1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2003 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2003 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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21 | * |
17 | * |
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18 | * You should have received a copy of the Affero GNU General Public License |
|
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19 | * and the GNU General Public License along with this program. If not, see |
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20 | * <http://www.gnu.org/licenses/>. |
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21 | * |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <object.h> |
26 | #include <object.h> |
27 | #include <sproto.h> |
27 | #include <sproto.h> |
… | |
… | |
42 | /* Only prohibit stealing if the player does not have a free |
42 | /* Only prohibit stealing if the player does not have a free |
43 | * hand available and in fact does have hands. |
43 | * hand available and in fact does have hands. |
44 | */ |
44 | */ |
45 | if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info) |
45 | if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info) |
46 | { |
46 | { |
47 | new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!"); |
47 | op->failmsg ("But you have no free hands to steal with! " |
|
|
48 | "H<Try to unapply weapons or things you hold in your hands, use the C<body> command.>"); |
48 | return -1; |
49 | return -1; |
49 | } |
50 | } |
50 | |
51 | |
51 | /* ADJUSTMENTS */ |
52 | /* ADJUSTMENTS */ |
52 | |
53 | |
53 | /* Its harder to steal from hostile beings! */ |
54 | /* It's harder to steal from hostile beings! */ |
54 | if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) |
55 | if (!victim->flag [FLAG_UNAGGRESSIVE]) |
55 | roll = roll / 2; |
56 | roll = roll / 2; |
56 | |
57 | |
57 | /* Easier to steal from sleeping beings, or if the thief is |
58 | /* Easier to steal from sleeping beings, or if the thief is |
58 | * unseen */ |
59 | * unseen */ |
59 | if (QUERY_FLAG (victim, FLAG_SLEEP)) |
60 | if (victim->flag [FLAG_SLEEP]) |
60 | roll = roll * 3; |
61 | roll = roll * 3; |
61 | else if (op->invisible) |
62 | else if (op->invisible) |
62 | roll = roll * 2; |
63 | roll = roll * 2; |
63 | |
64 | |
64 | /* check stealing 'encumberance'. Having this equipment applied makes |
65 | /* check stealing 'encumberance'. Having this equipment applied makes |
65 | * it quite a bit harder to steal. |
66 | * it quite a bit harder to steal. |
66 | */ |
67 | */ |
67 | for (equip = op->inv; equip; equip = equip->below) |
68 | for (equip = op->inv; equip; equip = equip->below) |
68 | { |
69 | { |
69 | if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED)) |
70 | if (equip->type == WEAPON && equip->flag [FLAG_APPLIED]) |
70 | { |
|
|
71 | roll -= equip->weight / 10000; |
71 | roll -= equip->weight / 10000; |
72 | } |
72 | |
73 | if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED)) |
73 | if (equip->type == BOW && equip->flag [FLAG_APPLIED]) |
74 | roll -= equip->weight / 5000; |
74 | roll -= equip->weight / 5000; |
|
|
75 | |
75 | if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) |
76 | if (equip->type == SHIELD && equip->flag [FLAG_APPLIED]) |
76 | { |
|
|
77 | roll -= equip->weight / 2000; |
77 | roll -= equip->weight / 2000; |
78 | } |
78 | |
79 | if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED)) |
79 | if (equip->type == ARMOUR && equip->flag [FLAG_APPLIED]) |
80 | roll -= equip->weight / 5000; |
80 | roll -= equip->weight / 5000; |
|
|
81 | |
81 | if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED)) |
82 | if (equip->type == GLOVES && equip->flag [FLAG_APPLIED]) |
82 | roll -= equip->weight / 100; |
83 | roll -= equip->weight / 100; |
83 | } |
84 | } |
|
|
85 | |
84 | if (roll < 0) |
86 | if (roll < 0) |
85 | roll = 0; |
87 | roll = 0; |
|
|
88 | |
86 | return roll; |
89 | return roll; |
87 | } |
90 | } |
88 | |
91 | |
89 | /* |
92 | /* |
90 | * When stealing: dependent on the intelligence/wisdom of whom you're |
93 | * When stealing: dependent on the intelligence/wisdom of whom you're |
91 | * stealing from (op in attempt_steal), offset by your dexterity and |
94 | * stealing from (op in attempt_steal), offset by your dexterity and |
92 | * skill at stealing. They may notice your attempt, whether successful |
95 | * skill at stealing. They may notice your attempt, whether successful |
93 | * or not. |
96 | * or not. |
94 | * op is the target (person being pilfered) |
97 | * op is the target (person being pilfered) |
95 | * who is the person doing the stealing. |
98 | * who is the person doing the stealing. |
96 | * skill is the skill object (stealing). |
99 | * skill is the skill object (stealing). |
97 | */ |
100 | */ |
98 | static int |
101 | static int |
… | |
… | |
100 | { |
103 | { |
101 | object *success = NULL, *tmp = NULL, *next; |
104 | object *success = NULL, *tmp = NULL, *next; |
102 | int roll = 0, chance = 0, stats_value; |
105 | int roll = 0, chance = 0, stats_value; |
103 | rv_vector rv; |
106 | rv_vector rv; |
104 | |
107 | |
105 | stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2; |
108 | stats_value = (who->stats.Dex + who->stats.Int) * 3 / 2; |
106 | |
109 | |
107 | /* 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) |
108 | * 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 |
109 | * have much chance of success. |
112 | * have much chance of success. |
110 | */ |
113 | */ |
111 | if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL)) |
114 | if (!op->is_player () && op->flag [FLAG_NO_STEAL]) |
112 | { |
115 | { |
113 | if (can_detect_enemy (op, who, &rv)) |
116 | if (can_detect_enemy (op, who, &rv)) |
114 | { |
117 | { |
115 | npc_call_help (op); |
118 | npc_call_help (op); |
116 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
119 | op->clr_flag (FLAG_UNAGGRESSIVE); |
117 | new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); |
120 | who->failmsg ("Your attempt is prevented!"); |
118 | return 0; |
121 | return 0; |
119 | } |
122 | } |
120 | 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 */ |
121 | op->stats.Wis += (op->stats.Int / 5) + 1; |
124 | op->stats.Wis += (op->stats.Int / 5) + 1; |
|
|
125 | |
122 | if (op->stats.Wis > MAX_STAT) |
126 | if (op->stats.Wis > MAX_STAT) |
123 | op->stats.Wis = MAX_STAT; |
127 | op->stats.Wis = MAX_STAT; |
124 | } |
128 | } |
125 | |
129 | |
126 | if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ)) |
130 | if (op->is_player () && op->flag [FLAG_WIZ]) |
127 | { |
131 | { |
128 | new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n"); |
132 | who->failmsg ("You can't steal from the dungeon master!\n"); |
129 | return 0; |
133 | return 0; |
130 | } |
134 | } |
131 | |
135 | |
132 | // only allow stealing between hostile players (TODO: probably should change) |
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 | { |
|
|
135 | new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); |
|
|
136 | return 0; |
|
|
137 | } |
138 | { |
|
|
139 | who->failmsg ("You can't steal from other players!\n"); |
|
|
140 | return 0; |
|
|
141 | } |
138 | |
142 | |
139 | /* Ok then, go thru their inventory, stealing */ |
143 | /* Ok then, go through their inventory, stealing */ |
140 | for (tmp = op->inv; tmp; tmp = next) |
144 | for (tmp = op->inv; tmp; tmp = next) |
141 | { |
145 | { |
142 | next = tmp->below; |
146 | next = tmp->below; |
143 | |
147 | |
144 | /* you can't steal worn items, starting items, wiz stuff, |
148 | /* you can't steal worn items, starting items, wiz stuff, |
145 | * innate abilities, or items w/o a type. Generally |
149 | * innate abilities, or items w/o a type. Generally |
146 | * speaking, the invisibility flag prevents experience or |
150 | * speaking, the invisibility flag prevents experience or |
147 | * abilities from being stolen since these types are currently |
151 | * abilities from being stolen since these types are currently |
148 | * always invisible objects. I was implicit here so as to prevent |
152 | * always invisible objects. I was implicit here so as to prevent |
149 | * future possible problems. -b.t. |
153 | * future possible problems. -b.t. |
150 | * 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 |
151 | * already -b.t. |
155 | * already -b.t. |
152 | */ |
156 | */ |
153 | |
157 | |
154 | if (QUERY_FLAG (tmp, FLAG_APPLIED) |
158 | if (tmp->flag [FLAG_APPLIED] |
155 | || !tmp->type |
159 | || !tmp->type |
156 | || tmp->type == SPELL |
160 | || tmp->type == SPELL |
157 | || QUERY_FLAG (tmp, FLAG_STARTEQUIP) |
161 | || tmp->flag [FLAG_STARTEQUIP] |
158 | || QUERY_FLAG (tmp, FLAG_NO_STEAL) |
162 | || tmp->flag [FLAG_NO_STEAL] |
159 | || tmp->invisible) |
163 | || tmp->invisible) |
160 | continue; |
164 | continue; |
161 | |
165 | |
162 | /* Okay, try stealing this item. Dependent on dexterity of thief, |
166 | /* Okay, try stealing this item. Dependent on dexterity of thief, |
163 | * skill level, see the adj_stealroll fctn for more detail. |
167 | * skill level, see the adj_stealroll fctn for more detail. |
164 | */ |
168 | */ |
165 | |
169 | |
166 | roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */ |
170 | roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */ |
167 | |
171 | |
168 | if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1) |
172 | if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1) |
… | |
… | |
177 | */ |
181 | */ |
178 | if (tmp->destroyed () || tmp->env != op) |
182 | if (tmp->destroyed () || tmp->env != op) |
179 | { |
183 | { |
180 | /* for players, play_sound: steals item */ |
184 | /* for players, play_sound: steals item */ |
181 | success = tmp; |
185 | success = tmp; |
182 | CLEAR_FLAG (tmp, FLAG_INV_LOCKED); |
186 | tmp->clr_flag (FLAG_INV_LOCKED); |
183 | |
|
|
184 | /* Don't delete it from target player until we know |
|
|
185 | * the thief has picked it up. can't just look at tmp->count, |
|
|
186 | * as it's possible that it got merged when picked up. |
|
|
187 | */ |
|
|
188 | if (op->type == PLAYER) |
|
|
189 | esrv_del_item (op->contr, tmp->count); |
|
|
190 | } |
187 | } |
|
|
188 | |
191 | break; |
189 | break; |
192 | } |
190 | } |
193 | } /* for loop looking for an item */ |
191 | } /* for loop looking for an item */ |
194 | |
192 | |
195 | if (!tmp) |
193 | if (!tmp) |
… | |
… | |
198 | return 0; |
196 | return 0; |
199 | } |
197 | } |
200 | |
198 | |
201 | /* If you arent high enough level, you might get something BUT |
199 | /* If you arent high enough level, you might get something BUT |
202 | * the victim will notice your stealing attempt. Ditto if you |
200 | * the victim will notice your stealing attempt. Ditto if you |
203 | * attempt to steal something heavy off them, they're bound to notice |
201 | * attempt to steal something heavy off them, they're bound to notice |
204 | */ |
202 | */ |
205 | |
203 | |
206 | if ((roll >= skill->level) || !chance |
204 | if ((roll >= skill->level) || !chance |
207 | || (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))))) |
208 | { |
206 | { |
209 | |
|
|
210 | /* victim figures out where the thief is! */ |
207 | /* victim figures out where the thief is! */ |
211 | if (who->hide) |
208 | if (who->flag [FLAG_HIDDEN]) |
212 | make_visible (who); |
209 | make_visible (who); |
213 | |
210 | |
214 | if (op->type != PLAYER) |
211 | if (op->type != PLAYER) |
215 | { |
212 | { |
216 | /* The unaggressives look after themselves 8) */ |
213 | /* The unaggressives look after themselves 8) */ |
217 | if (who->type == PLAYER) |
214 | if (who->type == PLAYER) |
218 | { |
215 | { |
219 | npc_call_help (op); |
216 | npc_call_help (op); |
220 | 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)); |
221 | } |
218 | } |
222 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
219 | |
|
|
220 | op->clr_flag (FLAG_UNAGGRESSIVE); |
223 | /* all remaining npc items are guarded now. Set flag NO_STEAL |
221 | /* all remaining npc items are guarded now. Set flag NO_STEAL |
224 | * on the victim. |
222 | * on the victim. |
225 | */ |
223 | */ |
226 | SET_FLAG (op, FLAG_NO_STEAL); |
224 | op->set_flag (FLAG_NO_STEAL); |
227 | } |
225 | } |
228 | else |
226 | else |
229 | { /* stealing from another player */ |
227 | { /* stealing from another player */ |
230 | char buf[MAX_BUF]; |
228 | char buf[MAX_BUF]; |
231 | |
229 | |
232 | /* Notify the other player */ |
230 | /* Notify the other player */ |
233 | 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)) |
234 | { |
|
|
235 | sprintf (buf, "Your %s is missing!", query_name (success)); |
232 | sprintf (buf, "Your %s is missing!", query_name (success)); |
236 | } |
|
|
237 | else |
233 | else |
238 | { |
|
|
239 | sprintf (buf, "Your pack feels strangely lighter."); |
234 | sprintf (buf, "Your pack feels strangely lighter."); |
240 | } |
235 | |
241 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
236 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
242 | if (!success) |
237 | if (!success) |
243 | { |
238 | { |
244 | if (who->invisible) |
239 | if (who->invisible) |
245 | { |
|
|
246 | sprintf (buf, "you feel itchy fingers getting at your pack."); |
240 | sprintf (buf, "you feel itchy fingers getting at your pack."); |
247 | } |
|
|
248 | else |
241 | else |
249 | { |
|
|
250 | sprintf (buf, "%s looks very shifty.", query_name (who)); |
242 | sprintf (buf, "%s looks very shifty.", query_name (who)); |
251 | } |
243 | |
252 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
244 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
253 | } |
245 | } |
254 | } /* else stealing from another player */ |
