1 | /* |
1 | /* |
2 | * static char *rcsid_apply_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: apply.C,v 1.2 2006/08/14 21:45:06 elmex Exp $"; |
|
|
4 | */ |
3 | * |
5 | /* |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
6 | CrossFire, A Multiplayer game for X-windows |
|
|
7 | |
|
|
8 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
9 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
10 | |
7 | * |
11 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
12 | it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
13 | the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
14 | (at your option) any later version. |
11 | * option) any later version. |
15 | |
12 | * |
16 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
17 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
18 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
19 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
20 | |
17 | * |
21 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
22 | along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
23 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
24 | |
21 | * |
25 | The authors can be reached via e-mail to crossfire-devel@real-time.com |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
26 | */ |
23 | */ |
|
|
24 | |
|
|
25 | #include <cmath> |
27 | |
26 | |
28 | #include <global.h> |
27 | #include <global.h> |
29 | #include <living.h> |
28 | #include <living.h> |
30 | #include <spells.h> |
29 | #include <spells.h> |
31 | #include <skills.h> |
30 | #include <skills.h> |
32 | #include <tod.h> |
31 | #include <tod.h> |
33 | |
32 | |
34 | #ifndef __CEXTRACT__ |
|
|
35 | #include <sproto.h> |
33 | #include <sproto.h> |
36 | #endif |
|
|
37 | |
34 | |
38 | /* Want this regardless of rplay. */ |
35 | // these must be in the inventory before they can be applied |
39 | #include <sounds.h> |
|
|
40 | |
36 | |
41 | /* need math lib for double-precision and pow() in dragon_eat_flesh() */ |
37 | static const struct apply_types_inv_only : typeset |
42 | #include <math.h> |
|
|
43 | |
|
|
44 | /* Can transport hold object op? |
|
|
45 | * This is a pretty trivial function, |
|
|
46 | * but in the future, possible transport may have more restrictions |
|
|
47 | * or weight reduction like containers |
|
|
48 | */ |
|
|
49 | int transport_can_hold(const object *transport, const object *op, int nrof) |
|
|
50 | { |
38 | { |
51 | if ((op->weight *nrof + transport->carrying) > transport->weight_limit) |
39 | apply_types_inv_only () |
52 | return 0; |
|
|
53 | else |
|
|
54 | return 1; |
|
|
55 | } |
|
|
56 | |
|
|
57 | |
|
|
58 | /* |
|
|
59 | * Player is trying to use a transport. This returns same values as |
|
|
60 | * manual_apply() does. This function basically checks to see if |
|
|
61 | * the player can use the transport, and if so, sets up the appropriate |
|
|
62 | * pointers. |
|
|
63 | */ |
|
|
64 | int apply_transport(object *pl, object *transport, int aflag) { |
|
|
65 | |
|
|
66 | /* Only players can use transports right now */ |
|
|
67 | if (pl->type != PLAYER) return 0; |
|
|
68 | |
|
|
69 | /* If player is currently on a transport but not this transport, they need |
|
|
70 | * to exit first. Perhaps transport to transport transfers should be |
|
|
71 | * allowed. |
|
|
72 | */ |
|
|
73 | if (pl->contr->transport && pl->contr->transport != transport) { |
|
|
74 | new_draw_info_format(NDI_UNIQUE, 0, pl, |
|
|
75 | "You must exit %s before you can board %s.", |
|
|
76 | query_name(pl->contr->transport), |
|
|
77 | query_name(transport)); |
|
|
78 | return 1; |
|
|
79 | } |
|
|
80 | |
|
|
81 | /* player is currently on a transport. This must mean he |
|
|
82 | * wants to exit. |
|
|
83 | */ |
|
|
84 | if (pl->contr->transport) { |
|
|
85 | object *old_transport = pl->contr->transport, *inv; |
|
|
86 | |
|
|
87 | /* Should we print a message if the player only wants to |
|
|
88 | * apply? |
|
|
89 | */ |
|
|
90 | if (aflag & AP_APPLY) return 1; |
|
|
91 | new_draw_info_format(NDI_UNIQUE, 0, pl, |
|
|
92 | "You disembark from %s.", |
|
|
93 | query_name(old_transport)); |
|
|
94 | remove_ob(pl); |
|
|
95 | pl->map = old_transport->map; |
|
|
96 | pl->x = old_transport->x; |
|
|
97 | pl->y = old_transport->y; |
|
|
98 | if (pl->contr == old_transport->contr) |
|
|
99 | old_transport->contr = NULL; |
|
|
100 | |
|
|
101 | pl->contr->transport = NULL; |
|
|
102 | insert_ob_in_map(pl, pl->map, pl, 0); |
|
|
103 | sum_weight(old_transport); |
|
|
104 | |
|
|
105 | /* Possible for more than one player to be using a transport. |
|
|
106 | * if that is the case, we don't want to reset the face, as the |
|
|
107 | * transport is still occupied. |
|
|
108 | */ |
|
|
109 | for (inv=old_transport->inv; inv; inv=inv->below) |
|
|
110 | if (inv->type == PLAYER) break; |
|
|
111 | if (!inv) { |
|
|
112 | old_transport->face = old_transport->arch->clone.face; |
|
|
113 | old_transport->animation_id = old_transport->arch->clone.animation_id; |
|
|
114 | } |
|
|
115 | return 1; |
|
|
116 | } |
|
|
117 | else { |
|
|
118 | /* player is trying to board a transport */ |
|
|
119 | int pc=0, p_limit; |
|
|
120 | object *inv; |
|
|
121 | const char *kv; |
|
|
122 | |
|
|
123 | if (aflag & AP_UNAPPLY) return 1; |
|
|
124 | |
|
|
125 | /* Can this transport hold the weight of this player? */ |
|
|
126 | if (!transport_can_hold(transport, pl, 1)) { |
|
|
127 | new_draw_info_format(NDI_UNIQUE, 0, pl, |
|
|
128 | "The %s is unable to hold your weight!", |
|
|
129 | query_name(transport)); |
|
|
130 | return 1; |
|
|
131 | } |
|
|
132 | |
|
|
133 | /* Does this transport have space for more players? */ |
|
|
134 | for (inv=transport->inv; inv; inv=inv->below) { |
|
|
135 | if (inv->type == PLAYER) pc++; |
|
|
136 | } |
|
|
137 | kv = get_ob_key_value(transport, "passenger_limit"); |
|
|
138 | if (!kv) p_limit=1; |
|
|
139 | else p_limit = atoi(kv); |
|
|
140 | if (pc >= p_limit) { |
|
|
141 | new_draw_info_format(NDI_UNIQUE, 0, pl, |
|
|
142 | "The %s does not have space for any more people", |
|
|
143 | query_name(transport)); |
|
|
144 | return 1; |
|
|
145 | } |
|
|
146 | |
|
|
147 | /* Everything checks out OK - player can get on the transport */ |
|
|
148 | pl->contr->transport = transport; |
|
|
149 | if (!transport->contr) transport->contr = pl->contr; |
|
|
150 | remove_ob(pl); |
|
|
151 | insert_ob_in_ob(pl, transport); |
|
|
152 | sum_weight(transport); |
|
|
153 | pl->map = transport->map; |
|
|
154 | pl->x = transport->x; |
|
|
155 | pl->y = transport->y; |
|
|
156 | |
|
|
157 | /* Might need to update face, animation info */ |
|
|
158 | if (!pc) { |
|
|
159 | const char *str; |
|
|
160 | |
|
|
161 | str = get_ob_key_value(transport, "face_full"); |
|
|
162 | if (str) |
|
|
163 | transport->face = &new_faces[FindFace(str, |
|
|
164 | transport->face->number)]; |
|
|
165 | str = get_ob_key_value(transport, "anim_full"); |
|
|
166 | if (str) |
|
|
167 | transport->animation_id = find_animation(str); |
|
|
168 | } |
|
|
169 | |
|
|
170 | /* Does speed of this object change based on weight? */ |
|
|
171 | kv = get_ob_key_value(transport, "weight_speed_ratio"); |
|
|
172 | if (kv) { |
|
|
173 | int wsr = atoi(kv); |
|
|
174 | float base_speed; |
|
|
175 | |
|
|
176 | kv = get_ob_key_value(transport, "base_speed"); |
|
|
177 | if (kv) base_speed = atof(kv); |
|
|
178 | else base_speed = transport->arch->clone.speed; |
|
|
179 | |
|
|
180 | transport->speed = base_speed - (base_speed * transport->carrying * |
|
|
181 | wsr) / (transport->weight_limit * 100); |
|
|
182 | |
|
|
183 | /* Put some limits on min/max speeds */ |
|
|
184 | if (transport->speed < 0.10) transport->speed = 0.10; |
|
|
185 | if (transport->speed > 1.0) transport->speed = 1.0; |
|
|
186 | } |
|
|
187 | } /* else if player is boarding the transport */ |
|
|
188 | |
|
|
189 | return 1; |
|
|
190 | } |
|
|
191 | |
|
|
192 | |
|
|
193 | |
|
|
194 | /** |
|
|
195 | * Check if op should abort moving victim because of it's race or slaying. |
|
|
196 | * Returns 1 if it should abort, returns 0 if it should continue. |
|
|
197 | */ |
|
|
198 | int should_director_abort(object *op, object *victim) |
|
|
199 | { |
|
|
200 | int arch_flag, name_flag, race_flag; |
|
|
201 | /* Get flags to determine what of arch, name, and race should be checked. |
|
|
202 | * This is stored in subtype, and is a bitmask, the LSB is the arch flag, |
|
|
203 | * the next is the name flag, and the last is the race flag. Also note, |
|
|
204 | * if subtype is set to zero, that also goes to defaults of all affecting |
|
|
205 | * it. Examples: |
|
|
206 | * subtype 1: only arch |
|
|
207 | * subtype 3: arch or name |
|
|
208 | * subtype 5: arch or race |
|
|
209 | * subtype 7: all three |
|
|
210 | */ |
|
|
211 | if (op->subtype) |
|
|
212 | { |
40 | { |
213 | arch_flag = (op->subtype & 1); |
41 | set (WEAPON); |
214 | name_flag = (op->subtype & 2); |
42 | set (ARMOUR); |
215 | race_flag = (op->subtype & 4); |
43 | set (BOOTS); |
216 | } else { |
44 | set (GLOVES); |
217 | arch_flag = 1; |
45 | set (AMULET); |
218 | name_flag = 1; |
46 | set (GIRDLE); |
219 | race_flag = 1; |
47 | set (BRACERS); |
|
|
48 | set (SHIELD); |
|
|
49 | set (HELMET); |
|
|
50 | set (RING); |
|
|
51 | set (CLOAK); |
|
|
52 | set (WAND); |
|
|
53 | set (ROD); |
|
|
54 | set (HORN); |
|
|
55 | set (SKILL); |
|
|
56 | set (SPELL); |
|
|
57 | set (BOW); |
|
|
58 | set (RANGED); |
|
|
59 | set (BUILDER); |
|
|
60 | set (SKILL_TOOL); |
220 | } |
61 | } |
221 | /* If the director has race set, only affect objects with a arch, |
62 | } apply_types_inv_only; |
222 | * name or race that matches. |
63 | |
223 | */ |
64 | // these only make sense for the player |
224 | if ( (op->race) && |
65 | |
225 | ((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) && |
66 | static const struct apply_types_player_only : typeset |
226 | ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && |
67 | { |
227 | ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { |
68 | apply_types_player_only () |
228 | return 1; |
69 | { |
|
|
70 | set (TRANSPORT); |
|
|
71 | set (EXIT); |
|
|
72 | set (BOOK); |
|
|
73 | set (SIGN); |
|
|
74 | set (BOOK); |
|
|
75 | set (SKILLSCROLL); |
|
|
76 | set (SPELLBOOK); |
|
|
77 | set (INSCRIBABLE); |
|
|
78 | set (TREASURE); |
|
|
79 | set (SAVEBED); |
|
|
80 | set (ARMOUR_IMPROVER); |
|
|
81 | set (WEAPON_IMPROVER); |
|
|
82 | set (CLOCK); |
|
|
83 | set (MENU); |
|
|
84 | set (LIGHTER); /* for lighting torches/lanterns/etc */ |
229 | } |
85 | } |
230 | /* If the director has slaying set, only affect objects where none |
86 | } apply_types_player_only; |
231 | * of arch, name, or race match. |
87 | |
232 | */ |
88 | // applying these _can_ be attempted, others cannot |
233 | if ( (op->slaying) && ( |
89 | // be applied at all. used by e.g. apply below. |
234 | ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) || |
90 | |
235 | ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || |
91 | static const struct apply_types : typeset |
236 | ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { |
92 | { |
237 | return 1; |
93 | apply_types () |
|
|
94 | : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only) |
|
|
95 | { |
|
|
96 | set (T_HANDLE); |
|
|
97 | set (TRIGGER); |
|
|
98 | set (SCROLL); |
|
|
99 | set (POTION); |
|
|
100 | set (CLOSE_CON); |
|
|
101 | set (CONTAINER); |
|
|
102 | set (LAMP); |
|
|
103 | set (TORCH); |
|
|
104 | set (DRINK); |
|
|
105 | set (FOOD); |
|
|
106 | set (FLESH); |
|
|
107 | set (POISON); |
|
|
108 | set (POWER_CRYSTAL); |
|
|
109 | set (ITEM_TRANSFORMER); |
238 | } |
110 | } |
239 | return 0; |
111 | } apply_types; |
240 | } |
|
|
241 | |
|
|
242 | /** |
|
|
243 | * This handles a player dropping money on an altar to identify stuff. |
|
|
244 | * It'll identify marked item, if none all items up to dropped money. |
|
|
245 | * Return value: 1 if money was destroyed, 0 if not. |
|
|
246 | */ |
|
|
247 | static int apply_id_altar (object *money, object *altar, object *pl) |
|
|
248 | { |
|
|
249 | object *id, *marked; |
|
|
250 | int success=0; |
|
|
251 | |
|
|
252 | if (pl == NULL || pl->type != PLAYER) |
|
|
253 | return 0; |
|
|
254 | |
|
|
255 | /* Check for MONEY type is a special hack - it prevents 'nothing needs |
|
|
256 | * identifying' from being printed out more than it needs to be. |
|
|
257 | */ |
|
|
258 | if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) |
|
|
259 | return 0; |
|
|
260 | |
|
|
261 | marked = find_marked_object (pl); |
|
|
262 | /* if the player has a marked item, identify that if it needs to be |
|
|
263 | * identified. IF it doesn't, then go through the player inventory. |
|
|
264 | */ |
|
|
265 | if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) |
|
|
266 | && need_identify (marked)) |
|
|
267 | { |
|
|
268 | if (operate_altar (altar, &money)) { |
|
|
269 | identify (marked); |
|
|
270 | new_draw_info_format(NDI_UNIQUE, 0, pl, |
|
|
271 | "You have %s.", long_desc(marked, pl)); |
|
|
272 | if (marked->msg) { |
|
|
273 | new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); |
|
|
274 | new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); |
|
|
275 | } |
|
|
276 | return money == NULL; |
|
|
277 | } |
|
|
278 | } |
|
|
279 | |
|
|
280 | for (id=pl->inv; id; id=id->below) { |
|
|
281 | if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible && |
|
|
282 | need_identify(id)) { |
|
|
283 | if (operate_altar(altar,&money)) { |
|
|
284 | identify(id); |
|
|
285 | new_draw_info_format(NDI_UNIQUE, 0, pl, |
|
|
286 | "You have %s.", long_desc(id, pl)); |
|
|
287 | if (id->msg) { |
|
|
288 | new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); |
|
|
289 | new_draw_info(NDI_UNIQUE, 0,pl, id->msg); |
|
|
290 | } |
|
|
291 | success=1; |
|
|
292 | /* If no more money, might as well quit now */ |
|
|
293 | if (money == NULL || ! check_altar_sacrifice (altar,money)) |
|
|
294 | break; |
|
|
295 | } |
|
|
296 | else { |
|
|
297 | LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n"); |
|
|
298 | break; |
|
|
299 | } |
|
|
300 | } |
|
|
301 | } |
|
|
302 | if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying"); |
|
|
303 | return money == NULL; |
|
|
304 | } |
|
|
305 | |
|
|
306 | /** |
|
|
307 | * This checks whether the object has a "on_use_yield" field, and if so generated and drops |
|
|
308 | * matching item. |
|
|
309 | **/ |
|
|
310 | static void handle_apply_yield(object* tmp) |
|
|
311 | { |
|
|
312 | const char* yield; |
|
|
313 | |
|
|
314 | yield = get_ob_key_value(tmp,"on_use_yield"); |
|
|
315 | if (yield != NULL) |
|
|
316 | { |
|
|
317 | object* drop = get_archetype(yield); |
|
|
318 | if (tmp->env) |
|
|
319 | { |
|
|
320 | drop = insert_ob_in_ob(drop,tmp->env); |
|
|
321 | if (tmp->env->type == PLAYER) |
|
|
322 | esrv_send_item(tmp->env,drop); |
|
|
323 | } |
|
|
324 | else |
|
|
325 | { |
|
|
326 | drop->x = tmp->x; |
|
|
327 | drop->y = tmp->y; |
|
|
328 | insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR); |
|
|
329 | } |
|
|
330 | } |
|
|
331 | } |
|
|
332 | |
|
|
333 | /** |
|
|
334 | * Handles applying a potion. |
|
|
335 | */ |
|
|
336 | int apply_potion(object *op, object *tmp) |
|
|
337 | { |
|
|
338 | int got_one=0,i; |
|
|
339 | object *force; |
|
|
340 | |
|
|
341 | if(op->type==PLAYER) { |
|
|
342 | if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) |
|
|
343 | identify(tmp); |
|
|
344 | } |
|
|
345 | |
|
|
346 | handle_apply_yield(tmp); |
|
|
347 | |
|
|
348 | /* Potion of restoration - only for players */ |
|
|
349 | if (op->type==PLAYER&&(tmp->attacktype & AT_DEPLETE)) { |
|
|
350 | object *depl; |
|
|
351 | archetype *at; |
|
|
352 | |
|
|
353 | if (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { |
|
|
354 | drain_stat(op); |
|
|
355 | fix_player(op); |
|
|
356 | decrease_ob(tmp); |
|
|
357 | return 1; |
|
|
358 | } |
|
|
359 | if ((at = find_archetype(ARCH_DEPLETION))==NULL) { |
|
|
360 | LOG(llevError,"Could not find archetype depletion\n"); |
|
|
361 | return 0; |
|
|
362 | } |
|
|
363 | depl = present_arch_in_ob(at, op); |
|
|
364 | if (depl!=NULL) { |
|
|
365 | for (i = 0; i < NUM_STATS; i++) |
|
|
366 | if (get_attr_value(&depl->stats, i)) { |
|
|
367 | new_draw_info(NDI_UNIQUE,0,op, restore_msg[i]); |
|
|
368 | } |
|
|
369 | remove_ob(depl); |
|
|
370 | free_object(depl); |
|
|
371 | fix_player(op); |
|
|
372 | } |
|
|
373 | else |
|
|
374 | new_draw_info(NDI_UNIQUE,0,op, "You potion had no effect."); |
|
|
375 | |
|
|
376 | decrease_ob(tmp); |
|
|
377 | return 1; |
|
|
378 | } |
|
|
379 | |
|
|
380 | /* improvement potion - only for players */ |
|
|
381 | if(op->type==PLAYER&&tmp->attacktype&AT_GODPOWER) { |
|
|
382 | |
|
|
383 | for(i=1;i<MIN(11,op->level);i++) { |
|
|
384 | if (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) { |
|
|
385 | if (op->contr->levhp[i]!=1) { |
|
|
386 | op->contr->levhp[i]=1; |
|
|
387 | break; |
|
|
388 | } |
|
|
389 | if (op->contr->levsp[i]!=1) { |
|
|
390 | op->contr->levsp[i]=1; |
|
|
391 | break; |
|
|
392 | } |
|
|
393 | if (op->contr->levgrace[i]!=1) { |
|
|
394 | op->contr->levgrace[i]=1; |
|
|
395 | break; |
|
|
396 | } |
|
|
397 | } |
|
|
398 | else { |
|
|
399 | if(op->contr->levhp[i]<9) { |
|
|
400 | op->contr->levhp[i]=9; |
|
|
401 | break; |
|
|
402 | } |
|
|
403 | if(op->contr->levsp[i]<6) { |
|
|
404 | op->contr->levsp[i]=6; |
|
|
405 | break; |
|
|
406 | } |
|
|
407 | if(op->contr->levgrace[i]<3) { |
|
|
408 | op->contr->levgrace[i]=3; |
|
|
409 | break; |
|
|
410 | } |
|
|
411 | } |
|
|
412 | } |
|
|
413 | /* Just makes checking easier */ |
|
|
414 | if (i<MIN(11, op->level)) got_one=1; |
|
|
415 | if (!QUERY_FLAG(tmp,FLAG_CURSED) && !QUERY_FLAG(tmp,FLAG_DAMNED)) { |
|
|
416 | if (got_one) { |
|
|
417 | fix_player(op); |
|
|
418 | new_draw_info(NDI_UNIQUE,0,op,"The Gods smile upon you and remake you"); |
|
|
419 | new_draw_info(NDI_UNIQUE,0,op,"a little more in their image."); |
|
|
420 | new_draw_info(NDI_UNIQUE,0,op,"You feel a little more perfect."); |
|
|
421 | } |
|
|
422 | else |
|
|
423 | new_draw_info(NDI_UNIQUE,0,op,"The potion had no effect - you are already perfect"); |
|
|
424 | } |
|
|
425 | else { /* cursed potion */ |
|
|
426 | if (got_one) { |
|
|
427 | fix_player(op); |
|
|
428 | new_draw_info(NDI_UNIQUE,0,op,"The Gods are angry and punish you."); |
|
|
429 | } |
|
|
430 | else |
|
|
431 | new_draw_info(NDI_UNIQUE,0,op,"You are fortunate that you are so pathetic."); |
|
|
432 | } |
|
|
433 | decrease_ob(tmp); |
|
|
434 | return 1; |
|
|
435 | } |
|
|
436 | |
|
|
437 | |
|
|
438 | /* A potion that casts a spell. Healing, restore spellpoint (power potion) |
|
|
439 | * and heroism all fit into this category. Given the spell object code, |
|
|
440 | * there is no limit to the number of spells that potions can be cast, |
|
|
441 | * but direction is problematic to try and imbue fireball potions for example. |
|
|
442 | */ |
|
|
443 | if (tmp->inv) { |
|
|
444 | if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { |
|
|
445 | object *fball; |
|
|
446 | |
|
|
447 | new_draw_info(NDI_UNIQUE,0,op, "Yech! Your lungs are on fire!"); |
|
|
448 | /* Explodes a fireball centered at player */ |
|
|
449 | fball = get_archetype(EXPLODING_FIREBALL); |
|
|
450 | fball->dam_modifier=random_roll(1, op->level, op, PREFER_LOW)/5+1; |
|
|
451 | fball->stats.maxhp=random_roll(1, op->level, op, PREFER_LOW)/10+2; |
|
|
452 | fball->x = op->x; |
|
|
453 | fball->y = op->y; |
|
|
454 | insert_ob_in_map(fball, op->map, NULL, 0); |
|
|
455 | } else |
|
|
456 | cast_spell(op,tmp, op->facing, tmp->inv, NULL); |
|
|
457 | |
|
|
458 | decrease_ob(tmp); |
|
|
459 | /* if youre dead, no point in doing this... */ |
|
|
460 | if(!QUERY_FLAG(op,FLAG_REMOVED)) fix_player(op); |
|
|
461 | return 1; |
|
|
462 | } |
|
|
463 | |
|
|
464 | /* Deal with protection potions */ |
|
|
465 | force=NULL; |
|
|
466 | for (i=0; i<NROFATTACKS; i++) { |
|
|
467 | if (tmp->resist[i]) { |
|
|
468 | if (!force) force=get_archetype(FORCE_NAME); |
|
|
469 | memcpy(force->resist, tmp->resist, sizeof(tmp->resist)); |
|
|
470 | force->type=POTION_EFFECT; |
|
|
471 | break; /* Only need to find one protection since we copy entire batch */ |
|
|
472 | } |
|
|
473 | } |
|
|
474 | /* This is a protection potion */ |
|
|
475 | if (force) { |
|
|
476 | /* cursed items last longer */ |
|
|
477 | if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { |
|
|
478 | force->stats.food*=10; |
|
|
479 | for (i=0; i<NROFATTACKS; i++) |
|
|
480 | if (force->resist[i] > 0) |
|
|
481 | force->resist[i] = -force->resist[i]; /* prot => vuln */ |
|
|
482 | } |
|
|
483 | force->speed_left= -1; |
|
|
484 | force = insert_ob_in_ob(force,op); |
|
|
485 | CLEAR_FLAG(tmp, FLAG_APPLIED); |
|
|
486 | SET_FLAG(force,FLAG_APPLIED); |
|
|
487 | change_abil(op,force); |
|
|
488 | decrease_ob(tmp); |
|
|
489 | return 1; |
|
|
490 | } |
|
|
491 | |
|
|
492 | /* Only thing left are the stat potions */ |
|
|
493 | if(op->type==PLAYER) { /* only for players */ |
|
|
494 | if((QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) && tmp->value!=0) |
|
|
495 | CLEAR_FLAG(tmp, FLAG_APPLIED); |
|
|
496 | else |
|
|
497 | SET_FLAG(tmp, FLAG_APPLIED); |
|
|
498 | if(!change_abil(op,tmp)) |
|
|
499 | new_draw_info(NDI_UNIQUE,0,op,"Nothing happened."); |
|
|
500 | } |
|
|
501 | |
|
|
502 | /* CLEAR_FLAG is so that if the character has other potions |
|
|
503 | * that were grouped with the one consumed, his |
|
|
504 | * stat will not be raised by them. fix_player just clears |
|
|
505 | * up all the stats. |
|
|
506 | */ |
|
|
507 | CLEAR_FLAG(tmp, FLAG_APPLIED); |
|
|
508 | fix_player(op); |
|
|
509 | decrease_ob(tmp); |
|
|
510 | return 1; |
|
|
511 | } |
|
|
512 | |
112 | |
513 | /**************************************************************************** |
113 | /**************************************************************************** |
514 | * Weapon improvement code follows |
114 | * Weapon improvement code follows |
515 | ****************************************************************************/ |
115 | ****************************************************************************/ |
516 | |
116 | |
517 | /** |
117 | /** |
|
|
118 | * This function just checks whether who can handle equipping an item |
|
|
119 | * with item_power. |
|
|
120 | */ |
|
|
121 | static bool |
|
|
122 | check_item_power (object *who, int item_power) |
|
|
123 | { |
|
|
124 | if (who->type == PLAYER |
|
|
125 | && item_power |
|
|
126 | && item_power + who->contr->item_power > settings.item_power_factor * who->level) |
|
|
127 | return false; |
|
|
128 | else |
|
|
129 | return true; |
|
|
130 | } |
|
|
131 | |
|
|
132 | /** |
518 | * This returns the sum of nrof of item (arch name). |
133 | * This returns the sum of nrof of item (arch name). |
519 | */ |
134 | */ |
520 | static int check_item(object *op, const char *item) |
135 | static int |
|
|
136 | check_item (object *op, shstr_cmp item) |
521 | { |
137 | { |
522 | int count=0; |
138 | int count = 0; |
523 | |
139 | |
|
|
140 | if (!item) |
|
|
141 | return 0; |
524 | |
142 | |
525 | if (item==NULL) return 0; |
143 | for (op = op->below; op; op = op->below) |
526 | op=op->below; |
144 | if (op->arch->archname == item) |
527 | while(op!=NULL) { |
145 | if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED] |
528 | if (strcmp(op->arch->name,item)==0){ |
|
|
529 | if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) |
|
|
530 | /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) |
146 | && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID]) |
531 | { |
147 | count += op->number_of (); |
532 | if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ |
148 | |
533 | count++; |
|
|
534 | else |
|
|
535 | count += op->nrof; |
|
|
536 | } |
|
|
537 | } |
|
|
538 | op=op->below; |
|
|
539 | } |
|
|
540 | return count; |
149 | return count; |
541 | } |
150 | } |
542 | |
151 | |
543 | /** |
152 | /** |
544 | * This removes 'nrof' of what item->slaying says to remove. |
153 | * This removes 'nrof' of what item->slaying says to remove. |
545 | * op is typically the player, which is only |
154 | * op is typically the player, which is only |
546 | * really used to determine what space to look at. |
155 | * really used to determine what space to look at. |
547 | * Modified to only eat 'nrof' of objects. |
156 | * Modified to only eat 'nrof' of objects. |
548 | */ |
157 | */ |
549 | static void eat_item(object *op,const char *item, uint32 nrof) |
158 | static void |
|
|
159 | eat_item (object *op, shstr_cmp item, uint32 nrof) |
550 | { |
160 | { |
551 | object *prev; |
161 | object *prev; |
552 | |
162 | |
|
|
163 | prev = op; |
|
|
164 | op = op->below; |
|
|
165 | |
|
|
166 | while (op) |
|
|
167 | { |
|
|
168 | if (op->arch->archname == item) |
|
|
169 | { |
|
|
170 | if (op->nrof >= nrof) |
|
|
171 | { |
|
|
172 | op->decrease (nrof); |
|
|
173 | return; |
|
|
174 | } |
|
|
175 | else |
|
|
176 | { |
|
|
177 | op->decrease (nrof); |
|
|
178 | nrof -= op->nrof; |
|
|
179 | } |
|
|
180 | |
|
|
181 | op = prev; |
|
|
182 | } |
|
|
183 | |
553 | prev = op; |
184 | prev = op; |
554 | op=op->below; |
185 | op = op->below; |
555 | |
|
|
556 | while(op!=NULL) { |
|
|
557 | if (strcmp(op->arch->name,item)==0) { |
|
|
558 | if (op->nrof >= nrof) { |
|
|
559 | decrease_ob_nr(op,nrof); |
|
|
560 | return; |
|
|
561 | } else { |
|
|
562 | decrease_ob_nr(op,op->nrof); |
|
|
563 | nrof -= op->nrof; |
|
|
564 | } |
186 | } |
565 | op=prev; |
|
|
566 | } |
|
|
567 | prev = op; |
|
|
568 | op=op->below; |
|
|
569 | } |
|
|
570 | } |
|
|
571 | |
|
|
572 | /** |
|
|
573 | * This checks to see of the player (who) is sufficient level to use a weapon |
|
|
574 | * with improvs improvements (typically last_eat). We take an int here |
|
|
575 | * instead of the object so that the improvement code can pass along the |
|
|
576 | * increased value to see if the object is usuable. |
|
|
577 | * we return 1 (true) if the player can use the weapon. |
|
|
578 | */ |
|
|
579 | static int check_weapon_power(const object *who, int improvs) |
|
|
580 | { |
|
|
581 | /* Old code is below (commented out). Basically, since weapons are the only |
|
|
582 | * object players really have any control to improve, it's a bit harsh to |
|
|
583 | * require high level in some combat skill, so we just use overall level. |
|
|
584 | */ |
|
|
585 | #if 1 |
|
|
586 | if (((who->level/5)+5) >= improvs) return 1; |
|
|
587 | else return 0; |
|
|
588 | |
|
|
589 | #else |
|
|
590 | int level=0; |
|
|
591 | |
|
|
592 | /* The skill system hands out wc and dam bonuses to fighters |
|
|
593 | * more generously than the old system (see fix_player). Thus |
|
|
594 | * we need to curtail the power of player enchanted weapons. |
|
|
595 | * I changed this to 1 improvement per "fighter" level/5 -b.t. |
|
|
596 | * Note: Nothing should break by allowing this ratio to be different or |
|
|
597 | * using normal level - it is just a matter of play balance. |
|
|
598 | */ |
|
|
599 | if(who->type==PLAYER) { |
|
|
600 | object *wc_obj=NULL; |
|
|
601 | |
|
|
602 | for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below) |
|
|
603 | if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level) |
|
|
604 | level = wc_obj->level; |
|
|
605 | |
|
|
606 | if (!level ) { |
|
|
607 | LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name); |
|
|
608 | level = who->level; |
|
|
609 | } |
|
|
610 | } |
|
|
611 | else |
|
|
612 | level=who->level; |
|
|
613 | |
|
|
614 | return (improvs <= ((level/5)+5)); |
|
|
615 | #endif |
|
|
616 | } |
187 | } |
617 | |
188 | |
618 | /** |
189 | /** |
619 | * Returns how many items of type improver->slaying there are under op. |
190 | * Returns how many items of type improver->slaying there are under op. |
620 | * Will display a message if none found, and 1 if improver->slaying is NULL. |
191 | * Will display a message if none found, and 1 if improver->slaying is NULL. |
621 | */ |
192 | */ |
|
|
193 | static int |
622 | static int check_sacrifice(object *op, const object *improver) |
194 | check_sacrifice (object *op, const object *improver) |
623 | { |
195 | { |
624 | int count=0; |
196 | int count = 0; |
625 | |
197 | |
626 | if (improver->slaying!=NULL) { |
198 | if (improver->slaying) |
|
|
199 | { |
627 | count = check_item(op,improver->slaying); |
200 | count = check_item (op, improver->slaying); |
628 | if (count<1) { |
201 | if (count < 1) |
629 | char buf[200]; |
202 | { |
630 | sprintf(buf,"The gods want more %ss",improver->slaying); |
203 | op->failmsgf ("The gods want more %ss", &improver->slaying); |
631 | new_draw_info(NDI_UNIQUE,0,op,buf); |
|
|
632 | return 0; |
204 | return 0; |
633 | } |
205 | } |
634 | } |
206 | } |
635 | else |
207 | else |
636 | count=1; |
208 | count = 1; |
637 | |
209 | |
638 | return count; |
210 | return count; |
639 | } |
211 | } |
640 | |
212 | |
641 | /** |
213 | /** |
642 | * Actually improves the weapon, and tells user. |
214 | * Actually improves the weapon, and tells user. |
643 | */ |
215 | */ |
644 | int improve_weapon_stat(object *op,object *improver,object *weapon, |
216 | static int |
645 | signed char *stat,int sacrifice_count,const char *statname) |
217 | improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname) |
646 | { |
218 | { |
647 | |
|
|
648 | new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); |
|
|
649 | *stat += sacrifice_count; |
219 | stat += sacrifice_count; |
650 | weapon->last_eat++; |
220 | weapon->last_eat++; |
651 | new_draw_info_format(NDI_UNIQUE,0,op, |
221 | improver->decrease (); |
652 | "Weapon's bonus to %s improved by %d",statname,sacrifice_count); |
|
|
653 | decrease_ob(improver); |
|
|
654 | |
222 | |
655 | /* So it updates the players stats and the window */ |
223 | /* So it updates the players stats and the window */ |
656 | fix_player(op); |
224 | op->update_stats (); |
|
|
225 | |
|
|
226 | op->statusmsg (format ( |
|
|
227 | "Your sacrifice was accepted.\n" |
|
|
228 | "Weapon's bonus to %s improved by %d.", |
|
|
229 | statname, sacrifice_count |
|
|
230 | )); |
|
|
231 | |
657 | return 1; |
232 | return 1; |
658 | } |
233 | } |
659 | |
234 | |
660 | /* Types of improvements, hidden in the sp field. */ |
235 | /* Types of improvements, hidden in the sp field. */ |
661 | #define IMPROVE_PREPARE 1 |
236 | #define IMPROVE_PREPARE 1 |
662 | #define IMPROVE_DAMAGE 2 |
237 | #define IMPROVE_DAMAGE 2 |
663 | #define IMPROVE_WEIGHT 3 |
238 | #define IMPROVE_WEIGHT 3 |
664 | #define IMPROVE_ENCHANT 4 |
239 | #define IMPROVE_ENCHANT 4 |
665 | #define IMPROVE_STR 5 |
240 | #define IMPROVE_STR 5 |
666 | #define IMPROVE_DEX 6 |
241 | #define IMPROVE_DEX 6 |
667 | #define IMPROVE_CON 7 |
242 | #define IMPROVE_CON 7 |
668 | #define IMPROVE_WIS 8 |
243 | #define IMPROVE_WIS 8 |
669 | #define IMPROVE_CHA 9 |
244 | #define IMPROVE_CHA 9 |
670 | #define IMPROVE_INT 10 |
245 | #define IMPROVE_INT 10 |
671 | #define IMPROVE_POW 11 |
246 | #define IMPROVE_POW 11 |
672 | |
|
|
673 | |
247 | |
674 | /** |
248 | /** |
675 | * This does the prepare weapon scroll. |
249 | * This does the prepare weapon scroll. |
676 | * Checks for sacrifice, and so on. |
250 | * Checks for sacrifice, and so on. |
677 | */ |
251 | */ |
678 | |
252 | static int |
679 | int prepare_weapon(object *op, object *improver, object *weapon) |
253 | prepare_weapon (object *op, object *improver, object *weapon) |
680 | { |
254 | { |
681 | int sacrifice_count,i; |
255 | int sacrifice_count, i; |
682 | char buf[MAX_BUF]; |
|
|
683 | |
256 | |
684 | if (weapon->level!=0) { |
257 | if (weapon->level != 0) |
685 | new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); |
258 | { |
|
|
259 | op->failmsg ("Weapon is already prepared!"); |
686 | return 0; |
260 | return 0; |
687 | } |
261 | } |
|
|
262 | |
688 | for (i=0; i<NROFATTACKS; i++) |
263 | for (i = 0; i < NROFATTACKS; i++) |
689 | if (weapon->resist[i]) break; |
264 | if (weapon->resist[i]) |
|
|
265 | break; |
690 | |
266 | |
691 | /* If we break out, i will be less than nrofattacks, preventing |
267 | /* If we break out, i will be less than nrofattacks, preventing |
692 | * improvement of items that already have protections. |
268 | * improvement of items that already have protections. |
693 | */ |
269 | */ |
694 | if (i<NROFATTACKS || |
270 | if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ |
695 | weapon->stats.hp || /* regeneration */ |
|
|
696 | (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ |
271 | (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ |
697 | weapon->stats.exp || /* speed */ |
272 | weapon->stats.exp || /* speed */ |
698 | weapon->stats.ac) /* AC - only taifu's I think */ |
273 | weapon->stats.ac) /* AC - only taifu's I think */ |
699 | { |
274 | { |
700 | new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); |
275 | op->failmsg ("You cannot prepare magic weapons. " |
|
|
276 | "H<A weapon is considered magical if it changes regeneration, " |
|
|
277 | "speed or ac, or has other protections.>"); |
701 | return 0; |
278 | return 0; |
702 | } |
279 | } |
|
|
280 | |
703 | sacrifice_count=check_sacrifice(op,improver); |
281 | sacrifice_count = check_sacrifice (op, improver); |
704 | if (sacrifice_count<=0) |
282 | if (sacrifice_count <= 0) |
705 | return 0; |
283 | return 0; |
|
|
284 | |
706 | weapon->level=isqrt(sacrifice_count); |
285 | weapon->level = isqrt (sacrifice_count); |
707 | new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); |
|
|
708 | eat_item(op, improver->slaying, sacrifice_count); |
286 | eat_item (op, improver->slaying, sacrifice_count); |
709 | |
287 | |
710 | new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.", |
288 | op->statusmsg (format ( |
|
|
289 | "Your sacrifice was accepted." |
|
|
290 | "Your *%s may be improved %d times.", |
711 | weapon->name,weapon->level); |
291 | &weapon->name, weapon->level |
|
|
292 | )); |
712 | |
293 | |
713 | sprintf(buf,"%s's %s",op->name,weapon->name); |
294 | weapon->name = weapon->name_pl = format ("%s's %s", &op->name, &weapon->name); |
714 | FREE_AND_COPY(weapon->name, buf); |
|
|
715 | FREE_AND_COPY(weapon->name_pl, buf); |
|
|
716 | weapon->nrof=0; /* prevents preparing n weapons in the same |
295 | weapon->nrof = 0; /* prevents preparing n weapons in the same |
717 | slot at once! */ |
296 | slot at once! */ |
718 | decrease_ob(improver); |
297 | improver->decrease (); |
719 | weapon->last_eat=0; |
298 | weapon->last_eat = 0; |
720 | return 1; |
299 | return 1; |
721 | } |
300 | } |
722 | |
|
|
723 | |
301 | |
724 | /** |
302 | /** |
725 | * Does the dirty job for 'improve weapon' scroll, prepare or add something. |
303 | * Does the dirty job for 'improve weapon' scroll, prepare or add something. |
726 | * This is the new improve weapon code. |
304 | * This is the new improve weapon code. |
727 | * Returns 0 if it was not able to work for some reason. |
305 | * Returns 0 if it was not able to work for some reason. |
… | |
… | |
730 | * |
308 | * |
731 | * We are hiding extra information about the weapon in the level and |
309 | * We are hiding extra information about the weapon in the level and |
732 | * last_eat numbers for an object. Hopefully this won't break anything ?? |
310 | * last_eat numbers for an object. Hopefully this won't break anything ?? |
733 | * level == max improve last_eat == current improve |
311 | * level == max improve last_eat == current improve |
734 | */ |
312 | */ |
|
|
313 | static int |
735 | int improve_weapon(object *op,object *improver,object *weapon) |
314 | improve_weapon (object *op, object *improver, object *weapon) |
736 | { |
315 | { |
737 | int sacrifice_count, sacrifice_needed=0; |
316 | int sacrifice_count, sacrifice_needed = 0; |
738 | |
317 | |
739 | if(improver->stats.sp==IMPROVE_PREPARE) { |
318 | if (improver->stats.sp == IMPROVE_PREPARE) |
740 | return prepare_weapon(op, improver, weapon); |
319 | return prepare_weapon (op, improver, weapon); |
741 | } |
320 | |
742 | if (weapon->level==0) { |
321 | if (weapon->level == 0) |
743 | new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared."); |
322 | { |
|
|
323 | op->failmsg ( |
|
|
324 | "This weapon has not been prepared." |
|
|
