Beispiel #1
0
/**
 * Remove an amount of an object from the inventory or quiver, returning
 * a detached object which can be used.
 *
 * Optionally describe what remains.
 */
struct object *gear_object_for_use(struct object *obj, int num, bool message)
{
	struct object *usable;
	char name[80];
	char label = gear_to_label(obj);
	bool artifact = obj->artifact &&
		(object_is_known(obj) || object_name_is_visible(obj));

	/* Bounds check */
	num = MIN(num, obj->number);

	/* Prepare a name if necessary */
	if (message) {
		/* Artifacts */
		if (artifact)
			object_desc(name, sizeof(name), obj, ODESC_FULL | ODESC_SINGULAR);
		else {
			/* Describe as if it's already reduced */
			obj->number -= num;
			object_desc(name, sizeof(name), obj, ODESC_PREFIX | ODESC_FULL);
			obj->number += num;
		}
	}

	/* Split off a usable object if necessary */
	if (obj->number > num) {
		usable = object_split(obj, num);
	} else {
		/* We're using the entire stack */
		usable = obj;
		gear_excise_object(usable);

		/* Stop tracking item */
		if (tracked_object_is(player->upkeep, obj))
			track_object(player->upkeep, NULL);

		/* Inventory has changed, so disable repeat command */ 
		cmd_disable_repeat();
	}

	/* Change the weight */
	player->upkeep->total_weight -= (num * obj->weight);

	/* Housekeeping */
	player->upkeep->update |= (PU_BONUS);
	player->upkeep->notice |= (PN_COMBINE);
	player->upkeep->redraw |= (PR_INVEN | PR_EQUIP);

	/* Print a message if desired */
	if (message) {
		if (artifact)
			msg("You no longer have the %s (%c).", name, label);
		else
			msg("You have %s (%c).", name, label);
	}

	return usable;
}
Beispiel #2
0
/**
 * Drop (some of) a non-cursed inventory/equipment item "near" the current
 * location
 *
 * There are two cases here - a single object or entire stack is being dropped,
 * or part of a stack is being split off and dropped
 */
void inven_drop(struct object *obj, int amt)
{
	int py = player->py;
	int px = player->px;
	struct object *dropped;

	char o_name[80];
	char label;

	/* Error check */
	if (amt <= 0)
		return;

	/* Check it is still held, in case there were two drop commands queued
	 * for this item.  This is in theory not ideal, but in practice should
	 * be safe. */
	if (!pile_contains(player->gear, obj))
		return;

	/* Get where the object is now */
	label = gear_to_label(obj);

	/* Not too many */
	if (amt > obj->number) amt = obj->number;

	/* Take off equipment */
	if (object_is_equipped(player->body, obj))
		inven_takeoff(obj);

	/* Get the object */
	dropped = gear_object_for_use(obj, amt, TRUE);

	/* Describe the dropped object */
	object_desc(o_name, sizeof(o_name), dropped, ODESC_PREFIX | ODESC_FULL);

	/* Message */
	msg("You drop %s (%c).", o_name, label);

	/* Drop it near the player */
	drop_near(cave, dropped, 0, py, px, FALSE);

	event_signal(EVENT_INVENTORY);
	event_signal(EVENT_EQUIPMENT);
}
Beispiel #3
0
/**
 * Drop (some of) a non-cursed inventory/equipment item "near" the current
 * location
 *
 * There are two cases here - a single object or entire stack is being dropped,
 * or part of a stack is being split off and dropped
 */
void inven_drop(struct object *obj, int amt)
{
	int py = player->py;
	int px = player->px;
	struct object *dropped;

	char o_name[80];

	/* Error check */
	if (amt <= 0)
		return;

	/* This should not happen - ask for report */
	if (!pile_contains(player->gear, obj)) {
		/* Describe the dropped object */
		object_desc(o_name, sizeof(o_name), obj, ODESC_PREFIX | ODESC_FULL);

		msg("Bug - attempt to drop %s when not held!", o_name);
		return;
	}

	/* Not too many */
	if (amt > obj->number) amt = obj->number;

