1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
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 (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | (at your option) any later version. |
11 | * option) any later version. |
11 | |
12 | * |
12 | 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, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
20 | |
21 | * |
21 | The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
|
|
24 | |
|
|
25 | #include <cmath> |
23 | |
26 | |
24 | #include <global.h> |
27 | #include <global.h> |
25 | #include <living.h> |
28 | #include <living.h> |
26 | #include <spells.h> |
29 | #include <spells.h> |
27 | #include <skills.h> |
30 | #include <skills.h> |
28 | #include <tod.h> |
31 | #include <tod.h> |
29 | |
32 | |
30 | #ifndef __CEXTRACT__ |
|
|
31 | # include <sproto.h> |
33 | #include <sproto.h> |
32 | #endif |
|
|
33 | |
34 | |
34 | /* Want this regardless of rplay. */ |
35 | // these must be in the inventory before they can be applied |
35 | #include <sounds.h> |
|
|
36 | |
36 | |
37 | /* need math lib for double-precision and pow() in dragon_eat_flesh() */ |
37 | static const struct apply_types_inv_only : typeset |
38 | #include <math.h> |
|
|
39 | |
|
|
40 | /** |
|
|
41 | * Check if op should abort moving victim because of it's race or slaying. |
|
|
42 | * Returns 1 if it should abort, returns 0 if it should continue. |
|
|
43 | */ |
|
|
44 | int |
|
|
45 | should_director_abort (object *op, object *victim) |
|
|
46 | { |
38 | { |
47 | int arch_flag, name_flag, race_flag; |
39 | apply_types_inv_only () |
48 | |
|
|
49 | /* Get flags to determine what of arch, name, and race should be checked. |
|
|
50 | * This is stored in subtype, and is a bitmask, the LSB is the arch flag, |
|
|
51 | * the next is the name flag, and the last is the race flag. Also note, |
|
|
52 | * if subtype is set to zero, that also goes to defaults of all affecting |
|
|
53 | * it. Examples: |
|
|
54 | * subtype 1: only arch |
|
|
55 | * subtype 3: arch or name |
|
|
56 | * subtype 5: arch or race |
|
|
57 | * subtype 7: all three |
|
|
58 | */ |
|
|
59 | if (op->subtype) |
|
|
60 | { |
40 | { |
61 | arch_flag = (op->subtype & 1); |
41 | set (WEAPON); |
62 | name_flag = (op->subtype & 2); |
42 | set (ARMOUR); |
63 | 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); |
64 | } |
61 | } |
65 | else |
62 | } apply_types_inv_only; |
|
|
63 | |
|
|
64 | // these only make sense for the player |
|
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65 | |
|
|
66 | static const struct apply_types_player_only : typeset |
|
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67 | { |
|
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68 | apply_types_player_only () |
66 | { |
69 | { |
67 | arch_flag = 1; |
70 | set (TRANSPORT); |
68 | name_flag = 1; |
71 | set (EXIT); |
69 | 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 */ |
70 | } |
85 | } |
71 | /* If the director has race set, only affect objects with a arch, |
86 | } apply_types_player_only; |
72 | * name or race that matches. |
87 | |
73 | */ |
88 | // applying these _can_ be attempted, others cannot |
74 | if ((op->race) && |
89 | // be applied at all. used by e.g. apply below. |
75 | ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && |
90 | |
76 | ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && |
91 | static const struct apply_types : typeset |
77 | ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) |
92 | { |
|
|
93 | apply_types () |
|
|
94 | : typeset ((typeset)apply_types_player_only | (typeset)apply_types_inv_only) |
78 | { |
95 | { |
79 | return 1; |
96 | set (T_HANDLE); |
|
|
97 | set (TRIGGER); |
|
|
98 | set (SCROLL); |
|
|
99 | set (POTION); |
|
|
100 | set (CLOSE_CON); |
|
|
101 | set (CONTAINER); |
|
|
102 | set (LAMP); |
|
|
103 | set (TORCH); |
|
|
104 | set (DRINK); |
|
|
105 | set (FOOD); |
|
|
106 | set (FLESH); |
|
|
107 | set (POISON); |
|
|
108 | set (POWER_CRYSTAL); |
|
|
109 | set (ITEM_TRANSFORMER); |
80 | } |
110 | } |
81 | /* If the director has slaying set, only affect objects where none |
111 | } apply_types; |
82 | * of arch, name, or race match. |
|
|
83 | */ |
|
|
84 | if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || |
|
|
85 | ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || |
|
|
86 | ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) |
|
|
87 | { |
|
|
88 | return 1; |
|
|
89 | } |
|
|
90 | return 0; |
|
|
91 | } |
|
|
92 | |
|
|
93 | /** |
|
|
94 | * This handles a player dropping money on an altar to identify stuff. |
|
|
95 | * It'll identify marked item, if none all items up to dropped money. |
|
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96 | * Return value: 1 if money was destroyed, 0 if not. |
|
|
97 | */ |
|
|
98 | static int |
|
|
99 | apply_id_altar (object *money, object *altar, object *pl) |
|
|
100 | { |
|
|
101 | object *id, *marked; |
|
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102 | int success = 0; |
|
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103 | |
|
|
104 | if (pl == NULL || pl->type != PLAYER) |
|
|
105 | return 0; |
|
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106 | |
|
|
107 | /* Check for MONEY type is a special hack - it prevents 'nothing needs |
|
|
108 | * identifying' from being printed out more than it needs to be. |
|
|
109 | */ |
|
|
110 | if (!check_altar_sacrifice (altar, money) || money->type != MONEY) |
|
|
111 | return 0; |
|
|
112 | |
|
|
113 | marked = find_marked_object (pl); |
|
|
114 | /* if the player has a marked item, identify that if it needs to be |
|
|
115 | * identified. IF it doesn't, then go through the player inventory. |
|
|
116 | */ |
|
|
117 | if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) |
|
|
118 | { |
|
|
119 | if (operate_altar (altar, &money)) |
|
|
120 | { |
|
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121 | identify (marked); |
|
|
122 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); |
|
|
123 | if (marked->msg) |
|
|
124 | { |
|
|
125 | new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); |
|
|
126 | new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); |
|
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127 | } |
|
|
128 | return money == NULL; |
|
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129 | } |
|
|
130 | } |
|
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131 | |
|
|
132 | for (id = pl->inv; id; id = id->below) |
|
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133 | { |
|
|
134 | if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) |
|
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135 | { |
|
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136 | if (operate_altar (altar, &money)) |
|
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137 | { |
|
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138 | identify (id); |
|
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139 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); |
|
|
140 | if (id->msg) |
|
|
141 | { |
|
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142 | new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); |
|
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143 | new_draw_info (NDI_UNIQUE, 0, pl, id->msg); |
|
|
144 | } |
|
|
145 | success = 1; |
|
|
146 | /* If no more money, might as well quit now */ |
|
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147 | if (money == NULL || !check_altar_sacrifice (altar, money)) |
|
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148 | break; |
|
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149 | } |
|
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150 | else |
|
|
151 | { |
|
|
152 | LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); |
|
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153 | break; |
|
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154 | } |
|
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155 | } |
|
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156 | } |
|
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157 | if (!success) |
|
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158 | new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); |
|
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159 | return money == NULL; |
|
|
160 | } |
|
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161 | |
|
|
162 | /** |
|
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163 | * This checks whether the object has a "on_use_yield" field, and if so generated and drops |
|
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164 | * matching item. |
|
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165 | **/ |
|
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166 | static void |
|
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167 | handle_apply_yield (object *tmp) |
|
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168 | { |
|
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169 | const char *yield; |
|
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170 | |
|
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171 | yield = get_ob_key_value (tmp, "on_use_yield"); |
|
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172 | if (yield != NULL) |
|
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173 | { |
|
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174 | object *drop = get_archetype (yield); |
|
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175 | |
|
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176 | if (tmp->env) |
|
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177 | { |
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178 | drop = insert_ob_in_ob (drop, tmp->env); |
|
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179 | if (tmp->env->type == PLAYER) |
|
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180 | esrv_send_item (tmp->env, drop); |
|
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181 | } |
|
|
182 | else |
|
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183 | { |
|
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184 | drop->x = tmp->x; |
|
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185 | drop->y = tmp->y; |
|
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186 | insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR); |
|
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187 | } |
|
|
188 | } |
|
|
189 | } |
|
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190 | |
|
|
191 | /** |
|
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192 | * Handles applying a potion. |
|
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193 | */ |
|
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194 | int |
|
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195 | apply_potion (object *op, object *tmp) |
|
|
196 | { |
|
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197 | int got_one = 0, i; |
|
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198 | object *force = 0, *floor = 0; |
|
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199 | |
|
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200 | floor = get_map_ob (op->map, op->x, op->y); |
|
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201 | |
|
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202 | if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) |
|
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203 | { |
|
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204 | if (op->type == PLAYER) |
|
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205 | new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); |
|
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206 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
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207 | return 0; |
|
|
208 | } |
|
|
209 | |
|
|
210 | if (op->type == PLAYER) |
|
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211 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
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212 | identify (tmp); |
|
|
213 | |
|
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214 | handle_apply_yield (tmp); |
|
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215 | |
|
|
216 | /* Potion of restoration - only for players */ |
|
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217 | if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) |
|
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218 | { |
|
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219 | object *depl; |
|
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220 | archetype *at; |
|
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221 | |
|
|
222 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
223 | { |
|
|
224 | drain_stat (op); |
|
|
225 | fix_player (op); |
|
|
226 | decrease_ob (tmp); |
|
|
227 | return 1; |
|
|
228 | } |
|
|
229 | |
|
|
230 | if ((at = archetype::find (ARCH_DEPLETION)) == NULL) |
|
|
231 | { |
|
|
232 | LOG (llevError, "Could not find archetype depletion\n"); |
|
|
233 | return 0; |
|
|
234 | } |
|
|
235 | depl = present_arch_in_ob (at, op); |
|
|
236 | |
|
|
237 | if (depl != NULL) |
|
|
238 | { |
|
|
239 | for (i = 0; i < NUM_STATS; i++) |
|
|
240 | if (get_attr_value (&depl->stats, i)) |
|
|
241 | new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); |
|
|
242 | |
|
|
243 | depl->destroy (); |
|
|
244 | fix_player (op); |
|
|
245 | } |
|
|
246 | else |
|
|
247 | new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); |
|
|
248 | |
|
|
249 | decrease_ob (tmp); |
|
|
250 | return 1; |
|
|
251 | } |
|
|
252 | |
|
|
253 | /* improvement potion - only for players */ |
|
|
254 | if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) |
|
|
255 | { |
|
|
256 | for (i = 1; i < MIN (11, op->level); i++) |
|
|
257 | { |
|
|
258 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
259 | { |
|
|
260 | if (op->contr->levhp[i] != 1) |
|
|
261 | { |
|
|
262 | op->contr->levhp[i] = 1; |
|
|
263 | break; |
|
|
264 | } |
|
|
265 | if (op->contr->levsp[i] != 1) |
|
|
266 | { |
|
|
267 | op->contr->levsp[i] = 1; |
|
|
268 | break; |
|
|
269 | } |
|
|
270 | if (op->contr->levgrace[i] != 1) |
|
|
271 | { |
|
|
272 | op->contr->levgrace[i] = 1; |
|
|
273 | break; |
|
|
274 | } |
|
|
275 | } |
|
|
276 | else |
|
|
277 | { |
|
|
278 | if (op->contr->levhp[i] < 9) |
|
|
279 | { |
|
|
280 | op->contr->levhp[i] = 9; |
|
|
281 | break; |
|
|
282 | } |
|
|
283 | if (op->contr->levsp[i] < 6) |
|
|
284 | { |
|
|
285 | op->contr->levsp[i] = 6; |
|
|
286 | break; |
|
|
287 | } |
|
|
288 | if (op->contr->levgrace[i] < 3) |
|
|
289 | { |
|
|
290 | op->contr->levgrace[i] = 3; |
|
|
291 | break; |
|
|
292 | } |
|
|
293 | } |
|
|
294 | } |
|
|
295 | |
|
|
296 | /* Just makes checking easier */ |
|
|
297 | if (i < MIN (11, op->level)) |
|
|
298 | got_one = 1; |
|
|
299 | |
|
|
300 | if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
301 | { |
|
|
302 | if (got_one) |
|
|
303 | { |
|
|
304 | fix_player (op); |
|
|
305 | new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); |
|
|
306 | new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); |
|
|
307 | new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); |
|
|
308 | } |
|
|
309 | else |
|
|
310 | new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); |
|
|
311 | } |
|
|
312 | else |
|
|
313 | { /* cursed potion */ |
|
|
314 | if (got_one) |
|
|
315 | { |
|
|
316 | fix_player (op); |
|
|
317 | new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); |
|
|
318 | } |
|
|
319 | else |
|
|
320 | new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); |
|
|
321 | } |
|
|
322 | |
|
|
323 | decrease_ob (tmp); |
|
|
324 | return 1; |
|
|
325 | } |
|
|
326 | |
|
|
327 | |
|
|
328 | /* A potion that casts a spell. Healing, restore spellpoint (power potion) |
|
|
329 | * and heroism all fit into this category. Given the spell object code, |
|
|
330 | * there is no limit to the number of spells that potions can be cast, |
|
|
331 | * but direction is problematic to try and imbue fireball potions for example. |
|
|
332 | */ |
|
|
333 | if (tmp->inv) |
|
|
334 | { |
|
|
335 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
336 | { |
|
|
337 | object *fball; |
|
|
338 | |
|
|
339 | new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); |
|
|
340 | /* Explodes a fireball centered at player */ |
|
|
341 | fball = get_archetype (EXPLODING_FIREBALL); |
|
|
342 | fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; |
|
|
343 | fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; |
|
|
344 | fball->x = op->x; |
|
|
345 | fball->y = op->y; |
|
|
346 | insert_ob_in_map (fball, op->map, NULL, 0); |
|
|
347 | } |
|
|
348 | else |
|
|
349 | cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
|
|
350 | |
|
|
351 | decrease_ob (tmp); |
|
|
352 | /* if youre dead, no point in doing this... */ |
|
|
353 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
354 | fix_player (op); |
|
|
355 | return 1; |
|
|
356 | } |
|
|
357 | |
|
|
358 | /* Deal with protection potions */ |
|
|
359 | force = NULL; |
|
|
360 | for (i = 0; i < NROFATTACKS; i++) |
|
|
361 | { |
|
|
362 | if (tmp->resist[i]) |
|
|
363 | { |
|
|
364 | if (!force) |
|
|
365 | force = get_archetype (FORCE_NAME); |
|
|
366 | memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); |
|
|
367 | force->type = POTION_EFFECT; |
|
|
368 | break; /* Only need to find one protection since we copy entire batch */ |
|
|
369 | } |
|
|
370 | } |
|
|
371 | /* This is a protection potion */ |
|
|
372 | if (force) |
|
|
373 | { |
|
|
374 | /* cursed items last longer */ |
|
|
375 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
376 | { |
|
|
377 | force->stats.food *= 10; |
|
|
378 | for (i = 0; i < NROFATTACKS; i++) |
|
|
379 | if (force->resist[i] > 0) |
|
|
380 | force->resist[i] = -force->resist[i]; /* prot => vuln */ |
|
|
381 | } |
|
|
382 | force->speed_left = -1; |
|
|
383 | force = insert_ob_in_ob (force, op); |
|
|
384 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
385 | SET_FLAG (force, FLAG_APPLIED); |
|
|
386 | change_abil (op, force); |
|
|
387 | decrease_ob (tmp); |
|
|
388 | return 1; |
|
|
389 | } |
|
|
390 | |
|
|
391 | /* Only thing left are the stat potions */ |
|
|
392 | if (op->type == PLAYER) |
|
|
393 | { /* only for players */ |
|
|
394 | if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) |
|
|
395 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
396 | else |
|
|
397 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
398 | if (!change_abil (op, tmp)) |
|
|
399 | new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); |
|
|
400 | } |
|
|
401 | |
|
|
402 | /* CLEAR_FLAG is so that if the character has other potions |
|
|
403 | * that were grouped with the one consumed, his |
|
|
404 | * stat will not be raised by them. fix_player just clears |
|
|
405 | * up all the stats. |
|
|
406 | */ |
|
|
407 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
408 | fix_player (op); |
|
|
409 | decrease_ob (tmp); |
|
|
410 | return 1; |
|
|
411 | } |
|
|
412 | |
112 | |
413 | /**************************************************************************** |
113 | /**************************************************************************** |
414 | * Weapon improvement code follows |
114 | * Weapon improvement code follows |
415 | ****************************************************************************/ |
115 | ****************************************************************************/ |
416 | |
116 | |
417 | /** |
117 | /** |
|
|
118 | * This function just checks whether who can handle equipping an item |
|
|
119 | * with item_power. |
|
|
120 | */ |
|
|
121 | static bool |
|
|
122 | check_item_power (object *who, int item_power) |
|
|
123 | { |
|
|
124 | if (who->type == PLAYER |
|
|
125 | && item_power |
|
|
126 | && item_power + who->contr->item_power > settings.item_power_factor * who->level) |
|
|
127 | return false; |
|
|
128 | else |
|
|
129 | return true; |
|
|
130 | } |
|
|
131 | |
|
|
132 | /** |
418 | * This returns the sum of nrof of item (arch name). |
133 | * This returns the sum of nrof of item (arch name). |
419 | */ |
134 | */ |
420 | static int |
135 | static int |
421 | check_item (object *op, const char *item) |
136 | check_item (object *op, shstr_cmp item) |
422 | { |
137 | { |
423 | int count = 0; |
138 | int count = 0; |
424 | |
139 | |
425 | |
140 | if (!item) |
426 | if (item == NULL) |
|
|
427 | return 0; |
141 | return 0; |
428 | op = op->below; |
142 | |
429 | while (op != NULL) |
143 | for (op = op->below; op; op = op->below) |
430 | { |
144 | if (op->arch->archname == item) |
431 | if (strcmp (op->arch->name, item) == 0) |
145 | if (!op->flag [FLAG_CURSED] && !op->flag [FLAG_DAMNED] |
432 | { |
|
|
433 | if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) |
|
|
434 | /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) |
146 | && /* Loophole bug? -FD- */ !op->flag [FLAG_UNPAID]) |
435 | { |
|
|
436 | if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ |
|
|
437 | count++; |
|
|
438 | else |
|
|
439 | count += op->nrof; |
147 | count += op->number_of (); |
440 | } |
148 | |
441 | } |
|
|
442 | op = op->below; |
|
|
443 | } |
|
|
444 | return count; |
149 | return count; |
445 | } |
150 | } |
446 | |
151 | |
447 | /** |
152 | /** |
448 | * This removes 'nrof' of what item->slaying says to remove. |
153 | * This removes 'nrof' of what item->slaying says to remove. |
449 | * op is typically the player, which is only |
154 | * op is typically the player, which is only |
450 | * really used to determine what space to look at. |
155 | * really used to determine what space to look at. |
451 | * Modified to only eat 'nrof' of objects. |
156 | * Modified to only eat 'nrof' of objects. |
452 | */ |
157 | */ |
453 | static void |
158 | static void |
454 | eat_item (object *op, const char *item, uint32 nrof) |
159 | eat_item (object *op, shstr_cmp item, uint32 nrof) |
455 | { |
160 | { |
456 | object *prev; |
161 | object *prev; |
457 | |
162 | |
458 | prev = op; |
163 | prev = op; |
459 | op = op->below; |
164 | op = op->below; |
460 | |
165 | |
461 | while (op != NULL) |
166 | while (op) |
462 | { |
167 | { |
463 | if (strcmp (op->arch->name, item) == 0) |
168 | if (op->arch->archname == item) |
464 | { |
169 | { |
465 | if (op->nrof >= nrof) |
170 | if (op->nrof >= nrof) |
466 | { |
171 | { |
467 | decrease_ob_nr (op, nrof); |
172 | op->decrease (nrof); |
468 | return; |
173 | return; |
469 | } |
174 | } |
470 | else |
175 | else |
471 | { |
176 | { |
472 | decrease_ob_nr (op, op->nrof); |
177 | op->decrease (nrof); |
473 | nrof -= op->nrof; |
178 | nrof -= op->nrof; |
474 | } |
179 | } |
|
|
180 | |
475 | op = prev; |
181 | op = prev; |
476 | } |
182 | } |
|
|
183 | |
477 | prev = op; |
184 | prev = op; |
478 | op = op->below; |
185 | op = op->below; |
479 | } |
186 | } |
480 | } |
187 | } |
481 | |
188 | |
482 | /** |
189 | /** |
483 | * This checks to see of the player (who) is sufficient level to use a weapon |
|
|
484 | * with improvs improvements (typically last_eat). We take an int here |
|
|
485 | * instead of the object so that the improvement code can pass along the |
|
|
486 | * increased value to see if the object is usuable. |
|
|
487 | * we return 1 (true) if the player can use the weapon. |
|
|
488 | */ |
|
|
489 | static int |
|
|
490 | check_weapon_power (const object *who, int improvs) |
|
|
491 | { |
|
|
492 | |
|
|
493 | /* Old code is below (commented out). Basically, since weapons are the only |
|
|
494 | * object players really have any control to improve, it's a bit harsh to |
|
|
495 | * require high level in some combat skill, so we just use overall level. |
|
|
496 | */ |
|
|
497 | #if 1 |
|
|
498 | if (((who->level / 5) + 5) >= improvs) |
|
|
499 | return 1; |
|
|
500 | else |
|
|
501 | return 0; |
|
|
502 | |
|
|
503 | #else |
|
|
504 | int level = 0; |
|
|
505 | |
|
|
506 | /* The skill system hands out wc and dam bonuses to fighters |
|
|
507 | * more generously than the old system (see fix_player). Thus |
|
|
508 | * we need to curtail the power of player enchanted weapons. |
|
|
509 | * I changed this to 1 improvement per "fighter" level/5 -b.t. |
|
|
510 | * Note: Nothing should break by allowing this ratio to be different or |
|
|
511 | * using normal level - it is just a matter of play balance. |
|
|
512 | */ |
|
|
513 | if (who->type == PLAYER) |
|
|
514 | { |
|
|
515 | object *wc_obj = NULL; |
|
|
516 | |
|
|
517 | for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below) |
|
|
518 | if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level) |
|
|
519 | level = wc_obj->level; |
|
|
520 | |
|
|
521 | if (!level) |
|
|
522 | { |
|
|
523 | LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name); |
|
|
524 | level = who->level; |
|
|
525 | } |
|
|
526 | } |
|
|
527 | else |
|
|
528 | level = who->level; |
|
|
529 | |
|
|
530 | return (improvs <= ((level / 5) + 5)); |
|
|
531 | #endif |
|
|
532 | } |
|
|
533 | |
|
|
534 | /** |
|
|
535 | * Returns how many items of type improver->slaying there are under op. |
190 | * Returns how many items of type improver->slaying there are under op. |
536 | * Will display a message if none found, and 1 if improver->slaying is NULL. |
191 | * Will display a message if none found, and 1 if improver->slaying is NULL. |
537 | */ |
192 | */ |
538 | static int |
193 | static int |
539 | check_sacrifice (object *op, const object *improver) |
194 | check_sacrifice (object *op, const object *improver) |
540 | { |
195 | { |
541 | int count = 0; |
196 | int count = 0; |
542 | |
197 | |
543 | if (improver->slaying != NULL) |
198 | if (improver->slaying) |
544 | { |
199 | { |
545 | count = check_item (op, improver->slaying); |
200 | count = check_item (op, improver->slaying); |
546 | if (count < 1) |
201 | if (count < 1) |
547 | { |
202 | { |
548 | char buf[200]; |
|
|
549 | |
|
|
550 | sprintf (buf, "The gods want more %ss", &improver->slaying); |
203 | op->failmsgf ("The gods want more %ss", &improver->slaying); |
551 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
552 | return 0; |
204 | return 0; |
553 | } |
205 | } |
554 | } |
206 | } |
555 | else |
207 | else |
556 | count = 1; |
208 | count = 1; |
… | |
… | |
559 | } |
211 | } |
560 | |
212 | |
561 | /** |
213 | /** |
562 | * Actually improves the weapon, and tells user. |
214 | * Actually improves the weapon, and tells user. |
563 | */ |
215 | */ |
564 | int |
216 | static int |
565 | improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) |
217 | improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname) |
566 | { |
218 | { |
567 | |
|
|
568 | new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted."); |
|
|
569 | *stat += sacrifice_count; |
219 | stat += sacrifice_count; |
570 | weapon->last_eat++; |
220 | weapon->last_eat++; |
571 | new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); |
221 | improver->decrease (); |
572 | decrease_ob (improver); |
|
|
573 | |
222 | |
574 | /* So it updates the players stats and the window */ |
223 | /* So it updates the players stats and the window */ |
575 | fix_player (op); |
224 | op->update_stats (); |
|
|
225 | |
|
|
226 | op->statusmsg (format ( |
|
|
227 | "Your sacrifice was accepted.\n" |
|
|
228 | "Weapon's bonus to %s improved by %d.", |
|
|
229 | statname, sacrifice_count |
|
|
230 | )); |
|
|
231 | |
576 | return 1; |
232 | return 1; |
577 | } |
233 | } |
578 | |
234 | |
579 | /* Types of improvements, hidden in the sp field. */ |
235 | /* Types of improvements, hidden in the sp field. */ |
580 | #define IMPROVE_PREPARE 1 |
236 | #define IMPROVE_PREPARE 1 |
581 | #define IMPROVE_DAMAGE 2 |
237 | #define IMPROVE_DAMAGE 2 |
582 | #define IMPROVE_WEIGHT 3 |
238 | #define IMPROVE_WEIGHT 3 |
583 | #define IMPROVE_ENCHANT 4 |
239 | #define IMPROVE_ENCHANT 4 |
584 | #define IMPROVE_STR 5 |
240 | #define IMPROVE_STR 5 |
585 | #define IMPROVE_DEX 6 |
241 | #define IMPROVE_DEX 6 |
586 | #define IMPROVE_CON 7 |
242 | #define IMPROVE_CON 7 |
587 | #define IMPROVE_WIS 8 |
243 | #define IMPROVE_WIS 8 |
588 | #define IMPROVE_CHA 9 |
244 | #define IMPROVE_CHA 9 |
589 | #define IMPROVE_INT 10 |
245 | #define IMPROVE_INT 10 |
590 | #define IMPROVE_POW 11 |
246 | #define IMPROVE_POW 11 |
591 | |
|
|
592 | |
247 | |
593 | /** |
248 | /** |
594 | * This does the prepare weapon scroll. |
249 | * This does the prepare weapon scroll. |
595 | * Checks for sacrifice, and so on. |
250 | * Checks for sacrifice, and so on. |
596 | */ |
251 | */ |
597 | |
252 | static int |
598 | int |
|
|
599 | prepare_weapon (object *op, object *improver, object *weapon) |
253 | prepare_weapon (object *op, object *improver, object *weapon) |
600 | { |
254 | { |
601 | int sacrifice_count, i; |
255 | int sacrifice_count, i; |
602 | char buf[MAX_BUF]; |
256 | char buf[MAX_BUF]; |
603 | |
257 | |
604 | if (weapon->level != 0) |
258 | if (weapon->level != 0) |
605 | { |
259 | { |
606 | new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); |
260 | op->failmsg ("Weapon is already prepared!"); |
607 | return 0; |
261 | return 0; |
608 | } |
262 | } |
|
|
263 | |
609 | for (i = 0; i < NROFATTACKS; i++) |
264 | for (i = 0; i < NROFATTACKS; i++) |
610 | if (weapon->resist[i]) |
265 | if (weapon->resist[i]) |
611 | break; |
266 | break; |
612 | |
267 | |
613 | /* If we break out, i will be less than nrofattacks, preventing |
268 | /* If we break out, i will be less than nrofattacks, preventing |
… | |
… | |
616 | if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ |
271 | if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ |
617 | (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ |
272 | (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ |
618 | weapon->stats.exp || /* speed */ |
273 | weapon->stats.exp || /* speed */ |
619 | weapon->stats.ac) /* AC - only taifu's I think */ |
274 | weapon->stats.ac) /* AC - only taifu's I think */ |
620 | { |
275 | { |
621 | new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); |
276 | op->failmsg ("You cannot prepare magic weapons. " |
|
|
277 | "H<A weapon is considered magical if it changes regeneration, " |
|
|
278 | "speed or ac, or has other protections.>"); |
622 | return 0; |
279 | return 0; |
623 | } |
280 | } |
|
|
281 | |
624 | sacrifice_count = check_sacrifice (op, improver); |
282 | sacrifice_count = check_sacrifice (op, improver); |
625 | if (sacrifice_count <= 0) |
283 | if (sacrifice_count <= 0) |
626 | return 0; |
284 | return 0; |
|
|
285 | |
627 | weapon->level = isqrt (sacrifice_count); |
286 | weapon->level = isqrt (sacrifice_count); |
628 | new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted."); |
|
|
629 | eat_item (op, improver->slaying, sacrifice_count); |
287 | eat_item (op, improver->slaying, sacrifice_count); |
630 | |
288 | |
631 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); |
289 | op->statusmsg (format ( |
|
|
290 | "Your sacrifice was accepted." |
|
|
291 | "Your *%s may be improved %d times.", |
|
|
292 | &weapon->name, weapon->level |
|
|
293 | )); |
632 | |
294 | |
633 | sprintf (buf, "%s's %s", &op->name, &weapon->name); |
295 | sprintf (buf, "%s's %s", &op->name, &weapon->name); |
634 | weapon->name = weapon->name_pl = buf; |
296 | weapon->name = weapon->name_pl = buf; |
635 | weapon->nrof = 0; /* prevents preparing n weapons in the same |
297 | weapon->nrof = 0; /* prevents preparing n weapons in the same |
636 | slot at once! */ |
298 | slot at once! */ |
637 | decrease_ob (improver); |
299 | improver->decrease (); |
638 | weapon->last_eat = 0; |
300 | weapon->last_eat = 0; |
639 | return 1; |
301 | return 1; |
640 | } |
302 | } |
641 | |
|
|
642 | |
303 | |
643 | /** |
304 | /** |
644 | * Does the dirty job for 'improve weapon' scroll, prepare or add something. |
305 | * Does the dirty job for 'improve weapon' scroll, prepare or add something. |
645 | * This is the new improve weapon code. |
306 | * This is the new improve weapon code. |
646 | * Returns 0 if it was not able to work for some reason. |
307 | * Returns 0 if it was not able to work for some reason. |
… | |
… | |
649 | * |
310 | * |
650 | * We are hiding extra information about the weapon in the level and |
311 | * We are hiding extra information about the weapon in the level and |
651 | * last_eat numbers for an object. Hopefully this won't break anything ?? |
312 | * last_eat numbers for an object. Hopefully this won't break anything ?? |
652 | * level == max improve last_eat == current improve |
313 | * level == max improve last_eat == current improve |
653 | */ |
314 | */ |
654 | int |
315 | static int |
655 | improve_weapon (object *op, object *improver, object *weapon) |
316 | improve_weapon (object *op, object *improver, object *weapon) |
656 | { |
317 | { |
657 | int sacrifice_count, sacrifice_needed = 0; |
318 | int sacrifice_count, sacrifice_needed = 0; |
658 | |
319 | |
659 | if (improver->stats.sp == IMPROVE_PREPARE) |
320 | if (improver->stats.sp == IMPROVE_PREPARE) |
660 | { |
|
|
661 | return prepare_weapon (op, improver, weapon); |
321 | return prepare_weapon (op, improver, weapon); |
662 | } |
322 | |
663 | if (weapon->level == 0) |
323 | if (weapon->level == 0) |
664 | { |
324 | { |
665 | new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); |
325 | op->failmsg ( |
|
|
326 | "This weapon has not been prepared." |
|
|
327 | " H<You first have to prepare a weapon with a prepare weapon scroll.>"); |
666 | return 0; |
328 | return 0; |
667 | } |
329 | } |
668 | if (weapon->level == weapon->last_eat && weapon->item_power >= 100) |
330 | |
|
|
331 | if (weapon->last_eat >= weapon->level // improvements used up |
|
|
332 | || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100 |
669 | { |
333 | { |
670 | new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); |
334 | op->failmsg ("This weapon cannot be improved any more."); |
671 | return 0; |
335 | return 0; |
672 | } |
336 | } |
673 | if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) |
337 | |
|
|
338 | if (weapon->flag [FLAG_APPLIED] |
|
|
339 | && !check_item_power (op, weapon->item_power + 1)) |
674 | { |
340 | { |
675 | new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); |
341 | op->failmsg ("Improving the weapon will make it too " |
676 | new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); |
342 | "powerful for you to use. Unready it if you " |
677 | new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); |
343 | "really want to improve it."); |
678 | return 0; |
344 | return 0; |
679 | } |
345 | } |
|
|
346 | |
680 | /* This just increases damage by 5 points, no matter what. No sacrifice |
347 | /* This just increases damage by 5 points, no matter what. No sacrifice |
681 | * is needed. Since stats.dam is now a 16 bit value and not 8 bit, |
348 | * is needed. Since stats.dam is now a 16 bit value and not 8 bit, |
682 | * don't put any maximum value on damage - the limit is how much the |
