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 | */ |
|
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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 | #include <sproto.h> |
33 | #include <sproto.h> |
31 | |
34 | |
32 | /* Want this regardless of rplay. */ |
35 | typedef bitset<NUM_TYPES> types_t; |
33 | #include <sounds.h> |
|
|
34 | |
36 | |
35 | /* need math lib for double-precision and pow() in dragon_eat_flesh() */ |
37 | // these must be in the inventory before they can be applied |
36 | #include <math.h> |
|
|
37 | |
38 | |
38 | /** |
39 | static const struct may_attempt_inv : types_t |
39 | * Check if op should abort moving victim because of it's race or slaying. |
|
|
40 | * Returns 1 if it should abort, returns 0 if it should continue. |
|
|
41 | */ |
|
|
42 | int |
|
|
43 | should_director_abort (object *op, object *victim) |
|
|
44 | { |
40 | { |
45 | int arch_flag, name_flag, race_flag; |
41 | may_attempt_inv () |
46 | |
|
|
47 | /* Get flags to determine what of arch, name, and race should be checked. |
|
|
48 | * This is stored in subtype, and is a bitmask, the LSB is the arch flag, |
|
|
49 | * the next is the name flag, and the last is the race flag. Also note, |
|
|
50 | * if subtype is set to zero, that also goes to defaults of all affecting |
|
|
51 | * it. Examples: |
|
|
52 | * subtype 1: only arch |
|
|
53 | * subtype 3: arch or name |
|
|
54 | * subtype 5: arch or race |
|
|
55 | * subtype 7: all three |
|
|
56 | */ |
|
|
57 | if (op->subtype) |
|
|
58 | { |
42 | { |
59 | arch_flag = (op->subtype & 1); |
43 | set (WEAPON); |
60 | name_flag = (op->subtype & 2); |
44 | set (ARMOUR); |
61 | race_flag = (op->subtype & 4); |
45 | set (BOOTS); |
|
|
46 | set (GLOVES); |
|
|
47 | set (AMULET); |
|
|
48 | set (GIRDLE); |
|
|
49 | set (BRACERS); |
|
|
50 | set (SHIELD); |
|
|
51 | set (HELMET); |
|
|
52 | set (RING); |
|
|
53 | set (CLOAK); |
|
|
54 | set (WAND); |
|
|
55 | set (ROD); |
|
|
56 | set (HORN); |
|
|
57 | set (SKILL); |
|
|
58 | set (SPELL); |
|
|
59 | set (BOW); |
|
|
60 | set (RANGED); |
|
|
61 | set (BUILDER); |
|
|
62 | set (SKILL_TOOL); |
62 | } |
63 | } |
63 | else |
64 | } may_attempt_inv; |
|
|
65 | |
|
|
66 | // these only make sense for the player |
|
|
67 | |
|
|
68 | static const struct may_attempt_player : types_t |
|
|
69 | { |
|
|
70 | may_attempt_player () |
64 | { |
71 | { |
65 | arch_flag = 1; |
72 | set (EXIT); |
66 | name_flag = 1; |
73 | set (BOOK); |
67 | race_flag = 1; |
74 | set (SKILLSCROLL); |
|
|
75 | set (SPELLBOOK); |
|
|
76 | set (TREASURE); |
|
|
77 | set (SAVEBED); |
|
|
78 | set (ARMOUR_IMPROVER); |
|
|
79 | set (WEAPON_IMPROVER); |
|
|
80 | set (CLOCK); |
|
|
81 | set (MENU); |
|
|
82 | set (LIGHTER); /* for lighting torches/lanterns/etc */ |
|
|
83 | set (INSCRIBABLE); |
|
|
84 | set (SIGN); |
|
|
85 | set (BOOK); |
68 | } |
86 | } |
69 | /* If the director has race set, only affect objects with a arch, |
87 | } may_attempt_player; |
70 | * name or race that matches. |
88 | |
71 | */ |
89 | // applying these _can_ be attempted, others cannot |
72 | if ((op->race) && |
90 | // be applied at all. used by e.g. apply below. |
73 | ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && |
91 | |
74 | ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && |
92 | static const struct may_attempt : types_t |
75 | ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) |
93 | { |
|
|
94 | may_attempt () |
|
|
95 | : types_t ((types_t)may_attempt_player | (types_t)may_attempt_inv) |
76 | { |
96 | { |
77 | return 1; |
97 | set (T_HANDLE); |
|
|
98 | set (TRIGGER); |
|
|
99 | set (SCROLL); |
|
|
100 | set (POTION); |
|
|
101 | set (CLOSE_CON); |
|
|
102 | set (CONTAINER); |
|
|
103 | set (LAMP); |
|
|
104 | set (TORCH); |
|
|
105 | set (DRINK); |
|
|
106 | set (FOOD); |
|
|
107 | set (FLESH); |
|
|
108 | set (POISON); |
|
|
109 | set (POWER_CRYSTAL); |
|
|
110 | set (ITEM_TRANSFORMER); |
78 | } |
111 | } |
79 | /* If the director has slaying set, only affect objects where none |
112 | } may_attempt; |
80 | * of arch, name, or race match. |
|
|
81 | */ |
|
|
82 | if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || |
|
|
83 | ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || |
|
|
84 | ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) |
|
|
85 | { |
|
|
86 | return 1; |
|
|
87 | } |
|
|
88 | return 0; |
|
|
89 | } |
|
|
90 | |
|
|
91 | /** |
|
|
92 | * This handles a player dropping money on an altar to identify stuff. |
|
|
93 | * It'll identify marked item, if none all items up to dropped money. |
|
|
94 | * Return value: 1 if money was destroyed, 0 if not. |
|
|
95 | */ |
|
|
96 | static int |
|
|
97 | apply_id_altar (object *money, object *altar, object *pl) |
|
|
98 | { |
|
|
99 | object *id, *marked; |
|
|
100 | int success = 0; |
|
|
101 | |
|
|
102 | if (pl == NULL || pl->type != PLAYER) |
|
|
103 | return 0; |
|
|
104 | |
|
|
105 | /* Check for MONEY type is a special hack - it prevents 'nothing needs |
|
|
106 | * identifying' from being printed out more than it needs to be. |
|
|
107 | */ |
|
|
108 | if (!check_altar_sacrifice (altar, money) || money->type != MONEY) |
|
|
109 | return 0; |
|
|
110 | |
|
|
111 | marked = find_marked_object (pl); |
|
|
112 | /* if the player has a marked item, identify that if it needs to be |
|
|
113 | * identified. IF it doesn't, then go through the player inventory. |
|
|
114 | */ |
|
|
115 | if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) |
|
|
116 | { |
|
|
117 | if (operate_altar (altar, &money)) |
|
|
118 | { |
|
|
119 | identify (marked); |
|
|
120 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); |
|
|
121 | if (marked->msg) |
|
|
122 | { |
|
|
123 | new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); |
|
|
124 | new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); |
|
|
125 | } |
|
|
126 | return money == NULL; |
|
|
127 | } |
|
|
128 | } |
|
|
129 | |
|
|
130 | for (id = pl->inv; id; id = id->below) |
|
|
131 | { |
|
|
132 | if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) |
|
|
133 | { |
|
|
134 | if (operate_altar (altar, &money)) |
|
|
135 | { |
|
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136 | identify (id); |
|
|
137 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); |
|
|
138 | if (id->msg) |
|
|
139 | { |
|
|
140 | new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); |
|
|
141 | new_draw_info (NDI_UNIQUE, 0, pl, id->msg); |
|
|
142 | } |
|
|
143 | success = 1; |
|
|
144 | /* If no more money, might as well quit now */ |
|
|
145 | if (money == NULL || !check_altar_sacrifice (altar, money)) |
|
|
146 | break; |
|
|
147 | } |
|
|
148 | else |
|
|
149 | { |
|
|
150 | LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); |
|
|
151 | break; |
|
|
152 | } |
|
|
153 | } |
|
|
154 | } |
|
|
155 | if (!success) |
|
|
156 | new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); |
|
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157 | return money == NULL; |
|
|
158 | } |
|
|
159 | |
|
|
160 | /** |
|
|
161 | * This checks whether the object has a "on_use_yield" field, and if so generated and drops |
|
|
162 | * matching item. |
|
|
163 | **/ |
|
|
164 | static void |
|
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165 | handle_apply_yield (object *tmp) |
|
|
166 | { |
|
|
167 | const char *yield; |
|
|
168 | |
|
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169 | yield = get_ob_key_value (tmp, "on_use_yield"); |
|
|
170 | if (yield != NULL) |
|
|
171 | { |
|
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172 | object *drop = get_archetype (yield); |
|
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173 | |
|
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174 | if (tmp->env) |
|
|
175 | { |
|
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176 | drop = insert_ob_in_ob (drop, tmp->env); |
|
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177 | if (tmp->env->type == PLAYER) |
|
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178 | esrv_send_item (tmp->env, drop); |
|
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179 | } |
|
|
180 | else |
|
|
181 | { |
|
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182 | drop->x = tmp->x; |
|
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183 | drop->y = tmp->y; |
|
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184 | insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR); |
|
|
185 | } |
|
|
186 | } |
|
|
187 | } |
|
|
188 | |
|
|
189 | /** |
|
|
190 | * Handles applying a potion. |
|
|
191 | */ |
|
|
192 | int |
|
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193 | apply_potion (object *op, object *tmp) |
|
|
194 | { |
|
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195 | int got_one = 0, i; |
|
|
196 | object *force = 0, *floor = 0; |
|
|
197 | |
|
|
198 | floor = GET_MAP_OB (op->map, op->x, op->y); |
|
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199 | |
|
|
200 | if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) |
|
|
201 | { |
|
|
202 | if (op->type == PLAYER) |
|
|
203 | new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); |
|
|
204 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
205 | return 0; |
|
|
206 | } |
|
|
207 | |
|
|
208 | if (op->type == PLAYER) |
|
|
209 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
210 | identify (tmp); |
|
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211 | |
|
|
212 | handle_apply_yield (tmp); |
|
|
213 | |
|
|
214 | /* Potion of restoration - only for players */ |
|
|
215 | if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) |
|
|
216 | { |
|
|
217 | object *depl; |
|
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218 | archetype *at; |
|
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219 | |
|
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220 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
221 | { |
|
|
222 | op->drain_stat (); |
|
|
223 | op->update_stats (); |
|
|
224 | decrease_ob (tmp); |
|
|
225 | return 1; |
|
|
226 | } |
|
|
227 | |
|
|
228 | if (!(at = archetype::find (ARCH_DEPLETION))) |
|
|
229 | { |
|
|
230 | LOG (llevError, "Could not find archetype depletion\n"); |
|
|
231 | return 0; |
|
|
232 | } |
|
|
233 | depl = present_arch_in_ob (at, op); |
|
|
234 | |
|
|
235 | if (depl) |
|
|
236 | { |
|
|
237 | for (i = 0; i < NUM_STATS; i++) |
|
|
238 | if (get_attr_value (&depl->stats, i)) |
|
|
239 | new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); |
|
|
240 | |
|
|
241 | depl->destroy (); |
|
|
242 | op->update_stats (); |
|
|
243 | } |
|
|
244 | else |
|
|
245 | new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); |
|
|
246 | |
|
|
247 | decrease_ob (tmp); |
|
|
248 | return 1; |
|
|
249 | } |
|
|
250 | |
|
|
251 | /* improvement potion - only for players */ |
|
|
252 | if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) |
|
|
253 | { |
|
|
254 | for (i = 1; i < MIN (11, op->level); i++) |
|
|
255 | { |
|
|
256 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
257 | { |
|
|
258 | if (op->contr->levhp[i] != 1) |
|
|
259 | { |
|
|
260 | op->contr->levhp[i] = 1; |
|
|
261 | break; |
|
|
262 | } |
|
|
263 | if (op->contr->levsp[i] != 1) |
|
|
264 | { |
|
|
265 | op->contr->levsp[i] = 1; |
|
|
266 | break; |
|
|
267 | } |
|
|
268 | if (op->contr->levgrace[i] != 1) |
|
|
269 | { |
|
|
270 | op->contr->levgrace[i] = 1; |
|
|
271 | break; |
|
|
272 | } |
|
|
273 | } |
|
|
274 | else |
|
|
275 | { |
|
|
276 | if (op->contr->levhp[i] < 9) |
|
|
277 | { |
|
|
278 | op->contr->levhp[i] = 9; |
|
|
279 | break; |
|
|
280 | } |
|
|
281 | if (op->contr->levsp[i] < 6) |
|
|
282 | { |
|
|
283 | op->contr->levsp[i] = 6; |
|
|
284 | break; |
|
|
285 | } |
|
|
286 | if (op->contr->levgrace[i] < 3) |
|
|
287 | { |
|
|
288 | op->contr->levgrace[i] = 3; |
|
|
289 | break; |
|
|
290 | } |
|
|
291 | } |
|
|
292 | } |
|
|
293 | |
|
|
294 | /* Just makes checking easier */ |
|
|
295 | if (i < MIN (11, op->level)) |
|
|
296 | got_one = 1; |
|
|
297 | |
|
|
298 | if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
299 | { |
|
|
300 | if (got_one) |
|
|
301 | { |
|
|
302 | op->update_stats (); |
|
|
303 | new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); |
|
|
304 | new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); |
|
|
305 | new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); |
|
|
306 | } |
|
|
307 | else |
|
|
308 | new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); |
|
|
309 | } |
|
|
310 | else |
|
|
311 | { /* cursed potion */ |
|
|
312 | if (got_one) |
|
|
313 | { |
|
|
314 | op->update_stats (); |
|
|
315 | new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); |
|
|
316 | } |
|
|
317 | else |
|
|
318 | new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); |
|
|
319 | } |
|
|
320 | |
|
|
321 | decrease_ob (tmp); |
|
|
322 | return 1; |
|
|
323 | } |
|
|
324 | |
|
|
325 | |
|
|
326 | /* A potion that casts a spell. Healing, restore spellpoint (power potion) |
|
|
327 | * and heroism all fit into this category. Given the spell object code, |
|
|
328 | * there is no limit to the number of spells that potions can be cast, |
|
|
329 | * but direction is problematic to try and imbue fireball potions for example. |
|
|
330 | */ |
|
|
331 | if (tmp->inv) |
|
|
332 | { |
|
|
333 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
334 | { |
|
|
335 | object *fball; |
|
|
336 | |
|
|
337 | new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); |
|
|
338 | /* Explodes a fireball centered at player */ |
|
|
339 | fball = get_archetype (EXPLODING_FIREBALL); |
|
|
340 | fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; |
|
|
341 | fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; |
|
|
342 | fball->x = op->x; |
|
|
343 | fball->y = op->y; |
|
|
344 | insert_ob_in_map (fball, op->map, NULL, 0); |
|
|
345 | } |
|
|
346 | else |
|
|
347 | cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
|
|
348 | |
|
|
349 | decrease_ob (tmp); |
|
|
350 | /* if youre dead, no point in doing this... */ |
|
|
351 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
352 | op->update_stats (); |
|
|
353 | return 1; |
|
|
354 | } |
|
|
355 | |
|
|
356 | /* Deal with protection potions */ |
|
|
357 | force = NULL; |
|
|
358 | for (i = 0; i < NROFATTACKS; i++) |
|
|
359 | { |
|
|
360 | if (tmp->resist[i]) |
|
|
361 | { |
|
|
362 | if (!force) |
|
|
363 | force = get_archetype (FORCE_NAME); |
|
|
364 | memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); |
|
|
365 | force->type = POTION_EFFECT; |
|
|
366 | break; /* Only need to find one protection since we copy entire batch */ |
|
|
367 | } |
|
|
368 | } |
|
|
369 | /* This is a protection potion */ |
|
|
370 | if (force) |
|
|
371 | { |
|
|
372 | /* cursed items last longer */ |
|
|
373 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
374 | { |
|
|
375 | force->stats.food *= 10; |
|
|
376 | for (i = 0; i < NROFATTACKS; i++) |
|
|
377 | if (force->resist[i] > 0) |
|
|
378 | force->resist[i] = -force->resist[i]; /* prot => vuln */ |
|
|
379 | } |
|
|
380 | force->speed_left = -1; |
|
|
381 | force = insert_ob_in_ob (force, op); |
|
|
382 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
383 | SET_FLAG (force, FLAG_APPLIED); |
|
|
384 | change_abil (op, force); |
|
|
385 | decrease_ob (tmp); |
|
|
386 | return 1; |
|
|
387 | } |
|
|
388 | |
|
|
389 | /* Only thing left are the stat potions */ |
|
|
390 | if (op->type == PLAYER) |
|
|
391 | { /* only for players */ |
|
|
392 | if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) |
|
|
393 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
394 | else |
|
|
395 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
396 | if (!change_abil (op, tmp)) |
|
|
397 | new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); |
|
|
398 | } |
|
|
399 | |
|
|
400 | /* CLEAR_FLAG is so that if the character has other potions |
|
|
401 | * that were grouped with the one consumed, his |
|
|
402 | * stat will not be raised by them. fix_player just clears |
|
|
403 | * up all the stats. |
|
|
404 | */ |
|
|
405 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
406 | op->update_stats (); |
|
|
407 | decrease_ob (tmp); |
|
|
408 | return 1; |
|
|
409 | } |
|
|
410 | |
113 | |
411 | /**************************************************************************** |
114 | /**************************************************************************** |
412 | * Weapon improvement code follows |
115 | * Weapon improvement code follows |
413 | ****************************************************************************/ |
116 | ****************************************************************************/ |
414 | |
117 | |
415 | /** |
118 | /** |
|
|
119 | * This function just checks whether who can handle equipping an item |
|
|
120 | * with item_power. |
|
|
121 | */ |
|
|
122 | static bool |
|
|
123 | check_item_power (object *who, int item_power) |
|
|
124 | { |
|
|
125 | if (who->type == PLAYER |
|
|
126 | && item_power |
|
|
127 | && item_power + who->contr->item_power > settings.item_power_factor * who->level) |
|
|
128 | return false; |
|
|
129 | else |
|
|
130 | return true; |
|
|
131 | } |
|
|
132 | |
|
|
133 | /** |
416 | * This returns the sum of nrof of item (arch name). |
134 | * This returns the sum of nrof of item (arch name). |
417 | */ |
135 | */ |
418 | static int |
136 | static int |
419 | check_item (object *op, const char *item) |
137 | check_item (object *op, shstr_cmp item) |
420 | { |
138 | { |
421 | int count = 0; |
139 | int count = 0; |
422 | |
140 | |
423 | |
141 | if (!item) |
424 | if (item == NULL) |
|
|
425 | return 0; |
142 | return 0; |
426 | op = op->below; |
143 | |
427 | while (op != NULL) |
144 | for (op = op->below; op; op = op->below) |
428 | { |
145 | if (op->arch->archname == item) |
429 | if (strcmp (op->arch->name, item) == 0) |
|
|
430 | { |
|
|
431 | if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) |
146 | if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) |
432 | /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) |
147 | && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID)) |
433 | { |
|
|
434 | if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ |
|
|
435 | count++; |
|
|
436 | else |
|
|
437 | count += op->nrof; |
148 | count += op->number_of (); |
438 | } |
149 | |
439 | } |
|
|
440 | op = op->below; |
|
|
441 | } |
|
|
442 | return count; |
150 | return count; |
443 | } |
151 | } |
444 | |
152 | |
445 | /** |
153 | /** |
446 | * This removes 'nrof' of what item->slaying says to remove. |
154 | * This removes 'nrof' of what item->slaying says to remove. |
447 | * op is typically the player, which is only |
155 | * op is typically the player, which is only |
448 | * really used to determine what space to look at. |
156 | * really used to determine what space to look at. |
449 | * Modified to only eat 'nrof' of objects. |
157 | * Modified to only eat 'nrof' of objects. |
450 | */ |
158 | */ |
451 | static void |
159 | static void |
452 | eat_item (object *op, const char *item, uint32 nrof) |
160 | eat_item (object *op, shstr_cmp item, uint32 nrof) |
453 | { |
161 | { |
454 | object *prev; |
162 | object *prev; |
455 | |
163 | |
456 | prev = op; |
164 | prev = op; |
457 | op = op->below; |
165 | op = op->below; |
458 | |
166 | |
459 | while (op != NULL) |
167 | while (op) |
460 | { |
168 | { |
461 | if (strcmp (op->arch->name, item) == 0) |
169 | if (op->arch->archname == item) |
462 | { |
170 | { |
463 | if (op->nrof >= nrof) |
171 | if (op->nrof >= nrof) |
464 | { |
172 | { |
465 | decrease_ob_nr (op, nrof); |
173 | op->decrease (nrof); |
466 | return; |
174 | return; |
467 | } |
175 | } |
468 | else |
176 | else |
469 | { |
177 | { |
470 | decrease_ob_nr (op, op->nrof); |
178 | op->decrease (nrof); |
471 | nrof -= op->nrof; |
179 | nrof -= op->nrof; |
472 | } |
180 | } |
|
|
181 | |
473 | op = prev; |
182 | op = prev; |
474 | } |
183 | } |
|
|
184 | |
475 | prev = op; |
185 | prev = op; |
476 | op = op->below; |
186 | op = op->below; |
477 | } |
187 | } |
478 | } |
188 | } |
479 | |
189 | |
480 | /** |
190 | /** |
481 | * This checks to see of the player (who) is sufficient level to use a weapon |
|
|
482 | * with improvs improvements (typically last_eat). We take an int here |
|
|
483 | * instead of the object so that the improvement code can pass along the |
|
|
484 | * increased value to see if the object is usuable. |
|
|
485 | * we return 1 (true) if the player can use the weapon. |
|
|
486 | */ |
|
|
487 | static int |
|
|
488 | check_weapon_power (const object *who, int improvs) |
|
|
489 | { |
|
|
490 | |
|
|
491 | /* Old code is below (commented out). Basically, since weapons are the only |
|
|
492 | * object players really have any control to improve, it's a bit harsh to |
|
|
493 | * require high level in some combat skill, so we just use overall level. |
|
|
494 | */ |
|
|
495 | #if 1 |
|
|
496 | if (((who->level / 5) + 5) >= improvs) |
|
|
497 | return 1; |
|
|
498 | else |
|
|
499 | return 0; |
|
|
500 | |
|
|
501 | #else |
|
|
502 | int level = 0; |
|
|
503 | |
|
|
504 | /* The skill system hands out wc and dam bonuses to fighters |
|
|
505 | * more generously than the old system (see fix_player). Thus |
|
|
506 | * we need to curtail the power of player enchanted weapons. |
|
|
507 | * I changed this to 1 improvement per "fighter" level/5 -b.t. |
|
|
508 | * Note: Nothing should break by allowing this ratio to be different or |
|
|
509 | * using normal level - it is just a matter of play balance. |
|
|
510 | */ |
|
|
511 | if (who->type == PLAYER) |
|
|
512 | { |
|
|
513 | object *wc_obj = NULL; |
|
|
514 | |
|
|
515 | for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below) |
|
|
516 | if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level) |
|
|
517 | level = wc_obj->level; |
|
|
518 | |
|
|
519 | if (!level) |
|
|
520 | { |
|
|
521 | LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name); |
|
|
522 | level = who->level; |
|
|
523 | } |
|
|
524 | } |
|
|
525 | else |
|
|
526 | level = who->level; |
|
|
527 | |
|
|
528 | return (improvs <= ((level / 5) + 5)); |
|
|
529 | #endif |
|
|
530 | } |
|
|
531 | |
|
|
532 | /** |
|
|
533 | * Returns how many items of type improver->slaying there are under op. |
191 | * Returns how many items of type improver->slaying there are under op. |
534 | * Will display a message if none found, and 1 if improver->slaying is NULL. |
192 | * Will display a message if none found, and 1 if improver->slaying is NULL. |
535 | */ |
193 | */ |
536 | static int |
194 | static int |
537 | check_sacrifice (object *op, const object *improver) |
195 | check_sacrifice (object *op, const object *improver) |
538 | { |
196 | { |
539 | int count = 0; |
197 | int count = 0; |
540 | |
198 | |
541 | if (improver->slaying != NULL) |
199 | if (improver->slaying) |
542 | { |
200 | { |
543 | count = check_item (op, improver->slaying); |
201 | count = check_item (op, improver->slaying); |
544 | if (count < 1) |
202 | if (count < 1) |
545 | { |
203 | { |
546 | char buf[200]; |
|
|
547 | |
|
|
548 | sprintf (buf, "The gods want more %ss", &improver->slaying); |
204 | op->failmsg (format ("The gods want more %ss", &improver->slaying)); |
549 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
550 | return 0; |
205 | return 0; |
551 | } |
206 | } |
552 | } |
207 | } |
553 | else |
208 | else |
554 | count = 1; |
209 | count = 1; |
… | |
… | |
557 | } |
212 | } |
558 | |
213 | |
559 | /** |
214 | /** |
560 | * Actually improves the weapon, and tells user. |
215 | * Actually improves the weapon, and tells user. |
561 | */ |
216 | */ |
562 | int |
217 | static int |
563 | improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) |
218 | improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname) |
564 | { |
219 | { |
565 | |
|
|
566 | new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted."); |
|
|
567 | *stat += sacrifice_count; |
220 | stat += sacrifice_count; |
568 | weapon->last_eat++; |
221 | weapon->last_eat++; |
569 | new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); |
222 | improver->decrease (); |
570 | decrease_ob (improver); |
|
|
571 | |
223 | |
572 | /* So it updates the players stats and the window */ |
224 | /* So it updates the players stats and the window */ |
573 | op->update_stats (); |
225 | op->update_stats (); |
|
|
226 | |
|
|
227 | op->statusmsg (format ( |
|
|
228 | "Your sacrifice was accepted.\n" |
|
|
229 | "Weapon's bonus to %s improved by %d.", |
|
|
230 | statname, sacrifice_count |
|
|
231 | )); |
|
|
232 | |
574 | return 1; |
233 | return 1; |
575 | } |
234 | } |
576 | |
235 | |
577 | /* Types of improvements, hidden in the sp field. */ |
236 | /* Types of improvements, hidden in the sp field. */ |
578 | #define IMPROVE_PREPARE 1 |
237 | #define IMPROVE_PREPARE 1 |
579 | #define IMPROVE_DAMAGE 2 |
238 | #define IMPROVE_DAMAGE 2 |
580 | #define IMPROVE_WEIGHT 3 |
239 | #define IMPROVE_WEIGHT 3 |
581 | #define IMPROVE_ENCHANT 4 |
240 | #define IMPROVE_ENCHANT 4 |
582 | #define IMPROVE_STR 5 |
241 | #define IMPROVE_STR 5 |
583 | #define IMPROVE_DEX 6 |
242 | #define IMPROVE_DEX 6 |
584 | #define IMPROVE_CON 7 |
243 | #define IMPROVE_CON 7 |
585 | #define IMPROVE_WIS 8 |
244 | #define IMPROVE_WIS 8 |
586 | #define IMPROVE_CHA 9 |
245 | #define IMPROVE_CHA 9 |
587 | #define IMPROVE_INT 10 |
246 | #define IMPROVE_INT 10 |
588 | #define IMPROVE_POW 11 |
247 | #define IMPROVE_POW 11 |
589 | |
|
|
590 | |
248 | |
591 | /** |
249 | /** |
592 | * This does the prepare weapon scroll. |
250 | * This does the prepare weapon scroll. |
593 | * Checks for sacrifice, and so on. |
251 | * Checks for sacrifice, and so on. |
594 | */ |
252 | */ |
595 | |
253 | static int |
596 | int |
|
|
597 | prepare_weapon (object *op, object *improver, object *weapon) |
254 | prepare_weapon (object *op, object *improver, object *weapon) |
598 | { |
255 | { |
599 | int sacrifice_count, i; |
256 | int sacrifice_count, i; |
600 | char buf[MAX_BUF]; |
257 | char buf[MAX_BUF]; |
601 | |
258 | |
602 | if (weapon->level != 0) |
259 | if (weapon->level != 0) |
603 | { |
260 | { |
604 | new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); |
261 | op->failmsg ("Weapon is already prepared!"); |
605 | return 0; |
262 | return 0; |
606 | } |
263 | } |
|
|
264 | |
607 | for (i = 0; i < NROFATTACKS; i++) |
265 | for (i = 0; i < NROFATTACKS; i++) |
608 | if (weapon->resist[i]) |
266 | if (weapon->resist[i]) |
609 | break; |
267 | break; |
610 | |
268 | |
611 | /* If we break out, i will be less than nrofattacks, preventing |
269 | /* If we break out, i will be less than nrofattacks, preventing |
… | |
… | |
614 | if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ |
272 | if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ |
615 | (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ |
273 | (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ |
616 | weapon->stats.exp || /* speed */ |
274 | weapon->stats.exp || /* speed */ |
617 | weapon->stats.ac) /* AC - only taifu's I think */ |
275 | weapon->stats.ac) /* AC - only taifu's I think */ |
618 | { |
276 | { |
619 | new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); |
277 | op->failmsg ("You cannot prepare magic weapons. " |
|
|
278 | "H<A weapon is considered magical if it changes regeneration, " |
|
|
279 | "speed or ac, or has other protections.>"); |
620 | return 0; |
280 | return 0; |
621 | } |
281 | } |
|
|
282 | |
622 | sacrifice_count = check_sacrifice (op, improver); |
283 | sacrifice_count = check_sacrifice (op, improver); |
623 | if (sacrifice_count <= 0) |
284 | if (sacrifice_count <= 0) |
624 | return 0; |
285 | return 0; |
|
|
286 | |
625 | weapon->level = isqrt (sacrifice_count); |
287 | weapon->level = isqrt (sacrifice_count); |
626 | new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted."); |
|
|
627 | eat_item (op, improver->slaying, sacrifice_count); |
288 | eat_item (op, improver->slaying, sacrifice_count); |
628 | |
289 | |
629 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); |
290 | op->statusmsg (format ( |
|
|
291 | "Your sacrifice was accepted." |
|
|
292 | "Your *%s may be improved %d times.", |
|
|
293 | &weapon->name, weapon->level |
|
|
294 | )); |
630 | |
295 | |
631 | sprintf (buf, "%s's %s", &op->name, &weapon->name); |
296 | sprintf (buf, "%s's %s", &op->name, &weapon->name); |
632 | weapon->name = weapon->name_pl = buf; |
297 | weapon->name = weapon->name_pl = buf; |
633 | weapon->nrof = 0; /* prevents preparing n weapons in the same |
298 | weapon->nrof = 0; /* prevents preparing n weapons in the same |
634 | slot at once! */ |
299 | slot at once! */ |
635 | decrease_ob (improver); |
300 | improver->decrease (); |
636 | weapon->last_eat = 0; |
301 | weapon->last_eat = 0; |
637 | return 1; |
302 | return 1; |
638 | } |
303 | } |
639 | |
|
|
640 | |
304 | |
641 | /** |
305 | /** |
642 | * Does the dirty job for 'improve weapon' scroll, prepare or add something. |
306 | * Does the dirty job for 'improve weapon' scroll, prepare or add something. |
643 | * This is the new improve weapon code. |
307 | * This is the new improve weapon code. |
644 | * Returns 0 if it was not able to work for some reason. |
308 | * Returns 0 if it was not able to work for some reason. |
… | |
… | |
647 | * |
311 | * |
648 | * We are hiding extra information about the weapon in the level and |
312 | * We are hiding extra information about the weapon in the level and |
649 | * last_eat numbers for an object. Hopefully this won't break anything ?? |
313 | * last_eat numbers for an object. Hopefully this won't break anything ?? |
650 | * level == max improve last_eat == current improve |
314 | * level == max improve last_eat == current improve |
651 | */ |
315 | */ |
652 | int |
316 | static int |
653 | improve_weapon (object *op, object *improver, object *weapon) |
317 | improve_weapon (object *op, object *improver, object *weapon) |
654 | { |
318 | { |
655 | int sacrifice_count, sacrifice_needed = 0; |
319 | int sacrifice_count, sacrifice_needed = 0; |
656 | |
320 | |
657 | if (improver->stats.sp == IMPROVE_PREPARE) |
321 | if (improver->stats.sp == IMPROVE_PREPARE) |
658 | { |
|
|
659 | return prepare_weapon (op, improver, weapon); |
322 | return prepare_weapon (op, improver, weapon); |
660 | } |
323 | |
661 | if (weapon->level == 0) |
324 | if (weapon->level == 0) |
662 | { |
325 | { |
663 | new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); |
326 | op->failmsg ( |
|
|
327 | "This weapon has not been prepared." |
|
|
328 | " H<You first have to prepare a weapon with a prepare weapon scroll.>"); |
664 | return 0; |
329 | return 0; |
665 | } |
330 | } |
666 | if (weapon->level == weapon->last_eat && weapon->item_power >= 100) |
331 | |
|
|
332 | if (weapon->last_eat >= weapon->level // improvements used up |
|
|
333 | || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100 |
667 | { |
334 | { |
668 | new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); |
335 | op->failmsg ("This weapon cannot be improved any more."); |
669 | return 0; |
336 | return 0; |
670 | } |
337 | } |
671 | if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) |
338 | |
|
|
339 | if (QUERY_FLAG (weapon, FLAG_APPLIED) |
|
|
340 | && !check_item_power (op, weapon->item_power + 1)) |
672 | { |
341 | { |
673 | new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); |
342 | op->failmsg ("Improving the weapon will make it too " |
674 | new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); |
343 | "powerful for you to use. Unready it if you " |
675 | new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); |
344 | "really want to improve it."); |
676 | return 0; |
345 | return 0; |
677 | } |
346 | } |
|
|
347 | |
678 | /* This just increases damage by 5 points, no matter what. No sacrifice |
348 | /* This just increases damage by 5 points, no matter what. No sacrifice |
679 | * is needed. Since stats.dam is now a 16 bit value and not 8 bit, |
349 | * is needed. Since stats.dam is now a 16 bit value and not 8 bit, |
680 | * don't put any maximum value on damage - the limit is how much the |
350 | * don't put any maximum value on damage - the limit is how much the |
681 | * weapon can be improved. |
351 | * weapon can be improved. |
682 | */ |
352 | */ |
683 | if (improver->stats.sp == IMPROVE_DAMAGE) |
353 | if (improver->stats.sp == IMPROVE_DAMAGE) |
684 | { |
354 | { |
685 | weapon->stats.dam += 5; |
355 | weapon->stats.dam += 5; |
686 | weapon->weight += 5000; /* 5 KG's */ |
356 | weapon->weight += 5000; /* 5 KG's */ |
687 | new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); |
357 | op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam)); |
688 | weapon->last_eat++; |
358 | weapon->last_eat++; |
689 | |
359 | |
690 | weapon->item_power++; |
360 | weapon->item_power++; |
691 | decrease_ob (improver); |
361 | improver->decrease (); |
692 | return 1; |
362 | return 1; |
693 | } |
363 | } |
|
|
364 | |
694 | if (improver->stats.sp == IMPROVE_WEIGHT) |
365 | if (improver->stats.sp == IMPROVE_WEIGHT) |
695 | { |
366 | { |
696 | /* Reduce weight by 20% */ |
367 | /* Reduce weight by 20% */ |
697 | weapon->weight = (weapon->weight * 8) / 10; |
368 | weapon->weight = (weapon->weight * 8) / 10; |
698 | if (weapon->weight < 1) |
369 | if (weapon->weight < 1) |
699 | weapon->weight = 1; |
370 | weapon->weight = 1; |
|
|
371 | |
700 | new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); |
372 | op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0)); |
701 | weapon->last_eat++; |
373 | weapon->last_eat++; |
702 | weapon->item_power++; |
374 | weapon->item_power++; |
703 | decrease_ob (improver); |
375 | improver->decrease (); |
704 | return 1; |
376 | return 1; |
705 | } |
377 | } |
|
|
378 | |
706 | if (improver->stats.sp == IMPROVE_ENCHANT) |
379 | if (improver->stats.sp == IMPROVE_ENCHANT) |
707 | { |
380 | { |
708 | weapon->magic++; |
381 | weapon->magic++; |
709 | weapon->last_eat++; |
382 | weapon->last_eat++; |
710 | new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); |
383 | op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); |
711 | decrease_ob (improver); |
384 | improver->decrease (); |
712 | weapon->item_power++; |
385 | weapon->item_power++; |
