/** * Melee effect handler: Eat the player's food. */ static void melee_effect_handler_EAT_FOOD(melee_effect_handler_context_t *context) { /* Steal some food */ int tries; /* Take damage */ take_hit(context->p, context->damage, context->ddesc); /* Player is dead */ if (context->p->is_dead) return; for (tries = 0; tries < 10; tries++) { /* Pick an item from the pack */ int index = randint0(z_info->pack_size); struct object *obj, *eaten; char o_name[80]; bool none_left = false; /* Get the item */ obj = context->p->upkeep->inven[index]; /* Skip non-objects */ if (obj == NULL) continue; /* Skip non-food objects */ if (!tval_is_edible(obj)) continue; if (obj->number == 1) { object_desc(o_name, sizeof(o_name), obj, ODESC_BASE); msg("Your %s (%c) was eaten!", o_name, I2A(index)); } else { object_desc(o_name, sizeof(o_name), obj, ODESC_PREFIX | ODESC_BASE); msg("One of your %s (%c) was eaten!", o_name, I2A(index)); } /* Steal and eat */ eaten = gear_object_for_use(obj, 1, false, &none_left); if (eaten->known) object_delete(&eaten->known); object_delete(&eaten); /* Obvious */ context->obvious = true; /* Done */ break; } }
/** * 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); }
/** * 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); }
/** * 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); }
/** * 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); }
/** * Wield or wear a single item from the pack or floor */ void inven_wield(struct object *obj, int slot) { struct object *wielded, *old = player->body.slots[slot].obj; const char *fmt; char o_name[80]; bool dummy = false; /* Increase equipment counter if empty slot */ if (old == NULL) player->upkeep->equip_cnt++; /* Take a turn */ player->upkeep->energy_use = z_info->move_energy; /* It's either a gear object or a floor object */ if (object_is_carried(player, obj)) { /* Split off a new object if necessary */ if (obj->number > 1) { wielded = gear_object_for_use(obj, 1, false, &dummy); /* The new item needs new gear and known gear entries */ wielded->next = obj->next; obj->next = wielded; wielded->prev = obj; if (wielded->next) (wielded->next)->prev = wielded; wielded->known->next = obj->known->next; obj->known->next = wielded->known; wielded->known->prev = obj->known; if (wielded->known->next) (wielded->known->next)->prev = wielded->known; } else { /* Just use the object directly */ wielded = obj; } } else { /* Get a floor item and carry it */ wielded = floor_object_for_use(obj, 1, false, &dummy); inven_carry(player, wielded, false, false); } /* Wear the new stuff */ player->body.slots[slot].obj = wielded; /* Do any ID-on-wield */ object_learn_on_wield(player, wielded); /* Where is the item now */ if (tval_is_melee_weapon(wielded)) fmt = "You are wielding %s (%c)."; else if (wielded->tval == TV_BOW) fmt = "You are shooting with %s (%c)."; else if (tval_is_light(wielded)) fmt = "Your light source is %s (%c)."; else fmt = "You are wearing %s (%c)."; /* Describe the result */ object_desc(o_name, sizeof(o_name), wielded, ODESC_PREFIX | ODESC_FULL); /* Message */ msgt(MSG_WIELD, fmt, o_name, I2A(slot)); /* Cursed! */ if (wielded->curses) { /* Warn the player */ msgt(MSG_CURSED, "Oops! It feels deathly cold!"); } /* See if we have to overflow the pack */ combine_pack(); pack_overflow(old); /* Recalculate bonuses, torch, mana, gear */ player->upkeep->notice |= (PN_IGNORE); player->upkeep->update |= (PU_BONUS | PU_INVEN); player->upkeep->redraw |= (PR_INVEN | PR_EQUIP | PR_ARMOR); player->upkeep->redraw |= (PR_STATS | PR_HP | PR_MANA | PR_SPEED); /* Disable repeats */ cmd_disable_repeat(); }
/** * Melee effect handler: Take something from the player's inventory. */ static void melee_effect_handler_EAT_ITEM(melee_effect_handler_context_t *context) { int tries; /* Take damage */ take_hit(context->p, context->damage, context->ddesc); /* Saving throw (unless paralyzed) based on dex and level */ if (!context->p->timed[TMD_PARALYZED] && (randint0(100) < (adj_dex_safe[context->p->state.stat_ind[STAT_DEX]] + context->p->lev))) { /* Saving throw message */ msg("You grab hold of your backpack!"); /* Occasional "blink" anyway */ context->blinked = TRUE; /* Obvious */ context->obvious = TRUE; /* Done */ return; } /* Find an item */ for (tries = 0; tries < 10; tries++) { struct object *obj, *stolen; char o_name[80]; bool split = FALSE; /* Pick an item */ int index = randint0(z_info->pack_size); /* Obtain the item */ obj = context->p->upkeep->inven[index]; /* Skip non-objects */ if (obj == NULL) continue; /* Skip artifacts */ if (obj->artifact) continue; /* Get a description */ object_desc(o_name, sizeof(o_name), obj, ODESC_FULL); /* Is it one of a stack being stolen? */ if (obj->number > 1) split = TRUE; /* Message */ msg("%s %s (%c) was stolen!", (split ? "One of your" : "Your"), o_name, I2A(index)); /* Steal and carry */ stolen = gear_object_for_use(obj, 1, FALSE); (void)monster_carry(cave, context->m_ptr, stolen); /* Obvious */ context->obvious = TRUE; /* Blink away */ context->blinked = TRUE; /* Done */ break; } }
