1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copyright (C) 2003 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2003 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | (at your option) any later version. |
11 | * option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
20 | |
21 | * |
21 | The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #include <object.h> |
26 | #include <object.h> |
26 | #ifndef __CEXTRACT__ |
|
|
27 | # include <sproto.h> |
27 | #include <sproto.h> |
28 | #endif |
|
|
29 | #include <living.h> |
28 | #include <living.h> |
30 | #include <skills.h> |
29 | #include <skills.h> |
31 | #include <spells.h> |
30 | #include <spells.h> |
32 | #include <book.h> |
31 | #include <book.h> |
33 | |
32 | |
… | |
… | |
41 | return -1; |
40 | return -1; |
42 | |
41 | |
43 | /* Only prohibit stealing if the player does not have a free |
42 | /* Only prohibit stealing if the player does not have a free |
44 | * hand available and in fact does have hands. |
43 | * hand available and in fact does have hands. |
45 | */ |
44 | */ |
46 | if (op->type == PLAYER && op->body_used[BODY_ARMS] <= 0 && op->body_info[BODY_ARMS]) |
45 | if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info) |
47 | { |
46 | { |
48 | new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!"); |
47 | new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with! " |
|
|
48 | "H<Try to unapply weapons or things you hold in your hands, use the C<body> command.>"); |
49 | return -1; |
49 | return -1; |
50 | } |
50 | } |
51 | |
51 | |
52 | /* ADJUSTMENTS */ |
52 | /* ADJUSTMENTS */ |
53 | |
53 | |
54 | /* Its harder to steal from hostile beings! */ |
54 | /* It's harder to steal from hostile beings! */ |
55 | if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) |
55 | if (!victim->flag [FLAG_UNAGGRESSIVE]) |
56 | roll = roll / 2; |
56 | roll = roll / 2; |
57 | |
57 | |
58 | /* Easier to steal from sleeping beings, or if the thief is |
58 | /* Easier to steal from sleeping beings, or if the thief is |
59 | * unseen */ |
59 | * unseen */ |
60 | if (QUERY_FLAG (victim, FLAG_SLEEP)) |
60 | if (victim->flag [FLAG_SLEEP]) |
61 | roll = roll * 3; |
61 | roll = roll * 3; |
62 | else if (op->invisible) |
62 | else if (op->invisible) |
63 | roll = roll * 2; |
63 | roll = roll * 2; |
64 | |
64 | |
65 | /* check stealing 'encumberance'. Having this equipment applied makes |
65 | /* check stealing 'encumberance'. Having this equipment applied makes |
66 | * it quite a bit harder to steal. |
66 | * it quite a bit harder to steal. |
67 | */ |
67 | */ |
68 | for (equip = op->inv; equip; equip = equip->below) |
68 | for (equip = op->inv; equip; equip = equip->below) |
69 | { |
69 | { |
70 | if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED)) |
70 | if (equip->type == WEAPON && equip->flag [FLAG_APPLIED]) |
71 | { |
|
|
72 | roll -= equip->weight / 10000; |
71 | roll -= equip->weight / 10000; |
73 | } |
72 | |
74 | if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED)) |
73 | if (equip->type == BOW && equip->flag [FLAG_APPLIED]) |
75 | roll -= equip->weight / 5000; |
74 | roll -= equip->weight / 5000; |
|
|
75 | |
76 | if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) |
76 | if (equip->type == SHIELD && equip->flag [FLAG_APPLIED]) |
77 | { |
|
|
78 | roll -= equip->weight / 2000; |
77 | roll -= equip->weight / 2000; |
79 | } |
78 | |
80 | if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED)) |
79 | if (equip->type == ARMOUR && equip->flag [FLAG_APPLIED]) |
81 | roll -= equip->weight / 5000; |
80 | roll -= equip->weight / 5000; |
|
|
81 | |
82 | if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED)) |
82 | if (equip->type == GLOVES && equip->flag [FLAG_APPLIED]) |
83 | roll -= equip->weight / 100; |
83 | roll -= equip->weight / 100; |
84 | } |
84 | } |
|
|
85 | |
85 | if (roll < 0) |
86 | if (roll < 0) |
86 | roll = 0; |
87 | roll = 0; |
|
|
88 | |
87 | return roll; |
89 | return roll; |
88 | } |
90 | } |
89 | |
91 | |
90 | /* |
92 | /* |
91 | * When stealing: dependent on the intelligence/wisdom of whom you're |
93 | * When stealing: dependent on the intelligence/wisdom of whom you're |
… | |
… | |
94 | * or not. |
96 | * or not. |
95 | * op is the target (person being pilfered) |
97 | * op is the target (person being pilfered) |
96 | * who is the person doing the stealing. |
98 | * who is the person doing the stealing. |
97 | * skill is the skill object (stealing). |
99 | * skill is the skill object (stealing). |
98 | */ |
100 | */ |
99 | |
|
|
100 | static int |
101 | static int |
101 | attempt_steal (object *op, object *who, object *skill) |
102 | attempt_steal (object *op, object *who, object *skill) |
102 | { |
103 | { |
103 | object *success = NULL, *tmp = NULL, *next; |
104 | object *success = NULL, *tmp = NULL, *next; |
104 | int roll = 0, chance = 0, stats_value; |
105 | int roll = 0, chance = 0, stats_value; |
105 | rv_vector rv; |
106 | rv_vector rv; |
106 | |
107 | |
107 | stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2; |
108 | stats_value = (who->stats.Dex + who->stats.Int) * 3 / 2; |
108 | |
109 | |
109 | /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them) |
110 | /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them) |
110 | * they will try to prevent stealing if they can. Only unseen theives will |
111 | * they will try to prevent stealing if they can. Only unseen theives will |
111 | * have much chance of success. |
112 | * have much chance of success. |
112 | */ |
113 | */ |
113 | if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL)) |
114 | if (!op->is_player () && op->flag [FLAG_NO_STEAL]) |
114 | { |
115 | { |
115 | if (can_detect_enemy (op, who, &rv)) |
116 | if (can_detect_enemy (op, who, &rv)) |
116 | { |
117 | { |
117 | npc_call_help (op); |
118 | npc_call_help (op); |
118 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
119 | op->clr_flag (FLAG_UNAGGRESSIVE); |
119 | new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); |
120 | new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); |
120 | return 0; |
121 | return 0; |
121 | } |
122 | } |
122 | else /* help npc to detect thief next time by raising its wisdom */ |
123 | else /* help npc to detect thief next time by raising its wisdom */ |
123 | op->stats.Wis += (op->stats.Int / 5) + 1; |
124 | op->stats.Wis += (op->stats.Int / 5) + 1; |
|
|
125 | |
124 | if (op->stats.Wis > MAX_STAT) |
126 | if (op->stats.Wis > MAX_STAT) |
125 | op->stats.Wis = MAX_STAT; |
127 | op->stats.Wis = MAX_STAT; |
126 | } |
128 | } |
127 | if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ)) |
129 | |
|
|
130 | if (op->is_player () && op->flag [FLAG_WIZ]) |
128 | { |
131 | { |
129 | new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n"); |
132 | new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n"); |
130 | return 0; |
133 | return 0; |
131 | } |
134 | } |
132 | #ifdef PROHIBIT_PLAYERKILL |
135 | |
|
|
136 | // only allow stealing between hostile players (TODO: probably should change) |
133 | if (op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful)) |
137 | if (op->is_player () && who->is_player () && (who->contr->peaceful || op->contr->peaceful)) |
134 | { |
138 | { |
135 | new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); |
139 | new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); |
136 | return 0; |
140 | return 0; |
137 | } |
141 | } |
138 | #else |
|
|
139 | if (op->type == PLAYER && who->type == PLAYER && settings.no_player_stealing) |
|
|
140 | { |
|
|
141 | new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); |
|
|
142 | return 0; |
|
|
143 | } |
|
|
144 | #endif |
|
|
145 | |
142 | |
146 | |
|
|
147 | /* Ok then, go thru their inventory, stealing */ |
143 | /* Ok then, go through their inventory, stealing */ |
148 | for (tmp = op->inv; tmp != NULL; tmp = next) |
144 | for (tmp = op->inv; tmp; tmp = next) |
149 | { |
145 | { |
150 | next = tmp->below; |
146 | next = tmp->below; |
151 | |
147 | |
152 | /* you can't steal worn items, starting items, wiz stuff, |
148 | /* you can't steal worn items, starting items, wiz stuff, |
153 | * innate abilities, or items w/o a type. Generally |
149 | * innate abilities, or items w/o a type. Generally |
… | |
… | |
157 | * future possible problems. -b.t. |
153 | * future possible problems. -b.t. |
158 | * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL |
154 | * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL |
159 | * already -b.t. |
155 | * already -b.t. |
160 | */ |
156 | */ |
161 | |
157 | |
162 | if (QUERY_FLAG (tmp, FLAG_WAS_WIZ) || QUERY_FLAG (tmp, FLAG_APPLIED) |
158 | if (tmp->flag [FLAG_APPLIED] |
163 | || !(tmp->type) |
159 | || !tmp->type |
164 | || tmp->type == EXPERIENCE || tmp->type == SPELL |
160 | || tmp->type == SPELL |
165 | || QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_STEAL) || tmp->invisible) |
161 | || tmp->flag [FLAG_STARTEQUIP] |
|
|
162 | || tmp->flag [FLAG_NO_STEAL] |
|
|
163 | || tmp->invisible) |
166 | continue; |
164 | continue; |
167 | |
165 | |
168 | /* Okay, try stealing this item. Dependent on dexterity of thief, |
166 | /* Okay, try stealing this item. Dependent on dexterity of thief, |
169 | * skill level, see the adj_stealroll fctn for more detail. |
167 | * skill level, see the adj_stealroll fctn for more detail. |
170 | */ |
168 | */ |
… | |
… | |
183 | */ |
181 | */ |
184 | if (tmp->destroyed () || tmp->env != op) |
182 | if (tmp->destroyed () || tmp->env != op) |
185 | { |
183 | { |
186 | /* for players, play_sound: steals item */ |
184 | /* for players, play_sound: steals item */ |
187 | success = tmp; |
185 | success = tmp; |
188 | CLEAR_FLAG (tmp, FLAG_INV_LOCKED); |
186 | tmp->clr_flag (FLAG_INV_LOCKED); |
189 | |
|
|
190 | /* Don't delete it from target player until we know |
|
|
191 | * the thief has picked it up. can't just look at tmp->count, |
|
|
192 | * as it's possible that it got merged when picked up. |
|
|
193 | */ |
|
|
194 | if (op->type == PLAYER) |
|
|
195 | esrv_del_item (op->contr, tmp->count); |
|
|
196 | } |
187 | } |
|
|
188 | |
197 | break; |
189 | break; |
198 | } |
190 | } |
199 | } /* for loop looking for an item */ |
191 | } /* for loop looking for an item */ |
200 | |
192 | |
201 | if (!tmp) |
193 | if (!tmp) |
… | |
… | |
210 | */ |
202 | */ |
211 | |
203 | |
212 | if ((roll >= skill->level) || !chance |
204 | if ((roll >= skill->level) || !chance |
213 | || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW))))) |
205 | || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW))))) |
214 | { |
206 | { |
215 | |
|
|
216 | /* victim figures out where the thief is! */ |
207 | /* victim figures out where the thief is! */ |
217 | if (who->hide) |
208 | if (who->flag [FLAG_HIDDEN]) |
218 | make_visible (who); |
209 | make_visible (who); |
219 | |
210 | |
220 | if (op->type != PLAYER) |
211 | if (op->type != PLAYER) |
221 | { |
212 | { |
222 | /* The unaggressives look after themselves 8) */ |
213 | /* The unaggressives look after themselves 8) */ |
223 | if (who->type == PLAYER) |
214 | if (who->type == PLAYER) |
224 | { |
215 | { |
225 | npc_call_help (op); |
216 | npc_call_help (op); |
226 | new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op)); |
217 | new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op)); |
227 | } |
218 | } |
228 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
219 | |
|
|
220 | op->clr_flag (FLAG_UNAGGRESSIVE); |
229 | /* all remaining npc items are guarded now. Set flag NO_STEAL |
221 | /* all remaining npc items are guarded now. Set flag NO_STEAL |
230 | * on the victim. |
222 | * on the victim. |
231 | */ |
223 | */ |
232 | SET_FLAG (op, FLAG_NO_STEAL); |
224 | op->set_flag (FLAG_NO_STEAL); |
233 | } |
225 | } |
234 | else |
226 | else |
235 | { /* stealing from another player */ |
227 | { /* stealing from another player */ |
236 | char buf[MAX_BUF]; |
228 | char buf[MAX_BUF]; |
237 | |
229 | |
238 | /* Notify the other player */ |
230 | /* Notify the other player */ |
239 | if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW)) |
231 | if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW)) |
240 | { |
|
|
241 | sprintf (buf, "Your %s is missing!", query_name (success)); |
232 | sprintf (buf, "Your %s is missing!", query_name (success)); |
242 | } |
|
|
243 | else |
233 | else |
244 | { |
|
|
245 | sprintf (buf, "Your pack feels strangely lighter."); |
234 | sprintf (buf, "Your pack feels strangely lighter."); |
246 | } |
235 | |
247 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
236 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
248 | if (!success) |
237 | if (!success) |
249 | { |
238 | { |
250 | if (who->invisible) |
239 | if (who->invisible) |
251 | { |
|
|
252 | sprintf (buf, "you feel itchy fingers getting at your pack."); |
240 | sprintf (buf, "you feel itchy fingers getting at your pack."); |
253 | } |
|
|
254 | else |
241 | else |
255 | { |
|
|
256 | sprintf (buf, "%s looks very shifty.", query_name (who)); |
242 | sprintf (buf, "%s looks very shifty.", query_name (who)); |
257 | } |
243 | |
258 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
244 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
259 | } |
245 | } |
260 | } /* else stealing from another player */ |
246 | } /* else stealing from another player */ |
261 | /* play_sound("stop! thief!"); kindofthing */ |
247 | /* play_sound("stop! thief!"); kindofthing */ |
262 | } /* if you weren't 100% successful */ |
248 | } /* if you weren't 100% successful */ |
|
|
249 | |
263 | return success ? 1 : 0; |
250 | return success ? 1 : 0; |
264 | } |
251 | } |
265 | |
|
|
266 | |
252 | |
267 | int |
253 | int |
268 | steal (object *op, int dir, object *skill) |
254 | steal (object *op, int dir, object *skill) |
269 | { |
255 | { |
270 | object *tmp, *next; |
256 | object *tmp, *next; |
… | |
… | |
274 | |
260 | |
275 | x = op->x + freearr_x[dir]; |
261 | x = op->x + freearr_x[dir]; |
276 | y = op->y + freearr_y[dir]; |
262 | y = op->y + freearr_y[dir]; |
