/* Proper usage includes: * 1. Initializing the slot during character generation or a * restore. * 2. Setting the slot due to a player's actions. * 3. If one of the objects in the slot are split off, these * functions can be used to put the remainder back in the slot. * 4. Putting an item that was thrown and returned back into the slot. * 5. Emptying the slot, by passing a null object. NEVER pass * zeroobj! * * If the item is being moved from another slot, it is the caller's * responsibility to handle that. It's also the caller's responsibility * to print the appropriate messages. */ void setuwep(struct obj *obj) { struct obj *olduwep = uwep; if (obj == uwep) return; /* necessary to not set unweapon */ /* This message isn't printed in the caller because it happens * *whenever* Sunsword is unwielded, from whatever cause. */ setworn(obj, W_WEP); if (uwep == obj && artifact_light(olduwep) && olduwep->lamplit) { end_burn(olduwep, FALSE); if (!Blind) pline("%s glowing.", Tobjnam(olduwep, "stop")); } /* Note: Explicitly wielding a pick-axe will not give a "bashing" * message. Wielding one via 'a'pplying it will. * 3.2.2: Wielding arbitrary objects will give bashing message too. */ if (obj) { unweapon = (obj->oclass == WEAPON_CLASS) ? is_launcher(obj) || is_ammo(obj) || is_missile(obj) || (is_pole(obj) && !u.usteed) : !is_weptool(obj); } else unweapon = TRUE; /* for "bare hands" message */ update_inventory(); }
struct obj *oname(struct obj *obj, const char *name) { int lth; char buf[PL_PSIZ]; lth = *name ? (int)(strlen(name) + 1) : 0; if (lth > PL_PSIZ) { lth = PL_PSIZ; name = strncpy(buf, name, PL_PSIZ - 1); buf[PL_PSIZ - 1] = '\0'; } /* If named artifact exists in the game, do not create another. * Also trying to create an artifact shouldn't de-artifact * it (e.g. Excalibur from prayer). In this case the object * will retain its current name. */ if (obj->oartifact || (lth && exist_artifact(obj->otyp, name))) return obj; if (lth == obj->onamelth) { /* no need to replace entire object */ if (lth) strcpy(ONAME(obj), name); } else { obj = realloc_obj(obj, obj->oxlth, obj->oextra, lth, name); } if (lth) artifact_exists(obj, name, TRUE); if (obj->oartifact) { /* can't dual-wield with artifact as secondary weapon */ if (obj == uswapwep) untwoweapon(); /* activate warning if you've just named your weapon "Sting" */ if (obj == uwep) set_artifact_intrinsic(obj, TRUE, W_WEP); } if (carried(obj)) update_inventory(); return obj; }
void uswapwepgone(void) { if (uswapwep) { setworn(NULL, W_SWAPWEP); update_inventory(); } }
/* obj: quest artifact; possibly null if carrying Amulet */ void finish_quest(struct obj *obj) { struct obj *otmp; if (Uhave_amulet) { /* unlikely but not impossible */ qt_pager(QT_HASAMULET); /* leader IDs the real amulet but ignores any fakes */ if ((otmp = carrying(AMULET_OF_YENDOR)) != 0) fully_identify_obj(otmp); } else { qt_pager(!Qstat(got_thanks) ? QT_OFFEREDIT : QT_OFFEREDIT2); /* should have obtained bell during quest; if not, suggest returning for it now */ if ((otmp = carrying(BELL_OF_OPENING)) == 0) com_pager(5); } Qstat(got_thanks) = TRUE; if (obj) { u.uevent.qcompleted = 1; /* you did it! */ historic_event(FALSE, FALSE, "completed the quest!"); /* behave as if leader imparts sufficient info about the quest artifact */ fully_identify_obj(obj); update_inventory(); } }
void uqwepgone(void) { if (uquiver) { setworn(NULL, W_QUIVER); update_inventory(); } }
void untwoweapon(void) { if (u.twoweap) { pline("You can no longer use two weapons at once."); u.twoweap = FALSE; update_inventory(); } return; }
/* Updated to use the extrinsic and blocked fields. */ void setworn(struct obj *obj, long mask) { const struct worn *wp; struct obj *oobj; int p; if ((mask & (W_ARM|I_SPECIAL)) == (W_ARM|I_SPECIAL)) { /* restoring saved game; no properties are conferred via skin */ uskin = obj; /* assert( !uarm ); */ } else { for (wp = worn; wp->w_mask; wp++) if (wp->w_mask & mask) { oobj = *(wp->w_obj); if (oobj && !