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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
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5 | * 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 |
6 | * Copyright (©) 2003 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
8 | * |
8 | * This program is free software; you can redistribute it and/or modify |
9 | * 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 |
10 | * 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 |
11 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
12 | * option) any later version. |
12 | * |
13 | * |
13 | * This program is distributed in the hope that it will be useful, |
14 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
17 | * 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 | * |
18 | * |
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19 | * You should have received a copy of the Affero GNU General Public License |
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20 | * and the GNU General Public License along with this program. If not, see |
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21 | * <http://www.gnu.org/licenses/>. |
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22 | * |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
24 | */ |
24 | |
25 | |
25 | #include <global.h> |
26 | #include <global.h> |
26 | #include <object.h> |
27 | #include <object.h> |
27 | #include <sproto.h> |
28 | #include <sproto.h> |
… | |
… | |
42 | /* Only prohibit stealing if the player does not have a free |
43 | /* Only prohibit stealing if the player does not have a free |
43 | * hand available and in fact does have hands. |
44 | * hand available and in fact does have hands. |
44 | */ |
45 | */ |
45 | if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info) |
46 | if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info) |
46 | { |
47 | { |
47 | new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!"); |
48 | op->failmsg ("But you have no free hands to steal with! " |
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49 | "H<Try to unapply weapons or things you hold in your hands, use the C<body> command.>"); |
48 | return -1; |
50 | return -1; |
49 | } |
51 | } |
50 | |
52 | |
51 | /* ADJUSTMENTS */ |
53 | /* ADJUSTMENTS */ |
52 | |
54 | |
53 | /* Its harder to steal from hostile beings! */ |
55 | /* It's harder to steal from hostile beings! */ |
54 | if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) |
56 | if (!victim->flag [FLAG_UNAGGRESSIVE]) |
55 | roll = roll / 2; |
57 | roll = roll / 2; |
56 | |
58 | |
57 | /* Easier to steal from sleeping beings, or if the thief is |
59 | /* Easier to steal from sleeping beings, or if the thief is |
58 | * unseen */ |
60 | * unseen */ |
59 | if (QUERY_FLAG (victim, FLAG_SLEEP)) |
61 | if (victim->flag [FLAG_SLEEP]) |
60 | roll = roll * 3; |
62 | roll = roll * 3; |
61 | else if (op->invisible) |
63 | else if (op->invisible) |
62 | roll = roll * 2; |
64 | roll = roll * 2; |
63 | |
65 | |
64 | /* check stealing 'encumberance'. Having this equipment applied makes |
66 | /* check stealing 'encumberance'. Having this equipment applied makes |
65 | * it quite a bit harder to steal. |
67 | * it quite a bit harder to steal. |
66 | */ |
68 | */ |
67 | for (equip = op->inv; equip; equip = equip->below) |
69 | for (equip = op->inv; equip; equip = equip->below) |
68 | { |
70 | { |
69 | if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED)) |
71 | if (equip->type == WEAPON && equip->flag [FLAG_APPLIED]) |
70 | { |
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|
71 | roll -= equip->weight / 10000; |
72 | roll -= equip->weight / 10000; |
72 | } |
73 | |
73 | if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED)) |
74 | if (equip->type == BOW && equip->flag [FLAG_APPLIED]) |
74 | roll -= equip->weight / 5000; |
75 | roll -= equip->weight / 5000; |
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76 | |
75 | if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) |
77 | if (equip->type == SHIELD && equip->flag [FLAG_APPLIED]) |
76 | { |
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|
77 | roll -= equip->weight / 2000; |
78 | roll -= equip->weight / 2000; |
78 | } |
79 | |
79 | if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED)) |
80 | if (equip->type == ARMOUR && equip->flag [FLAG_APPLIED]) |
80 | roll -= equip->weight / 5000; |
81 | roll -= equip->weight / 5000; |
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82 | |
81 | if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED)) |
83 | if (equip->type == GLOVES && equip->flag [FLAG_APPLIED]) |
82 | roll -= equip->weight / 100; |
84 | roll -= equip->weight / 100; |
83 | } |
85 | } |
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86 | |
84 | if (roll < 0) |
87 | if (roll < 0) |
85 | roll = 0; |
88 | roll = 0; |
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89 | |
86 | return roll; |
90 | return roll; |
87 | } |
91 | } |
88 | |
92 | |
89 | /* |
93 | /* |
90 | * When stealing: dependent on the intelligence/wisdom of whom you're |
94 | * When stealing: dependent on the intelligence/wisdom of whom you're |
91 | * stealing from (op in attempt_steal), offset by your dexterity and |
95 | * stealing from (op in attempt_steal), offset by your dexterity and |
92 | * skill at stealing. They may notice your attempt, whether successful |
96 | * skill at stealing. They may notice your attempt, whether successful |
93 | * or not. |
97 | * or not. |
94 | * op is the target (person being pilfered) |
98 | * op is the target (person being pilfered) |
95 | * who is the person doing the stealing. |
99 | * who is the person doing the stealing. |
96 | * skill is the skill object (stealing). |
100 | * skill is the skill object (stealing). |
97 | */ |
101 | */ |
98 | static int |
102 | static int |
… | |
… | |
100 | { |
104 | { |
101 | object *success = NULL, *tmp = NULL, *next; |
105 | object *success = NULL, *tmp = NULL, *next; |
102 | int roll = 0, chance = 0, stats_value; |
106 | int roll = 0, chance = 0, stats_value; |
103 | rv_vector rv; |
107 | rv_vector rv; |
104 | |
108 | |
105 | stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2; |
109 | stats_value = (who->stats.Dex + who->stats.Int) * 3 / 2; |
106 | |
110 | |
107 | /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them) |
111 | /* 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 |
112 | * they will try to prevent stealing if they can. Only unseen theives will |
109 | * have much chance of success. |
113 | * have much chance of success. |
110 | */ |
114 | */ |
111 | if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL)) |
115 | if (!op->is_player () && op->flag [FLAG_NO_STEAL]) |
112 | { |
116 | { |
113 | if (can_detect_enemy (op, who, &rv)) |
117 | if (can_detect_enemy (op, who, &rv)) |
114 | { |
118 | { |
115 | npc_call_help (op); |
119 | npc_call_help (op); |
116 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
120 | op->clr_flag (FLAG_UNAGGRESSIVE); |
117 | new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); |
121 | who->failmsg ("Your attempt is prevented!"); |
118 | return 0; |
122 | return 0; |
119 | } |
123 | } |
120 | else /* help npc to detect thief next time by raising its wisdom */ |
124 | else /* help npc to detect thief next time by raising its wisdom */ |
121 | op->stats.Wis += (op->stats.Int / 5) + 1; |
125 | op->stats.Wis += (op->stats.Int / 5) + 1; |
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126 | |
122 | if (op->stats.Wis > MAX_STAT) |
127 | if (op->stats.Wis > MAX_STAT) |
123 | op->stats.Wis = MAX_STAT; |
128 | op->stats.Wis = MAX_STAT; |
124 | } |
129 | } |
125 | |
130 | |
126 | if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ)) |
131 | if (op->is_player () && op->flag [FLAG_WIZ]) |
127 | { |
132 | { |
128 | new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n"); |
133 | who->failmsg ("You can't steal from the dungeon master!\n"); |
129 | return 0; |
134 | return 0; |
130 | } |
135 | } |
131 | |
136 | |
132 | // only allow stealing between hostile players (TODO: probably should change) |
137 | // only allow stealing between hostile players (TODO: probably should change) |
133 | if (op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful)) |
138 | if (op->is_player () && who->is_player () && (who->contr->peaceful || op->contr->peaceful)) |
134 | { |
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135 | new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); |
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136 | return 0; |
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137 | } |
139 | { |
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140 | who->failmsg ("You can't steal from other players!\n"); |
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141 | return 0; |
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142 | } |
138 | |
143 | |
139 | /* Ok then, go thru their inventory, stealing */ |
144 | /* Ok then, go through their inventory, stealing */ |
140 | for (tmp = op->inv; tmp; tmp = next) |
145 | for (tmp = op->inv; tmp; tmp = next) |
141 | { |
146 | { |
142 | next = tmp->below; |
147 | next = tmp->below; |
143 | |
148 | |
144 | /* you can't steal worn items, starting items, wiz stuff, |
149 | /* you can't steal worn items, starting items, wiz stuff, |
145 | * innate abilities, or items w/o a type. Generally |
150 | * innate abilities, or items w/o a type. Generally |
146 | * speaking, the invisibility flag prevents experience or |
151 | * speaking, the invisibility flag prevents experience or |
147 | * abilities from being stolen since these types are currently |
152 | * abilities from being stolen since these types are currently |
148 | * always invisible objects. I was implicit here so as to prevent |
153 | * always invisible objects. I was implicit here so as to prevent |
149 | * future possible problems. -b.t. |
154 | * future possible problems. -b.t. |
150 | * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL |
155 | * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL |
151 | * already -b.t. |
156 | * already -b.t. |
152 | */ |
157 | */ |
153 | |
158 | |
154 | if (QUERY_FLAG (tmp, FLAG_APPLIED) |
159 | if (tmp->flag [FLAG_APPLIED] |
155 | || !tmp->type |
160 | || !tmp->type |
156 | || tmp->type == SPELL |
161 | || tmp->type == SPELL |
157 | || QUERY_FLAG (tmp, FLAG_STARTEQUIP) |
162 | || tmp->flag [FLAG_STARTEQUIP] |
158 | || QUERY_FLAG (tmp, FLAG_NO_STEAL) |
163 | || tmp->flag [FLAG_NO_STEAL] |
159 | || tmp->invisible) |
164 | || tmp->invisible) |
160 | continue; |
165 | continue; |
161 | |
166 | |
162 | /* Okay, try stealing this item. Dependent on dexterity of thief, |
167 | /* Okay, try stealing this item. Dependent on dexterity of thief, |
163 | * skill level, see the adj_stealroll fctn for more detail. |
168 | * skill level, see the adj_stealroll fctn for more detail. |
164 | */ |
169 | */ |
165 | |
170 | |
166 | roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */ |
171 | roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */ |
167 | |
172 | |
168 | if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1) |
173 | if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1) |
… | |
… | |
177 | */ |
182 | */ |
178 | if (tmp->destroyed () || tmp->env != op) |
183 | if (tmp->destroyed () || tmp->env != op) |
179 | { |
184 | { |
180 | /* for players, play_sound: steals item */ |
185 | /* for players, play_sound: steals item */ |
181 | success = tmp; |
186 | success = tmp; |
182 | CLEAR_FLAG (tmp, FLAG_INV_LOCKED); |
187 | tmp->clr_flag (FLAG_INV_LOCKED); |
183 | |
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184 | /* Don't delete it from target player until we know |
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185 | * the thief has picked it up. can't just look at tmp->count, |
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186 | * as it's possible that it got merged when picked up. |
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187 | */ |
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188 | if (op->type == PLAYER) |
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189 | esrv_del_item (op->contr, tmp->count); |
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190 | } |
188 | } |
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189 | |
191 | break; |
190 | break; |
192 | } |
191 | } |
193 | } /* for loop looking for an item */ |
192 | } /* for loop looking for an item */ |
194 | |
193 | |
195 | if (!tmp) |
194 | if (!tmp) |
… | |
… | |
198 | return 0; |
197 | return 0; |
199 | } |
198 | } |
200 | |
199 | |
201 | /* If you arent high enough level, you might get something BUT |
200 | /* If you arent high enough level, you might get something BUT |
202 | * the victim will notice your stealing attempt. Ditto if you |
201 | * the victim will notice your stealing attempt. Ditto if you |
203 | * attempt to steal something heavy off them, they're bound to notice |
202 | * attempt to steal something heavy off them, they're bound to notice |
204 | */ |
203 | */ |
205 | |
204 | |
206 | if ((roll >= skill->level) || !chance |
205 | if ((roll >= skill->level) || !chance |
207 | || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW))))) |
206 | || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW))))) |
208 | { |
207 | { |
