = &(change->stats); |
|
|
3743 | object *walk; |
|
|
3744 | int flag_change_face=1; |
|
|
3745 | |
|
|
3746 | /* the following code assigns stats up to the stat max |
|
|
3747 | * for the race, and if the stat max is exceeded, |
|
|
3748 | * tries to randomly reassign the excess stat |
|
|
3749 | */ |
3196 | { |
3750 | int i,j; |
3197 | who->statusmsg (format ( |
3751 | for(i=0;i<NUM_STATS;i++) { |
3198 | "You put out the %s. " |
3752 | sint8 stat=get_attr_value(stats,i); |
3199 | "H<The %s can't be used anymore, as it can't be lighted up again.>", |
3753 | int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); |
3200 | &op->name, &op->name)); |
3754 | stat += get_attr_value(ns,i); |
|
|
3755 | if(stat > 20 + race_bonus) { |
|
|
3756 | excess_stat++; |
|
|
3757 | stat = 20+race_bonus; |
|
|
3758 | } |
|
|
3759 | set_attr_value(stats,i,stat); |
|
|
3760 | } |
3201 | } |
3761 | |
|
|
3762 | for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ |
|
|
3763 | int i = rndm(0, 6); |
|
|
3764 | int stat=get_attr_value(stats,i); |
|
|
3765 | int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); |
|
|
3766 | if(i==CHA) continue; /* exclude cha from this */ |
|
|
3767 | if( stat < 20 + race_bonus) { |
|
|
3768 | change_attr_value(stats,i,1); |
|
|
3769 | excess_stat--; |
|
|
3770 | } |
|
|
3771 | } |
|
|
3772 | |
|
|
3773 | /* insert the randomitems from the change's treasurelist into |
|
|
3774 | * the player ref: player.c |
|
|
3775 | */ |
|
|
3776 | if(change->randomitems!=NULL) |
|
|
3777 | give_initial_items(pl,change->randomitems); |
|
|
3778 | |
|
|
3779 | |
|
|
3780 | /* set up the face, for some races. */ |
|
|
3781 | |
|
|
3782 | /* first, look for the force object banning |
|
|
3783 | * changing the face. Certain races never change face with class. |
|
|
3784 | */ |
|
|
3785 | for(walk=pl->inv;walk!=NULL;walk=walk->below) |
|
|
3786 | if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; |
|
|
3787 | |
|
|
3788 | if(flag_change_face) { |
|
|
3789 | pl->animation_id = GET_ANIM_ID(change); |
|
|
3790 | pl->face = change->face; |
|
|
3791 | |
|
|
3792 | if(QUERY_FLAG(change,FLAG_ANIMATE)) |
|
|
3793 | SET_FLAG(pl,FLAG_ANIMATE); |
|
|
3794 | else |
3202 | else |
3795 | CLEAR_FLAG(pl,FLAG_ANIMATE); |
3203 | who->statusmsg (format ( |
|
|
3204 | "You put out the %s." |
|
|
3205 | "H<Torches wear out if you put them out.>", |
|
|
3206 | &op->name)); |
3796 | } |
3207 | } |
|
|
3208 | else |
|
|
3209 | who->statusmsg (format ("You turn off the %s.", &op->name)); |
|
|
3210 | } |
3797 | |
3211 | |
3798 | /* check the special case of can't use weapons */ |
3212 | apply_lamp (op, switch_on); |
3799 | /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/ |
3213 | } |
3800 | if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); |
|
|
3801 | |
3214 | |
3802 | break; |
3215 | void get_animation_from_arch (object *op, arch_ptr a) |
|
|
3216 | { |
|
|
3217 | op->animation_id = a->animation_id; |
|
|
3218 | op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE]; |
|
|
3219 | op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE]; |
|
|
3220 | op->anim_speed = a->anim_speed; |
|
|
3221 | op->last_anim = 0; |
|
|
3222 | op->state = 0; |
|
|
3223 | op->face = a->face; |
|
|
3224 | |
|
|
3225 | if (NUM_ANIMATIONS(op) > 1) |
|
|
3226 | { |
|
|
3227 | SET_ANIMATION(op, 0); |
|
|
3228 | animate_object (op, op->direction); |
|
|
3229 | } |
|
|
3230 | else |
|
|
3231 | update_object (op, UP_OBJ_FACE); |
|
|
3232 | } |
|
|
3233 | |
|
|
3234 | /** |
|
|
3235 | * Apply for LAMPs and TORCHes. |
|
|
3236 | * |
|
|
3237 | * op - the lamp |
|
|
3238 | * switch_on - a flag which says whether the lamp should be switched on or off |
|
|
3239 | */ |
|
|
3240 | void apply_lamp (object *op, bool switch_on) |
|
|
3241 | { |
|
|
3242 | op->set_glow_radius (switch_on ? op->range : 0); |
|
|
3243 | op->set_speed (switch_on ? op->arch->speed : 0); |
|
|
3244 | |
|
|
3245 | // torches wear out if you put them out |
|
|
3246 | if (op->type == TORCH && !switch_on) |
|
|
3247 | { |
|
|
3248 | if (op->flag [FLAG_IS_LIGHTABLE]) |
3803 | } |
3249 | { |
|
|
3250 | op->stats.food -= (double) op->arch->stats.food / 15; |
|
|
3251 | if (op->stats.food < 0) |
|
|
3252 | op->stats.food = 0; |
|
|
3253 | } |
|
|
3254 | else |
|
|
3255 | op->stats.food = 0; |
3804 | } |
3256 | } |
|
|
3257 | |
|
|
3258 | // lamps and torched get worthless when used up |