	/* Take off equipment */
	if (object_is_equipped(player->body, obj))
		inven_takeoff(obj);

	/* Get the object */
	dropped = gear_object_for_use(obj, amt, TRUE);

	/* Describe the dropped object */
	object_desc(o_name, sizeof(o_name), dropped, ODESC_PREFIX | ODESC_FULL);

	/* Message */
	msg("You drop %s (%c).", o_name, gear_to_label(obj));

	/* Drop it near the player */
	drop_near(cave, dropped, 0, py, px, FALSE);

	event_signal(EVENT_INVENTORY);
}
Beispiel #4
0
/**
 * Destroys a type of item on a given percent chance.
 * The chance 'cperc' is in hundredths of a percent (1-in-10000)
 * Note that missiles are no longer necessarily all destroyed
 *
 * Returns number of items destroyed.
 */
int inven_damage(struct player *p, int type, int cperc)
{
	int j, k, amt;
	struct object *obj = p->gear;
	char o_name[80];
	bool damage;

	/* No chance means no damage */
	if (cperc <= 0)
		return 0;

	/* Count the casualties */
	k = 0;

	/* Scan through the gear */
	while (obj) {
		struct object *next = obj->next;
		if (object_is_equipped(p->body, obj)) {
			obj = next;
			continue;
		}

		/* Hack -- for now, skip artifacts */
		if (obj->artifact) {
			obj = next;
			continue;
		}

		/* Give this item slot a shot at death if it is vulnerable */
		if ((obj->el_info[type].flags & EL_INFO_HATES) &&
			!(obj->el_info[type].flags & EL_INFO_IGNORE)) {
			/* Chance to destroy this item */
			int chance = cperc;

			/* Track if it is damaged instead of destroyed */
			damage = false;

			/* Analyze the type to see if we just damage it
			 * - we also check for rods to reduce chance */
			if (tval_is_weapon(obj) && !tval_is_ammo(obj)) {
				/* Chance to damage it */
				if (randint0(10000) < cperc) {
					/* Damage the item */
					obj->to_h--;
					if (p->obj_k->to_h)
						obj->known->to_h = obj->to_h;
					obj->to_d--;
					if (p->obj_k->to_d)
						obj->known->to_d = obj->to_d;

					/* Damaged! */
					damage = true;
				} else {
					obj = next;
					continue;
				}
			} else if (tval_is_armor(obj)) {
				/* Chance to damage it */
				if (randint0(10000) < cperc) {
					/* Damage the item */
					obj->to_a--;
					if (p->obj_k->to_a)
						obj->known->to_a = obj->to_a;

					/* Damaged! */
					damage = true;
				} else {
					obj = next;
					continue;
				}
			} else if (tval_is_rod(obj)) {
				chance = (chance / 4);
			}


			/* Damage instead of destroy */
			if (damage) {
				p->upkeep->update |= (PU_BONUS);
				p->upkeep->redraw |= (PR_EQUIP);

				/* Casualty count */
				amt = obj->number;
			} else
				/* ... or count the casualties */
				for (amt = j = 0; j < obj->number; ++j)
					if (randint0(10000) < chance) amt++;

			/* Some casualities */
			if (amt) {
				struct object *destroyed;
				bool none_left = false;

				/* Get a description */
				object_desc(o_name, sizeof(o_name), obj, ODESC_BASE);

				/* Message */
				msgt(MSG_DESTROY, "%sour %s (%c) %s %s!",
				           ((obj->number > 1) ?
				            ((amt == obj->number) ? "All of y" :
				             (amt > 1 ? "Some of y" : "One of y")) : "Y"),
				           o_name, gear_to_label(obj),
				           ((amt > 1) ? "were" : "was"),
					   (damage ? "damaged" : "destroyed"));