(oobj->owornmask & wp->w_mask)) impossible("Setworn: mask = %ld.", wp->w_mask); if (oobj) { if (u.twoweap && (oobj->owornmask & (W_WEP|W_SWAPWEP))) u.twoweap = 0; oobj->owornmask &= ~wp->w_mask; if (wp->w_mask & ~(W_SWAPWEP|W_QUIVER)) { /* leave as "x = x <op> y", here and below, for broken * compilers */ p = objects[oobj->otyp].oc_oprop; u.uprops[p].extrinsic = u.uprops[p].extrinsic & ~wp->w_mask; if ((p = w_blocks(oobj,mask)) != 0) u.uprops[p].blocked &= ~wp->w_mask; if (oobj->oartifact) set_artifact_intrinsic(oobj, 0, mask); } } *(wp->w_obj) = obj; if (obj) { obj->owornmask |= wp->w_mask; /* Prevent getting/blocking intrinsics from wielding * potions, through the quiver, etc. * Allow weapon-tools, too. * wp_mask should be same as mask at this point. */ if (wp->w_mask & ~(W_SWAPWEP|W_QUIVER)) { if (obj->oclass == WEAPON_CLASS || is_weptool(obj) || mask != W_WEP) { p = objects[obj->otyp].oc_oprop; u.uprops[p].extrinsic = u.uprops[p].extrinsic | wp->w_mask; if ((p = w_blocks(obj, mask)) != 0) u.uprops[p].blocked |= wp->w_mask; } if (obj->oartifact) set_artifact_intrinsic(obj, 1, mask); } } } } update_inventory(); }
int dotwoweapon(void) { /* You can always toggle it off */ if (u.twoweap) { pline("You switch to your primary weapon."); u.twoweap = 0; update_inventory(); return 0; } /* May we use two weapons? */ if (can_twoweapon()) { /* Success! */ pline("You begin two-weapon combat."); u.twoweap = 1; update_inventory(); return rnd(20) > ACURR(A_DEX); } return 0; }
/* These should be used only when the item can't be put back in * the slot by life saving. Proper usage includes: * 1. The item has been eaten, stolen, burned away, or rotted away. * 2. Making an item disappear for a bones pile. */ void uwepgone(void) { if (uwep) { if (artifact_light(uwep) && uwep->lamplit) { end_burn(uwep, FALSE); if (!Blind) pline("%s glowing.", Tobjnam(uwep, "stop")); } setworn(NULL, W_WEP); unweapon = TRUE; update_inventory(); } }
static void pre_move_tasks(boolean didmove) { boolean is_on_elbereth = sengr_at("Elbereth", u.ux, u.uy); /* recalc attribute bonuses from items */ calc_attr_bonus(); find_ac(); if (!flags.mv || Blind) special_vision_handling(); /* update "Elbereth" status */ if (was_on_elbereth != is_on_elbereth) { was_on_elbereth = is_on_elbereth; iflags.botl = 1; } if (iflags.botl) bot(); if (didmove && (u.uhave.amulet || Clairvoyant) && !In_endgame(&u.uz) && !BClairvoyant && !(moves % 15) && !rn2(2)) do_vicinity_map(); u.umoved = FALSE; if (multi > 0) { lookaround(); if (!multi) { /* lookaround may clear multi */ flags.move = 0; iflags.botl = 1; } } if (didmove && moves % 100 == 0) realtime_tasks(); update_inventory(); update_location(FALSE); if (didmove) { /* Mark the current square as stepped on unless blind, * since that would imply that we had properly explored it. */ struct rm *loc = &level->locations[u.ux][u.uy]; if (!Blind && !loc->mem_stepped) loc->mem_stepped = 1; } }
/* Updated to use the extrinsic and blocked fields. */ void setnotworn(struct obj *obj) { const struct worn *wp; int p; if (!obj) return; if (obj == uwep || obj == uswapwep) u.twoweap = 0; for (wp = worn; wp->w_mask; wp++) if (obj == *(wp->w_obj)) { *(wp->w_obj) = 0; p = objects[obj->otyp].oc_oprop; u.uprops[p].extrinsic = u.uprops[p].extrinsic & ~wp->w_mask; obj->owornmask &= ~wp->w_mask; if (obj->oartifact) set_artifact_intrinsic(obj, 0, wp->w_mask); if ((p = w_blocks(obj,wp->w_mask)) != 0) u.uprops[p].blocked &= ~wp->w_mask; } update_inventory(); }
struct obj * oname(struct obj *obj, const char *name) { int lth; lth = *name ? (int)(strlen(name) + 1) : 0; /* If named artifact exists in the game, do not create another. Also trying to create an artifact shouldn't de-artifact it (e.g. Excalibur from prayer). In this case the object will retain its current name. */ if (obj->oartifact || (lth && exist_artifact(obj->otyp, name))) return obj; christen_obj(obj, name); if (lth) artifact_exists(obj, name, TRUE); if (obj->oartifact) { /* can't dual-wield with artifact as secondary weapon */ if (obj == uswapwep) untwoweapon(); } if (carried(obj)) update_inventory(); return obj; }
/* curse a few inventory items at random! */ void rndcurse() { int nobj = 0; int cnt, onum; struct obj *otmp; /*JP static const char mal_aura[] = "feel a malignant aura surround %s."; */ static const char mal_aura[] = "邪悪なオーラを%sの回りに感じた."; if (uwep && (uwep->oartifact == ART_MAGICBANE) && rn2(20)) { /*JP You(mal_aura, "the magic-absorbing blade"); */ You(mal_aura, "魔力を吸いとる刀"); return; } if (Antimagic) { shieldeff(u.ux, u.uy); /*JP You(mal_aura, "you"); */ You(mal_aura, "あなた"); } for (otmp = invent; otmp; otmp = otmp->nobj) { /* gold isn't subject to being cursed or blessed */ if (otmp->oclass == COIN_CLASS) continue; nobj++; } if (nobj) { for (cnt = rnd(6 / ((!!Antimagic) + (!!Half_spell_damage) + 1)); cnt > 0; cnt--) { onum = rnd(nobj); for (otmp = invent; otmp; otmp = otmp->nobj) { /* as above */ if (otmp->oclass == COIN_CLASS) continue; if (--onum == 0) break; /* found the target */ } /* the !otmp case should never happen; picking an already cursed item happens--avoid "resists" message in that case */ if (!otmp || otmp->cursed) continue; /* next target */ if (otmp->oartifact && spec_ability(otmp, SPFX_INTEL) && rn2(10) < 8) { /*JP pline("%s!", Tobjnam(otmp, "resist")); */ pline("%sは影響を受けない!", xname(otmp)); continue; } if (otmp->blessed) unbless(otmp); else curse(otmp); } update_inventory(); } /* treat steed's saddle as extended part of hero's inventory */ if (u.usteed && !rn2(4) && (otmp = which_armor(u.usteed, W_SADDLE)) != 0 && !otmp->cursed) { /* skip if already cursed */ if (otmp->blessed) unbless(otmp); else curse(otmp); if (!Blind) { #if 0 /*JP*/ pline("%s %s.", Yobjnam2(otmp, "glow"), hcolor(otmp->cursed ? NH_BLACK : (const char *) "brown")); #else pline("%sは%s輝いた.", xname(otmp), jconj_adj(hcolor(otmp->cursed ? NH_BLACK : (const char *)"茶色の"))); #endif otmp->bknown = TRUE; } } }
int spelleffects(int spell, boolean atme, const struct nh_cmd_arg *arg) { int energy, damage, chance, n, intell; int skill, role_skill; boolean confused = (Confusion != 0); struct obj *pseudo; boolean dummy; coord cc; schar dx = 0, dy = 0, dz = 0; if (!SPELL_IS_FROM_SPELLBOOK(spell)) { /* At the moment, we implement this via calling the code for the shortcut command. Eventually, it would make sense to invert this (and make the shortcut commands wrappers for spelleffects). */ switch (spellid(spell)) { case SPID_PRAY: return dopray(arg); case SPID_TURN: return doturn(arg); case SPID_RLOC: return dotele(arg); case SPID_JUMP: return dojump(arg); case SPID_MONS: return domonability(arg); default: impossible("Unknown spell number %d?", spellid(spell)); return 0; } } /* * Find the skill the hero has in a spell type category. * See spell_skilltype for categories. */ skill = spell_skilltype(spellid(spell)); role_skill = P_SKILL(skill); /* Get the direction or target, if applicable. We want to do this *before* determining spell success, both for interface consistency and to cut down on needless mksobj calls. */ switch (spellid(spell)) { /* These spells ask the user to target a specific space. */ case SPE_CONE_OF_COLD: case SPE_FIREBALL: /* If Skilled or better, get a specific space. */ if (role_skill >= P_SKILLED) { if (throwspell(&dx, &dy, arg)) { dz = 0; break; } else { /* Decided not to target anything. Abort the spell. */ pline("Spell canceled."); return 0; } } /* If not Skilled, fall through. */ /* These spells ask the user to target a direction. */ case SPE_FORCE_BOLT: case SPE_SLEEP: case SPE_MAGIC_MISSILE: case SPE_KNOCK: case SPE_SLOW_MONSTER: case SPE_WIZARD_LOCK: case SPE_DIG: case SPE_TURN_UNDEAD: case SPE_POLYMORPH: case SPE_TELEPORT_AWAY: case SPE_CANCELLATION: case SPE_FINGER_OF_DEATH: case SPE_HEALING: case SPE_EXTRA_HEALING: case SPE_DRAIN_LIFE: case SPE_STONE_TO_FLESH: if (atme) dx = dy = dz = 0; else if (!getargdir(arg, NULL, &dx, &dy, &dz)) { /* getdir cancelled, abort */ pline("Spell canceled."); return 0; } break; case SPE_JUMPING: if(!get_jump_coords(arg, &cc, max(role_skill, 1))) { /* No jumping after all, I guess. */ pline("Spell canceled."); return 0; } break; /* The rest of the spells don't have targeting. */ default: break; } /* Spell casting no longer affects knowledge of the spell. A decrement of spell knowledge is done every turn. */ if (spellknow(spell) <= 0) { pline("Your knowledge of this spell is twisted."); pline("It invokes nightmarish images in your mind..."); spell_backfire(spell); return 0; } else if (spellknow(spell) <= 200) { /* 1% */ pline("You strain to recall the spell."); } else if (spellknow(spell) <= 1000) { /* 5% */ pline("Your knowledge of this spell is growing faint."); } energy = (spellev(spell) * 5); /* 5 <= energy <= 35 */ if (u.uhunger <= 10 && spellid(spell) != SPE_DETECT_FOOD) { pline("You are too hungry to cast that spell."); return 0; } else if (ACURR(A_STR) < 4) { pline("You lack the strength to cast spells."); return 0; } else if (check_capacity ("Your concentration falters while carrying so much stuff.")) { return 1; } else if (!freehand()) { pline("Your arms are not free to cast!"); return 0; } if (Uhave_amulet) { pline("You feel the amulet draining your energy away."); energy += rnd(2 * energy); } if (energy > u.uen) { pline("You don't have enough energy to cast that spell."); return 0; } else { if (spellid(spell) != SPE_DETECT_FOOD) { int hungr = energy * 2; /* * If hero is a wizard, their current intelligence * (bonuses + temporary + current) * affects hunger reduction in casting a spell. * 1. int = 17-18 no reduction * 2. int = 16 1/4 hungr * 3. int = 15 1/2 hungr * 4. int = 1-14 normal reduction * The reason for this is: * a) Intelligence affects the amount of exertion * in thinking. * b) Wizards have spent their life at magic and * understand quite well how to cast spells. */ intell = acurr(A_INT); if (!Role_if(PM_WIZARD)) intell = 10; if (intell >= 17) hungr = 0; else if (intell == 16) hungr /= 4; else if (intell == 15) hungr /= 2; /* don't put player (quite) into fainting from casting a spell, particularly since they might not even be hungry at the beginning; however, this is low enough that they must eat before casting anything else except detect food */ if (hungr > u.uhunger - 3) hungr = u.uhunger - 3; morehungry(hungr); } } chance = percent_success(spell); if (confused || (rnd(100) > chance)) { pline("You fail to cast the spell correctly."); u.uen -= energy / 2; return 1; } u.uen -= energy; /* pseudo is a temporary "false" object containing the spell stats */ pseudo = mktemp_sobj(level, spellid(spell)); pseudo->blessed = pseudo->cursed = 0; pseudo->quan = 20L; /* do not let useup get it */ switch (pseudo->otyp) { /* * At first spells act as expected. As the hero increases in skill * with the appropriate spell type, some spells increase in their * effects, e.g. more damage, further distance, and so on, without * additional cost to the spellcaster. */ case SPE_CONE_OF_COLD: case SPE_FIREBALL: if (role_skill >= P_SKILLED) { cc.x = dx; cc.y = dy; n = rnd(8) + 1; while (n--) { if (!dx && !dy && !dz) { if ((damage = zapyourself(pseudo, TRUE)) != 0) losehp(damage, msgprintf( "zapped %sself with an exploding spell", uhim())); } else { explode(dx, dy, pseudo->otyp - SPE_MAGIC_MISSILE + 10, u.ulevel / 2 + 1 + spell_damage_bonus(), 0, (pseudo->otyp == SPE_CONE_OF_COLD) ? EXPL_FROSTY : EXPL_FIERY, NULL, 0); } dx = cc.x + rnd(3) - 2; dy = cc.y + rnd(3) - 2; if (!isok(dx, dy) || !cansee(dx, dy) || IS_STWALL(level->locations[dx][dy].typ) || Engulfed) { /* Spell is reflected back to center */ dx = cc.x; dy = cc.y; } } break; } /* else fall through... */ /* these spells are all duplicates of wand effects */ case SPE_FORCE_BOLT: case SPE_SLEEP: case SPE_MAGIC_MISSILE: case SPE_KNOCK: case SPE_SLOW_MONSTER: case SPE_WIZARD_LOCK: case SPE_DIG: case SPE_TURN_UNDEAD: case SPE_POLYMORPH: case SPE_TELEPORT_AWAY: case SPE_CANCELLATION: case SPE_FINGER_OF_DEATH: case SPE_LIGHT: case SPE_DETECT_UNSEEN: case SPE_HEALING: case SPE_EXTRA_HEALING: case SPE_DRAIN_LIFE: case SPE_STONE_TO_FLESH: if (objects[pseudo->otyp].oc_dir != NODIR) { if (!dx && !dy && !dz) { if ((damage = zapyourself(pseudo, TRUE)) != 0) { losehp(damage, msgprintf("zapped %sself with a spell", uhim())); } } else weffects(pseudo, dx, dy, dz); } else weffects(pseudo, 0, 0, 0); update_inventory(); /* spell may modify inventory */ break; /* these are all duplicates of scroll effects */ case SPE_REMOVE_CURSE: case SPE_CONFUSE_MONSTER: case SPE_DETECT_FOOD: case SPE_CAUSE_FEAR: /* high skill yields effect equivalent to blessed scroll */ if (role_skill >= P_SKILLED) pseudo->blessed = 1; /* fall through */ case SPE_CHARM_MONSTER: case SPE_MAGIC_MAPPING: case SPE_CREATE_MONSTER: case SPE_IDENTIFY: seffects(pseudo, &dummy); break; /* these are all duplicates of potion effects */ case SPE_HASTE_SELF: case SPE_DETECT_TREASURE: case SPE_DETECT_MONSTERS: case SPE_LEVITATION: case SPE_RESTORE_ABILITY: /* high skill yields effect equivalent to blessed potion */ if (role_skill >= P_SKILLED) pseudo->blessed = 1; /* fall through */ case SPE_INVISIBILITY: peffects(pseudo); break; case SPE_CURE_BLINDNESS: healup(0, 0, FALSE, TRUE); break; case SPE_CURE_SICKNESS: if (Sick) pline("You are no longer ill."); if (Slimed) { pline("The slime disappears!"); Slimed = 0; } healup(0, 0, TRUE, FALSE); break; case SPE_CREATE_FAMILIAR: make_familiar(NULL, u.ux, u.uy, FALSE); break; case SPE_CLAIRVOYANCE: if (!BClairvoyant) do_vicinity_map(); /* at present, only one thing blocks clairvoyance */ else if (uarmh && uarmh->otyp == CORNUTHAUM) pline("You sense a pointy hat on top of your %s.", body_part(HEAD)); break; case SPE_PROTECTION: cast_protection(); break; case SPE_JUMPING: jump_to_coords(&cc); break; default: impossible("Unknown spell %d attempted.", spell); obfree(pseudo, NULL); return 0; } /* gain skill for successful cast */ use_skill(skill, spellev(spell)); obfree(pseudo, NULL); /* now, get rid of it */ return 1; }
