1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the Affero GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * and the GNU General Public License along with this program. If not, see |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * <http://www.gnu.org/licenses/>. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #include <cmath> |
25 | #include <cmath> |
26 | |
26 | |
… | |
… | |
30 | #include <skills.h> |
30 | #include <skills.h> |
31 | #include <tod.h> |
31 | #include <tod.h> |
32 | |
32 | |
33 | #include <sproto.h> |
33 | #include <sproto.h> |
34 | |
34 | |
35 | /** |
35 | // these must be in the inventory before they can be applied |
36 | * Check if op should abort moving victim because of it's race or slaying. |
|
|
37 | * Returns 1 if it should abort, returns 0 if it should continue. |
|
|
38 | */ |
|
|
39 | int |
|
|
40 | should_director_abort (object *op, object *victim) |
|
|
41 | { |
|
|
42 | int arch_flag, name_flag, race_flag; |
|
|
43 | |
36 | |
44 | /* Get flags to determine what of arch, name, and race should be checked. |
37 | static const struct apply_types_inv_only : typeset |
45 | * This is stored in subtype, and is a bitmask, the LSB is the arch flag, |
38 | { |
46 | * the next is the name flag, and the last is the race flag. Also note, |
39 | apply_types_inv_only () |
47 | * if subtype is set to zero, that also goes to defaults of all affecting |
|
|
48 | * it. Examples: |
|
|
49 | * subtype 1: only arch |
|
|
50 | * subtype 3: arch or name |
|
|
51 | * subtype 5: arch or race |
|
|
52 | * subtype 7: all three |
|
|
53 | */ |
|
|
54 | if (op->subtype) |
|
|
55 | { |
40 | { |
56 | arch_flag = op->subtype & 1; |
41 | set (WEAPON); |
57 | name_flag = op->subtype & 2; |
42 | set (ARMOUR); |
58 | race_flag = op->subtype & 4; |
43 | set (BOOTS); |
|
|
44 | set (GLOVES); |
|
|
45 | set (AMULET); |
|
|
46 | set (GIRDLE); |
|
|
47 | set (BRACERS); |
|
|
48 | set (SHIELD); |
|
|
49 | set (HELMET); |
|
|
50 | set (RING); |
|
|
51 | set (CLOAK); |
|
|
52 | set (WAND); |
|
|
53 | set (ROD); |
|
|
54 | set (HORN); |
|
|
55 | set (SKILL); |
|
|
56 | set (SPELL); |
|
|
57 | set (BOW); |
|
|
58 | set (RANGED); |
|
|
59 | set (BUILDER); |
|
|
60 | set (SKILL_TOOL); |
59 | } |
61 | } |
60 | else |
62 | } apply_types_inv_only; |
|
|
63 | |
|
|
64 | // these only make sense for the player |
|
|
65 | |
|
|
66 | static const struct apply_types_player_only : typeset |
|
|
67 | { |
|
|
68 | apply_types_player_only () |
61 | { |
69 | { |
62 | arch_flag = 1; |
70 | set (TRANSPORT); |
63 | name_flag = 1; |
71 | set (EXIT); |
64 | race_flag = 1; |
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 */ |
65 | } |
85 | } |
|
|
86 | } apply_types_player_only; |
66 | |
87 | |
67 | /* If the director has race set, only affect objects with a arch, |
88 | // applying these _can_ be attempted, others cannot |
68 | * name or race that matches. |
89 | // be applied at all. used by e.g. apply below. |
69 | */ |
|
|
70 | if ((op->race) && |
|
|
71 | ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) && |
|
|
72 | ((!(victim->name && name_flag) || op->race != victim->name)) && |
|
|
73 | ((!(victim->race && race_flag) || op->race != victim->race))) |
|
|
74 | return 1; |
|
|
75 | |
90 | |
76 | /* If the director has slaying set, only affect objects where none |
91 | static const struct apply_types : typeset |
77 | * of arch, name, or race match. |
|
|
78 | */ |
|
|
79 | if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) || |
|
|
80 | ((victim->name && name_flag && op->slaying == victim->name)) || |
|
|
81 | ((victim->race && race_flag && op->slaying == victim->race))) |
|
|
82 | return 1; |
|
|
83 | |
|
|
84 | return 0; |
|
|
85 | } |
|
|
86 | |
|
|
87 | /** |
|
|
88 | * This handles a player dropping money on an altar to identify stuff. |
|
|
89 | * It'll identify marked item, if none all items up to dropped money. |
|
|
90 | * Return value: 1 if money was destroyed, 0 if not. |
|
|
91 | */ |
|
|
92 | static int |
|
|
93 | apply_id_altar (object *money, object *altar, object *pl) |
|
|
94 | { |
92 | { |
95 | dynbuf_text &buf = msg_dynbuf; buf.clear (); |
93 | apply_types () |
96 | |
94 | : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only) |
97 | if (!pl || pl->type != PLAYER) |
|
|
98 | return 0; |
|
|
99 | |
|
|
100 | /* Check for MONEY type is a special hack - it prevents 'nothing needs |
|
|
101 | * identifying' from being printed out more than it needs to be. |
|
|
102 | */ |
|
|
103 | if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY) |
|
|
104 | return 0; |
|
|
105 | |
|
|
106 | /* if the player has a marked item, identify that if it needs to be |
|
|
107 | * identified. If it doesn't, then go through the player inventory. |
|
|
108 | */ |
|
|
109 | if (object *marked = find_marked_object (pl)) |
|
|
110 | if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) |
|
|
111 | { |
|
|
112 | if (operate_altar (altar, &money, pl)) |
|
|
113 | { |
|
|
114 | identify (marked); |
|
|
115 | |
|
|
116 | buf.printf ("You have %s.\r", long_desc (marked, pl)); |
|
|
117 | if (marked->msg) |
|
|
118 | buf << "The item has a story:\r" << marked->msg << "\n\n"; |
|
|
119 | |
|
|
120 | return !money; |
|
|
121 | } |
|
|
122 | } |
|
|
123 | |
|
|
124 | for (object *id = pl->inv; id; id = id->below) |
|
|
125 | { |
95 | { |
126 | if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) |
96 | set (T_HANDLE); |
127 | { |
97 | set (TRIGGER); |
128 | if (operate_altar (altar, &money, pl)) |
98 | set (SCROLL); |
129 | { |
99 | set (POTION); |
130 | identify (id); |
100 | set (CLOSE_CON); |
131 | |
101 | set (CONTAINER); |
132 | buf.printf ("You have %s.\r", long_desc (id, pl)); |
102 | set (LAMP); |
133 | if (id->msg) |
103 | set (TORCH); |
134 | buf << "The item has a story:\r" << id->msg << "\n\n"; |
104 | set (DRINK); |
135 | |
105 | set (FOOD); |
136 | /* If no more money, might as well quit now */ |
106 | set (FLESH); |
137 | if (!money || !check_altar_sacrifice (altar, money)) |
107 | set (POISON); |
138 | break; |
108 | set (POWER_CRYSTAL); |
139 | } |
109 | set (ITEM_TRANSFORMER); |
140 | else |
|
|
141 | { |
|
|
142 | LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); |
|
|
143 | break; |
|
|
144 | } |
|
|
145 | } |
|
|
146 | } |
110 | } |
147 | |
111 | } apply_types; |
148 | if (buf.empty ()) |
|
|
149 | pl->failmsg ("You have nothing that needs identifying"); |
|
|
150 | else |
|
|
151 | pl->contr->infobox (MSG_CHANNEL ("identify"), buf); |
|
|
152 | |
|
|
153 | return !money; |
|
|
154 | } |
|
|
155 | |
|
|
156 | /** |
|
|
157 | * This checks whether the object has a "on_use_yield" field, and if so generated and drops |
|
|
158 | * matching item. |
|
|
159 | **/ |
|
|
160 | void |
|
|
161 | handle_apply_yield (object *tmp) |
|
|
162 | { |
|
|
163 | if (shstr_tmp yield = tmp->kv (shstr_on_use_yield)) |
|
|
164 | archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); |
|
|
165 | } |
|
|
166 | |
|
|
167 | /** |
|
|
168 | * Handles applying a potion. |
|
|
169 | */ |
|
|
170 | int |
|
|
171 | apply_potion (object *op, object *tmp) |
|
|
172 | { |
|
|
173 | int got_one = 0, i; |
|
|
174 | object *force = 0; |
|
|
175 | |
|
|
176 | object *floor = GET_MAP_OB (op->map, op->x, op->y); |
|
|
177 | |
|
|
178 | if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) |
|
|
179 | { |
|
|
180 | op->failmsg ("Gods prevent you from using this here, it's sacred ground!"); |
|
|
181 | |
|
|
182 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
183 | return 0; |
|
|
184 | } |
|
|
185 | |
|
|
186 | if (op->type == PLAYER) |
|
|
187 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
188 | identify (tmp); |
|
|
189 | |
|
|
190 | handle_apply_yield (tmp); |
|
|
191 | |
|
|
192 | /* Potion of restoration - only for players */ |
|
|
193 | if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) |
|
|
194 | { |
|
|
195 | object *depl; |
|
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196 | archetype *at; |
|
|
197 | |
|
|
198 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
199 | { |
|
|
200 | op->drain_stat (); |
|
|
201 | op->update_stats (); |
|
|
202 | tmp->decrease (); |
|
|
203 | return 1; |
|
|
204 | } |
|
|
205 | |
|
|
206 | if (!(at = archetype::find (shstr_depletion))) |
|
|
207 | { |
|
|
208 | LOG (llevError, "Could not find archetype depletion\n"); |
|
|
209 | return 0; |
|
|
210 | } |
|
|
211 | |
|
|
212 | depl = present_arch_in_ob (at, op); |
|
|
213 | |
|
|
214 | if (depl) |
|
|
215 | { |
|
|
216 | for (i = 0; i < NUM_STATS; i++) |
|
|
217 | if (depl->stats.stat (i)) |
|
|
218 | op->statusmsg (restore_msg[i]); |
|
|
219 | |
|
|
220 | depl->destroy (); |
|
|
221 | op->update_stats (); |
|
|
222 | } |
|
|
223 | else |
|
|
224 | op->statusmsg ("Your potion had no effect."); |
|
|
225 | |
|
|
226 | tmp->decrease (); |
|
|
227 | return 1; |
|
|
228 | } |
|
|
229 | |
|
|
230 | /* improvement potion - only for players */ |
|
|
231 | if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) |
|
|
232 | { |
|
|
233 | for (i = 1; i < min (11, op->level); i++) |
|
|
234 | { |
|
|
235 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
236 | { |
|
|
237 | if (op->contr->levhp[i] != 1) |
|
|
238 | { |
|
|
239 | op->contr->levhp[i] = 1; |
|
|
240 | break; |
|
|
241 | } |
|
|
242 | |
|
|
243 | if (op->contr->levsp[i] != 1) |
|
|
244 | { |
|
|
245 | op->contr->levsp[i] = 1; |
|
|
246 | break; |
|
|
247 | } |
|
|
248 | |
|
|
249 | if (op->contr->levgrace[i] != 1) |
|
|
250 | { |
|
|
251 | op->contr->levgrace[i] = 1; |
|
|
252 | break; |
|
|
253 | } |
|
|
254 | } |
|
|
255 | else |
|
|
256 | { |
|
|
257 | if (op->contr->levhp[i] < 9) |
|
|
258 | { |
|
|
259 | op->contr->levhp[i] = 9; |
|
|
260 | break; |
|
|
261 | } |
|
|
262 | |
|
|
263 | if (op->contr->levsp[i] < 6) |
|
|
264 | { |
|
|
265 | op->contr->levsp[i] = 6; |
|
|
266 | break; |
|
|
267 | } |
|
|
268 | |
|
|
269 | if (op->contr->levgrace[i] < 3) |
|
|
270 | { |
|
|
271 | op->contr->levgrace[i] = 3; |
|
|
272 | break; |
|
|
273 | } |
|
|
274 | } |
|
|
275 | } |
|
|
276 | |
|
|
277 | /* Just makes checking easier */ |
|
|
278 | if (i < min (11, op->level)) |
|
|
279 | got_one = 1; |
|
|
280 | |
|
|
281 | if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
282 | { |
|
|
283 | if (got_one) |
|
|
284 | { |
|
|
285 | op->update_stats (); |
|
|
286 | op->statusmsg ("The Gods smile upon you and remake you " |
|
|
287 | "a little more in their image. " |
|
|
288 | "You feel a little more perfect.", NDI_GREEN); |
|
|
289 | } |
|
|
290 | else |
|
|
291 | op->statusmsg ("The potion had no effect - you are already perfect."); |
|
|
292 | } |
|
|
293 | else |
|
|
294 | { /* cursed potion */ |
|
|
295 | if (got_one) |
|
|
296 | { |
|
|
297 | op->update_stats (); |
|
|
298 | op->failmsg ("The Gods are angry and punish you."); |
|
|
299 | } |
|
|
300 | else |
|
|
301 | op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE); |
|
|
302 | } |
|
|
303 | |
|
|
304 | tmp->decrease (); |
|
|
305 | return 1; |
|
|
306 | } |
|
|
307 | |
|
|
308 | |
|
|
309 | /* A potion that casts a spell. Healing, restore spellpoint (power potion) |
|
|
310 | * and heroism all fit into this category. Given the spell object code, |
|
|
311 | * there is no limit to the number of spells that potions can be cast, |
|
|
312 | * but direction is problematic to try and imbue fireball potions for example. |
|
|
313 | */ |
|
|
314 | if (tmp->inv) |
|
|
315 | { |
|
|
316 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
317 | { |
|
|
318 | op->failmsg ("Yech! Your lungs are on fire!"); |
|
|
319 | create_exploding_ball_at (op, op->level); |
|
|
320 | } |
|
|
321 | else |
|
|
322 | cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
|
|
323 | |
|
|
324 | tmp->decrease (); |
|
|
325 | |
|
|
326 | /* if youre dead, no point in doing this... */ |
|
|
327 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
328 | op->update_stats (); |
|
|
329 | |
|
|
330 | return 1; |
|
|
331 | } |
|
|
332 | |
|
|
333 | /* Deal with protection potions */ |
|
|
334 | force = NULL; |
|
|
335 | for (i = 0; i < NROFATTACKS; i++) |
|
|
336 | { |
|
|
337 | if (tmp->resist[i]) |
|
|
338 | { |
|
|
339 | if (!force) |
|
|
340 | force = get_archetype (FORCE_NAME); |
|
|
341 | |
|
|
342 | memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); |
|
|
343 | force->type = POTION_EFFECT; |
|
|
344 | break; /* Only need to find one protection since we copy entire batch */ |
|
|
345 | } |
|
|
346 | } |
|
|
347 | |
|
|
348 | /* This is a protection potion */ |
|
|
349 | if (force) |
|
|
350 | { |
|
|
351 | /* cursed items last longer */ |
|
|
352 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
353 | { |
|
|
354 | force->stats.food *= 10; |
|
|
355 | for (i = 0; i < NROFATTACKS; i++) |
|
|
356 | if (force->resist[i] > 0) |
|
|
357 | force->resist[i] = -force->resist[i]; /* prot => vuln */ |
|
|
358 | } |
|
|
359 | |
|
|
360 | force->speed_left = -1; |
|
|
361 | force = insert_ob_in_ob (force, op); |
|
|
362 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
363 | SET_FLAG (force, FLAG_APPLIED); |
|
|
364 | change_abil (op, force); |
|
|
365 | tmp->decrease (); |
|
|
366 | return 1; |
|
|
367 | } |
|
|
368 | |
|
|
369 | /* Only thing left are the stat potions */ |
|
|
370 | if (op->type == PLAYER) |
|
|
371 | { /* only for players */ |
|
|
372 | if ((QUERY_FLAG (tmp, FLAG_CURSED) |
|
|
373 | || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
374 | && tmp->value != 0) |
|
|
375 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
376 | else |
|
|
377 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
378 | |
|
|
379 | if (!change_abil (op, tmp)) |
|
|
380 | op->statusmsg ("Nothing happened."); |
|
|
381 | } |
|
|
382 | |
|
|
383 | /* CLEAR_FLAG is so that if the character has other potions |
|
|
384 | * that were grouped with the one consumed, his |
|
|
385 | * stat will not be raised by them. fix_player just clears |
|
|
386 | * up all the stats. |
|
|
387 | */ |
|
|
388 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
389 | op->update_stats (); |
|
|
390 | tmp->decrease (); |
|
|
391 | return 1; |
|
|
392 | } |
|
|
393 | |
112 | |
394 | /**************************************************************************** |
113 | /**************************************************************************** |
395 | * Weapon improvement code follows |
114 | * Weapon improvement code follows |
396 | ****************************************************************************/ |
115 | ****************************************************************************/ |
397 | |
116 | |
… | |
… | |
421 | if (!item) |
140 | if (!item) |
422 | return 0; |
141 | return 0; |
423 | |
142 | |
424 | for (op = op->below; op; op = op->below) |
143 | for (op = op->below; op; op = op->below) |
425 | if (op->arch->archname == item) |
144 | if (op->arch->archname == item) |
426 | if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) |
145 | if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED] |
427 | && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID)) |
146 | && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID]) |
428 | count += op->number_of (); |
147 | count += op->number_of (); |
429 | |
148 | |
430 | return count; |
149 | return count; |
431 | } |
150 | } |
432 | |
151 | |
… | |
… | |
479 | if (improver->slaying) |
198 | if (improver->slaying) |
480 | { |
199 | { |
481 | count = check_item (op, improver->slaying); |
200 | count = check_item (op, improver->slaying); |
482 | if (count < 1) |
201 | if (count < 1) |
483 | { |
202 | { |
484 | op->failmsg (format ("The gods want more %ss", &improver->slaying)); |
203 | op->failmsgf ("The gods want more %ss", &improver->slaying); |
485 | return 0; |
204 | return 0; |
486 | } |
205 | } |
487 | } |
206 | } |
488 | else |
207 | else |
489 | count = 1; |
208 | count = 1; |
… | |