246 | } /* else stealing from another player */ |
255 | /* play_sound("stop! thief!"); kindofthing */ |
247 | /* play_sound("stop! thief!"); kindofthing */ |
256 | } /* if you weren't 100% successful */ |
248 | } /* if you weren't 100% successful */ |
|
|
249 | |
257 | return success ? 1 : 0; |
250 | return success ? 1 : 0; |
258 | } |
251 | } |
259 | |
252 | |
260 | int |
253 | int |
261 | steal (object *op, int dir, object *skill) |
254 | steal (object *op, int dir, object *skill) |
… | |
… | |
267 | |
260 | |
268 | x = op->x + freearr_x[dir]; |
261 | x = op->x + freearr_x[dir]; |
269 | y = op->y + freearr_y[dir]; |
262 | y = op->y + freearr_y[dir]; |
270 | |
263 | |
271 | if (dir == 0) |
264 | if (dir == 0) |
272 | { |
265 | return 0; // you can't steal from ourself! |
273 | /* Can't steal from ourself! */ |
|
|
274 | return 0; |
|
|
275 | } |
|
|
276 | |
266 | |
277 | m = op->map; |
267 | m = op->map; |
278 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
268 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
279 | /* 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, |
280 | * don't need to look any further. |
270 | * don't need to look any further. |
… | |
… | |
288 | |
278 | |
289 | /* Find the topmost object at this spot */ |
279 | /* Find the topmost object at this spot */ |
290 | 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); |
291 | |
281 | |
292 | /* For all the stacked objects at this point, attempt a steal */ |
282 | /* For all the stacked objects at this point, attempt a steal */ |
293 | for (; tmp != NULL; tmp = next) |
283 | for (; tmp; tmp = next) |
294 | { |
284 | { |
295 | next = tmp->below; |
285 | next = tmp->below; |
296 | /* Minor hack--for multi square beings - make sure we get |
286 | /* Minor hack--for multi square beings - make sure we get |
297 | * the 'head' coz 'tail' objects have no inventory! - b.t. |
287 | * the 'head' coz 'tail' objects have no inventory! - b.t. |
298 | */ |
288 | */ |
299 | if (tmp->head) |
289 | if (tmp->head) |
300 | tmp = tmp->head; |
290 | tmp = tmp->head; |
301 | |
291 | |
302 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
292 | if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER]) |
303 | continue; |
293 | continue; |
304 | |
294 | |
305 | /* do not reveal hidden DMs */ |
|
|
306 | if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden) |
|
|
307 | continue; |
|
|
308 | if (attempt_steal (tmp, op, skill)) |
295 | if (attempt_steal (tmp, op, skill)) |
309 | { |
296 | { |
310 | if (tmp->type == PLAYER) /* no xp for stealing from another player */ |
297 | if (tmp->type == PLAYER) /* no xp for stealing from another player */ |
311 | return 0; |
298 | return 0; |
312 | |
299 | |
313 | /* no xp for stealing from pets (of players) */ |
300 | /* no xp for stealing from pets (of players) */ |
314 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) |
301 | if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE) |
315 | { |
302 | { |
316 | object *owner = tmp->owner; |
303 | object *owner = tmp->owner; |
317 | |
304 | |
318 | if (owner != NULL && owner->type == PLAYER) |
305 | if (owner && owner->type == PLAYER) |
319 | return 0; |
306 | return 0; |
320 | } |
307 | } |
321 | |
308 | |
322 | // reduce monster experience by experience we gained, as to |
309 | // reduce monster experience by experience we gained, as to |
323 | // limit the amount of exp that can be gained by stealing from monsters |
310 | // limit the amount of exp that can be gained by stealing from monsters |
324 | // (jessies gave ~20,000,000 exp otherwise. |
311 | // (jessies gave ~20,000,000 exp otherwise. |
325 | int exp = calc_skill_exp (op, tmp, skill); |
312 | int exp = calc_skill_exp (op, tmp, skill); |
326 | |
313 | |
327 | exp = MIN (tmp->stats.exp, exp); |
314 | exp = min (tmp->stats.exp, exp); |
328 | tmp->stats.exp -= exp; |
315 | tmp->stats.exp -= exp; |
329 | return exp; |
316 | return exp; |
330 | } |
317 | } |
331 | } |
318 | } |
|
|
319 | |
332 | return 0; |
320 | return 0; |
333 | } |
321 | } |
334 | |
322 | |
335 | static int |
323 | static int |
336 | attempt_pick_lock (object *door, object *pl, object *skill) |
324 | attempt_pick_lock (object *door, object *pl, object *skill) |
337 | { |
325 | { |
338 | int difficulty = pl->map->difficulty ? pl->map->difficulty : 0; |
326 | int difficulty = pl->map->difficulty ? pl->map->difficulty : 0; |
339 | int success = 0, number; /* did we get anything? */ |
327 | int success = 0, number; /* did we get anything? */ |
340 | |
328 | |
341 | |
329 | |
342 | /* Try to pick the lock on this item (doors only for now). |
330 | /* Try to pick the lock on this item (doors only for now). |
343 | * Dependent on dexterity/skill SK_level of the player and |
331 | * Dependent on dexterity/skill SK_level of the player and |
344 | * the map level difficulty. |
332 | * the map level difficulty. |
345 | */ |
333 | */ |
346 | number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2; |
334 | number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2; |
347 | if (number < (pl->stats.Dex + skill->level - difficulty)) |
335 | if (number < (pl->stats.Dex + skill->level - difficulty)) |
348 | { |
336 | { |
349 | remove_door (door); |
337 | remove_door (door); |
… | |
… | |
363 | |
351 | |
364 | int |
352 | int |
365 | pick_lock (object *pl, int dir, object *skill) |
353 | pick_lock (object *pl, int dir, object *skill) |
366 | { |
354 | { |
367 | object *tmp; |
355 | object *tmp; |
368 | int x = pl->x + freearr_x[dir]; |
|
|
369 | int y = pl->y + freearr_y[dir]; |
|
|
370 | |
356 | |
371 | if (!dir) |
357 | if (!dir) |
372 | dir = pl->facing; |
358 | dir = pl->facing; |
373 | |
359 | |
|
|
360 | mapxy pos (pl); pos.move (dir); |
|
|
361 | |
374 | /* For all the stacked objects at this point find a door */ |
362 | /* For all the stacked objects at this point find a door */ |
375 | if (out_of_map (pl->map, x, y)) |
363 | if (!pos.normalise ()) |
376 | { |
|
|
377 | new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); |
|
|
378 | return 0; |
|
|
379 | } |
364 | { |
|
|
365 | pl->failmsg ("There is no lock there."); |
|
|
366 | return 0; |
|
|
367 | } |
380 | |
368 | |
381 | for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above) |
369 | for (tmp = pos->bot; tmp; tmp = tmp->above) |
382 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
370 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
383 | break; |
371 | break; |
384 | |
372 | |
385 | if (!tmp) |
373 | if (!tmp) |
386 | { |
374 | { |
387 | new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); |
375 | pl->failmsg ("There is no lock there."); |
388 | return 0; |
376 | return 0; |
389 | } |
377 | } |
|
|
378 | |
390 | if (tmp->type == LOCKED_DOOR) |
379 | if (tmp->type == LOCKED_DOOR) |
391 | { |
380 | { |
392 | new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!"); |
381 | pl->failmsg ("You can't pick that lock! H<You need the right key, no matter how skilled you might be.>"); |
393 | return 0; |
382 | return 0; |
394 | } |
383 | } |
395 | |
384 | |
396 | if (!tmp->move_block) |
385 | if (!tmp->move_block) |
397 | { |
386 | { |
398 | new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!"); |
387 | pl->failmsg ("The door has no lock!"); |
399 | return 0; |
388 | return 0; |
400 | } |
389 | } |
401 | |
390 | |
402 | if (attempt_pick_lock (tmp, pl, skill)) |
391 | if (attempt_pick_lock (tmp, pl, skill)) |
403 | { |
392 | { |
… | |
… | |
411 | } |
400 | } |
412 | } |
401 | } |
413 | |
402 | |
414 | /* HIDE CODE. The user becomes undetectable (not just 'invisible') for |
403 | /* HIDE CODE. The user becomes undetectable (not just 'invisible') for |
415 | * a short while (success and duration dependant on player SK_level, |
404 | * a short while (success and duration dependant on player SK_level, |
416 | * dexterity, charisma, and map difficulty). |
405 | * dexterity, charisma, and map difficulty). |
417 | * Players have a good chance of becoming 'unhidden' if they move |
406 | * Players have a good chance of becoming 'unhidden' if they move |
418 | * and like invisiblity will be come visible if they attack |
407 | * and like invisiblity will be come visible if they attack |
419 | * Implemented by b.t. (thomas@astro.psu.edu) |
408 | * Implemented by b.t. (thomas@astro.psu.edu) |
420 | * July 7, 1995 - made hiding possible for monsters. -b.t. |
409 | * July 7, 1995 - made hiding possible for monsters. -b.t. |
421 | */ |
410 | */ |
… | |
… | |
427 | |
416 | |
428 | if (terrain < -10) /* not enough cover here */ |
417 | if (terrain < -10) /* not enough cover here */ |
429 | return 0; |
418 | return 0; |
430 | |
419 | |
431 | /* Hiding success and duration dependant on skill level, |
420 | /* Hiding success and duration dependant on skill level, |
432 | * op->stats.Dex, map difficulty and terrain. |
421 | * op->stats.Dex, map difficulty and terrain. |
433 | */ |
422 | */ |
434 | number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2; |
423 | number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2; |
435 | |
424 | |
436 | if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) |
425 | if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) |
437 | { |
426 | { |
438 | op->invisible += 100; /* set the level of 'hiddeness' */ |
427 | op->invisible += 100; /* set the level of 'hiddeness' */ |
439 | |
428 | |
440 | if (op->type == PLAYER) |
429 | if (op->type == PLAYER) |
441 | op->contr->tmp_invis = 1; |
430 | op->contr->tmp_invis = 1; |
442 | |
431 | |
443 | op->hide = 1; |
432 | op->flag [FLAG_HIDDEN] = 1; |
444 | return 1; |
433 | return 1; |
445 | } |
434 | } |
446 | |
435 | |
447 | return 0; |
436 | return 0; |
448 | } |
437 | } |
… | |
… | |
452 | hide (object *op, object *skill) |
441 | hide (object *op, object *skill) |
453 | { |
442 | { |
454 | /* the preliminaries -- Can we really hide now? */ |
443 | /* the preliminaries -- Can we really hide now? */ |
455 | /* this keeps monsters from using invisibilty spells and hiding */ |
444 | /* this keeps monsters from using invisibilty spells and hiding */ |
456 | |
445 | |
457 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
446 | if (op->flag [FLAG_MAKE_INVIS]) |
458 | { |
447 | { |
459 | new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!"); |
448 | new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!"); |
460 | return 0; |
449 | return 0; |
461 | } |
450 | } |
462 | else if (!op->hide && op->invisible > 0 && op->type == PLAYER) |
451 | else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER) |
463 | { |
452 | { |
464 | new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!"); |
453 | new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!"); |
465 | make_visible (op); |
454 | make_visible (op); |
466 | } |
455 | } |
467 | |
456 | |
… | |
… | |
480 | |
469 | |
481 | new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself."); |
470 | new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself."); |
482 | return 0; |
471 | return 0; |
483 | } |
472 | } |
484 | |
473 | |
485 | /* stop_jump() - End of jump. Clear flags, restore the map, and |
474 | /* stop_jump() - End of jump. Clear flags, restore the map, and |
486 | * freeze the jumper a while to simulate the exhaustion |
475 | * freeze the jumper a while to simulate the exhaustion |
487 | * of jumping. |
476 | * of jumping. |
488 | */ |
477 | */ |
489 | static void |
478 | static void |
490 | stop_jump (object *pl, int dist, int spaces) |
479 | stop_jump (object *pl, int dist, int spaces) |
491 | { |
480 | { |
492 | pl->update_stats (); |
481 | pl->update_stats (); |
493 | pl->map->insert (pl, pl->x, pl->y, pl); |
482 | pl->map->insert (pl, pl->x, pl->y, pl); |
|
|
483 | pl->speed_left -= pl->speed * 8.; |
494 | } |
484 | } |
495 | |
485 | |
496 | static int |
486 | static int |
497 | attempt_jump (object *pl, int dir, int spaces, object *skill) |
487 | attempt_jump (object *pl, int dir, int spaces, object *skill) |
498 | { |
488 | { |
499 | object *tmp; |
489 | object *tmp; |
500 | int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags; |
490 | int i, dx = freearr_x[dir], dy = freearr_y[dir], mflags; |
501 | sint16 x, y; |
491 | sint16 x, y; |
502 | maptile *m; |
492 | maptile *m; |
503 | |
493 | |
504 | /* Jump loop. Go through spaces opject wants to jump. Halt the |
494 | /* Jump loop. Go through spaces object wants to jump. Halt the |
505 | * jump if a wall or creature is in the way. We set FLAG_FLYING |
495 | * jump if a wall or creature is in the way. We set FLAG_FLYING |
506 | * temporarily to allow player to aviod exits/archs that are not |
496 | * temporarily to allow player to aviod exits/archs that are not |
507 | * fly_on, fly_off. This will also prevent pickup of objects |
497 | * fly_on, fly_off. This will also prevent pickup of objects |
508 | * while jumping over them. |
498 | * while jumping over them. |
509 | */ |
499 | */ |
510 | |
|
|
511 | pl->remove (); |
500 | pl->remove (); |
512 | |
|
|
513 | /* |
|
|
514 | * I don't think this is actually needed - all the movement |
|
|
515 | * code is handled in this function, and I don't see anyplace |
|
|
516 | * that cares about the move_type being flying. |
|
|
517 | */ |
|
|
518 | pl->move_type |= MOVE_FLY_LOW; |
501 | pl->move_type |= MOVE_FLY_LOW; |
519 | |
502 | |
520 | for (i = 0; i <= spaces; i++) |
503 | for (i = 0; i <= spaces; i++) |
521 | { |
504 | { |
522 | x = pl->x + dx; |
505 | x = pl->x + dx; |
… | |
… | |
525 | |
508 | |
526 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
509 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
527 | |
510 | |
528 | if (mflags & P_OUT_OF_MAP) |
511 | if (mflags & P_OUT_OF_MAP) |
529 | { |
