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/*
* File: delay.cc
* Summary: Functions for handling multi-turn actions.
*
* Change History (most recent first):
*
* <1> Sept 09, 2001 BWR Created
*/
#include "AppHdr.h"
#include "externs.h"
#include <stdio.h>
#include <string.h>
#include "delay.h"
#include "enum.h"
#include "fight.h"
#include "food.h"
#include "items.h"
#include "itemname.h"
#include "item_use.h"
#include "it_use2.h"
#include "message.h"
#include "misc.h"
#include "monstuff.h"
#include "ouch.h"
#include "output.h"
#include "player.h"
#include "randart.h"
#include "stuff.h"
void start_delay( int type, int turns, int parm1, int parm2 )
/***********************************************************/
{
delay_queue_item delay;
delay.type = type;
delay.duration = turns;
delay.parm1 = parm1;
delay.parm2 = parm2;
you.delay_queue.push( delay );
}
void stop_delay( void )
/*********************/
{
delay_queue_item delay = you.delay_queue.front();
// At the very least we can remove any queued delays, right
// now there is no problem with doing this... note that
// any queuing here can only happen from a single command,
// as the effect of a delay doesn't normally allow interaction
// until it is done... it merely chains up individual actions
// into a single action. -- bwr
if (you.delay_queue.size() > 1)
{
while (you.delay_queue.size())
you.delay_queue.pop();
you.delay_queue.push( delay );
}
switch (delay.type)
{
case DELAY_BUTCHER:
// Corpse keeps track of work in plus2 field, see handle_delay() -- bwr
mpr( "You stop butchering the corpse." );
you.delay_queue.pop();
break;
case DELAY_MEMORIZE:
// Losing work here is okay... having to start from
// scratch is a reasonable behaviour. -- bwr
mpr( "Your memorization is interupted." );
you.delay_queue.pop();
break;
case DELAY_PASSWALL:
// The lost work here is okay since this spell requires
// the player to "attune to the rock". If changed, the
// the delay should be increased to reduce the power of
// this spell. -- bwr
mpr( "Your mediation is interupted." );
you.delay_queue.pop();
break;
case DELAY_INTERUPTABLE:
// always stopable by definition...
// try using a more specific type anyways. -- bwr
you.delay_queue.pop();
break;
case DELAY_EAT:
// XXX: Large problems with object destruction here... food can
// be from in the inventory or on the ground and these are
// still handled quite differently. Eventually we would like
// this to be stoppable, with partial food items implimented. -- bwr
break;
case DELAY_ARMOUR_ON:
case DELAY_ARMOUR_OFF:
// These two have the default action of not being interuptable,
// although they will often be chained (remove cloak, remove
// armour, wear new armour, replace cloak), all of which can
// be stopped when complete. This is a fairly reasonable
// behaviour, although perhaps the character should have
// option of reversing the current action if it would take
// less time to get out of the plate mail that's half on
// than it would take to continue. Probably too much trouble,
// and would have to have a prompt... this works just fine. -- bwr
break;
case DELAY_AUTOPICKUP: // one turn... too much trouble
case DELAY_WEAPON_SWAP: // one turn... too much trouble
case DELAY_DROP_ITEM: // one turn... only used for easy armour drops
case DELAY_ASCENDING_STAIRS: // short... and probably what people want
case DELAY_DESCENDING_STAIRS: // short... and probably what people want
case DELAY_UNINTERUPTABLE: // never stopable
default:
break;
}
}
bool you_are_delayed( void )
/**************************/
{
return (!you.delay_queue.empty());
}
int current_delay_action( void )
/******************************/
{
return (you_are_delayed() ? you.delay_queue.front().type
: DELAY_NOT_DELAYED);
}
void handle_delay( void )
/***********************/
{
char str_pass[80];
int i;
int ego;
if (you_are_delayed())
{
delay_queue_item &delay = you.delay_queue.front();
// First check cases where delay may no longer be valid:
// XXX: need to handle passwall when monster digs -- bwr
if (delay.type == DELAY_BUTCHER)
{
// A monster may have raised the corpse you're chopping up! -- bwr
// Note that a monster could have raised the corpse and another
// monster could die and create a corpse with the same ID number...
// However, it would not be at the player's square like the
// original and that's why we do it this way. Note that
// we ignore the conversion to skeleton possiblity just to
// be nice. -- bwr
if (is_valid_item( mitm[ delay.parm1 ] )
&& mitm[ delay.parm1 ].base_type == OBJ_CORPSES
&& mitm[ delay.parm1 ].x == you.x_pos
&& mitm[ delay.parm1 ].y == you.y_pos)
{
// mark work done on the corpse in case we stop -- bwr
mitm[ delay.parm1 ].plus2++;
}
else
{
// corpse is no longer valid!