209 | |
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210 | /* victim figures out where the thief is! */ |
208 | /* victim figures out where the thief is! */ |
211 | if (who->hide) |
209 | if (who->flag [FLAG_HIDDEN]) |
212 | make_visible (who); |
210 | make_visible (who); |
213 | |
211 | |
214 | if (op->type != PLAYER) |
212 | if (op->type != PLAYER) |
215 | { |
213 | { |
216 | /* The unaggressives look after themselves 8) */ |
214 | /* The unaggressives look after themselves 8) */ |
217 | if (who->type == PLAYER) |
215 | if (who->type == PLAYER) |
218 | { |
216 | { |
219 | npc_call_help (op); |
217 | npc_call_help (op); |
220 | new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op)); |
218 | new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op)); |
221 | } |
219 | } |
222 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
220 | |
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221 | op->clr_flag (FLAG_UNAGGRESSIVE); |
223 | /* all remaining npc items are guarded now. Set flag NO_STEAL |
222 | /* all remaining npc items are guarded now. Set flag NO_STEAL |
224 | * on the victim. |
223 | * on the victim. |
225 | */ |
224 | */ |
226 | SET_FLAG (op, FLAG_NO_STEAL); |
225 | op->set_flag (FLAG_NO_STEAL); |
227 | } |
226 | } |
228 | else |
227 | else |
229 | { /* stealing from another player */ |
228 | { /* stealing from another player */ |
230 | char buf[MAX_BUF]; |
229 | char buf[MAX_BUF]; |
231 | |
230 | |
232 | /* Notify the other player */ |
231 | /* Notify the other player */ |
233 | if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW)) |
232 | if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW)) |
234 | { |
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235 | sprintf (buf, "Your %s is missing!", query_name (success)); |
233 | sprintf (buf, "Your %s is missing!", query_name (success)); |
236 | } |
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237 | else |
234 | else |
238 | { |
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239 | sprintf (buf, "Your pack feels strangely lighter."); |
235 | sprintf (buf, "Your pack feels strangely lighter."); |
240 | } |
236 | |
241 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
237 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
242 | if (!success) |
238 | if (!success) |
243 | { |
239 | { |
244 | if (who->invisible) |
240 | if (who->invisible) |
245 | { |
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246 | sprintf (buf, "you feel itchy fingers getting at your pack."); |
241 | sprintf (buf, "you feel itchy fingers getting at your pack."); |
247 | } |
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248 | else |
242 | else |
249 | { |
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250 | sprintf (buf, "%s looks very shifty.", query_name (who)); |
243 | sprintf (buf, "%s looks very shifty.", query_name (who)); |
251 | } |
244 | |
252 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
245 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
253 | } |
246 | } |
254 | } /* else stealing from another player */ |
247 | } /* else stealing from another player */ |
255 | /* play_sound("stop! thief!"); kindofthing */ |
248 | /* play_sound("stop! thief!"); kindofthing */ |
256 | } /* if you weren't 100% successful */ |
249 | } /* if you weren't 100% successful */ |
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250 | |
257 | return success ? 1 : 0; |
251 | return success ? 1 : 0; |
258 | } |
252 | } |
259 | |
253 | |
260 | int |
254 | int |
261 | steal (object *op, int dir, object *skill) |
255 | steal (object *op, int dir, object *skill) |
… | |
… | |
263 | object *tmp, *next; |
257 | object *tmp, *next; |
264 | sint16 x, y; |
258 | sint16 x, y; |
265 | maptile *m; |
259 | maptile *m; |
266 | int mflags; |
260 | int mflags; |
267 | |
261 | |
268 | x = op->x + freearr_x[dir]; |
262 | x = op->x + DIRX (dir); |
269 | y = op->y + freearr_y[dir]; |
263 | y = op->y + DIRY (dir); |
270 | |
264 | |
271 | if (dir == 0) |
265 | if (dir == 0) |
272 | { |
266 | return 0; // you can't steal from ourself! |
273 | /* Can't steal from ourself! */ |
|
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274 | return 0; |
|
|
275 | } |
|
|
276 | |
267 | |
277 | m = op->map; |
268 | m = op->map; |
278 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
269 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
279 | /* Out of map - can't do it. If nothing alive on this space, |
270 | /* Out of map - can't do it. If nothing alive on this space, |
280 | * don't need to look any further. |
271 | * don't need to look any further. |
… | |
… | |
288 | |
279 | |
289 | /* Find the topmost object at this spot */ |
280 | /* Find the topmost object at this spot */ |
290 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above); |
281 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above); |
291 | |
282 | |
292 | /* For all the stacked objects at this point, attempt a steal */ |
283 | /* For all the stacked objects at this point, attempt a steal */ |
293 | for (; tmp != NULL; tmp = next) |
284 | for (; tmp; tmp = next) |
294 | { |
285 | { |
295 | next = tmp->below; |
286 | next = tmp->below; |
296 | /* Minor hack--for multi square beings - make sure we get |
287 | /* Minor hack--for multi square beings - make sure we get |
297 | * the 'head' coz 'tail' objects have no inventory! - b.t. |
288 | * the 'head' coz 'tail' objects have no inventory! - b.t. |
298 | */ |
289 | */ |
299 | if (tmp->head) |
290 | if (tmp->head) |
300 | tmp = tmp->head; |
291 | tmp = tmp->head; |
301 | |
292 | |
302 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
293 | if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER]) |
303 | continue; |
294 | continue; |
304 | |
295 | |
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)) |
296 | if (attempt_steal (tmp, op, skill)) |
309 | { |
297 | { |
310 | if (tmp->type == PLAYER) /* no xp for stealing from another player */ |
298 | if (tmp->type == PLAYER) /* no xp for stealing from another player */ |
311 | return 0; |
299 | return 0; |
312 | |
300 | |
313 | /* no xp for stealing from pets (of players) */ |
301 | /* no xp for stealing from pets (of players) */ |
314 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) |
302 | if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE) |
315 | { |
303 | { |
316 | object *owner = tmp->owner; |
304 | object *owner = tmp->owner; |
317 | |
305 | |
318 | if (owner != NULL && owner->type == PLAYER) |
306 | if (owner && owner->type == PLAYER) |
319 | return 0; |
307 | return 0; |
320 | } |
308 | } |
321 | |
309 | |
322 | // reduce monster experience by experience we gained, as to |
310 | // reduce monster experience by experience we gained, as to |
323 | // limit the amount of exp that can be gained by stealing from monsters |
311 | // limit the amount of exp that can be gained by stealing from monsters |
324 | // (jessies gave ~20,000,000 exp otherwise. |
312 | // (jessies gave ~20,000,000 exp otherwise. |
325 | int exp = calc_skill_exp (op, tmp, skill); |
313 | int exp = calc_skill_exp (op, tmp, skill); |
326 | |
314 | |
327 | exp = MIN (tmp->stats.exp, exp); |
315 | exp = min (tmp->stats.exp, exp); |
328 | tmp->stats.exp -= exp; |
316 | tmp->stats.exp -= exp; |
329 | return exp; |
317 | return exp; |
330 | } |
318 | } |
331 | } |
319 | } |
|
|
320 | |
332 | return 0; |
321 | return 0; |
333 | } |
322 | } |
334 | |
323 | |
335 | static int |
324 | static int |
336 | attempt_pick_lock (object *door, object *pl, object *skill) |
325 | attempt_pick_lock (object *door, object *pl, object *skill) |
337 | { |
326 | { |
338 | int difficulty = pl->map->difficulty ? pl->map->difficulty : 0; |
327 | int difficulty = pl->map->difficulty ? pl->map->difficulty : 0; |
339 | int success = 0, number; /* did we get anything? */ |
328 | int success = 0, number; /* did we get anything? */ |
340 | |
329 | |
341 | |
330 | |
342 | /* Try to pick the lock on this item (doors only for now). |
331 | /* Try to pick the lock on this item (doors only for now). |
343 | * Dependent on dexterity/skill SK_level of the player and |
332 | * Dependent on dexterity/skill SK_level of the player and |
344 | * the map level difficulty. |
333 | * the map level difficulty. |
345 | */ |
334 | */ |
346 | number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2; |
335 | number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2; |
347 | if (number < (pl->stats.Dex + skill->level - difficulty)) |
336 | if (number < (pl->stats.Dex + skill->level - difficulty)) |
348 | { |
337 | { |
349 | remove_door (door); |
338 | remove_door (door); |
… | |
… | |
363 | |
352 | |
364 | int |
353 | int |
365 | pick_lock (object *pl, int dir, object *skill) |
354 | pick_lock (object *pl, int dir, object *skill) |
366 | { |
355 | { |
367 | object *tmp; |
356 | object *tmp; |
368 | int x = pl->x + freearr_x[dir]; |
|
|
369 | int y = pl->y + freearr_y[dir]; |
|
|
370 | |
357 | |
371 | if (!dir) |
358 | if (!dir) |
372 | dir = pl->facing; |
359 | dir = pl->facing; |
373 | |
360 | |
|
|
361 | mapxy pos (pl); pos.move (dir); |
|
|
362 | |
374 | /* For all the stacked objects at this point find a door */ |
363 | /* For all the stacked objects at this point find a door */ |
375 | if (out_of_map (pl->map, x, y)) |
364 | if (!pos.normalise ()) |
376 | { |
|
|
377 | new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); |
|
|
378 | return 0; |
|
|
379 | } |
365 | { |
|
|
366 | pl->failmsg ("There is no lock there."); |
|
|
367 | return 0; |
|
|
368 | } |
380 | |
369 | |
381 | for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above) |
370 | for (tmp = pos->bot; tmp; tmp = tmp->above) |
382 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
371 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
383 | break; |
372 | break; |
384 | |
373 | |
385 | if (!tmp) |
374 | if (!tmp) |
386 | { |
375 | { |
387 | new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); |
376 | pl->failmsg ("There is no lock there."); |
388 | return 0; |
377 | return 0; |
389 | } |
378 | } |
|
|
379 | |
390 | if (tmp->type == LOCKED_DOOR) |
380 | if (tmp->type == LOCKED_DOOR) |
391 | { |
381 | { |
392 | new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!"); |
382 | pl->failmsg ("You can't pick that lock! H<You need the right key, no matter how skilled you might be.>"); |
393 | return 0; |
383 | return 0; |
394 | } |
384 | } |
395 | |
385 | |
396 | if (!tmp->move_block) |
386 | if (!tmp->move_block) |
397 | { |
387 | { |
398 | new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!"); |
388 | pl->failmsg ("The door has no lock!"); |
399 | return 0; |
389 | return 0; |
400 | } |
390 | } |
401 | |
391 | |
402 | if (attempt_pick_lock (tmp, pl, skill)) |
392 | if (attempt_pick_lock (tmp, pl, skill)) |
403 | { |
393 | { |
… | |
… | |
411 | } |
401 | } |
412 | } |
402 | } |
413 | |
403 | |
414 | /* HIDE CODE. The user becomes undetectable (not just 'invisible') for |
404 | /* HIDE CODE. The user becomes undetectable (not just 'invisible') for |
415 | * a short while (success and duration dependant on player SK_level, |
405 | * a short while (success and duration dependant on player SK_level, |
416 | * dexterity, charisma, and map difficulty). |
406 | * dexterity, charisma, and map difficulty). |
417 | * Players have a good chance of becoming 'unhidden' if they move |
407 | * Players have a good chance of becoming 'unhidden' if they move |
418 | * and like invisiblity will be come visible if they attack |
408 | * and like invisiblity will be come visible if they attack |
419 | * Implemented by b.t. (thomas@astro.psu.edu) |
409 | * Implemented by b.t. (thomas@astro.psu.edu) |
420 | * July 7, 1995 - made hiding possible for monsters. -b.t. |
410 | * July 7, 1995 - made hiding possible for monsters. -b.t. |
421 | */ |
411 | */ |
… | |
… | |
427 | |
417 | |
428 | if (terrain < -10) /* not enough cover here */ |
418 | if (terrain < -10) /* not enough cover here */ |
429 | return 0; |
419 | return 0; |
430 | |
420 | |
431 | /* Hiding success and duration dependant on skill level, |
421 | /* Hiding success and duration dependant on skill level, |
432 | * op->stats.Dex, map difficulty and terrain. |
422 | * op->stats.Dex, map difficulty and terrain. |
433 | */ |
423 | */ |
434 | number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2; |
424 | number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2; |
435 | |
425 | |
436 | if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) |
426 | if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) |
437 | { |
427 | { |
438 | op->invisible += 100; /* set the level of 'hiddeness' */ |
428 | op->invisible += 100; /* set the level of 'hiddeness' */ |
439 | |
429 | |
440 | if (op->type == PLAYER) |
430 | if (op->type == PLAYER) |
441 | op->contr->tmp_invis = 1; |
431 | op->contr->tmp_invis = 1; |
442 | |
432 | |
443 | op->hide = 1; |
433 | op->flag [FLAG_HIDDEN] = 1; |
444 | return 1; |
434 | return 1; |
445 | } |
435 | } |
446 | |
436 | |
447 | return 0; |
437 | return 0; |
448 | } |
438 | } |
… | |
… | |
452 | hide (object *op, object *skill) |
442 | hide (object *op, object *skill) |
453 | { |
443 | { |
454 | /* the preliminaries -- Can we really hide now? */ |
444 | /* the preliminaries -- Can we really hide now? */ |
455 | /* this keeps monsters from using invisibilty spells and hiding */ |
