1 | /* |
1 | /* |
2 | * static char *rcsid_skills_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: skills.C,v 1.4 2006/08/27 15:24:22 root Exp $"; |
3 | * |
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4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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5 | * Copyright (©) 2003 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (©) 1992 Frank Tore Johansen |
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7 | * |
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8 | * Deliantra is free software: you can redistribute it and/or modify it under |
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9 | * the terms of the Affero GNU General Public License as published by the |
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10 | * Free Software Foundation, either version 3 of the License, or (at your |
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11 | * option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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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 | * |
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22 | * The authors can be reached via e-mail to <support@deliantra.net> |
4 | */ |
23 | */ |
5 | /* |
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6 | CrossFire, A Multiplayer game for X-windows |
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7 | |
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8 | Copyright (C) 2003 Mark Wedel & Crossfire Development Team |
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9 | Copyright (C) 1992 Frank Tore Johansen |
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10 | |
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11 | This program is free software; you can redistribute it and/or modify |
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12 | it under the terms of the GNU General Public License as published by |
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13 | the Free Software Foundation; either version 2 of the License, or |
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14 | (at your option) any later version. |
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15 | |
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16 | This program is distributed in the hope that it will be useful, |
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17 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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18 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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19 | GNU General Public License for more details. |
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20 | |
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21 | You should have received a copy of the GNU General Public License |
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22 | along with this program; if not, write to the Free Software |
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23 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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24 | |
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25 | The authors can be reached via e-mail to crossfire-devel@real-time.com |
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26 | */ |
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27 | |
24 | |
28 | #include <global.h> |
25 | #include <global.h> |
29 | #include <object.h> |
26 | #include <object.h> |
30 | #ifndef __CEXTRACT__ |
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31 | #include <sproto.h> |
27 | #include <sproto.h> |
32 | #endif |
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33 | #include <living.h> |
28 | #include <living.h> |
34 | #include <skills.h> |
29 | #include <skills.h> |
35 | #include <spells.h> |
30 | #include <spells.h> |
36 | #include <book.h> |
31 | #include <book.h> |
37 | |
32 | |
38 | /* adj_stealchance() - increased values indicate better attempts */ |
33 | /* adj_stealchance() - increased values indicate better attempts */ |
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34 | static int |
39 | static int adj_stealchance (object *op, object *victim, int roll) { |
35 | adj_stealchance (object *op, object *victim, int roll) |
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36 | { |
40 | object *equip; |
37 | object *equip; |
41 | |
38 | |
42 | if(!op||!victim||!roll) return -1; |
39 | if (!op || !victim || !roll) |
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40 | return -1; |
43 | |
41 | |
44 | /* Only prohibit stealing if the player does not have a free |
42 | /* Only prohibit stealing if the player does not have a free |
45 | * hand available and in fact does have hands. |
43 | * hand available and in fact does have hands. |
46 | */ |
44 | */ |
47 | if(op->type==PLAYER && op->body_used[BODY_ARMS] <=0 && |
45 | if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info) |
48 | op->body_info[BODY_ARMS]) { |
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49 | new_draw_info(NDI_UNIQUE, 0,op,"But you have no free hands to steal with!"); |
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50 | return -1; |
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51 | } |
46 | { |
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47 | op->failmsg ("But you have no free hands to steal with! " |
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48 | "H<Try to unapply weapons or things you hold in your hands, use the C<body> command.>"); |
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49 | return -1; |
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50 | } |
52 | |
51 | |
53 | /* ADJUSTMENTS */ |
52 | /* ADJUSTMENTS */ |
54 | |
53 | |
55 | /* Its harder to steal from hostile beings! */ |
54 | /* It's harder to steal from hostile beings! */ |
56 | if(!QUERY_FLAG(victim, FLAG_UNAGGRESSIVE)) roll = roll/2; |
55 | if (!victim->flag [FLAG_UNAGGRESSIVE]) |
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56 | roll = roll / 2; |
57 | |
57 | |
58 | /* Easier to steal from sleeping beings, or if the thief is |
58 | /* Easier to steal from sleeping beings, or if the thief is |
59 | * unseen */ |
59 | * unseen */ |
60 | if(QUERY_FLAG(victim, FLAG_SLEEP)) |
60 | if (victim->flag [FLAG_SLEEP]) |
61 | roll = roll*3; |
61 | roll = roll * 3; |
62 | else if(op->invisible) |
62 | else if (op->invisible) |
63 | roll = roll*2; |
63 | roll = roll * 2; |
64 | |
64 | |
65 | /* check stealing 'encumberance'. Having this equipment applied makes |
65 | /* check stealing 'encumberance'. Having this equipment applied makes |
66 | * it quite a bit harder to steal. |
66 | * it quite a bit harder to steal. |
67 | */ |
67 | */ |
68 | for(equip=op->inv;equip;equip=equip->below) { |
68 | for (equip = op->inv; equip; equip = equip->below) |
69 | if(equip->type==WEAPON&&QUERY_FLAG(equip,FLAG_APPLIED)) { |
69 | { |
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70 | if (equip->type == WEAPON && equip->flag [FLAG_APPLIED]) |
70 | roll -= equip->weight/10000; |
71 | roll -= equip->weight / 10000; |
71 | } |
72 | |
72 | if(equip->type==BOW&&QUERY_FLAG(equip,FLAG_APPLIED)) |
73 | if (equip->type == BOW && equip->flag [FLAG_APPLIED]) |
73 | roll -= equip->weight/5000; |
74 | roll -= equip->weight / 5000; |
74 | if(equip->type==SHIELD&&QUERY_FLAG(equip,FLAG_APPLIED)) { |
75 | |
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76 | if (equip->type == SHIELD && equip->flag [FLAG_APPLIED]) |
75 | roll -= equip->weight/2000; |
77 | roll -= equip->weight / 2000; |
76 | } |
78 | |
77 | if(equip->type==ARMOUR&&QUERY_FLAG(equip,FLAG_APPLIED)) |
79 | if (equip->type == ARMOUR && equip->flag [FLAG_APPLIED]) |
78 | roll -= equip->weight/5000; |
80 | roll -= equip->weight / 5000; |
79 | if(equip->type==GLOVES&&QUERY_FLAG(equip,FLAG_APPLIED)) |
81 | |
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82 | if (equip->type == GLOVES && equip->flag [FLAG_APPLIED]) |
80 | roll -= equip->weight/100; |
83 | roll -= equip->weight / 100; |
81 | } |
84 | } |
82 | if(roll<0) roll=0; |
85 | |
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86 | if (roll < 0) |
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87 | roll = 0; |
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88 | |
83 | return roll; |
89 | return roll; |
84 | } |
90 | } |
85 | |
91 | |
86 | /* |
92 | /* |
87 | * When stealing: dependent on the intelligence/wisdom of whom you're |
93 | * When stealing: dependent on the intelligence/wisdom of whom you're |
88 | * stealing from (op in attempt_steal), offset by your dexterity and |
94 | * stealing from (op in attempt_steal), offset by your dexterity and |
… | |
… | |
90 | * or not. |
96 | * or not. |
91 | * op is the target (person being pilfered) |
97 | * op is the target (person being pilfered) |
92 | * who is the person doing the stealing. |
98 | * who is the person doing the stealing. |
93 | * skill is the skill object (stealing). |
99 | * skill is the skill object (stealing). |
94 | */ |
100 | */ |
95 | |
101 | static int |
96 | static int attempt_steal(object* op, object* who, object *skill) |
102 | attempt_steal (object *op, object *who, object *skill) |
97 | { |
103 | { |
98 | object *success=NULL, *tmp=NULL, *next; |
104 | object *success = NULL, *tmp = NULL, *next; |
99 | int roll=0, chance=0, stats_value; |
105 | int roll = 0, chance = 0, stats_value; |
100 | rv_vector rv; |
106 | rv_vector rv; |
101 | |
107 | |
102 | stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2; |
108 | stats_value = (who->stats.Dex + who->stats.Int) * 3 / 2; |
103 | |
109 | |
104 | /* 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) |
105 | * 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 |
106 | * have much chance of success. |
112 | * have much chance of success. |
107 | */ |
113 | */ |
108 | if(op->type!=PLAYER && QUERY_FLAG(op,FLAG_NO_STEAL)) { |
114 | if (!op->is_player () && op->flag [FLAG_NO_STEAL]) |
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115 | { |
109 | if(can_detect_enemy(op,who,&rv)) { |
116 | if (can_detect_enemy (op, who, &rv)) |
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117 | { |
110 | npc_call_help(op); |
118 | npc_call_help (op); |
111 | CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); |
119 | op->clr_flag (FLAG_UNAGGRESSIVE); |
112 | new_draw_info(NDI_UNIQUE, 0,who,"Your attempt is prevented!"); |
120 | who->failmsg ("Your attempt is prevented!"); |
113 | return 0; |
121 | return 0; |
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122 | } |
114 | } 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 */ |
115 | op->stats.Wis += (op->stats.Int/5)+1; |
124 | op->stats.Wis += (op->stats.Int / 5) + 1; |
116 | if (op->stats.Wis > MAX_STAT) op->stats.Wis = MAX_STAT; |
125 | |
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126 | if (op->stats.Wis > MAX_STAT) |
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127 | op->stats.Wis = MAX_STAT; |
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128 | } |
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129 | |
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130 | if (op->is_player () && op->flag [FLAG_WIZ]) |
117 | } |
131 | { |
118 | if (op->type == PLAYER && QUERY_FLAG(op, FLAG_WIZ)) { |
132 | who->failmsg ("You can't steal from the dungeon master!\n"); |
119 | new_draw_info(NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n"); |
133 | return 0; |
120 | return 0; |
134 | } |
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135 | |
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136 | // only allow stealing between hostile players (TODO: probably should change) |
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137 | if (op->is_player () && who->is_player () && (who->contr->peaceful || op->contr->peaceful)) |
121 | } |
138 | { |
122 | #ifdef PROHIBIT_PLAYERKILL |
139 | who->failmsg ("You can't steal from other players!\n"); |
123 | if(op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful)) { |
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124 | new_draw_info(NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); |
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125 | return 0; |
140 | return 0; |
126 | } |
141 | } |
127 | #else |
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128 | if(op->type == PLAYER && who->type == PLAYER && settings.no_player_stealing) { |
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129 | new_draw_info(NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); |
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130 | return 0; |
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131 | } |
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132 | #endif |
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133 | |
142 | |
134 | |
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135 | /* Ok then, go thru their inventory, stealing */ |
143 | /* Ok then, go through their inventory, stealing */ |
136 | for(tmp = op->inv; tmp != NULL; tmp = next) { |
144 | for (tmp = op->inv; tmp; tmp = next) |
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145 | { |
137 | next = tmp->below; |
146 | next = tmp->below; |
138 | |
147 | |
139 | /* you can't steal worn items, starting items, wiz stuff, |
148 | /* you can't steal worn items, starting items, wiz stuff, |
140 | * innate abilities, or items w/o a type. Generally |
149 | * innate abilities, or items w/o a type. Generally |
141 | * speaking, the invisibility flag prevents experience or |
150 | * speaking, the invisibility flag prevents experience or |
142 | * abilities from being stolen since these types are currently |
151 | * abilities from being stolen since these types are currently |
143 | * always invisible objects. I was implicit here so as to prevent |
152 | * always invisible objects. I was implicit here so as to prevent |
144 | * future possible problems. -b.t. |
153 | * future possible problems. -b.t. |
145 | * 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 |
146 | * already -b.t. |
155 | * already -b.t. |
147 | */ |
156 | */ |
148 | |
157 | |
149 | if (QUERY_FLAG(tmp,FLAG_WAS_WIZ) || QUERY_FLAG(tmp, FLAG_APPLIED) |
158 | if (tmp->flag [FLAG_APPLIED] |
150 | || !(tmp->type) |
159 | || !tmp->type |
151 | || tmp->type == EXPERIENCE || tmp->type == SPELL |
160 | || tmp->type == SPELL |
152 | || QUERY_FLAG(tmp,FLAG_STARTEQUIP) |
161 | || tmp->flag [FLAG_STARTEQUIP] |
153 | || QUERY_FLAG(tmp,FLAG_NO_STEAL) |
162 | || tmp->flag [FLAG_NO_STEAL] |
154 | || tmp->invisible ) continue; |
163 | || tmp->invisible) |
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164 | continue; |
155 | |
165 | |
156 | /* Okay, try stealing this item. Dependent on dexterity of thief, |
166 | /* Okay, try stealing this item. Dependent on dexterity of thief, |
157 | * skill level, see the adj_stealroll fctn for more detail. |
167 | * skill level, see the adj_stealroll fctn for more detail. |
158 | */ |
168 | */ |
159 | |
169 | |
160 | roll=die_roll(2, 100, who, PREFER_LOW)/2; /* weighted 1-100 */ |
170 | roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */ |
161 | |
171 | |
162 | if((chance=adj_stealchance(who,op,(stats_value+skill->level * 10 - op->level * 3)))==-1) |
172 | if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1) |
163 | return 0; |
173 | return 0; |
164 | else if (roll < chance ) { |
174 | else if (roll < chance) |
165 | tag_t tmp_count = tmp->count; |
175 | { |
166 | |
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167 | pick_up(who, tmp); |
176 | pick_up (who, tmp); |
168 | /* need to see if the player actually stole this item - |
