1 | /* |
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2 | * static char *rcsid_skills_c = |
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3 | * "$Id: skills.C,v 1.3 2006/08/17 20:23:31 root Exp $"; |
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4 | */ |
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5 | /* |
1 | /* |
6 | CrossFire, A Multiplayer game for X-windows |
2 | CrossFire, A Multiplayer game for X-windows |
7 | |
3 | |
8 | Copyright (C) 2003 Mark Wedel & Crossfire Development Team |
4 | Copyright (C) 2003 Mark Wedel & Crossfire Development Team |
9 | Copyright (C) 1992 Frank Tore Johansen |
5 | Copyright (C) 1992 Frank Tore Johansen |
… | |
… | |
20 | |
16 | |
21 | You should have received a copy of the GNU General Public License |
17 | You should have received a copy of the GNU General Public License |
22 | along with this program; if not, write to the Free Software |
18 | along with this program; if not, write to the Free Software |
23 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
24 | |
20 | |
25 | The authors can be reached via e-mail to crossfire-devel@real-time.com |
21 | The authors can be reached via e-mail to <crossfire@schmorp.de> |
26 | */ |
22 | */ |
27 | |
23 | |
28 | #include <global.h> |
24 | #include <global.h> |
29 | #include <object.h> |
25 | #include <object.h> |
30 | #ifndef __CEXTRACT__ |
26 | #ifndef __CEXTRACT__ |
31 | #include <sproto.h> |
27 | # include <sproto.h> |
32 | #endif |
28 | #endif |
33 | #include <living.h> |
29 | #include <living.h> |
34 | #include <skills.h> |
30 | #include <skills.h> |
35 | #include <spells.h> |
31 | #include <spells.h> |
36 | #include <book.h> |
32 | #include <book.h> |
37 | |
33 | |
38 | /* adj_stealchance() - increased values indicate better attempts */ |
34 | /* adj_stealchance() - increased values indicate better attempts */ |
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35 | static int |
39 | static int adj_stealchance (object *op, object *victim, int roll) { |
36 | adj_stealchance (object *op, object *victim, int roll) |
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37 | { |
40 | object *equip; |
38 | object *equip; |
41 | |
39 | |
42 | if(!op||!victim||!roll) return -1; |
40 | if (!op || !victim || !roll) |
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41 | return -1; |
43 | |
42 | |
44 | /* Only prohibit stealing if the player does not have a free |
43 | /* Only prohibit stealing if the player does not have a free |
45 | * hand available and in fact does have hands. |
44 | * hand available and in fact does have hands. |
46 | */ |
45 | */ |
47 | if(op->type==PLAYER && op->body_used[BODY_ARMS] <=0 && |
46 | if (op->type == PLAYER && op->body_used[BODY_ARMS] <= 0 && op->body_info[BODY_ARMS]) |
48 | op->body_info[BODY_ARMS]) { |
47 | { |
49 | new_draw_info(NDI_UNIQUE, 0,op,"But you have no free hands to steal with!"); |
48 | new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!"); |
50 | return -1; |
49 | return -1; |
51 | } |
50 | } |
52 | |
51 | |
53 | /* ADJUSTMENTS */ |
52 | /* ADJUSTMENTS */ |
54 | |
53 | |
55 | /* Its harder to steal from hostile beings! */ |
54 | /* Its harder to steal from hostile beings! */ |
56 | if(!QUERY_FLAG(victim, FLAG_UNAGGRESSIVE)) roll = roll/2; |
55 | if (!QUERY_FLAG (victim, 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 (QUERY_FLAG (victim, 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) |
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69 | { |
69 | if(equip->type==WEAPON&&QUERY_FLAG(equip,FLAG_APPLIED)) { |
70 | if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED)) |
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71 | { |
70 | roll -= equip->weight/10000; |
72 | roll -= equip->weight / 10000; |
71 | } |
73 | } |
72 | if(equip->type==BOW&&QUERY_FLAG(equip,FLAG_APPLIED)) |
74 | if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED)) |
73 | roll -= equip->weight/5000; |
75 | roll -= equip->weight / 5000; |
74 | if(equip->type==SHIELD&&QUERY_FLAG(equip,FLAG_APPLIED)) { |
76 | if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) |
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77 | { |
75 | roll -= equip->weight/2000; |
78 | roll -= equip->weight / 2000; |
76 | } |
79 | } |
77 | if(equip->type==ARMOUR&&QUERY_FLAG(equip,FLAG_APPLIED)) |
80 | if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED)) |
78 | roll -= equip->weight/5000; |
81 | roll -= equip->weight / 5000; |
79 | if(equip->type==GLOVES&&QUERY_FLAG(equip,FLAG_APPLIED)) |
82 | if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED)) |
80 | roll -= equip->weight/100; |
83 | roll -= equip->weight / 100; |
81 | } |
84 | } |
82 | if(roll<0) roll=0; |
85 | if (roll < 0) |
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86 | roll = 0; |
83 | return roll; |
87 | return roll; |
84 | } |
88 | } |
85 | |
89 | |
86 | /* |
90 | /* |
87 | * When stealing: dependent on the intelligence/wisdom of whom you're |
91 | * When stealing: dependent on the intelligence/wisdom of whom you're |
88 | * stealing from (op in attempt_steal), offset by your dexterity and |
92 | * stealing from (op in attempt_steal), offset by your dexterity and |
… | |
… | |
91 | * op is the target (person being pilfered) |
95 | * op is the target (person being pilfered) |
92 | * who is the person doing the stealing. |
96 | * who is the person doing the stealing. |
93 | * skill is the skill object (stealing). |
97 | * skill is the skill object (stealing). |
94 | */ |
98 | */ |
95 | |
99 | |
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100 | static int |
96 | static int attempt_steal(object* op, object* who, object *skill) |
101 | attempt_steal (object *op, object *who, object *skill) |
97 | { |
102 | { |
98 | object *success=NULL, *tmp=NULL, *next; |
103 | object *success = NULL, *tmp = NULL, *next; |
99 | int roll=0, chance=0, stats_value; |
104 | int roll = 0, chance = 0, stats_value; |
100 | rv_vector rv; |
105 | rv_vector rv; |
101 | |
106 | |
102 | stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2; |
107 | stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2; |
103 | |
108 | |
104 | /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them) |
109 | /* 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 |
110 | * they will try to prevent stealing if they can. Only unseen theives will |
106 | * have much chance of success. |
111 | * have much chance of success. |
107 | */ |
112 | */ |
108 | if(op->type!=PLAYER && QUERY_FLAG(op,FLAG_NO_STEAL)) { |
113 | if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL)) |
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114 | { |
109 | if(can_detect_enemy(op,who,&rv)) { |
115 | if (can_detect_enemy (op, who, &rv)) |
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116 | { |
110 | npc_call_help(op); |
117 | npc_call_help (op); |
111 | CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); |
118 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
112 | new_draw_info(NDI_UNIQUE, 0,who,"Your attempt is prevented!"); |
119 | new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); |
113 | return 0; |
120 | return 0; |
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121 | } |
114 | } else /* help npc to detect thief next time by raising its wisdom */ |
122 | else /* help npc to detect thief next time by raising its wisdom */ |
115 | op->stats.Wis += (op->stats.Int/5)+1; |
123 | op->stats.Wis += (op->stats.Int / 5) + 1; |
116 | if (op->stats.Wis > MAX_STAT) op->stats.Wis = MAX_STAT; |
124 | if (op->stats.Wis > MAX_STAT) |
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125 | op->stats.Wis = MAX_STAT; |
117 | } |
126 | } |
118 | if (op->type == PLAYER && QUERY_FLAG(op, FLAG_WIZ)) { |
127 | if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ)) |
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128 | { |
119 | new_draw_info(NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n"); |
129 | new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n"); |
120 | return 0; |
130 | return 0; |
121 | } |
131 | } |
122 | #ifdef PROHIBIT_PLAYERKILL |
132 | #ifdef PROHIBIT_PLAYERKILL |
123 | if(op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful)) { |
133 | if (op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful)) |
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134 | { |
124 | new_draw_info(NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); |
135 | new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); |
125 | return 0; |
136 | return 0; |
126 | } |
137 | } |
127 | #else |
138 | #else |
128 | if(op->type == PLAYER && who->type == PLAYER && settings.no_player_stealing) { |
139 | if (op->type == PLAYER && who->type == PLAYER && settings.no_player_stealing) |
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140 | { |
129 | new_draw_info(NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); |
141 | new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); |
130 | return 0; |
142 | return 0; |
131 | } |
143 | } |
132 | #endif |
144 | #endif |
133 | |
145 | |
134 | |
146 | |
135 | /* Ok then, go thru their inventory, stealing */ |
147 | /* Ok then, go thru their inventory, stealing */ |
136 | for(tmp = op->inv; tmp != NULL; tmp = next) { |
148 | for (tmp = op->inv; tmp != NULL; tmp = next) |
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149 | { |
137 | next = tmp->below; |
150 | next = tmp->below; |
138 | |
151 | |
139 | /* you can't steal worn items, starting items, wiz stuff, |
152 | /* you can't steal worn items, starting items, wiz stuff, |
140 | * innate abilities, or items w/o a type. Generally |
153 | * innate abilities, or items w/o a type. Generally |
141 | * speaking, the invisibility flag prevents experience or |
154 | * speaking, the invisibility flag prevents experience or |
142 | * abilities from being stolen since these types are currently |
155 | * abilities from being stolen since these types are currently |
143 | * always invisible objects. I was implicit here so as to prevent |
156 | * always invisible objects. I was implicit here so as to prevent |
144 | * future possible problems. -b.t. |
157 | * future possible problems. -b.t. |
145 | * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL |
158 | * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL |
146 | * already -b.t. |
159 | * already -b.t. |
147 | */ |
160 | */ |
148 | |
161 | |
149 | if (QUERY_FLAG(tmp,FLAG_WAS_WIZ) || QUERY_FLAG(tmp, FLAG_APPLIED) |
162 | if (QUERY_FLAG (tmp, FLAG_WAS_WIZ) || QUERY_FLAG (tmp, FLAG_APPLIED) |
150 | || !(tmp->type) |
163 | || !(tmp->type) |
151 | || tmp->type == EXPERIENCE || tmp->type == SPELL |
164 | || tmp->type == EXPERIENCE || tmp->type == SPELL |
152 | || QUERY_FLAG(tmp,FLAG_STARTEQUIP) |
165 | || QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_STEAL) || tmp->invisible) |
153 | || QUERY_FLAG(tmp,FLAG_NO_STEAL) |
166 | continue; |
154 | || tmp->invisible ) continue; |
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155 | |
167 | |
156 | /* Okay, try stealing this item. Dependent on dexterity of thief, |
168 | /* Okay, try stealing this item. Dependent on dexterity of thief, |
157 | * skill level, see the adj_stealroll fctn for more detail. |
169 | * skill level, see the adj_stealroll fctn for more detail. |
158 | */ |
170 | */ |
159 | |
171 | |
160 | roll=die_roll(2, 100, who, PREFER_LOW)/2; /* weighted 1-100 */ |
172 | roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */ |
161 | |
173 | |
162 | if((chance=adj_stealchance(who,op,(stats_value+skill->level * 10 - op->level * 3)))==-1) |
174 | if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1) |
163 | return 0; |
175 | return 0; |
164 | else if (roll < chance ) { |
176 | else if (roll < chance) |
165 | tag_t tmp_count = tmp->count; |
177 | { |
166 | |
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167 | pick_up(who, tmp); |
178 | pick_up (who, tmp); |
168 | /* need to see if the player actually stole this item - |
179 | /* need to see if the player actually stole this item - |
169 | * if it is in the players inv, assume it is. This prevents |
180 | * if it is in the players inv, assume it is. This prevents |
170 | * abuses where the player can not carry the item, so just |
181 | * abuses where the player can not carry the item, so just |
171 | * keeps stealing it over and over. |
182 | * keeps stealing it over and over. |
172 | */ |
183 | */ |
173 | if (was_destroyed(tmp, tmp_count) || tmp->env != op) { |
184 | if (tmp->destroyed () || tmp->env != op) |
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185 | { |
174 | /* for players, play_sound: steals item */ |
186 | /* for players, play_sound: steals item */ |
175 | success = tmp; |
187 | success = tmp; |
176 | CLEAR_FLAG(tmp, FLAG_INV_LOCKED); |
188 | CLEAR_FLAG (tmp, FLAG_INV_LOCKED); |
177 | |
189 | |
178 | /* Don't delete it from target player until we know |
190 | /* Don't delete it from target player until we know |
179 | * the thief has picked it up. can't just look at tmp->count, |
191 | * the thief has picked it up. can't just look at tmp->count, |
180 | * as it's possible that it got merged when picked up. |
192 | * as it's possible that it got merged when picked up. |
181 | */ |
193 | */ |
182 | if (op->type == PLAYER) |
194 | if (op->type == PLAYER) |
183 | esrv_del_item(op->contr, tmp_count); |
195 | esrv_del_item (op->contr, tmp->count); |
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196 | } |
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197 | break; |
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198 | } |
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199 | } /* for loop looking for an item */ |
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200 | |
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201 | if (!tmp) |
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202 | { |
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203 | 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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204 | return 0; |
184 | } |
205 | } |
185 | break; |
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186 | } |
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187 | } /* for loop looking for an item */ |
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188 | |
206 | |
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 |
207 | /* If you arent high enough level, you might get something BUT |
196 | * the victim will notice your stealing attempt. Ditto if you |
208 | * the victim will notice your stealing attempt. Ditto if you |
197 | * attempt to steal something heavy off them, they're bound to notice |
209 | * attempt to steal something heavy off them, they're bound to notice |
198 | */ |
210 | */ |
199 | |
211 | |
200 | if((roll>=skill->level) || !chance |
212 | if ((roll >= skill->level) || !chance |
201 | ||(tmp && tmp->weight>(250*(random_roll(0, stats_value+skill->level * 10-1, who, PREFER_LOW))))) { |
213 | || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW))))) |
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214 | { |
202 | |
215 | |
203 | /* victim figures out where the thief is! */ |
216 | /* victim figures out where the thief is! */ |
204 | if(who->hide) make_visible(who); |
217 | if (who->hide) |
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218 | make_visible (who); |
205 | |
219 | |
206 | if(op->type != PLAYER) { |
220 | if (op->type != PLAYER) |
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221 | { |
207 | /* The unaggressives look after themselves 8) */ |
222 | /* The unaggressives look after themselves 8) */ |
208 | if(who->type==PLAYER) { |
223 | if (who->type == PLAYER) |
209 | npc_call_help(op); |
224 | { |
210 | new_draw_info_format(NDI_UNIQUE, 0,who, |
