1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2003 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * 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 |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * 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 |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <object.h> |
25 | #include <object.h> |
27 | #include <sproto.h> |
26 | #include <sproto.h> |
… | |
… | |
178 | if (tmp->destroyed () || tmp->env != op) |
177 | if (tmp->destroyed () || tmp->env != op) |
179 | { |
178 | { |
180 | /* for players, play_sound: steals item */ |
179 | /* for players, play_sound: steals item */ |
181 | success = tmp; |
180 | success = tmp; |
182 | CLEAR_FLAG (tmp, FLAG_INV_LOCKED); |
181 | CLEAR_FLAG (tmp, FLAG_INV_LOCKED); |
183 | |
|
|
184 | /* Don't delete it from target player until we know |
|
|
185 | * the thief has picked it up. can't just look at tmp->count, |
|
|
186 | * as it's possible that it got merged when picked up. |
|
|
187 | */ |
|
|
188 | if (op->type == PLAYER) |
|
|
189 | esrv_del_item (op->contr, tmp->count); |
|
|
190 | } |
182 | } |
|
|
183 | |
191 | break; |
184 | break; |
192 | } |
185 | } |
193 | } /* for loop looking for an item */ |
186 | } /* for loop looking for an item */ |
194 | |
187 | |
195 | if (!tmp) |
188 | if (!tmp) |
… | |
… | |
499 | object *tmp; |
492 | object *tmp; |
500 | int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags; |
493 | int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags; |
501 | sint16 x, y; |
494 | sint16 x, y; |
502 | maptile *m; |
495 | maptile *m; |
503 | |
496 | |
504 | /* Jump loop. Go through spaces opject wants to jump. Halt the |
497 | /* 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 |
498 | * 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 |
499 | * temporarily to allow player to aviod exits/archs that are not |
507 | * fly_on, fly_off. This will also prevent pickup of objects |
500 | * fly_on, fly_off. This will also prevent pickup of objects |
508 | * while jumping over them. |
501 | * while jumping over them. |
509 | */ |
502 | */ |
510 | |
|
|
511 | pl->remove (); |
503 | pl->remove (); |
512 | |
504 | |
513 | /* |
505 | /* |
514 | * I don't think this is actually needed - all the movement |
506 | * I don't think this is actually needed - all the movement |
515 | * code is handled in this function, and I don't see anyplace |
507 | * code is handled in this function, and I don't see anyplace |
… | |
… | |
525 | |
517 | |
526 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
518 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
527 | |
519 | |
528 | if (mflags & P_OUT_OF_MAP) |
520 | if (mflags & P_OUT_OF_MAP) |
529 | { |
521 | { |
530 | (void) stop_jump (pl, i, spaces); |
522 | stop_jump (pl, i, spaces); |
531 | return 0; |
523 | return 0; |
532 | } |
524 | } |
|
|
525 | |
533 | if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y))) |
526 | if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y))) |
534 | { |
527 | { |
535 | new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); |
528 | new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); |
536 | stop_jump (pl, i, spaces); |
529 | stop_jump (pl, i, spaces); |
537 | return 0; |
530 | return 0; |
… | |
… | |
541 | { |
534 | { |
542 | /* Jump into creature */ |
535 | /* Jump into creature */ |
543 | if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden))) |
536 | if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden))) |
544 | { |
537 | { |
545 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name); |
538 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name); |
|
|
539 | |
|
|
540 | stop_jump (pl, i, spaces); |
|
|
541 | |
546 | if (tmp->type != PLAYER || |
542 | if (tmp->type != PLAYER || |
547 | (pl->type == PLAYER && pl->contr->party == NULL) || |
543 | (pl->type == PLAYER && pl->contr->party == NULL) || |
548 | (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party)) |
544 | (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 */ |
545 | exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */ |
550 | stop_jump (pl, i, spaces); |
546 | |
551 | return exp; /* note that calc_skill_exp() is already called by skill_attack() */ |
547 | return exp; /* note that calc_skill_exp() is already called by skill_attack() */ |
552 | } |
548 | } |
|
|
549 | |
