示例#1
0
/**
 * Remove an amount of an object from the inventory or quiver, returning
 * a detached object which can be used.
 *
 * Optionally describe what remains.
 */
struct object *gear_object_for_use(struct object *obj, int num, bool message)
{
	struct object *usable;
	char name[80];
	char label = gear_to_label(obj);
	bool artifact = obj->artifact &&
		(object_is_known(obj) || object_name_is_visible(obj));

	/* Bounds check */
	num = MIN(num, obj->number);

	/* Prepare a name if necessary */
	if (message) {
		/* Artifacts */
		if (artifact)
			object_desc(name, sizeof(name), obj, ODESC_FULL | ODESC_SINGULAR);
		else {
			/* Describe as if it's already reduced */
			obj->number -= num;
			object_desc(name, sizeof(name), obj, ODESC_PREFIX | ODESC_FULL);
			obj->number += num;
		}
	}

	/* Split off a usable object if necessary */
	if (obj->number > num) {
		usable = object_split(obj, num);
	} else {
		/* We're using the entire stack */
		usable = obj;
		gear_excise_object(usable);

		/* Stop tracking item */
		if (tracked_object_is(player->upkeep, obj))
			track_object(player->upkeep, NULL);

		/* Inventory has changed, so disable repeat command */ 
		cmd_disable_repeat();
	}

	/* Change the weight */
	player->upkeep->total_weight -= (num * obj->weight);

	/* Housekeeping */
	player->upkeep->update |= (PU_BONUS);
	player->upkeep->notice |= (PN_COMBINE);
	player->upkeep->redraw |= (PR_INVEN | PR_EQUIP);

	/* Print a message if desired */
	if (message) {
		if (artifact)
			msg("You no longer have the %s (%c).", name, label);
		else
			msg("You have %s (%c).", name, label);
	}

	return usable;
}
示例#2
0
文件: obj-pile.c 项目: fizzix/angband
/**
 * Remove an amount of an object from the floor, returning a detached object
 * which can be used - it is assumed that the object is on the player grid.
 *
 * Optionally describe what remains.
 */
struct object *floor_object_for_use(struct object *obj, int num, bool message,
									bool *none_left)
{
	struct object *usable;
	char name[80];

	/* Bounds check */
	num = MIN(num, obj->number);

	/* Split off a usable object if necessary */
	if (obj->number > num) {
		usable = object_split(obj, num);
	} else {
		usable = obj;
		square_excise_object(player->cave, usable->iy, usable->ix,
							 usable->known);
		delist_object(player->cave, usable->known);
		square_excise_object(cave, usable->iy, usable->ix, usable);
		delist_object(cave, usable);
		*none_left = true;

		/* Stop tracking item */
		if (tracked_object_is(player->upkeep, obj))
			track_object(player->upkeep, NULL);

		/* Inventory has changed, so disable repeat command */ 
		cmd_disable_repeat();
	}

	/* Object no longer has a location */
	usable->known->iy = 0;
	usable->known->ix = 0;
	usable->iy = 0;
	usable->ix = 0;

	/* Housekeeping */
	player->upkeep->update |= (PU_BONUS | PU_INVEN);
	player->upkeep->notice |= (PN_COMBINE);
	player->upkeep->redraw |= (PR_INVEN | PR_EQUIP);

	/* Print a message if requested and there is anything left */
	if (message) {
		if (usable == obj)
			obj->number = 0;

		/* Get a description */
		object_desc(name, sizeof(name), obj, ODESC_PREFIX | ODESC_FULL);

		if (usable == obj)
			obj->number = num;

		/* Print a message */
		msg("You see %s.", name);
	}

	return usable;
}
示例#3
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(int item, int dir, int range, int shots, ranged_attack attack) {
	/* Get the ammo */
	object_type *o_ptr = object_from_item_idx(item);

	int i, j;
	byte missile_attr = object_attr(o_ptr);
	char missile_char = object_char(o_ptr);

	object_type object_type_body;
	object_type *i_ptr = &object_type_body;

	char o_name[80];

	int path_n;
	u16b path_g[256];

	int msec = op_ptr->delay_factor;

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

	/* Predict the "target" location */
	s16b ty = y + 99 * ddy[dir];
	s16b tx = x + 99 * ddx[dir];

	bool hit_target = FALSE;

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

	/* Sound */
	sound(MSG_SHOOT);

	object_notice_on_firing(o_ptr);

