1 | /* |
1 | /* |
2 | * static char *rcsid_skills_c = |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * "$Id: skills.C,v 1.1 2006/08/13 17:16:04 elmex Exp $"; |
3 | * |
4 | */ |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | /* |
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6 | CrossFire, A Multiplayer game for X-windows |
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7 | |
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8 | Copyright (C) 2003 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team |
9 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
10 | |
7 | * |
11 | This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software; you can redistribute it and/or modify it |
12 | it under the terms of the GNU General Public License as published by |
9 | * under the terms of the GNU General Public License as published by the Free |
13 | the Free Software Foundation; either version 2 of the License, or |
10 | * Software Foundation; either version 2 of the License, or (at your option) |
14 | (at your option) any later version. |
11 | * any later version. |
15 | |
12 | * |
16 | 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, but |
17 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
18 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
19 | GNU General Public License for more details. |
16 | * for more details. |
20 | |
17 | * |
21 | 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 along |
22 | along with this program; if not, write to the Free Software |
19 | * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
23 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
24 | |
21 | * |
25 | The authors can be reached via e-mail to crossfire-devel@real-time.com |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
26 | */ |
23 | */ |
27 | |
24 | |
28 | #include <global.h> |
25 | #include <global.h> |
29 | #include <object.h> |
26 | #include <object.h> |
30 | #ifndef __CEXTRACT__ |
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|
31 | #include <sproto.h> |
27 | #include <sproto.h> |
32 | #endif |
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|
33 | #include <living.h> |
28 | #include <living.h> |
34 | #include <skills.h> |
29 | #include <skills.h> |
35 | #include <spells.h> |
30 | #include <spells.h> |
36 | #include <book.h> |
31 | #include <book.h> |
37 | |
32 | |
38 | /* adj_stealchance() - increased values indicate better attempts */ |
33 | /* adj_stealchance() - increased values indicate better attempts */ |
|
|
34 | static int |
39 | static int adj_stealchance (object *op, object *victim, int roll) { |
35 | adj_stealchance (object *op, object *victim, int roll) |
|
|
36 | { |
40 | object *equip; |
37 | object *equip; |
41 | |
38 | |
42 | if(!op||!victim||!roll) return -1; |
39 | if (!op || !victim || !roll) |
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|
40 | return -1; |
43 | |
41 | |
44 | /* Only prohibit stealing if the player does not have a free |
42 | /* Only prohibit stealing if the player does not have a free |
45 | * hand available and in fact does have hands. |
43 | * hand available and in fact does have hands. |
46 | */ |
44 | */ |
47 | if(op->type==PLAYER && op->body_used[BODY_ARMS] <=0 && |
45 | if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info) |
48 | op->body_info[BODY_ARMS]) { |
46 | { |
49 | 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!"); |
50 | return -1; |
48 | return -1; |
51 | } |
49 | } |
52 | |
50 | |
53 | /* ADJUSTMENTS */ |
51 | /* ADJUSTMENTS */ |
54 | |
52 | |
55 | /* Its harder to steal from hostile beings! */ |
53 | /* Its harder to steal from hostile beings! */ |
56 | if(!QUERY_FLAG(victim, FLAG_UNAGGRESSIVE)) roll = roll/2; |
54 | if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) |
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|
55 | roll = roll / 2; |
57 | |
56 | |
58 | /* Easier to steal from sleeping beings, or if the thief is |
57 | /* Easier to steal from sleeping beings, or if the thief is |
59 | * unseen */ |
58 | * unseen */ |
60 | if(QUERY_FLAG(victim, FLAG_SLEEP)) |
59 | if (QUERY_FLAG (victim, FLAG_SLEEP)) |
61 | roll = roll*3; |
60 | roll = roll * 3; |
62 | else if(op->invisible) |
61 | else if (op->invisible) |
63 | roll = roll*2; |
62 | roll = roll * 2; |
64 | |
63 | |
65 | /* check stealing 'encumberance'. Having this equipment applied makes |
64 | /* check stealing 'encumberance'. Having this equipment applied makes |
66 | * it quite a bit harder to steal. |
65 | * it quite a bit harder to steal. |
67 | */ |
66 | */ |
68 | for(equip=op->inv;equip;equip=equip->below) { |
67 | for (equip = op->inv; equip; equip = equip->below) |
|
|
68 | { |
69 | if(equip->type==WEAPON&&QUERY_FLAG(equip,FLAG_APPLIED)) { |
69 | if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED)) |
|
|
70 | { |
70 | roll -= equip->weight/10000; |
71 | roll -= equip->weight / 10000; |
71 | } |
72 | } |
72 | if(equip->type==BOW&&QUERY_FLAG(equip,FLAG_APPLIED)) |
73 | if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED)) |
73 | roll -= equip->weight/5000; |
74 | roll -= equip->weight / 5000; |
74 | if(equip->type==SHIELD&&QUERY_FLAG(equip,FLAG_APPLIED)) { |
75 | if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) |
|
|
76 | { |
75 | roll -= equip->weight/2000; |
77 | roll -= equip->weight / 2000; |
76 | } |
78 | } |
77 | if(equip->type==ARMOUR&&QUERY_FLAG(equip,FLAG_APPLIED)) |
79 | if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED)) |
78 | roll -= equip->weight/5000; |
80 | roll -= equip->weight / 5000; |
79 | if(equip->type==GLOVES&&QUERY_FLAG(equip,FLAG_APPLIED)) |
81 | if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED)) |
80 | roll -= equip->weight/100; |
82 | roll -= equip->weight / 100; |
81 | } |
83 | } |
82 | if(roll<0) roll=0; |
84 | if (roll < 0) |
|
|
85 | roll = 0; |
83 | return roll; |
86 | return roll; |
84 | } |
87 | } |
85 | |
88 | |
86 | /* |
89 | /* |
87 | * When stealing: dependent on the intelligence/wisdom of whom you're |
90 | * When stealing: dependent on the intelligence/wisdom of whom you're |
88 | * stealing from (op in attempt_steal), offset by your dexterity and |
91 | * stealing from (op in attempt_steal), offset by your dexterity and |
… | |
… | |
90 | * or not. |
93 | * or not. |
91 | * op is the target (person being pilfered) |
94 | * op is the target (person being pilfered) |
92 | * who is the person doing the stealing. |
95 | * who is the person doing the stealing. |
93 | * skill is the skill object (stealing). |
96 | * skill is the skill object (stealing). |
94 | */ |
97 | */ |
95 | |
98 | static int |
96 | static int attempt_steal(object* op, object* who, object *skill) |
99 | attempt_steal (object *op, object *who, object *skill) |
97 | { |
100 | { |
98 | object *success=NULL, *tmp=NULL, *next; |
101 | object *success = NULL, *tmp = NULL, *next; |
99 | int roll=0, chance=0, stats_value; |
102 | int roll = 0, chance = 0, stats_value; |
100 | rv_vector rv; |
103 | rv_vector rv; |
101 | |
104 | |
102 | stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2; |
105 | stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2; |
103 | |
106 | |
104 | /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them) |
107 | /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them) |
105 | * they will try to prevent stealing if they can. Only unseen theives will |
108 | * they will try to prevent stealing if they can. Only unseen theives will |
106 | * have much chance of success. |
109 | * have much chance of success. |
107 | */ |
110 | */ |
108 | if(op->type!=PLAYER && QUERY_FLAG(op,FLAG_NO_STEAL)) { |
111 | if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL)) |
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112 | { |
109 | if(can_detect_enemy(op,who,&rv)) { |
113 | if (can_detect_enemy (op, who, &rv)) |
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114 | { |
110 | npc_call_help(op); |
115 | npc_call_help (op); |
111 | CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); |
116 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
112 | new_draw_info(NDI_UNIQUE, 0,who,"Your attempt is prevented!"); |
117 | new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); |
113 | return 0; |
118 | return 0; |
|
|
119 | } |
114 | } 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 */ |
115 | op->stats.Wis += (op->stats.Int/5)+1; |
121 | op->stats.Wis += (op->stats.Int / 5) + 1; |
116 | if (op->stats.Wis > MAX_STAT) op->stats.Wis = MAX_STAT; |
122 | if (op->stats.Wis > MAX_STAT) |
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|
123 | op->stats.Wis = MAX_STAT; |
117 | } |
124 | } |
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|
125 | |
118 | if (op->type == PLAYER && QUERY_FLAG(op, FLAG_WIZ)) { |
126 | if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ)) |
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|
127 | { |
119 | 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"); |
120 | return 0; |
129 | return 0; |
121 | } |
130 | } |
122 | #ifdef PROHIBIT_PLAYERKILL |
131 | |
|
|
132 | // only allow stealing between hostile players (TODO: probably should change) |
123 | 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 | { |
124 | 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"); |
125 | return 0; |
136 | return 0; |
126 | } |
137 | } |
127 | #else |
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128 | if(op->type == PLAYER && who->type == PLAYER && settings.no_player_stealing) { |
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129 | new_draw_info(NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); |
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130 | return 0; |
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131 | } |
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132 | #endif |
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133 | |
138 | |
134 | |
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|
135 | /* Ok then, go thru their inventory, stealing */ |
139 | /* Ok then, go thru their inventory, stealing */ |
136 | for(tmp = op->inv; tmp != NULL; tmp = next) { |
140 | for (tmp = op->inv; tmp; tmp = next) |
|
|
141 | { |
137 | next = tmp->below; |
142 | next = tmp->below; |
138 | |
143 | |
139 | /* you can't steal worn items, starting items, wiz stuff, |
144 | /* you can't steal worn items, starting items, wiz stuff, |
140 | * innate abilities, or items w/o a type. Generally |
145 | * innate abilities, or items w/o a type. Generally |
141 | * speaking, the invisibility flag prevents experience or |
146 | * speaking, the invisibility flag prevents experience or |
142 | * abilities from being stolen since these types are currently |
147 | * abilities from being stolen since these types are currently |
143 | * always invisible objects. I was implicit here so as to prevent |
148 | * always invisible objects. I was implicit here so as to prevent |
144 | * future possible problems. -b.t. |
149 | * future possible problems. -b.t. |
145 | * 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 |
146 | * already -b.t. |
151 | * already -b.t. |
147 | */ |
152 | */ |
148 | |
153 | |
149 | if (QUERY_FLAG(tmp,FLAG_WAS_WIZ) || QUERY_FLAG(tmp, FLAG_APPLIED) |
154 | if (QUERY_FLAG (tmp, FLAG_APPLIED) |
150 | || !(tmp->type) |
155 | || !tmp->type |
151 | || tmp->type == EXPERIENCE || tmp->type == SPELL |
156 | || tmp->type == SPELL |
152 | || QUERY_FLAG(tmp,FLAG_STARTEQUIP) |
157 | || QUERY_FLAG (tmp, FLAG_STARTEQUIP) |
153 | || QUERY_FLAG(tmp,FLAG_NO_STEAL) |
158 | || QUERY_FLAG (tmp, FLAG_NO_STEAL) |
154 | || tmp->invisible ) continue; |
159 | || tmp->invisible) |
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|
160 | continue; |
155 | |
161 | |
156 | /* Okay, try stealing this item. Dependent on dexterity of thief, |
162 | /* Okay, try stealing this item. Dependent on dexterity of thief, |
157 | * skill level, see the adj_stealroll fctn for more detail. |
163 | * skill level, see the adj_stealroll fctn for more detail. |
158 | */ |
164 | */ |
159 | |
165 | |
160 | roll=die_roll(2, 100, who, PREFER_LOW)/2; /* weighted 1-100 */ |
166 | roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */ |
161 | |
167 | |
162 | if((chance=adj_stealchance(who,op,(stats_value+skill->level * 10 - op->level * 3)))==-1) |
168 | if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1) |
163 | return 0; |
169 | return 0; |
164 | else if (roll < chance ) { |
170 | else if (roll < chance) |
165 | tag_t tmp_count = tmp->count; |
171 | { |
166 | |
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|
167 | pick_up(who, tmp); |
172 | pick_up (who, tmp); |
168 | /* need to see if the player actually stole this item - |
173 | /* need to see if the player actually stole this item - |
169 | * if it is in the players inv, assume it is. This prevents |
174 | * if it is in the players inv, assume it is. This prevents |
170 | * abuses where the player can not carry the item, so just |
175 | * abuses where the player can not carry the item, so just |
171 | * keeps stealing it over and over. |
176 | * keeps stealing it over and over. |
172 | */ |
177 | */ |
173 | if (was_destroyed(tmp, tmp_count) || tmp->env != op) { |
178 | if (tmp->destroyed () || tmp->env != op) |
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|
179 | { |
174 | /* for players, play_sound: steals item */ |
180 | /* for players, play_sound: steals item */ |
175 | success = tmp; |
181 | success = tmp; |
176 | CLEAR_FLAG(tmp, FLAG_INV_LOCKED); |
182 | CLEAR_FLAG (tmp, FLAG_INV_LOCKED); |
177 | |
183 | |
178 | /* Don't delete it from target player until we know |
184 | /* Don't delete it from target player until we know |
179 | * the thief has picked it up. can't just look at tmp->count, |
185 | * the thief has picked it up. can't just look at tmp->count, |
180 | * as it's possible that it got merged when picked up. |
186 | * as it's possible that it got merged when picked up. |
181 | */ |
187 | */ |
182 | if (op->type == PLAYER) |
188 | if (op->type == PLAYER) |
183 | esrv_del_item(op->contr, tmp_count); |
189 | esrv_del_item (op->contr, tmp->count); |
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190 | } |
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191 | break; |
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192 | } |
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193 | } /* for loop looking for an item */ |
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194 | |
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195 | if (!tmp) |
