ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/skills.C
(Generate patch)

Comparing deliantra/server/server/skills.C (file contents):
Revision 1.19 by root, Tue Dec 26 08:55:00 2006 UTC vs.
Revision 1.35 by root, Sat May 19 00:31:08 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2003 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 27#include <sproto.h>
28#endif
29#include <living.h> 28#include <living.h>
30#include <skills.h> 29#include <skills.h>
31#include <spells.h> 30#include <spells.h>
32#include <book.h> 31#include <book.h>
33 32
41 return -1; 40 return -1;
42 41
43 /* Only prohibit stealing if the player does not have a free 42 /* Only prohibit stealing if the player does not have a free
44 * hand available and in fact does have hands. 43 * hand available and in fact does have hands.
45 */ 44 */
46 if (op->type == PLAYER && op->body_used[BODY_ARMS] <= 0 && op->body_info[BODY_ARMS]) 45 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info)
47 { 46 {
48 new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!"); 47 new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!");
49 return -1; 48 return -1;
50 } 49 }
51 50
94 * or not. 93 * or not.
95 * op is the target (person being pilfered) 94 * op is the target (person being pilfered)
96 * who is the person doing the stealing. 95 * who is the person doing the stealing.
97 * skill is the skill object (stealing). 96 * skill is the skill object (stealing).
98 */ 97 */
99
100static int 98static int
101attempt_steal (object *op, object *who, object *skill) 99attempt_steal (object *op, object *who, object *skill)
102{ 100{
103 object *success = NULL, *tmp = NULL, *next; 101 object *success = NULL, *tmp = NULL, *next;
104 int roll = 0, chance = 0, stats_value; 102 int roll = 0, chance = 0, stats_value;
122 else /* help npc to detect thief next time by raising its wisdom */ 120 else /* help npc to detect thief next time by raising its wisdom */
123 op->stats.Wis += (op->stats.Int / 5) + 1; 121 op->stats.Wis += (op->stats.Int / 5) + 1;
124 if (op->stats.Wis > MAX_STAT) 122 if (op->stats.Wis > MAX_STAT)
125 op->stats.Wis = MAX_STAT; 123 op->stats.Wis = MAX_STAT;
126 } 124 }
125
127 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ)) 126 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ))
128 { 127 {
129 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n"); 128 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n");
130 return 0; 129 return 0;
131 } 130 }
132#ifdef PROHIBIT_PLAYERKILL 131
132 // only allow stealing between hostile players (TODO: probably should change)
133 if (op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful)) 133 if (op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful))
134 { 134 {
135 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); 135 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
136 return 0; 136 return 0;
137 } 137 }
138#else
139 if (op->type == PLAYER && who->type == PLAYER && settings.no_player_stealing)
140 {
141 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
142 return 0;
143 }
144#endif
145
146 138
147 /* Ok then, go thru their inventory, stealing */ 139 /* Ok then, go thru their inventory, stealing */
148 for (tmp = op->inv; tmp != NULL; tmp = next) 140 for (tmp = op->inv; tmp; tmp = next)
149 { 141 {
150 next = tmp->below; 142 next = tmp->below;
151 143
152 /* you can't steal worn items, starting items, wiz stuff, 144 /* you can't steal worn items, starting items, wiz stuff,
153 * innate abilities, or items w/o a type. Generally 145 * innate abilities, or items w/o a type. Generally
157 * future possible problems. -b.t. 149 * future possible problems. -b.t.
158 * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL 150 * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL
159 * already -b.t. 151 * already -b.t.
160 */ 152 */
161 153
162 if (QUERY_FLAG (tmp, FLAG_WAS_WIZ) || QUERY_FLAG (tmp, FLAG_APPLIED) 154 if (QUERY_FLAG (tmp, FLAG_APPLIED)
163 || !(tmp->type) 155 || !tmp->type
164 || tmp->type == SPELL 156 || tmp->type == SPELL
165 || QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_STEAL) || tmp->invisible) 157 || QUERY_FLAG (tmp, FLAG_STARTEQUIP)
158 || QUERY_FLAG (tmp, FLAG_NO_STEAL)
159 || tmp->invisible)
166 continue; 160 continue;
167 161
168 /* Okay, try stealing this item. Dependent on dexterity of thief, 162 /* Okay, try stealing this item. Dependent on dexterity of thief,
169 * skill level, see the adj_stealroll fctn for more detail. 163 * skill level, see the adj_stealroll fctn for more detail.