				/* Damage already done? */
				if (damage)
					continue;

				/* Destroy "amt" items */
				destroyed = gear_object_for_use(obj, amt, false, &none_left);
				if (destroyed->known)
					object_delete(&destroyed->known);
				object_delete(&destroyed);

				/* Count the casualties */
				k += amt;
			}
		}
		obj = next;
	}

	/* Return the casualty count */
	return (k);
}
Beispiel #5
0
/**
 * Drop (some of) a non-cursed inventory/equipment item "near" the current
 * location
 *
 * There are two cases here - a single object or entire stack is being dropped,
 * or part of a stack is being split off and dropped
 */
void inven_drop(struct object *obj, int amt)
{
	int py = player->py;
	int px = player->px;
	struct object *dropped;
	bool none_left = false;
	bool quiver = false;

	char name[80];
	char label;

	/* Error check */
	if (amt <= 0)
		return;

	/* Check it is still held, in case there were two drop commands queued
	 * for this item.  This is in theory not ideal, but in practice should
	 * be safe. */
	if (!object_is_carried(player, obj))
		return;

	/* Get where the object is now */
	label = gear_to_label(obj);

	/* Is it in the quiver? */
	if (object_is_in_quiver(player, obj))
		quiver = true;

	/* Not too many */
	if (amt > obj->number) amt = obj->number;

	/* Take off equipment, don't combine */
	if (object_is_equipped(player->body, obj))
		inven_takeoff(obj);

	/* Get the object */
	dropped = gear_object_for_use(obj, amt, false, &none_left);

	/* Describe the dropped object */
	object_desc(name, sizeof(name), dropped, ODESC_PREFIX | ODESC_FULL);

	/* Message */
	msg("You drop %s (%c).", name, label);

	/* Describe what's left */
	if (dropped->artifact) {
		object_desc(name, sizeof(name), dropped,
					ODESC_FULL | ODESC_SINGULAR);
		msg("You no longer have the %s (%c).", name, label);
	} else if (none_left) {
		/* Play silly games to get the right description */
		int number = dropped->number;
		dropped->number = 0;
		object_desc(name, sizeof(name), dropped, ODESC_PREFIX | ODESC_FULL);
		msg("You have %s (%c).", name, label);
		dropped->number = number;
	} else {
		object_desc(name, sizeof(name), obj, ODESC_PREFIX | ODESC_FULL);
		msg("You have %s (%c).", name, label);
	}

	/* Drop it near the player */
	drop_near(cave, &dropped, 0, py, px, false);

	/* Sound for quiver objects */
	if (quiver)
		sound(MSG_QUIVER);

	event_signal(EVENT_INVENTORY);
	event_signal(EVENT_EQUIPMENT);
}
Beispiel #6
0
/**
 * Add an item to the players inventory.
 *
 * If the new item can combine with an existing item in the inventory,
 * it will do so, using object_similar() and object_absorb(), else,
 * the item will be placed into the first available gear array index.
 *
 * This function can be used to "over-fill" the player's pack, but only
 * once, and such an action must trigger the "overflow" code immediately.
 * Note that when the pack is being "over-filled", the new item must be
 * placed into the "overflow" slot, and the "overflow" must take place
 * before the pack is reordered, but (optionally) after the pack is
 * combined.  This may be tricky.  See "dungeon.c" for info.
 *
 * Note that this code removes any location information from the object once
 * it is placed into the inventory, but takes no responsibility for removing
 * the object from any other pile it was in.
 */
void inven_carry(struct player *p, struct object *obj, bool absorb,
				 bool message)
{
	struct object *gear_obj;
	char o_name[80];

	/* Check for combining, if appropriate */
	if (absorb) {
		for (gear_obj = p->gear; gear_obj; gear_obj = gear_obj->next) {
			/* Can't stack equipment */
			if (object_is_equipped(p->body, gear_obj))
				continue;

