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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992,2007 Frank Tore Johansen |
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* |
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* Deliantra is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation, either version 3 of the License, or |
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* (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program. If not, see <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
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#include <global.h> |
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#include <object.h> |
26 |
#include <sproto.h> |
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#include <living.h> |
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#include <skills.h> |
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#include <spells.h> |
30 |
#include <book.h> |
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|
32 |
/* adj_stealchance() - increased values indicate better attempts */ |
33 |
static int |
34 |
adj_stealchance (object *op, object *victim, int roll) |
35 |
{ |
36 |
object *equip; |
37 |
|
38 |
if (!op || !victim || !roll) |
39 |
return -1; |
40 |
|
41 |
/* Only prohibit stealing if the player does not have a free |
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* hand available and in fact does have hands. |
43 |
*/ |
44 |
if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info) |
45 |
{ |
46 |
new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!"); |
47 |
return -1; |
48 |
} |
49 |
|
50 |
/* ADJUSTMENTS */ |
51 |
|
52 |
/* Its harder to steal from hostile beings! */ |
53 |
if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) |
54 |
roll = roll / 2; |
55 |
|
56 |
/* Easier to steal from sleeping beings, or if the thief is |
57 |
* unseen */ |
58 |
if (QUERY_FLAG (victim, FLAG_SLEEP)) |
59 |
roll = roll * 3; |
60 |
else if (op->invisible) |
61 |
roll = roll * 2; |
62 |
|
63 |
/* check stealing 'encumberance'. Having this equipment applied makes |
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* it quite a bit harder to steal. |
65 |
*/ |
66 |
for (equip = op->inv; equip; equip = equip->below) |
67 |
{ |
68 |
if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED)) |
69 |
roll -= equip->weight / 10000; |
70 |
|
71 |
if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED)) |
72 |
roll -= equip->weight / 5000; |
73 |
|
74 |
if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) |
75 |
roll -= equip->weight / 2000; |
76 |
|
77 |
if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED)) |
78 |
roll -= equip->weight / 5000; |
79 |
|
80 |
if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED)) |
81 |
roll -= equip->weight / 100; |
82 |
} |
83 |
|
84 |
if (roll < 0) |
85 |
roll = 0; |
86 |
|
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return roll; |
88 |
} |
89 |
|
90 |
/* |
91 |
* When stealing: dependent on the intelligence/wisdom of whom you're |
92 |
* stealing from (op in attempt_steal), offset by your dexterity and |
93 |
* skill at stealing. They may notice your attempt, whether successful |
94 |
* or not. |
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* op is the target (person being pilfered) |
96 |
* who is the person doing the stealing. |
97 |
* skill is the skill object (stealing). |
98 |
*/ |
99 |
static int |
100 |
attempt_steal (object *op, object *who, object *skill) |
101 |
{ |
102 |
object *success = NULL, *tmp = NULL, *next; |
103 |
int roll = 0, chance = 0, stats_value; |
104 |
rv_vector rv; |
105 |
|
106 |
stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2; |
107 |
|
108 |
/* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them) |
109 |
* they will try to prevent stealing if they can. Only unseen theives will |
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* have much chance of success. |
111 |
*/ |
112 |
if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL)) |
113 |
{ |
114 |
if (can_detect_enemy (op, who, &rv)) |
115 |
{ |
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npc_call_help (op); |
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CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
118 |
new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); |
119 |
return 0; |
120 |
} |
121 |
else /* help npc to detect thief next time by raising its wisdom */ |
122 |
op->stats.Wis += (op->stats.Int / 5) + 1; |
123 |
if (op->stats.Wis > MAX_STAT) |
124 |
op->stats.Wis = MAX_STAT; |
125 |
} |
126 |
|
127 |
if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ)) |
128 |
{ |
129 |
new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n"); |
130 |
return 0; |
131 |
} |
132 |
|
133 |
// only allow stealing between hostile players (TODO: probably should change) |
134 |
if (op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful)) |
135 |
{ |
136 |
new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); |
137 |
return 0; |
138 |
} |
139 |
|
140 |
/* Ok then, go through their inventory, stealing */ |
141 |
for (tmp = op->inv; tmp; tmp = next) |
142 |
{ |
143 |
next = tmp->below; |
144 |
|
145 |
/* you can't steal worn items, starting items, wiz stuff, |
146 |
* innate abilities, or items w/o a type. Generally |
147 |
* speaking, the invisibility flag prevents experience or |
148 |
* abilities from being stolen since these types are currently |
149 |
* always invisible objects. I was implicit here so as to prevent |
150 |
* future possible problems. -b.t. |
151 |
* Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL |
152 |
* already -b.t. |
153 |
*/ |
154 |
|
155 |
if (QUERY_FLAG (tmp, FLAG_APPLIED) |
156 |
|| !tmp->type |
157 |
|| tmp->type == SPELL |
158 |
|| QUERY_FLAG (tmp, FLAG_STARTEQUIP) |
159 |
|| QUERY_FLAG (tmp, FLAG_NO_STEAL) |
160 |
|| tmp->invisible) |
161 |
continue; |
162 |
|
163 |
/* Okay, try stealing this item. Dependent on dexterity of thief, |
164 |
* skill level, see the adj_stealroll fctn for more detail. |
165 |
*/ |
166 |
|
167 |
roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */ |
168 |
|
169 |
if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1) |
170 |
return 0; |
171 |
else if (roll < chance) |
172 |
{ |
173 |
pick_up (who, tmp); |
174 |
/* need to see if the player actually stole this item - |
175 |
* if it is in the players inv, assume it is. This prevents |
176 |
* abuses where the player can not carry the item, so just |
177 |
* keeps stealing it over and over. |
178 |
*/ |
179 |
if (tmp->destroyed () || tmp->env != op) |
180 |
{ |
181 |
/* for players, play_sound: steals item */ |
182 |
success = tmp; |
183 |
CLEAR_FLAG (tmp, FLAG_INV_LOCKED); |
184 |
} |
185 |
|
186 |
break; |
187 |
} |
188 |
} /* for loop looking for an item */ |
189 |
|
190 |
if (!tmp) |
191 |
{ |
192 |
new_draw_info_format (NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!", op->type == PLAYER ? "" : "The ", query_name (op)); |
193 |
return 0; |
194 |
} |
195 |
|
196 |
/* If you arent high enough level, you might get something BUT |
197 |
* the victim will notice your stealing attempt. Ditto if you |
198 |
* attempt to steal something heavy off them, they're bound to notice |
199 |
*/ |
200 |
|
201 |
if ((roll >= skill->level) || !chance |
202 |
|| (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW))))) |
203 |
{ |
204 |
/* victim figures out where the thief is! */ |
205 |
if (who->flag [FLAG_HIDDEN]) |
206 |
make_visible (who); |
207 |
|
208 |
if (op->type != PLAYER) |
209 |
{ |
210 |
/* The unaggressives look after themselves 8) */ |
211 |
if (who->type == PLAYER) |
212 |
{ |
213 |
npc_call_help (op); |
214 |