177 | /* need to see if the player actually stole this item - |
169 | * if it is in the players inv, assume it is. This prevents |
178 | * if it is in the players inv, assume it is. This prevents |
170 | * abuses where the player can not carry the item, so just |
179 | * abuses where the player can not carry the item, so just |
171 | * keeps stealing it over and over. |
180 | * keeps stealing it over and over. |
172 | */ |
181 | */ |
173 | if (was_destroyed(tmp, tmp_count) || tmp->env != op) { |
182 | if (tmp->destroyed () || tmp->env != op) |
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183 | { |
174 | /* for players, play_sound: steals item */ |
184 | /* for players, play_sound: steals item */ |
175 | success = tmp; |
185 | success = tmp; |
176 | CLEAR_FLAG(tmp, FLAG_INV_LOCKED); |
186 | tmp->clr_flag (FLAG_INV_LOCKED); |
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187 | } |
177 | |
188 | |
178 | /* Don't delete it from target player until we know |
189 | break; |
179 | * the thief has picked it up. can't just look at tmp->count, |
190 | } |
180 | * as it's possible that it got merged when picked up. |
191 | } /* for loop looking for an item */ |
181 | */ |
192 | |
182 | if (op->type == PLAYER) |
193 | if (!tmp) |
183 | esrv_del_item(op->contr, tmp_count); |
194 | { |
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195 | new_draw_info_format (NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!", op->type == PLAYER ? "" : "The ", query_name (op)); |
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196 | return 0; |
184 | } |
197 | } |
185 | break; |
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186 | } |
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187 | } /* for loop looking for an item */ |
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188 | |
198 | |
189 | if (!tmp) { |
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190 | new_draw_info_format(NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!", |
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191 | op->type == PLAYER ? "" : "The ", query_name(op)); |
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192 | return 0; |
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193 | } |
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194 | |
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195 | /* If you arent high enough level, you might get something BUT |
199 | /* If you arent high enough level, you might get something BUT |
196 | * the victim will notice your stealing attempt. Ditto if you |
200 | * the victim will notice your stealing attempt. Ditto if you |
197 | * attempt to steal something heavy off them, they're bound to notice |
201 | * attempt to steal something heavy off them, they're bound to notice |
198 | */ |
202 | */ |
199 | |
203 | |
200 | if((roll>=skill->level) || !chance |
204 | if ((roll >= skill->level) || !chance |
201 | ||(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))))) |
202 | |
206 | { |
203 | /* victim figures out where the thief is! */ |
207 | /* victim figures out where the thief is! */ |
204 | if(who->hide) make_visible(who); |
208 | if (who->flag [FLAG_HIDDEN]) |
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209 | make_visible (who); |
205 | |
210 | |
206 | if(op->type != PLAYER) { |
211 | if (op->type != PLAYER) |
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212 | { |
207 | /* The unaggressives look after themselves 8) */ |
213 | /* The unaggressives look after themselves 8) */ |
208 | if(who->type==PLAYER) { |
214 | if (who->type == PLAYER) |
209 | npc_call_help(op); |
215 | { |
210 | new_draw_info_format(NDI_UNIQUE, 0,who, |
216 | npc_call_help (op); |
211 | "%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)); |
212 | } |
218 | } |
213 | CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); |
219 | |
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220 | op->clr_flag (FLAG_UNAGGRESSIVE); |
214 | /* all remaining npc items are guarded now. Set flag NO_STEAL |
221 | /* all remaining npc items are guarded now. Set flag NO_STEAL |
215 | * on the victim. |
222 | * on the victim. |
216 | */ |
223 | */ |
217 | SET_FLAG(op,FLAG_NO_STEAL); |
224 | op->set_flag (FLAG_NO_STEAL); |
218 | } else { /* stealing from another player */ |
225 | } |
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226 | else |
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227 | { /* stealing from another player */ |
219 | char buf[MAX_BUF]; |
228 | char buf[MAX_BUF]; |
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229 | |
220 | /* Notify the other player */ |
230 | /* Notify the other player */ |
221 | 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)) |
222 | sprintf(buf, "Your %s is missing!", query_name(success)); |
232 | sprintf (buf, "Your %s is missing!", query_name (success)); |
223 | } else { |
233 | else |
224 | sprintf(buf, "Your pack feels strangely lighter."); |
234 | sprintf (buf, "Your pack feels strangely lighter."); |
225 | } |
235 | |
226 | new_draw_info(NDI_UNIQUE, 0,op,buf); |
236 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
227 | if (!success) { |
237 | if (!success) |
228 | if (who->invisible) { |
238 | { |
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239 | if (who->invisible) |
229 | sprintf(buf, "you feel itchy fingers getting at your pack."); |
240 | sprintf (buf, "you feel itchy fingers getting at your pack."); |
230 | } else { |
241 | else |
231 | sprintf(buf, "%s looks very shifty.", query_name(who)); |
242 | sprintf (buf, "%s looks very shifty.", query_name (who)); |
232 | } |
243 | |
233 | new_draw_info(NDI_UNIQUE, 0,op,buf); |
244 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
234 | } |
245 | } |
235 | } /* else stealing from another player */ |
246 | } /* else stealing from another player */ |
236 | /* play_sound("stop! thief!"); kindofthing */ |
247 | /* play_sound("stop! thief!"); kindofthing */ |
237 | } /* if you weren't 100% successful */ |
248 | } /* if you weren't 100% successful */ |
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249 | |
238 | return success? 1:0; |
250 | return success ? 1 : 0; |
239 | } |
251 | } |
240 | |
252 | |
241 | |
253 | int |
242 | int steal(object* op, int dir, object *skill) |
254 | steal (object *op, int dir, object *skill) |
243 | { |
255 | { |
244 | object *tmp, *next; |
256 | object *tmp, *next; |
245 | sint16 x, y; |
257 | sint16 x, y; |
246 | mapstruct *m; |
258 | maptile *m; |
247 | int mflags; |
259 | int mflags; |
248 | |
260 | |
249 | x = op->x + freearr_x[dir]; |
261 | x = op->x + freearr_x[dir]; |
250 | y = op->y + freearr_y[dir]; |
262 | y = op->y + freearr_y[dir]; |
251 | |
263 | |
252 | if(dir == 0) { |
264 | if (dir == 0) |
253 | /* Can't steal from ourself! */ |
265 | return 0; // you can't steal from ourself! |
254 | return 0; |
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255 | } |
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256 | |
266 | |
257 | m = op->map; |
267 | m = op->map; |
258 | mflags = get_map_flags(m, &m ,x,y, &x, &y); |
268 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
259 | /* 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, |
260 | * don't need to look any further. |
270 | * don't need to look any further. |
261 | */ |
271 | */ |
262 | if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) |
272 | if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) |
263 | return 0; |
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264 | |
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265 | /* If player can't move onto the space, can't steal from it. */ |
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266 | if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) |
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|
267 | return 0; |
|
|
268 | |
|
|
269 | /* Find the topmost object at this spot */ |
|
|
270 | for(tmp = get_map_ob(m,x,y); |
|
|
271 | tmp != NULL && tmp->above != NULL; |
|
|
272 | tmp = tmp->above); |
|
|
273 | |
|
|
274 | /* For all the stacked objects at this point, attempt a steal */ |
|
|
275 | for(; tmp != NULL; tmp = next) { |
|
|
276 | next = tmp->below; |
|
|
277 | /* Minor hack--for multi square beings - make sure we get |
|
|
278 | * the 'head' coz 'tail' objects have no inventory! - b.t. |
|
|
279 | */ |
|
|
280 | if (tmp->head) tmp=tmp->head; |
|
|
281 | |
|
|
282 | if(tmp->type!=PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) continue; |
|
|
283 | |
|
|
284 | /* do not reveal hidden DMs */ |
|
|
285 | if (tmp->type == PLAYER && QUERY_FLAG(tmp, FLAG_WIZ) && tmp->contr->hidden) continue; |
|
|
286 | if (attempt_steal(tmp, op, skill)) { |
|
|
287 | if (tmp->type==PLAYER) /* no xp for stealing from another player */ |
|
|
288 | return 0; |
|
|
289 | |
|
|
290 | /* no xp for stealing from pets (of players) */ |
|
|
291 | if (QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) { |
|
|
292 | object *owner = get_owner(tmp); |
|
|
293 | if (owner != NULL && owner->type == PLAYER) |
|
|
294 | return 0; |
|
|
295 | } |
|
|
296 | |
|
|
297 | // reduce monster experience by experience we gained, as to |
|
|
298 | // limit the amount of exp that can be gained by stealing from monsters |
|
|
299 | // (jessies gave ~20,000,000 exp otherwise. |
|
|
300 | int exp = calc_skill_exp (op, tmp, skill); |
|
|
301 | exp = MIN (tmp->stats.exp, exp); |
|
|
302 | tmp->stats.exp -= exp; |
|
|
303 | return exp; |
|
|
304 | } |
|
|
305 | } |
|
|
306 | return 0; |
273 | return 0; |
307 | } |
|
|
308 | |
274 | |
|
|
275 | /* If player can't move onto the space, can't steal from it. */ |
|
|
276 | if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) |
|
|
277 | return 0; |
|
|
278 | |
|
|
279 | /* Find the topmost object at this spot */ |
|
|
280 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above); |
|
|
281 | |
|
|
282 | /* For all the stacked objects at this point, attempt a steal */ |
|
|
283 | for (; tmp; tmp = next) |
|
|
284 | { |
|
|
285 | next = tmp->below; |
|
|
286 | /* Minor hack--for multi square beings - make sure we get |
|
|
287 | * the 'head' coz 'tail' objects have no inventory! - b.t. |
|
|
288 | */ |
|
|
289 | if (tmp->head) |
|
|
290 | tmp = tmp->head; |
|
|
291 | |
|
|
292 | if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER]) |
|
|
293 | continue; |
|
|
294 | |
|
|
295 | if (attempt_steal (tmp, op, skill)) |
|
|
296 | { |
|
|
297 | if (tmp->type == PLAYER) /* no xp for stealing from another player */ |
|
|
298 | return 0; |
|
|
299 | |
|
|
300 | /* no xp for stealing from pets (of players) */ |
|
|
301 | if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE) |
|
|
302 | { |
|
|
303 | object *owner = tmp->owner; |
|
|
304 | |
|
|
305 | if (owner && owner->type == PLAYER) |
|
|
306 | return 0; |
|
|
307 | } |
|
|
308 | |
|
|
309 | // reduce monster experience by experience we gained, as to |
|
|
310 | // limit the amount of exp that can be gained by stealing from monsters |
|
|
311 | // (jessies gave ~20,000,000 exp otherwise. |
|
|
312 | int exp = calc_skill_exp (op, tmp, skill); |
|
|
313 | |
|
|
314 | exp = min (tmp->stats.exp, exp); |
|
|
315 | tmp->stats.exp -= exp; |
|
|
316 | return exp; |
|
|
317 | } |
|
|
318 | } |
|
|
319 | |
|
|
320 | return 0; |
|
|
321 | } |
|
|
322 | |
|
|
323 | static int |
309 | static int attempt_pick_lock (object *door, object *pl, object *skill) |
324 | attempt_pick_lock (object *door, object *pl, object *skill) |
310 | { |
325 | { |
311 | int difficulty= pl->map->difficulty ? pl->map->difficulty : 0; |
326 | int difficulty = pl->map->difficulty ? pl->map->difficulty : 0; |
312 | int success = 0, number; /* did we get anything? */ |
327 | int success = 0, number; /* did we get anything? */ |
313 | |
328 | |
314 | |
329 | |
315 | /* Try to pick the lock on this item (doors only for now). |
330 | /* Try to pick the lock on this item (doors only for now). |
316 | * Dependent on dexterity/skill SK_level of the player and |
331 | * Dependent on dexterity/skill SK_level of the player and |
317 | * the map level difficulty. |
332 | * the map level difficulty. |
318 | */ |
333 | */ |
319 | number = (die_roll(2, 40, pl, PREFER_LOW)-2)/2; |
334 | number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2; |
320 | if (number < (pl->stats.Dex + skill->level - difficulty)) { |
335 | if (number < (pl->stats.Dex + skill->level - difficulty)) |
|
|
336 | { |
321 | remove_door(door); |
337 | remove_door (door); |
322 | success = 1; |
338 | success = 1; |
323 | } else if (door->inv && (door->inv->type==RUNE || door->inv->type==TRAP)) { /* set off any traps? */ |
|
|
324 | spring_trap(door->inv,pl); |
|
|
325 | } |
339 | } |
|
|
340 | else if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
|
|
341 | { /* set off any traps? */ |
|
|
342 | spring_trap (door->inv, pl); |
|
|
343 | } |
326 | return success; |
344 | return success; |
327 | } |
345 | } |
328 | |
346 | |
329 | |
347 | |
330 | /* Implementation by bt. (thomas@astro.psu.edu) |
348 | /* Implementation by bt. (thomas@astro.psu.edu) |
331 | * monster implementation 7-7-95 by bt. |
349 | * monster implementation 7-7-95 by bt. |
332 | */ |
350 | */ |
333 | |
351 | |
|
|
352 | int |
334 | int pick_lock(object *pl, int dir, object *skill) |
353 | pick_lock (object *pl, int dir, object *skill) |
335 | { |
354 | { |
336 | object *tmp; |
355 | object *tmp; |
337 | int x = pl->x + freearr_x[dir]; |
|
|
338 | int y = pl->y + freearr_y[dir]; |
|
|
339 | |
356 | |
|
|
357 | if (!dir) |
340 | if(!dir) dir=pl->facing; |
358 | dir = pl->facing; |
341 | |
359 | |
|
|
360 | mapxy pos (pl); pos.move (dir); |
|
|
361 | |
342 | /* For all the stacked objects at this point find a door*/ |
362 | /* For all the stacked objects at this point find a door */ |
343 | if (out_of_map(pl->map,x,y)) { |
363 | if (!pos.normalise ()) |
344 | new_draw_info(NDI_UNIQUE, 0,pl,"There is no lock there."); |
|
|
345 | return 0; |
|
|
346 | } |
364 | { |
|
|
365 | pl->failmsg ("There is no lock there."); |
|
|
366 | return 0; |
|
|
367 | } |
347 | |
368 | |
348 | for(tmp=get_map_ob(pl->map,x,y); tmp; tmp=tmp->above) |
369 | for (tmp = pos->bot; tmp; tmp = tmp->above) |
349 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) break; |
370 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
|
|
371 | break; |
350 | |
372 | |
351 | if (!tmp) { |
373 | if (!tmp) |
352 | new_draw_info(NDI_UNIQUE, 0,pl,"There is no lock there."); |
|
|
353 | return 0; |
|
|
354 | } |
374 | { |
|
|
375 | pl->failmsg ("There is no lock there."); |
|
|
376 | return 0; |
|
|
377 | } |
|
|
378 | |
355 | if (tmp->type == LOCKED_DOOR) { |
379 | if (tmp->type == LOCKED_DOOR) |
356 | new_draw_info(NDI_UNIQUE, 0,pl, "You can't pick that lock!"); |
|
|
357 | return 0; |
|
|
358 | } |
380 | { |
|
|
381 | pl->failmsg ("You can't pick that lock! H<You need the right key, no matter how skilled you might be.>"); |
|
|
382 | return 0; |
|
|
383 | } |
359 | |
384 | |
360 | if (!tmp->move_block) { |
385 | if (!tmp->move_block) |
361 | new_draw_info(NDI_UNIQUE, 0,pl,"The door has no lock!"); |
|
|
362 | return 0; |
|
|
363 | } |
386 | { |
|
|
387 | pl->failmsg ("The door has no lock!"); |
|
|
388 | return 0; |
|
|
389 | } |
364 | |
390 | |
365 | if (attempt_pick_lock(tmp, pl, skill)) { |
391 | if (attempt_pick_lock (tmp, pl, skill)) |
|
|
392 | { |
366 | new_draw_info(NDI_UNIQUE, 0,pl,"You pick the lock."); |
393 | new_draw_info (NDI_UNIQUE, 0, pl, "You pick the lock."); |
367 | return calc_skill_exp(pl,NULL, skill); |
394 | return calc_skill_exp (pl, NULL, skill); |
368 | } else { |
395 | } |
|
|
396 | else |
|
|
397 | { |
369 | 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."); |
370 | return 0; |
399 | return 0; |
371 | } |