445 | /* this keeps monsters from using invisibilty spells and hiding */ |
456 | |
446 | |
457 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
447 | if (op->flag [FLAG_MAKE_INVIS]) |
458 | { |
448 | { |
459 | new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!"); |
449 | new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!"); |
460 | return 0; |
450 | return 0; |
461 | } |
451 | } |
462 | else if (!op->hide && op->invisible > 0 && op->type == PLAYER) |
452 | else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER) |
463 | { |
453 | { |
464 | new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!"); |
454 | new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!"); |
465 | make_visible (op); |
455 | make_visible (op); |
466 | } |
456 | } |
467 | |
457 | |
… | |
… | |
480 | |
470 | |
481 | new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself."); |
471 | new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself."); |
482 | return 0; |
472 | return 0; |
483 | } |
473 | } |
484 | |
474 | |
485 | /* stop_jump() - End of jump. Clear flags, restore the map, and |
475 | /* stop_jump() - End of jump. Clear flags, restore the map, and |
486 | * freeze the jumper a while to simulate the exhaustion |
476 | * freeze the jumper a while to simulate the exhaustion |
487 | * of jumping. |
477 | * of jumping. |
488 | */ |
478 | */ |
489 | static void |
479 | static void |
490 | stop_jump (object *pl, int dist, int spaces) |
480 | stop_jump (object *pl, int dist, int spaces) |
491 | { |
481 | { |
492 | pl->update_stats (); |
482 | pl->update_stats (); |
493 | pl->map->insert (pl, pl->x, pl->y, pl); |
483 | pl->map->insert (pl, pl->x, pl->y, pl); |
|
|
484 | pl->speed_left -= pl->speed * 8.; |
494 | } |
485 | } |
495 | |
486 | |
496 | static int |
487 | static int |
497 | attempt_jump (object *pl, int dir, int spaces, object *skill) |
488 | attempt_jump (object *pl, int dir, int spaces, object *skill) |
498 | { |
489 | { |
499 | object *tmp; |
490 | object *tmp; |
500 | int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags; |
491 | int i, dx = DIRX (dir), dy = DIRY (dir), mflags; |
501 | sint16 x, y; |
492 | sint16 x, y; |
502 | maptile *m; |
493 | maptile *m; |
503 | |
494 | |
504 | /* Jump loop. Go through spaces opject wants to jump. Halt the |
495 | /* 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 |
496 | * 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 |
497 | * temporarily to allow player to aviod exits/archs that are not |
507 | * fly_on, fly_off. This will also prevent pickup of objects |
498 | * fly_on, fly_off. This will also prevent pickup of objects |
508 | * while jumping over them. |
499 | * while jumping over them. |
509 | */ |
500 | */ |
510 | |
|
|
511 | pl->remove (); |
501 | 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; |
502 | pl->move_type |= MOVE_FLY_LOW; |
519 | |
503 | |
520 | for (i = 0; i <= spaces; i++) |
504 | for (i = 0; i <= spaces; i++) |
521 | { |
505 | { |
522 | x = pl->x + dx; |
506 | x = pl->x + dx; |
… | |
… | |
525 | |
509 | |
526 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
510 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
527 | |
511 | |
528 | if (mflags & P_OUT_OF_MAP) |
512 | if (mflags & P_OUT_OF_MAP) |
529 | { |
513 | { |
530 | (void) stop_jump (pl, i, spaces); |
514 | stop_jump (pl, i, spaces); |
531 | return 0; |
515 | return 0; |
532 | } |
516 | } |
|
|
517 | |
|
|
518 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
|
|
519 | { |
|
|
520 | /* Jump into creature */ |
|
|
521 | if (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) |
|
|
522 | { |
|
|
523 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name); |
|
|
524 | |
|
|
525 | stop_jump (pl, i, spaces); |
|
|
526 | |
|
|
527 | int exp = 0; |
|
|
528 | |
|
|
529 | if (tmp->type != PLAYER |
|
|
530 | || (pl->type == PLAYER && !pl->contr->party) |
|
|
531 | || (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party)) |
|
|
532 | exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */ |
|
|
533 | |
|
|
534 | return exp; /* note that calc_skill_exp() is already called by skill_attack() */ |
|
|
535 | } |
|
|
536 | } |
|
|
537 | |
533 | if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y))) |
538 | if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y))) |
534 | { |
539 | { |
535 | new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); |
540 | new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); |
536 | stop_jump (pl, i, spaces); |
541 | stop_jump (pl, i, spaces); |
537 | return 0; |
542 | return 0; |
538 | } |
543 | } |
539 | |
544 | |
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; |
545 | pl->x = x; |
567 | pl->y = y; |
546 | pl->y = y; |
568 | pl->map = m; |
547 | pl->map = m; |
|
|
548 | |
|
|
549 | if (m->at (x, y).move_on & pl->move_type) |
|
|
550 | { |
|
|
551 | new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is stopped."); |
|
|
552 | stop_jump (pl, i, spaces); |
|
|
553 | return 0; |
|
|
554 | } |
569 | } |
555 | } |
|
|
556 | |
570 | stop_jump (pl, i, spaces); |
557 | stop_jump (pl, i, spaces); |
|
|
558 | |
571 | return calc_skill_exp (pl, NULL, skill); |
559 | return calc_skill_exp (pl, NULL, skill); |
572 | } |
560 | } |
573 | |
561 | |
574 | /* jump() - this is both a new type of movement for player/monsters and |
562 | /* jump() - this is both a new type of movement for player/monsters and |
575 | * an attack as well. |
563 | * an attack as well. |
576 | * Perhaps we should allow more spaces based on level, eg, level 50 |
564 | * Perhaps we should allow more spaces based on level, eg, level 50 |
577 | * jumper can jump several spaces? |
565 | * jumper can jump several spaces? |
578 | */ |
566 | */ |
579 | |
|
|
580 | int |
567 | int |
581 | jump (object *pl, int dir, object *skill) |
568 | jump (object *pl, int dir, object *skill) |
582 | { |
569 | { |
583 | int spaces = 0, stats; |
|
|
584 | int str = pl->stats.Str; |
570 | int str = pl->stats.Str; |
585 | int dex = pl->stats.Dex; |
571 | int dex = pl->stats.Dex; |
586 | |
572 | |
587 | dex = dex ? dex : 15; |
573 | dex = dex ? dex : 15; |
588 | str = str ? str : 10; |
574 | str = str ? str : 10; |
589 | |
575 | |
590 | stats = str * str * str * dex * skill->level; |
576 | int stats = str * str * str * dex * skill->level; |
|
|
577 | int spaces = min (3, skill->level, stats / (pl->carrying + 1)); |
591 | |
578 | |
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) |
579 | if (spaces == 0) |
600 | { |
|
|
601 | new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump."); |
|
|
602 | return 0; |
|
|
603 | } |
580 | { |
|
|
581 | pl->failmsg ("You are carrying too much weight to jump."); |
|
|
582 | return 0; |
|
|
583 | } |
|
|
584 | |
604 | return attempt_jump (pl, dir, spaces, skill); |
585 | return attempt_jump (pl, dir, spaces, skill); |
605 | } |
586 | } |
606 | |
587 | |
607 | |
|
|
608 | /* skill_ident() - this code is supposed to allow players to identify |
588 | /* skill_ident() - this code is supposed to allow players to identify |
609 | * classes of objects with the various "auto-ident" skills. Player must |
589 | * classes of objects with the various "auto-ident" skills. Player must |
610 | * have unidentified objects of the right type in order for the skill |
590 | * have unidentified objects of the right type in order for the skill |
611 | * to work. While multiple classes of objects may be identified, |
591 | * 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 |
592 | * 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. |
593 | * more generalized. Right now, skill indices are embedded in this routine. |
614 | * Returns amount of experience gained (on successful ident). |
594 | * Returns amount of experience gained (on successful ident). |
615 | * - b.t. (thomas@astro.psu.edu) |
595 | * - b.t. (thomas@astro.psu.edu) |
616 | */ |
596 | */ |
617 | |
|
|
618 | static int |
597 | static int |
619 | do_skill_detect_curse (object *pl, object *skill) |
598 | do_skill_detect_curse (object *pl, object *skill) |
620 | { |
599 | { |
621 | object *tmp; |
|
|
622 | int success = 0; |
600 | int success = 0; |
623 | |
601 | |
624 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
602 | for (object *tmp = pl->inv; tmp; tmp = tmp->below) |
625 | if (!tmp->invisible |
603 | if (!tmp->invisible |
626 | && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) |
604 | && tmp->need_identify () |
627 | && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) |
605 | && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED] |
|
|
606 | && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
|
|
607 | && tmp->item_power < skill->level) |
628 | { |
608 | { |
629 | SET_FLAG (tmp, FLAG_KNOWN_CURSED); |
609 | tmp->set_flag (FLAG_KNOWN_CURSED); |
630 | esrv_update_item (UPD_FLAGS, pl, tmp); |
610 | esrv_update_item (UPD_FLAGS, pl, tmp); |
631 | success += calc_skill_exp (pl, tmp, skill); |
611 | success += calc_skill_exp (pl, tmp, skill); |
632 | } |
612 | } |
633 | |
613 | |
634 | /* Check ground, too, but only objects the player could pick up */ |
614 | /* 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) |
615 | for (object *tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
636 | if (can_pick (pl, tmp) && |
616 | if (can_pick (pl, tmp) |
637 | !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && |
617 | && tmp->need_identify () |
638 | !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) |
618 | && !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) |
619 | && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
|
|
620 | && tmp->item_power < skill->level) |
640 | { |
621 | { |
641 | SET_FLAG (tmp, FLAG_KNOWN_CURSED); |
622 | tmp->set_flag (FLAG_KNOWN_CURSED); |
642 | esrv_update_item (UPD_FLAGS, pl, tmp); |
623 | esrv_update_item (UPD_FLAGS, pl, tmp); |
643 | success += calc_skill_exp (pl, tmp, skill); |
624 | success += calc_skill_exp (pl, tmp, skill); |
644 | } |
625 | } |
645 | |
626 | |
646 | return success; |
627 | return success; |
647 | } |
628 | } |
648 | |
629 | |
649 | static int |
630 | static int |
650 | do_skill_detect_magic (object *pl, object *skill) |
631 | do_skill_detect_magic (object *pl, object *skill) |
651 | { |
632 | { |
652 | object *tmp; |
|
|
653 | int success = 0; |
633 | int success = 0; |
654 | |
634 | |
655 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
635 | for (object *tmp = pl->inv; tmp; tmp = tmp->below) |
656 | if (!tmp->invisible |
636 | if (!tmp->invisible |
657 | && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
637 | && tmp->need_identify () |
|
|
638 | && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL] |
|
|
639 | && is_magical (tmp) |
658 | && (is_magical (tmp)) && tmp->item_power < skill->level) |
640 | && tmp->item_power < skill->level) |
659 | { |
641 | { |
660 | SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); |
642 | tmp->set_flag (FLAG_KNOWN_MAGICAL); |
661 | esrv_update_item (UPD_FLAGS, pl, tmp); |
643 | esrv_update_item (UPD_FLAGS, pl, tmp); |
662 | success += calc_skill_exp (pl, tmp, skill); |
644 | success += calc_skill_exp (pl, tmp, skill); |
663 | } |
645 | } |
664 | |
646 | |
665 | /* Check ground, too, but like above, only if the object can be picked up */ |
647 | /* Check ground, too, but like above, only if the object can be picked up */ |
666 | for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
648 | for (object *tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
667 | if (can_pick (pl, tmp) && |
649 | 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) |
650 | && tmp->need_identify () |
|
|
651 | && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL] |
|
|
652 | && is_magical (tmp) |
|
|
653 | && tmp->item_power < skill->level) |
669 | { |
654 | { |
670 | SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); |
655 | tmp->set_flag (FLAG_KNOWN_MAGICAL); |
671 | esrv_update_item (UPD_FLAGS, pl, tmp); |
656 | esrv_update_item (UPD_FLAGS, pl, tmp); |
672 | success += calc_skill_exp (pl, tmp, skill); |
657 | success += calc_skill_exp (pl, tmp, skill); |
673 | } |
658 | } |
674 | |
659 | |
675 | return success; |
660 | return success; |
676 | } |
661 | } |
677 | |
662 | |
678 | /* Helper function for do_skill_ident, so that we can loop |
663 | /* Helper function for do_skill_ident, so that we can loop |
679 | * over inventory AND objects on the ground conveniently. |
664 | * over inventory AND objects on the ground conveniently. |
680 | */ |
665 | */ |
681 | int |
666 | static int |
682 | do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) |
667 | do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) |
683 | { |
668 | { |
684 | int success = 0, chance; |
669 | int success = 0, chance; |
685 | int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; |
670 | int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; |
686 | |
671 | |
687 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT) |
672 | if (!tmp->flag [FLAG_IDENTIFIED] |
688 | && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class) |
673 | && !tmp->flag [FLAG_NO_SKILL_IDENT] |
|
|
674 | && tmp->need_identify () |
|
|
675 | && !tmp->invisible |
|
|
676 | && tmp->type == obj_class) |
689 | { |
677 | { |
690 | chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1); |
678 | chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1); |
691 | |
679 | |