349 | * don't put any maximum value on damage - the limit is how much the |
683 | * weapon can be improved. |
350 | * weapon can be improved. |
684 | */ |
351 | */ |
685 | if (improver->stats.sp == IMPROVE_DAMAGE) |
352 | if (improver->stats.sp == IMPROVE_DAMAGE) |
686 | { |
353 | { |
687 | weapon->stats.dam += 5; |
354 | weapon->stats.dam += 5; |
688 | weapon->weight += 5000; /* 5 KG's */ |
355 | weapon->weight += 5000; /* 5 KG's */ |
689 | new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); |
356 | op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam)); |
690 | weapon->last_eat++; |
357 | weapon->last_eat++; |
691 | |
358 | |
692 | weapon->item_power++; |
359 | weapon->item_power++; |
693 | decrease_ob (improver); |
360 | improver->decrease (); |
694 | return 1; |
361 | return 1; |
695 | } |
362 | } |
|
|
363 | |
696 | if (improver->stats.sp == IMPROVE_WEIGHT) |
364 | if (improver->stats.sp == IMPROVE_WEIGHT) |
697 | { |
365 | { |
698 | /* Reduce weight by 20% */ |
366 | /* Reduce weight by 20% */ |
699 | weapon->weight = (weapon->weight * 8) / 10; |
367 | weapon->weight = (weapon->weight * 8) / 10; |
700 | if (weapon->weight < 1) |
368 | if (weapon->weight < 1) |
701 | weapon->weight = 1; |
369 | weapon->weight = 1; |
|
|
370 | |
702 | new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); |
371 | op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0)); |
703 | weapon->last_eat++; |
372 | weapon->last_eat++; |
704 | weapon->item_power++; |
373 | weapon->item_power++; |
705 | decrease_ob (improver); |
374 | improver->decrease (); |
706 | return 1; |
375 | return 1; |
707 | } |
376 | } |
|
|
377 | |
708 | if (improver->stats.sp == IMPROVE_ENCHANT) |
378 | if (improver->stats.sp == IMPROVE_ENCHANT) |
709 | { |
379 | { |
710 | weapon->magic++; |
380 | weapon->magic++; |
711 | weapon->last_eat++; |
381 | weapon->last_eat++; |
712 | new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); |
382 | op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); |
713 | decrease_ob (improver); |
383 | improver->decrease (); |
714 | weapon->item_power++; |
384 | weapon->item_power++; |
715 | return 1; |
385 | return 1; |
716 | } |
386 | } |
717 | |
387 | |
718 | sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + |
388 | sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + |
… | |
… | |
723 | sacrifice_needed *= 2; |
393 | sacrifice_needed *= 2; |
724 | |
394 | |
725 | sacrifice_count = check_sacrifice (op, improver); |
395 | sacrifice_count = check_sacrifice (op, improver); |
726 | if (sacrifice_count < sacrifice_needed) |
396 | if (sacrifice_count < sacrifice_needed) |
727 | { |
397 | { |
728 | new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); |
398 | op->failmsgf ("You need at least %d %s.", sacrifice_needed, &improver->slaying); |
729 | return 0; |
399 | return 0; |
730 | } |
400 | } |
|
|
401 | |
731 | eat_item (op, improver->slaying, sacrifice_needed); |
402 | eat_item (op, improver->slaying, sacrifice_needed); |
732 | weapon->item_power++; |
403 | weapon->item_power++; |
733 | |
404 | |
734 | switch (improver->stats.sp) |
405 | switch (improver->stats.sp) |
735 | { |
406 | { |
736 | case IMPROVE_STR: |
|
|
737 | return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); |
407 | case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength"); |
738 | case IMPROVE_DEX: |
|
|
739 | return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); |
408 | case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity"); |
740 | case IMPROVE_CON: |
|
|
741 | return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); |
409 | case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution"); |
742 | case IMPROVE_WIS: |
|
|
743 | return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); |
410 | case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom"); |
744 | case IMPROVE_CHA: |
|
|
745 | return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); |
411 | case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma"); |
746 | case IMPROVE_INT: |
|
|
747 | return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); |
412 | case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence"); |
748 | case IMPROVE_POW: |
|
|
749 | return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); |
413 | case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power"); |
750 | default: |
414 | default: |
751 | new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); |
415 | op->failmsg ("Unknown improvement type."); |
752 | } |
416 | } |
|
|
417 | |
753 | LOG (llevError, "improve_weapon: Got to end of function\n"); |
418 | LOG (llevError, "improve_weapon: Got to end of function\n"); |
754 | return 0; |
419 | return 0; |
755 | } |
420 | } |
756 | |
421 | |
757 | /** |
422 | /** |
758 | * Handles the applying of improve/prepare/enchant weapon scroll. |
423 | * Handles the applying of improve/prepare/enchant weapon scroll. |
759 | * Checks a few things (not on a non-magic square, marked weapon, ...), |
424 | * Checks a few things (not on a non-magic square, marked weapon, ...), |
760 | * then calls improve_weapon to do the dirty work. |
425 | * then calls improve_weapon to do the dirty work. |
761 | */ |
426 | */ |
762 | int |
427 | static int |
763 | check_improve_weapon (object *op, object *tmp) |
428 | check_improve_weapon (object *op, object *tmp) |
764 | { |
429 | { |
765 | object *otmp; |
|
|
766 | |
|
|
767 | if (op->type != PLAYER) |
430 | if (op->type != PLAYER) |
768 | return 0; |
431 | return 0; |
|
|
432 | |
769 | if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) |
433 | if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) |
770 | { |
434 | { |
771 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); |
435 | op->failmsg ("Something blocks the magic of the scroll!"); |
772 | return 0; |
436 | return 0; |
773 | } |
437 | } |
774 | otmp = find_marked_object (op); |
438 | |
|
|
439 | object *otmp = op->mark (); |
|
|
440 | |
775 | if (!otmp) |
441 | if (!otmp) |
776 | { |
442 | { |
777 | new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); |
443 | op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); |
778 | return 0; |
444 | return 0; |
779 | } |
445 | } |
|
|
446 | |
780 | if (otmp->type != WEAPON && otmp->type != BOW) |
447 | if (otmp->type != WEAPON && otmp->type != BOW) |
781 | { |
448 | { |
782 | new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); |
449 | op->failmsg ("Marked item is not a weapon or bow!"); |
783 | return 0; |
450 | return 0; |
784 | } |
451 | } |
785 | new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); |
452 | |
|
|
453 | if (!op->apply (otmp, AP_UNAPPLY)) |
|
|
454 | { |
|
|
455 | op->failmsg ("You are unable to take off your weapon to improve it!"); |
|
|
456 | return 0; |
|
|
457 | } |
|
|
458 | |
|
|
459 | op->statusmsg ("Applied weapon builder."); |
|
|
460 | |
786 | improve_weapon (op, tmp, otmp); |
461 | improve_weapon (op, tmp, otmp); |
787 | esrv_send_item (op, otmp); |
462 | esrv_send_item (op, otmp); |
788 | return 1; |
463 | return 1; |
789 | } |
464 | } |
790 | |
465 | |
… | |
… | |
808 | * the armour value of the piece of equipment exceed either |
483 | * the armour value of the piece of equipment exceed either |
809 | * the users level or 90) |
484 | * the users level or 90) |
810 | * Modified by MSW for partial resistance. Only support |
485 | * Modified by MSW for partial resistance. Only support |
811 | * changing of physical area right now. |
486 | * changing of physical area right now. |
812 | */ |
487 | */ |
813 | int |
488 | static int |
814 | improve_armour (object *op, object *improver, object *armour) |
489 | improve_armour (object *op, object *improver, object *armour) |
815 | { |
490 | { |
816 | object *tmp; |
|
|
817 | |
|
|
818 | if (armour->magic >= settings.armor_max_enchant) |
491 | if (armour->magic >= settings.armor_max_enchant) |
819 | { |
492 | { |
820 | new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); |
493 | op->failmsg ("This armour can not be enchanted any further!"); |
821 | return 0; |
494 | return 0; |
822 | } |
495 | } |
|
|
496 | |
823 | /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, |
497 | /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, |
824 | * etc), so take the easy way out and don't worry about it. |
498 | * etc), so take the easy way out and don't worry about it. |
825 | * Note - maybe add scrolls which make the random artifact versions (eg, armour |
499 | * Note - maybe add scrolls which make the random artifact versions (eg, armour |
826 | * of gnarg and what not?) |
500 | * of gnarg and what not?) |
827 | */ |
501 | */ |
828 | if (armour->title) |
502 | if (armour->title) |
829 | { |
503 | { |
830 | new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); |
504 | op->failmsg ("This armour will not accept further enchantment."); |
831 | return 0; |
505 | return 0; |
832 | } |
506 | } |
833 | |
507 | |
834 | /* Split objects if needed. Can't insert tmp until the |
508 | /* Split objects if needed. Can't insert tmp until the |
835 | * end of this function - otherwise it will just re-merge. |
509 | * end of this function - otherwise it will just re-merge. |
836 | */ |
510 | */ |
837 | if (armour->nrof > 1) |
511 | object *tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0; |
838 | tmp = get_split_ob (armour, armour->nrof - 1); |
|
|
839 | else |
|
|
840 | tmp = NULL; |
|
|
841 | |
512 | |
842 | armour->magic++; |
513 | armour->magic++; |
843 | |
514 | |
844 | if (!settings.armor_speed_linear) |
515 | if (!settings.armor_speed_linear) |
845 | { |
516 | { |
… | |
… | |
850 | { |
521 | { |
851 | base = base - (base * settings.armor_speed_improvement) / 100; |
522 | base = base - (base * settings.armor_speed_improvement) / 100; |
852 | pow++; |
523 | pow++; |
853 | } |
524 | } |
854 | |
525 | |
855 | ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; |
526 | ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100; |
856 | } |
527 | } |
857 | else |
528 | else |
858 | ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; |
529 | ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; |
859 | |
530 | |
860 | if (!settings.armor_weight_linear) |
531 | if (!settings.armor_weight_linear) |
861 | { |
532 | { |
862 | int base = 100; |
533 | int base = 100; |
863 | int pow = 0; |
534 | int pow = 0; |
… | |
… | |
866 | { |
537 | { |
867 | base = base - (base * settings.armor_weight_reduction) / 100; |
538 | base = base - (base * settings.armor_weight_reduction) / 100; |
868 | pow++; |
539 | pow++; |
869 | } |
540 | } |
870 | |
541 | |
871 | armour->weight = (armour->arch->clone.weight * base) / 100; |
542 | armour->weight = (armour->arch->weight * base) / 100; |
872 | } |
543 | } |
873 | else |
544 | else |
874 | armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; |
545 | armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; |
875 | |
546 | |
876 | if (armour->weight <= 0) |
547 | if (armour->weight <= 0) |
877 | { |
548 | { |
878 | LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); |
549 | LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); |
879 | armour->weight = 1; |
550 | armour->weight = 1; |
880 | } |
551 | } |
881 | |
552 | |
882 | armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); |
553 | armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); |
883 | |
554 | |
884 | if (op->type == PLAYER) |
555 | if (op->type == PLAYER) |
885 | { |
556 | { |
886 | esrv_send_item (op, armour); |
557 | esrv_send_item (op, armour); |
887 | if (QUERY_FLAG (armour, FLAG_APPLIED)) |
558 | |
888 | fix_player (op); |
559 | if (armour->flag [FLAG_APPLIED]) |
|
|
560 | op->update_stats (); |
889 | } |
561 | } |
890 | decrease_ob (improver); |
562 | |
|
|
563 | improver->decrease (); |
|
|
564 | |
891 | if (tmp) |
565 | if (tmp) |
892 | { |
566 | op->insert (tmp); |
893 | insert_ob_in_ob (tmp, op); |
567 | |
894 | esrv_send_item (op, tmp); |
|
|
895 | } |
|
|
896 | return 1; |
568 | return 1; |
897 | } |
569 | } |
898 | |
|
|
899 | |
570 | |
900 | /* |
571 | /* |
901 | * convert_item() returns 1 if anything was converted, 0 if the item was not |
572 | * convert_item() returns 1 if anything was converted, 0 if the item was not |
902 | * what the converter wants, -1 if the converter is broken. |
573 | * what the converter wants, -1 if the converter is broken. |
903 | */ |
574 | * |
904 | #define CONV_FROM(xyz) xyz->slaying |
|
|
905 | #define CONV_TO(xyz) xyz->other_arch |
|
|
906 | #define CONV_NR(xyz) xyz->stats.sp |
|
|
907 | #define CONV_NEED(xyz) xyz->stats.food |
|
|
908 | |
|
|
909 | /* Takes one items and makes another. |
575 | * Takes one type of items and makes another. |
910 | * converter is the object that is doing the conversion. |
576 | * converter is the object that is doing the conversion. |
911 | * item is the object that triggered the converter - if it is not |
577 | * item is the object that triggered the converter - if it is not |
912 | * what the converter wants, this will not do anything. |
578 | * what the converter wants, this will not do anything. |
913 | */ |
579 | */ |
914 | int |
580 | int |
915 | convert_item (object *item, object *converter) |
581 | convert_item (object *item, object *converter) |
916 | { |
582 | { |
917 | int nr = 0; |
583 | sint64 nr = 0, price_in; |
918 | uint32 price_in; |
584 | |
|
|
585 | if (item->flag [FLAG_UNPAID]) |
|
|
586 | return 0; |
|
|
587 | |
|
|
588 | shstr conv_from = converter->slaying; |
|
|
589 | archetype *conv_to = converter->other_arch; |
|
|
590 | sint64 need = converter->stats.food; |
|
|
591 | sint64 give = converter->stats.sp; |
919 | |
592 | |
920 | /* We make some assumptions - we assume if it takes money as it type, |
593 | /* We make some assumptions - we assume if it takes money as it type, |
921 | * it wants some amount. We don't make change (ie, if something costs |
594 | * it wants some amount. We don't make change (ie, if something costs |
922 | * 3 gp and player drops a platinum, tough luck) |
595 | * 3 gp and player drops a platinum, tough luck) |
923 | */ |
596 | */ |
924 | if (!strcmp (CONV_FROM (converter), "money")) |
597 | if (conv_from == shstr_money) |
925 | { |
598 | { |
926 | int cost; |
|
|
927 | |
|
|
928 | if (item->type != MONEY) |
599 | if (item->type != MONEY) |
929 | return 0; |
600 | return 0; |
930 | |
601 | |
931 | nr = (item->nrof * item->value) / CONV_NEED (converter); |
602 | nr = sint64 (item->nrof) * item->value / need; |
932 | if (!nr) |
603 | if (!nr) |
933 | return 0; |
604 | return 0; |
934 | cost = nr * CONV_NEED (converter) / item->value; |
605 | |
935 | /* take into account rounding errors */ |
606 | converter->play_sound (sound_find ("shop_buy")); |
936 | if (nr * CONV_NEED (converter) % item->value) |
607 | |
937 | cost++; |
608 | sint64 cost = (nr * need + item->value - 1) / item->value; |
938 | decrease_ob_nr (item, cost); |
609 | |
|
|
610 | item->decrease (cost); |
939 | |
611 | |
940 | price_in = cost * item->value; |
612 | price_in = cost * item->value; |
941 | } |
613 | } |
942 | else |
614 | else |
943 | { |
615 | { |
944 | if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || |
616 | if (item->type == PLAYER |
945 | (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) |
617 | || conv_from != item->arch->archname |
|
|
618 | || (need && need > (uint16) item->nrof)) |
946 | return 0; |
619 | return 0; |
947 | |
620 | |
948 | if (CONV_NEED (converter)) |
621 | converter->play_sound (sound_find ("convert_item")); |
|
|
622 | |
|
|
623 | if (need) |
949 | { |
624 | { |
950 | nr = item->nrof / CONV_NEED (converter); |
625 | nr = sint64 (item->nrof) / need; |
951 | decrease_ob_nr (item, nr * CONV_NEED (converter)); |
626 | item->decrease (nr * need); |
952 | price_in = nr * CONV_NEED (converter) * item->value; |
627 | price_in = nr * need * item->value; |
953 | } |
628 | } |
954 | else |
629 | else |
955 | { |
630 | { |
956 | price_in = item->value; |
631 | price_in = item->value; |
957 | item->destroy (); |
632 | item->destroy (); |
958 | } |
633 | } |
959 | } |
634 | } |
960 | |
635 | |
961 | if (converter->inv != NULL) |
636 | if (converter->inv) |
962 | { |
637 | { |
963 | object *ob; |
638 | object *ob; |
964 | int i; |
639 | int i; |
965 | object *ob_to_copy; |
640 | object *ob_to_copy; |
966 | |
641 | |
967 | /* select random object from inventory to copy */ |
642 | /* select random object from inventory to copy */ |
968 | ob_to_copy = converter->inv; |
643 | ob_to_copy = converter->inv; |
969 | for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) |
644 | for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) |
970 | { |
|
|
971 | if (rndm (0, i) == 0) |
645 | if (rndm (0, i) == 0) |
972 | { |
|
|
973 | ob_to_copy = ob; |
646 | ob_to_copy = ob; |
974 | } |
647 | |
975 | } |
648 | item = ob_to_copy->deep_clone (); |
976 | item = object_create_clone (ob_to_copy); |
649 | item->clr_flag (FLAG_IS_A_TEMPLATE); |
977 | CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); |
|
|
978 | unflag_inv (item, FLAG_IS_A_TEMPLATE); |
650 | unflag_inv (item, FLAG_IS_A_TEMPLATE); |
979 | } |
651 | } |
980 | else |
652 | else |
981 | { |
653 | { |
982 | if (converter->other_arch == NULL) |
654 | if (!conv_to) |
983 | { |
655 | { |
984 | LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", |
656 | LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", |
985 | &converter->name, converter->map->path, converter->x, converter->y); |
657 | &converter->name, &converter->map->path, converter->x, converter->y); |
986 | return -1; |
658 | return -1; |
987 | } |
659 | } |
988 | |
660 | |
989 | item = object_create_arch (converter->other_arch); |
661 | item = object_create_arch (conv_to); |
990 | fix_generated_item (item, converter, 0, 0, GT_MINIMAL); |
662 | fix_generated_item (item, converter, 0, 0, GT_MINIMAL); |
991 | } |
663 | } |
992 | |
664 | |
993 | if (CONV_NR (converter)) |
665 | if (give) |
994 | item->nrof = CONV_NR (converter); |
666 | item->nrof = give; |
|
|
667 | |
995 | if (nr) |
668 | if (nr) |
996 | item->nrof *= nr; |
669 | item->nrof *= nr; |
997 | if (is_in_shop (converter)) |
670 | |
998 | SET_FLAG (item, FLAG_UNPAID); |
671 | if (converter->flag [FLAG_PRECIOUS]) |
|
|
672 | item->set_flag (FLAG_UNPAID); |
|
|
673 | |
|
|
674 | if (converter->is_in_shop ()) |
|
|
675 | { |
|
|
676 | // converters on shop floors don't work anymore, bug lets check for it |
|
|
677 | // and report in case someone still does it. |
|
|
678 | LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n", |
|
|
679 | converter->debug_desc ()); |
|
|
680 | item->set_flag (FLAG_UNPAID); |
|
|
681 | } |
999 | else if (price_in < item->nrof * item->value) |
682 | else if (price_in < sint64 (item->nrof) * item->value) |
1000 | { |
683 | { |
1001 | LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", |
684 | LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", |
1002 | &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); |
685 | &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); |
1003 | |
|
|
1004 | /** |
686 | /** |
1005 | * elmex: we are going to let the game continue, as the mapcreator |
687 | * elmex: we are going to let the game continue, as the mapcreator |
1006 | * propably had something in mind when doing this |
688 | * hopefully had something in mind when doing this. |
1007 | */ |
689 | */ |
1008 | } |
690 | } |
|
|
691 | |
|
|
692 | // elmex: only identify if we need to, for example so that generated money doesn't |
|
|
693 | // get an 'identified' flag so easily. |
|
|
694 | if (item->need_identify ()) |
|
|
695 | identify (item); |
|
|
696 | |
1009 | insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); |
697 | insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); |
1010 | return 1; |
698 | return 1; |
1011 | } |
699 | } |
1012 | |
700 | |
1013 | /** |
701 | /** |
1014 | * Handle apply on containers. |
702 | * Handle apply on containers. |
1015 | * By Eneq(@csd.uu.se). |
703 | * By Eneq(@csd.uu.se). |
1016 | * Moved to own function and added many features [Tero.Haatanen@lut.fi] |
704 | * Moved to own function and added many features [Tero.Haatanen@lut.fi] |
1017 | * added the alchemical cauldron to the code -b.t. |
705 | * added the alchemical cauldron to the code -b.t. |
1018 | */ |
706 | */ |
1019 | |
707 | static int |
1020 | int |
|
|
1021 | apply_container (object *op, object *sack) |
708 | apply_container (object *op, object *sack) |
1022 | { |
709 | { |
1023 | char buf[MAX_BUF]; |
710 | if (op->type != PLAYER || !op->contr->ns) |
1024 | object *tmp; |
|
|
1025 | |
|
|
1026 | if (op->type != PLAYER) |
|
|
1027 | return 0; /* This might change */ |
711 | return 0; /* This might change */ |
1028 | |
712 | |
1029 | if (sack == NULL || sack->type != CONTAINER) |
713 | if (!sack || sack->type != CONTAINER) |
1030 | { |
714 | { |
1031 | LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); |
715 | LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); |
1032 | return 0; |
716 | return 0; |
1033 | } |
717 | } |
1034 | op->contr->last_used = NULL; |
718 | |
1035 | op->contr->last_used_id = 0; |
719 | op->contr->last_used = 0; |
1036 | |
720 | |
1037 | if (sack->env != op) |
721 | if (sack->env && sack->env != op) |
|
|
722 | { |
|
|
723 | op->failmsg ("You must put it onto the floor or into your inventory first."); |
|
|
724 | return 1; |
1038 | { |
725 | } |
1039 | if (sack->other_arch == NULL || sack->env != NULL) |
726 | |
|
|
727 | // already applied == open on ground, or open in inv, or active in inv |
|
|
728 | if (sack->flag [FLAG_APPLIED]) |
|
|
729 | { |
|
|
730 | if (op->container_ () == sack) |
1040 | { |
731 | { |
1041 | new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); |
732 | // open on ground or inv, so close |
|
|
733 | op->close_container (); |
1042 | return 1; |
734 | return 1; |
1043 | } |
735 | } |
1044 | /* It's on the ground, the problems begin */ |
736 | else if (!sack->env) |
1045 | if (op->container != sack) |
|
|
1046 | { |
|
|
1047 | /* it's closed OR some player has opened it */ |
|
|
1048 | if (QUERY_FLAG (sack, FLAG_APPLIED)) |
|
|
1049 | { |
|
|
1050 | for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above); |
|
|
1051 | if (tmp) |
|
|
1052 | { |
|
|
1053 | /* some other player have opened it */ |
|
|
1054 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); |
|
|
1055 | return 1; |
|
|
1056 | } |
|
|
1057 | } |
|
|
1058 | } |
737 | { |
1059 | if (QUERY_FLAG (sack, FLAG_APPLIED)) |
738 | // active, but not ours: some other player has opened it |
|
|
739 | op->failmsgf ("Somebody else is using the %s already.", query_name (sack)); |
|
|
740 | return 1; |
1060 | { |
741 | } |
1061 | if (op->container == NULL) |
|
|
1062 | { |
|
|
1063 | tmp = arch_to_object (sack->other_arch); |
|
|
1064 | /* not good, but insert_ob_in_ob() is too smart */ |
|
|
1065 | CLEAR_FLAG (tmp, FLAG_REMOVED); |
|
|
1066 | tmp->x = tmp->y = 0; |
|
|
1067 | tmp->map = NULL; |
|
|
1068 | tmp->env = sack; |
|
|
1069 | if (sack->inv) |
|
|
1070 | sack->inv->above = tmp; |
|
|
1071 | tmp->below = sack->inv; |
|
|
1072 | tmp->above = NULL; |
|
|
1073 | sack->inv = tmp; |
|
|
1074 | sack->move_off = MOVE_ALL; /* trying force closing it */ |
|
|
1075 | } |
|
|
1076 | else |
|
|
1077 | { |
|
|
1078 | sack->move_off = 0; |
|
|
1079 | tmp = sack->inv; |
|
|
1080 | |
742 | |
1081 | if (tmp && tmp->type == CLOSE_CON) |
743 | // fall through to opening it (active in inv) |
1082 | tmp->destroy (); |
|
|
1083 | } |
|
|
1084 | } |
|
|
1085 | } |
|
|
1086 | |
|
|
1087 | if (QUERY_FLAG (sack, FLAG_APPLIED)) |
|
|
1088 | { |
744 | } |
|
|
745 | else if (sack->env) |
|
|
746 | { |
|
|
747 | // it is in our env, so activate it, do not open yet |
1089 | if (op->container) |
748 | op->close_container (); |
1090 | { |
749 | sack->flag [FLAG_APPLIED] = 1; |
1091 | if (op->container != sack) |
750 | esrv_update_item (UPD_FLAGS, op, sack); |
1092 | { |
751 | op->statusmsg (format ("You ready %s.", query_name (sack))); |
1093 | tmp = op->container; |
752 | return 1; |
1094 | apply_container (op, tmp); |
753 | } |
1095 | sprintf (buf, "You close %s and open ", query_name (tmp)); |
754 | |
1096 | op->container = sack; |
755 | // it's locked? |
1097 | strcat (buf, query_name (sack)); |
756 | if (sack->slaying) |
1098 | strcat (buf, "."); |
757 | { |
1099 | } |
758 | if (object *tmp = find_key (op, op, sack)) |
1100 | else |
759 | op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp))); |
1101 | { |
|
|
1102 | CLEAR_FLAG (sack, FLAG_APPLIED); |
|
|
1103 | op->container = NULL; |
|
|
1104 | sprintf (buf, "You close %s.", query_name (sack)); |
|
|
1105 | } |
|
|
1106 | } |
|
|
1107 | else |
760 | else |
1108 | { |
761 | { |
1109 | CLEAR_FLAG (sack, FLAG_APPLIED); |
|
|
1110 | sprintf (buf, "You open %s.", query_name (sack)); |
|
|
1111 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1112 | op->container = sack; |
|
|
1113 | } |
|
|
1114 | } |
|
|
1115 | else |
|
|
1116 | { /* not applied */ |
|
|
1117 | if (sack->slaying) |
|
|
1118 | { /* it's locked */ |
|
|
1119 | tmp = find_key (op, op, sack); |
|
|
1120 | if (tmp) |
|
|
1121 | { |
|
|
1122 | sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp)); |
|
|
1123 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1124 | if (sack->env == NULL) |
|
|
1125 | { /* if it's on ground,open it also */ |
|
|
1126 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
1127 | apply_container (op, sack); |
|
|
1128 | return 1; |
|
|
1129 | } |
|
|
1130 | } |
|
|
1131 | else |
|
|
1132 | { |
|
|
1133 | sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); |
762 | op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack))); |
1134 | } |
|
|
1135 | } |
|
|
1136 | else |
|
|
1137 | { |
|
|
1138 | sprintf (buf, "You readied %s.", query_name (sack)); |
|
|
1139 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1140 | if (sack->env == NULL) |
|
|
1141 | { /* if it's on ground,open it also */ |
|
|
1142 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
1143 | apply_container (op, sack); |
|
|
1144 | return 1; |
763 | return 1; |
1145 | } |
764 | } |
1146 | } |
|
|
1147 | } |
765 | } |
1148 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
766 | |
1149 | if (op->contr) |
767 | op->open_container (sack); |
1150 | op->contr->socket.update_look = 1; |
768 | |
1151 | return 1; |
769 | return 1; |
1152 | } |
770 | } |
1153 | |
|
|
1154 | /** |
|
|
1155 | * Eneq(@csd.uu.se): Handle apply on containers. This is for containers |
|
|
1156 | * the player has in their inventory, eg, sacks, luggages, etc. |
|
|
1157 | * |
|
|
1158 | * Moved to own function and added many features [Tero.Haatanen@lut.fi] |
|
|
1159 | * This version is for client/server mode. |
|
|
1160 | * op is the player, sack is the container the player is opening or closing. |
|
|
1161 | * return 1 if an object is apllied somehow or another, 0 if error/no apply |
|
|
1162 | * |
|
|
1163 | * Reminder - there are three states for any container - closed (non applied), |
|
|
1164 | * applied (not open, but objects that match get tossed into it), and open |
|
|
1165 | * (applied flag set, and op->container points to the open container) |
|
|
1166 | */ |
|
|
1167 | |
|
|
1168 | int |
|
|
1169 | esrv_apply_container (object *op, object *sack) |
|
|
1170 | { |
|
|
1171 | object *tmp = op->container; |
|
|
1172 | |
|
|
1173 | if (op->type != PLAYER) |
|
|
1174 | return 0; /* This might change */ |
|
|
1175 | |
|
|
1176 | if (sack == NULL || sack->type != CONTAINER) |
|
|
1177 | { |
|
|
1178 | LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); |
|
|
1179 | return 0; |
|
|
1180 | } |
|
|
1181 | |
|
|
1182 | /* If we have a currently open container, then it needs to be closed in all cases |
|
|
1183 | * if we are opening this one up. We then fall through if appropriate for |
|
|
1184 | * openening the new container. |
|
|
1185 | */ |
|
|
1186 | |
|
|
1187 | if (op->container && QUERY_FLAG (sack, FLAG_APPLIED)) |
|
|
1188 | { |
|
|
1189 | if (op->container->env != op) |
|
|
1190 | { /* if container is on the ground */ |
|
|
1191 | op->container->move_off = 0; |
|
|
1192 | } |
|
|
1193 | |
|
|
1194 | if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op))) |
|
|
1195 | return 1; |
|
|
1196 | |
|
|
1197 | new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container)); |
|
|
1198 | CLEAR_FLAG (op->container, FLAG_APPLIED); |
|
|
1199 | op->container = NULL; |
|
|
1200 | esrv_update_item (UPD_FLAGS, op, tmp); |
|
|
1201 | if (tmp == sack) |
|
|
1202 | return 1; |
|
|
1203 | } |
|
|
1204 | |
|
|
1205 | |
|
|
1206 | /* If the player is trying to open it (which he must be doing if we got here), |
|
|
1207 | * and it is locked, check to see if player has the equipment to open it. |
|
|
1208 | */ |
|
|
1209 | |
|
|
1210 | if (sack->slaying) |
|
|
1211 | { /* it's locked */ |
|
|
1212 | tmp = find_key (op, op, sack); |
|
|
1213 | if (tmp) |
|
|
1214 | { |
|
|
1215 | new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp)); |
|
|
1216 | } |
|
|
1217 | else |
|
|
1218 | { |
|
|
1219 | new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); |
|
|
1220 | return 0; |
|
|
1221 | } |
|
|
1222 | } |
|
|
1223 | |
|
|
1224 | /* By the time we get here, we have made sure any other container has been closed and |
|
|
1225 | * if this is a locked container, the player they key to open it. |
|
|
1226 | */ |
|
|
1227 | |
|
|
1228 | /* There are really two cases - the sack is either on the ground, or the sack is |
|
|
1229 | * part of the players inventory. If on the ground, we assume that the player is |
|
|
1230 | * opening it, since if it was being closed, that would have been taken care of above. |
|
|
1231 | */ |
|
|
1232 | |
|
|
1233 | |
|
|
1234 | if (sack->env != op) |
|
|
1235 | { |
|
|
1236 | /* Hypothetical case - the player is trying to open a sack that belong to someone |
|
|
1237 | * else. This normally should not happen, but a misbehaving client/player could |
|
|
1238 | * try to do it, so lets handle it gracefully. |
|
|
1239 | */ |
|
|
1240 | if (sack->env) |
|
|
1241 | { |
|
|
1242 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack)); |
|
|
1243 | return 0; |
|
|
1244 | } |
|
|
1245 | /* set these so when the player walks off, we can unapply the sack */ |
|
|
1246 | sack->move_off = MOVE_ALL; /* trying force closing it */ |
|
|
1247 | |
|
|
1248 | CLEAR_FLAG (sack, FLAG_APPLIED); |
|
|
1249 | new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack)); |
|
|
1250 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1251 | op->container = sack; |
|
|
1252 | esrv_update_item (UPD_FLAGS, op, sack); |
|
|
1253 | esrv_send_inventory (op, sack); |
|
|
1254 | |
|
|
1255 | } |
|
|
1256 | else |
|
|
1257 | { /* sack is in players inventory */ |
|
|
1258 | if (QUERY_FLAG (sack, FLAG_APPLIED)) |
|
|
1259 | { /* readied sack becoming open */ |
|
|
1260 | CLEAR_FLAG (sack, FLAG_APPLIED); |
|
|
1261 | new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack)); |
|
|
1262 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1263 | op->container = sack; |
|
|
1264 | esrv_update_item (UPD_FLAGS, op, sack); |
|
|
1265 | esrv_send_inventory (op, sack); |
|
|
1266 | } |
|
|
1267 | else |
|
|
1268 | { |
|
|
1269 | CLEAR_FLAG (sack, FLAG_APPLIED); |
|
|
1270 | new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack)); |
|
|
1271 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1272 | esrv_update_item (UPD_FLAGS, op, sack); |
|
|
1273 | } |
|
|
1274 | } |
|
|
1275 | return 1; |
|
|
1276 | } |
|
|
1277 | |
|
|
1278 | |
771 | |
1279 | /** |
772 | /** |
1280 | * Handles dropping things on altar. |
773 | * Handles dropping things on altar. |
1281 | * Returns true if sacrifice was accepted. |
774 | * Returns true if sacrifice was accepted. |
1282 | */ |
775 | */ |
… | |
… | |
1285 | { |
778 | { |
1286 | /* Only players can make sacrifices on spell casting altars. */ |
779 | /* Only players can make sacrifices on spell casting altars. */ |
1287 | if (altar->inv && (!originator || originator->type != PLAYER)) |
780 | if (altar->inv && (!originator || originator->type != PLAYER)) |
1288 | return 0; |
781 | return 0; |
1289 | |
782 | |
1290 | if (operate_altar (altar, &sacrifice)) |
783 | if (operate_altar (altar, &sacrifice, originator)) |
1291 | { |
784 | { |
1292 | /* Simple check. Unfortunately, it means you can't cast magic bullet |
785 | /* Simple check. Unfortunately, it means you can't cast magic bullet |
1293 | * with an altar. We call it a Potion - altars are stationary - it |
786 | * with an altar. We call it a Potion - altars are stationary - it |
1294 | * is up to map designers to use them properly. |
787 | * is up to map designers to use them properly. |
1295 | */ |
788 | */ |
1296 | if (altar->inv && altar->inv->type == SPELL) |
789 | if (altar->inv && altar->inv->type == SPELL) |
1297 | { |
790 | { |
1298 | new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); |
791 | originator->statusmsg (format ("The altar casts %s.", &altar->inv->name)); |
1299 | cast_spell (originator, altar, 0, altar->inv, NULL); |
792 | cast_spell (originator, altar, 0, altar->inv, NULL); |
1300 | /* If it is connected, push the button. Fixes some problems with |
793 | /* If it is connected, push the button. Fixes some problems with |
1301 | * old maps. |
794 | * old maps. |
1302 | */ |
795 | */ |
1303 | |
796 | |
1304 | /* push_button (altar);*/ |
797 | /* push_button (altar);*/ |
1305 | } |
798 | } |
1306 | else |
799 | else |
1307 | { |
800 | { |
1308 | altar->value = 1; /* works only once */ |
801 | altar->value = 1; /* works only once */ |
1309 | push_button (altar); |
802 | push_button (altar, originator); |
1310 | } |
803 | } |
1311 | |
804 | |
1312 | return !sacrifice; |
805 | return !sacrifice; |
1313 | } |
806 | } |
1314 | else |
807 | else |
… | |
… | |
1327 | { |
820 | { |
1328 | int rv = 0; |
821 | int rv = 0; |
1329 | double opinion; |
822 | double opinion; |
1330 | object *tmp, *next; |
823 | object *tmp, *next; |
1331 | |
824 | |
1332 | SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ |
825 | op->set_flag (FLAG_NO_APPLY); /* prevent loops */ |
1333 | |
826 | |
1334 | if (op->type != PLAYER) |
827 | bool has_unpaid = false; |
|
|
828 | |
|
|
829 | // quite inefficient to do this here twice, but the api doesn't lend itself to |
|
|
830 | // a quick and small change :( |
|
|
831 | for (object::depth_iterator item = op->begin (); item != op->end (); ++item) |
|
|
832 | if (item->flag [FLAG_UNPAID]) |
|
|
833 | { |
|
|
834 | has_unpaid = true; |
|
|
835 | break; |
|
|
836 | } |
|
|
837 | |
|
|
838 | if (!op->is_player ()) |
1335 | { |
839 | { |
1336 | /* Remove all the unpaid objects that may be carried here. |
840 | /* Remove all the unpaid objects that may be carried here. |
1337 | * This could be pets or monsters that are somehow in |
841 | * This could be pets or monsters that are somehow in |
1338 | * the shop. |
842 | * the shop. |
1339 | */ |
843 | */ |
1340 | for (tmp = op->inv; tmp; tmp = next) |
844 | for (tmp = op->inv; tmp; tmp = next) |
1341 | { |
845 | { |
