1 |
/* |
2 |
* static char *rcsid_apply_c = |
3 |
* "$Id$"; |
4 |
*/ |
5 |
/* |
6 |
CrossFire, A Multiplayer game for X-windows |
7 |
|
8 |
Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
9 |
Copyright (C) 1992 Frank Tore Johansen |
10 |
|
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
14 |
(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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|
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
23 |
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
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The authors can be reached via e-mail to crossfire-devel@real-time.com |
26 |
*/ |
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|
28 |
#include <global.h> |
29 |
#include <living.h> |
30 |
#include <spells.h> |
31 |
#include <skills.h> |
32 |
#include <tod.h> |
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|
34 |
#ifndef __CEXTRACT__ |
35 |
#include <sproto.h> |
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#endif |
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|
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/* Want this regardless of rplay. */ |
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#include <sounds.h> |
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|
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/* need math lib for double-precision and pow() in dragon_eat_flesh() */ |
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#include <math.h> |
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|
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/* Can transport hold object op? |
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* This is a pretty trivial function, |
46 |
* but in the future, possible transport may have more restrictions |
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* or weight reduction like containers |
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*/ |
49 |
int transport_can_hold(const object *transport, const object *op, int nrof) |
50 |
{ |
51 |
if ((op->weight *nrof + transport->carrying) > transport->weight_limit) |
52 |
return 0; |
53 |
else |
54 |
return 1; |
55 |
} |
56 |
|
57 |
|
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/* |
59 |
* Player is trying to use a transport. This returns same values as |
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* manual_apply() does. This function basically checks to see if |
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* the player can use the transport, and if so, sets up the appropriate |
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* pointers. |
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*/ |
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int apply_transport(object *pl, object *transport, int aflag) { |
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|
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/* Only players can use transports right now */ |
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if (pl->type != PLAYER) return 0; |
68 |
|
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/* If player is currently on a transport but not this transport, they need |
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* to exit first. Perhaps transport to transport transfers should be |
71 |
* allowed. |
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*/ |
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if (pl->contr->transport && pl->contr->transport != transport) { |
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new_draw_info_format(NDI_UNIQUE, 0, pl, |
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"You must exit %s before you can board %s.", |
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query_name(pl->contr->transport), |
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query_name(transport)); |
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return 1; |
79 |
} |
80 |
|
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/* player is currently on a transport. This must mean he |
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* wants to exit. |
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*/ |
84 |
if (pl->contr->transport) { |
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object *old_transport = pl->contr->transport, *inv; |
86 |
|
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/* Should we print a message if the player only wants to |
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* apply? |
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*/ |
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if (aflag & AP_APPLY) return 1; |
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new_draw_info_format(NDI_UNIQUE, 0, pl, |
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"You disembark from %s.", |
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query_name(old_transport)); |
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remove_ob(pl); |
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pl->map = old_transport->map; |
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pl->x = old_transport->x; |
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pl->y = old_transport->y; |
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if (pl->contr == old_transport->contr) |
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old_transport->contr = NULL; |
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|
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pl->contr->transport = NULL; |
102 |
insert_ob_in_map(pl, pl->map, pl, 0); |
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sum_weight(old_transport); |
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|
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/* Possible for more than one player to be using a transport. |
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* if that is the case, we don't want to reset the face, as the |
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* transport is still occupied. |
108 |
*/ |
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for (inv=old_transport->inv; inv; inv=inv->below) |
110 |
if (inv->type == PLAYER) break; |
111 |
if (!inv) { |
112 |
old_transport->face = old_transport->arch->clone.face; |
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old_transport->animation_id = old_transport->arch->clone.animation_id; |
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} |
115 |
return 1; |
116 |
} |
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else { |
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/* player is trying to board a transport */ |
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int pc=0, p_limit; |
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object *inv; |
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const char *kv; |
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|
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if (aflag & AP_UNAPPLY) return 1; |
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|
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/* Can this transport hold the weight of this player? */ |
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if (!transport_can_hold(transport, pl, 1)) { |
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new_draw_info_format(NDI_UNIQUE, 0, pl, |
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"The %s is unable to hold your weight!", |
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query_name(transport)); |
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return 1; |
131 |
} |
132 |
|
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/* Does this transport have space for more players? */ |
134 |
for (inv=transport->inv; inv; inv=inv->below) { |
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if (inv->type == PLAYER) pc++; |
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} |
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kv = get_ob_key_value(transport, "passenger_limit"); |
138 |
if (!kv) p_limit=1; |
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else p_limit = atoi(kv); |
140 |
if (pc >= p_limit) { |
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new_draw_info_format(NDI_UNIQUE, 0, pl, |
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"The %s does not have space for any more people", |
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query_name(transport)); |
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return 1; |
145 |
} |
146 |
|
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/* Everything checks out OK - player can get on the transport */ |
148 |
pl->contr->transport = transport; |
149 |
if (!transport->contr) transport->contr = pl->contr; |
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remove_ob(pl); |
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insert_ob_in_ob(pl, transport); |
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sum_weight(transport); |
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pl->map = transport->map; |
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pl->x = transport->x; |
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pl->y = transport->y; |
156 |
|
157 |
/* Might need to update face, animation info */ |
158 |
if (!pc) { |
159 |
const char *str; |
160 |
|
161 |
str = get_ob_key_value(transport, "face_full"); |
162 |
if (str) |
163 |
transport->face = &new_faces[FindFace(str, |
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transport->face->number)]; |
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str = get_ob_key_value(transport, "anim_full"); |
166 |
if (str) |
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transport->animation_id = find_animation(str); |
168 |
} |
169 |
|
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/* Does speed of this object change based on weight? */ |
171 |
kv = get_ob_key_value(transport, "weight_speed_ratio"); |
172 |
if (kv) { |
173 |
int wsr = atoi(kv); |
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float base_speed; |
175 |
|
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kv = get_ob_key_value(transport, "base_speed"); |
177 |
if (kv) base_speed = atof(kv); |
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else base_speed = transport->arch->clone.speed; |
179 |
|
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transport->speed = base_speed - (base_speed * transport->carrying * |
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wsr) / (transport->weight_limit * 100); |
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|
183 |
/* Put some limits on min/max speeds */ |
184 |
if (transport->speed < 0.10) transport->speed = 0.10; |
185 |
if (transport->speed > 1.0) transport->speed = 1.0; |
186 |
} |
187 |
} /* else if player is boarding the transport */ |
188 |
|
189 |
return 1; |
190 |
} |
191 |
|
192 |
|
193 |
|
194 |
/** |
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* Check if op should abort moving victim because of it's race or slaying. |
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* Returns 1 if it should abort, returns 0 if it should continue. |
197 |
*/ |
198 |
int should_director_abort(object *op, object *victim) |
199 |
{ |
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int arch_flag, name_flag, race_flag; |
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/* Get flags to determine what of arch, name, and race should be checked. |
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* This is stored in subtype, and is a bitmask, the LSB is the arch flag, |
203 |
* the next is the name flag, and the last is the race flag. Also note, |
204 |
* if subtype is set to zero, that also goes to defaults of all affecting |
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* it. Examples: |
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* subtype 1: only arch |
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* subtype 3: arch or name |
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* subtype 5: arch or race |
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* subtype 7: all three |
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*/ |
211 |
if (op->subtype) |
212 |
{ |
213 |
arch_flag = (op->subtype & 1); |
214 |
name_flag = (op->subtype & 2); |
215 |
race_flag = (op->subtype & 4); |
216 |
} else { |
217 |
arch_flag = 1; |
218 |
name_flag = 1; |
219 |
race_flag = 1; |
220 |
} |
221 |
/* If the director has race set, only affect objects with a arch, |
222 |
* name or race that matches. |
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*/ |
224 |
if ( (op->race) && |
225 |
((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) && |
226 |
((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && |
227 |
((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { |
228 |
return 1; |
229 |
} |
230 |
/* If the director has slaying set, only affect objects where none |
231 |
* of arch, name, or race match. |
232 |
*/ |
233 |
if ( (op->slaying) && ( |
234 |
((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) || |
235 |
((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || |
236 |
((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { |
237 |
return 1; |
238 |
} |
239 |
return 0; |
240 |
} |
241 |
|
242 |
/** |
243 |
* This handles a player dropping money on an altar to identify stuff. |
244 |
* It'll identify marked item, if none all items up to dropped money. |
245 |
* Return value: 1 if money was destroyed, 0 if not. |
246 |
*/ |
247 |
static int apply_id_altar (object *money, object *altar, object *pl) |
248 |
{ |
249 |
object *id, *marked; |
250 |
int success=0; |
251 |
|
252 |
if (pl == NULL || pl->type != PLAYER) |
253 |
return 0; |
254 |
|
255 |
/* Check for MONEY type is a special hack - it prevents 'nothing needs |
256 |
* identifying' from being printed out more than it needs to be. |
257 |
*/ |
258 |
if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) |
259 |
return 0; |
260 |
|
261 |
marked = find_marked_object (pl); |
262 |
/* if the player has a marked item, identify that if it needs to be |
263 |
* identified. IF it doesn't, then go through the player inventory. |
264 |
*/ |
265 |
if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) |
266 |
&& need_identify (marked)) |
267 |
{ |
268 |
if (operate_altar (altar, &money)) { |
269 |
identify (marked); |
270 |
new_draw_info_format(NDI_UNIQUE, 0, pl, |
271 |
"You have %s.", long_desc(marked, pl)); |
272 |
if (marked->msg) { |
273 |
new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); |
274 |
new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); |
275 |
} |
276 |
return money == NULL; |
277 |
} |
278 |
} |
279 |
|
280 |
for (id=pl->inv; id; id=id->below) { |
281 |
if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible && |
282 |
need_identify(id)) { |
283 |
if (operate_altar(altar,&money)) { |
284 |
identify(id); |
285 |
new_draw_info_format(NDI_UNIQUE, 0, pl, |
286 |
"You have %s.", long_desc(id, pl)); |
287 |
if (id->msg) { |
288 |
new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); |
289 |
new_draw_info(NDI_UNIQUE, 0,pl, id->msg); |
290 |
} |
291 |
success=1; |
292 |
/* If no more money, might as well quit now */ |
293 |
if (money == NULL || ! check_altar_sacrifice (altar,money)) |
294 |
break; |
295 |
} |
296 |
else { |
297 |
LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n"); |
298 |
break; |
299 |
} |
300 |
} |
301 |
} |
302 |
if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying"); |
303 |
return money == NULL; |
304 |
} |
305 |
|
306 |
/** |
307 |
* This checks whether the object has a "on_use_yield" field, and if so generated and drops |
308 |
* matching item. |
309 |
**/ |
310 |
static void handle_apply_yield(object* tmp) |
311 |
{ |
312 |
const char* yield; |
313 |
|
314 |
yield = get_ob_key_value(tmp,"on_use_yield"); |
315 |
if (yield != NULL) |
316 |
{ |
317 |
object* drop = get_archetype(yield); |
318 |
if (tmp->env) |
319 |
{ |
320 |
drop = insert_ob_in_ob(drop,tmp->env); |
321 |
if (tmp->env->type == PLAYER) |
322 |
esrv_send_item(tmp->env,drop); |
323 |
} |
324 |
else |
325 |
{ |
326 |
drop->x = tmp->x; |
327 |
drop->y = tmp->y; |
328 |
insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR); |
329 |
} |
330 |
} |
331 |
} |
332 |
|
333 |
/** |
334 |
* Handles applying a potion. |
335 |
*/ |
336 |
int apply_potion(object *op, object *tmp) |
337 |
{ |
338 |
int got_one=0,i; |
339 |
object *force; |
340 |
|
341 |
if(op->type==PLAYER) { |
342 |
if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) |
343 |
identify(tmp); |
344 |
} |
345 |
|
346 |
handle_apply_yield(tmp); |
347 |
|
348 |
/* Potion of restoration - only for players */ |
349 |
if (op->type==PLAYER&&(tmp->attacktype & AT_DEPLETE)) { |
350 |
object *depl; |
351 |
archetype *at; |
352 |
|
353 |
if (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { |
354 |
drain_stat(op); |
355 |
fix_player(op); |
356 |
decrease_ob(tmp); |
357 |
return 1; |
358 |
} |
359 |
if ((at = find_archetype(ARCH_DEPLETION))==NULL) { |
360 |
LOG(llevError,"Could not find archetype depletion\n"); |
361 |
return 0; |
362 |
} |
363 |
depl = present_arch_in_ob(at, op); |
364 |
if (depl!=NULL) { |
365 |
for (i = 0; i < NUM_STATS; i++) |
366 |
if (get_attr_value(&depl->stats, i)) { |
367 |
new_draw_info(NDI_UNIQUE,0,op, restore_msg[i]); |
368 |
} |
369 |
remove_ob(depl); |
370 |
free_object(depl); |
371 |
fix_player(op); |
372 |
} |
373 |
else |
374 |
new_draw_info(NDI_UNIQUE,0,op, "You potion had no effect."); |
375 |
|
376 |
decrease_ob(tmp); |
377 |
return 1; |
378 |
} |
379 |
|
380 |
/* improvement potion - only for players */ |
381 |
if(op->type==PLAYER&&tmp->attacktype&AT_GODPOWER) { |
382 |
|
383 |
for(i=1;i<MIN(11,op->level);i++) { |
384 |
if (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) { |
385 |
if (op->contr->levhp[i]!=1) { |
386 |
op->contr->levhp[i]=1; |
387 |
break; |
388 |
} |
389 |
if (op->contr->levsp[i]!=1) { |
390 |
op->contr->levsp[i]=1; |
391 |
break; |
392 |
} |
393 |
if (op->contr->levgrace[i]!=1) { |
394 |
op->contr->levgrace[i]=1; |
395 |
break; |
396 |
} |
397 |
} |
398 |
else { |
399 |
if(op->contr->levhp[i]<9) { |
400 |
op->contr->levhp[i]=9; |
401 |
break; |
402 |
} |
403 |
if(op->contr->levsp[i]<6) { |
404 |
op->contr->levsp[i]=6; |
405 |
break; |
406 |
} |
407 |
if(op->contr->levgrace[i]<3) { |
408 |
op->contr->levgrace[i]=3; |