553 | /* If the space has fly on set (no matter what the space is), |
550 | /* If the space has fly on set (no matter what the space is), |
554 | * we should get the effects - after all, the player is |
551 | * we should get the effects - after all, the player is |
555 | * effectively flying. |
552 | * effectively flying. |
556 | */ |
553 | */ |
557 | if (tmp->move_on & MOVE_FLY_LOW) |
554 | if (tmp->move_on & MOVE_FLY_LOW) |
… | |
… | |
561 | pl->map = m; |
558 | pl->map = m; |
562 | stop_jump (pl, i, spaces); |
559 | stop_jump (pl, i, spaces); |
563 | return calc_skill_exp (pl, NULL, skill); |
560 | return calc_skill_exp (pl, NULL, skill); |
564 | } |
561 | } |
565 | } |
562 | } |
|
|
563 | |
566 | pl->x = x; |
564 | pl->x = x; |
567 | pl->y = y; |
565 | pl->y = y; |
568 | pl->map = m; |
566 | pl->map = m; |
569 | } |
567 | } |
|
|
568 | |
570 | stop_jump (pl, i, spaces); |
569 | stop_jump (pl, i, spaces); |
|
|
570 | |
571 | return calc_skill_exp (pl, NULL, skill); |
571 | return calc_skill_exp (pl, NULL, skill); |
572 | } |
572 | } |
573 | |
573 | |
574 | /* jump() - this is both a new type of movement for player/monsters and |
574 | /* jump() - this is both a new type of movement for player/monsters and |
575 | * an attack as well. |
575 | * an attack as well. |
576 | * Perhaps we should allow more spaces based on level, eg, level 50 |
576 | * Perhaps we should allow more spaces based on level, eg, level 50 |
577 | * jumper can jump several spaces? |
577 | * jumper can jump several spaces? |
578 | */ |
578 | */ |
579 | |
|
|
580 | int |
579 | int |
581 | jump (object *pl, int dir, object *skill) |
580 | jump (object *pl, int dir, object *skill) |
582 | { |
581 | { |
583 | int spaces = 0, stats; |
|
|
584 | int str = pl->stats.Str; |
582 | int str = pl->stats.Str; |
585 | int dex = pl->stats.Dex; |
583 | int dex = pl->stats.Dex; |
586 | |
584 | |
587 | dex = dex ? dex : 15; |
585 | dex = dex ? dex : 15; |
588 | str = str ? str : 10; |
586 | str = str ? str : 10; |
589 | |
587 | |
590 | stats = str * str * str * dex * skill->level; |
588 | int stats = str * str * str * dex * skill->level; |
|
|
589 | int spaces = min (3, skill->level, stats / (pl->carrying + 1)); |
591 | |
590 | |
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) |
591 | if (spaces == 0) |
600 | { |
592 | { |
601 | new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump."); |
593 | new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump."); |
602 | return 0; |
594 | return 0; |
603 | } |
595 | } |
|
|
596 | |
604 | return attempt_jump (pl, dir, spaces, skill); |
597 | return attempt_jump (pl, dir, spaces, skill); |
605 | } |
598 | } |
606 | |
|
|
607 | |
599 | |
608 | /* skill_ident() - this code is supposed to allow players to identify |
600 | /* skill_ident() - this code is supposed to allow players to identify |
609 | * classes of objects with the various "auto-ident" skills. Player must |
601 | * classes of objects with the various "auto-ident" skills. Player must |
610 | * have unidentified objects of the right type in order for the skill |
602 | * have unidentified objects of the right type in order for the skill |
611 | * to work. While multiple classes of objects may be identified, |
603 | * 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 |
604 | * 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. |
605 | * more generalized. Right now, skill indices are embedded in this routine. |
614 | * Returns amount of experience gained (on successful ident). |
606 | * Returns amount of experience gained (on successful ident). |
615 | * - b.t. (thomas@astro.psu.edu) |
607 | * - b.t. (thomas@astro.psu.edu) |
616 | */ |
608 | */ |
617 | |
|
|
618 | static int |
609 | static int |
619 | do_skill_detect_curse (object *pl, object *skill) |
610 | do_skill_detect_curse (object *pl, object *skill) |
620 | { |
611 | { |
621 | object *tmp; |
612 | object *tmp; |
622 | int success = 0; |
613 | int success = 0; |
… | |
… | |
700 | if (tmp->msg) |
691 | if (tmp->msg) |
701 | { |
692 | { |
702 | new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); |
693 | new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); |
703 | new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); |
694 | new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); |
704 | } |
695 | } |
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 | } |
