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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
| 3 |
* |
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* Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
| 5 |
* Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992,2007 Frank Tore Johansen |
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* |
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* Deliantra is free software: you can redistribute it and/or modify |
| 9 |
* it under the terms of the GNU General Public License as published by |
| 10 |
* the Free Software Foundation, either version 3 of the License, or |
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* (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
| 15 |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program. If not, see <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
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#include <global.h> |
| 25 |
#include <object.h> |
| 26 |
#include <sproto.h> |
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#include <living.h> |
| 28 |
#include <skills.h> |
| 29 |
#include <spells.h> |
| 30 |
#include <book.h> |
| 31 |
|
| 32 |
/* adj_stealchance() - increased values indicate better attempts */ |
| 33 |
static int |
| 34 |
adj_stealchance (object *op, object *victim, int roll) |
| 35 |
{ |
| 36 |
object *equip; |
| 37 |
|
| 38 |
if (!op || !victim || !roll) |
| 39 |
return -1; |
| 40 |
|
| 41 |
/* Only prohibit stealing if the player does not have a free |
| 42 |
* hand available and in fact does have hands. |
| 43 |
*/ |
| 44 |
if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info) |
| 45 |
{ |
| 46 |
new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with! " |
| 47 |
"H<Try to unapply weapons or things you hold in your hands, use the C<body> command.>"); |
| 48 |
return -1; |
| 49 |
} |
| 50 |
|
| 51 |
/* ADJUSTMENTS */ |
| 52 |
|
| 53 |
/* Its harder to steal from hostile beings! */ |
| 54 |
if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) |
| 55 |
roll = roll / 2; |
| 56 |
|
| 57 |
/* Easier to steal from sleeping beings, or if the thief is |
| 58 |
* unseen */ |
| 59 |
if (QUERY_FLAG (victim, FLAG_SLEEP)) |
| 60 |
roll = roll * 3; |
| 61 |
else if (op->invisible) |
| 62 |
roll = roll * 2; |
| 63 |
|
| 64 |
/* check stealing 'encumberance'. Having this equipment applied makes |
| 65 |
* it quite a bit harder to steal. |
| 66 |
*/ |
| 67 |
for (equip = op->inv; equip; equip = equip->below) |
| 68 |
{ |
| 69 |
if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED)) |
| 70 |
roll -= equip->weight / 10000; |
| 71 |
|
| 72 |
if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED)) |
| 73 |
roll -= equip->weight / 5000; |
| 74 |
|
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if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) |
| 76 |
roll -= equip->weight / 2000; |
| 77 |
|
| 78 |
if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED)) |
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roll -= equip->weight / 5000; |
| 80 |
|
| 81 |
if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED)) |
| 82 |
roll -= equip->weight / 100; |
| 83 |
} |
| 84 |
|
| 85 |
if (roll < 0) |
| 86 |
roll = 0; |
| 87 |
|
| 88 |
return roll; |
| 89 |
} |
| 90 |
|
| 91 |
/* |
| 92 |
* When stealing: dependent on the intelligence/wisdom of whom you're |
| 93 |
* stealing from (op in attempt_steal), offset by your dexterity and |
| 94 |
* skill at stealing. They may notice your attempt, whether successful |
| 95 |
* or not. |
| 96 |
* op is the target (person being pilfered) |
| 97 |
* who is the person doing the stealing. |
| 98 |
* skill is the skill object (stealing). |
| 99 |
*/ |
| 100 |
static int |
| 101 |
attempt_steal (object *op, object *who, object *skill) |
| 102 |
{ |
| 103 |
object *success = NULL, *tmp = NULL, *next; |
| 104 |
int roll = 0, chance = 0, stats_value; |
| 105 |
rv_vector rv; |
| 106 |
|
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stats_value = (who->stats.Dex + who->stats.Int) * 3 / 2; |
| 108 |
|
| 109 |
/* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them) |
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* they will try to prevent stealing if they can. Only unseen theives will |
| 111 |
* have much chance of success. |
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*/ |
| 113 |
if (!op->is_player () && op->flag [FLAG_NO_STEAL]) |
| 114 |
{ |
| 115 |
if (can_detect_enemy (op, who, &rv)) |
| 116 |
{ |
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npc_call_help (op); |
| 118 |
CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
| 119 |
new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); |
| 120 |
return 0; |
| 121 |
} |
| 122 |
else /* help npc to detect thief next time by raising its wisdom */ |
| 123 |
op->stats.Wis += (op->stats.Int / 5) + 1; |
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|
| 125 |
if (op->stats.Wis > MAX_STAT) |
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op->stats.Wis = MAX_STAT; |
| 127 |
} |
| 128 |
|
| 129 |
if (op->is_player () && op->flag [FLAG_WIZ]) |
| 130 |
{ |
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new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n"); |
| 132 |
return 0; |
| 133 |
} |
| 134 |
|
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// only allow stealing between hostile players (TODO: probably should change) |
| 136 |
if (op->is_player () && who->is_player () && (who->contr->peaceful || op->contr->peaceful)) |
| 137 |
{ |
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new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); |
| 139 |
return 0; |
| 140 |
} |
| 141 |
|
| 142 |
/* Ok then, go through their inventory, stealing */ |
| 143 |
for (tmp = op->inv; tmp; tmp = next) |
| 144 |
{ |
| 145 |
next = tmp->below; |
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|
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/* you can't steal worn items, starting items, wiz stuff, |
| 148 |
* innate abilities, or items w/o a type. Generally |
| 149 |
* speaking, the invisibility flag prevents experience or |
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* abilities from being stolen since these types are currently |
| 151 |
* always invisible objects. I was implicit here so as to prevent |
| 152 |
* future possible problems. -b.t. |
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* Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL |
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* already -b.t. |
| 155 |
*/ |
| 156 |
|
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if (QUERY_FLAG (tmp, FLAG_APPLIED) |
| 158 |
|| !tmp->type |
| 159 |
|| tmp->type == SPELL |
| 160 |
|| QUERY_FLAG (tmp, FLAG_STARTEQUIP) |
| 161 |
|| QUERY_FLAG (tmp, FLAG_NO_STEAL) |
| 162 |
|| tmp->invisible) |
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continue; |
| 164 |
|
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/* Okay, try stealing this item. Dependent on dexterity of thief, |
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* skill level, see the adj_stealroll fctn for more detail. |
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*/ |
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|
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roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */ |
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|
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if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1) |
| 172 |
return 0; |
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else if (roll < chance) |
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{ |
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pick_up (who, tmp); |
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/* need to see if the player actually stole this item - |
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* if it is in the players inv, assume it is. This prevents |
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* abuses where the player can not carry the item, so just |
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* keeps stealing it over and over. |
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*/ |
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if (tmp->destroyed () || tmp->env != op) |
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{ |
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/* for players, play_sound: steals item */ |
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success = tmp; |
