1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2003 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2003 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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21 | * |
17 | * |
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18 | * You should have received a copy of the Affero GNU General Public License |
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19 | * and the GNU General Public License along with this program. If not, see |
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20 | * <http://www.gnu.org/licenses/>. |
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21 | * |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <object.h> |
26 | #include <object.h> |
27 | #include <sproto.h> |
27 | #include <sproto.h> |
… | |
… | |
40 | return -1; |
40 | return -1; |
41 | |
41 | |
42 | /* Only prohibit stealing if the player does not have a free |
42 | /* Only prohibit stealing if the player does not have a free |
43 | * hand available and in fact does have hands. |
43 | * hand available and in fact does have hands. |
44 | */ |
44 | */ |
45 | if (op->type == PLAYER && op->body_used[BODY_ARMS] <= 0 && op->body_info[BODY_ARMS]) |
45 | if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info) |
46 | { |
46 | { |
47 | new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!"); |
47 | op->failmsg ("But you have no free hands to steal with! " |
|
|
48 | "H<Try to unapply weapons or things you hold in your hands, use the C<body> command.>"); |
48 | return -1; |
49 | return -1; |
49 | } |
50 | } |
50 | |
51 | |
51 | /* ADJUSTMENTS */ |
52 | /* ADJUSTMENTS */ |
52 | |
53 | |
53 | /* Its harder to steal from hostile beings! */ |
54 | /* It's harder to steal from hostile beings! */ |
54 | if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) |
55 | if (!victim->flag [FLAG_UNAGGRESSIVE]) |
55 | roll = roll / 2; |
56 | roll = roll / 2; |
56 | |
57 | |
57 | /* Easier to steal from sleeping beings, or if the thief is |
58 | /* Easier to steal from sleeping beings, or if the thief is |
58 | * unseen */ |
59 | * unseen */ |
59 | if (QUERY_FLAG (victim, FLAG_SLEEP)) |
60 | if (victim->flag [FLAG_SLEEP]) |
60 | roll = roll * 3; |
61 | roll = roll * 3; |
61 | else if (op->invisible) |
62 | else if (op->invisible) |
62 | roll = roll * 2; |
63 | roll = roll * 2; |
63 | |
64 | |
64 | /* check stealing 'encumberance'. Having this equipment applied makes |
65 | /* check stealing 'encumberance'. Having this equipment applied makes |
65 | * it quite a bit harder to steal. |
66 | * it quite a bit harder to steal. |
66 | */ |
67 | */ |
67 | for (equip = op->inv; equip; equip = equip->below) |
68 | for (equip = op->inv; equip; equip = equip->below) |
68 | { |
69 | { |
69 | if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED)) |
70 | if (equip->type == WEAPON && equip->flag [FLAG_APPLIED]) |
70 | { |
|
|
71 | roll -= equip->weight / 10000; |
71 | roll -= equip->weight / 10000; |
72 | } |
72 | |
73 | if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED)) |
73 | if (equip->type == BOW && equip->flag [FLAG_APPLIED]) |
74 | roll -= equip->weight / 5000; |
74 | roll -= equip->weight / 5000; |
|
|
75 | |
75 | if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) |
76 | if (equip->type == SHIELD && equip->flag [FLAG_APPLIED]) |
76 | { |
|
|
77 | roll -= equip->weight / 2000; |
77 | roll -= equip->weight / 2000; |
78 | } |
78 | |
79 | if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED)) |
79 | if (equip->type == ARMOUR && equip->flag [FLAG_APPLIED]) |
80 | roll -= equip->weight / 5000; |
80 | roll -= equip->weight / 5000; |
|
|
81 | |
81 | if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED)) |
82 | if (equip->type == GLOVES && equip->flag [FLAG_APPLIED]) |
82 | roll -= equip->weight / 100; |
83 | roll -= equip->weight / 100; |
83 | } |
84 | } |
|
|
85 | |
84 | if (roll < 0) |
86 | if (roll < 0) |
85 | roll = 0; |
87 | roll = 0; |
|
|
88 | |
86 | return roll; |
89 | return roll; |
87 | } |
90 | } |
88 | |
91 | |
89 | /* |
92 | /* |
90 | * When stealing: dependent on the intelligence/wisdom of whom you're |
93 | * When stealing: dependent on the intelligence/wisdom of whom you're |
… | |
… | |
93 | * or not. |
96 | * or not. |
94 | * op is the target (person being pilfered) |
97 | * op is the target (person being pilfered) |
95 | * who is the person doing the stealing. |
98 | * who is the person doing the stealing. |
96 | * skill is the skill object (stealing). |
99 | * skill is the skill object (stealing). |
97 | */ |
100 | */ |
98 | |
|
|
99 | static int |
101 | static int |
100 | attempt_steal (object *op, object *who, object *skill) |
102 | attempt_steal (object *op, object *who, object *skill) |
101 | { |
103 | { |
102 | object *success = NULL, *tmp = NULL, *next; |
104 | object *success = NULL, *tmp = NULL, *next; |
103 | int roll = 0, chance = 0, stats_value; |
105 | int roll = 0, chance = 0, stats_value; |
104 | rv_vector rv; |
106 | rv_vector rv; |
105 | |
107 | |
106 | stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2; |
108 | stats_value = (who->stats.Dex + who->stats.Int) * 3 / 2; |
107 | |
109 | |
108 | /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them) |
110 | /* 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 |
111 | * they will try to prevent stealing if they can. Only unseen theives will |
110 | * have much chance of success. |
112 | * have much chance of success. |
111 | */ |
113 | */ |
112 | if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL)) |
114 | if (!op->is_player () && op->flag [FLAG_NO_STEAL]) |
113 | { |
115 | { |
114 | if (can_detect_enemy (op, who, &rv)) |
116 | if (can_detect_enemy (op, who, &rv)) |
115 | { |
117 | { |
116 | npc_call_help (op); |
118 | npc_call_help (op); |
117 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
119 | op->clr_flag (FLAG_UNAGGRESSIVE); |
118 | new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); |
120 | who->failmsg ("Your attempt is prevented!"); |
119 | return 0; |
121 | return 0; |
120 | } |
122 | } |
121 | else /* help npc to detect thief next time by raising its wisdom */ |
123 | else /* help npc to detect thief next time by raising its wisdom */ |
122 | op->stats.Wis += (op->stats.Int / 5) + 1; |
124 | op->stats.Wis += (op->stats.Int / 5) + 1; |
|
|
125 | |
123 | if (op->stats.Wis > MAX_STAT) |
126 | if (op->stats.Wis > MAX_STAT) |
124 | op->stats.Wis = MAX_STAT; |
127 | op->stats.Wis = MAX_STAT; |
125 | } |
128 | } |
126 | if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ)) |
129 | |
127 | { |
130 | if (op->is_player () && op->flag [FLAG_WIZ]) |
128 | new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n"); |
|
|
129 | return 0; |
|
|
130 | } |
131 | { |
131 | #ifdef PROHIBIT_PLAYERKILL |
132 | who->failmsg ("You can't steal from the dungeon master!\n"); |
132 | if (op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful)) |
133 | return 0; |
133 | { |
134 | } |
134 | new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); |
135 | |
135 | return 0; |
136 | // only allow stealing between hostile players (TODO: probably should change) |
|
|
137 | if (op->is_player () && who->is_player () && (who->contr->peaceful || op->contr->peaceful)) |
136 | } |
138 | { |
137 | #else |
139 | who->failmsg ("You can't steal from other players!\n"); |
138 | if (op->type == PLAYER && who->type == PLAYER && settings.no_player_stealing) |
140 | return 0; |
139 | { |
141 | } |
140 | new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); |
|
|
141 | return 0; |
|
|
142 | } |
|
|
143 | #endif |
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144 | |
142 | |
145 | |
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|
146 | /* Ok then, go thru their inventory, stealing */ |
143 | /* Ok then, go through their inventory, stealing */ |
147 | for (tmp = op->inv; tmp != NULL; tmp = next) |
144 | for (tmp = op->inv; tmp; tmp = next) |
148 | { |
145 | { |
149 | next = tmp->below; |
146 | next = tmp->below; |
150 | |
147 | |
151 | /* you can't steal worn items, starting items, wiz stuff, |
148 | /* you can't steal worn items, starting items, wiz stuff, |
152 | * innate abilities, or items w/o a type. Generally |
149 | * innate abilities, or items w/o a type. Generally |
… | |
… | |
156 | * future possible problems. -b.t. |
153 | * future possible problems. -b.t. |
157 | * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL |
154 | * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL |
158 | * already -b.t. |
155 | * already -b.t. |
159 | */ |
156 | */ |
160 | |
157 | |
161 | if (QUERY_FLAG (tmp, FLAG_WAS_WIZ) || QUERY_FLAG (tmp, FLAG_APPLIED) |
158 | if (tmp->flag [FLAG_APPLIED] |
162 | || !(tmp->type) |
159 | || !tmp->type |
163 | || tmp->type == SPELL |
160 | || tmp->type == SPELL |
164 | || QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_STEAL) || tmp->invisible) |
161 | || tmp->flag [FLAG_STARTEQUIP] |
|
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162 | || tmp->flag [FLAG_NO_STEAL] |
|
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163 | || tmp->invisible) |
165 | continue; |
164 | continue; |
166 | |
165 | |
167 | /* Okay, try stealing this item. Dependent on dexterity of thief, |
166 | /* Okay, try stealing this item. Dependent on dexterity of thief, |
168 | * skill level, see the adj_stealroll fctn for more detail. |
167 | * skill level, see the adj_stealroll fctn for more detail. |
169 | */ |
168 | */ |
… | |
… | |
182 | */ |
181 | */ |
183 | if (tmp->destroyed () || tmp->env != op) |
182 | if (tmp->destroyed () || tmp->env != op) |
184 | { |
183 | { |
185 | /* for players, play_sound: steals item */ |
184 | /* for players, play_sound: steals item */ |
186 | success = tmp; |
185 | success = tmp; |
187 | CLEAR_FLAG (tmp, FLAG_INV_LOCKED); |
186 | tmp->clr_flag (FLAG_INV_LOCKED); |
188 | |
|
|
189 | /* Don't delete it from target player until we know |
|
|
190 | * the thief has picked it up. can't just look at tmp->count, |
|
|
191 | * as it's possible that it got merged when picked up. |
|
|
192 | */ |
|
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193 | if (op->type == PLAYER) |
|
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194 | esrv_del_item (op->contr, tmp->count); |
|
|
195 | } |
187 | } |
|
|
188 | |
196 | break; |
189 | break; |
197 | } |
190 | } |
198 | } /* for loop looking for an item */ |
191 | } /* for loop looking for an item */ |
199 | |
192 | |
200 | if (!tmp) |
193 | if (!tmp) |
… | |
… | |
209 | */ |
202 | */ |
210 | |
203 | |
211 | if ((roll >= skill->level) || !chance |
204 | if ((roll >= skill->level) || !chance |
212 | || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW))))) |
205 | || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW))))) |
213 | { |
206 | { |
214 | |
|
|
215 | /* victim figures out where the thief is! */ |
207 | /* victim figures out where the thief is! */ |
216 | if (who->hide) |
208 | if (who->flag [FLAG_HIDDEN]) |
217 | make_visible (who); |
209 | make_visible (who); |
218 | |
210 | |
219 | if (op->type != PLAYER) |
211 | if (op->type != PLAYER) |
220 | { |
212 | { |
221 | /* The unaggressives look after themselves 8) */ |
213 | /* The unaggressives look after themselves 8) */ |
222 | if (who->type == PLAYER) |
214 | if (who->type == PLAYER) |
223 | { |
215 | { |
224 | npc_call_help (op); |
216 | npc_call_help (op); |
225 | new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op)); |
217 | new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op)); |
226 | } |
218 | } |
227 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
219 | |
|
|
220 | op->clr_flag (FLAG_UNAGGRESSIVE); |
228 | /* all remaining npc items are guarded now. Set flag NO_STEAL |
221 | /* all remaining npc items are guarded now. Set flag NO_STEAL |
229 | * on the victim. |
222 | * on the victim. |
230 | */ |
223 | */ |
231 | SET_FLAG (op, FLAG_NO_STEAL); |
224 | op->set_flag (FLAG_NO_STEAL); |
232 | } |
225 | } |
233 | else |
226 | else |
234 | { /* stealing from another player */ |
227 | { /* stealing from another player */ |
235 | char buf[MAX_BUF]; |
228 | char buf[MAX_BUF]; |
236 | |
229 | |
237 | /* Notify the other player */ |
230 | /* Notify the other player */ |
238 | if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW)) |
231 | if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW)) |
239 | { |
|
|
240 | sprintf (buf, "Your %s is missing!", query_name (success)); |
232 | sprintf (buf, "Your %s is missing!", query_name (success)); |
241 | } |
|
|
242 | else |
233 | else |
243 | { |
|
|
244 | sprintf (buf, "Your pack feels strangely lighter."); |
234 | sprintf (buf, "Your pack feels strangely lighter."); |
245 | } |
235 | |
246 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
236 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
247 | if (!success) |
237 | if (!success) |
248 | { |
238 | { |
249 | if (who->invisible) |
239 | if (who->invisible) |
250 | { |
|
|
251 | sprintf (buf, "you feel itchy fingers getting at your pack."); |
240 | sprintf (buf, "you feel itchy fingers getting at your pack."); |
252 | } |
|
|
253 | else |
241 | else |
254 | { |
|
|
255 | sprintf (buf, "%s looks very shifty.", query_name (who)); |
242 | sprintf (buf, "%s looks very shifty.", query_name (who)); |
256 | } |
243 | |
257 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
244 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
258 | } |
245 | } |
259 | } /* else stealing from another player */ |
246 | } /* else stealing from another player */ |
260 | /* play_sound("stop! thief!"); kindofthing */ |
247 | /* play_sound("stop! thief!"); kindofthing */ |
261 | } /* if you weren't 100% successful */ |
248 | } /* if you weren't 100% successful */ |
|
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249 | |
262 | return success ? 1 : 0; |
250 | return success ? 1 : 0; |