new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op)); |
215 |
} |
216 |
|
217 |
CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
218 |
/* all remaining npc items are guarded now. Set flag NO_STEAL |
219 |
* on the victim. |
220 |
*/ |
221 |
SET_FLAG (op, FLAG_NO_STEAL); |
222 |
} |
223 |
else |
224 |
{ /* stealing from another player */ |
225 |
char buf[MAX_BUF]; |
226 |
|
227 |
/* Notify the other player */ |
228 |
if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW)) |
229 |
sprintf (buf, "Your %s is missing!", query_name (success)); |
230 |
else |
231 |
sprintf (buf, "Your pack feels strangely lighter."); |
232 |
|
233 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
234 |
if (!success) |
235 |
{ |
236 |
if (who->invisible) |
237 |
sprintf (buf, "you feel itchy fingers getting at your pack."); |
238 |
else |
239 |
sprintf (buf, "%s looks very shifty.", query_name (who)); |
240 |
|
241 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
242 |
} |
243 |
} /* else stealing from another player */ |
244 |
/* play_sound("stop! thief!"); kindofthing */ |
245 |
} /* if you weren't 100% successful */ |
246 |
|
247 |
return success ? 1 : 0; |
248 |
} |
249 |
|
250 |
int |
251 |
steal (object *op, int dir, object *skill) |
252 |
{ |
253 |
object *tmp, *next; |
254 |
sint16 x, y; |
255 |
maptile *m; |
256 |
int mflags; |
257 |
|
258 |
x = op->x + freearr_x[dir]; |
259 |
y = op->y + freearr_y[dir]; |
260 |
|
261 |
if (dir == 0) |
262 |
{ |
263 |
/* Can't steal from ourself! */ |
264 |
return 0; |
265 |
} |
266 |
|
267 |
m = op->map; |
268 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
269 |
/* Out of map - can't do it. If nothing alive on this space, |
270 |
* don't need to look any further. |
271 |
*/ |
272 |
if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) |
273 |
return 0; |
274 |
|
275 |
/* If player can't move onto the space, can't steal from it. */ |
276 |
if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) |
277 |
return 0; |
278 |
|
279 |
/* Find the topmost object at this spot */ |
280 |
for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above); |
281 |
|
282 |
/* For all the stacked objects at this point, attempt a steal */ |
283 |
for (; tmp != NULL; tmp = next) |
284 |
{ |
285 |
next = tmp->below; |
286 |
/* Minor hack--for multi square beings - make sure we get |
287 |
* the 'head' coz 'tail' objects have no inventory! - b.t. |
288 |
*/ |
289 |
if (tmp->head) |
290 |
tmp = tmp->head; |
291 |
|
292 |
if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
293 |
continue; |
294 |
|
295 |
/* do not reveal hidden DMs */ |
296 |
if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden) |
297 |
continue; |
298 |
if (attempt_steal (tmp, op, skill)) |
299 |
{ |
300 |
if (tmp->type == PLAYER) /* no xp for stealing from another player */ |
301 |
return 0; |
302 |
|
303 |
/* no xp for stealing from pets (of players) */ |
304 |
if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) |
305 |
{ |
306 |
object *owner = tmp->owner; |
307 |
|
308 |
if (owner != NULL && owner->type == PLAYER) |
309 |
return 0; |
310 |
} |
311 |
|
312 |
// reduce monster experience by experience we gained, as to |
313 |
// limit the amount of exp that can be gained by stealing from monsters |
314 |
// (jessies gave ~20,000,000 exp otherwise. |
315 |
int exp = calc_skill_exp (op, tmp, skill); |
316 |
|
317 |
exp = MIN (tmp->stats.exp, exp); |
318 |
tmp->stats.exp -= exp; |
319 |
return exp; |
320 |
} |
321 |
} |
322 |
return 0; |
323 |
} |
324 |
|
325 |
static int |
326 |
attempt_pick_lock (object *door, object *pl, object *skill) |
327 |
{ |
328 |
int difficulty = pl->map->difficulty ? pl->map->difficulty : 0; |
329 |
int success = 0, number; /* did we get anything? */ |
330 |
|
331 |
|
332 |
/* Try to pick the lock on this item (doors only for now). |
333 |
* Dependent on dexterity/skill SK_level of the player and |
334 |
* the map level difficulty. |
335 |
*/ |
336 |
number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2; |
337 |
if (number < (pl->stats.Dex + skill->level - difficulty)) |
338 |
{ |
339 |
remove_door (door); |
340 |
success = 1; |
341 |
} |
342 |
else if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
343 |
{ /* set off any traps? */ |
344 |
spring_trap (door->inv, pl); |
345 |
} |
346 |
return success; |
347 |
} |
348 |
|
349 |
|
350 |
/* Implementation by bt. (thomas@astro.psu.edu) |
351 |
* monster implementation 7-7-95 by bt. |
352 |
*/ |
353 |
|
354 |
int |
355 |
pick_lock (object *pl, int dir, object *skill) |
356 |
{ |
357 |
object *tmp; |
358 |
int x = pl->x + freearr_x[dir]; |
359 |
int y = pl->y + freearr_y[dir]; |
360 |
|
361 |
if (!dir) |
362 |
dir = pl->facing; |
363 |
|
364 |
/* For all the stacked objects at this point find a door */ |
365 |
if (out_of_map (pl->map, x, y)) |
366 |
{ |
367 |
new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); |
368 |
return 0; |
369 |
} |
370 |
|
371 |
for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above) |
372 |
if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
373 |
break; |
374 |
|
375 |
if (!tmp) |
376 |
{ |
377 |
new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); |
378 |
return 0; |
379 |
} |
380 |
if (tmp->type == LOCKED_DOOR) |
381 |
{ |
382 |
new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!"); |
383 |
return 0; |
384 |
} |
385 |
|
386 |
if (!tmp->move_block) |
387 |
{ |
388 |
new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!"); |
389 |
return 0; |
390 |
} |
391 |
|
392 |
if (attempt_pick_lock (tmp, pl, skill)) |
393 |
{ |
394 |
new_draw_info (NDI_UNIQUE, 0, pl, "You pick the lock."); |
395 |
return calc_skill_exp (pl, NULL, skill); |
396 |
} |
397 |
else |
398 |
{ |
399 |
new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock."); |
400 |
return 0; |
401 |
} |
402 |
} |
403 |
|
404 |
/* HIDE CODE. The user becomes undetectable (not just 'invisible') for |
405 |
* a short while (success and duration dependant on player SK_level, |
406 |
* dexterity, charisma, and map difficulty). |
407 |
* Players have a good chance of becoming 'unhidden' if they move |
408 |
* and like invisiblity will be come visible if they attack |
409 |
* Implemented by b.t. (thomas@astro.psu.edu) |
410 |
* July 7, 1995 - made hiding possible for monsters. -b.t. |
411 |
*/ |
412 |
static int |
413 |
attempt_hide (object *op, object *skill) |
414 |
{ |
415 |
int number, difficulty = op->map->difficulty; |
416 |
int terrain = hideability (op); |
417 |
|
418 |
if (terrain < -10) /* not enough cover here */ |
419 |
return 0; |
420 |
|
421 |
/* Hiding success and duration dependant on skill level, |
422 |
* op->stats.Dex, map difficulty and terrain. |
423 |
*/ |
424 |
number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2; |
425 |
|
426 |
if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) |
427 |
{ |
428 |
op->invisible += 100; /* set the level of 'hiddeness' */ |
429 |
|
430 |
if (op->type == PLAYER) |
431 |
op->contr->tmp_invis = 1; |
432 |
|
433 |
op->flag [FLAG_HIDDEN] = 1; |
434 |
return 1; |
435 |
} |
436 |
|
437 |
return 0; |
438 |
} |
439 |
|
440 |
/* patched this to take terrain into consideration */ |
441 |
int |
442 |
hide (object *op, object *skill) |
443 |
{ |
444 |
/* the preliminaries -- Can we really hide now? */ |
445 |
/* this keeps monsters from using invisibilty spells and hiding */ |
446 |
|
447 |
if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
448 |
{ |
449 |
new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!"); |
450 |
return 0; |
451 |
} |
452 |
else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER) |
453 |
{ |
454 |
new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!"); |
455 |
