Esempio n. 1
0
static bool _create_arrows(void)
{
    int             item, slot;
    object_type  forge;

    item_tester_hook = _create_ammo_p;
    if (!get_item(&item, "Convert which item? ", "You have no item to convert.", USE_INVEN | USE_FLOOR)) 
        return FALSE;

    object_prep(&forge, lookup_kind(TV_ARROW, m_bonus(1, p_ptr->lev)+ 1));
    forge.number = (byte)rand_range(5, 10);
    apply_magic(&forge, p_ptr->lev, AM_NO_FIXED_ART);
    obj_identify(&forge);
    forge.discount = 99;

    msg_print("You make some ammo.");
    if (item >= 0)
    {
        inven_item_increase(item, -1);
        inven_item_describe(item);
        inven_item_optimize(item);
    }
    else
    {
        floor_item_increase(0 - item, -1);
        floor_item_describe(0 - item);
        floor_item_optimize(0 - item);
    }

    slot = inven_carry(&forge);
    if (slot >= 0) 
        autopick_alter_item(slot, FALSE);
    return TRUE;
}
Esempio n. 2
0
static void refuel_torch(object_type *j_ptr, object_type *o_ptr, int item)
{
	bitflag f[OF_SIZE];
	bitflag g[OF_SIZE];

	/* Refuel */
	j_ptr->timeout += o_ptr->timeout + 5;

	/* Message */
	msg("You combine the torches.");

	/* Transfer the LIGHT flag if refuelling from a torch with it to one
	   without it */
	object_flags(o_ptr, f);
	object_flags(j_ptr, g);
	if (of_has(f, OF_LIGHT) && !of_has(g, OF_LIGHT))
	{
		of_on(j_ptr->flags, OF_LIGHT);
		if (!j_ptr->ego && o_ptr->ego)
			j_ptr->ego = o_ptr->ego;
		msg("Your torch shines further!");
	}

	/* Over-fuel message */
	if (j_ptr->timeout >= FUEL_TORCH)
	{
		j_ptr->timeout = FUEL_TORCH;
		msg("Your torch is fully fueled.");
	}

	/* Refuel message */
	else
	{
		msg("Your torch glows more brightly.");
	}

	/* Decrease the item (from the pack) */
	if (item >= 0)
	{
		inven_item_increase(item, -1);
		inven_item_describe(item);
		inven_item_optimize(item);
	}

	/* Decrease the item (from the floor) */
	else
	{
		floor_item_increase(0 - item, -1);
		floor_item_describe(0 - item);
		floor_item_optimize(0 - item);
	}

	/* Recalculate torch */
	p_ptr->update |= (PU_TORCH);

	/* Redraw stuff */
	p_ptr->redraw |= (PR_EQUIP);
}
Esempio n. 3
0
/**********************************************************************
 * Powers
 **********************************************************************/
static void _absorb_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Absorb Weapon");
        break;
    case SPELL_DESC:
        var_set_string(res, "Destroys a single weapon, absorbing the essence of its power.");
        break;
    case SPELL_CAST:
    {
        object_type * o_ptr;
        int item;
        char o_name[MAX_NLEN];

        var_set_bool(res, FALSE);
        item_tester_hook = object_is_melee_weapon;

        if (!get_item(&item, "Absorb which item? ", "You have nothing to absorb.", USE_INVEN | USE_FLOOR)) break;

        if (item >= 0)
            o_ptr = &inventory[item];
        else
            o_ptr = &o_list[0 - item];

        object_desc(o_name, o_ptr, OD_NAME_ONLY);
        msg_format("You absorb the power of %s!", o_name);
        _absorb(o_ptr);

        if (item >= 0)
        {
            inven_item_increase(item, -1);
            inven_item_describe(item);
            inven_item_optimize(item);
        }
        else
        {
            floor_item_increase(0 - item, -1);
            floor_item_describe(0 - item);
            floor_item_optimize(0 - item);
        }
        

        var_set_bool(res, TRUE);
        break;
    }
    default:
        default_spell(cmd, res);
        break;
    }
}
Esempio n. 4
0
static void do_cmd_refill_torch(object_type *torch)
{
    int item;
    object_type *o_ptr;

    item_tester_hook = _is_torch;
    if (!get_item(&item, "Refuel with which torch? ", "You have no extra torches.", USE_INVEN | USE_FLOOR)) return;
    if (item >= 0)
        o_ptr = &inventory[item];
    else
        o_ptr = &o_list[0 - item];

    energy_use = 50;
    torch->xtra4 += o_ptr->xtra4 + 5;

    msg_print("You combine the torches.");
    if (_lite_is_darkness(o_ptr) && torch->xtra4 > 0)
    {
        torch->xtra4 = 0;
        msg_print("Your torch has gone out!");
    }
    else if (_lite_is_darkness(o_ptr) || _lite_is_darkness(torch))
    {
        torch->xtra4 = 0;
        msg_print("Curiously, your torch does not light.");
    }
    else if (torch->xtra4 >= FUEL_TORCH)
    {
        torch->xtra4 = FUEL_TORCH;
        msg_print("Your torch is fully fueled.");
    }
    else
        msg_print("Your torch glows more brightly.");

    if (item >= 0)
    {
        inven_item_increase(item, -1);
        inven_item_describe(item);
        inven_item_optimize(item);
    }
    else
    {
        floor_item_increase(0 - item, -1);
        floor_item_describe(0 - item);
        floor_item_optimize(0 - item);
    }

    p_ptr->update |= PU_TORCH;
}
static void _elemental_pack_destroy(object_p p, cptr destroy_fmt, int chance)
{
    int inven_ct = 0;
    int equip_ct = 0;
    int i;
    for (i = 0; i < INVEN_TOTAL; i++)
    {
        object_type *o_ptr = &inventory[i];
        char         o_name[MAX_NLEN];
        int          n = chance;
        int          old_ct = 0;

        if (!o_ptr->k_idx) continue;
        if (!p(o_ptr)) continue;
        
        if (i >= EQUIP_BEGIN) n /= 3;
        if (randint0(1000) >= MAX(1, n)) continue;

        old_ct = o_ptr->number;
        o_ptr->number = 1;
        object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
        o_ptr->number = old_ct;

        msg_format(destroy_fmt, o_name);
        stats_on_p_destroy(o_ptr, 1);

        inven_item_increase(i, -1);
        inven_item_describe(i);
        inven_item_optimize(i);

        if (i >= EQUIP_BEGIN) ++equip_ct;
        else ++inven_ct;
    }

    if (equip_ct)
    {
        p_ptr->update |= PU_BONUS;
        p_ptr->update |= PU_TORCH;
        p_ptr->update |= PU_MANA;
        p_ptr->redraw |= PR_EQUIPPY;
        p_ptr->window |= PW_EQUIP | PW_PLAYER;
    }
    if (inven_ct)
        p_ptr->window |= PW_INVEN;

    if (equip_ct + inven_ct)
        disturb(1, 0);
}
Esempio n. 6
0
void rage_mage_gain_spell(void)
{
    int item;

    if (p_ptr->blind || no_lite())
    {
        msg_print("You cannot see!");
        return;
    }

    if (p_ptr->confused)
    {
        msg_print("You are too confused!");
        return;
    }
    
    if (!p_ptr->new_spells)
    {
        msg_print("You cannot learn any new techniques!");
        return;
    }

    msg_format("You can learn %d new technique%s.", p_ptr->new_spells, (p_ptr->new_spells == 1 ? "" : "s"));
    msg_print(NULL);

    item_tester_tval = TV_RAGE_BOOK;
    if (get_item(&item, "Study which book?", "You have no books that you can read.", USE_INVEN))
    {
        int book = inventory[item].sval;
        if (_gain_spell(book))
        {
            char o_name[MAX_NLEN];
            int old_amt = inventory[item].number;

            inventory[item].number = 1;
            object_desc(o_name, &inventory[item], 0);
            inventory[item].number = old_amt;
            
            msg_format("%^s is destroyed.", o_name);
            inven_item_increase(item, -1);
            inven_item_describe(item);
            inven_item_optimize(item);
            
            energy_use = 100;
        }
    }
}
Esempio n. 7
0
/*
 * Refill the players lamp (from the pack or floor)
 */
static void do_cmd_refill_lamp(object_type *lantern)
{
    int item;
    object_type *o_ptr;

    item_tester_hook = item_tester_refill_lantern;
    if (!get_item(&item, "Refill with which flask? ", "You have no flasks of oil.", USE_INVEN | USE_FLOOR)) return;
    if (item >= 0)
        o_ptr = &inventory[item];
    else
        o_ptr = &o_list[0 - item];

    energy_use = 50;
    lantern->xtra4 += o_ptr->xtra4;
    msg_print("You fuel your lamp.");
    if ( _lite_is_darkness(o_ptr) && lantern->xtra4 > 0)
    {
        lantern->xtra4 = 0;
        msg_print("Your lamp has gone out!");
    }
    else if (_lite_is_darkness(o_ptr) || _lite_is_darkness(lantern))
    {
        lantern->xtra4 = 0;
        msg_print("Curiously, your lamp doesn't light.");
    }
    else if (lantern->xtra4 >= FUEL_LAMP)
    {
        lantern->xtra4 = FUEL_LAMP;
        msg_print("Your lamp is full.");
    }

    if (item >= 0)
    {
        inven_item_increase(item, -1);
        inven_item_describe(item);
        inven_item_optimize(item);
    }
    else
    {
        floor_item_increase(0 - item, -1);
        floor_item_describe(0 - item);
        floor_item_optimize(0 - item);
    }

    p_ptr->update |= PU_TORCH;
}
Esempio n. 8
0
static bool _create_bolts(void)
{
    int             item, slot;
    object_type  forge;

    item_tester_hook = _create_ammo_p;
    if (!get_item(&item, "Convert which item? ", "You have no item to convert.", USE_INVEN | USE_FLOOR)) 
        return FALSE;

    /* Note: You won't ever get Steel Bolts this way since I:18:1 is shared with 
       by Bolts and Steel Bolts and lookup_kind() picks the first match in k_info.txt.
       However, getting Steel from Bones/Junk would be a bit odd anyway ... */
    object_prep(&forge, lookup_kind(TV_BOLT, m_bonus(1, p_ptr->lev)+ 1));
    forge.number = (byte)rand_range(4, 8);
    apply_magic(&forge, p_ptr->lev, AM_NO_FIXED_ART);
    obj_identify(&forge);
    forge.discount = 99;

    msg_print("You make some ammo.");
    if (item >= 0)
    {
        inven_item_increase(item, -1);
        inven_item_describe(item);
        inven_item_optimize(item);
    }
    else
    {
        floor_item_increase(0 - item, -1);
        floor_item_describe(0 - item);
        floor_item_optimize(0 - item);
    }

    slot = inven_carry(&forge);
    if (slot >= 0) 
        autopick_alter_item(slot, FALSE);
    return TRUE;
}
Esempio n. 9
0
/* Absorb Magic */
static bool gain_magic(void)
{
    int item;
    int pval;
    object_type *o_ptr;
    int idx;
    char o_name[MAX_NLEN];

    item_tester_hook = item_tester_hook_recharge;
    if (!get_item(&item, "Gain power of which item? ", "You have nothing to gain power from.", (USE_INVEN | USE_FLOOR))) 
        return (FALSE);

    if (item >= 0)
        o_ptr = &inventory[item];
    else
        o_ptr = &o_list[0 - item];

    if (!object_is_known(o_ptr))
    {
        msg_print("You need to identify before absorbing.");
        return FALSE;
    }
    if (o_ptr->timeout)
    {
        msg_print("This item is still charging.");
        return FALSE;
    }

    idx = _find_idx(o_ptr->tval, o_ptr->sval);
    if (idx < 0) /* Bug? Tables need to be updated for every new device ... */
    {
        msg_print("You can't eat that!");
        return FALSE;
    }

    pval = o_ptr->pval;
    if (o_ptr->tval == TV_ROD)
    {
        p_ptr->magic_num2[idx] += o_ptr->number;
        if (p_ptr->magic_num2[idx] > 99) p_ptr->magic_num2[idx] = 99;
    }
    else
    {
        int num;
        for (num = o_ptr->number; num; num--)
        {
            int gain_num = pval;

            if (o_ptr->tval == TV_WAND) 
                gain_num = (pval + num - 1) / num;
            
            if (p_ptr->magic_num2[idx])
                gain_num = (gain_num + randint0(2))/2;

            p_ptr->magic_num2[idx] += gain_num;
            if (p_ptr->magic_num2[idx] > 99) p_ptr->magic_num2[idx] = 99;
            
            p_ptr->magic_num1[idx] += pval * _EATER_CHARGE;
            if (p_ptr->magic_num1[idx] > 99 * _EATER_CHARGE) 
                p_ptr->magic_num1[idx] = 99 * _EATER_CHARGE;
            if (p_ptr->magic_num1[idx] > p_ptr->magic_num2[idx] * _EATER_CHARGE) 
                p_ptr->magic_num1[idx] = p_ptr->magic_num2[idx] * _EATER_CHARGE;

            if (o_ptr->tval == TV_WAND) 
                pval -= (pval + num - 1) / num;
        }
    }

    object_desc(o_name, o_ptr, 0);
    msg_format("You absorb magic of %s.", o_name);