			/* Check if the two items can be combined */
			if (object_similar(gear_obj, obj, OSTACK_PACK)) {
				/* Increase the weight */
				p->upkeep->total_weight += (obj->number * obj->weight);

				/* Combine the items, and their known versions */
				object_absorb(gear_obj->known, obj->known);
				obj->known = NULL;
				object_absorb(gear_obj, obj);

				/* Describe the combined object */
				object_desc(o_name, sizeof(o_name), gear_obj,
							ODESC_PREFIX | ODESC_FULL);

				/* Recalculate bonuses */
				p->upkeep->update |= (PU_BONUS | PU_INVEN);

				/* Redraw stuff */
				p->upkeep->redraw |= (PR_INVEN);

				/* Inventory will need updating */
				update_stuff(player);

				/* Optionally, display a message */
				if (message)
					msg("You have %s (%c).", o_name, gear_to_label(gear_obj));

				/* Sound for quiver objects */
				if (object_is_in_quiver(p, gear_obj))
					sound(MSG_QUIVER);

				/* Success */
				return;
			}
		}
	}

	/* Paranoia */
	assert(pack_slots_used(p) <= z_info->pack_size);

	/* Add to the end of the list */
	gear_insert_end(obj);

	/* Apply an autoinscription */
	apply_autoinscription(obj);

	/* Remove cave object details */
	obj->held_m_idx = 0;
	obj->iy = obj->ix = 0;
	obj->known->iy = obj->known->ix = 0;

	/* Update the inventory */
	p->upkeep->total_weight += (obj->number * obj->weight);
	p->upkeep->update |= (PU_BONUS | PU_INVEN);
	p->upkeep->notice |= (PN_COMBINE);
	p->upkeep->redraw |= (PR_INVEN);

	/* Inventory will need updating */
	update_stuff(player);

	/* Hobbits ID mushrooms on pickup, gnomes ID wands and staffs on pickup */
	if (!object_flavor_is_aware(obj)) {
		if (player_has(player, PF_KNOW_MUSHROOM) && tval_is_mushroom(obj)) {
			object_flavor_aware(obj);
			msg("Mushrooms for breakfast!");
		} else if (player_has(player, PF_KNOW_ZAPPER) && tval_is_zapper(obj))
			object_flavor_aware(obj);
	}

	/* Optionally, display a message */
	if (message) {
		/* Describe the object */
		object_desc(o_name, sizeof(o_name), obj, ODESC_PREFIX | ODESC_FULL);

		/* Message */
		msg("You have %s (%c).", o_name, gear_to_label(obj));
	}

	/* Sound for quiver objects */
	if (object_is_in_quiver(p, obj))
		sound(MSG_QUIVER);
}
Beispiel #7
0
/**
 * Write a character dump
 */
void write_character_dump(ang_file *fff)
{
	int i, x, y;

	int a;
	wchar_t c;

	struct store *home = &stores[STORE_HOME];
	struct object **home_list = mem_zalloc(sizeof(struct object *) *
										   z_info->store_inven_max);
	char o_name[80];

	char buf[1024];
	char *p;

	/* Begin dump */
	file_putf(fff, "  [%s Character Dump]\n\n", buildid);

	/* Display player */
	display_player(0);

	/* Dump part of the screen */
	for (y = 1; y < 23; y++) {
		p = buf;
		/* Dump each row */
		for (x = 0; x < 79; x++) {
			/* Get the attr/char */
			(void)(Term_what(x, y, &a, &c));

			/* Dump it */
			p += wctomb(p, c);
		}

		/* Back up over spaces */
		while ((p > buf) && (p[-1] == ' ')) --p;

		/* Terminate */
		*p = '\0';

		/* End the row */
		file_putf(fff, "%s\n", buf);
	}

	/* Skip a line */
	file_putf(fff, "\n");

	/* Display player */
	display_player(1);