make_visible (op); |
456 |
} |
457 |
|
458 |
if (op->invisible > 50 * skill->level) |
459 |
{ |
460 |
new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get."); |
461 |
return 0; |
462 |
} |
463 |
|
464 |
if (attempt_hide (op, skill)) |
465 |
{ |
466 |
new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows."); |
467 |
update_object (op, UP_OBJ_FACE); |
468 |
return calc_skill_exp (op, NULL, skill); |
469 |
} |
470 |
|
471 |
new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself."); |
472 |
return 0; |
473 |
} |
474 |
|
475 |
/* stop_jump() - End of jump. Clear flags, restore the map, and |
476 |
* freeze the jumper a while to simulate the exhaustion |
477 |
* of jumping. |
478 |
*/ |
479 |
static void |
480 |
stop_jump (object *pl, int dist, int spaces) |
481 |
{ |
482 |
pl->update_stats (); |
483 |
pl->map->insert (pl, pl->x, pl->y, pl); |
484 |
pl->speed_left -= fabs (pl->speed * 8); |
485 |
} |
486 |
|
487 |
static int |
488 |
attempt_jump (object *pl, int dir, int spaces, object *skill) |
489 |
{ |
490 |
object *tmp; |
491 |
int i, dx = freearr_x[dir], dy = freearr_y[dir], mflags; |
492 |
sint16 x, y; |
493 |
maptile *m; |
494 |
|
495 |
/* Jump loop. Go through spaces object wants to jump. Halt the |
496 |
* jump if a wall or creature is in the way. We set FLAG_FLYING |
497 |
* temporarily to allow player to aviod exits/archs that are not |
498 |
* fly_on, fly_off. This will also prevent pickup of objects |
499 |
* while jumping over them. |
500 |
*/ |
501 |
pl->remove (); |
502 |
pl->move_type |= MOVE_FLY_LOW; |
503 |
|
504 |
for (i = 0; i <= spaces; i++) |
505 |
{ |
506 |
x = pl->x + dx; |
507 |
y = pl->y + dy; |
508 |
m = pl->map; |
509 |
|
510 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
511 |
|
512 |
if (mflags & P_OUT_OF_MAP) |
513 |
{ |
514 |
stop_jump (pl, i, spaces); |
515 |
return 0; |
516 |
} |
517 |
|
518 |
for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
519 |
{ |
520 |
/* Jump into creature */ |
521 |
if (QUERY_FLAG (tmp, FLAG_MONSTER) |
522 |
|| (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden))) |
523 |
{ |
524 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name); |
525 |
|
526 |
stop_jump (pl, i, spaces); |
527 |
|
528 |
int exp = 0; |
529 |
|
530 |
if (tmp->type != PLAYER |
531 |
|| (pl->type == PLAYER && !pl->contr->party) |
532 |
|| (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party)) |
533 |
exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */ |
534 |
|
535 |
return exp; /* note that calc_skill_exp() is already called by skill_attack() */ |
536 |
} |
537 |
|
538 |
/* If the space has fly on set (no matter what the space is), |
539 |
* we should get the effects - after all, the player is |
540 |
* effectively flying. |
541 |
*/ |
542 |
if (tmp->move_on & MOVE_FLY_LOW) |
543 |
{ |
544 |
pl->x = x; |
545 |
pl->y = y; |
546 |
pl->map = m; |
547 |
stop_jump (pl, i, spaces); |
548 |
|
549 |
return calc_skill_exp (pl, NULL, skill); |
550 |
} |
551 |
} |
552 |
|
553 |
if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y))) |
554 |
{ |
555 |
new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); |
556 |
stop_jump (pl, i, spaces); |
557 |
return 0; |
558 |
} |
559 |
|
560 |
pl->x = x; |
561 |
pl->y = y; |
562 |
pl->map = m; |
563 |
} |
564 |
|
565 |
stop_jump (pl, i, spaces); |
566 |
|
567 |
return calc_skill_exp (pl, NULL, skill); |
568 |
} |
569 |
|
570 |
/* jump() - this is both a new type of movement for player/monsters and |
571 |
* an attack as well. |
572 |
* Perhaps we should allow more spaces based on level, eg, level 50 |
573 |
* jumper can jump several spaces? |
574 |
*/ |
575 |
int |
576 |
jump (object *pl, int dir, object *skill) |
577 |
{ |
578 |
int str = pl->stats.Str; |
579 |
int dex = pl->stats.Dex; |
580 |
|
581 |
dex = dex ? dex : 15; |
582 |
str = str ? str : 10; |
583 |
|
584 |
int stats = str * str * str * dex * skill->level; |
585 |
int spaces = min (3, skill->level, stats / (pl->carrying + 1)); |
586 |
|
587 |
if (spaces == 0) |
588 |
{ |
589 |
new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump."); |
590 |
return 0; |
591 |
} |
592 |
|
593 |
return attempt_jump (pl, dir, spaces, skill); |
594 |
} |
595 |
|
596 |
/* skill_ident() - this code is supposed to allow players to identify |
597 |
* classes of objects with the various "auto-ident" skills. Player must |
598 |
* have unidentified objects of the right type in order for the skill |
599 |
* to work. While multiple classes of objects may be identified, |
600 |
* this code is kind of yucky -- it would be nice to make it a bit |
601 |
* more generalized. Right now, skill indices are embedded in this routine. |
602 |
* Returns amount of experience gained (on successful ident). |
603 |
* - b.t. (thomas@astro.psu.edu) |
604 |
*/ |
605 |
static int |
606 |
do_skill_detect_curse (object *pl, object *skill) |
607 |
{ |
608 |
object *tmp; |
609 |
int success = 0; |
610 |
|
611 |
for (tmp = pl->inv; tmp; tmp = tmp->below) |
612 |
if (!tmp->invisible |
613 |
&& !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) |
614 |
&& (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) |
615 |
{ |
616 |
SET_FLAG (tmp, FLAG_KNOWN_CURSED); |
617 |
esrv_update_item (UPD_FLAGS, pl, tmp); |
618 |
success += calc_skill_exp (pl, tmp, skill); |
619 |
} |
620 |
|
621 |
/* Check ground, too, but only objects the player could pick up */ |
622 |
for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
623 |
if (can_pick (pl, tmp) && |
624 |
!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && |
625 |
!QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) |
626 |
&& (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) |
627 |
{ |
628 |
SET_FLAG (tmp, FLAG_KNOWN_CURSED); |
629 |
esrv_update_item (UPD_FLAGS, pl, tmp); |
630 |
success += calc_skill_exp (pl, tmp, skill); |
631 |
} |
632 |
|
633 |
return success; |
634 |
} |
635 |
|
636 |
static int |
637 |
do_skill_detect_magic (object *pl, object *skill) |
638 |
{ |
639 |
object *tmp; |
640 |
int success = 0; |
641 |
|
642 |
for (tmp = pl->inv; tmp; tmp = tmp->below) |
643 |
if (!tmp->invisible |
644 |
&& !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
645 |
&& (is_magical (tmp)) && tmp->item_power < skill->level) |
646 |
{ |
647 |
SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); |
648 |
esrv_update_item (UPD_FLAGS, pl, tmp); |
649 |
success += calc_skill_exp (pl, tmp, skill); |
650 |
} |
651 |
|
652 |
/* Check ground, too, but like above, only if the object can be picked up */ |
653 |
for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
654 |
if (can_pick (pl, tmp) && |
655 |
!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level) |
656 |
{ |
657 |
SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); |
658 |
esrv_update_item (UPD_FLAGS, pl, tmp); |
659 |
success += calc_skill_exp (pl, tmp, skill); |
660 |
} |
661 |
|
662 |
return success; |
663 |
} |
664 |
|
665 |
/* Helper function for do_skill_ident, so that we can loop |
666 |
* over inventory AND objects on the ground conveniently. |
667 |
*/ |
668 |
int |
669 |
do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) |
670 |
{ |
671 |
int success = 0, chance; |
672 |
int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; |
673 |
|
674 |
if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT) |
675 |
&& need_identify (tmp) && !tmp->invisible && tmp->type == obj_class) |
676 |
{ |
677 |
chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1); |
678 |
|
679 |
if (skill_value >= chance) |
680 |
{ |
681 |
identify (tmp); |
682 |
|
683 |
if (pl->type == PLAYER) |
684 |
{ |
685 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl)); |
686 |
|
687 |
if (tmp->msg) |
688 |
{ |
689 |