277 | |
263 | |
278 | if (dir == 0) |
264 | if (dir == 0) |
279 | { |
265 | return 0; // you can't steal from ourself! |
280 | /* Can't steal from ourself! */ |
|
|
281 | return 0; |
|
|
282 | } |
|
|
283 | |
266 | |
284 | m = op->map; |
267 | m = op->map; |
285 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
268 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
286 | /* Out of map - can't do it. If nothing alive on this space, |
269 | /* Out of map - can't do it. If nothing alive on this space, |
287 | * don't need to look any further. |
270 | * don't need to look any further. |
… | |
… | |
292 | /* If player can't move onto the space, can't steal from it. */ |
275 | /* 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))) |
276 | if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) |
294 | return 0; |
277 | return 0; |
295 | |
278 | |
296 | /* Find the topmost object at this spot */ |
279 | /* Find the topmost object at this spot */ |
297 | for (tmp = get_map_ob (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above); |
280 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above); |
298 | |
281 | |
299 | /* For all the stacked objects at this point, attempt a steal */ |
282 | /* For all the stacked objects at this point, attempt a steal */ |
300 | for (; tmp != NULL; tmp = next) |
283 | for (; tmp; tmp = next) |
301 | { |
284 | { |
302 | next = tmp->below; |
285 | next = tmp->below; |
303 | /* Minor hack--for multi square beings - make sure we get |
286 | /* Minor hack--for multi square beings - make sure we get |
304 | * the 'head' coz 'tail' objects have no inventory! - b.t. |
287 | * the 'head' coz 'tail' objects have no inventory! - b.t. |
305 | */ |
288 | */ |
306 | if (tmp->head) |
289 | if (tmp->head) |
307 | tmp = tmp->head; |
290 | tmp = tmp->head; |
308 | |
291 | |
309 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
292 | if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER]) |
310 | continue; |
293 | continue; |
311 | |
294 | |
312 | /* do not reveal hidden DMs */ |
295 | /* do not reveal hidden DMs */ |
313 | if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden) |
296 | if (tmp->type == PLAYER && tmp->flag [FLAG_WIZ] && tmp->contr->hidden) |
314 | continue; |
297 | continue; |
|
|
298 | |
315 | if (attempt_steal (tmp, op, skill)) |
299 | if (attempt_steal (tmp, op, skill)) |
316 | { |
300 | { |
317 | if (tmp->type == PLAYER) /* no xp for stealing from another player */ |
301 | if (tmp->type == PLAYER) /* no xp for stealing from another player */ |
318 | return 0; |
302 | return 0; |
319 | |
303 | |
320 | /* no xp for stealing from pets (of players) */ |
304 | /* no xp for stealing from pets (of players) */ |
321 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) |
305 | if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE) |
322 | { |
306 | { |
323 | object *owner = get_owner (tmp); |
307 | object *owner = tmp->owner; |
324 | |
308 | |
325 | if (owner != NULL && owner->type == PLAYER) |
309 | if (owner && owner->type == PLAYER) |
326 | return 0; |
310 | return 0; |
327 | } |
311 | } |
328 | |
312 | |
329 | // reduce monster experience by experience we gained, as to |
313 | // reduce monster experience by experience we gained, as to |
330 | // limit the amount of exp that can be gained by stealing from monsters |
314 | // limit the amount of exp that can be gained by stealing from monsters |
331 | // (jessies gave ~20,000,000 exp otherwise. |
315 | // (jessies gave ~20,000,000 exp otherwise. |
332 | int exp = calc_skill_exp (op, tmp, skill); |
316 | int exp = calc_skill_exp (op, tmp, skill); |
333 | |
317 | |
334 | exp = MIN (tmp->stats.exp, exp); |
318 | exp = min (tmp->stats.exp, exp); |
335 | tmp->stats.exp -= exp; |
319 | tmp->stats.exp -= exp; |
336 | return exp; |
320 | return exp; |
337 | } |
321 | } |
338 | } |
322 | } |
|
|
323 | |
339 | return 0; |
324 | return 0; |
340 | } |
325 | } |
341 | |
326 | |
342 | static int |
327 | static int |
343 | attempt_pick_lock (object *door, object *pl, object *skill) |
328 | attempt_pick_lock (object *door, object *pl, object *skill) |
… | |
… | |
383 | { |
368 | { |
384 | new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); |
369 | new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); |
385 | return 0; |
370 | return 0; |
386 | } |
371 | } |
387 | |
372 | |
388 | for (tmp = get_map_ob (pl->map, x, y); tmp; tmp = tmp->above) |
373 | for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above) |
389 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
374 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
390 | break; |
375 | break; |
391 | |
376 | |
392 | if (!tmp) |
377 | if (!tmp) |
393 | { |
378 | { |
… | |
… | |
415 | { |
400 | { |
416 | new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock."); |
401 | new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock."); |
417 | return 0; |
402 | return 0; |
418 | } |
403 | } |
419 | } |
404 | } |
420 | |
|
|
421 | |
405 | |
422 | /* HIDE CODE. The user becomes undetectable (not just 'invisible') for |
406 | /* HIDE CODE. The user becomes undetectable (not just 'invisible') for |
423 | * a short while (success and duration dependant on player SK_level, |
407 | * a short while (success and duration dependant on player SK_level, |
424 | * dexterity, charisma, and map difficulty). |
408 | * dexterity, charisma, and map difficulty). |
425 | * Players have a good chance of becoming 'unhidden' if they move |
409 | * Players have a good chance of becoming 'unhidden' if they move |
426 | * and like invisiblity will be come visible if they attack |
410 | * and like invisiblity will be come visible if they attack |
427 | * Implemented by b.t. (thomas@astro.psu.edu) |
411 | * Implemented by b.t. (thomas@astro.psu.edu) |
428 | * July 7, 1995 - made hiding possible for monsters. -b.t. |
412 | * July 7, 1995 - made hiding possible for monsters. -b.t. |
429 | */ |
413 | */ |
430 | |
|
|
431 | static int |
414 | static int |
432 | attempt_hide (object *op, object *skill) |
415 | attempt_hide (object *op, object *skill) |
433 | { |
416 | { |
434 | int number, difficulty = op->map->difficulty; |
417 | int number, difficulty = op->map->difficulty; |
435 | int terrain = hideability (op); |
418 | int terrain = hideability (op); |
… | |
… | |
438 | return 0; |
421 | return 0; |
439 | |
422 | |
440 | /* Hiding success and duration dependant on skill level, |
423 | /* Hiding success and duration dependant on skill level, |
441 | * op->stats.Dex, map difficulty and terrain. |
424 | * op->stats.Dex, map difficulty and terrain. |
442 | */ |
425 | */ |
443 | |
|
|
444 | number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2; |
426 | number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2; |
|
|
427 | |
445 | if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) |
428 | if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) |
446 | { |
429 | { |
447 | op->invisible += 100; /* set the level of 'hiddeness' */ |
430 | op->invisible += 100; /* set the level of 'hiddeness' */ |
|
|
431 | |
448 | if (op->type == PLAYER) |
432 | if (op->type == PLAYER) |
449 | op->contr->tmp_invis = 1; |
433 | op->contr->tmp_invis = 1; |
450 | op->hide = 1; |
434 | |
|
|
435 | op->flag [FLAG_HIDDEN] = 1; |
451 | return 1; |
436 | return 1; |
452 | } |
437 | } |
|
|
438 | |
453 | return 0; |
439 | return 0; |
454 | } |
440 | } |
455 | |
441 | |
456 | /* patched this to take terrain into consideration */ |
442 | /* patched this to take terrain into consideration */ |
457 | int |
443 | int |
458 | hide (object *op, object *skill) |
444 | hide (object *op, object *skill) |
459 | { |
445 | { |
460 | |
|
|
461 | /* the preliminaries -- Can we really hide now? */ |
446 | /* the preliminaries -- Can we really hide now? */ |
462 | /* this keeps monsters from using invisibilty spells and hiding */ |
447 | /* this keeps monsters from using invisibilty spells and hiding */ |
463 | |
448 | |
464 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
449 | if (op->flag [FLAG_MAKE_INVIS]) |
465 | { |
450 | { |
466 | new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!"); |
451 | new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!"); |
467 | return 0; |
452 | return 0; |
468 | } |
453 | } |
469 | else if (!op->hide && op->invisible > 0 && op->type == PLAYER) |
454 | else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER) |
470 | { |
455 | { |
471 | new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!"); |
456 | new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!"); |
472 | make_visible (op); |
457 | make_visible (op); |
473 | } |
458 | } |
474 | |
459 | |
475 | if (op->invisible > (50 * skill->level)) |
460 | if (op->invisible > 50 * skill->level) |
476 | { |
461 | { |
477 | new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get."); |
462 | new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get."); |
478 | return 0; |
463 | return 0; |
479 | } |
464 | } |
480 | |
465 | |
… | |
… | |
482 | { |
467 | { |
483 | new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows."); |
468 | new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows."); |
484 | update_object (op, UP_OBJ_FACE); |
469 | update_object (op, UP_OBJ_FACE); |
485 | return calc_skill_exp (op, NULL, skill); |
470 | return calc_skill_exp (op, NULL, skill); |
486 | } |
471 | } |
|
|
472 | |
487 | new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself."); |
473 | new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself."); |
488 | return 0; |
474 | return 0; |
489 | } |
475 | } |
490 | |
|
|
491 | |
476 | |
492 | /* stop_jump() - End of jump. Clear flags, restore the map, and |
477 | /* stop_jump() - End of jump. Clear flags, restore the map, and |
493 | * freeze the jumper a while to simulate the exhaustion |
478 | * freeze the jumper a while to simulate the exhaustion |
494 | * of jumping. |
479 | * of jumping. |
495 | */ |
480 | */ |
496 | static void |
481 | static void |
497 | stop_jump (object *pl, int dist, int spaces) |
482 | stop_jump (object *pl, int dist, int spaces) |
498 | { |
483 | { |
499 | fix_player (pl); |
484 | pl->update_stats (); |
500 | insert_ob_in_map (pl, pl->map, pl, 0); |
485 | pl->map->insert (pl, pl->x, pl->y, pl); |
|
|
486 | pl->speed_left -= pl->speed * 8.; |
501 | } |
487 | } |
502 | |
|
|
503 | |
488 | |
504 | static int |
489 | static int |
505 | attempt_jump (object *pl, int dir, int spaces, object *skill) |
490 | attempt_jump (object *pl, int dir, int spaces, object *skill) |
506 | { |
491 | { |
507 | object *tmp; |
492 | object *tmp; |
508 | int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags; |
493 | int i, dx = freearr_x[dir], dy = freearr_y[dir], mflags; |
509 | sint16 x, y; |
494 | sint16 x, y; |
510 | maptile *m; |
495 | maptile *m; |
511 | |
496 | |
512 | /* Jump loop. Go through spaces opject wants to jump. Halt the |
497 | /* Jump loop. Go through spaces object wants to jump. Halt the |
513 | * jump if a wall or creature is in the way. We set FLAG_FLYING |
498 | * jump if a wall or creature is in the way. We set FLAG_FLYING |
514 | * temporarily to allow player to aviod exits/archs that are not |
499 | * temporarily to allow player to aviod exits/archs that are not |
515 | * fly_on, fly_off. This will also prevent pickup of objects |
500 | * fly_on, fly_off. This will also prevent pickup of objects |
516 | * while jumping over them. |
501 | * while jumping over them. |
517 | */ |
502 | */ |
518 | |
503 | pl->remove (); |
519 | remove_ob (pl); |
|
|
520 | |
|
|
521 | /* |
|
|
522 | * I don't think this is actually needed - all the movement |
|
|
523 | * code is handled in this function, and I don't see anyplace |
|
|
524 | * that cares about the move_type being flying. |
|
|
525 | */ |
|
|
526 | pl->move_type |= MOVE_FLY_LOW; |
504 | pl->move_type |= MOVE_FLY_LOW; |
527 | |
505 | |
528 | for (i = 0; i <= spaces; i++) |
506 | for (i = 0; i <= spaces; i++) |
529 | { |
507 | { |
530 | x = pl->x + dx; |
508 | x = pl->x + dx; |
… | |
… | |
533 | |
511 | |
534 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
512 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
535 | |
513 | |
536 | if (mflags & P_OUT_OF_MAP) |
514 | if (mflags & P_OUT_OF_MAP) |
537 | { |
515 | { |
538 | (void) stop_jump (pl, i, spaces); |
516 | stop_jump (pl, i, spaces); |
539 | return 0; |
517 | return 0; |
540 | } |
518 | } |
|
|
519 | |
|
|
520 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
|
|
521 | { |
|
|
522 | /* Jump into creature */ |
|
|
523 | if (tmp->flag [FLAG_MONSTER] |
|
|
524 | || (tmp->type == PLAYER && (!tmp->flag [FLAG_WIZ] || !tmp->contr->hidden))) |
|
|
525 | { |
|
|
526 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name); |
|
|
527 | |
|
|
528 | stop_jump (pl, i, spaces); |
|
|
529 | |
|
|
530 | int exp = 0; |
|
|
531 | |
|
|
532 | if (tmp->type != PLAYER |
|
|
533 | || (pl->type == PLAYER && !pl->contr->party) |
|
|
534 | || (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party)) |
|
|
535 | exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */ |
|
|
536 | |
|
|
537 | return exp; /* note that calc_skill_exp() is already called by skill_attack() */ |
|
|
538 | } |
|
|
539 | } |
|
|
540 | |
541 | 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 | { |
542 | { |
543 | new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); |
543 | new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); |
544 | stop_jump (pl, i, spaces); |
544 | stop_jump (pl, i, spaces); |
545 | return 0; |
545 | return 0; |
546 | } |
546 | } |
547 | |
547 | |
548 | for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) |
|
|
549 | { |
|
|
550 | /* Jump into creature */ |
|
|
551 | if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden))) |
|
|
552 | { |
|
|
553 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name); |
|
|
554 | if (tmp->type != PLAYER || |
|
|
555 | (pl->type == PLAYER && pl->contr->party == NULL) || |
|
|
556 | (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party)) |
