示例#1
0
文件: obj-pile.c 项目: fizzix/angband
/**
 * Check if the given item is available for the player to use.
 */
bool item_is_available(struct object *obj)
{
	if (object_is_carried(player, obj)) return true;
	if (cave && square_holds_object(cave, player->py, player->px, obj))
		return true;
	return false;
}
示例#2
0
/**
 * Put an autoinscription on an object
 */
int apply_autoinscription(struct object *obj)
{
	char o_name[80];
	const char *note = obj ? get_autoinscription(obj->kind) : NULL;

	/* Don't inscribe unaware objects */
	if (!note || !object_flavor_is_aware(obj))
		return 0;

	/* Don't re-inscribe if it's already inscribed */
	if (obj->note)
		return 0;

	/* Don't inscribe unless the player is carrying it */
	if (!object_is_carried(player, obj))
		return 0;

	/* Don't inscribe if ignored */
	if (ignore_item_ok(obj))
		return 0;

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

	if (note[0] != 0)
		obj->note = quark_add(note);
	else
		obj->note = 0;

	msg("You autoinscribe %s.", o_name);

	return 1;
}
示例#3
0
/**
 * Put an autoinscription on an object
 */
int apply_autoinscription(struct object *obj)
{
	char o_name[80];
	bool aware = obj->kind->aware;
	const char *note = obj ? get_autoinscription(obj->kind, aware) : NULL;

	/* Remove unaware inscription if aware */
	if (aware && quark_str(obj->note) && quark_str(obj->kind->note_unaware) &&
		streq(quark_str(obj->note), quark_str(obj->kind->note_unaware)))
		obj->note = 0;

	/* Make rune autoinscription go first, for now */
	runes_autoinscribe(obj);

	/* No note - don't inscribe */
	if (!note)
		return 0;

	/* Don't re-inscribe if it's already inscribed */
	if (obj->note)
		return 0;

	/* Don't inscribe unless the player is carrying it */
	if (!object_is_carried(player, obj))
		return 0;

	/* Don't inscribe if ignored */
	if (ignore_item_ok(obj))
		return 0;

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

	if (note[0] != 0)
		obj->note = quark_add(note);
	else
		obj->note = 0;

	msg("You autoinscribe %s.", o_name);

	return 1;
}
示例#4
0
文件: obj-gear.c 项目: fe051/angband
/**
 * Drop (some of) a non-cursed inventory/equipment item "near" the current
 * location
 *
 * There are two cases here - a single object or entire stack is being dropped,
 * or part of a stack is being split off and dropped
 */
void inven_drop(struct object *obj, int amt)
{
	int py = player->py;
	int px = player->px;
	struct object *dropped;
	bool none_left = false;
	bool quiver = false;

	char name[80];
	char label;

	/* Error check */
	if (amt <= 0)
		return;

	/* Check it is still held, in case there were two drop commands queued
	 * for this item.  This is in theory not ideal, but in practice should
	 * be safe. */
	if (!object_is_carried(player, obj))
		return;

	/* Get where the object is now */
	label = gear_to_label(obj);

	/* Is it in the quiver? */
	if (object_is_in_quiver(player, obj))
		quiver = true;

	/* Not too many */
	if (amt > obj->number) amt = obj->number;

	/* Take off equipment, don't combine */
	if (object_is_equipped(player->body, obj))
		inven_takeoff(obj);

	/* Get the object */
	dropped = gear_object_for_use(obj, amt, false, &none_left);

	/* Describe the dropped object */
	object_desc(name, sizeof(name), dropped, ODESC_PREFIX | ODESC_FULL);

	/* Message */
	msg("You drop %s (%c).", name, label);

	/* Describe what's left */
	if (dropped->artifact) {
		object_desc(name, sizeof(name), dropped,
					ODESC_FULL | ODESC_SINGULAR);
		msg("You no longer have the %s (%c).", name, label);
	} else if (none_left) {
		/* Play silly games to get the right description */
		int number = dropped->number;
		dropped->number = 0;
		object_desc(name, sizeof(name), dropped, ODESC_PREFIX | ODESC_FULL);
		msg("You have %s (%c).", name, label);
		dropped->number = number;
	} else {
		object_desc(name, sizeof(name), obj, ODESC_PREFIX | ODESC_FULL);
		msg("You have %s (%c).", name, label);
	}

	/* Drop it near the player */
	drop_near(cave, &dropped, 0, py, px, false);

	/* Sound for quiver objects */
	if (quiver)
		sound(MSG_QUIVER);

	event_signal(EVENT_INVENTORY);
	event_signal(EVENT_EQUIPMENT);
}
示例#5
0
文件: obj-gear.c 项目: fe051/angband
/**
 * 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();
}
示例#6
0
/**
 * 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(struct object *obj, int dir, int range, int shots,
						  ranged_attack attack)
{
	int i, j;

	char o_name[80];

	int path_n;
	struct loc path_g[256];