new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); |
690 |
new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); |
691 |
} |
692 |
} |
693 |
|
694 |
success += calc_skill_exp (pl, tmp, skill); |
695 |
} |
696 |
else |
697 |
SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); |
698 |
} |
699 |
|
700 |
return success; |
701 |
} |
702 |
|
703 |
/* do_skill_ident() - workhorse for skill_ident() -b.t. |
704 |
*/ |
705 |
static int |
706 |
do_skill_ident (object *pl, int obj_class, object *skill) |
707 |
{ |
708 |
int success = 0; |
709 |
|
710 |
for (object *tmp = pl->inv; tmp; tmp = tmp->below) |
711 |
success += do_skill_ident2 (tmp, pl, obj_class, skill); |
712 |
/* check the ground */ |
713 |
|
714 |
for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above) |
715 |
success += do_skill_ident2 (tmp, pl, obj_class, skill); |
716 |
|
717 |
return success; |
718 |
} |
719 |
|
720 |
int |
721 |
skill_ident (object *pl, object *skill) |
722 |
{ |
723 |
int success = 0; |
724 |
|
725 |
if (pl->type != PLAYER) |
726 |
return 0; /* only players will skill-identify */ |
727 |
|
728 |
new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby..."); |
729 |
|
730 |
switch (skill->subtype) |
731 |
{ |
732 |
case SK_SMITHERY: |
733 |
success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill) |
734 |
+ do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill) |
735 |
+ do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill) |
736 |
+ do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill); |
737 |
break; |
738 |
|
739 |
case SK_BOWYER: |
740 |
success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill); |
741 |
break; |
742 |
|
743 |
case SK_ALCHEMY: |
744 |
success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill) |
745 |
+ do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill); |
746 |
break; |
747 |
|
748 |
case SK_WOODSMAN: |
749 |
success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill); |
750 |
break; |
751 |
|
752 |
case SK_JEWELER: |
753 |
success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill); |
754 |
break; |
755 |
|
756 |
case SK_LITERACY: |
757 |
success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill); |
758 |
break; |
759 |
|
760 |
case SK_THAUMATURGY: |
761 |
success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill); |
762 |
break; |
763 |
|
764 |
case SK_DET_CURSE: |
765 |
success = do_skill_detect_curse (pl, skill); |
766 |
if (success) |
767 |
new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); |
768 |
break; |
769 |
|
770 |
case SK_DET_MAGIC: |
771 |
success = do_skill_detect_magic (pl, skill); |
772 |
if (success) |
773 |
new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!"); |
774 |
break; |
775 |
|
776 |
default: |
777 |
LOG (llevError, "Error: bad call to skill_ident()\n"); |
778 |
return 0; |
779 |
break; |
780 |
} |
781 |
|
782 |
if (!success) |
783 |
new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); |
784 |
|
785 |
return success; |
786 |
} |
787 |
|
788 |
/* players using this skill can 'charm' a monster -- |
789 |
* into working for them. It can only be used on |
790 |
* non-special (see below) 'neutral' creatures. |
791 |
* -b.t. (thomas@astro.psu.edu) |
792 |
*/ |
793 |
int |
794 |
use_oratory (object *pl, int dir, object *skill) |
795 |
{ |
796 |
if (pl->type != PLAYER) |
797 |
return 0; /* only players use this skill */ |
798 |
|
799 |
sint16 x = pl->x + freearr_x[dir], |
800 |
y = pl->y + freearr_y[dir]; |
801 |
maptile *m = pl->map; |
802 |
|
803 |
int mflags = get_map_flags (m, &m, x, y, &x, &y); |
804 |
if (mflags & P_OUT_OF_MAP) |
805 |
return 0; |
806 |
|
807 |
/* Save some processing - we have the flag already anyways |
808 |
*/ |
809 |
if (!(mflags & P_IS_ALIVE)) |
810 |
{ |
811 |
new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); |
812 |
return 0; |
813 |
} |
814 |
|
815 |
object *tmp; |
816 |
for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
817 |
{ |
818 |
/* can't persuade players - return because there is nothing else |
819 |
* on that space to charm. Same for multi space monsters and |
820 |
* special monsters - we don't allow them to be charmed, and there |
821 |
* is no reason to do further processing since they should be the |
822 |
* only monster on the space. |
823 |
*/ |
824 |
if (tmp->type == PLAYER |
825 |
|| tmp->more || tmp->head_ () != tmp |
826 |
|| tmp->msg) |
827 |
return 0; |
828 |
|
829 |
if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
830 |
break; |
831 |
} |
832 |
|
833 |
if (!tmp) |
834 |
{ |
835 |
new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); |
836 |
return 0; |
837 |
} |
838 |
|
839 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp)); |
840 |
|
841 |
/* the following conditions limit who may be 'charmed' */ |
842 |
|
843 |
/* it's hostile! */ |
844 |
if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
845 |
{ |
846 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); |
847 |
return 0; |
848 |
} |
849 |
|
850 |
/* it's already allied! */ |
851 |
if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) |
852 |
{ |
853 |
if (tmp->owner == pl) |
854 |
{ |
855 |
new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); |
856 |
return 0; |
857 |
} |
858 |
else if (skill->level > tmp->level) |
859 |
{ |
860 |
/* you steal the follower. Perhaps we should really look at the |
861 |
* level of the owner above? |
862 |
*/ |
863 |
tmp->set_owner (pl); |
864 |
tmp->skill = skill->skill; |
865 |
|
866 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp)); |
867 |
/* Abuse fix - don't give exp since this can otherwise |
868 |
* be used by a couple players to gets lots of exp. |
869 |
*/ |
870 |
return 0; |
871 |
} |
872 |
else |
873 |
{ |
874 |
/* In this case, you can't steal it from the other player */ |
875 |
return 0; |
876 |
} |
877 |
} /* Creature was already a pet of someone */ |
878 |
|
879 |
int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2; |
880 |
|
881 |
/* Ok, got a 'sucker' lets try to make them a follower */ |
882 |
if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1)) |
883 |
{ |
884 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); |
885 |
|
886 |
INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl)); |
887 |
tmp->set_owner (pl); |
888 |
tmp->skill = skill->skill; |
889 |
tmp->stats.exp = 0; |
890 |
tmp->attack_movement = PETMOVE; |
891 |
|
892 |
if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
893 |
add_friendly_object (tmp); |
894 |
|
895 |
return calc_skill_exp (pl, tmp, skill); |
896 |
} |
897 |
/* Charm failed. Creature may be angry now */ |
898 |
else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW)) |
899 |
{ |
900 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); |
901 |
if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
902 |
{ |
903 |
remove_friendly_object (tmp); |
904 |
tmp->attack_movement = 0; /* needed? */ |
905 |
} |
906 |
|
907 |
CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
908 |
} |
909 |
|
910 |
return 0; /* Fall through - if we get here, we didn't charm anything */ |
911 |
} |
912 |
|
913 |
/* Singing() -this skill allows the player to pacify nearby creatures. |
914 |
* There are few limitations on who/what kind of |
915 |
* non-player creatures that may be pacified. Right now, a player |
916 |
* may pacify creatures which have Int == 0. In this routine, once |
917 |
* successfully pacified the creature gets Int=1. Thus, a player |
918 |
* may only pacify a creature once. |
919 |
* BTW, I appologize for the naming of the skill, I couldnt think |
920 |
* of anything better! -b.t. |
921 |
*/ |
922 |
int |
923 |
singing (object *pl, int dir, object *skill) |
924 |
{ |
925 |