713 | return 1; |
386 | return 1; |
714 | } |
387 | } |
715 | |
388 | |
716 | sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + |
389 | sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + |
… | |
… | |
721 | sacrifice_needed *= 2; |
394 | sacrifice_needed *= 2; |
722 | |
395 | |
723 | sacrifice_count = check_sacrifice (op, improver); |
396 | sacrifice_count = check_sacrifice (op, improver); |
724 | if (sacrifice_count < sacrifice_needed) |
397 | if (sacrifice_count < sacrifice_needed) |
725 | { |
398 | { |
726 | new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); |
399 | op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying)); |
727 | return 0; |
400 | return 0; |
728 | } |
401 | } |
|
|
402 | |
729 | eat_item (op, improver->slaying, sacrifice_needed); |
403 | eat_item (op, improver->slaying, sacrifice_needed); |
730 | weapon->item_power++; |
404 | weapon->item_power++; |
731 | |
405 | |
732 | switch (improver->stats.sp) |
406 | switch (improver->stats.sp) |
733 | { |
407 | { |
734 | case IMPROVE_STR: |
|
|
735 | return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); |
408 | case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength"); |
736 | case IMPROVE_DEX: |
|
|
737 | return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); |
409 | case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity"); |
738 | case IMPROVE_CON: |
|
|
739 | return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); |
410 | case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution"); |
740 | case IMPROVE_WIS: |
|
|
741 | return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); |
411 | case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom"); |
742 | case IMPROVE_CHA: |
|
|
743 | return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); |
412 | case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma"); |
744 | case IMPROVE_INT: |
|
|
745 | return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); |
413 | case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence"); |
746 | case IMPROVE_POW: |
|
|
747 | return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); |
414 | case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power"); |
748 | default: |
415 | default: |
749 | new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); |
416 | op->failmsg ("Unknown improvement type."); |
750 | } |
417 | } |
|
|
418 | |
751 | LOG (llevError, "improve_weapon: Got to end of function\n"); |
419 | LOG (llevError, "improve_weapon: Got to end of function\n"); |
752 | return 0; |
420 | return 0; |
753 | } |
421 | } |
754 | |
422 | |
755 | /** |
423 | /** |
756 | * Handles the applying of improve/prepare/enchant weapon scroll. |
424 | * Handles the applying of improve/prepare/enchant weapon scroll. |
757 | * Checks a few things (not on a non-magic square, marked weapon, ...), |
425 | * Checks a few things (not on a non-magic square, marked weapon, ...), |
758 | * then calls improve_weapon to do the dirty work. |
426 | * then calls improve_weapon to do the dirty work. |
759 | */ |
427 | */ |
760 | int |
428 | static int |
761 | check_improve_weapon (object *op, object *tmp) |
429 | check_improve_weapon (object *op, object *tmp) |
762 | { |
430 | { |
763 | object *otmp; |
431 | object *otmp; |
764 | |
432 | |
765 | if (op->type != PLAYER) |
433 | if (op->type != PLAYER) |
766 | return 0; |
434 | return 0; |
|
|
435 | |
767 | if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) |
436 | if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) |
768 | { |
437 | { |
769 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); |
438 | op->failmsg ("Something blocks the magic of the scroll!"); |
770 | return 0; |
439 | return 0; |
771 | } |
440 | } |
|
|
441 | |
772 | otmp = find_marked_object (op); |
442 | otmp = find_marked_object (op); |
|
|
443 | |
773 | if (!otmp) |
444 | if (!otmp) |
774 | { |
445 | { |
775 | new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); |
446 | op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); |
776 | return 0; |
447 | return 0; |
777 | } |
448 | } |
|
|
449 | |
778 | if (otmp->type != WEAPON && otmp->type != BOW) |
450 | if (otmp->type != WEAPON && otmp->type != BOW) |
779 | { |
451 | { |
780 | new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); |
452 | op->failmsg ("Marked item is not a weapon or bow!"); |
781 | return 0; |
453 | return 0; |
782 | } |
454 | } |
783 | new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); |
455 | |
|
|
456 | op->statusmsg ("Applied weapon builder."); |
|
|
457 | |
784 | improve_weapon (op, tmp, otmp); |
458 | improve_weapon (op, tmp, otmp); |
785 | esrv_send_item (op, otmp); |
459 | esrv_send_item (op, otmp); |
786 | return 1; |
460 | return 1; |
787 | } |
461 | } |
788 | |
462 | |
… | |
… | |
806 | * the armour value of the piece of equipment exceed either |
480 | * the armour value of the piece of equipment exceed either |
807 | * the users level or 90) |
481 | * the users level or 90) |
808 | * Modified by MSW for partial resistance. Only support |
482 | * Modified by MSW for partial resistance. Only support |
809 | * changing of physical area right now. |
483 | * changing of physical area right now. |
810 | */ |
484 | */ |
811 | int |
485 | static int |
812 | improve_armour (object *op, object *improver, object *armour) |
486 | improve_armour (object *op, object *improver, object *armour) |
813 | { |
487 | { |
814 | object *tmp; |
488 | object *tmp; |
815 | |
489 | |
816 | if (armour->magic >= settings.armor_max_enchant) |
490 | if (armour->magic >= settings.armor_max_enchant) |
817 | { |
491 | { |
818 | new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); |
492 | op->failmsg ("This armour can not be enchanted any further!"); |
819 | return 0; |
493 | return 0; |
820 | } |
494 | } |
|
|
495 | |
821 | /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, |
496 | /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, |
822 | * etc), so take the easy way out and don't worry about it. |
497 | * etc), so take the easy way out and don't worry about it. |
823 | * Note - maybe add scrolls which make the random artifact versions (eg, armour |
498 | * Note - maybe add scrolls which make the random artifact versions (eg, armour |
824 | * of gnarg and what not?) |
499 | * of gnarg and what not?) |
825 | */ |
500 | */ |
826 | if (armour->title) |
501 | if (armour->title) |
827 | { |
502 | { |
828 | new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); |
503 | op->failmsg ("This armour will not accept further enchantment."); |
829 | return 0; |
504 | return 0; |
830 | } |
505 | } |
831 | |
506 | |
832 | /* Split objects if needed. Can't insert tmp until the |
507 | /* Split objects if needed. Can't insert tmp until the |
833 | * end of this function - otherwise it will just re-merge. |
508 | * end of this function - otherwise it will just re-merge. |
834 | */ |
509 | */ |
835 | if (armour->nrof > 1) |
510 | tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0; |
836 | tmp = get_split_ob (armour, armour->nrof - 1); |
|
|
837 | else |
|
|
838 | tmp = NULL; |
|
|
839 | |
511 | |
840 | armour->magic++; |
512 | armour->magic++; |
841 | |
513 | |
842 | if (!settings.armor_speed_linear) |
514 | if (!settings.armor_speed_linear) |
843 | { |
515 | { |
… | |
… | |
848 | { |
520 | { |
849 | base = base - (base * settings.armor_speed_improvement) / 100; |
521 | base = base - (base * settings.armor_speed_improvement) / 100; |
850 | pow++; |
522 | pow++; |
851 | } |
523 | } |
852 | |
524 | |
853 | ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; |
525 | ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100; |
854 | } |
526 | } |
855 | else |
527 | else |
856 | ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; |
528 | ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; |
857 | |
529 | |
858 | if (!settings.armor_weight_linear) |
530 | if (!settings.armor_weight_linear) |
859 | { |
531 | { |
860 | int base = 100; |
532 | int base = 100; |
861 | int pow = 0; |
533 | int pow = 0; |
… | |
… | |
864 | { |
536 | { |
865 | base = base - (base * settings.armor_weight_reduction) / 100; |
537 | base = base - (base * settings.armor_weight_reduction) / 100; |
866 | pow++; |
538 | pow++; |
867 | } |
539 | } |
868 | |
540 | |
869 | armour->weight = (armour->arch->clone.weight * base) / 100; |
541 | armour->weight = (armour->arch->weight * base) / 100; |
870 | } |
542 | } |
871 | else |
543 | else |
872 | armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; |
544 | armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; |
873 | |
545 | |
874 | if (armour->weight <= 0) |
546 | if (armour->weight <= 0) |
875 | { |
547 | { |
876 | LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); |
548 | LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); |
877 | armour->weight = 1; |
549 | armour->weight = 1; |
878 | } |
550 | } |
879 | |
551 | |
880 | armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); |
552 | armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); |
881 | |
553 | |
882 | if (op->type == PLAYER) |
554 | if (op->type == PLAYER) |
883 | { |
555 | { |
884 | esrv_send_item (op, armour); |
556 | esrv_send_item (op, armour); |
|
|
557 | |
885 | if (QUERY_FLAG (armour, FLAG_APPLIED)) |
558 | if (QUERY_FLAG (armour, FLAG_APPLIED)) |
886 | op->update_stats (); |
559 | op->update_stats (); |
887 | } |
560 | } |
888 | decrease_ob (improver); |
561 | |
|
|
562 | improver->decrease (); |
|
|
563 | |
889 | if (tmp) |
564 | if (tmp) |
890 | { |
565 | op->insert (tmp); |
891 | insert_ob_in_ob (tmp, op); |
566 | |
892 | esrv_send_item (op, tmp); |
|
|
893 | } |
|
|
894 | return 1; |
567 | return 1; |
895 | } |
568 | } |
896 | |
|
|
897 | |
569 | |
898 | /* |
570 | /* |
899 | * convert_item() returns 1 if anything was converted, 0 if the item was not |
571 | * convert_item() returns 1 if anything was converted, 0 if the item was not |
900 | * what the converter wants, -1 if the converter is broken. |
572 | * what the converter wants, -1 if the converter is broken. |
901 | */ |
573 | * |
902 | #define CONV_FROM(xyz) xyz->slaying |
|
|
903 | #define CONV_TO(xyz) xyz->other_arch |
|
|
904 | #define CONV_NR(xyz) xyz->stats.sp |
|
|
905 | #define CONV_NEED(xyz) xyz->stats.food |
|
|
906 | |
|
|
907 | /* Takes one items and makes another. |
574 | * Takes one type of items and makes another. |
908 | * converter is the object that is doing the conversion. |
575 | * converter is the object that is doing the conversion. |
909 | * item is the object that triggered the converter - if it is not |
576 | * item is the object that triggered the converter - if it is not |
910 | * what the converter wants, this will not do anything. |
577 | * what the converter wants, this will not do anything. |
911 | */ |
578 | */ |
912 | int |
579 | int |
913 | convert_item (object *item, object *converter) |
580 | convert_item (object *item, object *converter) |
914 | { |
581 | { |
915 | int nr = 0; |
582 | sint64 nr = 0, price_in; |
916 | uint32 price_in; |
583 | |
|
|
584 | if (item->flag [FLAG_UNPAID]) |
|
|
585 | return 0; |
|
|
586 | |
|
|
587 | shstr conv_from = converter->slaying; |
|
|
588 | archetype *conv_to = converter->other_arch; |
|
|
589 | sint64 need = converter->stats.food; |
|
|
590 | sint64 give = converter->stats.sp; |
917 | |
591 | |
918 | /* We make some assumptions - we assume if it takes money as it type, |
592 | /* We make some assumptions - we assume if it takes money as it type, |
919 | * it wants some amount. We don't make change (ie, if something costs |
593 | * it wants some amount. We don't make change (ie, if something costs |
920 | * 3 gp and player drops a platinum, tough luck) |
594 | * 3 gp and player drops a platinum, tough luck) |
921 | */ |
595 | */ |
922 | if (!strcmp (CONV_FROM (converter), "money")) |
596 | if (conv_from == shstr_money) |
923 | { |
597 | { |
924 | int cost; |
|
|
925 | |
|
|
926 | if (item->type != MONEY) |
598 | if (item->type != MONEY) |
927 | return 0; |
599 | return 0; |
928 | |
600 | |
929 | nr = (item->nrof * item->value) / CONV_NEED (converter); |
601 | nr = sint64 (item->nrof) * item->value / need; |
930 | if (!nr) |
602 | if (!nr) |
931 | return 0; |
603 | return 0; |
932 | cost = nr * CONV_NEED (converter) / item->value; |
604 | |
933 | /* take into account rounding errors */ |
605 | converter->play_sound (sound_find ("shop_buy")); |
934 | if (nr * CONV_NEED (converter) % item->value) |
606 | |
935 | cost++; |
607 | sint64 cost = (nr * need + item->value - 1) / item->value; |
936 | decrease_ob_nr (item, cost); |
608 | |
|
|
609 | item->decrease (cost); |
937 | |
610 | |
938 | price_in = cost * item->value; |
611 | price_in = cost * item->value; |
939 | } |
612 | } |
940 | else |
613 | else |
941 | { |
614 | { |
942 | if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || |
615 | if (item->type == PLAYER |
943 | (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) |
616 | || conv_from != item->arch->archname |
|
|
617 | || (need && need > (uint16) item->nrof)) |
944 | return 0; |
618 | return 0; |
945 | |
619 | |
946 | if (CONV_NEED (converter)) |
620 | converter->play_sound (sound_find ("convert_item")); |
|
|
621 | |
|
|
622 | if (need) |
947 | { |
623 | { |
948 | nr = item->nrof / CONV_NEED (converter); |
624 | nr = sint64 (item->nrof) / need; |
949 | decrease_ob_nr (item, nr * CONV_NEED (converter)); |
625 | item->decrease (nr * need); |
950 | price_in = nr * CONV_NEED (converter) * item->value; |
626 | price_in = nr * need * item->value; |
951 | } |
627 | } |
952 | else |
628 | else |
953 | { |
629 | { |
954 | price_in = item->value; |
630 | price_in = item->value; |
955 | item->destroy (); |
631 | item->destroy (); |
956 | } |
632 | } |
957 | } |
633 | } |
958 | |
634 | |
959 | if (converter->inv != NULL) |
635 | if (converter->inv) |
960 | { |
636 | { |
961 | object *ob; |
637 | object *ob; |
962 | int i; |
638 | int i; |
963 | object *ob_to_copy; |
639 | object *ob_to_copy; |
964 | |
640 | |
965 | /* select random object from inventory to copy */ |
641 | /* select random object from inventory to copy */ |
966 | ob_to_copy = converter->inv; |
642 | ob_to_copy = converter->inv; |
967 | for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) |
643 | for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) |
968 | { |
|
|
969 | if (rndm (0, i) == 0) |
644 | if (rndm (0, i) == 0) |
970 | { |
|
|
971 | ob_to_copy = ob; |
645 | ob_to_copy = ob; |
972 | } |
646 | |
973 | } |
647 | item = ob_to_copy->deep_clone (); |
974 | item = object_create_clone (ob_to_copy); |
|
|
975 | CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); |
648 | CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); |
976 | unflag_inv (item, FLAG_IS_A_TEMPLATE); |
649 | unflag_inv (item, FLAG_IS_A_TEMPLATE); |
977 | } |
650 | } |
978 | else |
651 | else |
979 | { |
652 | { |
980 | if (converter->other_arch == NULL) |
653 | if (!conv_to) |
981 | { |
654 | { |
982 | LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", |
655 | LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", |
983 | &converter->name, converter->map->path, converter->x, converter->y); |
656 | &converter->name, &converter->map->path, converter->x, converter->y); |
984 | return -1; |
657 | return -1; |
985 | } |
658 | } |
986 | |
659 | |
987 | item = object_create_arch (converter->other_arch); |
660 | item = object_create_arch (conv_to); |
988 | fix_generated_item (item, converter, 0, 0, GT_MINIMAL); |
661 | fix_generated_item (item, converter, 0, 0, GT_MINIMAL); |
989 | } |
662 | } |
990 | |
663 | |
991 | if (CONV_NR (converter)) |
664 | if (give) |
992 | item->nrof = CONV_NR (converter); |
665 | item->nrof = give; |
|
|
666 | |
993 | if (nr) |
667 | if (nr) |
994 | item->nrof *= nr; |
668 | item->nrof *= nr; |
995 | if (is_in_shop (converter)) |
669 | |
|
|
670 | if (converter->flag [FLAG_PRECIOUS]) |
996 | SET_FLAG (item, FLAG_UNPAID); |
671 | SET_FLAG (item, FLAG_UNPAID); |
|
|
672 | |
|
|
673 | if (converter->is_in_shop ()) |
|
|
674 | { |
|
|
675 | // converters on shop floors don't work anymore, bug lets check for it |
|
|
676 | // and report in case someone still does it. |
|
|
677 | LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n", |
|
|
678 | converter->debug_desc ()); |
|
|
679 | SET_FLAG (item, FLAG_UNPAID); |
|
|
680 | } |
997 | else if (price_in < item->nrof * item->value) |
681 | else if (price_in < sint64 (item->nrof) * item->value) |
998 | { |
682 | { |
999 | LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", |
683 | LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", |
1000 | &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); |
684 | &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); |
1001 | |
|
|
1002 | /** |
685 | /** |
1003 | * elmex: we are going to let the game continue, as the mapcreator |
686 | * elmex: we are going to let the game continue, as the mapcreator |
1004 | * propably had something in mind when doing this |
687 | * hopefully had something in mind when doing this. |
1005 | */ |
688 | */ |
1006 | } |
689 | } |
|
|
690 | |
|
|
691 | // elmex: only identify if we need to, for example so that generated money doesn't |
|
|
692 | // get an 'identified' flag so easily. |
|
|
693 | if (need_identify (item)) |
|
|
694 | identify (item); |
|
|
695 | |
1007 | insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); |
696 | insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); |
1008 | return 1; |
697 | return 1; |
1009 | } |
698 | } |
1010 | |
699 | |
1011 | /** |
700 | /** |
1012 | * Handle apply on containers. |
701 | * Handle apply on containers. |
1013 | * By Eneq(@csd.uu.se). |
702 | * By Eneq(@csd.uu.se). |
1014 | * Moved to own function and added many features [Tero.Haatanen@lut.fi] |
703 | * Moved to own function and added many features [Tero.Haatanen@lut.fi] |
1015 | * added the alchemical cauldron to the code -b.t. |
704 | * added the alchemical cauldron to the code -b.t. |
1016 | */ |
705 | */ |
1017 | |
706 | static int |
1018 | int |
|
|
1019 | apply_container (object *op, object *sack) |
707 | apply_container (object *op, object *sack) |
1020 | { |
708 | { |
1021 | char buf[MAX_BUF]; |
709 | if (op->type != PLAYER || !op->contr->ns) |
1022 | object *tmp; |
|
|
1023 | |
|
|
1024 | if (op->type != PLAYER) |
|
|
1025 | return 0; /* This might change */ |
710 | return 0; /* This might change */ |
1026 | |
711 | |
1027 | if (sack == NULL || sack->type != CONTAINER) |
712 | if (!sack || sack->type != CONTAINER) |
1028 | { |
713 | { |
1029 | LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); |
714 | LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); |
1030 | return 0; |
715 | return 0; |
1031 | } |
716 | } |
1032 | |
717 | |
1033 | op->contr->last_used = 0; |
718 | op->contr->last_used = 0; |
1034 | |
719 | |
1035 | if (sack->env != op) |
720 | if (sack->env && sack->env != op) |
|
|
721 | { |
|
|
722 | op->failmsg ("You must put it onto the floor or into your inventory first."); |
|
|
723 | return 1; |
1036 | { |
724 | } |
1037 | if (sack->other_arch == NULL || sack->env != NULL) |
725 | |
|
|
726 | // already applied == open on ground, or open in inv, or active in inv |
|
|
727 | if (sack->flag [FLAG_APPLIED]) |
|
|
728 | { |
|
|
729 | if (op->container_ () == sack) |
1038 | { |
730 | { |
1039 | new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); |
731 | // open on ground or inv, so close |
|
|
732 | op->close_container (); |
1040 | return 1; |
733 | return 1; |
1041 | } |
734 | } |
1042 | |
735 | else if (!sack->env) |
1043 | /* It's on the ground, the problems begin */ |
|
|
1044 | if (op->container != sack) |
|
|
1045 | { |
|
|
1046 | /* it's closed OR some player has opened it */ |
|
|
1047 | if (QUERY_FLAG (sack, FLAG_APPLIED)) |
|
|
1048 | { |
|
|
1049 | for (tmp = GET_MAP_OB (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above); |
|
|
1050 | if (tmp) |
|
|
1051 | { |
|
|
1052 | /* some other player have opened it */ |
|
|
1053 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); |
|
|
1054 | return 1; |
|
|
1055 | } |
|
|
1056 | } |
|
|
1057 | } |
736 | { |
1058 | if (QUERY_FLAG (sack, FLAG_APPLIED)) |
737 | // active, but not ours: some other player has opened it |
|
|
738 | op->failmsg (format ("Somebody else is using the %s already.", query_name (sack))); |
|
|
739 | return 1; |
1059 | { |
740 | } |
1060 | if (op->container == NULL) |
|
|
1061 | { |
|
|
1062 | tmp = arch_to_object (sack->other_arch); |
|
|
1063 | /* not good, but insert_ob_in_ob() is too smart */ |
|
|
1064 | CLEAR_FLAG (tmp, FLAG_REMOVED); |
|
|
1065 | tmp->x = tmp->y = 0; |
|
|
1066 | tmp->map = NULL; |
|
|
1067 | tmp->env = sack; |
|
|
1068 | if (sack->inv) |
|
|
1069 | sack->inv->above = tmp; |
|
|
1070 | tmp->below = sack->inv; |
|
|
1071 | tmp->above = NULL; |
|
|
1072 | sack->inv = tmp; |
|
|
1073 | sack->move_off = MOVE_ALL; /* trying force closing it */ |
|
|
1074 | } |
|
|
1075 | else |
|
|
1076 | { |
|
|
1077 | sack->move_off = 0; |
|
|
1078 | tmp = sack->inv; |
|
|
1079 | |
741 | |
1080 | if (tmp && tmp->type == CLOSE_CON) |
742 | // fall through to opening it (active in inv) |
1081 | tmp->destroy (); |
|
|
1082 | } |
|
|
1083 | } |
|
|
1084 | } |
|
|
1085 | |
|
|
1086 | if (QUERY_FLAG (sack, FLAG_APPLIED)) |
|
|
1087 | { |
743 | } |
|
|
744 | else if (sack->env) |
|
|
745 | { |
|
|
746 | // it is in our env, so activate it, do not open yet |
1088 | if (op->container) |
747 | op->close_container (); |
1089 | { |
748 | sack->flag [FLAG_APPLIED] = 1; |
1090 | if (op->container != sack) |
749 | esrv_update_item (UPD_FLAGS, op, sack); |
1091 | { |
750 | op->statusmsg (format ("You ready %s.", query_name (sack))); |
1092 | tmp = op->container; |
751 | return 1; |
1093 | apply_container (op, tmp); |
752 | } |
1094 | sprintf (buf, "You close %s and open ", query_name (tmp)); |
753 | |
1095 | op->container = sack; |
754 | // it's locked? |
1096 | strcat (buf, query_name (sack)); |
755 | if (sack->slaying) |
1097 | strcat (buf, "."); |
756 | { |
1098 | } |
757 | if (object *tmp = find_key (op, op, sack)) |
1099 | else |
758 | op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp))); |
1100 | { |
|
|
1101 | CLEAR_FLAG (sack, FLAG_APPLIED); |
|
|
1102 | op->container = NULL; |
|
|
1103 | sprintf (buf, "You close %s.", query_name (sack)); |
|
|
1104 | } |
|
|
1105 | } |
|
|
1106 | else |
759 | else |
1107 | { |
760 | { |
1108 | CLEAR_FLAG (sack, FLAG_APPLIED); |
|
|
1109 | sprintf (buf, "You open %s.", query_name (sack)); |
|
|
1110 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1111 | op->container = sack; |
|
|
1112 | } |
|
|
1113 | } |
|
|
1114 | else |
|
|
1115 | { /* not applied */ |
|
|
1116 | if (sack->slaying) |
|
|
1117 | { /* it's locked */ |
|
|
1118 | tmp = find_key (op, op, sack); |
|
|
1119 | if (tmp) |
|
|
1120 | { |
|
|
1121 | sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp)); |
|
|
1122 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1123 | |
|
|
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 | sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); |
761 | op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack))); |
1133 | } |
|
|
1134 | else |
|
|
1135 | { |
|
|
1136 | sprintf (buf, "You readied %s.", query_name (sack)); |
|
|
1137 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1138 | |
|
|
1139 | if (sack->env == NULL) |
|
|
1140 | { /* if it's on ground,open it also */ |
|
|
1141 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
1142 | apply_container (op, sack); |
|
|
1143 | return 1; |
762 | return 1; |
1144 | } |
763 | } |
1145 | } |
|
|
1146 | } |
764 | } |
1147 | |
765 | |
1148 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
766 | op->open_container (sack); |
1149 | |
|
|
1150 | if (op->contr) |
|
|
1151 | op->contr->ns->floorbox_update (); |
|
|
1152 | |
767 | |
1153 | return 1; |
768 | return 1; |
1154 | } |
769 | } |
1155 | |
|
|
1156 | /** |
|
|
1157 | * Eneq(@csd.uu.se): Handle apply on containers. This is for containers |
|
|
1158 | * the player has in their inventory, eg, sacks, luggages, etc. |
|
|
1159 | * |
|
|
1160 | * Moved to own function and added many features [Tero.Haatanen@lut.fi] |
|
|
1161 | * This version is for client/server mode. |
|
|
1162 | * op is the player, sack is the container the player is opening or closing. |
|
|
1163 | * return 1 if an object is apllied somehow or another, 0 if error/no apply |
|
|
1164 | * |
|
|
1165 | * Reminder - there are three states for any container - closed (non applied), |
|
|
1166 | * applied (not open, but objects that match get tossed into it), and open |
|
|
1167 | * (applied flag set, and op->container points to the open container) |
|
|
1168 | */ |
|
|
1169 | |
|
|
1170 | int |
|
|
1171 | esrv_apply_container (object *op, object *sack) |
|
|
1172 | { |
|
|
1173 | object *tmp = op->container; |
|
|
1174 | |
|
|
1175 | if (op->type != PLAYER) |
|
|
1176 | return 0; /* This might change */ |
|
|
1177 | |
|
|
1178 | if (sack == NULL || sack->type != CONTAINER) |
|
|
1179 | { |
|
|
1180 | LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); |
|
|
1181 | return 0; |
|
|
1182 | } |
|
|
1183 | |
|
|
1184 | /* If we have a currently open container, then it needs to be closed in all cases |
|
|
1185 | * if we are opening this one up. We then fall through if appropriate for |
|
|
1186 | * openening the new container. |
|
|
1187 | */ |
|
|
1188 | |
|
|
1189 | if (op->container && QUERY_FLAG (sack, FLAG_APPLIED)) |
|
|
1190 | { |
|
|
1191 | if (op->container->env != op) |
|
|
1192 | { /* if container is on the ground */ |
|
|
1193 | op->container->move_off = 0; |
|
|
1194 | } |
|
|
1195 | |
|
|
1196 | if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op))) |
|
|
1197 | return 1; |
|
|
1198 | |
|
|
1199 | new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container)); |
|
|
1200 | CLEAR_FLAG (op->container, FLAG_APPLIED); |
|
|
1201 | op->container = NULL; |
|
|
1202 | esrv_update_item (UPD_FLAGS, op, tmp); |
|
|
1203 | if (tmp == sack) |
|
|
1204 | return 1; |
|
|
1205 | } |
|
|
1206 | |
|
|
1207 | |
|
|
1208 | /* If the player is trying to open it (which he must be doing if we got here), |
|
|
1209 | * and it is locked, check to see if player has the equipment to open it. |
|
|
1210 | */ |
|
|
1211 | |
|
|
1212 | if (sack->slaying) |
|
|
1213 | { /* it's locked */ |
|
|
1214 | tmp = find_key (op, op, sack); |
|
|
1215 | if (tmp) |
|
|
1216 | { |
|
|
1217 | new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp)); |
|
|
1218 | } |
|
|
1219 | else |
|
|
1220 | { |
|
|
1221 | new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); |
|
|
1222 | return 0; |
|
|
1223 | } |
|
|
1224 | } |
|
|
1225 | |
|
|
1226 | /* By the time we get here, we have made sure any other container has been closed and |
|
|
1227 | * if this is a locked container, the player they key to open it. |
|
|
1228 | */ |
|
|
1229 | |
|
|
1230 | /* There are really two cases - the sack is either on the ground, or the sack is |
|
|
1231 | * part of the players inventory. If on the ground, we assume that the player is |
|
|
1232 | * opening it, since if it was being closed, that would have been taken care of above. |
|
|
1233 | */ |
|
|
1234 | |
|
|
1235 | |
|
|
1236 | if (sack->env != op) |
|
|
1237 | { |
|
|
1238 | /* Hypothetical case - the player is trying to open a sack that belong to someone |
|
|
1239 | * else. This normally should not happen, but a misbehaving client/player could |
|
|
1240 | * try to do it, so lets handle it gracefully. |
|
|
1241 | */ |
|
|
1242 | if (sack->env) |
|
|
1243 | { |
|
|
1244 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack)); |
|
|
1245 | return 0; |
|
|
1246 | } |
|
|
1247 | /* set these so when the player walks off, we can unapply the sack */ |
|
|
1248 | sack->move_off = MOVE_ALL; /* trying force closing it */ |
|
|
1249 | |
|
|
1250 | CLEAR_FLAG (sack, FLAG_APPLIED); |
|
|
1251 | new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack)); |
|
|
1252 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1253 | op->container = sack; |
|
|
1254 | esrv_update_item (UPD_FLAGS, op, sack); |
|
|
1255 | esrv_send_inventory (op, sack); |
|
|
1256 | |
|
|
1257 | } |
|
|
1258 | else |
|
|
1259 | { /* sack is in players inventory */ |
|
|
1260 | if (QUERY_FLAG (sack, FLAG_APPLIED)) |
|
|
1261 | { /* readied sack becoming open */ |
|
|
1262 | CLEAR_FLAG (sack, FLAG_APPLIED); |
|
|
1263 | new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack)); |
|
|
1264 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1265 | op->container = sack; |
|
|
1266 | esrv_update_item (UPD_FLAGS, op, sack); |
|
|
1267 | esrv_send_inventory (op, sack); |
|
|
1268 | } |
|
|
1269 | else |
|
|
1270 | { |
|
|
1271 | CLEAR_FLAG (sack, FLAG_APPLIED); |
|
|
1272 | new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack)); |
|
|
1273 | SET_FLAG (sack, FLAG_APPLIED); |
|
|
1274 | esrv_update_item (UPD_FLAGS, op, sack); |
|
|
1275 | } |
|
|
1276 | } |
|
|
1277 | return 1; |
|
|
1278 | } |
|
|
1279 | |
|
|
1280 | |
770 | |
1281 | /** |
771 | /** |
1282 | * Handles dropping things on altar. |
772 | * Handles dropping things on altar. |
1283 | * Returns true if sacrifice was accepted. |
773 | * Returns true if sacrifice was accepted. |
1284 | */ |
774 | */ |
… | |
… | |
1287 | { |
777 | { |
1288 | /* Only players can make sacrifices on spell casting altars. */ |
778 | /* Only players can make sacrifices on spell casting altars. */ |
1289 | if (altar->inv && (!originator || originator->type != PLAYER)) |
779 | if (altar->inv && (!originator || originator->type != PLAYER)) |
1290 | return 0; |
780 | return 0; |
1291 | |
781 | |
1292 | if (operate_altar (altar, &sacrifice)) |
782 | if (operate_altar (altar, &sacrifice, originator)) |
1293 | { |
783 | { |
1294 | /* Simple check. Unfortunately, it means you can't cast magic bullet |
784 | /* Simple check. Unfortunately, it means you can't cast magic bullet |
1295 | * with an altar. We call it a Potion - altars are stationary - it |
785 | * with an altar. We call it a Potion - altars are stationary - it |
1296 | * is up to map designers to use them properly. |
786 | * is up to map designers to use them properly. |
1297 | */ |
787 | */ |
1298 | if (altar->inv && altar->inv->type == SPELL) |
788 | if (altar->inv && altar->inv->type == SPELL) |
1299 | { |
789 | { |
1300 | new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); |
790 | originator->statusmsg (format ("The altar casts %s.", &altar->inv->name)); |
1301 | cast_spell (originator, altar, 0, altar->inv, NULL); |
791 | cast_spell (originator, altar, 0, altar->inv, NULL); |
1302 | /* If it is connected, push the button. Fixes some problems with |
792 | /* If it is connected, push the button. Fixes some problems with |
1303 | * old maps. |
793 | * old maps. |
1304 | */ |
794 | */ |
1305 | |
795 | |
1306 | /* push_button (altar);*/ |
796 | /* push_button (altar);*/ |
1307 | } |
797 | } |
1308 | else |
798 | else |
1309 | { |
799 | { |
1310 | altar->value = 1; /* works only once */ |
800 | altar->value = 1; /* works only once */ |
1311 | push_button (altar); |
801 | push_button (altar, originator); |
1312 | } |
802 | } |
1313 | |
803 | |
1314 | return !sacrifice; |
804 | return !sacrifice; |
1315 | } |
805 | } |
1316 | else |
806 | else |
… | |
… | |
1331 | double opinion; |
821 | double opinion; |
1332 | object *tmp, *next; |
822 | object *tmp, *next; |
1333 | |
823 | |
1334 | SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ |
824 | SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ |
1335 | |
825 | |
1336 | if (op->type != PLAYER) |
826 | bool has_unpaid = false; |
|
|
827 | |
|
|
828 | // quite inefficient to do this here twice, but the api doesn't lend itself to |
|
|
829 | // a quick and small change :( |
|
|
830 | for (object::depth_iterator item = op->begin (); item != op->end (); ++item) |
|
|
831 | if (item->flag [FLAG_UNPAID]) |
|
|
832 | { |
|
|
833 | has_unpaid = true; |
|
|
834 | break; |
|
|
835 | } |
|
|
836 | |
|
|
837 | if (!op->is_player ()) |
1337 | { |
838 | { |
1338 | /* Remove all the unpaid objects that may be carried here. |
839 | /* Remove all the unpaid objects that may be carried here. |
1339 | * This could be pets or monsters that are somehow in |
840 | * This could be pets or monsters that are somehow in |
1340 | * the shop. |
841 | * the shop. |
1341 | */ |
842 | */ |
… | |
… | |
1345 | |
846 | |
1346 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
847 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
1347 | { |
848 | { |
1348 | int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); |
849 | int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); |
1349 | |
850 | |
|
|
851 | if (i >= 0) |
1350 | tmp->remove (); |
852 | tmp->move (i); |
1351 | |
|
|
1352 | if (i == -1) |
|
|
1353 | i = 0; |
|
|
1354 | |
|
|
1355 | tmp->map = op->map; |
|
|
1356 | tmp->x = op->x + freearr_x[i]; |
|
|
1357 | tmp->y = op->y + freearr_y[i]; |
|
|
1358 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
1359 | } |
853 | } |
1360 | } |
854 | } |
1361 | |
855 | |
1362 | /* Don't teleport things like spell effects */ |
856 | /* Don't teleport things like spell effects */ |
1363 | if (QUERY_FLAG (op, FLAG_NO_PICK)) |
857 | if (QUERY_FLAG (op, FLAG_NO_PICK)) |
… | |
… | |
1366 | /* unpaid objects, or non living objects, can't transfer by |
860 | /* unpaid objects, or non living objects, can't transfer by |
1367 | * shop mats. Instead, put it on a nearby space. |
861 | * shop mats. Instead, put it on a nearby space. |
1368 | */ |
862 | */ |
1369 | if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) |
863 | if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) |
1370 | { |
864 | { |
1371 | |
|
|
1372 | /* Somebody dropped an unpaid item, just move to an adjacent place. */ |
865 | /* Somebody dropped an unpaid item, just move to an adjacent place. */ |
1373 | int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
866 | int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
1374 | |
867 | |
1375 | if (i != -1) |
868 | if (i != -1) |
1376 | rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); |
869 | rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); |
1377 | |
870 | |