512 | { |
530 | (void) stop_jump (pl, i, spaces); |
513 | stop_jump (pl, i, spaces); |
531 | return 0; |
514 | return 0; |
532 | } |
515 | } |
|
|
516 | |
|
|
517 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
|
|
518 | { |
|
|
519 | /* Jump into creature */ |
|
|
520 | if (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) |
|
|
521 | { |
|
|
522 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name); |
|
|
523 | |
|
|
524 | stop_jump (pl, i, spaces); |
|
|
525 | |
|
|
526 | int exp = 0; |
|
|
527 | |
|
|
528 | if (tmp->type != PLAYER |
|
|
529 | || (pl->type == PLAYER && !pl->contr->party) |
|
|
530 | || (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party)) |
|
|
531 | exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */ |
|
|
532 | |
|
|
533 | return exp; /* note that calc_skill_exp() is already called by skill_attack() */ |
|
|
534 | } |
|
|
535 | } |
|
|
536 | |
533 | if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y))) |
537 | if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y))) |
534 | { |
538 | { |
535 | new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); |
539 | new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); |
536 | stop_jump (pl, i, spaces); |
540 | stop_jump (pl, i, spaces); |
537 | return 0; |
541 | return 0; |
538 | } |
542 | } |
539 | |
543 | |
540 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
|
|
541 | { |
|
|
542 | /* Jump into creature */ |
|
|
543 | if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden))) |
|
|
544 | { |
|
|
545 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name); |
|
|
546 | if (tmp->type != PLAYER || |
|
|
547 | (pl->type == PLAYER && pl->contr->party == NULL) || |
|
|
548 | (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party)) |
|
|
549 | exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */ |
|
|
550 | stop_jump (pl, i, spaces); |
|
|
551 | return exp; /* note that calc_skill_exp() is already called by skill_attack() */ |
|
|
552 | } |
|
|
553 | /* If the space has fly on set (no matter what the space is), |
|
|
554 | * we should get the effects - after all, the player is |
|
|
555 | * effectively flying. |
|
|
556 | */ |
|
|
557 | if (tmp->move_on & MOVE_FLY_LOW) |
|
|
558 | { |
|
|
559 | pl->x = x; |
|
|
560 | pl->y = y; |
|
|
561 | pl->map = m; |
|
|
562 | stop_jump (pl, i, spaces); |
|
|
563 | return calc_skill_exp (pl, NULL, skill); |
|
|
564 | } |
|
|
565 | } |
|
|
566 | pl->x = x; |
544 | pl->x = x; |
567 | pl->y = y; |
545 | pl->y = y; |
568 | pl->map = m; |
546 | pl->map = m; |
|
|
547 | |
|
|
548 | if (m->at (x, y).move_on & pl->move_type) |
|
|
549 | { |
|
|
550 | new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is stopped."); |
|
|
551 | stop_jump (pl, i, spaces); |
|
|
552 | return 0; |
|
|
553 | } |
569 | } |
554 | } |
|
|
555 | |
570 | stop_jump (pl, i, spaces); |
556 | stop_jump (pl, i, spaces); |
|
|
557 | |
571 | return calc_skill_exp (pl, NULL, skill); |
558 | return calc_skill_exp (pl, NULL, skill); |
572 | } |
559 | } |
573 | |
560 | |
574 | /* jump() - this is both a new type of movement for player/monsters and |
561 | /* jump() - this is both a new type of movement for player/monsters and |
575 | * an attack as well. |
562 | * an attack as well. |
576 | * Perhaps we should allow more spaces based on level, eg, level 50 |
563 | * Perhaps we should allow more spaces based on level, eg, level 50 |
577 | * jumper can jump several spaces? |
564 | * jumper can jump several spaces? |
578 | */ |
565 | */ |
579 | |
|
|
580 | int |
566 | int |
581 | jump (object *pl, int dir, object *skill) |
567 | jump (object *pl, int dir, object *skill) |
582 | { |
568 | { |
583 | int spaces = 0, stats; |
|
|
584 | int str = pl->stats.Str; |
569 | int str = pl->stats.Str; |
585 | int dex = pl->stats.Dex; |
570 | int dex = pl->stats.Dex; |
586 | |
571 | |
587 | dex = dex ? dex : 15; |
572 | dex = dex ? dex : 15; |
588 | str = str ? str : 10; |
573 | str = str ? str : 10; |
589 | |
574 | |
590 | stats = str * str * str * dex * skill->level; |
575 | int stats = str * str * str * dex * skill->level; |
|
|
576 | int spaces = min (3, skill->level, stats / (pl->carrying + 1)); |
591 | |
577 | |
592 | if (pl->carrying != 0) /* don't want div by zero !! */ |
|
|
593 | spaces = (int) (stats / pl->carrying); |
|
|
594 | else |
|
|
595 | spaces = 2; /* pl has no objects - gets the far jump */ |
|
|
596 | |
|
|
597 | if (spaces > 2) |
|
|
598 | spaces = 2; |
|
|
599 | else if (spaces == 0) |
578 | if (spaces == 0) |
600 | { |
|
|
601 | new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump."); |
|
|
602 | return 0; |
|
|
603 | } |
579 | { |
|
|
580 | pl->failmsg ("You are carrying too much weight to jump."); |
|
|
581 | return 0; |
|
|
582 | } |
|
|
583 | |
604 | return attempt_jump (pl, dir, spaces, skill); |
584 | return attempt_jump (pl, dir, spaces, skill); |
605 | } |
585 | } |
606 | |
586 | |
607 | |
|
|
608 | /* skill_ident() - this code is supposed to allow players to identify |
587 | /* skill_ident() - this code is supposed to allow players to identify |
609 | * classes of objects with the various "auto-ident" skills. Player must |
588 | * classes of objects with the various "auto-ident" skills. Player must |
610 | * have unidentified objects of the right type in order for the skill |
589 | * have unidentified objects of the right type in order for the skill |
611 | * to work. While multiple classes of objects may be identified, |
590 | * to work. While multiple classes of objects may be identified, |
612 | * this code is kind of yucky -- it would be nice to make it a bit |
591 | * this code is kind of yucky -- it would be nice to make it a bit |
613 | * more generalized. Right now, skill indices are embedded in this routine. |
592 | * more generalized. Right now, skill indices are embedded in this routine. |
614 | * Returns amount of experience gained (on successful ident). |
593 | * Returns amount of experience gained (on successful ident). |
615 | * - b.t. (thomas@astro.psu.edu) |
594 | * - b.t. (thomas@astro.psu.edu) |
616 | */ |
595 | */ |
617 | |
|
|
618 | static int |
596 | static int |
619 | do_skill_detect_curse (object *pl, object *skill) |
597 | do_skill_detect_curse (object *pl, object *skill) |
620 | { |
598 | { |
621 | object *tmp; |
|
|
622 | int success = 0; |
599 | int success = 0; |
623 | |
600 | |
624 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
601 | for (object *tmp = pl->inv; tmp; tmp = tmp->below) |
625 | if (!tmp->invisible |
602 | if (!tmp->invisible |
626 | && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) |
603 | && tmp->need_identify () |
627 | && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) |
604 | && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED] |
|
|
605 | && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
|
|
606 | && tmp->item_power < skill->level) |
628 | { |
607 | { |
629 | SET_FLAG (tmp, FLAG_KNOWN_CURSED); |
608 | tmp->set_flag (FLAG_KNOWN_CURSED); |
630 | esrv_update_item (UPD_FLAGS, pl, tmp); |
609 | esrv_update_item (UPD_FLAGS, pl, tmp); |
631 | success += calc_skill_exp (pl, tmp, skill); |
610 | success += calc_skill_exp (pl, tmp, skill); |
632 | } |
611 | } |
633 | |
612 | |
634 | /* Check ground, too, but only objects the player could pick up */ |
613 | /* Check ground, too, but only objects the player could pick up */ |
635 | for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
614 | for (object *tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
636 | if (can_pick (pl, tmp) && |
615 | if (can_pick (pl, tmp) |
637 | !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && |
616 | && tmp->need_identify () |
638 | !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) |
617 | && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED] |
639 | && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) |
618 | && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
|
|
619 | && tmp->item_power < skill->level) |
640 | { |
620 | { |
641 | SET_FLAG (tmp, FLAG_KNOWN_CURSED); |
621 | tmp->set_flag (FLAG_KNOWN_CURSED); |
642 | esrv_update_item (UPD_FLAGS, pl, tmp); |
622 | esrv_update_item (UPD_FLAGS, pl, tmp); |
643 | success += calc_skill_exp (pl, tmp, skill); |
623 | success += calc_skill_exp (pl, tmp, skill); |
644 | } |
624 | } |
645 | |
625 | |
646 | return success; |
626 | return success; |
647 | } |
627 | } |
648 | |
628 | |
649 | static int |
629 | static int |
650 | do_skill_detect_magic (object *pl, object *skill) |
630 | do_skill_detect_magic (object *pl, object *skill) |
651 | { |
631 | { |
652 | object *tmp; |
|
|
653 | int success = 0; |
632 | int success = 0; |
654 | |
633 | |
655 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
634 | for (object *tmp = pl->inv; tmp; tmp = tmp->below) |
656 | if (!tmp->invisible |
635 | if (!tmp->invisible |
657 | && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
636 | && tmp->need_identify () |
|
|
637 | && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL] |
|
|
638 | && is_magical (tmp) |
658 | && (is_magical (tmp)) && tmp->item_power < skill->level) |
639 | && tmp->item_power < skill->level) |
659 | { |
640 | { |
660 | SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); |
641 | tmp->set_flag (FLAG_KNOWN_MAGICAL); |
661 | esrv_update_item (UPD_FLAGS, pl, tmp); |
642 | esrv_update_item (UPD_FLAGS, pl, tmp); |
662 | success += calc_skill_exp (pl, tmp, skill); |
643 | success += calc_skill_exp (pl, tmp, skill); |
663 | } |
644 | } |
664 | |
645 | |
665 | /* Check ground, too, but like above, only if the object can be picked up */ |
646 | /* Check ground, too, but like above, only if the object can be picked up */ |
666 | for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
647 | for (object *tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
667 | if (can_pick (pl, tmp) && |
648 | if (can_pick (pl, tmp) |
668 | !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level) |
649 | && tmp->need_identify () |
|
|
650 | && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL] |
|
|
651 | && is_magical (tmp) |
|
|
652 | && tmp->item_power < skill->level) |
669 | { |
653 | { |
670 | SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); |
654 | tmp->set_flag (FLAG_KNOWN_MAGICAL); |
671 | esrv_update_item (UPD_FLAGS, pl, tmp); |
655 | esrv_update_item (UPD_FLAGS, pl, tmp); |
672 | success += calc_skill_exp (pl, tmp, skill); |
656 | success += calc_skill_exp (pl, tmp, skill); |
673 | } |
657 | } |
674 | |
658 | |
675 | return success; |
659 | return success; |
676 | } |
660 | } |
677 | |
661 | |
678 | /* Helper function for do_skill_ident, so that we can loop |
662 | /* Helper function for do_skill_ident, so that we can loop |
679 | * over inventory AND objects on the ground conveniently. |
663 | * over inventory AND objects on the ground conveniently. |
680 | */ |
664 | */ |
681 | int |
665 | static int |
682 | do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) |
666 | do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) |
683 | { |
667 | { |
684 | int success = 0, chance; |
668 | int success = 0, chance; |
685 | int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; |
669 | int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; |
686 | |
670 | |
687 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT) |
671 | if (!tmp->flag [FLAG_IDENTIFIED] |
688 | && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class) |
672 | && !tmp->flag [FLAG_NO_SKILL_IDENT] |
|
|
673 | && tmp->need_identify () |
|
|
674 | && !tmp->invisible |
|
|
675 | && tmp->type == obj_class) |
689 | { |
676 | { |
690 | chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1); |
677 | chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1); |
691 | |
678 | |
692 | if (skill_value >= chance) |
679 | if (skill_value >= chance) |
693 | { |
680 | { |
… | |
… | |
700 | if (tmp->msg) |
687 | if (tmp->msg) |
701 | { |
688 | { |
702 | new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); |
689 | new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); |
703 | new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); |
690 | new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); |
704 | } |
691 | } |
705 | |
|
|
706 | /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */ |
|
|
707 | if (tmp->map) |
|
|
708 | esrv_send_item (pl, tmp); |
|
|
709 | } |
692 | } |
|
|
693 | |
710 | success += calc_skill_exp (pl, tmp, skill); |
694 | success += calc_skill_exp (pl, tmp, skill); |
711 | } |
695 | } |
712 | else |
696 | else |
713 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); |
697 | tmp->set_flag (FLAG_NO_SKILL_IDENT); |
714 | } |
698 | } |
715 | |
699 | |
716 | return success; |
700 | return success; |
717 | } |
701 | } |
718 | |
702 | |
719 | /* do_skill_ident() - workhorse for skill_ident() -b.t. |
703 | /* do_skill_ident() - workhorse for skill_ident() -b.t. |
720 | */ |
704 | */ |
721 | static int |
705 | static int |
722 | do_skill_ident (object *pl, int obj_class, object *skill) |
706 | do_skill_ident (object *pl, int obj_class, object *skill) |
723 | { |
707 | { |
724 | object *tmp; |
|
|
725 | int success = 0; |
708 | int success = 0; |
726 | |
709 | |
727 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
710 | for (object *tmp = pl->inv; tmp; tmp = tmp->below) |
728 | success += do_skill_ident2 (tmp, pl, obj_class, skill); |
711 | success += do_skill_ident2 (tmp, pl, obj_class, skill); |
729 | /* check the ground */ |
712 | /* check the ground */ |
730 | |
713 | |
731 | for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
714 | for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above) |