263 | } |
251 | } |
264 | |
|
|
265 | |
252 | |
266 | int |
253 | int |
267 | steal (object *op, int dir, object *skill) |
254 | steal (object *op, int dir, object *skill) |
268 | { |
255 | { |
269 | object *tmp, *next; |
256 | object *tmp, *next; |
… | |
… | |
273 | |
260 | |
274 | x = op->x + freearr_x[dir]; |
261 | x = op->x + freearr_x[dir]; |
275 | y = op->y + freearr_y[dir]; |
262 | y = op->y + freearr_y[dir]; |
276 | |
263 | |
277 | if (dir == 0) |
264 | if (dir == 0) |
278 | { |
265 | return 0; // you can't steal from ourself! |
279 | /* Can't steal from ourself! */ |
|
|
280 | return 0; |
|
|
281 | } |
|
|
282 | |
266 | |
283 | m = op->map; |
267 | m = op->map; |
284 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
268 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
285 | /* Out of map - can't do it. If nothing alive on this space, |
269 | /* Out of map - can't do it. If nothing alive on this space, |
286 | * don't need to look any further. |
270 | * don't need to look any further. |
… | |
… | |
294 | |
278 | |
295 | /* Find the topmost object at this spot */ |
279 | /* Find the topmost object at this spot */ |
296 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above); |
280 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above); |
297 | |
281 | |
298 | /* For all the stacked objects at this point, attempt a steal */ |
282 | /* For all the stacked objects at this point, attempt a steal */ |
299 | for (; tmp != NULL; tmp = next) |
283 | for (; tmp; tmp = next) |
300 | { |
284 | { |
301 | next = tmp->below; |
285 | next = tmp->below; |
302 | /* Minor hack--for multi square beings - make sure we get |
286 | /* Minor hack--for multi square beings - make sure we get |
303 | * the 'head' coz 'tail' objects have no inventory! - b.t. |
287 | * the 'head' coz 'tail' objects have no inventory! - b.t. |
304 | */ |
288 | */ |
305 | if (tmp->head) |
289 | if (tmp->head) |
306 | tmp = tmp->head; |
290 | tmp = tmp->head; |
307 | |
291 | |
308 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
292 | if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER]) |
309 | continue; |
293 | continue; |
310 | |
294 | |
311 | /* do not reveal hidden DMs */ |
|
|
312 | if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden) |
|
|
313 | continue; |
|
|
314 | if (attempt_steal (tmp, op, skill)) |
295 | if (attempt_steal (tmp, op, skill)) |
315 | { |
296 | { |
316 | if (tmp->type == PLAYER) /* no xp for stealing from another player */ |
297 | if (tmp->type == PLAYER) /* no xp for stealing from another player */ |
317 | return 0; |
298 | return 0; |
318 | |
299 | |
319 | /* no xp for stealing from pets (of players) */ |
300 | /* no xp for stealing from pets (of players) */ |
320 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) |
301 | if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE) |
321 | { |
302 | { |
322 | object *owner = tmp->owner; |
303 | object *owner = tmp->owner; |
323 | |
304 | |
324 | if (owner != NULL && owner->type == PLAYER) |
305 | if (owner && owner->type == PLAYER) |
325 | return 0; |
306 | return 0; |
326 | } |
307 | } |
327 | |
308 | |
328 | // reduce monster experience by experience we gained, as to |
309 | // reduce monster experience by experience we gained, as to |
329 | // limit the amount of exp that can be gained by stealing from monsters |
310 | // limit the amount of exp that can be gained by stealing from monsters |
330 | // (jessies gave ~20,000,000 exp otherwise. |
311 | // (jessies gave ~20,000,000 exp otherwise. |
331 | int exp = calc_skill_exp (op, tmp, skill); |
312 | int exp = calc_skill_exp (op, tmp, skill); |
332 | |
313 | |
333 | exp = MIN (tmp->stats.exp, exp); |
314 | exp = min (tmp->stats.exp, exp); |
334 | tmp->stats.exp -= exp; |
315 | tmp->stats.exp -= exp; |
335 | return exp; |
316 | return exp; |
336 | } |
317 | } |
337 | } |
318 | } |
|
|
319 | |
338 | return 0; |
320 | return 0; |
339 | } |
321 | } |
340 | |
322 | |
341 | static int |
323 | static int |
342 | attempt_pick_lock (object *door, object *pl, object *skill) |
324 | attempt_pick_lock (object *door, object *pl, object *skill) |
… | |
… | |
369 | |
351 | |
370 | int |
352 | int |
371 | pick_lock (object *pl, int dir, object *skill) |
353 | pick_lock (object *pl, int dir, object *skill) |
372 | { |
354 | { |
373 | object *tmp; |
355 | object *tmp; |
374 | int x = pl->x + freearr_x[dir]; |
|
|
375 | int y = pl->y + freearr_y[dir]; |
|
|
376 | |
356 | |
377 | if (!dir) |
357 | if (!dir) |
378 | dir = pl->facing; |
358 | dir = pl->facing; |
379 | |
359 | |
|
|
360 | mapxy pos (pl); pos.move (dir); |
|
|
361 | |
380 | /* For all the stacked objects at this point find a door */ |
362 | /* For all the stacked objects at this point find a door */ |
381 | if (out_of_map (pl->map, x, y)) |
363 | if (!pos.normalise ()) |
382 | { |
|
|
383 | new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); |
|
|
384 | return 0; |
|
|
385 | } |
364 | { |
|
|
365 | pl->failmsg ("There is no lock there."); |
|
|
366 | return 0; |
|
|
367 | } |
386 | |
368 | |
387 | for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above) |
369 | for (tmp = pos->bot; tmp; tmp = tmp->above) |
388 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
370 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
389 | break; |
371 | break; |
390 | |
372 | |
391 | if (!tmp) |
373 | if (!tmp) |
392 | { |
374 | { |
393 | new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); |
375 | pl->failmsg ("There is no lock there."); |
394 | return 0; |
376 | return 0; |
395 | } |
377 | } |
|
|
378 | |
396 | if (tmp->type == LOCKED_DOOR) |
379 | if (tmp->type == LOCKED_DOOR) |
397 | { |
380 | { |
398 | new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!"); |
381 | pl->failmsg ("You can't pick that lock! H<You need the right key, no matter how skilled you might be.>"); |
399 | return 0; |
382 | return 0; |
400 | } |
383 | } |
401 | |
384 | |
402 | if (!tmp->move_block) |
385 | if (!tmp->move_block) |
403 | { |
386 | { |
404 | new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!"); |
387 | pl->failmsg ("The door has no lock!"); |
405 | return 0; |
388 | return 0; |
406 | } |
389 | } |
407 | |
390 | |
408 | if (attempt_pick_lock (tmp, pl, skill)) |
391 | if (attempt_pick_lock (tmp, pl, skill)) |
409 | { |
392 | { |
… | |
… | |
414 | { |
397 | { |
415 | new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock."); |
398 | new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock."); |
416 | return 0; |
399 | return 0; |
417 | } |
400 | } |
418 | } |
401 | } |
419 | |
|
|
420 | |
402 | |
421 | /* HIDE CODE. The user becomes undetectable (not just 'invisible') for |
403 | /* HIDE CODE. The user becomes undetectable (not just 'invisible') for |
422 | * a short while (success and duration dependant on player SK_level, |
404 | * a short while (success and duration dependant on player SK_level, |
423 | * dexterity, charisma, and map difficulty). |
405 | * dexterity, charisma, and map difficulty). |
424 | * Players have a good chance of becoming 'unhidden' if they move |
406 | * Players have a good chance of becoming 'unhidden' if they move |
425 | * and like invisiblity will be come visible if they attack |
407 | * and like invisiblity will be come visible if they attack |
426 | * Implemented by b.t. (thomas@astro.psu.edu) |
408 | * Implemented by b.t. (thomas@astro.psu.edu) |
427 | * July 7, 1995 - made hiding possible for monsters. -b.t. |
409 | * July 7, 1995 - made hiding possible for monsters. -b.t. |
428 | */ |
410 | */ |
429 | |
|
|
430 | static int |
411 | static int |
431 | attempt_hide (object *op, object *skill) |
412 | attempt_hide (object *op, object *skill) |
432 | { |
413 | { |
433 | int number, difficulty = op->map->difficulty; |
414 | int number, difficulty = op->map->difficulty; |
434 | int terrain = hideability (op); |
415 | int terrain = hideability (op); |
… | |
… | |
437 | return 0; |
418 | return 0; |
438 | |
419 | |
439 | /* Hiding success and duration dependant on skill level, |
420 | /* Hiding success and duration dependant on skill level, |
440 | * op->stats.Dex, map difficulty and terrain. |
421 | * op->stats.Dex, map difficulty and terrain. |
441 | */ |
422 | */ |
442 | |
|
|
443 | number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2; |
423 | number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2; |
|
|
424 | |
444 | if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) |
425 | if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) |
445 | { |
426 | { |
446 | op->invisible += 100; /* set the level of 'hiddeness' */ |
427 | op->invisible += 100; /* set the level of 'hiddeness' */ |
|
|
428 | |
447 | if (op->type == PLAYER) |
429 | if (op->type == PLAYER) |
448 | op->contr->tmp_invis = 1; |
430 | op->contr->tmp_invis = 1; |
449 | op->hide = 1; |
431 | |
|
|
432 | op->flag [FLAG_HIDDEN] = 1; |
450 | return 1; |
433 | return 1; |
451 | } |
434 | } |
|
|
435 | |
452 | return 0; |
436 | return 0; |
453 | } |
437 | } |
454 | |
438 | |
455 | /* patched this to take terrain into consideration */ |
439 | /* patched this to take terrain into consideration */ |
456 | int |
440 | int |
457 | hide (object *op, object *skill) |
441 | hide (object *op, object *skill) |
458 | { |
442 | { |
459 | |
|
|
460 | /* the preliminaries -- Can we really hide now? */ |
443 | /* the preliminaries -- Can we really hide now? */ |
461 | /* this keeps monsters from using invisibilty spells and hiding */ |
444 | /* this keeps monsters from using invisibilty spells and hiding */ |
462 | |
445 | |
463 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
446 | if (op->flag [FLAG_MAKE_INVIS]) |
464 | { |
447 | { |
465 | new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!"); |
448 | new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!"); |
466 | return 0; |
449 | return 0; |
467 | } |
450 | } |
468 | else if (!op->hide && op->invisible > 0 && op->type == PLAYER) |
451 | else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER) |
469 | { |
452 | { |
470 | new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!"); |
453 | new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!"); |
471 | make_visible (op); |
454 | make_visible (op); |
472 | } |
455 | } |
473 | |
456 | |
474 | if (op->invisible > (50 * skill->level)) |
457 | if (op->invisible > 50 * skill->level) |
475 | { |
458 | { |
476 | new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get."); |
459 | new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get."); |
477 | return 0; |
460 | return 0; |
478 | } |
461 | } |
479 | |
462 | |
… | |
… | |
481 | { |
464 | { |
482 | new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows."); |
465 | new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows."); |
483 | update_object (op, UP_OBJ_FACE); |
466 | update_object (op, UP_OBJ_FACE); |
484 | return calc_skill_exp (op, NULL, skill); |
467 | return calc_skill_exp (op, NULL, skill); |
485 | } |
468 | } |
|
|
469 | |
486 | new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself."); |
470 | new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself."); |
487 | return 0; |
471 | return 0; |
488 | } |
472 | } |
489 | |
|
|
490 | |
473 | |
491 | /* stop_jump() - End of jump. Clear flags, restore the map, and |
474 | /* stop_jump() - End of jump. Clear flags, restore the map, and |
492 | * freeze the jumper a while to simulate the exhaustion |
475 | * freeze the jumper a while to simulate the exhaustion |
493 | * of jumping. |
476 | * of jumping. |
494 | */ |
477 | */ |
495 | static void |
478 | static void |
496 | stop_jump (object *pl, int dist, int spaces) |
479 | stop_jump (object *pl, int dist, int spaces) |
497 | { |
480 | { |
498 | pl->update_stats (); |
481 | pl->update_stats (); |
499 | pl->map->insert (pl, pl->x, pl->y, pl); |
482 | pl->map->insert (pl, pl->x, pl->y, pl); |
|
|
483 | pl->speed_left -= pl->speed * 8.; |
500 | } |
484 | } |
501 | |
485 | |
502 | static int |
486 | static int |
503 | attempt_jump (object *pl, int dir, int spaces, object *skill) |
487 | attempt_jump (object *pl, int dir, int spaces, object *skill) |
504 | { |
488 | { |
505 | object *tmp; |
489 | object *tmp; |
506 | int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags; |
490 | int i, dx = freearr_x[dir], dy = freearr_y[dir], mflags; |
507 | sint16 x, y; |
491 | sint16 x, y; |
508 | maptile *m; |
492 | maptile *m; |
509 | |
493 | |
510 | /* Jump loop. Go through spaces opject wants to jump. Halt the |
494 | /* Jump loop. Go through spaces object wants to jump. Halt the |
511 | * jump if a wall or creature is in the way. We set FLAG_FLYING |
495 | * jump if a wall or creature is in the way. We set FLAG_FLYING |
512 | * temporarily to allow player to aviod exits/archs that are not |
496 | * temporarily to allow player to aviod exits/archs that are not |
513 | * fly_on, fly_off. This will also prevent pickup of objects |
497 | * fly_on, fly_off. This will also prevent pickup of objects |
514 | * while jumping over them. |
498 | * while jumping over them. |
515 | */ |
499 | */ |
516 | |
|
|
517 | pl->remove (); |
500 | pl->remove (); |
518 | |
|
|
519 | /* |
|
|
520 | * I don't think this is actually needed - all the movement |
|
|
521 | * code is handled in this function, and I don't see anyplace |
|
|
522 | * that cares about the move_type being flying. |
|
|
523 | */ |
|
|
524 | pl->move_type |= MOVE_FLY_LOW; |
501 | pl->move_type |= MOVE_FLY_LOW; |
525 | |
502 | |
526 | for (i = 0; i <= spaces; i++) |
503 | for (i = 0; i <= spaces; i++) |
527 | { |
504 | { |
528 | x = pl->x + dx; |
505 | x = pl->x + dx; |
… | |
… | |
531 | |
508 | |
532 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
509 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
533 | |
510 | |
534 | if (mflags & P_OUT_OF_MAP) |
511 | if (mflags & P_OUT_OF_MAP) |
535 | { |
512 | { |