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CLEAR_FLAG (tmp, FLAG_INV_LOCKED); |
| 186 |
} |
| 187 |
|
| 188 |
break; |
| 189 |
} |
| 190 |
} /* for loop looking for an item */ |
| 191 |
|
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if (!tmp) |
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{ |
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new_draw_info_format (NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!", op->type == PLAYER ? "" : "The ", query_name (op)); |
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return 0; |
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} |
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|
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/* If you arent high enough level, you might get something BUT |
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* the victim will notice your stealing attempt. Ditto if you |
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* attempt to steal something heavy off them, they're bound to notice |
| 201 |
*/ |
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|
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if ((roll >= skill->level) || !chance |
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|| (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW))))) |
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{ |
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/* victim figures out where the thief is! */ |
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if (who->flag [FLAG_HIDDEN]) |
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make_visible (who); |
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|
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if (op->type != PLAYER) |
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{ |
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/* The unaggressives look after themselves 8) */ |
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if (who->type == PLAYER) |
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{ |
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npc_call_help (op); |
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new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op)); |
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} |
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|
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CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
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/* all remaining npc items are guarded now. Set flag NO_STEAL |
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* on the victim. |
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*/ |
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SET_FLAG (op, FLAG_NO_STEAL); |
| 224 |
} |
| 225 |
else |
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{ /* stealing from another player */ |
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char buf[MAX_BUF]; |
| 228 |
|
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/* Notify the other player */ |
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if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW)) |
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sprintf (buf, "Your %s is missing!", query_name (success)); |
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else |
| 233 |
sprintf (buf, "Your pack feels strangely lighter."); |
| 234 |
|
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new_draw_info (NDI_UNIQUE, 0, op, buf); |
| 236 |
if (!success) |
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{ |
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if (who->invisible) |
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sprintf (buf, "you feel itchy fingers getting at your pack."); |
| 240 |
else |
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sprintf (buf, "%s looks very shifty.", query_name (who)); |
| 242 |
|
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new_draw_info (NDI_UNIQUE, 0, op, buf); |
| 244 |
} |
| 245 |
} /* else stealing from another player */ |
| 246 |
/* play_sound("stop! thief!"); kindofthing */ |
| 247 |
} /* if you weren't 100% successful */ |
| 248 |
|
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return success ? 1 : 0; |
| 250 |
} |
| 251 |
|
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int |
| 253 |
steal (object *op, int dir, object *skill) |
| 254 |
{ |
| 255 |
object *tmp, *next; |
| 256 |
sint16 x, y; |
| 257 |
maptile *m; |
| 258 |
int mflags; |
| 259 |
|
| 260 |
x = op->x + freearr_x[dir]; |
| 261 |
y = op->y + freearr_y[dir]; |
| 262 |
|
| 263 |
if (dir == 0) |
| 264 |
{ |
| 265 |
/* Can't steal from ourself! */ |
| 266 |
return 0; |
| 267 |
} |
| 268 |
|
| 269 |
m = op->map; |
| 270 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
| 271 |
/* Out of map - can't do it. If nothing alive on this space, |
| 272 |
* don't need to look any further. |
| 273 |
*/ |
| 274 |
if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) |
| 275 |
return 0; |
| 276 |
|
| 277 |
/* If player can't move onto the space, can't steal from it. */ |
| 278 |
if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) |
| 279 |
return 0; |
| 280 |
|
| 281 |
/* Find the topmost object at this spot */ |
| 282 |
for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above); |
| 283 |
|
| 284 |
/* For all the stacked objects at this point, attempt a steal */ |
| 285 |
for (; tmp != NULL; tmp = next) |
| 286 |
{ |
| 287 |
next = tmp->below; |
| 288 |
/* Minor hack--for multi square beings - make sure we get |
| 289 |
* the 'head' coz 'tail' objects have no inventory! - b.t. |
| 290 |
*/ |
| 291 |
if (tmp->head) |
| 292 |
tmp = tmp->head; |
| 293 |
|
| 294 |
if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
| 295 |
continue; |
| 296 |
|
| 297 |
/* do not reveal hidden DMs */ |
| 298 |
if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden) |
| 299 |
continue; |
| 300 |
if (attempt_steal (tmp, op, skill)) |
| 301 |
{ |
| 302 |
if (tmp->type == PLAYER) /* no xp for stealing from another player */ |
| 303 |
return 0; |
| 304 |
|
| 305 |
/* no xp for stealing from pets (of players) */ |
| 306 |
if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) |
| 307 |
{ |
| 308 |
object *owner = tmp->owner; |
| 309 |
|
| 310 |
if (owner != NULL && owner->type == PLAYER) |
| 311 |
return 0; |
| 312 |
} |
| 313 |
|
| 314 |
// reduce monster experience by experience we gained, as to |
| 315 |
// limit the amount of exp that can be gained by stealing from monsters |
| 316 |
// (jessies gave ~20,000,000 exp otherwise. |
| 317 |
int exp = calc_skill_exp (op, tmp, skill); |
| 318 |
|
| 319 |
exp = MIN (tmp->stats.exp, exp); |
| 320 |
tmp->stats.exp -= exp; |
| 321 |
return exp; |
| 322 |
} |
| 323 |
} |
| 324 |
return 0; |
| 325 |
} |
| 326 |
|
| 327 |
static int |
| 328 |
attempt_pick_lock (object *door, object *pl, object *skill) |
| 329 |
{ |
| 330 |
int difficulty = pl->map->difficulty ? pl->map->difficulty : 0; |
| 331 |
int success = 0, number; /* did we get anything? */ |
| 332 |
|
| 333 |
|
| 334 |
/* Try to pick the lock on this item (doors only for now). |
| 335 |
* Dependent on dexterity/skill SK_level of the player and |
| 336 |
* the map level difficulty. |
| 337 |
*/ |
| 338 |
number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2; |
| 339 |
if (number < (pl->stats.Dex + skill->level - difficulty)) |
| 340 |
{ |
| 341 |
remove_door (door); |
| 342 |
success = 1; |
| 343 |
} |
| 344 |
else if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
| 345 |
{ /* set off any traps? */ |
| 346 |
spring_trap (door->inv, pl); |
| 347 |
} |
| 348 |
return success; |
| 349 |
} |
| 350 |
|
| 351 |
|
| 352 |
/* Implementation by bt. (thomas@astro.psu.edu) |
| 353 |
* monster implementation 7-7-95 by bt. |
| 354 |
*/ |
| 355 |
|
| 356 |
int |
| 357 |
pick_lock (object *pl, int dir, object *skill) |
| 358 |
{ |
| 359 |
object *tmp; |
| 360 |
int x = pl->x + freearr_x[dir]; |
| 361 |
int y = pl->y + freearr_y[dir]; |
| 362 |
|
| 363 |
if (!dir) |
| 364 |
dir = pl->facing; |
| 365 |
|
| 366 |
/* For all the stacked objects at this point find a door */ |
| 367 |
if (out_of_map (pl->map, x, y)) |
| 368 |
{ |
| 369 |
new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); |
| 370 |
return 0; |
| 371 |
} |
| 372 |
|
| 373 |
for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above) |
| 374 |
if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
| 375 |
break; |
| 376 |
|
| 377 |
if (!tmp) |
| 378 |