stop_delay();
return;
}
}
// Handle delay:
if (delay.duration > 0)
{
#if DEBUG_DIAGNOSTICS
snprintf( info, INFO_SIZE, "Delay type: %d duration: %d",
delay.type, delay.duration );
mpr( info, MSGCH_DIAGNOSTIC );
#endif
delay.duration--;
}
else
{
switch (delay.type)
{
case DELAY_AUTOPICKUP:
break;
case DELAY_WEAPON_SWAP:
weapon_switch( delay.parm1 );
break;
case DELAY_ARMOUR_ON:
set_ident_flags( you.inv[ delay.parm1 ], ISFLAG_EQ_ARMOUR_MASK );
in_name( delay.parm1, DESC_NOCAP_YOUR, str_pass );
snprintf( info, INFO_SIZE, "You finish putting on %s.", str_pass );
mpr(info);
if (you.inv[ delay.parm1 ].sub_type < ARM_SHIELD
|| you.inv[ delay.parm1 ].sub_type > ARM_LARGE_SHIELD)
{
you.equip[EQ_BODY_ARMOUR] = delay.parm1;
if (you.duration[DUR_ICY_ARMOUR] != 0)
{
mpr( "Your icy armour melts away.", MSGCH_DURATION );
you.redraw_armour_class = 1;
you.duration[DUR_ICY_ARMOUR] = 0;
}
}
else
{
switch (you.inv[ delay.parm1 ].sub_type)
{
case ARM_BUCKLER:
case ARM_LARGE_SHIELD:
case ARM_SHIELD:
if (you.duration[DUR_CONDENSATION_SHIELD])
{
mpr( "Your icy shield evaporates.", MSGCH_DURATION );
you.duration[DUR_CONDENSATION_SHIELD] = 0;
}
you.equip[EQ_SHIELD] = delay.parm1;
break;
case ARM_CLOAK:
you.equip[EQ_CLOAK] = delay.parm1;
break;
case ARM_HELMET:
you.equip[EQ_HELMET] = delay.parm1;
break;
case ARM_GLOVES:
you.equip[EQ_GLOVES] = delay.parm1;
break;
case ARM_BOOTS:
you.equip[EQ_BOOTS] = delay.parm1;
break;
}
}
ego = get_armour_ego_type( you.inv[ delay.parm1 ] );
if (ego != SPARM_NORMAL)
{
switch (ego)
{
case SPARM_RUNNING:
strcpy(info, "You feel quick");
strcat(info, (you.species == SP_NAGA
|| you.species == SP_CENTAUR) ? "." : " on your feet.");
mpr(info);
break;
case SPARM_FIRE_RESISTANCE:
mpr("You feel resistant to fire.");
break;
case SPARM_COLD_RESISTANCE:
mpr("You feel resistant to cold.");
break;
case SPARM_POISON_RESISTANCE:
mpr("You feel healthy.");
break;
case SPARM_SEE_INVISIBLE:
mpr("You feel perceptive.");
break;
case SPARM_DARKNESS:
if (!you.invis)
mpr("You become transparent for a moment.");
break;
case SPARM_STRENGTH:
modify_stat(STAT_STRENGTH, 3, false);
break;
case SPARM_DEXTERITY:
modify_stat(STAT_DEXTERITY, 3, false);
break;
case SPARM_INTELLIGENCE:
modify_stat(STAT_INTELLIGENCE, 3, false);
break;
case SPARM_PONDEROUSNESS:
mpr("You feel rather ponderous.");
// you.speed += 2;
you.redraw_evasion = 1;
break;
case SPARM_LEVITATION:
mpr("You feel rather light.");
break;
case SPARM_MAGIC_RESISTANCE:
mpr("You feel resistant to magic.");
break;
case SPARM_PROTECTION:
mpr("You feel protected.");
break;
case SPARM_STEALTH:
mpr("You feel stealthy.");
break;
case SPARM_RESISTANCE:
mpr("You feel resistant to extremes of temperature.");
break;
case SPARM_POSITIVE_ENERGY:
mpr("Your life-force is being protected.");
break;
case SPARM_ARCHMAGI:
if (!you.skills[SK_SPELLCASTING])
mpr("You feel strangely numb.");
else
mpr("You feel extremely powerful.");
break;
}
}
if (is_random_artefact( you.inv[ delay.parm1 ] ))
use_randart( delay.parm1 );
you.redraw_armour_class = 1;
you.redraw_evasion = 1;
break;
case DELAY_ARMOUR_OFF:
in_name( delay.parm1, DESC_NOCAP_YOUR, str_pass );
snprintf( info, INFO_SIZE, "You finish taking off %s.", str_pass );
mpr(info);
if (you.inv[ delay.parm1 ].sub_type < ARM_SHIELD
|| you.inv[ delay.parm1 ].sub_type > ARM_LARGE_SHIELD)
{
you.equip[EQ_BODY_ARMOUR] = -1;
}
else
{
switch (you.inv[ delay.parm1 ].sub_type)
{
case ARM_BUCKLER:
case ARM_LARGE_SHIELD:
case ARM_SHIELD:
if (delay.parm1 == you.equip[EQ_SHIELD])
you.equip[EQ_SHIELD] = -1;
break;
case ARM_CLOAK:
if (delay.parm1 == you.equip[EQ_CLOAK])
you.equip[EQ_CLOAK] = -1;
break;
case ARM_HELMET:
if (delay.parm1 == you.equip[EQ_HELMET])