1342 | next = tmp->below; |
846 | next = tmp->below; |
1343 | |
847 | |
1344 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
848 | if (tmp->flag [FLAG_UNPAID]) |
1345 | { |
849 | { |
1346 | int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); |
850 | int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); |
1347 | |
851 | |
|
|
852 | if (i >= 0) |
1348 | tmp->remove (); |
853 | tmp->move (i); |
1349 | |
|
|
1350 | if (i == -1) |
|
|
1351 | i = 0; |
|
|
1352 | |
|
|
1353 | tmp->map = op->map; |
|
|
1354 | tmp->x = op->x + freearr_x[i]; |
|
|
1355 | tmp->y = op->y + freearr_y[i]; |
|
|
1356 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
1357 | } |
854 | } |
1358 | } |
855 | } |
1359 | |
856 | |
1360 | /* Don't teleport things like spell effects */ |
857 | /* Don't teleport things like spell effects */ |
1361 | if (QUERY_FLAG (op, FLAG_NO_PICK)) |
858 | if (op->flag [FLAG_NO_PICK]) |
1362 | return 0; |
859 | return 0; |
1363 | |
860 | |
1364 | /* unpaid objects, or non living objects, can't transfer by |
861 | /* unpaid objects, or non living objects, can't transfer by |
1365 | * shop mats. Instead, put it on a nearby space. |
862 | * shop mats. Instead, put it on a nearby space. |
1366 | */ |
863 | */ |
1367 | if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) |
864 | if (op->flag [FLAG_UNPAID] || !op->flag [FLAG_ALIVE]) |
1368 | { |
865 | { |
1369 | |
|
|
1370 | /* Somebody dropped an unpaid item, just move to an adjacent place. */ |
866 | /* Somebody dropped an unpaid item, just move to an adjacent place. */ |
1371 | int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
867 | int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
1372 | |
868 | |
1373 | if (i != -1) |
869 | if (i != -1) |
1374 | rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); |
870 | rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); |
1375 | |
871 | |
1376 | return 0; |
872 | return 0; |
1377 | } |
873 | } |
|
|
874 | |
1378 | /* Removed code that checked for multipart objects - it appears that |
875 | /* Removed code that checked for multipart objects - it appears that |
1379 | * the teleport function should be able to handle this just fine. |
876 | * the teleport function should be able to handle this just fine. |
1380 | */ |
877 | */ |
1381 | rv = teleport (shop_mat, SHOP_MAT, op); |
878 | rv = teleport (shop_mat, SHOP_MAT, op); |
1382 | } |
879 | } |
1383 | else if (can_pay (op) && get_payment (op)) |
880 | else if (can_pay (op) && get_payment (op)) |
1384 | { |
881 | { |
1385 | /* this is only used for players */ |
882 | /* this is only used for players */ |
1386 | rv = teleport (shop_mat, SHOP_MAT, op); |
883 | rv = teleport (shop_mat, SHOP_MAT, op); |
1387 | |
884 | |
|
|
885 | if (has_unpaid) |
|
|
886 | op->contr->play_sound (sound_find ("shop_buy")); |
|
|
887 | else if (op->is_in_shop ()) |
|
|
888 | op->contr->play_sound (sound_find ("shop_enter")); |
|
|
889 | else |
|
|
890 | op->contr->play_sound (sound_find ("shop_leave")); |
|
|
891 | |
1388 | if (shop_mat->msg) |
892 | if (shop_mat->msg) |
1389 | new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); |
893 | op->statusmsg (shop_mat->msg); |
1390 | /* This check below is a bit simplistic - generally it should be correct, |
894 | /* This check below is a bit simplistic - generally it should be correct, |
1391 | * but there is never a guarantee that the bottom space on the map is |
895 | * but there is never a guarantee that the bottom space on the map is |
1392 | * actually the shop floor. |
896 | * actually the shop floor. |
1393 | */ |
897 | */ |
1394 | else if (!rv && !is_in_shop (op)) |
898 | else if (!rv && !op->is_in_shop ()) |
1395 | { |
899 | { |
1396 | opinion = shopkeeper_approval (op->map, op); |
900 | opinion = shopkeeper_approval (op->map, op); |
1397 | |
901 | |
1398 | if (opinion > 0.9) |
902 | op->statusmsg ( |
1399 | new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); |
903 | opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." |
1400 | else if (opinion > 0.75) |
904 | : opinion >= 0.75 ? "The shopkeeper waves to you." |
1401 | new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); |
905 | : opinion >= 0.50 ? "The shopkeeper ignores you." |
1402 | else if (opinion > 0.5) |
906 | : "The shopkeeper glares at you with contempt." |
1403 | new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you."); |
|
|
1404 | else |
907 | ); |
1405 | new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt."); |
|
|
1406 | } |
908 | } |
1407 | } |
909 | } |
1408 | else |
910 | else |
1409 | { |
911 | { |
1410 | /* if we get here, a player tried to leave a shop but was not able |
912 | /* if we get here, a player tried to leave a shop but was not able |
1411 | * to afford the items he has. We try to move the player so that |
913 | * to afford the items he has. We try to move the player so that |
1412 | * they are not on the mat anymore |
914 | * they are not on the mat anymore |
1413 | */ |
915 | */ |
1414 | int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
916 | int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
1415 | |
917 | |
1416 | if (i == -1) |
918 | if (i == -1) |
1417 | { |
|
|
1418 | LOG (llevError, "Internal shop-mat problem.\n"); |
919 | LOG (llevError, "Internal shop-mat problem.\n"); |
1419 | } |
|
|
1420 | else |
920 | else |
1421 | { |
921 | { |
1422 | op->remove (); |
922 | op->remove (); |
1423 | op->x += freearr_x[i]; |
923 | op->x += freearr_x[i]; |
1424 | op->y += freearr_y[i]; |
924 | op->y += freearr_y[i]; |
1425 | rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; |
925 | rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; |
1426 | } |
926 | } |
1427 | } |
927 | } |
1428 | |
928 | |
1429 | CLEAR_FLAG (op, FLAG_NO_APPLY); |
929 | op->clr_flag (FLAG_NO_APPLY); |
1430 | return rv; |
930 | return rv; |
1431 | } |
931 | } |
1432 | |
932 | |
1433 | /** |
933 | /** |
1434 | * Handles applying a sign. |
934 | * Handles applying a sign. |
1435 | */ |
935 | */ |
1436 | static void |
936 | static void |
1437 | apply_sign (object *op, object *sign, int autoapply) |
937 | apply_sign (object *op, object *sign, int autoapply) |
1438 | { |
938 | { |
1439 | readable_message_type *msgType; |
939 | if (!op->is_player()) |
1440 | char newbuf[HUGE_BUF]; |
940 | return; |
1441 | |
941 | |
1442 | if (sign->msg == NULL) |
942 | if (sign->has_dialogue ()) |
1443 | { |
943 | { |
1444 | new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); |
944 | op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name)); |
1445 | return; |
945 | return; |
1446 | } |
946 | } |
1447 | |
947 | |
|
|
948 | if (!sign->msg) |
|
|
949 | { |
|
|
950 | op->contr->infobox (MSG_CHANNEL ("examine"), |
|
|
951 | format ("T<%s>\n\n Nothing %sis written on it.", |
|
|
952 | &sign->name, |
|
|
953 | sign->name == sign->arch->name ? "" : "else ")); |
|
|
954 | return; |
|
|
955 | } |
|
|
956 | |
1448 | if (sign->stats.food) |
957 | if (sign->stats.food) |
1449 | { |
958 | { |
1450 | if (sign->last_eat >= sign->stats.food) |
959 | if (sign->last_eat >= sign->stats.food) |
1451 | { |
960 | { |
1452 | if (!sign->move_on) |
961 | if (!sign->move_on) |
1453 | new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); |
962 | op->failmsg ("You cannot read it anymore."); |
|
|
963 | |
1454 | return; |
964 | return; |
1455 | } |
965 | } |
1456 | |
966 | |
1457 | if (!QUERY_FLAG (op, FLAG_WIZPASS)) |
967 | if (!op->flag [FLAG_WIZPASS]) |
1458 | sign->last_eat++; |
968 | sign->last_eat++; |
1459 | } |
969 | } |
1460 | |
970 | |
1461 | /* Sign or magic mouth? Do we need to see it, or does it talk to us? |
971 | /* Sign or magic mouth? Do we need to see it, or does it talk to us? |
1462 | * No way to know for sure. The presumption is basically that if |
972 | * No way to know for sure. The presumption is basically that if |
1463 | * move_on is zero, it needs to be manually applied (doesn't talk |
973 | * move_on is zero, it needs to be manually applied (doesn't talk |
1464 | * to us). |
974 | * to us). |
1465 | */ |
975 | */ |
1466 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) |
976 | if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ] && !sign->move_on) |
1467 | { |
977 | { |
1468 | new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); |
978 | op->failmsg ("You are unable to read while blind!"); |
1469 | return; |
979 | return; |
1470 | } |
980 | } |
1471 | msgType = get_readable_message_type (sign); |
|
|
1472 | snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); |
|
|
1473 | draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); |
|
|
1474 | } |
|
|
1475 | |
981 | |
1476 | /** |
982 | if (op->contr) |
1477 | * 'victim' moves onto 'trap' |
983 | if (client *ns = op->contr->ns) |
1478 | * 'victim' leaves 'trap' |
984 | { |
1479 | * effect is determined by move_on/move_off of trap and move_type of victime. |
985 | if (sign->sound) |
1480 | * |
986 | ns->play_sound (sign->sound); |
1481 | * originator: Player, monster or other object that caused 'victim' to move |
987 | else if (autoapply) |
1482 | * onto 'trap'. Will receive messages caused by this action. May be NULL. |
988 | ns->play_sound (sound_find ("msg_voice")); |
1483 | * However, some types of traps require an originator to function. |
989 | |
1484 | */ |
990 | op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg)); |
1485 | void |
991 | } |
|
|
992 | } |
|
|
993 | |
|
|
994 | static void |
1486 | move_apply (object *trap, object *victim, object *originator) |
995 | move_apply_hole (object *trap, object *victim) |
1487 | { |
996 | { |
1488 | static int recursion_depth = 0; |
997 | /* Hole not open? */ |
1489 | |
998 | if (trap->stats.wc > 0) |
1490 | /* Only exits affect DMs. */ |
|
|
1491 | if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) |
|
|
1492 | return; |
999 | return; |
1493 | |
1000 | |
1494 | /* move_apply() is the most likely candidate for causing unwanted and |
1001 | /* Is this a multipart monster and not the head? If so, return. |
1495 | * possibly unlimited recursion. |
1002 | * Processing will happen if the head runs into the pit |
1496 | */ |
1003 | */ |
1497 | /* The following was changed because it was causing perfeclty correct |
1004 | if (victim->head) |
1498 | * maps to fail. 1) it's not an error to recurse: |
|
|
1499 | * rune detonates, summoning monster. monster lands on nearby rune. |
|
|
1500 | * nearby rune detonates. This sort of recursion is expected and |
|
|
1501 | * proper. This code was causing needless crashes. |
|
|
1502 | */ |
|
|
1503 | if (recursion_depth >= 500) |
|
|
1504 | { |
|
|
1505 | LOG (llevDebug, "WARNING: move_apply(): aborting recursion " |
|
|
1506 | "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); |
|
|
1507 | return; |
1005 | return; |
1508 | } |
|
|
1509 | recursion_depth++; |
|
|
1510 | if (trap->head) |
|
|
1511 | trap = trap->head; |
|
|
1512 | |
1006 | |
1513 | if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) |
1007 | // now find all possible locations and randomly pick one |
1514 | goto leave; |
1008 | int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0, |
|
|
1009 | trap->range >= 3 ? SIZEOFFREE3 + 1 |
|
|
1010 | : trap->range >= 2 ? SIZEOFFREE2 + 1 |
|
|
1011 | : trap->range >= 1 ? SIZEOFFREE1 + 1 |
|
|
1012 | : SIZEOFFREE0 + 1); |
1515 | |
1013 | |
1516 | switch (trap->type) |
1014 | if (dir < 0) |
1517 | { |
|
|
1518 | case PLAYERMOVER: |
|
|
1519 | if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) |
|
|
1520 | { |
|
|
1521 | if (!trap->stats.maxsp) |
|
|
1522 | trap->stats.maxsp = 2; |
|
|
1523 | |
|
|
1524 | /* Is this correct? From the docs, it doesn't look like it |
|
|
1525 | * should be divided by trap->speed |
|
|
1526 | */ |
|
|
1527 | victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); |
|
|
1528 | |
|
|
1529 | /* Just put in some sanity check. I think there is a bug in the |
|
|
1530 | * above with some objects have zero speed, and thus the player |
|
|
1531 | * getting permanently paralyzed. |
|
|
1532 | */ |
|
|
1533 | if (victim->speed_left < -50.0) |
|
|
1534 | victim->speed_left = -50.0; |
|
|
1535 | /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ |
|
|
1536 | } |
|
|
1537 | goto leave; |
|
|
1538 | |
|
|
1539 | case SPINNER: |
|
|
1540 | if (victim->direction) |
|
|
1541 | { |
|
|
1542 | victim->direction = absdir (victim->direction - trap->stats.sp); |
|
|
1543 | update_turn_face (victim); |
|
|
1544 | } |
|
|
1545 | goto leave; |
|
|
1546 | |
|
|
1547 | case DIRECTOR: |
|
|
1548 | if (victim->direction && !should_director_abort (trap, victim)) |
|
|
1549 | { |
|
|
1550 | victim->direction = trap->stats.sp; |
|
|
1551 | update_turn_face (victim); |
|
|
1552 | } |
|
|
1553 | goto leave; |
|
|
1554 | |
|
|
1555 | case BUTTON: |
|
|
1556 | case PEDESTAL: |
|
|
1557 | update_button (trap); |
|
|
1558 | goto leave; |
|
|
1559 | |
|
|
1560 | case ALTAR: |
|
|
1561 | /* sacrifice victim on trap */ |
|
|
1562 | apply_altar (trap, victim, originator); |
|
|
1563 | goto leave; |
|
|
1564 | |
|
|
1565 | case THROWN_OBJ: |
|
|
1566 | if (trap->inv == NULL) |
|
|
1567 | goto leave; |
|
|
1568 | /* fallthrough */ |
|
|
1569 | |
|
|
1570 | case ARROW: |
|
|
1571 | /* bad bug: monster throw a object, make a step forwards, step on object , |
|
|
1572 | * trigger this here and get hit by own missile - and will be own enemy. |
|
|
1573 | * Victim then is his own enemy and will start to kill herself (this is |
|
|
1574 | * removed) but we have not synced victim and his missile. To avoid senseless |
|
|
1575 | * action, we avoid hits here |
|
|
1576 | */ |
|
|
1577 | if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) |
|
|
1578 | hit_with_arrow (trap, victim); |
|
|
1579 | goto leave; |
|
|
1580 | |
|
|
1581 | case SPELL_EFFECT: |
|
|
1582 | apply_spell_effect (trap, victim); |
|
|
1583 | goto leave; |
|
|
1584 | |
|
|
1585 | case TRAPDOOR: |
|
|
1586 | { |
|
|
1587 | int max, sound_was_played; |
|
|
1588 | object *ab, *ab_next; |
|
|
1589 | |
|
|
1590 | if (!trap->value) |
|
|
1591 | { |
|
|
1592 | int tot; |
|
|
1593 | |
|
|
1594 | for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above) |
|
|
1595 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
1596 | tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; |
|
|
1597 | |
|
|
1598 | if (!(trap->value = (tot > trap->weight) ? 1 : 0)) |
|
|
1599 | goto leave; |
|
|
1600 | |
|
|
1601 | SET_ANIMATION (trap, trap->value); |
|
|
1602 | update_object (trap, UP_OBJ_FACE); |
|
|
1603 | } |
|
|
1604 | |
|
|
1605 | for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) |
|
|
1606 | { |
|
|
1607 | /* need to set this up, since if we do transfer the object, |
|
|
1608 | * ab->above would be bogus |
|
|
1609 | */ |
|
|
1610 | ab_next = ab->above; |
|
|
1611 | |
|
|
1612 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
1613 | { |
|
|
1614 | if (!sound_was_played) |
|
|
1615 | { |
|
|
1616 | play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); |
|
|
1617 | sound_was_played = 1; |
|
|
1618 | } |
|
|
1619 | new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); |
|
|
1620 | transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); |
|
|
1621 | } |
|
|
1622 | } |
|
|
1623 | goto leave; |
|
|
1624 | } |
|
|
1625 | |
|
|
1626 | |
|
|
1627 | case CONVERTER: |
|
|
1628 | if (convert_item (victim, trap) < 0) |
|
|
1629 | { |
|
|
1630 | object *op; |
|
|
1631 | |
|
|
1632 | new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); |
|
|
1633 | |
|
|
1634 | op = get_archetype ("burnout"); |
|
|
1635 | if (op != NULL) |
|
|
1636 | { |
|
|
1637 | op->x = trap->x; |
|
|
1638 | op->y = trap->y; |
|
|
1639 | insert_ob_in_map (op, trap->map, trap, 0); |
|
|
1640 | } |
|
|
1641 | } |
|
|
1642 | goto leave; |
|
|
1643 | |
|
|
1644 | case TRIGGER_BUTTON: |
|
|
1645 | case TRIGGER_PEDESTAL: |
|
|
1646 | case TRIGGER_ALTAR: |
|
|
1647 | check_trigger (trap, victim); |
|
|
1648 | goto leave; |
|
|
1649 | |
|
|
1650 | case DEEP_SWAMP: |
|
|
1651 | walk_on_deep_swamp (trap, victim); |
|
|
1652 | goto leave; |
|
|
1653 | |
|
|
1654 | case CHECK_INV: |
|
|
1655 | check_inv (victim, trap); |
|
|
1656 | goto leave; |
|
|
1657 | |
|
|
1658 | case HOLE: |
|
|
1659 | /* Hole not open? */ |
|
|
1660 | if (trap->stats.wc > 0) |
|
|
1661 | goto leave; |
|
|
1662 | |
|
|
1663 | /* Is this a multipart monster and not the head? If so, return. |
|
|
1664 | * Processing will happen if the head runs into the pit |
|
|
1665 | */ |
|
|
1666 | if (victim->head) |
|
|
1667 | goto leave; |
|
|
1668 | |
|
|
1669 | play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); |
|
|
1670 | new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); |
|
|
1671 | transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); |
|
|
1672 | goto leave; |
|
|
1673 | |
|
|
1674 | case EXIT: |
|
|
1675 | if (victim->type == PLAYER && EXIT_PATH (trap)) |
|
|
1676 | { |
|
|
1677 | /* Basically, don't show exits leading to random maps the |
|
|
1678 | * players output. |
|
|
1679 | */ |
|
|
1680 | if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) |
|
|
1681 | new_draw_info (NDI_NAVY, 0, victim, trap->msg); |
|
|
1682 | enter_exit (victim, trap); |
|
|
1683 | } |
|
|
1684 | goto leave; |
|
|
1685 | |
|
|
1686 | case ENCOUNTER: |
|
|
1687 | /* may be some leftovers on this */ |
|
|
1688 | goto leave; |
|
|
1689 | |
|
|
1690 | case SHOP_MAT: |
|
|
1691 | apply_shop_mat (trap, victim); |
|
|
1692 | goto leave; |
|
|
1693 | |
|
|
1694 | /* Drop a certain amount of gold, and have one item identified */ |
|
|
1695 | case IDENTIFY_ALTAR: |
|
|
1696 | apply_id_altar (victim, trap, originator); |
|
|
1697 | goto leave; |
|
|
1698 | |
|
|
1699 | case SIGN: |
|
|
1700 | if (victim->type != PLAYER && trap->stats.food > 0) |
|
|
1701 | goto leave; /* monsters musn't apply magic_mouths with counters */ |
|
|
1702 | |
|
|
1703 | apply_sign (victim, trap, 1); |
|
|
1704 | goto leave; |
|
|
1705 | |
|
|
1706 | case CONTAINER: |
|
|
1707 | if (victim->type == PLAYER) |
|
|
1708 | (void) esrv_apply_container (victim, trap); |
|
|
1709 | else |
|
|
1710 | (void) apply_container (victim, trap); |
|
|
1711 | goto leave; |
|
|
1712 | |
|
|
1713 | case RUNE: |
|
|
1714 | case TRAP: |
|
|
1715 | if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) |
|
|
1716 | { |
|
|
1717 | spring_trap (trap, victim); |
|
|
1718 | } |
|
|
1719 | goto leave; |
|
|
1720 | |
|
|
1721 | default: |
|
|
1722 | LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " |
|
|
1723 | "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); |
|
|
1724 | goto leave; |
|
|
1725 | } |
|
|
1726 | |
|
|
1727 | leave: |
|
|
1728 | recursion_depth--; |
|
|
1729 | } |
|
|
1730 | |
|
|
1731 | /** |
|
|
1732 | * Handles reading a regular (ie not containing a spell) book. |
|
|
1733 | */ |
|
|
1734 | static void |
|
|
1735 | apply_book (object *op, object *tmp) |
|
|
1736 | { |
|
|
1737 | int lev_diff; |
|
|
1738 | object *skill_ob; |
|
|
1739 | |
|
|
1740 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1741 | { |
|
|
1742 | new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); |
|
|
1743 | return; |
1015 | return; |
1744 | } |
|
|
1745 | if (tmp->msg == NULL) |
|
|
1746 | { |
|
|
1747 | new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); |
|
|
1748 | return; |
|
|
1749 | } |
|
|
1750 | |
1016 | |
1751 | /* need a literacy skill to read stuff! */ |
1017 | victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
1752 | skill_ob = find_skill_by_name (op, tmp->skill); |
1018 | victim->statusmsg ("You fall through the hole!", NDI_RED); |
1753 | if (!skill_ob) |
|
|
1754 | { |
|
|
1755 | new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); |
|
|
1756 | return; |
|
|
1757 | } |
|
|
1758 | lev_diff = tmp->level - (skill_ob->level + 5); |
|
|
1759 | if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) |
|
|
1760 | { |
|
|
1761 | if (lev_diff < 2) |
|
|
1762 | new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); |
|
|
1763 | else if (lev_diff < 3) |
|
|
1764 | new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); |
|
|
1765 | else if (lev_diff < 5) |
|
|
1766 | new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); |
|
|
1767 | else if (lev_diff < 8) |
|
|
1768 | new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension."); |
|
|
1769 | else if (lev_diff < 15) |
|
|
1770 | new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension."); |
|
|
1771 | else |
|
|
1772 | new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension."); |
|
|
1773 | return; |
|
|
1774 | } |
|
|
1775 | |
1019 | |
1776 | readable_message_type *msgType = get_readable_message_type (tmp); |
1020 | transfer_ob (victim, |
1777 | |
1021 | EXIT_X (trap) + freearr_x[dir], |
1778 | draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, |
1022 | EXIT_Y (trap) + freearr_y[dir], |
1779 | msgType->message_type, msgType->message_subtype, |
1023 | 0, victim); |
1780 | "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); |
|
|
1781 | |
|
|
1782 | /* gain xp from reading */ |
|
|
1783 | if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) |
|
|
1784 | { /* only if not read before */ |
|
|
1785 | int exp_gain = calc_skill_exp (op, tmp, skill_ob); |
|
|
1786 | |
|
|
1787 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
1788 | { |
|
|
1789 | /*exp_gain *= 2; because they just identified it too */ |
|
|
1790 | SET_FLAG (tmp, FLAG_IDENTIFIED); |
|
|
1791 | /* If in a container, update how it looks */ |
|
|
1792 | if (tmp->env) |
|
|
1793 | esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); |
|
|
1794 | else |
|
|
1795 | op->contr->socket.update_look = 1; |
|
|
1796 | } |
|
|
1797 | change_exp (op, exp_gain, skill_ob->skill, 0); |
|
|
1798 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ |
|
|
1799 | } |
|
|
1800 | } |
|
|
1801 | |
|
|
1802 | /** |
|
|
1803 | * Handles the applying of a skill scroll, calling learn_skill straight. |
|
|
1804 | * op is the person learning the skill, tmp is the skill scroll object |
|
|
1805 | */ |
|
|
1806 | static void |
|
|
1807 | apply_skillscroll (object *op, object *tmp) |
|
|
1808 | { |
|
|
1809 | switch ((int) learn_skill (op, tmp)) |
|
|
1810 | { |
|
|
1811 | case 0: |
|
|
1812 | new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); |
|
|
1813 | new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); |
|
|
1814 | return; |
|
|
1815 | |
|
|
1816 | case 1: |
|
|
1817 | new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill); |
|
|
1818 | decrease_ob (tmp); |
|
|
1819 | return; |
|
|
1820 | |
|
|
1821 | default: |
|
|
1822 | new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp)); |
|
|
1823 | decrease_ob (tmp); |
|
|
1824 | return; |
|
|
1825 | } |
|
|
1826 | } |
|
|
1827 | |
|
|
1828 | /** |
|
|
1829 | * Actually makes op learn spell. |
|
|
1830 | * Informs player of what happens. |
|
|
1831 | */ |
|
|
1832 | void |
|
|
1833 | do_learn_spell (object *op, object *spell, int special_prayer) |
|
|
1834 | { |
|
|
1835 | object *tmp; |
|
|
1836 | |
|
|
1837 | if (op->type != PLAYER) |
|
|
1838 | { |
|
|
1839 | LOG (llevError, "BUG: do_learn_spell(): not a player\n"); |
|
|
1840 | return; |
|
|
1841 | } |
|
|
1842 | |
|
|
1843 | /* Upgrade special prayers to normal prayers */ |
|
|
1844 | if ((tmp = check_spell_known (op, spell->name)) != NULL) |
|
|
1845 | { |
|
|
1846 | if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
|
|
1847 | { |
|
|
1848 | LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); |
|
|
1849 | return; |
|
|
1850 | } |
|
|
1851 | return; |
|
|
1852 | } |
|
|
1853 | |
|
|
1854 | play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); |
|
|
1855 | tmp = object::create (); |
|
|
1856 | spell->copy_to (tmp); |
|
|
1857 | insert_ob_in_ob (tmp, op); |
|
|
1858 | |
|
|
1859 | if (special_prayer) |
|
|
1860 | { |
|
|
1861 | SET_FLAG (tmp, FLAG_STARTEQUIP); |
|
|
1862 | } |
|
|
1863 | |
|
|
1864 | esrv_add_spells (op->contr, tmp); |
|
|
1865 | } |
|
|
1866 | |
|
|
1867 | /** |
|
|
1868 | * Erases spell from player's inventory. |
|
|
1869 | */ |
|
|
1870 | void |
|
|
1871 | do_forget_spell (object *op, const char *spell) |
|
|
1872 | { |
|
|
1873 | object *spob; |
|
|
1874 | |
|
|
1875 | if (op->type != PLAYER) |
|
|
1876 | { |
|
|
1877 | LOG (llevError, "BUG: do_forget_spell(): not a player\n"); |
|
|
1878 | return; |
|
|
1879 | } |
|
|
1880 | if ((spob = check_spell_known (op, spell)) == NULL) |
|
|
1881 | { |
|
|
1882 | LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); |
|
|
1883 | return; |
|
|
1884 | } |
|
|
1885 | |
|
|
1886 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); |
|
|
1887 | player_unready_range_ob (op->contr, spob); |
|
|
1888 | esrv_remove_spell (op->contr, spob); |
|
|
1889 | spob->destroy (); |
|
|
1890 | } |
|
|
1891 | |
|
|
1892 | /** |
|
|
1893 | * Handles player applying a spellbook. |
|
|
1894 | * Checks whether player has knowledge of required skill, doesn't already know the spell, |
|
|
1895 | * stuff like that. Random learning failure too. |
|
|
1896 | */ |
|
|
1897 | static void |
|
|
1898 | apply_spellbook (object *op, object *tmp) |
|
|
1899 | { |
|
|
1900 | object *skop, *spell, *spell_skill; |
|
|
1901 | |
|
|
1902 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1903 | { |
|
|
1904 | new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); |
|
|
1905 | return; |
|
|
1906 | } |
|
|
1907 | |
|
|
1908 | /* artifact_spellbooks have 'slaying' field point to a spell name, |
|
|
1909 | * instead of having their spell stored in stats.sp. These are |
|
|
1910 | * legacy spellbooks |
|
|
1911 | */ |
|
|
1912 | |
|
|
1913 | if (tmp->slaying != NULL) |
|
|
1914 | { |
|
|
1915 | spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); |
|
|
1916 | if (!spell) |
|
|
1917 | { |
|
|
1918 | new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); |
|
|
1919 | return; |
|
|
1920 | } |
|
|
1921 | else |
|
|
1922 | insert_ob_in_ob (spell, tmp); |
|
|
1923 | tmp->slaying = NULL; |
|
|
1924 | } |
|
|
1925 | |
|
|
1926 | skop = find_skill_by_name (op, tmp->skill); |
|
|
1927 | |
|
|
1928 | /* need a literacy skill to learn spells. Also, having a literacy level |
|
|
1929 | * lower than the spell will make learning the spell more difficult */ |
|
|
1930 | if (!skop) |
|
|
1931 | { |
|
|
1932 | new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); |
|
|
1933 | return; |
|
|
1934 | } |
|
|
1935 | |
|
|
1936 | spell = tmp->inv; |
|
|
1937 | |
|
|
1938 | if (!spell) |
|
|
1939 | { |
|
|
1940 | LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); |
|
|
1941 | new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); |
|
|
1942 | return; |
|
|
1943 | } |
|
|
1944 | |
|
|
1945 | if (skop->level < int (sqrtf (spell->level) * 1.5f)) |
|
|
1946 | { |
|
|
1947 | new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols."); |
|
|
1948 | return; |
|
|
1949 | } |
|
|
1950 | |
|
|
1951 | new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); |
|
|
1952 | |
|
|
1953 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
1954 | { |
|
|
1955 | identify (tmp); |
|
|
1956 | if (tmp->env) |
|
|
1957 | esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); |
|
|
1958 | else |
|
|
1959 | op->contr->socket.update_look = 1; |
|
|
1960 | } |
|
|
1961 | |
|
|
1962 | /* I removed the check for special_prayer_mark here - it didn't make |
|
|
1963 | * a lot of sense - special prayers are not found in spellbooks, and |
|
|
1964 | * if the player doesn't know the spell, doesn't make a lot of sense that |
|
|
1965 | * they would have a special prayer mark. |
|
|
1966 | */ |
|
|
1967 | if (check_spell_known (op, spell->name)) |
|
|
1968 | { |
|
|
1969 | new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); |
|
|
1970 | return; |
|
|
1971 | } |
|
|
1972 | |
|
|
1973 | if (spell->skill) |
|
|
1974 | { |
|
|
1975 | spell_skill = find_skill_by_name (op, spell->skill); |
|
|
1976 | |
|
|
1977 | if (!spell_skill) |
|
|
1978 | { |
|
|
1979 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); |
|
|
1980 | return; |
|
|
1981 | } |
|
|
1982 | |
|
|
1983 | if (spell_skill->level < spell->level) |
|
|
1984 | { |
|
|
1985 | new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); |
|
|
1986 | return; |
|
|
1987 | } |
|
|
1988 | } |
|
|
1989 | |
|
|
1990 | /* Logic as follows |
|
|
1991 | * |
|
|
1992 | * 1- MU spells use Int to learn, Cleric spells use Wisdom |
|
|
1993 | * |
|
|
1994 | * 2- The learner's skill level in literacy adjusts the chance to learn |
|
|
1995 | * a spell. |
|
|
1996 | * |
|
|
1997 | * 3 -Automatically fail to learn if you read while confused |
|
|
1998 | * |
|
|
1999 | * Overall, chances are the same but a player will find having a high |
|
|
2000 | * literacy rate very useful! -b.t. |
|
|
2001 | */ |
|
|
2002 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
|
|
2003 | { |
|
|
2004 | new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); |
|
|
2005 | scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); |
|
|
2006 | } |
|
|
2007 | else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || |
|
|
2008 | (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) |
|
|
2009 | { |
|
|
2010 | |
|
|
2011 | new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!"); |
|
|
2012 | do_learn_spell (op, spell, 0); |
|
|
2013 | |
|
|
2014 | /* xp gain to literacy for spell learning */ |
|
|
2015 | if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
|
|
2016 | change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); |
|
|
2017 | } |
|
|
2018 | else |
|
|
2019 | { |
|
|
2020 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
|
|
2021 | new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); |
|
|
2022 | } |
|
|
2023 | decrease_ob (tmp); |
|
|
2024 | } |
|
|
2025 | |
|
|
2026 | /** |
|
|
2027 | * Handles applying a spell scroll. |
|
|
2028 | */ |
|
|
2029 | void |
|
|
2030 | apply_scroll (object *op, object *tmp, int dir) |
|
|
2031 | { |
|
|
2032 | object *skop; |
|
|
2033 | |
|
|
2034 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2035 | { |
|
|
2036 | new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); |
|
|
2037 | return; |
|
|
2038 | } |
|
|
2039 | |
|
|
2040 | if (!tmp->inv || tmp->inv->type != SPELL) |
|
|
2041 | { |
|
|
2042 | new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); |
|
|
2043 | return; |
|
|
2044 | } |
|
|
2045 | |
|
|
2046 | if (op->type == PLAYER) |
|
|
2047 | { |
|
|
2048 | /* players need a literacy skill to read stuff! */ |
|
|
2049 | int exp_gain = 0; |
|
|
2050 | |
|
|
2051 | /* hard code literacy - tmp->skill points to where the exp |
|
|
2052 | * should go for anything killed by the spell. |
|
|
2053 | */ |
|
|
2054 | skop = find_skill_by_name (op, skill_names[SK_LITERACY]); |
|
|
2055 | |
|
|
2056 | if (!skop) |
|
|
2057 | { |
|
|
2058 | new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); |
|
|
2059 | return; |
|
|
2060 | } |
|
|
2061 | |
|
|
2062 | if ((exp_gain = calc_skill_exp (op, tmp, skop))) |
|
|
2063 | change_exp (op, exp_gain, skop->skill, 0); |
|
|
2064 | } |
|
|
2065 | |
|
|
2066 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
2067 | identify (tmp); |
|
|
2068 | |
|
|
2069 | new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); |
|
|
2070 | |
|
|
2071 | |
|
|
2072 | cast_spell (op, tmp, dir, tmp->inv, NULL); |
|
|
2073 | decrease_ob (tmp); |
|
|
2074 | } |
|
|
2075 | |
|
|
2076 | /** |
|
|
2077 | * Applies a treasure object - by default, chest. op |
|
|
2078 | * is the person doing the applying, tmp is the treasure |
|
|
2079 | * chest. |
|
|
2080 | */ |
|
|
2081 | static void |
|
|
2082 | apply_treasure (object *op, object *tmp) |
|
|
2083 | { |
|
|
2084 | object *treas; |
|
|
2085 | |
|
|
2086 | |
|
|
2087 | /* Nice side effect of new treasure creation method is that the treasure |
|
|
2088 | * for the chest is done when the chest is created, and put into the chest |
|
|
2089 | * inventory. So that when the chest burns up, the items still exist. Also |
|
|
2090 | * prevents people fromt moving chests to more difficult maps to get better |
|
|
2091 | * treasure |
|
|
2092 | */ |
|
|
2093 | |
|
|
2094 | treas = tmp->inv; |
|
|
2095 | if (treas == NULL) |
|
|
2096 | { |
|
|
2097 | new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); |
|
|
2098 | decrease_ob (tmp); |
|
|
2099 | return; |
|
|
2100 | } |
|
|
2101 | while (tmp->inv) |
|
|
2102 | { |
|
|
2103 | treas = tmp->inv; |
|
|
2104 | |
|
|
2105 | treas->remove (); |
|
|
2106 | new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas)); |
|
|
2107 | |
|
|
2108 | treas->x = op->x; |
|
|
2109 | treas->y = op->y; |
|
|
2110 | treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); |
|
|
2111 | |
|
|
2112 | if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
2113 | spring_trap (treas, op); |
|
|
2114 | |
|
|
2115 | /* If either player or container was destroyed, no need to do |
|
|
2116 | * further processing. I think this should be enclused with |
|
|
2117 | * spring trap above, as I don't think there is otherwise |
|
|
2118 | * any way for the treasure chest or player to get killed |
|
|
2119 | */ |
|
|
2120 | if (op->destroyed () || tmp->destroyed ()) |
|
|
2121 | break; |
|
|
2122 | } |
|
|
2123 | |
|
|
2124 | if (!tmp->destroyed () && tmp->inv == NULL) |
|
|
2125 | decrease_ob (tmp); |
|
|
2126 | |
|
|
2127 | } |
|
|
2128 | |
|
|
2129 | /** |
|
|
2130 | * op eats food. |
|
|
2131 | * If player, takes care of messages and dragon special food. |
|
|
2132 | */ |
|
|
2133 | static void |
|
|
2134 | apply_food (object *op, object *tmp) |
|
|
2135 | { |
|
|
2136 | int capacity_remaining; |
|
|
2137 | |
|
|
2138 | if (op->type != PLAYER) |
|
|
2139 | op->stats.hp = op->stats.maxhp; |
|
|
2140 | else |
|
|
2141 | { |
|
|
2142 | /* check if this is a dragon (player), eating some flesh */ |
|
|
2143 | if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp)) |
|
|
2144 | ; |
|
|
2145 | else |
|
|
2146 | { |
|
|
2147 | /* usual case - no dragon meal: */ |
|
|
2148 | if (op->stats.food + tmp->stats.food > 999) |
|
|
2149 | { |
|
|
2150 | if (tmp->type == FOOD || tmp->type == FLESH) |
|
|
2151 | new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); |
|
|
2152 | else |
|
|
2153 | new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); |
|
|
2154 | } |
|
|
2155 | |
|
|
2156 | if (!QUERY_FLAG (tmp, FLAG_CURSED)) |
|
|
2157 | { |
|
|
2158 | char buf[MAX_BUF]; |
|
|
2159 | |
|
|
2160 | if (!is_dragon_pl (op)) |
|
|
2161 | { |
|
|
2162 | /* eating message for normal players */ |
|
|
2163 | if (tmp->type == DRINK) |
|
|
2164 | sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); |
|
|
2165 | else |
|
|
2166 | sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); |
|
|
2167 | } |
|
|
2168 | else |
|
|
2169 | { |
|
|
2170 | /* eating message for dragon players */ |
|
|
2171 | sprintf (buf, "The %s tasted terrible!", &tmp->name); |
|
|
2172 | } |
|
|
2173 | |
|
|
2174 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
2175 | capacity_remaining = 999 - op->stats.food; |
|
|
2176 | op->stats.food += tmp->stats.food; |
|
|
2177 | if (capacity_remaining < tmp->stats.food) |
|
|