… | |
532 | */ |
251 | */ |
533 | static int |
252 | static int |
534 | prepare_weapon (object *op, object *improver, object *weapon) |
253 | prepare_weapon (object *op, object *improver, object *weapon) |
535 | { |
254 | { |
536 | int sacrifice_count, i; |
255 | int sacrifice_count, i; |
537 | char buf[MAX_BUF]; |
|
|
538 | |
256 | |
539 | if (weapon->level != 0) |
257 | if (weapon->level != 0) |
540 | { |
258 | { |
541 | op->failmsg ("Weapon is already prepared!"); |
259 | op->failmsg ("Weapon is already prepared!"); |
542 | return 0; |
260 | return 0; |
… | |
… | |
571 | "Your sacrifice was accepted." |
289 | "Your sacrifice was accepted." |
572 | "Your *%s may be improved %d times.", |
290 | "Your *%s may be improved %d times.", |
573 | &weapon->name, weapon->level |
291 | &weapon->name, weapon->level |
574 | )); |
292 | )); |
575 | |
293 | |
576 | sprintf (buf, "%s's %s", &op->name, &weapon->name); |
294 | weapon->name = weapon->name_pl = format ("%s's %s", &op->name, &weapon->name); |
577 | weapon->name = weapon->name_pl = buf; |
|
|
578 | weapon->nrof = 0; /* prevents preparing n weapons in the same |
295 | weapon->nrof = 0; /* prevents preparing n weapons in the same |
579 | slot at once! */ |
296 | slot at once! */ |
580 | improver->decrease (); |
297 | improver->decrease (); |
581 | weapon->last_eat = 0; |
298 | weapon->last_eat = 0; |
582 | return 1; |
299 | return 1; |
… | |
… | |
614 | { |
331 | { |
615 | op->failmsg ("This weapon cannot be improved any more."); |
332 | op->failmsg ("This weapon cannot be improved any more."); |
616 | return 0; |
333 | return 0; |
617 | } |
334 | } |
618 | |
335 | |
619 | if (QUERY_FLAG (weapon, FLAG_APPLIED) |
336 | if (weapon->flag [FLAG_APPLIED] |
620 | && !check_item_power (op, weapon->item_power + 1)) |
337 | && !check_item_power (op, weapon->item_power + 1)) |
621 | { |
338 | { |
622 | op->failmsg ("Improving the weapon will make it too " |
339 | op->failmsg ("Improving the weapon will make it too " |
623 | "powerful for you to use. Unready it if you " |
340 | "powerful for you to use. Unready it if you " |
624 | "really want to improve it."); |
341 | "really want to improve it."); |
… | |
… | |
674 | sacrifice_needed *= 2; |
391 | sacrifice_needed *= 2; |
675 | |
392 | |
676 | sacrifice_count = check_sacrifice (op, improver); |
393 | sacrifice_count = check_sacrifice (op, improver); |
677 | if (sacrifice_count < sacrifice_needed) |
394 | if (sacrifice_count < sacrifice_needed) |
678 | { |
395 | { |
679 | op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying)); |
396 | op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying); |
680 | return 0; |
397 | return 0; |
681 | } |
398 | } |
682 | |
399 | |
683 | eat_item (op, improver->slaying, sacrifice_needed); |
400 | eat_item (op, improver->slaying, sacrifice_needed); |
684 | weapon->item_power++; |
401 | weapon->item_power++; |
… | |
… | |
706 | * then calls improve_weapon to do the dirty work. |
423 | * then calls improve_weapon to do the dirty work. |
707 | */ |
424 | */ |
708 | static int |
425 | static int |
709 | check_improve_weapon (object *op, object *tmp) |
426 | check_improve_weapon (object *op, object *tmp) |
710 | { |
427 | { |
711 | object *otmp; |
|
|
712 | |
|
|
713 | if (op->type != PLAYER) |
428 | if (op->type != PLAYER) |
714 | return 0; |
429 | return 0; |
715 | |
430 | |
716 | if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) |
431 | if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) |
717 | { |
432 | { |
718 | op->failmsg ("Something blocks the magic of the scroll!"); |
433 | op->failmsg ("Something blocks the magic of the scroll!"); |
719 | return 0; |
434 | return 0; |
720 | } |
435 | } |
721 | |
436 | |
722 | otmp = find_marked_object (op); |
437 | object *otmp = op->mark (); |
723 | |
438 | |
724 | if (!otmp) |
439 | if (!otmp) |
725 | { |
440 | { |
726 | op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); |
441 | op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); |
727 | return 0; |
442 | return 0; |
728 | } |
443 | } |
729 | |
444 | |
730 | if (otmp->type != WEAPON && otmp->type != BOW) |
445 | if (otmp->type != WEAPON && otmp->type != BOW) |
731 | { |
446 | { |
732 | op->failmsg ("Marked item is not a weapon or bow!"); |
447 | op->failmsg ("Marked item is not a weapon or bow!"); |
|
|
448 | return 0; |
|
|
449 | } |
|
|
450 | |
|
|
451 | if (!op->apply (otmp, AP_UNAPPLY)) |
|
|
452 | { |
|
|
453 | op->failmsg ("You are unable to take off your weapon to improve it!"); |
733 | return 0; |
454 | return 0; |
734 | } |
455 | } |
735 | |
456 | |
736 | op->statusmsg ("Applied weapon builder."); |
457 | op->statusmsg ("Applied weapon builder."); |
737 | |
458 | |
… | |
… | |
763 | * changing of physical area right now. |
484 | * changing of physical area right now. |
764 | */ |
485 | */ |
765 | static int |
486 | static int |
766 | improve_armour (object *op, object *improver, object *armour) |
487 | improve_armour (object *op, object *improver, object *armour) |
767 | { |
488 | { |
768 | object *tmp; |
|
|
769 | |
|
|
770 | if (armour->magic >= settings.armor_max_enchant) |
489 | if (armour->magic >= settings.armor_max_enchant) |
771 | { |
490 | { |
772 | op->failmsg ("This armour can not be enchanted any further!"); |
491 | op->failmsg ("This armour can not be enchanted any further!"); |
773 | return 0; |
492 | return 0; |
774 | } |
493 | } |
… | |
… | |
785 | } |
504 | } |
786 | |
505 | |
787 | /* Split objects if needed. Can't insert tmp until the |
506 | /* Split objects if needed. Can't insert tmp until the |
788 | * end of this function - otherwise it will just re-merge. |
507 | * end of this function - otherwise it will just re-merge. |
789 | */ |
508 | */ |
790 | tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0; |
509 | object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0; |
791 | |
510 | |
792 | armour->magic++; |
511 | armour->magic++; |
793 | |
512 | |
794 | if (!settings.armor_speed_linear) |
513 | if (!settings.armor_speed_linear) |
795 | { |
514 | { |
… | |
… | |
833 | |
552 | |
834 | if (op->type == PLAYER) |
553 | if (op->type == PLAYER) |
835 | { |
554 | { |
836 | esrv_send_item (op, armour); |
555 | esrv_send_item (op, armour); |
837 | |
556 | |
838 | if (QUERY_FLAG (armour, FLAG_APPLIED)) |
557 | if (armour->flag [FLAG_APPLIED]) |
839 | op->update_stats (); |
558 | op->update_stats (); |
840 | } |
559 | } |
841 | |
560 | |
842 | improver->decrease (); |
561 | improver->decrease (); |
843 | |
562 | |
… | |
… | |
923 | for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) |
642 | for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) |
924 | if (rndm (0, i) == 0) |
643 | if (rndm (0, i) == 0) |
925 | ob_to_copy = ob; |
644 | ob_to_copy = ob; |
926 | |
645 | |
927 | item = ob_to_copy->deep_clone (); |
646 | item = ob_to_copy->deep_clone (); |
928 | CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); |
647 | item->clr_flag (FLAG_IS_A_TEMPLATE); |
929 | unflag_inv (item, FLAG_IS_A_TEMPLATE); |
648 | unflag_inv (item, FLAG_IS_A_TEMPLATE); |
930 | } |
649 | } |
931 | else |
650 | else |
932 | { |
651 | { |
933 | if (!conv_to) |
652 | if (!conv_to) |
… | |
… | |
946 | |
665 | |
947 | if (nr) |
666 | if (nr) |
948 | item->nrof *= nr; |
667 | item->nrof *= nr; |
949 | |
668 | |
950 | if (converter->flag [FLAG_PRECIOUS]) |
669 | if (converter->flag [FLAG_PRECIOUS]) |
951 | SET_FLAG (item, FLAG_UNPAID); |
670 | item->set_flag (FLAG_UNPAID); |
952 | |
671 | |
953 | if (converter->is_in_shop ()) |
672 | if (converter->is_in_shop ()) |
954 | { |
673 | { |
955 | // converters on shop floors don't work anymore, bug lets check for it |
674 | // converters on shop floors don't work anymore, bug lets check for it |
956 | // and report in case someone still does it. |
675 | // and report in case someone still does it. |
957 | LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n", |
676 | LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n", |
958 | converter->debug_desc ()); |
677 | converter->debug_desc ()); |
959 | SET_FLAG (item, FLAG_UNPAID); |
678 | item->set_flag (FLAG_UNPAID); |
960 | } |
679 | } |
961 | else if (price_in < sint64 (item->nrof) * item->value) |
680 | else if (price_in < sint64 (item->nrof) * item->value) |
962 | { |
681 | { |
963 | 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", |
964 | &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); |
683 | &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); |
… | |
… | |
968 | */ |
687 | */ |
969 | } |
688 | } |
970 | |
689 | |
971 | // elmex: only identify if we need to, for example so that generated money doesn't |
690 | // elmex: only identify if we need to, for example so that generated money doesn't |
972 | // get an 'identified' flag so easily. |
691 | // get an 'identified' flag so easily. |
973 | if (need_identify (item)) |
692 | if (item->need_identify ()) |
974 | identify (item); |
693 | identify (item); |
975 | |
694 | |
976 | insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); |
695 | item->insert_at (converter, 0, INS_NO_WALK_ON); |
|
|
696 | |
977 | return 1; |
697 | return 1; |
978 | } |
698 | } |
979 | |
699 | |
980 | /** |
700 | /** |
981 | * Handle apply on containers. |
701 | * Handle apply on containers. |
… | |
… | |
1012 | op->close_container (); |
732 | op->close_container (); |
1013 | return 1; |
733 | return 1; |
1014 | } |
734 | } |
1015 | else if (!sack->env) |
735 | else if (!sack->env) |
1016 | { |
736 | { |
1017 | // active, but not ours: some other player has opened it |
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. |
1018 | op->failmsg (format ("Somebody else is using the %s already.", query_name (sack))); |
740 | op->failmsgf ("Somebody else is using the %s already.", query_name (sack)); |
1019 | return 1; |
741 | return 1; |
1020 | } |
742 | } |
|
|
743 | } |
1021 | |
744 | |
1022 | // fall through to opening it (active in inv) |
745 | // it's locked? |
|
|
746 | if (sack->slaying) |
1023 | } |
747 | { |
1024 | else if (sack->env) |
748 | if (object *tmp = find_key (op, op, sack)) |
|
|
749 | { |
|
|
750 | op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp))); |
|
|
751 | } |
|
|
752 | else |
|
|
753 | { |
|
|
754 | sack->flag [FLAG_APPLIED] = false; // might be applied in inv, let the user close it |
|
|
755 | esrv_update_item (UPD_FLAGS, op, sack); |
|
|
756 | op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack))); |
|
|
757 | return 1; |
|
|
758 | } |
|
|
759 | } |
|
|
760 | |
|
|
761 | if (sack->env && !sack->flag [FLAG_APPLIED]) |
1025 | { |
762 | { |
1026 | // it is in our env, so activate it, do not open yet |
763 | // it is in our env, so activate it, do not open yet |
1027 | op->close_container (); |
764 | op->close_container (); |
1028 | sack->flag [FLAG_APPLIED] = 1; |
765 | sack->flag [FLAG_APPLIED] = true; |
1029 | esrv_update_item (UPD_FLAGS, op, sack); |
766 | esrv_update_item (UPD_FLAGS, op, sack); |
1030 | op->statusmsg (format ("You ready %s.", query_name (sack))); |
767 | op->statusmsg (format ("You ready %s.", query_name (sack))); |
1031 | return 1; |
|
|
1032 | } |
|
|
1033 | |
|
|
1034 | // it's locked? |
|
|
1035 | if (sack->slaying) |
|
|
1036 | { |
768 | } |
1037 | if (object *tmp = find_key (op, op, sack)) |
|
|
1038 | op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp))); |
|
|
1039 | else |
769 | else |
1040 | { |
|
|
1041 | op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack))); |
|
|
1042 | return 1; |
|
|
1043 | } |
|
|
1044 | } |
|
|
1045 | |
|
|
1046 | op->open_container (sack); |
770 | op->open_container (sack); |
1047 | |
771 | |
1048 | return 1; |
772 | return 1; |
1049 | } |
773 | } |
1050 | |
774 | |
1051 | /** |
775 | /** |
… | |
… | |
1099 | { |
823 | { |
1100 | int rv = 0; |
824 | int rv = 0; |
1101 | double opinion; |
825 | double opinion; |
1102 | object *tmp, *next; |
826 | object *tmp, *next; |
1103 | |
827 | |
1104 | SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ |
828 | op->set_flag (FLAG_NO_APPLY); /* prevent loops */ |
1105 | |
829 | |
1106 | bool has_unpaid = false; |
830 | bool has_unpaid = false; |
1107 | |
831 | |
1108 | // quite inefficient to do this here twice, but the api doesn't lend itself to |
832 | // quite inefficient to do this here twice, but the api doesn't lend itself to |
1109 | // a quick and small change :( |
833 | // a quick and small change :( |
… | |
… | |
1122 | */ |
846 | */ |
1123 | for (tmp = op->inv; tmp; tmp = next) |
847 | for (tmp = op->inv; tmp; tmp = next) |
1124 | { |
848 | { |
1125 | next = tmp->below; |
849 | next = tmp->below; |
1126 | |
850 | |
1127 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
851 | if (tmp->flag [FLAG_UNPAID]) |
1128 | { |
852 | { |
1129 | 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); |
1130 | |
854 | |
1131 | if (i >= 0) |
855 | if (i >= 0) |
1132 | tmp->move (i); |
856 | tmp->move (i); |
1133 | } |
857 | } |
1134 | } |
858 | } |
1135 | |
859 | |
1136 | /* Don't teleport things like spell effects */ |
860 | /* Don't teleport things like spell effects */ |
1137 | if (QUERY_FLAG (op, FLAG_NO_PICK)) |
861 | if (op->flag [FLAG_NO_PICK]) |
1138 | return 0; |
862 | return 0; |
1139 | |
863 | |
1140 | /* unpaid objects, or non living objects, can't transfer by |
864 | /* unpaid objects, or non living objects, can't transfer by |
1141 | * shop mats. Instead, put it on a nearby space. |
865 | * shop mats. Instead, put it on a nearby space. |
1142 | */ |
866 | */ |
1143 | if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) |
867 | if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE]) |
1144 | { |
868 | { |
1145 | /* Somebody dropped an unpaid item, just move to an adjacent place. */ |
869 | /* Somebody dropped an unpaid item, just move to an adjacent place. */ |
1146 | int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
870 | int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
1147 | |
871 | |
1148 | if (i != -1) |
872 | if (i != -1) |
… | |
… | |
1203 | op->y += freearr_y[i]; |
927 | op->y += freearr_y[i]; |
1204 | 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; |
1205 | } |
929 | } |
1206 | } |
930 | } |
1207 | |
931 | |
1208 | CLEAR_FLAG (op, FLAG_NO_APPLY); |
932 | op->clr_flag (FLAG_NO_APPLY); |
1209 | return rv; |
933 | return rv; |
1210 | } |
934 | } |
1211 | |
935 | |
1212 | /** |
936 | /** |
1213 | * Handles applying a sign. |
937 | * Handles applying a sign. |
… | |
… | |
1241 | op->failmsg ("You cannot read it anymore."); |
965 | op->failmsg ("You cannot read it anymore."); |
1242 | |
966 | |
1243 | return; |
967 | return; |
1244 | } |
968 | } |
1245 | |
969 | |
1246 | if (!QUERY_FLAG (op, FLAG_WIZPASS)) |
970 | if (!op->flag [FLAG_WIZPASS]) |
1247 | sign->last_eat++; |
971 | sign->last_eat++; |
1248 | } |
972 | } |
1249 | |
973 | |
1250 | /* Sign or magic mouth? Do we need to see it, or does it talk to us? |
974 | /* Sign or magic mouth? Do we need to see it, or does it talk to us? |
1251 | * No way to know for sure. The presumption is basically that if |
975 | * No way to know for sure. The presumption is basically that if |
1252 | * move_on is zero, it needs to be manually applied (doesn't talk |
976 | * move_on is zero, it needs to be manually applied (doesn't talk |
1253 | * to us). |
977 | * to us). |
1254 | */ |
978 | */ |
1255 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) |
979 | if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on) |
1256 | { |
980 | { |
1257 | op->failmsg ("You are unable to read while blind!"); |
981 | op->failmsg ("You are unable to read while blind!"); |
1258 | return; |
982 | return; |
1259 | } |
983 | } |
1260 | |
984 | |
… | |
… | |
1301 | EXIT_Y (trap) + freearr_y[dir], |
1025 | EXIT_Y (trap) + freearr_y[dir], |
1302 | 0, victim); |
1026 | 0, victim); |
1303 | } |
1027 | } |
1304 | |
1028 | |
1305 | /** |
