Exemplo n.º 1
0
/* Holy Orb -- destroys cursed non-artifacts */
static void project_object_handler_HOLY_ORB(project_object_handler_context_t *context)
{
	if (cursed_p(context->obj->flags)) {
		context->do_kill = true;
		context->note_kill = VERB_AGREEMENT(context->obj->number, "is destroyed", "are destroyed");
	}
}
Exemplo n.º 2
0
/**
 * Delete an object when the floor fails to carry it, and attempt to remove
 * it from the object list
 */
static void floor_carry_fail(struct object *drop, bool broke)
{
	struct object *known = drop->known;

	/* Delete completely */
	if (known) {
		char o_name[80];
		char *verb = broke ? VERB_AGREEMENT(drop->number, "breaks", "break")
			: VERB_AGREEMENT(drop->number, "disappears", "disappear");
		object_desc(o_name, sizeof(o_name), drop, ODESC_BASE);
		msg("The %s %s.", o_name, verb);
		if (known->iy && known->ix)
			square_excise_object(player->cave, known->iy, known->ix, known);
		delist_object(player->cave, known);
		object_delete(&known);
	}
	delist_object(cave, drop);
	object_delete(&drop);
}
Exemplo n.º 3
0
/**
 * Project an effect onto an object.
 *
 * \param context is the project_o context.
 * \param element is for elements that will destroy an object, or that it will
 * ignore.
 * \param singular_verb is the verb that is displayed when one object is
 * destroyed.
 * \param plural_verb is the verb that is displayed in multiple objects are
 * destroyed.
 */
static void project_object_elemental(project_object_handler_context_t *context,
									 int element, const char *singular_verb,
									 const char *plural_verb)
{
	if (context->obj->el_info[element].flags & EL_INFO_HATES) {
		context->do_kill = true;
		context->note_kill = VERB_AGREEMENT(context->obj->number,
											singular_verb, plural_verb);
		context->ignore = (context->obj->el_info[element].flags &
						   EL_INFO_IGNORE) ? true : false;
	}
}
Exemplo n.º 4
0
/**
 * Called from project() to affect objects
 *
 * Called for projections with the PROJECT_ITEM flag set, which includes
 * beam, ball and breath effects.
 *
 * \param who is the monster list index of the caster
 * \param r is the distance from the centre of the effect
 * \param y the coordinates of the grid being handled
 * \param x the coordinates of the grid being handled
 * \param dam is the "damage" from the effect at distance r from the centre
 * \param typ is the projection (GF_) type
 * \param protected_obj is an object that should not be affected by the 
 *        projection, typically the object that created it
 * \return whether the effects were obvious
 *
 * Note that this function determines if the player can see anything that
 * happens by taking into account: blindness, line-of-sight, and illumination.
 *
 * Hack -- effects on objects which are memorized but not in view are also seen.
 */
bool project_o(int who, int r, int y, int x, int dam, int typ,
			   const struct object *protected_obj)
{
	struct object *obj = square_object(cave, y, x);
	bool obvious = false;

	/* Scan all objects in the grid */
	while (obj) {
		bool ignore = false;
		bool do_kill = false;
		const char *note_kill = NULL;
		struct object *next = obj->next;
		project_object_handler_context_t context = {
			who,
			r,
			y,
			x,
			dam,
			typ,
			obj,
			obvious,
			do_kill,
			ignore,
			note_kill,
		};
		project_object_handler_f object_handler = object_handlers[typ];

		if (object_handler != NULL)
			object_handler(&context);

		obvious = context.obvious;
		do_kill = context.do_kill && (obj != protected_obj);
		ignore = context.ignore;
		note_kill = context.note_kill;

		/* Attempt to destroy the object */
		if (do_kill) {
			char o_name[80];

			/* Effect observed */
			if (obj->known && !ignore_item_ok(obj) &&
				square_isseen(cave, y, x)) {
				obvious = true;
				object_desc(o_name, sizeof(o_name), obj, ODESC_BASE);
			}