1378 | return 0; |
871 | return 0; |
1379 | } |
872 | } |
|
|
873 | |
1380 | /* Removed code that checked for multipart objects - it appears that |
874 | /* Removed code that checked for multipart objects - it appears that |
1381 | * the teleport function should be able to handle this just fine. |
875 | * the teleport function should be able to handle this just fine. |
1382 | */ |
876 | */ |
1383 | rv = teleport (shop_mat, SHOP_MAT, op); |
877 | rv = teleport (shop_mat, SHOP_MAT, op); |
1384 | } |
878 | } |
1385 | else if (can_pay (op) && get_payment (op)) |
879 | else if (can_pay (op) && get_payment (op)) |
1386 | { |
880 | { |
1387 | /* this is only used for players */ |
881 | /* this is only used for players */ |
1388 | rv = teleport (shop_mat, SHOP_MAT, op); |
882 | rv = teleport (shop_mat, SHOP_MAT, op); |
1389 | |
883 | |
|
|
884 | if (has_unpaid) |
|
|
885 | op->contr->play_sound (sound_find ("shop_buy")); |
|
|
886 | else if (op->is_in_shop ()) |
|
|
887 | op->contr->play_sound (sound_find ("shop_enter")); |
|
|
888 | else |
|
|
889 | op->contr->play_sound (sound_find ("shop_leave")); |
|
|
890 | |
1390 | if (shop_mat->msg) |
891 | if (shop_mat->msg) |
1391 | new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); |
892 | op->statusmsg (shop_mat->msg); |
1392 | /* This check below is a bit simplistic - generally it should be correct, |
893 | /* This check below is a bit simplistic - generally it should be correct, |
1393 | * but there is never a guarantee that the bottom space on the map is |
894 | * but there is never a guarantee that the bottom space on the map is |
1394 | * actually the shop floor. |
895 | * actually the shop floor. |
1395 | */ |
896 | */ |
1396 | else if (!rv && !is_in_shop (op)) |
897 | else if (!rv && !op->is_in_shop ()) |
1397 | { |
898 | { |
1398 | opinion = shopkeeper_approval (op->map, op); |
899 | opinion = shopkeeper_approval (op->map, op); |
1399 | |
900 | |
1400 | if (opinion > 0.9) |
901 | op->statusmsg ( |
1401 | new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); |
902 | opinion >= 0.90 ? "The shopkeeper gives you a friendly wave." |
1402 | else if (opinion > 0.75) |
903 | : opinion >= 0.75 ? "The shopkeeper waves to you." |
1403 | new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); |
904 | : opinion >= 0.50 ? "The shopkeeper ignores you." |
1404 | else if (opinion > 0.5) |
905 | : "The shopkeeper glares at you with contempt." |
1405 | new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you."); |
|
|
1406 | else |
906 | ); |
1407 | new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt."); |
|
|
1408 | } |
907 | } |
1409 | } |
908 | } |
1410 | else |
909 | else |
1411 | { |
910 | { |
1412 | /* if we get here, a player tried to leave a shop but was not able |
911 | /* if we get here, a player tried to leave a shop but was not able |
1413 | * to afford the items he has. We try to move the player so that |
912 | * to afford the items he has. We try to move the player so that |
1414 | * they are not on the mat anymore |
913 | * they are not on the mat anymore |
1415 | */ |
914 | */ |
1416 | int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
915 | int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
1417 | |
916 | |
1418 | if (i == -1) |
917 | if (i == -1) |
1419 | { |
|
|
1420 | LOG (llevError, "Internal shop-mat problem.\n"); |
918 | LOG (llevError, "Internal shop-mat problem.\n"); |
1421 | } |
|
|
1422 | else |
919 | else |
1423 | { |
920 | { |
1424 | op->remove (); |
921 | op->remove (); |
1425 | op->x += freearr_x[i]; |
922 | op->x += freearr_x[i]; |
1426 | op->y += freearr_y[i]; |
923 | op->y += freearr_y[i]; |
… | |
… | |
1436 | * Handles applying a sign. |
933 | * Handles applying a sign. |
1437 | */ |
934 | */ |
1438 | static void |
935 | static void |
1439 | apply_sign (object *op, object *sign, int autoapply) |
936 | apply_sign (object *op, object *sign, int autoapply) |
1440 | { |
937 | { |
1441 | readable_message_type *msgType; |
938 | if (!op->is_player()) |
1442 | char newbuf[HUGE_BUF]; |
939 | return; |
1443 | |
940 | |
1444 | if (sign->msg == NULL) |
941 | if (sign->has_dialogue ()) |
1445 | { |
942 | { |
1446 | new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); |
943 | op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name)); |
1447 | return; |
944 | return; |
1448 | } |
945 | } |
1449 | |
946 | |
|
|
947 | if (!sign->msg) |
|
|
948 | { |
|
|
949 | op->contr->infobox (MSG_CHANNEL ("examine"), |
|
|
950 | format ("T<%s>\n\n Nothing %sis written on it.", |
|
|
951 | &sign->name, |
|
|
952 | sign->name == sign->arch->name ? "" : "else ")); |
|
|
953 | return; |
|
|
954 | } |
|
|
955 | |
1450 | if (sign->stats.food) |
956 | if (sign->stats.food) |
1451 | { |
957 | { |
1452 | if (sign->last_eat >= sign->stats.food) |
958 | if (sign->last_eat >= sign->stats.food) |
1453 | { |
959 | { |
1454 | if (!sign->move_on) |
960 | if (!sign->move_on) |
1455 | new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); |
961 | op->failmsg ("You cannot read it anymore."); |
|
|
962 | |
1456 | return; |
963 | return; |
1457 | } |
964 | } |
1458 | |
965 | |
1459 | if (!QUERY_FLAG (op, FLAG_WIZPASS)) |
966 | if (!QUERY_FLAG (op, FLAG_WIZPASS)) |
1460 | sign->last_eat++; |
967 | sign->last_eat++; |
… | |
… | |
1465 | * move_on is zero, it needs to be manually applied (doesn't talk |
972 | * move_on is zero, it needs to be manually applied (doesn't talk |
1466 | * to us). |
973 | * to us). |
1467 | */ |
974 | */ |
1468 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) |
975 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) |
1469 | { |
976 | { |
1470 | new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); |
977 | op->failmsg ("You are unable to read while blind!"); |
1471 | return; |
978 | return; |
1472 | } |
979 | } |
1473 | msgType = get_readable_message_type (sign); |
|
|
1474 | snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); |
|
|
1475 | draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); |
|
|
1476 | } |
|
|
1477 | |
980 | |
1478 | /** |
981 | if (op->contr) |
1479 | * 'victim' moves onto 'trap' |
982 | if (client *ns = op->contr->ns) |
1480 | * 'victim' leaves 'trap' |
983 | { |
1481 | * effect is determined by move_on/move_off of trap and move_type of victime. |
984 | if (sign->sound) |
1482 | * |
985 | ns->play_sound (sign->sound); |
1483 | * originator: Player, monster or other object that caused 'victim' to move |
986 | else if (autoapply) |
1484 | * onto 'trap'. Will receive messages caused by this action. May be NULL. |
987 | ns->play_sound (sound_find ("msg_voice")); |
1485 | * However, some types of traps require an originator to function. |
988 | |
1486 | */ |
989 | op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg)); |
1487 | void |
990 | } |
|
|
991 | } |
|
|
992 | |
|
|
993 | static void |
1488 | move_apply (object *trap, object *victim, object *originator) |
994 | move_apply_hole (object *trap, object *victim) |
1489 | { |
995 | { |
1490 | static int recursion_depth = 0; |
996 | /* Hole not open? */ |
1491 | |
997 | if (trap->stats.wc > 0) |
1492 | /* Only exits affect DMs. */ |
|
|
1493 | if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) |
|
|
1494 | return; |
998 | return; |
1495 | |
999 | |
1496 | /* move_apply() is the most likely candidate for causing unwanted and |
1000 | /* Is this a multipart monster and not the head? If so, return. |
1497 | * possibly unlimited recursion. |
1001 | * Processing will happen if the head runs into the pit |
1498 | */ |
1002 | */ |
1499 | /* The following was changed because it was causing perfeclty correct |
1003 | if (victim->head) |
1500 | * maps to fail. 1) it's not an error to recurse: |
|
|
1501 | * rune detonates, summoning monster. monster lands on nearby rune. |
|
|
1502 | * nearby rune detonates. This sort of recursion is expected and |
|
|
1503 | * proper. This code was causing needless crashes. |
|
|
1504 | */ |
|
|
1505 | if (recursion_depth >= 500) |
|
|
1506 | { |
|
|
1507 | LOG (llevDebug, "WARNING: move_apply(): aborting recursion " |
|
|
1508 | "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); |
|
|
1509 | return; |
1004 | return; |
1510 | } |
|
|
1511 | recursion_depth++; |
|
|
1512 | if (trap->head) |
|
|
1513 | trap = trap->head; |
|
|
1514 | |
1005 | |
1515 | if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) |
1006 | // now find all possible locations and randomly pick one |
1516 | goto leave; |
1007 | int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0, |
|
|
1008 | trap->range >= 3 ? SIZEOFFREE3 + 1 |
|
|
1009 | : trap->range >= 2 ? SIZEOFFREE2 + 1 |
|
|
1010 | : trap->range >= 1 ? SIZEOFFREE1 + 1 |
|
|
1011 | : SIZEOFFREE0 + 1); |
1517 | |
1012 | |
1518 | switch (trap->type) |
1013 | if (dir < 0) |
1519 | { |
|
|
1520 | case PLAYERMOVER: |
|
|
1521 | if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) |
|
|
1522 | { |
|
|
1523 | if (!trap->stats.maxsp) |
|
|
1524 | trap->stats.maxsp = 2; |
|
|
1525 | |
|
|
1526 | /* Is this correct? From the docs, it doesn't look like it |
|
|
1527 | * should be divided by trap->speed |
|
|
1528 | */ |
|
|
1529 | victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); |
|
|
1530 | |
|
|
1531 | /* Just put in some sanity check. I think there is a bug in the |
|
|
1532 | * above with some objects have zero speed, and thus the player |
|
|
1533 | * getting permanently paralyzed. |
|
|
1534 | */ |
|
|
1535 | if (victim->speed_left < -50.0) |
|
|
1536 | victim->speed_left = -50.0; |
|
|
1537 | /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ |
|
|
1538 | } |
|
|
1539 | goto leave; |
|
|
1540 | |
|
|
1541 | case SPINNER: |
|
|
1542 | if (victim->direction) |
|
|
1543 | { |
|
|
1544 | victim->direction = absdir (victim->direction - trap->stats.sp); |
|
|
1545 | update_turn_face (victim); |
|
|
1546 | } |
|
|
1547 | goto leave; |
|
|
1548 | |
|
|
1549 | case DIRECTOR: |
|
|
1550 | if (victim->direction && !should_director_abort (trap, victim)) |
|
|
1551 | { |
|
|
1552 | victim->direction = trap->stats.sp; |
|
|
1553 | update_turn_face (victim); |
|
|
1554 | } |
|
|
1555 | goto leave; |
|
|
1556 | |
|
|
1557 | case BUTTON: |
|
|
1558 | case PEDESTAL: |
|
|
1559 | update_button (trap); |
|
|
1560 | goto leave; |
|
|
1561 | |
|
|
1562 | case ALTAR: |
|
|
1563 | /* sacrifice victim on trap */ |
|
|
1564 | apply_altar (trap, victim, originator); |
|
|
1565 | goto leave; |
|
|
1566 | |
|
|
1567 | case THROWN_OBJ: |
|
|
1568 | if (trap->inv == NULL) |
|
|
1569 | goto leave; |
|
|
1570 | /* fallthrough */ |
|
|
1571 | |
|
|
1572 | case ARROW: |
|
|
1573 | /* bad bug: monster throw a object, make a step forwards, step on object , |
|
|
1574 | * trigger this here and get hit by own missile - and will be own enemy. |
|
|
1575 | * Victim then is his own enemy and will start to kill herself (this is |
|
|
1576 | * removed) but we have not synced victim and his missile. To avoid senseless |
|
|
1577 | * action, we avoid hits here |
|
|
1578 | */ |
|
|
1579 | if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) |
|
|
1580 | hit_with_arrow (trap, victim); |
|
|
1581 | goto leave; |
|
|
1582 | |
|
|
1583 | case SPELL_EFFECT: |
|
|
1584 | apply_spell_effect (trap, victim); |
|
|
1585 | goto leave; |
|
|
1586 | |
|
|
1587 | case TRAPDOOR: |
|
|
1588 | { |
|
|
1589 | int max, sound_was_played; |
|
|
1590 | object *ab, *ab_next; |
|
|
1591 | |
|
|
1592 | if (!trap->value) |
|
|
1593 | { |
|
|
1594 | int tot; |
|
|
1595 | |
|
|
1596 | for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above) |
|
|
1597 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
1598 | tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; |
|
|
1599 | |
|
|
1600 | if (!(trap->value = (tot > trap->weight) ? 1 : 0)) |
|
|
1601 | goto leave; |
|
|
1602 | |
|
|
1603 | SET_ANIMATION (trap, trap->value); |
|
|
1604 | update_object (trap, UP_OBJ_FACE); |
|
|
1605 | } |
|
|
1606 | |
|
|
1607 | for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) |
|
|
1608 | { |
|
|
1609 | /* need to set this up, since if we do transfer the object, |
|
|
1610 | * ab->above would be bogus |
|
|
1611 | */ |
|
|
1612 | ab_next = ab->above; |
|
|
1613 | |
|
|
1614 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
1615 | { |
|
|
1616 | if (!sound_was_played) |
|
|
1617 | { |
|
|
1618 | play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); |
|
|
1619 | sound_was_played = 1; |
|
|
1620 | } |
|
|
1621 | new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); |
|
|
1622 | transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); |
|
|
1623 | } |
|
|
1624 | } |
|
|
1625 | goto leave; |
|
|
1626 | } |
|
|
1627 | |
|
|
1628 | |
|
|
1629 | case CONVERTER: |
|
|
1630 | if (convert_item (victim, trap) < 0) |
|
|
1631 | { |
|
|
1632 | object *op; |
|
|
1633 | |
|
|
1634 | new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); |
|
|
1635 | |
|
|
1636 | op = get_archetype ("burnout"); |
|
|
1637 | if (op != NULL) |
|
|
1638 | { |
|
|
1639 | op->x = trap->x; |
|
|
1640 | op->y = trap->y; |
|
|
1641 | insert_ob_in_map (op, trap->map, trap, 0); |
|
|
1642 | } |
|
|
1643 | } |
|
|
1644 | goto leave; |
|
|
1645 | |
|
|
1646 | case TRIGGER_BUTTON: |
|
|
1647 | case TRIGGER_PEDESTAL: |
|
|
1648 | case TRIGGER_ALTAR: |
|
|
1649 | check_trigger (trap, victim); |
|
|
1650 | goto leave; |
|
|
1651 | |
|
|
1652 | case DEEP_SWAMP: |
|
|
1653 | walk_on_deep_swamp (trap, victim); |
|
|
1654 | goto leave; |
|
|
1655 | |
|
|
1656 | case CHECK_INV: |
|
|
1657 | check_inv (victim, trap); |
|
|
1658 | goto leave; |
|
|
1659 | |
|
|
1660 | case HOLE: |
|
|
1661 | /* Hole not open? */ |
|
|
1662 | if (trap->stats.wc > 0) |
|
|
1663 | goto leave; |
|
|
1664 | |
|
|
1665 | /* Is this a multipart monster and not the head? If so, return. |
|
|
1666 | * Processing will happen if the head runs into the pit |
|
|
1667 | */ |
|
|
1668 | if (victim->head) |
|
|
1669 | goto leave; |
|
|
1670 | |
|
|
1671 | play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); |
|
|
1672 | new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); |
|
|
1673 | transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); |
|
|
1674 | goto leave; |
|
|
1675 | |
|
|
1676 | case EXIT: |
|
|
1677 | if (victim->type == PLAYER && EXIT_PATH (trap)) |
|
|
1678 | { |
|
|
1679 | /* Basically, don't show exits leading to random maps the |
|
|
1680 | * players output. |
|
|
1681 | */ |
|
|
1682 | if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) |
|
|
1683 | new_draw_info (NDI_NAVY, 0, victim, trap->msg); |
|
|
1684 | enter_exit (victim, trap); |
|
|
1685 | } |
|
|
1686 | goto leave; |
|
|
1687 | |
|
|
1688 | case ENCOUNTER: |
|
|
1689 | /* may be some leftovers on this */ |
|
|
1690 | goto leave; |
|
|
1691 | |
|
|
1692 | case SHOP_MAT: |
|
|
1693 | apply_shop_mat (trap, victim); |
|
|
1694 | goto leave; |
|
|
1695 | |
|
|
1696 | /* Drop a certain amount of gold, and have one item identified */ |
|
|
1697 | case IDENTIFY_ALTAR: |
|
|
1698 | apply_id_altar (victim, trap, originator); |
|
|
1699 | goto leave; |
|
|
1700 | |
|
|
1701 | case SIGN: |
|
|
1702 | if (victim->type != PLAYER && trap->stats.food > 0) |
|
|
1703 | goto leave; /* monsters musn't apply magic_mouths with counters */ |
|
|
1704 | |
|
|
1705 | apply_sign (victim, trap, 1); |
|
|
1706 | goto leave; |
|
|
1707 | |
|
|
1708 | case CONTAINER: |
|
|
1709 | if (victim->type == PLAYER) |
|
|
1710 | (void) esrv_apply_container (victim, trap); |
|
|
1711 | else |
|
|
1712 | (void) apply_container (victim, trap); |
|
|
1713 | goto leave; |
|
|
1714 | |
|
|
1715 | case RUNE: |
|
|
1716 | case TRAP: |
|
|
1717 | if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) |
|
|
1718 | { |
|
|
1719 | spring_trap (trap, victim); |
|
|
1720 | } |
|
|
1721 | goto leave; |
|
|
1722 | |
|
|
1723 | default: |
|
|
1724 | LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " |
|
|
1725 | "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); |
|
|
1726 | goto leave; |
|
|
1727 | } |
|
|
1728 | |
|
|
1729 | leave: |
|
|
1730 | recursion_depth--; |
|
|
1731 | } |
|
|
1732 | |
|
|
1733 | /** |
|
|
1734 | * Handles reading a regular (ie not containing a spell) book. |
|
|
1735 | */ |
|
|
1736 | static void |
|
|
1737 | apply_book (object *op, object *tmp) |
|
|
1738 | { |
|
|
1739 | int lev_diff; |
|
|
1740 | object *skill_ob; |
|
|
1741 | |
|
|
1742 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1743 | { |
|
|
1744 | new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); |
|
|
1745 | return; |
1014 | return; |
1746 | } |
|
|
1747 | if (tmp->msg == NULL) |
|
|
1748 | { |
|
|
1749 | new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); |
|
|
1750 | return; |
|
|
1751 | } |
|
|
1752 | |
1015 | |
1753 | /* need a literacy skill to read stuff! */ |
1016 | victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
1754 | skill_ob = find_skill_by_name (op, tmp->skill); |
1017 | victim->statusmsg ("You fall through the hole!", NDI_RED); |
1755 | if (!skill_ob) |
|
|
1756 | { |
|
|
1757 | new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); |
|
|
1758 | return; |
|
|
1759 | } |
|
|
1760 | lev_diff = tmp->level - (skill_ob->level + 5); |
|
|
1761 | if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) |
|
|
1762 | { |
|
|
1763 | if (lev_diff < 2) |
|
|
1764 | new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); |
|
|
1765 | else if (lev_diff < 3) |
|
|
1766 | new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); |
|
|
1767 | else if (lev_diff < 5) |
|
|
1768 | new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); |
|
|
1769 | else if (lev_diff < 8) |
|
|
1770 | new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension."); |
|
|
1771 | else if (lev_diff < 15) |
|
|
1772 | new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension."); |
|
|
1773 | else |
|
|
1774 | new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension."); |
|
|
1775 | return; |
|
|
1776 | } |
|
|
1777 | |
1018 | |
1778 | readable_message_type *msgType = get_readable_message_type (tmp); |
1019 | transfer_ob (victim, |
1779 | |
1020 | EXIT_X (trap) + freearr_x[dir], |
1780 | draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, |
1021 | EXIT_Y (trap) + freearr_y[dir], |
1781 | msgType->message_type, msgType->message_subtype, |
1022 | 0, victim); |
1782 | "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); |
|
|
1783 | |
|
|
1784 | /* gain xp from reading */ |
|
|
1785 | if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) |
|
|
1786 | { /* only if not read before */ |
|
|
1787 | int exp_gain = calc_skill_exp (op, tmp, skill_ob); |
|
|
1788 | |
|
|
1789 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
1790 | { |
|
|
1791 | /*exp_gain *= 2; because they just identified it too */ |
|
|
1792 | SET_FLAG (tmp, FLAG_IDENTIFIED); |
|
|
1793 | |
|
|
1794 | /* If in a container, update how it looks */ |
|
|
1795 | if (tmp->env) |
|
|
1796 | esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); |
|
|
1797 | else |
|
|
1798 | op->contr->ns->floorbox_update (); |
|
|
1799 | } |
|
|
1800 | |
|
|
1801 | change_exp (op, exp_gain, skill_ob->skill, 0); |
|
|
1802 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ |
|
|
1803 | } |
|
|
1804 | } |
|
|
1805 | |
|
|
1806 | /** |
|
|
1807 | * Handles the applying of a skill scroll, calling learn_skill straight. |
|
|
1808 | * op is the person learning the skill, tmp is the skill scroll object |
|
|
1809 | */ |
|
|
1810 | static void |
|
|
1811 | apply_skillscroll (object *op, object *tmp) |
|
|
1812 | { |
|
|
1813 | switch ((int) learn_skill (op, tmp)) |
|
|
1814 | { |
|
|
1815 | case 0: |
|
|
1816 | new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); |
|
|
1817 | new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); |
|
|
1818 | return; |
|
|
1819 | |
|
|
1820 | case 1: |
|
|
1821 | new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill); |
|
|
1822 | decrease_ob (tmp); |
|
|
1823 | return; |
|
|
1824 | |
|
|
1825 | default: |
|
|
1826 | new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp)); |
|
|
1827 | decrease_ob (tmp); |
|
|
1828 | return; |
|
|
1829 | } |
|
|
1830 | } |
|
|
1831 | |
|
|
1832 | /** |
|
|
1833 | * Actually makes op learn spell. |
|
|
1834 | * Informs player of what happens. |
|
|
1835 | */ |
|
|
1836 | void |
|
|
1837 | do_learn_spell (object *op, object *spell, int special_prayer) |
|
|
1838 | { |
|
|
1839 | object *tmp; |
|
|
1840 | |
|
|
1841 | if (op->type != PLAYER) |
|
|
1842 | { |
|
|
1843 | LOG (llevError, "BUG: do_learn_spell(): not a player\n"); |
|
|
1844 | return; |
|
|
1845 | } |
|
|
1846 | |
|
|
1847 | /* Upgrade special prayers to normal prayers */ |
|
|
1848 | if ((tmp = check_spell_known (op, spell->name)) != NULL) |
|
|
1849 | { |
|
|
1850 | if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
|
|
1851 | { |
|
|
1852 | LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); |
|
|
1853 | return; |
|
|
1854 | } |
|
|
1855 | return; |
|
|
1856 | } |
|
|
1857 | |
|
|
1858 | play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); |
|
|
1859 | tmp = spell->clone (); |
|
|
1860 | insert_ob_in_ob (tmp, op); |
|
|
1861 | |
|
|
1862 | if (special_prayer) |
|
|
1863 | SET_FLAG (tmp, FLAG_STARTEQUIP); |
|
|
1864 | |
|
|
1865 | esrv_add_spells (op->contr, tmp); |
|
|
1866 | } |
|
|
1867 | |
|
|
1868 | /** |
|
|
1869 | * Erases spell from player's inventory. |
|
|
1870 | */ |
|
|
1871 | void |
|
|
1872 | do_forget_spell (object *op, const char *spell) |
|
|
1873 | { |
|
|
1874 | object *spob; |
|
|
1875 | |
|
|
1876 | if (op->type != PLAYER) |
|
|
1877 | { |
|
|
1878 | LOG (llevError, "BUG: do_forget_spell(): not a player\n"); |
|
|
1879 | return; |
|
|
1880 | } |
|
|
1881 | if ((spob = check_spell_known (op, spell)) == NULL) |
|
|
1882 | { |
|
|
1883 | LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); |
|
|
1884 | return; |
|
|
1885 | } |
|
|
1886 | |
|
|
1887 | new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); |
|
|
1888 | player_unready_range_ob (op->contr, spob); |
|
|
1889 | esrv_remove_spell (op->contr, spob); |
|
|
1890 | spob->destroy (); |
|
|
1891 | } |
|
|
1892 | |
|
|
1893 | /** |
|
|
1894 | * Handles player applying a spellbook. |
|
|
1895 | * Checks whether player has knowledge of required skill, doesn't already know the spell, |
|
|
1896 | * stuff like that. Random learning failure too. |
|
|
1897 | */ |
|
|
1898 | static void |
|
|
1899 | apply_spellbook (object *op, object *tmp) |
|
|
1900 | { |
|
|
1901 | object *skop, *spell, *spell_skill; |
|
|
1902 | |
|
|
1903 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1904 | { |
|
|
1905 | new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); |
|
|
1906 | return; |
|
|
1907 | } |
|
|
1908 | |
|
|
1909 | /* artifact_spellbooks have 'slaying' field point to a spell name, |
|
|
1910 | * instead of having their spell stored in stats.sp. These are |
|
|
1911 | * legacy spellbooks |
|
|
1912 | */ |
|
|
1913 | |
|
|
1914 | if (tmp->slaying != NULL) |
|
|
1915 | { |
|
|
1916 | spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); |
|
|
1917 | if (!spell) |
|
|
1918 | { |
|
|
1919 | new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); |
|
|
1920 | return; |
|
|
1921 | } |
|
|
1922 | else |
|
|
1923 | insert_ob_in_ob (spell, tmp); |
|
|
1924 | tmp->slaying = NULL; |
|
|
1925 | } |
|
|
1926 | |
|
|
1927 | skop = find_skill_by_name (op, tmp->skill); |
|
|
1928 | |
|
|
1929 | /* need a literacy skill to learn spells. Also, having a literacy level |
|
|
1930 | * lower than the spell will make learning the spell more difficult */ |
|
|
1931 | if (!skop) |
|
|
1932 | { |
|
|
1933 | new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); |
|
|
1934 | return; |
|
|
1935 | } |
|
|
1936 | |
|
|
1937 | spell = tmp->inv; |
|
|
1938 | |
|
|
1939 | if (!spell) |
|
|
1940 | { |
|
|
1941 | LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); |
|
|
1942 | new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); |
|
|
1943 | return; |
|
|
1944 | } |
|
|
1945 | |
|
|
1946 | if (skop->level < int (sqrtf (spell->level) * 1.5f)) |
|
|
1947 | { |
|
|
1948 | new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols."); |
|
|
1949 | return; |
|
|
1950 | } |
|
|
1951 | |
|
|
1952 | new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); |
|
|
1953 | |
|
|
1954 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
1955 | { |
|
|
1956 | identify (tmp); |
|
|
1957 | |
|
|
1958 | if (tmp->env) |
|
|
1959 | esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); |
|
|
1960 | else |
|
|
1961 | op->contr->ns->floorbox_update (); |
|
|
1962 | } |
|
|
1963 | |
|
|
1964 | /* I removed the check for special_prayer_mark here - it didn't make |
|
|
1965 | * a lot of sense - special prayers are not found in spellbooks, and |
|
|
1966 | * if the player doesn't know the spell, doesn't make a lot of sense that |
|
|
1967 | * they would have a special prayer mark. |
|
|
1968 | */ |
|
|
1969 | if (check_spell_known (op, spell->name)) |
|
|
1970 | { |
|
|
1971 | new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); |
|
|
1972 | return; |
|
|
1973 | } |
|
|
1974 | |
|
|
1975 | if (spell->skill) |
|
|
1976 | { |
|
|
1977 | spell_skill = find_skill_by_name (op, spell->skill); |
|
|
1978 | |
|
|
1979 | if (!spell_skill) |
|
|
1980 | { |
|
|
1981 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); |
|
|
1982 | return; |
|
|
1983 | } |
|
|
1984 | |
|
|
1985 | if (spell_skill->level < spell->level) |
|
|
1986 | { |
|
|
1987 | new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); |
|
|
1988 | return; |
|
|
1989 | } |
|
|
1990 | } |
|
|
1991 | |
|
|
1992 | /* Logic as follows |
|
|
1993 | * |
|
|
1994 | * 1- MU spells use Int to learn, Cleric spells use Wisdom |
|
|
1995 | * |
|
|
1996 | * 2- The learner's skill level in literacy adjusts the chance to learn |
|
|
1997 | * a spell. |
|
|
1998 | * |
|
|
1999 | * 3 -Automatically fail to learn if you read while confused |
|
|
2000 | * |
|
|
2001 | * Overall, chances are the same but a player will find having a high |
|
|
2002 | * literacy rate very useful! -b.t. |
|
|
2003 | */ |
|
|
2004 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
|
|
2005 | { |
|
|
2006 | new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); |
|
|
2007 | scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); |
|
|
2008 | } |
|
|
2009 | else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || |
|
|
2010 | (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) |
|
|
2011 | { |
|
|
2012 | |
|
|
2013 | new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!"); |
|
|
2014 | do_learn_spell (op, spell, 0); |
|
|
2015 | |
|
|
2016 | /* xp gain to literacy for spell learning */ |
|
|
2017 | if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
|
|
2018 | change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); |
|
|
2019 | } |
|
|
2020 | else |
|
|
2021 | { |
|
|
2022 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
|
|
2023 | new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); |
|
|
2024 | } |
|
|
2025 | decrease_ob (tmp); |
|
|
2026 | } |
|
|
2027 | |
|
|
2028 | /** |
|
|
2029 | * Handles applying a spell scroll. |
|
|
2030 | */ |
|
|
2031 | void |
|
|
2032 | apply_scroll (object *op, object *tmp, int dir) |
|
|
2033 | { |
|
|
2034 | object *skop; |
|
|
2035 | |
|
|
2036 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2037 | { |
|
|
2038 | new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); |
|
|
2039 | return; |
|
|
2040 | } |
|
|
2041 | |
|
|
2042 | if (!tmp->inv || tmp->inv->type != SPELL) |
|
|
2043 | { |
|
|
2044 | new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); |
|
|
2045 | return; |
|
|
2046 | } |
|
|
2047 | |
|
|
2048 | if (op->type == PLAYER) |
|
|
2049 | { |
|
|
2050 | /* players need a literacy skill to read stuff! */ |
|
|
2051 | int exp_gain = 0; |
|
|
2052 | |
|
|
2053 | /* hard code literacy - tmp->skill points to where the exp |
|
|
2054 | * should go for anything killed by the spell. |
|
|
2055 | */ |
|
|
2056 | skop = find_skill_by_name (op, skill_names[SK_LITERACY]); |
|
|
2057 | |
|
|
2058 | if (!skop) |
|
|
2059 | { |
|
|
2060 | new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); |
|
|
2061 | return; |
|
|
2062 | } |
|
|
2063 | |
|
|
2064 | if ((exp_gain = calc_skill_exp (op, tmp, skop))) |
|
|
2065 | change_exp (op, exp_gain, skop->skill, 0); |
|
|
2066 | } |
|
|
2067 | |
|
|
2068 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
2069 | identify (tmp); |
|
|
2070 | |
|
|
2071 | new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); |
|
|
2072 | |
|
|
2073 | |
|
|
2074 | cast_spell (op, tmp, dir, tmp->inv, NULL); |
|
|
2075 | decrease_ob (tmp); |
|
|
2076 | } |
|
|
2077 | |
|
|
2078 | /** |
|
|
2079 | * Applies a treasure object - by default, chest. op |
|
|
2080 | * is the person doing the applying, tmp is the treasure |
|
|
2081 | * chest. |
|
|
2082 | */ |
|
|
2083 | static void |
|
|
2084 | apply_treasure (object *op, object *tmp) |
|
|
2085 | { |
|
|
2086 | object *treas; |
|
|
2087 | |
|
|
2088 | |
|
|
2089 | /* Nice side effect of new treasure creation method is that the treasure |
|
|
2090 | * for the chest is done when the chest is created, and put into the chest |
|
|
2091 | * inventory. So that when the chest burns up, the items still exist. Also |
|
|
2092 | * prevents people fromt moving chests to more difficult maps to get better |
|
|
2093 | * treasure |
|
|
2094 | */ |
|
|
2095 | |
|
|
2096 | treas = tmp->inv; |
|
|
2097 | if (treas == NULL) |
|
|
2098 | { |
|
|
2099 | new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); |
|
|
2100 | decrease_ob (tmp); |
|
|
2101 | return; |
|
|
2102 | } |
|
|
2103 | while (tmp->inv) |
|
|
2104 | { |
|
|
2105 | treas = tmp->inv; |
|
|
2106 | |
|
|
2107 | treas->remove (); |
|
|
2108 | new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas)); |
|
|
2109 | |
|
|
2110 | treas->x = op->x; |
|
|
2111 | treas->y = op->y; |
|
|
2112 | treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); |
|
|
2113 | |
|
|
2114 | if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
2115 | spring_trap (treas, op); |
|
|
2116 | |
|
|
2117 | /* If either player or container was destroyed, no need to do |
|
|
2118 | * further processing. I think this should be enclused with |
|
|
2119 | * spring trap above, as I don't think there is otherwise |
|
|
2120 | * any way for the treasure chest or player to get killed |
|
|
2121 | */ |
|
|
2122 | if (op->destroyed () || tmp->destroyed ()) |
|
|
2123 | break; |
|
|
2124 | } |
|
|
2125 | |
|
|
2126 | if (!tmp->destroyed () && tmp->inv == NULL) |
|
|
2127 | decrease_ob (tmp); |
|
|
2128 | |
|
|
2129 | } |
|
|
2130 | |
|
|
2131 | /** |
|
|
2132 | * op eats food. |
|
|
2133 | * If player, takes care of messages and dragon special food. |
|
|
2134 | */ |
|
|
2135 | static void |
|
|
2136 | apply_food (object *op, object *tmp) |
|
|
2137 | { |
|
|
2138 | int capacity_remaining; |
|
|
2139 | |
|
|
2140 | if (op->type != PLAYER) |
|
|
2141 | op->stats.hp = op->stats.maxhp; |
|
|
2142 | else |
|
|
2143 | { |
|
|
2144 | /* check if this is a dragon (player), eating some flesh */ |
|
|
2145 | if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp)) |
|
|
2146 | ; |
|
|
2147 | else |
|
|
2148 | { |
|
|
2149 | /* usual case - no dragon meal: */ |
|
|
2150 | if (op->stats.food + tmp->stats.food > 999) |
|
|
2151 | { |
|
|
2152 | if (tmp->type == FOOD || tmp->type == FLESH) |
|
|
2153 | new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); |
|
|
2154 | else |
|
|
2155 | new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); |
|
|
2156 | } |
|
|
2157 | |
|
|
2158 | if (!QUERY_FLAG (tmp, FLAG_CURSED)) |
|
|
2159 | { |
|
|
2160 | char buf[MAX_BUF]; |
|
|
2161 | |
|
|
2162 | if (!is_dragon_pl (op)) |
|
|
2163 | { |
|
|
2164 | /* eating message for normal players */ |
|
|
2165 | if (tmp->type == DRINK) |
|
|
2166 | sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); |
|
|
2167 | else |
|
|
2168 | sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); |
|
|
2169 | } |
|
|
2170 | else |
|
|
2171 | { |
|
|
2172 | /* eating message for dragon players */ |
|
|
2173 | sprintf (buf, "The %s tasted terrible!", &tmp->name); |
|
|
2174 | } |
|
|
2175 | |
|
|
2176 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
2177 | capacity_remaining = 999 - op->stats.food; |
|
|
2178 | op->stats.food += tmp->stats.food; |
|
|
2179 | if (capacity_remaining < tmp->stats.food) |
|
|
2180 | op->stats.hp += capacity_remaining / 50; |
|
|
2181 | else |
|
|
2182 | op->stats.hp += tmp->stats.food / 50; |
|
|
2183 | if (op->stats.hp > op->stats.maxhp) |
|
|
2184 | op->stats.hp = op->stats.maxhp; |
|
|
2185 | if (op->stats.food > 999) |
|
|
2186 | op->stats.food = 999; |
|
|
2187 | } |
|
|
2188 | |
|
|
2189 | /* special food hack -b.t. */ |
|
|
2190 | if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) |
|
|
2191 | eat_special_food (op, tmp); |
|
|
2192 | } |
|
|
2193 | } |
|
|
2194 | handle_apply_yield (tmp); |
|
|
2195 | decrease_ob (tmp); |
|
|
2196 | } |
|
|
2197 | |
|
|
2198 | /** |
|
|
2199 | * A dragon is eating some flesh. If the flesh contains resistances, |
|
|
2200 | * there is a chance for the dragon's skin to get improved. |
|
|
2201 | * |
|
|
2202 | * attributes: |
|
|
2203 | * object *op the object (dragon player) eating the flesh |
|
|
2204 | * object *meal the flesh item, getting chewed in dragon's mouth |
|
|
2205 | * return: |
|
|
2206 | * int 1 if eating successful, 0 if it doesn't work |
|
|
2207 | */ |
|
|
2208 | int |
|
|
2209 | dragon_eat_flesh (object *op, object *meal) |
|
|
2210 | { |
|
|
2211 | object *skin = NULL; /* pointer to dragon skin force */ |
|
|
2212 | object *abil = NULL; /* pointer to dragon ability force */ |
|
|
2213 | object *tmp = NULL; /* tmp. object */ |
|
|
2214 | |
|
|
2215 | char buf[MAX_BUF]; /* tmp. string buffer */ |
|
|
2216 | double chance; /* improvement-chance of one resistance type */ |
|
|
2217 | double totalchance = 1; /* total chance of gaining one resistance */ |
|
|
2218 | double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ |
|
|
2219 | double mbonus = 0; /* monster bonus */ |
|
|
2220 | int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ |
|
|
2221 | int winners = 0; /* number of winners */ |
|
|
2222 | int i; /* index */ |