1029 | /** |
1306 | * 'victim' moves onto 'trap' |
|
|
1307 | * 'victim' leaves 'trap' |
|
|
1308 | * effect is determined by move_on/move_off of trap and move_type of victime. |
|
|
1309 | * |
|
|
1310 | * originator: Player, monster or other object that caused 'victim' to move |
|
|
1311 | * onto 'trap'. Will receive messages caused by this action. May be NULL. |
|
|
1312 | * However, some types of traps require an originator to function. |
|
|
1313 | */ |
|
|
1314 | void |
|
|
1315 | move_apply (object *trap, object *victim, object *originator) |
|
|
1316 | { |
|
|
1317 | static int recursion_depth = 0; |
|
|
1318 | |
|
|
1319 | /* Only exits affect DMs. */ |
|
|
1320 | if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) |
|
|
1321 | return; |
|
|
1322 | |
|
|
1323 | /* move_apply() is the most likely candidate for causing unwanted and |
|
|
1324 | * possibly unlimited recursion. |
|
|
1325 | */ |
|
|
1326 | /* The following was changed because it was causing perfectly correct |
|
|
1327 | * maps to fail. 1) it's not an error to recurse: |
|
|
1328 | * rune detonates, summoning monster. monster lands on nearby rune. |
|
|
1329 | * nearby rune detonates. This sort of recursion is expected and |
|
|
1330 | * proper. This code was causing needless crashes. |
|
|
1331 | */ |
|
|
1332 | if (recursion_depth >= 500) |
|
|
1333 | { |
|
|
1334 | LOG (llevDebug, "WARNING: move_apply(): aborting recursion " |
|
|
1335 | "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name); |
|
|
1336 | return; |
|
|
1337 | } |
|
|
1338 | |
|
|
1339 | recursion_depth++; |
|
|
1340 | if (trap->head) |
|
|
1341 | trap = trap->head; |
|
|
1342 | |
|
|
1343 | if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) |
|
|
1344 | switch (trap->type) |
|
|
1345 | { |
|
|
1346 | case PLAYERMOVER: |
|
|
1347 | if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) |
|
|
1348 | { |
|
|
1349 | if (!trap->stats.maxsp) |
|
|
1350 | trap->stats.maxsp = 2; |
|
|
1351 | |
|
|
1352 | /* Is this correct? From the docs, it doesn't look like it |
|
|
1353 | * should be divided by trap->speed |
|
|
1354 | */ |
|
|
1355 | victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed; |
|
|
1356 | |
|
|
1357 | /* Just put in some sanity check. I think there is a bug in the |
|
|
1358 | * above with some objects have zero speed, and thus the player |
|
|
1359 | * getting permanently paralyzed. |
|
|
1360 | */ |
|
|
1361 | if (victim->speed_left < -50.f) |
|
|
1362 | victim->speed_left = -50.f; |
|
|
1363 | /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ |
|
|
1364 | } |
|
|
1365 | break; |
|
|
1366 | |
|
|
1367 | case SPINNER: |
|
|
1368 | if (victim->direction) |
|
|
1369 | { |
|
|
1370 | victim->direction = absdir (victim->direction - trap->stats.sp); |
|
|
1371 | update_turn_face (victim); |
|
|
1372 | } |
|
|
1373 | break; |
|
|
1374 | |
|
|
1375 | case DIRECTOR: |
|
|
1376 | if (victim->direction && !should_director_abort (trap, victim)) |
|
|
1377 | { |
|
|
1378 | victim->direction = trap->stats.sp; |
|
|
1379 | update_turn_face (victim); |
|
|
1380 | } |
|
|
1381 | break; |
|
|
1382 | |
|
|
1383 | case BUTTON: |
|
|
1384 | case PEDESTAL: |
|
|
1385 | case T_MATCH: |
|
|
1386 | update_button (trap, originator); |
|
|
1387 | break; |
|
|
1388 | |
|
|
1389 | case ALTAR: |
|
|
1390 | /* sacrifice victim on trap */ |
|
|
1391 | apply_altar (trap, victim, originator); |
|
|
1392 | break; |
|
|
1393 | |
|
|
1394 | case THROWN_OBJ: |
|
|
1395 | if (trap->inv == NULL) |
|
|
1396 | break; |
|
|
1397 | /* fallthrough */ |
|
|
1398 | |
|
|
1399 | case ARROW: |
|
|
1400 | /* bad bug: monster throw a object, make a step forwards, step on object , |
|
|
1401 | * trigger this here and get hit by own missile - and will be own enemy. |
|
|
1402 | * Victim then is his own enemy and will start to kill herself (this is |
|
|
1403 | * removed) but we have not synced victim and his missile. To avoid senseless |
|
|
1404 | * action, we avoid hits here |
|
|
1405 | */ |
|
|
1406 | if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ()) |
|
|
1407 | && trap->owner != victim) |
|
|
1408 | hit_with_arrow (trap, victim); |
|
|
1409 | break; |
|
|
1410 | |
|
|
1411 | case SPELL_EFFECT: |
|
|
1412 | apply_spell_effect (trap, victim); |
|
|
1413 | break; |
|
|
1414 | |
|
|
1415 | case TRAPDOOR: |
|
|
1416 | { |
|
|
1417 | int max, sound_was_played; |
|
|
1418 | object *ab, *ab_next; |
|
|
1419 | |
|
|
1420 | if (!trap->value) |
|
|
1421 | { |
|
|
1422 | int tot; |
|
|
1423 | |
|
|
1424 | for (ab = trap->above, tot = 0; ab; ab = ab->above) |
|
|
1425 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
1426 | tot += ab->head_ ()->total_weight (); |
|
|
1427 | |
|
|
1428 | if (!(trap->value = (tot > trap->weight) ? 1 : 0)) |
|
|
1429 | break; |
|
|
1430 | |
|
|
1431 | SET_ANIMATION (trap, trap->value); |
|
|
1432 | update_object (trap, UP_OBJ_FACE); |
|
|
1433 | } |
|
|
1434 | |
|
|
1435 | for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) |
|
|
1436 | { |
|
|
1437 | /* need to set this up, since if we do transfer the object, |
|
|
1438 | * ab->above would be bogus |
|
|
1439 | */ |
|
|
1440 | ab_next = ab->above; |
|
|
1441 | |
|
|
1442 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
1443 | { |
|
|
1444 | if (!sound_was_played) |
|
|
1445 | { |
|
|
1446 | trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
|
|
1447 | sound_was_played = 1; |
|
|
1448 | } |
|
|
1449 | |
|
|
1450 | ab->statusmsg ("You fall into a trapdoor!", NDI_RED); |
|
|
1451 | transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab); |
|
|
1452 | } |
|
|
1453 | } |
|
|
1454 | break; |
|
|
1455 | } |
|
|
1456 | |
|
|
1457 | case CONVERTER: |
|
|
1458 | if (convert_item (victim, trap) < 0) |
|
|
1459 | { |
|
|
1460 | originator->failmsg (format ("The %s seems to be broken!", query_name (trap))); |
|
|
1461 | archetype::get (shstr_burnout)->insert_at (trap, trap); |
|
|
1462 | } |
|
|
1463 | |
|
|
1464 | break; |
|
|
1465 | |
|
|
1466 | case TRIGGER_BUTTON: |
|
|
1467 | case TRIGGER_PEDESTAL: |
|
|
1468 | case TRIGGER_ALTAR: |
|
|
1469 | check_trigger (trap, victim, originator); |
|
|
1470 | break; |
|
|
1471 | |
|
|
1472 | case DEEP_SWAMP: |
|
|
1473 | walk_on_deep_swamp (trap, victim); |
|
|
1474 | break; |
|
|
1475 | |
|
|
1476 | case CHECK_INV: |
|
|
1477 | check_inv (victim, trap); |
|
|
1478 | break; |
|
|
1479 | |
|
|
1480 | case HOLE: |
|
|
1481 | move_apply_hole (trap, victim); |
|
|
1482 | break; |
|
|
1483 | |
|
|
1484 | case EXIT: |
|
|
1485 | if (victim->type == PLAYER && EXIT_PATH (trap)) |
|
|
1486 | { |
|
|
1487 | /* Basically, don't show exits leading to random maps the |
|
|
1488 | * players output. |
|
|
1489 | */ |
|
|
1490 | if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit) |
|
|
1491 | victim->statusmsg (trap->msg, NDI_NAVY); |
|
|
1492 | |
|
|
1493 | trap->play_sound (trap->sound); |
|
|
1494 | victim->enter_exit (trap); |
|
|
1495 | } |
|
|
1496 | break; |
|
|
1497 | |
|
|
1498 | case ENCOUNTER: |
|
|
1499 | /* may be some leftovers on this */ |
|
|
1500 | break; |
|
|
1501 | |
|
|
1502 | case SHOP_MAT: |
|
|
1503 | apply_shop_mat (trap, victim); |
|
|
1504 | break; |
|
|
1505 | |
|
|
1506 | /* Drop a certain amount of gold, and have one item identified */ |
|
|
1507 | case IDENTIFY_ALTAR: |
|
|
1508 | apply_id_altar (victim, trap, originator); |
|
|
1509 | break; |
|
|
1510 | |
|
|
1511 | case SIGN: |
|
|
1512 | if (victim->type != PLAYER && trap->stats.food > 0) |
|
|
1513 | break; /* monsters musn't apply magic_mouths with counters */ |
|
|
1514 | |
|
|
1515 | apply_sign (victim, trap, 1); |
|
|
1516 | break; |
|
|
1517 | |
|
|
1518 | case CONTAINER: |
|
|
1519 | apply_container (victim, trap); |
|
|
1520 | break; |
|
|
1521 | |
|
|
1522 | case RUNE: |
|
|
1523 | case TRAP: |
|
|
1524 | if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) |
|
|
1525 | spring_trap (trap, victim); |
|
|
1526 | break; |
|
|
1527 | |
|
|
1528 | default: |
|
|
1529 | LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " |
|
|
1530 | "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); |
|
|
1531 | break; |
|
|
1532 | } |
|
|
1533 | |
|
|
1534 | recursion_depth--; |
|
|
1535 | } |
|
|
1536 | |
|
|
1537 | /** |
|
|
1538 | * Handles reading a regular (ie not containing a spell) book. |
|
|
1539 | */ |
|
|
1540 | static void |
|
|
1541 | apply_book (object *op, object *tmp) |
|
|
1542 | { |
|
|
1543 | int lev_diff; |
|
|
1544 | object *skill_ob; |
|
|
1545 | |
|
|
1546 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1547 | { |
|
|
1548 | op->failmsg ("You are unable to read while blind!"); |
|
|
1549 | return; |
|
|
1550 | } |
|
|
1551 | |
|
|
1552 | if (!tmp->msg) |
|
|
1553 | { |
|
|
1554 | op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name)); |
|
|
1555 | return; |
|
|
1556 | } |
|
|
1557 | |
|
|
1558 | /* need a literacy skill to read stuff! */ |
|
|
1559 | skill_ob = find_skill_by_name (op, tmp->skill); |
|
|
1560 | if (!skill_ob) |
|
|
1561 | { |
|
|
1562 | op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill)); |
|
|
1563 | return; |
|
|
1564 | } |
|
|
1565 | |
|
|
1566 | lev_diff = tmp->level - (skill_ob->level + 5); |
|
|
1567 | if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) |
|
|
1568 | { |
|
|
1569 | op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension." |
|
|
1570 | : lev_diff < 3 ? "This book is slightly beyond your comprehension." |
|
|
1571 | : lev_diff < 5 ? "This book is beyond your comprehension." |
|
|
1572 | : lev_diff < 8 ? "This book is quite a bit beyond your comprehension." |
|
|
1573 | : lev_diff < 15 ? "This book is way beyond your comprehension." |
|
|
1574 | : "This book is totally beyond your comprehension."); |
|
|
1575 | return; |
|
|
1576 | } |
|
|
1577 | |
|
|
1578 | // we currently don't use the message types for anything. |
|
|
1579 | // readable_message_type *msgType = get_readable_message_type (tmp); |
|
|
1580 | |
|
|
1581 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book")); |
|
|
1582 | |
|
|
1583 | if (player *pl = op->contr) |
|
|
1584 | if (client *ns = pl->ns) |
|
|
1585 | pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); |
|
|
1586 | |
|
|
1587 | /* gain xp from reading */ |
|
|
1588 | if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) |
|
|
1589 | { /* only if not read before */ |
|
|
1590 | int exp_gain = calc_skill_exp (op, tmp, skill_ob); |
|
|
1591 | |
|
|
1592 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
1593 | { |
|
|
1594 | /*exp_gain *= 2; because they just identified it too */ |
|
|
1595 | SET_FLAG (tmp, FLAG_IDENTIFIED); |
|
|
1596 | |
|
|
1597 | if (object *pl = tmp->visible_to ()) |
|
|
1598 | esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); |
|
|
1599 | } |
|
|
1600 | |
|
|
1601 | change_exp (op, exp_gain, skill_ob->skill, 0); |
|
|
1602 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ |
|
|
1603 | } |
|
|
1604 | } |
|
|
1605 | |
|
|
1606 | /** |
|
|
1607 | * op made some mistake with a scroll, this takes care of punishment. |
|
|
1608 | * scroll_failure()- hacked directly from spell_failure |
|
|
1609 | */ |
|
|
1610 | static void |
|
|
1611 | scroll_failure (object *op, int failure, int power) |
|
|
1612 | { |
|
|
1613 | if (abs (failure / 4) > power) |
|
|
1614 | power = abs (failure / 4); /* set minimum effect */ |
|
|
1615 | |
|
|
1616 | if (failure <= -1 && failure > -15) |
|
|
1617 | { /* wonder */ |
|
|
1618 | object *tmp; |
|
|
1619 | |
|
|
1620 | op->failmsg ("Your spell warps!"); |
|
|
1621 | tmp = get_archetype (SPELL_WONDER); |
|
|
1622 | cast_wonder (op, op, 0, tmp); |
|
|
1623 | tmp->destroy (); |
|
|
1624 | } |
|
|
1625 | else if (failure <= -15 && failure > -35) |
|
|
1626 | { /* drain mana */ |
|
|
1627 | op->failmsg ("Your mana is drained!"); |
|
|
1628 | op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); |
|
|
1629 | if (op->stats.sp < 0) |
|
|
1630 | op->stats.sp = 0; |
|
|
1631 | } |
|
|
1632 | else if (settings.spell_failure_effects == TRUE) |
|
|
1633 | { |
|
|
1634 | if (failure <= -35 && failure > -60) |
|
|
1635 | { /* confusion */ |
|
|
1636 | op->failmsg ("The magic recoils on you!"); |
|
|
1637 | confuse_player (op, op, power); |
|
|
1638 | } |
|
|
1639 | else if (failure <= -60 && failure > -70) |
|
|
1640 | { /* paralysis */ |
|
|
1641 | op->failmsg ("The magic recoils and paralyzes you!"); |
|
|
1642 | paralyze_player (op, op, power); |
|
|
1643 | } |
|
|
1644 | else if (failure <= -70 && failure > -80) |
|
|
1645 | { /* blind */ |
|
|
1646 | op->failmsg ("The magic recoils on you!"); |
|
|
1647 | blind_player (op, op, power); |
|
|
1648 | } |
|
|
1649 | else if (failure <= -80) |
|
|
1650 | { /* blast the immediate area */ |
|
|
1651 | object *tmp = get_archetype (LOOSE_MANA); |
|
|
1652 | cast_magic_storm (op, tmp, power); |
|
|
1653 | op->failmsg ("You unleash uncontrolled mana!"); |
|
|
1654 | tmp->destroy (); |
|
|
1655 | } |
|
|
1656 | } |
|
|
1657 | } |
|
|
1658 | |
|
|
1659 | /** |
|
|
1660 | * Handles the applying of a skill scroll, calling learn_skill straight. |
|
|
1661 | * op is the person learning the skill, tmp is the skill scroll object |
|
|
1662 | */ |
|
|
1663 | static void |
|
|
1664 | apply_skillscroll (object *op, object *tmp) |
|
|
1665 | { |
|
|
1666 | switch (learn_skill (op, tmp)) |
|
|
1667 | { |
|
|
1668 | case 0: |
|
|
1669 | op->play_sound (sound_find ("generic_fail")); |
|
|
1670 | op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp))); |
|
|
1671 | break; |
|
|
1672 | |
|
|
1673 | case 1: |
|
|
1674 | tmp->decrease (); |
|
|
1675 | op->play_sound (sound_find ("skill_learn")); |
|
|
1676 | op->statusmsg (format ("You succeed in learning %s", &tmp->skill)); |
|
|
1677 | break; |
|
|
1678 | |
|
|
1679 | default: |
|
|
1680 | tmp->decrease (); |
|
|
1681 | op->play_sound (sound_find ("generic_fail")); |
|
|
1682 | op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp))); |
|
|
1683 | break; |
|
|
1684 | } |
|
|
1685 | } |
|
|
1686 | |
|
|
1687 | /** |
|
|
1688 | * Actually makes op learn spell. |
|
|
1689 | * Informs player of what happens. |
|
|
1690 | */ |
|
|
1691 | void |
|
|
1692 | do_learn_spell (object *op, object *spell, int special_prayer) |
|
|
1693 | { |
|
|
1694 | object *tmp; |
|
|
1695 | |
|
|
1696 | if (op->type != PLAYER) |
|
|
1697 | { |
|
|
1698 | LOG (llevError, "BUG: do_learn_spell(): not a player\n"); |
|
|
1699 | return; |
|
|
1700 | } |
|
|
1701 | |
|
|
1702 | /* Upgrade special prayers to normal prayers */ |
|
|
1703 | if ((tmp = check_spell_known (op, spell->name)) != NULL) |
|
|
1704 | { |
|
|
1705 | if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
|
|
1706 | { |
|
|
1707 | LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); |
|
|
1708 | return; |
|
|
1709 | } |
|
|
1710 | return; |
|
|
1711 | } |
|
|
1712 | |
|
|
1713 | op->contr->play_sound (sound_find ("learn_spell")); |
|
|
1714 | |
|
|
1715 | tmp = spell->clone (); |
|
|
1716 | insert_ob_in_ob (tmp, op); |
|
|
1717 | |
|
|
1718 | if (special_prayer) |
|
|
1719 | SET_FLAG (tmp, FLAG_STARTEQUIP); |
|
|
1720 | |
|
|
1721 | esrv_add_spells (op->contr, tmp); |
|
|
1722 | } |
|
|
1723 | |
|
|
1724 | /** |
|
|
1725 | * Erases spell from player's inventory. |
|
|
1726 | */ |
|
|
1727 | void |
|
|
1728 | do_forget_spell (object *op, const char *spell) |
|
|
1729 | { |
|
|
1730 | object *spob; |
|
|
1731 | |
|
|
1732 | if (op->type != PLAYER) |
|
|
1733 | { |
|
|
1734 | LOG (llevError, "BUG: do_forget_spell(): not a player\n"); |
|
|
1735 | return; |
|
|
1736 | } |
|
|
1737 | if ((spob = check_spell_known (op, spell)) == NULL) |
|
|
1738 | { |
|
|
1739 | LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); |
|
|
1740 | return; |
|
|
1741 | } |
|
|
1742 | |
|
|
1743 | op->failmsg (format ("You lose knowledge of %s.", spell)); |
|
|
1744 | esrv_remove_spell (op->contr, spob); |
|
|