409 |
break; |
410 |
} |
411 |
} |
412 |
} |
413 |
/* Just makes checking easier */ |
414 |
if (i<MIN(11, op->level)) got_one=1; |
415 |
if (!QUERY_FLAG(tmp,FLAG_CURSED) && !QUERY_FLAG(tmp,FLAG_DAMNED)) { |
416 |
if (got_one) { |
417 |
fix_player(op); |
418 |
new_draw_info(NDI_UNIQUE,0,op,"The Gods smile upon you and remake you"); |
419 |
new_draw_info(NDI_UNIQUE,0,op,"a little more in their image."); |
420 |
new_draw_info(NDI_UNIQUE,0,op,"You feel a little more perfect."); |
421 |
} |
422 |
else |
423 |
new_draw_info(NDI_UNIQUE,0,op,"The potion had no effect - you are already perfect"); |
424 |
} |
425 |
else { /* cursed potion */ |
426 |
if (got_one) { |
427 |
fix_player(op); |
428 |
new_draw_info(NDI_UNIQUE,0,op,"The Gods are angry and punish you."); |
429 |
} |
430 |
else |
431 |
new_draw_info(NDI_UNIQUE,0,op,"You are fortunate that you are so pathetic."); |
432 |
} |
433 |
decrease_ob(tmp); |
434 |
return 1; |
435 |
} |
436 |
|
437 |
|
438 |
/* A potion that casts a spell. Healing, restore spellpoint (power potion) |
439 |
* and heroism all fit into this category. Given the spell object code, |
440 |
* there is no limit to the number of spells that potions can be cast, |
441 |
* but direction is problematic to try and imbue fireball potions for example. |
442 |
*/ |
443 |
if (tmp->inv) { |
444 |
if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { |
445 |
object *fball; |
446 |
|
447 |
new_draw_info(NDI_UNIQUE,0,op, "Yech! Your lungs are on fire!"); |
448 |
/* Explodes a fireball centered at player */ |
449 |
fball = get_archetype(EXPLODING_FIREBALL); |
450 |
fball->dam_modifier=random_roll(1, op->level, op, PREFER_LOW)/5+1; |
451 |
fball->stats.maxhp=random_roll(1, op->level, op, PREFER_LOW)/10+2; |
452 |
fball->x = op->x; |
453 |
fball->y = op->y; |
454 |
insert_ob_in_map(fball, op->map, NULL, 0); |
455 |
} else |
456 |
cast_spell(op,tmp, op->facing, tmp->inv, NULL); |
457 |
|
458 |
decrease_ob(tmp); |
459 |
/* if youre dead, no point in doing this... */ |
460 |
if(!QUERY_FLAG(op,FLAG_REMOVED)) fix_player(op); |
461 |
return 1; |
462 |
} |
463 |
|
464 |
/* Deal with protection potions */ |
465 |
force=NULL; |
466 |
for (i=0; i<NROFATTACKS; i++) { |
467 |
if (tmp->resist[i]) { |
468 |
if (!force) force=get_archetype(FORCE_NAME); |
469 |
memcpy(force->resist, tmp->resist, sizeof(tmp->resist)); |
470 |
force->type=POTION_EFFECT; |
471 |
break; /* Only need to find one protection since we copy entire batch */ |
472 |
} |
473 |
} |
474 |
/* This is a protection potion */ |
475 |
if (force) { |
476 |
/* cursed items last longer */ |
477 |
if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { |
478 |
force->stats.food*=10; |
479 |
for (i=0; i<NROFATTACKS; i++) |
480 |
if (force->resist[i] > 0) |
481 |
force->resist[i] = -force->resist[i]; /* prot => vuln */ |
482 |
} |
483 |
force->speed_left= -1; |
484 |
force = insert_ob_in_ob(force,op); |
485 |
CLEAR_FLAG(tmp, FLAG_APPLIED); |
486 |
SET_FLAG(force,FLAG_APPLIED); |
487 |
change_abil(op,force); |
488 |
decrease_ob(tmp); |
489 |
return 1; |
490 |
} |
491 |
|
492 |
/* Only thing left are the stat potions */ |
493 |
if(op->type==PLAYER) { /* only for players */ |
494 |
if((QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) && tmp->value!=0) |
495 |
CLEAR_FLAG(tmp, FLAG_APPLIED); |
496 |
else |
497 |
SET_FLAG(tmp, FLAG_APPLIED); |
498 |
if(!change_abil(op,tmp)) |
499 |
new_draw_info(NDI_UNIQUE,0,op,"Nothing happened."); |
500 |
} |
501 |
|
502 |
/* CLEAR_FLAG is so that if the character has other potions |
503 |
* that were grouped with the one consumed, his |
504 |
* stat will not be raised by them. fix_player just clears |
505 |
* up all the stats. |
506 |
*/ |
507 |
CLEAR_FLAG(tmp, FLAG_APPLIED); |
508 |
fix_player(op); |
509 |
decrease_ob(tmp); |
510 |
return 1; |
511 |
} |
512 |
|
513 |
/**************************************************************************** |
514 |
* Weapon improvement code follows |
515 |
****************************************************************************/ |
516 |
|
517 |
/** |
518 |
* This returns the sum of nrof of item (arch name). |
519 |
*/ |
520 |
static int check_item(object *op, const char *item) |
521 |
{ |
522 |
int count=0; |
523 |
|
524 |
|
525 |
if (item==NULL) return 0; |
526 |
op=op->below; |
527 |
while(op!=NULL) { |
528 |
if (strcmp(op->arch->name,item)==0){ |
529 |
if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) |
530 |
/* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) |
531 |
{ |
532 |
if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ |
533 |
count++; |
534 |
else |
535 |
count += op->nrof; |
536 |
} |
537 |
} |
538 |
op=op->below; |
539 |
} |
540 |
return count; |
541 |
} |
542 |
|
543 |
/** |
544 |
* This removes 'nrof' of what item->slaying says to remove. |
545 |
* op is typically the player, which is only |
546 |
* really used to determine what space to look at. |
547 |
* Modified to only eat 'nrof' of objects. |
548 |
*/ |
549 |
static void eat_item(object *op,const char *item, uint32 nrof) |
550 |
{ |
551 |
object *prev; |
552 |
|
553 |
prev = op; |
554 |
op=op->below; |
555 |
|
556 |
while(op!=NULL) { |
557 |
if (strcmp(op->arch->name,item)==0) { |
558 |
if (op->nrof >= nrof) { |
559 |
decrease_ob_nr(op,nrof); |
560 |
return; |
561 |
} else { |
562 |
decrease_ob_nr(op,op->nrof); |
563 |
nrof -= op->nrof; |
564 |
} |
565 |
op=prev; |
566 |
} |
567 |
prev = op; |
568 |
op=op->below; |
569 |
} |
570 |
} |
571 |
|
572 |
/** |
573 |
* This checks to see of the player (who) is sufficient level to use a weapon |
574 |
* with improvs improvements (typically last_eat). We take an int here |
575 |
* instead of the object so that the improvement code can pass along the |
576 |
* increased value to see if the object is usuable. |
577 |
* we return 1 (true) if the player can use the weapon. |
578 |
*/ |
579 |
static int check_weapon_power(const object *who, int improvs) |
580 |
{ |
581 |
/* Old code is below (commented out). Basically, since weapons are the only |
582 |
* object players really have any control to improve, it's a bit harsh to |
583 |
* require high level in some combat skill, so we just use overall level. |
584 |
*/ |
585 |
#if 1 |
586 |
if (((who->level/5)+5) >= improvs) return 1; |
587 |
else return 0; |
588 |
|
589 |
#else |
590 |
int level=0; |
591 |
|
592 |
/* The skill system hands out wc and dam bonuses to fighters |
593 |
* more generously than the old system (see fix_player). Thus |
594 |
* we need to curtail the power of player enchanted weapons. |
595 |
* I changed this to 1 improvement per "fighter" level/5 -b.t. |
596 |
* Note: Nothing should break by allowing this ratio to be different or |
597 |
* using normal level - it is just a matter of play balance. |
598 |
*/ |
599 |
if(who->type==PLAYER) { |
600 |
object *wc_obj=NULL; |
601 |
|
602 |
for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below) |
603 |
if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level) |
604 |
level = wc_obj->level; |
605 |
|
606 |
if (!level ) { |
607 |
LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name); |
608 |
level = who->level; |
609 |
} |
610 |
} |
611 |
else |
612 |
level=who->level; |
613 |
|
614 |
return (improvs <= ((level/5)+5)); |
615 |
#endif |
616 |
} |
617 |
|
618 |
/** |
619 |
* Returns how many items of type improver->slaying there are under op. |
620 |
* Will display a message if none found, and 1 if improver->slaying is NULL. |
621 |
*/ |
622 |
static int check_sacrifice(object *op, const object *improver) |
623 |
{ |
624 |
int count=0; |
625 |
|
626 |
if (improver->slaying!=NULL) { |
627 |
count = check_item(op,improver->slaying); |
628 |
if (count<1) { |
629 |
char buf[200]; |
630 |
sprintf(buf,"The gods want more %ss",improver->slaying); |
631 |
new_draw_info(NDI_UNIQUE,0,op,buf); |
632 |
return 0; |
633 |
} |
634 |
} |
635 |
else |
636 |
count=1; |
637 |
|
638 |
return count; |
639 |
} |
640 |
|
641 |
/** |
642 |
* Actually improves the weapon, and tells user. |
643 |
*/ |
644 |
int improve_weapon_stat(object *op,object *improver,object *weapon, |
645 |
signed char *stat,int sacrifice_count,const char *statname) |
646 |
{ |
647 |
|
648 |
new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); |
649 |
*stat += sacrifice_count; |
650 |
weapon->last_eat++; |
651 |
new_draw_info_format(NDI_UNIQUE,0,op, |
652 |
"Weapon's bonus to %s improved by %d",statname,sacrifice_count); |
653 |
decrease_ob(improver); |
654 |
|
655 |
/* So it updates the players stats and the window */ |
656 |
fix_player(op); |
657 |
return 1; |
658 |
} |
659 |
|
660 |
/* Types of improvements, hidden in the sp field. */ |
661 |
#define IMPROVE_PREPARE 1 |
662 |
#define IMPROVE_DAMAGE 2 |
663 |
#define IMPROVE_WEIGHT 3 |
664 |
#define IMPROVE_ENCHANT 4 |
665 |
#define IMPROVE_STR 5 |
666 |
#define IMPROVE_DEX 6 |
667 |
#define IMPROVE_CON 7 |
668 |
#define IMPROVE_WIS 8 |
669 |
#define IMPROVE_CHA 9 |
670 |
#define IMPROVE_INT 10 |
671 |
#define IMPROVE_POW 11 |
672 |
|
673 |
|
674 |
/** |
675 |
* This does the prepare weapon scroll. |
676 |
* Checks for sacrifice, and so on. |
677 |
*/ |
678 |
|
679 |
int prepare_weapon(object *op, object *improver, object *weapon) |
680 |
{ |
681 |
int sacrifice_count,i; |
682 |
char buf[MAX_BUF]; |
683 |
|
684 |
if (weapon->level!=0) { |
685 |
new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); |
686 |
return 0; |
687 |
} |
688 |
for (i=0; i<NROFATTACKS; i++) |
689 |
if (weapon->resist[i]) break; |
690 |
|
691 |
/* If we break out, i will be less than nrofattacks, preventing |
692 |
* improvement of items that already have protections. |
693 |
*/ |
694 |
if (i<NROFATTACKS || |
695 |
weapon->stats.hp || /* regeneration */ |
696 |
(weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ |
697 |
weapon->stats.exp || /* speed */ |
698 |
weapon->stats.ac) /* AC - only taifu's I think */ |
699 |
{ |
700 |
new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); |
701 |
return 0; |
702 |
} |
703 |
sacrifice_count=check_sacrifice(op,improver); |
704 |
if (sacrifice_count<=0) |
705 |
return 0; |
706 |
weapon->level=isqrt(sacrifice_count); |
707 |
new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted."); |
708 |
eat_item(op, improver->slaying, sacrifice_count); |
709 |
|
710 |
new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.", |
711 |
weapon->name,weapon->level); |
712 |
|
713 |
sprintf(buf,"%s's %s",op->name,weapon->name); |
714 |
FREE_AND_COPY(weapon->name, buf); |
715 |
FREE_AND_COPY(weapon->name_pl, buf); |
716 |
weapon->nrof=0; /* prevents preparing n weapons in the same |
717 |
slot at once! */ |
718 |
decrease_ob(improver); |
719 |
weapon->last_eat=0; |
720 |
return 1; |
721 |
} |
722 |
|
723 |
|
724 |
/** |
725 |
* Does the dirty job for 'improve weapon' scroll, prepare or add something. |
726 |
* This is the new improve weapon code. |
727 |
* Returns 0 if it was not able to work for some reason. |
728 |
* |
729 |
* Checks if weapon was prepared, if enough potions on the floor, ... |
730 |
* |
731 |
* We are hiding extra information about the weapon in the level and |
732 |
* last_eat numbers for an object. Hopefully this won't break anything ?? |
733 |
* level == max improve last_eat == current improve |
734 |
*/ |
735 |
int improve_weapon(object *op,object *improver,object *weapon) |
736 |
{ |
737 |
int sacrifice_count, sacrifice_needed=0; |
738 |
|
739 |
if(improver->stats.sp==IMPROVE_PREPARE) { |
740 |
return prepare_weapon(op, improver, weapon); |
741 |
} |
742 |
if (weapon->level==0) { |
743 |
new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared."); |
744 |
return 0; |
745 |
} |
746 |
if (weapon->level==weapon->last_eat && weapon->item_power >=100) { |
747 |
new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); |
748 |
return 0; |
749 |
} |
750 |
if (QUERY_FLAG(weapon, FLAG_APPLIED) && |
751 |
!check_weapon_power(op, weapon->last_eat+1)) { |
752 |
new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too"); |
753 |
new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you"); |
754 |
new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it."); |
755 |
return 0; |
756 |
} |
757 |
/* This just increases damage by 5 points, no matter what. No sacrifice |
758 |
* is needed. Since stats.dam is now a 16 bit value and not 8 bit, |
759 |
* don't put any maximum value on damage - the limit is how much the |
760 |
* weapon can be improved. |
761 |
*/ |
762 |
if (improver->stats.sp==IMPROVE_DAMAGE) { |
763 |
weapon->stats.dam += 5; |
764 |
weapon->weight += 5000; /* 5 KG's */ |
765 |
new_draw_info_format(NDI_UNIQUE, 0, op, |
766 |
"Damage has been increased by 5 to %d", weapon->stats.dam); |
767 |
weapon->last_eat++; |
768 |
|
769 |
weapon->item_power++; |
770 |
decrease_ob(improver); |
771 |
return 1; |
772 |
} |
773 |
if (improver->stats.sp == IMPROVE_WEIGHT) { |
774 |
/* Reduce weight by 20% */ |
775 |
weapon->weight = (weapon->weight * 8)/10; |
776 |
if (weapon->weight < 1) weapon->weight = 1; |
777 |
new_draw_info_format(NDI_UNIQUE, 0, op, |
778 |
"Weapon weight reduced to %6.1f kg", |
779 |
(float)weapon->weight/1000.0); |
780 |
weapon->last_eat++; |
781 |
weapon->item_power++; |
782 |
decrease_ob(improver); |
783 |
return 1; |
784 |
} |
785 |
if (improver->stats.sp == IMPROVE_ENCHANT) { |
786 |
weapon->magic++; |
787 |
weapon->last_eat++; |
788 |
new_draw_info_format(NDI_UNIQUE, 0, op |
789 |
,"Weapon magic increased to %d",weapon->magic); |
790 |
decrease_ob(improver); |
791 |
weapon->item_power++; |
792 |
return 1; |
793 |
} |
794 |
|
795 |
sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ |
796 |
weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + |
797 |
weapon->stats.Wis; |
798 |
|
799 |
if (sacrifice_needed<1) |
800 |
sacrifice_needed =1; |
801 |
sacrifice_needed *=2; |
802 |
|
803 |
sacrifice_count = check_sacrifice(op,improver); |
804 |
if (sacrifice_count < sacrifice_needed) { |
805 |
new_draw_info_format(NDI_UNIQUE, 0, op, |
806 |
"You need at least %d %s", sacrifice_needed, improver->slaying); |
807 |
return 0; |
808 |
} |
809 |
eat_item(op,improver->slaying, sacrifice_needed); |
810 |
weapon->item_power++; |
811 |
|
812 |
switch (improver->stats.sp) { |
813 |
case IMPROVE_STR: |
814 |
return improve_weapon_stat(op,improver,weapon, |
815 |
(signed char *) &(weapon->stats.Str), |
816 |
1, "strength"); |
817 |
case IMPROVE_DEX: |
818 |
return improve_weapon_stat(op,improver,weapon, |
819 |
(signed char *) &(weapon->stats.Dex), |
820 |
1, "dexterity"); |
821 |
case IMPROVE_CON: |
822 |
return improve_weapon_stat(op,improver,weapon, |
823 |
(signed char *) &(weapon->stats.Con), |
824 |
1, "constitution"); |
825 |
case IMPROVE_WIS: |
826 |
return improve_weapon_stat(op,improver,weapon, |
827 |
(signed char *) &(weapon->stats.Wis), |
828 |
1, "wisdom"); |
829 |
case IMPROVE_CHA: |
830 |
return improve_weapon_stat(op,improver,weapon, |
831 |
(signed char *) &(weapon->stats.Cha), |
832 |
1, "charisma"); |
833 |
case IMPROVE_INT: |
834 |
return improve_weapon_stat(op,improver,weapon, |
835 |
(signed char *) &(weapon->stats.Int), |
836 |
1, "intelligence"); |
837 |
case IMPROVE_POW: |
838 |
return improve_weapon_stat(op,improver,weapon, |
839 |
(signed char *) &(weapon->stats.Pow), |
840 |
1, "power"); |
841 |
default: |
842 |
new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); |
843 |
} |
844 |
LOG(llevError,"improve_weapon: Got to end of function\n"); |
845 |
return 0; |
846 |
} |
847 |
|
848 |
/** |
849 |
* Handles the applying of improve/prepare/enchant weapon scroll. |
850 |
* Checks a few things (not on a non-magic square, marked weapon, ...), |
851 |
* then calls improve_weapon to do the dirty work. |
852 |
*/ |
853 |
int check_improve_weapon (object *op, object *tmp) |
854 |
{ |
855 |
object *otmp; |
856 |
|
857 |
if(op->type!=PLAYER) |
858 |
return 0; |
859 |
if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) { |
860 |
new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll."); |
861 |
return 0; |
862 |
} |
863 |
otmp=find_marked_object(op); |
864 |
if(!otmp) { |
865 |
new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object."); |
866 |
return 0; |
867 |
} |
868 |
if (otmp->type != WEAPON && otmp->type != BOW) { |
869 |
new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow"); |
870 |
return 0; |
871 |
} |
872 |
new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); |
873 |
improve_weapon(op,tmp,otmp); |
874 |
esrv_send_item(op, otmp); |
875 |
return 1; |
876 |
} |
877 |
|
878 |
/** |
879 |
* This code deals with the armour improvment scrolls. |
880 |
* Change limits on improvement - let players go up to |
881 |
* +5 no matter what level, but they are limited by item |
882 |
* power. |
883 |
* Try to use same improvement code as in the common/treasure.c |
884 |
* file, so that if you make a +2 full helm, it will be just |
885 |
* the same as one you find in a shop. |
886 |
* |
887 |
* deprecated comment: |
888 |
* this code is by b.t. (thomas@nomad.astro.psu.edu) - |
889 |
* only 'enchantment' of armour is possible - improving |
890 |
* the stats of a player w/ armour as well as a weapon |
891 |
* will probably horribly unbalance the game. Magic enchanting |
892 |
* depends on the level of the character - ie the plus |
893 |
* value (magic) of the armour can never be increased beyond |
894 |
* the level of the character / 10 -- rounding upish, nor may |
895 |
* the armour value of the piece of equipment exceed either |
896 |
* the users level or 90) |
897 |
* Modified by MSW for partial resistance. Only support |
898 |
* changing of physical area right now. |
899 |
*/ |
900 |
int improve_armour(object *op, object *improver, object *armour) |
901 |
{ |
902 |
object *tmp; |
903 |
|
904 |
if (armour->magic >= settings.armor_max_enchant) { |
905 |
new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further."); |
906 |
return 0; |
907 |
} |
908 |
/* Dealing with random artifact armor is a lot trickier (in terms of value, weight, |
909 |
* etc), so take the easy way out and don't worry about it. |
910 |
* Note - maybe add scrolls which make the random artifact versions (eg, armour |
911 |
* of gnarg and what not?) |
912 |
*/ |
913 |
if (armour->title) { |
914 |
new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); |
915 |
return 0; |
916 |
} |
917 |
|
918 |
/* Split objects if needed. Can't insert tmp until the |
919 |
* end of this function - otherwise it will just re-merge. |
920 |
*/ |
921 |
if(armour->nrof > 1) |
922 |