732 | success += do_skill_ident2 (tmp, pl, obj_class, skill); |
715 | success += do_skill_ident2 (tmp, pl, obj_class, skill); |
733 | |
716 | |
734 | return success; |
717 | return success; |
735 | } |
718 | } |
736 | |
719 | |
… | |
… | |
744 | |
727 | |
745 | new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby..."); |
728 | new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby..."); |
746 | |
729 | |
747 | switch (skill->subtype) |
730 | switch (skill->subtype) |
748 | { |
731 | { |
749 | case SK_SMITHERY: |
732 | case SK_SMITHERY: |
750 | success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill) |
733 | success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill) |
751 | + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill) |
734 | + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill) |
752 | + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill) |
735 | + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill) |
753 | + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill); |
736 | + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill); |
754 | break; |
737 | break; |
755 | |
738 | |
756 | case SK_BOWYER: |
739 | case SK_BOWYER: |
757 | success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill); |
740 | success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill); |
758 | break; |
741 | break; |
759 | |
742 | |
760 | case SK_ALCHEMY: |
743 | case SK_ALCHEMY: |
761 | success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill) |
744 | success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill) |
762 | + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill); |
745 | + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill); |
763 | break; |
746 | break; |
764 | |
747 | |
765 | case SK_WOODSMAN: |
748 | case SK_WOODSMAN: |
766 | success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill); |
749 | success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill); |
767 | break; |
750 | break; |
768 | |
751 | |
769 | case SK_JEWELER: |
752 | case SK_JEWELER: |
770 | success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill); |
753 | success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill); |
771 | break; |
754 | break; |
772 | |
755 | |
773 | case SK_LITERACY: |
756 | case SK_LITERACY: |
774 | success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill); |
757 | success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill); |
775 | break; |
758 | break; |
776 | |
759 | |
777 | case SK_THAUMATURGY: |
760 | case SK_THAUMATURGY: |
778 | success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill); |
761 | success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill); |
779 | break; |
762 | break; |
780 | |
763 | |
781 | case SK_DET_CURSE: |
764 | case SK_DET_CURSE: |
782 | success = do_skill_detect_curse (pl, skill); |
765 | success = do_skill_detect_curse (pl, skill); |
783 | if (success) |
766 | if (success) |
784 | new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); |
767 | new_draw_info (NDI_UNIQUE, 0, pl, "... and discover cursed items!"); |
785 | break; |
768 | break; |
786 | |
769 | |
787 | case SK_DET_MAGIC: |
770 | case SK_DET_MAGIC: |
788 | success = do_skill_detect_magic (pl, skill); |
771 | success = do_skill_detect_magic (pl, skill); |
789 | if (success) |
772 | if (success) |
790 | new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!"); |
773 | new_draw_info (NDI_UNIQUE, 0, pl, "... and discover items imbued with mystic forces!"); |
791 | break; |
774 | break; |
792 | |
775 | |
793 | default: |
776 | default: |
794 | LOG (llevError, "Error: bad call to skill_ident()\n"); |
777 | LOG (llevError, "Error: bad call to skill_ident()\n"); |
795 | return 0; |
778 | return 0; |
796 | break; |
|
|
797 | } |
779 | } |
|
|
780 | |
798 | if (!success) |
781 | if (!success) |
799 | { |
|
|
800 | new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); |
782 | new_draw_info (NDI_UNIQUE, 0, pl, "... and learn nothing more."); |
801 | } |
783 | |
802 | return success; |
784 | return success; |
803 | } |
785 | } |
804 | |
786 | |
805 | /* players using this skill can 'charm' a monster -- |
787 | /* players using this skill can 'charm' a monster -- |
806 | * into working for them. It can only be used on |
788 | * into working for them. It can only be used on |
807 | * non-special (see below) 'neutral' creatures. |
789 | * non-special (see below) 'neutral' creatures. |
808 | * -b.t. (thomas@astro.psu.edu) |
790 | * -b.t. (thomas@astro.psu.edu) |
809 | */ |
791 | */ |
810 | int |
792 | int |
811 | use_oratory (object *pl, int dir, object *skill) |
793 | use_oratory (object *pl, int dir, object *skill) |
812 | { |
794 | { |
813 | if (pl->type != PLAYER) |
795 | if (pl->type != PLAYER) |
814 | return 0; /* only players use this skill */ |
796 | return 0; /* only players use this skill */ |
815 | |
797 | |
|
|
798 | if (!dir) |
|
|
799 | { |
|
|
800 | pl->failmsg ("In what direction?"); |
|
|
801 | return 0; |
|
|
802 | } |
|
|
803 | |
816 | sint16 x = pl->x + freearr_x[dir], |
804 | sint16 x = pl->x + freearr_x[dir], |
817 | y = pl->y + freearr_y[dir]; |
805 | y = pl->y + freearr_y[dir]; |
818 | maptile *m = pl->map; |
806 | maptile *m = pl->map; |
819 | |
807 | |
820 | int mflags = get_map_flags (m, &m, x, y, &x, &y); |
808 | int mflags = get_map_flags (m, &m, x, y, &x, &y); |
… | |
… | |
823 | |
811 | |
824 | /* Save some processing - we have the flag already anyways |
812 | /* Save some processing - we have the flag already anyways |
825 | */ |
813 | */ |
826 | if (!(mflags & P_IS_ALIVE)) |
814 | if (!(mflags & P_IS_ALIVE)) |
827 | { |
815 | { |
828 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); |
816 | pl->failmsg ("There is nothing to orate to."); |
829 | return 0; |
817 | return 0; |
830 | } |
818 | } |
831 | |
819 | |
832 | object *tmp; |
820 | object *tmp; |
833 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
821 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
… | |
… | |
841 | if (tmp->type == PLAYER |
829 | if (tmp->type == PLAYER |
842 | || tmp->more || tmp->head_ () != tmp |
830 | || tmp->more || tmp->head_ () != tmp |
843 | || tmp->msg) |
831 | || tmp->msg) |
844 | return 0; |
832 | return 0; |
845 | |
833 | |
846 | if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
834 | if (tmp->flag [FLAG_MONSTER]) |
847 | break; |
835 | break; |
848 | } |
836 | } |
849 | |
837 | |
850 | if (!tmp) |
838 | if (!tmp) |
851 | { |
839 | { |
852 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); |
840 | pl->failmsg ("There is nothing to orate to."); |
853 | return 0; |
841 | return 0; |
854 | } |
842 | } |
855 | |
843 | |
856 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp)); |
844 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp)); |
857 | |
845 | |
858 | /* the following conditions limit who may be 'charmed' */ |
846 | /* the following conditions limit who may be 'charmed' */ |
859 | |
847 | |
860 | /* it's hostile! */ |
848 | /* it's hostile! */ |
861 | if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
849 | if (!tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY]) |
862 | { |
850 | { |
863 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); |
851 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); |
864 | return 0; |
852 | return 0; |
865 | } |
853 | } |
866 | |
854 | |
867 | /* it's already allied! */ |
855 | /* it's already allied! */ |
868 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) |
856 | if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE) |
869 | { |
857 | { |
870 | if (tmp->owner == pl) |
858 | if (tmp->owner == pl) |
871 | { |
859 | { |
872 | new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); |
860 | new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); |
873 | return 0; |
861 | return 0; |
… | |
… | |
898 | /* Ok, got a 'sucker' lets try to make them a follower */ |
886 | /* Ok, got a 'sucker' lets try to make them a follower */ |
899 | if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1)) |
887 | if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1)) |
900 | { |
888 | { |
901 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); |
889 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); |
902 | |
890 | |
|
|
891 | INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl)); |
903 | tmp->set_owner (pl); |
892 | tmp->set_owner (pl); |
904 | tmp->skill = skill->skill; |
893 | tmp->skill = skill->skill; |
905 | tmp->stats.exp = 0; |
894 | tmp->stats.exp = 0; |
906 | add_friendly_object (tmp); |
|
|
907 | tmp->attack_movement = PETMOVE; |
895 | tmp->attack_movement = PETMOVE; |
|
|
896 | |
|
|
897 | if (!tmp->flag [FLAG_FRIENDLY]) |
|
|
898 | add_friendly_object (tmp); |
|
|
899 | |
908 | return calc_skill_exp (pl, tmp, skill); |
900 | return calc_skill_exp (pl, tmp, skill); |
909 | } |
901 | } |
910 | /* Charm failed. Creature may be angry now */ |
902 | /* Charm failed. Creature may be angry now */ |
911 | else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW)) |
903 | else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW)) |
912 | { |
904 | { |
913 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); |
905 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); |
914 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
906 | if (tmp->flag [FLAG_FRIENDLY]) |
915 | { |
907 | { |
916 | CLEAR_FLAG (tmp, FLAG_FRIENDLY); |
|
|
917 | remove_friendly_object (tmp); |
908 | remove_friendly_object (tmp); |
918 | tmp->attack_movement = 0; /* needed? */ |
909 | tmp->attack_movement = 0; /* needed? */ |
919 | } |
910 | } |
920 | |
911 | |
921 | CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
912 | tmp->clr_flag (FLAG_UNAGGRESSIVE); |
922 | } |
913 | } |
923 | |
914 | |
924 | return 0; /* Fall through - if we get here, we didn't charm anything */ |
915 | return 0; /* Fall through - if we get here, we didn't charm anything */ |
925 | } |
916 | } |
926 | |
917 | |
927 | /* Singing() -this skill allows the player to pacify nearby creatures. |
918 | /* Singing() -this skill allows the player to pacify nearby creatures. |
928 | * There are few limitations on who/what kind of |
919 | * There are few limitations on who/what kind of |
929 | * non-player creatures that may be pacified. Right now, a player |
920 | * non-player creatures that may be pacified. Right now, a player |
930 | * may pacify creatures which have Int == 0. In this routine, once |
921 | * may pacify creatures which have Int == 0. In this routine, once |
931 | * successfully pacified the creature gets Int=1. Thus, a player |
922 | * successfully pacified the creature gets Int=1. Thus, a player |
932 | * may only pacify a creature once. |
923 | * may only pacify a creature once. |
933 | * BTW, I appologize for the naming of the skill, I couldnt think |
924 | * BTW, I appologize for the naming of the skill, I couldnt think |
934 | * of anything better! -b.t. |
925 | * of anything better! -b.t. |
935 | */ |
926 | */ |
936 | int |
927 | int |
937 | singing (object *pl, int dir, object *skill) |
928 | singing (object *pl, int dir, object *skill) |
938 | { |
929 | { |
939 | int i, exp = 0; |
930 | int exp = 0; |
940 | object *tmp; |
931 | object *tmp; |
941 | maptile *m; |
932 | maptile *m; |
942 | sint16 x, y; |
933 | sint16 x, y; |
943 | |
934 | |
944 | if (pl->type != PLAYER) |
935 | if (pl->type != PLAYER) |
945 | return 0; /* only players use this skill */ |
936 | return 0; /* only players use this skill */ |
946 | |
937 | |
|
|
938 | if (!dir) |
|
|
939 | { |
|
|
940 | pl->failmsg ("In what direction?"); |
|
|
941 | return 0; |
|
|
942 | } |
|
|
943 | |
947 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); |
944 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); |
948 | for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++) |
945 | for (int i = skill->level >= SIZEOFFREE1 ? 0 : dir; |
|
|
946 | i < min (skill->level, SIZEOFFREE); |
|
|
947 | i++) |
949 | { |
948 | { |
950 | x = pl->x + freearr_x[i]; |
949 | x = pl->x + freearr_x[i]; |
951 | y = pl->y + freearr_y[i]; |
950 | y = pl->y + freearr_y[i]; |
952 | m = pl->map; |
951 | m = pl->map; |
953 | |
952 | |
… | |
… | |
957 | if (!(mflags & P_IS_ALIVE)) |
956 | if (!(mflags & P_IS_ALIVE)) |
958 | continue; |
957 | continue; |
959 | |
958 | |
960 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
959 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
961 | { |
960 | { |
962 | if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
961 | if (tmp->flag [FLAG_MONSTER]) |
963 | break; |
962 | break; |
964 | /* can't affect players */ |
963 | /* can't affect players */ |
965 | if (tmp->type == PLAYER) |
964 | if (tmp->type == PLAYER) |
966 | break; |
965 | break; |
967 | } |
966 | } |
968 | |
967 | |
969 | /* Whole bunch of checks to see if this is a type of monster that would |
968 | /* Whole bunch of checks to see if this is a type of monster that would |
970 | * listen to singing. |
969 | * listen to singing. |
971 | */ |
970 | */ |
972 | if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */ |
971 | if (tmp && tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_NO_STEAL] && /* Been charmed or abused before */ |
973 | !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */ |
972 | !tmp->flag [FLAG_SPLITTING] && /* no ears */ |
974 | !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */ |
973 | !tmp->flag [FLAG_HITBACK] && /* was here before */ |
975 | (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */ |
974 | (tmp->level <= skill->level) && (!tmp->head) && !tmp->flag [FLAG_UNDEAD] && !tmp->flag [FLAG_UNAGGRESSIVE] && /* already calm */ |