400 | } |
372 | } |
401 | } |
373 | |
|
|
374 | |
402 | |
375 | /* HIDE CODE. The user becomes undetectable (not just 'invisible') for |
403 | /* HIDE CODE. The user becomes undetectable (not just 'invisible') for |
376 | * a short while (success and duration dependant on player SK_level, |
404 | * a short while (success and duration dependant on player SK_level, |
377 | * dexterity, charisma, and map difficulty). |
405 | * dexterity, charisma, and map difficulty). |
378 | * Players have a good chance of becoming 'unhidden' if they move |
406 | * Players have a good chance of becoming 'unhidden' if they move |
379 | * and like invisiblity will be come visible if they attack |
407 | * and like invisiblity will be come visible if they attack |
380 | * Implemented by b.t. (thomas@astro.psu.edu) |
408 | * Implemented by b.t. (thomas@astro.psu.edu) |
381 | * July 7, 1995 - made hiding possible for monsters. -b.t. |
409 | * July 7, 1995 - made hiding possible for monsters. -b.t. |
382 | */ |
410 | */ |
383 | |
411 | static int |
384 | static int attempt_hide(object *op, object *skill) { |
412 | attempt_hide (object *op, object *skill) |
|
|
413 | { |
385 | int number,difficulty=op->map->difficulty; |
414 | int number, difficulty = op->map->difficulty; |
386 | int terrain = hideability(op); |
415 | int terrain = hideability (op); |
387 | |
416 | |
388 | if(terrain<-10) /* not enough cover here */ |
417 | if (terrain < -10) /* not enough cover here */ |
389 | return 0; |
|
|
390 | |
|
|
391 | /* Hiding success and duration dependant on skill level, |
|
|
392 | * op->stats.Dex, map difficulty and terrain. |
|
|
393 | */ |
|
|
394 | |
|
|
395 | number = (die_roll(2, 25, op, PREFER_LOW)-2)/2; |
|
|
396 | if(!stand_near_hostile(op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) { |
|
|
397 | op->invisible += 100; /* set the level of 'hiddeness' */ |
|
|
398 | if(op->type==PLAYER) |
|
|
399 | op->contr->tmp_invis=1; |
|
|
400 | op->hide=1; |
|
|
401 | return 1; |
|
|
402 | } |
|
|
403 | return 0; |
418 | return 0; |
|
|
419 | |
|
|
420 | /* Hiding success and duration dependant on skill level, |
|
|
421 | * op->stats.Dex, map difficulty and terrain. |
|
|
422 | */ |
|
|
423 | number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2; |
|
|
424 | |
|
|
425 | if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) |
|
|
426 | { |
|
|
427 | op->invisible += 100; /* set the level of 'hiddeness' */ |
|
|
428 | |
|
|
429 | if (op->type == PLAYER) |
|
|
430 | op->contr->tmp_invis = 1; |
|
|
431 | |
|
|
432 | op->flag [FLAG_HIDDEN] = 1; |
|
|
433 | return 1; |
|
|
434 | } |
|
|
435 | |
|
|
436 | return 0; |
404 | } |
437 | } |
405 | |
438 | |
406 | /* patched this to take terrain into consideration */ |
439 | /* patched this to take terrain into consideration */ |
407 | |
440 | int |
408 | int hide(object *op, object *skill) { |
441 | hide (object *op, object *skill) |
409 | |
442 | { |
410 | /* the preliminaries -- Can we really hide now? */ |
443 | /* the preliminaries -- Can we really hide now? */ |
411 | /* this keeps monsters from using invisibilty spells and hiding */ |
444 | /* this keeps monsters from using invisibilty spells and hiding */ |
412 | |
445 | |
413 | if (QUERY_FLAG(op, FLAG_MAKE_INVIS)) { |
446 | if (op->flag [FLAG_MAKE_INVIS]) |
|
|
447 | { |
414 | 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!"); |
415 | return 0; |
449 | return 0; |
|
|
450 | } |
416 | } else if (!op->hide && op->invisible>0 && op->type == PLAYER) { |
451 | else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER) |
|
|
452 | { |
417 | 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!"); |
418 | make_visible(op); |
454 | make_visible (op); |
419 | } |
455 | } |
420 | |
456 | |
421 | if(op->invisible>(50*skill->level)) { |
457 | if (op->invisible > 50 * skill->level) |
|
|
458 | { |
422 | 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."); |
423 | return 0; |
460 | return 0; |
424 | } |
461 | } |
425 | |
462 | |
426 | if(attempt_hide(op, skill)) { |
463 | if (attempt_hide (op, skill)) |
|
|
464 | { |
427 | 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."); |
428 | update_object(op,UP_OBJ_FACE); |
466 | update_object (op, UP_OBJ_FACE); |
429 | return calc_skill_exp(op, NULL, skill); |
467 | return calc_skill_exp (op, NULL, skill); |
430 | } |
468 | } |
|
|
469 | |
431 | 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."); |
432 | return 0; |
471 | return 0; |
433 | } |
472 | } |
434 | |
|
|
435 | |
473 | |
436 | /* stop_jump() - End of jump. Clear flags, restore the map, and |
474 | /* stop_jump() - End of jump. Clear flags, restore the map, and |
437 | * freeze the jumper a while to simulate the exhaustion |
475 | * freeze the jumper a while to simulate the exhaustion |
438 | * of jumping. |
476 | * of jumping. |
439 | */ |
477 | */ |
|
|
478 | static void |
440 | static void stop_jump(object *pl, int dist, int spaces) { |
479 | stop_jump (object *pl, int dist, int spaces) |
441 | fix_player(pl); |
480 | { |
442 | insert_ob_in_map(pl,pl->map,pl,0); |
481 | pl->update_stats (); |
|
|
482 | pl->map->insert (pl, pl->x, pl->y, pl); |
|
|
483 | pl->speed_left -= pl->speed * 8.; |
443 | } |
484 | } |
444 | |
485 | |
445 | |
486 | static int |
446 | static int attempt_jump (object *pl, int dir, int spaces, object *skill) { |
487 | attempt_jump (object *pl, int dir, int spaces, object *skill) |
|
|
488 | { |
447 | object *tmp; |
489 | object *tmp; |
448 | 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; |
449 | sint16 x, y; |
491 | sint16 x, y; |
450 | mapstruct *m; |
492 | maptile *m; |
451 | |
493 | |
452 | /* Jump loop. Go through spaces opject wants to jump. Halt the |
494 | /* Jump loop. Go through spaces object wants to jump. Halt the |
453 | * 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 |
454 | * temporarily to allow player to aviod exits/archs that are not |
496 | * temporarily to allow player to aviod exits/archs that are not |
455 | * fly_on, fly_off. This will also prevent pickup of objects |
497 | * fly_on, fly_off. This will also prevent pickup of objects |
456 | * while jumping over them. |
498 | * while jumping over them. |
457 | */ |
|
|
458 | |
|
|
459 | remove_ob(pl); |
|
|
460 | |
|
|
461 | /* |
|
|
462 | * I don't think this is actually needed - all the movement |
|
|
463 | * code is handled in this function, and I don't see anyplace |
|
|
464 | * that cares about the move_type being flying. |
|
|
465 | */ |
499 | */ |
|
|
500 | pl->remove (); |
466 | pl->move_type |= MOVE_FLY_LOW; |
501 | pl->move_type |= MOVE_FLY_LOW; |
467 | |
502 | |
468 | for(i=0;i<=spaces;i++) { |
503 | for (i = 0; i <= spaces; i++) |
|
|
504 | { |
469 | x = pl->x + dx; |
505 | x = pl->x + dx; |
470 | y = pl->y + dy; |
506 | y = pl->y + dy; |
471 | m = pl->map; |
507 | m = pl->map; |
472 | |
508 | |
473 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
509 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
474 | |
510 | |
475 | if (mflags & P_OUT_OF_MAP) { |
511 | if (mflags & P_OUT_OF_MAP) |
476 | (void) stop_jump(pl,i,spaces); |
512 | { |
|
|
513 | stop_jump (pl, i, spaces); |
477 | return 0; |
514 | return 0; |
478 | } |
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 | |
479 | 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))) |
|
|
538 | { |
480 | new_draw_info(NDI_UNIQUE, 0,pl,"Your jump is blocked."); |
539 | new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); |
481 | stop_jump(pl,i,spaces); |
540 | stop_jump (pl, i, spaces); |
482 | return 0; |
541 | return 0; |
483 | } |
542 | } |
484 | |
543 | |
485 | for(tmp=get_map_ob(m, x, y); tmp;tmp=tmp->above) { |
544 | pl->x = x; |
486 | /* Jump into creature */ |
545 | pl->y = y; |
487 | if(QUERY_FLAG(tmp, FLAG_MONSTER) |
546 | pl->map = m; |
488 | || (tmp->type==PLAYER && (!QUERY_FLAG(tmp, FLAG_WIZ) || !tmp->contr->hidden))) { |
547 | |
489 | new_draw_info_format(NDI_UNIQUE, 0,pl,"You jump into %s%s.", |
548 | if (m->at (x, y).move_on & pl->move_type) |
490 | tmp->type == PLAYER ? "" : "the ", tmp->name); |
549 | { |
491 | if(tmp->type!=PLAYER || |
550 | new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is stopped."); |
492 | (pl->type==PLAYER && pl->contr->party==NULL) || |
|
|
493 | (pl->type==PLAYER && tmp->type==PLAYER && |
|
|
494 | pl->contr->party!=tmp->contr->party)) |
|
|
495 | exp = skill_attack(tmp,pl,pl->facing,"kicked", skill); /* pl makes an attack */ |
|
|
496 | stop_jump(pl,i,spaces); |
551 | stop_jump (pl, i, spaces); |
497 | return exp; /* note that calc_skill_exp() is already called by skill_attack() */ |
552 | return 0; |
|
|
553 | } |
498 | } |
554 | } |
499 | /* If the space has fly on set (no matter what the space is), |
555 | |
500 | * we should get the effects - after all, the player is |
|
|
501 | * effectively flying. |
|
|
502 | */ |
|
|
503 | if (tmp->move_on & MOVE_FLY_LOW) { |
|
|
504 | pl->x = x; |
|
|
505 | pl->y = y; |
|
|
506 | pl->map = m; |
|
|
507 | stop_jump(pl,i,spaces); |
|
|
508 | return calc_skill_exp(pl,NULL, skill); |
|
|
509 | } |
|
|
510 | } |
|
|
511 | pl->x = x; |
|
|
512 | pl->y = y; |
|
|
513 | pl->map = m; |
|
|
514 | } |
|
|
515 | stop_jump(pl,i,spaces); |
556 | stop_jump (pl, i, spaces); |
|
|
557 | |
516 | return calc_skill_exp(pl,NULL, skill); |
558 | return calc_skill_exp (pl, NULL, skill); |
517 | } |
559 | } |
518 | |
560 | |
519 | /* 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 |
520 | * an attack as well. |
562 | * an attack as well. |
521 | * 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 |
522 | * jumper can jump several spaces? |
564 | * jumper can jump several spaces? |
523 | */ |
565 | */ |
524 | |
566 | int |
525 | int jump(object *pl, int dir, object *skill) |
567 | jump (object *pl, int dir, object *skill) |
526 | { |
568 | { |
527 | int spaces=0,stats; |
|
|
528 | int str = pl->stats.Str; |
569 | int str = pl->stats.Str; |
529 | int dex = pl->stats.Dex; |
570 | int dex = pl->stats.Dex; |
530 | |
571 | |
531 | dex = dex ? dex : 15; |
572 | dex = dex ? dex : 15; |
532 | str = str ? str : 10; |
573 | str = str ? str : 10; |
533 | |
574 | |
534 | 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)); |
535 | |
577 | |
536 | if(pl->carrying!=0) /* don't want div by zero !! */ |
578 | if (spaces == 0) |
537 | spaces=(int) (stats/pl->carrying); |
|
|
538 | else |
|
|
539 | spaces=2; /* pl has no objects - gets the far jump */ |
|
|
540 | |
|
|
541 | if(spaces>2) |
|
|
542 | spaces = 2; |
|
|
543 | else if(spaces==0) { |
|
|
544 | new_draw_info(NDI_UNIQUE, 0,pl,"You are carrying too much weight to jump."); |
|
|
545 | return 0; |
|
|
546 | } |
579 | { |
|
|
580 | pl->failmsg ("You are carrying too much weight to jump."); |
|
|
581 | return 0; |
|
|
582 | } |
|
|
583 | |
547 | return attempt_jump(pl,dir,spaces, skill); |
584 | return attempt_jump (pl, dir, spaces, skill); |
548 | } |
585 | } |
549 | |
586 | |
550 | |
|
|
551 | /* skill_ident() - this code is supposed to allow players to identify |
587 | /* skill_ident() - this code is supposed to allow players to identify |
552 | * classes of objects with the various "auto-ident" skills. Player must |
588 | * classes of objects with the various "auto-ident" skills. Player must |
553 | * 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 |
554 | * to work. While multiple classes of objects may be identified, |
590 | * to work. While multiple classes of objects may be identified, |
555 | * 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 |
556 | * more generalized. Right now, skill indices are embedded in this routine. |
592 | * more generalized. Right now, skill indices are embedded in this routine. |
557 | * Returns amount of experience gained (on successful ident). |
593 | * Returns amount of experience gained (on successful ident). |
558 | * - b.t. (thomas@astro.psu.edu) |
594 | * - b.t. (thomas@astro.psu.edu) |
559 | */ |
595 | */ |
560 | |
596 | static int |
561 | static int do_skill_detect_curse(object *pl, object *skill) { |
597 | do_skill_detect_curse (object *pl, object *skill) |
562 | object *tmp; |
598 | { |
563 | int success=0; |
599 | int success = 0; |
564 | |
600 | |
565 | for(tmp=pl->inv;tmp;tmp=tmp->below) |
601 | for (object *tmp = pl->inv; tmp; tmp = tmp->below) |
566 | if (!tmp->invisible |
602 | if (!tmp->invisible |
567 | && !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && !QUERY_FLAG(tmp,FLAG_KNOWN_CURSED) |
603 | && tmp->need_identify () |
568 | && (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) && |
604 | && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED] |
|
|
605 | && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
569 | tmp->item_power < skill->level) { |
606 | && tmp->item_power < skill->level) |
570 | SET_FLAG(tmp,FLAG_KNOWN_CURSED); |
607 | { |
|
|
608 | tmp->set_flag (FLAG_KNOWN_CURSED); |
571 | esrv_update_item(UPD_FLAGS, pl, tmp); |
609 | esrv_update_item (UPD_FLAGS, pl, tmp); |
572 | success+= calc_skill_exp(pl,tmp, skill); |
610 | success += calc_skill_exp (pl, tmp, skill); |
573 | } |
611 | } |
574 | |
612 | |
575 | /* Check ground, too, but only objects the player could pick up */ |
613 | /* Check ground, too, but only objects the player could pick up */ |
576 | for(tmp=get_map_ob(pl->map,pl->x,pl->y);tmp;tmp=tmp->above) |
614 | for (object *tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
577 | if (can_pick(pl, tmp) && |
615 | if (can_pick (pl, tmp) |
578 | !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && |
616 | && tmp->need_identify () |
579 | !QUERY_FLAG(tmp,FLAG_KNOWN_CURSED) |
617 | && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED] |
580 | && (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) && |
618 | && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
581 | tmp->item_power < skill->level) { |
619 | && tmp->item_power < skill->level) |
582 | SET_FLAG(tmp,FLAG_KNOWN_CURSED); |
620 | { |
|
|
621 | tmp->set_flag (FLAG_KNOWN_CURSED); |
583 | esrv_update_item(UPD_FLAGS, pl, tmp); |
622 | esrv_update_item (UPD_FLAGS, pl, tmp); |
584 | success+= calc_skill_exp(pl,tmp, skill); |
623 | success += calc_skill_exp (pl, tmp, skill); |
585 | } |
624 | } |
586 | |
625 | |
587 | return success; |
626 | return success; |
588 | } |
627 | } |
589 | |
628 | |
|
|
629 | static int |
590 | static int do_skill_detect_magic(object *pl, object *skill) { |
630 | do_skill_detect_magic (object *pl, object *skill) |
591 | object *tmp; |
631 | { |
592 | int success=0; |
632 | int success = 0; |
593 | |
633 | |
594 | for(tmp=pl->inv;tmp;tmp=tmp->below) |
634 | for (object *tmp = pl->inv; tmp; tmp = tmp->below) |
595 | if(!tmp->invisible |
635 | if (!tmp->invisible |
596 | && !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) |
636 | && tmp->need_identify () |
597 | && (is_magical(tmp)) && tmp->item_power < skill->level) { |
637 | && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL] |
598 | SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); |
638 | && is_magical (tmp) |
|
|
639 | && tmp->item_power < skill->level) |
|
|
640 | { |
|
|
641 | tmp->set_flag (FLAG_KNOWN_MAGICAL); |
599 | esrv_update_item(UPD_FLAGS, pl, tmp); |
642 | esrv_update_item (UPD_FLAGS, pl, tmp); |
600 | success+=calc_skill_exp(pl,tmp, skill); |
643 | success += calc_skill_exp (pl, tmp, skill); |
601 | } |
644 | } |
602 | |
645 | |
603 | /* 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 */ |
604 | 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) |
605 | if (can_pick(pl, tmp) && |
648 | if (can_pick (pl, tmp) |
606 | !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && |
649 | && tmp->need_identify () |
607 | !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) |
650 | && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL] |
