コード例 #1
0
ファイル: ft_itoa.c プロジェクト: navaati/42_libft
char				*ft_itoa(int n)
{
	long	big_n;
	char	*r;
	char	*it;

	big_n = n;
	if (big_n == 0)
		r = "0";
	else
	{
		r = malloc(nb_chars(big_n) + 1);
		if (r)
		{
			it = r + nb_chars(big_n);
			apply_sign(&big_n, r);
			*it-- = '\0';
			while (big_n)
			{
				*it-- = digit_to_char(big_n % 10);
				big_n /= 10;
			}
		}
	}
	return (r);
}
コード例 #2
0
ファイル: apply.c プロジェクト: atrinik/dwc
/**
 * Main apply handler.
 *
 * Checks for unpaid items before applying.
 * @param op ::object causing tmp to be applied.
 * @param tmp ::object being applied.
 * @param aflag Special (always apply/unapply) flags. Nothing is done
 * with them in this function - they are passed to apply_special().
 * @retval 0 Player or monster can't apply objects of that type.
 * @retval 1 Has been applied, or there was an error applying the object.
 * @retval 2 Objects of that type can't be applied if not in
 * inventory. */
int manual_apply(object *op, object *tmp, int aflag)
{
	if (tmp->head)
	{
		tmp = tmp->head;
	}

	if (op->type == PLAYER)
	{
		CONTR(op)->praying = 0;
	}

	if (QUERY_FLAG(tmp, FLAG_UNPAID) && !QUERY_FLAG(tmp, FLAG_APPLIED))
	{
		if (op->type == PLAYER)
		{
			new_draw_info(NDI_UNIQUE, op, "You should pay for it first.");
			return 1;
		}
		/* Monsters just skip unpaid items */
		else
		{
			return 0;
		}
	}

	/* Monsters must not apply random chests, nor magic_mouths with a counter */
	if (op->type != PLAYER && tmp->type == TREASURE)
	{
		return 0;
	}

	/* Trigger the APPLY event */
	if (!(aflag & AP_NO_EVENT) && trigger_event(EVENT_APPLY, op, tmp, NULL, NULL, aflag, 0, 0, SCRIPT_FIX_ACTIVATOR))
	{
		return 1;
	}

	aflag &= ~AP_NO_EVENT;

	/* Control apply by controling a set exp object level or player exp level */
	if (tmp->item_level)
	{
		int tmp_lev;

		if (tmp->item_skill)
		{
			tmp_lev = find_skill_exp_level(op, tmp->item_skill);
		}
		else
		{
			tmp_lev = op->level;
		}

		if (tmp->item_level > tmp_lev)
		{
			new_draw_info(NDI_UNIQUE, op, "The item level is too high to apply.");
			return 1;
		}
	}

	switch (tmp->type)
	{
		case HOLY_ALTAR:
			new_draw_info_format(NDI_UNIQUE, op, "You touch the %s.", tmp->name);

			if (change_skill(op, SK_PRAYING))
			{
				pray_at_altar(op, tmp);
			}
			else
			{
				new_draw_info(NDI_UNIQUE, op, "Nothing happens. It seems you miss the right skill.");
			}

			return 1;
			break;

		case HANDLE:
			new_draw_info(NDI_UNIQUE, op, "You turn the handle.");
			play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE, SOUND_NORMAL);
			tmp->value = tmp->value ? 0 : 1;
			SET_ANIMATION(tmp, ((NUM_ANIMATIONS(tmp) / NUM_FACINGS(tmp)) * tmp->direction) + tmp->value);
			update_object(tmp, UP_OBJ_FACE);
			push_button(tmp);

			return 1;

		case TRIGGER:
			if (check_trigger(tmp, op))
			{
				new_draw_info(NDI_UNIQUE, op, "You turn the handle.");
				play_sound_map(tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE, SOUND_NORMAL);
			}
			else
			{
				new_draw_info(NDI_UNIQUE, op, "The handle doesn't move.");
			}

			return 1;

		case EXIT:
			if (op->type != PLAYER || !tmp->map)
			{
				return 0;
			}

			/* If no map path specified, we assume it is the map path of the exit. */
			if (!EXIT_PATH(tmp))
			{
				FREE_AND_ADD_REF_HASH(EXIT_PATH(tmp), tmp->map->path);
			}

			if (!EXIT_PATH(tmp) || !is_legal_2ways_exit(op, tmp) || (EXIT_Y(tmp) == -1 && EXIT_X(tmp) == -1))
			{
				new_draw_info_format(NDI_UNIQUE, op, "The %s is closed.", query_name(tmp, NULL));
			}
			else
			{
				/* Don't display messages for random maps. */
				if (tmp->msg && strncmp(EXIT_PATH(tmp), "/!", 2) && strncmp(EXIT_PATH(tmp), "/random/", 8))
				{
					new_draw_info(NDI_NAVY, op, tmp->msg);
				}

				enter_exit(op, tmp);
			}

			return 1;

		case SIGN:
			apply_sign(op, tmp);
			return 1;

		case BOOK:
			if (op->type == PLAYER)
			{
				apply_book(op, tmp);
				return 1;
			}

			return 0;

		case SKILLSCROLL:
			if (op->type == PLAYER)
			{
				apply_skillscroll(op, tmp);
				return 1;
			}

			return 0;

		case SPELLBOOK:
			if (op->type == PLAYER)
			{
				apply_spellbook(op, tmp);
				return 1;
			}

			return 0;

		case SCROLL:
			apply_scroll(op, tmp);
			return 1;

		case POTION:
			(void) apply_potion(op, tmp);
			return 1;

		case LIGHT_APPLY:
			apply_player_light(op, tmp);
			return 1;

		case LIGHT_REFILL:
			apply_player_light_refill(op, tmp);
			return 1;

		/* Eneq(@csd.uu.se): Handle apply on containers. */
		case CLOSE_CON:
			if (op->type == PLAYER)
			{
				(void) esrv_apply_container(op, tmp->env);
			}

			return 1;

		case CONTAINER:
			if (op->type == PLAYER)
			{
				(void) esrv_apply_container(op, tmp);
			}

			return 1;

		case TREASURE:
			apply_treasure(op, tmp);
			return 1;

		case WEAPON:
		case ARMOUR:
		case BOOTS:
		case GLOVES:
		case AMULET:
		case GIRDLE:
		case BRACERS:
		case SHIELD:
		case HELMET:
		case RING:
		case CLOAK:
		case WAND:
		case ROD:
		case HORN:
		case SKILL:
		case BOW:
		case SKILL_ITEM:
			/* Not in inventory */
			if (tmp->env != op)
			{
				return 2;
			}

			(void) apply_special(op, tmp, aflag);
			return 1;

		case DRINK:
		case FOOD:
		case FLESH:
			apply_food(op, tmp);
			return 1;

		case POISON:
			apply_poison(op, tmp);
			return 1;

		case SAVEBED:
			if (op->type == PLAYER)
			{
				apply_savebed(op);
				return 1;
			}

			return 0;

		case ARMOUR_IMPROVER:
			if (op->type == PLAYER)
			{
				apply_armour_improver(op, tmp);
				return 1;
			}

			return 0;

		case WEAPON_IMPROVER:
			apply_weapon_improver(op, tmp);
			return 1;

		case CLOCK:
			if (op->type == PLAYER)
			{
				timeofday_t tod;

				get_tod(&tod);
				new_draw_info_format(NDI_UNIQUE, op, "It is %d minute%s past %d o'clock %s", tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), ((tod.hour % (HOURS_PER_DAY / 2) == 0) ? (HOURS_PER_DAY / 2) : ((tod.hour) % (HOURS_PER_DAY / 2))), ((tod.hour >= (HOURS_PER_DAY / 2)) ? "pm" : "am"));
				return 1;
			}

			return 0;

		case POWER_CRYSTAL:
			apply_power_crystal(op, tmp);
			return 1;

		/* For lighting torches/lanterns/etc */
		case LIGHTER:
			if (op->type == PLAYER)
			{
				apply_lighter(op, tmp);
				return 1;
			}

			return 0;

		/* So the below default case doesn't execute for these objects,
		 * even if they have message. */
		case DOOR:
			return 0;

		/* Nothing from the above... but show a message if it has one. */
		default:
			if (tmp->msg)
			{
				new_draw_info(NDI_UNIQUE, op, tmp->msg);
				return 1;
			}

			return 0;
	}
}
コード例 #3
0
ファイル: apply.c プロジェクト: atrinik/dwc
/**
 * 'victim' moves onto 'trap' (trap has FLAG_WALK_ON or FLAG_FLY_ON set) or
 * 'victim' leaves 'trap' (trap has FLAG_WALK_OFF or FLAG_FLY_OFF) set.
 *
 * I added the flags parameter to give the single events more information
 * about whats going on:
 *
 * Most important is the "MOVE_APPLY_VANISHED" flag.
 * If set, a object has left a tile but "vanished" and not moved (perhaps
 * it exploded or something). This means that some events are not
 * triggered like trapdoors or teleporter traps for example which have a
 * "FLY/MOVE_OFF" set. This will avoid that they touch invalid objects.
 * @param trap Object victim moved on.
 * @param victim The object that moved on trap.
 * @param originator Player, monster or other object that caused 'victim'
 * to move onto 'trap'. Will receive messages caused by this action. May
 * be NULL, however, some types of traps require an originator to
 * function.
 * @param flags Flags. */
void move_apply(object *trap, object *victim, object *originator, int flags)
{
	static int recursion_depth = 0;

	/* move_apply() is the most likely candidate for causing unwanted and
	 * possibly unlimited recursion. */
	/* The following was changed because it was causing perfeclty correct
	 * maps to fail.  1)  it's not an error to recurse:
	 * rune detonates, summoning monster.  monster lands on nearby rune.
	 * nearby rune detonates.  This sort of recursion is expected and
	 * proper.  This code was causing needless crashes. */
	if (recursion_depth >= 500)
	{
		LOG(llevDebug, "WARNING: move_apply(): aborting recursion [trap arch %s, name %s; victim arch %s, name %s]\n", trap->arch->name, trap->name, victim->arch->name, victim->name);
		return;
	}

	if (trap->head)
	{
		trap = trap->head;
	}

	/* Trigger the TRIGGER event */
	if (trigger_event(EVENT_TRIGGER, victim, trap, originator, NULL, 0, 0, 0, SCRIPT_FIX_NOTHING))
	{
		return;
	}

	recursion_depth++;

	switch (trap->type)
	{
		/* these objects can trigger other objects connected to them.
		 * We need to check them at map loading time and other special
		 * events to be sure to have a 100% working map state. */
		case BUTTON:
		case PEDESTAL:
			update_button(trap);
			break;

		case TRIGGER_BUTTON:
		case TRIGGER_PEDESTAL:
		case TRIGGER_ALTAR:
			check_trigger(trap, victim);
			break;

		case CHECK_INV:
			check_inv(victim, trap);
			break;

		/* these objects trigger to but they are "instant".
		 * We don't need to check them when loading. */
		case ALTAR:
			/* sacrifice victim on trap */
			apply_altar(trap, victim, originator);
			break;

		case CONVERTER:
			if (!(flags & MOVE_APPLY_VANISHED))
			{
				convert_item(victim, trap);
			}

			break;

		case PLAYERMOVER:
			break;

		/* should be walk_on/fly_on only */
		case SPINNER:
			if (victim->direction)
			{
				if ((victim->direction = victim->direction + trap->direction) > 8)
				{
					victim->direction = (victim->direction % 8) + 1;
				}

				update_turn_face(victim);
			}

			break;

		case DIRECTOR:
			if (victim->direction)
			{
				victim->direction = trap->direction;
				update_turn_face(victim);
			}

			break;

		/* no need to hit anything */
		case MMISSILE:
			if (IS_LIVE(victim) && !(flags&MOVE_APPLY_VANISHED))
			{
				tag_t trap_tag = trap->count;
				hit_player(victim, trap->stats.dam, trap, AT_MAGIC);

				if (!was_destroyed(trap, trap_tag))
				{
					remove_ob(trap);
				}

				check_walk_off(trap, NULL, MOVE_APPLY_VANISHED);
			}

			break;

		case THROWN_OBJ:
			if (trap->inv == NULL || (flags & MOVE_APPLY_VANISHED))
			{
				break;
			}

		/* fallthrough */
		case ARROW:
			/* bad bug: monster throw a object, make a step forwards, step on object ,
			 * trigger this here and get hit by own missile - and will be own enemy.
			 * Victim then is his own enemy and will start to kill herself (this is
			 * removed) but we have not synced victim and his missile. To avoid senseless
			 * action, we avoid hits here */
			if ((IS_LIVE(victim) && trap->speed) && trap->owner != victim)
			{
				hit_with_arrow(trap, victim);
			}

			break;

		case CONE:
		case LIGHTNING:
			break;

		case BULLET:
			if ((QUERY_FLAG(victim, FLAG_NO_PASS) || IS_LIVE(victim)) && !(flags & MOVE_APPLY_VANISHED))
			{
				check_fired_arch(trap);
			}

			break;

		case TRAPDOOR:
		{
			int max, sound_was_played;
			object *ab;

			if ((flags & MOVE_APPLY_VANISHED))
			{
				break;
			}

			if (!trap->value)
			{
				sint32 tot;

				for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
				{
					if (!QUERY_FLAG(ab, FLAG_FLYING))
					{
						tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
					}
				}

				if (!(trap->value = (tot > trap->weight) ? 1 : 0))
				{
					break;
				}

				SET_ANIMATION(trap, (NUM_ANIMATIONS(trap) / NUM_FACINGS(trap)) * trap->direction + trap->value);
				update_object(trap, UP_OBJ_FACE);
			}

			for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab && !QUERY_FLAG(ab, FLAG_FLYING); ab = ab->above)
			{
				if (!sound_was_played)
				{
					play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE, SOUND_NORMAL);
					sound_was_played = 1;
				}

				if (ab->type == PLAYER)
				{
					new_draw_info(NDI_UNIQUE, ab, "You fall into a trapdoor!");
				}

				transfer_ob(ab, EXIT_X(trap), EXIT_Y(trap), trap->last_sp, ab, trap);
			}

			break;
		}


		case PIT:
			/* Pit not open? */
			if ((flags & MOVE_APPLY_VANISHED) || trap->stats.wc > 0)
			{
				break;
			}

			play_sound_map(victim->map, victim->x, victim->y, SOUND_FALL_HOLE, SOUND_NORMAL);

			if (victim->type == PLAYER)
			{
				new_draw_info(NDI_UNIQUE, victim, "You fall through the hole!\n");
			}

			transfer_ob(victim->head ? victim->head : victim, EXIT_X(trap), EXIT_Y(trap), trap->last_sp, victim, trap);

			break;

		case EXIT:
			/* If no map path specified, we assume it is the map path of the exit. */
			if (!EXIT_PATH(trap))
			{
				FREE_AND_ADD_REF_HASH(EXIT_PATH(trap), trap->map->path);
			}

			if (!(flags & MOVE_APPLY_VANISHED) && victim->type == PLAYER && EXIT_PATH(trap) && EXIT_Y(trap) != -1 && EXIT_X(trap) != -1)
			{
				/* Basically, don't show exits leading to random maps the players output. */
				if (trap->msg && strncmp(EXIT_PATH(trap), "/!", 2) && strncmp(EXIT_PATH(trap), "/random/", 8))
				{
					new_draw_info(NDI_NAVY, victim, trap->msg);
				}

				enter_exit(victim, trap);
			}

			break;

		case SHOP_MAT:
			if (!(flags & MOVE_APPLY_VANISHED))
			{
				apply_shop_mat(trap, victim);
			}

			break;

		/* Drop a certain amount of gold, and have one item identified */
		case IDENTIFY_ALTAR:
			if (!(flags & MOVE_APPLY_VANISHED))
			{
				apply_identify_altar(victim, trap, originator);
			}

			break;

		case SIGN:
			/* Only player should be able read signs */
			if (victim->type == PLAYER)
			{
				apply_sign(victim, trap);
			}

			break;

		case CONTAINER:
			if (victim->type == PLAYER)
			{
				(void) esrv_apply_container(victim, trap);
			}

			break;

		case RUNE:
			if (!(flags & MOVE_APPLY_VANISHED) && trap->level && IS_LIVE(victim))
			{
				spring_trap(trap, victim);
			}

			break;

#if 0
		/* we don't have this atm. */
		case DEEP_SWAMP:
			if (!(flags & MOVE_APPLY_VANISHED))
			{
				walk_on_deep_swamp(trap, victim);
			}

			break;
#endif

		default:
			LOG(llevDebug, "name %s, arch %s, type %d with fly/walk on/off not handled in move_apply()\n", trap->name, trap->arch->name, trap->type);
			break;
	}

	recursion_depth--;
}