static int arti_invoke(struct obj *obj) { const struct artifact *oart = get_artifact(obj); if (!oart || !oart->inv_prop) { if (obj->oclass == WAND_CLASS) return do_break_wand(obj); else if (obj->oclass == GEM_CLASS || obj->oclass == TOOL_CLASS) return dorub(obj); else if (obj->otyp == CRYSTAL_BALL) use_crystal_ball(obj); else pline("Nothing happens."); return 1; } if (oart->inv_prop > LAST_PROP) { /* It's a special power, not "just" a property */ if (obj->age > moves) { /* the artifact is tired :-) */ pline("You feel that %s %s ignoring you.", the(xname(obj)), otense(obj, "are")); /* and just got more so; patience is essential... */ obj->age += (long) dice(3,10); return 1; } obj->age = moves + rnz(100); switch(oart->inv_prop) { case TAMING: { struct obj pseudo; boolean unused_known; pseudo = zeroobj; /* neither cursed nor blessed */ pseudo.otyp = SCR_TAMING; seffects(&pseudo, &unused_known); break; } case HEALING: { int healamt = (u.uhpmax + 1 - u.uhp) / 2; long creamed = (long)u.ucreamed; if (Upolyd) healamt = (u.mhmax + 1 - u.mh) / 2; if (healamt || Sick || Slimed || Blinded > creamed) pline("You feel better."); else goto nothing_special; if (healamt > 0) { if (Upolyd) u.mh += healamt; else u.uhp += healamt; } if (Sick) make_sick(0L,NULL,FALSE,SICK_ALL); if (Slimed) Slimed = 0L; if (Blinded > creamed) make_blinded(creamed, FALSE); iflags.botl = 1; break; } case ENERGY_BOOST: { int epboost = (u.uenmax + 1 - u.uen) / 2; if (epboost > 120) epboost = 120; /* arbitrary */ else if (epboost < 12) epboost = u.uenmax - u.uen; if (epboost) { pline("You feel re-energized."); u.uen += epboost; iflags.botl = 1; } else goto nothing_special; break; } case UNTRAP: { if (!untrap(TRUE)) { obj->age = 0; /* don't charge for changing their mind */ return 0; } break; } case CHARGE_OBJ: { struct obj *otmp = getobj(recharge_type, "charge"); boolean b_effect; if (!otmp) { obj->age = 0; return 0; } b_effect = obj->blessed && (Role_switch == oart->role || !oart->role); recharge(otmp, b_effect ? 1 : obj->cursed ? -1 : 0); update_inventory(); break; } case LEV_TELE: level_tele(); break; case CREATE_PORTAL: { int i, num_ok_dungeons, last_ok_dungeon = 0; d_level newlev; extern int n_dgns; /* from dungeon.c */ struct nh_menuitem *items; items = malloc(n_dgns * sizeof(struct nh_menuitem)); num_ok_dungeons = 0; for (i = 0; i < n_dgns; i++) { if (!dungeons[i].dunlev_ureached) continue; items[num_ok_dungeons].id = i+1; items[num_ok_dungeons].accel = 0; items[num_ok_dungeons].role = MI_NORMAL; items[num_ok_dungeons].selected = FALSE; strcpy(items[num_ok_dungeons].caption, dungeons[i].dname); num_ok_dungeons++; last_ok_dungeon = i; } if (num_ok_dungeons > 1) { /* more than one entry; display menu for choices */ int n; int selected[1]; n = display_menu(items, num_ok_dungeons, "Open a portal to which dungeon?", PICK_ONE, selected); free(items); if (n <= 0) goto nothing_special; i = selected[0] - 1; } else { free(items); i = last_ok_dungeon; /* also first & only OK dungeon */ } /* * i is now index into dungeon structure for the new dungeon. * Find the closest level in the given dungeon, open * a use-once portal to that dungeon and go there. * The closest level is either the entry or dunlev_ureached. */ newlev.dnum = i; if (dungeons[i].depth_start >= depth(&u.uz)) newlev.dlevel = dungeons[i].entry_lev; else newlev.dlevel = dungeons[i].dunlev_ureached; if (u.uhave.amulet || In_endgame(&u.uz) || In_endgame(&newlev) || newlev.dnum == u.uz.dnum) { pline("You feel very disoriented for a moment."); } else { if (!Blind) pline("You are surrounded by a shimmering sphere!"); else pline("You feel weightless for a moment."); goto_level(&newlev, FALSE, FALSE, FALSE); } break; } case ENLIGHTENING: enlightenment(0); break; case CREATE_AMMO: { struct obj *otmp = mksobj(level, ARROW, TRUE, FALSE); if (!otmp) goto nothing_special; otmp->blessed = obj->blessed; otmp->cursed = obj->cursed; otmp->bknown = obj->bknown; if (obj->blessed) { if (otmp->spe < 0) otmp->spe = 0; otmp->quan += rnd(10); } else if (obj->cursed) { if (otmp->spe > 0) otmp->spe = 0; } else otmp->quan += rnd(5); otmp->owt = weight(otmp); hold_another_object(otmp, "Suddenly %s out.", aobjnam(otmp, "fall"), NULL); break; } } } else { long eprop = (u.uprops[oart->inv_prop].extrinsic ^= W_ARTI), iprop = u.uprops[oart->inv_prop].intrinsic; boolean on = (eprop & W_ARTI) != 0; /* true if invoked prop just set */ if (on && obj->age > moves) { /* the artifact is tired :-) */ u.uprops[oart->inv_prop].extrinsic ^= W_ARTI; pline("You feel that %s %s ignoring you.", the(xname(obj)), otense(obj, "are")); /* can't just keep repeatedly trying */ obj->age += (long) dice(3,10); return 1; } else if (!on) { /* when turning off property, determine downtime */ /* arbitrary for now until we can tune this -dlc */ obj->age = moves + rnz(100); } if ((eprop & ~W_ARTI) || iprop) { nothing_special: /* you had the property from some other source too */ if (carried(obj)) pline("You feel a surge of power, but nothing seems to happen."); return 1; } switch(oart->inv_prop) { case CONFLICT: if (on) pline("You feel like a rabble-rouser."); else pline("You feel the tension decrease around you."); break; case LEVITATION: if (on) { float_up(); spoteffects(FALSE); } else float_down(I_SPECIAL|TIMEOUT, W_ARTI); break; case INVIS: if (BInvis || Blind) goto nothing_special; newsym(u.ux, u.uy); if (on) pline("Your body takes on a %s transparency...", Hallucination ? "normal" : "strange"); else pline("Your body seems to unfade..."); break; } } return 1; }
int dowrite(struct obj *pen, const struct nh_cmd_arg *arg) { struct obj *paper; const char *namebuf, *nm, *bp; struct obj *new_obj; int basecost, actualcost; int curseval; const char *qbuf; int first, last, i; boolean by_descr = FALSE, by_name = FALSE; const char *typeword; if (nohands(youmonst.data)) { pline(msgc_cancelled, "You need hands to be able to write!"); return 0; } else if (slippery_fingers(&youmonst)) { pline(msgc_cancelled1, "%s from your %s.", Tobjnam(pen, "slip"), makeplural(body_part(FINGER))); unwield_silently(pen); dropx(pen); return 1; } /* get paper to write on */ paper = getargobj(arg, write_on, "write on"); if (!paper) return 0; typeword = (paper->oclass == SPBOOK_CLASS) ? "spellbook" : "scroll"; if (Blind && !paper->dknown) { pline(msgc_cancelled1, "You don't know if that %s is blank or not!", typeword); return 1; } paper->dknown = 1; if (paper->otyp != SCR_BLANK_PAPER && paper->otyp != SPE_BLANK_PAPER) { pline(msgc_cancelled1, "That %s is not blank!", typeword); exercise(A_WIS, FALSE); return 1; } /* what to write */ qbuf = msgprintf("What type of %s do you want to write?", typeword); namebuf = getarglin(arg, qbuf); namebuf = msgmungspaces(namebuf); /* remove any excess whitespace */ if (namebuf[0] == '\033' || !namebuf[0]) return 1; nm = namebuf; if (!strncmpi(nm, "scroll ", 7)) nm += 7; else if (!strncmpi(nm, "spellbook ", 10)) nm += 10; if (!strncmpi(nm, "of ", 3)) nm += 3; if ((bp = strstri(nm, " armour")) != 0) nm = msgcat_many(msgchop(nm, bp-nm), " armor", bp+7, NULL); first = bases[(int)paper->oclass]; last = bases[(int)paper->oclass + 1] - 1; for (i = first; i <= last; i++) { /* extra shufflable descr not representing a real object */ if (!OBJ_NAME(objects[i])) continue; if (!strcmpi(OBJ_NAME(objects[i]), nm)) goto found; if (!strcmpi(OBJ_DESCR(objects[i]), nm)) { by_descr = TRUE; goto found; } if (objects[i].oc_uname && !strcmpi(objects[i].oc_uname, nm)) { by_name = TRUE; goto found; } } pline(msgc_cancelled1, "There is no such %s!", typeword); return 1; found: if (i == SCR_BLANK_PAPER || i == SPE_BLANK_PAPER) { pline(msgc_cancelled1, "You can't write that!"); pline(msgc_cancelled1, "It's obscene!"); return 1; } else if (i == SPE_BOOK_OF_THE_DEAD) { pline(msgc_cancelled1, "No mere dungeon adventurer could write that."); return 1; } else if ((by_descr || by_name) && paper->oclass == SPBOOK_CLASS && !objects[i].oc_name_known) { /* can't write unknown spellbooks by description */ pline(msgc_cancelled1, "Unfortunately you don't have enough information to go on."); return 1; } /* KMH, conduct */ break_conduct(conduct_illiterate); new_obj = mksobj(level, i, FALSE, FALSE, rng_main); new_obj->bknown = (paper->bknown && pen->bknown); /* shk imposes a flat rate per use, not based on actual charges used */ check_unpaid(pen); /* see if there's enough ink */ basecost = cost(new_obj); if (pen->spe < basecost / 2) { pline(msgc_failcurse, "Your marker is too dry to write that!"); obfree(new_obj, NULL); return 