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/* |
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* CrossFire, A Multiplayer game for X-windows |
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* |
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* Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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* Copyright (C) 2003 Mark Wedel & Crossfire Development Team |
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* Copyright (C) 1992 Frank Tore Johansen |
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* |
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* This program is free software; you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation; either version 2 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 |
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* 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, write to the Free Software |
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* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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* |
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* The authors can be reached via e-mail to <crossfire@schmorp.de> |
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*/ |
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|
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#include <global.h> |
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#include <object.h> |
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#ifndef __CEXTRACT__ |
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# include <sproto.h> |
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#endif |
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#include <living.h> |
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#include <skills.h> |
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#include <spells.h> |
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#include <book.h> |
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|
35 |
/* adj_stealchance() - increased values indicate better attempts */ |
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static int |
37 |
adj_stealchance (object *op, object *victim, int roll) |
38 |
{ |
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object *equip; |
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|
41 |
if (!op || !victim || !roll) |
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return -1; |
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|
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/* Only prohibit stealing if the player does not have a free |
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* hand available and in fact does have hands. |
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*/ |
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if (op->type == PLAYER && op->body_used[BODY_ARMS] <= 0 && op->body_info[BODY_ARMS]) |
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{ |
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new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!"); |
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return -1; |
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} |
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|
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/* ADJUSTMENTS */ |
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|
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/* Its harder to steal from hostile beings! */ |
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if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) |
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roll = roll / 2; |
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|
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/* Easier to steal from sleeping beings, or if the thief is |
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* unseen */ |
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if (QUERY_FLAG (victim, FLAG_SLEEP)) |
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roll = roll * 3; |
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else if (op->invisible) |
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roll = roll * 2; |
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|
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/* check stealing 'encumberance'. Having this equipment applied makes |
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* it quite a bit harder to steal. |
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*/ |
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for (equip = op->inv; equip; equip = equip->below) |
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{ |
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if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED)) |
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{ |
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roll -= equip->weight / 10000; |
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} |
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if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED)) |
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roll -= equip->weight / 5000; |
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if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) |
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{ |
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roll -= equip->weight / 2000; |
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} |
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if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED)) |
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roll -= equip->weight / 5000; |
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if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED)) |
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roll -= equip->weight / 100; |
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} |
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if (roll < 0) |
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roll = 0; |
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return roll; |
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} |
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|
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/* |
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* When stealing: dependent on the intelligence/wisdom of whom you're |
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* stealing from (op in attempt_steal), offset by your dexterity and |
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* skill at stealing. They may notice your attempt, whether successful |
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* or not. |
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* op is the target (person being pilfered) |
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* who is the person doing the stealing. |
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* skill is the skill object (stealing). |
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*/ |
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|
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static int |
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attempt_steal (object *op, object *who, object *skill) |
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{ |
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object *success = NULL, *tmp = NULL, *next; |
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int roll = 0, chance = 0, stats_value; |
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rv_vector rv; |
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|
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stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2; |
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|
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/* 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 |
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* have much chance of success. |
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*/ |
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if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL)) |
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{ |
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if (can_detect_enemy (op, who, &rv)) |
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{ |
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npc_call_help (op); |
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CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