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196 | { |
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197 | new_draw_info_format (NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!", op->type == PLAYER ? "" : "The ", query_name (op)); |
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198 | return 0; |
184 | } |
199 | } |
185 | break; |
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186 | } |
|
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187 | } /* for loop looking for an item */ |
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188 | |
200 | |
189 | if (!tmp) { |
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190 | new_draw_info_format(NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!", |
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191 | op->type == PLAYER ? "" : "The ", query_name(op)); |
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192 | return 0; |
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193 | } |
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194 | |
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195 | /* If you arent high enough level, you might get something BUT |
201 | /* If you arent high enough level, you might get something BUT |
196 | * the victim will notice your stealing attempt. Ditto if you |
202 | * the victim will notice your stealing attempt. Ditto if you |
197 | * attempt to steal something heavy off them, they're bound to notice |
203 | * attempt to steal something heavy off them, they're bound to notice |
198 | */ |
204 | */ |
199 | |
205 | |
200 | if((roll>=skill->level) || !chance |
206 | if ((roll >= skill->level) || !chance |
201 | ||(tmp && tmp->weight>(250*(random_roll(0, stats_value+skill->level * 10-1, who, PREFER_LOW))))) { |
207 | || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW))))) |
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208 | { |
202 | |
209 | |
203 | /* victim figures out where the thief is! */ |
210 | /* victim figures out where the thief is! */ |
204 | if(who->hide) make_visible(who); |
211 | if (who->hide) |
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212 | make_visible (who); |
205 | |
213 | |
206 | if(op->type != PLAYER) { |
214 | if (op->type != PLAYER) |
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|
215 | { |
207 | /* The unaggressives look after themselves 8) */ |
216 | /* The unaggressives look after themselves 8) */ |
208 | if(who->type==PLAYER) { |
217 | if (who->type == PLAYER) |
209 | npc_call_help(op); |
218 | { |
210 | new_draw_info_format(NDI_UNIQUE, 0,who, |
219 | npc_call_help (op); |
211 | "%s notices your attempted pilfering!",query_name(op)); |
220 | new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op)); |
212 | } |
221 | } |
213 | CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); |
222 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
214 | /* all remaining npc items are guarded now. Set flag NO_STEAL |
223 | /* all remaining npc items are guarded now. Set flag NO_STEAL |
215 | * on the victim. |
224 | * on the victim. |
216 | */ |
225 | */ |
217 | SET_FLAG(op,FLAG_NO_STEAL); |
226 | SET_FLAG (op, FLAG_NO_STEAL); |
218 | } else { /* stealing from another player */ |
227 | } |
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228 | else |
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229 | { /* stealing from another player */ |
219 | char buf[MAX_BUF]; |
230 | char buf[MAX_BUF]; |
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|
231 | |
220 | /* Notify the other player */ |
232 | /* Notify the other player */ |
221 | if (success && who->stats.Int > random_roll(0, 19, op, PREFER_LOW)) { |
233 | if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW)) |
|
|
234 | { |
222 | sprintf(buf, "Your %s is missing!", query_name(success)); |
235 | sprintf (buf, "Your %s is missing!", query_name (success)); |
223 | } else { |
236 | } |
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|
237 | else |
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|
238 | { |
224 | sprintf(buf, "Your pack feels strangely lighter."); |
239 | sprintf (buf, "Your pack feels strangely lighter."); |
225 | } |
240 | } |
226 | new_draw_info(NDI_UNIQUE, 0,op,buf); |
241 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
227 | if (!success) { |
242 | if (!success) |
228 | if (who->invisible) { |
243 | { |
|
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244 | if (who->invisible) |
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245 | { |
229 | sprintf(buf, "you feel itchy fingers getting at your pack."); |
246 | sprintf (buf, "you feel itchy fingers getting at your pack."); |
230 | } else { |
247 | } |
|
|
248 | else |
|
|
249 | { |
231 | sprintf(buf, "%s looks very shifty.", query_name(who)); |
250 | sprintf (buf, "%s looks very shifty.", query_name (who)); |
232 | } |
251 | } |
233 | new_draw_info(NDI_UNIQUE, 0,op,buf); |
252 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
234 | } |
253 | } |
235 | } /* else stealing from another player */ |
254 | } /* else stealing from another player */ |
236 | /* play_sound("stop! thief!"); kindofthing */ |
255 | /* play_sound("stop! thief!"); kindofthing */ |
237 | } /* if you weren't 100% successful */ |
256 | } /* if you weren't 100% successful */ |
238 | return success? 1:0; |
257 | return success ? 1 : 0; |
239 | } |
258 | } |
240 | |
259 | |
241 | |
260 | int |
242 | int steal(object* op, int dir, object *skill) |
261 | steal (object *op, int dir, object *skill) |
243 | { |
262 | { |
244 | object *tmp, *next; |
263 | object *tmp, *next; |
245 | sint16 x, y; |
264 | sint16 x, y; |
246 | mapstruct *m; |
265 | maptile *m; |
247 | int mflags; |
266 | int mflags; |
248 | |
267 | |
249 | x = op->x + freearr_x[dir]; |
268 | x = op->x + freearr_x[dir]; |
250 | y = op->y + freearr_y[dir]; |
269 | y = op->y + freearr_y[dir]; |
|
|
270 | |
|
|
271 | if (dir == 0) |
251 | |
272 | { |
252 | if(dir == 0) { |
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|
253 | /* Can't steal from ourself! */ |
273 | /* Can't steal from ourself! */ |
254 | return 0; |
274 | return 0; |
255 | } |
275 | } |
256 | |
276 | |
257 | m = op->map; |
277 | m = op->map; |
258 | mflags = get_map_flags(m, &m ,x,y, &x, &y); |
278 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
259 | /* Out of map - can't do it. If nothing alive on this space, |
279 | /* Out of map - can't do it. If nothing alive on this space, |
260 | * don't need to look any further. |
280 | * don't need to look any further. |
261 | */ |
281 | */ |
262 | if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) |
282 | if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) |
263 | return 0; |
|
|
264 | |
|
|
265 | /* If player can't move onto the space, can't steal from it. */ |
|
|
266 | if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) |
|
|
267 | return 0; |
|
|
268 | |
|
|
269 | /* Find the topmost object at this spot */ |
|
|
270 | for(tmp = get_map_ob(m,x,y); |
|
|
271 | tmp != NULL && tmp->above != NULL; |
|
|
272 | tmp = tmp->above); |
|
|
273 | |
|
|
274 | /* For all the stacked objects at this point, attempt a steal */ |
|
|
275 | for(; tmp != NULL; tmp = next) { |
|
|
276 | next = tmp->below; |
|
|
277 | /* Minor hack--for multi square beings - make sure we get |
|
|
278 | * the 'head' coz 'tail' objects have no inventory! - b.t. |
|
|
279 | */ |
|
|
280 | if (tmp->head) tmp=tmp->head; |
|
|
281 | |
|
|
282 | if(tmp->type!=PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) continue; |
|
|
283 | |
|
|
284 | /* do not reveal hidden DMs */ |
|
|
285 | if (tmp->type == PLAYER && QUERY_FLAG(tmp, FLAG_WIZ) && tmp->contr->hidden) continue; |
|
|
286 | if (attempt_steal(tmp, op, skill)) { |
|
|
287 | if (tmp->type==PLAYER) /* no xp for stealing from another player */ |
|
|
288 | return 0; |
|
|
289 | |
|
|
290 | /* no xp for stealing from pets (of players) */ |
|
|
291 | if (QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) { |
|
|
292 | object *owner = get_owner(tmp); |
|
|
293 | if (owner != NULL && owner->type == PLAYER) |
|
|
294 | return 0; |
|
|
295 | } |
|
|
296 | |
|
|
297 | // reduce monster experience by experience we gained, as to |
|
|
298 | // limit the amount of exp that can be gained by stealing from monsters |
|
|
299 | // (jessies gave ~20,000,000 exp otherwise. |
|
|
300 | int exp = calc_skill_exp (op, tmp, skill); |
|
|
301 | exp = MIN (tmp->stats.exp, exp); |
|
|
302 | tmp->stats.exp -= exp; |
|
|
303 | return exp; |
|
|
304 | } |
|
|
305 | } |
|
|
306 | return 0; |
283 | return 0; |
307 | } |
|
|
308 | |
284 | |
|
|
285 | /* If player can't move onto the space, can't steal from it. */ |
|
|
286 | if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) |
|
|
287 | return 0; |
|
|
288 | |
|
|
289 | /* Find the topmost object at this spot */ |
|
|
290 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above); |
|
|
291 | |
|
|
292 | /* For all the stacked objects at this point, attempt a steal */ |
|
|
293 | for (; tmp != NULL; tmp = next) |
|
|
294 | { |
|
|
295 | next = tmp->below; |
|
|
296 | /* Minor hack--for multi square beings - make sure we get |
|
|
297 | * the 'head' coz 'tail' objects have no inventory! - b.t. |
|
|
298 | */ |
|
|
299 | if (tmp->head) |
|
|
300 | tmp = tmp->head; |
|
|
301 | |
|
|
302 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
|
|
303 | continue; |
|
|
304 | |
|
|
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)) |
|
|
309 | { |
|
|
310 | if (tmp->type == PLAYER) /* no xp for stealing from another player */ |
|
|
311 | return 0; |
|
|
312 | |
|
|
313 | /* no xp for stealing from pets (of players) */ |
|
|
314 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) |
|
|
315 | { |
|
|
316 | object *owner = tmp->owner; |
|
|
317 | |
|
|
318 | if (owner != NULL && owner->type == PLAYER) |
|
|
319 | return 0; |
|
|
320 | } |
|
|
321 | |
|
|
322 | // reduce monster experience by experience we gained, as to |
|
|
323 | // limit the amount of exp that can be gained by stealing from monsters |
|
|
324 | // (jessies gave ~20,000,000 exp otherwise. |
|
|
325 | int exp = calc_skill_exp (op, tmp, skill); |
|
|
326 | |
|
|
327 | exp = MIN (tmp->stats.exp, exp); |
|
|
328 | tmp->stats.exp -= exp; |
|
|
329 | return exp; |
|
|
330 | } |
|
|
331 | } |
|
|
332 | return 0; |
|
|
333 | } |
|
|
334 | |
|
|
335 | static int |
309 | static int attempt_pick_lock (object *door, object *pl, object *skill) |
336 | attempt_pick_lock (object *door, object *pl, object *skill) |
310 | { |
337 | { |
311 | int difficulty= pl->map->difficulty ? pl->map->difficulty : 0; |
338 | int difficulty = pl->map->difficulty ? pl->map->difficulty : 0; |
312 | int success = 0, number; /* did we get anything? */ |
339 | int success = 0, number; /* did we get anything? */ |
313 | |
340 | |
314 | |
341 | |
315 | /* Try to pick the lock on this item (doors only for now). |
342 | /* Try to pick the lock on this item (doors only for now). |
316 | * Dependent on dexterity/skill SK_level of the player and |
343 | * Dependent on dexterity/skill SK_level of the player and |
317 | * the map level difficulty. |
344 | * the map level difficulty. |
318 | */ |
345 | */ |
319 | number = (die_roll(2, 40, pl, PREFER_LOW)-2)/2; |
346 | number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2; |
320 | if (number < (pl->stats.Dex + skill->level - difficulty)) { |
347 | if (number < (pl->stats.Dex + skill->level - difficulty)) |
|
|
348 | { |
321 | remove_door(door); |
349 | remove_door (door); |
322 | success = 1; |
350 | success = 1; |
323 | } else if (door->inv && (door->inv->type==RUNE || door->inv->type==TRAP)) { /* set off any traps? */ |
|
|
324 | spring_trap(door->inv,pl); |
|
|
325 | } |
351 | } |
|
|
352 | else if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
|
|
353 | { /* set off any traps? */ |
|
|
354 | spring_trap (door->inv, pl); |
|
|
355 | } |
326 | return success; |
356 | return success; |
327 | } |
357 | } |
328 | |
358 | |
329 | |
359 | |
330 | /* Implementation by bt. (thomas@astro.psu.edu) |
360 | /* Implementation by bt. (thomas@astro.psu.edu) |
331 | * monster implementation 7-7-95 by bt. |
361 | * monster implementation 7-7-95 by bt. |
332 | */ |
362 | */ |
333 | |
363 | |
|
|
364 | int |
334 | int pick_lock(object *pl, int dir, object *skill) |
365 | pick_lock (object *pl, int dir, object *skill) |
335 | { |
366 | { |
336 | object *tmp; |
367 | object *tmp; |
337 | int x = pl->x + freearr_x[dir]; |
368 | int x = pl->x + freearr_x[dir]; |
338 | int y = pl->y + freearr_y[dir]; |
369 | int y = pl->y + freearr_y[dir]; |
339 | |
370 | |
|
|
371 | if (!dir) |
340 | if(!dir) dir=pl->facing; |
372 | dir = pl->facing; |
341 | |
373 | |
342 | /* For all the stacked objects at this point find a door*/ |
374 | /* For all the stacked objects at this point find a door */ |
343 | if (out_of_map(pl->map,x,y)) { |
375 | if (out_of_map (pl->map, x, y)) |
|
|
376 | { |
344 | new_draw_info(NDI_UNIQUE, 0,pl,"There is no lock there."); |
377 | new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); |
345 | return 0; |
378 | return 0; |
346 | } |
379 | } |
347 | |
380 | |
348 | for(tmp=get_map_ob(pl->map,x,y); tmp; tmp=tmp->above) |
381 | for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above) |
349 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) break; |
382 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
|
|
383 | break; |
350 | |
384 | |
351 | if (!tmp) { |
385 | if (!tmp) |
|
|
386 | { |
352 | new_draw_info(NDI_UNIQUE, 0,pl,"There is no lock there."); |
387 | new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); |
353 | return 0; |
388 | return 0; |
354 | } |
389 | } |
355 | if (tmp->type == LOCKED_DOOR) { |
390 | if (tmp->type == LOCKED_DOOR) |
|
|
391 | { |
356 | new_draw_info(NDI_UNIQUE, 0,pl, "You can't pick that lock!"); |
392 | new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!"); |
357 | return 0; |
393 | return 0; |
358 | } |
394 | } |
359 | |
395 | |
360 | if (!tmp->move_block) { |
396 | if (!tmp->move_block) |
|
|
397 | { |
361 | new_draw_info(NDI_UNIQUE, 0,pl,"The door has no lock!"); |
398 | new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!"); |
362 | return 0; |
399 | return 0; |
363 | } |
400 | } |
364 | |
401 | |
365 | if (attempt_pick_lock(tmp, pl, skill)) { |
402 | if (attempt_pick_lock (tmp, pl, skill)) |
|
|
403 | { |
366 | new_draw_info(NDI_UNIQUE, 0,pl,"You pick the lock."); |
404 | new_draw_info (NDI_UNIQUE, 0, pl, "You pick the lock."); |
367 | return calc_skill_exp(pl,NULL, skill); |