170 */ 164 */
261 /* play_sound("stop! thief!"); kindofthing */ 255 /* play_sound("stop! thief!"); kindofthing */
262 } /* if you weren't 100% successful */ 256 } /* if you weren't 100% successful */
263 return success ? 1 : 0; 257 return success ? 1 : 0;
264} 258}
265 259
266
267int 260int
268steal (object *op, int dir, object *skill) 261steal (object *op, int dir, object *skill)
269{ 262{
270 object *tmp, *next; 263 object *tmp, *next;
271 sint16 x, y; 264 sint16 x, y;
415 { 408 {
416 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock."); 409 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock.");
417 return 0; 410 return 0;
418 } 411 }
419} 412}
420
421 413
422/* HIDE CODE. The user becomes undetectable (not just 'invisible') for 414/* HIDE CODE. The user becomes undetectable (not just 'invisible') for
423 * a short while (success and duration dependant on player SK_level, 415 * a short while (success and duration dependant on player SK_level,
424 * dexterity, charisma, and map difficulty). 416 * dexterity, charisma, and map difficulty).
425 * Players have a good chance of becoming 'unhidden' if they move 417 * Players have a good chance of becoming 'unhidden' if they move
426 * and like invisiblity will be come visible if they attack 418 * and like invisiblity will be come visible if they attack
427 * Implemented by b.t. (thomas@astro.psu.edu) 419 * Implemented by b.t. (thomas@astro.psu.edu)
428 * July 7, 1995 - made hiding possible for monsters. -b.t. 420 * July 7, 1995 - made hiding possible for monsters. -b.t.
429 */ 421 */
430
431static int 422static int
432attempt_hide (object *op, object *skill) 423attempt_hide (object *op, object *skill)
433{ 424{
434 int number, difficulty = op->map->difficulty; 425 int number, difficulty = op->map->difficulty;
435 int terrain = hideability (op); 426 int terrain = hideability (op);
438 return 0; 429 return 0;
439 430
440 /* Hiding success and duration dependant on skill level, 431 /* Hiding success and duration dependant on skill level,
441 * op->stats.Dex, map difficulty and terrain. 432 * op->stats.Dex, map difficulty and terrain.
442 */ 433 */
443
444 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2; 434 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
435
445 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) 436 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
446 { 437 {
447 op->invisible += 100; /* set the level of 'hiddeness' */ 438 op->invisible += 100; /* set the level of 'hiddeness' */
439
448 if (op->type == PLAYER) 440 if (op->type == PLAYER)
449 op->contr->tmp_invis = 1; 441 op->contr->tmp_invis = 1;
442
450 op->hide = 1; 443 op->hide = 1;
451 return 1; 444 return 1;
452 } 445 }
446
453 return 0; 447 return 0;
454} 448}
455 449
456/* patched this to take terrain into consideration */ 450/* patched this to take terrain into consideration */
457int 451int
458hide (object *op, object *skill) 452hide (object *op, object *skill)
459{ 453{
460
461 /* the preliminaries -- Can we really hide now? */ 454 /* the preliminaries -- Can we really hide now? */
462 /* this keeps monsters from using invisibilty spells and hiding */ 455 /* this keeps monsters from using invisibilty spells and hiding */
463 456
464 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 457 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
465 { 458 {
470 { 463 {
471 new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!"); 464 new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!");
472 make_visible (op); 465 make_visible (op);
473 } 466 }
474 467
475 if (op->invisible > (50 * skill->level)) 468 if (op->invisible > 50 * skill->level)
476 { 469 {
477 new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get."); 470 new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get.");
478 return 0; 471 return 0;
479 } 472 }
480 473
482 { 475 {
483 new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows."); 476 new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows.");
484 update_object (op, UP_OBJ_FACE); 477 update_object (op, UP_OBJ_FACE);
485 return calc_skill_exp (op, NULL, skill); 478 return calc_skill_exp (op, NULL, skill);
486 } 479 }
480
487 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself."); 481 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself.");
488 return 0; 482 return 0;
489} 483}
490
491 484
492/* stop_jump() - End of jump. Clear flags, restore the map, and 485/* stop_jump() - End of jump. Clear flags, restore the map, and
493 * freeze the jumper a while to simulate the exhaustion 486 * freeze the jumper a while to simulate the exhaustion
494 * of jumping. 487 * of jumping.
