1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
11 | * option) any later version. |
… | |
… | |
30 | #include <skills.h> |
30 | #include <skills.h> |
31 | #include <tod.h> |
31 | #include <tod.h> |
32 | |
32 | |
33 | #include <sproto.h> |
33 | #include <sproto.h> |
34 | |
34 | |
35 | /* Want this regardless of rplay. */ |
35 | // these must be in the inventory before they can be applied |
36 | #include <sounds.h> |
|
|
37 | |
36 | |
38 | /** |
37 | static const struct apply_types_inv_only : typeset |
39 | * Check if op should abort moving victim because of it's race or slaying. |
|
|
40 | * Returns 1 if it should abort, returns 0 if it should continue. |
|
|
41 | */ |
|
|
42 | int |
|
|
43 | should_director_abort (object *op, object *victim) |
|
|
44 | { |
38 | { |
45 | int arch_flag, name_flag, race_flag; |
39 | apply_types_inv_only () |
46 | |
|
|
47 | /* Get flags to determine what of arch, name, and race should be checked. |
|
|
48 | * This is stored in subtype, and is a bitmask, the LSB is the arch flag, |
|
|
49 | * the next is the name flag, and the last is the race flag. Also note, |
|
|
50 | * if subtype is set to zero, that also goes to defaults of all affecting |
|
|
51 | * it. Examples: |
|
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52 | * subtype 1: only arch |
|
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53 | * subtype 3: arch or name |
|
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54 | * subtype 5: arch or race |
|
|
55 | * subtype 7: all three |
|
|
56 | */ |
|
|
57 | if (op->subtype) |
|
|
58 | { |
40 | { |
59 | arch_flag = op->subtype & 1; |
41 | set (WEAPON); |
60 | name_flag = op->subtype & 2; |
42 | set (ARMOUR); |
61 | race_flag = op->subtype & 4; |
43 | set (BOOTS); |
|
|
44 | set (GLOVES); |
|
|
45 | set (AMULET); |
|
|
46 | set (GIRDLE); |
|
|
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); |
62 | } |
61 | } |
63 | else |
62 | } apply_types_inv_only; |
|
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63 | |
|
|
64 | // these only make sense for the player |
|
|
65 | |
|
|
66 | static const struct apply_types_player_only : typeset |
|
|
67 | { |
|
|
68 | apply_types_player_only () |
64 | { |
69 | { |
65 | arch_flag = 1; |
70 | set (EXIT); |
66 | name_flag = 1; |
71 | set (BOOK); |
67 | race_flag = 1; |
72 | set (SIGN); |
|
|
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 */ |
68 | } |
84 | } |
|
|
85 | } apply_types_player_only; |
69 | |
86 | |
70 | /* If the director has race set, only affect objects with a arch, |
87 | // applying these _can_ be attempted, others cannot |
71 | * name or race that matches. |
88 | // be applied at all. used by e.g. apply below. |
72 | */ |
|
|
73 | if ((op->race) && |
|
|
74 | ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) && |
|
|
75 | ((!(victim->name && name_flag) || op->race != victim->name)) && |
|
|
76 | ((!(victim->race && race_flag) || op->race != victim->race))) |
|
|
77 | return 1; |
|
|
78 | |
89 | |
79 | /* If the director has slaying set, only affect objects where none |
90 | static const struct apply_types : typeset |
80 | * of arch, name, or race match. |
|
|
81 | */ |
|
|
82 | if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) || |
|
|
83 | ((victim->name && name_flag && op->slaying == victim->name)) || |
|
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84 | ((victim->race && race_flag && op->slaying == victim->race))) |
|
|
85 | return 1; |
|
|
86 | |
|
|
87 | return 0; |
|
|
88 | } |
|
|
89 | |
|
|
90 | /** |
|
|
91 | * This handles a player dropping money on an altar to identify stuff. |
|
|
92 | * It'll identify marked item, if none all items up to dropped money. |
|
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93 | * Return value: 1 if money was destroyed, 0 if not. |
|
|
94 | */ |
|
|
95 | static int |
|
|
96 | apply_id_altar (object *money, object *altar, object *pl) |
|
|
97 | { |
91 | { |
98 | dynbuf_text &buf = msg_dynbuf; buf.clear (); |
92 | apply_types () |
99 | |
93 | : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only) |
100 | if (!pl || pl->type != PLAYER) |
|
|
101 | return 0; |
|
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102 | |
|
|
103 | /* Check for MONEY type is a special hack - it prevents 'nothing needs |
|
|
104 | * identifying' from being printed out more than it needs to be. |
|
|
105 | */ |
|
|
106 | if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY) |
|
|
107 | return 0; |
|
|
108 | |
|
|
109 | /* if the player has a marked item, identify that if it needs to be |
|
|
110 | * identified. If it doesn't, then go through the player inventory. |
|
|
111 | */ |
|
|
112 | if (object *marked = find_marked_object (pl)) |
|
|
113 | if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) |
|
|
114 | { |
|
|
115 | if (operate_altar (altar, &money, pl)) |
|
|
116 | { |
|
|
117 | identify (marked); |
|
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118 | |
|
|
119 | buf.printf ("You have %s.\r", long_desc (marked, pl)); |
|
|
120 | if (marked->msg) |
|
|
121 | buf << "The item has a story:\r" << marked->msg << "\n\n"; |
|
|
122 | |
|
|
123 | return !money; |
|
|
124 | } |
|
|
125 | } |
|
|
126 | |
|
|
127 | for (object *id = pl->inv; id; id = id->below) |
|
|
128 | { |
94 | { |
129 | if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) |
95 | set (T_HANDLE); |
130 | { |
96 | set (TRIGGER); |
131 | if (operate_altar (altar, &money, pl)) |
97 | set (SCROLL); |
132 | { |
98 | set (POTION); |
133 | identify (id); |
99 | set (CLOSE_CON); |
134 | |
100 | set (CONTAINER); |
135 | buf.printf ("You have %s.\r", long_desc (id, pl)); |
101 | set (LAMP); |
136 | if (id->msg) |
102 | set (TORCH); |
137 | buf << "The item has a story:\r" << id->msg << "\n\n"; |
103 | set (DRINK); |
138 | |
104 | set (FOOD); |
139 | /* If no more money, might as well quit now */ |
105 | set (FLESH); |
140 | if (!money || !check_altar_sacrifice (altar, money)) |
106 | set (POISON); |
141 | break; |
107 | set (POWER_CRYSTAL); |
142 | } |
108 | set (ITEM_TRANSFORMER); |
143 | else |
|
|
144 | { |
|
|
145 | LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); |
|
|
146 | break; |
|
|
147 | } |
|
|
148 | } |
|
|
149 | } |
109 | } |
150 | |
110 | } apply_types; |
151 | if (buf.empty ()) |
|
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152 | pl->failmsg ("You have nothing that needs identifying"); |
|
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153 | else |
|
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154 | pl->contr->infobox (MSG_CHANNEL ("identify"), buf); |
|
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155 | |
|
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156 | return !money; |
|
|
157 | } |
|
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158 | |
|
|
159 | /** |
|
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160 | * This checks whether the object has a "on_use_yield" field, and if so generated and drops |
|
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161 | * matching item. |
|
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162 | **/ |
|
|
163 | void |
|
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164 | handle_apply_yield (object *tmp) |
|
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165 | { |
|
|
166 | if (shstr_tmp yield = tmp->kv (shstr_on_use_yield)) |
|
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167 | archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); |
|
|
168 | } |
|
|
169 | |
|
|
170 | /** |
|
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171 | * Handles applying a potion. |
|
|
172 | */ |
|
|
173 | int |
|
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174 | apply_potion (object *op, object *tmp) |
|
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175 | { |
|
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176 | int got_one = 0, i; |
|
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177 | object *force = 0, *floor = 0; |
|
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178 | |
|
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179 | floor = GET_MAP_OB (op->map, op->x, op->y); |
|
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180 | |
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181 | if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) |
|
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182 | { |
|
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183 | op->failmsg ("Gods prevent you from using this here, it's sacred ground!"); |
|
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184 | |
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185 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
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186 | return 0; |
|
|
187 | } |
|
|
188 | |
|
|
189 | if (op->type == PLAYER) |
|
|
190 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
191 | identify (tmp); |
|
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192 | |
|
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193 | handle_apply_yield (tmp); |
|
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194 | |
|
|
195 | /* Potion of restoration - only for players */ |
|
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196 | if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) |
|
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197 | { |
|
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198 | object *depl; |
|
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199 | archetype *at; |
|
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200 | |
|
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201 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
202 | { |
|
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203 | op->drain_stat (); |
|
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204 | op->update_stats (); |
|
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205 | tmp->decrease (); |
|
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206 | return 1; |
|
|
207 | } |
|
|
208 | |
|
|
209 | if (!(at = archetype::find (ARCH_DEPLETION))) |
|
|
210 | { |
|
|
211 | LOG (llevError, "Could not find archetype depletion\n"); |
|
|
212 | return 0; |
|
|
213 | } |
|
|
214 | |
|
|
215 | depl = present_arch_in_ob (at, op); |
|
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216 | |
|
|
217 | if (depl) |
|
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218 | { |
|
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219 | for (i = 0; i < NUM_STATS; i++) |
|
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220 | if (depl->stats.stat (i)) |
|
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221 | op->statusmsg (restore_msg[i]); |
|
|
222 | |
|
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223 | depl->destroy (); |
|
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224 | op->update_stats (); |
|
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225 | } |
|
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226 | else |
|
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227 | op->statusmsg ("Your potion had no effect."); |
|
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228 | |
|
|
229 | tmp->decrease (); |
|
|
230 | return 1; |
|
|
231 | } |
|
|
232 | |
|
|
233 | /* improvement potion - only for players */ |
|
|
234 | if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) |
|
|
235 | { |
|
|
236 | for (i = 1; i < MIN (11, op->level); i++) |
|
|
237 | { |
|
|
238 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
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239 | { |
|
|
240 | if (op->contr->levhp[i] != 1) |
|
|
241 | { |
|
|
242 | op->contr->levhp[i] = 1; |
|
|
243 | break; |
|
|
244 | } |
|
|
245 | |
|
|
246 | if (op->contr->levsp[i] != 1) |
|
|
247 | { |
|
|
248 | op->contr->levsp[i] = 1; |
|
|
249 | break; |
|
|
250 | } |
|
|
251 | |
|
|
252 | if (op->contr->levgrace[i] != 1) |
|
|
253 | { |
|
|
254 | op->contr->levgrace[i] = 1; |
|
|
255 | break; |
|
|
256 | } |
|
|
257 | } |
|
|
258 | else |
|
|
259 | { |
|
|
260 | if (op->contr->levhp[i] < 9) |
|
|
261 | { |
|
|
262 | op->contr->levhp[i] = 9; |
|
|
263 | break; |
|
|
264 | } |
|
|
265 | |
|
|
266 | if (op->contr->levsp[i] < 6) |
|
|
267 | { |
|
|
268 | op->contr->levsp[i] = 6; |
|
|
269 | break; |
|
|
270 | } |
|
|
271 | |
|
|
272 | if (op->contr->levgrace[i] < 3) |
|
|
273 | { |
|
|
274 | op->contr->levgrace[i] = 3; |
|
|
275 | break; |
|
|
276 | } |
|
|
277 | } |
|
|
278 | } |
|
|
279 | |
|
|
280 | /* Just makes checking easier */ |
|
|
281 | if (i < MIN (11, op->level)) |
|
|
282 | got_one = 1; |
|
|
283 | |
|
|
284 | if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
285 | { |
|
|
286 | if (got_one) |
|
|
287 | { |
|
|
288 | op->update_stats (); |
|
|
289 | op->statusmsg ("The Gods smile upon you and remake you " |
|
|
290 | "a little more in their image. " |
|
|
291 | "You feel a little more perfect.", NDI_GREEN); |
|
|
292 | } |
|
|
293 | else |
|
|
294 | op->statusmsg ("The potion had no effect - you are already perfect."); |
|
|
295 | } |
|
|
296 | else |
|
|
297 | { /* cursed potion */ |
|
|
298 | if (got_one) |
|
|
299 | { |
|
|
300 | op->update_stats (); |
|
|
301 | op->failmsg ("The Gods are angry and punish you."); |
|
|
302 | } |
|
|
303 | else |
|
|
304 | op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE); |
|
|
305 | } |
|
|
306 | |
|
|
307 | tmp->decrease (); |
|
|
308 | return 1; |
|
|
309 | } |
|
|
310 | |
|
|
311 | |
|
|
312 | /* A potion that casts a spell. Healing, restore spellpoint (power potion) |
|
|
313 | * and heroism all fit into this category. Given the spell object code, |
|
|
314 | * there is no limit to the number of spells that potions can be cast, |
|
|
315 | * but direction is problematic to try and imbue fireball potions for example. |
|
|
316 | */ |
|
|
317 | if (tmp->inv) |
|
|
318 | { |
|
|
319 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
320 | { |
|
|
321 | op->failmsg ("Yech! Your lungs are on fire!"); |
|
|
322 | create_exploding_ball_at (op, op->level); |
|
|
323 | } |
|
|
324 | else |
|
|
325 | cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
|
|
326 | |
|
|
327 | tmp->decrease (); |
|
|
328 | |
|
|
329 | /* if youre dead, no point in doing this... */ |
|
|
330 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
331 | op->update_stats (); |
|
|
332 | |
|
|
333 | return 1; |
|
|
334 | } |
|
|
335 | |
|
|
336 | /* Deal with protection potions */ |
|
|
337 | force = NULL; |
|
|
338 | for (i = 0; i < NROFATTACKS; i++) |
|
|
339 | { |
|
|
340 | if (tmp->resist[i]) |
|
|
341 | { |
|
|
342 | if (!force) |
|
|
343 | force = get_archetype (FORCE_NAME); |
|
|
344 | |
|
|
345 | memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); |
|
|
346 | force->type = POTION_EFFECT; |
|
|
347 | break; /* Only need to find one protection since we copy entire batch */ |
|
|
348 | } |
|
|
349 | } |
|
|
350 | |
|
|
351 | /* This is a protection potion */ |
|
|
352 | if (force) |
|
|
353 | { |
|
|
354 | /* cursed items last longer */ |
|
|
355 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
356 | { |
|
|
357 | force->stats.food *= 10; |
|
|
358 | for (i = 0; i < NROFATTACKS; i++) |
|
|
359 | if (force->resist[i] > 0) |
|
|
360 | force->resist[i] = -force->resist[i]; /* prot => vuln */ |
|
|
361 | } |
|
|
362 | |
|
|
363 | force->speed_left = -1; |
|
|
364 | force = insert_ob_in_ob (force, op); |
|
|
365 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
366 | SET_FLAG (force, FLAG_APPLIED); |
|
|
367 | change_abil (op, force); |
|
|
368 | tmp->decrease (); |
|
|
369 | return 1; |
|
|
370 | } |
|
|
371 | |
|
|
372 | /* Only thing left are the stat potions */ |
|
|
373 | if (op->type == PLAYER) |
|
|
374 | { /* only for players */ |
|
|
375 | if ((QUERY_FLAG (tmp, FLAG_CURSED) |
|
|
376 | || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
377 | && tmp->value != 0) |
|
|
378 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
379 | else |
|
|
380 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
381 | |
|
|
382 | if (!change_abil (op, tmp)) |
|
|
383 | op->statusmsg ("Nothing happened."); |
|
|
384 | } |
|
|
385 | |
|
|
386 | /* CLEAR_FLAG is so that if the character has other potions |
|
|
387 | * that were grouped with the one consumed, his |
|
|
388 | * stat will not be raised by them. fix_player just clears |
|
|
389 | * up all the stats. |
|
|
390 | */ |
|
|
391 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
392 | op->update_stats (); |
|
|
393 | tmp->decrease (); |
|
|
394 | return 1; |
|
|
395 | } |
|
|
396 | |
111 | |
397 | /**************************************************************************** |
112 | /**************************************************************************** |
398 | * Weapon improvement code follows |
113 | * Weapon improvement code follows |
399 | ****************************************************************************/ |
114 | ****************************************************************************/ |
400 | |
115 | |
… | |
… | |
424 | if (!item) |
139 | if (!item) |
425 | return 0; |
140 | return 0; |
426 | |
141 | |
427 | for (op = op->below; op; op = op->below) |
142 | for (op = op->below; op; op = op->below) |
428 | if (op->arch->archname == item) |
143 | if (op->arch->archname == item) |
429 | if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) |
144 | if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED] |
430 | && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID)) |
145 | && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID]) |
431 | count += op->number_of (); |
146 | count += op->number_of (); |
432 | |
147 | |
433 | return count; |
148 | return count; |
434 | } |
149 | } |
435 | |
150 | |
… | |
… | |
482 | if (improver->slaying) |