2178 | op->stats.hp += capacity_remaining / 50; |
|
|
2179 | else |
|
|
2180 | op->stats.hp += tmp->stats.food / 50; |
|
|
2181 | if (op->stats.hp > op->stats.maxhp) |
|
|
2182 | op->stats.hp = op->stats.maxhp; |
|
|
2183 | if (op->stats.food > 999) |
|
|
2184 | op->stats.food = 999; |
|
|
2185 | } |
|
|
2186 | |
|
|
2187 | /* special food hack -b.t. */ |
|
|
2188 | if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) |
|
|
2189 | eat_special_food (op, tmp); |
|
|
2190 | } |
|
|
2191 | } |
|
|
2192 | handle_apply_yield (tmp); |
|
|
2193 | decrease_ob (tmp); |
|
|
2194 | } |
|
|
2195 | |
|
|
2196 | /** |
|
|
2197 | * A dragon is eating some flesh. If the flesh contains resistances, |
|
|
2198 | * there is a chance for the dragon's skin to get improved. |
|
|
2199 | * |
|
|
2200 | * attributes: |
|
|
2201 | * object *op the object (dragon player) eating the flesh |
|
|
2202 | * object *meal the flesh item, getting chewed in dragon's mouth |
|
|
2203 | * return: |
|
|
2204 | * int 1 if eating successful, 0 if it doesn't work |
|
|
2205 | */ |
|
|
2206 | int |
|
|
2207 | dragon_eat_flesh (object *op, object *meal) |
|
|
2208 | { |
|
|
2209 | object *skin = NULL; /* pointer to dragon skin force */ |
|
|
2210 | object *abil = NULL; /* pointer to dragon ability force */ |
|
|
2211 | object *tmp = NULL; /* tmp. object */ |
|
|
2212 | |
|
|
2213 | char buf[MAX_BUF]; /* tmp. string buffer */ |
|
|
2214 | double chance; /* improvement-chance of one resistance type */ |
|
|
2215 | double totalchance = 1; /* total chance of gaining one resistance */ |
|
|
2216 | double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ |
|
|
2217 | double mbonus = 0; /* monster bonus */ |
|
|
2218 | int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ |
|
|
2219 | int winners = 0; /* number of winners */ |
|
|
2220 | int i; /* index */ |
|
|
2221 | |
|
|
2222 | /* let's make sure and doublecheck the parameters */ |
|
|
2223 | if (meal->type != FLESH || !is_dragon_pl (op)) |
|
|
2224 | return 0; |
|
|
2225 | |
|
|
2226 | /* now grab the 'dragon_skin'- and 'dragon_ability'-forces |
|
|
2227 | from the player's inventory */ |
|
|
2228 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
|
|
2229 | { |
|
|
2230 | if (tmp->type == FORCE) |
|
|
2231 | { |
|
|
2232 | if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) |
|
|
2233 | skin = tmp; |
|
|
2234 | else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) |
|
|
2235 | abil = tmp; |
|
|
2236 | } |
|
|
2237 | } |
|
|
2238 | |
|
|
2239 | /* if either skin or ability are missing, this is an old player |
|
|
2240 | which is not to be considered a dragon -> bail out */ |
|
|
2241 | if (skin == NULL || abil == NULL) |
|
|
2242 | return 0; |
|
|
2243 | |
|
|
2244 | /* now start by filling stomache and health, according to food-value */ |
|
|
2245 | if ((999 - op->stats.food) < meal->stats.food) |
|
|
2246 | op->stats.hp += (999 - op->stats.food) / 50; |
|
|
2247 | else |
|
|
2248 | op->stats.hp += meal->stats.food / 50; |
|
|
2249 | if (op->stats.hp > op->stats.maxhp) |
|
|
2250 | op->stats.hp = op->stats.maxhp; |
|
|
2251 | |
|
|
2252 | op->stats.food = MIN (999, op->stats.food + meal->stats.food); |
|
|
2253 | |
|
|
2254 | /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ |
|
|
2255 | |
|
|
2256 | /* on to the interesting part: chances for adding resistance */ |
|
|
2257 | for (i = 0; i < NROFATTACKS; i++) |
|
|
2258 | { |
|
|
2259 | if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i)) |
|
|
2260 | { |
|
|
2261 | /* got positive resistance, now calculate improvement chance (0-100) */ |
|
|
2262 | |
|
|
2263 | /* this bonus makes resistance increase easier at lower levels */ |
|
|
2264 | bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level); |
|
|
2265 | if (i == abil->stats.exp) |
|
|
2266 | bonus += 5; /* additional bonus for resistance of ability-focus */ |
|
|
2267 | |
|
|
2268 | /* monster bonus increases with level, because high-level |
|
|
2269 | flesh is too rare */ |
|
|
2270 | mbonus = op->level * 20. / ((double) settings.max_level); |
|
|
2271 | |
|
|
2272 | chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / |
|
|
2273 | ((double) settings.max_level)) - skin->resist[i]; |
|
|
2274 | |
|
|
2275 | if (chance >= 0.) |
|
|
2276 | chance += 1.; |
|
|
2277 | else |
|
|
2278 | chance = (chance < -12) ? 0. : 1. / pow (2., -chance); |
|
|
2279 | |
|
|
2280 | /* chance is proportional to amount of resistance (max. 50) */ |
|
|
2281 | chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; |
|
|
2282 | |
|
|
2283 | /* doubled chance for resistance of ability-focus */ |
|
|
2284 | if (i == abil->stats.exp) |
|
|
2285 | chance = MIN (100., chance * 2.); |
|
|
2286 | |
|
|
2287 | /* now make the throw and save all winners (Don't insert luck bonus here!) */ |
|
|
2288 | if (RANDOM () % 10000 < (int) (chance * 100)) |
|
|
2289 | { |
|
|
2290 | atnr_winner[winners] = i; |
|
|
2291 | winners++; |
|
|
2292 | } |
|
|
2293 | |
|
|
2294 | if (chance >= 0.01) |
|
|
2295 | totalchance *= 1 - chance / 100; |
|
|
2296 | |
|
|
2297 | /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */ |
|
|
2298 | } |
|
|
2299 | } |
|
|
2300 | |
|
|
2301 | /* inverse totalchance as until now we have the failure-chance */ |
|
|
2302 | totalchance = 100 - totalchance * 100; |
|
|
2303 | /* print message according to totalchance */ |
|
|
2304 | if (totalchance > 50.) |
|
|
2305 | sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); |
|
|
2306 | else if (totalchance > 10.) |
|
|
2307 | sprintf (buf, "The %s tasted very good.", &meal->name); |
|
|
2308 | else if (totalchance > 1.) |
|
|
2309 | sprintf (buf, "The %s tasted good.", &meal->name); |
|
|
2310 | else if (totalchance > 0.1) |
|
|
2311 | sprintf (buf, "The %s tasted bland.", &meal->name); |
|
|
2312 | else if (totalchance >= 0.01) |
|
|
2313 | sprintf (buf, "The %s had a boring taste.", &meal->name); |
|
|
2314 | else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) |
|
|
2315 | sprintf (buf, "The %s tasted strange.", &meal->name); |
|
|
2316 | else |
|
|
2317 | sprintf (buf, "The %s had no taste.", &meal->name); |
|
|
2318 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
2319 | |
|
|
2320 | /* now choose a winner if we have any */ |
|
|
2321 | i = -1; |
|
|
2322 | if (winners > 0) |
|
|
2323 | i = atnr_winner[RANDOM () % winners]; |
|
|
2324 | |
|
|
2325 | if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) |
|
|
2326 | { |
|
|
2327 | /* resistance increased! */ |
|
|
2328 | skin->resist[i]++; |
|
|
2329 | fix_player (op); |
|
|
2330 | |
|
|
2331 | sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); |
|
|
2332 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf); |
|
|
2333 | } |
|
|
2334 | |
|
|
2335 | /* if this flesh contains a new ability focus, we mark it |
|
|
2336 | into the ability_force and it will take effect on next level */ |
|
|
2337 | if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) |
|
|
2338 | { |
|
|
2339 | abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ |
|
|
2340 | |
|
|
2341 | if (meal->last_eat != abil->stats.exp) |
|
|
2342 | { |
|
|
2343 | sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]); |
|
|
2344 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
2345 | sprintf (buf, "The change will happen at level %d", abil->level + 1); |
|
|
2346 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
2347 | } |
|
|
2348 | else |
|
|
2349 | { |
|
|
2350 | sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); |
|
|
2351 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
2352 | abil->last_eat = 0; |
|
|
2353 | } |
|
|
2354 | } |
|
|
2355 | return 1; |
|
|
2356 | } |
|
|
2357 | |
|
|
2358 | static void |
|
|
2359 | apply_savebed (object *pl) |
|
|
2360 | { |
|
|
2361 | #ifndef COZY_SERVER |
|
|
2362 | if (!pl->contr->name_changed || !pl->stats.exp) |
|
|
2363 | { |
|
|
2364 | new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet."); |
|
|
2365 | return; |
|
|
2366 | } |
|
|
2367 | #endif |
|
|
2368 | INVOKE_PLAYER (LOGOUT, pl->contr); |
|
|
2369 | /* Need to call terminate_all_pets() before we remove the player ob */ |
|
|
2370 | terminate_all_pets (pl); |
|
|
2371 | pl->remove (); |
|
|
2372 | pl->direction = 0; |
|
|
2373 | new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name); |
|
|
2374 | |
|
|
2375 | /* update respawn position */ |
|
|
2376 | strcpy (pl->contr->savebed_map, pl->map->path); |
|
|
2377 | pl->contr->bed_x = pl->x; |
|
|
2378 | pl->contr->bed_y = pl->y; |
|
|
2379 | |
|
|
2380 | strcpy (pl->contr->killer, "left"); |
|
|
2381 | check_score (pl); /* Always check score */ |
|
|
2382 | (void) save_player (pl, 0); |
|
|
2383 | pl->map->players--; |
|
|
2384 | #if MAP_MAXTIMEOUT |
|
|
2385 | MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map); |
|
|
2386 | #endif |
|
|
2387 | play_again (pl); |
|
|
2388 | pl->speed = 0; |
|
|
2389 | update_ob_speed (pl); |
|
|
2390 | } |
|
|
2391 | |
|
|
2392 | /** |
|
|
2393 | * Handles applying an improve armor scroll. |
|
|
2394 | * Does some sanity checks, then calls improve_armour. |
|
|
2395 | */ |
|
|
2396 | static void |
|
|
2397 | apply_armour_improver (object *op, object *tmp) |
|
|
2398 | { |
|
|
2399 | object *armor; |
|
|
2400 | |
|
|
2401 | if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) |
|
|
2402 | { |
|
|
2403 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); |
|
|
2404 | return; |
|
|
2405 | } |
|
|
2406 | armor = find_marked_object (op); |
|
|
2407 | if (!armor) |
|
|
2408 | { |
|
|
2409 | new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); |
|
|
2410 | return; |
|
|
2411 | } |
|
|
2412 | if (armor->type != ARMOUR |
|
|
2413 | && armor->type != CLOAK |
|
|
2414 | && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) |
|
|
2415 | { |
|
|
2416 | new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); |
|
|
2417 | return; |
|
|
2418 | } |
|
|
2419 | |
|
|
2420 | new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); |
|
|
2421 | improve_armour (op, tmp, armor); |
|
|
2422 | } |
|
|
2423 | |
|
|
2424 | |
|
|
2425 | extern void |
|
|
2426 | apply_poison (object *op, object *tmp) |
|
|
2427 | { |
|
|
2428 | if (op->type == PLAYER) |
|
|
2429 | { |
|
|
2430 | play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); |
|
|
2431 | new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); |
|
|
2432 | strcpy (op->contr->killer, "poisonous booze"); |
|
|
2433 | } |
|
|
2434 | if (tmp->stats.hp > 0) |
|
|
2435 | { |
|
|
2436 | LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); |
|
|
2437 | hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); |
|
|
2438 | } |
|
|
2439 | op->stats.food -= op->stats.food / 4; |
|
|
2440 | handle_apply_yield (tmp); |
|
|
2441 | decrease_ob (tmp); |
|
|
2442 | } |
|
|
2443 | |
|
|
2444 | /** |
|
|
2445 | * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. |
|
|
2446 | * A valid 2 way exit means: |
|
|
2447 | * -You can come back (there is another exit at the other side) |
|
|
2448 | * -You are |
|
|
2449 | * ° the owner of the exit |
|
|
2450 | * ° or in the same party as the owner |
|
|
2451 | * |
|
|
2452 | * Note: a owner in a 2 way exit is saved as the owner's name |
|
|
2453 | * in the field exit->name cause the field exit->owner doesn't |
|
|
2454 | * survive in the swapping (in fact the whole exit doesn't survive). |
|
|
2455 | */ |
|
|
2456 | int |
|
|
2457 | is_legal_2ways_exit (object *op, object *exit) |
|
|
2458 | { |
|
|
2459 | object *tmp; |
|
|
2460 | object *exit_owner; |
|
|
2461 | player *pp; |
|
|
2462 | maptile *exitmap; |
|
|
2463 | |
|
|
2464 | if (exit->stats.exp != 1) |
|
|
2465 | return 1; /*This is not a 2 way, so it is legal */ |
|
|
2466 | if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) |
|
|
2467 | return 0; /* This is a reset town portal */ |
|
|
2468 | /* To know if an exit has a correspondant, we look at |
|
|
2469 | * all the exits in destination and try to find one with same path as |
|
|
2470 | * the current exit's position */ |
|
|
2471 | if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) |
|
|
2472 | exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE); |
|
|
2473 | else |
|
|
2474 | exitmap = ready_map_name (EXIT_PATH (exit), 0); |
|
|
2475 | if (exitmap) |
|
|
2476 | { |
|
|
2477 | tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); |
|
|
2478 | if (!tmp) |
|
|
2479 | return 0; |
|
|
2480 | for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) |
|
|
2481 | { |
|
|
2482 | if (tmp->type != EXIT) |
|
|
2483 | continue; /*Not an exit */ |
|
|
2484 | if (!EXIT_PATH (tmp)) |
|
|
2485 | continue; /*Not a valid exit */ |
|
|
2486 | if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) |
|
|
2487 | continue; /*Not in the same place */ |
|
|
2488 | if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) |
|
|
2489 | continue; /*Not in the same map */ |
|
|
2490 | |
|
|
2491 | /* From here we have found the exit is valid. However we do |
|
|
2492 | * here the check of the exit owner. It is important for the |
|
|
2493 | * town portals to prevent strangers from visiting your appartments |
|
|
2494 | */ |
|
|
2495 | if (!exit->race) |
|
|
2496 | return 1; /*No owner, free for all! */ |
|
|
2497 | exit_owner = NULL; |
|
|
2498 | for (pp = first_player; pp; pp = pp->next) |
|
|
2499 | { |
|
|
2500 | if (!pp->ob) |
|
|
2501 | continue; |
|
|
2502 | if (pp->ob->name != exit->race) |
|
|
2503 | continue; |
|
|
2504 | exit_owner = pp->ob; /*We found a player which correspond to the player name */ |
|
|
2505 | break; |
|
|
2506 | } |
|
|
2507 | if (!exit_owner) |
|
|
2508 | return 0; /* No more owner */ |
|
|
2509 | if (exit_owner->contr == op->contr) |
|
|
2510 | return 1; /*It is your exit */ |
|
|
2511 | if (exit_owner && /*There is a owner */ |
|
|
2512 | (op->contr) && /*A player tries to pass */ |
|
|
2513 | ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ |
|
|
2514 | (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ |
|
|
2515 | return 0; |
|
|
2516 | return 1; |
|
|
2517 | } |
|
|
2518 | } |
|
|
2519 | return 0; |
|
|
2520 | } |
|
|
2521 | |
|
|
2522 | |
|
|
2523 | /** |
|
|
2524 | * Main apply handler. |
|
|
2525 | * |
|
|
2526 | * Checks for unpaid items before applying. |
|
|
2527 | * |
|
|
2528 | * Return value: |
|
|
2529 | * 0: player or monster can't apply objects of that type |
|
|
2530 | * 1: has been applied, or there was an error applying the object |
|
|
2531 | * 2: objects of that type can't be applied if not in inventory |
|
|
2532 | * |
|
|
2533 | * op is the object that is causing object to be applied, tmp is the object |
|
|
2534 | * being applied. |
|
|
2535 | * |
|
|
2536 | * aflag is special (always apply/unapply) flags. Nothing is done with |
|
|
2537 | * them in this function - they are passed to apply_special |
|
|
2538 | */ |
|
|
2539 | |
|
|
2540 | int |
|
|
2541 | manual_apply (object *op, object *tmp, int aflag) |
|
|
2542 | { |
|
|
2543 | if (tmp->head) |
|
|
2544 | tmp = tmp->head; |
|
|
2545 | |
|
|
2546 | if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
2547 | { |
|
|
2548 | if (op->type == PLAYER) |
|
|
2549 | { |
|
|
2550 | new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); |
|
|
2551 | return 1; |
|
|
2552 | } |
|
|
2553 | else |
|
|
2554 | { |
|
|
2555 | return 0; /* monsters just skip unpaid items */ |
|
|
2556 | } |
|
|
2557 | } |
|
|
2558 | |
|
|
2559 | if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) |
|
|
2560 | return RESULT_INT (0); |
|
|
2561 | |
|
|
2562 | switch (tmp->type) |
|
|
2563 | { |
|
|
2564 | |
|
|
2565 | case CF_HANDLE: |
|
|
2566 | new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); |
|
|
2567 | play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); |
|
|
2568 | tmp->value = tmp->value ? 0 : 1; |
|
|
2569 | SET_ANIMATION (tmp, tmp->value); |
|
|
2570 | update_object (tmp, UP_OBJ_FACE); |
|
|
2571 | push_button (tmp); |
|
|
2572 | return 1; |
|
|
2573 | |
|
|
2574 | case TRIGGER: |
|
|
2575 | if (check_trigger (tmp, op)) |
|
|
2576 | { |
|
|
2577 | new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); |
|
|
2578 | play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); |
|
|
2579 | } |
|
|
2580 | else |
|
|
2581 | { |
|
|
2582 | new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); |
|
|
2583 | } |
|
|
2584 | return 1; |
|
|
2585 | |
|
|
2586 | case EXIT: |
|
|
2587 | if (op->type != PLAYER) |
|
|
2588 | return 0; |
|
|
2589 | if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) |
|
|
2590 | { |
|
|
2591 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); |
|
|
2592 | } |
|
|
2593 | else |
|
|
2594 | { |
|
|
2595 | /* Don't display messages for random maps. */ |
|
|
2596 | if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) |
|
|
2597 | new_draw_info (NDI_NAVY, 0, op, tmp->msg); |
|
|
2598 | enter_exit (op, tmp); |
|
|
2599 | } |
|
|
2600 | return 1; |
|
|
2601 | |
|
|
2602 | case SIGN: |
|
|
2603 | apply_sign (op, tmp, 0); |
|
|
2604 | return 1; |
|
|
2605 | |
|
|
2606 | case BOOK: |
|
|
2607 | if (op->type == PLAYER) |
|
|
2608 | { |
|
|
2609 | apply_book (op, tmp); |
|
|
2610 | return 1; |
|
|
2611 | } |
|
|
2612 | else |
|
|
2613 | { |
|
|
2614 | return 0; |
|
|
2615 | } |
|
|
2616 | |
|
|
2617 | case SKILLSCROLL: |
|
|
2618 | if (op->type == PLAYER) |
|
|
2619 | { |
|
|
2620 | apply_skillscroll (op, tmp); |
|
|
2621 | return 1; |
|
|
2622 | } |
|
|
2623 | return 0; |
|
|
2624 | |
|
|
2625 | case SPELLBOOK: |
|
|
2626 | if (op->type == PLAYER) |
|
|
2627 | { |
|
|
2628 | apply_spellbook (op, tmp); |
|
|
2629 | return 1; |
|
|
2630 | } |
|
|
2631 | return 0; |
|
|
2632 | |
|
|
2633 | case SCROLL: |
|
|
2634 | apply_scroll (op, tmp, 0); |
|
|
2635 | return 1; |
|
|
2636 | |
|
|
2637 | case POTION: |
|
|
2638 | (void) apply_potion (op, tmp); |
|
|
2639 | return 1; |
|
|
2640 | |
|
|
2641 | /* Eneq(@csd.uu.se): Handle apply on containers. */ |
|
|
2642 | case CLOSE_CON: |
|
|
2643 | if (op->type == PLAYER) |
|
|
2644 | (void) esrv_apply_container (op, tmp->env); |
|
|
2645 | else |
|
|
2646 | (void) apply_container (op, tmp->env); |
|
|
2647 | return 1; |
|
|
2648 | |
|
|
2649 | case CONTAINER: |
|
|
2650 | if (op->type == PLAYER) |
|
|
2651 | (void) esrv_apply_container (op, tmp); |
|
|
2652 | else |
|
|
2653 | (void) apply_container (op, tmp); |
|
|
2654 | return 1; |
|
|
2655 | |
|
|
2656 | case TREASURE: |
|
|
2657 | if (op->type == PLAYER) |
|
|
2658 | { |
|
|
2659 | apply_treasure (op, tmp); |
|
|
2660 | return 1; |
|
|
2661 | } |
|
|
2662 | else |
|
|
2663 | { |
|
|
2664 | return 0; |
|
|
2665 | } |
|
|
2666 | |
|
|
2667 | case WEAPON: |
|
|
2668 | case ARMOUR: |
|
|
2669 | case BOOTS: |
|
|
2670 | case GLOVES: |
|
|
2671 | case AMULET: |
|
|
2672 | case GIRDLE: |
|
|
2673 | case BRACERS: |
|
|
2674 | case SHIELD: |
|
|
2675 | case HELMET: |
|
|
2676 | case RING: |
|
|
2677 | case CLOAK: |
|
|
2678 | case WAND: |
|
|
2679 | case ROD: |
|
|
2680 | case HORN: |
|
|
2681 | case SKILL: |
|
|
2682 | case BOW: |
|
|
2683 | case LAMP: |
|
|
2684 | case BUILDER: |
|
|
2685 | case SKILL_TOOL: |
|
|
2686 | if (tmp->env != op) |
|
|
2687 | return 2; /* not in inventory */ |
|
|
2688 | (void) apply_special (op, tmp, aflag); |
|
|
2689 | return 1; |
|
|
2690 | |
|
|
2691 | case DRINK: |
|
|
2692 | case FOOD: |
|
|
2693 | case FLESH: |
|
|
2694 | apply_food (op, tmp); |
|
|
2695 | return 1; |
|
|
2696 | |
|
|
2697 | case POISON: |
|
|
2698 | apply_poison (op, tmp); |
|
|
2699 | return 1; |
|
|
2700 | |
|
|
2701 | case SAVEBED: |
|
|
2702 | if (op->type == PLAYER) |
|
|
2703 | { |
|
|
2704 | apply_savebed (op); |
|
|
2705 | return 1; |
|
|
2706 | } |
|
|
2707 | else |
|
|
2708 | { |
|
|
2709 | return 0; |
|
|
2710 | } |
|
|
2711 | |
|
|
2712 | case ARMOUR_IMPROVER: |
|
|
2713 | if (op->type == PLAYER) |
|
|
2714 | { |
|
|
2715 | apply_armour_improver (op, tmp); |
|
|
2716 | return 1; |
|
|
2717 | } |
|
|
2718 | else |
|
|
2719 | { |
|
|
2720 | return 0; |
|
|
2721 | } |
|
|
2722 | |
|
|
2723 | case WEAPON_IMPROVER: |
|
|
2724 | (void) check_improve_weapon (op, tmp); |
|
|
2725 | return 1; |
|
|
2726 | |
|
|
2727 | case CLOCK: |
|
|
2728 | if (op->type == PLAYER) |
|
|
2729 | { |
|
|
2730 | char buf[MAX_BUF]; |
|
|
2731 | timeofday_t tod; |
|
|
2732 | |
|
|
2733 | get_tod (&tod); |
|
|
2734 | sprintf (buf, "It is %d minute%s past %d o'clock %s", |
|
|
2735 | tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), |
|
|
2736 | ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); |
|
|
2737 | play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); |
|
|
2738 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
2739 | return 1; |
|
|
2740 | } |
|
|
2741 | else |
|
|
2742 | { |
|
|
2743 | return 0; |
|
|
2744 | } |
|
|
2745 | |
|
|
2746 | case MENU: |
|
|
2747 | if (op->type == PLAYER) |
|
|
2748 | { |
|
|
2749 | shop_listing (op); |
|
|
2750 | return 1; |
|
|
2751 | } |
|
|
2752 | else |
|
|
2753 | { |
|
|
2754 | return 0; |
|
|
2755 | } |
|
|
2756 | |
|
|
2757 | case POWER_CRYSTAL: |
|
|
2758 | apply_power_crystal (op, tmp); /* see egoitem.c */ |
|
|
2759 | return 1; |
|
|
2760 | |
|
|
2761 | case LIGHTER: /* for lighting torches/lanterns/etc */ |
|
|
2762 | if (op->type == PLAYER) |
|
|
2763 | { |
|
|
2764 | apply_lighter (op, tmp); |
|
|
2765 | return 1; |
|
|
2766 | } |
|
|
2767 | else |
|
|
2768 | { |
|
|
2769 | return 0; |
|
|
2770 | } |
|
|
2771 | |
|
|
2772 | case ITEM_TRANSFORMER: |
|
|
2773 | apply_item_transformer (op, tmp); |
|
|
2774 | return 1; |
|
|
2775 | |
|
|
2776 | default: |
|
|
2777 | return 0; |
|
|
2778 | } |
|
|
2779 | } |
|
|
2780 | |
|
|
2781 | |
|
|
2782 | /* quiet suppresses the "don't know how to apply" and "you must get it first" |
|
|
2783 | * messages as needed by player_apply_below(). But there can still be |
|
|
2784 | * "but you are floating high above the ground" messages. |
|
|
2785 | * |
|
|
2786 | * Same return value as apply() function. |
|
|
2787 | */ |
|
|
2788 | int |
|
|
2789 | player_apply (object *pl, object *op, int aflag, int quiet) |
|
|
2790 | { |
|
|
2791 | int tmp; |
|
|
2792 | |
|
|
2793 | if (op->env == NULL && (pl->move_type & MOVE_FLYING)) |
|
|
2794 | { |
|
|
2795 | /* player is flying and applying object not in inventory */ |
|
|
2796 | if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) |
|
|
2797 | { |
|
|
2798 | new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); |
|
|
2799 | return 0; |
|
|
2800 | } |
|
|
2801 | } |
|
|
2802 | |
|
|
2803 | /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if |
|
|
2804 | * applied. |
|
|
2805 | */ |
|
|
2806 | if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ)) |
|
|
2807 | { |
|
|
2808 | play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE); |
|
|
2809 | new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!"); |
|
|
2810 | new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion."); |
|
|
2811 | op->destroy (); |
|
|
2812 | return 1; |
|
|
2813 | } |
|
|
2814 | |
|
|
2815 | pl->contr->last_used = op; |
|
|
2816 | pl->contr->last_used_id = op->count; |
|
|
2817 | |
|
|
2818 | tmp = manual_apply (pl, op, aflag); |
|
|
2819 | if (!quiet) |
|
|
2820 | { |
|
|
2821 | if (tmp == 0) |
|
|
2822 | new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); |
|
|
2823 | else if (tmp == 2) |
|
|
2824 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); |
|
|
2825 | } |
|
|
2826 | return tmp; |
|
|
2827 | } |
|
|
2828 | |
|
|
2829 | /** |
|
|
2830 | * player_apply_below attempts to apply the object 'below' the player. |
|
|
2831 | * If the player has an open container, we use that for below, otherwise |
|
|
2832 | * we use the ground. |
|
|
2833 | */ |
|
|
2834 | |
|
|
2835 | void |
|
|
2836 | player_apply_below (object *pl) |
|
|
2837 | { |
|
|
2838 | object *tmp, *next; |
|
|
2839 | int floors; |
|
|
2840 | |
|
|
2841 | /* If using a container, set the starting item to be the top |
|
|
2842 | * item in the container. Otherwise, use the map. |
|
|
2843 | */ |
|
|
2844 | tmp = (pl->container != NULL) ? pl->container->inv : pl->below; |
|
|
2845 | |
|
|
2846 | /* This is perhaps more complicated. However, I want to make sure that |
|
|
2847 | * we don't use a corrupt pointer for the next object, so we get the |
|
|
2848 | * next object in the stack before applying. This is can only be a |
|
|
2849 | * problem if player_apply() has a bug in that it uses the object but does |
|
|
2850 | * not return a proper value. |
|
|
2851 | */ |
|
|
2852 | for (floors = 0; tmp != NULL; tmp = next) |
|
|
2853 | { |
|
|
2854 | next = tmp->below; |
|
|
2855 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
2856 | floors++; |
|
|
2857 | else if (floors > 0) |
|
|
2858 | return; /* process only floor objects after first floor object */ |
|
|
2859 | |
|
|
2860 | /* If it is visible, player can apply it. If it is applied by |
|
|
2861 | * person moving on it, also activate. Added code to make it |
|
|
2862 | * so that at least one of players movement types be that which |
|
|
2863 | * the item needs. |
|
|
2864 | */ |
|
|
2865 | if (!tmp->invisible || (tmp->move_on & pl->move_type)) |
|
|
2866 | { |
|
|
2867 | if (player_apply (pl, tmp, 0, 1) == 1) |
|
|
2868 | return; |
|
|
2869 | } |
|
|
2870 | if (floors >= 2) |
|
|
2871 | return; /* process at most two floor objects */ |
|
|
2872 | } |
|
|
2873 | } |
1024 | } |
2874 | |
1025 | |
2875 | /** |
1026 | /** |
2876 | * Unapplies specified item. |
1027 | * Unapplies specified item. |
2877 | * No check done on cursed/damned. |
1028 | * No check done on cursed/damned. |
2878 | * Break this out of apply_special - this is just done |
1029 | * Break this out of apply_special - this is just done |
2879 | * to keep the size of apply_special to a more managable size. |
1030 | * to keep the size of apply_special to a more managable size. |
2880 | */ |
1031 | */ |
2881 | static int |
1032 | static bool |
2882 | unapply_special (object *who, object *op, int aflags) |
1033 | unapply_special (object *who, object *op, int aflags) |
2883 | { |
1034 | { |
2884 | if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) |
1035 | if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) |
|
|
1036 | || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) |
2885 | return RESULT_INT (0); |
1037 | return RESULT_INT (0); |
2886 | |
1038 | |
2887 | object *tmp2; |
1039 | if (who->current_weapon == op) |
|
|
1040 | who->current_weapon = 0; |
2888 | |
1041 | |
2889 | CLEAR_FLAG (op, FLAG_APPLIED); |
1042 | op->flag [FLAG_APPLIED] = false; |
|
|
1043 | |
2890 | switch (op->type) |
1044 | switch (op->type) |
2891 | { |
1045 | { |
|
|
1046 | case SKILL: |
|
|
1047 | if (player *pl = who->contr) |
|
|
1048 | if (op->invisible) |
|
|
1049 | pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill)); |
|
|
1050 | else |
|
|
1051 | pl->statusmsg (format ("You stop using the %s.", query_name (op))); |
|
|
1052 | |
|
|
1053 | change_abil (who, op); |
|
|
1054 | who->flag [FLAG_READY_SKILL] = false; |
|
|
1055 | break; |
|
|
1056 | |
2892 | case WEAPON: |
1057 | case WEAPON: |
2893 | new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); |
1058 | who->statusmsg (format ("You unwield %s.", query_name (op))); |
2894 | |
|
|
2895 | (void) change_abil (who, op); |
1059 | change_abil (who, op); |
2896 | if (QUERY_FLAG (who, FLAG_READY_WEAPON)) |
1060 | who->flag [FLAG_READY_WEAPON] = false; |
2897 | CLEAR_FLAG (who, FLAG_READY_WEAPON); |
1061 | |
2898 | clear_skill (who); |
1062 | // unapplying a weapon or skill tool should also unapply the skill it governs |
|
|
1063 | // but this is hard, as it shouldn't do so when the skill can |
|
|
1064 | // be used for other reasons |
|
|
1065 | if (who->chosen_skill) |
|
|
1066 | if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL]) |
|
|
1067 | unapply_special (who, op, 0); |
|
|
1068 | |
2899 | break; |
1069 | break; |
2900 | |
1070 | |
2901 | case SKILL: /* allows objects to impart skills */ |
1071 | case BOW: |
2902 | case SKILL_TOOL: |
1072 | case WAND: |
2903 | if (op != who->chosen_skill) |
1073 | case ROD: |
|
|
1074 | case HORN: |
|
|
1075 | case RANGED: |
|
|
1076 | if (player *pl = who->contr) |
2904 | { |
1077 | { |
2905 | LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); |
1078 | who->statusmsg (format ("You unready %s.", query_name (op))); |
|
|
1079 | change_abil (who, op); |
2906 | } |
1080 | } |
2907 | if (who->type == PLAYER) |
1081 | else |
2908 | { |
1082 | { |
2909 | if (who->contr->shoottype == range_skill) |
1083 | if (op->type == BOW) |
2910 | who->contr->shoottype = range_none; |
1084 | op->flag [FLAG_READY_BOW ] = false; |
2911 | if (!op->invisible) |
|
|
2912 | { |
|
|
2913 | new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); |
|
|
2914 | } |
|
|
2915 | else |
1085 | else |
2916 | { |
1086 | op->flag [FLAG_READY_RANGE] = false; |
2917 | new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); |
|
|
2918 | } |
|
|
2919 | } |
1087 | } |
2920 | (void) change_abil (who, op); |
1088 | |
2921 | who->chosen_skill = NULL; |
|
|
2922 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
|
|
2923 | break; |
1089 | break; |
2924 | |
1090 | |
2925 | case ARMOUR: |
1091 | case ARMOUR: |
2926 | case HELMET: |
1092 | case HELMET: |
2927 | case SHIELD: |
1093 | case SHIELD: |
… | |
… | |
2930 | case GLOVES: |
1096 | case GLOVES: |
2931 | case AMULET: |
1097 | case AMULET: |
2932 | case GIRDLE: |
1098 | case GIRDLE: |
2933 | case BRACERS: |
1099 | case BRACERS: |
2934 | case CLOAK: |
1100 | case CLOAK: |
2935 | new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); |
1101 | who->statusmsg (format ("You unwear %s.", query_name (op))); |
2936 | (void) change_abil (who, op); |
1102 | change_abil (who, op); |
2937 | break; |
1103 | break; |
|
|
1104 | |
2938 | case LAMP: |
1105 | case SPELL: |
2939 | new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); |
1106 | case BUILDER: |
2940 | tmp2 = arch_to_object (op->other_arch); |
1107 | who->statusmsg (format ("You unready %s.", query_name (op))); |
2941 | tmp2->x = op->x; |
|
|
2942 | tmp2->y = op->y; |
|
|
2943 | tmp2->map = op->map; |
|
|
2944 | tmp2->below = op->below; |
|
|
2945 | tmp2->above = op->above; |
|
|
2946 | tmp2->stats.food = op->stats.food; |
|
|
2947 | CLEAR_FLAG (tmp2, FLAG_APPLIED); |
|
|
2948 | |
|
|
2949 | if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
|
|
2950 | SET_FLAG (tmp2, FLAG_INV_LOCKED); |
|
|
2951 | |
|
|
2952 | if (who->type == PLAYER) |
|
|
2953 | esrv_del_item (who->contr, op->count); |
|
|
2954 | |
|
|
2955 | op->destroy (); |
|
|
2956 | insert_ob_in_ob (tmp2, who); |
|
|
2957 | fix_player (who); |
|
|
2958 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
|
|
2959 | { |
|
|
2960 | if (who->type == PLAYER) |
|
|
2961 | { |
|
|
2962 | new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); |
|
|
2963 | SET_FLAG (tmp2, FLAG_KNOWN_CURSED); |
|
|
2964 | } |
|
|
2965 | } |
|
|
2966 | if (who->type == PLAYER) |
|
|
2967 | esrv_send_item (who, tmp2); |
|
|
2968 | return 1; /* otherwise, an attempt to drop causes problems */ |
|
|
2969 | break; |
1108 | break; |
2970 | case BOW: |
1109 | |
2971 | case WAND: |
1110 | //case SKILL_TOOL://TODO |
2972 | case ROD: |
1111 | default: |
2973 | case HORN: |
1112 | who->statusmsg (format ("You unapply %s.", query_name (op))); |
2974 | clear_skill (who); |
|
|
2975 | new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); |
|
|
2976 | if (who->type == PLAYER) |
|
|
2977 | { |
|
|
2978 | who->contr->shoottype = range_none; |
|
|
2979 | } |
|
|
2980 | else |
|
|
2981 | { |
|
|
2982 | if (op->type == BOW) |
|
|
2983 | CLEAR_FLAG (who, FLAG_READY_BOW); |
|
|
2984 | else |
|
|
2985 | CLEAR_FLAG (who, FLAG_READY_RANGE); |
|
|
2986 | } |
|
|
2987 | break; |
1113 | break; |
2988 | |
|
|
2989 | case BUILDER: |
|
|
2990 | new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); |
|
|
2991 | who->contr->shoottype = range_none; |
|
|
2992 | who->contr->ranges[range_builder] = NULL; |
|
|
2993 | break; |
|
|
2994 | |
|
|
2995 | default: |
|
|
2996 | new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); |
|
|
2997 | break; |
|
|
2998 | } |
|
|
2999 | |
|
|
3000 | fix_player (who); |
|
|
3001 | |
|
|
3002 | if (!(aflags & AP_NO_MERGE)) |
|
|
3003 | { |
1114 | } |
3004 | object *tmp; |
|
|
3005 | |
1115 | |
3006 | tmp = merge_ob (op, NULL); |
1116 | if (aflags & AP_NO_MERGE || !merge_ob (op, 0)) |
3007 | if (who->type == PLAYER) |
1117 | if (object *pl = op->visible_to ()) |
3008 | { |
|
|
3009 | if (tmp) |
|
|
3010 | { /* it was merged */ |
|
|
3011 | esrv_del_item (who->contr, op->count); |
|
|
3012 | op = tmp; |
|
|
3013 | } |
|
|
3014 | |
|
|
3015 | esrv_send_item (who, op); |
1118 | esrv_send_item (pl, op); |
3016 | } |
1119 | |
3017 | } |
1120 | who->update_stats (); |
|
|
1121 | |
3018 | return 0; |
1122 | return 1; |
3019 | } |
1123 | } |
3020 | |
1124 | |
3021 | /** |
1125 | /** |
3022 | * Returns the object that is using location 'loc'. |
1126 | * Returns the object that is using location 'loc'. |
3023 | * Note that 'start' is the first object to start examing - we |
1127 | * Note that 'start' is the first object to start examing - we |
3024 | * then go through the below of this. In this way, you can do |
1128 | * then go through the below of this. In this way, you can do |
3025 | * something like: |
1129 | * something like: |
3026 | * tmp = get_item_from_body_location(who->inv, 1); |
1130 | * tmp = get_next_item_from_body_location(who->inv, 1); |
3027 | * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); |
1131 | * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1); |
3028 | * to find the second object that may use this location, etc. |
1132 | * to find the second object that may use this location, etc. |
3029 | * Returns NULL if no match is found. |
1133 | * Returns NULL if no match is found. |
3030 | * loc is the index into the array we are looking for a match. |
1134 | * loc is the index into the array we are looking for a match. |
3031 | * don't return invisible objects unless they are skill objects |
1135 | * don't return invisible objects unless they are skill objects |
3032 | * invisible other objects that use |
1136 | * invisible other objects that use |
3033 | * up body locations can be used as restrictions. |
1137 | * up body locations can be used as restrictions. |
3034 | */ |
1138 | */ |
3035 | object * |
1139 | static object * |
3036 | get_item_from_body_location (object *start, int loc) |
1140 | get_next_item_from_body_location (int loc, object *start) |
3037 | { |
1141 | { |
3038 | object *tmp; |
|
|
3039 | |
|
|
3040 | if (!start) |
|
|
3041 | return NULL; |
|
|
3042 | |
|
|
3043 | for (tmp = start; tmp; tmp = tmp->below) |
1142 | for (object *tmp = start; tmp; tmp = tmp->below) |
3044 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) |
1143 | if (tmp->flag [FLAG_APPLIED] |
|
|
1144 | && tmp->slot [loc].info |
|
|
1145 | && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL)) |
3045 | return tmp; |
1146 | return tmp; |
3046 | |
1147 | |
3047 | return NULL; |
1148 | return 0; |
3048 | } |
1149 | } |
3049 | |
|
|
3050 | |
|
|
3051 | |
1150 | |
3052 | /** |
1151 | /** |