696 | } |
|
|
697 | |
710 | success += calc_skill_exp (pl, tmp, skill); |
698 | success += calc_skill_exp (pl, tmp, skill); |
711 | } |
699 | } |
712 | else |
700 | else |
713 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); |
701 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); |
714 | } |
702 | } |
… | |
… | |
719 | /* do_skill_ident() - workhorse for skill_ident() -b.t. |
707 | /* do_skill_ident() - workhorse for skill_ident() -b.t. |
720 | */ |
708 | */ |
721 | static int |
709 | static int |
722 | do_skill_ident (object *pl, int obj_class, object *skill) |
710 | do_skill_ident (object *pl, int obj_class, object *skill) |
723 | { |
711 | { |
724 | object *tmp; |
|
|
725 | int success = 0; |
712 | int success = 0; |
726 | |
713 | |
727 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
714 | for (object *tmp = pl->inv; tmp; tmp = tmp->below) |
728 | success += do_skill_ident2 (tmp, pl, obj_class, skill); |
715 | success += do_skill_ident2 (tmp, pl, obj_class, skill); |
729 | /* check the ground */ |
716 | /* check the ground */ |
730 | |
717 | |
731 | for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
718 | for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above) |
732 | success += do_skill_ident2 (tmp, pl, obj_class, skill); |
719 | success += do_skill_ident2 (tmp, pl, obj_class, skill); |
733 | |
720 | |
734 | return success; |
721 | return success; |
735 | } |
722 | } |
736 | |
723 | |
… | |
… | |
744 | |
731 | |
745 | new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby..."); |
732 | new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby..."); |
746 | |
733 | |
747 | switch (skill->subtype) |
734 | switch (skill->subtype) |
748 | { |
735 | { |
749 | case SK_SMITHERY: |
736 | case SK_SMITHERY: |
750 | success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill) |
737 | 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) |
738 | + 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) |
739 | + 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); |
740 | + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill); |
754 | break; |
741 | break; |
755 | |
742 | |
756 | case SK_BOWYER: |
743 | case SK_BOWYER: |
757 | success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill); |
744 | success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill); |
758 | break; |
745 | break; |
759 | |
746 | |
760 | case SK_ALCHEMY: |
747 | case SK_ALCHEMY: |
761 | success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill) |
748 | 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); |
749 | + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill); |
763 | break; |
750 | break; |
764 | |
751 | |
765 | case SK_WOODSMAN: |
752 | case SK_WOODSMAN: |
766 | success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill); |
753 | success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill); |
767 | break; |
754 | break; |
768 | |
755 | |
769 | case SK_JEWELER: |
756 | case SK_JEWELER: |
770 | success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill); |
757 | success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill); |
771 | break; |
758 | break; |
772 | |
759 | |
773 | case SK_LITERACY: |
760 | case SK_LITERACY: |
774 | success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill); |
761 | success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill); |
775 | break; |
762 | break; |
776 | |
763 | |
777 | case SK_THAUMATURGY: |
764 | case SK_THAUMATURGY: |
778 | success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill); |
765 | success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill); |
779 | break; |
766 | break; |
780 | |
767 | |
781 | case SK_DET_CURSE: |
768 | case SK_DET_CURSE: |
782 | success = do_skill_detect_curse (pl, skill); |
769 | success = do_skill_detect_curse (pl, skill); |
783 | if (success) |
770 | if (success) |
784 | new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); |
771 | new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); |
785 | break; |
772 | break; |
786 | |
773 | |
787 | case SK_DET_MAGIC: |
774 | case SK_DET_MAGIC: |
788 | success = do_skill_detect_magic (pl, skill); |
775 | success = do_skill_detect_magic (pl, skill); |
789 | if (success) |
776 | if (success) |
790 | new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!"); |
777 | new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!"); |