225 | npc_call_help (op); |
211 | "%s notices your attempted pilfering!",query_name(op)); |
226 | new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op)); |
212 | } |
227 | } |
213 | CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); |
228 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
214 | /* all remaining npc items are guarded now. Set flag NO_STEAL |
229 | /* all remaining npc items are guarded now. Set flag NO_STEAL |
215 | * on the victim. |
230 | * on the victim. |
216 | */ |
231 | */ |
217 | SET_FLAG(op,FLAG_NO_STEAL); |
232 | SET_FLAG (op, FLAG_NO_STEAL); |
218 | } else { /* stealing from another player */ |
233 | } |
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234 | else |
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235 | { /* stealing from another player */ |
219 | char buf[MAX_BUF]; |
236 | char buf[MAX_BUF]; |
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237 | |
220 | /* Notify the other player */ |
238 | /* Notify the other player */ |
221 | if (success && who->stats.Int > random_roll(0, 19, op, PREFER_LOW)) { |
239 | if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW)) |
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240 | { |
222 | sprintf(buf, "Your %s is missing!", query_name(success)); |
241 | sprintf (buf, "Your %s is missing!", query_name (success)); |
223 | } else { |
242 | } |
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243 | else |
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244 | { |
224 | sprintf(buf, "Your pack feels strangely lighter."); |
245 | sprintf (buf, "Your pack feels strangely lighter."); |
225 | } |
246 | } |
226 | new_draw_info(NDI_UNIQUE, 0,op,buf); |
247 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
227 | if (!success) { |
248 | if (!success) |
228 | if (who->invisible) { |
249 | { |
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250 | if (who->invisible) |
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251 | { |
229 | sprintf(buf, "you feel itchy fingers getting at your pack."); |
252 | sprintf (buf, "you feel itchy fingers getting at your pack."); |
230 | } else { |
253 | } |
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254 | else |
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255 | { |
231 | sprintf(buf, "%s looks very shifty.", query_name(who)); |
256 | sprintf (buf, "%s looks very shifty.", query_name (who)); |
232 | } |
257 | } |
233 | new_draw_info(NDI_UNIQUE, 0,op,buf); |
258 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
234 | } |
259 | } |
235 | } /* else stealing from another player */ |
260 | } /* else stealing from another player */ |
236 | /* play_sound("stop! thief!"); kindofthing */ |
261 | /* play_sound("stop! thief!"); kindofthing */ |
237 | } /* if you weren't 100% successful */ |
262 | } /* if you weren't 100% successful */ |
238 | return success? 1:0; |
263 | return success ? 1 : 0; |
239 | } |
264 | } |
240 | |
265 | |
241 | |
266 | |
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267 | int |
242 | int steal(object* op, int dir, object *skill) |
268 | steal (object *op, int dir, object *skill) |
243 | { |
269 | { |
244 | object *tmp, *next; |
270 | object *tmp, *next; |
245 | sint16 x, y; |
271 | sint16 x, y; |
246 | mapstruct *m; |
272 | maptile *m; |
247 | int mflags; |
273 | int mflags; |
248 | |
274 | |
249 | x = op->x + freearr_x[dir]; |
275 | x = op->x + freearr_x[dir]; |
250 | y = op->y + freearr_y[dir]; |
276 | y = op->y + freearr_y[dir]; |
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277 | |
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278 | if (dir == 0) |
251 | |
279 | { |
252 | if(dir == 0) { |
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253 | /* Can't steal from ourself! */ |
280 | /* Can't steal from ourself! */ |
254 | return 0; |
281 | return 0; |
255 | } |
282 | } |
256 | |
283 | |
257 | m = op->map; |
284 | m = op->map; |
258 | mflags = get_map_flags(m, &m ,x,y, &x, &y); |
285 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
259 | /* Out of map - can't do it. If nothing alive on this space, |
286 | /* Out of map - can't do it. If nothing alive on this space, |
260 | * don't need to look any further. |
287 | * don't need to look any further. |
261 | */ |
288 | */ |
262 | if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) |
289 | 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; |
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268 | |
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269 | /* Find the topmost object at this spot */ |
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270 | for(tmp = get_map_ob(m,x,y); |
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271 | tmp != NULL && tmp->above != NULL; |
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272 | tmp = tmp->above); |
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273 | |
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274 | /* For all the stacked objects at this point, attempt a steal */ |
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275 | for(; tmp != NULL; tmp = next) { |
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276 | next = tmp->below; |
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277 | /* Minor hack--for multi square beings - make sure we get |
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278 | * the 'head' coz 'tail' objects have no inventory! - b.t. |
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279 | */ |
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280 | if (tmp->head) tmp=tmp->head; |
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281 | |
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|
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; |
290 | return 0; |
307 | } |
|
|
308 | |
291 | |
|
|
292 | /* If player can't move onto the space, can't steal from it. */ |
|
|
293 | if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) |
|
|
294 | return 0; |
|
|
295 | |
|
|
296 | /* Find the topmost object at this spot */ |
|
|
297 | for (tmp = get_map_ob (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above); |
|
|
298 | |
|
|
299 | /* For all the stacked objects at this point, attempt a steal */ |
|
|
300 | for (; tmp != NULL; tmp = next) |
|
|
301 | { |
|
|
302 | next = tmp->below; |
|
|
303 | /* Minor hack--for multi square beings - make sure we get |
|
|
304 | * the 'head' coz 'tail' objects have no inventory! - b.t. |
|
|
305 | */ |
|
|
306 | if (tmp->head) |
|
|
307 | tmp = tmp->head; |
|
|
308 | |
|
|
309 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
|
|
310 | continue; |
|
|
311 | |
|
|
312 | /* do not reveal hidden DMs */ |
|
|
313 | if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden) |
|
|
314 | continue; |
|
|
315 | if (attempt_steal (tmp, op, skill)) |
|
|
316 | { |
|
|
317 | if (tmp->type == PLAYER) /* no xp for stealing from another player */ |
|
|
318 | return 0; |
|
|
319 | |
|
|
320 | /* no xp for stealing from pets (of players) */ |
|
|
321 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) |
|
|
322 | { |
|
|
323 | object *owner = get_owner (tmp); |
|
|
324 | |
|
|
325 | if (owner != NULL && owner->type == PLAYER) |
|
|
326 | return 0; |
|
|
327 | } |
|
|
328 | |
|
|
329 | // reduce monster experience by experience we gained, as to |
|
|
330 | // limit the amount of exp that can be gained by stealing from monsters |
|
|
331 | // (jessies gave ~20,000,000 exp otherwise. |
|
|
332 | int exp = calc_skill_exp (op, tmp, skill); |
|
|
333 | |
|
|
334 | exp = MIN (tmp->stats.exp, exp); |
|
|
335 | tmp->stats.exp -= exp; |
|
|
336 | return exp; |
|
|
337 | } |
|
|
338 | } |
|
|
339 | return 0; |
|
|
340 | } |
|
|
341 | |
|
|
342 | static int |
309 | static int attempt_pick_lock (object *door, object *pl, object *skill) |
343 | attempt_pick_lock (object *door, object *pl, object *skill) |
310 | { |
344 | { |
311 | int difficulty= pl->map->difficulty ? pl->map->difficulty : 0; |
345 | int difficulty = pl->map->difficulty ? pl->map->difficulty : 0; |
312 | int success = 0, number; /* did we get anything? */ |
346 | int success = 0, number; /* did we get anything? */ |
313 | |
347 | |
314 | |
348 | |
315 | /* Try to pick the lock on this item (doors only for now). |
349 | /* Try to pick the lock on this item (doors only for now). |
316 | * Dependent on dexterity/skill SK_level of the player and |
350 | * Dependent on dexterity/skill SK_level of the player and |
317 | * the map level difficulty. |
351 | * the map level difficulty. |
318 | */ |
352 | */ |
319 | number = (die_roll(2, 40, pl, PREFER_LOW)-2)/2; |
353 | number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2; |
320 | if (number < (pl->stats.Dex + skill->level - difficulty)) { |
354 | if (number < (pl->stats.Dex + skill->level - difficulty)) |
|
|
355 | { |
321 | remove_door(door); |
356 | remove_door (door); |
322 | success = 1; |
357 | 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 | } |
358 | } |
|
|
359 | else if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
|
|
360 | { /* set off any traps? */ |
|
|
361 | spring_trap (door->inv, pl); |
|
|
362 | } |
326 | return success; |
363 | return success; |
327 | } |
364 | } |
328 | |
365 | |
329 | |
366 | |
330 | /* Implementation by bt. (thomas@astro.psu.edu) |
367 | /* Implementation by bt. (thomas@astro.psu.edu) |
331 | * monster implementation 7-7-95 by bt. |
368 | * monster implementation 7-7-95 by bt. |
332 | */ |
369 | */ |
333 | |
370 | |
|
|
371 | int |
334 | int pick_lock(object *pl, int dir, object *skill) |
372 | pick_lock (object *pl, int dir, object *skill) |
335 | { |
373 | { |
336 | object *tmp; |
374 | object *tmp; |
337 | int x = pl->x + freearr_x[dir]; |
375 | int x = pl->x + freearr_x[dir]; |
338 | int y = pl->y + freearr_y[dir]; |
376 | int y = pl->y + freearr_y[dir]; |
339 | |
377 | |
|
|
378 | if (!dir) |
340 | if(!dir) dir=pl->facing; |
379 | dir = pl->facing; |
341 | |
380 | |
342 | /* For all the stacked objects at this point find a door*/ |
381 | /* For all the stacked objects at this point find a door */ |
343 | if (out_of_map(pl->map,x,y)) { |
382 | if (out_of_map (pl->map, x, y)) |
|
|
383 | { |
344 | new_draw_info(NDI_UNIQUE, 0,pl,"There is no lock there."); |
384 | new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); |
345 | return 0; |
385 | return 0; |
346 | } |
386 | } |
347 | |
387 | |
348 | for(tmp=get_map_ob(pl->map,x,y); tmp; tmp=tmp->above) |
388 | for (tmp = get_map_ob (pl->map, x, y); tmp; tmp = tmp->above) |
349 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) break; |
389 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
|
|
390 | break; |
350 | |
391 | |
351 | if (!tmp) { |
392 | if (!tmp) |
|
|
393 | { |
352 | new_draw_info(NDI_UNIQUE, 0,pl,"There is no lock there."); |
394 | new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); |
353 | return 0; |
395 | return 0; |
354 | } |
396 | } |
355 | if (tmp->type == LOCKED_DOOR) { |
397 | if (tmp->type == LOCKED_DOOR) |
|
|
398 | { |
356 | new_draw_info(NDI_UNIQUE, 0,pl, "You can't pick that lock!"); |
399 | new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!"); |
357 | return 0; |
400 | return 0; |
358 | } |
401 | } |
359 | |
402 | |
360 | if (!tmp->move_block) { |
403 | if (!tmp->move_block) |
|
|
404 | { |
361 | new_draw_info(NDI_UNIQUE, 0,pl,"The door has no lock!"); |
405 | new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!"); |
362 | return 0; |
406 | return 0; |
363 | } |
407 | } |
364 | |
408 | |
365 | if (attempt_pick_lock(tmp, pl, skill)) { |
409 | if (attempt_pick_lock (tmp, pl, skill)) |
|
|
410 | { |
366 | new_draw_info(NDI_UNIQUE, 0,pl,"You pick the lock."); |
411 | new_draw_info (NDI_UNIQUE, 0, pl, "You pick the lock."); |
367 | return calc_skill_exp(pl,NULL, skill); |
412 | return calc_skill_exp (pl, NULL, skill); |
368 | } else { |
413 | } |
|
|
414 | else |
|
|
415 | { |
369 | new_draw_info(NDI_UNIQUE, 0,pl, "You fail to pick the lock."); |
416 | new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock."); |
370 | return 0; |
417 | return 0; |
371 | } |
418 | } |
372 | } |
419 | } |
373 | |
420 | |
374 | |
421 | |
375 | /* HIDE CODE. The user becomes undetectable (not just 'invisible') for |
422 | /* HIDE CODE. The user becomes undetectable (not just 'invisible') for |
376 | * a short while (success and duration dependant on player SK_level, |
423 | * a short while (success and duration dependant on player SK_level, |
377 | * dexterity, charisma, and map difficulty). |
424 | * dexterity, charisma, and map difficulty). |
378 | * Players have a good chance of becoming 'unhidden' if they move |
425 | * Players have a good chance of becoming 'unhidden' if they move |
379 | * and like invisiblity will be come visible if they attack |
426 | * and like invisiblity will be come visible if they attack |
380 | * Implemented by b.t. (thomas@astro.psu.edu) |
427 | * Implemented by b.t. (thomas@astro.psu.edu) |
381 | * July 7, 1995 - made hiding possible for monsters. -b.t. |
428 | * July 7, 1995 - made hiding possible for monsters. -b.t. |
382 | */ |
429 | */ |
383 | |
430 | |
|
|
431 | static int |
384 | static int attempt_hide(object *op, object *skill) { |
432 | attempt_hide (object *op, object *skill) |
|
|
433 | { |
385 | int number,difficulty=op->map->difficulty; |
434 | int number, difficulty = op->map->difficulty; |
386 | int terrain = hideability(op); |
435 | int terrain = hideability (op); |
387 | |
436 | |
388 | if(terrain<-10) /* not enough cover here */ |
437 | 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; |
438 | return 0; |
|
|
439 | |
|
|
440 | /* Hiding success and duration dependant on skill level, |
|
|
441 | * op->stats.Dex, map difficulty and terrain. |
|
|
442 | */ |
|
|
443 | |
|
|
444 | number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2; |
|
|
445 | if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) |
|
|
446 | { |
|
|
447 | op->invisible += 100; /* set the level of 'hiddeness' */ |
|
|
448 | if (op->type == PLAYER) |
|
|
449 | op->contr->tmp_invis = 1; |
|
|
450 | op->hide = 1; |
|
|
451 | return 1; |
|
|
452 | } |
|
|
453 | return 0; |
404 | } |
454 | } |
405 | |
455 | |
406 | /* patched this to take terrain into consideration */ |
456 | /* patched this to take terrain into consideration */ |
407 | |
457 | int |
408 | int hide(object *op, object *skill) { |
458 | hide (object *op, object *skill) |
|
|
459 | { |
409 | |
460 | |
410 | /* the preliminaries -- Can we really hide now? */ |
461 | /* the preliminaries -- Can we really hide now? */ |
411 | /* this keeps monsters from using invisibilty spells and hiding */ |
462 | /* this keeps monsters from using invisibilty spells and hiding */ |
412 | |
463 | |
413 | if (QUERY_FLAG(op, FLAG_MAKE_INVIS)) { |
464 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
465 | { |
414 | new_draw_info(NDI_UNIQUE, 0,op,"You don't need to hide while invisible!"); |
466 | new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!"); |
415 | return 0; |
467 | return 0; |
|
|
468 | } |
416 | } else if (!op->hide && op->invisible>0 && op->type == PLAYER) { |
469 | else if (!op->hide && op->invisible > 0 && op->type == PLAYER) |
|
|
470 | { |
417 | new_draw_info(NDI_UNIQUE, 0,op,"Your attempt to hide breaks the invisibility spell!"); |
471 | new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!"); |
418 | make_visible(op); |
472 | make_visible (op); |
419 | } |
473 | } |
420 | |
474 | |
421 | if(op->invisible>(50*skill->level)) { |
475 | if (op->invisible > (50 * skill->level)) |
|
|
476 | { |
422 | new_draw_info(NDI_UNIQUE,0,op,"You are as hidden as you can get."); |
477 | new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get."); |
423 | return 0; |
478 | return 0; |
424 | } |
479 | } |
425 | |
480 | |