|
|
3259 | if (op->stats.food <= 0) |
|
|
3260 | op->value = 0; |
|
|
3261 | |
|
|
3262 | // FIXME: This is a hack to make the more sane torches and lamps |
|
|
3263 | // still animated ;-/ |
|
|
3264 | if (op->other_arch) |
|
|
3265 | get_animation_from_arch (op, switch_on ? op->other_arch : op->arch); |
|
|
3266 | |
|
|
3267 | if (object *pl = op->visible_to ()) |
|
|
3268 | esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op); |
3805 | } |
3269 | } |
3806 | |
3270 | |
3807 | /** |
3271 | /** |
3808 | * This handles items of type 'transformer'. |
3272 | * This handles items of type 'transformer'. |
3809 | * Basically those items, used with a marked item, transform both items into something |
3273 | * Basically those items, used with a marked item, transform both items into something |
… | |
… | |
3812 | * Change information is contained in the 'slaying' field of the marked item. |
3276 | * Change information is contained in the 'slaying' field of the marked item. |
3813 | * The format is as follow: transformer:[number ]yield[;transformer:...]. |
3277 | * The format is as follow: transformer:[number ]yield[;transformer:...]. |
3814 | * This way an item can be transformed in many things, and/or many objects. |
3278 | * This way an item can be transformed in many things, and/or many objects. |
3815 | * The 'slaying' field for transformer is used as verb for the action. |
3279 | * The 'slaying' field for transformer is used as verb for the action. |
3816 | */ |
3280 | */ |
|
|
3281 | static void |
3817 | void apply_item_transformer( object* pl, object* transformer ) |
3282 | apply_item_transformer (object *pl, object *transformer) |
3818 | { |
3283 | { |
3819 | object* marked; |
|
|
3820 | object* new_item; |
3284 | object *new_item; |
3821 | char* find; |
3285 | const char *find; |
3822 | char* separator; |
3286 | char *separator; |
3823 | int yield; |
3287 | int yield; |
3824 | char got[ MAX_BUF ]; |
3288 | char got[MAX_BUF]; |
3825 | int len; |
3289 | int len; |
3826 | |
3290 | |
3827 | if ( !pl || !transformer ) |
3291 | if (!pl || !transformer) |
|
|
3292 | return; |
|
|
3293 | |
|
|
3294 | object *marked = pl->mark (); |
|
|
3295 | |
|
|
3296 | if (!marked) |
|
|
3297 | { |
|
|
3298 | pl->failmsgf ("Use the %s with what item?", query_name (transformer)); |
|
|
3299 | return; |
|
|
3300 | } |
|
|
3301 | |
|
|
3302 | if (!marked->slaying) |
|
|
3303 | { |
|
|
3304 | pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)); |
|
|
3305 | return; |
|
|
3306 | } |
|
|
3307 | |
|
|
3308 | /* check whether they are compatible or not */ |
|
|
3309 | find = strstr (&marked->slaying, transformer->arch->archname); |
|
|
3310 | if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) |
|
|
3311 | { |
|
|
3312 | pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)); |
|
|
3313 | return; |
|
|
3314 | } |
|
|
3315 | |
|
|
3316 | find += strlen (transformer->arch->archname) + 1; |
|
|
3317 | /* Item can be used, now find how many and what it yields */ |
|
|
3318 | if (isdigit (*(find))) |
|
|
3319 | { |
|
|
3320 | yield = atoi (find); |
|
|
3321 | if (yield < 1) |
|
|
3322 | { |
|
|
3323 | LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield); |
|
|
3324 | yield = 1; |
|
|
3325 | } |
|
|
3326 | } |
|
|
3327 | else |
|
|
3328 | yield = 1; |
|
|
3329 | |
|
|
3330 | while (isdigit (*find)) |
|
|
3331 | find++; |
|
|
3332 | |
|
|
3333 | while (*find == ' ') |
|
|
3334 | find++; |
|
|
3335 | |
|
|
3336 | memset (got, 0, MAX_BUF); |
|
|
3337 | |
|
|
3338 | if ((separator = (char *) strchr (find, ';'))) |
|
|
3339 | len = separator - find; |
|
|
3340 | else |
|
|
3341 | len = strlen (find); |
|
|
3342 | |
|
|
3343 | min_it (len, MAX_BUF - 1); |
|
|
3344 | |
|
|
3345 | strcpy (got, find); |
|
|
3346 | got[len] = '\0'; |
|
|
3347 | |
|
|
3348 | /* Now create new item, remove used ones when required. */ |
|
|
3349 | new_item = get_archetype (got); |
|
|
3350 | if (!new_item) |
|
|
3351 | { |
|
|
3352 | pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0)); |
|
|
3353 | return; |
|
|
3354 | } |
|
|
3355 | |
|
|
3356 | new_item->nrof = yield; |
|
|
3357 | |
|
|
3358 | pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0))); |
|
|
3359 | |
|
|
3360 | pl->insert (new_item); |
|
|
3361 | /* Eat up one item */ |
|
|
3362 | marked->decrease (); |
|
|
3363 | |
|
|
3364 | /* Eat one transformer if needed */ |
|
|