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new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); |
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return 0; |
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} |
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else /* help npc to detect thief next time by raising its wisdom */ |
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op->stats.Wis += (op->stats.Int / 5) + 1; |
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if (op->stats.Wis > MAX_STAT) |
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op->stats.Wis = MAX_STAT; |
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} |
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if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ)) |
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{ |
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new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n"); |
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return 0; |
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} |
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#ifdef PROHIBIT_PLAYERKILL |
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if (op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful)) |
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{ |
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new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); |
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return 0; |
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} |
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#else |
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if (op->type == PLAYER && who->type == PLAYER && settings.no_player_stealing) |
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{ |
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new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); |
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return 0; |
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} |
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#endif |
146 |
|
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|
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/* Ok then, go thru their inventory, stealing */ |
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for (tmp = op->inv; tmp != NULL; tmp = next) |
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{ |
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next = tmp->below; |
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|
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/* you can't steal worn items, starting items, wiz stuff, |
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* innate abilities, or items w/o a type. Generally |
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* speaking, the invisibility flag prevents experience or |
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* abilities from being stolen since these types are currently |
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* always invisible objects. I was implicit here so as to prevent |
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* 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. |
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*/ |
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|
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if (QUERY_FLAG (tmp, FLAG_WAS_WIZ) || QUERY_FLAG (tmp, FLAG_APPLIED) |
164 |
|| !(tmp->type) |
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|| tmp->type == SPELL |
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|| QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_STEAL) || tmp->invisible) |
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continue; |
168 |
|
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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) |
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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); |
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|
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/* Don't delete it from target player until we know |
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* the thief has picked it up. can't just look at tmp->count, |
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* as it's possible that it got merged when picked up. |
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*/ |
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if (op->type == PLAYER) |
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esrv_del_item (op->contr, tmp->count); |
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} |
198 |
break; |
199 |
} |
200 |
} /* for loop looking for an item */ |
201 |
|
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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; |
206 |
} |
207 |
|
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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 |
211 |
*/ |
212 |
|
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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))))) |
215 |
{ |
216 |
|
217 |
/* victim figures out where the thief is! */ |
218 |
if (who->hide) |
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make_visible (who); |
220 |
|
221 |
if (op->type != PLAYER) |
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{ |
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/* The unaggressives look after themselves 8) */ |
224 |
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)); |
228 |
} |
229 |
CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
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/* all remaining npc items are guarded now. Set flag NO_STEAL |
231 |
* on the victim. |
232 |
*/ |
233 |
SET_FLAG (op, FLAG_NO_STEAL); |
234 |
} |
235 |
else |
236 |
{ /* stealing from another player */ |
237 |
char buf[MAX_BUF]; |
238 |
|
239 |
/* Notify the other player */ |
240 |
if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW)) |
241 |
{ |
242 |
sprintf (buf, "Your %s is missing!", query_name (success)); |
243 |
} |
244 |
else |
245 |
{ |
246 |
sprintf (buf, "Your pack feels strangely lighter."); |
247 |
} |
248 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
249 |
if (!success) |
250 |
{ |
251 |
if (who->invisible) |
252 |
{ |
253 |
sprintf (buf, "you feel itchy fingers getting at your pack."); |
254 |
} |
255 |
else |
256 |
{ |
257 |
sprintf (buf, "%s looks very shifty.", query_name (who)); |
258 |
} |
259 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
260 |
} |
261 |
} /* else stealing from another player */ |
262 |
/* play_sound("stop! thief!"); kindofthing */ |
263 |
} /* if you weren't 100% successful */ |
264 |
return success ? 1 : 0; |
265 |
} |
266 |
|
267 |
|
268 |
int |
269 |
steal (object *op, int dir, object *skill) |
270 |
{ |
271 |
object *tmp, *next; |
272 |
sint16 x, y; |
273 |
maptile *m; |
274 |
int mflags; |
275 |
|
276 |
x = op->x + freearr_x[dir]; |
277 |
y = op->y + freearr_y[dir]; |
278 |
|
279 |
if (dir == 0) |
280 |
{ |
281 |
/* Can't steal from ourself! */ |
282 |
return 0; |
283 |
} |
284 |
|
285 |
m = op->map; |
286 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
287 |
/* Out of map - can't do it. If nothing alive on this space, |
288 |
* don't need to look any further. |
289 |
*/ |
290 |
if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) |
291 |
return 0; |
292 |
|
293 |
/* If player can't move onto the space, can't steal from it. */ |
294 |
if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) |
295 |
return 0; |
296 |
|
297 |
/* Find the topmost object at this spot */ |
298 |
for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above); |
299 |
|
300 |
/* For all the stacked objects at this point, attempt a steal */ |
301 |
for (; tmp != NULL; tmp = next) |
302 |
{ |
303 |
next = tmp->below; |
304 |
/* Minor hack--for multi square beings - make sure we get |
305 |
* the 'head' coz 'tail' objects have no inventory! - b.t. |
306 |
*/ |
307 |
if (tmp->head) |
308 |
tmp = tmp->head; |
309 |
|
310 |
if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
311 |
continue; |
312 |
|
313 |
/* do not reveal hidden DMs */ |
314 |
if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden) |
315 |
continue; |
316 |
if (attempt_steal (tmp, op, skill)) |
317 |
{ |
318 |
if (tmp->type == PLAYER) /* no xp for stealing from another player */ |
319 |
return 0; |
320 |
|
321 |
/* no xp for stealing from pets (of players) */ |
322 |
if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) |
323 |
{ |
324 |
object *owner = tmp->owner; |
325 |
|
326 |
if (owner != NULL && owner->type == PLAYER) |