495 */ 488 */
496static void 489static void
497stop_jump (object *pl, int dist, int spaces) 490stop_jump (object *pl, int dist, int spaces)
498{ 491{
499 pl->update_stats (); 492 pl->update_stats ();
500 insert_ob_in_map (pl, pl->map, pl, 0); 493 pl->map->insert (pl, pl->x, pl->y, pl);
501} 494}
502
503 495
504static int 496static int
505attempt_jump (object *pl, int dir, int spaces, object *skill) 497attempt_jump (object *pl, int dir, int spaces, object *skill)
506{ 498{
507 object *tmp; 499 object *tmp;
808 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); 800 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
809 } 801 }
810 return success; 802 return success;
811} 803}
812 804
813
814/* players using this skill can 'charm' a monster -- 805/* players using this skill can 'charm' a monster --
815 * into working for them. It can only be used on 806 * into working for them. It can only be used on
816 * non-special (see below) 'neutral' creatures. 807 * non-special (see below) 'neutral' creatures.
817 * -b.t. (thomas@astro.psu.edu) 808 * -b.t. (thomas@astro.psu.edu)
818 */ 809 */
819
820int 810int
821use_oratory (object *pl, int dir, object *skill) 811use_oratory (object *pl, int dir, object *skill)
822{ 812{
823 sint16 x = pl->x + freearr_x[dir], y = pl->y + freearr_y[dir];
824 int mflags, chance;
825 object *tmp;
826 maptile *m;
827
828 if (pl->type != PLAYER) 813 if (pl->type != PLAYER)
829 return 0; /* only players use this skill */ 814 return 0; /* only players use this skill */
815
816 sint16 x = pl->x + freearr_x[dir],
817 y = pl->y + freearr_y[dir];
830 m = pl->map; 818 maptile *m = pl->map;
819
831 mflags = get_map_flags (m, &m, x, y, &x, &y); 820 int mflags = get_map_flags (m, &m, x, y, &x, &y);
832 if (mflags & P_OUT_OF_MAP) 821 if (mflags & P_OUT_OF_MAP)
833 return 0; 822 return 0;
834 823
835 /* Save some processing - we have the flag already anyways 824 /* Save some processing - we have the flag already anyways
836 */ 825 */
838 { 827 {
839 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 828 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
840 return 0; 829 return 0;
841 } 830 }
842 831
832 object *tmp;
843 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 833 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
844 { 834 {
845 /* can't persuade players - return because there is nothing else 835 /* can't persuade players - return because there is nothing else
846 * on that space to charm. Same for multi space monsters and 836 * on that space to charm. Same for multi space monsters and
847 * special monsters - we don't allow them to be charmed, and there 837 * special monsters - we don't allow them to be charmed, and there
848 * is no reason to do further processing since they should be the 838 * is no reason to do further processing since they should be the
849 * only monster on the space. 839 * only monster on the space.