976 | !QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
975 | !tmp->flag [FLAG_FRIENDLY]) |
977 | { /* already calm */ |
976 | { /* already calm */ |
978 | |
977 | |
979 | /* stealing isn't really related (although, maybe it should |
978 | /* stealing isn't really related (although, maybe it should |
980 | * be). This is mainly to prevent singing to the same monster |
979 | * be). This is mainly to prevent singing to the same monster |
981 | * over and over again and getting exp for it. |
980 | * over and over again and getting exp for it. |
982 | */ |
981 | */ |
983 | int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2; |
982 | int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2; |
984 | |
983 | |
985 | if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH)) |
984 | if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH)) |
986 | { |
985 | { |
987 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
986 | tmp->set_flag (FLAG_UNAGGRESSIVE); |
988 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp)); |
987 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp)); |
989 | /* Give exp only if they are not aware */ |
988 | /* Give exp only if they are not aware */ |
990 | |
989 | |
991 | if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) |
990 | if (!tmp->flag [FLAG_NO_STEAL]) |
992 | exp += calc_skill_exp (pl, tmp, skill); |
991 | exp += calc_skill_exp (pl, tmp, skill); |
993 | |
992 | |
994 | SET_FLAG (tmp, FLAG_NO_STEAL); |
993 | tmp->set_flag (FLAG_NO_STEAL); |
995 | } |
994 | } |
996 | else |
995 | else |
997 | { |
996 | { |
998 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); |
997 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); |
999 | SET_FLAG (tmp, FLAG_NO_STEAL); |
998 | tmp->set_flag (FLAG_NO_STEAL); |
1000 | } |
999 | } |
1001 | } |
1000 | } |
1002 | } |
1001 | } |
1003 | return exp; |
1002 | return exp; |
1004 | } |
1003 | } |
1005 | |
1004 | |
1006 | /* The find_traps skill (aka, search). Checks for traps |
1005 | /* The find_traps skill (aka, search). Checks for traps |
1007 | * on the spaces or in certain objects |
1006 | * on the spaces or in certain objects |
1008 | */ |
1007 | */ |
1009 | |
|
|
1010 | int |
1008 | int |
1011 | find_traps (object *pl, object *skill) |
1009 | find_traps (object *pl, object *skill) |
1012 | { |
1010 | { |
1013 | object *tmp, *tmp2; |
1011 | object *tmp, *tmp2; |
1014 | int i, expsum = 0, mflags; |
1012 | int i, expsum = 0, mflags; |
1015 | sint16 x, y; |
1013 | sint16 x, y; |
1016 | maptile *m; |
1014 | maptile *m; |
1017 | |
1015 | |
1018 | /* First we search all around us for runes and traps, which are |
1016 | /* First we search all around us for runes and traps, which are |
1019 | * all type RUNE |
1017 | * all type RUNE |
1020 | */ |
1018 | */ |
1021 | |
|
|
1022 | for (i = 0; i < 9; i++) |
1019 | for (i = 0; i < 9; i++) |
1023 | { |
1020 | { |
1024 | x = pl->x + freearr_x[i]; |
1021 | x = pl->x + freearr_x[i]; |
1025 | y = pl->y + freearr_y[i]; |
1022 | y = pl->y + freearr_y[i]; |
1026 | m = pl->map; |
1023 | m = pl->map; |
… | |
… | |
1028 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1025 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1029 | if (mflags & P_OUT_OF_MAP) |
1026 | if (mflags & P_OUT_OF_MAP) |
1030 | continue; |
1027 | continue; |
1031 | |
1028 | |
1032 | /* Check everything in the square for trapness */ |
1029 | /* Check everything in the square for trapness */ |
1033 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
1030 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1034 | { |
1031 | { |
1035 | |
|
|
1036 | /* And now we'd better do an inventory traversal of each |
1032 | /* And now we'd better do an inventory traversal of each |
1037 | * of these objects' inventory |
1033 | * of these objects' inventory |
1038 | * We can narrow this down a bit - no reason to search through |
1034 | * We can narrow this down a bit - no reason to search through |
1039 | * the players inventory or monsters for that matter. |
1035 | * the players inventory or monsters for that matter. |
1040 | */ |
1036 | */ |
1041 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
1037 | if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER]) |
1042 | { |
|
|
1043 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
1038 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
1044 | if (tmp2->type == RUNE || tmp2->type == TRAP) |
1039 | if (tmp2->type == RUNE || tmp2->type == TRAP) |
1045 | if (trap_see (pl, tmp2)) |
1040 | if (trap_see (pl, tmp2)) |
1046 | { |
1041 | { |
1047 | trap_show (tmp2, tmp); |
1042 | trap_show (tmp2, tmp); |
1048 | if (tmp2->stats.Cha > 1) |
1043 | if (tmp2->stats.Cha > 1) |
1049 | { |
1044 | { |
1050 | if (!tmp2->owner || tmp2->owner->type != PLAYER) |
1045 | if (!tmp2->owner || tmp2->owner->type != PLAYER) |
1051 | expsum += calc_skill_exp (pl, tmp2, skill); |
1046 | expsum += calc_skill_exp (pl, tmp2, skill); |
1052 | |
1047 | |
1053 | tmp2->stats.Cha = 1; /* unhide the trap */ |
1048 | tmp2->stats.Cha = 1; /* unhide the trap */ |
1054 | } |
1049 | } |
1055 | } |
1050 | } |
1056 | } |
1051 | |
1057 | if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) |
1052 | if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) |
1058 | { |
1053 | { |
1059 | trap_show (tmp, tmp); |
1054 | trap_show (tmp, tmp); |
1060 | if (tmp->stats.Cha > 1) |
1055 | if (tmp->stats.Cha > 1) |
1061 | { |
1056 | { |
… | |
… | |
1064 | tmp->stats.Cha = 1; /* unhide the trap */ |
1059 | tmp->stats.Cha = 1; /* unhide the trap */ |
1065 | } |
1060 | } |
1066 | } |
1061 | } |
1067 | } |
1062 | } |
1068 | } |
1063 | } |
|
|
1064 | |
1069 | new_draw_info (NDI_BLACK, 0, pl, "You search the area."); |
1065 | new_draw_info (NDI_BLACK, 0, pl, "You search the area."); |
1070 | return expsum; |
1066 | return expsum; |
1071 | } |
1067 | } |
1072 | |
1068 | |
1073 | /* remove_trap() - This skill will disarm any previously discovered trap |
1069 | /* remove_trap() - This skill will disarm any previously discovered trap |
1074 | * the algorithm is based (almost totally) on the old command_disarm() - b.t. |
1070 | * the algorithm is based (almost totally) on the old command_disarm() - b.t. |
1075 | */ |
1071 | */ |
1076 | |
|
|
1077 | int |
1072 | int |
1078 | remove_trap (object *op, int dir, object *skill) |
1073 | remove_trap (object *op, int dir, object *skill) |
1079 | { |
1074 | { |
1080 | object *tmp, *tmp2; |
1075 | object *tmp, *tmp2; |
1081 | int i, success = 0, mflags; |
1076 | int i, success = 0, mflags; |
… | |
… | |
1091 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1086 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1092 | if (mflags & P_OUT_OF_MAP) |
1087 | if (mflags & P_OUT_OF_MAP) |
1093 | continue; |
1088 | continue; |
1094 | |
1089 | |
1095 | /* Check everything in the square for trapness */ |
1090 | /* Check everything in the square for trapness */ |
1096 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
1091 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1097 | { |
1092 | { |
1098 | /* And now we'd better do an inventory traversal of each |
1093 | /* And now we'd better do an inventory traversal of each |
1099 | * of these objects inventory. Like above, only |
1094 | * of these objects inventory. Like above, only |
1100 | * do this for interesting objects. |
1095 | * do this for interesting objects. |
1101 | */ |
1096 | */ |
1102 | |
1097 | |
1103 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
1098 | if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER]) |
1104 | { |
1099 | { |
1105 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
1100 | for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
1106 | if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) |
1101 | if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) |
1107 | { |
1102 | { |
1108 | trap_show (tmp2, tmp); |
1103 | trap_show (tmp2, tmp); |
|
|
1104 | |
1109 | if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) |
1105 | if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) |
1110 | { |
1106 | { |
1111 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1107 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1112 | success += calc_skill_exp (op, tmp2, skill); |
1108 | success += calc_skill_exp (op, tmp2, skill); |
1113 | } |
1109 | } |
1114 | } |
1110 | } |
1115 | } |
1111 | } |
|
|
1112 | |
1116 | if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) |
1113 | if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) |
1117 | { |
1114 | { |
1118 | trap_show (tmp, tmp); |
1115 | trap_show (tmp, tmp); |
|
|
1116 | |
1119 | if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) |
1117 | if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) |
1120 | { |
1118 | { |
1121 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1119 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1122 | success += calc_skill_exp (op, tmp, skill); |
1120 | success += calc_skill_exp (op, tmp, skill); |
1123 | } |
1121 | } |
1124 | } |
1122 | } |
1125 | } |
1123 | } |
1126 | } |
1124 | } |
|
|
1125 | |
1127 | return success; |
1126 | return success; |
1128 | } |
1127 | } |
1129 | |
|
|
1130 | |
1128 | |
1131 | /* pray() - when this skill is called from do_skill(), it allows |
1129 | /* pray() - when this skill is called from do_skill(), it allows |
1132 | * the player to regain lost grace points at a faster rate. -b.t. |
1130 | * the player to regain lost grace points at a faster rate. -b.t. |
1133 | * This always returns 0 - return value is used by calling function |
1131 | * This always returns 0 - return value is used by calling function |
1134 | * such that if it returns true, player gets exp in that skill. This |
1132 | * such that if it returns true, player gets exp in that skill. This |
1135 | * the effect here can be done on demand, we probably don't want to |
1133 | * the effect here can be done on demand, we probably don't want to |
1136 | * give infinite exp by returning true in any cases. |
1134 | * give infinite exp by returning true in any cases. |
1137 | */ |
1135 | */ |
1138 | |
|
|
1139 | int |
1136 | int |
1140 | pray (object *pl, object *skill) |
1137 | pray (object *pl, object *skill) |
1141 | { |
1138 | { |
1142 | char buf[MAX_BUF]; |
1139 | char buf[MAX_BUF]; |
1143 | object *tmp; |
1140 | object *tmp; |
… | |
… | |
1150 | /* Check all objects - we could stop at floor objects, |
1147 | /* Check all objects - we could stop at floor objects, |
1151 | * but if someone buries an altar, I don't see a problem with |
1148 | * but if someone buries an altar, I don't see a problem with |
1152 | * going through all the objects, and it shouldn't be much slower |
1149 | * going through all the objects, and it shouldn't be much slower |
1153 | * than extra checks on object attributes. |
1150 | * than extra checks on object attributes. |
1154 | */ |
1151 | */ |
1155 | for (tmp = pl->below; tmp != NULL; tmp = tmp->below) |
1152 | for (tmp = pl->below; tmp; tmp = tmp->below) |
1156 | { |
1153 | { |
1157 | /* Only if the altar actually belongs to someone do you get special benefits */ |
1154 | /* Only if the altar actually belongs to someone do you get special benefits */ |
1158 | if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) |
1155 | if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) |
1159 | { |
1156 | { |
1160 | sprintf (buf, "You pray over the %s.", &tmp->name); |
1157 | sprintf (buf, "You pray over the %s.", &tmp->name); |
… | |
… | |
1168 | if (pl->stats.grace < pl->stats.maxgrace) |
1165 | if (pl->stats.grace < pl->stats.maxgrace) |
1169 | { |
1166 | { |
1170 | pl->stats.grace++; |
1167 | pl->stats.grace++; |
1171 | pl->last_grace = -1; |
1168 | pl->last_grace = -1; |
1172 | } |
1169 | } |
|
|
1170 | |
1173 | return 0; |
1171 | return 0; |
1174 | } |
1172 | } |
1175 | |
1173 | |
1176 | /* This skill allows the player to regain a few sp or hp for a |
1174 | /* This skill allows the player to regain a few sp or hp for a |
1177 | * brief period of concentration. No armour or weapons may be |
1175 | * brief period of concentration. No armour or weapons may be |
1178 | * wielded/applied for this to work. The amount of time needed |
1176 | * wielded/applied for this to work. The amount of time needed |
1179 | * to concentrate and the # of points regained is dependant on |
1177 | * to concentrate and the # of points regained is dependant on |
1180 | * the level of the user. - b.t. thomas@astro.psu.edu |
1178 | * the level of the user. - b.t. thomas@astro.psu.edu |
1181 | */ |
1179 | */ |
1182 | |
|
|
1183 | void |
1180 | void |
1184 | meditate (object *pl, object *skill) |
1181 | meditate (object *pl, object *skill) |
1185 | { |
1182 | { |
1186 | object *tmp; |
1183 | object *tmp; |
1187 | |
1184 | |
1188 | if (pl->type != PLAYER) |
1185 | if (pl->type != PLAYER) |
1189 | return; /* players only */ |
1186 | return; /* players only */ |
1190 | |
1187 | |
1191 | /* check if pl has removed encumbering armour and weapons */ |
1188 | /* check if pl has removed encumbering armour and weapons */ |
1192 | if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6)) |
1189 | if (pl->flag [FLAG_READY_WEAPON] && skill->level < 6) |
1193 | { |
1190 | { |
1194 | new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n"); |
1191 | pl->failmsg ("You can't concentrate while wielding a weapon!\n"); |
1195 | return; |
1192 | return; |
1196 | } |
1193 | } |
1197 | else |
1194 | else |
1198 | { |
1195 | { |
1199 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
1196 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
1200 | if (((tmp->type == ARMOUR && skill->level < 12) |
1197 | if (((tmp->type == ARMOUR && skill->level < 12) |