|
|
2223 | |
|
|
2224 | /* let's make sure and doublecheck the parameters */ |
|
|
2225 | if (meal->type != FLESH || !is_dragon_pl (op)) |
|
|
2226 | return 0; |
|
|
2227 | |
|
|
2228 | /* now grab the 'dragon_skin'- and 'dragon_ability'-forces |
|
|
2229 | from the player's inventory */ |
|
|
2230 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
|
|
2231 | { |
|
|
2232 | if (tmp->type == FORCE) |
|
|
2233 | { |
|
|
2234 | if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) |
|
|
2235 | skin = tmp; |
|
|
2236 | else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) |
|
|
2237 | abil = tmp; |
|
|
2238 | } |
|
|
2239 | } |
|
|
2240 | |
|
|
2241 | /* if either skin or ability are missing, this is an old player |
|
|
2242 | which is not to be considered a dragon -> bail out */ |
|
|
2243 | if (skin == NULL || abil == NULL) |
|
|
2244 | return 0; |
|
|
2245 | |
|
|
2246 | /* now start by filling stomache and health, according to food-value */ |
|
|
2247 | if ((999 - op->stats.food) < meal->stats.food) |
|
|
2248 | op->stats.hp += (999 - op->stats.food) / 50; |
|
|
2249 | else |
|
|
2250 | op->stats.hp += meal->stats.food / 50; |
|
|
2251 | if (op->stats.hp > op->stats.maxhp) |
|
|
2252 | op->stats.hp = op->stats.maxhp; |
|
|
2253 | |
|
|
2254 | op->stats.food = MIN (999, op->stats.food + meal->stats.food); |
|
|
2255 | |
|
|
2256 | /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ |
|
|
2257 | |
|
|
2258 | /* on to the interesting part: chances for adding resistance */ |
|
|
2259 | for (i = 0; i < NROFATTACKS; i++) |
|
|
2260 | { |
|
|
2261 | if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i)) |
|
|
2262 | { |
|
|
2263 | /* got positive resistance, now calculate improvement chance (0-100) */ |
|
|
2264 | |
|
|
2265 | /* this bonus makes resistance increase easier at lower levels */ |
|
|
2266 | bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level); |
|
|
2267 | if (i == abil->stats.exp) |
|
|
2268 | bonus += 5; /* additional bonus for resistance of ability-focus */ |
|
|
2269 | |
|
|
2270 | /* monster bonus increases with level, because high-level |
|
|
2271 | flesh is too rare */ |
|
|
2272 | mbonus = op->level * 20. / ((double) settings.max_level); |
|
|
2273 | |
|
|
2274 | chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / |
|
|
2275 | ((double) settings.max_level)) - skin->resist[i]; |
|
|
2276 | |
|
|
2277 | if (chance >= 0.) |
|
|
2278 | chance += 1.; |
|
|
2279 | else |
|
|
2280 | chance = (chance < -12) ? 0. : 1. / pow (2., -chance); |
|
|
2281 | |
|
|
2282 | /* chance is proportional to amount of resistance (max. 50) */ |
|
|
2283 | chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; |
|
|
2284 | |
|
|
2285 | /* doubled chance for resistance of ability-focus */ |
|
|
2286 | if (i == abil->stats.exp) |
|
|
2287 | chance = MIN (100., chance * 2.); |
|
|
2288 | |
|
|
2289 | /* now make the throw and save all winners (Don't insert luck bonus here!) */ |
|
|
2290 | if (RANDOM () % 10000 < (int) (chance * 100)) |
|
|
2291 | { |
|
|
2292 | atnr_winner[winners] = i; |
|
|
2293 | winners++; |
|
|
2294 | } |
|
|
2295 | |
|
|
2296 | if (chance >= 0.01) |
|
|
2297 | totalchance *= 1 - chance / 100; |
|
|
2298 | |
|
|
2299 | /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */ |
|
|
2300 | } |
|
|
2301 | } |
|
|
2302 | |
|
|
2303 | /* inverse totalchance as until now we have the failure-chance */ |
|
|
2304 | totalchance = 100 - totalchance * 100; |
|
|
2305 | /* print message according to totalchance */ |
|
|
2306 | if (totalchance > 50.) |
|
|
2307 | sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); |
|
|
2308 | else if (totalchance > 10.) |
|
|
2309 | sprintf (buf, "The %s tasted very good.", &meal->name); |
|
|
2310 | else if (totalchance > 1.) |
|
|
2311 | sprintf (buf, "The %s tasted good.", &meal->name); |
|
|
2312 | else if (totalchance > 0.1) |
|
|
2313 | sprintf (buf, "The %s tasted bland.", &meal->name); |
|
|
2314 | else if (totalchance >= 0.01) |
|
|
2315 | sprintf (buf, "The %s had a boring taste.", &meal->name); |
|
|
2316 | else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) |
|
|
2317 | sprintf (buf, "The %s tasted strange.", &meal->name); |
|
|
2318 | else |
|
|
2319 | sprintf (buf, "The %s had no taste.", &meal->name); |
|
|
2320 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
2321 | |
|
|
2322 | /* now choose a winner if we have any */ |
|
|
2323 | i = -1; |
|
|
2324 | if (winners > 0) |
|
|
2325 | i = atnr_winner[RANDOM () % winners]; |
|
|
2326 | |
|
|
2327 | if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) |
|
|
2328 | { |
|
|
2329 | /* resistance increased! */ |
|
|
2330 | skin->resist[i]++; |
|
|
2331 | op->update_stats (); |
|
|
2332 | |
|
|
2333 | sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); |
|
|
2334 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf); |
|
|
2335 | } |
|
|
2336 | |
|
|
2337 | /* if this flesh contains a new ability focus, we mark it |
|
|
2338 | into the ability_force and it will take effect on next level */ |
|
|
2339 | if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) |
|
|
2340 | { |
|
|
2341 | abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ |
|
|
2342 | |
|
|
2343 | if (meal->last_eat != abil->stats.exp) |
|
|
2344 | { |
|
|
2345 | sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]); |
|
|
2346 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
2347 | sprintf (buf, "The change will happen at level %d", abil->level + 1); |
|
|
2348 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
2349 | } |
|
|
2350 | else |
|
|
2351 | { |
|
|
2352 | sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); |
|
|
2353 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
2354 | abil->last_eat = 0; |
|
|
2355 | } |
|
|
2356 | } |
|
|
2357 | return 1; |
|
|
2358 | } |
|
|
2359 | |
|
|
2360 | /** |
|
|
2361 | * Handles applying an improve armor scroll. |
|
|
2362 | * Does some sanity checks, then calls improve_armour. |
|
|
2363 | */ |
|
|
2364 | static void |
|
|
2365 | apply_armour_improver (object *op, object *tmp) |
|
|
2366 | { |
|
|
2367 | object *armor; |
|
|
2368 | |
|
|
2369 | if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) |
|
|
2370 | { |
|
|
2371 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); |
|
|
2372 | return; |
|
|
2373 | } |
|
|
2374 | |
|
|
2375 | armor = find_marked_object (op); |
|
|
2376 | |
|
|
2377 | if (!armor) |
|
|
2378 | { |
|
|
2379 | new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); |
|
|
2380 | return; |
|
|
2381 | } |
|
|
2382 | |
|
|
2383 | if (armor->type != ARMOUR |
|
|
2384 | && armor->type != CLOAK |
|
|
2385 | && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) |
|
|
2386 | { |
|
|
2387 | new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); |
|
|
2388 | return; |
|
|
2389 | } |
|
|
2390 | |
|
|
2391 | new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); |
|
|
2392 | improve_armour (op, tmp, armor); |
|
|
2393 | } |
|
|
2394 | |
|
|
2395 | extern void |
|
|
2396 | apply_poison (object *op, object *tmp) |
|
|
2397 | { |
|
|
2398 | if (op->type == PLAYER) |
|
|
2399 | { |
|
|
2400 | play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); |
|
|
2401 | new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); |
|
|
2402 | strcpy (op->contr->killer, "poisonous booze"); |
|
|
2403 | } |
|
|
2404 | if (tmp->stats.hp > 0) |
|
|
2405 | { |
|
|
2406 | LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); |
|
|
2407 | hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); |
|
|
2408 | } |
|
|
2409 | op->stats.food -= op->stats.food / 4; |
|
|
2410 | handle_apply_yield (tmp); |
|
|
2411 | decrease_ob (tmp); |
|
|
2412 | } |
|
|
2413 | |
|
|
2414 | /** |
|
|
2415 | * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. |
|
|
2416 | * A valid 2 way exit means: |
|
|
2417 | * -You can come back (there is another exit at the other side) |
|
|
2418 | * -You are |
|
|
2419 | * ° the owner of the exit |
|
|
2420 | * ° or in the same party as the owner |
|
|
2421 | * |
|
|
2422 | * Note: a owner in a 2 way exit is saved as the owner's name |
|
|
2423 | * in the field exit->name cause the field exit->owner doesn't |
|
|
2424 | * survive in the swapping (in fact the whole exit doesn't survive). |
|
|
2425 | */ |
|
|
2426 | int |
|
|
2427 | is_legal_2ways_exit (object *op, object *exit) |
|
|
2428 | { |
|
|
2429 | object *tmp; |
|
|
2430 | object *exit_owner; |
|
|
2431 | player *pp; |
|
|
2432 | maptile *exitmap; |
|
|
2433 | |
|
|
2434 | if (exit->stats.exp != 1) |
|
|
2435 | return 1; /*This is not a 2 way, so it is legal */ |
|
|
2436 | if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) |
|
|
2437 | return 0; /* This is a reset town portal */ |
|
|
2438 | /* To know if an exit has a correspondant, we look at |
|
|
2439 | * all the exits in destination and try to find one with same path as |
|
|
2440 | * the current exit's position */ |
|
|
2441 | if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) |
|
|
2442 | exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE); |
|
|
2443 | else |
|
|
2444 | exitmap = ready_map_name (EXIT_PATH (exit), 0); |
|
|
2445 | if (exitmap) |
|
|
2446 | { |
|
|
2447 | tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit)); |
|
|
2448 | if (!tmp) |
|
|
2449 | return 0; |
|
|
2450 | for ((tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) |
|
|
2451 | { |
|
|
2452 | if (tmp->type != EXIT) |
|
|
2453 | continue; /*Not an exit */ |
|
|
2454 | if (!EXIT_PATH (tmp)) |
|
|
2455 | continue; /*Not a valid exit */ |
|
|
2456 | if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) |
|
|
2457 | continue; /*Not in the same place */ |
|
|
2458 | if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) |
|
|
2459 | continue; /*Not in the same map */ |
|
|
2460 | |
|
|
2461 | /* From here we have found the exit is valid. However we do |
|
|
2462 | * here the check of the exit owner. It is important for the |
|
|
2463 | * town portals to prevent strangers from visiting your appartments |
|
|
2464 | */ |
|
|
2465 | if (!exit->race) |
|
|
2466 | return 1; /*No owner, free for all! */ |
|
|
2467 | exit_owner = NULL; |
|
|
2468 | for (pp = first_player; pp; pp = pp->next) |
|
|
2469 | { |
|
|
2470 | if (!pp->ob) |
|
|
2471 | continue; |
|
|
2472 | if (pp->ob->name != exit->race) |
|
|
2473 | continue; |
|
|
2474 | exit_owner = pp->ob; /*We found a player which correspond to the player name */ |
|
|
2475 | break; |
|
|
2476 | } |
|
|
2477 | if (!exit_owner) |
|
|
2478 | return 0; /* No more owner */ |
|
|
2479 | if (exit_owner->contr == op->contr) |
|
|
2480 | return 1; /*It is your exit */ |
|
|
2481 | if (exit_owner && /*There is a owner */ |
|
|
2482 | (op->contr) && /*A player tries to pass */ |
|
|
2483 | ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ |
|
|
2484 | (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ |
|
|
2485 | return 0; |
|
|
2486 | return 1; |
|
|
2487 | } |
|
|
2488 | } |
|
|
2489 | return 0; |
|
|
2490 | } |
|
|
2491 | |
|
|
2492 | |
|
|
2493 | /** |
|
|
2494 | * Main apply handler. |
|
|
2495 | * |
|
|
2496 | * Checks for unpaid items before applying. |
|
|
2497 | * |
|
|
2498 | * Return value: |
|
|
2499 | * 0: player or monster can't apply objects of that type |
|
|
2500 | * 1: has been applied, or there was an error applying the object |
|
|
2501 | * 2: objects of that type can't be applied if not in inventory |
|
|
2502 | * |
|
|
2503 | * op is the object that is causing object to be applied, tmp is the object |
|
|
2504 | * being applied. |
|
|
2505 | * |
|
|
2506 | * aflag is special (always apply/unapply) flags. Nothing is done with |
|
|
2507 | * them in this function - they are passed to apply_special |
|
|
2508 | */ |
|
|
2509 | |
|
|
2510 | int |
|
|
2511 | manual_apply (object *op, object *tmp, int aflag) |
|
|
2512 | { |
|
|
2513 | if (tmp->head) |
|
|
2514 | tmp = tmp->head; |
|
|
2515 | |
|
|
2516 | if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
2517 | { |
|
|
2518 | if (op->type == PLAYER) |
|
|
2519 | { |
|
|
2520 | new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); |
|
|
2521 | return 1; |
|
|
2522 | } |
|
|
2523 | else |
|
|
2524 | return 0; /* monsters just skip unpaid items */ |
|
|
2525 | } |
|
|
2526 | |
|
|
2527 | if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) |
|
|
2528 | return RESULT_INT (0); |
|
|
2529 | |
|
|
2530 | switch (tmp->type) |
|
|
2531 | { |
|
|
2532 | case CF_HANDLE: |
|
|
2533 | new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); |
|
|
2534 | play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); |
|
|
2535 | tmp->value = tmp->value ? 0 : 1; |
|
|
2536 | SET_ANIMATION (tmp, tmp->value); |
|
|
2537 | update_object (tmp, UP_OBJ_FACE); |
|
|
2538 | push_button (tmp); |
|
|
2539 | return 1; |
|
|
2540 | |
|
|
2541 | case TRIGGER: |
|
|
2542 | if (check_trigger (tmp, op)) |
|
|
2543 | { |
|
|
2544 | new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); |
|
|
2545 | play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); |
|
|
2546 | } |
|
|
2547 | else |
|
|
2548 | { |
|
|
2549 | new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); |
|
|
2550 | } |
|
|
2551 | return 1; |
|
|
2552 | |
|
|
2553 | case EXIT: |
|
|
2554 | if (op->type != PLAYER) |
|
|
2555 | return 0; |
|
|
2556 | if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) |
|
|
2557 | { |
|
|
2558 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); |
|
|
2559 | } |
|
|
2560 | else |
|
|
2561 | { |
|
|
2562 | /* Don't display messages for random maps. */ |
|
|
2563 | if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) |
|
|
2564 | new_draw_info (NDI_NAVY, 0, op, tmp->msg); |
|
|
2565 | enter_exit (op, tmp); |
|
|
2566 | } |
|
|
2567 | return 1; |
|
|
2568 | |
|
|
2569 | case SIGN: |
|
|
2570 | apply_sign (op, tmp, 0); |
|
|
2571 | return 1; |
|
|
2572 | |
|
|
2573 | case BOOK: |
|
|
2574 | if (op->type == PLAYER) |
|
|
2575 | { |
|
|
2576 | apply_book (op, tmp); |
|
|
2577 | return 1; |
|
|
2578 | } |
|
|
2579 | else |
|
|
2580 | { |
|
|
2581 | return 0; |
|
|
2582 | } |
|
|
2583 | |
|
|
2584 | case SKILLSCROLL: |
|
|
2585 | if (op->type == PLAYER) |
|
|
2586 | { |
|
|
2587 | apply_skillscroll (op, tmp); |
|
|
2588 | return 1; |
|
|
2589 | } |
|
|
2590 | return 0; |
|
|
2591 | |
|
|
2592 | case SPELLBOOK: |
|
|
2593 | if (op->type == PLAYER) |
|
|
2594 | { |
|
|
2595 | apply_spellbook (op, tmp); |
|
|
2596 | return 1; |
|
|
2597 | } |
|
|
2598 | return 0; |
|
|
2599 | |
|
|
2600 | case SCROLL: |
|
|
2601 | apply_scroll (op, tmp, 0); |
|
|
2602 | return 1; |
|
|
2603 | |
|
|
2604 | case POTION: |
|
|
2605 | (void) apply_potion (op, tmp); |
|
|
2606 | return 1; |
|
|
2607 | |
|
|
2608 | /* Eneq(@csd.uu.se): Handle apply on containers. */ |
|
|
2609 | case CLOSE_CON: |
|
|
2610 | if (op->type == PLAYER) |
|
|
2611 | (void) esrv_apply_container (op, tmp->env); |
|
|
2612 | else |
|
|
2613 | (void) apply_container (op, tmp->env); |
|
|
2614 | return 1; |
|
|
2615 | |
|
|
2616 | case CONTAINER: |
|
|
2617 | if (op->type == PLAYER) |
|
|
2618 | (void) esrv_apply_container (op, tmp); |
|
|
2619 | else |
|
|
2620 | (void) apply_container (op, tmp); |
|
|
2621 | return 1; |
|
|
2622 | |
|
|
2623 | case TREASURE: |
|
|
2624 | if (op->type == PLAYER) |
|
|
2625 | { |
|
|
2626 | apply_treasure (op, tmp); |
|
|
2627 | return 1; |
|
|
2628 | } |
|
|
2629 | else |
|
|
2630 | { |
|
|
2631 | return 0; |
|
|
2632 | } |
|
|
2633 | |
|
|
2634 | case WEAPON: |
|
|
2635 | case ARMOUR: |
|
|
2636 | case BOOTS: |
|
|
2637 | case GLOVES: |
|
|
2638 | case AMULET: |
|
|
2639 | case GIRDLE: |
|
|
2640 | case BRACERS: |
|
|
2641 | case SHIELD: |
|
|
2642 | case HELMET: |
|
|
2643 | case RING: |
|
|
2644 | case CLOAK: |
|
|
2645 | case WAND: |
|
|
2646 | case ROD: |
|
|
2647 | case HORN: |
|
|
2648 | case SKILL: |
|
|
2649 | case BOW: |
|
|
2650 | case LAMP: |
|
|
2651 | case BUILDER: |
|
|
2652 | case SKILL_TOOL: |
|
|
2653 | if (tmp->env != op) |
|
|
2654 | return 2; /* not in inventory */ |
|
|
2655 | (void) apply_special (op, tmp, aflag); |
|
|
2656 | return 1; |
|
|
2657 | |
|
|
2658 | case DRINK: |
|
|
2659 | case FOOD: |
|
|
2660 | case FLESH: |
|
|
2661 | apply_food (op, tmp); |
|
|
2662 | return 1; |
|
|
2663 | |
|
|
2664 | case POISON: |
|
|
2665 | apply_poison (op, tmp); |
|
|
2666 | return 1; |
|
|
2667 | |
|
|
2668 | case SAVEBED: |
|
|
2669 | return 1; |
|
|
2670 | |
|
|
2671 | case ARMOUR_IMPROVER: |
|
|
2672 | if (op->type == PLAYER) |
|
|
2673 | { |
|
|
2674 | apply_armour_improver (op, tmp); |
|
|
2675 | return 1; |
|
|
2676 | } |
|
|
2677 | else |
|
|
2678 | return 0; |
|
|
2679 | |
|
|
2680 | case WEAPON_IMPROVER: |
|
|
2681 | (void) check_improve_weapon (op, tmp); |
|
|
2682 | return 1; |
|
|
2683 | |
|
|
2684 | case CLOCK: |
|
|
2685 | if (op->type == PLAYER) |
|
|
2686 | { |
|
|
2687 | char buf[MAX_BUF]; |
|
|
2688 | timeofday_t tod; |
|
|
2689 | |
|
|
2690 | get_tod (&tod); |
|
|
2691 | sprintf (buf, "It is %d minute%s past %d o'clock %s", |
|
|
2692 | tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), |
|
|
2693 | ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); |
|
|
2694 | play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); |
|
|
2695 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
2696 | return 1; |
|
|
2697 | } |
|
|
2698 | else |
|
|
2699 | { |
|
|
2700 | return 0; |
|
|
2701 | } |
|
|
2702 | |
|
|
2703 | case MENU: |
|
|
2704 | if (op->type == PLAYER) |
|
|
2705 | { |
|
|
2706 | shop_listing (op); |
|
|
2707 | return 1; |
|
|
2708 | } |
|
|
2709 | else |
|
|
2710 | { |
|
|
2711 | return 0; |
|
|
2712 | } |
|
|
2713 | |
|
|
2714 | case POWER_CRYSTAL: |
|
|
2715 | apply_power_crystal (op, tmp); /* see egoitem.c */ |
|
|
2716 | return 1; |
|
|
2717 | |
|
|
2718 | case LIGHTER: /* for lighting torches/lanterns/etc */ |
|
|
2719 | if (op->type == PLAYER) |
|
|
2720 | { |
|
|
2721 | apply_lighter (op, tmp); |
|
|
2722 | return 1; |
|
|
2723 | } |
|
|
2724 | else |
|
|
2725 | { |
|
|
2726 | return 0; |
|
|
2727 | } |
|
|
2728 | |
|
|
2729 | case ITEM_TRANSFORMER: |
|
|
2730 | apply_item_transformer (op, tmp); |
|
|
2731 | return 1; |
|
|
2732 | |
|
|
2733 | default: |
|
|
2734 | return 0; |
|
|
2735 | } |
|
|
2736 | } |
|
|
2737 | |
|
|
2738 | |
|
|
2739 | /* quiet suppresses the "don't know how to apply" and "you must get it first" |
|
|
2740 | * messages as needed by player_apply_below(). But there can still be |
|
|
2741 | * "but you are floating high above the ground" messages. |
|
|
2742 | * |
|
|
2743 | * Same return value as apply() function. |
|
|
2744 | */ |
|
|
2745 | int |
|
|
2746 | player_apply (object *pl, object *op, int aflag, int quiet) |
|
|
2747 | { |
|
|
2748 | int tmp; |
|
|
2749 | |
|
|
2750 | if (op->env == NULL && (pl->move_type & MOVE_FLYING)) |
|
|
2751 | { |
|
|
2752 | /* player is flying and applying object not in inventory */ |
|
|
2753 | if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) |
|
|
2754 | { |
|
|
2755 | new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); |
|
|
2756 | return 0; |
|
|
2757 | } |
|
|
2758 | } |
|
|
2759 | |
|
|
2760 | /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if |
|
|
2761 | * applied. |
|
|
2762 | */ |
|
|
2763 | if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ)) |
|
|
2764 | { |
|
|
2765 | play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE); |
|
|
2766 | new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!"); |
|
|
2767 | new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion."); |
|
|
2768 | op->destroy (); |
|
|
2769 | return 1; |
|
|
2770 | } |
|
|
2771 | |
|
|
2772 | pl->contr->last_used = op; |
|
|
2773 | |
|
|
2774 | tmp = manual_apply (pl, op, aflag); |
|
|
2775 | if (!quiet) |
|
|
2776 | { |
|
|
2777 | if (tmp == 0) |
|
|
2778 | new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); |
|
|
2779 | else if (tmp == 2) |
|
|
2780 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); |
|
|
2781 | } |
|
|
2782 | return tmp; |
|
|
2783 | } |
|
|
2784 | |
|
|
2785 | /** |
|
|
2786 | * player_apply_below attempts to apply the object 'below' the player. |
|
|
2787 | * If the player has an open container, we use that for below, otherwise |
|
|
2788 | * we use the ground. |
|
|
2789 | */ |
|
|
2790 | |
|
|
2791 | void |
|
|
2792 | player_apply_below (object *pl) |
|
|
2793 | { |
|
|
2794 | object *tmp, *next; |
|
|
2795 | int floors; |
|
|
2796 | |
|
|
2797 | /* If using a container, set the starting item to be the top |
|
|
2798 | * item in the container. Otherwise, use the map. |
|
|
2799 | */ |
|
|
2800 | tmp = (pl->container != NULL) ? pl->container->inv : pl->below; |
|
|
2801 | |
|
|
2802 | /* This is perhaps more complicated. However, I want to make sure that |
|
|
2803 | * we don't use a corrupt pointer for the next object, so we get the |
|
|
2804 | * next object in the stack before applying. This is can only be a |
|
|
2805 | * problem if player_apply() has a bug in that it uses the object but does |
|
|
2806 | * not return a proper value. |
|
|
2807 | */ |
|
|
2808 | for (floors = 0; tmp != NULL; tmp = next) |
|
|
2809 | { |
|
|
2810 | next = tmp->below; |
|
|
2811 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
2812 | floors++; |
|
|
2813 | else if (floors > 0) |
|
|
2814 | return; /* process only floor objects after first floor object */ |
|
|
2815 | |
|
|
2816 | /* If it is visible, player can apply it. If it is applied by |
|
|
2817 | * person moving on it, also activate. Added code to make it |
|
|
2818 | * so that at least one of players movement types be that which |
|
|
2819 | * the item needs. |
|
|
2820 | */ |
|
|
2821 | if (!tmp->invisible || (tmp->move_on & pl->move_type)) |
|
|
2822 | { |
|
|
2823 | if (player_apply (pl, tmp, 0, 1) == 1) |
|
|
2824 | return; |
|
|
2825 | } |
|
|
2826 | if (floors >= 2) |
|
|
2827 | return; /* process at most two floor objects */ |
|
|
2828 | } |
|
|
2829 | } |
1023 | } |
2830 | |
1024 | |
2831 | /** |
1025 | /** |
2832 | * Unapplies specified item. |
1026 | * Unapplies specified item. |
2833 | * No check done on cursed/damned. |
1027 | * No check done on cursed/damned. |
2834 | * Break this out of apply_special - this is just done |
1028 | * Break this out of apply_special - this is just done |
2835 | * to keep the size of apply_special to a more managable size. |
1029 | * to keep the size of apply_special to a more managable size. |
2836 | */ |
1030 | */ |
2837 | static int |
1031 | static bool |
2838 | unapply_special (object *who, object *op, int aflags) |
1032 | unapply_special (object *who, object *op, int aflags) |
2839 | { |
1033 | { |
2840 | if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) |
1034 | if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) |
|
|
1035 | || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) |
2841 | return RESULT_INT (0); |
1036 | return RESULT_INT (0); |
2842 | |
1037 | |
2843 | object *tmp2; |
1038 | if (who->current_weapon == op) |
|
|
1039 | who->current_weapon = 0; |
2844 | |
1040 | |
2845 | CLEAR_FLAG (op, FLAG_APPLIED); |
1041 | op->flag [FLAG_APPLIED] = false; |
|
|
1042 | |
2846 | switch (op->type) |
1043 | switch (op->type) |
2847 | { |
1044 | { |
|
|
1045 | case SKILL: |
|
|
1046 | if (player *pl = who->contr) |
|
|
1047 | if (op->invisible) |
|
|
1048 | pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill)); |
|
|
1049 | else |
|
|
1050 | pl->statusmsg (format ("You stop using the %s.", query_name (op))); |
|
|
1051 | |
|
|
1052 | change_abil (who, op); |
|
|
1053 | who->flag [FLAG_READY_SKILL] = false; |
|
|
1054 | break; |
|
|
1055 | |
2848 | case WEAPON: |
1056 | case WEAPON: |
2849 | new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); |
1057 | who->statusmsg (format ("You unwield %s.", query_name (op))); |
2850 | |
|
|
2851 | (void) change_abil (who, op); |
1058 | change_abil (who, op); |
2852 | if (QUERY_FLAG (who, FLAG_READY_WEAPON)) |
1059 | who->flag [FLAG_READY_WEAPON] = false; |
2853 | CLEAR_FLAG (who, FLAG_READY_WEAPON); |
1060 | |
2854 | clear_skill (who); |
1061 | // unapplying a weapon or skill tool should also unapply the skill it governs |
|
|
1062 | // but this is hard, as it shouldn't do so when the skill can |
|
|
1063 | // be used for other reasons |
|
|
1064 | if (who->chosen_skill) |
|
|
1065 | if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL]) |
|
|
1066 | unapply_special (who, op, 0); |
|
|
1067 | |
2855 | break; |
1068 | break; |
2856 | |
1069 | |
2857 | case SKILL: /* allows objects to impart skills */ |
1070 | case BOW: |
2858 | case SKILL_TOOL: |
1071 | case WAND: |
2859 | if (op != who->chosen_skill) |
1072 | case ROD: |
|
|
1073 | case HORN: |
|
|
1074 | case RANGED: |
|
|
1075 | if (player *pl = who->contr) |
2860 | { |
1076 | { |
2861 | LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); |
1077 | who->statusmsg (format ("You unready %s.", query_name (op))); |
|
|
1078 | change_abil (who, op); |
2862 | } |
1079 | } |
2863 | if (who->type == PLAYER) |
1080 | else |
2864 | { |
1081 | { |
2865 | if (who->contr->shoottype == range_skill) |
1082 | who->change_skill (0); |
2866 | who->contr->shoottype = range_none; |
1083 | |
2867 | if (!op->invisible) |
1084 | if (op->type == BOW) |
2868 | { |
1085 | op->flag [FLAG_READY_BOW ] = false; |
2869 | new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); |
|
|
2870 | } |
|
|
2871 | else |
1086 | else |
2872 | { |
1087 | op->flag [FLAG_READY_RANGE] = false; |
2873 | new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); |
|
|
2874 | } |
|
|
2875 | } |
1088 | } |
2876 | (void) change_abil (who, op); |
1089 | |
2877 | who->chosen_skill = NULL; |
|
|
2878 | CLEAR_FLAG (who, FLAG_READY_SKILL); |
|
|
2879 | break; |
1090 | break; |
2880 | |
1091 | |
2881 | case ARMOUR: |
1092 | case ARMOUR: |
2882 | case HELMET: |
1093 | case HELMET: |
2883 | case SHIELD: |
1094 | case SHIELD: |
… | |
… | |
2886 | case GLOVES: |
1097 | case GLOVES: |
2887 | case AMULET: |
1098 | case AMULET: |
2888 | case GIRDLE: |
1099 | case GIRDLE: |
2889 | case BRACERS: |
1100 | case BRACERS: |
2890 | case CLOAK: |
1101 | case CLOAK: |
2891 | new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); |
1102 | who->statusmsg (format ("You unwear %s.", query_name (op))); |
2892 | (void) change_abil (who, op); |
1103 | change_abil (who, op); |
2893 | break; |
1104 | break; |
|
|
1105 | |
2894 | case LAMP: |
1106 | case SPELL: |
2895 | new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); |
1107 | case BUILDER: |
2896 | tmp2 = arch_to_object (op->other_arch); |
1108 | who->statusmsg (format ("You unready %s.", query_name (op))); |
2897 | tmp2->x = op->x; |
|
|
2898 | tmp2->y = op->y; |
|
|
2899 | tmp2->map = op->map; |
|
|
2900 | tmp2->below = op->below; |
|
|
2901 | tmp2->above = op->above; |
|
|
2902 | tmp2->stats.food = op->stats.food; |
|
|
2903 | CLEAR_FLAG (tmp2, FLAG_APPLIED); |
|
|
2904 | |
|
|
2905 | if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
|
|
2906 | SET_FLAG (tmp2, FLAG_INV_LOCKED); |
|
|
2907 | |
|
|
2908 | if (who->type == PLAYER) |
|
|
2909 | esrv_del_item (who->contr, op->count); |
|
|
2910 | |
|
|
2911 | op->destroy (); |
|
|
2912 | insert_ob_in_ob (tmp2, who); |
|
|
2913 | who->update_stats (); |
|
|
2914 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
|
|
2915 | { |
|
|
2916 | if (who->type == PLAYER) |
|
|
2917 | { |
|
|
2918 | new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); |
|
|
2919 | SET_FLAG (tmp2, FLAG_KNOWN_CURSED); |
|
|
2920 | } |
|
|
2921 | } |
|
|
2922 | if (who->type == PLAYER) |
|
|
2923 | esrv_send_item (who, tmp2); |
|
|
2924 | return 1; /* otherwise, an attempt to drop causes problems */ |
|
|
2925 | break; |
1109 | break; |
2926 | case BOW: |
1110 | |
2927 | case WAND: |
1111 | //case SKILL_TOOL://TODO |
2928 | case ROD: |
1112 | default: |
2929 | case HORN: |
1113 | who->statusmsg (format ("You unapply %s.", query_name (op))); |
2930 | clear_skill (who); |
|
|
2931 | new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); |
|
|
2932 | if (who->type == PLAYER) |
|
|
2933 | { |
|
|
2934 | who->contr->shoottype = range_none; |
|
|
2935 | } |
|
|
2936 | else |
|
|
2937 | { |
|
|
2938 | if (op->type == BOW) |
|
|
2939 | CLEAR_FLAG (who, FLAG_READY_BOW); |
|
|
2940 | else |
|
|
2941 | CLEAR_FLAG (who, FLAG_READY_RANGE); |
|
|
2942 | } |
|
|
2943 | break; |
1114 | break; |
2944 | |
|
|
2945 | case BUILDER: |
|
|
2946 | new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); |
|
|
2947 | who->contr->shoottype = range_none; |
|
|
2948 | who->contr->ranges[range_builder] = NULL; |
|
|
2949 | break; |
|
|
2950 | |
|
|
2951 | default: |
|
|
2952 | new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); |
|
|
2953 | break; |
|
|
2954 | } |
1115 | } |
|
|
1116 | |
|
|
1117 | if (aflags & AP_NO_MERGE || !merge_ob (op, 0)) |
|
|
1118 | if (object *pl = op->visible_to ()) |
|
|
1119 | esrv_send_item (pl, op); |
2955 | |
1120 | |
2956 | who->update_stats (); |
1121 | who->update_stats (); |
2957 | |
1122 | |
2958 | if (!(aflags & AP_NO_MERGE)) |
|
|
2959 | { |
|
|
2960 | object *tmp; |
|
|
2961 | |
|
|
2962 | tmp = merge_ob (op, NULL); |
|
|
2963 | if (who->type == PLAYER) |
|
|
2964 | { |
|
|
2965 | if (tmp) |
|
|
2966 | { /* it was merged */ |
|
|
2967 | esrv_del_item (who->contr, op->count); |
|
|
2968 | op = tmp; |
|
|
2969 | } |
|
|
2970 | |
|
|
2971 | esrv_send_item (who, op); |
|
|
2972 | } |
|
|
2973 | } |
|
|
2974 | return 0; |
1123 | return 1; |
2975 | } |
1124 | } |
2976 | |
1125 | |
2977 | /** |
1126 | /** |
2978 | * Returns the object that is using location 'loc'. |
1127 | * Returns the object that is using location 'loc'. |
2979 | * Note that 'start' is the first object to start examing - we |
1128 | * Note that 'start' is the first object to start examing - we |
2980 | * then go through the below of this. In this way, you can do |
1129 | * then go through the below of this. In this way, you can do |
2981 | * something like: |
1130 | * something like: |
2982 | * tmp = get_item_from_body_location(who->inv, 1); |
1131 | * tmp = get_next_item_from_body_location(who->inv, 1); |
2983 | * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); |
1132 | * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1); |
2984 | * to find the second object that may use this location, etc. |
1133 | * to find the second object that may use this location, etc. |
2985 | * Returns NULL if no match is found. |
1134 | * Returns NULL if no match is found. |
2986 | * loc is the index into the array we are looking for a match. |
1135 | * loc is the index into the array we are looking for a match. |
2987 | * don't return invisible objects unless they are skill objects |
1136 | * don't return invisible objects unless they are skill objects |
2988 | * invisible other objects that use |
1137 | * invisible other objects that use |
2989 | * up body locations can be used as restrictions. |
1138 | * up body locations can be used as restrictions. |
2990 | */ |
1139 | */ |
2991 | object * |
1140 | static object * |
2992 | get_item_from_body_location (object *start, int loc) |
1141 | get_next_item_from_body_location (int loc, object *start) |
2993 | { |
1142 | { |
2994 | object *tmp; |
|
|
2995 | |
|
|
2996 | if (!start) |
|
|
2997 | return NULL; |
|
|
2998 | |
|
|
2999 | for (tmp = start; tmp; tmp = tmp->below) |
1143 | for (object *tmp = start; tmp; tmp = tmp->below) |
3000 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) |
1144 | if (tmp->flag [FLAG_APPLIED] |
|
|
1145 | && tmp->slot [loc].info |
|
|
1146 | && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL)) |
3001 | return tmp; |
1147 | return tmp; |
3002 | |
1148 | |
3003 | return NULL; |
1149 | return 0; |
3004 | } |
1150 | } |
3005 | |
|
|
3006 | |
|
|
3007 | |
1151 | |
3008 | /** |
1152 | /** |
3009 | * 'op' wants to apply an object, but can't because of other equipment. |
1153 | * 'op' wants to apply an object, but can't because of other equipment. |
3010 | * This should only be called when it is known |
1154 | * This should only be called when it is known |
3011 | * that there are objects to unapply. This makes pretty heavy |
1155 | * that there are objects to unapply. This makes pretty heavy |
… | |
… | |
3014 | * Returns 0 on success, returns 1 if there is some problem. |
1158 | * Returns 0 on success, returns 1 if there is some problem. |
3015 | * if aflags is AP_PRINT, we instead print out waht to unapply |
1159 | * if aflags is AP_PRINT, we instead print out waht to unapply |
3016 | * instead of doing it. This is a lot less code than having |
1160 | * instead of doing it. This is a lot less code than having |
3017 | * another function that does just that. |
1161 | * another function that does just that. |
3018 | */ |
1162 | */ |
3019 | int |
1163 | |
|
|
1164 | #define CANNOT_REMOVE_CURSED \ |
|
|
1165 | "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ |
|
|
1166 | "Praying over an altar, scrolls of remove curse/damnation, " \ |
|
|
1167 | "priests or even other players might help.>" |
|
|
1168 | |
|
|
1169 | static bool |
3020 | unapply_for_ob (object *who, object *op, int aflags) |
1170 | unapply_for_ob (object *who, object *op, int aflags) |
3021 | { |
1171 | { |
3022 | int i; |
1172 | if (op->is_range ()) |
3023 | object *tmp = NULL, *last; |
|
|
3024 | |
|
|
3025 | /* If we are applying a shield or weapon, unapply any equipped shield |
|
|
3026 | * or weapons first - only allowed to use one weapon/shield at a time. |
|
|
3027 | */ |
|
|
3028 | if (op->type == WEAPON || op->type == SHIELD) |
|
|
3029 | { |
|
|
3030 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1173 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
3031 | { |
|
|
3032 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) |
1174 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) |
3033 | { |
|
|
3034 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) |
1175 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) |
3035 | { |
1176 | { |
3036 | if (aflags & AP_PRINT) |
1177 | if (aflags & AP_PRINT) |
3037 | new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); |
1178 | who->failmsg (query_name (tmp)); |
3038 | else |
1179 | else |
3039 | unapply_special (who, tmp, aflags); |
1180 | unapply_special (who, tmp, aflags); |
3040 | } |
1181 | } |
3041 | else |
1182 | else |
3042 | { |