1745 | spob->destroy (); |
|
|
1746 | } |
|
|
1747 | |
|
|
1748 | /** |
|
|
1749 | * Handles player applying a spellbook. |
|
|
1750 | * Checks whether player has knowledge of required skill, doesn't already know the spell, |
|
|
1751 | * stuff like that. Random learning failure too. |
|
|
1752 | */ |
|
|
1753 | static void |
|
|
1754 | apply_spellbook (object *op, object *tmp) |
|
|
1755 | { |
|
|
1756 | object *skop, *spell, *spell_skill; |
|
|
1757 | |
|
|
1758 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1759 | { |
|
|
1760 | op->failmsg ("You are unable to read while blind."); |
|
|
1761 | return; |
|
|
1762 | } |
|
|
1763 | |
|
|
1764 | /* artifact_spellbooks have 'slaying' field point to a spell name, |
|
|
1765 | * instead of having their spell stored in stats.sp. These are |
|
|
1766 | * legacy spellbooks |
|
|
1767 | */ |
|
|
1768 | if (tmp->slaying) |
|
|
1769 | { |
|
|
1770 | spell = find_archetype_by_object_name (tmp->slaying)->instance (); |
|
|
1771 | |
|
|
1772 | if (!spell) |
|
|
1773 | { |
|
|
1774 | op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying)); |
|
|
1775 | return; |
|
|
1776 | } |
|
|
1777 | else |
|
|
1778 | insert_ob_in_ob (spell, tmp); |
|
|
1779 | |
|
|
1780 | tmp->slaying = 0; |
|
|
1781 | } |
|
|
1782 | |
|
|
1783 | skop = find_skill_by_name (op, tmp->skill); |
|
|
1784 | |
|
|
1785 | /* need a literacy skill to learn spells. Also, having a literacy level |
|
|
1786 | * lower than the spell will make learning the spell more difficult */ |
|
|
1787 | if (!skop) |
|
|
1788 | { |
|
|
1789 | op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill)); |
|
|
1790 | return; |
|
|
1791 | } |
|
|
1792 | |
|
|
1793 | spell = tmp->inv; |
|
|
1794 | |
|
|
1795 | if (!spell) |
|
|
1796 | { |
|
|
1797 | LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); |
|
|
1798 | op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); |
|
|
1799 | return; |
|
|
1800 | } |
|
|
1801 | |
|
|
1802 | int learn_level = sqrtf (spell->level) * 1.5f; |
|
|
1803 | if (skop->level < learn_level) |
|
|
1804 | { |
|
|
1805 | op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>", |
|
|
1806 | &tmp->skill, learn_level)); |
|
|
1807 | return; |
|
|
1808 | } |
|
|
1809 | |
|
|
1810 | op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name)); |
|
|
1811 | |
|
|
1812 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
1813 | identify (tmp); |
|
|
1814 | |
|
|
1815 | /* I removed the check for special_prayer_mark here - it didn't make |
|
|
1816 | * a lot of sense - special prayers are not found in spellbooks, and |
|
|
1817 | * if the player doesn't know the spell, doesn't make a lot of sense that |
|
|
1818 | * they would have a special prayer mark. |
|
|
1819 | */ |
|
|
1820 | if (check_spell_known (op, spell->name)) |
|
|
1821 | { |
|
|
1822 | op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n"); |
|
|
1823 | return; |
|
|
1824 | } |
|
|
1825 | |
|
|
1826 | if (spell->skill) |
|
|
1827 | { |
|
|
1828 | spell_skill = find_skill_by_name (op, spell->skill); |
|
|
1829 | |
|
|
1830 | if (!spell_skill) |
|
|
1831 | { |
|
|
1832 | op->failmsg (format ("You lack the %s skill to use this spell.", &spell->skill)); |
|
|
1833 | return; |
|
|
1834 | } |
|
|
1835 | |
|
|
1836 | if (spell_skill->level < spell->level) |
|
|
1837 | { |
|
|
1838 | op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill)); |
|
|
1839 | return; |
|
|
1840 | } |
|
|
1841 | } |
|
|
1842 | |
|
|
1843 | /* Logic as follows |
|
|
1844 | * |
|
|
1845 | * 1- MU spells use Int to learn, Cleric spells use Wisdom |
|
|
1846 | * |
|
|
1847 | * 2- The learner's skill level in literacy adjusts the chance to learn |
|
|
1848 | * a spell. |
|
|
1849 | * |
|
|
1850 | * 3 -Automatically fail to learn if you read while confused |
|
|
1851 | * |
|
|
1852 | * Overall, chances are the same but a player will find having a high |
|
|
1853 | * literacy rate very useful! -b.t. |
|
|
1854 | */ |
|
|
1855 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
|
|
1856 | { |
|
|
1857 | op->failmsg ("In your confused state you flub the wording of the text!"); |
|
|
1858 | scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace)); |
|
|
1859 | } |
|
|
1860 | else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || |
|
|
1861 | (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) |
|
|
1862 | { |
|
|
1863 | op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); |
|
|
1864 | do_learn_spell (op, spell, 0); |
|
|
1865 | |
|
|
1866 | /* xp gain to literacy for spell learning */ |
|
|
1867 | if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
|
|
1868 | change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); |
|
|
1869 | } |
|
|
1870 | else |
|
|
1871 | { |
|
|
1872 | op->contr->play_sound (sound_find ("fumble_spell")); |
|
|
1873 | op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n"); |
|
|
1874 | } |
|
|
1875 | |
|
|
1876 | tmp->decrease (); |
|
|
1877 | } |
|
|
1878 | |
|
|
1879 | /** |
|
|
1880 | * Handles applying a spell scroll. |
|
|
1881 | */ |
|
|
1882 | void |
|
|
1883 | apply_scroll (object *op, object *tmp, int dir) |
|
|
1884 | { |
|
|
1885 | object *skop; |
|
|
1886 | |
|
|
1887 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1888 | { |
|
|
1889 | op->failmsg ("You are unable to read while blind."); |
|
|
1890 | return; |
|
|
1891 | } |
|
|
1892 | |
|
|
1893 | if (!tmp->inv || tmp->inv->type != SPELL) |
|
|
1894 | { |
|
|
1895 | op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>"); |
|
|
1896 | return; |
|
|
1897 | } |
|
|
1898 | |
|
|
1899 | if (op->type == PLAYER) |
|
|
1900 | { |
|
|
1901 | /* players need a literacy skill to read stuff! */ |
|
|
1902 | int exp_gain = 0; |
|
|
1903 | |
|
|
1904 | /* hard code literacy - tmp->skill points to where the exp |
|
|
1905 | * should go for anything killed by the spell. |
|
|
1906 | */ |
|
|
1907 | skop = find_skill_by_name (op, skill_names[SK_LITERACY]); |
|
|
1908 | |
|
|
1909 | if (!skop) |
|
|
1910 | { |
|
|
1911 | op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY])); |
|
|
1912 | return; |
|
|
1913 | } |
|
|
1914 | |
|
|
1915 | if ((exp_gain = calc_skill_exp (op, tmp, skop))) |
|
|
1916 | change_exp (op, exp_gain, skop->skill, 0); |
|
|
1917 | } |
|
|
1918 | |
|
|
1919 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
1920 | identify (tmp); |
|
|
1921 | |
|
|
1922 | op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name)); |
|
|
1923 | |
|
|
1924 | cast_spell (op, tmp, dir, tmp->inv, NULL); |
|
|
1925 | tmp->decrease (); |
|
|
1926 | } |
|
|
1927 | |
|
|
1928 | /** |
|
|
1929 | * Applies a treasure object - by default, chest. op |
|
|
1930 | * is the person doing the applying, tmp is the treasure |
|
|
1931 | * chest. |
|
|
1932 | */ |
|
|
1933 | static void |
|
|
1934 | apply_treasure (object *op, object *tmp) |
|
|
1935 | { |
|
|
1936 | /* Nice side effect of this treasure creation method is that the treasure |
|
|
1937 | * for the chest is done when the chest is created, and put into the chest |
|
|
1938 | * inventory. So that when the chest burns up, the items still exist. Also |
|
|
1939 | * prevents people from moving chests to more difficult maps to get better |
|
|
1940 | * treasure |
|
|
1941 | */ |
|
|
1942 | object *treas = tmp->inv; |
|
|
1943 | |
|
|
1944 | if (!treas) |
|
|
1945 | { |
|
|
1946 | op->statusmsg ("The chest was empty."); |
|
|
1947 | tmp->decrease (); |
|
|
1948 | return; |
|
|
1949 | } |
|
|
1950 | |
|
|
1951 | while (tmp->inv) |
|
|
1952 | { |
|
|
1953 | treas = tmp->inv; |
|
|
1954 | treas->remove (); |
|
|
1955 | |
|
|
1956 | treas->x = op->x; |
|
|
1957 | treas->y = op->y; |
|
|
1958 | treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); |
|
|
1959 | |
|
|
1960 | if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
1961 | spring_trap (treas, op); |
|
|
1962 | |
|
|
1963 | /* If either player or container was destroyed, no need to do |
|
|
1964 | * further processing. I think this should be enclused with |
|
|
1965 | * spring trap above, as I don't think there is otherwise |
|
|
1966 | * any way for the treasure chest or player to get killed. |
|
|
1967 | */ |
|
|
1968 | if (op->destroyed () || tmp->destroyed ()) |
|
|
1969 | break; |
|
|
1970 | } |
|
|
1971 | |
|
|
1972 | if (!tmp->destroyed () && !tmp->inv) |
|
|
1973 | tmp->decrease (true); |
|
|
1974 | } |
|
|
1975 | |
|
|
1976 | /** |
|
|
1977 | * A dragon is eating some flesh. If the flesh contains resistances, |
|
|
1978 | * there is a chance for the dragon's skin to get improved. |
|
|
1979 | * |
|
|
1980 | * attributes: |
|
|
1981 | * object *op the object (dragon player) eating the flesh |
|
|
1982 | * object *meal the flesh item, getting chewed in dragon's mouth |
|
|
1983 | * return: |
|
|
1984 | * int 1 if eating successful, 0 if it doesn't work |
|
|
1985 | */ |
|
|
1986 | static int |
|
|
1987 | dragon_eat_flesh (object *op, object *meal) |
|
|
1988 | { |
|
|
1989 | object *skin = NULL; /* pointer to dragon skin force */ |
|
|
1990 | object *abil = NULL; /* pointer to dragon ability force */ |
|
|
1991 | object *tmp = NULL; /* tmp. object */ |
|
|
1992 | |
|
|
1993 | double chance; /* improvement-chance of one resistance type */ |
|
|
1994 | double totalchance = 1; /* total chance of gaining one resistance */ |
|
|
1995 | double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ |
|
|
1996 | double mbonus = 0; /* monster bonus */ |
|
|
1997 | int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ |
|
|
1998 | int winners = 0; /* number of winners */ |
|
|
1999 | int i; /* index */ |
|
|
2000 | |
|
|
2001 | /* let's make sure and doublecheck the parameters */ |
|
|
2002 | if (meal->type != FLESH || !op->is_dragon ()) |
|
|
2003 | return 0; |
|
|
2004 | |
|
|
2005 | /* now grab the 'dragon_skin'- and 'dragon_ability'-forces |
|
|
2006 | from the player's inventory */ |
|
|
2007 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
2008 | if (tmp->type == FORCE) |
|
|
2009 | if (tmp->arch->archname == shstr_dragon_skin_force) |
|
|
2010 | skin = tmp; |
|
|
2011 | else if (tmp->arch->archname == shstr_dragon_ability_force) |
|
|
2012 | abil = tmp; |
|
|
2013 | |
|
|
2014 | /* if either skin or ability are missing, this is an old player |
|
|
2015 | which is not to be considered a dragon -> bail out */ |
|
|
2016 | if (skin == NULL || abil == NULL) |
|
|
2017 | return 0; |
|
|
2018 | |
|
|
2019 | /* now start by filling stomache and health, according to food-value */ |
|
|
2020 | if ((MAX_FOOD - op->stats.food) < meal->stats.food) |
|
|
2021 | op->stats.hp += (MAX_FOOD - op->stats.food) / 50; |
|
|
2022 | else |
|
|
2023 | op->stats.hp += meal->stats.food / 50; |
|
|
2024 | |
|
|
2025 | min_it (op->stats.hp, op->stats.maxhp); |
|
|
2026 | op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food); |
|
|
2027 | |
|
|
2028 | /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ |
|
|
2029 | |
|
|
2030 | /* on to the interesting part: chances for adding resistance */ |
|
|
2031 | for (i = 0; i < NROFATTACKS; i++) |
|
|
2032 | { |
|
|
2033 | if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i)) |
|
|
2034 | { |
|
|
2035 | /* got positive resistance, now calculate improvement chance (0-100) */ |
|
|
2036 | |
|
|
2037 | /* this bonus makes resistance increase easier at lower levels */ |
|
|
2038 | bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level); |
|
|
2039 | if (i == abil->stats.exp) |
|
|
2040 | bonus += 5; /* additional bonus for resistance of ability-focus */ |
|
|
2041 | |
|
|
2042 | /* monster bonus increases with level, because high-level |
|
|
2043 | flesh is too rare */ |
|
|
2044 | mbonus = op->level * 20. / ((double) settings.max_level); |
|
|
2045 | |
|
|
2046 | chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. / |
|
|
2047 | ((double)settings.max_level)) - skin->resist[i]; |
|
|
2048 | |
|
|
2049 | if (chance >= 0.) |
|
|
2050 | chance += 1.; |
|
|
2051 | else |
|
|
2052 | chance = (chance < -12) ? 0. : 1. / pow (2., -chance); |
|
|
2053 | |
|
|
2054 | /* chance is proportional to amount of resistance (max. 50) */ |
|
|
2055 | chance *= ((double)(min (meal->resist[i], 50))) / 50.; |
|
|
2056 | |
|
|
2057 | /* doubled chance for resistance of ability-focus */ |
|
|
2058 | if (i == abil->stats.exp) |
|
|
2059 | chance = min (100., chance * 2.); |
|
|
2060 | |
|
|
2061 | /* now make the throw and save all winners (Don't insert luck bonus here!) */ |
|
|
2062 | if (rndm (10000) < (unsigned int)(chance * 100)) |
|
|
2063 | { |
|
|
2064 | atnr_winner[winners] = i; |
|
|
2065 | winners++; |
|
|
2066 | } |
|
|
2067 | |
|
|
2068 | if (chance >= 0.01) |
|
|
2069 | totalchance *= 1 - chance / 100; |
|
|
2070 | |
|
|
2071 | /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */ |
|
|
2072 | } |
|
|
2073 | } |
|
|
2074 | |
|
|
2075 | /* inverse totalchance as until now we have the failure-chance */ |
|
|
2076 | totalchance = 100 - totalchance * 100; |
|
|
2077 | |
|
|
2078 | /* print message according to totalchance */ |
|
|
2079 | const char *buf; |
|
|
2080 | if (totalchance > 50.) |
|
|
2081 | buf = format ("Hmm! The %s tasted delicious!", &meal->name); |
|
|
2082 | else if (totalchance > 10.) |
|
|
2083 | buf = format ("The %s tasted very good.", &meal->name); |
|
|
2084 | else if (totalchance > 1.) |
|
|
2085 | buf = format ("The %s tasted good.", &meal->name); |
|
|
2086 | else if (totalchance > 0.1) |
|
|
2087 | buf = format ("The %s tasted bland.", &meal->name); |
|
|
2088 | else if (totalchance >= 0.01) |
|
|
2089 | buf = format ("The %s had a boring taste.", &meal->name); |
|
|
2090 | else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) |
|
|
2091 | buf = format ("The %s tasted strange.", &meal->name); |
|
|
2092 | else |
|
|
2093 | buf = format ("The %s had no taste.", &meal->name); |
|
|
2094 | |
|
|
2095 | op->statusmsg (buf); |
|
|
2096 | |
|
|
2097 | /* now choose a winner if we have any */ |
|
|
2098 | i = -1; |
|
|
2099 | if (winners > 0) |
|
|
2100 | i = atnr_winner [rndm (winners)]; |
|
|
2101 | |
|
|
2102 | if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) |
|
|
2103 | { |
|
|
2104 | /* resistance increased! */ |
|
|
2105 | skin->resist[i]++; |
|
|
2106 | op->update_stats (); |
|
|
2107 | |
|
|
2108 | op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i])); |
|
|
2109 | } |
|
|
2110 | |
|
|
2111 | /* if this flesh contains a new ability focus, we mark it |
|
|
2112 | into the ability_force and it will take effect on next level */ |
|
|
2113 | if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) |
|
|
2114 | { |
|
|
2115 | abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ |
|
|
2116 | |
|
|
2117 | if (meal->last_eat != abil->stats.exp) |
|
|
2118 | op->statusmsg (format ( |
|
|
2119 | "Your metabolism prepares to focus on %s!\n" |
|
|
2120 | "The change will happen at level %d.", |
|
|
2121 | change_resist_msg[meal->last_eat], |
|
|
2122 | abil->level + 1 |
|
|
2123 | )); |
|
|
2124 | else |
|
|
2125 | { |
|
|
2126 | op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat])); |
|
|
2127 | abil->last_eat = 0; |
|
|
2128 | } |
|
|
2129 | } |
|
|
2130 | |
|
|
2131 | return 1; |
|
|
2132 | } |
|
|
2133 | |
|
|
2134 | /** |
|
|
2135 | * op eats food. |
|
|
2136 | * If player, takes care of messages and dragon special food. |
|
|
2137 | */ |
|
|
2138 | static void |
|
|
2139 | apply_food (object *op, object *tmp) |
|
|
2140 | { |
|
|
2141 | int capacity_remaining; |
|
|
2142 | |
|
|
2143 | if (op->type != PLAYER) |
|
|
2144 | op->stats.hp = op->stats.maxhp; |
|
|
2145 | else |
|
|
2146 | { |
|
|
2147 | /* check if this is a dragon (player), eating some flesh */ |
|
|
2148 | if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp)) |
|
|
2149 | ; |
|
|
2150 | else |
|
|
2151 | { |
|
|
2152 | /* usual case - no dragon meal: */ |
|
|
2153 | if (op->stats.food + tmp->stats.food > MAX_FOOD) |
|
|
2154 | { |
|
|