608 | && (is_magical(tmp)) && tmp->item_power < skill->level) { |
651 | && is_magical (tmp) |
609 | SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); |
652 | && tmp->item_power < skill->level) |
|
|
653 | { |
|
|
654 | tmp->set_flag (FLAG_KNOWN_MAGICAL); |
610 | esrv_update_item(UPD_FLAGS, pl, tmp); |
655 | esrv_update_item (UPD_FLAGS, pl, tmp); |
611 | success+=calc_skill_exp(pl,tmp, skill); |
656 | success += calc_skill_exp (pl, tmp, skill); |
612 | } |
657 | } |
613 | |
658 | |
614 | return success; |
659 | return success; |
615 | } |
660 | } |
616 | |
661 | |
617 | /* Helper function for do_skill_ident, so that we can loop |
662 | /* Helper function for do_skill_ident, so that we can loop |
618 | * over inventory AND objects on the ground conveniently. |
663 | * over inventory AND objects on the ground conveniently. |
619 | */ |
664 | */ |
|
|
665 | static int |
620 | int 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) |
621 | { |
667 | { |
622 | int success = 0, chance; |
668 | int success = 0, chance; |
623 | 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; |
624 | |
670 | |
625 | if (!QUERY_FLAG (tmp,FLAG_IDENTIFIED) && !QUERY_FLAG (tmp,FLAG_NO_SKILL_IDENT) |
671 | if (!tmp->flag [FLAG_IDENTIFIED] |
626 | && 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) |
627 | { |
676 | { |
628 | chance = die_roll(3, 10, pl, PREFER_LOW) - 3 |
677 | chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1); |
629 | + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1); |
|
|
630 | |
678 | |
631 | if (skill_value >= chance) |
679 | if (skill_value >= chance) |
632 | { |
680 | { |
633 | identify(tmp); |
681 | identify (tmp); |
634 | |
682 | |
635 | if (pl->type==PLAYER) |
683 | if (pl->type == PLAYER) |
636 | { |
684 | { |
637 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl)); |
685 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl)); |
638 | |
686 | |
639 | if (tmp->msg) |
687 | if (tmp->msg) |
640 | { |
688 | { |
641 | 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:"); |
642 | new_draw_info(NDI_UNIQUE, 0,pl, tmp->msg); |
690 | new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); |
643 | } |
691 | } |
644 | |
|
|
645 | /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */ |
|
|
646 | if (tmp->map) |
|
|
647 | esrv_send_item (pl, tmp); |
|
|
648 | } |
692 | } |
|
|
693 | |
649 | success += calc_skill_exp(pl,tmp, skill); |
694 | success += calc_skill_exp (pl, tmp, skill); |
650 | } |
695 | } |
651 | else |
696 | else |
652 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); |
697 | tmp->set_flag (FLAG_NO_SKILL_IDENT); |
653 | } |
698 | } |
654 | |
699 | |
655 | return success; |
700 | return success; |
656 | } |
701 | } |
657 | |
702 | |
658 | /* do_skill_ident() - workhorse for skill_ident() -b.t. |
703 | /* do_skill_ident() - workhorse for skill_ident() -b.t. |
659 | */ |
704 | */ |
|
|
705 | static int |
660 | static int do_skill_ident(object *pl, int obj_class, object *skill) { |
706 | do_skill_ident (object *pl, int obj_class, object *skill) |
661 | object *tmp; |
707 | { |
662 | int success=0; |
708 | int success = 0; |
663 | |
709 | |
664 | for(tmp=pl->inv;tmp;tmp=tmp->below) |
710 | for (object *tmp = pl->inv; tmp; tmp = tmp->below) |
665 | success+=do_skill_ident2(tmp,pl,obj_class, skill); |
711 | success += do_skill_ident2 (tmp, pl, obj_class, skill); |
666 | /* check the ground */ |
712 | /* check the ground */ |
667 | |
713 | |
668 | 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) |
669 | success+=do_skill_ident2(tmp,pl,obj_class, skill); |
715 | success += do_skill_ident2 (tmp, pl, obj_class, skill); |
670 | |
716 | |
671 | return success; |
717 | return success; |
672 | } |
718 | } |
673 | |
719 | |
|
|
720 | int |
674 | int skill_ident(object *pl, object *skill) { |
721 | skill_ident (object *pl, object *skill) |
|
|
722 | { |
675 | int success=0; |
723 | int success = 0; |
676 | |
724 | |
677 | if(pl->type != PLAYER) return 0; /* only players will skill-identify */ |
725 | if (pl->type != PLAYER) |
|
|
726 | return 0; /* only players will skill-identify */ |
678 | |
727 | |
679 | 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..."); |
680 | |
729 | |
681 | switch (skill->subtype) { |
730 | switch (skill->subtype) |
|
|
731 | { |
682 | case SK_SMITHERY: |
732 | case SK_SMITHERY: |
683 | 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) |
684 | + 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) |
685 | + 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) |
686 | + do_skill_ident(pl,GIRDLE,skill) + do_skill_ident(pl,HELMET,skill) |
736 | + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill); |
687 | + do_skill_ident(pl,GLOVES,skill); |
|
|
688 | break; |
737 | break; |
689 | |
738 | |
690 | case SK_BOWYER: |
739 | case SK_BOWYER: |
691 | 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); |
692 | break; |
741 | break; |
693 | |
742 | |
694 | case SK_ALCHEMY: |
743 | case SK_ALCHEMY: |
695 | 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) |
696 | + do_skill_ident(pl,CONTAINER,skill) |
745 | + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill); |
697 | + do_skill_ident(pl,DRINK,skill) + do_skill_ident(pl,INORGANIC,skill); |
|
|
698 | break; |
746 | break; |
699 | |
747 | |
700 | case SK_WOODSMAN: |
748 | case SK_WOODSMAN: |
701 | success += do_skill_ident(pl,FOOD,skill) + do_skill_ident(pl,DRINK,skill) |
749 | success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill); |
702 | + do_skill_ident(pl,FLESH,skill); |
|
|
703 | break; |
750 | break; |
704 | |
751 | |
705 | case SK_JEWELER: |
752 | case SK_JEWELER: |
706 | success += do_skill_ident(pl,GEM,skill) + do_skill_ident(pl,RING,skill) + |
753 | success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill); |
707 | do_skill_ident(pl,AMULET,skill); |
|
|
708 | break; |
754 | break; |
709 | |
755 | |
710 | case SK_LITERACY: |
756 | case SK_LITERACY: |
711 | success += do_skill_ident(pl,SPELLBOOK,skill) |
757 | success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill); |
712 | + do_skill_ident(pl,SCROLL,skill) + do_skill_ident(pl,BOOK,skill); |
|
|
713 | break; |
758 | break; |
714 | |
759 | |
715 | case SK_THAUMATURGY: |
760 | case SK_THAUMATURGY: |
716 | success += do_skill_ident(pl,WAND,skill) + do_skill_ident(pl,ROD,skill) |
761 | success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill); |
717 | + do_skill_ident(pl,HORN,skill); |
|
|
718 | break; |
762 | break; |
719 | |
763 | |
720 | case SK_DET_CURSE: |
764 | case SK_DET_CURSE: |
721 | success = do_skill_detect_curse(pl,skill); |
765 | success = do_skill_detect_curse (pl, skill); |
722 | if(success) |
766 | if (success) |
723 | new_draw_info(NDI_UNIQUE, 0,pl,"...and discover cursed items!"); |
767 | new_draw_info (NDI_UNIQUE, 0, pl, "... and discover cursed items!"); |
724 | break; |
768 | break; |
725 | |
769 | |
726 | case SK_DET_MAGIC: |
770 | case SK_DET_MAGIC: |
727 | success = do_skill_detect_magic(pl,skill); |
771 | success = do_skill_detect_magic (pl, skill); |
728 | if(success) |
772 | if (success) |
729 | new_draw_info(NDI_UNIQUE, 0,pl, |
773 | new_draw_info (NDI_UNIQUE, 0, pl, "... and discover items imbued with mystic forces!"); |
730 | "...and discover items imbued with mystic forces!"); |
|
|
731 | break; |
774 | break; |
732 | |
775 | |
733 | default: |
776 | default: |
734 | LOG(llevError,"Error: bad call to skill_ident()\n"); |
777 | LOG (llevError, "Error: bad call to skill_ident()\n"); |
735 | return 0; |
778 | return 0; |
736 | break; |
|
|
737 | } |
779 | } |
|
|
780 | |
738 | if(!success) { |
781 | if (!success) |
739 | new_draw_info(NDI_UNIQUE, 0,pl,"...and learn nothing more."); |
782 | new_draw_info (NDI_UNIQUE, 0, pl, "... and learn nothing more."); |
740 | } |
783 | |
741 | return success; |
784 | return success; |
742 | } |
785 | } |
743 | |
|
|
744 | |
786 | |
745 | /* players using this skill can 'charm' a monster -- |
787 | /* players using this skill can 'charm' a monster -- |
746 | * into working for them. It can only be used on |
788 | * into working for them. It can only be used on |
747 | * non-special (see below) 'neutral' creatures. |
789 | * non-special (see below) 'neutral' creatures. |
748 | * -b.t. (thomas@astro.psu.edu) |
790 | * -b.t. (thomas@astro.psu.edu) |
749 | */ |
791 | */ |
750 | |
792 | int |
751 | int use_oratory(object *pl, int dir, object *skill) { |
793 | use_oratory (object *pl, int dir, object *skill) |
752 | sint16 x=pl->x+freearr_x[dir],y=pl->y+freearr_y[dir]; |
794 | { |
753 | int mflags,chance; |
795 | if (pl->type != PLAYER) |
754 | object *tmp; |
796 | return 0; /* only players use this skill */ |
755 | mapstruct *m; |
797 | |
756 | |
798 | if (!dir) |
757 | if(pl->type!=PLAYER) return 0; /* only players use this skill */ |
799 | { |
758 | m = pl->map; |
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]; |
|
|
806 | maptile *m = pl->map; |
|
|
807 | |
759 | mflags =get_map_flags(m, &m, x,y, &x, &y); |
808 | int mflags = get_map_flags (m, &m, x, y, &x, &y); |
760 | if (mflags & P_OUT_OF_MAP) return 0; |
809 | if (mflags & P_OUT_OF_MAP) |
|
|
810 | return 0; |
761 | |
811 | |
762 | /* Save some processing - we have the flag already anyways |
812 | /* Save some processing - we have the flag already anyways |
763 | */ |
813 | */ |
764 | if (!(mflags & P_IS_ALIVE)) { |
814 | if (!(mflags & P_IS_ALIVE)) |
765 | new_draw_info(NDI_UNIQUE, 0, pl, "There is nothing to orate to."); |
|
|
766 | return 0; |
|
|
767 | } |
815 | { |
|
|
816 | pl->failmsg ("There is nothing to orate to."); |
|
|
817 | return 0; |
|
|
818 | } |
768 | |
819 | |
769 | for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { |
820 | object *tmp; |
|
|
821 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
|
|
822 | { |
770 | /* can't persuade players - return because there is nothing else |
823 | /* can't persuade players - return because there is nothing else |
771 | * on that space to charm. Same for multi space monsters and |
824 | * on that space to charm. Same for multi space monsters and |
772 | * 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 |
773 | * 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 |
774 | * only monster on the space. |
827 | * only monster on the space. |
775 | */ |
828 | */ |
776 | if(tmp->type==PLAYER) return 0; |
829 | if (tmp->type == PLAYER |
777 | if(tmp->more || tmp->head) return 0; |
830 | || tmp->more || tmp->head_ () != tmp |
778 | if(tmp->msg) return 0; |
831 | || tmp->msg) |
|
|
832 | return 0; |
779 | |
833 | |
780 | if(QUERY_FLAG(tmp,FLAG_MONSTER)) break; |
834 | if (tmp->flag [FLAG_MONSTER]) |
|
|
835 | break; |
781 | } |
836 | } |
782 | |
837 | |
783 | if (!tmp) { |
838 | if (!tmp) |
784 | new_draw_info(NDI_UNIQUE, 0, pl, "There is nothing to orate to."); |
|
|
785 | return 0; |
|
|
786 | } |
839 | { |
|
|
840 | pl->failmsg ("There is nothing to orate to."); |
|
|
841 | return 0; |
|
|
842 | } |
787 | |
843 | |
788 | new_draw_info_format(NDI_UNIQUE, |
844 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp)); |
789 | 0,pl, "You orate to the %s.",query_name(tmp)); |
|
|
790 | |
845 | |
791 | /* the following conditions limit who may be 'charmed' */ |
846 | /* the following conditions limit who may be 'charmed' */ |
792 | |
847 | |
793 | /* it's hostile! */ |
848 | /* it's hostile! */ |
794 | if(!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE) && !QUERY_FLAG(tmp, FLAG_FRIENDLY)) { |
849 | if (!tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY]) |
795 | new_draw_info_format(NDI_UNIQUE, 0,pl, |
|
|
796 | "Too bad the %s isn't listening!\n",query_name(tmp)); |
|
|
797 | return 0; |
|
|
798 | } |
850 | { |
|
|
851 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); |
|
|
852 | return 0; |
|
|
853 | } |
799 | |
854 | |
800 | /* it's already allied! */ |
855 | /* it's already allied! */ |
801 | if(QUERY_FLAG(tmp,FLAG_FRIENDLY)&&(tmp->attack_movement==PETMOVE)){ |
856 | if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE) |
802 | if(get_owner(tmp)==pl) { |
857 | { |
803 | new_draw_info(NDI_UNIQUE, 0,pl, |
858 | if (tmp->owner == pl) |
804 | "Your follower loves your speech.\n"); |
859 | { |
|
|
860 | new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); |
805 | return 0; |
861 | return 0; |
|
|
862 | } |
806 | } else if (skill->level > tmp->level) { |
863 | else if (skill->level > tmp->level) |
|
|
864 | { |
807 | /* you steal the follower. Perhaps we should really look at the |
865 | /* you steal the follower. Perhaps we should really look at the |
808 | * level of the owner above? |
866 | * level of the owner above? |
809 | */ |
867 | */ |
810 | set_owner(tmp,pl); |
868 | tmp->set_owner (pl); |
811 | new_draw_info_format(NDI_UNIQUE, 0,pl, |
869 | tmp->skill = skill->skill; |
812 | "You convince the %s to follow you instead!\n", |
870 | |
813 | query_name(tmp)); |
871 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp)); |
814 | /* Abuse fix - don't give exp since this can otherwise |
872 | /* Abuse fix - don't give exp since this can otherwise |
815 | * be used by a couple players to gets lots of exp. |
873 | * be used by a couple players to gets lots of exp. |
816 | */ |
874 | */ |
817 | return 0; |
875 | return 0; |
818 | } else { |
876 | } |
|
|
877 | else |
|
|
878 | { |
819 | /* 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 */ |
820 | return 0; |
880 | return 0; |
821 | } |
881 | } |
822 | } /* Creature was already a pet of someone */ |
882 | } /* Creature was already a pet of someone */ |
823 | |
883 | |
824 | chance=skill->level*2+(pl->stats.Cha-2*tmp->stats.Int)/2; |
884 | int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2; |
825 | |
885 | |
826 | /* Ok, got a 'sucker' lets try to make them a follower */ |
886 | /* Ok, got a 'sucker' lets try to make them a follower */ |
827 | if(chance>0 && tmp->level<(random_roll(0, chance-1, pl, PREFER_HIGH)-1)) { |
887 | if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1)) |
828 | new_draw_info_format(NDI_UNIQUE, 0,pl, |
888 | { |
829 | "You convince the %s to become your follower.\n", |
889 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); |
830 | query_name(tmp)); |
|
|
831 | |
890 | |
832 | set_owner(tmp,pl); |
891 | INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl)); |
|
|
892 | tmp->set_owner (pl); |
|
|
893 | tmp->skill = skill->skill; |
833 | tmp->stats.exp = 0; |
894 | tmp->stats.exp = 0; |
834 | add_friendly_object(tmp); |
|
|
835 | SET_FLAG(tmp,FLAG_FRIENDLY); |
|
|
836 | tmp->attack_movement = PETMOVE; |
895 | tmp->attack_movement = PETMOVE; |
|
|
896 | |
|
|
897 | if (!tmp->flag [FLAG_FRIENDLY]) |
|
|
898 | add_friendly_object (tmp); |
|
|
899 | |
837 | return calc_skill_exp(pl,tmp, skill); |
900 | return calc_skill_exp (pl, tmp, skill); |
838 | } |
901 | } |
839 | /* Charm failed. Creature may be angry now */ |
902 | /* Charm failed. Creature may be angry now */ |
840 | else if((skill->level+((pl->stats.Cha-10)/2)) < random_roll(1, 2*tmp->level, pl, PREFER_LOW)) { |
903 | else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW)) |
841 | new_draw_info_format(NDI_UNIQUE, 0,pl, |
904 | { |
842 | "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)); |
843 | if(QUERY_FLAG(tmp,FLAG_FRIENDLY)) { |
906 | if (tmp->flag [FLAG_FRIENDLY]) |
844 | CLEAR_FLAG(tmp,FLAG_FRIENDLY); |
907 | { |
845 | remove_friendly_object(tmp); |
908 | remove_friendly_object (tmp); |
846 | tmp->attack_movement = 0; /* needed? */ |
909 | tmp->attack_movement = 0; /* needed? */ |
847 | } |
910 | } |
848 | CLEAR_FLAG(tmp,FLAG_UNAGGRESSIVE); |
911 | |
|
|
912 | tmp->clr_flag (FLAG_UNAGGRESSIVE); |
849 | } |
913 | } |
|
|
914 | |
850 | 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 */ |
851 | } |
916 | } |
852 | |
