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1 | |
1 | /* |
2 | /* |
2 | * static char *rcsid_skills_c = |
3 | * static char *rcsid_skills_c = |
3 | * "$Id: skills.C,v 1.7 2006/09/03 00:18:42 root Exp $"; |
4 | * "$Id: skills.C,v 1.8 2006/09/10 15:59:57 root Exp $"; |
4 | */ |
5 | */ |
|
|
6 | |
5 | /* |
7 | /* |
6 | CrossFire, A Multiplayer game for X-windows |
8 | CrossFire, A Multiplayer game for X-windows |
7 | |
9 | |
8 | Copyright (C) 2003 Mark Wedel & Crossfire Development Team |
10 | Copyright (C) 2003 Mark Wedel & Crossfire Development Team |
9 | Copyright (C) 1992 Frank Tore Johansen |
11 | Copyright (C) 1992 Frank Tore Johansen |
… | |
… | |
26 | */ |
28 | */ |
27 | |
29 | |
28 | #include <global.h> |
30 | #include <global.h> |
29 | #include <object.h> |
31 | #include <object.h> |
30 | #ifndef __CEXTRACT__ |
32 | #ifndef __CEXTRACT__ |
31 | #include <sproto.h> |
33 | # include <sproto.h> |
32 | #endif |
34 | #endif |
33 | #include <living.h> |
35 | #include <living.h> |
34 | #include <skills.h> |
36 | #include <skills.h> |
35 | #include <spells.h> |
37 | #include <spells.h> |
36 | #include <book.h> |
38 | #include <book.h> |
37 | |
39 | |
38 | /* adj_stealchance() - increased values indicate better attempts */ |
40 | /* adj_stealchance() - increased values indicate better attempts */ |
|
|
41 | static int |
39 | static int adj_stealchance (object *op, object *victim, int roll) { |
42 | adj_stealchance (object *op, object *victim, int roll) |
|
|
43 | { |
40 | object *equip; |
44 | object *equip; |
41 | |
45 | |
42 | if(!op||!victim||!roll) return -1; |
46 | if (!op || !victim || !roll) |
|
|
47 | return -1; |
43 | |
48 | |
44 | /* Only prohibit stealing if the player does not have a free |
49 | /* Only prohibit stealing if the player does not have a free |
45 | * hand available and in fact does have hands. |
50 | * hand available and in fact does have hands. |
46 | */ |
51 | */ |
47 | if(op->type==PLAYER && op->body_used[BODY_ARMS] <=0 && |
52 | if (op->type == PLAYER && op->body_used[BODY_ARMS] <= 0 && op->body_info[BODY_ARMS]) |
48 | op->body_info[BODY_ARMS]) { |
53 | { |
49 | new_draw_info(NDI_UNIQUE, 0,op,"But you have no free hands to steal with!"); |
54 | new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!"); |
50 | return -1; |
55 | return -1; |
51 | } |
56 | } |
52 | |
57 | |
53 | /* ADJUSTMENTS */ |
58 | /* ADJUSTMENTS */ |
54 | |
59 | |
55 | /* Its harder to steal from hostile beings! */ |
60 | /* Its harder to steal from hostile beings! */ |
56 | if(!QUERY_FLAG(victim, FLAG_UNAGGRESSIVE)) roll = roll/2; |
61 | if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) |
|
|
62 | roll = roll / 2; |
57 | |
63 | |
58 | /* Easier to steal from sleeping beings, or if the thief is |
64 | /* Easier to steal from sleeping beings, or if the thief is |
59 | * unseen */ |
65 | * unseen */ |
60 | if(QUERY_FLAG(victim, FLAG_SLEEP)) |
66 | if (QUERY_FLAG (victim, FLAG_SLEEP)) |
61 | roll = roll*3; |
67 | roll = roll * 3; |
62 | else if(op->invisible) |
68 | else if (op->invisible) |
63 | roll = roll*2; |
69 | roll = roll * 2; |
64 | |
70 | |
65 | /* check stealing 'encumberance'. Having this equipment applied makes |
71 | /* check stealing 'encumberance'. Having this equipment applied makes |
66 | * it quite a bit harder to steal. |
72 | * it quite a bit harder to steal. |
67 | */ |
73 | */ |
68 | for(equip=op->inv;equip;equip=equip->below) { |
74 | for (equip = op->inv; equip; equip = equip->below) |
|
|
75 | { |
69 | if(equip->type==WEAPON&&QUERY_FLAG(equip,FLAG_APPLIED)) { |
76 | if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED)) |
|
|
77 | { |
70 | roll -= equip->weight/10000; |
78 | roll -= equip->weight / 10000; |
71 | } |
79 | } |
72 | if(equip->type==BOW&&QUERY_FLAG(equip,FLAG_APPLIED)) |
80 | if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED)) |
73 | roll -= equip->weight/5000; |
81 | roll -= equip->weight / 5000; |
74 | if(equip->type==SHIELD&&QUERY_FLAG(equip,FLAG_APPLIED)) { |
82 | if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) |
|
|
83 | { |
75 | roll -= equip->weight/2000; |
84 | roll -= equip->weight / 2000; |
76 | } |
85 | } |
77 | if(equip->type==ARMOUR&&QUERY_FLAG(equip,FLAG_APPLIED)) |
86 | if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED)) |
78 | roll -= equip->weight/5000; |
87 | roll -= equip->weight / 5000; |
79 | if(equip->type==GLOVES&&QUERY_FLAG(equip,FLAG_APPLIED)) |
88 | if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED)) |
80 | roll -= equip->weight/100; |
89 | roll -= equip->weight / 100; |
81 | } |
90 | } |
82 | if(roll<0) roll=0; |
91 | if (roll < 0) |
|
|
92 | roll = 0; |
83 | return roll; |
93 | return roll; |
84 | } |
94 | } |
85 | |
95 | |
86 | /* |
96 | /* |
87 | * When stealing: dependent on the intelligence/wisdom of whom you're |
97 | * When stealing: dependent on the intelligence/wisdom of whom you're |
88 | * stealing from (op in attempt_steal), offset by your dexterity and |
98 | * stealing from (op in attempt_steal), offset by your dexterity and |
… | |
… | |
91 | * op is the target (person being pilfered) |
101 | * op is the target (person being pilfered) |
92 | * who is the person doing the stealing. |
102 | * who is the person doing the stealing. |
93 | * skill is the skill object (stealing). |
103 | * skill is the skill object (stealing). |
94 | */ |
104 | */ |
95 | |
105 | |
|
|
106 | static int |
96 | static int attempt_steal(object* op, object* who, object *skill) |
107 | attempt_steal (object *op, object *who, object *skill) |
97 | { |
108 | { |
98 | object *success=NULL, *tmp=NULL, *next; |
109 | object *success = NULL, *tmp = NULL, *next; |
99 | int roll=0, chance=0, stats_value; |
110 | int roll = 0, chance = 0, stats_value; |
100 | rv_vector rv; |
111 | rv_vector rv; |
101 | |
112 | |
102 | stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2; |
113 | stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2; |
103 | |
114 | |
104 | /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them) |
115 | /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them) |
105 | * they will try to prevent stealing if they can. Only unseen theives will |
116 | * they will try to prevent stealing if they can. Only unseen theives will |
106 | * have much chance of success. |
117 | * have much chance of success. |
107 | */ |
118 | */ |
108 | if(op->type!=PLAYER && QUERY_FLAG(op,FLAG_NO_STEAL)) { |
119 | if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL)) |
|
|
120 | { |
109 | if(can_detect_enemy(op,who,&rv)) { |
121 | if (can_detect_enemy (op, who, &rv)) |
|
|
122 | { |
110 | npc_call_help(op); |
123 | npc_call_help (op); |
111 | CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); |
124 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
112 | new_draw_info(NDI_UNIQUE, 0,who,"Your attempt is prevented!"); |
125 | new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); |
|
|
126 | return 0; |
|
|
127 | } |
|
|
128 | else /* help npc to detect thief next time by raising its wisdom */ |
|
|
129 | op->stats.Wis += (op->stats.Int / 5) + 1; |
|
|
130 | if (op->stats.Wis > MAX_STAT) |
|
|
131 | op->stats.Wis = MAX_STAT; |
|
|
132 | } |
|
|
133 | if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ)) |
|
|
134 | { |
|
|
135 | new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n"); |
|
|
136 | return 0; |
|
|
137 | } |
|
|
138 | #ifdef PROHIBIT_PLAYERKILL |
|
|
139 | if (op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful)) |
|
|
140 | { |
|
|
141 | new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); |
|
|
142 | return 0; |
|
|
143 | } |
|
|
144 | #else |
|
|
145 | if (op->type == PLAYER && who->type == PLAYER && settings.no_player_stealing) |
|
|
146 | { |
|
|
147 | new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); |
|
|
148 | return 0; |
|
|
149 | } |
|
|
150 | #endif |
|
|
151 | |
|
|
152 | |
|
|
153 | /* Ok then, go thru their inventory, stealing */ |
|
|
154 | for (tmp = op->inv; tmp != NULL; tmp = next) |
|
|
155 | { |
|
|
156 | next = tmp->below; |
|
|
157 | |
|
|
158 | /* you can't steal worn items, starting items, wiz stuff, |
|
|
159 | * innate abilities, or items w/o a type. Generally |
|
|
160 | * speaking, the invisibility flag prevents experience or |
|
|
161 | * abilities from being stolen since these types are currently |
|
|
162 | * always invisible objects. I was implicit here so as to prevent |
|
|
163 | * future possible problems. -b.t. |
|
|
164 | * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL |
|
|
165 | * already -b.t. |
|
|
166 | */ |
|
|
167 | |
|
|
168 | if (QUERY_FLAG (tmp, FLAG_WAS_WIZ) || QUERY_FLAG (tmp, FLAG_APPLIED) |
|
|
169 | || !(tmp->type) |
|
|
170 | || tmp->type == EXPERIENCE || tmp->type == SPELL |
|
|
171 | || QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_STEAL) || tmp->invisible) |
|
|
172 | continue; |
|
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173 | |
|
|
174 | /* Okay, try stealing this item. Dependent on dexterity of thief, |
|
|
175 | * skill level, see the adj_stealroll fctn for more detail. |
|
|
176 | */ |
|
|
177 | |
|
|
178 | roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */ |
|
|
179 | |
|
|
180 | if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1) |
|
|
181 | return 0; |
|
|
182 | else if (roll < chance) |
|
|
183 | { |
|
|
184 | tag_t tmp_count = tmp->count; |
|
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185 | |
|
|
186 | pick_up (who, tmp); |
|
|
187 | /* need to see if the player actually stole this item - |
|
|
188 | * if it is in the players inv, assume it is. This prevents |
|
|
189 | * abuses where the player can not carry the item, so just |
|
|
190 | * keeps stealing it over and over. |
|
|
191 | */ |
|
|
192 | if (was_destroyed (tmp, tmp_count) || tmp->env != op) |
|
|
193 | { |
|
|
194 | /* for players, play_sound: steals item */ |
|
|
195 | success = tmp; |
|
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196 | CLEAR_FLAG (tmp, FLAG_INV_LOCKED); |
|
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197 | |
|
|
198 | /* Don't delete it from target player until we know |
|
|
199 | * the thief has picked it up. can't just look at tmp->count, |
|
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200 | * as it's possible that it got merged when picked up. |
|
|
201 | */ |
|
|
202 | if (op->type == PLAYER) |
|
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203 | esrv_del_item (op->contr, tmp_count); |
|
|
204 | } |
|
|
205 | break; |
|
|
206 | } |
|
|
207 | } /* for loop looking for an item */ |
|
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208 | |
|
|
209 | if (!tmp) |
|
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210 | { |
|
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211 | new_draw_info_format (NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!", op->type == PLAYER ? "" : "The ", query_name (op)); |
|
|
212 | return 0; |
|
|
213 | } |
|
|
214 | |
|
|
215 | /* If you arent high enough level, you might get something BUT |
|
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216 | * the victim will notice your stealing attempt. Ditto if you |
|
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217 | * attempt to steal something heavy off them, they're bound to notice |
|
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218 | */ |
|
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219 | |
|
|
220 | if ((roll >= skill->level) || !chance |
|
|
221 | || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW))))) |
|
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222 | { |
|
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223 | |
|
|
224 | /* victim figures out where the thief is! */ |
|
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225 | if (who->hide) |
|
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226 | make_visible (who); |
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227 | |
|
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228 | if (op->type != PLAYER) |
|
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229 | { |
|
|
230 | /* The unaggressives look after themselves 8) */ |
|
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231 | if (who->type == PLAYER) |
|
|
232 | { |
|
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233 | npc_call_help (op); |
|
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234 | new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op)); |
|
|
235 | } |
|
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236 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
|
|
237 | /* all remaining npc items are guarded now. Set flag NO_STEAL |
|
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238 | * on the victim. |
|
|
239 | */ |
|
|
240 | SET_FLAG (op, FLAG_NO_STEAL); |
|
|
241 | } |
|
|
242 | else |
|
|
243 | { /* stealing from another player */ |
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244 | char buf[MAX_BUF]; |
|
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245 | |
|
|
246 | /* Notify the other player */ |
|
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247 | if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW)) |
|
|
248 | { |
|
|
249 | sprintf (buf, "Your %s is missing!", query_name (success)); |
|
|
250 | } |
|
|
251 | else |
|
|
252 | { |
|
|
253 | sprintf (buf, "Your pack feels strangely lighter."); |
|
|
254 | } |
|
|
255 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
256 | if (!success) |
|
|
257 | { |
|
|
258 | if (who->invisible) |
|
|
259 | { |
|
|
260 | sprintf (buf, "you feel itchy fingers getting at your pack."); |
|
|
261 | } |
|
|
262 | else |
|
|
263 | { |
|
|
264 | sprintf (buf, "%s looks very shifty.", query_name (who)); |
|
|
265 | } |
|
|
266 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
267 | } |
|
|
268 | } /* else stealing from another player */ |
|
|
269 | /* play_sound("stop! thief!"); kindofthing */ |
|
|
270 | } /* if you weren't 100% successful */ |
|
|
271 | return success ? 1 : 0; |
|
|
272 | } |
|
|
273 | |
|
|
274 | |
|
|
275 | int |
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276 | steal (object *op, int dir, object *skill) |
|
|
277 | { |
|
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278 | object *tmp, *next; |
|
|
279 | sint16 x, y; |
|
|
280 | mapstruct *m; |
|
|
281 | int mflags; |
|
|
282 | |
|
|
283 | x = op->x + freearr_x[dir]; |
|
|
284 | y = op->y + freearr_y[dir]; |
|
|
285 | |
|
|
286 | if (dir == 0) |
|
|
287 | { |
|
|
288 | /* Can't steal from ourself! */ |
|
|
289 | return 0; |
|
|
290 | } |
|
|
291 | |
|
|
292 | m = op->map; |
|
|
293 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
294 | /* Out of map - can't do it. If nothing alive on this space, |
|
|
295 | * don't need to look any further. |
|
|
296 | */ |
|
|
297 | if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) |
|
|
298 | return 0; |
|
|
299 | |
|
|
300 | /* If player can't move onto the space, can't steal from it. */ |
|
|
301 | if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) |
|
|
302 | return 0; |
|
|
303 | |
|
|
304 | /* Find the topmost object at this spot */ |
|
|
305 | for (tmp = get_map_ob (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above); |
|
|
306 | |
|
|
307 | /* For all the stacked objects at this point, attempt a steal */ |
|
|
308 | for (; tmp != NULL; tmp = next) |
|
|
309 | { |
|
|
310 | next = tmp->below; |
|
|
311 | /* Minor hack--for multi square beings - make sure we get |
|
|
312 | * the 'head' coz 'tail' objects have no inventory! - b.t. |
|
|
313 | */ |
|
|
314 | if (tmp->head) |
|
|
315 | tmp = tmp->head; |
|
|
316 | |
|
|
317 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
|
|
318 | continue; |
|
|
319 | |
|
|
320 | /* do not reveal hidden DMs */ |
|
|
321 | if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden) |
|
|
322 | continue; |
|
|
323 | if (attempt_steal (tmp, op, skill)) |
|
|
324 | { |
|
|
325 | if (tmp->type == PLAYER) /* no xp for stealing from another player */ |
113 | return 0; |
326 | return 0; |
114 | } else /* help npc to detect thief next time by raising its wisdom */ |
|
|
115 | op->stats.Wis += (op->stats.Int/5)+1; |
|
|
116 | if (op->stats.Wis > MAX_STAT) op->stats.Wis = MAX_STAT; |
|
|
117 | } |
|
|
118 | if (op->type == PLAYER && QUERY_FLAG(op, FLAG_WIZ)) { |
|
|
119 | new_draw_info(NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n"); |
|
|
120 | return 0; |
|
|