426 | if(attempt_hide(op, skill)) { |
481 | if (attempt_hide (op, skill)) |
|
|
482 | { |
427 | new_draw_info(NDI_UNIQUE, 0,op,"You hide in the shadows."); |
483 | new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows."); |
428 | update_object(op,UP_OBJ_FACE); |
484 | update_object (op, UP_OBJ_FACE); |
429 | return calc_skill_exp(op, NULL, skill); |
485 | return calc_skill_exp (op, NULL, skill); |
430 | } |
486 | } |
431 | new_draw_info(NDI_UNIQUE,0,op,"You fail to conceal yourself."); |
487 | new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself."); |
432 | return 0; |
488 | return 0; |
433 | } |
489 | } |
434 | |
490 | |
435 | |
491 | |
436 | /* stop_jump() - End of jump. Clear flags, restore the map, and |
492 | /* stop_jump() - End of jump. Clear flags, restore the map, and |
437 | * freeze the jumper a while to simulate the exhaustion |
493 | * freeze the jumper a while to simulate the exhaustion |
438 | * of jumping. |
494 | * of jumping. |
439 | */ |
495 | */ |
|
|
496 | static void |
440 | static void stop_jump(object *pl, int dist, int spaces) { |
497 | stop_jump (object *pl, int dist, int spaces) |
|
|
498 | { |
441 | fix_player(pl); |
499 | fix_player (pl); |
442 | insert_ob_in_map(pl,pl->map,pl,0); |
500 | insert_ob_in_map (pl, pl->map, pl, 0); |
443 | } |
501 | } |
444 | |
502 | |
445 | |
503 | |
|
|
504 | static int |
446 | static int attempt_jump (object *pl, int dir, int spaces, object *skill) { |
505 | attempt_jump (object *pl, int dir, int spaces, object *skill) |
|
|
506 | { |
447 | object *tmp; |
507 | object *tmp; |
448 | int i,exp=0,dx=freearr_x[dir],dy=freearr_y[dir], mflags; |
508 | int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags; |
449 | sint16 x, y; |
509 | sint16 x, y; |
450 | mapstruct *m; |
510 | maptile *m; |
451 | |
511 | |
452 | /* Jump loop. Go through spaces opject wants to jump. Halt the |
512 | /* Jump loop. Go through spaces opject wants to jump. Halt the |
453 | * jump if a wall or creature is in the way. We set FLAG_FLYING |
513 | * 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 |
514 | * temporarily to allow player to aviod exits/archs that are not |
455 | * fly_on, fly_off. This will also prevent pickup of objects |
515 | * fly_on, fly_off. This will also prevent pickup of objects |
456 | * while jumping over them. |
516 | * while jumping over them. |
457 | */ |
517 | */ |
458 | |
518 | |
459 | remove_ob(pl); |
519 | remove_ob (pl); |
460 | |
520 | |
461 | /* |
521 | /* |
462 | * I don't think this is actually needed - all the movement |
522 | * I don't think this is actually needed - all the movement |
463 | * code is handled in this function, and I don't see anyplace |
523 | * code is handled in this function, and I don't see anyplace |
464 | * that cares about the move_type being flying. |
524 | * that cares about the move_type being flying. |
465 | */ |
525 | */ |
466 | pl->move_type |= MOVE_FLY_LOW; |
526 | pl->move_type |= MOVE_FLY_LOW; |
467 | |
527 | |
468 | for(i=0;i<=spaces;i++) { |
528 | for (i = 0; i <= spaces; i++) |
|
|
529 | { |
469 | x = pl->x + dx; |
530 | x = pl->x + dx; |
470 | y = pl->y + dy; |
531 | y = pl->y + dy; |
471 | m = pl->map; |
532 | m = pl->map; |
472 | |
533 | |
473 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
534 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
474 | |
535 | |
475 | if (mflags & P_OUT_OF_MAP) { |
536 | if (mflags & P_OUT_OF_MAP) |
|
|
537 | { |
476 | (void) stop_jump(pl,i,spaces); |
538 | (void) stop_jump (pl, i, spaces); |
477 | return 0; |
539 | return 0; |
478 | } |
540 | } |
479 | if (OB_TYPE_MOVE_BLOCK(pl, GET_MAP_MOVE_BLOCK(m, x, y))) { |
541 | if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y))) |
|
|
542 | { |
480 | new_draw_info(NDI_UNIQUE, 0,pl,"Your jump is blocked."); |
543 | new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); |
481 | stop_jump(pl,i,spaces); |
544 | stop_jump (pl, i, spaces); |
482 | return 0; |
545 | return 0; |
483 | } |
546 | } |
484 | |
547 | |
485 | for(tmp=get_map_ob(m, x, y); tmp;tmp=tmp->above) { |
548 | for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) |
|
|
549 | { |
486 | /* Jump into creature */ |
550 | /* Jump into creature */ |
487 | if(QUERY_FLAG(tmp, FLAG_MONSTER) |
551 | if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden))) |
488 | || (tmp->type==PLAYER && (!QUERY_FLAG(tmp, FLAG_WIZ) || !tmp->contr->hidden))) { |
552 | { |
489 | new_draw_info_format(NDI_UNIQUE, 0,pl,"You jump into %s%s.", |
553 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name); |
490 | tmp->type == PLAYER ? "" : "the ", tmp->name); |
554 | if (tmp->type != PLAYER || |
491 | if(tmp->type!=PLAYER || |
|
|
492 | (pl->type==PLAYER && pl->contr->party==NULL) || |
555 | (pl->type == PLAYER && pl->contr->party == NULL) || |
493 | (pl->type==PLAYER && tmp->type==PLAYER && |
556 | (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party)) |
494 | pl->contr->party!=tmp->contr->party)) |
|
|
495 | exp = skill_attack(tmp,pl,pl->facing,"kicked", skill); /* pl makes an attack */ |
557 | exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */ |
496 | stop_jump(pl,i,spaces); |
558 | stop_jump (pl, i, spaces); |
497 | return exp; /* note that calc_skill_exp() is already called by skill_attack() */ |
559 | return exp; /* note that calc_skill_exp() is already called by skill_attack() */ |
498 | } |
560 | } |
499 | /* If the space has fly on set (no matter what the space is), |
561 | /* If the space has fly on set (no matter what the space is), |
500 | * we should get the effects - after all, the player is |
562 | * we should get the effects - after all, the player is |
501 | * effectively flying. |
563 | * effectively flying. |
502 | */ |
564 | */ |
503 | if (tmp->move_on & MOVE_FLY_LOW) { |
565 | if (tmp->move_on & MOVE_FLY_LOW) |
504 | pl->x = x; |
566 | { |
505 | pl->y = y; |
567 | pl->x = x; |
506 | pl->map = m; |
568 | pl->y = y; |
507 | stop_jump(pl,i,spaces); |
569 | pl->map = m; |
|
|
570 | stop_jump (pl, i, spaces); |
508 | return calc_skill_exp(pl,NULL, skill); |
571 | return calc_skill_exp (pl, NULL, skill); |
|
|
572 | } |
|
|
573 | } |
|
|
574 | pl->x = x; |
|
|
575 | pl->y = y; |
|
|
576 | pl->map = m; |
509 | } |
577 | } |
510 | } |
|
|
511 | pl->x = x; |
|
|
512 | pl->y = y; |
|
|
513 | pl->map = m; |
|
|
514 | } |
|
|
515 | stop_jump(pl,i,spaces); |
578 | stop_jump (pl, i, spaces); |
516 | return calc_skill_exp(pl,NULL, skill); |
579 | return calc_skill_exp (pl, NULL, skill); |
517 | } |
580 | } |
518 | |
581 | |
519 | /* jump() - this is both a new type of movement for player/monsters and |
582 | /* jump() - this is both a new type of movement for player/monsters and |
520 | * an attack as well. |
583 | * an attack as well. |
521 | * Perhaps we should allow more spaces based on level, eg, level 50 |
584 | * Perhaps we should allow more spaces based on level, eg, level 50 |
522 | * jumper can jump several spaces? |
585 | * jumper can jump several spaces? |
523 | */ |
586 | */ |
524 | |
587 | |
|
|
588 | int |
525 | int jump(object *pl, int dir, object *skill) |
589 | jump (object *pl, int dir, object *skill) |
526 | { |
590 | { |
527 | int spaces=0,stats; |
591 | int spaces = 0, stats; |
528 | int str = pl->stats.Str; |
592 | int str = pl->stats.Str; |
529 | int dex = pl->stats.Dex; |
593 | int dex = pl->stats.Dex; |
530 | |
594 | |
531 | dex = dex ? dex : 15; |
595 | dex = dex ? dex : 15; |
532 | str = str ? str : 10; |
596 | str = str ? str : 10; |
533 | |
597 | |
534 | stats=str*str*str*dex * skill->level; |
598 | stats = str * str * str * dex * skill->level; |
535 | |
599 | |
536 | if(pl->carrying!=0) /* don't want div by zero !! */ |
600 | if (pl->carrying != 0) /* don't want div by zero !! */ |
537 | spaces=(int) (stats/pl->carrying); |
601 | spaces = (int) (stats / pl->carrying); |
538 | else |
602 | else |
539 | spaces=2; /* pl has no objects - gets the far jump */ |
603 | spaces = 2; /* pl has no objects - gets the far jump */ |
540 | |
604 | |
541 | if(spaces>2) |
605 | if (spaces > 2) |
542 | spaces = 2; |
606 | spaces = 2; |
543 | else if(spaces==0) { |
607 | else if (spaces == 0) |
|
|
608 | { |
544 | new_draw_info(NDI_UNIQUE, 0,pl,"You are carrying too much weight to jump."); |
609 | new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump."); |
545 | return 0; |
610 | return 0; |
546 | } |
611 | } |
547 | return attempt_jump(pl,dir,spaces, skill); |
612 | return attempt_jump (pl, dir, spaces, skill); |
548 | } |
613 | } |
549 | |
614 | |
550 | |
615 | |
551 | /* skill_ident() - this code is supposed to allow players to identify |
616 | /* skill_ident() - this code is supposed to allow players to identify |
552 | * classes of objects with the various "auto-ident" skills. Player must |
617 | * classes of objects with the various "auto-ident" skills. Player must |
… | |
… | |
556 | * more generalized. Right now, skill indices are embedded in this routine. |
621 | * more generalized. Right now, skill indices are embedded in this routine. |
557 | * Returns amount of experience gained (on successful ident). |
622 | * Returns amount of experience gained (on successful ident). |
558 | * - b.t. (thomas@astro.psu.edu) |
623 | * - b.t. (thomas@astro.psu.edu) |
559 | */ |
624 | */ |
560 | |
625 | |
|
|
626 | static int |
561 | static int do_skill_detect_curse(object *pl, object *skill) { |
627 | do_skill_detect_curse (object *pl, object *skill) |
|
|
628 | { |
562 | object *tmp; |
629 | object *tmp; |
563 | int success=0; |
630 | int success = 0; |
564 | |
631 | |
565 | for(tmp=pl->inv;tmp;tmp=tmp->below) |
632 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
566 | if (!tmp->invisible |
633 | if (!tmp->invisible |
567 | && !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && !QUERY_FLAG(tmp,FLAG_KNOWN_CURSED) |
634 | && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) |
568 | && (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) && |
635 | && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) |
569 | tmp->item_power < skill->level) { |
636 | { |
570 | SET_FLAG(tmp,FLAG_KNOWN_CURSED); |
637 | SET_FLAG (tmp, FLAG_KNOWN_CURSED); |
571 | esrv_update_item(UPD_FLAGS, pl, tmp); |
638 | esrv_update_item (UPD_FLAGS, pl, tmp); |
572 | success+= calc_skill_exp(pl,tmp, skill); |
639 | success += calc_skill_exp (pl, tmp, skill); |
573 | } |
640 | } |
574 | |
641 | |
575 | /* Check ground, too, but only objects the player could pick up */ |
642 | /* 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) |
643 | for (tmp = get_map_ob (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
577 | if (can_pick(pl, tmp) && |
644 | if (can_pick (pl, tmp) && |
578 | !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && |
645 | !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && |
579 | !QUERY_FLAG(tmp,FLAG_KNOWN_CURSED) |
646 | !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) |
580 | && (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) && |
647 | && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) |
581 | tmp->item_power < skill->level) { |
648 | { |
582 | SET_FLAG(tmp,FLAG_KNOWN_CURSED); |
649 | SET_FLAG (tmp, FLAG_KNOWN_CURSED); |
583 | esrv_update_item(UPD_FLAGS, pl, tmp); |
650 | esrv_update_item (UPD_FLAGS, pl, tmp); |
584 | success+= calc_skill_exp(pl,tmp, skill); |
651 | success += calc_skill_exp (pl, tmp, skill); |
585 | } |
652 | } |
586 | |
653 | |
587 | return success; |
654 | return success; |
588 | } |
655 | } |
589 | |
656 | |
|
|
657 | static int |
590 | static int do_skill_detect_magic(object *pl, object *skill) { |
658 | do_skill_detect_magic (object *pl, object *skill) |
|
|
659 | { |
591 | object *tmp; |
660 | object *tmp; |
592 | int success=0; |
661 | int success = 0; |
593 | |
662 | |
594 | for(tmp=pl->inv;tmp;tmp=tmp->below) |
663 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
595 | if(!tmp->invisible |
664 | if (!tmp->invisible |
596 | && !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) |
665 | && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
597 | && (is_magical(tmp)) && tmp->item_power < skill->level) { |
666 | && (is_magical (tmp)) && tmp->item_power < skill->level) |
|
|
667 | { |
598 | SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); |
668 | SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); |
599 | esrv_update_item(UPD_FLAGS, pl, tmp); |
669 | esrv_update_item (UPD_FLAGS, pl, tmp); |
600 | success+=calc_skill_exp(pl,tmp, skill); |
670 | success += calc_skill_exp (pl, tmp, skill); |
601 | } |
671 | } |
602 | |
672 | |
603 | /* Check ground, too, but like above, only if the object can be picked up*/ |
673 | /* 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) |
674 | for (tmp = get_map_ob (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
605 | if (can_pick(pl, tmp) && |
675 | if (can_pick (pl, tmp) && |
606 | !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && |
676 | !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level) |
607 | !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) |
677 | { |
608 | && (is_magical(tmp)) && tmp->item_power < skill->level) { |
|
|
609 | SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); |
678 | SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); |
610 | esrv_update_item(UPD_FLAGS, pl, tmp); |
679 | esrv_update_item (UPD_FLAGS, pl, tmp); |
611 | success+=calc_skill_exp(pl,tmp, skill); |
680 | success += calc_skill_exp (pl, tmp, skill); |
612 | } |
681 | } |
613 | |
682 | |
614 | return success; |
683 | return success; |
615 | } |
684 | } |
616 | |
685 | |
617 | /* Helper function for do_skill_ident, so that we can loop |
686 | /* Helper function for do_skill_ident, so that we can loop |
618 | * over inventory AND objects on the ground conveniently. |
687 | * over inventory AND objects on the ground conveniently. |
619 | */ |
688 | */ |
|
|
689 | int |
620 | int do_skill_ident2(object *tmp,object *pl, int obj_class, object *skill) |
690 | do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) |
621 | { |
691 | { |
622 | int success = 0, chance; |
692 | int success = 0, chance; |
623 | int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; |
693 | int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; |
624 | |
694 | |
625 | if (!QUERY_FLAG (tmp,FLAG_IDENTIFIED) && !QUERY_FLAG (tmp,FLAG_NO_SKILL_IDENT) |
695 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT) |
626 | && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class) |
696 | && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class) |
627 | { |
697 | { |
628 | chance = die_roll(3, 10, pl, PREFER_LOW) - 3 |
698 | 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 | |
699 | |
631 | if (skill_value >= chance) |
700 | if (skill_value >= chance) |
632 | { |
701 | { |
633 | identify(tmp); |
702 | identify (tmp); |
634 | |
703 | |
635 | if (pl->type==PLAYER) |
704 | if (pl->type == PLAYER) |
636 | { |
705 | { |
637 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl)); |
706 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl)); |
638 | |
707 | |
639 | if (tmp->msg) |
708 | if (tmp->msg) |
640 | { |
709 | { |
641 | new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); |
710 | new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); |
642 | new_draw_info(NDI_UNIQUE, 0,pl, tmp->msg); |
711 | new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); |
643 | } |
712 | } |
644 | |
713 | |
645 | /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */ |
714 | /* 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) |
715 | if (tmp->map) |
647 | esrv_send_item (pl, tmp); |
716 | esrv_send_item (pl, tmp); |
648 | } |
717 | } |
649 | success += calc_skill_exp(pl,tmp, skill); |
718 | success += calc_skill_exp (pl, tmp, skill); |
650 | } |
719 | } |
651 | else |
720 | else |