tmp = get_split_ob(armour,armour->nrof - 1); |
923 |
else |
924 |
tmp = NULL; |
925 |
|
926 |
armour->magic++; |
927 |
|
928 |
if ( !settings.armor_speed_linear ) |
929 |
{ |
930 |
int base = 100; |
931 |
int pow = 0; |
932 |
while ( pow < armour->magic ) |
933 |
{ |
934 |
base = base - ( base * settings.armor_speed_improvement ) / 100; |
935 |
pow++; |
936 |
} |
937 |
|
938 |
ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; |
939 |
} |
940 |
else |
941 |
ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100; |
942 |
|
943 |
if ( !settings.armor_weight_linear ) |
944 |
{ |
945 |
int base = 100; |
946 |
int pow = 0; |
947 |
while ( pow < armour->magic ) |
948 |
{ |
949 |
base = base - ( base * settings.armor_weight_reduction ) / 100; |
950 |
pow++; |
951 |
} |
952 |
|
953 |
armour->weight = ( armour->arch->clone.weight * base ) / 100; |
954 |
} |
955 |
else |
956 |
armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100; |
957 |
|
958 |
if ( armour->weight <= 0 ) |
959 |
{ |
960 |
LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); |
961 |
armour->weight = 1; |
962 |
} |
963 |
|
964 |
armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic); |
965 |
|
966 |
if (op->type == PLAYER) { |
967 |
esrv_send_item(op, armour); |
968 |
if(QUERY_FLAG(armour, FLAG_APPLIED)) |
969 |
fix_player(op); |
970 |
} |
971 |
decrease_ob(improver); |
972 |
if (tmp) { |
973 |
insert_ob_in_ob(tmp, op); |
974 |
esrv_send_item(op, tmp); |
975 |
} |
976 |
return 1; |
977 |
} |
978 |
|
979 |
|
980 |
/* |
981 |
* convert_item() returns 1 if anything was converted, 0 if the item was not |
982 |
* what the converter wants, -1 if the converter is broken. |
983 |
*/ |
984 |
#define CONV_FROM(xyz) xyz->slaying |
985 |
#define CONV_TO(xyz) xyz->other_arch |
986 |
#define CONV_NR(xyz) xyz->stats.sp |
987 |
#define CONV_NEED(xyz) xyz->stats.food |
988 |
|
989 |
/* Takes one items and makes another. |
990 |
* converter is the object that is doing the conversion. |
991 |
* item is the object that triggered the converter - if it is not |
992 |
* what the converter wants, this will not do anything. |
993 |
*/ |
994 |
int convert_item(object *item, object *converter) { |
995 |
int nr=0; |
996 |
object *tmp; |
997 |
int is_in_shop; |
998 |
uint32 price_in; |
999 |
|
1000 |
for(tmp = get_map_ob(converter->map, converter->x, converter->y); |
1001 |
tmp != NULL; |
1002 |
tmp = tmp->above) { |
1003 |
if(tmp->type == SHOP_FLOOR) |
1004 |
break; |
1005 |
} |
1006 |
is_in_shop = (tmp != NULL); |
1007 |
|
1008 |
/* We make some assumptions - we assume if it takes money as it type, |
1009 |
* it wants some amount. We don't make change (ie, if something costs |
1010 |
* 3 gp and player drops a platinum, tough luck) |
1011 |
*/ |
1012 |
if (!strcmp(CONV_FROM(converter),"money")) { |
1013 |
int cost; |
1014 |
|
1015 |
if(item->type!=MONEY) |
1016 |
return 0; |
1017 |
|
1018 |
nr=(item->nrof*item->value)/CONV_NEED(converter); |
1019 |
if (!nr) return 0; |
1020 |
cost=nr*CONV_NEED(converter)/item->value; |
1021 |
/* take into account rounding errors */ |
1022 |
if (nr*CONV_NEED(converter)%item->value) cost++; |
1023 |
decrease_ob_nr(item, cost); |
1024 |
|
1025 |
price_in = cost*item->value; |
1026 |
} |
1027 |
else { |
1028 |
if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| |
1029 |
(CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) |
1030 |
return 0; |
1031 |
|
1032 |
if(CONV_NEED(converter)) { |
1033 |
nr=item->nrof/CONV_NEED(converter); |
1034 |
decrease_ob_nr(item,nr*CONV_NEED(converter)); |
1035 |
price_in = nr*CONV_NEED(converter)*item->value; |
1036 |
} else { |
1037 |
price_in = item->value; |
1038 |
remove_ob(item); |
1039 |
free_object(item); |
1040 |
} |
1041 |
} |
1042 |
|
1043 |
if (converter->inv != NULL) { |
1044 |
object *ob; |
1045 |
int i; |
1046 |
object *ob_to_copy; |
1047 |
|
1048 |
/* select random object from inventory to copy */ |
1049 |
ob_to_copy = converter->inv; |
1050 |
for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { |
1051 |
if (rndm(0, i) == 0) { |
1052 |
ob_to_copy = ob; |
1053 |
} |
1054 |
} |
1055 |
item = object_create_clone(ob_to_copy); |
1056 |
CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE); |
1057 |
unflag_inv(item, FLAG_IS_A_TEMPLATE); |
1058 |
} else { |
1059 |
if (converter->other_arch == NULL) { |
1060 |
LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", converter->name ? converter->name : "(null)", converter->map->path, converter->x, converter->y); |
1061 |
return -1; |
1062 |
} |
1063 |
|
1064 |
item = object_create_arch(converter->other_arch); |
1065 |
fix_generated_item(item, converter, 0, 0, GT_MINIMAL); |
1066 |
} |
1067 |
|
1068 |
if(CONV_NR(converter)) |
1069 |
item->nrof=CONV_NR(converter); |
1070 |
if(nr) |
1071 |
item->nrof*=nr; |
1072 |
if(is_in_shop) |
1073 |
SET_FLAG(item,FLAG_UNPAID); |
1074 |
else if(price_in < item->nrof*item->value) { |
1075 |
LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", |
1076 |
converter->name, converter->map->path, converter->x, converter->y, price_in, |
1077 |
item->nrof*item->value, item->name); |
1078 |
/** |
1079 |
* elmex: we are going to let the game continue, as the mapcreator |
1080 |
* propably had something in mind when doing this |
1081 |
*/ |
1082 |
} |
1083 |
insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y); |
1084 |
return 1; |
1085 |
} |
1086 |
|
1087 |
/** |
1088 |
* Handle apply on containers. |
1089 |
* By Eneq(@csd.uu.se). |
1090 |
* Moved to own function and added many features [Tero.Haatanen@lut.fi] |
1091 |
* added the alchemical cauldron to the code -b.t. |
1092 |
*/ |
1093 |
|
1094 |
int apply_container (object *op, object *sack) |
1095 |
{ |
1096 |
char buf[MAX_BUF]; |
1097 |
object *tmp; |
1098 |
|
1099 |
if(op->type!=PLAYER) |
1100 |
return 0; /* This might change */ |
1101 |
|
1102 |
if (sack==NULL || sack->type != CONTAINER) { |
1103 |
LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL"); |
1104 |
return 0; |
1105 |
} |
1106 |
op->contr->last_used = NULL; |
1107 |
op->contr->last_used_id = 0; |
1108 |
|
1109 |
if (sack->env!=op) { |
1110 |
if (sack->other_arch == NULL || sack->env != NULL) { |
1111 |
new_draw_info(NDI_UNIQUE, 0,op,"You must get it first."); |
1112 |
return 1; |
1113 |
} |
1114 |
/* It's on the ground, the problems begin */ |
1115 |
if (op->container != sack) { |
1116 |
/* it's closed OR some player has opened it */ |
1117 |
if (QUERY_FLAG(sack, FLAG_APPLIED)) { |
1118 |
for(tmp=get_map_ob(sack->map, sack->x, sack->y); |
1119 |
tmp && tmp->container != sack; tmp=tmp->above); |
1120 |
if (tmp) { |
1121 |
/* some other player have opened it */ |
1122 |
new_draw_info_format(NDI_UNIQUE, 0, op, |
1123 |
"%s is already occupied.", query_name(sack)); |
1124 |
return 1; |
1125 |
} |
1126 |
} |
1127 |
} |
1128 |
if ( QUERY_FLAG(sack, FLAG_APPLIED)) { |
1129 |
if (op->container == NULL) { |
1130 |
tmp = arch_to_object (sack->other_arch); |
1131 |
/* not good, but insert_ob_in_ob() is too smart */ |
1132 |
CLEAR_FLAG (tmp, FLAG_REMOVED); |
1133 |
tmp->x= tmp->y = tmp->ox = tmp->oy = 0; |
1134 |
tmp->map = NULL; |
1135 |
tmp->env = sack; |
1136 |
if (sack->inv) |
1137 |
sack->inv->above = tmp; |
1138 |
tmp->below = sack->inv; |
1139 |
tmp->above = NULL; |
1140 |
sack->inv = tmp; |
1141 |
sack->move_off = MOVE_ALL; /* trying force closing it */ |
1142 |
} else { |
1143 |
sack->move_off = 0; |
1144 |
tmp = sack->inv; |
1145 |
if (tmp && tmp->type == CLOSE_CON) { |
1146 |
remove_ob(tmp); |
1147 |
free_object (tmp); |
1148 |
} |
1149 |
} |
1150 |
} |
1151 |
} |
1152 |
|
1153 |
if (QUERY_FLAG (sack, FLAG_APPLIED)) { |
1154 |
if (op->container) { |
1155 |
if (op->container != sack) { |
1156 |
tmp = op->container; |
1157 |
apply_container (op, tmp); |
1158 |
sprintf (buf, "You close %s and open ", query_name(tmp)); |
1159 |
op->container = sack; |
1160 |
strcat (buf, query_name(sack)); |
1161 |
strcat (buf, "."); |
1162 |
} else { |
1163 |
CLEAR_FLAG (sack, FLAG_APPLIED); |
1164 |
op->container = NULL; |
1165 |
sprintf (buf, "You close %s.", query_name(sack)); |
1166 |
} |
1167 |
} else { |
1168 |
CLEAR_FLAG (sack, FLAG_APPLIED); |
1169 |
sprintf (buf, "You open %s.", query_name(sack)); |
1170 |
SET_FLAG (sack, FLAG_APPLIED); |
1171 |
op->container = sack; |
1172 |
} |
1173 |
} else { /* not applied */ |
1174 |
if (sack->slaying) { /* it's locked */ |
1175 |
tmp = find_key(op, op, sack); |
1176 |
if (tmp) { |
1177 |
sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp)); |
1178 |
SET_FLAG (sack, FLAG_APPLIED); |
1179 |
if (sack->env == NULL) { /* if it's on ground,open it also */ |
1180 |
new_draw_info (NDI_UNIQUE,0,op, buf); |
1181 |
apply_container (op, sack); |
1182 |
return 1; |
1183 |
} |
1184 |
} else { |
1185 |
sprintf (buf, "You don't have the key to unlock %s.", |
1186 |
query_name(sack)); |
1187 |
} |
1188 |
} else { |
1189 |
sprintf (buf, "You readied %s.", query_name(sack)); |
1190 |
SET_FLAG (sack, FLAG_APPLIED); |
1191 |
if (sack->env == NULL) { /* if it's on ground,open it also */ |
1192 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
1193 |
apply_container (op, sack); |
1194 |
return 1; |
1195 |
} |
1196 |
} |
1197 |
} |
1198 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
1199 |
if (op->contr) op->contr->socket.update_look=1; |
1200 |
return 1; |
1201 |
} |
1202 |
|
1203 |
/** |
1204 |
* Eneq(@csd.uu.se): Handle apply on containers. This is for containers |
1205 |
* the player has in their inventory, eg, sacks, luggages, etc. |
1206 |
* |
1207 |
* Moved to own function and added many features [Tero.Haatanen@lut.fi] |
1208 |
* This version is for client/server mode. |
1209 |
* op is the player, sack is the container the player is opening or closing. |
1210 |
* return 1 if an object is apllied somehow or another, 0 if error/no apply |
1211 |
* |
1212 |
* Reminder - there are three states for any container - closed (non applied), |
1213 |
* applied (not open, but objects that match get tossed into it), and open |
1214 |
* (applied flag set, and op->container points to the open container) |
1215 |
*/ |
1216 |
|
1217 |
int esrv_apply_container (object *op, object *sack) |
1218 |
{ |
1219 |
object *tmp=op->container; |
1220 |
if(op->type!=PLAYER) |
1221 |
return 0; /* This might change */ |
1222 |
|
1223 |
if (sack==NULL || sack->type != CONTAINER) { |
1224 |
LOG (llevError, |
1225 |
"esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL"); |
1226 |
return 0; |
1227 |
} |
1228 |
|
1229 |
/* If we have a currently open container, then it needs to be closed in all cases |
1230 |
* if we are opening this one up. We then fall through if appropriate for |
1231 |
* openening the new container. |
1232 |
*/ |
1233 |
|
1234 |
if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) { |
1235 |
if (op->container->env != op) { /* if container is on the ground */ |
1236 |
op->container->move_off = 0; |
1237 |
} |
1238 |
/* Lauwenmark: Handle for plugin close event */ |
1239 |
if (execute_event(tmp, EVENT_CLOSE,op,NULL,NULL,SCRIPT_FIX_ALL)!=0) |
1240 |
return 1; |
1241 |
|
1242 |
new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.", |
1243 |
query_name(op->container)); |
1244 |
CLEAR_FLAG(op->container, FLAG_APPLIED); |
1245 |
op->container=NULL; |
1246 |
esrv_update_item (UPD_FLAGS, op, tmp); |
1247 |
if (tmp == sack) return 1; |
1248 |
} |
1249 |
|
1250 |
|
1251 |
/* If the player is trying to open it (which he must be doing if we got here), |
1252 |
* and it is locked, check to see if player has the equipment to open it. |
1253 |
*/ |
1254 |
|
1255 |
if (sack->slaying) { /* it's locked */ |
1256 |
tmp=find_key(op, op, sack); |
1257 |
if (tmp) { |
1258 |
new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp)); |
1259 |
} else { |
1260 |
new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", |
1261 |
query_name(sack)); |
1262 |
return 0; |
1263 |
} |
1264 |
} |
1265 |
|
1266 |
/* By the time we get here, we have made sure any other container has been closed and |
1267 |
* if this is a locked container, the player they key to open it. |
1268 |
*/ |
1269 |
|
1270 |
/* There are really two cases - the sack is either on the ground, or the sack is |
1271 |
* part of the players inventory. If on the ground, we assume that the player is |
1272 |
* opening it, since if it was being closed, that would have been taken care of above. |
1273 |
*/ |
1274 |
|
1275 |
|
1276 |
if (sack->env != op) { |
1277 |
/* Hypothetical case - the player is trying to open a sack that belong to someone |
1278 |
* else. This normally should not happen, but a misbehaving client/player could |
1279 |
* try to do it, so lets handle it gracefully. |
1280 |
*/ |
1281 |
if (sack->env) { |
1282 |
new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s", |
1283 |
query_name(sack)); |
1284 |
return 0; |
1285 |
} |
1286 |
/* set these so when the player walks off, we can unapply the sack */ |
1287 |
sack->move_off = MOVE_ALL; /* trying force closing it */ |
1288 |
|
1289 |
CLEAR_FLAG (sack, FLAG_APPLIED); |
1290 |
new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack)); |
1291 |
SET_FLAG (sack, FLAG_APPLIED); |
1292 |
op->container = sack; |
1293 |
esrv_update_item (UPD_FLAGS, op, sack); |
1294 |
esrv_send_inventory (op, sack); |
1295 |
|
1296 |
} else { /* sack is in players inventory */ |
1297 |
if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */ |
1298 |
CLEAR_FLAG (sack, FLAG_APPLIED); |
1299 |
new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack)); |
1300 |
SET_FLAG (sack, FLAG_APPLIED); |
1301 |
op->container = sack; |
1302 |
esrv_update_item (UPD_FLAGS, op, sack); |
1303 |
esrv_send_inventory (op, sack); |
1304 |
} |
1305 |
else { |
1306 |
CLEAR_FLAG (sack, FLAG_APPLIED); |
1307 |
new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack)); |
1308 |
SET_FLAG (sack, FLAG_APPLIED); |
1309 |
esrv_update_item (UPD_FLAGS, op, sack); |
1310 |
} |
1311 |
} |
1312 |
return 1; |
1313 |
} |
1314 |
|
1315 |
|
1316 |
/** |
1317 |
* Handles dropping things on altar. |
1318 |
* Returns true if sacrifice was accepted. |
1319 |
*/ |
1320 |
static int apply_altar (object *altar, object *sacrifice, object *originator) |
1321 |
{ |
1322 |
/* Only players can make sacrifices on spell casting altars. */ |
1323 |
if (altar->inv && ( ! originator || originator->type != PLAYER)) |
1324 |
return 0; |
1325 |
|
1326 |
if (operate_altar (altar, &sacrifice)) { |
1327 |
/* Simple check. Unfortunately, it means you can't cast magic bullet |
1328 |
* with an altar. We call it a Potion - altars are stationary - it |
1329 |
* is up to map designers to use them properly. |
1330 |
*/ |
1331 |
if (altar->inv && altar->inv->type==SPELL) { |
1332 |
new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", |
1333 |
altar->inv->name); |
1334 |
cast_spell (originator, altar, 0, altar->inv, NULL); |
1335 |
/* If it is connected, push the button. Fixes some problems with |
1336 |
* old maps. |
1337 |
*/ |
1338 |
/* push_button (altar);*/ |
1339 |
} else { |
1340 |
altar->value = 1; /* works only once */ |
1341 |
push_button (altar); |
1342 |
} |
1343 |
return sacrifice == NULL; |
1344 |
} else { |
1345 |
return 0; |
1346 |
} |
1347 |
} |
1348 |
|
1349 |
|
1350 |
/** |
1351 |
* Handles 'movement' of shop mats. |
1352 |
* Returns 1 if 'op' was destroyed, 0 if not. |
1353 |
* Largely re-written to not use nearly as many gotos, plus |
1354 |
* some of this code just looked plain out of date. |
1355 |
* MSW 2001-08-29 |
1356 |
*/ |
1357 |
static int apply_shop_mat (object *shop_mat, object *op) |
1358 |
{ |
1359 |
int rv = 0; |
1360 |
double opinion; |
1361 |
object *tmp, *next; |
1362 |
|
1363 |
SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */ |
1364 |
|
1365 |
if (op->type != PLAYER) { |
1366 |
/* Remove all the unpaid objects that may be carried here. |
1367 |
* This could be pets or monsters that are somehow in |
1368 |
* the shop. |
1369 |
*/ |
1370 |
for (tmp=op->inv; tmp; tmp=next) { |
1371 |
next = tmp->below; |
1372 |
if (QUERY_FLAG(tmp, FLAG_UNPAID)) { |
1373 |
int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); |
1374 |
|
1375 |
remove_ob(tmp); |
1376 |
if (i==-1) i=0; |
1377 |
tmp->map = op->map; |
1378 |
tmp->x = op->x + freearr_x[i]; |
1379 |
tmp->y = op->y + freearr_y[i]; |
1380 |
insert_ob_in_map(tmp, op->map, op, 0); |
1381 |
} |
1382 |
} |
1383 |
|
1384 |
/* Don't teleport things like spell effects */ |
1385 |
if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0; |
1386 |
|
1387 |
/* unpaid objects, or non living objects, can't transfer by |
1388 |
* shop mats. Instead, put it on a nearby space. |
1389 |
*/ |
1390 |
if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) { |
1391 |
|
1392 |
/* Somebody dropped an unpaid item, just move to an adjacent place. */ |
1393 |
int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
1394 |
if (i != -1) { |
1395 |
rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, |
1396 |
shop_mat); |
1397 |
} |
1398 |
return 0; |
1399 |
} |
1400 |
/* Removed code that checked for multipart objects - it appears that |
1401 |
* the teleport function should be able to handle this just fine. |
1402 |
*/ |
1403 |
rv = teleport (shop_mat, SHOP_MAT, op); |
1404 |
} |
1405 |
/* immediate block below is only used for players */ |
1406 |
else if (can_pay(op)) { |
1407 |
get_payment (op, op->inv); |
1408 |
rv = teleport (shop_mat, SHOP_MAT, op); |
1409 |
if (shop_mat->msg) { |
1410 |
new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); |
1411 |
} |
1412 |
/* This check below is a bit simplistic - generally it should be correct, |
1413 |
* but there is never a guarantee that the bottom space on the map is |
1414 |
* actually the shop floor. |
1415 |
*/ |
1416 |
else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL |
1417 |
&& tmp->type != SHOP_FLOOR) { |
1418 |
opinion = shopkeeper_approval(op->map, op); |
1419 |
if ( opinion > 0.9) |
1420 |
new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); |
1421 |
else if ( opinion > 0.75) |
1422 |
new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); |
1423 |
else if ( opinion > 0.5) |
1424 |
new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you."); |
1425 |
else |
1426 |
new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt."); |
1427 |
} |
1428 |
} |
1429 |
else { |
1430 |
/* if we get here, a player tried to leave a shop but was not able |
1431 |
* to afford the items he has. We try to move the player so that |
1432 |
* they are not on the mat anymore |
1433 |
*/ |
1434 |
|
1435 |