197 | if (improver->slaying) |
483 | { |
198 | { |
484 | count = check_item (op, improver->slaying); |
199 | count = check_item (op, improver->slaying); |
485 | if (count < 1) |
200 | if (count < 1) |
486 | { |
201 | { |
487 | op->failmsg (format ("The gods want more %ss", &improver->slaying)); |
202 | op->failmsgf ("The gods want more %ss", &improver->slaying); |
488 | return 0; |
203 | return 0; |
489 | } |
204 | } |
490 | } |
205 | } |
491 | else |
206 | else |
492 | count = 1; |
207 | count = 1; |
… | |
… | |
617 | { |
332 | { |
618 | op->failmsg ("This weapon cannot be improved any more."); |
333 | op->failmsg ("This weapon cannot be improved any more."); |
619 | return 0; |
334 | return 0; |
620 | } |
335 | } |
621 | |
336 | |
622 | if (QUERY_FLAG (weapon, FLAG_APPLIED) |
337 | if (weapon->flag [FLAG_APPLIED] |
623 | && !check_item_power (op, weapon->item_power + 1)) |
338 | && !check_item_power (op, weapon->item_power + 1)) |
624 | { |
339 | { |
625 | op->failmsg ("Improving the weapon will make it too " |
340 | op->failmsg ("Improving the weapon will make it too " |
626 | "powerful for you to use. Unready it if you " |
341 | "powerful for you to use. Unready it if you " |
627 | "really want to improve it."); |
342 | "really want to improve it."); |
… | |
… | |
677 | sacrifice_needed *= 2; |
392 | sacrifice_needed *= 2; |
678 | |
393 | |
679 | sacrifice_count = check_sacrifice (op, improver); |
394 | sacrifice_count = check_sacrifice (op, improver); |
680 | if (sacrifice_count < sacrifice_needed) |
395 | if (sacrifice_count < sacrifice_needed) |
681 | { |
396 | { |
682 | op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying)); |
397 | op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying); |
683 | return 0; |
398 | return 0; |
684 | } |
399 | } |
685 | |
400 | |
686 | eat_item (op, improver->slaying, sacrifice_needed); |
401 | eat_item (op, improver->slaying, sacrifice_needed); |
687 | weapon->item_power++; |
402 | weapon->item_power++; |
… | |
… | |
709 | * then calls improve_weapon to do the dirty work. |
424 | * then calls improve_weapon to do the dirty work. |
710 | */ |
425 | */ |
711 | static int |
426 | static int |
712 | check_improve_weapon (object *op, object *tmp) |
427 | check_improve_weapon (object *op, object *tmp) |
713 | { |
428 | { |
714 | object *otmp; |
|
|
715 | |
|
|
716 | if (op->type != PLAYER) |
429 | if (op->type != PLAYER) |
717 | return 0; |
430 | return 0; |
718 | |
431 | |
719 | if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) |
432 | if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) |
720 | { |
433 | { |
721 | op->failmsg ("Something blocks the magic of the scroll!"); |
434 | op->failmsg ("Something blocks the magic of the scroll!"); |
722 | return 0; |
435 | return 0; |
723 | } |
436 | } |
724 | |
437 | |
725 | otmp = find_marked_object (op); |
438 | object *otmp = op->mark (); |
726 | |
439 | |
727 | if (!otmp) |
440 | if (!otmp) |
728 | { |
441 | { |
729 | op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); |
442 | op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); |
730 | return 0; |
443 | return 0; |
731 | } |
444 | } |
732 | |
445 | |
733 | if (otmp->type != WEAPON && otmp->type != BOW) |
446 | if (otmp->type != WEAPON && otmp->type != BOW) |
734 | { |
447 | { |
735 | op->failmsg ("Marked item is not a weapon or bow!"); |
448 | op->failmsg ("Marked item is not a weapon or bow!"); |
|
|
449 | return 0; |
|
|
450 | } |
|
|
451 | |
|
|
452 | if (!op->apply (otmp, AP_UNAPPLY)) |
|
|
453 | { |
|
|
454 | op->failmsg ("You are unable to take off your weapon to improve it!"); |
736 | return 0; |
455 | return 0; |
737 | } |
456 | } |
738 | |
457 | |
739 | op->statusmsg ("Applied weapon builder."); |
458 | op->statusmsg ("Applied weapon builder."); |
740 | |
459 | |
… | |
… | |
766 | * changing of physical area right now. |
485 | * changing of physical area right now. |
767 | */ |
486 | */ |
768 | static int |
487 | static int |
769 | improve_armour (object *op, object *improver, object *armour) |
488 | improve_armour (object *op, object *improver, object *armour) |
770 | { |
489 | { |
771 | object *tmp; |
|
|
772 | |
|
|
773 | if (armour->magic >= settings.armor_max_enchant) |
490 | if (armour->magic >= settings.armor_max_enchant) |
774 | { |
491 | { |
775 | op->failmsg ("This armour can not be enchanted any further!"); |
492 | op->failmsg ("This armour can not be enchanted any further!"); |
776 | return 0; |
493 | return 0; |
777 | } |
494 | } |
… | |
… | |
788 | } |
505 | } |
789 | |
506 | |
790 | /* Split objects if needed. Can't insert tmp until the |
507 | /* Split objects if needed. Can't insert tmp until the |
791 | * end of this function - otherwise it will just re-merge. |
508 | * end of this function - otherwise it will just re-merge. |
792 | */ |
509 | */ |
793 | tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0; |
510 | object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0; |
794 | |
511 | |
795 | armour->magic++; |
512 | armour->magic++; |
796 | |
513 | |
797 | if (!settings.armor_speed_linear) |
514 | if (!settings.armor_speed_linear) |
798 | { |
515 | { |
… | |
… | |
836 | |
553 | |
837 | if (op->type == PLAYER) |
554 | if (op->type == PLAYER) |
838 | { |
555 | { |
839 | esrv_send_item (op, armour); |
556 | esrv_send_item (op, armour); |
840 | |
557 | |
841 | if (QUERY_FLAG (armour, FLAG_APPLIED)) |
558 | if (armour->flag [FLAG_APPLIED]) |
842 | op->update_stats (); |
559 | op->update_stats (); |
843 | } |
560 | } |
844 | |
561 | |
845 | improver->decrease (); |
562 | improver->decrease (); |
846 | |
563 | |
… | |
… | |
860 | * what the converter wants, this will not do anything. |
577 | * what the converter wants, this will not do anything. |
861 | */ |
578 | */ |
862 | int |
579 | int |
863 | convert_item (object *item, object *converter) |
580 | convert_item (object *item, object *converter) |
864 | { |
581 | { |
865 | sint64 nr, price_in; |
582 | sint64 nr = 0, price_in; |
866 | |
583 | |
867 | if (item->flag [FLAG_UNPAID]) |
584 | if (item->flag [FLAG_UNPAID]) |
868 | return 0; |
585 | return 0; |
869 | |
586 | |
870 | shstr conv_from = converter->slaying; |
587 | shstr conv_from = converter->slaying; |
871 | archetype *conv_to = converter->other_arch; |
588 | archetype *conv_to = converter->other_arch; |
872 | sint64 need = converter->stats.food; |
589 | sint64 need = converter->stats.food; |
873 | sint64 give = converter->stats.sp; |
590 | sint64 give = converter->stats.sp; |
874 | |
591 | |
… | |
… | |
926 | for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) |
643 | for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) |
927 | if (rndm (0, i) == 0) |
644 | if (rndm (0, i) == 0) |
928 | ob_to_copy = ob; |
645 | ob_to_copy = ob; |
929 | |
646 | |
930 | item = ob_to_copy->deep_clone (); |
647 | item = ob_to_copy->deep_clone (); |
931 | CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); |
648 | item->clr_flag (FLAG_IS_A_TEMPLATE); |
932 | unflag_inv (item, FLAG_IS_A_TEMPLATE); |
649 | unflag_inv (item, FLAG_IS_A_TEMPLATE); |
933 | } |
650 | } |
934 | else |
651 | else |
935 | { |
652 | { |
936 | if (!conv_to) |
653 | if (!conv_to) |
… | |
… | |
949 | |
666 | |
950 | if (nr) |
667 | if (nr) |
951 | item->nrof *= nr; |
668 | item->nrof *= nr; |
952 | |
669 | |
953 | if (converter->flag [FLAG_PRECIOUS]) |
670 | if (converter->flag [FLAG_PRECIOUS]) |
954 | SET_FLAG (item, FLAG_UNPAID); |
671 | item->set_flag (FLAG_UNPAID); |
955 | |
672 | |
956 | if (is_in_shop (converter)) |
673 | if (converter->is_in_shop ()) |
957 | { |
674 | { |
958 | // converters on shop floors don't work anymore, bug lets check for it |
675 | // converters on shop floors don't work anymore, bug lets check for it |
959 | // and report in case someone still does it. |
676 | // and report in case someone still does it. |
960 | LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n", |
677 | LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n", |
961 | converter->debug_desc ()); |
678 | converter->debug_desc ()); |
962 | SET_FLAG (item, FLAG_UNPAID); |
679 | item->set_flag (FLAG_UNPAID); |
963 | } |
680 | } |
964 | else if (price_in < sint64 (item->nrof) * item->value) |
681 | else if (price_in < sint64 (item->nrof) * item->value) |
965 | { |
682 | { |
966 | 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", |
967 | &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); |
684 | &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); |
… | |
… | |
1016 | return 1; |
733 | return 1; |
1017 | } |
734 | } |
1018 | else if (!sack->env) |
735 | else if (!sack->env) |
1019 | { |
736 | { |
1020 | // active, but not ours: some other player has opened it |
737 | // active, but not ours: some other player has opened it |
1021 | op->failmsg (format ("Somebody else is using the %s already.", query_name (sack))); |
738 | op->failmsgf ("Somebody else is using the %s already.", query_name (sack)); |
1022 | return 1; |
739 | return 1; |
1023 | } |
740 | } |
1024 | |
741 | |
1025 | // fall through to opening it (active in inv) |
742 | // fall through to opening it (active in inv) |
1026 | } |
743 | } |
… | |
… | |
1102 | { |
819 | { |
1103 | int rv = 0; |
820 | int rv = 0; |
1104 | double opinion; |
821 | double opinion; |
1105 | object *tmp, *next; |
822 | object *tmp, *next; |
1106 | |
823 | |
1107 | SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ |
824 | op->set_flag (FLAG_NO_APPLY); /* prevent loops */ |
1108 | |
825 | |
1109 | bool has_unpaid = false; |
826 | bool has_unpaid = false; |
1110 | |
827 | |
1111 | // quite inefficient to do this here twice, but the api doesn't lend itself to |
828 | // quite inefficient to do this here twice, but the api doesn't lend itself to |
1112 | // a quick and small change :( |
829 | // a quick and small change :( |
… | |
… | |
1125 | */ |
842 | */ |
1126 | for (tmp = op->inv; tmp; tmp = next) |
843 | for (tmp = op->inv; tmp; tmp = next) |
1127 | { |
844 | { |
1128 | next = tmp->below; |
845 | next = tmp->below; |
1129 | |
846 | |
1130 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
847 | if (tmp->flag [FLAG_UNPAID]) |
1131 | { |
848 | { |
1132 | 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); |
1133 | |
850 | |
1134 | if (i >= 0) |
851 | if (i >= 0) |
1135 | tmp->move (i); |
852 | tmp->move (i); |
1136 | } |
853 | } |
1137 | } |
854 | } |
1138 | |
855 | |
1139 | /* Don't teleport things like spell effects */ |
856 | /* Don't teleport things like spell effects */ |
1140 | if (QUERY_FLAG (op, FLAG_NO_PICK)) |
857 | if (op->flag [FLAG_NO_PICK]) |
1141 | return 0; |
858 | return 0; |
1142 | |
859 | |
1143 | /* unpaid objects, or non living objects, can't transfer by |
860 | /* unpaid objects, or non living objects, can't transfer by |
1144 | * shop mats. Instead, put it on a nearby space. |
861 | * shop mats. Instead, put it on a nearby space. |
1145 | */ |
862 | */ |
1146 | if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) |
863 | if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE]) |
1147 | { |
864 | { |
1148 | /* Somebody dropped an unpaid item, just move to an adjacent place. */ |
865 | /* Somebody dropped an unpaid item, just move to an adjacent place. */ |
1149 | 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); |
1150 | |
867 | |
1151 | if (i != -1) |
868 | if (i != -1) |
… | |
… | |
1164 | /* this is only used for players */ |
881 | /* this is only used for players */ |
1165 | rv = teleport (shop_mat, SHOP_MAT, op); |
882 | rv = teleport (shop_mat, SHOP_MAT, op); |
1166 | |
883 | |
1167 | if (has_unpaid) |
884 | if (has_unpaid) |
1168 | op->contr->play_sound (sound_find ("shop_buy")); |
885 | op->contr->play_sound (sound_find ("shop_buy")); |
1169 | else if (is_in_shop (op)) |
886 | else if (op->is_in_shop ()) |
1170 | op->contr->play_sound (sound_find ("shop_enter")); |
887 | op->contr->play_sound (sound_find ("shop_enter")); |
1171 | else |
888 | else |
1172 | op->contr->play_sound (sound_find ("shop_leave")); |
889 | op->contr->play_sound (sound_find ("shop_leave")); |
1173 | |
890 | |
1174 | if (shop_mat->msg) |
891 | if (shop_mat->msg) |
1175 | op->statusmsg (shop_mat->msg); |
892 | op->statusmsg (shop_mat->msg); |
1176 | /* 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, |
1177 | * 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 |
1178 | * actually the shop floor. |
895 | * actually the shop floor. |
1179 | */ |
896 | */ |
1180 | else if (!rv && !is_in_shop (op)) |
897 | else if (!rv && !op->is_in_shop ()) |
1181 | { |
898 | { |
1182 | opinion = shopkeeper_approval (op->map, op); |
899 | opinion = shopkeeper_approval (op->map, op); |
1183 | |
900 | |
1184 | op->statusmsg ( |
901 | op->statusmsg ( |
1185 | opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." |
902 | opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." |
… | |
… | |
1206 | op->y += freearr_y[i]; |
923 | op->y += freearr_y[i]; |
1207 | 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; |
1208 | } |
925 | } |
1209 | } |
926 | } |
1210 | |
927 | |
1211 | CLEAR_FLAG (op, FLAG_NO_APPLY); |
928 | op->clr_flag (FLAG_NO_APPLY); |
1212 | return rv; |
929 | return rv; |
1213 | } |
930 | } |
1214 | |
931 | |
1215 | /** |
932 | /** |
1216 | * Handles applying a sign. |
933 | * Handles applying a sign. |
… | |
… | |
1244 | op->failmsg ("You cannot read it anymore."); |
961 | op->failmsg ("You cannot read it anymore."); |
1245 | |
962 | |
1246 | return; |
963 | return; |
1247 | } |
964 | } |
1248 | |
965 | |
1249 | if (!QUERY_FLAG (op, FLAG_WIZPASS)) |
966 | if (!op->flag [FLAG_WIZPASS]) |
1250 | sign->last_eat++; |
967 | sign->last_eat++; |
1251 | } |
968 | } |
1252 | |
969 | |
1253 | /* Sign or magic mouth? Do we need to see it, or does it talk to us? |
970 | /* Sign or magic mouth? Do we need to see it, or does it talk to us? |
1254 | * No way to know for sure. The presumption is basically that if |
971 | * No way to know for sure. The presumption is basically that if |
1255 | * move_on is zero, it needs to be manually applied (doesn't talk |
972 | * move_on is zero, it needs to be manually applied (doesn't talk |
1256 | * to us). |
973 | * to us). |
1257 | */ |
974 | */ |
1258 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) |
975 | if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on) |
1259 | { |
976 | { |
1260 | op->failmsg ("You are unable to read while blind!"); |
977 | op->failmsg ("You are unable to read while blind!"); |
1261 | return; |
978 | return; |
1262 | } |
979 | } |
1263 | |
980 | |
… | |
… | |
1304 | EXIT_Y (trap) + freearr_y[dir], |
1021 | EXIT_Y (trap) + freearr_y[dir], |
1305 | 0, victim); |
1022 | 0, victim); |
1306 | } |
1023 | } |
1307 | |
1024 | |
1308 | /** |
1025 | /** |
1309 | * 'victim' moves onto 'trap' |
|
|
1310 | * 'victim' leaves 'trap' |
|
|
1311 | * effect is determined by move_on/move_off of trap and move_type of victime. |
|
|
1312 | * |
|
|
1313 | * originator: Player, monster or other object that caused 'victim' to move |
|
|
1314 | * onto 'trap'. Will receive messages caused by this action. May be NULL. |
|
|
1315 | * However, some types of traps require an originator to function. |
|
|
1316 | */ |
|
|
1317 | void |
|
|
1318 | move_apply (object *trap, object *victim, object *originator) |
|
|
1319 | { |
|
|
1320 | static int recursion_depth = 0; |
|
|
1321 | |
|
|
1322 | /* Only exits affect DMs. */ |
|
|
1323 | if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) |
|
|
1324 | return; |
|
|
1325 | |
|
|
1326 | /* move_apply() is the most likely candidate for causing unwanted and |
|
|
1327 | * possibly unlimited recursion. |
|
|
1328 | */ |
|
|
1329 | /* The following was changed because it was causing perfectly correct |
|
|
1330 | * maps to fail. 1) it's not an error to recurse: |
|
|
1331 | * rune detonates, summoning monster. monster lands on nearby rune. |
|
|
1332 | * nearby rune detonates. This sort of recursion is expected and |
|
|
1333 | * proper. This code was causing needless crashes. |
|
|
1334 | */ |
|
|
1335 | if (recursion_depth >= 500) |
|
|
1336 | { |
|
|
1337 | LOG (llevDebug, "WARNING: move_apply(): aborting recursion " |
|
|
1338 | "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name); |
|
|
1339 | return; |
|
|
1340 | } |
|
|
1341 | |
|
|
1342 | recursion_depth++; |
|
|
1343 | if (trap->head) |
|
|
1344 | trap = trap->head; |
|
|
1345 | |
|
|
1346 | if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) |
|
|
1347 | switch (trap->type) |
|
|
1348 | { |
|
|
1349 | case PLAYERMOVER: |
|
|
1350 | if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) |
|
|
1351 | { |
|
|
1352 | if (!trap->stats.maxsp) |
|
|
1353 | trap->stats.maxsp = 2; |
|
|
1354 | |
|
|
1355 | /* Is this correct? From the docs, it doesn't look like it |
|
|
1356 | * should be divided by trap->speed |
|
|
1357 | */ |
|
|
1358 | victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); |
|
|
1359 | |
|
|
1360 | /* Just put in some sanity check. I think there is a bug in the |
|
|
1361 | * above with some objects have zero speed, and thus the player |
|
|
1362 | * getting permanently paralyzed. |
|
|
1363 | */ |
|
|
1364 | if (victim->speed_left < -50.f) |
|
|
1365 | victim->speed_left = -50.f; |
|
|
1366 | /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ |
|
|
1367 | } |
|
|
1368 | break; |
|
|
1369 | |
|
|
1370 | case SPINNER: |
|
|
1371 | if (victim->direction) |
|
|
1372 | { |
|
|
1373 | victim->direction = absdir (victim->direction - trap->stats.sp); |
|
|
1374 | update_turn_face (victim); |
|
|
1375 | } |
|
|
1376 | break; |
|
|
1377 | |
|
|
1378 | case DIRECTOR: |
|
|
1379 | if (victim->direction && !should_director_abort (trap, victim)) |
|
|
1380 | { |
|
|
1381 | victim->direction = trap->stats.sp; |
|
|
1382 | update_turn_face (victim); |
|
|
1383 | } |
|
|
1384 | break; |
|
|