{ |
| 379 |
new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); |
| 380 |
return 0; |
| 381 |
} |
| 382 |
if (tmp->type == LOCKED_DOOR) |
| 383 |
{ |
| 384 |
new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!"); |
| 385 |
return 0; |
| 386 |
} |
| 387 |
|
| 388 |
if (!tmp->move_block) |
| 389 |
{ |
| 390 |
new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!"); |
| 391 |
return 0; |
| 392 |
} |
| 393 |
|
| 394 |
if (attempt_pick_lock (tmp, pl, skill)) |
| 395 |
{ |
| 396 |
new_draw_info (NDI_UNIQUE, 0, pl, "You pick the lock."); |
| 397 |
return calc_skill_exp (pl, NULL, skill); |
| 398 |
} |
| 399 |
else |
| 400 |
{ |
| 401 |
new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock."); |
| 402 |
return 0; |
| 403 |
} |
| 404 |
} |
| 405 |
|
| 406 |
/* HIDE CODE. The user becomes undetectable (not just 'invisible') for |
| 407 |
* a short while (success and duration dependant on player SK_level, |
| 408 |
* dexterity, charisma, and map difficulty). |
| 409 |
* Players have a good chance of becoming 'unhidden' if they move |
| 410 |
* and like invisiblity will be come visible if they attack |
| 411 |
* Implemented by b.t. (thomas@astro.psu.edu) |
| 412 |
* July 7, 1995 - made hiding possible for monsters. -b.t. |
| 413 |
*/ |
| 414 |
static int |
| 415 |
attempt_hide (object *op, object *skill) |
| 416 |
{ |
| 417 |
int number, difficulty = op->map->difficulty; |
| 418 |
int terrain = hideability (op); |
| 419 |
|
| 420 |
if (terrain < -10) /* not enough cover here */ |
| 421 |
return 0; |
| 422 |
|
| 423 |
/* Hiding success and duration dependant on skill level, |
| 424 |
* op->stats.Dex, map difficulty and terrain. |
| 425 |
*/ |
| 426 |
number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2; |
| 427 |
|
| 428 |
if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) |
| 429 |
{ |
| 430 |
op->invisible += 100; /* set the level of 'hiddeness' */ |
| 431 |
|
| 432 |
if (op->type == PLAYER) |
| 433 |
op->contr->tmp_invis = 1; |
| 434 |
|
| 435 |
op->flag [FLAG_HIDDEN] = 1; |
| 436 |
return 1; |
| 437 |
} |
| 438 |
|
| 439 |
return 0; |
| 440 |
} |
| 441 |
|
| 442 |
/* patched this to take terrain into consideration */ |
| 443 |
int |
| 444 |
hide (object *op, object *skill) |
| 445 |
{ |
| 446 |
/* the preliminaries -- Can we really hide now? */ |
| 447 |
/* this keeps monsters from using invisibilty spells and hiding */ |
| 448 |
|
| 449 |
if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
| 450 |
{ |
| 451 |
new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!"); |
| 452 |
return 0; |
| 453 |
} |
| 454 |
else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER) |
| 455 |
{ |
| 456 |
new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!"); |
| 457 |
make_visible (op); |
| 458 |
} |
| 459 |
|
| 460 |
if (op->invisible > 50 * skill->level) |
| 461 |
{ |
| 462 |
new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get."); |
| 463 |
return 0; |
| 464 |
} |
| 465 |
|
| 466 |
if (attempt_hide (op, skill)) |
| 467 |
{ |
| 468 |
new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows."); |
| 469 |
update_object (op, UP_OBJ_FACE); |
| 470 |
return calc_skill_exp (op, NULL, skill); |
| 471 |
} |
| 472 |
|
| 473 |
new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself."); |
| 474 |
return 0; |
| 475 |
} |
| 476 |
|
| 477 |
/* stop_jump() - End of jump. Clear flags, restore the map, and |
| 478 |
* freeze the jumper a while to simulate the exhaustion |
| 479 |
* of jumping. |
| 480 |
*/ |
| 481 |
static void |
| 482 |
stop_jump (object *pl, int dist, int spaces) |
| 483 |
{ |
| 484 |
pl->update_stats (); |
| 485 |
pl->map->insert (pl, pl->x, pl->y, pl); |
| 486 |
pl->speed_left -= fabs (pl->speed * 8); |
| 487 |
} |
| 488 |
|
| 489 |
static int |
| 490 |
attempt_jump (object *pl, int dir, int spaces, object *skill) |
| 491 |
{ |
| 492 |
object *tmp; |
| 493 |
int i, dx = freearr_x[dir], dy = freearr_y[dir], mflags; |
| 494 |
sint16 x, y; |
| 495 |
maptile *m; |
| 496 |
|
| 497 |
/* Jump loop. Go through spaces object wants to jump. Halt the |
| 498 |
* jump if a wall or creature is in the way. We set FLAG_FLYING |
| 499 |
* temporarily to allow player to aviod exits/archs that are not |
| 500 |
* fly_on, fly_off. This will also prevent pickup of objects |
| 501 |
* while jumping over them. |
| 502 |
*/ |
| 503 |
pl->remove (); |
| 504 |
pl->move_type |= MOVE_FLY_LOW; |
| 505 |
|
| 506 |
for (i = 0; i <= spaces; i++) |
| 507 |
{ |
| 508 |
x = pl->x + dx; |
| 509 |
y = pl->y + dy; |
| 510 |
m = pl->map; |
| 511 |
|
| 512 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
| 513 |
|
| 514 |
if (mflags & P_OUT_OF_MAP) |
| 515 |
{ |
| 516 |
stop_jump (pl, i, spaces); |
| 517 |
return 0; |
| 518 |
} |
| 519 |
|
| 520 |
for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
| 521 |
{ |
| 522 |
/* Jump into creature */ |
| 523 |
if (QUERY_FLAG (tmp, FLAG_MONSTER) |
| 524 |
|| (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden))) |
| 525 |
{ |
| 526 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name); |
| 527 |
|
| 528 |
stop_jump (pl, i, spaces); |
| 529 |
|
| 530 |
int exp = 0; |
| 531 |
|
| 532 |
if (tmp->type != PLAYER |
| 533 |
|| (pl->type == PLAYER && !pl->contr->party) |
| 534 |
|| (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party)) |
| 535 |
exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */ |
| 536 |
|
| 537 |
return exp; /* note that calc_skill_exp() is already called by skill_attack() */ |
| 538 |
} |
| 539 |
} |
| 540 |
|
| 541 |
if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y))) |
| 542 |
{ |
| 543 |
new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); |
| 544 |
stop_jump (pl, i, spaces); |
| 545 |
return 0; |
| 546 |
} |
| 547 |
|
| 548 |
pl->x = x; |
| 549 |
pl->y = y; |
| 550 |
pl->map = m; |
| 551 |
|
| 552 |
if (m->at (x, y).move_on & pl->move_type) |
| 553 |
{ |
| 554 |
new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is stopped."); |
| 555 |
stop_jump (pl, i, spaces); |
| 556 |
return 0; |
| 557 |
} |
| 558 |
} |
| 559 |
|
| 560 |
stop_jump (pl, i, spaces); |
| 561 |
|
| 562 |
return calc_skill_exp (pl, NULL, skill); |
| 563 |
} |
| 564 |
|
| 565 |
/* jump() - this is both a new type of movement for player/monsters and |
| 566 |
* an attack as well. |
| 567 |
* Perhaps we should allow more spaces based on level, eg, level 50 |
| 568 |
* jumper can jump several spaces? |
| 569 |
*/ |
| 570 |
int |
| 571 |
jump (object *pl, int dir, object *skill) |
| 572 |
{ |
| 573 |
int str = pl->stats.Str; |
| 574 |
int dex = pl->stats.Dex; |
| 575 |
|
| 576 |
dex = dex ? dex : 15; |
| 577 |
str = str ? str : 10; |
| 578 |
|
| 579 |
int stats = str * str * str * dex * skill->level; |
| 580 |
int spaces = min (3, skill->level, stats / (pl->carrying + 1)); |
| 581 |
|
| 582 |
if (spaces == 0) |
| 583 |
{ |
| 584 |
new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump."); |
| 585 |
return 0; |
| 586 |
} |
| 587 |
|
| 588 |
return attempt_jump (pl, dir, spaces, skill); |
| 589 |
} |
| 590 |
|
| 591 |
/* skill_ident() - this code is supposed to allow players to identify |
| 592 |
* classes of objects with the various "auto-ident" skills. Player must |
| 593 |
* have unidentified objects of the right type in order for the skill |
| 594 |
* to work. While multiple classes of objects may be identified, |
| 595 |
* this code is kind of yucky -- it would be nice to make it a bit |
| 596 |
* more generalized. Right now, skill indices are embedded in this routine. |
| 597 |
* Returns amount of experience gained (on successful ident). |
| 598 |
* - b.t. (thomas@astro.psu.edu) |
| 599 |
*/ |
| 600 |
static int |
| 601 |
do_skill_detect_curse (object *pl, object *skill) |
| 602 |
{ |
| 603 |
object *tmp; |
| 604 |
int success = 0; |
| 605 |
|
| 606 |
for (tmp = pl->inv; tmp; tmp = tmp->below) |
| 607 |
if (!tmp->invisible |
| 608 |
&& !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) |
| 609 |
&& (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) |
| 610 |
{ |
| 611 |
SET_FLAG (tmp, FLAG_KNOWN_CURSED); |
| 612 |
esrv_update_item (UPD_FLAGS, pl, tmp); |
| 613 |
success += calc_skill_exp (pl, tmp, skill); |
| 614 |
} |
| 615 |
|
| 616 |
/* Check ground, too, but only objects the player could pick up */ |
| 617 |
for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
| 618 |
if (can_pick (pl, tmp) && |
| 619 |
!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && |
| 620 |
!QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) |
| 621 |
&& (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) |
| 622 |
{ |
| 623 |