405 | return calc_skill_exp (pl, NULL, skill); |
368 | } else { |
406 | } |
|
|
407 | else |
|
|
408 | { |
369 | 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."); |
370 | return 0; |
410 | return 0; |
371 | } |
411 | } |
372 | } |
412 | } |
373 | |
|
|
374 | |
413 | |
375 | /* HIDE CODE. The user becomes undetectable (not just 'invisible') for |
414 | /* HIDE CODE. The user becomes undetectable (not just 'invisible') for |
376 | * a short while (success and duration dependant on player SK_level, |
415 | * a short while (success and duration dependant on player SK_level, |
377 | * dexterity, charisma, and map difficulty). |
416 | * dexterity, charisma, and map difficulty). |
378 | * Players have a good chance of becoming 'unhidden' if they move |
417 | * Players have a good chance of becoming 'unhidden' if they move |
379 | * and like invisiblity will be come visible if they attack |
418 | * and like invisiblity will be come visible if they attack |
380 | * Implemented by b.t. (thomas@astro.psu.edu) |
419 | * Implemented by b.t. (thomas@astro.psu.edu) |
381 | * July 7, 1995 - made hiding possible for monsters. -b.t. |
420 | * July 7, 1995 - made hiding possible for monsters. -b.t. |
382 | */ |
421 | */ |
383 | |
422 | static int |
384 | static int attempt_hide(object *op, object *skill) { |
423 | attempt_hide (object *op, object *skill) |
|
|
424 | { |
385 | int number,difficulty=op->map->difficulty; |
425 | int number, difficulty = op->map->difficulty; |
386 | int terrain = hideability(op); |
426 | int terrain = hideability (op); |
387 | |
427 | |
388 | if(terrain<-10) /* not enough cover here */ |
428 | if (terrain < -10) /* not enough cover here */ |
389 | return 0; |
|
|
390 | |
|
|
391 | /* Hiding success and duration dependant on skill level, |
|
|
392 | * op->stats.Dex, map difficulty and terrain. |
|
|
393 | */ |
|
|
394 | |
|
|
395 | number = (die_roll(2, 25, op, PREFER_LOW)-2)/2; |
|
|
396 | if(!stand_near_hostile(op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) { |
|
|
397 | op->invisible += 100; /* set the level of 'hiddeness' */ |
|
|
398 | if(op->type==PLAYER) |
|
|
399 | op->contr->tmp_invis=1; |
|
|
400 | op->hide=1; |
|
|
401 | return 1; |
|
|
402 | } |
|
|
403 | return 0; |
429 | return 0; |
|
|
430 | |
|
|
431 | /* Hiding success and duration dependant on skill level, |
|
|
432 | * op->stats.Dex, map difficulty and terrain. |
|
|
433 | */ |
|
|
434 | number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2; |
|
|
435 | |
|
|
436 | if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) |
|
|
437 | { |
|
|
438 | op->invisible += 100; /* set the level of 'hiddeness' */ |
|
|
439 | |
|
|
440 | if (op->type == PLAYER) |
|
|
441 | op->contr->tmp_invis = 1; |
|
|
442 | |
|
|
443 | op->hide = 1; |
|
|
444 | return 1; |
|
|
445 | } |
|
|
446 | |
|
|
447 | return 0; |
404 | } |
448 | } |
405 | |
449 | |
406 | /* patched this to take terrain into consideration */ |
450 | /* patched this to take terrain into consideration */ |
407 | |
451 | int |
408 | int hide(object *op, object *skill) { |
452 | hide (object *op, object *skill) |
409 | |
453 | { |
410 | /* the preliminaries -- Can we really hide now? */ |
454 | /* the preliminaries -- Can we really hide now? */ |
411 | /* this keeps monsters from using invisibilty spells and hiding */ |
455 | /* this keeps monsters from using invisibilty spells and hiding */ |
412 | |
456 | |
413 | if (QUERY_FLAG(op, FLAG_MAKE_INVIS)) { |
457 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
458 | { |
414 | new_draw_info(NDI_UNIQUE, 0,op,"You don't need to hide while invisible!"); |
459 | new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!"); |
415 | return 0; |
460 | return 0; |
|
|
461 | } |
416 | } else if (!op->hide && op->invisible>0 && op->type == PLAYER) { |
462 | else if (!op->hide && op->invisible > 0 && op->type == PLAYER) |
|
|
463 | { |
417 | 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!"); |
418 | make_visible(op); |
465 | make_visible (op); |
419 | } |
466 | } |
420 | |
467 | |
421 | if(op->invisible>(50*skill->level)) { |
468 | if (op->invisible > 50 * skill->level) |
|
|
469 | { |
422 | 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."); |
423 | return 0; |
471 | return 0; |
424 | } |
472 | } |
425 | |
473 | |
426 | if(attempt_hide(op, skill)) { |
474 | if (attempt_hide (op, skill)) |
|
|
475 | { |
427 | 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."); |
428 | update_object(op,UP_OBJ_FACE); |
477 | update_object (op, UP_OBJ_FACE); |
429 | return calc_skill_exp(op, NULL, skill); |
478 | return calc_skill_exp (op, NULL, skill); |
430 | } |
479 | } |
|
|
480 | |
431 | 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."); |
432 | return 0; |
482 | return 0; |
433 | } |
483 | } |
434 | |
|
|
435 | |
484 | |
436 | /* stop_jump() - End of jump. Clear flags, restore the map, and |
485 | /* stop_jump() - End of jump. Clear flags, restore the map, and |
437 | * freeze the jumper a while to simulate the exhaustion |
486 | * freeze the jumper a while to simulate the exhaustion |
438 | * of jumping. |
487 | * of jumping. |
439 | */ |
488 | */ |
|
|
489 | static void |
440 | static void stop_jump(object *pl, int dist, int spaces) { |
490 | stop_jump (object *pl, int dist, int spaces) |
441 | fix_player(pl); |
491 | { |
442 | insert_ob_in_map(pl,pl->map,pl,0); |
492 | pl->update_stats (); |
|
|
493 | pl->map->insert (pl, pl->x, pl->y, pl); |
443 | } |
494 | } |
444 | |
495 | |
445 | |
496 | static int |
446 | static int attempt_jump (object *pl, int dir, int spaces, object *skill) { |
497 | attempt_jump (object *pl, int dir, int spaces, object *skill) |
|
|
498 | { |
447 | object *tmp; |
499 | object *tmp; |
448 | int i,exp=0,dx=freearr_x[dir],dy=freearr_y[dir], mflags; |
500 | int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags; |
449 | sint16 x, y; |
501 | sint16 x, y; |
450 | mapstruct *m; |
502 | maptile *m; |
451 | |
503 | |
452 | /* Jump loop. Go through spaces opject wants to jump. Halt the |
504 | /* Jump loop. Go through spaces opject wants to jump. Halt the |
453 | * jump if a wall or creature is in the way. We set FLAG_FLYING |
505 | * jump if a wall or creature is in the way. We set FLAG_FLYING |
454 | * temporarily to allow player to aviod exits/archs that are not |
506 | * temporarily to allow player to aviod exits/archs that are not |
455 | * fly_on, fly_off. This will also prevent pickup of objects |
507 | * fly_on, fly_off. This will also prevent pickup of objects |
456 | * while jumping over them. |
508 | * while jumping over them. |
457 | */ |
509 | */ |
458 | |
510 | |
459 | remove_ob(pl); |
511 | pl->remove (); |
460 | |
512 | |
461 | /* |
513 | /* |
462 | * I don't think this is actually needed - all the movement |
514 | * I don't think this is actually needed - all the movement |
463 | * code is handled in this function, and I don't see anyplace |
515 | * code is handled in this function, and I don't see anyplace |
464 | * that cares about the move_type being flying. |
516 | * that cares about the move_type being flying. |
465 | */ |
517 | */ |
466 | pl->move_type |= MOVE_FLY_LOW; |
518 | pl->move_type |= MOVE_FLY_LOW; |
467 | |
519 | |
468 | for(i=0;i<=spaces;i++) { |
520 | for (i = 0; i <= spaces; i++) |
|
|
521 | { |
469 | x = pl->x + dx; |
522 | x = pl->x + dx; |
470 | y = pl->y + dy; |
523 | y = pl->y + dy; |
471 | m = pl->map; |
524 | m = pl->map; |
472 | |
525 | |
473 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
526 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
474 | |
527 | |
475 | if (mflags & P_OUT_OF_MAP) { |
528 | if (mflags & P_OUT_OF_MAP) |
|
|
529 | { |
476 | (void) stop_jump(pl,i,spaces); |
530 | (void) stop_jump (pl, i, spaces); |
477 | return 0; |
531 | return 0; |
478 | } |
532 | } |
479 | if (OB_TYPE_MOVE_BLOCK(pl, GET_MAP_MOVE_BLOCK(m, x, y))) { |
533 | if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y))) |
|
|
534 | { |
480 | new_draw_info(NDI_UNIQUE, 0,pl,"Your jump is blocked."); |
535 | new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); |
481 | stop_jump(pl,i,spaces); |
536 | stop_jump (pl, i, spaces); |
482 | return 0; |
537 | return 0; |
483 | } |
538 | } |
484 | |
539 | |
485 | for(tmp=get_map_ob(m, x, y); tmp;tmp=tmp->above) { |
540 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
|
|
541 | { |
486 | /* Jump into creature */ |
542 | /* Jump into creature */ |
487 | if(QUERY_FLAG(tmp, FLAG_MONSTER) |
543 | if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden))) |
488 | || (tmp->type==PLAYER && (!QUERY_FLAG(tmp, FLAG_WIZ) || !tmp->contr->hidden))) { |
544 | { |
489 | new_draw_info_format(NDI_UNIQUE, 0,pl,"You jump into %s%s.", |
545 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name); |
490 | tmp->type == PLAYER ? "" : "the ", tmp->name); |
546 | if (tmp->type != PLAYER || |
491 | if(tmp->type!=PLAYER || |
|
|
492 | (pl->type==PLAYER && pl->contr->party==NULL) || |
547 | (pl->type == PLAYER && pl->contr->party == NULL) || |
493 | (pl->type==PLAYER && tmp->type==PLAYER && |
548 | (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party)) |
494 | pl->contr->party!=tmp->contr->party)) |
|
|
495 | exp = skill_attack(tmp,pl,pl->facing,"kicked", skill); /* pl makes an attack */ |
549 | exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */ |
496 | stop_jump(pl,i,spaces); |
550 | stop_jump (pl, i, spaces); |
497 | return exp; /* note that calc_skill_exp() is already called by skill_attack() */ |
551 | return exp; /* note that calc_skill_exp() is already called by skill_attack() */ |
498 | } |
552 | } |
499 | /* If the space has fly on set (no matter what the space is), |
553 | /* If the space has fly on set (no matter what the space is), |
500 | * we should get the effects - after all, the player is |
554 | * we should get the effects - after all, the player is |
501 | * effectively flying. |
555 | * effectively flying. |
502 | */ |
556 | */ |
503 | if (tmp->move_on & MOVE_FLY_LOW) { |
557 | if (tmp->move_on & MOVE_FLY_LOW) |
504 | pl->x = x; |
558 | { |
505 | pl->y = y; |
559 | pl->x = x; |
506 | pl->map = m; |
560 | pl->y = y; |
507 | if (pl->contr) |
561 | pl->map = m; |
508 | esrv_map_scroll(&pl->contr->socket, dx, dy); |
562 | stop_jump (pl, i, spaces); |
509 | stop_jump(pl,i,spaces); |
|
|
510 | return calc_skill_exp(pl,NULL, skill); |
563 | return calc_skill_exp (pl, NULL, skill); |
|
|
564 | } |
|
|
565 | } |
|
|
566 | pl->x = x; |
|
|
567 | pl->y = y; |
|
|
568 | pl->map = m; |
511 | } |
569 | } |
512 | } |
|
|
513 | pl->x = x; |
|
|
514 | pl->y = y; |
|
|
515 | pl->map = m; |
|
|
516 | if (pl->contr) |
|
|
517 | esrv_map_scroll(&pl->contr->socket, dx, dy); |
|
|
518 | } |
|
|
519 | stop_jump(pl,i,spaces); |
570 | stop_jump (pl, i, spaces); |
520 | return calc_skill_exp(pl,NULL, skill); |
571 | return calc_skill_exp (pl, NULL, skill); |
521 | } |
572 | } |
522 | |
573 | |
523 | /* 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 |
524 | * an attack as well. |
575 | * an attack as well. |
525 | * 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 |
526 | * jumper can jump several spaces? |
577 | * jumper can jump several spaces? |
527 | */ |
578 | */ |
528 | |
579 | |
|
|
580 | int |
529 | int jump(object *pl, int dir, object *skill) |
581 | jump (object *pl, int dir, object *skill) |
530 | { |
582 | { |
531 | int spaces=0,stats; |
583 | int spaces = 0, stats; |
532 | int str = pl->stats.Str; |
584 | int str = pl->stats.Str; |
533 | int dex = pl->stats.Dex; |
585 | int dex = pl->stats.Dex; |
534 | |
586 | |
535 | dex = dex ? dex : 15; |
587 | dex = dex ? dex : 15; |
536 | str = str ? str : 10; |
588 | str = str ? str : 10; |
537 | |
589 | |
538 | stats=str*str*str*dex * skill->level; |
590 | stats = str * str * str * dex * skill->level; |
539 | |
591 | |
540 | if(pl->carrying!=0) /* don't want div by zero !! */ |
592 | if (pl->carrying != 0) /* don't want div by zero !! */ |
541 | spaces=(int) (stats/pl->carrying); |
593 | spaces = (int) (stats / pl->carrying); |
542 | else |
594 | else |
543 | spaces=2; /* pl has no objects - gets the far jump */ |
595 | spaces = 2; /* pl has no objects - gets the far jump */ |
544 | |
596 | |
545 | if(spaces>2) |
597 | if (spaces > 2) |
546 | spaces = 2; |
598 | spaces = 2; |
547 | else if(spaces==0) { |
599 | else if (spaces == 0) |
|
|
600 | { |
548 | new_draw_info(NDI_UNIQUE, 0,pl,"You are carrying too much weight to jump."); |
601 | new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump."); |
549 | return 0; |
602 | return 0; |
550 | } |
603 | } |
551 | return attempt_jump(pl,dir,spaces, skill); |
604 | return attempt_jump (pl, dir, spaces, skill); |
552 | } |
605 | } |
553 | |
606 | |
554 | |
607 | |
555 | /* skill_ident() - this code is supposed to allow players to identify |
608 | /* skill_ident() - this code is supposed to allow players to identify |
556 | * classes of objects with the various "auto-ident" skills. Player must |
609 | * classes of objects with the various "auto-ident" skills. Player must |
… | |
… | |
560 | * more generalized. Right now, skill indices are embedded in this routine. |
613 | * more generalized. Right now, skill indices are embedded in this routine. |
561 | * Returns amount of experience gained (on successful ident). |
614 | * Returns amount of experience gained (on successful ident). |
562 | * - b.t. (thomas@astro.psu.edu) |
615 | * - b.t. (thomas@astro.psu.edu) |
563 | */ |
616 | */ |
564 | |
617 | |
|
|
618 | static int |
565 | static int do_skill_detect_curse(object *pl, object *skill) { |
619 | do_skill_detect_curse (object *pl, object *skill) |
|
|
620 | { |
566 | object *tmp; |
621 | object *tmp; |
567 | int success=0; |
622 | int success = 0; |
568 | |
623 | |
569 | for(tmp=pl->inv;tmp;tmp=tmp->below) |
624 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
570 | if (!tmp->invisible |
625 | if (!tmp->invisible |
571 | && !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && !QUERY_FLAG(tmp,FLAG_KNOWN_CURSED) |
626 | && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) |
572 | && (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) && |
627 | && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) |
573 | tmp->item_power < skill->level) { |
628 | { |
574 | SET_FLAG(tmp,FLAG_KNOWN_CURSED); |
629 | SET_FLAG (tmp, FLAG_KNOWN_CURSED); |
575 | esrv_update_item(UPD_FLAGS, pl, tmp); |
630 | esrv_update_item (UPD_FLAGS, pl, tmp); |
576 | success+= calc_skill_exp(pl,tmp, skill); |
631 | success += calc_skill_exp (pl, tmp, skill); |
577 | } |
632 | } |
578 | |
633 | |