536 | (void) stop_jump (pl, i, spaces); |
513 | stop_jump (pl, i, spaces); |
537 | return 0; |
514 | return 0; |
538 | } |
515 | } |
|
|
516 | |
|
|
517 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
|
|
518 | { |
|
|
519 | /* Jump into creature */ |
|
|
520 | if (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) |
|
|
521 | { |
|
|
522 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name); |
|
|
523 | |
|
|
524 | stop_jump (pl, i, spaces); |
|
|
525 | |
|
|
526 | int exp = 0; |
|
|
527 | |
|
|
528 | if (tmp->type != PLAYER |
|
|
529 | || (pl->type == PLAYER && !pl->contr->party) |
|
|
530 | || (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party)) |
|
|
531 | exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */ |
|
|
532 | |
|
|
533 | return exp; /* note that calc_skill_exp() is already called by skill_attack() */ |
|
|
534 | } |
|
|
535 | } |
|
|
536 | |
539 | if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y))) |
537 | if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y))) |
540 | { |
538 | { |
541 | new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); |
539 | new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); |
542 | stop_jump (pl, i, spaces); |
540 | stop_jump (pl, i, spaces); |
543 | return 0; |
541 | return 0; |
544 | } |
542 | } |
545 | |
543 | |
546 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
|
|
547 | { |
|
|
548 | /* Jump into creature */ |
|
|
549 | if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden))) |
|
|
550 | { |
|
|
551 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name); |
|
|
552 | if (tmp->type != PLAYER || |
|
|
553 | (pl->type == PLAYER && pl->contr->party == NULL) || |
|
|
554 | (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party)) |
|
|
555 | exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */ |
|
|
556 | stop_jump (pl, i, spaces); |
|
|
557 | return exp; /* note that calc_skill_exp() is already called by skill_attack() */ |
|
|
558 | } |
|
|
559 | /* If the space has fly on set (no matter what the space is), |
|
|
560 | * we should get the effects - after all, the player is |
|
|
561 | * effectively flying. |
|
|
562 | */ |
|
|
563 | if (tmp->move_on & MOVE_FLY_LOW) |
|
|
564 | { |
|
|
565 | pl->x = x; |
|
|
566 | pl->y = y; |
|
|
567 | pl->map = m; |
|
|
568 | stop_jump (pl, i, spaces); |
|
|
569 | return calc_skill_exp (pl, NULL, skill); |
|
|
570 | } |
|
|
571 | } |
|
|
572 | pl->x = x; |
544 | pl->x = x; |
573 | pl->y = y; |
545 | pl->y = y; |
574 | pl->map = m; |
546 | pl->map = m; |
|
|
547 | |
|
|
548 | if (m->at (x, y).move_on & pl->move_type) |
|
|
549 | { |
|
|
550 | new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is stopped."); |
|
|
551 | stop_jump (pl, i, spaces); |
|
|
552 | return 0; |
|
|
553 | } |
575 | } |
554 | } |
|
|
555 | |
576 | stop_jump (pl, i, spaces); |
556 | stop_jump (pl, i, spaces); |
|
|
557 | |
577 | return calc_skill_exp (pl, NULL, skill); |
558 | return calc_skill_exp (pl, NULL, skill); |
578 | } |
559 | } |
579 | |
560 | |
580 | /* jump() - this is both a new type of movement for player/monsters and |
561 | /* jump() - this is both a new type of movement for player/monsters and |
581 | * an attack as well. |
562 | * an attack as well. |
582 | * Perhaps we should allow more spaces based on level, eg, level 50 |
563 | * Perhaps we should allow more spaces based on level, eg, level 50 |
583 | * jumper can jump several spaces? |
564 | * jumper can jump several spaces? |
584 | */ |
565 | */ |
585 | |
|
|
586 | int |
566 | int |
587 | jump (object *pl, int dir, object *skill) |
567 | jump (object *pl, int dir, object *skill) |
588 | { |
568 | { |
589 | int spaces = 0, stats; |
|
|
590 | int str = pl->stats.Str; |
569 | int str = pl->stats.Str; |
591 | int dex = pl->stats.Dex; |
570 | int dex = pl->stats.Dex; |
592 | |
571 | |
593 | dex = dex ? dex : 15; |
572 | dex = dex ? dex : 15; |
594 | str = str ? str : 10; |
573 | str = str ? str : 10; |
595 | |
574 | |
596 | stats = str * str * str * dex * skill->level; |
575 | int stats = str * str * str * dex * skill->level; |
|
|
576 | int spaces = min (3, skill->level, stats / (pl->carrying + 1)); |
597 | |
577 | |
598 | if (pl->carrying != 0) /* don't want div by zero !! */ |
|
|
599 | spaces = (int) (stats / pl->carrying); |
|
|
600 | else |
|
|
601 | spaces = 2; /* pl has no objects - gets the far jump */ |
|
|
602 | |
|
|
603 | if (spaces > 2) |
|
|
604 | spaces = 2; |
|
|
605 | else if (spaces == 0) |
578 | if (spaces == 0) |
606 | { |
|
|
607 | new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump."); |
|
|
608 | return 0; |
|
|
609 | } |
579 | { |
|
|
580 | pl->failmsg ("You are carrying too much weight to jump."); |
|
|
581 | return 0; |
|
|
582 | } |
|
|
583 | |
610 | return attempt_jump (pl, dir, spaces, skill); |
584 | return attempt_jump (pl, dir, spaces, skill); |
611 | } |
585 | } |
612 | |
586 | |
613 | |
|
|
614 | /* skill_ident() - this code is supposed to allow players to identify |
587 | /* skill_ident() - this code is supposed to allow players to identify |
615 | * classes of objects with the various "auto-ident" skills. Player must |
588 | * classes of objects with the various "auto-ident" skills. Player must |
616 | * have unidentified objects of the right type in order for the skill |
589 | * have unidentified objects of the right type in order for the skill |
617 | * to work. While multiple classes of objects may be identified, |
590 | * to work. While multiple classes of objects may be identified, |
618 | * this code is kind of yucky -- it would be nice to make it a bit |
591 | * this code is kind of yucky -- it would be nice to make it a bit |
619 | * more generalized. Right now, skill indices are embedded in this routine. |
592 | * more generalized. Right now, skill indices are embedded in this routine. |
620 | * Returns amount of experience gained (on successful ident). |
593 | * Returns amount of experience gained (on successful ident). |
621 | * - b.t. (thomas@astro.psu.edu) |
594 | * - b.t. (thomas@astro.psu.edu) |
622 | */ |
595 | */ |
623 | |
|
|
624 | static int |
596 | static int |
625 | do_skill_detect_curse (object *pl, object *skill) |
597 | do_skill_detect_curse (object *pl, object *skill) |
626 | { |
598 | { |
627 | object *tmp; |
|
|
628 | int success = 0; |
599 | int success = 0; |
629 | |
600 | |
630 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
601 | for (object *tmp = pl->inv; tmp; tmp = tmp->below) |
631 | if (!tmp->invisible |
602 | if (!tmp->invisible |
632 | && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) |
603 | && tmp->need_identify () |
633 | && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) |
604 | && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED] |
|
|
605 | && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
|
|
606 | && tmp->item_power < skill->level) |
634 | { |
607 | { |
635 | SET_FLAG (tmp, FLAG_KNOWN_CURSED); |
608 | tmp->set_flag (FLAG_KNOWN_CURSED); |
636 | esrv_update_item (UPD_FLAGS, pl, tmp); |
609 | esrv_update_item (UPD_FLAGS, pl, tmp); |
637 | success += calc_skill_exp (pl, tmp, skill); |
610 | success += calc_skill_exp (pl, tmp, skill); |
638 | } |
611 | } |
639 | |
612 | |
640 | /* Check ground, too, but only objects the player could pick up */ |
613 | /* Check ground, too, but only objects the player could pick up */ |
641 | for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
614 | for (object *tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
642 | if (can_pick (pl, tmp) && |
615 | if (can_pick (pl, tmp) |
643 | !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && |
616 | && tmp->need_identify () |
644 | !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) |
617 | && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED] |
645 | && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) |
618 | && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
|
|
619 | && tmp->item_power < skill->level) |
646 | { |
620 | { |
647 | SET_FLAG (tmp, FLAG_KNOWN_CURSED); |
621 | tmp->set_flag (FLAG_KNOWN_CURSED); |
648 | esrv_update_item (UPD_FLAGS, pl, tmp); |
622 | esrv_update_item (UPD_FLAGS, pl, tmp); |
649 | success += calc_skill_exp (pl, tmp, skill); |
623 | success += calc_skill_exp (pl, tmp, skill); |
650 | } |
624 | } |
651 | |
625 | |
652 | return success; |
626 | return success; |
653 | } |
627 | } |
654 | |
628 | |
655 | static int |
629 | static int |
656 | do_skill_detect_magic (object *pl, object *skill) |
630 | do_skill_detect_magic (object *pl, object *skill) |
657 | { |
631 | { |
658 | object *tmp; |
|
|
659 | int success = 0; |
632 | int success = 0; |
660 | |
633 | |
661 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
634 | for (object *tmp = pl->inv; tmp; tmp = tmp->below) |
662 | if (!tmp->invisible |
635 | if (!tmp->invisible |
663 | && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
636 | && tmp->need_identify () |
|
|
637 | && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL] |
|
|
638 | && is_magical (tmp) |
664 | && (is_magical (tmp)) && tmp->item_power < skill->level) |
639 | && tmp->item_power < skill->level) |
665 | { |
640 | { |
666 | SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); |
641 | tmp->set_flag (FLAG_KNOWN_MAGICAL); |
667 | esrv_update_item (UPD_FLAGS, pl, tmp); |
642 | esrv_update_item (UPD_FLAGS, pl, tmp); |
668 | success += calc_skill_exp (pl, tmp, skill); |
643 | success += calc_skill_exp (pl, tmp, skill); |
669 | } |
644 | } |
670 | |
645 | |
671 | /* Check ground, too, but like above, only if the object can be picked up */ |
646 | /* Check ground, too, but like above, only if the object can be picked up */ |
672 | for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
647 | for (object *tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
673 | if (can_pick (pl, tmp) && |
648 | if (can_pick (pl, tmp) |
674 | !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level) |
649 | && tmp->need_identify () |
|
|
650 | && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL] |
|
|
651 | && is_magical (tmp) |
|
|
652 | && tmp->item_power < skill->level) |
675 | { |
653 | { |
676 | SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); |
654 | tmp->set_flag (FLAG_KNOWN_MAGICAL); |
677 | esrv_update_item (UPD_FLAGS, pl, tmp); |
655 | esrv_update_item (UPD_FLAGS, pl, tmp); |
678 | success += calc_skill_exp (pl, tmp, skill); |
656 | success += calc_skill_exp (pl, tmp, skill); |
679 | } |
657 | } |
680 | |
658 | |
681 | return success; |
659 | return success; |
682 | } |
660 | } |
683 | |
661 | |
684 | /* Helper function for do_skill_ident, so that we can loop |
662 | /* Helper function for do_skill_ident, so that we can loop |
685 | * over inventory AND objects on the ground conveniently. |
663 | * over inventory AND objects on the ground conveniently. |
686 | */ |
664 | */ |
687 | int |
665 | static int |
688 | do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) |
666 | do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) |
689 | { |
667 | { |
690 | int success = 0, chance; |
668 | int success = 0, chance; |
691 | int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; |
669 | int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; |
692 | |
670 | |
693 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT) |
671 | if (!tmp->flag [FLAG_IDENTIFIED] |
694 | && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class) |
672 | && !tmp->flag [FLAG_NO_SKILL_IDENT] |
|
|
673 | && tmp->need_identify () |
|
|
674 | && !tmp->invisible |
|
|
675 | && tmp->type == obj_class) |
695 | { |
676 | { |
696 | chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1); |
677 | chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1); |
697 | |
678 | |
698 | if (skill_value >= chance) |
679 | if (skill_value >= chance) |
699 | { |
680 | { |
… | |
… | |
706 | if (tmp->msg) |
687 | if (tmp->msg) |
707 | { |
688 | { |
708 | new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); |
689 | new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); |
709 | new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); |
690 | new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); |
710 | } |
691 | } |
711 | |
|
|
712 | /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */ |
|
|
713 | if (tmp->map) |
|
|
714 | esrv_send_item (pl, tmp); |
|
|
715 | } |
692 | } |
|
|
693 | |
716 | success += calc_skill_exp (pl, tmp, skill); |
694 | success += calc_skill_exp (pl, tmp, skill); |
717 | } |
695 | } |
718 | else |
696 | else |
719 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); |
697 | tmp->set_flag (FLAG_NO_SKILL_IDENT); |
720 | } |
698 | } |
721 | |
699 | |
722 | return success; |
700 | return success; |
723 | } |
701 | } |
724 | |
702 | |
725 | /* do_skill_ident() - workhorse for skill_ident() -b.t. |
703 | /* do_skill_ident() - workhorse for skill_ident() -b.t. |
726 | */ |
704 | */ |
727 | static int |
705 | static int |
728 | do_skill_ident (object *pl, int obj_class, object *skill) |
706 | do_skill_ident (object *pl, int obj_class, object *skill) |
729 | { |
707 | { |
730 | object *tmp; |
|
|
731 | int success = 0; |
708 | int success = 0; |
732 | |
709 | |
733 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
710 | for (object *tmp = pl->inv; tmp; tmp = tmp->below) |
734 | success += do_skill_ident2 (tmp, pl, obj_class, skill); |
711 | success += do_skill_ident2 (tmp, pl, obj_class, skill); |
735 | /* check the ground */ |
712 | /* check the ground */ |
736 | |
713 | |
737 | for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
714 | for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above) |
738 | success += do_skill_ident2 (tmp, pl, obj_class, skill); |
715 | success += do_skill_ident2 (tmp, pl, obj_class, skill); |
739 | |
716 | |
740 | return success; |
717 | return success; |
741 | } |
718 | } |
742 | |
719 | |
… | |
… | |