325 | " H<You first have to prepare a weapon with a prepare weapon scroll.>"); |
744 | return 0; |
326 | return 0; |
745 | } |
327 | } |
746 | if (weapon->level==weapon->last_eat && weapon->item_power >=100) { |
328 | |
747 | new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); |
329 | if (weapon->last_eat >= weapon->level // improvements used up |
|
|
330 | || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100 |
|
|
331 | { |
|
|
332 | op->failmsg ("This weapon cannot be improved any more."); |
748 | return 0; |
333 | return 0; |
749 | } |
334 | } |
750 | if (QUERY_FLAG(weapon, FLAG_APPLIED) && |
335 | |
751 | !check_weapon_power(op, weapon->last_eat+1)) { |
336 | if (weapon->flag [FLAG_APPLIED] |
752 | new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too"); |
337 | && !check_item_power (op, weapon->item_power + 1)) |
753 | new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you"); |
338 | { |
754 | new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it."); |
339 | op->failmsg ("Improving the weapon will make it too " |
755 | return 0; |
340 | "powerful for you to use. Unready it if you " |
|
|
341 | "really want to improve it."); |
|
|
342 | return 0; |
756 | } |
343 | } |
|
|
344 | |
757 | /* This just increases damage by 5 points, no matter what. No sacrifice |
345 | /* This just increases damage by 5 points, no matter what. No sacrifice |
758 | * is needed. Since stats.dam is now a 16 bit value and not 8 bit, |
346 | * is needed. Since stats.dam is now a 16 bit value and not 8 bit, |
759 | * don't put any maximum value on damage - the limit is how much the |
347 | * don't put any maximum value on damage - the limit is how much the |
760 | * weapon can be improved. |
348 | * weapon can be improved. |
761 | */ |
349 | */ |
762 | if (improver->stats.sp==IMPROVE_DAMAGE) { |
350 | if (improver->stats.sp == IMPROVE_DAMAGE) |
|
|
351 | { |
763 | weapon->stats.dam += 5; |
352 | weapon->stats.dam += 5; |
764 | weapon->weight += 5000; /* 5 KG's */ |
353 | weapon->weight += 5000; /* 5 KG's */ |
765 | new_draw_info_format(NDI_UNIQUE, 0, op, |
|
|
766 | "Damage has been increased by 5 to %d", weapon->stats.dam); |
354 | op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam)); |
767 | weapon->last_eat++; |
355 | weapon->last_eat++; |
768 | |
356 | |
769 | weapon->item_power++; |
357 | weapon->item_power++; |
770 | decrease_ob(improver); |
358 | improver->decrease (); |
771 | return 1; |
359 | return 1; |
772 | } |
360 | } |
|
|
361 | |
773 | if (improver->stats.sp == IMPROVE_WEIGHT) { |
362 | if (improver->stats.sp == IMPROVE_WEIGHT) |
|
|
363 | { |
774 | /* Reduce weight by 20% */ |
364 | /* Reduce weight by 20% */ |
775 | weapon->weight = (weapon->weight * 8)/10; |
365 | weapon->weight = (weapon->weight * 8) / 10; |
776 | if (weapon->weight < 1) weapon->weight = 1; |
366 | if (weapon->weight < 1) |
777 | new_draw_info_format(NDI_UNIQUE, 0, op, |
367 | weapon->weight = 1; |
778 | "Weapon weight reduced to %6.1f kg", |
368 | |
779 | (float)weapon->weight/1000.0); |
369 | op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0)); |
780 | weapon->last_eat++; |
370 | weapon->last_eat++; |
781 | weapon->item_power++; |
371 | weapon->item_power++; |
782 | decrease_ob(improver); |
372 | improver->decrease (); |
783 | return 1; |
373 | return 1; |
784 | } |
374 | } |
|
|
375 | |
785 | if (improver->stats.sp == IMPROVE_ENCHANT) { |
376 | if (improver->stats.sp == IMPROVE_ENCHANT) |
|
|
377 | { |
786 | weapon->magic++; |
378 | weapon->magic++; |
787 | weapon->last_eat++; |
379 | weapon->last_eat++; |
788 | new_draw_info_format(NDI_UNIQUE, 0, op |
380 | op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); |
789 | ,"Weapon magic increased to %d",weapon->magic); |
381 | improver->decrease (); |
790 | decrease_ob(improver); |
|
|
791 | weapon->item_power++; |
382 | weapon->item_power++; |
792 | return 1; |
383 | return 1; |
793 | } |
384 | } |
794 | |
385 | |
795 | sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ |
386 | sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + |
796 | weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + |
387 | weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis; |
797 | weapon->stats.Wis; |
|
|
798 | |
388 | |
799 | if (sacrifice_needed<1) |
389 | if (sacrifice_needed < 1) |
800 | sacrifice_needed =1; |
390 | sacrifice_needed = 1; |
801 | sacrifice_needed *=2; |
391 | sacrifice_needed *= 2; |
802 | |
392 | |
803 | sacrifice_count = check_sacrifice(op,improver); |
393 | sacrifice_count = check_sacrifice (op, improver); |
804 | if (sacrifice_count < sacrifice_needed) { |
394 | if (sacrifice_count < sacrifice_needed) |
805 | new_draw_info_format(NDI_UNIQUE, 0, op, |
395 | { |
806 | "You need at least %d %s", sacrifice_needed, improver->slaying); |
396 | op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying); |
807 | return 0; |
397 | return 0; |
808 | } |
398 | } |
|
|
399 | |
809 | eat_item(op,improver->slaying, sacrifice_needed); |
400 | eat_item (op, improver->slaying, sacrifice_needed); |
810 | weapon->item_power++; |
401 | weapon->item_power++; |
811 | |
402 | |
812 | switch (improver->stats.sp) { |
403 | switch (improver->stats.sp) |
813 | case IMPROVE_STR: |
404 | { |
814 | return improve_weapon_stat(op,improver,weapon, |
405 | case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength"); |
815 | (signed char *) &(weapon->stats.Str), |
406 | case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity"); |
816 | 1, "strength"); |
407 | case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution"); |
817 | case IMPROVE_DEX: |
408 | case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom"); |
818 | return improve_weapon_stat(op,improver,weapon, |
409 | case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma"); |
819 | (signed char *) &(weapon->stats.Dex), |
410 | case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence"); |
820 | 1, "dexterity"); |
411 | case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power"); |
821 | case IMPROVE_CON: |
|
|
822 | return improve_weapon_stat(op,improver,weapon, |
|
|
823 | (signed char *) &(weapon->stats.Con), |
|
|
824 | 1, "constitution"); |
|
|
825 | case IMPROVE_WIS: |
|
|
826 | return improve_weapon_stat(op,improver,weapon, |
|
|
827 | (signed char *) &(weapon->stats.Wis), |
|
|
828 | 1, "wisdom"); |
|
|
829 | case IMPROVE_CHA: |
|
|
830 | return improve_weapon_stat(op,improver,weapon, |
|
|
831 | (signed char *) &(weapon->stats.Cha), |
|
|
832 | 1, "charisma"); |
|
|
833 | case IMPROVE_INT: |
|
|
834 | return improve_weapon_stat(op,improver,weapon, |
|
|
835 | (signed char *) &(weapon->stats.Int), |
|
|
836 | 1, "intelligence"); |
|
|
837 | case IMPROVE_POW: |
|
|
838 | return improve_weapon_stat(op,improver,weapon, |
|
|
839 | (signed char *) &(weapon->stats.Pow), |
|
|
840 | 1, "power"); |
|
|
841 | default: |
412 | default: |
842 | new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); |
413 | op->failmsg ("Unknown improvement type."); |
843 | } |
414 | } |
|
|
415 | |
844 | LOG(llevError,"improve_weapon: Got to end of function\n"); |
416 | LOG (llevError, "improve_weapon: Got to end of function\n"); |
845 | return 0; |
417 | return 0; |
846 | } |
418 | } |
847 | |
419 | |
848 | /** |
420 | /** |
849 | * Handles the applying of improve/prepare/enchant weapon scroll. |
421 | * Handles the applying of improve/prepare/enchant weapon scroll. |
850 | * Checks a few things (not on a non-magic square, marked weapon, ...), |
422 | * Checks a few things (not on a non-magic square, marked weapon, ...), |
851 | * then calls improve_weapon to do the dirty work. |
423 | * then calls improve_weapon to do the dirty work. |
852 | */ |
424 | */ |
|
|
425 | static int |
853 | int check_improve_weapon (object *op, object *tmp) |
426 | check_improve_weapon (object *op, object *tmp) |
854 | { |
427 | { |
855 | object *otmp; |
|
|
856 | |
|
|
857 | if(op->type!=PLAYER) |
428 | if (op->type != PLAYER) |
|
|
429 | return 0; |
|
|
430 | |
|
|
431 | if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) |
|
|
432 | { |
|
|
433 | op->failmsg ("Something blocks the magic of the scroll!"); |
858 | return 0; |
434 | return 0; |
859 | if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) { |
|
|
860 | new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll."); |
|
|
861 | return 0; |
|
|
862 | } |
435 | } |
863 | otmp=find_marked_object(op); |
436 | |
|
|
437 | object *otmp = op->mark (); |
|
|
438 | |
864 | if(!otmp) { |
439 | if (!otmp) |
865 | new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object."); |
440 | { |
|
|
441 | op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); |
866 | return 0; |
442 | return 0; |
867 | } |
443 | } |
|
|
444 | |
868 | if (otmp->type != WEAPON && otmp->type != BOW) { |
445 | if (otmp->type != WEAPON && otmp->type != BOW) |
869 | new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow"); |
446 | { |
|
|
447 | op->failmsg ("Marked item is not a weapon or bow!"); |
870 | return 0; |
448 | return 0; |
871 | } |
449 | } |
872 | new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); |
450 | |
|
|
451 | if (!op->apply (otmp, AP_UNAPPLY)) |
|
|
452 | { |
|
|
453 | op->failmsg ("You are unable to take off your weapon to improve it!"); |
|
|
454 | return 0; |
|
|
455 | } |
|
|
456 | |
|
|
457 | op->statusmsg ("Applied weapon builder."); |
|
|
458 | |
873 | improve_weapon(op,tmp,otmp); |
459 | improve_weapon (op, tmp, otmp); |
874 | esrv_send_item(op, otmp); |
460 | esrv_send_item (op, otmp); |
875 | return 1; |
461 | return 1; |
876 | } |
462 | } |
877 | |
463 | |
878 | /** |
464 | /** |
879 | * This code deals with the armour improvment scrolls. |
465 | * This code deals with the armour improvment scrolls. |
880 | * Change limits on improvement - let players go up to |
466 | * Change limits on improvement - let players go up to |
… | |
… | |
895 | * the armour value of the piece of equipment exceed either |
481 | * the armour value of the piece of equipment exceed either |
896 | * the users level or 90) |
482 | * the users level or 90) |
897 | * Modified by MSW for partial resistance. Only support |
483 | * Modified by MSW for partial resistance. Only support |
898 | * changing of physical area right now. |
484 | * changing of physical area right now. |
899 | */ |
485 | */ |
|
|
486 | static int |
900 | int improve_armour(object *op, object *improver, object *armour) |
487 | improve_armour (object *op, object *improver, object *armour) |
901 | { |
488 | { |
902 | object *tmp; |
|
|
903 | |
|
|
904 | if (armour->magic >= settings.armor_max_enchant) { |
489 | if (armour->magic >= settings.armor_max_enchant) |
905 | new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further."); |
|
|
906 | return 0; |
|
|
907 | } |
490 | { |
|
|
491 | op->failmsg ("This armour can not be enchanted any further!"); |
|
|
492 | return 0; |
|
|
493 | } |
|
|
494 | |
908 | /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, |
495 | /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, |
909 | * etc), so take the easy way out and don't worry about it. |
496 | * etc), so take the easy way out and don't worry about it. |
910 | * Note - maybe add scrolls which make the random artifact versions (eg, armour |
497 | * Note - maybe add scrolls which make the random artifact versions (eg, armour |
911 | * of gnarg and what not?) |
498 | * of gnarg and what not?) |
912 | */ |
499 | */ |
913 | if (armour->title) { |
500 | if (armour->title) |
914 | new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); |
|
|
915 | return 0; |
|
|
916 | } |
501 | { |
917 | |
502 | op->failmsg ("This armour will not accept further enchantment."); |
|
|
503 | return 0; |
|
|
504 | } |
|
|
505 | |
918 | /* Split objects if needed. Can't insert tmp until the |
506 | /* Split objects if needed. Can't insert tmp until the |
919 | * end of this function - otherwise it will just re-merge. |
507 | * end of this function - otherwise it will just re-merge. |
920 | */ |
508 | */ |
921 | if(armour->nrof > 1) |
509 | object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0; |
922 | tmp = get_split_ob(armour,armour->nrof - 1); |
|
|
923 | else |
|
|
924 | tmp = NULL; |
|
|
925 | |
510 | |
926 | armour->magic++; |
511 | armour->magic++; |
927 | |
512 | |
928 | if ( !settings.armor_speed_linear ) |
513 | if (!settings.armor_speed_linear) |
929 | { |
514 | { |
930 | int base = 100; |
515 | int base = 100; |
931 | int pow = 0; |
516 | int pow = 0; |
|
|
517 | |
932 | while ( pow < armour->magic ) |
518 | while (pow < armour->magic) |
933 | { |
519 | { |
934 | base = base - ( base * settings.armor_speed_improvement ) / 100; |
520 | base = base - (base * settings.armor_speed_improvement) / 100; |
935 | pow++; |
521 | pow++; |
936 | } |
522 | } |
937 | |
523 | |
938 | ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; |
524 | ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100; |
939 | } |
525 | } |
940 | else |
526 | else |
941 | ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100; |
527 | ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; |
942 | |
528 | |
943 | if ( !settings.armor_weight_linear ) |
529 | if (!settings.armor_weight_linear) |
944 | { |
530 | { |
945 | int base = 100; |
531 | int base = 100; |
946 | int pow = 0; |
532 | int pow = 0; |
|
|
533 | |
947 | while ( pow < armour->magic ) |
534 | while (pow < armour->magic) |
948 | { |
535 | { |
949 | base = base - ( base * settings.armor_weight_reduction ) / 100; |
536 | base = base - (base * settings.armor_weight_reduction) / 100; |
950 | pow++; |
537 | pow++; |
951 | } |
538 | } |
952 | |
539 | |
953 | armour->weight = ( armour->arch->clone.weight * base ) / 100; |
540 | armour->weight = (armour->arch->weight * base) / 100; |
954 | } |
541 | } |
955 | else |
542 | else |
956 | armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100; |
543 | armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; |
957 | |
544 | |
958 | if ( armour->weight <= 0 ) |
545 | if (armour->weight <= 0) |
959 | { |
546 | { |
960 | LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); |
547 | LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); |
961 | armour->weight = 1; |
548 | armour->weight = 1; |
962 | } |
549 | } |
963 | |
550 | |
964 | armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic); |
551 | armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); |
965 | |
552 | |
966 | if (op->type == PLAYER) { |
553 | if (op->type == PLAYER) |
|
|
554 | { |
967 | esrv_send_item(op, armour); |
555 | esrv_send_item (op, armour); |
968 | if(QUERY_FLAG(armour, FLAG_APPLIED)) |
556 | |
969 | fix_player(op); |
557 | if (armour->flag [FLAG_APPLIED]) |
|
|
558 | op->update_stats (); |
970 | } |
559 | } |
971 | decrease_ob(improver); |
560 | |
|
|
561 | improver->decrease (); |
|
|
562 | |
972 | if (tmp) { |
563 | if (tmp) |
973 | insert_ob_in_ob(tmp, op); |
564 | op->insert (tmp); |
974 | esrv_send_item(op, tmp); |
565 | |
975 | } |
|
|
976 | return 1; |
566 | return 1; |
977 | } |
567 | } |
978 | |
|
|
979 | |
568 | |
980 | /* |
569 | /* |
981 | * convert_item() returns 1 if anything was converted, 0 if the item was not |
570 | * convert_item() returns 1 if anything was converted, 0 if the item was not |
982 | * what the converter wants, -1 if the converter is broken. |
571 | * what the converter wants, -1 if the converter is broken. |
983 | */ |
572 | * |
984 | #define CONV_FROM(xyz) xyz->slaying |
|
|
985 | #define CONV_TO(xyz) xyz->other_arch |
|
|
986 | #define CONV_NR(xyz) xyz->stats.sp |
|
|
987 | #define CONV_NEED(xyz) xyz->stats.food |
|
|
988 | |
|
|
989 | /* Takes one items and makes another. |
573 | * Takes one type of items and makes another. |
990 | * converter is the object that is doing the conversion. |
574 | * converter is the object that is doing the conversion. |
991 | * item is the object that triggered the converter - if it is not |
575 | * item is the object that triggered the converter - if it is not |
992 | * what the converter wants, this will not do anything. |
576 | * what the converter wants, this will not do anything. |
993 | */ |
577 | */ |
|
|
578 | int |
994 | int convert_item(object *item, object *converter) { |
579 | convert_item (object *item, object *converter) |
995 | int nr=0; |
580 | { |
996 | object *tmp; |
581 | sint64 nr = 0, price_in; |
997 | int is_in_shop; |
|
|
998 | uint32 price_in; |
|
|
999 | |
582 | |
1000 | for(tmp = get_map_ob(converter->map, converter->x, converter->y); |
583 | if (item->flag [FLAG_UNPAID]) |
1001 | tmp != NULL; |
584 | return 0; |
1002 | tmp = tmp->above) { |
|
|
1003 | if(tmp->type == SHOP_FLOOR) |
|
|
1004 | break; |
|
|
1005 | } |
|
|
1006 | is_in_shop = (tmp != NULL); |
|
|
1007 | |
585 | |
|
|
586 | shstr conv_from = converter->slaying; |
|
|
587 | archetype *conv_to = converter->other_arch; |
|
|
588 | sint64 need = converter->stats.food; |
|
|
589 | sint64 give = converter->stats.sp; |
|
|
590 | |
1008 | /* We make some assumptions - we assume if it takes money as it type, |
591 | /* We make some assumptions - we assume if it takes money as it type, |
1009 | * it wants some amount. We don't make change (ie, if something costs |
592 | * it wants some amount. We don't make change (ie, if something costs |
1010 | * 3 gp and player drops a platinum, tough luck) |
593 | * 3 gp and player drops a platinum, tough luck) |
1011 | */ |
594 | */ |
1012 | if (!strcmp(CONV_FROM(converter),"money")) { |
595 | if (conv_from == shstr_money) |
1013 | int cost; |
596 | { |
1014 | |
|
|
1015 | if(item->type!=MONEY) |
597 | if (item->type != MONEY) |
1016 | return 0; |
598 | return 0; |
1017 | |
599 | |
1018 | nr=(item->nrof*item->value)/CONV_NEED(converter); |
600 | nr = sint64 (item->nrof) * item->value / need; |
1019 | if (!nr) return 0; |
601 | if (!nr) |
1020 | cost=nr*CONV_NEED(converter)/item->value; |
602 | return 0; |
1021 | /* take into account rounding errors */ |
|
|
1022 | if (nr*CONV_NEED(converter)%item->value) cost++; |
|
|
1023 | decrease_ob_nr(item, cost); |
|
|
1024 | |
603 | |
|
|
604 | converter->play_sound (sound_find ("shop_buy")); |
|
|
605 | |
|
|
606 | sint64 cost = (nr * need + item->value - 1) / item->value; |
|
|
607 | |
|
|
608 | item->decrease (cost); |
|
|
609 | |
1025 | price_in = cost*item->value; |
610 | price_in = cost * item->value; |
|
|
611 | } |
|
|
612 | else |
1026 | } |
613 | { |
1027 | else { |
614 | if (item->type == PLAYER |
1028 | if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| |
615 | || conv_from != item->arch->archname |
1029 | (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) |
616 | || (need && need > (uint16) item->nrof)) |
1030 | return 0; |
617 | return 0; |
1031 | |
618 | |
1032 | if(CONV_NEED(converter)) { |
619 | converter->play_sound (sound_find ("convert_item")); |
1033 | nr=item->nrof/CONV_NEED(converter); |
620 | |
1034 | decrease_ob_nr(item,nr*CONV_NEED(converter)); |
621 | if (need) |
1035 | price_in = nr*CONV_NEED(converter)*item->value; |
622 | { |
1036 | } else { |
623 | nr = sint64 (item->nrof) / need; |
|
|
624 | item->decrease (nr * need); |
|
|
625 | price_in = nr * need * item->value; |
|
|
626 | } |
|
|
627 | else |
|
|
628 | { |
1037 | price_in = item->value; |
629 | price_in = item->value; |
1038 | remove_ob(item); |
630 | item->destroy (); |
1039 | free_object(item); |
631 | } |
1040 | } |
632 | } |
|
|
633 | |
|
|
634 | if (converter->inv) |
1041 | } |
635 | { |
1042 | |
|
|
1043 | if (converter->inv != NULL) { |
|
|
1044 | object *ob; |
636 | object *ob; |
1045 | int i; |
637 | int i; |
1046 | object *ob_to_copy; |
638 | object *ob_to_copy; |
1047 | |
639 | |
1048 | /* select random object from inventory to copy */ |
640 | /* select random object from inventory to copy */ |
1049 | ob_to_copy = converter->inv; |
641 | ob_to_copy = converter->inv; |
1050 | for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { |
642 | for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) |
1051 | if (rndm(0, i) == 0) { |
643 | if (rndm (0, i) == 0) |
1052 | ob_to_copy = ob; |
644 | ob_to_copy = ob; |
|
|
645 | |
|
|
646 | item = ob_to_copy->deep_clone (); |
|
|
647 | item->clr_flag (FLAG_IS_A_TEMPLATE); |
|
|
648 | unflag_inv (item, FLAG_IS_A_TEMPLATE); |
1053 | } |
649 | } |
1054 | } |
650 | else |
1055 | item = object_create_clone(ob_to_copy); |
651 | { |
1056 | CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE); |
652 | if (!conv_to) |
1057 | unflag_inv(item, FLAG_IS_A_TEMPLATE); |
653 | { |
1058 | } else { |
654 | LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", |
1059 | if (converter->other_arch == NULL) { |
655 | &converter->name, &converter->map->path, converter->x, converter->y); |
1060 | LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", converter->name ? converter->name : "(null)", converter->map->path, converter->x, converter->y); |
|
|
1061 | return -1; |
656 | return -1; |
1062 | } |
657 | } |
1063 | |
658 | |
1064 | item = object_create_arch(converter->other_arch); |
659 | item = object_create_arch (conv_to); |
1065 | fix_generated_item(item, converter, 0, 0, GT_MINIMAL); |
660 | fix_generated_item (item, converter, 0, 0, GT_MINIMAL); |
1066 | } |
661 | } |
1067 | |
662 | |
1068 | if(CONV_NR(converter)) |
663 | if (give) |
1069 | item->nrof=CONV_NR(converter); |
664 | item->nrof = give; |
|
|
665 | |
1070 | if(nr) |
666 | if (nr) |
1071 | item->nrof*=nr; |
667 | item->nrof *= nr; |
1072 | if(is_in_shop) |
668 | |
1073 | SET_FLAG(item,FLAG_UNPAID); |
669 | if (converter->flag [FLAG_PRECIOUS]) |
|
|
670 | item->set_flag (FLAG_UNPAID); |
|
|
671 | |
|
|
672 | if (converter->is_in_shop ()) |
|
|
673 | { |
|
|
674 | // converters on shop floors don't work anymore, bug lets check for it |
|
|
675 | // and report in case someone still does it. |
|
|
676 | LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n", |
|
|
677 | converter->debug_desc ()); |
|
|
678 | item->set_flag (FLAG_UNPAID); |
|
|
679 | } |
1074 | else if(price_in < item->nrof*item->value) { |
680 | else if (price_in < sint64 (item->nrof) * item->value) |
|
|
681 | { |
1075 | LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", |
682 | LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", |
1076 | converter->name, converter->map->path, converter->x, converter->y, price_in, |
683 | &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); |
1077 | item->nrof*item->value, item->name); |
|
|
1078 | /** |
684 | /** |
1079 | * elmex: we are going to let the game continue, as the mapcreator |
685 | * elmex: we are going to let the game continue, as the mapcreator |
1080 | * propably had something in mind when doing this |
686 | * hopefully had something in mind when doing this. |
1081 | */ |
687 | */ |
1082 | } |
688 | } |
1083 | insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y); |
689 | |
|
|
690 | // elmex: only identify if we need to, for example so that generated money doesn't |
|
|
691 | // get an 'identified' flag so easily. |
|
|
692 | if (item->need_identify ()) |
|
|
693 | identify (item); |
|
|
694 | |
|
|
695 | item->insert_at (converter, 0, INS_NO_WALK_ON); |
|
|
696 | |
1084 | return 1; |
697 | return 1; |
1085 | } |
698 | } |
1086 | |
699 | |
1087 | /** |
700 | /** |
1088 | * Handle apply on containers. |
701 | * Handle apply on containers. |
1089 | * By Eneq(@csd.uu.se). |
702 | * By Eneq(@csd.uu.se). |
1090 | * Moved to own function and added many features [Tero.Haatanen@lut.fi] |
703 | * Moved to own function and added many features [Tero.Haatanen@lut.fi] |
1091 | * added the alchemical cauldron to the code -b.t. |
704 | * added the alchemical cauldron to the code -b.t. |
1092 | */ |
705 | */ |
1093 | |
706 | static int |
1094 | int apply_container (object *op, object *sack) |
707 | apply_container (object *op, object *sack) |
1095 | { |
708 | { |
1096 | char buf[MAX_BUF]; |
709 | if (op->type != PLAYER || !op->contr->ns) |
1097 | object *tmp; |
710 | return 0; /* This might change */ |
1098 | |
711 | |
1099 | if(op->type!=PLAYER) |
|
|
1100 | return 0; /* This might change */ |
|
|
1101 | |
|
|
1102 | if (sack==NULL || sack->type != CONTAINER) { |
712 | if (!sack || sack->type != CONTAINER) |
|
|
713 | { |
1103 | LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL"); |
714 | LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); |
1104 | return 0; |
715 | return 0; |
1105 | } |
716 | } |
1106 | op->contr->last_used = NULL; |
717 | |
1107 | op->contr->last_used_id = 0; |
718 | op->contr->last_used = 0; |
1108 | |
719 | |
1109 | if (sack->env!=op) { |
720 | if (sack->env && sack->env != op) |
1110 | if (sack->other_arch == NULL || sack->env != NULL) { |
|
|
1111 | new_draw_info(NDI_UNIQUE, 0,op,"You must get it first."); |
|
|
1112 | return 1; |
|
|
1113 | } |
|
|
1114 | /* It's on the ground, the problems begin */ |
|
|
1115 | if (op->container != sack) { |
|
|
1116 | /* it's closed OR some player has opened it */ |
|
|
1117 | if (QUERY_FLAG(sack, FLAG_APPLIED)) { |
|
|
1118 | for(tmp=get_map_ob(sack->map, sack->x, sack->y); |
|
|
1119 | tmp && tmp->container != sack; tmp=tmp->above); |
|
|
1120 | if (tmp) { |
|
|
1121 | /* some other player have opened it */ |
|
|
1122 | new_draw_info_format(NDI_UNIQUE, 0, op, |
|
|
1123 | "%s is already occupied.", query_name(sack)); |
|
|
1124 | return 1; |
|
|
1125 | } |
|
|
1126 | } |
|
|
1127 | } |
|
|
1128 | if ( QUERY_FLAG(sack, FLAG_APPLIED)) { |
|
|
1129 | if (op->container == NULL) { |
|
|
1130 | tmp = arch_to_object (sack->other_arch); |
|
|
1131 | /* not good, but insert_ob_in_ob() is too smart */ |
|
|
1132 | CLEAR_FLAG (tmp, FLAG_REMOVED); |
|
|
1133 | tmp->x= tmp->y = tmp->ox = tmp->oy = 0; |
|
|
1134 | tmp->map = NULL; |
|
|
1135 | tmp->env = sack; |
|
|
1136 | if (sack->inv) |
|
|
1137 | sack->inv->above = tmp; |
|
|
1138 | tmp->below = sack->inv; |
|
|
1139 | tmp->above = NULL; |
|
|
1140 | sack->inv = tmp; |
|
|
1141 | sack->move_off = MOVE_ALL; /* trying force closing it */ |
|
|
1142 | } else { |
|
|
1143 | sack->move_off = 0; |
|
|
1144 | tmp = sack->inv; |
|
|
1145 | if (tmp && tmp->type == CLOSE_CON) { |
|
|
1146 | remove_ob(tmp); |
|
|
1147 | free_object (tmp); |
|
|
1148 | } |
|
|
1149 | } |
|
|
1150 | } |
|
|
1151 | } |
721 | { |
1152 | |
722 | op->failmsg ("You must put it onto the floor or into your inventory first."); |
1153 | if (QUERY_FLAG (sack, FLAG_APPLIED)) { |
|
|
1154 | if (op->container) { |
|
|
1155 | if (op->container != sack) { |
|
|
1156 | tmp = op->container; |
|
|
1157 | apply_container (op, tmp); |
|
|
1158 | sprintf (buf, "You close %s and open ", query_name(tmp)); |
|
|
1159 | op->container = sack; |
|
|
1160 | strcat (buf, query_name(sack)); |
|
|
1161 | strcat (buf, "."); |
|
|
1162 | } else { |
|
|
1163 | CLEAR_FLAG (sack, FLAG_APPLIED); |
|
|
1164 | op->container = NULL; |
|
|
1165 | sprintf (buf, "You close %s.", query_name(sack)); |
|
|
1166 | } |
|
|
1167 | } else { |
|
|
1168 | CLEAR_FLAG (sack, FLAG_APPLIED); |
|
|
1169 | sprintf (buf, "You open %s.", query_name(sack)); |
|
|
1170 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1171 | op->container = sack; |
|
|
1172 | } |
|
|
1173 | } else { /* not applied */ |
|
|
1174 | if (sack->slaying) { /* it's locked */ |
|
|
1175 | tmp = find_key(op, op, sack); |
|
|
1176 | if (tmp) { |
|
|
1177 | sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp)); |
|
|
1178 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1179 | if (sack->env == NULL) { /* if it's on ground,open it also */ |
|
|
1180 | new_draw_info (NDI_UNIQUE,0,op, buf); |
|
|
1181 | apply_container (op, sack); |
|
|
1182 | return 1; |
723 | return 1; |
1183 | } |
724 | } |
1184 | } else { |
725 | |
1185 | sprintf (buf, "You don't have the key to unlock %s.", |
726 | // already applied == open on ground, or open in inv, or active in inv |
1186 | query_name(sack)); |
727 | if (sack->flag [FLAG_APPLIED]) |
1187 | } |
|
|
1188 | } else { |
|
|
1189 | sprintf (buf, "You readied %s.", query_name(sack)); |
|
|
1190 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1191 | if (sack->env == NULL) { /* if it's on ground,open it also */ |
|
|
1192 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
1193 | apply_container (op, sack); |
|
|
1194 | return 1; |
|
|
1195 | } |
|
|
1196 | } |
|
|
1197 | } |
728 | { |
1198 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
729 | if (op->container_ () == sack) |
1199 | if (op->contr) op->contr->socket.update_look=1; |
730 | { |
1200 | return 1; |
731 | // open on ground or inv, so close |
1201 | } |
732 | op->close_container (); |
1202 | |
|
|
1203 | /** |
|
|
1204 | * Eneq(@csd.uu.se): Handle apply on containers. This is for containers |
|
|
1205 | * the player has in their inventory, eg, sacks, luggages, etc. |
|
|
1206 | * |
|
|
1207 | * Moved to own function and added many features [Tero.Haatanen@lut.fi] |
|
|
1208 | * This version is for client/server mode. |
|
|
1209 | * op is the player, sack is the container the player is opening or closing. |
|
|
1210 | * return 1 if an object is apllied somehow or another, 0 if error/no apply |
|
|
1211 | * |
|
|
1212 | * Reminder - there are three states for any container - closed (non applied), |
|
|
1213 | * applied (not open, but objects that match get tossed into it), and open |
|
|
1214 | * (applied flag set, and op->container points to the open container) |
|
|
1215 | */ |
|
|
1216 | |
|
|
1217 | int esrv_apply_container (object *op, object *sack) |
|
|
1218 | { |
|
|
1219 | object *tmp=op->container; |
|
|
1220 | if(op->type!=PLAYER) |
|
|
1221 | return 0; /* This might change */ |
|
|
1222 | |
|
|
1223 | if (sack==NULL || sack->type != CONTAINER) { |
|
|
1224 | LOG (llevError, |
|
|
1225 | "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL"); |
|
|
1226 | return 0; |
|
|
1227 | } |
|
|
1228 | |
|
|
1229 | /* If we have a currently open container, then it needs to be closed in all cases |
|
|
1230 | * if we are opening this one up. We then fall through if appropriate for |
|
|
1231 | * openening the new container. |
|
|
1232 | */ |
|
|
1233 | |
|
|
1234 | if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) { |
|
|
1235 | if (op->container->env != op) { /* if container is on the ground */ |
|
|
1236 | op->container->move_off = 0; |
|
|
1237 | } |
|
|
1238 | /* Lauwenmark: Handle for plugin close event */ |
|
|
1239 | if (execute_event(tmp, EVENT_CLOSE,op,NULL,NULL,SCRIPT_FIX_ALL)!=0) |
|
|
1240 | return 1; |
733 | return 1; |
1241 | |
|
|
1242 | new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.", |
|
|
1243 | query_name(op->container)); |
|
|
1244 | CLEAR_FLAG(op->container, FLAG_APPLIED); |
|
|
1245 | op->container=NULL; |
|
|
1246 | esrv_update_item (UPD_FLAGS, op, tmp); |
|
|
1247 | if (tmp == sack) return 1; |
|
|
1248 | } |
|
|
1249 | |
|
|
1250 | |
|
|
1251 | /* If the player is trying to open it (which he must be doing if we got here), |
|
|
1252 | * and it is locked, check to see if player has the equipment to open it. |
|
|
1253 | */ |
|
|
1254 | |
|
|
1255 | if (sack->slaying) { /* it's locked */ |
|
|
1256 | tmp=find_key(op, op, sack); |
|
|
1257 | if (tmp) { |
|
|
1258 | new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp)); |
|
|
1259 | } else { |
|
|
1260 | new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", |
|
|
1261 | query_name(sack)); |
|
|
1262 | return 0; |
|
|
1263 | } |
734 | } |
|
|
735 | else if (!sack->env) |
|
|
736 | { |
|
|
737 | // active on floor, but not ours: some other player has opened it |
|
|
738 | // normally this only happens to dms standing on the same space. |
|
|
739 | // but it doesn't hurt to handle it. |
|
|
740 | op->failmsgf ("Somebody else is using the %s already.", query_name (sack)); |
|
|
741 | return 1; |
|
|
742 | } |
|
|
743 | } |
|
|
744 | |
|
|
745 | // it's locked? |
|
|
746 | if (sack->slaying) |
1264 | } |
747 | { |
1265 | |
748 | if (object *tmp = find_key (op, op, sack)) |
1266 | /* By the time we get here, we have made sure any other container has been closed and |
749 | { |
1267 | * if this is a locked container, the player they key to open it. |
750 | op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp))); |
1268 | */ |
751 | } |
1269 | |
752 | else |
1270 | /* There are really two cases - the sack is either on the ground, or the sack is |
753 | { |
1271 | * part of the players inventory. If on the ground, we assume that the player is |
754 | sack->flag [FLAG_APPLIED] = false; // might be applied in inv, let the user close it |
1272 | * opening it, since if it was being closed, that would have been taken care of above. |
|
|
1273 | */ |
|
|
1274 | |
|
|
1275 | |
|
|
1276 | if (sack->env != op) { |
|
|
1277 | /* Hypothetical case - the player is trying to open a sack that belong to someone |
|
|
1278 | * else. This normally should not happen, but a misbehaving client/player could |
|
|
1279 | * try to do it, so lets handle it gracefully. |
|
|
1280 | */ |
|
|
1281 | if (sack->env) { |
|
|
1282 | new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s", |
|
|
1283 | query_name(sack)); |
|
|
1284 | return 0; |
|
|
1285 | } |
|
|
1286 | /* set these so when the player walks off, we can unapply the sack */ |
|
|
1287 | sack->move_off = MOVE_ALL; /* trying force closing it */ |
|
|
1288 | |
|
|
1289 | CLEAR_FLAG (sack, FLAG_APPLIED); |
|
|
1290 | new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack)); |
|
|
1291 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1292 | op->container = sack; |
|
|
1293 | esrv_update_item (UPD_FLAGS, op, sack); |
755 | esrv_update_item (UPD_FLAGS, op, sack); |
1294 | esrv_send_inventory (op, sack); |
756 | op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack))); |
|
|
757 | return 1; |
|
|
758 | } |
|
|
759 | } |
1295 | |
760 | |
1296 | } else { /* sack is in players inventory */ |
761 | if (sack->env && !sack->flag [FLAG_APPLIED]) |
1297 | if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */ |
762 | { |
1298 | CLEAR_FLAG (sack, FLAG_APPLIED); |
763 | // it is in our env, so activate it, do not open yet |
1299 | new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack)); |
764 | op->close_container (); |
1300 | SET_FLAG (sack, FLAG_APPLIED); |
765 | sack->flag [FLAG_APPLIED] = true; |
1301 | op->container = sack; |
|
|
1302 | esrv_update_item (UPD_FLAGS, op, sack); |
766 | esrv_update_item (UPD_FLAGS, op, sack); |
1303 | esrv_send_inventory (op, sack); |
767 | op->statusmsg (format ("You ready %s.", query_name (sack))); |
1304 | } |
|
|
1305 | else { |
|
|
1306 | CLEAR_FLAG (sack, FLAG_APPLIED); |
|
|
1307 | new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack)); |
|
|
1308 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1309 | esrv_update_item (UPD_FLAGS, op, sack); |
|
|
1310 | } |
|
|
1311 | } |
768 | } |
|
|
769 | else |
|
|
770 | op->open_container (sack); |
|
|
771 | |
1312 | return 1; |
772 | return 1; |
1313 | } |
773 | } |
1314 | |
|
|
1315 | |
774 | |
1316 | /** |
775 | /** |
1317 | * Handles dropping things on altar. |
776 | * Handles dropping things on altar. |
1318 | * Returns true if sacrifice was accepted. |
777 | * Returns true if sacrifice was accepted. |
1319 | */ |
778 | */ |
|
|
779 | static int |
1320 | static int apply_altar (object *altar, object *sacrifice, object *originator) |
780 | apply_altar (object *altar, object *sacrifice, object *originator) |
1321 | { |
781 | { |
1322 | /* Only players can make sacrifices on spell casting altars. */ |
782 | /* Only players can make sacrifices on spell casting altars. */ |
1323 | if (altar->inv && ( ! originator || originator->type != PLAYER)) |
783 | if (altar->inv && (!originator || originator->type != PLAYER)) |
1324 | return 0; |
784 | return 0; |
1325 | |
785 | |
1326 | if (operate_altar (altar, &sacrifice)) { |
786 | if (operate_altar (altar, &sacrifice, originator)) |
|
|
787 | { |
1327 | /* Simple check. Unfortunately, it means you can't cast magic bullet |
788 | /* Simple check. Unfortunately, it means you can't cast magic bullet |
1328 | * with an altar. We call it a Potion - altars are stationary - it |
789 | * with an altar. We call it a Potion - altars are stationary - it |
1329 | * is up to map designers to use them properly. |