int i, exp = 0; |
926 |
object *tmp; |
927 |
maptile *m; |
928 |
sint16 x, y; |
929 |
|
930 |
if (pl->type != PLAYER) |
931 |
return 0; /* only players use this skill */ |
932 |
|
933 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); |
934 |
for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++) |
935 |
{ |
936 |
x = pl->x + freearr_x[i]; |
937 |
y = pl->y + freearr_y[i]; |
938 |
m = pl->map; |
939 |
|
940 |
int mflags = get_map_flags (m, &m, x, y, &x, &y); |
941 |
if (mflags & P_OUT_OF_MAP) |
942 |
continue; |
943 |
if (!(mflags & P_IS_ALIVE)) |
944 |
continue; |
945 |
|
946 |
for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
947 |
{ |
948 |
if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
949 |
break; |
950 |
/* can't affect players */ |
951 |
if (tmp->type == PLAYER) |
952 |
break; |
953 |
} |
954 |
|
955 |
/* Whole bunch of checks to see if this is a type of monster that would |
956 |
* listen to singing. |
957 |
*/ |
958 |
if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */ |
959 |
!QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */ |
960 |
!QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */ |
961 |
(tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */ |
962 |
!QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
963 |
{ /* already calm */ |
964 |
|
965 |
/* stealing isn't really related (although, maybe it should |
966 |
* be). This is mainly to prevent singing to the same monster |
967 |
* over and over again and getting exp for it. |
968 |
*/ |
969 |
int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2; |
970 |
|
971 |
if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH)) |
972 |
{ |
973 |
SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
974 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp)); |
975 |
/* Give exp only if they are not aware */ |
976 |
|
977 |
if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) |
978 |
exp += calc_skill_exp (pl, tmp, skill); |
979 |
|
980 |
SET_FLAG (tmp, FLAG_NO_STEAL); |
981 |
} |
982 |
else |
983 |
{ |
984 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); |
985 |
SET_FLAG (tmp, FLAG_NO_STEAL); |
986 |
} |
987 |
} |
988 |
} |
989 |
return exp; |
990 |
} |
991 |
|
992 |
/* The find_traps skill (aka, search). Checks for traps |
993 |
* on the spaces or in certain objects |
994 |
*/ |
995 |
|
996 |
int |
997 |
find_traps (object *pl, object *skill) |
998 |
{ |
999 |
object *tmp, *tmp2; |
1000 |
int i, expsum = 0, mflags; |
1001 |
sint16 x, y; |
1002 |
maptile *m; |
1003 |
|
1004 |
/* First we search all around us for runes and traps, which are |
1005 |
* all type RUNE |
1006 |
*/ |
1007 |
|
1008 |
for (i = 0; i < 9; i++) |
1009 |
{ |
1010 |
x = pl->x + freearr_x[i]; |
1011 |
y = pl->y + freearr_y[i]; |
1012 |
m = pl->map; |
1013 |
|
1014 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
1015 |
if (mflags & P_OUT_OF_MAP) |
1016 |
continue; |
1017 |
|
1018 |
/* Check everything in the square for trapness */ |
1019 |
for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
1020 |
{ |
1021 |
|
1022 |
/* And now we'd better do an inventory traversal of each |
1023 |
* of these objects' inventory |
1024 |
* We can narrow this down a bit - no reason to search through |
1025 |
* the players inventory or monsters for that matter. |
1026 |
*/ |
1027 |
if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
1028 |
{ |
1029 |
for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
1030 |
if (tmp2->type == RUNE || tmp2->type == TRAP) |
1031 |
if (trap_see (pl, tmp2)) |
1032 |
{ |
1033 |
trap_show (tmp2, tmp); |
1034 |
if (tmp2->stats.Cha > 1) |
1035 |
{ |
1036 |
if (!tmp2->owner || tmp2->owner->type != PLAYER) |
1037 |
expsum += calc_skill_exp (pl, tmp2, skill); |
1038 |
|
1039 |
tmp2->stats.Cha = 1; /* unhide the trap */ |
1040 |
} |
1041 |
} |
1042 |
} |
1043 |
if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) |
1044 |
{ |
1045 |
trap_show (tmp, tmp); |
1046 |
if (tmp->stats.Cha > 1) |
1047 |
{ |
1048 |
if (!tmp->owner || tmp->owner->type != PLAYER) |
1049 |
expsum += calc_skill_exp (pl, tmp, skill); |
1050 |
tmp->stats.Cha = 1; /* unhide the trap */ |
1051 |
} |
1052 |
} |
1053 |
} |
1054 |
} |
1055 |
new_draw_info (NDI_BLACK, 0, pl, "You search the area."); |
1056 |
return expsum; |
1057 |
} |
1058 |
|
1059 |
/* remove_trap() - This skill will disarm any previously discovered trap |
1060 |
* the algorithm is based (almost totally) on the old command_disarm() - b.t. |
1061 |
*/ |
1062 |
|
1063 |
int |
1064 |
remove_trap (object *op, int dir, object *skill) |
1065 |
{ |
1066 |
object *tmp, *tmp2; |
1067 |
int i, success = 0, mflags; |
1068 |
maptile *m; |
1069 |
sint16 x, y; |
1070 |
|
1071 |
for (i = 0; i < 9; i++) |
1072 |
{ |
1073 |
x = op->x + freearr_x[i]; |
1074 |
y = op->y + freearr_y[i]; |
1075 |
m = op->map; |
1076 |
|
1077 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
1078 |
if (mflags & P_OUT_OF_MAP) |
1079 |
continue; |
1080 |
|
1081 |
/* Check everything in the square for trapness */ |
1082 |
for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
1083 |
{ |
1084 |
/* And now we'd better do an inventory traversal of each |
1085 |
* of these objects inventory. Like above, only |
1086 |
* do this for interesting objects. |
1087 |
*/ |
1088 |
|
1089 |
if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
1090 |
{ |
1091 |
for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
1092 |
if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) |
1093 |
{ |
1094 |
trap_show (tmp2, tmp); |
1095 |
if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) |
1096 |
{ |
1097 |
tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1098 |
success += calc_skill_exp (op, tmp2, skill); |
1099 |
} |
1100 |
} |
1101 |
} |
1102 |
if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) |
1103 |
{ |
1104 |
trap_show (tmp, tmp); |
1105 |
if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) |
1106 |
{ |
1107 |
tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1108 |
success += calc_skill_exp (op, tmp, skill); |
1109 |
} |
1110 |
} |
1111 |
} |
1112 |
} |
1113 |
|
1114 |
return success; |
1115 |
} |
1116 |
|
1117 |
/* pray() - when this skill is called from do_skill(), it allows |
1118 |
* the player to regain lost grace points at a faster rate. -b.t. |
1119 |
* This always returns 0 - return value is used by calling function |
1120 |
* such that if it returns true, player gets exp in that skill. This |
1121 |
* the effect here can be done on demand, we probably don't want to |
1122 |
* give infinite exp by returning true in any cases. |
1123 |
*/ |
1124 |
int |
1125 |
pray (object *pl, object *skill) |
1126 |
{ |
1127 |
char buf[MAX_BUF]; |
1128 |
object *tmp; |
1129 |
|
1130 |
if (pl->type != PLAYER) |
1131 |
return 0; |
1132 |
|
1133 |
strcpy (buf, "You pray."); |
1134 |
|
1135 |
/* Check all objects - we could stop at floor objects, |
1136 |
* but if someone buries an altar, I don't see a problem with |
1137 |
* going through all the objects, and it shouldn't be much slower |
1138 |
* than extra checks on object attributes. |
1139 |
*/ |
1140 |
for (tmp = pl->below; tmp != NULL; tmp = tmp->below) |
1141 |
{ |
1142 |
/* Only if the altar actually belongs to someone do you get special benefits */ |
1143 |
if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) |
1144 |
{ |
1145 |
sprintf (buf, "You pray over the %s.", &tmp->name); |
1146 |
pray_at_altar (pl, tmp, skill); |
1147 |
break; /* Only pray at one altar */ |
1148 |
} |
1149 |
} |
1150 |
|
1151 |
new_draw_info (NDI_BLACK, 0, pl, buf); |
1152 |
|
1153 |
if (pl->stats.grace < pl->stats.maxgrace) |
1154 |
{ |
1155 |
pl->stats.grace++; |
1156 |
pl->last_grace = -1; |
1157 |
} |
1158 |