int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); |
1436 |
if(i == -1) { |
1437 |
LOG (llevError, "Internal shop-mat problem.\n"); |
1438 |
} else { |
1439 |
remove_ob (op); |
1440 |
op->x += freearr_x[i]; |
1441 |
op->y += freearr_y[i]; |
1442 |
rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL; |
1443 |
esrv_map_scroll(&op->contr->socket, freearr_x[i],freearr_y[i]); |
1444 |
op->contr->socket.update_look=1; |
1445 |
op->contr->socket.look_position=0; |
1446 |
} |
1447 |
} |
1448 |
CLEAR_FLAG (op, FLAG_NO_APPLY); |
1449 |
return rv; |
1450 |
} |
1451 |
|
1452 |
/** |
1453 |
* Handles applying a sign. |
1454 |
*/ |
1455 |
static void apply_sign (object *op, object *sign, int autoapply) |
1456 |
{ |
1457 |
readable_message_type* msgType; |
1458 |
char newbuf[HUGE_BUF]; |
1459 |
if (sign->msg == NULL) { |
1460 |
new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); |
1461 |
return; |
1462 |
} |
1463 |
|
1464 |
if (sign->stats.food) { |
1465 |
if (sign->last_eat >= sign->stats.food) { |
1466 |
if (!sign->move_on) |
1467 |
new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); |
1468 |
return; |
1469 |
} |
1470 |
|
1471 |
if (!QUERY_FLAG(op, FLAG_WIZPASS)) |
1472 |
sign->last_eat++; |
1473 |
} |
1474 |
|
1475 |
/* Sign or magic mouth? Do we need to see it, or does it talk to us? |
1476 |
* No way to know for sure. The presumption is basically that if |
1477 |
* move_on is zero, it needs to be manually applied (doesn't talk |
1478 |
* to us). |
1479 |
*/ |
1480 |
if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) { |
1481 |
new_draw_info (NDI_UNIQUE, 0, op, |
1482 |
"You are unable to read while blind."); |
1483 |
return; |
1484 |
} |
1485 |
msgType=get_readable_message_type(sign); |
1486 |
snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg); |
1487 |
draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg); |
1488 |
} |
1489 |
|
1490 |
|
1491 |
/** |
1492 |
* 'victim' moves onto 'trap' |
1493 |
* 'victim' leaves 'trap' |
1494 |
* effect is determined by move_on/move_off of trap and move_type of victime. |
1495 |
* |
1496 |
* originator: Player, monster or other object that caused 'victim' to move |
1497 |
* onto 'trap'. Will receive messages caused by this action. May be NULL. |
1498 |
* However, some types of traps require an originator to function. |
1499 |
*/ |
1500 |
void move_apply (object *trap, object *victim, object *originator) |
1501 |
{ |
1502 |
static int recursion_depth = 0; |
1503 |
|
1504 |
/* Only exits affect DMs. */ |
1505 |
if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) |
1506 |
return; |
1507 |
|
1508 |
/* move_apply() is the most likely candidate for causing unwanted and |
1509 |
* possibly unlimited recursion. |
1510 |
*/ |
1511 |
/* The following was changed because it was causing perfeclty correct |
1512 |
* maps to fail. 1) it's not an error to recurse: |
1513 |
* rune detonates, summoning monster. monster lands on nearby rune. |
1514 |
* nearby rune detonates. This sort of recursion is expected and |
1515 |
* proper. This code was causing needless crashes. |
1516 |
*/ |
1517 |
if (recursion_depth >= 500) { |
1518 |
LOG (llevDebug, "WARNING: move_apply(): aborting recursion " |
1519 |
"[trap arch %s, name %s; victim arch %s, name %s]\n", |
1520 |
trap->arch->name, trap->name, victim->arch->name, victim->name); |
1521 |
return; |
1522 |
} |
1523 |
recursion_depth++; |
1524 |
if (trap->head) trap=trap->head; |
1525 |
|
1526 |
/* Lauwenmark: Handle for plugin trigger event */ |
1527 |
if (execute_event(trap, EVENT_TRIGGER,originator,victim,NULL,SCRIPT_FIX_ALL)!=0) |
1528 |
goto leave; |
1529 |
|
1530 |
switch (trap->type) { |
1531 |
case PLAYERMOVER: |
1532 |
if (trap->attacktype && (trap->level || victim->type!=PLAYER) && |
1533 |
!should_director_abort(trap, victim)) { |
1534 |
if (!trap->stats.maxsp) trap->stats.maxsp=2.0; |
1535 |
|
1536 |
/* Is this correct? From the docs, it doesn't look like it |
1537 |
* should be divided by trap->speed |
1538 |
*/ |
1539 |
victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed); |
1540 |
|
1541 |
/* Just put in some sanity check. I think there is a bug in the |
1542 |
* above with some objects have zero speed, and thus the player |
1543 |
* getting permanently paralyzed. |
1544 |
*/ |
1545 |
if (victim->speed_left<-50.0) victim->speed_left=-50.0; |
1546 |
/* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/ |
1547 |
} |
1548 |
goto leave; |
1549 |
|
1550 |
case SPINNER: |
1551 |
if(victim->direction) { |
1552 |
victim->direction=absdir(victim->direction-trap->stats.sp); |
1553 |
update_turn_face(victim); |
1554 |
} |
1555 |
goto leave; |
1556 |
|
1557 |
case DIRECTOR: |
1558 |
if(victim->direction && !should_director_abort(trap, victim)) { |
1559 |
victim->direction=trap->stats.sp; |
1560 |
update_turn_face(victim); |
1561 |
} |
1562 |
goto leave; |
1563 |
|
1564 |
case BUTTON: |
1565 |
case PEDESTAL: |
1566 |
update_button(trap); |
1567 |
goto leave; |
1568 |
|
1569 |
case ALTAR: |
1570 |
/* sacrifice victim on trap */ |
1571 |
apply_altar (trap, victim, originator); |
1572 |
goto leave; |
1573 |
|
1574 |
case THROWN_OBJ: |
1575 |
if (trap->inv == NULL) |
1576 |
goto leave; |
1577 |
/* fallthrough */ |
1578 |
|
1579 |
case ARROW: |
1580 |
|
1581 |
/* bad bug: monster throw a object, make a step forwards, step on object , |
1582 |
* trigger this here and get hit by own missile - and will be own enemy. |
1583 |
* Victim then is his own enemy and will start to kill herself (this is |
1584 |
* removed) but we have not synced victim and his missile. To avoid senseless |
1585 |
* action, we avoid hits here |
1586 |
*/ |
1587 |
if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) |
1588 |
hit_with_arrow (trap, victim); |
1589 |
goto leave; |
1590 |
|
1591 |
case SPELL_EFFECT: |
1592 |
apply_spell_effect(trap, victim); |
1593 |
goto leave; |
1594 |
|
1595 |
case TRAPDOOR: |
1596 |
{ |
1597 |
int max, sound_was_played; |
1598 |
object *ab, *ab_next; |
1599 |
if(!trap->value) { |
1600 |
int tot; |
1601 |
for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above) |
1602 |
if ((ab->move_type && trap->move_on) || ab->move_type==0) |
1603 |
tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; |
1604 |
|
1605 |
if(!(trap->value=(tot>trap->weight)?1:0)) |
1606 |
goto leave; |
1607 |
|
1608 |
SET_ANIMATION(trap, trap->value); |
1609 |
update_object(trap,UP_OBJ_FACE); |
1610 |
} |
1611 |
|
1612 |
for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) { |
1613 |
/* need to set this up, since if we do transfer the object, |
1614 |
* ab->above would be bogus |
1615 |
*/ |
1616 |
ab_next = ab->above; |
1617 |
|
1618 |
if ((ab->move_type && trap->move_on) || ab->move_type==0) { |
1619 |
if ( ! sound_was_played) { |
1620 |
play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); |
1621 |
sound_was_played = 1; |
1622 |
} |
1623 |
new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); |
1624 |
transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab); |
1625 |
} |
1626 |
} |
1627 |
goto leave; |
1628 |
} |
1629 |
|
1630 |
|
1631 |
case CONVERTER: |
1632 |
if (convert_item (victim, trap) < 0) { |
1633 |
object *op; |
1634 |
|
1635 |
new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap)); |
1636 |
|
1637 |
op = get_archetype("burnout"); |
1638 |
if (op != NULL) { |
1639 |
op->x = trap->x; |
1640 |
op->y = trap->y; |
1641 |
insert_ob_in_map(op, trap->map, trap, 0); |
1642 |
} |
1643 |
} |
1644 |
goto leave; |
1645 |
|
1646 |
case TRIGGER_BUTTON: |
1647 |
case TRIGGER_PEDESTAL: |
1648 |
case TRIGGER_ALTAR: |
1649 |
check_trigger (trap, victim); |
1650 |
goto leave; |
1651 |
|
1652 |
case DEEP_SWAMP: |
1653 |
walk_on_deep_swamp (trap, victim); |
1654 |
goto leave; |
1655 |
|
1656 |
case CHECK_INV: |
1657 |
check_inv (victim, trap); |
1658 |
goto leave; |
1659 |
|
1660 |
case HOLE: |
1661 |
/* Hole not open? */ |
1662 |
if(trap->stats.wc > 0) |
1663 |
goto leave; |
1664 |
|
1665 |
/* Is this a multipart monster and not the head? If so, return. |
1666 |
* Processing will happen if the head runs into the pit |
1667 |
*/ |
1668 |
if (victim->head) |
1669 |
goto leave; |
1670 |
|
1671 |
play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); |
1672 |
new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); |
1673 |
transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); |
1674 |
goto leave; |
1675 |
|
1676 |
case EXIT: |
1677 |
if (victim->type == PLAYER && EXIT_PATH (trap)) { |
1678 |
/* Basically, don't show exits leading to random maps the |
1679 |
* players output. |
1680 |
*/ |
1681 |
if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8)) |
1682 |
new_draw_info (NDI_NAVY, 0, victim, trap->msg); |
1683 |
enter_exit (victim, trap); |
1684 |
} |
1685 |
goto leave; |
1686 |
|
1687 |
case ENCOUNTER: |
1688 |
/* may be some leftovers on this */ |
1689 |
goto leave; |
1690 |
|
1691 |
case SHOP_MAT: |
1692 |
apply_shop_mat (trap, victim); |
1693 |
goto leave; |
1694 |
|
1695 |
/* Drop a certain amount of gold, and have one item identified */ |
1696 |
case IDENTIFY_ALTAR: |
1697 |
apply_id_altar (victim, trap, originator); |
1698 |
goto leave; |
1699 |
|
1700 |
case SIGN: |
1701 |
if (victim->type != PLAYER && trap->stats.food > 0) |
1702 |
goto leave; /* monsters musn't apply magic_mouths with counters */ |
1703 |
|
1704 |
apply_sign (victim, trap, 1); |
1705 |
goto leave; |
1706 |
|
1707 |
case CONTAINER: |
1708 |
if (victim->type==PLAYER) |
1709 |
(void) esrv_apply_container (victim, trap); |
1710 |
else |
1711 |
(void) apply_container (victim, trap); |
1712 |
goto leave; |
1713 |
|
1714 |
case RUNE: |
1715 |
case TRAP: |
1716 |
if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { |
1717 |
spring_trap(trap, victim); |
1718 |
} |
1719 |
goto leave; |
1720 |
|
1721 |
default: |
1722 |
LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " |
1723 |
"handled in move_apply()\n", trap->name, trap->arch->name, |
1724 |
trap->type); |
1725 |
goto leave; |
1726 |
} |
1727 |
|
1728 |
leave: |
1729 |
recursion_depth--; |
1730 |
} |
1731 |
|
1732 |
/** |
1733 |
* Handles reading a regular (ie not containing a spell) book. |
1734 |
*/ |
1735 |
static void apply_book (object *op, object *tmp) |
1736 |
{ |
1737 |
int lev_diff; |
1738 |
object *skill_ob; |
1739 |
|
1740 |
if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { |
1741 |
new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); |
1742 |
return; |
1743 |
} |
1744 |
if(tmp->msg==NULL) { |
1745 |
new_draw_info_format(NDI_UNIQUE, 0, op, |
1746 |
"You open the %s and find it empty.", tmp->name); |
1747 |
return; |
1748 |
} |
1749 |
|
1750 |
/* need a literacy skill to read stuff! */ |
1751 |
skill_ob = find_skill_by_name(op, tmp->skill); |
1752 |
if ( ! skill_ob) { |
1753 |
new_draw_info(NDI_UNIQUE, 0,op, |
1754 |
"You are unable to decipher the strange symbols."); |
1755 |
return; |
1756 |
} |
1757 |
lev_diff = tmp->level - (skill_ob->level + 5); |
1758 |
if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { |
1759 |
if (lev_diff < 2) |
1760 |
new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension."); |
1761 |
else if (lev_diff < 3) |
1762 |
new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension."); |
1763 |
else if (lev_diff < 5) |
1764 |
new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension."); |
1765 |
else if (lev_diff < 8) |
1766 |
new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension."); |
1767 |
else if (lev_diff < 15) |
1768 |
new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension."); |
1769 |
else |
1770 |
new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension."); |
1771 |
return; |
1772 |
} |
1773 |
|
1774 |
|
1775 |
/* Lauwenmark: Handle for plugin book event */ |
1776 |
/*printf("Book apply: %s\n", tmp->name); |
1777 |
execute_event(tmp, EVENT_APPLY,op,NULL,SCRIPT_FIX_ALL); |
1778 |
printf("Book applied: %s\n", tmp->name);*/ |
1779 |
/*if ((evt = find_event(tmp, EVENT_APPLY)) != NULL) |
1780 |
{ |
1781 |
CFParm CFP; |
1782 |
int k, l, m; |
1783 |
uint32 n; |
1784 |
new_draw_info_format (NDI_UNIQUE, 0, op, |
1785 |
"You open the %s and start reading.", tmp->name); |
1786 |
k = EVENT_APPLY; |
1787 |
l = SCRIPT_FIX_ALL; |
1788 |
m = 0; |
1789 |
n = 0; |
1790 |
CFP.Value[0] = &k; |
1791 |
CFP.Value[1] = op; |
1792 |
CFP.Value[2] = tmp; |
1793 |
CFP.Value[3] = NULL; |
1794 |
CFP.Value[4] = NULL; |
1795 |
CFP.Value[5] = &n; |
1796 |
CFP.Value[6] = &m; |
1797 |
CFP.Value[7] = &m; |
1798 |
CFP.Value[8] = &l; |
1799 |
CFP.Value[9] = (void*)evt->hook; |
1800 |
CFP.Value[10]= (void*)evt->options; |
1801 |
if (findPlugin(evt->plugin)>=0) |
1802 |
((PlugList[findPlugin(evt->plugin)].eventfunc) (&CFP)); |
1803 |
} |
1804 |
else*/{ |
1805 |
readable_message_type* msgType = get_readable_message_type(tmp); |
1806 |
draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op, |
1807 |
msgType->message_type, msgType->message_subtype, |
1808 |
"You open the %s and start reading.\n%s", |
1809 |
"%s\n%s", |
1810 |
long_desc(tmp,op), tmp->msg); |
1811 |
} |
1812 |
|
1813 |
/* gain xp from reading */ |
1814 |
if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */ |
1815 |
int exp_gain=calc_skill_exp(op,tmp, skill_ob); |
1816 |
if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { |
1817 |
/*exp_gain *= 2; because they just identified it too */ |
1818 |
SET_FLAG(tmp,FLAG_IDENTIFIED); |
1819 |
/* If in a container, update how it looks */ |
1820 |
if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); |
1821 |
else op->contr->socket.update_look=1; |
1822 |
} |
1823 |
change_exp(op,exp_gain, skill_ob->skill, 0); |
1824 |
SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ |
1825 |
} |
1826 |
} |
1827 |
|
1828 |
/** |
1829 |
* Handles the applying of a skill scroll, calling learn_skill straight. |
1830 |
* op is the person learning the skill, tmp is the skill scroll object |
1831 |
*/ |
1832 |
static void apply_skillscroll (object *op, object *tmp) |
1833 |
{ |
1834 |
switch ((int) learn_skill (op, tmp)) { |
1835 |
case 0: |
1836 |
new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); |
1837 |
new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp)); |
1838 |
return; |
1839 |
|
1840 |
case 1: |
1841 |
new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", |
1842 |
tmp->skill); |
1843 |
new_draw_info_format(NDI_UNIQUE, 0, op, |
1844 |
"Type 'bind ready_skill %s",tmp->skill); |
1845 |
new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key."); |
1846 |
decrease_ob(tmp); |
1847 |
return; |
1848 |
|
1849 |
default: |
1850 |
new_draw_info_format(NDI_UNIQUE,0,op, |
1851 |
"You fail to learn the knowledge of the %s.\n",query_name(tmp)); |
1852 |
decrease_ob(tmp); |
1853 |
return; |
1854 |
} |
1855 |
} |
1856 |
|
1857 |
/** |
1858 |
* Actually makes op learn spell. |
1859 |
* Informs player of what happens. |
1860 |
*/ |
1861 |
void do_learn_spell (object *op, object *spell, int special_prayer) |
1862 |
{ |
1863 |
object *tmp; |
1864 |
|
1865 |
if (op->type != PLAYER) { |
1866 |
LOG (llevError, "BUG: do_learn_spell(): not a player\n"); |
1867 |
return; |
1868 |
} |
1869 |
|
1870 |
/* Upgrade special prayers to normal prayers */ |
1871 |
if ((tmp=check_spell_known (op, spell->name))!=NULL) { |
1872 |
if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { |
1873 |
LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); |
1874 |
return; |
1875 |
} |
1876 |
return; |
1877 |
} |
1878 |
|
1879 |
play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); |
1880 |
tmp = get_object(); |
1881 |
copy_object(spell, tmp); |
1882 |
insert_ob_in_ob(tmp, op); |
1883 |
|
1884 |
if (special_prayer) { |
1885 |
SET_FLAG(tmp, FLAG_STARTEQUIP); |
1886 |
} |
1887 |
|
1888 |
new_draw_info_format (NDI_UNIQUE, 0, op, |
1889 |
"Type 'bind cast %s", spell->name); |
1890 |
new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key."); |
1891 |
esrv_add_spells(op->contr, tmp); |
1892 |
} |
1893 |
|
1894 |
/** |
1895 |
* Erases spell from player's inventory. |
1896 |
*/ |
1897 |
void do_forget_spell (object *op, const char *spell) |
1898 |
{ |
1899 |
object *spob; |
1900 |
|
1901 |
if (op->type != PLAYER) { |
1902 |
LOG (llevError, "BUG: do_forget_spell(): not a player\n"); |
1903 |
return; |
1904 |
} |
1905 |
if ( (spob=check_spell_known (op, spell)) == NULL) { |
1906 |
LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); |
1907 |
return; |
1908 |
} |
1909 |
|
1910 |
new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, |
1911 |
"You lose knowledge of %s.", spell); |
1912 |
player_unready_range_ob(op->contr, spob); |
1913 |
esrv_remove_spell(op->contr, spob); |
1914 |
remove_ob(spob); |
1915 |
free_object(spob); |
1916 |
} |
1917 |
|
1918 |
/** |
1919 |
* Handles player applying a spellbook. |
1920 |
* Checks whether player has knowledge of required skill, doesn't already know the spell, |
1921 |
* stuff like that. Random learning failure too. |
1922 |
*/ |
1923 |
static void apply_spellbook (object *op, object *tmp) |
1924 |
{ |
1925 |
object *skop, *spell, *spell_skill; |
1926 |
|
1927 |
if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { |
1928 |
new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); |
1929 |
return; |
1930 |
} |
1931 |
|
1932 |
/* artifact_spellbooks have 'slaying' field point to a spell name, |
1933 |
* instead of having their spell stored in stats.sp. These are |
1934 |
* legacy spellbooks |
1935 |
*/ |
1936 |
|
1937 |
if(tmp->slaying != NULL) { |
1938 |
spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); |
1939 |
if (!spell) { |
1940 |
new_draw_info_format(NDI_UNIQUE, 0, op, |
1941 |
"The book's formula for %s is incomplete", tmp->slaying); |
1942 |
return; |
1943 |
} |
1944 |
else |
1945 |
insert_ob_in_ob(spell, tmp); |
1946 |
free_string(tmp->slaying); |
1947 |
tmp->slaying=NULL; |
1948 |
} |
1949 |
|
1950 |
skop = find_skill_by_name(op, tmp->skill); |
1951 |
|
1952 |
/* need a literacy skill to learn spells. Also, having a literacy level |
1953 |
* lower than the spell will make learning the spell more difficult */ |
1954 |
if ( !skop) { |
1955 |
new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails."); |
1956 |
return; |
1957 |
} |
1958 |
|
1959 |
spell = tmp->inv; |
1960 |
if (!spell) { |
1961 |
LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name); |
1962 |
new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense."); |
1963 |
return; |
1964 |
} |
1965 |
if (spell->level > (skop->level+10)) { |
1966 |
new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols."); |