790 | * is up to map designers to use them properly. |
1330 | */ |
791 | */ |
1331 | if (altar->inv && altar->inv->type==SPELL) { |
792 | if (altar->inv && altar->inv->type == SPELL) |
1332 | new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", |
793 | { |
1333 | altar->inv->name); |
794 | originator->statusmsg (format ("The altar casts %s.", &altar->inv->name)); |
1334 | cast_spell (originator, altar, 0, altar->inv, NULL); |
795 | cast_spell (originator, altar, 0, altar->inv, NULL); |
1335 | /* If it is connected, push the button. Fixes some problems with |
796 | /* If it is connected, push the button. Fixes some problems with |
1336 | * old maps. |
797 | * old maps. |
1337 | */ |
798 | */ |
|
|
799 | |
1338 | /* push_button (altar);*/ |
800 | /* push_button (altar);*/ |
1339 | } else { |
801 | } |
|
|
802 | else |
|
|
803 | { |
1340 | altar->value = 1; /* works only once */ |
804 | altar->value = 1; /* works only once */ |
1341 | push_button (altar); |
805 | push_button (altar, originator); |
1342 | } |
806 | } |
1343 | return sacrifice == NULL; |
807 | |
1344 | } else { |
808 | return !sacrifice; |
|
|
809 | } |
|
|
810 | else |
1345 | return 0; |
811 | return 0; |
1346 | } |
|
|
1347 | } |
812 | } |
1348 | |
|
|
1349 | |
813 | |
1350 | /** |
814 | /** |
1351 | * Handles 'movement' of shop mats. |
815 | * Handles 'movement' of shop mats. |
1352 | * Returns 1 if 'op' was destroyed, 0 if not. |
816 | * Returns 1 if 'op' was destroyed, 0 if not. |
1353 | * Largely re-written to not use nearly as many gotos, plus |
817 | * Largely re-written to not use nearly as many gotos, plus |
1354 | * some of this code just looked plain out of date. |
818 | * some of this code just looked plain out of date. |
1355 | * MSW 2001-08-29 |
819 | * MSW 2001-08-29 |
1356 | */ |
820 | */ |
|
|
821 | int |
1357 | int apply_shop_mat (object *shop_mat, object *op) |
822 | apply_shop_mat (object *shop_mat, object *op) |
1358 | { |
823 | { |
1359 | int rv = 0; |
824 | int rv = 0; |
1360 | double opinion; |
825 | double opinion; |
1361 | object *tmp, *next; |
826 | object *tmp, *next; |
1362 | |
827 | |
1363 | SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */ |
828 | op->set_flag (FLAG_NO_APPLY); /* prevent loops */ |
1364 | |
829 | |
1365 | if (op->type != PLAYER) { |
830 | bool has_unpaid = false; |
|
|
831 | |
|
|
832 | // quite inefficient to do this here twice, but the api doesn't lend itself to |
|
|
833 | // a quick and small change :( |
|
|
834 | for (object::depth_iterator item = op->begin (); item != op->end (); ++item) |
|
|
835 | if (item->flag [FLAG_UNPAID]) |
|
|
836 | { |
|
|
837 | has_unpaid = true; |
|
|
838 | break; |
|
|
839 | } |
|
|
840 | |
|
|
841 | if (!op->is_player ()) |
|
|
842 | { |
1366 | /* Remove all the unpaid objects that may be carried here. |
843 | /* Remove all the unpaid objects that may be carried here. |
1367 | * This could be pets or monsters that are somehow in |
844 | * This could be pets or monsters that are somehow in |
1368 | * the shop. |
845 | * the shop. |
1369 | */ |
846 | */ |
1370 | for (tmp=op->inv; tmp; tmp=next) { |
847 | for (tmp = op->inv; tmp; tmp = next) |
|
|
848 | { |
1371 | next = tmp->below; |
849 | next = tmp->below; |
1372 | if (QUERY_FLAG(tmp, FLAG_UNPAID)) { |
850 | |
|
|
851 | if (tmp->flag [FLAG_UNPAID]) |
|
|
852 | { |
1373 | int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); |
853 | int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); |
1374 | |
854 | |
1375 | remove_ob(tmp); |
855 | if (i >= 0) |
1376 | if (i==-1) i=0; |
856 | tmp->move (i); |
1377 | tmp->map = op->map; |
857 | } |
1378 | tmp->x = op->x + freearr_x[i]; |
858 | } |
1379 | tmp->y = op->y + freearr_y[i]; |
|
|
1380 | insert_ob_in_map(tmp, op->map, op, 0); |
|
|
1381 | } |
|
|
1382 | } |
|
|
1383 | |
859 | |
1384 | /* Don't teleport things like spell effects */ |
860 | /* Don't teleport things like spell effects */ |
1385 | if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0; |
861 | if (op->flag [FLAG_NO_PICK]) |
|
|
862 | return 0; |
1386 | |
863 | |
1387 | /* unpaid objects, or non living objects, can't transfer by |
864 | /* unpaid objects, or non living objects, can't transfer by |
1388 | * shop mats. Instead, put it on a nearby space. |
865 | * shop mats. Instead, put it on a nearby space. |
1389 | */ |
866 | */ |
1390 | if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) { |
867 | if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE]) |
1391 | |
868 | { |
1392 | /* Somebody dropped an unpaid item, just move to an adjacent place. */ |
869 | /* Somebody dropped an unpaid item, just move to an adjacent place. */ |
|
|
870 | int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
|
|
871 | |
|
|
872 | if (i != -1) |
|
|
873 | rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); |
|
|
874 | |
|
|
875 | return 0; |
|
|
876 | } |
|
|
877 | |
|
|
878 | /* Removed code that checked for multipart objects - it appears that |
|
|
879 | * the teleport function should be able to handle this just fine. |
|
|
880 | */ |
|
|
881 | rv = teleport (shop_mat, SHOP_MAT, op); |
|
|
882 | } |
|
|
883 | else if (can_pay (op) && get_payment (op)) |
|
|
884 | { |
|
|
885 | /* this is only used for players */ |
|
|
886 | rv = teleport (shop_mat, SHOP_MAT, op); |
|
|
887 | |
|
|
888 | if (has_unpaid) |
|
|
889 | op->contr->play_sound (sound_find ("shop_buy")); |
|
|
890 | else if (op->is_in_shop ()) |
|
|
891 | op->contr->play_sound (sound_find ("shop_enter")); |
|
|
892 | else |
|
|
893 | op->contr->play_sound (sound_find ("shop_leave")); |
|
|
894 | |
|
|
895 | if (shop_mat->msg) |
|
|
896 | op->statusmsg (shop_mat->msg); |
|
|
897 | /* This check below is a bit simplistic - generally it should be correct, |
|
|
898 | * but there is never a guarantee that the bottom space on the map is |
|
|
899 | * actually the shop floor. |
|
|
900 | */ |
|
|
901 | else if (!rv && !op->is_in_shop ()) |
|
|
902 | { |
|
|
903 | opinion = shopkeeper_approval (op->map, op); |
|
|
904 | |
|
|
905 | op->statusmsg ( |
|
|
906 | opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." |
|
|
907 | : opinion >= 0.75 ? "The shopkeeper waves to you." |
|
|
908 | : opinion >= 0.50 ? "The shopkeeper ignores you." |
|
|
909 | : "The shopkeeper glares at you with contempt." |
|
|
910 | ); |
|
|
911 | } |
|
|
912 | } |
|
|
913 | else |
|
|
914 | { |
|
|
915 | /* if we get here, a player tried to leave a shop but was not able |
|
|
916 | * to afford the items he has. We try to move the player so that |
|
|
917 | * they are not on the mat anymore |
|
|
918 | */ |
1393 | int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
919 | int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
|
|
920 | |
1394 | if (i != -1) { |
921 | if (i == -1) |
1395 | rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, |
|
|
1396 | shop_mat); |
|
|
1397 | } |
|
|
1398 | return 0; |
|
|
1399 | } |
|
|
1400 | /* Removed code that checked for multipart objects - it appears that |
|
|
1401 | * the teleport function should be able to handle this just fine. |
|
|
1402 | */ |
|
|
1403 | rv = teleport (shop_mat, SHOP_MAT, op); |
|
|
1404 | } |
|
|
1405 | /* immediate block below is only used for players */ |
|
|
1406 | else if (can_pay(op)) { |
|
|
1407 | get_payment (op, op->inv); |
|
|
1408 | rv = teleport (shop_mat, SHOP_MAT, op); |
|
|
1409 | if (shop_mat->msg) { |
|
|
1410 | new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); |
|
|
1411 | } |
|
|
1412 | /* This check below is a bit simplistic - generally it should be correct, |
|
|
1413 | * but there is never a guarantee that the bottom space on the map is |
|
|
1414 | * actually the shop floor. |
|
|
1415 | */ |
|
|
1416 | else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL |
|
|
1417 | && tmp->type != SHOP_FLOOR) { |
|
|
1418 | opinion = shopkeeper_approval(op->map, op); |
|
|
1419 | if ( opinion > 0.9) |
|
|
1420 | new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); |
|
|
1421 | else if ( opinion > 0.75) |
|
|
1422 | new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); |
|
|
1423 | else if ( opinion > 0.5) |
|
|
1424 | new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you."); |
|
|
1425 | else |
|
|
1426 | new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt."); |
|
|
1427 | } |
|
|
1428 | } |
|
|
1429 | else { |
|
|
1430 | /* if we get here, a player tried to leave a shop but was not able |
|
|
1431 | * to afford the items he has. We try to move the player so that |
|
|
1432 | * they are not on the mat anymore |
|
|
1433 | */ |
|
|
1434 | |
|
|
1435 | int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
|
|
1436 | if(i == -1) { |
|
|
1437 | LOG (llevError, "Internal shop-mat problem.\n"); |
922 | LOG (llevError, "Internal shop-mat problem.\n"); |
1438 | } else { |
923 | else |
1439 | remove_ob (op); |
924 | { |
|
|
925 | op->remove (); |
1440 | op->x += freearr_x[i]; |
926 | op->x += freearr_x[i]; |
1441 | op->y += freearr_y[i]; |
927 | op->y += freearr_y[i]; |
1442 | rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL; |
928 | rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; |
1443 | esrv_map_scroll(&op->contr->socket, freearr_x[i],freearr_y[i]); |
929 | } |
1444 | op->contr->socket.update_look=1; |
|
|
1445 | op->contr->socket.look_position=0; |
|
|
1446 | } |
|
|
1447 | } |
930 | } |
1448 | CLEAR_FLAG (op, FLAG_NO_APPLY); |
931 | |
|
|
932 | op->clr_flag (FLAG_NO_APPLY); |
1449 | return rv; |
933 | return rv; |
1450 | } |
934 | } |
1451 | |
935 | |
1452 | /** |
936 | /** |
1453 | * Handles applying a sign. |
937 | * Handles applying a sign. |
1454 | */ |
938 | */ |
|
|
939 | static void |
1455 | static void apply_sign (object *op, object *sign, int autoapply) |
940 | apply_sign (object *op, object *sign, int autoapply) |
1456 | { |
941 | { |
1457 | readable_message_type* msgType; |
942 | if (!op->is_player()) |
1458 | char newbuf[HUGE_BUF]; |
|
|
1459 | if (sign->msg == NULL) { |
|
|
1460 | new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); |
|
|
1461 | return; |
|
|
1462 | } |
|
|
1463 | |
|
|
1464 | if (sign->stats.food) { |
|
|
1465 | if (sign->last_eat >= sign->stats.food) { |
|
|
1466 | if (!sign->move_on) |
|
|
1467 | new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); |
|
|
1468 | return; |
|
|
1469 | } |
|
|
1470 | |
|
|
1471 | if (!QUERY_FLAG(op, FLAG_WIZPASS)) |
|
|
1472 | sign->last_eat++; |
|
|
1473 | } |
|
|
1474 | |
|
|
1475 | /* Sign or magic mouth? Do we need to see it, or does it talk to us? |
|
|
1476 | * No way to know for sure. The presumption is basically that if |
|
|
1477 | * move_on is zero, it needs to be manually applied (doesn't talk |
|
|
1478 | * to us). |
|
|
1479 | */ |
|
|
1480 | if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) { |
|
|
1481 | new_draw_info (NDI_UNIQUE, 0, op, |
|
|
1482 | "You are unable to read while blind."); |
|
|
1483 | return; |
|
|
1484 | } |
|
|
1485 | msgType=get_readable_message_type(sign); |
|
|
1486 | snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg); |
|
|
1487 | draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg); |
|
|
1488 | } |
|
|
1489 | |
|
|
1490 | |
|
|
1491 | /** |
|
|
1492 | * 'victim' moves onto 'trap' |
|
|
1493 | * 'victim' leaves 'trap' |
|
|
1494 | * effect is determined by move_on/move_off of trap and move_type of victime. |
|
|
1495 | * |
|
|
1496 | * originator: Player, monster or other object that caused 'victim' to move |
|
|
1497 | * onto 'trap'. Will receive messages caused by this action. May be NULL. |
|
|
1498 | * However, some types of traps require an originator to function. |
|
|
1499 | */ |
|
|
1500 | void move_apply (object *trap, object *victim, object *originator) |
|
|
1501 | { |
|
|
1502 | static int recursion_depth = 0; |
|
|
1503 | |
|
|
1504 | /* Only exits affect DMs. */ |
|
|
1505 | if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) |
|
|
1506 | return; |
943 | return; |
1507 | |
944 | |
1508 | /* move_apply() is the most likely candidate for causing unwanted and |
945 | if (sign->has_dialogue ()) |
1509 | * possibly unlimited recursion. |
946 | { |
|
|
947 | op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name)); |
|
|
948 | return; |
|
|
949 | } |
|
|
950 | |
|
|
951 | if (!sign->msg) |
|
|
952 | { |
|
|
953 | op->contr->infobox (MSG_CHANNEL ("examine"), |
|
|
954 | format ("T<%s>\n\n Nothing %sis written on it.", |
|
|
955 | &sign->name, |
|
|
956 | sign->name == sign->arch->name ? "" : "else ")); |
|
|
957 | return; |
|
|
958 | } |
|
|
959 | |
|
|
960 | if (sign->stats.food) |
|
|
961 | { |
|
|
962 | if (sign->last_eat >= sign->stats.food) |
|
|
963 | { |
|
|
964 | if (!sign->move_on) |
|
|
965 | op->failmsg ("You cannot read it anymore."); |
|
|
966 | |
|
|
967 | return; |
|
|
968 | } |
|
|
969 | |
|
|
970 | if (!op->flag [FLAG_WIZPASS]) |
|
|
971 | sign->last_eat++; |
|
|
972 | } |
|
|
973 | |
|
|
974 | /* Sign or magic mouth? Do we need to see it, or does it talk to us? |
|
|
975 | * No way to know for sure. The presumption is basically that if |
|
|
976 | * move_on is zero, it needs to be manually applied (doesn't talk |
|
|
977 | * to us). |
1510 | */ |
978 | */ |
1511 | /* The following was changed because it was causing perfeclty correct |
979 | if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on) |
1512 | * maps to fail. 1) it's not an error to recurse: |
980 | { |
1513 | * rune detonates, summoning monster. monster lands on nearby rune. |
981 | op->failmsg ("You are unable to read while blind!"); |
1514 | * nearby rune detonates. This sort of recursion is expected and |
982 | return; |
1515 | * proper. This code was causing needless crashes. |
983 | } |
|
|
984 | |
|
|
985 | if (op->contr) |
|
|
986 | if (client *ns = op->contr->ns) |
|
|
987 | { |
|
|
988 | if (sign->sound) |
|
|
989 | ns->play_sound (sign->sound); |
|
|
990 | else if (autoapply) |
|
|
991 | ns->play_sound (sound_find ("msg_voice")); |
|
|
992 | |
|
|
993 | op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg)); |
|
|
994 | } |
|
|
995 | } |
|
|
996 | |
|
|
997 | static void |
|
|
998 | move_apply_hole (object *trap, object *victim) |
|
|
999 | { |
|
|
1000 | /* Hole not open? */ |
|
|
1001 | if (trap->stats.wc > 0) |
|
|
1002 | return; |
|
|
1003 | |
|
|
1004 | /* Is this a multipart monster and not the head? If so, return. |
|
|
1005 | * Processing will happen if the head runs into the pit |
1516 | */ |
1006 | */ |
1517 | if (recursion_depth >= 500) { |
|
|
1518 | LOG (llevDebug, "WARNING: move_apply(): aborting recursion " |
|
|
1519 | "[trap arch %s, name %s; victim arch %s, name %s]\n", |
|
|
1520 | trap->arch->name, trap->name, victim->arch->name, victim->name); |
|
|
1521 | return; |
|
|
1522 | } |
|
|
1523 | recursion_depth++; |
|
|
1524 | if (trap->head) trap=trap->head; |
|
|
1525 | |
|
|
1526 | /* Lauwenmark: Handle for plugin trigger event */ |
|
|
1527 | if (execute_event(trap, EVENT_TRIGGER,originator,victim,NULL,SCRIPT_FIX_ALL)!=0) |
|
|
1528 | goto leave; |
|
|
1529 | |
|
|
1530 | switch (trap->type) { |
|
|
1531 | case PLAYERMOVER: |
|
|
1532 | if (trap->attacktype && (trap->level || victim->type!=PLAYER) && |
|
|
1533 | !should_director_abort(trap, victim)) { |
|
|
1534 | if (!trap->stats.maxsp) trap->stats.maxsp=2; |
|
|
1535 | |
|
|
1536 | /* Is this correct? From the docs, it doesn't look like it |
|
|
1537 | * should be divided by trap->speed |
|
|
1538 | */ |
|
|
1539 | victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed); |
|
|
1540 | |
|
|
1541 | /* Just put in some sanity check. I think there is a bug in the |
|
|
1542 | * above with some objects have zero speed, and thus the player |
|
|
1543 | * getting permanently paralyzed. |
|
|
1544 | */ |
|
|
1545 | if (victim->speed_left<-50.0) victim->speed_left=-50.0; |
|
|
1546 | /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/ |
|
|
1547 | } |
|
|
1548 | goto leave; |
|
|
1549 | |
|
|
1550 | case SPINNER: |
|
|
1551 | if(victim->direction) { |
|
|
1552 | victim->direction=absdir(victim->direction-trap->stats.sp); |
|
|
1553 | update_turn_face(victim); |
|
|
1554 | } |
|
|
1555 | goto leave; |
|
|
1556 | |
|
|
1557 | case DIRECTOR: |
|
|
1558 | if(victim->direction && !should_director_abort(trap, victim)) { |
|
|
1559 | victim->direction=trap->stats.sp; |
|
|
1560 | update_turn_face(victim); |
|
|
1561 | } |
|
|
1562 | goto leave; |
|
|
1563 | |
|
|
1564 | case BUTTON: |
|
|
1565 | case PEDESTAL: |
|
|
1566 | update_button(trap); |
|
|
1567 | goto leave; |
|
|
1568 | |
|
|
1569 | case ALTAR: |
|
|
1570 | /* sacrifice victim on trap */ |
|
|
1571 | apply_altar (trap, victim, originator); |
|
|
1572 | goto leave; |
|
|
1573 | |
|
|
1574 | case THROWN_OBJ: |
|
|
1575 | if (trap->inv == NULL) |
|
|
1576 | goto leave; |
|
|
1577 | /* fallthrough */ |
|
|
1578 | |
|
|
1579 | case ARROW: |
|
|
1580 | |
|
|
1581 | /* bad bug: monster throw a object, make a step forwards, step on object , |
|
|
1582 | * trigger this here and get hit by own missile - and will be own enemy. |
|
|
1583 | * Victim then is his own enemy and will start to kill herself (this is |
|
|
1584 | * removed) but we have not synced victim and his missile. To avoid senseless |
|
|
1585 | * action, we avoid hits here |
|
|
1586 | */ |
|
|
1587 | if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) |
|
|
1588 | hit_with_arrow (trap, victim); |
|
|
1589 | goto leave; |
|
|
1590 | |
|
|
1591 | case SPELL_EFFECT: |
|
|
1592 | apply_spell_effect(trap, victim); |
|
|
1593 | goto leave; |
|
|
1594 | |
|
|
1595 | case TRAPDOOR: |
|
|
1596 | { |
|
|
1597 | int max, sound_was_played; |
|
|
1598 | object *ab, *ab_next; |
|
|
1599 | if(!trap->value) { |
|
|
1600 | int tot; |
|
|
1601 | for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above) |
|
|
1602 | if ((ab->move_type && trap->move_on) || ab->move_type==0) |
|
|
1603 | tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; |
|
|
1604 | |
|
|
1605 | if(!(trap->value=(tot>trap->weight)?1:0)) |
|
|
1606 | goto leave; |
|
|
1607 | |
|
|
1608 | SET_ANIMATION(trap, trap->value); |
|
|
1609 | update_object(trap,UP_OBJ_FACE); |
|
|
1610 | } |
|
|
1611 | |
|
|
1612 | for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) { |
|
|
1613 | /* need to set this up, since if we do transfer the object, |
|
|
1614 | * ab->above would be bogus |
|
|
1615 | */ |
|
|
1616 | ab_next = ab->above; |
|
|
1617 | |
|
|
1618 | if ((ab->move_type && trap->move_on) || ab->move_type==0) { |
|
|
1619 | if ( ! sound_was_played) { |
|
|
1620 | play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); |
|
|
1621 | sound_was_played = 1; |
|
|
1622 | } |
|
|
1623 | new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); |
|
|
1624 | transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab); |
|
|
1625 | } |
|
|
1626 | } |
|
|
1627 | goto leave; |
|
|
1628 | } |
|
|
1629 | |
|
|
1630 | |
|
|
1631 | case CONVERTER: |
|
|
1632 | if (convert_item (victim, trap) < 0) { |
|
|
1633 | object *op; |
|
|
1634 | |
|
|
1635 | new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap)); |
|
|
1636 | |
|
|
1637 | op = get_archetype("burnout"); |
|
|
1638 | if (op != NULL) { |
|
|
1639 | op->x = trap->x; |
|
|
1640 | op->y = trap->y; |
|
|
1641 | insert_ob_in_map(op, trap->map, trap, 0); |
|
|
1642 | } |
|
|
1643 | } |
|
|
1644 | goto leave; |
|
|
1645 | |
|
|
1646 | case TRIGGER_BUTTON: |
|
|
1647 | case TRIGGER_PEDESTAL: |
|
|
1648 | case TRIGGER_ALTAR: |
|
|
1649 | check_trigger (trap, victim); |
|
|
1650 | goto leave; |
|
|
1651 | |
|
|
1652 | case DEEP_SWAMP: |
|
|
1653 | walk_on_deep_swamp (trap, victim); |
|
|
1654 | goto leave; |
|
|
1655 | |
|
|
1656 | case CHECK_INV: |
|
|
1657 | check_inv (victim, trap); |
|
|
1658 | goto leave; |
|
|
1659 | |
|
|
1660 | case HOLE: |
|
|
1661 | /* Hole not open? */ |
|
|
1662 | if(trap->stats.wc > 0) |
|
|
1663 | goto leave; |
|
|
1664 | |
|
|
1665 | /* Is this a multipart monster and not the head? If so, return. |
|
|
1666 | * Processing will happen if the head runs into the pit |
|
|
1667 | */ |
|
|
1668 | if (victim->head) |
1007 | if (victim->head) |
1669 | goto leave; |
|
|
1670 | |
|
|
1671 | play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); |
|
|
1672 | new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); |
|
|
1673 | transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); |
|
|
1674 | goto leave; |
|
|
1675 | |
|
|
1676 | case EXIT: |
|
|
1677 | if (victim->type == PLAYER && EXIT_PATH (trap)) { |
|
|
1678 | /* Basically, don't show exits leading to random maps the |
|
|
1679 | * players output. |
|
|
1680 | */ |
|
|
1681 | if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8)) |
|
|
1682 | new_draw_info (NDI_NAVY, 0, victim, trap->msg); |
|
|
1683 | enter_exit (victim, trap); |
|
|
1684 | } |
|
|
1685 | goto leave; |
|
|
1686 | |
|
|
1687 | case ENCOUNTER: |
|
|
1688 | /* may be some leftovers on this */ |
|
|
1689 | goto leave; |
|
|
1690 | |
|
|
1691 | case SHOP_MAT: |
|
|
1692 | apply_shop_mat (trap, victim); |
|
|
1693 | goto leave; |
|
|
1694 | |
|
|
1695 | /* Drop a certain amount of gold, and have one item identified */ |
|
|
1696 | case IDENTIFY_ALTAR: |
|
|
1697 | apply_id_altar (victim, trap, originator); |
|
|
1698 | goto leave; |
|
|
1699 | |
|
|
1700 | case SIGN: |
|
|
1701 | if (victim->type != PLAYER && trap->stats.food > 0) |
|
|
1702 | goto leave; /* monsters musn't apply magic_mouths with counters */ |
|
|
1703 | |
|
|
1704 | apply_sign (victim, trap, 1); |
|
|
1705 | goto leave; |
|
|
1706 | |
|
|
1707 | case CONTAINER: |
|
|
1708 | if (victim->type==PLAYER) |
|
|
1709 | (void) esrv_apply_container (victim, trap); |
|
|
1710 | else |
|
|
1711 | (void) apply_container (victim, trap); |
|
|
1712 | goto leave; |
|
|
1713 | |
|
|
1714 | case RUNE: |
|
|
1715 | case TRAP: |
|
|
1716 | if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { |
|
|
1717 | spring_trap(trap, victim); |
|
|
1718 | } |
|
|
1719 | goto leave; |
|
|
1720 | |
|
|
1721 | default: |
|
|
1722 | LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " |
|
|
1723 | "handled in move_apply()\n", trap->name, trap->arch->name, |
|
|
1724 | trap->type); |
|
|
1725 | goto leave; |
|
|
1726 | } |
|
|
1727 | |
|
|
1728 | leave: |
|
|
1729 | recursion_depth--; |
|
|
1730 | } |
|
|
1731 | |
|
|
1732 | /** |
|
|
1733 | * Handles reading a regular (ie not containing a spell) book. |
|
|
1734 | */ |
|
|
1735 | static void apply_book (object *op, object *tmp) |
|
|
1736 | { |
|
|
1737 | int lev_diff; |
|
|
1738 | object *skill_ob; |
|
|
1739 | |
|
|
1740 | if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { |
|
|
1741 | new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); |
|
|
1742 | return; |
|
|
1743 | } |
|
|
1744 | if(tmp->msg==NULL) { |
|
|
1745 | new_draw_info_format(NDI_UNIQUE, 0, op, |
|
|
1746 | "You open the %s and find it empty.", tmp->name); |
|
|
1747 | return; |
|
|
1748 | } |
|
|
1749 | |
|
|
1750 | /* need a literacy skill to read stuff! */ |
|
|
1751 | skill_ob = find_skill_by_name(op, tmp->skill); |
|
|
1752 | if ( ! skill_ob) { |
|
|
1753 | new_draw_info(NDI_UNIQUE, 0,op, |
|
|
1754 | "You are unable to decipher the strange symbols."); |
|
|
1755 | return; |
|
|
1756 | } |
|
|
1757 | lev_diff = tmp->level - (skill_ob->level + 5); |
|
|
1758 | if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { |
|
|
1759 | if (lev_diff < 2) |
|
|
1760 | new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension."); |
|
|
1761 | else if (lev_diff < 3) |
|
|
1762 | new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension."); |
|
|
1763 | else if (lev_diff < 5) |
|
|
1764 | new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension."); |
|
|
1765 | else if (lev_diff < 8) |
|
|
1766 | new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension."); |
|
|
1767 | else if (lev_diff < 15) |
|
|
1768 | new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension."); |
|
|
1769 | else |
|
|
1770 | new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension."); |
|
|
1771 | return; |
|
|
1772 | } |
|
|
1773 | |
|
|
1774 | |
|
|
1775 | /* Lauwenmark: Handle for plugin book event */ |
|
|
1776 | /*printf("Book apply: %s\n", tmp->name); |
|
|
1777 | execute_event(tmp, EVENT_APPLY,op,NULL,SCRIPT_FIX_ALL); |
|
|
1778 | printf("Book applied: %s\n", tmp->name);*/ |
|
|
1779 | /*if ((evt = find_event(tmp, EVENT_APPLY)) != NULL) |
|
|
1780 | { |
|
|
1781 | CFParm CFP; |
|
|
1782 | int k, l, m; |
|
|
1783 | uint32 n; |
|
|
1784 | new_draw_info_format (NDI_UNIQUE, 0, op, |
|
|
1785 | "You open the %s and start reading.", tmp->name); |
|
|
1786 | k = EVENT_APPLY; |
|
|
1787 | l = SCRIPT_FIX_ALL; |
|
|
1788 | m = 0; |
|
|
1789 | n = 0; |
|
|
1790 | CFP.Value[0] = &k; |
|
|
1791 | CFP.Value[1] = op; |
|
|
1792 | CFP.Value[2] = tmp; |
|
|
1793 | CFP.Value[3] = NULL; |
|
|
1794 | CFP.Value[4] = NULL; |
|
|
1795 | CFP.Value[5] = &n; |
|
|
1796 | CFP.Value[6] = &m; |
|
|
1797 | CFP.Value[7] = &m; |
|
|
1798 | CFP.Value[8] = &l; |
|
|
1799 | CFP.Value[9] = (void*)evt->hook; |
|
|
1800 | CFP.Value[10]= (void*)evt->options; |
|
|
1801 | if (findPlugin(evt->plugin)>=0) |
|
|
1802 | ((PlugList[findPlugin(evt->plugin)].eventfunc) (&CFP)); |
|
|
1803 | } |
|
|
1804 | else*/{ |
|
|
1805 | readable_message_type* msgType = get_readable_message_type(tmp); |
|
|
1806 | draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op, |
|
|
1807 | msgType->message_type, msgType->message_subtype, |
|
|
1808 | "You open the %s and start reading.\n%s", |
|
|
1809 | "%s\n%s", |
|
|
1810 | long_desc(tmp,op), tmp->msg); |
|
|
1811 | } |
|
|
1812 | |
|
|
1813 | /* gain xp from reading */ |
|
|
1814 | if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */ |
|
|
1815 | int exp_gain=calc_skill_exp(op,tmp, skill_ob); |
|
|
1816 | if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { |
|
|
1817 | /*exp_gain *= 2; because they just identified it too */ |
|
|
1818 | SET_FLAG(tmp,FLAG_IDENTIFIED); |
|
|
1819 | /* If in a container, update how it looks */ |
|
|
1820 | if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); |
|
|
1821 | else op->contr->socket.update_look=1; |
|
|
1822 | } |
|
|
1823 | change_exp(op,exp_gain, skill_ob->skill, 0); |
|
|
1824 | SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ |
|
|
1825 | } |
|
|
1826 | } |
|
|
1827 | |
|
|
1828 | /** |
|
|
1829 | * Handles the applying of a skill scroll, calling learn_skill straight. |
|
|
1830 | * op is the person learning the skill, tmp is the skill scroll object |
|
|
1831 | */ |
|
|
1832 | static void apply_skillscroll (object *op, object *tmp) |
|
|
1833 | { |
|
|
1834 | switch ((int) learn_skill (op, tmp)) { |
|
|
1835 | case 0: |
|
|
1836 | new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); |
|
|
1837 | new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp)); |
|
|
1838 | return; |
|
|
1839 | |
|
|
1840 | case 1: |
|
|
1841 | new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", |
|
|
1842 | tmp->skill); |
|
|
1843 | new_draw_info_format(NDI_UNIQUE, 0, op, |
|
|
1844 | "Type 'bind ready_skill %s",tmp->skill); |
|
|
1845 | new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key."); |
|
|
1846 | decrease_ob(tmp); |
|
|
1847 | return; |
|
|
1848 | |
|
|
1849 | default: |
|
|
1850 | new_draw_info_format(NDI_UNIQUE,0,op, |
|
|
1851 | "You fail to learn the knowledge of the %s.\n",query_name(tmp)); |
|
|
1852 | decrease_ob(tmp); |
|
|
1853 | return; |
|
|
1854 | } |
|
|
1855 | } |
|
|
1856 | |
|
|
1857 | /** |
|
|
1858 | * Actually makes op learn spell. |
|
|
1859 | * Informs player of what happens. |
|
|
1860 | */ |
|
|
1861 | void do_learn_spell (object *op, object *spell, int special_prayer) |
|
|
1862 | { |
|
|
1863 | object *tmp; |
|
|
1864 | |
|
|
1865 | if (op->type != PLAYER) { |
|
|
1866 | LOG (llevError, "BUG: do_learn_spell(): not a player\n"); |
|
|
1867 | return; |
|
|
1868 | } |
|
|
1869 | |
|
|
1870 | /* Upgrade special prayers to normal prayers */ |
|
|
1871 | if ((tmp=check_spell_known (op, spell->name))!=NULL) { |
|
|
1872 | if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { |
|
|
1873 | LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); |
|
|
1874 | return; |
|
|
1875 | } |
|
|
1876 | return; |
|
|
1877 | } |
|
|
1878 | |
|
|
1879 | play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); |
|
|
1880 | tmp = get_object(); |
|
|
1881 | copy_object(spell, tmp); |
|
|
1882 | insert_ob_in_ob(tmp, op); |
|
|
1883 | |
|
|
1884 | if (special_prayer) { |
|
|
1885 | SET_FLAG(tmp, FLAG_STARTEQUIP); |
|
|
1886 | } |
|
|
1887 | |
|
|
1888 | new_draw_info_format (NDI_UNIQUE, 0, op, |
|
|
1889 | "Type 'bind cast %s", spell->name); |
|
|
1890 | new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key."); |
|
|
1891 | esrv_add_spells(op->contr, tmp); |
|
|
1892 | } |
|
|
1893 | |
|
|
1894 | /** |
|
|
1895 | * Erases spell from player's inventory. |
|
|
1896 | */ |
|
|
1897 | void do_forget_spell (object *op, const char *spell) |
|
|
1898 | { |
|
|
1899 | object *spob; |
|
|
1900 | |
|
|
1901 | if (op->type != PLAYER) { |
|
|
1902 | LOG (llevError, "BUG: do_forget_spell(): not a player\n"); |
|
|
1903 | return; |
|
|
1904 | } |
|
|
1905 | if ( (spob=check_spell_known (op, spell)) == NULL) { |
|
|
1906 | LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); |
|
|
1907 | return; |
|
|
1908 | } |
|
|
1909 | |
|
|
1910 | new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, |
|
|
1911 | "You lose knowledge of %s.", spell); |
|
|
1912 | player_unready_range_ob(op->contr, spob); |
|
|
1913 | esrv_remove_spell(op->contr, spob); |
|
|
1914 | remove_ob(spob); |
|
|
1915 | free_object(spob); |
|
|
1916 | } |
|
|
1917 | |
|
|
1918 | /** |
|
|
1919 | * Handles player applying a spellbook. |
|
|
1920 | * Checks whether player has knowledge of required skill, doesn't already know the spell, |
|
|
1921 | * stuff like that. Random learning failure too. |
|
|
1922 | */ |
|
|
1923 | static void apply_spellbook (object *op, object *tmp) |
|
|
1924 | { |
|
|
1925 | object *skop, *spell, *spell_skill; |
|
|
1926 | |
|
|
1927 | if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { |
|
|
1928 | new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); |
|
|
1929 | return; |
|
|
1930 | } |
|
|
1931 | |
|
|
1932 | /* artifact_spellbooks have 'slaying' field point to a spell name, |
|
|
1933 | * instead of having their spell stored in stats.sp. These are |
|
|
1934 | * legacy spellbooks |
|
|
1935 | */ |
|
|
1936 | |
|
|
1937 | if(tmp->slaying != NULL) { |
|
|
1938 | spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); |
|
|
1939 | if (!spell) { |
|
|
1940 | new_draw_info_format(NDI_UNIQUE, 0, op, |
|
|
1941 | "The book's formula for %s is incomplete", tmp->slaying); |
|
|
1942 | return; |
|
|
1943 | } |
|
|
1944 | else |
|
|
1945 | insert_ob_in_ob(spell, tmp); |
|
|
1946 | free_string(tmp->slaying); |
|
|
1947 | tmp->slaying=NULL; |
|
|
1948 | } |
|
|
1949 | |
|
|
1950 | skop = find_skill_by_name(op, tmp->skill); |
|
|
1951 | |
|
|
1952 | /* need a literacy skill to learn spells. Also, having a literacy level |
|
|
1953 | * lower than the spell will make learning the spell more difficult */ |
|
|
1954 | if ( !skop) { |
|
|
1955 | new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails."); |
|
|
1956 | return; |
|
|
1957 | } |
|
|
1958 | |
|
|
1959 | spell = tmp->inv; |
|
|
1960 | if (!spell) { |
|
|
1961 | LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name); |
|
|
1962 | new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense."); |
|
|
1963 | return; |
1008 | return; |
1964 | } |
|
|
1965 | if (spell->level > (skop->level+10)) { |
|
|
1966 | new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols."); |
|
|
1967 | return; |
|
|
1968 | } |
|
|
1969 | |
1009 | |
1970 | new_draw_info_format(NDI_UNIQUE, 0, op, |
1010 | // now find all possible locations and randomly pick one |
1971 | "The spellbook contains the %s level spell %s.", |
1011 | int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0, |
1972 | get_levelnumber(spell->level), spell->name); |
1012 | trap->range >= 3 ? SIZEOFFREE3 + 1 |
|
|
1013 | : trap->range >= 2 ? SIZEOFFREE2 + 1 |
|
|
1014 | : trap->range >= 1 ? SIZEOFFREE1 + 1 |
|
|
1015 | : SIZEOFFREE0 + 1); |
1973 | |
1016 | |
1974 | if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { |
1017 | if (dir < 0) |
1975 | identify(tmp); |
|
|
1976 | if (tmp->env) |
|
|
1977 | esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp); |
|
|
1978 | else |
|
|
1979 | op->contr->socket.update_look=1; |
|
|
1980 | } |
|
|
1981 | |
|
|
1982 | /* I removed the check for special_prayer_mark here - it didn't make |
|
|
1983 | * a lot of sense - special prayers are not found in spellbooks, and |
|
|
1984 | * if the player doesn't know the spell, doesn't make a lot of sense that |
|
|
1985 | * they would have a special prayer mark. |
|
|
1986 | */ |
|
|
1987 | if (check_spell_known (op, spell->name)) { |
|
|
1988 | new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n"); |
|
|
1989 | return; |
|
|
1990 | } |
|
|
1991 | |
|
|
1992 | if (spell->skill) { |
|
|
1993 | spell_skill = find_skill_by_name(op, spell->skill); |
|
|
1994 | if (!spell_skill) { |
|
|
1995 | new_draw_info_format(NDI_UNIQUE, 0, op, |
|
|
1996 | "You lack the skill %s to use this spell", |
|
|
1997 | spell->skill); |
|
|
1998 | return; |
1018 | return; |
1999 | } |
|
|
2000 | if (spell_skill->level < spell->level) { |
|
|
2001 | new_draw_info_format(NDI_UNIQUE, 0, op, |
|
|
2002 | "You need to be level %d in %s to learn this spell.", |
|
|
2003 | spell->level, spell->skill); |
|
|
2004 | return; |
|
|
2005 | } |
|
|
2006 | } |
|
|
2007 | |
1019 | |
2008 | /* Logic as follows |
1020 | victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
2009 | * |
1021 | victim->statusmsg ("You fall through the hole!", NDI_RED); |
2010 | * 1- MU spells use Int to learn, Cleric spells use Wisdom |
|
|
2011 | * |
|
|
2012 | * 2- The learner's skill level in literacy adjusts the chance to learn |
|
|
2013 | * a spell. |
|
|
2014 | * |
|
|
2015 | * 3 -Automatically fail to learn if you read while confused |
|
|
2016 | * |
|
|
2017 | * Overall, chances are the same but a player will find having a high |
|
|
2018 | * literacy rate very useful! -b.t. |
|
|
2019 | */ |
|
|
2020 | if(QUERY_FLAG(op,FLAG_CONFUSED)) { |
|
|
2021 | new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!"); |
|
|
2022 | scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace)); |
|
|
2023 | } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || |
|
|
2024 | (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) < |
|
|
2025 | learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { |
|
|
2026 | |
1022 | |
2027 | new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!"); |
1023 | transfer_ob (victim, |
2028 | do_learn_spell (op, spell, 0); |
1024 | EXIT_X (trap) + freearr_x[dir], |
2029 | |
1025 | EXIT_Y (trap) + freearr_y[dir], |
2030 | /* xp gain to literacy for spell learning */ |
1026 | 0, victim); |
2031 | if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
|
|
2032 | change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0); |
|
|
2033 | } else { |
|
|
2034 | play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); |
|
|
2035 | new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n"); |
|
|
2036 | } |
|
|
2037 | decrease_ob(tmp); |
|
|
2038 | } |
|
|
2039 | |
|
|
2040 | /** |
|
|
2041 | * Handles applying a spell scroll. |
|
|
2042 | */ |
|
|
2043 | void apply_scroll (object *op, object *tmp, int dir) |
|
|
2044 | { |
|
|
2045 | object *skop; |
|
|
2046 | |
|
|
2047 | if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { |
|
|
2048 | new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind."); |
|
|
2049 | return; |
|
|
2050 | } |
|
|
2051 | |
|
|
2052 | if (!tmp->inv || tmp->inv->type != SPELL) { |
|
|
2053 | new_draw_info (NDI_UNIQUE, 0, op, |
|
|
2054 | "The scroll just doesn't make sense!"); |
|
|
2055 | return; |
|
|
2056 | } |
|
|
2057 | |
|
|
2058 | if(op->type==PLAYER) { |
|
|
2059 | /* players need a literacy skill to read stuff! */ |
|
|
2060 | int exp_gain=0; |
|
|
2061 | |
|
|
2062 | /* hard code literacy - tmp->skill points to where the exp |
|
|
2063 | * should go for anything killed by the spell. |