1385 | |
|
|
1386 | case BUTTON: |
|
|
1387 | case PEDESTAL: |
|
|
1388 | case T_MATCH: |
|
|
1389 | update_button (trap, originator); |
|
|
1390 | break; |
|
|
1391 | |
|
|
1392 | case ALTAR: |
|
|
1393 | /* sacrifice victim on trap */ |
|
|
1394 | apply_altar (trap, victim, originator); |
|
|
1395 | break; |
|
|
1396 | |
|
|
1397 | case THROWN_OBJ: |
|
|
1398 | if (trap->inv == NULL) |
|
|
1399 | break; |
|
|
1400 | /* fallthrough */ |
|
|
1401 | |
|
|
1402 | case ARROW: |
|
|
1403 | /* bad bug: monster throw a object, make a step forwards, step on object , |
|
|
1404 | * trigger this here and get hit by own missile - and will be own enemy. |
|
|
1405 | * Victim then is his own enemy and will start to kill herself (this is |
|
|
1406 | * removed) but we have not synced victim and his missile. To avoid senseless |
|
|
1407 | * action, we avoid hits here |
|
|
1408 | */ |
|
|
1409 | if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) |
|
|
1410 | hit_with_arrow (trap, victim); |
|
|
1411 | break; |
|
|
1412 | |
|
|
1413 | case SPELL_EFFECT: |
|
|
1414 | apply_spell_effect (trap, victim); |
|
|
1415 | break; |
|
|
1416 | |
|
|
1417 | case TRAPDOOR: |
|
|
1418 | { |
|
|
1419 | int max, sound_was_played; |
|
|
1420 | object *ab, *ab_next; |
|
|
1421 | |
|
|
1422 | if (!trap->value) |
|
|
1423 | { |
|
|
1424 | int tot; |
|
|
1425 | |
|
|
1426 | for (ab = trap->above, tot = 0; ab; ab = ab->above) |
|
|
1427 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
1428 | tot += ab->head_ ()->total_weight (); |
|
|
1429 | |
|
|
1430 | if (!(trap->value = (tot > trap->weight) ? 1 : 0)) |
|
|
1431 | break; |
|
|
1432 | |
|
|
1433 | SET_ANIMATION (trap, trap->value); |
|
|
1434 | update_object (trap, UP_OBJ_FACE); |
|
|
1435 | } |
|
|
1436 | |
|
|
1437 | for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) |
|
|
1438 | { |
|
|
1439 | /* need to set this up, since if we do transfer the object, |
|
|
1440 | * ab->above would be bogus |
|
|
1441 | */ |
|
|
1442 | ab_next = ab->above; |
|
|
1443 | |
|
|
1444 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
1445 | { |
|
|
1446 | if (!sound_was_played) |
|
|
1447 | { |
|
|
1448 | trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
|
|
1449 | sound_was_played = 1; |
|
|
1450 | } |
|
|
1451 | |
|
|
1452 | ab->statusmsg ("You fall into a trapdoor!", NDI_RED); |
|
|
1453 | transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab); |
|
|
1454 | } |
|
|
1455 | } |
|
|
1456 | break; |
|
|
1457 | } |
|
|
1458 | |
|
|
1459 | case CONVERTER: |
|
|
1460 | if (convert_item (victim, trap) < 0) |
|
|
1461 | { |
|
|
1462 | originator->failmsg (format ("The %s seems to be broken!", query_name (trap))); |
|
|
1463 | archetype::get (shstr_burnout)->insert_at (trap, trap); |
|
|
1464 | } |
|
|
1465 | |
|
|
1466 | break; |
|
|
1467 | |
|
|
1468 | case TRIGGER_BUTTON: |
|
|
1469 | case TRIGGER_PEDESTAL: |
|
|
1470 | case TRIGGER_ALTAR: |
|
|
1471 | check_trigger (trap, victim, originator); |
|
|
1472 | break; |
|
|
1473 | |
|
|
1474 | case DEEP_SWAMP: |
|
|
1475 | walk_on_deep_swamp (trap, victim); |
|
|
1476 | break; |
|
|
1477 | |
|
|
1478 | case CHECK_INV: |
|
|
1479 | check_inv (victim, trap); |
|
|
1480 | break; |
|
|
1481 | |
|
|
1482 | case HOLE: |
|
|
1483 | move_apply_hole (trap, victim); |
|
|
1484 | break; |
|
|
1485 | |
|
|
1486 | case EXIT: |
|
|
1487 | if (victim->type == PLAYER && EXIT_PATH (trap)) |
|
|
1488 | { |
|
|
1489 | /* Basically, don't show exits leading to random maps the |
|
|
1490 | * players output. |
|
|
1491 | */ |
|
|
1492 | if (trap->msg && !EXIT_PATH (trap).starts_with ("/!")) |
|
|
1493 | victim->statusmsg (trap->msg, NDI_NAVY); |
|
|
1494 | |
|
|
1495 | trap->play_sound (trap->sound); |
|
|
1496 | victim->enter_exit (trap); |
|
|
1497 | } |
|
|
1498 | break; |
|
|
1499 | |
|
|
1500 | case ENCOUNTER: |
|
|
1501 | /* may be some leftovers on this */ |
|
|
1502 | break; |
|
|
1503 | |
|
|
1504 | case SHOP_MAT: |
|
|
1505 | apply_shop_mat (trap, victim); |
|
|
1506 | break; |
|
|
1507 | |
|
|
1508 | /* Drop a certain amount of gold, and have one item identified */ |
|
|
1509 | case IDENTIFY_ALTAR: |
|
|
1510 | apply_id_altar (victim, trap, originator); |
|
|
1511 | break; |
|
|
1512 | |
|
|
1513 | case SIGN: |
|
|
1514 | if (victim->type != PLAYER && trap->stats.food > 0) |
|
|
1515 | break; /* monsters musn't apply magic_mouths with counters */ |
|
|
1516 | |
|
|
1517 | apply_sign (victim, trap, 1); |
|
|
1518 | break; |
|
|
1519 | |
|
|
1520 | case CONTAINER: |
|
|
1521 | apply_container (victim, trap); |
|
|
1522 | break; |
|
|
1523 | |
|
|
1524 | case RUNE: |
|
|
1525 | case TRAP: |
|
|
1526 | if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) |
|
|
1527 | spring_trap (trap, victim); |
|
|
1528 | break; |
|
|
1529 | |
|
|
1530 | default: |
|
|
1531 | LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " |
|
|
1532 | "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); |
|
|
1533 | break; |
|
|
1534 | } |
|
|
1535 | |
|
|
1536 | recursion_depth--; |
|
|
1537 | } |
|
|
1538 | |
|
|
1539 | /** |
|
|
1540 | * Handles reading a regular (ie not containing a spell) book. |
|
|
1541 | */ |
|
|
1542 | static void |
|
|
1543 | apply_book (object *op, object *tmp) |
|
|
1544 | { |
|
|
1545 | int lev_diff; |
|
|
1546 | object *skill_ob; |
|
|
1547 | |
|
|
1548 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1549 | { |
|
|
1550 | op->failmsg ("You are unable to read while blind!"); |
|
|
1551 | return; |
|
|
1552 | } |
|
|
1553 | |
|
|
1554 | if (!tmp->msg) |
|
|
1555 | { |
|
|
1556 | op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name)); |
|
|
1557 | return; |
|
|
1558 | } |
|
|
1559 | |
|
|
1560 | /* need a literacy skill to read stuff! */ |
|
|
1561 | skill_ob = find_skill_by_name (op, tmp->skill); |
|
|
1562 | if (!skill_ob) |
|
|
1563 | { |
|
|
1564 | op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill)); |
|
|
1565 | return; |
|
|
1566 | } |
|
|
1567 | |
|
|
1568 | lev_diff = tmp->level - (skill_ob->level + 5); |
|
|
1569 | if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) |
|
|
1570 | { |
|
|
1571 | op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension." |
|
|
1572 | : lev_diff < 3 ? "This book is slightly beyond your comprehension." |
|
|
1573 | : lev_diff < 5 ? "This book is beyond your comprehension." |
|
|
1574 | : lev_diff < 8 ? "This book is quite a bit beyond your comprehension." |
|
|
1575 | : lev_diff < 15 ? "This book is way beyond your comprehension." |
|
|
1576 | : "This book is totally beyond your comprehension."); |
|
|
1577 | return; |
|
|
1578 | } |
|
|
1579 | |
|
|
1580 | readable_message_type *msgType = get_readable_message_type (tmp); |
|
|
1581 | |
|
|
1582 | if (player *pl = op->contr) |
|
|
1583 | if (client *ns = pl->ns) |
|
|
1584 | pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); |
|
|
1585 | |
|
|
1586 | /* gain xp from reading */ |
|
|
1587 | if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) |
|
|
1588 | { /* only if not read before */ |
|
|
1589 | int exp_gain = calc_skill_exp (op, tmp, skill_ob); |
|
|
1590 | |
|
|
1591 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
1592 | { |
|
|
1593 | /*exp_gain *= 2; because they just identified it too */ |
|
|
1594 | SET_FLAG (tmp, FLAG_IDENTIFIED); |
|
|
1595 | |
|
|
1596 | if (object *pl = tmp->visible_to ()) |
|
|
1597 | esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); |
|
|
1598 | } |
|
|
1599 | |
|
|
1600 | change_exp (op, exp_gain, skill_ob->skill, 0); |
|
|
1601 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ |
|
|
1602 | } |
|
|
1603 | } |
|
|
1604 | |
|
|
1605 | /** |
|
|
1606 | * op made some mistake with a scroll, this takes care of punishment. |
|
|
1607 | * scroll_failure()- hacked directly from spell_failure |
|
|
1608 | */ |
|
|
1609 | static void |
|
|
1610 | scroll_failure (object *op, int failure, int power) |
|
|
1611 | { |
|
|
1612 | if (abs (failure / 4) > power) |
|
|
1613 | power = abs (failure / 4); /* set minimum effect */ |
|
|
1614 | |
|
|
1615 | if (failure <= -1 && failure > -15) |
|
|
1616 | { /* wonder */ |
|
|
1617 | object *tmp; |
|
|
1618 | |
|
|
1619 | op->failmsg ("Your spell warps!"); |
|
|
1620 | tmp = get_archetype (SPELL_WONDER); |
|
|
1621 | cast_wonder (op, op, 0, tmp); |
|
|
1622 | tmp->destroy (); |
|
|
1623 | } |
|
|
1624 | else if (failure <= -15 && failure > -35) |
|
|
1625 | { /* drain mana */ |
|
|
1626 | op->failmsg ("Your mana is drained!"); |
|
|
1627 | op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); |
|
|
1628 | if (op->stats.sp < 0) |
|
|
1629 | op->stats.sp = 0; |
|
|
1630 | } |
|
|
1631 | else if (settings.spell_failure_effects == TRUE) |
|
|
1632 | { |
|
|
1633 | if (failure <= -35 && failure > -60) |
|
|
1634 | { /* confusion */ |
|
|
1635 | op->failmsg ("The magic recoils on you!"); |
|
|
1636 | confuse_player (op, op, power); |
|
|
1637 | } |
|
|
1638 | else if (failure <= -60 && failure > -70) |
|
|
1639 | { /* paralysis */ |
|
|
1640 | op->failmsg ("The magic recoils and paralyzes you!"); |
|
|
1641 | paralyze_player (op, op, power); |
|
|
1642 | } |
|
|
1643 | else if (failure <= -70 && failure > -80) |
|
|
1644 | { /* blind */ |
|
|
1645 | op->failmsg ("The magic recoils on you!"); |
|
|
1646 | blind_player (op, op, power); |
|
|
1647 | } |
|
|
1648 | else if (failure <= -80) |
|
|
1649 | { /* blast the immediate area */ |
|
|
1650 | object *tmp = get_archetype (LOOSE_MANA); |
|
|
1651 | cast_magic_storm (op, tmp, power); |
|
|
1652 | op->failmsg ("You unleash uncontrolled mana!"); |
|
|
1653 | tmp->destroy (); |
|
|
1654 | } |
|
|
1655 | } |
|
|
1656 | } |
|
|
1657 | |
|
|
1658 | /** |
|
|
1659 | * Handles the applying of a skill scroll, calling learn_skill straight. |
|
|
1660 | * op is the person learning the skill, tmp is the skill scroll object |
|
|
1661 | */ |
|
|
1662 | static void |
|
|
1663 | apply_skillscroll (object *op, object *tmp) |
|
|
1664 | { |
|
|
1665 | switch (learn_skill (op, tmp)) |
|
|
1666 | { |
|
|
1667 | case 0: |
|
|
1668 | op->play_sound (sound_find ("generic_fail")); |
|
|
1669 | op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp))); |
|
|
1670 | break; |
|
|
1671 | |
|
|
1672 | case 1: |
|
|
1673 | tmp->decrease (); |
|
|
1674 | op->play_sound (sound_find ("skill_learn")); |
|
|
1675 | op->statusmsg (format ("You succeed in learning %s", &tmp->skill)); |
|
|
1676 | break; |
|
|
1677 | |
|
|
1678 | default: |
|
|
1679 | tmp->decrease (); |
|
|
1680 | op->play_sound (sound_find ("generic_fail")); |
|
|
1681 | op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp))); |
|
|
1682 | break; |
|
|
1683 | } |
|
|
1684 | } |
|
|
1685 | |
|
|
1686 | /** |
|
|
1687 | * Actually makes op learn spell. |
|
|
1688 | * Informs player of what happens. |
|
|
1689 | */ |
|
|
1690 | void |
|
|
1691 | do_learn_spell (object *op, object *spell, int special_prayer) |
|
|
1692 | { |
|
|
1693 | object *tmp; |
|
|
1694 | |
|
|
1695 | if (op->type != PLAYER) |
|
|
1696 | { |
|
|
1697 | LOG (llevError, "BUG: do_learn_spell(): not a player\n"); |
|
|
1698 | return; |
|
|
1699 | } |
|
|
1700 | |
|
|
1701 | /* Upgrade special prayers to normal prayers */ |
|
|
1702 | if ((tmp = check_spell_known (op, spell->name)) != NULL) |
|
|
1703 | { |
|
|
1704 | if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
|
|
1705 | { |
|
|
1706 | LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); |
|
|
1707 | return; |
|
|
1708 | } |
|
|
1709 | return; |
|
|
1710 | } |
|
|
1711 | |
|
|
1712 | op->contr->play_sound (sound_find ("learn_spell")); |
|
|
1713 | |
|
|
1714 | tmp = spell->clone (); |
|
|
1715 | insert_ob_in_ob (tmp, op); |
|
|
1716 | |
|
|
1717 | if (special_prayer) |
|
|
1718 | SET_FLAG (tmp, FLAG_STARTEQUIP); |
|
|
1719 | |
|
|
1720 | esrv_add_spells (op->contr, tmp); |
|
|
1721 | } |
|
|
1722 | |
|
|
1723 | /** |
|
|
1724 | * Erases spell from player's inventory. |
|
|
1725 | */ |
|
|
1726 | void |
|
|
1727 | do_forget_spell (object *op, const char *spell) |
|
|
1728 | { |
|
|
1729 | object *spob; |
|
|
1730 | |
|
|
1731 | if (op->type != PLAYER) |
|
|
1732 | { |
|
|
1733 | LOG (llevError, "BUG: do_forget_spell(): not a player\n"); |
|
|
1734 | return; |
|
|
1735 | } |
|
|
1736 | if ((spob = check_spell_known (op, spell)) == NULL) |
|
|
1737 | { |
|
|
1738 | LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); |
|
|
1739 | return; |
|
|
1740 | } |
|
|
1741 | |
|
|
1742 | op->failmsg (format ("You lose knowledge of %s.", spell)); |
|
|
1743 | player_unready_range_ob (op->contr, spob); |
|
|
1744 | esrv_remove_spell (op->contr, spob); |
|
|
1745 | spob->destroy (); |
|
|
1746 | } |
|
|
1747 | |
|
|
1748 | /** |
|
|
1749 | * Handles player applying a spellbook. |
|
|
1750 | * Checks whether player has knowledge of required skill, doesn't already know the spell, |
|
|
1751 | * stuff like that. Random learning failure too. |
|
|
1752 | */ |
|
|
1753 | static void |
|
|
1754 | apply_spellbook (object *op, object *tmp) |
|
|
1755 | { |
|
|
1756 | object *skop, *spell, *spell_skill; |
|
|
1757 | |
|
|
1758 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1759 | { |
|
|
1760 | op->failmsg ("You are unable to read while blind."); |
|
|
1761 | return; |
|
|
1762 | } |
|
|
1763 | |
|
|
1764 | /* artifact_spellbooks have 'slaying' field point to a spell name, |
|
|
1765 | * instead of having their spell stored in stats.sp. These are |
|
|
1766 | * legacy spellbooks |
|
|
1767 | */ |
|
|
1768 | if (tmp->slaying) |
|
|
1769 | { |
|
|
1770 | spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); |
|
|
1771 | if (!spell) |
|
|
1772 | { |
|
|
1773 | op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying)); |
|
|
1774 | return; |
|
|
1775 | } |
|
|
1776 | else |
|
|
1777 | insert_ob_in_ob (spell, tmp); |
|
|
1778 | |
|
|
1779 | tmp->slaying = 0; |
|
|
1780 | } |
|
|
1781 | |
|
|
1782 | skop = find_skill_by_name (op, tmp->skill); |
|
|
1783 | |
|
|
1784 | /* need a literacy skill to learn spells. Also, having a literacy level |
|
|
1785 | * lower than the spell will make learning the spell more difficult */ |
|
|
1786 | if (!skop) |
|
|
1787 | { |
|
|
1788 | op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill)); |
|
|
1789 | return; |
|
|
1790 | } |
|
|
1791 | |
|
|
1792 | spell = tmp->inv; |
|
|
1793 | |
|
|
1794 | if (!spell) |
|
|
1795 | { |
|
|
1796 | LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); |
|
|
1797 | op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); |
|
|
1798 | return; |
|
|
1799 | } |
|
|
1800 | |
|
|
1801 | int learn_level = sqrtf (spell->level) * 1.5f; |
|
|
1802 | if (skop->level < learn_level) |
|
|
1803 | { |
|
|
1804 | op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>", |
|
|
1805 | &tmp->skill, learn_level)); |
|
|
1806 | return; |
|
|
1807 | } |
|
|
1808 | |
|
|
1809 | op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); |
|
|
1810 | |
|
|
1811 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
1812 | identify (tmp); |
|
|
1813 | |
|
|
1814 | /* I removed the check for special_prayer_mark here - it didn't make |
|
|
1815 | * a lot of sense - special prayers are not found in spellbooks, and |
|
|
1816 | * if the player doesn't know the spell, doesn't make a lot of sense that |
|
|
1817 | * they would have a special prayer mark. |
|
|
1818 | */ |
|
|
1819 | if (check_spell_known (op, spell->name)) |
|
|
1820 | { |
|
|
1821 | op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n"); |
|
|
1822 | return; |
|
|
1823 | } |
|
|
1824 | |
|
|
1825 | if (spell->skill) |
|
|
1826 | { |
|
|
1827 | spell_skill = find_skill_by_name (op, spell->skill); |
|
|
1828 | |
|
|
1829 | if (!spell_skill) |
|
|
1830 | { |
|
|
1831 | op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill)); |
|
|
1832 | return; |
|
|
1833 | } |
|
|
1834 | |
|
|
1835 | if (spell_skill->level < spell->level) |
|
|
1836 | { |
|
|
1837 | op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill)); |
|
|
1838 | return; |
|
|
1839 | } |
|
|
1840 | } |
|
|
1841 | |
|
|
1842 | /* Logic as follows |
|
|
1843 | * |
|
|
1844 | * 1- MU spells use Int to learn, Cleric spells use Wisdom |
|
|
1845 | * |
|
|
1846 | * 2- The learner's skill level in literacy adjusts the chance to learn |
|
|
1847 | * a spell. |
|
|
1848 | * |
|
|
1849 | * 3 -Automatically fail to learn if you read while confused |
|
|
1850 | * |
|
|
1851 | * Overall, chances are the same but a player will find having a high |
|
|
1852 | * literacy rate very useful! -b.t. |
|
|
1853 | */ |
|
|
1854 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
|
|
1855 | { |
|
|
1856 | op->failmsg ("In your confused state you flub the wording of the text!"); |
|
|
1857 | scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); |
|
|
1858 | } |
|
|
1859 | else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || |
|
|
1860 | (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) |
|
|
1861 | { |
|
|
1862 | op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); |
|
|
1863 | do_learn_spell (op, spell, 0); |
|
|
1864 | |
|
|
1865 | /* xp gain to literacy for spell learning */ |
|
|
1866 | if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
|
|
1867 | change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); |
|
|
1868 | } |
|
|
1869 | else |
|
|
1870 | { |
|
|
1871 | op->contr->play_sound (sound_find ("fumble_spell")); |
|
|
1872 | op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n"); |
|
|
1873 | } |
|
|
1874 | |
|
|
1875 | tmp->decrease (); |
|
|
1876 | } |
|
|
1877 | |
|
|
1878 | /** |
|
|
1879 | * Handles applying a spell scroll. |
|
|
1880 | */ |
|
|
1881 | void |
|
|
1882 | apply_scroll (object *op, object *tmp, int dir) |
|
|
1883 | { |
|
|
1884 | object *skop; |
|
|
1885 | |
|
|
1886 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1887 | { |
|
|
1888 | op->failmsg ("You are unable to read while blind."); |