3365 | if (transformer->stats.food) |
|
|
3366 | if (--transformer->stats.food == 0) |
|
|
3367 | transformer->decrease (); |
|
|
3368 | } |
|
|
3369 | |
|
|
3370 | /** |
|
|
3371 | * Main apply handler. |
|
|
3372 | * |
|
|
3373 | * Checks for unpaid items before applying. |
|
|
3374 | * |
|
|
3375 | * Return value is currently not used |
|
|
3376 | * |
|
|
3377 | * who is the object that is causing object to be applied, op is the object |
|
|
3378 | * being applied. |
|
|
3379 | * |
|
|
3380 | * aflag is special (always apply/unapply) flags. Nothing is done with |
|
|
3381 | * them in this function - they are passed to apply_special |
|
|
3382 | */ |
|
|
3383 | static bool |
|
|
3384 | manual_apply (object *who, object *op, int aflag) |
|
|
3385 | { |
|
|
3386 | op = op->head_ (); |
|
|
3387 | |
|
|
3388 | if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED]) |
|
|
3389 | { |
|
|
3390 | if (who->contr) |
|
|
3391 | { |
|
|
3392 | examine (who, op); |
|
|
3393 | //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove |
|
|
3394 | return 1; |
|
|
3395 | } |
|
|
3396 | else |
|
|
3397 | return 0; /* monsters just skip unpaid items */ |
|
|
3398 | } |
|
|
3399 | |
|
|
3400 | if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who))) |
|
|
3401 | return RESULT_INT (0); |
|
|
3402 | else if (apply_types_inv_only [op->type]) |
|
|
3403 | { |
|
|
3404 | // special item, using slot system, needs to be in inv |
|
|
3405 | if (op->env == who) |
|
|
3406 | return apply_special (who, op, aflag); |
|
|
3407 | |
|
|
3408 | who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op)); |
|
|
3409 | } |
|
|
3410 | else if (!who->contr && apply_types_player_only [op->type]) |
|
|
3411 | return 0; // monsters shouldn't try to apply player-only stuff |
|
|
3412 | else if (apply_types [op->type]) |
|
|
3413 | { |
|
|
3414 | // ordinary stuff, may be on the floor |
|
|
3415 | switch (op->type) |
|
|
3416 | { |
|
|
3417 | case T_HANDLE: |
|
|
3418 | who->play_sound (sound_find ("turn_handle")); |
|
|
3419 | who->statusmsg ("You turn the handle."); |
|
|
3420 | op->value = op->value ? 0 : 1; |
|
|
3421 | SET_ANIMATION (op, op->value); |
|
|
3422 | update_object (op, UP_OBJ_FACE); |
|
|
3423 | push_button (op, who); |
|
|
3424 | break; |
|
|
3425 | |
|
|
3426 | case TRIGGER: |
|
|
3427 | if (check_trigger (op, who, who)) |
|
|
3428 | { |
|
|
3429 | who->statusmsg ("You turn the handle."); |
|
|
3430 | who->play_sound (sound_find ("turn_handle")); |
|
|
3431 | } |
|
|
3432 | else |
|
|
3433 | who->failmsg ("The handle doesn't move."); |
|
|
3434 | |
|
|
3435 | break; |
|
|
3436 | |
|
|
3437 | case EXIT: |
|
|
3438 | if (!EXIT_PATH (op)) |
|
|
3439 | who->failmsgf ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)); |
|
|
3440 | else |
|
|
3441 | { |
|
|
3442 | /* Don't display messages for random maps. */ |
|
|
3443 | if (op->msg && EXIT_PATH (op) != shstr_random_map_exit) |
|
|
3444 | who->statusmsg (op->msg, NDI_NAVY); |
|
|
3445 | |
|
|
3446 | who->enter_exit (op); |
|
|
3447 | } |
|
|
3448 | |
|
|
3449 | break; |
|
|
3450 | |
|
|
3451 | case INSCRIBABLE: |
|
|
3452 | who->statusmsg (op->msg); |
|
|
3453 | // maybe show a spell menu to chose from or something like that |
|
|
3454 | break; |
|
|
3455 | |
|
|
3456 | case SIGN: |
|
|
3457 | apply_sign (who, op, 0); |
|
|
3458 | break; |
|
|
3459 | |
|
|
3460 | case BOOK: |
|
|
3461 | apply_book (who, op); |
|
|
3462 | break; |
|
|
3463 | |
|
|
3464 | case SKILLSCROLL: |
|
|
3465 | apply_skillscroll (who, op); |
|
|
3466 | break; |
|
|
3467 | |
|
|
3468 | case SPELLBOOK: |
|
|
3469 | apply_spellbook (who, op); |
|
|
3470 | break; |
|
|
3471 | |
|
|
3472 | case SCROLL: |
|
|
3473 | apply_scroll (who, op, 0); |
|
|
3474 | break; |
|
|
3475 | |
|
|
3476 | case POTION: |
|
|
3477 | apply_potion (who, op); |
|
|
3478 | break; |
|
|
3479 | |
|
|
3480 | /* Eneq(@csd.uu.se): Handle apply on containers. */ |
|
|
3481 | //TODO: remove, as it is unsed? |
|
|
3482 | case CLOSE_CON: |
|
|
3483 | apply_container (who, op->env); |
|
|
3484 | break; |
|
|
3485 | |
|
|
3486 | case CONTAINER: |
|
|
3487 | apply_container (who, op); |
|
|
3488 | break; |
|
|
3489 | |
|
|
3490 | case TREASURE: |
|
|
3491 | apply_treasure (who, op); |
|
|
3492 | break; |
|
|
3493 | |
|
|
3494 | case LAMP: |
|
|
3495 | case TORCH: |
|
|
3496 | player_apply_lamp (who, op); |
|
|
3497 | break; |
|
|
3498 | |
|
|