1183 | { |
3043 | /* In this case, we want to try and remove a cursed item. |
1184 | /* In this case, we want to try and remove a cursed item. |
3044 | * While we know it won't work, we want unapply_special to |
1185 | * While we know it won't work, we want unapply_special to |
3045 | * at least generate the message. |
1186 | * at least generate the message. |
3046 | */ |
1187 | */ |
3047 | new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); |
1188 | who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp))); |
3048 | return 1; |
1189 | return 1; |
3049 | } |
|
|
3050 | |
|
|
3051 | } |
1190 | } |
3052 | } |
|
|
3053 | } |
|
|
3054 | |
1191 | |
3055 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1192 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
3056 | { |
1193 | { |
3057 | /* this used up a slot that we need to free */ |
1194 | /* this used up a slot that we need to free */ |
3058 | if (op->body_info[i]) |
1195 | if (op->slot[i].info) |
3059 | { |
1196 | { |
3060 | last = who->inv; |
1197 | object *last = who->inv; |
3061 | |
1198 | |
3062 | /* We do a while loop - may need to remove several items in order |
1199 | /* We do a while loop - may need to remove several items in order |
3063 | * to free up enough slots. |
1200 | * to free up enough slots. |
3064 | */ |
1201 | */ |
3065 | while ((who->body_used[i] + op->body_info[i]) < 0) |
1202 | while ((who->slot[i].used + op->slot[i].info) < 0) |
3066 | { |
1203 | { |
3067 | tmp = get_item_from_body_location (last, i); |
1204 | object *tmp = get_next_item_from_body_location (i, last); |
|
|
1205 | |
3068 | if (!tmp) |
1206 | if (!tmp) |
3069 | { |
1207 | { |
3070 | #if 0 |
1208 | #if 0 |
3071 | /* Not a bug - we'll get this if the player has cursed items |
1209 | /* Not a bug - we'll get this if the player has cursed items |
3072 | * equipped. |
1210 | * equipped. |
3073 | */ |
1211 | */ |
3074 | LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); |
1212 | LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); |
3075 | #endif |
1213 | #endif |
3076 | return 1; |
1214 | return 1; |
3077 | } |
1215 | } |
|
|
1216 | |
3078 | /* If we are just printing, we don't care about cursed status */ |
1217 | /* If we are just printing, we don't care about cursed status */ |
3079 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) |
1218 | if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) |
3080 | { |
1219 | { |
3081 | if (aflags & AP_PRINT) |
1220 | if (aflags & AP_PRINT) |
3082 | new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); |
1221 | who->failmsg (query_name (tmp)); |
3083 | else |
1222 | else |
3084 | unapply_special (who, tmp, aflags); |
1223 | unapply_special (who, tmp, aflags); |
3085 | } |
1224 | } |
3086 | else |
1225 | else |
3087 | { |
1226 | { |
3088 | /* Cursed item that we can't unequip - tell the player. |
1227 | /* Cursed item that we can't unequip - tell the player. |
3089 | * Note this could be annoying if this is just one of a few, |
1228 | * Note this could be annoying if this is just one of a few, |
3090 | * so it may not be critical (eg, putting on a ring and you have |
1229 | * so it may not be critical (eg, putting on a ring and you have |
3091 | * one cursed ring.) |
1230 | * one cursed ring.) |
3092 | */ |
1231 | */ |
3093 | new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); |
1232 | who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp))); |
3094 | } |
1233 | } |
|
|
1234 | |
3095 | last = tmp->below; |
1235 | last = tmp->below; |
3096 | } |
1236 | } |
3097 | /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the |
1237 | /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the |
3098 | * return in the !tmp would have kicked in. |
1238 | * return in the !tmp would have kicked in. |
3099 | */ |
1239 | */ |
3100 | } /* if op is using this body location */ |
1240 | } /* if op is using this body location */ |
3101 | } /* for body lcoations */ |
1241 | } /* for body lcoations */ |
|
|
1242 | |
3102 | return 0; |
1243 | return 0; |
3103 | } |
1244 | } |
3104 | |
1245 | |
3105 | /** |
1246 | /** |
3106 | * Checks to see if 'who' can apply object 'op'. |
1247 | * Checks to see if 'who' can apply object 'op'. |
3107 | * Returns 0 if apply can be done without anything special. |
1248 | * Returns 0 if apply can be done without anything special. |
3108 | * Otherwise returns a bitmask - potentially several of these may be |
1249 | * Otherwise returns a bitmask - potentially several of these may be |
3109 | * set, but largely depends on circumstance - in the future, processing |
1250 | * set, but largely depends on circumstance - in the future, processing |
3110 | * may be pruned once we know some status (eg, once CAN_APPLY_NEVER |
1251 | * may be pruned once we know some status (eg, once CAN_APPLY_NEVER |
3111 | * is set, do we really are what the other flags may be?) |
1252 | * is set, do we really care what the other flags may be?) |
3112 | * |
1253 | * |
3113 | * See include/define.h for detailed description of the meaning of |
1254 | * See include/define.h for detailed description of the meaning of |
3114 | * these return values. |
1255 | * these return values. |
3115 | */ |
1256 | */ |
3116 | int |
1257 | int |
3117 | can_apply_object (object *who, object *op) |
1258 | can_apply_object (object *who, object *op) |
3118 | { |
1259 | { |
3119 | if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) |
1260 | if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) |
3120 | return RESULT_INT (0); |
1261 | return RESULT_INT (0); |
3121 | |
1262 | |
3122 | int i, retval = 0; |
1263 | int retval = 0; |
3123 | object *tmp = NULL, *ws = NULL; |
1264 | object *tmp = 0, *ws = 0; |
3124 | |
1265 | |
3125 | /* Players have 2 'arm's, so they could in theory equip 2 shields or |
1266 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
3126 | * 2 weapons, but we don't want to let them do that. So if they are |
|
|
3127 | * trying to equip a weapon or shield, see if they already have one |
|
|
3128 | * in place and store that way. |
|
|
3129 | */ |
|
|
3130 | if (op->type == WEAPON || op->type == SHIELD) |
|
|
3131 | { |
1267 | { |
3132 | for (tmp = who->inv; tmp && !ws; tmp = tmp->below) |
1268 | if (op->slot[i].info) |
3133 | { |
1269 | { |
3134 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) |
1270 | /* Item uses more slots than we have */ |
|
|
1271 | if (who->slot[i].info + op->slot [i].info < 0) |
3135 | { |
1272 | { |
3136 | retval = CAN_APPLY_UNAPPLY; |
|
|
3137 | ws = tmp; |
|
|
3138 | } |
|
|
3139 | } |
|
|
3140 | } |
|
|
3141 | |
|
|
3142 | |
|
|
3143 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
|
|
3144 | { |
|
|
3145 | if (op->body_info[i]) |
|
|
3146 | { |
|
|
3147 | /* Item uses more slots than we have */ |
|
|
3148 | if (FABS (op->body_info[i]) > who->body_info[i]) |
|
|
3149 | { |
|
|
3150 | /* Could return now for efficiently - rest of info below isn' |
1273 | /* Could return now for efficiency - rest of info below isn't |
3151 | * really needed. |
1274 | * really needed. |
3152 | */ |
1275 | */ |
3153 | retval |= CAN_APPLY_NEVER; |
1276 | retval |= CAN_APPLY_NEVER; |
3154 | } |
1277 | } |
3155 | else if ((who->body_used[i] + op->body_info[i]) < 0) |
1278 | else if (who->slot[i].used + op->slot[i].info < 0) |
3156 | { |
1279 | { |
3157 | /* in this case, equipping this would use more free spots than |
1280 | /* in this case, equipping this would use more free spots than |
3158 | * we have. |
1281 | * we have. |
3159 | */ |
1282 | */ |
3160 | object *tmp1; |
|
|
3161 | |
|
|
3162 | |
1283 | |
3163 | /* if we have an applied weapon/shield, and unapply it would free |
1284 | /* if we have an applied weapon/shield, and unapply it would free |
3164 | * enough slots to equip the new item, then just set this can |
1285 | * enough slots to equip the new item, then just set "can |
3165 | * continue. We don't care about the logic below - if you have |
1286 | * apply unapply". We don't care about the logic below - if you have a |
3166 | * shield equipped and try to equip another shield, there is only |
1287 | * shield equipped and try to equip another shield, there is only |
3167 | * one choice. However, the check for the number of body locations |
1288 | * one choice. However, the check for the number of body locations |
3168 | * does take into the account cases where what is being applied |
1289 | * does take into the account cases where what is being applied |
3169 | * may be two handed for example. |
1290 | * may be two handed for example. |
3170 | */ |
1291 | */ |
3171 | if (ws) |
1292 | if (ws) |
3172 | { |
1293 | if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0) |
3173 | if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0) |
|
|
3174 | { |
1294 | { |
3175 | retval |= CAN_APPLY_UNAPPLY; |
1295 | retval |= CAN_APPLY_UNAPPLY; |
3176 | continue; |
1296 | continue; |
3177 | } |
1297 | } |
3178 | } |
|
|
3179 | |
1298 | |
3180 | tmp1 = get_item_from_body_location (who->inv, i); |
1299 | object *tmp1 = get_next_item_from_body_location (i, who->inv); |
3181 | if (!tmp1) |
1300 | if (!tmp1) |
3182 | { |
|
|
3183 | #if 0 |
|
|
3184 | /* This is sort of an error, but happens a lot when old players |
|
|
3185 | * join in with more stuff equipped than they are now allowed. |
|
|
3186 | */ |
|
|
3187 | LOG (llevError, "Can't find object using location %d on %s\n", i, who->name); |
|
|
3188 | #endif |
|
|
3189 | retval |= CAN_APPLY_NEVER; |
1301 | retval |= CAN_APPLY_NEVER; |
3190 | } |
|
|
3191 | else |
1302 | else |
3192 | { |
1303 | { |
3193 | /* need to unapply something. However, if this something |
1304 | /* need to unapply something. However, if this something |
3194 | * is different than we had found before, it means they need |
1305 | * is different than we had found before, it means they need |
3195 | * to apply multiple objects |
1306 | * to apply multiple objects |
3196 | */ |
1307 | */ |
3197 | retval |= CAN_APPLY_UNAPPLY; |
1308 | retval |= CAN_APPLY_UNAPPLY; |
|
|
1309 | |
3198 | if (!tmp) |
1310 | if (!tmp) |
3199 | tmp = tmp1; |
1311 | tmp = tmp1; |
3200 | else if (tmp != tmp1) |
1312 | else if (tmp != tmp1) |
3201 | { |
|
|
3202 | retval |= CAN_APPLY_UNAPPLY_MULT; |
1313 | retval |= CAN_APPLY_UNAPPLY_MULT; |
3203 | } |
1314 | |
3204 | /* This object isn't using up all the slots, so there must |
1315 | /* This object isn't using up all the slots, so there must |
3205 | * be another. If so, and it the new item doesn't need all |
1316 | * be another. If so, and it the new item doesn't need all |
3206 | * the slots, the player then has a choice. |
1317 | * the slots, the player then has a choice. |
3207 | */ |
1318 | */ |
3208 | if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) |
1319 | if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info) |
|
|
1320 | && abs (op->slot[i].info) < who->slot[i].info) |
3209 | retval |= CAN_APPLY_UNAPPLY_CHOICE; |
1321 | retval |= CAN_APPLY_UNAPPLY_CHOICE; |
3210 | |
1322 | |
3211 | /* Does unequippint 'tmp1' free up enough slots for this to be |
1323 | /* Does unequippint 'tmp1' free up enough slots for this to be |
3212 | * equipped? If not, there must be something else to unapply. |
1324 | * equipped? If not, there must be something else to unapply. |
3213 | */ |
1325 | */ |
3214 | if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) |
1326 | if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info) |
3215 | retval |= CAN_APPLY_UNAPPLY_MULT; |
1327 | retval |= CAN_APPLY_UNAPPLY_MULT; |
3216 | |
|
|
3217 | } |
1328 | } |
3218 | } /* if not enough free slots */ |
1329 | } /* if not enough free slots */ |
3219 | } /* if this object uses location i */ |
1330 | } /* if this object uses location i */ |
3220 | } /* for i -> num_body_locations loop */ |
1331 | } /* for i -> num_body_locations loop */ |
3221 | |
1332 | |
… | |
… | |
3226 | * and weapons all use the same slot. Similar for horn/rod/wand - they |
1337 | * and weapons all use the same slot. Similar for horn/rod/wand - they |
3227 | * all use the same location. |
1338 | * all use the same location. |
3228 | */ |
1339 | */ |
3229 | if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) |
1340 | if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) |
3230 | retval |= CAN_APPLY_RESTRICTION; |
1341 | retval |= CAN_APPLY_RESTRICTION; |
|
|
1342 | |
3231 | if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) |
1343 | if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) |
3232 | retval |= CAN_APPLY_RESTRICTION; |
1344 | retval |= CAN_APPLY_RESTRICTION; |
3233 | |
1345 | |
3234 | |
|
|
3235 | if (who->type != PLAYER) |
1346 | if (who->type != PLAYER) |
3236 | { |
1347 | { |
3237 | if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) |
1348 | if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) |
3238 | retval |= CAN_APPLY_RESTRICTION; |
1349 | retval |= CAN_APPLY_RESTRICTION; |
|
|
1350 | |
3239 | if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) |
1351 | if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) |
3240 | retval |= CAN_APPLY_RESTRICTION; |
1352 | retval |= CAN_APPLY_RESTRICTION; |
|
|
1353 | |
3241 | if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) |
1354 | if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) |
3242 | retval |= CAN_APPLY_RESTRICTION; |
1355 | retval |= CAN_APPLY_RESTRICTION; |
|
|
1356 | |
3243 | if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) |
1357 | if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) |
3244 | retval |= CAN_APPLY_RESTRICTION; |
1358 | retval |= CAN_APPLY_RESTRICTION; |
3245 | } |
1359 | } |
|
|
1360 | |
3246 | return retval; |
1361 | return retval; |
3247 | } |
1362 | } |
3248 | |
|
|
3249 | |
|
|
3250 | |
1363 | |
3251 | /** |
1364 | /** |
3252 | * who is the object using the object. It can be a monster. |
1365 | * who is the object using the object. It can be a monster. |
3253 | * op is the object they are using. op is an equipment type item, |
1366 | * op is the object they are using. op is an equipment type item, |
3254 | * eg, one which you put on and keep on for a while, and not something |
1367 | * eg, one which you put on and keep on for a while, and not something |
… | |
… | |
3263 | * AP_UNAPPLY=always unapply). |
1376 | * AP_UNAPPLY=always unapply). |
3264 | * |
1377 | * |
3265 | * Optional flags: |
1378 | * Optional flags: |
3266 | * AP_NO_MERGE: don't merge an unapplied object with other objects |
1379 | * AP_NO_MERGE: don't merge an unapplied object with other objects |
3267 | * AP_IGNORE_CURSE: unapply cursed items |
1380 | * AP_IGNORE_CURSE: unapply cursed items |
|
|
1381 | * AP_NO_READY: do not ready skills when applying skill tools |
3268 | * |
1382 | * |
3269 | * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) |
1383 | * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) |
3270 | * |
1384 | * |
3271 | * apply_special() doesn't check for unpaid items. |
1385 | * apply_special() doesn't check for unpaid items. |
3272 | */ |
1386 | */ |
3273 | int |
1387 | |
|
|
1388 | #define LACK_ITEM_POWER \ |
|
|
1389 | " H<You lack enough unused item power to use this weapon, see the skills command.>" |
|
|
1390 | |
|
|
1391 | static bool |
3274 | apply_special (object *who, object *op, int aflags) |
1392 | apply_special (object *who, object *op, int aflags) |
3275 | { |
1393 | { |
3276 | int basic_flag = aflags & AP_BASIC_FLAGS; |
1394 | int basic_flag = aflags & AP_MODE; |
3277 | object *tmp, *tmp2, *skop = NULL; |
1395 | object *tmp, *tmp2, *skop = NULL; |
3278 | int i; |
|
|
3279 | |
1396 | |
3280 | if (who == NULL) |
1397 | if (who == NULL) |
3281 | { |
1398 | { |
3282 | LOG (llevError, "apply_special() from object without environment.\n"); |
1399 | LOG (llevError, "apply_special() from object without environment.\n"); |
3283 | return 1; |
1400 | return 1; |
3284 | } |
1401 | } |
3285 | |
1402 | |
|
|
1403 | //TODO: remove these when apply_special is no longer exposed |
3286 | if (op->env != who) |
1404 | if (op->env != who) |
3287 | return 1; /* op is not in inventory */ |
1405 | return 1; /* op is not in inventory */ |
3288 | |
1406 | |
3289 | /* trying to unequip op */ |
1407 | /* trying to unequip op */ |
3290 | if (QUERY_FLAG (op, FLAG_APPLIED)) |
1408 | if (QUERY_FLAG (op, FLAG_APPLIED)) |
… | |
… | |
3293 | if (basic_flag == AP_APPLY) |
1411 | if (basic_flag == AP_APPLY) |
3294 | return 0; |
1412 | return 0; |
3295 | |
1413 | |
3296 | if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) |
1414 | if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) |
3297 | { |
1415 | { |
3298 | new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); |
1416 | who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op))); |
3299 | return 1; |
1417 | return 1; |
3300 | } |
1418 | } |
|
|
1419 | |
3301 | return unapply_special (who, op, aflags); |
1420 | return unapply_special (who, op, aflags); |
3302 | } |
1421 | } |
3303 | |
|
|
3304 | if (basic_flag == AP_UNAPPLY) |
1422 | else if (basic_flag == AP_UNAPPLY) |
3305 | return 0; |
1423 | return 0; |
3306 | |
1424 | |
3307 | i = can_apply_object (who, op); |
1425 | splay (op); |
3308 | |
1426 | |
3309 | /* Can't just apply this object. Lets see what not and what to do */ |
1427 | /* Can't just apply this object. Lets see what not and what to do */ |
3310 | if (i) |
1428 | if (int i = can_apply_object (who, op)) |
3311 | { |
1429 | { |
3312 | if (i & CAN_APPLY_NEVER) |
1430 | if (i & CAN_APPLY_NEVER) |
3313 | { |
1431 | { |
3314 | new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); |
1432 | who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op))); |
3315 | return 1; |
1433 | return 1; |
3316 | } |
1434 | } |
3317 | else if (i & CAN_APPLY_RESTRICTION) |
1435 | else if (i & CAN_APPLY_RESTRICTION) |
3318 | { |
1436 | { |
3319 | new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); |
1437 | who->failmsg (format ( |
|
|
1438 | "You have a prohibition against using a %s. " |
|
|
1439 | "H<Your belief, profession or class prevents you from applying this item.>", |
|
|
1440 | query_name (op) |
|
|
1441 | )); |
3320 | return 1; |
1442 | return 1; |
3321 | } |
1443 | } |
|
|
1444 | |
3322 | if (who->type != PLAYER) |
1445 | if (who->type != PLAYER) |
3323 | { |
1446 | { |
3324 | /* Some error, so don't try to equip something more */ |
1447 | /* Some error, so don't try to equip something more */ |
3325 | if (unapply_for_ob (who, op, aflags)) |
1448 | if (unapply_for_ob (who, op, aflags)) |
3326 | return 1; |
1449 | return 1; |
3327 | } |
1450 | } |
3328 | else |
1451 | else |
3329 | { |
1452 | { |
3330 | if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) |
1453 | if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) |
3331 | { |
1454 | { |
3332 | new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); |
1455 | who->failmsg ("You need to unapply some of the following item(s) or change your applymode:"); |
3333 | unapply_for_ob (who, op, AP_PRINT); |
1456 | unapply_for_ob (who, op, AP_PRINT); |
3334 | return 1; |
1457 | return 1; |
3335 | } |
1458 | } |
3336 | else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) |
1459 | else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) |
3337 | { |
|
|
3338 | i = unapply_for_ob (who, op, aflags); |
1460 | if (unapply_for_ob (who, op, aflags)) |
3339 | if (i) |
|
|
3340 | return 1; |
1461 | return 1; |
3341 | } |
1462 | } |
3342 | } |
|
|
3343 | } |
1463 | } |
|
|
1464 | |
3344 | if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) |
1465 | if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) |
3345 | { |
1466 | { |
|
|
1467 | // try to ready attached skill first |
3346 | skop = find_skill_by_name (who, op->skill); |
1468 | skop = find_skill_by_name (who, op->skill); |
|
|
1469 | |
3347 | if (!skop) |
1470 | if (!skop) |
3348 | { |
1471 | { |
3349 | new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); |
1472 | who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); |
3350 | return 1; |
1473 | return 1; |
3351 | } |
1474 | } |
3352 | else |
1475 | else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT)) |
3353 | { |
|
|
3354 | /* While experience will be credited properly, we want to change the |
|
|
3355 | * skill so that the dam and wc get updated |
|
|
3356 | */ |
|
|
3357 | change_skill (who, skop, 0); |
|
|
3358 | } |
1476 | { |
3359 | } |
1477 | who->failmsg (format ("You can't use the required %s skill!", &op->skill)); |
3360 | |
1478 | return 1; |
3361 | if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) |
1479 | } |
3362 | { |
1480 | } |
3363 | new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); |
1481 | |
|
|
1482 | if (!check_item_power (who, op->item_power)) |
|
|
1483 | { |
|
|
1484 | who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); |
3364 | return 1; |
1485 | return 1; |
3365 | } |
1486 | } |
3366 | |
|
|
3367 | |
1487 | |
3368 | /* Ok. We are now at the state where we can apply the new object. |
1488 | /* Ok. We are now at the state where we can apply the new object. |
3369 | * Note that we don't have the checks for can_use_... |
1489 | * Note that we don't have the checks for can_use_... |
3370 | * below - that is already taken care of by can_apply_object. |
1490 | * below - that is already taken care of by can_apply_object. |
3371 | */ |
1491 | */ |
3372 | |
1492 | |
3373 | |
1493 | // split away all the other items from the stack, so only one item is left |
3374 | if (op->nrof > 1) |
1494 | tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0; |
3375 | tmp = get_split_ob (op, op->nrof - 1); |
|
|
3376 | else |
|
|
3377 | tmp = NULL; |
|
|
3378 | |
1495 | |
3379 | if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) |
1496 | if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) |
3380 | return RESULT_INT (0); |
1497 | return RESULT_INT (0); |
3381 | |
1498 | |
3382 | switch (op->type) |
1499 | switch (op->type) |
3383 | { |
1500 | { |
3384 | case WEAPON: |
1501 | case WEAPON: |
3385 | if (!check_weapon_power (who, op->last_eat)) |
1502 | if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\'')) |
3386 | { |
|
|
3387 | new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); |
|
|
3388 | new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); |
|
|
3389 | if (tmp != NULL) |
|
|
3390 | (void) insert_ob_in_ob (tmp, who); |
|
|
3391 | return 1; |
|
|
3392 | } |
|
|
3393 | if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) |
|
|
3394 | { |
1503 | { |
3395 | /* if the weapon does not have the name as the character, can't use it. */ |
1504 | /* if the weapon does not have the name as the character, can't use it. */ |
3396 | /* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
1505 | /* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
3397 | new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); |
1506 | who->failmsg ("The weapon does not recognize you as its owner. " |
3398 | if (tmp != NULL) |
1507 | "H<Its name indicates that it belongs to somebody else.>"); |
3399 | (void) insert_ob_in_ob (tmp, who); |
1508 | if (tmp) who->insert (tmp); |
3400 | return 1; |
1509 | return 1; |
3401 | } |
1510 | } |
3402 | SET_FLAG (op, FLAG_APPLIED); |
|
|
3403 | |
1511 | |
3404 | if (skop) |
1512 | op->flag [FLAG_APPLIED] = true; |
3405 | change_skill (who, skop, 1); |
|
|
3406 | if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) |
|
|
3407 | SET_FLAG (who, FLAG_READY_WEAPON); |
|
|
3408 | |
1513 | |
3409 | new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); |
1514 | if (player *pl = who->contr) |
3410 | |
1515 | { |
|
|
1516 | who->statusmsg (format ("You wield %s.", query_name (op))); |
3411 | (void) change_abil (who, op); |
1517 | change_abil (who, op); |
|
|
1518 | } |
|
|
1519 | else |
|
|
1520 | who->change_skill (skop); |
|
|
1521 | |
|
|
1522 | op->flag [FLAG_READY_WEAPON] = true; |
3412 | break; |
1523 | break; |
3413 | |
1524 | |
3414 | case ARMOUR: |
1525 | case ARMOUR: |
3415 | case HELMET: |
1526 | case HELMET: |
3416 | case SHIELD: |
1527 | case SHIELD: |
… | |
… | |
3420 | case BRACERS: |
1531 | case BRACERS: |
3421 | case CLOAK: |
1532 | case CLOAK: |
3422 | case RING: |
1533 | case RING: |
3423 | case AMULET: |
1534 | case AMULET: |
3424 | SET_FLAG (op, FLAG_APPLIED); |
1535 | SET_FLAG (op, FLAG_APPLIED); |
3425 | new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); |
1536 | who->statusmsg (format ("You wear %s.", query_name (op))); |
3426 | (void) change_abil (who, op); |
1537 | change_abil (who, op); |
3427 | break; |
1538 | break; |
|
|
1539 | |
|
|
1540 | case SKILL_TOOL: |
|
|
1541 | // applying a skill tool does not ready the skill |
|
|
1542 | // if something needs the skill, it has to ready it itself |
|
|
1543 | //TODO: unapplying should unapply the skill, though |
|
|
1544 | SET_FLAG (op, FLAG_APPLIED); |
|
|
1545 | break; |
|
|
1546 | |
3428 | case LAMP: |
1547 | case SKILL: |
3429 | if (op->stats.food < 1) |
1548 | if (!(aflags & AP_NO_SLOT)) |
3430 | { |
1549 | { |
3431 | new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); |
1550 | // skill is used on it's own, as opposed to being a chosen_skill |
|
|
1551 | |
|
|
1552 | if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA)) |
|
|
1553 | { |
|
|
1554 | who->failmsg (format ( |
|
|
1555 | "You feel as if you wanted to do something funny, but you can't remember what. " |
|
|
1556 | "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. " |
|
|
1557 | "It cannot be used on its own.>", |
|
|
1558 | &op->skill |
|
|
1559 | )); |
|
|
1560 | if (tmp) who->insert (tmp); |
|
|
1561 | return 1; |
|
|
1562 | } |
|
|
1563 | |
|
|
1564 | if (skill_flags [op->subtype] & SF_AUTARK |
|
|
1565 | || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED))) |
|
|
1566 | { |
|
|
1567 | if (skill_flags [op->subtype] & SF_USE) |
|
|
1568 | who->failmsg (format ( |
|
|
1569 | "You feel as if you wanted to do something funny, but you can't remember what. " |
|
|
1570 | "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>", |
|
|
1571 | &op->skill, &op->skill |
|
|
1572 | )); |
|
|
1573 | else |
|
|
1574 | who->failmsg (format ( |
|
|
1575 | "You feel as if you wanted to do something funny, but you can't remember what. " |
|
|
1576 | "H<The %s skill cannot be readied or used, it is always active.>", |
|
|
1577 | &op->skill |
|
|
1578 | )); |
|
|
1579 | |
|
|
1580 | if (tmp) who->insert (tmp); |
|
|
1581 | |
|
|
1582 | return 1; |
|
|
1583 | } |
|
|
1584 | |
|
|
1585 | if (who->contr) |
|
|
1586 | if (op->invisible) |
|
|
1587 | who->statusmsg (format ("You can now use the %s skill.", &op->skill)); |
|
|
1588 | else |
|
|
1589 | who->statusmsg (format ("You ready %s.", query_name (op))); |
|
|
1590 | } |
|
|
1591 | |
|
|
1592 | SET_FLAG (who, FLAG_READY_SKILL); |
|
|
1593 | SET_FLAG (op, FLAG_APPLIED); |
|
|
1594 | change_abil (who, op); |
|
|
1595 | break; |
|
|
1596 | |
|
|
1597 | case BOW: |
|
|
1598 | if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\'')) |
|
|
1599 | { |
|
|
1600 | who->failmsg ("The weapon does not recognize you as its owner. " |
|
|
1601 | "H<Its name indicates that it belongs to somebody else.>"); |
|
|
1602 | if (tmp) who->insert (tmp); |
3432 | return 1; |
1603 | return 1; |
3433 | } |
1604 | } |
3434 | new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); |
|
|
3435 | tmp2 = arch_to_object (op->other_arch); |
|
|
3436 | tmp2->stats.food = op->stats.food; |
|
|
3437 | SET_FLAG (tmp2, FLAG_APPLIED); |
|
|
3438 | if (QUERY_FLAG (op, FLAG_INV_LOCKED)) |
|
|
3439 | SET_FLAG (tmp2, FLAG_INV_LOCKED); |
|
|
3440 | insert_ob_in_ob (tmp2, who); |
|
|
3441 | |
1605 | |
3442 | /* Remove the old lantern */ |
1606 | if (player *pl = who->contr) |
3443 | if (who->type == PLAYER) |
|
|
3444 | esrv_del_item (who->contr, op->count); |
|
|
3445 | |
|
|
3446 | op->destroy (); |
|
|
3447 | |
|
|
3448 | /* insert the portion that was split off */ |
|
|
3449 | if (tmp != NULL) |
|
|
3450 | { |
1607 | { |
3451 | (void) insert_ob_in_ob (tmp, who); |
1608 | op->flag [FLAG_APPLIED] = true; |
3452 | if (who->type == PLAYER) |
1609 | who->statusmsg (format ("You wield the %s.", query_name (op))); |
3453 | esrv_send_item (who, tmp); |
1610 | change_abil (who, op); |
3454 | } |
1611 | } |
3455 | who->update_stats (); |
1612 | break; |
3456 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
1613 | |
|
|
1614 | case RANGED: |
|
|
1615 | if (player *pl = who->contr) |
3457 | { |
1616 | { |
3458 | if (who->type == PLAYER) |
1617 | op->flag [FLAG_APPLIED] = true; |
3459 | { |
1618 | who->statusmsg (format ("You applied the %s.", query_name (op))); |
3460 | new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); |
|
|
3461 | SET_FLAG (tmp2, FLAG_KNOWN_CURSED); |
|
|
3462 | } |
|
|
3463 | } |
1619 | } |
3464 | if (who->type == PLAYER) |
|
|
3465 | esrv_send_item (who, tmp2); |
|
|
3466 | return 0; |
|
|
3467 | break; |
1620 | break; |
3468 | |
1621 | |
3469 | /* this part is needed for skill-tools */ |
|
|
3470 | case SKILL: |
1622 | case SPELL: |
3471 | case SKILL_TOOL: |
1623 | if (player *pl = who->contr) |
3472 | if (who->chosen_skill) |
|
|
3473 | { |
1624 | { |
3474 | LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); |
1625 | op->flag [FLAG_APPLIED] = true; |
3475 | return 1; |
1626 | who->statusmsg (format ("You ready the spell %s.", query_name (op))); |
3476 | } |
1627 | } |
3477 | if (who->type == PLAYER) |
|
|
3478 | { |
|
|
3479 | who->contr->shoottype = range_skill; |
|
|
3480 | who->contr->ranges[range_skill] = op; |
|
|
3481 | if (!op->invisible) |
|
|
3482 | { |
|
|
3483 | new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); |
|
|
3484 | new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); |
|
|
3485 | } |
|
|
3486 | else |
|
|
3487 | { |
|
|
3488 | new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); |
|
|
3489 | } |
|
|
3490 | } |
|
|
3491 | SET_FLAG (op, FLAG_APPLIED); |
|
|
3492 | (void) change_abil (who, op); |
|
|
3493 | who->chosen_skill = op; |
|
|
3494 | SET_FLAG (who, FLAG_READY_SKILL); |
|
|
3495 | break; |
1628 | break; |
3496 | |
1629 | |
|
|
1630 | /*FALLTHROUGH*/ |
3497 | case BOW: |
1631 | case WAND: |
3498 | if (!check_weapon_power (who, op->last_eat)) |
|
|
3499 | { |
|
|
3500 | new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); |
|
|
3501 | new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); |
|
|
3502 | if (tmp != NULL) |
|
|
3503 | (void) insert_ob_in_ob (tmp, who); |
|
|
3504 | return 1; |
|
|
3505 | } |
|
|
3506 | if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) |
|
|
3507 | { |
|
|
3508 | new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); |
|
|
3509 | if (tmp != NULL) |
|
|
3510 | (void) insert_ob_in_ob (tmp, who); |
|
|
3511 | return 1; |
|
|
3512 | } |
|
|
3513 | /*FALLTHROUGH*/ case WAND: |
|
|
3514 | case ROD: |
1632 | case ROD: |
3515 | case HORN: |
1633 | case HORN: |
3516 | /* check for skill, alter player status */ |
1634 | /* check for skill, alter player status */ |
3517 | SET_FLAG (op, FLAG_APPLIED); |
1635 | |
3518 | if (skop) |
1636 | if (!skop) |
3519 | change_skill (who, skop, 0); |
|
|
3520 | new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); |
|
|
3521 | |
|
|
3522 | if (who->type == PLAYER) |
|
|
3523 | { |
1637 | { |
|
|
1638 | who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO |
|
|
1639 | if (tmp) who->insert (tmp); |
|
|
1640 | return 1; |
|
|
1641 | } |
|
|
1642 | |
|
|
1643 | op->flag [FLAG_APPLIED] = true; |
|
|
1644 | |
|
|
1645 | if (player *pl = who->contr) |
|
|
1646 | { |
|
|
1647 | who->statusmsg (format ("You ready %s.", query_name (op))); |
|
|
1648 | |
3524 | if (op->type == BOW) |
1649 | if (op->type == BOW) |
3525 | { |
1650 | who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); |
|
|
1651 | |
3526 | (void) change_abil (who, op); |
1652 | change_abil (who, op); |
3527 | new_draw_info_format (NDI_UNIQUE, 0, who, |
|
|
3528 | "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); |
|
|
3529 | who->contr->shoottype = range_bow; |
|
|
3530 | } |
|
|
3531 | else |
|
|
3532 | { |
|
|
3533 | who->contr->shoottype = range_misc; |
|
|
3534 | } |
|
|
3535 | } |
1653 | } |
3536 | else |
1654 | else |
3537 | { |
1655 | { |
|
|
1656 | who->change_skill (skop); |
|
|
1657 | |
3538 | if (op->type == BOW) |
1658 | if (op->type == BOW) |
3539 | SET_FLAG (who, FLAG_READY_BOW); |
1659 | op->flag [FLAG_READY_BOW ] = true; |
3540 | else |
1660 | else |
3541 | SET_FLAG (who, FLAG_READY_RANGE); |
1661 | op->flag [FLAG_READY_RANGE] = true; |
|
|
1662 | } |
|
|
1663 | |
|
|
1664 | break; |
|
|
1665 | |
|
|
1666 | case BUILDER: |
|
|
1667 | if (player *pl = who->contr) |
|
|
1668 | { |
|
|
1669 | who->statusmsg (format ("You ready your %s.", query_name (op))); |
|
|
1670 | //TODO: change_abil? |
3542 | } |
1671 | } |
3543 | break; |
1672 | break; |
3544 | |
1673 | |
3545 | case BUILDER: |
|
|
3546 | if (who->contr->ranges[range_builder]) |
|
|
3547 | unapply_special (who, who->contr->ranges[range_builder], 0); |
|
|
3548 | who->contr->shoottype = range_builder; |
|
|
3549 | who->contr->ranges[range_builder] = op; |
|
|
3550 | new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); |
|
|
3551 | break; |
|
|
3552 | |
|
|
3553 | default: |
1674 | default: |
3554 | new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); |
1675 | who->statusmsg (format ("You apply %s.", query_name (op))); |
3555 | } /* end of switch op->type */ |
1676 | } |
3556 | |
1677 | |
3557 | SET_FLAG (op, FLAG_APPLIED); |
1678 | SET_FLAG (op, FLAG_APPLIED); |
3558 | |
1679 | |
3559 | if (tmp != NULL) |
1680 | if (tmp) who->insert (tmp); |
3560 | tmp = insert_ob_in_ob (tmp, who); |
|
|
3561 | |
1681 | |
3562 | who->update_stats (); |
1682 | who->update_stats (); |
3563 | |
1683 | |
3564 | /* We exclude spell casting objects. The fire code will set the |
1684 | /* We exclude spell casting objects. The fire code will set the |
3565 | * been applied flag when they are used - until that point, |
1685 | * been applied flag when they are used - until that point, |
… | |
… | |
3567 | */ |
1687 | */ |
3568 | if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) |
1688 | if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) |
3569 | SET_FLAG (op, FLAG_BEEN_APPLIED); |
1689 | SET_FLAG (op, FLAG_BEEN_APPLIED); |
3570 | |
1690 | |
3571 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