|
|
1889 | return; |
|
|
1890 | } |
|
|
1891 | |
|
|
1892 | if (!tmp->inv || tmp->inv->type != SPELL) |
|
|
1893 | { |
|
|
1894 | op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>"); |
|
|
1895 | return; |
|
|
1896 | } |
|
|
1897 | |
|
|
1898 | if (op->type == PLAYER) |
|
|
1899 | { |
|
|
1900 | /* players need a literacy skill to read stuff! */ |
|
|
1901 | int exp_gain = 0; |
|
|
1902 | |
|
|
1903 | /* hard code literacy - tmp->skill points to where the exp |
|
|
1904 | * should go for anything killed by the spell. |
|
|
1905 | */ |
|
|
1906 | skop = find_skill_by_name (op, skill_names[SK_LITERACY]); |
|
|
1907 | |
|
|
1908 | if (!skop) |
|
|
1909 | { |
|
|
1910 | op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY])); |
|
|
1911 | return; |
|
|
1912 | } |
|
|
1913 | |
|
|
1914 | if ((exp_gain = calc_skill_exp (op, tmp, skop))) |
|
|
1915 | change_exp (op, exp_gain, skop->skill, 0); |
|
|
1916 | } |
|
|
1917 | |
|
|
1918 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
1919 | identify (tmp); |
|
|
1920 | |
|
|
1921 | op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name)); |
|
|
1922 | |
|
|
1923 | cast_spell (op, tmp, dir, tmp->inv, NULL); |
|
|
1924 | tmp->decrease (); |
|
|
1925 | } |
|
|
1926 | |
|
|
1927 | /** |
|
|
1928 | * Applies a treasure object - by default, chest. op |
|
|
1929 | * is the person doing the applying, tmp is the treasure |
|
|
1930 | * chest. |
|
|
1931 | */ |
|
|
1932 | static void |
|
|
1933 | apply_treasure (object *op, object *tmp) |
|
|
1934 | { |
|
|
1935 | /* Nice side effect of this treasure creation method is that the treasure |
|
|
1936 | * for the chest is done when the chest is created, and put into the chest |
|
|
1937 | * inventory. So that when the chest burns up, the items still exist. Also |
|
|
1938 | * prevents people from moving chests to more difficult maps to get better |
|
|
1939 | * treasure |
|
|
1940 | */ |
|
|
1941 | object *treas = tmp->inv; |
|
|
1942 | |
|
|
1943 | if (!treas) |
|
|
1944 | { |
|
|
1945 | op->statusmsg ("The chest was empty."); |
|
|
1946 | tmp->decrease (); |
|
|
1947 | return; |
|
|
1948 | } |
|
|
1949 | |
|
|
1950 | while (tmp->inv) |
|
|
1951 | { |
|
|
1952 | treas = tmp->inv; |
|
|
1953 | treas->remove (); |
|
|
1954 | |
|
|
1955 | treas->x = op->x; |
|
|
1956 | treas->y = op->y; |
|
|
1957 | treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); |
|
|
1958 | |
|
|
1959 | if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
1960 | spring_trap (treas, op); |
|
|
1961 | |
|
|
1962 | /* If either player or container was destroyed, no need to do |
|
|
1963 | * further processing. I think this should be enclused with |
|
|
1964 | * spring trap above, as I don't think there is otherwise |
|
|
1965 | * any way for the treasure chest or player to get killed. |
|
|
1966 | */ |
|
|
1967 | if (op->destroyed () || tmp->destroyed ()) |
|
|
1968 | break; |
|
|
1969 | } |
|
|
1970 | |
|
|
1971 | if (!tmp->destroyed () && !tmp->inv) |
|
|
1972 | tmp->decrease (true); |
|
|
1973 | } |
|
|
1974 | |
|
|
1975 | /** |
|
|
1976 | * A dragon is eating some flesh. If the flesh contains resistances, |
|
|
1977 | * there is a chance for the dragon's skin to get improved. |
|
|
1978 | * |
|
|
1979 | * attributes: |
|
|
1980 | * object *op the object (dragon player) eating the flesh |
|
|
1981 | * object *meal the flesh item, getting chewed in dragon's mouth |
|
|
1982 | * return: |
|
|
1983 | * int 1 if eating successful, 0 if it doesn't work |
|
|
1984 | */ |
|
|
1985 | static int |
|
|
1986 | dragon_eat_flesh (object *op, object *meal) |
|
|
1987 | { |
|
|
1988 | object *skin = NULL; /* pointer to dragon skin force */ |
|
|
1989 | object *abil = NULL; /* pointer to dragon ability force */ |
|
|
1990 | object *tmp = NULL; /* tmp. object */ |
|
|
1991 | |
|
|
1992 | double chance; /* improvement-chance of one resistance type */ |
|
|
1993 | double totalchance = 1; /* total chance of gaining one resistance */ |
|
|
1994 | double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ |
|
|
1995 | double mbonus = 0; /* monster bonus */ |
|
|
1996 | int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ |
|
|
1997 | int winners = 0; /* number of winners */ |
|
|
1998 | int i; /* index */ |
|
|
1999 | |
|
|
2000 | /* let's make sure and doublecheck the parameters */ |
|
|
2001 | if (meal->type != FLESH || !is_dragon_pl (op)) |
|
|
2002 | return 0; |
|
|
2003 | |
|
|
2004 | /* now grab the 'dragon_skin'- and 'dragon_ability'-forces |
|
|
2005 | from the player's inventory */ |
|
|
2006 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
2007 | if (tmp->type == FORCE) |
|
|
2008 | if (tmp->arch->archname == shstr_dragon_skin_force) |
|
|
2009 | skin = tmp; |
|
|
2010 | else if (tmp->arch->archname == shstr_dragon_ability_force) |
|
|
2011 | abil = tmp; |
|
|
2012 | |
|
|
2013 | /* if either skin or ability are missing, this is an old player |
|
|
2014 | which is not to be considered a dragon -> bail out */ |
|
|
2015 | if (skin == NULL || abil == NULL) |
|
|
2016 | return 0; |
|
|
2017 | |
|
|
2018 | /* now start by filling stomache and health, according to food-value */ |
|
|
2019 | if ((999 - op->stats.food) < meal->stats.food) |
|
|
2020 | op->stats.hp += (999 - op->stats.food) / 50; |
|
|
2021 | else |
|
|
2022 | op->stats.hp += meal->stats.food / 50; |
|
|
2023 | |
|
|
2024 | if (op->stats.hp > op->stats.maxhp) |
|
|
2025 | op->stats.hp = op->stats.maxhp; |
|
|
2026 | |
|
|
2027 | op->stats.food = MIN (999, op->stats.food + meal->stats.food); |
|
|
2028 | |
|
|
2029 | /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ |
|
|
2030 | |
|
|
2031 | /* on to the interesting part: chances for adding resistance */ |
|
|
2032 | for (i = 0; i < NROFATTACKS; i++) |
|
|
2033 | { |
|
|
2034 | if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i)) |
|
|
2035 | { |
|
|
2036 | /* got positive resistance, now calculate improvement chance (0-100) */ |
|
|
2037 | |
|
|
2038 | /* this bonus makes resistance increase easier at lower levels */ |
|
|
2039 | bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level); |
|
|
2040 | if (i == abil->stats.exp) |
|
|
2041 | bonus += 5; /* additional bonus for resistance of ability-focus */ |
|
|
2042 | |
|
|
2043 | /* monster bonus increases with level, because high-level |
|
|
2044 | flesh is too rare */ |
|
|
2045 | mbonus = op->level * 20. / ((double) settings.max_level); |
|
|
2046 | |
|
|
2047 | chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / |
|
|
2048 | ((double) settings.max_level)) - skin->resist[i]; |
|
|
2049 | |
|
|
2050 | if (chance >= 0.) |
|
|
2051 | chance += 1.; |
|
|
2052 | else |
|
|
2053 | chance = (chance < -12) ? 0. : 1. / pow (2., -chance); |
|
|
2054 | |
|
|
2055 | /* chance is proportional to amount of resistance (max. 50) */ |
|
|
2056 | chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; |
|
|
2057 | |
|
|
2058 | /* doubled chance for resistance of ability-focus */ |
|
|
2059 | if (i == abil->stats.exp) |
|
|
2060 | chance = MIN (100., chance * 2.); |
|
|
2061 | |
|
|
2062 | /* now make the throw and save all winners (Don't insert luck bonus here!) */ |
|
|
2063 | if (rndm (10000) < (unsigned int) (chance * 100)) |
|
|
2064 | { |
|
|
2065 | atnr_winner[winners] = i; |
|
|
2066 | winners++; |
|
|
2067 | } |
|
|
2068 | |
|
|
2069 | if (chance >= 0.01) |
|
|
2070 | totalchance *= 1 - chance / 100; |
|
|
2071 | |
|
|
2072 | /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */ |
|
|
2073 | } |
|
|
2074 | } |
|
|
2075 | |
|
|
2076 | /* inverse totalchance as until now we have the failure-chance */ |
|
|
2077 | totalchance = 100 - totalchance * 100; |
|
|
2078 | |
|
|
2079 | /* print message according to totalchance */ |
|
|
2080 | const char *buf; |
|
|
2081 | if (totalchance > 50.) |
|
|
2082 | buf = format ("Hmm! The %s tasted delicious!", &meal->name); |
|
|
2083 | else if (totalchance > 10.) |
|
|
2084 | buf = format ("The %s tasted very good.", &meal->name); |
|
|
2085 | else if (totalchance > 1.) |
|
|
2086 | buf = format ("The %s tasted good.", &meal->name); |
|
|
2087 | else if (totalchance > 0.1) |
|
|
2088 | buf = format ("The %s tasted bland.", &meal->name); |
|
|
2089 | else if (totalchance >= 0.01) |
|
|
2090 | buf = format ("The %s had a boring taste.", &meal->name); |
|
|
2091 | else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) |
|
|
2092 | buf = format ("The %s tasted strange.", &meal->name); |
|
|
2093 | else |
|
|
2094 | buf = format ("The %s had no taste.", &meal->name); |
|
|
2095 | |
|
|
2096 | op->statusmsg (buf); |
|
|
2097 | |
|
|
2098 | /* now choose a winner if we have any */ |
|
|
2099 | i = -1; |
|
|
2100 | if (winners > 0) |
|
|
2101 | i = atnr_winner [rndm (winners)]; |
|
|
2102 | |
|
|
2103 | if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) |
|
|
2104 | { |
|
|
2105 | /* resistance increased! */ |
|
|
2106 | skin->resist[i]++; |
|
|
2107 | op->update_stats (); |
|
|
2108 | |
|
|
2109 | op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i])); |
|
|
2110 | } |
|
|
2111 | |
|
|
2112 | /* if this flesh contains a new ability focus, we mark it |
|
|
2113 | into the ability_force and it will take effect on next level */ |
|
|
2114 | if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) |
|
|
2115 | { |
|
|
2116 | abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ |
|
|
2117 | |
|
|
2118 | if (meal->last_eat != abil->stats.exp) |
|
|
2119 | op->statusmsg (format ( |
|
|
2120 | "Your metabolism prepares to focus on %s!\n" |
|
|
2121 | "The change will happen at level %d.", |
|
|
2122 | change_resist_msg[meal->last_eat], |
|
|
2123 | abil->level + 1 |
|
|
2124 | )); |
|
|
2125 | else |
|
|
2126 | { |
|
|
2127 | op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat])); |
|
|
2128 | abil->last_eat = 0; |
|
|
2129 | } |
|
|
2130 | } |
|
|
2131 | |
|
|
2132 | return 1; |
|
|
2133 | } |
|
|
2134 | |
|
|
2135 | /** |
|
|
2136 | * op eats food. |
|
|
2137 | * If player, takes care of messages and dragon special food. |
|
|
2138 | */ |
|
|
2139 | static void |
|
|
2140 | apply_food (object *op, object *tmp) |
|
|
2141 | { |
|
|
2142 | int capacity_remaining; |
|
|
2143 | |
|
|
2144 | if (op->type != PLAYER) |
|
|
2145 | op->stats.hp = op->stats.maxhp; |
|
|
2146 | else |
|
|
2147 | { |
|
|
2148 | /* check if this is a dragon (player), eating some flesh */ |
|
|
2149 | if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp)) |
|
|
2150 | ; |
|
|
2151 | else |
|
|
2152 | { |
|
|
2153 | /* usual case - no dragon meal: */ |
|
|
2154 | if (op->stats.food + tmp->stats.food > 999) |
|
|
2155 | { |
|
|
2156 | if (tmp->type == FOOD || tmp->type == FLESH) |
|
|
2157 | op->failmsg ("You feel full, but what a waste of food!"); |
|
|
2158 | else |
|
|
2159 | op->statusmsg ("Most of the drink goes down your face not your throat!"); |
|
|
2160 | } |
|
|
2161 | |
|
|
2162 | tmp->play_sound ( |
|
|
2163 | tmp->sound |
|
|
2164 | ? tmp->sound |
|
|
2165 | : tmp->type == DRINK |
|
|
2166 | ? sound_find ("eat_drink") |
|
|
2167 | : sound_find ("eat_food") |
|
|
2168 | ); |
|
|
2169 | |
|
|
2170 | if (!QUERY_FLAG (tmp, FLAG_CURSED)) |
|
|
2171 | { |
|
|
2172 | const char *buf; |
|
|
2173 | |
|
|
2174 | if (!is_dragon_pl (op)) |
|
|
2175 | { |
|
|
2176 | /* eating message for normal players */ |
|
|
2177 | if (tmp->type == DRINK) |
|
|
2178 | buf = format ("Ahhh...that %s tasted good.", &tmp->name); |
|
|
2179 | else |
|
|
2180 | buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); |
|
|
2181 | } |
|
|
2182 | else |
|
|
2183 | /* eating message for dragon players */ |
|
|
2184 | buf = format ("The %s tasted terrible!", &tmp->name); |
|
|
2185 | |
|
|
2186 | op->statusmsg (buf); |
|
|
2187 | |
|
|
2188 | capacity_remaining = 999 - op->stats.food; |
|
|
2189 | op->stats.food += tmp->stats.food; |
|
|
2190 | if (capacity_remaining < tmp->stats.food) |
|
|
2191 | op->stats.hp += capacity_remaining / 50; |
|
|
2192 | else |
|
|
2193 | op->stats.hp += tmp->stats.food / 50; |
|
|
2194 | |
|
|
2195 | if (op->stats.hp > op->stats.maxhp) |
|
|
2196 | op->stats.hp = op->stats.maxhp; |
|
|
2197 | if (op->stats.food > 999) |
|
|
2198 | op->stats.food = 999; |
|
|
2199 | } |
|
|
2200 | |
|
|
2201 | /* special food hack -b.t. */ |
|
|
2202 | if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) |
|
|
2203 | eat_special_food (op, tmp); |
|
|
2204 | } |
|
|
2205 | } |
|
|
2206 | |
|
|
2207 | handle_apply_yield (tmp); |
|
|
2208 | tmp->decrease (); |
|
|
2209 | } |
|
|
2210 | |
|
|
2211 | /** |
|
|
2212 | * Handles applying an improve armor scroll. |
|
|
2213 | * Does some sanity checks, then calls improve_armour. |
|
|
2214 | */ |
|
|
2215 | static void |
|
|
2216 | apply_armour_improver (object *op, object *tmp) |
|
|
2217 | { |
|
|
2218 | object *armor; |
|
|
2219 | |
|
|
2220 | if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC)) |
|
|
2221 | { |
|
|
2222 | op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>"); |
|
|
2223 | return; |
|
|
2224 | } |
|
|
2225 | |
|
|
2226 | armor = find_marked_object (op); |
|
|
2227 | |
|
|
2228 | if (!armor) |
|
|
2229 | { |
|
|
2230 | op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this."); |
|
|
2231 | return; |
|
|
2232 | } |
|
|
2233 | |
|
|
2234 | if (armor->type != ARMOUR |
|
|
2235 | && armor->type != CLOAK |
|
|
2236 | && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) |
|
|
2237 | { |
|
|
2238 | op->failmsg ("Your marked item is not armour!\n"); |
|
|
2239 | return; |
|
|
2240 | } |
|
|
2241 | |
|
|
2242 | op->statusmsg ("Applying armour enchantment."); |
|
|
2243 | improve_armour (op, tmp, armor); |
|
|
2244 | } |
|
|
2245 | |
|
|
2246 | void |
|
|
2247 | apply_poison (object *op, object *tmp) |
|
|
2248 | { |
|
|
2249 | // need to do it now when it is still on the map |
|
|
2250 | handle_apply_yield (tmp); |
|
|
2251 | |
|
|
2252 | object *poison = tmp->split (1); |
|
|
2253 | |
|
|
2254 | if (op->type == PLAYER) |
|
|
2255 | { |
|
|
2256 | op->contr->play_sound (sound_find ("drink_poison")); |
|
|
2257 | op->failmsg ("Yech! That tasted poisonous!"); |
|
|
2258 | op->contr->killer = poison; |
|
|
2259 | } |
|
|
2260 | |
|
|
2261 | if (poison->stats.hp > 0) |
|
|
2262 | { |
|
|
2263 | LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp); |
|
|
2264 | hit_player (op, poison->stats.hp, tmp, AT_POISON, 1); |
|
|
2265 | } |
|
|
2266 | |
|
|
2267 | op->stats.food -= op->stats.food / 4; |
|
|
2268 | poison->destroy (); |
|
|
2269 | } |
|
|
2270 | |
|
|
2271 | /** |
|
|
2272 | * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. |
|
|
2273 | * A valid 2 way exit means: |
|
|
2274 | * -You can come back (there is another exit at the other side) |
|
|
2275 | * -You are |
|
|
2276 | * ° the owner of the exit |
|
|
2277 | * ° or in the same party as the owner |
|
|
2278 | * |
|
|
2279 | * Note: a owner in a 2 way exit is saved as the owner's name |
|
|
2280 | * in the field exit->name cause the field exit->owner doesn't |
|
|
2281 | * survive in the swapping (in fact the whole exit doesn't survive). |
|
|
2282 | */ |
|
|
2283 | static int |
|
|
2284 | is_legal_2ways_exit (object *op, object *exit) |
|
|
2285 | { |
|
|
2286 | if (exit->stats.exp != 1) |
|
|
2287 | return 1; /*This is not a 2 way, so it is legal */ |
|
|
2288 | |
|
|
2289 | #if 0 //TODO |
|
|
2290 | if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) |
|
|
2291 | return 0; /* This is a reset town portal */ |
|
|
2292 | #endif |
|
|
2293 | |
|
|
2294 | LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ()); |
|
|
2295 | |
|
|
2296 | maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); |
|
|
2297 | |
|
|
2298 | if (exitmap) |
|
|
2299 | { |
|
|
2300 | exitmap->load_sync (); |
|
|
2301 | |
|
|
2302 | object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot; |
|
|
2303 | |
|
|
2304 | if (!tmp) |
|
|
2305 | return 0; |
|
|
2306 | |
|
|
2307 | for (; tmp; tmp = tmp->above) |
|
|
2308 | { |
|
|
2309 | if (tmp->type != EXIT) |
|
|
2310 | continue; /*Not an exit */ |
|
|
2311 | |
|
|
2312 | if (!EXIT_PATH (tmp)) |
|
|
2313 | continue; /*Not a valid exit */ |
|
|
2314 | |
|
|
2315 | if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) |
|
|
2316 | continue; /*Not in the same place */ |
|
|
2317 | |
|
|
2318 | if (exit->map->path != EXIT_PATH (tmp)) |
|
|
2319 | continue; /*Not in the same map */ |
|
|
2320 | |
|
|
2321 | /* From here we have found the exit is valid. However we do |
|
|
2322 | * here the check of the exit owner. It is important for the |
|
|
2323 | * town portals to prevent strangers from visiting your appartments |
|
|
2324 | */ |
|
|
2325 | if (!exit->race) |
|
|
2326 | return 1; /*No owner, free for all! */ |
|
|
2327 | |
|
|
2328 | object *exit_owner = 0; |
|
|
2329 | |
|
|
2330 | for_all_players (pp) |
|
|
2331 | { |
|
|
2332 | if (!pp->ob) |
|
|
2333 | continue; |
|
|
2334 | |
|
|
2335 | if (pp->ob->name != exit->race) |
|
|
2336 | continue; |
|
|
2337 | |
|
|
2338 | exit_owner = pp->ob; /*We found a player which correspond to the player name */ |
|
|
2339 | break; |
|
|
2340 | } |
|
|
2341 | |
|
|
2342 | if (!exit_owner) |
|
|
2343 | return 0; /* No more owner */ |
|
|
2344 | |
|
|
2345 | if (exit_owner->contr == op->contr) |
|
|
2346 | return 1; /*It is your exit */ |
|
|
2347 | |
|
|
2348 | if (exit_owner && /*There is a owner */ |
|
|
2349 | (op->contr) && /*A player tries to pass */ |
|
|
2350 | ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ |
|
|
2351 | (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ |
|
|
2352 | return 0; |
|
|
2353 | |
|
|
2354 | return 1; |
|
|
2355 | } |
|
|
2356 | } |
|
|
2357 | |
|
|
2358 | return 0; |
|
|
2359 | } |
|
|
2360 | |
|
|
2361 | /** |
|
|
2362 | * This function will try to apply a lighter and in case no lighter |
|
|
2363 | * is specified it will try to find a lighter in the players inventory, |
|
|