|
|
2064 | */ |
|
|
2065 | skop = find_skill_by_name(op, skill_names[SK_LITERACY]); |
|
|
2066 | |
|
|
2067 | if ( ! skop) { |
|
|
2068 | new_draw_info(NDI_UNIQUE, 0,op, |
|
|
2069 | "You are unable to decipher the strange symbols."); |
|
|
2070 | return; |
|
|
2071 | } |
|
|
2072 | |
|
|
2073 | if((exp_gain = calc_skill_exp(op,tmp, skop))) |
|
|
2074 | change_exp(op,exp_gain, skop->skill, 0); |
|
|
2075 | } |
|
|
2076 | |
|
|
2077 | if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) |
|
|
2078 | identify(tmp); |
|
|
2079 | |
|
|
2080 | new_draw_info_format(NDI_BLACK, 0, op, |
|
|
2081 | "The scroll of %s turns to dust.", tmp->inv->name); |
|
|
2082 | |
|
|
2083 | |
|
|
2084 | cast_spell(op,tmp,dir,tmp->inv, NULL); |
|
|
2085 | decrease_ob(tmp); |
|
|
2086 | } |
|
|
2087 | |
|
|
2088 | /** |
|
|
2089 | * Applies a treasure object - by default, chest. op |
|
|
2090 | * is the person doing the applying, tmp is the treasure |
|
|
2091 | * chest. |
|
|
2092 | */ |
|
|
2093 | static void apply_treasure (object *op, object *tmp) |
|
|
2094 | { |
|
|
2095 | object *treas; |
|
|
2096 | tag_t tmp_tag = tmp->count, op_tag = op->count; |
|
|
2097 | |
|
|
2098 | |
|
|
2099 | /* Nice side effect of new treasure creation method is that the treasure |
|
|
2100 | * for the chest is done when the chest is created, and put into the chest |
|
|
2101 | * inventory. So that when the chest burns up, the items still exist. Also |
|
|
2102 | * prevents people fromt moving chests to more difficult maps to get better |
|
|
2103 | * treasure |
|
|
2104 | */ |
|
|
2105 | |
|
|
2106 | treas = tmp->inv; |
|
|
2107 | if(treas==NULL) { |
|
|
2108 | new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); |
|
|
2109 | decrease_ob(tmp); |
|
|
2110 | return; |
|
|
2111 | } |
|
|
2112 | while (tmp->inv) { |
|
|
2113 | treas = tmp->inv; |
|
|
2114 | |
|
|
2115 | remove_ob(treas); |
|
|
2116 | new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.", |
|
|
2117 | query_name(treas)); |
|
|
2118 | |
|
|
2119 | treas->x=op->x; |
|
|
2120 | treas->y=op->y; |
|
|
2121 | treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR); |
|
|
2122 | |
|
|
2123 | if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level |
|
|
2124 | && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
2125 | spring_trap (treas, op); |
|
|
2126 | /* If either player or container was destroyed, no need to do |
|
|
2127 | * further processing. I think this should be enclused with |
|
|
2128 | * spring trap above, as I don't think there is otherwise |
|
|
2129 | * any way for the treasure chest or player to get killed |
|
|
2130 | */ |
|
|
2131 | if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag)) |
|
|
2132 | break; |
|
|
2133 | } |
|
|
2134 | |
|
|
2135 | if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL) |
|
|
2136 | decrease_ob (tmp); |
|
|
2137 | |
|
|
2138 | } |
|
|
2139 | |
|
|
2140 | /** |
|
|
2141 | * op eats food. |
|
|
2142 | * If player, takes care of messages and dragon special food. |
|
|
2143 | */ |
|
|
2144 | static void apply_food (object *op, object *tmp) |
|
|
2145 | { |
|
|
2146 | int capacity_remaining; |
|
|
2147 | |
|
|
2148 | if(op->type!=PLAYER) |
|
|
2149 | op->stats.hp=op->stats.maxhp; |
|
|
2150 | else { |
|
|
2151 | /* check if this is a dragon (player), eating some flesh */ |
|
|
2152 | if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp)) |
|
|
2153 | ; |
|
|
2154 | else { |
|
|
2155 | /* usual case - no dragon meal: */ |
|
|
2156 | if(op->stats.food+tmp->stats.food>999) { |
|
|
2157 | if(tmp->type==FOOD || tmp->type==FLESH) |
|
|
2158 | new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!"); |
|
|
2159 | else |
|
|
2160 | new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!"); |
|
|
2161 | } |
|
|
2162 | |
|
|
2163 | if(!QUERY_FLAG(tmp, FLAG_CURSED)) { |
|
|
2164 | char buf[MAX_BUF]; |
|
|
2165 | |
|
|
2166 | if (!is_dragon_pl(op)) { |
|
|
2167 | /* eating message for normal players*/ |
|
|
2168 | if(tmp->type==DRINK) |
|
|
2169 | sprintf(buf,"Ahhh...that %s tasted good.",tmp->name); |
|
|
2170 | else |
|
|
2171 | sprintf(buf,"The %s tasted %s",tmp->name, |
|
|
2172 | tmp->type==FLESH?"terrible!":"good."); |
|
|
2173 | } |
|
|
2174 | else { |
|
|
2175 | /* eating message for dragon players*/ |
|
|
2176 | sprintf(buf,"The %s tasted terrible!",tmp->name); |
|
|
2177 | } |
|
|
2178 | |
|
|
2179 | new_draw_info(NDI_UNIQUE, 0,op,buf); |
|
|
2180 | capacity_remaining = 999 - op->stats.food; |
|
|
2181 | op->stats.food+=tmp->stats.food; |
|
|
2182 | if(capacity_remaining < tmp->stats.food) |
|
|
2183 | op->stats.hp += capacity_remaining / 50; |
|
|
2184 | else |
|
|
2185 | op->stats.hp+=tmp->stats.food/50; |
|
|
2186 | if(op->stats.hp>op->stats.maxhp) |
|
|
2187 | op->stats.hp=op->stats.maxhp; |
|
|
2188 | if (op->stats.food > 999) |
|
|
2189 | op->stats.food = 999; |
|
|
2190 | } |
|
|
2191 | |
|
|
2192 | /* special food hack -b.t. */ |
|
|
2193 | if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) |
|
|
2194 | eat_special_food(op,tmp); |
|
|
2195 | } |
|
|
2196 | } |
|
|
2197 | handle_apply_yield(tmp); |
|
|
2198 | decrease_ob(tmp); |
|
|
2199 | } |
|
|
2200 | |
|
|
2201 | /** |
|
|
2202 | * A dragon is eating some flesh. If the flesh contains resistances, |
|
|
2203 | * there is a chance for the dragon's skin to get improved. |
|
|
2204 | * |
|
|
2205 | * attributes: |
|
|
2206 | * object *op the object (dragon player) eating the flesh |
|
|
2207 | * object *meal the flesh item, getting chewed in dragon's mouth |
|
|
2208 | * return: |
|
|
2209 | * int 1 if eating successful, 0 if it doesn't work |
|
|
2210 | */ |
|
|
2211 | int dragon_eat_flesh(object *op, object *meal) { |
|
|
2212 | object *skin = NULL; /* pointer to dragon skin force*/ |
|
|
2213 | object *abil = NULL; /* pointer to dragon ability force*/ |
|
|
2214 | object *tmp = NULL; /* tmp. object */ |
|
|
2215 | |
|
|
2216 | char buf[MAX_BUF]; /* tmp. string buffer */ |
|
|
2217 | double chance; /* improvement-chance of one resistance type */ |
|
|
2218 | double totalchance=1; /* total chance of gaining one resistance */ |
|
|
2219 | double bonus=0; /* level bonus (improvement is easier at lowlevel) */ |
|
|
2220 | double mbonus=0; /* monster bonus */ |
|
|
2221 | int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ |
|
|
2222 | int winners=0; /* number of winners */ |
|
|
2223 | int i; /* index */ |
|
|
2224 | |
|
|
2225 | /* let's make sure and doublecheck the parameters */ |
|
|
2226 | if (meal->type!=FLESH || !is_dragon_pl(op)) |
|
|
2227 | return 0; |
|
|
2228 | |
|
|
2229 | /* now grab the 'dragon_skin'- and 'dragon_ability'-forces |
|
|
2230 | from the player's inventory */ |
|
|
2231 | for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { |
|
|
2232 | if (tmp->type == FORCE) { |
|
|
2233 | if (strcmp(tmp->arch->name, "dragon_skin_force")==0) |
|
|
2234 | skin = tmp; |
|
|
2235 | else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) |
|
|
2236 | abil = tmp; |
|
|
2237 | } |
|
|
2238 | } |
|
|
2239 | |
|
|
2240 | /* if either skin or ability are missing, this is an old player |
|
|
2241 | which is not to be considered a dragon -> bail out */ |
|
|
2242 | if (skin == NULL || abil == NULL) return 0; |
|
|
2243 | |
|
|
2244 | /* now start by filling stomache and health, according to food-value */ |
|
|
2245 | if((999 - op->stats.food) < meal->stats.food) |
|
|
2246 | op->stats.hp += (999 - op->stats.food) / 50; |
|
|
2247 | else |
|
|
2248 | op->stats.hp += meal->stats.food/50; |
|
|
2249 | if(op->stats.hp>op->stats.maxhp) |
|
|
2250 | op->stats.hp=op->stats.maxhp; |
|
|
2251 | |
|
|
2252 | op->stats.food = MIN(999, op->stats.food + meal->stats.food); |
|
|
2253 | |
|
|
2254 | /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ |
|
|
2255 | |
|
|
2256 | /* on to the interesting part: chances for adding resistance */ |
|
|
2257 | for (i=0; i<NROFATTACKS; i++) { |
|
|
2258 | if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { |
|
|
2259 | /* got positive resistance, now calculate improvement chance (0-100) */ |
|
|
2260 | |
|
|
2261 | /* this bonus makes resistance increase easier at lower levels */ |
|
|
2262 | bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); |
|
|
2263 | if (i == abil->stats.exp) |
|
|
2264 | bonus += 5; /* additional bonus for resistance of ability-focus */ |
|
|
2265 | |
|
|
2266 | /* monster bonus increases with level, because high-level |
|
|
2267 | flesh is too rare */ |
|
|
2268 | mbonus = op->level * 20. / ((double)settings.max_level); |
|
|
2269 | |
|
|
2270 | chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / |
|
|
2271 | ((double)settings.max_level)) - skin->resist[i]; |
|
|
2272 | |
|
|
2273 | if (chance >= 0.) |
|
|
2274 | chance += 1.; |
|
|
2275 | else |
|
|
2276 | chance = (chance < -12) ? 0. : 1./pow(2., -chance); |
|
|
2277 | |
|
|
2278 | /* chance is proportional to amount of resistance (max. 50) */ |
|
|
2279 | chance *= ((double)(MIN(meal->resist[i], 50)))/50.; |
|
|
2280 | |
|
|
2281 | /* doubled chance for resistance of ability-focus */ |
|
|
2282 | if (i == abil->stats.exp) |
|
|
2283 | chance = MIN(100., chance*2.); |
|
|
2284 | |
|
|
2285 | /* now make the throw and save all winners (Don't insert luck bonus here!) */ |
|
|
2286 | if (RANDOM()%10000 < (int)(chance*100)) { |
|
|
2287 | atnr_winner[winners] = i; |
|
|
2288 | winners++; |
|
|
2289 | } |
|
|
2290 | |
|
|
2291 | if (chance >= 0.01 ) totalchance *= 1 - chance/100; |
|
|
2292 | |
|
|
2293 | /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/ |
|
|
2294 | } |
|
|
2295 | } |
|
|
2296 | |
|
|
2297 | /* inverse totalchance as until now we have the failure-chance */ |
|
|
2298 | totalchance = 100 - totalchance*100; |
|
|
2299 | /* print message according to totalchance */ |
|
|
2300 | if (totalchance > 50.) |
|
|
2301 | sprintf(buf, "Hmm! The %s tasted delicious!", meal->name); |
|
|
2302 | else if (totalchance > 10.) |
|
|
2303 | sprintf(buf, "The %s tasted very good.", meal->name); |
|
|
2304 | else if (totalchance > 1.) |
|
|
2305 | sprintf(buf, "The %s tasted good.", meal->name); |
|
|
2306 | else if (totalchance > 0.1) |
|
|
2307 | sprintf(buf, "The %s tasted bland.", meal->name); |
|
|
2308 | else if (totalchance >= 0.01) |
|
|
2309 | sprintf(buf, "The %s had a boring taste.", meal->name); |
|
|
2310 | else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)) |
|
|
2311 | sprintf(buf, "The %s tasted strange.", meal->name); |
|
|
2312 | else |
|
|
2313 | sprintf(buf, "The %s had no taste.", meal->name); |
|
|
2314 | new_draw_info(NDI_UNIQUE, 0, op, buf); |
|
|
2315 | |
|
|
2316 | /* now choose a winner if we have any */ |
|
|
2317 | i = -1; |
|
|
2318 | if (winners>0) |
|
|
2319 | i = atnr_winner[RANDOM()%winners]; |
|
|
2320 | |
|
|
2321 | if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { |
|
|
2322 | /* resistance increased! */ |
|
|
2323 | skin->resist[i]++; |
|
|
2324 | fix_player(op); |
|
|
2325 | |
|
|
2326 | sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); |
|
|
2327 | new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf); |
|
|
2328 | } |
|
|
2329 | |
|
|
2330 | /* if this flesh contains a new ability focus, we mark it |
|
|
2331 | into the ability_force and it will take effect on next level */ |
|
|
2332 | if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat) |
|
|
2333 | && meal->last_eat != abil->last_eat) { |
|
|
2334 | abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ |
|
|
2335 | |
|
|
2336 | if (meal->last_eat != abil->stats.exp) { |
|
|
2337 | sprintf(buf, "Your metabolism prepares to focus on %s!", |
|
|
2338 | change_resist_msg[meal->last_eat]); |
|
|
2339 | new_draw_info(NDI_UNIQUE, 0, op, buf); |
|
|
2340 | sprintf(buf, "The change will happen at level %d", abil->level + 1); |
|
|
2341 | new_draw_info(NDI_UNIQUE, 0, op, buf); |
|
|
2342 | } |
|
|
2343 | else { |
|
|
2344 | sprintf(buf, "Your metabolism will continue to focus on %s.", |
|
|
2345 | change_resist_msg[meal->last_eat]); |
|
|
2346 | new_draw_info(NDI_UNIQUE, 0, op, buf); |
|
|
2347 | abil->last_eat = 0; |
|
|
2348 | } |
|
|
2349 | } |
|
|
2350 | return 1; |
|
|
2351 | } |
|
|
2352 | |
|
|
2353 | static void apply_savebed (object *pl) |
|
|
2354 | { |
|
|
2355 | #ifndef COZY_SERVER |
|
|
2356 | if(!pl->contr->name_changed||!pl->stats.exp) { |
|
|
2357 | new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet."); |
|
|
2358 | return; |
|
|
2359 | } |
|
|
2360 | #endif |
|
|
2361 | /* Need to call terminate_all_pets() before we remove the player ob */ |
|
|
2362 | terminate_all_pets(pl); |
|
|
2363 | remove_ob(pl); |
|
|
2364 | pl->direction=0; |
|
|
2365 | new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, |
|
|
2366 | "%s leaves the game.",pl->name); |
|
|
2367 | |
|
|
2368 | /* update respawn position */ |
|
|
2369 | strcpy(pl->contr->savebed_map, pl->map->path); |
|
|
2370 | pl->contr->bed_x = pl->x; |
|
|
2371 | pl->contr->bed_y = pl->y; |
|
|
2372 | |
|
|
2373 | strcpy(pl->contr->killer,"left"); |
|
|
2374 | check_score(pl); /* Always check score */ |
|
|
2375 | (void)save_player(pl,0); |
|
|
2376 | pl->map->players--; |
|
|
2377 | #if MAP_MAXTIMEOUT |
|
|
2378 | MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map); |
|
|
2379 | #endif |
|
|
2380 | play_again(pl); |
|
|
2381 | pl->speed = 0; |
|
|
2382 | update_ob_speed(pl); |
|
|
2383 | } |
|
|
2384 | |
|
|
2385 | /** |
|
|
2386 | * Handles applying an improve armor scroll. |
|
|
2387 | * Does some sanity checks, then calls improve_armour. |
|
|
2388 | */ |
|
|
2389 | static void apply_armour_improver (object *op, object *tmp) |
|
|
2390 | { |
|
|
2391 | object *armor; |
|
|
2392 | |
|
|
2393 | if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) { |
|
|
2394 | new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll."); |
|
|
2395 | return; |
|
|
2396 | } |
|
|
2397 | armor=find_marked_object(op); |
|
|
2398 | if ( ! armor) { |
|
|
2399 | new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object."); |
|
|
2400 | return; |
|
|
2401 | } |
|
|
2402 | if (armor->type != ARMOUR |
|
|
2403 | && armor->type != CLOAK |
|
|
2404 | && armor->type != BOOTS && armor->type != GLOVES |
|
|
2405 | && armor->type != BRACERS && armor->type != SHIELD |
|
|
2406 | && armor->type != HELMET) |
|
|
2407 | { |
|
|
2408 | new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); |
|
|
2409 | return; |
|
|
2410 | } |
|
|
2411 | |
|
|
2412 | new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); |
|
|
2413 | improve_armour(op,tmp,armor); |
|
|
2414 | } |
|
|
2415 | |
|
|
2416 | |
|
|
2417 | extern void apply_poison (object *op, object *tmp) |
|
|
2418 | { |
|
|
2419 | if (op->type == PLAYER) { |
|
|
2420 | play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0); |
|
|
2421 | new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!"); |
|
|
2422 | strcpy(op->contr->killer,"poisonous booze"); |
|
|
2423 | } |
|
|
2424 | if (tmp->stats.hp > 0) { |
|
|
2425 | LOG(llevDebug,"Trying to poison player/monster for %d hp\n", |
|
|
2426 | tmp->stats.hp); |
|
|
2427 | hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1); |
|
|
2428 | } |
|
|
2429 | op->stats.food-=op->stats.food/4; |
|
|
2430 | handle_apply_yield(tmp); |
|
|
2431 | decrease_ob(tmp); |
|
|
2432 | } |
|
|
2433 | |
|
|
2434 | /** |
|
|
2435 | * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. |
|
|
2436 | * A valid 2 way exit means: |
|
|
2437 | * -You can come back (there is another exit at the other side) |
|
|
2438 | * -You are |
|
|
2439 | * ° the owner of the exit |
|
|
2440 | * ° or in the same party as the owner |
|
|
2441 | * |
|
|
2442 | * Note: a owner in a 2 way exit is saved as the owner's name |
|
|
2443 | * in the field exit->name cause the field exit->owner doesn't |
|
|
2444 | * survive in the swapping (in fact the whole exit doesn't survive). |
|
|
2445 | */ |
|
|
2446 | int is_legal_2ways_exit (object* op, object *exit) |
|
|
2447 | { |
|
|
2448 | object * tmp; |
|
|
2449 | object * exit_owner; |
|
|
2450 | player * pp; |
|
|
2451 | mapstruct * exitmap; |
|
|
2452 | if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/ |
|
|
2453 | if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */ |
|
|
2454 | /* To know if an exit has a correspondant, we look at |
|
|
2455 | * all the exits in destination and try to find one with same path as |
|
|
2456 | * the current exit's position */ |
|
|
2457 | if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) |
|
|
2458 | exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE); |
|
|
2459 | else exitmap = ready_map_name(EXIT_PATH (exit), 0); |
|
|
2460 | if (exitmap) |
|
|
2461 | { |
|
|
2462 | tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); |
|
|
2463 | if (!tmp) return 0; |
|
|
2464 | for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above) |
|
|
2465 | { |
|
|
2466 | if (tmp->type!=EXIT) continue; /*Not an exit*/ |
|
|
2467 | if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ |
|
|
2468 | if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/ |
|
|
2469 | if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/ |
|
|
2470 | |
|
|
2471 | /* From here we have found the exit is valid. However we do |
|
|
2472 | * here the check of the exit owner. It is important for the |
|
|
2473 | * town portals to prevent strangers from visiting your appartments |
|
|
2474 | */ |
|
|
2475 | if (!exit->race) return 1; /*No owner, free for all!*/ |
|
|
2476 | exit_owner=NULL; |
|
|
2477 | for (pp=first_player;pp;pp=pp->next) |
|
|
2478 | { |
|
|
2479 | if (!pp->ob) continue; |
|
|
2480 | if (pp->ob->name!=exit->race) continue; |
|
|
2481 | exit_owner= pp->ob; /*We found a player which correspond to the player name*/ |
|
|
2482 | break; |
|
|
2483 | } |
|
|
2484 | if (!exit_owner) return 0; /* No more owner*/ |
|
|
2485 | if (exit_owner->contr==op->contr) return 1; /*It is your exit*/ |
|
|
2486 | if ( exit_owner && /*There is a owner*/ |
|
|
2487 | (op->contr) && /*A player tries to pass */ |
|
|
2488 | ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/ |
|
|
2489 | (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/ |
|
|
2490 | return 0; |
|
|
2491 | return 1; |
|
|
2492 | } |
|
|
2493 | } |
|
|
2494 | return 0; |
|
|
2495 | } |
|
|
2496 | |
|
|
2497 | |
|
|
2498 | /** |
|
|
2499 | * Main apply handler. |
|
|
2500 | * |
|
|
2501 | * Checks for unpaid items before applying. |
|
|
2502 | * |
|
|
2503 | * Return value: |
|
|
2504 | * 0: player or monster can't apply objects of that type |
|
|
2505 | * 1: has been applied, or there was an error applying the object |
|
|
2506 | * 2: objects of that type can't be applied if not in inventory |
|
|
2507 | * |
|
|
2508 | * op is the object that is causing object to be applied, tmp is the object |
|
|
2509 | * being applied. |
|
|
2510 | * |
|
|
2511 | * aflag is special (always apply/unapply) flags. Nothing is done with |
|
|
2512 | * them in this function - they are passed to apply_special |
|
|
2513 | */ |
|
|
2514 | |
|
|
2515 | int manual_apply (object *op, object *tmp, int aflag) |
|
|
2516 | { |
|
|
2517 | if (tmp->head) tmp=tmp->head; |
|
|
2518 | |
|
|
2519 | if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { |
|
|
2520 | if (op->type == PLAYER) { |
|
|
2521 | new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); |
|
|
2522 | return 1; |
|
|
2523 | } else { |
|
|
2524 | return 0; /* monsters just skip unpaid items */ |
|
|
2525 | } |
|
|
2526 | } |
|
|
2527 | |
|
|
2528 | |
|
|
2529 | /* Lauwenmark: Handle for plugin apply event */ |
|
|
2530 | if (execute_event(tmp, EVENT_APPLY,op,NULL,NULL,SCRIPT_FIX_ALL)!=0) |
|
|
2531 | return 1; |
|
|
2532 | |
|
|
2533 | switch (tmp->type) { |
|
|
2534 | |
|
|
2535 | case TRANSPORT: |
|
|
2536 | return apply_transport(op, tmp, aflag); |
|
|
2537 | |
|
|
2538 | case CF_HANDLE: |
|
|
2539 | new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle."); |
|
|
2540 | play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE); |
|
|
2541 | tmp->value=tmp->value?0:1; |
|
|
2542 | SET_ANIMATION(tmp, tmp->value); |
|
|
2543 | update_object(tmp,UP_OBJ_FACE); |
|
|
2544 | push_button(tmp); |
|
|
2545 | return 1; |
|
|
2546 | |
|
|
2547 | case TRIGGER: |
|
|
2548 | if (check_trigger (tmp, op)) { |
|
|
2549 | new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); |
|
|
2550 | play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); |
|
|
2551 | } else { |
|
|
2552 | new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); |
|
|
2553 | } |
|
|
2554 | return 1; |
|
|
2555 | |
|
|
2556 | case EXIT: |
|
|
2557 | if (op->type != PLAYER) |
|
|
2558 | return 0; |
|
|
2559 | if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) { |
|
|
2560 | new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", |
|
|
2561 | query_name(tmp)); |
|
|
2562 | } else { |
|
|
2563 | /* Don't display messages for random maps. */ |
|
|
2564 | if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) && |
|
|
2565 | strncmp(EXIT_PATH(tmp), "/random/", 8)) |
|
|
2566 | new_draw_info (NDI_NAVY, 0, op, tmp->msg); |
|
|
2567 | enter_exit(op,tmp); |
|
|
2568 | } |
|
|
2569 | return 1; |
|
|
2570 | |
|
|
2571 | case SIGN: |
|
|
2572 | apply_sign (op, tmp, 0); |
|
|
2573 | return 1; |
|
|
2574 | |
|
|
2575 | case BOOK: |
|
|
2576 | if (op->type == PLAYER) { |
|
|
2577 | apply_book (op, tmp); |
|
|
2578 | return 1; |
|
|
2579 | } else { |
|
|
2580 | return 0; |
|
|
2581 | } |
|
|
2582 | |
|
|
2583 | case SKILLSCROLL: |
|
|
2584 | if (op->type == PLAYER) { |
|
|
2585 | apply_skillscroll (op, tmp); |
|
|
2586 | return 1; |
|
|
2587 | } |
|
|
2588 | return 0; |
|
|
2589 | |
|
|
2590 | case SPELLBOOK: |
|
|
2591 | if (op->type == PLAYER) { |
|
|
2592 | apply_spellbook (op, tmp); |
|
|
2593 | return 1; |
|
|
2594 | } |
|
|
2595 | return 0; |
|
|
2596 | |
|
|
2597 | case SCROLL: |
|
|
2598 | apply_scroll (op, tmp, 0); |
|
|
2599 | return 1; |
|
|
2600 | |
|
|
2601 | case POTION: |
|
|
2602 | (void) apply_potion(op, tmp); |
|
|
2603 | return 1; |
|
|
2604 | |
|
|
2605 | /* Eneq(@csd.uu.se): Handle apply on containers. */ |
|
|
2606 | case CLOSE_CON: |
|
|
2607 | if (op->type==PLAYER) |
|
|
2608 | (void) esrv_apply_container (op, tmp->env); |
|
|
2609 | else |
|
|
2610 | (void) apply_container (op, tmp->env); |
|
|
2611 | return 1; |
|
|
2612 | |
|
|
2613 | case CONTAINER: |
|
|
2614 | if (op->type==PLAYER) |
|
|
2615 | (void) esrv_apply_container (op, tmp); |
|
|
2616 | else |
|
|
2617 | (void) apply_container (op, tmp); |
|
|
2618 | return 1; |
|
|
2619 | |
|
|
2620 | case TREASURE: |
|
|
2621 | if (op->type == PLAYER) { |
|
|
2622 | apply_treasure (op, tmp); |
|
|
2623 | return 1; |
|
|
2624 | } else { |
|
|
2625 | return 0; |
|
|
2626 | } |
|
|
2627 | |
|
|
2628 | case WEAPON: |
|
|
2629 | case ARMOUR: |
|
|
2630 | case BOOTS: |
|
|
2631 | case GLOVES: |
|
|
2632 | case AMULET: |
|
|
2633 | case GIRDLE: |
|
|
2634 | case BRACERS: |
|
|
2635 | case SHIELD: |
|
|
2636 | case HELMET: |
|
|
2637 | case RING: |
|
|
2638 | case CLOAK: |
|
|
2639 | case WAND: |
|
|
2640 | case ROD: |
|
|
2641 | case HORN: |
|
|
2642 | case SKILL: |
|
|
2643 | case BOW: |
|
|
2644 | case LAMP: |
|
|
2645 | case BUILDER: |
|
|
2646 | case SKILL_TOOL: |
|
|
2647 | if (tmp->env != op) |
|
|
2648 | return 2; /* not in inventory */ |
|
|
2649 | (void) apply_special (op, tmp, aflag); |
|
|
2650 | return 1; |
|
|
2651 | |
|
|
2652 | case DRINK: |
|
|
2653 | case FOOD: |
|
|
2654 | case FLESH: |
|
|
2655 | apply_food (op, tmp); |
|
|
2656 | return 1; |
|
|
2657 | |
|
|
2658 | case POISON: |
|
|
2659 | apply_poison (op, tmp); |
|
|
2660 | return 1; |
|
|
2661 | |
|
|
2662 | case SAVEBED: |
|
|
2663 | if (op->type == PLAYER) { |
|
|
2664 | apply_savebed (op); |
|
|
2665 | return 1; |
|
|
2666 | } else { |
|
|
2667 | return 0; |
|
|
2668 | } |
|
|
2669 | |
|
|
2670 | case ARMOUR_IMPROVER: |
|
|
2671 | if (op->type == PLAYER) { |
|
|
2672 | apply_armour_improver (op, tmp); |
|
|
2673 | return 1; |
|
|
2674 | } else { |
|
|
2675 | return 0; |
|
|
2676 | } |
|
|
2677 | |
|
|
2678 | case WEAPON_IMPROVER: |
|
|
2679 | (void) check_improve_weapon(op, tmp); |
|
|
2680 | return 1; |
|
|
2681 | |
|
|
2682 | case CLOCK: |
|
|
2683 | if (op->type == PLAYER) { |
|
|
2684 | char buf[MAX_BUF]; |
|
|
2685 | timeofday_t tod; |
|
|
2686 | |
|
|
2687 | get_tod(&tod); |
|
|
2688 | sprintf(buf, "It is %d minute%s past %d o'clock %s", |
|
|
2689 | tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"), |
|
|
2690 | ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)), |
|
|
2691 | ((tod.hour >= 14) ? "pm" : "am")); |
|
|
2692 | play_sound_player_only(op->contr, SOUND_CLOCK,0,0); |
|
|
2693 | new_draw_info(NDI_UNIQUE, 0,op, buf); |
|
|
2694 | return 1; |
|
|
2695 | } else { |
|
|
2696 | return 0; |
|
|
2697 | } |
|
|
2698 | |
|
|
2699 | case MENU: |
|
|
2700 | if (op->type == PLAYER) { |
|
|
2701 | shop_listing (op); |
|
|
2702 | return 1; |
|
|
2703 | } else { |
|
|
2704 | return 0; |
|
|
2705 | } |
|
|
2706 | |
|
|
2707 | case POWER_CRYSTAL: |
|
|
2708 | apply_power_crystal(op,tmp); /* see egoitem.c */ |
|
|
2709 | return 1; |
|
|
2710 | |
|
|
2711 | case LIGHTER: /* for lighting torches/lanterns/etc */ |
|
|
2712 | if (op->type == PLAYER) { |
|
|
2713 | apply_lighter(op,tmp); |
|
|
2714 | return 1; |
|
|
2715 | } else { |
|
|
2716 | return 0; |
|
|
2717 | } |
|
|
2718 | |
|
|
2719 | case ITEM_TRANSFORMER: |
|
|
2720 | apply_item_transformer( op, tmp ); |
|
|
2721 | return 1; |
|
|
2722 | |
|
|
2723 | default: |
|
|
2724 | return 0; |
|
|
2725 | } |
|
|
2726 | } |
|
|
2727 | |
|
|
2728 | |
|
|
2729 | /* quiet suppresses the "don't know how to apply" and "you must get it first" |
|
|
2730 | * messages as needed by player_apply_below(). But there can still be |
|
|
2731 | * "but you are floating high above the ground" messages. |
|
|
2732 | * |
|
|
2733 | * Same return value as apply() function. |
|
|
2734 | */ |
|
|
2735 | int player_apply (object *pl, object *op, int aflag, int quiet) |
|
|
2736 | { |
|
|
2737 | int tmp; |
|
|
2738 | |
|
|
2739 | if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { |
|
|
2740 | /* player is flying and applying object not in inventory */ |
|
|
2741 | if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { |
|
|
2742 | new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " |
|
|
2743 | "above the ground!"); |
|
|
2744 | return 0; |
|
|
2745 | } |
|
|
2746 | } |
|
|
2747 | |
|
|
2748 | /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if |
|
|
2749 | * applied. |
|
|
2750 | */ |
|
|
2751 | if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ)) |
|
|
2752 | { |
|
|
2753 | play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE); |
|
|
2754 | new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " |
|
|
2755 | "of smoke!"); |
|
|
2756 | new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion."); |
|
|
2757 | remove_ob (op); |
|
|
2758 | free_object (op); |
|
|
2759 | return 1; |
|
|
2760 | } |
|
|
2761 | |
|
|
2762 | pl->contr->last_used = op; |
|
|
2763 | pl->contr->last_used_id = op->count; |
|
|
2764 | |
|
|
2765 | tmp = manual_apply (pl, op, aflag); |
|
|
2766 | if ( ! quiet) { |
|
|
2767 | if (tmp == 0) |
|
|
2768 | new_draw_info_format (NDI_UNIQUE, 0, pl, |
|
|
2769 | "I don't know how to apply the %s.", |
|
|
2770 | query_name (op)); |
|
|
2771 | else if (tmp == 2) |
|
|
2772 | new_draw_info_format (NDI_UNIQUE, 0, pl, |
|
|
2773 | "You must get it first!\n"); |
|
|
2774 | } |
|
|
2775 | return tmp; |
|
|
2776 | } |
|
|
2777 | |
|
|
2778 | /** |
|
|
2779 | * player_apply_below attempts to apply the object 'below' the player. |
|
|
2780 | * If the player has an open container, we use that for below, otherwise |
|
|
2781 | * we use the ground. |
|
|
2782 | */ |
|
|
2783 | |
|
|
2784 | void player_apply_below (object *pl) |
|
|
2785 | { |
|
|
2786 | object *tmp, *next; |
|
|
2787 | int floors; |
|
|
2788 | |
|
|
2789 | if (pl->contr->transport && pl->contr->transport->type == TRANSPORT) { |
|
|
2790 | apply_transport(pl, pl->contr->transport, 0); |
|
|
2791 | return; |
|
|
2792 | } |
|
|
2793 | |
|
|
2794 | /* If using a container, set the starting item to be the top |
|
|
2795 | * item in the container. Otherwise, use the map. |
|
|
2796 | */ |
|
|
2797 | tmp = (pl->container != NULL) ? pl->container->inv : pl->below; |
|
|
2798 | |
|
|
2799 | /* This is perhaps more complicated. However, I want to make sure that |
|
|
2800 | * we don't use a corrupt pointer for the next object, so we get the |
|
|
2801 | * next object in the stack before applying. This is can only be a |
|
|
2802 | * problem if player_apply() has a bug in that it uses the object but does |
|
|
2803 | * not return a proper value. |
|
|
2804 | */ |
|
|
2805 | for (floors = 0; tmp!=NULL; tmp=next) { |
|
|
2806 | next = tmp->below; |
|
|
2807 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
2808 | floors++; |
|
|
2809 | else if (floors > 0) |
|
|
2810 | return; /* process only floor objects after first floor object */ |
|
|
2811 | |
|
|
2812 | /* If it is visible, player can apply it. If it is applied by |
|
|
2813 | * person moving on it, also activate. Added code to make it |
|
|
2814 | * so that at least one of players movement types be that which |
|
|
2815 | * the item needs. |
|
|
2816 | */ |
|
|
2817 | if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { |
|
|
2818 | if (player_apply (pl, tmp, 0, 1) == 1) |
|
|
2819 | return; |
|
|
2820 | } |
|
|
2821 | if (floors >= 2) |
|
|
2822 | return; /* process at most two floor objects */ |
|
|
2823 | } |
|
|
2824 | } |
1027 | } |
2825 | |
1028 | |
2826 | /** |
1029 | /** |
2827 | * Unapplies specified item. |
1030 | * Unapplies specified item. |
2828 | * No check done on cursed/damned. |
1031 | * No check done on cursed/damned. |
2829 | * Break this out of apply_special - this is just done |
1032 | * Break this out of apply_special - this is just done |
2830 | * to keep the size of apply_special to a more managable size. |
1033 | * to keep the size of apply_special to a more managable size. |
2831 | */ |
1034 | */ |
|
|
1035 | static bool |
2832 | static int unapply_special (object *who, object *op, int aflags) |
1036 | unapply_special (object *who, object *op, int aflags) |
2833 | { |
1037 | { |
2834 | object *tmp2; |
1038 | if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) |
|
|
1039 | || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) |
|
|
1040 | return RESULT_INT (0); |
2835 | |
1041 | |
2836 | CLEAR_FLAG(op, FLAG_APPLIED); |
1042 | if (who->current_weapon == op) |
2837 | switch(op->type) { |
|
|
2838 | case WEAPON: |
|
|
2839 | new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op)); |
|
|
2840 | |
|
|
2841 | (void) change_abil (who,op); |
|
|
2842 | if(QUERY_FLAG(who,FLAG_READY_WEAPON)) |
|
|
2843 | CLEAR_FLAG(who,FLAG_READY_WEAPON); |
|
|
2844 | /* GROS: update the current_weapon_script field (used with script_attack for weapons) */ |
|
|
2845 | who->current_weapon_script = NULL; |
|
|
2846 | who->current_weapon = NULL; |
1043 | who->current_weapon = 0; |
2847 | clear_skill(who); |
|
|
2848 | break; |
|
|
2849 | |
1044 | |
2850 | case SKILL: /* allows objects to impart skills */ |
1045 | op->flag [FLAG_APPLIED] = false; |
2851 | case SKILL_TOOL: |
|
|
2852 | if (op != who->chosen_skill) { |
|
|
2853 | LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); |
|
|
2854 | } |
|
|
2855 | if (who->type==PLAYER) { |
|
|
2856 | if (who->contr->shoottype == range_skill) |
|
|
2857 | who->contr->shoottype = range_none; |
|
|
2858 | if ( ! op->invisible) { |
|
|
2859 | new_draw_info_format (NDI_UNIQUE, 0, who, |
|
|
2860 | "You stop using the %s.", query_name(op)); |
|
|
2861 | } else { |
|
|
2862 | new_draw_info_format (NDI_UNIQUE, 0, who, |
|
|
2863 | "You can no longer use the skill: %s.", |
|
|
2864 | op->skill); |
|
|
2865 | } |
|
|
2866 | } |
|
|
2867 | (void) change_abil (who, op); |
|
|
2868 | who->chosen_skill = NULL; |
|
|
2869 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
|
|
2870 | break; |
|
|
2871 | |
1046 | |
2872 | case ARMOUR: |
1047 | switch (op->type) |
2873 | case HELMET: |
1048 | { |
2874 | case SHIELD: |
1049 | case SKILL: |
2875 | case RING: |
1050 | if (player *pl = who->contr) |
2876 | case BOOTS: |
1051 | if (op->invisible) |
2877 | case GLOVES: |
1052 | pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill)); |
2878 | case AMULET: |
1053 | else |
2879 | case GIRDLE: |
1054 | pl->statusmsg (format ("You stop using the %s.", query_name (op))); |
2880 | case BRACERS: |
|
|
2881 | case CLOAK: |
|
|
2882 | new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op)); |
|
|
2883 | (void) change_abil (who,op); |
|
|
2884 | break; |
|
|
2885 | case LAMP: |
|
|
2886 | new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.", |
|
|
2887 | op->name); |
|
|
2888 | tmp2 = arch_to_object(op->other_arch); |
|
|
2889 | tmp2->x = op->x; |
|
|
2890 | tmp2->y = op->y; |
|
|
2891 | tmp2->map = op->map; |
|
|
2892 | tmp2->below = op->below; |
|
|
2893 | tmp2->above = op->above; |
|
|
2894 | tmp2->stats.food = op->stats.food; |
|
|
2895 | CLEAR_FLAG(tmp2, FLAG_APPLIED); |
|
|
2896 | if (QUERY_FLAG(op, FLAG_INV_LOCKED)) |
|
|
2897 | SET_FLAG(tmp2, FLAG_INV_LOCKED); |
|
|
2898 | if (who->type == PLAYER) |
|
|
2899 | esrv_del_item(who->contr, (tag_t)op->count); |
|
|
2900 | remove_ob(op); |
|
|
2901 | free_object(op); |
|
|
2902 | insert_ob_in_ob(tmp2, who); |
|
|
2903 | fix_player(who); |
|
|
2904 | if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { |
|
|
2905 | if (who->type == PLAYER) { |
|
|
2906 | new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); |
|
|
2907 | SET_FLAG(tmp2, FLAG_KNOWN_CURSED); |
|
|
2908 | } |
|
|
2909 | } |
|
|
2910 | if(who->type==PLAYER) |
|
|
2911 | esrv_send_item(who, tmp2); |
|
|
2912 | return 1; /* otherwise, an attempt to drop causes problems */ |
|
|
2913 | break; |
|
|
2914 | case BOW: |
|
|
2915 | case WAND: |
|
|
2916 | case ROD: |
|
|
2917 | case HORN: |
|
|
2918 | clear_skill(who); |
|
|
2919 | new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op)); |
|
|
2920 | if(who->type==PLAYER) { |
|
|
2921 | who->contr->shoottype = range_none; |
|
|
2922 | } else { |
|
|
2923 | if (op->type == BOW) |
|
|
2924 | CLEAR_FLAG (who, FLAG_READY_BOW); |
|
|
2925 | else |
|
|
2926 | CLEAR_FLAG(who, FLAG_READY_RANGE); |
|
|
2927 | } |
|
|
2928 | break; |
|
|
2929 | |
1055 | |
2930 | case BUILDER: |
1056 | change_abil (who, op); |
2931 | new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op)); |
1057 | who->flag [FLAG_READY_SKILL] = false; |
2932 | who->contr->shoottype = range_none; |
|
|
2933 | who->contr->ranges[ range_builder ] = NULL; |
|
|
2934 | break; |
1058 | break; |
2935 | |
1059 | |
2936 | default: |
1060 | case WEAPON: |
2937 | new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); |
1061 | who->statusmsg (format ("You unwield %s.", query_name (op))); |
|
|
1062 | change_abil (who, op); |
|
|
1063 | who->flag [FLAG_READY_WEAPON] = false; |
|
|
1064 | |
|
|
1065 | // unapplying a weapon or skill tool should also unapply the skill it governs |
|
|
1066 | // but this is hard, as it shouldn't do so when the skill can |
|
|
1067 | // be used for other reasons |
|
|
1068 | //TODO: really? |
|
|
1069 | if (who->chosen_skill) |
|
|
1070 | if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL]) |
|
|
1071 | unapply_special (who, who->chosen_skill, 0); |
|
|
1072 | |
2938 | break; |
1073 | break; |
2939 | } |
|
|
2940 | |
1074 | |
2941 | fix_player(who); |
1075 | case RANGED: |
2942 | |
1076 | case BOW: |
2943 | if ( ! (aflags & AP_NO_MERGE)) { |
1077 | case WAND: |
2944 | object *tmp; |
1078 | case ROD: |
2945 | |
1079 | case HORN: |
2946 | tag_t del_tag = op->count; |
1080 | if (player *pl = who->contr) |
2947 | tmp = merge_ob (op, NULL); |
1081 | { |
2948 | if (who->type == PLAYER) { |
1082 | who->statusmsg (format ("You unready %s.", query_name (op))); |
2949 | if (tmp) { /* it was merged */ |
1083 | change_abil (who, op); |
2950 | esrv_del_item (who->contr, del_tag); |
|
|
2951 | op = tmp; |
|
|
2952 | } |
1084 | } |
|
|
1085 | else |
|
|
1086 | { |
|
|
1087 | if (op->type == BOW) |
|
|
1088 | op->flag [FLAG_READY_BOW ] = false; |
|
|
1089 | else |
|
|