791 | break; |
778 | break; |
792 | |
779 | |
793 | default: |
780 | default: |
794 | LOG (llevError, "Error: bad call to skill_ident()\n"); |
781 | LOG (llevError, "Error: bad call to skill_ident()\n"); |
795 | return 0; |
782 | return 0; |
796 | break; |
783 | break; |
797 | } |
784 | } |
|
|
785 | |
798 | if (!success) |
786 | if (!success) |
799 | { |
|
|
800 | new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); |
787 | new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); |
801 | } |
788 | |
802 | return success; |
789 | return success; |
803 | } |
790 | } |
804 | |
791 | |
805 | /* players using this skill can 'charm' a monster -- |
792 | /* players using this skill can 'charm' a monster -- |
806 | * into working for them. It can only be used on |
793 | * into working for them. It can only be used on |
… | |
… | |
901 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); |
888 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); |
902 | |
889 | |
903 | tmp->set_owner (pl); |
890 | tmp->set_owner (pl); |
904 | tmp->skill = skill->skill; |
891 | tmp->skill = skill->skill; |
905 | tmp->stats.exp = 0; |
892 | tmp->stats.exp = 0; |
906 | add_friendly_object (tmp); |
|
|
907 | tmp->attack_movement = PETMOVE; |
893 | tmp->attack_movement = PETMOVE; |
|
|
894 | |
|
|
895 | if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
|
|
896 | add_friendly_object (tmp); |
|
|
897 | |
908 | return calc_skill_exp (pl, tmp, skill); |
898 | return calc_skill_exp (pl, tmp, skill); |
909 | } |
899 | } |
910 | /* Charm failed. Creature may be angry now */ |
900 | /* 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)) |
901 | else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW)) |
912 | { |
902 | { |
913 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); |
903 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); |
914 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
904 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
915 | { |
905 | { |
916 | CLEAR_FLAG (tmp, FLAG_FRIENDLY); |
|
|
917 | remove_friendly_object (tmp); |
906 | remove_friendly_object (tmp); |
918 | tmp->attack_movement = 0; /* needed? */ |
907 | tmp->attack_movement = 0; /* needed? */ |
919 | } |
908 | } |
920 | |
909 | |
921 | CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
910 | CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
… | |
… | |
1122 | success += calc_skill_exp (op, tmp, skill); |
1111 | success += calc_skill_exp (op, tmp, skill); |
1123 | } |
1112 | } |
1124 | } |
1113 | } |
1125 | } |
1114 | } |
1126 | } |
1115 | } |
|
|
1116 | |
1127 | return success; |
1117 | return success; |
1128 | } |
1118 | } |
1129 | |
|
|
1130 | |
1119 | |
1131 | /* pray() - when this skill is called from do_skill(), it allows |
1120 | /* 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. |
1121 | * 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 |
1122 | * 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 |
1123 | * 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 |
1124 | * the effect here can be done on demand, we probably don't want to |
1136 | * give infinite exp by returning true in any cases. |
1125 | * give infinite exp by returning true in any cases. |
1137 | */ |
1126 | */ |
1138 | |
|
|
1139 | int |
1127 | int |
1140 | pray (object *pl, object *skill) |
1128 | pray (object *pl, object *skill) |
1141 | { |
1129 | { |
1142 | char buf[MAX_BUF]; |
1130 | char buf[MAX_BUF]; |
1143 | object *tmp; |
1131 | object *tmp; |
… | |
… | |
1168 | if (pl->stats.grace < pl->stats.maxgrace) |
1156 | if (pl->stats.grace < pl->stats.maxgrace) |
1169 | { |
1157 | { |
1170 | pl->stats.grace++; |
1158 | pl->stats.grace++; |
1171 | pl->last_grace = -1; |
1159 | pl->last_grace = -1; |
1172 | } |
1160 | } |
|
|
1161 | |
1173 | return 0; |
1162 | return 0; |
1174 | } |
1163 | } |
1175 | |
1164 | |
1176 | /* This skill allows the player to regain a few sp or hp for a |
1165 | /* 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 |
1166 | * brief period of concentration. No armour or weapons may be |
1178 | * wielded/applied for this to work. The amount of time needed |
1167 | * wielded/applied for this to work. The amount of time needed |
1179 | * to concentrate and the # of points regained is dependant on |
1168 | * to concentrate and the # of points regained is dependant on |