1; } /* we're really going to write now, so calculate cost no custom RNG used: too much influence from player actions */ actualcost = rn1(basecost / 2, basecost / 2); curseval = bcsign(pen) + bcsign(paper); exercise(A_WIS, TRUE); /* dry out marker */ if (pen->spe < actualcost) { pen->spe = 0; pline(msgc_itemloss, "Your marker dries out!"); /* scrolls disappear, spellbooks don't */ if (paper->oclass == SPBOOK_CLASS) { pline(msgc_failcurse, "The spellbook is left unfinished and your writing fades."); update_inventory(); /* pen charges */ } else { pline(msgc_failcurse, "The scroll is now useless and disappears!"); useup(paper); } obfree(new_obj, NULL); return 1; } pen->spe -= actualcost; /* can't write if we don't know it - unless we're lucky */ if (!(objects[new_obj->otyp].oc_name_known) && (rnl(Role_if(PM_WIZARD) ? 3 : 15))) { pline(msgc_failrandom, "You %s to write that!", by_descr ? "fail" : "don't know how"); /* scrolls disappear, spellbooks don't */ if (paper->oclass == SPBOOK_CLASS) { pline_implied(msgc_failrandom, "You write in your best handwriting: " "\"My Diary\", but it quickly fades."); update_inventory(); /* pen charges */ } else { const char *written; if (by_descr) { written = OBJ_DESCR(objects[new_obj->otyp]); written = eroded_text(written, (6 + MAXULEV - youmonst.m_lev) / 6, 0); } else written = msgprintf("%s was here!", u.uplname); pline_implied(msgc_failrandom, "You write \"%s\" and the scroll disappears.", written); useup(paper); } obfree(new_obj, NULL); return 1; } /* useup old scroll / spellbook */ useup(paper); /* success */ if (new_obj->oclass == SPBOOK_CLASS) { /* acknowledge the change in the object's description... */ pline(msgc_actionok, "The spellbook warps strangely, then turns %s.", OBJ_DESCR(objects[new_obj->otyp])); } new_obj->blessed = (curseval > 0); new_obj->cursed = (curseval < 0); hold_another_object(new_obj, "Oops! %s out of your grasp!", The(aobjnam(new_obj, "slip")), NULL); return 1; }
void setuqwep(struct obj *obj) { setworn(obj, W_QUIVER); update_inventory(); }
void rndcurse() /* curse a few inventory items at random! */ { int nobj = 0; int cnt, onum; struct obj *otmp; static const char mal_aura[] = "feel a malignant aura surround %s."; if (uwep && (uwep->oartifact == ART_MAGICBANE) && rn2(20)) { You(mal_aura, "the magic-absorbing blade"); return; } if(Antimagic) { shieldeff(u.ux, u.uy); You(mal_aura, "you"); } for (otmp = invent; otmp; otmp = otmp->nobj) { #ifdef GOLDOBJ /* gold isn't subject to being cursed or blessed */ if (otmp->oclass == COIN_CLASS) continue; #endif nobj++; } if (nobj) { for (cnt = rnd(6/((!!Antimagic) + (!!Half_spell_damage) + 1)); cnt > 0; cnt--) { onum = rnd(nobj); for (otmp = invent; otmp; otmp = otmp->nobj) { #ifdef GOLDOBJ /* as above */ if (otmp->oclass == COIN_CLASS) continue; #endif if (--onum == 0) break; /* found the target */ } /* the !otmp case should never happen; picking an already cursed item happens--avoid "resists" message in that case */ if (!otmp || otmp->cursed) continue; /* next target */ if(otmp->oartifact && spec_ability(otmp, SPFX_INTEL) && rn2(10) < 8) { pline("%s!", Tobjnam(otmp, "resist")); continue; } if(otmp->blessed) unbless(otmp); else curse(otmp); } update_inventory(); } #ifdef STEED /* treat steed's saddle as extended part of hero's inventory */ if (u.usteed && !rn2(4) && (otmp = which_armor(u.usteed, W_SADDLE)) != 0 && !otmp->cursed) { /* skip if already cursed */ if (otmp->blessed) unbless(otmp); else curse(otmp); if (!Blind) { pline("%s %s %s.", s_suffix(upstart(y_monnam(u.usteed))), aobjnam(otmp, "glow"), hcolor(otmp->cursed ? NH_BLACK : (const char *)"brown")); otmp->bknown = TRUE; } } #endif /*STEED*/ }
void setuswapwep(struct obj *obj) { setworn(obj, W_SWAPWEP); update_inventory(); }
void rndcurse() /* curse a few inventory items at random! */ { int nobj = 0; int cnt, onum; struct obj *otmp; static const char mal_aura[] = "VERB_SPUEREN eine bösartige Aura um OBJECT %s."; /* EN static const char mal_aura[] = "feel a malignant aura surround %s."; */ if (uwep && (uwep->oartifact == ART_MAGICBANE) && rn2(20)) { You(mal_aura, "ARTIKEL_BESTIMMTER ADJEKTIV_MAGIE_ABSORBIEREND NOUN_KLINGE"); /* EN You(mal_aura, "the magic-absorbing blade"); */ return; } if(Antimagic) { shieldeff(u.ux, u.uy); You(mal_aura, "PRONOMEN_PERSONAL"); /* EN You(mal_aura, "you"); */ } for (otmp = invent; otmp; otmp = otmp->nobj) { #ifdef GOLDOBJ /* gold isn't subject