SET_FLAG (tmp, FLAG_KNOWN_CURSED); |
| 624 |
esrv_update_item (UPD_FLAGS, pl, tmp); |
| 625 |
success += calc_skill_exp (pl, tmp, skill); |
| 626 |
} |
| 627 |
|
| 628 |
return success; |
| 629 |
} |
| 630 |
|
| 631 |
static int |
| 632 |
do_skill_detect_magic (object *pl, object *skill) |
| 633 |
{ |
| 634 |
object *tmp; |
| 635 |
int success = 0; |
| 636 |
|
| 637 |
for (tmp = pl->inv; tmp; tmp = tmp->below) |
| 638 |
if (!tmp->invisible |
| 639 |
&& !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
| 640 |
&& (is_magical (tmp)) && tmp->item_power < skill->level) |
| 641 |
{ |
| 642 |
SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); |
| 643 |
esrv_update_item (UPD_FLAGS, pl, tmp); |
| 644 |
success += calc_skill_exp (pl, tmp, skill); |
| 645 |
} |
| 646 |
|
| 647 |
/* Check ground, too, but like above, only if the object can be picked up */ |
| 648 |
for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
| 649 |
if (can_pick (pl, tmp) && |
| 650 |
!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level) |
| 651 |
{ |
| 652 |
SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); |
| 653 |
esrv_update_item (UPD_FLAGS, pl, tmp); |
| 654 |
success += calc_skill_exp (pl, tmp, skill); |
| 655 |
} |
| 656 |
|
| 657 |
return success; |
| 658 |
} |
| 659 |
|
| 660 |
/* Helper function for do_skill_ident, so that we can loop |
| 661 |
* over inventory AND objects on the ground conveniently. |
| 662 |
*/ |
| 663 |
int |
| 664 |
do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) |
| 665 |
{ |
| 666 |
int success = 0, chance; |
| 667 |
int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; |
| 668 |
|
| 669 |
if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT) |
| 670 |
&& need_identify (tmp) && !tmp->invisible && tmp->type == obj_class) |
| 671 |
{ |
| 672 |
chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1); |
| 673 |
|
| 674 |
if (skill_value >= chance) |
| 675 |
{ |
| 676 |
identify (tmp); |
| 677 |
|
| 678 |
if (pl->type == PLAYER) |
| 679 |
{ |
| 680 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl)); |
| 681 |
|
| 682 |
if (tmp->msg) |
| 683 |
{ |
| 684 |
new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); |
| 685 |
new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); |
| 686 |
} |
| 687 |
} |
| 688 |
|
| 689 |
success += calc_skill_exp (pl, tmp, skill); |
| 690 |
} |
| 691 |
else |
| 692 |
SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); |
| 693 |
} |
| 694 |
|
| 695 |
return success; |
| 696 |
} |
| 697 |
|
| 698 |
/* do_skill_ident() - workhorse for skill_ident() -b.t. |
| 699 |
*/ |
| 700 |
static int |
| 701 |
do_skill_ident (object *pl, int obj_class, object *skill) |
| 702 |
{ |
| 703 |
int success = 0; |
| 704 |
|
| 705 |
for (object *tmp = pl->inv; tmp; tmp = tmp->below) |
| 706 |
success += do_skill_ident2 (tmp, pl, obj_class, skill); |
| 707 |
/* check the ground */ |
| 708 |
|
| 709 |
for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above) |
| 710 |
success += do_skill_ident2 (tmp, pl, obj_class, skill); |
| 711 |
|
| 712 |
return success; |
| 713 |
} |
| 714 |
|
| 715 |
int |
| 716 |
skill_ident (object *pl, object *skill) |
| 717 |
{ |
| 718 |
int success = 0; |
| 719 |
|
| 720 |
if (pl->type != PLAYER) |
| 721 |
return 0; /* only players will skill-identify */ |
| 722 |
|
| 723 |
new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby..."); |
| 724 |
|
| 725 |
switch (skill->subtype) |
| 726 |
{ |
| 727 |
case SK_SMITHERY: |
| 728 |
success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill) |
| 729 |
+ do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill) |
| 730 |
+ do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill) |
| 731 |
+ do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill); |
| 732 |
break; |
| 733 |
|
| 734 |
case SK_BOWYER: |
| 735 |
success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill); |
| 736 |
break; |
| 737 |
|
| 738 |
case SK_ALCHEMY: |
| 739 |
success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill) |
| 740 |
+ do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill); |
| 741 |
break; |
| 742 |
|
| 743 |
case SK_WOODSMAN: |
| 744 |
success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill); |
| 745 |
break; |
| 746 |
|
| 747 |
case SK_JEWELER: |
| 748 |
success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill); |
| 749 |
break; |
| 750 |
|
| 751 |
case SK_LITERACY: |
| 752 |
success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill); |
| 753 |
break; |
| 754 |
|
| 755 |
case SK_THAUMATURGY: |
| 756 |
success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill); |
| 757 |
break; |
| 758 |
|
| 759 |
case SK_DET_CURSE: |
| 760 |
success = do_skill_detect_curse (pl, skill); |
| 761 |
if (success) |
| 762 |
new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); |
| 763 |
break; |
| 764 |
|
| 765 |
case SK_DET_MAGIC: |
| 766 |
success = do_skill_detect_magic (pl, skill); |
| 767 |
if (success) |
| 768 |
new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!"); |
| 769 |
break; |
| 770 |
|
| 771 |
default: |
| 772 |
LOG (llevError, "Error: bad call to skill_ident()\n"); |
| 773 |
return 0; |
| 774 |
break; |
| 775 |
} |
| 776 |
|
| 777 |
if (!success) |
| 778 |
new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); |
| 779 |
|
| 780 |
return success; |
| 781 |
} |
| 782 |
|
| 783 |
/* players using this skill can 'charm' a monster -- |
| 784 |
* into working for them. It can only be used on |
| 785 |
* non-special (see below) 'neutral' creatures. |
| 786 |
* -b.t. (thomas@astro.psu.edu) |
| 787 |
*/ |
| 788 |
int |
| 789 |
use_oratory (object *pl, int dir, object *skill) |
| 790 |
{ |
| 791 |
if (pl->type != PLAYER) |
| 792 |
return 0; /* only players use this skill */ |
| 793 |
|
| 794 |
sint16 x = pl->x + freearr_x[dir], |
| 795 |
y = pl->y + freearr_y[dir]; |
| 796 |
maptile *m = pl->map; |
| 797 |
|
| 798 |
int mflags = get_map_flags (m, &m, x, y, &x, &y); |
| 799 |
if (mflags & P_OUT_OF_MAP) |
| 800 |
return 0; |
| 801 |
|
| 802 |
/* Save some processing - we have the flag already anyways |
| 803 |
*/ |
| 804 |
if (!(mflags & P_IS_ALIVE)) |
| 805 |
{ |
| 806 |
new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); |
| 807 |
return 0; |
| 808 |
} |
| 809 |
|
| 810 |
object *tmp; |
| 811 |
for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
| 812 |
{ |
| 813 |
/* can't persuade players - return because there is nothing else |
| 814 |
* on that space to charm. Same for multi space monsters and |
| 815 |
* special monsters - we don't allow them to be charmed, and there |
| 816 |
* is no reason to do further processing since they should be the |
| 817 |
* only monster on the space. |
| 818 |
*/ |
| 819 |
if (tmp->type == PLAYER |
| 820 |
|| tmp->more || tmp->head_ () != tmp |
| 821 |
|| tmp->msg) |
| 822 |
return 0; |
| 823 |
|
| 824 |
if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
| 825 |
break; |
| 826 |
} |
| 827 |
|
| 828 |
if (!tmp) |
| 829 |
{ |
| 830 |
new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); |
| 831 |
return 0; |
| 832 |
} |
| 833 |
|
| 834 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp)); |
| 835 |
|
| 836 |
/* the following conditions limit who may be 'charmed' */ |
| 837 |
|
| 838 |
/* it's hostile! */ |
| 839 |
if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
| 840 |
{ |
| 841 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); |
| 842 |
return 0; |
| 843 |
} |
| 844 |
|
| 845 |
/* it's already allied! */ |
| 846 |
if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) |
| 847 |
{ |
| 848 |
if (tmp->owner == pl) |
| 849 |
{ |
| 850 |
new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); |
| 851 |
return 0; |
| 852 |
} |
| 853 |
else if (skill->level > tmp->level) |
| 854 |
{ |
| 855 |
/* you steal the follower. Perhaps we should really look at the |
| 856 |
* level of the owner above? |
| 857 |
*/ |
| 858 |
tmp->set_owner (pl); |
| 859 |
tmp->skill = skill->skill; |
| 860 |
|
| 861 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp)); |
| 862 |
/* Abuse fix - don't give exp since this can otherwise |
| 863 |
* be used by a couple players to gets lots of exp. |
| 864 |
*/ |
| 865 |
return 0; |
| 866 |
} |
| 867 |
else |
| 868 |
{ |
| 869 |
/* In this case, you can't steal it from the other player */ |
| 870 |
return 0; |
| 871 |
} |
| 872 |
} /* Creature was already a pet of someone */ |
| 873 |
|
| 874 |
int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2; |
| 875 |
|
| 876 |
/* Ok, got a 'sucker' lets try to make them a follower */ |
| 877 |