    /* Eliminate the item (from the pack) */
    if (item >= 0)
    {
        inven_item_increase(item, -999);
        inven_item_describe(item);
        inven_item_optimize(item);
    }
    /* Eliminate the item (from the floor) */
    else
    {
        floor_item_increase(0 - item, -999);
        floor_item_describe(0 - item);
        floor_item_optimize(0 - item);
    }
    return TRUE;
}
Esempio n. 10
0
static void refill_lamp(object_type *j_ptr, object_type *o_ptr, int item)
{
	/* Refuel */
	j_ptr->timeout += o_ptr->timeout ? o_ptr->timeout : o_ptr->pval[DEFAULT_PVAL];

	/* Message */
	msg("You fuel your lamp.");

	/* Comment */
	if (j_ptr->timeout >= FUEL_LAMP)
	{
		j_ptr->timeout = FUEL_LAMP;
		msg("Your lamp is full.");
	}

	/* Refilled from a lantern */
	if (o_ptr->sval == SV_LIGHT_LANTERN)
	{
		/* Unstack if necessary */
		if (o_ptr->number > 1)
		{
			object_type *i_ptr;
			object_type object_type_body;

			/* Get local object */
			i_ptr = &object_type_body;

			/* Obtain a local object */
			object_copy(i_ptr, o_ptr);

			/* Modify quantity */
			i_ptr->number = 1;

			/* Remove fuel */
			i_ptr->timeout = 0;

			/* Unstack the used item */
			o_ptr->number--;
			p_ptr->total_weight -= i_ptr->weight;

			/* Carry or drop */
			if (item >= 0)
				item = inven_carry(p_ptr, i_ptr);
			else
				drop_near(cave, i_ptr, 0, p_ptr->py, p_ptr->px, FALSE);
		}

		/* Empty a single lantern */
		else
		{
			/* No more fuel */
			o_ptr->timeout = 0;
		}

		/* Combine / Reorder the pack (later) */
		p_ptr->notice |= (PN_COMBINE | PN_REORDER);

		/* Redraw stuff */
		p_ptr->redraw |= (PR_INVEN);
	}

	/* Refilled from a flask */
	else
	{
		/* Decrease the item (from the pack) */
		if (item >= 0)
		{
			inven_item_increase(item, -1);
			inven_item_describe(item);
			inven_item_optimize(item);
		}

		/* Decrease the item (from the floor) */
		else
		{
			floor_item_increase(0 - item, -1);
			floor_item_describe(0 - item);
			floor_item_optimize(0 - item);
		}
	}

	/* Recalculate torch */
	p_ptr->update |= (PU_TORCH);

	/* Redraw stuff */
	p_ptr->redraw |= (PR_EQUIP);
}
Esempio n. 11
0
static void _shatter_device_spell(int cmd, variant *res)
{
	switch (cmd)
	{
	case SPELL_NAME:
		var_set_string(res, T("Shatter Device", ""));
		break;
	case SPELL_DESC:
		var_set_string(res, T("Destroy a magical device in your inventory for various effects.", ""));
		break;
	case SPELL_CAST:
	{
		int item;
		object_type *o_ptr;
		
		var_set_bool(res, FALSE);
		item_tester_hook = item_tester_hook_recharge;
		if (!get_item(&item, "Shatter which device?", "You have nothing to shatter.", USE_INVEN)) return;
		o_ptr = &inventory[item];
		var_set_bool(res, TRUE);
		
		if (_object_is_(o_ptr, TV_STAFF, SV_STAFF_DESTRUCTION))
		{
			if (destroy_area(py, px, 15 + p_ptr->lev + randint0(11), 4 * p_ptr->lev))
				msg_print("The dungeon collapses...");
			else
				msg_print("The dungeon trembles.");
		}
		else if ( _object_is_(o_ptr, TV_STAFF, SV_STAFF_HEALING)
		       || _object_is_(o_ptr, TV_ROD, SV_ROD_HEALING)
		       || _object_is_(o_ptr, TV_ROD, SV_ROD_RESTORATION) )
		{
			msg_print("You feel life flow through your body!");
			restore_level();
			(void)set_poisoned(0, TRUE);
			(void)set_blind(0, TRUE);
			(void)set_confused(0, TRUE);
			(void)set_image(0, TRUE);
			(void)set_stun(0, TRUE);
			(void)set_cut(0, TRUE);
			(void)do_res_stat(A_STR);
			(void)do_res_stat(A_CON);
			(void)do_res_stat(A_DEX);
			(void)do_res_stat(A_WIS);
			(void)do_res_stat(A_INT);
			(void)do_res_stat(A_CHR);
			update_stuff();
			hp_player(5000);
		}
		else if (_object_is_(o_ptr, TV_ROD, SV_ROD_TELEPORT_AWAY))
		{
			banish_monsters(p_ptr->lev * 4);
		}
		else
		{
			project(0, 5, py, px, 
				k_info[o_ptr->k_idx].level * 16, 
				_object_dam_type(o_ptr), 
				PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
		}
		inven_item_increase(item, -1);
		inven_item_describe(item);
		inven_item_optimize(item);
		break;
	}
	default:
		default_spell(cmd, res);
		break;
	}
}
Esempio n. 12
0
/*
 * Throw an object from the pack or floor.
 *
 * Note: "unseen" monsters are very hard to hit.
 *
 * Should throwing a weapon do full damage?  Should it allow the magic
 * to hit bonus of the weapon to have an effect?  Should it ever cause
 * the item to be destroyed?  Should it do any damage at all?
 */
void do_cmd_throw(cmd_code code, cmd_arg args[])
{
	int dir, item;
	int i, j, y, x;
	s16b ty, tx;
	int chance, tdam, tdis;
	int weight;

	object_type *o_ptr;

	object_type *i_ptr;
	object_type object_type_body;

	bool hit_body = FALSE;

	byte missile_attr;
	char missile_char;

	char o_name[80];

	u32b msg_type = 0;

	int path_n;
	u16b path_g[256];

	int msec = op_ptr->delay_factor * op_ptr->delay_factor;

	/* Get item to throw and direction in which to throw it. */
	item = args[0].item;
	dir = args[1].direction;

	/* Make sure the player isn't throwing wielded items */
	if (item >= INVEN_WIELD && item < QUIVER_START)
	{
		msg_print("You have cannot throw wielded items.");
		return;
	}

	/* Check the item being thrown is usable by the player. */
	if (!item_is_available(item, NULL, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
	{
		msg_format("That item is not within your reach.");
		return;
	}

	/* Get the object */
	o_ptr = object_from_item_idx(item);
	object_notice_on_firing(o_ptr);

	/* Get local object */
	i_ptr = &object_type_body;

	/* Obtain a local object */
	object_copy(i_ptr, o_ptr);

	/* Distribute the charges of rods/wands/staves between the stacks */
	distribute_charges(o_ptr, i_ptr, 1);

	/* Single object */
	i_ptr->number = 1;

	/* Reduce and describe inventory */
	if (item >= 0)
	{
		inven_item_increase(item, -1);
		inven_item_describe(item);
		inven_item_optimize(item);
	}

	/* Reduce and describe floor item */
	else
	{
		floor_item_increase(0 - item, -1);
		floor_item_optimize(0 - item);
	}


	/* Description */
	object_desc(o_name, sizeof(o_name), i_ptr, ODESC_FULL);

	/* Find the color and symbol for the object for throwing */
	missile_attr = object_attr(i_ptr);
	missile_char = object_char(i_ptr);


	/* Enforce a minimum "weight" of one pound */
	weight = ((i_ptr->weight > 10) ? i_ptr->weight : 10);

	/* Hack -- Distance -- Reward strength, penalize weight */
	tdis = (adj_str_blow[p_ptr->state.stat_ind[A_STR]] + 20) * 10 / weight;

	/* Max distance of 10 */
	if (tdis > 10) tdis = 10;

	/* Hack -- Base damage from thrown object */
	tdam = damroll(i_ptr->dd, i_ptr->ds);
	if (!tdam) tdam = 1;
	tdam += i_ptr->to_d;

	/* Chance of hitting */
	chance = (p_ptr->state.skills[SKILL_TO_HIT_THROW] + (p_ptr->state.to_h * BTH_PLUS_ADJ));


	/* Take a turn */
	p_ptr->energy_use = 100;


	/* Start at the player */
	y = p_ptr->py;
	x = p_ptr->px;

	/* Predict the "target" location */
	ty = p_ptr->py + 99 * ddy[dir];
	tx = p_ptr->px + 99 * ddx[dir];

	/* Check for "target request" */
	if ((dir == 5) && target_okay())
	{
		target_get(&tx, &ty);
	}

	/* Calculate the path */
	path_n = project_path(path_g, tdis, p_ptr->py, p_ptr->px, ty, tx, 0);


	/* Hack -- Handle stuff */
	handle_stuff();

	/* Project along the path */
	for (i = 0; i < path_n; ++i)
	{
		int ny = GRID_Y(path_g[i]);
		int nx = GRID_X(path_g[i]);

		/* Hack -- Stop before hitting walls */
		if (!cave_floor_bold(ny, nx)) break;

		/* Advance */
		x = nx;
		y = ny;

		/* Only do visuals if the player can "see" the missile */
		if (player_can_see_bold(y, x))
		{
			/* Visual effects */
			print_rel(missile_char, missile_attr, y, x);
			move_cursor_relative(y, x);

			Term_fresh();
			if (p_ptr->redraw) redraw_stuff();

			Term_xtra(TERM_XTRA_DELAY, msec);
			light_spot(y, x);

			Term_fresh();
			if (p_ptr->redraw) redraw_stuff();
		}

		/* Delay anyway for consistency */
		else
		{
			/* Pause anyway, for consistancy */
			Term_xtra(TERM_XTRA_DELAY, msec);
		}

		/* Handle monster */
		if (cave_m_idx[y][x] > 0)
		{
			monster_type *m_ptr = &mon_list[cave_m_idx[y][x]];
			monster_race *r_ptr = &r_info[m_ptr->r_idx];

			int chance2 = chance - distance(p_ptr->py, p_ptr->px, y, x);

			int visible = m_ptr->ml;

			/* Note the collision */
			hit_body = TRUE;