652 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); |
721 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); |
653 | } |
722 | } |
654 | |
723 | |
655 | return success; |
724 | return success; |
656 | } |
725 | } |
657 | |
726 | |
658 | /* do_skill_ident() - workhorse for skill_ident() -b.t. |
727 | /* do_skill_ident() - workhorse for skill_ident() -b.t. |
659 | */ |
728 | */ |
|
|
729 | static int |
660 | static int do_skill_ident(object *pl, int obj_class, object *skill) { |
730 | do_skill_ident (object *pl, int obj_class, object *skill) |
|
|
731 | { |
661 | object *tmp; |
732 | object *tmp; |
662 | int success=0; |
733 | int success = 0; |
663 | |
734 | |
664 | for(tmp=pl->inv;tmp;tmp=tmp->below) |
735 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
665 | success+=do_skill_ident2(tmp,pl,obj_class, skill); |
736 | success += do_skill_ident2 (tmp, pl, obj_class, skill); |
666 | /* check the ground */ |
737 | /* check the ground */ |
667 | |
738 | |
668 | for(tmp=get_map_ob(pl->map,pl->x,pl->y);tmp;tmp=tmp->above) |
739 | for (tmp = get_map_ob (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
669 | success+=do_skill_ident2(tmp,pl,obj_class, skill); |
740 | success += do_skill_ident2 (tmp, pl, obj_class, skill); |
670 | |
741 | |
671 | return success; |
742 | return success; |
672 | } |
743 | } |
673 | |
744 | |
|
|
745 | int |
674 | int skill_ident(object *pl, object *skill) { |
746 | skill_ident (object *pl, object *skill) |
|
|
747 | { |
675 | int success=0; |
748 | int success = 0; |
676 | |
749 | |
677 | if(pl->type != PLAYER) return 0; /* only players will skill-identify */ |
750 | if (pl->type != PLAYER) |
|
|
751 | return 0; /* only players will skill-identify */ |
678 | |
752 | |
679 | new_draw_info(NDI_UNIQUE, 0,pl,"You look at the objects nearby..."); |
753 | new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby..."); |
680 | |
754 | |
681 | switch (skill->subtype) { |
755 | switch (skill->subtype) |
|
|
756 | { |
682 | case SK_SMITHERY: |
757 | case SK_SMITHERY: |
683 | success += do_skill_ident(pl,WEAPON, skill) + do_skill_ident(pl,ARMOUR, skill) |
758 | 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) |
759 | + 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) |
760 | + 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) |
761 | + 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); |
762 | break; |
688 | break; |
|
|
689 | |
763 | |
690 | case SK_BOWYER: |
764 | case SK_BOWYER: |
691 | success += do_skill_ident(pl,BOW,skill) + do_skill_ident(pl,ARROW,skill); |
765 | success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill); |
692 | break; |
766 | break; |
693 | |
767 | |
694 | case SK_ALCHEMY: |
768 | case SK_ALCHEMY: |
695 | success += do_skill_ident(pl,POTION,skill) + do_skill_ident(pl,POISON,skill) |
769 | success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill) |
696 | + do_skill_ident(pl,CONTAINER,skill) |
770 | + 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); |
771 | break; |
698 | break; |
|
|
699 | |
772 | |
700 | case SK_WOODSMAN: |
773 | case SK_WOODSMAN: |
701 | success += do_skill_ident(pl,FOOD,skill) + do_skill_ident(pl,DRINK,skill) |
774 | 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); |
775 | break; |
703 | break; |
|
|
704 | |
776 | |
705 | case SK_JEWELER: |
777 | case SK_JEWELER: |
706 | success += do_skill_ident(pl,GEM,skill) + do_skill_ident(pl,RING,skill) + |
778 | 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); |
779 | break; |
708 | break; |
|
|
709 | |
780 | |
710 | case SK_LITERACY: |
781 | case SK_LITERACY: |
711 | success += do_skill_ident(pl,SPELLBOOK,skill) |
782 | 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); |
783 | break; |
713 | break; |
|
|
714 | |
784 | |
715 | case SK_THAUMATURGY: |
785 | case SK_THAUMATURGY: |
716 | success += do_skill_ident(pl,WAND,skill) + do_skill_ident(pl,ROD,skill) |
786 | 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); |
787 | break; |
718 | break; |
|
|
719 | |
788 | |
720 | case SK_DET_CURSE: |
789 | case SK_DET_CURSE: |
721 | success = do_skill_detect_curse(pl,skill); |
790 | success = do_skill_detect_curse (pl, skill); |
722 | if(success) |
791 | if (success) |
723 | new_draw_info(NDI_UNIQUE, 0,pl,"...and discover cursed items!"); |
792 | new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); |
724 | break; |
793 | break; |
725 | |
794 | |
726 | case SK_DET_MAGIC: |
795 | case SK_DET_MAGIC: |
727 | success = do_skill_detect_magic(pl,skill); |
796 | success = do_skill_detect_magic (pl, skill); |
728 | if(success) |
797 | if (success) |
729 | new_draw_info(NDI_UNIQUE, 0,pl, |
798 | new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!"); |
730 | "...and discover items imbued with mystic forces!"); |
799 | break; |
731 | break; |
|
|
732 | |
800 | |
733 | default: |
801 | default: |
734 | LOG(llevError,"Error: bad call to skill_ident()\n"); |
802 | LOG (llevError, "Error: bad call to skill_ident()\n"); |
735 | return 0; |
803 | return 0; |
736 | break; |
804 | break; |
737 | } |
805 | } |
738 | if(!success) { |
806 | if (!success) |
|
|
807 | { |
739 | new_draw_info(NDI_UNIQUE, 0,pl,"...and learn nothing more."); |
808 | new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); |
740 | } |
809 | } |
741 | return success; |
810 | return success; |
742 | } |
811 | } |
743 | |
812 | |
744 | |
813 | |
745 | /* players using this skill can 'charm' a monster -- |
814 | /* players using this skill can 'charm' a monster -- |
746 | * into working for them. It can only be used on |
815 | * into working for them. It can only be used on |
747 | * non-special (see below) 'neutral' creatures. |
816 | * non-special (see below) 'neutral' creatures. |
748 | * -b.t. (thomas@astro.psu.edu) |
817 | * -b.t. (thomas@astro.psu.edu) |
749 | */ |
818 | */ |
750 | |
819 | |
|
|
820 | int |
751 | int use_oratory(object *pl, int dir, object *skill) { |
821 | use_oratory (object *pl, int dir, object *skill) |
|
|
822 | { |
752 | sint16 x=pl->x+freearr_x[dir],y=pl->y+freearr_y[dir]; |
823 | sint16 x = pl->x + freearr_x[dir], y = pl->y + freearr_y[dir]; |
753 | int mflags,chance; |
824 | int mflags, chance; |
754 | object *tmp; |
825 | object *tmp; |
755 | mapstruct *m; |
826 | maptile *m; |
756 | |
827 | |
757 | if(pl->type!=PLAYER) return 0; /* only players use this skill */ |
828 | if (pl->type != PLAYER) |
|
|
829 | return 0; /* only players use this skill */ |
758 | m = pl->map; |
830 | m = pl->map; |
759 | mflags =get_map_flags(m, &m, x,y, &x, &y); |
831 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
760 | if (mflags & P_OUT_OF_MAP) return 0; |
832 | if (mflags & P_OUT_OF_MAP) |
|
|
833 | return 0; |
761 | |
834 | |
762 | /* Save some processing - we have the flag already anyways |
835 | /* Save some processing - we have the flag already anyways |
763 | */ |
836 | */ |
764 | if (!(mflags & P_IS_ALIVE)) { |
837 | if (!(mflags & P_IS_ALIVE)) |
|
|
838 | { |
765 | new_draw_info(NDI_UNIQUE, 0, pl, "There is nothing to orate to."); |
839 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); |
766 | return 0; |
840 | return 0; |
767 | } |
841 | } |
768 | |
842 | |
769 | for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { |
843 | for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) |
|
|
844 | { |
770 | /* can't persuade players - return because there is nothing else |
845 | /* can't persuade players - return because there is nothing else |
771 | * on that space to charm. Same for multi space monsters and |
846 | * on that space to charm. Same for multi space monsters and |
772 | * special monsters - we don't allow them to be charmed, and there |
847 | * 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 |
848 | * is no reason to do further processing since they should be the |
774 | * only monster on the space. |
849 | * only monster on the space. |
775 | */ |
850 | */ |
776 | if(tmp->type==PLAYER) return 0; |
851 | if (tmp->type == PLAYER) |
|
|
852 | return 0; |
777 | if(tmp->more || tmp->head) return 0; |
853 | if (tmp->more || tmp->head) |
778 | if(tmp->msg) return 0; |
854 | return 0; |
|
|
855 | if (tmp->msg) |
|
|
856 | return 0; |
779 | |
857 | |
780 | if(QUERY_FLAG(tmp,FLAG_MONSTER)) break; |
858 | if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
|
|
859 | break; |
781 | } |
860 | } |
782 | |
861 | |
783 | if (!tmp) { |
862 | if (!tmp) |
|
|
863 | { |
784 | new_draw_info(NDI_UNIQUE, 0, pl, "There is nothing to orate to."); |
864 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); |
785 | return 0; |
865 | return 0; |
786 | } |
866 | } |
787 | |
867 | |
788 | new_draw_info_format(NDI_UNIQUE, |
868 | 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 | |
869 | |
791 | /* the following conditions limit who may be 'charmed' */ |
870 | /* the following conditions limit who may be 'charmed' */ |
792 | |
871 | |
793 | /* it's hostile! */ |
872 | /* it's hostile! */ |
794 | if(!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE) && !QUERY_FLAG(tmp, FLAG_FRIENDLY)) { |
873 | if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, 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 | } |
874 | { |
|
|
875 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); |
|
|
876 | return 0; |
|
|
877 | } |
799 | |
878 | |
800 | /* it's already allied! */ |
879 | /* it's already allied! */ |
801 | if(QUERY_FLAG(tmp,FLAG_FRIENDLY)&&(tmp->attack_movement==PETMOVE)){ |
880 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && (tmp->attack_movement == PETMOVE)) |
|
|
881 | { |
802 | if(get_owner(tmp)==pl) { |
882 | if (get_owner (tmp) == pl) |
803 | new_draw_info(NDI_UNIQUE, 0,pl, |
883 | { |
804 | "Your follower loves your speech.\n"); |
884 | new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); |
805 | return 0; |
885 | return 0; |
|
|
886 | } |
806 | } else if (skill->level > tmp->level) { |
887 | else if (skill->level > tmp->level) |
|
|
888 | { |
807 | /* you steal the follower. Perhaps we should really look at the |
889 | /* you steal the follower. Perhaps we should really look at the |
808 | * level of the owner above? |
890 | * level of the owner above? |
809 | */ |
891 | */ |
810 | set_owner(tmp,pl); |
892 | set_owner (tmp, pl); |
811 | new_draw_info_format(NDI_UNIQUE, 0,pl, |
893 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp)); |
812 | "You convince the %s to follow you instead!\n", |
|
|
813 | query_name(tmp)); |
|
|
814 | /* Abuse fix - don't give exp since this can otherwise |
894 | /* Abuse fix - don't give exp since this can otherwise |
815 | * be used by a couple players to gets lots of exp. |
895 | * be used by a couple players to gets lots of exp. |
816 | */ |
896 | */ |
817 | return 0; |
897 | return 0; |
818 | } else { |
898 | } |
|
|
899 | else |
|
|
900 | { |
819 | /* In this case, you can't steal it from the other player */ |
901 | /* In this case, you can't steal it from the other player */ |
820 | return 0; |
902 | return 0; |
821 | } |
903 | } |
822 | } /* Creature was already a pet of someone */ |
904 | } /* Creature was already a pet of someone */ |
823 | |
905 | |
824 | chance=skill->level*2+(pl->stats.Cha-2*tmp->stats.Int)/2; |
906 | chance = skill->level * 2 + (pl->stats.Cha - 2 * tmp->stats.Int) / 2; |
825 | |
907 | |
826 | /* Ok, got a 'sucker' lets try to make them a follower */ |
908 | /* 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)) { |
909 | if (chance > 0 && tmp->level < (random_roll (0, chance - 1, pl, PREFER_HIGH) - 1)) |
828 | new_draw_info_format(NDI_UNIQUE, 0,pl, |
910 | { |
829 | "You convince the %s to become your follower.\n", |
911 | 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 | |
912 | |
832 | set_owner(tmp,pl); |
913 | set_owner (tmp, pl); |
833 | tmp->stats.exp = 0; |
914 | tmp->stats.exp = 0; |
834 | add_friendly_object(tmp); |
915 | add_friendly_object (tmp); |
835 | SET_FLAG(tmp,FLAG_FRIENDLY); |
916 | SET_FLAG (tmp, FLAG_FRIENDLY); |
836 | tmp->attack_movement = PETMOVE; |
917 | tmp->attack_movement = PETMOVE; |
837 | return calc_skill_exp(pl,tmp, skill); |
918 | return calc_skill_exp (pl, tmp, skill); |
838 | } |
919 | } |
839 | /* Charm failed. Creature may be angry now */ |
920 | /* 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)) { |
921 | 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, |
922 | { |
842 | "Your speech angers the %s!\n",query_name(tmp)); |
923 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); |
843 | if(QUERY_FLAG(tmp,FLAG_FRIENDLY)) { |
924 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
|
|
925 | { |
844 | CLEAR_FLAG(tmp,FLAG_FRIENDLY); |
926 | CLEAR_FLAG (tmp, FLAG_FRIENDLY); |
845 | remove_friendly_object(tmp); |
927 | remove_friendly_object (tmp); |
846 | tmp->attack_movement = 0; /* needed? */ |
928 | tmp->attack_movement = 0; /* needed? */ |
847 | } |
929 | } |
848 | CLEAR_FLAG(tmp,FLAG_UNAGGRESSIVE); |
930 | CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
849 | } |
931 | } |
850 | return 0; /* Fall through - if we get here, we didn't charm anything */ |
932 | return 0; /* Fall through - if we get here, we didn't charm anything */ |
851 | } |
933 | } |
852 | |
934 | |
853 | /* Singing() -this skill allows the player to pacify nearby creatures. |
935 | /* Singing() -this skill allows the player to pacify nearby creatures. |
854 | * There are few limitations on who/what kind of |
936 | * There are few limitations on who/what kind of |
855 | * non-player creatures that may be pacified. Right now, a player |
937 | * non-player creatures that may be pacified. Right now, a player |
… | |
… | |
858 | * may only pacify a creature once. |
940 | * may only pacify a creature once. |
859 | * BTW, I appologize for the naming of the skill, I couldnt think |
941 | * BTW, I appologize for the naming of the skill, I couldnt think |
860 | * of anything better! -b.t. |
942 | * of anything better! -b.t. |
861 | */ |
943 | */ |
862 | |
944 | |
|
|
945 | int |
863 | int singing(object *pl, int dir, object *skill) { |
946 | singing (object *pl, int dir, object *skill) |
|
|
947 | { |
864 | int i,exp = 0,chance, mflags; |
948 | int i, exp = 0, chance, mflags; |
865 | object *tmp; |
949 | object *tmp; |
866 | mapstruct *m; |
950 | maptile *m; |
867 | sint16 x, y; |
951 | sint16 x, y; |
868 | |
952 | |
869 | if(pl->type!=PLAYER) return 0; /* only players use this skill */ |
953 | if (pl->type != PLAYER) |
|
|
954 | return 0; /* only players use this skill */ |
870 | |
955 | |
871 | new_draw_info_format(NDI_UNIQUE,0,pl, "You sing."); |
956 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); |
872 | for(i=0;i<MIN(skill->level,SIZEOFFREE);i++) { |
957 | for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++) |
|
|
958 | { |
873 | x = pl->x+freearr_x[i]; |
959 | x = pl->x + freearr_x[i]; |
874 | y = pl->y+freearr_y[i]; |
960 | y = pl->y + freearr_y[i]; |
875 | m = pl->map; |
961 | m = pl->map; |
876 | |
962 | |
877 | mflags =get_map_flags(m, &m, x,y, &x, &y); |
963 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
878 | if (mflags & P_OUT_OF_MAP) continue; |
964 | if (mflags & P_OUT_OF_MAP) |
|
|
965 | continue; |
879 | if (!(mflags & P_IS_ALIVE)) continue; |
966 | if (!(mflags & P_IS_ALIVE)) |
|
|
967 | continue; |
880 | |
968 | |
881 | for(tmp=get_map_ob(m, x, y); tmp;tmp=tmp->above) { |
969 | for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) |
|
|
970 | { |
882 | if(QUERY_FLAG(tmp,FLAG_MONSTER)) break; |
971 | if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
|
|
972 | break; |
883 | /* can't affect players */ |
973 | /* can't affect players */ |
884 | if(tmp->type==PLAYER) break; |
974 | if (tmp->type == PLAYER) |
885 | } |
975 | break; |
|
|
976 | } |
886 | |
977 | |
887 | /* Whole bunch of checks to see if this is a type of monster that would |