if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1)) |
| 878 |
{ |
| 879 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); |
| 880 |
|
| 881 |
INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl)); |
| 882 |
tmp->set_owner (pl); |
| 883 |
tmp->skill = skill->skill; |
| 884 |
tmp->stats.exp = 0; |
| 885 |
tmp->attack_movement = PETMOVE; |
| 886 |
|
| 887 |
if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
| 888 |
add_friendly_object (tmp); |
| 889 |
|
| 890 |
return calc_skill_exp (pl, tmp, skill); |
| 891 |
} |
| 892 |
/* Charm failed. Creature may be angry now */ |
| 893 |
else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW)) |
| 894 |
{ |
| 895 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); |
| 896 |
if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
| 897 |
{ |
| 898 |
remove_friendly_object (tmp); |
| 899 |
tmp->attack_movement = 0; /* needed? */ |
| 900 |
} |
| 901 |
|
| 902 |
CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
| 903 |
} |
| 904 |
|
| 905 |
return 0; /* Fall through - if we get here, we didn't charm anything */ |
| 906 |
} |
| 907 |
|
| 908 |
/* Singing() -this skill allows the player to pacify nearby creatures. |
| 909 |
* There are few limitations on who/what kind of |
| 910 |
* non-player creatures that may be pacified. Right now, a player |
| 911 |
* may pacify creatures which have Int == 0. In this routine, once |
| 912 |
* successfully pacified the creature gets Int=1. Thus, a player |
| 913 |
* may only pacify a creature once. |
| 914 |
* BTW, I appologize for the naming of the skill, I couldnt think |
| 915 |
* of anything better! -b.t. |
| 916 |
*/ |
| 917 |
int |
| 918 |
singing (object *pl, int dir, object *skill) |
| 919 |
{ |
| 920 |
int i, exp = 0; |
| 921 |
object *tmp; |
| 922 |
maptile *m; |
| 923 |
sint16 x, y; |
| 924 |
|
| 925 |
if (pl->type != PLAYER) |
| 926 |
return 0; /* only players use this skill */ |
| 927 |
|
| 928 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); |
| 929 |
for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++) |
| 930 |
{ |
| 931 |
x = pl->x + freearr_x[i]; |
| 932 |
y = pl->y + freearr_y[i]; |
| 933 |
m = pl->map; |
| 934 |
|
| 935 |
int mflags = get_map_flags (m, &m, x, y, &x, &y); |
| 936 |
if (mflags & P_OUT_OF_MAP) |
| 937 |
continue; |
| 938 |
if (!(mflags & P_IS_ALIVE)) |
| 939 |
continue; |
| 940 |
|
| 941 |
for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
| 942 |
{ |
| 943 |
if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
| 944 |
break; |
| 945 |
/* can't affect players */ |
| 946 |
if (tmp->type == PLAYER) |
| 947 |
break; |
| 948 |
} |
| 949 |
|
| 950 |
/* Whole bunch of checks to see if this is a type of monster that would |
| 951 |
* listen to singing. |
| 952 |
*/ |
| 953 |
if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */ |
| 954 |
!QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */ |
| 955 |
!QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */ |
| 956 |
(tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */ |
| 957 |
!QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
| 958 |
{ /* already calm */ |
| 959 |
|
| 960 |
/* stealing isn't really related (although, maybe it should |
| 961 |
* be). This is mainly to prevent singing to the same monster |
| 962 |
* over and over again and getting exp for it. |
| 963 |
*/ |
| 964 |
int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2; |
| 965 |
|
| 966 |
if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH)) |
| 967 |
{ |
| 968 |
SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
| 969 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp)); |
| 970 |
/* Give exp only if they are not aware */ |
| 971 |
|
| 972 |
if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) |
| 973 |
exp += calc_skill_exp (pl, tmp, skill); |
| 974 |
|
| 975 |
SET_FLAG (tmp, FLAG_NO_STEAL); |
| 976 |
} |
| 977 |
else |
| 978 |
{ |
| 979 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); |
| 980 |
SET_FLAG (tmp, FLAG_NO_STEAL); |
| 981 |
} |
| 982 |
} |
| 983 |
} |
| 984 |
return exp; |
| 985 |
} |
| 986 |
|
| 987 |
/* The find_traps skill (aka, search). Checks for traps |
| 988 |
* on the spaces or in certain objects |
| 989 |
*/ |
| 990 |
|
| 991 |
int |
| 992 |
find_traps (object *pl, object *skill) |
| 993 |
{ |
| 994 |
object *tmp, *tmp2; |
| 995 |
int i, expsum = 0, mflags; |
| 996 |
sint16 x, y; |
| 997 |
maptile *m; |
| 998 |
|
| 999 |
/* First we search all around us for runes and traps, which are |
| 1000 |
* all type RUNE |
| 1001 |
*/ |
| 1002 |
|
| 1003 |
for (i = 0; i < 9; i++) |
| 1004 |
{ |
| 1005 |
x = pl->x + freearr_x[i]; |
| 1006 |
y = pl->y + freearr_y[i]; |
| 1007 |
m = pl->map; |
| 1008 |
|
| 1009 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
| 1010 |
if (mflags & P_OUT_OF_MAP) |
| 1011 |
continue; |
| 1012 |
|
| 1013 |
/* Check everything in the square for trapness */ |
| 1014 |
for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
| 1015 |
{ |
| 1016 |
|
| 1017 |
/* And now we'd better do an inventory traversal of each |
| 1018 |
* of these objects' inventory |
| 1019 |
* We can narrow this down a bit - no reason to search through |
| 1020 |
* the players inventory or monsters for that matter. |
| 1021 |
*/ |
| 1022 |
if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
| 1023 |
{ |
| 1024 |
for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
| 1025 |
if (tmp2->type == RUNE || tmp2->type == TRAP) |
| 1026 |
if (trap_see (pl, tmp2)) |
| 1027 |
{ |
| 1028 |
trap_show (tmp2, tmp); |
| 1029 |
if (tmp2->stats.Cha > 1) |
| 1030 |
{ |
| 1031 |
if (!tmp2->owner || tmp2->owner->type != PLAYER) |
| 1032 |
expsum += calc_skill_exp (pl, tmp2, skill); |
| 1033 |
|
| 1034 |
tmp2->stats.Cha = 1; /* unhide the trap */ |
| 1035 |
} |
| 1036 |
} |
| 1037 |
} |
| 1038 |
if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) |
| 1039 |
{ |
| 1040 |
trap_show (tmp, tmp); |
| 1041 |
if (tmp->stats.Cha > 1) |
| 1042 |
{ |
| 1043 |
if (!tmp->owner || tmp->owner->type != PLAYER) |
| 1044 |
expsum += calc_skill_exp (pl, tmp, skill); |
| 1045 |
tmp->stats.Cha = 1; /* unhide the trap */ |
| 1046 |
} |
| 1047 |
} |
| 1048 |
} |
| 1049 |
} |
| 1050 |
new_draw_info (NDI_BLACK, 0, pl, "You search the area."); |
| 1051 |
return expsum; |
| 1052 |
} |
| 1053 |
|
| 1054 |
/* remove_trap() - This skill will disarm any previously discovered trap |
| 1055 |
* the algorithm is based (almost totally) on the old command_disarm() - b.t. |
| 1056 |
*/ |
| 1057 |
|
| 1058 |
int |
| 1059 |
remove_trap (object *op, int dir, object *skill) |
| 1060 |
{ |
| 1061 |
object *tmp, *tmp2; |
| 1062 |
int i, success = 0, mflags; |
| 1063 |
maptile *m; |
| 1064 |
sint16 x, y; |
| 1065 |
|
| 1066 |
for (i = 0; i < 9; i++) |
| 1067 |
{ |
| 1068 |
x = op->x + freearr_x[i]; |
| 1069 |
y = op->y + freearr_y[i]; |
| 1070 |
m = op->map; |
| 1071 |
|
| 1072 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
| 1073 |
if (mflags & P_OUT_OF_MAP) |
| 1074 |
continue; |
| 1075 |
|
| 1076 |
/* Check everything in the square for trapness */ |
| 1077 |
for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
| 1078 |
{ |
| 1079 |
/* And now we'd better do an inventory traversal of each |
| 1080 |
* of these objects inventory. Like above, only |
| 1081 |
* do this for interesting objects. |
| 1082 |
*/ |
| 1083 |
|
| 1084 |
if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
| 1085 |
{ |
| 1086 |
for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
| 1087 |
if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) |
| 1088 |
{ |
| 1089 |
trap_show (tmp2, tmp); |
| 1090 |
if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) |
| 1091 |
{ |
| 1092 |
tmp->stats.exp = tmp->stats.Cha * tmp->level; |
| 1093 |
success += calc_skill_exp (op, tmp2, skill); |
| 1094 |
} |
| 1095 |
} |
| 1096 |
} |
| 1097 |
if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) |
| 1098 |
{ |
| 1099 |
trap_show (tmp, tmp); |
| 1100 |
if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) |
| 1101 |
{ |
| 1102 |
tmp->stats.exp = tmp->stats.Cha * tmp->level; |
| 1103 |
success += calc_skill_exp (op, tmp, skill); |
| 1104 |
} |
| 1105 |
} |
| 1106 |
} |
| 1107 |
} |
| 1108 |
|
| 1109 |
return success; |
| 1110 |
} |
| 1111 |
|
| 1112 |
/* pray() - when this skill is called from do_skill(), it allows |
| 1113 |
* the player to regain lost grace points at a faster rate. -b.t. |
| 1114 |
* This always returns 0 - return value is used by calling function |
| 1115 |
* such that if it returns true, player gets exp in that skill. This |
| 1116 |
* the effect here can be done on demand, we probably don't want to |