1967 |
return; |
1968 |
} |
1969 |
|
1970 |
new_draw_info_format(NDI_UNIQUE, 0, op, |
1971 |
"The spellbook contains the %s level spell %s.", |
1972 |
get_levelnumber(spell->level), spell->name); |
1973 |
|
1974 |
if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { |
1975 |
identify(tmp); |
1976 |
if (tmp->env) |
1977 |
esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp); |
1978 |
else |
1979 |
op->contr->socket.update_look=1; |
1980 |
} |
1981 |
|
1982 |
/* I removed the check for special_prayer_mark here - it didn't make |
1983 |
* a lot of sense - special prayers are not found in spellbooks, and |
1984 |
* if the player doesn't know the spell, doesn't make a lot of sense that |
1985 |
* they would have a special prayer mark. |
1986 |
*/ |
1987 |
if (check_spell_known (op, spell->name)) { |
1988 |
new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n"); |
1989 |
return; |
1990 |
} |
1991 |
|
1992 |
if (spell->skill) { |
1993 |
spell_skill = find_skill_by_name(op, spell->skill); |
1994 |
if (!spell_skill) { |
1995 |
new_draw_info_format(NDI_UNIQUE, 0, op, |
1996 |
"You lack the skill %s to use this spell", |
1997 |
spell->skill); |
1998 |
return; |
1999 |
} |
2000 |
if (spell_skill->level < spell->level) { |
2001 |
new_draw_info_format(NDI_UNIQUE, 0, op, |
2002 |
"You need to be level %d in %s to learn this spell.", |
2003 |
spell->level, spell->skill); |
2004 |
return; |
2005 |
} |
2006 |
} |
2007 |
|
2008 |
/* Logic as follows |
2009 |
* |
2010 |
* 1- MU spells use Int to learn, Cleric spells use Wisdom |
2011 |
* |
2012 |
* 2- The learner's skill level in literacy adjusts the chance to learn |
2013 |
* a spell. |
2014 |
* |
2015 |
* 3 -Automatically fail to learn if you read while confused |
2016 |
* |
2017 |
* Overall, chances are the same but a player will find having a high |
2018 |
* literacy rate very useful! -b.t. |
2019 |
*/ |
2020 |
if(QUERY_FLAG(op,FLAG_CONFUSED)) { |
2021 |
new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!"); |
2022 |
scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace)); |
2023 |
} else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || |
2024 |
(random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) < |
2025 |
learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { |
2026 |
|
2027 |
new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!"); |
2028 |
do_learn_spell (op, spell, 0); |
2029 |
|
2030 |
/* xp gain to literacy for spell learning */ |
2031 |
if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) |
2032 |
change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0); |
2033 |
} else { |
2034 |
play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); |
2035 |
new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n"); |
2036 |
} |
2037 |
decrease_ob(tmp); |
2038 |
} |
2039 |
|
2040 |
/** |
2041 |
* Handles applying a spell scroll. |
2042 |
*/ |
2043 |
void apply_scroll (object *op, object *tmp, int dir) |
2044 |
{ |
2045 |
object *skop; |
2046 |
|
2047 |
if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { |
2048 |
new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind."); |
2049 |
return; |
2050 |
} |
2051 |
|
2052 |
if (!tmp->inv || tmp->inv->type != SPELL) { |
2053 |
new_draw_info (NDI_UNIQUE, 0, op, |
2054 |
"The scroll just doesn't make sense!"); |
2055 |
return; |
2056 |
} |
2057 |
|
2058 |
if(op->type==PLAYER) { |
2059 |
/* players need a literacy skill to read stuff! */ |
2060 |
int exp_gain=0; |
2061 |
|
2062 |
/* hard code literacy - tmp->skill points to where the exp |
2063 |
* should go for anything killed by the spell. |
2064 |
*/ |
2065 |
skop = find_skill_by_name(op, skill_names[SK_LITERACY]); |
2066 |
|
2067 |
if ( ! skop) { |
2068 |
new_draw_info(NDI_UNIQUE, 0,op, |
2069 |
"You are unable to decipher the strange symbols."); |
2070 |
return; |
2071 |
} |
2072 |
|
2073 |
if((exp_gain = calc_skill_exp(op,tmp, skop))) |
2074 |
change_exp(op,exp_gain, skop->skill, 0); |
2075 |
} |
2076 |
|
2077 |
if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) |
2078 |
identify(tmp); |
2079 |
|
2080 |
new_draw_info_format(NDI_BLACK, 0, op, |
2081 |
"The scroll of %s turns to dust.", tmp->inv->name); |
2082 |
|
2083 |
|
2084 |
cast_spell(op,tmp,dir,tmp->inv, NULL); |
2085 |
decrease_ob(tmp); |
2086 |
} |
2087 |
|
2088 |
/** |
2089 |
* Applies a treasure object - by default, chest. op |
2090 |
* is the person doing the applying, tmp is the treasure |
2091 |
* chest. |
2092 |
*/ |
2093 |
static void apply_treasure (object *op, object *tmp) |
2094 |
{ |
2095 |
object *treas; |
2096 |
tag_t tmp_tag = tmp->count, op_tag = op->count; |
2097 |
|
2098 |
|
2099 |
/* Nice side effect of new treasure creation method is that the treasure |
2100 |
* for the chest is done when the chest is created, and put into the chest |
2101 |
* inventory. So that when the chest burns up, the items still exist. Also |
2102 |
* prevents people fromt moving chests to more difficult maps to get better |
2103 |
* treasure |
2104 |
*/ |
2105 |
|
2106 |
treas = tmp->inv; |
2107 |
if(treas==NULL) { |
2108 |
new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); |
2109 |
decrease_ob(tmp); |
2110 |
return; |
2111 |
} |
2112 |
while (tmp->inv) { |
2113 |
treas = tmp->inv; |
2114 |
|
2115 |
remove_ob(treas); |
2116 |
new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.", |
2117 |
query_name(treas)); |
2118 |
|
2119 |
treas->x=op->x; |
2120 |
treas->y=op->y; |
2121 |
treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR); |
2122 |
|
2123 |
if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level |
2124 |
&& QUERY_FLAG (op, FLAG_ALIVE)) |
2125 |
spring_trap (treas, op); |
2126 |
/* If either player or container was destroyed, no need to do |
2127 |
* further processing. I think this should be enclused with |
2128 |
* spring trap above, as I don't think there is otherwise |
2129 |
* any way for the treasure chest or player to get killed |
2130 |
*/ |
2131 |
if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag)) |
2132 |
break; |
2133 |
} |
2134 |
|
2135 |
if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL) |
2136 |
decrease_ob (tmp); |
2137 |
|
2138 |
} |
2139 |
|
2140 |
/** |
2141 |
* op eats food. |
2142 |
* If player, takes care of messages and dragon special food. |
2143 |
*/ |
2144 |
static void apply_food (object *op, object *tmp) |
2145 |
{ |
2146 |
int capacity_remaining; |
2147 |
|
2148 |
if(op->type!=PLAYER) |
2149 |
op->stats.hp=op->stats.maxhp; |
2150 |
else { |
2151 |
/* check if this is a dragon (player), eating some flesh */ |
2152 |
if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp)) |
2153 |
; |
2154 |
else { |
2155 |
/* usual case - no dragon meal: */ |
2156 |
if(op->stats.food+tmp->stats.food>999) { |
2157 |
if(tmp->type==FOOD || tmp->type==FLESH) |
2158 |
new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!"); |
2159 |
else |
2160 |
new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!"); |
2161 |
} |
2162 |
|
2163 |
if(!QUERY_FLAG(tmp, FLAG_CURSED)) { |
2164 |
char buf[MAX_BUF]; |
2165 |
|
2166 |
if (!is_dragon_pl(op)) { |
2167 |
/* eating message for normal players*/ |
2168 |
if(tmp->type==DRINK) |
2169 |
sprintf(buf,"Ahhh...that %s tasted good.",tmp->name); |
2170 |
else |
2171 |
sprintf(buf,"The %s tasted %s",tmp->name, |
2172 |
tmp->type==FLESH?"terrible!":"good."); |
2173 |
} |
2174 |
else { |
2175 |
/* eating message for dragon players*/ |
2176 |
sprintf(buf,"The %s tasted terrible!",tmp->name); |
2177 |
} |
2178 |
|
2179 |
new_draw_info(NDI_UNIQUE, 0,op,buf); |
2180 |
capacity_remaining = 999 - op->stats.food; |
2181 |
op->stats.food+=tmp->stats.food; |
2182 |
if(capacity_remaining < tmp->stats.food) |
2183 |
op->stats.hp += capacity_remaining / 50; |
2184 |
else |
2185 |
op->stats.hp+=tmp->stats.food/50; |
2186 |
if(op->stats.hp>op->stats.maxhp) |
2187 |
op->stats.hp=op->stats.maxhp; |
2188 |
if (op->stats.food > 999) |
2189 |
op->stats.food = 999; |
2190 |
} |
2191 |
|
2192 |
/* special food hack -b.t. */ |
2193 |
if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) |
2194 |
eat_special_food(op,tmp); |
2195 |
} |
2196 |
} |
2197 |
handle_apply_yield(tmp); |
2198 |
decrease_ob(tmp); |
2199 |
} |
2200 |
|
2201 |
/** |
2202 |
* A dragon is eating some flesh. If the flesh contains resistances, |
2203 |
* there is a chance for the dragon's skin to get improved. |
2204 |
* |
2205 |
* attributes: |
2206 |
* object *op the object (dragon player) eating the flesh |
2207 |
* object *meal the flesh item, getting chewed in dragon's mouth |
2208 |
* return: |
2209 |
* int 1 if eating successful, 0 if it doesn't work |
2210 |
*/ |
2211 |
int dragon_eat_flesh(object *op, object *meal) { |
2212 |
object *skin = NULL; /* pointer to dragon skin force*/ |
2213 |
object *abil = NULL; /* pointer to dragon ability force*/ |
2214 |
object *tmp = NULL; /* tmp. object */ |
2215 |
|
2216 |
char buf[MAX_BUF]; /* tmp. string buffer */ |
2217 |
double chance; /* improvement-chance of one resistance type */ |
2218 |
double totalchance=1; /* total chance of gaining one resistance */ |
2219 |
double bonus=0; /* level bonus (improvement is easier at lowlevel) */ |
2220 |
double mbonus=0; /* monster bonus */ |
2221 |
int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ |
2222 |
int winners=0; /* number of winners */ |
2223 |
int i; /* index */ |
2224 |
|
2225 |
/* let's make sure and doublecheck the parameters */ |
2226 |
if (meal->type!=FLESH || !is_dragon_pl(op)) |
2227 |
return 0; |
2228 |
|
2229 |
/* now grab the 'dragon_skin'- and 'dragon_ability'-forces |
2230 |
from the player's inventory */ |
2231 |
for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { |
2232 |
if (tmp->type == FORCE) { |
2233 |
if (strcmp(tmp->arch->name, "dragon_skin_force")==0) |
2234 |
skin = tmp; |
2235 |
else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) |
2236 |
abil = tmp; |
2237 |
} |
2238 |
} |
2239 |
|
2240 |
/* if either skin or ability are missing, this is an old player |
2241 |
which is not to be considered a dragon -> bail out */ |
2242 |
if (skin == NULL || abil == NULL) return 0; |
2243 |
|
2244 |
/* now start by filling stomache and health, according to food-value */ |
2245 |
if((999 - op->stats.food) < meal->stats.food) |
2246 |
op->stats.hp += (999 - op->stats.food) / 50; |
2247 |
else |
2248 |
op->stats.hp += meal->stats.food/50; |
2249 |
if(op->stats.hp>op->stats.maxhp) |
2250 |
op->stats.hp=op->stats.maxhp; |
2251 |
|
2252 |
op->stats.food = MIN(999, op->stats.food + meal->stats.food); |
2253 |
|
2254 |
/*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ |
2255 |
|
2256 |
/* on to the interesting part: chances for adding resistance */ |
2257 |
for (i=0; i<NROFATTACKS; i++) { |
2258 |
if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { |
2259 |
/* got positive resistance, now calculate improvement chance (0-100) */ |
2260 |
|
2261 |
/* this bonus makes resistance increase easier at lower levels */ |
2262 |
bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); |
2263 |
if (i == abil->stats.exp) |
2264 |
bonus += 5; /* additional bonus for resistance of ability-focus */ |
2265 |
|
2266 |
/* monster bonus increases with level, because high-level |
2267 |
flesh is too rare */ |
2268 |
mbonus = op->level * 20. / ((double)settings.max_level); |
2269 |
|
2270 |
chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / |
2271 |
((double)settings.max_level)) - skin->resist[i]; |
2272 |
|
2273 |
if (chance >= 0.) |
2274 |
chance += 1.; |
2275 |
else |
2276 |
chance = (chance < -12) ? 0. : 1./pow(2., -chance); |
2277 |
|
2278 |
/* chance is proportional to amount of resistance (max. 50) */ |
2279 |
chance *= ((double)(MIN(meal->resist[i], 50)))/50.; |
2280 |
|
2281 |
/* doubled chance for resistance of ability-focus */ |
2282 |
if (i == abil->stats.exp) |
2283 |
chance = MIN(100., chance*2.); |
2284 |
|
2285 |
/* now make the throw and save all winners (Don't insert luck bonus here!) */ |
2286 |
if (RANDOM()%10000 < (int)(chance*100)) { |
2287 |
atnr_winner[winners] = i; |
2288 |
winners++; |
2289 |
} |
2290 |
|
2291 |
if (chance >= 0.01 ) totalchance *= 1 - chance/100; |
2292 |
|
2293 |
/*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/ |
2294 |
} |
2295 |
} |
2296 |
|
2297 |
/* inverse totalchance as until now we have the failure-chance */ |
2298 |
totalchance = 100 - totalchance*100; |
2299 |
/* print message according to totalchance */ |
2300 |
if (totalchance > 50.) |
2301 |
sprintf(buf, "Hmm! The %s tasted delicious!", meal->name); |
2302 |
else if (totalchance > 10.) |
2303 |
sprintf(buf, "The %s tasted very good.", meal->name); |
2304 |
else if (totalchance > 1.) |
2305 |
sprintf(buf, "The %s tasted good.", meal->name); |
2306 |
else if (totalchance > 0.1) |
2307 |
sprintf(buf, "The %s tasted bland.", meal->name); |
2308 |
else if (totalchance >= 0.01) |
2309 |
sprintf(buf, "The %s had a boring taste.", meal->name); |
2310 |
else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)) |
2311 |
sprintf(buf, "The %s tasted strange.", meal->name); |
2312 |
else |
2313 |
sprintf(buf, "The %s had no taste.", meal->name); |
2314 |
new_draw_info(NDI_UNIQUE, 0, op, buf); |
2315 |
|
2316 |
/* now choose a winner if we have any */ |
2317 |
i = -1; |
2318 |
if (winners>0) |
2319 |
i = atnr_winner[RANDOM()%winners]; |
2320 |
|
2321 |
if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { |
2322 |
/* resistance increased! */ |
2323 |
skin->resist[i]++; |
2324 |
fix_player(op); |
2325 |
|
2326 |
sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); |
2327 |
new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf); |
2328 |
} |
2329 |
|
2330 |
/* if this flesh contains a new ability focus, we mark it |
2331 |
into the ability_force and it will take effect on next level */ |
2332 |
if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat) |
2333 |
&& meal->last_eat != abil->last_eat) { |
2334 |
abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ |
2335 |
|
2336 |
if (meal->last_eat != abil->stats.exp) { |
2337 |
sprintf(buf, "Your metabolism prepares to focus on %s!", |
2338 |
change_resist_msg[meal->last_eat]); |
2339 |
new_draw_info(NDI_UNIQUE, 0, op, buf); |
2340 |
sprintf(buf, "The change will happen at level %d", abil->level + 1); |
2341 |
new_draw_info(NDI_UNIQUE, 0, op, buf); |
2342 |
} |
2343 |
else { |
2344 |
sprintf(buf, "Your metabolism will continue to focus on %s.", |
2345 |
change_resist_msg[meal->last_eat]); |
2346 |
new_draw_info(NDI_UNIQUE, 0, op, buf); |
2347 |
abil->last_eat = 0; |
2348 |
} |
2349 |
} |
2350 |
return 1; |
2351 |
} |
2352 |
|
2353 |
static void apply_savebed (object *pl) |
2354 |
{ |
2355 |
#ifndef COZY_SERVER |
2356 |
if(!pl->contr->name_changed||!pl->stats.exp) { |
2357 |
new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet."); |
2358 |
return; |
2359 |
} |
2360 |
#endif |
2361 |
/* Need to call terminate_all_pets() before we remove the player ob */ |
2362 |
terminate_all_pets(pl); |
2363 |
remove_ob(pl); |
2364 |
pl->direction=0; |
2365 |
new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, |
2366 |
"%s leaves the game.",pl->name); |
2367 |
|
2368 |
/* update respawn position */ |
2369 |
strcpy(pl->contr->savebed_map, pl->map->path); |
2370 |
pl->contr->bed_x = pl->x; |
2371 |
pl->contr->bed_y = pl->y; |
2372 |
|
2373 |
strcpy(pl->contr->killer,"left"); |
2374 |
check_score(pl); /* Always check score */ |
2375 |
(void)save_player(pl,0); |
2376 |
pl->map->players--; |
2377 |
#if MAP_MAXTIMEOUT |
2378 |
MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map); |
2379 |
#endif |
2380 |
play_again(pl); |
2381 |
pl->speed = 0; |
2382 |
update_ob_speed(pl); |
2383 |
} |
2384 |
|
2385 |
/** |
2386 |
* Handles applying an improve armor scroll. |
2387 |
* Does some sanity checks, then calls improve_armour. |
2388 |
*/ |
2389 |
static void apply_armour_improver (object *op, object *tmp) |
2390 |
{ |
2391 |
object *armor; |
2392 |
|
2393 |
if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) { |
2394 |
new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll."); |
2395 |
return; |
2396 |
} |
2397 |
armor=find_marked_object(op); |
2398 |
if ( ! armor) { |
2399 |
new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object."); |
2400 |
return; |
2401 |
} |
2402 |
if (armor->type != ARMOUR |
2403 |
&& armor->type != CLOAK |
2404 |
&& armor->type != BOOTS && armor->type != GLOVES |
2405 |
&& armor->type != BRACERS && armor->type != SHIELD |
2406 |
&& armor->type != HELMET) |
2407 |
{ |
2408 |
new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); |
2409 |
return; |
2410 |
} |
2411 |
|
2412 |
new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); |
2413 |
improve_armour(op,tmp,armor); |
2414 |
} |
2415 |
|
2416 |
|
2417 |
extern void apply_poison (object *op, object *tmp) |
2418 |
{ |
2419 |
if (op->type == PLAYER) { |
2420 |
play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0); |
2421 |
new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!"); |
2422 |
strcpy(op->contr->killer,"poisonous booze"); |
2423 |
} |
2424 |
if (tmp->stats.hp > 0) { |
2425 |
LOG(llevDebug,"Trying to poison player/monster for %d hp\n", |
2426 |
tmp->stats.hp); |
2427 |
hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1); |
2428 |
} |
2429 |
op->stats.food-=op->stats.food/4; |
2430 |
handle_apply_yield(tmp); |
2431 |
decrease_ob(tmp); |
2432 |
} |
2433 |
|
2434 |
/** |
2435 |
* This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. |
2436 |
* A valid 2 way exit means: |
2437 |
* -You can come back (there is another exit at the other side) |
2438 |
* -You are |
2439 |
* ° the owner of the exit |
2440 |
* ° or in the same party as the owner |
2441 |
* |
2442 |
* Note: a owner in a 2 way exit is saved as the owner's name |
2443 |
* in the field exit->name cause the field exit->owner doesn't |
2444 |
* survive in the swapping (in fact the whole exit doesn't survive). |
2445 |
*/ |
2446 |
int is_legal_2ways_exit (object* op, object *exit) |
2447 |
{ |
2448 |
object * tmp; |
2449 |
object * exit_owner; |
2450 |
player * pp; |
2451 |
mapstruct * exitmap; |
2452 |
if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/ |
2453 |
if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */ |
2454 |
/* To know if an exit has a correspondant, we look at |
2455 |
* all the exits in destination and try to find one with same path as |
2456 |
* the current exit's position */ |
2457 |
if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) |
2458 |
exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE); |
2459 |
else exitmap = ready_map_name(EXIT_PATH (exit), 0); |
2460 |
if (exitmap) |
2461 |
{ |
2462 |
tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); |
2463 |
if (!tmp) return 0; |
2464 |
for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above) |
2465 |
{ |
2466 |
if (tmp->type!=EXIT) continue; /*Not an exit*/ |
2467 |
if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ |
2468 |
if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/ |
2469 |
if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/ |
2470 |
|
2471 |
/* From here we have found the exit is valid. However we do |
2472 |
* here the check of the exit owner. It is important for the |
2473 |
* town portals to prevent strangers from visiting your appartments |
2474 |
*/ |
2475 |
if (!exit->race) return 1; /*No owner, free for all!*/ |
2476 |
exit_owner=NULL; |
2477 |
for (pp=first_player;pp;pp=pp->next) |
2478 |
{ |
2479 |
if (!pp->ob) continue; |
2480 |
if (pp->ob->name!=exit->race) continue; |
2481 |
exit_owner= pp->ob; /*We found a player which correspond to the player name*/ |
2482 |
break; |
2483 |
} |
2484 |
if (!exit_owner) return 0; /* No more owner*/ |
2485 |
if (exit_owner->contr==op->contr) return 1; /*It is your exit*/ |
2486 |
if ( exit_owner && /*There is a owner*/ |
2487 |
(op->contr) && /*A player tries to pass */ |
2488 |
( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/ |
2489 |
(exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/ |
2490 |
return 0; |
2491 |
return 1; |
2492 |
} |
2493 |
} |
2494 |
return 0; |
2495 |
} |
2496 |
|
2497 |
|
2498 |
/** |
2499 |
* Main apply handler. |
2500 |
* |
2501 |
* Checks for unpaid items before applying. |
2502 |
* |
2503 |
* Return value: |
2504 |
* 0: player or monster can't apply objects of that type |
2505 |
* 1: has been applied, or there was an error applying the object |
2506 |
* 2: objects of that type can't be applied if not in inventory |
2507 |
* |
2508 |
* op is the object that is causing object to be applied, tmp is the object |
2509 |
* being applied. |
2510 |
* |
2511 |
* aflag is special (always apply/unapply) flags. Nothing is done with |
2512 |
* them in this function - they are passed to apply_special |
2513 |
*/ |
2514 |
|
2515 |
int manual_apply (object *op, object *tmp, int aflag) |
2516 |
{ |
2517 |
if (tmp->head) tmp=tmp->head; |
2518 |
|
2519 |
if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { |
2520 |
if (op->type == PLAYER) { |
2521 |
new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); |
2522 |
return 1; |
2523 |
} else { |
2524 |
return 0; /* monsters just skip unpaid items */ |
2525 |
} |
2526 |
} |
2527 |
|
2528 |
|
2529 |
/* Lauwenmark: Handle for plugin apply event */ |
2530 |
if (execute_event(tmp, EVENT_APPLY,op,NULL,NULL,SCRIPT_FIX_ALL)!=0) |
2531 |
return 1; |
2532 |
|
2533 |
switch (tmp->type) { |
2534 |
|
2535 |
case TRANSPORT: |
2536 |
return apply_transport(op, tmp, aflag); |
2537 |
|
2538 |
case CF_HANDLE: |
2539 |
new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle."); |
2540 |
play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE); |
2541 |
tmp->value=tmp->value?0:1; |
2542 |
SET_ANIMATION(tmp, tmp->value); |
2543 |
update_object(tmp,UP_OBJ_FACE); |
2544 |
push_button(tmp); |
2545 |
return 1; |
2546 |
|
2547 |
case TRIGGER: |
2548 |
if (check_trigger (tmp, op)) { |
2549 |
new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); |
2550 |
play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); |
2551 |
} else { |
2552 |
new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); |
2553 |
} |
2554 |
return 1; |
2555 |
|
2556 |
case EXIT: |
2557 |
if (op->type != PLAYER) |
2558 |
return 0; |
2559 |
if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) { |
2560 |
new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", |
2561 |
query_name(tmp)); |
2562 |
} else { |
2563 |
/* Don't display messages for random maps. */ |
2564 |
if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) && |
2565 |
strncmp(EXIT_PATH(tmp), "/random/", 8)) |
2566 |
new_draw_info (NDI_NAVY, 0, op, tmp->msg); |
2567 |
enter_exit(op,tmp); |
2568 |
} |
2569 |
return 1; |
2570 |
|
2571 |
case SIGN: |
2572 |
apply_sign (op, tmp, 0); |
2573 |
return 1; |
2574 |
|
2575 |
case BOOK: |
2576 |
if (op->type == PLAYER) { |
2577 |
apply_book (op, tmp); |
2578 |
return 1; |
2579 |
} else { |
2580 |
return 0; |
2581 |
} |
2582 |
|
2583 |
case SKILLSCROLL: |
2584 |
if (op->type == PLAYER) { |
2585 |
apply_skillscroll (op, tmp); |
2586 |
return 1; |
2587 |
} |
2588 |
return 0; |
2589 |
|
2590 |
case SPELLBOOK: |
2591 |
if (op->type == PLAYER) { |
2592 |
apply_spellbook (op, tmp); |
2593 |
return 1; |
2594 |
} |
2595 |
return 0; |
2596 |
|
2597 |
case SCROLL: |
2598 |
apply_scroll (op, tmp, 0); |
2599 |
return 1; |
2600 |
|
2601 |
case POTION: |
2602 |
(void) apply_potion(op, tmp); |
2603 |
return 1; |
2604 |
|
2605 |
/* Eneq(@csd.uu.se): Handle apply on containers. */ |
2606 |
case CLOSE_CON: |
2607 |
if (op->type==PLAYER) |
2608 |
(void) esrv_apply_container (op, tmp->env); |
2609 |
else |
2610 |
(void) apply_container (op, tmp->env); |
2611 |
return 1; |
2612 |
|
2613 |
case CONTAINER: |
2614 |
if (op->type==PLAYER) |
2615 |
(void) esrv_apply_container (op, tmp); |
2616 |
else |
2617 |
(void) apply_container (op, tmp); |
2618 |
return 1; |
2619 |
|
2620 |
case TREASURE: |
2621 |
if (op->type == PLAYER) { |
2622 |
apply_treasure (op, tmp); |
2623 |
return 1; |
2624 |
} else { |
2625 |
return 0; |
2626 |
} |
2627 |
|
2628 |
case WEAPON: |
2629 |
case ARMOUR: |
2630 |
case BOOTS: |
2631 |
case GLOVES: |
2632 |
case AMULET: |
2633 |
case GIRDLE: |
2634 |
case BRACERS: |
2635 |
case SHIELD: |
2636 |
case HELMET: |
2637 |
case RING: |
2638 |
case CLOAK: |
2639 |
case WAND: |
2640 |
case ROD: |
2641 |
case HORN: |
2642 |
case SKILL: |
2643 |
case BOW: |
2644 |
case LAMP: |
2645 |
case BUILDER: |
2646 |
case SKILL_TOOL: |
2647 |
if (tmp->env != op) |
2648 |
return 2; /* not in inventory */ |
2649 |
(void) apply_special (op, tmp, aflag); |
2650 |
return 1; |
2651 |
|
2652 |
case DRINK: |
2653 |
case FOOD: |
2654 |
case FLESH: |
2655 |
apply_food (op, tmp); |
2656 |
return 1; |
2657 |
|
2658 |
case POISON: |
2659 |
apply_poison (op, tmp); |
2660 |
return 1; |
2661 |
|
2662 |
case SAVEBED: |
2663 |
if (op->type == PLAYER) { |
2664 |
apply_savebed (op); |
2665 |
return 1; |
2666 |
} else { |
2667 |
return 0; |
2668 |
} |
2669 |
|
2670 |
case ARMOUR_IMPROVER: |
2671 |
if (op->type == PLAYER) { |
2672 |
apply_armour_improver (op, tmp); |
2673 |
return 1; |
2674 |
} else { |
2675 |
return 0; |
2676 |
} |
2677 |
|
2678 |
case WEAPON_IMPROVER: |
2679 |
(void) check_improve_weapon(op, tmp); |
2680 |
return 1; |
2681 |
|
2682 |
case CLOCK: |
2683 |
if (op->type == PLAYER) { |
2684 |
char buf[MAX_BUF]; |
2685 |
timeofday_t tod; |
2686 |
|
2687 |
get_tod(&tod); |
2688 |
sprintf(buf, "It is %d minute%s past %d o'clock %s", |
2689 |
tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"), |
2690 |
((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)), |
2691 |
((tod.hour >= 14) ? "pm" : "am")); |
2692 |
play_sound_player_only(op->contr, SOUND_CLOCK,0,0); |
2693 |
new_draw_info(NDI_UNIQUE, 0,op, buf); |
2694 |
return 1; |
2695 |
} else { |
2696 |
return 0; |
2697 |
} |
2698 |
|
2699 |
case MENU: |
2700 |
if (op->type == PLAYER) { |
2701 |
shop_listing (op); |
2702 |
return 1; |
2703 |
} else { |
2704 |
return 0; |
2705 |
} |
2706 |
|
2707 |
case POWER_CRYSTAL: |
2708 |
apply_power_crystal(op,tmp); /* see egoitem.c */ |
2709 |
return 1; |
2710 |
|
2711 |
case LIGHTER: /* for lighting torches/lanterns/etc */ |
2712 |
if (op->type == PLAYER) { |
2713 |
apply_lighter(op,tmp); |
2714 |
return 1; |
2715 |
} else { |
2716 |
return 0; |
2717 |
} |
2718 |
|
2719 |
case ITEM_TRANSFORMER: |
2720 |
apply_item_transformer( op, tmp ); |
2721 |
return 1; |
2722 |
|
2723 |
default: |
2724 |
return 0; |
2725 |
} |
2726 |
} |
2727 |
|
2728 |
|
2729 |
/* quiet suppresses the "don't know how to apply" and "you must get it first" |
2730 |
* messages as needed by player_apply_below(). But there can still be |
2731 |
* "but you are floating high above the ground" messages. |
2732 |
* |
2733 |
* Same return value as apply() function. |
2734 |
*/ |
2735 |
int player_apply (object *pl, object *op, int aflag, int quiet) |
2736 |
{ |
2737 |
int tmp; |
2738 |
|
2739 |
if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { |
2740 |
/* player is flying and applying object not in inventory */ |
2741 |
if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { |
2742 |
new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " |
2743 |
"above the ground!"); |
2744 |
return 0; |
2745 |
} |
2746 |
} |
2747 |
|
2748 |
/* Check for PLAYER to avoid a DM to disappear in a puff of smoke if |
2749 |
* applied. |
2750 |
*/ |
2751 |
if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ)) |
2752 |
{ |
2753 |
play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE); |
2754 |
new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " |
2755 |
"of smoke!"); |
2756 |
new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion."); |
2757 |
remove_ob (op); |
2758 |
free_object (op); |
2759 |
return 1; |
2760 |
} |
2761 |
|
2762 |
pl->contr->last_used = op; |
2763 |
pl->contr->last_used_id = op->count; |
2764 |
|
2765 |
tmp = manual_apply (pl, op, aflag); |
2766 |
if ( ! quiet) { |
2767 |
if (tmp == 0) |
2768 |
new_draw_info_format (NDI_UNIQUE, 0, pl, |
2769 |
"I don't know how to apply the %s.", |
2770 |
query_name (op)); |
2771 |
else if (tmp == 2) |
2772 |
new_draw_info_format (NDI_UNIQUE, 0, pl, |
2773 |
"You must get it first!\n"); |
2774 |
} |
2775 |
return tmp; |
2776 |
} |
2777 |
|
2778 |
/** |
2779 |
* player_apply_below attempts to apply the object 'below' the player. |
2780 |
* If the player has an open container, we use that for below, otherwise |
2781 |
* we use the ground. |
2782 |
*/ |
2783 |
|
2784 |
void player_apply_below (object *pl) |
2785 |
{ |
2786 |
object *tmp, *next; |
2787 |
int floors; |
2788 |
|
2789 |
if (pl->contr->transport && pl->contr->transport->type == TRANSPORT) { |
2790 |
apply_transport(pl, pl->contr->transport, 0); |
2791 |
return; |
2792 |
} |
2793 |
|
2794 |
/* If using a container, set the starting item to be the top |
2795 |
* item in the container. Otherwise, use the map. |
2796 |
*/ |
2797 |
tmp = (pl->container != NULL) ? pl->container->inv : pl->below; |
2798 |
|
2799 |
/* This is perhaps more complicated. However, I want to make sure that |
2800 |
* we don't use a corrupt pointer for the next object, so we get the |
2801 |
* next object in the stack before applying. This is can only be a |
2802 |
* problem if player_apply() has a bug in that it uses the object but does |
2803 |
* not return a proper value. |
2804 |
*/ |
2805 |
for (floors = 0; tmp!=NULL; tmp=next) { |
2806 |
next = tmp->below; |
2807 |
if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
2808 |
floors++; |
2809 |
else if (floors > 0) |
2810 |
return; /* process only floor objects after first floor object */ |
2811 |
|
2812 |
/* If it is visible, player can apply it. If it is applied by |
2813 |
* person moving on it, also activate. Added code to make it |
2814 |
* so that at least one of players movement types be that which |
2815 |
* the item needs. |
2816 |
*/ |
2817 |
if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { |
2818 |
if (player_apply (pl, tmp, 0, 1) == 1) |
2819 |
return; |
2820 |
} |
2821 |
if (floors >= 2) |
2822 |
return; /* process at most two floor objects */ |
2823 |
} |
2824 |
} |
2825 |
|
2826 |
/** |
2827 |
* Unapplies specified item. |
2828 |
* No check done on cursed/damned. |
2829 |
* Break this out of apply_special - this is just done |
2830 |
* to keep the size of apply_special to a more managable size. |
2831 |
*/ |
2832 |
static int unapply_special (object *who, object *op, int aflags) |
2833 |
{ |
2834 |
object *tmp2; |
2835 |
|
2836 |
CLEAR_FLAG(op, FLAG_APPLIED); |
2837 |
switch(op->type) { |
2838 |
case WEAPON: |
2839 |
new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op)); |
2840 |
|
2841 |
(void) change_abil (who,op); |
2842 |
if(QUERY_FLAG(who,FLAG_READY_WEAPON)) |
2843 |
CLEAR_FLAG(who,FLAG_READY_WEAPON); |
2844 |
/* GROS: update the current_weapon_script field (used with script_attack for weapons) */ |
2845 |
who->current_weapon_script = NULL; |
2846 |
who->current_weapon = NULL; |
2847 |
clear_skill(who); |
2848 |
break; |
2849 |
|
2850 |
case SKILL: /* allows objects to impart skills */ |
2851 |
case SKILL_TOOL: |
2852 |
if (op != who->chosen_skill) { |
2853 |
LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); |
2854 |
} |
2855 |
if (who->type==PLAYER) { |
2856 |
if (who->contr->shoottype == range_skill) |
2857 |
who->contr->shoottype = range_none; |
2858 |
if ( ! op->invisible) { |
2859 |
new_draw_info_format (NDI_UNIQUE, 0, who, |
2860 |
"You stop using the %s.", query_name(op)); |
2861 |
} else { |
2862 |
new_draw_info_format (NDI_UNIQUE, 0, who, |
2863 |
"You can no longer use the skill: %s.", |
2864 |
op->skill); |
2865 |
} |
2866 |
} |
2867 |
(void) change_abil (who, op); |
2868 |
who->chosen_skill = NULL; |
2869 |
CLEAR_FLAG (who, FLAG_READY_SKILL); |
2870 |
break; |
2871 |
|
2872 |
case ARMOUR: |
2873 |
case HELMET: |
2874 |
case SHIELD: |
2875 |
case RING: |
2876 |
case BOOTS: |
2877 |
case GLOVES: |
2878 |
case AMULET: |
2879 |
case GIRDLE: |
2880 |
case BRACERS: |
2881 |
case CLOAK: |
2882 |
new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op)); |
2883 |
(void) change_abil (who,op); |
2884 |
break; |
2885 |
case LAMP: |
2886 |
new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.", |
2887 |
op->name); |
2888 |
tmp2 = arch_to_object(op->other_arch); |
2889 |
tmp2->x = op->x; |
2890 |
tmp2->y = op->y; |
2891 |
tmp2->map = op->map; |
2892 |
tmp2->below = op->below; |
2893 |
tmp2->above = op->above; |
2894 |
tmp2->stats.food = op->stats.food; |
2895 |
CLEAR_FLAG(tmp2, FLAG_APPLIED); |
2896 |
if (QUERY_FLAG(op, FLAG_INV_LOCKED)) |
2897 |
SET_FLAG(tmp2, FLAG_INV_LOCKED); |
2898 |
if (who->type == PLAYER) |
2899 |
esrv_del_item(who->contr, (tag_t)op->count); |
2900 |
remove_ob(op); |
2901 |
free_object(op); |
2902 |
insert_ob_in_ob(tmp2, who); |
2903 |
fix_player(who); |
2904 |
if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { |
2905 |
if (who->type == PLAYER) { |
2906 |
new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); |
2907 |
SET_FLAG(tmp2, FLAG_KNOWN_CURSED); |
2908 |
} |
2909 |
} |
2910 |
if(who->type==PLAYER) |
2911 |
esrv_send_item(who, tmp2); |
2912 |
return 1; /* otherwise, an attempt to drop causes problems */ |
2913 |
break; |
2914 |
case BOW: |
2915 |
case WAND: |
2916 |
case ROD: |
2917 |
case HORN: |
2918 |
clear_skill(who); |
2919 |
new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op)); |
2920 |
if(who->type==PLAYER) { |
2921 |
who->contr->shoottype = range_none; |
2922 |
} else { |
2923 |
if (op->type == BOW) |
2924 |
CLEAR_FLAG (who, FLAG_READY_BOW); |
2925 |
else |
2926 |
CLEAR_FLAG(who, FLAG_READY_RANGE); |
2927 |
} |
2928 |
break; |
2929 |
|
2930 |
case BUILDER: |
2931 |
new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op)); |
2932 |
who->contr->shoottype = range_none; |
2933 |
who->contr->ranges[ range_builder ] = NULL; |
2934 |
break; |
2935 |
|
2936 |
default: |
2937 |
new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); |
2938 |
break; |
2939 |
} |
2940 |
|
2941 |
fix_player(who); |
2942 |
|
2943 |
if ( ! (aflags & AP_NO_MERGE)) { |
2944 |
object *tmp; |
2945 |
|
2946 |
tag_t del_tag = op->count; |
2947 |
tmp = merge_ob (op, NULL); |
2948 |
if (who->type == PLAYER) { |
2949 |
if (tmp) { /* it was merged */ |
2950 |
esrv_del_item (who->contr, del_tag); |
2951 |
op = tmp; |
2952 |
} |
2953 |
esrv_send_item (who, op); |
2954 |
} |
2955 |
} |
2956 |
return 0; |
2957 |
} |
2958 |
|
2959 |
/** |
2960 |
* Returns the object that is using location 'loc'. |
2961 |
* Note that 'start' is the first object to start examing - we |
2962 |
* then go through the below of this. In this way, you can do |
2963 |
* something like: |
2964 |
* tmp = get_item_from_body_location(who->inv, 1); |
2965 |
* if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); |
2966 |
* to find the second object that may use this location, etc. |
2967 |
* Returns NULL if no match is found. |
2968 |
* loc is the index into the array we are looking for a match. |
2969 |
* don't return invisible objects unless they are skill objects |
2970 |
* invisible other objects that use |
2971 |
* up body locations can be used as restrictions. |
2972 |
*/ |
2973 |
object *get_item_from_body_location(object *start, int loc) |
2974 |
{ |
2975 |
object *tmp; |
2976 |
|
2977 |
if (!start) return NULL; |
2978 |
|
2979 |
for (tmp=start; tmp; tmp=tmp->below) |
2980 |
if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && |
2981 |
(!tmp->invisible || tmp->type==SKILL)) return tmp; |
2982 |
|
2983 |
return NULL; |
2984 |
} |
2985 |
|
2986 |
|
2987 |
|
2988 |
/** |
2989 |
* 'op' wants to apply an object, but can't because of other equipment. |
2990 |
* This should only be called when it is known |
2991 |
* that there are objects to unapply. This makes pretty heavy |
2992 |
* use of get_item_from_body_location. It makes no intelligent choice |
2993 |
* on objects - rather, the first that is matched is used. |
2994 |
* Returns 0 on success, returns 1 if there is some problem. |
2995 |
* if aflags is AP_PRINT, we instead print out waht to unapply |
2996 |
* instead of doing it. This is a lot less code than having |
2997 |
* another function that does just that. |
2998 |
*/ |
2999 |
int unapply_for_ob(object *who, object *op, int aflags) |
3000 |
{ |
3001 |
int i; |
3002 |
object *tmp=NULL, *last; |
3003 |
|
3004 |
/* If we are applying a shield or weapon, unapply any equipped shield |
3005 |
* or weapons first - only allowed to use one weapon/shield at a time. |
3006 |
*/ |
3007 |
if (op->type == WEAPON || op->type == SHIELD) { |
3008 |
for (tmp=who->inv; tmp; tmp=tmp->below) { |
3009 |
if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { |
3010 |
if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || |
3011 |
(!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { |
3012 |
if (aflags & AP_PRINT) |
3013 |
new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); |
3014 |
else |
3015 |
unapply_special(who, tmp, aflags); |
3016 |
} |
3017 |
else { |