			/* Artifacts, and other objects, get to resist */
			if (obj->artifact || ignore) {
				/* Observe the resist */
				if (obvious && obj->known && !ignore_item_ok(obj))
					msg("The %s %s unaffected!", o_name,
						VERB_AGREEMENT(obj->number, "is", "are"));
			} else if (obj->mimicking_m_idx) {
				/* Reveal mimics */
				if (obvious)
					become_aware(cave_monster(cave, obj->mimicking_m_idx));
			} else {
				/* Describe if needed */
				if (obvious && obj->known && note_kill && !ignore_item_ok(obj))
					msgt(MSG_DESTROY, "The %s %s!", o_name, note_kill);

				/* Delete the object */
				square_excise_object(cave, y, x, obj);
				delist_object(cave, obj);
				object_delete(&obj);

				/* Redraw */
				square_note_spot(cave, y, x);
				square_light_spot(cave, y, x);
			}
		}

		/* Next object */
		obj = next;
	}

	/* Return "Anything seen?" */
	return (obvious);
}
Exemplo n.º 5
0
/* Mana -- destroys everything */
static void project_object_handler_MANA(project_object_handler_context_t *context)
{
	context->do_kill = true;
	context->note_kill = VERB_AGREEMENT(context->obj->number, "is destroyed", "are destroyed");
}
Exemplo n.º 6
0
/**
 * Examine a grid, return a keypress.
 *
 * The "mode" argument contains the "TARGET_LOOK" bit flag, which
 * indicates that the "space" key should scan through the contents
 * of the grid, instead of simply returning immediately.  This lets
 * the "look" command get complete information, without making the
 * "target" command annoying.
 *
 * The "info" argument contains the "commands" which should be shown
 * inside the "[xxx]" text.  This string must never be empty, or grids
 * containing monsters will be displayed with an extra comma.
 *
 * Note that if a monster is in the grid, we update both the monster
 * recall info and the health bar info to track that monster.
 *
 * This function correctly handles multiple objects per grid, and objects
 * and terrain features in the same grid, though the latter never happens.
 *
 * This function must handle blindness/hallucination.
 */
static ui_event target_set_interactive_aux(int y, int x, int mode)
{
	struct object *obj = NULL;

	const char *s1, *s2, *s3;

	bool boring;

	int floor_max = z_info->floor_size;
	struct object **floor_list = mem_zalloc(floor_max * sizeof(*floor_list));
	int floor_num;

	ui_event press;

	char out_val[TARGET_OUT_VAL_SIZE];

	char coords[20];

	const char *name;

	/* Describe the square location */
	coords_desc(coords, sizeof(coords), y, x);

	/* Repeat forever */
	while (1) {
		/* Paranoia */
		press.type = EVT_KBRD;
		press.key.code = ' ';
		press.key.mods = 0;

		/* Assume boring */
		boring = TRUE;

		/* Default */
		s1 = "You see ";
		s2 = "";
		s3 = "";


		/* The player */
		if (cave->squares[y][x].mon < 0) {
			/* Description */
			s1 = "You are ";

			/* Preposition */
			s2 = "on ";
		}

		/* Hallucination messes things up */
		if (player->timed[TMD_IMAGE]) {
			const char *name = "something strange";

			/* Display a message */
			if (player->wizard)
				strnfmt(out_val, sizeof(out_val),
						"%s%s%s%s, %s (%d:%d, cost=%d, when=%d).", s1, s2, s3,
						name, coords, y, x, (int)cave->squares[y][x].cost,
						(int)cave->squares[y][x].when);
			else
				strnfmt(out_val, sizeof(out_val), "%s%s%s%s, %s.",
						s1, s2, s3, name, coords);

			prt(out_val, 0, 0);
			move_cursor_relative(y, x);

			press.key = inkey();

			/* Stop on everything but "return" */
			if (press.key.code == KC_ENTER)
				continue;

			mem_free(floor_list);
			return press;
		}

		/* Actual monsters */
		if (cave->squares[y][x].mon > 0) {
			monster_type *m_ptr = square_monster(cave, y, x);
			const monster_lore *l_ptr = get_lore(m_ptr->race);