327 |
return 0; |
328 |
} |
329 |
|
330 |
// reduce monster experience by experience we gained, as to |
331 |
// limit the amount of exp that can be gained by stealing from monsters |
332 |
// (jessies gave ~20,000,000 exp otherwise. |
333 |
int exp = calc_skill_exp (op, tmp, skill); |
334 |
|
335 |
exp = MIN (tmp->stats.exp, exp); |
336 |
tmp->stats.exp -= exp; |
337 |
return exp; |
338 |
} |
339 |
} |
340 |
return 0; |
341 |
} |
342 |
|
343 |
static int |
344 |
attempt_pick_lock (object *door, object *pl, object *skill) |
345 |
{ |
346 |
int difficulty = pl->map->difficulty ? pl->map->difficulty : 0; |
347 |
int success = 0, number; /* did we get anything? */ |
348 |
|
349 |
|
350 |
/* Try to pick the lock on this item (doors only for now). |
351 |
* Dependent on dexterity/skill SK_level of the player and |
352 |
* the map level difficulty. |
353 |
*/ |
354 |
number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2; |
355 |
if (number < (pl->stats.Dex + skill->level - difficulty)) |
356 |
{ |
357 |
remove_door (door); |
358 |
success = 1; |
359 |
} |
360 |
else if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
361 |
{ /* set off any traps? */ |
362 |
spring_trap (door->inv, pl); |
363 |
} |
364 |
return success; |
365 |
} |
366 |
|
367 |
|
368 |
/* Implementation by bt. (thomas@astro.psu.edu) |
369 |
* monster implementation 7-7-95 by bt. |
370 |
*/ |
371 |
|
372 |
int |
373 |
pick_lock (object *pl, int dir, object *skill) |
374 |
{ |
375 |
object *tmp; |
376 |
int x = pl->x + freearr_x[dir]; |
377 |
int y = pl->y + freearr_y[dir]; |
378 |
|
379 |
if (!dir) |
380 |
dir = pl->facing; |
381 |
|
382 |
/* For all the stacked objects at this point find a door */ |
383 |
if (out_of_map (pl->map, x, y)) |
384 |
{ |
385 |
new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); |
386 |
return 0; |
387 |
} |
388 |
|
389 |
for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above) |
390 |
if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
391 |
break; |
392 |
|
393 |
if (!tmp) |
394 |
{ |
395 |
new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); |
396 |
return 0; |
397 |
} |
398 |
if (tmp->type == LOCKED_DOOR) |
399 |
{ |
400 |
new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!"); |
401 |
return 0; |
402 |
} |
403 |
|
404 |
if (!tmp->move_block) |
405 |
{ |
406 |
new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!"); |
407 |
return 0; |
408 |
} |
409 |
|
410 |
if (attempt_pick_lock (tmp, pl, skill)) |
411 |
{ |
412 |
new_draw_info (NDI_UNIQUE, 0, pl, "You pick the lock."); |
413 |
return calc_skill_exp (pl, NULL, skill); |
414 |
} |
415 |
else |
416 |
{ |
417 |
new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock."); |
418 |
return 0; |
419 |
} |
420 |
} |
421 |
|
422 |
|
423 |
/* HIDE CODE. The user becomes undetectable (not just 'invisible') for |
424 |
* a short while (success and duration dependant on player SK_level, |
425 |
* dexterity, charisma, and map difficulty). |
426 |
* Players have a good chance of becoming 'unhidden' if they move |
427 |
* and like invisiblity will be come visible if they attack |
428 |
* Implemented by b.t. (thomas@astro.psu.edu) |
429 |
* July 7, 1995 - made hiding possible for monsters. -b.t. |
430 |
*/ |
431 |
|
432 |
static int |
433 |
attempt_hide (object *op, object *skill) |
434 |
{ |
435 |
int number, difficulty = op->map->difficulty; |
436 |
int terrain = hideability (op); |
437 |
|
438 |
if (terrain < -10) /* not enough cover here */ |
439 |
return 0; |
440 |
|
441 |
/* Hiding success and duration dependant on skill level, |
442 |
* op->stats.Dex, map difficulty and terrain. |
443 |
*/ |
444 |
|
445 |
number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2; |
446 |
if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) |
447 |
{ |
448 |
op->invisible += 100; /* set the level of 'hiddeness' */ |
449 |
if (op->type == PLAYER) |
450 |
op->contr->tmp_invis = 1; |
451 |
op->hide = 1; |
452 |
return 1; |
453 |
} |
454 |
return 0; |
455 |
} |
456 |
|
457 |
/* patched this to take terrain into consideration */ |
458 |
int |
459 |
hide (object *op, object *skill) |
460 |
{ |
461 |
|
462 |
/* the preliminaries -- Can we really hide now? */ |
463 |
/* this keeps monsters from using invisibilty spells and hiding */ |
464 |
|
465 |
if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
466 |
{ |
467 |
new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!"); |
468 |
return 0; |
469 |
} |
470 |
else if (!op->hide && op->invisible > 0 && op->type == PLAYER) |
471 |
{ |
472 |
new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!"); |
473 |
make_visible (op); |
474 |
} |
475 |
|
476 |
if (op->invisible > (50 * skill->level)) |
477 |
{ |
478 |
new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get."); |
479 |
return 0; |
480 |
} |
481 |
|
482 |
if (attempt_hide (op, skill)) |
483 |
{ |
484 |
new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows."); |
485 |
update_object (op, UP_OBJ_FACE); |
486 |
return calc_skill_exp (op, NULL, skill); |
487 |
} |
488 |
new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself."); |
489 |
return 0; |
490 |
} |
491 |
|
492 |
|
493 |
/* stop_jump() - End of jump. Clear flags, restore the map, and |
494 |
* freeze the jumper a while to simulate the exhaustion |
495 |
* of jumping. |
496 |
*/ |
497 |
static void |
498 |
stop_jump (object *pl, int dist, int spaces) |
499 |
{ |
500 |
pl->update_stats (); |
501 |
pl->map->insert (pl, pl->x, pl->y, pl); |
502 |
} |
503 |
|
504 |
static int |
505 |
attempt_jump (object *pl, int dir, int spaces, object *skill) |
506 |
{ |
507 |
object *tmp; |
508 |
int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags; |
509 |
sint16 x, y; |
510 |
maptile *m; |
511 |
|
512 |
/* Jump loop. Go through spaces opject wants to jump. Halt the |
513 |
* jump if a wall or creature is in the way. We set FLAG_FLYING |
514 |
* temporarily to allow player to aviod exits/archs that are not |
515 |
* fly_on, fly_off. This will also prevent pickup of objects |
516 |
* while jumping over them. |
517 |
*/ |
518 |
|
519 |
pl->remove (); |
520 |
|
521 |
/* |
522 |
* I don't think this is actually needed - all the movement |
523 |
* code is handled in this function, and I don't see anyplace |
524 |
* that cares about the move_type being flying. |
525 |
*/ |
526 |
pl->move_type |= MOVE_FLY_LOW; |
527 |
|
528 |
for (i = 0; i <= spaces; i++) |
529 |
{ |
530 |
x = pl->x + dx; |
531 |
y = pl->y + dy; |
532 |
m = pl->map; |
533 |
|
534 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
535 |
|
536 |
if (mflags & P_OUT_OF_MAP) |
537 |
{ |
538 |
(void) stop_jump (pl, i, spaces); |
539 |
return 0; |
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 |
for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
549 |
{ |
550 |
/* Jump into creature */ |
551 |
if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden))) |
552 |
{ |
553 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name); |
554 |
if (tmp->type != PLAYER || |
555 |
(pl->type == PLAYER && pl->contr->party == NULL) || |
556 |
(pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party)) |
557 |
exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */ |
558 |
stop_jump (pl, i, spaces); |
559 |
return exp; /* note that calc_skill_exp() is already called by skill_attack() */ |
560 |
} |
561 |
/* If the space has fly on set (no matter what the space is), |
562 |
* we should get the effects - after all, the player is |
563 |
* effectively flying. |
564 |
*/ |
565 |
if (tmp->move_on & MOVE_FLY_LOW) |
566 |
{ |
567 |
pl->x = x; |
568 |
pl->y = y; |
569 |
pl->map = m; |
570 |
stop_jump (pl, i, spaces); |
571 |
return calc_skill_exp (pl, NULL, skill); |
572 |
} |
573 |
} |
574 |
pl->x = x; |
575 |
pl->y = y; |
576 |
pl->map = m; |
577 |
} |
578 |
stop_jump (pl, i, spaces); |
579 |
return calc_skill_exp (pl, NULL, skill); |
580 |
} |
581 |
|
582 |
/* jump() - this is both a new type of movement for player/monsters and |
583 |
* an attack as well. |
584 |
* Perhaps we should allow more spaces based on level, eg, level 50 |
585 |
* jumper can jump several spaces? |
586 |
*/ |
587 |
|
588 |
int |
589 |
jump (object *pl, int dir, object *skill) |
590 |
{ |
591 |
int spaces = 0, stats; |
592 |
int str = pl->stats.Str; |
593 |
int dex = pl->stats.Dex; |
594 |
|
595 |
dex = dex ? dex : 15; |
596 |
str = str ? str : 10; |
597 |
|
598 |
stats = str * str * str * dex * skill->level; |
599 |
|
600 |
if (pl->carrying != 0) /* don't want div by zero !! */ |
601 |
spaces = (int) (stats / pl->carrying); |
602 |
else |
603 |
spaces = 2; /* pl has no objects - gets the far jump */ |
604 |
|
605 |
if (spaces > 2) |
606 |
spaces = 2; |
607 |
else if (spaces == 0) |
608 |
{ |
609 |
