Example #1
0
/* Proper usage includes:
 * 1.  Initializing the slot during character generation or a
 *     restore.
 * 2.  Setting the slot due to a player's actions.
 * 3.  If one of the objects in the slot are split off, these
 *     functions can be used to put the remainder back in the slot.
 * 4.  Putting an item that was thrown and returned back into the slot.
 * 5.  Emptying the slot, by passing a null object.  NEVER pass
 *     zeroobj!
 *
 * If the item is being moved from another slot, it is the caller's
 * responsibility to handle that.  It's also the caller's responsibility
 * to print the appropriate messages.
 */
void setuwep(struct obj *obj)
{
	struct obj *olduwep = uwep;

	if (obj == uwep) return; /* necessary to not set unweapon */
	/* This message isn't printed in the caller because it happens
	 * *whenever* Sunsword is unwielded, from whatever cause.
	 */
	setworn(obj, W_WEP);
	if (uwep == obj && artifact_light(olduwep) && olduwep->lamplit) {
	    end_burn(olduwep, FALSE);
	    if (!Blind) pline("%s glowing.", Tobjnam(olduwep, "stop"));
	}
	/* Note: Explicitly wielding a pick-axe will not give a "bashing"
	 * message.  Wielding one via 'a'pplying it will.
	 * 3.2.2:  Wielding arbitrary objects will give bashing message too.
	 */
	if (obj) {
		unweapon = (obj->oclass == WEAPON_CLASS) ?
				is_launcher(obj) || is_ammo(obj) ||
				is_missile(obj) || (is_pole(obj)
				&& !u.usteed) : !is_weptool(obj);
	} else
		unweapon = TRUE;	/* for "bare hands" message */
	update_inventory();
}
Example #2
0
/* release the objects the creature is carrying */
void
relobj(struct monst *mtmp, int show, boolean is_pet)
{       /* If true, pet should keep wielded/worn items */
    struct obj *otmp;
    int omx = mtmp->mx, omy = mtmp->my;
    struct obj *keepobj = 0;
    struct obj *wep = MON_WEP(mtmp), *hwep = attacktype(mtmp->data, AT_WEAP)
        ? select_hwep(mtmp) : (struct obj *)0, *proj =
        attacktype(mtmp->data, AT_WEAP)
        ? select_rwep(mtmp) : (struct obj *)0, *rwep;
    boolean item1 = FALSE, item2 = FALSE;

    rwep = attacktype(mtmp->data, AT_WEAP) ? propellor : &zeroobj;


    if (!is_pet || mindless(mtmp->data) || is_animal(mtmp->data))
        item1 = item2 = TRUE;
    if (!tunnels(mtmp->data) || !needspick(mtmp->data))
        item1 = TRUE;

    while ((otmp = mtmp->minvent) != 0) {
        obj_extract_self(otmp);
        /* special case: pick-axe and unicorn horn are non-worn */
        /* items that we also want pets to keep 1 of */
        /* (It is a coincidence that these can also be wielded.) */
        if (otmp->owornmask || otmp == wep || otmp == hwep || otmp == rwep ||
            otmp == proj ||
            would_prefer_hwep(mtmp, otmp) ||  /* cursed item in hand? */
            would_prefer_rwep(mtmp, otmp) || could_use_item(mtmp, otmp) ||
            ((!rwep || rwep == &zeroobj) &&
             (is_ammo(otmp) || is_launcher(otmp))) ||
            (rwep && rwep != &zeroobj && ammo_and_launcher(otmp, rwep)) ||
            ((!item1 && otmp->otyp == PICK_AXE) ||
             (!item2 && otmp->otyp == UNICORN_HORN && !otmp->cursed))) {
            if (is_pet) {       /* dont drop worn/wielded item */
                if (otmp->otyp == PICK_AXE)
                    item1 = TRUE;
                if (otmp->otyp == UNICORN_HORN && !otmp->cursed)
                    item2 = TRUE;
                otmp->nobj = keepobj;
                keepobj = otmp;
                continue;
            }
        }
        if (otmp == wep)
            setmnotwielded(mtmp, otmp);
        mdrop_obj(mtmp, otmp, is_pet && flags.verbose);
    }

