Exemplo n.º 1
0
/* Take off an item */
void do_cmd_takeoff(cmd_code code, cmd_arg args[])
{
	int item = args[0].item;

	if (!item_is_available(item, NULL, USE_EQUIP))
	{
		msg("You are not wielding that item.");
		return;
	}

	if (!obj_can_takeoff(object_from_item_idx(item)))
	{
		msg("You cannot take off that item.");
		return;
	}

	(void)inven_takeoff(item, 255);
	pack_overflow();
	p_ptr->energy_use = 50;
}
Exemplo n.º 2
0
/**
 * Wield or wear a single item from the pack or floor
 */
void inven_wield(struct object *obj, int slot)
{
	struct object *wielded, *old = player->body.slots[slot].obj;

	const char *fmt;
	char o_name[80];
	bool dummy = false;

	/* Increase equipment counter if empty slot */
	if (old == NULL)
		player->upkeep->equip_cnt++;

	/* Take a turn */
	player->upkeep->energy_use = z_info->move_energy;

	/* It's either a gear object or a floor object */
	if (object_is_carried(player, obj)) {
		/* Split off a new object if necessary */
		if (obj->number > 1) {
			wielded = gear_object_for_use(obj, 1, false, &dummy);

			/* The new item needs new gear and known gear entries */
			wielded->next = obj->next;
			obj->next = wielded;
			wielded->prev = obj;
			if (wielded->next)
				(wielded->next)->prev = wielded;
			wielded->known->next = obj->known->next;
			obj->known->next = wielded->known;
			wielded->known->prev = obj->known;
			if (wielded->known->next)
				(wielded->known->next)->prev = wielded->known;
		} else {
			/* Just use the object directly */
			wielded = obj;
		}
	} else {
		/* Get a floor item and carry it */
		wielded = floor_object_for_use(obj, 1, false, &dummy);
		inven_carry(player, wielded, false, false);
	}

	/* Wear the new stuff */
	player->body.slots[slot].obj = wielded;

	/* Do any ID-on-wield */
	object_learn_on_wield(player, wielded);

	/* Where is the item now */
	if (tval_is_melee_weapon(wielded))
		fmt = "You are wielding %s (%c).";
	else if (wielded->tval == TV_BOW)
		fmt = "You are shooting with %s (%c).";
	else if (tval_is_light(wielded))
		fmt = "Your light source is %s (%c).";
	else
		fmt = "You are wearing %s (%c).";

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

	/* Message */
	msgt(MSG_WIELD, fmt, o_name, I2A(slot));

	/* Cursed! */
	if (wielded->curses) {
		/* Warn the player */
		msgt(MSG_CURSED, "Oops! It feels deathly cold!");
	}

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

	/* Recalculate bonuses, torch, mana, gear */
	player->upkeep->notice |= (PN_IGNORE);
	player->upkeep->update |= (PU_BONUS | PU_INVEN);
	player->upkeep->redraw |= (PR_INVEN | PR_EQUIP | PR_ARMOR);
	player->upkeep->redraw |= (PR_STATS | PR_HP | PR_MANA | PR_SPEED);

	/* Disable repeats */
	cmd_disable_repeat();
}
Exemplo n.º 3
0
/*
 * 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);
}
Exemplo n.º 4
0
/**
 * Process player commands from the command queue, finishing when there is a
 * command using energy (any regular game command), or we run out of commands
 * and need another from the user, or the character changes level or dies, or
 * the game is stopped.
 *
 * Notice the annoying code to handle "pack overflow", which
 * must come first just in case somebody manages to corrupt
 * the savefiles by clever use of menu commands or something. (Can go? NRM)
 *
 * Notice the annoying code to handle "monster memory" changes,
 * which allows us to avoid having to update the window flags
 * every time we change any internal monster memory field, and
 * also reduces the number of times that the recall window must
 * be redrawn.
 */
void process_player(void)
{
	/* Check for interrupts */
	player_resting_complete_special(player);
	event_signal(EVENT_CHECK_INTERRUPT);