	/* Start at the player */
	int x = player->px;
	int y = player->py;

	/* Predict the "target" location */
	int ty = y + 99 * ddy[dir];
	int tx = x + 99 * ddx[dir];

	bool hit_target = FALSE;
	bool none_left = FALSE;

	struct object *missile;

	/* Check for target validity */
	if ((dir == 5) && target_okay()) {
		int taim;
		target_get(&tx, &ty);
		taim = distance(y, x, ty, tx);
		if (taim > range) {
			char msg[80];
			strnfmt(msg, sizeof(msg),
					"Target out of range by %d squares. Fire anyway? ",
				taim - range);
			if (!get_check(msg)) return;
		}
	}

	/* Sound */
	sound(MSG_SHOOT);

	/* Describe the object */
	object_desc(o_name, sizeof(o_name), obj, ODESC_FULL | ODESC_SINGULAR);

	/* Actually "fire" the object -- Take a partial turn */
	player->upkeep->energy_use = (z_info->move_energy / shots);

	/* Calculate the path */
	path_n = project_path(path_g, range, y, x, ty, tx, 0);

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

	/* Start at the player */
	x = player->px;
	y = player->py;

	/* Project along the path */
	for (i = 0; i < path_n; ++i) {
		struct monster *mon = NULL;
		int ny = path_g[i].y;
		int nx = path_g[i].x;
		bool see = square_isseen(cave, ny, nx);

		/* Stop before hitting walls */
		if (!(square_ispassable(cave, ny, nx)) &&
			!(square_isprojectable(cave, ny, nx)))
			break;

		/* Advance */
		x = nx;
		y = ny;

		/* Tell the UI to display the missile */
		event_signal_missile(EVENT_MISSILE, obj, see, y, x);

		/* Try the attack on the monster at (x, y) if any */
		mon = square_monster(cave, y, x);
		if (mon) {
			int visible = mflag_has(mon->mflag, MFLAG_VISIBLE);

			bool fear = FALSE;
			const char *note_dies = monster_is_unusual(mon->race) ? 
				" is destroyed." : " dies.";

			struct attack_result result = attack(obj, y, x);
			int dmg = result.dmg;
			u32b msg_type = result.msg_type;
			char hit_verb[20];
			my_strcpy(hit_verb, result.hit_verb, sizeof(hit_verb));
			mem_free(result.hit_verb);

			if (result.success) {
				hit_target = TRUE;

				object_notice_attack_plusses(obj);

				/* Learn by use for other equipped items */
				equip_notice_to_hit_on_attack(player);

				/* No negative damage; change verb if no damage done */
				if (dmg <= 0) {
					dmg = 0;
					msg_type = MSG_MISS;
					my_strcpy(hit_verb, "fails to harm", sizeof(hit_verb));
				}

				if (!visible) {
					/* Invisible monster */
					msgt(MSG_SHOOT_HIT, "The %s finds a mark.", o_name);
				} else {
					for (j = 0; j < (int)N_ELEMENTS(ranged_hit_types); j++) {
						char m_name[80];
						const char *dmg_text = "";

						if (msg_type != ranged_hit_types[j].msg)
							continue;

						if (OPT(show_damage))
							dmg_text = format(" (%d)", dmg);

						monster_desc(m_name, sizeof(m_name), mon, MDESC_OBJE);

						if (ranged_hit_types[j].text)
							msgt(msg_type, "Your %s %s %s%s. %s", o_name, 
								 hit_verb, m_name, dmg_text, 
								 ranged_hit_types[j].text);
						else
							msgt(msg_type, "Your %s %s %s%s.", o_name, hit_verb,
								 m_name, dmg_text);
					}
					
					/* Track this monster */
					if (mflag_has(mon->mflag, MFLAG_VISIBLE)) {
						monster_race_track(player->upkeep, mon->race);
						health_track(player->upkeep, mon);
					}
				}

				/* Hit the monster, check for death */
				if (!mon_take_hit(mon, dmg, &fear, note_dies)) {
					message_pain(mon, dmg);
					if (fear && mflag_has(mon->mflag, MFLAG_VISIBLE)) {
						char m_name[80];
						monster_desc(m_name, sizeof(m_name), mon, 
									 MDESC_DEFAULT);
						add_monster_message(m_name, mon, 
											MON_MSG_FLEE_IN_TERROR, TRUE);
					}
				}
			}
			/* Stop the missile */
			break;
		}

		/* Stop if non-projectable but passable */
		if (!(square_isprojectable(cave, ny, nx))) 
			break;
	}

	/* Get the missile */
	if (object_is_carried(player, obj))
		missile = gear_object_for_use(obj, 1, TRUE, &none_left);
	else
		missile = floor_object_for_use(obj, 1, TRUE, &none_left);

	/* Drop (or break) near that location */
	drop_near(cave, missile, breakage_chance(missile, hit_target), y, x, TRUE);
}