3499 | case DRINK: |
|
|
3500 | case FOOD: |
|
|
3501 | case FLESH: |
|
|
3502 | apply_food (who, op); |
|
|
3503 | break; |
|
|
3504 | |
|
|
3505 | case POISON: |
|
|
3506 | apply_poison (who, op); |
|
|
3507 | break; |
|
|
3508 | |
|
|
3509 | case SAVEBED: |
|
|
3510 | break; |
|
|
3511 | |
|
|
3512 | case ARMOUR_IMPROVER: |
|
|
3513 | apply_armour_improver (who, op); |
|
|
3514 | break; |
|
|
3515 | |
|
|
3516 | case WEAPON_IMPROVER: |
|
|
3517 | check_improve_weapon (who, op); |
|
|
3518 | break; |
|
|
3519 | |
|
|
3520 | case CLOCK: |
|
|
3521 | { |
|
|
3522 | char buf[MAX_BUF]; |
|
|
3523 | timeofday_t tod; |
|
|
3524 | |
|
|
3525 | get_tod (&tod); |
|
|
3526 | who->play_sound (sound_find ("sound_clock")); |
|
|
3527 | who->statusmsg (format ( |
|
|
3528 | "It is %d minute%s past %d o'clock %s", |
|
|
3529 | tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), |
|
|
3530 | ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") |
|
|
3531 | )); |
|
|
3532 | } |
|
|
3533 | break; |
|
|
3534 | |
|
|
3535 | case MENU: |
|
|
3536 | shop_listing (op, who); |
|
|
3537 | break; |
|
|
3538 | |
|
|
3539 | case POWER_CRYSTAL: |
|
|
3540 | apply_power_crystal (who, op); /* see egoitem.c */ |
|
|
3541 | break; |
|
|
3542 | |
|
|
3543 | case LIGHTER: /* for lighting torches/lanterns/etc */ |
|
|
3544 | apply_lighter (who, op); |
|
|
3545 | break; |
|
|
3546 | |
|
|
3547 | case ITEM_TRANSFORMER: |
|
|
3548 | apply_item_transformer (who, op); |
|
|
3549 | break; |
|
|
3550 | } |
|
|
3551 | |
|
|
3552 | return 1; |
|
|
3553 | } |
|
|
3554 | else |
|
|
3555 | { |
|
|
3556 | who->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); |
|
|
3557 | return 0; |
|
|
3558 | } |
|
|
3559 | } |
|
|
3560 | |
|
|
3561 | /** |
|
|
3562 | * player_apply_below attempts to apply the object 'below' the player. |
|
|
3563 | * If the player has an open container, we use that for below, otherwise |
|
|
3564 | * we use the ground. |
|
|
3565 | */ |
|
|
3566 | void |
|
|
3567 | player_apply_below (object *pl) |
|
|
3568 | { |
|
|
3569 | object *top = pl->container_ () ? pl->container_ ()->inv : pl->below; |
|
|
3570 | |
|
|
3571 | /* If using a container, set the starting item to be the top |
|
|
3572 | * item in the container. Otherwise, use the map. |
|
|
3573 | */ |
|
|
3574 | |
|
|
3575 | // first try to apply "applyables" |
|
|
3576 | for (object *tmp = top; tmp; tmp = tmp->below) |
|
|
3577 | if (!tmp->invisible && apply_types [tmp->type]) |
|
|
3578 | { |
|
|
3579 | // If it is visible, player can apply it. |
|
|
3580 | pl->apply (tmp); |
3828 | return; |
3581 | return; |
3829 | marked = find_marked_object( pl ); |
3582 | } |
3830 | if ( !marked ) |
3583 | |
|
|
3584 | while (top && top->invisible) |
|
|
3585 | top = top->below; |
|
|
3586 | |
|
|
3587 | if (!top || top->flag [FLAG_IS_FLOOR]) |
|
|
3588 | pl->failmsg ("You inspect this space, but find no way to apply anything. " |
|
|
3589 | "H<There is nothing here that you can apply.>"); |
|
|
3590 | else |
|
|
3591 | // next, try to explain the topmost object |
|
|
3592 | switch (top->type) |
3831 | { |
3593 | { |
3832 | new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) ); |
3594 | // TODO: all this should move to examine |
3833 | return; |
3595 | case ALTAR: |
|
|
3596 | case IDENTIFY_ALTAR: |
|
|
3597 | case TRIGGER_ALTAR: |
|
|
3598 | case CONVERTER: |
|
|
3599 | //case TRIGGER_PEDESTAL: |
|
|
3600 | pl->failmsgf ( |
|
|
3601 | "You see no obvious mechanism on the %s." |
|
|
3602 | "H<You have to drop one or more specific items here.>", |
|
|
3603 | query_short_name (top) |
|
|
3604 | ); |
|
|
3605 | break; |
|
|
3606 | |
|
|
3607 | case BUTTON: |
|
|
3608 | case TRIGGER_BUTTON: |
|
|
3609 | pl->failmsgf ( |
|
|
3610 | "The %s looks as if you could activate it with somehting heavy. " |
|
|
3611 | "H<You must put enough items here to activate it.>", |
|
|
3612 | query_short_name (top) |
|
|
3613 | ); |
|
|
3614 | break; |
|
|
3615 | |
|
|
3616 | default: |
|
|
3617 | examine (pl, top); |
|
|
3618 | break; |
|
|
3619 | } |
|
|
3620 | } |
|
|
3621 | |
|
|
3622 | // saner interface, returns successful status |
|
|
3623 | bool |
|
|
3624 | object::apply (object *ob, int aflags) |
|
|
3625 | { |
|
|
3626 | if (!ob) // simplifies a lot of callers |
|
|
3627 | return true; |
|
|
3628 | |
|
|
3629 | if (contr) |
|
|
3630 | { |
|
|
3631 | if (!ob->env && (move_type & MOVE_FLYING)) |
3834 | } |