579 | /* Check ground, too, but only objects the player could pick up */ |
634 | /* Check ground, too, but only objects the player could pick up */ |
580 | for(tmp=get_map_ob(pl->map,pl->x,pl->y);tmp;tmp=tmp->above) |
635 | for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
581 | if (can_pick(pl, tmp) && |
636 | if (can_pick (pl, tmp) && |
582 | !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && |
637 | !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && |
583 | !QUERY_FLAG(tmp,FLAG_KNOWN_CURSED) |
638 | !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) |
584 | && (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) && |
639 | && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) |
585 | tmp->item_power < skill->level) { |
640 | { |
586 | SET_FLAG(tmp,FLAG_KNOWN_CURSED); |
641 | SET_FLAG (tmp, FLAG_KNOWN_CURSED); |
587 | esrv_update_item(UPD_FLAGS, pl, tmp); |
642 | esrv_update_item (UPD_FLAGS, pl, tmp); |
588 | success+= calc_skill_exp(pl,tmp, skill); |
643 | success += calc_skill_exp (pl, tmp, skill); |
589 | } |
644 | } |
590 | |
645 | |
591 | return success; |
646 | return success; |
592 | } |
647 | } |
593 | |
648 | |
|
|
649 | static int |
594 | static int do_skill_detect_magic(object *pl, object *skill) { |
650 | do_skill_detect_magic (object *pl, object *skill) |
|
|
651 | { |
595 | object *tmp; |
652 | object *tmp; |
596 | int success=0; |
653 | int success = 0; |
597 | |
654 | |
598 | for(tmp=pl->inv;tmp;tmp=tmp->below) |
655 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
599 | if(!tmp->invisible |
656 | if (!tmp->invisible |
600 | && !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) |
657 | && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
601 | && (is_magical(tmp)) && tmp->item_power < skill->level) { |
658 | && (is_magical (tmp)) && tmp->item_power < skill->level) |
|
|
659 | { |
602 | SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); |
660 | SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); |
603 | esrv_update_item(UPD_FLAGS, pl, tmp); |
661 | esrv_update_item (UPD_FLAGS, pl, tmp); |
604 | success+=calc_skill_exp(pl,tmp, skill); |
662 | success += calc_skill_exp (pl, tmp, skill); |
605 | } |
663 | } |
606 | |
664 | |
607 | /* Check ground, too, but like above, only if the object can be picked up*/ |
665 | /* Check ground, too, but like above, only if the object can be picked up */ |
608 | for(tmp=get_map_ob(pl->map,pl->x,pl->y);tmp;tmp=tmp->above) |
666 | for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
609 | if (can_pick(pl, tmp) && |
667 | if (can_pick (pl, tmp) && |
610 | !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && |
668 | !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level) |
611 | !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) |
669 | { |
612 | && (is_magical(tmp)) && tmp->item_power < skill->level) { |
|
|
613 | SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); |
670 | SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); |
614 | esrv_update_item(UPD_FLAGS, pl, tmp); |
671 | esrv_update_item (UPD_FLAGS, pl, tmp); |
615 | success+=calc_skill_exp(pl,tmp, skill); |
672 | success += calc_skill_exp (pl, tmp, skill); |
616 | } |
673 | } |
617 | |
674 | |
618 | return success; |
675 | return success; |
619 | } |
676 | } |
620 | |
677 | |
621 | /* Helper function for do_skill_ident, so that we can loop |
678 | /* Helper function for do_skill_ident, so that we can loop |
622 | * over inventory AND objects on the ground conveniently. |
679 | * over inventory AND objects on the ground conveniently. |
623 | */ |
680 | */ |
|
|
681 | int |
624 | int do_skill_ident2(object *tmp,object *pl, int obj_class, object *skill) |
682 | do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) |
625 | { |
683 | { |
626 | int success = 0, chance; |
684 | int success = 0, chance; |
627 | int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; |
685 | int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; |
628 | |
686 | |
629 | if (!QUERY_FLAG (tmp,FLAG_IDENTIFIED) && !QUERY_FLAG (tmp,FLAG_NO_SKILL_IDENT) |
687 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT) |
630 | && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class) |
688 | && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class) |
631 | { |
689 | { |
632 | chance = die_roll(3, 10, pl, PREFER_LOW) - 3 |
690 | chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1); |
633 | + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1); |
|
|
634 | |
691 | |
635 | if (skill_value >= chance) |
692 | if (skill_value >= chance) |
636 | { |
693 | { |
637 | identify(tmp); |
694 | identify (tmp); |
638 | |
695 | |
639 | if (pl->type==PLAYER) |
696 | if (pl->type == PLAYER) |
640 | { |
697 | { |
641 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl)); |
698 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl)); |
642 | |
699 | |
643 | if (tmp->msg) |
700 | if (tmp->msg) |
644 | { |
701 | { |
645 | new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); |
702 | new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); |
646 | new_draw_info(NDI_UNIQUE, 0,pl, tmp->msg); |
703 | new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); |
647 | } |
704 | } |
648 | |
705 | |
649 | /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */ |
706 | /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */ |
650 | if (tmp->map) |
707 | if (tmp->map) |
651 | esrv_send_item (pl, tmp); |
708 | esrv_send_item (pl, tmp); |
652 | } |
709 | } |
653 | success += calc_skill_exp(pl,tmp, skill); |
710 | success += calc_skill_exp (pl, tmp, skill); |
654 | } |
711 | } |
655 | else |
712 | else |
656 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); |
713 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); |
657 | } |
714 | } |
658 | |
715 | |
659 | return success; |
716 | return success; |
660 | } |
717 | } |
661 | |
718 | |
662 | /* do_skill_ident() - workhorse for skill_ident() -b.t. |
719 | /* do_skill_ident() - workhorse for skill_ident() -b.t. |
663 | */ |
720 | */ |
|
|
721 | static int |
664 | static int do_skill_ident(object *pl, int obj_class, object *skill) { |
722 | do_skill_ident (object *pl, int obj_class, object *skill) |
|
|
723 | { |
665 | object *tmp; |
724 | object *tmp; |
666 | int success=0; |
725 | int success = 0; |
667 | |
726 | |
668 | for(tmp=pl->inv;tmp;tmp=tmp->below) |
727 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
669 | success+=do_skill_ident2(tmp,pl,obj_class, skill); |
728 | success += do_skill_ident2 (tmp, pl, obj_class, skill); |
670 | /* check the ground */ |
729 | /* check the ground */ |
671 | |
730 | |
672 | for(tmp=get_map_ob(pl->map,pl->x,pl->y);tmp;tmp=tmp->above) |
731 | for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
673 | success+=do_skill_ident2(tmp,pl,obj_class, skill); |
732 | success += do_skill_ident2 (tmp, pl, obj_class, skill); |
674 | |
733 | |
675 | return success; |
734 | return success; |
676 | } |
735 | } |
677 | |
736 | |
|
|
737 | int |
678 | int skill_ident(object *pl, object *skill) { |
738 | skill_ident (object *pl, object *skill) |
|
|
739 | { |
679 | int success=0; |
740 | int success = 0; |
680 | |
741 | |
681 | if(pl->type != PLAYER) return 0; /* only players will skill-identify */ |
742 | if (pl->type != PLAYER) |
|
|
743 | return 0; /* only players will skill-identify */ |
682 | |
744 | |
683 | new_draw_info(NDI_UNIQUE, 0,pl,"You look at the objects nearby..."); |
745 | new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby..."); |
684 | |
746 | |
685 | switch (skill->subtype) { |
747 | switch (skill->subtype) |
|
|
748 | { |
686 | case SK_SMITHERY: |
749 | case SK_SMITHERY: |
687 | success += do_skill_ident(pl,WEAPON, skill) + do_skill_ident(pl,ARMOUR, skill) |
750 | success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill) |
688 | + do_skill_ident(pl,BRACERS,skill) + do_skill_ident(pl,CLOAK,skill) |
751 | + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill) |
689 | + do_skill_ident(pl,BOOTS,skill) + do_skill_ident(pl,SHIELD,skill) |
752 | + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill) |
690 | + do_skill_ident(pl,GIRDLE,skill) + do_skill_ident(pl,HELMET,skill) |
753 | + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill); |
691 | + do_skill_ident(pl,GLOVES,skill); |
754 | break; |
692 | break; |
|
|
693 | |
755 | |
694 | case SK_BOWYER: |
756 | case SK_BOWYER: |
695 | success += do_skill_ident(pl,BOW,skill) + do_skill_ident(pl,ARROW,skill); |
757 | success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill); |
696 | break; |
758 | break; |
697 | |
759 | |
698 | case SK_ALCHEMY: |
760 | case SK_ALCHEMY: |
699 | success += do_skill_ident(pl,POTION,skill) + do_skill_ident(pl,POISON,skill) |
761 | success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill) |
700 | + do_skill_ident(pl,CONTAINER,skill) |
762 | + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill); |
701 | + do_skill_ident(pl,DRINK,skill) + do_skill_ident(pl,INORGANIC,skill); |
763 | break; |
702 | break; |
|
|
703 | |
764 | |
704 | case SK_WOODSMAN: |
765 | case SK_WOODSMAN: |
705 | success += do_skill_ident(pl,FOOD,skill) + do_skill_ident(pl,DRINK,skill) |
766 | success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill); |
706 | + do_skill_ident(pl,FLESH,skill); |
767 | break; |
707 | break; |
|
|
708 | |
768 | |
709 | case SK_JEWELER: |
769 | case SK_JEWELER: |
710 | success += do_skill_ident(pl,GEM,skill) + do_skill_ident(pl,RING,skill) + |
770 | success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill); |
711 | do_skill_ident(pl,AMULET,skill); |
771 | break; |
712 | break; |
|
|
713 | |
772 | |
714 | case SK_LITERACY: |
773 | case SK_LITERACY: |
715 | success += do_skill_ident(pl,SPELLBOOK,skill) |
774 | success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill); |
716 | + do_skill_ident(pl,SCROLL,skill) + do_skill_ident(pl,BOOK,skill); |
775 | break; |
717 | break; |
|
|
718 | |
776 | |
719 | case SK_THAUMATURGY: |
777 | case SK_THAUMATURGY: |
720 | success += do_skill_ident(pl,WAND,skill) + do_skill_ident(pl,ROD,skill) |
778 | success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill); |
721 | + do_skill_ident(pl,HORN,skill); |
779 | break; |
722 | break; |
|
|
723 | |
780 | |
724 | case SK_DET_CURSE: |
781 | case SK_DET_CURSE: |
725 | success = do_skill_detect_curse(pl,skill); |
782 | success = do_skill_detect_curse (pl, skill); |
726 | if(success) |
783 | if (success) |
727 | new_draw_info(NDI_UNIQUE, 0,pl,"...and discover cursed items!"); |
784 | new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); |
728 | break; |
785 | break; |
729 | |
786 | |
730 | case SK_DET_MAGIC: |
787 | case SK_DET_MAGIC: |
731 | success = do_skill_detect_magic(pl,skill); |
788 | success = do_skill_detect_magic (pl, skill); |
732 | if(success) |
789 | if (success) |
733 | new_draw_info(NDI_UNIQUE, 0,pl, |
790 | new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!"); |
734 | "...and discover items imbued with mystic forces!"); |
791 | break; |
735 | break; |
|
|
736 | |
792 | |
737 | default: |
793 | default: |
738 | LOG(llevError,"Error: bad call to skill_ident()\n"); |
794 | LOG (llevError, "Error: bad call to skill_ident()\n"); |
739 | return 0; |
795 | return 0; |
740 | break; |
796 | break; |
741 | } |
797 | } |
742 | if(!success) { |
798 | if (!success) |
|
|
799 | { |
743 | new_draw_info(NDI_UNIQUE, 0,pl,"...and learn nothing more."); |
800 | new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); |
744 | } |
801 | } |
745 | return success; |
802 | return success; |
746 | } |
803 | } |
747 | |
|
|
748 | |
804 | |
749 | /* players using this skill can 'charm' a monster -- |
805 | /* players using this skill can 'charm' a monster -- |
750 | * into working for them. It can only be used on |
806 | * into working for them. It can only be used on |
751 | * non-special (see below) 'neutral' creatures. |
807 | * non-special (see below) 'neutral' creatures. |
752 | * -b.t. (thomas@astro.psu.edu) |
808 | * -b.t. (thomas@astro.psu.edu) |
753 | */ |
809 | */ |
754 | |
810 | int |
755 | int use_oratory(object *pl, int dir, object *skill) { |
811 | use_oratory (object *pl, int dir, object *skill) |
756 | sint16 x=pl->x+freearr_x[dir],y=pl->y+freearr_y[dir]; |
812 | { |
757 | int mflags,chance; |
813 | if (pl->type != PLAYER) |
758 | object *tmp; |
814 | return 0; /* only players use this skill */ |
759 | mapstruct *m; |
815 | |
760 | |
816 | sint16 x = pl->x + freearr_x[dir], |
761 | if(pl->type!=PLAYER) return 0; /* only players use this skill */ |
817 | y = pl->y + freearr_y[dir]; |
762 | m = pl->map; |
818 | maptile *m = pl->map; |
|
|
819 | |
763 | mflags =get_map_flags(m, &m, x,y, &x, &y); |
820 | int mflags = get_map_flags (m, &m, x, y, &x, &y); |
764 | if (mflags & P_OUT_OF_MAP) return 0; |
821 | if (mflags & P_OUT_OF_MAP) |
|
|
822 | return 0; |
765 | |
823 | |
766 | /* Save some processing - we have the flag already anyways |
824 | /* Save some processing - we have the flag already anyways |
767 | */ |
825 | */ |
768 | if (!(mflags & P_IS_ALIVE)) { |
826 | if (!(mflags & P_IS_ALIVE)) |
|
|
827 | { |
769 | 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."); |
770 | return 0; |
829 | return 0; |
|
|
830 | } |
|
|
831 | |
|
|
832 | object *tmp; |
|
|
833 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
771 | } |
834 | { |
772 | |
|
|
773 | for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { |
|
|
774 | /* can't persuade players - return because there is nothing else |
835 | /* can't persuade players - return because there is nothing else |
775 | * on that space to charm. Same for multi space monsters and |
836 | * on that space to charm. Same for multi space monsters and |
776 | * 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 |
777 | * 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 |
778 | * only monster on the space. |
839 | * only monster on the space. |
779 | */ |
840 | */ |
780 | if(tmp->type==PLAYER) return 0; |
841 | if (tmp->type == PLAYER |
781 | if(tmp->more || tmp->head) return 0; |
842 | || tmp->more || tmp->head_ () != tmp |
782 | if(tmp->msg) return 0; |
843 | || tmp->msg) |
|
|
844 | return 0; |
783 | |
845 | |
784 | if(QUERY_FLAG(tmp,FLAG_MONSTER)) break; |
846 | if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
|
|
847 | break; |
785 | } |
848 | } |
786 | |
849 | |
787 | if (!tmp) { |
850 | if (!tmp) |
|
|
851 | { |
788 | new_draw_info(NDI_UNIQUE, 0, pl, "There is nothing to orate to."); |
852 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); |
789 | return 0; |