    /* put kept objects back */
    while ((otmp = keepobj) != NULL) {
        keepobj = otmp->nobj;
        add_to_minv(mtmp, otmp);
    }

    if (show & cansee(omx, omy))
        newsym(omx, omy);
}
Example #3
0
void CUIWeaponCellItem::OnAfterChild(CUIDragDropListEx* parent_list)
{
	if(is_silencer() && GetIcon(eSilencer))
		InitAddon	(GetIcon(eSilencer), *object()->GetSilencerName(),	m_addon_offset[eSilencer], parent_list->GetVerticalPlacement());

	if(is_scope() && GetIcon(eScope))
		InitAddon	(GetIcon(eScope),	*object()->GetScopeName(),		m_addon_offset[eScope], parent_list->GetVerticalPlacement());

	if(is_launcher() && GetIcon(eLauncher))
		InitAddon	(GetIcon(eLauncher), *object()->GetGrenadeLauncherName(),m_addon_offset[eLauncher], parent_list->GetVerticalPlacement());
}
Example #4
0
static struct obj *
DROPPABLES(struct monst *mon)
{
    struct obj *obj;
    struct obj *wep = MON_WEP(mon), *hwep = attacktype(mon->data, AT_WEAP)
        ? select_hwep(mon) : (struct obj *)0, *proj =
        attacktype(mon->data, AT_WEAP)
        ? select_rwep(mon) : (struct obj *)0, *rwep;
    boolean item1 = FALSE, item2 = FALSE;

    rwep = attacktype(mon->data, AT_WEAP) ? propellor : &zeroobj;

    if (is_animal(mon->data) || mindless(mon->data))
        item1 = item2 = TRUE;
    if (!tunnels(mon->data) || !needspick(mon->data))
        item1 = TRUE;
    for (obj = mon->minvent; obj; obj = obj->nobj) {
        if (!item1 && is_pick(obj) &&
            (obj->otyp != DWARVISH_MATTOCK || !which_armor(mon, W_ARMS))) {
            item1 = TRUE;
            continue;
        }
        if (!item2 && obj->otyp == UNICORN_HORN && !obj->cursed) {
            item2 = TRUE;
            continue;
        }
        if (!obj->owornmask && obj != wep && obj != rwep &&
            obj != proj && obj != hwep &&
            !would_prefer_hwep(mon, obj)  /* cursed item in hand?  */
            && !would_prefer_rwep(mon, obj)
            && ((rwep != &zeroobj) || (!is_ammo(obj) && !is_launcher(obj)))
            && (rwep == &zeroobj || !ammo_and_launcher(obj, rwep))
            && !could_use_item(mon, obj))
            return obj;
    }
    return NULL;
}
Example #5
0
static void
make_player_info(struct nh_player_info *pi)
{
    int cap, advskills, i;

    memset(pi, 0, sizeof (struct nh_player_info));

    pi->moves = moves;
    strncpy(pi->plname, u.uplname, sizeof (pi->plname));
    pi->align = u.ualign.type;

    /* This function could be called before the game is fully inited. Test
       youmonst.data as it is required for near_capacity().
       program_state.game_running is no good, as we need this data before
       game_running is set.

       TODO: Wow this is hacky. */
    if (!youmonst.data)
        return;
    API_ENTRY_CHECKPOINT_RETURN_VOID_ON_ERROR();

    pi->x = youmonst.mx;
    pi->y = youmonst.my;
    pi->z = u.uz.dlevel;

    if (Upolyd) {
        strncpy(pi->rank, msgtitlecase(mons[u.umonnum].mname),
                sizeof (pi->rank));
    } else
        strncpy(pi->rank, rank(), sizeof (pi->rank));

    strncpy(pi->rolename, (u.ufemale && urole.name.f) ?
            urole.name.f : urole.name.m, sizeof (pi->rolename));
    strncpy(pi->racename, urace.noun, sizeof (pi->racename));
    strncpy(pi->gendername, genders[u.ufemale].adj,
            sizeof(pi->gendername));

    pi->max_rank_sz = mrank_sz;

    /* abilities */
    pi->st = ACURR(A_STR);
    pi->st_extra = 0;
    if (pi->st > 118) {
        pi->st = pi->st - 100;
        pi->st_extra = 0;
    } else if (pi->st > 18) {
        pi->st_extra = pi->st - 18;
        pi->st = 18;
    }

    pi->dx = ACURR(A_DEX);
    pi->co = ACURR(A_CON);
    pi->in = ACURR(A_INT);
    pi->wi = ACURR(A_WIS);
    pi->ch = ACURR(A_CHA);

    pi->score = botl_score();

    /* hp and energy */
    pi->hp = Upolyd ? u.mh : u.uhp;
    pi->hpmax = Upolyd ? u.mhmax : u.uhpmax;
    if (pi->hp < 0)
        pi->hp = 0;

    pi->en = u.uen;
    pi->enmax = u.uenmax;
    pi->ac = find_mac(&youmonst);

    pi->gold = money_cnt(invent);
    pi->coinsym = def_oc_syms[COIN_CLASS];
    describe_level(pi->level_desc);

    pi->monnum = u.umonster;
    pi->cur_monnum = u.umonnum;