1180 | * the level of the user. - b.t. thomas@astro.psu.edu |
1169 | * the level of the user. - b.t. thomas@astro.psu.edu |
1181 | */ |
1170 | */ |
1182 | |
|
|
1183 | void |
1171 | void |
1184 | meditate (object *pl, object *skill) |
1172 | meditate (object *pl, object *skill) |
1185 | { |
1173 | { |
1186 | object *tmp; |
1174 | object *tmp; |
1187 | |
1175 | |
… | |
… | |
1230 | pl->last_heal = -1; |
1218 | pl->last_heal = -1; |
1231 | } |
1219 | } |
1232 | } |
1220 | } |
1233 | |
1221 | |
1234 | /* write_note() - this routine allows players to inscribe messages in |
1222 | /* write_note() - this routine allows players to inscribe messages in |
1235 | * ordinary 'books' (anything that is type BOOK). b.t. |
1223 | * ordinary inscribable 'books' (anything that is not a SPELL). b.t. |
1236 | */ |
1224 | */ |
1237 | static int |
1225 | static int |
1238 | write_note (object *pl, object *item, const char *msg, object *skill) |
1226 | write_note (object *pl, object *item, const char *msg, object *skill) |
1239 | { |
1227 | { |
|
|
1228 | |
|
|
1229 | if (strstr (msg, "\nendmsg")) |
|
|
1230 | { |
|
|
1231 | new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?"); |
|
|
1232 | return 0; |
|
|
1233 | } |
|
|
1234 | |
|
|
1235 | int len = strlen (msg); |
|
|
1236 | |
|
|
1237 | if (!is_utf8_string ((U8 *)msg, len)) |
|
|
1238 | { |
|
|
1239 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!"); |
|
|
1240 | return 0; |
|
|
1241 | } |
|
|
1242 | |
|
|
1243 | if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) |
|
|
1244 | return RESULT_INT (0); |
|
|
1245 | |
1240 | char buf[1024]; |
1246 | char buf[1024]; |
1241 | object *newBook = NULL; |
|
|
1242 | |
1247 | |
1243 | /* a pair of sanity checks */ |
1248 | if (len < sizeof (buf) - 2) |
1244 | if (!item || item->type != BOOK) |
|
|
1245 | return 0; |
|
|
1246 | |
|
|
1247 | if (!msg) |
|
|
1248 | { |
|
|
1249 | new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!"); |
|
|
1250 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill); |
|
|
1251 | return 0; |
|
|
1252 | } |
1249 | { |
|
|
1250 | snprintf (buf, sizeof (buf), "%s\n", msg); |
1253 | |
1251 | |
1254 | if (strcasestr_local (msg, "endmsg")) |
1252 | object *newbook = arch_to_object (item->other_arch); |
1255 | { |
1253 | item->decrease (); |
1256 | new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?"); |
|
|
1257 | return 0; |
|
|
1258 | } |
|
|
1259 | |
|
|
1260 | if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) |
|
|
1261 | return strlen (msg); |
|
|
1262 | |
|
|
1263 | buf[0] = 0; |
|
|
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 | |
|
|
1269 | strcat (buf, msg); |
|
|
1270 | strcat (buf, "\n"); /* new msg needs a LF */ |
|
|
1271 | if (item->nrof > 1) |
|
|
1272 | { |
|
|
1273 | newBook = item->clone (); |
|
|
1274 | decrease_ob (item); |
|
|
1275 | esrv_send_item (pl, item); |
|
|
1276 | newBook->nrof = 1; |
1254 | newbook->nrof = 1; |
1277 | newBook->msg = buf; |
1255 | newbook->msg = buf; |
1278 | newBook = insert_ob_in_ob (newBook, pl); |
1256 | newbook->flag [FLAG_IDENTIFIED] = true; |
1279 | esrv_send_item (pl, newBook); |
1257 | |
|
|
1258 | if (item->subtype == 1) // mailscrolls |
1280 | } |
1259 | { |
1281 | else |
1260 | newbook->name = item->name; |
|
|
1261 | newbook->name_pl = item->name_pl; |
1282 | { |
1262 | } |
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 | |
1263 | |
|
|
1264 | pl->insert (newbook); |
|
|
1265 | |
|
|
1266 | 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)); |
1267 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name); |
1291 | return strlen (msg); |
1268 | return strlen (msg); |
1292 | } |
1269 | } |
1293 | else |
1270 | else |
1294 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item)); |
1271 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", &item->name); |
1295 | |
1272 | |
1296 | return 0; |
1273 | return 0; |
1297 | } |
1274 | } |
1298 | |
1275 | |
1299 | /* write_scroll() - this routine allows players to inscribe spell scrolls |
1276 | /* write_scroll() - this routine allows players to inscribe spell scrolls |
1300 | * of spells which they know. Backfire effects are possible with the |
1277 | * of spells which they know. Backfire effects are possible with the |
1301 | * severity of the backlash correlated with the difficulty of the scroll |
1278 | * severity of the backlash correlated with the difficulty of the scroll |