			/* Visible */
			if (mflag_has(m_ptr->mflag, MFLAG_VISIBLE) &&
				!mflag_has(m_ptr->mflag, MFLAG_UNAWARE)) {
				bool recall = FALSE;

				char m_name[80];

				/* Not boring */
				boring = FALSE;

				/* Get the monster name ("a kobold") */
				monster_desc(m_name, sizeof(m_name), m_ptr, MDESC_IND_VIS);

				/* Hack -- track this monster race */
				monster_race_track(player->upkeep, m_ptr->race);

				/* Hack -- health bar for this monster */
				health_track(player->upkeep, m_ptr);

				/* Hack -- handle stuff */
				handle_stuff(player);

				/* Interact */
				while (1) {
					/* Recall or target */
					if (recall) {
						lore_show_interactive(m_ptr->race, l_ptr);
						press = inkey_m();
					} else {
						char buf[80];

						/* Describe the monster */
						look_mon_desc(buf, sizeof(buf),
									  cave->squares[y][x].mon);

						/* Describe, and prompt for recall */
						if (player->wizard) {
							strnfmt(out_val, sizeof(out_val),
									"%s%s%s%s (%s), %s (%d:%d, cost=%d, when=%d).",
									s1, s2, s3, m_name, buf, coords, y, x,
									(int)cave->squares[y][x].cost,
									(int)cave->squares[y][x].when);
						} else {
							strnfmt(out_val, sizeof(out_val),
									"%s%s%s%s (%s), %s.",
									s1, s2, s3, m_name, buf, coords);
						}

						prt(out_val, 0, 0);

						/* Place cursor */
						move_cursor_relative(y, x);

						/* Command */
						press = inkey_m();
					}

					/* Normal commands */
					if ((press.type == EVT_MOUSE) && (press.mouse.button == 1)
						&& (KEY_GRID_X(press) == x) && (KEY_GRID_Y(press) == y))
						recall = !recall;
					else
					if ((press.type == EVT_KBRD) && (press.key.code == 'r'))
						recall = !recall;
					else
						break;
				}

				if (press.type == EVT_MOUSE) {
					/* Stop on right click */
					if (press.mouse.button == 2)
						break;

					/* Sometimes stop at "space" key */
					if (press.mouse.button && !(mode & (TARGET_LOOK))) break;
				} else {
					/* Stop on everything but "return"/"space" */
					if (press.key.code != KC_ENTER && press.key.code != ' ')
						break;

					/* Sometimes stop at "space" key */
					if ((press.key.code == ' ') && !(mode & (TARGET_LOOK)))
						break;
				}

				/* Take account of gender */
				if (rf_has(m_ptr->race->flags, RF_FEMALE)) s1 = "She is ";
				else if (rf_has(m_ptr->race->flags, RF_MALE)) s1 = "He is ";
				else s1 = "It is ";

				/* Use a verb */
				s2 = "carrying ";

				/* Scan all objects being carried */
				for (obj = m_ptr->held_obj; obj; obj = obj->next) {
					char o_name[80];

					/* Obtain an object description */
					object_desc(o_name, sizeof(o_name), obj,
								ODESC_PREFIX | ODESC_FULL);

					/* Describe the object */
					if (player->wizard) {
						strnfmt(out_val, sizeof(out_val),
								"%s%s%s%s, %s (%d:%d, cost=%d, when=%d).",
								s1, s2, s3, o_name, coords, y, x,
								(int)cave->squares[y][x].cost,
								(int)cave->squares[y][x].when);
					}

					prt(out_val, 0, 0);
					move_cursor_relative(y, x);
					press = inkey_m();

					if (press.type == EVT_MOUSE) {
						/* Stop on right click */
						if (press.mouse.button == 2)
							break;

						/* Sometimes stop at "space" key */
						if (press.mouse.button && !(mode & (TARGET_LOOK)))
							break;
					} else {
						/* Stop on everything but "return"/"space" */
						if ((press.key.code != KC_ENTER) &&
							(press.key.code != ' '))
							break;

						/* Sometimes stop at "space" key */
						if ((press.key.code == ' ') && !(mode & (TARGET_LOOK)))
							break;
					}