1090 | op->flag [FLAG_READY_RANGE] = false; |
|
|
1091 | } |
|
|
1092 | |
|
|
1093 | break; |
|
|
1094 | |
|
|
1095 | case ARMOUR: |
|
|
1096 | case HELMET: |
|
|
1097 | case SHIELD: |
|
|
1098 | case RING: |
|
|
1099 | case BOOTS: |
|
|
1100 | case GLOVES: |
|
|
1101 | case AMULET: |
|
|
1102 | case GIRDLE: |
|
|
1103 | case BRACERS: |
|
|
1104 | case CLOAK: |
|
|
1105 | who->statusmsg (format ("You unwear %s.", query_name (op))); |
|
|
1106 | change_abil (who, op); |
|
|
1107 | break; |
|
|
1108 | |
|
|
1109 | case SPELL: |
|
|
1110 | case BUILDER: |
|
|
1111 | who->statusmsg (format ("You unready %s.", query_name (op))); |
|
|
1112 | break; |
|
|
1113 | |
|
|
1114 | //case SKILL_TOOL://TODO |
|
|
1115 | default: |
|
|
1116 | who->statusmsg (format ("You unapply %s.", query_name (op))); |
|
|
1117 | break; |
|
|
1118 | } |
|
|
1119 | |
|
|
1120 | if (aflags & AP_NO_MERGE || !merge_ob (op, 0)) |
|
|
1121 | if (object *pl = op->visible_to ()) |
2953 | esrv_send_item (who, op); |
1122 | esrv_send_item (pl, op); |
2954 | } |
1123 | |
2955 | } |
1124 | who->update_stats (); |
|
|
1125 | |
2956 | return 0; |
1126 | return 1; |
2957 | } |
1127 | } |
2958 | |
1128 | |
2959 | /** |
1129 | /** |
2960 | * Returns the object that is using location 'loc'. |
1130 | * Returns the object that is using location 'loc'. |
2961 | * Note that 'start' is the first object to start examing - we |
1131 | * Note that 'start' is the first object to start examing - we |
2962 | * then go through the below of this. In this way, you can do |
1132 | * then go through the below of this. In this way, you can do |
2963 | * something like: |
1133 | * something like: |
2964 | * tmp = get_item_from_body_location(who->inv, 1); |
1134 | * tmp = get_next_item_from_body_location(who->inv, 1); |
2965 | * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); |
1135 | * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1); |
2966 | * to find the second object that may use this location, etc. |
1136 | * to find the second object that may use this location, etc. |
2967 | * Returns NULL if no match is found. |
1137 | * Returns NULL if no match is found. |
2968 | * loc is the index into the array we are looking for a match. |
1138 | * loc is the index into the array we are looking for a match. |
2969 | * don't return invisible objects unless they are skill objects |
1139 | * don't return invisible objects unless they are skill objects |
2970 | * invisible other objects that use |
1140 | * invisible other objects that use |
2971 | * up body locations can be used as restrictions. |
1141 | * up body locations can be used as restrictions. |
2972 | */ |
1142 | */ |
2973 | object *get_item_from_body_location(object *start, int loc) |
1143 | static object * |
|
|
1144 | get_next_item_from_body_location (int loc, object *start) |
2974 | { |
1145 | { |
2975 | object *tmp; |
|
|
2976 | |
|
|
2977 | if (!start) return NULL; |
|
|
2978 | |
|
|
2979 | for (tmp=start; tmp; tmp=tmp->below) |
1146 | for (object *tmp = start; tmp; tmp = tmp->below) |
2980 | if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && |
1147 | if (tmp->flag [FLAG_APPLIED] |
2981 | (!tmp->invisible || tmp->type==SKILL)) return tmp; |
1148 | && tmp->slot [loc].info |
|
|
1149 | && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL)) |
|
|
1150 | return tmp; |
2982 | |
1151 | |
2983 | return NULL; |
1152 | return 0; |
2984 | } |
1153 | } |
2985 | |
|
|
2986 | |
|
|
2987 | |
1154 | |
2988 | /** |
1155 | /** |
2989 | * 'op' wants to apply an object, but can't because of other equipment. |
1156 | * 'op' wants to apply an object, but can't because of other equipment. |
2990 | * This should only be called when it is known |
1157 | * This should only be called when it is known |
2991 | * that there are objects to unapply. This makes pretty heavy |
1158 | * that there are objects to unapply. This makes pretty heavy |
… | |
… | |
2994 | * Returns 0 on success, returns 1 if there is some problem. |
1161 | * Returns 0 on success, returns 1 if there is some problem. |
2995 | * if aflags is AP_PRINT, we instead print out waht to unapply |
1162 | * if aflags is AP_PRINT, we instead print out waht to unapply |
2996 | * instead of doing it. This is a lot less code than having |
1163 | * instead of doing it. This is a lot less code than having |
2997 | * another function that does just that. |
1164 | * another function that does just that. |
2998 | */ |
1165 | */ |
|
|
1166 | |
|
|
1167 | #define CANNOT_REMOVE_CURSED \ |
|
|
1168 | "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ |
|
|
1169 | "Praying over an altar, scrolls of remove curse/damnation, " \ |
|
|
1170 | "priests or even other players might help.>" |
|
|
1171 | |
|
|
1172 | static bool |
2999 | int unapply_for_ob(object *who, object *op, int aflags) |
1173 | unapply_for_ob (object *who, object *op, int aflags) |
3000 | { |
1174 | { |
3001 | int i; |
1175 | if (op->is_range ()) |
3002 | object *tmp=NULL, *last; |
|
|
3003 | |
|
|
3004 | /* If we are applying a shield or weapon, unapply any equipped shield |
|
|
3005 | * or weapons first - only allowed to use one weapon/shield at a time. |
|
|
3006 | */ |
|
|
3007 | if (op->type == WEAPON || op->type == SHIELD) { |
|
|
3008 | for (tmp=who->inv; tmp; tmp=tmp->below) { |
1176 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
3009 | if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { |
1177 | if (tmp->flag [FLAG_APPLIED] && tmp->is_range ()) |
3010 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || |
1178 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])) |
3011 | (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { |
1179 | { |
3012 | if (aflags & AP_PRINT) |
1180 | if (aflags & AP_PRINT) |
3013 | new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); |
1181 | who->failmsg (query_name (tmp)); |
3014 | else |
1182 | else |
3015 | unapply_special(who, tmp, aflags); |
1183 | unapply_special (who, tmp, aflags); |
3016 | } |
1184 | } |
3017 | else { |
1185 | else |
|
|
1186 | { |
3018 | /* In this case, we want to try and remove a cursed item. |
1187 | /* In this case, we want to try and remove a cursed item. |
3019 | * While we know it won't work, we want unapply_special to |
1188 | * While we know it won't work, we want unapply_special to |
3020 | * at least generate the message. |
1189 | * at least generate the message. |
3021 | */ |
1190 | */ |
3022 | new_draw_info_format(NDI_UNIQUE, 0, who, |
1191 | who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)); |
3023 | "No matter how hard you try, you just can't\nremove %s.", |
1192 | return 1; |
3024 | query_name(tmp)); |
1193 | } |
3025 | return 1; |
|
|
3026 | } |
|
|
3027 | |
1194 | |
3028 | } |
|
|
3029 | } |
|
|
3030 | } |
|
|
3031 | |
|
|
3032 | for (i=0; i<NUM_BODY_LOCATIONS; i++) { |
1195 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
|
|
1196 | { |
3033 | /* this used up a slot that we need to free */ |
1197 | /* this used up a slot that we need to free */ |
3034 | if (op->body_info[i]) { |
1198 | if (op->slot[i].info) |
3035 | last = who->inv; |
1199 | { |
|
|
1200 | object *last = who->inv; |
3036 | |
1201 | |
3037 | /* We do a while loop - may need to remove several items in order |
1202 | /* We do a while loop - may need to remove several items in order |
3038 | * to free up enough slots. |
1203 | * to free up enough slots. |
3039 | */ |
1204 | */ |
3040 | while ((who->body_used[i] + op->body_info[i]) < 0) { |
1205 | while ((who->slot[i].used + op->slot[i].info) < 0) |
3041 | tmp = get_item_from_body_location(last, i); |
1206 | { |
3042 | if (!tmp) { |
1207 | object *tmp = get_next_item_from_body_location (i, last); |
|
|
1208 | |
|
|
1209 | if (!tmp) |
|
|
1210 | { |
3043 | #if 0 |
1211 | #if 0 |
3044 | /* Not a bug - we'll get this if the player has cursed items |
1212 | /* Not a bug - we'll get this if the player has cursed items |
3045 | * equipped. |
1213 | * equipped. |
3046 | */ |
1214 | */ |
3047 | LOG(llevError,"Can't find object using location %d (%s) on %s\n", |
1215 | LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); |
3048 | i, body_locations[i].save_name, who->name); |
|
|
3049 | #endif |
1216 | #endif |
3050 | return 1; |
1217 | return 1; |
3051 | } |
1218 | } |
|
|
1219 | |
3052 | /* If we are just printing, we don't care about cursed status */ |
1220 | /* If we are just printing, we don't care about cursed status */ |
3053 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || |
1221 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))) |
3054 | (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) { |
1222 | { |
3055 | if (aflags & AP_PRINT) |
1223 | if (aflags & AP_PRINT) |
3056 | new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); |
1224 | who->failmsg (query_name (tmp)); |
3057 | else |
1225 | else |
3058 | unapply_special(who, tmp, aflags); |
1226 | unapply_special (who, tmp, aflags); |
3059 | } |
1227 | } |
3060 | else { |
1228 | else |
|
|
1229 | { |
3061 | /* Cursed item that we can't unequip - tell the player. |
1230 | /* Cursed item that we can't unequip - tell the player. |
3062 | * Note this could be annoying if this is just one of a few, |
1231 | * Note this could be annoying if this is just one of a few, |
3063 | * so it may not be critical (eg, putting on a ring and you have |
1232 | * so it may not be critical (eg, putting on a ring and you have |
3064 | * one cursed ring.) |
1233 | * one cursed ring.) |
3065 | */ |
1234 | */ |
3066 | new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp)); |
1235 | who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)); |
3067 | } |
1236 | } |
3068 | last = tmp->below; |
1237 | |
3069 | } |
1238 | last = tmp->below; |
|
|
1239 | } |
3070 | /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the |
1240 | /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the |
3071 | * return in the !tmp would have kicked in. |
1241 | * return in the !tmp would have kicked in. |
3072 | */ |
1242 | */ |
3073 | } /* if op is using this body location */ |
1243 | } /* if op is using this body location */ |
3074 | } /* for body lcoations */ |
1244 | } /* for body lcoations */ |
|
|
1245 | |
3075 | return 0; |
1246 | return 0; |
3076 | } |
1247 | } |
3077 | |
1248 | |
3078 | /** |
1249 | /** |
3079 | * Checks to see if 'who' can apply object 'op'. |
1250 | * Checks to see if 'who' can apply object 'op'. |
3080 | * Returns 0 if apply can be done without anything special. |
1251 | * Returns 0 if apply can be done without anything special. |
3081 | * Otherwise returns a bitmask - potentially several of these may be |
1252 | * Otherwise returns a bitmask - potentially several of these may be |
3082 | * set, but largely depends on circumstance - in the future, processing |
1253 | * set, but largely depends on circumstance - in the future, processing |
3083 | * may be pruned once we know some status (eg, once CAN_APPLY_NEVER |
1254 | * may be pruned once we know some status (eg, once CAN_APPLY_NEVER |
3084 | * is set, do we really are what the other flags may be?) |
1255 | * is set, do we really care what the other flags may be?) |
3085 | * |
1256 | * |
3086 | * See include/define.h for detailed description of the meaning of |
1257 | * See include/define.h for detailed description of the meaning of |
3087 | * these return values. |
1258 | * these return values. |
3088 | */ |
1259 | */ |
|
|
1260 | int |
3089 | int can_apply_object(object *who, object *op) |
1261 | can_apply_object (object *who, object *op) |
3090 | { |
1262 | { |
|
|
1263 | if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) |
|
|
1264 | return RESULT_INT (0); |
|
|
1265 | |
3091 | int i, retval=0; |
1266 | int retval = 0; |
3092 | object *tmp=NULL, *ws=NULL; |
1267 | object *tmp = 0, *ws = 0; |
3093 | |
1268 | |
3094 | /* Players have 2 'arm's, so they could in theory equip 2 shields or |
|
|
3095 | * 2 weapons, but we don't want to let them do that. So if they are |
|
|
3096 | * trying to equip a weapon or shield, see if they already have one |
|
|
3097 | * in place and store that way. |
|
|
3098 | */ |
|
|
3099 | if (op->type == WEAPON || op->type == SHIELD) { |
|
|
3100 | for (tmp=who->inv; tmp && !ws; tmp=tmp->below) { |
|
|
3101 | if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { |
|
|
3102 | retval = CAN_APPLY_UNAPPLY; |
|
|
3103 | ws = tmp; |
|
|
3104 | } |
|
|
3105 | } |
|
|
3106 | } |
|
|
3107 | |
|
|
3108 | |
|
|
3109 | for (i=0; i<NUM_BODY_LOCATIONS; i++) { |
1269 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
3110 | if (op->body_info[i]) { |
1270 | { |
|
|
1271 | if (op->slot[i].info) |
|
|
1272 | { |
3111 | /* Item uses more slots than we have */ |
1273 | /* Item uses more slots than we have */ |
3112 | if (FABS(op->body_info[i]) > who->body_info[i]) { |
1274 | if (who->slot[i].info + op->slot [i].info < 0) |
|
|
1275 | { |
3113 | /* Could return now for efficiently - rest of info below isn' |
1276 | /* Could return now for efficiency - rest of info below isn't |
3114 | * really needed. |
1277 | * really needed. |
3115 | */ |
1278 | */ |
3116 | retval |= CAN_APPLY_NEVER; |
1279 | retval |= CAN_APPLY_NEVER; |
3117 | } else if ((who->body_used[i] + op->body_info[i]) < 0) { |
1280 | } |
|
|
1281 | else if (who->slot[i].used + op->slot[i].info < 0) |
|
|
1282 | { |
3118 | /* in this case, equipping this would use more free spots than |
1283 | /* in this case, equipping this would use more free spots than |
3119 | * we have. |
1284 | * we have. |
3120 | */ |
1285 | */ |
3121 | object *tmp1; |
|
|
3122 | |
1286 | |
3123 | |
|
|
3124 | /* if we have an applied weapon/shield, and unapply it would free |
1287 | /* if we have an applied weapon/shield, and unapply it would free |
3125 | * enough slots to equip the new item, then just set this can |
1288 | * enough slots to equip the new item, then just set "can |
3126 | * continue. We don't care about the logic below - if you have |
1289 | * apply unapply". We don't care about the logic below - if you have a |
3127 | * shield equipped and try to equip another shield, there is only |
1290 | * shield equipped and try to equip another shield, there is only |
3128 | * one choice. However, the check for the number of body locations |
1291 | * one choice. However, the check for the number of body locations |
3129 | * does take into the account cases where what is being applied |
1292 | * does take into the account cases where what is being applied |
3130 | * may be two handed for example. |
1293 | * may be two handed for example. |
3131 | */ |
1294 | */ |
3132 | if (ws) { |
1295 | if (ws) |
3133 | if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) { |
1296 | if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0) |
3134 | retval |= CAN_APPLY_UNAPPLY; |
1297 | { |
3135 | continue; |
1298 | retval |= CAN_APPLY_UNAPPLY; |
3136 | } |
1299 | continue; |
3137 | } |
1300 | } |
3138 | |
1301 | |
3139 | tmp1 = get_item_from_body_location(who->inv, i); |
1302 | object *tmp1 = get_next_item_from_body_location (i, who->inv); |
3140 | if (!tmp1) { |
1303 | if (!tmp1) |
3141 | #if 0 |
|
|
3142 | /* This is sort of an error, but happens a lot when old players |
|
|
3143 | * join in with more stuff equipped than they are now allowed. |
|
|
3144 | */ |
|
|
3145 | LOG(llevError,"Can't find object using location %d on %s\n", |
|
|
3146 | i, who->name); |
|
|
3147 | #endif |
|
|
3148 | retval |= CAN_APPLY_NEVER; |
1304 | retval |= CAN_APPLY_NEVER; |
3149 | } else { |
1305 | else |
|
|
1306 | { |
3150 | /* need to unapply something. However, if this something |
1307 | /* need to unapply something. However, if this something |
3151 | * is different than we had found before, it means they need |
1308 | * is different than we had found before, it means they need |
3152 | * to apply multiple objects |
1309 | * to apply multiple objects |
3153 | */ |
1310 | */ |
3154 | retval |= CAN_APPLY_UNAPPLY; |
1311 | retval |= CAN_APPLY_UNAPPLY; |
3155 | if (!tmp) tmp = tmp1; |
1312 | |
3156 | else if (tmp != tmp1) { |
1313 | if (!tmp) |
3157 | retval |= CAN_APPLY_UNAPPLY_MULT; |
1314 | tmp = tmp1; |
3158 | } |
1315 | else if (tmp != tmp1) |
|
|
1316 | retval |= CAN_APPLY_UNAPPLY_MULT; |
|
|
1317 | |
3159 | /* This object isn't using up all the slots, so there must |
1318 | /* This object isn't using up all the slots, so there must |
3160 | * be another. If so, and it the new item doesn't need all |
1319 | * be another. If so, and it the new item doesn't need all |
3161 | * the slots, the player then has a choice. |
1320 | * the slots, the player then has a choice. |
3162 | */ |
1321 | */ |
3163 | if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && |
1322 | if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info) |
3164 | (FABS(op->body_info[i]) < who->body_info[i])) |
1323 | && abs (op->slot[i].info) < who->slot[i].info) |
3165 | retval |= CAN_APPLY_UNAPPLY_CHOICE; |
1324 | retval |= CAN_APPLY_UNAPPLY_CHOICE; |
3166 | |
1325 | |
3167 | /* Does unequippint 'tmp1' free up enough slots for this to be |
1326 | /* Does unequippint 'tmp1' free up enough slots for this to be |
3168 | * equipped? If not, there must be something else to unapply. |
1327 | * equipped? If not, there must be something else to unapply. |
3169 | */ |
1328 | */ |
3170 | if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) |
1329 | if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info) |
3171 | retval |= CAN_APPLY_UNAPPLY_MULT; |
1330 | retval |= CAN_APPLY_UNAPPLY_MULT; |
3172 | |
1331 | } |
3173 | } |
1332 | } /* if not enough free slots */ |
3174 | } /* if not enough free slots */ |
1333 | } /* if this object uses location i */ |
3175 | } /* if this object uses location i */ |
|
|
3176 | } /* for i -> num_body_locations loop */ |
1334 | } /* for i -> num_body_locations loop */ |
3177 | |
1335 | |
3178 | /* Note that we don't check for FLAG_USE_ARMOUR - that should |
1336 | /* Note that we don't check for FLAG_USE_ARMOUR - that should |
3179 | * really be controlled by use of body locations. We do have |
1337 | * really be controlled by use of body locations. We do have |
3180 | * the weapon/shield checks, and the range checks for monsters, |
1338 | * the weapon/shield checks, and the range checks for monsters, |
3181 | * because you can't control those just by body location - bows, shields, |
1339 | * because you can't control those just by body location - bows, shields, |
3182 | * and weapons all use the same slot. Similar for horn/rod/wand - they |
1340 | * and weapons all use the same slot. Similar for horn/rod/wand - they |
3183 | * all use the same location. |
1341 | * all use the same location. |
3184 | */ |
1342 | */ |
3185 | if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) |
1343 | if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON]) |
3186 | retval |= CAN_APPLY_RESTRICTION; |
|
|
3187 | if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD)) |
|
|
3188 | retval |= CAN_APPLY_RESTRICTION; |
|
|
3189 | |
|
|
3190 | |
|
|
3191 | if (who->type != PLAYER) { |
|
|
3192 | if ((op->type == WAND || op->type == HORN || op->type==ROD) |
|
|
3193 | && !QUERY_FLAG(who, FLAG_USE_RANGE)) |
|
|
3194 | retval |= CAN_APPLY_RESTRICTION; |
|
|
3195 | if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) |
|
|
3196 | retval |= CAN_APPLY_RESTRICTION; |
1344 | retval |= CAN_APPLY_RESTRICTION; |
3197 | if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) |
1345 | |
|
|
1346 | if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD]) |
3198 | retval |= CAN_APPLY_RESTRICTION; |
1347 | retval |= CAN_APPLY_RESTRICTION; |
3199 | if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) |
1348 | |
|
|
1349 | if (who->type != PLAYER) |
|
|
1350 | { |
|
|
1351 | if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE]) |
3200 | retval |= CAN_APPLY_RESTRICTION; |
1352 | retval |= CAN_APPLY_RESTRICTION; |
|
|
1353 | |
|
|
1354 | if (op->type == BOW && !who->flag [FLAG_USE_BOW]) |
|
|
1355 | retval |= CAN_APPLY_RESTRICTION; |
|
|
1356 | |
|
|
1357 | if (op->type == RING && !who->flag [FLAG_USE_RING]) |
|
|
1358 | retval |= CAN_APPLY_RESTRICTION; |
|
|
1359 | |
|
|
1360 | if (op->type == BOW && !who->flag [FLAG_USE_BOW]) |
|
|
1361 | retval |= CAN_APPLY_RESTRICTION; |
3201 | } |
1362 | } |
|
|
1363 | |
3202 | return retval; |
1364 | return retval; |
3203 | } |
1365 | } |
3204 | |
|
|
3205 | |
|
|
3206 | |
1366 | |
3207 | /** |
1367 | /** |
3208 | * who is the object using the object. It can be a monster. |
1368 | * who is the object using the object. It can be a monster. |
3209 | * op is the object they are using. op is an equipment type item, |
1369 | * op is the object they are using. op is an equipment type item, |
3210 | * eg, one which you put on and keep on for a while, and not something |
1370 | * eg, one which you put on and keep on for a while, and not something |
… | |
… | |
3219 | * AP_UNAPPLY=always unapply). |
1379 | * AP_UNAPPLY=always unapply). |
3220 | * |
1380 | * |
3221 | * Optional flags: |
1381 | * Optional flags: |
3222 | * AP_NO_MERGE: don't merge an unapplied object with other objects |
1382 | * AP_NO_MERGE: don't merge an unapplied object with other objects |
3223 | * AP_IGNORE_CURSE: unapply cursed items |
1383 | * AP_IGNORE_CURSE: unapply cursed items |
|
|
1384 | * AP_NO_READY: do not ready skills when applying skill tools |
3224 | * |
1385 | * |
3225 | * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) |
1386 | * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) |
3226 | * |
1387 | * |
3227 | * apply_special() doesn't check for unpaid items. |
1388 | * apply_special() doesn't check for unpaid items. |
3228 | */ |
1389 | */ |
|
|
1390 | |
|
|
1391 | #define LACK_ITEM_POWER \ |
|
|
1392 | " H<You lack enough unused item power to use this weapon, see the skills command.>" |
|
|
1393 | |
|
|
1394 | static bool |
3229 | int apply_special (object *who, object *op, int aflags) |
1395 | apply_special (object *who, object *op, int aflags) |
3230 | { |
1396 | { |
3231 | int basic_flag = aflags & AP_BASIC_FLAGS; |
1397 | int basic_flag = aflags & AP_MODE; |
3232 | object *tmp, *tmp2, *skop=NULL; |
1398 | object *tmp, *skop = NULL; |
3233 | int i; |
|
|
3234 | |
1399 | |
3235 | if(who==NULL) { |
|
|
3236 | LOG(llevError,"apply_special() from object without environment.\n"); |
|
|
3237 | return 1; |
|
|
3238 | } |
|
|
3239 | |
|
|
3240 | if(op->env!=who) |
|
|
3241 | return 1; /* op is not in inventory */ |
|
|
3242 | |
|
|
3243 | /* trying to unequip op */ |
1400 | /* trying to unequip op */ |
3244 | if (QUERY_FLAG(op,FLAG_APPLIED)) { |
1401 | if (op->flag [FLAG_APPLIED]) |
|
|
1402 | { |
3245 | /* always apply, so no reason to unapply */ |
1403 | /* always apply, so no reason to unapply */ |
3246 | if (basic_flag == AP_APPLY) return 0; |
1404 | if (basic_flag == AP_APPLY) |
3247 | |
|
|
3248 | if ( ! (aflags & AP_IGNORE_CURSE) |
|
|
3249 | && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { |
|
|
3250 | new_draw_info_format(NDI_UNIQUE, 0, who, |
|
|
3251 | "No matter how hard you try, you just can't\nremove %s.", |
|
|
3252 | query_name(op)); |
|
|
3253 | return 1; |
1405 | return 0; |
3254 | } |
1406 | |
3255 | return unapply_special(who, op, aflags); |
1407 | return unapply_special (who, op, aflags); |
3256 | } |
1408 | } |
3257 | |
|
|
3258 | if (basic_flag == AP_UNAPPLY) return 0; |
1409 | else if (basic_flag == AP_UNAPPLY) |
|
|
1410 | return 0; |
3259 | |
1411 | |
3260 | i = can_apply_object(who, op); |
1412 | splay (op); |
3261 | |
1413 | |
3262 | /* Can't just apply this object. Lets see what not and what to do */ |
1414 | /* Can't just apply this object. Lets see what not and what to do */ |
3263 | if (i) { |
1415 | if (int i = can_apply_object (who, op)) |
|
|
1416 | { |
3264 | if (i & CAN_APPLY_NEVER) { |
1417 | if (i & CAN_APPLY_NEVER) |
3265 | new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); |
1418 | { |
|
|
1419 | who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)); |
3266 | return 1; |
1420 | return 1; |
|
|
1421 | } |
3267 | } else if (i & CAN_APPLY_RESTRICTION) { |
1422 | else if (i & CAN_APPLY_RESTRICTION) |
3268 | new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); |
1423 | { |
|
|
1424 | who->failmsgf ( |
|
|
1425 | "You have a prohibition against using a %s. " |
|
|
1426 | "H<Your belief, profession or class prevents you from applying this item.>", |
|
|
1427 | query_name (op) |
|
|
1428 | ); |
3269 | return 1; |
1429 | return 1; |
3270 | } |
1430 | } |
|
|
1431 | |
3271 | if (who->type != PLAYER) { |
1432 | if (who->type != PLAYER) |
|
|
1433 | { |
3272 | /* Some error, so don't try to equip something more */ |
1434 | /* Some error, so don't try to equip something more */ |
3273 | if (unapply_for_ob(who, op, aflags)) return 1; |
1435 | if (unapply_for_ob (who, op, aflags)) |
3274 | } else { |
1436 | return 1; |
3275 | if (who->contr->unapply == unapply_never || |
1437 | } |
3276 | (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { |
1438 | else |
3277 | new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); |
1439 | { |
|
|
1440 | if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) |
|
|
1441 | { |
|
|
1442 | who->failmsg ("You need to unapply some of the following item(s) or change your applymode:"); |
3278 | unapply_for_ob(who, op, AP_PRINT); |
1443 | unapply_for_ob (who, op, AP_PRINT); |
3279 | return 1; |
1444 | return 1; |
3280 | } |
1445 | } |
3281 | else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { |
1446 | else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) |
3282 | i = unapply_for_ob(who, op, aflags); |
1447 | if (unapply_for_ob (who, op, aflags)) |
3283 | if (i) return 1; |
1448 | return 1; |
|
|
1449 | } |
3284 | } |
1450 | } |
3285 | } |
1451 | |
3286 | } |
|
|
3287 | if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { |
1452 | if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) |
|
|
1453 | { |
|
|
1454 | // try to ready attached skill first |
3288 | skop=find_skill_by_name(who, op->skill); |
1455 | skop = find_skill_by_name (who, op->skill); |
3289 | if (!skop) { |
1456 | |
3290 | new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill); |
1457 | if (!skop) |
|
|
1458 | { |
|
|
1459 | who->failmsgf ("You need the %s skill to use this item!", &op->skill); |
|
|
1460 | return 1; |
|
|
1461 | } |
|
|
1462 | else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT)) |
|
|
1463 | { |
|
|
1464 | who->failmsgf ("You can't use the required %s skill!", &op->skill); |
|
|
1465 | return 1; |
|
|
1466 | } |
|
|
1467 | } |
|
|
1468 | |
|
|
1469 | if (!check_item_power (who, op->item_power)) |
|
|
1470 | { |
|
|
1471 | who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); |
3291 | return 1; |
1472 | return 1; |
3292 | } else { |
|
|
3293 | /* While experience will be credited properly, we want to change the |
|
|
3294 | * skill so that the dam and wc get updated |
|
|
3295 | */ |
|
|
3296 | change_skill(who, skop, 0); |
|
|
3297 | } |
|
|
3298 | } |
1473 | } |
3299 | |
|
|
3300 | if (who->type == PLAYER && op->item_power && |
|
|
3301 | (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) { |
|
|
3302 | new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); |
|
|
3303 | return 1; |
|
|
3304 | } |
|
|
3305 | |
|
|
3306 | |
1474 | |
3307 | /* Ok. We are now at the state where we can apply the new object. |
1475 | /* Ok. We are now at the state where we can apply the new object. |
3308 | * Note that we don't have the checks for can_use_... |
1476 | * Note that we don't have the checks for can_use_... |
3309 | * below - that is already taken care of by can_apply_object. |
1477 | * below - that is already taken care of by can_apply_object. |
3310 | */ |
1478 | */ |
3311 | |
|
|
3312 | |
1479 | |
3313 | if(op->nrof > 1) |
1480 | // split away all the other items from the stack, so only one item is left |
3314 | tmp = get_split_ob(op,op->nrof - 1); |
1481 | tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; |
3315 | else |
|
|
3316 | tmp = NULL; |
|
|
3317 | |
1482 | |
|
|
1483 | if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) |
|
|
1484 | return RESULT_INT (0); |
|
|
1485 | |
3318 | switch(op->type) { |
1486 | switch (op->type) |
|
|
1487 | { |
3319 | case WEAPON: |
1488 | case WEAPON: |
3320 | if (!check_weapon_power(who, op->last_eat)) { |
1489 | if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\'')) |
3321 | new_draw_info(NDI_UNIQUE, 0,who, |
1490 | { |
3322 | "That weapon is too powerful for you to use."); |
|
|
3323 | new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); |
|
|
3324 | if(tmp!=NULL) |
|
|
3325 | (void) insert_ob_in_ob(tmp,who); |
|
|
3326 | return 1; |
|
|
3327 | } |
|
|
3328 | if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { |
|
|
3329 | /* if the weapon does not have the name as the character, can't use it. */ |
1491 | /* if the weapon does not have the name as the character, can't use it. */ |
3330 | /* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
1492 | /* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
3331 | new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner."); |
1493 | who->failmsg ("The weapon does not recognize you as its owner. " |
3332 | if(tmp!=NULL) |
1494 | "H<Its name indicates that it belongs to somebody else.>"); |
3333 | (void) insert_ob_in_ob(tmp,who); |
1495 | if (tmp) who->insert (tmp); |
3334 | return 1; |
1496 | return 1; |
3335 | } |
1497 | } |
3336 | SET_FLAG(op, FLAG_APPLIED); |
|
|
3337 | |
1498 | |
3338 | if (skop) change_skill(who, skop, 1); |
1499 | op->flag [FLAG_APPLIED] = true; |
3339 | if(!QUERY_FLAG(who,FLAG_READY_WEAPON)) |
|
|
3340 | SET_FLAG(who, FLAG_READY_WEAPON); |
|
|
3341 | |
1500 | |
3342 | new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op)); |
1501 | if (player *pl = who->contr) |
|
|
1502 | { |
|
|
1503 | who->statusmsg (format ("You wield %s.", query_name (op))); |
|
|
1504 | change_abil (who, op); |
|
|
1505 | } |
3343 | |
1506 | |
3344 | (void) change_abil (who,op); |
1507 | op->flag [FLAG_READY_WEAPON] = true; |
3345 | /* GROS: update the current_weapon_script field (used with EVENT_ATTACK for weapons) */ |
|
|
3346 | /*if ((evt = find_event(op, EVENT_ATTACK)) != NULL) { |
|
|
3347 | LOG(llevDebug, "Scripting Weapon wielded\n"); |
|
|
3348 | if (who->current_weapon_script) free_string(who->current_weapon_script); |
|
|
3349 | who->current_weapon_script=add_string(query_name(op)); |
|
|
3350 | } |
|
|
3351 | who->current_weapon = op;*/ |
|
|
3352 | break; |
|
|
3353 | |
|
|
3354 | case ARMOUR: |
|
|
3355 | case HELMET: |
|
|
3356 | case SHIELD: |
|
|
3357 | case BOOTS: |
|
|
3358 | case GLOVES: |
|
|
3359 | case GIRDLE: |
|
|
3360 | case BRACERS: |
|
|
3361 | case CLOAK: |
|
|
3362 | case RING: |
|
|
3363 | case AMULET: |
|
|
3364 | SET_FLAG(op, FLAG_APPLIED); |
|
|
3365 | new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op)); |
|
|
3366 | (void) change_abil (who,op); |
|
|
3367 | break; |
|
|
3368 | case LAMP: |
|
|
3369 | if (op->stats.food < 1) { |
|
|
3370 | new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of" |
|
|
3371 | " fuel!", op->name); |
|
|
3372 | return 1; |
|
|
3373 | } |
|
|
3374 | new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.", |
|
|
3375 | op->name); |
|
|
3376 | tmp2 = arch_to_object(op->other_arch); |
|
|
3377 | tmp2->stats.food = op->stats.food; |
|
|
3378 | SET_FLAG(tmp2, FLAG_APPLIED); |
|
|
3379 | if (QUERY_FLAG(op, FLAG_INV_LOCKED)) |
|
|
3380 | SET_FLAG(tmp2, FLAG_INV_LOCKED); |
|
|
3381 | insert_ob_in_ob(tmp2, who); |
|
|
3382 | |
|
|
3383 | /* Remove the old lantern */ |
|
|
3384 | if (who->type == PLAYER) |
|
|
3385 | esrv_del_item(who->contr, (tag_t)op->count); |
|
|
3386 | remove_ob(op); |
|
|
3387 | free_object(op); |
|
|
3388 | |
|
|
3389 | /* insert the portion that was split off */ |
|
|
3390 | if(tmp!=NULL) { |
|
|
3391 | (void) insert_ob_in_ob(tmp,who); |
|
|
3392 | if(who->type==PLAYER) |
|
|
3393 | esrv_send_item(who, tmp); |
|
|
3394 | } |
|
|
3395 | fix_player(who); |
|
|
3396 | if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { |
|
|
3397 | if (who->type == PLAYER) { |
|
|
3398 | new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); |
|
|
3399 | SET_FLAG(tmp2, FLAG_KNOWN_CURSED); |
|
|
3400 | } |
|
|
3401 | } |
|
|
3402 | if(who->type==PLAYER) |
|
|
3403 | esrv_send_item(who, tmp2); |
|
|
3404 | return 0; |
|
|
3405 | break; |
|
|
3406 | |
|
|
3407 | /* this part is needed for skill-tools */ |
|
|
3408 | case SKILL: |
|
|
3409 | case SKILL_TOOL: |
|
|
3410 | if (who->chosen_skill) { |
|
|
3411 | LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); |
|
|
3412 | return 1; |
|
|
3413 | } |
|
|
3414 | if (who->type == PLAYER) { |
|
|
3415 | who->contr->shoottype = range_skill; |
|
|
3416 | who->contr->ranges[range_skill] = op; |
|
|
3417 | if ( ! op->invisible) { |
|
|
3418 | new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", |
|
|
3419 | query_name (op)); |
|
|
3420 | new_draw_info_format (NDI_UNIQUE, 0, who, |
|
|
3421 | "You can now use the skill: %s.", |
|
|
3422 | op->skill); |
|
|
3423 | } else { |
|
|
3424 | new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", |
|
|
3425 | op->skill? op->skill:op->name); |
|
|
3426 | } |
|
|
3427 | } |
|
|
3428 | SET_FLAG (op, FLAG_APPLIED); |
|
|
3429 | (void) change_abil (who, op); |
|
|
3430 | who->chosen_skill = op; |
|
|
3431 | SET_FLAG (who, FLAG_READY_SKILL); |
|
|
3432 | break; |
|
|
3433 | |
|
|
3434 | case BOW: |
|
|
3435 | if (!check_weapon_power(who, op->last_eat)) { |
|
|
3436 | new_draw_info(NDI_UNIQUE, 0, who, |
|
|
3437 | "That item is too powerful for you to use."); |
|
|
3438 | new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); |
|
|
3439 | if(tmp != NULL) |
|
|
3440 | (void)insert_ob_in_ob(tmp,who); |
|
|
3441 | return 1; |
|
|
3442 | } |
|
|
3443 | if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { |
|
|
3444 | new_draw_info(NDI_UNIQUE, 0, who, |
|
|
3445 | "The weapon does not recognize you as its owner."); |
|
|
3446 | if(tmp != NULL) |
|
|
3447 | (void)insert_ob_in_ob(tmp,who); |
|
|
3448 | return 1; |
|
|
3449 | } |
|
|
3450 | /*FALLTHROUGH*/ |
|
|
3451 | case WAND: |
|
|
3452 | case ROD: |
|
|
3453 | case HORN: |
|
|
3454 | /* check for skill, alter player status */ |
|
|
3455 | SET_FLAG(op, FLAG_APPLIED); |
|
|
3456 | if (skop) change_skill(who, skop, 0); |
|
|
3457 | new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op)); |
|
|
3458 | |
|
|
3459 | if(who->type==PLAYER) { |
|
|
3460 | if (op->type == BOW) { |
|
|
3461 | (void)change_abil(who, op); |
|
|
3462 | new_draw_info_format (NDI_UNIQUE, 0, who, |
|
|
3463 | "You will now fire %s with %s.", |
|
|
3464 | op->race ? op->race : "nothing", query_name(op)); |
|
|
3465 | who->contr->shoottype = range_bow; |
|
|
3466 | } else { |
|
|
3467 | who->contr->shoottype = range_misc; |
|
|
3468 | } |
|
|
3469 | } else { |
|
|
3470 | if (op->type == BOW) |
|
|
3471 | SET_FLAG (who, FLAG_READY_BOW); |
|
|
3472 | else |
|
|
3473 | SET_FLAG (who, FLAG_READY_RANGE); |
|
|
3474 | } |
|
|
3475 | break; |
|
|
3476 | |
|
|
3477 | case BUILDER: |
|
|
3478 | if ( who->contr->ranges[ range_builder ] ) |
|
|
3479 | unapply_special( who, who->contr->ranges[ range_builder ], 0 ); |
|
|
3480 | who->contr->shoottype = range_builder; |
|
|
3481 | who->contr->ranges[ range_builder ] = op; |
|
|
3482 | new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) ); |
|
|
3483 | break; |
1508 | break; |
3484 | |
1509 | |
3485 | default: |
1510 | case ARMOUR: |
3486 | new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); |
1511 | case HELMET: |
3487 | } /* end of switch op->type */ |
1512 | case SHIELD: |
|
|
1513 | case BOOTS: |
|
|
1514 | case GLOVES: |
|
|
1515 | case GIRDLE: |
|
|
1516 | case BRACERS: |
|
|
1517 | case CLOAK: |
|
|
1518 | case RING: |
|
|
1519 | case AMULET: |
|
|
1520 | op->set_flag (FLAG_APPLIED); |
|
|
1521 | who->statusmsg (format ("You wear %s.", query_name (op))); |
|
|
1522 | change_abil (who, op); |
|
|
1523 | break; |
3488 | |
1524 | |
3489 | SET_FLAG(op, FLAG_APPLIED); |
1525 | case SKILL_TOOL: |
|
|
1526 | // applying a skill tool does not ready the skill |
|
|
1527 | // if something needs the skill, it has to ready it itself |
|
|