850 */ 840 */
851 if (tmp->type == PLAYER) 841 if (tmp->type == PLAYER
852 return 0; 842 || tmp->more || tmp->head_ () != tmp
853 if (tmp->more || tmp->head) 843 || tmp->msg)
854 return 0;
855 if (tmp->msg)
856 return 0; 844 return 0;
857 845
858 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 846 if (QUERY_FLAG (tmp, FLAG_MONSTER))
859 break; 847 break;
860 } 848 }
875 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); 863 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
876 return 0; 864 return 0;
877 } 865 }
878 866
879 /* it's already allied! */ 867 /* it's already allied! */
880 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && (tmp->attack_movement == PETMOVE)) 868 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
881 { 869 {
882 if (tmp->owner == pl) 870 if (tmp->owner == pl)
883 { 871 {
884 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); 872 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
885 return 0; 873 return 0;
888 { 876 {
889 /* you steal the follower. Perhaps we should really look at the 877 /* you steal the follower. Perhaps we should really look at the
890 * level of the owner above? 878 * level of the owner above?
891 */ 879 */
892 tmp->set_owner (pl); 880 tmp->set_owner (pl);
881 tmp->skill = skill->skill;
882
893 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp)); 883 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp));
894 /* Abuse fix - don't give exp since this can otherwise 884 /* Abuse fix - don't give exp since this can otherwise
895 * be used by a couple players to gets lots of exp. 885 * be used by a couple players to gets lots of exp.
896 */ 886 */
897 return 0; 887 return 0;
901 /* In this case, you can't steal it from the other player */ 891 /* In this case, you can't steal it from the other player */
902 return 0; 892 return 0;
903 } 893 }
904 } /* Creature was already a pet of someone */ 894 } /* Creature was already a pet of someone */
905 895
906 chance = skill->level * 2 + (pl->stats.Cha - 2 * tmp->stats.Int) / 2; 896 int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2;
907 897
908 /* Ok, got a 'sucker' lets try to make them a follower */ 898 /* Ok, got a 'sucker' lets try to make them a follower */
909 if (chance > 0 && tmp->level < (random_roll (0, chance - 1, pl, PREFER_HIGH) - 1)) 899 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
910 { 900 {
911 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); 901 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
912 902
913 tmp->set_owner (pl); 903 tmp->set_owner (pl);
904 tmp->skill = skill->skill;
914 tmp->stats.exp = 0; 905 tmp->stats.exp = 0;
915 add_friendly_object (tmp); 906 add_friendly_object (tmp);
916 SET_FLAG (tmp, FLAG_FRIENDLY);
917 tmp->attack_movement = PETMOVE; 907 tmp->attack_movement = PETMOVE;
918 return calc_skill_exp (pl, tmp, skill); 908 return calc_skill_exp (pl, tmp, skill);
919 } 909 }
920 /* Charm failed. Creature may be angry now */ 910 /* Charm failed. Creature may be angry now */
921 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW)) 911 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
925 { 915 {
926 CLEAR_FLAG (tmp, FLAG_FRIENDLY); 916 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
927 remove_friendly_object (tmp); 917 remove_friendly_object (tmp);
928 tmp->attack_movement = 0; /* needed? */ 918 tmp->attack_movement = 0; /* needed? */
929 } 919 }
920
930 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 921 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
931 } 922 }
923
932 return 0; /* Fall through - if we get here, we didn't charm anything */ 924 return 0; /* Fall through - if we get here, we didn't charm anything */
933} 925}
934 926
935/* Singing() -this skill allows the player to pacify nearby creatures. 927/* Singing() -this skill allows the player to pacify nearby creatures.
936 * There are few limitations on who/what kind of 928 * There are few limitations on who/what kind of
939 * successfully pacified the creature gets Int=1. Thus, a player 931 * successfully pacified the creature gets Int=1. Thus, a player
940 * may only pacify a creature once. 932 * may only pacify a creature once.
941 * BTW, I appologize for the naming of the skill, I couldnt think 933 * BTW, I appologize for the naming of the skill, I couldnt think
942 * of anything better! -b.t. 934 * of anything better! -b.t.