1201 | || (tmp->type == HELMET && skill->level < 10) |
1198 | || (tmp->type == HELMET && skill->level < 10) |
1202 | || (tmp->type == SHIELD && skill->level < 6) |
1199 | || (tmp->type == SHIELD && skill->level < 6) |
1203 | || (tmp->type == BOOTS && skill->level < 4) |
1200 | || (tmp->type == BOOTS && skill->level < 4) |
1204 | || (tmp->type == GLOVES && skill->level < 2)) |
1201 | || (tmp->type == GLOVES && skill->level < 2)) |
1205 | && QUERY_FLAG (tmp, FLAG_APPLIED)) |
1202 | && tmp->flag [FLAG_APPLIED]) |
1206 | { |
1203 | { |
1207 | new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n"); |
1204 | pl->failmsg ("You can't concentrate while wearing so much armour!\n"); |
1208 | return; |
1205 | return; |
1209 | } |
1206 | } |
1210 | } |
1207 | } |
1211 | |
1208 | |
1212 | /* ok let's meditate! Spell points are regained first, then once |
1209 | /* ok let's meditate! Spell points are regained first, then once |
1213 | * they are maxed we get back hp. Actual incrementing of values |
1210 | * they are maxed we get back hp. Actual incrementing of values |
1214 | * is handled by the do_some_living() (in player.c). This way magical |
1211 | * is handled by the do_some_living() (in player.c). This way magical |
1215 | * bonuses for healing/sp regeneration are included properly |
1212 | * bonuses for healing/sp regeneration are included properly |
1216 | * No matter what, we will eat up some playing time trying to |
1213 | * No matter what, we will eat up some playing time trying to |
1217 | * meditate. (see 'factor' variable for what sets the amount of time) |
1214 | * meditate. (see 'factor' variable for what sets the amount of time) |
1218 | */ |
1215 | */ |
1219 | |
1216 | |
1220 | new_draw_info (NDI_BLACK, 0, pl, "You meditate."); |
1217 | new_draw_info (NDI_BLACK, 0, pl, "You meditate."); |
1221 | |
1218 | |
1222 | if (pl->stats.sp < pl->stats.maxsp) |
1219 | if (pl->stats.sp < pl->stats.maxsp) |
… | |
… | |
1229 | pl->stats.hp++; |
1226 | pl->stats.hp++; |
1230 | pl->last_heal = -1; |
1227 | pl->last_heal = -1; |
1231 | } |
1228 | } |
1232 | } |
1229 | } |
1233 | |
1230 | |
1234 | /* write_note() - this routine allows players to inscribe messages in |
1231 | /* write_note() - this routine allows players to inscribe messages in |
1235 | * ordinary 'books' (anything that is type BOOK). b.t. |
1232 | * ordinary inscribable 'books' (anything that is not a SPELL). b.t. |
1236 | */ |
1233 | */ |
1237 | static int |
1234 | static int |
1238 | write_note (object *pl, object *item, const char *msg, object *skill) |
1235 | write_note (object *pl, object *item, const char *msg, object *skill) |
1239 | { |
1236 | { |
1240 | char buf[1024]; |
1237 | if (!msg_is_safe (msg)) |
1241 | object *newBook = NULL; |
1238 | { |
1242 | |
1239 | pl->failmsg ("Trying to cheat now are we? H<@-signs are not allowed in notes.>"); |
1243 | /* a pair of sanity checks */ |
1240 | LOG (llevInfo, "write_note: player %s tried to write bogus note %s\n", &pl->name, msg); |
1244 | if (!item || item->type != BOOK) |
|
|
1245 | return 0; |
1241 | return 0; |
1246 | |
|
|
1247 | if (!msg) |
|
|
1248 | { |
1242 | } |
1249 | new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!"); |
1243 | |
1250 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill); |
1244 | int len = strlen (msg); |
1251 | return 0; |
1245 | |
|
|
1246 | if (!is_utf8_string ((U8 *)msg, len)) |
1252 | } |
1247 | { |
1253 | |
1248 | pl->failmsg ("Your message is garbled (text must be UTF-8, client-bug)!"); |
1254 | if (strcasestr_local (msg, "endmsg")) |
|
|
1255 | { |
|
|
1256 | new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?"); |
|
|
1257 | return 0; |
1249 | return 0; |
1258 | } |
1250 | } |
1259 | |
1251 | |
1260 | if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) |
1252 | if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) |
1261 | return strlen (msg); |
1253 | return RESULT_INT (0); |
1262 | |
1254 | |
1263 | buf[0] = 0; |
1255 | STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len)); |
1264 | if (!book_overflow (item->msg, msg, sizeof (buf))) |
|
|
1265 | { /* add msg string to book */ |
|
|
1266 | if (item->msg) |
|
|
1267 | strcpy (buf, item->msg); |
|
|
1268 | |
1256 | |
1269 | strcat (buf, msg); |
1257 | if (char_len <= item->weight_limit) |
1270 | strcat (buf, "\n"); /* new msg needs a LF */ |
1258 | { |
1271 | if (item->nrof > 1) |
1259 | object *newbook = item->other_arch->instance (); |
1272 | { |
1260 | item->decrease (); |
1273 | newBook = item->clone (); |
|
|
1274 | decrease_ob (item); |
|
|
1275 | esrv_send_item (pl, item); |
|
|
1276 | newBook->nrof = 1; |
1261 | newbook->nrof = 1; |
1277 | newBook->msg = buf; |
1262 | newbook->msg = shstr (msg); |
1278 | newBook = insert_ob_in_ob (newBook, pl); |
1263 | newbook->flag [FLAG_IDENTIFIED] = true; |
1279 | esrv_send_item (pl, newBook); |
1264 | |
|
|
1265 | if (item->subtype == 1) // mailscrolls |
1280 | } |
1266 | { |
1281 | else |
1267 | newbook->name = item->name; |
|
|
1268 | newbook->name_pl = item->name_pl; |
1282 | { |
1269 | } |
1283 | item->msg = buf; |
|
|
1284 | /* This shouldn't be necessary - the object hasn't changed in any |
|
|
1285 | * visible way |
|
|
1286 | */ |
|
|
1287 | /* esrv_send_item(pl, item); */ |
|
|
1288 | } |
|
|
1289 | |
1270 | |
|
|
1271 | pl->insert (newbook); |
|
|
1272 | |
|
|
1273 | pl->contr->play_sound (sound_find ("inscribe_success")); |
1290 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", query_short_name (item)); |
1274 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name); |
1291 | return strlen (msg); |
1275 | return char_len; |
1292 | } |
1276 | } |
1293 | else |
1277 | else |
1294 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item)); |
1278 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s! H<It is only big enough for %d characters, your message had %d characters.>", |
|
|
1279 | &item->name, item->weight_limit, char_len); |
1295 | |
1280 | |
1296 | return 0; |
1281 | return 0; |
1297 | } |
1282 | } |
1298 | |
1283 | |
1299 | /* write_scroll() - this routine allows players to inscribe spell scrolls |
1284 | /* write_scroll() - this routine allows players to inscribe spell scrolls |
1300 | * of spells which they know. Backfire effects are possible with the |
1285 | * of spells which they know. Backfire effects are possible with the |
1301 | * severity of the backlash correlated with the difficulty of the scroll |
1286 | * severity of the backlash correlated with the difficulty of the scroll |
1302 | * that is attempted. -b.t. thomas@astro.psu.edu |
1287 | * that is attempted. -b.t. thomas@astro.psu.edu |
1303 | */ |
1288 | */ |
1304 | |
|
|
1305 | static int |
1289 | static int |
1306 | write_scroll (object *pl, object *scroll, object *skill) |
1290 | write_scroll (object *pl, object *scroll, object *skill) |
1307 | { |
1291 | { |
1308 | int success = 0, confused = 0; |
1292 | int success = 0, confused = 0; |
1309 | object *newscroll, *chosen_spell, *tmp; |
|
|
1310 | |
|
|
1311 | /* this is a sanity check */ |
|
|
1312 | if (scroll->type != SCROLL) |
|
|
1313 | { |
|
|
1314 | new_draw_info (NDI_UNIQUE, 0, pl, "A spell can only be inscribed into a scroll!"); |
|
|
1315 | return 0; |
|
|
1316 | } |
|
|
1317 | |
1293 | |
1318 | /* Check if we are ready to attempt inscription */ |
1294 | /* Check if we are ready to attempt inscription */ |
1319 | chosen_spell = pl->contr->ranged_ob; |
1295 | object *chosen_spell = pl->contr->ranged_ob; |
|
|
1296 | |
1320 | if (!chosen_spell || chosen_spell->type != SPELL) |
1297 | if (!chosen_spell || chosen_spell->type != SPELL) |
1321 | { |
1298 | { |
1322 | new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); |
1299 | pl->failmsg ("You need a spell readied in order to inscribe!"); |
1323 | return 0; |
1300 | return 0; |
1324 | } |
1301 | } |
1325 | |
1302 | |
1326 | if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace) |
1303 | if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace) |
1327 | { |
1304 | { |
1328 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name); |
1305 | pl->failmsgf ("You don't have enough grace to write a scroll of %s.", &chosen_spell->name); |
1329 | return 0; |
1306 | return 0; |
1330 | } |
1307 | } |
1331 | |
1308 | |
1332 | if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) |
1309 | if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) |
1333 | { |
1310 | { |
1334 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); |
1311 | pl->failmsgf ("You don't have enough mana to write a scroll of %s.", &chosen_spell->name); |
1335 | return 0; |
|
|
1336 | } |
|
|
1337 | |
|
|
1338 | /* if there is a spell already on the scroll then player could easily |
|
|
1339 | * accidently read it while trying to write the new one. give player |
|
|
1340 | * a 50% chance to overwrite spell at their own level |
|
|
1341 | */ |
|
|
1342 | if ((scroll->stats.sp || scroll->inv) && random_roll (0, scroll->level * 2, pl, PREFER_LOW) > skill->level) |
|
|
1343 | { |
|
|
1344 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Oops! You accidently read it while trying to write on it."); |
|
|
1345 | manual_apply (pl, scroll, 0); |
|
|
1346 | return 0; |
1312 | return 0; |
1347 | } |
1313 | } |
1348 | |
1314 | |
1349 | /* ok, we are ready to try inscription */ |
1315 | /* ok, we are ready to try inscription */ |
1350 | if (QUERY_FLAG (pl, FLAG_CONFUSED)) |
1316 | if (pl->flag [FLAG_CONFUSED]) |
1351 | confused = 1; |
1317 | confused = 1; |
1352 | |
1318 | |
1353 | /* Lost mana/grace no matter what */ |
1319 | /* Lost mana/grace no matter what */ |
1354 | pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); |
1320 | pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); |
1355 | pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA); |
1321 | pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA); |
1356 | |
1322 | |
1357 | if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) |
1323 | if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) |
1358 | { |
1324 | { |
1359 | if (scroll->nrof > 1) |
1325 | object *newscroll = scroll->other_arch->instance (); |
1360 | { |
1326 | scroll->decrease (); |
1361 | newscroll = scroll->clone (); |
|
|
1362 | decrease_ob (scroll); |
|
|
1363 | newscroll->nrof = 1; |
1327 | newscroll->nrof = 1; |
1364 | } |
1328 | newscroll->randomitems = 0; // make sure randomitems doesn't destroy the scroll |
1365 | else |
1329 | |
1366 | newscroll = scroll; |
1330 | pl->contr->play_sound (sound_find ("inscribe_success")); |
1367 | |
1331 | |
1368 | if (!confused) |
1332 | if (!confused) |
1369 | { |
1333 | { |
1370 | newscroll->level = MAX (skill->level, chosen_spell->level); |
1334 | newscroll->level = max (skill->level, chosen_spell->level); |
|
|
1335 | newscroll->flag [FLAG_IDENTIFIED] = true; |
1371 | new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll."); |
1336 | new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell."); |
1372 | } |
1337 | } |
1373 | else |
1338 | else |
1374 | { |
1339 | { |
1375 | chosen_spell = find_random_spell_in_ob (pl, NULL); |
1340 | chosen_spell = find_random_spell_in_ob (pl, NULL); |
1376 | if (!chosen_spell) |
1341 | if (!chosen_spell) |
1377 | return 0; |
1342 | return 0; |
1378 | |
1343 | |
1379 | newscroll->level = MAX (skill->level, chosen_spell->level); |
1344 | newscroll->level = max (skill->level, chosen_spell->level); |
1380 | new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell."); |
1345 | new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell."); |
1381 | } |
1346 | } |
1382 | |
1347 | |
1383 | if (newscroll->inv) |
|
|
1384 | newscroll->inv->destroy (); |
|
|
1385 | |
|
|
1386 | tmp = chosen_spell->clone (); |
1348 | object *tmp = chosen_spell->clone (); |
|
|
1349 | tmp->flag [FLAG_APPLIED] = false; |
1387 | insert_ob_in_ob (tmp, newscroll); |
1350 | insert_ob_in_ob (tmp, newscroll); |
1388 | |
1351 | |
1389 | /* Same code as from treasure.c - so they can better merge. |
1352 | /* Same code as from treasure.C - so they can better merge. |
1390 | * if players want to sell them, so be it. |
1353 | * if players want to sell them, so be it. |
1391 | */ |
1354 | */ |
1392 | newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); |
1355 | newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); |
1393 | newscroll->stats.exp = newscroll->value / 5; |
1356 | newscroll->stats.exp = newscroll->value / 5; |
1394 | |
1357 | |
1395 | /* wait until finished manipulating the scroll before inserting it */ |
1358 | pl->insert (newscroll); |
1396 | if (newscroll == scroll) |
|
|
1397 | { |
|
|
1398 | /* Remove to correctly merge with other items which may exist in inventory */ |
|
|
1399 | newscroll->remove (); |
|
|
1400 | esrv_del_item (pl->contr, newscroll->count); |
|
|
1401 | } |
|
|
1402 | |
1359 | |
1403 | newscroll = insert_ob_in_ob (newscroll, pl); |
|
|
1404 | esrv_send_item (pl, newscroll); |
|
|
1405 | success = calc_skill_exp (pl, newscroll, skill); |
1360 | success = calc_skill_exp (pl, newscroll, skill); |
1406 | if (!confused) |
1361 | if (!confused) |
1407 | success *= 2; |
1362 | success *= 2; |
|
|
1363 | |
1408 | success = success * skill->level; |
1364 | success = success * skill->level; |
1409 | return success; |
1365 | return success; |
1410 | |
|
|
1411 | } |
1366 | } |
1412 | else |
1367 | else |
1413 | { /* Inscription has failed */ |
1368 | { /* Inscription has failed */ |
|
|
1369 | pl->contr->play_sound (sound_find ("inscribe_fail")); |
1414 | |
1370 | |
1415 | if (chosen_spell->level > skill->level || confused) |
1371 | if (chosen_spell->level > skill->level || confused) |
1416 | { /*backfire! */ |