978 | /* Whole bunch of checks to see if this is a type of monster that would |
888 | * listen to singing. |
979 | * listen to singing. |
889 | */ |
980 | */ |
890 | if (tmp && QUERY_FLAG(tmp, FLAG_MONSTER) && |
981 | if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */ |
891 | !QUERY_FLAG(tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */ |
|
|
892 | !QUERY_FLAG(tmp, FLAG_SPLITTING) && /* no ears */ |
982 | !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */ |
893 | !QUERY_FLAG(tmp, FLAG_HITBACK) && /* was here before */ |
983 | !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */ |
894 | (tmp->level <= skill->level) && |
984 | (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */ |
895 | (!tmp->head) && |
985 | !QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
896 | !QUERY_FLAG(tmp, FLAG_UNDEAD) && |
986 | { /* already calm */ |
897 | !QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE) && /* already calm */ |
|
|
898 | !QUERY_FLAG(tmp,FLAG_FRIENDLY)) { /* already calm */ |
|
|
899 | |
987 | |
900 | /* stealing isn't really related (although, maybe it should |
988 | /* stealing isn't really related (although, maybe it should |
901 | * be). This is mainly to prevent singing to the same monster |
989 | * be). This is mainly to prevent singing to the same monster |
902 | * over and over again and getting exp for it. |
990 | * over and over again and getting exp for it. |
903 | */ |
991 | */ |
904 | chance=skill->level*2+(pl->stats.Cha-5-tmp->stats.Int)/2; |
992 | chance = skill->level * 2 + (pl->stats.Cha - 5 - tmp->stats.Int) / 2; |
905 | if(chance && tmp->level*2<random_roll(0, chance-1, pl, PREFER_HIGH)) { |
993 | if (chance && tmp->level * 2 < random_roll (0, chance - 1, pl, PREFER_HIGH)) |
|
|
994 | { |
906 | SET_FLAG(tmp,FLAG_UNAGGRESSIVE); |
995 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
907 | new_draw_info_format(NDI_UNIQUE, 0,pl, |
996 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp)); |
908 | "You calm down the %s\n",query_name(tmp)); |
|
|
909 | /* Give exp only if they are not aware */ |
997 | /* Give exp only if they are not aware */ |
910 | if(!QUERY_FLAG(tmp,FLAG_NO_STEAL)) |
998 | if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) |
911 | exp += calc_skill_exp(pl,tmp, skill); |
999 | exp += calc_skill_exp (pl, tmp, skill); |
912 | SET_FLAG(tmp,FLAG_NO_STEAL); |
1000 | SET_FLAG (tmp, FLAG_NO_STEAL); |
913 | } else { |
1001 | } |
914 | new_draw_info_format(NDI_UNIQUE, 0,pl, |
1002 | else |
915 | "Too bad the %s isn't listening!\n",query_name(tmp)); |
1003 | { |
|
|
1004 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); |
916 | SET_FLAG(tmp,FLAG_NO_STEAL); |
1005 | SET_FLAG (tmp, FLAG_NO_STEAL); |
|
|
1006 | } |
|
|
1007 | } |
917 | } |
1008 | } |
918 | } |
|
|
919 | } |
|
|
920 | return exp; |
1009 | return exp; |
921 | } |
1010 | } |
922 | |
1011 | |
923 | /* The find_traps skill (aka, search). Checks for traps |
1012 | /* The find_traps skill (aka, search). Checks for traps |
924 | * on the spaces or in certain objects |
1013 | * on the spaces or in certain objects |
925 | */ |
1014 | */ |
926 | |
1015 | |
|
|
1016 | int |
927 | int find_traps (object *pl, object *skill) { |
1017 | find_traps (object *pl, object *skill) |
|
|
1018 | { |
928 | object *tmp,*tmp2; |
1019 | object *tmp, *tmp2; |
929 | int i,expsum=0, mflags; |
1020 | int i, expsum = 0, mflags; |
930 | sint16 x,y; |
1021 | sint16 x, y; |
931 | mapstruct *m; |
1022 | maptile *m; |
932 | |
1023 | |
933 | /* First we search all around us for runes and traps, which are |
1024 | /* First we search all around us for runes and traps, which are |
934 | * all type RUNE |
1025 | * all type RUNE |
935 | */ |
1026 | */ |
936 | |
1027 | |
937 | for(i=0;i<9;i++) { |
1028 | for (i = 0; i < 9; i++) |
|
|
1029 | { |
938 | x = pl->x+freearr_x[i]; |
1030 | x = pl->x + freearr_x[i]; |
939 | y = pl->y+freearr_y[i]; |
1031 | y = pl->y + freearr_y[i]; |
940 | m = pl->map; |
1032 | m = pl->map; |
941 | |
1033 | |
942 | mflags =get_map_flags(m, &m, x,y, &x, &y); |
1034 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
943 | if (mflags & P_OUT_OF_MAP) continue; |
1035 | if (mflags & P_OUT_OF_MAP) |
|
|
1036 | continue; |
944 | |
1037 | |
945 | /* Check everything in the square for trapness */ |
1038 | /* Check everything in the square for trapness */ |
946 | for(tmp = get_map_ob(m, x, y); tmp!=NULL;tmp=tmp->above) { |
1039 | for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) |
|
|
1040 | { |
947 | |
1041 | |
948 | /* And now we'd better do an inventory traversal of each |
1042 | /* And now we'd better do an inventory traversal of each |
949 | * of these objects' inventory |
1043 | * of these objects' inventory |
950 | * We can narrow this down a bit - no reason to search through |
1044 | * We can narrow this down a bit - no reason to search through |
951 | * the players inventory or monsters for that matter. |
1045 | * the players inventory or monsters for that matter. |
952 | */ |
1046 | */ |
953 | if (tmp->type != PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) { |
1047 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
|
|
1048 | { |
954 | for(tmp2=tmp->inv;tmp2!=NULL;tmp2=tmp2->below) |
1049 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
955 | if(tmp2->type==RUNE || tmp2->type == TRAP) |
1050 | if (tmp2->type == RUNE || tmp2->type == TRAP) |
956 | if(trap_see(pl,tmp2)) { |
1051 | if (trap_see (pl, tmp2)) |
957 | trap_show(tmp2,tmp); |
1052 | { |
958 | if(tmp2->stats.Cha>1) { |
1053 | trap_show (tmp2, tmp); |
959 | if (!tmp2->owner || tmp2->owner->type!=PLAYER) |
1054 | if (tmp2->stats.Cha > 1) |
|
|
1055 | { |
|
|
1056 | if (!tmp2->owner || tmp2->owner->type != PLAYER) |
960 | expsum += calc_skill_exp(pl,tmp2, skill); |
1057 | expsum += calc_skill_exp (pl, tmp2, skill); |
961 | |
1058 | |
962 | tmp2->stats.Cha = 1; /* unhide the trap */ |
1059 | tmp2->stats.Cha = 1; /* unhide the trap */ |
963 | } |
1060 | } |
964 | } |
1061 | } |
965 | } |
1062 | } |
966 | if((tmp->type==RUNE || tmp->type == TRAP) && trap_see(pl,tmp)) { |
1063 | if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) |
967 | trap_show(tmp,tmp); |
1064 | { |
968 | if(tmp->stats.Cha>1) { |
1065 | trap_show (tmp, tmp); |
|
|
1066 | if (tmp->stats.Cha > 1) |
|
|
1067 | { |
969 | if (!tmp->owner || tmp->owner->type!=PLAYER) |
1068 | if (!tmp->owner || tmp->owner->type != PLAYER) |
970 | expsum += calc_skill_exp(pl,tmp, skill); |
1069 | expsum += calc_skill_exp (pl, tmp, skill); |
971 | tmp->stats.Cha = 1; /* unhide the trap */ |
1070 | tmp->stats.Cha = 1; /* unhide the trap */ |
972 | } |
1071 | } |
|
|
1072 | } |
|
|
1073 | } |
973 | } |
1074 | } |
974 | } |
|
|
975 | } |
|
|
976 | new_draw_info(NDI_BLACK, 0, pl, "You search the area."); |
1075 | new_draw_info (NDI_BLACK, 0, pl, "You search the area."); |
977 | return expsum; |
1076 | return expsum; |
978 | } |
1077 | } |
979 | |
1078 | |
980 | /* remove_trap() - This skill will disarm any previously discovered trap |
1079 | /* remove_trap() - This skill will disarm any previously discovered trap |
981 | * the algorithm is based (almost totally) on the old command_disarm() - b.t. |
1080 | * the algorithm is based (almost totally) on the old command_disarm() - b.t. |
982 | */ |
1081 | */ |
983 | |
1082 | |
|
|
1083 | int |
984 | int remove_trap (object *op, int dir, object *skill) { |
1084 | remove_trap (object *op, int dir, object *skill) |
|
|
1085 | { |
985 | object *tmp,*tmp2; |
1086 | object *tmp, *tmp2; |
986 | int i,success=0,mflags; |
1087 | int i, success = 0, mflags; |
987 | mapstruct *m; |
1088 | maptile *m; |
988 | sint16 x,y; |
1089 | sint16 x, y; |
989 | |
1090 | |
990 | for(i=0;i<9;i++) { |
1091 | for (i = 0; i < 9; i++) |
|
|
1092 | { |
991 | x = op->x + freearr_x[i]; |
1093 | x = op->x + freearr_x[i]; |
992 | y = op->y + freearr_y[i]; |
1094 | y = op->y + freearr_y[i]; |
993 | m = op->map; |
1095 | m = op->map; |
994 | |
1096 | |
995 | mflags =get_map_flags(m, &m, x,y, &x, &y); |
1097 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
996 | if (mflags & P_OUT_OF_MAP) continue; |
1098 | if (mflags & P_OUT_OF_MAP) |
|
|
1099 | continue; |
997 | |
1100 | |
998 | /* Check everything in the square for trapness */ |
1101 | /* Check everything in the square for trapness */ |
999 | for(tmp = get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) { |
1102 | for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) |
|
|
1103 | { |
1000 | /* And now we'd better do an inventory traversal of each |
1104 | /* And now we'd better do an inventory traversal of each |
1001 | * of these objects inventory. Like above, only |
1105 | * of these objects inventory. Like above, only |
1002 | * do this for interesting objects. |
1106 | * do this for interesting objects. |
1003 | */ |
1107 | */ |
1004 | |
1108 | |
1005 | if (tmp->type != PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) { |
1109 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
|
|
1110 | { |
1006 | for(tmp2=tmp->inv;tmp2!=NULL;tmp2=tmp2->below) |
1111 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
|
|
1112 | if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) |
|
|
1113 | { |
|
|
1114 | trap_show (tmp2, tmp); |
|
|
1115 | if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) |
|
|
1116 | { |
|
|
1117 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
|
|
1118 | success += calc_skill_exp (op, tmp2, skill); |
|
|
1119 | } |
|
|
1120 | } |
|
|
1121 | } |
1007 | if((tmp2->type==RUNE || tmp2->type == TRAP) && tmp2->stats.Cha<=1) { |
1122 | if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) |
1008 | trap_show(tmp2,tmp); |
1123 | { |
|
|
1124 | trap_show (tmp, tmp); |
1009 | if(trap_disarm(op,tmp2,1, skill) && (!tmp2->owner || tmp2->owner->type!=PLAYER)) { |
1125 | if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) |
|
|
1126 | { |
1010 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1127 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1011 | success += calc_skill_exp(op,tmp2, skill); |
1128 | success += calc_skill_exp (op, tmp, skill); |
1012 | } |
1129 | } |
1013 | } |
1130 | } |
|
|
1131 | } |
1014 | } |
1132 | } |
1015 | if((tmp->type==RUNE || tmp->type==TRAP) && tmp->stats.Cha<=1) { |
|
|
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; |
1133 | return success; |
1025 | } |
1134 | } |
1026 | |
1135 | |
1027 | |
1136 | |
1028 | /* pray() - when this skill is called from do_skill(), it allows |
1137 | /* 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. |
1138 | * the player to regain lost grace points at a faster rate. -b.t. |
… | |
… | |
1031 | * such that if it returns true, player gets exp in that skill. This |
1140 | * 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 |
1141 | * the effect here can be done on demand, we probably don't want to |
1033 | * give infinite exp by returning true in any cases. |
1142 | * give infinite exp by returning true in any cases. |
1034 | */ |
1143 | */ |
1035 | |
1144 | |
|
|
1145 | int |
1036 | int pray (object *pl, object *skill) { |
1146 | pray (object *pl, object *skill) |
|
|
1147 | { |
1037 | char buf[MAX_BUF]; |
1148 | char buf[MAX_BUF]; |
1038 | object *tmp; |
1149 | object *tmp; |
1039 | |
1150 | |
1040 | if(pl->type!=PLAYER) return 0; |
1151 | 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; |
1152 | return 0; |
|
|
1153 | |
|
|
1154 | strcpy (buf, "You pray."); |
|
|
1155 | |
|
|
1156 | /* Check all objects - we could stop at floor objects, |
|
|
1157 | * but if someone buries an altar, I don't see a problem with |
|
|
1158 | * going through all the objects, and it shouldn't be much slower |
|
|
1159 | * than extra checks on object attributes. |
|
|
1160 | */ |
|
|
1161 | for (tmp = pl->below; tmp != NULL; tmp = tmp->below) |
|
|
1162 | { |
|
|
1163 | /* Only if the altar actually belongs to someone do you get special benefits */ |
|
|
1164 | if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) |
|
|
1165 | { |
|
|
1166 | sprintf (buf, "You pray over the %s.", &tmp->name); |
|
|
1167 | pray_at_altar (pl, tmp, skill); |
|
|
1168 | break; /* Only pray at one altar */ |
|
|
1169 | } |
|
|
1170 | } |
|
|
1171 | |
|
|
1172 | new_draw_info (NDI_BLACK, 0, pl, buf); |
|
|
1173 | |
|
|
1174 | if (pl->stats.grace < pl->stats.maxgrace) |
|
|
1175 | { |
|
|
1176 | pl->stats.grace++; |
|
|
1177 | pl->last_grace = -1; |
|
|
1178 | } |
|
|
1179 | return 0; |
1065 | } |
1180 | } |
1066 | |
1181 | |
1067 | /* This skill allows the player to regain a few sp or hp for a |
1182 | /* 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 |
1183 | * brief period of concentration. No armour or weapons may be |
1069 | * wielded/applied for this to work. The amount of time needed |
1184 | * wielded/applied for this to work. The amount of time needed |
1070 | * to concentrate and the # of points regained is dependant on |
1185 | * to concentrate and the # of points regained is dependant on |
1071 | * the level of the user. - b.t. thomas@astro.psu.edu |
1186 | * the level of the user. - b.t. thomas@astro.psu.edu |
1072 | */ |
1187 | */ |
1073 | |
1188 | |
|
|
1189 | void |
1074 | void meditate (object *pl, object *skill) { |
1190 | meditate (object *pl, object *skill) |
|
|
1191 | { |
1075 | object *tmp; |
1192 | object *tmp; |
1076 | |
1193 | |
1077 | if(pl->type!=PLAYER) return; /* players only */ |
1194 | if (pl->type != PLAYER) |
|
|
1195 | return; /* players only */ |
1078 | |
1196 | |
1079 | /* check if pl has removed encumbering armour and weapons */ |
1197 | /* check if pl has removed encumbering armour and weapons */ |
1080 | if(QUERY_FLAG(pl,FLAG_READY_WEAPON) && (skill->level<6)) { |
1198 | if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6)) |
1081 | new_draw_info(NDI_UNIQUE,0,pl, |
1199 | { |
1082 | "You can't concentrate while wielding a weapon!\n"); |
1200 | new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n"); |
1083 | return; |
1201 | return; |
1084 | } else { |
1202 | } |
|
|
1203 | else |
|
|
1204 | { |
1085 | for(tmp=pl->inv;tmp;tmp=tmp->below) |
1205 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
1086 | if (( (tmp->type==ARMOUR && skill->level<12) |
1206 | if (((tmp->type == ARMOUR && skill->level < 12) |
1087 | || (tmp->type==HELMET && skill->level<10) |
1207 | || (tmp->type == HELMET && skill->level < 10) |
1088 | || (tmp->type==SHIELD && skill->level<6) |
1208 | || (tmp->type == SHIELD && skill->level < 6) |
1089 | || (tmp->type==BOOTS && skill->level<4) |
1209 | || (tmp->type == BOOTS && skill->level < 4) || (tmp->type == GLOVES && skill->level < 2)) && QUERY_FLAG (tmp, FLAG_APPLIED)) |
1090 | || (tmp->type==GLOVES && skill->level<2) ) |
1210 | { |
1091 | && QUERY_FLAG(tmp,FLAG_APPLIED)) { |
1211 | new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n"); |
1092 | new_draw_info(NDI_UNIQUE,0,pl, |
1212 | return; |
1093 | "You can't concentrate while wearing so much armour!\n"); |
1213 | } |
1094 | return; |
|
|
1095 | } |
|
|
1096 | } |
1214 | } |
1097 | |
1215 | |
1098 | /* ok let's meditate! Spell points are regained first, then once |
1216 | /* ok let's meditate! Spell points are regained first, then once |
1099 | * they are maxed we get back hp. Actual incrementing of values |
1217 | * 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 |
1218 | * is handled by the do_some_living() (in player.c). This way magical |
1101 | * bonuses for healing/sp regeneration are included properly |
1219 | * bonuses for healing/sp regeneration are included properly |
1102 | * No matter what, we will eat up some playing time trying to |
1220 | * No matter what, we will eat up some playing time trying to |
1103 | * meditate. (see 'factor' variable for what sets the amount of time) |
1221 | * meditate. (see 'factor' variable for what sets the amount of time) |
1104 | */ |