|
|
557 | exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */ |
|
|
558 | stop_jump (pl, i, spaces); |
|
|
559 | return exp; /* note that calc_skill_exp() is already called by skill_attack() */ |
|
|
560 | } |
|
|
561 | /* If the space has fly on set (no matter what the space is), |
|
|
562 | * we should get the effects - after all, the player is |
|
|
563 | * effectively flying. |
|
|
564 | */ |
|
|
565 | if (tmp->move_on & MOVE_FLY_LOW) |
|
|
566 | { |
|
|
567 | pl->x = x; |
|
|
568 | pl->y = y; |
|
|
569 | pl->map = m; |
|
|
570 | stop_jump (pl, i, spaces); |
|
|
571 | return calc_skill_exp (pl, NULL, skill); |
|
|
572 | } |
|
|
573 | } |
|
|
574 | pl->x = x; |
548 | pl->x = x; |
575 | pl->y = y; |
549 | pl->y = y; |
576 | pl->map = m; |
550 | pl->map = m; |
|
|
551 | |
|
|
552 | if (m->at (x, y).move_on & pl->move_type) |
|
|
553 | { |
|
|
554 | new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is stopped."); |
|
|
555 | stop_jump (pl, i, spaces); |
|
|
556 | return 0; |
|
|
557 | } |
577 | } |
558 | } |
|
|
559 | |
578 | stop_jump (pl, i, spaces); |
560 | stop_jump (pl, i, spaces); |
|
|
561 | |
579 | return calc_skill_exp (pl, NULL, skill); |
562 | return calc_skill_exp (pl, NULL, skill); |
580 | } |
563 | } |
581 | |
564 | |
582 | /* jump() - this is both a new type of movement for player/monsters and |
565 | /* jump() - this is both a new type of movement for player/monsters and |
583 | * an attack as well. |
566 | * an attack as well. |
584 | * Perhaps we should allow more spaces based on level, eg, level 50 |
567 | * Perhaps we should allow more spaces based on level, eg, level 50 |
585 | * jumper can jump several spaces? |
568 | * jumper can jump several spaces? |
586 | */ |
569 | */ |
587 | |
|
|
588 | int |
570 | int |
589 | jump (object *pl, int dir, object *skill) |
571 | jump (object *pl, int dir, object *skill) |
590 | { |
572 | { |
591 | int spaces = 0, stats; |
|
|
592 | int str = pl->stats.Str; |
573 | int str = pl->stats.Str; |
593 | int dex = pl->stats.Dex; |
574 | int dex = pl->stats.Dex; |
594 | |
575 | |
595 | dex = dex ? dex : 15; |
576 | dex = dex ? dex : 15; |
596 | str = str ? str : 10; |
577 | str = str ? str : 10; |
597 | |
578 | |
598 | stats = str * str * str * dex * skill->level; |
579 | int stats = str * str * str * dex * skill->level; |
|
|
580 | int spaces = min (3, skill->level, stats / (pl->carrying + 1)); |
599 | |
581 | |
600 | if (pl->carrying != 0) /* don't want div by zero !! */ |
|
|
601 | spaces = (int) (stats / pl->carrying); |
|
|
602 | else |
|
|
603 | spaces = 2; /* pl has no objects - gets the far jump */ |
|
|
604 | |
|
|
605 | if (spaces > 2) |
|
|
606 | spaces = 2; |
|
|
607 | else if (spaces == 0) |
582 | if (spaces == 0) |
608 | { |
583 | { |
609 | new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump."); |
584 | new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump."); |
610 | return 0; |
585 | return 0; |
611 | } |
586 | } |
|
|
587 | |
612 | return attempt_jump (pl, dir, spaces, skill); |
588 | return attempt_jump (pl, dir, spaces, skill); |
613 | } |
589 | } |
614 | |
|
|
615 | |
590 | |
616 | /* skill_ident() - this code is supposed to allow players to identify |
591 | /* skill_ident() - this code is supposed to allow players to identify |
617 | * classes of objects with the various "auto-ident" skills. Player must |
592 | * classes of objects with the various "auto-ident" skills. Player must |
618 | * have unidentified objects of the right type in order for the skill |
593 | * have unidentified objects of the right type in order for the skill |
619 | * to work. While multiple classes of objects may be identified, |
594 | * to work. While multiple classes of objects may be identified, |
620 | * this code is kind of yucky -- it would be nice to make it a bit |
595 | * this code is kind of yucky -- it would be nice to make it a bit |
621 | * more generalized. Right now, skill indices are embedded in this routine. |
596 | * more generalized. Right now, skill indices are embedded in this routine. |
622 | * Returns amount of experience gained (on successful ident). |
597 | * Returns amount of experience gained (on successful ident). |
623 | * - b.t. (thomas@astro.psu.edu) |
598 | * - b.t. (thomas@astro.psu.edu) |
624 | */ |
599 | */ |
625 | |
|
|
626 | static int |
600 | static int |
627 | do_skill_detect_curse (object *pl, object *skill) |
601 | do_skill_detect_curse (object *pl, object *skill) |
628 | { |
602 | { |
629 | object *tmp; |
603 | object *tmp; |
630 | int success = 0; |
604 | int success = 0; |
631 | |
605 | |
632 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
606 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
633 | if (!tmp->invisible |
607 | if (!tmp->invisible |
634 | && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) |
608 | && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED] |
635 | && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) |
609 | && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) && tmp->item_power < skill->level) |
636 | { |
610 | { |
637 | SET_FLAG (tmp, FLAG_KNOWN_CURSED); |
611 | tmp->set_flag (FLAG_KNOWN_CURSED); |
638 | esrv_update_item (UPD_FLAGS, pl, tmp); |
612 | esrv_update_item (UPD_FLAGS, pl, tmp); |
639 | success += calc_skill_exp (pl, tmp, skill); |
613 | success += calc_skill_exp (pl, tmp, skill); |
640 | } |
614 | } |
641 | |
615 | |
642 | /* Check ground, too, but only objects the player could pick up */ |
616 | /* Check ground, too, but only objects the player could pick up */ |
643 | for (tmp = get_map_ob (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
617 | for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
644 | if (can_pick (pl, tmp) && |
618 | if (can_pick (pl, tmp) && |
645 | !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && |
619 | !tmp->flag [FLAG_IDENTIFIED] && |
646 | !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) |
620 | !tmp->flag [FLAG_KNOWN_CURSED] |
647 | && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) |
621 | && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) && tmp->item_power < skill->level) |
648 | { |
622 | { |
649 | SET_FLAG (tmp, FLAG_KNOWN_CURSED); |
623 | tmp->set_flag (FLAG_KNOWN_CURSED); |
650 | esrv_update_item (UPD_FLAGS, pl, tmp); |
624 | esrv_update_item (UPD_FLAGS, pl, tmp); |
651 | success += calc_skill_exp (pl, tmp, skill); |
625 | success += calc_skill_exp (pl, tmp, skill); |
652 | } |
626 | } |
653 | |
627 | |
654 | return success; |
628 | return success; |
… | |
… | |
660 | object *tmp; |
634 | object *tmp; |
661 | int success = 0; |
635 | int success = 0; |
662 | |
636 | |
663 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
637 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
664 | if (!tmp->invisible |
638 | if (!tmp->invisible |
665 | && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
639 | && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL] |
666 | && (is_magical (tmp)) && tmp->item_power < skill->level) |
640 | && (is_magical (tmp)) && tmp->item_power < skill->level) |
667 | { |
641 | { |
668 | SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); |
642 | tmp->set_flag (FLAG_KNOWN_MAGICAL); |
669 | esrv_update_item (UPD_FLAGS, pl, tmp); |
643 | esrv_update_item (UPD_FLAGS, pl, tmp); |
670 | success += calc_skill_exp (pl, tmp, skill); |
644 | success += calc_skill_exp (pl, tmp, skill); |
671 | } |
645 | } |
672 | |
646 | |
673 | /* Check ground, too, but like above, only if the object can be picked up */ |
647 | /* Check ground, too, but like above, only if the object can be picked up */ |
674 | for (tmp = get_map_ob (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
648 | for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
675 | if (can_pick (pl, tmp) && |
649 | if (can_pick (pl, tmp) && |
676 | !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level) |
650 | !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL] && (is_magical (tmp)) && tmp->item_power < skill->level) |
677 | { |
651 | { |
678 | SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); |
652 | tmp->set_flag (FLAG_KNOWN_MAGICAL); |
679 | esrv_update_item (UPD_FLAGS, pl, tmp); |
653 | esrv_update_item (UPD_FLAGS, pl, tmp); |
680 | success += calc_skill_exp (pl, tmp, skill); |
654 | success += calc_skill_exp (pl, tmp, skill); |
681 | } |
655 | } |
682 | |
656 | |
683 | return success; |
657 | return success; |
684 | } |
658 | } |
685 | |
659 | |
686 | /* Helper function for do_skill_ident, so that we can loop |
660 | /* Helper function for do_skill_ident, so that we can loop |
687 | * over inventory AND objects on the ground conveniently. |
661 | * over inventory AND objects on the ground conveniently. |
688 | */ |
662 | */ |
689 | int |
663 | static int |
690 | do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) |
664 | do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) |
691 | { |
665 | { |
692 | int success = 0, chance; |
666 | int success = 0, chance; |
693 | int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; |
667 | int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; |
694 | |
668 | |
695 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT) |
669 | if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_NO_SKILL_IDENT] |
696 | && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class) |
670 | && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class) |
697 | { |
671 | { |
698 | chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1); |
672 | chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1); |
699 | |
673 | |
700 | if (skill_value >= chance) |
674 | if (skill_value >= chance) |
… | |
… | |
708 | if (tmp->msg) |
682 | if (tmp->msg) |
709 | { |
683 | { |
710 | new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); |
684 | new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); |
711 | new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); |
685 | new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); |
712 | } |
686 | } |
713 | |
|
|
714 | /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */ |
|
|
715 | if (tmp->map) |
|
|
716 | esrv_send_item (pl, tmp); |
|
|
717 | } |
687 | } |
|
|
688 | |
718 | success += calc_skill_exp (pl, tmp, skill); |
689 | success += calc_skill_exp (pl, tmp, skill); |
719 | } |
690 | } |
720 | else |
691 | else |
721 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); |
692 | tmp->set_flag (FLAG_NO_SKILL_IDENT); |
722 | } |
693 | } |
723 | |
694 | |
724 | return success; |
695 | return success; |
725 | } |
696 | } |
726 | |
697 | |
727 | /* do_skill_ident() - workhorse for skill_ident() -b.t. |
698 | /* do_skill_ident() - workhorse for skill_ident() -b.t. |
728 | */ |
699 | */ |
729 | static int |
700 | static int |
730 | do_skill_ident (object *pl, int obj_class, object *skill) |
701 | do_skill_ident (object *pl, int obj_class, object *skill) |
731 | { |
702 | { |
732 | object *tmp; |
|
|
733 | int success = 0; |
703 | int success = 0; |
734 | |
704 | |
735 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
705 | for (object *tmp = pl->inv; tmp; tmp = tmp->below) |
736 | success += do_skill_ident2 (tmp, pl, obj_class, skill); |
706 | success += do_skill_ident2 (tmp, pl, obj_class, skill); |
737 | /* check the ground */ |
707 | /* check the ground */ |
738 | |
708 | |
739 | for (tmp = get_map_ob (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
709 | for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above) |
740 | success += do_skill_ident2 (tmp, pl, obj_class, skill); |
710 | success += do_skill_ident2 (tmp, pl, obj_class, skill); |
741 | |
711 | |
742 | return success; |
712 | return success; |
743 | } |
713 | } |
744 | |
714 | |
… | |
… | |
752 | |
722 | |
753 | new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby..."); |
723 | new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby..."); |
754 | |
724 | |
755 | switch (skill->subtype) |
725 | switch (skill->subtype) |
756 | { |
726 | { |
757 | case SK_SMITHERY: |
727 | case SK_SMITHERY: |
758 | success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill) |
728 | success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill) |
759 | + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill) |
729 | + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill) |
760 | + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill) |
730 | + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill) |
761 | + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill); |
731 | + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill); |
762 | break; |
732 | break; |
763 | |
733 | |
764 | case SK_BOWYER: |
734 | case SK_BOWYER: |
765 | success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill); |
735 | success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill); |
766 | break; |
736 | break; |
767 | |
737 | |
768 | case SK_ALCHEMY: |
738 | case SK_ALCHEMY: |
769 | success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill) |
739 | success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill) |
770 | + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill); |
740 | + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill); |
771 | break; |
741 | break; |
772 | |
742 | |
773 | case SK_WOODSMAN: |
743 | case SK_WOODSMAN: |
774 | success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill); |
744 | success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill); |
775 | break; |
745 | break; |
776 | |
746 | |
777 | case SK_JEWELER: |
747 | case SK_JEWELER: |
778 | success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill); |
748 | success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill); |
779 | break; |
749 | break; |
780 | |
750 | |
781 | case SK_LITERACY: |
751 | case SK_LITERACY: |
782 | success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill); |
752 | success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill); |
783 | break; |
753 | break; |
784 | |
754 | |