|
1159 |
return 0; |
1160 |
} |
1161 |
|
1162 |
/* This skill allows the player to regain a few sp or hp for a |
1163 |
* brief period of concentration. No armour or weapons may be |
1164 |
* wielded/applied for this to work. The amount of time needed |
1165 |
* to concentrate and the # of points regained is dependant on |
1166 |
* the level of the user. - b.t. thomas@astro.psu.edu |
1167 |
*/ |
1168 |
void |
1169 |
meditate (object *pl, object *skill) |
1170 |
{ |
1171 |
object *tmp; |
1172 |
|
1173 |
if (pl->type != PLAYER) |
1174 |
return; /* players only */ |
1175 |
|
1176 |
/* check if pl has removed encumbering armour and weapons */ |
1177 |
if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6)) |
1178 |
{ |
1179 |
new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n"); |
1180 |
return; |
1181 |
} |
1182 |
else |
1183 |
{ |
1184 |
for (tmp = pl->inv; tmp; tmp = tmp->below) |
1185 |
if (((tmp->type == ARMOUR && skill->level < 12) |
1186 |
|| (tmp->type == HELMET && skill->level < 10) |
1187 |
|| (tmp->type == SHIELD && skill->level < 6) |
1188 |
|| (tmp->type == BOOTS && skill->level < 4) |
1189 |
|| (tmp->type == GLOVES && skill->level < 2)) |
1190 |
&& QUERY_FLAG (tmp, FLAG_APPLIED)) |
1191 |
{ |
1192 |
new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n"); |
1193 |
return; |
1194 |
} |
1195 |
} |
1196 |
|
1197 |
/* ok let's meditate! Spell points are regained first, then once |
1198 |
* they are maxed we get back hp. Actual incrementing of values |
1199 |
* is handled by the do_some_living() (in player.c). This way magical |
1200 |
* bonuses for healing/sp regeneration are included properly |
1201 |
* No matter what, we will eat up some playing time trying to |
1202 |
* meditate. (see 'factor' variable for what sets the amount of time) |
1203 |
*/ |
1204 |
|
1205 |
new_draw_info (NDI_BLACK, 0, pl, "You meditate."); |
1206 |
|
1207 |
if (pl->stats.sp < pl->stats.maxsp) |
1208 |
{ |
1209 |
pl->stats.sp++; |
1210 |
pl->last_sp = -1; |
1211 |
} |
1212 |
else if (pl->stats.hp < pl->stats.maxhp) |
1213 |
{ |
1214 |
pl->stats.hp++; |
1215 |
pl->last_heal = -1; |
1216 |
} |
1217 |
} |
1218 |
|
1219 |
/* write_note() - this routine allows players to inscribe messages in |
1220 |
* ordinary inscribable 'books' (anything that is not a SPELL). b.t. |
1221 |
*/ |
1222 |
static int |
1223 |
write_note (object *pl, object *item, const char *msg, object *skill) |
1224 |
{ |
1225 |
if (strstr (msg, "\nendmsg")) |
1226 |
{ |
1227 |
new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?"); |
1228 |
return 0; |
1229 |
} |
1230 |
|
1231 |
int len = strlen (msg); |
1232 |
|
1233 |
if (!is_utf8_string ((U8 *)msg, len)) |
1234 |
{ |
1235 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!"); |
1236 |
return 0; |
1237 |
} |
1238 |
|
1239 |
if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) |
1240 |
return RESULT_INT (0); |
1241 |
|
1242 |
char buf[1024]; |
1243 |
|
1244 |
if (len < sizeof (buf) - 2) |
1245 |
{ |
1246 |
snprintf (buf, sizeof (buf), "%s\n", msg); |
1247 |
|
1248 |
object *newbook = arch_to_object (item->other_arch); |
1249 |
item->decrease (); |
1250 |
newbook->nrof = 1; |
1251 |
newbook->msg = buf; |
1252 |
newbook->flag [FLAG_IDENTIFIED] = true; |
1253 |
|
1254 |
if (item->subtype == 1) // mailscrolls |
1255 |
{ |
1256 |
newbook->name = item->name; |
1257 |
newbook->name_pl = item->name_pl; |
1258 |
} |
1259 |
|
1260 |
pl->insert (newbook); |
1261 |
|
1262 |
pl->contr->play_sound (sound_find ("inscribe_success")); |
1263 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name); |
1264 |
return strlen (msg); |
1265 |
} |
1266 |
else |
1267 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", &item->name); |
1268 |
|
1269 |
return 0; |
1270 |
} |
1271 |
|
1272 |
/* write_scroll() - this routine allows players to inscribe spell scrolls |
1273 |
* of spells which they know. Backfire effects are possible with the |
1274 |
* severity of the backlash correlated with the difficulty of the scroll |
1275 |
* that is attempted. -b.t. thomas@astro.psu.edu |
1276 |
*/ |
1277 |
static int |
1278 |
write_scroll (object *pl, object *scroll, object *skill) |
1279 |
{ |
1280 |
int success = 0, confused = 0; |
1281 |
|
1282 |
/* Check if we are ready to attempt inscription */ |
1283 |
object *chosen_spell = pl->contr->ranged_ob; |
1284 |
|
1285 |
if (!chosen_spell || chosen_spell->type != SPELL) |
1286 |
{ |
1287 |
new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); |
1288 |
return 0; |
1289 |
} |
1290 |
|
1291 |
if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace) |
1292 |
{ |
1293 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name); |
1294 |
return 0; |
1295 |
} |
1296 |
|
1297 |
if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) |
1298 |
{ |
1299 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); |
1300 |
return 0; |
1301 |
} |
1302 |
|
1303 |
/* ok, we are ready to try inscription */ |
1304 |
if (QUERY_FLAG (pl, FLAG_CONFUSED)) |
1305 |
confused = 1; |
1306 |
|
1307 |
/* Lost mana/grace no matter what */ |
1308 |
pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); |
1309 |
pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA); |
1310 |
|
1311 |
if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) |
1312 |
{ |
1313 |
object *newscroll = arch_to_object (scroll->other_arch); |
1314 |
scroll->decrease (); |
1315 |
newscroll->nrof = 1; |
1316 |
|
1317 |
pl->contr->play_sound (sound_find ("inscribe_success")); |
1318 |
|
1319 |
if (!confused) |
1320 |
{ |
1321 |
newscroll->level = MAX (skill->level, chosen_spell->level); |
1322 |
newscroll->flag [FLAG_IDENTIFIED] = true; |
1323 |
new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell."); |
1324 |
} |
1325 |
else |
1326 |
{ |
1327 |
chosen_spell = find_random_spell_in_ob (pl, NULL); |
1328 |
if (!chosen_spell) |
1329 |
return 0; |
1330 |
|
1331 |
newscroll->level = MAX (skill->level, chosen_spell->level); |
1332 |
new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell."); |
1333 |
} |
1334 |
|
1335 |
object *tmp = chosen_spell->clone (); |
1336 |
insert_ob_in_ob (tmp, newscroll); |
1337 |
|
1338 |
/* Same code as from treasure.C - so they can better merge. |
1339 |
* if players want to sell them, so be it. |
1340 |
*/ |
1341 |
newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); |
1342 |
newscroll->stats.exp = newscroll->value / 5; |
1343 |
|
1344 |
pl->insert (newscroll); |
1345 |
|
1346 |
success = calc_skill_exp (pl, newscroll, skill); |
1347 |
if (!confused) |
1348 |
success *= 2; |
1349 |
|
1350 |
success = success * skill->level; |
1351 |
return success; |
1352 |
} |
1353 |
else |
1354 |
{ /* Inscription has failed */ |
1355 |
pl->contr->play_sound (sound_find ("inscribe_fail")); |
1356 |
|
1357 |
if (chosen_spell->level > skill->level || confused) |
1358 |
{ /*backfire! */ |
1359 |
new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); |
1360 |
|
1361 |
if (random_roll (0, 1, pl, PREFER_LOW) == 1) |
1362 |
pl->drain_specific_stat (4); |
1363 |
else |
1364 |
{ |
1365 |
confuse_player (pl, pl, 99); |
1366 |
return -30 * chosen_spell->level; |
1367 |
} |
1368 |
} |
1369 |
else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) |
1370 |
{ |
1371 |
new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind! H<Frankly spoken, you were too dumb and unlucky.>"); |
1372 |
confuse_player (pl, pl, 99); |
1373 |
} |
1374 |
else |
1375 |
new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll. H<Try a lower-level spell, if possible at all.>"); |
1376 |
} |
1377 |
|
1378 |
return 0; |
1379 |
} |
1380 |
|
1381 |
/* write_on_item() - wrapper for write_note and write_scroll */ |
1382 |
int |
1383 |
write_on_item (object *pl, const char *params, object *skill) |