			/* Did we hit it (penalize range) */
			if (test_hit(chance2, r_ptr->ac, m_ptr->ml))
			{
				const char *hit_verb = "hits";
				bool fear = FALSE;
				const slay_t *best_s_ptr = NULL;

				/* Assume a default death */
				cptr note_dies = " dies.";

				/* Some monsters get "destroyed" */
				if (monster_is_unusual(r_ptr))
				{
					/* Special note at death */
					note_dies = " is destroyed.";
				}

				/* Apply special damage  - brought forward to fill in hit_verb XXX XXX XXX */
				improve_attack_modifier(i_ptr, m_ptr, &best_s_ptr);
				if (best_s_ptr != NULL)
				{
					tdam *= best_s_ptr->mult;
					hit_verb = best_s_ptr->range_verb;
				}
				/* Apply special damage XXX XXX XXX */
				tdam = critical_shot(i_ptr->weight, i_ptr->to_h, tdam, &msg_type);

				/* No negative damage; change verb if no damage done */
				if (tdam <= 0)
				{
					tdam = 0;
					hit_verb = "fail to harm";
				}

				/* Handle unseen monster */
				if (!visible)
				{
					/* Invisible monster */
					msg_format("The %s finds a mark.", o_name);
				}

				/* Handle visible monster */
				else
				{
					char m_name[80];

					/* Get "the monster" or "it" */
					monster_desc(m_name, sizeof(m_name), m_ptr, 0);

					/* Tell the player what happened */
					if (msg_type == MSG_SHOOT_HIT)
						message_format(MSG_SHOOT_HIT, 0, "The %s %s %s.", o_name, hit_verb, m_name);
					else
					{
						if (msg_type == MSG_HIT_GOOD)
						{
							message_format(MSG_HIT_GOOD, 0, "The %s %s %s. %s", o_name, hit_verb, m_name,
										   "It was a good hit!");
						}
						else if (msg_type == MSG_HIT_GREAT)
						{
							message_format(MSG_HIT_GREAT, 0, "The %s %s %s. %s", o_name, hit_verb, m_name,
										   "It was a great hit!");
						}
						else if (msg_type == MSG_HIT_SUPERB)
						{
							message_format(MSG_HIT_SUPERB, 0, "The %s %s %s. %s", o_name, hit_verb, m_name,
										   "It was a superb hit!");
						}
					}
					/* Hack -- Track this monster race */
					if (m_ptr->ml) monster_race_track(m_ptr->r_idx);

					/* Hack -- Track this monster */
					if (m_ptr->ml) health_track(cave_m_idx[y][x]);
				}

				/* Learn the bonuses */
				/* XXX Eddie This is messed up, better done for firing, */
				/* should use that method [split last] instead */
				/* check if inven_optimize removed what o_ptr referenced */
				if (object_similar(i_ptr, o_ptr, OSTACK_PACK))
					object_notice_attack_plusses(o_ptr);
				object_notice_attack_plusses(i_ptr);

				/* Complex message */
				if (p_ptr->wizard)
					msg_format("You do %d (out of %d) damage.",
							   tdam, m_ptr->hp);

				/* Hit the monster, check for death */
				if (mon_take_hit(cave_m_idx[y][x], tdam, &fear, note_dies))
				{
					/* Dead monster */
				}

				/* No death */
				else
				{
					/* Message */
					message_pain(cave_m_idx[y][x], tdam);

					/* Take note */
					if (fear && m_ptr->ml)
					{
						char m_name[80];

						/* Get the monster name (or "it") */
						monster_desc(m_name, sizeof(m_name), m_ptr, 0);

						/* Message */
						message_format(MSG_FLEE, m_ptr->r_idx,
						               "%^s flees in terror!", m_name);
					}
				}
			}

			/* Stop looking */
			break;
		}
	}

	/* Chance of breakage (during attacks) */
	j = (hit_body ? breakage_chance(i_ptr) : 0);

	/* Drop (or break) near that location */
	drop_near(i_ptr, j, y, x, TRUE);
}
Esempio n. 13
0
/*
 * Use an object the right way.
 *
 * There may be a BIG problem with any "effect" that can cause "changes"
 * to the inventory.  For example, a "scroll of recharging" can cause
 * a wand/staff to "disappear", moving the inventory up.  Luckily, the
 * scrolls all appear BEFORE the staffs/wands, so this is not a problem.
 * But, for example, a "staff of recharging" could cause MAJOR problems.
 * In such a case, it will be best to either (1) "postpone" the effect
 * until the end of the function, or (2) "change" the effect, say, into
 * giving a staff "negative" charges, or "turning a staff into a stick".
 * It seems as though a "rod of recharging" might in fact cause problems.
 * The basic problem is that the act of recharging (and destroying) an
 * item causes the inducer of that action to "move", causing "o_ptr" to
 * no longer point at the correct item, with horrifying results.
 */
void do_cmd_use(cmd_code code, cmd_arg args[])
{
	int item = args[0].item;
	object_type *o_ptr = object_from_item_idx(item);
	int effect;
	bool ident = FALSE, used = FALSE;
	bool was_aware = object_flavor_is_aware(o_ptr);
	int dir = 5;
	int px = p_ptr->px, py = p_ptr->py;
	int snd, boost, level;
	use_type use;
	int items_allowed = 0;

	/* Determine how this item is used. */
	if (obj_is_rod(o_ptr))
	{
		if (!obj_can_zap(o_ptr))
		{
			msg("That rod is still charging.");
			return;
		}

		use = USE_TIMEOUT;
		snd = MSG_ZAP_ROD;
		items_allowed = USE_INVEN | USE_FLOOR;
	}
	else if (obj_is_wand(o_ptr))
	{
		if (!obj_has_charges(o_ptr))
		{
			msg("That wand has no charges.");
			return;
		}

		use = USE_CHARGE;
		snd = MSG_ZAP_ROD;
		items_allowed = USE_INVEN | USE_FLOOR;
	}
	else if (obj_is_staff(o_ptr))
	{
		if (!obj_has_charges(o_ptr))
		{
			msg("That staff has no charges.");
			return;
		}

		use = USE_CHARGE;
		snd = MSG_USE_STAFF;
		items_allowed = USE_INVEN | USE_FLOOR;
	}
	else if (obj_is_food(o_ptr))
	{
		use = USE_SINGLE;
		snd = MSG_EAT;
		items_allowed = USE_INVEN | USE_FLOOR;
	}
	else if (obj_is_potion(o_ptr))
	{
		use = USE_SINGLE;
		snd = MSG_QUAFF;
		items_allowed = USE_INVEN | USE_FLOOR;
	}
	else if (obj_is_scroll(o_ptr))
	{
		/* Check player can use scroll */
		if (!player_can_read())
			return;

		use = USE_SINGLE;
		snd = MSG_GENERIC;
		items_allowed = USE_INVEN | USE_FLOOR;
	}
	else if (obj_is_activatable(o_ptr))
	{
		if (!obj_can_activate(o_ptr))
		{
			msg("That item is still charging.");
			return;
		}

		use = USE_TIMEOUT;
		snd = MSG_ACT_ARTIFACT;
		items_allowed = USE_EQUIP;
	}
	else
	{
		msg("The item cannot be used at the moment");
	}

	/* Check if item is within player's reach. */
	if (items_allowed == 0 || !item_is_available(item, NULL, items_allowed))
	{
		msg("You cannot use that item from its current location.");
		return;
	}

	/* track the object used */
	track_object(item);

	/* Figure out effect to use */
	effect = object_effect(o_ptr);

	/* If the item requires a direction, get one (allow cancelling) */
	if (obj_needs_aim(o_ptr))
		dir = args[1].direction;

	/* Check for use if necessary, and execute the effect */
	if ((use != USE_CHARGE && use != USE_TIMEOUT) || check_devices(o_ptr))
	{
		int beam = beam_chance(o_ptr->tval);

		/* Special message for artifacts */
		if (o_ptr->artifact)
		{
			msgt(snd, "You activate it.");
			if (o_ptr->artifact->effect_msg)
				activation_message(o_ptr, o_ptr->artifact->effect_msg);
			level = o_ptr->artifact->level;
		}
		else
		{
			/* Make a noise! */
			sound(snd);
			level = o_ptr->kind->level;
		}

		/* A bit of a hack to make ID work better.
			-- Check for "obvious" effects beforehand. */
		if (effect_obvious(effect)) object_flavor_aware(o_ptr);

		/* Boost damage effects if skill > difficulty */
		boost = MAX(p_ptr->state.skills[SKILL_DEVICE] - level, 0);

		/* Do effect */
		used = effect_do(effect, &ident, was_aware, dir, beam, boost);

		/* Quit if the item wasn't used and no knowledge was gained */
		if (!used && (was_aware || !ident)) return;
	}

	/* If the item is a null pointer or has been wiped, be done now */
	if (!o_ptr || !o_ptr->kind) return;

	if (ident) object_notice_effect(o_ptr);

	/* Food feeds the player */
	if (o_ptr->tval == TV_FOOD || o_ptr->tval == TV_POTION)
		(void)set_food(p_ptr->food + o_ptr->pval[DEFAULT_PVAL]);

	/* Use the turn */
	p_ptr->energy_use = 100;

	/* Mark as tried and redisplay */
	p_ptr->notice |= (PN_COMBINE | PN_REORDER);
	p_ptr->redraw |= (PR_INVEN | PR_EQUIP | PR_OBJECT);

	/*
	 * If the player becomes aware of the item's function, then mark it as
	 * aware and reward the player with some experience.  Otherwise, mark
	 * it as "tried".
	 */
	if (ident && !was_aware)
	{
		/* Object level */
		int lev = o_ptr->kind->level;

		object_flavor_aware(o_ptr);
		if (o_ptr->tval == TV_ROD) object_notice_everything(o_ptr);
		player_exp_gain(p_ptr, (lev + (p_ptr->lev / 2)) / p_ptr->lev);
		p_ptr->notice |= PN_SQUELCH;
	}
	else if (used)
	{
		object_flavor_tried(o_ptr);
	}

	/* If there are no more of the item left, then we're done. */
	if (!o_ptr->number) return;

	/* Chargeables act differently to single-used items when not used up */
	if (used && use == USE_CHARGE)
	{
		/* Use a single charge */
		o_ptr->pval[DEFAULT_PVAL]--;

		/* Describe charges */
		if (item >= 0)
			inven_item_charges(item);
		else
			floor_item_charges(0 - item);
	}
	else if (used && use == USE_TIMEOUT)
	{
		/* Artifacts use their own special field */
		if (o_ptr->artifact)
			o_ptr->timeout = randcalc(o_ptr->artifact->time, 0, RANDOMISE);
		else
			o_ptr->timeout += randcalc(o_ptr->kind->time, 0, RANDOMISE);
	}
	else if (used && use == USE_SINGLE)
	{
		/* Destroy a potion in the pack */
		if (item >= 0)
		{
			inven_item_increase(item, -1);
			inven_item_describe(item);
			inven_item_optimize(item);
		}

		/* Destroy a potion on the floor */
		else
		{
			floor_item_increase(0 - item, -1);
			floor_item_describe(0 - item);
			floor_item_optimize(0 - item);
		}
	}
	
	/* Hack to make Glyph of Warding work properly */
	if (cave->feat[py][px] == FEAT_GLYPH)
	{
		/* Push objects off the grid */
		if (cave->o_idx[py][px]) push_object(py, px);
	}


}
Esempio n. 14
0
/*
 * Refuel the players torch (from the pack or floor)
 */
static void do_cmd_refill_torch(void)
{
	int item;

	object_type *o_ptr;
	object_type *j_ptr;

	cptr q, s;


	/* Restrict the choices */
	item_tester_hook = item_tester_refill_torch;