785 | case SK_THAUMATURGY: |
755 | case SK_THAUMATURGY: |
786 | success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill); |
756 | success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill); |
787 | break; |
757 | break; |
788 | |
758 | |
789 | case SK_DET_CURSE: |
759 | case SK_DET_CURSE: |
790 | success = do_skill_detect_curse (pl, skill); |
760 | success = do_skill_detect_curse (pl, skill); |
791 | if (success) |
761 | if (success) |
792 | new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); |
762 | new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); |
793 | break; |
763 | break; |
794 | |
764 | |
795 | case SK_DET_MAGIC: |
765 | case SK_DET_MAGIC: |
796 | success = do_skill_detect_magic (pl, skill); |
766 | success = do_skill_detect_magic (pl, skill); |
797 | if (success) |
767 | if (success) |
798 | new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!"); |
768 | new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!"); |
799 | break; |
769 | break; |
800 | |
770 | |
801 | default: |
771 | default: |
802 | LOG (llevError, "Error: bad call to skill_ident()\n"); |
772 | LOG (llevError, "Error: bad call to skill_ident()\n"); |
803 | return 0; |
773 | return 0; |
804 | break; |
774 | break; |
805 | } |
775 | } |
|
|
776 | |
806 | if (!success) |
777 | if (!success) |
807 | { |
|
|
808 | new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); |
778 | new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); |
809 | } |
779 | |
810 | return success; |
780 | return success; |
811 | } |
781 | } |
812 | |
|
|
813 | |
782 | |
814 | /* players using this skill can 'charm' a monster -- |
783 | /* players using this skill can 'charm' a monster -- |
815 | * into working for them. It can only be used on |
784 | * into working for them. It can only be used on |
816 | * non-special (see below) 'neutral' creatures. |
785 | * non-special (see below) 'neutral' creatures. |
817 | * -b.t. (thomas@astro.psu.edu) |
786 | * -b.t. (thomas@astro.psu.edu) |
818 | */ |
787 | */ |
819 | |
|
|
820 | int |
788 | int |
821 | use_oratory (object *pl, int dir, object *skill) |
789 | use_oratory (object *pl, int dir, object *skill) |
822 | { |
790 | { |
823 | sint16 x = pl->x + freearr_x[dir], y = pl->y + freearr_y[dir]; |
|
|
824 | int mflags, chance; |
|
|
825 | object *tmp; |
|
|
826 | maptile *m; |
|
|
827 | |
|
|
828 | if (pl->type != PLAYER) |
791 | if (pl->type != PLAYER) |
829 | return 0; /* only players use this skill */ |
792 | return 0; /* only players use this skill */ |
|
|
793 | |
|
|
794 | if (!dir) |
|
|
795 | { |
|
|
796 | pl->failmsg ("In what direction?"); |
|
|
797 | return 0; |
|
|
798 | } |
|
|
799 | |
|
|
800 | sint16 x = pl->x + freearr_x[dir], |
|
|
801 | y = pl->y + freearr_y[dir]; |
830 | m = pl->map; |
802 | maptile *m = pl->map; |
|
|
803 | |
831 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
804 | int mflags = get_map_flags (m, &m, x, y, &x, &y); |
832 | if (mflags & P_OUT_OF_MAP) |
805 | if (mflags & P_OUT_OF_MAP) |
833 | return 0; |
806 | return 0; |
834 | |
807 | |
835 | /* Save some processing - we have the flag already anyways |
808 | /* Save some processing - we have the flag already anyways |
836 | */ |
809 | */ |
… | |
… | |
838 | { |
811 | { |
839 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); |
812 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); |
840 | return 0; |
813 | return 0; |
841 | } |
814 | } |
842 | |
815 | |
|
|
816 | object *tmp; |
843 | for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) |
817 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
844 | { |
818 | { |
845 | /* can't persuade players - return because there is nothing else |
819 | /* can't persuade players - return because there is nothing else |
846 | * on that space to charm. Same for multi space monsters and |
820 | * on that space to charm. Same for multi space monsters and |
847 | * special monsters - we don't allow them to be charmed, and there |
821 | * special monsters - we don't allow them to be charmed, and there |
848 | * is no reason to do further processing since they should be the |
822 | * is no reason to do further processing since they should be the |
849 | * only monster on the space. |
823 | * only monster on the space. |
850 | */ |
824 | */ |
851 | if (tmp->type == PLAYER) |
825 | if (tmp->type == PLAYER |
|
|
826 | || tmp->more || tmp->head_ () != tmp |
|
|
827 | || tmp->msg) |
852 | return 0; |
828 | return 0; |
853 | if (tmp->more || tmp->head) |
|
|
854 | return 0; |
|
|
855 | if (tmp->msg) |
|
|
856 | return 0; |
|
|
857 | |
829 | |
858 | if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
830 | if (tmp->flag [FLAG_MONSTER]) |
859 | break; |
831 | break; |
860 | } |
832 | } |
861 | |
833 | |
862 | if (!tmp) |
834 | if (!tmp) |
863 | { |
835 | { |
… | |
… | |
868 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp)); |
840 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp)); |
869 | |
841 | |
870 | /* the following conditions limit who may be 'charmed' */ |
842 | /* the following conditions limit who may be 'charmed' */ |
871 | |
843 | |
872 | /* it's hostile! */ |
844 | /* it's hostile! */ |
873 | if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
845 | if (!tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY]) |
874 | { |
846 | { |
875 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); |
847 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); |
876 | return 0; |
848 | return 0; |
877 | } |
849 | } |
878 | |
850 | |
879 | /* it's already allied! */ |
851 | /* it's already allied! */ |
880 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && (tmp->attack_movement == PETMOVE)) |
852 | if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE) |
881 | { |
853 | { |
882 | if (get_owner (tmp) == pl) |
854 | if (tmp->owner == pl) |
883 | { |
855 | { |
884 | new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); |
856 | new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); |
885 | return 0; |
857 | return 0; |
886 | } |
858 | } |
887 | else if (skill->level > tmp->level) |
859 | else if (skill->level > tmp->level) |
888 | { |
860 | { |
889 | /* you steal the follower. Perhaps we should really look at the |
861 | /* you steal the follower. Perhaps we should really look at the |
890 | * level of the owner above? |
862 | * level of the owner above? |
891 | */ |
863 | */ |
892 | set_owner (tmp, pl); |
864 | tmp->set_owner (pl); |
|
|
865 | tmp->skill = skill->skill; |
|
|
866 | |
893 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp)); |
867 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp)); |
894 | /* Abuse fix - don't give exp since this can otherwise |
868 | /* Abuse fix - don't give exp since this can otherwise |
895 | * be used by a couple players to gets lots of exp. |
869 | * be used by a couple players to gets lots of exp. |
896 | */ |
870 | */ |
897 | return 0; |
871 | return 0; |
… | |
… | |
901 | /* In this case, you can't steal it from the other player */ |
875 | /* In this case, you can't steal it from the other player */ |
902 | return 0; |
876 | return 0; |
903 | } |
877 | } |
904 | } /* Creature was already a pet of someone */ |
878 | } /* Creature was already a pet of someone */ |
905 | |
879 | |
906 | chance = skill->level * 2 + (pl->stats.Cha - 2 * tmp->stats.Int) / 2; |
880 | int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2; |
907 | |
881 | |
908 | /* Ok, got a 'sucker' lets try to make them a follower */ |
882 | /* Ok, got a 'sucker' lets try to make them a follower */ |
909 | if (chance > 0 && tmp->level < (random_roll (0, chance - 1, pl, PREFER_HIGH) - 1)) |
883 | if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1)) |
910 | { |
884 | { |
911 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); |
885 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); |
912 | |
886 | |
|
|
887 | INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl)); |
913 | set_owner (tmp, pl); |
888 | tmp->set_owner (pl); |
|
|
889 | tmp->skill = skill->skill; |
914 | tmp->stats.exp = 0; |
890 | tmp->stats.exp = 0; |
915 | add_friendly_object (tmp); |
|
|
916 | SET_FLAG (tmp, FLAG_FRIENDLY); |
|
|
917 | tmp->attack_movement = PETMOVE; |
891 | tmp->attack_movement = PETMOVE; |
|
|
892 | |
|
|
893 | if (!tmp->flag [FLAG_FRIENDLY]) |
|
|
894 | add_friendly_object (tmp); |
|
|
895 | |
918 | return calc_skill_exp (pl, tmp, skill); |
896 | return calc_skill_exp (pl, tmp, skill); |
919 | } |
897 | } |
920 | /* Charm failed. Creature may be angry now */ |
898 | /* Charm failed. Creature may be angry now */ |
921 | else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW)) |
899 | else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW)) |
922 | { |
900 | { |
923 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); |
901 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); |
924 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
902 | if (tmp->flag [FLAG_FRIENDLY]) |
925 | { |
903 | { |
926 | CLEAR_FLAG (tmp, FLAG_FRIENDLY); |
|
|
927 | remove_friendly_object (tmp); |
904 | remove_friendly_object (tmp); |
928 | tmp->attack_movement = 0; /* needed? */ |
905 | tmp->attack_movement = 0; /* needed? */ |
929 | } |
906 | } |
930 | CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
907 | |
|
|
908 | tmp->clr_flag (FLAG_UNAGGRESSIVE); |
931 | } |
909 | } |
|
|
910 | |
932 | return 0; /* Fall through - if we get here, we didn't charm anything */ |
911 | return 0; /* Fall through - if we get here, we didn't charm anything */ |
933 | } |
912 | } |
934 | |
913 | |
935 | /* Singing() -this skill allows the player to pacify nearby creatures. |
914 | /* Singing() -this skill allows the player to pacify nearby creatures. |
936 | * There are few limitations on who/what kind of |
915 | * There are few limitations on who/what kind of |
… | |
… | |
939 | * successfully pacified the creature gets Int=1. Thus, a player |
918 | * successfully pacified the creature gets Int=1. Thus, a player |
940 | * may only pacify a creature once. |
919 | * may only pacify a creature once. |
941 | * BTW, I appologize for the naming of the skill, I couldnt think |
920 | * BTW, I appologize for the naming of the skill, I couldnt think |
942 | * of anything better! -b.t. |
921 | * of anything better! -b.t. |
943 | */ |
922 | */ |
944 | |
|
|
945 | int |
923 | int |
946 | singing (object *pl, int dir, object *skill) |
924 | singing (object *pl, int dir, object *skill) |
947 | { |
925 | { |
948 | int i, exp = 0, chance, mflags; |
926 | int i, exp = 0; |
949 | object *tmp; |
927 | object *tmp; |
950 | maptile *m; |
928 | maptile *m; |
951 | sint16 x, y; |
929 | sint16 x, y; |
952 | |
930 | |
953 | if (pl->type != PLAYER) |
931 | if (pl->type != PLAYER) |
954 | return 0; /* only players use this skill */ |
932 | return 0; /* only players use this skill */ |
955 | |
933 | |
|
|
934 | if (!dir) |
|
|
935 | { |
|
|
936 | pl->failmsg ("In what direction?"); |
|
|
937 | return 0; |
|
|
938 | } |
|
|
939 | |
956 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); |
940 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); |
957 | for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++) |
941 | for (int i = skill->level >= SIZEOFFREE1 ? 0 : dir; |
|
|
942 | i < min (skill->level, SIZEOFFREE); |
|
|
943 | i++) |
958 | { |
944 | { |
959 | x = pl->x + freearr_x[i]; |
945 | x = pl->x + freearr_x[i]; |
960 | y = pl->y + freearr_y[i]; |
946 | y = pl->y + freearr_y[i]; |
961 | m = pl->map; |
947 | m = pl->map; |
962 | |
948 | |
963 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
949 | int mflags = get_map_flags (m, &m, x, y, &x, &y); |
964 | if (mflags & P_OUT_OF_MAP) |
950 | if (mflags & P_OUT_OF_MAP) |
965 | continue; |
951 | continue; |
966 | if (!(mflags & P_IS_ALIVE)) |
952 | if (!(mflags & P_IS_ALIVE)) |
967 | continue; |
953 | continue; |
968 | |
954 | |
969 | for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) |
955 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
970 | { |
956 | { |
971 | if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
957 | if (tmp->flag [FLAG_MONSTER]) |
972 | break; |
958 | break; |
973 | /* can't affect players */ |
959 | /* can't affect players */ |
974 | if (tmp->type == PLAYER) |
960 | if (tmp->type == PLAYER) |
975 | break; |
961 | break; |
976 | } |
962 | } |
977 | |
963 | |
978 | /* Whole bunch of checks to see if this is a type of monster that would |
964 | /* Whole bunch of checks to see if this is a type of monster that would |
979 | * listen to singing. |
965 | * listen to singing. |
980 | */ |
966 | */ |
981 | if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */ |
967 | if (tmp && tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_NO_STEAL] && /* Been charmed or abused before */ |
982 | !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */ |
968 | !tmp->flag [FLAG_SPLITTING] && /* no ears */ |
983 | !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */ |
969 | !tmp->flag [FLAG_HITBACK] && /* was here before */ |
984 | (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */ |
970 | (tmp->level <= skill->level) && (!tmp->head) && !tmp->flag [FLAG_UNDEAD] && !tmp->flag [FLAG_UNAGGRESSIVE] && /* already calm */ |
985 | !QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
971 | !tmp->flag [FLAG_FRIENDLY]) |
986 | { /* already calm */ |
972 | { /* already calm */ |
987 | |
973 | |
988 | /* stealing isn't really related (although, maybe it should |
974 | /* stealing isn't really related (although, maybe it should |
989 | * be). This is mainly to prevent singing to the same monster |
975 | * be). This is mainly to prevent singing to the same monster |
990 | * over and over again and getting exp for it. |
976 | * over and over again and getting exp for it. |
991 | */ |
977 | */ |
992 | chance = skill->level * 2 + (pl->stats.Cha - 5 - tmp->stats.Int) / 2; |
978 | int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2; |
|
|
979 | |
993 | if (chance && tmp->level * 2 < random_roll (0, chance - 1, pl, PREFER_HIGH)) |