1528 | //TODO: unapplying should unapply the skill, though |
|
|
1529 | op->set_flag (FLAG_APPLIED); |
|
|
1530 | break; |
3490 | |
1531 | |
3491 | if(tmp!=NULL) |
1532 | case SKILL: |
3492 | tmp = insert_ob_in_ob(tmp,who); |
1533 | if (who->contr) |
|
|
1534 | if (op->invisible) |
|
|
1535 | who->statusmsg (format ("You can now use the %s skill.", &op->skill)); |
|
|
1536 | else |
|
|
1537 | who->statusmsg (format ("You ready %s.", query_name (op))); |
3493 | |
1538 | |
3494 | fix_player(who); |
1539 | who->set_flag (FLAG_READY_SKILL); |
|
|
1540 | op->set_flag (FLAG_APPLIED); |
|
|
1541 | change_abil (who, op); |
|
|
1542 | break; |
3495 | |
1543 | |
|
|
1544 | case BOW: |
|
|
1545 | if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\'')) |
|
|
1546 | { |
|
|
1547 | who->failmsg ("The weapon does not recognize you as its owner. " |
|
|
1548 | "H<Its name indicates that it belongs to somebody else.>"); |
|
|
1549 | if (tmp) who->insert (tmp); |
|
|
1550 | return 1; |
|
|
1551 | } |
|
|
1552 | |
|
|
1553 | if (player *pl = who->contr) |
|
|
1554 | { |
|
|
1555 | op->flag [FLAG_APPLIED] = true; |
|
|
1556 | who->statusmsg (format ("You wield the %s.", query_name (op))); |
|
|
1557 | change_abil (who, op); |
|
|
1558 | } |
|
|
1559 | break; |
|
|
1560 | |
|
|
1561 | case RANGED: |
|
|
1562 | if (player *pl = who->contr) |
|
|
1563 | { |
|
|
1564 | op->flag [FLAG_APPLIED] = true; |
|
|
1565 | who->statusmsg (format ("You applied the %s.", query_name (op))); |
|
|
1566 | } |
|
|
1567 | break; |
|
|
1568 | |
|
|
1569 | case SPELL: |
|
|
1570 | if (player *pl = who->contr) |
|
|
1571 | { |
|
|
1572 | op->flag [FLAG_APPLIED] = true; |
|
|
1573 | who->statusmsg (format ("You ready the spell %s.", query_name (op))); |
|
|
1574 | } |
|
|
1575 | break; |
|
|
1576 | |
|
|
1577 | /*FALLTHROUGH*/ |
|
|
1578 | case WAND: |
|
|
1579 | case ROD: |
|
|
1580 | case HORN: |
|
|
1581 | op->flag [FLAG_APPLIED] = true; |
|
|
1582 | |
|
|
1583 | if (player *pl = who->contr) |
|
|
1584 | { |
|
|
1585 | who->statusmsg (format ("You ready %s.", query_name (op))); |
|
|
1586 | |
|
|
1587 | if (op->type == BOW) |
|
|
1588 | who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); |
|
|
1589 | |
|
|
1590 | change_abil (who, op); |
|
|
1591 | } |
|
|
1592 | else |
|
|
1593 | { |
|
|
1594 | if (op->type == BOW) |
|
|
1595 | op->flag [FLAG_READY_BOW ] = true; |
|
|
1596 | else |
|
|
1597 | op->flag [FLAG_READY_RANGE] = true; |
|
|
1598 | } |
|
|
1599 | |
|
|
1600 | break; |
|
|
1601 | |
|
|
1602 | case BUILDER: |
|
|
1603 | if (player *pl = who->contr) |
|
|
1604 | { |
|
|
1605 | who->statusmsg (format ("You ready your %s.", query_name (op))); |
|
|
1606 | //TODO: change_abil? |
|
|
1607 | } |
|
|
1608 | break; |
|
|
1609 | |
|
|
1610 | default: |
|
|
1611 | who->statusmsg (format ("You apply %s.", query_name (op))); |
|
|
1612 | } |
|
|
1613 | |
|
|
1614 | op->set_flag (FLAG_APPLIED); |
|
|
1615 | |
|
|
1616 | if (tmp) who->insert (tmp); |
|
|
1617 | |
|
|
1618 | who->update_stats (); |
|
|
1619 | |
3496 | /* We exclude spell casting objects. The fire code will set the |
1620 | /* We exclude spell casting objects. The fire code will set the |
3497 | * been applied flag when they are used - until that point, |
1621 | * been applied flag when they are used - until that point, |
3498 | * you don't know anything about them. |
1622 | * you don't know anything about them. |
3499 | */ |
1623 | */ |
3500 | if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && |
1624 | if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) |
3501 | op->type!=ROD) |
1625 | op->set_flag (FLAG_BEEN_APPLIED); |
3502 | SET_FLAG(op,FLAG_BEEN_APPLIED); |
|
|
3503 | |
1626 | |
3504 | if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { |
1627 | if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]) |
3505 | if (who->type == PLAYER) { |
|
|
3506 | new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); |
|
|
3507 | SET_FLAG(op,FLAG_KNOWN_CURSED); |
|
|
3508 | } |
|
|
3509 | } |
|
|
3510 | if(who->type==PLAYER) { |
1628 | if (who->type == PLAYER) |
3511 | /* if multiple objects were applied, update both slots */ |
1629 | { |
3512 | if (tmp) |
1630 | who->failmsg ( |
3513 | esrv_send_item(who, tmp); |
1631 | "Oops, it feels deadly cold! " |
3514 | esrv_send_item(who, op); |
1632 | "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>" |
|
|
1633 | ); |
|
|
1634 | op->set_flag (FLAG_KNOWN_CURSED); |
3515 | } |
1635 | } |
|
|
1636 | |
|
|
1637 | if (object *pl = op->visible_to ()) |
|
|
1638 | esrv_send_item (pl, op); |
|
|
1639 | |
|
|
1640 | return 0; |
|
|
1641 | } |
|
|
1642 | |
|
|
1643 | /** |
|
|
1644 | * Check if op should abort moving victim because of it's race or slaying. |
|
|
1645 | * Returns 1 if it should abort, returns 0 if it should continue. |
|
|
1646 | */ |
|
|
1647 | int |
|
|
1648 | should_director_abort (object *op, object *victim) |
|
|
1649 | { |
|
|
1650 | int arch_flag, name_flag, race_flag; |
|
|
1651 | |
|
|
1652 | /* Get flags to determine what of arch, name, and race should be checked. |
|
|
1653 | * This is stored in subtype, and is a bitmask, the LSB is the arch flag, |
|
|
1654 | * the next is the name flag, and the last is the race flag. Also note, |
|
|
1655 | * if subtype is set to zero, that also goes to defaults of all affecting |
|
|
1656 | * it. Examples: |
|
|
1657 | * subtype 1: only arch |
|
|
1658 | * subtype 3: arch or name |
|
|
1659 | * subtype 5: arch or race |
|
|
1660 | * subtype 7: all three |
|
|
1661 | */ |
|
|
1662 | if (op->subtype) |
|
|
1663 | { |
|
|
1664 | arch_flag = op->subtype & 1; |
|
|
1665 | name_flag = op->subtype & 2; |
|
|
1666 | race_flag = op->subtype & 4; |
|
|
1667 | } |
|
|
1668 | else |
|
|
1669 | { |
|
|
1670 | arch_flag = 1; |
|
|
1671 | name_flag = 1; |
|
|
1672 | race_flag = 1; |
|
|
1673 | } |
|
|
1674 | |
|
|
1675 | /* If the director has race set, only affect objects with a arch, |
|
|
1676 | * name or race that matches. |
|
|
1677 | */ |
|
|
1678 | if ((op->race) && |
|
|
1679 | ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) && |
|
|
1680 | ((!(victim->name && name_flag) || op->race != victim->name)) && |
|
|
1681 | ((!(victim->race && race_flag) || op->race != victim->race))) |
|
|
1682 | return 1; |
|
|
1683 | |
|
|
1684 | /* If the director has slaying set, only affect objects where none |
|
|
1685 | * of arch, name, or race match. |
|
|
1686 | */ |
|
|
1687 | if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) || |
|
|
1688 | ((victim->name && name_flag && op->slaying == victim->name)) || |
|
|
1689 | ((victim->race && race_flag && op->slaying == victim->race))) |
|
|
1690 | return 1; |
|
|
1691 | |
|
|
1692 | return 0; |
|
|
1693 | } |
|
|
1694 | |
|
|
1695 | /** |
|
|
1696 | * This handles a player dropping money on an altar to identify stuff. |
|
|
1697 | * It'll identify marked item, if none all items up to dropped money. |
|
|
1698 | * Return value: 1 if money was destroyed, 0 if not. |
|
|
1699 | */ |
|
|
1700 | static int |
|
|
1701 | apply_id_altar (object *money, object *altar, object *pl) |
|
|
1702 | { |
|
|
1703 | dynbuf_text &buf = msg_dynbuf; buf.clear (); |
|
|
1704 | |
|
|
1705 | if (!pl || pl->type != PLAYER) |
3516 | return 0; |
1706 | return 0; |
3517 | } |
|
|
3518 | |
1707 | |
|
|
1708 | /* Check for MONEY type is a special hack - it prevents 'nothing needs |
|
|
1709 | * identifying' from being printed out more than it needs to be. |
|
|
1710 | */ |
|
|
1711 | if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY) |
|
|
1712 | return 0; |
3519 | |
1713 | |
3520 | int monster_apply_special (object *who, object *op, int aflags) |
1714 | /* if the player has a marked item, identify that if it needs to be |
|
|
1715 | * identified. If it doesn't, then go through the player inventory. |
|
|
1716 | */ |
|
|
1717 | if (object *marked = pl->mark ()) |
|
|
1718 | if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ()) |
|
|
1719 | { |
|
|
1720 | if (operate_altar (altar, &money, pl)) |
|
|
1721 | { |
|
|
1722 | identify (marked); |
|
|
1723 | |
|
|
1724 | buf.printf ("You have %s.\r", long_desc (marked, pl)); |
|
|
1725 | if (marked->msg) |
|
|
1726 | buf << "The item has a story:\r" << marked->msg << "\n\n"; |
|
|
1727 | |
|
|
1728 | return !money; |
|
|
1729 | } |
|
|
1730 | } |
|
|
1731 | |
|
|
1732 | for (object *id = pl->inv; id; id = id->below) |
|
|
1733 | { |
|
|
1734 | if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ()) |
|
|
1735 | { |
|
|
1736 | if (operate_altar (altar, &money, pl)) |
|
|
1737 | { |
|
|
1738 | identify (id); |
|
|
1739 | |
|
|
1740 | buf.printf ("You have %s.\r", long_desc (id, pl)); |
|
|
1741 | if (id->msg) |
|
|
1742 | buf << "The item has a story:\r" << id->msg << "\n\n"; |
|
|
1743 | |
|
|
1744 | /* If no more money, might as well quit now */ |
|
|
1745 | if (!money || !check_altar_sacrifice (altar, money)) |
|
|
1746 | break; |
|
|
1747 | } |
|
|
1748 | else |
|
|
1749 | { |
|
|
1750 | LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); |
|
|
1751 | break; |
|
|
1752 | } |
|
|
1753 | } |
|
|
1754 | } |
|
|
1755 | |
|
|
1756 | if (buf.empty ()) |
|
|
1757 | pl->failmsg ("You have nothing that needs identifying"); |
|
|
1758 | else |
|
|
1759 | pl->contr->infobox (MSG_CHANNEL ("identify"), buf); |
|
|
1760 | |
|
|
1761 | return !money; |
|
|
1762 | } |
|
|
1763 | |
|
|
1764 | /** |
|
|
1765 | * This checks whether the object has a "on_use_yield" field, and if so generated and drops |
|
|
1766 | * matching item. |
|
|
1767 | **/ |
|
|
1768 | void |
|
|
1769 | handle_apply_yield (object *tmp) |
3521 | { |
1770 | { |
3522 | if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) |
1771 | if (shstr_tmp yield = tmp->kv [shstr_on_use_yield]) |
|
|
1772 | archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); |
|
|
1773 | } |
|
|
1774 | |
|
|
1775 | /** |
|
|
1776 | * Handles applying a potion. |
|
|
1777 | */ |
|
|
1778 | int |
|
|
1779 | apply_potion (object *op, object *tmp) |
|
|
1780 | { |
|
|
1781 | int got_one = 0, i; |
|
|
1782 | object *force = 0; |
|
|
1783 | |
|
|
1784 | if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) |
|
|
1785 | { |
|
|
1786 | op->failmsg ("Gods prevent you from using this here, it's sacred ground!"); |
|
|
1787 | |
|
|
1788 | tmp->clr_flag (FLAG_APPLIED); |
|
|
1789 | return 0; |
|
|
1790 | } |
|
|
1791 | |
|
|
1792 | if (op->type == PLAYER) |
|
|
1793 | if (!tmp->flag [FLAG_IDENTIFIED]) |
|
|
1794 | identify (tmp); |
|
|
1795 | |
|
|
1796 | handle_apply_yield (tmp); |
|
|
1797 | |
|
|
1798 | /* Potion of restoration - only for players */ |
|
|
1799 | if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) |
|
|
1800 | { |
|
|
1801 | object *depl; |
|
|
1802 | archetype *at; |
|
|
1803 | |
|
|
1804 | if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
|
|
1805 | { |
|
|
1806 | op->drain_stat (); |
|
|
1807 | op->update_stats (); |
|
|
1808 | tmp->decrease (); |
|
|
1809 | return 1; |
|
|
1810 | } |
|
|
1811 | |
|
|
1812 | if (!(at = archetype::find (shstr_depletion))) |
|
|
1813 | { |
|
|
1814 | LOG (llevError, "Could not find archetype depletion\n"); |
|
|
1815 | return 0; |
|
|
1816 | } |
|
|
1817 | |
|
|
1818 | depl = present_arch_in_ob (at, op); |
|
|
1819 | |
|
|
1820 | if (depl) |
|
|
1821 | { |
|
|
1822 | for (i = 0; i < NUM_STATS; i++) |
|
|
1823 | if (depl->stats.stat (i)) |
|
|
1824 | op->statusmsg (restore_msg[i]); |
|
|
1825 | |
|
|
1826 | depl->destroy (); |
|
|
1827 | op->update_stats (); |
|
|
1828 | } |
|
|
1829 | else |
|
|
1830 | op->statusmsg ("Your potion had no effect."); |
|
|
1831 | |
|
|
1832 | tmp->decrease (); |
3523 | return 1; |
1833 | return 1; |
3524 | return apply_special (who, op, aflags); |
1834 | } |
3525 | } |
|
|
3526 | |
1835 | |
|
|
1836 | /* improvement potion - only for players */ |
|
|
1837 | if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) |
|
|
1838 | { |
|
|
1839 | for (i = 1; i < min (11, op->level); i++) |
|
|
1840 | { |
|
|
1841 | if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
|
|
1842 | { |
|
|
1843 | if (op->contr->levhp[i] != 1) |
|
|
1844 | { |
|
|
1845 | op->contr->levhp[i] = 1; |
|
|
1846 | break; |
|
|
1847 | } |
|
|
1848 | |
|
|
1849 | if (op->contr->levsp[i] != 1) |
|
|
1850 | { |
|
|
1851 | op->contr->levsp[i] = 1; |
|
|
1852 | break; |
|
|
1853 | } |
|
|
1854 | |
|
|
1855 | if (op->contr->levgrace[i] != 1) |
|
|
1856 | { |
|
|
1857 | op->contr->levgrace[i] = 1; |
|
|
1858 | break; |
|
|
1859 | } |
|
|
1860 | } |
|
|
1861 | else |
|
|
1862 | { |
|
|
1863 | if (op->contr->levhp[i] < 9) |
|
|
1864 | { |
|
|
1865 | op->contr->levhp[i] = 9; |
|
|
1866 | break; |
|
|
1867 | } |
|
|
1868 | |
|
|
1869 | if (op->contr->levsp[i] < 6) |
|
|
1870 | { |
|
|
1871 | op->contr->levsp[i] = 6; |
|
|
1872 | break; |
|
|
1873 | } |
|
|
1874 | |
|
|
1875 | if (op->contr->levgrace[i] < 3) |
|
|
1876 | { |
|
|
1877 | op->contr->levgrace[i] = 3; |
|
|
1878 | break; |
|
|
1879 | } |
|
|
1880 | } |
|
|
1881 | } |
|
|
1882 | |
|
|
1883 | /* Just makes checking easier */ |
|
|
1884 | if (i < min (11, op->level)) |
|
|
1885 | got_one = 1; |
|
|
1886 | |
|
|
1887 | if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]) |
|
|
1888 | { |
|
|
1889 | if (got_one) |
|
|
1890 | { |
|
|
1891 | op->update_stats (); |
|
|
1892 | op->statusmsg ("The Gods smile upon you and remake you " |
|
|
1893 | "a little more in their image. " |
|
|
1894 | "You feel a little more perfect.", NDI_GREEN); |
|
|
1895 | } |
|
|
1896 | else |
|
|
1897 | op->statusmsg ("The potion had no effect - you are already perfect."); |
|
|
1898 | } |
|
|
1899 | else |
|
|
1900 | { /* cursed potion */ |
|
|
1901 | if (got_one) |
|
|
1902 | { |
|
|
1903 | op->update_stats (); |
|
|
1904 | op->failmsg ("The Gods are angry and punish you."); |
|
|
1905 | } |
|
|
1906 | else |
|
|
1907 | op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE); |
|
|
1908 | } |
|
|
1909 | |
|
|
1910 | tmp->decrease (); |
|
|
1911 | return 1; |
|
|
1912 | } |
|
|
1913 | |
|
|
1914 | |
|
|
1915 | /* A potion that casts a spell. Healing, restore spellpoint (power potion) |
|
|
1916 | * and heroism all fit into this category. Given the spell object code, |
|
|
1917 | * there is no limit to the number of spells that potions can be cast, |
|
|
1918 | * but direction is problematic to try and imbue fireball potions for example. |
|
|
1919 | */ |
|
|
1920 | if (tmp->inv) |
|
|
1921 | { |
|
|
1922 | if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
|
|
1923 | { |
|
|
1924 | op->failmsg ("Yech! Your lungs are on fire!"); |
|
|
1925 | create_exploding_ball_at (op, op->level); |
|
|
1926 | } |
|
|
1927 | else |
|
|
1928 | cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
|
|
1929 | |
|
|
1930 | tmp->decrease (); |
|
|
1931 | |
|
|
1932 | /* if youre dead, no point in doing this... */ |
|
|
1933 | if (!op->flag [FLAG_REMOVED]) |
|
|
1934 | op->update_stats (); |
|
|
1935 | |
|
|
1936 | return 1; |
|
|
1937 | } |
|
|
1938 | |
|
|
1939 | /* Deal with protection potions */ |
|
|
1940 | force = NULL; |
|
|
1941 | for (i = 0; i < NROFATTACKS; i++) |
|
|
1942 | { |
|
|
1943 | if (tmp->resist[i]) |
|
|
1944 | { |
|
|
1945 | if (!force) |
|
|
1946 | force = archetype::get (FORCE_NAME); |
|
|
1947 | |
|
|
1948 | memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); |
|
|
1949 | force->type = POTION_EFFECT; |
|
|
1950 | break; /* Only need to find one protection since we copy entire batch */ |
|
|
1951 | } |
|
|
1952 | } |
|
|
1953 | |
|
|
1954 | /* This is a protection potion */ |
|
|
1955 | if (force) |
|
|
1956 | { |
|
|
1957 | /* cursed items last longer */ |
|
|
1958 | if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
|
|
1959 | { |
|
|
1960 | force->stats.food *= 10; |
|
|
1961 | for (i = 0; i < NROFATTACKS; i++) |
|
|
1962 | if (force->resist[i] > 0) |
|
|
1963 | force->resist[i] = -force->resist[i]; /* prot => vuln */ |
|
|
1964 | } |
|
|
1965 | |
|
|
1966 | force->speed_left = -1; |
|
|
1967 | force = insert_ob_in_ob (force, op); |
|
|
1968 | tmp->clr_flag (FLAG_APPLIED); |
|
|
1969 | force->set_flag (FLAG_APPLIED); |
|
|
1970 | change_abil (op, force); |
|
|
1971 | tmp->decrease (); |
|
|
1972 | return 1; |
|
|
1973 | } |
|
|
1974 | |
|
|
1975 | /* Only thing left are the stat potions */ |
|
|
1976 | if (op->type == PLAYER) |
|
|
1977 | { /* only for players */ |
|
|
1978 | if ((tmp->flag [FLAG_CURSED] |
|
|
1979 | || tmp->flag [FLAG_DAMNED]) |
|
|
1980 | && tmp->value != 0) |
|
|
1981 | tmp->clr_flag (FLAG_APPLIED); |
|
|
1982 | else |
|
|
1983 | tmp->set_flag (FLAG_APPLIED); |
|
|
1984 | |
|
|
1985 | if (!change_abil (op, tmp)) |
|
|
1986 | op->statusmsg ("Nothing happened."); |
|
|
1987 | } |
|
|
1988 | |
|
|
1989 | /* CLEAR_FLAG is so that if the character has other potions |
|
|
1990 | * that were grouped with the one consumed, his |
|
|
1991 | * stat will not be raised by them. fix_player just clears |
|
|
1992 | * up all the stats. |
|
|
1993 | */ |
|
|
1994 | tmp->clr_flag (FLAG_APPLIED); |
|
|
1995 | op->update_stats (); |
|
|
1996 | tmp->decrease (); |
|
|
1997 | return 1; |
|
|
1998 | } |
|
|
1999 | |
3527 | /** |
2000 | /** |
3528 | * Map was just loaded, handle op's initialisation. |
2001 | * 'victim' moves onto 'trap' |
|
|
2002 | * 'victim' leaves 'trap' |
|
|
2003 | * effect is determined by move_on/move_off of trap and move_type of victime. |
3529 | * |
2004 | * |
3530 | * Generates shop floor's item, and treasures. |
2005 | * originator: Player, monster or other object that caused 'victim' to move |
|
|
2006 | * onto 'trap'. Will receive messages caused by this action. May be NULL. |
|
|
2007 | * However, some types of traps require an originator to function. |
3531 | */ |
2008 | */ |
3532 | int auto_apply (object *op) { |
2009 | void |
3533 | object *tmp = NULL, *tmp2; |
2010 | move_apply (object *trap, object *victim, object *originator) |
3534 | int i; |
2011 | { |
|
|
2012 | static int recursion_depth = 0; |
3535 | |
2013 | |
3536 | switch(op->type) { |
2014 | trap = trap->head_ (); |
3537 | case SHOP_FLOOR: |
2015 | |
3538 | if (!HAS_RANDOM_ITEMS(op)) return 0; |
2016 | /* Only exits affect DMs. */ |
3539 | do { |
2017 | if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN) |
3540 | i=10; /* let's give it 10 tries */ |
|
|
3541 | while((tmp=generate_treasure(op->randomitems, |
|
|
3542 | op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i); |
|
|
3543 | if(tmp==NULL) |
|
|
3544 | return 0; |
2018 | return; |
3545 | if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { |
2019 | |
3546 | free_object(tmp); |
2020 | /* move_apply() is the most likely candidate for causing unwanted and |
3547 | tmp = NULL; |
2021 | * possibly unlimited recursion. |
3548 | } |
2022 | */ |
3549 | } while(!tmp); |
2023 | |
3550 | tmp->x=op->x; |
2024 | /* The following was changed because it was causing perfectly correct |
3551 | tmp->y=op->y; |
2025 | * maps to fail. 1) it's not an error to recurse: |
3552 | SET_FLAG(tmp,FLAG_UNPAID); |
2026 | * rune detonates, summoning monster. monster lands on nearby rune. |
3553 | insert_ob_in_map(tmp,op->map,NULL,0); |
2027 | * nearby rune detonates. This sort of recursion is expected and |
3554 | CLEAR_FLAG(op,FLAG_AUTO_APPLY); |
2028 | * proper. This code was causing needless crashes. |
|
|
2029 | */ |
|
|
2030 | if (recursion_depth >= 500) |
|
|
2031 | { |
|
|
2032 | LOG (llevDebug, "WARNING: move_apply(): aborting recursion " |
|
|
2033 | "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name); |
|
|
2034 | return; |
|
|
2035 | } |
|
|
2036 | |
|
|
2037 | recursion_depth++; |
|
|
2038 | |
|
|
2039 | if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) |
|
|
2040 | switch (trap->type) |
|
|
2041 | { |
|
|
2042 | case PLAYERMOVER: |
|
|
2043 | if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) |
|
|
2044 | { |
|
|
2045 | if (!trap->stats.maxsp) |
|
|
2046 | trap->stats.maxsp = 2; |
|
|
2047 | |
|
|
2048 | /* Is this correct? From the docs, it doesn't look like it |
|
|
2049 | * should be divided by trap->speed |
|
|
2050 | */ |
|
|
2051 | victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed; |
|
|
2052 | |
|
|
2053 | /* Just put in some sanity check. I think there is a bug in the |
|
|
2054 | * above with some objects have zero speed, and thus the player |
|
|
2055 | * getting permanently paralyzed. |
|
|
2056 | */ |
|
|
2057 | victim->speed_left = max (-50.f, victim->speed_left); |
|
|
2058 | /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ |
|
|
2059 | } |
|
|
2060 | break; |
|
|
2061 | |
|
|
2062 | case SPINNER: |
|
|
2063 | if (victim->direction) |
|
|
2064 | { |
|
|
2065 | victim->direction = absdir (victim->direction - trap->stats.sp); |
|
|
2066 | update_turn_face (victim); |
|
|
2067 | } |
|
|
2068 | break; |
|
|
2069 | |
|
|
2070 | case DIRECTOR: |
|
|
2071 | if (victim->direction && !should_director_abort (trap, victim)) |
|
|
2072 | { |
|
|
2073 | victim->direction = trap->stats.sp; |
|
|
2074 | update_turn_face (victim); |
|
|
2075 | } |
|
|
2076 | break; |
|
|
2077 | |
|
|
2078 | case BUTTON: |
|
|
2079 | case PEDESTAL: |
|
|
2080 | case T_MATCH: |
|
|
2081 | update_button (trap, originator); |
|
|
2082 | break; |
|
|
2083 | |
|
|
2084 | case ALTAR: |
|
|
2085 | /* sacrifice victim on trap */ |
|
|
2086 | apply_altar (trap, victim, originator); |
|
|
2087 | break; |
|
|
2088 | |
|
|
2089 | case THROWN_OBJ: |
|
|
2090 | if (trap->inv == NULL) |
|
|
2091 | break; |
|
|
2092 | /* fallthrough */ |
|
|
2093 | |
|
|
2094 | case ARROW: |
|
|
2095 | /* bad bug: monster throw a object, make a step forwards, step on object , |
|
|
2096 | * trigger this here and get hit by own missile - and will be own enemy. |
|
|
2097 | * Victim then is his own enemy and will start to kill herself (this is |
|
|
2098 | * removed) but we have not synced victim and his missile. To avoid senseless |
|
|
2099 | * action, we avoid hits here |
|
|
2100 | */ |
|
|
2101 | if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ()) |
|
|
2102 | && trap->owner != victim) |
|
|
2103 | hit_with_arrow (trap, victim); |
|
|
2104 | break; |
|
|
2105 | |
|
|
2106 | case SPELL_EFFECT: |
|
|
2107 | apply_spell_effect (trap, victim); |
|
|
2108 | break; |
|
|
2109 | |
|
|
2110 | case TRAPDOOR: |
|
|
2111 | { |
|
|
2112 | int max, sound_was_played; |
|
|
2113 | object *ab, *ab_next; |
|
|
2114 | |
|
|
2115 | if (!trap->value) |
|
|
2116 | { |
|
|
2117 | int tot; |
|
|
2118 | |
|
|
2119 | for (ab = trap->above, tot = 0; ab; ab = ab->above) |
|
|
2120 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
2121 | tot += ab->head_ ()->total_weight (); |
|
|
2122 | |
|
|
2123 | if (!(trap->value = (tot > trap->weight) ? 1 : 0)) |
|
|
2124 | break; |
|
|
2125 | |
|
|
2126 | SET_ANIMATION (trap, trap->value); |
|
|
2127 | update_object (trap, UP_OBJ_FACE); |
|
|
2128 | } |
|
|
2129 | |
|
|
2130 | for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) |
|
|
2131 | { |
|
|
2132 | /* need to set this up, since if we do transfer the object, |
|
|
2133 | * ab->above would be bogus |
|
|
2134 | */ |
|
|
2135 | ab_next = ab->above; |
|
|
2136 | |
|
|
2137 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
2138 | { |
|
|
2139 | if (!sound_was_played) |
|
|
2140 | { |
|
|
2141 | trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
|
|
2142 | sound_was_played = 1; |
|
|
2143 | } |
|
|
2144 | |
|
|
2145 | ab->statusmsg ("You fall into a trapdoor!", NDI_RED); |
|
|
2146 | transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab); |
|
|
2147 | } |
|
|
2148 | } |
|
|
2149 | break; |
|
|
2150 | } |
|
|
2151 | |
|
|
2152 | case CONVERTER: |
|
|
2153 | if (convert_item (victim, trap) < 0) |
|
|
2154 | { |
|
|
2155 | originator->failmsgf ("The %s seems to be broken!", query_name (trap)); |
|
|
2156 | archetype::get (shstr_burnout)->insert_at (trap, trap); |
|
|
2157 | } |
|
|
2158 | |
|
|
2159 | break; |
|
|
2160 | |
|
|
2161 | case TRIGGER_BUTTON: |
|
|
2162 | case TRIGGER_PEDESTAL: |
|
|
2163 | case TRIGGER_ALTAR: |
|
|
2164 | check_trigger (trap, victim, originator); |
|
|
2165 | break; |
|
|
2166 | |
|
|
2167 | case DEEP_SWAMP: |
|
|
2168 | walk_on_deep_swamp (trap, victim); |
|
|
2169 | break; |
|
|
2170 | |
|
|
2171 | case CHECK_INV: |
|
|
2172 | check_inv (victim, trap); |
|
|
2173 | break; |
|
|
2174 | |
|
|
2175 | case HOLE: |
|
|
2176 | move_apply_hole (trap, victim); |
|
|
2177 | break; |
|
|
2178 | |
|
|
2179 | case EXIT: |
|
|
2180 | if (victim->type == PLAYER && EXIT_PATH (trap)) |
|
|
2181 | { |
|
|
2182 | /* Basically, don't show exits leading to random maps the |
|
|
2183 | * players output. |
|
|
2184 | */ |
|
|
2185 | if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit) |
|
|
2186 | victim->statusmsg (trap->msg, NDI_NAVY); |
|
|
2187 | |
|
|
2188 | trap->play_sound (trap->sound); |
|
|
2189 | victim->enter_exit (trap); |
|
|
2190 | } |
|
|
2191 | break; |
|
|
2192 | |
|
|
2193 | case ENCOUNTER: |
|
|
2194 | /* may be some leftovers on this */ |
|
|
2195 | break; |
|
|
2196 | |
|
|
2197 | case SHOP_MAT: |
|
|
2198 | apply_shop_mat (trap, victim); |
|
|
2199 | break; |
|
|
2200 | |
|
|
2201 | /* Drop a certain amount of gold, and have one item identified */ |
|
|
2202 | case IDENTIFY_ALTAR: |
|
|
2203 | apply_id_altar (victim, trap, originator); |
|
|
2204 | break; |
|
|
2205 | |
|
|
2206 | case SIGN: |
|
|
2207 | if (victim->type != PLAYER && trap->stats.food > 0) |
|
|
2208 | break; /* monsters musn't apply magic_mouths with counters */ |
|
|
2209 | |
|
|
2210 | apply_sign (victim, trap, 1); |
|
|
2211 | break; |
|
|
2212 | |
|
|
2213 | case CONTAINER: |
|
|
2214 | apply_container (victim, trap); |
|
|
2215 | break; |
|
|
2216 | |
|
|
2217 | case RUNE: |
|
|
2218 | case TRAP: |
|
|
2219 | if (trap->level && victim->flag [FLAG_ALIVE]) |
|
|
2220 | spring_trap (trap, victim); |
|
|
2221 | break; |
|
|
2222 | |
|
|
2223 | default: |
|
|
2224 | LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " |
|
|
2225 | "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); |
|
|
2226 | break; |
|
|
2227 | } |
|
|
2228 | |
|
|
2229 | recursion_depth--; |
|
|
2230 | } |
|
|
2231 | |
|
|
2232 | /** |
|
|
2233 | * Handles reading a regular (ie not containing a spell) book. |
|
|
2234 | */ |
|
|
2235 | static void |
|
|
2236 | apply_book (object *op, object *tmp) |
|
|
2237 | { |
|
|
2238 | int lev_diff; |
|
|
2239 | object *skill_ob; |
|
|
2240 | |
|
|
2241 | if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ]) |
|
|
2242 | { |
|
|
2243 | op->failmsg ("You are unable to read while blind!"); |
|
|
2244 | return; |
|
|
2245 | } |
|
|
2246 | |
|
|
2247 | if (!tmp->msg) |
|
|
2248 | { |
|
|
2249 | op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name); |
|
|
2250 | return; |
|
|
2251 | } |
|
|
2252 | |
|
|
2253 | /* need a literacy skill to read stuff! */ |
|
|
2254 | skill_ob = find_skill_by_name (op, tmp->skill); |
|
|
2255 | if (!skill_ob) |
|
|
2256 | { |
|
|
2257 | op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill); |
|
|
2258 | return; |
|
|
2259 | } |
|
|
2260 | |
|
|
2261 | lev_diff = tmp->level - (skill_ob->level + 5); |
|
|
2262 | if (!op->flag [FLAG_WIZ] && lev_diff > 0) |
|
|
2263 | { |
|
|
2264 | op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension." |
|
|
2265 | : lev_diff < 3 ? "This book is slightly beyond your comprehension." |
|
|
2266 | : lev_diff < 5 ? "This book is beyond your comprehension." |
|
|
2267 | : lev_diff < 8 ? "This book is quite a bit beyond your comprehension." |
|
|
2268 | : lev_diff < 15 ? "This book is way beyond your comprehension." |
|
|
2269 | : "This book is totally beyond your comprehension."); |
|
|
2270 | return; |
|
|
2271 | } |
|
|
2272 | |
|
|
2273 | // we currently don't use the message types for anything. |
|
|
2274 | // readable_message_type *msgType = get_readable_message_type (tmp); |
|
|
2275 | |
|
|
2276 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book")); |
|
|
2277 | |
|
|
2278 | if (player *pl = op->contr) |
|
|
2279 | if (client *ns = pl->ns) |
|
|
2280 | pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); |
|
|
2281 | |
|
|
2282 | /* gain xp from reading */ |
|
|
2283 | if (!tmp->flag [FLAG_NO_SKILL_IDENT]) |
|
|
2284 | { /* only if not read before */ |
|
|
2285 | int exp_gain = calc_skill_exp (op, tmp, skill_ob); |
|
|
2286 | |
|
|
2287 | if (!tmp->flag [FLAG_IDENTIFIED]) |
|
|
2288 | { |
|
|
2289 | /*exp_gain *= 2; because they just identified it too */ |
|
|
2290 | tmp->set_flag (FLAG_IDENTIFIED); |
|
|
2291 | |
|
|
2292 | if (object *pl = tmp->visible_to ()) |
|
|
2293 | esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); |
|
|
2294 | } |
|
|
2295 | |
|
|
2296 | change_exp (op, exp_gain, skill_ob->skill, 0); |
|
|
2297 | tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ |
|
|
2298 | } |
|
|
2299 | } |
|
|
2300 | |
|
|
2301 | /** |
|
|
2302 | * op made some mistake with a scroll, this takes care of punishment. |
|
|
2303 | * scroll_failure()- hacked directly from spell_failure |
|
|
2304 | */ |
|
|
2305 | static void |
|
|
2306 | scroll_failure (object *op, int failure, int power) |
|
|
2307 | { |
|
|
2308 | if (abs (failure / 4) > power) |
|
|
2309 | power = abs (failure / 4); /* set minimum effect */ |
|
|
2310 | |
|
|
2311 | if (failure <= -1 && failure > -15) |
|
|
2312 | { /* wonder */ |
|
|
2313 | object *tmp; |
|
|
2314 | |
|
|
2315 | op->failmsg ("Your spell warps!"); |
|
|
2316 | tmp = archetype::get (SPELL_WONDER); |
|
|
2317 | cast_wonder (op, op, 0, tmp); |
|
|
2318 | tmp->destroy (); |
|
|
2319 | } |
|
|
2320 | else if (failure <= -15 && failure > -35) |
|
|
2321 | { /* drain mana */ |
|
|
2322 | op->failmsg ("Your mana is drained!"); |
|
|
2323 | op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); |
|
|
2324 | if (op->stats.sp < 0) |
|
|
2325 | op->stats.sp = 0; |
|
|
2326 | } |
|
|
2327 | else if (settings.spell_failure_effects == TRUE) |
|
|
2328 | { |
|
|
2329 | if (failure <= -35 && failure > -60) |
|
|
2330 | { /* confusion */ |
|
|
2331 | op->failmsg ("The magic recoils on you!"); |
|
|
2332 | confuse_player (op, op, power); |
|
|
2333 | } |
|
|
2334 | else if (failure <= -60 && failure > -70) |
|
|
2335 | { /* paralysis */ |
|
|
2336 | op->failmsg ("The magic recoils and paralyzes you!"); |
|
|
2337 | paralyze_player (op, op, power); |
|
|
2338 | } |
|
|
2339 | else if (failure <= -70 && failure > -80) |
|
|
2340 | { /* blind */ |
|
|
2341 | op->failmsg ("The magic recoils on you!"); |
|
|
2342 | blind_player (op, op, power); |
|
|
2343 | } |
|
|
2344 | else if (failure <= -80) |
|
|
2345 | { /* blast the immediate area */ |
|
|
2346 | object *tmp = archetype::get (LOOSE_MANA); |
|
|
2347 | cast_magic_storm (op, tmp, power); |
|
|
2348 | op->failmsg ("You unleash uncontrolled mana!"); |
|
|
2349 | tmp->destroy (); |
|
|
2350 | } |
|
|
2351 | } |
|
|
2352 | } |
|
|
2353 | |
|
|
2354 | /** |
|
|
2355 | * Handles the applying of a skill scroll, calling learn_skill straight. |
|
|
2356 | * op is the person learning the skill, tmp is the skill scroll object |
|
|
2357 | */ |
|
|
2358 | static void |
|
|
2359 | apply_skillscroll (object *op, object *tmp) |
|
|
2360 | { |
|
|
2361 | switch (learn_skill (op, tmp)) |
|
|
2362 | { |
|
|
2363 | case 0: |
|
|
2364 | op->play_sound (sound_find ("generic_fail")); |
|
|
2365 | op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp)); |
|
|
2366 | break; |
|
|
2367 | |
|
|
2368 | case 1: |
|
|
2369 | tmp->decrease (); |
|
|
2370 | op->play_sound (sound_find ("skill_learn")); |
|
|
2371 | op->statusmsg (format ("You succeed in learning %s", &tmp->skill)); |
|
|
2372 | break; |
|
|
2373 | |
|
|
2374 | default: |
|
|
2375 | tmp->decrease (); |
|
|
2376 | op->play_sound (sound_find ("generic_fail")); |
|
|
2377 | op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp)); |
|
|
2378 | break; |
|
|
2379 | } |
|
|
2380 | } |
|
|
2381 | |
|
|
2382 | /** |
|
|
2383 | * Actually makes op learn spell. |
|
|
2384 | * Informs player of what happens. |
|
|
2385 | */ |
|
|
2386 | void |
|
|
2387 | do_learn_spell (object *op, object *spell, int special_prayer) |
|
|
2388 | { |
|
|
2389 | object *tmp; |
|
|
2390 | |
|
|
2391 | if (op->type != PLAYER) |
|
|
2392 | { |
|
|
2393 | LOG (llevError, "BUG: do_learn_spell(): not a player\n"); |
|
|
2394 | return; |
|
|
2395 | } |
|
|
2396 | |
|
|
2397 | /* Upgrade special prayers to normal prayers */ |
|
|
2398 | if ((tmp = check_spell_known (op, spell->name)) != NULL) |
|
|
2399 | { |
|
|
2400 | if (special_prayer && !tmp->flag [FLAG_STARTEQUIP]) |
|
|
2401 | { |
|
|
2402 | LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); |
|
|
2403 | return; |
|
|
2404 | } |
|
|
2405 | return; |
|
|
2406 | } |
|
|
2407 | |
|
|
2408 | op->contr->play_sound (sound_find ("learn_spell")); |
|
|
2409 | |
|
|
2410 | tmp = spell->clone (); |
|
|
2411 | insert_ob_in_ob (tmp, op); |
|
|
2412 | |
|
|
2413 | if (special_prayer) |
|
|
2414 | tmp->set_flag (FLAG_STARTEQUIP); |
|
|
2415 | |
|
|
2416 | esrv_add_spells (op->contr, tmp); |
|
|
2417 | } |
|
|
2418 | |
|
|
2419 | /** |
|
|
2420 | * Erases spell from player's inventory. |
|
|
2421 | */ |
|
|
2422 | void |
|
|
2423 | do_forget_spell (object *op, const char *spell) |
|
|
2424 | { |
|
|
2425 | object *spob; |
|
|
2426 | |
|
|
2427 | if (op->type != PLAYER) |
|
|
2428 | { |
|
|
2429 | LOG (llevError, "BUG: do_forget_spell(): not a player\n"); |
|
|
2430 | return; |
|
|
2431 | } |
|
|
2432 | if ((spob = check_spell_known (op, spell)) == NULL) |
|
|
2433 | { |
|
|
2434 | LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); |
|
|
2435 | return; |
|
|
2436 | } |
|
|
2437 | |
|
|
2438 | op->failmsgf ("You lose knowledge of %s.", spell); |
|
|
2439 | esrv_remove_spell (op->contr, spob); |
|
|
2440 | spob->destroy (); |
|
|
2441 | } |
|
|
2442 | |
|
|
2443 | /** |
|
|
2444 | * Handles player applying a spellbook. |
|
|
2445 | * Checks whether player has knowledge of required skill, doesn't already know the spell, |
|
|
2446 | * stuff like that. Random learning failure too. |
|
|
2447 | */ |
|
|
2448 | static void |
|
|
2449 | apply_spellbook (object *op, object *tmp) |
|
|
2450 | { |
|
|
2451 | object *skop, *spell, *spell_skill; |
|
|
2452 | |
|
|
2453 | if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ]) |
|
|
2454 | { |
|
|
2455 | op->failmsg ("You are unable to read while blind."); |
|
|
2456 | return; |
|
|
2457 | } |
|
|
2458 | |
|
|
2459 | /* artifact_spellbooks have 'slaying' field point to a spell name, |
|
|
2460 | * instead of having their spell stored in stats.sp. These are |
|
|
2461 | * legacy spellbooks |
|
|
2462 | */ |
|
|
2463 | if (tmp->slaying) |
|
|
2464 | { |
|
|
2465 | spell = find_archetype_by_object_name (tmp->slaying)->instance (); |
|
|
2466 | |
|
|
2467 | if (!spell) |
|
|
2468 | { |
|
|
2469 | op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying); |
|
|
2470 | return; |
|
|
2471 | } |
|
|
2472 | else |
|
|
2473 | insert_ob_in_ob (spell, tmp); |
|
|
2474 | |
|
|
2475 | tmp->slaying = 0; |
|
|
2476 | } |
|
|
2477 | |
|
|
2478 | skop = find_skill_by_name (op, tmp->skill); |
|
|
2479 | |
|
|
2480 | /* need a literacy skill to learn spells. Also, having a literacy level |
|
|
2481 | * lower than the spell will make learning the spell more difficult */ |
|
|
2482 | if (!skop) |
|
|
2483 | { |
|
|
2484 | op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill); |
|
|
2485 | return; |
|
|
2486 | } |
|
|
2487 | |
|
|
2488 | spell = tmp->inv; |
|
|
2489 | |
|
|
2490 | if (!spell) |
|
|
2491 | { |
|
|
2492 | LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); |
|
|
2493 | op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); |
|
|
2494 | return; |
|
|
2495 | } |
|
|
2496 | |
|
|
2497 | int learn_level = sqrtf (spell->level) * 1.5f; |
|
|
2498 | if (skop->level < learn_level) |
|
|
2499 | { |
|
|
2500 | op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>", |
|
|
2501 | &tmp->skill, learn_level); |
|
|
2502 | return; |
|
|
2503 | } |
|
|
2504 | |
|
|
2505 | op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name)); |
|
|
2506 | |
|
|
2507 | if (!tmp->flag [FLAG_IDENTIFIED]) |
3555 | identify(tmp); |
2508 | identify (tmp); |
3556 | break; |
|
|
3557 | |
2509 | |
3558 | case TREASURE: |