750 | |
727 | |
751 | new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby..."); |
728 | new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby..."); |
752 | |
729 | |
753 | switch (skill->subtype) |
730 | switch (skill->subtype) |
754 | { |
731 | { |
755 | case SK_SMITHERY: |
732 | case SK_SMITHERY: |
756 | success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill) |
733 | success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill) |
757 | + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill) |
734 | + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill) |
758 | + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill) |
735 | + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill) |
759 | + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill); |
736 | + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill); |
760 | break; |
737 | break; |
761 | |
738 | |
762 | case SK_BOWYER: |
739 | case SK_BOWYER: |
763 | success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill); |
740 | success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill); |
764 | break; |
741 | break; |
765 | |
742 | |
766 | case SK_ALCHEMY: |
743 | case SK_ALCHEMY: |
767 | success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill) |
744 | success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill) |
768 | + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill); |
745 | + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill); |
769 | break; |
746 | break; |
770 | |
747 | |
771 | case SK_WOODSMAN: |
748 | case SK_WOODSMAN: |
772 | success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill); |
749 | success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill); |
773 | break; |
750 | break; |
774 | |
751 | |
775 | case SK_JEWELER: |
752 | case SK_JEWELER: |
776 | success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill); |
753 | success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill); |
777 | break; |
754 | break; |
778 | |
755 | |
779 | case SK_LITERACY: |
756 | case SK_LITERACY: |
780 | success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill); |
757 | success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill); |
781 | break; |
758 | break; |
782 | |
759 | |
783 | case SK_THAUMATURGY: |
760 | case SK_THAUMATURGY: |
784 | success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill); |
761 | success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill); |
785 | break; |
762 | break; |
786 | |
763 | |
787 | case SK_DET_CURSE: |
764 | case SK_DET_CURSE: |
788 | success = do_skill_detect_curse (pl, skill); |
765 | success = do_skill_detect_curse (pl, skill); |
789 | if (success) |
766 | if (success) |
790 | new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); |
767 | new_draw_info (NDI_UNIQUE, 0, pl, "... and discover cursed items!"); |
791 | break; |
768 | break; |
792 | |
769 | |
793 | case SK_DET_MAGIC: |
770 | case SK_DET_MAGIC: |
794 | success = do_skill_detect_magic (pl, skill); |
771 | success = do_skill_detect_magic (pl, skill); |
795 | if (success) |
772 | if (success) |
796 | new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!"); |
773 | new_draw_info (NDI_UNIQUE, 0, pl, "... and discover items imbued with mystic forces!"); |
797 | break; |
774 | break; |
798 | |
775 | |
799 | default: |
776 | default: |
800 | LOG (llevError, "Error: bad call to skill_ident()\n"); |
777 | LOG (llevError, "Error: bad call to skill_ident()\n"); |
801 | return 0; |
778 | return 0; |
802 | break; |
|
|
803 | } |
779 | } |
|
|
780 | |
804 | if (!success) |
781 | if (!success) |
805 | { |
|
|
806 | new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); |
782 | new_draw_info (NDI_UNIQUE, 0, pl, "... and learn nothing more."); |
807 | } |
783 | |
808 | return success; |
784 | return success; |
809 | } |
785 | } |
810 | |
786 | |
811 | /* players using this skill can 'charm' a monster -- |
787 | /* players using this skill can 'charm' a monster -- |
812 | * into working for them. It can only be used on |
788 | * into working for them. It can only be used on |
… | |
… | |
814 | * -b.t. (thomas@astro.psu.edu) |
790 | * -b.t. (thomas@astro.psu.edu) |
815 | */ |
791 | */ |
816 | int |
792 | int |
817 | use_oratory (object *pl, int dir, object *skill) |
793 | use_oratory (object *pl, int dir, object *skill) |
818 | { |
794 | { |
819 | sint16 x = pl->x + freearr_x[dir], y = pl->y + freearr_y[dir]; |
|
|
820 | int mflags, chance; |
|
|
821 | object *tmp; |
|
|
822 | maptile *m; |
|
|
823 | |
|
|
824 | if (pl->type != PLAYER) |
795 | if (pl->type != PLAYER) |
825 | return 0; /* only players use this skill */ |
796 | return 0; /* only players use this skill */ |
|
|
797 | |
|
|
798 | if (!dir) |
|
|
799 | { |
|
|
800 | pl->failmsg ("In what direction?"); |
|
|
801 | return 0; |
|
|
802 | } |
|
|
803 | |
|
|
804 | sint16 x = pl->x + freearr_x[dir], |
|
|
805 | y = pl->y + freearr_y[dir]; |
826 | m = pl->map; |
806 | maptile *m = pl->map; |
|
|
807 | |
827 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
808 | int mflags = get_map_flags (m, &m, x, y, &x, &y); |
828 | if (mflags & P_OUT_OF_MAP) |
809 | if (mflags & P_OUT_OF_MAP) |
829 | return 0; |
810 | return 0; |
830 | |
811 | |
831 | /* Save some processing - we have the flag already anyways |
812 | /* Save some processing - we have the flag already anyways |
832 | */ |
813 | */ |
833 | if (!(mflags & P_IS_ALIVE)) |
814 | if (!(mflags & P_IS_ALIVE)) |
834 | { |
815 | { |
835 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); |
816 | pl->failmsg ("There is nothing to orate to."); |
836 | return 0; |
817 | return 0; |
837 | } |
818 | } |
838 | |
819 | |
|
|
820 | object *tmp; |
839 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
821 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
840 | { |
822 | { |
841 | /* can't persuade players - return because there is nothing else |
823 | /* can't persuade players - return because there is nothing else |
842 | * on that space to charm. Same for multi space monsters and |
824 | * on that space to charm. Same for multi space monsters and |
843 | * special monsters - we don't allow them to be charmed, and there |
825 | * special monsters - we don't allow them to be charmed, and there |
844 | * is no reason to do further processing since they should be the |
826 | * is no reason to do further processing since they should be the |
845 | * only monster on the space. |
827 | * only monster on the space. |
846 | */ |
828 | */ |
847 | if (tmp->type == PLAYER) |
829 | if (tmp->type == PLAYER |
|
|
830 | || tmp->more || tmp->head_ () != tmp |
|
|
831 | || tmp->msg) |
848 | return 0; |
832 | return 0; |
849 | if (tmp->more || tmp->head) |
|
|
850 | return 0; |
|
|
851 | if (tmp->msg) |
|
|
852 | return 0; |
|
|
853 | |
833 | |
854 | if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
834 | if (tmp->flag [FLAG_MONSTER]) |
855 | break; |
835 | break; |
856 | } |
836 | } |
857 | |
837 | |
858 | if (!tmp) |
838 | if (!tmp) |
859 | { |
839 | { |
860 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); |
840 | pl->failmsg ("There is nothing to orate to."); |
861 | return 0; |
841 | return 0; |
862 | } |
842 | } |
863 | |
843 | |
864 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp)); |
844 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp)); |
865 | |
845 | |
866 | /* the following conditions limit who may be 'charmed' */ |
846 | /* the following conditions limit who may be 'charmed' */ |
867 | |
847 | |
868 | /* it's hostile! */ |
848 | /* it's hostile! */ |
869 | if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
849 | if (!tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY]) |
870 | { |
850 | { |
871 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); |
851 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); |
872 | return 0; |
852 | return 0; |
873 | } |
853 | } |
874 | |
854 | |
875 | /* it's already allied! */ |
855 | /* it's already allied! */ |
876 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && (tmp->attack_movement == PETMOVE)) |
856 | if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE) |
877 | { |
857 | { |
878 | if (tmp->owner == pl) |
858 | if (tmp->owner == pl) |
879 | { |
859 | { |
880 | new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); |
860 | new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); |
881 | return 0; |
861 | return 0; |
… | |
… | |
884 | { |
864 | { |
885 | /* you steal the follower. Perhaps we should really look at the |
865 | /* you steal the follower. Perhaps we should really look at the |
886 | * level of the owner above? |
866 | * level of the owner above? |
887 | */ |
867 | */ |
888 | tmp->set_owner (pl); |
868 | tmp->set_owner (pl); |
|
|
869 | tmp->skill = skill->skill; |
|
|
870 | |
889 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp)); |
871 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp)); |
890 | /* Abuse fix - don't give exp since this can otherwise |
872 | /* Abuse fix - don't give exp since this can otherwise |
891 | * be used by a couple players to gets lots of exp. |
873 | * be used by a couple players to gets lots of exp. |
892 | */ |
874 | */ |
893 | return 0; |
875 | return 0; |
… | |
… | |
897 | /* In this case, you can't steal it from the other player */ |
879 | /* In this case, you can't steal it from the other player */ |
898 | return 0; |
880 | return 0; |
899 | } |
881 | } |
900 | } /* Creature was already a pet of someone */ |
882 | } /* Creature was already a pet of someone */ |
901 | |
883 | |
902 | chance = skill->level * 2 + (pl->stats.Cha - 2 * tmp->stats.Int) / 2; |
884 | int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2; |
903 | |
885 | |
904 | /* Ok, got a 'sucker' lets try to make them a follower */ |
886 | /* Ok, got a 'sucker' lets try to make them a follower */ |
905 | if (chance > 0 && tmp->level < (random_roll (0, chance - 1, pl, PREFER_HIGH) - 1)) |
887 | if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1)) |
906 | { |
888 | { |
907 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); |
889 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); |
908 | |
890 | |
|
|
891 | INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl)); |
909 | tmp->set_owner (pl); |
892 | tmp->set_owner (pl); |
|
|
893 | tmp->skill = skill->skill; |
910 | tmp->stats.exp = 0; |
894 | tmp->stats.exp = 0; |
911 | add_friendly_object (tmp); |
|
|
912 | tmp->attack_movement = PETMOVE; |
895 | tmp->attack_movement = PETMOVE; |
|
|
896 | |
|
|
897 | if (!tmp->flag [FLAG_FRIENDLY]) |
|
|
898 | add_friendly_object (tmp); |
|
|
899 | |
913 | return calc_skill_exp (pl, tmp, skill); |
900 | return calc_skill_exp (pl, tmp, skill); |
914 | } |
901 | } |
915 | |
|
|
916 | /* Charm failed. Creature may be angry now */ |
902 | /* Charm failed. Creature may be angry now */ |
917 | else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW)) |
903 | else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW)) |
918 | { |
904 | { |
919 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); |
905 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); |
920 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
906 | if (tmp->flag [FLAG_FRIENDLY]) |
921 | { |
907 | { |
922 | CLEAR_FLAG (tmp, FLAG_FRIENDLY); |
|
|
923 | remove_friendly_object (tmp); |
908 | remove_friendly_object (tmp); |
924 | tmp->attack_movement = 0; /* needed? */ |
909 | tmp->attack_movement = 0; /* needed? */ |
925 | } |
910 | } |
926 | |
911 | |
927 | CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
912 | tmp->clr_flag (FLAG_UNAGGRESSIVE); |
928 | } |
913 | } |
929 | |
914 | |
930 | return 0; /* Fall through - if we get here, we didn't charm anything */ |
915 | return 0; /* Fall through - if we get here, we didn't charm anything */ |
931 | } |
916 | } |
932 | |
917 | |
… | |
… | |
937 | * successfully pacified the creature gets Int=1. Thus, a player |
922 | * successfully pacified the creature gets Int=1. Thus, a player |
938 | * may only pacify a creature once. |
923 | * may only pacify a creature once. |
939 | * BTW, I appologize for the naming of the skill, I couldnt think |
924 | * BTW, I appologize for the naming of the skill, I couldnt think |
940 | * of anything better! -b.t. |
925 | * of anything better! -b.t. |
941 | */ |
926 | */ |
942 | |
|
|
943 | int |
927 | int |
944 | singing (object *pl, int dir, object *skill) |
928 | singing (object *pl, int dir, object *skill) |
945 | { |
929 | { |
946 | int i, exp = 0, chance, mflags; |
930 | int exp = 0; |
947 | object *tmp; |
931 | object *tmp; |
948 | maptile *m; |
932 | maptile *m; |
949 | sint16 x, y; |
933 | sint16 x, y; |
950 | |
934 | |
951 | if (pl->type != PLAYER) |
935 | if (pl->type != PLAYER) |
952 | return 0; /* only players use this skill */ |
936 | return 0; /* only players use this skill */ |
953 | |
937 | |
|
|
938 | if (!dir) |
|
|
939 | { |
|
|
940 | pl->failmsg ("In what direction?"); |
|
|
941 | return 0; |
|
|
942 | } |
|
|
943 | |
954 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); |
944 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); |
955 | for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++) |
945 | for (int i = skill->level >= SIZEOFFREE1 ? 0 : dir; |
|
|
946 | i < min (skill->level, SIZEOFFREE); |
|
|
947 | i++) |
956 | { |
948 | { |
957 | x = pl->x + freearr_x[i]; |
949 | x = pl->x + freearr_x[i]; |
958 | y = pl->y + freearr_y[i]; |
950 | y = pl->y + freearr_y[i]; |
959 | m = pl->map; |
951 | m = pl->map; |
960 | |
952 | |
961 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
953 | int mflags = get_map_flags (m, &m, x, y, &x, &y); |
962 | if (mflags & P_OUT_OF_MAP) |
954 | if (mflags & P_OUT_OF_MAP) |
963 | continue; |
955 | continue; |
964 | if (!(mflags & P_IS_ALIVE)) |
956 | if (!(mflags & P_IS_ALIVE)) |
965 | continue; |
957 | continue; |
966 | |