1302 | * that is attempted. -b.t. thomas@astro.psu.edu |
1279 | * that is attempted. -b.t. thomas@astro.psu.edu |
1303 | */ |
1280 | */ |
1304 | |
|
|
1305 | static int |
1281 | static int |
1306 | write_scroll (object *pl, object *scroll, object *skill) |
1282 | write_scroll (object *pl, object *scroll, object *skill) |
1307 | { |
1283 | { |
1308 | int success = 0, confused = 0; |
1284 | 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 | |
1285 | |
1318 | /* Check if we are ready to attempt inscription */ |
1286 | /* Check if we are ready to attempt inscription */ |
1319 | chosen_spell = pl->contr->ranged_ob; |
1287 | object *chosen_spell = pl->contr->ranged_ob; |
|
|
1288 | |
1320 | if (!chosen_spell || chosen_spell->type != SPELL) |
1289 | if (!chosen_spell || chosen_spell->type != SPELL) |
1321 | { |
1290 | { |
1322 | new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); |
1291 | new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); |
1323 | return 0; |
1292 | return 0; |
1324 | } |
1293 | } |
… | |
… | |
1330 | } |
1299 | } |
1331 | |
1300 | |
1332 | if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) |
1301 | if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) |
1333 | { |
1302 | { |
1334 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); |
1303 | new_draw_info_format (NDI_UNIQUE, 0, pl, "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; |
1304 | return 0; |
1347 | } |
1305 | } |
1348 | |
1306 | |
1349 | /* ok, we are ready to try inscription */ |
1307 | /* ok, we are ready to try inscription */ |
1350 | if (QUERY_FLAG (pl, FLAG_CONFUSED)) |
1308 | if (QUERY_FLAG (pl, FLAG_CONFUSED)) |
… | |
… | |
1354 | pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); |
1312 | 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); |
1313 | pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA); |
1356 | |
1314 | |
1357 | if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) |
1315 | if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) |
1358 | { |
1316 | { |
1359 | if (scroll->nrof > 1) |
1317 | object *newscroll = arch_to_object (scroll->other_arch); |
1360 | { |
1318 | scroll->decrease (); |
1361 | newscroll = scroll->clone (); |
|
|
1362 | decrease_ob (scroll); |
|
|
1363 | newscroll->nrof = 1; |
1319 | newscroll->nrof = 1; |
1364 | } |
1320 | |
1365 | else |
1321 | pl->contr->play_sound (sound_find ("inscribe_success")); |
1366 | newscroll = scroll; |
|
|
1367 | |
1322 | |
1368 | if (!confused) |
1323 | if (!confused) |
1369 | { |
1324 | { |
1370 | newscroll->level = MAX (skill->level, chosen_spell->level); |
1325 | newscroll->level = MAX (skill->level, chosen_spell->level); |
|
|
1326 | newscroll->flag [FLAG_IDENTIFIED] = true; |
1371 | new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll."); |
1327 | new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell."); |
1372 | } |
1328 | } |
1373 | else |
1329 | else |
1374 | { |
1330 | { |
1375 | chosen_spell = find_random_spell_in_ob (pl, NULL); |
1331 | chosen_spell = find_random_spell_in_ob (pl, NULL); |
1376 | if (!chosen_spell) |
1332 | if (!chosen_spell) |
… | |
… | |
1378 | |
1334 | |
1379 | newscroll->level = MAX (skill->level, chosen_spell->level); |
1335 | 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."); |
1336 | new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell."); |
1381 | } |
1337 | } |
1382 | |
1338 | |
1383 | if (newscroll->inv) |
|
|
1384 | newscroll->inv->destroy (); |
|
|
1385 | |
|
|
1386 | tmp = chosen_spell->clone (); |
1339 | object *tmp = chosen_spell->clone (); |
1387 | insert_ob_in_ob (tmp, newscroll); |
1340 | insert_ob_in_ob (tmp, newscroll); |
1388 | |
1341 | |
1389 | /* Same code as from treasure.c - so they can better merge. |
1342 | /* Same code as from treasure.C - so they can better merge. |
1390 | * if players want to sell them, so be it. |
1343 | * if players want to sell them, so be it. |
1391 | */ |
1344 | */ |
1392 | newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); |
1345 | newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); |
1393 | newscroll->stats.exp = newscroll->value / 5; |
1346 | newscroll->stats.exp = newscroll->value / 5; |
1394 | |
1347 | |
1395 | /* wait until finished manipulating the scroll before inserting it */ |
1348 | 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 | |
1349 | |
1403 | newscroll = insert_ob_in_ob (newscroll, pl); |
|
|
1404 | esrv_send_item (pl, newscroll); |
|
|
1405 | success = calc_skill_exp (pl, newscroll, skill); |
1350 | success = calc_skill_exp (pl, newscroll, skill); |
1406 | if (!confused) |
1351 | if (!confused) |
1407 | success *= 2; |
1352 | success *= 2; |
|
|
1353 | |
1408 | success = success * skill->level; |
1354 | success = success * skill->level; |
1409 | return success; |
1355 | return success; |
1410 | |
|
|
1411 | } |
1356 | } |
1412 | else |
1357 | else |
1413 | { /* Inscription has failed */ |
1358 | { /* Inscription has failed */ |
|
|
1359 | pl->contr->play_sound (sound_find ("inscribe_fail")); |
1414 | |
1360 | |
1415 | if (chosen_spell->level > skill->level || confused) |
1361 | if (chosen_spell->level > skill->level || confused) |
1416 | { /*backfire! */ |
1362 | { /*backfire! */ |
1417 | new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); |
1363 | new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); |
|
|
1364 | |
1418 | if (random_roll (0, 1, pl, PREFER_LOW) == 1) |
1365 | if (random_roll (0, 1, pl, PREFER_LOW) == 1) |
1419 | pl->drain_specific_stat (4); |
1366 | pl->drain_specific_stat (4); |
1420 | else |
1367 | else |
1421 | { |
1368 | { |
1422 | confuse_player (pl, pl, 99); |
1369 | confuse_player (pl, pl, 99); |
1423 | return (-30 * chosen_spell->level); |
1370 | return -30 * chosen_spell->level; |
1424 | } |
1371 | } |
1425 | } |
1372 | } |
1426 | else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) |
1373 | else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) |
1427 | { |
1374 | { |
1428 | new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind!"); |
1375 | 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); |
1376 | confuse_player (pl, pl, 99); |
1430 | } |
1377 | } |
1431 | else |
1378 | else |
1432 | new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll."); |
1379 | 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 | } |
1380 | } |
1434 | |
1381 | |
1435 | return 0; |
1382 | return 0; |
1436 | } |
1383 | } |
1437 | |
1384 | |
1438 | /* write_on_item() - wrapper for write_note and write_scroll */ |
1385 | /* write_on_item() - wrapper for write_note and write_scroll */ |
1439 | int |
1386 | int |
1440 | write_on_item (object *pl, const char *params, object *skill) |
1387 | write_on_item (object *pl, const char *params, object *skill) |
1441 | { |
1388 | { |
1442 | object *item; |
|
|
1443 | const char *string = params; |
|
|
1444 | int msgtype; |
|
|
1445 | archetype *skat; |
1389 | archetype *skat; |
1446 | |
1390 | |
1447 | if (pl->type != PLAYER) |
1391 | if (pl->type != PLAYER) |
1448 | return 0; |
1392 | return 0; |
1449 | |
1393 | |
1450 | if (!params) |
1394 | if (!params) |
1451 | { |
|
|
1452 | params = ""; |
1395 | params = ""; |
1453 | string = params; |
|
|
1454 | } |
|
|
1455 | |
1396 | |
1456 | skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); |
1397 | skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); |
1457 | |
1398 | |
1458 | /* Need to be able to read before we can write! */ |
1399 | /* Need to be able to read before we can write! */ |
1459 | if (!find_skill_by_name (pl, skat->clone.skill)) |
1400 | if (!find_skill_by_name (pl, skat->skill)) |
1460 | { |
1401 | { |
1461 | new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!"); |
1402 | 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; |
1403 | return 0; |
1463 | } |
1404 | } |
1464 | |
1405 | |
1465 | /* if there is a message then it goes in a book and no message means |
1406 | object *item = find_marked_object (pl); |
1466 | * write active spell into the scroll |
|
|
1467 | */ |
|
|
1468 | msgtype = (string[0] != '\0') ? BOOK : SCROLL; |
|
|
1469 | |
1407 | |
1470 | /* find an item of correct type to write on */ |
1408 | /* find an item of correct type to write on */ |
1471 | if (!(item = find_marked_object (pl))) |
1409 | if (!item) |
|
|
1410 | { |
|
|
1411 | 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 makr an item.>"); |
|
|
1412 | return 0; |
1472 | { |
1413 | } |
1473 | new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on."); |
1414 | |
|
|
1415 | if (item->type != INSCRIBABLE) |
|
|
1416 | { |
|
|
1417 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>"); |
1474 | return 0; |
1418 | return 0; |
1475 | } |
1419 | } |
1476 | |
1420 | |
1477 | if (QUERY_FLAG (item, FLAG_UNPAID)) |
1421 | if (QUERY_FLAG (item, FLAG_UNPAID)) |
1478 | { |
1422 | { |
1479 | new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); |
1423 | new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); |
1480 | return 0; |
1424 | return 0; |
1481 | } |
1425 | } |
1482 | if (msgtype != item->type) |
1426 | |
|
|
1427 | if (item->other_arch->type == SCROLL) |
1483 | { |
1428 | { |
1484 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll"); |
1429 | if (*params) |
|
|
1430 | { |
|
|
1431 | // check readied scroll |
|
|
1432 | new_draw_info_format (NDI_UNIQUE, 0, pl, |
|
|
1433 | "When inscribing spells you need to ready a spell and do not specify a string argument.\n" |
|
|
1434 | "Usage: cast [spell name]; use_skill %s", &skill->skill); |
1485 | return 0; |
1435 | return 0; |
1486 | } |
1436 | } |
1487 | |
1437 | |
1488 | if (msgtype == SCROLL) |
|
|
1489 | return write_scroll (pl, item, skill); |
1438 | return write_scroll (pl, item, skill); |
1490 | else if (msgtype == BOOK) |
1439 | } |
|
|
1440 | else |
|
|
1441 | { |
|
|
1442 | if (!*params) |
|
|
1443 | { |
|
|
1444 | new_draw_info_format (NDI_UNIQUE, 0, pl, |
|
|
1445 | "When inscribing books you need to specify the words you want to inscribe as command argument.\n" |
|
|
1446 | "Usage: use_skill %s <message>", &skill->skill); |
|
|
1447 | return 0; |
|
|
1448 | } |
|
|
1449 | |
1491 | return write_note (pl, item, string, skill); |
1450 | return write_note (pl, item, params, skill); |
|
|
1451 | } |
1492 | |
1452 | |
1493 | return 0; |
1453 | return 0; |
1494 | } |
1454 | } |
1495 | |
1455 | |
1496 | /* find_throw_ob() - if we request an object, then |
1456 | /* find_throw_ob() - if we request an object, then |
… | |
… | |
1598 | object *toss_item = orig->clone (); |
1558 | object *toss_item = orig->clone (); |
1599 | |
1559 | |
1600 | toss_item->type = THROWN_OBJ; |
1560 | toss_item->type = THROWN_OBJ; |
1601 | CLEAR_FLAG (toss_item, FLAG_CHANGING); |
1561 | CLEAR_FLAG (toss_item, FLAG_CHANGING); |
1602 | toss_item->stats.dam = 0; /* default damage */ |
1562 | toss_item->stats.dam = 0; /* default damage */ |
1603 | insert_ob_in_ob (orig, toss_item); |
1563 | toss_item->insert (orig); |
|
|
1564 | |
1604 | return toss_item; |
1565 | return toss_item; |
1605 | } |
1566 | } |
1606 | |
1567 | |
1607 | /* do_throw() - op throws any object toss_item. This code |
1568 | /* do_throw() - op throws any object toss_item. This code |
1608 | * was borrowed from fire_bow. |
1569 | * was borrowed from fire_bow. |
… | |
… | |
1701 | left = throw_ob; /* these are throwing objects left to the player */ |
1662 | left = throw_ob; /* these are throwing objects left to the player */ |
1702 | |
1663 | |
1703 | /* sometimes get_split_ob can't split an object (because op->nrof==0?) |
1664 | /* sometimes get_split_ob can't split an object (because op->nrof==0?) |
1704 | * and returns NULL. We must use 'left' then |
1665 | * and returns NULL. We must use 'left' then |
1705 | */ |
1666 | */ |
1706 | |
1667 | if (!(throw_ob = throw_ob->split ())) |
1707 | if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL) |
|
|
1708 | { |
1668 | { |
1709 | throw_ob = left; |
1669 | throw_ob = left; |
1710 | left->remove (); |
1670 | 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 | } |
1671 | } |
1721 | |
1672 | |
1722 | /* special case: throwing powdery substances like dust, dirt */ |
1673 | /* special case: throwing powdery substances like dust, dirt */ |
1723 | if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) |
1674 | if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) |
1724 | { |
1675 | { |
… | |
… | |
1748 | */ |
1699 | */ |
1749 | throw_ob->inv->set_owner (op); |
1700 | throw_ob->inv->set_owner (op); |
1750 | throw_ob->direction = dir; |
1701 | throw_ob->direction = dir; |
1751 | |
1702 | |
1752 | /* the damage bonus from the force of the throw */ |
1703 | /* the damage bonus from the force of the throw */ |
1753 | dam = (int) (str_factor * dam_bonus[eff_str]); |
1704 | dam = int (str_factor * dam_bonus[eff_str]); |
1754 | |
1705 | |
1755 | /* Now, lets adjust the properties of the thrown_ob. */ |
1706 | /* Now, lets adjust the properties of the thrown_ob. */ |
1756 | |
1707 | |
1757 | /* how far to fly */ |
1708 | /* how far to fly */ |
1758 | throw_ob->last_sp = (eff_str * 3) / 5; |
1709 | throw_ob->last_sp = (eff_str * 3) / 5; |