2364 | * and inform him about this requirement. |
|
|
2365 | * |
|
|
2366 | * who - the player |
|
|
2367 | * op - the item we want to light |
|
|
2368 | * lighter - the lighter or 0 if a lighter has yet to be found |
|
|
2369 | */ |
|
|
2370 | static object * |
|
|
2371 | auto_apply_lighter (object *who, object *op, object *lighter) |
|
|
2372 | { |
|
|
2373 | if (lighter == 0) |
|
|
2374 | { |
|
|
2375 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
2376 | { |
|
|
2377 | if (tmp->type == LIGHTER) |
|
|
2378 | { |
|
|
2379 | lighter = tmp; |
|
|
2380 | break; |
|
|
2381 | } |
|
|
2382 | } |
|
|
2383 | |
|
|
2384 | if (!lighter) |
|
|
2385 | { |
|
|
2386 | who->failmsg (format ( |
|
|
2387 | "You can't light up the %s with your bare hands! " |
|
|
2388 | "H<You need a lighter in your inventory, for example a flint and steel.>", |
|
|
2389 | &op->name)); |
|
|
2390 | return 0; |
|
|
2391 | } |
|
|
2392 | } |
|
|
2393 | |
|
|
2394 | // last_eat == 0 means the lighter is not being used up! |
|
|
2395 | if (lighter->last_eat && lighter->stats.food) |
|
|
2396 | { |
|
|
2397 | /* lighter gets used up */ |
|
|
2398 | lighter = lighter->split (); |
|
|
2399 | lighter->stats.food--; |
|
|
2400 | who->insert (lighter); |
|
|
2401 | } |
|
|
2402 | else if (lighter->last_eat) |
|
|
2403 | { |
|
|
2404 | /* no charges left in lighter */ |
|
|
2405 | who->failmsg (format ( |
|
|
2406 | "You attempt to light the %s with a used up %s.", |
|
|
2407 | &op->name, &lighter->name)); |
|
|
2408 | return 0; |
|
|
2409 | } |
|
|
2410 | |
|
|
2411 | return lighter; |
|
|
2412 | } |
|
|
2413 | |
|
|
2414 | /** |
|
|
2415 | * Designed primarily to light torches/lanterns/etc. |
|
|
2416 | * Also burns up burnable material too. First object in the inventory is |
|
|
2417 | * the selected object to "burn". -b.t. |
|
|
2418 | */ |
|
|
2419 | static void |
|
|
2420 | apply_lighter (object *who, object *lighter) |
|
|
2421 | { |
|
|
2422 | object *item; |
|
|
2423 | int is_player_env = 0; |
|
|
2424 | |
|
|
2425 | item = find_marked_object (who); |
|
|
2426 | if (item) |
|
|
2427 | { |
|
|
2428 | if (!auto_apply_lighter (who, item, lighter)) |
|
|
2429 | return; |
|
|
2430 | |
|
|
2431 | /* Perhaps we should split what we are trying to light on fire? |
|
|
2432 | * I can't see many times when you would want to light multiple |
|
|
2433 | * objects at once. |
|
|
2434 | */ |
|
|
2435 | |
|
|
2436 | save_throw_object (item, AT_FIRE, who); |
|
|
2437 | |
|
|
2438 | if (item->destroyed () |
|
|
2439 | || ((item->type == LAMP || item->type == TORCH) |
|
|
2440 | && item->glow_radius > 0)) |
|
|
2441 | who->statusmsg (format ( |
|
|
2442 | "You light the %s with the %s.", |
|
|
2443 | &item->name, &lighter->name)); |
|
|
2444 | else |
|
|
2445 | who->failmsg (format ( |
|
|
2446 | "You attempt to light the %s with the %s and fail.", |
|
|
2447 | &item->name, &lighter->name)); |
|
|
2448 | } |
|
|
2449 | else |
|
|
2450 | who->failmsg ("You need to mark a lightable object."); |
|
|
2451 | } |
|
|
2452 | |
|
|
2453 | /** |
|
|
2454 | * This function generates a cursed effect for cursed lamps and torches. |
|
|
2455 | */ |
|
|
2456 | static void |
|
|
2457 | player_apply_lamp_cursed_effect (object *who, object *op) |
|
|
2458 | { |
|
|
2459 | if (op->level) |
|
|
2460 | { |
|
|
2461 | who->failmsg (format ( |
|
|
2462 | "The %s was cursed, it explodes in a big fireball!", |
|
|
2463 | &op->name)); |
|
|
2464 | create_exploding_ball_at (who, op->level); |
|
|
2465 | } |
|
|
2466 | else |
|
|
2467 | { |
|
|
2468 | who->failmsg (format ( |
|
|
2469 | "The %s was cursed, it crumbles to dust, at least it didn't explode.!", |
|
|
2470 | &op->name)); |
|
|
2471 | } |
|
|
2472 | |
|
|
2473 | op->destroy (); |
|
|
2474 | } |
|
|
2475 | |
|
|
2476 | /** |
|
|
2477 | * Apply for players and lamps |
|
|
2478 | * |
|
|
2479 | * who - the player |
|
|
2480 | * op - the lamp |
|
|
2481 | */ |
|
|
2482 | static void |
|
|
2483 | player_apply_lamp (object *who, object *op) |
|
|
2484 | { |
|
|
2485 | bool switch_on = op->glow_radius ? false : true; |
|
|
2486 | |
|
|
2487 | if (switch_on) |
|
|
2488 | { |
|
|
2489 | object *lighter = 0; |
|
|
2490 | |
|
|
2491 | if (op->flag [FLAG_IS_LIGHTABLE] |
|
|
2492 | && !(lighter = auto_apply_lighter (who, op, 0))) |
|
|
2493 | return; |
|
|
2494 | |
|
|
2495 | if (op->stats.food < 1) |
|
|
2496 | { |
|
|
2497 | if (op->type == LAMP) |
|
|
2498 | who->failmsg (format ( |
|
|
2499 | "The %s is out of fuel! " |
|
|
2500 | "H<Lamps and similar items need fuel. They cannot be refilled.>", |
|
|
2501 | &op->name)); |
|
|
2502 | else |
|
|
2503 | who->failmsg (format ( |
|
|
2504 | "The %s is burnt out! " |
|
|
2505 | "H<Torches and similar items burn out and become worthless.>", |
|
|
2506 | &op->name)); |
|
|
2507 | return; |
|
|
2508 | } |
|
|
2509 | |
|
|
2510 | if (op->flag [FLAG_CURSED]) |
|
|
2511 | { |
|
|
2512 | player_apply_lamp_cursed_effect (who, op); |
|
|
2513 | return; |
|
|
2514 | } |
|
|
2515 | |
|
|
2516 | if (lighter) |
|
|
2517 | who->statusmsg (format ( |
|
|
2518 | "You light up the %s with the %s.", &op->name, &lighter->name)); |
|
|
2519 | else |
|
|
2520 | who->statusmsg (format ("You light up the %s.", &op->name)); |
|
|
2521 | } |
|
|
2522 | else |
|
|
2523 | { |
|
|
2524 | if (op->flag [FLAG_CURSED]) |
|
|
2525 | { |
|
|
2526 | player_apply_lamp_cursed_effect (who, op); |
|
|
2527 | return; |
|
|
2528 | } |
|
|
2529 | |
|
|
2530 | if (op->type == TORCH) |
|
|
2531 | { |
|
|
2532 | if (!op->flag [FLAG_IS_LIGHTABLE]) |
|
|
2533 | { |
|
|
2534 | who->statusmsg (format ( |
|
|
2535 | "You put out the %s. " |
|
|
2536 | "H<The %s can't be used anymore, as it can't be lighted up again.>", |
|
|
2537 | &op->name, &op->name)); |
|
|
2538 | } |
|
|
2539 | else |
|
|
2540 | who->statusmsg (format ( |
|
|
2541 | "You put out the %s." |
|
|
2542 | "H<Torches wear out if you put them out.>", |
|
|
2543 | &op->name)); |
|
|
2544 | } |
|
|
2545 | else |
|
|
2546 | who->statusmsg (format ("You turn off the %s.", &op->name)); |
|
|
2547 | } |
|
|
2548 | |
|
|
2549 | apply_lamp (op, switch_on); |
|
|
2550 | } |
|
|
2551 | |
|
|
2552 | void get_animation_from_arch (object *op, arch_ptr a) |
|
|
2553 | { |
|
|
2554 | op->animation_id = a->animation_id; |
|
|
2555 | op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE]; |
|
|
2556 | op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE]; |
|
|
2557 | op->anim_speed = a->anim_speed; |
|
|
2558 | op->last_anim = 0; |
|
|
2559 | op->state = 0; |
|
|
2560 | op->face = a->face; |
|
|
2561 | |
|
|
2562 | if (NUM_ANIMATIONS(op) > 1) |
|
|
2563 | { |
|
|
2564 | SET_ANIMATION(op, 0); |
|
|
2565 | animate_object (op, op->direction); |
|
|
2566 | } |
|
|
2567 | else |
|
|
2568 | update_object (op, UP_OBJ_FACE); |
|
|
2569 | } |
|
|
2570 | |
|
|
2571 | /** |
|
|
2572 | * Apply for LAMPs and TORCHes. |
|
|
2573 | * |
|
|
2574 | * op - the lamp |
|
|
2575 | * switch_on - a flag which says whether the lamp should be switched on or off |
|
|
2576 | */ |
|
|
2577 | void apply_lamp (object *op, bool switch_on) |
|
|
2578 | { |
|
|
2579 | op->set_glow_radius (switch_on ? op->range : 0); |
|
|
2580 | op->set_speed (switch_on ? op->arch->speed : 0); |
|
|
2581 | |
|
|
2582 | // torches wear out if you put them out |
|
|
2583 | if (op->type == TORCH && !switch_on) |
|
|
2584 | { |
|
|
2585 | if (op->flag [FLAG_IS_LIGHTABLE]) |
|
|
2586 | { |
|
|
2587 | op->stats.food -= (double) op->arch->stats.food / 15; |
|
|
2588 | if (op->stats.food < 0) |
|
|
2589 | op->stats.food = 0; |
|
|
2590 | } |
|
|
2591 | else |
|
|
2592 | op->stats.food = 0; |
|
|
2593 | } |
|
|
2594 | |
|
|
2595 | // lamps and torched get worthless when used up |
|
|
2596 | if (op->stats.food <= 0) |
|
|
2597 | op->value = 0; |
|
|
2598 | |
|
|
2599 | // FIXME: This is a hack to make the more sane torches and lamps |
|
|
2600 | // still animated ;-/ |
|
|
2601 | if (op->other_arch) |
|
|
2602 | get_animation_from_arch (op, switch_on ? op->other_arch : op->arch); |
|
|
2603 | |
|
|
2604 | if (object *pl = op->visible_to ()) |
|
|
2605 | esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op); |
|
|
2606 | } |
|
|
2607 | |
|
|
2608 | /** |
|
|
2609 | * This handles items of type 'transformer'. |
|
|
2610 | * Basically those items, used with a marked item, transform both items into something |
|
|
2611 | * else. |
|
|
2612 | * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited).. |
|
|
2613 | * Change information is contained in the 'slaying' field of the marked item. |
|
|
2614 | * The format is as follow: transformer:[number ]yield[;transformer:...]. |
|
|
2615 | * This way an item can be transformed in many things, and/or many objects. |
|
|
2616 | * The 'slaying' field for transformer is used as verb for the action. |
|
|
2617 | */ |
|
|
2618 | static void |
|
|
2619 | apply_item_transformer (object *pl, object *transformer) |
|
|
2620 | { |
|
|
2621 | object *marked; |
|
|
2622 | object *new_item; |
|
|
2623 | char *find; |
|
|
2624 | char *separator; |
|
|
2625 | int yield; |
|
|
2626 | char got[MAX_BUF]; |
|
|
2627 | int len; |
|
|
2628 | |
|
|
2629 | if (!pl || !transformer) |
|
|
2630 | return; |
|
|
2631 | |
|
|
2632 | marked = find_marked_object (pl); |
|
|
2633 | |
|
|
2634 | if (!marked) |
|
|
2635 | { |
|
|
2636 | pl->failmsg (format ("Use the %s with what item?", query_name (transformer))); |
|
|
2637 | return; |
|
|
2638 | } |
|
|
2639 | |
|
|
2640 | if (!marked->slaying) |
|
|
2641 | { |
|
|
2642 | pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
|
|
2643 | return; |
|
|
2644 | } |
|
|
2645 | |
|
|
2646 | /* check whether they are compatible or not */ |
|
|
2647 | find = strstr (&marked->slaying, transformer->arch->archname); |
|
|
2648 | if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) |
|
|
2649 | { |
|
|
2650 | pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
|
|
2651 | return; |
|
|
2652 | } |
|
|
2653 | |
|
|
2654 | find += strlen (transformer->arch->archname) + 1; |
|
|
2655 | /* Item can be used, now find how many and what it yields */ |
|
|
2656 | if (isdigit (*(find))) |
|
|
2657 | { |
|
|
2658 | yield = atoi (find); |
|
|
2659 | if (yield < 1) |
|
|
2660 | { |
|
|
2661 | LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield); |
|
|
2662 | yield = 1; |
|
|
2663 | } |
|
|
2664 | } |
|
|
2665 | else |
|
|
2666 | yield = 1; |
|
|
2667 | |
|
|
2668 | while (isdigit (*find)) |
|
|
2669 | find++; |
|
|
2670 | |
|
|
2671 | while (*find == ' ') |
|
|
2672 | find++; |
|
|
2673 | |
|
|
2674 | memset (got, 0, MAX_BUF); |
|
|
2675 | |
|
|
2676 | if ((separator = strchr (find, ';')) != NULL) |
|
|
2677 | len = separator - find; |
|
|
2678 | else |
|
|
2679 | len = strlen (find); |
|
|
2680 | |
|
|
2681 | if (len > MAX_BUF - 1) |
|
|
2682 | len = MAX_BUF - 1; |
|
|
2683 | |
|
|
2684 | strcpy (got, find); |
|
|
2685 | got[len] = '\0'; |
|
|
2686 | |
|
|
2687 | /* Now create new item, remove used ones when required. */ |
|
|
2688 | new_item = get_archetype (got); |
|
|
2689 | if (!new_item) |
|
|
2690 | { |
|
|
2691 | pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0))); |
|
|
2692 | return; |
|
|
2693 | } |
|
|
2694 | |
|
|
2695 | new_item->nrof = yield; |
|
|
2696 | |
|
|
2697 | pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0))); |
|
|
2698 | |
|
|
2699 | pl->insert (new_item); |
|
|
2700 | /* Eat up one item */ |
|
|
2701 | marked->decrease (); |
|
|
2702 | |
|
|
2703 | /* Eat one transformer if needed */ |
|
|
2704 | if (transformer->stats.food) |
|
|
2705 | if (--transformer->stats.food == 0) |
|
|
2706 | transformer->decrease (); |
|
|
2707 | } |
|
|
2708 | |
|
|
2709 | /** |
|
|
2710 | * Main apply handler. |
|
|
2711 | * |
|
|
2712 | * Checks for unpaid items before applying. |
|
|
2713 | * |
|
|
2714 | * Return value: |
|
|
2715 | * 0: player or monster can't apply objects of that type |
|
|
2716 | * 1: has been applied, or there was an error applying the object |
|
|
2717 | * 2: objects of that type can't be applied if not in inventory |
|
|
2718 | * |
|
|
2719 | * who is the object that is causing object to be applied, op is the object |
|
|
2720 | * being applied. |
|
|
2721 | * |
|
|
2722 | * aflag is special (always apply/unapply) flags. Nothing is done with |
|
|
2723 | * them in this function - they are passed to apply_special |
|
|
2724 | */ |
|
|
2725 | int |
|
|
2726 | manual_apply (object *who, object *op, int aflag) |
|
|
2727 | { |
|
|
2728 | op = op->head_ (); |
|
|
2729 | |
|
|
2730 | if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) |
|
|
2731 | { |
|
|
2732 | if (who->type == PLAYER) |
|
|
2733 | { |
|
|
2734 | examine (who, op); |
|
|
2735 | //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove |
|
|
2736 | return 1; |
|
|
2737 | } |
|
|
2738 | else |
|
|
2739 | return 0; /* monsters just skip unpaid items */ |
|
|
2740 | } |
|
|
2741 | |
|
|
2742 | if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who))) |
|
|
2743 | return RESULT_INT (0); |
|
|
2744 | |
|
|
2745 | switch (op->type) |
|
|
2746 | { |
|
|
2747 | case T_HANDLE: |
|
|
2748 | who->play_sound (sound_find ("turn_handle")); |
|
|
2749 | who->statusmsg ("You turn the handle."); |
|
|
2750 | op->value = op->value ? 0 : 1; |
|
|
2751 | SET_ANIMATION (op, op->value); |
|
|
2752 | update_object (op, UP_OBJ_FACE); |
|
|
2753 | push_button (op, who); |
|
|
2754 | return 1; |
|
|
2755 | |
|
|
2756 | case TRIGGER: |
|
|
2757 | if (check_trigger (op, who, who)) |
|
|
2758 | { |
|
|
2759 | who->statusmsg ("You turn the handle."); |
|
|
2760 | who->play_sound (sound_find ("turn_handle")); |
|
|
2761 | } |
|
|
2762 | else |
|
|
2763 | who->failmsg ("The handle doesn't move."); |
|
|
2764 | |
|
|
2765 | return 1; |
|
|
2766 | |
|
|
2767 | case EXIT: |
|
|
2768 | if (who->type != PLAYER) |
|
|
2769 | return 0; |
|
|
2770 | |
|
|
2771 | if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op)) |
|
|
2772 | who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op))); |
|
|
2773 | else |
|
|
2774 | { |
|
|
2775 | /* Don't display messages for random maps. */ |
|
|
2776 | if (op->msg && !EXIT_PATH (op).starts_with ("/!")) |
|
|
2777 | who->statusmsg (op->msg, NDI_NAVY); |
|
|
2778 | |
|
|
2779 | who->enter_exit (op); |
|
|
2780 | } |
|
|
2781 | |
|
|
2782 | return 1; |
|
|
2783 | |
|
|
2784 | case INSCRIBABLE: |
|
|
2785 | who->statusmsg (op->msg); |
|
|
2786 | // maybe show a spell menu to chose from or something like that |
|
|
2787 | return 1; |
|
|
2788 | |
|
|
2789 | case SIGN: |
|
|
2790 | apply_sign (who, op, 0); |
|
|
2791 | return 1; |
|
|
2792 | |
|
|
2793 | case BOOK: |
|
|
2794 | if (who->type == PLAYER) |
|
|
2795 | { |
|
|
2796 | apply_book (who, op); |
|
|
2797 | return 1; |
|
|
2798 | } |
|
|
2799 | else |
|
|
2800 | return 0; |
|
|
2801 | |
|
|
2802 | case SKILLSCROLL: |
|
|
2803 | if (who->type == PLAYER) |
|
|
2804 | { |
|
|
2805 | apply_skillscroll (who, op); |
|
|
2806 | return 1; |
|
|
2807 | } |
|
|
2808 | else |
|
|
2809 | return 0; |
|
|
2810 | |
|
|
2811 | case SPELLBOOK: |
|
|
2812 | if (who->type == PLAYER) |
|
|
2813 | { |
|
|
2814 | apply_spellbook (who, op); |
|
|
2815 | return 1; |
|
|
2816 | } |
|
|
2817 | else |
|
|
2818 | return 0; |
|
|
2819 | |
|
|
2820 | case SCROLL: |
|
|
2821 | apply_scroll (who, op, 0); |
|
|
2822 | return 1; |
|
|
2823 | |
|
|
2824 | case POTION: |
|
|
2825 | apply_potion (who, op); |
|
|
2826 | return 1; |
|
|
2827 | |
|
|
2828 | /* Eneq(@csd.uu.se): Handle apply on containers. */ |
|
|
2829 | //TODO: remove, as it is unsed? |
|
|
2830 | case CLOSE_CON: |
|
|
2831 | apply_container (who, op->env); |
|
|
2832 | return 1; |
|
|
2833 | |
|
|
2834 | case CONTAINER: |
|
|
2835 | apply_container (who, op); |
|
|
2836 | return 1; |
|
|
2837 | |
|
|
2838 | case TREASURE: |
|
|
2839 | if (who->type == PLAYER) |
|
|
2840 | { |
|
|
2841 | apply_treasure (who, op); |
|
|
2842 | return 1; |
|
|
2843 | } |
|
|
2844 | else |
|
|
2845 | return 0; |
|
|
2846 | |
|
|
2847 | case LAMP: |
|
|
2848 | case TORCH: |
|
|
2849 | player_apply_lamp (who, op); |
|
|
2850 | return 1; |
|
|
2851 | |
|
|
2852 | case WEAPON: |
|
|
2853 | case ARMOUR: |
|
|
2854 | case BOOTS: |
|
|
2855 | case GLOVES: |
|
|
2856 | case AMULET: |
|
|
2857 | case GIRDLE: |
|
|
2858 | case BRACERS: |
|
|
2859 | case SHIELD: |
|
|
2860 | case HELMET: |
|
|
2861 | case RING: |
|
|
2862 | case CLOAK: |
|
|
2863 | case WAND: |
|
|
2864 | case ROD: |
|
|
2865 | case HORN: |
|
|
2866 | case SKILL: |
|
|
2867 | case BOW: |
|
|
2868 | case BUILDER: |
|
|
2869 | case SKILL_TOOL: |
|
|
2870 | if (op->env != who) |
|
|
2871 | return 2; /* not in inventory */ |
|
|
2872 | |
|
|
2873 | apply_special (who, op, aflag); |
|
|
2874 | return 1; |
|
|
2875 | |
|
|
2876 | case DRINK: |
|
|
2877 | case FOOD: |
|
|
2878 | case FLESH: |
|
|
2879 | apply_food (who, op); |
|
|
2880 | return 1; |
|
|
2881 | |
|
|
2882 | case POISON: |
|
|
2883 | apply_poison (who, op); |
|
|
2884 | return 1; |
|
|
2885 | |
|
|
2886 | case SAVEBED: |
|
|
2887 | return 1; |
|
|
2888 | |
|
|
2889 | case ARMOUR_IMPROVER: |
|
|
2890 | if (who->type == PLAYER) |
|
|
2891 | { |
|
|
2892 | apply_armour_improver (who, op); |
|
|
2893 | return 1; |
|
|
2894 | } |
|
|
2895 | else |
|
|
2896 | return 0; |
|
|
2897 | |
|
|
2898 | case WEAPON_IMPROVER: |
|
|
2899 | check_improve_weapon (who, op); |
|
|
2900 | return 1; |
|
|
2901 | |
|
|
2902 | case CLOCK: |
|
|
2903 | if (who->type == PLAYER) |
|
|
2904 | { |
|
|
2905 | char buf[MAX_BUF]; |
|
|
2906 | timeofday_t tod; |
|
|
2907 | |
|
|
2908 | get_tod (&tod); |
|
|
2909 | who->play_sound (sound_find ("sound_clock")); |
|
|
2910 | who->statusmsg (format ( |
|
|
2911 | "It is %d minute%s past %d o'clock %s", |
|
|
2912 | tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), |
|
|
2913 | ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") |
|
|
2914 | )); |
|