	/* Get an item */
	q = "Refuel with which torch? ";
	s = "You have no extra torches.";
	if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;

	/* Get the item (in the pack) */
	if (item >= 0)
	{
		o_ptr = &inventory[item];
	}

	/* Get the item (on the floor) */
	else
	{
		o_ptr = &o_list[0 - item];
	}


	/* Take a partial turn */
	p_ptr->energy_use = 50;

	/* Get the primary torch */
	j_ptr = &inventory[INVEN_LIGHT];

	/* Refuel */
	j_ptr->pval += o_ptr->pval + 5;

	/* Message */
	msg_print("You combine the torches.");

	/* Over-fuel message */
	if (j_ptr->pval >= FUEL_TORCH)
	{
		j_ptr->pval = FUEL_TORCH;
		msg_print("Your torch is fully fueled.");
	}

	/* Refuel message */
	else
	{
		msg_print("Your torch glows more brightly.");
	}

	/* Decrease the item (from the pack) */
	if (item >= 0)
	{
		inven_item_increase(item, -1);
		inven_item_describe(item);
		inven_item_optimize(item);
	}

	/* Decrease the item (from the floor) */
	else
	{
		floor_item_increase(0 - item, -1);
		floor_item_describe(0 - item);
		floor_item_optimize(0 - item);
	}

	/* Recalculate torch */
	p_ptr->update |= (PU_TORCH);

	/* Window stuff */
	p_ptr->window |= (PW_EQUIP);
}
Esempio n. 15
0
File: cmd3.c Progetto: fph/mortsil
/*
 * Refuel the player's torch (from the pack or floor)
 */
void do_cmd_refuel_torch(object_type *default_o_ptr, int default_item)
{
	int item;

	object_type *o_ptr;
	object_type *j_ptr;

	cptr q, s;

	// use specified item if possible
	if (default_o_ptr != NULL)
	{
		o_ptr = default_o_ptr;
		item = default_item;
	}
	/* Get an item */
	else
	{		
		/* Restrict the choices */
		item_tester_hook = item_tester_refuel_torch;

		/* Get an item */
		q = "Refuel with which torch? ";
		s = "You have no extra torches.";
		if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;

		/* Get the item (in the pack) */
		if (item >= 0)
		{
			o_ptr = &inventory[item];
		}

		/* Get the item (on the floor) */
		else
		{
			o_ptr = &o_list[0 - item];
		}
	}

	/* Take a turn */
	p_ptr->energy_use = 100;

	// store the action type
	p_ptr->previous_action[0] = ACTION_MISC;
	
	/* Get the primary torch */
	j_ptr = &inventory[INVEN_LITE];

	/* Refuel */
	j_ptr->timeout += o_ptr->timeout + 5;

	/* Message */
	msg_print("You combine the torches.");

	/* Over-fuel message */
	if (j_ptr->timeout >= FUEL_TORCH)
	{
		j_ptr->timeout = FUEL_TORCH;
		msg_print("Your torch is fully fueled.");
	}

	/* Refuel message */
	else
	{
		msg_print("Your torch glows more brightly.");
	}

	/* Decrease the item (from the pack) */
	if (item >= 0)
	{
		inven_item_increase(item, -1);
		inven_item_describe(item);
		inven_item_optimize(item);
	}

	/* Decrease the item (from the floor) */
	else
	{
		floor_item_increase(0 - item, -1);
		floor_item_describe(0 - item);
		floor_item_optimize(0 - item);
	}

	/* Window stuff */
	p_ptr->window |= (PW_EQUIP);
	
	// get another chance to identify the torch
	ident_on_wield(j_ptr);
}
Esempio n. 16
0
/*
 * Destroy an item
 */
void do_cmd_destroy(void)
{
	int			item, amt = 1;
	int			old_number;

	bool		force = FALSE;

	object_type		*o_ptr;

	char		o_name[MAX_NLEN];

	char		out_val[160];

	cptr q, s;

	/* Hack -- force destruction */
	if (command_arg > 0) force = TRUE;


	/* Get an item */
#ifdef JP
	q = "どのアイテムを壊しますか? ";
	s = "壊せるアイテムを持っていない。";
#else
	q = "Destroy which item? ";
	s = "You have nothing to destroy.";
#endif

	if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;

	/* Get the item (in the pack) */
	if (item >= 0)
	{
		o_ptr = &inventory[item];
	}

	/* Get the item (on the floor) */
	else
	{
		o_ptr = &o_list[0 - item];
	}


	/* Verify unless quantity given */
	if (!force && (!(auto_destroy && (object_value(o_ptr) < 1))))
	{
		object_desc(o_name, o_ptr, OD_OMIT_PREFIX);

		/* Make a verification */
		sprintf(out_val, 
#ifdef JP
			"本当に%sを壊しますか? [y/n/Auto]",
#else
			"Really destroy %s? [y/n/Auto]",
#endif
			o_name);

		msg_print(NULL);

		/* HACK : Add the line to message buffer */
		message_add(out_val);
		p_ptr->window |= (PW_MESSAGE);
		window_stuff();

		/* Get an acceptable answer */
		while (TRUE)
		{
			char i;

			/* Prompt */
			prt(out_val, 0, 0);

			i = inkey();

			/* Erase the prompt */
			prt("", 0, 0);

			if (i == 'y' || i == 'Y')
			{
				break;
			}
			if (i == ESCAPE || i == 'n' || i == 'N')
			{
				/* Cancel */
				return;
			}
			if (i == 'A')
			{
				/* Add an auto-destroy preference line */
				if (autopick_autoregister(o_ptr))
				{
					/* Auto-destroy it */
					autopick_alter_item(item, TRUE);
				}

				/* The object is already destroyed. */
				return;
			}
		} /* while (TRUE) */
	}

	/* See how many items */
	if (o_ptr->number > 1)
	{
		/* Get a quantity */
		amt = get_quantity(NULL, o_ptr->number);

		/* Allow user abort */
		if (amt <= 0) return;
	}

	/* Describe the object */
	old_number = o_ptr->number;
	o_ptr->number = amt;
	object_desc(o_name, o_ptr, 0);
	o_ptr->number = old_number;

	/* Take a turn */
	energy_use = 100;

	/* Can the player destroy the object? */
	if (!can_player_destroy_object(o_ptr))
	{
		/* Don't take a turn */
		energy_use = 0;

		/* Message */
#ifdef JP
		msg_format("%sは破壊不可能だ。", o_name);
#else
		msg_format("You cannot destroy %s.", o_name);
#endif

		/* Done */
		return;
	}

	/* Message */
#ifdef JP
	msg_format("%sを壊した。", o_name);
#else
	msg_format("You destroy %s.", o_name);
#endif

	sound(SOUND_DESTROY);

	if (high_level_book(o_ptr))
	{
		bool gain_expr = FALSE;

		if (p_ptr->pclass == CLASS_WARRIOR)
		{
			gain_expr = TRUE;
		}
		else if (p_ptr->pclass == CLASS_PALADIN)
		{
			if (p_ptr->realm1 == REALM_LIFE)
			{
				if (o_ptr->tval != TV_LIFE_BOOK) gain_expr = TRUE;
			}
			else
			{
				if (o_ptr->tval == TV_LIFE_BOOK) gain_expr = TRUE;
			}
		}

		if (gain_expr && (p_ptr->exp < PY_MAX_EXP))
		{
			s32b tester_exp = p_ptr->max_exp / 20;
			if (tester_exp > 10000) tester_exp = 10000;
			if (o_ptr->sval < 3) tester_exp /= 4;
			if (tester_exp < 1) tester_exp = 1;

#ifdef JP
msg_print("更に経験を積んだような気がする。");
#else
			msg_print("You feel more experienced.");
#endif

			gain_exp(tester_exp * amt);
		}
	}

	/* Reduce the charges of rods/wands */
	reduce_charges(o_ptr, amt);

	/* Eliminate the item (from the pack) */
	if (item >= 0)
	{
		inven_item_increase(item, -amt);
		inven_item_describe(item);
		inven_item_optimize(item);
	}

	/* Eliminate the item (from the floor) */
	else
	{
		floor_item_increase(0 - item, -amt);
		floor_item_describe(0 - item);
		floor_item_optimize(0 - item);
	}
}
Esempio n. 17
0
/*
 * Jam a closed door with a spike
 *
 * This command may NOT be repeated
 */
void do_cmd_spike(cmd_code code, cmd_arg args[])
{
	int y, x, dir, item = 0;

	dir = args[0].direction;

	/* Get a spike */
	if (!get_spike(&item))
	{
		/* Message */
		msg_print("You have no spikes!");

		/* Done */
		return;
	}

	/* Get location */
	y = p_ptr->py + ddy[dir];
	x = p_ptr->px + ddx[dir];


	/* Verify legality */
	if (!do_cmd_spike_test(y, x)) return;


	/* Take a turn */
	p_ptr->energy_use = 100;

	/* Confuse direction */
	if (confuse_dir(&dir))
	{
		/* Get location */
		y = p_ptr->py + ddy[dir];
		x = p_ptr->px + ddx[dir];
	}


	/* Monster */
	if (cave_m_idx[y][x] > 0)
	{
		if (mon_list[cave_m_idx[y][x]].align & (AL_PET_MASK))
		{
			msg_print("There is a friendly monster in the way!");
		}
		else
		{
			/* Message */
			msg_print("There is a monster in the way!");

			/* Attack */
			py_attack(y, x);
		}
	}

	/* Go for it */
	else
	{
		/* Verify legality */
		if (!do_cmd_spike_test(y, x)) return;

		/* Successful jamming */
		msg_print("You jam the door with a spike.");

		/* Convert "locked" to "stuck" XXX XXX XXX */
		if (cave_feat[y][x] < FEAT_DOOR_HEAD + 0x08)
		{
			cave_feat[y][x] += 0x08;
		}

		/* Add one spike to the door */
		if (cave_feat[y][x] < FEAT_DOOR_TAIL)
		{
			cave_feat[y][x] += 0x01;
		}

		/* Use up, and describe, a single spike, from the bottom */
		inven_item_increase(item, -1);
		inven_item_describe(item);
		inven_item_optimize(item);
	}
}
Esempio n. 18
0
/*
 * Eat some food (from the pack or floor)
 */
void do_cmd_eat_food(void)
{
	int item, lev;
	bool ident;

	object_type *o_ptr;

	cptr q, s;


	/* Restrict choices to food */
	item_tester_tval = TV_FOOD;

	/* Get an item */
	q = "Eat which item? ";
	s = "You have nothing to eat.";
	if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;

	/* Get the item (in the pack) */
	if (item >= 0)
	{
		o_ptr = &inventory[item];
	}

	/* Get the item (on the floor) */
	else
	{
		o_ptr = &o_list[0 - item];
	}


	/* Sound */
	sound(MSG_EAT);


	/* Take a turn */
	p_ptr->energy_use = 100;

	/* Identity not known yet */
	ident = FALSE;

	/* Object level */
	lev = k_info[o_ptr->k_idx].level;

	/* Eat the food */
	use_object(o_ptr, &ident);

	/* Combine / Reorder the pack (later) */
	p_ptr->notice |= (PN_COMBINE | PN_REORDER);

	/* We have tried it */
	object_tried(o_ptr);

	/* The player is now aware of the object */
	if (ident && !object_aware_p(o_ptr))
	{
		object_aware(o_ptr);
		gain_exp((lev + (p_ptr->lev / 2)) / p_ptr->lev);
	}

	/* Window stuff */
	p_ptr->window |= (PW_INVEN | PW_EQUIP);


	/* Destroy a food in the pack */
	if (item >= 0)
	{
		inven_item_increase(item, -1);
		inven_item_describe(item);
		inven_item_optimize(item);
	}