958 | |
967 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
959 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
968 | { |
960 | { |
969 | if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
961 | if (tmp->flag [FLAG_MONSTER]) |
970 | break; |
962 | break; |
971 | /* can't affect players */ |
963 | /* can't affect players */ |
972 | if (tmp->type == PLAYER) |
964 | if (tmp->type == PLAYER) |
973 | break; |
965 | break; |
974 | } |
966 | } |
975 | |
967 | |
976 | /* Whole bunch of checks to see if this is a type of monster that would |
968 | /* Whole bunch of checks to see if this is a type of monster that would |
977 | * listen to singing. |
969 | * listen to singing. |
978 | */ |
970 | */ |
979 | if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */ |
971 | if (tmp && tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_NO_STEAL] && /* Been charmed or abused before */ |
980 | !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */ |
972 | !tmp->flag [FLAG_SPLITTING] && /* no ears */ |
981 | !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */ |
973 | !tmp->flag [FLAG_HITBACK] && /* was here before */ |
982 | (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */ |
974 | (tmp->level <= skill->level) && (!tmp->head) && !tmp->flag [FLAG_UNDEAD] && !tmp->flag [FLAG_UNAGGRESSIVE] && /* already calm */ |
983 | !QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
975 | !tmp->flag [FLAG_FRIENDLY]) |
984 | { /* already calm */ |
976 | { /* already calm */ |
985 | |
977 | |
986 | /* stealing isn't really related (although, maybe it should |
978 | /* stealing isn't really related (although, maybe it should |
987 | * be). This is mainly to prevent singing to the same monster |
979 | * be). This is mainly to prevent singing to the same monster |
988 | * over and over again and getting exp for it. |
980 | * over and over again and getting exp for it. |
989 | */ |
981 | */ |
990 | chance = skill->level * 2 + (pl->stats.Cha - 5 - tmp->stats.Int) / 2; |
982 | int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2; |
|
|
983 | |
991 | if (chance && tmp->level * 2 < random_roll (0, chance - 1, pl, PREFER_HIGH)) |
984 | if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH)) |
992 | { |
985 | { |
993 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
986 | tmp->set_flag (FLAG_UNAGGRESSIVE); |
994 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp)); |
987 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp)); |
995 | /* Give exp only if they are not aware */ |
988 | /* Give exp only if they are not aware */ |
|
|
989 | |
996 | if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) |
990 | if (!tmp->flag [FLAG_NO_STEAL]) |
997 | exp += calc_skill_exp (pl, tmp, skill); |
991 | exp += calc_skill_exp (pl, tmp, skill); |
998 | SET_FLAG (tmp, FLAG_NO_STEAL); |
992 | |
|
|
993 | tmp->set_flag (FLAG_NO_STEAL); |
999 | } |
994 | } |
1000 | else |
995 | else |
1001 | { |
996 | { |
1002 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); |
997 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); |
1003 | SET_FLAG (tmp, FLAG_NO_STEAL); |
998 | tmp->set_flag (FLAG_NO_STEAL); |
1004 | } |
999 | } |
1005 | } |
1000 | } |
1006 | } |
1001 | } |
1007 | return exp; |
1002 | return exp; |
1008 | } |
1003 | } |
1009 | |
1004 | |
1010 | /* The find_traps skill (aka, search). Checks for traps |
1005 | /* The find_traps skill (aka, search). Checks for traps |
1011 | * on the spaces or in certain objects |
1006 | * on the spaces or in certain objects |
1012 | */ |
1007 | */ |
1013 | |
|
|
1014 | int |
1008 | int |
1015 | find_traps (object *pl, object *skill) |
1009 | find_traps (object *pl, object *skill) |
1016 | { |
1010 | { |
1017 | object *tmp, *tmp2; |
1011 | object *tmp, *tmp2; |
1018 | int i, expsum = 0, mflags; |
1012 | int i, expsum = 0, mflags; |
… | |
… | |
1020 | maptile *m; |
1014 | maptile *m; |
1021 | |
1015 | |
1022 | /* First we search all around us for runes and traps, which are |
1016 | /* First we search all around us for runes and traps, which are |
1023 | * all type RUNE |
1017 | * all type RUNE |
1024 | */ |
1018 | */ |
1025 | |
|
|
1026 | for (i = 0; i < 9; i++) |
1019 | for (i = 0; i < 9; i++) |
1027 | { |
1020 | { |
1028 | x = pl->x + freearr_x[i]; |
1021 | x = pl->x + freearr_x[i]; |
1029 | y = pl->y + freearr_y[i]; |
1022 | y = pl->y + freearr_y[i]; |
1030 | m = pl->map; |
1023 | m = pl->map; |
… | |
… | |
1032 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1025 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1033 | if (mflags & P_OUT_OF_MAP) |
1026 | if (mflags & P_OUT_OF_MAP) |
1034 | continue; |
1027 | continue; |
1035 | |
1028 | |
1036 | /* Check everything in the square for trapness */ |
1029 | /* Check everything in the square for trapness */ |
1037 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
1030 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1038 | { |
1031 | { |
1039 | |
|
|
1040 | /* And now we'd better do an inventory traversal of each |
1032 | /* And now we'd better do an inventory traversal of each |
1041 | * of these objects' inventory |
1033 | * of these objects' inventory |
1042 | * We can narrow this down a bit - no reason to search through |
1034 | * We can narrow this down a bit - no reason to search through |
1043 | * the players inventory or monsters for that matter. |
1035 | * the players inventory or monsters for that matter. |
1044 | */ |
1036 | */ |
1045 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
1037 | if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER]) |
1046 | { |
|
|
1047 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
1038 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
1048 | if (tmp2->type == RUNE || tmp2->type == TRAP) |
1039 | if (tmp2->type == RUNE || tmp2->type == TRAP) |
1049 | if (trap_see (pl, tmp2)) |
1040 | if (trap_see (pl, tmp2)) |
1050 | { |
1041 | { |
1051 | trap_show (tmp2, tmp); |
1042 | trap_show (tmp2, tmp); |
1052 | if (tmp2->stats.Cha > 1) |
1043 | if (tmp2->stats.Cha > 1) |
1053 | { |
1044 | { |
1054 | if (!tmp2->owner || tmp2->owner->type != PLAYER) |
1045 | if (!tmp2->owner || tmp2->owner->type != PLAYER) |
1055 | expsum += calc_skill_exp (pl, tmp2, skill); |
1046 | expsum += calc_skill_exp (pl, tmp2, skill); |
1056 | |
1047 | |
1057 | tmp2->stats.Cha = 1; /* unhide the trap */ |
1048 | tmp2->stats.Cha = 1; /* unhide the trap */ |
1058 | } |
1049 | } |
1059 | } |
1050 | } |
1060 | } |
1051 | |
1061 | if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) |
1052 | if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) |
1062 | { |
1053 | { |
1063 | trap_show (tmp, tmp); |
1054 | trap_show (tmp, tmp); |
1064 | if (tmp->stats.Cha > 1) |
1055 | if (tmp->stats.Cha > 1) |
1065 | { |
1056 | { |
… | |
… | |
1068 | tmp->stats.Cha = 1; /* unhide the trap */ |
1059 | tmp->stats.Cha = 1; /* unhide the trap */ |
1069 | } |
1060 | } |
1070 | } |
1061 | } |
1071 | } |
1062 | } |
1072 | } |
1063 | } |
|
|
1064 | |
1073 | new_draw_info (NDI_BLACK, 0, pl, "You search the area."); |
1065 | new_draw_info (NDI_BLACK, 0, pl, "You search the area."); |
1074 | return expsum; |
1066 | return expsum; |
1075 | } |
1067 | } |
1076 | |
1068 | |
1077 | /* remove_trap() - This skill will disarm any previously discovered trap |
1069 | /* remove_trap() - This skill will disarm any previously discovered trap |
1078 | * the algorithm is based (almost totally) on the old command_disarm() - b.t. |
1070 | * the algorithm is based (almost totally) on the old command_disarm() - b.t. |
1079 | */ |
1071 | */ |
1080 | |
|
|
1081 | int |
1072 | int |
1082 | remove_trap (object *op, int dir, object *skill) |
1073 | remove_trap (object *op, int dir, object *skill) |
1083 | { |
1074 | { |
1084 | object *tmp, *tmp2; |
1075 | object *tmp, *tmp2; |
1085 | int i, success = 0, mflags; |
1076 | int i, success = 0, mflags; |
… | |
… | |
1095 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1086 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1096 | if (mflags & P_OUT_OF_MAP) |
1087 | if (mflags & P_OUT_OF_MAP) |
1097 | continue; |
1088 | continue; |
1098 | |
1089 | |
1099 | /* Check everything in the square for trapness */ |
1090 | /* Check everything in the square for trapness */ |
1100 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
1091 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1101 | { |
1092 | { |
1102 | /* And now we'd better do an inventory traversal of each |
1093 | /* And now we'd better do an inventory traversal of each |
1103 | * of these objects inventory. Like above, only |
1094 | * of these objects inventory. Like above, only |
1104 | * do this for interesting objects. |
1095 | * do this for interesting objects. |
1105 | */ |
1096 | */ |
1106 | |
1097 | |
1107 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
1098 | if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER]) |
1108 | { |
1099 | { |
1109 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
1100 | for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
1110 | if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) |
1101 | if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) |
1111 | { |
1102 | { |
1112 | trap_show (tmp2, tmp); |
1103 | trap_show (tmp2, tmp); |
|
|
1104 | |
1113 | if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) |
1105 | if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) |
1114 | { |
1106 | { |
1115 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1107 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1116 | success += calc_skill_exp (op, tmp2, skill); |
1108 | success += calc_skill_exp (op, tmp2, skill); |
1117 | } |
1109 | } |
1118 | } |
1110 | } |
1119 | } |
1111 | } |
|
|
1112 | |
1120 | if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) |
1113 | if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) |
1121 | { |
1114 | { |
1122 | trap_show (tmp, tmp); |
1115 | trap_show (tmp, tmp); |
|
|
1116 | |
1123 | if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) |
1117 | if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) |
1124 | { |
1118 | { |
1125 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1119 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1126 | success += calc_skill_exp (op, tmp, skill); |
1120 | success += calc_skill_exp (op, tmp, skill); |
1127 | } |
1121 | } |
1128 | } |
1122 | } |
1129 | } |
1123 | } |
1130 | } |
1124 | } |
|
|
1125 | |
1131 | return success; |
1126 | return success; |
1132 | } |
1127 | } |
1133 | |
|
|
1134 | |
1128 | |
1135 | /* pray() - when this skill is called from do_skill(), it allows |
1129 | /* pray() - when this skill is called from do_skill(), it allows |
1136 | * the player to regain lost grace points at a faster rate. -b.t. |
1130 | * the player to regain lost grace points at a faster rate. -b.t. |
1137 | * This always returns 0 - return value is used by calling function |
1131 | * This always returns 0 - return value is used by calling function |
1138 | * such that if it returns true, player gets exp in that skill. This |
1132 | * such that if it returns true, player gets exp in that skill. This |
1139 | * the effect here can be done on demand, we probably don't want to |
1133 | * the effect here can be done on demand, we probably don't want to |
1140 | * give infinite exp by returning true in any cases. |
1134 | * give infinite exp by returning true in any cases. |
1141 | */ |
1135 | */ |
1142 | |
|
|
1143 | int |
1136 | int |
1144 | pray (object *pl, object *skill) |
1137 | pray (object *pl, object *skill) |
1145 | { |
1138 | { |
1146 | char buf[MAX_BUF]; |
1139 | char buf[MAX_BUF]; |
1147 | object *tmp; |
1140 | object *tmp; |
… | |
… | |
1154 | /* Check all objects - we could stop at floor objects, |
1147 | /* Check all objects - we could stop at floor objects, |
1155 | * but if someone buries an altar, I don't see a problem with |
1148 | * but if someone buries an altar, I don't see a problem with |
1156 | * going through all the objects, and it shouldn't be much slower |
1149 | * going through all the objects, and it shouldn't be much slower |
1157 | * than extra checks on object attributes. |
1150 | * than extra checks on object attributes. |
1158 | */ |
1151 | */ |
1159 | for (tmp = pl->below; tmp != NULL; tmp = tmp->below) |
1152 | for (tmp = pl->below; tmp; tmp = tmp->below) |
1160 | { |
1153 | { |
1161 | /* Only if the altar actually belongs to someone do you get special benefits */ |
1154 | /* Only if the altar actually belongs to someone do you get special benefits */ |
1162 | if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) |
1155 | if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) |
1163 | { |
1156 | { |
1164 | sprintf (buf, "You pray over the %s.", &tmp->name); |
1157 | sprintf (buf, "You pray over the %s.", &tmp->name); |
… | |
… | |
1172 | if (pl->stats.grace < pl->stats.maxgrace) |
1165 | if (pl->stats.grace < pl->stats.maxgrace) |
1173 | { |
1166 | { |
1174 | pl->stats.grace++; |
1167 | pl->stats.grace++; |
1175 | pl->last_grace = -1; |
1168 | pl->last_grace = -1; |
1176 | } |
1169 | } |
|
|
1170 | |
1177 | return 0; |
1171 | return 0; |
1178 | } |
1172 | } |
1179 | |
1173 | |
1180 | /* This skill allows the player to regain a few sp or hp for a |
1174 | /* This skill allows the player to regain a few sp or hp for a |
1181 | * brief period of concentration. No armour or weapons may be |
1175 | * brief period of concentration. No armour or weapons may be |
1182 | * wielded/applied for this to work. The amount of time needed |
1176 | * wielded/applied for this to work. The amount of time needed |
1183 | * to concentrate and the # of points regained is dependant on |
1177 | * to concentrate and the # of points regained is dependant on |
1184 | * the level of the user. - b.t. thomas@astro.psu.edu |
1178 | * the level of the user. - b.t. thomas@astro.psu.edu |
1185 | */ |