121 | } |
|
|
122 | #ifdef PROHIBIT_PLAYERKILL |
|
|
123 | if(op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful)) { |
|
|
124 | new_draw_info(NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); |
|
|
125 | return 0; |
|
|
126 | } |
|
|
127 | #else |
|
|
128 | if(op->type == PLAYER && who->type == PLAYER && settings.no_player_stealing) { |
|
|
129 | new_draw_info(NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); |
|
|
130 | return 0; |
|
|
131 | } |
|
|
132 | #endif |
|
|
133 | |
327 | |
134 | |
328 | /* no xp for stealing from pets (of players) */ |
135 | /* Ok then, go thru their inventory, stealing */ |
329 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) |
136 | for(tmp = op->inv; tmp != NULL; tmp = next) { |
|
|
137 | next = tmp->below; |
|
|
138 | |
|
|
139 | /* you can't steal worn items, starting items, wiz stuff, |
|
|
140 | * innate abilities, or items w/o a type. Generally |
|
|
141 | * speaking, the invisibility flag prevents experience or |
|
|
142 | * abilities from being stolen since these types are currently |
|
|
143 | * always invisible objects. I was implicit here so as to prevent |
|
|
144 | * future possible problems. -b.t. |
|
|
145 | * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL |
|
|
146 | * already -b.t. |
|
|
147 | */ |
330 | { |
|
|
331 | object *owner = get_owner (tmp); |
148 | |
332 | |
149 | if (QUERY_FLAG(tmp,FLAG_WAS_WIZ) || QUERY_FLAG(tmp, FLAG_APPLIED) |
333 | if (owner != NULL && owner->type == PLAYER) |
150 | || !(tmp->type) |
|
|
151 | || tmp->type == EXPERIENCE || tmp->type == SPELL |
|
|
152 | || QUERY_FLAG(tmp,FLAG_STARTEQUIP) |
|
|
153 | || QUERY_FLAG(tmp,FLAG_NO_STEAL) |
|
|
154 | || tmp->invisible ) continue; |
|
|
155 | |
|
|
156 | /* Okay, try stealing this item. Dependent on dexterity of thief, |
|
|
157 | * skill level, see the adj_stealroll fctn for more detail. |
|
|
158 | */ |
|
|
159 | |
|
|
160 | roll=die_roll(2, 100, who, PREFER_LOW)/2; /* weighted 1-100 */ |
|
|
161 | |
|
|
162 | if((chance=adj_stealchance(who,op,(stats_value+skill->level * 10 - op->level * 3)))==-1) |
|
|
163 | return 0; |
334 | return 0; |
164 | else if (roll < chance ) { |
|
|
165 | tag_t tmp_count = tmp->count; |
|
|
166 | |
|
|
167 | pick_up(who, tmp); |
|
|
168 | /* need to see if the player actually stole this item - |
|
|
169 | * if it is in the players inv, assume it is. This prevents |
|
|
170 | * abuses where the player can not carry the item, so just |
|
|
171 | * keeps stealing it over and over. |
|
|
172 | */ |
|
|
173 | if (was_destroyed(tmp, tmp_count) || tmp->env != op) { |
|
|
174 | /* for players, play_sound: steals item */ |
|
|
175 | success = tmp; |
|
|
176 | CLEAR_FLAG(tmp, FLAG_INV_LOCKED); |
|
|
177 | |
|
|
178 | /* Don't delete it from target player until we know |
|
|
179 | * the thief has picked it up. can't just look at tmp->count, |
|
|
180 | * as it's possible that it got merged when picked up. |
|
|
181 | */ |
|
|
182 | if (op->type == PLAYER) |
|
|
183 | esrv_del_item(op->contr, tmp_count); |
|
|
184 | } |
335 | } |
185 | break; |
|
|
186 | } |
|
|
187 | } /* for loop looking for an item */ |
|
|
188 | |
336 | |
189 | if (!tmp) { |
|
|
190 | new_draw_info_format(NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!", |
|
|
191 | op->type == PLAYER ? "" : "The ", query_name(op)); |
|
|
192 | return 0; |
|
|
193 | } |
|
|
194 | |
|
|
195 | /* If you arent high enough level, you might get something BUT |
|
|
196 | * the victim will notice your stealing attempt. Ditto if you |
|
|
197 | * attempt to steal something heavy off them, they're bound to notice |
|
|
198 | */ |
|
|
199 | |
|
|
200 | if((roll>=skill->level) || !chance |
|
|
201 | ||(tmp && tmp->weight>(250*(random_roll(0, stats_value+skill->level * 10-1, who, PREFER_LOW))))) { |
|
|
202 | |
|
|
203 | /* victim figures out where the thief is! */ |
|
|
204 | if(who->hide) make_visible(who); |
|
|
205 | |
|
|
206 | if(op->type != PLAYER) { |
|
|
207 | /* The unaggressives look after themselves 8) */ |
|
|
208 | if(who->type==PLAYER) { |
|
|
209 | npc_call_help(op); |
|
|
210 | new_draw_info_format(NDI_UNIQUE, 0,who, |
|
|
211 | "%s notices your attempted pilfering!",query_name(op)); |
|
|
212 | } |
|
|
213 | CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); |
|
|
214 | /* all remaining npc items are guarded now. Set flag NO_STEAL |
|
|
215 | * on the victim. |
|
|
216 | */ |
|
|
217 | SET_FLAG(op,FLAG_NO_STEAL); |
|
|
218 | } else { /* stealing from another player */ |
|
|
219 | char buf[MAX_BUF]; |
|
|
220 | /* Notify the other player */ |
|
|
221 | if (success && who->stats.Int > random_roll(0, 19, op, PREFER_LOW)) { |
|
|
222 | sprintf(buf, "Your %s is missing!", query_name(success)); |
|
|
223 | } else { |
|
|
224 | sprintf(buf, "Your pack feels strangely lighter."); |
|
|
225 | } |
|
|
226 | new_draw_info(NDI_UNIQUE, 0,op,buf); |
|
|
227 | if (!success) { |
|
|
228 | if (who->invisible) { |
|
|
229 | sprintf(buf, "you feel itchy fingers getting at your pack."); |
|
|
230 | } else { |
|
|
231 | sprintf(buf, "%s looks very shifty.", query_name(who)); |
|
|
232 | } |
|
|
233 | new_draw_info(NDI_UNIQUE, 0,op,buf); |
|
|
234 | } |
|
|
235 | } /* else stealing from another player */ |
|
|
236 | /* play_sound("stop! thief!"); kindofthing */ |
|
|
237 | } /* if you weren't 100% successful */ |
|
|
238 | return success? 1:0; |
|
|
239 | } |
|
|
240 | |
|
|
241 | |
|
|
242 | int steal(object* op, int dir, object *skill) |
|
|
243 | { |
|
|
244 | object *tmp, *next; |
|
|
245 | sint16 x, y; |
|
|
246 | mapstruct *m; |
|
|
247 | int mflags; |
|
|
248 | |
|
|
249 | x = op->x + freearr_x[dir]; |
|
|
250 | y = op->y + freearr_y[dir]; |
|
|
251 | |
|
|
252 | if(dir == 0) { |
|
|
253 | /* Can't steal from ourself! */ |
|
|
254 | return 0; |
|
|
255 | } |
|
|
256 | |
|
|
257 | m = op->map; |
|
|
258 | mflags = get_map_flags(m, &m ,x,y, &x, &y); |
|
|
259 | /* Out of map - can't do it. If nothing alive on this space, |
|
|
260 | * don't need to look any further. |
|
|
261 | */ |
|
|
262 | if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) |
|
|
263 | return 0; |
|
|
264 | |
|
|
265 | /* If player can't move onto the space, can't steal from it. */ |
|
|
266 | if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) |
|
|
267 | return 0; |
|
|
268 | |
|
|
269 | /* Find the topmost object at this spot */ |
|
|
270 | for(tmp = get_map_ob(m,x,y); |
|
|
271 | tmp != NULL && tmp->above != NULL; |
|
|
272 | tmp = tmp->above); |
|
|
273 | |
|
|
274 | /* For all the stacked objects at this point, attempt a steal */ |
|
|
275 | for(; tmp != NULL; tmp = next) { |
|
|
276 | next = tmp->below; |
|
|
277 | /* Minor hack--for multi square beings - make sure we get |
|
|
278 | * the 'head' coz 'tail' objects have no inventory! - b.t. |
|
|
279 | */ |
|
|
280 | if (tmp->head) tmp=tmp->head; |
|
|
281 | |
|
|
282 | if(tmp->type!=PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) continue; |
|
|
283 | |
|
|
284 | /* do not reveal hidden DMs */ |
|
|
285 | if (tmp->type == PLAYER && QUERY_FLAG(tmp, FLAG_WIZ) && tmp->contr->hidden) continue; |
|
|
286 | if (attempt_steal(tmp, op, skill)) { |
|
|
287 | if (tmp->type==PLAYER) /* no xp for stealing from another player */ |
|
|
288 | return 0; |
|
|
289 | |
|
|
290 | /* no xp for stealing from pets (of players) */ |
|
|
291 | if (QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) { |
|
|
292 | object *owner = get_owner(tmp); |
|
|
293 | if (owner != NULL && owner->type == PLAYER) |
|
|
294 | return 0; |
|
|
295 | } |
|
|
296 | |
|
|
297 | // reduce monster experience by experience we gained, as to |
337 | // reduce monster experience by experience we gained, as to |
298 | // limit the amount of exp that can be gained by stealing from monsters |
338 | // limit the amount of exp that can be gained by stealing from monsters |
299 | // (jessies gave ~20,000,000 exp otherwise. |
339 | // (jessies gave ~20,000,000 exp otherwise. |
300 | int exp = calc_skill_exp (op, tmp, skill); |
340 | int exp = calc_skill_exp (op, tmp, skill); |
|
|
341 | |
301 | exp = MIN (tmp->stats.exp, exp); |
342 | exp = MIN (tmp->stats.exp, exp); |
302 | tmp->stats.exp -= exp; |
343 | tmp->stats.exp -= exp; |
303 | return exp; |
344 | return exp; |
304 | } |
345 | } |
305 | } |
346 | } |
306 | return 0; |
347 | return 0; |
307 | } |
348 | } |
308 | |
349 | |
|
|
350 | static int |
309 | static int attempt_pick_lock (object *door, object *pl, object *skill) |
351 | attempt_pick_lock (object *door, object *pl, object *skill) |
310 | { |
352 | { |
311 | int difficulty= pl->map->difficulty ? pl->map->difficulty : 0; |
353 | int difficulty = pl->map->difficulty ? pl->map->difficulty : 0; |
312 | int success = 0, number; /* did we get anything? */ |
354 | int success = 0, number; /* did we get anything? */ |
313 | |
355 | |
314 | |
356 | |
315 | /* Try to pick the lock on this item (doors only for now). |
357 | /* Try to pick the lock on this item (doors only for now). |
316 | * Dependent on dexterity/skill SK_level of the player and |
358 | * Dependent on dexterity/skill SK_level of the player and |
317 | * the map level difficulty. |
359 | * the map level difficulty. |
318 | */ |
360 | */ |
319 | number = (die_roll(2, 40, pl, PREFER_LOW)-2)/2; |
361 | number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2; |
320 | if (number < (pl->stats.Dex + skill->level - difficulty)) { |
362 | if (number < (pl->stats.Dex + skill->level - difficulty)) |
|
|
363 | { |
321 | remove_door(door); |
364 | remove_door (door); |
322 | success = 1; |
365 | success = 1; |
323 | } else if (door->inv && (door->inv->type==RUNE || door->inv->type==TRAP)) { /* set off any traps? */ |
|
|
324 | spring_trap(door->inv,pl); |
|
|
325 | } |
366 | } |
|
|
367 | else if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
|
|
368 | { /* set off any traps? */ |
|
|
369 | spring_trap (door->inv, pl); |
|
|
370 | } |
326 | return success; |
371 | return success; |
327 | } |
372 | } |
328 | |
373 | |
329 | |
374 | |
330 | /* Implementation by bt. (thomas@astro.psu.edu) |
375 | /* Implementation by bt. (thomas@astro.psu.edu) |
331 | * monster implementation 7-7-95 by bt. |
376 | * monster implementation 7-7-95 by bt. |
332 | */ |
377 | */ |
333 | |
378 | |
|
|
379 | int |
334 | int pick_lock(object *pl, int dir, object *skill) |
380 | pick_lock (object *pl, int dir, object *skill) |
335 | { |
381 | { |
336 | object *tmp; |
382 | object *tmp; |
337 | int x = pl->x + freearr_x[dir]; |
383 | int x = pl->x + freearr_x[dir]; |
338 | int y = pl->y + freearr_y[dir]; |
384 | int y = pl->y + freearr_y[dir]; |
339 | |
385 | |
|
|
386 | if (!dir) |
340 | if(!dir) dir=pl->facing; |
387 | dir = pl->facing; |
341 | |
388 | |
342 | /* For all the stacked objects at this point find a door*/ |
389 | /* For all the stacked objects at this point find a door */ |
343 | if (out_of_map(pl->map,x,y)) { |
390 | if (out_of_map (pl->map, x, y)) |
|
|
391 | { |
344 | new_draw_info(NDI_UNIQUE, 0,pl,"There is no lock there."); |
392 | new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); |
345 | return 0; |
393 | return 0; |
346 | } |
394 | } |
347 | |
395 | |
348 | for(tmp=get_map_ob(pl->map,x,y); tmp; tmp=tmp->above) |
396 | for (tmp = get_map_ob (pl->map, x, y); tmp; tmp = tmp->above) |
349 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) break; |
397 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
|
|
398 | break; |
350 | |
399 | |
351 | if (!tmp) { |
400 | if (!tmp) |
|
|
401 | { |
352 | new_draw_info(NDI_UNIQUE, 0,pl,"There is no lock there."); |
402 | new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); |
353 | return 0; |
403 | return 0; |
354 | } |
404 | } |
355 | if (tmp->type == LOCKED_DOOR) { |
405 | if (tmp->type == LOCKED_DOOR) |
|
|
406 | { |
356 | new_draw_info(NDI_UNIQUE, 0,pl, "You can't pick that lock!"); |
407 | new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!"); |
357 | return 0; |
408 | return 0; |
358 | } |
409 | } |
359 | |
410 | |
360 | if (!tmp->move_block) { |
411 | if (!tmp->move_block) |
|
|
412 | { |
361 | new_draw_info(NDI_UNIQUE, 0,pl,"The door has no lock!"); |
413 | new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!"); |
362 | return 0; |
414 | return 0; |
363 | } |
415 | } |
364 | |
416 | |
365 | if (attempt_pick_lock(tmp, pl, skill)) { |
417 | if (attempt_pick_lock (tmp, pl, skill)) |
|
|
418 | { |
366 | new_draw_info(NDI_UNIQUE, 0,pl,"You pick the lock."); |
419 | new_draw_info (NDI_UNIQUE, 0, pl, "You pick the lock."); |
367 | return calc_skill_exp(pl,NULL, skill); |
420 | return calc_skill_exp (pl, NULL, skill); |
368 | } else { |
421 | } |
|
|
422 | else |
|
|
423 | { |
369 | new_draw_info(NDI_UNIQUE, 0,pl, "You fail to pick the lock."); |
424 | new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock."); |
370 | return 0; |
425 | return 0; |
371 | } |
426 | } |
372 | } |
427 | } |
373 | |
428 | |
374 | |
429 | |
375 | /* HIDE CODE. The user becomes undetectable (not just 'invisible') for |
430 | /* HIDE CODE. The user becomes undetectable (not just 'invisible') for |
376 | * a short while (success and duration dependant on player SK_level, |
431 | * a short while (success and duration dependant on player SK_level, |
377 | * dexterity, charisma, and map difficulty). |
432 | * dexterity, charisma, and map difficulty). |
378 | * Players have a good chance of becoming 'unhidden' if they move |
433 | * Players have a good chance of becoming 'unhidden' if they move |
379 | * and like invisiblity will be come visible if they attack |
434 | * and like invisiblity will be come visible if they attack |
380 | * Implemented by b.t. (thomas@astro.psu.edu) |
435 | * Implemented by b.t. (thomas@astro.psu.edu) |
381 | * July 7, 1995 - made hiding possible for monsters. -b.t. |
436 | * July 7, 1995 - made hiding possible for monsters. -b.t. |
382 | */ |
437 | */ |
383 | |
438 | |
|
|
439 | static int |
384 | static int attempt_hide(object *op, object *skill) { |
440 | attempt_hide (object *op, object *skill) |
|
|
441 | { |
385 | int number,difficulty=op->map->difficulty; |
442 | int number, difficulty = op->map->difficulty; |
386 | int terrain = hideability(op); |
443 | int terrain = hideability (op); |
387 | |
444 | |
388 | if(terrain<-10) /* not enough cover here */ |
445 | if (terrain < -10) /* not enough cover here */ |
389 | return 0; |
|
|
390 | |
|
|
391 | /* Hiding success and duration dependant on skill level, |
|
|
392 | * op->stats.Dex, map difficulty and terrain. |
|
|
393 | */ |
|
|
394 | |
|
|
395 | number = (die_roll(2, 25, op, PREFER_LOW)-2)/2; |
|
|
396 | if(!stand_near_hostile(op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) { |
|
|
397 | op->invisible += 100; /* set the level of 'hiddeness' */ |
|
|
398 | if(op->type==PLAYER) |
|
|
399 | op->contr->tmp_invis=1; |
|
|
400 | op->hide=1; |
|
|
401 | return 1; |
|
|
402 | } |
|
|
403 | return 0; |
446 | return 0; |
|
|
447 | |
|
|
448 | /* Hiding success and duration dependant on skill level, |
|
|
449 | * op->stats.Dex, map difficulty and terrain. |
|
|
450 | */ |
|
|
451 | |
|
|
452 | number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2; |
|
|
453 | if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) |
|
|
454 | { |
|
|
455 | op->invisible += 100; /* set the level of 'hiddeness' */ |
|
|
456 | if (op->type == PLAYER) |
|
|
457 | op->contr->tmp_invis = 1; |
|
|
458 | op->hide = 1; |
|
|
459 | return 1; |
|
|
460 | } |
|
|
461 | return 0; |
404 | } |
462 | } |
405 | |
463 | |
406 | /* patched this to take terrain into consideration */ |
464 | /* patched this to take terrain into consideration */ |
407 | |
465 | |
|
|
466 | int |
408 | int hide(object *op, object *skill) { |
467 | hide (object *op, object *skill) |
|
|
468 | { |
409 | |
469 | |
410 | /* the preliminaries -- Can we really hide now? */ |
470 | /* the preliminaries -- Can we really hide now? */ |
411 | /* this keeps monsters from using invisibilty spells and hiding */ |
471 | /* this keeps monsters from using invisibilty spells and hiding */ |
412 | |
472 | |
413 | if (QUERY_FLAG(op, FLAG_MAKE_INVIS)) { |
473 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
474 | { |
414 | new_draw_info(NDI_UNIQUE, 0,op,"You don't need to hide while invisible!"); |
475 | new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!"); |
415 | return 0; |
476 | return 0; |
|
|
477 | } |
416 | } else if (!op->hide && op->invisible>0 && op->type == PLAYER) { |