	/* Destroy a food on the floor */
	else
	{
		floor_item_increase(0 - item, -1);
		floor_item_describe(0 - item);
		floor_item_optimize(0 - item);
	}
}
Esempio n. 19
0
File: cmd3.c Progetto: fph/mortsil
/*
 * Destroy an item
 */
void do_cmd_destroy(void)
{
	int item, amt;
	int old_number;
	int old_charges = 0;

	object_type *o_ptr;

	char o_name[80];

	char out_val[160];

	cptr q, s;

	item_tester_hook = item_tester_hook_destroy;


	// Special case for prising Silmarils from the Iron Crown of Morgoth
	o_ptr = &o_list[cave_o_idx[p_ptr->py][p_ptr->px]];
	if ((o_ptr->name1 >= ART_MORGOTH_1) && (o_ptr->name1 <= ART_MORGOTH_3))
	{
		// Select the melee weapon
		o_ptr = &inventory[INVEN_WIELD];
		
		// No weapon
		if (!o_ptr->k_idx)
		{
			msg_print("To prise a Silmaril from the crown, you would need to wield a weapon.");
		}
		
		// Wielding a weapon
		else
		{
			if (get_check("Will you try to prise a Silmaril from the Iron Crown? "))
			{
				prise_silmaril();
				
				/* Take a turn */
				p_ptr->energy_use = 100;
				
				// store the action type
				p_ptr->previous_action[0] = ACTION_MISC;
				
				return;
			}
		}
	}


	/* Get an item */
	q = "Destroy which item? ";
	s = "You have nothing to destroy.";
	if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;

	/* Get the item (in the pack) */
	if (item >= 0)
	{
		o_ptr = &inventory[item];
	}

	/* Get the item (on the floor) */
	else
	{
		o_ptr = &o_list[0 - item];
	}

	// Special case for Iron Crown of Morgoth, if it has Silmarils left
	if ((o_ptr->name1 >= ART_MORGOTH_1) && (o_ptr->name1 <= ART_MORGOTH_3))
	{
		if (item >= 0)
		{
			msg_print("You would have to put it down first.");
		}
		else
		{
			/* No weapon */
			if (!o_ptr->k_idx)
			{
				msg_print("To prise a Silmaril from the crown, you would need to wield a weapon.");
			}
			else
			{
				msg_print("You decide to try to prise out a Silmaril after all.");
				
				prise_silmaril();
				
				/* Take a turn */
				p_ptr->energy_use = 100;
				
				// store the action type
				p_ptr->previous_action[0] = ACTION_MISC;
				
				return;
			}
		}
	}

	/* Get a quantity */
	amt = get_quantity(NULL, o_ptr->number);

	/* Allow user abort */
	if (amt <= 0) return;

	/* Describe the object */
	old_number = o_ptr->number;

	/* Hack, state the correct number of charges to be destroyed if staff*/
	if ((o_ptr->tval == TV_STAFF) && (amt < o_ptr->number))
	{
		/*save the number of charges*/
		old_charges = o_ptr->pval;

		/*distribute the charges*/
		o_ptr->pval -= o_ptr->pval * amt / o_ptr->number;

		o_ptr->pval = old_charges - o_ptr->pval;
	}

	/*hack -  make sure we get the right amount displayed*/
	o_ptr->number = amt;

	/*now describe with correct amount*/
	object_desc(o_name, sizeof(o_name), o_ptr, TRUE, 3);

	/*reverse the hack*/
	o_ptr->number = old_number;

	/* Check for known special items */
	strnfmt(out_val, sizeof(out_val), "Really destroy %s? ", o_name);

	if (!get_check(out_val)) return;

	/* Take a turn */
	p_ptr->energy_use = 100;

	// store the action type
	p_ptr->previous_action[0] = ACTION_MISC;
		
	/* Message */
	msg_format("You destroy %s.", o_name);

	/*hack, restore the proper number of charges after the messages have printed
	 * so the proper number of charges are destroyed*/
	if (old_charges) o_ptr->pval = old_charges;

	/* Eliminate the item (from the pack) */
	if (item >= 0)
	{
		inven_item_increase(item, -amt);
		inven_item_describe(item);
		inven_item_optimize(item);
	}

	/* Eliminate the item (from the floor) */
	else
	{
		floor_item_increase(0 - item, -amt);
		floor_item_describe(0 - item);
		floor_item_optimize(0 - item);
	}
}
Esempio n. 20
0
/*
 * Read a scroll (from the pack or floor).
 *
 * Certain scrolls can be "aborted" without losing the scroll.  These
 * include scrolls with no effects but recharge or identify, which are
 * cancelled before use.  XXX Reading them still takes a turn, though.
 */
void do_cmd_read_scroll(void)
{
	int item, used_up, lev;
	bool ident;

	object_type *o_ptr;

	cptr q, s;


	/* Check some conditions */
	if (p_ptr->blind)
	{
		msg_print("You can't see anything.");
		return;
	}
	if (no_lite())
	{
		msg_print("You have no light to read by.");
		return;
	}
	if (p_ptr->confused)
	{
		msg_print("You are too confused!");
		return;
	}


	/* Restrict choices to scrolls */
	item_tester_tval = TV_SCROLL;

	/* Get an item */
	q = "Read which scroll? ";
	s = "You have no scrolls to read.";
	if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;

	/* Get the item (in the pack) */
	if (item >= 0)
	{
		o_ptr = &inventory[item];
	}

	/* Get the item (on the floor) */
	else
	{
		o_ptr = &o_list[0 - item];
	}


	/* Take a turn */
	p_ptr->energy_use = 100;

	/* Not identified yet */
	ident = FALSE;

	/* Object level */
	lev = k_info[o_ptr->k_idx].level;

	/* Read the scroll */
	used_up = use_object(o_ptr, &ident);

	/* Combine / Reorder the pack (later) */
	p_ptr->notice |= (PN_COMBINE | PN_REORDER);

	/* The item was tried */
	object_tried(o_ptr);

	/* An identification was made */
	if (ident && !object_aware_p(o_ptr))
	{
		object_aware(o_ptr);
		gain_exp((lev + (p_ptr->lev / 2)) / p_ptr->lev);
	}

	/* Window stuff */
	p_ptr->window |= (PW_INVEN | PW_EQUIP);


	/* Hack -- allow certain scrolls to be "preserved" */
	if (!used_up) return;


	/* Destroy a scroll in the pack */
	if (item >= 0)
	{
		inven_item_increase(item, -1);
		inven_item_describe(item);
		inven_item_optimize(item);
	}

	/* Destroy a scroll on the floor */
	else
	{
		floor_item_increase(0 - item, -1);
		floor_item_describe(0 - item);
		floor_item_optimize(0 - item);
	}
}
Esempio n. 21
0
/*
 * Quaff a potion (from the pack or the floor)
 */
void do_cmd_quaff_potion(void)
{
	int item, lev;
	bool ident;
	object_type *o_ptr;
	cptr q, s;


	/* Restrict choices to potions */
	item_tester_tval = TV_POTION;

	/* Get an item */
	q = "Quaff which potion? ";
	s = "You have no potions to quaff.";
	if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;

	/* Get the item (in the pack) */
	if (item >= 0)
	{
		o_ptr = &inventory[item];
	}

	/* Get the item (on the floor) */
	else
	{
		o_ptr = &o_list[0 - item];
	}


	/* Sound */
	sound(MSG_QUAFF);


	/* Take a turn */
	p_ptr->energy_use = 100;

	/* Not identified yet */
	ident = FALSE;

	/* Object level */
	lev = k_info[o_ptr->k_idx].level;

	/* Quaff the potion */
	use_object(o_ptr, &ident);

	/* Combine / Reorder the pack (later) */
	p_ptr->notice |= (PN_COMBINE | PN_REORDER);

	/* The item has been tried */
	object_tried(o_ptr);

	/* An identification was made */
	if (ident && !object_aware_p(o_ptr))
	{
		object_aware(o_ptr);
		gain_exp((lev + (p_ptr->lev / 2)) / p_ptr->lev);
	}

	/* Window stuff */
	p_ptr->window |= (PW_INVEN | PW_EQUIP);

	/* Destroy a potion in the pack */
	if (item >= 0)
	{
		inven_item_increase(item, -1);
		inven_item_describe(item);
		inven_item_optimize(item);
	}

	/* Destroy a potion on the floor */
	else
	{
		floor_item_increase(0 - item, -1);
		floor_item_describe(0 - item);
		floor_item_optimize(0 - item);
	}
}
Esempio n. 22
0
/*
 * Jam a closed door with a spike.  Now takes only 4/10ths normal energy
 * if no monster is in the way. -LM-
 *
 * This command may NOT be repeated
 */
void do_cmd_spike(void)
{
	int py = p_ptr->py;
	int px = p_ptr->px;

	int y, x, dir, item;


	/* Get a spike */
	if (!get_spike(&item))
	{
		/* Message */
		msg_print("You have no spikes!");

		/* Done */
		return;
	}


	/* Get a direction (or abort) */
	if (!get_rep_dir(&dir)) return;

	/* Get location */
	y = py + ddy[dir];
	x = px + ddx[dir];


	/* Verify legality */
	if (!do_cmd_spike_test(y, x)) return;


	/* Take a partial turn.   Now jamming is more useful. */
	p_ptr->energy_use = 40;

	/* Confuse direction */
	if (confuse_dir(&dir))
	{
		/* Get location */
		y = py + ddy[dir];
		x = px + ddx[dir];
	}


	/* Monster.  Make the action now take a full turn */
	if (cave_m_idx[y][x] > 0)
	{
		/* Message */
		msg_print("There is a monster in the way!");

			p_ptr->energy_use += 60;

		/* Attack */
		py_attack(y, x);
	}

	/* Go for it */
	else
	{
		/* Verify legality */
		if (!do_cmd_spike_test(y, x)) return;

		/* Successful jamming */
		msg_print("You jam the door with a spike.");

		/* Convert "locked" to "stuck" XXX XXX XXX */
		if (cave_feat[y][x] < FEAT_DOOR_HEAD + 0x08)
		{
			cave_feat[y][x] += 0x08;
		}

		/* Add one spike to the door */
		if (cave_feat[y][x] < FEAT_DOOR_TAIL)
		{
			cave_feat[y][x] += 0x01;
		}

		/* Use up, and describe, a single spike, from the bottom */
		inven_item_increase(item, -1);
		inven_item_describe(item);
		inven_item_optimize(item);
	}
}
Esempio n. 23
0
/*
 * Destroy an item
 */
void do_cmd_destroy(void)
{
	int item, amt;
	int old_number;

	object_type *o_ptr;

	char o_name[80];

	char out_val[160];

	cptr q, s;


	/* Get an item */
	q = "Destroy which item? ";
	s = "You have nothing to destroy.";
	if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;

	/* Get the item (in the pack) */
	if (item >= 0)
	{
		o_ptr = &inventory[item];
	}

	/* Get the item (on the floor) */
	else
	{
		o_ptr = &o_list[0 - item];
	}

	/* Get a quantity */
	amt = get_quantity(NULL, o_ptr->number);

	/* Allow user abort */
	if (amt <= 0) return;

	/* Describe the object */
	old_number = o_ptr->number;
	o_ptr->number = amt;
	object_desc(o_name, o_ptr, TRUE, 3);
	o_ptr->number = old_number;

	/* Verify destruction */
	if (verify_destroy)
	{
		sprintf(out_val, "Really destroy %s? ", o_name);
		if (!get_check(out_val)) return;
	}

	/* Take a turn */
	p_ptr->energy_use = 100;

	/* Artifacts cannot be destroyed */
	if (artifact_p(o_ptr))
	{
		/* Message */
		msg_format("You cannot destroy %s.", o_name);

		/* Don't mark id'ed objects */
		if (object_known_p(o_ptr)) return;