| 1117 |
* give infinite exp by returning true in any cases. |
| 1118 |
*/ |
| 1119 |
int |
| 1120 |
pray (object *pl, object *skill) |
| 1121 |
{ |
| 1122 |
char buf[MAX_BUF]; |
| 1123 |
object *tmp; |
| 1124 |
|
| 1125 |
if (pl->type != PLAYER) |
| 1126 |
return 0; |
| 1127 |
|
| 1128 |
strcpy (buf, "You pray."); |
| 1129 |
|
| 1130 |
/* Check all objects - we could stop at floor objects, |
| 1131 |
* but if someone buries an altar, I don't see a problem with |
| 1132 |
* going through all the objects, and it shouldn't be much slower |
| 1133 |
* than extra checks on object attributes. |
| 1134 |
*/ |
| 1135 |
for (tmp = pl->below; tmp != NULL; tmp = tmp->below) |
| 1136 |
{ |
| 1137 |
/* Only if the altar actually belongs to someone do you get special benefits */ |
| 1138 |
if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) |
| 1139 |
{ |
| 1140 |
sprintf (buf, "You pray over the %s.", &tmp->name); |
| 1141 |
pray_at_altar (pl, tmp, skill); |
| 1142 |
break; /* Only pray at one altar */ |
| 1143 |
} |
| 1144 |
} |
| 1145 |
|
| 1146 |
new_draw_info (NDI_BLACK, 0, pl, buf); |
| 1147 |
|
| 1148 |
if (pl->stats.grace < pl->stats.maxgrace) |
| 1149 |
{ |
| 1150 |
pl->stats.grace++; |
| 1151 |
pl->last_grace = -1; |
| 1152 |
} |
| 1153 |
|
| 1154 |
return 0; |
| 1155 |
} |
| 1156 |
|
| 1157 |
/* This skill allows the player to regain a few sp or hp for a |
| 1158 |
* brief period of concentration. No armour or weapons may be |
| 1159 |
* wielded/applied for this to work. The amount of time needed |
| 1160 |
* to concentrate and the # of points regained is dependant on |
| 1161 |
* the level of the user. - b.t. thomas@astro.psu.edu |
| 1162 |
*/ |
| 1163 |
void |
| 1164 |
meditate (object *pl, object *skill) |
| 1165 |
{ |
| 1166 |
object *tmp; |
| 1167 |
|
| 1168 |
if (pl->type != PLAYER) |
| 1169 |
return; /* players only */ |
| 1170 |
|
| 1171 |
/* check if pl has removed encumbering armour and weapons */ |
| 1172 |
if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6)) |
| 1173 |
{ |
| 1174 |
new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n"); |
| 1175 |
return; |
| 1176 |
} |
| 1177 |
else |
| 1178 |
{ |
| 1179 |
for (tmp = pl->inv; tmp; tmp = tmp->below) |
| 1180 |
if (((tmp->type == ARMOUR && skill->level < 12) |
| 1181 |
|| (tmp->type == HELMET && skill->level < 10) |
| 1182 |
|| (tmp->type == SHIELD && skill->level < 6) |
| 1183 |
|| (tmp->type == BOOTS && skill->level < 4) |
| 1184 |
|| (tmp->type == GLOVES && skill->level < 2)) |
| 1185 |
&& QUERY_FLAG (tmp, FLAG_APPLIED)) |
| 1186 |
{ |
| 1187 |
new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n"); |
| 1188 |
return; |
| 1189 |
} |
| 1190 |
} |
| 1191 |
|
| 1192 |
/* ok let's meditate! Spell points are regained first, then once |
| 1193 |
* they are maxed we get back hp. Actual incrementing of values |
| 1194 |
* is handled by the do_some_living() (in player.c). This way magical |
| 1195 |
* bonuses for healing/sp regeneration are included properly |
| 1196 |
* No matter what, we will eat up some playing time trying to |
| 1197 |
* meditate. (see 'factor' variable for what sets the amount of time) |
| 1198 |
*/ |
| 1199 |
|
| 1200 |
new_draw_info (NDI_BLACK, 0, pl, "You meditate."); |
| 1201 |
|
| 1202 |
if (pl->stats.sp < pl->stats.maxsp) |
| 1203 |
{ |
| 1204 |
pl->stats.sp++; |
| 1205 |
pl->last_sp = -1; |
| 1206 |
} |
| 1207 |
else if (pl->stats.hp < pl->stats.maxhp) |
| 1208 |
{ |
| 1209 |
pl->stats.hp++; |
| 1210 |
pl->last_heal = -1; |
| 1211 |
} |
| 1212 |
} |
| 1213 |
|
| 1214 |
/* write_note() - this routine allows players to inscribe messages in |
| 1215 |
* ordinary inscribable 'books' (anything that is not a SPELL). b.t. |
| 1216 |
*/ |
| 1217 |
static int |
| 1218 |
write_note (object *pl, object *item, const char *msg, object *skill) |
| 1219 |
{ |
| 1220 |
if (strstr (msg, "\nendmsg")) |
| 1221 |
{ |
| 1222 |
new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?"); |
| 1223 |
return 0; |
| 1224 |
} |
| 1225 |
|
| 1226 |
int len = strlen (msg); |
| 1227 |
|
| 1228 |
if (!is_utf8_string ((U8 *)msg, len)) |
| 1229 |
{ |
| 1230 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!"); |
| 1231 |
return 0; |
| 1232 |
} |
| 1233 |
|
| 1234 |
if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) |
| 1235 |
return RESULT_INT (0); |
| 1236 |
|
| 1237 |
char buf[1024]; |
| 1238 |
|
| 1239 |
if (len < sizeof (buf) - 2) |
| 1240 |
{ |
| 1241 |
snprintf (buf, sizeof (buf), "%s\n", msg); |
| 1242 |
|
| 1243 |
object *newbook = arch_to_object (item->other_arch); |
| 1244 |
item->decrease (); |
| 1245 |
newbook->nrof = 1; |
| 1246 |
newbook->msg = buf; |
| 1247 |
newbook->flag [FLAG_IDENTIFIED] = true; |
| 1248 |
|
| 1249 |
if (item->subtype == 1) // mailscrolls |
| 1250 |
{ |
| 1251 |
newbook->name = item->name; |
| 1252 |
newbook->name_pl = item->name_pl; |
| 1253 |
} |
| 1254 |
|
| 1255 |
pl->insert (newbook); |
| 1256 |
|
| 1257 |
pl->contr->play_sound (sound_find ("inscribe_success")); |
| 1258 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name); |
| 1259 |
return strlen (msg); |
| 1260 |
} |
| 1261 |
else |
| 1262 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", &item->name); |
| 1263 |
|
| 1264 |
return 0; |
| 1265 |
} |
| 1266 |
|
| 1267 |
/* write_scroll() - this routine allows players to inscribe spell scrolls |
| 1268 |
* of spells which they know. Backfire effects are possible with the |
| 1269 |
* severity of the backlash correlated with the difficulty of the scroll |
| 1270 |
* that is attempted. -b.t. thomas@astro.psu.edu |
| 1271 |
*/ |
| 1272 |
static int |
| 1273 |
write_scroll (object *pl, object *scroll, object *skill) |
| 1274 |
{ |
| 1275 |
int success = 0, confused = 0; |
| 1276 |
|
| 1277 |
/* Check if we are ready to attempt inscription */ |
| 1278 |
object *chosen_spell = pl->contr->ranged_ob; |
| 1279 |
|
| 1280 |
if (!chosen_spell || chosen_spell->type != SPELL) |
| 1281 |
{ |
| 1282 |
new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); |
| 1283 |
return 0; |
| 1284 |
} |
| 1285 |
|
| 1286 |
if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace) |
| 1287 |
{ |
| 1288 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name); |
| 1289 |
return 0; |
| 1290 |
} |
| 1291 |
|
| 1292 |
if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) |
| 1293 |
{ |
| 1294 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); |
| 1295 |
return 0; |
| 1296 |
} |
| 1297 |
|
| 1298 |
/* ok, we are ready to try inscription */ |
| 1299 |
if (QUERY_FLAG (pl, FLAG_CONFUSED)) |
| 1300 |
confused = 1; |
| 1301 |
|
| 1302 |
/* Lost mana/grace no matter what */ |
| 1303 |
pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); |
| 1304 |
pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA); |
| 1305 |
|
| 1306 |
if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) |
| 1307 |
{ |
| 1308 |
object *newscroll = arch_to_object (scroll->other_arch); |
| 1309 |
scroll->decrease (); |
| 1310 |
newscroll->nrof = 1; |
| 1311 |
|
| 1312 |
pl->contr->play_sound (sound_find ("inscribe_success")); |
| 1313 |
|
| 1314 |
if (!confused) |
| 1315 |
{ |
| 1316 |
newscroll->level = MAX (skill->level, chosen_spell->level); |
| 1317 |
newscroll->flag [FLAG_IDENTIFIED] = true; |
| 1318 |
new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell."); |
| 1319 |
} |
| 1320 |
else |
| 1321 |
{ |
| 1322 |
chosen_spell = find_random_spell_in_ob (pl, NULL); |
| 1323 |
if (!chosen_spell) |
| 1324 |
return 0; |
| 1325 |
|
| 1326 |
newscroll->level = MAX (skill->level, chosen_spell->level); |
| 1327 |
new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell."); |
| 1328 |
} |
| 1329 |
|
| 1330 |
object *tmp = chosen_spell->clone (); |
| 1331 |
insert_ob_in_ob (tmp, newscroll); |
| 1332 |
|
| 1333 |
/* Same code as from treasure.C - so they can better merge. |
| 1334 |
* if players want to sell them, so be it. |
| 1335 |
*/ |
| 1336 |
newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); |
| 1337 |
newscroll->stats.exp = newscroll->value / 5; |
| 1338 |
|
| 1339 |
pl->insert (newscroll); |
| 1340 |
|
| 1341 |
success = calc_skill_exp (pl, newscroll, skill); |
| 1342 |
if (!confused) |
| 1343 |
success *= 2; |
| 1344 |
|
| 1345 |
success = success * skill->level; |
| 1346 |
return success; |
| 1347 |
} |
| 1348 |
else |
| 1349 |
{ /* Inscription has failed */ |
| 1350 |
pl->contr->play_sound (sound_find ("inscribe_fail")); |
| 1351 |
|
| 1352 |
if (chosen_spell->level > skill->level || confused) |
| 1353 |
{ /*backfire! */ |
| 1354 |
new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); |