943 */ 935 */
944
945int 936int
946singing (object *pl, int dir, object *skill) 937singing (object *pl, int dir, object *skill)
947{ 938{
948 int i, exp = 0, chance, mflags; 939 int i, exp = 0;
949 object *tmp; 940 object *tmp;
950 maptile *m; 941 maptile *m;
951 sint16 x, y; 942 sint16 x, y;
952 943
953 if (pl->type != PLAYER) 944 if (pl->type != PLAYER)
958 { 949 {
959 x = pl->x + freearr_x[i]; 950 x = pl->x + freearr_x[i];
960 y = pl->y + freearr_y[i]; 951 y = pl->y + freearr_y[i];
961 m = pl->map; 952 m = pl->map;
962 953
963 mflags = get_map_flags (m, &m, x, y, &x, &y); 954 int mflags = get_map_flags (m, &m, x, y, &x, &y);
964 if (mflags & P_OUT_OF_MAP) 955 if (mflags & P_OUT_OF_MAP)
965 continue; 956 continue;
966 if (!(mflags & P_IS_ALIVE)) 957 if (!(mflags & P_IS_ALIVE))
967 continue; 958 continue;
968 959
987 978
988 /* stealing isn't really related (although, maybe it should 979 /* stealing isn't really related (although, maybe it should
989 * be). This is mainly to prevent singing to the same monster 980 * be). This is mainly to prevent singing to the same monster
990 * over and over again and getting exp for it. 981 * over and over again and getting exp for it.
991 */ 982 */
992 chance = skill->level * 2 + (pl->stats.Cha - 5 - tmp->stats.Int) / 2; 983 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
984
993 if (chance && tmp->level * 2 < random_roll (0, chance - 1, pl, PREFER_HIGH)) 985 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH))
994 { 986 {
995 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 987 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
996 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));
997 /* Give exp only if they are not aware */ 989 /* Give exp only if they are not aware */
990
998 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) 991 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL))
999 exp += calc_skill_exp (pl, tmp, skill); 992 exp += calc_skill_exp (pl, tmp, skill);
993
1000 SET_FLAG (tmp, FLAG_NO_STEAL); 994 SET_FLAG (tmp, FLAG_NO_STEAL);
1001 } 995 }
1002 else 996 else
1003 { 997 {
1004 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));
1201 return; 1195 return;
1202 } 1196 }
1203 else 1197 else
1204 { 1198 {
1205 for (tmp = pl->inv; tmp; tmp = tmp->below) 1199 for (tmp = pl->inv; tmp; tmp = tmp->below)
1206 if (((tmp->type == ARMOUR && skill->level < 12) 1200 if (((tmp->type == ARMOUR && skill->level < 12)
1207 || (tmp->type == HELMET && skill->level < 10) 1201 || (tmp->type == HELMET && skill->level < 10)
1208 || (tmp->type == SHIELD && skill->level < 6) 1202 || (tmp->type == SHIELD && skill->level < 6)
1209 || (tmp->type == BOOTS && skill->level < 4) || (tmp->type == GLOVES && skill->level < 2)) && QUERY_FLAG (tmp, FLAG_APPLIED)) 1203 || (tmp->type == BOOTS && skill->level < 4)
1204 || (tmp->type == GLOVES && skill->level < 2))
1205 && QUERY_FLAG (tmp, FLAG_APPLIED))
1210 { 1206 {
1211 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n"); 1207 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n");
1212 return; 1208 return;
1213 } 1209 }
1214 } 1210 }
1236} 1232}
1237 1233
1238/* write_note() - this routine allows players to inscribe messages in 1234/* write_note() - this routine allows players to inscribe messages in
1239 * ordinary 'books' (anything that is type BOOK). b.t. 1235 * ordinary 'books' (anything that is type BOOK). b.t.