	/* Dump part of the screen */
	for (y = 11; y < 20; y++) {
		p = buf;
		/* Dump each row */
		for (x = 0; x < 39; x++) {
			/* Get the attr/char */
			(void)(Term_what(x, y, &a, &c));

			/* Dump it */
			p += wctomb(p, c);
		}

		/* Back up over spaces */
		while ((p > buf) && (p[-1] == ' ')) --p;

		/* Terminate */
		*p = '\0';

		/* End the row */
		file_putf(fff, "%s\n", buf);
	}

	/* Skip a line */
	file_putf(fff, "\n");

	/* Dump part of the screen */
	for (y = 11; y < 20; y++) {
		p = buf;
		/* Dump each row */
		for (x = 0; x < 39; x++) {
			/* Get the attr/char */
			(void)(Term_what(x + 40, y, &a, &c));

			/* Dump it */
			p += wctomb(p, c);
		}

		/* Back up over spaces */
		while ((p > buf) && (p[-1] == ' ')) --p;

		/* Terminate */
		*p = '\0';

		/* End the row */
		file_putf(fff, "%s\n", buf);
	}

	/* Skip some lines */
	file_putf(fff, "\n\n");


	/* If dead, dump last messages -- Prfnoff */
	if (player->is_dead) {
		i = messages_num();
		if (i > 15) i = 15;
		file_putf(fff, "  [Last Messages]\n\n");
		while (i-- > 0)
		{
			file_putf(fff, "> %s\n", message_str((s16b)i));
		}
		file_putf(fff, "\nKilled by %s.\n\n", player->died_from);
	}


	/* Dump the equipment */
	file_putf(fff, "  [Character Equipment]\n\n");
	for (i = 0; i < player->body.count; i++) {
		struct object *obj = slot_object(player, i);
		if (!obj) continue;

		object_desc(o_name, sizeof(o_name), obj, ODESC_PREFIX | ODESC_FULL);
		file_putf(fff, "%c) %s\n", gear_to_label(obj), o_name);
		object_info_chardump(fff, obj, 5, 72);
	}
	file_putf(fff, "\n\n");

	/* Dump the inventory */
	file_putf(fff, "\n\n  [Character Inventory]\n\n");
	for (i = 0; i < z_info->pack_size; i++) {
		struct object *obj = player->upkeep->inven[i];
		if (!obj) break;

		object_desc(o_name, sizeof(o_name), obj, ODESC_PREFIX | ODESC_FULL);
		file_putf(fff, "%c) %s\n", gear_to_label(obj), o_name);
		object_info_chardump(fff, obj, 5, 72);
	}
	file_putf(fff, "\n\n");

	/* Dump the quiver */
	file_putf(fff, "\n\n  [Character Quiver]\n\n");
	for (i = 0; i < z_info->quiver_size; i++) {
		struct object *obj = player->upkeep->quiver[i];
		if (!obj) continue;

		object_desc(o_name, sizeof(o_name), obj, ODESC_PREFIX | ODESC_FULL);
		file_putf(fff, "%c) %s\n", gear_to_label(obj), o_name);
		object_info_chardump(fff, obj, 5, 72);
	}
	file_putf(fff, "\n\n");

	/* Dump the Home -- if anything there */
	store_stock_list(home, home_list, z_info->store_inven_max);
	if (home->stock_num) {
		/* Header */
		file_putf(fff, "  [Home Inventory]\n\n");

		/* Dump all available items */
		for (i = 0; i < z_info->store_inven_max; i++) {
			struct object *obj = home_list[i];
			if (!obj) break;
			object_desc(o_name, sizeof(o_name), obj, ODESC_PREFIX | ODESC_FULL);
			file_putf(fff, "%c) %s\n", I2A(i), o_name);

			object_info_chardump(fff, obj, 5, 72);
		}

		/* Add an empty line */
		file_putf(fff, "\n\n");
	}

	/* Dump character history */
	dump_history(fff);
	file_putf(fff, "\n\n");