3632 | { |
3835 | if ( !marked->slaying ) |
3633 | /* player is flying and applying object not in inventory */ |
3836 | { |
3634 | if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING)) |
3837 | new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); |
|
|
3838 | return; |
|
|
3839 | } |
|
|
3840 | /* check whether they are compatible or not */ |
|
|
3841 | find = strstr( marked->slaying, transformer->arch->name ); |
|
|
3842 | if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) |
|
|
3843 | { |
|
|
3844 | new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); |
|
|
3845 | return; |
|
|
3846 | } |
|
|
3847 | find += strlen( transformer->arch->name ) + 1; |
|
|
3848 | /* Item can be used, now find how many and what it yields */ |
|
|
3849 | if ( isdigit( *( find ) ) ) |
|
|
3850 | { |
|
|
3851 | yield = atoi( find ); |
|
|
3852 | if ( yield < 1 ) |
|
|
3853 | { |
3635 | { |
3854 | LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield ); |
3636 | failmsg ("But you are floating high above the ground! " |
3855 | yield = 1; |
3637 | "H<You have to stop levitating first, if you can, either by using your levitation skill, " |
|
|
3638 | "or waiting till the levitation effect wears off.>"); |
|
|
3639 | return 0; |
3856 | } |
3640 | } |
3857 | } |
3641 | } |
3858 | else |
|
|
3859 | yield = 1; |
|
|
3860 | |
3642 | |
3861 | while ( isdigit( *find ) ) |
3643 | contr->last_used = ob; |
3862 | find++; |
3644 | } |
3863 | while ( *find == ' ' ) |
3645 | |
3864 | find++; |
3646 | bool want_apply = |
3865 | memset( got, 0, MAX_BUF ); |
3647 | aflags & AP_APPLY ? true |
3866 | if ( (separator = strchr( find, ';' ))!=NULL) |
3648 | : aflags & AP_UNAPPLY ? false |
|
|
3649 | : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE |
|
|
3650 | |
|
|
3651 | object_ptr *slot = 0; |
|
|
3652 | |
|
|
3653 | // detect the slot, if this is a player |
|
|
3654 | if (contr && !(aflags & AP_NO_SLOT)) |
|
|
3655 | { |
|
|
3656 | object *oslot; |
|
|
3657 | |
|
|
3658 | switch (ob->type) |
|
|
3659 | { |
|
|
3660 | case WEAPON: |
|
|
3661 | slot = &contr->combat_ob; |
|
|
3662 | oslot = contr->ranged_ob; |
|
|
3663 | break; |
|
|
3664 | |
|
|
3665 | case BOW: |
|
|
3666 | case RANGED: |
|
|
3667 | case SPELL: |
|
|
3668 | case WAND: |
|
|
3669 | case ROD: |
|
|
3670 | case HORN: |
|
|
3671 | case BUILDER: |
|
|
3672 | slot = &contr->ranged_ob; |
|
|
3673 | oslot = contr->combat_ob; |
|
|
3674 | break; |
|
|
3675 | |
|
|
3676 | // oh, the humanity |
|
|
3677 | case SKILL: |
|
|
3678 | if (aflags & AP_NO_SLOT) |
|
|
3679 | break; |
|
|
3680 | |
|
|
3681 | if (skill_flags [ob->subtype] & SF_NEED_ITEM) |
|
|
3682 | break; |
|
|
3683 | |
|
|
3684 | if (skill_flags [ob->subtype] & SF_COMBAT) |
|
|
3685 | { |
|
|
3686 | slot = &contr->combat_ob; |
|
|
3687 | oslot = contr->ranged_ob; |
|
|
3688 | } |
|
|
3689 | else if (skill_flags [ob->subtype] & SF_RANGED) |
|
|
3690 | { |
|
|
3691 | slot = &contr->ranged_ob; |
|
|
3692 | oslot = contr->combat_ob; |
|
|
3693 | } |
|
|
3694 | |
|
|
3695 | break; |
|
|
3696 | } |
|
|
3697 | |
|
|
3698 | // now handle slot exclusions |
|
|
3699 | if (slot) |
|
|
3700 | { |
|
|
3701 | // only one slot can be active |
|
|
3702 | if (want_apply) |
|
|
3703 | { |
|
|
3704 | // clear slot unless we are in it already |
|
|
3705 | if (*slot != ob) |
|
|
3706 | apply (*slot, AP_UNAPPLY); |
|
|
3707 | |
|
|
3708 | // unapply other slot, because we want to become active |
|
|
3709 | apply (oslot, AP_UNAPPLY); |
|
|
3710 | } |
|
|
3711 | |
|
|
3712 | // clear item from slot if applied |
|
|
3713 | if (!want_apply && current_weapon == ob) |
|
|
3714 | current_weapon = 0; |
|
|
3715 | } |
|
|
3716 | } |
|
|
3717 | |
|
|
3718 | if (ob->flag [FLAG_APPLIED] != want_apply) |
|
|
3719 | manual_apply (this, ob, aflags); |
|
|
3720 | |
|
|
3721 | if (ob->flag [FLAG_APPLIED] != want_apply) |
|
|
3722 | return false; |
|
|
3723 | |
|
|
3724 | if (slot && want_apply) |
|
|
3725 | current_weapon = *slot = ob; |
|
|
3726 | |
|
|
3727 | return true; |
|
|
3728 | } |
|
|
3729 | |
|
|
3730 | /** |
|
|
3731 | * Map was just loaded, handle op's initialisation. |
|
|
3732 | * |
|
|
3733 | * Generates shop floor's item, and treasures. |
|
|
3734 | */ |
|
|
3735 | int |
|
|
3736 | auto_apply (object *op) |
|
|
3737 | { |
|
|
3738 | object *tmp = NULL, *tmp2; |
|
|
3739 | int i; |
|
|
3740 | |
|
|
3741 | op->clr_flag (FLAG_AUTO_APPLY); |