2155 | if (tmp->type == FOOD || tmp->type == FLESH) |
|
|
2156 | op->failmsg ("You feel full, but what a waste of food!"); |
|
|
2157 | else |
|
|
2158 | op->statusmsg ("Most of the drink goes down your face not your throat!"); |
|
|
2159 | } |
|
|
2160 | |
|
|
2161 | tmp->play_sound ( |
|
|
2162 | tmp->sound |
|
|
2163 | ? tmp->sound |
|
|
2164 | : tmp->type == DRINK |
|
|
2165 | ? sound_find ("eat_drink") |
|
|
2166 | : sound_find ("eat_food") |
|
|
2167 | ); |
|
|
2168 | |
|
|
2169 | if (!QUERY_FLAG (tmp, FLAG_CURSED)) |
|
|
2170 | { |
|
|
2171 | const char *buf; |
|
|
2172 | |
|
|
2173 | if (!op->is_dragon ()) |
|
|
2174 | { |
|
|
2175 | /* eating message for normal players */ |
|
|
2176 | if (tmp->type == DRINK) |
|
|
2177 | buf = format ("Ahhh...that %s tasted good.", &tmp->name); |
|
|
2178 | else |
|
|
2179 | buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); |
|
|
2180 | } |
|
|
2181 | else |
|
|
2182 | /* eating message for dragon players */ |
|
|
2183 | buf = format ("The %s tasted terrible!", &tmp->name); |
|
|
2184 | |
|
|
2185 | op->statusmsg (buf); |
|
|
2186 | |
|
|
2187 | capacity_remaining = MAX_FOOD - op->stats.food; |
|
|
2188 | op->stats.food += tmp->stats.food; |
|
|
2189 | if (capacity_remaining < tmp->stats.food) |
|
|
2190 | op->stats.hp += capacity_remaining / 50; |
|
|
2191 | else |
|
|
2192 | op->stats.hp += tmp->stats.food / 50; |
|
|
2193 | |
|
|
2194 | min_it (op->stats.hp, op->stats.maxhp); |
|
|
2195 | min_it (op->stats.food, MAX_FOOD); |
|
|
2196 | } |
|
|
2197 | |
|
|
2198 | /* special food hack -b.t. */ |
|
|
2199 | if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) |
|
|
2200 | eat_special_food (op, tmp); |
|
|
2201 | } |
|
|
2202 | } |
|
|
2203 | |
|
|
2204 | handle_apply_yield (tmp); |
|
|
2205 | tmp->decrease (); |
|
|
2206 | } |
|
|
2207 | |
|
|
2208 | /** |
|
|
2209 | * Handles applying an improve armor scroll. |
|
|
2210 | * Does some sanity checks, then calls improve_armour. |
|
|
2211 | */ |
|
|
2212 | static void |
|
|
2213 | apply_armour_improver (object *op, object *tmp) |
|
|
2214 | { |
|
|
2215 | object *armor; |
|
|
2216 | |
|
|
2217 | if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC)) |
|
|
2218 | { |
|
|
2219 | op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>"); |
|
|
2220 | return; |
|
|
2221 | } |
|
|
2222 | |
|
|
2223 | armor = find_marked_object (op); |
|
|
2224 | |
|
|
2225 | if (!armor) |
|
|
2226 | { |
|
|
2227 | op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this."); |
|
|
2228 | return; |
|
|
2229 | } |
|
|
2230 | |
|
|
2231 | if (armor->type != ARMOUR |
|
|
2232 | && armor->type != CLOAK |
|
|
2233 | && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) |
|
|
2234 | { |
|
|
2235 | op->failmsg ("Your marked item is not armour!\n"); |
|
|
2236 | return; |
|
|
2237 | } |
|
|
2238 | |
|
|
2239 | op->statusmsg ("Applying armour enchantment."); |
|
|
2240 | improve_armour (op, tmp, armor); |
|
|
2241 | } |
|
|
2242 | |
|
|
2243 | void |
|
|
2244 | apply_poison (object *op, object *tmp) |
|
|
2245 | { |
|
|
2246 | // need to do it now when it is still on the map |
|
|
2247 | handle_apply_yield (tmp); |
|
|
2248 | |
|
|
2249 | object *poison = tmp->split (1); |
|
|
2250 | |
|
|
2251 | if (op->type == PLAYER) |
|
|
2252 | { |
|
|
2253 | op->contr->play_sound (sound_find ("drink_poison")); |
|
|
2254 | op->failmsg ("Yech! That tasted poisonous!"); |
|
|
2255 | op->contr->killer = poison; |
|
|
2256 | } |
|
|
2257 | |
|
|
2258 | if (poison->stats.hp > 0) |
|
|
2259 | { |
|
|
2260 | LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp); |
|
|
2261 | hit_player (op, poison->stats.hp, tmp, AT_POISON, 1); |
|
|
2262 | } |
|
|
2263 | |
|
|
2264 | op->stats.food -= op->stats.food / 4; |
|
|
2265 | poison->destroy (); |
|
|
2266 | } |
|
|
2267 | |
|
|
2268 | /** |
|
|
2269 | * This function will try to apply a lighter and in case no lighter |
|
|
2270 | * is specified it will try to find a lighter in the players inventory, |
|
|
2271 | * and inform him about this requirement. |
|
|
2272 | * |
|
|
2273 | * who - the player |
|
|
2274 | * op - the item we want to light |
|
|
2275 | * lighter - the lighter or 0 if a lighter has yet to be found |
|
|
2276 | */ |
|
|
2277 | static object * |
|
|
2278 | auto_apply_lighter (object *who, object *op, object *lighter) |
|
|
2279 | { |
|
|
2280 | if (lighter == 0) |
|
|
2281 | { |
|
|
2282 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
|
|
2283 | { |
|
|
2284 | if (tmp->type == LIGHTER) |
|
|
2285 | { |
|
|
2286 | lighter = tmp; |
|
|
2287 | break; |
|
|
2288 | } |
|
|
2289 | } |
|
|
2290 | |
|
|
2291 | if (!lighter) |
|
|
2292 | { |
|
|
2293 | who->failmsg (format ( |
|
|
2294 | "You can't light up the %s with your bare hands! " |
|
|
2295 | "H<You need a lighter in your inventory, for example a flint and steel.>", |
|
|
2296 | &op->name)); |
|
|
2297 | return 0; |
|
|
2298 | } |
|
|
2299 | } |
|
|
2300 | |
|
|
2301 | // last_eat == 0 means the lighter is not being used up! |
|
|
2302 | if (lighter->last_eat && lighter->stats.food) |
|
|
2303 | { |
|
|
2304 | /* lighter gets used up */ |
|
|
2305 | lighter = lighter->split (); |
|
|
2306 | lighter->stats.food--; |
|
|
2307 | who->insert (lighter); |
|
|
2308 | } |
|
|
2309 | else if (lighter->last_eat) |
|
|
2310 | { |
|
|
2311 | /* no charges left in lighter */ |
|
|
2312 | who->failmsg (format ( |
|
|
2313 | "You attempt to light the %s with a used up %s.", |
|
|
2314 | &op->name, &lighter->name)); |
|
|
2315 | return 0; |
|
|
2316 | } |
|
|
2317 | |
|
|
2318 | return lighter; |
|
|
2319 | } |
|
|
2320 | |
|
|
2321 | /** |
|
|
2322 | * Designed primarily to light torches/lanterns/etc. |
|
|
2323 | * Also burns up burnable material too. First object in the inventory is |
|
|
2324 | * the selected object to "burn". -b.t. |
|
|
2325 | */ |
|
|
2326 | static void |
|
|
2327 | apply_lighter (object *who, object *lighter) |
|
|
2328 | { |
|
|
2329 | object *item; |
|
|
2330 | int is_player_env = 0; |
|
|
2331 | |
|
|
2332 | item = find_marked_object (who); |
|
|
2333 | if (item) |
|
|
2334 | { |
|
|
2335 | if (!auto_apply_lighter (who, item, lighter)) |
|
|
2336 | return; |
|
|
2337 | |
|
|
2338 | /* Perhaps we should split what we are trying to light on fire? |
|
|
2339 | * I can't see many times when you would want to light multiple |
|
|
2340 | * objects at once. |
|
|
2341 | */ |
|
|
2342 | |
|
|
2343 | save_throw_object (item, AT_FIRE, who); |
|
|
2344 | |
|
|
2345 | if (item->destroyed () |
|
|
2346 | || ((item->type == LAMP || item->type == TORCH) |
|
|
2347 | && item->glow_radius > 0)) |
|
|
2348 | who->statusmsg (format ( |
|
|
2349 | "You light the %s with the %s.", |
|
|
2350 | &item->name, &lighter->name)); |
|
|
2351 | else |
|
|
2352 | who->failmsg (format ( |
|
|
2353 | "You attempt to light the %s with the %s and fail.", |
|
|
2354 | &item->name, &lighter->name)); |
|
|
2355 | } |
|
|
2356 | else |
|
|
2357 | who->failmsg ("You need to mark a lightable object."); |
|
|
2358 | } |
|
|
2359 | |
|
|
2360 | /** |
|
|
2361 | * This function generates a cursed effect for cursed lamps and torches. |
|
|
2362 | */ |
|
|
2363 | static void |
|
|
2364 | player_apply_lamp_cursed_effect (object *who, object *op) |
|
|
2365 | { |
|
|
2366 | if (op->level) |
|
|
2367 | { |
|
|
2368 | who->failmsg (format ( |
|
|
2369 | "The %s was cursed, it explodes in a big fireball!", |
|
|
2370 | &op->name)); |
|
|
2371 | create_exploding_ball_at (who, op->level); |
|
|
2372 | } |
|
|
2373 | else |
|
|
2374 | { |
|
|
2375 | who->failmsg (format ( |
|
|
2376 | "The %s was cursed, it crumbles to dust, at least it didn't explode.!", |
|
|
2377 | &op->name)); |
|
|
2378 | } |
|
|
2379 | |
|
|
2380 | op->destroy (); |
|
|
2381 | } |
|
|
2382 | |
|
|
2383 | /** |
|
|
2384 | * Apply for players and lamps |
|
|
2385 | * |
|
|
2386 | * who - the player |
|
|
2387 | * op - the lamp |
|
|
2388 | */ |
|
|
2389 | static void |
|
|
2390 | player_apply_lamp (object *who, object *op) |
|
|
2391 | { |
|
|
2392 | bool switch_on = op->glow_radius ? false : true; |
|
|
2393 | |
|
|
2394 | if (switch_on) |
|
|
2395 | { |
|
|
2396 | object *lighter = 0; |
|
|
2397 | |
|
|
2398 | if (op->flag [FLAG_IS_LIGHTABLE] |
|
|
2399 | && !(lighter = auto_apply_lighter (who, op, 0))) |
|
|
2400 | return; |
|
|
2401 | |
|
|
2402 | if (op->stats.food < 1) |
|
|
2403 | { |
|
|
2404 | if (op->type == LAMP) |
|
|
2405 | who->failmsg (format ( |
|
|
2406 | "The %s is out of fuel! " |
|
|
2407 | "H<Lamps and similar items need fuel. They cannot be refilled.>", |
|
|
2408 | &op->name)); |
|
|
2409 | else |
|
|
2410 | who->failmsg (format ( |
|
|
2411 | "The %s is burnt out! " |
|
|
2412 | "H<Torches and similar items burn out and become worthless.>", |
|
|
2413 | &op->name)); |
|
|
2414 | return; |
|
|
2415 | } |
|
|
2416 | |
|
|
2417 | if (op->flag [FLAG_CURSED]) |
|
|
2418 | { |
|
|
2419 | player_apply_lamp_cursed_effect (who, op); |
|
|
2420 | return; |
|
|
2421 | } |
|
|
2422 | |
|
|
2423 | if (lighter) |
|
|
2424 | who->statusmsg (format ( |
|
|
2425 | "You light up the %s with the %s.", &op->name, &lighter->name)); |
|
|
2426 | else |
|
|
2427 | who->statusmsg (format ("You light up the %s.", &op->name)); |
|
|
2428 | } |
|
|
2429 | else |
|
|
2430 | { |
|
|
2431 | if (op->flag [FLAG_CURSED]) |
|
|
2432 | { |
|
|
2433 | player_apply_lamp_cursed_effect (who, op); |
|
|
2434 | return; |
|
|
2435 | } |
|
|
2436 | |
|
|
2437 | if (op->type == TORCH) |
|
|
2438 | { |
|
|
2439 | if (!op->flag [FLAG_IS_LIGHTABLE]) |
|
|
2440 | { |
|
|
2441 | who->statusmsg (format ( |
|
|
2442 | "You put out the %s. " |
|
|
2443 | "H<The %s can't be used anymore, as it can't be lighted up again.>", |
|
|
2444 | &op->name, &op->name)); |
|
|
2445 | } |
|
|
2446 | else |
|
|
2447 | who->statusmsg (format ( |
|
|
2448 | "You put out the %s." |
|
|
2449 | "H<Torches wear out if you put them out.>", |
|
|
2450 | &op->name)); |
|
|
2451 | } |
|
|
2452 | else |
|
|
2453 | who->statusmsg (format ("You turn off the %s.", &op->name)); |
|
|
2454 | } |
|
|
2455 | |
|
|
2456 | apply_lamp (op, switch_on); |
|
|
2457 | } |
|
|
2458 | |
|
|
2459 | void get_animation_from_arch (object *op, arch_ptr a) |
|
|
2460 | { |
|
|
2461 | op->animation_id = a->animation_id; |
|
|
2462 | op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE]; |
|
|
2463 | op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE]; |
|
|
2464 | op->anim_speed = a->anim_speed; |
|
|
2465 | op->last_anim = 0; |
|
|
2466 | op->state = 0; |
|
|
2467 | op->face = a->face; |
|
|
2468 | |
|
|
2469 | if (NUM_ANIMATIONS(op) > 1) |
|
|
2470 | { |
|
|
2471 | SET_ANIMATION(op, 0); |
|
|
2472 | animate_object (op, op->direction); |
|
|
2473 | } |
|
|
2474 | else |
|
|
2475 | update_object (op, UP_OBJ_FACE); |
|
|
2476 | } |
|
|
2477 | |
|
|
2478 | /** |
|
|
2479 | * Apply for LAMPs and TORCHes. |
|
|
2480 | * |
|
|
2481 | * op - the lamp |
|
|
2482 | * switch_on - a flag which says whether the lamp should be switched on or off |
|
|
2483 | */ |
|
|
2484 | void apply_lamp (object *op, bool switch_on) |
|
|
2485 | { |
|
|
2486 | op->set_glow_radius (switch_on ? op->range : 0); |
|
|
2487 | op->set_speed (switch_on ? op->arch->speed : 0); |
|
|
2488 | |
|
|
2489 | // torches wear out if you put them out |
|
|
2490 | if (op->type == TORCH && !switch_on) |
|
|
2491 | { |
|
|
2492 | if (op->flag [FLAG_IS_LIGHTABLE]) |
|
|
2493 | { |
|
|
2494 | op->stats.food -= (double) op->arch->stats.food / 15; |
|
|
2495 | if (op->stats.food < 0) |
|
|
2496 | op->stats.food = 0; |
|
|
2497 | } |
|
|
2498 | else |
|
|
2499 | op->stats.food = 0; |
|
|
2500 | } |
|
|
2501 | |
|
|
2502 | // lamps and torched get worthless when used up |
|
|
2503 | if (op->stats.food <= 0) |
|
|
2504 | op->value = 0; |
|
|
2505 | |
|
|
2506 | // FIXME: This is a hack to make the more sane torches and lamps |
|
|
2507 | // still animated ;-/ |
|
|
2508 | if (op->other_arch) |
|
|
2509 | get_animation_from_arch (op, switch_on ? op->other_arch : op->arch); |
|
|
2510 | |
|
|
2511 | if (object *pl = op->visible_to ()) |
|
|
2512 | esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op); |
|
|
2513 | } |
|
|
2514 | |
|
|
2515 | /** |
|
|
2516 | * This handles items of type 'transformer'. |
|
|
2517 | * Basically those items, used with a marked item, transform both items into something |
|
|
2518 | * else. |
|
|
2519 | * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited).. |
|
|
2520 | * Change information is contained in the 'slaying' field of the marked item. |
|
|
2521 | * The format is as follow: transformer:[number ]yield[;transformer:...]. |
|
|
2522 | * This way an item can be transformed in many things, and/or many objects. |
|
|
2523 | * The 'slaying' field for transformer is used as verb for the action. |
|
|
2524 | */ |
|
|
2525 | static void |
|
|
2526 | apply_item_transformer (object *pl, object *transformer) |
|
|
2527 | { |
|
|
2528 | object *marked; |
|
|
2529 | object *new_item; |
|
|
2530 | const char *find; |
|
|
2531 | char *separator; |
|
|
2532 | int yield; |
|
|
2533 | char got[MAX_BUF]; |
|
|
2534 | int len; |
|
|
2535 | |
|
|
2536 | if (!pl || !transformer) |
|
|
2537 | return; |
|
|
2538 | |
|
|
2539 | marked = find_marked_object (pl); |
|
|
2540 | |
|
|
2541 | if (!marked) |
|
|
2542 | { |
|
|
2543 | pl->failmsg (format ("Use the %s with what item?", query_name (transformer))); |
|
|
2544 | return; |
|
|
2545 | } |
|
|
2546 | |
|
|
2547 | if (!marked->slaying) |
|
|
2548 | { |
|
|
2549 | pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
|
|
2550 | return; |
|
|
2551 | } |
|
|
2552 | |
|
|
2553 | /* check whether they are compatible or not */ |
|
|
2554 | find = strstr (&marked->slaying, transformer->arch->archname); |
|
|
2555 | if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) |
|
|
2556 | { |
|
|
2557 | pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
|
|
2558 | return; |
|
|
2559 | } |
|
|
2560 | |
|
|
2561 | find += strlen (transformer->arch->archname) + 1; |
|
|
2562 | /* Item can be used, now find how many and what it yields */ |
|
|
2563 | if (isdigit (*(find))) |
|
|
2564 | { |
|
|
2565 | yield = atoi (find); |
|
|
2566 | if (yield < 1) |
|
|
2567 | { |
|
|
2568 | LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield); |
|
|
2569 | yield = 1; |
|
|
2570 | } |
|
|
2571 | } |
|
|
2572 | else |
|
|
2573 | yield = 1; |
|
|
2574 | |
|
|
2575 | while (isdigit (*find)) |
|
|
2576 | find++; |
|
|
2577 | |
|
|
2578 | while (*find == ' ') |
|
|
2579 | find++; |
|
|
2580 | |
|
|
2581 | memset (got, 0, MAX_BUF); |
|
|
2582 | |
|
|
2583 | if ((separator = (char *) strchr (find, ';'))) |
|
|
2584 | len = separator - find; |
|
|
2585 | else |
|
|
2586 | len = strlen (find); |
|
|
2587 | |
|
|
2588 | min_it (len, MAX_BUF - 1); |
|
|
2589 | |
|
|
2590 | strcpy (got, find); |
|
|
2591 | got[len] = '\0'; |
|
|
2592 | |
|
|
2593 | /* Now create new item, remove used ones when required. */ |
|
|
2594 | new_item = get_archetype (got); |
|
|
2595 | if (!new_item) |
|
|
2596 | { |
|
|
2597 | pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0))); |
|
|
2598 | return; |
|
|
2599 | } |
|
|
2600 | |
|
|
2601 | new_item->nrof = yield; |
|
|
2602 | |
|
|
2603 | pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0))); |
|
|
2604 | |
|
|
2605 | pl->insert (new_item); |
|
|
2606 | /* Eat up one item */ |
|
|
2607 | marked->decrease (); |
|
|
2608 | |
|
|
2609 | /* Eat one transformer if needed */ |
|
|
2610 | if (transformer->stats.food) |
|
|
2611 | if (--transformer->stats.food == 0) |
|
|
2612 | transformer->decrease (); |
|
|
2613 | } |
|
|
2614 | |
|
|
2615 | /** |
|
|
2616 | * Main apply handler. |
|
|
2617 | * |
|
|
2618 | * Checks for unpaid items before applying. |
|
|
2619 | * |
|
|
2620 | * Return value: |
|
|
2621 | * 0: player or monster can't apply objects of that type |
|
|