2510 | /* I removed the check for special_prayer_mark here - it didn't make |
3559 | if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) |
2511 | * a lot of sense - special prayers are not found in spellbooks, and |
3560 | return 0; |
2512 | * if the player doesn't know the spell, doesn't make a lot of sense that |
3561 | while ((op->stats.hp--)>0) |
2513 | * they would have a special prayer mark. |
3562 | create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, |
|
|
3563 | op->stats.exp ? (int)op->stats.exp : |
|
|
3564 | op->map == NULL ? 14: op->map->difficulty,0); |
|
|
3565 | |
|
|
3566 | /* If we generated an object and put it in this object inventory, |
|
|
3567 | * move it to the parent object as the current object is about |
|
|
3568 | * to disappear. An example of this item is the random_* stuff |
|
|
3569 | * that is put inside other objects. |
|
|
3570 | */ |
2514 | */ |
3571 | for (tmp=op->inv; tmp; tmp=tmp2) { |
2515 | if (check_spell_known (op, spell->name)) |
3572 | tmp2 = tmp->below; |
2516 | { |
3573 | remove_ob(tmp); |
2517 | op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n"); |
3574 | if (op->env) insert_ob_in_ob(tmp, op->env); |
2518 | return; |
3575 | else free_object(tmp); |
|
|
3576 | } |
2519 | } |
3577 | remove_ob(op); |
2520 | |
3578 | free_object(op); |
2521 | if (spell->skill) |
3579 | break; |
|
|
3580 | } |
2522 | { |
3581 | return tmp ? 1 : 0; |
2523 | spell_skill = find_skill_by_name (op, spell->skill); |
3582 | } |
|
|
3583 | |
2524 | |
3584 | /** |
2525 | if (!spell_skill) |
3585 | * fix_auto_apply goes through the entire map (only the first time |
2526 | { |
3586 | * when an original map is loaded) and performs special actions for |
2527 | op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill); |
3587 | * certain objects (most initialization of chests and creation of |
2528 | return; |
3588 | * treasures and stuff). Calls auto_apply if appropriate. |
2529 | } |
3589 | */ |
|
|
3590 | |
2530 | |
3591 | void fix_auto_apply(mapstruct *m) { |
2531 | if (spell_skill->level < spell->level) |
3592 | object *tmp,*above=NULL; |
2532 | { |
3593 | int x,y; |
2533 | op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); |
3594 | |
2534 | return; |
3595 | if(m==NULL) return; |
2535 | } |
3596 | |
|
|
3597 | for(x=0;x<MAP_WIDTH(m);x++) |
|
|
3598 | for(y=0;y<MAP_HEIGHT(m);y++) |
|
|
3599 | for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { |
|
|
3600 | above=tmp->above; |
|
|
3601 | |
|
|
3602 | if (tmp->inv) { |
|
|
3603 | object *invtmp, *invnext; |
|
|
3604 | |
|
|
3605 | for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { |
|
|
3606 | invnext = invtmp->below; |
|
|
3607 | |
|
|
3608 | if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) |
|
|
3609 | auto_apply(invtmp); |
|
|
3610 | else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { |
|
|
3611 | while ((invtmp->stats.hp--)>0) |
|
|
3612 | create_treasure(invtmp->randomitems, invtmp, 0, |
|
|
3613 | m->difficulty,0); |
|
|
3614 | invtmp->randomitems = NULL; |
|
|
3615 | } |
|
|
3616 | else if (invtmp && invtmp->arch && |
|
|
3617 | invtmp->type!=TREASURE && |
|
|
3618 | invtmp->type != SPELL && |
|
|
3619 | invtmp->type != CLASS && |
|
|
3620 | HAS_RANDOM_ITEMS(invtmp)) { |
|
|
3621 | create_treasure(invtmp->randomitems, invtmp, 0, |
|
|
3622 | m->difficulty,0); |
|
|
3623 | /* Need to clear this so that we never try to create |
|
|
3624 | * treasure again for this object |
|
|
3625 | */ |
|
|
3626 | invtmp->randomitems = NULL; |
|
|
3627 | } |
|
|
3628 | } |
|
|
3629 | /* This is really temporary - the code at the bottom will |
|
|
3630 | * also set randomitems to null. The problem is there are bunches |
|
|
3631 | * of maps/players already out there with items that have spells |
|
|
3632 | * which haven't had the randomitems set to null yet. |
|
|
3633 | * MSW 2004-05-13 |
|
|
3634 | * |
|
|
3635 | * And if it's a spellbook, it's better to set randomitems to NULL too, |
|
|
3636 | * else you get two spells in the book ^_- |
|
|
3637 | * Ryo 2004-08-16 |
|
|
3638 | */ |
|
|
3639 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL || |
|
|
3640 | tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || |
|
|
3641 | tmp->type == ALTAR || tmp->type == SPELLBOOK) |
|
|
3642 | tmp->randomitems = NULL; |
|
|
3643 | |
|
|
3644 | } |
|
|
3645 | |
|
|
3646 | if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY)) |
|
|
3647 | auto_apply(tmp); |
|
|
3648 | else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) { |
|
|
3649 | while ((tmp->stats.hp--)>0) |
|
|
3650 | create_treasure(tmp->randomitems, tmp, 0, |
|
|
3651 | m->difficulty,0); |
|
|
3652 | tmp->randomitems = NULL; |
|
|
3653 | } |
|
|
3654 | else if(tmp->type==TIMED_GATE) { |
|
|
3655 | object *head = tmp->head != NULL ? tmp->head : tmp; |
|
|
3656 | if (QUERY_FLAG(head, FLAG_IS_LINKED)) { |
|
|
3657 | tmp->speed = 0; |
|
|
3658 | update_ob_speed(tmp); |
|
|
3659 | } |
|
|
3660 | } |
|
|
3661 | /* This function can be called everytime a map is loaded, even when |
|
|
3662 | * swapping back in. As such, we don't want to create the treasure |
|
|
3663 | * over and ove again, so after we generate the treasure, blank out |
|
|
3664 | * randomitems so if it is swapped in again, it won't make anything. |
|
|
3665 | * This is a problem for the above objects, because they have counters |
|
|
3666 | * which say how many times to make the treasure. |
|
|
3667 | */ |
|
|
3668 | else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && |
|
|
3669 | tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && |
|
|
3670 | HAS_RANDOM_ITEMS(tmp)) { |
|
|
3671 | create_treasure(tmp->randomitems, tmp, GT_APPLY, |
|
|
3672 | m->difficulty,0); |
|
|
3673 | tmp->randomitems = NULL; |
|
|
3674 | } |
|
|
3675 | } |
2536 | } |
3676 | |
2537 | |
3677 | for(x=0;x<MAP_WIDTH(m);x++) |
2538 | /* Logic as follows |
3678 | for(y=0;y<MAP_HEIGHT(m);y++) |
2539 | * |
3679 | for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) |
2540 | * 1- MU spells use Int to learn, Cleric spells use Wisdom |
3680 | if (tmp->above && |
2541 | * |
3681 | (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
2542 | * 2- The learner's skill level in literacy adjusts the chance to learn |
3682 | check_trigger (tmp, tmp->above); |
2543 | * a spell. |
3683 | } |
2544 | * |
3684 | |
2545 | * 3 -Automatically fail to learn if you read while confused |
3685 | /** |
2546 | * |
3686 | * Handles player eating food that temporarily changes status (resistances, stats). |
2547 | * Overall, chances are the same but a player will find having a high |
3687 | * This used to call cast_change_attr(), but |
2548 | * literacy rate very useful! -b.t. |
3688 | * that doesn't work with the new spell code. Since we know what |
|
|
3689 | * the food changes, just grab a force and use that instead. |
|
|
3690 | */ |
2549 | */ |
3691 | |
2550 | if (op->flag [FLAG_CONFUSED]) |
3692 | void eat_special_food(object *who, object *food) { |
|
|
3693 | object *force; |
|
|
3694 | int i, did_one=0; |
|
|
3695 | sint8 k; |
|
|
3696 | |
|
|
3697 | force = get_archetype(FORCE_NAME); |
|
|
3698 | |
|
|
3699 | for (i=0; i < NUM_STATS; i++) { |
|
|
3700 | k = get_attr_value(&food->stats, i); |
|
|
3701 | if (k) { |
|
|
3702 | set_attr_value(&force->stats, i, k); |
|
|
3703 | did_one = 1; |
|
|
3704 | } |
|
|
3705 | } |
2551 | { |
3706 | |
2552 | op->failmsg ("In your confused state you flub the wording of the text!"); |
3707 | /* check if we can protect the eater */ |
2553 | scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace)); |
3708 | for (i=0; i<NROFATTACKS; i++) { |
|
|
3709 | if (food->resist[i]>0) { |
|
|
3710 | force->resist[i] = food->resist[i] / 2; |
|
|
3711 | did_one = 1; |
|
|
3712 | } |
|
|
3713 | } |
|
|
3714 | if (did_one) { |
|
|
3715 | force->speed = 0.1; |
|
|
3716 | update_ob_speed(force); |
|
|
3717 | /* bigger morsel of food = longer effect time */ |
|
|
3718 | force->stats.food = food->stats.food / 5; |
|
|
3719 | SET_FLAG(force, FLAG_IS_USED_UP); |
|
|
3720 | SET_FLAG(force, FLAG_APPLIED); |
|
|
3721 | change_abil(who, force); |
|
|
3722 | insert_ob_in_ob(force, who); |
|
|
3723 | } else { |
|
|
3724 | free_object(force); |
|
|
3725 | } |
|
|
3726 | |
|
|
3727 | /* check for hp, sp change */ |
|
|
3728 | if(food->stats.hp!=0) { |
|
|
3729 | if(QUERY_FLAG(food, FLAG_CURSED)) { |
|
|
3730 | strcpy(who->contr->killer,food->name); |
|
|
3731 | hit_player(who, food->stats.hp, food, AT_POISON, 1); |
|
|
3732 | new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); |
|
|
3733 | } else { |
|
|
3734 | if(food->stats.hp>0) |
|
|
3735 | new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better."); |
|
|
3736 | else |
|
|
3737 | new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); |
|
|
3738 | who->stats.hp += food->stats.hp; |
|
|
3739 | } |
|
|
3740 | } |
|
|
3741 | if(food->stats.sp!=0) { |
|
|
3742 | if(QUERY_FLAG(food, FLAG_CURSED)) { |
|
|
3743 | new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!"); |
|
|
3744 | who->stats.sp -= food->stats.sp; |
|
|
3745 | if(who->stats.sp<0) who->stats.sp=0; |
|
|
3746 | } else { |
|
|
3747 | new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!"); |
|
|
3748 | who->stats.sp += food->stats.sp; |
|
|
3749 | /* place limit on max sp from food? */ |
|
|
3750 | } |
2554 | } |
|
|
2555 | else if (tmp->flag [FLAG_STARTEQUIP] || |
|
|
2556 | (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) |
3751 | } |
2557 | { |
3752 | fix_player(who); |
2558 | op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); |
3753 | } |
2559 | do_learn_spell (op, spell, 0); |
3754 | |
2560 | |
|
|
2561 | /* xp gain to literacy for spell learning */ |
|
|
2562 | if (!tmp->flag [FLAG_STARTEQUIP]) |
|
|
2563 | change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); |
|
|
2564 | } |
|
|
2565 | else |
|
|
2566 | { |
|
|
2567 | op->contr->play_sound (sound_find ("fumble_spell")); |
|
|
2568 | op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n"); |
|
|
2569 | } |
|
|
2570 | |
|
|
2571 | tmp->decrease (); |
|
|
2572 | } |
|
|
2573 | |
|
|
2574 | /** |
|
|
2575 | * Handles applying a spell scroll. |
|
|
2576 | */ |
|
|
2577 | void |
|
|
2578 | apply_scroll (object *op, object *tmp, int dir) |
|
|
2579 | { |
|
|
2580 | object *skop; |
|
|
2581 | |
|
|
2582 | if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ]) |
|
|
2583 | { |
|
|
2584 | op->failmsg ("You are unable to read while blind."); |
|
|
2585 | return; |
|
|
2586 | } |
|
|
2587 | |
|
|
2588 | if (!tmp->inv || tmp->inv->type != SPELL) |
|
|
2589 | { |
|
|
2590 | op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>"); |
|
|
2591 | return; |
|
|
2592 | } |
|
|
2593 | |
|
|
2594 | if (op->type == PLAYER) |
|
|
2595 | { |
|
|
2596 | /* players need a literacy skill to read stuff! */ |
|
|
2597 | int exp_gain = 0; |
|
|
2598 | |
|
|
2599 | /* hard code literacy - tmp->skill points to where the exp |
|
|
2600 | * should go for anything killed by the spell. |
|
|
2601 | */ |
|
|
2602 | skop = find_skill_by_name (op, shstr_literacy); |
|
|
2603 | |
|
|
2604 | if (!skop) |
|
|
2605 | { |
|
|
2606 | op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>"); |
|
|
2607 | return; |
|
|
2608 | } |
|
|
2609 | |
|
|
2610 | if ((exp_gain = calc_skill_exp (op, tmp, skop))) |
|
|
2611 | change_exp (op, exp_gain, skop->skill, 0); |
|
|
2612 | } |
|
|
2613 | |
|
|
2614 | if (!tmp->flag [FLAG_IDENTIFIED]) |
|
|
2615 | identify (tmp); |
|
|
2616 | |
|
|
2617 | op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name)); |
|
|
2618 | |
|
|
2619 | cast_spell (op, tmp, dir, tmp->inv, NULL); |
|
|
2620 | tmp->decrease (); |
|
|
2621 | } |
|
|
2622 | |
|
|
2623 | /** |
|
|
2624 | * Applies a treasure object - by default, chest. op |
|
|
2625 | * is the person doing the applying, tmp is the treasure |
|
|
2626 | * chest. |
|
|
2627 | */ |
|
|
2628 | static void |
|
|
2629 | apply_treasure (object *op, object *tmp) |
|
|
2630 | { |
|
|
2631 | /* Nice side effect of this treasure creation method is that the treasure |
|
|
2632 | * for the chest is done when the chest is created, and put into the chest |
|
|
2633 | * inventory. So that when the chest burns up, the items still exist. Also |
|
|
2634 | * prevents people from moving chests to more difficult maps to get better |
|
|
2635 | * treasure |
|
|
2636 | */ |
|
|
2637 | object *treas = tmp->inv; |
|
|
2638 | |
|
|
2639 | if (!treas) |
|
|
2640 | { |
|
|
2641 | op->statusmsg ("The chest was empty."); |
|
|
2642 | tmp->decrease (); |
|
|
2643 | return; |
|
|
2644 | } |
|
|
2645 | |
|
|
2646 | while (tmp->inv) |
|
|
2647 | { |
|
|
2648 | treas = tmp->inv; |
|
|
2649 | treas->remove (); |
|
|
2650 | |
|
|
2651 | treas->x = op->x; |
|
|
2652 | treas->y = op->y; |
|
|
2653 | treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); |
|
|
2654 | |
|
|
2655 | if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE]) |
|
|
2656 | spring_trap (treas, op); |
|
|
2657 | |
|
|
2658 | /* If either player or container was destroyed, no need to do |
|
|
2659 | * further processing. I think this should be enclused with |
|
|
2660 | * spring trap above, as I don't think there is otherwise |
|
|
2661 | * any way for the treasure chest or player to get killed. |
|
|
2662 | */ |
|
|
2663 | if (op->destroyed () || tmp->destroyed ()) |
|
|
2664 | break; |
|
|
2665 | } |
|
|
2666 | |
|
|
2667 | if (!tmp->destroyed () && !tmp->inv) |
|
|
2668 | tmp->decrease (true); |
|
|
2669 | } |
|
|
2670 | |
|
|
2671 | /** |
|
|
2672 | * A dragon is eating some flesh. If the flesh contains resistances, |
|
|
2673 | * there is a chance for the dragon's skin to get improved. |
|
|
2674 | * |
|
|
2675 | * attributes: |
|
|
2676 | * object *op the object (dragon player) eating the flesh |
|
|
2677 | * object *meal the flesh item, getting chewed in dragon's mouth |
|
|
2678 | * return: |
|
|
2679 | * int 1 if eating successful, 0 if it doesn't work |
|
|
2680 | */ |
|
|
2681 | static int |
|
|
2682 | dragon_eat_flesh (object *op, object *meal) |
|
|
2683 | { |
|
|
2684 | object *skin = NULL; /* pointer to dragon skin force */ |
|
|
2685 | object *abil = NULL; /* pointer to dragon ability force */ |
|
|
2686 | object *tmp = NULL; /* tmp. object */ |
|
|
2687 | |
|
|
2688 | double chance; /* improvement-chance of one resistance type */ |
|
|
2689 | double totalchance = 1; /* total chance of gaining one resistance */ |
|
|
2690 | double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ |
|
|
2691 | double mbonus = 0; /* monster bonus */ |
|
|
2692 | int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ |
|
|
2693 | int winners = 0; /* number of winners */ |
|
|
2694 | int i; /* index */ |
|
|
2695 | |
|
|
2696 | /* let's make sure and doublecheck the parameters */ |
|
|
2697 | if (meal->type != FLESH || !op->is_dragon ()) |
|
|
2698 | return 0; |
|
|
2699 | |
|
|
2700 | /* now grab the 'dragon_skin'- and 'dragon_ability'-forces |
|
|
2701 | from the player's inventory */ |
|
|
2702 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
2703 | if (tmp->type == FORCE) |
|
|
2704 | if (tmp->arch->archname == shstr_dragon_skin_force) |
|
|
2705 | skin = tmp; |
|
|
2706 | else if (tmp->arch->archname == shstr_dragon_ability_force) |
|
|
2707 | abil = tmp; |
|
|
2708 | |
|
|
2709 | /* if either skin or ability are missing, this is an old player |
|
|
2710 | which is not to be considered a dragon -> bail out */ |
|
|
2711 | if (skin == NULL || abil == NULL) |
|
|
2712 | return 0; |
|
|
2713 | |
|
|
2714 | /* now start by filling stomache and health, according to food-value */ |
|
|
2715 | if ((MAX_FOOD - op->stats.food) < meal->stats.food) |
|
|
2716 | op->stats.hp += (MAX_FOOD - op->stats.food) / 50; |
|
|
2717 | else |
|
|
2718 | op->stats.hp += meal->stats.food / 50; |
|
|
2719 | |
|
|
2720 | min_it (op->stats.hp, op->stats.maxhp); |
|
|
2721 | op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food); |
|
|
2722 | |
|
|
2723 | /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ |
|
|
2724 | |
|
|
2725 | /* on to the interesting part: chances for adding resistance */ |
|
|
2726 | for (i = 0; i < NROFATTACKS; i++) |
|
|
2727 | { |
|
|
2728 | if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i)) |
|
|
2729 | { |
|
|
2730 | /* got positive resistance, now calculate improvement chance (0-100) */ |
|
|
2731 | |
|
|
2732 | /* this bonus makes resistance increase easier at lower levels */ |
|
|
2733 | bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level); |
|
|
2734 | if (i == abil->stats.exp) |
|
|
2735 | bonus += 5; /* additional bonus for resistance of ability-focus */ |
|
|
2736 | |
|
|
2737 | /* monster bonus increases with level, because high-level |
|
|
2738 | flesh is too rare */ |
|
|
2739 | mbonus = op->level * 20. / ((double) settings.max_level); |
|
|
2740 | |
|
|
2741 | chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. / |
|
|
2742 | ((double)settings.max_level)) - skin->resist[i]; |
|
|
2743 | |
|
|
2744 | if (chance >= 0.) |
|
|
2745 | chance += 1.; |
|
|
2746 | else |
|
|
2747 | chance = (chance < -12) ? 0. : 1. / pow (2., -chance); |
|
|
2748 | |
|
|
2749 | /* chance is proportional to amount of resistance (max. 50) */ |
|
|
2750 | chance *= ((double)(min (meal->resist[i], 50))) / 50.; |
|
|
2751 | |
|
|
2752 | /* doubled chance for resistance of ability-focus */ |
|
|
2753 | if (i == abil->stats.exp) |
|
|
2754 | chance = min (100., chance * 2.); |
|
|
2755 | |
|
|
2756 | /* now make the throw and save all winners (Don't insert luck bonus here!) */ |
|
|
2757 | if (rndm (10000) < (unsigned int)(chance * 100)) |
|
|
2758 | { |
|
|
2759 | atnr_winner[winners] = i; |
|
|
2760 | winners++; |
|
|
2761 | } |
|
|
2762 | |
|
|
2763 | if (chance >= 0.01) |
|
|
2764 | totalchance *= 1 - chance / 100; |
|
|
2765 | |
|
|
2766 | /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */ |
|
|
2767 | } |
|
|
2768 | } |
|
|
2769 | |
|
|
2770 | /* inverse totalchance as until now we have the failure-chance */ |
|
|
2771 | totalchance = 100 - totalchance * 100; |
|
|
2772 | |
|
|
2773 | /* print message according to totalchance */ |
|
|
2774 | const char *buf; |
|
|
2775 | if (totalchance > 50.) |
|
|
2776 | buf = format ("Hmm! The %s tasted delicious!", &meal->name); |
|
|
2777 | else if (totalchance > 10.) |
|
|
2778 | buf = format ("The %s tasted very good.", &meal->name); |
|
|
2779 | else if (totalchance > 1.) |
|
|
2780 | buf = format ("The %s tasted good.", &meal->name); |
|
|
2781 | else if (totalchance > 0.1) |
|
|
2782 | buf = format ("The %s tasted bland.", &meal->name); |
|
|
2783 | else if (totalchance >= 0.01) |
|
|
2784 | buf = format ("The %s had a boring taste.", &meal->name); |
|
|
2785 | else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) |
|
|
2786 | buf = format ("The %s tasted strange.", &meal->name); |
|
|
2787 | else |
|
|
2788 | buf = format ("The %s had no taste.", &meal->name); |
|
|
2789 | |
|
|
2790 | op->statusmsg (buf); |
|
|
2791 | |
|
|
2792 | /* now choose a winner if we have any */ |
|
|
2793 | i = -1; |
|
|
2794 | if (winners > 0) |
|
|
2795 | i = atnr_winner [rndm (winners)]; |
|
|
2796 | |
|
|
2797 | if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) |
|
|
2798 | { |
|
|
2799 | /* resistance increased! */ |
|
|
2800 | skin->resist[i]++; |
|
|
2801 | op->update_stats (); |
|
|
2802 | |
|
|
2803 | op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i])); |
|
|
2804 | } |
|
|
2805 | |
|
|
2806 | /* if this flesh contains a new ability focus, we mark it |
|
|
2807 | into the ability_force and it will take effect on next level */ |
|
|
2808 | if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) |
|
|
2809 | { |
|
|
2810 | abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ |
|
|
2811 | |
|
|
2812 | if (meal->last_eat != abil->stats.exp) |
|
|
2813 | op->statusmsg (format ( |
|
|
2814 | "Your metabolism prepares to focus on %s!\n" |
|
|
2815 | "The change will happen at level %d.", |
|
|
2816 | change_resist_msg[meal->last_eat], |
|
|
2817 | abil->level + 1 |
|
|
2818 | )); |
|
|
2819 | else |
|
|
2820 | { |
|
|
2821 | op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat])); |
|
|
2822 | abil->last_eat = 0; |
|
|
2823 | } |
|
|
2824 | } |
|
|
2825 | |
|
|
2826 | return 1; |
|
|
2827 | } |
|
|
2828 | |
|
|
2829 | /** |
|
|
2830 | * op eats food. |
|
|
2831 | * If player, takes care of messages and dragon special food. |
|
|
2832 | */ |
|
|
2833 | static void |
|
|
2834 | apply_food (object *op, object *tmp) |
|
|
2835 | { |
|
|
2836 | int capacity_remaining; |
|
|
2837 | |
|
|
2838 | if (op->type != PLAYER) |
|
|
2839 | op->stats.hp = op->stats.maxhp; |
|
|
2840 | else |
|
|
2841 | { |
|
|
2842 | /* check if this is a dragon (player), eating some flesh */ |
|
|
2843 | if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp)) |
|
|
2844 | ; |
|
|
2845 | else |
|
|
2846 | { |
|
|
2847 | /* usual case - no dragon meal: */ |
|
|
2848 | if (op->stats.food + tmp->stats.food > MAX_FOOD) |
|
|
2849 | { |
|
|
2850 | if (tmp->type == FOOD || tmp->type == FLESH) |
|
|
2851 | op->failmsg ("You feel full, but what a waste of food!"); |
|
|
2852 | else |
|
|
2853 | op->statusmsg ("Most of the drink goes down your face not your throat!"); |
|
|
2854 | } |
|
|
2855 | |
|
|
2856 | tmp->play_sound ( |
|
|
2857 | tmp->sound |
|
|
2858 | ? tmp->sound |
|
|
2859 | : tmp->type == DRINK |
|
|
2860 | ? sound_find ("eat_drink") |
|
|
2861 | : sound_find ("eat_food") |
|
|
2862 | ); |
|
|
2863 | |
|
|
2864 | if (!tmp->flag [FLAG_CURSED]) |
|
|
2865 | { |
|
|
2866 | const char *buf; |
|
|
2867 | |
|
|
2868 | if (!op->is_dragon ()) |
|
|
2869 | { |
|
|
2870 | /* eating message for normal players */ |
|
|
2871 | if (tmp->type == DRINK) |
|
|
2872 | buf = format ("Ahhh...that %s tasted good.", &tmp->name); |
|
|
2873 | else |
|
|
2874 | buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); |
|
|
2875 | } |
|
|
2876 | else |
|
|
2877 | /* eating message for dragon players */ |
|
|
2878 | buf = format ("The %s tasted terrible!", &tmp->name); |
|
|
2879 | |
|
|
2880 | op->statusmsg (buf); |
|
|
2881 | |
|
|
2882 | capacity_remaining = MAX_FOOD - op->stats.food; |
|
|
2883 | op->stats.food += tmp->stats.food; |
|
|
2884 | if (capacity_remaining < tmp->stats.food) |
|
|
2885 | op->stats.hp += capacity_remaining / 50; |
|
|
2886 | else |
|
|
2887 | op->stats.hp += tmp->stats.food / 50; |
|
|
2888 | |
|
|
2889 | min_it (op->stats.hp, op->stats.maxhp); |
|
|
2890 | min_it (op->stats.food, MAX_FOOD); |
|
|
2891 | } |
|
|
2892 | |
|
|
2893 | /* special food hack -b.t. */ |
|
|
2894 | if (tmp->title || tmp->flag [FLAG_CURSED]) |
|
|
2895 | eat_special_food (op, tmp); |
|
|
2896 | } |
|
|
2897 | } |
|
|
2898 | |
|
|
2899 | handle_apply_yield (tmp); |
|
|
2900 | tmp->decrease (); |
|
|
2901 | } |
|
|
2902 | |
|
|
2903 | /** |
|
|
2904 | * Handles applying an improve armor scroll. |
|
|
2905 | * Does some sanity checks, then calls improve_armour. |
|
|
2906 | */ |
|
|
2907 | static void |
|
|
2908 | apply_armour_improver (object *op, object *tmp) |
|
|
2909 | { |
|
|
2910 | if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC)) |
|
|
2911 | { |
|
|
2912 | op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>"); |
|
|
2913 | return; |
|
|
2914 | } |
|
|
2915 | |
|
|
2916 | object *armor = op->mark (); |
|
|
2917 | |
|
|
2918 | if (!armor) |
|
|
2919 | { |
|
|
2920 | op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this."); |
|
|
2921 | return; |
|
|
2922 | } |
|
|
2923 | |
|
|
2924 | if (armor->type != ARMOUR |
|
|
2925 | && armor->type != CLOAK |
|
|
2926 | && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) |
|
|
2927 | { |
|
|
2928 | op->failmsg ("Your marked item is not armour!\n"); |
|
|
2929 | return; |
|
|
2930 | } |
|
|
2931 | |
|
|
2932 | if (!op->apply (armor, AP_UNAPPLY)) |
|
|
2933 | { |
|
|
2934 | op->failmsg ("You are unable to take off your armour to improve it!"); |
|
|
2935 | return; |
|
|
2936 | } |
|
|
2937 | |
|
|
2938 | op->statusmsg ("Applying armour enchantment."); |
|
|
2939 | improve_armour (op, tmp, armor); |
|
|
2940 | } |
|
|
2941 | |
|
|
2942 | void |
|
|
2943 | apply_poison (object *op, object *tmp) |
|
|
2944 | { |
|
|
2945 | // need to do it now when it is still on the map |
|
|
2946 | handle_apply_yield (tmp); |
|
|
2947 | |
|
|
2948 | object *poison = tmp->split (1); |
|
|
2949 | |
|
|
2950 | if (op->type == PLAYER) |
|
|
2951 | { |
|
|
2952 | op->contr->play_sound (sound_find ("drink_poison")); |
|
|
2953 | op->failmsg ("Yech! That tasted poisonous!"); |
|
|
2954 | op->contr->killer = poison; |
|
|
2955 | } |
|
|
2956 | |
|
|
2957 | if (poison->stats.hp > 0) |
|
|
2958 | { |
|
|
2959 | LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp); |
|
|
2960 | hit_player (op, poison->stats.hp, tmp, AT_POISON, 1); |
|
|
2961 | } |
|
|
2962 | |
|
|
2963 | op->stats.food -= op->stats.food / 4; |
|
|
2964 | poison->destroy (); |
|
|
2965 | } |
|
|
2966 | |
|
|
2967 | /** |
|
|
2968 | * This function will try to apply a lighter and in case no lighter |
|
|
2969 | * is specified it will try to find a lighter in the players inventory, |
|
|
2970 | * and inform him about this requirement. |
|
|
2971 | * |
|
|
2972 | * who - the player |
|
|
2973 | * op - the item we want to light |
|
|
2974 | * lighter - the lighter or 0 if a lighter has yet to be found |
|
|
2975 | */ |
|
|
2976 | static object * |
|
|
2977 | auto_apply_lighter (object *who, object *op, object *lighter) |
|
|
2978 | { |
|
|
2979 | if (lighter == 0) |
|
|
2980 | { |
|
|
2981 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
2982 | { |
|
|
2983 | if (tmp->type == LIGHTER) |
|
|
2984 | { |
|
|
2985 | lighter = tmp; |
|
|
2986 | break; |
|
|
2987 | } |
|
|
2988 | } |
|
|
2989 | |
|
|
2990 | if (!lighter) |
|
|
2991 | { |
|
|
2992 | who->failmsgf ( |
|
|
2993 | "You can't light up the %s with your bare hands! " |
|
|
2994 | "H<You need a lighter in your inventory, for example a flint and steel.>", |
|
|
2995 | &op->name |
|
|
2996 | ); |
|
|
2997 | return 0; |
|
|
2998 | } |
|
|
2999 | } |
|
|
3000 | |
|
|
3001 | // last_eat == 0 means the lighter is not being used up! |
|
|
3002 | if (lighter->last_eat && lighter->stats.food) |
|
|
3003 | { |
|
|
3004 | /* lighter gets used up */ |
|
|
3005 | lighter = lighter->split (); |
|
|
3006 | lighter->stats.food--; |
|
|
3007 | who->insert (lighter); |
|
|
3008 | } |
|
|
3009 | else if (lighter->last_eat) |
|
|
3010 | { |
|
|
3011 | /* no charges left in lighter */ |
|
|
3012 | who->failmsgf ( |
|
|
3013 | "You attempt to light the %s with a used up %s.", |
|
|
3014 | &op->name, &lighter->name |
|
|
3015 | ); |
|
|
3016 | return 0; |
|
|
3017 | } |
|
|
3018 | |
|
|
3019 | return lighter; |
|
|
3020 | } |
3755 | |
3021 | |
3756 | /** |
3022 | /** |
3757 | * Designed primarily to light torches/lanterns/etc. |
3023 | * Designed primarily to light torches/lanterns/etc. |
3758 | * Also burns up burnable material too. First object in the inventory is |
3024 | * Also burns up burnable material too. First object in the inventory is |
3759 | * the selected object to "burn". -b.t. |
3025 | * the selected object to "burn". -b.t. |
3760 | */ |
3026 | */ |
3761 | |
3027 | static void |
3762 | void apply_lighter(object *who, object *lighter) { |
3028 | apply_lighter (object *who, object *lighter) |
3763 | object *item; |
3029 | { |
3764 | int is_player_env=0; |
3030 | if (object *item = who->mark ()) |
3765 | uint32 nrof; |
3031 | { |
3766 | tag_t count; |
3032 | if (!auto_apply_lighter (who, item, lighter)) |
3767 | char item_name[MAX_BUF]; |
|
|
3768 | |
|
|
3769 | item=find_marked_object(who); |
|
|
3770 | if(item) { |
|
|
3771 | if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ |
|
|
3772 | /* Split multiple lighters if they're being used up. Otherwise * |
|
|
3773 | * one charge from each would be used up. --DAMN */ |
|
|
3774 | if(lighter->nrof > 1) { |
|
|
3775 | object *oneLighter = get_object(); |
|
|
3776 | copy_object(lighter, oneLighter); |
|
|
3777 | lighter->nrof -= 1; |
|
|
3778 | oneLighter->nrof = 1; |
|
|
3779 | oneLighter->stats.food--; |
|
|
3780 | esrv_send_item(who, lighter); |
|
|
3781 | oneLighter=insert_ob_in_ob(oneLighter, who); |
|
|
3782 | esrv_send_item(who, oneLighter); |
|
|
3783 | } else { |
|
|
3784 | lighter->stats.food--; |
|
|
3785 | } |
|
|
3786 | |
|
|
3787 | } else if(lighter->last_eat) { /* no charges left in lighter */ |
|
|
3788 | new_draw_info_format(NDI_UNIQUE, 0,who, |
|
|
3789 | "You attempt to light the %s with a used up %s.", |
|
|
3790 | item->name, lighter->name); |
|
|
3791 | return; |
3033 | return; |
3792 | } |
3034 | |
3793 | /* Perhaps we should split what we are trying to light on fire? |
3035 | /* Perhaps we should split what we are trying to light on fire? |
3794 | * I can't see many times when you would want to light multiple |
3036 | * I can't see many times when you would want to light multiple |
3795 | * objects at once. |
3037 | * objects at once. |
3796 | */ |
3038 | */ |
3797 | nrof=item->nrof; |
|
|
3798 | count=item->count; |
|
|
3799 | /* If the item is destroyed, we don't have a valid pointer to the |
|
|
3800 | * name object, so make a copy so the message we print out makes |
|
|
3801 | * some sense. |
|
|
3802 | */ |
|
|
3803 | strcpy(item_name, item->name); |
|
|
3804 | if (who == is_player_inv(item)) is_player_env=1; |
|
|
3805 | |
3039 | |
3806 | save_throw_object(item,AT_FIRE,who); |
3040 | save_throw_object (item, AT_FIRE, who); |
3807 | /* Change to check count and not freed, since the object pointer |
|
|
3808 | * may have gotten recycled |
|
|
3809 | */ |
|
|
3810 | if ((nrof != item->nrof ) || (count != item->count)) { |
|
|
3811 | new_draw_info_format(NDI_UNIQUE, 0,who, |
|
|
3812 | "You light the %s with the %s.",item_name,lighter->name); |
|
|
3813 | /* Need to update the player so that the players glow radius |
|
|
3814 | * gets changed. |
|
|
3815 | */ |
|
|
3816 | if (is_player_env) fix_player(who); |
|
|
3817 | } else { |
|
|
3818 | new_draw_info_format(NDI_UNIQUE, 0,who, |
|
|
3819 | "You attempt to light the %s with the %s and fail.",item->name,lighter->name); |
|
|
3820 | } |
|
|
3821 | |
3041 | |
3822 | } else /* nothing to light */ |
3042 | if (item->destroyed () |
3823 | new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object."); |
3043 | || ((item->type == LAMP || item->type == TORCH) |
3824 | |
3044 | && item->glow_radius > 0)) |
3825 | } |
3045 | who->statusmsg (format ( |
3826 | |
3046 | "You light the %s with the %s.", |
3827 | /** |
3047 | &item->name, &lighter->name |
3828 | * op made some mistake with a scroll, this takes care of punishment. |
3048 | )); |
3829 | * scroll_failure()- hacked directly from spell_failure |
3049 | else |
3830 | */ |
3050 | who->failmsgf ( |
3831 | void scroll_failure(object *op, int failure, int power) |
3051 | "You attempt to light the %s with the %s and fail.", |
3832 | { |
3052 | &item->name, &lighter->name |
3833 | if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */ |
3053 | ); |
3834 | |
|
|
3835 | if(failure<= -1&&failure > -15) {/* wonder */ |
|
|
3836 | object *tmp; |
|
|
3837 | |
|
|
3838 | new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); |
|
|
3839 | tmp=get_archetype(SPELL_WONDER); |
|
|
3840 | cast_wonder(op, op, 0, tmp); |
|
|
3841 | free_object(tmp); |
|
|
3842 | } else if (failure <= -15&&failure > -35) {/* drain mana */ |
|
|
3843 | new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); |
|
|
3844 | op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); |
|
|
3845 | if(op->stats.sp<0) op->stats.sp = 0; |
|
|
3846 | } else if (settings.spell_failure_effects == TRUE) { |
|
|
3847 | if (failure <= -35&&failure > -60) { /* confusion */ |
|
|
3848 | new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); |
|
|
3849 | confuse_player(op,op,power); |
|
|
3850 | } else if (failure <= -60&&failure> -70) {/* paralysis */ |
|
|
3851 | new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes " |
|
|
3852 | "you!"); |
|
|
3853 | paralyze_player(op,op,power); |
|
|
3854 | } else if (failure <= -70&&failure> -80) {/* blind */ |
|
|
3855 | new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); |
|
|
3856 | blind_player(op,op,power); |
|
|
3857 | } else if (failure <= -80) {/* blast the immediate area */ |
|
|
3858 | object *tmp; |
|
|
3859 | tmp=get_archetype(LOOSE_MANA); |
|
|
3860 | cast_magic_storm(op,tmp, power); |
|
|
3861 | new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); |
|
|
3862 | free_object(tmp); |
|
|
3863 | } |
|
|
3864 | } |
|
|
3865 | } |
|
|
3866 | |
|
|
3867 | void apply_changes_to_player(object *pl, object *change) { |
|
|
3868 | int excess_stat=0; /* if the stat goes over the maximum |
|
|
3869 | for the race, put the excess stat some |
|
|
3870 | where else. */ |
|
|
3871 | |
|
|
3872 | switch (change->type) { |
|
|
3873 | case CLASS: { |
|
|
3874 | living *stats = &(pl->contr->orig_stats); |
|
|
3875 | living *ns = &(change->stats); |
|
|
3876 | object *walk; |
|
|
3877 | int flag_change_face=1; |
|
|
3878 | |
|
|
3879 | /* the following code assigns stats up to the stat max |
|
|
3880 | * for the race, and if the stat max is exceeded, |
|
|
3881 | * tries to randomly reassign the excess stat |
|
|
3882 | */ |
|
|
3883 | int i,j; |
|
|
3884 | for(i=0;i<NUM_STATS;i++) { |
|
|
3885 | sint8 stat=get_attr_value(stats,i); |
|
|
3886 | int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); |
|
|
3887 | stat += get_attr_value(ns,i); |
|
|
3888 | if(stat > 20 + race_bonus) { |
|
|
3889 | excess_stat++; |
|
|
3890 | stat = 20+race_bonus; |
|
|
3891 | } |
|
|
3892 | set_attr_value(stats,i,stat); |
|
|
3893 | } |
3054 | } |
|
|
3055 | else |
|
|
3056 | who->failmsg ("You need to mark a lightable object."); |
|
|
3057 | } |
3894 | |
3058 | |
3895 | for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ |
3059 | /** |
3896 | int i = rndm(0, 6); |
3060 | * This function generates a cursed effect for cursed lamps and torches. |
3897 | int stat=get_attr_value(stats,i); |
3061 | */ |
3898 | int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); |
3062 | static void |
3899 | if(i==CHA) continue; /* exclude cha from this */ |
3063 | player_apply_lamp_cursed_effect (object *who, object *op) |
3900 | if( stat < 20 + race_bonus) { |
3064 | { |
3901 | change_attr_value(stats,i,1); |
3065 | if (op->level) |
3902 | excess_stat--; |
3066 | { |
3903 | } |
3067 | who->failmsgf ( |
|
|
3068 | "The %s was cursed, it explodes in a big fireball!", |
|
|
3069 | &op->name |
|
|
3070 | ); |
|
|
3071 | create_exploding_ball_at (who, op->level); |
3904 | } |
3072 | } |
3905 | |
3073 | else |
3906 | /* insert the randomitems from the change's treasurelist into |
3074 | { |
3907 | * the player ref: player.c |
3075 | who->failmsgf ( |
3908 | */ |
3076 | "The %s was cursed, it crumbles to dust, at least it didn't explode.!", |
3909 | if(change->randomitems!=NULL) |
3077 | &op->name |
3910 | give_initial_items(pl,change->randomitems); |
3078 | ); |
3911 | |
|
|
3912 | |
|
|
3913 | /* set up the face, for some races. */ |
|
|
3914 | |
|
|
3915 | /* first, look for the force object banning |
|
|
3916 | * changing the face. Certain races never change face with class. |
|
|
3917 | */ |
|
|
3918 | for(walk=pl->inv;walk!=NULL;walk=walk->below) |
|
|
3919 | if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; |
|
|
3920 | |
|
|
3921 | if(flag_change_face) { |
|
|
3922 | pl->animation_id = GET_ANIM_ID(change); |
|
|
3923 | pl->face = change->face; |
|
|
3924 | |
|
|
3925 | if(QUERY_FLAG(change,FLAG_ANIMATE)) |
|
|
3926 | SET_FLAG(pl,FLAG_ANIMATE); |
|
|
3927 | else |
|
|
3928 | CLEAR_FLAG(pl,FLAG_ANIMATE); |
|
|
3929 | } |
3079 | } |
3930 | |
3080 | |
3931 | /* check the special case of can't use weapons */ |
3081 | op->destroy (); |
3932 | /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/ |
3082 | } |
3933 | if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); |
|
|
3934 | |
3083 | |
3935 | break; |
3084 | /** |
3936 | } |
3085 | * Apply for players and lamps |
|
|
3086 | * |
|
|
3087 | * who - the player |
|
|
3088 | * op - the lamp |
|
|
3089 | */ |
|
|
3090 | static void |
|
|
3091 | player_apply_lamp (object *who, object *op) |
|
|
3092 | { |
|
|