		/* It has already been sensed */
		if (o_ptr->ident & (IDENT_SENSE))
		{
			/* Already sensed objects always get improved feelings */
			if (cursed_p(o_ptr) || broken_p(o_ptr))
				o_ptr->discount = INSCRIP_TERRIBLE;
			else
				o_ptr->discount = INSCRIP_SPECIAL;
		}
		else
		{
			/* Mark the object as indestructible */
			o_ptr->discount = INSCRIP_INDESTRUCTIBLE;
		}

		/* Combine the pack */
		p_ptr->notice |= (PN_COMBINE);

		/* Window stuff */
		p_ptr->window |= (PW_INVEN | PW_EQUIP);

		p_ptr->redraw |= (PR_EQUIPPY);

		/* Done */
		return;
	}

	/* Message */
	msg_format("You destroy %s.", o_name);

	/* Eliminate the item (from the pack) */
	if (item >= 0)
	{
		inven_item_increase(item, -amt);
		inven_item_describe(item);
		inven_item_optimize(item);
	}

	/* Eliminate the item (from the floor) */
	else
	{
		floor_item_increase(0 - item, -amt);
		floor_item_describe(0 - item);
		floor_item_optimize(0 - item);
	}
}
Esempio n. 24
0
/*
 * Destroy an item
 */
void do_cmd_destroy(void)
{
    int          item, amt = 1;
    int          old_number;
    bool         force = FALSE;
    object_type *o_ptr;
    object_type  forge;
    object_type *q_ptr = &forge;
    bool         is_equipped = FALSE;
    char         o_name[MAX_NLEN];
    char         out_val[MAX_NLEN+40];

    cptr q, s;
    int mode = USE_INVEN | USE_FLOOR;

    if (p_ptr->pclass == CLASS_RUNE_KNIGHT)
        mode |= USE_EQUIP;

    if (p_ptr->special_defense & KATA_MUSOU)
    {
        set_action(ACTION_NONE);
    }

    /* Hack -- force destruction */
    if (command_arg > 0) force = TRUE;


    /* Get an item */
    q = "Destroy which item? ";
    s = "You have nothing to destroy.";

    if (!get_item(&item, q, s, mode)) return;

    /* Get the item (in the pack) */
    if (item >= 0)
    {
        o_ptr = &inventory[item];
        is_equipped = equip_is_valid_slot(item);
    }

    /* Get the item (on the floor) */
    else
    {
        o_ptr = &o_list[0 - item];
    }

    /* Hack for Rune Knight: They can destroy worn equipment, but only
       if it has the Sacrifice rune.  get_item() is not smart enough
       to handle this restriction ... */
    if (is_equipped && o_ptr->rune != RUNE_SACRIFICE)
    {
        msg_print("You must first remove that item before destroying it.");
        return;
    }

    /* Verify unless quantity given beforehand */
    if (!force && (confirm_destroy || (object_value(o_ptr) > 0)))
    {
        object_desc(o_name, o_ptr, OD_OMIT_PREFIX);

        /* Make a verification */
        sprintf(out_val, 
            "Really destroy %s? [y/n/Auto]",
            o_name);

        msg_print(NULL);

        /* HACK : Add the line to message buffer */
        message_add(out_val);
        p_ptr->window |= (PW_MESSAGE);
        window_stuff();

        /* Get an acceptable answer */
        while (TRUE)
        {
            char i;

            /* Prompt */
            prt(out_val, 0, 0);

            i = inkey();

            /* Erase the prompt */
            prt("", 0, 0);


            if (i == 'y' || i == 'Y')
            {
                break;
            }
            if (i == ESCAPE || i == 'n' || i == 'N')
            {
                /* Cancel */
                return;
            }
            if (i == 'A')
            {
                /* Add an auto-destroy preference line */
                if (autopick_autoregister(o_ptr))
                {
                    /* Auto-destroy it */
                    autopick_alter_item(item, TRUE);
                }

                /* The object is already destroyed. */
                return;
            }
        } /* while (TRUE) */
    }

    /* See how many items */
    if (o_ptr->number > 1)
    {
        /* Get a quantity */
        amt = get_quantity(NULL, o_ptr->number);

        /* Allow user abort */
        if (amt <= 0) return;
    }


    /* Describe the object */
    old_number = o_ptr->number;
    o_ptr->number = amt;
    object_desc(o_name, o_ptr, 0);
    o_ptr->number = old_number;

    /* Take a turn */
    energy_use = 100;

    /* Artifacts cannot be destroyed */
    if (!can_player_destroy_object(o_ptr))
    {
        energy_use = 0;

        /* Message */
        msg_format("You cannot destroy %s.", o_name);

        /* Done */
        return;
    }

    object_copy(q_ptr, o_ptr);

    stats_on_p_destroy(o_ptr, amt);

    if (prace_is_(RACE_MON_JELLY))
        jelly_eat_object(o_ptr);
    else if (prace_is_(RACE_MON_SWORD) && object_is_melee_weapon(o_ptr))
        sword_absorb_object(o_ptr);
    else if (prace_is_(RACE_MON_RING) && object_is_jewelry(o_ptr))
        ring_absorb_object(o_ptr);
    else
        msg_format("You destroy %s.", o_name);

    if (o_ptr->rune == RUNE_SACRIFICE)
    {
        int add_hp = is_equipped ? p_ptr->mhp : p_ptr->mhp/3;
        int add_sp = is_equipped ? p_ptr->msp : p_ptr->msp/3;

        msg_print("You feel a surge of wondrous power enter your body.");
        
        p_ptr->chp = MIN(p_ptr->mhp, p_ptr->chp + add_hp);
        p_ptr->chp_frac = 0;
        p_ptr->csp = MIN(p_ptr->msp, p_ptr->csp + add_sp);
        p_ptr->csp_frac = 0;

        p_ptr->redraw |= (PR_MANA);
        p_ptr->window |= (PW_PLAYER);
        p_ptr->window |= (PW_SPELL);
        p_ptr->redraw |= (PR_HP);

        if (is_equipped)
        {
            blast_object(o_ptr);
            o_ptr->curse_flags = TRC_HEAVY_CURSE;
        }
    }
    else if (is_equipped)
        blast_object(o_ptr);

    sound(SOUND_DESTITEM);

    /* Reduce the charges of rods/wands */
    reduce_charges(o_ptr, amt);

    /* Eliminate the item (from the pack) */
    if (item >= 0)
    {
        if (!is_equipped)
        {
            inven_item_increase(item, -amt);
            inven_item_describe(item);
            inven_item_optimize(item);
        }
    }

    /* Eliminate the item (from the floor) */
    else
    {
        floor_item_increase(0 - item, -amt);
        floor_item_describe(0 - item);
        floor_item_optimize(0 - item);
    }

    if ( p_ptr->pclass == CLASS_NECROMANCER
      && (q_ptr->tval == TV_LIFE_BOOK || q_ptr->tval == TV_CRUSADE_BOOK) )
    {
        int sp = 0;
        int osp = p_ptr->csp;
        switch (q_ptr->sval)
        {
        case 0: sp = 10; break;
        case 1: sp = 25; break;
        case 2: sp = 100; break;
        case 3: sp = 666; break;
        }

        p_ptr->csp += sp;
        if (p_ptr->csp >= p_ptr->msp)
        {
            p_ptr->csp = p_ptr->msp;
            p_ptr->csp_frac = 0;
        }

        if (p_ptr->csp > osp)
            msg_print("You feel your head clear.");

        p_ptr->redraw |= (PR_MANA);
    }

    if (high_level_book(q_ptr))
    {
        bool gain_expr = FALSE;

        if (p_ptr->prace == RACE_ANDROID)
        {
        }
        else if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_BERSERKER))
        {
            gain_expr = TRUE;
        }
        else if (p_ptr->pclass == CLASS_PALADIN)
        {
            if (is_good_realm(p_ptr->realm1))
            {
                if (!is_good_realm(tval2realm(q_ptr->tval))) gain_expr = TRUE;
            }
            else
            {
                if (is_good_realm(tval2realm(q_ptr->tval))) gain_expr = TRUE;
            }
        }

        if (gain_expr && (p_ptr->exp < PY_MAX_EXP))
        {
            s32b tester_exp = p_ptr->max_exp / 20;
            if (tester_exp > 10000) tester_exp = 10000;
            if (q_ptr->sval < 3) tester_exp /= 4;
            if (tester_exp<1) tester_exp = 1;

            msg_print("You feel more experienced.");
            gain_exp(tester_exp * amt);
        }
    }

    if (high_level_book(q_ptr) && q_ptr->tval == TV_LIFE_BOOK)
    {
        virtue_add(VIRTUE_UNLIFE, 1);
        virtue_add(VIRTUE_VITALITY, -1);
    }
    else if ( high_level_book(q_ptr) 
           && (q_ptr->tval == TV_DEATH_BOOK || q_ptr->tval == TV_NECROMANCY_BOOK) )
    {
        virtue_add(VIRTUE_UNLIFE, -1);
        virtue_add(VIRTUE_VITALITY, 1);
    }    

    if (q_ptr->to_a || q_ptr->to_h || q_ptr->to_d)
        virtue_add(VIRTUE_ENCHANTMENT, -1);
    
    if (object_value_real(q_ptr) > 30000)
        virtue_add(VIRTUE_SACRIFICE, 2);
    
    else if (object_value_real(q_ptr) > 10000)
        virtue_add(VIRTUE_SACRIFICE, 1);

    if (q_ptr->to_a != 0 || q_ptr->to_d != 0 || q_ptr->to_h != 0)
        virtue_add(VIRTUE_HARMONY, 1);

    if (equip_is_valid_slot(item)) 
        calc_android_exp();
}
Esempio n. 25
0
/*
 * Refill the players lamp (from the pack or floor)
 */
static void do_cmd_refill_lamp(void)
{
	int item;

	object_type *o_ptr;
	object_type *j_ptr;

	cptr q, s;


	/* Restrict the choices */
	item_tester_hook = item_tester_refill_lantern;

	/* Get an item */
	q = "Refill with which source of oil? ";
	s = "You have no sources of oil.";
	if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;

	/* Get the item (in the pack) */
	if (item >= 0)
	{
		o_ptr = &inventory[item];
	}

	/* Get the item (on the floor) */
	else
	{
		o_ptr = &o_list[0 - item];
	}


	/* Take a partial turn */
	p_ptr->energy_use = 50;

	/* Get the lantern */
	j_ptr = &inventory[INVEN_LIGHT];

	/* Refuel */
	j_ptr->pval += o_ptr->pval;

	/* Message */
	msg_print("You fuel your lamp.");

	/* Comment */
	if (j_ptr->pval >= FUEL_LAMP)
	{
		j_ptr->pval = FUEL_LAMP;
		msg_print("Your lamp is full.");
	}

	/* Use fuel from a lantern */
	if (o_ptr->sval == SV_LIGHT_LANTERN)
	{
		/* No more fuel */
		o_ptr->pval = 0;

		/* Combine / Reorder the pack (later) */
		p_ptr->notice |= (PN_COMBINE | PN_REORDER);

		/* Window stuff */
		p_ptr->window |= (PW_INVEN);
	}

	/* Decrease the item (from the pack) */
	else if (item >= 0)
	{
		inven_item_increase(item, -1);
		inven_item_describe(item);
		inven_item_optimize(item);
	}

	/* Decrease the item (from the floor) */
	else
	{
		floor_item_increase(0 - item, -1);
		floor_item_describe(0 - item);
		floor_item_optimize(0 - item);
	}

	/* Recalculate torch */
	p_ptr->update |= (PU_TORCH);