new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump."); |
610 |
return 0; |
611 |
} |
612 |
return attempt_jump (pl, dir, spaces, skill); |
613 |
} |
614 |
|
615 |
|
616 |
/* skill_ident() - this code is supposed to allow players to identify |
617 |
* classes of objects with the various "auto-ident" skills. Player must |
618 |
* have unidentified objects of the right type in order for the skill |
619 |
* to work. While multiple classes of objects may be identified, |
620 |
* this code is kind of yucky -- it would be nice to make it a bit |
621 |
* more generalized. Right now, skill indices are embedded in this routine. |
622 |
* Returns amount of experience gained (on successful ident). |
623 |
* - b.t. (thomas@astro.psu.edu) |
624 |
*/ |
625 |
|
626 |
static int |
627 |
do_skill_detect_curse (object *pl, object *skill) |
628 |
{ |
629 |
object *tmp; |
630 |
int success = 0; |
631 |
|
632 |
for (tmp = pl->inv; tmp; tmp = tmp->below) |
633 |
if (!tmp->invisible |
634 |
&& !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) |
635 |
&& (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) |
636 |
{ |
637 |
SET_FLAG (tmp, FLAG_KNOWN_CURSED); |
638 |
esrv_update_item (UPD_FLAGS, pl, tmp); |
639 |
success += calc_skill_exp (pl, tmp, skill); |
640 |
} |
641 |
|
642 |
/* Check ground, too, but only objects the player could pick up */ |
643 |
for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
644 |
if (can_pick (pl, tmp) && |
645 |
!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && |
646 |
!QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) |
647 |
&& (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) |
648 |
{ |
649 |
SET_FLAG (tmp, FLAG_KNOWN_CURSED); |
650 |
esrv_update_item (UPD_FLAGS, pl, tmp); |
651 |
success += calc_skill_exp (pl, tmp, skill); |
652 |
} |
653 |
|
654 |
return success; |
655 |
} |
656 |
|
657 |
static int |
658 |
do_skill_detect_magic (object *pl, object *skill) |
659 |
{ |
660 |
object *tmp; |
661 |
int success = 0; |
662 |
|
663 |
for (tmp = pl->inv; tmp; tmp = tmp->below) |
664 |
if (!tmp->invisible |
665 |
&& !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
666 |
&& (is_magical (tmp)) && tmp->item_power < skill->level) |
667 |
{ |
668 |
SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); |
669 |
esrv_update_item (UPD_FLAGS, pl, tmp); |
670 |
success += calc_skill_exp (pl, tmp, skill); |
671 |
} |
672 |
|
673 |
/* Check ground, too, but like above, only if the object can be picked up */ |
674 |
for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
675 |
if (can_pick (pl, tmp) && |
676 |
!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level) |
677 |
{ |
678 |
SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); |
679 |
esrv_update_item (UPD_FLAGS, pl, tmp); |
680 |
success += calc_skill_exp (pl, tmp, skill); |
681 |
} |
682 |
|
683 |
return success; |
684 |
} |
685 |
|
686 |
/* Helper function for do_skill_ident, so that we can loop |
687 |
* over inventory AND objects on the ground conveniently. |
688 |
*/ |
689 |
int |
690 |
do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) |
691 |
{ |
692 |
int success = 0, chance; |
693 |
int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; |
694 |
|
695 |
if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT) |
696 |
&& need_identify (tmp) && !tmp->invisible && tmp->type == obj_class) |
697 |
{ |
698 |
chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1); |
699 |
|
700 |
if (skill_value >= chance) |
701 |
{ |
702 |
identify (tmp); |
703 |
|
704 |
if (pl->type == PLAYER) |
705 |
{ |
706 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl)); |
707 |
|
708 |
if (tmp->msg) |
709 |
{ |
710 |
new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); |
711 |
new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); |
712 |
} |
713 |
|
714 |
/* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */ |
715 |
if (tmp->map) |
716 |
esrv_send_item (pl, tmp); |
717 |
} |
718 |
success += calc_skill_exp (pl, tmp, skill); |
719 |
} |
720 |
else |
721 |
SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); |
722 |
} |
723 |
|
724 |
return success; |
725 |
} |
726 |
|
727 |
/* do_skill_ident() - workhorse for skill_ident() -b.t. |
728 |
*/ |
729 |
static int |
730 |
do_skill_ident (object *pl, int obj_class, object *skill) |
731 |
{ |
732 |
object *tmp; |
733 |
int success = 0; |
734 |
|
735 |
for (tmp = pl->inv; tmp; tmp = tmp->below) |
736 |
success += do_skill_ident2 (tmp, pl, obj_class, skill); |
737 |
/* check the ground */ |
738 |
|
739 |
for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
740 |
success += do_skill_ident2 (tmp, pl, obj_class, skill); |
741 |
|
742 |
return success; |
743 |
} |
744 |
|
745 |
int |
746 |
skill_ident (object *pl, object *skill) |
747 |
{ |
748 |
int success = 0; |
749 |
|
750 |
if (pl->type != PLAYER) |
751 |
return 0; /* only players will skill-identify */ |
752 |
|
753 |
new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby..."); |
754 |
|
755 |
switch (skill->subtype) |
756 |
{ |
757 |
case SK_SMITHERY: |
758 |
success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill) |
759 |
+ do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill) |
760 |
+ do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill) |
761 |
+ do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill); |
762 |
break; |
763 |
|
764 |
case SK_BOWYER: |
765 |
success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill); |
766 |
break; |
767 |
|
768 |
case SK_ALCHEMY: |
769 |
success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill) |
770 |
+ do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill); |
771 |
break; |
772 |
|
773 |
case SK_WOODSMAN: |
774 |
success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill); |
775 |
break; |
776 |
|
777 |
case SK_JEWELER: |
778 |
success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill); |
779 |
break; |
780 |
|
781 |
case SK_LITERACY: |
782 |
success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill); |
783 |
break; |
784 |
|
785 |
case SK_THAUMATURGY: |
786 |
success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill); |
787 |
break; |
788 |
|
789 |
case SK_DET_CURSE: |
790 |
success = do_skill_detect_curse (pl, skill); |
791 |
if (success) |
792 |
new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); |
793 |
break; |
794 |
|
795 |
case SK_DET_MAGIC: |
796 |
success = do_skill_detect_magic (pl, skill); |
797 |
if (success) |
798 |
new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!"); |
799 |
break; |
800 |
|
801 |
default: |
802 |
LOG (llevError, "Error: bad call to skill_ident()\n"); |
803 |
return 0; |
804 |
break; |
805 |
} |
806 |
if (!success) |
807 |
{ |
808 |
new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); |
809 |
} |
810 |
return success; |
811 |
} |
812 |
|
813 |
|
814 |
/* players using this skill can 'charm' a monster -- |
815 |
* into working for them. It can only be used on |
816 |
* non-special (see below) 'neutral' creatures. |
817 |
* -b.t. (thomas@astro.psu.edu) |
818 |
*/ |
819 |
|
820 |
int |
821 |
use_oratory (object *pl, int dir, object *skill) |
822 |
{ |
823 |
sint16 x = pl->x + freearr_x[dir], y = pl->y + freearr_y[dir]; |
824 |
int mflags, chance; |
825 |
object *tmp; |
826 |
maptile *m; |
827 |
|
828 |
if (pl->type != PLAYER) |
829 |
return 0; /* only players use this skill */ |
830 |
m = pl->map; |
831 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
832 |
if (mflags & P_OUT_OF_MAP) |
833 |
return 0; |
834 |
|
835 |
/* Save some processing - we have the flag already anyways |
836 |
*/ |
837 |
if (!(mflags & P_IS_ALIVE)) |
838 |
{ |
839 |
new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); |
840 |
return 0; |
841 |
} |
842 |
|
843 |
for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
844 |
{ |
845 |
/* can't persuade players - return because there is nothing else |
846 |
* on that space to charm. Same for multi space monsters and |
847 |
* special monsters - we don't allow them to be charmed, and there |
848 |
* is no reason to do further processing since they should be the |
849 |
* only monster on the space. |
850 |
*/ |
851 |
if (tmp->type == PLAYER) |
852 |
return 0; |
853 |
if (tmp->more || tmp->head) |
854 |
return 0; |
855 |
if (tmp->msg) |
856 |
return 0; |
857 |
|
858 |
if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
859 |
break; |
860 |
} |
861 |
|
862 |
if (!tmp) |
863 |
{ |
864 |
new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); |
865 |
return 0; |
866 |
} |
867 |
|
868 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp)); |
869 |
|
870 |
/* the following conditions limit who may be 'charmed' */ |
871 |
|
872 |
/* it's hostile! */ |
873 |