1179 | */ |
1186 | |
|
|
1187 | void |
1180 | void |
1188 | meditate (object *pl, object *skill) |
1181 | meditate (object *pl, object *skill) |
1189 | { |
1182 | { |
1190 | object *tmp; |
1183 | object *tmp; |
1191 | |
1184 | |
1192 | if (pl->type != PLAYER) |
1185 | if (pl->type != PLAYER) |
1193 | return; /* players only */ |
1186 | return; /* players only */ |
1194 | |
1187 | |
1195 | /* check if pl has removed encumbering armour and weapons */ |
1188 | /* check if pl has removed encumbering armour and weapons */ |
1196 | if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6)) |
1189 | if (pl->flag [FLAG_READY_WEAPON] && skill->level < 6) |
1197 | { |
1190 | { |
1198 | new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n"); |
1191 | pl->failmsg ("You can't concentrate while wielding a weapon!\n"); |
1199 | return; |
1192 | return; |
1200 | } |
1193 | } |
1201 | else |
1194 | else |
1202 | { |
1195 | { |
1203 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
1196 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
1204 | if (((tmp->type == ARMOUR && skill->level < 12) |
1197 | if (((tmp->type == ARMOUR && skill->level < 12) |
1205 | || (tmp->type == HELMET && skill->level < 10) |
1198 | || (tmp->type == HELMET && skill->level < 10) |
1206 | || (tmp->type == SHIELD && skill->level < 6) |
1199 | || (tmp->type == SHIELD && skill->level < 6) |
1207 | || (tmp->type == BOOTS && skill->level < 4) || (tmp->type == GLOVES && skill->level < 2)) && QUERY_FLAG (tmp, FLAG_APPLIED)) |
1200 | || (tmp->type == BOOTS && skill->level < 4) |
|
|
1201 | || (tmp->type == GLOVES && skill->level < 2)) |
|
|
1202 | && tmp->flag [FLAG_APPLIED]) |
1208 | { |
1203 | { |
1209 | new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n"); |
1204 | pl->failmsg ("You can't concentrate while wearing so much armour!\n"); |
1210 | return; |
1205 | return; |
1211 | } |
1206 | } |
1212 | } |
1207 | } |
1213 | |
1208 | |
1214 | /* ok let's meditate! Spell points are regained first, then once |
1209 | /* ok let's meditate! Spell points are regained first, then once |
1215 | * they are maxed we get back hp. Actual incrementing of values |
1210 | * they are maxed we get back hp. Actual incrementing of values |
1216 | * is handled by the do_some_living() (in player.c). This way magical |
1211 | * is handled by the do_some_living() (in player.c). This way magical |
1217 | * bonuses for healing/sp regeneration are included properly |
1212 | * bonuses for healing/sp regeneration are included properly |
1218 | * No matter what, we will eat up some playing time trying to |
1213 | * No matter what, we will eat up some playing time trying to |
1219 | * meditate. (see 'factor' variable for what sets the amount of time) |
1214 | * meditate. (see 'factor' variable for what sets the amount of time) |
1220 | */ |
1215 | */ |
1221 | |
1216 | |
1222 | new_draw_info (NDI_BLACK, 0, pl, "You meditate."); |
1217 | new_draw_info (NDI_BLACK, 0, pl, "You meditate."); |
1223 | |
1218 | |
1224 | if (pl->stats.sp < pl->stats.maxsp) |
1219 | if (pl->stats.sp < pl->stats.maxsp) |
… | |
… | |
1231 | pl->stats.hp++; |
1226 | pl->stats.hp++; |
1232 | pl->last_heal = -1; |
1227 | pl->last_heal = -1; |
1233 | } |
1228 | } |
1234 | } |
1229 | } |
1235 | |
1230 | |
1236 | /* write_note() - this routine allows players to inscribe messages in |
1231 | /* write_note() - this routine allows players to inscribe messages in |
1237 | * ordinary 'books' (anything that is type BOOK). b.t. |
1232 | * ordinary inscribable 'books' (anything that is not a SPELL). b.t. |
1238 | */ |
1233 | */ |
1239 | static int |
1234 | static int |
1240 | write_note (object *pl, object *item, const char *msg, object *skill) |
1235 | write_note (object *pl, object *item, const char *msg, object *skill) |
1241 | { |
1236 | { |
1242 | char buf[1024]; |
1237 | if (!msg_is_safe (msg)) |
1243 | object *newBook = NULL; |
1238 | { |
1244 | |
1239 | pl->failmsg ("Trying to cheat now are we? H<@-signs are not allowed in notes.>"); |
1245 | /* a pair of sanity checks */ |
1240 | LOG (llevInfo, "write_note: player %s tried to write bogus note %s\n", &pl->name, msg); |
1246 | if (!item || item->type != BOOK) |
|
|
1247 | return 0; |
1241 | return 0; |
1248 | |
|
|
1249 | if (!msg) |
|
|
1250 | { |
1242 | } |
1251 | new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!"); |
1243 | |
1252 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill); |
1244 | int len = strlen (msg); |
1253 | return 0; |
1245 | |
|
|
1246 | if (!is_utf8_string ((U8 *)msg, len)) |
1254 | } |
1247 | { |
1255 | |
1248 | pl->failmsg ("Your message is garbled (text must be UTF-8, client-bug)!"); |
1256 | if (strcasestr_local (msg, "endmsg")) |
|
|
1257 | { |
|
|
1258 | new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?"); |
|
|
1259 | return 0; |
1249 | return 0; |
1260 | } |
1250 | } |
1261 | |
1251 | |
1262 | if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) |
1252 | if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) |
1263 | return strlen (msg); |
1253 | return RESULT_INT (0); |
1264 | |
1254 | |
1265 | buf[0] = 0; |
1255 | STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len)); |
1266 | if (!book_overflow (item->msg, msg, sizeof (buf))) |
|
|
1267 | { /* add msg string to book */ |
|
|
1268 | if (item->msg) |
|
|
1269 | strcpy (buf, item->msg); |
|
|
1270 | |
1256 | |
1271 | strcat (buf, msg); |
1257 | if (char_len <= item->weight_limit) |
1272 | strcat (buf, "\n"); /* new msg needs a LF */ |
1258 | { |
1273 | if (item->nrof > 1) |
1259 | object *newbook = item->other_arch->instance (); |
1274 | { |
1260 | item->decrease (); |
1275 | newBook = item->clone (); |
|
|
1276 | decrease_ob (item); |
|
|
1277 | esrv_send_item (pl, item); |
|
|
1278 | newBook->nrof = 1; |
1261 | newbook->nrof = 1; |
1279 | newBook->msg = buf; |
1262 | newbook->msg = shstr (msg); |
1280 | newBook = insert_ob_in_ob (newBook, pl); |
1263 | newbook->flag [FLAG_IDENTIFIED] = true; |
1281 | esrv_send_item (pl, newBook); |
1264 | |
|
|
1265 | if (item->subtype == 1) // mailscrolls |
1282 | } |
1266 | { |
1283 | else |
1267 | newbook->name = item->name; |
|
|
1268 | newbook->name_pl = item->name_pl; |
1284 | { |
1269 | } |
1285 | item->msg = buf; |
|
|
1286 | /* This shouldn't be necessary - the object hasn't changed in any |
|
|
1287 | * visible way |
|
|
1288 | */ |
|
|
1289 | /* esrv_send_item(pl, item); */ |
|
|
1290 | } |
|
|
1291 | |
1270 | |
|
|
1271 | pl->insert (newbook); |
|
|
1272 | |
|
|
1273 | pl->contr->play_sound (sound_find ("inscribe_success")); |
1292 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", query_short_name (item)); |
1274 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name); |
1293 | return strlen (msg); |
1275 | return char_len; |
1294 | } |
1276 | } |
1295 | else |
1277 | else |
1296 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item)); |
1278 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s! H<It is only big enough for %d characters, your message had %d characters.>", |
|
|
1279 | &item->name, item->weight_limit, char_len); |
1297 | |
1280 | |
1298 | return 0; |
1281 | return 0; |
1299 | } |
1282 | } |
1300 | |
1283 | |
1301 | /* write_scroll() - this routine allows players to inscribe spell scrolls |
1284 | /* write_scroll() - this routine allows players to inscribe spell scrolls |
1302 | * of spells which they know. Backfire effects are possible with the |
1285 | * of spells which they know. Backfire effects are possible with the |
1303 | * severity of the backlash correlated with the difficulty of the scroll |
1286 | * severity of the backlash correlated with the difficulty of the scroll |
1304 | * that is attempted. -b.t. thomas@astro.psu.edu |
1287 | * that is attempted. -b.t. thomas@astro.psu.edu |
1305 | */ |
1288 | */ |
1306 | |
|
|
1307 | static int |
1289 | static int |
1308 | write_scroll (object *pl, object *scroll, object *skill) |
1290 | write_scroll (object *pl, object *scroll, object *skill) |
1309 | { |
1291 | { |
1310 | int success = 0, confused = 0; |
1292 | int success = 0, confused = 0; |
1311 | object *newscroll, *chosen_spell, *tmp; |
|
|
1312 | |
|
|
1313 | /* this is a sanity check */ |
|
|
1314 | if (scroll->type != SCROLL) |
|
|
1315 | { |
|
|
1316 | new_draw_info (NDI_UNIQUE, 0, pl, "A spell can only be inscribed into a scroll!"); |
|
|
1317 | return 0; |
|
|
1318 | } |
|
|
1319 | |
1293 | |
1320 | /* Check if we are ready to attempt inscription */ |
1294 | /* Check if we are ready to attempt inscription */ |
1321 | chosen_spell = pl->contr->ranges[range_magic]; |
1295 | object *chosen_spell = pl->contr->ranged_ob; |
1322 | if (!chosen_spell) |
1296 | |
|
|
1297 | if (!chosen_spell || chosen_spell->type != SPELL) |
1323 | { |
1298 | { |
1324 | new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); |
1299 | pl->failmsg ("You need a spell readied in order to inscribe!"); |
1325 | return 0; |
1300 | return 0; |
1326 | } |
1301 | } |
1327 | |
1302 | |
1328 | if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace) |
1303 | if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace) |
1329 | { |
1304 | { |
1330 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name); |
1305 | pl->failmsgf ("You don't have enough grace to write a scroll of %s.", &chosen_spell->name); |
1331 | return 0; |
1306 | return 0; |
1332 | } |
1307 | } |
1333 | |
1308 | |
1334 | if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) |
1309 | if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) |
1335 | { |
1310 | { |
1336 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); |
1311 | pl->failmsgf ("You don't have enough mana to write a scroll of %s.", &chosen_spell->name); |
1337 | return 0; |
|
|
1338 | } |
|
|
1339 | |
|
|
1340 | /* if there is a spell already on the scroll then player could easily |
|
|
1341 | * accidently read it while trying to write the new one. give player |
|
|
1342 | * a 50% chance to overwrite spell at their own level |
|
|
1343 | */ |
|
|
1344 | if ((scroll->stats.sp || scroll->inv) && random_roll (0, scroll->level * 2, pl, PREFER_LOW) > skill->level) |
|
|
1345 | { |
|
|
1346 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Oops! You accidently read it while trying to write on it."); |
|
|
1347 | manual_apply (pl, scroll, 0); |
|
|
1348 | return 0; |
1312 | return 0; |
1349 | } |
1313 | } |
1350 | |
1314 | |
1351 | /* ok, we are ready to try inscription */ |
1315 | /* ok, we are ready to try inscription */ |
1352 | if (QUERY_FLAG (pl, FLAG_CONFUSED)) |
1316 | if (pl->flag [FLAG_CONFUSED]) |
1353 | confused = 1; |
1317 | confused = 1; |
1354 | |
1318 | |
1355 | /* Lost mana/grace no matter what */ |
1319 | /* Lost mana/grace no matter what */ |
1356 | pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); |
1320 | pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); |
1357 | pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA); |
1321 | pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA); |
1358 | |
1322 | |
1359 | if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) |
1323 | if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) |
1360 | { |
1324 | { |
1361 | if (scroll->nrof > 1) |
1325 | object *newscroll = scroll->other_arch->instance (); |
1362 | { |
1326 | scroll->decrease (); |
1363 | newscroll = scroll->clone (); |
|
|
1364 | decrease_ob (scroll); |
|
|
1365 | newscroll->nrof = 1; |
1327 | newscroll->nrof = 1; |
1366 | } |
1328 | newscroll->randomitems = 0; // make sure randomitems doesn't destroy the scroll |
1367 | else |
1329 | |
1368 | newscroll = scroll; |
1330 | pl->contr->play_sound (sound_find ("inscribe_success")); |
1369 | |
1331 | |
1370 | if (!confused) |
1332 | if (!confused) |
1371 | { |
1333 | { |
1372 | newscroll->level = MAX (skill->level, chosen_spell->level); |
1334 | newscroll->level = max (skill->level, chosen_spell->level); |
|
|
1335 | newscroll->flag [FLAG_IDENTIFIED] = true; |
1373 | new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll."); |
1336 | new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell."); |
1374 | } |
1337 | } |
1375 | else |
1338 | else |
1376 | { |
1339 | { |
1377 | chosen_spell = find_random_spell_in_ob (pl, NULL); |
1340 | chosen_spell = find_random_spell_in_ob (pl, NULL); |
1378 | if (!chosen_spell) |
1341 | if (!chosen_spell) |
1379 | return 0; |
1342 | return 0; |
1380 | |
1343 | |
1381 | newscroll->level = MAX (skill->level, chosen_spell->level); |
1344 | newscroll->level = max (skill->level, chosen_spell->level); |
1382 | new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell."); |
1345 | new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell."); |
1383 | } |
1346 | } |
1384 | |
1347 | |
1385 | if (newscroll->inv) |
|
|
1386 | newscroll->inv->destroy (); |
|
|
1387 | |
|
|
1388 | tmp = chosen_spell->clone (); |
1348 | object *tmp = chosen_spell->clone (); |
|
|
1349 | tmp->flag [FLAG_APPLIED] = false; |
1389 | insert_ob_in_ob (tmp, newscroll); |
1350 | insert_ob_in_ob (tmp, newscroll); |
1390 | |
1351 | |
1391 | /* Same code as from treasure.c - so they can better merge. |
1352 | /* Same code as from treasure.C - so they can better merge. |
1392 | * if players want to sell them, so be it. |
1353 | * if players want to sell them, so be it. |
1393 | */ |
1354 | */ |
1394 | newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); |
1355 | newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); |
1395 | newscroll->stats.exp = newscroll->value / 5; |
1356 | newscroll->stats.exp = newscroll->value / 5; |
1396 | |
1357 | |
1397 | /* wait until finished manipulating the scroll before inserting it */ |
1358 | pl->insert (newscroll); |
1398 | if (newscroll == scroll) |
|
|
1399 | { |
|
|
1400 | /* Remove to correctly merge with other items which may exist in inventory */ |
|
|
1401 | newscroll->remove (); |
|
|
1402 | esrv_del_item (pl->contr, newscroll->count); |