917 | |
853 | /* Singing() -this skill allows the player to pacify nearby creatures. |
918 | /* Singing() -this skill allows the player to pacify nearby creatures. |
854 | * There are few limitations on who/what kind of |
919 | * There are few limitations on who/what kind of |
855 | * non-player creatures that may be pacified. Right now, a player |
920 | * non-player creatures that may be pacified. Right now, a player |
… | |
… | |
857 | * successfully pacified the creature gets Int=1. Thus, a player |
922 | * successfully pacified the creature gets Int=1. Thus, a player |
858 | * may only pacify a creature once. |
923 | * may only pacify a creature once. |
859 | * 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 |
860 | * of anything better! -b.t. |
925 | * of anything better! -b.t. |
861 | */ |
926 | */ |
862 | |
927 | int |
863 | int singing(object *pl, int dir, object *skill) { |
928 | singing (object *pl, int dir, object *skill) |
864 | int i,exp = 0,chance, mflags; |
929 | { |
|
|
930 | int exp = 0; |
865 | object *tmp; |
931 | object *tmp; |
866 | mapstruct *m; |
932 | maptile *m; |
867 | sint16 x, y; |
933 | sint16 x, y; |
868 | |
934 | |
869 | if(pl->type!=PLAYER) return 0; /* only players use this skill */ |
935 | if (pl->type != PLAYER) |
|
|
936 | return 0; /* only players use this skill */ |
870 | |
937 | |
|
|
938 | if (!dir) |
|
|
939 | { |
|
|
940 | pl->failmsg ("In what direction?"); |
|
|
941 | return 0; |
|
|
942 | } |
|
|
943 | |
871 | new_draw_info_format(NDI_UNIQUE,0,pl, "You sing."); |
944 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); |
872 | 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++) |
|
|
948 | { |
873 | x = pl->x+freearr_x[i]; |
949 | x = pl->x + freearr_x[i]; |
874 | y = pl->y+freearr_y[i]; |
950 | y = pl->y + freearr_y[i]; |
875 | m = pl->map; |
951 | m = pl->map; |
876 | |
952 | |
877 | mflags =get_map_flags(m, &m, x,y, &x, &y); |
953 | int mflags = get_map_flags (m, &m, x, y, &x, &y); |
878 | if (mflags & P_OUT_OF_MAP) continue; |
954 | if (mflags & P_OUT_OF_MAP) |
|
|
955 | continue; |
879 | if (!(mflags & P_IS_ALIVE)) continue; |
956 | if (!(mflags & P_IS_ALIVE)) |
|
|
957 | continue; |
880 | |
958 | |
881 | 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) |
882 | if(QUERY_FLAG(tmp,FLAG_MONSTER)) break; |
960 | { |
|
|
961 | if (tmp->flag [FLAG_MONSTER]) |
|
|
962 | break; |
883 | /* can't affect players */ |
963 | /* can't affect players */ |
884 | if(tmp->type==PLAYER) break; |
964 | if (tmp->type == PLAYER) |
885 | } |
965 | break; |
|
|
966 | } |
886 | |
967 | |
887 | /* 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 |
888 | * listen to singing. |
969 | * listen to singing. |
889 | */ |
970 | */ |
890 | if (tmp && QUERY_FLAG(tmp, FLAG_MONSTER) && |
971 | if (tmp && tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_NO_STEAL] && /* Been charmed or abused before */ |
891 | !QUERY_FLAG(tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */ |
972 | !tmp->flag [FLAG_SPLITTING] && /* no ears */ |
892 | !QUERY_FLAG(tmp, FLAG_SPLITTING) && /* no ears */ |
|
|
893 | !QUERY_FLAG(tmp, FLAG_HITBACK) && /* was here before */ |
973 | !tmp->flag [FLAG_HITBACK] && /* was here before */ |
894 | (tmp->level <= skill->level) && |
974 | (tmp->level <= skill->level) && (!tmp->head) && !tmp->flag [FLAG_UNDEAD] && !tmp->flag [FLAG_UNAGGRESSIVE] && /* already calm */ |
895 | (!tmp->head) && |
975 | !tmp->flag [FLAG_FRIENDLY]) |
896 | !QUERY_FLAG(tmp, FLAG_UNDEAD) && |
976 | { /* already calm */ |
897 | !QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE) && /* already calm */ |
|
|
898 | !QUERY_FLAG(tmp,FLAG_FRIENDLY)) { /* already calm */ |
|
|
899 | |
977 | |
900 | /* stealing isn't really related (although, maybe it should |
978 | /* stealing isn't really related (although, maybe it should |
901 | * be). This is mainly to prevent singing to the same monster |
979 | * be). This is mainly to prevent singing to the same monster |
902 | * over and over again and getting exp for it. |
980 | * over and over again and getting exp for it. |
903 | */ |
981 | */ |
904 | 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 | |
905 | 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)) |
906 | SET_FLAG(tmp,FLAG_UNAGGRESSIVE); |
985 | { |
907 | new_draw_info_format(NDI_UNIQUE, 0,pl, |
986 | tmp->set_flag (FLAG_UNAGGRESSIVE); |
908 | "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)); |
909 | /* Give exp only if they are not aware */ |
988 | /* Give exp only if they are not aware */ |
910 | if(!QUERY_FLAG(tmp,FLAG_NO_STEAL)) |
989 | |
|
|
990 | if (!tmp->flag [FLAG_NO_STEAL]) |
911 | exp += calc_skill_exp(pl,tmp, skill); |
991 | exp += calc_skill_exp (pl, tmp, skill); |
912 | SET_FLAG(tmp,FLAG_NO_STEAL); |
992 | |
913 | } else { |
993 | tmp->set_flag (FLAG_NO_STEAL); |
914 | new_draw_info_format(NDI_UNIQUE, 0,pl, |
994 | } |
915 | "Too bad the %s isn't listening!\n",query_name(tmp)); |
995 | else |
916 | SET_FLAG(tmp,FLAG_NO_STEAL); |
996 | { |
|
|
997 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); |
|
|
998 | tmp->set_flag (FLAG_NO_STEAL); |
|
|
999 | } |
|
|
1000 | } |
917 | } |
1001 | } |
918 | } |
|
|
919 | } |
|
|
920 | return exp; |
1002 | return exp; |
921 | } |
1003 | } |
922 | |
1004 | |
923 | /* The find_traps skill (aka, search). Checks for traps |
1005 | /* The find_traps skill (aka, search). Checks for traps |
924 | * on the spaces or in certain objects |
1006 | * on the spaces or in certain objects |
925 | */ |
1007 | */ |
926 | |
1008 | int |
927 | int find_traps (object *pl, object *skill) { |
1009 | find_traps (object *pl, object *skill) |
|
|
1010 | { |
928 | object *tmp,*tmp2; |
1011 | object *tmp, *tmp2; |
929 | int i,expsum=0, mflags; |
1012 | int i, expsum = 0, mflags; |
930 | sint16 x,y; |
1013 | sint16 x, y; |
931 | mapstruct *m; |
1014 | maptile *m; |
932 | |
1015 | |
933 | /* 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 |
934 | * all type RUNE |
1017 | * all type RUNE |
935 | */ |
1018 | */ |
936 | |
|
|
937 | for(i=0;i<9;i++) { |
1019 | for (i = 0; i < 9; i++) |
|
|
1020 | { |
938 | x = pl->x+freearr_x[i]; |
1021 | x = pl->x + freearr_x[i]; |
939 | y = pl->y+freearr_y[i]; |
1022 | y = pl->y + freearr_y[i]; |
940 | m = pl->map; |
1023 | m = pl->map; |
941 | |
1024 | |
942 | mflags =get_map_flags(m, &m, x,y, &x, &y); |
1025 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
943 | if (mflags & P_OUT_OF_MAP) continue; |
1026 | if (mflags & P_OUT_OF_MAP) |
|
|
1027 | continue; |
944 | |
1028 | |
945 | /* Check everything in the square for trapness */ |
1029 | /* Check everything in the square for trapness */ |
946 | 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) |
947 | |
1031 | { |
948 | /* And now we'd better do an inventory traversal of each |
1032 | /* And now we'd better do an inventory traversal of each |
949 | * of these objects' inventory |
1033 | * of these objects' inventory |
950 | * 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 |
951 | * the players inventory or monsters for that matter. |
1035 | * the players inventory or monsters for that matter. |
952 | */ |
1036 | */ |
953 | if (tmp->type != PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) { |
1037 | if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER]) |
954 | for(tmp2=tmp->inv;tmp2!=NULL;tmp2=tmp2->below) |
1038 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
955 | if(tmp2->type==RUNE || tmp2->type == TRAP) |
1039 | if (tmp2->type == RUNE || tmp2->type == TRAP) |
956 | if(trap_see(pl,tmp2)) { |
1040 | if (trap_see (pl, tmp2)) |
957 | trap_show(tmp2,tmp); |
1041 | { |
958 | if(tmp2->stats.Cha>1) { |
1042 | trap_show (tmp2, tmp); |
|
|
1043 | if (tmp2->stats.Cha > 1) |
|
|
1044 | { |
959 | if (!tmp2->owner || tmp2->owner->type!=PLAYER) |
1045 | if (!tmp2->owner || tmp2->owner->type != PLAYER) |
960 | expsum += calc_skill_exp(pl,tmp2, skill); |
1046 | expsum += calc_skill_exp (pl, tmp2, skill); |
961 | |
1047 | |
962 | tmp2->stats.Cha = 1; /* unhide the trap */ |
1048 | tmp2->stats.Cha = 1; /* unhide the trap */ |
963 | } |
1049 | } |
964 | } |
1050 | } |
965 | } |
1051 | |
966 | if((tmp->type==RUNE || tmp->type == TRAP) && trap_see(pl,tmp)) { |
1052 | if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) |
967 | trap_show(tmp,tmp); |
1053 | { |
968 | if(tmp->stats.Cha>1) { |
1054 | trap_show (tmp, tmp); |
|
|
1055 | if (tmp->stats.Cha > 1) |
|
|
1056 | { |
969 | if (!tmp->owner || tmp->owner->type!=PLAYER) |
1057 | if (!tmp->owner || tmp->owner->type != PLAYER) |
970 | expsum += calc_skill_exp(pl,tmp, skill); |
1058 | expsum += calc_skill_exp (pl, tmp, skill); |
971 | tmp->stats.Cha = 1; /* unhide the trap */ |
1059 | tmp->stats.Cha = 1; /* unhide the trap */ |
972 | } |
1060 | } |
|
|
1061 | } |
|
|
1062 | } |
973 | } |
1063 | } |
974 | } |
1064 | |
975 | } |
|
|
976 | new_draw_info(NDI_BLACK, 0, pl, "You search the area."); |
1065 | new_draw_info (NDI_BLACK, 0, pl, "You search the area."); |
977 | return expsum; |
1066 | return expsum; |
978 | } |
1067 | } |
979 | |
1068 | |
980 | /* remove_trap() - This skill will disarm any previously discovered trap |
1069 | /* remove_trap() - This skill will disarm any previously discovered trap |
981 | * 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. |
982 | */ |
1071 | */ |
983 | |
1072 | int |
984 | int remove_trap (object *op, int dir, object *skill) { |
1073 | remove_trap (object *op, int dir, object *skill) |
|
|
1074 | { |
985 | object *tmp,*tmp2; |
1075 | object *tmp, *tmp2; |
986 | int i,success=0,mflags; |
1076 | int i, success = 0, mflags; |
987 | mapstruct *m; |
1077 | maptile *m; |
988 | sint16 x,y; |
1078 | sint16 x, y; |
989 | |
1079 | |
990 | for(i=0;i<9;i++) { |
1080 | for (i = 0; i < 9; i++) |
|
|
1081 | { |
991 | x = op->x + freearr_x[i]; |
1082 | x = op->x + freearr_x[i]; |
992 | y = op->y + freearr_y[i]; |
1083 | y = op->y + freearr_y[i]; |
993 | m = op->map; |
1084 | m = op->map; |
994 | |
1085 | |
995 | mflags =get_map_flags(m, &m, x,y, &x, &y); |
1086 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
996 | if (mflags & P_OUT_OF_MAP) continue; |
1087 | if (mflags & P_OUT_OF_MAP) |
|
|
1088 | continue; |
997 | |
1089 | |
998 | /* Check everything in the square for trapness */ |
1090 | /* Check everything in the square for trapness */ |
999 | 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) |
|
|
1092 | { |
1000 | /* And now we'd better do an inventory traversal of each |
1093 | /* And now we'd better do an inventory traversal of each |
1001 | * of these objects inventory. Like above, only |
1094 | * of these objects inventory. Like above, only |
1002 | * do this for interesting objects. |
1095 | * do this for interesting objects. |
1003 | */ |
1096 | */ |
1004 | |
1097 | |
1005 | if (tmp->type != PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) { |
1098 | if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER]) |
1006 | for(tmp2=tmp->inv;tmp2!=NULL;tmp2=tmp2->below) |
1099 | { |
|
|
1100 | for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
|
|
1101 | if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) |
|
|
1102 | { |
|
|
1103 | trap_show (tmp2, tmp); |
|
|
1104 | |
|
|
1105 | if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) |
|
|
1106 | { |
|
|
1107 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
|
|
1108 | success += calc_skill_exp (op, tmp2, skill); |
|
|
1109 | } |
|
|
1110 | } |
|
|
1111 | } |
|
|
1112 | |
1007 | if((tmp2->type==RUNE || tmp2->type == TRAP) && tmp2->stats.Cha<=1) { |
1113 | if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) |
1008 | trap_show(tmp2,tmp); |
1114 | { |
|
|
1115 | trap_show (tmp, tmp); |
|
|
1116 | |
1009 | if(trap_disarm(op,tmp2,1, skill) && (!tmp2->owner || tmp2->owner->type!=PLAYER)) { |
1117 | if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) |
|
|
1118 | { |
1010 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1119 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1011 | success += calc_skill_exp(op,tmp2, skill); |
1120 | success += calc_skill_exp (op, tmp, skill); |
1012 | } |
1121 | } |
1013 | } |
1122 | } |
|
|
1123 | } |
1014 | } |
1124 | } |
1015 | if((tmp->type==RUNE || tmp->type==TRAP) && tmp->stats.Cha<=1) { |
1125 | |
1016 | trap_show(tmp,tmp); |
|
|
1017 | if (trap_disarm(op,tmp,1,skill) && (!tmp->owner || tmp->owner->type!=PLAYER)) { |
|
|
1018 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
|
|
1019 | success += calc_skill_exp(op,tmp,skill); |
|
|
1020 | } |
|
|
1021 | } |
|
|
1022 | } |
|
|
1023 | } |
|
|
1024 | return success; |
1126 | return success; |
1025 | } |
1127 | } |
1026 | |
|
|
1027 | |
1128 | |
1028 | /* pray() - when this skill is called from do_skill(), it allows |
1129 | /* pray() - when this skill is called from do_skill(), it allows |
1029 | * the player to regain lost grace points at a faster rate. -b.t. |
1130 | * the player to regain lost grace points at a faster rate. -b.t. |
1030 | * This always returns 0 - return value is used by calling function |
1131 | * This always returns 0 - return value is used by calling function |
1031 | * 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 |
1032 | * 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 |
1033 | * give infinite exp by returning true in any cases. |
1134 | * give infinite exp by returning true in any cases. |
1034 | */ |
1135 | */ |
1035 | |
1136 | int |
1036 | int pray (object *pl, object *skill) { |
1137 | pray (object *pl, object *skill) |
|
|
1138 | { |
1037 | char buf[MAX_BUF]; |
1139 | char buf[MAX_BUF]; |
1038 | object *tmp; |
1140 | object *tmp; |
1039 | |
1141 | |
1040 | if(pl->type!=PLAYER) return 0; |
1142 | if (pl->type != PLAYER) |
1041 | |
|
|
1042 | strcpy(buf,"You pray."); |
|
|
1043 | |
|
|
1044 | /* Check all objects - we could stop at floor objects, |
|
|
1045 | * but if someone buries an altar, I don't see a problem with |
|
|
1046 | * going through all the objects, and it shouldn't be much slower |
|
|
1047 | * than extra checks on object attributes. |
|
|
1048 | */ |
|
|
1049 | for (tmp=pl->below; tmp!=NULL; tmp=tmp->below) { |
|
|
1050 | /* Only if the altar actually belongs to someone do you get special benefits */ |
|
|
1051 | if(tmp && tmp->type==HOLY_ALTAR && tmp->other_arch) { |
|
|
1052 | sprintf(buf,"You pray over the %s.",tmp->name); |
|
|
1053 | pray_at_altar(pl,tmp, skill); |
|
|
1054 | break; /* Only pray at one altar */ |
|
|
1055 | } |
|
|
1056 | } |
|
|
1057 | |
|
|
1058 | new_draw_info(NDI_BLACK,0,pl,buf); |
|
|
1059 | |
|
|
1060 | if(pl->stats.grace < pl->stats.maxgrace) { |
|
|
1061 | pl->stats.grace++; |
|
|
1062 | pl->last_grace = -1; |
|
|
1063 | } |
|
|
1064 | return 0; |
1143 | return 0; |
|
|
1144 | |
|
|
1145 | strcpy (buf, "You pray."); |
|
|
1146 | |
|
|
1147 | /* Check all objects - we could stop at floor objects, |
|
|
1148 | * but if someone buries an altar, I don't see a problem with |
|
|
1149 | * going through all the objects, and it shouldn't be much slower |
|
|
1150 | * than extra checks on object attributes. |
|
|
1151 | */ |
|
|
1152 | for (tmp = pl->below; tmp; tmp = tmp->below) |
|
|
1153 | { |
|
|
1154 | /* Only if the altar actually belongs to someone do you get special benefits */ |
|
|
1155 | if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) |
|
|
1156 | { |
|
|
1157 | sprintf (buf, "You pray over the %s.", &tmp->name); |
|
|
1158 | pray_at_altar (pl, tmp, skill); |
|
|
1159 | break; /* Only pray at one altar */ |
|
|
1160 | } |
|
|
1161 | } |
|
|
1162 | |
|
|
1163 | new_draw_info (NDI_BLACK, 0, pl, buf); |
|
|
1164 | |
|
|
1165 | if (pl->stats.grace < pl->stats.maxgrace) |
|
|
1166 | { |
|
|
1167 | pl->stats.grace++; |
|
|
1168 | pl->last_grace = -1; |
|
|
1169 | } |
|
|
1170 | |