1222 | */ |
1105 | |
1223 | |
1106 | new_draw_info(NDI_BLACK,0,pl, "You meditate."); |
1224 | new_draw_info (NDI_BLACK, 0, pl, "You meditate."); |
1107 | |
1225 | |
1108 | if(pl->stats.sp < pl->stats.maxsp) { |
1226 | if (pl->stats.sp < pl->stats.maxsp) |
|
|
1227 | { |
1109 | pl->stats.sp++; |
1228 | pl->stats.sp++; |
1110 | pl->last_sp = -1; |
1229 | pl->last_sp = -1; |
|
|
1230 | } |
1111 | } else if (pl->stats.hp < pl->stats.maxhp) { |
1231 | else if (pl->stats.hp < pl->stats.maxhp) |
|
|
1232 | { |
1112 | pl->stats.hp++; |
1233 | pl->stats.hp++; |
1113 | pl->last_heal = -1; |
1234 | pl->last_heal = -1; |
1114 | } |
1235 | } |
1115 | } |
1236 | } |
1116 | |
1237 | |
1117 | /* write_note() - this routine allows players to inscribe messages in |
1238 | /* write_note() - this routine allows players to inscribe messages in |
1118 | * ordinary 'books' (anything that is type BOOK). b.t. |
1239 | * ordinary 'books' (anything that is type BOOK). b.t. |
1119 | */ |
1240 | */ |
1120 | |
1241 | |
|
|
1242 | static int |
1121 | static int write_note(object *pl, object *item, const char *msg, object *skill) { |
1243 | write_note (object *pl, object *item, const char *msg, object *skill) |
|
|
1244 | { |
1122 | char buf[1024]; |
1245 | char buf[1024]; |
1123 | object *newBook = NULL; |
1246 | object *newBook = NULL; |
1124 | |
1247 | |
1125 | /* a pair of sanity checks */ |
1248 | /* a pair of sanity checks */ |
1126 | if(!item||item->type!=BOOK) return 0; |
1249 | if (!item || item->type != BOOK) |
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 | } |
|
|
1134 | if (strcasestr_local(msg, "endmsg")) { |
|
|
1135 | new_draw_info(NDI_UNIQUE,0,pl,"Trying to cheat now are we?"); |
|
|
1136 | return 0; |
|
|
1137 | } |
|
|
1138 | |
|
|
1139 | /* Lauwenmark: Handle for plugin book writing (trigger) event */ |
|
|
1140 | if (execute_event(item, EVENT_TRIGGER,pl,NULL,msg,SCRIPT_FIX_ALL)!=0) |
|
|
1141 | return strlen(msg); |
|
|
1142 | |
|
|
1143 | buf[0] = 0; |
|
|
1144 | if(!book_overflow(item->msg,msg,sizeof (buf))) { /* add msg string to book */ |
|
|
1145 | if(item->msg) |
|
|
1146 | strcpy(buf,item->msg); |
|
|
1147 | |
|
|
1148 | strcat(buf,msg); |
|
|
1149 | strcat(buf,"\n"); /* new msg needs a LF */ |
|
|
1150 | if(item->nrof > 1) { |
|
|
1151 | newBook = get_object(); |
|
|
1152 | copy_object(item, newBook); |
|
|
1153 | decrease_ob(item); |
|
|
1154 | esrv_send_item(pl, item); |
|
|
1155 | newBook->nrof = 1; |
|
|
1156 | if (newBook->msg) free_string(newBook->msg); |
|
|
1157 | newBook->msg = add_string(buf); |
|
|
1158 | newBook = insert_ob_in_ob(newBook, pl); |
|
|
1159 | esrv_send_item(pl, newBook); |
|
|
1160 | } else { |
|
|
1161 | if (item->msg) free_string(item->msg); |
|
|
1162 | item->msg=add_string(buf); |
|
|
1163 | /* This shouldn't be necessary - the object hasn't changed in any |
|
|
1164 | * visible way |
|
|
1165 | */ |
|
|
1166 | /* esrv_send_item(pl, item);*/ |
|
|
1167 | } |
|
|
1168 | new_draw_info_format(NDI_UNIQUE,0,pl, "You write in the %s.", |
|
|
1169 | query_short_name(item)); |
|
|
1170 | return strlen(msg); |
|
|
1171 | } else |
|
|
1172 | new_draw_info_format(NDI_UNIQUE,0,pl, |
|
|
1173 | "Your message won't fit in the %s!", |
|
|
1174 | query_short_name(item)); |
|
|
1175 | |
|
|
1176 | return 0; |
1250 | return 0; |
|
|
1251 | |
|
|
1252 | if (!msg) |
|
|
1253 | { |
|
|
1254 | new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!"); |
|
|
1255 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill); |
|
|
1256 | return 0; |
|
|
1257 | } |
|
|
1258 | if (strcasestr_local (msg, "endmsg")) |
|
|
1259 | { |
|
|
1260 | new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?"); |
|
|
1261 | return 0; |
|
|
1262 | } |
|
|
1263 | |
|
|
1264 | if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) |
|
|
1265 | return strlen (msg); |
|
|
1266 | |
|
|
1267 | buf[0] = 0; |
|
|
1268 | if (!book_overflow (item->msg, msg, sizeof (buf))) |
|
|
1269 | { /* add msg string to book */ |
|
|
1270 | if (item->msg) |
|
|
1271 | strcpy (buf, item->msg); |
|
|
1272 | |
|
|
1273 | strcat (buf, msg); |
|
|
1274 | strcat (buf, "\n"); /* new msg needs a LF */ |
|
|
1275 | if (item->nrof > 1) |
|
|
1276 | { |
|
|
1277 | newBook = get_object (); |
|
|
1278 | copy_object (item, newBook); |
|
|
1279 | decrease_ob (item); |
|
|
1280 | esrv_send_item (pl, item); |
|
|
1281 | newBook->nrof = 1; |
|
|
1282 | newBook->msg = buf; |
|
|
1283 | newBook = insert_ob_in_ob (newBook, pl); |
|
|
1284 | esrv_send_item (pl, newBook); |
|
|
1285 | } |
|
|
1286 | else |
|
|
1287 | { |
|
|
1288 | item->msg = buf; |
|
|
1289 | /* This shouldn't be necessary - the object hasn't changed in any |
|
|
1290 | * visible way |
|
|
1291 | */ |
|
|
1292 | /* esrv_send_item(pl, item); */ |
|
|
1293 | } |
|
|
1294 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", query_short_name (item)); |
|
|
1295 | return strlen (msg); |
|
|
1296 | } |
|
|
1297 | else |
|
|
1298 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item)); |
|
|
1299 | |
|
|
1300 | return 0; |
1177 | } |
1301 | } |
1178 | |
1302 | |
1179 | /* write_scroll() - this routine allows players to inscribe spell scrolls |
1303 | /* write_scroll() - this routine allows players to inscribe spell scrolls |
1180 | * of spells which they know. Backfire effects are possible with the |
1304 | * of spells which they know. Backfire effects are possible with the |
1181 | * severity of the backlash correlated with the difficulty of the scroll |
1305 | * severity of the backlash correlated with the difficulty of the scroll |
1182 | * that is attempted. -b.t. thomas@astro.psu.edu |
1306 | * that is attempted. -b.t. thomas@astro.psu.edu |
1183 | */ |
1307 | */ |
1184 | |
1308 | |
|
|
1309 | static int |
1185 | static int write_scroll (object *pl, object *scroll, object *skill) { |
1310 | write_scroll (object *pl, object *scroll, object *skill) |
|
|
1311 | { |
1186 | int success=0,confused=0; |
1312 | int success = 0, confused = 0; |
1187 | object *newscroll, *chosen_spell, *tmp; |
1313 | object *newscroll, *chosen_spell, *tmp; |
1188 | |
1314 | |
1189 | /* this is a sanity check */ |
1315 | /* this is a sanity check */ |
1190 | if (scroll->type!=SCROLL) { |
1316 | if (scroll->type != SCROLL) |
|
|
1317 | { |
1191 | new_draw_info(NDI_UNIQUE,0,pl,"A spell can only be inscribed into a scroll!"); |
1318 | new_draw_info (NDI_UNIQUE, 0, pl, "A spell can only be inscribed into a scroll!"); |
1192 | return 0; |
1319 | return 0; |
1193 | } |
1320 | } |
1194 | |
1321 | |
1195 | /* Check if we are ready to attempt inscription */ |
1322 | /* Check if we are ready to attempt inscription */ |
1196 | chosen_spell=pl->contr->ranges[range_magic]; |
1323 | chosen_spell = pl->contr->ranges[range_magic]; |
1197 | if(!chosen_spell) { |
1324 | if (!chosen_spell) |
1198 | new_draw_info(NDI_UNIQUE,0,pl, |
|
|
1199 | "You need a spell readied in order to inscribe!"); |
|
|
1200 | return 0; |
|
|
1201 | } |
1325 | { |
|
|
1326 | new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); |
|
|
1327 | return 0; |
|
|
1328 | } |
1202 | if(SP_level_spellpoint_cost(pl,chosen_spell,SPELL_GRACE) > pl->stats.grace) { |
1329 | if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace) |
1203 | new_draw_info_format(NDI_UNIQUE,0,pl, |
|
|
1204 | "You don't have enough grace to write a scroll of %s.", |
|
|
1205 | chosen_spell->name); |
|
|
1206 | return 0; |
|
|
1207 | } |
1330 | { |
|
|
1331 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name); |
|
|
1332 | return 0; |
|
|
1333 | } |
1208 | if(SP_level_spellpoint_cost(pl,chosen_spell,SPELL_MANA) > pl->stats.sp) { |
1334 | if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) |
1209 | new_draw_info_format(NDI_UNIQUE,0,pl, |
|
|
1210 | "You don't have enough mana to write a scroll of %s.", |
|
|
1211 | chosen_spell->name); |
|
|
1212 | return 0; |
|
|
1213 | } |
1335 | { |
|
|
1336 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); |
|
|
1337 | return 0; |
|
|
1338 | } |
1214 | |
1339 | |
1215 | /* if there is a spell already on the scroll then player could easily |
1340 | /* if there is a spell already on the scroll then player could easily |
1216 | * accidently read it while trying to write the new one. give player |
1341 | * accidently read it while trying to write the new one. give player |
1217 | * a 50% chance to overwrite spell at their own level |
1342 | * a 50% chance to overwrite spell at their own level |
1218 | */ |
1343 | */ |
1219 | if((scroll->stats.sp || scroll->inv) && |
1344 | if ((scroll->stats.sp || scroll->inv) && random_roll (0, scroll->level * 2, pl, PREFER_LOW) > skill->level) |
1220 | random_roll(0, scroll->level*2, pl, PREFER_LOW)>skill->level) { |
1345 | { |
1221 | new_draw_info_format(NDI_UNIQUE,0,pl, |
1346 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Oops! You accidently read it while trying to write on it."); |
1222 | "Oops! You accidently read it while trying to write on it."); |
|
|
1223 | manual_apply(pl,scroll,0); |
1347 | manual_apply (pl, scroll, 0); |
1224 | return 0; |
1348 | return 0; |
1225 | } |
1349 | } |
1226 | |
1350 | |
1227 | /* ok, we are ready to try inscription */ |
1351 | /* ok, we are ready to try inscription */ |
1228 | if(QUERY_FLAG(pl,FLAG_CONFUSED)) confused = 1; |
1352 | if (QUERY_FLAG (pl, FLAG_CONFUSED)) |
|
|
1353 | confused = 1; |
1229 | |
1354 | |
1230 | /* Lost mana/grace no matter what */ |
1355 | /* Lost mana/grace no matter what */ |
1231 | pl->stats.grace-=SP_level_spellpoint_cost(pl,chosen_spell,SPELL_GRACE); |
1356 | pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); |
1232 | pl->stats.sp-=SP_level_spellpoint_cost(pl,chosen_spell,SPELL_MANA); |
1357 | pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA); |
1233 | |
1358 | |
1234 | if (random_roll(0, chosen_spell->level*4-1, pl, PREFER_LOW) < skill->level) { |
1359 | if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) |
|
|
1360 | { |
1235 | if (scroll->nrof > 1) { |
1361 | if (scroll->nrof > 1) |
|
|
1362 | { |
1236 | newscroll = get_object(); |
1363 | newscroll = get_object (); |
1237 | copy_object(scroll, newscroll); |
1364 | copy_object (scroll, newscroll); |
1238 | decrease_ob(scroll); |
1365 | decrease_ob (scroll); |
1239 | newscroll->nrof = 1; |
1366 | newscroll->nrof = 1; |
1240 | } else { |
1367 | } |
|
|
1368 | else |
|
|
1369 | { |
1241 | newscroll = scroll; |
1370 | newscroll = scroll; |
1242 | } |
1371 | } |
1243 | |
1372 | |
1244 | if(!confused) { |
1373 | if (!confused) |
|
|
1374 | { |
1245 | newscroll->level= MAX(skill->level, chosen_spell->level); |
1375 | newscroll->level = MAX (skill->level, chosen_spell->level); |
1246 | new_draw_info(NDI_UNIQUE,0,pl, |
1376 | new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll."); |
1247 | "You succeed in writing a new scroll."); |
1377 | } |
1248 | } else { |
1378 | else |
|
|
1379 | { |
1249 | chosen_spell = find_random_spell_in_ob(pl, NULL); |
1380 | chosen_spell = find_random_spell_in_ob (pl, NULL); |
1250 | if (!chosen_spell) return 0; |
1381 | if (!chosen_spell) |
|
|
1382 | return 0; |
1251 | |
1383 | |
1252 | newscroll->level= MAX(skill->level, chosen_spell->level); |
1384 | newscroll->level = MAX (skill->level, chosen_spell->level); |
1253 | new_draw_info(NDI_UNIQUE,0,pl, |
1385 | new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell."); |
1254 | "In your confused state, you write down some odd spell."); |
1386 | } |
1255 | } |
|
|
1256 | |
1387 | |
1257 | if (newscroll->inv) { |
1388 | if (newscroll->inv) |
|
|
1389 | { |
1258 | object *ninv; |
1390 | object *ninv; |
1259 | |
1391 | |
1260 | ninv = newscroll->inv; |
1392 | ninv = newscroll->inv; |
1261 | remove_ob(ninv); |
1393 | remove_ob (ninv); |
1262 | free_object(ninv); |
1394 | free_object (ninv); |
1263 | } |
1395 | } |
1264 | tmp = get_object(); |
1396 | tmp = get_object (); |
1265 | copy_object(chosen_spell, tmp); |
1397 | copy_object (chosen_spell, tmp); |
1266 | insert_ob_in_ob(tmp, newscroll); |
1398 | insert_ob_in_ob (tmp, newscroll); |
1267 | |
1399 | |
1268 | /* Same code as from treasure.c - so they can better merge. |
1400 | /* Same code as from treasure.c - so they can better merge. |
1269 | * if players want to sell them, so be it. |
1401 | * if players want to sell them, so be it. |
1270 | */ |
1402 | */ |
1271 | newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * |
1403 | newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); |
1272 | (newscroll->level +50) / (newscroll->inv->level + 50); |
|
|
1273 | newscroll->stats.exp = newscroll->value/5; |
1404 | newscroll->stats.exp = newscroll->value / 5; |
1274 | |
1405 | |
1275 | /* wait until finished manipulating the scroll before inserting it */ |
1406 | /* wait until finished manipulating the scroll before inserting it */ |
1276 | if (newscroll == scroll) |
1407 | if (newscroll == scroll) |
1277 | { |
1408 | { |
1278 | /* Remove to correctly merge with other items which may exist in inventory */ |
1409 | /* Remove to correctly merge with other items which may exist in inventory */ |
1279 | remove_ob(newscroll); |
1410 | remove_ob (newscroll); |
1280 | esrv_del_item(pl->contr,newscroll->count); |
1411 | esrv_del_item (pl->contr, newscroll->count); |
1281 | } |
1412 | } |
1282 | newscroll=insert_ob_in_ob(newscroll,pl); |
1413 | newscroll = insert_ob_in_ob (newscroll, pl); |
1283 | esrv_send_item(pl, newscroll); |
1414 | esrv_send_item (pl, newscroll); |
1284 | success = calc_skill_exp(pl,newscroll, skill); |
1415 | success = calc_skill_exp (pl, newscroll, skill); |
1285 | if(!confused) success *= 2; |
1416 | if (!confused) |
|
|
1417 | success *= 2; |
1286 | success = success * skill->level; |
1418 | success = success * skill->level; |
1287 | return success; |
1419 | return success; |
1288 | |
1420 | |
1289 | } else { /* Inscription has failed */ |
1421 | } |
|
|
1422 | else |
|
|
1423 | { /* Inscription has failed */ |
1290 | |
1424 | |
1291 | if(chosen_spell->level>skill->level || confused) { /*backfire!*/ |
1425 | if (chosen_spell->level > skill->level || confused) |
1292 | new_draw_info(NDI_UNIQUE,0,pl, |
1426 | { /*backfire! */ |
1293 | "Ouch! Your attempt to write a new scroll strains your mind!"); |
1427 | new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); |
1294 | if(random_roll(0, 1, pl, PREFER_LOW)==1) |
1428 | if (random_roll (0, 1, pl, PREFER_LOW) == 1) |
1295 | drain_specific_stat(pl,4); |
1429 | drain_specific_stat (pl, 4); |
1296 | else { |
1430 | else |
|
|
1431 | { |
|
|
1432 | confuse_player (pl, pl, 99); |
|
|
1433 | return (-30 * chosen_spell->level); |
|
|
1434 | } |
|
|
1435 | } |
|
|
1436 | else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) |
|
|
1437 | { |
|
|
1438 | new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind!"); |
1297 | confuse_player(pl,pl,99); |
1439 | confuse_player (pl, pl, 99); |
1298 | return (-30*chosen_spell->level); |
1440 | } |
1299 | } |
1441 | else |
1300 | } else if(random_roll(0, pl->stats.Int-1, pl, PREFER_HIGH) < 15) { |
|
|
1301 | new_draw_info(NDI_UNIQUE,0,pl, |
|
|
1302 | "Your attempt to write a new scroll rattles your mind!"); |
|
|
1303 | confuse_player(pl,pl,99); |
|
|
1304 | } else |
|
|
1305 | new_draw_info(NDI_UNIQUE,0,pl,"You fail to write a new scroll."); |
1442 | new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll."); |
1306 | } |
1443 | } |
|
|
1444 | return 0; |
|
|
1445 | } |
|
|
1446 | |
|
|
1447 | /* write_on_item() - wrapper for write_note and write_scroll */ |
|
|
1448 | int |
|
|
1449 | write_on_item (object *pl, const char *params, object *skill) |
|
|
1450 | { |
|
|
1451 | object *item; |
|
|
1452 | const char *string = params; |
|
|
1453 | int msgtype; |
|
|
1454 | archetype *skat; |
|
|
1455 | |
|
|
1456 | if (pl->type != PLAYER) |
1307 | return 0; |
1457 | return 0; |
1308 | } |
|
|
1309 | |