3093 | bool switch_on = op->glow_radius ? false : true; |
|
|
3094 | |
|
|
3095 | if (switch_on) |
3937 | } |
3096 | { |
|
|
3097 | object *lighter = 0; |
|
|
3098 | |
|
|
3099 | if (op->flag [FLAG_IS_LIGHTABLE] |
|
|
3100 | && !(lighter = auto_apply_lighter (who, op, 0))) |
|
|
3101 | return; |
|
|
3102 | |
|
|
3103 | if (op->stats.food < 1) |
|
|
3104 | { |
|
|
3105 | if (op->type == LAMP) |
|
|
3106 | who->failmsgf ( |
|
|
3107 | "The %s is out of fuel! " |
|
|
3108 | "H<Lamps and similar items need fuel. They cannot be refilled.>", |
|
|
3109 | &op->name |
|
|
3110 | ); |
|
|
3111 | else |
|
|
3112 | who->failmsgf ( |
|
|
3113 | "The %s is burnt out! " |
|
|
3114 | "H<Torches and similar items burn out and become worthless.>", |
|
|
3115 | &op->name |
|
|
3116 | ); |
|
|
3117 | return; |
|
|
3118 | } |
|
|
3119 | |
|
|
3120 | if (op->flag [FLAG_CURSED]) |
|
|
3121 | { |
|
|
3122 | player_apply_lamp_cursed_effect (who, op); |
|
|
3123 | return; |
|
|
3124 | } |
|
|
3125 | |
|
|
3126 | if (lighter) |
|
|
3127 | who->statusmsg (format ( |
|
|
3128 | "You light up the %s with the %s.", &op->name, &lighter->name)); |
|
|
3129 | else |
|
|
3130 | who->statusmsg (format ("You light up the %s.", &op->name)); |
|
|
3131 | } |
|
|
3132 | else |
|
|
3133 | { |
|
|
3134 | if (op->flag [FLAG_CURSED]) |
|
|
3135 | { |
|
|
3136 | player_apply_lamp_cursed_effect (who, op); |
|
|
3137 | return; |
|
|
3138 | } |
|
|
3139 | |
|
|
3140 | if (op->type == TORCH) |
|
|
3141 | { |
|
|
3142 | if (!op->flag [FLAG_IS_LIGHTABLE]) |
|
|
3143 | { |
|
|
3144 | who->statusmsg (format ( |
|
|
3145 | "You put out the %s. " |
|
|
3146 | "H<The %s can't be used anymore, as it can't be lighted up again.>", |
|
|
3147 | &op->name, &op->name)); |
|
|
3148 | } |
|
|
3149 | else |
|
|
3150 | who->statusmsg (format ( |
|
|
3151 | "You put out the %s." |
|
|
3152 | "H<Torches wear out if you put them out.>", |
|
|
3153 | &op->name)); |
|
|
3154 | } |
|
|
3155 | else |
|
|
3156 | who->statusmsg (format ("You turn off the %s.", &op->name)); |
|
|
3157 | } |
|
|
3158 | |
|
|
3159 | apply_lamp (op, switch_on); |
|
|
3160 | } |
|
|
3161 | |
|
|
3162 | void get_animation_from_arch (object *op, arch_ptr a) |
|
|
3163 | { |
|
|
3164 | op->animation_id = a->animation_id; |
|
|
3165 | op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE]; |
|
|
3166 | op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE]; |
|
|
3167 | op->anim_speed = a->anim_speed; |
|
|
3168 | op->last_anim = 0; |
|
|
3169 | op->state = 0; |
|
|
3170 | op->face = a->face; |
|
|
3171 | |
|
|
3172 | if (NUM_ANIMATIONS(op) > 1) |
|
|
3173 | { |
|
|
3174 | SET_ANIMATION(op, 0); |
|
|
3175 | animate_object (op, op->direction); |
|
|
3176 | } |
|
|
3177 | else |
|
|
3178 | update_object (op, UP_OBJ_FACE); |
|
|
3179 | } |
|
|
3180 | |
|
|
3181 | /** |
|
|
3182 | * Apply for LAMPs and TORCHes. |
|
|
3183 | * |
|
|
3184 | * op - the lamp |
|
|
3185 | * switch_on - a flag which says whether the lamp should be switched on or off |
|
|
3186 | */ |
|
|
3187 | void apply_lamp (object *op, bool switch_on) |
|
|
3188 | { |
|
|
3189 | op->set_glow_radius (switch_on ? op->range : 0); |
|
|
3190 | op->set_speed (switch_on ? op->arch->speed : 0); |
|
|
3191 | |
|
|
3192 | // torches wear out if you put them out |
|
|
3193 | if (op->type == TORCH && !switch_on) |
|
|
3194 | { |
|
|
3195 | if (op->flag [FLAG_IS_LIGHTABLE]) |
|
|
3196 | { |
|
|
3197 | op->stats.food -= (double) op->arch->stats.food / 15; |
|
|
3198 | if (op->stats.food < 0) |
|
|
3199 | op->stats.food = 0; |
|
|
3200 | } |
|
|
3201 | else |
|
|
3202 | op->stats.food = 0; |
|
|
3203 | } |
|
|
3204 | |
|
|
3205 | // lamps and torched get worthless when used up |
|
|
3206 | if (op->stats.food <= 0) |
|
|
3207 | op->value = 0; |
|
|
3208 | |
|
|
3209 | // FIXME: This is a hack to make the more sane torches and lamps |
|
|
3210 | // still animated ;-/ |
|
|
3211 | if (op->other_arch) |
|
|
3212 | get_animation_from_arch (op, switch_on ? op->other_arch : op->arch); |
|
|
3213 | |
|
|
3214 | if (object *pl = op->visible_to ()) |
|
|
3215 | esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op); |
3938 | } |
3216 | } |
3939 | |
3217 | |
3940 | /** |
3218 | /** |
3941 | * This handles items of type 'transformer'. |
3219 | * This handles items of type 'transformer'. |
3942 | * Basically those items, used with a marked item, transform both items into something |
3220 | * Basically those items, used with a marked item, transform both items into something |
… | |
… | |
3945 | * Change information is contained in the 'slaying' field of the marked item. |
3223 | * Change information is contained in the 'slaying' field of the marked item. |
3946 | * The format is as follow: transformer:[number ]yield[;transformer:...]. |
3224 | * The format is as follow: transformer:[number ]yield[;transformer:...]. |
3947 | * This way an item can be transformed in many things, and/or many objects. |
3225 | * This way an item can be transformed in many things, and/or many objects. |
3948 | * The 'slaying' field for transformer is used as verb for the action. |
3226 | * The 'slaying' field for transformer is used as verb for the action. |
3949 | */ |
3227 | */ |
|
|
3228 | static void |
3950 | void apply_item_transformer( object* pl, object* transformer ) |
3229 | apply_item_transformer (object *pl, object *transformer) |
3951 | { |
3230 | { |
3952 | object* marked; |
|
|
3953 | object* new_item; |
3231 | object *new_item; |
3954 | char* find; |
3232 | const char *find; |
3955 | char* separator; |
3233 | char *separator; |
3956 | int yield; |
3234 | int yield; |
3957 | char got[ MAX_BUF ]; |
3235 | char got[MAX_BUF]; |
3958 | int len; |
3236 | int len; |
3959 | |
3237 | |
3960 | if ( !pl || !transformer ) |
3238 | if (!pl || !transformer) |
|
|
3239 | return; |
|
|
3240 | |
|
|
3241 | object *marked = pl->mark (); |
|
|
3242 | |
|
|
3243 | if (!marked) |
|
|
3244 | { |
|
|
3245 | pl->failmsgf ("Use the %s with what item?", query_name (transformer)); |
|
|
3246 | return; |
|
|
3247 | } |
|
|
3248 | |
|
|
3249 | if (!marked->slaying) |
|
|
3250 | { |
|
|
3251 | pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)); |
|
|
3252 | return; |
|
|
3253 | } |
|
|
3254 | |
|
|
3255 | /* check whether they are compatible or not */ |
|
|
3256 | find = strstr (&marked->slaying, transformer->arch->archname); |
|
|
3257 | if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) |
|
|
3258 | { |
|
|
3259 | pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)); |
|
|
3260 | return; |
|
|
3261 | } |
|
|
3262 | |
|
|
3263 | find += strlen (transformer->arch->archname) + 1; |
|
|
3264 | /* Item can be used, now find how many and what it yields */ |
|
|
3265 | if (isdigit (*(find))) |
|
|
3266 | { |
|
|
3267 | yield = atoi (find); |
|
|
3268 | if (yield < 1) |
|
|
3269 | { |
|
|
3270 | LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield); |
|
|
3271 | yield = 1; |
|
|
3272 | } |
|
|
3273 | } |
|
|
3274 | else |
|
|
3275 | yield = 1; |
|
|
3276 | |
|
|
3277 | while (isdigit (*find)) |
|
|
3278 | find++; |
|
|
3279 | |
|
|
3280 | while (*find == ' ') |
|
|
3281 | find++; |
|
|
3282 | |
|
|
3283 | memset (got, 0, MAX_BUF); |
|
|
3284 | |
|
|
3285 | if ((separator = (char *) strchr (find, ';'))) |
|
|
3286 | len = separator - find; |
|
|
3287 | else |
|
|
3288 | len = strlen (find); |
|
|
3289 | |
|
|
3290 | min_it (len, MAX_BUF - 1); |
|
|
3291 | |
|
|
3292 | strcpy (got, find); |
|
|
3293 | got[len] = '\0'; |
|
|
3294 | |
|
|
3295 | /* Now create new item, remove used ones when required. */ |
|
|
3296 | new_item = archetype::get (got); |
|
|
3297 | if (!new_item) |
|
|
3298 | { |
|
|
3299 | pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0)); |
|
|
3300 | return; |
|
|
3301 | } |
|
|
3302 | |
|
|
3303 | new_item->nrof = yield; |
|
|
3304 | |
|
|
3305 | pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0))); |
|
|
3306 | |
|
|
3307 | pl->insert (new_item); |
|
|
3308 | /* Eat up one item */ |
|
|
3309 | marked->decrease (); |
|
|
3310 | |
|
|
3311 | /* Eat one transformer if needed */ |
|
|
3312 | if (transformer->stats.food) |
|
|
3313 | if (--transformer->stats.food == 0) |
|
|
3314 | transformer->decrease (); |
|
|
3315 | } |
|
|
3316 | |
|
|
3317 | /** |
|
|
3318 | * Main apply handler. |
|
|
3319 | * |
|
|
3320 | * Checks for unpaid items before applying. |
|
|
3321 | * |
|
|
3322 | * Return value is currently not used |
|
|
3323 | * |
|
|
3324 | * who is the object that is causing object to be applied, op is the object |
|
|
3325 | * being applied. |
|
|
3326 | * |
|
|
3327 | * aflag is special (always apply/unapply) flags. Nothing is done with |
|
|
3328 | * them in this function - they are passed to apply_special |
|
|
3329 | */ |
|
|
3330 | static bool |
|
|
3331 | manual_apply (object *who, object *op, int aflag) |
|
|
3332 | { |
|
|
3333 | if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who))) |
|
|
3334 | return RESULT_INT (0); |
|
|
3335 | else if (apply_types_inv_only [op->type]) |
|
|
3336 | { |
|
|
3337 | // special item, using slot system, needs to be in inv |
|
|
3338 | if (op->env == who) |
|
|
3339 | return apply_special (who, op, aflag); |
|
|
3340 | |
|
|
3341 | who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op)); |
|
|
3342 | } |
|
|
3343 | else if (!who->contr && apply_types_player_only [op->type]) |
|
|
3344 | return 0; // monsters shouldn't try to apply player-only stuff |
|
|
3345 | else if (apply_types [op->type]) |
|
|
3346 | { |
|
|
3347 | // ordinary stuff, may be on the floor |
|
|
3348 | switch (op->type) |
|
|
3349 | { |
|
|
3350 | case T_HANDLE: |
|
|
3351 | who->play_sound (sound_find ("turn_handle")); |
|
|
3352 | who->statusmsg ("You turn the handle."); |
|
|
3353 | op->value = op->value ? 0 : 1; |
|
|
3354 | SET_ANIMATION (op, op->value); |
|
|
3355 | update_object (op, UP_OBJ_FACE); |
|
|
3356 | push_button (op, who); |
|
|
3357 | break; |
|
|
3358 | |
|
|
3359 | case TRIGGER: |
|
|
3360 | if (check_trigger (op, who, who)) |
|
|
3361 | { |
|
|
3362 | who->statusmsg ("You turn the handle."); |
|
|
3363 | who->play_sound (sound_find ("turn_handle")); |
|
|
3364 | } |
|
|
3365 | else |
|
|
3366 | who->failmsg ("The handle doesn't move."); |
|
|
3367 | |
|
|
3368 | break; |
|
|
3369 | |
|
|
3370 | case EXIT: |
|
|
3371 | if (!EXIT_PATH (op)) |
|
|
3372 | who->failmsgf ("The %s is closed. H<This exit doesn't lead anywhere at the moment, and this is unlikely to change.>", query_name (op)); |
|
|
3373 | else |
|
|
3374 | { |
|
|
3375 | /* Don't display messages for random maps. */ |
|
|
3376 | if (op->msg && EXIT_PATH (op) != shstr_random_map_exit) |
|
|
3377 | who->statusmsg (op->msg, NDI_NAVY); |
|
|
3378 | |
|
|
3379 | who->enter_exit (op); |
|
|
3380 | } |
|
|
3381 | |
|
|
3382 | break; |
|
|
3383 | |
|
|
3384 | case INSCRIBABLE: |
|
|
3385 | who->statusmsg (op->msg); |
|
|
3386 | // maybe show a spell menu to chose from or something like that |
|
|
3387 | break; |
|
|
3388 | |
|
|
3389 | case SIGN: |
|
|
3390 | apply_sign (who, op, 0); |
|
|
3391 | break; |
|
|
3392 | |
|
|
3393 | case BOOK: |
|
|
3394 | apply_book (who, op); |
|
|
3395 | break; |
|
|
3396 | |
|
|
3397 | case SKILLSCROLL: |
|
|
3398 | apply_skillscroll (who, op); |
|
|
3399 | break; |
|
|
3400 | |
|
|
3401 | case SPELLBOOK: |
|
|
3402 | apply_spellbook (who, op); |
|
|
3403 | break; |
|
|
3404 | |
|
|
3405 | case SCROLL: |
|
|
3406 | apply_scroll (who, op, 0); |
|
|
3407 | break; |
|
|
3408 | |
|
|
3409 | case POTION: |
|
|
3410 | apply_potion (who, op); |
|
|
3411 | break; |
|
|
3412 | |
|
|
3413 | /* Eneq(@csd.uu.se): Handle apply on containers. */ |
|
|
3414 | //TODO: remove, as it is unsed? |
|
|
3415 | case CLOSE_CON: |
|
|
3416 | apply_container (who, op->env); |
|
|
3417 | break; |
|
|
3418 | |
|
|
3419 | case CONTAINER: |
|
|
3420 | apply_container (who, op); |
|
|
3421 | break; |
|
|
3422 | |
|
|
3423 | case TREASURE: |
|
|
3424 | apply_treasure (who, op); |
|
|
3425 | break; |
|
|
3426 | |
|
|
3427 | case LAMP: |
|
|
3428 | case TORCH: |
|
|
3429 | player_apply_lamp (who, op); |
|
|
3430 | break; |
|
|
3431 | |
|
|
3432 | case DRINK: |
|
|
3433 | case FOOD: |
|
|
3434 | case FLESH: |
|
|
3435 | apply_food (who, op); |
|
|
3436 | break; |
|
|
3437 | |
|
|
3438 | case POISON: |
|
|
3439 | apply_poison (who, op); |
|
|
3440 | break; |
|
|
3441 | |
|
|
3442 | case SAVEBED: |
|
|
3443 | break; |
|
|
3444 | |
|
|
3445 | case ARMOUR_IMPROVER: |
|
|
3446 | apply_armour_improver (who, op); |
|
|
3447 | break; |
|
|
3448 | |
|
|
3449 | case WEAPON_IMPROVER: |
|
|
3450 | check_improve_weapon (who, op); |
|
|
3451 | break; |
|
|
3452 | |
|
|
3453 | case CLOCK: |
|
|
3454 | { |
|
|
3455 | timeofday_t tod; |
|
|
3456 | |
|
|
3457 | get_tod (&tod); |
|
|
3458 | who->play_sound (sound_find ("sound_clock")); |
|
|
3459 | who->statusmsg (format ( |
|
|
3460 | "It is %d minute%s past %d o'clock %s", |
|
|
3461 | tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), |
|
|
3462 | ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") |
|
|
3463 | )); |
|
|
3464 | } |
|
|
3465 | break; |
|
|
3466 | |
|
|
3467 | case MENU: |
|
|
3468 | shop_listing (op, who); |
|
|
3469 | break; |
|
|
3470 | |
|
|
3471 | case POWER_CRYSTAL: |
|
|
3472 | apply_power_crystal (who, op); /* see egoitem.c */ |
|
|
3473 | break; |
|
|
3474 | |
|
|
3475 | case LIGHTER: /* for lighting torches/lanterns/etc */ |
|
|
3476 | apply_lighter (who, op); |
|
|
3477 | break; |
|
|
3478 | |
|
|
3479 | case ITEM_TRANSFORMER: |
|
|
3480 | apply_item_transformer (who, op); |
|
|
3481 | break; |
|
|
3482 | } |
|
|
3483 | |
|
|
3484 | return 1; |
|
|
3485 | } |
|
|
3486 | else |
|
|
3487 | { |
|
|
3488 | who->statusmsg (format ("I don't know how to apply the %s. H<This object cannot be applied.>", query_name (op))); |
|
|
3489 | return 0; |
|
|
3490 | } |
|
|
3491 | } |
|
|
3492 | |
|
|
3493 | /** |
|
|
3494 | * player_apply_below attempts to apply the object 'below' the player. |
|
|
3495 | * If the player has an open container, we use that for below, otherwise |
|
|
3496 | * we use the ground. |
|
|
3497 | */ |
|
|
3498 | void |
|
|
3499 | player_apply_below (object *pl) |
|
|
3500 | { |
|
|
3501 | object *top = pl->container_ () ? pl->container_ ()->inv : pl->below; |
|
|
3502 | |
|
|
3503 | /* If using a container, set the starting item to be the top |
|
|
3504 | * item in the container. Otherwise, use the map. |
|
|
3505 | */ |
|
|
3506 | |
|
|
3507 | // first try to apply "applyables" |
|
|
3508 | for (object *tmp = top; tmp; tmp = tmp->below) |
|
|
3509 | if (!tmp->invisible && apply_types [tmp->type]) |
|
|
3510 | { |
|
|
3511 | // If it is visible, player can apply it. |
|
|
3512 | pl->apply (tmp); |
3961 | return; |
3513 | return; |
3962 | marked = find_marked_object( pl ); |
3514 | } |
3963 | if ( !marked ) |
3515 | |
|
|
3516 | while (top && top->invisible) |
|
|
3517 | top = top->below; |
|
|
3518 | |
|
|
3519 | if (!top || top->flag [FLAG_IS_FLOOR]) |
|
|
3520 | pl->failmsg ("You inspect this space, but find no way to apply anything. " |
|
|
3521 | "H<There is nothing here that you can apply.>"); |
|
|
3522 | else |
|
|
3523 | // next, try to explain the topmost object |
|
|
3524 | switch (top->type) |
3964 | { |
3525 | { |
3965 | new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) ); |
3526 | // TODO: all this should move to examine |
3966 | return; |
3527 | case ALTAR: |
|
|
3528 | case IDENTIFY_ALTAR: |
|
|
3529 | case TRIGGER_ALTAR: |
|
|
3530 | case CONVERTER: |
|
|
3531 | //case TRIGGER_PEDESTAL: |
|
|
3532 | pl->failmsgf ( |
|
|
3533 | "You see no obvious mechanism on the %s." |
|
|
3534 | "H<You have to drop one or more specific items here.>", |
|
|
3535 | query_short_name (top) |
|
|
3536 | ); |
|
|
3537 | break; |
|
|
3538 | |
|
|
3539 | case BUTTON: |
|
|
3540 | case TRIGGER_BUTTON: |
|
|
3541 | pl->failmsgf ( |
|
|
3542 | "The %s looks as if you could activate it with somehting heavy. " |
|
|
3543 | "H<You must put enough items here to activate it.>", |
|
|
3544 | query_short_name (top) |
|
|
3545 | ); |
|
|
3546 | break; |
|
|
3547 | |
|
|
3548 | default: |
|
|
3549 | examine (pl, top); |
|
|
3550 | break; |
|
|
3551 | } |
|
|
3552 | } |
|
|
3553 | |
|
|
3554 | // saner interface, returns successful status |
|
|
3555 | bool |
|
|
3556 | object::apply (object *ob, int aflags) |
|
|
3557 | { |
|
|
3558 | if (!ob) // simplifies a lot of callers |
|
|
3559 | return true; |
|
|
3560 | |
|
|
3561 | ob = ob->head_ (); |
|
|
3562 | |
|
|
3563 | if (ob->flag [FLAG_UNPAID] && !ob->flag [FLAG_APPLIED]) |
|
|
3564 | { |
|
|
3565 | if (contr) |
3967 | } |
3566 | { |
3968 | if ( !marked->slaying ) |
3567 | examine (this, ob); |
|
|
3568 | //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove |
|
|
3569 | return 1; |
3969 | { |
3570 | } |
3970 | new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); |
3571 | else |
3971 | return; |
3572 | return 0; /* monsters just skip unpaid items */ |
|
|
3573 | } |
|
|
3574 | |
|
|
3575 | if (contr) |
|
|
3576 | { |
|
|
3577 | if (!ob->env && (move_type & MOVE_FLYING)) |
3972 | } |
3578 | { |
3973 | /* check whether they are compatible or not */ |
3579 | /* player is flying and applying object not in inventory */ |
3974 | find = strstr( marked->slaying, transformer->arch->name ); |
3580 | if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING)) |
3975 | if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) |
|
|
3976 | { |
|
|
3977 | new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); |
|
|
3978 | return; |
|
|
3979 | } |
|
|
3980 | find += strlen( transformer->arch->name ) + 1; |
|
|
3981 | /* Item can be used, now find how many and what it yields */ |
|
|
3982 | if ( isdigit( *( find ) ) ) |
|
|
3983 | { |
|
|
3984 | yield = atoi( find ); |
|
|
3985 | if ( yield < 1 ) |
|
|
3986 | { |
3581 | { |
3987 | LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield ); |
3582 | failmsg ("But you are floating high above the ground! " |
3988 | yield = 1; |
3583 | "H<You have to stop levitating first, if you can, either by using your levitation skill, " |
|
|
3584 | "or waiting till the levitation effect wears off.>"); |
|
|
3585 | return 0; |
3989 | } |
3586 | } |
3990 | } |
3587 | } |
3991 | else |
|
|
3992 | yield = 1; |
|
|
3993 | |
3588 | |
3994 | while ( isdigit( *find ) ) |
3589 | contr->last_used = ob; |
3995 | find++; |
3590 | } |
3996 | while ( *find == ' ' ) |
3591 | |
3997 | find++; |
3592 | bool want_apply = |
3998 | memset( got, 0, MAX_BUF ); |
3593 | aflags & AP_APPLY ? true |
3999 | if ( (separator = strchr( find, ';' ))!=NULL) |
3594 | : aflags & AP_UNAPPLY ? false |
|
|
3595 | : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE |
|
|
3596 | |
|
|
3597 | // cannot unapply cursed items |
|
|
3598 | if (!want_apply |
|
|
3599 | && (ob->flag [FLAG_CURSED] || ob->flag [FLAG_DAMNED]) |
|
|
3600 | && ob->flag [FLAG_APPLIED] |
|
|
3601 | && !(aflags & AP_IGNORE_CURSE)) |
|
|
3602 | { |
|
|
3603 | failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, ob->query_name ()); |
|
|
3604 | return 0; |
|
|
3605 | } |
|
|
3606 | |
|
|
3607 | object_ptr *slot = 0; |
|
|
3608 | |
|
|
3609 | // detect the slot, if this is a player |
|
|
3610 | if (contr && !(aflags & AP_NO_SLOT)) |
|
|
3611 | { |
|
|
3612 | object *oslot; |
|
|
3613 | |
|
|
3614 | switch (ob->type) |
|
|
3615 | { |
|
|
3616 | case WEAPON: |
|
|
3617 | slot = &contr->combat_ob; |
|
|
3618 | oslot = contr->ranged_ob; |
|
|
3619 | break; |
|
|
3620 | |
|
|
3621 | case RANGED: |
|
|
3622 | case BOW: |
|
|
3623 | case SPELL: |
|
|
3624 | case WAND: |
|
|
3625 | case ROD: |
|
|
3626 | case HORN: |
|
|
3627 | case BUILDER: |
|
|
3628 | slot = &contr->ranged_ob; |
|
|
3629 | oslot = contr->combat_ob; |
|
|
3630 | break; |
|
|
3631 | |
|
|
3632 | // oh, the humanity |
|
|
3633 | case SKILL: |
|
|
3634 | // skill is used on it's own, as opposed to being a chosen_skill |
|
|
3635 | |
|
|
3636 | if (skill_flags [ob->subtype] & (SF_NEED_ITEM | SF_MANA)) |
|
|
3637 | { |
|
|
3638 | failmsgf ( |
|
|
3639 | "You feel as if you wanted to do something funny, but you can't remember what. " |
|
|
3640 | "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. " |
|
|
3641 | "It cannot be used on its own.>", |
|
|
3642 | &ob->skill |
|
|
3643 | ); |
|
|
3644 | return 1; |
|
|
3645 | } |
|
|
3646 | |
|
|
3647 | if (skill_flags [ob->subtype] & SF_AUTARK |
|
|
3648 | || !(skill_flags [ob->subtype] & (SF_COMBAT | SF_RANGED))) |
|
|
3649 | { |
|
|
3650 | if (skill_flags [ob->subtype] & SF_USE) |
|
|
3651 | failmsgf ( |
|
|
3652 | "You feel as if you wanted to do something funny, but you can't remember what. " |
|
|
3653 | "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>", |
|
|
3654 | &ob->skill, &ob->skill |
|
|
3655 | ); |
|
|
3656 | else |
|
|
3657 | failmsgf ( |
|
|
3658 | "You feel as if you wanted to do something funny, but you can't remember what. " |
|
|
3659 | "H<The %s skill cannot be readied or used, it is always active.>", |
|
|
3660 | &ob->skill |
|
|
3661 | ); |
|
|
3662 | |
|
|
3663 | return 1; |
|
|
3664 | } |
|
|
3665 | |
|
|
3666 | if (skill_flags [ob->subtype] & SF_NEED_ITEM) |
|
|
3667 | break; |
|
|
3668 | |
|
|
3669 | if (skill_flags [ob->subtype] & SF_COMBAT) |
|
|
3670 | { |
|
|
3671 | slot = &contr->combat_ob; |
|
|
3672 | oslot = contr->ranged_ob; |
|
|
3673 | } |
|
|
3674 | else if (skill_flags [ob->subtype] & SF_RANGED) |
|
|
3675 | { |
|
|
3676 | slot = &contr->ranged_ob; |
|
|
3677 | oslot = contr->combat_ob; |
|
|
3678 | } |
|
|
3679 | |
|
|
3680 | break; |
|
|
3681 | } |
|
|
3682 | |
|
|
3683 | // now handle slot exclusions |
|
|
3684 | if (slot) |
|
|
3685 | { |
|
|
3686 | // only one slot can be active |
|
|
3687 | if (want_apply) |
|
|
3688 | { |
|
|
3689 | // clear slot unless we are in it already |
|
|
3690 | if (*slot != ob) |
|
|
3691 | if (!apply (*slot, AP_UNAPPLY)) |
|
|
3692 | return false; |
|
|
3693 | |
|
|
3694 | // unapply other slot, because we want to become active |
|
|
3695 | if (!apply (oslot, AP_UNAPPLY)) |
|
|
3696 | return false; |
|
|
3697 | } |
|
|
3698 | |
|
|
3699 | // clear item from slot if applied |
|
|
3700 | if (!want_apply && current_weapon == ob) |
|
|
3701 | current_weapon = 0; |
|
|
3702 | } |
|
|
3703 | } |
|
|
3704 | |
|
|
3705 | if (ob->flag [FLAG_APPLIED] != want_apply) |
|
|
3706 | manual_apply (this, ob, aflags); |
|
|
3707 | |
|
|
3708 | if (ob->flag [FLAG_APPLIED] != want_apply) |
|
|
3709 | return false; |
|
|
3710 | |
|
|
3711 | if (slot && want_apply) |
|
|
3712 | current_weapon = *slot = ob; |
|
|
3713 | |
|
|
3714 | return true; |
|
|
3715 | } |
|
|
3716 | |
|
|
3717 | /** |
|
|
3718 | * Map was just loaded, handle op's initialisation. |
|
|
3719 | * |
|
|
3720 | * Generates shop floor's item, and treasures. |
|
|
3721 | */ |
|
|
3722 | int |
|
|
3723 | auto_apply (object *op) |
|
|
3724 | { |
|
|
3725 | object *tmp = NULL; |
|
|
3726 | int i; |
|
|
3727 | |
|
|
3728 | op->clr_flag (FLAG_AUTO_APPLY); |
|
|
3729 | |
|
|
3730 | switch (op->type) |
|
|
3731 | { |
|
|
3732 | case SHOP_FLOOR: |
|
|
3733 | if (!op->has_random_items ()) |
|
|
3734 | return 0; |
|
|
3735 | |
|
|
3736 | do |
4000 | { |
3737 | { |
4001 | len = separator - find; |
3738 | i = 10; /* let's give it 10 tries */ |
|
|
3739 | while ((tmp = generate_treasure (op->randomitems, |
|
|
3740 | op->stats.exp |
|
|
3741 | ? (int) op->stats.exp |
|
|
3742 | : max (op->map->difficulty, 5))) |
|
|
3743 | == NULL && --i); |
|
|
3744 | |
|
|
3745 | if (tmp == NULL) |
|
|
3746 | return 0; |
|
|
3747 | |
|
|
3748 | if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
|
|
3749 | { |
|
|
3750 | tmp->destroy (); |
|
|
3751 | tmp = NULL; |
|
|
3752 | } |
4002 | } |
3753 | } |
4003 | else |
3754 | while (!tmp); |
|
|
3755 | |
|
|
3756 | tmp->x = op->x; |
|
|
3757 | tmp->y = op->y; |
|
|
3758 | tmp->set_flag (FLAG_UNPAID); |
|
|
3759 | insert_ob_in_map (tmp, op->map, NULL, 0); |
|
|
3760 | identify (tmp); |
|
|
3761 | break; |
|
|
3762 | |
|
|
3763 | case TREASURE: |
|
|
3764 | if (op->flag [FLAG_IS_A_TEMPLATE]) |
|
|
3765 | return 0; |
|
|
3766 | |
|
|
3767 | while (op->stats.hp-- > 0) |
|
|
3768 | create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, |
|
|
3769 | op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); |
|
|
3770 | |
|
|
3771 | /* If we generated an object and put it in this object inventory, |
|
|
3772 | * move it to the parent object as the current object is about |
|
|
3773 | * to disappear. An example of this item is the random_* stuff |
|
|
3774 | * that is put inside other objects. |
|
|
3775 | */ |
|
|
3776 | if (op->env) |
|
|
3777 | while (op->inv) |
|
|
3778 | op->env->insert (op->inv); |
|
|
3779 | |
|
|
3780 | op->destroy (); |
|
|
3781 | break; |
|
|
3782 | } |
|
|
3783 | |
|
|
3784 | return !!tmp; |
|
|
3785 | } |
|
|
3786 | |
|
|
3787 | /** |
|
|
3788 | * fix_auto_apply goes through the entire map every time a map |
|
|
3789 | * is loaded or swapped in and performs special actions for |
|
|
3790 | * certain objects (most initialization of chests and creation of |
|
|
3791 | * treasures and stuff). Calls auto_apply if appropriate. |
|
|
3792 | */ |
|
|
3793 | void |
|
|
3794 | maptile::fix_auto_apply () |
|
|
3795 | { |
|
|
3796 | if (!spaces) |
|
|
3797 | return; |
|
|
3798 | |
|
|
3799 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
|
|
3800 | for (object *tmp = ms->bot; tmp; ) |
|
|
3801 | { |
|
|
3802 | object *above = tmp->above; |
|
|
3803 | |
|
|
3804 | if (tmp->inv) |
4004 | { |
3805 | { |
4005 | len = strlen(find); |
3806 | object *invtmp, *invnext; |
|
|
3807 | |
|
|
3808 | for (invtmp = tmp->inv; invtmp; invtmp = invnext) |
|
|
3809 | { |
|
|
3810 | invnext = invtmp->below; |
|
|
3811 | |
|
|
3812 | if (invtmp->flag [FLAG_AUTO_APPLY]) |
|
|
3813 | auto_apply (invtmp); |
|
|
3814 | else if (invtmp->type == TREASURE && invtmp->has_random_items ()) |
|
|
3815 | { |
|
|
3816 | while (invtmp->stats.hp-- > 0) |
|
|
3817 | create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
|
|
3818 | |
|
|
3819 | invtmp->randomitems = NULL; |
|
|
3820 | } |
|
|
3821 | else if (invtmp->arch |
|
|
3822 | && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS |
|
|
3823 | && invtmp->has_random_items ()) |
|
|
3824 | { |
|
|
3825 | create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
|
|
3826 | /* Need to clear this so that we never try to create |
|
|
3827 | * treasure again for this object |
|
|
3828 | */ |
|
|
3829 | invtmp->randomitems = NULL; |
|
|
3830 | } |
|
|
3831 | } |
|
|
3832 | |
|
|
3833 | /* This is really temporary - the code at the bottom will |
|
|
3834 | * also set randomitems to null. The problem is there are bunches |
|
|
3835 | * of maps/players already out there with items that have spells |
|
|
3836 | * which haven't had the randomitems set to null yet. |
|
|
3837 | * MSW 2004-05-13 |
|
|
3838 | * |
|
|
3839 | * And if it's a spellbook, it's better to set randomitems to NULL too, |
|
|
3840 | * else you get two spells in the book ^_- |
|
|
3841 | * Ryo 2004-08-16 |
|
|
3842 | */ |
|
|
3843 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL |
|
|
3844 | || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) |
|
|
3845 | tmp->randomitems = NULL; |
4006 | } |
3846 | } |
4007 | if ( len > MAX_BUF-1) |
|
|
4008 | len = MAX_BUF-1; |
|
|
4009 | strcpy( got, find ); |
|
|
4010 | got[len] = '\0'; |
|
|
4011 | |
3847 | |
4012 | /* Now create new item, remove used ones when required. */ |
3848 | if (tmp->flag [FLAG_AUTO_APPLY]) |
4013 | new_item = get_archetype( got ); |
3849 | auto_apply (tmp); |
4014 | if ( !new_item ) |
3850 | else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) |
4015 | { |
3851 | { |
4016 | new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) ); |
3852 | while ((tmp->stats.hp--) > 0) |
|
|
3853 | create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); |
|
|
3854 | tmp->randomitems = NULL; |
|
|
3855 | } |
|
|
3856 | else if (tmp->type == TIMED_GATE) |
|
|
3857 | { |
|
|
3858 | object *head = tmp->head != NULL ? tmp->head : tmp; |
|
|
3859 | |
|
|
3860 | if (head->flag [FLAG_IS_LINKED]) |
|
|
3861 | tmp->set_speed (0); |
|
|
3862 | } |
|
|
3863 | /* This function can be called everytime a map is loaded, even when |
|
|
3864 | * swapping back in. As such, we don't want to create the treasure |
|
|
3865 | * over and ove again, so after we generate the treasure, blank out |
|
|
3866 | * randomitems so if it is swapped in again, it won't make anything. |
|
|
3867 | * This is a problem for the above objects, because they have counters |
|
|
3868 | * which say how many times to make the treasure. |
|
|
3869 | */ |
|
|
3870 | else if (tmp && tmp->arch && tmp->type != PLAYER |
|
|
3871 | && tmp->type != TREASURE && tmp->type != SPELL |
|
|
3872 | && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) |
|
|
3873 | { |
|
|
3874 | create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); |
|
|
3875 | tmp->randomitems = NULL; |
|
|
3876 | } |
|
|
3877 | |
|
|
3878 | // close all containers |
|
|
3879 | else if (tmp->type == CONTAINER) |
|
|
3880 | tmp->flag [FLAG_APPLIED] = 0; |
|
|
3881 | |
|
|
3882 | tmp = above; |
|
|
3883 | } |
|
|
3884 | |
|
|
3885 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
|
|
3886 | for (object *tmp = ms->bot; tmp; tmp = tmp->above) |
|
|
3887 | if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
|
|
3888 | check_trigger (tmp, tmp->above, tmp->above); |
|
|
3889 | } |
|
|
3890 | |
|
|
3891 | /** |
|
|
3892 | * Handles player eating food that temporarily changes status (resistances, stats). |
|
|
3893 | * This used to call cast_change_attr(), but |
|
|
3894 | * that doesn't work with the new spell code. Since we know what |
|
|
3895 | * the food changes, just grab a force and use that instead. |
|
|
3896 | */ |
|
|
3897 | void |
|
|
3898 | eat_special_food (object *who, object *food) |
|
|
3899 | { |
|
|
3900 | object *force; |
|
|
3901 | int i, did_one = 0; |
|
|
3902 | |
|
|
3903 | char buf[64]; |
|
|
3904 | snprintf (buf, sizeof(buf), "sp_food_%s", &food->title); |
|
|
3905 | shstr key (buf); |
|
|
3906 | |
|
|
3907 | /* bigger morsel of food = longer effect time */ |
|
|
3908 | int duration = TIME2TICK (food->stats.food); |
|
|
3909 | |
|
|
3910 | if (force = who->force_find (key)) |
|
|
3911 | { |
|
|
3912 | if (duration > fabs (force->speed_left / force->speed)) |
|
|
3913 | { |
|
|
3914 | 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)); |
|
|
3915 | force->force_set_timer (duration); |
|
|
3916 | } |
|
|
3917 | else |
|
|
3918 | new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect."); |
|
|
3919 | |
4017 | return; |
3920 | return; |
|
|
3921 | } |
|
|
3922 | else |
|
|
3923 | { |
|
|
3924 | force = who->force_add (key, duration); |
|
|
3925 | force->name = key; |
|
|
3926 | |
|
|
3927 | /* check if the food affects a stat */ |
|
|
3928 | for (i = 0; i < NUM_STATS; i++) |
|
|
3929 | if (sint8 k = food->stats.stat (i)) |
|
|
3930 | { |
|
|
3931 | force->stats.stat (i) = k; |
|
|
3932 | did_one = 1; |
4018 | } |
3933 | } |
4019 | new_item->nrof = yield; |
3934 | |
4020 | new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) ); |
3935 | /* check if we can protect the eater */ |
4021 | insert_ob_in_ob( new_item, pl ); |
3936 | for (i = 0; i < NROFATTACKS; i++) |
4022 | esrv_send_inventory( pl, pl ); |
3937 | { |
4023 | /* Eat up one item */ |
3938 | if (food->resist[i] > 0) |
4024 | decrease_ob_nr( marked, 1 ); |
3939 | { |
4025 | /* Eat one transformer if needed */ |
3940 | force->resist[i] = food->resist[i]; |
4026 | if ( transformer->stats.food ) |
3941 | did_one = 1; |
4027 | if ( --transformer->stats.food == 0 ) |
3942 | } |
4028 | decrease_ob_nr( transformer, 1 ); |
3943 | } |
|
|
3944 | |
|
|
3945 | if (did_one) |
|
|
3946 | { |
|
|
3947 | new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration)); |
|
|
3948 | |
|
|
3949 | /* make the force take effect and report effects to user */ |
|
|
3950 | change_abil (who, force); |
|
|
3951 | } |
|
|
3952 | else |
|
|
3953 | force->destroy (); |
|
|
3954 | } |
|
|
3955 | |
|
|
3956 | /* check for hp, sp change */ |
|
|
3957 | if (food->stats.hp != 0) |
4029 | } |
3958 | { |
|
|
3959 | if (food->flag [FLAG_CURSED]) |
|
|
3960 | { |
|
|
3961 | who->contr->killer = food; |
|
|
3962 | hit_player (who, food->stats.hp, food, AT_POISON, 1); |
|
|
3963 | who->failmsg ("Eck!...that was poisonous!"); |
|
|
3964 | } |
|
|
3965 | else |
|
|
3966 | { |
|
|
3967 | if (food->stats.hp > 0) |
|
|
3968 | who->statusmsg ("You begin to feel better."); |
|
|
3969 | else |
|
|
3970 | who->failmsg ("Eck!...that was poisonous!"); |
|
|
3971 | |
|
|
3972 | who->stats.hp += food->stats.hp; |
|
|
3973 | } |
|
|
3974 | } |
|
|
3975 | |
|
|
3976 | if (food->stats.sp != 0) |
|
|
3977 | { |
|
|
3978 | if (food->flag [FLAG_CURSED]) |
|
|
3979 | { |
|
|
3980 | who->failmsg ("You are drained of mana!"); |
|
|
3981 | who->stats.sp -= food->stats.sp; |
|
|
3982 | if (who->stats.sp < 0) |
|
|
3983 | who->stats.sp = 0; |
|
|
3984 | } |
|
|
3985 | else |
|
|
3986 | { |
|
|
3987 | who->statusmsg ("You feel a rush of magical energy!"); |
|
|
3988 | who->stats.sp += food->stats.sp; |
|
|
3989 | /* place limit on max sp from food? */ |
|
|
3990 | } |
|
|
3991 | } |
|
|
3992 | |
|
|
3993 | who->update_stats (); |
|
|
3994 | } |
|
|
3995 | |
|
|
3996 | void |
|
|
3997 | apply_changes_to_player (object *pl, object *change) |
|
|
3998 | { |
|
|
3999 | int excess_stat = 0; /* if the stat goes over the maximum |
|
|
4000 | for the race, put the excess stat some |
|
|
4001 | where else. */ |
|
|
4002 | |
|
|
4003 | switch (change->type) |
|
|
4004 | { |
|
|
4005 | case CLASS: |
|
|
4006 | { |
|
|
4007 | living *stats = &(pl->contr->orig_stats); |
|
|
4008 | living *ns = &(change->stats); |
|
|
4009 | object *walk; |
|
|
4010 | int flag_change_face = 1; |
|
|
4011 | |
|
|
4012 | /* the following code assigns stats up to the stat max |
|
|
4013 | * for the race, and if the stat max is exceeded, |
|
|
4014 | * tries to randomly reassign the excess stat |
|
|
4015 | */ |
|
|
4016 | int i, j; |
|
|
4017 | |
|
|
4018 | for (i = 0; i < NUM_STATS; i++) |
|
|
4019 | { |
|
|
4020 | int race_bonus = pl->arch->stats.stat (i); |
|
|
4021 | sint8 stat = stats->stat (i) + ns->stat (i); |
|
|
4022 | |
|
|
4023 | if (stat > 20 + race_bonus) |
|
|
4024 | { |
|
|
4025 | excess_stat++; |
|
|
4026 | stat = 20 + race_bonus; |
|
|
4027 | } |
|
|
4028 | |
|
|
4029 | stats->stat (i) = stat; |
|
|
4030 | } |
|
|
4031 | |
|
|
4032 | for (j = 0; excess_stat > 0 && j < 100; j++) |
|
|
4033 | { /* try 100 times to assign excess stats */ |
|
|
4034 | int i = rndm (0, 6); |
|
|
4035 | |
|
|
4036 | if (i == CHA) |
|
|
4037 | continue; /* exclude cha from this */ |
|
|
4038 | |
|
|
4039 | int stat = stats->stat (i); |
|
|
4040 | int race_bonus = pl->arch->stats.stat (i); |
|
|
4041 | if (stat < 20 + race_bonus) |
|
|
4042 | { |
|
|
4043 | change_attr_value (stats, i, 1); |
|
|
4044 | excess_stat--; |
|
|
4045 | } |
|
|
4046 | } |
|
|
4047 | |
|
|
4048 | /* insert the randomitems from the change's treasurelist into |
|
|
4049 | * the player ref: player.c |
|
|
4050 | */ |
|
|
4051 | if (change->randomitems) |
|
|
4052 | give_initial_items (pl, change->randomitems); |
|
|
4053 | |
|
|
4054 | /* set up the face, for some races. */ |
|
|
4055 | |
|
|
4056 | /* first, look for the force object banning |
|
|
4057 | * changing the face. Certain races never change face with class. |
|
|
4058 | */ |
|
|
4059 | for (walk = pl->inv; walk; walk = walk->below) |
|
|
4060 | if (walk->name == shstr_NOCLASSFACECHANGE) |
|
|
4061 | flag_change_face = 0; |
|
|
4062 | |
|
|
4063 | if (flag_change_face) |
|
|
4064 | { |
|
|
4065 | pl->face = change->face; |
|
|
4066 | pl->animation_id = change->animation_id; |
|
|
4067 | pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; |
|
|
4068 | } |
|
|
4069 | |
|
|
4070 | /* check the special case of can't use weapons */ |
|
|
4071 | /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */ |
|
|
4072 | if (change->name == shstr_monk) |
|
|
4073 | pl->clr_flag (FLAG_USE_WEAPON); |
|
|
4074 | |
|
|
4075 | break; |
|
|
4076 | } |
|
|
4077 | } |
|
|
4078 | } |
|
|
4079 | |