2622 | * 1: has been applied, or there was an error applying the object |
|
|
2623 | * 2: objects of that type can't be applied if not in inventory |
|
|
2624 | * |
|
|
2625 | * who is the object that is causing object to be applied, op is the object |
|
|
2626 | * being applied. |
|
|
2627 | * |
|
|
2628 | * aflag is special (always apply/unapply) flags. Nothing is done with |
|
|
2629 | * them in this function - they are passed to apply_special |
|
|
2630 | */ |
|
|
2631 | static int |
|
|
2632 | manual_apply (object *who, object *op, int aflag) |
|
|
2633 | { |
|
|
2634 | op = op->head_ (); |
|
|
2635 | |
|
|
2636 | if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED]) |
|
|
2637 | { |
|
|
2638 | if (who->type == PLAYER) |
|
|
2639 | { |
|
|
2640 | examine (who, op); |
|
|
2641 | //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove |
|
|
2642 | return 1; |
|
|
2643 | } |
|
|
2644 | else |
|
|
2645 | return 0; /* monsters just skip unpaid items */ |
|
|
2646 | } |
|
|
2647 | |
|
|
2648 | if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who))) |
|
|
2649 | return RESULT_INT (0); |
|
|
2650 | |
|
|
2651 | switch (op->type) |
|
|
2652 | { |
|
|
2653 | case T_HANDLE: |
|
|
2654 | who->play_sound (sound_find ("turn_handle")); |
|
|
2655 | who->statusmsg ("You turn the handle."); |
|
|
2656 | op->value = op->value ? 0 : 1; |
|
|
2657 | SET_ANIMATION (op, op->value); |
|
|
2658 | update_object (op, UP_OBJ_FACE); |
|
|
2659 | push_button (op, who); |
|
|
2660 | return 1; |
|
|
2661 | |
|
|
2662 | case TRIGGER: |
|
|
2663 | if (check_trigger (op, who, who)) |
|
|
2664 | { |
|
|
2665 | who->statusmsg ("You turn the handle."); |
|
|
2666 | who->play_sound (sound_find ("turn_handle")); |
|
|
2667 | } |
|
|
2668 | else |
|
|
2669 | who->failmsg ("The handle doesn't move."); |
|
|
2670 | |
|
|
2671 | return 1; |
|
|
2672 | |
|
|
2673 | case EXIT: |
|
|
2674 | if (who->type != PLAYER) |
|
|
2675 | return 0; |
|
|
2676 | |
|
|
2677 | if (!EXIT_PATH (op)) |
|
|
2678 | who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op))); |
|
|
2679 | else |
|
|
2680 | { |
|
|
2681 | /* Don't display messages for random maps. */ |
|
|
2682 | if (op->msg && EXIT_PATH (op) != shstr_random_map_exit) |
|
|
2683 | who->statusmsg (op->msg, NDI_NAVY); |
|
|
2684 | |
|
|
2685 | who->enter_exit (op); |
|
|
2686 | } |
|
|
2687 | |
|
|
2688 | return 1; |
|
|
2689 | |
|
|
2690 | case INSCRIBABLE: |
|
|
2691 | who->statusmsg (op->msg); |
|
|
2692 | // maybe show a spell menu to chose from or something like that |
|
|
2693 | return 1; |
|
|
2694 | |
|
|
2695 | case SIGN: |
|
|
2696 | apply_sign (who, op, 0); |
|
|
2697 | return 1; |
|
|
2698 | |
|
|
2699 | case BOOK: |
|
|
2700 | if (who->type == PLAYER) |
|
|
2701 | { |
|
|
2702 | apply_book (who, op); |
|
|
2703 | return 1; |
|
|
2704 | } |
|
|
2705 | else |
|
|
2706 | return 0; |
|
|
2707 | |
|
|
2708 | case SKILLSCROLL: |
|
|
2709 | if (who->type == PLAYER) |
|
|
2710 | { |
|
|
2711 | apply_skillscroll (who, op); |
|
|
2712 | return 1; |
|
|
2713 | } |
|
|
2714 | else |
|
|
2715 | return 0; |
|
|
2716 | |
|
|
2717 | case SPELLBOOK: |
|
|
2718 | if (who->type == PLAYER) |
|
|
2719 | { |
|
|
2720 | apply_spellbook (who, op); |
|
|
2721 | return 1; |
|
|
2722 | } |
|
|
2723 | else |
|
|
2724 | return 0; |
|
|
2725 | |
|
|
2726 | case SCROLL: |
|
|
2727 | apply_scroll (who, op, 0); |
|
|
2728 | return 1; |
|
|
2729 | |
|
|
2730 | case POTION: |
|
|
2731 | apply_potion (who, op); |
|
|
2732 | return 1; |
|
|
2733 | |
|
|
2734 | /* Eneq(@csd.uu.se): Handle apply on containers. */ |
|
|
2735 | //TODO: remove, as it is unsed? |
|
|
2736 | case CLOSE_CON: |
|
|
2737 | apply_container (who, op->env); |
|
|
2738 | return 1; |
|
|
2739 | |
|
|
2740 | case CONTAINER: |
|
|
2741 | apply_container (who, op); |
|
|
2742 | return 1; |
|
|
2743 | |
|
|
2744 | case TREASURE: |
|
|
2745 | if (who->type == PLAYER) |
|
|
2746 | { |
|
|
2747 | apply_treasure (who, op); |
|
|
2748 | return 1; |
|
|
2749 | } |
|
|
2750 | else |
|
|
2751 | return 0; |
|
|
2752 | |
|
|
2753 | case LAMP: |
|
|
2754 | case TORCH: |
|
|
2755 | player_apply_lamp (who, op); |
|
|
2756 | return 1; |
|
|
2757 | |
|
|
2758 | case WEAPON: |
|
|
2759 | case ARMOUR: |
|
|
2760 | case BOOTS: |
|
|
2761 | case GLOVES: |
|
|
2762 | case AMULET: |
|
|
2763 | case GIRDLE: |
|
|
2764 | case BRACERS: |
|
|
2765 | case SHIELD: |
|
|
2766 | case HELMET: |
|
|
2767 | case RING: |
|
|
2768 | case CLOAK: |
|
|
2769 | case WAND: |
|
|
2770 | case ROD: |
|
|
2771 | case HORN: |
|
|
2772 | case SKILL: |
|
|
2773 | case SPELL: |
|
|
2774 | case BOW: |
|
|
2775 | case RANGED: |
|
|
2776 | case BUILDER: |
|
|
2777 | case SKILL_TOOL: |
|
|
2778 | if (op->env != who) |
|
|
2779 | who->failmsg (format ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op))); |
|
|
2780 | else |
|
|
2781 | apply_special (who, op, aflag); |
|
|
2782 | |
|
|
2783 | return 1; |
|
|
2784 | |
|
|
2785 | case DRINK: |
|
|
2786 | case FOOD: |
|
|
2787 | case FLESH: |
|
|
2788 | apply_food (who, op); |
|
|
2789 | return 1; |
|
|
2790 | |
|
|
2791 | case POISON: |
|
|
2792 | apply_poison (who, op); |
|
|
2793 | return 1; |
|
|
2794 | |
|
|
2795 | case SAVEBED: |
|
|
2796 | return 1; |
|
|
2797 | |
|
|
2798 | case ARMOUR_IMPROVER: |
|
|
2799 | if (who->type == PLAYER) |
|
|
2800 | { |
|
|
2801 | apply_armour_improver (who, op); |
|
|
2802 | return 1; |
|
|
2803 | } |
|
|
2804 | else |
|
|
2805 | return 0; |
|
|
2806 | |
|
|
2807 | case WEAPON_IMPROVER: |
|
|
2808 | check_improve_weapon (who, op); |
|
|
2809 | return 1; |
|
|
2810 | |
|
|
2811 | case CLOCK: |
|
|
2812 | if (who->type == PLAYER) |
|
|
2813 | { |
|
|
2814 | char buf[MAX_BUF]; |
|
|
2815 | timeofday_t tod; |
|
|
2816 | |
|
|
2817 | get_tod (&tod); |
|
|
2818 | who->play_sound (sound_find ("sound_clock")); |
|
|
2819 | who->statusmsg (format ( |
|
|
2820 | "It is %d minute%s past %d o'clock %s", |
|
|
2821 | tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), |
|
|
2822 | ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") |
|
|
2823 | )); |
|
|
2824 | return 1; |
|
|
2825 | } |
|
|
2826 | else |
|
|
2827 | return 0; |
|
|
2828 | |
|
|
2829 | case MENU: |
|
|
2830 | if (who->type == PLAYER) |
|
|
2831 | { |
|
|
2832 | shop_listing (op, who); |
|
|
2833 | return 1; |
|
|
2834 | } |
|
|
2835 | else |
|
|
2836 | return 0; |
|
|
2837 | |
|
|
2838 | case POWER_CRYSTAL: |
|
|
2839 | apply_power_crystal (who, op); /* see egoitem.c */ |
|
|
2840 | return 1; |
|
|
2841 | |
|
|
2842 | case LIGHTER: /* for lighting torches/lanterns/etc */ |
|
|
2843 | if (who->type == PLAYER) |
|
|
2844 | { |
|
|
2845 | apply_lighter (who, op); |
|
|
2846 | return 1; |
|
|
2847 | } |
|
|
2848 | else |
|
|
2849 | return 0; |
|
|
2850 | |
|
|
2851 | case ITEM_TRANSFORMER: |
|
|
2852 | apply_item_transformer (who, op); |
|
|
2853 | return 1; |
|
|
2854 | |
|
|
2855 | default: |
|
|
2856 | who->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); |
|
|
2857 | return 0; |
|
|
2858 | } |
|
|
2859 | } |
|
|
2860 | |
|
|
2861 | /* |
|
|
2862 | * Same return value as apply() function. |
|
|
2863 | */ |
|
|
2864 | bool |
|
|
2865 | player_apply (object *pl, object *op, int aflag) |
|
|
2866 | { |
|
|
2867 | if (!op->env && (pl->move_type & MOVE_FLYING)) |
|
|
2868 | { |
|
|
2869 | /* player is flying and applying object not in inventory */ |
|
|
2870 | if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) |
|
|
2871 | { |
|
|
2872 | pl->failmsg ("But you are floating high above the ground! " |
|
|
2873 | "H<You have to stop levitating first, if you can, either by using your levitation skill, " |
|
|
2874 | "or waiting till the levitation effect wears off.>"); |
|
|
2875 | return 0; |
|
|
2876 | } |
|
|
2877 | } |
|
|
2878 | |
|
|
2879 | pl->contr->last_used = op; |
|
|
2880 | |
|
|
2881 | return pl->apply (op, aflag); |
|
|
2882 | } |
|
|
2883 | |
|
|
2884 | /** |
|
|
2885 | * player_apply_below attempts to apply the object 'below' the player. |
|
|
2886 | * If the player has an open container, we use that for below, otherwise |
|
|
2887 | * we use the ground. |
|
|
2888 | */ |
|
|
2889 | void |
|
|
2890 | player_apply_below (object *pl) |
|
|
2891 | { |
|
|
2892 | int floors = 0; |
|
|
2893 | |
|
|
2894 | /* If using a container, set the starting item to be the top |
|
|
2895 | * item in the container. Otherwise, use the map. |
|
|
2896 | * This is perhaps more complicated. However, I want to make sure that |
|
|
2897 | * we don't use a corrupt pointer for the next object, so we get the |
|
|
2898 | * next object in the stack before applying. This is can only be a |
|
|
2899 | * problem if player_apply() has a bug in that it uses the object but does |
|
|
2900 | * not return a proper value. |
|
|
2901 | */ |
|
|
2902 | //TODO: no longer at multiple floors |
|
|
2903 | // and also not on move_on floors. what was this for, anyways? |
|
|
2904 | for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next) |
|
|
2905 | { |
|
|
2906 | next = tmp->below; |
|
|
2907 | |
|
|
2908 | if (tmp->type == SPELL_EFFECT || tmp->invisible) |
|
|
2909 | continue; |
|
|
2910 | |
|
|
2911 | /* If it is visible, player can apply it. |
|
|
2912 | */ |
|
|
2913 | if (player_apply (pl, tmp, 0)) |
|
|
2914 | break; |
|
|
2915 | } |
|
|
2916 | } |
|
|
2917 | |
|
|
2918 | /** |
|
|
2919 | * Unapplies specified item. |
1030 | * Unapplies specified item. |
2920 | * No check done on cursed/damned. |
1031 | * No check done on cursed/damned. |
2921 | * Break this out of apply_special - this is just done |
1032 | * Break this out of apply_special - this is just done |
2922 | * 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. |
2923 | */ |
1034 | */ |
2924 | static int |
1035 | static bool |
2925 | unapply_special (object *who, object *op, int aflags) |
1036 | unapply_special (object *who, object *op, int aflags) |
2926 | { |
1037 | { |
2927 | if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) |
1038 | if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) |
2928 | || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) |
1039 | || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) |
2929 | return RESULT_INT (0); |
1040 | return RESULT_INT (0); |
… | |
… | |
2952 | who->flag [FLAG_READY_WEAPON] = false; |
1063 | who->flag [FLAG_READY_WEAPON] = false; |
2953 | |
1064 | |
2954 | // unapplying a weapon or skill tool should also unapply the skill it governs |
1065 | // unapplying a weapon or skill tool should also unapply the skill it governs |
2955 | // but this is hard, as it shouldn't do so when the skill can |
1066 | // but this is hard, as it shouldn't do so when the skill can |
2956 | // be used for other reasons |
1067 | // be used for other reasons |
|
|
1068 | //TODO: really? |
2957 | if (who->chosen_skill) |
1069 | if (who->chosen_skill) |
2958 | if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL]) |
1070 | if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL]) |
2959 | unapply_special (who, op, 0); |
1071 | unapply_special (who, who->chosen_skill, 0); |
2960 | |
1072 | |
2961 | break; |
1073 | break; |
2962 | |
1074 | |
|
|
1075 | case RANGED: |
2963 | case BOW: |
1076 | case BOW: |
2964 | case WAND: |
1077 | case WAND: |
2965 | case ROD: |
1078 | case ROD: |
2966 | case HORN: |
1079 | case HORN: |
2967 | case RANGED: |
|
|
2968 | if (player *pl = who->contr) |
1080 | if (player *pl = who->contr) |
2969 | { |
1081 | { |
2970 | who->statusmsg (format ("You unready %s.", query_name (op))); |
1082 | who->statusmsg (format ("You unready %s.", query_name (op))); |
2971 | change_abil (who, op); |
1083 | change_abil (who, op); |
2972 | } |
1084 | } |
2973 | else |
1085 | else |
2974 | { |
1086 | { |
2975 | who->change_skill (0); |
|
|
2976 | |
|
|
2977 | if (op->type == BOW) |
1087 | if (op->type == BOW) |
2978 | op->flag [FLAG_READY_BOW ] = false; |
1088 | op->flag [FLAG_READY_BOW ] = false; |
2979 | else |
1089 | else |
2980 | op->flag [FLAG_READY_RANGE] = false; |
1090 | op->flag [FLAG_READY_RANGE] = false; |
2981 | } |
1091 | } |
… | |
… | |
3011 | if (object *pl = op->visible_to ()) |
1121 | if (object *pl = op->visible_to ()) |
3012 | esrv_send_item (pl, op); |
1122 | esrv_send_item (pl, op); |
3013 | |
1123 | |
3014 | who->update_stats (); |
1124 | who->update_stats (); |
3015 | |
1125 | |
3016 | return 0; |
1126 | return 1; |
3017 | } |
1127 | } |
3018 | |
1128 | |
3019 | /** |
1129 | /** |
3020 | * Returns the object that is using location 'loc'. |
1130 | * Returns the object that is using location 'loc'. |
3021 | * Note that 'start' is the first object to start examing - we |
1131 | * Note that 'start' is the first object to start examing - we |
… | |
… | |
3057 | #define CANNOT_REMOVE_CURSED \ |
1167 | #define CANNOT_REMOVE_CURSED \ |
3058 | "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ |
1168 | "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ |
3059 | "Praying over an altar, scrolls of remove curse/damnation, " \ |
1169 | "Praying over an altar, scrolls of remove curse/damnation, " \ |
3060 | "priests or even other players might help.>" |
1170 | "priests or even other players might help.>" |
3061 | |
1171 | |
3062 | static int |
1172 | static bool |
3063 | unapply_for_ob (object *who, object *op, int aflags) |
1173 | unapply_for_ob (object *who, object *op, int aflags) |
3064 | { |
1174 | { |
3065 | if (op->is_range ()) |
1175 | if (op->is_range ()) |
3066 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
1176 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
3067 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) |
1177 | if (tmp->flag [FLAG_APPLIED] && tmp->is_range ()) |
3068 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) |
1178 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])) |
3069 | { |
1179 | { |
3070 | if (aflags & AP_PRINT) |
1180 | if (aflags & AP_PRINT) |
3071 | who->failmsg (query_name (tmp)); |
1181 | who->failmsg (query_name (tmp)); |
3072 | else |
1182 | else |
3073 | unapply_special (who, tmp, aflags); |
1183 | unapply_special (who, tmp, aflags); |
… | |
… | |
3076 | { |
1186 | { |
3077 | /* 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. |
3078 | * 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 |
3079 | * at least generate the message. |
1189 | * at least generate the message. |
3080 | */ |
1190 | */ |
3081 | who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp))); |
1191 | who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)); |
3082 | return 1; |
1192 | return 1; |
3083 | } |
1193 | } |
3084 | |
1194 | |
3085 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
1195 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
3086 | { |
1196 | { |
… | |
… | |
3106 | #endif |
1216 | #endif |
3107 | return 1; |
1217 | return 1; |
3108 | } |
1218 | } |
3109 | |
1219 | |
3110 | /* 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 */ |
3111 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) |
1221 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))) |
3112 | { |
1222 | { |
3113 | if (aflags & AP_PRINT) |
1223 | if (aflags & AP_PRINT) |
3114 | who->failmsg (query_name (tmp)); |
1224 | who->failmsg (query_name (tmp)); |
3115 | else |
1225 | else |
3116 | unapply_special (who, tmp, aflags); |
1226 | unapply_special (who, tmp, aflags); |
… | |
… | |
3120 | /* Cursed item that we can't unequip - tell the player. |
1230 | /* Cursed item that we can't unequip - tell the player. |
3121 | * 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, |
3122 | * 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 |
3123 | * one cursed ring.) |
1233 | * one cursed ring.) |
3124 | */ |
1234 | */ |
3125 | who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp))); |
1235 | who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)); |
3126 | } |
1236 | } |
3127 | |
1237 | |
3128 | last = tmp->below; |