	/* Repeat until energy is reduced */
	do {
		/* Refresh */
		notice_stuff(player);
		handle_stuff(player);
		event_signal(EVENT_REFRESH);

		/* Hack -- Pack Overflow */
		pack_overflow(NULL);

		/* Assume free turn */
		player->upkeep->energy_use = 0;

		/* Dwarves detect treasure */
		if (player_has(player, PF_SEE_ORE)) {
			/* Only if they are in good shape */
			if (!player->timed[TMD_IMAGE] &&
				!player->timed[TMD_CONFUSED] &&
				!player->timed[TMD_AMNESIA] &&
				!player->timed[TMD_STUN] &&
				!player->timed[TMD_PARALYZED] &&
				!player->timed[TMD_TERROR] &&
				!player->timed[TMD_AFRAID])
				effect_simple(EF_DETECT_GOLD, "3d3", 1, 0, 0, NULL);
		}

		/* Paralyzed or Knocked Out player gets no turn */
		if ((player->timed[TMD_PARALYZED]) || (player->timed[TMD_STUN] >= 100))
			cmdq_push(CMD_SLEEP);

		/* Prepare for the next command */
		if (cmd_get_nrepeats() > 0)
			event_signal(EVENT_COMMAND_REPEAT);
		else {
			/* Check monster recall */
			if (player->upkeep->monster_race)
				player->upkeep->redraw |= (PR_MONSTER);

			/* Place cursor on player/target */
			event_signal(EVENT_REFRESH);
		}

		/* Get a command from the queue if there is one */
		if (!cmdq_pop(CMD_GAME))
			break;

		if (!player->upkeep->playing)
			break;

		process_player_cleanup();
	} while (!player->upkeep->energy_use &&
			 !player->is_dead &&
			 !player->upkeep->generate_level);

	/* Notice stuff (if needed) */
	notice_stuff(player);
}
Exemplo n.º 5
0
/**
 * Wield or wear a single item from the pack or floor
 */
void inven_wield(struct object *obj, int slot)
{
	struct object *wielded, *old = player->body.slots[slot].obj;

	const char *fmt;
	char o_name[80];

	/* Increase equipment counter if empty slot */
	if (old == NULL)
		player->upkeep->equip_cnt++;

	/* Take a turn */
	player->upkeep->energy_use = z_info->move_energy;

	/* Split off a new object if necessary */
	if (obj->number > 1) {
		/* Split off a new single object */
		wielded = object_split(obj, 1);

		/* If it's a gear object, give the split item a list entry */
		if (pile_contains(player->gear, obj)) {
			wielded->next = obj->next;
			obj->next = wielded;
			wielded->prev = obj;
			if (wielded->next)
				(wielded->next)->prev = wielded;
		}
	} else
		wielded = obj;

	/* Carry floor items, don't allow combining */
	if (square_holds_object(cave, player->py, player->px, wielded)) {
		square_excise_object(cave, player->py, player->px, wielded);
		inven_carry(player, wielded, FALSE, FALSE);
	}

	/* Wear the new stuff */
	player->body.slots[slot].obj = wielded;

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

	/* Where is the item now */
	if (tval_is_melee_weapon(wielded))
		fmt = "You are wielding %s (%c).";
	else if (wielded->tval == TV_BOW)
		fmt = "You are shooting with %s (%c).";
	else if (tval_is_light(wielded))
		fmt = "Your light source is %s (%c).";
	else
		fmt = "You are wearing %s (%c).";

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

	/* Message */
	msgt(MSG_WIELD, fmt, o_name, I2A(slot));

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

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

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

	/* Recalculate bonuses, torch, mana, gear */
	player->upkeep->notice |= (PN_IGNORE);
	player->upkeep->update |= (PU_BONUS | PU_INVEN);
	player->upkeep->redraw |= (PR_INVEN | PR_EQUIP | PR_ARMOR);
	player->upkeep->redraw |= (PR_STATS | PR_HP | PR_MANA | PR_SPEED);

	/* Disable repeats */
	cmd_disable_repeat();
}