1691 | if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) |
3572 | { |
|
|
3573 | if (who->type == PLAYER) |
1692 | if (who->type == PLAYER) |
3574 | { |
1693 | { |
3575 | new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); |
1694 | who->failmsg ( |
|
|
1695 | "Oops, it feels deadly cold! " |
|
|
1696 | "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>" |
|
|
1697 | ); |
3576 | SET_FLAG (op, FLAG_KNOWN_CURSED); |
1698 | SET_FLAG (op, FLAG_KNOWN_CURSED); |
3577 | } |
1699 | } |
3578 | } |
1700 | |
3579 | if (who->type == PLAYER) |
1701 | if (object *pl = op->visible_to ()) |
3580 | { |
|
|
3581 | /* if multiple objects were applied, update both slots */ |
|
|
3582 | if (tmp) |
|
|
3583 | esrv_send_item (who, tmp); |
|
|
3584 | esrv_send_item (who, op); |
1702 | esrv_send_item (pl, op); |
3585 | } |
1703 | |
3586 | return 0; |
1704 | return 0; |
3587 | } |
1705 | } |
3588 | |
1706 | |
3589 | |
1707 | /** |
|
|
1708 | * Check if op should abort moving victim because of it's race or slaying. |
|
|
1709 | * Returns 1 if it should abort, returns 0 if it should continue. |
|
|
1710 | */ |
3590 | int |
1711 | int |
3591 | monster_apply_special (object *who, object *op, int aflags) |
1712 | should_director_abort (object *op, object *victim) |
3592 | { |
1713 | { |
3593 | if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) |
1714 | int arch_flag, name_flag, race_flag; |
|
|
1715 | |
|
|
1716 | /* Get flags to determine what of arch, name, and race should be checked. |
|
|
1717 | * This is stored in subtype, and is a bitmask, the LSB is the arch flag, |
|
|
1718 | * the next is the name flag, and the last is the race flag. Also note, |
|
|
1719 | * if subtype is set to zero, that also goes to defaults of all affecting |
|
|
1720 | * it. Examples: |
|
|
1721 | * subtype 1: only arch |
|
|
1722 | * subtype 3: arch or name |
|
|
1723 | * subtype 5: arch or race |
|
|
1724 | * subtype 7: all three |
|
|
1725 | */ |
|
|
1726 | if (op->subtype) |
|
|
1727 | { |
|
|
1728 | arch_flag = op->subtype & 1; |
|
|
1729 | name_flag = op->subtype & 2; |
|
|
1730 | race_flag = op->subtype & 4; |
|
|
1731 | } |
|
|
1732 | else |
|
|
1733 | { |
|
|
1734 | arch_flag = 1; |
|
|
1735 | name_flag = 1; |
|
|
1736 | race_flag = 1; |
|
|
1737 | } |
|
|
1738 | |
|
|
1739 | /* If the director has race set, only affect objects with a arch, |
|
|
1740 | * name or race that matches. |
|
|
1741 | */ |
|
|
1742 | if ((op->race) && |
|
|
1743 | ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) && |
|
|
1744 | ((!(victim->name && name_flag) || op->race != victim->name)) && |
|
|
1745 | ((!(victim->race && race_flag) || op->race != victim->race))) |
3594 | return 1; |
1746 | return 1; |
3595 | return apply_special (who, op, aflags); |
|
|
3596 | } |
|
|
3597 | |
1747 | |
|
|
1748 | /* If the director has slaying set, only affect objects where none |
|
|
1749 | * of arch, name, or race match. |
|
|
1750 | */ |
|
|
1751 | if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) || |
|
|
1752 | ((victim->name && name_flag && op->slaying == victim->name)) || |
|
|
1753 | ((victim->race && race_flag && op->slaying == victim->race))) |
|
|
1754 | return 1; |
|
|
1755 | |
|
|
1756 | return 0; |
|
|
1757 | } |
|
|
1758 | |
3598 | /** |
1759 | /** |
3599 | * Map was just loaded, handle op's initialisation. |
1760 | * This handles a player dropping money on an altar to identify stuff. |
|
|
1761 | * It'll identify marked item, if none all items up to dropped money. |
|
|
1762 | * Return value: 1 if money was destroyed, 0 if not. |
3600 | * |
1763 | */ |
3601 | * Generates shop floor's item, and treasures. |
1764 | static int |
|
|
1765 | apply_id_altar (object *money, object *altar, object *pl) |
|
|
1766 | { |
|
|
1767 | dynbuf_text &buf = msg_dynbuf; buf.clear (); |
|
|
1768 | |
|
|
1769 | if (!pl || pl->type != PLAYER) |
|
|
1770 | return 0; |
|
|
1771 | |
|
|
1772 | /* Check for MONEY type is a special hack - it prevents 'nothing needs |
|
|
1773 | * identifying' from being printed out more than it needs to be. |
|
|
1774 | */ |
|
|
1775 | if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY) |
|
|
1776 | return 0; |
|
|
1777 | |
|
|
1778 | /* if the player has a marked item, identify that if it needs to be |
|
|
1779 | * identified. If it doesn't, then go through the player inventory. |
|
|
1780 | */ |
|
|
1781 | if (object *marked = find_marked_object (pl)) |
|
|
1782 | if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) |
|
|
1783 | { |
|
|
1784 | if (operate_altar (altar, &money, pl)) |
|
|
1785 | { |
|
|
1786 | identify (marked); |
|
|
1787 | |
|
|
1788 | buf.printf ("You have %s.\r", long_desc (marked, pl)); |
|
|
1789 | if (marked->msg) |
|
|
1790 | buf << "The item has a story:\r" << marked->msg << "\n\n"; |
|
|
1791 | |
|
|
1792 | return !money; |
|
|
1793 | } |
|
|
1794 | } |
|
|
1795 | |
|
|
1796 | for (object *id = pl->inv; id; id = id->below) |
|
|
1797 | { |
|
|
1798 | if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) |
|
|
1799 | { |
|
|
1800 | if (operate_altar (altar, &money, pl)) |
|
|
1801 | { |
|
|
1802 | identify (id); |
|
|
1803 | |
|
|
1804 | buf.printf ("You have %s.\r", long_desc (id, pl)); |
|
|
1805 | if (id->msg) |
|
|
1806 | buf << "The item has a story:\r" << id->msg << "\n\n"; |
|
|
1807 | |
|
|
1808 | /* If no more money, might as well quit now */ |
|
|
1809 | if (!money || !check_altar_sacrifice (altar, money)) |
|
|
1810 | break; |
|
|
1811 | } |
|
|
1812 | else |
|
|
1813 | { |
|
|
1814 | LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); |
|
|
1815 | break; |
|
|
1816 | } |
|
|
1817 | } |
|
|
1818 | } |
|
|
1819 | |
|
|
1820 | if (buf.empty ()) |
|
|
1821 | pl->failmsg ("You have nothing that needs identifying"); |
|
|
1822 | else |
|
|
1823 | pl->contr->infobox (MSG_CHANNEL ("identify"), buf); |
|
|
1824 | |
|
|
1825 | return !money; |
|
|
1826 | } |
|
|
1827 | |
|
|
1828 | /** |
|
|
1829 | * This checks whether the object has a "on_use_yield" field, and if so generated and drops |
|
|
1830 | * matching item. |
|
|
1831 | **/ |
|
|
1832 | void |
|
|
1833 | handle_apply_yield (object *tmp) |
|
|
1834 | { |
|
|
1835 | if (shstr_tmp yield = tmp->kv (shstr_on_use_yield)) |
|
|
1836 | archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR); |
|
|
1837 | } |
|
|
1838 | |
|
|
1839 | /** |
|
|
1840 | * Handles applying a potion. |
3602 | */ |
1841 | */ |
3603 | int |
1842 | int |
3604 | auto_apply (object *op) |
1843 | apply_potion (object *op, object *tmp) |
3605 | { |
1844 | { |
3606 | object *tmp = NULL, *tmp2; |
1845 | int got_one = 0, i; |
3607 | int i; |
1846 | object *force = 0; |
3608 | |
1847 | |
3609 | switch (op->type) |
1848 | object *floor = GET_MAP_OB (op->map, op->x, op->y); |
|
|
1849 | |
|
|
1850 | if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) |
|
|
1851 | { |
|
|
1852 | op->failmsg ("Gods prevent you from using this here, it's sacred ground!"); |
|
|
1853 | |
|
|
1854 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
1855 | return 0; |
3610 | { |
1856 | } |
3611 | case SHOP_FLOOR: |
1857 | |
3612 | if (!op->has_random_items ()) |
1858 | if (op->type == PLAYER) |
|
|
1859 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
1860 | identify (tmp); |
|
|
1861 | |
|
|
1862 | handle_apply_yield (tmp); |
|
|
1863 | |
|
|
1864 | /* Potion of restoration - only for players */ |
|
|
1865 | if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) |
|
|
1866 | { |
|
|
1867 | object *depl; |
|
|
1868 | archetype *at; |
|
|
1869 | |
|
|
1870 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
1871 | { |
|
|
1872 | op->drain_stat (); |
|
|
1873 | op->update_stats (); |
|
|
1874 | tmp->decrease (); |
|
|
1875 | return 1; |
|
|
1876 | } |
|
|
1877 | |
|
|
1878 | if (!(at = archetype::find (shstr_depletion))) |
|
|
1879 | { |
|
|
1880 | LOG (llevError, "Could not find archetype depletion\n"); |
3613 | return 0; |
1881 | return 0; |
3614 | |
|
|
3615 | do |
1882 | } |
|
|
1883 | |
|
|
1884 | depl = present_arch_in_ob (at, op); |
|
|
1885 | |
|
|
1886 | if (depl) |
3616 | { |
1887 | { |
3617 | i = 10; /* let's give it 10 tries */ |
1888 | for (i = 0; i < NUM_STATS; i++) |
3618 | while ((tmp = generate_treasure (op->randomitems, |
1889 | if (depl->stats.stat (i)) |
3619 | op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); |
1890 | op->statusmsg (restore_msg[i]); |
3620 | if (tmp == NULL) |
1891 | |
3621 | return 0; |
1892 | depl->destroy (); |
|
|
1893 | op->update_stats (); |
|
|
1894 | } |
|
|
1895 | else |
|
|
1896 | op->statusmsg ("Your potion had no effect."); |
|
|
1897 | |
|
|
1898 | tmp->decrease (); |
|
|
1899 | return 1; |
|
|
1900 | } |
|
|
1901 | |
|
|
1902 | /* improvement potion - only for players */ |
|
|
1903 | if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) |
|
|
1904 | { |
|
|
1905 | for (i = 1; i < min (11, op->level); i++) |
|
|
1906 | { |
3622 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
1907 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
3623 | { |
|
|
3624 | tmp->destroy (); |
|
|
3625 | tmp = NULL; |
|
|
3626 | } |
|
|
3627 | } |
|
|
3628 | while (!tmp); |
|
|
3629 | |
|
|
3630 | tmp->x = op->x; |
|
|
3631 | tmp->y = op->y; |
|
|
3632 | SET_FLAG (tmp, FLAG_UNPAID); |
|
|
3633 | insert_ob_in_map (tmp, op->map, NULL, 0); |
|
|
3634 | CLEAR_FLAG (op, FLAG_AUTO_APPLY); |
|
|
3635 | identify (tmp); |
|
|
3636 | break; |
|
|
3637 | |
|
|
3638 | case TREASURE: |
|
|
3639 | if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) |
|
|
3640 | return 0; |
|
|
3641 | |
|
|
3642 | while ((op->stats.hp--) > 0) |
|
|
3643 | create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, |
|
|
3644 | op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); |
|
|
3645 | |
|
|
3646 | /* If we generated an object and put it in this object inventory, |
|
|
3647 | * move it to the parent object as the current object is about |
|
|
3648 | * to disappear. An example of this item is the random_* stuff |
|
|
3649 | * that is put inside other objects. |
|
|
3650 | */ |
|
|
3651 | for (tmp = op->inv; tmp; tmp = tmp2) |
|
|
3652 | { |
|
|
3653 | tmp2 = tmp->below; |
|
|
3654 | tmp->remove (); |
|
|
3655 | |
|
|
3656 | if (op->env) |
|
|
3657 | insert_ob_in_ob (tmp, op->env); |
|
|
3658 | else |
|
|
3659 | tmp->destroy (); |
|
|
3660 | } |
|
|
3661 | |
|
|
3662 | op->destroy (); |
|
|
3663 | break; |
|
|
3664 | } |
|
|
3665 | return tmp ? 1 : 0; |
|
|
3666 | } |
|
|
3667 | |
|
|
3668 | /** |
|
|
3669 | * fix_auto_apply goes through the entire map (only the first time |
|
|
3670 | * when an original map is loaded) and performs special actions for |
|
|
3671 | * certain objects (most initialization of chests and creation of |
|
|
3672 | * treasures and stuff). Calls auto_apply if appropriate. |
|
|
3673 | */ |
|
|
3674 | void |
|
|
3675 | fix_auto_apply (maptile *m) |
|
|
3676 | { |
|
|
3677 | object *tmp, *above = NULL; |
|
|
3678 | int x, y; |
|
|
3679 | |
|
|
3680 | if (m == NULL) |
|
|
3681 | return; |
|
|
3682 | |
|
|
3683 | for (x = 0; x < MAP_WIDTH (m); x++) |
|
|
3684 | for (y = 0; y < MAP_HEIGHT (m); y++) |
|
|
3685 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above) |
|
|
3686 | { |
|
|
3687 | above = tmp->above; |
|
|
3688 | |
|
|
3689 | if (tmp->inv) |
|
|
3690 | { |
1908 | { |
3691 | object *invtmp, *invnext; |
1909 | if (op->contr->levhp[i] != 1) |
3692 | |
|
|
3693 | for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) |
|
|
3694 | { |
1910 | { |
3695 | invnext = invtmp->below; |
1911 | op->contr->levhp[i] = 1; |
3696 | |
|
|
3697 | if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) |
|
|
3698 | auto_apply (invtmp); |
|
|
3699 | else if (invtmp->type == TREASURE && invtmp->has_random_items ()) |
|
|
3700 | { |
1912 | break; |
3701 | while ((invtmp->stats.hp--) > 0) |
|
|
3702 | create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); |
|
|
3703 | |
|
|
3704 | invtmp->randomitems = NULL; |
|
|
3705 | } |
|
|
3706 | else if (invtmp && invtmp->arch |
|
|
3707 | && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) |
|
|
3708 | { |
|
|
3709 | create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); |
|
|
3710 | /* Need to clear this so that we never try to create |
|
|
3711 | * treasure again for this object |
|
|
3712 | */ |
|
|
3713 | invtmp->randomitems = NULL; |
|
|
3714 | } |
|
|
3715 | } |
1913 | } |
3716 | /* This is really temporary - the code at the bottom will |
|
|
3717 | * also set randomitems to null. The problem is there are bunches |
|
|
3718 | * of maps/players already out there with items that have spells |
|
|
3719 | * which haven't had the randomitems set to null yet. |
|
|
3720 | * MSW 2004-05-13 |
|
|
3721 | * |
|
|
3722 | * And if it's a spellbook, it's better to set randomitems to NULL too, |
|
|
3723 | * else you get two spells in the book ^_- |
|
|
3724 | * Ryo 2004-08-16 |
|
|
3725 | */ |
|
|
3726 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL |
|
|
3727 | || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) |
|
|
3728 | tmp->randomitems = NULL; |
|
|
3729 | |
1914 | |
3730 | } |
1915 | if (op->contr->levsp[i] != 1) |
3731 | |
|
|
3732 | if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) |
|
|
3733 | auto_apply (tmp); |
|
|
3734 | else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) |
|
|
3735 | { |
|
|
3736 | while ((tmp->stats.hp--) > 0) |
|
|
3737 | create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0); |
|
|
3738 | tmp->randomitems = NULL; |
|
|
3739 | } |
|
|
3740 | else if (tmp->type == TIMED_GATE) |
|
|
3741 | { |
|
|
3742 | object *head = tmp->head != NULL ? tmp->head : tmp; |
|
|
3743 | |
|
|
3744 | if (QUERY_FLAG (head, FLAG_IS_LINKED)) |
|
|
3745 | { |
1916 | { |
3746 | tmp->speed = 0; |
1917 | op->contr->levsp[i] = 1; |
3747 | update_ob_speed (tmp); |
1918 | break; |
|
|
1919 | } |
|
|
1920 | |
|
|
1921 | if (op->contr->levgrace[i] != 1) |
|
|
1922 | { |
|
|
1923 | op->contr->levgrace[i] = 1; |
|
|
1924 | break; |
3748 | } |
1925 | } |
3749 | } |
1926 | } |
3750 | /* This function can be called everytime a map is loaded, even when |
1927 | else |
3751 | * swapping back in. As such, we don't want to create the treasure |
1928 | { |
3752 | * over and ove again, so after we generate the treasure, blank out |
1929 | if (op->contr->levhp[i] < 9) |
3753 | * randomitems so if it is swapped in again, it won't make anything. |
1930 | { |
3754 | * This is a problem for the above objects, because they have counters |
1931 | op->contr->levhp[i] = 9; |
3755 | * which say how many times to make the treasure. |
1932 | break; |
|
|
1933 | } |
|
|
1934 | |
|
|
1935 | if (op->contr->levsp[i] < 6) |
|
|
1936 | { |
|
|
1937 | op->contr->levsp[i] = 6; |
|
|
1938 | break; |
|
|
1939 | } |
|
|
1940 | |
|
|
1941 | if (op->contr->levgrace[i] < 3) |
|
|
1942 | { |
|
|
1943 | op->contr->levgrace[i] = 3; |
|
|
1944 | break; |
|
|
1945 | } |
|
|
1946 | } |
|
|
1947 | } |
|
|
1948 | |
|
|
1949 | /* Just makes checking easier */ |
|
|
1950 | if (i < min (11, op->level)) |
|
|
1951 | got_one = 1; |
|
|
1952 | |
|
|
1953 | if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
1954 | { |
|
|
1955 | if (got_one) |
|
|
1956 | { |
|
|
1957 | op->update_stats (); |
|
|
1958 | op->statusmsg ("The Gods smile upon you and remake you " |
|
|
1959 | "a little more in their image. " |
|
|
1960 | "You feel a little more perfect.", NDI_GREEN); |
|
|
1961 | } |
|
|
1962 | else |
|
|
1963 | op->statusmsg ("The potion had no effect - you are already perfect."); |
|
|
1964 | } |
|
|
1965 | else |
|
|
1966 | { /* cursed potion */ |
|
|
1967 | if (got_one) |
|
|
1968 | { |
|
|
1969 | op->update_stats (); |
|
|
1970 | op->failmsg ("The Gods are angry and punish you."); |
|
|
1971 | } |
|
|
1972 | else |
|
|
1973 | op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE); |
|
|
1974 | } |
|
|
1975 | |
|
|
1976 | tmp->decrease (); |
|
|
1977 | return 1; |
|
|
1978 | } |
|
|
1979 | |
|
|
1980 | |
|
|
1981 | /* A potion that casts a spell. Healing, restore spellpoint (power potion) |
|
|
1982 | * and heroism all fit into this category. Given the spell object code, |
|
|
1983 | * there is no limit to the number of spells that potions can be cast, |
|
|
1984 | * but direction is problematic to try and imbue fireball potions for example. |
|
|
1985 | */ |
|
|
1986 | if (tmp->inv) |
|
|
1987 | { |
|
|
1988 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
1989 | { |
|
|
1990 | op->failmsg ("Yech! Your lungs are on fire!"); |
|
|
1991 | create_exploding_ball_at (op, op->level); |
|
|
1992 | } |
|
|
1993 | else |
|
|
1994 | cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
|
|
1995 | |
|
|
1996 | tmp->decrease (); |
|
|
1997 | |
|
|
1998 | /* if youre dead, no point in doing this... */ |
|
|
1999 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
2000 | op->update_stats (); |
|
|
2001 | |
|
|
2002 | return 1; |
|
|
2003 | } |
|
|
2004 | |
|
|
2005 | /* Deal with protection potions */ |
|
|
2006 | force = NULL; |
|
|
2007 | for (i = 0; i < NROFATTACKS; i++) |
|
|
2008 | { |
|
|
2009 | if (tmp->resist[i]) |
|
|
2010 | { |
|
|
2011 | if (!force) |
|
|
2012 | force = get_archetype (FORCE_NAME); |
|
|
2013 | |
|
|
2014 | memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); |
|
|
2015 | force->type = POTION_EFFECT; |
|
|
2016 | break; /* Only need to find one protection since we copy entire batch */ |
|
|
2017 | } |
|
|
2018 | } |
|
|
2019 | |
|
|
2020 | /* This is a protection potion */ |
|
|
2021 | if (force) |
|
|
2022 | { |
|
|
2023 | /* cursed items last longer */ |
|
|
2024 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
2025 | { |
|
|
2026 | force->stats.food *= 10; |
|
|
2027 | for (i = 0; i < NROFATTACKS; i++) |
|
|
2028 | if (force->resist[i] > 0) |
|
|
2029 | force->resist[i] = -force->resist[i]; /* prot => vuln */ |
|
|
2030 | } |
|
|
2031 | |
|
|
2032 | force->speed_left = -1; |
|
|
2033 | force = insert_ob_in_ob (force, op); |
|
|
2034 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
2035 | SET_FLAG (force, FLAG_APPLIED); |
|
|
2036 | change_abil (op, force); |
|
|
2037 | tmp->decrease (); |
|
|
2038 | return 1; |
|
|
2039 | } |
|
|
2040 | |
|
|
2041 | /* Only thing left are the stat potions */ |
|
|
2042 | if (op->type == PLAYER) |
|
|
2043 | { /* only for players */ |
|
|
2044 | if ((QUERY_FLAG (tmp, FLAG_CURSED) |
|
|
2045 | || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
2046 | && tmp->value != 0) |
|
|
2047 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
2048 | else |
|
|
2049 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
2050 | |
|
|
2051 | if (!change_abil (op, tmp)) |
|
|
2052 | op->statusmsg ("Nothing happened."); |
|
|
2053 | } |
|
|
2054 | |
|
|
2055 | /* CLEAR_FLAG is so that if the character has other potions |
|
|
2056 | * that were grouped with the one consumed, his |
|
|
2057 | * stat will not be raised by them. fix_player just clears |
|
|
2058 | * up all the stats. |
|
|
2059 | */ |
|
|
2060 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
|
|
2061 | op->update_stats (); |
|
|
2062 | tmp->decrease (); |
|
|
2063 | return 1; |
|
|
2064 | } |
|
|
2065 | |
|
|
2066 | /** |
|
|
2067 | * 'victim' moves onto 'trap' |
|
|
2068 | * 'victim' leaves 'trap' |
|
|
2069 | * effect is determined by move_on/move_off of trap and move_type of victime. |
|
|
2070 | * |
|
|
2071 | * originator: Player, monster or other object that caused 'victim' to move |
|
|
2072 | * onto 'trap'. Will receive messages caused by this action. May be NULL. |
|
|
2073 | * However, some types of traps require an originator to function. |
|
|
2074 | */ |
|
|
2075 | void |
|
|
2076 | move_apply (object *trap, object *victim, object *originator) |
|
|
2077 | { |
|
|
2078 | static int recursion_depth = 0; |
|
|
2079 | |
|
|
2080 | /* Only exits affect DMs. */ |
|
|
2081 | if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) |
|
|
2082 | return; |
|
|
2083 | |
|
|
2084 | /* move_apply() is the most likely candidate for causing unwanted and |
|
|
2085 | * possibly unlimited recursion. |
|
|
2086 | */ |
|
|
2087 | /* The following was changed because it was causing perfectly correct |
|
|
2088 | * maps to fail. 1) it's not an error to recurse: |
|
|
2089 | * rune detonates, summoning monster. monster lands on nearby rune. |
|
|
2090 | * nearby rune detonates. This sort of recursion is expected and |
|
|
2091 | * proper. This code was causing needless crashes. |
|
|
2092 | */ |
|
|
2093 | if (recursion_depth >= 500) |
|
|
2094 | { |
|
|
2095 | LOG (llevDebug, "WARNING: move_apply(): aborting recursion " |
|
|
2096 | "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name); |
|
|
2097 | return; |
|
|
2098 | } |
|
|
2099 | |
|
|
2100 | recursion_depth++; |
|
|
2101 | if (trap->head) |
|
|
2102 | trap = trap->head; |
|
|
2103 | |
|
|
2104 | if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) |
|
|
2105 | switch (trap->type) |
|
|
2106 | { |
|
|
2107 | case PLAYERMOVER: |
|
|
2108 | if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) |
|
|
2109 | { |
|
|
2110 | if (!trap->stats.maxsp) |
|
|
2111 | trap->stats.maxsp = 2; |
|
|
2112 | |
|
|
2113 | /* Is this correct? From the docs, it doesn't look like it |
|
|
2114 | * should be divided by trap->speed |
|
|
2115 | */ |
|
|
2116 | victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed; |
|
|
2117 | |
|
|
2118 | /* Just put in some sanity check. I think there is a bug in the |
|
|
2119 | * above with some objects have zero speed, and thus the player |
|
|
2120 | * getting permanently paralyzed. |
|
|
2121 | */ |
|
|
2122 | if (victim->speed_left < -50.f) |
|
|
2123 | victim->speed_left = -50.f; |
|
|
2124 | /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ |
|
|
2125 | } |
|
|
2126 | break; |
|
|
2127 | |
|
|
2128 | case SPINNER: |
|
|
2129 | if (victim->direction) |
|
|
2130 | { |
|
|
2131 | victim->direction = absdir (victim->direction - trap->stats.sp); |
|
|
2132 | update_turn_face (victim); |
|
|
2133 | } |
|
|
2134 | break; |
|
|
2135 | |
|
|
2136 | case DIRECTOR: |
|
|
2137 | if (victim->direction && !should_director_abort (trap, victim)) |
|
|
2138 | { |
|
|
2139 | victim->direction = trap->stats.sp; |
|
|
2140 | update_turn_face (victim); |
|
|
2141 | } |
|
|
2142 | break; |
|
|
2143 | |
|
|
2144 | case BUTTON: |
|
|
2145 | case PEDESTAL: |
|
|
2146 | case T_MATCH: |
|
|
2147 | update_button (trap, originator); |
|
|
2148 | break; |
|
|
2149 | |
|
|
2150 | case ALTAR: |
|
|
2151 | /* sacrifice victim on trap */ |
|
|
2152 | apply_altar (trap, victim, originator); |
|
|
2153 | break; |
|
|
2154 | |
|
|
2155 | case THROWN_OBJ: |
|
|
2156 | if (trap->inv == NULL) |
|
|
2157 | break; |
|
|
2158 | /* fallthrough */ |
|
|
2159 | |
|
|
2160 | case ARROW: |
|
|
2161 | /* bad bug: monster throw a object, make a step forwards, step on object , |
|
|
2162 | * trigger this here and get hit by own missile - and will be own enemy. |
|
|
2163 | * Victim then is his own enemy and will start to kill herself (this is |
|
|
2164 | * removed) but we have not synced victim and his missile. To avoid senseless |
|
|
2165 | * action, we avoid hits here |
3756 | */ |
2166 | */ |
3757 | else if (tmp && tmp->arch && tmp->type != PLAYER |
2167 | if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ()) |
3758 | && tmp->type != TREASURE && tmp->type != SPELL |
2168 | && trap->owner != victim) |
3759 | && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) |
2169 | hit_with_arrow (trap, victim); |
|
|
2170 | break; |
|
|
2171 | |
|
|
2172 | case SPELL_EFFECT: |
|
|
2173 | apply_spell_effect (trap, victim); |
|
|
2174 | break; |
|
|
2175 | |
|
|
2176 | case TRAPDOOR: |
|
|
2177 | { |
|
|
2178 | int max, sound_was_played; |
|
|
2179 | object *ab, *ab_next; |
|
|
2180 | |
|
|
2181 | if (!trap->value) |
|
|
2182 | { |
|
|
2183 | int tot; |
|
|
2184 | |
|
|
2185 | for (ab = trap->above, tot = 0; ab; ab = ab->above) |
|
|
2186 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
2187 | tot += ab->head_ ()->total_weight (); |
|
|
2188 | |
|
|
2189 | if (!(trap->value = (tot > trap->weight) ? 1 : 0)) |
|
|
2190 | break; |
|
|
2191 | |
|
|
2192 | SET_ANIMATION (trap, trap->value); |
|
|
2193 | update_object (trap, UP_OBJ_FACE); |
|
|
2194 | } |
|
|
2195 | |
|
|
2196 | for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) |
|
|
2197 | { |
|
|
2198 | /* need to set this up, since if we do transfer the object, |
|
|
2199 | * ab->above would be bogus |
|
|
2200 | */ |
|
|
2201 | ab_next = ab->above; |
|
|
2202 | |
|
|
2203 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
2204 | { |
|
|
2205 | if (!sound_was_played) |
|
|
2206 | { |
|
|
2207 | trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
|
|
2208 | sound_was_played = 1; |
|
|
2209 | } |
|
|
2210 | |
|
|
2211 | ab->statusmsg ("You fall into a trapdoor!", NDI_RED); |
|
|
2212 | transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab); |
|
|
2213 | } |
|
|
2214 | } |
|
|
2215 | break; |
|
|
2216 | } |
|
|
2217 | |
|
|
2218 | case CONVERTER: |
|
|
2219 | if (convert_item (victim, trap) < 0) |
3760 | { |
2220 | { |
3761 | create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); |
2221 | originator->failmsg (format ("The %s seems to be broken!", query_name (trap))); |
3762 | tmp->randomitems = NULL; |
2222 | archetype::get (shstr_burnout)->insert_at (trap, trap); |
3763 | } |
2223 | } |
|
|
2224 | |
|
|
2225 | break; |
|
|
2226 | |
|
|
2227 | case TRIGGER_BUTTON: |
|
|
2228 | case TRIGGER_PEDESTAL: |
|
|
2229 | case TRIGGER_ALTAR: |
|
|
2230 | check_trigger (trap, victim, originator); |
|
|
2231 | break; |
|
|
2232 | |
|
|
2233 | case DEEP_SWAMP: |
|
|
2234 | walk_on_deep_swamp (trap, victim); |
|
|
2235 | break; |
|
|
2236 | |
|
|
2237 | case CHECK_INV: |
|
|
2238 | check_inv (victim, trap); |
|
|
2239 | break; |
|
|
2240 | |
|
|
2241 | case HOLE: |
|
|
2242 | move_apply_hole (trap, victim); |
|
|
2243 | break; |
|
|
2244 | |
|
|
2245 | case EXIT: |
|
|
2246 | if (victim->type == PLAYER && EXIT_PATH (trap)) |
|
|
2247 | { |
|
|
2248 | /* Basically, don't show exits leading to random maps the |
|
|
2249 | * players output. |
|
|
2250 | */ |
|
|
2251 | if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit) |
|
|
2252 | victim->statusmsg (trap->msg, NDI_NAVY); |
|
|
2253 | |
|
|
2254 | trap->play_sound (trap->sound); |
|
|
2255 | victim->enter_exit (trap); |
|
|
2256 | } |
|
|
2257 | break; |
|
|
2258 | |
|
|
2259 | case ENCOUNTER: |
|
|
2260 | /* may be some leftovers on this */ |
|
|
2261 | break; |
|
|
2262 | |
|
|
2263 | case SHOP_MAT: |
|
|
2264 | apply_shop_mat (trap, victim); |
|
|
2265 | break; |
|
|
2266 | |
|
|
2267 | /* Drop a certain amount of gold, and have one item identified */ |
|
|
2268 | case IDENTIFY_ALTAR: |
|
|
2269 | apply_id_altar (victim, trap, originator); |
|
|
2270 | break; |
|
|
2271 | |
|
|
2272 | case SIGN: |
|
|
2273 | if (victim->type != PLAYER && trap->stats.food > 0) |
|
|
2274 | break; /* monsters musn't apply magic_mouths with counters */ |
|
|
2275 | |
|
|
2276 | apply_sign (victim, trap, 1); |
|
|
2277 | break; |
|
|
2278 | |
|
|
2279 | case CONTAINER: |
|
|
2280 | apply_container (victim, trap); |
|
|
2281 | break; |
|
|
2282 | |
|
|
2283 | case RUNE: |
|
|
2284 | case TRAP: |
|
|
2285 | if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) |
|
|
2286 | spring_trap (trap, victim); |
|
|
2287 | break; |
|
|
2288 | |
|
|
2289 | default: |
|
|
2290 | LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " |
|
|
2291 | "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); |
|
|
2292 | break; |
|
|
2293 | } |
|
|
2294 | |
|
|
2295 | recursion_depth--; |
|
|
2296 | } |
|
|
2297 | |
|
|
2298 | /** |
|
|
2299 | * Handles reading a regular (ie not containing a spell) book. |
|
|
2300 | */ |
|
|
2301 | static void |
|
|
2302 | apply_book (object *op, object *tmp) |
|
|
2303 | { |
|
|
2304 | int lev_diff; |
|
|
2305 | object *skill_ob; |
|
|
2306 | |
|
|
2307 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2308 | { |
|
|
2309 | op->failmsg ("You are unable to read while blind!"); |
|
|
2310 | return; |
|
|
2311 | } |
|
|
2312 | |
|
|
2313 | if (!tmp->msg) |
|
|
2314 | { |
|
|
2315 | op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name)); |
|
|
2316 | return; |
|
|
2317 | } |
|
|
2318 | |
|
|
2319 | /* need a literacy skill to read stuff! */ |
|
|
2320 | skill_ob = find_skill_by_name (op, tmp->skill); |
|
|
2321 | if (!skill_ob) |
|
|
2322 | { |
|
|
2323 | op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill)); |
|
|
2324 | return; |
|
|
2325 | } |
|
|
2326 | |
|
|
2327 | lev_diff = tmp->level - (skill_ob->level + 5); |
|
|
2328 | if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) |
|
|
2329 | { |
|
|
2330 | op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension." |
|
|
2331 | : lev_diff < 3 ? "This book is slightly beyond your comprehension." |
|
|
2332 | : lev_diff < 5 ? "This book is beyond your comprehension." |
|
|
2333 | : lev_diff < 8 ? "This book is quite a bit beyond your comprehension." |
|
|
2334 | : lev_diff < 15 ? "This book is way beyond your comprehension." |
|
|
2335 | : "This book is totally beyond your comprehension."); |
|
|
2336 | return; |
|
|
2337 | } |
|
|
2338 | |
|
|
2339 | // we currently don't use the message types for anything. |
|
|
2340 | // readable_message_type *msgType = get_readable_message_type (tmp); |
|
|
2341 | |
|
|
2342 | tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book")); |
|
|
2343 | |
|
|
2344 | if (player *pl = op->contr) |
|
|
2345 | if (client *ns = pl->ns) |
|
|
2346 | pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); |
|
|
2347 | |
|
|
2348 | /* gain xp from reading */ |
|
|
2349 | if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) |
|
|
2350 | { /* only if not read before */ |
|
|
2351 | int exp_gain = calc_skill_exp (op, tmp, skill_ob); |
|
|
2352 | |
|
|
2353 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
3764 | } |
2354 | { |
|
|
2355 | /*exp_gain *= 2; because they just identified it too */ |
|
|
2356 | SET_FLAG (tmp, FLAG_IDENTIFIED); |
3765 | |
2357 | |
3766 | for (x = 0; x < MAP_WIDTH (m); x++) |
2358 | if (object *pl = tmp->visible_to ()) |
3767 | for (y = 0; y < MAP_HEIGHT (m); y++) |
2359 | esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp); |
3768 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
2360 | } |
3769 | if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
|
|
3770 | check_trigger (tmp, tmp->above); |
|
|
3771 | } |
|
|
3772 | |
2361 | |
3773 | /** |
2362 | change_exp (op, exp_gain, skill_ob->skill, 0); |
3774 | * Handles player eating food that temporarily changes status (resistances, stats). |
2363 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ |
3775 | * This used to call cast_change_attr(), but |
2364 | } |
3776 | * that doesn't work with the new spell code. Since we know what |
2365 | } |
3777 | * the food changes, just grab a force and use that instead. |
|
|
3778 | */ |
|
|
3779 | |
2366 | |
|
|
2367 | /** |
|
|
2368 | * op made some mistake with a scroll, this takes care of punishment. |
|
|
2369 | * scroll_failure()- hacked directly from spell_failure |
|
|
2370 | */ |
|
|
2371 | static void |
|
|
2372 | scroll_failure (object *op, int failure, int power) |
|
|
2373 | { |
|
|
2374 | if (abs (failure / 4) > power) |
|
|
2375 | power = abs (failure / 4); /* set minimum effect */ |
|
|
2376 | |
|
|
2377 | if (failure <= -1 && failure > -15) |
|
|
2378 | { /* wonder */ |
|
|
2379 | object *tmp; |
|
|
2380 | |
|
|
2381 | op->failmsg ("Your spell warps!"); |
|
|
2382 | tmp = get_archetype (SPELL_WONDER); |
|
|
2383 | cast_wonder (op, op, 0, tmp); |
|
|
2384 | tmp->destroy (); |
|
|
2385 | } |
|
|
2386 | else if (failure <= -15 && failure > -35) |
|
|
2387 | { /* drain mana */ |
|
|
2388 | op->failmsg ("Your mana is drained!"); |
|
|
2389 | op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); |
|
|
2390 | if (op->stats.sp < 0) |
|
|
2391 | op->stats.sp = 0; |
|
|
2392 | } |
|
|
2393 | else if (settings.spell_failure_effects == TRUE) |
|
|
2394 | { |
|
|
2395 | if (failure <= -35 && failure > -60) |
|
|
2396 | { /* confusion */ |
|
|
2397 | op->failmsg ("The magic recoils on you!"); |
|
|
2398 | confuse_player (op, op, power); |
|
|
2399 | } |
|
|
2400 | else if (failure <= -60 && failure > -70) |
|
|
2401 | { /* paralysis */ |
|
|
2402 | op->failmsg ("The magic recoils and paralyzes you!"); |
|
|
2403 | paralyze_player (op, op, power); |
|
|
2404 | } |
|
|
2405 | else if (failure <= -70 && failure > -80) |
|
|
2406 | { /* blind */ |
|
|
2407 | op->failmsg ("The magic recoils on you!"); |
|
|
2408 | blind_player (op, op, power); |
|
|
2409 | } |
|
|
2410 | else if (failure <= -80) |
|
|
2411 | { /* blast the immediate area */ |
|
|
2412 | object *tmp = get_archetype (LOOSE_MANA); |
|
|
2413 | cast_magic_storm (op, tmp, power); |
|
|
2414 | op->failmsg ("You unleash uncontrolled mana!"); |
|
|
2415 | tmp->destroy (); |
|
|
2416 | } |
|
|
2417 | } |
|
|
2418 | } |
|
|
2419 | |
|
|
2420 | /** |
|
|
2421 | * Handles the applying of a skill scroll, calling learn_skill straight. |
|
|
2422 | * op is the person learning the skill, tmp is the skill scroll object |
|
|
2423 | */ |
|
|
2424 | static void |
|
|
2425 | apply_skillscroll (object *op, object *tmp) |
|
|
2426 | { |
|
|
2427 | switch (learn_skill (op, tmp)) |
|
|
2428 | { |
|
|
2429 | case 0: |
|
|
2430 | op->play_sound (sound_find ("generic_fail")); |
|
|
2431 | op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp))); |
|
|
2432 | break; |
|
|
2433 | |
|
|
2434 | case 1: |
|
|
2435 | tmp->decrease (); |
|
|
2436 | op->play_sound (sound_find ("skill_learn")); |
|
|
2437 | op->statusmsg (format ("You succeed in learning %s", &tmp->skill)); |
|
|
2438 | break; |
|
|
2439 | |
|
|
2440 | default: |
|
|
2441 | tmp->decrease (); |
|
|
2442 | op->play_sound (sound_find ("generic_fail")); |
|
|
2443 | op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp))); |
|
|
2444 | break; |
|
|
2445 | } |
|
|
2446 | } |
|
|
2447 | |
|
|
2448 | /** |
|
|
2449 | * Actually makes op learn spell. |
|
|
2450 | * Informs player of what happens. |
|
|
2451 | */ |
3780 | void |
2452 | void |
3781 | eat_special_food (object *who, object *food) |
2453 | do_learn_spell (object *op, object *spell, int special_prayer) |
3782 | { |
2454 | { |
3783 | object *force; |