if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
874 |
{ |
875 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); |
876 |
return 0; |
877 |
} |
878 |
|
879 |
/* it's already allied! */ |
880 |
if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && (tmp->attack_movement == PETMOVE)) |
881 |
{ |
882 |
if (tmp->owner == pl) |
883 |
{ |
884 |
new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); |
885 |
return 0; |
886 |
} |
887 |
else if (skill->level > tmp->level) |
888 |
{ |
889 |
/* you steal the follower. Perhaps we should really look at the |
890 |
* level of the owner above? |
891 |
*/ |
892 |
tmp->set_owner (pl); |
893 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp)); |
894 |
/* Abuse fix - don't give exp since this can otherwise |
895 |
* be used by a couple players to gets lots of exp. |
896 |
*/ |
897 |
return 0; |
898 |
} |
899 |
else |
900 |
{ |
901 |
/* In this case, you can't steal it from the other player */ |
902 |
return 0; |
903 |
} |
904 |
} /* Creature was already a pet of someone */ |
905 |
|
906 |
chance = skill->level * 2 + (pl->stats.Cha - 2 * tmp->stats.Int) / 2; |
907 |
|
908 |
/* Ok, got a 'sucker' lets try to make them a follower */ |
909 |
if (chance > 0 && tmp->level < (random_roll (0, chance - 1, pl, PREFER_HIGH) - 1)) |
910 |
{ |
911 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); |
912 |
|
913 |
tmp->set_owner (pl); |
914 |
tmp->stats.exp = 0; |
915 |
add_friendly_object (tmp); |
916 |
tmp->attack_movement = PETMOVE; |
917 |
return calc_skill_exp (pl, tmp, skill); |
918 |
} |
919 |
/* Charm failed. Creature may be angry now */ |
920 |
else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW)) |
921 |
{ |
922 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); |
923 |
if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
924 |
{ |
925 |
CLEAR_FLAG (tmp, FLAG_FRIENDLY); |
926 |
remove_friendly_object (tmp); |
927 |
tmp->attack_movement = 0; /* needed? */ |
928 |
} |
929 |
CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
930 |
} |
931 |
return 0; /* Fall through - if we get here, we didn't charm anything */ |
932 |
} |
933 |
|
934 |
/* Singing() -this skill allows the player to pacify nearby creatures. |
935 |
* There are few limitations on who/what kind of |
936 |
* non-player creatures that may be pacified. Right now, a player |
937 |
* may pacify creatures which have Int == 0. In this routine, once |
938 |
* successfully pacified the creature gets Int=1. Thus, a player |
939 |
* may only pacify a creature once. |
940 |
* BTW, I appologize for the naming of the skill, I couldnt think |
941 |
* of anything better! -b.t. |
942 |
*/ |
943 |
|
944 |
int |
945 |
singing (object *pl, int dir, object *skill) |
946 |
{ |
947 |
int i, exp = 0, chance, mflags; |
948 |
object *tmp; |
949 |
maptile *m; |
950 |
sint16 x, y; |
951 |
|
952 |
if (pl->type != PLAYER) |
953 |
return 0; /* only players use this skill */ |
954 |
|
955 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); |
956 |
for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++) |
957 |
{ |
958 |
x = pl->x + freearr_x[i]; |
959 |
y = pl->y + freearr_y[i]; |
960 |
m = pl->map; |
961 |
|
962 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
963 |
if (mflags & P_OUT_OF_MAP) |
964 |
continue; |
965 |
if (!(mflags & P_IS_ALIVE)) |
966 |
continue; |
967 |
|
968 |
for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
969 |
{ |
970 |
if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
971 |
break; |
972 |
/* can't affect players */ |
973 |
if (tmp->type == PLAYER) |
974 |
break; |
975 |
} |
976 |
|
977 |
/* Whole bunch of checks to see if this is a type of monster that would |
978 |
* listen to singing. |
979 |
*/ |
980 |
if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */ |
981 |
!QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */ |
982 |
!QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */ |
983 |
(tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */ |
984 |
!QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
985 |
{ /* already calm */ |
986 |
|
987 |
/* stealing isn't really related (although, maybe it should |
988 |
* be). This is mainly to prevent singing to the same monster |
989 |
* over and over again and getting exp for it. |
990 |
*/ |
991 |
chance = skill->level * 2 + (pl->stats.Cha - 5 - tmp->stats.Int) / 2; |
992 |
if (chance && tmp->level * 2 < random_roll (0, chance - 1, pl, PREFER_HIGH)) |
993 |
{ |
994 |
SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
995 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp)); |
996 |
/* Give exp only if they are not aware */ |
997 |
if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) |
998 |
exp += calc_skill_exp (pl, tmp, skill); |
999 |
SET_FLAG (tmp, FLAG_NO_STEAL); |
1000 |
} |
1001 |
else |
1002 |
{ |
1003 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); |
1004 |
SET_FLAG (tmp, FLAG_NO_STEAL); |
1005 |
} |
1006 |
} |
1007 |
} |
1008 |
return exp; |
1009 |
} |
1010 |
|
1011 |
/* The find_traps skill (aka, search). Checks for traps |
1012 |
* on the spaces or in certain objects |
1013 |
*/ |
1014 |
|
1015 |
int |
1016 |
find_traps (object *pl, object *skill) |
1017 |
{ |
1018 |
object *tmp, *tmp2; |
1019 |
int i, expsum = 0, mflags; |
1020 |
sint16 x, y; |
1021 |
maptile *m; |
1022 |
|
1023 |
/* First we search all around us for runes and traps, which are |
1024 |
* all type RUNE |
1025 |
*/ |
1026 |
|
1027 |
for (i = 0; i < 9; i++) |
1028 |
{ |
1029 |
x = pl->x + freearr_x[i]; |
1030 |
y = pl->y + freearr_y[i]; |
1031 |
m = pl->map; |
1032 |
|
1033 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
1034 |
if (mflags & P_OUT_OF_MAP) |
1035 |
continue; |
1036 |
|
1037 |
/* Check everything in the square for trapness */ |
1038 |
for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
1039 |
{ |
1040 |
|
1041 |
/* And now we'd better do an inventory traversal of each |
1042 |
* of these objects' inventory |
1043 |
* We can narrow this down a bit - no reason to search through |
1044 |
* the players inventory or monsters for that matter. |
1045 |
*/ |
1046 |
if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
1047 |
{ |
1048 |
for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
1049 |
if (tmp2->type == RUNE || tmp2->type == TRAP) |
1050 |
if (trap_see (pl, tmp2)) |
1051 |
{ |
1052 |
trap_show (tmp2, tmp); |
1053 |
if (tmp2->stats.Cha > 1) |
1054 |
{ |
1055 |
if (!tmp2->owner || tmp2->owner->type != PLAYER) |
1056 |
expsum += calc_skill_exp (pl, tmp2, skill); |
1057 |
|
1058 |
tmp2->stats.Cha = 1; /* unhide the trap */ |
1059 |
} |
1060 |
} |
1061 |
} |
1062 |
if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) |
1063 |
{ |
1064 |
trap_show (tmp, tmp); |
1065 |
if (tmp->stats.Cha > 1) |
1066 |
{ |
1067 |
if (!tmp->owner || tmp->owner->type != PLAYER) |
1068 |
expsum += calc_skill_exp (pl, tmp, skill); |
1069 |
tmp->stats.Cha = 1; /* unhide the trap */ |
1070 |
} |
1071 |
} |
1072 |
} |
1073 |
} |
1074 |
new_draw_info (NDI_BLACK, 0, pl, "You search the area."); |
1075 |
return expsum; |
1076 |
} |
1077 |
|
1078 |
/* remove_trap() - This skill will disarm any previously discovered trap |
1079 |
* the algorithm is based (almost totally) on the old command_disarm() - b.t. |
1080 |
*/ |
1081 |
|
1082 |
int |
1083 |
remove_trap (object *op, int dir, object *skill) |
1084 |
{ |
1085 |
object *tmp, *tmp2; |
1086 |
int i, success = 0, mflags; |
1087 |
maptile *m; |
1088 |
sint16 x, y; |
1089 |
|
1090 |
for (i = 0; i < 9; i++) |
1091 |
{ |
1092 |
x = op->x + freearr_x[i]; |
1093 |
y = op->y + freearr_y[i]; |
1094 |
m = op->map; |
1095 |
|
1096 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
1097 |
if (mflags & P_OUT_OF_MAP) |
1098 |
continue; |
1099 |
|
1100 |
/* Check everything in the square for trapness */ |
1101 |
for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
1102 |
{ |
1103 |
/* And now we'd better do an inventory traversal of each |
1104 |
* of these objects inventory. Like above, only |
1105 |
* do this for interesting objects. |
1106 |
*/ |
1107 |
|
1108 |
if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
1109 |
{ |
1110 |
for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
1111 |
if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) |
1112 |
{ |
1113 |
trap_show (tmp2, tmp); |
1114 |
if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) |
1115 |
{ |
1116 |
tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1117 |
success += calc_skill_exp (op, tmp2, skill); |
1118 |
} |
1119 |
} |
1120 |
} |
1121 |
if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) |
1122 |
{ |
1123 |
trap_show (tmp, tmp); |
1124 |
if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) |
1125 |
{ |
1126 |
tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1127 |
success += calc_skill_exp (op, tmp, skill); |
1128 |
} |
1129 |
} |
1130 |
} |
1131 |
} |
1132 |
return success; |
1133 |
} |
1134 |
|
1135 |
|
1136 |
/* pray() - when this skill is called from do_skill(), it allows |
1137 |
* the player to regain lost grace points at a faster rate. -b.t. |
1138 |
* This always returns 0 - return value is used by calling function |
1139 |
* such that if it returns true, player gets exp in that skill. This |
1140 |
* the effect here can be done on demand, we probably don't want to |
1141 |
* give infinite exp by returning true in any cases. |
1142 |
*/ |
1143 |
|
1144 |
int |
1145 |
pray (object *pl, object *skill) |
1146 |
{ |
1147 |
char buf[MAX_BUF]; |
1148 |
object *tmp; |
1149 |
|
1150 |
if (pl->type != PLAYER) |
1151 |
return 0; |
1152 |
|
1153 |
strcpy (buf, "You pray."); |
1154 |
|
1155 |
/* Check all objects - we could stop at floor objects, |
1156 |
* but if someone buries an altar, I don't see a problem with |
1157 |
* going through all the objects, and it shouldn't be much slower |
1158 |
* than extra checks on object attributes. |
1159 |
*/ |
1160 |
for (tmp = pl->below; tmp != NULL; tmp = tmp->below) |
1161 |
{ |
1162 |
/* Only if the altar actually belongs to someone do you get special benefits */ |
1163 |
if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) |
1164 |
{ |
1165 |
sprintf (buf, "You pray over the %s.", &tmp->name); |
1166 |
pray_at_altar (pl, tmp, skill); |
1167 |
break; /* Only pray at one altar */ |
1168 |
} |
1169 |
} |
1170 |
|
1171 |
new_draw_info (NDI_BLACK, 0, pl, buf); |
1172 |
|
1173 |
if (pl->stats.grace < pl->stats.maxgrace) |
1174 |
{ |
1175 |
pl->stats.grace++; |
1176 |
pl->last_grace = -1; |
1177 |
} |
1178 |
return 0; |
1179 |
} |
1180 |
|
1181 |
/* This skill allows the player to regain a few sp or hp for a |
1182 |
* brief period of concentration. No armour or weapons may be |
1183 |
* wielded/applied for this to work. The amount of time needed |
1184 |
* to concentrate and the # of points regained is dependant on |
1185 |
* the level of the user. - b.t. thomas@astro.psu.edu |
1186 |
*/ |
1187 |
|
1188 |
void |
1189 |
meditate (object *pl, object *skill) |
1190 |
{ |
1191 |
object *tmp; |
1192 |
|
1193 |
if (pl->type != PLAYER) |
1194 |
return; /* players only */ |
1195 |
|
1196 |
/* check if pl has removed encumbering armour and weapons */ |
1197 |
if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6)) |
1198 |
{ |
1199 |
new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n"); |
1200 |
return; |
1201 |
} |
1202 |
else |
1203 |
{ |
1204 |
for (tmp = pl->inv; tmp; tmp = tmp->below) |
1205 |
if (((tmp->type == ARMOUR && skill->level < 12) |
1206 |
|| (tmp->type == HELMET && skill->level < 10) |
1207 |
|| (tmp->type == SHIELD && skill->level < 6) |
1208 |
|| (tmp->type == BOOTS && skill->level < 4) || (tmp->type == GLOVES && skill->level < 2)) && QUERY_FLAG (tmp, FLAG_APPLIED)) |
1209 |
{ |
1210 |
new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n"); |
1211 |
return; |
1212 |
} |
1213 |
} |
1214 |
|
1215 |
/* ok let's meditate! Spell points are regained first, then once |
1216 |
* they are maxed we get back hp. Actual incrementing of values |
1217 |
* is handled by the do_some_living() (in player.c). This way magical |
1218 |
* bonuses for healing/sp regeneration are included properly |
1219 |
* No matter what, we will eat up some playing time trying to |
1220 |
* meditate. (see 'factor' variable for what sets the amount of time) |
1221 |
*/ |
1222 |
|
1223 |
new_draw_info (NDI_BLACK, 0, pl, "You meditate."); |
1224 |
|
1225 |
if (pl->stats.sp < pl->stats.maxsp) |
1226 |
{ |
1227 |
pl->stats.sp++; |
1228 |
pl->last_sp = -1; |
1229 |
} |
1230 |
else if (pl->stats.hp < pl->stats.maxhp) |
1231 |
{ |
1232 |
pl->stats.hp++; |
1233 |
pl->last_heal = -1; |
1234 |
} |
1235 |
} |
1236 |
|
1237 |
/* write_note() - this routine allows players to inscribe messages in |
1238 |
* ordinary 'books' (anything that is type BOOK). b.t. |
1239 |
*/ |
1240 |
|
1241 |
static int |
1242 |
write_note (object *pl, object *item, const char *msg, object *skill) |
1243 |
{ |
1244 |
char buf[1024]; |
1245 |
object *newBook = NULL; |
1246 |
|
1247 |
/* a pair of sanity checks */ |
1248 |
if (!item || item->type != BOOK) |
1249 |
return 0; |
1250 |
|
1251 |
if (!msg) |
1252 |
{ |
1253 |
new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!"); |
1254 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill); |
1255 |
return 0; |
1256 |
} |
1257 |
if (strcasestr_local (msg, "endmsg")) |
1258 |
{ |
1259 |
new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?"); |
1260 |
return 0; |
1261 |
} |
1262 |
|
1263 |
if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) |
1264 |
return strlen (msg); |
1265 |
|
1266 |
buf[0] = 0; |
1267 |
if (!book_overflow (item->msg, msg, sizeof (buf))) |
1268 |
{ /* add msg string to book */ |
1269 |
if (item->msg) |
1270 |
strcpy (buf, item->msg); |
1271 |
|
1272 |
strcat (buf, msg); |
1273 |
strcat (buf, "\n"); /* new msg needs a LF */ |
1274 |
if (item->nrof > 1) |
1275 |
{ |
1276 |
newBook = item->clone (); |
1277 |
decrease_ob (item); |
1278 |
esrv_send_item (pl, item); |
1279 |
newBook->nrof = 1; |
1280 |
newBook->msg = buf; |
1281 |
newBook = insert_ob_in_ob (newBook, pl); |
1282 |
esrv_send_item (pl, newBook); |
1283 |
} |
1284 |
else |
1285 |
{ |
1286 |
item->msg = buf; |
1287 |
/* This shouldn't be necessary - the object hasn't changed in any |
1288 |
* visible way |
1289 |
*/ |
1290 |
/* esrv_send_item(pl, item); */ |
1291 |
} |
1292 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", query_short_name (item)); |
1293 |
return strlen (msg); |
1294 |
} |
1295 |
else |
1296 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item)); |
1297 |
|
1298 |
return 0; |
1299 |
} |
1300 |
|
1301 |
/* write_scroll() - this routine allows players to inscribe spell scrolls |
1302 |
* of spells which they know. Backfire effects are possible with the |
1303 |
* severity of the backlash correlated with the difficulty of the scroll |
1304 |
* that is attempted. -b.t. thomas@astro.psu.edu |
1305 |
*/ |
1306 |
|
1307 |
static int |
1308 |
write_scroll (object *pl, object *scroll, object *skill) |
1309 |
{ |
1310 |
int success = 0, confused = 0; |
1311 |
object *newscroll, *chosen_spell, *tmp; |
1312 |
|
1313 |
/* this is a sanity check */ |
1314 |
if (scroll->type != SCROLL) |
1315 |
{ |
1316 |
new_draw_info (NDI_UNIQUE, 0, pl, "A spell can only be inscribed into a scroll!"); |
1317 |
return 0; |
1318 |
} |
1319 |
|
1320 |
/* Check if we are ready to attempt inscription */ |
1321 |
chosen_spell = pl->contr->ranges[range_magic]; |
1322 |
if (!chosen_spell) |
1323 |
{ |
1324 |
new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); |
1325 |
return 0; |
1326 |
} |
1327 |
if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace) |
1328 |
{ |
1329 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name); |
1330 |
return 0; |
1331 |
} |
1332 |
if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) |
1333 |
{ |
1334 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); |
1335 |
return 0; |
1336 |
} |
1337 |
|
1338 |
/* if there is a spell already on the scroll then player could easily |
1339 |
* accidently read it while trying to write the new one. give player |
1340 |
* a 50% chance to overwrite spell at their own level |
1341 |
*/ |
1342 |
if ((scroll->stats.sp || scroll->inv) && random_roll (0, scroll->level * 2, pl, PREFER_LOW) > skill->level) |
1343 |
{ |
1344 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "Oops! You accidently read it while trying to write on it."); |
1345 |
manual_apply (pl, scroll, 0); |
1346 |
return 0; |
1347 |
} |
1348 |
|
1349 |
/* ok, we are ready to try inscription */ |
1350 |
if (QUERY_FLAG (pl, FLAG_CONFUSED)) |
1351 |
confused = 1; |
1352 |
|
1353 |
/* Lost mana/grace no matter what */ |
1354 |
pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); |
1355 |
pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA); |
1356 |
|
1357 |
if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) |
1358 |
{ |
1359 |
if (scroll->nrof > 1) |
1360 |
{ |
1361 |
newscroll = scroll->clone (); |
1362 |
decrease_ob (scroll); |
1363 |
newscroll->nrof = 1; |
1364 |
} |
1365 |
else |
1366 |
{ |
1367 |
newscroll = scroll; |
1368 |
} |
1369 |
|
1370 |
if (!confused) |
1371 |
{ |
1372 |
newscroll->level = MAX (skill->level, chosen_spell->level); |
1373 |
new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll."); |
1374 |
} |
1375 |
else |
1376 |
{ |
1377 |
chosen_spell = find_random_spell_in_ob (pl, NULL); |
1378 |
if (!chosen_spell) |
1379 |
return 0; |
1380 |
|
1381 |
newscroll->level = MAX (skill->level, chosen_spell->level); |