478 | else if (!op->hide && op->invisible > 0 && op->type == PLAYER) |
|
|
479 | { |
417 | new_draw_info(NDI_UNIQUE, 0,op,"Your attempt to hide breaks the invisibility spell!"); |
480 | new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!"); |
418 | make_visible(op); |
481 | make_visible (op); |
419 | } |
482 | } |
420 | |
483 | |
421 | if(op->invisible>(50*skill->level)) { |
484 | if (op->invisible > (50 * skill->level)) |
|
|
485 | { |
422 | new_draw_info(NDI_UNIQUE,0,op,"You are as hidden as you can get."); |
486 | new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get."); |
423 | return 0; |
487 | return 0; |
424 | } |
488 | } |
425 | |
489 | |
426 | if(attempt_hide(op, skill)) { |
490 | if (attempt_hide (op, skill)) |
|
|
491 | { |
427 | new_draw_info(NDI_UNIQUE, 0,op,"You hide in the shadows."); |
492 | new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows."); |
428 | update_object(op,UP_OBJ_FACE); |
493 | update_object (op, UP_OBJ_FACE); |
429 | return calc_skill_exp(op, NULL, skill); |
494 | return calc_skill_exp (op, NULL, skill); |
430 | } |
495 | } |
431 | new_draw_info(NDI_UNIQUE,0,op,"You fail to conceal yourself."); |
496 | new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself."); |
432 | return 0; |
497 | return 0; |
433 | } |
498 | } |
434 | |
499 | |
435 | |
500 | |
436 | /* stop_jump() - End of jump. Clear flags, restore the map, and |
501 | /* stop_jump() - End of jump. Clear flags, restore the map, and |
437 | * freeze the jumper a while to simulate the exhaustion |
502 | * freeze the jumper a while to simulate the exhaustion |
438 | * of jumping. |
503 | * of jumping. |
439 | */ |
504 | */ |
|
|
505 | static void |
440 | static void stop_jump(object *pl, int dist, int spaces) { |
506 | stop_jump (object *pl, int dist, int spaces) |
|
|
507 | { |
441 | fix_player(pl); |
508 | fix_player (pl); |
442 | insert_ob_in_map(pl,pl->map,pl,0); |
509 | insert_ob_in_map (pl, pl->map, pl, 0); |
443 | } |
510 | } |
444 | |
511 | |
445 | |
512 | |
|
|
513 | static int |
446 | static int attempt_jump (object *pl, int dir, int spaces, object *skill) { |
514 | attempt_jump (object *pl, int dir, int spaces, object *skill) |
|
|
515 | { |
447 | object *tmp; |
516 | object *tmp; |
448 | int i,exp=0,dx=freearr_x[dir],dy=freearr_y[dir], mflags; |
517 | int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags; |
449 | sint16 x, y; |
518 | sint16 x, y; |
450 | mapstruct *m; |
519 | mapstruct *m; |
451 | |
520 | |
452 | /* Jump loop. Go through spaces opject wants to jump. Halt the |
521 | /* Jump loop. Go through spaces opject wants to jump. Halt the |
453 | * jump if a wall or creature is in the way. We set FLAG_FLYING |
522 | * jump if a wall or creature is in the way. We set FLAG_FLYING |
454 | * temporarily to allow player to aviod exits/archs that are not |
523 | * temporarily to allow player to aviod exits/archs that are not |
455 | * fly_on, fly_off. This will also prevent pickup of objects |
524 | * fly_on, fly_off. This will also prevent pickup of objects |
456 | * while jumping over them. |
525 | * while jumping over them. |
457 | */ |
526 | */ |
458 | |
527 | |
459 | remove_ob(pl); |
528 | remove_ob (pl); |
460 | |
529 | |
461 | /* |
530 | /* |
462 | * I don't think this is actually needed - all the movement |
531 | * I don't think this is actually needed - all the movement |
463 | * code is handled in this function, and I don't see anyplace |
532 | * code is handled in this function, and I don't see anyplace |
464 | * that cares about the move_type being flying. |
533 | * that cares about the move_type being flying. |
465 | */ |
534 | */ |
466 | pl->move_type |= MOVE_FLY_LOW; |
535 | pl->move_type |= MOVE_FLY_LOW; |
467 | |
536 | |
468 | for(i=0;i<=spaces;i++) { |
537 | for (i = 0; i <= spaces; i++) |
|
|
538 | { |
469 | x = pl->x + dx; |
539 | x = pl->x + dx; |
470 | y = pl->y + dy; |
540 | y = pl->y + dy; |
471 | m = pl->map; |
541 | m = pl->map; |
472 | |
542 | |
473 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
543 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
474 | |
544 | |
475 | if (mflags & P_OUT_OF_MAP) { |
545 | if (mflags & P_OUT_OF_MAP) |
|
|
546 | { |
476 | (void) stop_jump(pl,i,spaces); |
547 | (void) stop_jump (pl, i, spaces); |
477 | return 0; |
548 | return 0; |
478 | } |
549 | } |
479 | if (OB_TYPE_MOVE_BLOCK(pl, GET_MAP_MOVE_BLOCK(m, x, y))) { |
550 | if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y))) |
|
|
551 | { |
480 | new_draw_info(NDI_UNIQUE, 0,pl,"Your jump is blocked."); |
552 | new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); |
481 | stop_jump(pl,i,spaces); |
553 | stop_jump (pl, i, spaces); |
482 | return 0; |
554 | return 0; |
483 | } |
555 | } |
484 | |
556 | |
485 | for(tmp=get_map_ob(m, x, y); tmp;tmp=tmp->above) { |
557 | for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) |
|
|
558 | { |
486 | /* Jump into creature */ |
559 | /* Jump into creature */ |
487 | if(QUERY_FLAG(tmp, FLAG_MONSTER) |
|
|
488 | || (tmp->type==PLAYER && (!QUERY_FLAG(tmp, FLAG_WIZ) || !tmp->contr->hidden))) { |
560 | if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden))) |
489 | new_draw_info_format(NDI_UNIQUE, 0,pl,"You jump into %s%s.", |
561 | { |
490 | tmp->type == PLAYER ? "" : "the ", &tmp->name); |
562 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name); |
491 | if(tmp->type!=PLAYER || |
563 | if (tmp->type != PLAYER || |
492 | (pl->type==PLAYER && pl->contr->party==NULL) || |
564 | (pl->type == PLAYER && pl->contr->party == NULL) || |
493 | (pl->type==PLAYER && tmp->type==PLAYER && |
565 | (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party)) |
494 | pl->contr->party!=tmp->contr->party)) |
|
|
495 | exp = skill_attack(tmp,pl,pl->facing,"kicked", skill); /* pl makes an attack */ |
566 | exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */ |
496 | stop_jump(pl,i,spaces); |
567 | stop_jump (pl, i, spaces); |
497 | return exp; /* note that calc_skill_exp() is already called by skill_attack() */ |
568 | return exp; /* note that calc_skill_exp() is already called by skill_attack() */ |
498 | } |
569 | } |
499 | /* If the space has fly on set (no matter what the space is), |
570 | /* If the space has fly on set (no matter what the space is), |
500 | * we should get the effects - after all, the player is |
571 | * we should get the effects - after all, the player is |
501 | * effectively flying. |
572 | * effectively flying. |
502 | */ |
573 | */ |
503 | if (tmp->move_on & MOVE_FLY_LOW) { |
574 | if (tmp->move_on & MOVE_FLY_LOW) |
|
|
575 | { |
504 | pl->x = x; |
576 | pl->x = x; |
505 | pl->y = y; |
577 | pl->y = y; |
506 | pl->map = m; |
578 | pl->map = m; |
507 | stop_jump(pl,i,spaces); |
579 | stop_jump (pl, i, spaces); |
508 | return calc_skill_exp(pl,NULL, skill); |
580 | return calc_skill_exp (pl, NULL, skill); |
509 | } |
581 | } |
510 | } |
582 | } |
511 | pl->x = x; |
583 | pl->x = x; |
512 | pl->y = y; |
584 | pl->y = y; |
513 | pl->map = m; |
585 | pl->map = m; |
514 | } |
586 | } |
515 | stop_jump(pl,i,spaces); |
587 | stop_jump (pl, i, spaces); |
516 | return calc_skill_exp(pl,NULL, skill); |
588 | return calc_skill_exp (pl, NULL, skill); |
517 | } |
589 | } |
518 | |
590 | |
519 | /* jump() - this is both a new type of movement for player/monsters and |
591 | /* jump() - this is both a new type of movement for player/monsters and |
520 | * an attack as well. |
592 | * an attack as well. |
521 | * Perhaps we should allow more spaces based on level, eg, level 50 |
593 | * Perhaps we should allow more spaces based on level, eg, level 50 |
522 | * jumper can jump several spaces? |
594 | * jumper can jump several spaces? |
523 | */ |
595 | */ |
524 | |
596 | |
|
|
597 | int |
525 | int jump(object *pl, int dir, object *skill) |
598 | jump (object *pl, int dir, object *skill) |
526 | { |
599 | { |
527 | int spaces=0,stats; |
600 | int spaces = 0, stats; |
528 | int str = pl->stats.Str; |
601 | int str = pl->stats.Str; |
529 | int dex = pl->stats.Dex; |
602 | int dex = pl->stats.Dex; |
530 | |
603 | |
531 | dex = dex ? dex : 15; |
604 | dex = dex ? dex : 15; |
532 | str = str ? str : 10; |
605 | str = str ? str : 10; |
533 | |
606 | |
534 | stats=str*str*str*dex * skill->level; |
607 | stats = str * str * str * dex * skill->level; |
535 | |
608 | |
536 | if(pl->carrying!=0) /* don't want div by zero !! */ |
609 | if (pl->carrying != 0) /* don't want div by zero !! */ |
537 | spaces=(int) (stats/pl->carrying); |
610 | spaces = (int) (stats / pl->carrying); |
538 | else |
611 | else |
539 | spaces=2; /* pl has no objects - gets the far jump */ |
612 | spaces = 2; /* pl has no objects - gets the far jump */ |
540 | |
613 | |
541 | if(spaces>2) |
614 | if (spaces > 2) |
542 | spaces = 2; |
615 | spaces = 2; |
543 | else if(spaces==0) { |
616 | else if (spaces == 0) |
|
|
617 | { |
544 | new_draw_info(NDI_UNIQUE, 0,pl,"You are carrying too much weight to jump."); |
618 | new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump."); |
545 | return 0; |
619 | return 0; |
546 | } |
620 | } |
547 | return attempt_jump(pl,dir,spaces, skill); |
621 | return attempt_jump (pl, dir, spaces, skill); |
548 | } |
622 | } |
549 | |
623 | |
550 | |
624 | |
551 | /* skill_ident() - this code is supposed to allow players to identify |
625 | /* skill_ident() - this code is supposed to allow players to identify |
552 | * classes of objects with the various "auto-ident" skills. Player must |
626 | * classes of objects with the various "auto-ident" skills. Player must |
… | |
… | |
556 | * more generalized. Right now, skill indices are embedded in this routine. |
630 | * more generalized. Right now, skill indices are embedded in this routine. |
557 | * Returns amount of experience gained (on successful ident). |
631 | * Returns amount of experience gained (on successful ident). |
558 | * - b.t. (thomas@astro.psu.edu) |
632 | * - b.t. (thomas@astro.psu.edu) |
559 | */ |
633 | */ |
560 | |
634 | |
|
|
635 | static int |
561 | static int do_skill_detect_curse(object *pl, object *skill) { |
636 | do_skill_detect_curse (object *pl, object *skill) |
|
|
637 | { |
562 | object *tmp; |
638 | object *tmp; |
563 | int success=0; |
639 | int success = 0; |
564 | |
640 | |
565 | for(tmp=pl->inv;tmp;tmp=tmp->below) |
641 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
566 | if (!tmp->invisible |
642 | if (!tmp->invisible |
567 | && !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && !QUERY_FLAG(tmp,FLAG_KNOWN_CURSED) |
643 | && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) |
568 | && (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) && |
644 | && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) |
569 | tmp->item_power < skill->level) { |
645 | { |
570 | SET_FLAG(tmp,FLAG_KNOWN_CURSED); |
646 | SET_FLAG (tmp, FLAG_KNOWN_CURSED); |
571 | esrv_update_item(UPD_FLAGS, pl, tmp); |
647 | esrv_update_item (UPD_FLAGS, pl, tmp); |
572 | success+= calc_skill_exp(pl,tmp, skill); |
648 | success += calc_skill_exp (pl, tmp, skill); |
573 | } |
649 | } |
574 | |
650 | |
575 | /* Check ground, too, but only objects the player could pick up */ |
651 | /* Check ground, too, but only objects the player could pick up */ |
576 | for(tmp=get_map_ob(pl->map,pl->x,pl->y);tmp;tmp=tmp->above) |
652 | for (tmp = get_map_ob (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
577 | if (can_pick(pl, tmp) && |
653 | if (can_pick (pl, tmp) && |
578 | !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && |
654 | !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && |
579 | !QUERY_FLAG(tmp,FLAG_KNOWN_CURSED) |
655 | !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) |
580 | && (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) && |
656 | && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) |
581 | tmp->item_power < skill->level) { |
657 | { |
582 | SET_FLAG(tmp,FLAG_KNOWN_CURSED); |
658 | SET_FLAG (tmp, FLAG_KNOWN_CURSED); |
583 | esrv_update_item(UPD_FLAGS, pl, tmp); |
659 | esrv_update_item (UPD_FLAGS, pl, tmp); |
584 | success+= calc_skill_exp(pl,tmp, skill); |
660 | success += calc_skill_exp (pl, tmp, skill); |
585 | } |
661 | } |
586 | |
662 | |
587 | return success; |
663 | return success; |
588 | } |
664 | } |
589 | |
665 | |
|
|
666 | static int |
590 | static int do_skill_detect_magic(object *pl, object *skill) { |
667 | do_skill_detect_magic (object *pl, object *skill) |
|
|
668 | { |
591 | object *tmp; |
669 | object *tmp; |
592 | int success=0; |
670 | int success = 0; |
593 | |
671 | |
594 | for(tmp=pl->inv;tmp;tmp=tmp->below) |
672 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
595 | if(!tmp->invisible |
673 | if (!tmp->invisible |
596 | && !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) |
674 | && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
597 | && (is_magical(tmp)) && tmp->item_power < skill->level) { |
675 | && (is_magical (tmp)) && tmp->item_power < skill->level) |
|
|
676 | { |
598 | SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); |
677 | SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); |
599 | esrv_update_item(UPD_FLAGS, pl, tmp); |
678 | esrv_update_item (UPD_FLAGS, pl, tmp); |
600 | success+=calc_skill_exp(pl,tmp, skill); |
679 | success += calc_skill_exp (pl, tmp, skill); |
601 | } |
680 | } |
602 | |
681 | |
603 | /* Check ground, too, but like above, only if the object can be picked up*/ |
682 | /* Check ground, too, but like above, only if the object can be picked up */ |
604 | for(tmp=get_map_ob(pl->map,pl->x,pl->y);tmp;tmp=tmp->above) |
683 | for (tmp = get_map_ob (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
605 | if (can_pick(pl, tmp) && |
684 | if (can_pick (pl, tmp) && |
606 | !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && |
685 | !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level) |
607 | !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) |
686 | { |
608 | && (is_magical(tmp)) && tmp->item_power < skill->level) { |
|
|
609 | SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); |
687 | SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); |
610 | esrv_update_item(UPD_FLAGS, pl, tmp); |
688 | esrv_update_item (UPD_FLAGS, pl, tmp); |
611 | success+=calc_skill_exp(pl,tmp, skill); |
689 | success += calc_skill_exp (pl, tmp, skill); |
612 | } |
690 | } |
613 | |
691 | |
614 | return success; |
692 | return success; |
615 | } |
693 | } |
616 | |
694 | |
617 | /* Helper function for do_skill_ident, so that we can loop |
695 | /* Helper function for do_skill_ident, so that we can loop |
618 | * over inventory AND objects on the ground conveniently. |
696 | * over inventory AND objects on the ground conveniently. |
619 | */ |
697 | */ |
|
|
698 | int |
620 | int do_skill_ident2(object *tmp,object *pl, int obj_class, object *skill) |
699 | do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) |
621 | { |
700 | { |
622 | int success = 0, chance; |
701 | int success = 0, chance; |
623 | int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; |
702 | int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; |
624 | |
703 | |
625 | if (!QUERY_FLAG (tmp,FLAG_IDENTIFIED) && !QUERY_FLAG (tmp,FLAG_NO_SKILL_IDENT) |
704 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT) |
626 | && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class) |
705 | && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class) |
627 | { |
706 | { |
628 | chance = die_roll(3, 10, pl, PREFER_LOW) - 3 |
707 | chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1); |
629 | + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1); |
|
|
630 | |
708 | |
631 | if (skill_value >= chance) |
709 | if (skill_value >= chance) |
632 | { |
710 | { |
633 | identify(tmp); |
711 | identify (tmp); |
634 | |
712 | |
635 | if (pl->type==PLAYER) |
713 | if (pl->type == PLAYER) |
636 | { |
714 | { |
637 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl)); |
715 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl)); |
638 | |
716 | |
639 | if (tmp->msg) |
717 | if (tmp->msg) |
640 | { |
718 | { |
641 | new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); |
719 | new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); |
642 | new_draw_info(NDI_UNIQUE, 0,pl, tmp->msg); |
720 | new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); |
643 | } |
721 | } |
644 | |
722 | |
645 | /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */ |
723 | /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */ |
646 | if (tmp->map) |
724 | if (tmp->map) |
647 | esrv_send_item (pl, tmp); |
725 | esrv_send_item (pl, tmp); |
648 | } |
726 | } |
649 | success += calc_skill_exp(pl,tmp, skill); |
727 | success += calc_skill_exp (pl, tmp, skill); |
650 | } |
728 | } |
651 | else |
729 | else |
652 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); |
730 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); |
653 | } |
731 | } |
654 | |
732 | |
655 | return success; |
733 | return success; |
656 | } |
734 | } |
657 | |
735 | |
658 | /* do_skill_ident() - workhorse for skill_ident() -b.t. |
736 | /* do_skill_ident() - workhorse for skill_ident() -b.t. |
659 | */ |
737 | */ |
|
|
738 | static int |
660 | static int do_skill_ident(object *pl, int obj_class, object *skill) { |
739 | do_skill_ident (object *pl, int obj_class, object *skill) |
|
|
740 | { |
661 | object *tmp; |
741 | object *tmp; |
662 | int success=0; |
742 | int success = 0; |
663 | |
743 | |
664 | for(tmp=pl->inv;tmp;tmp=tmp->below) |
744 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
665 | success+=do_skill_ident2(tmp,pl,obj_class, skill); |
745 | success += do_skill_ident2 (tmp, pl, obj_class, skill); |
666 | /* check the ground */ |
746 | /* check the ground */ |
667 | |
747 | |
668 | for(tmp=get_map_ob(pl->map,pl->x,pl->y);tmp;tmp=tmp->above) |
748 | for (tmp = get_map_ob (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
669 | success+=do_skill_ident2(tmp,pl,obj_class, skill); |
749 | success += do_skill_ident2 (tmp, pl, obj_class, skill); |
670 | |
750 | |
671 | return success; |
751 | return success; |
672 | } |
752 | } |
673 | |
753 | |
|
|
754 | int |
674 | int skill_ident(object *pl, object *skill) { |
755 | skill_ident (object *pl, object *skill) |
|
|
756 | { |
675 | int success=0; |
757 | int success = 0; |
676 | |
758 | |
677 | if(pl->type != PLAYER) return 0; /* only players will skill-identify */ |
759 | if (pl->type != PLAYER) |
|
|
760 | return 0; /* only players will skill-identify */ |
678 | |
761 | |
679 | new_draw_info(NDI_UNIQUE, 0,pl,"You look at the objects nearby..."); |
762 | new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby..."); |
680 | |
763 | |
681 | switch (skill->subtype) { |
764 | switch (skill->subtype) |
|
|
765 | { |
682 | case SK_SMITHERY: |
766 | case SK_SMITHERY: |
683 | success += do_skill_ident(pl,WEAPON, skill) + do_skill_ident(pl,ARMOUR, skill) |
767 | success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill) |
684 | + do_skill_ident(pl,BRACERS,skill) + do_skill_ident(pl,CLOAK,skill) |
768 | + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill) |
685 | + do_skill_ident(pl,BOOTS,skill) + do_skill_ident(pl,SHIELD,skill) |
769 | + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill) |
686 | + do_skill_ident(pl,GIRDLE,skill) + do_skill_ident(pl,HELMET,skill) |
770 | + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill); |
687 | + do_skill_ident(pl,GLOVES,skill); |
|
|
688 | break; |
771 | break; |
689 | |
772 | |
690 | case SK_BOWYER: |
773 | case SK_BOWYER: |
691 | success += do_skill_ident(pl,BOW,skill) + do_skill_ident(pl,ARROW,skill); |
774 | success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill); |
692 | break; |
775 | break; |
693 | |
776 | |
694 | case SK_ALCHEMY: |
777 | case SK_ALCHEMY: |
695 | success += do_skill_ident(pl,POTION,skill) + do_skill_ident(pl,POISON,skill) |
778 | success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill) |
696 | + do_skill_ident(pl,CONTAINER,skill) |
779 | + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill); |
697 | + do_skill_ident(pl,DRINK,skill) + do_skill_ident(pl,INORGANIC,skill); |
|
|
698 | break; |
780 | break; |
699 | |
781 | |
700 | case SK_WOODSMAN: |
782 | case SK_WOODSMAN: |
701 | success += do_skill_ident(pl,FOOD,skill) + do_skill_ident(pl,DRINK,skill) |
783 | success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill); |
702 | + do_skill_ident(pl,FLESH,skill); |
|
|
703 | break; |
784 | break; |
704 | |
785 | |
705 | case SK_JEWELER: |
786 | case SK_JEWELER: |
706 | success += do_skill_ident(pl,GEM,skill) + do_skill_ident(pl,RING,skill) + |
787 | success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill); |
707 | do_skill_ident(pl,AMULET,skill); |
|
|
708 | break; |
788 | break; |
709 | |
789 | |
710 | case SK_LITERACY: |
790 | case SK_LITERACY: |
711 | success += do_skill_ident(pl,SPELLBOOK,skill) |
791 | success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill); |
712 | + do_skill_ident(pl,SCROLL,skill) + do_skill_ident(pl,BOOK,skill); |
|
|
713 | break; |
792 | break; |
714 | |
793 | |
715 | case SK_THAUMATURGY: |
794 | case SK_THAUMATURGY: |
716 | success += do_skill_ident(pl,WAND,skill) + do_skill_ident(pl,ROD,skill) |
795 | success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill); |
717 | + do_skill_ident(pl,HORN,skill); |
|
|
718 | break; |
796 | break; |
719 | |
797 | |
720 | case SK_DET_CURSE: |
798 | case SK_DET_CURSE: |
721 | success = do_skill_detect_curse(pl,skill); |
799 | success = do_skill_detect_curse (pl, skill); |
722 | if(success) |
800 | if (success) |
723 | new_draw_info(NDI_UNIQUE, 0,pl,"...and discover cursed items!"); |
801 | new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); |
724 | break; |
802 | break; |
725 | |
803 | |
726 | case SK_DET_MAGIC: |
804 | case SK_DET_MAGIC: |
727 | success = do_skill_detect_magic(pl,skill); |
805 | success = do_skill_detect_magic (pl, skill); |
728 | if(success) |
806 | if (success) |
729 | new_draw_info(NDI_UNIQUE, 0,pl, |
|
|
730 | "...and discover items imbued with mystic forces!"); |
807 | new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!"); |
731 | break; |
808 | break; |
732 | |
809 | |
733 | default: |
810 | default: |
734 | LOG(llevError,"Error: bad call to skill_ident()\n"); |
811 | LOG (llevError, "Error: bad call to skill_ident()\n"); |
735 | return 0; |
812 | return 0; |
736 | break; |
813 | break; |
737 | } |
814 | } |
738 | if(!success) { |
815 | if (!success) |
|
|
816 | { |
739 | new_draw_info(NDI_UNIQUE, 0,pl,"...and learn nothing more."); |
817 | new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); |
740 | } |
818 | } |
741 | return success; |
819 | return success; |
742 | } |
820 | } |
743 | |
821 | |
744 | |
822 | |
745 | /* players using this skill can 'charm' a monster -- |
823 | /* players using this skill can 'charm' a monster -- |
746 | * into working for them. It can only be used on |
824 | * into working for them. It can only be used on |
747 | * non-special (see below) 'neutral' creatures. |
825 | * non-special (see below) 'neutral' creatures. |
748 | * -b.t. (thomas@astro.psu.edu) |
826 | * -b.t. (thomas@astro.psu.edu) |
749 | */ |
827 | */ |
750 | |
828 | |
|
|
829 | int |
751 | int use_oratory(object *pl, int dir, object *skill) { |
830 | use_oratory (object *pl, int dir, object *skill) |
|
|
831 | { |
752 | sint16 x=pl->x+freearr_x[dir],y=pl->y+freearr_y[dir]; |
832 | sint16 x = pl->x + freearr_x[dir], y = pl->y + freearr_y[dir]; |
753 | int mflags,chance; |
833 | int mflags, chance; |
754 | object *tmp; |
834 | object *tmp; |
755 | mapstruct *m; |
835 | mapstruct *m; |
756 | |
836 | |
757 | if(pl->type!=PLAYER) return 0; /* only players use this skill */ |
837 | if (pl->type != PLAYER) |
|
|
838 | return 0; /* only players use this skill */ |
758 | m = pl->map; |
839 | m = pl->map; |
759 | mflags =get_map_flags(m, &m, x,y, &x, &y); |
840 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
760 | if (mflags & P_OUT_OF_MAP) return 0; |
841 | if (mflags & P_OUT_OF_MAP) |
|
|
842 | return 0; |
761 | |
843 | |
762 | /* Save some processing - we have the flag already anyways |
844 | /* Save some processing - we have the flag already anyways |
763 | */ |
845 | */ |
764 | if (!(mflags & P_IS_ALIVE)) { |
846 | if (!(mflags & P_IS_ALIVE)) |
|
|
847 | { |
765 | new_draw_info(NDI_UNIQUE, 0, pl, "There is nothing to orate to."); |
848 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); |
|
|
849 | return 0; |
|
|
850 | } |
|
|
851 | |
|
|
852 | for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) |
|
|
853 | { |
|
|
854 | /* can't persuade players - return because there is nothing else |
|
|
855 | * on that space to charm. Same for multi space monsters and |
|
|
856 | * special monsters - we don't allow them to be charmed, and there |
|
|
857 | * is no reason to do further processing since they should be the |
|
|
858 | * only monster on the space. |
|
|
859 | */ |
|
|
860 | if (tmp->type == PLAYER) |
766 | return 0; |
861 | return 0; |
767 | } |
|
|
768 | |
|
|
769 | for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { |
|
|
770 | /* can't persuade players - return because there is nothing else |
|
|
771 | * on that space to charm. Same for multi space monsters and |
|
|
772 | * special monsters - we don't allow them to be charmed, and there |
|
|
773 | * is no reason to do further processing since they should be the |
|
|
774 | * only monster on the space. |
|
|
775 | */ |
|
|
776 | if(tmp->type==PLAYER) return 0; |
|
|
777 | if(tmp->more || tmp->head) return 0; |
862 | if (tmp->more || tmp->head) |
778 | if(tmp->msg) return 0; |
|
|
779 | |
|
|
780 | if(QUERY_FLAG(tmp,FLAG_MONSTER)) break; |
|
|
781 | } |
|
|
782 | |
|
|
783 | if (!tmp) { |
|
|
784 | new_draw_info(NDI_UNIQUE, 0, pl, "There is nothing to orate to."); |
|
|
785 | return 0; |
863 | return 0; |
|
|
864 | if (tmp->msg) |
|
|
865 | return 0; |
|
|
866 | |
|
|
867 | if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
|
|
868 | break; |
|
|
869 | } |
|
|
870 | |
|
|
871 | if (!tmp) |
786 | } |
872 | { |
|
|
873 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); |
|
|
874 | return 0; |
|
|
875 | } |
787 | |
876 | |
788 | new_draw_info_format(NDI_UNIQUE, |
877 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp)); |
789 | 0,pl, "You orate to the %s.",query_name(tmp)); |
|
|
790 | |
878 | |
791 | /* the following conditions limit who may be 'charmed' */ |
879 | /* the following conditions limit who may be 'charmed' */ |
792 | |
880 | |
793 | /* it's hostile! */ |
881 | /* it's hostile! */ |
794 | if(!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE) && !QUERY_FLAG(tmp, FLAG_FRIENDLY)) { |
882 | if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
795 | new_draw_info_format(NDI_UNIQUE, 0,pl, |
883 | { |
796 | "Too bad the %s isn't listening!\n",query_name(tmp)); |
884 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); |
797 | return 0; |
885 | return 0; |
798 | } |
886 | } |
799 | |
887 | |
800 | /* it's already allied! */ |
888 | /* it's already allied! */ |
801 | if(QUERY_FLAG(tmp,FLAG_FRIENDLY)&&(tmp->attack_movement==PETMOVE)){ |
889 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && (tmp->attack_movement == PETMOVE)) |
|
|
890 | { |
802 | if(get_owner(tmp)==pl) { |
891 | if (get_owner (tmp) == pl) |
803 | new_draw_info(NDI_UNIQUE, 0,pl, |
892 | { |
804 | "Your follower loves your speech.\n"); |
893 | new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); |
805 | return 0; |
894 | return 0; |
|
|
895 | } |
806 | } else if (skill->level > tmp->level) { |
896 | else if (skill->level > tmp->level) |
|
|
897 | { |
807 | /* you steal the follower. Perhaps we should really look at the |
898 | /* you steal the follower. Perhaps we should really look at the |
808 | * level of the owner above? |
899 | * level of the owner above? |
809 | */ |
900 | */ |
810 | set_owner(tmp,pl); |
901 | set_owner (tmp, pl); |
811 | new_draw_info_format(NDI_UNIQUE, 0,pl, |
902 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp)); |
812 | "You convince the %s to follow you instead!\n", |
|
|
813 | query_name(tmp)); |
|
|
814 | /* Abuse fix - don't give exp since this can otherwise |
903 | /* Abuse fix - don't give exp since this can otherwise |
815 | * be used by a couple players to gets lots of exp. |
904 | * be used by a couple players to gets lots of exp. |
816 | */ |
905 | */ |
817 | return 0; |
906 | return 0; |
|
|
907 | } |
818 | } else { |
908 | else |
|
|
909 | { |
819 | /* In this case, you can't steal it from the other player */ |
910 | /* In this case, you can't steal it from the other player */ |
820 | return 0; |
911 | return 0; |
821 | } |
912 | } |
822 | } /* Creature was already a pet of someone */ |
913 | } /* Creature was already a pet of someone */ |
823 | |
914 | |
824 | chance=skill->level*2+(pl->stats.Cha-2*tmp->stats.Int)/2; |
915 | chance = skill->level * 2 + (pl->stats.Cha - 2 * tmp->stats.Int) / 2; |
825 | |
916 | |
826 | /* Ok, got a 'sucker' lets try to make them a follower */ |
917 | /* Ok, got a 'sucker' lets try to make them a follower */ |
827 | if(chance>0 && tmp->level<(random_roll(0, chance-1, pl, PREFER_HIGH)-1)) { |
918 | if (chance > 0 && tmp->level < (random_roll (0, chance - 1, pl, PREFER_HIGH) - 1)) |
828 | new_draw_info_format(NDI_UNIQUE, 0,pl, |
919 | { |
829 | "You convince the %s to become your follower.\n", |
920 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); |
830 | query_name(tmp)); |
|
|
831 | |
921 | |
832 | set_owner(tmp,pl); |
922 | set_owner (tmp, pl); |
833 | tmp->stats.exp = 0; |
923 | tmp->stats.exp = 0; |
834 | add_friendly_object(tmp); |
924 | add_friendly_object (tmp); |
835 | SET_FLAG(tmp,FLAG_FRIENDLY); |
925 | SET_FLAG (tmp, FLAG_FRIENDLY); |
836 | tmp->attack_movement = PETMOVE; |
926 | tmp->attack_movement = PETMOVE; |
837 | return calc_skill_exp(pl,tmp, skill); |
927 | return calc_skill_exp (pl, tmp, skill); |
838 | } |
928 | } |
839 | /* Charm failed. Creature may be angry now */ |
929 | /* Charm failed. Creature may be angry now */ |
840 | else if((skill->level+((pl->stats.Cha-10)/2)) < random_roll(1, 2*tmp->level, pl, PREFER_LOW)) { |
930 | else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW)) |
841 | new_draw_info_format(NDI_UNIQUE, 0,pl, |
931 | { |
842 | "Your speech angers the %s!\n",query_name(tmp)); |
932 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); |
843 | if(QUERY_FLAG(tmp,FLAG_FRIENDLY)) { |
933 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
|
|
934 | { |
844 | CLEAR_FLAG(tmp,FLAG_FRIENDLY); |
935 | CLEAR_FLAG (tmp, FLAG_FRIENDLY); |
845 | remove_friendly_object(tmp); |
936 | remove_friendly_object (tmp); |
846 | tmp->attack_movement = 0; /* needed? */ |
937 | tmp->attack_movement = 0; /* needed? */ |
847 | } |
938 | } |
848 | CLEAR_FLAG(tmp,FLAG_UNAGGRESSIVE); |
939 | CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
849 | } |
940 | } |
850 | return 0; /* Fall through - if we get here, we didn't charm anything */ |
941 | return 0; /* Fall through - if we get here, we didn't charm anything */ |
851 | } |
942 | } |
852 | |
943 | |
853 | /* Singing() -this skill allows the player to pacify nearby creatures. |
944 | /* Singing() -this skill allows the player to pacify nearby creatures. |
854 | * There are few limitations on who/what kind of |
945 | * There are few limitations on who/what kind of |
855 | * non-player creatures that may be pacified. Right now, a player |
946 | * non-player creatures that may be pacified. Right now, a player |
… | |
… | |
858 | * may only pacify a creature once. |
949 | * may only pacify a creature once. |
859 | * BTW, I appologize for the naming of the skill, I couldnt think |
950 | * BTW, I appologize for the naming of the skill, I couldnt think |
860 | * of anything better! -b.t. |
951 | * of anything better! -b.t. |
861 | */ |
952 | */ |
862 | |
953 | |
|
|
954 | int |
863 | int singing(object *pl, int dir, object *skill) { |
955 | singing (object *pl, int dir, object *skill) |
|
|
956 | { |
864 | int i,exp = 0,chance, mflags; |
957 | int i, exp = 0, chance, mflags; |
865 | object *tmp; |
958 | object *tmp; |
866 | mapstruct *m; |
959 | mapstruct *m; |
867 | sint16 x, y; |
960 | sint16 x, y; |
868 | |
961 | |
869 | if(pl->type!=PLAYER) return 0; /* only players use this skill */ |
962 | if (pl->type != PLAYER) |
|
|
963 | return 0; /* only players use this skill */ |
870 | |
964 | |
871 | new_draw_info_format(NDI_UNIQUE,0,pl, "You sing."); |
965 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); |
872 | for(i=0;i<MIN(skill->level,SIZEOFFREE);i++) { |
966 | for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++) |
|
|
967 | { |
873 | x = pl->x+freearr_x[i]; |
968 | x = pl->x + freearr_x[i]; |
874 | y = pl->y+freearr_y[i]; |
969 | y = pl->y + freearr_y[i]; |
875 | m = pl->map; |
970 | m = pl->map; |
876 | |
971 | |