980 | if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH)) |
994 | { |
981 | { |
995 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
982 | tmp->set_flag (FLAG_UNAGGRESSIVE); |
996 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp)); |
983 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp)); |
997 | /* Give exp only if they are not aware */ |
984 | /* Give exp only if they are not aware */ |
|
|
985 | |
998 | if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) |
986 | if (!tmp->flag [FLAG_NO_STEAL]) |
999 | exp += calc_skill_exp (pl, tmp, skill); |
987 | exp += calc_skill_exp (pl, tmp, skill); |
1000 | SET_FLAG (tmp, FLAG_NO_STEAL); |
988 | |
|
|
989 | tmp->set_flag (FLAG_NO_STEAL); |
1001 | } |
990 | } |
1002 | else |
991 | else |
1003 | { |
992 | { |
1004 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); |
993 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); |
1005 | SET_FLAG (tmp, FLAG_NO_STEAL); |
994 | tmp->set_flag (FLAG_NO_STEAL); |
1006 | } |
995 | } |
1007 | } |
996 | } |
1008 | } |
997 | } |
1009 | return exp; |
998 | return exp; |
1010 | } |
999 | } |
1011 | |
1000 | |
1012 | /* The find_traps skill (aka, search). Checks for traps |
1001 | /* The find_traps skill (aka, search). Checks for traps |
1013 | * on the spaces or in certain objects |
1002 | * on the spaces or in certain objects |
1014 | */ |
1003 | */ |
1015 | |
|
|
1016 | int |
1004 | int |
1017 | find_traps (object *pl, object *skill) |
1005 | find_traps (object *pl, object *skill) |
1018 | { |
1006 | { |
1019 | object *tmp, *tmp2; |
1007 | object *tmp, *tmp2; |
1020 | int i, expsum = 0, mflags; |
1008 | int i, expsum = 0, mflags; |
… | |
… | |
1022 | maptile *m; |
1010 | maptile *m; |
1023 | |
1011 | |
1024 | /* First we search all around us for runes and traps, which are |
1012 | /* First we search all around us for runes and traps, which are |
1025 | * all type RUNE |
1013 | * all type RUNE |
1026 | */ |
1014 | */ |
1027 | |
|
|
1028 | for (i = 0; i < 9; i++) |
1015 | for (i = 0; i < 9; i++) |
1029 | { |
1016 | { |
1030 | x = pl->x + freearr_x[i]; |
1017 | x = pl->x + freearr_x[i]; |
1031 | y = pl->y + freearr_y[i]; |
1018 | y = pl->y + freearr_y[i]; |
1032 | m = pl->map; |
1019 | m = pl->map; |
… | |
… | |
1034 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1021 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1035 | if (mflags & P_OUT_OF_MAP) |
1022 | if (mflags & P_OUT_OF_MAP) |
1036 | continue; |
1023 | continue; |
1037 | |
1024 | |
1038 | /* Check everything in the square for trapness */ |
1025 | /* Check everything in the square for trapness */ |
1039 | for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) |
1026 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1040 | { |
1027 | { |
1041 | |
|
|
1042 | /* And now we'd better do an inventory traversal of each |
1028 | /* And now we'd better do an inventory traversal of each |
1043 | * of these objects' inventory |
1029 | * of these objects' inventory |
1044 | * We can narrow this down a bit - no reason to search through |
1030 | * We can narrow this down a bit - no reason to search through |
1045 | * the players inventory or monsters for that matter. |
1031 | * the players inventory or monsters for that matter. |
1046 | */ |
1032 | */ |
1047 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
1033 | if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER]) |
1048 | { |
|
|
1049 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
1034 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
1050 | if (tmp2->type == RUNE || tmp2->type == TRAP) |
1035 | if (tmp2->type == RUNE || tmp2->type == TRAP) |
1051 | if (trap_see (pl, tmp2)) |
1036 | if (trap_see (pl, tmp2)) |
1052 | { |
1037 | { |
1053 | trap_show (tmp2, tmp); |
1038 | trap_show (tmp2, tmp); |
1054 | if (tmp2->stats.Cha > 1) |
1039 | if (tmp2->stats.Cha > 1) |
1055 | { |
1040 | { |
1056 | if (!tmp2->owner || tmp2->owner->type != PLAYER) |
1041 | if (!tmp2->owner || tmp2->owner->type != PLAYER) |
1057 | expsum += calc_skill_exp (pl, tmp2, skill); |
1042 | expsum += calc_skill_exp (pl, tmp2, skill); |
1058 | |
1043 | |
1059 | tmp2->stats.Cha = 1; /* unhide the trap */ |
1044 | tmp2->stats.Cha = 1; /* unhide the trap */ |
1060 | } |
1045 | } |
1061 | } |
1046 | } |
1062 | } |
1047 | |
1063 | if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) |
1048 | if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) |
1064 | { |
1049 | { |
1065 | trap_show (tmp, tmp); |
1050 | trap_show (tmp, tmp); |
1066 | if (tmp->stats.Cha > 1) |
1051 | if (tmp->stats.Cha > 1) |
1067 | { |
1052 | { |
… | |
… | |
1070 | tmp->stats.Cha = 1; /* unhide the trap */ |
1055 | tmp->stats.Cha = 1; /* unhide the trap */ |
1071 | } |
1056 | } |
1072 | } |
1057 | } |
1073 | } |
1058 | } |
1074 | } |
1059 | } |
|
|
1060 | |
1075 | new_draw_info (NDI_BLACK, 0, pl, "You search the area."); |
1061 | new_draw_info (NDI_BLACK, 0, pl, "You search the area."); |
1076 | return expsum; |
1062 | return expsum; |
1077 | } |
1063 | } |
1078 | |
1064 | |
1079 | /* remove_trap() - This skill will disarm any previously discovered trap |
1065 | /* remove_trap() - This skill will disarm any previously discovered trap |
1080 | * the algorithm is based (almost totally) on the old command_disarm() - b.t. |
1066 | * the algorithm is based (almost totally) on the old command_disarm() - b.t. |
1081 | */ |
1067 | */ |
1082 | |
|
|
1083 | int |
1068 | int |
1084 | remove_trap (object *op, int dir, object *skill) |
1069 | remove_trap (object *op, int dir, object *skill) |
1085 | { |
1070 | { |
1086 | object *tmp, *tmp2; |
1071 | object *tmp, *tmp2; |
1087 | int i, success = 0, mflags; |
1072 | int i, success = 0, mflags; |
… | |
… | |
1097 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1082 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1098 | if (mflags & P_OUT_OF_MAP) |
1083 | if (mflags & P_OUT_OF_MAP) |
1099 | continue; |
1084 | continue; |
1100 | |
1085 | |
1101 | /* Check everything in the square for trapness */ |
1086 | /* Check everything in the square for trapness */ |
1102 | for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) |
1087 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1103 | { |
1088 | { |
1104 | /* And now we'd better do an inventory traversal of each |
1089 | /* And now we'd better do an inventory traversal of each |
1105 | * of these objects inventory. Like above, only |
1090 | * of these objects inventory. Like above, only |
1106 | * do this for interesting objects. |
1091 | * do this for interesting objects. |
1107 | */ |
1092 | */ |
1108 | |
1093 | |
1109 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
1094 | if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER]) |
1110 | { |
1095 | { |
1111 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
1096 | for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
1112 | if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) |
1097 | if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) |
1113 | { |
1098 | { |
1114 | trap_show (tmp2, tmp); |
1099 | trap_show (tmp2, tmp); |
|
|
1100 | |
1115 | if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) |
1101 | if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) |
1116 | { |
1102 | { |
1117 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1103 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1118 | success += calc_skill_exp (op, tmp2, skill); |
1104 | success += calc_skill_exp (op, tmp2, skill); |
1119 | } |
1105 | } |
1120 | } |
1106 | } |
1121 | } |
1107 | } |
|
|
1108 | |
1122 | if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) |
1109 | if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) |
1123 | { |
1110 | { |
1124 | trap_show (tmp, tmp); |
1111 | trap_show (tmp, tmp); |
|
|
1112 | |
1125 | if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) |
1113 | if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) |
1126 | { |
1114 | { |
1127 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1115 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1128 | success += calc_skill_exp (op, tmp, skill); |
1116 | success += calc_skill_exp (op, tmp, skill); |
1129 | } |
1117 | } |
1130 | } |
1118 | } |
1131 | } |
1119 | } |
1132 | } |
1120 | } |
|
|
1121 | |
1133 | return success; |
1122 | return success; |
1134 | } |
1123 | } |
1135 | |
|
|
1136 | |
1124 | |
1137 | /* pray() - when this skill is called from do_skill(), it allows |
1125 | /* pray() - when this skill is called from do_skill(), it allows |
1138 | * the player to regain lost grace points at a faster rate. -b.t. |
1126 | * the player to regain lost grace points at a faster rate. -b.t. |
1139 | * This always returns 0 - return value is used by calling function |
1127 | * This always returns 0 - return value is used by calling function |
1140 | * such that if it returns true, player gets exp in that skill. This |
1128 | * such that if it returns true, player gets exp in that skill. This |
1141 | * the effect here can be done on demand, we probably don't want to |
1129 | * the effect here can be done on demand, we probably don't want to |
1142 | * give infinite exp by returning true in any cases. |
1130 | * give infinite exp by returning true in any cases. |
1143 | */ |
1131 | */ |
1144 | |
|
|
1145 | int |
1132 | int |
1146 | pray (object *pl, object *skill) |
1133 | pray (object *pl, object *skill) |
1147 | { |
1134 | { |
1148 | char buf[MAX_BUF]; |
1135 | char buf[MAX_BUF]; |
1149 | object *tmp; |
1136 | object *tmp; |
… | |
… | |
1156 | /* Check all objects - we could stop at floor objects, |
1143 | /* Check all objects - we could stop at floor objects, |
1157 | * but if someone buries an altar, I don't see a problem with |
1144 | * 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 |
1145 | * going through all the objects, and it shouldn't be much slower |
1159 | * than extra checks on object attributes. |
1146 | * than extra checks on object attributes. |
1160 | */ |
1147 | */ |
1161 | for (tmp = pl->below; tmp != NULL; tmp = tmp->below) |
1148 | for (tmp = pl->below; tmp; tmp = tmp->below) |
1162 | { |
1149 | { |
1163 | /* Only if the altar actually belongs to someone do you get special benefits */ |
1150 | /* Only if the altar actually belongs to someone do you get special benefits */ |
1164 | if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) |
1151 | if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) |
1165 | { |
1152 | { |
1166 | sprintf (buf, "You pray over the %s.", &tmp->name); |
1153 | sprintf (buf, "You pray over the %s.", &tmp->name); |
… | |
… | |
1174 | if (pl->stats.grace < pl->stats.maxgrace) |
1161 | if (pl->stats.grace < pl->stats.maxgrace) |
1175 | { |
1162 | { |
1176 | pl->stats.grace++; |
1163 | pl->stats.grace++; |
1177 | pl->last_grace = -1; |
1164 | pl->last_grace = -1; |
1178 | } |
1165 | } |
|
|
1166 | |
1179 | return 0; |
1167 | return 0; |
1180 | } |
1168 | } |
1181 | |
1169 | |
1182 | /* This skill allows the player to regain a few sp or hp for a |
1170 | /* This skill allows the player to regain a few sp or hp for a |
1183 | * brief period of concentration. No armour or weapons may be |
1171 | * brief period of concentration. No armour or weapons may be |
1184 | * wielded/applied for this to work. The amount of time needed |
1172 | * wielded/applied for this to work. The amount of time needed |
1185 | * to concentrate and the # of points regained is dependant on |
1173 | * to concentrate and the # of points regained is dependant on |
1186 | * the level of the user. - b.t. thomas@astro.psu.edu |
1174 | * the level of the user. - b.t. thomas@astro.psu.edu |
1187 | */ |
1175 | */ |
1188 | |
|
|
1189 | void |
1176 | void |
1190 | meditate (object *pl, object *skill) |
1177 | meditate (object *pl, object *skill) |
1191 | { |
1178 | { |
1192 | object *tmp; |
1179 | object *tmp; |
1193 | |
1180 | |
1194 | if (pl->type != PLAYER) |
1181 | if (pl->type != PLAYER) |
1195 | return; /* players only */ |
1182 | return; /* players only */ |
1196 | |
1183 | |
1197 | /* check if pl has removed encumbering armour and weapons */ |
1184 | /* check if pl has removed encumbering armour and weapons */ |
1198 | if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6)) |
1185 | if (pl->flag [FLAG_READY_WEAPON] && (skill->level < 6)) |
1199 | { |
1186 | { |
1200 | new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n"); |
1187 | new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n"); |
1201 | return; |
1188 | return; |
1202 | } |
1189 | } |
1203 | else |
1190 | else |
1204 | { |
1191 | { |
1205 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
1192 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
1206 | if (((tmp->type == ARMOUR && skill->level < 12) |
1193 | if (((tmp->type == ARMOUR && skill->level < 12) |
1207 | || (tmp->type == HELMET && skill->level < 10) |
1194 | || (tmp->type == HELMET && skill->level < 10) |
1208 | || (tmp->type == SHIELD && skill->level < 6) |
1195 | || (tmp->type == SHIELD && skill->level < 6) |
1209 | || (tmp->type == BOOTS && skill->level < 4) || (tmp->type == GLOVES && skill->level < 2)) && QUERY_FLAG (tmp, FLAG_APPLIED)) |
1196 | || (tmp->type == BOOTS && skill->level < 4) |
|
|
1197 | || (tmp->type == GLOVES && skill->level < 2)) |
|
|
1198 | && tmp->flag [FLAG_APPLIED]) |
1210 | { |
1199 | { |
1211 | new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n"); |
1200 | new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n"); |
1212 | return; |
1201 | return; |
1213 | } |
1202 | } |
1214 | } |
1203 | } |
… | |
… | |
1234 | pl->last_heal = -1; |
1223 | pl->last_heal = -1; |
1235 | } |
1224 | } |
1236 | } |
1225 | } |
1237 | |
1226 | |
1238 | /* write_note() - this routine allows players to inscribe messages in |
1227 | /* write_note() - this routine allows players to inscribe messages in |
1239 | * ordinary 'books' (anything that is type BOOK). b.t. |
1228 | * ordinary inscribable 'books' (anything that is not a SPELL). b.t. |
1240 | */ |