| 1355 |
|
| 1356 |
if (random_roll (0, 1, pl, PREFER_LOW) == 1) |
| 1357 |
pl->drain_specific_stat (4); |
| 1358 |
else |
| 1359 |
{ |
| 1360 |
confuse_player (pl, pl, 99); |
| 1361 |
return -30 * chosen_spell->level; |
| 1362 |
} |
| 1363 |
} |
| 1364 |
else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) |
| 1365 |
{ |
| 1366 |
new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind! H<Frankly spoken, you were too dumb and unlucky.>"); |
| 1367 |
confuse_player (pl, pl, 99); |
| 1368 |
} |
| 1369 |
else |
| 1370 |
new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll. H<Try a lower-level spell, if possible at all.>"); |
| 1371 |
} |
| 1372 |
|
| 1373 |
return 0; |
| 1374 |
} |
| 1375 |
|
| 1376 |
/* write_on_item() - wrapper for write_note and write_scroll */ |
| 1377 |
int |
| 1378 |
write_on_item (object *pl, const char *params, object *skill) |
| 1379 |
{ |
| 1380 |
archetype *skat; |
| 1381 |
|
| 1382 |
if (pl->type != PLAYER) |
| 1383 |
return 0; |
| 1384 |
|
| 1385 |
if (!params) |
| 1386 |
params = ""; |
| 1387 |
|
| 1388 |
skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); |
| 1389 |
|
| 1390 |
/* Need to be able to read before we can write! */ |
| 1391 |
if (!find_skill_by_name (pl, skat->skill)) |
| 1392 |
{ |
| 1393 |
new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>"); |
| 1394 |
return 0; |
| 1395 |
} |
| 1396 |
|
| 1397 |
object *item = find_marked_object (pl); |
| 1398 |
|
| 1399 |
/* find an item of correct type to write on */ |
| 1400 |
if (!item) |
| 1401 |
{ |
| 1402 |
new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on. H<Use the mark command or the popup menu to make an item.>"); |
| 1403 |
return 0; |
| 1404 |
} |
| 1405 |
|
| 1406 |
if (item->type != INSCRIBABLE) |
| 1407 |
{ |
| 1408 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>"); |
| 1409 |
return 0; |
| 1410 |
} |
| 1411 |
|
| 1412 |
if (QUERY_FLAG (item, FLAG_UNPAID)) |
| 1413 |
{ |
| 1414 |
new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); |
| 1415 |
return 0; |
| 1416 |
} |
| 1417 |
|
| 1418 |
if (item->other_arch->type == SCROLL) |
| 1419 |
{ |
| 1420 |
if (*params) |
| 1421 |
{ |
| 1422 |
// check readied scroll |
| 1423 |
new_draw_info_format (NDI_UNIQUE, 0, pl, |
| 1424 |
"When inscribing spells you need to ready a spell and do not specify a string argument.\n" |
| 1425 |
"Usage: cast [spell name]; use_skill %s", &skill->skill); |
| 1426 |
return 0; |
| 1427 |
} |
| 1428 |
|
| 1429 |
return write_scroll (pl, item, skill); |
| 1430 |
} |
| 1431 |
else |
| 1432 |
{ |
| 1433 |
if (!*params) |
| 1434 |
{ |
| 1435 |
new_draw_info_format (NDI_UNIQUE, 0, pl, |
| 1436 |
"When inscribing books you need to specify the words you want to inscribe as command argument.\n" |
| 1437 |
"Usage: use_skill %s <message>", &skill->skill); |
| 1438 |
return 0; |
| 1439 |
} |
| 1440 |
|
| 1441 |
return write_note (pl, item, params, skill); |
| 1442 |
} |
| 1443 |
|
| 1444 |
return 0; |
| 1445 |
} |
| 1446 |
|
| 1447 |
/* find_throw_ob() - if we request an object, then |
| 1448 |
* we search for it in the inventory of the owner (you've |
| 1449 |
* got to be carrying something in order to throw it!). |
| 1450 |
* If we didnt request an object, then the top object in inventory |
| 1451 |
* (that is "throwable", ie no throwing your skills away!) |
| 1452 |
* is the object of choice. Also check to see if object is |
| 1453 |
* 'throwable' (ie not applied cursed obj, worn, etc). |
| 1454 |
*/ |
| 1455 |
static object * |
| 1456 |
find_throw_ob (object *op, const char *request) |
| 1457 |
{ |
| 1458 |
object *tmp; |
| 1459 |
|
| 1460 |
if (!op) |
| 1461 |
{ /* safety */ |
| 1462 |
LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n"); |
| 1463 |
return (object *) NULL; |
| 1464 |
} |
| 1465 |
|
| 1466 |
/* prefer marked item */ |
| 1467 |
tmp = find_marked_object (op); |
| 1468 |
if (tmp != NULL) |
| 1469 |
{ |
| 1470 |
/* can't toss invisible or inv-locked items */ |
| 1471 |
if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
| 1472 |
{ |
| 1473 |
tmp = NULL; |
| 1474 |
} |
| 1475 |
} |
| 1476 |
|
| 1477 |
/* look through the inventory */ |
| 1478 |
if (tmp == NULL) |
| 1479 |
{ |
| 1480 |
for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
| 1481 |
{ |
| 1482 |
/* can't toss invisible or inv-locked items */ |
| 1483 |
if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
| 1484 |
continue; |
| 1485 |
if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request)) |
| 1486 |
break; |
| 1487 |
} |
| 1488 |
} |
| 1489 |
|
| 1490 |
/* this should prevent us from throwing away |
| 1491 |
* cursed items, worn armour, etc. Only weapons |
| 1492 |
* can be thrown from 'hand'. |
| 1493 |
*/ |
| 1494 |
if (!tmp) |
| 1495 |
return NULL; |
| 1496 |
|
| 1497 |
if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
| 1498 |
{ |
| 1499 |
if (tmp->type != WEAPON) |
| 1500 |
{ |
| 1501 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp)); |
| 1502 |
tmp = NULL; |
| 1503 |
} |
| 1504 |
else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
| 1505 |
{ |
| 1506 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp)); |
| 1507 |
tmp = NULL; |
| 1508 |
} |
| 1509 |
else |
| 1510 |
{ |
| 1511 |
if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) |
| 1512 |
{ |
| 1513 |
LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); |
| 1514 |
tmp = NULL; |
| 1515 |
} |
| 1516 |
} |
| 1517 |
} |
| 1518 |
else if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
| 1519 |
{ |
| 1520 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp)); |
| 1521 |
tmp = NULL; |
| 1522 |
} |
| 1523 |
|
| 1524 |
if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
| 1525 |
{ |
| 1526 |
LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); |
| 1527 |
tmp = NULL; |
| 1528 |
} |
| 1529 |
return tmp; |
| 1530 |
} |
| 1531 |
|
| 1532 |
/* make_throw_ob() We construct the 'carrier' object in |
| 1533 |
* which we will insert the object that is being thrown. |
| 1534 |
* This combination becomes the 'thrown object'. -b.t. |
| 1535 |
*/ |
| 1536 |
static object * |
| 1537 |
make_throw_ob (object *orig) |
| 1538 |
{ |
| 1539 |
if (!orig) |
| 1540 |
return 0; |
| 1541 |
|
| 1542 |
if (QUERY_FLAG (orig, FLAG_APPLIED)) |
| 1543 |
{ |
| 1544 |
LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); |
| 1545 |
/* insufficient workaround, but better than nothing */ |
| 1546 |
CLEAR_FLAG (orig, FLAG_APPLIED); |
| 1547 |
} |
| 1548 |
|
| 1549 |
object *toss_item = orig->clone (); |
| 1550 |
|
| 1551 |
toss_item->type = THROWN_OBJ; |
| 1552 |
CLEAR_FLAG (toss_item, FLAG_CHANGING); |
| 1553 |
toss_item->stats.dam = 0; /* default damage */ |
| 1554 |
toss_item->insert (orig); |
| 1555 |
|
| 1556 |
return toss_item; |
| 1557 |
} |
| 1558 |
|
| 1559 |
/* do_throw() - op throws any object toss_item. This code |
| 1560 |
* was borrowed from fire_bow. |
| 1561 |
* Returns 1 if skill was successfully used, 0 if not |
| 1562 |
*/ |
| 1563 |
static int |
| 1564 |
do_throw (object *op, object *part, object *toss_item, int dir, object *skill) |
| 1565 |
{ |
| 1566 |
object *throw_ob = toss_item, *left = NULL; |
| 1567 |
int eff_str = 0, maxc, str = op->stats.Str, dam = 0; |
| 1568 |
int pause_f, weight_f = 0, mflags; |
| 1569 |
float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0; |
| 1570 |
maptile *m; |
| 1571 |
sint16 sx, sy; |
| 1572 |
|
| 1573 |
if (throw_ob == NULL) |
| 1574 |
{ |
| 1575 |
if (op->type == PLAYER) |
| 1576 |
new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw."); |
| 1577 |
|
| 1578 |
return 0; |
| 1579 |
} |
| 1580 |
if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP)) |
| 1581 |
{ |
| 1582 |
if (op->type == PLAYER) |
| 1583 |
new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that."); |
| 1584 |
|
| 1585 |
return 0; |
| 1586 |
} |
| 1587 |
|
| 1588 |
/* Because throwing effectiveness must be reduced by the |
| 1589 |
* encumbrance of the thrower and weight of the object. THus, |
| 1590 |
* we use the concept of 'effective strength' as defined below. |
| 1591 |
*/ |
| 1592 |
|
| 1593 |
/* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */ |
| 1594 |
if (str > MAX_STAT) |
| 1595 |
{ |
| 1596 |
str_factor = (float) str / (float) MAX_STAT; |
| 1597 |
str = MAX_STAT; |
| 1598 |
} |
| 1599 |
|
| 1600 |
/* the more we carry, the less we can throw. Limit only on players */ |
| 1601 |
maxc = max_carry[str] * 1000; |
| 1602 |
if (op->carrying > maxc && op->type == PLAYER) |
| 1603 |
load_factor = (float) maxc / (float) op->carrying; |
| 1604 |
|
| 1605 |
/* lighter items are thrown harder, farther, faster */ |