3053 | * 'op' wants to apply an object, but can't because of other equipment. |
1152 | * 'op' wants to apply an object, but can't because of other equipment. |
3054 | * This should only be called when it is known |
1153 | * This should only be called when it is known |
3055 | * that there are objects to unapply. This makes pretty heavy |
1154 | * that there are objects to unapply. This makes pretty heavy |
… | |
… | |
3058 | * Returns 0 on success, returns 1 if there is some problem. |
1157 | * Returns 0 on success, returns 1 if there is some problem. |
3059 | * if aflags is AP_PRINT, we instead print out waht to unapply |
1158 | * if aflags is AP_PRINT, we instead print out waht to unapply |
3060 | * instead of doing it. This is a lot less code than having |
1159 | * instead of doing it. This is a lot less code than having |
3061 | * another function that does just that. |
1160 | * another function that does just that. |
3062 | */ |
1161 | */ |
3063 | int |
1162 | |
|
|
1163 | #define CANNOT_REMOVE_CURSED \ |
|
|
1164 | "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ |
|
|
1165 | "Praying over an altar, scrolls of remove curse/damnation, " \ |
|
|
1166 | "priests or even other players might help.>" |
|
|
1167 | |
|
|
1168 | static bool |
3064 | unapply_for_ob (object *who, object *op, int aflags) |
1169 | unapply_for_ob (object *who, object *op, int aflags) |
3065 | { |
1170 | { |
3066 | int i; |
1171 | if (op->is_range ()) |
3067 | object *tmp = NULL, *last; |
|
|
3068 | |
|
|
3069 | /* If we are applying a shield or weapon, unapply any equipped shield |
|
|
3070 | * or weapons first - only allowed to use one weapon/shield at a time. |
|
|
3071 | */ |
|
|
3072 | if (op->type == WEAPON || op->type == SHIELD) |
|
|
3073 | { |
|
|
3074 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1172 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
3075 | { |
1173 | if (tmp->flag [FLAG_APPLIED] && tmp->is_range ()) |
3076 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) |
1174 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED])) |
3077 | { |
1175 | { |
3078 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) |
|
|
3079 | { |
|
|
3080 | if (aflags & AP_PRINT) |
1176 | if (aflags & AP_PRINT) |
3081 | new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); |
1177 | who->failmsg (query_name (tmp)); |
3082 | else |
1178 | else |
3083 | unapply_special (who, tmp, aflags); |
1179 | unapply_special (who, tmp, aflags); |
3084 | } |
1180 | } |
3085 | else |
1181 | else |
3086 | { |
1182 | { |
3087 | /* In this case, we want to try and remove a cursed item. |
1183 | /* In this case, we want to try and remove a cursed item. |
3088 | * While we know it won't work, we want unapply_special to |
1184 | * While we know it won't work, we want unapply_special to |
3089 | * at least generate the message. |
1185 | * at least generate the message. |
3090 | */ |
1186 | */ |
3091 | new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); |
1187 | who->failmsgf ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)); |
3092 | return 1; |
1188 | return 1; |
3093 | } |
|
|
3094 | |
|
|
3095 | } |
1189 | } |
3096 | } |
|
|
3097 | } |
|
|
3098 | |
1190 | |
3099 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1191 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
3100 | { |
1192 | { |
3101 | /* this used up a slot that we need to free */ |
1193 | /* this used up a slot that we need to free */ |
3102 | if (op->body_info[i]) |
1194 | if (op->slot[i].info) |
3103 | { |
1195 | { |
3104 | last = who->inv; |
1196 | object *last = who->inv; |
3105 | |
1197 | |
3106 | /* We do a while loop - may need to remove several items in order |
1198 | /* We do a while loop - may need to remove several items in order |
3107 | * to free up enough slots. |
1199 | * to free up enough slots. |
3108 | */ |
1200 | */ |
3109 | while ((who->body_used[i] + op->body_info[i]) < 0) |
1201 | while ((who->slot[i].used + op->slot[i].info) < 0) |
3110 | { |
1202 | { |
3111 | tmp = get_item_from_body_location (last, i); |
1203 | object *tmp = get_next_item_from_body_location (i, last); |
|
|
1204 | |
3112 | if (!tmp) |
1205 | if (!tmp) |
3113 | { |
1206 | { |
3114 | #if 0 |
1207 | #if 0 |
3115 | /* Not a bug - we'll get this if the player has cursed items |
1208 | /* Not a bug - we'll get this if the player has cursed items |
3116 | * equipped. |
1209 | * equipped. |
3117 | */ |
1210 | */ |
3118 | LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); |
1211 | LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); |
3119 | #endif |
1212 | #endif |
3120 | return 1; |
1213 | return 1; |
3121 | } |
1214 | } |
|
|
1215 | |
3122 | /* If we are just printing, we don't care about cursed status */ |
1216 | /* If we are just printing, we don't care about cursed status */ |
3123 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) |
1217 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))) |
3124 | { |
1218 | { |
3125 | if (aflags & AP_PRINT) |
1219 | if (aflags & AP_PRINT) |
3126 | new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); |
1220 | who->failmsg (query_name (tmp)); |
3127 | else |
1221 | else |
3128 | unapply_special (who, tmp, aflags); |
1222 | unapply_special (who, tmp, aflags); |
3129 | } |
1223 | } |
3130 | else |
1224 | else |
3131 | { |
1225 | { |
3132 | /* Cursed item that we can't unequip - tell the player. |
1226 | /* Cursed item that we can't unequip - tell the player. |
3133 | * Note this could be annoying if this is just one of a few, |
1227 | * Note this could be annoying if this is just one of a few, |
3134 | * so it may not be critical (eg, putting on a ring and you have |
1228 | * so it may not be critical (eg, putting on a ring and you have |
3135 | * one cursed ring.) |
1229 | * one cursed ring.) |
3136 | */ |
1230 | */ |
3137 | new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); |
1231 | who->failmsgf ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)); |
3138 | } |
1232 | } |
|
|
1233 | |
3139 | last = tmp->below; |
1234 | last = tmp->below; |
3140 | } |
1235 | } |
3141 | /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the |
1236 | /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the |
3142 | * return in the !tmp would have kicked in. |
1237 | * return in the !tmp would have kicked in. |
3143 | */ |
1238 | */ |
3144 | } /* if op is using this body location */ |
1239 | } /* if op is using this body location */ |
3145 | } /* for body lcoations */ |
1240 | } /* for body lcoations */ |
|
|
1241 | |
3146 | return 0; |
1242 | return 0; |
3147 | } |
1243 | } |
3148 | |
1244 | |
3149 | /** |
1245 | /** |
3150 | * Checks to see if 'who' can apply object 'op'. |
1246 | * Checks to see if 'who' can apply object 'op'. |
3151 | * Returns 0 if apply can be done without anything special. |
1247 | * Returns 0 if apply can be done without anything special. |
3152 | * Otherwise returns a bitmask - potentially several of these may be |
1248 | * Otherwise returns a bitmask - potentially several of these may be |
3153 | * set, but largely depends on circumstance - in the future, processing |
1249 | * set, but largely depends on circumstance - in the future, processing |
3154 | * may be pruned once we know some status (eg, once CAN_APPLY_NEVER |
1250 | * may be pruned once we know some status (eg, once CAN_APPLY_NEVER |
3155 | * is set, do we really are what the other flags may be?) |
1251 | * is set, do we really care what the other flags may be?) |
3156 | * |
1252 | * |
3157 | * See include/define.h for detailed description of the meaning of |
1253 | * See include/define.h for detailed description of the meaning of |
3158 | * these return values. |
1254 | * these return values. |
3159 | */ |
1255 | */ |
3160 | int |
1256 | int |
3161 | can_apply_object (object *who, object *op) |
1257 | can_apply_object (object *who, object *op) |
3162 | { |
1258 | { |
3163 | if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) |
1259 | if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) |
3164 | return RESULT_INT (0); |
1260 | return RESULT_INT (0); |
3165 | |
1261 | |
3166 | int i, retval = 0; |
1262 | int retval = 0; |
3167 | object *tmp = NULL, *ws = NULL; |
1263 | object *tmp = 0, *ws = 0; |
3168 | |
1264 | |
3169 | /* Players have 2 'arm's, so they could in theory equip 2 shields or |
1265 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
3170 | * 2 weapons, but we don't want to let them do that. So if they are |
|
|
3171 | * trying to equip a weapon or shield, see if they already have one |
|
|
3172 | * in place and store that way. |
|
|
3173 | */ |
|
|
3174 | if (op->type == WEAPON || op->type == SHIELD) |
|
|
3175 | { |
1266 | { |
3176 | for (tmp = who->inv; tmp && !ws; tmp = tmp->below) |
1267 | if (op->slot[i].info) |
3177 | { |
1268 | { |
3178 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) |
1269 | /* Item uses more slots than we have */ |
|
|
1270 | if (who->slot[i].info + op->slot [i].info < 0) |
3179 | { |
1271 | { |
3180 | retval = CAN_APPLY_UNAPPLY; |
|
|
3181 | ws = tmp; |
|
|
3182 | } |
|
|
3183 | } |
|
|
3184 | } |
|
|
3185 | |
|
|
3186 | |
|
|
3187 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
|
|
3188 | { |
|
|
3189 | if (op->body_info[i]) |
|
|
3190 | { |
|
|
3191 | /* Item uses more slots than we have */ |
|
|
3192 | if (FABS (op->body_info[i]) > who->body_info[i]) |
|
|
3193 | { |
|
|
3194 | /* Could return now for efficiently - rest of info below isn' |
1272 | /* Could return now for efficiency - rest of info below isn't |
3195 | * really needed. |
1273 | * really needed. |
3196 | */ |
1274 | */ |
3197 | retval |= CAN_APPLY_NEVER; |
1275 | retval |= CAN_APPLY_NEVER; |
3198 | } |
1276 | } |
3199 | else if ((who->body_used[i] + op->body_info[i]) < 0) |
1277 | else if (who->slot[i].used + op->slot[i].info < 0) |
3200 | { |
1278 | { |
3201 | /* in this case, equipping this would use more free spots than |
1279 | /* in this case, equipping this would use more free spots than |
3202 | * we have. |
1280 | * we have. |
3203 | */ |
1281 | */ |
3204 | object *tmp1; |
|
|
3205 | |
|
|
3206 | |
1282 | |
3207 | /* if we have an applied weapon/shield, and unapply it would free |
1283 | /* if we have an applied weapon/shield, and unapply it would free |
3208 | * enough slots to equip the new item, then just set this can |
1284 | * enough slots to equip the new item, then just set "can |
3209 | * continue. We don't care about the logic below - if you have |
1285 | * apply unapply". We don't care about the logic below - if you have a |
3210 | * shield equipped and try to equip another shield, there is only |
1286 | * shield equipped and try to equip another shield, there is only |
3211 | * one choice. However, the check for the number of body locations |
1287 | * one choice. However, the check for the number of body locations |
3212 | * does take into the account cases where what is being applied |
1288 | * does take into the account cases where what is being applied |
3213 | * may be two handed for example. |
1289 | * may be two handed for example. |
3214 | */ |
1290 | */ |
3215 | if (ws) |
1291 | if (ws) |
3216 | { |
1292 | if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0) |
3217 | if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0) |
|
|
3218 | { |
1293 | { |
3219 | retval |= CAN_APPLY_UNAPPLY; |
1294 | retval |= CAN_APPLY_UNAPPLY; |
3220 | continue; |
1295 | continue; |
3221 | } |
1296 | } |
3222 | } |
|
|
3223 | |
1297 | |
3224 | tmp1 = get_item_from_body_location (who->inv, i); |
1298 | object *tmp1 = get_next_item_from_body_location (i, who->inv); |
3225 | if (!tmp1) |
1299 | if (!tmp1) |
3226 | { |
|
|
3227 | #if 0 |
|
|
3228 | /* This is sort of an error, but happens a lot when old players |
|
|
3229 | * join in with more stuff equipped than they are now allowed. |
|
|
3230 | */ |
|
|
3231 | LOG (llevError, "Can't find object using location %d on %s\n", i, who->name); |
|
|
3232 | #endif |
|
|
3233 | retval |= CAN_APPLY_NEVER; |
1300 | retval |= CAN_APPLY_NEVER; |
3234 | } |
|
|
3235 | else |
1301 | else |
3236 | { |
1302 | { |
3237 | /* need to unapply something. However, if this something |
1303 | /* need to unapply something. However, if this something |
3238 | * is different than we had found before, it means they need |
1304 | * is different than we had found before, it means they need |
3239 | * to apply multiple objects |
1305 | * to apply multiple objects |
3240 | */ |
1306 | */ |
3241 | retval |= CAN_APPLY_UNAPPLY; |
1307 | retval |= CAN_APPLY_UNAPPLY; |
|
|
1308 | |
3242 | if (!tmp) |
1309 | if (!tmp) |
3243 | tmp = tmp1; |
1310 | tmp = tmp1; |
3244 | else if (tmp != tmp1) |
1311 | else if (tmp != tmp1) |
3245 | { |
|
|
3246 | retval |= CAN_APPLY_UNAPPLY_MULT; |
1312 | retval |= CAN_APPLY_UNAPPLY_MULT; |
3247 | } |
1313 | |
3248 | /* This object isn't using up all the slots, so there must |
1314 | /* This object isn't using up all the slots, so there must |
3249 | * be another. If so, and it the new item doesn't need all |
1315 | * be another. If so, and it the new item doesn't need all |
3250 | * the slots, the player then has a choice. |
1316 | * the slots, the player then has a choice. |
3251 | */ |
1317 | */ |
3252 | if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) |
1318 | if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info) |
|
|
1319 | && abs (op->slot[i].info) < who->slot[i].info) |
3253 | retval |= CAN_APPLY_UNAPPLY_CHOICE; |
1320 | retval |= CAN_APPLY_UNAPPLY_CHOICE; |
3254 | |
1321 | |
3255 | /* Does unequippint 'tmp1' free up enough slots for this to be |
1322 | /* Does unequippint 'tmp1' free up enough slots for this to be |
3256 | * equipped? If not, there must be something else to unapply. |
1323 | * equipped? If not, there must be something else to unapply. |
3257 | */ |
1324 | */ |
3258 | if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) |
1325 | if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info) |
3259 | retval |= CAN_APPLY_UNAPPLY_MULT; |
1326 | retval |= CAN_APPLY_UNAPPLY_MULT; |
3260 | |
|
|
3261 | } |
1327 | } |
3262 | } /* if not enough free slots */ |
1328 | } /* if not enough free slots */ |
3263 | } /* if this object uses location i */ |
1329 | } /* if this object uses location i */ |
3264 | } /* for i -> num_body_locations loop */ |
1330 | } /* for i -> num_body_locations loop */ |
3265 | |
1331 | |
… | |
… | |
3268 | * the weapon/shield checks, and the range checks for monsters, |
1334 | * the weapon/shield checks, and the range checks for monsters, |
3269 | * because you can't control those just by body location - bows, shields, |
1335 | * because you can't control those just by body location - bows, shields, |
3270 | * and weapons all use the same slot. Similar for horn/rod/wand - they |
1336 | * and weapons all use the same slot. Similar for horn/rod/wand - they |
3271 | * all use the same location. |
1337 | * all use the same location. |
3272 | */ |
1338 | */ |
3273 | if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) |
1339 | if (op->type == WEAPON && !who->flag [FLAG_USE_WEAPON]) |
3274 | retval |= CAN_APPLY_RESTRICTION; |
1340 | retval |= CAN_APPLY_RESTRICTION; |
|
|
1341 | |
3275 | if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) |
1342 | if (op->type == SHIELD && !who->flag [FLAG_USE_SHIELD]) |
3276 | retval |= CAN_APPLY_RESTRICTION; |
1343 | retval |= CAN_APPLY_RESTRICTION; |
3277 | |
1344 | |
3278 | |
|
|
3279 | if (who->type != PLAYER) |
1345 | if (who->type != PLAYER) |
3280 | { |
1346 | { |
3281 | if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) |
1347 | if ((op->type == WAND || op->type == HORN || op->type == ROD) && !who->flag [FLAG_USE_RANGE]) |
3282 | retval |= CAN_APPLY_RESTRICTION; |
1348 | retval |= CAN_APPLY_RESTRICTION; |
|
|
1349 | |
3283 | if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) |
1350 | if (op->type == BOW && !who->flag [FLAG_USE_BOW]) |
3284 | retval |= CAN_APPLY_RESTRICTION; |
1351 | retval |= CAN_APPLY_RESTRICTION; |
|
|
1352 | |
3285 | if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) |
1353 | if (op->type == RING && !who->flag [FLAG_USE_RING]) |
3286 | retval |= CAN_APPLY_RESTRICTION; |
1354 | retval |= CAN_APPLY_RESTRICTION; |
|
|
1355 | |
3287 | if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) |
1356 | if (op->type == BOW && !who->flag [FLAG_USE_BOW]) |
3288 | retval |= CAN_APPLY_RESTRICTION; |
1357 | retval |= CAN_APPLY_RESTRICTION; |
3289 | } |
1358 | } |
|
|
1359 | |
3290 | return retval; |
1360 | return retval; |
3291 | } |
1361 | } |
3292 | |
|
|
3293 | |
|
|
3294 | |
1362 | |
3295 | /** |
1363 | /** |
3296 | * who is the object using the object. It can be a monster. |
1364 | * who is the object using the object. It can be a monster. |
3297 | * op is the object they are using. op is an equipment type item, |
1365 | * op is the object they are using. op is an equipment type item, |
3298 | * eg, one which you put on and keep on for a while, and not something |
1366 | * eg, one which you put on and keep on for a while, and not something |
… | |
… | |
3307 | * AP_UNAPPLY=always unapply). |
1375 | * AP_UNAPPLY=always unapply). |
3308 | * |
1376 | * |
3309 | * Optional flags: |
1377 | * Optional flags: |
3310 | * AP_NO_MERGE: don't merge an unapplied object with other objects |
1378 | * AP_NO_MERGE: don't merge an unapplied object with other objects |
3311 | * AP_IGNORE_CURSE: unapply cursed items |
1379 | * AP_IGNORE_CURSE: unapply cursed items |
|
|
1380 | * AP_NO_READY: do not ready skills when applying skill tools |
3312 | * |
1381 | * |
3313 | * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) |
1382 | * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) |
3314 | * |
1383 | * |
3315 | * apply_special() doesn't check for unpaid items. |
1384 | * apply_special() doesn't check for unpaid items. |
3316 | */ |
1385 | */ |
3317 | int |
1386 | |
|
|
1387 | #define LACK_ITEM_POWER \ |
|
|
1388 | " H<You lack enough unused item power to use this weapon, see the skills command.>" |
|
|
1389 | |
|
|
1390 | static bool |
3318 | apply_special (object *who, object *op, int aflags) |
1391 | apply_special (object *who, object *op, int aflags) |
3319 | { |
1392 | { |
3320 | int basic_flag = aflags & AP_BASIC_FLAGS; |
1393 | int basic_flag = aflags & AP_MODE; |
3321 | object *tmp, *tmp2, *skop = NULL; |
1394 | object *tmp, *tmp2, *skop = NULL; |
3322 | int i; |
|
|
3323 | |
1395 | |
3324 | if (who == NULL) |
1396 | if (who == NULL) |
3325 | { |
1397 | { |
3326 | LOG (llevError, "apply_special() from object without environment.\n"); |
1398 | LOG (llevError, "apply_special() from object without environment.\n"); |
3327 | return 1; |
1399 | return 1; |
3328 | } |
1400 | } |
3329 | |
1401 | |
|
|
1402 | //TODO: remove these when apply_special is no longer exposed |
3330 | if (op->env != who) |
1403 | if (op->env != who) |
3331 | return 1; /* op is not in inventory */ |
1404 | return 1; /* op is not in inventory */ |
3332 | |
1405 | |
3333 | /* trying to unequip op */ |
1406 | /* trying to unequip op */ |
3334 | if (QUERY_FLAG (op, FLAG_APPLIED)) |
1407 | if (op->flag [FLAG_APPLIED]) |
3335 | { |
1408 | { |
3336 | /* always apply, so no reason to unapply */ |
1409 | /* always apply, so no reason to unapply */ |
3337 | if (basic_flag == AP_APPLY) |
1410 | if (basic_flag == AP_APPLY) |
3338 | return 0; |
1411 | return 0; |
3339 | |
1412 | |
3340 | if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) |
1413 | if (!(aflags & AP_IGNORE_CURSE) && (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED])) |
3341 | { |
1414 | { |
3342 | new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); |
1415 | who->failmsgf ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)); |
3343 | return 1; |
1416 | return 1; |
3344 | } |
1417 | } |
|
|
1418 | |
3345 | return unapply_special (who, op, aflags); |
1419 | return unapply_special (who, op, aflags); |
3346 | } |
1420 | } |
3347 | |
|
|
3348 | if (basic_flag == AP_UNAPPLY) |
1421 | else if (basic_flag == AP_UNAPPLY) |
3349 | return 0; |
1422 | return 0; |
3350 | |
1423 | |
3351 | i = can_apply_object (who, op); |
1424 | splay (op); |
3352 | |
1425 | |
3353 | /* Can't just apply this object. Lets see what not and what to do */ |
1426 | /* Can't just apply this object. Lets see what not and what to do */ |
3354 | if (i) |
1427 | if (int i = can_apply_object (who, op)) |
3355 | { |
1428 | { |
3356 | if (i & CAN_APPLY_NEVER) |
1429 | if (i & CAN_APPLY_NEVER) |
3357 | { |
1430 | { |
3358 | new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); |
1431 | who->failmsgf ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)); |
3359 | return 1; |
1432 | return 1; |
3360 | } |
1433 | } |
3361 | else if (i & CAN_APPLY_RESTRICTION) |
1434 | else if (i & CAN_APPLY_RESTRICTION) |
3362 | { |
1435 | { |
3363 | new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); |
1436 | who->failmsgf ( |
|
|
1437 | "You have a prohibition against using a %s. " |
|
|
1438 | "H<Your belief, profession or class prevents you from applying this item.>", |
|
|
1439 | query_name (op) |
|
|
1440 | ); |
3364 | return 1; |
1441 | return 1; |
3365 | } |
1442 | } |
|
|
1443 | |
3366 | if (who->type != PLAYER) |
1444 | if (who->type != PLAYER) |
3367 | { |
1445 | { |
3368 | /* Some error, so don't try to equip something more */ |
1446 | /* Some error, so don't try to equip something more */ |
3369 | if (unapply_for_ob (who, op, aflags)) |
1447 | if (unapply_for_ob (who, op, aflags)) |
3370 | return 1; |
1448 | return 1; |
3371 | } |
1449 | } |
3372 | else |
1450 | else |
3373 | { |
1451 | { |
3374 | if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) |
1452 | if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) |
3375 | { |
1453 | { |
3376 | new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); |
1454 | who->failmsg ("You need to unapply some of the following item(s) or change your applymode:"); |
3377 | unapply_for_ob (who, op, AP_PRINT); |
1455 | unapply_for_ob (who, op, AP_PRINT); |
3378 | return 1; |
1456 | return 1; |
3379 | } |
1457 | } |
3380 | else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) |
1458 | else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) |
3381 | { |
|
|
3382 | i = unapply_for_ob (who, op, aflags); |
1459 | if (unapply_for_ob (who, op, aflags)) |
3383 | if (i) |
|
|
3384 | return 1; |
1460 | return 1; |
3385 | } |
1461 | } |
3386 | } |
|
|
3387 | } |
1462 | } |
|
|
1463 | |
3388 | if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) |
1464 | if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) |
3389 | { |
1465 | { |
|
|
1466 | // try to ready attached skill first |
3390 | skop = find_skill_by_name (who, op->skill); |
1467 | skop = find_skill_by_name (who, op->skill); |
|
|
1468 | |
3391 | if (!skop) |
1469 | if (!skop) |
3392 | { |
1470 | { |
3393 | new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); |
1471 | who->failmsgf ("You need the %s skill to use this item!", &op->skill); |
3394 | return 1; |
1472 | return 1; |
3395 | } |
1473 | } |
3396 | else |
1474 | else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT)) |
3397 | { |
|
|
3398 | /* While experience will be credited properly, we want to change the |
|
|
3399 | * skill so that the dam and wc get updated |
|
|
3400 | */ |
|
|
3401 | change_skill (who, skop, 0); |
|
|
3402 | } |
1475 | { |
3403 | } |
1476 | who->failmsgf ("You can't use the required %s skill!", &op->skill); |
3404 | |
1477 | return 1; |
3405 | if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) |
1478 | } |
3406 | { |
1479 | } |
3407 | new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); |
1480 | |
|
|
1481 | if (!check_item_power (who, op->item_power)) |
|
|
1482 | { |
|
|
1483 | who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); |
3408 | return 1; |
1484 | return 1; |
3409 | } |
1485 | } |
3410 | |
|
|
3411 | |
1486 | |
3412 | /* Ok. We are now at the state where we can apply the new object. |
1487 | /* Ok. We are now at the state where we can apply the new object. |
3413 | * Note that we don't have the checks for can_use_... |
1488 | * Note that we don't have the checks for can_use_... |
3414 | * below - that is already taken care of by can_apply_object. |
1489 | * below - that is already taken care of by can_apply_object. |
3415 | */ |
1490 | */ |
3416 | |
1491 | |
3417 | |
1492 | // split away all the other items from the stack, so only one item is left |
3418 | if (op->nrof > 1) |
1493 | tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; |
3419 | tmp = get_split_ob (op, op->nrof - 1); |
|
|
3420 | else |
|
|
3421 | tmp = NULL; |
|
|
3422 | |
1494 | |
3423 | if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) |
1495 | if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) |
3424 | return RESULT_INT (0); |
1496 | return RESULT_INT (0); |
3425 | |
1497 | |
3426 | switch (op->type) |
1498 | switch (op->type) |
3427 | { |
1499 | { |
3428 | case WEAPON: |
1500 | case WEAPON: |
3429 | if (!check_weapon_power (who, op->last_eat)) |
1501 | if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\'')) |
3430 | { |
|
|
3431 | new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); |
|
|
3432 | new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); |
|
|
3433 | if (tmp != NULL) |
|
|
3434 | (void) insert_ob_in_ob (tmp, who); |
|
|
3435 | return 1; |
|
|
3436 | } |
|
|
3437 | if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) |
|
|
3438 | { |
1502 | { |
3439 | /* if the weapon does not have the name as the character, can't use it. */ |
1503 | /* if the weapon does not have the name as the character, can't use it. */ |
3440 | /* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
1504 | /* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
3441 | new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); |
1505 | who->failmsg ("The weapon does not recognize you as its owner. " |
3442 | if (tmp != NULL) |
1506 | "H<Its name indicates that it belongs to somebody else.>"); |
3443 | (void) insert_ob_in_ob (tmp, who); |
1507 | if (tmp) who->insert (tmp); |
3444 | return 1; |
1508 | return 1; |
3445 | } |
1509 | } |
3446 | SET_FLAG (op, FLAG_APPLIED); |
|
|
3447 | |
1510 | |
3448 | if (skop) |
1511 | op->flag [FLAG_APPLIED] = true; |
3449 | change_skill (who, skop, 1); |
|
|
3450 | if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) |
|
|
3451 | SET_FLAG (who, FLAG_READY_WEAPON); |
|
|
3452 | |
1512 | |
3453 | new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); |
1513 | if (player *pl = who->contr) |
3454 | |
1514 | { |
|
|
1515 | who->statusmsg (format ("You wield %s.", query_name (op))); |
3455 | (void) change_abil (who, op); |
1516 | change_abil (who, op); |
|
|
1517 | } |
|
|
1518 | |
|
|
1519 | op->flag [FLAG_READY_WEAPON] = true; |
3456 | break; |
1520 | break; |
3457 | |
1521 | |
3458 | case ARMOUR: |
1522 | case ARMOUR: |
3459 | case HELMET: |
1523 | case HELMET: |
3460 | case SHIELD: |
1524 | case SHIELD: |
… | |
… | |
3463 | case GIRDLE: |
1527 | case GIRDLE: |
3464 | case BRACERS: |
1528 | case BRACERS: |
3465 | case CLOAK: |
1529 | case CLOAK: |
3466 | case RING: |
1530 | case RING: |
3467 | case AMULET: |
1531 | case AMULET: |
3468 | SET_FLAG (op, FLAG_APPLIED); |
1532 | op->set_flag (FLAG_APPLIED); |
3469 | new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); |
1533 | who->statusmsg (format ("You wear %s.", query_name (op))); |
3470 | (void) change_abil (who, op); |
1534 | change_abil (who, op); |
3471 | break; |
1535 | break; |
|
|
1536 | |
|
|
1537 | case SKILL_TOOL: |
|
|
1538 | // applying a skill tool does not ready the skill |
|
|
1539 | // if something needs the skill, it has to ready it itself |
|
|
1540 | //TODO: unapplying should unapply the skill, though |
|
|
1541 | op->set_flag (FLAG_APPLIED); |
|
|
1542 | break; |
|
|
1543 | |
3472 | case LAMP: |
1544 | case SKILL: |
3473 | if (op->stats.food < 1) |
1545 | if (!(aflags & AP_NO_SLOT)) |
3474 | { |
1546 | { |
3475 | new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); |
1547 | // skill is used on it's own, as opposed to being a chosen_skill |
|
|
1548 | |
|
|
1549 | if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA)) |
|
|
1550 | { |
|
|
1551 | who->failmsgf ( |
|
|
1552 | "You feel as if you wanted to do something funny, but you can't remember what. " |
|
|
1553 | "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. " |
|
|
1554 | "It cannot be used on its own.>", |
|
|
1555 | &op->skill |
|
|
1556 | ); |
|
|
1557 | if (tmp) who->insert (tmp); |
|
|
1558 | return 1; |
|
|
1559 | } |
|
|
1560 | |
|
|
1561 | if (skill_flags [op->subtype] & SF_AUTARK |
|
|
1562 | || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED))) |
|
|
1563 | { |
|
|
1564 | if (skill_flags [op->subtype] & SF_USE) |
|
|
1565 | who->failmsgf ( |
|
|
1566 | "You feel as if you wanted to do something funny, but you can't remember what. " |
|
|
1567 | "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>", |
|
|
1568 | &op->skill, &op->skill |
|
|
1569 | ); |
|
|
1570 | else |
|
|
1571 | who->failmsgf ( |
|
|
1572 | "You feel as if you wanted to do something funny, but you can't remember what. " |
|
|
1573 | "H<The %s skill cannot be readied or used, it is always active.>", |
|
|
1574 | &op->skill |
|
|
1575 | ); |
|
|
1576 | |
|
|
1577 | if (tmp) who->insert (tmp); |
|
|
1578 | |
|
|
1579 | return 1; |
|
|
1580 | } |
|
|
1581 | |
|
|
1582 | if (who->contr) |
|
|
1583 | if (op->invisible) |
|
|
1584 | who->statusmsg (format ("You can now use the %s skill.", &op->skill)); |
|
|
1585 | else |
|
|
1586 | who->statusmsg (format ("You ready %s.", query_name (op))); |
|
|
1587 | } |
|
|
1588 | |
|
|
1589 | who->set_flag (FLAG_READY_SKILL); |
|
|
1590 | op->set_flag (FLAG_APPLIED); |
|
|
1591 | change_abil (who, op); |
|
|
1592 | break; |
|
|
1593 | |
|
|
1594 | case BOW: |
|
|
1595 | if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\'')) |
|
|
1596 | { |
|
|
1597 | who->failmsg ("The weapon does not recognize you as its owner. " |
|
|
1598 | "H<Its name indicates that it belongs to somebody else.>"); |
|
|
1599 | if (tmp) who->insert (tmp); |
3476 | return 1; |
1600 | return 1; |
3477 | } |
1601 | } |
3478 | new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); |
|
|
3479 | tmp2 = arch_to_object (op->other_arch); |
|
|
3480 | tmp2->stats.food = op->stats.food; |
|
|
3481 | SET_FLAG (tmp2, FLAG_APPLIED); |
|
|
3482 | if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
|
|
3483 | SET_FLAG (tmp2, FLAG_INV_LOCKED); |
|
|
3484 | insert_ob_in_ob (tmp2, who); |
|
|
3485 | |
1602 | |
3486 | /* Remove the old lantern */ |
1603 | if (player *pl = who->contr) |
3487 | if (who->type == PLAYER) |
|
|
3488 | esrv_del_item (who->contr, op->count); |
|
|
3489 | |
|
|
3490 | op->destroy (); |
|
|
3491 | |
|
|
3492 | /* insert the portion that was split off */ |
|
|
3493 | if (tmp != NULL) |
|
|
3494 | { |
1604 | { |
3495 | (void) insert_ob_in_ob (tmp, who); |
1605 | op->flag [FLAG_APPLIED] = true; |
3496 | if (who->type == PLAYER) |
1606 | who->statusmsg (format ("You wield the %s.", query_name (op))); |
3497 | esrv_send_item (who, tmp); |
1607 | change_abil (who, op); |
3498 | } |
1608 | } |
3499 | fix_player (who); |
1609 | break; |
3500 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
1610 | |
|
|
1611 | case RANGED: |
|
|
1612 | if (player *pl = who->contr) |
3501 | { |
1613 | { |
3502 | if (who->type == PLAYER) |
1614 | op->flag [FLAG_APPLIED] = true; |
3503 | { |
1615 | who->statusmsg (format ("You applied the %s.", query_name (op))); |
3504 | new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); |
|
|
3505 | SET_FLAG (tmp2, FLAG_KNOWN_CURSED); |
|
|
3506 | } |
|
|
3507 | } |
1616 | } |
3508 | if (who->type == PLAYER) |
|
|
3509 | esrv_send_item (who, tmp2); |
|
|
3510 | return 0; |
|
|
3511 | break; |
1617 | break; |
3512 | |
1618 | |
3513 | /* this part is needed for skill-tools */ |
|
|
3514 | case SKILL: |
1619 | case SPELL: |
3515 | case SKILL_TOOL: |
1620 | if (player *pl = who->contr) |
3516 | if (who->chosen_skill) |
|
|
3517 | { |
1621 | { |
3518 | LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); |
1622 | op->flag [FLAG_APPLIED] = true; |
3519 | return 1; |
1623 | who->statusmsg (format ("You ready the spell %s.", query_name (op))); |
3520 | } |
1624 | } |
3521 | if (who->type == PLAYER) |
|
|
3522 | { |
|
|
3523 | who->contr->shoottype = range_skill; |
|
|
3524 | who->contr->ranges[range_skill] = op; |
|
|
3525 | if (!op->invisible) |
|
|
3526 | { |
|
|
3527 | new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); |
|
|
3528 | new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); |
|
|
3529 | } |
|
|
3530 | else |
|
|
3531 | { |
|
|
3532 | new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); |
|
|
3533 | } |
|
|
3534 | } |
|
|
3535 | SET_FLAG (op, FLAG_APPLIED); |
|
|
3536 | (void) change_abil (who, op); |
|
|
3537 | who->chosen_skill = op; |
|
|
3538 | SET_FLAG (who, FLAG_READY_SKILL); |
|
|
3539 | break; |
1625 | break; |
3540 | |
1626 | |
|
|
1627 | /*FALLTHROUGH*/ |
3541 | case BOW: |
1628 | case WAND: |
3542 | if (!check_weapon_power (who, op->last_eat)) |
|
|
3543 | { |
|
|
3544 | new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); |
|
|
3545 | new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); |
|
|
3546 | if (tmp != NULL) |
|
|
3547 | (void) insert_ob_in_ob (tmp, who); |
|
|
3548 | return 1; |
|
|
3549 | } |
|
|
3550 | if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) |
|
|
3551 | { |
|
|
3552 | new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); |
|
|
3553 | if (tmp != NULL) |
|
|
3554 | (void) insert_ob_in_ob (tmp, who); |
|
|
3555 | return 1; |
|
|
3556 | } |
|
|
3557 | /*FALLTHROUGH*/ case WAND: |
|
|
3558 | case ROD: |
1629 | case ROD: |
3559 | case HORN: |
1630 | case HORN: |
3560 | /* check for skill, alter player status */ |
1631 | op->flag [FLAG_APPLIED] = true; |
3561 | SET_FLAG (op, FLAG_APPLIED); |
|
|
3562 | if (skop) |
|
|
3563 | change_skill (who, skop, 0); |
|
|
3564 | new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); |
|
|
3565 | |
1632 | |
3566 | if (who->type == PLAYER) |
1633 | if (player *pl = who->contr) |
3567 | { |
1634 | { |
|
|
1635 | who->statusmsg (format ("You ready %s.", query_name (op))); |
|
|
1636 | |
3568 | if (op->type == BOW) |
1637 | if (op->type == BOW) |
3569 | { |
1638 | who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); |
|
|
1639 | |
3570 | (void) change_abil (who, op); |
1640 | change_abil (who, op); |
3571 | new_draw_info_format (NDI_UNIQUE, 0, who, |
|
|
3572 | "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); |
|
|
3573 | who->contr->shoottype = range_bow; |
|
|
3574 | } |
|
|
3575 | else |
|
|
3576 | { |
|
|
3577 | who->contr->shoottype = range_misc; |
|
|
3578 | } |
|
|
3579 | } |
1641 | } |
3580 | else |
1642 | else |
3581 | { |
1643 | { |
3582 | if (op->type == BOW) |
1644 | if (op->type == BOW) |
3583 | SET_FLAG (who, FLAG_READY_BOW); |
1645 | op->flag [FLAG_READY_BOW ] = true; |
3584 | else |
1646 | else |
3585 | SET_FLAG (who, FLAG_READY_RANGE); |