					/* Change the intro */
					s2 = "also carrying ";
				}

				/* Double break */
				if (obj) break;

				/* Use a preposition */
				s2 = "on ";
			}
		}

		/* A trap */
		if (square_isvisibletrap(cave, y, x)) {
			struct trap *trap = cave->squares[y][x].trap;

			/* Not boring */
			boring = FALSE;

			/* Interact */
			while (1) {
				/* Change the intro */
				if (cave->squares[y][x].mon < 0) {
					s1 = "You are ";
					s2 = "on ";
				} else {
					s1 = "You see ";
					s2 = "";
				}

				/* Pick proper indefinite article */
				s3 = (is_a_vowel(trap->kind->desc[0])) ? "an " : "a ";

				/* Describe, and prompt for recall */
				if (player->wizard) {
					strnfmt(out_val, sizeof(out_val),
							"%s%s%s%s, %s (%d:%d, cost=%d, when=%d).", s1, s2,
							s3, trap->kind->name, coords, y, x,
							(int)cave->squares[y][x].cost,
							(int)cave->squares[y][x].when);
				} else {
					strnfmt(out_val, sizeof(out_val), "%s%s%s%s, %s.", 
							s1, s2, s3, trap->kind->desc, coords);
				}

				prt(out_val, 0, 0);

				/* Place cursor */
				move_cursor_relative(y, x);

				/* Command */
				press = inkey_m();
		
				/* Stop on everything but "return"/"space" */
				if ((press.key.code != KC_ENTER) && (press.key.code != ' '))
					break;
		
				/* Sometimes stop at "space" key */
				if ((press.key.code == ' ') && !(mode & (TARGET_LOOK)))
					break;
			}
		}
	
		/* Double break */
		if (square_isvisibletrap(cave, y, x))
			break;
	
		/* Assume not floored */
		floor_num = scan_floor(floor_list, floor_max, y, x, 0x0A, NULL);

		/* Scan all marked objects in the grid */
		if ((floor_num > 0) &&
		    (!(player->timed[TMD_BLIND]) ||
			 (y == player->py && x == player->px))) {
			/* Not boring */
			boring = FALSE;

			track_object(player->upkeep, floor_list[0]);
			handle_stuff(player);

			/* If there is more than one item... */
			if (floor_num > 1)
				while (1) {
					/* Describe the pile */
					if (player->wizard) {
						strnfmt(out_val, sizeof(out_val),
								"%s%s%sa pile of %d objects, %s (%d:%d, cost=%d, when=%d).",
								s1, s2, s3, floor_num, coords, y, x,
								(int)cave->squares[y][x].cost,
								(int)cave->squares[y][x].when);
					} else {
						strnfmt(out_val, sizeof(out_val),
								"%s%s%sa pile of %d objects, %s.",
								s1, s2, s3, floor_num, coords);
					}

					prt(out_val, 0, 0);
					move_cursor_relative(y, x);
					press = inkey_m();

					/* Display objects */
					if (((press.type == EVT_MOUSE) && (press.mouse.button == 1)
						 && (KEY_GRID_X(press) == x) && 
						 (KEY_GRID_Y(press) == y)) ||
						((press.type == EVT_KBRD) && (press.key.code == 'r'))) {
						int rdone = 0;
						int pos;
						while (!rdone) {
							/* Save screen */
							screen_save();

							/* Display */
							show_floor(floor_list, floor_num,
									   (OLIST_WEIGHT | OLIST_GOLD), NULL);

							/* Describe the pile */
							prt(out_val, 0, 0);
							press = inkey_m();

							/* Load screen */
							screen_load();

							if (press.type == EVT_MOUSE) {
								pos = press.mouse.y-1;
							} else {
								pos = press.key.code - 'a';
							}
							if (0 <= pos && pos < floor_num) {
								track_object(player->upkeep, floor_list[pos]);
								handle_stuff(player);
								continue;
							}
							rdone = 1;
						}

						/* Now that the user's done with the display loop,
						 * let's do the outer loop over again */
						continue;
					}