	/* Window stuff */
	p_ptr->window |= (PW_EQUIP);
}
Esempio n. 26
0
/*
 * Fire an object from the pack or floor.
 *
 * You may only fire items that "match" your missile launcher.
 *
 * See "calc_bonuses()" for more calculations and such.
 *
 * Note that "firing" a missile is MUCH better than "throwing" it.
 *
 * Note: "unseen" monsters are very hard to hit.
 *
 * Objects are more likely to break if they "attempt" to hit a monster.
 *
 * Rangers (with Bows) and Anyone (with "Extra Shots") get extra shots.
 * The "extra shot" code works by decreasing the amount of energy
 * required to make each shot, spreading the shots out over time.
 *
 * Note that when firing missiles, the launcher multiplier is applied
 * after all the bonuses are added in, making multipliers very useful.
 *
 * Note that Bows of "Extra Might" get extra range and an extra bonus
 * for the damage multiplier.
 */
void do_cmd_fire(cmd_code code, cmd_arg args[])
{
	int dir, item;
	int i, j, y, x;
	s16b ty, tx;
	int tdam, tdis, thits;
	int bonus, chance;

	object_type *o_ptr;
	object_type *j_ptr;

	object_type *i_ptr;
	object_type object_type_body;

	bool hit_body = FALSE;

	byte missile_attr;
	char missile_char;

	char o_name[80];

	u32b msg_type = 0;

	int path_n;
	u16b path_g[256];

	int msec = op_ptr->delay_factor * op_ptr->delay_factor;

	/* Get the "bow" */
	j_ptr = &p_ptr->inventory[INVEN_BOW];

	/* Require a usable launcher */
	if (!j_ptr->tval || !p_ptr->state.ammo_tval)
	{
		msg_print("You have nothing to fire with.");
		return;
	}

	/* Get item to fire and direction to fire in. */
	item = args[0].item;
	dir = args[1].direction;

	/* Check the item being fired is usable by the player. */
	if (!item_is_available(item, NULL, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
	{
		msg_format("That item is not within your reach.");
		return;
	}

	/* Get the object for the ammo */
	o_ptr = object_from_item_idx(item);

	/* Check the ammo can be used with the launcher */
	if (o_ptr->tval != p_ptr->state.ammo_tval)
	{
		msg_format("That ammo cannot be fired by your current weapon.");
		return;
	}

	/* Base range XXX XXX */
	tdis = 6 + 2 * p_ptr->state.ammo_mult;

	/* Start at the player */
	x = p_ptr->px;
	y = p_ptr->py;

	/* Predict the "target" location */
	ty = y + 99 * ddy[dir];
	tx = x + 99 * ddx[dir];

	/* Check for target validity */
	if ((dir == 5) && target_okay())
	{
		target_get(&tx, &ty);
		if (distance(y, x, ty, tx) > tdis)
		{
			if (!get_check("Target out of range.  Fire anyway? "))
				return;
		}
	}

	/* Sound */
	sound(MSG_SHOOT);

	object_notice_on_firing(o_ptr);

	/* Describe the object */
	object_desc(o_name, sizeof(o_name), o_ptr, ODESC_FULL | ODESC_SINGULAR);

	/* Find the color and symbol for the object for throwing */
	missile_attr = object_attr(o_ptr);
	missile_char = object_char(o_ptr);

	/* Use the proper number of shots */
	thits = p_ptr->state.num_fire;

	/* Actually "fire" the object */
	bonus = (p_ptr->state.to_h + o_ptr->to_h + j_ptr->to_h);
	chance = p_ptr->state.skills[SKILL_TO_HIT_BOW] +
			(bonus * BTH_PLUS_ADJ);

	/* Take a (partial) turn */
	p_ptr->energy_use = (100 / thits);

	/* Calculate the path */
	path_n = project_path(path_g, tdis, y, x, ty, tx, 0);

	/* Hack -- Handle stuff */
	handle_stuff();

	/* Project along the path */
	for (i = 0; i < path_n; ++i)
	{
		int ny = GRID_Y(path_g[i]);
		int nx = GRID_X(path_g[i]);

		/* Hack -- Stop before hitting walls */
		if (!cave_floor_bold(ny, nx)) break;

		/* Advance */
		x = nx;
		y = ny;

		/* Only do visuals if the player can "see" the missile */
		if (player_can_see_bold(y, x))
		{
			/* Visual effects */
			print_rel(missile_char, missile_attr, y, x);
			move_cursor_relative(y, x);

			Term_fresh();
			if (p_ptr->redraw) redraw_stuff();

			Term_xtra(TERM_XTRA_DELAY, msec);
			light_spot(y, x);

			Term_fresh();
			if (p_ptr->redraw) redraw_stuff();
		}

		/* Delay anyway for consistency */
		else
		{
			/* Pause anyway, for consistancy */
			Term_xtra(TERM_XTRA_DELAY, msec);
		}

		/* Handle monster */
		if (cave_m_idx[y][x] > 0)
		{
			monster_type *m_ptr = &mon_list[cave_m_idx[y][x]];
			monster_race *r_ptr = &r_info[m_ptr->r_idx];

			int chance2 = chance - distance(p_ptr->py, p_ptr->px, y, x);
			int visible = m_ptr->ml;
			int multiplier = 1;

			const char *hit_verb = "hits";
			const slay_t *best_s_ptr = NULL;

			/* Note the collision */
			hit_body = TRUE;

			/* Did we hit it (penalize distance travelled) */
			if (test_hit(chance2, r_ptr->ac, m_ptr->ml))
			{
				bool fear = FALSE;

				/* Assume a default death */
				cptr note_dies = " dies.";

				improve_attack_modifier(o_ptr, m_ptr, &best_s_ptr);
				improve_attack_modifier(j_ptr, m_ptr, &best_s_ptr);
				if (best_s_ptr != NULL)
					hit_verb = best_s_ptr->range_verb;

				/* Some monsters get "destroyed" */
				if (monster_is_unusual(r_ptr))
				{
					/* Special note at death */
					note_dies = " is destroyed.";
				}

				/* Calculate multiplier */
				multiplier = p_ptr->state.ammo_mult;
				if (best_s_ptr != NULL) multiplier += best_s_ptr->mult;

				/* Apply damage: multiplier, slays, criticals, bonuses */
				tdam = damroll(o_ptr->dd, o_ptr->ds);
				tdam += o_ptr->to_d + j_ptr->to_d;
				tdam *= multiplier;
				tdam = critical_shot(o_ptr->weight, o_ptr->to_h, tdam, &msg_type);

				object_notice_attack_plusses(o_ptr);
				object_notice_attack_plusses(&p_ptr->inventory[INVEN_BOW]);

				/* No negative damage; change verb if no damage done */
				if (tdam <= 0)
				{
					tdam = 0;
					hit_verb = "fail to harm";
				}

				/* Handle unseen monster */
				if (!visible)
				{
					/* Invisible monster */
					message_format(MSG_SHOOT_HIT, 0, "The %s finds a mark.", o_name);
				}

				/* Handle visible monster */
				else
				{
					char m_name[80];

					/* Get "the monster" or "it" */
					monster_desc(m_name, sizeof(m_name), m_ptr, 0);

					/* Tell the player what happened */
					if (msg_type == MSG_SHOOT_HIT)
						message_format(MSG_SHOOT_HIT, 0, "The %s %s %s.", o_name, hit_verb, m_name);
					else
					{
						if (msg_type == MSG_HIT_GOOD)
						{
							message_format(MSG_HIT_GOOD, 0, "The %s %s %s. %s", o_name, hit_verb, m_name,
										   "It was a good hit!");
						}
						else if (msg_type == MSG_HIT_GREAT)
						{
							message_format(MSG_HIT_GREAT, 0, "The %s %s %s. %s", o_name, hit_verb, m_name,
										   "It was a great hit!");
						}
						else if (msg_type == MSG_HIT_SUPERB)
						{
							message_format(MSG_HIT_SUPERB, 0, "The %s %s %s. %s", o_name, hit_verb, m_name,
										   "It was a superb hit!");
						}
					}
					/* Hack -- Track this monster race */
					if (m_ptr->ml) monster_race_track(m_ptr->r_idx);

					/* Hack -- Track this monster */
					if (m_ptr->ml) health_track(cave_m_idx[y][x]);

				}

				/* Complex message */
				if (p_ptr->wizard)
				{
					msg_format("You do %d (out of %d) damage.",
					           tdam, m_ptr->hp);
				}

				/* Hit the monster, check for death */
				if (mon_take_hit(cave_m_idx[y][x], tdam, &fear, note_dies))
				{
					/* Dead monster */
				}

				/* No death */
				else
				{
					/* Message */
					message_pain(cave_m_idx[y][x], tdam);

					/* Take note */
					if (fear && m_ptr->ml)
					{
						char m_name[80];

						/* Get the monster name (or "it") */
						monster_desc(m_name, sizeof(m_name), m_ptr, 0);

						/* Message */
						message_format(MSG_FLEE, m_ptr->r_idx,
						               "%^s flees in terror!", m_name);
					}
				}
			}

			/* Stop looking */
			break;
		}
	}



	/* Get local object */
	i_ptr = &object_type_body;

	/* Obtain a local object */
	object_copy(i_ptr, o_ptr);

	/* Single object */
	i_ptr->number = 1;

	if (item >= 0)
	{
		inven_item_increase(item, -1);
		inven_item_describe(item);
		inven_item_optimize(item);
	}

	/* Reduce and describe floor item */
	else
	{
		floor_item_increase(0 - item, -1);
		floor_item_optimize(0 - item);
	}


	/* Chance of breakage (during attacks) */
	j = (hit_body ? breakage_chance(i_ptr) : 0);

	/* Drop (or break) near that location */
	drop_near(i_ptr, j, y, x, TRUE);
}
Esempio n. 27
0
/**
 * 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(int item, int dir, int range, int shots, ranged_attack attack) {
	/* Get the ammo */
	object_type *o_ptr = object_from_item_idx(item);

	int i, j;
	byte missile_attr = object_attr(o_ptr);
	char missile_char = object_char(o_ptr);

	object_type object_type_body;
	object_type *i_ptr = &object_type_body;

	char o_name[80];

	int path_n;
	u16b path_g[256];

	int msec = op_ptr->delay_factor;

	/* Start at the player */
	int x = p_ptr->px;
	int y = p_ptr->py;

	/* Predict the "target" location */
	s16b ty = y + 99 * ddy[dir];
	s16b tx = x + 99 * ddx[dir];

	bool hit_target = FALSE;

	/* Check for target validity */
	if ((dir == 5) && target_okay()) {
		int taim;
		char msg[80];
		target_get(&tx, &ty);
		taim = distance(y, x, ty, tx);
		if (taim > range) {
			sprintf (msg, "Target out of range by %d squares. Fire anyway? ",
				taim - range);
			if (!get_check(msg)) return;
		}
	}

	/* Sound */
	sound(MSG_SHOOT);

	object_notice_on_firing(o_ptr);

	/* Describe the object */
	object_desc(o_name, sizeof(o_name), o_ptr, ODESC_FULL | ODESC_SINGULAR);

	/* Actually "fire" the object -- Take a partial turn */
	p_ptr->energy_use = (100 / shots);

	/* Calculate the path */
	path_n = project_path(path_g, range, y, x, ty, tx, 0);

	/* Hack -- Handle stuff */
	handle_stuff(p_ptr);

	/* Start at the player */
	x = p_ptr->px;
	y = p_ptr->py;

	/* Project along the path */
	for (i = 0; i < path_n; ++i) {
		int ny = GRID_Y(path_g[i]);
		int nx = GRID_X(path_g[i]);

		/* Hack -- Stop before hitting walls */
		if (!cave_floor_bold(ny, nx)) break;

		/* Advance */
		x = nx;
		y = ny;