|
|
1403 | } |
|
|
1404 | |
1359 | |
1405 | newscroll = insert_ob_in_ob (newscroll, pl); |
|
|
1406 | esrv_send_item (pl, newscroll); |
|
|
1407 | success = calc_skill_exp (pl, newscroll, skill); |
1360 | success = calc_skill_exp (pl, newscroll, skill); |
1408 | if (!confused) |
1361 | if (!confused) |
1409 | success *= 2; |
1362 | success *= 2; |
|
|
1363 | |
1410 | success = success * skill->level; |
1364 | success = success * skill->level; |
1411 | return success; |
1365 | return success; |
1412 | |
|
|
1413 | } |
1366 | } |
1414 | else |
1367 | else |
1415 | { /* Inscription has failed */ |
1368 | { /* Inscription has failed */ |
|
|
1369 | pl->contr->play_sound (sound_find ("inscribe_fail")); |
1416 | |
1370 | |
1417 | if (chosen_spell->level > skill->level || confused) |
1371 | if (chosen_spell->level > skill->level || confused) |
1418 | { /*backfire! */ |
1372 | { /*backfire! */ |
1419 | new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); |
1373 | new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind! H<The spell level is too high for your inscription skill.>"); |
|
|
1374 | |
1420 | if (random_roll (0, 1, pl, PREFER_LOW) == 1) |
1375 | if (random_roll (0, 1, pl, PREFER_LOW) == 1) |
1421 | pl->drain_specific_stat (4); |
1376 | pl->drain_specific_stat (4); |
1422 | else |
1377 | else |
1423 | { |
1378 | { |
1424 | confuse_player (pl, pl, 99); |
1379 | confuse_player (pl, pl, 99); |
1425 | return (-30 * chosen_spell->level); |
1380 | return -30 * chosen_spell->level; |
1426 | } |
1381 | } |
1427 | } |
1382 | } |
1428 | else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) |
1383 | else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) |
1429 | { |
1384 | { |
1430 | new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind!"); |
1385 | 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.>"); |
1431 | confuse_player (pl, pl, 99); |
1386 | confuse_player (pl, pl, 99); |
1432 | } |
1387 | } |
1433 | else |
1388 | else |
1434 | new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll."); |
1389 | new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll. H<Try a lower-level spell, if possible at all.>"); |
1435 | } |
1390 | } |
1436 | |
1391 | |
1437 | return 0; |
1392 | return 0; |
1438 | } |
1393 | } |
1439 | |
1394 | |
1440 | /* write_on_item() - wrapper for write_note and write_scroll */ |
1395 | /* write_on_item() - wrapper for write_note and write_scroll */ |
1441 | int |
1396 | int |
1442 | write_on_item (object *pl, const char *params, object *skill) |
1397 | write_on_item (object *pl, const char *params, object *skill) |
1443 | { |
1398 | { |
1444 | object *item; |
|
|
1445 | const char *string = params; |
|
|
1446 | int msgtype; |
|
|
1447 | archetype *skat; |
1399 | archetype *skat; |
1448 | |
1400 | |
1449 | if (pl->type != PLAYER) |
1401 | if (pl->type != PLAYER) |
1450 | return 0; |
1402 | return 0; |
1451 | |
1403 | |
1452 | if (!params) |
1404 | if (!params) |
1453 | { |
|
|
1454 | params = ""; |
1405 | params = ""; |
1455 | string = params; |
|
|
1456 | } |
|
|
1457 | |
1406 | |
1458 | skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); |
1407 | skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); |
1459 | |
1408 | |
1460 | /* Need to be able to read before we can write! */ |
1409 | /* Need to be able to read before we can write! */ |
1461 | if (!find_skill_by_name (pl, skat->clone.skill)) |
1410 | if (!find_skill_by_name (pl, skat->skill)) |
1462 | { |
1411 | { |
1463 | new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!"); |
1412 | new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>"); |
1464 | return 0; |
1413 | return 0; |
1465 | } |
1414 | } |
1466 | |
1415 | |
1467 | /* if there is a message then it goes in a book and no message means |
1416 | object *item = pl->mark (); |
1468 | * write active spell into the scroll |
|
|
1469 | */ |
|
|
1470 | msgtype = (string[0] != '\0') ? BOOK : SCROLL; |
|
|
1471 | |
1417 | |
1472 | /* find an item of correct type to write on */ |
1418 | /* find an item of correct type to write on */ |
1473 | if (!(item = find_marked_object (pl))) |
1419 | if (!item) |
1474 | { |
|
|
1475 | new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on."); |
|
|
1476 | return 0; |
|
|
1477 | } |
1420 | { |
|
|
1421 | 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.>"); |
|
|
1422 | return 0; |
|
|
1423 | } |
1478 | |
1424 | |
1479 | if (QUERY_FLAG (item, FLAG_UNPAID)) |
1425 | if (item->type != INSCRIBABLE) |
|
|
1426 | { |
|
|
1427 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>"); |
|
|
1428 | return 0; |
|
|
1429 | } |
|
|
1430 | |
|
|
1431 | if (item->flag [FLAG_UNPAID]) |
1480 | { |
1432 | { |
1481 | new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); |
1433 | new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); |
1482 | return 0; |
1434 | return 0; |
1483 | } |
1435 | } |
1484 | if (msgtype != item->type) |
1436 | |
|
|
1437 | if (item->other_arch->type == SCROLL) |
1485 | { |
1438 | { |
1486 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll"); |
1439 | if (*params) |
|
|
1440 | { |
|
|
1441 | // check readied scroll |
|
|
1442 | pl->failmsgf ("When inscribing spells you need to ready a spell and do not specify a string argument.\n" |
|
|
1443 | "Usage: cast [spell name]; use_skill %s", &skill->skill); |
1487 | return 0; |
1444 | return 0; |
1488 | } |
1445 | } |
1489 | |
1446 | |
1490 | if (msgtype == SCROLL) |
|
|
1491 | return write_scroll (pl, item, skill); |
1447 | return write_scroll (pl, item, skill); |
1492 | else if (msgtype == BOOK) |
1448 | } |
|
|
1449 | else |
|
|
1450 | { |
|
|
1451 | if (!*params) |
|
|
1452 | { |
|
|
1453 | pl->failmsgf ("When inscribing books you need to specify the words you want to inscribe as command argument.\n" |
|
|
1454 | "Usage: use_skill %s <message>", &skill->skill); |
|
|
1455 | return 0; |
|
|
1456 | } |
|
|
1457 | |
1493 | return write_note (pl, item, string, skill); |
1458 | return write_note (pl, item, params, skill); |
|
|
1459 | } |
1494 | |
1460 | |
1495 | return 0; |
1461 | return 0; |
1496 | } |
1462 | } |
1497 | |
1463 | |
1498 | /* find_throw_ob() - if we request an object, then |
1464 | /* find_throw_ob() - if we request an object, then |
… | |
… | |
1504 | * 'throwable' (ie not applied cursed obj, worn, etc). |
1470 | * 'throwable' (ie not applied cursed obj, worn, etc). |
1505 | */ |
1471 | */ |
1506 | static object * |
1472 | static object * |
1507 | find_throw_ob (object *op, const char *request) |
1473 | find_throw_ob (object *op, const char *request) |
1508 | { |
1474 | { |
1509 | object *tmp; |
|
|
1510 | |
|
|
1511 | if (!op) |
|
|
1512 | { /* safety */ |
|
|
1513 | LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n"); |
|
|
1514 | return (object *) NULL; |
|
|
1515 | } |
|
|
1516 | |
|
|
1517 | /* prefer marked item */ |
1475 | /* prefer marked item */ |
1518 | tmp = find_marked_object (op); |
1476 | object *tmp = op->mark (); |
1519 | if (tmp != NULL) |
1477 | |
1520 | { |
|
|
1521 | /* can't toss invisible or inv-locked items */ |
1478 | /* can't toss invisible or inv-locked items */ |
1522 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
1479 | if (tmp && (tmp->invisible || tmp->flag [FLAG_INV_LOCKED])) |
1523 | { |
1480 | tmp = 0; |
1524 | tmp = NULL; |
|
|
1525 | } |
|
|
1526 | } |
|
|
1527 | |
1481 | |
1528 | /* look through the inventory */ |
1482 | /* look through the inventory */ |
1529 | if (tmp == NULL) |
1483 | if (!tmp) |
1530 | { |
|
|
1531 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1484 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1532 | { |
1485 | { |
1533 | /* can't toss invisible or inv-locked items */ |
1486 | /* can't toss invisible or inv-locked items */ |
1534 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
1487 | if (tmp->invisible || tmp->flag [FLAG_INV_LOCKED]) |
1535 | continue; |
1488 | continue; |
|
|
1489 | |
1536 | if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request)) |
1490 | if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request)) |
1537 | break; |
1491 | break; |
1538 | } |
1492 | } |
1539 | } |
|
|
1540 | |
1493 | |
1541 | /* this should prevent us from throwing away |
1494 | /* this should prevent us from throwing away |
1542 | * cursed items, worn armour, etc. Only weapons |
1495 | * cursed items, worn armour, etc. Only weapons |
1543 | * can be thrown from 'hand'. |
1496 | * can be thrown from 'hand'. |
1544 | */ |
1497 | */ |
1545 | if (!tmp) |
1498 | if (!tmp) |
1546 | return NULL; |
1499 | return 0; |
1547 | |
1500 | |
1548 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
1501 | if (tmp->flag [FLAG_APPLIED]) |
1549 | { |
1502 | { |
1550 | if (tmp->type != WEAPON) |
1503 | if (tmp->type != WEAPON) |
1551 | { |
1504 | { |
1552 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp)); |
1505 | op->failmsgf ("You can't throw %s. H<Unapply it first.>", query_name (tmp)); |
1553 | tmp = NULL; |
1506 | tmp = 0; |
1554 | } |
|
|
1555 | else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
1556 | { |
1507 | } |
|
|
1508 | else if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
|
|
1509 | { |
1557 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp)); |
1510 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand! H<Cursed or damned items cannot be removed.>", query_name (tmp)); |
1558 | tmp = NULL; |
1511 | tmp = 0; |
1559 | } |
1512 | } |
1560 | else |
1513 | else |
1561 | { |
1514 | { |
1562 | if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) |
1515 | if (!op->apply (tmp, AP_UNAPPLY)) |
1563 | { |
1516 | { |
1564 | LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); |
1517 | LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); |
1565 | tmp = NULL; |
1518 | tmp = 0; |
1566 | } |
1519 | } |
1567 | } |
1520 | } |
1568 | } |
1521 | } |
1569 | else if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
1522 | else if (tmp->flag [FLAG_UNPAID]) |
1570 | { |
1523 | { |
1571 | new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp)); |
1524 | op->failmsgf ("You should pay for the %s first.", query_name (tmp)); |
1572 | tmp = NULL; |
1525 | tmp = 0; |
1573 | } |
1526 | } |
1574 | |
1527 | |
1575 | if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
1528 | //TODO: why not chekc first and give sensible message to player? |
|
|
1529 | if (tmp && tmp->flag [FLAG_INV_LOCKED]) |
1576 | { |
1530 | { |
1577 | LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); |
1531 | LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); |
1578 | tmp = NULL; |
1532 | tmp = 0; |
1579 | } |
1533 | } |
|
|
1534 | |
1580 | return tmp; |
1535 | return tmp; |
1581 | } |
1536 | } |
1582 | |
1537 | |
1583 | /* make_throw_ob() We construct the 'carrier' object in |
1538 | /* make_throw_ob() We construct the 'carrier' object in |
1584 | * which we will insert the object that is being thrown. |
1539 | * which we will insert the object that is being thrown. |
1585 | * This combination becomes the 'thrown object'. -b.t. |
1540 | * This combination becomes the 'thrown object'. -b.t. |
1586 | */ |
1541 | */ |
1587 | |
|
|
1588 | static object * |
1542 | static object * |
1589 | make_throw_ob (object *orig) |
1543 | make_throw_ob (object *orig) |
1590 | { |
1544 | { |
1591 | if (!orig) |
1545 | if (!orig) |
1592 | return NULL; |
1546 | return 0; |
1593 | |
1547 | |
1594 | if (QUERY_FLAG (orig, FLAG_APPLIED)) |
1548 | if (orig->flag [FLAG_APPLIED]) |
1595 | { |
1549 | { |
1596 | LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); |
1550 | LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); |
1597 | /* insufficient workaround, but better than nothing */ |
1551 | /* insufficient workaround, but better than nothing */ |
1598 | CLEAR_FLAG (orig, FLAG_APPLIED); |
1552 | orig->clr_flag (FLAG_APPLIED); |
1599 | } |
1553 | } |
1600 | |
1554 | |
1601 | object *toss_item = orig->clone (); |
1555 | object *toss_item = orig->clone (); |
1602 | |
1556 | |
1603 | toss_item->type = THROWN_OBJ; |
1557 | toss_item->type = THROWN_OBJ; |
1604 | CLEAR_FLAG (toss_item, FLAG_CHANGING); |
1558 | toss_item->clr_flag (FLAG_CHANGING); |
1605 | toss_item->stats.dam = 0; /* default damage */ |
1559 | toss_item->stats.dam = 0; /* default damage */ |
1606 | insert_ob_in_ob (orig, toss_item); |
1560 | toss_item->insert (orig); |
|
|
1561 | |
1607 | return toss_item; |
1562 | return toss_item; |
1608 | } |
1563 | } |
1609 | |
|
|
1610 | |
1564 | |
1611 | /* do_throw() - op throws any object toss_item. This code |
1565 | /* do_throw() - op throws any object toss_item. This code |
1612 | * was borrowed from fire_bow. |
1566 | * was borrowed from fire_bow. |
1613 | * Returns 1 if skill was successfully used, 0 if not |
1567 | * Returns 1 if skill was successfully used, 0 if not |
1614 | */ |
1568 | */ |
1615 | |
|
|
1616 | static int |
1569 | static int |
1617 | do_throw (object *op, object *part, object *toss_item, int dir, object *skill) |
1570 | do_throw (object *op, object *part, object *toss_item, int dir, object *skill) |
1618 | { |
1571 | { |
1619 | object *throw_ob = toss_item, *left = NULL; |
1572 | object *throw_ob = toss_item, *left = NULL; |
1620 | int eff_str = 0, maxc, str = op->stats.Str, dam = 0; |
1573 | int eff_str = 0, maxc, str = op->stats.Str, dam = 0; |
1621 | int pause_f, weight_f = 0, mflags; |
1574 | int pause_f, weight_f = 0, mflags; |
1622 | float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0; |
1575 | float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0; |
1623 | maptile *m; |
1576 | maptile *m; |
1624 | sint16 sx, sy; |
1577 | sint16 sx, sy; |
1625 | |
1578 | |
1626 | if (throw_ob == NULL) |
1579 | if (!throw_ob) |
1627 | { |
|
|
1628 | if (op->type == PLAYER) |
|
|
1629 | new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw."); |
|
|
1630 | |
|
|
1631 | return 0; |
|
|
1632 | } |
1580 | { |