692 | if (skill_value >= chance) |
680 | if (skill_value >= chance) |
693 | { |
681 | { |
… | |
… | |
700 | if (tmp->msg) |
688 | if (tmp->msg) |
701 | { |
689 | { |
702 | new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); |
690 | new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); |
703 | new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); |
691 | new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); |
704 | } |
692 | } |
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 | } |
693 | } |
|
|
694 | |
710 | success += calc_skill_exp (pl, tmp, skill); |
695 | success += calc_skill_exp (pl, tmp, skill); |
711 | } |
696 | } |
712 | else |
697 | else |
713 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); |
698 | tmp->set_flag (FLAG_NO_SKILL_IDENT); |
714 | } |
699 | } |
715 | |
700 | |
716 | return success; |
701 | return success; |
717 | } |
702 | } |
718 | |
703 | |
719 | /* do_skill_ident() - workhorse for skill_ident() -b.t. |
704 | /* do_skill_ident() - workhorse for skill_ident() -b.t. |
720 | */ |
705 | */ |
721 | static int |
706 | static int |
722 | do_skill_ident (object *pl, int obj_class, object *skill) |
707 | do_skill_ident (object *pl, int obj_class, object *skill) |
723 | { |
708 | { |
724 | object *tmp; |
|
|
725 | int success = 0; |
709 | int success = 0; |
726 | |
710 | |
727 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
711 | for (object *tmp = pl->inv; tmp; tmp = tmp->below) |
728 | success += do_skill_ident2 (tmp, pl, obj_class, skill); |
712 | success += do_skill_ident2 (tmp, pl, obj_class, skill); |
729 | /* check the ground */ |
713 | /* check the ground */ |
730 | |
714 | |
731 | for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
715 | for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above) |
732 | success += do_skill_ident2 (tmp, pl, obj_class, skill); |
716 | success += do_skill_ident2 (tmp, pl, obj_class, skill); |
733 | |
717 | |
734 | return success; |
718 | return success; |
735 | } |
719 | } |
736 | |
720 | |
… | |
… | |
744 | |
728 | |
745 | new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby..."); |
729 | new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby..."); |
746 | |
730 | |
747 | switch (skill->subtype) |
731 | switch (skill->subtype) |
748 | { |
732 | { |
749 | case SK_SMITHERY: |
733 | case SK_SMITHERY: |
750 | success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill) |
734 | 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) |
735 | + 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) |
736 | + 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); |
737 | + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill); |
754 | break; |
738 | break; |
755 | |
739 | |
756 | case SK_BOWYER: |
740 | case SK_BOWYER: |
757 | success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill); |
741 | success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill); |
758 | break; |
742 | break; |
759 | |
743 | |
760 | case SK_ALCHEMY: |
744 | case SK_ALCHEMY: |
761 | success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill) |
745 | 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); |
746 | + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill); |
763 | break; |
747 | break; |
764 | |
748 | |
765 | case SK_WOODSMAN: |
749 | case SK_WOODSMAN: |
766 | success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill); |
750 | success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill); |
767 | break; |
751 | break; |
768 | |
752 | |
769 | case SK_JEWELER: |
753 | case SK_JEWELER: |
770 | success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill); |
754 | success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill); |
771 | break; |
755 | break; |
772 | |
756 | |
773 | case SK_LITERACY: |
757 | case SK_LITERACY: |
774 | success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill); |
758 | success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill); |
775 | break; |
759 | break; |
776 | |
760 | |
777 | case SK_THAUMATURGY: |
761 | case SK_THAUMATURGY: |
778 | success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill); |
762 | success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill); |
779 | break; |
763 | break; |
780 | |
764 | |
781 | case SK_DET_CURSE: |
765 | case SK_DET_CURSE: |
782 | success = do_skill_detect_curse (pl, skill); |
766 | success = do_skill_detect_curse (pl, skill); |
783 | if (success) |
767 | if (success) |
784 | new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); |
768 | new_draw_info (NDI_UNIQUE, 0, pl, "... and discover cursed items!"); |
785 | break; |
769 | break; |
786 | |
770 | |
787 | case SK_DET_MAGIC: |
771 | case SK_DET_MAGIC: |
788 | success = do_skill_detect_magic (pl, skill); |
772 | success = do_skill_detect_magic (pl, skill); |
789 | if (success) |
773 | if (success) |
790 | new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!"); |
774 | new_draw_info (NDI_UNIQUE, 0, pl, "... and discover items imbued with mystic forces!"); |
791 | break; |
775 | break; |
792 | |
776 | |
793 | default: |
777 | default: |
794 | LOG (llevError, "Error: bad call to skill_ident()\n"); |
778 | LOG (llevError, "Error: bad call to skill_ident()\n"); |
795 | return 0; |
779 | return 0; |
796 | break; |
|
|
797 | } |
780 | } |
|
|
781 | |
798 | if (!success) |
782 | if (!success) |
799 | { |
|
|
800 | new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); |
783 | new_draw_info (NDI_UNIQUE, 0, pl, "... and learn nothing more."); |
801 | } |
784 | |
802 | return success; |
785 | return success; |
803 | } |
786 | } |
804 | |
787 | |
805 | /* players using this skill can 'charm' a monster -- |
788 | /* players using this skill can 'charm' a monster -- |
806 | * into working for them. It can only be used on |
789 | * into working for them. It can only be used on |
807 | * non-special (see below) 'neutral' creatures. |
790 | * non-special (see below) 'neutral' creatures. |
808 | * -b.t. (thomas@astro.psu.edu) |
791 | * -b.t. (thomas@astro.psu.edu) |
809 | */ |
792 | */ |
810 | int |
793 | int |
811 | use_oratory (object *pl, int dir, object *skill) |
794 | use_oratory (object *pl, int dir, object *skill) |
812 | { |
795 | { |
813 | if (pl->type != PLAYER) |
796 | if (pl->type != PLAYER) |
814 | return 0; /* only players use this skill */ |
797 | return 0; /* only players use this skill */ |
815 | |
798 | |
816 | sint16 x = pl->x + freearr_x[dir], |
799 | if (!dir) |
817 | y = pl->y + freearr_y[dir]; |
800 | { |
|
|
801 | pl->failmsg ("In what direction?"); |
|
|
802 | return 0; |
|
|
803 | } |
|
|
804 | |
|
|
805 | sint16 x = pl->x + DIRX (dir), |
|
|
806 | y = pl->y + DIRY (dir); |
818 | maptile *m = pl->map; |
807 | maptile *m = pl->map; |
819 | |
808 | |
820 | int mflags = get_map_flags (m, &m, x, y, &x, &y); |
809 | int mflags = get_map_flags (m, &m, x, y, &x, &y); |
821 | if (mflags & P_OUT_OF_MAP) |
810 | if (mflags & P_OUT_OF_MAP) |
822 | return 0; |
811 | return 0; |
823 | |
812 | |
824 | /* Save some processing - we have the flag already anyways |
813 | /* Save some processing - we have the flag already anyways |
825 | */ |
814 | */ |
826 | if (!(mflags & P_IS_ALIVE)) |
815 | if (!(mflags & P_IS_ALIVE)) |
827 | { |
816 | { |
828 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); |
817 | pl->failmsg ("There is nothing to orate to."); |
829 | return 0; |
818 | return 0; |
830 | } |
819 | } |
831 | |
820 | |
832 | object *tmp; |
821 | object *tmp; |
833 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
822 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
… | |
… | |
841 | if (tmp->type == PLAYER |
830 | if (tmp->type == PLAYER |
842 | || tmp->more || tmp->head_ () != tmp |
831 | || tmp->more || tmp->head_ () != tmp |
843 | || tmp->msg) |
832 | || tmp->msg) |
844 | return 0; |
833 | return 0; |
845 | |
834 | |
846 | if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
835 | if (tmp->flag [FLAG_MONSTER]) |
847 | break; |
836 | break; |
848 | } |
837 | } |
849 | |
838 | |
850 | if (!tmp) |
839 | if (!tmp) |
851 | { |
840 | { |
852 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); |
841 | pl->failmsg ("There is nothing to orate to."); |
853 | return 0; |
842 | return 0; |
854 | } |
843 | } |
855 | |
844 | |
856 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp)); |
845 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp)); |
857 | |
846 | |
858 | /* the following conditions limit who may be 'charmed' */ |
847 | /* the following conditions limit who may be 'charmed' */ |
859 | |
848 | |
860 | /* it's hostile! */ |
849 | /* it's hostile! */ |
861 | if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
850 | if (!tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY]) |
862 | { |
851 | { |
863 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); |
852 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); |
864 | return 0; |
853 | return 0; |
865 | } |
854 | } |
866 | |
855 | |
867 | /* it's already allied! */ |
856 | /* it's already allied! */ |
868 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) |
857 | if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE) |
869 | { |
858 | { |
870 | if (tmp->owner == pl) |
859 | if (tmp->owner == pl) |
871 | { |
860 | { |
872 | new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); |
861 | new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); |
873 | return 0; |
862 | return 0; |
… | |
… | |
898 | /* Ok, got a 'sucker' lets try to make them a follower */ |
887 | /* 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)) |
888 | if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1)) |
900 | { |
889 | { |
901 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); |
890 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); |
902 | |
891 | |
|
|
892 | INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl)); |
903 | tmp->set_owner (pl); |
893 | tmp->set_owner (pl); |
904 | tmp->skill = skill->skill; |
894 | tmp->skill = skill->skill; |
905 | tmp->stats.exp = 0; |
895 | tmp->stats.exp = 0; |
906 | add_friendly_object (tmp); |
|
|
907 | tmp->attack_movement = PETMOVE; |
896 | tmp->attack_movement = PETMOVE; |
|
|
897 | |
|
|
898 | if (!tmp->flag [FLAG_FRIENDLY]) |
|
|
899 | add_friendly_object (tmp); |
|
|
900 | |
908 | return calc_skill_exp (pl, tmp, skill); |
901 | return calc_skill_exp (pl, tmp, skill); |
909 | } |
902 | } |
910 | /* Charm failed. Creature may be angry now */ |
903 | /* 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)) |
904 | else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW)) |
912 | { |
905 | { |
913 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); |
906 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); |
914 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
907 | if (tmp->flag [FLAG_FRIENDLY]) |
915 | { |
908 | { |
916 | CLEAR_FLAG (tmp, FLAG_FRIENDLY); |
|
|
917 | remove_friendly_object (tmp); |
909 | remove_friendly_object (tmp); |
918 | tmp->attack_movement = 0; /* needed? */ |
910 | tmp->attack_movement = 0; /* needed? */ |
919 | } |
911 | } |
920 | |
912 | |
921 | CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
913 | tmp->clr_flag (FLAG_UNAGGRESSIVE); |
922 | } |
914 | } |
923 | |
915 | |
924 | return 0; /* Fall through - if we get here, we didn't charm anything */ |
916 | return 0; /* Fall through - if we get here, we didn't charm anything */ |
925 | } |
917 | } |
926 | |
918 | |
927 | /* Singing() -this skill allows the player to pacify nearby creatures. |
919 | /* Singing() -this skill allows the player to pacify nearby creatures. |
928 | * There are few limitations on who/what kind of |
920 | * There are few limitations on who/what kind of |
929 | * non-player creatures that may be pacified. Right now, a player |
921 | * non-player creatures that may be pacified. Right now, a player |
930 | * may pacify creatures which have Int == 0. In this routine, once |
922 | * may pacify creatures which have Int == 0. In this routine, once |
931 | * successfully pacified the creature gets Int=1. Thus, a player |
923 | * successfully pacified the creature gets Int=1. Thus, a player |
932 | * may only pacify a creature once. |
924 | * may only pacify a creature once. |
933 | * BTW, I appologize for the naming of the skill, I couldnt think |
925 | * BTW, I appologize for the naming of the skill, I couldnt think |
934 | * of anything better! -b.t. |
926 | * of anything better! -b.t. |
935 | */ |
927 | */ |
936 | int |
928 | int |
937 | singing (object *pl, int dir, object *skill) |
929 | singing (object *pl, int dir, object *skill) |
938 | { |
930 | { |
939 | int i, exp = 0; |
931 | int exp = 0; |
940 | object *tmp; |
932 | object *tmp; |
941 | maptile *m; |
933 | maptile *m; |
942 | sint16 x, y; |
934 | sint16 x, y; |
943 | |
935 | |
944 | if (pl->type != PLAYER) |
936 | if (pl->type != PLAYER) |
945 | return 0; /* only players use this skill */ |
937 | return 0; /* only players use this skill */ |
946 | |
938 | |
|
|
939 | if (!dir) |
|
|
940 | { |
|
|
941 | pl->failmsg ("In what direction?"); |
|
|
942 | return 0; |
|
|
943 | } |
|
|
944 | |
947 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); |
945 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); |
948 | for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++) |
946 | for (int i = skill->level >= SIZEOFFREE1 ? 0 : dir; |
|
|