		/* Only do visuals if the player can "see" the missile */
		if (player_can_see_bold(y, x)) {
			print_rel(missile_char, missile_attr, y, x);
			move_cursor_relative(y, x);

			Term_fresh();
			if (p_ptr->redraw) redraw_stuff(p_ptr);

			Term_xtra(TERM_XTRA_DELAY, msec);
			cave_light_spot(cave, y, x);

			Term_fresh();
			if (p_ptr->redraw) redraw_stuff(p_ptr);
		} else {
			/* Delay anyway for consistency */
			Term_xtra(TERM_XTRA_DELAY, msec);
		}

		/* Handle monster */
		if (cave->m_idx[y][x] > 0) break;
	}

	/* Try the attack on the monster at (x, y) if any */
	if (cave->m_idx[y][x] > 0) {
		monster_type *m_ptr = cave_monster(cave, cave->m_idx[y][x]);
		monster_race *r_ptr = &r_info[m_ptr->r_idx];
		int visible = m_ptr->ml;

		bool fear = FALSE;
		char m_name[80];
		const char *note_dies = monster_is_unusual(r_ptr) ? " is destroyed." : " dies.";

		struct attack_result result = attack(o_ptr, y, x);
		int dmg = result.dmg;
		u32b msg_type = result.msg_type;
		const char *hit_verb = result.hit_verb;

		if (result.success) {
			hit_target = TRUE;

			/* Get "the monster" or "it" */
			monster_desc(m_name, sizeof(m_name), m_ptr, 0);
		
			object_notice_attack_plusses(o_ptr);
		
			/* No negative damage; change verb if no damage done */
			if (dmg <= 0) {
				dmg = 0;
				hit_verb = "fail to harm";
			}
		
			if (!visible) {
				/* Invisible monster */
				msgt(MSG_SHOOT_HIT, "The %s finds a mark.", o_name);
			} else {
				/* Visible monster */
				if (msg_type == MSG_SHOOT_HIT)
					msgt(MSG_SHOOT_HIT, "The %s %s %s.", o_name, hit_verb, m_name);
				else if (msg_type == MSG_HIT_GOOD) {
					msgt(MSG_HIT_GOOD, "The %s %s %s. %s", o_name, hit_verb, m_name, "It was a good hit!");
				} else if (msg_type == MSG_HIT_GREAT) {
					msgt(MSG_HIT_GREAT, "The %s %s %s. %s", o_name, hit_verb, m_name,
						 "It was a great hit!");
				} else if (msg_type == MSG_HIT_SUPERB) {
					msgt(MSG_HIT_SUPERB, "The %s %s %s. %s", o_name, hit_verb, m_name,
						 "It was a superb hit!");
				}
		
				/* Track this monster */
				if (m_ptr->ml) monster_race_track(m_ptr->r_idx);
				if (m_ptr->ml) health_track(p_ptr, cave->m_idx[y][x]);
			}
		
			/* Complex message */
			if (p_ptr->wizard)
				msg("You do %d (out of %d) damage.", dmg, m_ptr->hp);
		
			/* Hit the monster, check for death */
			if (!mon_take_hit(cave->m_idx[y][x], dmg, &fear, note_dies)) {
				message_pain(cave->m_idx[y][x], dmg);
				if (fear && m_ptr->ml)
					add_monster_message(m_name, cave->m_idx[y][x], MON_MSG_FLEE_IN_TERROR, TRUE);
			}
		}
	}

	/* Obtain a local object */
	object_copy(i_ptr, o_ptr);
	object_split(i_ptr, o_ptr, 1);

	/* See if the ammunition broke or not */
	j = breakage_chance(i_ptr, hit_target);

	/* Drop (or break) near that location */
	drop_near(cave, i_ptr, j, y, x, TRUE);

	if (item >= 0) {
		/* The ammo is from the inventory */
		inven_item_increase(item, -1);
		inven_item_describe(item);
		inven_item_optimize(item);
	} else {
		/* The ammo is from the floor */
		floor_item_increase(0 - item, -1);
		floor_item_optimize(0 - item);
	}
}
Esempio n. 28
0
File: cmd3.c Progetto: fph/mortsil
/*
 * Refill the player's lamp (from the pack or floor)
 */
void do_cmd_refuel_lamp(object_type *default_o_ptr, int default_item)
{
	int item;

	object_type *o_ptr;
	object_type *j_ptr;

	cptr q, s;

	// use specified item if possible
	if (default_o_ptr != NULL)
	{
		o_ptr = default_o_ptr;
		item = default_item;
	}
	/* Get an item */
	else
	{
		/* Restrict the choices */
		item_tester_hook = item_tester_refuel_lantern;

		/* Get an item */
		q = "Refill with which source of oil? ";
		s = "You have no sources of oil.";
		if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;

		/* Get the item (in the pack) */
		if (item >= 0)
		{
			o_ptr = &inventory[item];
		}

		/* Get the item (on the floor) */
		else
		{
			o_ptr = &o_list[0 - item];
		}
	}

	/* Take a turn */
	p_ptr->energy_use = 100;

	// store the action type
	p_ptr->previous_action[0] = ACTION_MISC;
		
	/* Get the lantern */
	j_ptr = &inventory[INVEN_LITE];

	/* Refuel from a latern */
	if (o_ptr->sval == SV_LIGHT_LANTERN)
	{
	  j_ptr->timeout += o_ptr->timeout;
	}
	/* Refuel from a flask */
	else
	{
	  j_ptr->timeout += o_ptr->pval;
	}

	/* Message */
	msg_print("You fuel your lamp.");

	/* Comment */
	if (j_ptr->timeout >= FUEL_LAMP)
	{
		j_ptr->timeout = FUEL_LAMP;
		msg_print("Your lamp is full.");
	}

	/* Refilled from a latern */
	if (o_ptr->sval == SV_LIGHT_LANTERN)
	{
		/* Unstack if necessary */
		if (o_ptr->number > 1)
		{
			object_type *i_ptr;
			object_type object_type_body;

			/* Get local object */
			i_ptr = &object_type_body;

			/* Obtain a local object */
			object_copy(i_ptr, o_ptr);

			/* Modify quantity */
			i_ptr->number = 1;

			/* Remove fuel */
			i_ptr->timeout = 0;

			/* Unstack the used item */
			o_ptr->number--;

			/* Carry or drop */
			if (item >= 0)
				item = inven_carry(i_ptr);
			else
				drop_near(i_ptr, 0, p_ptr->py, p_ptr->px);
		}

		/* Empty a single latern */
		else
		{
			/* No more fuel */
			o_ptr->timeout = 0;
		}


		/* Combine / Reorder the pack (later) */
		p_ptr->notice |= (PN_COMBINE | PN_REORDER);

		/* Window stuff */
		p_ptr->window |= (PW_INVEN);
	}

	/* Refilled from a flask */
	else
	{
		/* Decrease the item (from the pack) */
		if (item >= 0)
		{
			inven_item_increase(item, -1);
			inven_item_describe(item);
			inven_item_optimize(item);
		}

		/* Decrease the item (from the floor) */
		else
		{
			floor_item_increase(0 - item, -1);
			floor_item_describe(0 - item);
			floor_item_optimize(0 - item);
		}

	}

	/* Window stuff */
	p_ptr->window |= (PW_EQUIP);
	
	// get another chance to identify the lamp
	ident_on_wield(j_ptr);
}
Esempio n. 29
0
static void _shatter_device_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Shatter Device");
        break;
    case SPELL_DESC:
        var_set_string(res, "Destroy a magical device in your inventory for various effects.");
        break;
    case SPELL_CAST:
    {
        int item;
        object_type *o_ptr;
        
        var_set_bool(res, FALSE);
        item_tester_hook = object_is_device;
        if (!get_item(&item, "Shatter which device?", "You have nothing to shatter.", USE_INVEN)) return;
        o_ptr = &inventory[item];
        var_set_bool(res, TRUE);
        
        if (o_ptr->activation.type == EFFECT_NONE)
        {
            msg_print("Nothing happens.");
        }
        else if (o_ptr->activation.type == EFFECT_DESTRUCTION)
        {
            if (destroy_area(py, px, 15 + p_ptr->lev + randint0(11), 4 * p_ptr->lev))
                msg_print("The dungeon collapses...");
            else
                msg_print("The dungeon trembles.");
        }
        else if ( o_ptr->activation.type == EFFECT_HEAL_CURING
               || o_ptr->activation.type == EFFECT_HEAL_CURING_HERO
               || o_ptr->activation.type == EFFECT_RESTORING )
        {
            msg_print("You feel life flow through your body!");
            restore_level();
            (void)set_poisoned(0, TRUE);
            (void)set_blind(0, TRUE);
            (void)set_confused(0, TRUE);
            (void)set_image(0, TRUE);
            (void)set_stun(0, TRUE);
            (void)set_cut(0, TRUE);
            (void)do_res_stat(A_STR);
            (void)do_res_stat(A_CON);
            (void)do_res_stat(A_DEX);
            (void)do_res_stat(A_WIS);
            (void)do_res_stat(A_INT);
            (void)do_res_stat(A_CHR);
            update_stuff(); /* hp may change if Con was drained ... */
            hp_player(5000);
        }
        else if ( o_ptr->activation.type == EFFECT_TELEPORT_AWAY
               || o_ptr->activation.type == EFFECT_BANISH_EVIL
               || o_ptr->activation.type == EFFECT_BANISH_ALL )
        {
            banish_monsters(p_ptr->lev * 4);
        }
        else
        {
            project(0, 5, py, px, 
                o_ptr->activation.difficulty * 16,
                _object_dam_type(o_ptr), 
                PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
        }
        inven_item_increase(item, -1);
        inven_item_describe(item);
        inven_item_optimize(item);
        break;
    }
    default:
        default_spell(cmd, res);
        break;
    }
}
Esempio n. 30
0
/*
 * Refuel the players torch (from the pack or floor)
 */
static void do_cmd_refill_torch(void)
{
	int item;

	object_type *o_ptr;
	object_type *j_ptr;

	cptr q, s;


	/* Restrict the choices */
	item_tester_hook = item_tester_refill_torch;

	/* Get an item */
#ifdef JP
	q = "どの松明で明かりを強めますか? ";
	s = "他に松明がない。";
#else
	q = "Refuel with which torch? ";
	s = "You have no extra torches.";
#endif

	if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;

	/* Get the item (in the pack) */
	if (item >= 0)
	{
		o_ptr = &inventory[item];
	}

	/* Get the item (on the floor) */
	else
	{
		o_ptr = &o_list[0 - item];
	}


	/* Take a partial turn */
	energy_use = 50;

	/* Access the primary torch */
	j_ptr = &inventory[INVEN_LITE];

	/* Refuel */
	j_ptr->xtra3 += o_ptr->xtra3 + 5;

	/* Message */
#ifdef JP
	msg_print("松明を結合した。");
#else
	msg_print("You combine the torches.");
#endif


	/* Over-fuel message */
	if (j_ptr->xtra3 >= FUEL_TORCH)
	{
		j_ptr->xtra3 = FUEL_TORCH;
#ifdef JP
		msg_print("松明の寿命は十分だ。");
#else
		msg_print("Your torch is fully fueled.");
#endif

	}

	/* Refuel message */
	else
	{
#ifdef JP
		msg_print("松明はいっそう明るく輝いた。");
#else
		msg_print("Your torch glows more brightly.");
#endif

	}

	/* Decrease the item (from the pack) */
	if (item >= 0)
	{
		inven_item_increase(item, -1);
		inven_item_describe(item);
		inven_item_optimize(item);
	}

	/* Decrease the item (from the floor) */
	else
	{
		floor_item_increase(0 - item, -1);
		floor_item_describe(0 - item);
		floor_item_optimize(0 - item);
	}

	/* Recalculate torch */
	p_ptr->update |= (PU_TORCH);
}