1458 | |
1310 | /* write_on_item() - wrapper for write_note and write_scroll */ |
|
|
1311 | int write_on_item (object *pl,const char *params, object *skill) { |
|
|
1312 | object *item; |
|
|
1313 | const char *string=params; |
|
|
1314 | int msgtype; |
|
|
1315 | archetype *skat; |
|
|
1316 | |
|
|
1317 | if(pl->type!=PLAYER) return 0; |
|
|
1318 | |
|
|
1319 | if (!params) { |
1459 | if (!params) |
1320 | params=""; |
|
|
1321 | string=params; |
|
|
1322 | } |
1460 | { |
|
|
1461 | params = ""; |
|
|
1462 | string = params; |
|
|
1463 | } |
1323 | skat = get_archetype_by_type_subtype(SKILL, SK_LITERACY); |
1464 | skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); |
1324 | |
1465 | |
1325 | /* Need to be able to read before we can write! */ |
1466 | /* Need to be able to read before we can write! */ |
1326 | if(!find_skill_by_name(pl,skat->clone.skill)) { |
1467 | if (!find_skill_by_name (pl, skat->clone.skill)) |
1327 | new_draw_info(NDI_UNIQUE,0,pl, |
|
|
1328 | "You must learn to read before you can write!"); |
|
|
1329 | return 0; |
|
|
1330 | } |
1468 | { |
|
|
1469 | new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!"); |
|
|
1470 | return 0; |
|
|
1471 | } |
1331 | |
1472 | |
1332 | /* if there is a message then it goes in a book and no message means |
1473 | /* if there is a message then it goes in a book and no message means |
1333 | * write active spell into the scroll |
1474 | * write active spell into the scroll |
1334 | */ |
1475 | */ |
1335 | msgtype = (string[0]!='\0') ? BOOK : SCROLL; |
1476 | msgtype = (string[0] != '\0') ? BOOK : SCROLL; |
1336 | |
1477 | |
1337 | /* find an item of correct type to write on */ |
1478 | /* find an item of correct type to write on */ |
1338 | if ( !(item = find_marked_object(pl))){ |
1479 | if (!(item = find_marked_object (pl))) |
|
|
1480 | { |
1339 | new_draw_info(NDI_UNIQUE,0,pl,"You don't have any marked item to write on."); |
1481 | new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on."); |
1340 | return 0; |
1482 | return 0; |
1341 | } |
1483 | } |
1342 | |
1484 | |
1343 | if(QUERY_FLAG(item,FLAG_UNPAID)) { |
1485 | if (QUERY_FLAG (item, FLAG_UNPAID)) |
1344 | new_draw_info(NDI_UNIQUE,0,pl, |
|
|
1345 | "You had better pay for that before you write on it."); |
|
|
1346 | return 0; |
|
|
1347 | } |
1486 | { |
|
|
1487 | new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); |
|
|
1488 | return 0; |
|
|
1489 | } |
1348 | if (msgtype != item->type) { |
1490 | if (msgtype != item->type) |
1349 | new_draw_info_format(NDI_UNIQUE,0,pl,"You have no %s to write on", |
|
|
1350 | msgtype==BOOK ? "book" : "scroll"); |
|
|
1351 | return 0; |
|
|
1352 | } |
1491 | { |
1353 | |
1492 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll"); |
1354 | if (msgtype == SCROLL) { |
|
|
1355 | return write_scroll(pl,item, skill); |
|
|
1356 | } else if (msgtype == BOOK) { |
|
|
1357 | return write_note(pl,item,string, skill); |
|
|
1358 | } |
|
|
1359 | return 0; |
1493 | return 0; |
|
|
1494 | } |
|
|
1495 | |
|
|
1496 | if (msgtype == SCROLL) |
|
|
1497 | { |
|
|
1498 | return write_scroll (pl, item, skill); |
|
|
1499 | } |
|
|
1500 | else if (msgtype == BOOK) |
|
|
1501 | { |
|
|
1502 | return write_note (pl, item, string, skill); |
|
|
1503 | } |
|
|
1504 | return 0; |
1360 | } |
1505 | } |
1361 | |
1506 | |
1362 | |
1507 | |
1363 | |
1508 | |
1364 | /* find_throw_ob() - if we request an object, then |
1509 | /* find_throw_ob() - if we request an object, then |
… | |
… | |
1368 | * (that is "throwable", ie no throwing your skills away!) |
1513 | * (that is "throwable", ie no throwing your skills away!) |
1369 | * is the object of choice. Also check to see if object is |
1514 | * is the object of choice. Also check to see if object is |
1370 | * 'throwable' (ie not applied cursed obj, worn, etc). |
1515 | * 'throwable' (ie not applied cursed obj, worn, etc). |
1371 | */ |
1516 | */ |
1372 | |
1517 | |
|
|
1518 | static object * |
1373 | static object *find_throw_ob( object *op, const char *request ) { |
1519 | find_throw_ob (object *op, const char *request) |
|
|
1520 | { |
1374 | object *tmp; |
1521 | object *tmp; |
1375 | |
1522 | |
1376 | if(!op) { /* safety */ |
1523 | if (!op) |
|
|
1524 | { /* safety */ |
1377 | LOG(llevError,"find_throw_ob(): confused! have a NULL thrower!\n"); |
1525 | LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n"); |
1378 | return (object *) NULL; |
1526 | return (object *) NULL; |
1379 | } |
1527 | } |
1380 | |
1528 | |
1381 | /* prefer marked item */ |
1529 | /* prefer marked item */ |
1382 | tmp = find_marked_object(op); |
1530 | tmp = find_marked_object (op); |
1383 | if (tmp != NULL) { |
1531 | if (tmp != NULL) |
|
|
1532 | { |
1384 | /* can't toss invisible or inv-locked items */ |
1533 | /* can't toss invisible or inv-locked items */ |
1385 | if (tmp->invisible || QUERY_FLAG(tmp, FLAG_INV_LOCKED)) { |
1534 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
|
|
1535 | { |
1386 | tmp = NULL; |
1536 | tmp = NULL; |
1387 | } |
1537 | } |
1388 | } |
1538 | } |
1389 | |
1539 | |
1390 | /* look through the inventory */ |
1540 | /* look through the inventory */ |
1391 | if (tmp == NULL) { |
1541 | if (tmp == NULL) |
|
|
1542 | { |
1392 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { |
1543 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
|
|
1544 | { |
1393 | /* can't toss invisible or inv-locked items */ |
1545 | /* can't toss invisible or inv-locked items */ |
1394 | if (tmp->invisible || QUERY_FLAG(tmp, FLAG_INV_LOCKED)) |
1546 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
1395 | continue; |
1547 | continue; |
1396 | if (!request |
1548 | if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request)) |
1397 | || !strcmp(query_name(tmp), request) |
|
|
1398 | || !strcmp(tmp->name, request)) |
|
|
1399 | break; |
1549 | break; |
1400 | } |
1550 | } |
1401 | } |
1551 | } |
1402 | |
1552 | |
1403 | /* this should prevent us from throwing away |
1553 | /* this should prevent us from throwing away |
1404 | * cursed items, worn armour, etc. Only weapons |
1554 | * cursed items, worn armour, etc. Only weapons |
1405 | * can be thrown from 'hand'. |
1555 | * can be thrown from 'hand'. |
1406 | */ |
1556 | */ |
|
|
1557 | if (!tmp) |
1407 | if (!tmp) return NULL; |
1558 | return NULL; |
1408 | |
1559 | |
1409 | if (QUERY_FLAG(tmp,FLAG_APPLIED)) { |
1560 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
1561 | { |
1410 | if(tmp->type!=WEAPON) { |
1562 | if (tmp->type != WEAPON) |
1411 | new_draw_info_format(NDI_UNIQUE, 0,op, |
1563 | { |
1412 | "You can't throw %s.",query_name(tmp)); |
1564 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp)); |
1413 | tmp = NULL; |
1565 | tmp = NULL; |
|
|
1566 | } |
1414 | } else if (QUERY_FLAG(tmp,FLAG_CURSED)||QUERY_FLAG(tmp,FLAG_DAMNED)) { |
1567 | else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
1415 | new_draw_info_format(NDI_UNIQUE, 0,op, |
1568 | { |
1416 | "The %s sticks to your hand!",query_name(tmp)); |
1569 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp)); |
1417 | tmp = NULL; |
1570 | tmp = NULL; |
1418 | } else { |
1571 | } |
|
|
1572 | else |
|
|
1573 | { |
1419 | if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) { |
1574 | if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) |
|
|
1575 | { |
1420 | LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); |
1576 | LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); |
1421 | tmp = NULL; |
1577 | tmp = NULL; |
|
|
1578 | } |
|
|
1579 | } |
1422 | } |
1580 | } |
1423 | } |
|
|
1424 | } else if (QUERY_FLAG(tmp, FLAG_UNPAID)) { |
1581 | else if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1582 | { |
1425 | new_draw_info_format(NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name(tmp)); |
1583 | new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp)); |
1426 | tmp = NULL; |
1584 | tmp = NULL; |
1427 | } |
1585 | } |
1428 | |
1586 | |
1429 | if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED)) { |
1587 | if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
|
|
1588 | { |
1430 | LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); |
1589 | LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); |
1431 | tmp=NULL; |
1590 | tmp = NULL; |
1432 | } |
1591 | } |
1433 | return tmp; |
1592 | return tmp; |
1434 | } |
1593 | } |
1435 | |
1594 | |
1436 | /* make_throw_ob() We construct the 'carrier' object in |
1595 | /* make_throw_ob() We construct the 'carrier' object in |
1437 | * which we will insert the object that is being thrown. |
1596 | * which we will insert the object that is being thrown. |
1438 | * This combination becomes the 'thrown object'. -b.t. |
1597 | * This combination becomes the 'thrown object'. -b.t. |
1439 | */ |
1598 | */ |
1440 | |
1599 | |
|
|
1600 | static object * |
1441 | static object *make_throw_ob (object *orig) { |
1601 | make_throw_ob (object *orig) |
|
|
1602 | { |
1442 | object *toss_item; |
1603 | object *toss_item; |
1443 | |
1604 | |
|
|
1605 | if (!orig) |
1444 | if(!orig) return NULL; |
1606 | return NULL; |
1445 | |
1607 | |
1446 | toss_item=get_object(); |
1608 | toss_item = get_object (); |
1447 | if (QUERY_FLAG (orig, FLAG_APPLIED)) { |
1609 | if (QUERY_FLAG (orig, FLAG_APPLIED)) |
|
|
1610 | { |
1448 | LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); |
1611 | LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); |
1449 | /* insufficient workaround, but better than nothing */ |
1612 | /* insufficient workaround, but better than nothing */ |
1450 | CLEAR_FLAG (orig, FLAG_APPLIED); |
1613 | CLEAR_FLAG (orig, FLAG_APPLIED); |
1451 | } |
1614 | } |
1452 | copy_object(orig,toss_item); |
1615 | copy_object (orig, toss_item); |
1453 | toss_item->type = THROWN_OBJ; |
1616 | toss_item->type = THROWN_OBJ; |
1454 | CLEAR_FLAG(toss_item,FLAG_CHANGING); |
1617 | CLEAR_FLAG (toss_item, FLAG_CHANGING); |
1455 | toss_item->stats.dam = 0; /* default damage */ |
1618 | toss_item->stats.dam = 0; /* default damage */ |
1456 | insert_ob_in_ob(orig,toss_item); |
1619 | insert_ob_in_ob (orig, toss_item); |
1457 | return toss_item; |
1620 | return toss_item; |
1458 | } |
1621 | } |
1459 | |
1622 | |
1460 | |
1623 | |
1461 | /* do_throw() - op throws any object toss_item. This code |
1624 | /* do_throw() - op throws any object toss_item. This code |
1462 | * was borrowed from fire_bow. |
1625 | * was borrowed from fire_bow. |
1463 | * Returns 1 if skill was successfully used, 0 if not |
1626 | * Returns 1 if skill was successfully used, 0 if not |
1464 | */ |
1627 | */ |
1465 | |
1628 | |
|
|
1629 | static int |
1466 | static int do_throw(object *op, object *part, object *toss_item, int dir, object *skill) { |
1630 | do_throw (object *op, object *part, object *toss_item, int dir, object *skill) |
|
|
1631 | { |
1467 | object *throw_ob=toss_item, *left=NULL; |
1632 | object *throw_ob = toss_item, *left = NULL; |
1468 | tag_t left_tag; |
|
|
1469 | int eff_str = 0,maxc,str=op->stats.Str,dam=0; |
1633 | int eff_str = 0, maxc, str = op->stats.Str, dam = 0; |
1470 | int pause_f,weight_f=0, mflags; |
1634 | int pause_f, weight_f = 0, mflags; |
1471 | float str_factor=1.0,load_factor=1.0,item_factor=1.0; |
1635 | float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0; |
1472 | mapstruct *m; |
1636 | maptile *m; |
1473 | sint16 sx, sy; |
1637 | sint16 sx, sy; |
1474 | tag_t tag; |
|
|
1475 | |
1638 | |
1476 | if(throw_ob==NULL) { |
1639 | if (throw_ob == NULL) |
|
|
1640 | { |
1477 | if(op->type==PLAYER) { |
1641 | if (op->type == PLAYER) |
1478 | new_draw_info(NDI_UNIQUE, 0,op,"You have nothing to throw."); |
1642 | new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw."); |
1479 | } |
1643 | |
1480 | return 0; |
1644 | return 0; |
1481 | } |
1645 | } |
1482 | if (QUERY_FLAG(throw_ob, FLAG_STARTEQUIP)) { |
1646 | if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP)) |
|
|
1647 | { |
1483 | if (op->type==PLAYER) { |
1648 | if (op->type == PLAYER) |
1484 | new_draw_info(NDI_UNIQUE, 0, op, "The gods won't let you throw that."); |
1649 | new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that."); |
1485 | } |
|
|
1486 | return 0; |
|
|
1487 | } |
|
|
1488 | |
1650 | |
|
|
1651 | return 0; |
|
|
1652 | } |
|
|
1653 | |
1489 | /* Because throwing effectiveness must be reduced by the |
1654 | /* Because throwing effectiveness must be reduced by the |
1490 | * encumbrance of the thrower and weight of the object. THus, |
1655 | * encumbrance of the thrower and weight of the object. THus, |
1491 | * we use the concept of 'effective strength' as defined below. |
1656 | * we use the concept of 'effective strength' as defined below. |
1492 | */ |
1657 | */ |
1493 | |
1658 | |
1494 | /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */ |
1659 | /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */ |
1495 | if(str>MAX_STAT) { |
1660 | if (str > MAX_STAT) |
1496 | str_factor = (float) str /(float) MAX_STAT; str = MAX_STAT; |
|
|
1497 | } |
1661 | { |
|
|
1662 | str_factor = (float) str / (float) MAX_STAT; |
|
|
1663 | str = MAX_STAT; |
1498 | |
1664 | } |
|
|
1665 | |
1499 | /* the more we carry, the less we can throw. Limit only on players */ |
1666 | /* the more we carry, the less we can throw. Limit only on players */ |
1500 | maxc=max_carry[str]*1000; |
1667 | maxc = max_carry[str] * 1000; |
1501 | if(op->carrying>maxc&&op->type==PLAYER) |
1668 | if (op->carrying > maxc && op->type == PLAYER) |
1502 | load_factor = (float)maxc/(float) op->carrying; |
1669 | load_factor = (float) maxc / (float) op->carrying; |
1503 | |
1670 | |
1504 | /* lighter items are thrown harder, farther, faster */ |
1671 | /* lighter items are thrown harder, farther, faster */ |
1505 | if(throw_ob->weight>0) |
1672 | if (throw_ob->weight > 0) |
1506 | item_factor = (float) maxc/(float) (3.0 * throw_ob->weight); |
1673 | item_factor = (float) maxc / (float) (3.0 * throw_ob->weight); |
|
|
1674 | else |
1507 | else { /* 0 or negative weight?!? Odd object, can't throw it */ |
1675 | { /* 0 or negative weight?!? Odd object, can't throw it */ |
1508 | new_draw_info_format(NDI_UNIQUE, 0,op,"You can't throw %s.\n", |
1676 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob)); |
1509 | query_name(throw_ob)); |
1677 | return 0; |
1510 | return 0; |
|
|
1511 | } |
|
|
1512 | |
1678 | } |
|
|
1679 | |
1513 | eff_str = (int) (str * (load_factor<1.0?load_factor:1.0)); |
1680 | eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0)); |
1514 | eff_str = (int) ((float) eff_str * item_factor * str_factor); |
1681 | eff_str = (int) ((float) eff_str * item_factor * str_factor); |
1515 | |
1682 | |
1516 | /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to |
1683 | /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to |
1517 | * account for super-strong throwers. */ |
1684 | * account for super-strong throwers. */ |
1518 | if(eff_str>MAX_STAT) eff_str=MAX_STAT; |
1685 | if (eff_str > MAX_STAT) |
|
|
1686 | eff_str = MAX_STAT; |
1519 | |
1687 | |
1520 | #ifdef DEBUG_THROW |
1688 | #ifdef DEBUG_THROW |
1521 | LOG(llevDebug,"%s carries %d, eff_str=%d\n",op->name,op->carrying,eff_str); |
1689 | LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str); |
1522 | LOG(llevDebug," max_c=%d, item_f=%f, load_f=%f, str=%d\n",maxc, |
1690 | LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str); |
1523 | item_factor,load_factor,op->stats.Str); |
|
|
1524 | LOG(llevDebug," str_factor=%f\n",str_factor); |
1691 | LOG (llevDebug, " str_factor=%f\n", str_factor); |
1525 | LOG(llevDebug," item %s weight= %d\n",throw_ob->name,throw_ob->weight); |
1692 | LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight); |
1526 | #endif |
1693 | #endif |
1527 | |
1694 | |
1528 | /* 3 things here prevent a throw, you aimed at your feet, you |