1229 | */ |
1241 | |
|
|
1242 | static int |
1230 | static int |
1243 | write_note (object *pl, object *item, const char *msg, object *skill) |
1231 | write_note (object *pl, object *item, const char *msg, object *skill) |
1244 | { |
1232 | { |
1245 | char buf[1024]; |
1233 | if (!msg_is_safe (msg)) |
1246 | object *newBook = NULL; |
|
|
1247 | |
|
|
1248 | /* a pair of sanity checks */ |
|
|
1249 | if (!item || item->type != BOOK) |
|
|
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 | { |
1234 | { |
1260 | new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?"); |
1235 | new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?"); |
|
|
1236 | LOG (llevInfo, "write_note: player %s tried to write bogus note %s\n", &pl->name, msg); |
|
|
1237 | return 0; |
|
|
1238 | } |
|
|
1239 | |
|
|
1240 | int len = strlen (msg); |
|
|
1241 | |
|
|
1242 | if (!is_utf8_string ((U8 *)msg, len)) |
|
|
1243 | { |
|
|
1244 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!"); |
1261 | return 0; |
1245 | return 0; |
1262 | } |
1246 | } |
1263 | |
1247 | |
1264 | if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) |
1248 | if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) |
1265 | return strlen (msg); |
1249 | return RESULT_INT (0); |
1266 | |
1250 | |
1267 | buf[0] = 0; |
1251 | STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len)); |
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 | |
1252 | |
1273 | strcat (buf, msg); |
1253 | if (char_len <= item->weight_limit) |
1274 | strcat (buf, "\n"); /* new msg needs a LF */ |
1254 | { |
1275 | if (item->nrof > 1) |
1255 | object *newbook = item->other_arch->instance (); |
1276 | { |
1256 | item->decrease (); |
1277 | newBook = get_object (); |
|
|
1278 | copy_object (item, newBook); |
|
|
1279 | decrease_ob (item); |
|
|
1280 | esrv_send_item (pl, item); |
|
|
1281 | newBook->nrof = 1; |
1257 | newbook->nrof = 1; |
1282 | newBook->msg = buf; |
1258 | newbook->msg = shstr (msg); |
1283 | newBook = insert_ob_in_ob (newBook, pl); |
1259 | newbook->flag [FLAG_IDENTIFIED] = true; |
1284 | esrv_send_item (pl, newBook); |
1260 | |
|
|
1261 | if (item->subtype == 1) // mailscrolls |
1285 | } |
1262 | { |
1286 | else |
1263 | newbook->name = item->name; |
|
|
1264 | newbook->name_pl = item->name_pl; |
1287 | { |
1265 | } |
1288 | item->msg = buf; |
1266 | |
1289 | /* This shouldn't be necessary - the object hasn't changed in any |
1267 | pl->insert (newbook); |
1290 | * visible way |
1268 | |
1291 | */ |
1269 | pl->contr->play_sound (sound_find ("inscribe_success")); |
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)); |
1270 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name); |
1295 | return strlen (msg); |
1271 | return char_len; |
1296 | } |
1272 | } |
1297 | else |
1273 | else |
1298 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item)); |
1274 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s! H<It is only big enough for %d characters, your message had %d characters.>", |
|
|
1275 | &item->name, item->weight_limit, char_len); |
1299 | |
1276 | |
1300 | return 0; |
1277 | return 0; |
1301 | } |
1278 | } |
1302 | |
1279 | |
1303 | /* write_scroll() - this routine allows players to inscribe spell scrolls |
1280 | /* write_scroll() - this routine allows players to inscribe spell scrolls |
1304 | * of spells which they know. Backfire effects are possible with the |
1281 | * of spells which they know. Backfire effects are possible with the |
1305 | * severity of the backlash correlated with the difficulty of the scroll |
1282 | * severity of the backlash correlated with the difficulty of the scroll |
1306 | * that is attempted. -b.t. thomas@astro.psu.edu |
1283 | * that is attempted. -b.t. thomas@astro.psu.edu |
1307 | */ |
1284 | */ |
1308 | |
|
|
1309 | static int |
1285 | static int |
1310 | write_scroll (object *pl, object *scroll, object *skill) |
1286 | write_scroll (object *pl, object *scroll, object *skill) |
1311 | { |
1287 | { |
1312 | int success = 0, confused = 0; |
1288 | int success = 0, confused = 0; |
1313 | object *newscroll, *chosen_spell, *tmp; |
|
|
1314 | |
|
|
1315 | /* this is a sanity check */ |
|
|
1316 | if (scroll->type != SCROLL) |
|
|
1317 | { |
|
|
1318 | new_draw_info (NDI_UNIQUE, 0, pl, "A spell can only be inscribed into a scroll!"); |
|
|
1319 | return 0; |
|
|
1320 | } |
|
|
1321 | |
1289 | |
1322 | /* Check if we are ready to attempt inscription */ |
1290 | /* Check if we are ready to attempt inscription */ |
1323 | chosen_spell = pl->contr->ranges[range_magic]; |
1291 | object *chosen_spell = pl->contr->ranged_ob; |
1324 | if (!chosen_spell) |
1292 | |
|
|
1293 | if (!chosen_spell || chosen_spell->type != SPELL) |
1325 | { |
1294 | { |
1326 | new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); |
1295 | new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); |
1327 | return 0; |
1296 | return 0; |
1328 | } |
1297 | } |
|
|
1298 | |
1329 | if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace) |
1299 | if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace) |
1330 | { |
1300 | { |
1331 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name); |
1301 | 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; |
1302 | return 0; |
1333 | } |
1303 | } |
|
|
1304 | |
1334 | if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) |
1305 | if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) |
1335 | { |
1306 | { |
1336 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); |
1307 | 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; |
1308 | return 0; |
1338 | } |
1309 | } |
1339 | |
1310 | |
1340 | /* if there is a spell already on the scroll then player could easily |
|
|
1341 | * accidently read it while trying to write the new one. give player |
|
|
1342 | * a 50% chance to overwrite spell at their own level |
|
|
1343 | */ |
|
|
1344 | if ((scroll->stats.sp || scroll->inv) && random_roll (0, scroll->level * 2, pl, PREFER_LOW) > skill->level) |
|
|
1345 | { |
|
|
1346 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Oops! You accidently read it while trying to write on it."); |
|
|
1347 | manual_apply (pl, scroll, 0); |
|
|
1348 | return 0; |
|
|
1349 | } |
|
|
1350 | |
|
|
1351 | /* ok, we are ready to try inscription */ |
1311 | /* ok, we are ready to try inscription */ |
1352 | if (QUERY_FLAG (pl, FLAG_CONFUSED)) |
1312 | if (pl->flag [FLAG_CONFUSED]) |
1353 | confused = 1; |
1313 | confused = 1; |
1354 | |
1314 | |
1355 | /* Lost mana/grace no matter what */ |
1315 | /* Lost mana/grace no matter what */ |
1356 | pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); |
1316 | pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); |
1357 | pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA); |
1317 | pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA); |
1358 | |
1318 | |
1359 | if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) |
1319 | if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) |
1360 | { |
1320 | { |
1361 | if (scroll->nrof > 1) |
1321 | object *newscroll = scroll->other_arch->instance (); |
1362 | { |
1322 | scroll->decrease (); |
1363 | newscroll = get_object (); |
|
|
1364 | copy_object (scroll, newscroll); |
|
|
1365 | decrease_ob (scroll); |
|
|
1366 | newscroll->nrof = 1; |
1323 | newscroll->nrof = 1; |
1367 | } |
1324 | |
1368 | else |
1325 | pl->contr->play_sound (sound_find ("inscribe_success")); |
1369 | { |
|
|
1370 | newscroll = scroll; |
|
|
1371 | } |
|
|
1372 | |
1326 | |
1373 | if (!confused) |
1327 | if (!confused) |
1374 | { |
1328 | { |
1375 | newscroll->level = MAX (skill->level, chosen_spell->level); |
1329 | newscroll->level = max (skill->level, chosen_spell->level); |
|
|
1330 | newscroll->flag [FLAG_IDENTIFIED] = true; |
1376 | new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll."); |
1331 | new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell."); |
1377 | } |
1332 | } |
1378 | else |
1333 | else |
1379 | { |
1334 | { |
1380 | chosen_spell = find_random_spell_in_ob (pl, NULL); |
1335 | chosen_spell = find_random_spell_in_ob (pl, NULL); |
1381 | if (!chosen_spell) |
1336 | if (!chosen_spell) |
1382 | return 0; |
1337 | return 0; |
1383 | |
1338 | |
1384 | newscroll->level = MAX (skill->level, chosen_spell->level); |
1339 | newscroll->level = max (skill->level, chosen_spell->level); |
1385 | new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell."); |
1340 | new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell."); |
1386 | } |
1341 | } |
1387 | |
1342 | |
1388 | if (newscroll->inv) |
1343 | object *tmp = chosen_spell->clone (); |
1389 | { |
|
|
1390 | object *ninv; |
|
|
1391 | |
|
|
1392 | ninv = newscroll->inv; |
|
|
1393 | remove_ob (ninv); |
|
|
1394 | free_object (ninv); |
|
|
1395 | } |
|
|
1396 | tmp = get_object (); |
|
|
1397 | copy_object (chosen_spell, tmp); |
|
|
1398 | insert_ob_in_ob (tmp, newscroll); |
1344 | insert_ob_in_ob (tmp, newscroll); |
1399 | |
1345 | |
1400 | /* Same code as from treasure.c - so they can better merge. |
1346 | /* Same code as from treasure.C - so they can better merge. |
1401 | * if players want to sell them, so be it. |
1347 | * if players want to sell them, so be it. |
1402 | */ |
1348 | */ |
1403 | newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); |
1349 | newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); |
1404 | newscroll->stats.exp = newscroll->value / 5; |
1350 | newscroll->stats.exp = newscroll->value / 5; |
1405 | |
1351 | |
1406 | /* wait until finished manipulating the scroll before inserting it */ |
1352 | pl->insert (newscroll); |
1407 | if (newscroll == scroll) |
1353 | |
1408 | { |
|
|
1409 | /* Remove to correctly merge with other items which may exist in inventory */ |
|
|
1410 | remove_ob (newscroll); |
|
|
1411 | esrv_del_item (pl->contr, newscroll->count); |
|
|
1412 | } |
|
|
1413 | newscroll = insert_ob_in_ob (newscroll, pl); |
|
|
1414 | esrv_send_item (pl, newscroll); |
|
|
1415 | success = calc_skill_exp (pl, newscroll, skill); |
1354 | success = calc_skill_exp (pl, newscroll, skill); |
1416 | if (!confused) |
1355 | if (!confused) |
1417 | success *= 2; |
1356 | success *= 2; |
|
|
1357 | |
1418 | success = success * skill->level; |
1358 | success = success * skill->level; |
1419 | return success; |
1359 | return success; |
1420 | |
|
|
1421 | } |
1360 | } |
1422 | else |
1361 | else |
1423 | { /* Inscription has failed */ |
1362 | { /* Inscription has failed */ |
|
|
1363 | pl->contr->play_sound (sound_find ("inscribe_fail")); |
1424 | |
1364 | |
1425 | if (chosen_spell->level > skill->level || confused) |
1365 | if (chosen_spell->level > skill->level || confused) |
1426 | { /*backfire! */ |
1366 | { /*backfire! */ |
1427 | new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); |
1367 | new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind! H<The spell level is too high for your inscription skill.>"); |
|
|
1368 | |
1428 | if (random_roll (0, 1, pl, PREFER_LOW) == 1) |
1369 | if (random_roll (0, 1, pl, PREFER_LOW) == 1) |
1429 | drain_specific_stat (pl, 4); |
1370 | pl->drain_specific_stat (4); |
1430 | else |
1371 | else |
1431 | { |
1372 | { |
1432 | confuse_player (pl, pl, 99); |
1373 | confuse_player (pl, pl, 99); |
1433 | return (-30 * chosen_spell->level); |
1374 | return -30 * chosen_spell->level; |
1434 | } |
1375 | } |
1435 | } |
1376 | } |
1436 | else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) |
1377 | else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) |
1437 | { |
1378 | { |
1438 | new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind!"); |
1379 | new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind! H<Frankly spoken, you were too dumb and unlucky.>"); |
1439 | confuse_player (pl, pl, 99); |
1380 | confuse_player (pl, pl, 99); |
1440 | } |
1381 | } |
1441 | else |
1382 | else |
1442 | new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll."); |
1383 | new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll. H<Try a lower-level spell, if possible at all.>"); |
1443 | } |
1384 | } |
|
|
1385 | |
1444 | return 0; |
1386 | return 0; |
1445 | } |
1387 | } |
1446 | |
1388 | |
1447 | /* write_on_item() - wrapper for write_note and write_scroll */ |
1389 | /* write_on_item() - wrapper for write_note and write_scroll */ |
1448 | int |
1390 | int |
1449 | write_on_item (object *pl, const char *params, object *skill) |
1391 | write_on_item (object *pl, const char *params, object *skill) |
1450 | { |
1392 | { |
1451 | object *item; |
|
|
1452 | const char *string = params; |
|
|
1453 | int msgtype; |
|
|
1454 | archetype *skat; |
1393 | archetype *skat; |
1455 | |
1394 | |
1456 | if (pl->type != PLAYER) |
1395 | if (pl->type != PLAYER) |
1457 | return 0; |
1396 | return 0; |
1458 | |
1397 | |
1459 | if (!params) |
1398 | if (!params) |
1460 | { |
|
|
1461 | params = ""; |
1399 | params = ""; |
1462 | string = params; |
1400 | |
1463 | } |
|
|
1464 | skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); |
1401 | skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); |
1465 | |
1402 | |
1466 | /* Need to be able to read before we can write! */ |
1403 | /* Need to be able to read before we can write! */ |
1467 | if (!find_skill_by_name (pl, skat->clone.skill)) |
1404 | if (!find_skill_by_name (pl, skat->skill)) |
1468 | { |
1405 | { |
1469 | new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!"); |
1406 | new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>"); |
1470 | return 0; |
1407 | return 0; |
1471 | } |
1408 | } |
1472 | |
1409 | |
1473 | /* if there is a message then it goes in a book and no message means |
1410 | object *item = find_marked_object (pl); |
1474 | * write active spell into the scroll |
|
|
1475 | */ |
|
|
1476 | msgtype = (string[0] != '\0') ? BOOK : SCROLL; |
|
|
1477 | |
1411 | |
1478 | /* find an item of correct type to write on */ |
1412 | /* find an item of correct type to write on */ |
1479 | if (!(item = find_marked_object (pl))) |
1413 | if (!item) |