1384 |
{ |
1385 |
archetype *skat; |
1386 |
|
1387 |
if (pl->type != PLAYER) |
1388 |
return 0; |
1389 |
|
1390 |
if (!params) |
1391 |
params = ""; |
1392 |
|
1393 |
skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); |
1394 |
|
1395 |
/* Need to be able to read before we can write! */ |
1396 |
if (!find_skill_by_name (pl, skat->skill)) |
1397 |
{ |
1398 |
new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>"); |
1399 |
return 0; |
1400 |
} |
1401 |
|
1402 |
object *item = find_marked_object (pl); |
1403 |
|
1404 |
/* find an item of correct type to write on */ |
1405 |
if (!item) |
1406 |
{ |
1407 |
new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on. H<Use the mark command or the popup menu to make an item.>"); |
1408 |
return 0; |
1409 |
} |
1410 |
|
1411 |
if (item->type != INSCRIBABLE) |
1412 |
{ |
1413 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>"); |
1414 |
return 0; |
1415 |
} |
1416 |
|
1417 |
if (QUERY_FLAG (item, FLAG_UNPAID)) |
1418 |
{ |
1419 |
new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); |
1420 |
return 0; |
1421 |
} |
1422 |
|
1423 |
if (item->other_arch->type == SCROLL) |
1424 |
{ |
1425 |
if (*params) |
1426 |
{ |
1427 |
// check readied scroll |
1428 |
new_draw_info_format (NDI_UNIQUE, 0, pl, |
1429 |
"When inscribing spells you need to ready a spell and do not specify a string argument.\n" |
1430 |
"Usage: cast [spell name]; use_skill %s", &skill->skill); |
1431 |
return 0; |
1432 |
} |
1433 |
|
1434 |
return write_scroll (pl, item, skill); |
1435 |
} |
1436 |
else |
1437 |
{ |
1438 |
if (!*params) |
1439 |
{ |
1440 |
new_draw_info_format (NDI_UNIQUE, 0, pl, |
1441 |
"When inscribing books you need to specify the words you want to inscribe as command argument.\n" |
1442 |
"Usage: use_skill %s <message>", &skill->skill); |
1443 |
return 0; |
1444 |
} |
1445 |
|
1446 |
return write_note (pl, item, params, skill); |
1447 |
} |
1448 |
|
1449 |
return 0; |
1450 |
} |
1451 |
|
1452 |
/* find_throw_ob() - if we request an object, then |
1453 |
* we search for it in the inventory of the owner (you've |
1454 |
* got to be carrying something in order to throw it!). |
1455 |
* If we didnt request an object, then the top object in inventory |
1456 |
* (that is "throwable", ie no throwing your skills away!) |
1457 |
* is the object of choice. Also check to see if object is |
1458 |
* 'throwable' (ie not applied cursed obj, worn, etc). |
1459 |
*/ |
1460 |
static object * |
1461 |
find_throw_ob (object *op, const char *request) |
1462 |
{ |
1463 |
object *tmp; |
1464 |
|
1465 |
if (!op) |
1466 |
{ /* safety */ |
1467 |
LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n"); |
1468 |
return (object *) NULL; |
1469 |
} |
1470 |
|
1471 |
/* prefer marked item */ |
1472 |
tmp = find_marked_object (op); |
1473 |
if (tmp != NULL) |
1474 |
{ |
1475 |
/* can't toss invisible or inv-locked items */ |
1476 |
if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
1477 |
{ |
1478 |
tmp = NULL; |
1479 |
} |
1480 |
} |
1481 |
|
1482 |
/* look through the inventory */ |
1483 |
if (tmp == NULL) |
1484 |
{ |
1485 |
for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1486 |
{ |
1487 |
/* can't toss invisible or inv-locked items */ |
1488 |
if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
1489 |
continue; |
1490 |
if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request)) |
1491 |
break; |
1492 |
} |
1493 |
} |
1494 |
|
1495 |
/* this should prevent us from throwing away |
1496 |
* cursed items, worn armour, etc. Only weapons |
1497 |
* can be thrown from 'hand'. |
1498 |
*/ |
1499 |
if (!tmp) |
1500 |
return NULL; |
1501 |
|
1502 |
if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
1503 |
{ |
1504 |
if (tmp->type != WEAPON) |
1505 |
{ |
1506 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp)); |
1507 |
tmp = NULL; |
1508 |
} |
1509 |
else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
1510 |
{ |
1511 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp)); |
1512 |
tmp = NULL; |
1513 |
} |
1514 |
else |
1515 |
{ |
1516 |
if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) |
1517 |
{ |
1518 |
LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); |
1519 |
tmp = NULL; |
1520 |
} |
1521 |
} |
1522 |
} |
1523 |
else if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
1524 |
{ |
1525 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp)); |
1526 |
tmp = NULL; |
1527 |
} |
1528 |
|
1529 |
if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
1530 |
{ |
1531 |
LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); |
1532 |
tmp = NULL; |
1533 |
} |
1534 |
return tmp; |
1535 |
} |
1536 |
|
1537 |
/* make_throw_ob() We construct the 'carrier' object in |
1538 |
* which we will insert the object that is being thrown. |
1539 |
* This combination becomes the 'thrown object'. -b.t. |
1540 |
*/ |
1541 |
static object * |
1542 |
make_throw_ob (object *orig) |
1543 |
{ |
1544 |
if (!orig) |
1545 |
return 0; |
1546 |
|
1547 |
if (QUERY_FLAG (orig, FLAG_APPLIED)) |
1548 |
{ |
1549 |
LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); |
1550 |
/* insufficient workaround, but better than nothing */ |
1551 |
CLEAR_FLAG (orig, FLAG_APPLIED); |
1552 |
} |
1553 |
|
1554 |
object *toss_item = orig->clone (); |
1555 |
|
1556 |
toss_item->type = THROWN_OBJ; |
1557 |
CLEAR_FLAG (toss_item, FLAG_CHANGING); |
1558 |
toss_item->stats.dam = 0; /* default damage */ |
1559 |
toss_item->insert (orig); |
1560 |
|
1561 |
return toss_item; |
1562 |
} |
1563 |
|
1564 |
/* do_throw() - op throws any object toss_item. This code |
1565 |
* was borrowed from fire_bow. |
1566 |
* Returns 1 if skill was successfully used, 0 if not |
1567 |
*/ |
1568 |
static int |
1569 |
do_throw (object *op, object *part, object *toss_item, int dir, object *skill) |
1570 |
{ |
1571 |
object *throw_ob = toss_item, *left = NULL; |
1572 |
int eff_str = 0, maxc, str = op->stats.Str, dam = 0; |
1573 |
int pause_f, weight_f = 0, mflags; |
1574 |
float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0; |
1575 |
maptile *m; |
1576 |
sint16 sx, sy; |
1577 |
|
1578 |
if (throw_ob == NULL) |
1579 |
{ |
1580 |
if (op->type == PLAYER) |
1581 |
new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw."); |
1582 |
|
1583 |
return 0; |
1584 |
} |
1585 |
if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP)) |
1586 |
{ |
1587 |
if (op->type == PLAYER) |
1588 |
new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that."); |
1589 |
|
1590 |
return 0; |
1591 |
} |
1592 |
|
1593 |
/* Because throwing effectiveness must be reduced by the |
1594 |
* encumbrance of the thrower and weight of the object. THus, |
1595 |
* we use the concept of 'effective strength' as defined below. |
1596 |
*/ |
1597 |
|
1598 |
/* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */ |
1599 |
if (str > MAX_STAT) |
1600 |
{ |
1601 |
str_factor = (float) str / (float) MAX_STAT; |
1602 |
str = MAX_STAT; |
1603 |
} |
1604 |
|
1605 |
/* the more we carry, the less we can throw. Limit only on players */ |
1606 |
maxc = max_carry[str] * 1000; |
1607 |
if (op->carrying > maxc && op->type == PLAYER) |
1608 |
load_factor = (float) maxc / (float) op->carrying; |
1609 |
|
1610 |
/* lighter items are thrown harder, farther, faster */ |
1611 |
if (throw_ob->weight > 0) |
1612 |
item_factor = (float) maxc / (float) (3.0 * throw_ob->weight); |
1613 |
else |
1614 |
{ /* 0 or negative weight?!? Odd object, can't throw it */ |
1615 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob)); |
1616 |
return 0; |
1617 |
} |
1618 |
|
1619 |
eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0)); |
1620 |
eff_str = (int) ((float) eff_str * item_factor * str_factor); |