|
|
1171 | return 0; |
1065 | } |
1172 | } |
1066 | |
1173 | |
1067 | /* 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 |
1068 | * brief period of concentration. No armour or weapons may be |
1175 | * brief period of concentration. No armour or weapons may be |
1069 | * wielded/applied for this to work. The amount of time needed |
1176 | * wielded/applied for this to work. The amount of time needed |
1070 | * to concentrate and the # of points regained is dependant on |
1177 | * to concentrate and the # of points regained is dependant on |
1071 | * the level of the user. - b.t. thomas@astro.psu.edu |
1178 | * the level of the user. - b.t. thomas@astro.psu.edu |
1072 | */ |
|
|
1073 | |
|
|
1074 | void meditate (object *pl, object *skill) { |
|
|
1075 | object *tmp; |
|
|
1076 | |
|
|
1077 | if(pl->type!=PLAYER) return; /* players only */ |
|
|
1078 | |
|
|
1079 | /* check if pl has removed encumbering armour and weapons */ |
|
|
1080 | if(QUERY_FLAG(pl,FLAG_READY_WEAPON) && (skill->level<6)) { |
|
|
1081 | new_draw_info(NDI_UNIQUE,0,pl, |
|
|
1082 | "You can't concentrate while wielding a weapon!\n"); |
|
|
1083 | return; |
|
|
1084 | } else { |
|
|
1085 | for(tmp=pl->inv;tmp;tmp=tmp->below) |
|
|
1086 | if (( (tmp->type==ARMOUR && skill->level<12) |
|
|
1087 | || (tmp->type==HELMET && skill->level<10) |
|
|
1088 | || (tmp->type==SHIELD && skill->level<6) |
|
|
1089 | || (tmp->type==BOOTS && skill->level<4) |
|
|
1090 | || (tmp->type==GLOVES && skill->level<2) ) |
|
|
1091 | && QUERY_FLAG(tmp,FLAG_APPLIED)) { |
|
|
1092 | new_draw_info(NDI_UNIQUE,0,pl, |
|
|
1093 | "You can't concentrate while wearing so much armour!\n"); |
|
|
1094 | return; |
|
|
1095 | } |
|
|
1096 | } |
|
|
1097 | |
|
|
1098 | /* ok let's meditate! Spell points are regained first, then once |
|
|
1099 | * they are maxed we get back hp. Actual incrementing of values |
|
|
1100 | * is handled by the do_some_living() (in player.c). This way magical |
|
|
1101 | * bonuses for healing/sp regeneration are included properly |
|
|
1102 | * No matter what, we will eat up some playing time trying to |
|
|
1103 | * meditate. (see 'factor' variable for what sets the amount of time) |
|
|
1104 | */ |
|
|
1105 | |
|
|
1106 | new_draw_info(NDI_BLACK,0,pl, "You meditate."); |
|
|
1107 | |
|
|
1108 | if(pl->stats.sp < pl->stats.maxsp) { |
|
|
1109 | pl->stats.sp++; |
|
|
1110 | pl->last_sp = -1; |
|
|
1111 | } else if (pl->stats.hp < pl->stats.maxhp) { |
|
|
1112 | pl->stats.hp++; |
|
|
1113 | pl->last_heal = -1; |
|
|
1114 | } |
|
|
1115 | } |
|
|
1116 | |
|
|
1117 | /* write_note() - this routine allows players to inscribe messages in |
|
|
1118 | * ordinary 'books' (anything that is type BOOK). b.t. |
|
|
1119 | */ |
1179 | */ |
|
|
1180 | void |
|
|
1181 | meditate (object *pl, object *skill) |
|
|
1182 | { |
|
|
1183 | object *tmp; |
1120 | |
1184 | |
|
|
1185 | if (pl->type != PLAYER) |
|
|
1186 | return; /* players only */ |
|
|
1187 | |
|
|
1188 | /* check if pl has removed encumbering armour and weapons */ |
|
|
1189 | if (pl->flag [FLAG_READY_WEAPON] && skill->level < 6) |
|
|
1190 | { |
|
|
1191 | pl->failmsg ("You can't concentrate while wielding a weapon!\n"); |
|
|
1192 | return; |
|
|
1193 | } |
|
|
1194 | else |
|
|
1195 | { |
|
|
1196 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
|
|
1197 | if (((tmp->type == ARMOUR && skill->level < 12) |
|
|
1198 | || (tmp->type == HELMET && skill->level < 10) |
|
|
1199 | || (tmp->type == SHIELD && skill->level < 6) |
|
|
1200 | || (tmp->type == BOOTS && skill->level < 4) |
|
|
1201 | || (tmp->type == GLOVES && skill->level < 2)) |
|
|
1202 | && tmp->flag [FLAG_APPLIED]) |
|
|
1203 | { |
|
|
1204 | pl->failmsg ("You can't concentrate while wearing so much armour!\n"); |
|
|
1205 | return; |
|
|
1206 | } |
|
|
1207 | } |
|
|
1208 | |
|
|
1209 | /* ok let's meditate! Spell points are regained first, then once |
|
|
1210 | * they are maxed we get back hp. Actual incrementing of values |
|
|
1211 | * is handled by the do_some_living() (in player.c). This way magical |
|
|
1212 | * bonuses for healing/sp regeneration are included properly |
|
|
1213 | * No matter what, we will eat up some playing time trying to |
|
|
1214 | * meditate. (see 'factor' variable for what sets the amount of time) |
|
|
1215 | */ |
|
|
1216 | |
|
|
1217 | new_draw_info (NDI_BLACK, 0, pl, "You meditate."); |
|
|
1218 | |
|
|
1219 | if (pl->stats.sp < pl->stats.maxsp) |
|
|
1220 | { |
|
|
1221 | pl->stats.sp++; |
|
|
1222 | pl->last_sp = -1; |
|
|
1223 | } |
|
|
1224 | else if (pl->stats.hp < pl->stats.maxhp) |
|
|
1225 | { |
|
|
1226 | pl->stats.hp++; |
|
|
1227 | pl->last_heal = -1; |
|
|
1228 | } |
|
|
1229 | } |
|
|
1230 | |
|
|
1231 | /* write_note() - this routine allows players to inscribe messages in |
|
|
1232 | * ordinary inscribable 'books' (anything that is not a SPELL). b.t. |
|
|
1233 | */ |
|
|
1234 | static int |
1121 | static int write_note(object *pl, object *item, const char *msg, object *skill) { |
1235 | write_note (object *pl, object *item, const char *msg, object *skill) |
1122 | char buf[1024]; |
1236 | { |
1123 | object *newBook = NULL; |
1237 | if (!msg_is_safe (msg)) |
1124 | |
|
|
1125 | /* a pair of sanity checks */ |
|
|
1126 | if(!item||item->type!=BOOK) return 0; |
|
|
1127 | |
|
|
1128 | if(!msg) { |
|
|
1129 | new_draw_info(NDI_UNIQUE,0,pl,"No message to write!"); |
|
|
1130 | new_draw_info_format(NDI_UNIQUE,0,pl,"Usage: use_skill %s <message>", |
|
|
1131 | skill->skill); |
|
|
1132 | return 0; |
|
|
1133 | } |
1238 | { |
1134 | if (strcasestr_local(msg, "endmsg")) { |
1239 | pl->failmsg ("Trying to cheat now are we? H<@-signs are not allowed in notes.>"); |
1135 | new_draw_info(NDI_UNIQUE,0,pl,"Trying to cheat now are we?"); |
1240 | LOG (llevInfo, "write_note: player %s tried to write bogus note %s\n", &pl->name, msg); |
1136 | return 0; |
1241 | return 0; |
|
|
1242 | } |
|
|
1243 | |
|
|
1244 | int len = strlen (msg); |
|
|
1245 | |
|
|
1246 | if (!is_utf8_string ((U8 *)msg, len)) |
1137 | } |
1247 | { |
|
|
1248 | pl->failmsg ("Your message is garbled (text must be UTF-8, client-bug)!"); |
|
|
1249 | return 0; |
|
|
1250 | } |
1138 | |
1251 | |
1139 | 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))) |
1140 | return strlen (msg); |
1253 | return RESULT_INT (0); |
1141 | |
1254 | |
1142 | buf[0] = 0; |
1255 | STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len)); |
1143 | if(!book_overflow(item->msg,msg,sizeof (buf))) { /* add msg string to book */ |
|
|
1144 | if(item->msg) |
|
|
1145 | strcpy(buf,item->msg); |
|
|
1146 | |
1256 | |
1147 | strcat(buf,msg); |
1257 | if (char_len <= item->weight_limit) |
1148 | strcat(buf,"\n"); /* new msg needs a LF */ |
1258 | { |
1149 | if(item->nrof > 1) { |
1259 | object *newbook = item->other_arch->instance (); |
1150 | newBook = get_object(); |
1260 | item->decrease (); |
1151 | copy_object(item, newBook); |
|
|
1152 | decrease_ob(item); |
|
|
1153 | esrv_send_item(pl, item); |
|
|
1154 | newBook->nrof = 1; |
1261 | newbook->nrof = 1; |
1155 | if (newBook->msg) free_string(newBook->msg); |
1262 | newbook->msg = shstr (msg); |
1156 | newBook->msg = add_string(buf); |
1263 | newbook->flag [FLAG_IDENTIFIED] = true; |
1157 | newBook = insert_ob_in_ob(newBook, pl); |
1264 | |
1158 | esrv_send_item(pl, newBook); |
1265 | if (item->subtype == 1) // mailscrolls |
1159 | } else { |
1266 | { |
1160 | if (item->msg) free_string(item->msg); |
1267 | newbook->name = item->name; |
1161 | item->msg=add_string(buf); |
1268 | newbook->name_pl = item->name_pl; |
1162 | /* This shouldn't be necessary - the object hasn't changed in any |
1269 | } |
1163 | * visible way |
1270 | |
1164 | */ |
1271 | pl->insert (newbook); |
1165 | /* esrv_send_item(pl, item);*/ |
1272 | |
1166 | } |
1273 | pl->contr->play_sound (sound_find ("inscribe_success")); |
1167 | new_draw_info_format(NDI_UNIQUE,0,pl, "You write in the %s.", |
1274 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name); |
1168 | query_short_name(item)); |
1275 | return char_len; |
1169 | return strlen(msg); |
1276 | } |
1170 | } else |
1277 | else |
1171 | new_draw_info_format(NDI_UNIQUE,0,pl, |
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.>", |
1172 | "Your message won't fit in the %s!", |
1279 | &item->name, item->weight_limit, char_len); |
1173 | query_short_name(item)); |
|
|
1174 | |
1280 | |
1175 | return 0; |
1281 | return 0; |
1176 | } |
1282 | } |
1177 | |
1283 | |
1178 | /* write_scroll() - this routine allows players to inscribe spell scrolls |
1284 | /* write_scroll() - this routine allows players to inscribe spell scrolls |
1179 | * of spells which they know. Backfire effects are possible with the |
1285 | * of spells which they know. Backfire effects are possible with the |
1180 | * severity of the backlash correlated with the difficulty of the scroll |
1286 | * severity of the backlash correlated with the difficulty of the scroll |
1181 | * that is attempted. -b.t. thomas@astro.psu.edu |
1287 | * that is attempted. -b.t. thomas@astro.psu.edu |
1182 | */ |
1288 | */ |
1183 | |
1289 | static int |
1184 | static int write_scroll (object *pl, object *scroll, object *skill) { |
1290 | write_scroll (object *pl, object *scroll, object *skill) |
|
|
1291 | { |
1185 | int success=0,confused=0; |
1292 | int success = 0, confused = 0; |
1186 | object *newscroll, *chosen_spell, *tmp; |
|
|
1187 | |
1293 | |
1188 | /* this is a sanity check */ |
|
|
1189 | if (scroll->type!=SCROLL) { |
|
|
1190 | new_draw_info(NDI_UNIQUE,0,pl,"A spell can only be inscribed into a scroll!"); |
|
|
1191 | return 0; |
|
|
1192 | } |
|
|
1193 | |
|
|
1194 | /* Check if we are ready to attempt inscription */ |
1294 | /* Check if we are ready to attempt inscription */ |
1195 | chosen_spell=pl->contr->ranges[range_magic]; |
1295 | object *chosen_spell = pl->contr->ranged_ob; |
1196 | if(!chosen_spell) { |
1296 | |
1197 | new_draw_info(NDI_UNIQUE,0,pl, |
1297 | if (!chosen_spell || chosen_spell->type != SPELL) |
1198 | "You need a spell readied in order to inscribe!"); |
|
|
1199 | return 0; |
|
|
1200 | } |
1298 | { |
|
|
1299 | pl->failmsg ("You need a spell readied in order to inscribe!"); |
|
|
1300 | return 0; |
|
|
1301 | } |
|
|
1302 | |
1201 | 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) |
1202 | new_draw_info_format(NDI_UNIQUE,0,pl, |
|
|
1203 | "You don't have enough grace to write a scroll of %s.", |
|
|
1204 | chosen_spell->name); |
|
|
1205 | return 0; |
|
|
1206 | } |
1304 | { |
|
|
1305 | pl->failmsgf ("You don't have enough grace to write a scroll of %s.", &chosen_spell->name); |
|
|
1306 | return 0; |
|
|
1307 | } |
|
|
1308 | |
1207 | 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) |
1208 | new_draw_info_format(NDI_UNIQUE,0,pl, |
|
|
1209 | "You don't have enough mana to write a scroll of %s.", |
|
|
1210 | chosen_spell->name); |
|
|
1211 | return 0; |
|
|
1212 | } |
1310 | { |
1213 | |
1311 | pl->failmsgf ("You don't have enough mana to write a scroll of %s.", &chosen_spell->name); |
1214 | /* if there is a spell already on the scroll then player could easily |
|
|
1215 | * accidently read it while trying to write the new one. give player |
|
|
1216 | * a 50% chance to overwrite spell at their own level |
|
|
1217 | */ |
|
|
1218 | if((scroll->stats.sp || scroll->inv) && |
|
|
1219 | random_roll(0, scroll->level*2, pl, PREFER_LOW)>skill->level) { |
|
|
1220 | new_draw_info_format(NDI_UNIQUE,0,pl, |
|
|
1221 | "Oops! You accidently read it while trying to write on it."); |
|
|
1222 | manual_apply(pl,scroll,0); |
|
|
1223 | return 0; |
1312 | return 0; |
1224 | } |
1313 | } |
1225 | |
1314 | |
1226 | /* ok, we are ready to try inscription */ |
1315 | /* ok, we are ready to try inscription */ |
1227 | if(QUERY_FLAG(pl,FLAG_CONFUSED)) confused = 1; |
1316 | if (pl->flag [FLAG_CONFUSED]) |
|
|
1317 | confused = 1; |
1228 | |
1318 | |
1229 | /* Lost mana/grace no matter what */ |
1319 | /* Lost mana/grace no matter what */ |
1230 | 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); |
1231 | 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); |
1232 | |
1322 | |
1233 | 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) |
1234 | if (scroll->nrof > 1) { |
1324 | { |
1235 | newscroll = get_object(); |
1325 | object *newscroll = scroll->other_arch->instance (); |
1236 | copy_object(scroll, newscroll); |
1326 | scroll->decrease (); |
1237 | decrease_ob(scroll); |
|
|
1238 | newscroll->nrof = 1; |
1327 | newscroll->nrof = 1; |
1239 | } else { |
1328 | newscroll->randomitems = 0; // make sure randomitems doesn't destroy the scroll |
1240 | newscroll = scroll; |
|
|
1241 | } |
|
|
1242 | |
1329 | |
1243 | if(!confused) { |
1330 | pl->contr->play_sound (sound_find ("inscribe_success")); |
|
|
1331 | |
|
|
1332 | if (!confused) |
|
|
1333 | { |
1244 | newscroll->level= MAX(skill->level, chosen_spell->level); |
1334 | newscroll->level = max (skill->level, chosen_spell->level); |
1245 | new_draw_info(NDI_UNIQUE,0,pl, |
1335 | newscroll->flag [FLAG_IDENTIFIED] = true; |
1246 | "You succeed in writing a new scroll."); |
1336 | new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell."); |
1247 | } else { |
1337 | } |
|
|
1338 | else |
|
|
1339 | { |
1248 | chosen_spell = find_random_spell_in_ob(pl, NULL); |
1340 | chosen_spell = find_random_spell_in_ob (pl, NULL); |
1249 | if (!chosen_spell) return 0; |
1341 | if (!chosen_spell) |
|
|
1342 | return 0; |
1250 | |
1343 | |
1251 | newscroll->level= MAX(skill->level, chosen_spell->level); |
1344 | newscroll->level = max (skill->level, chosen_spell->level); |
1252 | new_draw_info(NDI_UNIQUE,0,pl, |
1345 | new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell."); |
1253 | "In your confused state, you write down some odd spell."); |
1346 | } |
1254 | } |
|
|
1255 | |
1347 | |
1256 | if (newscroll->inv) { |
1348 | object *tmp = chosen_spell->clone (); |
1257 | object *ninv; |
1349 | tmp->flag [FLAG_APPLIED] = false; |
1258 | |
|
|
1259 | ninv = newscroll->inv; |
|
|
1260 | remove_ob(ninv); |
|
|
1261 | free_object(ninv); |
|
|
1262 | } |
|
|
1263 | tmp = get_object(); |
|
|
1264 | copy_object(chosen_spell, tmp); |
|
|
1265 | insert_ob_in_ob(tmp, newscroll); |
1350 | insert_ob_in_ob (tmp, newscroll); |
1266 | |
1351 | |
1267 | /* Same code as from treasure.c - so they can better merge. |
1352 | /* Same code as from treasure.C - so they can better merge. |
1268 | * if players want to sell them, so be it. |
1353 | * if players want to sell them, so be it. |
1269 | */ |
1354 | */ |
1270 | newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * |
1355 | newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); |
1271 | (newscroll->level +50) / (newscroll->inv->level + 50); |
|
|
1272 | newscroll->stats.exp = newscroll->value/5; |
1356 | newscroll->stats.exp = newscroll->value / 5; |
1273 | |
1357 | |
1274 | /* wait until finished manipulating the scroll before inserting it */ |
1358 | pl->insert (newscroll); |
1275 | if (newscroll == scroll) |
1359 | |
1276 | { |
|
|
1277 | /* Remove to correctly merge with other items which may exist in inventory */ |
|
|
1278 | remove_ob(newscroll); |
|
|
1279 | esrv_del_item(pl->contr,newscroll->count); |
|
|
1280 | } |
|
|
1281 | newscroll=insert_ob_in_ob(newscroll,pl); |
|
|
1282 | esrv_send_item(pl, newscroll); |
|
|
1283 | success = calc_skill_exp(pl,newscroll, skill); |
1360 | success = calc_skill_exp (pl, newscroll, skill); |
1284 | if(!confused) success *= 2; |
1361 | if (!confused) |
|
|
1362 | success *= 2; |
|
|
1363 | |
1285 | success = success * skill->level; |
1364 | success = success * skill->level; |
1286 | return success; |
1365 | return success; |
|
|
1366 | } |
|
|
1367 | else |
|
|
