/* * 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); } }
/* * Request a game command from the uI and carry out whatever actions * go along with it. */ void process_command(cmd_context ctx, bool no_request) { int idx; game_command cmd; /* If we've got a command to process, do it. */ if (cmd_get(ctx, &cmd, !no_request) == 0) { idx = cmd_idx(cmd.command); if (idx == -1) return; /* Do some sanity checking on those arguments that might have been declared as "unknown", such as directions and targets. */ switch (cmd.command) { case CMD_WALK: case CMD_RUN: case CMD_JUMP: case CMD_OPEN: case CMD_CLOSE: case CMD_TUNNEL: case CMD_DISARM: case CMD_BASH: case CMD_ALTER: case CMD_JAM: case CMD_MAKE_TRAP: { /* Direction hasn't been specified, so we ask for one. */ if (cmd.args[0].direction == DIR_UNKNOWN) { if (!get_rep_dir(&cmd.args[0].direction)) return; } break; } /* * These take an item number and a "target" as arguments, * though a target isn't always actually needed, so we'll * only prompt for it via callback if the item being used needs it. */ case CMD_USE_WAND: case CMD_USE_ROD: case CMD_QUAFF: case CMD_ACTIVATE: case CMD_READ_SCROLL: case CMD_FIRE: case CMD_THROW: case CMD_STEAL: { bool get_target = FALSE; if (cmd.command == CMD_FIRE || cmd.command == CMD_THROW || obj_needs_aim(object_from_item_idx(cmd.args[0].choice))) { if (cmd.args[1].direction == DIR_UNKNOWN) get_target = TRUE; if (cmd.args[1].direction == DIR_TARGET && !target_okay()) get_target = TRUE; } if (get_target && !get_aim_dir(&cmd.args[1].direction, FALSE)) return; break; } /* This takes a choice and a direction. */ case CMD_CAST: { bool get_target = FALSE; if (spell_needs_aim(cp_ptr->spell_book, cmd.args[0].choice)) { if (cmd.args[1].direction == DIR_UNKNOWN) get_target = TRUE; if (cmd.args[1].direction == DIR_TARGET && !target_okay()) get_target = TRUE; } if (get_target && !get_aim_dir(&cmd.args[1].direction, FALSE)) return; break; } default: { /* I can see the point of the compiler warning, but still... */ break; } } /* Command repetition */ if (game_cmds[idx].repeat_allowed) { /* Auto-repeat */ if (game_cmds[idx].auto_repeat_n > 0 && p_ptr->command_arg == 0 && p_ptr->command_rep == 0) p_ptr->command_arg = game_cmds[idx].auto_repeat_n; allow_repeated_command(); } repeat_prev_allowed = TRUE; if (game_cmds[idx].fn) game_cmds[idx].fn(cmd.command, cmd.args); } }
// Repeat the previous command // Assumes the command and args were properly saved void do_cmd_repeat(void) { if (!character_dungeon) return; if (!p_ptr->command_previous) return; // repeat the previous command command_type *command_ptr = &command_info[p_ptr->command_previous]; // Make sure we are dealing with the same item if (command_ptr->cmd_needs & (ARG_ITEM)) { object_type *o_ptr = object_from_item_idx(p_ptr->command_previous_args.item); if (o_ptr->k_idx != p_ptr->command_previous_args.k_idx) { pop_up_message_box("Unable to repeat command.<br>Item has been moved or changed."); p_ptr->player_previous_command_wipe(); return; } } if (p_ptr->command_previous == CMD_CAST) { if (!spell_needs_aim(cp_ptr->spell_book, p_ptr->command_previous_args.number)) p_ptr->command_previous_args.direction = DIR_UNKNOWN; else if (p_ptr->command_previous_args.direction == DIR_CLOSEST) { int mode = TARGET_QUIET; if (!is_trap_spell(cp_ptr->spell_book, p_ptr->command_previous_args.number)) mode |= TARGET_KILL; else mode |= TARGET_TRAP; if (!target_set_closest(mode)) p_ptr->command_previous_args.direction = DIR_UNKNOWN; } } else if (p_ptr->command_previous == CMD_ITEM_USE) { object_type *o_ptr = object_from_item_idx(p_ptr->command_previous_args.item); if (!obj_needs_aim(o_ptr)) p_ptr->command_previous_args.direction = DIR_UNKNOWN; else if (p_ptr->command_previous_args.direction == DIR_CLOSEST) { int mode = TARGET_QUIET; if (!k_info[o_ptr->k_idx].is_trap_object_kind()) mode |= TARGET_KILL; else mode |= TARGET_TRAP; if (!target_set_closest(mode)) p_ptr->command_previous_args.direction = DIR_UNKNOWN; } } else if (!command_ptr->keep_direction()) { p_ptr->command_previous_args.direction = DIR_UNKNOWN; } // Get the direction, if necessary if (command_ptr->needs_direction()) { if (!get_aim_dir(&p_ptr->command_previous_args.direction, FALSE)) return; } command_ptr->command_function(p_ptr->command_previous_args); }