1372 | { /*backfire! */ |
1417 | new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); |
1373 | new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind! H<The spell level is too high for your inscription skill.>"); |
|
|
1374 | |
1418 | if (random_roll (0, 1, pl, PREFER_LOW) == 1) |
1375 | if (random_roll (0, 1, pl, PREFER_LOW) == 1) |
1419 | pl->drain_specific_stat (4); |
1376 | pl->drain_specific_stat (4); |
1420 | else |
1377 | else |
1421 | { |
1378 | { |
1422 | confuse_player (pl, pl, 99); |
1379 | confuse_player (pl, pl, 99); |
1423 | return (-30 * chosen_spell->level); |
1380 | return -30 * chosen_spell->level; |
1424 | } |
1381 | } |
1425 | } |
1382 | } |
1426 | else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) |
1383 | else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) |
1427 | { |
1384 | { |
1428 | new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind!"); |
1385 | new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind! H<Frankly spoken, you were too dumb and unlucky.>"); |
1429 | confuse_player (pl, pl, 99); |
1386 | confuse_player (pl, pl, 99); |
1430 | } |
1387 | } |
1431 | else |
1388 | else |
1432 | new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll."); |
1389 | new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll. H<Try a lower-level spell, if possible at all.>"); |
1433 | } |
1390 | } |
1434 | |
1391 | |
1435 | return 0; |
1392 | return 0; |
1436 | } |
1393 | } |
1437 | |
1394 | |
1438 | /* write_on_item() - wrapper for write_note and write_scroll */ |
1395 | /* write_on_item() - wrapper for write_note and write_scroll */ |
1439 | int |
1396 | int |
1440 | write_on_item (object *pl, const char *params, object *skill) |
1397 | write_on_item (object *pl, const char *params, object *skill) |
1441 | { |
1398 | { |
1442 | object *item; |
|
|
1443 | const char *string = params; |
|
|
1444 | int msgtype; |
|
|
1445 | archetype *skat; |
1399 | archetype *skat; |
1446 | |
1400 | |
1447 | if (pl->type != PLAYER) |
1401 | if (pl->type != PLAYER) |
1448 | return 0; |
1402 | return 0; |
1449 | |
1403 | |
1450 | if (!params) |
1404 | if (!params) |
1451 | { |
|
|
1452 | params = ""; |
1405 | params = ""; |
1453 | string = params; |
|
|
1454 | } |
|
|
1455 | |
1406 | |
1456 | skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); |
1407 | skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); |
1457 | |
1408 | |
1458 | /* Need to be able to read before we can write! */ |
1409 | /* Need to be able to read before we can write! */ |
1459 | if (!find_skill_by_name (pl, skat->clone.skill)) |
1410 | if (!find_skill_by_name (pl, skat->skill)) |
1460 | { |
1411 | { |
1461 | new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!"); |
1412 | new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>"); |
1462 | return 0; |
1413 | return 0; |
1463 | } |
1414 | } |
1464 | |
1415 | |
1465 | /* if there is a message then it goes in a book and no message means |
1416 | object *item = pl->mark (); |
1466 | * write active spell into the scroll |
|
|
1467 | */ |
|
|
1468 | msgtype = (string[0] != '\0') ? BOOK : SCROLL; |
|
|
1469 | |
1417 | |
1470 | /* find an item of correct type to write on */ |
1418 | /* find an item of correct type to write on */ |
1471 | if (!(item = find_marked_object (pl))) |
1419 | if (!item) |
1472 | { |
|
|
1473 | new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on."); |
|
|
1474 | return 0; |
|
|
1475 | } |
1420 | { |
|
|
1421 | new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on. H<Use the mark command or the popup menu to make an item.>"); |
|
|
1422 | return 0; |
|
|
1423 | } |
1476 | |
1424 | |
1477 | if (QUERY_FLAG (item, FLAG_UNPAID)) |
1425 | if (item->type != INSCRIBABLE) |
|
|
1426 | { |
|
|
1427 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>"); |
|
|
1428 | return 0; |
|
|
1429 | } |
|
|
1430 | |
|
|
1431 | if (item->flag [FLAG_UNPAID]) |
1478 | { |
1432 | { |
1479 | new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); |
1433 | new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); |
1480 | return 0; |
1434 | return 0; |
1481 | } |
1435 | } |
1482 | if (msgtype != item->type) |
1436 | |
|
|
1437 | if (item->other_arch->type == SCROLL) |
1483 | { |
1438 | { |
1484 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll"); |
1439 | if (*params) |
|
|
1440 | { |
|
|
1441 | // check readied scroll |
|
|
1442 | pl->failmsgf ("When inscribing spells you need to ready a spell and do not specify a string argument.\n" |
|
|
1443 | "Usage: cast [spell name]; use_skill %s", &skill->skill); |
1485 | return 0; |
1444 | return 0; |
1486 | } |
1445 | } |
1487 | |
1446 | |
1488 | if (msgtype == SCROLL) |
|
|
1489 | return write_scroll (pl, item, skill); |
1447 | return write_scroll (pl, item, skill); |
1490 | else if (msgtype == BOOK) |
1448 | } |
|
|
1449 | else |
|
|
1450 | { |
|
|
1451 | if (!*params) |
|
|
1452 | { |
|
|
1453 | pl->failmsgf ("When inscribing books you need to specify the words you want to inscribe as command argument.\n" |
|
|
1454 | "Usage: use_skill %s <message>", &skill->skill); |
|
|
1455 | return 0; |
|
|
1456 | } |
|
|
1457 | |
1491 | return write_note (pl, item, string, skill); |
1458 | return write_note (pl, item, params, skill); |
|
|
1459 | } |
1492 | |
1460 | |
1493 | return 0; |
1461 | return 0; |
1494 | } |
1462 | } |
1495 | |
1463 | |
1496 | /* find_throw_ob() - if we request an object, then |
1464 | /* find_throw_ob() - if we request an object, then |
… | |
… | |
1502 | * 'throwable' (ie not applied cursed obj, worn, etc). |
1470 | * 'throwable' (ie not applied cursed obj, worn, etc). |
1503 | */ |
1471 | */ |
1504 | static object * |
1472 | static object * |
1505 | find_throw_ob (object *op, const char *request) |
1473 | find_throw_ob (object *op, const char *request) |
1506 | { |
1474 | { |
1507 | object *tmp; |
|
|
1508 | |
|
|
1509 | if (!op) |
|
|
1510 | { /* safety */ |
|
|
1511 | LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n"); |
|
|
1512 | return (object *) NULL; |
|
|
1513 | } |
|
|
1514 | |
|
|
1515 | /* prefer marked item */ |
1475 | /* prefer marked item */ |
1516 | tmp = find_marked_object (op); |
1476 | object *tmp = op->mark (); |
1517 | if (tmp != NULL) |
1477 | |
1518 | { |
|
|
1519 | /* can't toss invisible or inv-locked items */ |
1478 | /* can't toss invisible or inv-locked items */ |
1520 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
1479 | if (tmp && (tmp->invisible || tmp->flag [FLAG_INV_LOCKED])) |
1521 | { |
1480 | tmp = 0; |
1522 | tmp = NULL; |
|
|
1523 | } |
|
|
1524 | } |
|
|
1525 | |
1481 | |
1526 | /* look through the inventory */ |
1482 | /* look through the inventory */ |
1527 | if (tmp == NULL) |
1483 | if (!tmp) |
1528 | { |
|
|
1529 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1484 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1530 | { |
1485 | { |
1531 | /* can't toss invisible or inv-locked items */ |
1486 | /* can't toss invisible or inv-locked items */ |
1532 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
1487 | if (tmp->invisible || tmp->flag [FLAG_INV_LOCKED]) |
1533 | continue; |
1488 | continue; |
|
|
1489 | |
1534 | if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request)) |
1490 | if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request)) |
1535 | break; |
1491 | break; |
1536 | } |
1492 | } |
1537 | } |
|
|
1538 | |
1493 | |
1539 | /* this should prevent us from throwing away |
1494 | /* this should prevent us from throwing away |
1540 | * cursed items, worn armour, etc. Only weapons |
1495 | * cursed items, worn armour, etc. Only weapons |
1541 | * can be thrown from 'hand'. |
1496 | * can be thrown from 'hand'. |
1542 | */ |
1497 | */ |
1543 | if (!tmp) |
1498 | if (!tmp) |
1544 | return NULL; |
1499 | return 0; |
1545 | |
1500 | |
1546 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
1501 | if (tmp->flag [FLAG_APPLIED]) |
1547 | { |
1502 | { |
1548 | if (tmp->type != WEAPON) |
1503 | if (tmp->type != WEAPON) |
1549 | { |
1504 | { |
1550 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp)); |
1505 | op->failmsgf ("You can't throw %s. H<Unapply it first.>", query_name (tmp)); |
1551 | tmp = NULL; |
1506 | tmp = 0; |
1552 | } |
|
|
1553 | else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
1554 | { |
1507 | } |
|
|
1508 | else if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
|
|
1509 | { |
1555 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp)); |
1510 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand! H<Cursed or damned items cannot be removed.>", query_name (tmp)); |
1556 | tmp = NULL; |
1511 | tmp = 0; |
1557 | } |
1512 | } |
1558 | else |
1513 | else |
1559 | { |
1514 | { |
1560 | if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) |
1515 | if (!op->apply (tmp, AP_UNAPPLY)) |
1561 | { |
1516 | { |
1562 | LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); |
1517 | LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); |
1563 | tmp = NULL; |
1518 | tmp = 0; |
1564 | } |
1519 | } |
1565 | } |
1520 | } |
1566 | } |
1521 | } |
1567 | else if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
1522 | else if (tmp->flag [FLAG_UNPAID]) |
1568 | { |
1523 | { |
1569 | new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp)); |
1524 | op->failmsgf ("You should pay for the %s first.", query_name (tmp)); |
1570 | tmp = NULL; |
1525 | tmp = 0; |
1571 | } |
1526 | } |
1572 | |
1527 | |
1573 | if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
1528 | //TODO: why not chekc first and give sensible message to player? |
|
|
1529 | if (tmp && tmp->flag [FLAG_INV_LOCKED]) |
1574 | { |
1530 | { |
1575 | LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); |
1531 | LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); |
1576 | tmp = NULL; |
1532 | tmp = 0; |
1577 | } |
1533 | } |
|
|
1534 | |
1578 | return tmp; |
1535 | return tmp; |
1579 | } |
1536 | } |
1580 | |
1537 | |
1581 | /* make_throw_ob() We construct the 'carrier' object in |
1538 | /* make_throw_ob() We construct the 'carrier' object in |
1582 | * which we will insert the object that is being thrown. |
1539 | * which we will insert the object that is being thrown. |
1583 | * This combination becomes the 'thrown object'. -b.t. |
1540 | * This combination becomes the 'thrown object'. -b.t. |
1584 | */ |
1541 | */ |
1585 | static object * |
1542 | static object * |
1586 | make_throw_ob (object *orig) |
1543 | make_throw_ob (object *orig) |
1587 | { |
1544 | { |
1588 | if (!orig) |
1545 | if (!orig) |
1589 | return NULL; |
1546 | return 0; |
1590 | |
1547 | |
1591 | if (QUERY_FLAG (orig, FLAG_APPLIED)) |
1548 | if (orig->flag [FLAG_APPLIED]) |
1592 | { |
1549 | { |
1593 | LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); |
1550 | LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); |
1594 | /* insufficient workaround, but better than nothing */ |
1551 | /* insufficient workaround, but better than nothing */ |
1595 | CLEAR_FLAG (orig, FLAG_APPLIED); |
1552 | orig->clr_flag (FLAG_APPLIED); |
1596 | } |
1553 | } |
1597 | |
1554 | |
1598 | object *toss_item = orig->clone (); |
1555 | object *toss_item = orig->clone (); |
1599 | |
1556 | |
1600 | toss_item->type = THROWN_OBJ; |
1557 | toss_item->type = THROWN_OBJ; |
1601 | CLEAR_FLAG (toss_item, FLAG_CHANGING); |
1558 | toss_item->clr_flag (FLAG_CHANGING); |
|
|
1559 | toss_item->set_flag (FLAG_NO_PICK); |
1602 | toss_item->stats.dam = 0; /* default damage */ |
1560 | toss_item->stats.dam = 0; /* default damage */ |
1603 | insert_ob_in_ob (orig, toss_item); |
1561 | toss_item->insert (orig); |
|
|
1562 | |
1604 | return toss_item; |
1563 | return toss_item; |
1605 | } |
1564 | } |
1606 | |
1565 | |
1607 | /* do_throw() - op throws any object toss_item. This code |
1566 | /* do_throw() - op throws any object toss_item. This code |
1608 | * was borrowed from fire_bow. |
1567 | * was borrowed from fire_bow. |
… | |
… | |
1616 | int pause_f, weight_f = 0, mflags; |
1575 | int pause_f, weight_f = 0, mflags; |
1617 | float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0; |
1576 | float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0; |
1618 | maptile *m; |
1577 | maptile *m; |
1619 | sint16 sx, sy; |
1578 | sint16 sx, sy; |
1620 | |
1579 | |
1621 | if (throw_ob == NULL) |
1580 | if (!throw_ob) |
1622 | { |
|
|
1623 | if (op->type == PLAYER) |
|
|
1624 | new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw."); |
|
|
1625 | |
|
|
1626 | return 0; |
|
|
1627 | } |
1581 | { |
1628 | if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP)) |
1582 | op->failmsg ("You have nothing to throw."); |
|
|
1583 | return 0; |
1629 | { |
1584 | } |
1630 | if (op->type == PLAYER) |
1585 | |
1631 | new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that."); |
1586 | if (throw_ob->flag [FLAG_STARTEQUIP]) |
|
|
1587 | { |
|
|
1588 | op->failmsg ("The gods won't let you throw that. " |
|
|
1589 | "H<Well, they would, but they would retrieve it " |
|
|
1590 | "- you wouldn't want that, would you?>"); |
1632 | |
1591 | |
1633 | return 0; |
1592 | return 0; |
1634 | } |
1593 | } |
1635 | |
1594 | |
1636 | /* Because throwing effectiveness must be reduced by the |
1595 | /* Because throwing effectiveness must be reduced by the |
1637 | * encumbrance of the thrower and weight of the object. THus, |
1596 | * encumbrance of the thrower and weight of the object. THus, |
1638 | * we use the concept of 'effective strength' as defined below. |
1597 | * we use the concept of 'effective strength' as defined below. |
1639 | */ |
1598 | */ |
1640 | |
1599 | |
1641 | /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */ |
1600 | /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */ |
1642 | if (str > MAX_STAT) |
1601 | if (str > MAX_STAT) |
1643 | { |
1602 | { |
… | |
… | |
1653 | /* lighter items are thrown harder, farther, faster */ |
1612 | /* lighter items are thrown harder, farther, faster */ |
1654 | if (throw_ob->weight > 0) |
1613 | if (throw_ob->weight > 0) |
1655 | item_factor = (float) maxc / (float) (3.0 * throw_ob->weight); |
1614 | item_factor = (float) maxc / (float) (3.0 * throw_ob->weight); |
1656 | else |
1615 | else |
1657 | { /* 0 or negative weight?!? Odd object, can't throw it */ |
1616 | { /* 0 or negative weight?!? Odd object, can't throw it */ |
1658 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob)); |
1617 | op->failmsgf ("You can't throw %s. H<Better report this to your dungeon master.>\n", query_name (throw_ob)); |
1659 | return 0; |
1618 | return 0; |
1660 | } |
1619 | } |
1661 | |
1620 | |
1662 | eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0)); |
1621 | eff_str = (str * (load_factor < 1.0 ? load_factor : 1.0)) |
1663 | eff_str = (int) ((float) eff_str * item_factor * str_factor); |
1622 | * item_factor * str_factor; |
1664 | |
1623 | |
1665 | /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to |
1624 | /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to |
1666 | * account for super-strong throwers. */ |
1625 | * account for super-strong throwers. */ |
1667 | if (eff_str > MAX_STAT) |
1626 | min_it (eff_str, MAX_STAT); |
1668 | eff_str = MAX_STAT; |
|
|
1669 | |
1627 | |
1670 | #ifdef DEBUG_THROW |
1628 | #ifdef DEBUG_THROW |
1671 | LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str); |
1629 | LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str); |
1672 | LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str); |
1630 | LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str); |
1673 | LOG (llevDebug, " str_factor=%f\n", str_factor); |
1631 | LOG (llevDebug, " str_factor=%f\n", str_factor); |
… | |
… | |
1699 | } /* if object can't be thrown */ |
1657 | } /* if object can't be thrown */ |
1700 | |
1658 | |
1701 | left = throw_ob; /* these are throwing objects left to the player */ |
1659 | left = throw_ob; /* these are throwing objects left to the player */ |
1702 | |
1660 | |
1703 | /* sometimes get_split_ob can't split an object (because op->nrof==0?) |
1661 | /* sometimes get_split_ob can't split an object (because op->nrof==0?) |
1704 | * and returns NULL. We must use 'left' then |
1662 | * and returns NULL. We must use 'left' then |
1705 | */ |
1663 | */ |
1706 | |
1664 | if (!(throw_ob = throw_ob->split ())) |
1707 | if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL) |
|
|
1708 | { |
1665 | { |
1709 | throw_ob = left; |
1666 | throw_ob = left; |
1710 | left->remove (); |
1667 | left->remove (); |
1711 | if (op->type == PLAYER) |
|
|
1712 | esrv_del_item (op->contr, left->count); |
|
|
1713 | } |
|
|
1714 | else if (op->type == PLAYER) |
|
|
1715 | { |
|
|
1716 | if (left->destroyed ()) |
|
|
1717 | esrv_del_item (op->contr, left->count); |
|
|
1718 | else |
|
|
1719 | esrv_update_item (UPD_NROF, op, left); |
|
|
1720 | } |
1668 | } |
1721 | |
1669 | |
1722 | /* special case: throwing powdery substances like dust, dirt */ |
1670 | /* special case: throwing powdery substances like dust, dirt */ |
1723 | if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) |
1671 | if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) |
1724 | { |
1672 | { |
… | |
… | |
1748 | */ |
1696 | */ |
1749 | throw_ob->inv->set_owner (op); |
1697 | throw_ob->inv->set_owner (op); |
1750 | throw_ob->direction = dir; |
1698 | throw_ob->direction = dir; |
1751 | |
1699 | |
1752 | /* the damage bonus from the force of the throw */ |
1700 | /* the damage bonus from the force of the throw */ |
1753 | dam = (int) (str_factor * dam_bonus[eff_str]); |
1701 | dam = int (str_factor * dam_bonus[eff_str]); |
1754 | |
1702 | |
1755 | /* Now, lets adjust the properties of the thrown_ob. */ |
1703 | /* Now, lets adjust the properties of the thrown_ob. */ |
1756 | |
1704 | |
1757 | /* how far to fly */ |
1705 | /* how far to fly */ |
1758 | throw_ob->last_sp = (eff_str * 3) / 5; |
1706 | throw_ob->last_sp = (eff_str * 3) / 5; |
… | |
… | |
1770 | /* replace 25 with a call to clone.arch wc? messes up w/ NPC */ |
1718 | /* replace 25 with a call to clone.arch wc? messes up w/ NPC */ |
1771 | throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level; |
1719 | throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level; |
1772 | |
1720 | |
1773 | /* the properties of objects which are meant to be thrown (ie dart, |
1721 | /* the properties of objects which are meant to be thrown (ie dart, |
1774 | * throwing knife, etc) will differ from ordinary items. Lets tailor |
1722 | * throwing knife, etc) will differ from ordinary items. Lets tailor |
1775 | * this stuff in here. |
1723 | * this stuff in here. |
1776 | */ |
1724 | */ |
1777 | |
1725 | |
1778 | if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN)) |
1726 | if (throw_ob->inv->flag [FLAG_IS_THROWN]) |
1779 | { |
1727 | { |
1780 | throw_ob->last_sp += eff_str / 3; /* fly a little further */ |
1728 | throw_ob->last_sp += eff_str / 3; /* fly a little further */ |
1781 | throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; |
1729 | throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; |
1782 | throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; |
1730 | throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; |
1783 | /* only throw objects get directional faces */ |
1731 | /* only throw objects get directional faces */ |
1784 | if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) |
1732 | if (throw_ob->has_anim () && throw_ob->anim_frames ()) |
1785 | SET_ANIMATION (throw_ob, dir); |
1733 | throw_ob->set_anim_frame (dir); |
1786 | } |
1734 | } |
1787 | else |
1735 | else |
1788 | { |
1736 | { |
1789 | uint16 mat = throw_ob->materials; |
1737 | uint16 mat = throw_ob->materials; |
1790 | |
1738 | |
… | |
… | |
1819 | if (throw_ob->weight > 50) |
1767 | if (throw_ob->weight > 50) |
1820 | throw_ob->speed *= 0.5; |
1768 | throw_ob->speed *= 0.5; |
1821 | } /* else tailor thrown object */ |
1769 | } /* else tailor thrown object */ |
1822 | |
1770 | |
1823 | /* some limits, and safeties (needed?) */ |
1771 | /* some limits, and safeties (needed?) */ |
1824 | if (throw_ob->stats.dam < 0) |
1772 | max_it (throw_ob->stats.dam, 0); |
1825 | throw_ob->stats.dam = 0; |
|
|
1826 | if (throw_ob->last_sp > eff_str) |
1773 | min_it (throw_ob->last_sp, eff_str); |
1827 | throw_ob->last_sp = eff_str; |
|
|
1828 | if (throw_ob->stats.food < 0) |
1774 | max_it (throw_ob->stats.food, 0); |
1829 | throw_ob->stats.food = 0; |
|
|
1830 | if (throw_ob->stats.food > 100) |
|
|
1831 | throw_ob->stats.food = 100; |
|
|
1832 | if (throw_ob->stats.wc > 30) |
1775 | min_it (throw_ob->stats.wc, 30); |
1833 | throw_ob->stats.wc = 30; |
|
|
1834 | |
1776 | |
1835 | /* how long to pause the thrower. Higher values mean less pause */ |
1777 | /* how long to pause the thrower. Higher values mean less pause */ |
1836 | pause_f = ((2 * eff_str) / 3) + 20 + skill->level; |
1778 | pause_f = ((2 * eff_str) / 3) + 20 + skill->level; |
1837 | |
1779 | |
1838 | /* Put a lower limit on this */ |
1780 | /* Put a lower limit on this */ |
1839 | if (pause_f < 10) |
1781 | clamp_it (pause_f, 10, 100); |
1840 | pause_f = 10; |
|
|
1841 | if (pause_f > 100) |
|
|
1842 | pause_f = 100; |
|
|
1843 | |
1782 | |
1844 | /* Changed in 0.94.2 - the calculation before was really goofy. |
1783 | /* Changed in 0.94.2 - the calculation before was really goofy. |
1845 | * In short summary, a throw can take anywhere between speed 5 and |
1784 | * In short summary, a throw can take anywhere between speed 5 and |
1846 | * speed 0.5 |
1785 | * speed 0.5 |
1847 | */ |
1786 | */ |
… | |
… | |
1850 | throw_ob->speed_left = 0; |
1789 | throw_ob->speed_left = 0; |
1851 | throw_ob->map = part->map; |
1790 | throw_ob->map = part->map; |
1852 | |
1791 | |
1853 | throw_ob->move_type = MOVE_FLY_LOW; |
1792 | throw_ob->move_type = MOVE_FLY_LOW; |
1854 | throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1793 | throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; |
|
|
1794 | |
|
|
1795 | throw_ob->set_speed (throw_ob->speed); |
1855 | |
1796 | |
1856 | #if 0 |
1797 | #if 0 |
1857 | /* need to put in a good sound for this */ |
1798 | /* need to put in a good sound for this */ |
1858 | play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ); |
1799 | play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ); |
1859 | #endif |
1800 | #endif |
… | |
… | |
1885 | else |
1826 | else |
1886 | throw_ob = find_mon_throw_ob (op); |
1827 | throw_ob = find_mon_throw_ob (op); |
1887 | |
1828 | |
1888 | return do_throw (op, part, throw_ob, dir, skill); |
1829 | return do_throw (op, part, throw_ob, dir, skill); |
1889 | } |
1830 | } |
|
|
1831 | |
|
|
1832 | static void |
|
|
1833 | give_player_quad_material_for (object *pl, object *ob) |
|
|
1834 | { |
|
|
1835 | if (!ob->flag [FLAG_IS_QUAD] || !ob->other_arch) |
|
|
1836 | return; |
|
|
1837 | |
|
|
1838 | object *t = ob->other_arch->instance (); |
|
|
1839 | pl->insert (t); |
|
|
1840 | } |
|
|
1841 | |
|
|
1842 | bool |
|
|
1843 | skill_mining (object *who, object *tool, object *skill, int dir, const char *string) |
|
|
1844 | { |
|
|
1845 | if (!who->is_player ()) |
|
|
1846 | return 0; |
|
|
1847 | |
|
|
1848 | if (!dir) |
|
|
1849 | { |
|
|
1850 | who->failmsg ("In what direction?"); |
|
|
1851 | return 0; |
|
|
1852 | } |
|
|
1853 | |
|
|
1854 | mapxy pos (who); pos.move (dir); |
|
|
1855 | |
|
|
1856 | if (!pos.normalise ()) |
|
|
1857 | { |
|
|
1858 | who->failmsgf ( |
|
|
1859 | "You brandish your %s, with not so convincing results. " |
|
|
1860 | "H<There is nothing in this direction.>", |
|
|
1861 | &tool->name |
|
|
1862 | ); |
|
|
1863 | return 0; |
|
|
1864 | } |
|
|
1865 | |
|
|
1866 | mapspace &ms = pos.ms (); |
|
|
1867 | |
|
|
1868 | for (object *mine_obj = pos.ms ().top; mine_obj; mine_obj = mine_obj->below) |
|
|
1869 | if (mine_obj->type == VEIN) |
|
|
1870 | { |
|
|
1871 | who->speed_left -= who->speed / tool->speed; |
|
|
1872 | |
|
|
1873 | who->play_sound (tool->sound); |
|
|
1874 | |
|
|
1875 | if (rndm (100 - mine_obj->stats.ac) > rndm (tool->stats.wc)) |
|
|
1876 | who->failmsgf ( |
|
|
1877 | "You use your %s.... nothing. " |
|
|
1878 | "H<Try again, perhaps?>", |
|
|
1879 | &tool->name |
|
|
1880 | ); |
|
|
1881 | else if (mine_obj->race != tool->race) |
|
|
1882 | who->failmsgf ( |
|
|
1883 | "You use your %s.... but it doesn't work. " |
|
|
1884 | "H<Maybe you are using the wrong tool?>", |
|
|
1885 | &tool->name |
|
|
1886 | ); |
|
|
1887 | else if (!mine_obj->stats.food) |
|
|
1888 | who->failmsgf ( |
|
|
1889 | "You use your %s.... but there is nothing. " |
|
|
1890 | "H<This space is exhausted, you should try somewhere else.>", |
|
|
1891 | &tool->name |
|
|
1892 | ); |
|
|
1893 | else |
|
|
1894 | { |
|
|
1895 | --mine_obj->stats.food; |
|
|
1896 | |
|
|
1897 | object *ore = mine_obj->other_arch->instance (); |
|
|
1898 | |
|
|
1899 | who->statusmsg (format ( |
|
|
1900 | "You use your %s.... and find some %s!", |
|
|
1901 | &tool->name, &ore->name |
|
|
1902 | )); |
|
|
1903 | |
|
|
1904 | ore->insert_at (who); |
|
|
1905 | |
|
|
1906 | return true; |
|
|
1907 | } |
|
|
1908 | } |
|
|
1909 | else if (mine_obj->flag [FLAG_IS_QUAD]) |
|
|
1910 | { |
|
|
1911 | if (mine_obj->flag [FLAG_IS_FLOOR]) |
|
|
1912 | { |
|
|
1913 | maptile *lower_floor = pos.m->tile_available (TILE_DOWN); |
|
|
1914 | |
|
|
1915 | if (!lower_floor) |
|
|
1916 | { |
|
|
1917 | who->failmsgf ( |
|
|
1918 | "Whoops, you failed to remove the %s. H<You may try again.>", |
|
|
1919 | &mine_obj->name |
|
|
1920 | ); |
|
|
1921 | return false; |
|
|
1922 | } |
|
|
1923 | |
|
|
1924 | mapxy below_pos (lower_floor, pos.x, pos.y); |
|
|
1925 | |
|
|
1926 | if (!below_pos.normalise ()) |
|
|
1927 | { |
|
|
1928 | who->failmsgf ( |
|
|
1929 | "Whoops, you failed to remove the %s. H<You may try again.>", |
|
|
1930 | &mine_obj->name |
|
|
1931 | ); |
|
|
1932 | return false; |
|
|
1933 | } |
|
|
1934 | |
|
|
1935 | // first insert open space here: |
|
|
1936 | object *open_space_floor = archetype::get (shstr_quad_open_space); |
|
|
1937 | open_space_floor->stats.hp = pos.x; |
|
|
1938 | open_space_floor->stats.sp = pos.y; |
|
|
1939 | insert_ob_in_map_at (open_space_floor, pos.m, mine_obj, |
|
|
1940 | INS_BELOW_ORIGINATOR, pos.x, pos.y); |
|
|
1941 | |
|
|
1942 | // next we will remove the wall in the lower layer: |
|
|
1943 | mapspace &below_ms = below_pos.ms (); |
|
|
1944 | for (object *quad_obj = below_ms.top; quad_obj; quad_obj = quad_obj->below) |
|
|
1945 | { |
|
|
1946 | if (quad_obj->flag [FLAG_IS_FLOOR]) |
|
|
1947 | break; |
|
|
1948 | |
|
|
1949 | if (quad_obj->flag [FLAG_IS_QUAD]) |
|
|
1950 | { |
|
|
1951 | quad_obj->map->queue_physics_at (quad_obj->x, quad_obj->y); |
|
|
1952 | give_player_quad_material_for (who, quad_obj); |
|
|
1953 | quad_obj->destroy (); |
|
|
1954 | break; |
|
|
1955 | } |
|
|
1956 | } |
|
|
1957 | } |
|
|
1958 | |
|
|
1959 | mine_obj->map->queue_physics_at (mine_obj->x, mine_obj->y); |
|
|
1960 | |
|
|
1961 | // FIXME: there should be chance assigned, like above with veins! |
|
|
1962 | who->play_sound (tool->sound); |
|
|
1963 | give_player_quad_material_for (who, mine_obj); |
|
|
1964 | mine_obj->destroy (); |
|
|
1965 | who->contr->fire_on = 0; // TODO: stopgap, do not remove more than one per keypress |
|
|
1966 | return true; |
|
|
1967 | } |
|
|
1968 | |
|
|
1969 | return false; |
|
|
1970 | } |
|
|
1971 | |