3018 |
/* In this case, we want to try and remove a cursed item. |
3019 |
* While we know it won't work, we want unapply_special to |
3020 |
* at least generate the message. |
3021 |
*/ |
3022 |
new_draw_info_format(NDI_UNIQUE, 0, who, |
3023 |
"No matter how hard you try, you just can't\nremove %s.", |
3024 |
query_name(tmp)); |
3025 |
return 1; |
3026 |
} |
3027 |
|
3028 |
} |
3029 |
} |
3030 |
} |
3031 |
|
3032 |
for (i=0; i<NUM_BODY_LOCATIONS; i++) { |
3033 |
/* this used up a slot that we need to free */ |
3034 |
if (op->body_info[i]) { |
3035 |
last = who->inv; |
3036 |
|
3037 |
/* We do a while loop - may need to remove several items in order |
3038 |
* to free up enough slots. |
3039 |
*/ |
3040 |
while ((who->body_used[i] + op->body_info[i]) < 0) { |
3041 |
tmp = get_item_from_body_location(last, i); |
3042 |
if (!tmp) { |
3043 |
#if 0 |
3044 |
/* Not a bug - we'll get this if the player has cursed items |
3045 |
* equipped. |
3046 |
*/ |
3047 |
LOG(llevError,"Can't find object using location %d (%s) on %s\n", |
3048 |
i, body_locations[i].save_name, who->name); |
3049 |
#endif |
3050 |
return 1; |
3051 |
} |
3052 |
/* If we are just printing, we don't care about cursed status */ |
3053 |
if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || |
3054 |
(!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) { |
3055 |
if (aflags & AP_PRINT) |
3056 |
new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); |
3057 |
else |
3058 |
unapply_special(who, tmp, aflags); |
3059 |
} |
3060 |
else { |
3061 |
/* Cursed item that we can't unequip - tell the player. |
3062 |
* Note this could be annoying if this is just one of a few, |
3063 |
* so it may not be critical (eg, putting on a ring and you have |
3064 |
* one cursed ring.) |
3065 |
*/ |
3066 |
new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp)); |
3067 |
} |
3068 |
last = tmp->below; |
3069 |
} |
3070 |
/* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the |
3071 |
* return in the !tmp would have kicked in. |
3072 |
*/ |
3073 |
} /* if op is using this body location */ |
3074 |
} /* for body lcoations */ |
3075 |
return 0; |
3076 |
} |
3077 |
|
3078 |
/** |
3079 |
* Checks to see if 'who' can apply object 'op'. |
3080 |
* Returns 0 if apply can be done without anything special. |
3081 |
* Otherwise returns a bitmask - potentially several of these may be |
3082 |
* set, but largely depends on circumstance - in the future, processing |
3083 |
* may be pruned once we know some status (eg, once CAN_APPLY_NEVER |
3084 |
* is set, do we really are what the other flags may be?) |
3085 |
* |
3086 |
* See include/define.h for detailed description of the meaning of |
3087 |
* these return values. |
3088 |
*/ |
3089 |
int can_apply_object(object *who, object *op) |
3090 |
{ |
3091 |
int i, retval=0; |
3092 |
object *tmp=NULL, *ws=NULL; |
3093 |
|
3094 |
/* Players have 2 'arm's, so they could in theory equip 2 shields or |
3095 |
* 2 weapons, but we don't want to let them do that. So if they are |
3096 |
* trying to equip a weapon or shield, see if they already have one |
3097 |
* in place and store that way. |
3098 |
*/ |
3099 |
if (op->type == WEAPON || op->type == SHIELD) { |
3100 |
for (tmp=who->inv; tmp && !ws; tmp=tmp->below) { |
3101 |
if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { |
3102 |
retval = CAN_APPLY_UNAPPLY; |
3103 |
ws = tmp; |
3104 |
} |
3105 |
} |
3106 |
} |
3107 |
|
3108 |
|
3109 |
for (i=0; i<NUM_BODY_LOCATIONS; i++) { |
3110 |
if (op->body_info[i]) { |
3111 |
/* Item uses more slots than we have */ |
3112 |
if (FABS(op->body_info[i]) > who->body_info[i]) { |
3113 |
/* Could return now for efficiently - rest of info below isn' |
3114 |
* really needed. |
3115 |
*/ |
3116 |
retval |= CAN_APPLY_NEVER; |
3117 |
} else if ((who->body_used[i] + op->body_info[i]) < 0) { |
3118 |
/* in this case, equipping this would use more free spots than |
3119 |
* we have. |
3120 |
*/ |
3121 |
object *tmp1; |
3122 |
|
3123 |
|
3124 |
/* if we have an applied weapon/shield, and unapply it would free |
3125 |
* enough slots to equip the new item, then just set this can |
3126 |
* continue. We don't care about the logic below - if you have |
3127 |
* shield equipped and try to equip another shield, there is only |
3128 |
* one choice. However, the check for the number of body locations |
3129 |
* does take into the account cases where what is being applied |
3130 |
* may be two handed for example. |
3131 |
*/ |
3132 |
if (ws) { |
3133 |
if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) { |
3134 |
retval |= CAN_APPLY_UNAPPLY; |
3135 |
continue; |
3136 |
} |
3137 |
} |
3138 |
|
3139 |
tmp1 = get_item_from_body_location(who->inv, i); |
3140 |
if (!tmp1) { |
3141 |
#if 0 |
3142 |
/* This is sort of an error, but happens a lot when old players |
3143 |
* join in with more stuff equipped than they are now allowed. |
3144 |
*/ |
3145 |
LOG(llevError,"Can't find object using location %d on %s\n", |
3146 |
i, who->name); |
3147 |
#endif |
3148 |
retval |= CAN_APPLY_NEVER; |
3149 |
} else { |
3150 |
/* need to unapply something. However, if this something |
3151 |
* is different than we had found before, it means they need |
3152 |
* to apply multiple objects |
3153 |
*/ |
3154 |
retval |= CAN_APPLY_UNAPPLY; |
3155 |
if (!tmp) tmp = tmp1; |
3156 |
else if (tmp != tmp1) { |
3157 |
retval |= CAN_APPLY_UNAPPLY_MULT; |
3158 |
} |
3159 |
/* This object isn't using up all the slots, so there must |
3160 |
* be another. If so, and it the new item doesn't need all |
3161 |
* the slots, the player then has a choice. |
3162 |
*/ |
3163 |
if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && |
3164 |
(FABS(op->body_info[i]) < who->body_info[i])) |
3165 |
retval |= CAN_APPLY_UNAPPLY_CHOICE; |
3166 |
|
3167 |
/* Does unequippint 'tmp1' free up enough slots for this to be |
3168 |
* equipped? If not, there must be something else to unapply. |
3169 |
*/ |
3170 |
if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) |
3171 |
retval |= CAN_APPLY_UNAPPLY_MULT; |
3172 |
|
3173 |
} |
3174 |
} /* if not enough free slots */ |
3175 |
} /* if this object uses location i */ |
3176 |
} /* for i -> num_body_locations loop */ |
3177 |
|
3178 |
/* Note that we don't check for FLAG_USE_ARMOUR - that should |
3179 |
* really be controlled by use of body locations. We do have |
3180 |
* the weapon/shield checks, and the range checks for monsters, |
3181 |
* because you can't control those just by body location - bows, shields, |
3182 |
* and weapons all use the same slot. Similar for horn/rod/wand - they |
3183 |
* all use the same location. |
3184 |
*/ |
3185 |
if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) |
3186 |
retval |= CAN_APPLY_RESTRICTION; |
3187 |
if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD)) |
3188 |
retval |= CAN_APPLY_RESTRICTION; |
3189 |
|
3190 |
|
3191 |
if (who->type != PLAYER) { |
3192 |
if ((op->type == WAND || op->type == HORN || op->type==ROD) |
3193 |
&& !QUERY_FLAG(who, FLAG_USE_RANGE)) |
3194 |
retval |= CAN_APPLY_RESTRICTION; |
3195 |
if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) |
3196 |
retval |= CAN_APPLY_RESTRICTION; |
3197 |
if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) |
3198 |
retval |= CAN_APPLY_RESTRICTION; |
3199 |
if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) |
3200 |
retval |= CAN_APPLY_RESTRICTION; |
3201 |
} |
3202 |
return retval; |
3203 |
} |
3204 |
|
3205 |
|
3206 |
|
3207 |
/** |
3208 |
* who is the object using the object. It can be a monster. |
3209 |
* op is the object they are using. op is an equipment type item, |
3210 |
* eg, one which you put on and keep on for a while, and not something |
3211 |
* like a potion or scroll. |
3212 |
* |
3213 |
* function returns 1 if the action could not be completed, 0 on |
3214 |
* success. However, success is a matter of meaning - if the |
3215 |
* user passes the 'apply' flag to an object already applied, |
3216 |
* nothing is done, and 0 is returned. |
3217 |
* |
3218 |
* aflags is special flags (0 - normal/toggle, AP_APPLY=always apply, |
3219 |
* AP_UNAPPLY=always unapply). |
3220 |
* |
3221 |
* Optional flags: |
3222 |
* AP_NO_MERGE: don't merge an unapplied object with other objects |
3223 |
* AP_IGNORE_CURSE: unapply cursed items |
3224 |
* |
3225 |
* Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) |
3226 |
* |
3227 |
* apply_special() doesn't check for unpaid items. |
3228 |
*/ |
3229 |
int apply_special (object *who, object *op, int aflags) |
3230 |
{ |
3231 |
int basic_flag = aflags & AP_BASIC_FLAGS; |
3232 |
object *tmp, *tmp2, *skop=NULL; |
3233 |
int i; |
3234 |
|
3235 |
if(who==NULL) { |
3236 |
LOG(llevError,"apply_special() from object without environment.\n"); |
3237 |
return 1; |
3238 |
} |
3239 |
|
3240 |
if(op->env!=who) |
3241 |
return 1; /* op is not in inventory */ |
3242 |
|
3243 |
/* trying to unequip op */ |
3244 |
if (QUERY_FLAG(op,FLAG_APPLIED)) { |
3245 |
/* always apply, so no reason to unapply */ |
3246 |
if (basic_flag == AP_APPLY) return 0; |
3247 |
|
3248 |
if ( ! (aflags & AP_IGNORE_CURSE) |
3249 |
&& (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { |
3250 |
new_draw_info_format(NDI_UNIQUE, 0, who, |
3251 |
"No matter how hard you try, you just can't\nremove %s.", |
3252 |
query_name(op)); |
3253 |
return 1; |
3254 |
} |
3255 |
return unapply_special(who, op, aflags); |
3256 |
} |
3257 |
|
3258 |
if (basic_flag == AP_UNAPPLY) return 0; |
3259 |
|
3260 |
i = can_apply_object(who, op); |
3261 |
|
3262 |
/* Can't just apply this object. Lets see what not and what to do */ |
3263 |
if (i) { |
3264 |
if (i & CAN_APPLY_NEVER) { |
3265 |
new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); |
3266 |
return 1; |
3267 |
} else if (i & CAN_APPLY_RESTRICTION) { |
3268 |
new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); |
3269 |
return 1; |
3270 |
} |
3271 |
if (who->type != PLAYER) { |
3272 |
/* Some error, so don't try to equip something more */ |
3273 |
if (unapply_for_ob(who, op, aflags)) return 1; |
3274 |
} else { |
3275 |
if (who->contr->unapply == unapply_never || |
3276 |
(i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { |
3277 |
new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); |
3278 |
unapply_for_ob(who, op, AP_PRINT); |
3279 |
return 1; |
3280 |
} |
3281 |
else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { |
3282 |
i = unapply_for_ob(who, op, aflags); |
3283 |
if (i) return 1; |
3284 |
} |
3285 |
} |
3286 |
} |
3287 |
if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { |
3288 |
skop=find_skill_by_name(who, op->skill); |
3289 |
if (!skop) { |
3290 |
new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill); |
3291 |
return 1; |
3292 |
} else { |
3293 |
/* While experience will be credited properly, we want to change the |
3294 |
* skill so that the dam and wc get updated |
3295 |
*/ |
3296 |
change_skill(who, skop, 0); |
3297 |
} |
3298 |
} |
3299 |
|
3300 |
if (who->type == PLAYER && op->item_power && |
3301 |
(op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) { |
3302 |
new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); |
3303 |
return 1; |
3304 |
} |
3305 |
|
3306 |
|
3307 |
/* Ok. We are now at the state where we can apply the new object. |
3308 |
* Note that we don't have the checks for can_use_... |
3309 |
* below - that is already taken care of by can_apply_object. |
3310 |
*/ |
3311 |
|
3312 |
|
3313 |
if(op->nrof > 1) |
3314 |
tmp = get_split_ob(op,op->nrof - 1); |
3315 |
else |
3316 |
tmp = NULL; |
3317 |
|
3318 |
switch(op->type) { |
3319 |
case WEAPON: |
3320 |
if (!check_weapon_power(who, op->last_eat)) { |
3321 |
new_draw_info(NDI_UNIQUE, 0,who, |
3322 |
"That weapon is too powerful for you to use."); |
3323 |
new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); |
3324 |
if(tmp!=NULL) |
3325 |
(void) insert_ob_in_ob(tmp,who); |
3326 |
return 1; |
3327 |
} |
3328 |
if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { |
3329 |
/* if the weapon does not have the name as the character, can't use it. */ |
3330 |
/* (Ragnarok's sword attempted to be used by Foo: won't work) */ |
3331 |
new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner."); |
3332 |
if(tmp!=NULL) |
3333 |
(void) insert_ob_in_ob(tmp,who); |
3334 |
return 1; |
3335 |
} |
3336 |
SET_FLAG(op, FLAG_APPLIED); |
3337 |
|
3338 |
if (skop) change_skill(who, skop, 1); |
3339 |
if(!QUERY_FLAG(who,FLAG_READY_WEAPON)) |
3340 |
SET_FLAG(who, FLAG_READY_WEAPON); |
3341 |
|
3342 |
new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op)); |
3343 |
|
3344 |
(void) change_abil (who,op); |
3345 |
/* GROS: update the current_weapon_script field (used with EVENT_ATTACK for weapons) */ |
3346 |
/*if ((evt = find_event(op, EVENT_ATTACK)) != NULL) { |
3347 |
LOG(llevDebug, "Scripting Weapon wielded\n"); |
3348 |
if (who->current_weapon_script) free_string(who->current_weapon_script); |
3349 |
who->current_weapon_script=add_string(query_name(op)); |
3350 |
} |
3351 |
who->current_weapon = op;*/ |
3352 |
break; |
3353 |
|
3354 |
case ARMOUR: |
3355 |
case HELMET: |
3356 |
case SHIELD: |
3357 |
case BOOTS: |
3358 |
case GLOVES: |
3359 |
case GIRDLE: |
3360 |
case BRACERS: |
3361 |
case CLOAK: |
3362 |
case RING: |
3363 |
case AMULET: |
3364 |
SET_FLAG(op, FLAG_APPLIED); |
3365 |
new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op)); |
3366 |
(void) change_abil (who,op); |
3367 |
break; |
3368 |
case LAMP: |
3369 |
if (op->stats.food < 1) { |
3370 |
new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of" |
3371 |
" fuel!", op->name); |
3372 |
return 1; |
3373 |
} |
3374 |
new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.", |
3375 |
op->name); |
3376 |
tmp2 = arch_to_object(op->other_arch); |
3377 |
tmp2->stats.food = op->stats.food; |
3378 |
SET_FLAG(tmp2, FLAG_APPLIED); |
3379 |
if (QUERY_FLAG(op, FLAG_INV_LOCKED)) |
3380 |
SET_FLAG(tmp2, FLAG_INV_LOCKED); |
3381 |
insert_ob_in_ob(tmp2, who); |
3382 |
|
3383 |
/* Remove the old lantern */ |
3384 |
if (who->type == PLAYER) |
3385 |
esrv_del_item(who->contr, (tag_t)op->count); |
3386 |
remove_ob(op); |
3387 |
free_object(op); |
3388 |
|
3389 |
/* insert the portion that was split off */ |
3390 |
if(tmp!=NULL) { |
3391 |
(void) insert_ob_in_ob(tmp,who); |
3392 |
if(who->type==PLAYER) |
3393 |
esrv_send_item(who, tmp); |
3394 |
} |
3395 |
fix_player(who); |
3396 |
if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { |
3397 |
if (who->type == PLAYER) { |
3398 |
new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); |
3399 |
SET_FLAG(tmp2, FLAG_KNOWN_CURSED); |
3400 |
} |
3401 |
} |
3402 |
if(who->type==PLAYER) |
3403 |
esrv_send_item(who, tmp2); |
3404 |
return 0; |
3405 |
break; |
3406 |
|
3407 |
/* this part is needed for skill-tools */ |
3408 |
case SKILL: |
3409 |
case SKILL_TOOL: |
3410 |
if (who->chosen_skill) { |
3411 |
LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); |
3412 |
return 1; |
3413 |
} |
3414 |
if (who->type == PLAYER) { |
3415 |
who->contr->shoottype = range_skill; |
3416 |
who->contr->ranges[range_skill] = op; |
3417 |
if ( ! op->invisible) { |
3418 |
new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", |
3419 |
query_name (op)); |
3420 |
new_draw_info_format (NDI_UNIQUE, 0, who, |
3421 |
"You can now use the skill: %s.", |
3422 |
op->skill); |
3423 |
} else { |
3424 |
new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", |
3425 |
op->skill? op->skill:op->name); |
3426 |
} |
3427 |
} |
3428 |
SET_FLAG (op, FLAG_APPLIED); |
3429 |
(void) change_abil (who, op); |
3430 |
who->chosen_skill = op; |
3431 |
SET_FLAG (who, FLAG_READY_SKILL); |
3432 |
break; |
3433 |
|
3434 |
case BOW: |
3435 |
if (!check_weapon_power(who, op->last_eat)) { |
3436 |
new_draw_info(NDI_UNIQUE, 0, who, |
3437 |
"That item is too powerful for you to use."); |
3438 |
new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); |
3439 |
if(tmp != NULL) |
3440 |
(void)insert_ob_in_ob(tmp,who); |
3441 |
return 1; |
3442 |
} |
3443 |
if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { |
3444 |
new_draw_info(NDI_UNIQUE, 0, who, |
3445 |
"The weapon does not recognize you as its owner."); |
3446 |
if(tmp != NULL) |
3447 |
(void)insert_ob_in_ob(tmp,who); |
3448 |
return 1; |
3449 |
} |
3450 |
/*FALLTHROUGH*/ |
3451 |
case WAND: |
3452 |
case ROD: |
3453 |
case HORN: |
3454 |
/* check for skill, alter player status */ |
3455 |
SET_FLAG(op, FLAG_APPLIED); |
3456 |
if (skop) change_skill(who, skop, 0); |
3457 |
new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op)); |
3458 |
|
3459 |
if(who->type==PLAYER) { |
3460 |
if (op->type == BOW) { |
3461 |
(void)change_abil(who, op); |
3462 |
new_draw_info_format (NDI_UNIQUE, 0, who, |
3463 |
"You will now fire %s with %s.", |
3464 |
op->race ? op->race : "nothing", query_name(op)); |
3465 |
who->contr->shoottype = range_bow; |
3466 |
} else { |
3467 |
who->contr->shoottype = range_misc; |
3468 |
} |
3469 |
} else { |
3470 |
if (op->type == BOW) |
3471 |
SET_FLAG (who, FLAG_READY_BOW); |
3472 |
else |
3473 |
SET_FLAG (who, FLAG_READY_RANGE); |
3474 |
} |
3475 |
break; |
3476 |
|
3477 |
case BUILDER: |
3478 |
if ( who->contr->ranges[ range_builder ] ) |
3479 |
unapply_special( who, who->contr->ranges[ range_builder ], 0 ); |
3480 |
who->contr->shoottype = range_builder; |
3481 |
who->contr->ranges[ range_builder ] = op; |
3482 |
new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) ); |
3483 |
break; |
3484 |
|
3485 |
default: |
3486 |
new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); |
3487 |
} /* end of switch op->type */ |
3488 |
|
3489 |
SET_FLAG(op, FLAG_APPLIED); |
3490 |
|
3491 |
if(tmp!=NULL) |
3492 |
tmp = insert_ob_in_ob(tmp,who); |
3493 |
|
3494 |
fix_player(who); |
3495 |
|
3496 |
/* We exclude spell casting objects. The fire code will set the |
3497 |
* been applied flag when they are used - until that point, |
3498 |
* you don't know anything about them. |
3499 |
*/ |
3500 |
if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && |
3501 |
op->type!=ROD) |
3502 |
SET_FLAG(op,FLAG_BEEN_APPLIED); |
3503 |
|
3504 |
if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { |
3505 |
if (who->type == PLAYER) { |
3506 |
new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); |
3507 |
SET_FLAG(op,FLAG_KNOWN_CURSED); |
3508 |
} |
3509 |
} |
3510 |
if(who->type==PLAYER) { |
3511 |
/* if multiple objects were applied, update both slots */ |
3512 |
if (tmp) |
3513 |
esrv_send_item(who, tmp); |
3514 |
esrv_send_item(who, op); |