947 | i < min (skill->level, SIZEOFFREE); |
|
|
948 | i++) |
949 | { |
949 | { |
950 | x = pl->x + freearr_x[i]; |
950 | x = pl->x + DIRX (i); |
951 | y = pl->y + freearr_y[i]; |
951 | y = pl->y + DIRY (i); |
952 | m = pl->map; |
952 | m = pl->map; |
953 | |
953 | |
954 | int mflags = get_map_flags (m, &m, x, y, &x, &y); |
954 | int mflags = get_map_flags (m, &m, x, y, &x, &y); |
955 | if (mflags & P_OUT_OF_MAP) |
955 | if (mflags & P_OUT_OF_MAP) |
956 | continue; |
956 | continue; |
957 | if (!(mflags & P_IS_ALIVE)) |
957 | if (!(mflags & P_IS_ALIVE)) |
958 | continue; |
958 | continue; |
959 | |
959 | |
960 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
960 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
961 | { |
961 | { |
962 | if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
962 | if (tmp->flag [FLAG_MONSTER]) |
963 | break; |
963 | break; |
964 | /* can't affect players */ |
964 | /* can't affect players */ |
965 | if (tmp->type == PLAYER) |
965 | if (tmp->type == PLAYER) |
966 | break; |
966 | break; |
967 | } |
967 | } |
968 | |
968 | |
969 | /* Whole bunch of checks to see if this is a type of monster that would |
969 | /* Whole bunch of checks to see if this is a type of monster that would |
970 | * listen to singing. |
970 | * listen to singing. |
971 | */ |
971 | */ |
972 | if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */ |
972 | if (tmp && tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_NO_STEAL] && /* Been charmed or abused before */ |
973 | !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */ |
973 | !tmp->flag [FLAG_SPLITTING] && /* no ears */ |
974 | !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */ |
974 | !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 */ |
975 | (tmp->level <= skill->level) && (!tmp->head) && !tmp->flag [FLAG_UNDEAD] && !tmp->flag [FLAG_UNAGGRESSIVE] && /* already calm */ |
976 | !QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
976 | !tmp->flag [FLAG_FRIENDLY]) |
977 | { /* already calm */ |
977 | { /* already calm */ |
978 | |
978 | |
979 | /* stealing isn't really related (although, maybe it should |
979 | /* stealing isn't really related (although, maybe it should |
980 | * be). This is mainly to prevent singing to the same monster |
980 | * be). This is mainly to prevent singing to the same monster |
981 | * over and over again and getting exp for it. |
981 | * over and over again and getting exp for it. |
982 | */ |
982 | */ |
983 | int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2; |
983 | int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2; |
984 | |
984 | |
985 | if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH)) |
985 | if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH)) |
986 | { |
986 | { |
987 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
987 | tmp->set_flag (FLAG_UNAGGRESSIVE); |
988 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp)); |
988 | 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 */ |
989 | /* Give exp only if they are not aware */ |
990 | |
990 | |
991 | if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) |
991 | if (!tmp->flag [FLAG_NO_STEAL]) |
992 | exp += calc_skill_exp (pl, tmp, skill); |
992 | exp += calc_skill_exp (pl, tmp, skill); |
993 | |
993 | |
994 | SET_FLAG (tmp, FLAG_NO_STEAL); |
994 | tmp->set_flag (FLAG_NO_STEAL); |
995 | } |
995 | } |
996 | else |
996 | else |
997 | { |
997 | { |
998 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); |
998 | 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); |
999 | tmp->set_flag (FLAG_NO_STEAL); |
1000 | } |
1000 | } |
1001 | } |
1001 | } |
1002 | } |
1002 | } |
1003 | return exp; |
1003 | return exp; |
1004 | } |
1004 | } |
1005 | |
1005 | |
1006 | /* The find_traps skill (aka, search). Checks for traps |
1006 | /* The find_traps skill (aka, search). Checks for traps |
1007 | * on the spaces or in certain objects |
1007 | * on the spaces or in certain objects |
1008 | */ |
1008 | */ |
1009 | |
|
|
1010 | int |
1009 | int |
1011 | find_traps (object *pl, object *skill) |
1010 | find_traps (object *pl, object *skill) |
1012 | { |
1011 | { |
1013 | object *tmp, *tmp2; |
1012 | object *tmp, *tmp2; |
1014 | int i, expsum = 0, mflags; |
1013 | int i, expsum = 0, mflags; |
1015 | sint16 x, y; |
1014 | sint16 x, y; |
1016 | maptile *m; |
1015 | maptile *m; |
1017 | |
1016 | |
1018 | /* First we search all around us for runes and traps, which are |
1017 | /* First we search all around us for runes and traps, which are |
1019 | * all type RUNE |
1018 | * all type RUNE |
1020 | */ |
1019 | */ |
1021 | |
|
|
1022 | for (i = 0; i < 9; i++) |
1020 | for (i = 0; i < 9; i++) |
1023 | { |
1021 | { |
1024 | x = pl->x + freearr_x[i]; |
1022 | x = pl->x + DIRX (i); |
1025 | y = pl->y + freearr_y[i]; |
1023 | y = pl->y + DIRY (i); |
1026 | m = pl->map; |
1024 | m = pl->map; |
1027 | |
1025 | |
1028 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1026 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1029 | if (mflags & P_OUT_OF_MAP) |
1027 | if (mflags & P_OUT_OF_MAP) |
1030 | continue; |
1028 | continue; |
1031 | |
1029 | |
1032 | /* Check everything in the square for trapness */ |
1030 | /* Check everything in the square for trapness */ |
1033 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
1031 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1034 | { |
1032 | { |
1035 | |
|
|
1036 | /* And now we'd better do an inventory traversal of each |
1033 | /* And now we'd better do an inventory traversal of each |
1037 | * of these objects' inventory |
1034 | * of these objects' inventory |
1038 | * We can narrow this down a bit - no reason to search through |
1035 | * We can narrow this down a bit - no reason to search through |
1039 | * the players inventory or monsters for that matter. |
1036 | * the players inventory or monsters for that matter. |
1040 | */ |
1037 | */ |
1041 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
1038 | if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER]) |
1042 | { |
|
|
1043 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
1039 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
1044 | if (tmp2->type == RUNE || tmp2->type == TRAP) |
1040 | if (tmp2->type == RUNE || tmp2->type == TRAP) |
1045 | if (trap_see (pl, tmp2)) |
1041 | if (trap_see (pl, tmp2)) |
1046 | { |
1042 | { |
1047 | trap_show (tmp2, tmp); |
1043 | trap_show (tmp2, tmp); |
1048 | if (tmp2->stats.Cha > 1) |
1044 | if (tmp2->stats.Cha > 1) |
1049 | { |
1045 | { |
1050 | if (!tmp2->owner || tmp2->owner->type != PLAYER) |
1046 | if (!tmp2->owner || tmp2->owner->type != PLAYER) |
1051 | expsum += calc_skill_exp (pl, tmp2, skill); |
1047 | expsum += calc_skill_exp (pl, tmp2, skill); |
1052 | |
1048 | |
1053 | tmp2->stats.Cha = 1; /* unhide the trap */ |
1049 | tmp2->stats.Cha = 1; /* unhide the trap */ |
1054 | } |
1050 | } |
1055 | } |
1051 | } |
1056 | } |
1052 | |
1057 | if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) |
1053 | if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) |
1058 | { |
1054 | { |
1059 | trap_show (tmp, tmp); |
1055 | trap_show (tmp, tmp); |
1060 | if (tmp->stats.Cha > 1) |
1056 | if (tmp->stats.Cha > 1) |
1061 | { |
1057 | { |
… | |
… | |
1064 | tmp->stats.Cha = 1; /* unhide the trap */ |
1060 | tmp->stats.Cha = 1; /* unhide the trap */ |
1065 | } |
1061 | } |
1066 | } |
1062 | } |
1067 | } |
1063 | } |
1068 | } |
1064 | } |
|
|
1065 | |
1069 | new_draw_info (NDI_BLACK, 0, pl, "You search the area."); |
1066 | new_draw_info (NDI_BLACK, 0, pl, "You search the area."); |
1070 | return expsum; |
1067 | return expsum; |
1071 | } |
1068 | } |
1072 | |
1069 | |
1073 | /* remove_trap() - This skill will disarm any previously discovered trap |
1070 | /* remove_trap() - This skill will disarm any previously discovered trap |
1074 | * the algorithm is based (almost totally) on the old command_disarm() - b.t. |
1071 | * the algorithm is based (almost totally) on the old command_disarm() - b.t. |
1075 | */ |
1072 | */ |
1076 | |
|
|
1077 | int |
1073 | int |
1078 | remove_trap (object *op, int dir, object *skill) |
1074 | remove_trap (object *op, int dir, object *skill) |
1079 | { |
1075 | { |
1080 | object *tmp, *tmp2; |
1076 | object *tmp, *tmp2; |
1081 | int i, success = 0, mflags; |
1077 | int i, success = 0, mflags; |
1082 | maptile *m; |
1078 | maptile *m; |
1083 | sint16 x, y; |
1079 | sint16 x, y; |
1084 | |
1080 | |
1085 | for (i = 0; i < 9; i++) |
1081 | for (i = 0; i < 9; i++) |
1086 | { |
1082 | { |
1087 | x = op->x + freearr_x[i]; |
1083 | x = op->x + DIRX (i); |
1088 | y = op->y + freearr_y[i]; |
1084 | y = op->y + DIRY (i); |
1089 | m = op->map; |
1085 | m = op->map; |
1090 | |
1086 | |
1091 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1087 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1092 | if (mflags & P_OUT_OF_MAP) |
1088 | if (mflags & P_OUT_OF_MAP) |
1093 | continue; |
1089 | continue; |
1094 | |
1090 | |
1095 | /* Check everything in the square for trapness */ |
1091 | /* Check everything in the square for trapness */ |
1096 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
1092 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1097 | { |
1093 | { |
1098 | /* And now we'd better do an inventory traversal of each |
1094 | /* And now we'd better do an inventory traversal of each |
1099 | * of these objects inventory. Like above, only |
1095 | * of these objects inventory. Like above, only |
1100 | * do this for interesting objects. |
1096 | * do this for interesting objects. |
1101 | */ |
1097 | */ |
1102 | |
1098 | |
1103 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
1099 | if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER]) |
1104 | { |
1100 | { |
1105 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
1101 | for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
1106 | if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) |
1102 | if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) |
1107 | { |
1103 | { |
1108 | trap_show (tmp2, tmp); |
1104 | trap_show (tmp2, tmp); |
|
|
1105 | |
1109 | if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) |
1106 | if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) |
1110 | { |
1107 | { |
1111 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1108 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1112 | success += calc_skill_exp (op, tmp2, skill); |
1109 | success += calc_skill_exp (op, tmp2, skill); |
1113 | } |
1110 | } |
1114 | } |
1111 | } |
1115 | } |
1112 | } |
|
|
1113 | |
1116 | if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) |
1114 | if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) |
1117 | { |
1115 | { |
1118 | trap_show (tmp, tmp); |
1116 | trap_show (tmp, tmp); |
|
|
1117 | |
1119 | if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) |
1118 | if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) |
1120 | { |
1119 | { |
1121 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1120 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1122 | success += calc_skill_exp (op, tmp, skill); |
1121 | success += calc_skill_exp (op, tmp, skill); |
1123 | } |
1122 | } |
1124 | } |
1123 | } |
1125 | } |
1124 | } |
1126 | } |
1125 | } |
|
|
1126 | |
1127 | return success; |
1127 | return success; |
1128 | } |
1128 | } |
1129 | |
|
|
1130 | |
1129 | |
1131 | /* pray() - when this skill is called from do_skill(), it allows |
1130 | /* 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. |
1131 | * 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 |
1132 | * 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 |
1133 | * 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 |
1134 | * the effect here can be done on demand, we probably don't want to |
1136 | * give infinite exp by returning true in any cases. |
1135 | * give infinite exp by returning true in any cases. |
1137 | */ |
1136 | */ |
1138 | |
|
|
1139 | int |
1137 | int |
1140 | pray (object *pl, object *skill) |
1138 | pray (object *pl, object *skill) |
1141 | { |
1139 | { |
1142 | char buf[MAX_BUF]; |
1140 | char buf[MAX_BUF]; |
1143 | object *tmp; |
1141 | object *tmp; |
… | |
… | |
1150 | /* Check all objects - we could stop at floor objects, |
1148 | /* Check all objects - we could stop at floor objects, |
1151 | * but if someone buries an altar, I don't see a problem with |
1149 | * 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 |
1150 | * going through all the objects, and it shouldn't be much slower |
1153 | * than extra checks on object attributes. |
1151 | * than extra checks on object attributes. |
1154 | */ |
1152 | */ |
1155 | for (tmp = pl->below; tmp != NULL; tmp = tmp->below) |
1153 | for (tmp = pl->below; tmp; tmp = tmp->below) |
1156 | { |
1154 | { |
1157 | /* Only if the altar actually belongs to someone do you get special benefits */ |
1155 | /* Only if the altar actually belongs to someone do you get special benefits */ |
1158 | if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) |
1156 | if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) |
1159 | { |
1157 | { |
1160 | sprintf (buf, "You pray over the %s.", &tmp->name); |
1158 | sprintf (buf, "You pray over the %s.", &tmp->name); |
… | |
… | |
1168 | if (pl->stats.grace < pl->stats.maxgrace) |
1166 | if (pl->stats.grace < pl->stats.maxgrace) |
1169 | { |
1167 | { |