|
|
3742 | |
|
|
3743 | switch (op->type) |
|
|
3744 | { |
|
|
3745 | case SHOP_FLOOR: |
|
|
3746 | if (!op->has_random_items ()) |
|
|
3747 | return 0; |
|
|
3748 | |
|
|
3749 | do |
3867 | { |
3750 | { |
3868 | len = separator - find; |
3751 | i = 10; /* let's give it 10 tries */ |
|
|
3752 | while ((tmp = generate_treasure (op->randomitems, |
|
|
3753 | op->stats.exp |
|
|
3754 | ? (int) op->stats.exp |
|
|
3755 | : max (op->map->difficulty, 5))) |
|
|
3756 | == NULL && --i); |
|
|
3757 | |
|
|
3758 | if (tmp == NULL) |
|
|
3759 | return 0; |
|
|
3760 | |
|
|
3761 | if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
|
|
3762 | { |
|
|
3763 | tmp->destroy (); |
|
|
3764 | tmp = NULL; |
|
|
3765 | } |
3869 | } |
3766 | } |
3870 | else |
3767 | while (!tmp); |
|
|
3768 | |
|
|
3769 | tmp->x = op->x; |
|
|
3770 | tmp->y = op->y; |
|
|
3771 | tmp->set_flag (FLAG_UNPAID); |
|
|
3772 | insert_ob_in_map (tmp, op->map, NULL, 0); |
|
|
3773 | identify (tmp); |
|
|
3774 | break; |
|
|
3775 | |
|
|
3776 | case TREASURE: |
|
|
3777 | if (op->flag [FLAG_IS_A_TEMPLATE]) |
|
|
3778 | return 0; |
|
|
3779 | |
|
|
3780 | while (op->stats.hp-- > 0) |
|
|
3781 | create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, |
|
|
3782 | op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); |
|
|
3783 | |
|
|
3784 | /* If we generated an object and put it in this object inventory, |
|
|
3785 | * move it to the parent object as the current object is about |
|
|
3786 | * to disappear. An example of this item is the random_* stuff |
|
|
3787 | * that is put inside other objects. |
|
|
3788 | */ |
|
|
3789 | if (op->env) |
|
|
3790 | while (op->inv) |
|
|
3791 | op->env->insert (op->inv); |
|
|
3792 | |
|
|
3793 | op->destroy (); |
|
|
3794 | break; |
|
|
3795 | } |
|
|
3796 | |
|
|
3797 | return !!tmp; |
|
|
3798 | } |
|
|
3799 | |
|
|
3800 | /** |
|
|
3801 | * fix_auto_apply goes through the entire map every time a map |
|
|
3802 | * is loaded or swapped in and performs special actions for |
|
|
3803 | * certain objects (most initialization of chests and creation of |
|
|
3804 | * treasures and stuff). Calls auto_apply if appropriate. |
|
|
3805 | */ |
|
|
3806 | void |
|
|
3807 | maptile::fix_auto_apply () |
|
|
3808 | { |
|
|
3809 | if (!spaces) |
|
|
3810 | return; |
|
|
3811 | |
|
|
3812 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
|
|
3813 | for (object *tmp = ms->bot; tmp; ) |
|
|
3814 | { |
|
|
3815 | object *above = tmp->above; |
|
|
3816 | |
|
|
3817 | if (tmp->inv) |
3871 | { |
3818 | { |
3872 | len = strlen(find); |
3819 | object *invtmp, *invnext; |
|
|
3820 | |
|
|
3821 | for (invtmp = tmp->inv; invtmp; invtmp = invnext) |
|
|
3822 | { |
|
|
3823 | invnext = invtmp->below; |
|
|
3824 | |
|
|
3825 | if (invtmp->flag [FLAG_AUTO_APPLY]) |
|
|
3826 | auto_apply (invtmp); |
|
|
3827 | else if (invtmp->type == TREASURE && invtmp->has_random_items ()) |
|
|
3828 | { |
|
|
3829 | while (invtmp->stats.hp-- > 0) |
|
|
3830 | create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
|
|
3831 | |
|
|
3832 | invtmp->randomitems = NULL; |
|
|
3833 | } |
|
|
3834 | else if (invtmp && invtmp->arch |
|
|
3835 | && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) |
|
|
3836 | { |
|
|
3837 | create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
|
|
3838 | /* Need to clear this so that we never try to create |
|
|
3839 | * treasure again for this object |
|
|
3840 | */ |
|
|
3841 | invtmp->randomitems = NULL; |
|
|
3842 | } |
|
|
3843 | } |
|
|
3844 | |
|
|
3845 | /* This is really temporary - the code at the bottom will |
|
|
3846 | * also set randomitems to null. The problem is there are bunches |
|
|
3847 | * of maps/players already out there with items that have spells |
|
|
3848 | * which haven't had the randomitems set to null yet. |
|
|
3849 | * MSW 2004-05-13 |
|
|
3850 | * |
|
|
3851 | * And if it's a spellbook, it's better to set randomitems to NULL too, |
|
|
3852 | * else you get two spells in the book ^_- |
|
|
3853 | * Ryo 2004-08-16 |
|
|
3854 | */ |
|
|
3855 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL |
|
|
3856 | || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) |
|
|
3857 | tmp->randomitems = NULL; |
3873 | } |
3858 | } |
3874 | if ( len > MAX_BUF-1) |
|
|
3875 | len = MAX_BUF-1; |
|
|
3876 | strcpy( got, find ); |
|
|
3877 | got[len] = '\0'; |
|
|
3878 | |
3859 | |