1647 | op->flag [FLAG_READY_RANGE] = true; |
|
|
1648 | } |
|
|
1649 | |
|
|
1650 | break; |
|
|
1651 | |
|
|
1652 | case BUILDER: |
|
|
1653 | if (player *pl = who->contr) |
|
|
1654 | { |
|
|
1655 | who->statusmsg (format ("You ready your %s.", query_name (op))); |
|
|
1656 | //TODO: change_abil? |
3586 | } |
1657 | } |
3587 | break; |
1658 | break; |
3588 | |
1659 | |
3589 | case BUILDER: |
|
|
3590 | if (who->contr->ranges[range_builder]) |
|
|
3591 | unapply_special (who, who->contr->ranges[range_builder], 0); |
|
|
3592 | who->contr->shoottype = range_builder; |
|
|
3593 | who->contr->ranges[range_builder] = op; |
|
|
3594 | new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); |
|
|
3595 | break; |
|
|
3596 | |
|
|
3597 | default: |
1660 | default: |
3598 | new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); |
1661 | who->statusmsg (format ("You apply %s.", query_name (op))); |
3599 | } /* end of switch op->type */ |
1662 | } |
3600 | |
1663 | |
3601 | SET_FLAG (op, FLAG_APPLIED); |
1664 | op->set_flag (FLAG_APPLIED); |
3602 | |
1665 | |
3603 | if (tmp != NULL) |
1666 | if (tmp) who->insert (tmp); |
3604 | tmp = insert_ob_in_ob (tmp, who); |
|
|
3605 | |
1667 | |
3606 | fix_player (who); |
1668 | who->update_stats (); |
3607 | |
1669 | |
3608 | /* We exclude spell casting objects. The fire code will set the |
1670 | /* We exclude spell casting objects. The fire code will set the |
3609 | * been applied flag when they are used - until that point, |
1671 | * been applied flag when they are used - until that point, |
3610 | * you don't know anything about them. |
1672 | * you don't know anything about them. |
3611 | */ |
1673 | */ |
3612 | if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) |
1674 | if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) |
3613 | SET_FLAG (op, FLAG_BEEN_APPLIED); |
1675 | op->set_flag (FLAG_BEEN_APPLIED); |
3614 | |
1676 | |
3615 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
1677 | if (op->flag [FLAG_CURSED] || op->flag [FLAG_DAMNED]) |
3616 | { |
|
|
3617 | if (who->type == PLAYER) |
1678 | if (who->type == PLAYER) |
3618 | { |
1679 | { |
3619 | new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); |
1680 | who->failmsg ( |
3620 | SET_FLAG (op, FLAG_KNOWN_CURSED); |
1681 | "Oops, it feels deadly cold! " |
|
|
1682 | "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>" |
|
|
1683 | ); |
|
|
1684 | op->set_flag (FLAG_KNOWN_CURSED); |
3621 | } |
1685 | } |
3622 | } |
1686 | |
3623 | if (who->type == PLAYER) |
1687 | if (object *pl = op->visible_to ()) |
3624 | { |
|
|
3625 | /* if multiple objects were applied, update both slots */ |
|
|
3626 | if (tmp) |
|
|
3627 | esrv_send_item (who, tmp); |
|
|
3628 | esrv_send_item (who, op); |
1688 | esrv_send_item (pl, op); |
3629 | } |
1689 | |
3630 | return 0; |
1690 | return 0; |
3631 | } |
1691 | } |
3632 | |
1692 | |
3633 | |
1693 | /** |
|
|
1694 | * Check if op should abort moving victim because of it's race or slaying. |
|
|
1695 | * Returns 1 if it should abort, returns 0 if it should continue. |
|
|
1696 | */ |
3634 | int |
1697 | int |
3635 | monster_apply_special (object *who, object *op, int aflags) |
1698 | should_director_abort (object *op, object *victim) |
3636 | { |
1699 | { |
3637 | if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) |
1700 | int arch_flag, name_flag, race_flag; |
|
|
1701 | |
|
|
1702 | /* Get flags to determine what of arch, name, and race should be checked. |
|
|
1703 | * This is stored in subtype, and is a bitmask, the LSB is the arch flag, |
|
|
1704 | * the next is the name flag, and the last is the race flag. Also note, |
|
|
1705 | * if subtype is set to zero, that also goes to defaults of all affecting |
|
|
1706 | * it. Examples: |
|
|
1707 | * subtype 1: only arch |
|
|
1708 | * subtype 3: arch or name |
|
|
1709 | * subtype 5: arch or race |
|
|
1710 | * subtype 7: all three |
|
|
1711 | */ |
|
|
1712 | if (op->subtype) |
|
|
1713 | { |
|
|
1714 | arch_flag = op->subtype & 1; |
|
|
1715 | name_flag = op->subtype & 2; |
|
|
1716 | race_flag = op->subtype & 4; |
|
|
1717 | } |
|
|
1718 | else |
|
|
1719 | { |
|
|
1720 | arch_flag = 1; |
|
|
1721 | name_flag = 1; |
|
|
1722 | race_flag = 1; |
|
|
1723 | } |
|
|
1724 | |
|
|
1725 | /* If the director has race set, only affect objects with a arch, |
|
|
1726 | * name or race that matches. |
|
|
1727 | */ |
|
|
1728 | if ((op->race) && |
|
|
1729 | ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) && |
|
|
1730 | ((!(victim->name && name_flag) || op->race != victim->name)) && |
|
|
1731 | ((!(victim->race && race_flag) || op->race != victim->race))) |
3638 | return 1; |
1732 | return 1; |
3639 | return apply_special (who, op, aflags); |
|
|
3640 | } |
|
|
3641 | |
1733 | |
|
|
1734 | /* If the director has slaying set, only affect objects where none |
|
|
1735 | * of arch, name, or race match. |
|
|
1736 | */ |
|
|
1737 | if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) || |
|
|
1738 | ((victim->name && name_flag && op->slaying == victim->name)) || |
|
|
1739 | ((victim->race && race_flag && op->slaying == victim->race))) |
|
|
1740 | return 1; |
|
|
1741 | |
|
|
1742 | return 0; |
|
|
1743 | } |
|
|
1744 | |
3642 | /** |
1745 | /** |
3643 | * Map was just loaded, handle op's initialisation. |
1746 | * This handles a player dropping money on an altar to identify stuff. |
|
|
1747 | * It'll identify marked item, if none all items up to dropped money. |
|
|
1748 | * Return value: 1 if money was destroyed, 0 if not. |
3644 | * |
1749 | */ |
3645 | * Generates shop floor's item, and treasures. |
1750 | static int |
|
|
1751 | apply_id_altar (object *money, object *altar, object *pl) |
|
|
1752 | { |
|
|
1753 | dynbuf_text &buf = msg_dynbuf; buf.clear (); |
|
|
1754 | |
|
|
1755 | if (!pl || pl->type != PLAYER) |
|
|
1756 | return 0; |
|
|
1757 | |
|
|
1758 | /* Check for MONEY type is a special hack - it prevents 'nothing needs |
|
|
1759 | * identifying' from being printed out more than it needs to be. |
|
|
1760 | */ |
|
|
1761 | if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY) |
|
|
1762 | return 0; |
|
|
1763 | |
|
|
1764 | /* if the player has a marked item, identify that if it needs to be |
|
|
1765 | * identified. If it doesn't, then go through the player inventory. |
|
|
1766 | */ |
|
|
1767 | if (object *marked = pl->mark ()) |
|
|
1768 | if (!marked->flag [FLAG_IDENTIFIED] && marked->need_identify ()) |
|
|
1769 | { |
|
|
1770 | if (operate_altar (altar, &money, pl)) |
|
|
1771 | { |
|
|
1772 | identify (marked); |
|
|
1773 | |
|
|
1774 | buf.printf ("You have %s.\r", long_desc (marked, pl)); |
|
|
1775 | if (marked->msg) |
|
|
1776 | buf << "The item has a story:\r" << marked->msg << "\n\n"; |
|
|
1777 | |
|
|
1778 | return !money; |
|
|
1779 | } |
|
|
1780 | } |
|
|
1781 | |
|
|
1782 | for (object *id = pl->inv; id; id = id->below) |
|
|
1783 | { |
|
|
1784 | if (!id->flag [FLAG_IDENTIFIED] && !id->invisible && id->need_identify ()) |
|
|
1785 | { |
|
|
1786 | if (operate_altar (altar, &money, pl)) |
|
|
1787 | { |
|
|
1788 | identify (id); |
|
|
1789 | |
|
|
1790 | buf.printf ("You have %s.\r", long_desc (id, pl)); |
|
|
1791 | if (id->msg) |
|
|
1792 | buf << "The item has a story:\r" << id->msg << "\n\n"; |
|
|
1793 | |
|
|
1794 | /* If no more money, might as well quit now */ |
|
|
1795 | if (!money || !check_altar_sacrifice (altar, money)) |
|
|
1796 | break; |
|
|
1797 | } |
|
|
1798 | else |
|
|
1799 | { |
|
|
1800 | LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); |
|
|
1801 | break; |
|
|
1802 | } |
|
|
1803 | } |
|
|
1804 | } |
|
|
1805 | |
|
|
1806 | if (buf.empty ()) |
|
|
1807 | pl->failmsg ("You have nothing that needs identifying"); |
|
|
1808 | else |
|
|
1809 | pl->contr->infobox (MSG_CHANNEL ("identify"), buf); |
|
|
1810 | |
|
|
1811 | return !money; |
|
|
1812 | } |
|
|
1813 | |
|
|
1814 | /** |
|
|
1815 | * This checks whether the object has a "on_use_yield" field, and if so generated and drops |
|
|
1816 | * matching item. |
|
|
1817 | **/ |
|
|
1818 | void |
|
|
1819 | handle_apply_yield (object *tmp) |
|
|
1820 | { |
|
|
1821 | if (shstr_tmp yield = tmp->kv (shstr_on_use_yield)) |
|
|
1822 | archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); |
|
|
1823 | } |
|
|
1824 | |
|
|
1825 | /** |
|
|
1826 | * Handles applying a potion. |
3646 | */ |
1827 | */ |
3647 | int |
1828 | int |
3648 | auto_apply (object *op) |
1829 | apply_potion (object *op, object *tmp) |
3649 | { |
1830 | { |
3650 | object *tmp = NULL, *tmp2; |
1831 | int got_one = 0, i; |
3651 | int i; |
1832 | object *force = 0; |
3652 | |
1833 | |
3653 | switch (op->type) |
1834 | object *floor = GET_MAP_OB (op->map, op->x, op->y); |
|
|
1835 | |
|
|
1836 | if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) |
|
|
1837 | { |
|
|
1838 | op->failmsg ("Gods prevent you from using this here, it's sacred ground!"); |
|
|
1839 | |
|
|
1840 | tmp->clr_flag (FLAG_APPLIED); |
|
|
1841 | return 0; |
3654 | { |
1842 | } |
3655 | case SHOP_FLOOR: |
1843 | |
3656 | if (!HAS_RANDOM_ITEMS (op)) |
1844 | if (op->type == PLAYER) |
|
|
1845 | if (!tmp->flag [FLAG_IDENTIFIED]) |
|
|
1846 | identify (tmp); |
|
|
1847 | |
|
|
1848 | handle_apply_yield (tmp); |
|
|
1849 | |
|
|
1850 | /* Potion of restoration - only for players */ |
|
|
1851 | if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) |
|
|
1852 | { |
|
|
1853 | object *depl; |
|
|
1854 | archetype *at; |
|
|
1855 | |
|
|
1856 | if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
|
|
1857 | { |
|
|
1858 | op->drain_stat (); |
|
|
1859 | op->update_stats (); |
|
|
1860 | tmp->decrease (); |
|
|
1861 | return 1; |
|
|
1862 | } |
|
|
1863 | |
|
|
1864 | if (!(at = archetype::find (shstr_depletion))) |
|
|
1865 | { |
|
|
1866 | LOG (llevError, "Could not find archetype depletion\n"); |
3657 | return 0; |
1867 | return 0; |
3658 | |
|
|
3659 | do |
|
|
3660 | { |
|
|
3661 | i = 10; /* let's give it 10 tries */ |
|
|
3662 | while ((tmp = generate_treasure (op->randomitems, |
|
|
3663 | op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); |
|
|
3664 | if (tmp == NULL) |
|
|
3665 | return 0; |
|
|
3666 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
3667 | { |
|
|
3668 | tmp->destroy (); |
|
|
3669 | tmp = NULL; |
|
|
3670 | } |
|
|
3671 | } |
1868 | } |
3672 | while (!tmp); |
|
|
3673 | |
1869 | |
3674 | tmp->x = op->x; |
1870 | depl = present_arch_in_ob (at, op); |
3675 | tmp->y = op->y; |
|
|
3676 | SET_FLAG (tmp, FLAG_UNPAID); |
|
|
3677 | insert_ob_in_map (tmp, op->map, NULL, 0); |
|
|
3678 | CLEAR_FLAG (op, FLAG_AUTO_APPLY); |
|
|
3679 | identify (tmp); |
|
|
3680 | break; |
|
|
3681 | |
1871 | |
3682 | case TREASURE: |
1872 | if (depl) |
3683 | if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) |
|
|
3684 | return 0; |
|
|
3685 | |
|
|
3686 | while ((op->stats.hp--) > 0) |
|
|
3687 | create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, |
|
|
3688 | op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); |
|
|
3689 | |
|
|
3690 | /* If we generated an object and put it in this object inventory, |
|
|
3691 | * move it to the parent object as the current object is about |
|
|
3692 | * to disappear. An example of this item is the random_* stuff |
|
|
3693 | * that is put inside other objects. |
|
|
3694 | */ |
|
|
3695 | for (tmp = op->inv; tmp; tmp = tmp2) |
|
|
3696 | { |
1873 | { |
3697 | tmp2 = tmp->below; |
1874 | for (i = 0; i < NUM_STATS; i++) |
3698 | tmp->remove (); |
1875 | if (depl->stats.stat (i)) |
|
|
1876 | op->statusmsg (restore_msg[i]); |
3699 | |
1877 | |
3700 | if (op->env) |
|
|
3701 | insert_ob_in_ob (tmp, op->env); |
|
|
3702 | else |
|
|
3703 | tmp->destroy (); |
1878 | depl->destroy (); |
|
|
1879 | op->update_stats (); |
3704 | } |
1880 | } |
|
|
1881 | else |
|
|
1882 | op->statusmsg ("Your potion had no effect."); |
3705 | |
1883 | |
3706 | op->destroy (); |
1884 | tmp->decrease (); |
3707 | break; |
|
|
3708 | } |
|
|
3709 | return tmp ? 1 : 0; |
|
|
3710 | } |
|
|
3711 | |
|
|
3712 | /** |
|
|
3713 | * fix_auto_apply goes through the entire map (only the first time |
|
|
3714 | * when an original map is loaded) and performs special actions for |
|
|
3715 | * certain objects (most initialization of chests and creation of |
|
|
3716 | * treasures and stuff). Calls auto_apply if appropriate. |
|
|
3717 | */ |
|
|
3718 | void |
|
|
3719 | fix_auto_apply (maptile *m) |
|
|
3720 | { |
|
|
3721 | object *tmp, *above = NULL; |
|
|
3722 | int x, y; |
|
|
3723 | |
|
|
3724 | if (m == NULL) |
|
|
3725 | return; |
1885 | return 1; |
|
|
1886 | } |
3726 | |
1887 | |
3727 | for (x = 0; x < MAP_WIDTH (m); x++) |
1888 | /* improvement potion - only for players */ |
3728 | for (y = 0; y < MAP_HEIGHT (m); y++) |
1889 | if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) |
3729 | for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above) |
1890 | { |
|
|
1891 | for (i = 1; i < min (11, op->level); i++) |
3730 | { |
1892 | { |
3731 | above = tmp->above; |
1893 | if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
3732 | |
|
|
3733 | if (tmp->inv) |
|
|
3734 | { |
1894 | { |
3735 | object *invtmp, *invnext; |
1895 | if (op->contr->levhp[i] != 1) |
3736 | |
|
|
3737 | for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) |
|
|
3738 | { |
1896 | { |
3739 | invnext = invtmp->below; |
1897 | op->contr->levhp[i] = 1; |
3740 | |
|
|
3741 | if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) |
|
|
3742 | auto_apply (invtmp); |
|
|
3743 | else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) |
|
|
3744 | { |
1898 | break; |
3745 | while ((invtmp->stats.hp--) > 0) |
|
|
3746 | create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); |
|
|
3747 | |
|
|
3748 | invtmp->randomitems = NULL; |
|
|
3749 | } |
|
|
3750 | else if (invtmp && invtmp->arch |
|
|
3751 | && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp)) |
|
|
3752 | { |
|
|
3753 | create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); |
|
|
3754 | /* Need to clear this so that we never try to create |
|
|
3755 | * treasure again for this object |
|
|
3756 | */ |
|
|
3757 | invtmp->randomitems = NULL; |
|
|
3758 | } |
|
|
3759 | } |
1899 | } |
3760 | /* This is really temporary - the code at the bottom will |
|
|
3761 | * also set randomitems to null. The problem is there are bunches |
|
|
3762 | * of maps/players already out there with items that have spells |
|
|
3763 | * which haven't had the randomitems set to null yet. |
|
|
3764 | * MSW 2004-05-13 |
|
|
3765 | * |
|
|
3766 | * And if it's a spellbook, it's better to set randomitems to NULL too, |
|
|
3767 | * else you get two spells in the book ^_- |
|
|
3768 | * Ryo 2004-08-16 |
|
|
3769 | */ |
|
|
3770 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL |
|
|
3771 | || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) |
|
|
3772 | tmp->randomitems = NULL; |
|
|
3773 | |
1900 | |
3774 | } |
1901 | if (op->contr->levsp[i] != 1) |
3775 | |
|
|
3776 | if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) |
|
|
3777 | auto_apply (tmp); |
|
|
3778 | else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp)) |
|
|
3779 | { |
|
|
3780 | while ((tmp->stats.hp--) > 0) |
|
|
3781 | create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0); |
|
|
3782 | tmp->randomitems = NULL; |
|
|
3783 | } |
|
|
3784 | else if (tmp->type == TIMED_GATE) |
|
|
3785 | { |
|
|
3786 | object *head = tmp->head != NULL ? tmp->head : tmp; |
|
|
3787 | |
|
|
3788 | if (QUERY_FLAG (head, FLAG_IS_LINKED)) |
|
|
3789 | { |
1902 | { |
3790 | tmp->speed = 0; |
1903 | op->contr->levsp[i] = 1; |
3791 | update_ob_speed (tmp); |
1904 | break; |
|
|
1905 | } |
|
|
1906 | |
|
|
1907 | if (op->contr->levgrace[i] != 1) |
|
|
1908 | { |
|
|
1909 | op->contr->levgrace[i] = 1; |
|
|
1910 | break; |
3792 | } |
1911 | } |
3793 | } |
1912 | } |
3794 | /* This function can be called everytime a map is loaded, even when |
1913 | else |
3795 | * swapping back in. As such, we don't want to create the treasure |
1914 | { |
3796 | * over and ove again, so after we generate the treasure, blank out |
1915 | if (op->contr->levhp[i] < 9) |
3797 | * randomitems so if it is swapped in again, it won't make anything. |
1916 | { |
3798 | * This is a problem for the above objects, because they have counters |
1917 | op->contr->levhp[i] = 9; |
3799 | * which say how many times to make the treasure. |
1918 | break; |
|
|
1919 | } |
|
|
1920 | |
|
|
1921 | if (op->contr->levsp[i] < 6) |
|
|
1922 | { |
|
|
1923 | op->contr->levsp[i] = 6; |
|
|
1924 | break; |
|
|
1925 | } |
|
|
1926 | |
|
|
1927 | if (op->contr->levgrace[i] < 3) |
|
|
1928 | { |
|
|
1929 | op->contr->levgrace[i] = 3; |
|
|
1930 | break; |
|
|
1931 | } |
|
|
1932 | } |
|
|
1933 | } |
|
|
1934 | |
|
|
1935 | /* Just makes checking easier */ |
|
|
1936 | if (i < min (11, op->level)) |
|
|
1937 | got_one = 1; |
|
|
1938 | |
|
|
1939 | if (!tmp->flag [FLAG_CURSED] && !tmp->flag [FLAG_DAMNED]) |
|
|
1940 | { |
|
|
1941 | if (got_one) |
|
|
1942 | { |
|
|
1943 | op->update_stats (); |
|
|
1944 | op->statusmsg ("The Gods smile upon you and remake you " |
|
|
1945 | "a little more in their image. " |
|
|
1946 | "You feel a little more perfect.", NDI_GREEN); |
|
|
1947 | } |
|
|
1948 | else |
|
|
1949 | op->statusmsg ("The potion had no effect - you are already perfect."); |
|
|
1950 | } |
|
|
1951 | else |
|
|
1952 | { /* cursed potion */ |
|
|
1953 | if (got_one) |
|
|
1954 | { |
|
|
1955 | op->update_stats (); |
|
|
1956 | op->failmsg ("The Gods are angry and punish you."); |
|
|
1957 | } |
|
|
1958 | else |
|
|
1959 | op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE); |
|
|
1960 | } |
|
|
1961 | |
|
|
1962 | tmp->decrease (); |
|
|
1963 | return 1; |
|
|
1964 | } |
|
|
1965 | |
|
|
1966 | |
|
|
1967 | /* A potion that casts a spell. Healing, restore spellpoint (power potion) |
|
|
1968 | * and heroism all fit into this category. Given the spell object code, |
|
|
1969 | * there is no limit to the number of spells that potions can be cast, |
|
|
1970 | * but direction is problematic to try and imbue fireball potions for example. |
|
|
1971 | */ |
|
|
1972 | if (tmp->inv) |
|
|
1973 | { |
|
|
1974 | if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
|
|
1975 | { |
|
|
1976 | op->failmsg ("Yech! Your lungs are on fire!"); |
|
|
1977 | create_exploding_ball_at (op, op->level); |
|
|
1978 | } |
|
|
1979 | else |
|
|
1980 | cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
|
|
1981 | |
|
|
1982 | tmp->decrease (); |
|
|
1983 | |
|
|
1984 | /* if youre dead, no point in doing this... */ |
|
|
1985 | if (!op->flag [FLAG_REMOVED]) |
|
|
1986 | op->update_stats (); |
|
|
1987 | |
|
|
1988 | return 1; |
|
|
1989 | } |
|
|
1990 | |
|
|
1991 | /* Deal with protection potions */ |
|
|
1992 | force = NULL; |
|
|
1993 | for (i = 0; i < NROFATTACKS; i++) |
|
|
1994 | { |
|
|
1995 | if (tmp->resist[i]) |
|
|
1996 | { |
|
|
1997 | if (!force) |
|
|
1998 | force = get_archetype (FORCE_NAME); |
|
|
1999 | |
|
|
2000 | memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); |
|
|
2001 | force->type = POTION_EFFECT; |
|
|
2002 | break; /* Only need to find one protection since we copy entire batch */ |
|
|
2003 | } |
|
|
2004 | } |
|
|
2005 | |
|
|
2006 | /* This is a protection potion */ |
|
|
2007 | if (force) |
|
|
2008 | { |
|
|
2009 | /* cursed items last longer */ |
|
|
2010 | if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
|
|
2011 | { |
|
|
2012 | force->stats.food *= 10; |
|
|
2013 | for (i = 0; i < NROFATTACKS; i++) |
|
|
2014 | if (force->resist[i] > 0) |
|
|
2015 | force->resist[i] = -force->resist[i]; /* prot => vuln */ |
|
|
2016 | } |
|
|
2017 | |
|
|
2018 | force->speed_left = -1; |
|
|
2019 | force = insert_ob_in_ob (force, op); |
|
|
2020 | tmp->clr_flag (FLAG_APPLIED); |
|
|
2021 | force->set_flag (FLAG_APPLIED); |
|
|
2022 | change_abil (op, force); |
|
|
2023 | tmp->decrease (); |
|
|
2024 | return 1; |
|
|
2025 | } |
|
|
2026 | |
|
|
2027 | /* Only thing left are the stat potions */ |
|
|
2028 | if (op->type == PLAYER) |
|
|
2029 | { /* only for players */ |
|
|
2030 | if ((tmp->flag [FLAG_CURSED] |
|
|
2031 | || tmp->flag [FLAG_DAMNED]) |
|
|
2032 | && tmp->value != 0) |
|
|
2033 | tmp->clr_flag (FLAG_APPLIED); |
|
|
2034 | else |
|
|
2035 | tmp->set_flag (FLAG_APPLIED); |
|
|
2036 | |
|
|
2037 | if (!change_abil (op, tmp)) |
|
|
2038 | op->statusmsg ("Nothing happened."); |
|
|
2039 | } |
|
|
2040 | |
|
|
2041 | /* CLEAR_FLAG is so that if the character has other potions |
|
|
2042 | * that were grouped with the one consumed, his |
|
|
2043 | * stat will not be raised by them. fix_player just clears |
|
|
2044 | * up all the stats. |
|
|
2045 | */ |
|
|
2046 | tmp->clr_flag (FLAG_APPLIED); |
|
|
2047 | op->update_stats (); |
|
|
2048 | tmp->decrease (); |
|
|
2049 | return 1; |
|
|
2050 | } |
|
|
2051 | |
|
|
2052 | /** |
|
|
2053 | * 'victim' moves onto 'trap' |
|
|
2054 | * 'victim' leaves 'trap' |
|
|
2055 | * effect is determined by move_on/move_off of trap and move_type of victime. |
|
|
2056 | * |
|
|
2057 | * originator: Player, monster or other object that caused 'victim' to move |
|
|
2058 | * onto 'trap'. Will receive messages caused by this action. May be NULL. |
|
|
2059 | * However, some types of traps require an originator to function. |
|
|
2060 | */ |
|
|
2061 | void |
|
|
2062 | move_apply (object *trap, object *victim, object *originator) |
|
|
2063 | { |
|
|
2064 | static int recursion_depth = 0; |
|
|
2065 | |
|
|
2066 | /* Only exits affect DMs. */ |
|
|
2067 | if (victim->flag [FLAG_WIZPASS] && trap->type != EXIT && trap->type != SIGN) |
|
|
2068 | return; |
|
|
2069 | |
|
|
2070 | /* move_apply() is the most likely candidate for causing unwanted and |
|
|
2071 | * possibly unlimited recursion. |
|
|
2072 | */ |
|
|
2073 | /* The following was changed because it was causing perfectly correct |
|
|
2074 | * maps to fail. 1) it's not an error to recurse: |
|
|
2075 | * rune detonates, summoning monster. monster lands on nearby rune. |
|
|
2076 | * nearby rune detonates. This sort of recursion is expected and |
|
|
2077 | * proper. This code was causing needless crashes. |
|
|
2078 | */ |
|
|
2079 | if (recursion_depth >= 500) |
|
|
2080 | { |
|
|
2081 | LOG (llevDebug, "WARNING: move_apply(): aborting recursion " |
|
|
2082 | "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name); |
|
|
2083 | return; |
|
|
2084 | } |
|
|
2085 | |
|
|
2086 | recursion_depth++; |
|
|
2087 | if (trap->head) |
|
|
2088 | trap = trap->head; |
|
|
2089 | |
|
|
2090 | if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) |
|
|
2091 | switch (trap->type) |
|
|
2092 | { |
|
|
2093 | case PLAYERMOVER: |
|
|
2094 | if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) |
|
|
2095 | { |
|
|
2096 | if (!trap->stats.maxsp) |
|
|
2097 | trap->stats.maxsp = 2; |
|
|
2098 | |
|
|
2099 | /* Is this correct? From the docs, it doesn't look like it |
|
|
2100 | * should be divided by trap->speed |
|
|
2101 | */ |
|
|
2102 | victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed; |
|
|
2103 | |
|
|
2104 | /* Just put in some sanity check. I think there is a bug in the |
|
|
2105 | * above with some objects have zero speed, and thus the player |
|
|
2106 | * getting permanently paralyzed. |
|
|
2107 | */ |
|
|
2108 | if (victim->speed_left < -50.f) |
|
|
2109 | victim->speed_left = -50.f; |
|
|
2110 | /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ |
|
|
2111 | } |
|
|
2112 | break; |
|
|
2113 | |
|
|
2114 | case SPINNER: |
|
|
2115 | if (victim->direction) |
|
|
2116 | { |
|
|
2117 | victim->direction = absdir (victim->direction - trap->stats.sp); |
|
|
2118 | update_turn_face (victim); |
|
|
2119 | } |
|
|
2120 | break; |
|
|
2121 | |
|
|
2122 | case DIRECTOR: |
|
|
2123 | if (victim->direction && !should_director_abort (trap, victim)) |
|
|
2124 | { |
|
|
2125 | victim->direction = trap->stats.sp; |
|
|
2126 | update_turn_face (victim); |
|
|
2127 | } |
|
|
2128 | break; |
|
|
2129 | |
|
|
2130 | case BUTTON: |
|
|
2131 | case PEDESTAL: |
|
|
2132 | case T_MATCH: |
|
|
2133 | update_button (trap, originator); |
|
|
2134 | break; |
|
|
2135 | |
|
|
2136 | case ALTAR: |
|
|
2137 | /* sacrifice victim on trap */ |
|
|
2138 | apply_altar (trap, victim, originator); |
|
|
2139 | break; |
|
|
2140 | |
|
|
2141 | case THROWN_OBJ: |
|
|
2142 | if (trap->inv == NULL) |
|
|
2143 | break; |
|
|
2144 | /* fallthrough */ |
|
|
2145 | |
|
|
2146 | case ARROW: |
|
|
2147 | /* bad bug: monster throw a object, make a step forwards, step on object , |
|
|
2148 | * trigger this here and get hit by own missile - and will be own enemy. |
|
|
2149 | * Victim then is his own enemy and will start to kill herself (this is |
|
|
2150 | * removed) but we have not synced victim and his missile. To avoid senseless |
|
|
2151 | * action, we avoid hits here |
3800 | */ |
2152 | */ |
3801 | else if (tmp && tmp->arch && tmp->type != PLAYER |
2153 | if ((victim->flag [FLAG_ALIVE] && trap->has_active_speed ()) |
3802 | && tmp->type != TREASURE && tmp->type != SPELL |
2154 | && trap->owner != victim) |
3803 | && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) |
2155 | hit_with_arrow (trap, victim); |
|
|
2156 | break; |
|
|
2157 | |
|
|
2158 | case SPELL_EFFECT: |
|
|
2159 | apply_spell_effect (trap, victim); |
|
|
2160 | break; |
|
|
2161 | |
|
|
2162 | case TRAPDOOR: |
|
|
2163 | { |
|
|
2164 | int max, sound_was_played; |
|
|
2165 | object *ab, *ab_next; |
|
|
2166 | |
|
|
2167 | if (!trap->value) |
|
|
2168 | { |
|
|
2169 | int tot; |
|
|
2170 | |
|
|
2171 | for (ab = trap->above, tot = 0; ab; ab = ab->above) |
|
|
2172 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
2173 | tot += ab->head_ ()->total_weight (); |
|
|
2174 | |
|
|
2175 | if (!(trap->value = (tot > trap->weight) ? 1 : 0)) |
|
|
2176 | break; |
|
|
2177 | |
|
|
2178 | SET_ANIMATION (trap, trap->value); |
|
|
2179 | update_object (trap, UP_OBJ_FACE); |
|
|
2180 | } |
|
|
2181 | |
|
|
2182 | for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) |
|
|
2183 | { |
|
|
2184 | /* need to set this up, since if we do transfer the object, |
|
|
2185 | * ab->above would be bogus |
|
|
2186 | */ |
|
|
2187 | ab_next = ab->above; |
|
|
2188 | |
|
|
2189 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
2190 | { |
|
|
2191 | if (!sound_was_played) |
|
|
2192 | { |
|
|
2193 | trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
|
|
2194 | sound_was_played = 1; |
|
|
2195 | } |
|
|
2196 | |
|
|
2197 | ab->statusmsg ("You fall into a trapdoor!", NDI_RED); |
|
|
2198 | transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab); |
|
|
2199 | } |
|
|
2200 | } |
|
|
2201 | break; |
|
|
2202 | } |
|
|
2203 | |
|
|
2204 | case CONVERTER: |
|
|
2205 | if (convert_item (victim, trap) < 0) |
3804 | { |
2206 | { |
3805 | create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); |
2207 | originator->failmsgf ("The %s seems to be broken!", query_name (trap)); |
3806 | tmp->randomitems = NULL; |
2208 | archetype::get (shstr_burnout)->insert_at (trap, trap); |
3807 | } |
2209 | } |
|
|
2210 | |
|
|
2211 | break; |
|
|
2212 | |
|
|
2213 | case TRIGGER_BUTTON: |
|
|
2214 | case TRIGGER_PEDESTAL: |
|
|
2215 | case TRIGGER_ALTAR: |
|
|
2216 | check_trigger (trap, victim, originator); |
|
|
2217 | break; |
|
|
2218 | |
|
|
2219 | case DEEP_SWAMP: |
|
|
2220 | walk_on_deep_swamp (trap, victim); |
|
|
2221 | break; |
|
|
2222 | |
|
|
2223 | case CHECK_INV: |
|
|
2224 | check_inv (victim, trap); |
|
|
2225 | break; |
|
|
2226 | |
|
|
2227 | case HOLE: |
|
|
2228 | move_apply_hole (trap, victim); |
|
|
2229 | break; |
|
|
2230 | |
|
|
2231 | case EXIT: |
|
|
2232 | if (victim->type == PLAYER && EXIT_PATH (trap)) |
|
|
2233 | { |
|
|
2234 | /* Basically, don't show exits leading to random maps the |
|
|
2235 | * players output. |
|
|
2236 | */ |
|
|
2237 | if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit) |
|
|
2238 | victim->statusmsg (trap->msg, NDI_NAVY); |
|
|
2239 | |
|
|
2240 | trap->play_sound (trap->sound); |
|
|
2241 | victim->enter_exit (trap); |
|
|
2242 | } |
|
|
2243 | break; |
|
|
2244 | |
|
|
2245 | case ENCOUNTER: |
|
|
2246 | /* may be some leftovers on this */ |
|
|
2247 | break; |
|
|
2248 | |
|
|
2249 | case SHOP_MAT: |
|
|
2250 | apply_shop_mat (trap, victim); |
|
|
2251 | break; |
|
|
2252 | |
|
|
2253 | /* Drop a certain amount of gold, and have one item identified */ |
|
|
2254 | case IDENTIFY_ALTAR: |
|
|
2255 | apply_id_altar (victim, trap, originator); |
|
|
2256 | break; |
|
|
2257 | |
|
|
2258 | case SIGN: |
|
|
2259 | if (victim->type != PLAYER && trap->stats.food > 0) |
|
|
2260 | break; /* monsters musn't apply magic_mouths with counters */ |
|
|
2261 | |
|
|
2262 | apply_sign (victim, trap, 1); |
|
|
2263 | break; |
|
|
2264 | |
|
|
2265 | case CONTAINER: |
|
|
2266 | apply_container (victim, trap); |
|
|
2267 | break; |
|
|
2268 | |
|
|
2269 | case RUNE: |
|
|
2270 | case TRAP: |
|
|
2271 | if (trap->level && victim->flag [FLAG_ALIVE]) |
|
|
2272 | spring_trap (trap, victim); |
|
|
2273 | break; |
|
|
2274 | |
|
|
2275 | default: |
|
|
2276 | LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " |
|
|
2277 | "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); |
|
|
2278 | break; |
|
|
2279 | } |
|
|
2280 | |
|
|
2281 | recursion_depth--; |
|
|
2282 | } |
|
|
2283 | |
|
|
2284 | /** |
|
|
2285 | * Handles reading a regular (ie not containing a spell) book. |
|
|
2286 | */ |
|
|
2287 | static void |
|
|
2288 | apply_book (object *op, object *tmp) |
|
|
2289 | { |
|
|
2290 | int lev_diff; |
|
|
2291 | object *skill_ob; |
|
|
2292 | |
|
|
2293 | if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ]) |
|
|
2294 | { |
|
|
2295 | op->failmsg ("You are unable to read while blind!"); |
|
|
2296 | return; |
|
|
2297 | } |
|
|
2298 | |
|
|
2299 | if (!tmp->msg) |
|
|
2300 | { |
|
|
2301 | op->failmsgf ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name); |
|
|
2302 | return; |
|
|
2303 | } |
|
|
2304 | |
|
|
2305 | /* need a literacy skill to read stuff! */ |
|
|
2306 | skill_ob = find_skill_by_name (op, tmp->skill); |
|
|
2307 | if (!skill_ob) |
|
|
2308 | { |
|
|
2309 | op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill); |
|
|
2310 | return; |
|
|
2311 | } |
|
|
2312 | |
|
|
2313 | lev_diff = tmp->level - (skill_ob->level + 5); |
|
|
2314 | if (!op->flag [FLAG_WIZ] && lev_diff > 0) |
|
|
2315 | { |
|
|
2316 | op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension." |
|
|
2317 | : lev_diff < 3 ? "This book is slightly beyond your comprehension." |
|
|
2318 | : lev_diff < 5 ? "This book is beyond your comprehension." |
|
|
2319 | : lev_diff < 8 ? "This book is quite a bit beyond your comprehension." |
|
|
2320 | : lev_diff < 15 ? "This book is way beyond your comprehension." |
|
|
2321 | : "This book is totally beyond your comprehension."); |
|
|
2322 | return; |
|
|
2323 | } |
|
|
2324 | |
|
|
2325 | // we currently don't use the message types for anything. |
|
|
2326 | // readable_message_type *msgType = get_readable_message_type (tmp); |
|
|
2327 | |
|
|
2328 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book")); |
|
|
2329 | |
|
|
2330 | if (player *pl = op->contr) |
|
|
2331 | if (client *ns = pl->ns) |
|
|
2332 | pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); |
|
|
2333 | |
|
|
2334 | /* gain xp from reading */ |
|
|
2335 | if (!tmp->flag [FLAG_NO_SKILL_IDENT]) |
|
|
2336 | { /* only if not read before */ |
|
|
2337 | int exp_gain = calc_skill_exp (op, tmp, skill_ob); |
|
|
2338 | |
|
|
2339 | if (!tmp->flag [FLAG_IDENTIFIED]) |
3808 | } |
2340 | { |
|
|
2341 | /*exp_gain *= 2; because they just identified it too */ |
|
|
2342 | tmp->set_flag (FLAG_IDENTIFIED); |
3809 | |
2343 | |
3810 | for (x = 0; x < MAP_WIDTH (m); x++) |
2344 | if (object *pl = tmp->visible_to ()) |
3811 | for (y = 0; y < MAP_HEIGHT (m); y++) |
2345 | esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); |
3812 | for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) |
2346 | } |
3813 | if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
|
|
3814 | check_trigger (tmp, tmp->above); |
|
|
3815 | } |
|
|
3816 | |
2347 | |
3817 | /** |
2348 | change_exp (op, exp_gain, skill_ob->skill, 0); |
3818 | * Handles player eating food that temporarily changes status (resistances, stats). |
2349 | tmp->set_flag (FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ |
3819 | * This used to call cast_change_attr(), but |
2350 | } |
3820 | * that doesn't work with the new spell code. Since we know what |
2351 | } |
3821 | * the food changes, just grab a force and use that instead. |
|
|
3822 | */ |
|
|
3823 | |
2352 | |
|
|
2353 | /** |
|
|
2354 | * op made some mistake with a scroll, this takes care of punishment. |
|
|
2355 | * scroll_failure()- hacked directly from spell_failure |
|
|
2356 | */ |
|
|
2357 | static void |
|
|
2358 | scroll_failure (object *op, int failure, int power) |
|
|
2359 | { |
|
|
2360 | if (abs (failure / 4) > power) |
|
|
2361 | power = abs (failure / 4); /* set minimum effect */ |
|
|
2362 | |
|
|
2363 | if (failure <= -1 && failure > -15) |
|
|
2364 | { /* wonder */ |
|
|
2365 | object *tmp; |
|
|
2366 | |
|
|
2367 | op->failmsg ("Your spell warps!"); |
|
|
2368 | tmp = get_archetype (SPELL_WONDER); |
|
|
2369 | cast_wonder (op, op, 0, tmp); |
|
|
2370 | tmp->destroy (); |
|
|
2371 | } |
|
|
2372 | else if (failure <= -15 && failure > -35) |
|
|
2373 | { /* drain mana */ |
|
|
2374 | op->failmsg ("Your mana is drained!"); |
|
|
2375 | op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); |
|
|
2376 | if (op->stats.sp < 0) |
|
|
2377 | op->stats.sp = 0; |
|
|
2378 | } |
|
|
2379 | else if (settings.spell_failure_effects == TRUE) |
|
|
2380 | { |
|
|
2381 | if (failure <= -35 && failure > -60) |
|
|
2382 | { /* confusion */ |
|
|
2383 | op->failmsg ("The magic recoils on you!"); |
|
|
2384 | confuse_player (op, op, power); |
|
|
2385 | } |
|
|
2386 | else if (failure <= -60 && failure > -70) |
|
|
2387 | { /* paralysis */ |
|
|
2388 | op->failmsg ("The magic recoils and paralyzes you!"); |
|
|
2389 | paralyze_player (op, op, power); |
|
|
2390 | } |
|
|
2391 | else if (failure <= -70 && failure > -80) |
|
|
2392 | { /* blind */ |
|
|
2393 | op->failmsg ("The magic recoils on you!"); |
|
|
2394 | blind_player (op, op, power); |
|
|
2395 | } |
|
|
2396 | else if (failure <= -80) |
|
|
2397 | { /* blast the immediate area */ |
|
|
2398 | object *tmp = get_archetype (LOOSE_MANA); |
|
|
2399 | cast_magic_storm (op, tmp, power); |
|
|
2400 | op->failmsg ("You unleash uncontrolled mana!"); |
|
|
2401 | tmp->destroy (); |
|
|
2402 | } |
|
|
2403 | } |
|
|
2404 | } |
|
|
2405 | |
|
|
2406 | /** |
|
|
2407 | * Handles the applying of a skill scroll, calling learn_skill straight. |
|
|
2408 | * op is the person learning the skill, tmp is the skill scroll object |
|
|
2409 | */ |
|
|
2410 | static void |
|
|
2411 | apply_skillscroll (object *op, object *tmp) |
|
|
2412 | { |
|
|
2413 | switch (learn_skill (op, tmp)) |
|
|
2414 | { |