|
2915 | return 1; |
|
|
2916 | } |
|
|
2917 | else |
|
|
2918 | return 0; |
|
|
2919 | |
|
|
2920 | case MENU: |
|
|
2921 | if (who->type == PLAYER) |
|
|
2922 | { |
|
|
2923 | shop_listing (op, who); |
|
|
2924 | return 1; |
|
|
2925 | } |
|
|
2926 | else |
|
|
2927 | return 0; |
|
|
2928 | |
|
|
2929 | case POWER_CRYSTAL: |
|
|
2930 | apply_power_crystal (who, op); /* see egoitem.c */ |
|
|
2931 | return 1; |
|
|
2932 | |
|
|
2933 | case LIGHTER: /* for lighting torches/lanterns/etc */ |
|
|
2934 | if (who->type == PLAYER) |
|
|
2935 | { |
|
|
2936 | apply_lighter (who, op); |
|
|
2937 | return 1; |
|
|
2938 | } |
|
|
2939 | else |
|
|
2940 | return 0; |
|
|
2941 | |
|
|
2942 | case ITEM_TRANSFORMER: |
|
|
2943 | apply_item_transformer (who, op); |
|
|
2944 | return 1; |
|
|
2945 | |
|
|
2946 | default: |
|
|
2947 | return 0; |
|
|
2948 | } |
|
|
2949 | } |
|
|
2950 | |
|
|
2951 | /* quiet suppresses the "don't know how to apply" and "you must get it first" |
|
|
2952 | * messages as needed by player_apply_below(). But there can still be |
|
|
2953 | * "but you are floating high above the ground" messages. |
|
|
2954 | * |
|
|
2955 | * Same return value as apply() function. |
|
|
2956 | */ |
|
|
2957 | int |
|
|
2958 | player_apply (object *pl, object *op, int aflag, int quiet) |
|
|
2959 | { |
|
|
2960 | if (!op->env && (pl->move_type & MOVE_FLYING)) |
|
|
2961 | { |
|
|
2962 | /* player is flying and applying object not in inventory */ |
|
|
2963 | if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) |
|
|
2964 | { |
|
|
2965 | pl->failmsg ("But you are floating high above the ground! " |
|
|
2966 | "H<You have to stop levitating first, if you can, either by using your levitation skill, " |
|
|
2967 | "or waiting till the levitation effect wears off.>"); |
|
|
2968 | return 0; |
|
|
2969 | } |
|
|
2970 | } |
|
|
2971 | |
|
|
2972 | pl->contr->last_used = op; |
|
|
2973 | |
|
|
2974 | int tmp = manual_apply (pl, op, aflag); |
|
|
2975 | |
|
|
2976 | if (!quiet) |
|
|
2977 | { |
|
|
2978 | if (tmp == 0) |
|
|
2979 | pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); |
|
|
2980 | else if (tmp == 2) |
|
|
2981 | pl->failmsg ("You must get it first!\n"); |
|
|
2982 | } |
|
|
2983 | |
|
|
2984 | return tmp; |
|
|
2985 | } |
|
|
2986 | |
|
|
2987 | /** |
|
|
2988 | * player_apply_below attempts to apply the object 'below' the player. |
|
|
2989 | * If the player has an open container, we use that for below, otherwise |
|
|
2990 | * we use the ground. |
|
|
2991 | */ |
|
|
2992 | void |
|
|
2993 | player_apply_below (object *pl) |
|
|
2994 | { |
|
|
2995 | int floors = 0; |
|
|
2996 | |
|
|
2997 | /* If using a container, set the starting item to be the top |
|
|
2998 | * item in the container. Otherwise, use the map. |
|
|
2999 | * This is perhaps more complicated. However, I want to make sure that |
|
|
3000 | * we don't use a corrupt pointer for the next object, so we get the |
|
|
3001 | * next object in the stack before applying. This is can only be a |
|
|
3002 | * problem if player_apply() has a bug in that it uses the object but does |
|
|
3003 | * not return a proper value. |
|
|
3004 | */ |
|
|
3005 | for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next) |
|
|
3006 | { |
|
|
3007 | next = tmp->below; |
|
|
3008 | |
|
|
3009 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
3010 | floors++; |
|
|
3011 | else if (floors > 0) |
|
|
3012 | return; /* process only floor objects after first floor object */ |
|
|
3013 | |
|
|
3014 | /* If it is visible, player can apply it. If it is applied by |
|
|
3015 | * person moving on it, also activate. Added code to make it |
|
|
3016 | * so that at least one of players movement types be that which |
|
|
3017 | * the item needs. |
|
|
3018 | */ |
|
|
3019 | if (!tmp->invisible || (tmp->move_on & pl->move_type)) |
|
|
3020 | if (player_apply (pl, tmp, 0, 1) == 1) |
|
|
3021 | return; |
|
|
3022 | |
|
|
3023 | if (floors >= 2) |
|
|
3024 | return; /* process at most two floor objects */ |
|
|
3025 | } |
|
|
3026 | } |
|
|
3027 | |
|
|
3028 | /** |
|
|
3029 | * Unapplies specified item. |
1026 | * Unapplies specified item. |
3030 | * No check done on cursed/damned. |
1027 | * No check done on cursed/damned. |
3031 | * Break this out of apply_special - this is just done |
1028 | * Break this out of apply_special - this is just done |
3032 | * 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. |
3033 | */ |
1030 | */ |
3034 | static int |
1031 | static bool |
3035 | unapply_special (object *who, object *op, int aflags) |
1032 | unapply_special (object *who, object *op, int aflags) |
3036 | { |
1033 | { |
3037 | 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)) |
3038 | || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) |
1035 | || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) |
3039 | return RESULT_INT (0); |
1036 | return RESULT_INT (0); |
3040 | |
1037 | |
3041 | CLEAR_FLAG (op, FLAG_APPLIED); |
1038 | if (who->current_weapon == op) |
|
|
1039 | who->current_weapon = 0; |
|
|
1040 | |
|
|
1041 | op->flag [FLAG_APPLIED] = false; |
3042 | |
1042 | |
3043 | switch (op->type) |
1043 | switch (op->type) |
3044 | { |
1044 | { |
3045 | case SKILL_TOOL: |
1045 | case SKILL: |
|
|
1046 | if (player *pl = who->contr) |
|
|
1047 | if (op->invisible) |
|
|
1048 | pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill)); |
|
|
1049 | else |
|
|
1050 | pl->statusmsg (format ("You stop using the %s.", query_name (op))); |
|
|
1051 | |
|
|
1052 | change_abil (who, op); |
|
|
1053 | who->flag [FLAG_READY_SKILL] = false; |
|
|
1054 | break; |
|
|
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 | |
3046 | // unapplying a skill tool should also unapply the skill it governs |
1061 | // unapplying a weapon or skill tool should also unapply the skill it governs |
3047 | // but this is hard, as it shouldn't do so when the skill can |
1062 | // but this is hard, as it shouldn't do so when the skill can |
3048 | // be used for other reasons |
1063 | // be used for other reasons |
3049 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
1064 | if (who->chosen_skill) |
3050 | if (tmp->skill == op->skill |
1065 | if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL]) |
3051 | && tmp->type == SKILL |
|
|
3052 | && tmp->flag [FLAG_APPLIED] |
|
|
3053 | && !tmp->flag [FLAG_CAN_USE_SKILL]) |
|
|
3054 | unapply_special (who, tmp, 0); |
1066 | unapply_special (who, op, 0); |
3055 | |
1067 | |
3056 | change_abil (who, op); |
|
|
3057 | break; |
1068 | break; |
3058 | |
1069 | |
|
|
1070 | case BOW: |
3059 | case WEAPON: |
1071 | case WAND: |
|
|
1072 | case ROD: |
|
|
1073 | case HORN: |
|
|
1074 | case RANGED: |
3060 | if (player *pl = who->contr) |
1075 | if (player *pl = who->contr) |
3061 | if (op == pl->combat_ob) |
|
|
3062 | { |
|
|
3063 | pl->combat_ob = 0; |
|
|
3064 | who->change_weapon (pl->ranged_ob); |
|
|
3065 | } |
|
|
3066 | |
|
|
3067 | who->statusmsg (format ("You unwield %s.", query_name (op))); |
|
|
3068 | |
|
|
3069 | change_abil (who, op); |
|
|
3070 | CLEAR_FLAG (who, FLAG_READY_WEAPON); |
|
|
3071 | break; |
|
|
3072 | |
|
|
3073 | case SKILL: |
|
|
3074 | if (who->contr) |
|
|
3075 | { |
1076 | { |
3076 | if (IS_COMBAT_SKILL (op->subtype)) |
1077 | who->statusmsg (format ("You unready %s.", query_name (op))); |
3077 | who->change_weapon (who->contr->combat_ob = 0); |
1078 | change_abil (who, op); |
3078 | else if (IS_RANGED_SKILL (op->subtype)) |
1079 | } |
3079 | who->change_weapon (who->contr->ranged_ob = 0); |
1080 | else |
3080 | |
1081 | { |
3081 | if (op->invisible) |
1082 | if (op->type == BOW) |
3082 | who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); |
1083 | op->flag [FLAG_READY_BOW ] = false; |
3083 | else |
1084 | else |
3084 | who->statusmsg (format ("You stop using the %s.", query_name (op))); |
1085 | op->flag [FLAG_READY_RANGE] = false; |
3085 | } |
1086 | } |
3086 | |
1087 | |
3087 | change_abil (who, op); |
|
|
3088 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
|
|
3089 | break; |
1088 | break; |
3090 | |
1089 | |
3091 | case ARMOUR: |
1090 | case ARMOUR: |
3092 | case HELMET: |
1091 | case HELMET: |
3093 | case SHIELD: |
1092 | case SHIELD: |
… | |
… | |
3100 | case CLOAK: |
1099 | case CLOAK: |
3101 | who->statusmsg (format ("You unwear %s.", query_name (op))); |
1100 | who->statusmsg (format ("You unwear %s.", query_name (op))); |
3102 | change_abil (who, op); |
1101 | change_abil (who, op); |
3103 | break; |
1102 | break; |
3104 | |
1103 | |
|
|
1104 | case SPELL: |
3105 | case BOW: |
1105 | case BUILDER: |
3106 | case WAND: |
|
|
3107 | case ROD: |
|
|
3108 | case HORN: |
|
|
3109 | if (player *pl = who->contr) |
|
|
3110 | { |
|
|
3111 | if (op == pl->ranged_ob) |
|
|
3112 | { |
|
|
3113 | pl->ranged_ob = 0; |
|
|
3114 | who->change_weapon (pl->combat_ob); |
|
|
3115 | } |
|
|
3116 | |
|
|
3117 | who->statusmsg (format ("You unready %s.", query_name (op))); |
1106 | who->statusmsg (format ("You unready %s.", query_name (op))); |
3118 | } |
|
|
3119 | else |
|
|
3120 | { |
|
|
3121 | who->change_skill (0); |
|
|
3122 | |
|
|
3123 | if (op->type == BOW) |
|
|
3124 | CLEAR_FLAG (who, FLAG_READY_BOW); |
|
|
3125 | else |
|
|
3126 | CLEAR_FLAG (who, FLAG_READY_RANGE); |
|
|
3127 | } |
|
|
3128 | |
|
|
3129 | break; |
1107 | break; |
3130 | |
1108 | |
3131 | case BUILDER: |
1109 | //case SKILL_TOOL://TODO |
3132 | if (who->contr) |
|
|
3133 | who->statusmsg (format ("You unready %s.", query_name (op))); |
|
|
3134 | break; |
|
|
3135 | |
|
|
3136 | default: |
1110 | default: |
3137 | who->statusmsg (format ("You unapply %s.", query_name (op))); |
1111 | who->statusmsg (format ("You unapply %s.", query_name (op))); |
3138 | break; |
1112 | break; |
3139 | } |
1113 | } |
3140 | |
1114 | |
… | |
… | |
3142 | if (object *pl = op->visible_to ()) |
1116 | if (object *pl = op->visible_to ()) |
3143 | esrv_send_item (pl, op); |
1117 | esrv_send_item (pl, op); |
3144 | |
1118 | |
3145 | who->update_stats (); |
1119 | who->update_stats (); |
3146 | |
1120 | |
3147 | return 0; |
1121 | return 1; |
3148 | } |
1122 | } |
3149 | |
1123 | |
3150 | /** |
1124 | /** |
3151 | * Returns the object that is using location 'loc'. |
1125 | * Returns the object that is using location 'loc'. |
3152 | * Note that 'start' is the first object to start examing - we |
1126 | * Note that 'start' is the first object to start examing - we |
… | |
… | |
3164 | static object * |
1138 | static object * |
3165 | get_next_item_from_body_location (int loc, object *start) |
1139 | get_next_item_from_body_location (int loc, object *start) |
3166 | { |
1140 | { |
3167 | for (object *tmp = start; tmp; tmp = tmp->below) |
1141 | for (object *tmp = start; tmp; tmp = tmp->below) |
3168 | if (tmp->flag [FLAG_APPLIED] |
1142 | if (tmp->flag [FLAG_APPLIED] |
3169 | && tmp->slot[loc].info |
1143 | && tmp->slot [loc].info |
3170 | && (!tmp->invisible || tmp->type == SKILL)) |
1144 | && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL)) |
3171 | return tmp; |
1145 | return tmp; |
3172 | |
1146 | |
3173 | return 0; |
1147 | return 0; |
3174 | } |
1148 | } |
3175 | |
1149 | |
… | |
… | |
3188 | #define CANNOT_REMOVE_CURSED \ |
1162 | #define CANNOT_REMOVE_CURSED \ |
3189 | "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ |
1163 | "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ |
3190 | "Praying over an altar, scrolls of remove curse/damnation, " \ |
1164 | "Praying over an altar, scrolls of remove curse/damnation, " \ |
3191 | "priests or even other players might help.>" |
1165 | "priests or even other players might help.>" |
3192 | |
1166 | |
3193 | static int |
1167 | static bool |
3194 | unapply_for_ob (object *who, object *op, int aflags) |
1168 | unapply_for_ob (object *who, object *op, int aflags) |
3195 | { |
1169 | { |
3196 | if (op->is_range ()) |
1170 | if (op->is_range ()) |
3197 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
1171 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
3198 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) |
1172 | if (tmp->flag [FLAG_APPLIED] && tmp->is_range ()) |
3199 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) |
1173 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])) |
3200 | { |
1174 | { |
3201 | if (aflags & AP_PRINT) |
1175 | if (aflags & AP_PRINT) |
3202 | who->failmsg (query_name (tmp)); |
1176 | who->failmsg (query_name (tmp)); |
3203 | else |
1177 | else |
3204 | unapply_special (who, tmp, aflags); |
1178 | unapply_special (who, tmp, aflags); |
… | |
… | |
3207 | { |
1181 | { |
3208 | /* In this case, we want to try and remove a cursed item. |
1182 | /* In this case, we want to try and remove a cursed item. |
3209 | * While we know it won't work, we want unapply_special to |
1183 | * While we know it won't work, we want unapply_special to |
3210 | * at least generate the message. |
1184 | * at least generate the message. |
3211 | */ |
1185 | */ |
3212 | who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp))); |
1186 | who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)); |
3213 | return 1; |
1187 | return 1; |
3214 | } |
1188 | } |
3215 | |
1189 | |
3216 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
1190 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
3217 | { |
1191 | { |
… | |
… | |
3237 | #endif |
1211 | #endif |
3238 | return 1; |
1212 | return 1; |
3239 | } |
1213 | } |
3240 | |
1214 | |
3241 | /* If we are just printing, we don't care about cursed status */ |
1215 | /* If we are just printing, we don't care about cursed status */ |
3242 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) |
1216 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))) |
3243 | { |
1217 | { |
3244 | if (aflags & AP_PRINT) |
1218 | if (aflags & AP_PRINT) |
3245 | who->failmsg (query_name (tmp)); |
1219 | who->failmsg (query_name (tmp)); |
3246 | else |
1220 | else |
3247 | unapply_special (who, tmp, aflags); |
1221 | unapply_special (who, tmp, aflags); |
… | |
… | |
3251 | /* Cursed item that we can't unequip - tell the player. |
1225 | /* Cursed item that we can't unequip - tell the player. |
3252 | * Note this could be annoying if this is just one of a few, |
1226 | * Note this could be annoying if this is just one of a few, |
3253 | * so it may not be critical (eg, putting on a ring and you have |
1227 | * so it may not be critical (eg, putting on a ring and you have |
3254 | * one cursed ring.) |
1228 | * one cursed ring.) |
3255 | */ |
1229 | */ |
3256 | who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp))); |
1230 | who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)); |
3257 | } |
1231 | } |
3258 | |
1232 | |
3259 | last = tmp->below; |
1233 | last = tmp->below; |
3260 | } |
1234 | } |
3261 | /* 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 |
… | |
… | |
3320 | continue; |
1294 | continue; |
3321 | } |
1295 | } |
3322 | |
1296 | |
3323 | object *tmp1 = get_next_item_from_body_location (i, who->inv); |
1297 | object *tmp1 = get_next_item_from_body_location (i, who->inv); |
3324 | if (!tmp1) |
1298 | if (!tmp1) |
3325 | { |
|
|
3326 | #if 0 |
|
|
3327 | /* This is sort of an error, but happens a lot when old players |
|
|
3328 | * join in with more stuff equipped than they are now allowed. |
|
|
3329 | */ |
|
|
3330 | LOG (llevError, "Can't find object using location %d on %s\n", i, who->name); |
|
|
3331 | #endif |
|
|
3332 | retval |= CAN_APPLY_NEVER; |
1299 | retval |= CAN_APPLY_NEVER; |
3333 | } |
|
|
3334 | else |
1300 | else |
3335 | { |
1301 | { |
3336 | /* need to unapply something. However, if this something |
1302 | /* need to unapply something. However, if this something |
3337 | * is different than we had found before, it means they need |
1303 | * is different than we had found before, it means they need |
3338 | * to apply multiple objects |
1304 | * to apply multiple objects |
… | |
… | |
3367 | * the weapon/shield checks, and the range checks for monsters, |
1333 | * the weapon/shield checks, and the range checks for monsters, |
3368 | * 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, |
3369 | * 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 |
3370 | * all use the same location. |
1336 | * all use the same location. |
3371 | */ |
1337 | */ |
3372 | if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) |
1338 | if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON]) |
3373 | retval |= CAN_APPLY_RESTRICTION; |
1339 | retval |= CAN_APPLY_RESTRICTION; |
3374 | |
1340 | |
3375 | if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) |
1341 | if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD]) |
3376 | retval |= CAN_APPLY_RESTRICTION; |
1342 | retval |= CAN_APPLY_RESTRICTION; |
3377 | |
1343 | |
3378 | if (who->type != PLAYER) |
1344 | if (who->type != PLAYER) |
3379 | { |
1345 | { |
3380 | if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) |
1346 | if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE]) |
3381 | retval |= CAN_APPLY_RESTRICTION; |
1347 | retval |= CAN_APPLY_RESTRICTION; |
3382 | |
1348 | |
3383 | if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) |
1349 | if (op->type == BOW && !who->flag [FLAG_USE_BOW]) |
3384 | retval |= CAN_APPLY_RESTRICTION; |
1350 | retval |= CAN_APPLY_RESTRICTION; |
3385 | |
1351 | |
3386 | if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) |
1352 | if (op->type == RING && !who->flag [FLAG_USE_RING]) |
3387 | retval |= CAN_APPLY_RESTRICTION; |
1353 | retval |= CAN_APPLY_RESTRICTION; |
3388 | |
1354 | |
3389 | if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) |
1355 | if (op->type == BOW && !who->flag [FLAG_USE_BOW]) |
3390 | retval |= CAN_APPLY_RESTRICTION; |
1356 | retval |= CAN_APPLY_RESTRICTION; |
3391 | } |
1357 | } |
3392 | |
1358 | |
3393 | return retval; |
1359 | return retval; |