1240 */ 1236 */
1241
1242static int 1237static int
1243write_note (object *pl, object *item, const char *msg, object *skill) 1238write_note (object *pl, object *item, const char *msg, object *skill)
1244{ 1239{
1245 char buf[1024]; 1240 char buf[1024];
1246 object *newBook = NULL; 1241 object *newBook = NULL;
1253 { 1248 {
1254 new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!"); 1249 new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!");
1255 new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill); 1250 new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill);
1256 return 0; 1251 return 0;
1257 } 1252 }
1253
1258 if (strcasestr_local (msg, "endmsg")) 1254 if (strcasestr_local (msg, "endmsg"))
1259 { 1255 {
1260 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?"); 1256 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1261 return 0; 1257 return 0;
1262 } 1258 }
1288 /* This shouldn't be necessary - the object hasn't changed in any 1284 /* This shouldn't be necessary - the object hasn't changed in any
1289 * visible way 1285 * visible way
1290 */ 1286 */
1291 /* esrv_send_item(pl, item); */ 1287 /* esrv_send_item(pl, item); */
1292 } 1288 }
1289
1293 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", query_short_name (item)); 1290 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", query_short_name (item));
1294 return strlen (msg); 1291 return strlen (msg);
1295 } 1292 }
1296 else 1293 else
1297 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item)); 1294 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item));
1317 new_draw_info (NDI_UNIQUE, 0, pl, "A spell can only be inscribed into a scroll!"); 1314 new_draw_info (NDI_UNIQUE, 0, pl, "A spell can only be inscribed into a scroll!");
1318 return 0; 1315 return 0;
1319 } 1316 }
1320 1317
1321 /* Check if we are ready to attempt inscription */ 1318 /* Check if we are ready to attempt inscription */
1322 chosen_spell = pl->contr->ranges[range_magic]; 1319 chosen_spell = pl->contr->ranged_ob;
1323 if (!chosen_spell) 1320 if (!chosen_spell || chosen_spell->type != SPELL)
1324 { 1321 {
1325 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); 1322 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1326 return 0; 1323 return 0;
1327 } 1324 }
1325
1328 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace) 1326 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1329 { 1327 {
1330 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name); 1328 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1331 return 0; 1329 return 0;
1332 } 1330 }
1331
1333 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) 1332 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1334 { 1333 {
1335 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); 1334 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1336 return 0; 1335 return 0;
1337 } 1336 }
1362 newscroll = scroll->clone (); 1361 newscroll = scroll->clone ();
1363 decrease_ob (scroll); 1362 decrease_ob (scroll);
1364 newscroll->nrof = 1; 1363 newscroll->nrof = 1;
1365 } 1364 }
1366 else 1365 else
1367 {
1368 newscroll = scroll; 1366 newscroll = scroll;
1369 }
1370 1367
1371 if (!confused) 1368 if (!confused)
1372 { 1369 {
1373 newscroll->level = MAX (skill->level, chosen_spell->level); 1370 newscroll->level = MAX (skill->level, chosen_spell->level);
1374 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll."); 1371 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll.");
1400 { 1397 {
1401 /* Remove to correctly merge with other items which may exist in inventory */ 1398 /* Remove to correctly merge with other items which may exist in inventory */
1402 newscroll->remove (); 1399 newscroll->remove ();
1403 esrv_del_item (pl->contr, newscroll->count); 1400 esrv_del_item (pl->contr, newscroll->count);
1404 } 1401 }
1402
1405 newscroll = insert_ob_in_ob (newscroll, pl); 1403 newscroll = insert_ob_in_ob (newscroll, pl);
1406 esrv_send_item (pl, newscroll); 1404 esrv_send_item (pl, newscroll);
1407 success = calc_skill_exp (pl, newscroll, skill); 1405 success = calc_skill_exp (pl, newscroll, skill);
1408 if (!confused) 1406 if (!confused)
1409 success *= 2; 1407 success *= 2;
1452 if (!params) 1450 if (!params)
1453 { 1451 {
1454 params = ""; 1452 params = "";
1455 string = params; 1453 string = params;
1456 } 1454 }
1455
1457 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); 1456 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1458 1457
1459 /* Need to be able to read before we can write! */ 1458 /* Need to be able to read before we can write! */
1460 if (!find_skill_by_name (pl, skat->clone.skill)) 1459 if (!find_skill_by_name (pl, skat->clone.skill))
1461 { 1460 {
1485 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll"); 1484 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll");
1486 return 0; 1485 return 0;
1487 } 1486 }
1488 1487
1489 if (msgtype == SCROLL) 1488 if (msgtype == SCROLL)
1490 {
1491 return write_scroll (pl, item, skill); 1489 return write_scroll (pl, item, skill);
1492 }
1493 else if (msgtype == BOOK) 1490 else if (msgtype == BOOK)
1494 {
1495 return write_note (pl, item, string, skill); 1491 return write_note (pl, item, string, skill);
1496 } 1492
1497 return 0; 1493 return 0;
1498} 1494}
1499
1500
1501 1495
1502/* find_throw_ob() - if we request an object, then 1496/* find_throw_ob() - if we request an object, then
1503 * we search for it in the inventory of the owner (you've 1497 * we search for it in the inventory of the owner (you've
1504 * got to be carrying something in order to throw it!). 1498 * got to be carrying something in order to throw it!).