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

	/* Actually "fire" the object -- Take a partial turn */
	p_ptr->energy_use = (100 / shots);

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

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

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

	/* Project along the path */
	for (i = 0; i < path_n; ++i) {
		int ny = GRID_Y(path_g[i]);
		int nx = GRID_X(path_g[i]);

		/* Hack -- Stop before hitting walls */
		if (!cave_floor_bold(ny, nx)) break;

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

		/* Only do visuals if the player can "see" the missile */
		if (player_can_see_bold(y, x)) {
			print_rel(missile_char, missile_attr, y, x);
			move_cursor_relative(y, x);

			Term_fresh();
			if (p_ptr->redraw) redraw_stuff(p_ptr);

			Term_xtra(TERM_XTRA_DELAY, msec);
			cave_light_spot(cave, y, x);

			Term_fresh();
			if (p_ptr->redraw) redraw_stuff(p_ptr);
		} else {
			/* Delay anyway for consistency */
			Term_xtra(TERM_XTRA_DELAY, msec);
		}

		/* Handle monster */
		if (cave->m_idx[y][x] > 0) break;
	}

	/* Try the attack on the monster at (x, y) if any */
	if (cave->m_idx[y][x] > 0) {
		monster_type *m_ptr = cave_monster(cave, cave->m_idx[y][x]);
		monster_race *r_ptr = &r_info[m_ptr->r_idx];
		int visible = m_ptr->ml;

		bool fear = FALSE;
		char m_name[80];
		const char *note_dies = monster_is_unusual(r_ptr) ? " is destroyed." : " dies.";

		struct attack_result result = attack(o_ptr, y, x);
		int dmg = result.dmg;
		u32b msg_type = result.msg_type;
		const char *hit_verb = result.hit_verb;

		if (result.success) {
			hit_target = TRUE;

			/* Get "the monster" or "it" */
			monster_desc(m_name, sizeof(m_name), m_ptr, 0);
		
			object_notice_attack_plusses(o_ptr);
		
			/* No negative damage; change verb if no damage done */
			if (dmg <= 0) {
				dmg = 0;
				hit_verb = "fail to harm";
			}
		
			if (!visible) {
				/* Invisible monster */
				msgt(MSG_SHOOT_HIT, "The %s finds a mark.", o_name);
			} else {
				/* Visible monster */
				if (msg_type == MSG_SHOOT_HIT)
					msgt(MSG_SHOOT_HIT, "The %s %s %s.", o_name, hit_verb, m_name);
				else if (msg_type == MSG_HIT_GOOD) {
					msgt(MSG_HIT_GOOD, "The %s %s %s. %s", o_name, hit_verb, m_name, "It was a good hit!");
				} else if (msg_type == MSG_HIT_GREAT) {
					msgt(MSG_HIT_GREAT, "The %s %s %s. %s", o_name, hit_verb, m_name,
						 "It was a great hit!");
				} else if (msg_type == MSG_HIT_SUPERB) {
					msgt(MSG_HIT_SUPERB, "The %s %s %s. %s", o_name, hit_verb, m_name,
						 "It was a superb hit!");
				}
		
				/* Track this monster */
				if (m_ptr->ml) monster_race_track(m_ptr->r_idx);
				if (m_ptr->ml) health_track(p_ptr, cave->m_idx[y][x]);
			}
		
			/* Complex message */
			if (p_ptr->wizard)
				msg("You do %d (out of %d) damage.", dmg, m_ptr->hp);
		
			/* Hit the monster, check for death */
			if (!mon_take_hit(cave->m_idx[y][x], dmg, &fear, note_dies)) {
				message_pain(cave->m_idx[y][x], dmg);
				if (fear && m_ptr->ml)
					add_monster_message(m_name, cave->m_idx[y][x], MON_MSG_FLEE_IN_TERROR, TRUE);
			}
		}
	}

	/* Obtain a local object */
	object_copy(i_ptr, o_ptr);
	object_split(i_ptr, o_ptr, 1);

	/* See if the ammunition broke or not */
	j = breakage_chance(i_ptr, hit_target);

	/* Drop (or break) near that location */
	drop_near(cave, i_ptr, j, y, x, TRUE);

	if (item >= 0) {
		/* The ammo is from the inventory */
		inven_item_increase(item, -1);
		inven_item_describe(item);
		inven_item_optimize(item);
	} else {
		/* The ammo is from the floor */
		floor_item_increase(0 - item, -1);
		floor_item_optimize(0 - item);
	}
}
示例#4
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();
}