853 | return 0; |
790 | } |
854 | } |
791 | |
855 | |
792 | new_draw_info_format(NDI_UNIQUE, |
856 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp)); |
793 | 0,pl, "You orate to the %s.",query_name(tmp)); |
|
|
794 | |
857 | |
795 | /* the following conditions limit who may be 'charmed' */ |
858 | /* the following conditions limit who may be 'charmed' */ |
796 | |
859 | |
797 | /* it's hostile! */ |
860 | /* it's hostile! */ |
798 | if(!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE) && !QUERY_FLAG(tmp, FLAG_FRIENDLY)) { |
861 | if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
799 | new_draw_info_format(NDI_UNIQUE, 0,pl, |
|
|
800 | "Too bad the %s isn't listening!\n",query_name(tmp)); |
|
|
801 | return 0; |
|
|
802 | } |
862 | { |
|
|
863 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); |
|
|
864 | return 0; |
|
|
865 | } |
803 | |
866 | |
804 | /* it's already allied! */ |
867 | /* it's already allied! */ |
805 | if(QUERY_FLAG(tmp,FLAG_FRIENDLY)&&(tmp->attack_movement==PETMOVE)){ |
868 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) |
806 | if(get_owner(tmp)==pl) { |
869 | { |
807 | new_draw_info(NDI_UNIQUE, 0,pl, |
870 | if (tmp->owner == pl) |
808 | "Your follower loves your speech.\n"); |
871 | { |
|
|
872 | new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); |
809 | return 0; |
873 | return 0; |
|
|
874 | } |
810 | } else if (skill->level > tmp->level) { |
875 | else if (skill->level > tmp->level) |
|
|
876 | { |
811 | /* you steal the follower. Perhaps we should really look at the |
877 | /* you steal the follower. Perhaps we should really look at the |
812 | * level of the owner above? |
878 | * level of the owner above? |
813 | */ |
879 | */ |
814 | set_owner(tmp,pl); |
880 | tmp->set_owner (pl); |
815 | new_draw_info_format(NDI_UNIQUE, 0,pl, |
881 | tmp->skill = skill->skill; |
816 | "You convince the %s to follow you instead!\n", |
882 | |
817 | query_name(tmp)); |
883 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp)); |
818 | /* Abuse fix - don't give exp since this can otherwise |
884 | /* Abuse fix - don't give exp since this can otherwise |
819 | * be used by a couple players to gets lots of exp. |
885 | * be used by a couple players to gets lots of exp. |
820 | */ |
886 | */ |
821 | return 0; |
887 | return 0; |
822 | } else { |
888 | } |
|
|
889 | else |
|
|
890 | { |
823 | /* 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 */ |
824 | return 0; |
892 | return 0; |
825 | } |
893 | } |
826 | } /* Creature was already a pet of someone */ |
894 | } /* Creature was already a pet of someone */ |
827 | |
895 | |
828 | chance=skill->level*2+(pl->stats.Cha-2*tmp->stats.Int)/2; |
896 | int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2; |
829 | |
897 | |
830 | /* Ok, got a 'sucker' lets try to make them a follower */ |
898 | /* Ok, got a 'sucker' lets try to make them a follower */ |
831 | 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)) |
832 | new_draw_info_format(NDI_UNIQUE, 0,pl, |
900 | { |
833 | "You convince the %s to become your follower.\n", |
901 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); |
834 | query_name(tmp)); |
|
|
835 | |
902 | |
836 | set_owner(tmp,pl); |
903 | tmp->set_owner (pl); |
|
|
904 | tmp->skill = skill->skill; |
837 | tmp->stats.exp = 0; |
905 | tmp->stats.exp = 0; |
838 | add_friendly_object(tmp); |
906 | add_friendly_object (tmp); |
839 | SET_FLAG(tmp,FLAG_FRIENDLY); |
|
|
840 | tmp->attack_movement = PETMOVE; |
907 | tmp->attack_movement = PETMOVE; |
841 | return calc_skill_exp(pl,tmp, skill); |
908 | return calc_skill_exp (pl, tmp, skill); |
842 | } |
909 | } |
843 | /* Charm failed. Creature may be angry now */ |
910 | /* Charm failed. Creature may be angry now */ |
844 | 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)) |
845 | new_draw_info_format(NDI_UNIQUE, 0,pl, |
912 | { |
846 | "Your speech angers the %s!\n",query_name(tmp)); |
913 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); |
847 | if(QUERY_FLAG(tmp,FLAG_FRIENDLY)) { |
914 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
|
|
915 | { |
848 | CLEAR_FLAG(tmp,FLAG_FRIENDLY); |
916 | CLEAR_FLAG (tmp, FLAG_FRIENDLY); |
849 | remove_friendly_object(tmp); |
917 | remove_friendly_object (tmp); |
850 | tmp->attack_movement = 0; /* needed? */ |
918 | tmp->attack_movement = 0; /* needed? */ |
851 | } |
919 | } |
|
|
920 | |
852 | CLEAR_FLAG(tmp,FLAG_UNAGGRESSIVE); |
921 | CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
853 | } |
922 | } |
|
|
923 | |
854 | 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 */ |
855 | } |
925 | } |
856 | |
926 | |
857 | /* Singing() -this skill allows the player to pacify nearby creatures. |
927 | /* Singing() -this skill allows the player to pacify nearby creatures. |
858 | * There are few limitations on who/what kind of |
928 | * There are few limitations on who/what kind of |
859 | * non-player creatures that may be pacified. Right now, a player |
929 | * non-player creatures that may be pacified. Right now, a player |
… | |
… | |
861 | * successfully pacified the creature gets Int=1. Thus, a player |
931 | * successfully pacified the creature gets Int=1. Thus, a player |
862 | * may only pacify a creature once. |
932 | * may only pacify a creature once. |
863 | * 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 |
864 | * of anything better! -b.t. |
934 | * of anything better! -b.t. |
865 | */ |
935 | */ |
866 | |
936 | int |
867 | int singing(object *pl, int dir, object *skill) { |
937 | singing (object *pl, int dir, object *skill) |
868 | int i,exp = 0,chance, mflags; |
938 | { |
|
|
939 | int i, exp = 0; |
869 | object *tmp; |
940 | object *tmp; |
870 | mapstruct *m; |
941 | maptile *m; |
871 | sint16 x, y; |
942 | sint16 x, y; |
872 | |
943 | |
873 | if(pl->type!=PLAYER) return 0; /* only players use this skill */ |
944 | if (pl->type != PLAYER) |
|
|
945 | return 0; /* only players use this skill */ |
874 | |
946 | |
875 | new_draw_info_format(NDI_UNIQUE,0,pl, "You sing"); |
947 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); |
876 | for(i=dir;i<(dir+MIN(skill->level,SIZEOFFREE));i++) { |
948 | for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++) |
|
|
949 | { |
877 | x = pl->x+freearr_x[i]; |
950 | x = pl->x + freearr_x[i]; |
878 | y = pl->y+freearr_y[i]; |
951 | y = pl->y + freearr_y[i]; |
879 | m = pl->map; |
952 | m = pl->map; |
880 | |
953 | |
881 | mflags =get_map_flags(m, &m, x,y, &x, &y); |
954 | int mflags = get_map_flags (m, &m, x, y, &x, &y); |
882 | if (mflags & P_OUT_OF_MAP) continue; |
955 | if (mflags & P_OUT_OF_MAP) |
|
|
956 | continue; |
883 | if (!(mflags & P_IS_ALIVE)) continue; |
957 | if (!(mflags & P_IS_ALIVE)) |
|
|
958 | continue; |
884 | |
959 | |
885 | 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 | { |
886 | if(QUERY_FLAG(tmp,FLAG_MONSTER)) break; |
962 | if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
|
|
963 | break; |
887 | /* can't affect players */ |
964 | /* can't affect players */ |
888 | if(tmp->type==PLAYER) break; |
965 | if (tmp->type == PLAYER) |
889 | } |
966 | break; |
|
|
967 | } |
890 | |
968 | |
891 | /* 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 |
892 | * listen to singing. |
970 | * listen to singing. |
893 | */ |
971 | */ |
894 | if (tmp && QUERY_FLAG(tmp, FLAG_MONSTER) && |
972 | if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */ |
895 | !QUERY_FLAG(tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */ |
|
|
896 | !QUERY_FLAG(tmp, FLAG_SPLITTING) && /* no ears */ |
973 | !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */ |
897 | !QUERY_FLAG(tmp, FLAG_HITBACK) && /* was here before */ |
974 | !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */ |
898 | (tmp->level <= skill->level) && |
975 | (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */ |
899 | (!tmp->head) && |
976 | !QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
900 | !QUERY_FLAG(tmp, FLAG_UNDEAD) && |
977 | { /* already calm */ |
901 | !QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE) && /* already calm */ |
|
|
902 | !QUERY_FLAG(tmp,FLAG_FRIENDLY)) { /* already calm */ |
|
|
903 | |
978 | |
904 | /* stealing isn't really related (although, maybe it should |
979 | /* stealing isn't really related (although, maybe it should |
905 | * be). This is mainly to prevent singing to the same monster |
980 | * be). This is mainly to prevent singing to the same monster |
906 | * over and over again and getting exp for it. |
981 | * over and over again and getting exp for it. |
907 | */ |
982 | */ |
908 | 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 | |
909 | 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)) |
|
|
986 | { |
910 | SET_FLAG(tmp,FLAG_UNAGGRESSIVE); |
987 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
911 | new_draw_info_format(NDI_UNIQUE, 0,pl, |
988 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp)); |
912 | "You calm down the %s\n",query_name(tmp)); |
|
|
913 | /* Give exp only if they are not aware */ |
989 | /* Give exp only if they are not aware */ |
|
|
990 | |
914 | if(!QUERY_FLAG(tmp,FLAG_NO_STEAL)) |
991 | if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) |
915 | exp += calc_skill_exp(pl,tmp, skill); |
992 | exp += calc_skill_exp (pl, tmp, skill); |
|
|
993 | |
916 | SET_FLAG(tmp,FLAG_NO_STEAL); |
994 | SET_FLAG (tmp, FLAG_NO_STEAL); |
917 | } else { |
995 | } |
918 | new_draw_info_format(NDI_UNIQUE, 0,pl, |
996 | else |
919 | "Too bad the %s isn't listening!\n",query_name(tmp)); |
997 | { |
|
|
998 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); |
920 | SET_FLAG(tmp,FLAG_NO_STEAL); |
999 | SET_FLAG (tmp, FLAG_NO_STEAL); |
|
|
1000 | } |
|
|
1001 | } |
921 | } |
1002 | } |
922 | } |
|
|
923 | } |
|
|
924 | return exp; |
1003 | return exp; |
925 | } |
1004 | } |
926 | |
1005 | |
927 | /* The find_traps skill (aka, search). Checks for traps |
1006 | /* The find_traps skill (aka, search). Checks for traps |
928 | * on the spaces or in certain objects |
1007 | * on the spaces or in certain objects |
929 | */ |
1008 | */ |
930 | |
1009 | |
|
|
1010 | int |
931 | int find_traps (object *pl, object *skill) { |
1011 | find_traps (object *pl, object *skill) |
|
|
1012 | { |
932 | object *tmp,*tmp2; |
1013 | object *tmp, *tmp2; |
933 | int i,expsum=0, mflags; |
1014 | int i, expsum = 0, mflags; |
934 | sint16 x,y; |
1015 | sint16 x, y; |
935 | mapstruct *m; |
1016 | maptile *m; |
936 | |
1017 | |
937 | /* First we search all around us for runes and traps, which are |
1018 | /* First we search all around us for runes and traps, which are |
938 | * all type RUNE |
1019 | * all type RUNE |
939 | */ |
1020 | */ |
940 | |
1021 | |
941 | for(i=0;i<9;i++) { |
1022 | for (i = 0; i < 9; i++) |
|
|
1023 | { |
942 | x = pl->x+freearr_x[i]; |
1024 | x = pl->x + freearr_x[i]; |
943 | y = pl->y+freearr_y[i]; |
1025 | y = pl->y + freearr_y[i]; |
944 | m = pl->map; |
1026 | m = pl->map; |
945 | |
1027 | |
946 | mflags =get_map_flags(m, &m, x,y, &x, &y); |
1028 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
947 | if (mflags & P_OUT_OF_MAP) continue; |
1029 | if (mflags & P_OUT_OF_MAP) |
|
|
1030 | continue; |
948 | |
1031 | |
949 | /* Check everything in the square for trapness */ |
1032 | /* Check everything in the square for trapness */ |
950 | for(tmp = get_map_ob(m, x, y); tmp!=NULL;tmp=tmp->above) { |
1033 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
|
|
1034 | { |
951 | |
1035 | |
952 | /* And now we'd better do an inventory traversal of each |
1036 | /* And now we'd better do an inventory traversal of each |
953 | * of these objects' inventory |
1037 | * of these objects' inventory |
954 | * We can narrow this down a bit - no reason to search through |
1038 | * We can narrow this down a bit - no reason to search through |
955 | * the players inventory or monsters for that matter. |
1039 | * the players inventory or monsters for that matter. |
956 | */ |
1040 | */ |
957 | if (tmp->type != PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) { |
1041 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
|
|
1042 | { |
958 | for(tmp2=tmp->inv;tmp2!=NULL;tmp2=tmp2->below) |
1043 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
959 | if(tmp2->type==RUNE || tmp2->type == TRAP) |
1044 | if (tmp2->type == RUNE || tmp2->type == TRAP) |
960 | if(trap_see(pl,tmp2)) { |
1045 | if (trap_see (pl, tmp2)) |
961 | trap_show(tmp2,tmp); |
1046 | { |
962 | if(tmp2->stats.Cha>1) { |
1047 | trap_show (tmp2, tmp); |
963 | if (!tmp2->owner || tmp2->owner->type!=PLAYER) |
1048 | if (tmp2->stats.Cha > 1) |
|
|
1049 | { |
|
|
1050 | if (!tmp2->owner || tmp2->owner->type != PLAYER) |
964 | expsum += calc_skill_exp(pl,tmp2, skill); |
1051 | expsum += calc_skill_exp (pl, tmp2, skill); |
965 | |
1052 | |
966 | tmp2->stats.Cha = 1; /* unhide the trap */ |
1053 | tmp2->stats.Cha = 1; /* unhide the trap */ |
967 | } |
1054 | } |
968 | } |
1055 | } |
969 | } |
1056 | } |
970 | if((tmp->type==RUNE || tmp->type == TRAP) && trap_see(pl,tmp)) { |
1057 | if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) |
971 | trap_show(tmp,tmp); |
1058 | { |
972 | if(tmp->stats.Cha>1) { |
1059 | trap_show (tmp, tmp); |
|
|
1060 | if (tmp->stats.Cha > 1) |
|
|
1061 | { |
973 | if (!tmp->owner || tmp->owner->type!=PLAYER) |
1062 | if (!tmp->owner || tmp->owner->type != PLAYER) |
974 | expsum += calc_skill_exp(pl,tmp, skill); |
1063 | expsum += calc_skill_exp (pl, tmp, skill); |
975 | tmp->stats.Cha = 1; /* unhide the trap */ |
1064 | tmp->stats.Cha = 1; /* unhide the trap */ |
976 | } |
1065 | } |
|
|
1066 | } |
|
|
1067 | } |
977 | } |
1068 | } |
978 | } |
|
|
979 | } |
|
|
980 | new_draw_info(NDI_BLACK, 0, pl, "You search the area."); |
1069 | new_draw_info (NDI_BLACK, 0, pl, "You search the area."); |
981 | return expsum; |
1070 | return expsum; |
982 | } |
1071 | } |
983 | |
1072 | |
984 | /* remove_trap() - This skill will disarm any previously discovered trap |
1073 | /* remove_trap() - This skill will disarm any previously discovered trap |
985 | * the algorithm is based (almost totally) on the old command_disarm() - b.t. |
1074 | * the algorithm is based (almost totally) on the old command_disarm() - b.t. |
986 | */ |
1075 | */ |
987 | |
1076 | |
|
|
1077 | int |
988 | int remove_trap (object *op, int dir, object *skill) { |
1078 | remove_trap (object *op, int dir, object *skill) |
|
|
1079 | { |
989 | object *tmp,*tmp2; |
1080 | object *tmp, *tmp2; |
990 | int i,success=0,mflags; |
1081 | int i, success = 0, mflags; |