1238 | last = tmp->below; |
3129 | } |
1239 | } |
3130 | /* 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 |
… | |
… | |
3228 | * the weapon/shield checks, and the range checks for monsters, |
1338 | * the weapon/shield checks, and the range checks for monsters, |
3229 | * 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, |
3230 | * 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 |
3231 | * all use the same location. |
1341 | * all use the same location. |
3232 | */ |
1342 | */ |
3233 | if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) |
1343 | if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON]) |
3234 | retval |= CAN_APPLY_RESTRICTION; |
1344 | retval |= CAN_APPLY_RESTRICTION; |
3235 | |
1345 | |
3236 | if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) |
1346 | if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD]) |
3237 | retval |= CAN_APPLY_RESTRICTION; |
1347 | retval |= CAN_APPLY_RESTRICTION; |
3238 | |
1348 | |
3239 | if (who->type != PLAYER) |
1349 | if (who->type != PLAYER) |
3240 | { |
1350 | { |
3241 | if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) |
1351 | if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE]) |
3242 | retval |= CAN_APPLY_RESTRICTION; |
1352 | retval |= CAN_APPLY_RESTRICTION; |
3243 | |
1353 | |
3244 | if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) |
1354 | if (op->type == BOW && !who->flag [FLAG_USE_BOW]) |
3245 | retval |= CAN_APPLY_RESTRICTION; |
1355 | retval |= CAN_APPLY_RESTRICTION; |
3246 | |
1356 | |
3247 | if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) |
1357 | if (op->type == RING && !who->flag [FLAG_USE_RING]) |
3248 | retval |= CAN_APPLY_RESTRICTION; |
1358 | retval |= CAN_APPLY_RESTRICTION; |
3249 | |
1359 | |
3250 | if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) |
1360 | if (op->type == BOW && !who->flag [FLAG_USE_BOW]) |
3251 | retval |= CAN_APPLY_RESTRICTION; |
1361 | retval |= CAN_APPLY_RESTRICTION; |
3252 | } |
1362 | } |
3253 | |
1363 | |
3254 | return retval; |
1364 | return retval; |
3255 | } |
|
|
3256 | |
|
|
3257 | // saner interface, returns successful status |
|
|
3258 | bool |
|
|
3259 | object::apply (object *ob, int aflags) |
|
|
3260 | { |
|
|
3261 | if (!ob) // simplifies a lot of callers |
|
|
3262 | return true; |
|
|
3263 | |
|
|
3264 | bool want_apply = |
|
|
3265 | aflags & AP_APPLY ? true |
|
|
3266 | : aflags & AP_UNAPPLY ? false |
|
|
3267 | : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE |
|
|
3268 | |
|
|
3269 | object_ptr *slot = 0; |
|
|
3270 | |
|
|
3271 | // detect the slot, if this is a player |
|
|
3272 | if (contr && !(aflags & AP_NO_SLOT)) |
|
|
3273 | { |
|
|
3274 | object *oslot; |
|
|
3275 | |
|
|
3276 | switch (ob->type) |
|
|
3277 | { |
|
|
3278 | case WEAPON: |
|
|
3279 | slot = &contr->combat_ob; |
|
|
3280 | oslot = contr->ranged_ob; |
|
|
3281 | break; |
|
|
3282 | |
|
|
3283 | case BOW: |
|
|
3284 | case RANGED: |
|
|
3285 | case SPELL: |
|
|
3286 | case WAND: |
|
|
3287 | case ROD: |
|
|
3288 | case HORN: |
|
|
3289 | case BUILDER: |
|
|
3290 | slot = &contr->ranged_ob; |
|
|
3291 | oslot = contr->combat_ob; |
|
|
3292 | break; |
|
|
3293 | |
|
|
3294 | // oh, the humanity |
|
|
3295 | case SKILL: |
|
|
3296 | if (aflags & AP_NO_SLOT) |
|
|
3297 | break; |
|
|
3298 | |
|
|
3299 | if (skill_flags [ob->subtype] & SF_NEED_ITEM) |
|
|
3300 | break; |
|
|
3301 | |
|
|
3302 | if (skill_flags [ob->subtype] & SF_COMBAT) |
|
|
3303 | { |
|
|
3304 | slot = &contr->combat_ob; |
|
|
3305 | oslot = contr->ranged_ob; |
|
|
3306 | } |
|
|
3307 | else if (skill_flags [ob->subtype] & SF_RANGED) |
|
|
3308 | { |
|
|
3309 | slot = &contr->ranged_ob; |
|
|
3310 | oslot = contr->combat_ob; |
|
|
3311 | } |
|
|
3312 | |
|
|
3313 | break; |
|
|
3314 | } |
|
|
3315 | |
|
|
3316 | // now handle slot exclusions |
|
|
3317 | if (slot) |
|
|
3318 | { |
|
|
3319 | // only one slot can be active |
|
|
3320 | if (want_apply) |
|
|
3321 | apply (oslot, AP_UNAPPLY); |
|
|
3322 | |
|
|
3323 | // clear item from slot if applied |
|
|
3324 | if (!want_apply && *slot == ob) |
|
|
3325 | { |
|
|
3326 | *slot = 0; |
|
|
3327 | |
|
|
3328 | if (current_weapon == ob) |
|
|
3329 | current_weapon = 0; |
|
|
3330 | } |
|
|
3331 | } |
|
|
3332 | } |
|
|
3333 | |
|
|
3334 | if (ob->flag [FLAG_APPLIED] != want_apply) |
|
|
3335 | manual_apply (this, ob, aflags); |
|
|
3336 | |
|
|
3337 | if (ob->flag [FLAG_APPLIED] != want_apply) |
|
|
3338 | return false; |
|
|
3339 | |
|
|
3340 | if (slot) |
|
|
3341 | current_weapon = *slot = ob; |
|
|
3342 | |
|
|
3343 | return true; |
|
|
3344 | } |
1365 | } |
3345 | |
1366 | |
3346 | /** |
1367 | /** |
3347 | * 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. |
3348 | * 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, |
… | |
… | |
3368 | */ |
1389 | */ |
3369 | |
1390 | |
3370 | #define LACK_ITEM_POWER \ |
1391 | #define LACK_ITEM_POWER \ |
3371 | " H<You lack enough unused item power to use this weapon, see the skills command.>" |
1392 | " H<You lack enough unused item power to use this weapon, see the skills command.>" |
3372 | |
1393 | |
3373 | int |
1394 | static bool |
3374 | apply_special (object *who, object *op, int aflags) |
1395 | apply_special (object *who, object *op, int aflags) |
3375 | { |
1396 | { |
3376 | int basic_flag = aflags & AP_MODE; |
1397 | int basic_flag = aflags & AP_MODE; |
3377 | object *tmp, *tmp2, *skop = NULL; |
1398 | object *tmp, *skop = NULL; |
3378 | |
|
|
3379 | if (who == NULL) |
|
|
3380 | { |
|
|
3381 | LOG (llevError, "apply_special() from object without environment.\n"); |
|
|
3382 | return 1; |
|
|
3383 | } |
|
|
3384 | |
|
|
3385 | if (op->env != who) |
|
|
3386 | return 1; /* op is not in inventory */ |
|
|
3387 | |
1399 | |
3388 | /* trying to unequip op */ |
1400 | /* trying to unequip op */ |
3389 | if (QUERY_FLAG (op, FLAG_APPLIED)) |
1401 | if (op->flag [FLAG_APPLIED]) |
3390 | { |
1402 | { |
3391 | /* always apply, so no reason to unapply */ |
1403 | /* always apply, so no reason to unapply */ |
3392 | if (basic_flag == AP_APPLY) |
1404 | if (basic_flag == AP_APPLY) |
3393 | return 0; |
1405 | return 0; |
3394 | |
1406 | |
3395 | if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) |
|
|
3396 | { |
|
|
3397 | who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op))); |
|
|
3398 | return 1; |
|
|
3399 | } |
|
|
3400 | |
|
|
3401 | return unapply_special (who, op, aflags); |
1407 | return unapply_special (who, op, aflags); |
3402 | } |
1408 | } |
3403 | else if (basic_flag == AP_UNAPPLY) |
1409 | else if (basic_flag == AP_UNAPPLY) |
3404 | return 0; |
1410 | return 0; |
3405 | |
1411 | |
… | |
… | |
3408 | /* 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 */ |
3409 | if (int i = can_apply_object (who, op)) |
1415 | if (int i = can_apply_object (who, op)) |
3410 | { |
1416 | { |
3411 | if (i & CAN_APPLY_NEVER) |
1417 | if (i & CAN_APPLY_NEVER) |
3412 | { |
1418 | { |
3413 | who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op))); |
1419 | who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)); |
3414 | return 1; |
1420 | return 1; |
3415 | } |
1421 | } |
3416 | else if (i & CAN_APPLY_RESTRICTION) |
1422 | else if (i & CAN_APPLY_RESTRICTION) |
3417 | { |
1423 | { |
3418 | who->failmsg (format ( |
1424 | who->failmsgf ( |
3419 | "You have a prohibition against using a %s. " |
1425 | "You have a prohibition against using a %s. " |
3420 | "H<Your belief, profession or class prevents you from applying this item.>", |
1426 | "H<Your belief, profession or class prevents you from applying this item.>", |
3421 | query_name (op) |
1427 | query_name (op) |
3422 | )); |
1428 | ); |
3423 | return 1; |
1429 | return 1; |
3424 | } |
1430 | } |
3425 | |
1431 | |
3426 | if (who->type != PLAYER) |
1432 | if (who->type != PLAYER) |
3427 | { |
1433 | { |
… | |
… | |
3448 | // try to ready attached skill first |
1454 | // try to ready attached skill first |
3449 | skop = find_skill_by_name (who, op->skill); |
1455 | skop = find_skill_by_name (who, op->skill); |
3450 | |
1456 | |
3451 | if (!skop) |
1457 | if (!skop) |
3452 | { |
1458 | { |
3453 | who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); |
1459 | who->failmsgf ("You need the %s skill to use this item!", &op->skill); |
3454 | return 1; |
1460 | return 1; |
3455 | } |
1461 | } |
3456 | else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT)) |
1462 | else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT)) |
3457 | { |
1463 | { |
3458 | who->failmsg (format ("You can't use the required %s skill!", &op->skill)); |
1464 | who->failmsgf ("You can't use the required %s skill!", &op->skill); |
3459 | return 1; |
1465 | return 1; |
3460 | } |
1466 | } |
3461 | } |
1467 | } |
3462 | |
1468 | |
3463 | if (!check_item_power (who, op->item_power)) |
1469 | if (!check_item_power (who, op->item_power)) |
… | |
… | |
3495 | if (player *pl = who->contr) |
1501 | if (player *pl = who->contr) |
3496 | { |
1502 | { |
3497 | who->statusmsg (format ("You wield %s.", query_name (op))); |
1503 | who->statusmsg (format ("You wield %s.", query_name (op))); |
3498 | change_abil (who, op); |
1504 | change_abil (who, op); |
3499 | } |
1505 | } |
3500 | else |
|
|
3501 | who->change_skill (skop); |
|
|
3502 | |
1506 | |
3503 | op->flag [FLAG_READY_WEAPON] = true; |
1507 | op->flag [FLAG_READY_WEAPON] = true; |
3504 | break; |
1508 | break; |
3505 | |
1509 | |
3506 | case ARMOUR: |
1510 | case ARMOUR: |
… | |
… | |
3511 | case GIRDLE: |
1515 | case GIRDLE: |
3512 | case BRACERS: |
1516 | case BRACERS: |
3513 | case CLOAK: |
1517 | case CLOAK: |
3514 | case RING: |
1518 | case RING: |
3515 | case AMULET: |
1519 | case AMULET: |
3516 | SET_FLAG (op, FLAG_APPLIED); |
1520 | op->set_flag (FLAG_APPLIED); |
3517 | who->statusmsg (format ("You wear %s.", query_name (op))); |
1521 | who->statusmsg (format ("You wear %s.", query_name (op))); |
3518 | change_abil (who, op); |
1522 | change_abil (who, op); |
3519 | break; |
1523 | break; |
3520 | |
1524 | |
3521 | case SKILL_TOOL: |
1525 | case SKILL_TOOL: |
3522 | // applying a skill tool does not ready the skill |
1526 | // applying a skill tool does not ready the skill |
3523 | // if something needs the skill, it has to ready it itself |
1527 | // if something needs the skill, it has to ready it itself |
3524 | //TODO: unapplying should unapply the skill, though |
1528 | //TODO: unapplying should unapply the skill, though |
3525 | SET_FLAG (op, FLAG_APPLIED); |
1529 | op->set_flag (FLAG_APPLIED); |
3526 | break; |
1530 | break; |
3527 | |
1531 | |
3528 | case SKILL: |
1532 | case SKILL: |
3529 | if (!(aflags & AP_NO_SLOT)) |
|
|
3530 | { |
|
|
3531 | // skill is used on it's own, as opposed to being a chosen_skill |
|
|
3532 | |
|
|
3533 | if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA)) |
|
|
3534 | { |
|
|
3535 | who->failmsg (format ( |
|
|
3536 | "You feel as if you wanted to do something funny, but you can't remember what. " |
|
|
3537 | "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. " |
|
|
3538 | "It cannot be used on its own.>", |
|
|
3539 | &op->skill |
|
|
3540 | )); |
|
|
3541 | if (tmp) who->insert (tmp); |
|
|
3542 | return 1; |
|
|
3543 | } |
|
|
3544 | |
|
|
3545 | if (skill_flags [op->subtype] & SF_AUTARK |
|
|
3546 | || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED))) |
|
|
3547 | { |
|
|
3548 | if (skill_flags [op->subtype] & SF_USE) |
|
|
3549 | who->failmsg (format ( |
|
|
3550 | "You feel as if you wanted to do something funny, but you can't remember what. " |
|
|
3551 | "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>", |
|
|
3552 | &op->skill, &op->skill |
|
|
3553 | )); |
|
|
3554 | else |
|
|
3555 | who->failmsg (format ( |
|
|
3556 | "You feel as if you wanted to do something funny, but you can't remember what. " |
|
|
3557 | "H<The %s skill cannot be readied or used, it is always active.>", |
|
|
3558 | &op->skill |
|
|
3559 | )); |
|
|
3560 | |
|
|
3561 | if (tmp) who->insert (tmp); |
|
|
3562 | |
|
|
3563 | return 1; |
|
|
3564 | } |
|
|
3565 | |
|
|
3566 | if (who->contr) |
1533 | if (who->contr) |
3567 | who->statusmsg (format ( |
1534 | if (op->invisible) |
3568 | op->invisible ? "You can now use the %s skill." : "You ready %s.", |
1535 | who->statusmsg (format ("You can now use the %s skill.", &op->skill)); |
3569 | query_name (op), |
|
|
3570 | &op->skill |
|
|
3571 | )); |
|
|
3572 | } |
1536 | else |
|
|
1537 | who->statusmsg (format ("You ready %s.", query_name (op))); |
3573 | |
1538 | |
3574 | SET_FLAG (who, FLAG_READY_SKILL); |
1539 | who->set_flag (FLAG_READY_SKILL); |
3575 | SET_FLAG (op, FLAG_APPLIED); |
1540 | op->set_flag (FLAG_APPLIED); |
3576 | change_abil (who, op); |
1541 | change_abil (who, op); |
3577 | break; |
1542 | break; |
3578 | |
1543 | |
3579 | case BOW: |
1544 | case BOW: |
3580 | if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\'')) |
1545 | if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\'')) |
… | |
… | |
3611 | |
1576 | |
3612 | /*FALLTHROUGH*/ |
1577 | /*FALLTHROUGH*/ |
3613 | case WAND: |
1578 | case WAND: |
3614 | case ROD: |
1579 | case ROD: |
3615 | case HORN: |
1580 | case HORN: |
3616 | /* check for skill, alter player status */ |
|
|
3617 | |
|
|
3618 | if (!skop) |
|
|
3619 | { |
|
|
3620 | who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO |
|
|
3621 | if (tmp) who->insert (tmp); |
|
|
3622 | return 1; |
|
|
3623 | } |
|
|
3624 | |
|
|
3625 | op->flag [FLAG_APPLIED] = true; |
1581 | op->flag [FLAG_APPLIED] = true; |
3626 | |
1582 | |
3627 | if (player *pl = who->contr) |
1583 | if (player *pl = who->contr) |
3628 | { |
1584 | { |
3629 | who->statusmsg (format ("You ready %s.", query_name (op))); |
1585 | who->statusmsg (format ("You ready %s.", query_name (op))); |
… | |
… | |
3633 | |
1589 | |
3634 | change_abil (who, op); |
1590 | change_abil (who, op); |
3635 | } |
1591 | } |
3636 | else |
1592 | else |
3637 | { |
1593 | { |
3638 | who->change_skill (skop); |
|
|
3639 | |
|
|
3640 | if (op->type == BOW) |
1594 | if (op->type == BOW) |
3641 | op->flag [FLAG_READY_BOW ] = true; |
1595 | op->flag [FLAG_READY_BOW ] = true; |
3642 | else |
1596 | else |
3643 | op->flag [FLAG_READY_RANGE] = true; |
1597 | op->flag [FLAG_READY_RANGE] = true; |
3644 | } |
1598 | } |
… | |
… | |
3655 | |
1609 | |
3656 | default: |
1610 | default: |
3657 | who->statusmsg (format ("You apply %s.", query_name (op))); |
1611 | who->statusmsg (format ("You apply %s.", query_name (op))); |
3658 | } |
1612 | } |
3659 | |
1613 | |
3660 | SET_FLAG (op, FLAG_APPLIED); |
1614 | op->set_flag (FLAG_APPLIED); |
3661 | |
1615 | |
3662 | if (tmp) who->insert (tmp); |
1616 | if (tmp) who->insert (tmp); |
3663 | |
1617 | |
3664 | who->update_stats (); |
1618 | who->update_stats (); |
3665 | |
1619 | |
3666 | /* We exclude spell casting objects. The fire code will set the |
1620 | /* We exclude spell casting objects. The fire code will set the |
3667 | * been applied flag when they are used - until that point, |
1621 | * been applied flag when they are used - until that point, |
3668 | * you don't know anything about them. |
1622 | * you don't know anything about them. |
3669 | */ |
1623 | */ |
3670 | if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) |
1624 | if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) |
3671 | SET_FLAG (op, FLAG_BEEN_APPLIED); |
1625 | op->set_flag (FLAG_BEEN_APPLIED); |
3672 | |
1626 | |
3673 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
1627 | if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]) |
3674 | if (who->type == PLAYER) |
1628 | if (who->type == PLAYER) |
3675 | { |
1629 | { |
3676 | who->failmsg ( |
1630 | who->failmsg ( |
3677 | "Oops, it feels deadly cold! " |
1631 | "Oops, it feels deadly cold! " |
3678 | "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>" |