3515 |
} |
3516 |
return 0; |
3517 |
} |
3518 |
|
3519 |
|
3520 |
int monster_apply_special (object *who, object *op, int aflags) |
3521 |
{ |
3522 |
if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) |
3523 |
return 1; |
3524 |
return apply_special (who, op, aflags); |
3525 |
} |
3526 |
|
3527 |
/** |
3528 |
* Map was just loaded, handle op's initialisation. |
3529 |
* |
3530 |
* Generates shop floor's item, and treasures. |
3531 |
*/ |
3532 |
int auto_apply (object *op) { |
3533 |
object *tmp = NULL, *tmp2; |
3534 |
int i; |
3535 |
|
3536 |
switch(op->type) { |
3537 |
case SHOP_FLOOR: |
3538 |
if (!HAS_RANDOM_ITEMS(op)) return 0; |
3539 |
do { |
3540 |
i=10; /* let's give it 10 tries */ |
3541 |
while((tmp=generate_treasure(op->randomitems, |
3542 |
op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i); |
3543 |
if(tmp==NULL) |
3544 |
return 0; |
3545 |
if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { |
3546 |
free_object(tmp); |
3547 |
tmp = NULL; |
3548 |
} |
3549 |
} while(!tmp); |
3550 |
tmp->x=op->x; |
3551 |
tmp->y=op->y; |
3552 |
SET_FLAG(tmp,FLAG_UNPAID); |
3553 |
insert_ob_in_map(tmp,op->map,NULL,0); |
3554 |
CLEAR_FLAG(op,FLAG_AUTO_APPLY); |
3555 |
identify(tmp); |
3556 |
break; |
3557 |
|
3558 |
case TREASURE: |
3559 |
if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) |
3560 |
return 0; |
3561 |
while ((op->stats.hp--)>0) |
3562 |
create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, |
3563 |
op->stats.exp ? (int)op->stats.exp : |
3564 |
op->map == NULL ? 14: op->map->difficulty,0); |
3565 |
|
3566 |
/* If we generated an object and put it in this object inventory, |
3567 |
* move it to the parent object as the current object is about |
3568 |
* to disappear. An example of this item is the random_* stuff |
3569 |
* that is put inside other objects. |
3570 |
*/ |
3571 |
for (tmp=op->inv; tmp; tmp=tmp2) { |
3572 |
tmp2 = tmp->below; |
3573 |
remove_ob(tmp); |
3574 |
if (op->env) insert_ob_in_ob(tmp, op->env); |
3575 |
else free_object(tmp); |
3576 |
} |
3577 |
remove_ob(op); |
3578 |
free_object(op); |
3579 |
break; |
3580 |
} |
3581 |
return tmp ? 1 : 0; |
3582 |
} |
3583 |
|
3584 |
/** |
3585 |
* fix_auto_apply goes through the entire map (only the first time |
3586 |
* when an original map is loaded) and performs special actions for |
3587 |
* certain objects (most initialization of chests and creation of |
3588 |
* treasures and stuff). Calls auto_apply if appropriate. |
3589 |
*/ |
3590 |
|
3591 |
void fix_auto_apply(mapstruct *m) { |
3592 |
object *tmp,*above=NULL; |
3593 |
int x,y; |
3594 |
|
3595 |
if(m==NULL) return; |
3596 |
|
3597 |
for(x=0;x<MAP_WIDTH(m);x++) |
3598 |
for(y=0;y<MAP_HEIGHT(m);y++) |
3599 |
for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) { |
3600 |
above=tmp->above; |
3601 |
|
3602 |
if (tmp->inv) { |
3603 |
object *invtmp, *invnext; |
3604 |
|
3605 |
for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { |
3606 |
invnext = invtmp->below; |
3607 |
|
3608 |
if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) |
3609 |
auto_apply(invtmp); |
3610 |
else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { |
3611 |
while ((invtmp->stats.hp--)>0) |
3612 |
create_treasure(invtmp->randomitems, invtmp, 0, |
3613 |
m->difficulty,0); |
3614 |
invtmp->randomitems = NULL; |
3615 |
} |
3616 |
else if (invtmp && invtmp->arch && |
3617 |
invtmp->type!=TREASURE && |
3618 |
invtmp->type != SPELL && |
3619 |
invtmp->type != CLASS && |
3620 |
HAS_RANDOM_ITEMS(invtmp)) { |
3621 |
create_treasure(invtmp->randomitems, invtmp, 0, |
3622 |
m->difficulty,0); |
3623 |
/* Need to clear this so that we never try to create |
3624 |
* treasure again for this object |
3625 |
*/ |
3626 |
invtmp->randomitems = NULL; |
3627 |
} |
3628 |
} |
3629 |
/* This is really temporary - the code at the bottom will |
3630 |
* also set randomitems to null. The problem is there are bunches |
3631 |
* of maps/players already out there with items that have spells |
3632 |
* which haven't had the randomitems set to null yet. |
3633 |
* MSW 2004-05-13 |
3634 |
* |
3635 |
* And if it's a spellbook, it's better to set randomitems to NULL too, |
3636 |
* else you get two spells in the book ^_- |
3637 |
* Ryo 2004-08-16 |
3638 |
*/ |
3639 |
if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL || |
3640 |
tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || |
3641 |
tmp->type == ALTAR || tmp->type == SPELLBOOK) |
3642 |
tmp->randomitems = NULL; |
3643 |
|
3644 |
} |
3645 |
|
3646 |
if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY)) |
3647 |
auto_apply(tmp); |
3648 |
else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) { |
3649 |
while ((tmp->stats.hp--)>0) |
3650 |
create_treasure(tmp->randomitems, tmp, 0, |
3651 |
m->difficulty,0); |
3652 |
tmp->randomitems = NULL; |
3653 |
} |
3654 |
else if(tmp->type==TIMED_GATE) { |
3655 |
object *head = tmp->head != NULL ? tmp->head : tmp; |
3656 |
if (QUERY_FLAG(head, FLAG_IS_LINKED)) { |
3657 |
tmp->speed = 0; |
3658 |
update_ob_speed(tmp); |
3659 |
} |
3660 |
} |
3661 |
/* This function can be called everytime a map is loaded, even when |
3662 |
* swapping back in. As such, we don't want to create the treasure |
3663 |
* over and ove again, so after we generate the treasure, blank out |
3664 |
* randomitems so if it is swapped in again, it won't make anything. |
3665 |
* This is a problem for the above objects, because they have counters |
3666 |
* which say how many times to make the treasure. |
3667 |
*/ |
3668 |
else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && |
3669 |
tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && |
3670 |
HAS_RANDOM_ITEMS(tmp)) { |
3671 |
create_treasure(tmp->randomitems, tmp, GT_APPLY, |
3672 |
m->difficulty,0); |
3673 |
tmp->randomitems = NULL; |
3674 |
} |
3675 |
} |
3676 |
|
3677 |
for(x=0;x<MAP_WIDTH(m);x++) |
3678 |
for(y=0;y<MAP_HEIGHT(m);y++) |
3679 |
for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) |
3680 |
if (tmp->above && |
3681 |
(tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
3682 |
check_trigger (tmp, tmp->above); |
3683 |
} |
3684 |
|
3685 |
/** |
3686 |
* Handles player eating food that temporarily changes status (resistances, stats). |
3687 |
* This used to call cast_change_attr(), but |
3688 |
* that doesn't work with the new spell code. Since we know what |
3689 |
* the food changes, just grab a force and use that instead. |
3690 |
*/ |
3691 |
|
3692 |
void eat_special_food(object *who, object *food) { |
3693 |
object *force; |
3694 |
int i, did_one=0; |
3695 |
sint8 k; |
3696 |
|
3697 |
force = get_archetype(FORCE_NAME); |
3698 |
|
3699 |
for (i=0; i < NUM_STATS; i++) { |
3700 |
k = get_attr_value(&food->stats, i); |
3701 |
if (k) { |
3702 |
set_attr_value(&force->stats, i, k); |
3703 |
did_one = 1; |
3704 |
} |
3705 |
} |
3706 |
|
3707 |
/* check if we can protect the eater */ |
3708 |
for (i=0; i<NROFATTACKS; i++) { |
3709 |
if (food->resist[i]>0) { |
3710 |
force->resist[i] = food->resist[i] / 2; |
3711 |
did_one = 1; |
3712 |
} |
3713 |
} |
3714 |
if (did_one) { |
3715 |
force->speed = 0.1; |
3716 |
update_ob_speed(force); |
3717 |
/* bigger morsel of food = longer effect time */ |
3718 |
force->stats.food = food->stats.food / 5; |
3719 |
SET_FLAG(force, FLAG_IS_USED_UP); |
3720 |
SET_FLAG(force, FLAG_APPLIED); |
3721 |
change_abil(who, force); |
3722 |
insert_ob_in_ob(force, who); |
3723 |
} else { |
3724 |
free_object(force); |
3725 |
} |
3726 |
|
3727 |
/* check for hp, sp change */ |
3728 |
if(food->stats.hp!=0) { |
3729 |
if(QUERY_FLAG(food, FLAG_CURSED)) { |
3730 |
strcpy(who->contr->killer,food->name); |
3731 |
hit_player(who, food->stats.hp, food, AT_POISON, 1); |
3732 |
new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); |
3733 |
} else { |
3734 |
if(food->stats.hp>0) |
3735 |
new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better."); |
3736 |
else |
3737 |
new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); |
3738 |
who->stats.hp += food->stats.hp; |
3739 |
} |
3740 |
} |
3741 |
if(food->stats.sp!=0) { |
3742 |
if(QUERY_FLAG(food, FLAG_CURSED)) { |
3743 |
new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!"); |
3744 |
who->stats.sp -= food->stats.sp; |
3745 |
if(who->stats.sp<0) who->stats.sp=0; |
3746 |
} else { |
3747 |
new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!"); |
3748 |
who->stats.sp += food->stats.sp; |
3749 |
/* place limit on max sp from food? */ |
3750 |
} |
3751 |
} |
3752 |
fix_player(who); |
3753 |
} |
3754 |
|
3755 |
|
3756 |
/** |
3757 |
* Designed primarily to light torches/lanterns/etc. |
3758 |
* Also burns up burnable material too. First object in the inventory is |
3759 |
* the selected object to "burn". -b.t. |
3760 |
*/ |
3761 |
|
3762 |
void apply_lighter(object *who, object *lighter) { |
3763 |
object *item; |
3764 |
int is_player_env=0; |
3765 |
uint32 nrof; |
3766 |
tag_t count; |
3767 |
char item_name[MAX_BUF]; |
3768 |
|
3769 |
item=find_marked_object(who); |
3770 |
if(item) { |
3771 |
if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ |
3772 |
/* Split multiple lighters if they're being used up. Otherwise * |
3773 |
* one charge from each would be used up. --DAMN */ |
3774 |
if(lighter->nrof > 1) { |
3775 |
object *oneLighter = get_object(); |
3776 |
copy_object(lighter, oneLighter); |
3777 |
lighter->nrof -= 1; |
3778 |
oneLighter->nrof = 1; |
3779 |
oneLighter->stats.food--; |
3780 |
esrv_send_item(who, lighter); |
3781 |
oneLighter=insert_ob_in_ob(oneLighter, who); |
3782 |
esrv_send_item(who, oneLighter); |
3783 |
} else { |
3784 |
lighter->stats.food--; |
3785 |
} |
3786 |
|
3787 |
} else if(lighter->last_eat) { /* no charges left in lighter */ |
3788 |
new_draw_info_format(NDI_UNIQUE, 0,who, |
3789 |
"You attempt to light the %s with a used up %s.", |
3790 |
item->name, lighter->name); |
3791 |
return; |
3792 |
} |
3793 |
/* Perhaps we should split what we are trying to light on fire? |
3794 |
* I can't see many times when you would want to light multiple |
3795 |
* objects at once. |
3796 |
*/ |
3797 |
nrof=item->nrof; |
3798 |
count=item->count; |
3799 |
/* If the item is destroyed, we don't have a valid pointer to the |
3800 |
* name object, so make a copy so the message we print out makes |
3801 |
* some sense. |
3802 |
*/ |
3803 |
strcpy(item_name, item->name); |
3804 |
if (who == is_player_inv(item)) is_player_env=1; |
3805 |
|
3806 |
save_throw_object(item,AT_FIRE,who); |
3807 |
/* Change to check count and not freed, since the object pointer |
3808 |
* may have gotten recycled |
3809 |
*/ |
3810 |
if ((nrof != item->nrof ) || (count != item->count)) { |
3811 |
new_draw_info_format(NDI_UNIQUE, 0,who, |
3812 |
"You light the %s with the %s.",item_name,lighter->name); |
3813 |
/* Need to update the player so that the players glow radius |
3814 |
* gets changed. |
3815 |
*/ |
3816 |
if (is_player_env) fix_player(who); |
3817 |
} else { |
3818 |
new_draw_info_format(NDI_UNIQUE, 0,who, |
3819 |
"You attempt to light the %s with the %s and fail.",item->name,lighter->name); |
3820 |
} |
3821 |
|
3822 |
} else /* nothing to light */ |
3823 |
new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object."); |
3824 |
|
3825 |
} |
3826 |
|
3827 |
/** |
3828 |
* op made some mistake with a scroll, this takes care of punishment. |
3829 |
* scroll_failure()- hacked directly from spell_failure |
3830 |
*/ |
3831 |
void scroll_failure(object *op, int failure, int power) |
3832 |
{ |
3833 |
if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */ |
3834 |
|
3835 |
if(failure<= -1&&failure > -15) {/* wonder */ |
3836 |
object *tmp; |
3837 |
|
3838 |
new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); |
3839 |
tmp=get_archetype(SPELL_WONDER); |
3840 |
cast_wonder(op, op, 0, tmp); |
3841 |
free_object(tmp); |
3842 |
} else if (failure <= -15&&failure > -35) {/* drain mana */ |
3843 |
new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); |
3844 |
op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); |
3845 |
if(op->stats.sp<0) op->stats.sp = 0; |
3846 |
} else if (settings.spell_failure_effects == TRUE) { |
3847 |
if (failure <= -35&&failure > -60) { /* confusion */ |
3848 |
new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); |
3849 |
confuse_player(op,op,power); |
3850 |
} else if (failure <= -60&&failure> -70) {/* paralysis */ |
3851 |
new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes " |
3852 |
"you!"); |
3853 |
paralyze_player(op,op,power); |
3854 |
} else if (failure <= -70&&failure> -80) {/* blind */ |
3855 |
new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); |
3856 |
blind_player(op,op,power); |
3857 |
} else if (failure <= -80) {/* blast the immediate area */ |
3858 |
object *tmp; |
3859 |
tmp=get_archetype(LOOSE_MANA); |
3860 |
cast_magic_storm(op,tmp, power); |
3861 |
new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); |
3862 |
free_object(tmp); |
3863 |
} |
3864 |
} |
3865 |
} |
3866 |
|
3867 |
void apply_changes_to_player(object *pl, object *change) { |
3868 |
int excess_stat=0; /* if the stat goes over the maximum |
3869 |
for the race, put the excess stat some |
3870 |
where else. */ |
3871 |
|
3872 |
switch (change->type) { |
3873 |
case CLASS: { |
3874 |
living *stats = &(pl->contr->orig_stats); |
3875 |
living *ns = &(change->stats); |
3876 |
object *walk; |
3877 |
int flag_change_face=1; |
3878 |
|
3879 |
/* the following code assigns stats up to the stat max |
3880 |
* for the race, and if the stat max is exceeded, |
3881 |
* tries to randomly reassign the excess stat |
3882 |
*/ |
3883 |
int i,j; |
3884 |
for(i=0;i<NUM_STATS;i++) { |
3885 |
sint8 stat=get_attr_value(stats,i); |
3886 |
int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); |
3887 |
stat += get_attr_value(ns,i); |
3888 |
if(stat > 20 + race_bonus) { |
3889 |
excess_stat++; |
3890 |
stat = 20+race_bonus; |
3891 |
} |
3892 |
set_attr_value(stats,i,stat); |
3893 |
} |
3894 |
|
3895 |
for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ |
3896 |
int i = rndm(0, 6); |
3897 |
int stat=get_attr_value(stats,i); |
3898 |
int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); |
3899 |
if(i==CHA) continue; /* exclude cha from this */ |
3900 |
if( stat < 20 + race_bonus) { |
3901 |
change_attr_value(stats,i,1); |
3902 |
excess_stat--; |
3903 |
} |
3904 |
} |
3905 |
|
3906 |
/* insert the randomitems from the change's treasurelist into |
3907 |
* the player ref: player.c |
3908 |
*/ |
3909 |
if(change->randomitems!=NULL) |
3910 |
give_initial_items(pl,change->randomitems); |
3911 |
|
3912 |
|
3913 |
/* set up the face, for some races. */ |
3914 |
|
3915 |
/* first, look for the force object banning |
3916 |
* changing the face. Certain races never change face with class. |
3917 |
*/ |
3918 |
for(walk=pl->inv;walk!=NULL;walk=walk->below) |
3919 |
if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; |
3920 |
|
3921 |
if(flag_change_face) { |
3922 |
pl->animation_id = GET_ANIM_ID(change); |
3923 |
pl->face = change->face; |
3924 |
|
3925 |
if(QUERY_FLAG(change,FLAG_ANIMATE)) |
3926 |
SET_FLAG(pl,FLAG_ANIMATE); |
3927 |
else |
3928 |
CLEAR_FLAG(pl,FLAG_ANIMATE); |
3929 |
} |
3930 |
|
3931 |
/* check the special case of can't use weapons */ |
3932 |
/*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/ |
3933 |
if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); |
3934 |
|
3935 |
break; |
3936 |
} |
3937 |
} |
3938 |
} |
3939 |
|
3940 |
/** |
3941 |
* This handles items of type 'transformer'. |
3942 |
* Basically those items, used with a marked item, transform both items into something |
3943 |
* else. |
3944 |
* "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited).. |
3945 |
* Change information is contained in the 'slaying' field of the marked item. |
3946 |
* The format is as follow: transformer:[number ]yield[;transformer:...]. |
3947 |
* This way an item can be transformed in many things, and/or many objects. |
3948 |
* The 'slaying' field for transformer is used as verb for the action. |
3949 |
*/ |
3950 |
void apply_item_transformer( object* pl, object* transformer ) |
3951 |
{ |
3952 |
object* marked; |
3953 |
object* new_item; |
3954 |
char* find; |
3955 |
char* separator; |
3956 |
int yield; |
3957 |
char got[ MAX_BUF ]; |
3958 |
int len; |
3959 |
|
3960 |
if ( !pl || !transformer ) |
3961 |
return; |
3962 |
marked = find_marked_object( pl ); |
3963 |
if ( !marked ) |
3964 |
{ |
3965 |
new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) ); |
3966 |
return; |
3967 |
} |
3968 |
if ( !marked->slaying ) |
3969 |
{ |
3970 |
new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); |
3971 |
return; |
3972 |
} |
3973 |
/* check whether they are compatible or not */ |
3974 |
find = strstr( marked->slaying, transformer->arch->name ); |
3975 |
if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) |
3976 |
{ |
3977 |
new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); |
3978 |
return; |
3979 |
} |
3980 |
find += strlen( transformer->arch->name ) + 1; |
3981 |
/* Item can be used, now find how many and what it yields */ |
3982 |
if ( isdigit( *( find ) ) ) |
3983 |
{ |
3984 |
yield = atoi( find ); |
3985 |
if ( yield < 1 ) |
3986 |
{ |
3987 |
LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield ); |
3988 |
yield = 1; |
3989 |
} |
3990 |
} |
3991 |
else |
3992 |
yield = 1; |
3993 |
|
3994 |
while ( isdigit( *find ) ) |
3995 |
find++; |
3996 |
while ( *find == ' ' ) |
3997 |
find++; |
3998 |
memset( got, 0, MAX_BUF ); |
3999 |
if ( (separator = strchr( find, ';' ))!=NULL) |
4000 |
{ |
4001 |
len = separator - find; |
4002 |
} |
4003 |
else |
4004 |
{ |
4005 |
len = strlen(find); |
4006 |
} |
4007 |
if ( len > MAX_BUF-1) |
4008 |
len = MAX_BUF-1; |
4009 |
strcpy( got, find ); |
4010 |
got[len] = '\0'; |
4011 |
|
4012 |
/* Now create new item, remove used ones when required. */ |
4013 |
new_item = get_archetype( got ); |
4014 |
if ( !new_item ) |
4015 |
{ |
4016 |
new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) ); |
4017 |
return; |
4018 |
} |
4019 |
new_item->nrof = yield; |
4020 |
new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) ); |
4021 |
insert_ob_in_ob( new_item, pl ); |
4022 |
esrv_send_inventory( pl, pl ); |
4023 |
/* Eat up one item */ |
4024 |
decrease_ob_nr( marked, 1 ); |
4025 |
/* Eat one transformer if needed */ |
4026 |
if ( transformer->stats.food ) |
4027 |
if ( --transformer->stats.food == 0 ) |
4028 |
decrease_ob_nr( transformer, 1 ); |
4029 |
} |