877 | mflags =get_map_flags(m, &m, x,y, &x, &y); |
972 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
878 | if (mflags & P_OUT_OF_MAP) continue; |
973 | if (mflags & P_OUT_OF_MAP) |
|
|
974 | continue; |
879 | if (!(mflags & P_IS_ALIVE)) continue; |
975 | if (!(mflags & P_IS_ALIVE)) |
|
|
976 | continue; |
880 | |
977 | |
881 | for(tmp=get_map_ob(m, x, y); tmp;tmp=tmp->above) { |
978 | for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) |
|
|
979 | { |
882 | if(QUERY_FLAG(tmp,FLAG_MONSTER)) break; |
980 | if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
|
|
981 | break; |
883 | /* can't affect players */ |
982 | /* can't affect players */ |
884 | if(tmp->type==PLAYER) break; |
983 | if (tmp->type == PLAYER) |
|
|
984 | break; |
885 | } |
985 | } |
886 | |
986 | |
887 | /* Whole bunch of checks to see if this is a type of monster that would |
987 | /* Whole bunch of checks to see if this is a type of monster that would |
888 | * listen to singing. |
988 | * listen to singing. |
889 | */ |
989 | */ |
890 | if (tmp && QUERY_FLAG(tmp, FLAG_MONSTER) && |
990 | if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */ |
891 | !QUERY_FLAG(tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */ |
|
|
892 | !QUERY_FLAG(tmp, FLAG_SPLITTING) && /* no ears */ |
991 | !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */ |
893 | !QUERY_FLAG(tmp, FLAG_HITBACK) && /* was here before */ |
992 | !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */ |
894 | (tmp->level <= skill->level) && |
993 | (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */ |
895 | (!tmp->head) && |
|
|
896 | !QUERY_FLAG(tmp, FLAG_UNDEAD) && |
994 | !QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
897 | !QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE) && /* already calm */ |
995 | { /* already calm */ |
898 | !QUERY_FLAG(tmp,FLAG_FRIENDLY)) { /* already calm */ |
|
|
899 | |
996 | |
900 | /* stealing isn't really related (although, maybe it should |
997 | /* stealing isn't really related (although, maybe it should |
901 | * be). This is mainly to prevent singing to the same monster |
998 | * be). This is mainly to prevent singing to the same monster |
902 | * over and over again and getting exp for it. |
999 | * over and over again and getting exp for it. |
903 | */ |
1000 | */ |
904 | chance=skill->level*2+(pl->stats.Cha-5-tmp->stats.Int)/2; |
1001 | chance = skill->level * 2 + (pl->stats.Cha - 5 - tmp->stats.Int) / 2; |
905 | if(chance && tmp->level*2<random_roll(0, chance-1, pl, PREFER_HIGH)) { |
1002 | if (chance && tmp->level * 2 < random_roll (0, chance - 1, pl, PREFER_HIGH)) |
|
|
1003 | { |
906 | SET_FLAG(tmp,FLAG_UNAGGRESSIVE); |
1004 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
907 | new_draw_info_format(NDI_UNIQUE, 0,pl, |
1005 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp)); |
908 | "You calm down the %s\n",query_name(tmp)); |
|
|
909 | /* Give exp only if they are not aware */ |
1006 | /* Give exp only if they are not aware */ |
910 | if(!QUERY_FLAG(tmp,FLAG_NO_STEAL)) |
1007 | if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) |
911 | exp += calc_skill_exp(pl,tmp, skill); |
1008 | exp += calc_skill_exp (pl, tmp, skill); |
912 | SET_FLAG(tmp,FLAG_NO_STEAL); |
1009 | SET_FLAG (tmp, FLAG_NO_STEAL); |
913 | } else { |
|
|
914 | new_draw_info_format(NDI_UNIQUE, 0,pl, |
|
|
915 | "Too bad the %s isn't listening!\n",query_name(tmp)); |
|
|
916 | SET_FLAG(tmp,FLAG_NO_STEAL); |
|
|
917 | } |
1010 | } |
|
|
1011 | else |
|
|
1012 | { |
|
|
1013 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); |
|
|
1014 | SET_FLAG (tmp, FLAG_NO_STEAL); |
918 | } |
1015 | } |
|
|
1016 | } |
919 | } |
1017 | } |
920 | return exp; |
1018 | return exp; |
921 | } |
1019 | } |
922 | |
1020 | |
923 | /* The find_traps skill (aka, search). Checks for traps |
1021 | /* The find_traps skill (aka, search). Checks for traps |
924 | * on the spaces or in certain objects |
1022 | * on the spaces or in certain objects |
925 | */ |
1023 | */ |
926 | |
1024 | |
|
|
1025 | int |
927 | int find_traps (object *pl, object *skill) { |
1026 | find_traps (object *pl, object *skill) |
|
|
1027 | { |
928 | object *tmp,*tmp2; |
1028 | object *tmp, *tmp2; |
929 | int i,expsum=0, mflags; |
1029 | int i, expsum = 0, mflags; |
930 | sint16 x,y; |
1030 | sint16 x, y; |
931 | mapstruct *m; |
1031 | mapstruct *m; |
932 | |
1032 | |
933 | /* First we search all around us for runes and traps, which are |
1033 | /* First we search all around us for runes and traps, which are |
934 | * all type RUNE |
1034 | * all type RUNE |
935 | */ |
1035 | */ |
936 | |
1036 | |
937 | for(i=0;i<9;i++) { |
1037 | for (i = 0; i < 9; i++) |
|
|
1038 | { |
938 | x = pl->x+freearr_x[i]; |
1039 | x = pl->x + freearr_x[i]; |
939 | y = pl->y+freearr_y[i]; |
1040 | y = pl->y + freearr_y[i]; |
940 | m = pl->map; |
1041 | m = pl->map; |
941 | |
1042 | |
942 | mflags =get_map_flags(m, &m, x,y, &x, &y); |
1043 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
943 | if (mflags & P_OUT_OF_MAP) continue; |
1044 | if (mflags & P_OUT_OF_MAP) |
|
|
1045 | continue; |
944 | |
1046 | |
945 | /* Check everything in the square for trapness */ |
1047 | /* Check everything in the square for trapness */ |
946 | for(tmp = get_map_ob(m, x, y); tmp!=NULL;tmp=tmp->above) { |
1048 | for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) |
|
|
1049 | { |
947 | |
1050 | |
948 | /* And now we'd better do an inventory traversal of each |
1051 | /* And now we'd better do an inventory traversal of each |
949 | * of these objects' inventory |
1052 | * of these objects' inventory |
950 | * We can narrow this down a bit - no reason to search through |
1053 | * We can narrow this down a bit - no reason to search through |
951 | * the players inventory or monsters for that matter. |
1054 | * the players inventory or monsters for that matter. |
952 | */ |
1055 | */ |
953 | if (tmp->type != PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) { |
1056 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
|
|
1057 | { |
954 | for(tmp2=tmp->inv;tmp2!=NULL;tmp2=tmp2->below) |
1058 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
955 | if(tmp2->type==RUNE || tmp2->type == TRAP) |
1059 | if (tmp2->type == RUNE || tmp2->type == TRAP) |
956 | if(trap_see(pl,tmp2)) { |
1060 | if (trap_see (pl, tmp2)) |
|
|
1061 | { |
957 | trap_show(tmp2,tmp); |
1062 | trap_show (tmp2, tmp); |
958 | if(tmp2->stats.Cha>1) { |
1063 | if (tmp2->stats.Cha > 1) |
959 | if (!tmp2->owner || tmp2->owner->type!=PLAYER) |
|
|
960 | expsum += calc_skill_exp(pl,tmp2, skill); |
|
|
961 | |
|
|
962 | tmp2->stats.Cha = 1; /* unhide the trap */ |
|
|
963 | } |
|
|
964 | } |
1064 | { |
965 | } |
|
|
966 | if((tmp->type==RUNE || tmp->type == TRAP) && trap_see(pl,tmp)) { |
|
|
967 | trap_show(tmp,tmp); |
|
|
968 | if(tmp->stats.Cha>1) { |
|
|
969 | if (!tmp->owner || tmp->owner->type!=PLAYER) |
1065 | if (!tmp2->owner || tmp2->owner->type != PLAYER) |
970 | expsum += calc_skill_exp(pl,tmp, skill); |
1066 | expsum += calc_skill_exp (pl, tmp2, skill); |
|
|
1067 | |
971 | tmp->stats.Cha = 1; /* unhide the trap */ |
1068 | tmp2->stats.Cha = 1; /* unhide the trap */ |
972 | } |
|
|
973 | } |
|
|
974 | } |
|
|
975 | } |
|
|
976 | new_draw_info(NDI_BLACK, 0, pl, "You search the area."); |
|
|
977 | return expsum; |
|
|
978 | } |
|
|
979 | |
|
|
980 | /* remove_trap() - This skill will disarm any previously discovered trap |
|
|
981 | * the algorithm is based (almost totally) on the old command_disarm() - b.t. |
|
|
982 | */ |
|
|
983 | |
|
|
984 | int remove_trap (object *op, int dir, object *skill) { |
|
|
985 | object *tmp,*tmp2; |
|
|
986 | int i,success=0,mflags; |
|
|
987 | mapstruct *m; |
|
|
988 | sint16 x,y; |
|
|
989 | |
|
|
990 | for(i=0;i<9;i++) { |
|
|
991 | x = op->x + freearr_x[i]; |
|
|
992 | y = op->y + freearr_y[i]; |
|
|
993 | m = op->map; |
|
|
994 | |
|
|
995 | mflags =get_map_flags(m, &m, x,y, &x, &y); |
|
|
996 | if (mflags & P_OUT_OF_MAP) continue; |
|
|
997 | |
|
|
998 | /* Check everything in the square for trapness */ |
|
|
999 | for(tmp = get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) { |
|
|
1000 | /* And now we'd better do an inventory traversal of each |
|
|
1001 | * of these objects inventory. Like above, only |
|
|
1002 | * do this for interesting objects. |
|
|
1003 | */ |
|
|
1004 | |
|
|
1005 | if (tmp->type != PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) { |
|
|
1006 | for(tmp2=tmp->inv;tmp2!=NULL;tmp2=tmp2->below) |
|
|
1007 | if((tmp2->type==RUNE || tmp2->type == TRAP) && tmp2->stats.Cha<=1) { |
|
|
1008 | trap_show(tmp2,tmp); |
|
|
1009 | if(trap_disarm(op,tmp2,1, skill) && (!tmp2->owner || tmp2->owner->type!=PLAYER)) { |
|
|
1010 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
|
|
1011 | success += calc_skill_exp(op,tmp2, skill); |
|
|
1012 | } |
1069 | } |
1013 | } |
1070 | } |
1014 | } |
1071 | } |
1015 | if((tmp->type==RUNE || tmp->type==TRAP) && tmp->stats.Cha<=1) { |
1072 | if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) |
|
|
1073 | { |
1016 | trap_show(tmp,tmp); |
1074 | trap_show (tmp, tmp); |
|
|
1075 | if (tmp->stats.Cha > 1) |
|
|
1076 | { |
1017 | if (trap_disarm(op,tmp,1,skill) && (!tmp->owner || tmp->owner->type!=PLAYER)) { |
1077 | if (!tmp->owner || tmp->owner->type != PLAYER) |
1018 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
|
|
1019 | success += calc_skill_exp(op,tmp,skill); |
1078 | expsum += calc_skill_exp (pl, tmp, skill); |
|
|
1079 | tmp->stats.Cha = 1; /* unhide the trap */ |
1020 | } |
1080 | } |
1021 | } |
1081 | } |
1022 | } |
1082 | } |
1023 | } |
1083 | } |
|
|
1084 | new_draw_info (NDI_BLACK, 0, pl, "You search the area."); |
|
|
1085 | return expsum; |
|
|
1086 | } |
|
|
1087 | |
|
|
1088 | /* remove_trap() - This skill will disarm any previously discovered trap |
|
|
1089 | * the algorithm is based (almost totally) on the old command_disarm() - b.t. |
|
|
1090 | */ |
|
|
1091 | |
|
|
1092 | int |
|
|
1093 | remove_trap (object *op, int dir, object *skill) |
|
|
1094 | { |
|
|
1095 | object *tmp, *tmp2; |
|
|
1096 | int i, success = 0, mflags; |
|
|
1097 | mapstruct *m; |
|
|
1098 | sint16 x, y; |
|
|
1099 | |
|
|
1100 | for (i = 0; i < 9; i++) |
|
|
1101 | { |
|
|
1102 | x = op->x + freearr_x[i]; |
|
|
1103 | y = op->y + freearr_y[i]; |
|
|
1104 | m = op->map; |
|
|
1105 | |
|
|
1106 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
1107 | if (mflags & P_OUT_OF_MAP) |
|
|
1108 | continue; |
|
|
1109 | |
|
|
1110 | /* Check everything in the square for trapness */ |
|
|
1111 | for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) |
|
|
1112 | { |
|
|
1113 | /* And now we'd better do an inventory traversal of each |
|
|
1114 | * of these objects inventory. Like above, only |
|
|
1115 | * do this for interesting objects. |
|
|
1116 | */ |
|
|
1117 | |
|
|
1118 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
|
|
1119 | { |
|
|
1120 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
|
|
1121 | if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) |
|
|
1122 | { |
|
|
1123 | trap_show (tmp2, tmp); |
|
|
1124 | if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) |
|
|
1125 | { |
|
|
1126 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
|
|
1127 | success += calc_skill_exp (op, tmp2, skill); |
|
|
1128 | } |
|
|
1129 | } |
|
|
1130 | } |
|
|
1131 | if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) |
|
|
1132 | { |
|
|
1133 | trap_show (tmp, tmp); |
|
|
1134 | if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) |
|
|
1135 | { |
|
|
1136 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
|
|
1137 | success += calc_skill_exp (op, tmp, skill); |
|
|
1138 | } |
|
|
1139 | } |
|
|
1140 | } |
|
|
1141 | } |
1024 | return success; |
1142 | return success; |
1025 | } |
1143 | } |
1026 | |
1144 | |
1027 | |
1145 | |
1028 | /* pray() - when this skill is called from do_skill(), it allows |
1146 | /* pray() - when this skill is called from do_skill(), it allows |
1029 | * the player to regain lost grace points at a faster rate. -b.t. |
1147 | * the player to regain lost grace points at a faster rate. -b.t. |
… | |
… | |
1031 | * such that if it returns true, player gets exp in that skill. This |
1149 | * such that if it returns true, player gets exp in that skill. This |
1032 | * the effect here can be done on demand, we probably don't want to |
1150 | * the effect here can be done on demand, we probably don't want to |
1033 | * give infinite exp by returning true in any cases. |
1151 | * give infinite exp by returning true in any cases. |
1034 | */ |
1152 | */ |
1035 | |
1153 | |
|
|
1154 | int |
1036 | int pray (object *pl, object *skill) { |
1155 | pray (object *pl, object *skill) |
|
|
1156 | { |
1037 | char buf[MAX_BUF]; |
1157 | char buf[MAX_BUF]; |
1038 | object *tmp; |
1158 | object *tmp; |
1039 | |
1159 | |
1040 | if(pl->type!=PLAYER) return 0; |
1160 | if (pl->type != PLAYER) |
1041 | |
|
|
1042 | strcpy(buf,"You pray."); |
|
|
1043 | |
|
|
1044 | /* Check all objects - we could stop at floor objects, |
|
|
1045 | * but if someone buries an altar, I don't see a problem with |
|
|
1046 | * going through all the objects, and it shouldn't be much slower |
|
|
1047 | * than extra checks on object attributes. |
|
|
1048 | */ |
|
|
1049 | for (tmp=pl->below; tmp!=NULL; tmp=tmp->below) { |
|
|
1050 | /* Only if the altar actually belongs to someone do you get special benefits */ |
|
|
1051 | if(tmp && tmp->type==HOLY_ALTAR && tmp->other_arch) { |
|
|
1052 | sprintf(buf,"You pray over the %s.", &tmp->name); |
|
|
1053 | pray_at_altar(pl,tmp, skill); |
|
|
1054 | break; /* Only pray at one altar */ |
|
|
1055 | } |
|
|
1056 | } |
|
|
1057 | |
|
|
1058 | new_draw_info(NDI_BLACK,0,pl,buf); |
|
|
1059 | |
|
|
1060 | if(pl->stats.grace < pl->stats.maxgrace) { |
|
|
1061 | pl->stats.grace++; |
|
|
1062 | pl->last_grace = -1; |
|
|
1063 | } |
|
|
1064 | return 0; |
1161 | return 0; |
|
|
1162 | |
|
|
1163 | strcpy (buf, "You pray."); |
|
|
1164 | |
|
|
1165 | /* Check all objects - we could stop at floor objects, |
|
|
1166 | * but if someone buries an altar, I don't see a problem with |
|
|
1167 | * going through all the objects, and it shouldn't be much slower |
|
|
1168 | * than extra checks on object attributes. |
|
|
1169 | */ |
|
|
1170 | for (tmp = pl->below; tmp != NULL; tmp = tmp->below) |
|
|
1171 | { |
|
|
1172 | /* Only if the altar actually belongs to someone do you get special benefits */ |
|
|
1173 | if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) |
|
|
1174 | { |
|
|
1175 | sprintf (buf, "You pray over the %s.", &tmp->name); |
|
|
1176 | pray_at_altar (pl, tmp, skill); |
|
|
1177 | break; /* Only pray at one altar */ |
|
|
1178 | } |
|
|
1179 | } |
|
|
1180 | |
|
|
1181 | new_draw_info (NDI_BLACK, 0, pl, buf); |
|
|
1182 | |
|
|
1183 | if (pl->stats.grace < pl->stats.maxgrace) |
|
|
1184 | { |
|
|
1185 | pl->stats.grace++; |
|
|
1186 | pl->last_grace = -1; |
|
|
1187 | } |
|
|
1188 | return 0; |
1065 | } |
1189 | } |
1066 | |
1190 | |
1067 | /* This skill allows the player to regain a few sp or hp for a |
1191 | /* This skill allows the player to regain a few sp or hp for a |
1068 | * brief period of concentration. No armour or weapons may be |
1192 | * brief period of concentration. No armour or weapons may be |
1069 | * wielded/applied for this to work. The amount of time needed |
1193 | * wielded/applied for this to work. The amount of time needed |
1070 | * to concentrate and the # of points regained is dependant on |
1194 | * to concentrate and the # of points regained is dependant on |
1071 | * the level of the user. - b.t. thomas@astro.psu.edu |
1195 | * the level of the user. - b.t. thomas@astro.psu.edu |
1072 | */ |
1196 | */ |
1073 | |
1197 | |
|
|
1198 | void |
1074 | void meditate (object *pl, object *skill) { |
1199 | meditate (object *pl, object *skill) |
|
|
1200 | { |
1075 | object *tmp; |
1201 | object *tmp; |
1076 | |
1202 | |
1077 | if(pl->type!=PLAYER) return; /* players only */ |
1203 | if (pl->type != PLAYER) |
|
|
1204 | return; /* players only */ |
1078 | |
1205 | |
1079 | /* check if pl has removed encumbering armour and weapons */ |
1206 | /* check if pl has removed encumbering armour and weapons */ |
1080 | if(QUERY_FLAG(pl,FLAG_READY_WEAPON) && (skill->level<6)) { |
1207 | if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6)) |
1081 | new_draw_info(NDI_UNIQUE,0,pl, |