1632 | "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>" |
3679 | ); |
1633 | ); |
3680 | SET_FLAG (op, FLAG_KNOWN_CURSED); |
1634 | op->set_flag (FLAG_KNOWN_CURSED); |
3681 | } |
1635 | } |
3682 | |
1636 | |
3683 | if (object *pl = op->visible_to ()) |
1637 | if (object *pl = op->visible_to ()) |
3684 | esrv_send_item (pl, op); |
1638 | esrv_send_item (pl, op); |
3685 | |
1639 | |
3686 | return 0; |
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) |
|
|
1706 | return 0; |
|
|
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; |
|
|
1713 | |
|
|
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) |
|
|
1770 | { |
|
|
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 (); |
|
|
1833 | return 1; |
|
|
1834 | } |
|
|
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 | |
|
|
2000 | /** |
|
|
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. |
|
|
2004 | * |
|
|
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. |
|
|
2008 | */ |
|
|
2009 | void |
|
|
2010 | move_apply (object *trap, object *victim, object *originator) |
|
|
2011 | { |
|
|
2012 | static int recursion_depth = 0; |
|
|
2013 | |
|
|
2014 | trap = trap->head_ (); |
|
|
2015 | |
|
|
2016 | /* Only exits affect DMs. */ |
|
|
2017 | if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN) |
|
|
2018 | return; |
|
|
2019 | |
|
|
2020 | /* move_apply() is the most likely candidate for causing unwanted and |
|
|
2021 | * possibly unlimited recursion. |
|
|
2022 | */ |
|
|
2023 | |
|
|
2024 | /* The following was changed because it was causing perfectly correct |
|
|
2025 | * maps to fail. 1) it's not an error to recurse: |
|
|
2026 | * rune detonates, summoning monster. monster lands on nearby rune. |
|
|
2027 | * nearby rune detonates. This sort of recursion is expected and |
|
|
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]) |
|
|
2508 | identify (tmp); |
|
|
2509 | |
|
|
2510 | /* I removed the check for special_prayer_mark here - it didn't make |
|
|
2511 | * a lot of sense - special prayers are not found in spellbooks, and |
|
|
2512 | * if the player doesn't know the spell, doesn't make a lot of sense that |
|
|
2513 | * they would have a special prayer mark. |
|
|
2514 | */ |
|
|
2515 | if (check_spell_known (op, spell->name)) |
|
|
2516 | { |
|
|
2517 | op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n"); |
|
|
2518 | return; |
|
|
2519 | } |
|
|
2520 | |
|
|
2521 | if (spell->skill) |
|
|
2522 | { |
|
|
2523 | spell_skill = find_skill_by_name (op, spell->skill); |
|
|
2524 | |
|
|
2525 | if (!spell_skill) |
|
|
2526 | { |
|
|
2527 | op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill); |
|
|
2528 | return; |
|
|
2529 | } |
|
|
2530 | |
|
|
2531 | if (spell_skill->level < spell->level) |
|
|
2532 | { |
|
|
2533 | op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); |
|
|
2534 | return; |
|
|
2535 | } |
|
|
2536 | } |
|
|
2537 | |
|
|
2538 | /* Logic as follows |
|
|
2539 | * |
|
|
2540 | * 1- MU spells use Int to learn, Cleric spells use Wisdom |
|
|
2541 | * |
|
|
2542 | * 2- The learner's skill level in literacy adjusts the chance to learn |
|
|
2543 | * a spell. |
|
|
2544 | * |
|
|
2545 | * 3 -Automatically fail to learn if you read while confused |
|
|
2546 | * |
|
|
2547 | * Overall, chances are the same but a player will find having a high |
|
|
2548 | * literacy rate very useful! -b.t. |
|
|
2549 | */ |
|
|
2550 | if (op->flag [FLAG_CONFUSED]) |
|
|
2551 | { |
|
|
2552 | op->failmsg ("In your confused state you flub the wording of the text!"); |
|
|
2553 | scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace)); |
|
|
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]) |
|
|
2557 | { |
|
|
2558 | op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); |
|
|
2559 | do_learn_spell (op, spell, 0); |
|
|
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 | } |
|
|
3021 | |
|
|
3022 | /** |
|
|
3023 | * Designed primarily to light torches/lanterns/etc. |
|
|
3024 | * Also burns up burnable material too. First object in the inventory is |
|
|
3025 | * the selected object to "burn". -b.t. |
|
|
3026 | */ |
|
|
3027 | static void |
|
|
3028 | apply_lighter (object *who, object *lighter) |
|
|
3029 | { |
|
|
3030 | if (object *item = who->mark ()) |
|
|
3031 | { |
|
|
3032 | if (!auto_apply_lighter (who, item, lighter)) |
|
|
3033 | return; |
|
|
3034 | |
|
|
3035 | /* Perhaps we should split what we are trying to light on fire? |
|
|
3036 | * I can't see many times when you would want to light multiple |
|
|
3037 | * objects at once. |
|
|
3038 | */ |
|
|
3039 | |
|
|
3040 | save_throw_object (item, AT_FIRE, who); |
|
|
3041 | |
|
|
3042 | if (item->destroyed () |
|
|
3043 | || ((item->type == LAMP || item->type == TORCH) |
|
|
3044 | && item->glow_radius > 0)) |
|
|
3045 | who->statusmsg (format ( |
|
|
3046 | "You light the %s with the %s.", |
|
|
3047 | &item->name, &lighter->name |
|
|
3048 | )); |
|
|
3049 | else |
|
|
3050 | who->failmsgf ( |
|
|
3051 | "You attempt to light the %s with the %s and fail.", |
|
|
3052 | &item->name, &lighter->name |
|
|
3053 | ); |
|
|
3054 | } |
|
|
3055 | else |
|
|
3056 | who->failmsg ("You need to mark a lightable object."); |
|
|
3057 | } |
|
|
3058 | |
|
|
3059 | /** |
|
|
3060 | * This function generates a cursed effect for cursed lamps and torches. |
|
|
3061 | */ |
|
|
3062 | static void |
|
|
3063 | player_apply_lamp_cursed_effect (object *who, object *op) |
|
|
3064 | { |
|
|
3065 | if (op->level) |
|
|
3066 | { |
|
|
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); |
|
|
3072 | } |
|
|
3073 | else |
|
|
3074 | { |
|
|
3075 | who->failmsgf ( |
|
|
3076 | "The %s was cursed, it crumbles to dust, at least it didn't explode.!", |
|
|
3077 | &op->name |
|
|
3078 | ); |
|
|
3079 | } |
|
|
3080 | |
|
|
3081 | op->destroy (); |
|
|
3082 | } |
|
|
3083 | |
|
|
3084 | /** |
|
|
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) |
|
|
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); |
|
|
3216 | } |
|
|
3217 | |
|
|
3218 | /** |
|
|
3219 | * This handles items of type 'transformer'. |
|
|
3220 | * Basically those items, used with a marked item, transform both items into something |
|
|
3221 | * else. |
|
|
3222 | * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited).. |
|
|
3223 | * Change information is contained in the 'slaying' field of the marked item. |
|
|
3224 | * The format is as follow: transformer:[number ]yield[;transformer:...]. |
|
|
3225 | * This way an item can be transformed in many things, and/or many objects. |
|
|
3226 | * The 'slaying' field for transformer is used as verb for the action. |
|
|
3227 | */ |
|
|
3228 | static void |
|
|
3229 | apply_item_transformer (object *pl, object *transformer) |
|
|
3230 | { |
|
|
3231 | object *new_item; |
|
|
3232 | const char *find; |
|
|
3233 | char *separator; |
|
|
3234 | int yield; |
|
|
3235 | char got[MAX_BUF]; |
|
|
3236 | int len; |
|
|
3237 | |
|
|
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); |
|
|
3513 | return; |
|
|
3514 | } |
|
|
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) |
|
|
3525 | { |
|
|
3526 | // TODO: all this should move to examine |
|
|
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) |
|
|
3566 | { |
|
|
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; |
|
|
3570 | } |
|
|
3571 | else |
|
|
3572 | return 0; /* monsters just skip unpaid items */ |
|
|
3573 | } |
|
|
3574 | |
|
|
3575 | if (contr) |
|
|
3576 | { |
|
|
3577 | if (!ob->env && (move_type & MOVE_FLYING)) |
|
|
3578 | { |
|
|
3579 | /* player is flying and applying object not in inventory */ |
|
|
3580 | if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING)) |
|
|
3581 | { |
|
|
3582 | failmsg ("But you are floating high above the ground! " |
|
|
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; |
|
|
3586 | } |
|
|
3587 | } |
|
|
3588 | |
|
|
3589 | contr->last_used = ob; |
|
|
3590 | } |
|
|
3591 | |
|
|
3592 | bool want_apply = |
|
|
3593 | aflags & AP_APPLY ? true |
|
|
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; |
3687 | } |
3715 | } |
3688 | |
3716 | |
3689 | /** |
3717 | /** |
3690 | * Map was just loaded, handle op's initialisation. |
3718 | * Map was just loaded, handle op's initialisation. |
3691 | * |
3719 | * |
3692 | * Generates shop floor's item, and treasures. |
3720 | * Generates shop floor's item, and treasures. |
3693 | */ |
3721 | */ |
3694 | int |
3722 | int |
3695 | auto_apply (object *op) |
3723 | auto_apply (object *op) |
3696 | { |
3724 | { |
3697 | object *tmp = NULL, *tmp2; |
3725 | object *tmp = NULL; |
3698 | int i; |
3726 | int i; |
3699 | |
3727 | |
3700 | CLEAR_FLAG (op, FLAG_AUTO_APPLY); |
3728 | op->clr_flag (FLAG_AUTO_APPLY); |
3701 | |
3729 | |
3702 | switch (op->type) |
3730 | switch (op->type) |
3703 | { |
3731 | { |
3704 | case SHOP_FLOOR: |
3732 | case SHOP_FLOOR: |
3705 | if (!op->has_random_items ()) |
3733 | if (!op->has_random_items ()) |
… | |
… | |
3715 | == NULL && --i); |
3743 | == NULL && --i); |
3716 | |
3744 | |
3717 | if (tmp == NULL) |
3745 | if (tmp == NULL) |
3718 | return 0; |
3746 | return 0; |
3719 | |
3747 | |
3720 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
3748 | if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
3721 | { |
3749 | { |
3722 | tmp->destroy (); |
3750 | tmp->destroy (); |
3723 | tmp = NULL; |
3751 | tmp = NULL; |
3724 | } |
3752 | } |
3725 | } |
3753 | } |
3726 | while (!tmp); |
3754 | while (!tmp); |
3727 | |
3755 | |
3728 | tmp->x = op->x; |
3756 | tmp->x = op->x; |
3729 | tmp->y = op->y; |
3757 | tmp->y = op->y; |
3730 | SET_FLAG (tmp, FLAG_UNPAID); |
3758 | tmp->set_flag (FLAG_UNPAID); |
3731 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3759 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3732 | identify (tmp); |
3760 | identify (tmp); |
3733 | break; |
3761 | break; |
3734 | |
3762 | |
3735 | case TREASURE: |
3763 | case TREASURE: |
3736 | if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) |
3764 | if (op->flag [FLAG_IS_A_TEMPLATE]) |
3737 | return 0; |
3765 | return 0; |
3738 | |
3766 | |
3739 | while (op->stats.hp-- > 0) |
3767 | while (op->stats.hp-- > 0) |
3740 | create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, |
3768 | create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, |
3741 | op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); |
3769 | op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); |
… | |
… | |
3779 | |
3807 | |
3780 | for (invtmp = tmp->inv; invtmp; invtmp = invnext) |
3808 | for (invtmp = tmp->inv; invtmp; invtmp = invnext) |
3781 | { |
3809 | { |
3782 | invnext = invtmp->below; |
3810 | invnext = invtmp->below; |
3783 | |
3811 | |
3784 | if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) |
3812 | if (invtmp->flag [FLAG_AUTO_APPLY]) |
3785 | auto_apply (invtmp); |
3813 | auto_apply (invtmp); |
3786 | else if (invtmp->type == TREASURE && invtmp->has_random_items ()) |
3814 | else if (invtmp->type == TREASURE && invtmp->has_random_items ()) |
3787 | { |
3815 | { |
3788 | while (invtmp->stats.hp-- > 0) |
3816 | while (invtmp->stats.hp-- > 0) |
3789 | create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
3817 | create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
3790 | |
3818 | |
3791 | invtmp->randomitems = NULL; |
3819 | invtmp->randomitems = NULL; |
3792 | } |
3820 | } |
3793 | else if (invtmp && invtmp->arch |
3821 | else if (invtmp->arch |
3794 | && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) |
3822 | && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS |
|
|
3823 | && invtmp->has_random_items ()) |
3795 | { |
3824 | { |
3796 | create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
3825 | create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
3797 | /* Need to clear this so that we never try to create |
3826 | /* Need to clear this so that we never try to create |
3798 | * treasure again for this object |
3827 | * treasure again for this object |
3799 | */ |
3828 | */ |
… | |
… | |
3814 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL |
3843 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL |
3815 | || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) |
3844 | || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) |
3816 | tmp->randomitems = NULL; |
3845 | tmp->randomitems = NULL; |
3817 | } |
3846 | } |
3818 | |
3847 | |
3819 | if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) |
3848 | if (tmp->flag [FLAG_AUTO_APPLY]) |
3820 | auto_apply (tmp); |
3849 | auto_apply (tmp); |
3821 | else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) |
3850 | else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) |
3822 | { |
3851 | { |
3823 | while ((tmp->stats.hp--) > 0) |
3852 | while ((tmp->stats.hp--) > 0) |
3824 | create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); |
3853 | create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); |
… | |
… | |
3826 | } |
3855 | } |
3827 | else if (tmp->type == TIMED_GATE) |
3856 | else if (tmp->type == TIMED_GATE) |
3828 | { |
3857 | { |
3829 | object *head = tmp->head != NULL ? tmp->head : tmp; |
3858 | object *head = tmp->head != NULL ? tmp->head : tmp; |
3830 | |
3859 | |
3831 | if (QUERY_FLAG (head, FLAG_IS_LINKED)) |
3860 | if (head->flag [FLAG_IS_LINKED]) |
3832 | tmp->set_speed (0); |
3861 | tmp->set_speed (0); |
3833 | } |
3862 | } |
3834 | /* This function can be called everytime a map is loaded, even when |
3863 | /* This function can be called everytime a map is loaded, even when |
3835 | * swapping back in. As such, we don't want to create the treasure |
3864 | * swapping back in. As such, we don't want to create the treasure |
3836 | * over and ove again, so after we generate the treasure, blank out |
3865 | * over and ove again, so after we generate the treasure, blank out |
… | |
… | |
3925 | } |
3954 | } |
3926 | |
3955 | |
3927 | /* check for hp, sp change */ |
3956 | /* check for hp, sp change */ |
3928 | if (food->stats.hp != 0) |
3957 | if (food->stats.hp != 0) |
3929 | { |
3958 | { |
3930 | if (QUERY_FLAG (food, FLAG_CURSED)) |
3959 | if (food->flag [FLAG_CURSED]) |
3931 | { |
3960 | { |
3932 | who->contr->killer = food; |
3961 | who->contr->killer = food; |
3933 | hit_player (who, food->stats.hp, food, AT_POISON, 1); |
3962 | hit_player (who, food->stats.hp, food, AT_POISON, 1); |
3934 | who->failmsg ("Eck!...that was poisonous!"); |
3963 | who->failmsg ("Eck!...that was poisonous!"); |
3935 | } |
3964 | } |
… | |
… | |
3944 | } |
3973 | } |
3945 | } |
3974 | } |
3946 | |
3975 | |
3947 | if (food->stats.sp != 0) |
3976 | if (food->stats.sp != 0) |
3948 | { |
3977 | { |
3949 | if (QUERY_FLAG (food, FLAG_CURSED)) |
3978 | if (food->flag [FLAG_CURSED]) |
3950 | { |
3979 | { |
3951 | who->failmsg ("You are drained of mana!"); |
3980 | who->failmsg ("You are drained of mana!"); |
3952 | who->stats.sp -= food->stats.sp; |
3981 | who->stats.sp -= food->stats.sp; |
3953 | if (who->stats.sp < 0) |
3982 | if (who->stats.sp < 0) |
3954 | who->stats.sp = 0; |
3983 | who->stats.sp = 0; |
… | |
… | |
4037 | pl->animation_id = change->animation_id; |
4066 | pl->animation_id = change->animation_id; |
4038 | pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; |
4067 | pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; |
4039 | } |
4068 | } |
4040 | |
4069 | |
4041 | /* check the special case of can't use weapons */ |
4070 | /* check the special case of can't use weapons */ |
4042 | /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ |
4071 | /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */ |
4043 | if (change->name == shstr_monk) |
4072 | if (change->name == shstr_monk) |
4044 | CLEAR_FLAG (pl, FLAG_USE_WEAPON); |
4073 | pl->clr_flag (FLAG_USE_WEAPON); |
4045 | |
4074 | |
4046 | break; |
4075 | break; |
4047 | } |
4076 | } |
4048 | } |
4077 | } |
4049 | } |
4078 | } |