1480 | { |
|
|
1481 | new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on."); |
|
|
1482 | return 0; |
|
|
1483 | } |
1414 | { |
|
|
1415 | new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on. H<Use the mark command or the popup menu to make an item.>"); |
|
|
1416 | return 0; |
|
|
1417 | } |
1484 | |
1418 | |
1485 | if (QUERY_FLAG (item, FLAG_UNPAID)) |
1419 | if (item->type != INSCRIBABLE) |
|
|
1420 | { |
|
|
1421 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>"); |
|
|
1422 | return 0; |
|
|
1423 | } |
|
|
1424 | |
|
|
1425 | if (item->flag [FLAG_UNPAID]) |
1486 | { |
1426 | { |
1487 | new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); |
1427 | new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); |
1488 | return 0; |
1428 | return 0; |
1489 | } |
1429 | } |
1490 | if (msgtype != item->type) |
1430 | |
|
|
1431 | if (item->other_arch->type == SCROLL) |
1491 | { |
1432 | { |
1492 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll"); |
1433 | if (*params) |
|
|
1434 | { |
|
|
1435 | // check readied scroll |
|
|
1436 | new_draw_info_format (NDI_UNIQUE, 0, pl, |
|
|
1437 | "When inscribing spells you need to ready a spell and do not specify a string argument.\n" |
|
|
1438 | "Usage: cast [spell name]; use_skill %s", &skill->skill); |
1493 | return 0; |
1439 | return 0; |
1494 | } |
1440 | } |
1495 | |
1441 | |
1496 | if (msgtype == SCROLL) |
|
|
1497 | { |
|
|
1498 | return write_scroll (pl, item, skill); |
1442 | return write_scroll (pl, item, skill); |
1499 | } |
1443 | } |
1500 | else if (msgtype == BOOK) |
1444 | else |
1501 | { |
1445 | { |
|
|
1446 | if (!*params) |
|
|
1447 | { |
|
|
1448 | new_draw_info_format (NDI_UNIQUE, 0, pl, |
|
|
1449 | "When inscribing books you need to specify the words you want to inscribe as command argument.\n" |
|
|
1450 | "Usage: use_skill %s <message>", &skill->skill); |
|
|
1451 | return 0; |
|
|
1452 | } |
|
|
1453 | |
1502 | return write_note (pl, item, string, skill); |
1454 | return write_note (pl, item, params, skill); |
1503 | } |
1455 | } |
|
|
1456 | |
1504 | return 0; |
1457 | return 0; |
1505 | } |
1458 | } |
1506 | |
|
|
1507 | |
|
|
1508 | |
1459 | |
1509 | /* find_throw_ob() - if we request an object, then |
1460 | /* find_throw_ob() - if we request an object, then |
1510 | * we search for it in the inventory of the owner (you've |
1461 | * we search for it in the inventory of the owner (you've |
1511 | * got to be carrying something in order to throw it!). |
1462 | * got to be carrying something in order to throw it!). |
1512 | * If we didnt request an object, then the top object in inventory |
1463 | * If we didnt request an object, then the top object in inventory |
1513 | * (that is "throwable", ie no throwing your skills away!) |
1464 | * (that is "throwable", ie no throwing your skills away!) |
1514 | * is the object of choice. Also check to see if object is |
1465 | * is the object of choice. Also check to see if object is |
1515 | * 'throwable' (ie not applied cursed obj, worn, etc). |
1466 | * 'throwable' (ie not applied cursed obj, worn, etc). |
1516 | */ |
1467 | */ |
1517 | |
|
|
1518 | static object * |
1468 | static object * |
1519 | find_throw_ob (object *op, const char *request) |
1469 | find_throw_ob (object *op, const char *request) |
1520 | { |
1470 | { |
1521 | object *tmp; |
|
|
1522 | |
|
|
1523 | if (!op) |
|
|
1524 | { /* safety */ |
|
|
1525 | LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n"); |
|
|
1526 | return (object *) NULL; |
|
|
1527 | } |
|
|
1528 | |
|
|
1529 | /* prefer marked item */ |
1471 | /* prefer marked item */ |
1530 | tmp = find_marked_object (op); |
1472 | object *tmp = find_marked_object (op); |
1531 | if (tmp != NULL) |
1473 | |
1532 | { |
|
|
1533 | /* can't toss invisible or inv-locked items */ |
1474 | /* can't toss invisible or inv-locked items */ |
1534 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
1475 | if (tmp && (tmp->invisible || tmp->flag [FLAG_INV_LOCKED])) |
1535 | { |
1476 | tmp = 0; |
1536 | tmp = NULL; |
|
|
1537 | } |
|
|
1538 | } |
|
|
1539 | |
1477 | |
1540 | /* look through the inventory */ |
1478 | /* look through the inventory */ |
1541 | if (tmp == NULL) |
1479 | if (tmp) |
1542 | { |
|
|
1543 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1480 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1544 | { |
1481 | { |
1545 | /* can't toss invisible or inv-locked items */ |
1482 | /* can't toss invisible or inv-locked items */ |
1546 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
1483 | if (tmp->invisible || tmp->flag [FLAG_INV_LOCKED]) |
1547 | continue; |
1484 | continue; |
|
|
1485 | |
1548 | if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request)) |
1486 | if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request)) |
1549 | break; |
1487 | break; |
1550 | } |
1488 | } |
1551 | } |
|
|
1552 | |
1489 | |
1553 | /* this should prevent us from throwing away |
1490 | /* this should prevent us from throwing away |
1554 | * cursed items, worn armour, etc. Only weapons |
1491 | * cursed items, worn armour, etc. Only weapons |
1555 | * can be thrown from 'hand'. |
1492 | * can be thrown from 'hand'. |
1556 | */ |
1493 | */ |
1557 | if (!tmp) |
1494 | if (!tmp) |
1558 | return NULL; |
1495 | return 0; |
1559 | |
1496 | |
1560 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
1497 | if (tmp->flag [FLAG_APPLIED]) |
1561 | { |
1498 | { |
1562 | if (tmp->type != WEAPON) |
1499 | if (tmp->type != WEAPON) |
1563 | { |
1500 | { |
1564 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp)); |
1501 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s. H<Unapply it first.>", query_name (tmp)); |
1565 | tmp = NULL; |
1502 | tmp = 0; |
1566 | } |
|
|
1567 | else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
1568 | { |
1503 | } |
|
|
1504 | else if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
|
|
1505 | { |
1569 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp)); |
1506 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand! H<Cursed or damned items cannot be removed.>", query_name (tmp)); |
1570 | tmp = NULL; |
1507 | tmp = 0; |
1571 | } |
1508 | } |
1572 | else |
1509 | else |
1573 | { |
1510 | { |
1574 | if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) |
1511 | if (!op->apply (tmp, AP_UNAPPLY)) |
1575 | { |
1512 | { |
1576 | LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); |
1513 | LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); |
1577 | tmp = NULL; |
1514 | tmp = 0; |
1578 | } |
1515 | } |
1579 | } |
1516 | } |
1580 | } |
1517 | } |
1581 | else if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
1518 | else if (tmp->flag [FLAG_UNPAID]) |
1582 | { |
1519 | { |
1583 | new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp)); |
1520 | new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp)); |
1584 | tmp = NULL; |
1521 | tmp = 0; |
1585 | } |
1522 | } |
1586 | |
1523 | |
1587 | if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
1524 | //TODO: why not chekc first and give sensible message to player? |
|
|
1525 | if (tmp && tmp->flag [FLAG_INV_LOCKED]) |
1588 | { |
1526 | { |
1589 | LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); |
1527 | LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); |
1590 | tmp = NULL; |
1528 | tmp = 0; |
1591 | } |
1529 | } |
|
|
1530 | |
1592 | return tmp; |
1531 | return tmp; |
1593 | } |
1532 | } |
1594 | |
1533 | |
1595 | /* make_throw_ob() We construct the 'carrier' object in |
1534 | /* make_throw_ob() We construct the 'carrier' object in |
1596 | * which we will insert the object that is being thrown. |
1535 | * which we will insert the object that is being thrown. |
1597 | * This combination becomes the 'thrown object'. -b.t. |
1536 | * This combination becomes the 'thrown object'. -b.t. |
1598 | */ |
1537 | */ |
1599 | |
|
|
1600 | static object * |
1538 | static object * |
1601 | make_throw_ob (object *orig) |
1539 | make_throw_ob (object *orig) |
1602 | { |
1540 | { |
1603 | object *toss_item; |
|
|
1604 | |
|
|
1605 | if (!orig) |
1541 | if (!orig) |
1606 | return NULL; |
1542 | return 0; |
1607 | |
1543 | |
1608 | toss_item = get_object (); |
1544 | if (orig->flag [FLAG_APPLIED]) |
1609 | if (QUERY_FLAG (orig, FLAG_APPLIED)) |
|
|
1610 | { |
1545 | { |
1611 | LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); |
1546 | LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); |
1612 | /* insufficient workaround, but better than nothing */ |
1547 | /* insufficient workaround, but better than nothing */ |
1613 | CLEAR_FLAG (orig, FLAG_APPLIED); |
1548 | orig->clr_flag (FLAG_APPLIED); |
1614 | } |
1549 | } |
1615 | copy_object (orig, toss_item); |
1550 | |
|
|
1551 | object *toss_item = orig->clone (); |
|
|
1552 | |
1616 | toss_item->type = THROWN_OBJ; |
1553 | toss_item->type = THROWN_OBJ; |
1617 | CLEAR_FLAG (toss_item, FLAG_CHANGING); |
1554 | toss_item->clr_flag (FLAG_CHANGING); |
1618 | toss_item->stats.dam = 0; /* default damage */ |
1555 | toss_item->stats.dam = 0; /* default damage */ |
1619 | insert_ob_in_ob (orig, toss_item); |
1556 | toss_item->insert (orig); |
|
|
1557 | |
1620 | return toss_item; |
1558 | return toss_item; |
1621 | } |
1559 | } |
1622 | |
|
|
1623 | |
1560 | |
1624 | /* do_throw() - op throws any object toss_item. This code |
1561 | /* do_throw() - op throws any object toss_item. This code |
1625 | * was borrowed from fire_bow. |
1562 | * was borrowed from fire_bow. |
1626 | * Returns 1 if skill was successfully used, 0 if not |
1563 | * Returns 1 if skill was successfully used, 0 if not |
1627 | */ |
1564 | */ |
1628 | |
|
|
1629 | static int |
1565 | static int |
1630 | do_throw (object *op, object *part, object *toss_item, int dir, object *skill) |
1566 | do_throw (object *op, object *part, object *toss_item, int dir, object *skill) |
1631 | { |
1567 | { |
1632 | object *throw_ob = toss_item, *left = NULL; |
1568 | object *throw_ob = toss_item, *left = NULL; |
1633 | int eff_str = 0, maxc, str = op->stats.Str, dam = 0; |
1569 | int eff_str = 0, maxc, str = op->stats.Str, dam = 0; |
1634 | int pause_f, weight_f = 0, mflags; |
1570 | int pause_f, weight_f = 0, mflags; |
1635 | float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0; |
1571 | float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0; |
1636 | maptile *m; |
1572 | maptile *m; |
1637 | sint16 sx, sy; |
1573 | sint16 sx, sy; |
1638 | |
1574 | |
1639 | if (throw_ob == NULL) |
1575 | if (!throw_ob) |
1640 | { |
1576 | { |
1641 | if (op->type == PLAYER) |
1577 | if (op->type == PLAYER) |
1642 | new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw."); |
1578 | new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw."); |
1643 | |
1579 | |
1644 | return 0; |
1580 | return 0; |
1645 | } |
1581 | } |
1646 | if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP)) |
1582 | |
|
|
1583 | if (throw_ob->flag [FLAG_STARTEQUIP]) |
1647 | { |
1584 | { |
1648 | if (op->type == PLAYER) |
1585 | if (op->type == PLAYER) |
1649 | new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that."); |
1586 | new_draw_info (NDI_UNIQUE, 0, op, |
|
|
1587 | "The gods won't let you throw that. " |
|
|
1588 | "H<Well, they would, but they would retrieve it " |
|
|
1589 | "- you wouldn't want that, would you?>"); |
1650 | |
1590 | |
1651 | return 0; |
1591 | return 0; |
1652 | } |
1592 | } |
1653 | |
1593 | |
1654 | /* Because throwing effectiveness must be reduced by the |
1594 | /* Because throwing effectiveness must be reduced by the |
… | |
… | |
1671 | /* lighter items are thrown harder, farther, faster */ |
1611 | /* lighter items are thrown harder, farther, faster */ |
1672 | if (throw_ob->weight > 0) |
1612 | if (throw_ob->weight > 0) |
1673 | item_factor = (float) maxc / (float) (3.0 * throw_ob->weight); |
1613 | item_factor = (float) maxc / (float) (3.0 * throw_ob->weight); |
1674 | else |
1614 | else |
1675 | { /* 0 or negative weight?!? Odd object, can't throw it */ |
1615 | { /* 0 or negative weight?!? Odd object, can't throw it */ |
1676 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob)); |
1616 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s. H<Better report this to your dungeon master.>\n", query_name (throw_ob)); |
1677 | return 0; |
1617 | return 0; |
1678 | } |
1618 | } |
1679 | |
1619 | |
1680 | eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0)); |
1620 | eff_str = (str * (load_factor < 1.0 ? load_factor : 1.0)) |
1681 | eff_str = (int) ((float) eff_str * item_factor * str_factor); |
1621 | * item_factor * str_factor; |
1682 | |
1622 | |
1683 | /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to |
1623 | /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to |
1684 | * account for super-strong throwers. */ |
1624 | * account for super-strong throwers. */ |
1685 | if (eff_str > MAX_STAT) |
1625 | min_it (eff_str, MAX_STAT); |
1686 | eff_str = MAX_STAT; |
|
|
1687 | |
1626 | |
1688 | #ifdef DEBUG_THROW |
1627 | #ifdef DEBUG_THROW |
1689 | LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str); |
1628 | LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str); |
1690 | LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str); |
1629 | LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str); |
1691 | LOG (llevDebug, " str_factor=%f\n", str_factor); |
1630 | LOG (llevDebug, " str_factor=%f\n", str_factor); |
… | |
… | |
1698 | */ |
1637 | */ |
1699 | mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy); |
1638 | mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy); |
1700 | |
1639 | |
1701 | if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW)) |
1640 | if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW)) |
1702 | { |
1641 | { |
1703 | |
|
|
1704 | /* bounces off 'wall', and drops to feet */ |
1642 | /* bounces off 'wall', and drops to feet */ |
1705 | remove_ob (throw_ob); |
1643 | throw_ob->insert_at (part, op); |
1706 | throw_ob->x = part->x; |
1644 | |
1707 | throw_ob->y = part->y; |
|
|
1708 | insert_ob_in_map (throw_ob, part->map, op, 0); |
|
|
1709 | if (op->type == PLAYER) |
1645 | if (op->type == PLAYER) |
1710 | { |
1646 | { |
1711 | if (eff_str <= 1) |
1647 | if (eff_str <= 1) |
1712 | { |
|
|
1713 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob)); |
1648 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob)); |
1714 | } |
|
|
1715 | else if (!dir) |
1649 | else if (!dir) |
1716 | { |
|
|
1717 | new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob)); |
1650 | new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob)); |
1718 | } |
|
|
1719 | else |
1651 | else |
1720 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1652 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1721 | } |
1653 | } |
|
|
1654 | |
1722 | return 0; |
1655 | return 0; |
1723 | } /* if object can't be thrown */ |
1656 | } /* if object can't be thrown */ |
1724 | |
1657 | |
1725 | left = throw_ob; /* these are throwing objects left to the player */ |
1658 | left = throw_ob; /* these are throwing objects left to the player */ |
1726 | |
1659 | |
1727 | /* sometimes get_split_ob can't split an object (because op->nrof==0?) |
1660 | /* sometimes get_split_ob can't split an object (because op->nrof==0?) |
1728 | * and returns NULL. We must use 'left' then |
1661 | * and returns NULL. We must use 'left' then |
1729 | */ |
1662 | */ |
1730 | |
1663 | if (!(throw_ob = throw_ob->split ())) |
1731 | if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL) |
|
|
1732 | { |
1664 | { |
1733 | throw_ob = left; |
1665 | throw_ob = left; |
1734 | remove_ob (left); |
1666 | left->remove (); |
1735 | if (op->type == PLAYER) |
|
|
1736 | esrv_del_item (op->contr, left->count); |
|
|
1737 | } |
|
|
1738 | else if (op->type == PLAYER) |
|
|
1739 | { |
|
|
1740 | if (left->destroyed ()) |
|
|
1741 | esrv_del_item (op->contr, left->count); |
|
|
1742 | else |
|
|
1743 | esrv_update_item (UPD_NROF, op, left); |
|
|
1744 | } |
1667 | } |
1745 | |
1668 | |
1746 | /* special case: throwing powdery substances like dust, dirt */ |
1669 | /* special case: throwing powdery substances like dust, dirt */ |
1747 | if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) |
1670 | if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) |
1748 | { |
1671 | { |
… | |
… | |
1763 | { |
1686 | { |
1764 | insert_ob_in_ob (throw_ob, op); |
1687 | insert_ob_in_ob (throw_ob, op); |
1765 | return 0; |
1688 | return 0; |
1766 | } |
1689 | } |
1767 | |
1690 | |
1768 | set_owner (throw_ob, op); |
1691 | throw_ob->set_owner (op); |
1769 | /* At some point in the attack code, the actual real object (op->inv) |
1692 | /* At some point in the attack code, the actual real object (op->inv) |
1770 | * becomes the hitter. As such, we need to make sure that has a proper |
1693 | * becomes the hitter. As such, we need to make sure that has a proper |
1771 | * owner value so exp goes to the right place. |
1694 | * owner value so exp goes to the right place. |
1772 | */ |
1695 | */ |
1773 | set_owner (throw_ob->inv, op); |
1696 | throw_ob->inv->set_owner (op); |
1774 | throw_ob->direction = dir; |
1697 | throw_ob->direction = dir; |
1775 | throw_ob->x = part->x; |
|
|
1776 | throw_ob->y = part->y; |
|
|
1777 | |
1698 | |
1778 | /* the damage bonus from the force of the throw */ |
1699 | /* the damage bonus from the force of the throw */ |
1779 | dam = (int) (str_factor * dam_bonus[eff_str]); |
1700 | dam = int (str_factor * dam_bonus[eff_str]); |
1780 | |
1701 | |
1781 | /* Now, lets adjust the properties of the thrown_ob. */ |
1702 | /* Now, lets adjust the properties of the thrown_ob. */ |
1782 | |
1703 | |
1783 | /* how far to fly */ |
1704 | /* how far to fly */ |
1784 | throw_ob->last_sp = (eff_str * 3) / 5; |
1705 | throw_ob->last_sp = (eff_str * 3) / 5; |
1785 | |
1706 | |
1786 | /* speed */ |
1707 | /* speed */ |
1787 | throw_ob->speed = (speed_bonus[eff_str] + 1.0) / 1.5; |
1708 | throw_ob->set_speed (min (1.0, speed_bonus[eff_str] + 1.0) / 1.5); /* no faster than an arrow! */ |
1788 | throw_ob->speed = MIN (1.0, throw_ob->speed); /* no faster than an arrow! */ |
|
|
1789 | |
1709 | |
1790 | /* item damage. Eff_str and item weight influence damage done */ |
1710 | /* item damage. Eff_str and item weight influence damage done */ |
1791 | weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000); |
1711 | weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000); |
1792 | throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2; |
1712 | throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2; |
1793 | |
1713 | |
1794 | /* chance of breaking. Proportional to force used and weight of item */ |
1714 | /* chance of breaking. Proportional to force used and weight of item */ |
1795 | throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000); |
1715 | throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000); |
1796 | |
1716 | |
1797 | /* replace 25 with a call to clone.arch wc? messes up w/ NPC */ |
1717 | /* replace 25 with a call to clone.arch wc? messes up w/ NPC */ |
1798 | throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level; |
1718 | throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level; |
1799 | |
|
|
1800 | |
1719 | |
1801 | /* the properties of objects which are meant to be thrown (ie dart, |
1720 | /* the properties of objects which are meant to be thrown (ie dart, |
1802 | * throwing knife, etc) will differ from ordinary items. Lets tailor |
1721 | * throwing knife, etc) will differ from ordinary items. Lets tailor |
1803 | * this stuff in here. |
1722 | * this stuff in here. |
1804 | */ |
1723 | */ |
1805 | |
1724 | |
1806 | if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN)) |
1725 | if (throw_ob->inv->flag [FLAG_IS_THROWN]) |
1807 | { |
1726 | { |
1808 | throw_ob->last_sp += eff_str / 3; /* fly a little further */ |
1727 | throw_ob->last_sp += eff_str / 3; /* fly a little further */ |
1809 | throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; |
1728 | throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; |
1810 | throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; |
1729 | throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; |
1811 | /* only throw objects get directional faces */ |
1730 | /* only throw objects get directional faces */ |
1812 | if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) |
1731 | if (throw_ob->has_anim () && throw_ob->anim_frames ()) |
1813 | SET_ANIMATION (throw_ob, dir); |
1732 | throw_ob->set_anim_frame (dir); |
1814 | } |
1733 | } |
1815 | else |
1734 | else |
1816 | { |
1735 | { |
|
|
1736 | uint16 mat = throw_ob->materials; |
|
|
1737 | |
1817 | /* some materials will adjust properties.. */ |
1738 | /* some materials will adjust properties.. */ |
1818 | if (throw_ob->material & M_LEATHER) |
1739 | if (mat & M_LEATHER) |
1819 | { |
1740 | { |
1820 | throw_ob->stats.dam -= 1; |
1741 | throw_ob->stats.dam -= 1; |
1821 | throw_ob->stats.food -= 10; |
1742 | throw_ob->stats.food -= 10; |
1822 | } |
1743 | } |
|
|
1744 | |
1823 | if (throw_ob->material & M_GLASS) |
1745 | if (mat & M_GLASS) |
1824 | throw_ob->stats.food += 60; |
1746 | throw_ob->stats.food += 60; |
1825 | |
1747 | |
1826 | if (throw_ob->material & M_ORGANIC) |
1748 | if (mat & M_ORGANIC) |
1827 | { |
1749 | { |
1828 | throw_ob->stats.dam -= 3; |
1750 | throw_ob->stats.dam -= 3; |
1829 | throw_ob->stats.food += 55; |
1751 | throw_ob->stats.food += 55; |
1830 | } |
1752 | } |
1831 | if (throw_ob->material & M_PAPER || throw_ob->material & M_CLOTH) |
1753 | |
|
|
1754 | if (mat & M_PAPER || mat & M_CLOTH) |
1832 | { |
1755 | { |
1833 | throw_ob->stats.dam -= 5; |
1756 | throw_ob->stats.dam -= 5; |
1834 | throw_ob->speed *= 0.8; |
1757 | throw_ob->speed *= 0.8; |
1835 | throw_ob->stats.wc += 3; |
1758 | throw_ob->stats.wc += 3; |
1836 | throw_ob->stats.food -= 30; |
1759 | throw_ob->stats.food -= 30; |
1837 | } |
1760 | } |
|
|
1761 | |
1838 | /* light obj have more wind resistance, fly slower */ |
1762 | /* light obj have more wind resistance, fly slower */ |
1839 | if (throw_ob->weight > 500) |
1763 | if (throw_ob->weight > 500) |
1840 | throw_ob->speed *= 0.8; |
1764 | throw_ob->speed *= 0.8; |
|
|
1765 | |
1841 | if (throw_ob->weight > 50) |
1766 | if (throw_ob->weight > 50) |
1842 | throw_ob->speed *= 0.5; |
1767 | throw_ob->speed *= 0.5; |
1843 | |
|
|
1844 | } /* else tailor thrown object */ |
1768 | } /* else tailor thrown object */ |
1845 | |
1769 | |
1846 | /* some limits, and safeties (needed?) */ |
1770 | /* some limits, and safeties (needed?) */ |
1847 | if (throw_ob->stats.dam < 0) |
1771 | max_it (throw_ob->stats.dam, 0); |
1848 | throw_ob->stats.dam = 0; |
|
|
1849 | if (throw_ob->last_sp > eff_str) |
1772 | min_it (throw_ob->last_sp, eff_str); |
1850 | throw_ob->last_sp = eff_str; |
|
|
1851 | if (throw_ob->stats.food < 0) |
1773 | max_it (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) |
1774 | min_it (throw_ob->stats.wc, 30); |
1856 | throw_ob->stats.wc = 30; |
|
|
1857 | |
1775 | |
1858 | /* how long to pause the thrower. Higher values mean less pause */ |
1776 | /* how long to pause the thrower. Higher values mean less pause */ |
1859 | pause_f = ((2 * eff_str) / 3) + 20 + skill->level; |
1777 | pause_f = ((2 * eff_str) / 3) + 20 + skill->level; |
1860 | |
1778 | |
1861 | /* Put a lower limit on this */ |
1779 | /* Put a lower limit on this */ |
1862 | if (pause_f < 10) |
1780 | clamp_it (pause_f, 10, 100); |
1863 | pause_f = 10; |
|
|
1864 | if (pause_f > 100) |
|
|
1865 | pause_f = 100; |
|
|
1866 | |
1781 | |
1867 | /* Changed in 0.94.2 - the calculation before was really goofy. |
1782 | /* Changed in 0.94.2 - the calculation before was really goofy. |
1868 | * In short summary, a throw can take anywhere between speed 5 and |
1783 | * In short summary, a throw can take anywhere between speed 5 and |
1869 | * speed 0.5 |
1784 | * speed 0.5 |
1870 | */ |
1785 | */ |
1871 | op->speed_left -= 50 / pause_f; |
1786 | op->speed_left -= 50 / pause_f; |
1872 | |
1787 | |
1873 | update_ob_speed (throw_ob); |
|
|
1874 | throw_ob->speed_left = 0; |
1788 | throw_ob->speed_left = 0; |
1875 | throw_ob->map = part->map; |
1789 | throw_ob->map = part->map; |
1876 | |
1790 | |
1877 | throw_ob->move_type = MOVE_FLY_LOW; |
1791 | throw_ob->move_type = MOVE_FLY_LOW; |
1878 | throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1792 | throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; |
… | |
… | |
1888 | LOG (llevDebug, " pause_f=%d \n", pause_f); |
1802 | LOG (llevDebug, " pause_f=%d \n", pause_f); |
1889 | LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n", |
1803 | LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n", |
1890 | throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food); |
1804 | throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food); |
1891 | LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count); |
1805 | LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count); |
1892 | #endif |
1806 | #endif |
1893 | insert_ob_in_map (throw_ob, part->map, op, 0); |
1807 | |
|
|
1808 | throw_ob->insert_at (part, op); |
1894 | |
1809 | |
1895 | if (!throw_ob->destroyed ()) |
1810 | if (!throw_ob->destroyed ()) |
1896 | move_arrow (throw_ob); |
1811 | move_arrow (throw_ob); |
1897 | |
1812 | |
1898 | return 1; |
1813 | return 1; |
… | |
… | |
1908 | else |
1823 | else |
1909 | throw_ob = find_mon_throw_ob (op); |
1824 | throw_ob = find_mon_throw_ob (op); |
1910 | |
1825 | |
1911 | return do_throw (op, part, throw_ob, dir, skill); |
1826 | return do_throw (op, part, throw_ob, dir, skill); |
1912 | } |
1827 | } |
|
|
1828 | |
|
|
1829 | bool |
|
|
1830 | skill_mining (object *who, object *tool, object *skill, int dir, const char *string) |
|
|
1831 | { |
|
|
1832 | if (!who->is_player ()) |
|
|
1833 | return 0; |
|
|
1834 | |
|
|
1835 | if (!dir) |
|
|
1836 | { |
|
|
1837 | who->failmsg ("In what direction?"); |
|
|
1838 | return 0; |
|
|
1839 | } |
|
|
1840 | |
|
|
1841 | mapxy pos (who); pos.move (dir); |
|
|
1842 | |
|
|
1843 | if (!pos.normalise ()) |
|
|
1844 | { |
|
|
1845 | who->failmsgf ( |
|
|
1846 | "You brandish your %s, with not so convincing results. " |
|
|
1847 | "H<There is nothing in this direction.>", |
|
|
1848 | &tool->name |
|
|
1849 | ); |
|
|
1850 | return 0; |
|
|
1851 | } |
|
|
1852 | |
|
|
1853 | mapspace &ms = pos.ms (); |
|
|
1854 | |
|
|
1855 | for (object *vein = pos.ms ().top; vein; vein = vein->below) |
|
|
1856 | if (vein->type == VEIN) |
|
|
1857 | { |
|
|
1858 | who->speed_left -= who->speed / tool->speed; |
|
|
1859 | |
|
|
1860 | who->play_sound (tool->sound); |
|
|
1861 | |
|
|
1862 | if (rndm (100 - vein->stats.ac) > rndm (tool->stats.wc)) |
|
|
1863 | who->failmsgf ( |
|
|
1864 | "You use your %s.... nothing. " |
|
|
1865 | "H<Try again, perhaps?>", |
|
|
1866 | &tool->name |
|
|
1867 | ); |
|
|
1868 | else if (vein->race != tool->race) |
|
|
1869 | who->failmsgf ( |
|
|
1870 | "You use your %s.... but it doesn't work. " |
|
|
1871 | "H<Maybe you are using the wrong tool?>", |
|
|
1872 | &tool->name |
|
|
1873 | ); |
|
|
1874 | else if (!vein->stats.food) |
|
|
1875 | who->failmsgf ( |
|
|
1876 | "You use your %s.... but there is nothing. " |
|
|
1877 | "H<This space is exhausted, you should try somewhere else.>", |
|
|
1878 | &tool->name |
|
|
1879 | ); |
|
|
1880 | else |
|
|
1881 | { |
|
|
1882 | --vein->stats.food; |
|
|
1883 | |
|
|
1884 | object *ore = vein->other_arch->instance (); |
|
|
1885 | |
|
|
1886 | who->statusmsg (format ( |
|
|
1887 | "You use your %s.... and find some %s!", |
|
|
1888 | &tool->name, &ore->name |
|
|
1889 | )); |
|
|
1890 | |
|
|
1891 | ore->insert_at (who); |
|
|
1892 | |
|
|
1893 | return true; |
|
|
1894 | } |
|
|
1895 | } |
|
|
1896 | |
|
|
1897 | return false; |
|
|
1898 | } |
|
|
1899 | |
|
|
1900 | bool |
|
|
1901 | skill_fishing (object *who, object *tool, object *skill, int dir, const char *string) |
|
|
1902 | { |
|
|
1903 | printf ("******** fishing\n"); |
|
|
1904 | return false; |
|
|
1905 | } |