3394 | } |
1360 | } |
… | |
… | |
3418 | */ |
1384 | */ |
3419 | |
1385 | |
3420 | #define LACK_ITEM_POWER \ |
1386 | #define LACK_ITEM_POWER \ |
3421 | " H<You lack enough unused item power to use this weapon, see the skills command.>" |
1387 | " H<You lack enough unused item power to use this weapon, see the skills command.>" |
3422 | |
1388 | |
3423 | int |
1389 | static bool |
3424 | apply_special (object *who, object *op, int aflags) |
1390 | apply_special (object *who, object *op, int aflags) |
3425 | { |
1391 | { |
3426 | int basic_flag = aflags & AP_BASIC_FLAGS; |
1392 | int basic_flag = aflags & AP_MODE; |
3427 | object *tmp, *tmp2, *skop = NULL; |
1393 | object *tmp, *tmp2, *skop = NULL; |
3428 | |
1394 | |
3429 | if (who == NULL) |
1395 | if (who == NULL) |
3430 | { |
1396 | { |
3431 | LOG (llevError, "apply_special() from object without environment.\n"); |
1397 | LOG (llevError, "apply_special() from object without environment.\n"); |
3432 | return 1; |
1398 | return 1; |
3433 | } |
1399 | } |
3434 | |
1400 | |
|
|
1401 | //TODO: remove these when apply_special is no longer exposed |
3435 | if (op->env != who) |
1402 | if (op->env != who) |
3436 | return 1; /* op is not in inventory */ |
1403 | return 1; /* op is not in inventory */ |
3437 | |
1404 | |
3438 | /* trying to unequip op */ |
1405 | /* trying to unequip op */ |
3439 | if (QUERY_FLAG (op, FLAG_APPLIED)) |
1406 | if (op->flag [FLAG_APPLIED]) |
3440 | { |
1407 | { |
3441 | /* always apply, so no reason to unapply */ |
1408 | /* always apply, so no reason to unapply */ |
3442 | if (basic_flag == AP_APPLY) |
1409 | if (basic_flag == AP_APPLY) |
3443 | return 0; |
1410 | return 0; |
3444 | |
1411 | |
3445 | if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) |
1412 | if (!(aflags & AP_IGNORE_CURSE) && (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])) |
3446 | { |
1413 | { |
3447 | who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op))); |
1414 | who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)); |
3448 | return 1; |
1415 | return 1; |
3449 | } |
1416 | } |
3450 | |
1417 | |
3451 | return unapply_special (who, op, aflags); |
1418 | return unapply_special (who, op, aflags); |
3452 | } |
1419 | } |
3453 | else if (basic_flag == AP_UNAPPLY) |
1420 | else if (basic_flag == AP_UNAPPLY) |
3454 | return 0; |
1421 | return 0; |
3455 | |
1422 | |
3456 | // if the item is combat/ranged, wield the relevant slot first |
|
|
3457 | // to resolve conflicts. |
|
|
3458 | if (player *pl = who->contr) |
|
|
3459 | switch (op->slottype ()) |
|
|
3460 | { |
|
|
3461 | case slot_combat: who->change_weapon (pl->combat_ob); break; |
|
|
3462 | case slot_ranged: who->change_weapon (pl->ranged_ob); break; |
|
|
3463 | } |
|
|
3464 | |
|
|
3465 | splay (op); |
1423 | splay (op); |
3466 | |
1424 | |
3467 | /* Can't just apply this object. Lets see what not and what to do */ |
1425 | /* Can't just apply this object. Lets see what not and what to do */ |
3468 | if (int i = can_apply_object (who, op)) |
1426 | if (int i = can_apply_object (who, op)) |
3469 | { |
1427 | { |
3470 | if (i & CAN_APPLY_NEVER) |
1428 | if (i & CAN_APPLY_NEVER) |
3471 | { |
1429 | { |
3472 | who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op))); |
1430 | who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)); |
3473 | return 1; |
1431 | return 1; |
3474 | } |
1432 | } |
3475 | else if (i & CAN_APPLY_RESTRICTION) |
1433 | else if (i & CAN_APPLY_RESTRICTION) |
3476 | { |
1434 | { |
3477 | who->failmsg (format ( |
1435 | who->failmsgf ( |
3478 | "You have a prohibition against using a %s. " |
1436 | "You have a prohibition against using a %s. " |
3479 | "H<Your belief, profession or class prevents you from applying this item.>", |
1437 | "H<Your belief, profession or class prevents you from applying this item.>", |
3480 | query_name (op) |
1438 | query_name (op) |
3481 | )); |
1439 | ); |
3482 | return 1; |
1440 | return 1; |
3483 | } |
1441 | } |
3484 | |
1442 | |
3485 | if (who->type != PLAYER) |
1443 | if (who->type != PLAYER) |
3486 | { |
1444 | { |
… | |
… | |
3502 | } |
1460 | } |
3503 | } |
1461 | } |
3504 | |
1462 | |
3505 | if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) |
1463 | if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) |
3506 | { |
1464 | { |
|
|
1465 | // try to ready attached skill first |
3507 | skop = find_skill_by_name (who, op->skill); |
1466 | skop = find_skill_by_name (who, op->skill); |
3508 | |
1467 | |
3509 | if (!skop) |
1468 | if (!skop) |
3510 | { |
1469 | { |
3511 | who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); |
1470 | who->failmsgf ("You need the %s skill to use this item!", &op->skill); |
3512 | return 1; |
1471 | return 1; |
3513 | } |
1472 | } |
3514 | else |
1473 | else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT)) |
3515 | /* While experience will be credited properly, we want to change the |
|
|
3516 | * skill so that the dam and wc get updated |
|
|
3517 | */ |
1474 | { |
3518 | who->change_skill (skop); |
1475 | who->failmsgf ("You can't use the required %s skill!", &op->skill); |
|
|
1476 | return 1; |
|
|
1477 | } |
3519 | } |
1478 | } |
3520 | |
1479 | |
3521 | if (!check_item_power (who, op->item_power)) |
1480 | if (!check_item_power (who, op->item_power)) |
3522 | { |
1481 | { |
3523 | who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); |
1482 | who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); |
… | |
… | |
3526 | |
1485 | |
3527 | /* Ok. We are now at the state where we can apply the new object. |
1486 | /* Ok. We are now at the state where we can apply the new object. |
3528 | * Note that we don't have the checks for can_use_... |
1487 | * Note that we don't have the checks for can_use_... |
3529 | * below - that is already taken care of by can_apply_object. |
1488 | * below - that is already taken care of by can_apply_object. |
3530 | */ |
1489 | */ |
|
|
1490 | |
|
|
1491 | // split away all the other items from the stack, so only one item is left |
3531 | tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; |
1492 | tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; |
3532 | |
1493 | |
3533 | if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) |
1494 | if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) |
3534 | return RESULT_INT (0); |
1495 | return RESULT_INT (0); |
3535 | |
1496 | |
3536 | switch (op->type) |
1497 | switch (op->type) |
3537 | { |
1498 | { |
3538 | case WEAPON: |
1499 | case WEAPON: |
3539 | //TODO: this obviously fails for players using a shorter prefix |
1500 | if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\'')) |
3540 | // i.e. "R" can use Ragnarok's sword. |
|
|
3541 | if (op->level && !op->name.starts_with (who->name)) |
|
|
3542 | { |
1501 | { |
3543 | /* if the weapon does not have the name as the character, can't use it. */ |
1502 | /* if the weapon does not have the name as the character, can't use it. */ |
3544 | /* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
1503 | /* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
3545 | who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); |
1504 | who->failmsg ("The weapon does not recognize you as its owner. " |
3546 | |
1505 | "H<Its name indicates that it belongs to somebody else.>"); |
3547 | if (tmp) |
1506 | if (tmp) who->insert (tmp); |
3548 | insert_ob_in_ob (tmp, who); |
|
|
3549 | |
|
|
3550 | return 1; |
1507 | return 1; |
3551 | } |
1508 | } |
3552 | |
1509 | |
3553 | if (!skop) |
1510 | op->flag [FLAG_APPLIED] = true; |
|
|
1511 | |
|
|
1512 | if (player *pl = who->contr) |
3554 | { |
1513 | { |
3555 | who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO |
1514 | who->statusmsg (format ("You wield %s.", query_name (op))); |
3556 | return 1; |
1515 | change_abil (who, op); |
3557 | } |
1516 | } |
3558 | |
1517 | |
3559 | SET_FLAG (op, FLAG_APPLIED); |
1518 | op->flag [FLAG_READY_WEAPON] = true; |
3560 | who->change_skill (skop); |
|
|
3561 | |
|
|
3562 | if (who->contr) |
|
|
3563 | who->change_weapon (who->contr->combat_ob = op); |
|
|
3564 | |
|
|
3565 | who->statusmsg (format ("You wield %s.", query_name (op))); |
|
|
3566 | |
|
|
3567 | SET_FLAG (who, FLAG_READY_WEAPON); |
|
|
3568 | change_abil (who, op); |
|
|
3569 | break; |
1519 | break; |
3570 | |
1520 | |
3571 | case ARMOUR: |
1521 | case ARMOUR: |
3572 | case HELMET: |
1522 | case HELMET: |
3573 | case SHIELD: |
1523 | case SHIELD: |
… | |
… | |
3576 | case GIRDLE: |
1526 | case GIRDLE: |
3577 | case BRACERS: |
1527 | case BRACERS: |
3578 | case CLOAK: |
1528 | case CLOAK: |
3579 | case RING: |
1529 | case RING: |
3580 | case AMULET: |
1530 | case AMULET: |
3581 | SET_FLAG (op, FLAG_APPLIED); |
1531 | op->set_flag (FLAG_APPLIED); |
3582 | who->statusmsg (format ("You wear %s.", query_name (op))); |
1532 | who->statusmsg (format ("You wear %s.", query_name (op))); |
3583 | change_abil (who, op); |
1533 | change_abil (who, op); |
3584 | break; |
1534 | break; |
3585 | |
1535 | |
3586 | case SKILL_TOOL: |
1536 | case SKILL_TOOL: |
3587 | // applying a skill tool also readies the skill |
1537 | // applying a skill tool does not ready the skill |
3588 | SET_FLAG (op, FLAG_APPLIED); |
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; |
3589 | |
1542 | |
|
|
1543 | case SKILL: |
3590 | if (!(aflags & AP_NO_READY)) |
1544 | if (!(aflags & AP_NO_SLOT)) |
3591 | { |
1545 | { |
3592 | skop = find_skill_by_name (who, op->skill); |
1546 | // skill is used on it's own, as opposed to being a chosen_skill |
3593 | if (!skop->flag [FLAG_APPLIED]) |
1547 | |
3594 | apply_special (who, skop, AP_APPLY); |
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))); |
3595 | } |
1586 | } |
|
|
1587 | |
|
|
1588 | who->set_flag (FLAG_READY_SKILL); |
|
|
1589 | op->set_flag (FLAG_APPLIED); |
|
|
1590 | change_abil (who, op); |
3596 | break; |
1591 | break; |
3597 | |
1592 | |
3598 | case SKILL: |
|
|
3599 | if (player *pl = who->contr) |
|
|
3600 | { |
|
|
3601 | if (IS_COMBAT_SKILL (op->subtype)) |
|
|
3602 | { |
|
|
3603 | if (skill_flags [op->subtype] & SF_NEED_WEAPON) |
|
|
3604 | { |
|
|
3605 | for (object *item = who->inv; item; item = item->below) |
|
|
3606 | if (item->type == WEAPON && item->flag [FLAG_APPLIED]) |
|
|
3607 | { |
|
|
3608 | if (item->skill == op->skill) |
|
|
3609 | { |
|
|
3610 | who->change_weapon (pl->combat_ob = item); |
|
|
3611 | goto found_weapon; |
|
|
3612 | } |
|
|
3613 | } |
|
|
3614 | |
|
|
3615 | who->failmsg (format ( |
|
|
3616 | "You need to apply a '%s' melee weapon before readying this skill. " |
|
|
3617 | "H<Some skills need an item, in this case a melee weapon, to function.>", |
|
|
3618 | &op->skill |
|
|
3619 | )); |
|
|
3620 | return 1; |
|
|
3621 | |
|
|
3622 | found_weapon:; |
|
|
3623 | } |
|
|
3624 | else |
|
|
3625 | who->change_weapon (pl->combat_ob = op); |
|
|
3626 | } |
|
|
3627 | else if (IS_RANGED_SKILL (op->subtype)) |
|
|
3628 | { |
|
|
3629 | if (skill_flags [op->subtype] & SF_NEED_BOW) |
|
|
3630 | { |
|
|
3631 | for (object *item = who->inv; item; item = item->below) |
|
|
3632 | if (item->type == BOW && item->flag [FLAG_APPLIED]) |
|
|
3633 | { |
|
|
3634 | //TODO: bows should/must all have skill missile weapon right now |
|
|
3635 | who->change_weapon (pl->ranged_ob = item); |
|
|
3636 | goto found_bow; |
|
|
3637 | } |
|
|
3638 | |
|
|
3639 | who->failmsg ( |
|
|
3640 | "You need to apply a missile weapon before readying this skill. " |
|
|
3641 | "H<Some skills need an item, in this case a missile weapon, to function.>" |
|
|
3642 | ); |
|
|
3643 | return 1; |
|
|
3644 | |
|
|
3645 | found_bow:; |
|
|
3646 | } |
|
|
3647 | else |
|
|
3648 | who->change_weapon (pl->ranged_ob = op); |
|
|
3649 | } |
|
|
3650 | |
|
|
3651 | if (!op->invisible) |
|
|
3652 | { |
|
|
3653 | who->statusmsg (format ( |
|
|
3654 | "You ready %s." |
|
|
3655 | "You can now use the skill: %s.", |
|
|
3656 | query_name (op), |
|
|
3657 | &op->skill |
|
|
3658 | )); |
|
|
3659 | } |
|
|
3660 | else |
|
|
3661 | who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name)); |
|
|
3662 | } |
|
|
3663 | else |
|
|
3664 | { |
|
|
3665 | SET_FLAG (op, FLAG_APPLIED); |
|
|
3666 | change_abil (who, op); |
|
|
3667 | who->chosen_skill = op; |
|
|
3668 | SET_FLAG (who, FLAG_READY_SKILL); |
|
|
3669 | } |
|
|
3670 | |
|
|
3671 | break; |
|
|
3672 | |
|
|
3673 | case BOW: |
1593 | case BOW: |
3674 | if (op->level && !op->name.starts_with (who->name)) |
1594 | if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\'')) |
3675 | { |
1595 | { |
3676 | who->failmsg ("The weapon does not recognize you as its owner. " |
1596 | who->failmsg ("The weapon does not recognize you as its owner. " |
3677 | "H<Its name indicates that it belongs to somebody else.>"); |
1597 | "H<Its name indicates that it belongs to somebody else.>"); |
3678 | if (tmp) |
1598 | if (tmp) who->insert (tmp); |
3679 | insert_ob_in_ob (tmp, who); |
|
|
3680 | |
|
|
3681 | return 1; |
1599 | return 1; |
3682 | } |
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; |
3683 | |
1625 | |
3684 | /*FALLTHROUGH*/ |
1626 | /*FALLTHROUGH*/ |
3685 | case WAND: |
1627 | case WAND: |
3686 | case ROD: |
1628 | case ROD: |
3687 | case HORN: |
1629 | case HORN: |
3688 | /* check for skill, alter player status */ |
1630 | op->flag [FLAG_APPLIED] = true; |
3689 | |
1631 | |
3690 | if (!skop) |
1632 | if (player *pl = who->contr) |
3691 | { |
1633 | { |
3692 | who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO |
|
|
3693 | return 1; |
|
|
3694 | } |
|
|
3695 | |
|
|
3696 | SET_FLAG (op, FLAG_APPLIED); |
|
|
3697 | who->change_skill (skop); |
|
|
3698 | |
|
|
3699 | if (who->contr) |
|
|
3700 | { |
|
|
3701 | who->contr->ranged_ob = op; |
|
|
3702 | |
|
|
3703 | who->statusmsg (format ("You ready %s.", query_name (op))); |
1634 | who->statusmsg (format ("You ready %s.", query_name (op))); |
3704 | |
1635 | |
3705 | if (op->type == BOW) |
1636 | if (op->type == BOW) |
3706 | { |
|
|
3707 | who->current_weapon = op; |
|
|
3708 | change_abil (who, op); |
|
|
3709 | who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); |
1637 | who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); |
3710 | } |
1638 | |
|
|
1639 | change_abil (who, op); |
3711 | } |
1640 | } |
3712 | else |
1641 | else |
3713 | { |
1642 | { |
3714 | if (op->type == BOW) |
1643 | if (op->type == BOW) |
3715 | SET_FLAG (who, FLAG_READY_BOW); |
1644 | op->flag [FLAG_READY_BOW ] = true; |
3716 | else |
1645 | else |
3717 | SET_FLAG (who, FLAG_READY_RANGE); |
1646 | op->flag [FLAG_READY_RANGE] = true; |
3718 | } |
1647 | } |
3719 | |
1648 | |
3720 | break; |
1649 | break; |
3721 | |
1650 | |
3722 | case BUILDER: |
1651 | case BUILDER: |
3723 | if (who->type == PLAYER) |
1652 | if (player *pl = who->contr) |
3724 | { |
1653 | { |
3725 | //TODO: wtf does this do? shouldn't this be managed automatically (slots?) |
|
|
3726 | if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) |
|
|
3727 | unapply_special (who, who->contr->ranged_ob, 0); |
|
|
3728 | |
|
|
3729 | who->statusmsg (format ("You ready your %s.", query_name (op))); |
1654 | who->statusmsg (format ("You ready your %s.", query_name (op))); |
3730 | |
1655 | //TODO: change_abil? |
3731 | who->contr->ranged_ob = op; |
|
|
3732 | } |
1656 | } |
3733 | break; |
1657 | break; |
3734 | |
1658 | |
3735 | default: |
1659 | default: |
3736 | who->statusmsg (format ("You apply %s.", query_name (op))); |
1660 | who->statusmsg (format ("You apply %s.", query_name (op))); |
3737 | } |
1661 | } |
3738 | |
1662 | |
3739 | SET_FLAG (op, FLAG_APPLIED); |
1663 | op->set_flag (FLAG_APPLIED); |
3740 | |
1664 | |
3741 | if (tmp) |
|
|
3742 | who->insert (tmp); |
1665 | if (tmp) who->insert (tmp); |
3743 | |
1666 | |
3744 | who->update_stats (); |
1667 | who->update_stats (); |
3745 | |
1668 | |
3746 | /* We exclude spell casting objects. The fire code will set the |
1669 | /* We exclude spell casting objects. The fire code will set the |
3747 | * been applied flag when they are used - until that point, |
1670 | * been applied flag when they are used - until that point, |
3748 | * you don't know anything about them. |
1671 | * you don't know anything about them. |
3749 | */ |
1672 | */ |
3750 | if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) |
1673 | if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) |
3751 | SET_FLAG (op, FLAG_BEEN_APPLIED); |
1674 | op->set_flag (FLAG_BEEN_APPLIED); |
3752 | |
1675 | |
3753 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
1676 | if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]) |
3754 | if (who->type == PLAYER) |
1677 | if (who->type == PLAYER) |
3755 | { |
1678 | { |
3756 | who->failmsg ( |
1679 | who->failmsg ( |
3757 | "Oops, it feels deadly cold! " |
1680 | "Oops, it feels deadly cold! " |
3758 | "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>" |
1681 | "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>" |
3759 | ); |
1682 | ); |
3760 | SET_FLAG (op, FLAG_KNOWN_CURSED); |
1683 | op->set_flag (FLAG_KNOWN_CURSED); |
3761 | } |
1684 | } |
3762 | |
1685 | |
3763 | if (object *pl = op->visible_to ()) |
1686 | if (object *pl = op->visible_to ()) |
3764 | esrv_send_item (pl, op); |
1687 | esrv_send_item (pl, op); |
3765 | |
1688 | |
3766 | return 0; |
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)) |
|
|
1795 | break; |
|
|
1796 | } |
|
|
1797 | else |
|
|
1798 | { |
|
|
1799 | LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); |
|
|
1800 | break; |
|
|
1801 | } |
|
|
1802 | } |
|
|
1803 | } |
|
|
1804 | |
|
|
1805 | if (buf.empty ()) |
|
|
1806 | pl->failmsg ("You have nothing that needs identifying"); |
|
|
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 (); |
|
|
1860 | return 1; |
|
|
1861 | } |
|
|
1862 | |
|
|
1863 | if (!(at = archetype::find (shstr_depletion))) |
|
|