1368 | { /* Inscription has failed */ |
|
|
1369 | pl->contr->play_sound (sound_find ("inscribe_fail")); |
1287 | |
1370 | |
1288 | } else { /* Inscription has failed */ |
|
|
1289 | |
|
|
1290 | if(chosen_spell->level>skill->level || confused) { /*backfire!*/ |
1371 | if (chosen_spell->level > skill->level || confused) |
1291 | new_draw_info(NDI_UNIQUE,0,pl, |
1372 | { /*backfire! */ |
1292 | "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 | |
1293 | if(random_roll(0, 1, pl, PREFER_LOW)==1) |
1375 | if (random_roll (0, 1, pl, PREFER_LOW) == 1) |
1294 | drain_specific_stat(pl,4); |
1376 | pl->drain_specific_stat (4); |
1295 | else { |
1377 | else |
|
|
1378 | { |
|
|
1379 | confuse_player (pl, pl, 99); |
|
|
1380 | return -30 * chosen_spell->level; |
|
|
1381 | } |
|
|
1382 | } |
|
|
1383 | else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) |
|
|
1384 | { |
|
|
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.>"); |
1296 | confuse_player(pl,pl,99); |
1386 | confuse_player (pl, pl, 99); |
1297 | return (-30*chosen_spell->level); |
1387 | } |
|
|
1388 | else |
|
|
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.>"); |
1298 | } |
1390 | } |
1299 | } else if(random_roll(0, pl->stats.Int-1, pl, PREFER_HIGH) < 15) { |
1391 | |
1300 | new_draw_info(NDI_UNIQUE,0,pl, |
1392 | return 0; |
1301 | "Your attempt to write a new scroll rattles your mind!"); |
1393 | } |
1302 | confuse_player(pl,pl,99); |
1394 | |
1303 | } else |
1395 | /* write_on_item() - wrapper for write_note and write_scroll */ |
1304 | new_draw_info(NDI_UNIQUE,0,pl,"You fail to write a new scroll."); |
1396 | int |
1305 | } |
1397 | write_on_item (object *pl, const char *params, object *skill) |
|
|
1398 | { |
|
|
1399 | archetype *skat; |
|
|
1400 | |
|
|
1401 | if (pl->type != PLAYER) |
1306 | return 0; |
1402 | return 0; |
1307 | } |
|
|
1308 | |
1403 | |
1309 | /* write_on_item() - wrapper for write_note and write_scroll */ |
|
|
1310 | int write_on_item (object *pl,const char *params, object *skill) { |
|
|
1311 | object *item; |
|
|
1312 | const char *string=params; |
|
|
1313 | int msgtype; |
|
|
1314 | archetype *skat; |
|
|
1315 | |
|
|
1316 | if(pl->type!=PLAYER) return 0; |
|
|
1317 | |
|
|
1318 | if (!params) { |
1404 | if (!params) |
1319 | params=""; |
1405 | params = ""; |
1320 | string=params; |
1406 | |
1321 | } |
|
|
1322 | skat = get_archetype_by_type_subtype(SKILL, SK_LITERACY); |
1407 | skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); |
1323 | |
1408 | |
1324 | /* Need to be able to read before we can write! */ |
1409 | /* Need to be able to read before we can write! */ |
1325 | if(!find_skill_by_name(pl,skat->clone.skill)) { |
1410 | if (!find_skill_by_name (pl, skat->skill)) |
1326 | new_draw_info(NDI_UNIQUE,0,pl, |
|
|
1327 | "You must learn to read before you can write!"); |
|
|
1328 | return 0; |
|
|
1329 | } |
1411 | { |
|
|
1412 | new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>"); |
|
|
1413 | return 0; |
|
|
1414 | } |
1330 | |
1415 | |
1331 | /* if there is a message then it goes in a book and no message means |
1416 | object *item = pl->mark (); |
1332 | * write active spell into the scroll |
|
|
1333 | */ |
|
|
1334 | msgtype = (string[0]!='\0') ? BOOK : SCROLL; |
|
|
1335 | |
1417 | |
1336 | /* find an item of correct type to write on */ |
1418 | /* find an item of correct type to write on */ |
1337 | if ( !(item = find_marked_object(pl))){ |
1419 | if (!item) |
1338 | new_draw_info(NDI_UNIQUE,0,pl,"You don't have any marked item to write on."); |
|
|
1339 | return 0; |
|
|
1340 | } |
1420 | { |
1341 | |
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.>"); |
1342 | if(QUERY_FLAG(item,FLAG_UNPAID)) { |
|
|
1343 | new_draw_info(NDI_UNIQUE,0,pl, |
|
|
1344 | "You had better pay for that before you write on it."); |
|
|
1345 | return 0; |
|
|
1346 | } |
|
|
1347 | if (msgtype != item->type) { |
|
|
1348 | new_draw_info_format(NDI_UNIQUE,0,pl,"You have no %s to write on", |
|
|
1349 | msgtype==BOOK ? "book" : "scroll"); |
|
|
1350 | return 0; |
|
|
1351 | } |
|
|
1352 | |
|
|
1353 | if (msgtype == SCROLL) { |
|
|
1354 | return write_scroll(pl,item, skill); |
|
|
1355 | } else if (msgtype == BOOK) { |
|
|
1356 | return write_note(pl,item,string, skill); |
|
|
1357 | } |
|
|
1358 | return 0; |
1422 | return 0; |
1359 | } |
1423 | } |
1360 | |
1424 | |
|
|
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 | } |
1361 | |
1430 | |
|
|
1431 | if (item->flag [FLAG_UNPAID]) |
|
|
1432 | { |
|
|
1433 | new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); |
|
|
1434 | return 0; |
|
|
1435 | } |
|
|
1436 | |
|
|
1437 | if (item->other_arch->type == SCROLL) |
|
|
1438 | { |
|
|
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); |
|
|
1444 | return 0; |
|
|
1445 | } |
|
|
1446 | |
|
|
1447 | return write_scroll (pl, item, skill); |
|
|
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 | |
|
|
1458 | return write_note (pl, item, params, skill); |
|
|
1459 | } |
|
|
1460 | |
|
|
1461 | return 0; |
|
|
1462 | } |
1362 | |
1463 | |
1363 | /* find_throw_ob() - if we request an object, then |
1464 | /* find_throw_ob() - if we request an object, then |
1364 | * we search for it in the inventory of the owner (you've |
1465 | * we search for it in the inventory of the owner (you've |
1365 | * got to be carrying something in order to throw it!). |
1466 | * got to be carrying something in order to throw it!). |
1366 | * If we didnt request an object, then the top object in inventory |
1467 | * If we didnt request an object, then the top object in inventory |
1367 | * (that is "throwable", ie no throwing your skills away!) |
1468 | * (that is "throwable", ie no throwing your skills away!) |
1368 | * is the object of choice. Also check to see if object is |
1469 | * is the object of choice. Also check to see if object is |
1369 | * 'throwable' (ie not applied cursed obj, worn, etc). |
1470 | * 'throwable' (ie not applied cursed obj, worn, etc). |
1370 | */ |
1471 | */ |
1371 | |
1472 | static object * |
1372 | static object *find_throw_ob( object *op, const char *request ) { |
1473 | find_throw_ob (object *op, const char *request) |
1373 | object *tmp; |
1474 | { |
1374 | |
|
|
1375 | if(!op) { /* safety */ |
|
|
1376 | LOG(llevError,"find_throw_ob(): confused! have a NULL thrower!\n"); |
|
|
1377 | return (object *) NULL; |
|
|
1378 | } |
|
|
1379 | |
|
|
1380 | /* prefer marked item */ |
1475 | /* prefer marked item */ |
1381 | tmp = find_marked_object(op); |
1476 | object *tmp = op->mark (); |
1382 | if (tmp != NULL) { |
1477 | |
|
|
1478 | /* can't toss invisible or inv-locked items */ |
|
|
1479 | if (tmp && (tmp->invisible || tmp->flag [FLAG_INV_LOCKED])) |
|
|
1480 | tmp = 0; |
|
|
1481 | |
|
|
1482 | /* look through the inventory */ |
|
|
1483 | if (!tmp) |
|
|
1484 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1485 | { |
1383 | /* can't toss invisible or inv-locked items */ |
1486 | /* can't toss invisible or inv-locked items */ |
1384 | if (tmp->invisible || QUERY_FLAG(tmp, FLAG_INV_LOCKED)) { |
1487 | if (tmp->invisible || tmp->flag [FLAG_INV_LOCKED]) |
1385 | tmp = NULL; |
1488 | continue; |
|
|
1489 | |
|
|
1490 | if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request)) |
|
|
1491 | break; |
1386 | } |
1492 | } |
1387 | } |
|
|
1388 | |
1493 | |
1389 | /* look through the inventory */ |
|
|
1390 | if (tmp == NULL) { |
|
|
1391 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { |
|
|
1392 | /* can't toss invisible or inv-locked items */ |
|
|
1393 | if (tmp->invisible || QUERY_FLAG(tmp, FLAG_INV_LOCKED)) |
|
|
1394 | continue; |
|
|
1395 | if (!request |
|
|
1396 | || !strcmp(query_name(tmp), request) |
|
|
1397 | || !strcmp(tmp->name, request)) |
|
|
1398 | break; |
|
|
1399 | } |
|
|
1400 | } |
|
|
1401 | |
|
|
1402 | /* this should prevent us from throwing away |
1494 | /* this should prevent us from throwing away |
1403 | * cursed items, worn armour, etc. Only weapons |
1495 | * cursed items, worn armour, etc. Only weapons |
1404 | * can be thrown from 'hand'. |
1496 | * can be thrown from 'hand'. |
1405 | */ |
1497 | */ |
1406 | if (!tmp) return NULL; |
1498 | if (!tmp) |
|
|
1499 | return 0; |
1407 | |
1500 | |
1408 | if (QUERY_FLAG(tmp,FLAG_APPLIED)) { |
1501 | if (tmp->flag [FLAG_APPLIED]) |
|
|
1502 | { |
1409 | if(tmp->type!=WEAPON) { |
1503 | if (tmp->type != WEAPON) |
1410 | new_draw_info_format(NDI_UNIQUE, 0,op, |
1504 | { |
1411 | "You can't throw %s.",query_name(tmp)); |
1505 | op->failmsgf ("You can't throw %s. H<Unapply it first.>", query_name (tmp)); |
1412 | tmp = NULL; |
1506 | tmp = 0; |
1413 | } else if (QUERY_FLAG(tmp,FLAG_CURSED)||QUERY_FLAG(tmp,FLAG_DAMNED)) { |
1507 | } |
1414 | new_draw_info_format(NDI_UNIQUE, 0,op, |
1508 | else if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
1415 | "The %s sticks to your hand!",query_name(tmp)); |
1509 | { |
1416 | tmp = NULL; |
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)); |
1417 | } else { |
1511 | tmp = 0; |
1418 | if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) { |
1512 | } |
|
|
1513 | else |
|
|
1514 | { |
|
|
1515 | if (!op->apply (tmp, AP_UNAPPLY)) |
|
|
1516 | { |
1419 | LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); |
1517 | LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); |
1420 | tmp = NULL; |
1518 | tmp = 0; |
|
|
1519 | } |
|
|
1520 | } |
1421 | } |
1521 | } |
1422 | } |
1522 | else if (tmp->flag [FLAG_UNPAID]) |
1423 | } else if (QUERY_FLAG(tmp, FLAG_UNPAID)) { |
|
|
1424 | new_draw_info_format(NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name(tmp)); |
|
|
1425 | tmp = NULL; |
|
|
1426 | } |
1523 | { |
|
|
1524 | op->failmsgf ("You should pay for the %s first.", query_name (tmp)); |
|
|
1525 | tmp = 0; |
|
|
1526 | } |
1427 | |
1527 | |
1428 | 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]) |
|
|
1530 | { |
1429 | LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); |
1531 | LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); |
1430 | tmp=NULL; |
1532 | tmp = 0; |
1431 | } |
1533 | } |
|
|
1534 | |
1432 | return tmp; |
1535 | return tmp; |
1433 | } |
1536 | } |
1434 | |
1537 | |
1435 | /* make_throw_ob() We construct the 'carrier' object in |
1538 | /* make_throw_ob() We construct the 'carrier' object in |
1436 | * which we will insert the object that is being thrown. |
1539 | * which we will insert the object that is being thrown. |
1437 | * This combination becomes the 'thrown object'. -b.t. |
1540 | * This combination becomes the 'thrown object'. -b.t. |
1438 | */ |
1541 | */ |
1439 | |
1542 | static object * |
1440 | static object *make_throw_ob (object *orig) { |
1543 | make_throw_ob (object *orig) |
1441 | object *toss_item; |
1544 | { |
|
|
1545 | if (!orig) |
|
|
1546 | return 0; |
1442 | |
1547 | |
1443 | if(!orig) return NULL; |
1548 | if (orig->flag [FLAG_APPLIED]) |
1444 | |
1549 | { |
1445 | toss_item=get_object(); |
|
|
1446 | if (QUERY_FLAG (orig, FLAG_APPLIED)) { |
|
|
1447 | LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); |
1550 | LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); |
1448 | /* insufficient workaround, but better than nothing */ |
1551 | /* insufficient workaround, but better than nothing */ |
1449 | CLEAR_FLAG (orig, FLAG_APPLIED); |
1552 | orig->clr_flag (FLAG_APPLIED); |
1450 | } |
1553 | } |
1451 | copy_object(orig,toss_item); |
1554 | |
|
|
1555 | object *toss_item = orig->clone (); |
|
|
1556 | |
1452 | toss_item->type = THROWN_OBJ; |
1557 | toss_item->type = THROWN_OBJ; |
1453 | CLEAR_FLAG(toss_item,FLAG_CHANGING); |
1558 | toss_item->clr_flag (FLAG_CHANGING); |
1454 | toss_item->stats.dam = 0; /* default damage */ |
1559 | toss_item->stats.dam = 0; /* default damage */ |
1455 | insert_ob_in_ob(orig,toss_item); |
1560 | toss_item->insert (orig); |
|
|
1561 | |
1456 | return toss_item; |
1562 | return toss_item; |
1457 | } |
1563 | } |
1458 | |
|
|
1459 | |
1564 | |
1460 | /* do_throw() - op throws any object toss_item. This code |
1565 | /* do_throw() - op throws any object toss_item. This code |
1461 | * was borrowed from fire_bow. |
1566 | * was borrowed from fire_bow. |
1462 | * Returns 1 if skill was successfully used, 0 if not |
1567 | * Returns 1 if skill was successfully used, 0 if not |
1463 | */ |
1568 | */ |
1464 | |
1569 | static int |
1465 | static int 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) |
|
|
1571 | { |
1466 | object *throw_ob=toss_item, *left=NULL; |
1572 | object *throw_ob = toss_item, *left = NULL; |
1467 | tag_t left_tag; |
|
|
1468 | int eff_str = 0,maxc,str=op->stats.Str,dam=0; |
1573 | int eff_str = 0, maxc, str = op->stats.Str, dam = 0; |
1469 | int pause_f,weight_f=0, mflags; |
1574 | int pause_f, weight_f = 0, mflags; |
1470 | 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; |
1471 | mapstruct *m; |
1576 | maptile *m; |
1472 | sint16 sx, sy; |
1577 | sint16 sx, sy; |
1473 | tag_t tag; |
|
|
1474 | |
1578 | |
1475 | if(throw_ob==NULL) { |
1579 | if (!throw_ob) |
1476 | if(op->type==PLAYER) { |
|
|
1477 | new_draw_info(NDI_UNIQUE, 0,op,"You have nothing to throw."); |
|
|
1478 | } |
|
|
1479 | return 0; |
|
|
1480 | } |
1580 | { |
1481 | if (QUERY_FLAG(throw_ob, FLAG_STARTEQUIP)) { |
1581 | op->failmsg ("You have nothing to throw."); |
1482 | if (op->type==PLAYER) { |
1582 | return 0; |
1483 | new_draw_info(NDI_UNIQUE, 0, op, "The gods won't let you throw that."); |
1583 | } |
1484 | } |
1584 | |
1485 | return 0; |
1585 | if (throw_ob->flag [FLAG_STARTEQUIP]) |
1486 | } |
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?>"); |
1487 | |
1590 | |
|
|
1591 | return 0; |
|
|
1592 | } |
|
|
1593 | |
1488 | /* Because throwing effectiveness must be reduced by the |
1594 | /* Because throwing effectiveness must be reduced by the |
1489 | * encumbrance of the thrower and weight of the object. THus, |
1595 | * encumbrance of the thrower and weight of the object. THus, |
1490 | * we use the concept of 'effective strength' as defined below. |
1596 | * we use the concept of 'effective strength' as defined below. |
1491 | */ |
1597 | */ |
1492 | |
1598 | |
1493 | /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */ |
1599 | /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */ |
1494 | if(str>MAX_STAT) { |
1600 | if (str > MAX_STAT) |
1495 | str_factor = (float) str /(float) MAX_STAT; str = MAX_STAT; |
|
|
1496 | } |
1601 | { |
|
|
1602 | str_factor = (float) str / (float) MAX_STAT; |
|
|
1603 | str = MAX_STAT; |
1497 | |
1604 | } |
|
|
1605 | |
1498 | /* the more we carry, the less we can throw. Limit only on players */ |
1606 | /* the more we carry, the less we can throw. Limit only on players */ |
1499 | maxc=max_carry[str]*1000; |
1607 | maxc = max_carry[str] * 1000; |
1500 | if(op->carrying>maxc&&op->type==PLAYER) |
1608 | if (op->carrying > maxc && op->type == PLAYER) |
1501 | load_factor = (float)maxc/(float) op->carrying; |
1609 | load_factor = (float) maxc / (float) op->carrying; |
1502 | |
1610 | |
1503 | /* lighter items are thrown harder, farther, faster */ |
1611 | /* lighter items are thrown harder, farther, faster */ |
1504 | if(throw_ob->weight>0) |
1612 | if (throw_ob->weight > 0) |
1505 | item_factor = (float) maxc/(float) (3.0 * throw_ob->weight); |
1613 | item_factor = (float) maxc / (float) (3.0 * throw_ob->weight); |
|
|
1614 | else |
1506 | else { /* 0 or negative weight?!? Odd object, can't throw it */ |
1615 | { /* 0 or negative weight?!? Odd object, can't throw it */ |
1507 | new_draw_info_format(NDI_UNIQUE, 0,op,"You can't throw %s.\n", |
1616 | op->failmsgf ("You can't throw %s. H<Better report this to your dungeon master.>\n", query_name (throw_ob)); |
1508 | query_name(throw_ob)); |
1617 | return 0; |
1509 | return 0; |