you.equip[EQ_HELMET] = -1;
break;
case ARM_GLOVES:
if (delay.parm1 == you.equip[EQ_GLOVES])
you.equip[EQ_GLOVES] = -1;
break;
case ARM_BOOTS:
if (delay.parm1 == you.equip[EQ_BOOTS])
you.equip[EQ_BOOTS] = -1;
break;
}
}
unwear_armour( delay.parm1 );
you.redraw_armour_class = 1;
you.redraw_evasion = 1;
break;
case DELAY_EAT:
mpr( "You finish eating." );
break;
case DELAY_MEMORIZE:
mpr( "You finish memorising." );
for (i = 0; i < 25; i++)
{
if (you.spells[i] == SPELL_NO_SPELL)
break;
}
you.spells[i] = delay.parm1;
you.spell_no++;
break;
case DELAY_PASSWALL:
{
mpr( "You finish merging with the rock." );
more(); // or the above message won't be seen
const int pass_x = delay.parm1;
const int pass_y = delay.parm2;
if (pass_x != 0 && pass_y != 0)
{
switch (grd[ pass_x ][ pass_y ])
{
case DNGN_ROCK_WALL:
case DNGN_STONE_WALL:
case DNGN_METAL_WALL:
case DNGN_GREEN_CRYSTAL_WALL:
case DNGN_WAX_WALL:
case DNGN_SILVER_STATUE:
case DNGN_ORANGE_CRYSTAL_STATUE:
ouch(1 + you.hp, 0, KILLED_BY_PETRIFICATION);
break;
case DNGN_SECRET_DOOR: // oughtn't happen
case DNGN_CLOSED_DOOR: // open the door
grd[ pass_x ][ pass_y ] = DNGN_OPEN_DOOR;
break;
default:
break;
}
//jmf: hmm, what to do. kill the monster? (seems too powerful)
// displace the monster? randomly teleport the monster?
// This seems fair: try to move the monster, but if not
// able to, then kill it.
int mon = mgrd[ pass_x ][ pass_y ];
if (mon != NON_MONSTER)
{
monster_blink( &menv[ mon ] );
// recheck square for monster
mon = mgrd[ pass_x ][ pass_y ];
if (mon != NON_MONSTER)
monster_die( &menv[ mon ], KILL_YOU, 0 );
}
you.x_pos = pass_x;
you.y_pos = pass_y;
redraw_screen();
const unsigned char grid = grd[ you.x_pos ][ you.y_pos ];
if ((grid == DNGN_LAVA || grid == DNGN_DEEP_WATER)
&& !player_is_levitating())
{
if (you.species == SP_MERFOLK && grid == DNGN_DEEP_WATER)
{
mpr("You fall into the water and return "
"to your normal form.");
merfolk_start_swimming();
}
else
{
fall_into_a_pool( true, grid );
redraw_screen();
}
}
}
}
break;
case DELAY_BUTCHER:
strcpy( info, "You finish " );
strcat( info, (you.species == SP_TROLL
|| you.species == SP_GHOUL) ? "ripping"
: "chopping" );
strcat( info, " the corpse into pieces." );
mpr( info );
turn_corpse_into_chunks( mitm[ delay.parm1 ] );
if (you.berserker && you.berserk_penalty != NO_BERSERK_PENALTY)
{
mpr("You enjoyed that.");
you.berserk_penalty = 0;
}
break;
case DELAY_DROP_ITEM:
// Note: checking if item is dropable is assumed to
// be done before setting up this delay... this includes
// quantity (delay.parm2). -- bwr
// Make sure item still exists.
if (!is_valid_item( you.inv[ delay.parm1 ] ))
break;
if (!copy_item_to_grid( you.inv[ delay.parm1 ],
you.x_pos, you.y_pos, delay.parm2 ))
{
mpr("Too many items on this level, not dropping the item.");
}
else
{
quant_name( you.inv[ delay.parm1 ], delay.parm2,
DESC_NOCAP_A, str_pass );
snprintf( info, INFO_SIZE, "You drop %s.", str_pass );
mpr(info);
if (delay.parm1 == you.equip[EQ_WEAPON])
{
unwield_item( delay.parm1 );
you.equip[EQ_WEAPON] = -1;
canned_msg( MSG_EMPTY_HANDED );
}
dec_inv_item_quantity( delay.parm1, delay.parm2 );
}
break;
case DELAY_ASCENDING_STAIRS:
up_stairs();
untag_followers();
break;
case DELAY_DESCENDING_STAIRS:
down_stairs( false, delay.parm1 );
untag_followers();
break;
case DELAY_INTERUPTABLE:
case DELAY_UNINTERUPTABLE:
// these are simple delays that have no effect when complete
break;
default:
mpr( "You finish doing something." );
break;
}
you.wield_change = true;
print_stats(); // force redraw of the stats
you.turn_is_over = 1;
you.delay_queue.pop();
}
}
}
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