1382 |
new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell."); |
1383 |
} |
1384 |
|
1385 |
if (newscroll->inv) |
1386 |
newscroll->inv->destroy (); |
1387 |
|
1388 |
tmp = chosen_spell->clone (); |
1389 |
insert_ob_in_ob (tmp, newscroll); |
1390 |
|
1391 |
/* Same code as from treasure.c - so they can better merge. |
1392 |
* if players want to sell them, so be it. |
1393 |
*/ |
1394 |
newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); |
1395 |
newscroll->stats.exp = newscroll->value / 5; |
1396 |
|
1397 |
/* wait until finished manipulating the scroll before inserting it */ |
1398 |
if (newscroll == scroll) |
1399 |
{ |
1400 |
/* Remove to correctly merge with other items which may exist in inventory */ |
1401 |
newscroll->remove (); |
1402 |
esrv_del_item (pl->contr, newscroll->count); |
1403 |
} |
1404 |
newscroll = insert_ob_in_ob (newscroll, pl); |
1405 |
esrv_send_item (pl, newscroll); |
1406 |
success = calc_skill_exp (pl, newscroll, skill); |
1407 |
if (!confused) |
1408 |
success *= 2; |
1409 |
success = success * skill->level; |
1410 |
return success; |
1411 |
|
1412 |
} |
1413 |
else |
1414 |
{ /* Inscription has failed */ |
1415 |
|
1416 |
if (chosen_spell->level > skill->level || confused) |
1417 |
{ /*backfire! */ |
1418 |
new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); |
1419 |
if (random_roll (0, 1, pl, PREFER_LOW) == 1) |
1420 |
pl->drain_specific_stat (4); |
1421 |
else |
1422 |
{ |
1423 |
confuse_player (pl, pl, 99); |
1424 |
return (-30 * chosen_spell->level); |
1425 |
} |
1426 |
} |
1427 |
else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) |
1428 |
{ |
1429 |
new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind!"); |
1430 |
confuse_player (pl, pl, 99); |
1431 |
} |
1432 |
else |
1433 |
new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll."); |
1434 |
} |
1435 |
|
1436 |
return 0; |
1437 |
} |
1438 |
|
1439 |
/* write_on_item() - wrapper for write_note and write_scroll */ |
1440 |
int |
1441 |
write_on_item (object *pl, const char *params, object *skill) |
1442 |
{ |
1443 |
object *item; |
1444 |
const char *string = params; |
1445 |
int msgtype; |
1446 |
archetype *skat; |
1447 |
|
1448 |
if (pl->type != PLAYER) |
1449 |
return 0; |
1450 |
|
1451 |
if (!params) |
1452 |
{ |
1453 |
params = ""; |
1454 |
string = params; |
1455 |
} |
1456 |
skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); |
1457 |
|
1458 |
/* Need to be able to read before we can write! */ |
1459 |
if (!find_skill_by_name (pl, skat->clone.skill)) |
1460 |
{ |
1461 |
new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!"); |
1462 |
return 0; |
1463 |
} |
1464 |
|
1465 |
/* if there is a message then it goes in a book and no message means |
1466 |
* write active spell into the scroll |
1467 |
*/ |
1468 |
msgtype = (string[0] != '\0') ? BOOK : SCROLL; |
1469 |
|
1470 |
/* find an item of correct type to write on */ |
1471 |
if (!(item = find_marked_object (pl))) |
1472 |
{ |
1473 |
new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on."); |
1474 |
return 0; |
1475 |
} |
1476 |
|
1477 |
if (QUERY_FLAG (item, FLAG_UNPAID)) |
1478 |
{ |
1479 |
new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); |
1480 |
return 0; |
1481 |
} |
1482 |
if (msgtype != item->type) |
1483 |
{ |
1484 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll"); |
1485 |
return 0; |
1486 |
} |
1487 |
|
1488 |
if (msgtype == SCROLL) |
1489 |
{ |
1490 |
return write_scroll (pl, item, skill); |
1491 |
} |
1492 |
else if (msgtype == BOOK) |
1493 |
{ |
1494 |
return write_note (pl, item, string, skill); |
1495 |
} |
1496 |
return 0; |
1497 |
} |
1498 |
|
1499 |
|
1500 |
|
1501 |
/* find_throw_ob() - if we request an object, then |
1502 |
* we search for it in the inventory of the owner (you've |
1503 |
* got to be carrying something in order to throw it!). |
1504 |
* If we didnt request an object, then the top object in inventory |
1505 |
* (that is "throwable", ie no throwing your skills away!) |
1506 |
* is the object of choice. Also check to see if object is |
1507 |
* 'throwable' (ie not applied cursed obj, worn, etc). |
1508 |
*/ |
1509 |
|
1510 |
static object * |
1511 |
find_throw_ob (object *op, const char *request) |
1512 |
{ |
1513 |
object *tmp; |
1514 |
|
1515 |
if (!op) |
1516 |
{ /* safety */ |
1517 |
LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n"); |
1518 |
return (object *) NULL; |
1519 |
} |
1520 |
|
1521 |
/* prefer marked item */ |
1522 |
tmp = find_marked_object (op); |
1523 |
if (tmp != NULL) |
1524 |
{ |
1525 |
/* can't toss invisible or inv-locked items */ |
1526 |
if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
1527 |
{ |
1528 |
tmp = NULL; |
1529 |
} |
1530 |
} |
1531 |
|
1532 |
/* look through the inventory */ |
1533 |
if (tmp == NULL) |
1534 |
{ |
1535 |
for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1536 |
{ |
1537 |
/* can't toss invisible or inv-locked items */ |
1538 |
if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
1539 |
continue; |
1540 |
if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request)) |
1541 |
break; |
1542 |
} |
1543 |
} |
1544 |
|
1545 |
/* this should prevent us from throwing away |
1546 |
* cursed items, worn armour, etc. Only weapons |
1547 |
* can be thrown from 'hand'. |
1548 |
*/ |
1549 |
if (!tmp) |
1550 |
return NULL; |
1551 |
|
1552 |
if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
1553 |
{ |
1554 |
if (tmp->type != WEAPON) |
1555 |
{ |
1556 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp)); |
1557 |
tmp = NULL; |
1558 |
} |
1559 |
else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
1560 |
{ |
1561 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp)); |
1562 |
tmp = NULL; |
1563 |
} |
1564 |
else |
1565 |
{ |
1566 |
if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) |
1567 |
{ |
1568 |
LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); |
1569 |
tmp = NULL; |
1570 |
} |
1571 |
} |
1572 |
} |
1573 |
else if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
1574 |
{ |
1575 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp)); |
1576 |
tmp = NULL; |
1577 |
} |
1578 |
|
1579 |
if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
1580 |
{ |
1581 |
LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); |
1582 |
tmp = NULL; |
1583 |
} |
1584 |
return tmp; |
1585 |
} |
1586 |
|
1587 |
/* make_throw_ob() We construct the 'carrier' object in |
1588 |
* which we will insert the object that is being thrown. |
1589 |
* This combination becomes the 'thrown object'. -b.t. |
1590 |
*/ |
1591 |
|
1592 |
static object * |
1593 |
make_throw_ob (object *orig) |
1594 |
{ |
1595 |
if (!orig) |
1596 |
return NULL; |
1597 |
|
1598 |
if (QUERY_FLAG (orig, FLAG_APPLIED)) |
1599 |
{ |
1600 |
LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); |
1601 |
/* insufficient workaround, but better than nothing */ |
1602 |
CLEAR_FLAG (orig, FLAG_APPLIED); |
1603 |
} |
1604 |
|
1605 |
object *toss_item = orig->clone (); |
1606 |
|
1607 |
toss_item->type = THROWN_OBJ; |
1608 |
CLEAR_FLAG (toss_item, FLAG_CHANGING); |
1609 |
toss_item->stats.dam = 0; /* default damage */ |
1610 |
insert_ob_in_ob (orig, toss_item); |
1611 |
return toss_item; |
1612 |
} |
1613 |
|
1614 |
|
1615 |
/* do_throw() - op throws any object toss_item. This code |
1616 |
* was borrowed from fire_bow. |
1617 |
* Returns 1 if skill was successfully used, 0 if not |
1618 |
*/ |
1619 |
|
1620 |
static int |
1621 |
do_throw (object *op, object *part, object *toss_item, int dir, object *skill) |
1622 |
{ |
1623 |
object *throw_ob = toss_item, *left = NULL; |
1624 |
int eff_str = 0, maxc, str = op->stats.Str, dam = 0; |
1625 |
int pause_f, weight_f = 0, mflags; |
1626 |
float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0; |
1627 |
maptile *m; |
1628 |
sint16 sx, sy; |
1629 |
|
1630 |
if (throw_ob == NULL) |
1631 |
{ |
1632 |
if (op->type == PLAYER) |
1633 |
new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw."); |
1634 |
|
1635 |
return 0; |
1636 |
} |
1637 |
if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP)) |
1638 |
{ |
1639 |
if (op->type == PLAYER) |
1640 |
new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that."); |
1641 |
|
1642 |
return 0; |
1643 |
} |
1644 |
|
1645 |
/* Because throwing effectiveness must be reduced by the |
1646 |
* encumbrance of the thrower and weight of the object. THus, |
1647 |
* we use the concept of 'effective strength' as defined below. |
1648 |
*/ |
1649 |
|
1650 |
/* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */ |
1651 |
if (str > MAX_STAT) |
1652 |
{ |
1653 |
str_factor = (float) str / (float) MAX_STAT; |
1654 |
str = MAX_STAT; |
1655 |
} |
1656 |
|
1657 |