1208 | { |
1082 | "You can't concentrate while wielding a weapon!\n"); |
1209 | new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n"); |
1083 | return; |
1210 | return; |
1084 | } else { |
1211 | } |
|
|
1212 | else |
|
|
1213 | { |
1085 | for(tmp=pl->inv;tmp;tmp=tmp->below) |
1214 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
1086 | if (( (tmp->type==ARMOUR && skill->level<12) |
1215 | if (((tmp->type == ARMOUR && skill->level < 12) |
1087 | || (tmp->type==HELMET && skill->level<10) |
1216 | || (tmp->type == HELMET && skill->level < 10) |
1088 | || (tmp->type==SHIELD && skill->level<6) |
1217 | || (tmp->type == SHIELD && skill->level < 6) |
1089 | || (tmp->type==BOOTS && skill->level<4) |
1218 | || (tmp->type == BOOTS && skill->level < 4) || (tmp->type == GLOVES && skill->level < 2)) && QUERY_FLAG (tmp, FLAG_APPLIED)) |
1090 | || (tmp->type==GLOVES && skill->level<2) ) |
1219 | { |
1091 | && QUERY_FLAG(tmp,FLAG_APPLIED)) { |
|
|
1092 | new_draw_info(NDI_UNIQUE,0,pl, |
|
|
1093 | "You can't concentrate while wearing so much armour!\n"); |
1220 | new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n"); |
1094 | return; |
1221 | return; |
1095 | } |
1222 | } |
1096 | } |
1223 | } |
1097 | |
1224 | |
1098 | /* ok let's meditate! Spell points are regained first, then once |
1225 | /* ok let's meditate! Spell points are regained first, then once |
1099 | * they are maxed we get back hp. Actual incrementing of values |
1226 | * they are maxed we get back hp. Actual incrementing of values |
1100 | * is handled by the do_some_living() (in player.c). This way magical |
1227 | * is handled by the do_some_living() (in player.c). This way magical |
1101 | * bonuses for healing/sp regeneration are included properly |
1228 | * bonuses for healing/sp regeneration are included properly |
1102 | * No matter what, we will eat up some playing time trying to |
1229 | * No matter what, we will eat up some playing time trying to |
1103 | * meditate. (see 'factor' variable for what sets the amount of time) |
1230 | * meditate. (see 'factor' variable for what sets the amount of time) |
1104 | */ |
1231 | */ |
1105 | |
1232 | |
1106 | new_draw_info(NDI_BLACK,0,pl, "You meditate."); |
1233 | new_draw_info (NDI_BLACK, 0, pl, "You meditate."); |
1107 | |
1234 | |
1108 | if(pl->stats.sp < pl->stats.maxsp) { |
1235 | if (pl->stats.sp < pl->stats.maxsp) |
|
|
1236 | { |
1109 | pl->stats.sp++; |
1237 | pl->stats.sp++; |
1110 | pl->last_sp = -1; |
1238 | pl->last_sp = -1; |
|
|
1239 | } |
1111 | } else if (pl->stats.hp < pl->stats.maxhp) { |
1240 | else if (pl->stats.hp < pl->stats.maxhp) |
|
|
1241 | { |
1112 | pl->stats.hp++; |
1242 | pl->stats.hp++; |
1113 | pl->last_heal = -1; |
1243 | pl->last_heal = -1; |
1114 | } |
1244 | } |
1115 | } |
1245 | } |
1116 | |
1246 | |
1117 | /* write_note() - this routine allows players to inscribe messages in |
1247 | /* write_note() - this routine allows players to inscribe messages in |
1118 | * ordinary 'books' (anything that is type BOOK). b.t. |
1248 | * ordinary 'books' (anything that is type BOOK). b.t. |
1119 | */ |
1249 | */ |
1120 | |
1250 | |
|
|
1251 | static int |
1121 | static int write_note(object *pl, object *item, const char *msg, object *skill) { |
1252 | write_note (object *pl, object *item, const char *msg, object *skill) |
|
|
1253 | { |
1122 | char buf[1024]; |
1254 | char buf[1024]; |
1123 | object *newBook = NULL; |
1255 | object *newBook = NULL; |
1124 | |
1256 | |
1125 | /* a pair of sanity checks */ |
1257 | /* a pair of sanity checks */ |
1126 | if(!item||item->type!=BOOK) return 0; |
1258 | if (!item || item->type != BOOK) |
|
|
1259 | return 0; |
1127 | |
1260 | |
1128 | if(!msg) { |
1261 | if (!msg) |
|
|
1262 | { |
1129 | new_draw_info(NDI_UNIQUE,0,pl,"No message to write!"); |
1263 | new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!"); |
1130 | new_draw_info_format(NDI_UNIQUE,0,pl,"Usage: use_skill %s <message>", &skill->skill); |
1264 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill); |
1131 | return 0; |
1265 | return 0; |
1132 | } |
1266 | } |
1133 | if (strcasestr_local(msg, "endmsg")) { |
1267 | if (strcasestr_local (msg, "endmsg")) |
|
|
1268 | { |
1134 | new_draw_info(NDI_UNIQUE,0,pl,"Trying to cheat now are we?"); |
1269 | new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?"); |
1135 | return 0; |
1270 | return 0; |
1136 | } |
1271 | } |
1137 | |
1272 | |
1138 | if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) |
1273 | if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) |
|
|
1274 | return strlen (msg); |
|
|
1275 | |
|
|
1276 | buf[0] = 0; |
|
|
1277 | if (!book_overflow (item->msg, msg, sizeof (buf))) |
|
|
1278 | { /* add msg string to book */ |
|
|
1279 | if (item->msg) |
|
|
1280 | strcpy (buf, item->msg); |
|
|
1281 | |
|
|
1282 | strcat (buf, msg); |
|
|
1283 | strcat (buf, "\n"); /* new msg needs a LF */ |
|
|
1284 | if (item->nrof > 1) |
|
|
1285 | { |
|
|
1286 | newBook = get_object (); |
|
|
1287 | copy_object (item, newBook); |
|
|
1288 | decrease_ob (item); |
|
|
1289 | esrv_send_item (pl, item); |
|
|
1290 | newBook->nrof = 1; |
|
|
1291 | newBook->msg = buf; |
|
|
1292 | newBook = insert_ob_in_ob (newBook, pl); |
|
|
1293 | esrv_send_item (pl, newBook); |
|
|
1294 | } |
|
|
1295 | else |
|
|
1296 | { |
|
|
1297 | item->msg = buf; |
|
|
1298 | /* This shouldn't be necessary - the object hasn't changed in any |
|
|
1299 | * visible way |
|
|
1300 | */ |
|
|
1301 | /* esrv_send_item(pl, item); */ |
|
|
1302 | } |
|
|
1303 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", query_short_name (item)); |
1139 | return strlen (msg); |
1304 | return strlen (msg); |
1140 | |
1305 | } |
1141 | buf[0] = 0; |
|
|
1142 | if(!book_overflow(item->msg,msg,sizeof (buf))) { /* add msg string to book */ |
|
|
1143 | if(item->msg) |
|
|
1144 | strcpy(buf,item->msg); |
|
|
1145 | |
|
|
1146 | strcat(buf,msg); |
|
|
1147 | strcat(buf,"\n"); /* new msg needs a LF */ |
|
|
1148 | if(item->nrof > 1) { |
|
|
1149 | newBook = get_object(); |
|
|
1150 | copy_object(item, newBook); |
|
|
1151 | decrease_ob(item); |
|
|
1152 | esrv_send_item(pl, item); |
|
|
1153 | newBook->nrof = 1; |
|
|
1154 | newBook->msg = buf; |
|
|
1155 | newBook = insert_ob_in_ob(newBook, pl); |
|
|
1156 | esrv_send_item(pl, newBook); |
|
|
1157 | } else { |
|
|
1158 | item->msg=buf; |
|
|
1159 | /* This shouldn't be necessary - the object hasn't changed in any |
|
|
1160 | * visible way |
|
|
1161 | */ |
|
|
1162 | /* esrv_send_item(pl, item);*/ |
|
|
1163 | } |
|
|
1164 | new_draw_info_format(NDI_UNIQUE,0,pl, "You write in the %s.", |
|
|
1165 | query_short_name(item)); |
|
|
1166 | return strlen(msg); |
|
|
1167 | } else |
1306 | else |
1168 | new_draw_info_format(NDI_UNIQUE,0,pl, |
1307 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item)); |
1169 | "Your message won't fit in the %s!", |
|
|
1170 | query_short_name(item)); |
|
|
1171 | |
1308 | |
1172 | return 0; |
1309 | return 0; |
1173 | } |
1310 | } |
1174 | |
1311 | |
1175 | /* write_scroll() - this routine allows players to inscribe spell scrolls |
1312 | /* write_scroll() - this routine allows players to inscribe spell scrolls |
1176 | * of spells which they know. Backfire effects are possible with the |
1313 | * of spells which they know. Backfire effects are possible with the |
1177 | * severity of the backlash correlated with the difficulty of the scroll |
1314 | * severity of the backlash correlated with the difficulty of the scroll |
1178 | * that is attempted. -b.t. thomas@astro.psu.edu |
1315 | * that is attempted. -b.t. thomas@astro.psu.edu |
1179 | */ |
1316 | */ |
1180 | |
1317 | |
|
|
1318 | static int |
1181 | static int write_scroll (object *pl, object *scroll, object *skill) { |
1319 | write_scroll (object *pl, object *scroll, object *skill) |
|
|
1320 | { |
1182 | int success=0,confused=0; |
1321 | int success = 0, confused = 0; |
1183 | object *newscroll, *chosen_spell, *tmp; |
1322 | object *newscroll, *chosen_spell, *tmp; |
1184 | |
1323 | |
1185 | /* this is a sanity check */ |
1324 | /* this is a sanity check */ |
1186 | if (scroll->type!=SCROLL) { |
1325 | if (scroll->type != SCROLL) |
|
|
1326 | { |
1187 | new_draw_info(NDI_UNIQUE,0,pl,"A spell can only be inscribed into a scroll!"); |
1327 | new_draw_info (NDI_UNIQUE, 0, pl, "A spell can only be inscribed into a scroll!"); |
1188 | return 0; |
1328 | return 0; |
1189 | } |
1329 | } |
1190 | |
1330 | |
1191 | /* Check if we are ready to attempt inscription */ |
1331 | /* Check if we are ready to attempt inscription */ |
1192 | chosen_spell=pl->contr->ranges[range_magic]; |
1332 | chosen_spell = pl->contr->ranges[range_magic]; |
1193 | if(!chosen_spell) { |
1333 | if (!chosen_spell) |
1194 | new_draw_info(NDI_UNIQUE,0,pl, |
1334 | { |
1195 | "You need a spell readied in order to inscribe!"); |
1335 | new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); |
1196 | return 0; |
1336 | return 0; |
1197 | } |
1337 | } |
1198 | if(SP_level_spellpoint_cost(pl,chosen_spell,SPELL_GRACE) > pl->stats.grace) { |
1338 | if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace) |
1199 | new_draw_info_format(NDI_UNIQUE,0,pl, |
1339 | { |
1200 | "You don't have enough grace to write a scroll of %s.", |
1340 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name); |
1201 | &chosen_spell->name); |
|
|
1202 | return 0; |
1341 | return 0; |
1203 | } |
1342 | } |
1204 | if(SP_level_spellpoint_cost(pl,chosen_spell,SPELL_MANA) > pl->stats.sp) { |
1343 | if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) |
1205 | new_draw_info_format(NDI_UNIQUE,0,pl, |
1344 | { |
1206 | "You don't have enough mana to write a scroll of %s.", |
1345 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); |
1207 | &chosen_spell->name); |
|
|
1208 | return 0; |
1346 | return 0; |
1209 | } |
1347 | } |
1210 | |
1348 | |
1211 | /* if there is a spell already on the scroll then player could easily |
1349 | /* if there is a spell already on the scroll then player could easily |
1212 | * accidently read it while trying to write the new one. give player |
1350 | * accidently read it while trying to write the new one. give player |
1213 | * a 50% chance to overwrite spell at their own level |
1351 | * a 50% chance to overwrite spell at their own level |
1214 | */ |
1352 | */ |
1215 | if((scroll->stats.sp || scroll->inv) && |
1353 | if ((scroll->stats.sp || scroll->inv) && random_roll (0, scroll->level * 2, pl, PREFER_LOW) > skill->level) |
1216 | random_roll(0, scroll->level*2, pl, PREFER_LOW)>skill->level) { |
1354 | { |
1217 | new_draw_info_format(NDI_UNIQUE,0,pl, |
1355 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Oops! You accidently read it while trying to write on it."); |
1218 | "Oops! You accidently read it while trying to write on it."); |
|
|
1219 | manual_apply(pl,scroll,0); |
1356 | manual_apply (pl, scroll, 0); |
|
|
1357 | return 0; |
|
|
1358 | } |
|
|
1359 | |
|
|
1360 | /* ok, we are ready to try inscription */ |
|
|
1361 | if (QUERY_FLAG (pl, FLAG_CONFUSED)) |
|
|
1362 | confused = 1; |
|
|
1363 | |
|
|
1364 | /* Lost mana/grace no matter what */ |
|
|
1365 | pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); |
|
|
1366 | pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA); |
|
|
1367 | |
|
|
1368 | if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) |
|
|
1369 | { |
|
|
1370 | if (scroll->nrof > 1) |
|
|
1371 | { |
|
|
1372 | newscroll = get_object (); |
|
|
1373 | copy_object (scroll, newscroll); |
|
|
1374 | decrease_ob (scroll); |
|
|
1375 | newscroll->nrof = 1; |
|
|
1376 | } |
|
|
1377 | else |
|
|
1378 | { |
|
|
1379 | newscroll = scroll; |
|
|
1380 | } |
|
|
1381 | |
|
|
1382 | if (!confused) |
|
|
1383 | { |
|
|
1384 | newscroll->level = MAX (skill->level, chosen_spell->level); |
|
|
1385 | new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll."); |
|
|
1386 | } |
|
|
1387 | else |
|
|
1388 | { |
|
|
1389 | chosen_spell = find_random_spell_in_ob (pl, NULL); |
|
|
1390 | if (!chosen_spell) |
1220 | return 0; |
1391 | return 0; |
1221 | } |
|
|
1222 | |
1392 | |
1223 | /* ok, we are ready to try inscription */ |
|
|
1224 | if(QUERY_FLAG(pl,FLAG_CONFUSED)) confused = 1; |
|
|
1225 | |
|
|
1226 | /* Lost mana/grace no matter what */ |
|
|
1227 | pl->stats.grace-=SP_level_spellpoint_cost(pl,chosen_spell,SPELL_GRACE); |
|
|
1228 | pl->stats.sp-=SP_level_spellpoint_cost(pl,chosen_spell,SPELL_MANA); |
|
|
1229 | |
|
|
1230 | if (random_roll(0, chosen_spell->level*4-1, pl, PREFER_LOW) < skill->level) { |
|
|
1231 | if (scroll->nrof > 1) { |
|
|
1232 | newscroll = get_object(); |
|
|
1233 | copy_object(scroll, newscroll); |
|
|
1234 | decrease_ob(scroll); |
|
|
1235 | newscroll->nrof = 1; |
|
|
1236 | } else { |
|
|
1237 | newscroll = scroll; |
|
|
1238 | } |
|
|
1239 | |
|
|
1240 | if(!confused) { |
|
|
1241 | newscroll->level= MAX(skill->level, chosen_spell->level); |
1393 | newscroll->level = MAX (skill->level, chosen_spell->level); |
1242 | new_draw_info(NDI_UNIQUE,0,pl, |
|
|
1243 | "You succeed in writing a new scroll."); |
|
|
1244 | } else { |
|
|
1245 | chosen_spell = find_random_spell_in_ob(pl, NULL); |
|
|
1246 | if (!chosen_spell) return 0; |
|
|
1247 | |
|
|
1248 | newscroll->level= MAX(skill->level, chosen_spell->level); |
|
|
1249 | new_draw_info(NDI_UNIQUE,0,pl, |
|
|
1250 | "In your confused state, you write down some odd spell."); |
1394 | new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell."); |
1251 | } |
1395 | } |
1252 | |
1396 | |
1253 | if (newscroll->inv) { |
1397 | if (newscroll->inv) |
|
|
1398 | { |
1254 | object *ninv; |
1399 | object *ninv; |
1255 | |
1400 | |
1256 | ninv = newscroll->inv; |
1401 | ninv = newscroll->inv; |
1257 | remove_ob(ninv); |
1402 | remove_ob (ninv); |
1258 | free_object(ninv); |
1403 | free_object (ninv); |
1259 | } |
1404 | } |
1260 | tmp = get_object(); |
1405 | tmp = get_object (); |
1261 | copy_object(chosen_spell, tmp); |
1406 | copy_object (chosen_spell, tmp); |
1262 | insert_ob_in_ob(tmp, newscroll); |
1407 | insert_ob_in_ob (tmp, newscroll); |
1263 | |
1408 | |
1264 | /* Same code as from treasure.c - so they can better merge. |
1409 | /* Same code as from treasure.c - so they can better merge. |
1265 | * if players want to sell them, so be it. |
1410 | * if players want to sell them, so be it. |
1266 | */ |
1411 | */ |
1267 | newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * |
1412 | newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); |
1268 | (newscroll->level +50) / (newscroll->inv->level + 50); |
|
|
1269 | newscroll->stats.exp = newscroll->value/5; |
1413 | newscroll->stats.exp = newscroll->value / 5; |
1270 | |
1414 | |
1271 | /* wait until finished manipulating the scroll before inserting it */ |
1415 | /* wait until finished manipulating the scroll before inserting it */ |
1272 | if (newscroll == scroll) |
1416 | if (newscroll == scroll) |
1273 | { |
1417 | { |
1274 | /* Remove to correctly merge with other items which may exist in inventory */ |
1418 | /* Remove to correctly merge with other items which may exist in inventory */ |
1275 | remove_ob(newscroll); |
1419 | remove_ob (newscroll); |
1276 | esrv_del_item(pl->contr,newscroll->count); |
1420 | esrv_del_item (pl->contr, newscroll->count); |
1277 | } |
1421 | } |
1278 | newscroll=insert_ob_in_ob(newscroll,pl); |
1422 | newscroll = insert_ob_in_ob (newscroll, pl); |
1279 | esrv_send_item(pl, newscroll); |
1423 | esrv_send_item (pl, newscroll); |
1280 | success = calc_skill_exp(pl,newscroll, skill); |
1424 | success = calc_skill_exp (pl, newscroll, skill); |
|
|
1425 | if (!confused) |
1281 | if(!confused) success *= 2; |
1426 | success *= 2; |
1282 | success = success * skill->level; |
1427 | success = success * skill->level; |
1283 | return success; |
1428 | return success; |
1284 | |
1429 | |
1285 | } else { /* Inscription has failed */ |
1430 | } |
|
|
1431 | else |
|
|
1432 | { /* Inscription has failed */ |
1286 | |
1433 | |
1287 | if(chosen_spell->level>skill->level || confused) { /*backfire!*/ |
1434 | if (chosen_spell->level > skill->level || confused) |
1288 | new_draw_info(NDI_UNIQUE,0,pl, |
1435 | { /*backfire! */ |
1289 | "Ouch! Your attempt to write a new scroll strains your mind!"); |
1436 | new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); |
1290 | if(random_roll(0, 1, pl, PREFER_LOW)==1) |
1437 | if (random_roll (0, 1, pl, PREFER_LOW) == 1) |