1170 | pl->stats.grace++; |
1168 | pl->stats.grace++; |
1171 | pl->last_grace = -1; |
1169 | pl->last_grace = -1; |
1172 | } |
1170 | } |
|
|
1171 | |
1173 | return 0; |
1172 | return 0; |
1174 | } |
1173 | } |
1175 | |
1174 | |
1176 | /* This skill allows the player to regain a few sp or hp for a |
1175 | /* 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 |
1176 | * brief period of concentration. No armour or weapons may be |
1178 | * wielded/applied for this to work. The amount of time needed |
1177 | * wielded/applied for this to work. The amount of time needed |
1179 | * to concentrate and the # of points regained is dependant on |
1178 | * to concentrate and the # of points regained is dependant on |
1180 | * the level of the user. - b.t. thomas@astro.psu.edu |
1179 | * the level of the user. - b.t. thomas@astro.psu.edu |
1181 | */ |
1180 | */ |
1182 | |
|
|
1183 | void |
1181 | void |
1184 | meditate (object *pl, object *skill) |
1182 | meditate (object *pl, object *skill) |
1185 | { |
1183 | { |
1186 | object *tmp; |
1184 | object *tmp; |
1187 | |
1185 | |
1188 | if (pl->type != PLAYER) |
1186 | if (pl->type != PLAYER) |
1189 | return; /* players only */ |
1187 | return; /* players only */ |
1190 | |
1188 | |
1191 | /* check if pl has removed encumbering armour and weapons */ |
1189 | /* check if pl has removed encumbering armour and weapons */ |
1192 | if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6)) |
1190 | if (pl->flag [FLAG_READY_WEAPON] && skill->level < 6) |
1193 | { |
1191 | { |
1194 | new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n"); |
1192 | pl->failmsg ("You can't concentrate while wielding a weapon!\n"); |
1195 | return; |
1193 | return; |
1196 | } |
1194 | } |
1197 | else |
1195 | else |
1198 | { |
1196 | { |
1199 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
1197 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
1200 | if (((tmp->type == ARMOUR && skill->level < 12) |
1198 | if (((tmp->type == ARMOUR && skill->level < 12) |
1201 | || (tmp->type == HELMET && skill->level < 10) |
1199 | || (tmp->type == HELMET && skill->level < 10) |
1202 | || (tmp->type == SHIELD && skill->level < 6) |
1200 | || (tmp->type == SHIELD && skill->level < 6) |
1203 | || (tmp->type == BOOTS && skill->level < 4) |
1201 | || (tmp->type == BOOTS && skill->level < 4) |
1204 | || (tmp->type == GLOVES && skill->level < 2)) |
1202 | || (tmp->type == GLOVES && skill->level < 2)) |
1205 | && QUERY_FLAG (tmp, FLAG_APPLIED)) |
1203 | && tmp->flag [FLAG_APPLIED]) |
1206 | { |
1204 | { |
1207 | new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n"); |
1205 | pl->failmsg ("You can't concentrate while wearing so much armour!\n"); |
1208 | return; |
1206 | return; |
1209 | } |
1207 | } |
1210 | } |
1208 | } |
1211 | |
1209 | |
1212 | /* ok let's meditate! Spell points are regained first, then once |
1210 | /* ok let's meditate! Spell points are regained first, then once |
1213 | * they are maxed we get back hp. Actual incrementing of values |
1211 | * 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 |
1212 | * is handled by the do_some_living() (in player.c). This way magical |
1215 | * bonuses for healing/sp regeneration are included properly |
1213 | * bonuses for healing/sp regeneration are included properly |
1216 | * No matter what, we will eat up some playing time trying to |
1214 | * No matter what, we will eat up some playing time trying to |
1217 | * meditate. (see 'factor' variable for what sets the amount of time) |
1215 | * meditate. (see 'factor' variable for what sets the amount of time) |
1218 | */ |
1216 | */ |
1219 | |
1217 | |
1220 | new_draw_info (NDI_BLACK, 0, pl, "You meditate."); |
1218 | new_draw_info (NDI_BLACK, 0, pl, "You meditate."); |
1221 | |
1219 | |
1222 | if (pl->stats.sp < pl->stats.maxsp) |
1220 | if (pl->stats.sp < pl->stats.maxsp) |
… | |
… | |
1229 | pl->stats.hp++; |
1227 | pl->stats.hp++; |
1230 | pl->last_heal = -1; |
1228 | pl->last_heal = -1; |
1231 | } |
1229 | } |
1232 | } |
1230 | } |
1233 | |
1231 | |
1234 | /* write_note() - this routine allows players to inscribe messages in |
1232 | /* write_note() - this routine allows players to inscribe messages in |
1235 | * ordinary 'books' (anything that is type BOOK). b.t. |
1233 | * ordinary inscribable 'books' (anything that is not a SPELL). b.t. |
1236 | */ |
1234 | */ |
1237 | static int |
1235 | static int |
1238 | write_note (object *pl, object *item, const char *msg, object *skill) |
1236 | write_note (object *pl, object *item, const char *msg, object *skill) |
1239 | { |
1237 | { |
1240 | char buf[1024]; |
1238 | if (!msg_is_safe (msg)) |
1241 | object *newBook = NULL; |
1239 | { |
1242 | |
1240 | pl->failmsg ("Trying to cheat now are we? H<@-signs are not allowed in notes.>"); |
1243 | /* a pair of sanity checks */ |
1241 | 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; |
1242 | return 0; |
1246 | |
|
|
1247 | if (!msg) |
|
|
1248 | { |
1243 | } |
1249 | new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!"); |
1244 | |
1250 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill); |
1245 | int len = strlen (msg); |
1251 | return 0; |
1246 | |
|
|
1247 | if (!is_utf8_string ((U8 *)msg, len)) |
1252 | } |
1248 | { |
1253 | |
1249 | 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; |
1250 | return 0; |
1258 | } |
1251 | } |
1259 | |
1252 | |
1260 | if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) |
1253 | if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) |
1261 | return strlen (msg); |
1254 | return RESULT_INT (0); |
1262 | |
1255 | |
1263 | buf[0] = 0; |
1256 | 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 | |
1257 | |
1269 | strcat (buf, msg); |
1258 | if (char_len <= item->weight_limit) |
1270 | strcat (buf, "\n"); /* new msg needs a LF */ |
1259 | { |
1271 | if (item->nrof > 1) |
1260 | object *newbook = item->other_arch->instance (); |
1272 | { |
1261 | item->decrease (); |
1273 | newBook = item->clone (); |
|
|
1274 | decrease_ob (item); |
|
|
1275 | esrv_send_item (pl, item); |
|
|
1276 | newBook->nrof = 1; |
1262 | newbook->nrof = 1; |
1277 | newBook->msg = buf; |
1263 | newbook->msg = shstr (msg); |
1278 | newBook = insert_ob_in_ob (newBook, pl); |
1264 | newbook->flag [FLAG_IDENTIFIED] = true; |
1279 | esrv_send_item (pl, newBook); |
1265 | |
|
|
1266 | if (item->subtype == 1) // mailscrolls |
1280 | } |
1267 | { |
1281 | else |
1268 | newbook->name = item->name; |
|
|
1269 | newbook->name_pl = item->name_pl; |
1282 | { |
1270 | } |
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 | |
1271 | |
|
|
1272 | pl->insert (newbook); |
|
|
1273 | |
|
|
1274 | 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)); |
1275 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name); |
1291 | return strlen (msg); |
1276 | return char_len; |
1292 | } |
1277 | } |
1293 | else |
1278 | else |
1294 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item)); |
1279 | 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.>", |
|
|
1280 | &item->name, item->weight_limit, char_len); |
1295 | |
1281 | |
1296 | return 0; |
1282 | return 0; |
1297 | } |
1283 | } |
1298 | |
1284 | |
1299 | /* write_scroll() - this routine allows players to inscribe spell scrolls |
1285 | /* write_scroll() - this routine allows players to inscribe spell scrolls |
1300 | * of spells which they know. Backfire effects are possible with the |
1286 | * of spells which they know. Backfire effects are possible with the |
1301 | * severity of the backlash correlated with the difficulty of the scroll |
1287 | * severity of the backlash correlated with the difficulty of the scroll |
1302 | * that is attempted. -b.t. thomas@astro.psu.edu |
1288 | * that is attempted. -b.t. thomas@astro.psu.edu |
1303 | */ |
1289 | */ |
1304 | |
|
|
1305 | static int |
1290 | static int |
1306 | write_scroll (object *pl, object *scroll, object *skill) |
1291 | write_scroll (object *pl, object *scroll, object *skill) |
1307 | { |
1292 | { |
1308 | int success = 0, confused = 0; |
1293 | 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 | |
1294 | |
1318 | /* Check if we are ready to attempt inscription */ |
1295 | /* Check if we are ready to attempt inscription */ |
1319 | chosen_spell = pl->contr->ranged_ob; |
1296 | object *chosen_spell = pl->contr->ranged_ob; |
|
|
1297 | |
1320 | if (!chosen_spell || chosen_spell->type != SPELL) |
1298 | if (!chosen_spell || chosen_spell->type != SPELL) |
1321 | { |
1299 | { |
1322 | new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); |
1300 | pl->failmsg ("You need a spell readied in order to inscribe!"); |
1323 | return 0; |
1301 | return 0; |
1324 | } |
1302 | } |
1325 | |
1303 | |
1326 | if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace) |
1304 | if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace) |
1327 | { |
1305 | { |
1328 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name); |
1306 | pl->failmsgf ("You don't have enough grace to write a scroll of %s.", &chosen_spell->name); |
1329 | return 0; |
1307 | return 0; |
1330 | } |
1308 | } |
1331 | |
1309 | |
1332 | if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) |
1310 | if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) |
1333 | { |
1311 | { |
1334 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); |
1312 | 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; |
1313 | return 0; |
1347 | } |
1314 | } |
1348 | |
1315 | |
1349 | /* ok, we are ready to try inscription */ |
1316 | /* ok, we are ready to try inscription */ |
1350 | if (QUERY_FLAG (pl, FLAG_CONFUSED)) |
1317 | if (pl->flag [FLAG_CONFUSED]) |
1351 | confused = 1; |
1318 | confused = 1; |
1352 | |
1319 | |
1353 | /* Lost mana/grace no matter what */ |
1320 | /* Lost mana/grace no matter what */ |
1354 | pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); |
1321 | 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); |
1322 | pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA); |
1356 | |
1323 | |
1357 | if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) |
1324 | if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) |
1358 | { |
1325 | { |
1359 | if (scroll->nrof > 1) |
1326 | object *newscroll = scroll->other_arch->instance (); |
1360 | { |
1327 | scroll->decrease (); |
1361 | newscroll = scroll->clone (); |
|
|
1362 | decrease_ob (scroll); |
|
|
1363 | newscroll->nrof = 1; |
1328 | newscroll->nrof = 1; |
1364 | } |
1329 | newscroll->randomitems = 0; // make sure randomitems doesn't destroy the scroll |
1365 | else |
1330 | |
1366 | newscroll = scroll; |
1331 | pl->contr->play_sound (sound_find ("inscribe_success")); |
1367 | |
1332 | |
1368 | if (!confused) |
1333 | if (!confused) |
1369 | { |
1334 | { |
1370 | newscroll->level = MAX (skill->level, chosen_spell->level); |
1335 | newscroll->level = max (skill->level, chosen_spell->level); |
|
|
1336 | newscroll->flag [FLAG_IDENTIFIED] = true; |
1371 | new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll."); |
1337 | new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell."); |
1372 | } |
1338 | } |
1373 | else |
1339 | else |
1374 | { |
1340 | { |
1375 | chosen_spell = find_random_spell_in_ob (pl, NULL); |
1341 | chosen_spell = find_random_spell_in_ob (pl, NULL); |
1376 | if (!chosen_spell) |
1342 | if (!chosen_spell) |
1377 | return 0; |
1343 | return 0; |
1378 | |
1344 | |
1379 | newscroll->level = MAX (skill->level, chosen_spell->level); |
1345 | 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."); |
1346 | new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell."); |
1381 | } |
1347 | } |
1382 | |
1348 | |
1383 | if (newscroll->inv) |
|
|
1384 | newscroll->inv->destroy (); |
|
|
1385 | |
|
|
1386 | tmp = chosen_spell->clone (); |
1349 | object *tmp = chosen_spell->clone (); |
|
|
1350 | tmp->flag [FLAG_APPLIED] = false; |
1387 | insert_ob_in_ob (tmp, newscroll); |
1351 | insert_ob_in_ob (tmp, newscroll); |
1388 | |
1352 | |
1389 | /* Same code as from treasure.c - so they can better merge. |
1353 | /* Same code as from treasure.C - so they can better merge. |
1390 | * if players want to sell them, so be it. |
1354 | * if players want to sell them, so be it. |
1391 | */ |
1355 | */ |
1392 | newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); |
1356 | newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); |
1393 | newscroll->stats.exp = newscroll->value / 5; |
1357 | newscroll->stats.exp = newscroll->value / 5; |
1394 | |
1358 | |
1395 | /* wait until finished manipulating the scroll before inserting it */ |
1359 | 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 | |
1360 | |
1403 | newscroll = insert_ob_in_ob (newscroll, pl); |
|
|
1404 | esrv_send_item (pl, newscroll); |
|
|
1405 | success = calc_skill_exp (pl, newscroll, skill); |
1361 | success = calc_skill_exp (pl, newscroll, skill); |
1406 | if (!confused) |
1362 | if (!confused) |
1407 | success *= 2; |
1363 | success *= 2; |
|
|
1364 | |
1408 | success = success * skill->level; |
1365 | success = success * skill->level; |
1409 | return success; |
1366 | return success; |
1410 | |
|
|
1411 | } |
1367 | } |
1412 | else |
1368 | else |
1413 | { /* Inscription has failed */ |
1369 | { /* Inscription has failed */ |
|
|
1370 | pl->contr->play_sound (sound_find ("inscribe_fail")); |
1414 | |
1371 | |
1415 | if (chosen_spell->level > skill->level || confused) |