|
|
2415 | case 0: |
|
|
2416 | op->play_sound (sound_find ("generic_fail")); |
|
|
2417 | op->failmsgf ("You already possess the knowledge held within the %s.", query_name (tmp)); |
|
|
2418 | break; |
|
|
2419 | |
|
|
2420 | case 1: |
|
|
2421 | tmp->decrease (); |
|
|
2422 | op->play_sound (sound_find ("skill_learn")); |
|
|
2423 | op->statusmsg (format ("You succeed in learning %s", &tmp->skill)); |
|
|
2424 | break; |
|
|
2425 | |
|
|
2426 | default: |
|
|
2427 | tmp->decrease (); |
|
|
2428 | op->play_sound (sound_find ("generic_fail")); |
|
|
2429 | op->failmsgf ("You fail to learn the knowledge of the %s.\n", query_name (tmp)); |
|
|
2430 | break; |
|
|
2431 | } |
|
|
2432 | } |
|
|
2433 | |
|
|
2434 | /** |
|
|
2435 | * Actually makes op learn spell. |
|
|
2436 | * Informs player of what happens. |
|
|
2437 | */ |
3824 | void |
2438 | void |
3825 | eat_special_food (object *who, object *food) |
2439 | do_learn_spell (object *op, object *spell, int special_prayer) |
3826 | { |
2440 | { |
3827 | object *force; |
2441 | object *tmp; |
3828 | int i, did_one = 0; |
|
|
3829 | sint8 k; |
|
|
3830 | |
2442 | |
3831 | force = get_archetype (FORCE_NAME); |
2443 | if (op->type != PLAYER) |
3832 | |
2444 | { |
3833 | for (i = 0; i < NUM_STATS; i++) |
2445 | LOG (llevError, "BUG: do_learn_spell(): not a player\n"); |
|
|
2446 | return; |
3834 | { |
2447 | } |
3835 | k = get_attr_value (&food->stats, i); |
2448 | |
3836 | if (k) |
2449 | /* Upgrade special prayers to normal prayers */ |
3837 | { |
2450 | if ((tmp = check_spell_known (op, spell->name)) != NULL) |
3838 | set_attr_value (&force->stats, i, k); |
2451 | { |
3839 | did_one = 1; |
2452 | if (special_prayer && !tmp->flag [FLAG_STARTEQUIP]) |
3840 | } |
2453 | { |
|
|
2454 | LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); |
|
|
2455 | return; |
|
|
2456 | } |
|
|
2457 | return; |
|
|
2458 | } |
|
|
2459 | |
|
|
2460 | op->contr->play_sound (sound_find ("learn_spell")); |
|
|
2461 | |
|
|
2462 | tmp = spell->clone (); |
|
|
2463 | insert_ob_in_ob (tmp, op); |
|
|
2464 | |
|
|
2465 | if (special_prayer) |
|
|
2466 | tmp->set_flag (FLAG_STARTEQUIP); |
|
|
2467 | |
|
|
2468 | esrv_add_spells (op->contr, tmp); |
|
|
2469 | } |
|
|
2470 | |
|
|
2471 | /** |
|
|
2472 | * Erases spell from player's inventory. |
|
|
2473 | */ |
|
|
2474 | void |
|
|
2475 | do_forget_spell (object *op, const char *spell) |
|
|
2476 | { |
|
|
2477 | object *spob; |
|
|
2478 | |
|
|
2479 | if (op->type != PLAYER) |
3841 | } |
2480 | { |
|
|
2481 | LOG (llevError, "BUG: do_forget_spell(): not a player\n"); |
|
|
2482 | return; |
|
|
2483 | } |
|
|
2484 | if ((spob = check_spell_known (op, spell)) == NULL) |
|
|
2485 | { |
|
|
2486 | LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); |
|
|
2487 | return; |
|
|
2488 | } |
3842 | |
2489 | |
3843 | /* check if we can protect the eater */ |
2490 | op->failmsgf ("You lose knowledge of %s.", spell); |
|
|
2491 | esrv_remove_spell (op->contr, spob); |
|
|
2492 | spob->destroy (); |
|
|
2493 | } |
|
|
2494 | |
|
|
2495 | /** |
|
|
2496 | * Handles player applying a spellbook. |
|
|
2497 | * Checks whether player has knowledge of required skill, doesn't already know the spell, |
|
|
2498 | * stuff like that. Random learning failure too. |
|
|
2499 | */ |
|
|
2500 | static void |
|
|
2501 | apply_spellbook (object *op, object *tmp) |
|
|
2502 | { |
|
|
2503 | object *skop, *spell, *spell_skill; |
|
|
2504 | |
|
|
2505 | if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ]) |
|
|
2506 | { |
|
|
2507 | op->failmsg ("You are unable to read while blind."); |
|
|
2508 | return; |
|
|
2509 | } |
|
|
2510 | |
|
|
2511 | /* artifact_spellbooks have 'slaying' field point to a spell name, |
|
|
2512 | * instead of having their spell stored in stats.sp. These are |
|
|
2513 | * legacy spellbooks |
|
|
2514 | */ |
|
|
2515 | if (tmp->slaying) |
|
|
2516 | { |
|
|
2517 | spell = find_archetype_by_object_name (tmp->slaying)->instance (); |
|
|
2518 | |
|
|
2519 | if (!spell) |
|
|
2520 | { |
|
|
2521 | op->failmsgf ("The book's formula for %s is incomplete.", &tmp->slaying); |
|
|
2522 | return; |
|
|
2523 | } |
|
|
2524 | else |
|
|
2525 | insert_ob_in_ob (spell, tmp); |
|
|
2526 | |
|
|
2527 | tmp->slaying = 0; |
|
|
2528 | } |
|
|
2529 | |
|
|
2530 | skop = find_skill_by_name (op, tmp->skill); |
|
|
2531 | |
|
|
2532 | /* need a literacy skill to learn spells. Also, having a literacy level |
|
|
2533 | * lower than the spell will make learning the spell more difficult */ |
|
|
2534 | if (!skop) |
|
|
2535 | { |
|
|
2536 | op->failmsgf ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill); |
|
|
2537 | return; |
|
|
2538 | } |
|
|
2539 | |
|
|
2540 | spell = tmp->inv; |
|
|
2541 | |
|
|
2542 | if (!spell) |
|
|
2543 | { |
|
|
2544 | LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); |
|
|
2545 | op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); |
|
|
2546 | return; |
|
|
2547 | } |
|
|
2548 | |
|
|
2549 | int learn_level = sqrtf (spell->level) * 1.5f; |
|
|
2550 | if (skop->level < learn_level) |
|
|
2551 | { |
|
|
2552 | op->failmsgf ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>", |
|
|
2553 | &tmp->skill, learn_level); |
|
|
2554 | return; |
|
|
2555 | } |
|
|
2556 | |
|
|
2557 | op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name)); |
|
|
2558 | |
|
|
2559 | if (!tmp->flag [FLAG_IDENTIFIED]) |
|
|
2560 | identify (tmp); |
|
|
2561 | |
|
|
2562 | /* I removed the check for special_prayer_mark here - it didn't make |
|
|
2563 | * a lot of sense - special prayers are not found in spellbooks, and |
|
|
2564 | * if the player doesn't know the spell, doesn't make a lot of sense that |
|
|
2565 | * they would have a special prayer mark. |
|
|
2566 | */ |
|
|
2567 | if (check_spell_known (op, spell->name)) |
|
|
2568 | { |
|
|
2569 | op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n"); |
|
|
2570 | return; |
|
|
2571 | } |
|
|
2572 | |
|
|
2573 | if (spell->skill) |
|
|
2574 | { |
|
|
2575 | spell_skill = find_skill_by_name (op, spell->skill); |
|
|
2576 | |
|
|
2577 | if (!spell_skill) |
|
|
2578 | { |
|
|
2579 | op->failmsgf ("You lack the %s skill to use this spell.", &spell->skill); |
|
|
2580 | return; |
|
|
2581 | } |
|
|
2582 | |
|
|
2583 | if (spell_skill->level < spell->level) |
|
|
2584 | { |
|
|
2585 | op->failmsgf ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); |
|
|
2586 | return; |
|
|
2587 | } |
|
|
2588 | } |
|
|
2589 | |
|
|
2590 | /* Logic as follows |
|
|
2591 | * |
|
|
2592 | * 1- MU spells use Int to learn, Cleric spells use Wisdom |
|
|
2593 | * |
|
|
2594 | * 2- The learner's skill level in literacy adjusts the chance to learn |
|
|
2595 | * a spell. |
|
|
2596 | * |
|
|
2597 | * 3 -Automatically fail to learn if you read while confused |
|
|
2598 | * |
|
|
2599 | * Overall, chances are the same but a player will find having a high |
|
|
2600 | * literacy rate very useful! -b.t. |
|
|
2601 | */ |
|
|
2602 | if (op->flag [FLAG_CONFUSED]) |
|
|
2603 | { |
|
|
2604 | op->failmsg ("In your confused state you flub the wording of the text!"); |
|
|
2605 | scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace)); |
|
|
2606 | } |
|
|
2607 | else if (tmp->flag [FLAG_STARTEQUIP] || |
|
|
2608 | (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) |
|
|
2609 | { |
|
|
2610 | op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); |
|
|
2611 | do_learn_spell (op, spell, 0); |
|
|
2612 | |
|
|
2613 | /* xp gain to literacy for spell learning */ |
|
|
2614 | if (!tmp->flag [FLAG_STARTEQUIP]) |
|
|
2615 | change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); |
|
|
2616 | } |
|
|
2617 | else |
|
|
2618 | { |
|
|
2619 | op->contr->play_sound (sound_find ("fumble_spell")); |
|
|
2620 | op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n"); |
|
|
2621 | } |
|
|
2622 | |
|
|
2623 | tmp->decrease (); |
|
|
2624 | } |
|
|
2625 | |
|
|
2626 | /** |
|
|
2627 | * Handles applying a spell scroll. |
|
|
2628 | */ |
|
|
2629 | void |
|
|
2630 | apply_scroll (object *op, object *tmp, int dir) |
|
|
2631 | { |
|
|
2632 | object *skop; |
|
|
2633 | |
|
|
2634 | if (op->flag [FLAG_BLIND] && !op->flag [FLAG_WIZ]) |
|
|
2635 | { |
|
|
2636 | op->failmsg ("You are unable to read while blind."); |
|
|
2637 | return; |
|
|
2638 | } |
|
|
2639 | |
|
|
2640 | if (!tmp->inv || tmp->inv->type != SPELL) |
|
|
2641 | { |
|
|
2642 | op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>"); |
|
|
2643 | return; |
|
|
2644 | } |
|
|
2645 | |
|
|
2646 | if (op->type == PLAYER) |
|
|
2647 | { |
|
|
2648 | /* players need a literacy skill to read stuff! */ |
|
|
2649 | int exp_gain = 0; |
|
|
2650 | |
|
|
2651 | /* hard code literacy - tmp->skill points to where the exp |
|
|
2652 | * should go for anything killed by the spell. |
|
|
2653 | */ |
|
|
2654 | skop = find_skill_by_name (op, shstr_literacy); |
|
|
2655 | |
|
|
2656 | if (!skop) |
|
|
2657 | { |
|
|
2658 | op->failmsgf ("You are unable to decipher the strange symbols. H<You lack the literacy skill.>"); |
|
|
2659 | return; |
|
|
2660 | } |
|
|
2661 | |
|
|
2662 | if ((exp_gain = calc_skill_exp (op, tmp, skop))) |
|
|
2663 | change_exp (op, exp_gain, skop->skill, 0); |
|
|
2664 | } |
|
|
2665 | |
|
|
2666 | if (!tmp->flag [FLAG_IDENTIFIED]) |
|
|
2667 | identify (tmp); |
|
|
2668 | |
|
|
2669 | op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name)); |
|
|
2670 | |
|
|
2671 | cast_spell (op, tmp, dir, tmp->inv, NULL); |
|
|
2672 | tmp->decrease (); |
|
|
2673 | } |
|
|
2674 | |
|
|
2675 | /** |
|
|
2676 | * Applies a treasure object - by default, chest. op |
|
|
2677 | * is the person doing the applying, tmp is the treasure |
|
|
2678 | * chest. |
|
|
2679 | */ |
|
|
2680 | static void |
|
|
2681 | apply_treasure (object *op, object *tmp) |
|
|
2682 | { |
|
|
2683 | /* Nice side effect of this treasure creation method is that the treasure |
|
|
2684 | * for the chest is done when the chest is created, and put into the chest |
|
|
2685 | * inventory. So that when the chest burns up, the items still exist. Also |
|
|
2686 | * prevents people from moving chests to more difficult maps to get better |
|
|
2687 | * treasure |
|
|
2688 | */ |
|
|
2689 | object *treas = tmp->inv; |
|
|
2690 | |
|
|
2691 | if (!treas) |
|
|
2692 | { |
|
|
2693 | op->statusmsg ("The chest was empty."); |
|
|
2694 | tmp->decrease (); |
|
|
2695 | return; |
|
|
2696 | } |
|
|
2697 | |
|
|
2698 | while (tmp->inv) |
|
|
2699 | { |
|
|
2700 | treas = tmp->inv; |
|
|
2701 | treas->remove (); |
|
|
2702 | |
|
|
2703 | treas->x = op->x; |
|
|
2704 | treas->y = op->y; |
|
|
2705 | treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); |
|
|
2706 | |
|
|
2707 | if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && op->flag [FLAG_ALIVE]) |
|
|
2708 | spring_trap (treas, op); |
|
|
2709 | |
|
|
2710 | /* If either player or container was destroyed, no need to do |
|
|
2711 | * further processing. I think this should be enclused with |
|
|
2712 | * spring trap above, as I don't think there is otherwise |
|
|
2713 | * any way for the treasure chest or player to get killed. |
|
|
2714 | */ |
|
|
2715 | if (op->destroyed () || tmp->destroyed ()) |
|
|
2716 | break; |
|
|
2717 | } |
|
|
2718 | |
|
|
2719 | if (!tmp->destroyed () && !tmp->inv) |
|
|
2720 | tmp->decrease (true); |
|
|
2721 | } |
|
|
2722 | |
|
|
2723 | /** |
|
|
2724 | * A dragon is eating some flesh. If the flesh contains resistances, |
|
|
2725 | * there is a chance for the dragon's skin to get improved. |
|
|
2726 | * |
|
|
2727 | * attributes: |
|
|
2728 | * object *op the object (dragon player) eating the flesh |
|
|
2729 | * object *meal the flesh item, getting chewed in dragon's mouth |
|
|
2730 | * return: |
|
|
2731 | * int 1 if eating successful, 0 if it doesn't work |
|
|
2732 | */ |
|
|
2733 | static int |
|
|
2734 | dragon_eat_flesh (object *op, object *meal) |
|
|
2735 | { |
|
|
2736 | object *skin = NULL; /* pointer to dragon skin force */ |
|
|
2737 | object *abil = NULL; /* pointer to dragon ability force */ |
|
|
2738 | object *tmp = NULL; /* tmp. object */ |
|
|
2739 | |
|
|
2740 | double chance; /* improvement-chance of one resistance type */ |
|
|
2741 | double totalchance = 1; /* total chance of gaining one resistance */ |
|
|
2742 | double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ |
|
|
2743 | double mbonus = 0; /* monster bonus */ |
|
|
2744 | int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ |
|
|
2745 | int winners = 0; /* number of winners */ |
|
|
2746 | int i; /* index */ |
|
|
2747 | |
|
|
2748 | /* let's make sure and doublecheck the parameters */ |
|
|
2749 | if (meal->type != FLESH || !op->is_dragon ()) |
|
|
2750 | return 0; |
|
|
2751 | |
|
|
2752 | /* now grab the 'dragon_skin'- and 'dragon_ability'-forces |
|
|
2753 | from the player's inventory */ |
|
|
2754 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
2755 | if (tmp->type == FORCE) |
|
|
2756 | if (tmp->arch->archname == shstr_dragon_skin_force) |
|
|
2757 | skin = tmp; |
|
|
2758 | else if (tmp->arch->archname == shstr_dragon_ability_force) |
|
|
2759 | abil = tmp; |
|
|
2760 | |
|
|
2761 | /* if either skin or ability are missing, this is an old player |
|
|
2762 | which is not to be considered a dragon -> bail out */ |
|
|
2763 | if (skin == NULL || abil == NULL) |
|
|
2764 | return 0; |
|
|
2765 | |
|
|
2766 | /* now start by filling stomache and health, according to food-value */ |
|
|
2767 | if ((MAX_FOOD - op->stats.food) < meal->stats.food) |
|
|
2768 | op->stats.hp += (MAX_FOOD - op->stats.food) / 50; |
|
|
2769 | else |
|
|
2770 | op->stats.hp += meal->stats.food / 50; |
|
|
2771 | |
|
|
2772 | min_it (op->stats.hp, op->stats.maxhp); |
|
|
2773 | op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food); |
|
|
2774 | |
|
|
2775 | /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ |
|
|
2776 | |
|
|
2777 | /* on to the interesting part: chances for adding resistance */ |
3844 | for (i = 0; i < NROFATTACKS; i++) |
2778 | for (i = 0; i < NROFATTACKS; i++) |
3845 | { |
2779 | { |
3846 | if (food->resist[i] > 0) |
2780 | if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i)) |
3847 | { |
|
|
3848 | force->resist[i] = food->resist[i] / 2; |
|
|
3849 | did_one = 1; |
|
|
3850 | } |
2781 | { |
3851 | } |
2782 | /* got positive resistance, now calculate improvement chance (0-100) */ |
3852 | if (did_one) |
2783 | |
|
|
2784 | /* this bonus makes resistance increase easier at lower levels */ |
|
|
2785 | bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level); |
|
|
2786 | if (i == abil->stats.exp) |
|
|
2787 | bonus += 5; /* additional bonus for resistance of ability-focus */ |
|
|
2788 | |
|
|
2789 | /* monster bonus increases with level, because high-level |
|
|
2790 | flesh is too rare */ |
|
|
2791 | mbonus = op->level * 20. / ((double) settings.max_level); |
|
|
2792 | |
|
|
2793 | chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. / |
|
|
2794 | ((double)settings.max_level)) - skin->resist[i]; |
|
|
2795 | |
|
|
2796 | if (chance >= 0.) |
|
|
2797 | chance += 1.; |
|
|
2798 | else |
|
|
2799 | chance = (chance < -12) ? 0. : 1. / pow (2., -chance); |
|
|
2800 | |
|
|
2801 | /* chance is proportional to amount of resistance (max. 50) */ |
|
|
2802 | chance *= ((double)(min (meal->resist[i], 50))) / 50.; |
|
|
2803 | |
|
|
2804 | /* doubled chance for resistance of ability-focus */ |
|
|
2805 | if (i == abil->stats.exp) |
|
|
2806 | chance = min (100., chance * 2.); |
|
|
2807 | |
|
|
2808 | /* now make the throw and save all winners (Don't insert luck bonus here!) */ |
|
|
2809 | if (rndm (10000) < (unsigned int)(chance * 100)) |
|
|
2810 | { |
|
|
2811 | atnr_winner[winners] = i; |
|
|
2812 | winners++; |
|
|
2813 | } |
|
|
2814 | |
|
|
2815 | if (chance >= 0.01) |
|
|
2816 | totalchance *= 1 - chance / 100; |
|
|
2817 | |
|
|
2818 | /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */ |
|
|
2819 | } |
3853 | { |
2820 | } |
3854 | force->speed = 0.1; |
2821 | |
3855 | update_ob_speed (force); |
2822 | /* inverse totalchance as until now we have the failure-chance */ |
3856 | /* bigger morsel of food = longer effect time */ |
2823 | totalchance = 100 - totalchance * 100; |
3857 | force->stats.food = food->stats.food / 5; |
2824 | |
3858 | SET_FLAG (force, FLAG_IS_USED_UP); |
2825 | /* print message according to totalchance */ |
3859 | SET_FLAG (force, FLAG_APPLIED); |
2826 | const char *buf; |
3860 | change_abil (who, force); |
2827 | if (totalchance > 50.) |
3861 | insert_ob_in_ob (force, who); |
2828 | buf = format ("Hmm! The %s tasted delicious!", &meal->name); |
3862 | } |
2829 | else if (totalchance > 10.) |
|
|
2830 | buf = format ("The %s tasted very good.", &meal->name); |
|
|
2831 | else if (totalchance > 1.) |
|
|
2832 | buf = format ("The %s tasted good.", &meal->name); |
|
|
2833 | else if (totalchance > 0.1) |
|
|
2834 | buf = format ("The %s tasted bland.", &meal->name); |
|
|
2835 | else if (totalchance >= 0.01) |
|
|
2836 | buf = format ("The %s had a boring taste.", &meal->name); |
|
|
2837 | else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) |
|
|
2838 | buf = format ("The %s tasted strange.", &meal->name); |
3863 | else |
2839 | else |
3864 | force->destroy (); |
2840 | buf = format ("The %s had no taste.", &meal->name); |
3865 | |
2841 | |
3866 | /* check for hp, sp change */ |
2842 | op->statusmsg (buf); |
3867 | if (food->stats.hp != 0) |
2843 | |
|
|
2844 | /* now choose a winner if we have any */ |
|
|
2845 | i = -1; |
|
|
2846 | if (winners > 0) |
|
|
2847 | i = atnr_winner [rndm (winners)]; |
|
|
2848 | |
|
|
2849 | if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) |
|
|
2850 | { |
|
|
2851 | /* resistance increased! */ |
|
|
2852 | skin->resist[i]++; |
|
|
2853 | op->update_stats (); |
|
|
2854 | |
|
|
2855 | op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i])); |
3868 | { |
2856 | } |
3869 | if (QUERY_FLAG (food, FLAG_CURSED)) |
2857 | |
|
|
2858 | /* if this flesh contains a new ability focus, we mark it |
|
|
2859 | into the ability_force and it will take effect on next level */ |
|
|
2860 | if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) |
|
|
2861 | { |
|
|
2862 | abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ |
|
|
2863 | |
|
|
2864 | if (meal->last_eat != abil->stats.exp) |
|
|
2865 | op->statusmsg (format ( |
|
|
2866 | "Your metabolism prepares to focus on %s!\n" |
|
|
2867 | "The change will happen at level %d.", |
|
|
2868 | change_resist_msg[meal->last_eat], |
|
|
2869 | abil->level + 1 |
3870 | { |
2870 | )); |
3871 | strcpy (who->contr->killer, food->name); |
|
|
3872 | hit_player (who, food->stats.hp, food, AT_POISON, 1); |
|
|
3873 | new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); |
|
|
3874 | } |
|
|
3875 | else |
2871 | else |
3876 | { |
2872 | { |
3877 | if (food->stats.hp > 0) |
2873 | op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat])); |
3878 | new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); |
2874 | abil->last_eat = 0; |
3879 | else |
|
|
3880 | new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); |
|
|
3881 | who->stats.hp += food->stats.hp; |
|
|
3882 | } |
|
|
3883 | } |
|
|
3884 | if (food->stats.sp != 0) |
|
|
3885 | { |
|
|
3886 | if (QUERY_FLAG (food, FLAG_CURSED)) |
|
|
3887 | { |
2875 | } |
3888 | new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); |
2876 | } |
3889 | who->stats.sp -= food->stats.sp; |
2877 | |
3890 | if (who->stats.sp < 0) |
2878 | return 1; |
3891 | who->stats.sp = 0; |
2879 | } |
|
|
2880 | |
|
|
2881 | /** |
|
|
2882 | * op eats food. |
|
|
2883 | * If player, takes care of messages and dragon special food. |
|
|
2884 | */ |
|
|
2885 | static void |
|
|
2886 | apply_food (object *op, object *tmp) |
|
|
2887 | { |
|
|
2888 | int capacity_remaining; |
|
|
2889 | |
|
|
2890 | if (op->type != PLAYER) |
|
|
2891 | op->stats.hp = op->stats.maxhp; |
|
|
2892 | else |
|
|
2893 | { |
|
|
2894 | /* check if this is a dragon (player), eating some flesh */ |
|
|
2895 | if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp)) |
3892 | } |
2896 | ; |
3893 | else |
2897 | else |
3894 | { |
2898 | { |
3895 | new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); |
2899 | /* usual case - no dragon meal: */ |
3896 | who->stats.sp += food->stats.sp; |
2900 | if (op->stats.food + tmp->stats.food > MAX_FOOD) |
3897 | /* place limit on max sp from food? */ |
2901 | { |
|
|
2902 | if (tmp->type == FOOD || tmp->type == FLESH) |
|
|
2903 | op->failmsg ("You feel full, but what a waste of food!"); |
|
|
2904 | else |
|
|
2905 | op->statusmsg ("Most of the drink goes down your face not your throat!"); |
|
|
2906 | } |
|
|
2907 | |
|
|
2908 | tmp->play_sound ( |
|
|
2909 | tmp->sound |
|
|
2910 | ? tmp->sound |
|
|
2911 | : tmp->type == DRINK |
|
|
2912 | ? sound_find ("eat_drink") |
|
|
2913 | : sound_find ("eat_food") |
|
|
2914 | ); |
|
|
2915 | |
|
|
2916 | if (!tmp->flag [FLAG_CURSED]) |
|
|
2917 | { |
|
|
2918 | const char *buf; |
|
|
2919 | |
|
|
2920 | if (!op->is_dragon ()) |
|
|
2921 | { |
|
|
2922 | /* eating message for normal players */ |
|
|
2923 | if (tmp->type == DRINK) |
|
|
2924 | buf = format ("Ahhh...that %s tasted good.", &tmp->name); |
|
|
2925 | else |
|
|
2926 | buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); |
|
|
2927 | } |
|
|
2928 | else |
|
|
2929 | /* eating message for dragon players */ |
|
|
2930 | buf = format ("The %s tasted terrible!", &tmp->name); |
|
|
2931 | |
|
|
2932 | op->statusmsg (buf); |
|
|
2933 | |
|
|
2934 | capacity_remaining = MAX_FOOD - op->stats.food; |
|
|
2935 | op->stats.food += tmp->stats.food; |
|
|
2936 | if (capacity_remaining < tmp->stats.food) |
|
|
2937 | op->stats.hp += capacity_remaining / 50; |
|
|
2938 | else |
|
|
2939 | op->stats.hp += tmp->stats.food / 50; |
|
|
2940 | |
|
|
2941 | min_it (op->stats.hp, op->stats.maxhp); |
|
|
2942 | min_it (op->stats.food, MAX_FOOD); |
|
|
2943 | } |
|
|
2944 | |
|
|
2945 | /* special food hack -b.t. */ |
|
|
2946 | if (tmp->title || tmp->flag [FLAG_CURSED]) |
|
|
2947 | eat_special_food (op, tmp); |
|
|
2948 | } |
|
|
2949 | } |
|
|
2950 | |
|
|
2951 | handle_apply_yield (tmp); |
|
|
2952 | tmp->decrease (); |
|
|
2953 | } |
|
|
2954 | |
|
|
2955 | /** |
|
|
2956 | * Handles applying an improve armor scroll. |
|
|
2957 | * Does some sanity checks, then calls improve_armour. |
|
|
2958 | */ |
|
|
2959 | static void |
|
|
2960 | apply_armour_improver (object *op, object *tmp) |
|
|
2961 | { |
|
|
2962 | if (!op->flag [FLAG_WIZCAST] && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC)) |
|
|
2963 | { |
|
|
2964 | op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>"); |
|
|
2965 | return; |
|
|
2966 | } |
|
|
2967 | |
|
|
2968 | object *armor = op->mark (); |
|
|
2969 | |
|
|
2970 | if (!armor) |
|
|
2971 | { |
|
|
2972 | op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this."); |
|
|
2973 | return; |
|
|
2974 | } |
|
|
2975 | |
|
|
2976 | if (armor->type != ARMOUR |
|
|
2977 | && armor->type != CLOAK |
|
|
2978 | && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) |
|
|
2979 | { |
|
|
2980 | op->failmsg ("Your marked item is not armour!\n"); |
|
|
2981 | return; |
|
|
2982 | } |
|
|
2983 | |
|
|
2984 | if (!op->apply (armor, AP_UNAPPLY)) |
|
|
2985 | { |
|
|
2986 | op->failmsg ("You are unable to take off your armour to improve it!"); |
|
|
2987 | return; |
|
|
2988 | } |
|
|
2989 | |
|
|
2990 | op->statusmsg ("Applying armour enchantment."); |
|
|
2991 | improve_armour (op, tmp, armor); |
|
|
2992 | } |
|
|
2993 | |
|
|
2994 | void |
|
|
2995 | apply_poison (object *op, object *tmp) |
|
|
2996 | { |
|
|
2997 | // need to do it now when it is still on the map |
|
|
2998 | handle_apply_yield (tmp); |
|
|
2999 | |
|
|
3000 | object *poison = tmp->split (1); |
|
|
3001 | |
|
|
3002 | if (op->type == PLAYER) |
|
|
3003 | { |
|
|
3004 | op->contr->play_sound (sound_find ("drink_poison")); |
|
|
3005 | op->failmsg ("Yech! That tasted poisonous!"); |
|
|
3006 | op->contr->killer = poison; |
|
|
3007 | } |
|
|
3008 | |
|
|
3009 | if (poison->stats.hp > 0) |
|
|
3010 | { |
|
|
3011 | LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp); |
|
|
3012 | hit_player (op, poison->stats.hp, tmp, AT_POISON, 1); |
|
|
3013 | } |
|
|
3014 | |
|
|
3015 | op->stats.food -= op->stats.food / 4; |
|
|
3016 | poison->destroy (); |
|
|
3017 | } |
|
|
3018 | |
|
|
3019 | /** |
|
|
3020 | * This function will try to apply a lighter and in case no lighter |
|
|
3021 | * is specified it will try to find a lighter in the players inventory, |
|
|
3022 | * and inform him about this requirement. |
|
|
3023 | * |
|
|
3024 | * who - the player |
|
|
3025 | * op - the item we want to light |
|
|
3026 | * lighter - the lighter or 0 if a lighter has yet to be found |
|
|
3027 | */ |
|
|
3028 | static object * |
|
|
3029 | auto_apply_lighter (object *who, object *op, object *lighter) |
|
|
3030 | { |
|
|
3031 | if (lighter == 0) |
|
|
3032 | { |
|
|
3033 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
3898 | } |
3034 | { |
|
|
3035 | if (tmp->type == LIGHTER) |
|
|
3036 | { |
|
|
3037 | lighter = tmp; |
|
|
3038 | break; |
|
|
3039 | } |
|
|
3040 | } |
|
|
3041 | |
|
|
3042 | if (!lighter) |
|
|
3043 | { |
|
|
3044 | who->failmsgf ( |
|
|
3045 | "You can't light up the %s with your bare hands! " |
|
|
3046 | "H<You need a lighter in your inventory, for example a flint and steel.>", |
|
|
3047 | &op->name |
|
|
3048 | ); |
|
|
3049 | return 0; |
|
|
3050 | } |
|
|
3051 | } |
|
|
3052 | |
|
|
3053 | // last_eat == 0 means the lighter is not being used up! |
|
|
3054 | if (lighter->last_eat && lighter->stats.food) |
3899 | } |
3055 | { |
3900 | fix_player (who); |
3056 | /* lighter gets used up */ |
3901 | } |
3057 | lighter = lighter->split (); |
|
|
3058 | lighter->stats.food--; |
|
|
3059 | who->insert (lighter); |
|
|
3060 | } |
|
|
3061 | else if (lighter->last_eat) |
|
|
3062 | { |
|
|
3063 | /* no charges left in lighter */ |
|
|
3064 | who->failmsgf ( |
|
|
3065 | "You attempt to light the %s with a used up %s.", |
|
|
3066 | &op->name, &lighter->name |
|
|
3067 | ); |
|
|
3068 | return 0; |
|
|
3069 | } |
3902 | |
3070 | |
|
|
3071 | return lighter; |
|
|
3072 | } |
3903 | |
3073 | |
3904 | /** |
3074 | /** |
3905 | * Designed primarily to light torches/lanterns/etc. |
3075 | * Designed primarily to light torches/lanterns/etc. |
3906 | * Also burns up burnable material too. First object in the inventory is |
3076 | * Also burns up burnable material too. First object in the inventory is |
3907 | * the selected object to "burn". -b.t. |
3077 | * the selected object to "burn". -b.t. |
3908 | */ |
3078 | */ |
3909 | |
3079 | static void |
3910 | void |
|
|
3911 | apply_lighter (object *who, object *lighter) |
3080 | apply_lighter (object *who, object *lighter) |
3912 | { |
3081 | { |
3913 | object *item; |
|
|
3914 | int is_player_env = 0; |
3082 | int is_player_env = 0; |
3915 | char item_name[MAX_BUF]; |
|
|
3916 | |
3083 | |
3917 | item = find_marked_object (who); |
3084 | if (object *item = who->mark ()) |
3918 | if (item) |
|
|
3919 | { |
3085 | { |
3920 | if (lighter->last_eat && lighter->stats.food) |
3086 | if (!auto_apply_lighter (who, item, lighter)) |
3921 | { /* lighter gets used up */ |
|
|
3922 | /* Split multiple lighters if they're being used up. Otherwise * |
|
|
3923 | * one charge from each would be used up. --DAMN */ |
|
|
3924 | if (lighter->nrof > 1) |
|
|
3925 | { |
|
|
3926 | object *oneLighter = object::create (); |
|
|
3927 | |
|
|
3928 | lighter->copy_to (oneLighter); |
|
|
3929 | lighter->nrof -= 1; |
|
|
3930 | oneLighter->nrof = 1; |
|
|
3931 | oneLighter->stats.food--; |
|
|
3932 | esrv_send_item (who, lighter); |
|
|
3933 | oneLighter = insert_ob_in_ob (oneLighter, who); |
|
|
3934 | esrv_send_item (who, oneLighter); |
|
|
3935 | } |
|
|
3936 | else |
|
|
3937 | lighter->stats.food--; |
|
|
3938 | } |
|
|
3939 | else if (lighter->last_eat) |
|
|
3940 | { /* no charges left in lighter */ |
|
|
3941 | new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); |
|
|
3942 | return; |
3087 | return; |
3943 | } |
3088 | |
3944 | /* Perhaps we should split what we are trying to light on fire? |
3089 | /* Perhaps we should split what we are trying to light on fire? |
3945 | * I can't see many times when you would want to light multiple |
3090 | * I can't see many times when you would want to light multiple |
3946 | * objects at once. |
3091 | * objects at once. |
3947 | */ |
3092 | */ |
3948 | /* If the item is destroyed, we don't have a valid pointer to the |
|
|
3949 | * name object, so make a copy so the message we print out makes |
|
|
3950 | * some sense. |
|
|
3951 | */ |
|
|
3952 | strcpy (item_name, item->name); |
|
|
3953 | if (who == is_player_inv (item)) |
|
|
3954 | is_player_env = 1; |
|
|
3955 | |
3093 | |
3956 | save_throw_object (item, AT_FIRE, who); |
3094 | save_throw_object (item, AT_FIRE, who); |
3957 | /* Change to check count and not freed, since the object pointer |
3095 | |
3958 | * may have gotten recycled |
|
|
3959 | */ |
|
|
3960 | if (item->destroyed ()) |
3096 | if (item->destroyed () |
|
|
3097 | || ((item->type == LAMP || item->type == TORCH) |
|
|
3098 | && item->glow_radius > 0)) |
|
|
3099 | who->statusmsg (format ( |
|
|
3100 | "You light the %s with the %s.", |
|
|
3101 | &item->name, &lighter->name |
3961 | { |
3102 | )); |
3962 | new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name); |
|
|
3963 | /* Need to update the player so that the players glow radius |
|
|
3964 | * gets changed. |
|
|
3965 | */ |
|
|
3966 | if (is_player_env) |
|
|
3967 | fix_player (who); |
|
|
3968 | } |
|
|
3969 | else |
3103 | else |
3970 | new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); |
3104 | who->failmsgf ( |
|
|
3105 | "You attempt to light the %s with the %s and fail.", |
|
|
3106 | &item->name, &lighter->name |
|
|
3107 | ); |
|
|
3108 | } |
|
|
3109 | else |
|
|
3110 | who->failmsg ("You need to mark a lightable object."); |
|
|
3111 | } |
|
|
3112 | |
|
|
3113 | /** |
|
|
3114 | * This function generates a cursed effect for cursed lamps and torches. |
|
|
3115 | */ |
|
|
3116 | static void |
|
|
3117 | player_apply_lamp_cursed_effect (object *who, object *op) |
|
|
3118 | { |
|
|
3119 | if (op->level) |
3971 | } |
3120 | { |
3972 | else /* nothing to light */ |
3121 | who->failmsgf ( |
3973 | new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); |
3122 | "The %s was cursed, it explodes in a big fireball!", |
|
|
3123 | &op->name |
|
|
3124 | ); |
|
|
3125 | create_exploding_ball_at (who, op->level); |
|
|
3126 | } |
|
|
3127 | else |
|
|
3128 | { |
|
|
3129 | who->failmsgf ( |
|
|
3130 | "The %s was cursed, it crumbles to dust, at least it didn't explode.!", |
|
|
3131 | &op->name |
|
|
3132 | ); |
|
|
3133 | } |
3974 | |
3134 | |
3975 | } |
|
|
3976 | |
|
|
3977 | /** |
|
|
3978 | * op made some mistake with a scroll, this takes care of punishment. |
|
|
3979 | * scroll_failure()- hacked directly from spell_failure |
|
|
3980 | */ |
|
|
3981 | void |
|
|
3982 | scroll_failure (object *op, int failure, int power) |
|
|
3983 | { |
|
|
3984 | if (abs (failure / 4) > power) |
|
|
3985 | power = abs (failure / 4); /* set minimum effect */ |
|
|
3986 | |
|
|
3987 | if (failure <= -1 && failure > -15) |
|
|
3988 | { /* wonder */ |
|
|
3989 | object *tmp; |
|
|
3990 | |
|
|
3991 | new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); |
|
|
3992 | tmp = get_archetype (SPELL_WONDER); |
|
|
3993 | cast_wonder (op, op, 0, tmp); |
|
|
3994 | tmp->destroy (); |
3135 | op->destroy (); |
|
|
3136 | } |
|
|
3137 | |
|
|
3138 | /** |
|
|
3139 | * Apply for players and lamps |
|
|
3140 | * |
|
|
3141 | * who - the player |
|
|
3142 | * op - the lamp |
|
|
3143 | */ |
|
|
3144 | static void |
|
|
3145 | player_apply_lamp (object *who, object *op) |
|
|
3146 | { |
|
|
3147 | bool switch_on = op->glow_radius ? false : true; |
|
|
3148 | |
|
|
3149 | if (switch_on) |
3995 | } |
3150 | { |
3996 | else if (failure <= -15 && failure > -35) |
3151 | object *lighter = 0; |
3997 | { /* drain mana */ |
3152 | |
3998 | new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); |
3153 | if (op->flag [FLAG_IS_LIGHTABLE] |
3999 | op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); |
3154 | && !(lighter = auto_apply_lighter (who, op, 0))) |
|
|
3155 | return; |
|
|
3156 | |
4000 | if (op->stats.sp < 0) |
3157 | if (op->stats.food < 1) |
4001 | op->stats.sp = 0; |
|
|
4002 | } |
|
|
4003 | else if (settings.spell_failure_effects == TRUE) |
|
|
4004 | { |
|
|
4005 | if (failure <= -35 && failure > -60) |
|
|
4006 | { /* confusion */ |
|
|
4007 | new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); |
|
|
4008 | confuse_player (op, op, power); |
|
|
4009 | } |
3158 | { |
4010 | else if (failure <= -60 && failure > -70) |
3159 | if (op->type == LAMP) |
4011 | { /* paralysis */ |
3160 | who->failmsgf ( |
4012 | new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); |
3161 | "The %s is out of fuel! " |
4013 | paralyze_player (op, op, power); |
3162 | "H<Lamps and similar items need fuel. They cannot be refilled.>", |
4014 | } |
3163 | &op->name |
4015 | else if (failure <= -70 && failure > -80) |
3164 | ); |
4016 | { /* blind */ |
3165 | else |
4017 | new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); |
3166 | who->failmsgf ( |
4018 | blind_player (op, op, power); |
3167 | "The %s is burnt out! " |
4019 | } |
3168 | "H<Torches and similar items burn out and become worthless.>", |
4020 | else if (failure <= -80) |
3169 | &op->name |
4021 | { /* blast the immediate area */ |
3170 | ); |
4022 | object *tmp; |
3171 | return; |
4023 | |
|
|
4024 | tmp = get_archetype (LOOSE_MANA); |
|
|
4025 | cast_magic_storm (op, tmp, power); |
|
|
4026 | new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); |
|
|
4027 | tmp->destroy (); |
|
|
4028 | } |
|
|
4029 | } |
|
|
4030 | } |
|
|
4031 | |
|
|
4032 | void |
|
|
4033 | apply_changes_to_player (object *pl, object *change) |
|
|
4034 | { |
|
|
4035 | int excess_stat = 0; /* if the stat goes over the maximum |
|
|
4036 | for the race, put the excess stat some |
|
|
4037 | where else. */ |
|
|
4038 | |
|
|
4039 | switch (change->type) |
|
|
4040 | { |
|
|
4041 | case CLASS: |
|
|
4042 | { |
3172 | } |
4043 | living *stats = &(pl->contr->orig_stats); |
|
|
4044 | living *ns = &(change->stats); |
|
|
4045 | object *walk; |
|
|
4046 | int flag_change_face = 1; |
|
|
4047 | |
3173 | |
4048 | /* the following code assigns stats up to the stat max |
3174 | if (op->flag [FLAG_CURSED]) |
4049 | * for the race, and if the stat max is exceeded, |
3175 | { |
4050 | * tries to randomly reassign the excess stat |
3176 | player_apply_lamp_cursed_effect (who, op); |
4051 | */ |
3177 | return; |
4052 | int i, j; |
3178 | } |
4053 | |
3179 | |
4054 | for (i = 0; i < NUM_STATS; i++) |
3180 | if (lighter) |
|
|
3181 | who->statusmsg (format ( |
|
|
3182 | "You light up the %s with the %s.", &op->name, &lighter->name)); |
|
|
3183 | else |