	/* Dump options */
	file_putf(fff, "  [Options]\n\n");

	/* Dump options */
	for (i = 0; i < OP_MAX; i++) {
		int opt;
		const char *title = "";
		switch (i) {
			case OP_INTERFACE: title = "User interface"; break;
			case OP_BIRTH: title = "Birth"; break;
		    default: continue;
		}

		file_putf(fff, "  [%s]\n\n", title);
		for (opt = 0; opt < OPT_MAX; opt++) {
			if (option_type(opt) != i) continue;

			file_putf(fff, "%-45s: %s (%s)\n",
			        option_desc(opt),
			        player->opts.opt[opt] ? "yes" : "no ",
			        option_name(opt));
		}

		/* Skip some lines */
		file_putf(fff, "\n");
	}

	mem_free(home_list);
}
Beispiel #8
0
/**
 * Add an item to the players inventory.
 *
 * If the new item can combine with an existing item in the inventory,
 * it will do so, using object_similar() and object_absorb(), else,
 * the item will be placed into the first available gear array index.
 *
 * This function can be used to "over-fill" the player's pack, but only
 * once, and such an action must trigger the "overflow" code immediately.
 * Note that when the pack is being "over-filled", the new item must be
 * placed into the "overflow" slot, and the "overflow" must take place
 * before the pack is reordered, but (optionally) after the pack is
 * combined.  This may be tricky.  See "dungeon.c" for info.
 *
 * Note that this code removes any location information from the object once
 * it is placed into the inventory, but takes no responsibility for removing
 * the object from any other pile it was in.
 */
void inven_carry(struct player *p, struct object *obj, bool absorb,
				 bool message)
{
	bool combining = false;

	/* Check for combining, if appropriate */
	if (absorb) {
		struct object *combine_item = NULL;

		struct object *gear_obj = p->gear;
		while (combine_item == false && gear_obj) {
			if (!object_is_equipped(p->body, gear_obj) &&
					object_similar(gear_obj, obj, OSTACK_PACK)) {
				combine_item = gear_obj;
			}

			gear_obj = gear_obj->next;
		}

		if (combine_item) {
			/* Increase the weight */
			p->upkeep->total_weight += (obj->number * obj->weight);

			/* Combine the items, and their known versions */
			object_absorb(combine_item->known, obj->known);
			obj->known = NULL;
			object_absorb(combine_item, obj);

			obj = combine_item;
			combining = true;
		}
	}

	/* We didn't manage the find an object to combine with */
	if (!combining) {
		/* Paranoia */
		assert(pack_slots_used(p) <= z_info->pack_size);

		gear_insert_end(obj);
		apply_autoinscription(obj);

		/* Remove cave object details */
		obj->held_m_idx = 0;
		obj->grid = loc(0, 0);
		obj->known->grid = loc(0, 0);

		/* Update the inventory */
		p->upkeep->total_weight += (obj->number * obj->weight);
		p->upkeep->notice |= (PN_COMBINE);

		/* Hobbits ID mushrooms on pickup, gnomes ID wands and staffs on pickup */
		if (!object_flavor_is_aware(obj)) {
			if (player_has(player, PF_KNOW_MUSHROOM) && tval_is_mushroom(obj)) {
				object_flavor_aware(obj);
				msg("Mushrooms for breakfast!");
			} else if (player_has(player, PF_KNOW_ZAPPER) && tval_is_zapper(obj))
				object_flavor_aware(obj);
		}
	}

	p->upkeep->update |= (PU_BONUS | PU_INVEN);
	p->upkeep->redraw |= (PR_INVEN);
	update_stuff(player);

	if (message) {
		char o_name[80];
		object_desc(o_name, sizeof(o_name), obj, ODESC_PREFIX | ODESC_FULL);
		msg("You have %s (%c).", o_name, gear_to_label(obj));
	}

	if (object_is_in_quiver(p, obj))
		sound(MSG_QUIVER);
}