/** * This is a helper function used by do_cmd_throw and do_cmd_fire. * * It abstracts out the projectile path, display code, identify and clean up * logic, while using the 'attack' parameter to do work particular to each * kind of attack. */ static void ranged_helper(struct object *obj, int dir, int range, int shots, ranged_attack attack) { int i, j; char o_name[80]; int path_n; struct loc path_g[256]; /* Start at the player */ int x = player->px; int y = player->py; /* Predict the "target" location */ int ty = y + 99 * ddy[dir]; int tx = x + 99 * ddx[dir]; bool hit_target = FALSE; bool none_left = FALSE; struct object *missile; /* Check for target validity */ if ((dir == 5) && target_okay()) { int taim; target_get(&tx, &ty); taim = distance(y, x, ty, tx); if (taim > range) { char msg[80]; strnfmt(msg, sizeof(msg), "Target out of range by %d squares. Fire anyway? ", taim - range); if (!get_check(msg)) return; } } /* Sound */ sound(MSG_SHOOT); /* Describe the object */ object_desc(o_name, sizeof(o_name), obj, ODESC_FULL | ODESC_SINGULAR); /* Actually "fire" the object -- Take a partial turn */ player->upkeep->energy_use = (z_info->move_energy / shots); /* Calculate the path */ path_n = project_path(path_g, range, y, x, ty, tx, 0); /* Hack -- Handle stuff */ handle_stuff(player); /* Start at the player */ x = player->px; y = player->py; /* Project along the path */ for (i = 0; i < path_n; ++i) { struct monster *mon = NULL; int ny = path_g[i].y; int nx = path_g[i].x; bool see = square_isseen(cave, ny, nx); /* Stop before hitting walls */ if (!(square_ispassable(cave, ny, nx)) && !(square_isprojectable(cave, ny, nx))) break; /* Advance */ x = nx; y = ny; /* Tell the UI to display the missile */ event_signal_missile(EVENT_MISSILE, obj, see, y, x); /* Try the attack on the monster at (x, y) if any */ mon = square_monster(cave, y, x); if (mon) { int visible = mflag_has(mon->mflag, MFLAG_VISIBLE); bool fear = FALSE; const char *note_dies = monster_is_unusual(mon->race) ? " is destroyed." : " dies."; struct attack_result result = attack(obj, y, x); int dmg = result.dmg; u32b msg_type = result.msg_type; char hit_verb[20]; my_strcpy(hit_verb, result.hit_verb, sizeof(hit_verb)); mem_free(result.hit_verb); if (result.success) { hit_target = TRUE; object_notice_attack_plusses(obj); /* Learn by use for other equipped items */ equip_notice_to_hit_on_attack(player); /* No negative damage; change verb if no damage done */ if (dmg <= 0) { dmg = 0; msg_type = MSG_MISS; my_strcpy(hit_verb, "fails to harm", sizeof(hit_verb)); } if (!visible) { /* Invisible monster */ msgt(MSG_SHOOT_HIT, "The %s finds a mark.", o_name); } else { for (j = 0; j < (int)N_ELEMENTS(ranged_hit_types); j++) { char m_name[80]; const char *dmg_text = ""; if (msg_type != ranged_hit_types[j].msg) continue; if (OPT(show_damage)) dmg_text = format(" (%d)", dmg); monster_desc(m_name, sizeof(m_name), mon, MDESC_OBJE); if (ranged_hit_types[j].text) msgt(msg_type, "Your %s %s %s%s. %s", o_name, hit_verb, m_name, dmg_text, ranged_hit_types[j].text); else msgt(msg_type, "Your %s %s %s%s.", o_name, hit_verb, m_name, dmg_text); } /* Track this monster */ if (mflag_has(mon->mflag, MFLAG_VISIBLE)) { monster_race_track(player->upkeep, mon->race); health_track(player->upkeep, mon); } } /* Hit the monster, check for death */ if (!mon_take_hit(mon, dmg, &fear, note_dies)) { message_pain(mon, dmg); if (fear && mflag_has(mon->mflag, MFLAG_VISIBLE)) { char m_name[80]; monster_desc(m_name, sizeof(m_name), mon, MDESC_DEFAULT); add_monster_message(m_name, mon, MON_MSG_FLEE_IN_TERROR, TRUE); } } } /* Stop the missile */ break; } /* Stop if non-projectable but passable */ if (!(square_isprojectable(cave, ny, nx))) break; } /* Get the missile */ if (object_is_carried(player, obj)) missile = gear_object_for_use(obj, 1, TRUE, &none_left); else missile = floor_object_for_use(obj, 1, TRUE, &none_left); /* Drop (or break) near that location */ drop_near(cave, missile, breakage_chance(missile, hit_target), y, x, TRUE); }