|
|
3184 | who->statusmsg (format ("You light up the %s.", &op->name)); |
|
|
3185 | } |
|
|
3186 | else |
|
|
3187 | { |
|
|
3188 | if (op->flag [FLAG_CURSED]) |
|
|
3189 | { |
|
|
3190 | player_apply_lamp_cursed_effect (who, op); |
|
|
3191 | return; |
|
|
3192 | } |
|
|
3193 | |
|
|
3194 | if (op->type == TORCH) |
|
|
3195 | { |
|
|
3196 | if (!op->flag [FLAG_IS_LIGHTABLE]) |
4055 | { |
3197 | { |
4056 | sint8 stat = get_attr_value (stats, i); |
3198 | who->statusmsg (format ( |
4057 | int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); |
3199 | "You put out the %s. " |
4058 | |
3200 | "H<The %s can't be used anymore, as it can't be lighted up again.>", |
4059 | stat += get_attr_value (ns, i); |
3201 | &op->name, &op->name)); |
4060 | if (stat > 20 + race_bonus) |
|
|
4061 | { |
|
|
4062 | excess_stat++; |
|
|
4063 | stat = 20 + race_bonus; |
|
|
4064 | } |
|
|
4065 | set_attr_value (stats, i, stat); |
|
|
4066 | } |
3202 | } |
4067 | |
|
|
4068 | for (j = 0; excess_stat > 0 && j < 100; j++) |
|
|
4069 | { /* try 100 times to assign excess stats */ |
|
|
4070 | int i = rndm (0, 6); |
|
|
4071 | int stat = get_attr_value (stats, i); |
|
|
4072 | int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); |
|
|
4073 | |
|
|
4074 | if (i == CHA) |
|
|
4075 | continue; /* exclude cha from this */ |
|
|
4076 | if (stat < 20 + race_bonus) |
|
|
4077 | { |
|
|
4078 | change_attr_value (stats, i, 1); |
|
|
4079 | excess_stat--; |
|
|
4080 | } |
|
|
4081 | } |
|
|
4082 | |
|
|
4083 | /* insert the randomitems from the change's treasurelist into |
|
|
4084 | * the player ref: player.c |
|
|
4085 | */ |
|
|
4086 | if (change->randomitems != NULL) |
|
|
4087 | give_initial_items (pl, change->randomitems); |
|
|
4088 | |
|
|
4089 | |
|
|
4090 | /* set up the face, for some races. */ |
|
|
4091 | |
|
|
4092 | /* first, look for the force object banning |
|
|
4093 | * changing the face. Certain races never change face with class. |
|
|
4094 | */ |
|
|
4095 | for (walk = pl->inv; walk != NULL; walk = walk->below) |
|
|
4096 | if (!strcmp (walk->name, "NOCLASSFACECHANGE")) |
|
|
4097 | flag_change_face = 0; |
|
|
4098 | |
|
|
4099 | if (flag_change_face) |
|
|
4100 | { |
|
|
4101 | pl->animation_id = GET_ANIM_ID (change); |
|
|
4102 | pl->face = change->face; |
|
|
4103 | |
|
|
4104 | if (QUERY_FLAG (change, FLAG_ANIMATE)) |
|
|
4105 | SET_FLAG (pl, FLAG_ANIMATE); |
|
|
4106 | else |
3203 | else |
4107 | CLEAR_FLAG (pl, FLAG_ANIMATE); |
3204 | who->statusmsg (format ( |
|
|
3205 | "You put out the %s." |
|
|
3206 | "H<Torches wear out if you put them out.>", |
|
|
3207 | &op->name)); |
4108 | } |
3208 | } |
|
|
3209 | else |
|
|
3210 | who->statusmsg (format ("You turn off the %s.", &op->name)); |
|
|
3211 | } |
4109 | |
3212 | |
4110 | /* check the special case of can't use weapons */ |
3213 | apply_lamp (op, switch_on); |
4111 | /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ |
3214 | } |
4112 | if (!strcmp (change->name, "monk")) |
|
|
4113 | CLEAR_FLAG (pl, FLAG_USE_WEAPON); |
|
|
4114 | |
3215 | |
4115 | break; |
3216 | void get_animation_from_arch (object *op, arch_ptr a) |
|
|
3217 | { |
|
|
3218 | op->animation_id = a->animation_id; |
|
|
3219 | op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE]; |
|
|
3220 | op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE]; |
|
|
3221 | op->anim_speed = a->anim_speed; |
|
|
3222 | op->last_anim = 0; |
|
|
3223 | op->state = 0; |
|
|
3224 | op->face = a->face; |
|
|
3225 | |
|
|
3226 | if (NUM_ANIMATIONS(op) > 1) |
|
|
3227 | { |
|
|
3228 | SET_ANIMATION(op, 0); |
|
|
3229 | animate_object (op, op->direction); |
|
|
3230 | } |
|
|
3231 | else |
|
|
3232 | update_object (op, UP_OBJ_FACE); |
|
|
3233 | } |
|
|
3234 | |
|
|
3235 | /** |
|
|
3236 | * Apply for LAMPs and TORCHes. |
|
|
3237 | * |
|
|
3238 | * op - the lamp |
|
|
3239 | * switch_on - a flag which says whether the lamp should be switched on or off |
|
|
3240 | */ |
|
|
3241 | void apply_lamp (object *op, bool switch_on) |
|
|
3242 | { |
|
|
3243 | op->set_glow_radius (switch_on ? op->range : 0); |
|
|
3244 | op->set_speed (switch_on ? op->arch->speed : 0); |
|
|
3245 | |
|
|
3246 | // torches wear out if you put them out |
|
|
3247 | if (op->type == TORCH && !switch_on) |
|
|
3248 | { |
|
|
3249 | if (op->flag [FLAG_IS_LIGHTABLE]) |
4116 | } |
3250 | { |
|
|
3251 | op->stats.food -= (double) op->arch->stats.food / 15; |
|
|
3252 | if (op->stats.food < 0) |
|
|
3253 | op->stats.food = 0; |
|
|
3254 | } |
|
|
3255 | else |
|
|
3256 | op->stats.food = 0; |
4117 | } |
3257 | } |
|
|
3258 | |
|
|
3259 | // lamps and torched get worthless when used up |
|
|
3260 | if (op->stats.food <= 0) |
|
|
3261 | op->value = 0; |
|
|
3262 | |
|
|
3263 | // FIXME: This is a hack to make the more sane torches and lamps |
|
|
3264 | // still animated ;-/ |
|
|
3265 | if (op->other_arch) |
|
|
3266 | get_animation_from_arch (op, switch_on ? op->other_arch : op->arch); |
|
|
3267 | |
|
|
3268 | if (object *pl = op->visible_to ()) |
|
|
3269 | esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op); |
4118 | } |
3270 | } |
4119 | |
3271 | |
4120 | /** |
3272 | /** |
4121 | * This handles items of type 'transformer'. |
3273 | * This handles items of type 'transformer'. |
4122 | * Basically those items, used with a marked item, transform both items into something |
3274 | * Basically those items, used with a marked item, transform both items into something |
… | |
… | |
4125 | * Change information is contained in the 'slaying' field of the marked item. |
3277 | * Change information is contained in the 'slaying' field of the marked item. |
4126 | * The format is as follow: transformer:[number ]yield[;transformer:...]. |
3278 | * The format is as follow: transformer:[number ]yield[;transformer:...]. |
4127 | * This way an item can be transformed in many things, and/or many objects. |
3279 | * This way an item can be transformed in many things, and/or many objects. |
4128 | * The 'slaying' field for transformer is used as verb for the action. |
3280 | * The 'slaying' field for transformer is used as verb for the action. |
4129 | */ |
3281 | */ |
4130 | void |
3282 | static void |
4131 | apply_item_transformer (object *pl, object *transformer) |
3283 | apply_item_transformer (object *pl, object *transformer) |
4132 | { |
3284 | { |
4133 | object *marked; |
|
|
4134 | object *new_item; |
3285 | object *new_item; |
4135 | char *find; |
3286 | const char *find; |
4136 | char *separator; |
3287 | char *separator; |
4137 | int yield; |
3288 | int yield; |
4138 | char got[MAX_BUF]; |
3289 | char got[MAX_BUF]; |
4139 | int len; |
3290 | int len; |
4140 | |
3291 | |
4141 | if (!pl || !transformer) |
3292 | if (!pl || !transformer) |
4142 | return; |
3293 | return; |
4143 | marked = find_marked_object (pl); |
3294 | |
|
|
3295 | object *marked = pl->mark (); |
|
|
3296 | |
4144 | if (!marked) |
3297 | if (!marked) |
4145 | { |
3298 | { |
4146 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); |
3299 | pl->failmsgf ("Use the %s with what item?", query_name (transformer)); |
4147 | return; |
3300 | return; |
4148 | } |
3301 | } |
|
|
3302 | |
4149 | if (!marked->slaying) |
3303 | if (!marked->slaying) |
4150 | { |
3304 | { |
4151 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); |
3305 | pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)); |
4152 | return; |
3306 | return; |
4153 | } |
3307 | } |
|
|
3308 | |
4154 | /* check whether they are compatible or not */ |
3309 | /* check whether they are compatible or not */ |
4155 | find = strstr (marked->slaying, transformer->arch->name); |
3310 | find = strstr (&marked->slaying, transformer->arch->archname); |
4156 | if (!find || (*(find + strlen (transformer->arch->name)) != ':')) |
3311 | if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) |
4157 | { |
3312 | { |
4158 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); |
3313 | pl->failmsgf ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)); |
4159 | return; |
3314 | return; |
4160 | } |
3315 | } |
|
|
3316 | |
4161 | find += strlen (transformer->arch->name) + 1; |
3317 | find += strlen (transformer->arch->archname) + 1; |
4162 | /* Item can be used, now find how many and what it yields */ |
3318 | /* Item can be used, now find how many and what it yields */ |
4163 | if (isdigit (*(find))) |
3319 | if (isdigit (*(find))) |
4164 | { |
3320 | { |
4165 | yield = atoi (find); |
3321 | yield = atoi (find); |
4166 | if (yield < 1) |
3322 | if (yield < 1) |
… | |
… | |
4172 | else |
3328 | else |
4173 | yield = 1; |
3329 | yield = 1; |
4174 | |
3330 | |
4175 | while (isdigit (*find)) |
3331 | while (isdigit (*find)) |
4176 | find++; |
3332 | find++; |
|
|
3333 | |
4177 | while (*find == ' ') |
3334 | while (*find == ' ') |
4178 | find++; |
3335 | find++; |
|
|
3336 | |
4179 | memset (got, 0, MAX_BUF); |
3337 | memset (got, 0, MAX_BUF); |
|
|
3338 | |
4180 | if ((separator = strchr (find, ';')) != NULL) |
3339 | if ((separator = (char *) strchr (find, ';'))) |
4181 | { |
|
|
4182 | len = separator - find; |
3340 | len = separator - find; |
4183 | } |
|
|
4184 | else |
3341 | else |
4185 | { |
|
|
4186 | len = strlen (find); |
3342 | len = strlen (find); |
4187 | } |
3343 | |
4188 | if (len > MAX_BUF - 1) |
3344 | min_it (len, MAX_BUF - 1); |
4189 | len = MAX_BUF - 1; |
3345 | |
4190 | strcpy (got, find); |
3346 | strcpy (got, find); |
4191 | got[len] = '\0'; |
3347 | got[len] = '\0'; |
4192 | |
3348 | |
4193 | /* Now create new item, remove used ones when required. */ |
3349 | /* Now create new item, remove used ones when required. */ |
4194 | new_item = get_archetype (got); |
3350 | new_item = get_archetype (got); |
4195 | if (!new_item) |
3351 | if (!new_item) |
4196 | { |
3352 | { |
4197 | new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); |
3353 | pl->failmsgf ("This %s is strange, better to not use it.", query_base_name (marked, 0)); |
4198 | return; |
3354 | return; |
4199 | } |
3355 | } |
4200 | |
3356 | |
4201 | new_item->nrof = yield; |
3357 | new_item->nrof = yield; |
|
|
3358 | |
4202 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); |
3359 | pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0))); |
4203 | insert_ob_in_ob (new_item, pl); |
3360 | |
4204 | esrv_send_inventory (pl, pl); |
3361 | pl->insert (new_item); |
4205 | /* Eat up one item */ |
3362 | /* Eat up one item */ |
4206 | decrease_ob_nr (marked, 1); |
3363 | marked->decrease (); |
|
|
3364 | |
4207 | /* Eat one transformer if needed */ |
3365 | /* Eat one transformer if needed */ |
4208 | if (transformer->stats.food) |
3366 | if (transformer->stats.food) |
4209 | if (--transformer->stats.food == 0) |
3367 | if (--transformer->stats.food == 0) |
4210 | decrease_ob_nr (transformer, 1); |
3368 | transformer->decrease (); |
4211 | } |
3369 | } |
|
|
3370 | |
|
|
3371 | /** |
|
|
3372 | * Main apply handler. |
|
|
3373 | * |
|
|
3374 | * Checks for unpaid items before applying. |
|
|
3375 | * |
|
|
3376 | * Return value is currently not used |
|
|
3377 | * |
|
|
3378 | * who is the object that is causing object to be applied, op is the object |
|
|
3379 | * being applied. |
|
|
3380 | * |
|
|
3381 | * aflag is special (always apply/unapply) flags. Nothing is done with |
|
|
3382 | * them in this function - they are passed to apply_special |
|
|
3383 | */ |
|
|
3384 | static bool |
|
|
3385 | manual_apply (object *who, object *op, int aflag) |
|
|
3386 | { |
|
|
3387 | op = op->head_ (); |
|
|
3388 | |
|
|
3389 | if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED]) |
|
|
3390 | { |
|
|
3391 | if (who->contr) |
|
|
3392 | { |
|
|
3393 | examine (who, op); |
|
|
3394 | //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove |
|
|
3395 | return 1; |
|
|
3396 | } |
|
|
3397 | else |
|
|
3398 | return 0; /* monsters just skip unpaid items */ |
|
|
3399 | } |
|
|
3400 | |
|
|
3401 | if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who))) |
|
|
3402 | return RESULT_INT (0); |
|
|
3403 | else if (apply_types_inv_only [op->type]) |
|
|
3404 | { |
|
|
3405 | // special item, using slot system, needs to be in inv |
|
|
3406 | if (op->env == who) |
|
|
3407 | return apply_special (who, op, aflag); |
|
|
3408 | |
|
|
3409 | who->failmsgf ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op)); |
|
|
3410 | } |
|
|
3411 | else if (!who->contr && apply_types_player_only [op->type]) |
|
|
3412 | return 0; // monsters shouldn't try to apply player-only stuff |
|
|
3413 | else if (apply_types [op->type]) |
|
|
3414 | { |
|
|
3415 | // ordinary stuff, may be on the floor |
|
|
3416 | switch (op->type) |
|
|
3417 | { |
|
|
3418 | case T_HANDLE: |
|
|
3419 | who->play_sound (sound_find ("turn_handle")); |
|
|
3420 | who->statusmsg ("You turn the handle."); |
|
|
3421 | op->value = op->value ? 0 : 1; |
|
|
3422 | SET_ANIMATION (op, op->value); |
|
|
3423 | update_object (op, UP_OBJ_FACE); |
|
|
3424 | push_button (op, who); |
|
|
3425 | break; |
|
|
3426 | |
|
|
3427 | case TRIGGER: |
|
|
3428 | if (check_trigger (op, who, who)) |
|
|
3429 | { |
|
|
3430 | who->statusmsg ("You turn the handle."); |
|
|
3431 | who->play_sound (sound_find ("turn_handle")); |
|
|
3432 | } |
|
|
3433 | else |
|
|
3434 | who->failmsg ("The handle doesn't move."); |
|
|
3435 | |
|
|
3436 | break; |
|
|
3437 | |
|
|
3438 | case EXIT: |
|
|
3439 | if (!EXIT_PATH (op)) |
|
|
3440 | who->failmsgf ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)); |
|
|
3441 | else |
|
|
3442 | { |
|
|
3443 | /* Don't display messages for random maps. */ |
|
|
3444 | if (op->msg && EXIT_PATH (op) != shstr_random_map_exit) |
|
|
3445 | who->statusmsg (op->msg, NDI_NAVY); |
|
|
3446 | |
|
|
3447 | who->enter_exit (op); |
|
|
3448 | } |
|
|
3449 | |
|
|
3450 | break; |
|
|
3451 | |
|
|
3452 | case INSCRIBABLE: |
|
|
3453 | who->statusmsg (op->msg); |
|
|
3454 | // maybe show a spell menu to chose from or something like that |
|
|
3455 | break; |
|
|
3456 | |
|
|
3457 | case SIGN: |
|
|
3458 | apply_sign (who, op, 0); |
|
|
3459 | break; |
|
|
3460 | |
|
|
3461 | case BOOK: |
|
|
3462 | apply_book (who, op); |
|
|
3463 | break; |
|
|
3464 | |
|
|
3465 | case SKILLSCROLL: |
|
|
3466 | apply_skillscroll (who, op); |
|
|
3467 | break; |
|
|
3468 | |
|
|
3469 | case SPELLBOOK: |
|
|
3470 | apply_spellbook (who, op); |
|
|
3471 | break; |
|
|
3472 | |
|
|
3473 | case SCROLL: |
|
|
3474 | apply_scroll (who, op, 0); |
|
|
3475 | break; |
|
|
3476 | |
|
|
3477 | case POTION: |
|
|
3478 | apply_potion (who, op); |
|
|
3479 | break; |
|
|
3480 | |
|
|
3481 | /* Eneq(@csd.uu.se): Handle apply on containers. */ |
|
|
3482 | //TODO: remove, as it is unsed? |
|
|
3483 | case CLOSE_CON: |
|
|
3484 | apply_container (who, op->env); |
|
|
3485 | break; |
|
|
3486 | |
|
|
3487 | case CONTAINER: |
|
|
3488 | apply_container (who, op); |
|
|
3489 | break; |
|
|
3490 | |
|
|
3491 | case TREASURE: |
|
|
3492 | apply_treasure (who, op); |
|
|
3493 | break; |
|
|
3494 | |
|
|
3495 | case LAMP: |
|
|
3496 | case TORCH: |
|
|
3497 | player_apply_lamp (who, op); |
|
|
3498 | break; |
|
|
3499 | |
|
|
3500 | case DRINK: |
|
|
3501 | case FOOD: |
|
|
3502 | case FLESH: |
|
|
3503 | apply_food (who, op); |
|
|
3504 | break; |
|
|
3505 | |
|
|
3506 | case POISON: |
|
|
3507 | apply_poison (who, op); |
|
|
3508 | break; |
|
|
3509 | |
|
|
3510 | case SAVEBED: |
|
|
3511 | break; |
|
|
3512 | |
|
|
3513 | case ARMOUR_IMPROVER: |
|
|
3514 | apply_armour_improver (who, op); |
|
|
3515 | break; |
|
|
3516 | |
|
|
3517 | case WEAPON_IMPROVER: |
|
|
3518 | check_improve_weapon (who, op); |
|
|
3519 | break; |
|
|
3520 | |
|
|
3521 | case CLOCK: |
|
|
3522 | { |
|
|
3523 | char buf[MAX_BUF]; |
|
|
3524 | timeofday_t tod; |
|
|
3525 | |
|
|
3526 | get_tod (&tod); |
|
|
3527 | who->play_sound (sound_find ("sound_clock")); |
|
|
3528 | who->statusmsg (format ( |
|
|
3529 | "It is %d minute%s past %d o'clock %s", |
|
|
3530 | tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), |
|
|
3531 | ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") |
|
|
3532 | )); |
|
|
3533 | } |
|
|
3534 | break; |
|
|
3535 | |
|
|
3536 | case MENU: |
|
|
3537 | shop_listing (op, who); |
|
|
3538 | break; |
|
|
3539 | |
|
|
3540 | case POWER_CRYSTAL: |
|
|
3541 | apply_power_crystal (who, op); /* see egoitem.c */ |
|
|
3542 | break; |
|
|
3543 | |
|
|
3544 | case LIGHTER: /* for lighting torches/lanterns/etc */ |
|
|
3545 | apply_lighter (who, op); |
|
|
3546 | break; |
|
|
3547 | |
|
|
3548 | case ITEM_TRANSFORMER: |
|
|
3549 | apply_item_transformer (who, op); |
|
|
3550 | break; |
|
|
3551 | } |
|
|
3552 | |
|
|
3553 | return 1; |
|
|
3554 | } |
|
|
3555 | else |
|
|
3556 | { |
|
|
3557 | who->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); |
|
|
3558 | return 0; |
|
|
3559 | } |
|
|
3560 | } |
|
|
3561 | |
|
|
3562 | /** |
|
|
3563 | * player_apply_below attempts to apply the object 'below' the player. |
|
|
3564 | * If the player has an open container, we use that for below, otherwise |
|
|
3565 | * we use the ground. |
|
|
3566 | */ |
|
|
3567 | void |
|
|
3568 | player_apply_below (object *pl) |
|
|
3569 | { |
|
|
3570 | object *top = pl->container_ () ? pl->container_ ()->inv : pl->below; |
|
|
3571 | |
|
|
3572 | /* If using a container, set the starting item to be the top |
|
|
3573 | * item in the container. Otherwise, use the map. |
|
|
3574 | */ |
|
|
3575 | |
|
|
3576 | // first try to apply "applyables" |
|
|
3577 | for (object *tmp = top; tmp; tmp = tmp->below) |
|
|
3578 | if (!tmp->invisible && apply_types [tmp->type]) |
|
|
3579 | { |
|
|
3580 | // If it is visible, player can apply it. |
|
|
3581 | pl->apply (tmp); |
|
|
3582 | return; |
|
|
3583 | } |
|
|
3584 | |
|
|
3585 | while (top && top->invisible) |
|
|
3586 | top = top->below; |
|
|
3587 | |
|
|
3588 | if (!top || top->flag [FLAG_IS_FLOOR]) |
|
|
3589 | pl->failmsg ("You inspect this space, but find no way to apply anything. " |
|
|
3590 | "H<There is nothing here that you can apply.>"); |
|
|
3591 | else |
|
|
3592 | // next, try to explain the topmost object |
|
|
3593 | switch (top->type) |
|
|
3594 | { |
|
|
3595 | // TODO: all this should move to examine |
|
|
3596 | case ALTAR: |
|
|
3597 | case IDENTIFY_ALTAR: |
|
|
3598 | case TRIGGER_ALTAR: |
|
|
3599 | case CONVERTER: |
|
|
3600 | //case TRIGGER_PEDESTAL: |
|
|
3601 | pl->failmsgf ( |
|
|
3602 | "You see no obvious mechanism on the %s." |
|
|
3603 | "H<You have to drop one or more specific items here.>", |
|
|
3604 | query_short_name (top) |
|
|
3605 | ); |
|
|
3606 | break; |
|
|
3607 | |
|
|
3608 | case BUTTON: |
|
|
3609 | case TRIGGER_BUTTON: |
|
|
3610 | pl->failmsgf ( |
|
|
3611 | "The %s looks as if you could activate it with somehting heavy. " |
|
|
3612 | "H<You must put enough items here to activate it.>", |
|
|
3613 | query_short_name (top) |
|
|
3614 | ); |
|
|
3615 | break; |
|
|
3616 | |
|
|
3617 | default: |
|
|
3618 | examine (pl, top); |
|
|
3619 | break; |
|
|
3620 | } |
|
|
3621 | } |
|
|
3622 | |
|
|
3623 | // saner interface, returns successful status |
|
|
3624 | bool |
|
|
3625 | object::apply (object *ob, int aflags) |
|
|
3626 | { |
|
|
3627 | if (!ob) // simplifies a lot of callers |
|
|
3628 | return true; |
|
|
3629 | |
|
|
3630 | if (contr) |
|
|
3631 | { |
|
|
3632 | if (!ob->env && (move_type & MOVE_FLYING)) |
|
|
3633 | { |
|
|
3634 | /* player is flying and applying object not in inventory */ |
|
|
3635 | if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING)) |
|
|
3636 | { |
|
|
3637 | failmsg ("But you are floating high above the ground! " |
|
|
3638 | "H<You have to stop levitating first, if you can, either by using your levitation skill, " |
|
|
3639 | "or waiting till the levitation effect wears off.>"); |
|
|
3640 | return 0; |
|
|
3641 | } |
|
|
3642 | } |
|
|
3643 | |
|
|
3644 | contr->last_used = ob; |
|
|
3645 | } |
|
|
3646 | |
|
|
3647 | bool want_apply = |
|
|
3648 | aflags & AP_APPLY ? true |
|
|
3649 | : aflags & AP_UNAPPLY ? false |
|
|
3650 | : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE |
|
|
3651 | |
|
|
3652 | object_ptr *slot = 0; |
|
|
3653 | |
|
|
3654 | // detect the slot, if this is a player |
|
|
3655 | if (contr && !(aflags & AP_NO_SLOT)) |
|
|
3656 | { |
|
|
3657 | object *oslot; |
|
|
3658 | |
|
|
3659 | switch (ob->type) |
|
|
3660 | { |
|
|
3661 | case WEAPON: |
|
|
3662 | slot = &contr->combat_ob; |
|
|
3663 | oslot = contr->ranged_ob; |
|
|
3664 | break; |
|
|
3665 | |
|
|
3666 | case BOW: |
|
|
3667 | case RANGED: |
|
|
3668 | case SPELL: |
|
|
3669 | case WAND: |
|
|
3670 | case ROD: |
|
|
3671 | case HORN: |
|
|
3672 | case BUILDER: |
|
|
3673 | slot = &contr->ranged_ob; |
|
|
3674 | oslot = contr->combat_ob; |
|
|
3675 | break; |
|
|
3676 | |
|
|
3677 | // oh, the humanity |
|
|
3678 | case SKILL: |
|
|
3679 | if (aflags & AP_NO_SLOT) |
|
|
3680 | break; |
|
|
3681 | |
|
|
3682 | if (skill_flags [ob->subtype] & SF_NEED_ITEM) |
|
|
3683 | break; |
|
|
3684 | |
|
|
3685 | if (skill_flags [ob->subtype] & SF_COMBAT) |
|
|
3686 | { |
|
|
3687 | slot = &contr->combat_ob; |
|
|
3688 | oslot = contr->ranged_ob; |
|
|
3689 | } |
|
|
3690 | else if (skill_flags [ob->subtype] & SF_RANGED) |
|
|
3691 | { |
|
|
3692 | slot = &contr->ranged_ob; |
|
|
3693 | oslot = contr->combat_ob; |
|
|
3694 | } |
|
|
3695 | |
|
|
3696 | break; |
|
|
3697 | } |
|
|
3698 | |
|
|
3699 | // now handle slot exclusions |
|
|
3700 | if (slot) |
|
|
3701 | { |
|
|
3702 | // only one slot can be active |
|
|
3703 | if (want_apply) |
|
|
3704 | { |
|
|
3705 | // clear slot unless we are in it already |
|
|
3706 | if (*slot != ob) |
|
|
3707 | apply (*slot, AP_UNAPPLY); |
|
|
3708 | |
|
|
3709 | // unapply other slot, because we want to become active |
|
|
3710 | apply (oslot, AP_UNAPPLY); |
|
|
3711 | } |
|
|
3712 | |
|
|
3713 | // clear item from slot if applied |
|
|
3714 | if (!want_apply && current_weapon == ob) |
|
|
3715 | current_weapon = 0; |
|
|
3716 | } |
|
|
3717 | } |
|
|
3718 | |
|
|
3719 | if (ob->flag [FLAG_APPLIED] != want_apply) |
|
|
3720 | manual_apply (this, ob, aflags); |
|
|
3721 | |
|
|
3722 | if (ob->flag [FLAG_APPLIED] != want_apply) |
|
|
3723 | return false; |
|
|
3724 | |
|
|
3725 | if (slot && want_apply) |
|
|
3726 | current_weapon = *slot = ob; |
|
|
3727 | |
|
|
3728 | return true; |
|
|
3729 | } |
|
|
3730 | |
|
|
3731 | /** |
|
|
3732 | * Map was just loaded, handle op's initialisation. |
|
|
3733 | * |
|
|
3734 | * Generates shop floor's item, and treasures. |
|
|
3735 | */ |
|
|
3736 | int |
|
|
3737 | auto_apply (object *op) |
|
|
3738 | { |
|
|
3739 | object *tmp = NULL, *tmp2; |
|
|
3740 | int i; |
|
|
3741 | |
|
|
3742 | op->clr_flag (FLAG_AUTO_APPLY); |
|
|
3743 | |
|
|
3744 | switch (op->type) |
|
|
3745 | { |
|
|
3746 | case SHOP_FLOOR: |
|
|
3747 | if (!op->has_random_items ()) |
|
|
3748 | return 0; |
|
|
3749 | |
|
|
3750 | do |
|
|
3751 | { |
|
|
3752 | i = 10; /* let's give it 10 tries */ |
|
|
3753 | while ((tmp = generate_treasure (op->randomitems, |
|
|
3754 | op->stats.exp |
|
|
3755 | ? (int) op->stats.exp |
|
|
3756 | : max (op->map->difficulty, 5))) |
|
|
3757 | == NULL && --i); |
|
|
3758 | |
|
|
3759 | if (tmp == NULL) |
|
|
3760 | return 0; |
|
|
3761 | |
|
|
3762 | if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
|
|
3763 | { |
|
|
3764 | tmp->destroy (); |
|
|
3765 | tmp = NULL; |
|
|
3766 | } |
|
|
3767 | } |
|
|
3768 | while (!tmp); |
|
|
3769 | |
|
|
3770 | tmp->x = op->x; |
|
|
3771 | tmp->y = op->y; |
|
|
3772 | tmp->set_flag (FLAG_UNPAID); |
|
|
3773 | insert_ob_in_map (tmp, op->map, NULL, 0); |
|
|
3774 | identify (tmp); |
|
|
3775 | break; |
|
|
3776 | |
|
|
3777 | case TREASURE: |
|
|
3778 | if (op->flag [FLAG_IS_A_TEMPLATE]) |
|
|
3779 | return 0; |
|
|
3780 | |
|
|
3781 | while (op->stats.hp-- > 0) |
|
|
3782 | create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, |
|
|
3783 | op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); |
|
|
3784 | |
|
|
3785 | /* If we generated an object and put it in this object inventory, |
|
|
3786 | * move it to the parent object as the current object is about |
|
|
3787 | * to disappear. An example of this item is the random_* stuff |
|
|
3788 | * that is put inside other objects. |
|
|
3789 | */ |
|
|
3790 | if (op->env) |
|
|
3791 | while (op->inv) |
|
|
3792 | op->env->insert (op->inv); |
|
|
3793 | |
|
|
3794 | op->destroy (); |
|
|
3795 | break; |
|
|
3796 | } |
|
|
3797 | |
|
|
3798 | return !!tmp; |
|
|
3799 | } |
|
|
3800 | |
|
|
3801 | /** |
|
|
3802 | * fix_auto_apply goes through the entire map every time a map |
|
|
3803 | * is loaded or swapped in and performs special actions for |
|
|
3804 | * certain objects (most initialization of chests and creation of |
|
|
3805 | * treasures and stuff). Calls auto_apply if appropriate. |
|
|
3806 | */ |
|
|
3807 | void |
|
|
3808 | maptile::fix_auto_apply () |
|
|
3809 | { |
|
|
3810 | if (!spaces) |
|
|
3811 | return; |
|
|
3812 | |
|
|
3813 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
|
|
3814 | for (object *tmp = ms->bot; tmp; ) |
|
|
3815 | { |
|
|
3816 | object *above = tmp->above; |
|
|
3817 | |
|
|
3818 | if (tmp->inv) |
|
|
3819 | { |
|
|
3820 | object *invtmp, *invnext; |
|
|
3821 | |
|
|
3822 | for (invtmp = tmp->inv; invtmp; invtmp = invnext) |
|
|
3823 | { |
|
|
3824 | invnext = invtmp->below; |
|
|
3825 | |
|
|
3826 | if (invtmp->flag [FLAG_AUTO_APPLY]) |
|
|
3827 | auto_apply (invtmp); |
|
|
3828 | else if (invtmp->type == TREASURE && invtmp->has_random_items ()) |
|
|
3829 | { |
|
|
3830 | while (invtmp->stats.hp-- > 0) |
|
|
3831 | create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
|
|
3832 | |
|
|
3833 | invtmp->randomitems = NULL; |
|
|
3834 | } |
|
|
3835 | else if (invtmp && invtmp->arch |
|
|
3836 | && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) |
|
|
3837 | { |
|
|
3838 | create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
|
|
3839 | /* Need to clear this so that we never try to create |
|
|
3840 | * treasure again for this object |
|
|
3841 | */ |
|
|
3842 | invtmp->randomitems = NULL; |
|
|
3843 | } |
|
|
3844 | } |
|
|
3845 | |
|
|
3846 | /* This is really temporary - the code at the bottom will |
|
|
3847 | * also set randomitems to null. The problem is there are bunches |
|
|
3848 | * of maps/players already out there with items that have spells |
|
|
3849 | * which haven't had the randomitems set to null yet. |
|
|
3850 | * MSW 2004-05-13 |
|
|
3851 | * |
|
|
3852 | * And if it's a spellbook, it's better to set randomitems to NULL too, |
|
|
3853 | * else you get two spells in the book ^_- |
|
|
3854 | * Ryo 2004-08-16 |
|
|
3855 | */ |
|
|
3856 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL |
|
|
3857 | || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) |
|
|
3858 | tmp->randomitems = NULL; |
|
|
3859 | } |
|
|
3860 | |
|
|
3861 | if (tmp->flag [FLAG_AUTO_APPLY]) |
|
|
3862 | auto_apply (tmp); |
|
|
3863 | else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) |
|
|
3864 | { |
|
|
3865 | while ((tmp->stats.hp--) > 0) |
|
|
3866 | create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); |
|
|
3867 | tmp->randomitems = NULL; |
|
|
3868 | } |
|
|
3869 | else if (tmp->type == TIMED_GATE) |
|
|
3870 | { |
|
|
3871 | object *head = tmp->head != NULL ? tmp->head : tmp; |
|
|
3872 | |
|
|
3873 | if (head->flag [FLAG_IS_LINKED]) |
|
|
3874 | tmp->set_speed (0); |
|
|
3875 | } |
|
|
3876 | /* This function can be called everytime a map is loaded, even when |
|
|
3877 | * swapping back in. As such, we don't want to create the treasure |
|
|
3878 | * over and ove again, so after we generate the treasure, blank out |
|
|
3879 | * randomitems so if it is swapped in again, it won't make anything. |
|
|
3880 | * This is a problem for the above objects, because they have counters |
|
|
3881 | * which say how many times to make the treasure. |
|
|
3882 | */ |
|
|
3883 | else if (tmp && tmp->arch && tmp->type != PLAYER |
|
|
3884 | && tmp->type != TREASURE && tmp->type != SPELL |
|
|
3885 | && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) |
|
|
3886 | { |
|
|
3887 | create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); |
|
|
3888 | tmp->randomitems = NULL; |
|
|
3889 | } |
|
|
3890 | |
|
|
3891 | // close all containers |
|
|
3892 | else if (tmp->type == CONTAINER) |
|
|
3893 | tmp->flag [FLAG_APPLIED] = 0; |
|
|
3894 | |
|
|
3895 | tmp = above; |
|
|
3896 | } |
|
|
3897 | |
|
|
3898 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
|
|
3899 | for (object *tmp = ms->bot; tmp; tmp = tmp->above) |
|
|
3900 | if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
|
|
3901 | check_trigger (tmp, tmp->above, tmp->above); |
|
|
3902 | } |
|
|
3903 | |
|
|
3904 | /** |
|
|
3905 | * Handles player eating food that temporarily changes status (resistances, stats). |
|
|
3906 | * This used to call cast_change_attr(), but |
|
|
3907 | * that doesn't work with the new spell code. Since we know what |
|
|
3908 | * the food changes, just grab a force and use that instead. |
|
|
3909 | */ |
|
|
3910 | void |
|
|
3911 | eat_special_food (object *who, object *food) |
|
|
3912 | { |
|
|
3913 | object *force; |
|
|
3914 | int i, did_one = 0; |
|
|
3915 | |
|
|
3916 | char buf[64]; |
|
|
3917 | snprintf (buf, sizeof(buf), "sp_food_%s", &food->title); |
|
|
3918 | shstr key (buf); |
|
|
3919 | |
|
|
3920 | /* bigger morsel of food = longer effect time */ |
|
|
3921 | int duration = TIME2TICK (food->stats.food); |
|
|
3922 | |
|
|
3923 | if (force = who->force_find (key)) |
|
|
3924 | { |
|
|
3925 | if (duration > fabs (force->speed_left / force->speed)) |
|
|
3926 | { |
|
|
3927 | new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration)); |
|
|
3928 | force->force_set_timer (duration); |
|
|
3929 | } |
|
|
3930 | else |
|
|
3931 | new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect."); |
|
|
3932 | |
|
|
3933 | return; |
|
|
3934 | } |
|
|
3935 | else |
|
|
3936 | { |
|
|
3937 | force = who->force_add (key, duration); |
|
|
3938 | force->name = key; |
|
|
3939 | |
|
|
3940 | /* check if the food affects a stat */ |
|
|
3941 | for (i = 0; i < NUM_STATS; i++) |
|
|
3942 | if (sint8 k = food->stats.stat (i)) |
|
|
3943 | { |
|
|
3944 | force->stats.stat (i) = k; |
|
|
3945 | did_one = 1; |
|
|
3946 | } |
|
|
3947 | |
|
|
3948 | /* check if we can protect the eater */ |
|
|
3949 | for (i = 0; i < NROFATTACKS; i++) |
|
|
3950 | { |
|
|
3951 | if (food->resist[i] > 0) |
|
|
3952 | { |
|
|
3953 | force->resist[i] = food->resist[i]; |
|
|
3954 | did_one = 1; |
|
|
3955 | } |
|
|
3956 | } |
|
|
3957 | |
|
|
3958 | if (did_one) |
|
|
3959 | { |
|
|
3960 | new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration)); |
|
|
3961 | |
|
|
3962 | /* make the force take effect and report effects to user */ |
|
|
3963 | change_abil (who, force); |
|
|
3964 | } |
|
|
3965 | else |
|
|
3966 | force->destroy (); |
|
|
3967 | } |
|
|
3968 | |
|
|
3969 | /* check for hp, sp change */ |
|
|
3970 | if (food->stats.hp != 0) |
|
|
3971 | { |
|
|
3972 | if (food->flag [FLAG_CURSED]) |
|
|
3973 | { |
|
|
3974 | who->contr->killer = food; |
|
|
3975 | hit_player (who, food->stats.hp, food, AT_POISON, 1); |
|
|
3976 | who->failmsg ("Eck!...that was poisonous!"); |
|
|
3977 | } |
|
|
3978 | else |
|
|
3979 | { |
|
|
3980 | if (food->stats.hp > 0) |
|
|
3981 | who->statusmsg ("You begin to feel better."); |
|
|
3982 | else |
|
|
3983 | who->failmsg ("Eck!...that was poisonous!"); |
|
|
3984 | |
|
|
3985 | who->stats.hp += food->stats.hp; |
|
|
3986 | } |
|
|
3987 | } |
|
|
3988 | |
|
|
3989 | if (food->stats.sp != 0) |
|
|
3990 | { |
|
|
3991 | if (food->flag [FLAG_CURSED]) |
|
|
3992 | { |
|
|
3993 | who->failmsg ("You are drained of mana!"); |
|
|
3994 | who->stats.sp -= food->stats.sp; |
|
|
3995 | if (who->stats.sp < 0) |
|
|
3996 | who->stats.sp = 0; |
|
|
3997 | } |
|
|
3998 | else |
|
|
3999 | { |
|
|
4000 | who->statusmsg ("You feel a rush of magical energy!"); |
|
|
4001 | who->stats.sp += food->stats.sp; |
|
|
4002 | /* place limit on max sp from food? */ |
|
|
4003 | } |
|
|
4004 | } |
|
|
4005 | |
|
|
4006 | who->update_stats (); |
|
|
4007 | } |
|
|
4008 | |
|
|
4009 | void |
|
|
4010 | apply_changes_to_player (object *pl, object *change) |
|
|
4011 | { |
|
|
4012 | int excess_stat = 0; /* if the stat goes over the maximum |
|
|
4013 | for the race, put the excess stat some |
|
|
4014 | where else. */ |
|
|
4015 | |
|
|
4016 | switch (change->type) |
|
|
4017 | { |
|
|
4018 | case CLASS: |
|
|
4019 | { |
|
|
4020 | living *stats = &(pl->contr->orig_stats); |
|
|
4021 | living *ns = &(change->stats); |
|
|
4022 | object *walk; |
|
|
4023 | int flag_change_face = 1; |
|
|
4024 | |
|
|
4025 | /* the following code assigns stats up to the stat max |
|
|
4026 | * for the race, and if the stat max is exceeded, |
|
|
4027 | * tries to randomly reassign the excess stat |
|
|
4028 | */ |
|
|
4029 | int i, j; |
|
|
4030 | |
|
|
4031 | for (i = 0; i < NUM_STATS; i++) |
|
|
4032 | { |
|
|
4033 | int race_bonus = pl->arch->stats.stat (i); |
|
|
4034 | sint8 stat = stats->stat (i) + ns->stat (i); |
|
|
4035 | |
|
|
4036 | if (stat > 20 + race_bonus) |
|
|
4037 | { |
|
|
4038 | excess_stat++; |
|
|
4039 | stat = 20 + race_bonus; |
|
|
4040 | } |
|
|
4041 | |
|
|
4042 | stats->stat (i) = stat; |
|
|
4043 | } |
|
|
4044 | |
|
|
4045 | for (j = 0; excess_stat > 0 && j < 100; j++) |
|
|
4046 | { /* try 100 times to assign excess stats */ |
|
|
4047 | int i = rndm (0, 6); |
|
|
4048 | |
|
|
4049 | if (i == CHA) |
|
|
4050 | continue; /* exclude cha from this */ |
|
|
4051 | |
|
|
4052 | int stat = stats->stat (i); |
|
|
4053 | int race_bonus = pl->arch->stats.stat (i); |
|
|
4054 | if (stat < 20 + race_bonus) |
|
|
4055 | { |
|
|
4056 | change_attr_value (stats, i, 1); |
|
|
4057 | excess_stat--; |
|
|
4058 | } |
|
|
4059 | } |
|
|
4060 | |
|
|
4061 | /* insert the randomitems from the change's treasurelist into |
|
|
4062 | * the player ref: player.c |
|
|
4063 | */ |
|
|
4064 | if (change->randomitems) |
|
|
4065 | give_initial_items (pl, change->randomitems); |
|
|
4066 | |
|
|
4067 | /* set up the face, for some races. */ |
|
|
4068 | |
|
|
4069 | /* first, look for the force object banning |
|
|
4070 | * changing the face. Certain races never change face with class. |
|
|
4071 | */ |
|
|
4072 | for (walk = pl->inv; walk; walk = walk->below) |
|
|
4073 | if (walk->name == shstr_NOCLASSFACECHANGE) |
|
|
4074 | flag_change_face = 0; |
|
|
4075 | |
|
|
4076 | if (flag_change_face) |
|
|
4077 | { |
|
|
4078 | pl->face = change->face; |
|
|
4079 | pl->animation_id = change->animation_id; |
|
|
4080 | pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; |
|
|
4081 | } |
|
|
4082 | |
|
|
4083 | /* check the special case of can't use weapons */ |
|
|
4084 | /*if(change->flag [FLAG_USE_WEAPON]) pl->clr_flag (FLAG_USE_WEAPON); */ |
|
|
4085 | if (change->name == shstr_monk) |
|
|
4086 | pl->clr_flag (FLAG_USE_WEAPON); |
|
|
4087 | |
|
|
4088 | break; |
|
|
4089 | } |
|
|
4090 | } |
|
|
4091 | } |
|
|
4092 | |