1291 | drain_specific_stat(pl,4); |
1438 | drain_specific_stat (pl, 4); |
1292 | else { |
1439 | else |
|
|
1440 | { |
1293 | confuse_player(pl,pl,99); |
1441 | confuse_player (pl, pl, 99); |
1294 | return (-30*chosen_spell->level); |
1442 | return (-30 * chosen_spell->level); |
1295 | } |
1443 | } |
|
|
1444 | } |
1296 | } else if(random_roll(0, pl->stats.Int-1, pl, PREFER_HIGH) < 15) { |
1445 | else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) |
1297 | new_draw_info(NDI_UNIQUE,0,pl, |
1446 | { |
1298 | "Your attempt to write a new scroll rattles your mind!"); |
1447 | new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind!"); |
1299 | confuse_player(pl,pl,99); |
1448 | confuse_player (pl, pl, 99); |
|
|
1449 | } |
1300 | } else |
1450 | else |
1301 | new_draw_info(NDI_UNIQUE,0,pl,"You fail to write a new scroll."); |
1451 | new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll."); |
1302 | } |
1452 | } |
|
|
1453 | return 0; |
|
|
1454 | } |
|
|
1455 | |
|
|
1456 | /* write_on_item() - wrapper for write_note and write_scroll */ |
|
|
1457 | int |
|
|
1458 | write_on_item (object *pl, const char *params, object *skill) |
|
|
1459 | { |
|
|
1460 | object *item; |
|
|
1461 | const char *string = params; |
|
|
1462 | int msgtype; |
|
|
1463 | archetype *skat; |
|
|
1464 | |
|
|
1465 | if (pl->type != PLAYER) |
1303 | return 0; |
1466 | return 0; |
1304 | } |
|
|
1305 | |
1467 | |
1306 | /* write_on_item() - wrapper for write_note and write_scroll */ |
|
|
1307 | int write_on_item (object *pl,const char *params, object *skill) { |
|
|
1308 | object *item; |
|
|
1309 | const char *string=params; |
|
|
1310 | int msgtype; |
|
|
1311 | archetype *skat; |
|
|
1312 | |
|
|
1313 | if(pl->type!=PLAYER) return 0; |
|
|
1314 | |
|
|
1315 | if (!params) { |
1468 | if (!params) |
|
|
1469 | { |
1316 | params=""; |
1470 | params = ""; |
1317 | string=params; |
1471 | string = params; |
1318 | } |
1472 | } |
1319 | skat = get_archetype_by_type_subtype(SKILL, SK_LITERACY); |
1473 | skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); |
1320 | |
1474 | |
1321 | /* Need to be able to read before we can write! */ |
1475 | /* Need to be able to read before we can write! */ |
1322 | if(!find_skill_by_name(pl,skat->clone.skill)) { |
1476 | if (!find_skill_by_name (pl, skat->clone.skill)) |
1323 | new_draw_info(NDI_UNIQUE,0,pl, |
1477 | { |
1324 | "You must learn to read before you can write!"); |
1478 | new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!"); |
1325 | return 0; |
1479 | return 0; |
1326 | } |
1480 | } |
1327 | |
1481 | |
1328 | /* if there is a message then it goes in a book and no message means |
1482 | /* if there is a message then it goes in a book and no message means |
1329 | * write active spell into the scroll |
1483 | * write active spell into the scroll |
1330 | */ |
1484 | */ |
1331 | msgtype = (string[0]!='\0') ? BOOK : SCROLL; |
1485 | msgtype = (string[0] != '\0') ? BOOK : SCROLL; |
1332 | |
1486 | |
1333 | /* find an item of correct type to write on */ |
1487 | /* find an item of correct type to write on */ |
1334 | if ( !(item = find_marked_object(pl))){ |
1488 | if (!(item = find_marked_object (pl))) |
|
|
1489 | { |
1335 | new_draw_info(NDI_UNIQUE,0,pl,"You don't have any marked item to write on."); |
1490 | new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on."); |
1336 | return 0; |
1491 | return 0; |
1337 | } |
1492 | } |
1338 | |
1493 | |
1339 | if(QUERY_FLAG(item,FLAG_UNPAID)) { |
1494 | if (QUERY_FLAG (item, FLAG_UNPAID)) |
1340 | new_draw_info(NDI_UNIQUE,0,pl, |
1495 | { |
1341 | "You had better pay for that before you write on it."); |
1496 | new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); |
1342 | return 0; |
1497 | return 0; |
1343 | } |
1498 | } |
1344 | if (msgtype != item->type) { |
1499 | if (msgtype != item->type) |
|
|
1500 | { |
1345 | new_draw_info_format(NDI_UNIQUE,0,pl,"You have no %s to write on", |
1501 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll"); |
1346 | msgtype==BOOK ? "book" : "scroll"); |
|
|
1347 | return 0; |
1502 | return 0; |
1348 | } |
1503 | } |
1349 | |
1504 | |
1350 | if (msgtype == SCROLL) { |
1505 | if (msgtype == SCROLL) |
|
|
1506 | { |
1351 | return write_scroll(pl,item, skill); |
1507 | return write_scroll (pl, item, skill); |
|
|
1508 | } |
1352 | } else if (msgtype == BOOK) { |
1509 | else if (msgtype == BOOK) |
|
|
1510 | { |
1353 | return write_note(pl,item,string, skill); |
1511 | return write_note (pl, item, string, skill); |
1354 | } |
1512 | } |
1355 | return 0; |
1513 | return 0; |
1356 | } |
1514 | } |
1357 | |
1515 | |
1358 | |
1516 | |
1359 | |
1517 | |
1360 | /* find_throw_ob() - if we request an object, then |
1518 | /* find_throw_ob() - if we request an object, then |
… | |
… | |
1364 | * (that is "throwable", ie no throwing your skills away!) |
1522 | * (that is "throwable", ie no throwing your skills away!) |
1365 | * is the object of choice. Also check to see if object is |
1523 | * is the object of choice. Also check to see if object is |
1366 | * 'throwable' (ie not applied cursed obj, worn, etc). |
1524 | * 'throwable' (ie not applied cursed obj, worn, etc). |
1367 | */ |
1525 | */ |
1368 | |
1526 | |
|
|
1527 | static object * |
1369 | static object *find_throw_ob( object *op, const char *request ) { |
1528 | find_throw_ob (object *op, const char *request) |
|
|
1529 | { |
1370 | object *tmp; |
1530 | object *tmp; |
1371 | |
1531 | |
1372 | if(!op) { /* safety */ |
1532 | if (!op) |
|
|
1533 | { /* safety */ |
1373 | LOG(llevError,"find_throw_ob(): confused! have a NULL thrower!\n"); |
1534 | LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n"); |
1374 | return (object *) NULL; |
1535 | return (object *) NULL; |
1375 | } |
1536 | } |
1376 | |
1537 | |
1377 | /* prefer marked item */ |
1538 | /* prefer marked item */ |
1378 | tmp = find_marked_object(op); |
1539 | tmp = find_marked_object (op); |
1379 | if (tmp != NULL) { |
1540 | if (tmp != NULL) |
|
|
1541 | { |
1380 | /* can't toss invisible or inv-locked items */ |
1542 | /* can't toss invisible or inv-locked items */ |
1381 | if (tmp->invisible || QUERY_FLAG(tmp, FLAG_INV_LOCKED)) { |
1543 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
|
|
1544 | { |
1382 | tmp = NULL; |
1545 | tmp = NULL; |
1383 | } |
1546 | } |
1384 | } |
1547 | } |
1385 | |
1548 | |
1386 | /* look through the inventory */ |
1549 | /* look through the inventory */ |
1387 | if (tmp == NULL) { |
1550 | if (tmp == NULL) |
|
|
1551 | { |
1388 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { |
1552 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
|
|
1553 | { |
1389 | /* can't toss invisible or inv-locked items */ |
1554 | /* can't toss invisible or inv-locked items */ |
1390 | if (tmp->invisible || QUERY_FLAG(tmp, FLAG_INV_LOCKED)) |
1555 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
1391 | continue; |
1556 | continue; |
1392 | if (!request |
1557 | if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request)) |
1393 | || !strcmp(query_name(tmp), request) |
|
|
1394 | || !strcmp(tmp->name, request)) |
|
|
1395 | break; |
1558 | break; |
1396 | } |
1559 | } |
1397 | } |
1560 | } |
1398 | |
1561 | |
1399 | /* this should prevent us from throwing away |
1562 | /* this should prevent us from throwing away |
1400 | * cursed items, worn armour, etc. Only weapons |
1563 | * cursed items, worn armour, etc. Only weapons |
1401 | * can be thrown from 'hand'. |
1564 | * can be thrown from 'hand'. |
1402 | */ |
1565 | */ |
|
|
1566 | if (!tmp) |
1403 | if (!tmp) return NULL; |
1567 | return NULL; |
1404 | |
1568 | |
1405 | if (QUERY_FLAG(tmp,FLAG_APPLIED)) { |
1569 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
1570 | { |
1406 | if(tmp->type!=WEAPON) { |
1571 | if (tmp->type != WEAPON) |
1407 | new_draw_info_format(NDI_UNIQUE, 0,op, |
1572 | { |
1408 | "You can't throw %s.",query_name(tmp)); |
1573 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp)); |
1409 | tmp = NULL; |
1574 | tmp = NULL; |
|
|
1575 | } |
1410 | } else if (QUERY_FLAG(tmp,FLAG_CURSED)||QUERY_FLAG(tmp,FLAG_DAMNED)) { |
1576 | else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
1411 | new_draw_info_format(NDI_UNIQUE, 0,op, |
1577 | { |
1412 | "The %s sticks to your hand!",query_name(tmp)); |
1578 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp)); |
1413 | tmp = NULL; |
1579 | tmp = NULL; |
|
|
1580 | } |
1414 | } else { |
1581 | else |
|
|
1582 | { |
1415 | if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) { |
1583 | if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) |
|
|
1584 | { |
1416 | LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); |
1585 | LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); |
1417 | tmp = NULL; |
1586 | tmp = NULL; |
1418 | } |
1587 | } |
1419 | } |
1588 | } |
|
|
1589 | } |
1420 | } else if (QUERY_FLAG(tmp, FLAG_UNPAID)) { |
1590 | else if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1591 | { |
1421 | new_draw_info_format(NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name(tmp)); |
1592 | new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp)); |
1422 | tmp = NULL; |
1593 | tmp = NULL; |
1423 | } |
1594 | } |
1424 | |
1595 | |
1425 | if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED)) { |
1596 | if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
|
|
1597 | { |
1426 | LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); |
1598 | LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); |
1427 | tmp=NULL; |
1599 | tmp = NULL; |
1428 | } |
1600 | } |
1429 | return tmp; |
1601 | return tmp; |
1430 | } |
1602 | } |
1431 | |
1603 | |
1432 | /* make_throw_ob() We construct the 'carrier' object in |
1604 | /* make_throw_ob() We construct the 'carrier' object in |
1433 | * which we will insert the object that is being thrown. |
1605 | * which we will insert the object that is being thrown. |
1434 | * This combination becomes the 'thrown object'. -b.t. |
1606 | * This combination becomes the 'thrown object'. -b.t. |
1435 | */ |
1607 | */ |
1436 | |
1608 | |
|
|
1609 | static object * |
1437 | static object *make_throw_ob (object *orig) { |
1610 | make_throw_ob (object *orig) |
|
|
1611 | { |
1438 | object *toss_item; |
1612 | object *toss_item; |
1439 | |
1613 | |
|
|
1614 | if (!orig) |
1440 | if(!orig) return NULL; |
1615 | return NULL; |
1441 | |
1616 | |
1442 | toss_item=get_object(); |
1617 | toss_item = get_object (); |
1443 | if (QUERY_FLAG (orig, FLAG_APPLIED)) { |
1618 | if (QUERY_FLAG (orig, FLAG_APPLIED)) |
|
|
1619 | { |
1444 | LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); |
1620 | LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); |
1445 | /* insufficient workaround, but better than nothing */ |
1621 | /* insufficient workaround, but better than nothing */ |
1446 | CLEAR_FLAG (orig, FLAG_APPLIED); |
1622 | CLEAR_FLAG (orig, FLAG_APPLIED); |
1447 | } |
1623 | } |
1448 | copy_object(orig,toss_item); |
1624 | copy_object (orig, toss_item); |
1449 | toss_item->type = THROWN_OBJ; |
1625 | toss_item->type = THROWN_OBJ; |
1450 | CLEAR_FLAG(toss_item,FLAG_CHANGING); |
1626 | CLEAR_FLAG (toss_item, FLAG_CHANGING); |
1451 | toss_item->stats.dam = 0; /* default damage */ |
1627 | toss_item->stats.dam = 0; /* default damage */ |
1452 | insert_ob_in_ob(orig,toss_item); |
1628 | insert_ob_in_ob (orig, toss_item); |
1453 | return toss_item; |
1629 | return toss_item; |
1454 | } |
1630 | } |
1455 | |
1631 | |
1456 | |
1632 | |
1457 | /* do_throw() - op throws any object toss_item. This code |
1633 | /* do_throw() - op throws any object toss_item. This code |
1458 | * was borrowed from fire_bow. |
1634 | * was borrowed from fire_bow. |
1459 | * Returns 1 if skill was successfully used, 0 if not |
1635 | * Returns 1 if skill was successfully used, 0 if not |
1460 | */ |
1636 | */ |
1461 | |
1637 | |
|
|
1638 | static int |
1462 | static int do_throw(object *op, object *part, object *toss_item, int dir, object *skill) { |
1639 | do_throw (object *op, object *part, object *toss_item, int dir, object *skill) |
|
|
1640 | { |
1463 | object *throw_ob=toss_item, *left=NULL; |
1641 | object *throw_ob = toss_item, *left = NULL; |
1464 | tag_t left_tag; |
1642 | tag_t left_tag; |
1465 | int eff_str = 0,maxc,str=op->stats.Str,dam=0; |
1643 | int eff_str = 0, maxc, str = op->stats.Str, dam = 0; |
1466 | int pause_f,weight_f=0, mflags; |
1644 | int pause_f, weight_f = 0, mflags; |
1467 | float str_factor=1.0,load_factor=1.0,item_factor=1.0; |
1645 | float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0; |
1468 | mapstruct *m; |
1646 | mapstruct *m; |
1469 | sint16 sx, sy; |
1647 | sint16 sx, sy; |
1470 | tag_t tag; |
1648 | tag_t tag; |
1471 | |
1649 | |
1472 | if(throw_ob==NULL) { |
1650 | if (throw_ob == NULL) |
|
|
1651 | { |
1473 | if(op->type==PLAYER) { |
1652 | if (op->type == PLAYER) |
|
|
1653 | { |
1474 | new_draw_info(NDI_UNIQUE, 0,op,"You have nothing to throw."); |
1654 | new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw."); |
1475 | } |
1655 | } |
1476 | return 0; |
1656 | return 0; |
1477 | } |
1657 | } |
1478 | if (QUERY_FLAG(throw_ob, FLAG_STARTEQUIP)) { |
1658 | if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP)) |
|
|
1659 | { |
1479 | if (op->type==PLAYER) { |
1660 | if (op->type == PLAYER) |
|
|
1661 | { |
1480 | new_draw_info(NDI_UNIQUE, 0, op, "The gods won't let you throw that."); |
1662 | new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that."); |
1481 | } |
1663 | } |
1482 | return 0; |
1664 | return 0; |
1483 | } |
1665 | } |
1484 | |
1666 | |
1485 | /* Because throwing effectiveness must be reduced by the |
1667 | /* Because throwing effectiveness must be reduced by the |
1486 | * encumbrance of the thrower and weight of the object. THus, |
1668 | * encumbrance of the thrower and weight of the object. THus, |
1487 | * we use the concept of 'effective strength' as defined below. |
1669 | * we use the concept of 'effective strength' as defined below. |
1488 | */ |
1670 | */ |
1489 | |
1671 | |
1490 | /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */ |
1672 | /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */ |
1491 | if(str>MAX_STAT) { |
1673 | if (str > MAX_STAT) |
|
|
1674 | { |
1492 | str_factor = (float) str /(float) MAX_STAT; str = MAX_STAT; |
1675 | str_factor = (float) str / (float) MAX_STAT; |
1493 | } |
1676 | str = MAX_STAT; |
1494 | |
1677 | } |
|
|
1678 | |
1495 | /* the more we carry, the less we can throw. Limit only on players */ |
1679 | /* the more we carry, the less we can throw. Limit only on players */ |
1496 | maxc=max_carry[str]*1000; |
1680 | maxc = max_carry[str] * 1000; |
1497 | if(op->carrying>maxc&&op->type==PLAYER) |
1681 | if (op->carrying > maxc && op->type == PLAYER) |
1498 | load_factor = (float)maxc/(float) op->carrying; |
1682 | load_factor = (float) maxc / (float) op->carrying; |
1499 | |
1683 | |
1500 | /* lighter items are thrown harder, farther, faster */ |
1684 | /* lighter items are thrown harder, farther, faster */ |
1501 | if(throw_ob->weight>0) |
1685 | if (throw_ob->weight > 0) |
1502 | item_factor = (float) maxc/(float) (3.0 * throw_ob->weight); |
1686 | item_factor = (float) maxc / (float) (3.0 * throw_ob->weight); |
|
|
1687 | else |
1503 | else { /* 0 or negative weight?!? Odd object, can't throw it */ |
1688 | { /* 0 or negative weight?!? Odd object, can't throw it */ |
1504 | new_draw_info_format(NDI_UNIQUE, 0,op,"You can't throw %s.\n", |
1689 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob)); |
1505 | query_name(throw_ob)); |
|
|
1506 | return 0; |
1690 | return 0; |
1507 | } |
|
|
1508 | |
1691 | } |
|
|
1692 | |
1509 | eff_str = (int) (str * (load_factor<1.0?load_factor:1.0)); |
1693 | eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0)); |
1510 | eff_str = (int) ((float) eff_str * item_factor * str_factor); |
1694 | eff_str = (int) ((float) eff_str * item_factor * str_factor); |
1511 | |
1695 | |
1512 | /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to |
1696 | /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to |
1513 | * account for super-strong throwers. */ |
1697 | * account for super-strong throwers. */ |
1514 | if(eff_str>MAX_STAT) eff_str=MAX_STAT; |
1698 | if (eff_str > MAX_STAT) |
|
|
1699 | eff_str = MAX_STAT; |
1515 | |
1700 | |
1516 | #ifdef DEBUG_THROW |
1701 | #ifdef DEBUG_THROW |
1517 | LOG(llevDebug,"%s carries %d, eff_str=%d\n",op->name,op->carrying,eff_str); |