|
|
1510 | } |
|
|
1511 | |
1618 | } |
|
|
1619 | |
1512 | eff_str = (int) (str * (load_factor<1.0?load_factor:1.0)); |
1620 | eff_str = (str * (load_factor < 1.0 ? load_factor : 1.0)) |
1513 | eff_str = (int) ((float) eff_str * item_factor * str_factor); |
1621 | * item_factor * str_factor; |
1514 | |
1622 | |
1515 | /* 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 |
1516 | * account for super-strong throwers. */ |
1624 | * account for super-strong throwers. */ |
1517 | if(eff_str>MAX_STAT) eff_str=MAX_STAT; |
1625 | min_it (eff_str, MAX_STAT); |
1518 | |
1626 | |
1519 | #ifdef DEBUG_THROW |
1627 | #ifdef DEBUG_THROW |
1520 | 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); |
1521 | LOG(llevDebug," max_c=%d, item_f=%f, load_f=%f, str=%d\n",maxc, |
1629 | LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str); |
1522 | item_factor,load_factor,op->stats.Str); |
|
|
1523 | LOG(llevDebug," str_factor=%f\n",str_factor); |
1630 | LOG (llevDebug, " str_factor=%f\n", str_factor); |
1524 | LOG(llevDebug," item %s weight= %d\n",throw_ob->name,throw_ob->weight); |
1631 | LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight); |
1525 | #endif |
1632 | #endif |
1526 | |
1633 | |
1527 | /* 3 things here prevent a throw, you aimed at your feet, you |
1634 | /* 3 things here prevent a throw, you aimed at your feet, you |
1528 | * have no effective throwing strength, or you threw at something |
1635 | * have no effective throwing strength, or you threw at something |
1529 | * that flying objects can't get through. |
1636 | * that flying objects can't get through. |
1530 | */ |
1637 | */ |
1531 | mflags = get_map_flags(part->map,&m, part->x+freearr_x[dir],part->y+freearr_y[dir],&sx,&sy); |
1638 | mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy); |
1532 | |
1639 | |
1533 | if(!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || |
1640 | if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW)) |
1534 | (GET_MAP_MOVE_BLOCK(m, sx, sy) & MOVE_FLY_LOW)) { |
1641 | { |
1535 | |
|
|
1536 | /* bounces off 'wall', and drops to feet */ |
1642 | /* bounces off 'wall', and drops to feet */ |
1537 | remove_ob(throw_ob); |
1643 | throw_ob->insert_at (part, op); |
1538 | throw_ob->x = part->x; throw_ob->y = part->y; |
1644 | |
1539 | insert_ob_in_map(throw_ob,part->map,op,0); |
|
|
1540 | if(op->type==PLAYER) { |
1645 | if (op->type == PLAYER) |
|
|
1646 | { |
1541 | if(eff_str<=1) { |
1647 | if (eff_str <= 1) |
1542 | new_draw_info_format(NDI_UNIQUE, 0,op, |
1648 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob)); |
1543 | "Your load is so heavy you drop %s to the ground.", |
|
|
1544 | query_name(throw_ob)); |
|
|
1545 | } |
|
|
1546 | else if(!dir) { |
1649 | else if (!dir) |
1547 | new_draw_info_format(NDI_UNIQUE, 0,op,"You throw %s at the ground.", |
1650 | new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob)); |
1548 | query_name(throw_ob)); |
1651 | else |
1549 | } |
|
|
1550 | else |
|
|
1551 | new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); |
1652 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1552 | } |
1653 | } |
1553 | return 0; |
1654 | |
1554 | } /* if object can't be thrown */ |
1655 | return 0; |
1555 | |
1656 | } /* if object can't be thrown */ |
|
|
1657 | |
1556 | left = throw_ob; /* these are throwing objects left to the player */ |
1658 | left = throw_ob; /* these are throwing objects left to the player */ |
1557 | left_tag = left->count; |
|
|
1558 | |
1659 | |
1559 | /* 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?) |
1560 | * and returns NULL. We must use 'left' then |
1661 | * and returns NULL. We must use 'left' then |
1561 | */ |
1662 | */ |
1562 | |
1663 | if (!(throw_ob = throw_ob->split ())) |
1563 | if((throw_ob = get_split_ob(throw_ob, 1))==NULL) { |
1664 | { |
1564 | throw_ob = left; |
1665 | throw_ob = left; |
1565 | remove_ob(left); |
1666 | left->remove (); |
1566 | if (op->type==PLAYER) |
|
|
1567 | esrv_del_item(op->contr, left->count); |
|
|
1568 | } |
1667 | } |
1569 | else if (op->type==PLAYER) { |
|
|
1570 | if (was_destroyed (left, left_tag)) |
|
|
1571 | esrv_del_item(op->contr, left_tag); |
|
|
1572 | else |
|
|
1573 | esrv_update_item(UPD_NROF, op, left); |
|
|
1574 | } |
|
|
1575 | |
1668 | |
1576 | /* special case: throwing powdery substances like dust, dirt */ |
1669 | /* special case: throwing powdery substances like dust, dirt */ |
1577 | if(throw_ob->type == POTION && throw_ob->subtype == POT_DUST) { |
1670 | if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) |
|
|
1671 | { |
1578 | cast_dust(op,throw_ob,dir); |
1672 | cast_dust (op, throw_ob, dir); |
1579 | return 1; |
1673 | return 1; |
1580 | } |
1674 | } |
1581 | |
1675 | |
1582 | /* Make a thrown object -- insert real object in a 'carrier' object. |
1676 | /* Make a thrown object -- insert real object in a 'carrier' object. |
1583 | * If unsuccessfull at making the "thrown_obj", we just reinsert |
1677 | * If unsuccessfull at making the "thrown_obj", we just reinsert |
1584 | * the original object back into inventory and exit |
1678 | * the original object back into inventory and exit |
1585 | */ |
1679 | */ |
1586 | if((toss_item = make_throw_ob(throw_ob))) { |
1680 | if ((toss_item = make_throw_ob (throw_ob))) |
|
|
1681 | { |
1587 | throw_ob = toss_item; |
1682 | throw_ob = toss_item; |
1588 | if (throw_ob->skill) free_string(throw_ob->skill); |
|
|
1589 | throw_ob->skill = add_string(skill->skill); |
1683 | throw_ob->skill = skill->skill; |
|
|
1684 | } |
|
|
1685 | else |
1590 | } |
1686 | { |
1591 | else { |
|
|
1592 | insert_ob_in_ob(throw_ob,op); |
1687 | insert_ob_in_ob (throw_ob, op); |
1593 | return 0; |
1688 | return 0; |
1594 | } |
1689 | } |
1595 | |
1690 | |
1596 | set_owner(throw_ob,op); |
1691 | throw_ob->set_owner (op); |
1597 | /* At some point in the attack code, the actual real object (op->inv) |
1692 | /* At some point in the attack code, the actual real object (op->inv) |
1598 | * becomes the hitter. As such, we need to make sure that has a proper |
1693 | * becomes the hitter. As such, we need to make sure that has a proper |
1599 | * owner value so exp goes to the right place. |
1694 | * owner value so exp goes to the right place. |
1600 | */ |
1695 | */ |
1601 | set_owner(throw_ob->inv,op); |
1696 | throw_ob->inv->set_owner (op); |
1602 | throw_ob->direction=dir; |
1697 | throw_ob->direction = dir; |
1603 | throw_ob->x = part->x; |
|
|
1604 | throw_ob->y = part->y; |
|
|
1605 | |
1698 | |
1606 | /* the damage bonus from the force of the throw */ |
1699 | /* the damage bonus from the force of the throw */ |
1607 | dam = (int) (str_factor * dam_bonus[eff_str]); |
1700 | dam = int (str_factor * dam_bonus[eff_str]); |
1608 | |
1701 | |
1609 | /* Now, lets adjust the properties of the thrown_ob. */ |
1702 | /* Now, lets adjust the properties of the thrown_ob. */ |
1610 | |
1703 | |
1611 | /* how far to fly */ |
1704 | /* how far to fly */ |
1612 | throw_ob->last_sp = (eff_str*3)/5; |
1705 | throw_ob->last_sp = (eff_str * 3) / 5; |
1613 | |
1706 | |
1614 | /* speed */ |
1707 | /* speed */ |
1615 | throw_ob->speed = (speed_bonus[eff_str]+1.0)/1.5; |
1708 | throw_ob->set_speed (min (1.0, speed_bonus[eff_str] + 1.0) / 1.5); /* no faster than an arrow! */ |
1616 | throw_ob->speed = MIN(1.0,throw_ob->speed); /* no faster than an arrow! */ |
1709 | |
1617 | |
|
|
1618 | /* item damage. Eff_str and item weight influence damage done */ |
1710 | /* item damage. Eff_str and item weight influence damage done */ |
1619 | weight_f = (throw_ob->weight/2000)>MAX_STAT?MAX_STAT:(throw_ob->weight/2000); |
1711 | weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000); |
1620 | throw_ob->stats.dam += (dam/3) + dam_bonus[weight_f] |
1712 | throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2; |
1621 | + (throw_ob->weight/15000) - 2; |
|
|
1622 | |
1713 | |
1623 | /* chance of breaking. Proportional to force used and weight of item */ |
1714 | /* chance of breaking. Proportional to force used and weight of item */ |
1624 | throw_ob->stats.food = (dam/2) + (throw_ob->weight/60000); |
1715 | throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000); |
1625 | |
1716 | |
1626 | /* replace 25 with a call to clone.arch wc? messes up w/ NPC */ |
1717 | /* replace 25 with a call to clone.arch wc? messes up w/ NPC */ |
1627 | throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] |
1718 | throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level; |
1628 | - thaco_bonus[eff_str] - skill->level; |
|
|
1629 | |
|
|
1630 | |
1719 | |
1631 | /* 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, |
1632 | * throwing knife, etc) will differ from ordinary items. Lets tailor |
1721 | * throwing knife, etc) will differ from ordinary items. Lets tailor |
1633 | * this stuff in here. |
1722 | * this stuff in here. |
1634 | */ |
1723 | */ |
1635 | |
1724 | |
1636 | if(QUERY_FLAG(throw_ob->inv,FLAG_IS_THROWN)) { |
1725 | if (throw_ob->inv->flag [FLAG_IS_THROWN]) |
|
|
1726 | { |
1637 | throw_ob->last_sp += eff_str/3; /* fly a little further */ |
1727 | throw_ob->last_sp += eff_str / 3; /* fly a little further */ |
1638 | 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; |
1639 | 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; |
1640 | /* only throw objects get directional faces */ |
1730 | /* only throw objects get directional faces */ |
1641 | if(GET_ANIM_ID(throw_ob) && NUM_ANIMATIONS(throw_ob)) |
1731 | if (throw_ob->has_anim () && throw_ob->anim_frames ()) |
1642 | SET_ANIMATION(throw_ob, dir); |
1732 | throw_ob->set_anim_frame (dir); |
1643 | } else { |
1733 | } |
|
|
1734 | else |
|
|
1735 | { |
|
|
1736 | uint16 mat = throw_ob->materials; |
|
|
1737 | |
1644 | /* some materials will adjust properties.. */ |
1738 | /* some materials will adjust properties.. */ |
1645 | if(throw_ob->material&M_LEATHER) { |
1739 | if (mat & M_LEATHER) |
|
|
1740 | { |
1646 | throw_ob->stats.dam -= 1; |
1741 | throw_ob->stats.dam -= 1; |
1647 | throw_ob->stats.food -= 10; |
1742 | throw_ob->stats.food -= 10; |
1648 | } |
1743 | } |
1649 | if(throw_ob->material&M_GLASS) throw_ob->stats.food += 60; |
1744 | |
1650 | |
1745 | if (mat & M_GLASS) |
1651 | if(throw_ob->material&M_ORGANIC) { |
1746 | throw_ob->stats.food += 60; |
|
|
1747 | |
|
|
1748 | if (mat & M_ORGANIC) |
|
|
1749 | { |
1652 | throw_ob->stats.dam -= 3; |
1750 | throw_ob->stats.dam -= 3; |
1653 | throw_ob->stats.food += 55; |
1751 | throw_ob->stats.food += 55; |
1654 | } |
1752 | } |
1655 | if(throw_ob->material&M_PAPER||throw_ob->material&M_CLOTH) { |
1753 | |
1656 | throw_ob->stats.dam -= 5; throw_ob->speed *= 0.8; |
1754 | if (mat & M_PAPER || mat & M_CLOTH) |
1657 | throw_ob->stats.wc += 3; throw_ob->stats.food -= 30; |
1755 | { |
1658 | } |
1756 | throw_ob->stats.dam -= 5; |
|
|
1757 | throw_ob->speed *= 0.8; |
|
|
1758 | throw_ob->stats.wc += 3; |
|
|
1759 | throw_ob->stats.food -= 30; |
|
|
1760 | } |
|
|
1761 | |
1659 | /* light obj have more wind resistance, fly slower*/ |
1762 | /* light obj have more wind resistance, fly slower */ |
1660 | if(throw_ob->weight>500) throw_ob->speed *= 0.8; |
1763 | if (throw_ob->weight > 500) |
1661 | if(throw_ob->weight>50) throw_ob->speed *= 0.5; |
1764 | throw_ob->speed *= 0.8; |
1662 | |
1765 | |
1663 | } /* else tailor thrown object */ |
1766 | if (throw_ob->weight > 50) |
1664 | |
1767 | throw_ob->speed *= 0.5; |
|
|
1768 | } /* else tailor thrown object */ |
|
|
1769 | |
1665 | /* some limits, and safeties (needed?) */ |
1770 | /* some limits, and safeties (needed?) */ |
1666 | if(throw_ob->stats.dam<0) throw_ob->stats.dam=0; |
1771 | max_it (throw_ob->stats.dam, 0); |
1667 | if(throw_ob->last_sp>eff_str) throw_ob->last_sp=eff_str; |
1772 | min_it (throw_ob->last_sp, eff_str); |
1668 | if(throw_ob->stats.food<0) throw_ob->stats.food=0; |
1773 | max_it (throw_ob->stats.food, 0); |
1669 | if(throw_ob->stats.food>100) throw_ob->stats.food=100; |
1774 | min_it (throw_ob->stats.wc, 30); |
1670 | if(throw_ob->stats.wc>30) throw_ob->stats.wc=30; |
|
|
1671 | |
1775 | |
1672 | /* how long to pause the thrower. Higher values mean less pause */ |
1776 | /* how long to pause the thrower. Higher values mean less pause */ |
1673 | pause_f = ((2*eff_str)/3)+20+skill->level; |
1777 | pause_f = ((2 * eff_str) / 3) + 20 + skill->level; |
1674 | |
1778 | |
1675 | /* Put a lower limit on this */ |
1779 | /* Put a lower limit on this */ |
1676 | if (pause_f < 10) pause_f=10; |
1780 | clamp_it (pause_f, 10, 100); |
1677 | if (pause_f > 100) pause_f=100; |
|
|
1678 | |
1781 | |
1679 | /* Changed in 0.94.2 - the calculation before was really goofy. |
1782 | /* Changed in 0.94.2 - the calculation before was really goofy. |
1680 | * 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 |
1681 | * speed 0.5 |
1784 | * speed 0.5 |
1682 | */ |
1785 | */ |
1683 | op->speed_left -= 50 / pause_f; |
1786 | op->speed_left -= 50 / pause_f; |
1684 | |
1787 | |
1685 | update_ob_speed(throw_ob); |
|
|
1686 | throw_ob->speed_left = 0; |
1788 | throw_ob->speed_left = 0; |
1687 | throw_ob->map = part->map; |
1789 | throw_ob->map = part->map; |
1688 | |
1790 | |
1689 | throw_ob->move_type = MOVE_FLY_LOW; |
1791 | throw_ob->move_type = MOVE_FLY_LOW; |
1690 | 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); |
1691 | |
1795 | |
1692 | #if 0 |
1796 | #if 0 |
1693 | /* need to put in a good sound for this */ |
1797 | /* need to put in a good sound for this */ |
1694 | 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); |
1695 | #endif |
1799 | #endif |
|
|
1800 | |
1696 | /* Lauwenmark - Now we can call the associated script_throw event (if any) */ |
1801 | /* Lauwenmark - Now we can call the associated script_throw event (if any) */ |
1697 | execute_event(throw_ob, EVENT_THROW,op,NULL,NULL,SCRIPT_FIX_ACTIVATOR); |
1802 | INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op)); |
1698 | #ifdef DEBUG_THROW |
1803 | #ifdef DEBUG_THROW |
1699 | LOG(llevDebug," pause_f=%d \n",pause_f); |
1804 | LOG (llevDebug, " pause_f=%d \n", pause_f); |
1700 | LOG(llevDebug," %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n", |
1805 | LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n", |
1701 | throw_ob->name,throw_ob->stats.wc,throw_ob->stats.dam, |
1806 | throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food); |
1702 | throw_ob->last_sp,throw_ob->speed,throw_ob->stats.food); |
|
|
1703 | LOG(llevDebug,"inserting tossitem (%d) into map\n",throw_ob->count); |
1807 | LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count); |
1704 | #endif |
1808 | #endif |
1705 | tag = throw_ob->count; |
1809 | |
1706 | insert_ob_in_map(throw_ob,part->map,op,0); |
1810 | throw_ob->insert_at (part, op); |
1707 | if (!was_destroyed (throw_ob, tag)) |
1811 | |
|
|
1812 | if (!throw_ob->destroyed ()) |
1708 | move_arrow(throw_ob); |
1813 | move_arrow (throw_ob); |
|
|
1814 | |
1709 | return 1; |
1815 | return 1; |
1710 | } |
1816 | } |
1711 | |
1817 | |
|
|
1818 | int |
1712 | int skill_throw (object *op, object *part, int dir, const char *params, object *skill) { |
1819 | skill_throw (object *op, object *part, int dir, const char *params, object *skill) |
|
|
1820 | { |
1713 | object *throw_ob; |
1821 | object *throw_ob; |
1714 | |
1822 | |
1715 | if(op->type==PLAYER) |
1823 | if (op->type == PLAYER) |
1716 | throw_ob = find_throw_ob(op,params); |
1824 | throw_ob = find_throw_ob (op, params); |
1717 | else |
1825 | else |
1718 | throw_ob = find_mon_throw_ob(op); |
1826 | throw_ob = find_mon_throw_ob (op); |
1719 | |
1827 | |
1720 | return do_throw(op,part, throw_ob,dir, skill); |
1828 | return do_throw (op, part, throw_ob, dir, skill); |
1721 | } |
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 | |