1505 * If we didnt request an object, then the top object in inventory 1499 * If we didnt request an object, then the top object in inventory
1506 * (that is "throwable", ie no throwing your skills away!) 1500 * (that is "throwable", ie no throwing your skills away!)
1507 * is the object of choice. Also check to see if object is 1501 * is the object of choice. Also check to see if object is
1508 * 'throwable' (ie not applied cursed obj, worn, etc). 1502 * 'throwable' (ie not applied cursed obj, worn, etc).
1509 */ 1503 */
1510
1511static object * 1504static object *
1512find_throw_ob (object *op, const char *request) 1505find_throw_ob (object *op, const char *request)
1513{ 1506{
1514 object *tmp; 1507 object *tmp;
1515 1508
1587 1580
1588/* make_throw_ob() We construct the 'carrier' object in 1581/* make_throw_ob() We construct the 'carrier' object in
1589 * which we will insert the object that is being thrown. 1582 * which we will insert the object that is being thrown.
1590 * This combination becomes the 'thrown object'. -b.t. 1583 * This combination becomes the 'thrown object'. -b.t.
1591 */ 1584 */
1592
1593static object * 1585static object *
1594make_throw_ob (object *orig) 1586make_throw_ob (object *orig)
1595{ 1587{
1596 if (!orig) 1588 if (!orig)
1597 return NULL; 1589 return NULL;
1610 toss_item->stats.dam = 0; /* default damage */ 1602 toss_item->stats.dam = 0; /* default damage */
1611 insert_ob_in_ob (orig, toss_item); 1603 insert_ob_in_ob (orig, toss_item);
1612 return toss_item; 1604 return toss_item;
1613} 1605}
1614 1606
1615
1616/* do_throw() - op throws any object toss_item. This code 1607/* do_throw() - op throws any object toss_item. This code
1617 * was borrowed from fire_bow. 1608 * was borrowed from fire_bow.
1618 * Returns 1 if skill was successfully used, 0 if not 1609 * Returns 1 if skill was successfully used, 0 if not
1619 */ 1610 */
1620
1621static int 1611static int
1622do_throw (object *op, object *part, object *toss_item, int dir, object *skill) 1612do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1623{ 1613{
1624 object *throw_ob = toss_item, *left = NULL; 1614 object *throw_ob = toss_item, *left = NULL;
1625 int eff_str = 0, maxc, str = op->stats.Str, dam = 0; 1615 int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1690 */ 1680 */
1691 mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy); 1681 mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy);
1692 1682
1693 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW)) 1683 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1694 { 1684 {
1695
1696 /* bounces off 'wall', and drops to feet */ 1685 /* bounces off 'wall', and drops to feet */
1697 throw_ob->remove (); 1686 throw_ob->insert_at (part, op);
1698 throw_ob->x = part->x; 1687
1699 throw_ob->y = part->y;
1700 insert_ob_in_map (throw_ob, part->map, op, 0);
1701 if (op->type == PLAYER) 1688 if (op->type == PLAYER)
1702 { 1689 {
1703 if (eff_str <= 1) 1690 if (eff_str <= 1)
1704 {
1705 new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob)); 1691 new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob));
1706 }
1707 else if (!dir) 1692 else if (!dir)
1708 {
1709 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob)); 1693 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1710 }
1711 else 1694 else
1712 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1695 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1713 } 1696 }
1697
1714 return 0; 1698 return 0;
1715 } /* if object can't be thrown */ 1699 } /* if object can't be thrown */
1716 1700
1717 left = throw_ob; /* these are throwing objects left to the player */ 1701 left = throw_ob; /* these are throwing objects left to the player */
1718 1702
1762 * becomes the hitter. As such, we need to make sure that has a proper 1746 * becomes the hitter. As such, we need to make sure that has a proper
1763 * owner value so exp goes to the right place. 1747 * owner value so exp goes to the right place.