2455 | object *tmp; |
3784 | int i, did_one = 0; |
|
|
3785 | sint8 k; |
|
|
3786 | |
2456 | |
3787 | force = get_archetype (FORCE_NAME); |
2457 | if (op->type != PLAYER) |
3788 | |
2458 | { |
3789 | for (i = 0; i < NUM_STATS; i++) |
2459 | LOG (llevError, "BUG: do_learn_spell(): not a player\n"); |
|
|
2460 | return; |
3790 | { |
2461 | } |
3791 | k = get_attr_value (&food->stats, i); |
2462 | |
3792 | if (k) |
2463 | /* Upgrade special prayers to normal prayers */ |
3793 | { |
2464 | if ((tmp = check_spell_known (op, spell->name)) != NULL) |
3794 | set_attr_value (&force->stats, i, k); |
2465 | { |
3795 | did_one = 1; |
2466 | if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
3796 | } |
2467 | { |
|
|
2468 | LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); |
|
|
2469 | return; |
|
|
2470 | } |
|
|
2471 | return; |
|
|
2472 | } |
|
|
2473 | |
|
|
2474 | op->contr->play_sound (sound_find ("learn_spell")); |
|
|
2475 | |
|
|
2476 | tmp = spell->clone (); |
|
|
2477 | insert_ob_in_ob (tmp, op); |
|
|
2478 | |
|
|
2479 | if (special_prayer) |
|
|
2480 | SET_FLAG (tmp, FLAG_STARTEQUIP); |
|
|
2481 | |
|
|
2482 | esrv_add_spells (op->contr, tmp); |
|
|
2483 | } |
|
|
2484 | |
|
|
2485 | /** |
|
|
2486 | * Erases spell from player's inventory. |
|
|
2487 | */ |
|
|
2488 | void |
|
|
2489 | do_forget_spell (object *op, const char *spell) |
|
|
2490 | { |
|
|
2491 | object *spob; |
|
|
2492 | |
|
|
2493 | if (op->type != PLAYER) |
3797 | } |
2494 | { |
|
|
2495 | LOG (llevError, "BUG: do_forget_spell(): not a player\n"); |
|
|
2496 | return; |
|
|
2497 | } |
|
|
2498 | if ((spob = check_spell_known (op, spell)) == NULL) |
|
|
2499 | { |
|
|
2500 | LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); |
|
|
2501 | return; |
|
|
2502 | } |
3798 | |
2503 | |
3799 | /* check if we can protect the eater */ |
2504 | op->failmsg (format ("You lose knowledge of %s.", spell)); |
|
|
2505 | esrv_remove_spell (op->contr, spob); |
|
|
2506 | spob->destroy (); |
|
|
2507 | } |
|
|
2508 | |
|
|
2509 | /** |
|
|
2510 | * Handles player applying a spellbook. |
|
|
2511 | * Checks whether player has knowledge of required skill, doesn't already know the spell, |
|
|
2512 | * stuff like that. Random learning failure too. |
|
|
2513 | */ |
|
|
2514 | static void |
|
|
2515 | apply_spellbook (object *op, object *tmp) |
|
|
2516 | { |
|
|
2517 | object *skop, *spell, *spell_skill; |
|
|
2518 | |
|
|
2519 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2520 | { |
|
|
2521 | op->failmsg ("You are unable to read while blind."); |
|
|
2522 | return; |
|
|
2523 | } |
|
|
2524 | |
|
|
2525 | /* artifact_spellbooks have 'slaying' field point to a spell name, |
|
|
2526 | * instead of having their spell stored in stats.sp. These are |
|
|
2527 | * legacy spellbooks |
|
|
2528 | */ |
|
|
2529 | if (tmp->slaying) |
|
|
2530 | { |
|
|
2531 | spell = find_archetype_by_object_name (tmp->slaying)->instance (); |
|
|
2532 | |
|
|
2533 | if (!spell) |
|
|
2534 | { |
|
|
2535 | op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying)); |
|
|
2536 | return; |
|
|
2537 | } |
|
|
2538 | else |
|
|
2539 | insert_ob_in_ob (spell, tmp); |
|
|
2540 | |
|
|
2541 | tmp->slaying = 0; |
|
|
2542 | } |
|
|
2543 | |
|
|
2544 | skop = find_skill_by_name (op, tmp->skill); |
|
|
2545 | |
|
|
2546 | /* need a literacy skill to learn spells. Also, having a literacy level |
|
|
2547 | * lower than the spell will make learning the spell more difficult */ |
|
|
2548 | if (!skop) |
|
|
2549 | { |
|
|
2550 | op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill)); |
|
|
2551 | return; |
|
|
2552 | } |
|
|
2553 | |
|
|
2554 | spell = tmp->inv; |
|
|
2555 | |
|
|
2556 | if (!spell) |
|
|
2557 | { |
|
|
2558 | LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); |
|
|
2559 | op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); |
|
|
2560 | return; |
|
|
2561 | } |
|
|
2562 | |
|
|
2563 | int learn_level = sqrtf (spell->level) * 1.5f; |
|
|
2564 | if (skop->level < learn_level) |
|
|
2565 | { |
|
|
2566 | op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>", |
|
|
2567 | &tmp->skill, learn_level)); |
|
|
2568 | return; |
|
|
2569 | } |
|
|
2570 | |
|
|
2571 | op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name)); |
|
|
2572 | |
|
|
2573 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
2574 | identify (tmp); |
|
|
2575 | |
|
|
2576 | /* I removed the check for special_prayer_mark here - it didn't make |
|
|
2577 | * a lot of sense - special prayers are not found in spellbooks, and |
|
|
2578 | * if the player doesn't know the spell, doesn't make a lot of sense that |
|
|
2579 | * they would have a special prayer mark. |
|
|
2580 | */ |
|
|
2581 | if (check_spell_known (op, spell->name)) |
|
|
2582 | { |
|
|
2583 | op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n"); |
|
|
2584 | return; |
|
|
2585 | } |
|
|
2586 | |
|
|
2587 | if (spell->skill) |
|
|
2588 | { |
|
|
2589 | spell_skill = find_skill_by_name (op, spell->skill); |
|
|
2590 | |
|
|
2591 | if (!spell_skill) |
|
|
2592 | { |
|
|
2593 | op->failmsg (format ("You lack the %s skill to use this spell.", &spell->skill)); |
|
|
2594 | return; |
|
|
2595 | } |
|
|
2596 | |
|
|
2597 | if (spell_skill->level < spell->level) |
|
|
2598 | { |
|
|
2599 | op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill)); |
|
|
2600 | return; |
|
|
2601 | } |
|
|
2602 | } |
|
|
2603 | |
|
|
2604 | /* Logic as follows |
|
|
2605 | * |
|
|
2606 | * 1- MU spells use Int to learn, Cleric spells use Wisdom |
|
|
2607 | * |
|
|
2608 | * 2- The learner's skill level in literacy adjusts the chance to learn |
|
|
2609 | * a spell. |
|
|
2610 | * |
|
|
2611 | * 3 -Automatically fail to learn if you read while confused |
|
|
2612 | * |
|
|
2613 | * Overall, chances are the same but a player will find having a high |
|
|
2614 | * literacy rate very useful! -b.t. |
|
|
2615 | */ |
|
|
2616 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
|
|
2617 | { |
|
|
2618 | op->failmsg ("In your confused state you flub the wording of the text!"); |
|
|
2619 | scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace)); |
|
|
2620 | } |
|
|
2621 | else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || |
|
|
2622 | (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) |
|
|
2623 | { |
|
|
2624 | op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); |
|
|
2625 | do_learn_spell (op, spell, 0); |
|
|
2626 | |
|
|
2627 | /* xp gain to literacy for spell learning */ |
|
|
2628 | if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
|
|
2629 | change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); |
|
|
2630 | } |
|
|
2631 | else |
|
|
2632 | { |
|
|
2633 | op->contr->play_sound (sound_find ("fumble_spell")); |
|
|
2634 | op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n"); |
|
|
2635 | } |
|
|
2636 | |
|
|
2637 | tmp->decrease (); |
|
|
2638 | } |
|
|
2639 | |
|
|
2640 | /** |
|
|
2641 | * Handles applying a spell scroll. |
|
|
2642 | */ |
|
|
2643 | void |
|
|
2644 | apply_scroll (object *op, object *tmp, int dir) |
|
|
2645 | { |
|
|
2646 | object *skop; |
|
|
2647 | |
|
|
2648 | if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2649 | { |
|
|
2650 | op->failmsg ("You are unable to read while blind."); |
|
|
2651 | return; |
|
|
2652 | } |
|
|
2653 | |
|
|
2654 | if (!tmp->inv || tmp->inv->type != SPELL) |
|
|
2655 | { |
|
|
2656 | op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>"); |
|
|
2657 | return; |
|
|
2658 | } |
|
|
2659 | |
|
|
2660 | if (op->type == PLAYER) |
|
|
2661 | { |
|
|
2662 | /* players need a literacy skill to read stuff! */ |
|
|
2663 | int exp_gain = 0; |
|
|
2664 | |
|
|
2665 | /* hard code literacy - tmp->skill points to where the exp |
|
|
2666 | * should go for anything killed by the spell. |
|
|
2667 | */ |
|
|
2668 | skop = find_skill_by_name (op, skill_names[SK_LITERACY]); |
|
|
2669 | |
|
|
2670 | if (!skop) |
|
|
2671 | { |
|
|
2672 | op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY])); |
|
|
2673 | return; |
|
|
2674 | } |
|
|
2675 | |
|
|
2676 | if ((exp_gain = calc_skill_exp (op, tmp, skop))) |
|
|
2677 | change_exp (op, exp_gain, skop->skill, 0); |
|
|
2678 | } |
|
|
2679 | |
|
|
2680 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
2681 | identify (tmp); |
|
|
2682 | |
|
|
2683 | op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name)); |
|
|
2684 | |
|
|
2685 | cast_spell (op, tmp, dir, tmp->inv, NULL); |
|
|
2686 | tmp->decrease (); |
|
|
2687 | } |
|
|
2688 | |
|
|
2689 | /** |
|
|
2690 | * Applies a treasure object - by default, chest. op |
|
|
2691 | * is the person doing the applying, tmp is the treasure |
|
|
2692 | * chest. |
|
|
2693 | */ |
|
|
2694 | static void |
|
|
2695 | apply_treasure (object *op, object *tmp) |
|
|
2696 | { |
|
|
2697 | /* Nice side effect of this treasure creation method is that the treasure |
|
|
2698 | * for the chest is done when the chest is created, and put into the chest |
|
|
2699 | * inventory. So that when the chest burns up, the items still exist. Also |
|
|
2700 | * prevents people from moving chests to more difficult maps to get better |
|
|
2701 | * treasure |
|
|
2702 | */ |
|
|
2703 | object *treas = tmp->inv; |
|
|
2704 | |
|
|
2705 | if (!treas) |
|
|
2706 | { |
|
|
2707 | op->statusmsg ("The chest was empty."); |
|
|
2708 | tmp->decrease (); |
|
|
2709 | return; |
|
|
2710 | } |
|
|
2711 | |
|
|
2712 | while (tmp->inv) |
|
|
2713 | { |
|
|
2714 | treas = tmp->inv; |
|
|
2715 | treas->remove (); |
|
|
2716 | |
|
|
2717 | treas->x = op->x; |
|
|
2718 | treas->y = op->y; |
|
|
2719 | treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); |
|
|
2720 | |
|
|
2721 | if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
2722 | spring_trap (treas, op); |
|
|
2723 | |
|
|
2724 | /* If either player or container was destroyed, no need to do |
|
|
2725 | * further processing. I think this should be enclused with |
|
|
2726 | * spring trap above, as I don't think there is otherwise |
|
|
2727 | * any way for the treasure chest or player to get killed. |
|
|
2728 | */ |
|
|
2729 | if (op->destroyed () || tmp->destroyed ()) |
|
|
2730 | break; |
|
|
2731 | } |
|
|
2732 | |
|
|
2733 | if (!tmp->destroyed () && !tmp->inv) |
|
|
2734 | tmp->decrease (true); |
|
|
2735 | } |
|
|
2736 | |
|
|
2737 | /** |
|
|
2738 | * A dragon is eating some flesh. If the flesh contains resistances, |
|
|
2739 | * there is a chance for the dragon's skin to get improved. |
|
|
2740 | * |
|
|
2741 | * attributes: |
|
|
2742 | * object *op the object (dragon player) eating the flesh |
|
|
2743 | * object *meal the flesh item, getting chewed in dragon's mouth |
|
|
2744 | * return: |
|
|
2745 | * int 1 if eating successful, 0 if it doesn't work |
|
|
2746 | */ |
|
|
2747 | static int |
|
|
2748 | dragon_eat_flesh (object *op, object *meal) |
|
|
2749 | { |
|
|
2750 | object *skin = NULL; /* pointer to dragon skin force */ |
|
|
2751 | object *abil = NULL; /* pointer to dragon ability force */ |
|
|
2752 | object *tmp = NULL; /* tmp. object */ |
|
|
2753 | |
|
|
2754 | double chance; /* improvement-chance of one resistance type */ |
|
|
2755 | double totalchance = 1; /* total chance of gaining one resistance */ |
|
|
2756 | double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ |
|
|
2757 | double mbonus = 0; /* monster bonus */ |
|
|
2758 | int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ |
|
|
2759 | int winners = 0; /* number of winners */ |
|
|
2760 | int i; /* index */ |
|
|
2761 | |
|
|
2762 | /* let's make sure and doublecheck the parameters */ |
|
|
2763 | if (meal->type != FLESH || !op->is_dragon ()) |
|
|
2764 | return 0; |
|
|
2765 | |
|
|
2766 | /* now grab the 'dragon_skin'- and 'dragon_ability'-forces |
|
|
2767 | from the player's inventory */ |
|
|
2768 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
2769 | if (tmp->type == FORCE) |
|
|
2770 | if (tmp->arch->archname == shstr_dragon_skin_force) |
|
|
2771 | skin = tmp; |
|
|
2772 | else if (tmp->arch->archname == shstr_dragon_ability_force) |
|
|
2773 | abil = tmp; |
|
|
2774 | |
|
|
2775 | /* if either skin or ability are missing, this is an old player |
|
|
2776 | which is not to be considered a dragon -> bail out */ |
|
|
2777 | if (skin == NULL || abil == NULL) |
|
|
2778 | return 0; |
|
|
2779 | |
|
|
2780 | /* now start by filling stomache and health, according to food-value */ |
|
|
2781 | if ((MAX_FOOD - op->stats.food) < meal->stats.food) |
|
|
2782 | op->stats.hp += (MAX_FOOD - op->stats.food) / 50; |
|
|
2783 | else |
|
|
2784 | op->stats.hp += meal->stats.food / 50; |
|
|
2785 | |
|
|
2786 | min_it (op->stats.hp, op->stats.maxhp); |
|
|
2787 | op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food); |
|
|
2788 | |
|
|
2789 | /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ |
|
|
2790 | |
|
|
2791 | /* on to the interesting part: chances for adding resistance */ |
3800 | for (i = 0; i < NROFATTACKS; i++) |
2792 | for (i = 0; i < NROFATTACKS; i++) |
3801 | { |
2793 | { |
3802 | if (food->resist[i] > 0) |
2794 | if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i)) |
3803 | { |
|
|
3804 | force->resist[i] = food->resist[i] / 2; |
|
|
3805 | did_one = 1; |
|
|
3806 | } |
2795 | { |
3807 | } |
2796 | /* got positive resistance, now calculate improvement chance (0-100) */ |
3808 | |
2797 | |
3809 | if (did_one) |
2798 | /* this bonus makes resistance increase easier at lower levels */ |
|
|
2799 | bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level); |
|
|
2800 | if (i == abil->stats.exp) |
|
|
2801 | bonus += 5; /* additional bonus for resistance of ability-focus */ |
|
|
2802 | |
|
|
2803 | /* monster bonus increases with level, because high-level |
|
|
2804 | flesh is too rare */ |
|
|
2805 | mbonus = op->level * 20. / ((double) settings.max_level); |
|
|
2806 | |
|
|
2807 | chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. / |
|
|
2808 | ((double)settings.max_level)) - skin->resist[i]; |
|
|
2809 | |
|
|
2810 | if (chance >= 0.) |
|
|
2811 | chance += 1.; |
|
|
2812 | else |
|
|
2813 | chance = (chance < -12) ? 0. : 1. / pow (2., -chance); |
|
|
2814 | |
|
|
2815 | /* chance is proportional to amount of resistance (max. 50) */ |
|
|
2816 | chance *= ((double)(min (meal->resist[i], 50))) / 50.; |
|
|
2817 | |
|
|
2818 | /* doubled chance for resistance of ability-focus */ |
|
|
2819 | if (i == abil->stats.exp) |
|
|
2820 | chance = min (100., chance * 2.); |
|
|
2821 | |
|
|
2822 | /* now make the throw and save all winners (Don't insert luck bonus here!) */ |
|
|
2823 | if (rndm (10000) < (unsigned int)(chance * 100)) |
|
|
2824 | { |
|
|
2825 | atnr_winner[winners] = i; |
|
|
2826 | winners++; |
|
|
2827 | } |
|
|
2828 | |
|
|
2829 | if (chance >= 0.01) |
|
|
2830 | totalchance *= 1 - chance / 100; |
|
|
2831 | |
|
|
2832 | /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */ |
|
|
2833 | } |
3810 | { |
2834 | } |
3811 | force->speed = 0.1; |
2835 | |
3812 | update_ob_speed (force); |
2836 | /* inverse totalchance as until now we have the failure-chance */ |
3813 | /* bigger morsel of food = longer effect time */ |
2837 | totalchance = 100 - totalchance * 100; |
3814 | force->duration = food->stats.food / 5; |
2838 | |
3815 | SET_FLAG (force, FLAG_APPLIED); |
2839 | /* print message according to totalchance */ |
3816 | change_abil (who, force); |
2840 | const char *buf; |
3817 | insert_ob_in_ob (force, who); |
2841 | if (totalchance > 50.) |
3818 | } |
2842 | buf = format ("Hmm! The %s tasted delicious!", &meal->name); |
|
|
2843 | else if (totalchance > 10.) |
|
|
2844 | buf = format ("The %s tasted very good.", &meal->name); |
|
|
2845 | else if (totalchance > 1.) |
|
|
2846 | buf = format ("The %s tasted good.", &meal->name); |
|
|
2847 | else if (totalchance > 0.1) |
|
|
2848 | buf = format ("The %s tasted bland.", &meal->name); |
|
|
2849 | else if (totalchance >= 0.01) |
|
|
2850 | buf = format ("The %s had a boring taste.", &meal->name); |
|
|
2851 | else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) |
|
|
2852 | buf = format ("The %s tasted strange.", &meal->name); |
3819 | else |
2853 | else |
3820 | force->destroy (); |
2854 | buf = format ("The %s had no taste.", &meal->name); |
3821 | |
2855 | |
3822 | /* check for hp, sp change */ |
2856 | op->statusmsg (buf); |
3823 | if (food->stats.hp != 0) |
2857 | |
|
|
2858 | /* now choose a winner if we have any */ |
|
|
2859 | i = -1; |
|
|
2860 | if (winners > 0) |
|
|
2861 | i = atnr_winner [rndm (winners)]; |
|
|
2862 | |
|
|
2863 | if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) |
|
|
2864 | { |
|
|
2865 | /* resistance increased! */ |
|
|
2866 | skin->resist[i]++; |
|
|
2867 | op->update_stats (); |
|
|
2868 | |
|
|
2869 | op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i])); |
3824 | { |
2870 | } |
3825 | if (QUERY_FLAG (food, FLAG_CURSED)) |
2871 | |
|
|
2872 | /* if this flesh contains a new ability focus, we mark it |
|
|
2873 | into the ability_force and it will take effect on next level */ |
|
|
2874 | if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) |
|
|
2875 | { |
|
|
2876 | abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ |
|
|
2877 | |
|
|
2878 | if (meal->last_eat != abil->stats.exp) |
|
|
2879 | op->statusmsg (format ( |
|
|
2880 | "Your metabolism prepares to focus on %s!\n" |
|
|
2881 | "The change will happen at level %d.", |
|
|
2882 | change_resist_msg[meal->last_eat], |
|
|
2883 | abil->level + 1 |
3826 | { |
2884 | )); |
3827 | strcpy (who->contr->killer, food->name); |
|
|
3828 | hit_player (who, food->stats.hp, food, AT_POISON, 1); |
|
|
3829 | new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); |
|
|
3830 | } |
|
|
3831 | else |
2885 | else |
3832 | { |
2886 | { |
3833 | if (food->stats.hp > 0) |
2887 | op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat])); |
3834 | new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); |
2888 | abil->last_eat = 0; |
3835 | else |
|
|
3836 | new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); |
|
|
3837 | who->stats.hp += food->stats.hp; |
|
|
3838 | } |
|
|
3839 | } |
|
|
3840 | if (food->stats.sp != 0) |
|
|
3841 | { |
|
|
3842 | if (QUERY_FLAG (food, FLAG_CURSED)) |
|
|
3843 | { |
2889 | } |
3844 | new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); |
2890 | } |
3845 | who->stats.sp -= food->stats.sp; |
2891 | |
3846 | if (who->stats.sp < 0) |
2892 | return 1; |
3847 | who->stats.sp = 0; |
2893 | } |
|
|
2894 | |
|
|
2895 | /** |
|
|
2896 | * op eats food. |
|
|
2897 | * If player, takes care of messages and dragon special food. |
|
|
2898 | */ |
|
|
2899 | static void |
|
|
2900 | apply_food (object *op, object *tmp) |
|
|
2901 | { |
|
|
2902 | int capacity_remaining; |
|
|
2903 | |
|
|
2904 | if (op->type != PLAYER) |
|
|
2905 | op->stats.hp = op->stats.maxhp; |
|
|
2906 | else |
|
|
2907 | { |
|
|
2908 | /* check if this is a dragon (player), eating some flesh */ |
|
|
2909 | if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp)) |
3848 | } |
2910 | ; |
3849 | else |
2911 | else |
3850 | { |
2912 | { |
3851 | new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); |
2913 | /* usual case - no dragon meal: */ |
3852 | who->stats.sp += food->stats.sp; |
2914 | if (op->stats.food + tmp->stats.food > MAX_FOOD) |
3853 | /* place limit on max sp from food? */ |
2915 | { |
|
|
2916 | if (tmp->type == FOOD || tmp->type == FLESH) |
|
|
2917 | op->failmsg ("You feel full, but what a waste of food!"); |
|
|
2918 | else |
|
|
2919 | op->statusmsg ("Most of the drink goes down your face not your throat!"); |
|
|
2920 | } |
|
|
2921 | |
|
|
2922 | tmp->play_sound ( |
|
|
2923 | tmp->sound |
|
|
2924 | ? tmp->sound |
|
|
2925 | : tmp->type == DRINK |
|
|
2926 | ? sound_find ("eat_drink") |
|
|
2927 | : sound_find ("eat_food") |
|
|
2928 | ); |
|
|
2929 | |
|
|
2930 | if (!QUERY_FLAG (tmp, FLAG_CURSED)) |
|
|
2931 | { |
|
|
2932 | const char *buf; |
|
|
2933 | |
|
|
2934 | if (!op->is_dragon ()) |
|
|
2935 | { |
|
|
2936 | /* eating message for normal players */ |
|
|
2937 | if (tmp->type == DRINK) |
|
|
2938 | buf = format ("Ahhh...that %s tasted good.", &tmp->name); |
|
|
2939 | else |
|
|
2940 | buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); |
|
|
2941 | } |
|
|
2942 | else |
|
|
2943 | /* eating message for dragon players */ |
|
|
2944 | buf = format ("The %s tasted terrible!", &tmp->name); |
|
|
2945 | |
|
|
2946 | op->statusmsg (buf); |
|
|
2947 | |
|
|
2948 | capacity_remaining = MAX_FOOD - op->stats.food; |
|
|
2949 | op->stats.food += tmp->stats.food; |
|
|
2950 | if (capacity_remaining < tmp->stats.food) |
|
|
2951 | op->stats.hp += capacity_remaining / 50; |
|
|
2952 | else |
|
|
2953 | op->stats.hp += tmp->stats.food / 50; |
|
|
2954 | |
|
|
2955 | min_it (op->stats.hp, op->stats.maxhp); |
|
|
2956 | min_it (op->stats.food, MAX_FOOD); |
|
|
2957 | } |
|
|
2958 | |
|
|
2959 | /* special food hack -b.t. */ |
|
|
2960 | if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) |
|
|
2961 | eat_special_food (op, tmp); |
|
|
2962 | } |
|
|
2963 | } |
|
|
2964 | |
|
|
2965 | handle_apply_yield (tmp); |
|
|
2966 | tmp->decrease (); |
|
|
2967 | } |
|
|
2968 | |
|
|
2969 | /** |
|
|
2970 | * Handles applying an improve armor scroll. |
|
|
2971 | * Does some sanity checks, then calls improve_armour. |
|
|
2972 | */ |
|
|
2973 | static void |
|
|
2974 | apply_armour_improver (object *op, object *tmp) |
|
|
2975 | { |
|
|
2976 | object *armor; |
|
|
2977 | |
|
|
2978 | if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC)) |
|
|
2979 | { |
|
|
2980 | op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>"); |
|
|
2981 | return; |
|
|
2982 | } |
|
|
2983 | |
|
|
2984 | armor = find_marked_object (op); |
|
|
2985 | |
|
|
2986 | if (!armor) |
|
|
2987 | { |
|
|
2988 | op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this."); |
|
|
2989 | return; |
|
|
2990 | } |
|
|
2991 | |
|
|
2992 | if (armor->type != ARMOUR |
|
|
2993 | && armor->type != CLOAK |
|
|
2994 | && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) |
|
|
2995 | { |
|
|
2996 | op->failmsg ("Your marked item is not armour!\n"); |
|
|
2997 | return; |
|
|
2998 | } |
|
|
2999 | |
|
|
3000 | op->statusmsg ("Applying armour enchantment."); |
|
|
3001 | improve_armour (op, tmp, armor); |
|
|
3002 | } |
|
|
3003 | |
|
|
3004 | void |
|
|
3005 | apply_poison (object *op, object *tmp) |
|
|
3006 | { |
|
|
3007 | // need to do it now when it is still on the map |
|
|
3008 | handle_apply_yield (tmp); |
|
|
3009 | |
|
|
3010 | object *poison = tmp->split (1); |
|
|
3011 | |
|
|
3012 | if (op->type == PLAYER) |
|
|
3013 | { |
|
|
3014 | op->contr->play_sound (sound_find ("drink_poison")); |
|
|
3015 | op->failmsg ("Yech! That tasted poisonous!"); |
|
|
3016 | op->contr->killer = poison; |
|
|
3017 | } |
|
|
3018 | |
|
|
3019 | if (poison->stats.hp > 0) |
|
|
3020 | { |
|
|
3021 | LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp); |
|
|
3022 | hit_player (op, poison->stats.hp, tmp, AT_POISON, 1); |
|
|
3023 | } |
|
|
3024 | |
|
|
3025 | op->stats.food -= op->stats.food / 4; |
|
|
3026 | poison->destroy (); |
|
|
3027 | } |
|
|
3028 | |
|
|
3029 | /** |
|
|
3030 | * This function will try to apply a lighter and in case no lighter |
|
|
3031 | * is specified it will try to find a lighter in the players inventory, |
|
|
3032 | * and inform him about this requirement. |
|
|
3033 | * |
|
|
3034 | * who - the player |
|
|
3035 | * op - the item we want to light |
|
|
3036 | * lighter - the lighter or 0 if a lighter has yet to be found |
|
|
3037 | */ |
|
|
3038 | static object * |
|
|
3039 | auto_apply_lighter (object *who, object *op, object *lighter) |
|
|
3040 | { |
|
|
3041 | if (lighter == 0) |
|
|
3042 | { |
|
|
3043 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
3854 | } |
3044 | { |
|
|
3045 | if (tmp->type == LIGHTER) |
|
|
3046 | { |
|
|
3047 | lighter = tmp; |
|
|
3048 | break; |
|
|
3049 | } |
|
|
3050 | } |
|
|
3051 | |
|
|
3052 | if (!lighter) |
|
|
3053 | { |
|
|
3054 | who->failmsg (format ( |
|
|
3055 | "You can't light up the %s with your bare hands! " |
|
|
3056 | "H<You need a lighter in your inventory, for example a flint and steel.>", |
|
|
3057 | &op->name)); |
|
|
3058 | return 0; |
|
|
3059 | } |
|
|
3060 | } |
|
|
3061 | |
|
|
3062 | // last_eat == 0 means the lighter is not being used up! |
|
|
3063 | if (lighter->last_eat && lighter->stats.food) |
3855 | } |
3064 | { |
3856 | who->update_stats (); |
3065 | /* lighter gets used up */ |
|
|
3066 | lighter = lighter->split (); |
|
|
3067 | lighter->stats.food--; |
|
|
3068 | who->insert (lighter); |
|
|
3069 | } |
|
|
3070 | else if (lighter->last_eat) |
|
|
3071 | { |
|
|
3072 | /* no charges left in lighter */ |
|
|
3073 | who->failmsg (format ( |
|
|
3074 | "You attempt to light the %s with a used up %s.", |
|
|
3075 | &op->name, &lighter->name)); |
|
|
3076 | return 0; |
|
|
3077 | } |
|
|
3078 | |
|
|
3079 | return lighter; |
3857 | } |
3080 | } |
3858 | |
3081 | |
3859 | /** |
3082 | /** |
3860 | * Designed primarily to light torches/lanterns/etc. |
3083 | * Designed primarily to light torches/lanterns/etc. |
3861 | * Also burns up burnable material too. First object in the inventory is |
3084 | * Also burns up burnable material too. First object in the inventory is |
3862 | * the selected object to "burn". -b.t. |
3085 | * the selected object to "burn". -b.t. |
3863 | */ |
3086 | */ |
3864 | void |
3087 | static void |
3865 | apply_lighter (object *who, object *lighter) |
3088 | apply_lighter (object *who, object *lighter) |
3866 | { |
3089 | { |
3867 | object *item; |
3090 | object *item; |
3868 | int is_player_env = 0; |
3091 | int is_player_env = 0; |
3869 | |
3092 | |
3870 | item = find_marked_object (who); |
3093 | item = find_marked_object (who); |
3871 | if (item) |
3094 | if (item) |
3872 | { |
3095 | { |
3873 | if (lighter->last_eat && lighter->stats.food) |
3096 | if (!auto_apply_lighter (who, item, lighter)) |
3874 | { /* lighter gets used up */ |
|
|
3875 | /* Split multiple lighters if they're being used up. Otherwise * |
|
|
3876 | * one charge from each would be used up. --DAMN */ |
|
|
3877 | if (lighter->nrof > 1) |
|
|
3878 | { |
|
|
3879 | object *oneLighter = lighter->clone (); |
|
|
3880 | |
|
|
3881 | lighter->nrof -= 1; |
|
|
3882 | oneLighter->nrof = 1; |
|
|
3883 | oneLighter->stats.food--; |
|
|
3884 | esrv_send_item (who, lighter); |
|
|
3885 | oneLighter = insert_ob_in_ob (oneLighter, who); |
|
|
3886 | esrv_send_item (who, oneLighter); |
|
|
3887 | } |
|
|
3888 | else |
|
|
3889 | lighter->stats.food--; |
|
|
3890 | } |
|
|
3891 | else if (lighter->last_eat) |
|
|
3892 | { /* no charges left in lighter */ |
|
|
3893 | new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); |
|
|
3894 | return; |
3097 | return; |
3895 | } |
|
|
3896 | |
3098 | |
3897 | /* Perhaps we should split what we are trying to light on fire? |
3099 | /* Perhaps we should split what we are trying to light on fire? |
3898 | * I can't see many times when you would want to light multiple |
3100 | * I can't see many times when you would want to light multiple |
3899 | * objects at once. |
3101 | * objects at once. |
3900 | */ |
3102 | */ |
3901 | |
3103 | |
3902 | if (who == item->in_player ()) |
|
|
3903 | is_player_env = 1; |
|
|
3904 | |
|
|
3905 | save_throw_object (item, AT_FIRE, who); |
3104 | save_throw_object (item, AT_FIRE, who); |
3906 | |
3105 | |
3907 | if (item->destroyed ()) |
3106 | if (item->destroyed () |
3908 | { |
3107 | || ((item->type == LAMP || item->type == TORCH) |
3909 | new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name); |
3108 | && item->glow_radius > 0)) |
3910 | /* Need to update the player so that the players glow radius |
3109 | who->statusmsg (format ( |
3911 | * gets changed. |
3110 | "You light the %s with the %s.", |
3912 | */ |
3111 | &item->name, &lighter->name)); |
3913 | if (is_player_env) |
|
|
3914 | who->update_stats (); |
|
|
3915 | } |
|
|
3916 | else |
3112 | else |
3917 | new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); |
3113 | who->failmsg (format ( |
|
|
3114 | "You attempt to light the %s with the %s and fail.", |
|
|
3115 | &item->name, &lighter->name)); |
|
|
3116 | } |
|
|
3117 | else |
|
|
3118 | who->failmsg ("You need to mark a lightable object."); |
|
|
3119 | } |
|
|
3120 | |
|
|
3121 | /** |
|
|
3122 | * This function generates a cursed effect for cursed lamps and torches. |
|
|
3123 | */ |
|
|
3124 | static void |
|
|
3125 | player_apply_lamp_cursed_effect (object *who, object *op) |
|
|
3126 | { |
|
|
3127 | if (op->level) |
3918 | } |
3128 | { |
3919 | else /* nothing to light */ |
3129 | who->failmsg (format ( |
3920 | new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object."); |
3130 | "The %s was cursed, it explodes in a big fireball!", |
|
|
3131 | &op->name)); |
|
|
3132 | create_exploding_ball_at (who, op->level); |
|
|
3133 | } |
|
|
3134 | else |
|
|
3135 | { |
|
|
3136 | who->failmsg (format ( |
|
|
3137 | "The %s was cursed, it crumbles to dust, at least it didn't explode.!", |
|
|
3138 | &op->name)); |
|
|
3139 | } |
3921 | |
3140 | |
3922 | } |
|
|
3923 | |
|
|
3924 | /** |
|
|
3925 | * op made some mistake with a scroll, this takes care of punishment. |
|
|
3926 | * scroll_failure()- hacked directly from spell_failure |
|
|
3927 | */ |
|
|
3928 | void |
|
|
3929 | scroll_failure (object *op, int failure, int power) |
|
|
3930 | { |
|
|
3931 | if (abs (failure / 4) > power) |
|
|
3932 | power = abs (failure / 4); /* set minimum effect */ |
|
|
3933 | |
|
|
3934 | if (failure <= -1 && failure > -15) |
|
|
3935 | { /* wonder */ |
|
|
3936 | object *tmp; |
|
|
3937 | |
|
|
3938 | new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); |
|
|
3939 | tmp = get_archetype (SPELL_WONDER); |
|
|
3940 | cast_wonder (op, op, 0, tmp); |
|
|
3941 | tmp->destroy (); |
3141 | op->destroy (); |
|
|
3142 | } |
|
|
3143 | |
|
|
3144 | /** |
|
|
3145 | * Apply for players and lamps |
|
|
3146 | * |
|
|
3147 | * who - the player |
|
|
3148 | * op - the lamp |
|
|
3149 | */ |
|
|
3150 | static void |
|
|
3151 | player_apply_lamp (object *who, object *op) |
|
|
3152 | { |
|
|
3153 | bool switch_on = op->glow_radius ? false : true; |
|
|
3154 | |
|
|
3155 | if (switch_on) |
3942 | } |
3156 | { |
3943 | else if (failure <= -15 && failure > -35) |
3157 | object *lighter = 0; |
3944 | { /* drain mana */ |
3158 | |
3945 | new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); |
3159 | if (op->flag [FLAG_IS_LIGHTABLE] |
3946 | op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); |
3160 | && !(lighter = auto_apply_lighter (who, op, 0))) |
|
|
3161 | return; |
|
|
3162 | |
3947 | if (op->stats.sp < 0) |
3163 | if (op->stats.food < 1) |
3948 | op->stats.sp = 0; |
|
|
3949 | } |
|
|
3950 | else if (settings.spell_failure_effects == TRUE) |
|
|
3951 | { |
|
|
3952 | if (failure <= -35 && failure > -60) |
|
|
3953 | { /* confusion */ |
|
|
3954 | new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); |
|
|
3955 | confuse_player (op, op, power); |
|
|
3956 | } |
3164 | { |
3957 | else if (failure <= -60 && failure > -70) |
3165 | if (op->type == LAMP) |
3958 | { /* paralysis */ |
3166 | who->failmsg (format ( |
3959 | new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); |
3167 | "The %s is out of fuel! " |
3960 | paralyze_player (op, op, power); |
3168 | "H<Lamps and similar items need fuel. They cannot be refilled.>", |
3961 | } |
3169 | &op->name)); |
3962 | else if (failure <= -70 && failure > -80) |
3170 | else |
3963 | { /* blind */ |
3171 | who->failmsg (format ( |
3964 | new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); |
3172 | "The %s is burnt out! " |
3965 | blind_player (op, op, power); |
3173 | "H<Torches and similar items burn out and become worthless.>", |
3966 | } |
3174 | &op->name)); |
3967 | else if (failure <= -80) |
3175 | return; |
3968 | { /* blast the immediate area */ |
|
|
3969 | object *tmp; |
|
|
3970 | |
|
|
3971 | tmp = get_archetype (LOOSE_MANA); |
|
|
3972 | cast_magic_storm (op, tmp, power); |
|
|
3973 | new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); |
|
|
3974 | tmp->destroy (); |
|
|
3975 | } |
|
|
3976 | } |
|
|
3977 | } |
|
|
3978 | |
|
|
3979 | void |
|
|
3980 | apply_changes_to_player (object *pl, object *change) |
|
|
3981 | { |
|
|
3982 | int excess_stat = 0; /* if the stat goes over the maximum |
|
|
3983 | for the race, put the excess stat some |
|
|
3984 | where else. */ |
|
|
3985 | |
|
|
3986 | switch (change->type) |
|
|
3987 | { |
|
|
3988 | case CLASS: |
|
|
3989 | { |
3176 | } |
3990 | living *stats = &(pl->contr->orig_stats); |
|
|
3991 | living *ns = &(change->stats); |
|
|
3992 | object *walk; |
|
|
3993 | int flag_change_face = 1; |
|
|
3994 | |
3177 | |
3995 | /* the following code assigns stats up to the stat max |
3178 | if (op->flag [FLAG_CURSED]) |
3996 | * for the race, and if the stat max is exceeded, |
3179 | { |
3997 | * tries to randomly reassign the excess stat |
3180 | player_apply_lamp_cursed_effect (who, op); |
3998 | */ |
3181 | return; |
3999 | int i, j; |
3182 | } |
4000 | |
3183 | |
4001 | for (i = 0; i < NUM_STATS; i++) |
3184 | if (lighter) |
|
|
3185 | who->statusmsg (format ( |
|
|
3186 | "You light up the %s with the %s.", &op->name, &lighter->name)); |
|
|
3187 | else |
|
|
3188 | who->statusmsg (format ("You light up the %s.", &op->name)); |
|
|
3189 | } |
|
|
3190 | else |
|
|
3191 | { |
|
|
3192 | if (op->flag [FLAG_CURSED]) |
|
|
3193 | { |
|
|
3194 | player_apply_lamp_cursed_effect (who, op); |
|
|
3195 | return; |
|
|
3196 | } |
|
|
3197 | |
|
|
3198 | if (op->type == TORCH) |
|
|
3199 | { |
|
|
3200 | if (!op->flag [FLAG_IS_LIGHTABLE]) |
4002 | { |
3201 | { |
4003 | sint8 stat = get_attr_value (stats, i); |
3202 | who->statusmsg (format ( |
4004 | int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); |
3203 | "You put out the %s. " |
4005 | |
3204 | "H<The %s can't be used anymore, as it can't be lighted up again.>", |
4006 | stat += get_attr_value (ns, i); |
3205 | &op->name, &op->name)); |
4007 | if (stat > 20 + race_bonus) |
|
|
4008 | { |
|
|
4009 | excess_stat++; |
|
|
4010 | stat = 20 + race_bonus; |
|
|
4011 | } |
|
|
4012 | set_attr_value (stats, i, stat); |