/* the more we carry, the less we can throw. Limit only on players */ |
1658 |
maxc = max_carry[str] * 1000; |
1659 |
if (op->carrying > maxc && op->type == PLAYER) |
1660 |
load_factor = (float) maxc / (float) op->carrying; |
1661 |
|
1662 |
/* lighter items are thrown harder, farther, faster */ |
1663 |
if (throw_ob->weight > 0) |
1664 |
item_factor = (float) maxc / (float) (3.0 * throw_ob->weight); |
1665 |
else |
1666 |
{ /* 0 or negative weight?!? Odd object, can't throw it */ |
1667 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob)); |
1668 |
return 0; |
1669 |
} |
1670 |
|
1671 |
eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0)); |
1672 |
eff_str = (int) ((float) eff_str * item_factor * str_factor); |
1673 |
|
1674 |
/* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to |
1675 |
* account for super-strong throwers. */ |
1676 |
if (eff_str > MAX_STAT) |
1677 |
eff_str = MAX_STAT; |
1678 |
|
1679 |
#ifdef DEBUG_THROW |
1680 |
LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str); |
1681 |
LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str); |
1682 |
LOG (llevDebug, " str_factor=%f\n", str_factor); |
1683 |
LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight); |
1684 |
#endif |
1685 |
|
1686 |
/* 3 things here prevent a throw, you aimed at your feet, you |
1687 |
* have no effective throwing strength, or you threw at something |
1688 |
* that flying objects can't get through. |
1689 |
*/ |
1690 |
mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy); |
1691 |
|
1692 |
if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW)) |
1693 |
{ |
1694 |
/* bounces off 'wall', and drops to feet */ |
1695 |
throw_ob->insert_at (part, op); |
1696 |
|
1697 |
if (op->type == PLAYER) |
1698 |
{ |
1699 |
if (eff_str <= 1) |
1700 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob)); |
1701 |
else if (!dir) |
1702 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob)); |
1703 |
else |
1704 |
new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1705 |
} |
1706 |
|
1707 |
return 0; |
1708 |
} /* if object can't be thrown */ |
1709 |
|
1710 |
left = throw_ob; /* these are throwing objects left to the player */ |
1711 |
|
1712 |
/* sometimes get_split_ob can't split an object (because op->nrof==0?) |
1713 |
* and returns NULL. We must use 'left' then |
1714 |
*/ |
1715 |
|
1716 |
if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL) |
1717 |
{ |
1718 |
throw_ob = left; |
1719 |
left->remove (); |
1720 |
if (op->type == PLAYER) |
1721 |
esrv_del_item (op->contr, left->count); |
1722 |
} |
1723 |
else if (op->type == PLAYER) |
1724 |
{ |
1725 |
if (left->destroyed ()) |
1726 |
esrv_del_item (op->contr, left->count); |
1727 |
else |
1728 |
esrv_update_item (UPD_NROF, op, left); |
1729 |
} |
1730 |
|
1731 |
/* special case: throwing powdery substances like dust, dirt */ |
1732 |
if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) |
1733 |
{ |
1734 |
cast_dust (op, throw_ob, dir); |
1735 |
return 1; |
1736 |
} |
1737 |
|
1738 |
/* Make a thrown object -- insert real object in a 'carrier' object. |
1739 |
* If unsuccessfull at making the "thrown_obj", we just reinsert |
1740 |
* the original object back into inventory and exit |
1741 |
*/ |
1742 |
if ((toss_item = make_throw_ob (throw_ob))) |
1743 |
{ |
1744 |
throw_ob = toss_item; |
1745 |
throw_ob->skill = skill->skill; |
1746 |
} |
1747 |
else |
1748 |
{ |
1749 |
insert_ob_in_ob (throw_ob, op); |
1750 |
return 0; |
1751 |
} |
1752 |
|
1753 |
throw_ob->set_owner (op); |
1754 |
/* At some point in the attack code, the actual real object (op->inv) |
1755 |
* becomes the hitter. As such, we need to make sure that has a proper |
1756 |
* owner value so exp goes to the right place. |
1757 |
*/ |
1758 |
throw_ob->inv->set_owner (op); |
1759 |
throw_ob->direction = dir; |
1760 |
|
1761 |
/* the damage bonus from the force of the throw */ |
1762 |
dam = (int) (str_factor * dam_bonus[eff_str]); |
1763 |
|
1764 |
/* Now, lets adjust the properties of the thrown_ob. */ |
1765 |
|
1766 |
/* how far to fly */ |
1767 |
throw_ob->last_sp = (eff_str * 3) / 5; |
1768 |
|
1769 |
/* speed */ |
1770 |
throw_ob->set_speed (min (1.0, speed_bonus[eff_str] + 1.0) / 1.5); /* no faster than an arrow! */ |
1771 |
|
1772 |
/* item damage. Eff_str and item weight influence damage done */ |
1773 |
weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000); |
1774 |
throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2; |
1775 |
|
1776 |
/* chance of breaking. Proportional to force used and weight of item */ |
1777 |
throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000); |
1778 |
|
1779 |
/* replace 25 with a call to clone.arch wc? messes up w/ NPC */ |
1780 |
throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level; |
1781 |
|
1782 |
/* the properties of objects which are meant to be thrown (ie dart, |
1783 |
* throwing knife, etc) will differ from ordinary items. Lets tailor |
1784 |
* this stuff in here. |
1785 |
*/ |
1786 |
|
1787 |
if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN)) |
1788 |
{ |
1789 |
throw_ob->last_sp += eff_str / 3; /* fly a little further */ |
1790 |
throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; |
1791 |
throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; |
1792 |
/* only throw objects get directional faces */ |
1793 |
if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) |
1794 |
SET_ANIMATION (throw_ob, dir); |
1795 |
} |
1796 |
else |
1797 |
{ |
1798 |
/* some materials will adjust properties.. */ |
1799 |
if (throw_ob->material & M_LEATHER) |
1800 |
{ |
1801 |
throw_ob->stats.dam -= 1; |
1802 |
throw_ob->stats.food -= 10; |
1803 |
} |
1804 |
|
1805 |
if (throw_ob->material & M_GLASS) |
1806 |
throw_ob->stats.food += 60; |
1807 |
|
1808 |
if (throw_ob->material & M_ORGANIC) |
1809 |
{ |
1810 |
throw_ob->stats.dam -= 3; |
1811 |
throw_ob->stats.food += 55; |
1812 |
} |
1813 |
|
1814 |
if (throw_ob->material & M_PAPER || throw_ob->material & M_CLOTH) |
1815 |
{ |
1816 |
throw_ob->stats.dam -= 5; |
1817 |
throw_ob->speed *= 0.8; |
1818 |
throw_ob->stats.wc += 3; |
1819 |
throw_ob->stats.food -= 30; |
1820 |
} |
1821 |
|
1822 |
/* light obj have more wind resistance, fly slower */ |
1823 |
if (throw_ob->weight > 500) |
1824 |
throw_ob->speed *= 0.8; |
1825 |
|
1826 |
if (throw_ob->weight > 50) |
1827 |
throw_ob->speed *= 0.5; |
1828 |
} /* else tailor thrown object */ |
1829 |
|
1830 |
/* some limits, and safeties (needed?) */ |
1831 |
if (throw_ob->stats.dam < 0) |
1832 |
throw_ob->stats.dam = 0; |
1833 |
if (throw_ob->last_sp > eff_str) |
1834 |
throw_ob->last_sp = eff_str; |
1835 |
if (throw_ob->stats.food < 0) |
1836 |
throw_ob->stats.food = 0; |
1837 |
if (throw_ob->stats.food > 100) |
1838 |
throw_ob->stats.food = 100; |
1839 |
if (throw_ob->stats.wc > 30) |
1840 |
throw_ob->stats.wc = 30; |
1841 |
|
1842 |
/* how long to pause the thrower. Higher values mean less pause */ |
1843 |
pause_f = ((2 * eff_str) / 3) + 20 + skill->level; |
1844 |
|
1845 |
/* Put a lower limit on this */ |
1846 |
if (pause_f < 10) |
1847 |
pause_f = 10; |
1848 |
if (pause_f > 100) |
1849 |
pause_f = 100; |
1850 |
|
1851 |
/* Changed in 0.94.2 - the calculation before was really goofy. |
1852 |
* In short summary, a throw can take anywhere between speed 5 and |
1853 |
* speed 0.5 |
1854 |
*/ |
1855 |
op->speed_left -= 50 / pause_f; |
1856 |
|
1857 |
throw_ob->speed_left = 0; |
1858 |
throw_ob->map = part->map; |
1859 |
|
1860 |
throw_ob->move_type = MOVE_FLY_LOW; |
1861 |
throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1862 |
|
1863 |
#if 0 |
1864 |
/* need to put in a good sound for this */ |
1865 |
play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ); |
1866 |
#endif |
1867 |
|
1868 |
/* Lauwenmark - Now we can call the associated script_throw event (if any) */ |
1869 |
INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op)); |
1870 |
#ifdef DEBUG_THROW |
1871 |
LOG (llevDebug, " pause_f=%d \n", pause_f); |
1872 |
LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n", |
1873 |
throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food); |
1874 |
LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count); |
1875 |
#endif |
1876 |
|
1877 |
throw_ob->insert_at (part, op); |
1878 |
|
1879 |
if (!throw_ob->destroyed ()) |
1880 |
move_arrow (throw_ob); |
1881 |
|
1882 |
return 1; |
1883 |
} |
1884 |
|
1885 |
int |
1886 |
skill_throw (object *op, object *part, int dir, const char *params, object *skill) |
1887 |
{ |
1888 |
object *throw_ob; |
1889 |
|
1890 |
if (op->type == PLAYER) |
1891 |
throw_ob = find_throw_ob (op, params); |
1892 |
else |
1893 |
throw_ob = find_mon_throw_ob (op); |
1894 |
|
1895 |
return do_throw (op, part, throw_ob, dir, skill); |
1896 |
} |