1764 */ 1748 */
1765 throw_ob->inv->set_owner (op); 1749 throw_ob->inv->set_owner (op);
1766 throw_ob->direction = dir; 1750 throw_ob->direction = dir;
1767 throw_ob->x = part->x;
1768 throw_ob->y = part->y;
1769 1751
1770 /* the damage bonus from the force of the throw */ 1752 /* the damage bonus from the force of the throw */
1771 dam = (int) (str_factor * dam_bonus[eff_str]); 1753 dam = (int) (str_factor * dam_bonus[eff_str]);
1772 1754
1773 /* Now, lets adjust the properties of the thrown_ob. */ 1755 /* Now, lets adjust the properties of the thrown_ob. */
1802 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) 1784 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob))
1803 SET_ANIMATION (throw_ob, dir); 1785 SET_ANIMATION (throw_ob, dir);
1804 } 1786 }
1805 else 1787 else
1806 { 1788 {
1789 uint16 mat = throw_ob->materials;
1790
1807 /* some materials will adjust properties.. */ 1791 /* some materials will adjust properties.. */
1808 if (throw_ob->material & M_LEATHER) 1792 if (mat & M_LEATHER)
1809 { 1793 {
1810 throw_ob->stats.dam -= 1; 1794 throw_ob->stats.dam -= 1;
1811 throw_ob->stats.food -= 10; 1795 throw_ob->stats.food -= 10;
1812 } 1796 }
1813 1797
1814 if (throw_ob->material & M_GLASS) 1798 if (mat & M_GLASS)
1815 throw_ob->stats.food += 60; 1799 throw_ob->stats.food += 60;
1816 1800
1817 if (throw_ob->material & M_ORGANIC) 1801 if (mat & M_ORGANIC)
1818 { 1802 {
1819 throw_ob->stats.dam -= 3; 1803 throw_ob->stats.dam -= 3;
1820 throw_ob->stats.food += 55; 1804 throw_ob->stats.food += 55;
1821 } 1805 }
1822 1806
1823 if (throw_ob->material & M_PAPER || throw_ob->material & M_CLOTH) 1807 if (mat & M_PAPER || mat & M_CLOTH)
1824 { 1808 {
1825 throw_ob->stats.dam -= 5; 1809 throw_ob->stats.dam -= 5;
1826 throw_ob->speed *= 0.8; 1810 throw_ob->speed *= 0.8;
1827 throw_ob->stats.wc += 3; 1811 throw_ob->stats.wc += 3;
1828 throw_ob->stats.food -= 30; 1812 throw_ob->stats.food -= 30;
1880 LOG (llevDebug, " pause_f=%d \n", pause_f); 1864 LOG (llevDebug, " pause_f=%d \n", pause_f);
1881 LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n", 1865 LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1882 throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food); 1866 throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food);
1883 LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count); 1867 LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1884#endif 1868#endif
1885 insert_ob_in_map (throw_ob, part->map, op, 0); 1869
1870 throw_ob->insert_at (part, op);
1886 1871
1887 if (!throw_ob->destroyed ()) 1872 if (!throw_ob->destroyed ())
1888 move_arrow (throw_ob); 1873 move_arrow (throw_ob);
1889 1874
1890 return 1; 1875 return 1;

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines