コード例 #1
0
void equip_shuffle(cptr tag)
{
    int i;
    for (i = INVEN_PACK - 1; i >= 0; i--)
    {
        object_type *o_ptr = &inventory[i];
        cptr         inscription;
        int          slot;

        if (!o_ptr->k_idx) continue;
        if (!o_ptr->inscription) continue;
        
        inscription = quark_str(o_ptr->inscription);
        if (!strstr(inscription, tag)) continue;
        
        slot = equip_first_empty_slot(o_ptr);
        if (slot && o_ptr->number == 1)
        {
            object_type copy;

            object_copy(&copy, o_ptr);
            copy.number = 1;

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

            equip_wield_aux(&copy, slot);
        }
    }
}
コード例 #2
0
ファイル: cmd3.c プロジェクト: erikbroo/chengband
void kamaenaoshi(int item)
{
	object_type *o_ptr, *new_o_ptr;
	char o_name[MAX_NLEN];

	if (item == INVEN_RARM)
	{
		if (buki_motteruka(INVEN_LARM))
		{
			o_ptr = &inventory[INVEN_LARM];
			object_desc(o_name, o_ptr, 0);

			if (!object_is_cursed(o_ptr))
			{
				new_o_ptr = &inventory[INVEN_RARM];
				object_copy(new_o_ptr, o_ptr);
				p_ptr->total_weight += o_ptr->weight;
				inven_item_increase(INVEN_LARM, -((int)o_ptr->number));
				inven_item_optimize(INVEN_LARM);
				if (object_allow_two_hands_wielding(o_ptr) && CAN_TWO_HANDS_WIELDING())
#ifdef JP
					msg_format("%sを両手で構えた。", o_name);
#else
					msg_format("You are wielding %s with both hands.", o_name);
#endif
				 else
#ifdef JP
					msg_format("%sを%sで構えた。", o_name, (left_hander ? "左手" : "右手"));
#else
					msg_format("You are wielding %s in your %s hand.", o_name, (left_hander ? "left":"right"));
#endif
			}
			else
			{
				if (object_allow_two_hands_wielding(o_ptr) && CAN_TWO_HANDS_WIELDING())
コード例 #3
0
ファイル: squelch.c プロジェクト: NickMcConnell/Oangband
/*
 * Squelch on identify function
 */
void do_squelch_item(int item, object_type *o_ptr)
{
	/* Either delete the item... */
	if (strong_squelch)
	{
		if (item >= 0)
		{
			inven_item_increase(item, -o_ptr->number);
			inven_item_optimize(item);
		}
		else
		{
			floor_item_increase(0 - item, -o_ptr->number);
			floor_item_optimize(0 - item);
		}
	}

	/* ...or mark it for manual deletion. */
	else
	{
		o_ptr->note = 0;
		o_ptr->note = quark_add("SQUELCH");
	}

	return;
}
コード例 #4
0
ファイル: archer.c プロジェクト: poschengband/poschengband
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;
}
コード例 #5
0
ファイル: squelch.c プロジェクト: NickMcConnell/Beleriand
/**
 * Destroy all {squelch}able items.
 *
 * Imported, with thanks, from Ey... much cleaner than the original.
 */
void squelch_items(void)
{
	int floor_list[MAX_FLOOR_STACK];
	int floor_num, n;
	int count = 0;

	object_type *o_ptr;

	/* Set the hook and scan the floor */
	item_tester_hook = squelch_item_ok;
	floor_num = scan_floor(floor_list, N_ELEMENTS(floor_list), p_ptr->py,
						   p_ptr->px, 0x01);

	if (floor_num) {
		for (n = 0; n < floor_num; n++) {
			o_ptr = &o_list[floor_list[n]];

			/* Avoid artifacts */
			if (artifact_p(o_ptr))
				continue;

			if (item_tester_okay(o_ptr)) {
				/* Destroy item */
				floor_item_increase(floor_list[n], -o_ptr->number);
				floor_item_optimize(floor_list[n]);
				count++;
			}
		}
	}

	/* Scan through the slots backwards */
	for (n = INVEN_PACK - 1; n >= 0; n--) {
		o_ptr = &p_ptr->inventory[n];

		/* Skip non-objects and artifacts */
		if (!o_ptr->k_idx)
			continue;
		if (artifact_p(o_ptr))
			continue;

		if (item_tester_okay(o_ptr)) {
			/* Destroy item */
			inven_item_increase(n, -o_ptr->number);
			inven_item_optimize(n);
			count++;
		}
	}

	item_tester_hook = NULL;

	/* Mention casualties */
	if (count > 0) {
		msgt(MSG_GENERIC, "%d item%s squelched.",
			 count, ((count > 1) ? "s" : ""));

		/* Combine/reorder the pack */
		p_ptr->notice |= (PN_COMBINE | PN_REORDER | PN_SORT_QUIVER);
	}
}
コード例 #6
0
ファイル: cmd-obj.c プロジェクト: Hrrunstar/angband
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);
}
コード例 #7
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;
    }
}
コード例 #8
0
ファイル: cmd3.c プロジェクト: NickMcConnell/poschengband
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;
}
コード例 #9
0
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);
}
コード例 #10
0
ファイル: rage-mage.c プロジェクト: Alkalinear/poschengband
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;
        }
    }
}
コード例 #11
0
ファイル: cmd3.c プロジェクト: NickMcConnell/poschengband
/*
 * 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;
}
コード例 #12
0
ファイル: cmd3.c プロジェクト: fph/mortsil
/*
 *  Shatter the player's wielded weapon.
 */
void shatter_weapon(int silnum)
{
	int i;
	object_type   *w_ptr = &inventory[INVEN_WIELD];
	char w_name[80];
	
	p_ptr->crown_shatter = TRUE;
			
	/* Get the basic name of the object */
	object_desc(w_name, sizeof(w_name), w_ptr, FALSE, 0);
	
	if (silnum == 2)	msg_print("You strive to free a second Silmaril, but it is not fated to be.");
	else				msg_print("You strive to free a third Silmaril, but it is not fated to be.");
	
	msg_format("As you strike the crown, your %s shatters into innumerable pieces.", w_name);
	
	// make more noise
	stealth_score -= 5;
	
	inven_item_increase(INVEN_WIELD, -1);
	inven_item_optimize(INVEN_WIELD);
	
	/* Process monsters */
	for (i = 1; i < mon_max; i++)
	{
		monster_type *m_ptr = &mon_list[i];
		
		/* If Morgoth, then anger him */
		if (m_ptr->r_idx == R_IDX_MORGOTH)
		{
			if ((m_ptr->cdis <= 5) && los(p_ptr->py, p_ptr->px, m_ptr->fy, m_ptr->fx))
			{
				msg_print("A shard strikes Morgoth upon his cheek.");
				set_alertness(m_ptr, ALERTNESS_VERY_ALERT);
			}
		}
	}
	
}
コード例 #13
0
ファイル: archer.c プロジェクト: poschengband/poschengband
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;
}
コード例 #14
0
ファイル: cmd3.c プロジェクト: erikbroo/chengband
/*
 * Wield or wear a single item from the pack or floor
 */
void do_cmd_wield(void)
{
	int i, item, slot;

	object_type forge;
	object_type *q_ptr;

	object_type *o_ptr;

	cptr act;

	char o_name[MAX_NLEN];

	cptr q, s;

	int need_switch_wielding = 0;

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

	/* Restrict the choices */
	item_tester_hook = item_tester_hook_wear;

	/* Get an item */
#ifdef JP
	q = "どれを装備しますか? ";
	s = "装備可能なアイテムがない。";
#else
	q = "Wear/Wield which item? ";
	s = "You have nothing you can wear or wield.";
#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];
	}


	/* Check the slot */
	slot = wield_slot(o_ptr);

	/* Ugly hack! */
	if ( object_is_melee_weapon(o_ptr) 
	  && p_ptr->pclass == CLASS_PSION
	  && psion_weapon_graft() )
	{
		msg_print("Failed!  Your weapon is currently grafted to your arm!");
		return;
	}

	switch (o_ptr->tval)
	{
	/* Shields and some misc. items */
	case TV_CAPTURE:
	case TV_SHIELD:
	case TV_CARD:
		/* Dual wielding */
		if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
		{
			/* Restrict the choices */
			item_tester_hook = item_tester_hook_melee_weapon;
			item_tester_no_ryoute = TRUE;

			/* Choose a weapon from the equipment only */
#ifdef JP
			q = "どちらの武器と取り替えますか?";
			s = "おっと。";
#else
			q = "Replace which weapon? ";
			s = "Oops.";
#endif

			if (!get_item(&slot, q, s, (USE_EQUIP))) return;
			if (slot == INVEN_RARM) need_switch_wielding = INVEN_LARM;
		}

		else if (buki_motteruka(INVEN_LARM)) slot = INVEN_RARM;

		/* Both arms are already used by non-weapon */
		else if (inventory[INVEN_RARM].k_idx && !object_is_melee_weapon(&inventory[INVEN_RARM]) &&
		         inventory[INVEN_LARM].k_idx && !object_is_melee_weapon(&inventory[INVEN_LARM]))
		{
			/* Restrict the choices */
			item_tester_hook = item_tester_hook_mochikae;

			/* Choose a hand */
#ifdef JP
			q = "どちらの手に装備しますか?";
			s = "おっと。";
#else
			q = "Equip which hand? ";
			s = "Oops.";
#endif

			if (!get_item(&slot, q, s, (USE_EQUIP))) return;
		}
		break;

	/* Melee weapons */
	case TV_DIGGING:
	case TV_HAFTED:
	case TV_POLEARM:
	case TV_SWORD:
		/* Asking for dual wielding */
		if (slot == INVEN_LARM)
		{
#ifdef JP
			if (!get_check("二刀流で戦いますか?")) slot = INVEN_RARM;
#else
			if (!get_check("Dual wielding? ")) slot = INVEN_RARM;
#endif
		}

		else if (!inventory[INVEN_RARM].k_idx && buki_motteruka(INVEN_LARM))
		{
#ifdef JP
			if (!get_check("二刀流で戦いますか?")) slot = INVEN_LARM;
#else
			if (!get_check("Dual wielding? ")) slot = INVEN_LARM;
#endif
		}

		/* Both arms are already used */
		else if (inventory[INVEN_LARM].k_idx && inventory[INVEN_RARM].k_idx)
		{
			/* Restrict the choices */
			item_tester_hook = item_tester_hook_mochikae;

			/* Choose a hand */
#ifdef JP
			q = "どちらの手に装備しますか?";
			s = "おっと。";
#else
			q = "Equip which hand? ";
			s = "Oops.";
#endif

			if (!get_item(&slot, q, s, (USE_EQUIP))) return;
			if ((slot == INVEN_LARM) && !buki_motteruka(INVEN_RARM))
				need_switch_wielding = INVEN_RARM;
		}
		break;

	/* Rings */
	case TV_RING:
		/* Choose a ring slot */
		if (inventory[INVEN_LEFT].k_idx && inventory[INVEN_RIGHT].k_idx)
		{
#ifdef JP
			q = "どちらの指輪と取り替えますか?";
#else
			q = "Replace which ring? ";
#endif
		}
		else
		{
#ifdef JP
			q = "どちらの手に装備しますか?";
#else
			q = "Equip which hand? ";
#endif
		}

#ifdef JP
		s = "おっと。";
#else
		s = "Oops.";
#endif

		/* Restrict the choices */
		select_ring_slot = TRUE;
		item_tester_no_ryoute = TRUE;

		if (!get_item(&slot, q, s, (USE_EQUIP)))
		{
			select_ring_slot = FALSE;
			return;
		}
		select_ring_slot = FALSE;
		break;
	}

	/* Prevent wielding into a cursed slot */
	if (object_is_cursed(&inventory[slot]))
	{
		/* Describe it */
		object_desc(o_name, &inventory[slot], (OD_OMIT_PREFIX | OD_NAME_ONLY));

		/* Message */
#ifdef JP
		msg_format("%s%sは呪われているようだ。",
			   describe_use(slot) , o_name );
#else
		msg_format("The %s you are %s appears to be cursed.",
			   o_name, describe_use(slot));
#endif

		/* Cancel the command */
		return;
	}

	if (have_flag(inventory[slot].art_flags, TR_SIGNATURE))
	{
		object_desc(o_name, &inventory[slot], (OD_OMIT_PREFIX | OD_NAME_ONLY));
		msg_format("The %s you are %s is your signature item and may not be removed.",
			   o_name, describe_use(slot));
		return;
	}

	if (confirm_wear &&
		((object_is_cursed(o_ptr) && object_is_known(o_ptr)) ||
		((o_ptr->ident & IDENT_SENSE) &&
			(FEEL_BROKEN <= o_ptr->feeling) && (o_ptr->feeling <= FEEL_CURSED))))
	{
		char dummy[MAX_NLEN+80];

		/* Describe it */
		object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));

#ifdef JP
sprintf(dummy, "本当に%s{呪われている}を使いますか?", o_name);
#else
		sprintf(dummy, "Really use the %s {cursed}? ", o_name);
#endif

		if (!get_check(dummy)) return;
	}

	if ((o_ptr->name1 == ART_STONEMASK) && object_is_known(o_ptr) && (p_ptr->prace != RACE_VAMPIRE) && (p_ptr->prace != RACE_ANDROID) && (p_ptr->pclass != CLASS_BLOOD_KNIGHT))
	{
		char dummy[MAX_NLEN+80];

		/* Describe it */
		object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));

#ifdef JP
sprintf(dummy, "%sを装備すると吸血鬼になります。よろしいですか?", o_name);
#else
		msg_format("%s will transforms you into a vampire permanently when equiped.", o_name);
		sprintf(dummy, "Do you become a vampire?");
#endif

		if (!get_check(dummy)) return;
	}

	if (need_switch_wielding && !object_is_cursed(&inventory[need_switch_wielding]))
	{
		object_type *slot_o_ptr = &inventory[slot];
		object_type *switch_o_ptr = &inventory[need_switch_wielding];
		object_type object_tmp;
		object_type *otmp_ptr = &object_tmp;
		char switch_name[MAX_NLEN];

		object_desc(switch_name, switch_o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));

		object_copy(otmp_ptr, switch_o_ptr);
		object_copy(switch_o_ptr, slot_o_ptr);
		object_copy(slot_o_ptr, otmp_ptr);
#ifdef JP
		msg_format("%sを%sに構えなおした。", switch_name, (slot == INVEN_RARM) ? (left_hander ? "左手" : "右手") : (left_hander ? "右手" : "左手"));
#else
		msg_format("You wield %s at %s hand.", switch_name, (slot == INVEN_RARM) ? (left_hander ? "left" : "right") : (left_hander ? "right" : "left"));
#endif

		slot = need_switch_wielding;
	}

	/* Check if completed a quest */
	for (i = 0; i < max_quests; i++)
	{
		if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
		    (quest[i].status == QUEST_STATUS_TAKEN) &&
		    (quest[i].k_idx == o_ptr->name1 || quest[i].k_idx == o_ptr->name3))
		{
			if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
			quest[i].status = QUEST_STATUS_COMPLETED;
			quest[i].complev = (byte)p_ptr->lev;
#ifdef JP
msg_print("クエストを達成した!");
#else
			msg_print("You completed the quest!");
#endif

			msg_print(NULL);
		}
	}

	if (p_ptr->personality == PERS_MUNCHKIN)
	{
		identify_item(o_ptr);

		/* Auto-inscription */
		autopick_alter_item(item, FALSE);
	}

	/* Take a turn */
	energy_use = weaponmaster_wield_hack(o_ptr);

	/* Get local object */
	q_ptr = &forge;

	/* Obtain local object */
	object_copy(q_ptr, o_ptr);

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

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

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

	/* Access the wield slot */
	o_ptr = &inventory[slot];

	/* Take off existing item */
	if (o_ptr->k_idx)
	{
		/* Take off existing item */
		(void)inven_takeoff(slot, 255);
	}

	/* Wear the new stuff */
	object_copy(o_ptr, q_ptr);

	/* Player touches it */
	o_ptr->marked |= OM_TOUCHED;

	/* Increase the weight */
	p_ptr->total_weight += q_ptr->weight;

	/* Increment the equip counter by hand */
	equip_cnt++;

#ifdef JP
#define STR_WIELD_RARM "%s(%c)を右手に装備した。"
#define STR_WIELD_LARM "%s(%c)を左手に装備した。"
#define STR_WIELD_ARMS "%s(%c)を両手で構えた。"
#else
#define STR_WIELD_RARM "You are wielding %s (%c) in your right hand."
#define STR_WIELD_LARM "You are wielding %s (%c) in your left hand."
#define STR_WIELD_ARMS "You are wielding %s (%c) with both hands."
#endif

	/* Where is the item now */
	switch (slot)
	{
	case INVEN_RARM:
		if (object_allow_two_hands_wielding(o_ptr) && (empty_hands(FALSE) == EMPTY_HAND_LARM) && CAN_TWO_HANDS_WIELDING())
			act = STR_WIELD_ARMS;
		else
			act = (left_hander ? STR_WIELD_LARM : STR_WIELD_RARM);
		break;

	case INVEN_LARM:
		if (object_allow_two_hands_wielding(o_ptr) && (empty_hands(FALSE) == EMPTY_HAND_RARM) && CAN_TWO_HANDS_WIELDING())
			act = STR_WIELD_ARMS;
		else
			act = (left_hander ? STR_WIELD_RARM : STR_WIELD_LARM);
		break;

	case INVEN_BOW:
#ifdef JP
		act = "%s(%c)を射撃用に装備した。";
#else
		act = "You are shooting with %s (%c).";
#endif
		break;

	case INVEN_LITE:
#ifdef JP
		act = "%s(%c)を光源にした。";
#else
		act = "Your light source is %s (%c).";
#endif
		break;

	default:
#ifdef JP
		act = "%s(%c)を装備した。";
#else
		act = "You are wearing %s (%c).";
#endif
		break;
	}

	/* Describe the result */
	object_desc(o_name, o_ptr, 0);

	/* Message */
	msg_format(act, o_name, index_to_label(slot));


	/* Cursed! */
	if (object_is_cursed(o_ptr))
	{
		/* Warn the player */
#ifdef JP
		msg_print("うわ! すさまじく冷たい!");
#else
		msg_print("Oops! It feels deathly cold!");
#endif


		chg_virtue(V_HARMONY, -1);

		/* Note the curse */
		o_ptr->ident |= (IDENT_SENSE);
	}

	if (o_ptr->name1 == ART_HAND_OF_VECNA)
	{
		msg_print("You chop off your own hand to wield the Hand of Vecna!");
		set_cut(CUT_MORTAL_WOUND, FALSE);
	}

	if (o_ptr->name1 == ART_EYE_OF_VECNA)
	{
		msg_print("You pluck out your own eye to wield the Eye of Vecna!");
		set_cut(CUT_MORTAL_WOUND, FALSE);
	}

	/* The Stone Mask make the player turn into a vampire! */
	if ((o_ptr->name1 == ART_STONEMASK) && (p_ptr->prace != RACE_VAMPIRE) && (p_ptr->prace != RACE_ANDROID) && (p_ptr->pclass != CLASS_BLOOD_KNIGHT)  && (p_ptr->pclass != CLASS_BLOOD_MAGE))
	{
		/* Turn into a vampire */
		change_race(RACE_VAMPIRE, "");
	}

	/* Recalculate bonuses */
	p_ptr->update |= (PU_BONUS);

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

	/* Recalculate mana */
	p_ptr->update |= (PU_MANA);

	p_ptr->redraw |= (PR_EQUIPPY);

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

	calc_android_exp();
}
コード例 #15
0
ファイル: cmd-obj.c プロジェクト: Hrrunstar/angband
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);
}
コード例 #16
0
ファイル: cmd3.c プロジェクト: BackupTheBerlios/nangband
/*
 * 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);
}
コード例 #17
0
ファイル: attack.c プロジェクト: Chiinatso/Anquestria
/**
 * 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);
	}
}
コード例 #18
0
ファイル: cmd3.c プロジェクト: BackupTheBerlios/nangband
/*
 * 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);
	}
}
コード例 #19
0
ファイル: cmd3.c プロジェクト: BackupTheBerlios/nangband
/*
 * 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);
}
コード例 #20
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;
}
コード例 #21
0
ファイル: cmd3.c プロジェクト: BackupTheBerlios/nangband
/*
 * Wield or wear a single item from the pack or floor
 */
void do_cmd_wield(void)
{
	int item, slot;

	object_type *o_ptr;

	object_type *i_ptr;
	object_type object_type_body;

	cptr act;

	cptr q, s;

	char o_name[80];


	/* Restrict the choices */
	item_tester_hook = item_tester_hook_wear;

	/* Get an item */
	q = "Wear/Wield which item? ";
	s = "You have nothing you can wear or wield.";
	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];
	}


	/* Check the slot */
	slot = wield_slot(o_ptr);

	/* Prevent wielding into a cursed slot */
	if (cursed_p(&inventory[slot]))
	{
		/* Describe it */
		object_desc(o_name, &inventory[slot], FALSE, 0);

		/* Message */
		msg_format("The %s you are %s appears to be cursed.",
		           o_name, describe_use(slot));

		/* Cancel the command */
		return;
	}


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

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

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

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

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

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

	/* Get the wield slot */
	o_ptr = &inventory[slot];

	/* Take off existing item */
	if (o_ptr->k_idx)
	{
		/* Take off existing item */
		(void)inven_takeoff(slot, 255);
	}

	/* Wear the new stuff */
	object_copy(o_ptr, i_ptr);

	/* Increase the weight */
	p_ptr->total_weight += i_ptr->weight;

	/* Increment the equip counter by hand */
	p_ptr->equip_cnt++;

	/* Where is the item now */
	if (slot == INVEN_WIELD)
	{
		act = "You are wielding";
	}
	else if (slot == INVEN_BOW)
	{
		act = "You are shooting with";
	}
	else if (slot == INVEN_LIGHT)
	{
		act = "Your light source is";
	}
	else
	{
		act = "You are wearing";
	}

	/* Describe the result */
	object_desc(o_name, o_ptr, TRUE, 3);

	/* Message */
	msg_format("%s %s (%c).", act, o_name, index_to_label(slot));

	/* Cursed! */
	if (cursed_p(o_ptr))
	{
		/* Warn the player */
		msg_print("Oops! It feels deathly cold!");

		/* Remove special inscription, if any */
		if (o_ptr->discount >= INSCRIP_NULL) o_ptr->discount = 0;

		/* Sense the object if allowed */
		if (o_ptr->discount == 0) o_ptr->discount = INSCRIP_CURSED;

		/* The object has been "sensed" */
		o_ptr->ident |= (IDENT_SENSE);
	}

	/* Recalculate bonuses */
	p_ptr->update |= (PU_BONUS);

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

	/* Recalculate mana */
	p_ptr->update |= (PU_MANA);

	/* Window stuff */
	p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER_0 | PW_PLAYER_1);

	p_ptr->redraw |= (PR_EQUIPPY);
}
コード例 #22
0
ファイル: cmd3.c プロジェクト: NickMcConnell/poschengband
/*
 * 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();
}
コード例 #23
0
ファイル: cmd2.c プロジェクト: NickMcConnell/RePosBand
/*
 * 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);
	}
}
コード例 #24
0
ファイル: cmd-obj.c プロジェクト: Hrrunstar/angband
/*
 * 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);
	}


}
コード例 #25
0
ファイル: cmd-obj.c プロジェクト: Hrrunstar/angband
/*
 * Wield or wear a single item from the pack or floor
 */
void wield_item(object_type *o_ptr, int item, int slot)
{
	object_type object_type_body;
	object_type *i_ptr = &object_type_body;

	const char *fmt;
	char o_name[80];

	bool combined_ammo = FALSE;
	bool track_wielded_item = FALSE;
	int num = 1;

	/* If we are stacking ammo in the quiver */
	if (obj_is_ammo(o_ptr))
	{
		num = o_ptr->number;
		combined_ammo = object_similar(o_ptr, &p_ptr->inventory[slot],
			OSTACK_QUIVER);
	}

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

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

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

	/* Update object_idx if necessary, once object is in slot */
	if (p_ptr->object_idx == item)
	{
		track_wielded_item = TRUE;
	}

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

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

	/* Get the wield slot */
	o_ptr = &p_ptr->inventory[slot];

	if (combined_ammo)
	{
		/* Add the new ammo to the already-quiver-ed ammo */
		object_absorb(o_ptr, i_ptr);
	}
	else 
	{
		/* Take off existing item */
		if (o_ptr->kind)
			(void)inven_takeoff(slot, 255);

		/* If we are wielding ammo we may need to "open" the slot by shifting
		 * later ammo up the quiver; this is because we already called the
		 * inven_item_optimize() function. */
		if (slot >= QUIVER_START)
			open_quiver_slot(slot);
	
		/* Wear the new stuff */
		object_copy(o_ptr, i_ptr);

		/* Increment the equip counter by hand */
		p_ptr->equip_cnt++;
	}

	/* Increase the weight */
	p_ptr->total_weight += i_ptr->weight * num;

	/* Track object if necessary */
	if (track_wielded_item)
	{
		track_object(slot);
	}

	/* Do any ID-on-wield */
	object_notice_on_wield(o_ptr);

	/* Where is the item now */
	if (slot == INVEN_WIELD)
		fmt = "You are wielding %s (%c).";
	else if (slot == INVEN_BOW)
		fmt = "You are shooting with %s (%c).";
	else if (slot == INVEN_LIGHT)
		fmt = "Your light source is %s (%c).";
	else if (combined_ammo)
		fmt = "You combine %s in your quiver (%c).";
	else if (slot >= QUIVER_START && slot < QUIVER_END)
		fmt = "You add %s to your quiver (%c).";
	else
		fmt = "You are wearing %s (%c).";

	/* Describe the result */
	object_desc(o_name, sizeof(o_name), o_ptr, ODESC_PREFIX | ODESC_FULL);

	/* Message */
	msgt(MSG_WIELD, fmt, o_name, index_to_label(slot));

	/* Cursed! */
	if (cursed_p(o_ptr->flags))
	{
		/* Warn the player */
		msgt(MSG_CURSED, "Oops! It feels deathly cold!");

		/* Sense the object */
		object_notice_curses(o_ptr);
	}

	/* Save quiver size */
	save_quiver_size(p_ptr);

	/* See if we have to overflow the pack */
	pack_overflow();

	/* Recalculate bonuses, torch, mana */
	p_ptr->notice |= PN_SORT_QUIVER;
	p_ptr->update |= (PU_BONUS | PU_TORCH | PU_MANA);
	p_ptr->redraw |= (PR_INVEN | PR_EQUIP);
}
コード例 #26
0
ファイル: cmd6.c プロジェクト: BackupTheBerlios/nangband
/*
 * 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);
	}
}
コード例 #27
0
ファイル: melee1.c プロジェクト: BackupTheBerlios/nangband
/*
 * Attack the player via physical attacks.
 */
bool make_attack_normal(int m_idx)
{
	monster_type *m_ptr = &mon_list[m_idx];

	monster_race *r_ptr = &r_info[m_ptr->r_idx];

	monster_lore *l_ptr = &l_list[m_ptr->r_idx];

	int ap_cnt;

	int i, k, tmp, ac, rlev;
	int do_cut, do_stun;

	s32b gold;

	object_type *o_ptr;

	char o_name[80];

	char m_name[80];

	char ddesc[80];

	bool blinked;


	/* Not allowed to attack */
	if (r_ptr->flags1 & (RF1_NEVER_BLOW)) return (FALSE);


	/* Total armor */
	ac = p_ptr->ac + p_ptr->to_a;

	/* Extract the effective monster level */
	rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);


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

	/* Get the "died from" information (i.e. "a kobold") */
	monster_desc(ddesc, sizeof(ddesc), m_ptr, 0x88);


	/* Assume no blink */
	blinked = FALSE;

	/* Scan through all blows */
	for (ap_cnt = 0; ap_cnt < MONSTER_BLOW_MAX; ap_cnt++)
	{
		bool visible = FALSE;
		bool obvious = FALSE;

		int power = 0;
		int damage = 0;

		cptr act = NULL;

		/* Extract the attack infomation */
		int effect = r_ptr->blow[ap_cnt].effect;
		int method = r_ptr->blow[ap_cnt].method;
		int d_dice = r_ptr->blow[ap_cnt].d_dice;
		int d_side = r_ptr->blow[ap_cnt].d_side;


		/* Hack -- no more attacks */
		if (!method) break;


		/* Handle "leaving" */
		if (p_ptr->leaving) break;


		/* Extract visibility (before blink) */
		if (m_ptr->ml) visible = TRUE;



		/* Extract the attack "power" */
		switch (effect)
		{
			case RBE_HURT:      power = 60; break;
			case RBE_POISON:    power =  5; break;
			case RBE_UN_BONUS:  power = 20; break;
			case RBE_UN_POWER:  power = 15; break;
			case RBE_EAT_GOLD:  power =  5; break;
			case RBE_EAT_ITEM:  power =  5; break;
			case RBE_EAT_FOOD:  power =  5; break;
			case RBE_EAT_LITE:  power =  5; break;
			case RBE_ACID:      power =  0; break;
			case RBE_ELEC:      power = 10; break;
			case RBE_FIRE:      power = 10; break;
			case RBE_COLD:      power = 10; break;
			case RBE_BLIND:     power =  2; break;
			case RBE_CONFUSE:   power = 10; break;
			case RBE_TERRIFY:   power = 10; break;
			case RBE_PARALYZE:  power =  2; break;
			case RBE_LOSE_STR:  power =  0; break;
			case RBE_LOSE_DEX:  power =  0; break;
			case RBE_LOSE_CON:  power =  0; break;
			case RBE_LOSE_INT:  power =  0; break;
			case RBE_LOSE_WIS:  power =  0; break;
			case RBE_LOSE_CHR:  power =  0; break;
			case RBE_LOSE_ALL:  power =  2; break;
			case RBE_SHATTER:   power = 60; break;
			case RBE_EXP_10:    power =  5; break;
			case RBE_EXP_20:    power =  5; break;
			case RBE_EXP_40:    power =  5; break;
			case RBE_EXP_80:    power =  5; break;
			case RBE_HALLU:     power = 10; break;
		}


		/* Monster hits player */
		if (!effect || check_hit(power, rlev))
		{
			/* Always disturbing */
			disturb(1, 0);


			/* Hack -- Apply "protection from evil" */
			if ((p_ptr->protevil > 0) &&
			    (r_ptr->flags3 & (RF3_EVIL)) &&
			    (p_ptr->lev >= rlev) &&
			    ((rand_int(100) + p_ptr->lev) > 50))
			{
				/* Remember the Evil-ness */
				if (m_ptr->ml)
				{
					l_ptr->flags3 |= (RF3_EVIL);
				}

				/* Message */
				msg_format("%^s is repelled.", m_name);

				/* Hack -- Next attack */
				continue;
			}


			/* Assume no cut or stun */
			do_cut = do_stun = 0;

			/* Describe the attack method */
			switch (method)
			{
				case RBM_HIT:
				{
					act = "hits you.";
					do_cut = do_stun = 1;
					break;
				}

				case RBM_TOUCH:
				{
					act = "touches you.";
					break;
				}

				case RBM_PUNCH:
				{
					act = "punches you.";
					do_stun = 1;
					break;
				}

				case RBM_KICK:
				{
					act = "kicks you.";
					do_stun = 1;
					break;
				}

				case RBM_CLAW:
				{
					act = "claws you.";
					do_cut = 1;
					break;
				}

				case RBM_BITE:
				{
					act = "bites you.";
					do_cut = 1;
					break;
				}

				case RBM_STING:
				{
					act = "stings you.";
					break;
				}

				case RBM_XXX1:
				{
					act = "XXX1's you.";
					break;
				}

				case RBM_BUTT:
				{
					act = "butts you.";
					do_stun = 1;
					break;
				}

				case RBM_CRUSH:
				{
					act = "crushes you.";
					do_stun = 1;
					break;
				}

				case RBM_ENGULF:
				{
					act = "engulfs you.";
					break;
				}

				case RBM_XXX2:
				{
					act = "XXX2's you.";
					break;
				}

				case RBM_CRAWL:
				{
					act = "crawls on you.";
					break;
				}

				case RBM_DROOL:
				{
					act = "drools on you.";
					break;
				}

				case RBM_SPIT:
				{
					act = "spits on you.";
					break;
				}

				case RBM_XXX3:
				{
					act = "XXX3's on you.";
					break;
				}

				case RBM_GAZE:
				{
					act = "gazes at you.";
					break;
				}

				case RBM_WAIL:
				{
					act = "wails at you.";
					break;
				}

				case RBM_SPORE:
				{
					act = "releases spores at you.";
					break;
				}

				case RBM_XXX4:
				{
					act = "projects XXX4's at you.";
					break;
				}

				case RBM_BEG:
				{
					act = "begs you for money.";
					break;
				}

				case RBM_INSULT:
				{
					act = desc_insult[rand_int(MAX_DESC_INSULT)];
					break;
				}

				case RBM_MOAN:
				{
					act = desc_moan[rand_int(MAX_DESC_MOAN)];
					break;
				}

				case RBM_XXX5:
				{
					act = "XXX5's you.";
					break;
				}
			}

			/* Message */
			if (act) msg_format("%^s %s", m_name, act);


			/* Hack -- assume all attacks are obvious */
			obvious = TRUE;

			/* Roll out the damage */
			damage = damroll(d_dice, d_side);

			/* Apply appropriate damage */
			switch (effect)
			{
				case 0:
				{
					/* Hack -- Assume obvious */
					obvious = TRUE;

					/* Hack -- No damage */
					damage = 0;

					break;
				}

				case RBE_HURT:
				{
					/* Obvious */
					obvious = TRUE;

					/* Hack -- Player armor reduces total damage */
					damage -= (damage * ((ac < 150) ? ac : 150) / 250);

					/* Take damage */
					take_hit(damage, ddesc);

					break;
				}

				case RBE_POISON:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Take "poison" effect */
					if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
					{
						if (set_poisoned(p_ptr->poisoned + randint(rlev) + 5))
						{
							obvious = TRUE;
						}
					}

					/* Learn about the player */
					update_smart_learn(m_idx, DRS_RES_POIS);

					break;
				}

				case RBE_UN_BONUS:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Allow complete resist */
					if (!p_ptr->resist_disen)
					{
						/* Apply disenchantment */
						if (apply_disenchant(0)) obvious = TRUE;
					}

					/* Learn about the player */
					update_smart_learn(m_idx, DRS_RES_DISEN);

					break;
				}

				case RBE_UN_POWER:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Find an item */
					for (k = 0; k < 10; k++)
					{
						/* Pick an item */
						i = rand_int(INVEN_PACK);

						/* Obtain the item */
						o_ptr = &inventory[i];

						/* Skip non-objects */
						if (!o_ptr->k_idx) continue;

						/* Drain charged wands/staffs */
						if (((o_ptr->tval == TV_STAFF) ||
						     (o_ptr->tval == TV_WAND)) &&
						    (o_ptr->pval > 0))
						{
							/* Calculate healed hitpoints */
							int heal = rlev * o_ptr->pval * o_ptr->number;

							/* Don't heal more than max hp */
							heal = MIN(heal, m_ptr->maxhp - m_ptr->hp);

							/* Message */
							msg_print("Energy drains from your pack!");

							/* Obvious */
							obvious = TRUE;

							/* Heal */
							m_ptr->hp += heal;

							/* Redraw (later) if needed */
							if (p_ptr->health_who == m_idx)
								p_ptr->redraw |= (PR_HEALTH);

							/* Uncharge */
							o_ptr->pval = 0;

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

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

							/* Done */
							break;
						}
					}

					break;
				}

				case RBE_EAT_GOLD:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Obvious */
					obvious = TRUE;

					/* Saving throw (unless paralyzed) based on dex and level */
					if (!p_ptr->paralyzed &&
					    (rand_int(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
					                      p_ptr->lev)))
					{
						/* Saving throw message */
						msg_print("You quickly protect your money pouch!");

						/* Occasional blink anyway */
						if (rand_int(3)) blinked = TRUE;
					}

					/* Eat gold */
					else
					{
						gold = (p_ptr->au / 10) + randint(25);
						if (gold < 2) gold = 2;
						if (gold > 5000) gold = (p_ptr->au / 20) + randint(3000);
						if (gold > p_ptr->au) gold = p_ptr->au;
						p_ptr->au -= gold;
						if (gold <= 0)
						{
							msg_print("Nothing was stolen.");
						}
						else if (p_ptr->au)
						{
							msg_print("Your purse feels lighter.");
							msg_format("%ld coins were stolen!", (long)gold);
						}
						else
						{
							msg_print("Your purse feels lighter.");
							msg_print("All of your coins were stolen!");
						}

						/* Redraw gold */
						p_ptr->redraw |= (PR_GOLD);

						/* Window stuff */
						p_ptr->window |= (PW_PLAYER_0 | PW_PLAYER_1);

						/* Blink away */
						blinked = TRUE;
					}

					break;
				}

				case RBE_EAT_ITEM:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Saving throw (unless paralyzed) based on dex and level */
					if (!p_ptr->paralyzed &&
					    (rand_int(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
					                      p_ptr->lev)))
					{
						/* Saving throw message */
						msg_print("You grab hold of your backpack!");

						/* Occasional "blink" anyway */
						blinked = TRUE;

						/* Obvious */
						obvious = TRUE;

						/* Done */
						break;
					}

					/* Find an item */
					for (k = 0; k < 10; k++)
					{
						object_type *i_ptr;
						object_type object_type_body;

						/* Pick an item */
						i = rand_int(INVEN_PACK);

						/* Obtain the item */
						o_ptr = &inventory[i];

						/* Skip non-objects */
						if (!o_ptr->k_idx) continue;

						/* Skip artifacts */
						if (artifact_p(o_ptr)) continue;

						/* Get a description */
						object_desc(o_name, sizeof(o_name), o_ptr, FALSE, 3);

						/* Message */
						msg_format("%sour %s (%c) was stolen!",
						           ((o_ptr->number > 1) ? "One of y" : "Y"),
						           o_name, index_to_label(i));

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

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

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

						/* Carry the object */
						(void)monster_carry(m_idx, i_ptr);

						/* Steal the items */
						inven_item_increase(i, -1);
						inven_item_optimize(i);

						/* Obvious */
						obvious = TRUE;

						/* Blink away */
						blinked = TRUE;

						/* Done */
						break;
					}

					break;
				}

				case RBE_EAT_FOOD:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Steal some food */
					for (k = 0; k < 10; k++)
					{
						/* Pick an item from the pack */
						i = rand_int(INVEN_PACK);

						/* Get the item */
						o_ptr = &inventory[i];

						/* Skip non-objects */
						if (!o_ptr->k_idx) continue;

						/* Skip non-food objects */
						if (o_ptr->tval != TV_FOOD) continue;

						/* Get a description */
						object_desc(o_name, sizeof(o_name), o_ptr, FALSE, 0);

						/* Message */
						msg_format("%sour %s (%c) was eaten!",
						           ((o_ptr->number > 1) ? "One of y" : "Y"),
						           o_name, index_to_label(i));

						/* Steal the items */
						inven_item_increase(i, -1);
						inven_item_optimize(i);

						/* Obvious */
						obvious = TRUE;

						/* Done */
						break;
					}

					break;
				}

				case RBE_EAT_LITE:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Get the lite */
					o_ptr = &inventory[INVEN_LITE];

					/* Drain fuel */
					if ((o_ptr->pval > 0) && (!artifact_p(o_ptr)))
					{
						/* Reduce fuel */
						o_ptr->pval -= (250 + randint(250));
						if (o_ptr->pval < 1) o_ptr->pval = 1;

						/* Notice */
						if (!p_ptr->blind)
						{
							msg_print("Your light dims.");
							obvious = TRUE;
						}

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

					break;
				}

				case RBE_ACID:
				{
					/* Obvious */
					obvious = TRUE;

					/* Message */
					msg_print("You are covered in acid!");

					/* Special damage */
					acid_dam(damage, ddesc);

					/* Learn about the player */
					update_smart_learn(m_idx, DRS_RES_ACID);

					break;
				}

				case RBE_ELEC:
				{
					/* Obvious */
					obvious = TRUE;

					/* Message */
					msg_print("You are struck by electricity!");

					/* Take damage (special) */
					elec_dam(damage, ddesc);

					/* Learn about the player */
					update_smart_learn(m_idx, DRS_RES_ELEC);

					break;
				}

				case RBE_FIRE:
				{
					/* Obvious */
					obvious = TRUE;

					/* Message */
					msg_print("You are enveloped in flames!");

					/* Take damage (special) */
					fire_dam(damage, ddesc);

					/* Learn about the player */
					update_smart_learn(m_idx, DRS_RES_FIRE);

					break;
				}

				case RBE_COLD:
				{
					/* Obvious */
					obvious = TRUE;

					/* Message */
					msg_print("You are covered with frost!");

					/* Take damage (special) */
					cold_dam(damage, ddesc);

					/* Learn about the player */
					update_smart_learn(m_idx, DRS_RES_COLD);

					break;
				}

				case RBE_BLIND:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Increase "blind" */
					if (!p_ptr->resist_blind)
					{
						if (set_blind(p_ptr->blind + 10 + randint(rlev)))
						{
							obvious = TRUE;
						}
					}

					/* Learn about the player */
					update_smart_learn(m_idx, DRS_RES_BLIND);

					break;
				}

				case RBE_CONFUSE:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Increase "confused" */
					if (!p_ptr->resist_confu)
					{
						if (set_confused(p_ptr->confused + 3 + randint(rlev)))
						{
							obvious = TRUE;
						}
					}

					/* Learn about the player */
					update_smart_learn(m_idx, DRS_RES_CONFU);

					break;
				}

				case RBE_TERRIFY:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Increase "afraid" */
					if (p_ptr->resist_fear)
					{
						msg_print("You stand your ground!");
						obvious = TRUE;
					}
					else if (rand_int(100) < p_ptr->skill_sav)
					{
						msg_print("You stand your ground!");
						obvious = TRUE;
					}
					else
					{
						if (set_afraid(p_ptr->afraid + 3 + randint(rlev)))
						{
							obvious = TRUE;
						}
					}

					/* Learn about the player */
					update_smart_learn(m_idx, DRS_RES_FEAR);

					break;
				}

				case RBE_PARALYZE:
				{
					/* Hack -- Prevent perma-paralysis via damage */
					if (p_ptr->paralyzed && (damage < 1)) damage = 1;

					/* Take damage */
					take_hit(damage, ddesc);

					/* Increase "paralyzed" */
					if (p_ptr->free_act)
					{
						msg_print("You are unaffected!");
						obvious = TRUE;
					}
					else if (rand_int(100) < p_ptr->skill_sav)
					{
						msg_print("You resist the effects!");
						obvious = TRUE;
					}
					else
					{
						if (set_paralyzed(p_ptr->paralyzed + 3 + randint(rlev)))
						{
							obvious = TRUE;
						}
					}

					/* Learn about the player */
					update_smart_learn(m_idx, DRS_FREE);

					break;
				}

				case RBE_LOSE_STR:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Damage (stat) */
					if (do_dec_stat(A_STR)) obvious = TRUE;

					break;
				}

				case RBE_LOSE_INT:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Damage (stat) */
					if (do_dec_stat(A_INT)) obvious = TRUE;

					break;
				}

				case RBE_LOSE_WIS:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Damage (stat) */
					if (do_dec_stat(A_WIS)) obvious = TRUE;

					break;
				}

				case RBE_LOSE_DEX:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Damage (stat) */
					if (do_dec_stat(A_DEX)) obvious = TRUE;

					break;
				}

				case RBE_LOSE_CON:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Damage (stat) */
					if (do_dec_stat(A_CON)) obvious = TRUE;

					break;
				}

				case RBE_LOSE_CHR:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Damage (stat) */
					if (do_dec_stat(A_CHR)) obvious = TRUE;

					break;
				}

				case RBE_LOSE_ALL:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Damage (stats) */
					if (do_dec_stat(A_STR)) obvious = TRUE;
					if (do_dec_stat(A_DEX)) obvious = TRUE;
					if (do_dec_stat(A_CON)) obvious = TRUE;
					if (do_dec_stat(A_INT)) obvious = TRUE;
					if (do_dec_stat(A_WIS)) obvious = TRUE;
					if (do_dec_stat(A_CHR)) obvious = TRUE;

					break;
				}

				case RBE_SHATTER:
				{
					/* Obvious */
					obvious = TRUE;

					/* Hack -- Reduce damage based on the player armor class */
					damage -= (damage * ((ac < 150) ? ac : 150) / 250);

					/* Take damage */
					take_hit(damage, ddesc);

					/* Radius 8 earthquake centered at the monster */
					if (damage > 23) earthquake(m_ptr->fy, m_ptr->fx, 8);

					break;
				}

				case RBE_EXP_10:
				{
					/* Obvious */
					obvious = TRUE;

					/* Take damage */
					take_hit(damage, ddesc);

					if (p_ptr->hold_life && (rand_int(100) < 95))
					{
						msg_print("You keep hold of your life force!");
					}
					else
					{
						s32b d = damroll(10, 6) + (p_ptr->exp/100) * MON_DRAIN_LIFE;
						if (p_ptr->hold_life)
						{
							msg_print("You feel your life slipping away!");
							lose_exp(d/10);
						}
						else
						{
							msg_print("You feel your life draining away!");
							lose_exp(d);
						}
					}
					break;
				}

				case RBE_EXP_20:
				{
					/* Obvious */
					obvious = TRUE;

					/* Take damage */
					take_hit(damage, ddesc);

					if (p_ptr->hold_life && (rand_int(100) < 90))
					{
						msg_print("You keep hold of your life force!");
					}
					else
					{
						s32b d = damroll(20, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;

						if (p_ptr->hold_life)
						{
							msg_print("You feel your life slipping away!");
							lose_exp(d / 10);
						}
						else
						{
							msg_print("You feel your life draining away!");
							lose_exp(d);
						}
					}
					break;
				}

				case RBE_EXP_40:
				{
					/* Obvious */
					obvious = TRUE;

					/* Take damage */
					take_hit(damage, ddesc);

					if (p_ptr->hold_life && (rand_int(100) < 75))
					{
						msg_print("You keep hold of your life force!");
					}
					else
					{
						s32b d = damroll(40, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;

						if (p_ptr->hold_life)
						{
							msg_print("You feel your life slipping away!");
							lose_exp(d / 10);
						}
						else
						{
							msg_print("You feel your life draining away!");
							lose_exp(d);
						}
					}
					break;
				}

				case RBE_EXP_80:
				{
					/* Obvious */
					obvious = TRUE;

					/* Take damage */
					take_hit(damage, ddesc);

					if (p_ptr->hold_life && (rand_int(100) < 50))
					{
						msg_print("You keep hold of your life force!");
					}
					else
					{
						s32b d = damroll(80, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;

						if (p_ptr->hold_life)
						{
							msg_print("You feel your life slipping away!");
							lose_exp(d / 10);
						}
						else
						{
							msg_print("You feel your life draining away!");
							lose_exp(d);
						}
					}
					break;
				}

				case RBE_HALLU:
				{
					/* Take damage */
					take_hit(damage, ddesc);

					/* Increase "image" */
					if (!p_ptr->resist_chaos)
					{
						if (set_image(p_ptr->image + 3 + randint(rlev / 2)))
						{
							obvious = TRUE;
						}
					}

					/* Learn about the player */
					update_smart_learn(m_idx, DRS_RES_CHAOS);

					break;
				}
			}


			/* Hack -- only one of cut or stun */
			if (do_cut && do_stun)
			{
				/* Cancel cut */
				if (rand_int(100) < 50)
				{
					do_cut = 0;
				}

				/* Cancel stun */
				else
				{
					do_stun = 0;
				}
			}

			/* Handle cut */
			if (do_cut)
			{
				int k;

				/* Critical hit (zero if non-critical) */
				tmp = monster_critical(d_dice, d_side, damage);

				/* Roll for damage */
				switch (tmp)
				{
					case 0: k = 0; break;
					case 1: k = randint(5); break;
					case 2: k = randint(5) + 5; break;
					case 3: k = randint(20) + 20; break;
					case 4: k = randint(50) + 50; break;
					case 5: k = randint(100) + 100; break;
					case 6: k = 300; break;
					default: k = 500; break;
				}

				/* Apply the cut */
				if (k) (void)set_cut(p_ptr->cut + k);
			}

			/* Handle stun */
			if (do_stun)
			{
				int k;

				/* Critical hit (zero if non-critical) */
				tmp = monster_critical(d_dice, d_side, damage);

				/* Roll for damage */
				switch (tmp)
				{
					case 0: k = 0; break;
					case 1: k = randint(5); break;
					case 2: k = randint(10) + 10; break;
					case 3: k = randint(20) + 20; break;
					case 4: k = randint(30) + 30; break;
					case 5: k = randint(40) + 40; break;
					case 6: k = 100; break;
					default: k = 200; break;
				}

				/* Apply the stun */
				if (k) (void)set_stun(p_ptr->stun + k);
			}
		}

		/* Monster missed player */
		else
		{
			/* Analyze failed attacks */
			switch (method)
			{
				case RBM_HIT:
				case RBM_TOUCH:
				case RBM_PUNCH:
				case RBM_KICK:
				case RBM_CLAW:
				case RBM_BITE:
				case RBM_STING:
				case RBM_XXX1:
				case RBM_BUTT:
				case RBM_CRUSH:
				case RBM_ENGULF:
				case RBM_XXX2:

				/* Visible monsters */
				if (m_ptr->ml)
				{
					/* Disturbing */
					disturb(1, 0);

					/* Message */
					msg_format("%^s misses you.", m_name);
				}

				break;
			}
		}


		/* Analyze "visible" monsters only */
		if (visible)
		{
			/* Count "obvious" attacks (and ones that cause damage) */
			if (obvious || damage || (l_ptr->blows[ap_cnt] > 10))
			{
				/* Count attacks of this type */
				if (l_ptr->blows[ap_cnt] < MAX_UCHAR)
				{
					l_ptr->blows[ap_cnt]++;
				}
			}
		}
	}


	/* Blink away */
	if (blinked)
	{
		msg_print("There is a puff of smoke!");
		teleport_away(m_idx, MAX_SIGHT * 2 + 5);
	}


	/* Always notice cause of death */
	if (p_ptr->is_dead && (l_ptr->deaths < MAX_SHORT))
	{
		l_ptr->deaths++;
	}


	/* Assume we attacked */
	return (TRUE);
}
コード例 #28
0
ファイル: cmd6.c プロジェクト: BackupTheBerlios/nangband
/*
 * 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);
	}
}
コード例 #29
0
ファイル: rage-mage.c プロジェクト: Alkalinear/poschengband
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;
    }
}
コード例 #30
0
ファイル: cmd6.c プロジェクト: BackupTheBerlios/nangband
/*
 * 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);
	}
}