3879 | /* Now create new item, remove used ones when required. */ |
3860 | if (tmp->flag [FLAG_AUTO_APPLY]) |
3880 | new_item = get_archetype( got ); |
3861 | auto_apply (tmp); |
3881 | if ( !new_item ) |
3862 | else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) |
3882 | { |
3863 | { |
3883 | new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) ); |
3864 | while ((tmp->stats.hp--) > 0) |
|
|
3865 | create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); |
|
|
3866 | tmp->randomitems = NULL; |
|
|
3867 | } |
|
|
3868 | else if (tmp->type == TIMED_GATE) |
|
|
3869 | { |
|
|
3870 | object *head = tmp->head != NULL ? tmp->head : tmp; |
|
|
3871 | |
|
|
3872 | if (head->flag [FLAG_IS_LINKED]) |
|
|
3873 | tmp->set_speed (0); |
|
|
3874 | } |
|
|
3875 | /* This function can be called everytime a map is loaded, even when |
|
|
3876 | * swapping back in. As such, we don't want to create the treasure |
|
|
3877 | * over and ove again, so after we generate the treasure, blank out |
|
|
3878 | * randomitems so if it is swapped in again, it won't make anything. |
|
|
3879 | * This is a problem for the above objects, because they have counters |
|
|
3880 | * which say how many times to make the treasure. |
|
|
3881 | */ |
|
|
3882 | else if (tmp && tmp->arch && tmp->type != PLAYER |
|
|
3883 | && tmp->type != TREASURE && tmp->type != SPELL |
|
|
3884 | && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) |
|
|
3885 | { |
|
|
3886 | create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); |
|
|
3887 | tmp->randomitems = NULL; |
|
|
3888 | } |
|
|
3889 | |
|
|
3890 | // close all containers |
|
|
3891 | else if (tmp->type == CONTAINER) |
|
|
3892 | tmp->flag [FLAG_APPLIED] = 0; |
|
|
3893 | |
|
|
3894 | tmp = above; |
|
|
3895 | } |
|
|
3896 | |
|
|
3897 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
|
|
3898 | for (object *tmp = ms->bot; tmp; tmp = tmp->above) |
|
|
3899 | if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
|
|
3900 | check_trigger (tmp, tmp->above, tmp->above); |
|
|
3901 | } |
|
|
3902 | |
|
|
3903 | /** |
|
|
3904 | * Handles player eating food that temporarily changes status (resistances, stats). |
|
|
3905 | * This used to call cast_change_attr(), but |
|
|
3906 | * that doesn't work with the new spell code. Since we know what |
|
|
3907 | * the food changes, just grab a force and use that instead. |
|
|
3908 | */ |
|
|
3909 | void |
|
|
3910 | eat_special_food (object *who, object *food) |
|
|
3911 | { |
|
|
3912 | object *force; |
|
|
3913 | int i, did_one = 0; |
|
|
3914 | |
|
|
3915 | char buf[64]; |
|
|
3916 | snprintf (buf, sizeof(buf), "sp_food_%s", &food->title); |
|
|
3917 | shstr key (buf); |
|
|
3918 | |
|
|
3919 | /* bigger morsel of food = longer effect time */ |
|
|
3920 | int duration = TIME2TICK (food->stats.food); |
|
|
3921 | |
|
|
3922 | if (force = who->force_find (key)) |
|
|
3923 | { |
|
|
3924 | if (duration > fabs (force->speed_left / force->speed)) |
|
|
3925 | { |
|
|
3926 | 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)); |
|
|
3927 | force->force_set_timer (duration); |
|
|
3928 | } |
|
|
3929 | else |
|
|
3930 | new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect."); |
|
|
3931 | |
3884 | return; |
3932 | return; |
|
|
3933 | } |
|
|
3934 | else |
|
|
3935 | { |
|
|
3936 | force = who->force_add (key, duration); |
|
|
3937 | force->name = key; |
|
|
3938 | |
|
|
3939 | /* check if the food affects a stat */ |
|
|
3940 | for (i = 0; i < NUM_STATS; i++) |
|
|
3941 | if (sint8 k = food->stats.stat (i)) |
|
|
3942 | { |
|
|
3943 | force->stats.stat (i) = k; |
|
|
3944 | did_one = 1; |
3885 | } |
3945 | } |
3886 | new_item->nrof = yield; |
3946 | |
3887 | new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) ); |
3947 | /* check if we can protect the eater */ |
3888 | insert_ob_in_ob( new_item, pl ); |
3948 | for (i = 0; i < NROFATTACKS; i++) |
3889 | esrv_send_inventory( pl, pl ); |
3949 | { |
3890 | /* Eat up one item */ |
3950 | if (food->resist[i] > 0) |
3891 | decrease_ob_nr( marked, 1 ); |
3951 | { |
3892 | /* Eat one transformer if needed */ |
3952 | force->resist[i] = food->resist[i]; |
3893 | if ( transformer->stats.food ) |
3953 | did_one = 1; |
3894 | if ( --transformer->stats.food == 0 ) |
3954 | } |
3895 | decrease_ob_nr( transformer, 1 ); |
3955 | } |
|
|
3956 | |
|
|
3957 | if (did_one) |
|
|
3958 | { |
|
|