1702 | LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str); |
1518 | LOG(llevDebug," max_c=%d, item_f=%f, load_f=%f, str=%d\n",maxc, |
1703 | LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str); |
1519 | item_factor,load_factor,op->stats.Str); |
|
|
1520 | LOG(llevDebug," str_factor=%f\n",str_factor); |
1704 | LOG (llevDebug, " str_factor=%f\n", str_factor); |
1521 | LOG(llevDebug," item %s weight= %d\n",throw_ob->name,throw_ob->weight); |
1705 | LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight); |
1522 | #endif |
1706 | #endif |
1523 | |
1707 | |
1524 | /* 3 things here prevent a throw, you aimed at your feet, you |
1708 | /* 3 things here prevent a throw, you aimed at your feet, you |
1525 | * have no effective throwing strength, or you threw at something |
1709 | * have no effective throwing strength, or you threw at something |
1526 | * that flying objects can't get through. |
1710 | * that flying objects can't get through. |
1527 | */ |
1711 | */ |
1528 | mflags = get_map_flags(part->map,&m, part->x+freearr_x[dir],part->y+freearr_y[dir],&sx,&sy); |
1712 | mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy); |
1529 | |
1713 | |
1530 | if(!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || |
1714 | if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW)) |
1531 | (GET_MAP_MOVE_BLOCK(m, sx, sy) & MOVE_FLY_LOW)) { |
1715 | { |
1532 | |
1716 | |
1533 | /* bounces off 'wall', and drops to feet */ |
1717 | /* bounces off 'wall', and drops to feet */ |
1534 | remove_ob(throw_ob); |
1718 | remove_ob (throw_ob); |
1535 | throw_ob->x = part->x; throw_ob->y = part->y; |
1719 | throw_ob->x = part->x; |
|
|
1720 | throw_ob->y = part->y; |
1536 | insert_ob_in_map(throw_ob,part->map,op,0); |
1721 | insert_ob_in_map (throw_ob, part->map, op, 0); |
1537 | if(op->type==PLAYER) { |
1722 | if (op->type == PLAYER) |
|
|
1723 | { |
1538 | if(eff_str<=1) { |
1724 | if (eff_str <= 1) |
1539 | new_draw_info_format(NDI_UNIQUE, 0,op, |
1725 | { |
1540 | "Your load is so heavy you drop %s to the ground.", |
1726 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob)); |
1541 | query_name(throw_ob)); |
|
|
1542 | } |
1727 | } |
1543 | else if(!dir) { |
1728 | else if (!dir) |
|
|
1729 | { |
1544 | new_draw_info_format(NDI_UNIQUE, 0,op,"You throw %s at the ground.", |
1730 | new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob)); |
1545 | query_name(throw_ob)); |
|
|
1546 | } |
1731 | } |
1547 | else |
1732 | else |
1548 | new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); |
1733 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1549 | } |
1734 | } |
1550 | return 0; |
1735 | return 0; |
1551 | } /* if object can't be thrown */ |
1736 | } /* if object can't be thrown */ |
1552 | |
1737 | |
1553 | left = throw_ob; /* these are throwing objects left to the player */ |
1738 | left = throw_ob; /* these are throwing objects left to the player */ |
1554 | left_tag = left->count; |
1739 | left_tag = left->count; |
1555 | |
1740 | |
1556 | /* sometimes get_split_ob can't split an object (because op->nrof==0?) |
1741 | /* sometimes get_split_ob can't split an object (because op->nrof==0?) |
1557 | * and returns NULL. We must use 'left' then |
1742 | * and returns NULL. We must use 'left' then |
1558 | */ |
1743 | */ |
1559 | |
1744 | |
1560 | if((throw_ob = get_split_ob(throw_ob, 1))==NULL) { |
1745 | if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL) |
|
|
1746 | { |
1561 | throw_ob = left; |
1747 | throw_ob = left; |
1562 | remove_ob(left); |
1748 | remove_ob (left); |
1563 | if (op->type==PLAYER) |
1749 | if (op->type == PLAYER) |
1564 | esrv_del_item(op->contr, left->count); |
1750 | esrv_del_item (op->contr, left->count); |
1565 | } |
1751 | } |
1566 | else if (op->type==PLAYER) { |
1752 | else if (op->type == PLAYER) |
|
|
1753 | { |
1567 | if (was_destroyed (left, left_tag)) |
1754 | if (was_destroyed (left, left_tag)) |
1568 | esrv_del_item(op->contr, left_tag); |
1755 | esrv_del_item (op->contr, left_tag); |
1569 | else |
1756 | else |
1570 | esrv_update_item(UPD_NROF, op, left); |
1757 | esrv_update_item (UPD_NROF, op, left); |
1571 | } |
1758 | } |
1572 | |
1759 | |
1573 | /* special case: throwing powdery substances like dust, dirt */ |
1760 | /* special case: throwing powdery substances like dust, dirt */ |
1574 | if(throw_ob->type == POTION && throw_ob->subtype == POT_DUST) { |
1761 | if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) |
|
|
1762 | { |
1575 | cast_dust(op,throw_ob,dir); |
1763 | cast_dust (op, throw_ob, dir); |
1576 | return 1; |
1764 | return 1; |
1577 | } |
1765 | } |
1578 | |
1766 | |
1579 | /* Make a thrown object -- insert real object in a 'carrier' object. |
1767 | /* Make a thrown object -- insert real object in a 'carrier' object. |
1580 | * If unsuccessfull at making the "thrown_obj", we just reinsert |
1768 | * If unsuccessfull at making the "thrown_obj", we just reinsert |
1581 | * the original object back into inventory and exit |
1769 | * the original object back into inventory and exit |
1582 | */ |
1770 | */ |
1583 | if((toss_item = make_throw_ob(throw_ob))) { |
1771 | if ((toss_item = make_throw_ob (throw_ob))) |
|
|
1772 | { |
1584 | throw_ob = toss_item; |
1773 | throw_ob = toss_item; |
1585 | throw_ob->skill = skill->skill; |
1774 | throw_ob->skill = skill->skill; |
|
|
1775 | } |
|
|
1776 | else |
1586 | } |
1777 | { |
1587 | else { |
|
|
1588 | insert_ob_in_ob(throw_ob,op); |
1778 | insert_ob_in_ob (throw_ob, op); |
1589 | return 0; |
1779 | return 0; |
1590 | } |
1780 | } |
1591 | |
1781 | |
1592 | set_owner(throw_ob,op); |
1782 | set_owner (throw_ob, op); |
1593 | /* At some point in the attack code, the actual real object (op->inv) |
1783 | /* At some point in the attack code, the actual real object (op->inv) |
1594 | * becomes the hitter. As such, we need to make sure that has a proper |
1784 | * becomes the hitter. As such, we need to make sure that has a proper |
1595 | * owner value so exp goes to the right place. |
1785 | * owner value so exp goes to the right place. |
1596 | */ |
1786 | */ |
1597 | set_owner(throw_ob->inv,op); |
1787 | set_owner (throw_ob->inv, op); |
1598 | throw_ob->direction=dir; |
1788 | throw_ob->direction = dir; |
1599 | throw_ob->x = part->x; |
1789 | throw_ob->x = part->x; |
1600 | throw_ob->y = part->y; |
1790 | throw_ob->y = part->y; |
1601 | |
1791 | |
1602 | /* the damage bonus from the force of the throw */ |
1792 | /* the damage bonus from the force of the throw */ |
1603 | dam = (int) (str_factor * dam_bonus[eff_str]); |
1793 | dam = (int) (str_factor * dam_bonus[eff_str]); |
1604 | |
1794 | |
1605 | /* Now, lets adjust the properties of the thrown_ob. */ |
1795 | /* Now, lets adjust the properties of the thrown_ob. */ |
1606 | |
1796 | |
1607 | /* how far to fly */ |
1797 | /* how far to fly */ |
1608 | throw_ob->last_sp = (eff_str*3)/5; |
1798 | throw_ob->last_sp = (eff_str * 3) / 5; |
1609 | |
1799 | |
1610 | /* speed */ |
1800 | /* speed */ |
1611 | throw_ob->speed = (speed_bonus[eff_str]+1.0)/1.5; |
1801 | throw_ob->speed = (speed_bonus[eff_str] + 1.0) / 1.5; |
1612 | throw_ob->speed = MIN(1.0,throw_ob->speed); /* no faster than an arrow! */ |
1802 | throw_ob->speed = MIN (1.0, throw_ob->speed); /* no faster than an arrow! */ |
1613 | |
1803 | |
1614 | /* item damage. Eff_str and item weight influence damage done */ |
1804 | /* item damage. Eff_str and item weight influence damage done */ |
1615 | weight_f = (throw_ob->weight/2000)>MAX_STAT?MAX_STAT:(throw_ob->weight/2000); |
1805 | weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000); |
1616 | throw_ob->stats.dam += (dam/3) + dam_bonus[weight_f] |
1806 | throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2; |
1617 | + (throw_ob->weight/15000) - 2; |
|
|
1618 | |
1807 | |
1619 | /* chance of breaking. Proportional to force used and weight of item */ |
1808 | /* chance of breaking. Proportional to force used and weight of item */ |
1620 | throw_ob->stats.food = (dam/2) + (throw_ob->weight/60000); |
1809 | throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000); |
1621 | |
1810 | |
1622 | /* replace 25 with a call to clone.arch wc? messes up w/ NPC */ |
1811 | /* replace 25 with a call to clone.arch wc? messes up w/ NPC */ |
1623 | throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] |
1812 | throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level; |
1624 | - thaco_bonus[eff_str] - skill->level; |
|
|
1625 | |
|
|
1626 | |
1813 | |
|
|
1814 | |
1627 | /* the properties of objects which are meant to be thrown (ie dart, |
1815 | /* the properties of objects which are meant to be thrown (ie dart, |
1628 | * throwing knife, etc) will differ from ordinary items. Lets tailor |
1816 | * throwing knife, etc) will differ from ordinary items. Lets tailor |
1629 | * this stuff in here. |
1817 | * this stuff in here. |
1630 | */ |
1818 | */ |
1631 | |
1819 | |
1632 | if(QUERY_FLAG(throw_ob->inv,FLAG_IS_THROWN)) { |
1820 | if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN)) |
|
|
1821 | { |
1633 | throw_ob->last_sp += eff_str/3; /* fly a little further */ |
1822 | throw_ob->last_sp += eff_str / 3; /* fly a little further */ |
1634 | throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; |
1823 | throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; |
1635 | throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; |
1824 | throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; |
1636 | /* only throw objects get directional faces */ |
1825 | /* only throw objects get directional faces */ |
1637 | if(GET_ANIM_ID(throw_ob) && NUM_ANIMATIONS(throw_ob)) |
1826 | if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) |
1638 | SET_ANIMATION(throw_ob, dir); |
1827 | SET_ANIMATION (throw_ob, dir); |
1639 | } else { |
1828 | } |
|
|
1829 | else |
|
|
1830 | { |
1640 | /* some materials will adjust properties.. */ |
1831 | /* some materials will adjust properties.. */ |
1641 | if(throw_ob->material&M_LEATHER) { |
1832 | if (throw_ob->material & M_LEATHER) |
|
|
1833 | { |
1642 | throw_ob->stats.dam -= 1; |
1834 | throw_ob->stats.dam -= 1; |
1643 | throw_ob->stats.food -= 10; |
1835 | throw_ob->stats.food -= 10; |
1644 | } |
1836 | } |
1645 | if(throw_ob->material&M_GLASS) throw_ob->stats.food += 60; |
1837 | if (throw_ob->material & M_GLASS) |
1646 | |
1838 | throw_ob->stats.food += 60; |
|
|
1839 | |
1647 | if(throw_ob->material&M_ORGANIC) { |
1840 | if (throw_ob->material & M_ORGANIC) |
|
|
1841 | { |
1648 | throw_ob->stats.dam -= 3; |
1842 | throw_ob->stats.dam -= 3; |
1649 | throw_ob->stats.food += 55; |
1843 | throw_ob->stats.food += 55; |
1650 | } |
1844 | } |
1651 | if(throw_ob->material&M_PAPER||throw_ob->material&M_CLOTH) { |
1845 | if (throw_ob->material & M_PAPER || throw_ob->material & M_CLOTH) |
1652 | throw_ob->stats.dam -= 5; throw_ob->speed *= 0.8; |
|
|
1653 | throw_ob->stats.wc += 3; throw_ob->stats.food -= 30; |
|
|
1654 | } |
1846 | { |
|
|
1847 | throw_ob->stats.dam -= 5; |
|
|
1848 | throw_ob->speed *= 0.8; |
|
|
1849 | throw_ob->stats.wc += 3; |
|
|
1850 | throw_ob->stats.food -= 30; |
|
|
1851 | } |
1655 | /* light obj have more wind resistance, fly slower*/ |
1852 | /* light obj have more wind resistance, fly slower */ |
1656 | if(throw_ob->weight>500) throw_ob->speed *= 0.8; |
1853 | if (throw_ob->weight > 500) |
1657 | if(throw_ob->weight>50) throw_ob->speed *= 0.5; |
1854 | throw_ob->speed *= 0.8; |
1658 | |
1855 | if (throw_ob->weight > 50) |
1659 | } /* else tailor thrown object */ |
1856 | throw_ob->speed *= 0.5; |
1660 | |
1857 | |
|
|
1858 | } /* else tailor thrown object */ |
|
|
1859 | |
1661 | /* some limits, and safeties (needed?) */ |
1860 | /* some limits, and safeties (needed?) */ |
1662 | if(throw_ob->stats.dam<0) throw_ob->stats.dam=0; |
1861 | if (throw_ob->stats.dam < 0) |
1663 | if(throw_ob->last_sp>eff_str) throw_ob->last_sp=eff_str; |
1862 | throw_ob->stats.dam = 0; |
1664 | if(throw_ob->stats.food<0) throw_ob->stats.food=0; |
1863 | if (throw_ob->last_sp > eff_str) |
1665 | if(throw_ob->stats.food>100) throw_ob->stats.food=100; |
1864 | throw_ob->last_sp = eff_str; |
1666 | if(throw_ob->stats.wc>30) throw_ob->stats.wc=30; |
1865 | if (throw_ob->stats.food < 0) |
|
|
1866 | throw_ob->stats.food = 0; |
|
|
1867 | if (throw_ob->stats.food > 100) |
|
|
1868 | throw_ob->stats.food = 100; |
|
|
1869 | if (throw_ob->stats.wc > 30) |
|
|
1870 | throw_ob->stats.wc = 30; |
1667 | |
1871 | |
1668 | /* how long to pause the thrower. Higher values mean less pause */ |
1872 | /* how long to pause the thrower. Higher values mean less pause */ |
1669 | pause_f = ((2*eff_str)/3)+20+skill->level; |
1873 | pause_f = ((2 * eff_str) / 3) + 20 + skill->level; |
1670 | |
1874 | |
1671 | /* Put a lower limit on this */ |
1875 | /* Put a lower limit on this */ |
1672 | if (pause_f < 10) pause_f=10; |
1876 | if (pause_f < 10) |
1673 | if (pause_f > 100) pause_f=100; |
1877 | pause_f = 10; |
|
|
1878 | if (pause_f > 100) |
|
|
1879 | pause_f = 100; |
1674 | |
1880 | |
1675 | /* Changed in 0.94.2 - the calculation before was really goofy. |
1881 | /* Changed in 0.94.2 - the calculation before was really goofy. |
1676 | * In short summary, a throw can take anywhere between speed 5 and |
1882 | * In short summary, a throw can take anywhere between speed 5 and |
1677 | * speed 0.5 |
1883 | * speed 0.5 |
1678 | */ |
1884 | */ |
1679 | op->speed_left -= 50 / pause_f; |
1885 | op->speed_left -= 50 / pause_f; |
1680 | |
1886 | |
1681 | update_ob_speed(throw_ob); |
1887 | update_ob_speed (throw_ob); |
1682 | throw_ob->speed_left = 0; |
1888 | throw_ob->speed_left = 0; |
1683 | throw_ob->map = part->map; |
1889 | throw_ob->map = part->map; |
1684 | |
1890 | |
1685 | throw_ob->move_type = MOVE_FLY_LOW; |
1891 | throw_ob->move_type = MOVE_FLY_LOW; |
1686 | throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1892 | throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1687 | |
1893 | |
1688 | #if 0 |
1894 | #if 0 |
1689 | /* need to put in a good sound for this */ |
1895 | /* need to put in a good sound for this */ |
1690 | play_sound_map(op->map, op->x, op->y, SOUND_THROW_OBJ); |
1896 | play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ); |
1691 | #endif |
1897 | #endif |
|
|
1898 | |
1692 | /* Lauwenmark - Now we can call the associated script_throw event (if any) */ |
1899 | /* Lauwenmark - Now we can call the associated script_throw event (if any) */ |
1693 | INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op)); |
1900 | INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op)); |
1694 | #ifdef DEBUG_THROW |
1901 | #ifdef DEBUG_THROW |
1695 | LOG(llevDebug," pause_f=%d \n",pause_f); |
1902 | LOG (llevDebug, " pause_f=%d \n", pause_f); |
1696 | LOG(llevDebug," %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n", |
1903 | LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n", |
1697 | throw_ob->name,throw_ob->stats.wc,throw_ob->stats.dam, |
1904 | throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food); |
1698 | throw_ob->last_sp,throw_ob->speed,throw_ob->stats.food); |
|
|
1699 | LOG(llevDebug,"inserting tossitem (%d) into map\n",throw_ob->count); |
1905 | LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count); |
1700 | #endif |
1906 | #endif |
1701 | tag = throw_ob->count; |
1907 | tag = throw_ob->count; |
1702 | insert_ob_in_map(throw_ob,part->map,op,0); |
1908 | insert_ob_in_map (throw_ob, part->map, op, 0); |
1703 | if (!was_destroyed (throw_ob, tag)) |
1909 | if (!was_destroyed (throw_ob, tag)) |
1704 | move_arrow(throw_ob); |
1910 | move_arrow (throw_ob); |
1705 | return 1; |
1911 | return 1; |
1706 | } |
1912 | } |
1707 | |
1913 | |
|
|
1914 | int |
1708 | int skill_throw (object *op, object *part, int dir, const char *params, object *skill) { |
1915 | skill_throw (object *op, object *part, int dir, const char *params, object *skill) |
|
|
1916 | { |
1709 | object *throw_ob; |
1917 | object *throw_ob; |
1710 | |
1918 | |
1711 | if(op->type==PLAYER) |
1919 | if (op->type == PLAYER) |
1712 | throw_ob = find_throw_ob(op,params); |
1920 | throw_ob = find_throw_ob (op, params); |
1713 | else |
1921 | else |
1714 | throw_ob = find_mon_throw_ob(op); |
1922 | throw_ob = find_mon_throw_ob (op); |
1715 | |
1923 | |
1716 | return do_throw(op,part, throw_ob,dir, skill); |
1924 | return do_throw (op, part, throw_ob, dir, skill); |
1717 | } |
1925 | } |