1695 | /* 3 things here prevent a throw, you aimed at your feet, you |
1529 | * have no effective throwing strength, or you threw at something |
1696 | * have no effective throwing strength, or you threw at something |
1530 | * that flying objects can't get through. |
1697 | * that flying objects can't get through. |
1531 | */ |
1698 | */ |
1532 | mflags = get_map_flags(part->map,&m, part->x+freearr_x[dir],part->y+freearr_y[dir],&sx,&sy); |
1699 | mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy); |
1533 | |
1700 | |
1534 | if(!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || |
1701 | if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW)) |
1535 | (GET_MAP_MOVE_BLOCK(m, sx, sy) & MOVE_FLY_LOW)) { |
1702 | { |
1536 | |
1703 | |
1537 | /* bounces off 'wall', and drops to feet */ |
1704 | /* bounces off 'wall', and drops to feet */ |
1538 | remove_ob(throw_ob); |
1705 | remove_ob (throw_ob); |
1539 | throw_ob->x = part->x; throw_ob->y = part->y; |
1706 | throw_ob->x = part->x; |
|
|
1707 | throw_ob->y = part->y; |
1540 | insert_ob_in_map(throw_ob,part->map,op,0); |
1708 | insert_ob_in_map (throw_ob, part->map, op, 0); |
1541 | if(op->type==PLAYER) { |
1709 | if (op->type == PLAYER) |
|
|
1710 | { |
1542 | if(eff_str<=1) { |
1711 | if (eff_str <= 1) |
1543 | new_draw_info_format(NDI_UNIQUE, 0,op, |
1712 | { |
1544 | "Your load is so heavy you drop %s to the ground.", |
1713 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob)); |
1545 | query_name(throw_ob)); |
1714 | } |
1546 | } |
|
|
1547 | else if(!dir) { |
1715 | else if (!dir) |
|
|
1716 | { |
1548 | new_draw_info_format(NDI_UNIQUE, 0,op,"You throw %s at the ground.", |
1717 | new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob)); |
1549 | query_name(throw_ob)); |
1718 | } |
1550 | } |
1719 | else |
1551 | else |
|
|
1552 | new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); |
1720 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1553 | } |
1721 | } |
1554 | return 0; |
1722 | return 0; |
1555 | } /* if object can't be thrown */ |
1723 | } /* if object can't be thrown */ |
1556 | |
1724 | |
1557 | left = throw_ob; /* these are throwing objects left to the player */ |
1725 | left = throw_ob; /* these are throwing objects left to the player */ |
1558 | left_tag = left->count; |
|
|
1559 | |
1726 | |
1560 | /* sometimes get_split_ob can't split an object (because op->nrof==0?) |
1727 | /* sometimes get_split_ob can't split an object (because op->nrof==0?) |
1561 | * and returns NULL. We must use 'left' then |
1728 | * and returns NULL. We must use 'left' then |
1562 | */ |
1729 | */ |
1563 | |
1730 | |
1564 | if((throw_ob = get_split_ob(throw_ob, 1))==NULL) { |
1731 | if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL) |
|
|
1732 | { |
1565 | throw_ob = left; |
1733 | throw_ob = left; |
1566 | remove_ob(left); |
1734 | remove_ob (left); |
1567 | if (op->type==PLAYER) |
1735 | if (op->type == PLAYER) |
1568 | esrv_del_item(op->contr, left->count); |
1736 | esrv_del_item (op->contr, left->count); |
1569 | } |
1737 | } |
1570 | else if (op->type==PLAYER) { |
1738 | else if (op->type == PLAYER) |
1571 | if (was_destroyed (left, left_tag)) |
1739 | { |
|
|
1740 | if (left->destroyed ()) |
1572 | esrv_del_item(op->contr, left_tag); |
1741 | esrv_del_item (op->contr, left->count); |
1573 | else |
1742 | else |
1574 | esrv_update_item(UPD_NROF, op, left); |
1743 | esrv_update_item (UPD_NROF, op, left); |
1575 | } |
1744 | } |
1576 | |
1745 | |
1577 | /* special case: throwing powdery substances like dust, dirt */ |
1746 | /* special case: throwing powdery substances like dust, dirt */ |
1578 | if(throw_ob->type == POTION && throw_ob->subtype == POT_DUST) { |
1747 | if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) |
|
|
1748 | { |
1579 | cast_dust(op,throw_ob,dir); |
1749 | cast_dust (op, throw_ob, dir); |
1580 | return 1; |
1750 | return 1; |
1581 | } |
1751 | } |
1582 | |
1752 | |
1583 | /* Make a thrown object -- insert real object in a 'carrier' object. |
1753 | /* Make a thrown object -- insert real object in a 'carrier' object. |
1584 | * If unsuccessfull at making the "thrown_obj", we just reinsert |
1754 | * If unsuccessfull at making the "thrown_obj", we just reinsert |
1585 | * the original object back into inventory and exit |
1755 | * the original object back into inventory and exit |
1586 | */ |
1756 | */ |
1587 | if((toss_item = make_throw_ob(throw_ob))) { |
1757 | if ((toss_item = make_throw_ob (throw_ob))) |
|
|
1758 | { |
1588 | throw_ob = toss_item; |
1759 | throw_ob = toss_item; |
1589 | if (throw_ob->skill) free_string(throw_ob->skill); |
|
|
1590 | throw_ob->skill = add_string(skill->skill); |
1760 | throw_ob->skill = skill->skill; |
|
|
1761 | } |
|
|
1762 | else |
1591 | } |
1763 | { |
1592 | else { |
|
|
1593 | insert_ob_in_ob(throw_ob,op); |
1764 | insert_ob_in_ob (throw_ob, op); |
1594 | return 0; |
1765 | return 0; |
1595 | } |
1766 | } |
1596 | |
1767 | |
1597 | set_owner(throw_ob,op); |
1768 | set_owner (throw_ob, op); |
1598 | /* At some point in the attack code, the actual real object (op->inv) |
1769 | /* At some point in the attack code, the actual real object (op->inv) |
1599 | * becomes the hitter. As such, we need to make sure that has a proper |
1770 | * becomes the hitter. As such, we need to make sure that has a proper |
1600 | * owner value so exp goes to the right place. |
1771 | * owner value so exp goes to the right place. |
1601 | */ |
1772 | */ |
1602 | set_owner(throw_ob->inv,op); |
1773 | set_owner (throw_ob->inv, op); |
1603 | throw_ob->direction=dir; |
1774 | throw_ob->direction = dir; |
1604 | throw_ob->x = part->x; |
1775 | throw_ob->x = part->x; |
1605 | throw_ob->y = part->y; |
1776 | throw_ob->y = part->y; |
1606 | |
1777 | |
1607 | /* the damage bonus from the force of the throw */ |
1778 | /* the damage bonus from the force of the throw */ |
1608 | dam = (int) (str_factor * dam_bonus[eff_str]); |
1779 | dam = (int) (str_factor * dam_bonus[eff_str]); |
1609 | |
1780 | |
1610 | /* Now, lets adjust the properties of the thrown_ob. */ |
1781 | /* Now, lets adjust the properties of the thrown_ob. */ |
1611 | |
1782 | |
1612 | /* how far to fly */ |
1783 | /* how far to fly */ |
1613 | throw_ob->last_sp = (eff_str*3)/5; |
1784 | throw_ob->last_sp = (eff_str * 3) / 5; |
1614 | |
1785 | |
1615 | /* speed */ |
1786 | /* speed */ |
1616 | throw_ob->speed = (speed_bonus[eff_str]+1.0)/1.5; |
1787 | throw_ob->speed = (speed_bonus[eff_str] + 1.0) / 1.5; |
1617 | throw_ob->speed = MIN(1.0,throw_ob->speed); /* no faster than an arrow! */ |
1788 | throw_ob->speed = MIN (1.0, throw_ob->speed); /* no faster than an arrow! */ |
1618 | |
1789 | |
1619 | /* item damage. Eff_str and item weight influence damage done */ |
1790 | /* item damage. Eff_str and item weight influence damage done */ |
1620 | weight_f = (throw_ob->weight/2000)>MAX_STAT?MAX_STAT:(throw_ob->weight/2000); |
1791 | weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000); |
1621 | throw_ob->stats.dam += (dam/3) + dam_bonus[weight_f] |
1792 | throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2; |
1622 | + (throw_ob->weight/15000) - 2; |
|
|
1623 | |
1793 | |
1624 | /* chance of breaking. Proportional to force used and weight of item */ |
1794 | /* chance of breaking. Proportional to force used and weight of item */ |
1625 | throw_ob->stats.food = (dam/2) + (throw_ob->weight/60000); |
1795 | throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000); |
1626 | |
1796 | |
1627 | /* replace 25 with a call to clone.arch wc? messes up w/ NPC */ |
1797 | /* replace 25 with a call to clone.arch wc? messes up w/ NPC */ |
1628 | throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] |
1798 | throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level; |
1629 | - thaco_bonus[eff_str] - skill->level; |
|
|
1630 | |
|
|
1631 | |
1799 | |
|
|
1800 | |
1632 | /* the properties of objects which are meant to be thrown (ie dart, |
1801 | /* the properties of objects which are meant to be thrown (ie dart, |
1633 | * throwing knife, etc) will differ from ordinary items. Lets tailor |
1802 | * throwing knife, etc) will differ from ordinary items. Lets tailor |
1634 | * this stuff in here. |
1803 | * this stuff in here. |
1635 | */ |
1804 | */ |
1636 | |
1805 | |
1637 | if(QUERY_FLAG(throw_ob->inv,FLAG_IS_THROWN)) { |
1806 | if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN)) |
|
|
1807 | { |
1638 | throw_ob->last_sp += eff_str/3; /* fly a little further */ |
1808 | throw_ob->last_sp += eff_str / 3; /* fly a little further */ |
1639 | throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; |
1809 | throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; |
1640 | throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; |
1810 | throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; |
1641 | /* only throw objects get directional faces */ |
1811 | /* only throw objects get directional faces */ |
1642 | if(GET_ANIM_ID(throw_ob) && NUM_ANIMATIONS(throw_ob)) |
1812 | if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) |
1643 | SET_ANIMATION(throw_ob, dir); |
1813 | SET_ANIMATION (throw_ob, dir); |
1644 | } else { |
1814 | } |
|
|
1815 | else |
|
|
1816 | { |
1645 | /* some materials will adjust properties.. */ |
1817 | /* some materials will adjust properties.. */ |
1646 | if(throw_ob->material&M_LEATHER) { |
1818 | if (throw_ob->material & M_LEATHER) |
|
|
1819 | { |
1647 | throw_ob->stats.dam -= 1; |
1820 | throw_ob->stats.dam -= 1; |
1648 | throw_ob->stats.food -= 10; |
1821 | throw_ob->stats.food -= 10; |
1649 | } |
1822 | } |
1650 | if(throw_ob->material&M_GLASS) throw_ob->stats.food += 60; |
1823 | if (throw_ob->material & M_GLASS) |
1651 | |
1824 | throw_ob->stats.food += 60; |
|
|
1825 | |
1652 | if(throw_ob->material&M_ORGANIC) { |
1826 | if (throw_ob->material & M_ORGANIC) |
|
|
1827 | { |
1653 | throw_ob->stats.dam -= 3; |
1828 | throw_ob->stats.dam -= 3; |
1654 | throw_ob->stats.food += 55; |
1829 | throw_ob->stats.food += 55; |
1655 | } |
1830 | } |
1656 | if(throw_ob->material&M_PAPER||throw_ob->material&M_CLOTH) { |
1831 | if (throw_ob->material & M_PAPER || throw_ob->material & M_CLOTH) |
1657 | throw_ob->stats.dam -= 5; throw_ob->speed *= 0.8; |
1832 | { |
1658 | throw_ob->stats.wc += 3; throw_ob->stats.food -= 30; |
1833 | throw_ob->stats.dam -= 5; |
1659 | } |
1834 | throw_ob->speed *= 0.8; |
|
|
1835 | throw_ob->stats.wc += 3; |
|
|
1836 | throw_ob->stats.food -= 30; |
|
|
1837 | } |
1660 | /* light obj have more wind resistance, fly slower*/ |
1838 | /* light obj have more wind resistance, fly slower */ |
1661 | if(throw_ob->weight>500) throw_ob->speed *= 0.8; |
1839 | if (throw_ob->weight > 500) |
1662 | if(throw_ob->weight>50) throw_ob->speed *= 0.5; |
1840 | throw_ob->speed *= 0.8; |
1663 | |
1841 | if (throw_ob->weight > 50) |
1664 | } /* else tailor thrown object */ |
1842 | throw_ob->speed *= 0.5; |
1665 | |
1843 | |
|
|
1844 | } /* else tailor thrown object */ |
|
|
1845 | |
1666 | /* some limits, and safeties (needed?) */ |
1846 | /* some limits, and safeties (needed?) */ |
1667 | if(throw_ob->stats.dam<0) throw_ob->stats.dam=0; |
1847 | if (throw_ob->stats.dam < 0) |
1668 | if(throw_ob->last_sp>eff_str) throw_ob->last_sp=eff_str; |
1848 | throw_ob->stats.dam = 0; |
1669 | if(throw_ob->stats.food<0) throw_ob->stats.food=0; |
1849 | if (throw_ob->last_sp > eff_str) |
1670 | if(throw_ob->stats.food>100) throw_ob->stats.food=100; |
1850 | throw_ob->last_sp = eff_str; |
1671 | if(throw_ob->stats.wc>30) throw_ob->stats.wc=30; |
1851 | if (throw_ob->stats.food < 0) |
|
|
1852 | throw_ob->stats.food = 0; |
|
|
1853 | if (throw_ob->stats.food > 100) |
|
|
1854 | throw_ob->stats.food = 100; |
|
|
1855 | if (throw_ob->stats.wc > 30) |
|
|
1856 | throw_ob->stats.wc = 30; |
1672 | |
1857 | |
1673 | /* how long to pause the thrower. Higher values mean less pause */ |
1858 | /* how long to pause the thrower. Higher values mean less pause */ |
1674 | pause_f = ((2*eff_str)/3)+20+skill->level; |
1859 | pause_f = ((2 * eff_str) / 3) + 20 + skill->level; |
1675 | |
1860 | |
1676 | /* Put a lower limit on this */ |
1861 | /* Put a lower limit on this */ |
1677 | if (pause_f < 10) pause_f=10; |
1862 | if (pause_f < 10) |
1678 | if (pause_f > 100) pause_f=100; |
1863 | pause_f = 10; |
|
|
1864 | if (pause_f > 100) |
|
|
1865 | pause_f = 100; |
1679 | |
1866 | |
1680 | /* Changed in 0.94.2 - the calculation before was really goofy. |
1867 | /* Changed in 0.94.2 - the calculation before was really goofy. |
1681 | * In short summary, a throw can take anywhere between speed 5 and |
1868 | * In short summary, a throw can take anywhere between speed 5 and |
1682 | * speed 0.5 |
1869 | * speed 0.5 |
1683 | */ |
1870 | */ |
1684 | op->speed_left -= 50 / pause_f; |
1871 | op->speed_left -= 50 / pause_f; |
1685 | |
1872 | |
1686 | update_ob_speed(throw_ob); |
1873 | update_ob_speed (throw_ob); |
1687 | throw_ob->speed_left = 0; |
1874 | throw_ob->speed_left = 0; |
1688 | throw_ob->map = part->map; |
1875 | throw_ob->map = part->map; |
1689 | |
1876 | |
1690 | throw_ob->move_type = MOVE_FLY_LOW; |
1877 | throw_ob->move_type = MOVE_FLY_LOW; |
1691 | throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1878 | throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1692 | |
1879 | |
1693 | #if 0 |
1880 | #if 0 |
1694 | /* need to put in a good sound for this */ |
1881 | /* need to put in a good sound for this */ |
1695 | play_sound_map(op->map, op->x, op->y, SOUND_THROW_OBJ); |
1882 | play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ); |
1696 | #endif |
1883 | #endif |
|
|
1884 | |
1697 | /* Lauwenmark - Now we can call the associated script_throw event (if any) */ |
1885 | /* Lauwenmark - Now we can call the associated script_throw event (if any) */ |
1698 | execute_event(throw_ob, EVENT_THROW,op,NULL,NULL,SCRIPT_FIX_ACTIVATOR); |
1886 | INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op)); |
1699 | #ifdef DEBUG_THROW |
1887 | #ifdef DEBUG_THROW |
1700 | LOG(llevDebug," pause_f=%d \n",pause_f); |
1888 | LOG (llevDebug, " pause_f=%d \n", pause_f); |
1701 | LOG(llevDebug," %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n", |
1889 | LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n", |
1702 | throw_ob->name,throw_ob->stats.wc,throw_ob->stats.dam, |
1890 | throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food); |
1703 | throw_ob->last_sp,throw_ob->speed,throw_ob->stats.food); |
|
|
1704 | LOG(llevDebug,"inserting tossitem (%d) into map\n",throw_ob->count); |
1891 | LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count); |
1705 | #endif |
1892 | #endif |
1706 | tag = throw_ob->count; |
|
|
1707 | insert_ob_in_map(throw_ob,part->map,op,0); |
1893 | insert_ob_in_map (throw_ob, part->map, op, 0); |
1708 | if (!was_destroyed (throw_ob, tag)) |
1894 | |
|
|
1895 | if (!throw_ob->destroyed ()) |
1709 | move_arrow(throw_ob); |
1896 | move_arrow (throw_ob); |
|
|
1897 | |
1710 | return 1; |
1898 | return 1; |
1711 | } |
1899 | } |
1712 | |
1900 | |
|
|
1901 | int |
1713 | int skill_throw (object *op, object *part, int dir, const char *params, object *skill) { |
1902 | skill_throw (object *op, object *part, int dir, const char *params, object *skill) |
|
|
1903 | { |
1714 | object *throw_ob; |
1904 | object *throw_ob; |
1715 | |
1905 | |
1716 | if(op->type==PLAYER) |
1906 | if (op->type == PLAYER) |
1717 | throw_ob = find_throw_ob(op,params); |
1907 | throw_ob = find_throw_ob (op, params); |
1718 | else |
1908 | else |
1719 | throw_ob = find_mon_throw_ob(op); |
1909 | throw_ob = find_mon_throw_ob (op); |
1720 | |
1910 | |
1721 | return do_throw(op,part, throw_ob,dir, skill); |
1911 | return do_throw (op, part, throw_ob, dir, skill); |
1722 | } |
1912 | } |