991 | mapstruct *m; |
1082 | maptile *m; |
992 | sint16 x,y; |
1083 | sint16 x, y; |
993 | |
1084 | |
994 | for(i=0;i<9;i++) { |
1085 | for (i = 0; i < 9; i++) |
|
|
1086 | { |
995 | x = op->x + freearr_x[i]; |
1087 | x = op->x + freearr_x[i]; |
996 | y = op->y + freearr_y[i]; |
1088 | y = op->y + freearr_y[i]; |
997 | m = op->map; |
1089 | m = op->map; |
998 | |
1090 | |
999 | mflags =get_map_flags(m, &m, x,y, &x, &y); |
1091 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1000 | if (mflags & P_OUT_OF_MAP) continue; |
1092 | if (mflags & P_OUT_OF_MAP) |
|
|
1093 | continue; |
1001 | |
1094 | |
1002 | /* Check everything in the square for trapness */ |
1095 | /* Check everything in the square for trapness */ |
1003 | for(tmp = get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) { |
1096 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
|
|
1097 | { |
1004 | /* And now we'd better do an inventory traversal of each |
1098 | /* And now we'd better do an inventory traversal of each |
1005 | * of these objects inventory. Like above, only |
1099 | * of these objects inventory. Like above, only |
1006 | * do this for interesting objects. |
1100 | * do this for interesting objects. |
1007 | */ |
1101 | */ |
1008 | |
1102 | |
1009 | if (tmp->type != PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) { |
1103 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
|
|
1104 | { |
1010 | for(tmp2=tmp->inv;tmp2!=NULL;tmp2=tmp2->below) |
1105 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
|
|
1106 | if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) |
|
|
1107 | { |
|
|
1108 | trap_show (tmp2, tmp); |
|
|
1109 | if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) |
|
|
1110 | { |
|
|
1111 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
|
|
1112 | success += calc_skill_exp (op, tmp2, skill); |
|
|
1113 | } |
|
|
1114 | } |
|
|
1115 | } |
1011 | if((tmp2->type==RUNE || tmp2->type == TRAP) && tmp2->stats.Cha<=1) { |
1116 | if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) |
1012 | trap_show(tmp2,tmp); |
1117 | { |
|
|
1118 | trap_show (tmp, tmp); |
1013 | if(trap_disarm(op,tmp2,1, skill) && (!tmp2->owner || tmp2->owner->type!=PLAYER)) { |
1119 | if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) |
|
|
1120 | { |
1014 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1121 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1015 | success += calc_skill_exp(op,tmp2, skill); |
1122 | success += calc_skill_exp (op, tmp, skill); |
1016 | } |
1123 | } |
1017 | } |
1124 | } |
|
|
1125 | } |
1018 | } |
1126 | } |
1019 | if((tmp->type==RUNE || tmp->type==TRAP) && tmp->stats.Cha<=1) { |
|
|
1020 | trap_show(tmp,tmp); |
|
|
1021 | if (trap_disarm(op,tmp,1,skill) && (!tmp->owner || tmp->owner->type!=PLAYER)) { |
|
|
1022 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
|
|
1023 | success += calc_skill_exp(op,tmp,skill); |
|
|
1024 | } |
|
|
1025 | } |
|
|
1026 | } |
|
|
1027 | } |
|
|
1028 | return success; |
1127 | return success; |
1029 | } |
1128 | } |
1030 | |
1129 | |
1031 | |
1130 | |
1032 | /* pray() - when this skill is called from do_skill(), it allows |
1131 | /* pray() - when this skill is called from do_skill(), it allows |
1033 | * the player to regain lost grace points at a faster rate. -b.t. |
1132 | * the player to regain lost grace points at a faster rate. -b.t. |
… | |
… | |
1035 | * such that if it returns true, player gets exp in that skill. This |
1134 | * such that if it returns true, player gets exp in that skill. This |
1036 | * the effect here can be done on demand, we probably don't want to |
1135 | * the effect here can be done on demand, we probably don't want to |
1037 | * give infinite exp by returning true in any cases. |
1136 | * give infinite exp by returning true in any cases. |
1038 | */ |
1137 | */ |
1039 | |
1138 | |
|
|
1139 | int |
1040 | int pray (object *pl, object *skill) { |
1140 | pray (object *pl, object *skill) |
|
|
1141 | { |
1041 | char buf[MAX_BUF]; |
1142 | char buf[MAX_BUF]; |
1042 | object *tmp; |
1143 | object *tmp; |
1043 | |
1144 | |
1044 | if(pl->type!=PLAYER) return 0; |
1145 | if (pl->type != PLAYER) |
1045 | |
|
|
1046 | strcpy(buf,"You pray."); |
|
|
1047 | |
|
|
1048 | /* Check all objects - we could stop at floor objects, |
|
|
1049 | * but if someone buries an altar, I don't see a problem with |
|
|
1050 | * going through all the objects, and it shouldn't be much slower |
|
|
1051 | * than extra checks on object attributes. |
|
|
1052 | */ |
|
|
1053 | for (tmp=pl->below; tmp!=NULL; tmp=tmp->below) { |
|
|
1054 | /* Only if the altar actually belongs to someone do you get special benefits */ |
|
|
1055 | if(tmp && tmp->type==HOLY_ALTAR && tmp->other_arch) { |
|
|
1056 | sprintf(buf,"You pray over the %s.",tmp->name); |
|
|
1057 | pray_at_altar(pl,tmp, skill); |
|
|
1058 | break; /* Only pray at one altar */ |
|
|
1059 | } |
|
|
1060 | } |
|
|
1061 | |
|
|
1062 | new_draw_info(NDI_BLACK,0,pl,buf); |
|
|
1063 | |
|
|
1064 | if(pl->stats.grace < pl->stats.maxgrace) { |
|
|
1065 | pl->stats.grace++; |
|
|
1066 | pl->last_grace = -1; |
|
|
1067 | } |
|
|
1068 | return 0; |
1146 | return 0; |
|
|
1147 | |
|
|
1148 | strcpy (buf, "You pray."); |
|
|
1149 | |
|
|
1150 | /* Check all objects - we could stop at floor objects, |
|
|
1151 | * 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 |
|
|
1153 | * than extra checks on object attributes. |
|
|
1154 | */ |
|
|
1155 | for (tmp = pl->below; tmp != NULL; tmp = tmp->below) |
|
|
1156 | { |
|
|
1157 | /* Only if the altar actually belongs to someone do you get special benefits */ |
|
|
1158 | if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) |
|
|
1159 | { |
|
|
1160 | sprintf (buf, "You pray over the %s.", &tmp->name); |
|
|
1161 | pray_at_altar (pl, tmp, skill); |
|
|
1162 | break; /* Only pray at one altar */ |
|
|
1163 | } |
|
|
1164 | } |
|
|
1165 | |
|
|
1166 | new_draw_info (NDI_BLACK, 0, pl, buf); |
|
|
1167 | |
|
|
1168 | if (pl->stats.grace < pl->stats.maxgrace) |
|
|
1169 | { |
|
|
1170 | pl->stats.grace++; |
|
|
1171 | pl->last_grace = -1; |
|
|
1172 | } |
|
|
1173 | return 0; |
1069 | } |
1174 | } |
1070 | |
1175 | |
1071 | /* This skill allows the player to regain a few sp or hp for a |
1176 | /* This skill allows the player to regain a few sp or hp for a |
1072 | * brief period of concentration. No armour or weapons may be |
1177 | * brief period of concentration. No armour or weapons may be |
1073 | * wielded/applied for this to work. The amount of time needed |
1178 | * wielded/applied for this to work. The amount of time needed |
1074 | * to concentrate and the # of points regained is dependant on |
1179 | * to concentrate and the # of points regained is dependant on |
1075 | * the level of the user. - b.t. thomas@astro.psu.edu |
1180 | * the level of the user. - b.t. thomas@astro.psu.edu |
1076 | */ |
1181 | */ |
1077 | |
1182 | |
|
|
1183 | void |
1078 | void meditate (object *pl, object *skill) { |
1184 | meditate (object *pl, object *skill) |
|
|
1185 | { |
1079 | object *tmp; |
1186 | object *tmp; |
1080 | |
1187 | |
1081 | if(pl->type!=PLAYER) return; /* players only */ |
1188 | if (pl->type != PLAYER) |
|
|
1189 | return; /* players only */ |
1082 | |
1190 | |
1083 | /* check if pl has removed encumbering armour and weapons */ |
1191 | /* check if pl has removed encumbering armour and weapons */ |
1084 | if(QUERY_FLAG(pl,FLAG_READY_WEAPON) && (skill->level<6)) { |
1192 | if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6)) |
1085 | new_draw_info(NDI_UNIQUE,0,pl, |
1193 | { |
1086 | "You can't concentrate while wielding a weapon!\n"); |
1194 | new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n"); |
1087 | return; |
1195 | return; |
1088 | } else { |
1196 | } |
|
|
1197 | else |
|
|
1198 | { |
1089 | for(tmp=pl->inv;tmp;tmp=tmp->below) |
1199 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
1090 | if (( (tmp->type==ARMOUR && skill->level<12) |
1200 | if (((tmp->type == ARMOUR && skill->level < 12) |
1091 | || (tmp->type==HELMET && skill->level<10) |
1201 | || (tmp->type == HELMET && skill->level < 10) |
1092 | || (tmp->type==SHIELD && skill->level<6) |
1202 | || (tmp->type == SHIELD && skill->level < 6) |
1093 | || (tmp->type==BOOTS && skill->level<4) |
1203 | || (tmp->type == BOOTS && skill->level < 4) |
1094 | || (tmp->type==GLOVES && skill->level<2) ) |
1204 | || (tmp->type == GLOVES && skill->level < 2)) |
1095 | && QUERY_FLAG(tmp,FLAG_APPLIED)) { |
1205 | && QUERY_FLAG (tmp, FLAG_APPLIED)) |
1096 | new_draw_info(NDI_UNIQUE,0,pl, |
1206 | { |
1097 | "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"); |
1098 | return; |
1208 | return; |
1099 | } |
1209 | } |
1100 | } |
1210 | } |
1101 | |
1211 | |
1102 | /* ok let's meditate! Spell points are regained first, then once |
1212 | /* ok let's meditate! Spell points are regained first, then once |
1103 | * they are maxed we get back hp. Actual incrementing of values |
1213 | * they are maxed we get back hp. Actual incrementing of values |
1104 | * is handled by the do_some_living() (in player.c). This way magical |
1214 | * is handled by the do_some_living() (in player.c). This way magical |
1105 | * bonuses for healing/sp regeneration are included properly |
1215 | * bonuses for healing/sp regeneration are included properly |
1106 | * No matter what, we will eat up some playing time trying to |
1216 | * No matter what, we will eat up some playing time trying to |
1107 | * meditate. (see 'factor' variable for what sets the amount of time) |
1217 | * meditate. (see 'factor' variable for what sets the amount of time) |
1108 | */ |
1218 | */ |
1109 | |
1219 | |
1110 | new_draw_info(NDI_BLACK,0,pl, "You meditate."); |
1220 | new_draw_info (NDI_BLACK, 0, pl, "You meditate."); |
1111 | |
1221 | |
1112 | if(pl->stats.sp < pl->stats.maxsp) { |
1222 | if (pl->stats.sp < pl->stats.maxsp) |
|
|
1223 | { |
1113 | pl->stats.sp++; |
1224 | pl->stats.sp++; |
1114 | pl->last_sp = -1; |
1225 | pl->last_sp = -1; |
|
|
1226 | } |
1115 | } else if (pl->stats.hp < pl->stats.maxhp) { |
1227 | else if (pl->stats.hp < pl->stats.maxhp) |
|
|
1228 | { |
1116 | pl->stats.hp++; |
1229 | pl->stats.hp++; |
1117 | pl->last_heal = -1; |
1230 | pl->last_heal = -1; |
1118 | } |
1231 | } |
1119 | } |
1232 | } |
1120 | |
1233 | |
1121 | /* write_note() - this routine allows players to inscribe messages in |
1234 | /* write_note() - this routine allows players to inscribe messages in |
1122 | * ordinary 'books' (anything that is type BOOK). b.t. |
1235 | * ordinary 'books' (anything that is type BOOK). b.t. |
1123 | */ |
1236 | */ |
1124 | |
1237 | static int |
1125 | static int write_note(object *pl, object *item, const char *msg, object *skill) { |
1238 | write_note (object *pl, object *item, const char *msg, object *skill) |
|
|
1239 | { |
1126 | char buf[1024]; |
1240 | char buf[1024]; |
1127 | object *newBook = NULL; |
1241 | object *newBook = NULL; |
1128 | |
1242 | |
1129 | /* a pair of sanity checks */ |
1243 | /* a pair of sanity checks */ |
1130 | if(!item||item->type!=BOOK) return 0; |
1244 | if (!item || item->type != BOOK) |
1131 | |
|
|
1132 | if(!msg) { |
|
|
1133 | new_draw_info(NDI_UNIQUE,0,pl,"No message to write!"); |
|
|
1134 | new_draw_info_format(NDI_UNIQUE,0,pl,"Usage: use_skill %s <message>", |
|
|
1135 | skill->skill); |
|
|
1136 | return 0; |
|
|
1137 | } |
|
|
1138 | if (strcasestr_local(msg, "endmsg")) { |
|
|
1139 | new_draw_info(NDI_UNIQUE,0,pl,"Trying to cheat now are we?"); |
|
|
1140 | return 0; |
|
|
1141 | } |
|
|
1142 | |
|
|
1143 | /* Lauwenmark: Handle for plugin book writing (trigger) event */ |
|
|
1144 | if (execute_event(item, EVENT_TRIGGER,pl,NULL,msg,SCRIPT_FIX_ALL)!=0) |
|
|
1145 | return strlen(msg); |
|
|
1146 | |
|
|
1147 | buf[0] = 0; |
|
|
1148 | if(!book_overflow(item->msg,msg,sizeof (buf))) { /* add msg string to book */ |
|
|
1149 | if(item->msg) |
|
|
1150 | strcpy(buf,item->msg); |
|
|
1151 | |
|
|
1152 | strcat(buf,msg); |
|
|
1153 | strcat(buf,"\n"); /* new msg needs a LF */ |
|
|
1154 | if(item->nrof > 1) { |
|
|
1155 | newBook = get_object(); |
|
|
1156 | copy_object(item, newBook); |
|
|
1157 | decrease_ob(item); |
|
|
1158 | esrv_send_item(pl, item); |
|
|
1159 | newBook->nrof = 1; |
|
|
1160 | if (newBook->msg) free_string(newBook->msg); |
|
|
1161 | newBook->msg = add_string(buf); |
|
|
1162 | newBook = insert_ob_in_ob(newBook, pl); |
|
|
1163 | esrv_send_item(pl, newBook); |
|
|
1164 | } else { |
|
|
1165 | if (item->msg) free_string(item->msg); |
|
|
1166 | item->msg=add_string(buf); |
|
|
1167 | /* This shouldn't be necessary - the object hasn't changed in any |
|
|
1168 | * visible way |
|
|
1169 | */ |
|
|
1170 | /* esrv_send_item(pl, item);*/ |
|
|
1171 | } |
|
|
1172 | new_draw_info_format(NDI_UNIQUE,0,pl, "You write in the %s.", |
|
|
1173 | query_short_name(item)); |
|
|
1174 | return strlen(msg); |
|
|
1175 | } else |
|
|
1176 | new_draw_info_format(NDI_UNIQUE,0,pl, |
|
|
1177 | "Your message won't fit in the %s!", |
|
|
1178 | query_short_name(item)); |
|
|
1179 | |
|
|
1180 | return 0; |
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 | } |
|
|
1253 | |
|
|
1254 | if (strcasestr_local (msg, "endmsg")) |
|
|
1255 | { |
|
|
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; |
|
|
1277 | newBook->msg = buf; |
|
|
1278 | newBook = insert_ob_in_ob (newBook, pl); |
|
|
1279 | esrv_send_item (pl, newBook); |
|
|
1280 | } |
|
|
1281 | else |
|
|
1282 | { |
|
|
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 | |
|
|
1290 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", query_short_name (item)); |
|
|
1291 | return strlen (msg); |
|
|
1292 | } |
|
|
1293 | else |
|
|
1294 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item)); |
|
|
1295 | |
|
|
1296 | return 0; |
1181 | } |
1297 | } |
1182 | |
1298 | |
1183 | /* write_scroll() - this routine allows players to inscribe spell scrolls |
1299 | /* write_scroll() - this routine allows players to inscribe spell scrolls |
1184 | * of spells which they know. Backfire effects are possible with the |
1300 | * of spells which they know. Backfire effects are possible with the |
1185 | * severity of the backlash correlated with the difficulty of the scroll |
1301 | * severity of the backlash correlated with the difficulty of the scroll |
1186 | * that is attempted. -b.t. thomas@astro.psu.edu |
1302 | * that is attempted. -b.t. thomas@astro.psu.edu |
1187 | */ |
1303 | */ |
1188 | |
1304 | |
|
|
1305 | static int |
1189 | static int write_scroll (object *pl, object *scroll, object *skill) { |