3959 | 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)); |
|
|
3960 | |
|
|
3961 | /* make the force take effect and report effects to user */ |
|
|
3962 | change_abil (who, force); |
|
|
3963 | } |
|
|
3964 | else |
|
|
3965 | force->destroy (); |
|
|
3966 | } |
|
|
3967 | |
|
|
3968 | /* check for hp, sp change */ |
|
|
3969 | if (food->stats.hp != 0) |
3896 | } |
3970 | { |
|
|
3971 | if (food->flag [FLAG_CURSED]) |
|
|
3972 | { |
|
|
3973 | who->contr->killer = food; |
|
|
3974 | hit_player (who, food->stats.hp, food, AT_POISON, 1); |
|
|
3975 | who->failmsg ("Eck!...that was poisonous!"); |
|
|
3976 | } |
|
|
3977 | else |
|
|
3978 | { |
|
|
3979 | if (food->stats.hp > 0) |
|
|
3980 | who->statusmsg ("You begin to feel better."); |
|
|
3981 | else |
|
|
3982 | who->failmsg ("Eck!...that was poisonous!"); |
|
|
3983 | |
|
|
3984 | who->stats.hp += food->stats.hp; |
|
|
3985 | } |
|
|
3986 | } |
|
|
3987 | |
|
|
3988 | if (food->stats.sp != 0) |
|
|
3989 | { |
|
|
3990 | if (food->flag [FLAG_CURSED]) |
|
|
3991 | { |
|
|
3992 | who->failmsg ("You are drained of mana!"); |
|
|
3993 | who->stats.sp -= food->stats.sp; |
|
|
3994 | if (who->stats.sp < 0) |
|
|
3995 | who->stats.sp = 0; |
|
|
3996 | } |
|
|
3997 | else |
|
|
3998 | { |
|
|
3999 | who->statusmsg ("You feel a rush of magical energy!"); |
|
|
4000 | who->stats.sp += food->stats.sp; |
|
|
4001 | /* place limit on max sp from food? */ |
|
|
4002 | } |
|
|
4003 | } |
|
|
4004 | |
|
|
4005 | who->update_stats (); |
|
|
4006 | } |
|
|
4007 | |
|
|
4008 | void |
|
|
4009 | apply_changes_to_player (object *pl, object *change) |
|
|
4010 | { |
|
|
4011 | int excess_stat = 0; /* if the stat goes over the maximum |
|
|
4012 | for the race, put the excess stat some |
|
|
4013 | where else. */ |
|
|
4014 | |
|
|
4015 | switch (change->type) |
|
|
4016 | { |
|
|
4017 | case CLASS: |
|
|
4018 | { |
|
|
4019 | living *stats = &(pl->contr->orig_stats); |
|
|
4020 | living *ns = &(change->stats); |
|
|
4021 | object *walk; |
|
|
4022 | int flag_change_face = 1; |
|
|
4023 | |
|
|
4024 | /* the following code assigns stats up to the stat max |
|
|
4025 | * for the race, and if the stat max is exceeded, |
|
|
4026 | * tries to randomly reassign the excess stat |
|
|
4027 | */ |
|
|
4028 | int i, j; |
|
|
4029 | |
|
|
4030 | for (i = 0; i < NUM_STATS; i++) |
|
|
4031 | { |
|
|
4032 | int race_bonus = pl->arch->stats.stat (i); |
|
|
4033 | sint8 stat = stats->stat (i) + ns->stat (i); |
|
|
4034 | |
|
|
4035 | if (stat > 20 + race_bonus) |
|
|
4036 | { |
|
|
4037 | excess_stat++; |
|
|
4038 | stat = 20 + race_bonus; |
|
|
4039 | } |
|
|
4040 | |
|
|
4041 | stats->stat (i) = stat; |
|
|
4042 | } |
|
|
4043 | |
|
|
4044 | for (j = 0; excess_stat > 0 && j < 100; j++) |
|
|
4045 | { /* try 100 times to assign excess stats */ |
|
|
4046 | int i = rndm (0, 6); |
|
|
4047 | |
|
|
4048 | if (i == CHA) |
|
|
4049 | continue; /* exclude cha from this */ |
|
|
4050 | |
|
|
4051 | int stat = stats->stat (i); |
|
|
4052 | int race_bonus = pl->arch->stats.stat (i); |
|
|
4053 | if (stat < 20 + race_bonus) |
|
|
4054 | { |
|
|
4055 | change_attr_value (stats, i, 1); |
|
|
4056 | excess_stat--; |
|
|
4057 | } |
|
|
4058 | } |
|
|
4059 | |
|
|
4060 | /* insert the randomitems from the change's treasurelist into |
|
|
4061 | * the player ref: player.c |
|
|
4062 | */ |
|
|
4063 | if (change->randomitems) |
|
|
4064 | give_initial_items (pl, change->randomitems); |
|
|
4065 | |
|
|
4066 | /* set up the face, for some races. */ |
|
|
4067 | |
|
|
4068 | /* first, look for the force object banning |
|
|
4069 | * changing the face. Certain races never change face with class. |
|
|
4070 | */ |
|
|
4071 | for (walk = pl->inv; walk; walk = walk->below) |
|
|
4072 | if (walk->name == shstr_NOCLASSFACECHANGE) |
|
|
4073 | flag_change_face = 0; |
|
|
4074 | |
|
|
4075 | if (flag_change_face) |
|
|
4076 | { |
|
|
4077 | pl->face = change->face; |
|
|
4078 | pl->animation_id = change->animation_id; |
|
|
4079 | pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; |
|
|
4080 | } |
|
|
4081 | |
|
|
4082 | /* check the special case of can't use weapons */ |
|
|
4083 | /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */ |
|
|
4084 | if (change->name == shstr_monk) |
|
|
4085 | pl->clr_flag (FLAG_USE_WEAPON); |
|
|
4086 | |
|
|
4087 | break; |
|
|
4088 | } |
|
|
4089 | } |
|
|
4090 | } |
|
|
4091 | |