					/* Done */
					break;
				}
			/* Only one object to display */
			else {
				/* Get the single object in the list */
				struct object *obj = floor_list[0];

				/* Allow user to recall an object */
				press = target_recall_loop_object(obj, y, x, out_val, s1, s2,
												  s3, coords);

				/* Stop on everything but "return"/"space" */
				if ((press.key.code != KC_ENTER) && (press.key.code != ' '))
					break;

				/* Sometimes stop at "space" key */
				if ((press.key.code == ' ') && !(mode & (TARGET_LOOK))) break;

				/* Plurals */
				s1 = VERB_AGREEMENT(obj->number, "It is ", "They are ");

				/* Preposition */
				s2 = "on ";
			}

		}

		/* Double break */
		if (obj) break;

		name = square_apparent_name(cave, player, y, x);

		/* Terrain feature if needed */
		if (boring || square_isinteresting(cave, y, x)) {
			/* Hack -- handle unknown grids */

			/* Pick a prefix */
			if (*s2 && square_isdoor(cave, y, x)) s2 = "in ";

			/* Pick proper indefinite article */
			s3 = (is_a_vowel(name[0])) ? "an " : "a ";

			/* Hack -- special introduction for store doors */
			if (square_isshop(cave, y, x))
				s3 = "the entrance to the ";

			/* Display a message */
			if (player->wizard) {
				strnfmt(out_val, sizeof(out_val),
						"%s%s%s%s, %s (%d:%d, cost=%d, when=%d).", s1, s2, s3,
						name, coords, y, x, (int)cave->squares[y][x].cost,
						(int)cave->squares[y][x].when);
			} else {
				strnfmt(out_val, sizeof(out_val),
						"%s%s%s%s, %s.", s1, s2, s3, name, coords);
			}

			prt(out_val, 0, 0);
			move_cursor_relative(y, x);
			press = inkey_m();

			if (press.type == EVT_MOUSE) {
				/* Stop on right click */
				if (press.mouse.button == 2)
					break;
			} else {
				/* Stop on everything but "return"/"space" */
				if ((press.key.code != KC_ENTER) && (press.key.code != ' '))
					break;
			}
		}

		/* Stop on everything but "return" */
		if (press.type == EVT_MOUSE) {
				/* Stop on right click */
				if (press.mouse.button != 2)
					break;
		} else {
    			if (press.key.code != KC_ENTER) break;
		}
	}

	mem_free(floor_list);

	/* Keep going */
	return (press);
}
Exemplo n.º 7
0
/**
 * Let an object fall to the ground at or near a location.
 *
 * The initial location is assumed to be "square_in_bounds_fully(cave, )".
 *
 * This function takes a parameter "chance".  This is the percentage
 * chance that the item will "disappear" instead of drop.  If the object
 * has been thrown, then this is the chance of disappearance on contact.
 *
 * This function will produce a description of a drop event under the player
 * when "verbose" is true.
 *
 * We check several locations to see if we can find a location at which
 * the object can combine, stack, or be placed.  Artifacts will try very
 * hard to be placed, including "teleporting" to a useful grid if needed.
 *
 * Objects which fail to be carried by the floor are deleted.  This function
 * attempts to add successfully dropped objects to, and to remove failures
 * from, the object list (as dropped items may or may not be already listed).
 */
void drop_near(struct chunk *c, struct object *dropped, int chance, int y,
			   int x, bool verbose)
{
	int i, k, n, d, s;

	int bs, bn;
	int by, bx;
	int dy, dx;
	int ty, tx;

	struct object *obj;

	char o_name[80];

	bool flag = false;

	/* Only called in the current level */
	assert(c == cave);

	/* Describe object */
	object_desc(o_name, sizeof(o_name), dropped, ODESC_BASE);

	/* Handle normal "breakage" */
	if (!dropped->artifact && (randint0(100) < chance)) {
		/* Message */
		msg("The %s %s.", o_name,
			VERB_AGREEMENT(dropped->number, "breaks", "break"));

		/* Failure */
		if (dropped->known) {
			delist_object(cave_k, dropped->known);
			object_delete(&dropped->known);
		}
		delist_object(c, dropped);
		object_delete(&dropped);
		return;
	}