1306 | write_scroll (object *pl, object *scroll, object *skill) |
|
|
1307 | { |
1190 | int success=0,confused=0; |
1308 | int success = 0, confused = 0; |
1191 | object *newscroll, *chosen_spell, *tmp; |
1309 | object *newscroll, *chosen_spell, *tmp; |
1192 | |
1310 | |
1193 | /* this is a sanity check */ |
1311 | /* this is a sanity check */ |
1194 | if (scroll->type!=SCROLL) { |
1312 | if (scroll->type != SCROLL) |
|
|
1313 | { |
1195 | 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!"); |
1196 | return 0; |
1315 | return 0; |
1197 | } |
1316 | } |
1198 | |
1317 | |
1199 | /* Check if we are ready to attempt inscription */ |
1318 | /* Check if we are ready to attempt inscription */ |
1200 | chosen_spell=pl->contr->ranges[range_magic]; |
1319 | chosen_spell = pl->contr->ranged_ob; |
1201 | if(!chosen_spell) { |
1320 | if (!chosen_spell || chosen_spell->type != SPELL) |
1202 | new_draw_info(NDI_UNIQUE,0,pl, |
|
|
1203 | "You need a spell readied in order to inscribe!"); |
|
|
1204 | return 0; |
|
|
1205 | } |
1321 | { |
|
|
1322 | new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); |
|
|
1323 | return 0; |
|
|
1324 | } |
|
|
1325 | |
1206 | 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) |
1207 | new_draw_info_format(NDI_UNIQUE,0,pl, |
|
|
1208 | "You don't have enough grace to write a scroll of %s.", |
|
|
1209 | chosen_spell->name); |
|
|
1210 | return 0; |
|
|
1211 | } |
1327 | { |
|
|
1328 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name); |
|
|
1329 | return 0; |
|
|
1330 | } |
|
|
1331 | |
1212 | 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) |
1213 | new_draw_info_format(NDI_UNIQUE,0,pl, |
|
|
1214 | "You don't have enough mana to write a scroll of %s.", |
|
|
1215 | chosen_spell->name); |
|
|
1216 | return 0; |
|
|
1217 | } |
1333 | { |
|
|
1334 | 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 | } |
1218 | |
1337 | |
1219 | /* if there is a spell already on the scroll then player could easily |
1338 | /* if there is a spell already on the scroll then player could easily |
1220 | * accidently read it while trying to write the new one. give player |
1339 | * accidently read it while trying to write the new one. give player |
1221 | * a 50% chance to overwrite spell at their own level |
1340 | * a 50% chance to overwrite spell at their own level |
1222 | */ |
1341 | */ |
1223 | if((scroll->stats.sp || scroll->inv) && |
1342 | if ((scroll->stats.sp || scroll->inv) && random_roll (0, scroll->level * 2, pl, PREFER_LOW) > skill->level) |
1224 | random_roll(0, scroll->level*2, pl, PREFER_LOW)>skill->level) { |
1343 | { |
1225 | new_draw_info_format(NDI_UNIQUE,0,pl, |
1344 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Oops! You accidently read it while trying to write on it."); |
1226 | "Oops! You accidently read it while trying to write on it."); |
|
|
1227 | manual_apply(pl,scroll,0); |
1345 | manual_apply (pl, scroll, 0); |
1228 | return 0; |
1346 | return 0; |
1229 | } |
1347 | } |
1230 | |
1348 | |
1231 | /* ok, we are ready to try inscription */ |
1349 | /* ok, we are ready to try inscription */ |
1232 | if(QUERY_FLAG(pl,FLAG_CONFUSED)) confused = 1; |
1350 | if (QUERY_FLAG (pl, FLAG_CONFUSED)) |
|
|
1351 | confused = 1; |
1233 | |
1352 | |
1234 | /* Lost mana/grace no matter what */ |
1353 | /* Lost mana/grace no matter what */ |
1235 | pl->stats.grace-=SP_level_spellpoint_cost(pl,chosen_spell,SPELL_GRACE); |
1354 | pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); |
1236 | pl->stats.sp-=SP_level_spellpoint_cost(pl,chosen_spell,SPELL_MANA); |
1355 | pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA); |
1237 | |
1356 | |
1238 | if (random_roll(0, chosen_spell->level*4-1, pl, PREFER_LOW) < skill->level) { |
1357 | if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) |
|
|
1358 | { |
1239 | if (scroll->nrof > 1) { |
1359 | if (scroll->nrof > 1) |
1240 | newscroll = get_object(); |
1360 | { |
1241 | copy_object(scroll, newscroll); |
1361 | newscroll = scroll->clone (); |
1242 | decrease_ob(scroll); |
1362 | decrease_ob (scroll); |
1243 | newscroll->nrof = 1; |
1363 | newscroll->nrof = 1; |
1244 | } else { |
1364 | } |
|
|
1365 | else |
1245 | newscroll = scroll; |
1366 | newscroll = scroll; |
1246 | } |
|
|
1247 | |
1367 | |
1248 | if(!confused) { |
1368 | if (!confused) |
|
|
1369 | { |
1249 | newscroll->level= MAX(skill->level, chosen_spell->level); |
1370 | newscroll->level = MAX (skill->level, chosen_spell->level); |
1250 | new_draw_info(NDI_UNIQUE,0,pl, |
1371 | new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll."); |
1251 | "You succeed in writing a new scroll."); |
1372 | } |
1252 | } else { |
1373 | else |
|
|
1374 | { |
1253 | chosen_spell = find_random_spell_in_ob(pl, NULL); |
1375 | chosen_spell = find_random_spell_in_ob (pl, NULL); |
1254 | if (!chosen_spell) return 0; |
1376 | if (!chosen_spell) |
|
|
1377 | return 0; |
1255 | |
1378 | |
1256 | newscroll->level= MAX(skill->level, chosen_spell->level); |
1379 | newscroll->level = MAX (skill->level, chosen_spell->level); |
1257 | new_draw_info(NDI_UNIQUE,0,pl, |
1380 | new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell."); |
1258 | "In your confused state, you write down some odd spell."); |
1381 | } |
1259 | } |
|
|
1260 | |
1382 | |
1261 | if (newscroll->inv) { |
1383 | if (newscroll->inv) |
1262 | object *ninv; |
1384 | newscroll->inv->destroy (); |
1263 | |
1385 | |
1264 | ninv = newscroll->inv; |
1386 | tmp = chosen_spell->clone (); |
1265 | remove_ob(ninv); |
|
|
1266 | free_object(ninv); |
|
|
1267 | } |
|
|
1268 | tmp = get_object(); |
|
|
1269 | copy_object(chosen_spell, tmp); |
|
|
1270 | insert_ob_in_ob(tmp, newscroll); |
1387 | insert_ob_in_ob (tmp, newscroll); |
1271 | |
1388 | |
1272 | /* Same code as from treasure.c - so they can better merge. |
1389 | /* Same code as from treasure.c - so they can better merge. |
1273 | * if players want to sell them, so be it. |
1390 | * if players want to sell them, so be it. |
1274 | */ |
1391 | */ |
1275 | newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * |
1392 | newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); |
1276 | (newscroll->level +50) / (newscroll->inv->level + 50); |
|
|
1277 | newscroll->stats.exp = newscroll->value/5; |
1393 | newscroll->stats.exp = newscroll->value / 5; |
1278 | |
1394 | |
1279 | /* wait until finished manipulating the scroll before inserting it */ |
1395 | /* wait until finished manipulating the scroll before inserting it */ |
1280 | if (newscroll == scroll) |
1396 | if (newscroll == scroll) |
1281 | { |
1397 | { |
1282 | /* 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 */ |
1283 | remove_ob(newscroll); |
1399 | newscroll->remove (); |
1284 | esrv_del_item(pl->contr,newscroll->count); |
1400 | esrv_del_item (pl->contr, newscroll->count); |
1285 | } |
1401 | } |
|
|
1402 | |
1286 | newscroll=insert_ob_in_ob(newscroll,pl); |
1403 | newscroll = insert_ob_in_ob (newscroll, pl); |
1287 | esrv_send_item(pl, newscroll); |
1404 | esrv_send_item (pl, newscroll); |
1288 | success = calc_skill_exp(pl,newscroll, skill); |
1405 | success = calc_skill_exp (pl, newscroll, skill); |
1289 | if(!confused) success *= 2; |
1406 | if (!confused) |
|
|
1407 | success *= 2; |
1290 | success = success * skill->level; |
1408 | success = success * skill->level; |
1291 | return success; |
1409 | return success; |
1292 | |
1410 | |
1293 | } else { /* Inscription has failed */ |
1411 | } |
|
|
1412 | else |
|
|
1413 | { /* Inscription has failed */ |
1294 | |
1414 | |
1295 | if(chosen_spell->level>skill->level || confused) { /*backfire!*/ |
1415 | if (chosen_spell->level > skill->level || confused) |
1296 | new_draw_info(NDI_UNIQUE,0,pl, |
1416 | { /*backfire! */ |
1297 | "Ouch! Your attempt to write a new scroll strains your mind!"); |
1417 | new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); |
1298 | if(random_roll(0, 1, pl, PREFER_LOW)==1) |
1418 | if (random_roll (0, 1, pl, PREFER_LOW) == 1) |
1299 | drain_specific_stat(pl,4); |
1419 | pl->drain_specific_stat (4); |
1300 | else { |
1420 | else |
|
|
1421 | { |
|
|
1422 | confuse_player (pl, pl, 99); |
|
|
1423 | return (-30 * chosen_spell->level); |
|
|
1424 | } |
|
|
1425 | } |
|
|
1426 | else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) |
|
|
1427 | { |
|
|
1428 | new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind!"); |
1301 | confuse_player(pl,pl,99); |
1429 | confuse_player (pl, pl, 99); |
1302 | return (-30*chosen_spell->level); |
1430 | } |
1303 | } |
1431 | else |
1304 | } else if(random_roll(0, pl->stats.Int-1, pl, PREFER_HIGH) < 15) { |
|
|
1305 | new_draw_info(NDI_UNIQUE,0,pl, |
|
|
1306 | "Your attempt to write a new scroll rattles your mind!"); |
|
|
1307 | confuse_player(pl,pl,99); |
|
|
1308 | } else |
|
|
1309 | new_draw_info(NDI_UNIQUE,0,pl,"You fail to write a new scroll."); |
1432 | new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll."); |
1310 | } |
1433 | } |
|
|
1434 | |
|
|
1435 | return 0; |
|
|
1436 | } |
|
|
1437 | |
|
|
1438 | /* write_on_item() - wrapper for write_note and write_scroll */ |
|
|
1439 | int |
|
|
1440 | write_on_item (object *pl, const char *params, object *skill) |
|
|
1441 | { |
|
|
1442 | object *item; |
|
|
1443 | const char *string = params; |
|
|
1444 | int msgtype; |
|
|
1445 | archetype *skat; |
|
|
1446 | |
|
|
1447 | if (pl->type != PLAYER) |
1311 | return 0; |
1448 | return 0; |
1312 | } |
|
|
1313 | |
1449 | |
1314 | /* write_on_item() - wrapper for write_note and write_scroll */ |
|
|
1315 | int write_on_item (object *pl,const char *params, object *skill) { |
|
|
1316 | object *item; |
|
|
1317 | const char *string=params; |
|
|
1318 | int msgtype; |
|
|
1319 | archetype *skat; |
|
|
1320 | |
|
|
1321 | if(pl->type!=PLAYER) return 0; |
|
|
1322 | |
|
|
1323 | if (!params) { |
1450 | if (!params) |
1324 | params=""; |
|
|
1325 | string=params; |
|
|
1326 | } |
1451 | { |
|
|
1452 | params = ""; |
|
|
1453 | string = params; |
|
|
1454 | } |
|
|
1455 | |
1327 | skat = get_archetype_by_type_subtype(SKILL, SK_LITERACY); |
1456 | skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); |
1328 | |
1457 | |
1329 | /* Need to be able to read before we can write! */ |
1458 | /* Need to be able to read before we can write! */ |
1330 | if(!find_skill_by_name(pl,skat->clone.skill)) { |
1459 | if (!find_skill_by_name (pl, skat->skill)) |
1331 | new_draw_info(NDI_UNIQUE,0,pl, |
|
|
1332 | "You must learn to read before you can write!"); |
|
|
1333 | return 0; |
|
|
1334 | } |
1460 | { |
|
|
1461 | new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!"); |
|
|
1462 | return 0; |
|
|
1463 | } |
1335 | |
1464 | |
1336 | /* if there is a message then it goes in a book and no message means |
1465 | /* if there is a message then it goes in a book and no message means |
1337 | * write active spell into the scroll |
1466 | * write active spell into the scroll |
1338 | */ |
1467 | */ |
1339 | msgtype = (string[0]!='\0') ? BOOK : SCROLL; |
1468 | msgtype = (string[0] != '\0') ? BOOK : SCROLL; |
1340 | |
1469 | |
1341 | /* find an item of correct type to write on */ |
1470 | /* find an item of correct type to write on */ |
1342 | if ( !(item = find_marked_object(pl))){ |
1471 | if (!(item = find_marked_object (pl))) |
|
|
1472 | { |
1343 | new_draw_info(NDI_UNIQUE,0,pl,"You don't have any marked item to write on."); |
1473 | new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on."); |
1344 | return 0; |
1474 | return 0; |
1345 | } |
1475 | } |
1346 | |
1476 | |
1347 | if(QUERY_FLAG(item,FLAG_UNPAID)) { |
1477 | if (QUERY_FLAG (item, FLAG_UNPAID)) |
1348 | new_draw_info(NDI_UNIQUE,0,pl, |
|
|
1349 | "You had better pay for that before you write on it."); |
|
|
1350 | return 0; |
|
|
1351 | } |
1478 | { |
|
|
1479 | new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); |
|
|
1480 | return 0; |
|
|
1481 | } |
1352 | if (msgtype != item->type) { |
1482 | if (msgtype != item->type) |
1353 | new_draw_info_format(NDI_UNIQUE,0,pl,"You have no %s to write on", |
|
|
1354 | msgtype==BOOK ? "book" : "scroll"); |
|
|
1355 | return 0; |
|
|
1356 | } |
1483 | { |
1357 | |
1484 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll"); |
1358 | if (msgtype == SCROLL) { |
|
|
1359 | return write_scroll(pl,item, skill); |
|
|
1360 | } else if (msgtype == BOOK) { |
|
|
1361 | return write_note(pl,item,string, skill); |
|
|
1362 | } |
|
|
1363 | return 0; |
1485 | return 0; |
1364 | } |
1486 | } |
1365 | |
1487 | |
|
|
1488 | if (msgtype == SCROLL) |
|
|
1489 | return write_scroll (pl, item, skill); |
|
|
1490 | else if (msgtype == BOOK) |
|
|
1491 | return write_note (pl, item, string, skill); |
1366 | |
1492 | |
|
|
1493 | return 0; |
|
|
1494 | } |
1367 | |
1495 | |
1368 | /* find_throw_ob() - if we request an object, then |
1496 | /* find_throw_ob() - if we request an object, then |
1369 | * 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 |
1370 | * got to be carrying something in order to throw it!). |
1498 | * got to be carrying something in order to throw it!). |
1371 | * 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 |
1372 | * (that is "throwable", ie no throwing your skills away!) |
1500 | * (that is "throwable", ie no throwing your skills away!) |
1373 | * 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 |
1374 | * 'throwable' (ie not applied cursed obj, worn, etc). |
1502 | * 'throwable' (ie not applied cursed obj, worn, etc). |
1375 | */ |
1503 | */ |
1376 | |
1504 | static object * |
1377 | static object *find_throw_ob( object *op, const char *request ) { |
1505 | find_throw_ob (object *op, const char *request) |
|
|
1506 | { |
1378 | object *tmp; |
1507 | object *tmp; |
1379 | |
1508 | |
1380 | if(!op) { /* safety */ |
1509 | if (!op) |
|
|
1510 | { /* safety */ |
1381 | LOG(llevError,"find_throw_ob(): confused! have a NULL thrower!\n"); |
1511 | LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n"); |
1382 | return (object *) NULL; |
1512 | return (object *) NULL; |
1383 | } |
1513 | } |
1384 | |
1514 | |
1385 | /* prefer marked item */ |
1515 | /* prefer marked item */ |
1386 | tmp = find_marked_object(op); |
1516 | tmp = find_marked_object (op); |
1387 | if (tmp != NULL) { |
1517 | if (tmp != NULL) |
|
|
1518 | { |
1388 | /* can't toss invisible or inv-locked items */ |
1519 | /* can't toss invisible or inv-locked items */ |
1389 | if (tmp->invisible || QUERY_FLAG(tmp, FLAG_INV_LOCKED)) { |
1520 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
|
|
1521 | { |