|
|
4013 | } |
3206 | } |
4014 | |
|
|
4015 | for (j = 0; excess_stat > 0 && j < 100; j++) |
|
|
4016 | { /* try 100 times to assign excess stats */ |
|
|
4017 | int i = rndm (0, 6); |
|
|
4018 | int stat = get_attr_value (stats, i); |
|
|
4019 | int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); |
|
|
4020 | |
|
|
4021 | if (i == CHA) |
|
|
4022 | continue; /* exclude cha from this */ |
|
|
4023 | if (stat < 20 + race_bonus) |
|
|
4024 | { |
|
|
4025 | change_attr_value (stats, i, 1); |
|
|
4026 | excess_stat--; |
|
|
4027 | } |
|
|
4028 | } |
|
|
4029 | |
|
|
4030 | /* insert the randomitems from the change's treasurelist into |
|
|
4031 | * the player ref: player.c |
|
|
4032 | */ |
|
|
4033 | if (change->randomitems != NULL) |
|
|
4034 | give_initial_items (pl, change->randomitems); |
|
|
4035 | |
|
|
4036 | |
|
|
4037 | /* set up the face, for some races. */ |
|
|
4038 | |
|
|
4039 | /* first, look for the force object banning |
|
|
4040 | * changing the face. Certain races never change face with class. |
|
|
4041 | */ |
|
|
4042 | for (walk = pl->inv; walk != NULL; walk = walk->below) |
|
|
4043 | if (!strcmp (walk->name, "NOCLASSFACECHANGE")) |
|
|
4044 | flag_change_face = 0; |
|
|
4045 | |
|
|
4046 | if (flag_change_face) |
|
|
4047 | { |
|
|
4048 | pl->animation_id = GET_ANIM_ID (change); |
|
|
4049 | pl->face = change->face; |
|
|
4050 | |
|
|
4051 | if (QUERY_FLAG (change, FLAG_ANIMATE)) |
|
|
4052 | SET_FLAG (pl, FLAG_ANIMATE); |
|
|
4053 | else |
3207 | else |
4054 | CLEAR_FLAG (pl, FLAG_ANIMATE); |
3208 | who->statusmsg (format ( |
|
|
3209 | "You put out the %s." |
|
|
3210 | "H<Torches wear out if you put them out.>", |
|
|
3211 | &op->name)); |
4055 | } |
3212 | } |
|
|
3213 | else |
|
|
3214 | who->statusmsg (format ("You turn off the %s.", &op->name)); |
|
|
3215 | } |
4056 | |
3216 | |
4057 | /* check the special case of can't use weapons */ |
3217 | apply_lamp (op, switch_on); |
4058 | /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ |
3218 | } |
4059 | if (!strcmp (change->name, "monk")) |
|
|
4060 | CLEAR_FLAG (pl, FLAG_USE_WEAPON); |
|
|
4061 | |
3219 | |
4062 | break; |
3220 | void get_animation_from_arch (object *op, arch_ptr a) |
|
|
3221 | { |
|
|
3222 | op->animation_id = a->animation_id; |
|
|
3223 | op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE]; |
|
|
3224 | op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE]; |
|
|
3225 | op->anim_speed = a->anim_speed; |
|
|
3226 | op->last_anim = 0; |
|
|
3227 | op->state = 0; |
|
|
3228 | op->face = a->face; |
|
|
3229 | |
|
|
3230 | if (NUM_ANIMATIONS(op) > 1) |
|
|
3231 | { |
|
|
3232 | SET_ANIMATION(op, 0); |
|
|
3233 | animate_object (op, op->direction); |
|
|
3234 | } |
|
|
3235 | else |
|
|
3236 | update_object (op, UP_OBJ_FACE); |
|
|
3237 | } |
|
|
3238 | |
|
|
3239 | /** |
|
|
3240 | * Apply for LAMPs and TORCHes. |
|
|
3241 | * |
|
|
3242 | * op - the lamp |
|
|
3243 | * switch_on - a flag which says whether the lamp should be switched on or off |
|
|
3244 | */ |
|
|
3245 | void apply_lamp (object *op, bool switch_on) |
|
|
3246 | { |
|
|
3247 | op->set_glow_radius (switch_on ? op->range : 0); |
|
|
3248 | op->set_speed (switch_on ? op->arch->speed : 0); |
|
|
3249 | |
|
|
3250 | // torches wear out if you put them out |
|
|
3251 | if (op->type == TORCH && !switch_on) |
|
|
3252 | { |
|
|
3253 | if (op->flag [FLAG_IS_LIGHTABLE]) |
4063 | } |
3254 | { |
|
|
3255 | op->stats.food -= (double) op->arch->stats.food / 15; |
|
|
3256 | if (op->stats.food < 0) |
|
|
3257 | op->stats.food = 0; |
|
|
3258 | } |
|
|
3259 | else |
|
|
3260 | op->stats.food = 0; |
4064 | } |
3261 | } |
|
|
3262 | |
|
|
3263 | // lamps and torched get worthless when used up |
|
|
3264 | if (op->stats.food <= 0) |
|
|
3265 | op->value = 0; |
|
|
3266 | |
|
|
3267 | // FIXME: This is a hack to make the more sane torches and lamps |
|
|
3268 | // still animated ;-/ |
|
|
3269 | if (op->other_arch) |
|
|
3270 | get_animation_from_arch (op, switch_on ? op->other_arch : op->arch); |
|
|
3271 | |
|
|
3272 | if (object *pl = op->visible_to ()) |
|
|
3273 | esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op); |
4065 | } |
3274 | } |
4066 | |
3275 | |
4067 | /** |
3276 | /** |
4068 | * This handles items of type 'transformer'. |
3277 | * This handles items of type 'transformer'. |
4069 | * Basically those items, used with a marked item, transform both items into something |
3278 | * Basically those items, used with a marked item, transform both items into something |
… | |
… | |
4072 | * Change information is contained in the 'slaying' field of the marked item. |
3281 | * Change information is contained in the 'slaying' field of the marked item. |
4073 | * The format is as follow: transformer:[number ]yield[;transformer:...]. |
3282 | * The format is as follow: transformer:[number ]yield[;transformer:...]. |
4074 | * This way an item can be transformed in many things, and/or many objects. |
3283 | * This way an item can be transformed in many things, and/or many objects. |
4075 | * The 'slaying' field for transformer is used as verb for the action. |
3284 | * The 'slaying' field for transformer is used as verb for the action. |
4076 | */ |
3285 | */ |
4077 | void |
3286 | static void |
4078 | apply_item_transformer (object *pl, object *transformer) |
3287 | apply_item_transformer (object *pl, object *transformer) |
4079 | { |
3288 | { |
4080 | object *marked; |
3289 | object *marked; |
4081 | object *new_item; |
3290 | object *new_item; |
4082 | char *find; |
3291 | const char *find; |
4083 | char *separator; |
3292 | char *separator; |
4084 | int yield; |
3293 | int yield; |
4085 | char got[MAX_BUF]; |
3294 | char got[MAX_BUF]; |
4086 | int len; |
3295 | int len; |
4087 | |
3296 | |
4088 | if (!pl || !transformer) |
3297 | if (!pl || !transformer) |
4089 | return; |
3298 | return; |
|
|
3299 | |
4090 | marked = find_marked_object (pl); |
3300 | marked = find_marked_object (pl); |
|
|
3301 | |
4091 | if (!marked) |
3302 | if (!marked) |
4092 | { |
3303 | { |
4093 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); |
3304 | pl->failmsg (format ("Use the %s with what item?", query_name (transformer))); |
4094 | return; |
3305 | return; |
4095 | } |
3306 | } |
|
|
3307 | |
4096 | if (!marked->slaying) |
3308 | if (!marked->slaying) |
4097 | { |
3309 | { |
4098 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); |
3310 | pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
4099 | return; |
3311 | return; |
4100 | } |
3312 | } |
|
|
3313 | |
4101 | /* check whether they are compatible or not */ |
3314 | /* check whether they are compatible or not */ |
4102 | find = strstr (marked->slaying, transformer->arch->name); |
3315 | find = strstr (&marked->slaying, transformer->arch->archname); |
4103 | if (!find || (*(find + strlen (transformer->arch->name)) != ':')) |
3316 | if (!find || (*(find + strlen (transformer->arch->archname)) != ':')) |
4104 | { |
3317 | { |
4105 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); |
3318 | pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked))); |
4106 | return; |
3319 | return; |
4107 | } |
3320 | } |
|
|
3321 | |
4108 | find += strlen (transformer->arch->name) + 1; |
3322 | find += strlen (transformer->arch->archname) + 1; |
4109 | /* Item can be used, now find how many and what it yields */ |
3323 | /* Item can be used, now find how many and what it yields */ |
4110 | if (isdigit (*(find))) |
3324 | if (isdigit (*(find))) |
4111 | { |
3325 | { |
4112 | yield = atoi (find); |
3326 | yield = atoi (find); |
4113 | if (yield < 1) |
3327 | if (yield < 1) |
… | |
… | |
4119 | else |
3333 | else |
4120 | yield = 1; |
3334 | yield = 1; |
4121 | |
3335 | |
4122 | while (isdigit (*find)) |
3336 | while (isdigit (*find)) |
4123 | find++; |
3337 | find++; |
|
|
3338 | |
4124 | while (*find == ' ') |
3339 | while (*find == ' ') |
4125 | find++; |
3340 | find++; |
|
|
3341 | |
4126 | memset (got, 0, MAX_BUF); |
3342 | memset (got, 0, MAX_BUF); |
|
|
3343 | |
4127 | if ((separator = strchr (find, ';')) != NULL) |
3344 | if ((separator = (char *) strchr (find, ';'))) |
4128 | { |
|
|
4129 | len = separator - find; |
3345 | len = separator - find; |
4130 | } |
|
|
4131 | else |
3346 | else |
4132 | { |
|
|
4133 | len = strlen (find); |
3347 | len = strlen (find); |
4134 | } |
3348 | |
4135 | if (len > MAX_BUF - 1) |
3349 | min_it (len, MAX_BUF - 1); |
4136 | len = MAX_BUF - 1; |
3350 | |
4137 | strcpy (got, find); |
3351 | strcpy (got, find); |
4138 | got[len] = '\0'; |
3352 | got[len] = '\0'; |
4139 | |
3353 | |
4140 | /* Now create new item, remove used ones when required. */ |
3354 | /* Now create new item, remove used ones when required. */ |
4141 | new_item = get_archetype (got); |
3355 | new_item = get_archetype (got); |
4142 | if (!new_item) |
3356 | if (!new_item) |
4143 | { |
3357 | { |
4144 | new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); |
3358 | pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0))); |
4145 | return; |
3359 | return; |
4146 | } |
3360 | } |
4147 | |
3361 | |
4148 | new_item->nrof = yield; |
3362 | new_item->nrof = yield; |
|
|
3363 | |
4149 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); |
3364 | pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0))); |
4150 | insert_ob_in_ob (new_item, pl); |
3365 | |
4151 | esrv_send_inventory (pl, pl); |
3366 | pl->insert (new_item); |
4152 | /* Eat up one item */ |
3367 | /* Eat up one item */ |
4153 | decrease_ob_nr (marked, 1); |
3368 | marked->decrease (); |
|
|
3369 | |
4154 | /* Eat one transformer if needed */ |
3370 | /* Eat one transformer if needed */ |
4155 | if (transformer->stats.food) |
3371 | if (transformer->stats.food) |
4156 | if (--transformer->stats.food == 0) |
3372 | if (--transformer->stats.food == 0) |
4157 | decrease_ob_nr (transformer, 1); |
3373 | transformer->decrease (); |
4158 | } |
3374 | } |
|
|
3375 | |
|
|
3376 | /** |
|
|
3377 | * Main apply handler. |
|
|
3378 | * |
|
|
3379 | * Checks for unpaid items before applying. |
|
|
3380 | * |
|
|
3381 | * Return value is currently not used |
|
|
3382 | * |
|
|
3383 | * who is the object that is causing object to be applied, op is the object |
|
|
3384 | * being applied. |
|
|
3385 | * |
|
|
3386 | * aflag is special (always apply/unapply) flags. Nothing is done with |
|
|
3387 | * them in this function - they are passed to apply_special |
|
|
3388 | */ |
|
|
3389 | static bool |
|
|
3390 | manual_apply (object *who, object *op, int aflag) |
|
|
3391 | { |
|
|
3392 | op = op->head_ (); |
|
|
3393 | |
|
|
3394 | if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED]) |
|
|
3395 | { |
|
|
3396 | if (who->contr) |
|
|
3397 | { |
|
|
3398 | examine (who, op); |
|
|
3399 | //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove |
|
|
3400 | return 1; |
|
|
3401 | } |
|
|
3402 | else |
|
|
3403 | return 0; /* monsters just skip unpaid items */ |
|
|
3404 | } |
|
|
3405 | |
|
|
3406 | if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who))) |
|
|
3407 | return RESULT_INT (0); |
|
|
3408 | else if (may_attempt_inv [op->type]) |
|
|
3409 | { |
|
|
3410 | // special item, using slot system, needs to be in inv |
|
|
3411 | if (op->env == who) |
|
|
3412 | return apply_special (who, op, aflag); |
|
|
3413 | |
|
|
3414 | who->failmsg (format ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op))); |
|
|
3415 | } |
|
|
3416 | else if (!who->contr && may_attempt_player [op->type]) |
|
|
3417 | return 0; // monsters shouldn't try to apply player-only stuff |
|
|
3418 | else if (may_attempt [op->type]) |
|
|
3419 | { |
|
|
3420 | // ordinary stuff, may be on the floor |
|
|
3421 | switch (op->type) |
|
|
3422 | { |
|
|
3423 | case T_HANDLE: |
|
|
3424 | who->play_sound (sound_find ("turn_handle")); |
|
|
3425 | who->statusmsg ("You turn the handle."); |
|
|
3426 | op->value = op->value ? 0 : 1; |
|
|
3427 | SET_ANIMATION (op, op->value); |
|
|
3428 | update_object (op, UP_OBJ_FACE); |
|
|
3429 | push_button (op, who); |
|
|
3430 | break; |
|
|
3431 | |
|
|
3432 | case TRIGGER: |
|
|
3433 | if (check_trigger (op, who, who)) |
|
|
3434 | { |
|
|
3435 | who->statusmsg ("You turn the handle."); |
|
|
3436 | who->play_sound (sound_find ("turn_handle")); |
|
|
3437 | } |
|
|
3438 | else |
|
|
3439 | who->failmsg ("The handle doesn't move."); |
|
|
3440 | |
|
|
3441 | break; |
|
|
3442 | |
|
|
3443 | case EXIT: |
|
|
3444 | if (!EXIT_PATH (op)) |
|
|
3445 | who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op))); |
|
|
3446 | else |
|
|
3447 | { |
|
|
3448 | /* Don't display messages for random maps. */ |
|
|
3449 | if (op->msg && EXIT_PATH (op) != shstr_random_map_exit) |
|
|
3450 | who->statusmsg (op->msg, NDI_NAVY); |
|
|
3451 | |
|
|
3452 | who->enter_exit (op); |
|
|
3453 | } |
|
|
3454 | |
|
|
3455 | break; |
|
|
3456 | |
|
|
3457 | case INSCRIBABLE: |
|
|
3458 | who->statusmsg (op->msg); |
|
|
3459 | // maybe show a spell menu to chose from or something like that |
|
|
3460 | break; |
|
|
3461 | |
|
|
3462 | case SIGN: |
|
|
3463 | apply_sign (who, op, 0); |
|
|
3464 | break; |
|
|
3465 | |
|
|
3466 | case BOOK: |
|
|
3467 | apply_book (who, op); |
|
|
3468 | break; |
|
|
3469 | |
|
|
3470 | case SKILLSCROLL: |
|
|
3471 | apply_skillscroll (who, op); |
|
|
3472 | break; |
|
|
3473 | |
|
|
3474 | case SPELLBOOK: |
|
|
3475 | apply_spellbook (who, op); |
|
|
3476 | break; |
|
|
3477 | |
|
|
3478 | case SCROLL: |
|
|
3479 | apply_scroll (who, op, 0); |
|
|
3480 | break; |
|
|
3481 | |
|
|
3482 | case POTION: |
|
|
3483 | apply_potion (who, op); |
|
|
3484 | break; |
|
|
3485 | |
|
|
3486 | /* Eneq(@csd.uu.se): Handle apply on containers. */ |
|
|
3487 | //TODO: remove, as it is unsed? |
|
|
3488 | case CLOSE_CON: |
|
|
3489 | apply_container (who, op->env); |
|
|
3490 | break; |
|
|
3491 | |
|
|
3492 | case CONTAINER: |
|
|
3493 | apply_container (who, op); |
|
|
3494 | break; |
|
|
3495 | |
|
|
3496 | case TREASURE: |
|
|
3497 | apply_treasure (who, op); |
|
|
3498 | break; |
|
|
3499 | |
|
|
3500 | case LAMP: |
|
|
3501 | case TORCH: |
|
|
3502 | player_apply_lamp (who, op); |
|
|
3503 | break; |
|
|
3504 | |
|
|
3505 | case DRINK: |
|
|
3506 | case FOOD: |
|
|
3507 | case FLESH: |
|
|
3508 | apply_food (who, op); |
|
|
3509 | break; |
|
|
3510 | |
|
|
3511 | case POISON: |
|
|
3512 | apply_poison (who, op); |
|
|
3513 | break; |
|
|
3514 | |
|
|
3515 | case SAVEBED: |
|
|
3516 | break; |
|
|
3517 | |
|
|
3518 | case ARMOUR_IMPROVER: |
|
|
3519 | apply_armour_improver (who, op); |
|
|
3520 | break; |
|
|
3521 | |
|
|
3522 | case WEAPON_IMPROVER: |
|
|
3523 | check_improve_weapon (who, op); |
|
|
3524 | break; |
|
|
3525 | |
|
|
3526 | case CLOCK: |
|
|
3527 | { |
|
|
3528 | char buf[MAX_BUF]; |
|
|
3529 | timeofday_t tod; |
|
|
3530 | |
|
|
3531 | get_tod (&tod); |
|
|
3532 | who->play_sound (sound_find ("sound_clock")); |
|
|
3533 | who->statusmsg (format ( |
|
|
3534 | "It is %d minute%s past %d o'clock %s", |
|
|
3535 | tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), |
|
|
3536 | ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") |
|
|
3537 | )); |
|
|
3538 | } |
|
|
3539 | break; |
|
|
3540 | |
|
|
3541 | case MENU: |
|
|
3542 | shop_listing (op, who); |
|
|
3543 | break; |
|
|
3544 | |
|
|
3545 | case POWER_CRYSTAL: |
|
|
3546 | apply_power_crystal (who, op); /* see egoitem.c */ |
|
|
3547 | break; |
|
|
3548 | |
|
|
3549 | case LIGHTER: /* for lighting torches/lanterns/etc */ |
|
|
3550 | apply_lighter (who, op); |
|
|
3551 | break; |
|
|
3552 | |
|
|
3553 | case ITEM_TRANSFORMER: |
|
|
3554 | apply_item_transformer (who, op); |
|
|
3555 | break; |
|
|
3556 | } |
|
|
3557 | |
|
|
3558 | return 1; |
|
|
3559 | } |
|
|
3560 | else |
|
|
3561 | { |
|
|
3562 | who->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); |
|
|
3563 | return 0; |
|
|
3564 | } |
|
|
3565 | } |
|
|
3566 | |
|
|
3567 | /** |
|
|
3568 | * player_apply_below attempts to apply the object 'below' the player. |
|
|
3569 | * If the player has an open container, we use that for below, otherwise |
|
|
3570 | * we use the ground. |
|
|
3571 | */ |
|
|
3572 | void |
|
|
3573 | player_apply_below (object *pl) |
|
|
3574 | { |
|
|
3575 | object *top = pl->container_ () ? pl->container_ ()->inv : pl->below; |
|
|
3576 | |
|
|
3577 | /* If using a container, set the starting item to be the top |
|
|
3578 | * item in the container. Otherwise, use the map. |
|
|
3579 | */ |
|
|
3580 | |
|
|
3581 | // first try to apply "applyables" |
|
|
3582 | for (object *tmp = top; tmp; tmp = tmp->below) |
|
|
3583 | // the tmp->cb is a hack to allow user-extendable types... |
|
|
3584 | if (!tmp->invisible && (may_attempt [tmp->type] || tmp->cb)) |
|
|
3585 | { |
|
|
3586 | // If it is visible, player can apply it. |
|
|
3587 | pl->apply (tmp); |
|
|
3588 | return; |
|
|
3589 | } |
|
|
3590 | |
|
|
3591 | while (top && top->invisible) |
|
|
3592 | top = top->below; |
|
|
3593 | |
|
|
3594 | if (!top || top->flag [FLAG_IS_FLOOR]) |
|
|
3595 | pl->failmsg ("You inspect this space, but find no way to apply anything. " |
|
|
3596 | "H<There is nothing here that you can apply.>"); |
|
|
3597 | else |
|
|
3598 | // next, try to explain the topmost object |
|
|
3599 | switch (top->type) |
|
|
3600 | { |
|
|
3601 | // TODO: all this should move to examine |
|
|
3602 | case ALTAR: |
|
|
3603 | case IDENTIFY_ALTAR: |
|
|
3604 | case TRIGGER_ALTAR: |
|
|
3605 | case CONVERTER: |
|
|
3606 | //case TRIGGER_PEDESTAL: |
|
|
3607 | pl->failmsg (format ( |
|
|
3608 | "You see no obvious mechanism on the %s." |
|
|
3609 | "H<You have to drop one or more specific items here.>", |
|
|
3610 | query_short_name (top) |
|
|
3611 | )); |
|
|
3612 | break; |
|
|
3613 | |
|
|
3614 | case BUTTON: |
|
|
3615 | case TRIGGER_BUTTON: |
|
|
3616 | pl->failmsg (format ( |
|
|
3617 | "The %s looks as if you could activate it with somehting heavy. " |
|
|
3618 | "H<You must put enough items here to activate it.>", |
|
|
3619 | query_short_name (top) |
|
|
3620 | )); |
|
|
3621 | break; |
|
|
3622 | |
|
|
3623 | default: |
|
|
3624 | examine (pl, top); |
|
|
3625 | break; |
|
|
3626 | } |
|
|
3627 | } |
|
|
3628 | |
|
|
3629 | // saner interface, returns successful status |
|
|
3630 | bool |
|
|
3631 | object::apply (object *ob, int aflags) |
|
|
3632 | { |
|
|
3633 | if (!ob) // simplifies a lot of callers |
|
|
3634 | return true; |
|
|
3635 | |
|
|
3636 | if (contr) |
|
|
3637 | { |
|
|
3638 | if (!ob->env && (move_type & MOVE_FLYING)) |
|
|
3639 | { |
|
|
3640 | /* player is flying and applying object not in inventory */ |
|
|
3641 | if (!flag [FLAG_WIZ] && !(ob->move_type & MOVE_FLYING)) |
|
|
3642 | { |
|
|
3643 | failmsg ("But you are floating high above the ground! " |
|
|
3644 | "H<You have to stop levitating first, if you can, either by using your levitation skill, " |
|
|
3645 | "or waiting till the levitation effect wears off.>"); |
|
|
3646 | return 0; |
|
|
3647 | } |
|
|
3648 | } |
|
|
3649 | |
|
|
3650 | contr->last_used = ob; |
|
|
3651 | } |
|
|
3652 | |
|
|
3653 | bool want_apply = |
|
|
3654 | aflags & AP_APPLY ? true |
|
|
3655 | : aflags & AP_UNAPPLY ? false |
|
|
3656 | : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE |
|
|
3657 | |
|
|
3658 | object_ptr *slot = 0; |
|
|
3659 | |
|
|
3660 | // detect the slot, if this is a player |
|
|
3661 | if (contr && !(aflags & AP_NO_SLOT)) |
|
|
3662 | { |
|
|
3663 | object *oslot; |
|
|
3664 | |
|
|
3665 | switch (ob->type) |
|
|
3666 | { |
|
|
3667 | case WEAPON: |
|
|
3668 | slot = &contr->combat_ob; |
|
|
3669 | oslot = contr->ranged_ob; |
|
|
3670 | break; |
|
|
3671 | |
|
|
3672 | case BOW: |
|
|
3673 | case RANGED: |
|
|
3674 | case SPELL: |
|
|
3675 | case WAND: |
|
|
3676 | case ROD: |
|
|
3677 | case HORN: |
|
|
3678 | case BUILDER: |
|
|
3679 | slot = &contr->ranged_ob; |
|
|
3680 | oslot = contr->combat_ob; |
|
|
3681 | break; |
|
|
3682 | |
|
|
3683 | // oh, the humanity |
|
|
3684 | case SKILL: |
|
|
3685 | if (aflags & AP_NO_SLOT) |
|
|
3686 | break; |
|
|
3687 | |
|
|
3688 | if (skill_flags [ob->subtype] & SF_NEED_ITEM) |
|
|
3689 | break; |
|
|
3690 | |
|
|
3691 | if (skill_flags [ob->subtype] & SF_COMBAT) |
|
|
3692 | { |
|
|
3693 | slot = &contr->combat_ob; |
|
|
3694 | oslot = contr->ranged_ob; |
|
|
3695 | } |
|
|
3696 | else if (skill_flags [ob->subtype] & SF_RANGED) |
|
|
3697 | { |
|
|
3698 | slot = &contr->ranged_ob; |
|
|
3699 | oslot = contr->combat_ob; |
|
|
3700 | } |
|
|
3701 | |
|
|
3702 | break; |
|
|
3703 | } |
|
|
3704 | |
|
|
3705 | // now handle slot exclusions |
|
|
3706 | if (slot) |
|
|
3707 | { |
|
|
3708 | // only one slot can be active |
|
|
3709 | if (want_apply) |
|
|
3710 | { |
|
|
3711 | // clear slot unless we are in it already |
|
|
3712 | if (*slot != ob) |
|
|
3713 | apply (*slot, AP_UNAPPLY); |
|
|
3714 | |
|
|
3715 | // unapply other slot, because we want to become active |
|
|
3716 | apply (oslot, AP_UNAPPLY); |
|
|
3717 | } |
|
|
3718 | |
|
|
3719 | // clear item from slot if applied |
|
|
3720 | if (!want_apply && current_weapon == ob) |
|
|
3721 | current_weapon = 0; |
|
|
3722 | } |
|
|
3723 | } |
|
|
3724 | |
|
|
3725 | if (ob->flag [FLAG_APPLIED] != want_apply) |
|
|
3726 | manual_apply (this, ob, aflags); |
|
|
3727 | |
|
|
3728 | if (ob->flag [FLAG_APPLIED] != want_apply) |
|
|
3729 | return false; |
|
|
3730 | |
|
|
3731 | if (slot && want_apply) |
|
|
3732 | current_weapon = *slot = ob; |
|
|
3733 | |
|
|
3734 | return true; |
|
|
3735 | } |
|
|
3736 | |
|
|
3737 | /** |
|
|
3738 | * Map was just loaded, handle op's initialisation. |
|
|
3739 | * |
|
|
3740 | * Generates shop floor's item, and treasures. |
|
|
3741 | */ |
|
|
3742 | int |
|
|
3743 | auto_apply (object *op) |
|
|
3744 | { |
|
|
3745 | object *tmp = NULL, *tmp2; |
|
|
3746 | int i; |
|
|
3747 | |
|
|
3748 | CLEAR_FLAG (op, FLAG_AUTO_APPLY); |
|
|
3749 | |
|
|
3750 | switch (op->type) |
|
|
3751 | { |
|
|
3752 | case SHOP_FLOOR: |
|
|
3753 | if (!op->has_random_items ()) |
|
|
3754 | return 0; |
|
|
3755 | |
|
|
3756 | do |
|
|
3757 | { |
|
|
3758 | i = 10; /* let's give it 10 tries */ |
|
|
3759 | while ((tmp = generate_treasure (op->randomitems, |
|
|
3760 | op->stats.exp |
|
|
3761 | ? (int) op->stats.exp |
|
|
3762 | : max (op->map->difficulty, 5))) |
|
|
3763 | == NULL && --i); |
|
|
3764 | |
|
|
3765 | if (tmp == NULL) |
|
|
3766 | return 0; |
|
|
3767 | |
|
|
3768 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
3769 | { |
|
|
3770 | tmp->destroy (); |
|
|
3771 | tmp = NULL; |
|
|
3772 | } |
|
|
3773 | } |
|
|
3774 | while (!tmp); |
|
|
3775 | |
|
|
3776 | tmp->x = op->x; |
|
|
3777 | tmp->y = op->y; |
|
|
3778 | SET_FLAG (tmp, FLAG_UNPAID); |
|
|
3779 | insert_ob_in_map (tmp, op->map, NULL, 0); |
|
|
3780 | identify (tmp); |
|
|
3781 | break; |
|
|
3782 | |
|
|
3783 | case TREASURE: |
|
|
3784 | if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) |
|
|
3785 | return 0; |
|
|
3786 | |
|
|
3787 | while (op->stats.hp-- > 0) |
|
|
3788 | create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, |
|
|
3789 | op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); |
|
|
3790 | |
|
|
3791 | /* If we generated an object and put it in this object inventory, |
|
|
3792 | * move it to the parent object as the current object is about |
|
|
3793 | * to disappear. An example of this item is the random_* stuff |
|
|
3794 | * that is put inside other objects. |
|
|
3795 | */ |
|
|
3796 | if (op->env) |
|
|
3797 | while (op->inv) |
|
|
3798 | op->env->insert (op->inv); |
|
|
3799 | |
|
|
3800 | op->destroy (); |
|
|
3801 | break; |
|
|
3802 | } |
|
|
3803 | |
|
|
3804 | return !!tmp; |
|
|
3805 | } |
|
|
3806 | |
|
|
3807 | /** |
|
|
3808 | * fix_auto_apply goes through the entire map every time a map |
|
|
3809 | * is loaded or swapped in and performs special actions for |
|
|
3810 | * certain objects (most initialization of chests and creation of |
|
|
3811 | * treasures and stuff). Calls auto_apply if appropriate. |
|
|
3812 | */ |
|
|
3813 | void |
|
|
3814 | maptile::fix_auto_apply () |
|
|
3815 | { |
|
|
3816 | if (!spaces) |
|
|
3817 | return; |
|
|
3818 | |
|
|
3819 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
|
|
3820 | for (object *tmp = ms->bot; tmp; ) |
|
|
3821 | { |
|
|
3822 | object *above = tmp->above; |
|
|
3823 | |
|
|
3824 | if (tmp->inv) |
|
|
3825 | { |
|
|
3826 | object *invtmp, *invnext; |
|
|
3827 | |
|
|
3828 | for (invtmp = tmp->inv; invtmp; invtmp = invnext) |
|
|
3829 | { |
|
|
3830 | invnext = invtmp->below; |
|
|
3831 | |
|
|
3832 | if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) |
|
|
3833 | auto_apply (invtmp); |
|
|
3834 | else if (invtmp->type == TREASURE && invtmp->has_random_items ()) |
|
|
3835 | { |
|
|
3836 | while (invtmp->stats.hp-- > 0) |
|
|
3837 | create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
|
|
3838 | |
|
|
3839 | invtmp->randomitems = NULL; |
|
|
3840 | } |
|
|
3841 | else if (invtmp && invtmp->arch |
|
|
3842 | && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) |
|
|
3843 | { |
|
|
3844 | create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); |
|
|
3845 | /* Need to clear this so that we never try to create |
|
|
3846 | * treasure again for this object |
|
|
3847 | */ |
|
|
3848 | invtmp->randomitems = NULL; |
|
|
3849 | } |
|
|
3850 | } |
|
|
3851 | |
|
|
3852 | /* This is really temporary - the code at the bottom will |
|
|
3853 | * also set randomitems to null. The problem is there are bunches |
|
|
3854 | * of maps/players already out there with items that have spells |
|
|
3855 | * which haven't had the randomitems set to null yet. |
|
|
3856 | * MSW 2004-05-13 |
|
|
3857 | * |
|
|
3858 | * And if it's a spellbook, it's better to set randomitems to NULL too, |
|
|
3859 | * else you get two spells in the book ^_- |
|
|
3860 | * Ryo 2004-08-16 |
|
|
3861 | */ |
|
|
3862 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL |
|
|
3863 | || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) |
|
|
3864 | tmp->randomitems = NULL; |
|
|
3865 | } |
|
|
3866 | |
|
|
3867 | if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) |
|
|
3868 | auto_apply (tmp); |
|
|
3869 | else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) |
|
|
3870 | { |
|
|
3871 | while ((tmp->stats.hp--) > 0) |
|
|
3872 | create_treasure (tmp->randomitems, tmp, 0, difficulty, 0); |
|
|
3873 | tmp->randomitems = NULL; |
|
|
3874 | } |
|
|
3875 | else if (tmp->type == TIMED_GATE) |
|
|
3876 | { |
|
|
3877 | object *head = tmp->head != NULL ? tmp->head : tmp; |
|
|
3878 | |
|
|
3879 | if (QUERY_FLAG (head, FLAG_IS_LINKED)) |
|
|
3880 | tmp->set_speed (0); |
|
|
3881 | } |
|
|
3882 | /* This function can be called everytime a map is loaded, even when |
|
|
3883 | * swapping back in. As such, we don't want to create the treasure |
|
|
3884 | * over and ove again, so after we generate the treasure, blank out |
|
|
3885 | * randomitems so if it is swapped in again, it won't make anything. |
|
|
3886 | * This is a problem for the above objects, because they have counters |
|
|
3887 | * which say how many times to make the treasure. |
|
|
3888 | */ |
|
|
3889 | else if (tmp && tmp->arch && tmp->type != PLAYER |
|
|
3890 | && tmp->type != TREASURE && tmp->type != SPELL |
|
|
3891 | && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) |
|
|
3892 | { |
|
|
3893 | create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); |
|
|
3894 | tmp->randomitems = NULL; |
|
|
3895 | } |
|
|
3896 | |
|
|
3897 | // close all containers |
|
|
3898 | else if (tmp->type == CONTAINER) |
|
|
3899 | tmp->flag [FLAG_APPLIED] = 0; |
|
|
3900 | |
|
|
3901 | tmp = above; |
|
|
3902 | } |
|
|
3903 | |
|
|
3904 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
|
|
3905 | for (object *tmp = ms->bot; tmp; tmp = tmp->above) |
|
|
3906 | if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
|
|
3907 | check_trigger (tmp, tmp->above, tmp->above); |
|
|
3908 | } |
|
|
3909 | |
|
|
3910 | /** |
|
|
3911 | * Handles player eating food that temporarily changes status (resistances, stats). |
|
|
3912 | * This used to call cast_change_attr(), but |
|
|
3913 | * that doesn't work with the new spell code. Since we know what |
|
|
3914 | * the food changes, just grab a force and use that instead. |
|
|
3915 | */ |
|
|
3916 | void |
|
|
3917 | eat_special_food (object *who, object *food) |
|
|
3918 | { |
|
|
3919 | object *force; |
|
|
3920 | int i, did_one = 0; |
|
|
3921 | |
|
|
3922 | char buf[64]; |
|
|
3923 | snprintf (buf, sizeof(buf), "sp_food_%s", &food->title); |
|
|
3924 | shstr key (buf); |
|
|
3925 | |
|
|
3926 | /* bigger morsel of food = longer effect time */ |
|
|
3927 | int duration = TIME2TICK (food->stats.food); |
|
|
3928 | |
|
|
3929 | if (force = who->force_find (key)) |
|
|
3930 | { |
|
|
3931 | if (duration > fabs (force->speed_left / force->speed)) |
|
|
3932 | { |
|
|
3933 | 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)); |
|
|
3934 | force->force_set_timer (duration); |
|
|
3935 | } |
|
|
3936 | else |
|
|
3937 | new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect."); |
|
|
3938 | |
|
|
3939 | return; |
|
|
3940 | } |
|
|
3941 | else |
|
|
3942 | { |
|
|
3943 | force = who->force_add (key, duration); |
|
|
3944 | force->name = key; |
|
|
3945 | |
|
|
3946 | /* check if the food affects a stat */ |
|
|
3947 | for (i = 0; i < NUM_STATS; i++) |
|
|
3948 | if (sint8 k = food->stats.stat (i)) |
|
|
3949 | { |
|
|
3950 | force->stats.stat (i) = k; |
|
|
3951 | did_one = 1; |
|
|
3952 | } |
|
|
3953 | |
|
|
3954 | /* check if we can protect the eater */ |
|
|
3955 | for (i = 0; i < NROFATTACKS; i++) |
|
|
3956 | { |
|
|
3957 | if (food->resist[i] > 0) |
|
|
3958 | { |
|
|
3959 | force->resist[i] = food->resist[i]; |
|
|
3960 | did_one = 1; |
|
|
3961 | } |
|
|
3962 | } |
|
|
3963 | |
|
|
3964 | if (did_one) |
|
|
3965 | { |
|
|
3966 | 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)); |
|
|
3967 | |
|
|
3968 | /* make the force take effect and report effects to user */ |
|
|
3969 | change_abil (who, force); |
|
|
3970 | } |
|
|
3971 | else |
|
|
3972 | force->destroy (); |
|
|
3973 | } |
|
|
3974 | |
|
|
3975 | /* check for hp, sp change */ |
|
|
3976 | if (food->stats.hp != 0) |
|
|
3977 | { |
|
|
3978 | if (QUERY_FLAG (food, FLAG_CURSED)) |
|
|
3979 | { |
|
|
3980 | who->contr->killer = food; |
|
|
3981 | hit_player (who, food->stats.hp, food, AT_POISON, 1); |
|
|
3982 | who->failmsg ("Eck!...that was poisonous!"); |
|
|
3983 | } |
|
|
3984 | else |
|
|
3985 | { |
|
|
3986 | if (food->stats.hp > 0) |
|
|
3987 | who->statusmsg ("You begin to feel better."); |
|
|
3988 | else |
|
|
3989 | who->failmsg ("Eck!...that was poisonous!"); |
|
|
3990 | |
|
|
3991 | who->stats.hp += food->stats.hp; |
|
|
3992 | } |
|
|
3993 | } |
|
|
3994 | |
|
|
3995 | if (food->stats.sp != 0) |
|
|
3996 | { |
|
|
3997 | if (QUERY_FLAG (food, FLAG_CURSED)) |
|
|
3998 | { |
|
|
3999 | who->failmsg ("You are drained of mana!"); |
|
|
4000 | who->stats.sp -= food->stats.sp; |
|
|
4001 | if (who->stats.sp < 0) |
|
|
4002 | who->stats.sp = 0; |
|
|
4003 | } |
|
|
4004 | else |
|
|
4005 | { |
|
|
4006 | who->statusmsg ("You feel a rush of magical energy!"); |
|
|
4007 | who->stats.sp += food->stats.sp; |
|
|
4008 | /* place limit on max sp from food? */ |
|
|
4009 | } |
|
|
4010 | } |
|
|
4011 | |
|
|
4012 | who->update_stats (); |
|
|
4013 | } |
|
|
4014 | |
|
|
4015 | void |
|
|
4016 | apply_changes_to_player (object *pl, object *change) |
|
|
4017 | { |
|
|
4018 | int excess_stat = 0; /* if the stat goes over the maximum |
|
|
4019 | for the race, put the excess stat some |
|
|
4020 | where else. */ |
|
|
4021 | |
|
|
4022 | switch (change->type) |
|
|
4023 | { |
|
|
4024 | case CLASS: |
|
|
4025 | { |
|
|
4026 | living *stats = &(pl->contr->orig_stats); |
|
|
4027 | living *ns = &(change->stats); |
|
|
4028 | object *walk; |
|
|
4029 | int flag_change_face = 1; |
|
|
4030 | |
|
|
4031 | /* the following code assigns stats up to the stat max |
|
|
4032 | * for the race, and if the stat max is exceeded, |
|
|
4033 | * tries to randomly reassign the excess stat |
|
|
4034 | */ |
|
|
4035 | int i, j; |
|
|
4036 | |
|
|
4037 | for (i = 0; i < NUM_STATS; i++) |
|
|
4038 | { |
|
|
4039 | int race_bonus = pl->arch->stats.stat (i); |
|
|
4040 | sint8 stat = stats->stat (i) + ns->stat (i); |
|
|
4041 | |
|
|
4042 | if (stat > 20 + race_bonus) |
|
|
4043 | { |
|
|
4044 | excess_stat++; |
|
|
4045 | stat = 20 + race_bonus; |
|
|
4046 | } |
|
|
4047 | |
|
|
4048 | stats->stat (i) = stat; |
|
|
4049 | } |
|
|
4050 | |
|
|
4051 | for (j = 0; excess_stat > 0 && j < 100; j++) |
|
|
4052 | { /* try 100 times to assign excess stats */ |
|
|
4053 | int i = rndm (0, 6); |
|
|
4054 | |
|
|
4055 | if (i == CHA) |
|
|
4056 | continue; /* exclude cha from this */ |
|
|
4057 | |
|
|
4058 | int stat = stats->stat (i); |
|
|
4059 | int race_bonus = pl->arch->stats.stat (i); |
|
|
4060 | if (stat < 20 + race_bonus) |
|
|
4061 | { |
|
|
4062 | change_attr_value (stats, i, 1); |
|
|
4063 | excess_stat--; |
|
|
4064 | } |
|
|
4065 | } |
|
|
4066 | |
|
|
4067 | /* insert the randomitems from the change's treasurelist into |
|
|
4068 | * the player ref: player.c |
|
|
4069 | */ |
|
|
4070 | if (change->randomitems) |
|
|
4071 | give_initial_items (pl, change->randomitems); |
|
|
4072 | |
|
|
4073 | /* set up the face, for some races. */ |
|
|
4074 | |
|
|
4075 | /* first, look for the force object banning |
|
|
4076 | * changing the face. Certain races never change face with class. |
|
|
4077 | */ |
|
|
4078 | for (walk = pl->inv; walk; walk = walk->below) |
|
|
4079 | if (walk->name == shstr_NOCLASSFACECHANGE) |
|
|
4080 | flag_change_face = 0; |
|
|
4081 | |
|
|
4082 | if (flag_change_face) |
|
|
4083 | { |
|
|
4084 | pl->face = change->face; |
|
|
4085 | pl->animation_id = change->animation_id; |
|
|
4086 | pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE]; |
|
|
4087 | } |
|
|
4088 | |
|
|
4089 | /* check the special case of can't use weapons */ |
|
|
4090 | /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ |
|
|
4091 | if (change->name == shstr_monk) |
|
|
4092 | CLEAR_FLAG (pl, FLAG_USE_WEAPON); |
|
|
4093 | |
|
|
4094 | break; |
|
|
4095 | } |
|
|
4096 | } |
|
|
4097 | } |
|
|
4098 | |