	/* Score */
	bs = -1;

	/* Picker */
	bn = 0;

	/* Default */
	by = y;
	bx = x;

	/* Scan local grids */
	for (dy = -3; dy <= 3; dy++) {
		for (dx = -3; dx <= 3; dx++) {
			bool comb = false;

			/* Calculate actual distance */
			d = (dy * dy) + (dx * dx);

			/* Ignore distant grids */
			if (d > 10) continue;

			/* Location */
			ty = y + dy;
			tx = x + dx;

			/* Skip illegal grids */
			if (!square_in_bounds_fully(c, ty, tx)) continue;

			/* Require line of sight */
			if (!los(c, y, x, ty, tx)) continue;

			/* Require floor space */
			if (!square_isfloor(c, ty, tx)) continue;

			/* Require no trap or rune */
			if (square_isplayertrap(c, ty, tx) ||
				square_iswarded(c, ty, tx))
				continue;

			/* No objects */
			k = 0;
			n = 0;

			/* Scan objects in that grid */
			for (obj = square_object(c, ty, tx); obj; obj = obj->next) {
				/* Check for possible combination */
				if (object_similar(obj, dropped, OSTACK_FLOOR))
					comb = true;

				/* Count objects */
				if (!ignore_item_ok(obj))
					k++;
				else
					n++;
			}

			/* Add new object */
			if (!comb) k++;

			/* Option -- disallow stacking */
			if (OPT(birth_no_stacking) && (k > 1)) continue;

			/* Paranoia? */
			if ((k + n) > z_info->floor_size &&
				!floor_get_oldest_ignored(ty, tx)) continue;

			/* Calculate score */
			s = 1000 - (d + k * 5);

			/* Skip bad values */
			if (s < bs) continue;

			/* New best value */
			if (s > bs) bn = 0;

			/* Apply the randomizer to equivalent values */
			if ((++bn >= 2) && (randint0(bn) != 0)) continue;

			/* Keep score */
			bs = s;

			/* Track it */
			by = ty;
			bx = tx;

			/* Okay */
			flag = true;
		}
	}

	/* Handle lack of space */
	if (!flag && !dropped->artifact) {
		/* Message */
		msg("The %s %s.", o_name,
			VERB_AGREEMENT(dropped->number, "disappears", "disappear"));

		/* Debug */
		if (player->wizard) msg("Breakage (no floor space).");

		/* Failure */
		if (dropped->known) {
			delist_object(cave_k, dropped->known);
			object_delete(&dropped->known);
		}
		delist_object(c, dropped);
		object_delete(&dropped);
		return;
	}

	/* Find a grid */
	for (i = 0; !flag; i++) {
		/* Bounce around */
		if (i < 1000) {
			ty = rand_spread(by, 1);
			tx = rand_spread(bx, 1);
		} else {
			/* Random locations */
			ty = randint0(c->height);
			tx = randint0(c->width);
		}

		/* Require floor space */
		if (!square_canputitem(c, ty, tx)) continue;

		/* Bounce to that location */
		by = ty;
		bx = tx;

		/* Okay */
		flag = true;
	}

	/* Give it to the floor */
	if (!floor_carry(c, by, bx, dropped, false)) {
		/* Message */
		msg("The %s %s.", o_name,
			VERB_AGREEMENT(dropped->number, "disappears", "disappear"));

		/* Debug */
		if (player->wizard) msg("Breakage (too many objects).");

		if (dropped->artifact) dropped->artifact->created = false;

		/* Failure */
		if (dropped->known) {
			delist_object(cave_k, dropped->known);
			object_delete(&dropped->known);
		}
		delist_object(c, dropped);
		object_delete(&dropped);
		return;
	}

	/* Sound */
	sound(MSG_DROP);

	/* Message when an object falls under the player */
	if (verbose && (c->squares[by][bx].mon < 0))
		/* Check the item still exists and isn't ignored */
		if (c->objects[dropped->oidx] && !ignore_item_ok(dropped))
			msg("You feel something roll beneath your feet.");
}