1864 | { |
|
|
1865 | LOG (llevError, "Could not find archetype depletion\n"); |
|
|
1866 | return 0; |
|
|
1867 | } |
|
|
1868 | |
|
|
1869 | depl = present_arch_in_ob (at, op); |
|
|
1870 | |
|
|
1871 | if (depl) |
|
|
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 | } |
|
|
1880 | else |
|
|
1881 | op->statusmsg ("Your potion had no effect."); |
|
|
1882 | |
|
|
1883 | tmp->decrease (); |
|
|
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]) |
|
|
1893 | { |
|
|
1894 | if (op->contr->levhp[i] != 1) |
|
|
1895 | { |
|
|
1896 | op->contr->levhp[i] = 1; |
|
|
1897 | break; |
|
|
1898 | } |
|
|
1899 | |
|
|
1900 | if (op->contr->levsp[i] != 1) |
|
|
1901 | { |
|
|
1902 | op->contr->levsp[i] = 1; |
|
|
1903 | break; |
|
|
1904 | } |
|
|
1905 | |
|
|
1906 | if (op->contr->levgrace[i] != 1) |
|
|
1907 | { |
|
|
1908 | op->contr->levgrace[i] = 1; |
|
|
1909 | break; |
|
|
1910 | } |
|
|
1911 | } |
|
|
1912 | else |
|
|
1913 | { |
|
|
1914 | if (op->contr->levhp[i] < 9) |
|
|
1915 | { |
|
|
1916 | op->contr->levhp[i] = 9; |
|
|
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; |
|
|
1930 | } |
|
|
1931 | } |
|
|
1932 | } |
|
|
1933 | |
|
|
1934 | /* Just makes checking easier */ |
|
|
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) |
|
|
2142 | break; |
|
|
2143 | /* fallthrough */ |
|
|
2144 | |
|
|
2145 | case ARROW: |
|
|
2146 | /* bad bug: monster throw a object, make a step forwards, step on object , |
|
|
2147 | * trigger this here and get hit by own missile - and will be own enemy. |
|
|
2148 | * Victim then is his own enemy and will start to kill herself (this is |
|
|
2149 | * removed) but we have not synced victim and his missile. To avoid senseless |
|
|
2150 | * action, we avoid hits here |
|
|
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)) |
|
|
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); |
|
|
2208 | } |
|
|
2209 | |
|
|
2210 | break; |
|
|
2211 | |
|
|
2212 | case TRIGGER_BUTTON: |
|
|
2213 | case TRIGGER_PEDESTAL: |
|
|
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); |
|
|
2241 | } |
|
|
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 | |
|
|
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 | |
|
|
2264 | case CONTAINER: |
|
|
2265 | apply_container (victim, trap); |
|
|
2266 | break; |
|
|
2267 | |
|
|
2268 | case RUNE: |
|
|
2269 | case TRAP: |
|
|
2270 | if (trap->level && victim->flag [FLAG_ALIVE]) |
|
|
2271 | spring_trap (trap, victim); |
|
|
2272 | break; |
|
|
2273 | |
|
|
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 */ |
|
|
2922 | if (tmp->type == DRINK) |
|
|
2923 | buf = format ("Ahhh...that %s tasted good.", &tmp->name); |
|
|
2924 | else |
|
|
2925 | buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); |
|
|
2926 | } |
|
|
2927 | else |
|
|
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); |
|
|
2942 | } |
|
|
2943 | |
|
|
2944 | /* special food hack -b.t. */ |
|
|
2945 | if (tmp->title || tmp->flag [FLAG_CURSED]) |
|
|
2946 | eat_special_food (op, tmp); |
|
|
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)) |
|
|
2962 | { |
|
|
2963 | op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>"); |
|
|
2964 | return; |
|
|
2965 | } |
|
|
2966 | |
|
|
2967 | object *armor = op->mark (); |
|
|
2968 | |
|
|
2969 | if (!armor) |
|
|
2970 | { |
|
|
2971 | op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this."); |
|
|
2972 | return; |
|
|
2973 | } |
|
|
2974 | |
|
|
2975 | if (armor->type != ARMOUR |
|
|
2976 | && armor->type != CLOAK |
|
|
2977 | && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) |
|
|
2978 | { |
|
|
2979 | op->failmsg ("Your marked item is not armour!\n"); |
|
|
2980 | return; |
|
|
2981 | } |
|
|
2982 | |
|
|
2983 | 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 | |
|
|
3018 | /** |
|
|
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. |
|
|
3022 | * |
|
|
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 |
|
|
3026 | */ |
|
|
3027 | static object * |
|
|
3028 | auto_apply_lighter (object *who, object *op, object *lighter) |
|
|
3029 | { |
|
|
3030 | if (lighter == 0) |
|
|
3031 | { |
|
|
3032 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
3033 | { |
|
|
3034 | if (tmp->type == LIGHTER) |
|
|
3035 | { |
|
|
3036 | lighter = tmp; |
|
|
3037 | break; |
|
|
3038 | } |
|
|
3039 | } |
|
|
3040 | |
|
|
3041 | if (!lighter) |
|
|
3042 | { |
|
|
3043 | who->failmsgf ( |
|
|
3044 | "You can't light up the %s with your bare hands! " |
|
|
3045 | "H<You need a lighter in your inventory, for example a flint and steel.>", |
|
|
3046 | &op->name |
|
|
3047 | ); |
|
|
3048 | return 0; |
|
|
3049 | } |
|
|
3050 | } |
|
|
3051 | |
|
|
3052 | // last_eat == 0 means the lighter is not being used up! |
|
|
3053 | if (lighter->last_eat && lighter->stats.food) |
|
|
3054 | { |
|
|
3055 | /* lighter gets used up */ |
|
|
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 | } |
|
|
3069 | |
|
|
3070 | return lighter; |
|
|
3071 | } |
|
|
3072 | |
|
|
3073 | /** |
|
|
3074 | * Designed primarily to light torches/lanterns/etc. |
|
|
3075 | * Also burns up burnable material too. First object in the inventory is |
|
|
3076 | * the selected object to "burn". -b.t. |
|
|
3077 | */ |
|
|
3078 | static void |
|
|
3079 | apply_lighter (object *who, object *lighter) |
|
|
3080 | { |
|
|
3081 | int is_player_env = 0; |
|
|
3082 | |
|
|
3083 | if (object *item = who->mark ()) |
|
|
3084 | { |
|
|
3085 | if (!auto_apply_lighter (who, item, lighter)) |
|
|
3086 | return; |
|
|
3087 | |
|
|
3088 | /* Perhaps we should split what we are trying to light on fire? |
|
|
3089 | * I can't see many times when you would want to light multiple |
|
|
3090 | * objects at once. |
|
|
3091 | */ |
|
|
3092 | |
|
|
3093 | save_throw_object (item, AT_FIRE, who); |
|
|
3094 | |
|
|
3095 | if (item->destroyed () |
|
|
3096 | || ((item->type == LAMP || item->type == TORCH) |
|
|
3097 | && item->glow_radius > 0)) |
|
|
3098 | who->statusmsg (format ( |
|
|
3099 | "You light the %s with the %s.", |
|
|
3100 | &item->name, &lighter->name |
|
|
3101 | )); |
|
|
3102 | else |
|
|
3103 | who->failmsgf ( |
|
|
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) |
|
|
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 | } |
|
|
3172 | |
|
|
3173 | if (op->flag [FLAG_CURSED]) |
|
|
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 |
|
|
3186 | { |
|
|
3187 | if (op->flag [FLAG_CURSED]) |
|
|
3188 | { |
|
|
3189 | player_apply_lamp_cursed_effect (who, op); |
|
|
3190 | return; |
|
|
3191 | } |
|
|
3192 | |
|
|
3193 | if (op->type == TORCH) |
|
|
3194 | { |
|
|
3195 | if (!op->flag [FLAG_IS_LIGHTABLE]) |
|
|
3196 | { |
|
|
3197 | who->statusmsg (format ( |
|
|
3198 | "You put out the %s. " |
|
|
3199 | "H<The %s can't be used anymore, as it can't be lighted up again.>", |
|
|
3200 | &op->name, &op->name)); |
|
|
3201 | } |
|
|
3202 | else |
|
|
3203 | who->statusmsg (format ( |
|
|
3204 | "You put out the %s." |
|
|
3205 | "H<Torches wear out if you put them out.>", |
|
|
3206 | &op->name)); |
|
|
3207 | } |
|
|
3208 | else |
|
|
3209 | who->statusmsg (format ("You turn off the %s.", &op->name)); |
|
|
3210 | } |
|
|
3211 | |
|
|
3212 | apply_lamp (op, switch_on); |
|
|
3213 | } |
|
|
3214 | |
|
|
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]) |
|
|
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; |
|
|
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); |
|
|
3269 | } |
|
|
3270 | |
|
|
3271 | /** |
|
|
3272 | * This handles items of type 'transformer'. |
|
|
3273 | * Basically those items, used with a marked item, transform both items into something |
|
|
3274 | * else. |
|
|
3275 | * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited).. |
|
|
3276 | * Change information is contained in the 'slaying' field of the marked item. |
|
|
3277 | * The format is as follow: transformer:[number ]yield[;transformer:...]. |
|
|
3278 | * This way an item can be transformed in many things, and/or many objects. |
|
|
3279 | * The 'slaying' field for transformer is used as verb for the action. |
|
|
3280 | */ |
|
|
3281 | static void |
|
|
3282 | apply_item_transformer (object *pl, object *transformer) |
|
|
3283 | { |
|
|
3284 | object *new_item; |
|
|
3285 | const char *find; |
|
|
3286 | char *separator; |
|
|
3287 | int yield; |
|
|
3288 | char got[MAX_BUF]; |
|
|
3289 | int len; |
|
|
3290 | |
|
|
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); |
|
|
3581 | return; |
|
|
3582 | } |
|
|
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) |
|
|
3593 | { |
|
|
3594 | // TODO: all this should move to examine |
|
|
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)) |
|
|
3632 | { |
|
|
3633 | /* player is flying and applying object not in inventory */ |
|
|
3634 | if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING)) |
|
|
3635 | { |
|
|
3636 | failmsg ("But you are floating high above the ground! " |
|
|
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; |
|
|
3640 | } |
|
|
3641 | } |
|
|
3642 | |
|
|
3643 | contr->last_used = ob; |
|
|
3644 | } |
|
|
3645 | |
|
|
3646 | bool want_apply = |
|
|
3647 | aflags & AP_APPLY ? true |
|
|
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; |
3767 | } |
3728 | } |
3768 | |
3729 | |
3769 | /** |
3730 | /** |
3770 | * Map was just loaded, handle op's initialisation. |
3731 | * Map was just loaded, handle op's initialisation. |
3771 | * |
3732 | * |
… | |
… | |
3775 | auto_apply (object *op) |
3736 | auto_apply (object *op) |
3776 | { |
3737 | { |
3777 | object *tmp = NULL, *tmp2; |
3738 | object *tmp = NULL, *tmp2; |
3778 | int i; |
3739 | int i; |
3779 | |
3740 | |
3780 | CLEAR_FLAG (op, FLAG_AUTO_APPLY); |
3741 | op->clr_flag (FLAG_AUTO_APPLY); |
3781 | |
3742 | |
3782 | switch (op->type) |
3743 | switch (op->type) |
3783 | { |
3744 | { |
3784 | case SHOP_FLOOR: |
3745 | case SHOP_FLOOR: |
3785 | if (!op->has_random_items ()) |
3746 | if (!op->has_random_items ()) |
… | |
… | |
3795 | == NULL && --i); |
3756 | == NULL && --i); |
3796 | |
3757 | |
3797 | if (tmp == NULL) |
3758 | if (tmp == NULL) |
3798 | return 0; |
3759 | return 0; |
3799 | |
3760 | |
3800 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
3761 | if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
3801 | { |
3762 | { |
3802 | tmp->destroy (); |
3763 | tmp->destroy (); |
3803 | tmp = NULL; |
3764 | tmp = NULL; |
3804 | } |
3765 | } |
3805 | } |
3766 | } |
3806 | while (!tmp); |
3767 | while (!tmp); |
3807 | |
3768 | |
3808 | tmp->x = op->x; |
3769 | tmp->x = op->x; |
3809 | tmp->y = op->y; |
3770 | tmp->y = op->y; |
3810 | SET_FLAG (tmp, FLAG_UNPAID); |
3771 | tmp->set_flag (FLAG_UNPAID); |
3811 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3772 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3812 | identify (tmp); |
3773 | identify (tmp); |
3813 | break; |
3774 | break; |
3814 | |
3775 | |
3815 | case TREASURE: |
3776 | case TREASURE: |
3816 | if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) |
3777 | if (op->flag [FLAG_IS_A_TEMPLATE]) |
3817 | return 0; |
3778 | return 0; |
3818 | |
3779 | |
3819 | while (op->stats.hp-- > 0) |
3780 | while (op->stats.hp-- > 0) |
3820 | create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, |
3781 | create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, |
3821 | op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); |
3782 | op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); |
… | |
… | |
3859 | |
3820 | |
3860 | for (invtmp = tmp->inv; invtmp; invtmp = invnext) |
3821 | for (invtmp = tmp->inv; invtmp; invtmp = invnext) |
3861 | { |
3822 | { |
3862 | invnext = invtmp->below; |
3823 | invnext = invtmp->below; |
3863 | |
3824 | |
3864 | if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) |
3825 | if (invtmp->flag [FLAG_AUTO_APPLY]) |
3865 | auto_apply (invtmp); |
3826 | auto_apply (invtmp); |
3866 | else if (invtmp->type == TREASURE && invtmp->has_random_items ()) |
3827 | else if (invtmp->type == TREASURE && invtmp->has_random_items ()) |
3867 | { |
3828 | { |
3868 | while (invtmp->stats.hp-- > 0) |
3829 | while (invtmp->stats.hp-- > 0) |
3869 | create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
3830 | create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
… | |
… | |
3878 | * treasure again for this object |
3839 | * treasure again for this object |
3879 | */ |
3840 | */ |
3880 | invtmp->randomitems = NULL; |
3841 | invtmp->randomitems = NULL; |
3881 | } |
3842 | } |
3882 | } |
3843 | } |
|
|
3844 | |
3883 | /* This is really temporary - the code at the bottom will |
3845 | /* This is really temporary - the code at the bottom will |
3884 | * also set randomitems to null. The problem is there are bunches |
3846 | * also set randomitems to null. The problem is there are bunches |
3885 | * of maps/players already out there with items that have spells |
3847 | * of maps/players already out there with items that have spells |
3886 | * which haven't had the randomitems set to null yet. |
3848 | * which haven't had the randomitems set to null yet. |
3887 | * MSW 2004-05-13 |
3849 | * MSW 2004-05-13 |
… | |
… | |
3891 | * Ryo 2004-08-16 |
3853 | * Ryo 2004-08-16 |
3892 | */ |
3854 | */ |
3893 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL |
3855 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL |
3894 | || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) |
3856 | || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) |
3895 | tmp->randomitems = NULL; |
3857 | tmp->randomitems = NULL; |
3896 | |
|
|
3897 | } |
3858 | } |
3898 | |
3859 | |
3899 | if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) |
3860 | if (tmp->flag [FLAG_AUTO_APPLY]) |
3900 | auto_apply (tmp); |
3861 | auto_apply (tmp); |
3901 | else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) |
3862 | else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) |
3902 | { |
3863 | { |
3903 | while ((tmp->stats.hp--) > 0) |
3864 | while ((tmp->stats.hp--) > 0) |
3904 | create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); |
3865 | create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); |
… | |
… | |
3906 | } |
3867 | } |
3907 | else if (tmp->type == TIMED_GATE) |
3868 | else if (tmp->type == TIMED_GATE) |
3908 | { |
3869 | { |
3909 | object *head = tmp->head != NULL ? tmp->head : tmp; |
3870 | object *head = tmp->head != NULL ? tmp->head : tmp; |
3910 | |
3871 | |
3911 | if (QUERY_FLAG (head, FLAG_IS_LINKED)) |
3872 | if (head->flag [FLAG_IS_LINKED]) |
3912 | tmp->set_speed (0); |
3873 | tmp->set_speed (0); |
3913 | } |
3874 | } |
3914 | /* This function can be called everytime a map is loaded, even when |
3875 | /* This function can be called everytime a map is loaded, even when |
3915 | * swapping back in. As such, we don't want to create the treasure |
3876 | * swapping back in. As such, we don't want to create the treasure |
3916 | * over and ove again, so after we generate the treasure, blank out |
3877 | * over and ove again, so after we generate the treasure, blank out |
… | |
… | |
3958 | /* bigger morsel of food = longer effect time */ |
3919 | /* bigger morsel of food = longer effect time */ |
3959 | int duration = TIME2TICK (food->stats.food); |
3920 | int duration = TIME2TICK (food->stats.food); |
3960 | |
3921 | |
3961 | if (force = who->force_find (key)) |
3922 | if (force = who->force_find (key)) |
3962 | { |
3923 | { |
3963 | if (duration > abs (force->speed_left / force->speed)) |
3924 | if (duration > fabs (force->speed_left / force->speed)) |
3964 | { |
3925 | { |
3965 | 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)); |
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)); |
3966 | force->force_set_timer (duration); |
3927 | force->force_set_timer (duration); |
3967 | } |
3928 | } |
3968 | else |
3929 | else |
… | |
… | |
4005 | } |
3966 | } |
4006 | |
3967 | |
4007 | /* check for hp, sp change */ |
3968 | /* check for hp, sp change */ |
4008 | if (food->stats.hp != 0) |
3969 | if (food->stats.hp != 0) |
4009 | { |
3970 | { |
4010 | if (QUERY_FLAG (food, FLAG_CURSED)) |
3971 | if (food->flag [FLAG_CURSED]) |
4011 | { |
3972 | { |
4012 | who->contr->killer = food; |
3973 | who->contr->killer = food; |
4013 | hit_player (who, food->stats.hp, food, AT_POISON, 1); |
3974 | hit_player (who, food->stats.hp, food, AT_POISON, 1); |
4014 | who->failmsg ("Eck!...that was poisonous!"); |
3975 | who->failmsg ("Eck!...that was poisonous!"); |
4015 | } |
3976 | } |
… | |
… | |
4024 | } |
3985 | } |
4025 | } |
3986 | } |
4026 | |
3987 | |
4027 | if (food->stats.sp != 0) |
3988 | if (food->stats.sp != 0) |
4028 | { |
3989 | { |
4029 | if (QUERY_FLAG (food, FLAG_CURSED)) |
3990 | if (food->flag [FLAG_CURSED]) |
4030 | { |
3991 | { |
4031 | who->failmsg ("You are drained of mana!"); |
3992 | who->failmsg ("You are drained of mana!"); |
4032 | who->stats.sp -= food->stats.sp; |
3993 | who->stats.sp -= food->stats.sp; |
4033 | if (who->stats.sp < 0) |
3994 | if (who->stats.sp < 0) |
4034 | who->stats.sp = 0; |
3995 | who->stats.sp = 0; |
… | |
… | |
4117 | pl->animation_id = change->animation_id; |
4078 | pl->animation_id = change->animation_id; |
4118 | pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; |
4079 | pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; |
4119 | } |
4080 | } |
4120 | |
4081 | |
4121 | /* check the special case of can't use weapons */ |
4082 | /* check the special case of can't use weapons */ |
4122 | /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ |
4083 | /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */ |
4123 | if (change->name == shstr_monk) |
4084 | if (change->name == shstr_monk) |
4124 | CLEAR_FLAG (pl, FLAG_USE_WEAPON); |
4085 | pl->clr_flag (FLAG_USE_WEAPON); |
4125 | |
4086 | |
4126 | break; |
4087 | break; |
4127 | } |
4088 | } |
4128 | } |
4089 | } |
4129 | } |
4090 | } |