| 1606 |
if (throw_ob->weight > 0) |
| 1607 |
item_factor = (float) maxc / (float) (3.0 * throw_ob->weight); |
| 1608 |
else |
| 1609 |
{ /* 0 or negative weight?!? Odd object, can't throw it */ |
| 1610 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob)); |
| 1611 |
return 0; |
| 1612 |
} |
| 1613 |
|
| 1614 |
eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0)); |
| 1615 |
eff_str = (int) ((float) eff_str * item_factor * str_factor); |
| 1616 |
|
| 1617 |
/* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to |
| 1618 |
* account for super-strong throwers. */ |
| 1619 |
if (eff_str > MAX_STAT) |
| 1620 |
eff_str = MAX_STAT; |
| 1621 |
|
| 1622 |
#ifdef DEBUG_THROW |
| 1623 |
LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str); |
| 1624 |
LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str); |
| 1625 |
LOG (llevDebug, " str_factor=%f\n", str_factor); |
| 1626 |
LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight); |
| 1627 |
#endif |
| 1628 |
|
| 1629 |
/* 3 things here prevent a throw, you aimed at your feet, you |
| 1630 |
* have no effective throwing strength, or you threw at something |
| 1631 |
* that flying objects can't get through. |
| 1632 |
*/ |
| 1633 |
mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy); |
| 1634 |
|
| 1635 |
if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW)) |
| 1636 |
{ |
| 1637 |
/* bounces off 'wall', and drops to feet */ |
| 1638 |
throw_ob->insert_at (part, op); |
| 1639 |
|
| 1640 |
if (op->type == PLAYER) |
| 1641 |
{ |
| 1642 |
if (eff_str <= 1) |
| 1643 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob)); |
| 1644 |
else if (!dir) |
| 1645 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob)); |
| 1646 |
else |
| 1647 |
new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
| 1648 |
} |
| 1649 |
|
| 1650 |
return 0; |
| 1651 |
} /* if object can't be thrown */ |
| 1652 |
|
| 1653 |
left = throw_ob; /* these are throwing objects left to the player */ |
| 1654 |
|
| 1655 |
/* sometimes get_split_ob can't split an object (because op->nrof==0?) |
| 1656 |
* and returns NULL. We must use 'left' then |
| 1657 |
*/ |
| 1658 |
if (!(throw_ob = throw_ob->split ())) |
| 1659 |
{ |
| 1660 |
throw_ob = left; |
| 1661 |
left->remove (); |
| 1662 |
} |
| 1663 |
|
| 1664 |
/* special case: throwing powdery substances like dust, dirt */ |
| 1665 |
if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) |
| 1666 |
{ |
| 1667 |
cast_dust (op, throw_ob, dir); |
| 1668 |
return 1; |
| 1669 |
} |
| 1670 |
|
| 1671 |
/* Make a thrown object -- insert real object in a 'carrier' object. |
| 1672 |
* If unsuccessfull at making the "thrown_obj", we just reinsert |
| 1673 |
* the original object back into inventory and exit |
| 1674 |
*/ |
| 1675 |
if ((toss_item = make_throw_ob (throw_ob))) |
| 1676 |
{ |
| 1677 |
throw_ob = toss_item; |
| 1678 |
throw_ob->skill = skill->skill; |
| 1679 |
} |
| 1680 |
else |
| 1681 |
{ |
| 1682 |
insert_ob_in_ob (throw_ob, op); |
| 1683 |
return 0; |
| 1684 |
} |
| 1685 |
|
| 1686 |
throw_ob->set_owner (op); |
| 1687 |
/* At some point in the attack code, the actual real object (op->inv) |
| 1688 |
* becomes the hitter. As such, we need to make sure that has a proper |
| 1689 |
* owner value so exp goes to the right place. |
| 1690 |
*/ |
| 1691 |
throw_ob->inv->set_owner (op); |
| 1692 |
throw_ob->direction = dir; |
| 1693 |
|
| 1694 |
/* the damage bonus from the force of the throw */ |
| 1695 |
dam = int (str_factor * dam_bonus[eff_str]); |
| 1696 |
|
| 1697 |
/* Now, lets adjust the properties of the thrown_ob. */ |
| 1698 |
|
| 1699 |
/* how far to fly */ |
| 1700 |
throw_ob->last_sp = (eff_str * 3) / 5; |
| 1701 |
|
| 1702 |
/* speed */ |
| 1703 |
throw_ob->set_speed (min (1.0, speed_bonus[eff_str] + 1.0) / 1.5); /* no faster than an arrow! */ |
| 1704 |
|
| 1705 |
/* item damage. Eff_str and item weight influence damage done */ |
| 1706 |
weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000); |
| 1707 |
throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2; |
| 1708 |
|
| 1709 |
/* chance of breaking. Proportional to force used and weight of item */ |
| 1710 |
throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000); |
| 1711 |
|
| 1712 |
/* replace 25 with a call to clone.arch wc? messes up w/ NPC */ |
| 1713 |
throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level; |
| 1714 |
|
| 1715 |
/* the properties of objects which are meant to be thrown (ie dart, |
| 1716 |
* throwing knife, etc) will differ from ordinary items. Lets tailor |
| 1717 |
* this stuff in here. |
| 1718 |
*/ |
| 1719 |
|
| 1720 |
if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN)) |
| 1721 |
{ |
| 1722 |
throw_ob->last_sp += eff_str / 3; /* fly a little further */ |
| 1723 |
throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; |
| 1724 |
throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; |
| 1725 |
/* only throw objects get directional faces */ |
| 1726 |
if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) |
| 1727 |
SET_ANIMATION (throw_ob, dir); |
| 1728 |
} |
| 1729 |
else |
| 1730 |
{ |
| 1731 |
uint16 mat = throw_ob->materials; |
| 1732 |
|
| 1733 |
/* some materials will adjust properties.. */ |
| 1734 |
if (mat & M_LEATHER) |
| 1735 |
{ |
| 1736 |
throw_ob->stats.dam -= 1; |
| 1737 |
throw_ob->stats.food -= 10; |
| 1738 |
} |
| 1739 |
|
| 1740 |
if (mat & M_GLASS) |
| 1741 |
throw_ob->stats.food += 60; |
| 1742 |
|
| 1743 |
if (mat & M_ORGANIC) |
| 1744 |
{ |
| 1745 |
throw_ob->stats.dam -= 3; |
| 1746 |
throw_ob->stats.food += 55; |
| 1747 |
} |
| 1748 |
|
| 1749 |
if (mat & M_PAPER || mat & M_CLOTH) |
| 1750 |
{ |
| 1751 |
throw_ob->stats.dam -= 5; |
| 1752 |
throw_ob->speed *= 0.8; |
| 1753 |
throw_ob->stats.wc += 3; |
| 1754 |
throw_ob->stats.food -= 30; |
| 1755 |
} |
| 1756 |
|
| 1757 |
/* light obj have more wind resistance, fly slower */ |
| 1758 |
if (throw_ob->weight > 500) |
| 1759 |
throw_ob->speed *= 0.8; |
| 1760 |
|
| 1761 |
if (throw_ob->weight > 50) |
| 1762 |
throw_ob->speed *= 0.5; |
| 1763 |
} /* else tailor thrown object */ |
| 1764 |
|
| 1765 |
/* some limits, and safeties (needed?) */ |
| 1766 |
if (throw_ob->stats.dam < 0) |
| 1767 |
throw_ob->stats.dam = 0; |
| 1768 |
if (throw_ob->last_sp > eff_str) |
| 1769 |
throw_ob->last_sp = eff_str; |
| 1770 |
if (throw_ob->stats.food < 0) |
| 1771 |
throw_ob->stats.food = 0; |
| 1772 |
if (throw_ob->stats.food > 100) |
| 1773 |
throw_ob->stats.food = 100; |
| 1774 |
if (throw_ob->stats.wc > 30) |
| 1775 |
throw_ob->stats.wc = 30; |
| 1776 |
|
| 1777 |
/* how long to pause the thrower. Higher values mean less pause */ |
| 1778 |
pause_f = ((2 * eff_str) / 3) + 20 + skill->level; |
| 1779 |
|
| 1780 |
/* Put a lower limit on this */ |
| 1781 |
if (pause_f < 10) |
| 1782 |
pause_f = 10; |
| 1783 |
if (pause_f > 100) |
| 1784 |
pause_f = 100; |
| 1785 |
|
| 1786 |
/* Changed in 0.94.2 - the calculation before was really goofy. |
| 1787 |
* In short summary, a throw can take anywhere between speed 5 and |
| 1788 |
* speed 0.5 |
| 1789 |
*/ |
| 1790 |
op->speed_left -= 50 / pause_f; |
| 1791 |
|
| 1792 |
throw_ob->speed_left = 0; |
| 1793 |
throw_ob->map = part->map; |
| 1794 |
|
| 1795 |
throw_ob->move_type = MOVE_FLY_LOW; |
| 1796 |
throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; |
| 1797 |
|
| 1798 |
#if 0 |
| 1799 |
/* need to put in a good sound for this */ |
| 1800 |
play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ); |
| 1801 |
#endif |
| 1802 |
|
| 1803 |
/* Lauwenmark - Now we can call the associated script_throw event (if any) */ |
| 1804 |
INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op)); |
| 1805 |
#ifdef DEBUG_THROW |
| 1806 |
LOG (llevDebug, " pause_f=%d \n", pause_f); |
| 1807 |
LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n", |
| 1808 |
throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food); |
| 1809 |
LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count); |
| 1810 |
#endif |
| 1811 |
|
| 1812 |
throw_ob->insert_at (part, op); |
| 1813 |
|
| 1814 |
if (!throw_ob->destroyed ()) |
| 1815 |
move_arrow (throw_ob); |
| 1816 |
|
| 1817 |
return 1; |
| 1818 |
} |
| 1819 |
|
| 1820 |
int |
| 1821 |
skill_throw (object *op, object *part, int dir, const char *params, object *skill) |
| 1822 |
{ |
| 1823 |
object *throw_ob; |
| 1824 |
|
| 1825 |
if (op->type == PLAYER) |
| 1826 |
throw_ob = find_throw_ob (op, params); |
| 1827 |
else |
| 1828 |
throw_ob = find_mon_throw_ob (op); |
| 1829 |
|
| 1830 |
return do_throw (op, part, throw_ob, dir, skill); |
| 1831 |
} |