1633 | if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP)) |
1581 | op->failmsg ("You have nothing to throw."); |
|
|
1582 | return 0; |
1634 | { |
1583 | } |
1635 | if (op->type == PLAYER) |
1584 | |
1636 | new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that."); |
1585 | if (throw_ob->flag [FLAG_STARTEQUIP]) |
|
|
1586 | { |
|
|
1587 | op->failmsg ("The gods won't let you throw that. " |
|
|
1588 | "H<Well, they would, but they would retrieve it " |
|
|
1589 | "- you wouldn't want that, would you?>"); |
1637 | |
1590 | |
1638 | return 0; |
1591 | return 0; |
1639 | } |
1592 | } |
1640 | |
1593 | |
1641 | /* Because throwing effectiveness must be reduced by the |
1594 | /* Because throwing effectiveness must be reduced by the |
… | |
… | |
1658 | /* lighter items are thrown harder, farther, faster */ |
1611 | /* lighter items are thrown harder, farther, faster */ |
1659 | if (throw_ob->weight > 0) |
1612 | if (throw_ob->weight > 0) |
1660 | item_factor = (float) maxc / (float) (3.0 * throw_ob->weight); |
1613 | item_factor = (float) maxc / (float) (3.0 * throw_ob->weight); |
1661 | else |
1614 | else |
1662 | { /* 0 or negative weight?!? Odd object, can't throw it */ |
1615 | { /* 0 or negative weight?!? Odd object, can't throw it */ |
1663 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob)); |
1616 | op->failmsgf ("You can't throw %s. H<Better report this to your dungeon master.>\n", query_name (throw_ob)); |
1664 | return 0; |
1617 | return 0; |
1665 | } |
1618 | } |
1666 | |
1619 | |
1667 | eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0)); |
1620 | eff_str = (str * (load_factor < 1.0 ? load_factor : 1.0)) |
1668 | eff_str = (int) ((float) eff_str * item_factor * str_factor); |
1621 | * item_factor * str_factor; |
1669 | |
1622 | |
1670 | /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to |
1623 | /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to |
1671 | * account for super-strong throwers. */ |
1624 | * account for super-strong throwers. */ |
1672 | if (eff_str > MAX_STAT) |
1625 | min_it (eff_str, MAX_STAT); |
1673 | eff_str = MAX_STAT; |
|
|
1674 | |
1626 | |
1675 | #ifdef DEBUG_THROW |
1627 | #ifdef DEBUG_THROW |
1676 | LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str); |
1628 | LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str); |
1677 | LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str); |
1629 | LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str); |
1678 | LOG (llevDebug, " str_factor=%f\n", str_factor); |
1630 | LOG (llevDebug, " str_factor=%f\n", str_factor); |
… | |
… | |
1706 | left = throw_ob; /* these are throwing objects left to the player */ |
1658 | left = throw_ob; /* these are throwing objects left to the player */ |
1707 | |
1659 | |
1708 | /* sometimes get_split_ob can't split an object (because op->nrof==0?) |
1660 | /* sometimes get_split_ob can't split an object (because op->nrof==0?) |
1709 | * and returns NULL. We must use 'left' then |
1661 | * and returns NULL. We must use 'left' then |
1710 | */ |
1662 | */ |
1711 | |
1663 | if (!(throw_ob = throw_ob->split ())) |
1712 | if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL) |
|
|
1713 | { |
1664 | { |
1714 | throw_ob = left; |
1665 | throw_ob = left; |
1715 | left->remove (); |
1666 | left->remove (); |
1716 | if (op->type == PLAYER) |
|
|
1717 | esrv_del_item (op->contr, left->count); |
|
|
1718 | } |
|
|
1719 | else if (op->type == PLAYER) |
|
|
1720 | { |
|
|
1721 | if (left->destroyed ()) |
|
|
1722 | esrv_del_item (op->contr, left->count); |
|
|
1723 | else |
|
|
1724 | esrv_update_item (UPD_NROF, op, left); |
|
|
1725 | } |
1667 | } |
1726 | |
1668 | |
1727 | /* special case: throwing powdery substances like dust, dirt */ |
1669 | /* special case: throwing powdery substances like dust, dirt */ |
1728 | if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) |
1670 | if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) |
1729 | { |
1671 | { |
… | |
… | |
1753 | */ |
1695 | */ |
1754 | throw_ob->inv->set_owner (op); |
1696 | throw_ob->inv->set_owner (op); |
1755 | throw_ob->direction = dir; |
1697 | throw_ob->direction = dir; |
1756 | |
1698 | |
1757 | /* the damage bonus from the force of the throw */ |
1699 | /* the damage bonus from the force of the throw */ |
1758 | dam = (int) (str_factor * dam_bonus[eff_str]); |
1700 | dam = int (str_factor * dam_bonus[eff_str]); |
1759 | |
1701 | |
1760 | /* Now, lets adjust the properties of the thrown_ob. */ |
1702 | /* Now, lets adjust the properties of the thrown_ob. */ |
1761 | |
1703 | |
1762 | /* how far to fly */ |
1704 | /* how far to fly */ |
1763 | throw_ob->last_sp = (eff_str * 3) / 5; |
1705 | throw_ob->last_sp = (eff_str * 3) / 5; |
… | |
… | |
1778 | /* the properties of objects which are meant to be thrown (ie dart, |
1720 | /* the properties of objects which are meant to be thrown (ie dart, |
1779 | * throwing knife, etc) will differ from ordinary items. Lets tailor |
1721 | * throwing knife, etc) will differ from ordinary items. Lets tailor |
1780 | * this stuff in here. |
1722 | * this stuff in here. |
1781 | */ |
1723 | */ |
1782 | |
1724 | |
1783 | if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN)) |
1725 | if (throw_ob->inv->flag [FLAG_IS_THROWN]) |
1784 | { |
1726 | { |
1785 | throw_ob->last_sp += eff_str / 3; /* fly a little further */ |
1727 | throw_ob->last_sp += eff_str / 3; /* fly a little further */ |
1786 | throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; |
1728 | throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; |
1787 | throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; |
1729 | throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; |
1788 | /* only throw objects get directional faces */ |
1730 | /* only throw objects get directional faces */ |
1789 | if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) |
1731 | if (throw_ob->has_anim () && throw_ob->anim_frames ()) |
1790 | SET_ANIMATION (throw_ob, dir); |
1732 | throw_ob->set_anim_frame (dir); |
1791 | } |
1733 | } |
1792 | else |
1734 | else |
1793 | { |
1735 | { |
1794 | uint16 mat = throw_ob->materials; |
1736 | uint16 mat = throw_ob->materials; |
1795 | |
1737 | |
… | |
… | |
1824 | if (throw_ob->weight > 50) |
1766 | if (throw_ob->weight > 50) |
1825 | throw_ob->speed *= 0.5; |
1767 | throw_ob->speed *= 0.5; |
1826 | } /* else tailor thrown object */ |
1768 | } /* else tailor thrown object */ |
1827 | |
1769 | |
1828 | /* some limits, and safeties (needed?) */ |
1770 | /* some limits, and safeties (needed?) */ |
1829 | if (throw_ob->stats.dam < 0) |
1771 | max_it (throw_ob->stats.dam, 0); |
1830 | throw_ob->stats.dam = 0; |
|
|
1831 | if (throw_ob->last_sp > eff_str) |
1772 | min_it (throw_ob->last_sp, eff_str); |
1832 | throw_ob->last_sp = eff_str; |
|
|
1833 | if (throw_ob->stats.food < 0) |
1773 | max_it (throw_ob->stats.food, 0); |
1834 | throw_ob->stats.food = 0; |
|
|
1835 | if (throw_ob->stats.food > 100) |
|
|
1836 | throw_ob->stats.food = 100; |
|
|
1837 | if (throw_ob->stats.wc > 30) |
1774 | min_it (throw_ob->stats.wc, 30); |
1838 | throw_ob->stats.wc = 30; |
|
|
1839 | |
1775 | |
1840 | /* how long to pause the thrower. Higher values mean less pause */ |
1776 | /* how long to pause the thrower. Higher values mean less pause */ |
1841 | pause_f = ((2 * eff_str) / 3) + 20 + skill->level; |
1777 | pause_f = ((2 * eff_str) / 3) + 20 + skill->level; |
1842 | |
1778 | |
1843 | /* Put a lower limit on this */ |
1779 | /* Put a lower limit on this */ |
1844 | if (pause_f < 10) |
1780 | clamp_it (pause_f, 10, 100); |
1845 | pause_f = 10; |
|
|
1846 | if (pause_f > 100) |
|
|
1847 | pause_f = 100; |
|
|
1848 | |
1781 | |
1849 | /* Changed in 0.94.2 - the calculation before was really goofy. |
1782 | /* Changed in 0.94.2 - the calculation before was really goofy. |
1850 | * In short summary, a throw can take anywhere between speed 5 and |
1783 | * In short summary, a throw can take anywhere between speed 5 and |
1851 | * speed 0.5 |
1784 | * speed 0.5 |
1852 | */ |
1785 | */ |
… | |
… | |
1855 | throw_ob->speed_left = 0; |
1788 | throw_ob->speed_left = 0; |
1856 | throw_ob->map = part->map; |
1789 | throw_ob->map = part->map; |
1857 | |
1790 | |
1858 | throw_ob->move_type = MOVE_FLY_LOW; |
1791 | throw_ob->move_type = MOVE_FLY_LOW; |
1859 | throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1792 | throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; |
|
|
1793 | |
|
|
1794 | throw_ob->set_speed (throw_ob->speed); |
1860 | |
1795 | |
1861 | #if 0 |
1796 | #if 0 |
1862 | /* need to put in a good sound for this */ |
1797 | /* need to put in a good sound for this */ |
1863 | play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ); |
1798 | play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ); |
1864 | #endif |
1799 | #endif |
… | |
… | |
1890 | else |
1825 | else |
1891 | throw_ob = find_mon_throw_ob (op); |
1826 | throw_ob = find_mon_throw_ob (op); |
1892 | |
1827 | |
1893 | return do_throw (op, part, throw_ob, dir, skill); |
1828 | return do_throw (op, part, throw_ob, dir, skill); |
1894 | } |
1829 | } |
|
|
1830 | |
|
|
1831 | static void |
|
|
1832 | give_player_quad_material_for (object *pl, object *ob) |
|
|
1833 | { |
|
|
1834 | if (!ob->flag [FLAG_IS_QUAD] || !ob->other_arch) |
|
|
1835 | return; |
|
|
1836 | |
|
|
1837 | object *t = ob->other_arch->instance (); |
|
|
1838 | pl->insert (t); |
|
|
1839 | } |
|
|
1840 | |
|
|
1841 | bool |
|
|
1842 | skill_mining (object *who, object *tool, object *skill, int dir, const char *string) |
|
|
1843 | { |
|
|
1844 | if (!who->is_player ()) |
|
|
1845 | return 0; |
|
|
1846 | |
|
|
1847 | if (!dir) |
|
|
1848 | { |
|
|
1849 | who->failmsg ("In what direction?"); |
|
|
1850 | return 0; |
|
|
1851 | } |
|
|
1852 | |
|
|
1853 | mapxy pos (who); pos.move (dir); |
|
|
1854 | |
|
|
1855 | if (!pos.normalise ()) |
|
|
1856 | { |
|
|
1857 | who->failmsgf ( |
|
|
1858 | "You brandish your %s, with not so convincing results. " |
|
|
1859 | "H<There is nothing in this direction.>", |
|
|
1860 | &tool->name |
|
|
1861 | ); |
|
|
1862 | return 0; |
|
|
1863 | } |
|
|
1864 | |
|
|
1865 | mapspace &ms = pos.ms (); |
|
|
1866 | |
|
|
1867 | for (object *mine_obj = pos.ms ().top; mine_obj; mine_obj = mine_obj->below) |
|
|
1868 | if (mine_obj->type == VEIN) |
|
|
1869 | { |
|
|
1870 | who->speed_left -= who->speed / tool->speed; |
|
|
1871 | |
|
|
1872 | who->play_sound (tool->sound); |
|
|
1873 | |
|
|
1874 | if (rndm (100 - mine_obj->stats.ac) > rndm (tool->stats.wc)) |
|
|
1875 | who->failmsgf ( |
|
|
1876 | "You use your %s.... nothing. " |
|
|
1877 | "H<Try again, perhaps?>", |
|
|
1878 | &tool->name |
|
|
1879 | ); |
|
|
1880 | else if (mine_obj->race != tool->race) |
|
|
1881 | who->failmsgf ( |
|
|
1882 | "You use your %s.... but it doesn't work. " |
|
|
1883 | "H<Maybe you are using the wrong tool?>", |
|
|
1884 | &tool->name |
|
|
1885 | ); |
|
|
1886 | else if (!mine_obj->stats.food) |
|
|
1887 | who->failmsgf ( |
|
|
1888 | "You use your %s.... but there is nothing. " |
|
|
1889 | "H<This space is exhausted, you should try somewhere else.>", |
|
|
1890 | &tool->name |
|
|
1891 | ); |
|
|
1892 | else |
|
|
1893 | { |
|
|
1894 | --mine_obj->stats.food; |
|
|
1895 | |
|
|
1896 | object *ore = mine_obj->other_arch->instance (); |
|
|
1897 | |
|
|
1898 | who->statusmsg (format ( |
|
|
1899 | "You use your %s.... and find some %s!", |
|
|
1900 | &tool->name, &ore->name |
|
|
1901 | )); |
|
|
1902 | |
|
|
1903 | ore->insert_at (who); |
|
|
1904 | |
|
|
1905 | return true; |
|
|
1906 | } |
|
|
1907 | } |
|
|
1908 | else if (mine_obj->flag [FLAG_IS_QUAD]) |
|
|
1909 | { |
|
|
1910 | if (mine_obj->flag [FLAG_IS_FLOOR]) |
|
|
1911 | { |
|
|
1912 | maptile *lower_floor = pos.m->tile_available (TILE_DOWN); |
|
|
1913 | |
|
|
1914 | if (!lower_floor) |
|
|
1915 | { |
|
|
1916 | who->failmsgf ( |
|
|
1917 | "Whoops, you failed to remove the %s. H<You may try again.>", |
|
|
1918 | &mine_obj->name |
|
|
1919 | ); |
|
|
1920 | return false; |
|
|
1921 | } |
|
|
1922 | |
|
|
1923 | mapxy below_pos (lower_floor, pos.x, pos.y); |
|
|
1924 | |
|
|
1925 | if (!below_pos.normalise ()) |
|
|
1926 | { |
|
|
1927 | who->failmsgf ( |
|
|
1928 | "Whoops, you failed to remove the %s. H<You may try again.>", |
|
|
1929 | &mine_obj->name |
|
|
1930 | ); |
|
|
1931 | return false; |
|
|
1932 | } |
|
|
1933 | |
|
|
1934 | // first insert open space here: |
|
|
1935 | object *open_space_floor = archetype::get (shstr_quad_open_space); |
|
|
1936 | open_space_floor->stats.hp = pos.x; |
|
|
1937 | open_space_floor->stats.sp = pos.y; |
|
|
1938 | insert_ob_in_map_at (open_space_floor, pos.m, mine_obj, |
|
|
1939 | INS_BELOW_ORIGINATOR, pos.x, pos.y); |
|
|
1940 | |
|
|
1941 | // next we will remove the wall in the lower layer: |
|
|
1942 | mapspace &below_ms = below_pos.ms (); |
|
|
1943 | for (object *quad_obj = below_ms.top; quad_obj; quad_obj = quad_obj->below) |
|
|
1944 | { |
|
|
1945 | if (quad_obj->flag [FLAG_IS_FLOOR]) |
|
|
1946 | break; |
|
|
1947 | |
|
|
1948 | if (quad_obj->flag [FLAG_IS_QUAD]) |
|
|
1949 | { |
|
|
1950 | quad_obj->map->queue_physics_at (quad_obj->x, quad_obj->y); |
|
|
1951 | give_player_quad_material_for (who, quad_obj); |
|
|
1952 | quad_obj->destroy (); |
|
|
1953 | break; |
|
|
1954 | } |
|
|
1955 | } |
|
|
1956 | } |
|
|
1957 | |
|
|
1958 | mine_obj->map->queue_physics_at (mine_obj->x, mine_obj->y); |
|
|
1959 | |
|
|
1960 | // FIXME: there should be chance assigned, like above with veins! |
|
|
1961 | who->play_sound (tool->sound); |
|
|
1962 | give_player_quad_material_for (who, mine_obj); |
|
|
1963 | mine_obj->destroy (); |
|
|
1964 | who->contr->fire_on = 0; // TODO: stopgap, do not remove more than one per keypress |
|
|
1965 | return true; |
|
|
1966 | } |
|
|
1967 | |
|
|
1968 | return false; |
|
|
1969 | } |
|
|
1970 | |