1372 | if (chosen_spell->level > skill->level || confused) |
1416 | { /*backfire! */ |
1373 | { /*backfire! */ |
1417 | new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); |
1374 | 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.>"); |
|
|
1375 | |
1418 | if (random_roll (0, 1, pl, PREFER_LOW) == 1) |
1376 | if (random_roll (0, 1, pl, PREFER_LOW) == 1) |
1419 | pl->drain_specific_stat (4); |
1377 | pl->drain_specific_stat (4); |
1420 | else |
1378 | else |
1421 | { |
1379 | { |
1422 | confuse_player (pl, pl, 99); |
1380 | confuse_player (pl, pl, 99); |
1423 | return (-30 * chosen_spell->level); |
1381 | return -30 * chosen_spell->level; |
1424 | } |
1382 | } |
1425 | } |
1383 | } |
1426 | else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) |
1384 | else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) |
1427 | { |
1385 | { |
1428 | new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind!"); |
1386 | 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); |
1387 | confuse_player (pl, pl, 99); |
1430 | } |
1388 | } |
1431 | else |
1389 | else |
1432 | new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll."); |
1390 | 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 | } |
1391 | } |
1434 | |
1392 | |
1435 | return 0; |
1393 | return 0; |
1436 | } |
1394 | } |
1437 | |
1395 | |
1438 | /* write_on_item() - wrapper for write_note and write_scroll */ |
1396 | /* write_on_item() - wrapper for write_note and write_scroll */ |
1439 | int |
1397 | int |
1440 | write_on_item (object *pl, const char *params, object *skill) |
1398 | write_on_item (object *pl, const char *params, object *skill) |
1441 | { |
1399 | { |
1442 | object *item; |
|
|
1443 | const char *string = params; |
|
|
1444 | int msgtype; |
|
|
1445 | archetype *skat; |
1400 | archetype *skat; |
1446 | |
1401 | |
1447 | if (pl->type != PLAYER) |
1402 | if (pl->type != PLAYER) |
1448 | return 0; |
1403 | return 0; |
1449 | |
1404 | |
1450 | if (!params) |
1405 | if (!params) |
1451 | { |
|
|
1452 | params = ""; |
1406 | params = ""; |
1453 | string = params; |
|
|
1454 | } |
|
|
1455 | |
1407 | |
1456 | skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); |
1408 | skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); |
1457 | |
1409 | |
1458 | /* Need to be able to read before we can write! */ |
1410 | /* Need to be able to read before we can write! */ |
1459 | if (!find_skill_by_name (pl, skat->clone.skill)) |
1411 | if (!find_skill_by_name (pl, skat->skill)) |
1460 | { |
1412 | { |
1461 | new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!"); |
1413 | 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; |
1414 | return 0; |
1463 | } |
1415 | } |
1464 | |
1416 | |
1465 | /* if there is a message then it goes in a book and no message means |
1417 | object *item = pl->mark (); |
1466 | * write active spell into the scroll |
|
|
1467 | */ |
|
|
1468 | msgtype = (string[0] != '\0') ? BOOK : SCROLL; |
|
|
1469 | |
1418 | |
1470 | /* find an item of correct type to write on */ |
1419 | /* find an item of correct type to write on */ |
1471 | if (!(item = find_marked_object (pl))) |
1420 | 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 | } |
1421 | { |
|
|
1422 | 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.>"); |
|
|
1423 | return 0; |
|
|
1424 | } |
1476 | |
1425 | |
1477 | if (QUERY_FLAG (item, FLAG_UNPAID)) |
1426 | if (item->type != INSCRIBABLE) |
|
|
1427 | { |
|
|
1428 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>"); |
|
|
1429 | return 0; |
|
|
1430 | } |
|
|
1431 | |
|
|
1432 | if (item->flag [FLAG_UNPAID]) |
1478 | { |
1433 | { |
1479 | new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); |
1434 | new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); |
1480 | return 0; |
1435 | return 0; |
1481 | } |
1436 | } |
1482 | if (msgtype != item->type) |
1437 | |
|
|
1438 | if (item->other_arch->type == SCROLL) |
1483 | { |
1439 | { |
1484 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll"); |
1440 | if (*params) |
|
|
1441 | { |
|
|
1442 | // check readied scroll |
|
|
1443 | pl->failmsgf ("When inscribing spells you need to ready a spell and do not specify a string argument.\n" |
|
|
1444 | "Usage: cast [spell name]; use_skill %s", &skill->skill); |
1485 | return 0; |
1445 | return 0; |
1486 | } |
1446 | } |
1487 | |
1447 | |
1488 | if (msgtype == SCROLL) |
|
|
1489 | return write_scroll (pl, item, skill); |
1448 | return write_scroll (pl, item, skill); |
1490 | else if (msgtype == BOOK) |
1449 | } |
|
|
1450 | else |
|
|
1451 | { |
|
|
1452 | if (!*params) |
|
|
1453 | { |
|
|
1454 | pl->failmsgf ("When inscribing books you need to specify the words you want to inscribe as command argument.\n" |
|
|
1455 | "Usage: use_skill %s <message>", &skill->skill); |
|
|
1456 | return 0; |
|
|
1457 | } |
|
|
1458 | |
1491 | return write_note (pl, item, string, skill); |
1459 | return write_note (pl, item, params, skill); |
|
|
1460 | } |
1492 | |
1461 | |
1493 | return 0; |
1462 | return 0; |
1494 | } |
1463 | } |
1495 | |
1464 | |
1496 | /* find_throw_ob() - if we request an object, then |
1465 | /* find_throw_ob() - if we request an object, then |
… | |
… | |
1502 | * 'throwable' (ie not applied cursed obj, worn, etc). |
1471 | * 'throwable' (ie not applied cursed obj, worn, etc). |
1503 | */ |
1472 | */ |
1504 | static object * |
1473 | static object * |
1505 | find_throw_ob (object *op, const char *request) |
1474 | find_throw_ob (object *op, const char *request) |
1506 | { |
1475 | { |
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 */ |
1476 | /* prefer marked item */ |
1516 | tmp = find_marked_object (op); |
1477 | object *tmp = op->mark (); |
1517 | if (tmp != NULL) |
1478 | |
1518 | { |
|
|
1519 | /* can't toss invisible or inv-locked items */ |
1479 | /* can't toss invisible or inv-locked items */ |
1520 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
1480 | if (tmp && (tmp->invisible || tmp->flag [FLAG_INV_LOCKED])) |
1521 | { |
1481 | tmp = 0; |
1522 | tmp = NULL; |
|
|
1523 | } |
|
|
1524 | } |
|
|
1525 | |
1482 | |
1526 | /* look through the inventory */ |
1483 | /* look through the inventory */ |
1527 | if (tmp == NULL) |
1484 | if (!tmp) |
1528 | { |
|
|
1529 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1485 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1530 | { |
1486 | { |
1531 | /* can't toss invisible or inv-locked items */ |
1487 | /* can't toss invisible or inv-locked items */ |
1532 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
1488 | if (tmp->invisible || tmp->flag [FLAG_INV_LOCKED]) |
1533 | continue; |
1489 | continue; |
|
|
1490 | |
1534 | if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request)) |
1491 | if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request)) |
1535 | break; |
1492 | break; |
1536 | } |
1493 | } |
1537 | } |
|
|
1538 | |
1494 | |
1539 | /* this should prevent us from throwing away |
1495 | /* this should prevent us from throwing away |
1540 | * cursed items, worn armour, etc. Only weapons |
1496 | * cursed items, worn armour, etc. Only weapons |
1541 | * can be thrown from 'hand'. |
1497 | * can be thrown from 'hand'. |
1542 | */ |
1498 | */ |
1543 | if (!tmp) |
1499 | if (!tmp) |
1544 | return NULL; |
1500 | return 0; |
1545 | |
1501 | |
1546 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
1502 | if (tmp->flag [FLAG_APPLIED]) |
1547 | { |
1503 | { |
1548 | if (tmp->type != WEAPON) |
1504 | if (tmp->type != WEAPON) |
1549 | { |
1505 | { |
1550 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp)); |
1506 | op->failmsgf ("You can't throw %s. H<Unapply it first.>", query_name (tmp)); |
1551 | tmp = NULL; |
1507 | tmp = 0; |
1552 | } |
|
|
1553 | else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
1554 | { |
1508 | } |
|
|
1509 | else if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
|
|
1510 | { |
1555 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp)); |
1511 | 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; |
1512 | tmp = 0; |
1557 | } |
1513 | } |
1558 | else |
1514 | else |
1559 | { |
1515 | { |
1560 | if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) |
1516 | if (!op->apply (tmp, AP_UNAPPLY)) |
1561 | { |
1517 | { |
1562 | LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); |
1518 | LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); |
1563 | tmp = NULL; |
1519 | tmp = 0; |
1564 | } |
1520 | } |
1565 | } |
1521 | } |
1566 | } |
1522 | } |
1567 | else if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
1523 | else if (tmp->flag [FLAG_UNPAID]) |
1568 | { |
1524 | { |
1569 | new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp)); |
1525 | op->failmsgf ("You should pay for the %s first.", query_name (tmp)); |
1570 | tmp = NULL; |
1526 | tmp = 0; |
1571 | } |
1527 | } |
1572 | |
1528 | |
1573 | if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
1529 | //TODO: why not chekc first and give sensible message to player? |
|
|
1530 | if (tmp && tmp->flag [FLAG_INV_LOCKED]) |
1574 | { |
1531 | { |
1575 | LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); |
1532 | LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); |
1576 | tmp = NULL; |
1533 | tmp = 0; |
1577 | } |
1534 | } |
|
|
1535 | |
1578 | return tmp; |
1536 | return tmp; |
1579 | } |
1537 | } |
1580 | |
1538 | |
1581 | /* make_throw_ob() We construct the 'carrier' object in |
1539 | /* make_throw_ob() We construct the 'carrier' object in |
1582 | * which we will insert the object that is being thrown. |
1540 | * which we will insert the object that is being thrown. |
1583 | * This combination becomes the 'thrown object'. -b.t. |
1541 | * This combination becomes the 'thrown object'. -b.t. |
1584 | */ |
1542 | */ |
1585 | static object * |
1543 | static object * |
1586 | make_throw_ob (object *orig) |
1544 | make_throw_ob (object *orig) |
1587 | { |
1545 | { |
1588 | if (!orig) |
1546 | if (!orig) |
1589 | return NULL; |
1547 | return 0; |
1590 | |
1548 | |
1591 | if (QUERY_FLAG (orig, FLAG_APPLIED)) |
1549 | if (orig->flag [FLAG_APPLIED]) |
1592 | { |
1550 | { |
1593 | LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); |
1551 | LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); |
1594 | /* insufficient workaround, but better than nothing */ |
1552 | /* insufficient workaround, but better than nothing */ |
1595 | CLEAR_FLAG (orig, FLAG_APPLIED); |
1553 | orig->clr_flag (FLAG_APPLIED); |
1596 | } |
1554 | } |
1597 | |
1555 | |
1598 | object *toss_item = orig->clone (); |
1556 | object *toss_item = orig->clone (); |
1599 | |
1557 | |
1600 | toss_item->type = THROWN_OBJ; |
1558 | toss_item->type = THROWN_OBJ; |
1601 | CLEAR_FLAG (toss_item, FLAG_CHANGING); |
1559 | toss_item->clr_flag (FLAG_CHANGING); |
|
|
1560 | toss_item->set_flag (FLAG_NO_PICK); |
1602 | toss_item->stats.dam = 0; /* default damage */ |
1561 | toss_item->stats.dam = 0; /* default damage */ |
1603 | insert_ob_in_ob (orig, toss_item); |
1562 | toss_item->insert (orig); |
|
|
1563 | |
1604 | return toss_item; |
1564 | return toss_item; |
1605 | } |
1565 | } |
1606 | |
1566 | |
1607 | /* do_throw() - op throws any object toss_item. This code |
1567 | /* do_throw() - op throws any object toss_item. This code |
1608 | * was borrowed from fire_bow. |
1568 | * was borrowed from fire_bow. |
… | |
… | |
1616 | int pause_f, weight_f = 0, mflags; |
1576 | int pause_f, weight_f = 0, mflags; |
1617 | float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0; |
1577 | float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0; |
1618 | maptile *m; |
1578 | maptile *m; |
1619 | sint16 sx, sy; |
1579 | sint16 sx, sy; |
1620 | |
1580 | |
1621 | if (throw_ob == NULL) |
1581 | 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 | } |
1582 | { |
1628 | if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP)) |
1583 | op->failmsg ("You have nothing to throw."); |
|
|
1584 | return 0; |
1629 | { |
1585 | } |
1630 | if (op->type == PLAYER) |
1586 | |
1631 | new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that."); |
1587 | if (throw_ob->flag [FLAG_STARTEQUIP]) |
|
|
1588 | { |
|
|
1589 | op->failmsg ("The gods won't let you throw that. " |
|
|
1590 | "H<Well, they would, but they would retrieve it " |
|
|
1591 | "- you wouldn't want that, would you?>"); |
1632 | |
1592 | |
1633 | return 0; |
1593 | return 0; |
1634 | } |
1594 | } |
1635 | |
1595 | |
1636 | /* Because throwing effectiveness must be reduced by the |
1596 | /* Because throwing effectiveness must be reduced by the |
1637 | * encumbrance of the thrower and weight of the object. THus, |
1597 | * encumbrance of the thrower and weight of the object. THus, |
1638 | * we use the concept of 'effective strength' as defined below. |
1598 | * we use the concept of 'effective strength' as defined below. |
1639 | */ |
1599 | */ |
1640 | |
1600 | |
1641 | /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */ |
1601 | /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */ |
1642 | if (str > MAX_STAT) |
1602 | if (str > MAX_STAT) |
1643 | { |
1603 | { |
… | |
… | |
1653 | /* lighter items are thrown harder, farther, faster */ |
1613 | /* lighter items are thrown harder, farther, faster */ |
1654 | if (throw_ob->weight > 0) |
1614 | if (throw_ob->weight > 0) |
1655 | item_factor = (float) maxc / (float) (3.0 * throw_ob->weight); |