to being cursed or blessed */ if (otmp->oclass == COIN_CLASS) continue; #endif nobj++; } if (nobj) { for (cnt = rnd(6/((!!Antimagic) + (!!Half_spell_damage) + 1)); cnt > 0; cnt--) { onum = rnd(nobj); for (otmp = invent; otmp; otmp = otmp->nobj) { #ifdef GOLDOBJ /* as above */ if (otmp->oclass == COIN_CLASS) continue; #endif if (--onum == 0) break; /* found the target */ } /* the !otmp case should never happen; picking an already cursed item happens--avoid "resists" message in that case */ if (!otmp || otmp->cursed) continue; /* next target */ if(otmp->oartifact && spec_ability(otmp, SPFX_INTEL) && rn2(10) < 8) { pline("%s!", Tobjnam(otmp, "VERB_WIDERSTEHEN")); /* EN pline("%s!", Tobjnam(otmp, "resist")); */ continue; } if(otmp->blessed) unbless(otmp); else curse(otmp); } update_inventory(); } #ifdef STEED /* treat steed's saddle as extended part of hero's inventory */ if (u.usteed && !rn2(4) && (otmp = which_armor(u.usteed, W_SADDLE)) != 0 && !otmp->cursed) { /* skip if already cursed */ if (otmp->blessed) unbless(otmp); else curse(otmp); if (!Blind) { pline("SUBJECT %s %s %s.", /* EN pline("%s %s %s.", */ genitivattribut_zu_wort(y_monnam(u.usteed), /* EN s_suffix(upstart(y_monnam(u.usteed))), */ cxname(otmp)), "VERB_LEUCHTEN", /* EN aobjnam(otmp, "glow"), */ hcolor(otmp->cursed ? NH_BLACK : (const char *)"ADJEKTIV_FARBE_BRAUN")); /* EN hcolor(otmp->cursed ? NH_BLACK : (const char *)"brown")); */ otmp->bknown = TRUE; } } #endif /*STEED*/ }
enum nh_restore_status nh_restore_game(int fd, struct nh_window_procs *rwinprocs, boolean force_replay) { int playmode, irole, irace, igend, ialign; char namebuf[PL_NSIZ]; /* some compilers can't cope with the fact that all subsequent stores to error * are not dead, but become important if the error handler longjumps back * volatile is required to prevent invalid optimization based on that wrong * assumption. */ volatile enum nh_restore_status error = GAME_RESTORED; if (fd == -1) return ERR_BAD_ARGS; switch (nh_get_savegame_status(fd, NULL)) { case LS_INVALID: return ERR_BAD_FILE; case LS_DONE: return ERR_GAME_OVER; case LS_CRASHED: force_replay = TRUE; break; case LS_IN_PROGRESS: return ERR_IN_PROGRESS; case LS_SAVED: break; /* default, everything is A-OK */ } if (!api_entry_checkpoint()) goto error_out; error = ERR_BAD_FILE; replay_set_logfile(fd); /* store the fd and try to get a lock or exit */ replay_begin(); program_state.restoring = TRUE; iflags.disable_log = TRUE; /* don't log any of the commands, they're already in the log */ /* Read the log header for this game. */ replay_read_newgame(&turntime, &playmode, namebuf, &irole, &irace, &igend, &ialign); /* set special windowprocs which will autofill requests for user input * with data from the log file */ replay_setup_windowprocs(rwinprocs); startup_common(namebuf, playmode); u.initrole = irole; u.initrace = irace; u.initgend = igend; u.initalign = ialign; if (!force_replay) { error = ERR_RESTORE_FAILED; replay_run_cmdloop(TRUE, FALSE, TRUE); replay_jump_to_endpos(); if (!dorecover_fd(fd)) { replay_undo_jump_to_endpos(); goto error_out2; } replay_undo_jump_to_endpos(); wd_message(); program_state.game_running = 1; post_init_tasks(); } else { replay_run_cmdloop(TRUE, TRUE, FALSE); /* option setup only */ newgame(); /* try replaying instead */ error = ERR_REPLAY_FAILED; replay_run_cmdloop(FALSE, FALSE, TRUE); replay_sync_save(); } /* restore standard window procs */ replay_restore_windowprocs(); program_state.restoring = FALSE; iflags.disable_log = FALSE; /* clean up data used for replay */ replay_end(); log_truncate(); log_init(); /* must be called before we start writing to the log */ /* info might not have reached the ui while alternate window procs were set */ doredraw(); /* nh_start_game() does this via newgame(), but since this function doesn't * call newgame(), we have to do it here instead. */ notify_levelchange(NULL); bot(); flush_screen(); was_on_elbereth = !sengr_at("Elbereth", u.ux, u.uy); /* force botl update later */ welcome(FALSE); realtime_messages(TRUE, TRUE); update_inventory(); api_exit(); return GAME_RESTORED; error_out2: api_exit(); error_out: replay_restore_windowprocs(); program_state.restoring = FALSE; iflags.disable_log = FALSE; replay_end(); unlock_fd(fd); if (error == ERR_RESTORE_FAILED) { raw_printf("Restore failed. Attempting to replay instead.\n"); error = nh_restore_game(fd, rwinprocs, TRUE); } return error; }