1621 |
|
1622 |
/* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to |
1623 |
* account for super-strong throwers. */ |
1624 |
if (eff_str > MAX_STAT) |
1625 |
eff_str = MAX_STAT; |
1626 |
|
1627 |
#ifdef DEBUG_THROW |
1628 |
LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str); |
1629 |
LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str); |
1630 |
LOG (llevDebug, " str_factor=%f\n", str_factor); |
1631 |
LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight); |
1632 |
#endif |
1633 |
|
1634 |
/* 3 things here prevent a throw, you aimed at your feet, you |
1635 |
* have no effective throwing strength, or you threw at something |
1636 |
* that flying objects can't get through. |
1637 |
*/ |
1638 |
mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy); |
1639 |
|
1640 |
if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW)) |
1641 |
{ |
1642 |
/* bounces off 'wall', and drops to feet */ |
1643 |
throw_ob->insert_at (part, op); |
1644 |
|
1645 |
if (op->type == PLAYER) |
1646 |
{ |
1647 |
if (eff_str <= 1) |
1648 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob)); |
1649 |
else if (!dir) |
1650 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob)); |
1651 |
else |
1652 |
new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1653 |
} |
1654 |
|
1655 |
return 0; |
1656 |
} /* if object can't be thrown */ |
1657 |
|
1658 |
left = throw_ob; /* these are throwing objects left to the player */ |
1659 |
|
1660 |
/* sometimes get_split_ob can't split an object (because op->nrof==0?) |
1661 |
* and returns NULL. We must use 'left' then |
1662 |
*/ |
1663 |
if (!(throw_ob = throw_ob->split ())) |
1664 |
{ |
1665 |
throw_ob = left; |
1666 |
left->remove (); |
1667 |
} |
1668 |
|
1669 |
/* special case: throwing powdery substances like dust, dirt */ |
1670 |
if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) |
1671 |
{ |
1672 |
cast_dust (op, throw_ob, dir); |
1673 |
return 1; |
1674 |
} |
1675 |
|
1676 |
/* Make a thrown object -- insert real object in a 'carrier' object. |
1677 |
* If unsuccessfull at making the "thrown_obj", we just reinsert |
1678 |
* the original object back into inventory and exit |
1679 |
*/ |
1680 |
if ((toss_item = make_throw_ob (throw_ob))) |
1681 |
{ |
1682 |
throw_ob = toss_item; |
1683 |
throw_ob->skill = skill->skill; |
1684 |
} |
1685 |
else |
1686 |
{ |
1687 |
insert_ob_in_ob (throw_ob, op); |
1688 |
return 0; |
1689 |
} |
1690 |
|
1691 |
throw_ob->set_owner (op); |
1692 |
/* At some point in the attack code, the actual real object (op->inv) |
1693 |
* becomes the hitter. As such, we need to make sure that has a proper |
1694 |
* owner value so exp goes to the right place. |
1695 |
*/ |
1696 |
throw_ob->inv->set_owner (op); |
1697 |
throw_ob->direction = dir; |
1698 |
|
1699 |
/* the damage bonus from the force of the throw */ |
1700 |
dam = int (str_factor * dam_bonus[eff_str]); |
1701 |
|
1702 |
/* Now, lets adjust the properties of the thrown_ob. */ |
1703 |
|
1704 |
/* how far to fly */ |
1705 |
throw_ob->last_sp = (eff_str * 3) / 5; |
1706 |
|
1707 |
/* speed */ |
1708 |
throw_ob->set_speed (min (1.0, speed_bonus[eff_str] + 1.0) / 1.5); /* no faster than an arrow! */ |
1709 |
|
1710 |
/* item damage. Eff_str and item weight influence damage done */ |
1711 |
weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000); |
1712 |
throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2; |
1713 |
|
1714 |
/* chance of breaking. Proportional to force used and weight of item */ |
1715 |
throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000); |
1716 |
|
1717 |
/* replace 25 with a call to clone.arch wc? messes up w/ NPC */ |
1718 |
throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level; |
1719 |
|
1720 |
/* the properties of objects which are meant to be thrown (ie dart, |
1721 |
* throwing knife, etc) will differ from ordinary items. Lets tailor |
1722 |
* this stuff in here. |
1723 |
*/ |
1724 |
|
1725 |
if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN)) |
1726 |
{ |
1727 |
throw_ob->last_sp += eff_str / 3; /* fly a little further */ |
1728 |
throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; |
1729 |
throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; |
1730 |
/* only throw objects get directional faces */ |
1731 |
if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) |
1732 |
SET_ANIMATION (throw_ob, dir); |
1733 |
} |
1734 |
else |
1735 |
{ |
1736 |
uint16 mat = throw_ob->materials; |
1737 |
|
1738 |
/* some materials will adjust properties.. */ |
1739 |
if (mat & M_LEATHER) |
1740 |
{ |
1741 |
throw_ob->stats.dam -= 1; |
1742 |
throw_ob->stats.food -= 10; |
1743 |
} |
1744 |
|
1745 |
if (mat & M_GLASS) |
1746 |
throw_ob->stats.food += 60; |
1747 |
|
1748 |
if (mat & M_ORGANIC) |
1749 |
{ |
1750 |
throw_ob->stats.dam -= 3; |
1751 |
throw_ob->stats.food += 55; |
1752 |
} |
1753 |
|
1754 |
if (mat & M_PAPER || mat & M_CLOTH) |
1755 |
{ |
1756 |
throw_ob->stats.dam -= 5; |
1757 |
throw_ob->speed *= 0.8; |
1758 |
throw_ob->stats.wc += 3; |
1759 |
throw_ob->stats.food -= 30; |
1760 |
} |
1761 |
|
1762 |
/* light obj have more wind resistance, fly slower */ |
1763 |
if (throw_ob->weight > 500) |
1764 |
throw_ob->speed *= 0.8; |
1765 |
|
1766 |
if (throw_ob->weight > 50) |
1767 |
throw_ob->speed *= 0.5; |
1768 |
} /* else tailor thrown object */ |
1769 |
|
1770 |
/* some limits, and safeties (needed?) */ |
1771 |
if (throw_ob->stats.dam < 0) |
1772 |
throw_ob->stats.dam = 0; |
1773 |
if (throw_ob->last_sp > eff_str) |
1774 |
throw_ob->last_sp = eff_str; |
1775 |
if (throw_ob->stats.food < 0) |
1776 |
throw_ob->stats.food = 0; |
1777 |
if (throw_ob->stats.food > 100) |
1778 |
throw_ob->stats.food = 100; |
1779 |
if (throw_ob->stats.wc > 30) |
1780 |
throw_ob->stats.wc = 30; |
1781 |
|
1782 |
/* how long to pause the thrower. Higher values mean less pause */ |
1783 |
pause_f = ((2 * eff_str) / 3) + 20 + skill->level; |
1784 |
|
1785 |
/* Put a lower limit on this */ |
1786 |
if (pause_f < 10) |
1787 |
pause_f = 10; |
1788 |
if (pause_f > 100) |
1789 |
pause_f = 100; |
1790 |
|
1791 |
/* Changed in 0.94.2 - the calculation before was really goofy. |
1792 |
* In short summary, a throw can take anywhere between speed 5 and |
1793 |
* speed 0.5 |
1794 |
*/ |
1795 |
op->speed_left -= 50 / pause_f; |
1796 |
|
1797 |
throw_ob->speed_left = 0; |
1798 |
throw_ob->map = part->map; |
1799 |
|
1800 |
throw_ob->move_type = MOVE_FLY_LOW; |
1801 |
throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1802 |
|
1803 |
#if 0 |
1804 |
/* need to put in a good sound for this */ |
1805 |
play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ); |
1806 |
#endif |
1807 |
|
1808 |
/* Lauwenmark - Now we can call the associated script_throw event (if any) */ |
1809 |
INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op)); |
1810 |
#ifdef DEBUG_THROW |
1811 |
LOG (llevDebug, " pause_f=%d \n", pause_f); |
1812 |
LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n", |
1813 |
throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food); |
1814 |
LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count); |
1815 |
#endif |
1816 |
|
1817 |
throw_ob->insert_at (part, op); |
1818 |
|
1819 |
if (!throw_ob->destroyed ()) |
1820 |
move_arrow (throw_ob); |
1821 |
|
1822 |
return 1; |
1823 |
} |
1824 |
|
1825 |
int |
1826 |
skill_throw (object *op, object *part, int dir, const char *params, object *skill) |
1827 |
{ |
1828 |
object *throw_ob; |
1829 |
|
1830 |
if (op->type == PLAYER) |
1831 |
throw_ob = find_throw_ob (op, params); |
1832 |
else |
1833 |
throw_ob = find_mon_throw_ob (op); |
1834 |
|
1835 |
return do_throw (op, part, throw_ob, dir, skill); |
1836 |
} |