    /* level and exp points */
    if (Upolyd)
        pi->level = mons[u.umonnum].mlevel;
    else
        pi->level = youmonst.m_lev;
    pi->xp = youmonst.exp;

    cap = near_capacity();

    /* check if any skills could be anhanced */
    advskills = 0;
    for (i = 0; i < P_NUM_SKILLS; i++) {
        if (P_RESTRICTED(i))
            continue;
        if (can_advance(i, FALSE))
            advskills++;
    }
    pi->can_enhance = advskills > 0;

    /* add status items for various problems there can be at most 24 items here 
       at any one time or we overflow the buffer */
    if (hu_stat[u.uhs]) /* 1 */
        strncpy(pi->statusitems[pi->nr_items++], hu_stat[u.uhs], ITEMLEN);

    if (Confusion)      /* 2 */
        strncpy(pi->statusitems[pi->nr_items++], "Conf", ITEMLEN);

    if (sick(&youmonst)) { /* 3 */
        if (u.usick_type & SICK_VOMITABLE)
            strncpy(pi->statusitems[pi->nr_items++], "FoodPois", ITEMLEN);
        if (u.usick_type & SICK_NONVOMITABLE)
            strncpy(pi->statusitems[pi->nr_items++], "Ill", ITEMLEN);
    }
    if (Blind)  /* 4 */
        strncpy(pi->statusitems[pi->nr_items++], "Blind", ITEMLEN);
    if (slippery_fingers(&youmonst))   /* 5 */
        strncpy(pi->statusitems[pi->nr_items++], "Greasy", ITEMLEN);
    if (leg_hurt(&youmonst))       /* 6 */
        strncpy(pi->statusitems[pi->nr_items++], "Lame", ITEMLEN);
    if (stunned(&youmonst))        /* 7 */
        strncpy(pi->statusitems[pi->nr_items++], "Stun", ITEMLEN);
    if (hallucinating(&youmonst))  /* 8 */
        strncpy(pi->statusitems[pi->nr_items++], "Hallu", ITEMLEN);
    if (strangled(&youmonst))      /* 9 */
        strncpy(pi->statusitems[pi->nr_items++], "Strangle", ITEMLEN);
    if (sliming(&youmonst))        /* 10 */
        strncpy(pi->statusitems[pi->nr_items++], "Slime", ITEMLEN);
    if (petrifying(&youmonst))     /* 11 */
        strncpy(pi->statusitems[pi->nr_items++], "Petrify", ITEMLEN);
    if (u.ustuck && !Engulfed && !sticks(youmonst.data))      /* 12 */
        strncpy(pi->statusitems[pi->nr_items++], "Held", ITEMLEN);
    if (enc_stat[cap]           )  /* 13 */
        strncpy(pi->statusitems[pi->nr_items++], enc_stat[cap], ITEMLEN);
    if (cancelled(&youmonst))
        strncpy(pi->statusitems[pi->nr_items++], "Cancelled", ITEMLEN);
    if (slow(&youmonst))
        strncpy(pi->statusitems[pi->nr_items++], "Slow", ITEMLEN);
    if (Levitation)     /* 14 */
        strncpy(pi->statusitems[pi->nr_items++], "Lev", ITEMLEN);
    else if (Flying)
        strncpy(pi->statusitems[pi->nr_items++], "Fly", ITEMLEN);
    if (uwep && is_pick(uwep)) /* 15 (first case) */
        strncpy(pi->statusitems[pi->nr_items++], "Dig", ITEMLEN);
    else if (uwep && is_launcher(uwep))
        strncpy(pi->statusitems[pi->nr_items++], "Ranged", ITEMLEN);
    else if (uwep && (uwep->otyp == CORPSE) && (touch_petrifies(&mons[uwep->corpsenm])))
        strncpy(pi->statusitems[pi->nr_items++], "cWielded", ITEMLEN);
    else if (!uwep)
        strncpy(pi->statusitems[pi->nr_items++], "Unarmed", ITEMLEN);
    else if (!is_wep(uwep))
        strncpy(pi->statusitems[pi->nr_items++], "NonWeap", ITEMLEN);
    else {
        /* strncpy(pi->statusitems[pi->nr_items++], "Melee", ITEMLEN); */
        /* Don't show the default Melee status light, as that's the most common case. */
        /* 15 (last case) */
    }
    if (u.utrap)        /* 16 */
        strncpy(pi->statusitems[pi->nr_items++], trap_stat[u.utraptype],
                ITEMLEN);

    API_EXIT();
}