1615 | item_factor = (float) maxc / (float) (3.0 * throw_ob->weight); |
1656 | else |
1616 | else |
1657 | { /* 0 or negative weight?!? Odd object, can't throw it */ |
1617 | { /* 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)); |
1618 | op->failmsgf ("You can't throw %s. H<Better report this to your dungeon master.>\n", query_name (throw_ob)); |
1659 | return 0; |
1619 | return 0; |
1660 | } |
1620 | } |
1661 | |
1621 | |
1662 | eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0)); |
1622 | eff_str = (str * (load_factor < 1.0 ? load_factor : 1.0)) |
1663 | eff_str = (int) ((float) eff_str * item_factor * str_factor); |
1623 | * item_factor * str_factor; |
1664 | |
1624 | |
1665 | /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to |
1625 | /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to |
1666 | * account for super-strong throwers. */ |
1626 | * account for super-strong throwers. */ |
1667 | if (eff_str > MAX_STAT) |
1627 | min_it (eff_str, MAX_STAT); |
1668 | eff_str = MAX_STAT; |
|
|
1669 | |
1628 | |
1670 | #ifdef DEBUG_THROW |
1629 | #ifdef DEBUG_THROW |
1671 | LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str); |
1630 | 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); |
1631 | 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); |
1632 | LOG (llevDebug, " str_factor=%f\n", str_factor); |
… | |
… | |
1676 | |
1635 | |
1677 | /* 3 things here prevent a throw, you aimed at your feet, you |
1636 | /* 3 things here prevent a throw, you aimed at your feet, you |
1678 | * have no effective throwing strength, or you threw at something |
1637 | * have no effective throwing strength, or you threw at something |
1679 | * that flying objects can't get through. |
1638 | * that flying objects can't get through. |
1680 | */ |
1639 | */ |
1681 | mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy); |
1640 | mflags = get_map_flags (part->map, &m, part->x + DIRX (dir), part->y + DIRY (dir), &sx, &sy); |
1682 | |
1641 | |
1683 | if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW)) |
1642 | if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW)) |
1684 | { |
1643 | { |
1685 | /* bounces off 'wall', and drops to feet */ |
1644 | /* bounces off 'wall', and drops to feet */ |
1686 | throw_ob->insert_at (part, op); |
1645 | throw_ob->insert_at (part, op); |
… | |
… | |
1699 | } /* if object can't be thrown */ |
1658 | } /* if object can't be thrown */ |
1700 | |
1659 | |
1701 | left = throw_ob; /* these are throwing objects left to the player */ |
1660 | left = throw_ob; /* these are throwing objects left to the player */ |
1702 | |
1661 | |
1703 | /* sometimes get_split_ob can't split an object (because op->nrof==0?) |
1662 | /* sometimes get_split_ob can't split an object (because op->nrof==0?) |
1704 | * and returns NULL. We must use 'left' then |
1663 | * and returns NULL. We must use 'left' then |
1705 | */ |
1664 | */ |
1706 | |
1665 | if (!(throw_ob = throw_ob->split ())) |
1707 | if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL) |
|
|
1708 | { |
1666 | { |
1709 | throw_ob = left; |
1667 | throw_ob = left; |
1710 | left->remove (); |
1668 | 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 | } |
1669 | } |
1721 | |
1670 | |
1722 | /* special case: throwing powdery substances like dust, dirt */ |
1671 | /* special case: throwing powdery substances like dust, dirt */ |
1723 | if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) |
1672 | if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) |
1724 | { |
1673 | { |
… | |
… | |
1748 | */ |
1697 | */ |
1749 | throw_ob->inv->set_owner (op); |
1698 | throw_ob->inv->set_owner (op); |
1750 | throw_ob->direction = dir; |
1699 | throw_ob->direction = dir; |
1751 | |
1700 | |
1752 | /* the damage bonus from the force of the throw */ |
1701 | /* the damage bonus from the force of the throw */ |
1753 | dam = (int) (str_factor * dam_bonus[eff_str]); |
1702 | dam = int (str_factor * dam_bonus[eff_str]); |
1754 | |
1703 | |
1755 | /* Now, lets adjust the properties of the thrown_ob. */ |
1704 | /* Now, lets adjust the properties of the thrown_ob. */ |
1756 | |
1705 | |
1757 | /* how far to fly */ |
1706 | /* how far to fly */ |
1758 | throw_ob->last_sp = (eff_str * 3) / 5; |
1707 | throw_ob->last_sp = (eff_str * 3) / 5; |
… | |
… | |
1770 | /* replace 25 with a call to clone.arch wc? messes up w/ NPC */ |
1719 | /* 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; |
1720 | throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level; |
1772 | |
1721 | |
1773 | /* the properties of objects which are meant to be thrown (ie dart, |
1722 | /* the properties of objects which are meant to be thrown (ie dart, |
1774 | * throwing knife, etc) will differ from ordinary items. Lets tailor |
1723 | * throwing knife, etc) will differ from ordinary items. Lets tailor |
1775 | * this stuff in here. |
1724 | * this stuff in here. |
1776 | */ |
1725 | */ |
1777 | |
1726 | |
1778 | if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN)) |
1727 | if (throw_ob->inv->flag [FLAG_IS_THROWN]) |
1779 | { |
1728 | { |
1780 | throw_ob->last_sp += eff_str / 3; /* fly a little further */ |
1729 | 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; |
1730 | 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; |
1731 | throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; |
1783 | /* only throw objects get directional faces */ |
1732 | /* only throw objects get directional faces */ |
1784 | if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) |
1733 | if (throw_ob->has_anim () && throw_ob->anim_frames ()) |
1785 | SET_ANIMATION (throw_ob, dir); |
1734 | throw_ob->set_anim_frame (dir); |
1786 | } |
1735 | } |
1787 | else |
1736 | else |
1788 | { |
1737 | { |
1789 | uint16 mat = throw_ob->materials; |
1738 | uint16 mat = throw_ob->materials; |
1790 | |
1739 | |
… | |
… | |
1819 | if (throw_ob->weight > 50) |
1768 | if (throw_ob->weight > 50) |
1820 | throw_ob->speed *= 0.5; |
1769 | throw_ob->speed *= 0.5; |
1821 | } /* else tailor thrown object */ |
1770 | } /* else tailor thrown object */ |
1822 | |
1771 | |
1823 | /* some limits, and safeties (needed?) */ |
1772 | /* some limits, and safeties (needed?) */ |
1824 | if (throw_ob->stats.dam < 0) |
1773 | max_it (throw_ob->stats.dam, 0); |
1825 | throw_ob->stats.dam = 0; |
|
|
1826 | if (throw_ob->last_sp > eff_str) |
1774 | min_it (throw_ob->last_sp, eff_str); |
1827 | throw_ob->last_sp = eff_str; |
|
|
1828 | if (throw_ob->stats.food < 0) |
1775 | 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) |
1776 | min_it (throw_ob->stats.wc, 30); |
1833 | throw_ob->stats.wc = 30; |
|
|
1834 | |
1777 | |
1835 | /* how long to pause the thrower. Higher values mean less pause */ |
1778 | /* how long to pause the thrower. Higher values mean less pause */ |
1836 | pause_f = ((2 * eff_str) / 3) + 20 + skill->level; |
1779 | pause_f = ((2 * eff_str) / 3) + 20 + skill->level; |
1837 | |
1780 | |
1838 | /* Put a lower limit on this */ |
1781 | /* Put a lower limit on this */ |
1839 | if (pause_f < 10) |
1782 | clamp_it (pause_f, 10, 100); |
1840 | pause_f = 10; |
|
|
1841 | if (pause_f > 100) |
|
|
1842 | pause_f = 100; |
|
|
1843 | |
1783 | |
1844 | /* Changed in 0.94.2 - the calculation before was really goofy. |
1784 | /* Changed in 0.94.2 - the calculation before was really goofy. |
1845 | * In short summary, a throw can take anywhere between speed 5 and |
1785 | * In short summary, a throw can take anywhere between speed 5 and |
1846 | * speed 0.5 |
1786 | * speed 0.5 |
1847 | */ |
1787 | */ |
… | |
… | |
1850 | throw_ob->speed_left = 0; |
1790 | throw_ob->speed_left = 0; |
1851 | throw_ob->map = part->map; |
1791 | throw_ob->map = part->map; |
1852 | |
1792 | |
1853 | throw_ob->move_type = MOVE_FLY_LOW; |
1793 | throw_ob->move_type = MOVE_FLY_LOW; |
1854 | throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1794 | throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; |
|
|
1795 | |
|
|
1796 | throw_ob->set_speed (throw_ob->speed); |
1855 | |
1797 | |
1856 | #if 0 |
1798 | #if 0 |
1857 | /* need to put in a good sound for this */ |
1799 | /* need to put in a good sound for this */ |
1858 | play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ); |
1800 | play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ); |
1859 | #endif |
1801 | #endif |
… | |
… | |
1885 | else |
1827 | else |
1886 | throw_ob = find_mon_throw_ob (op); |
1828 | throw_ob = find_mon_throw_ob (op); |
1887 | |
1829 | |
1888 | return do_throw (op, part, throw_ob, dir, skill); |
1830 | return do_throw (op, part, throw_ob, dir, skill); |
1889 | } |
1831 | } |
|
|
1832 | |
|
|
1833 | static void |
|
|
1834 | give_player_quad_material_for (object *pl, object *ob) |
|
|
1835 | { |
|
|
1836 | if (!ob->flag [FLAG_IS_QUAD] || !ob->other_arch) |
|
|
1837 | return; |
|
|
1838 | |
|
|
1839 | object *t = ob->other_arch->instance (); |
|
|
1840 | pl->insert (t); |
|
|
1841 | } |
|
|
1842 | |
|
|
1843 | bool |
|
|
1844 | skill_mining (object *who, object *tool, object *skill, int dir, const char *string) |
|
|
1845 | { |
|
|
1846 | if (!who->is_player ()) |
|
|
1847 | return 0; |
|
|
1848 | |
|
|
1849 | if (!dir) |
|
|
1850 | { |
|
|
1851 | who->failmsg ("In what direction?"); |
|
|
1852 | return 0; |
|
|
1853 | } |
|
|
1854 | |
|
|
1855 | mapxy pos (who); pos.move (dir); |
|
|
1856 | |
|
|
1857 | if (!pos.normalise ()) |
|
|
1858 | { |
|
|
1859 | who->failmsgf ( |
|
|
1860 | "You brandish your %s, with not so convincing results. " |
|
|
1861 | "H<There is nothing in this direction.>", |
|
|
1862 | &tool->name |
|
|
1863 | ); |
|
|
1864 | return 0; |
|
|
1865 | } |
|
|
1866 | |
|
|
1867 | mapspace &ms = pos.ms (); |
|
|
1868 | |
|
|
1869 | for (object *mine_obj = pos.ms ().top; mine_obj; mine_obj = mine_obj->below) |
|
|
1870 | if (mine_obj->type == VEIN) |
|
|
1871 | { |
|
|
1872 | who->speed_left -= who->speed / tool->speed; |
|
|
1873 | |
|
|
1874 | who->play_sound (tool->sound); |
|
|
1875 | |
|
|
1876 | if (rndm (100 - mine_obj->stats.ac) > rndm (tool->stats.wc)) |
|
|
1877 | who->failmsgf ( |
|
|
1878 | "You use your %s.... nothing. " |
|
|
1879 | "H<Try again, perhaps?>", |
|
|
1880 | &tool->name |
|
|
1881 | ); |
|
|
1882 | else if (mine_obj->race != tool->race) |
|
|
1883 | who->failmsgf ( |
|
|
1884 | "You use your %s.... but it doesn't work. " |
|
|
1885 | "H<Maybe you are using the wrong tool?>", |
|
|
1886 | &tool->name |
|
|
1887 | ); |
|
|
1888 | else if (!mine_obj->stats.food) |
|
|
1889 | who->failmsgf ( |
|
|
1890 | "You use your %s.... but there is nothing. " |
|
|
1891 | "H<This space is exhausted, you should try somewhere else.>", |
|
|
1892 | &tool->name |
|
|
1893 | ); |
|
|
1894 | else |
|
|
1895 | { |
|
|
1896 | --mine_obj->stats.food; |
|
|
1897 | |
|
|
1898 | object *ore = mine_obj->other_arch->instance (); |
|
|
1899 | |
|
|
1900 | who->statusmsg (format ( |
|
|
1901 | "You use your %s.... and find some %s!", |
|
|
1902 | &tool->name, &ore->name |
|
|
1903 | )); |
|
|
1904 | |
|
|
1905 | ore->insert_at (who); |
|
|
1906 | |
|
|
1907 | return true; |
|
|
1908 | } |
|
|
1909 | } |
|
|
1910 | else if (mine_obj->flag [FLAG_IS_QUAD]) |
|
|
1911 | { |
|
|
1912 | if (mine_obj->flag [FLAG_IS_FLOOR]) |
|
|
1913 | { |
|
|
1914 | maptile *lower_floor = pos.m->tile_available (TILE_DOWN); |
|
|
1915 | |
|
|
1916 | if (!lower_floor) |
|
|
1917 | { |
|
|
1918 | who->failmsgf ( |
|
|
1919 | "Whoops, you failed to remove the %s. H<You may try again.>", |
|
|
1920 | &mine_obj->name |
|
|
1921 | ); |
|
|
1922 | return false; |
|
|
1923 | } |
|
|
1924 | |
|
|
1925 | mapxy below_pos (lower_floor, pos.x, pos.y); |
|
|
1926 | |
|
|
1927 | if (!below_pos.normalise ()) |
|
|
1928 | { |
|
|
1929 | who->failmsgf ( |
|
|
1930 | "Whoops, you failed to remove the %s. H<You may try again.>", |
|
|
1931 | &mine_obj->name |
|
|
1932 | ); |
|
|
1933 | return false; |
|
|
1934 | } |
|
|
1935 | |
|
|
1936 | // first insert open space here: |
|
|
1937 | object *open_space_floor = archetype::get (shstr_quad_open_space); |
|
|
1938 | open_space_floor->stats.hp = pos.x; |
|
|
1939 | open_space_floor->stats.sp = pos.y; |
|
|
1940 | insert_ob_in_map_at (open_space_floor, pos.m, mine_obj, |
|
|
1941 | INS_BELOW_ORIGINATOR, pos.x, pos.y); |
|
|
1942 | |
|
|
1943 | // next we will remove the wall in the lower layer: |
|
|
1944 | mapspace &below_ms = below_pos.ms (); |
|
|
1945 | for (object *quad_obj = below_ms.top; quad_obj; quad_obj = quad_obj->below) |
|
|
1946 | { |
|
|
1947 | if (quad_obj->flag [FLAG_IS_FLOOR]) |
|
|
1948 | break; |
|
|
1949 | |
|
|
1950 | if (quad_obj->flag [FLAG_IS_QUAD]) |
|
|
1951 | { |
|
|
1952 | quad_obj->map->queue_physics_at (quad_obj->x, quad_obj->y); |
|
|
1953 | give_player_quad_material_for (who, quad_obj); |
|
|
1954 | quad_obj->destroy (); |
|
|
1955 | break; |
|
|
1956 | } |
|
|
1957 | } |
|
|
1958 | } |
|
|
1959 | |
|
|
1960 | mine_obj->map->queue_physics_at (mine_obj->x, mine_obj->y); |
|
|
1961 | |
|
|
1962 | // FIXME: there should be chance assigned, like above with veins! |
|
|
1963 | who->play_sound (tool->sound); |
|
|
1964 | give_player_quad_material_for (who, mine_obj); |
|
|
1965 | mine_obj->destroy (); |
|
|
1966 | who->contr->fire_on = 0; // TODO: stopgap, do not remove more than one per keypress |
|
|
1967 | return true; |
|
|
1968 | } |
|
|
1969 | |
|
|
1970 | return false; |
|
|
1971 | } |
|
|
1972 | |