1390 | tmp = NULL; |
1522 | tmp = NULL; |
1391 | } |
1523 | } |
1392 | } |
1524 | } |
1393 | |
1525 | |
1394 | /* look through the inventory */ |
1526 | /* look through the inventory */ |
1395 | if (tmp == NULL) { |
1527 | if (tmp == NULL) |
|
|
1528 | { |
1396 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { |
1529 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
|
|
1530 | { |
1397 | /* can't toss invisible or inv-locked items */ |
1531 | /* can't toss invisible or inv-locked items */ |
1398 | if (tmp->invisible || QUERY_FLAG(tmp, FLAG_INV_LOCKED)) |
1532 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
1399 | continue; |
1533 | continue; |
1400 | if (!request |
1534 | if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request)) |
1401 | || !strcmp(query_name(tmp), request) |
|
|
1402 | || !strcmp(tmp->name, request)) |
|
|
1403 | break; |
1535 | break; |
1404 | } |
1536 | } |
1405 | } |
1537 | } |
1406 | |
1538 | |
1407 | /* this should prevent us from throwing away |
1539 | /* this should prevent us from throwing away |
1408 | * cursed items, worn armour, etc. Only weapons |
1540 | * cursed items, worn armour, etc. Only weapons |
1409 | * can be thrown from 'hand'. |
1541 | * can be thrown from 'hand'. |
1410 | */ |
1542 | */ |
|
|
1543 | if (!tmp) |
1411 | if (!tmp) return NULL; |
1544 | return NULL; |
1412 | |
1545 | |
1413 | if (QUERY_FLAG(tmp,FLAG_APPLIED)) { |
1546 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
1547 | { |
1414 | if(tmp->type!=WEAPON) { |
1548 | if (tmp->type != WEAPON) |
1415 | new_draw_info_format(NDI_UNIQUE, 0,op, |
1549 | { |
1416 | "You can't throw %s.",query_name(tmp)); |
1550 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp)); |
1417 | tmp = NULL; |
1551 | tmp = NULL; |
|
|
1552 | } |
1418 | } else if (QUERY_FLAG(tmp,FLAG_CURSED)||QUERY_FLAG(tmp,FLAG_DAMNED)) { |
1553 | else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
1419 | new_draw_info_format(NDI_UNIQUE, 0,op, |
1554 | { |
1420 | "The %s sticks to your hand!",query_name(tmp)); |
1555 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp)); |
1421 | tmp = NULL; |
1556 | tmp = NULL; |
1422 | } else { |
1557 | } |
|
|
1558 | else |
|
|
1559 | { |
1423 | if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) { |
1560 | if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) |
|
|
1561 | { |
1424 | LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); |
1562 | LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); |
1425 | tmp = NULL; |
1563 | tmp = NULL; |
|
|
1564 | } |
|
|
1565 | } |
1426 | } |
1566 | } |
1427 | } |
|
|
1428 | } else if (QUERY_FLAG(tmp, FLAG_UNPAID)) { |
1567 | else if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1568 | { |
1429 | new_draw_info_format(NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name(tmp)); |
1569 | new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp)); |
1430 | tmp = NULL; |
1570 | tmp = NULL; |
1431 | } |
1571 | } |
1432 | |
1572 | |
1433 | if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED)) { |
1573 | if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
|
|
1574 | { |
1434 | LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); |
1575 | LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); |
1435 | tmp=NULL; |
1576 | tmp = NULL; |
1436 | } |
1577 | } |
1437 | return tmp; |
1578 | return tmp; |
1438 | } |
1579 | } |
1439 | |
1580 | |
1440 | /* make_throw_ob() We construct the 'carrier' object in |
1581 | /* make_throw_ob() We construct the 'carrier' object in |
1441 | * which we will insert the object that is being thrown. |
1582 | * which we will insert the object that is being thrown. |
1442 | * This combination becomes the 'thrown object'. -b.t. |
1583 | * This combination becomes the 'thrown object'. -b.t. |
1443 | */ |
1584 | */ |
1444 | |
1585 | static object * |
1445 | static object *make_throw_ob (object *orig) { |
1586 | make_throw_ob (object *orig) |
1446 | object *toss_item; |
1587 | { |
1447 | |
1588 | if (!orig) |
1448 | if(!orig) return NULL; |
1589 | return NULL; |
1449 | |
1590 | |
1450 | toss_item=get_object(); |
|
|
1451 | if (QUERY_FLAG (orig, FLAG_APPLIED)) { |
1591 | if (QUERY_FLAG (orig, FLAG_APPLIED)) |
|
|
1592 | { |
1452 | LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); |
1593 | LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); |
1453 | /* insufficient workaround, but better than nothing */ |
1594 | /* insufficient workaround, but better than nothing */ |
1454 | CLEAR_FLAG (orig, FLAG_APPLIED); |
1595 | CLEAR_FLAG (orig, FLAG_APPLIED); |
1455 | } |
1596 | } |
1456 | copy_object(orig,toss_item); |
1597 | |
|
|
1598 | object *toss_item = orig->clone (); |
|
|
1599 | |
1457 | toss_item->type = THROWN_OBJ; |
1600 | toss_item->type = THROWN_OBJ; |
1458 | CLEAR_FLAG(toss_item,FLAG_CHANGING); |
1601 | CLEAR_FLAG (toss_item, FLAG_CHANGING); |
1459 | toss_item->stats.dam = 0; /* default damage */ |
1602 | toss_item->stats.dam = 0; /* default damage */ |
1460 | insert_ob_in_ob(orig,toss_item); |
1603 | insert_ob_in_ob (orig, toss_item); |
1461 | return toss_item; |
1604 | return toss_item; |
1462 | } |
1605 | } |
1463 | |
|
|
1464 | |
1606 | |
1465 | /* do_throw() - op throws any object toss_item. This code |
1607 | /* do_throw() - op throws any object toss_item. This code |
1466 | * was borrowed from fire_bow. |
1608 | * was borrowed from fire_bow. |
1467 | * Returns 1 if skill was successfully used, 0 if not |
1609 | * Returns 1 if skill was successfully used, 0 if not |
1468 | */ |
1610 | */ |
1469 | |
1611 | static int |
1470 | static int do_throw(object *op, object *part, object *toss_item, int dir, object *skill) { |
1612 | do_throw (object *op, object *part, object *toss_item, int dir, object *skill) |
|
|
1613 | { |
1471 | object *throw_ob=toss_item, *left=NULL; |
1614 | object *throw_ob = toss_item, *left = NULL; |
1472 | tag_t left_tag; |
|
|
1473 | int eff_str = 0,maxc,str=op->stats.Str,dam=0; |
1615 | int eff_str = 0, maxc, str = op->stats.Str, dam = 0; |
1474 | int pause_f,weight_f=0, mflags; |
1616 | int pause_f, weight_f = 0, mflags; |
1475 | float str_factor=1.0,load_factor=1.0,item_factor=1.0; |
1617 | float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0; |
1476 | mapstruct *m; |
1618 | maptile *m; |
1477 | sint16 sx, sy; |
1619 | sint16 sx, sy; |
1478 | tag_t tag; |
|
|
1479 | |
1620 | |
1480 | if(throw_ob==NULL) { |
1621 | if (throw_ob == NULL) |
|
|
1622 | { |
1481 | if(op->type==PLAYER) { |
1623 | if (op->type == PLAYER) |
1482 | new_draw_info(NDI_UNIQUE, 0,op,"You have nothing to throw."); |
1624 | new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw."); |
1483 | } |
1625 | |
1484 | return 0; |
1626 | return 0; |
1485 | } |
1627 | } |
1486 | if (QUERY_FLAG(throw_ob, FLAG_STARTEQUIP)) { |
1628 | if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP)) |
|
|
1629 | { |
1487 | if (op->type==PLAYER) { |
1630 | if (op->type == PLAYER) |
1488 | new_draw_info(NDI_UNIQUE, 0, op, "The gods won't let you throw that."); |
1631 | new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that."); |
1489 | } |
|
|
1490 | return 0; |
|
|
1491 | } |
|
|
1492 | |
1632 | |
|
|
1633 | return 0; |
|
|
1634 | } |
|
|
1635 | |
1493 | /* Because throwing effectiveness must be reduced by the |
1636 | /* Because throwing effectiveness must be reduced by the |
1494 | * encumbrance of the thrower and weight of the object. THus, |
1637 | * encumbrance of the thrower and weight of the object. THus, |
1495 | * we use the concept of 'effective strength' as defined below. |
1638 | * we use the concept of 'effective strength' as defined below. |
1496 | */ |
1639 | */ |
1497 | |
1640 | |
1498 | /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */ |
1641 | /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */ |
1499 | if(str>MAX_STAT) { |
1642 | if (str > MAX_STAT) |
1500 | str_factor = (float) str /(float) MAX_STAT; str = MAX_STAT; |
|
|
1501 | } |
1643 | { |
|
|
1644 | str_factor = (float) str / (float) MAX_STAT; |
|
|
1645 | str = MAX_STAT; |
1502 | |
1646 | } |
|
|
1647 | |
1503 | /* the more we carry, the less we can throw. Limit only on players */ |
1648 | /* the more we carry, the less we can throw. Limit only on players */ |
1504 | maxc=max_carry[str]*1000; |
1649 | maxc = max_carry[str] * 1000; |
1505 | if(op->carrying>maxc&&op->type==PLAYER) |
1650 | if (op->carrying > maxc && op->type == PLAYER) |
1506 | load_factor = (float)maxc/(float) op->carrying; |
1651 | load_factor = (float) maxc / (float) op->carrying; |
1507 | |
1652 | |
1508 | /* lighter items are thrown harder, farther, faster */ |
1653 | /* lighter items are thrown harder, farther, faster */ |
1509 | if(throw_ob->weight>0) |
1654 | if (throw_ob->weight > 0) |
1510 | item_factor = (float) maxc/(float) (3.0 * throw_ob->weight); |
1655 | item_factor = (float) maxc / (float) (3.0 * throw_ob->weight); |
|
|
1656 | else |
1511 | else { /* 0 or negative weight?!? Odd object, can't throw it */ |
1657 | { /* 0 or negative weight?!? Odd object, can't throw it */ |
1512 | new_draw_info_format(NDI_UNIQUE, 0,op,"You can't throw %s.\n", |
1658 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob)); |
1513 | query_name(throw_ob)); |
1659 | return 0; |
1514 | return 0; |
|
|
1515 | } |
|
|
1516 | |
1660 | } |
|
|
1661 | |
1517 | eff_str = (int) (str * (load_factor<1.0?load_factor:1.0)); |
1662 | eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0)); |
1518 | eff_str = (int) ((float) eff_str * item_factor * str_factor); |
1663 | eff_str = (int) ((float) eff_str * item_factor * str_factor); |
1519 | |
1664 | |
1520 | /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to |
1665 | /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to |
1521 | * account for super-strong throwers. */ |
1666 | * account for super-strong throwers. */ |
1522 | if(eff_str>MAX_STAT) eff_str=MAX_STAT; |
1667 | if (eff_str > MAX_STAT) |
|
|
1668 | eff_str = MAX_STAT; |
1523 | |
1669 | |
1524 | #ifdef DEBUG_THROW |
1670 | #ifdef DEBUG_THROW |
1525 | LOG(llevDebug,"%s carries %d, eff_str=%d\n",op->name,op->carrying,eff_str); |
1671 | LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str); |
1526 | LOG(llevDebug," max_c=%d, item_f=%f, load_f=%f, str=%d\n",maxc, |
1672 | LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str); |
1527 | item_factor,load_factor,op->stats.Str); |
|
|
1528 | LOG(llevDebug," str_factor=%f\n",str_factor); |
1673 | LOG (llevDebug, " str_factor=%f\n", str_factor); |
1529 | LOG(llevDebug," item %s weight= %d\n",throw_ob->name,throw_ob->weight); |
1674 | LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight); |
1530 | #endif |
1675 | #endif |
1531 | |
1676 | |
1532 | /* 3 things here prevent a throw, you aimed at your feet, you |
1677 | /* 3 things here prevent a throw, you aimed at your feet, you |
1533 | * have no effective throwing strength, or you threw at something |
1678 | * have no effective throwing strength, or you threw at something |
1534 | * that flying objects can't get through. |
1679 | * that flying objects can't get through. |
1535 | */ |
1680 | */ |
1536 | 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); |
1537 | |
1682 | |
1538 | if(!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || |
1683 | if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW)) |
1539 | (GET_MAP_MOVE_BLOCK(m, sx, sy) & MOVE_FLY_LOW)) { |
1684 | { |
1540 | |
|
|
1541 | /* bounces off 'wall', and drops to feet */ |
1685 | /* bounces off 'wall', and drops to feet */ |
1542 | remove_ob(throw_ob); |
1686 | throw_ob->insert_at (part, op); |
1543 | throw_ob->x = part->x; throw_ob->y = part->y; |
1687 | |
1544 | insert_ob_in_map(throw_ob,part->map,op,0); |
|
|
1545 | if(op->type==PLAYER) { |
1688 | if (op->type == PLAYER) |
|
|
1689 | { |
1546 | if(eff_str<=1) { |
1690 | if (eff_str <= 1) |
1547 | new_draw_info_format(NDI_UNIQUE, 0,op, |
1691 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob)); |
1548 | "Your load is so heavy you drop %s to the ground.", |
|
|
1549 | query_name(throw_ob)); |
|
|
1550 | } |
|
|
1551 | else if(!dir) { |
1692 | else if (!dir) |
1552 | new_draw_info_format(NDI_UNIQUE, 0,op,"You throw %s at the ground.", |
1693 | new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob)); |
1553 | query_name(throw_ob)); |
1694 | else |
1554 | } |
|
|
1555 | else |
|
|
1556 | 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."); |
1557 | } |
1696 | } |
1558 | return 0; |
1697 | |
1559 | } /* if object can't be thrown */ |
1698 | return 0; |
1560 | |
1699 | } /* if object can't be thrown */ |
|
|
1700 | |
1561 | left = throw_ob; /* these are throwing objects left to the player */ |
1701 | left = throw_ob; /* these are throwing objects left to the player */ |
1562 | left_tag = left->count; |
|
|
1563 | |
1702 | |
1564 | /* sometimes get_split_ob can't split an object (because op->nrof==0?) |
1703 | /* sometimes get_split_ob can't split an object (because op->nrof==0?) |
1565 | * and returns NULL. We must use 'left' then |
1704 | * and returns NULL. We must use 'left' then |
1566 | */ |
1705 | */ |
1567 | |
1706 | |
1568 | if((throw_ob = get_split_ob(throw_ob, 1))==NULL) { |
1707 | if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL) |
|
|
1708 | { |
1569 | throw_ob = left; |
1709 | throw_ob = left; |
1570 | remove_ob(left); |
1710 | left->remove (); |
1571 | if (op->type==PLAYER) |
1711 | if (op->type == PLAYER) |
1572 | esrv_del_item(op->contr, left->count); |
1712 | esrv_del_item (op->contr, left->count); |
1573 | } |
1713 | } |
1574 | else if (op->type==PLAYER) { |
1714 | else if (op->type == PLAYER) |
1575 | if (was_destroyed (left, left_tag)) |
1715 | { |
|
|
1716 | if (left->destroyed ()) |
1576 | esrv_del_item(op->contr, left_tag); |
1717 | esrv_del_item (op->contr, left->count); |
1577 | else |
1718 | else |
1578 | esrv_update_item(UPD_NROF, op, left); |
1719 | esrv_update_item (UPD_NROF, op, left); |
1579 | } |
1720 | } |
1580 | |
1721 | |
1581 | /* special case: throwing powdery substances like dust, dirt */ |
1722 | /* special case: throwing powdery substances like dust, dirt */ |
1582 | if(throw_ob->type == POTION && throw_ob->subtype == POT_DUST) { |
1723 | if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) |
|
|
1724 | { |
1583 | cast_dust(op,throw_ob,dir); |
1725 | cast_dust (op, throw_ob, dir); |
1584 | return 1; |
1726 | return 1; |
1585 | } |
1727 | } |
1586 | |
1728 | |
1587 | /* Make a thrown object -- insert real object in a 'carrier' object. |
1729 | /* Make a thrown object -- insert real object in a 'carrier' object. |
1588 | * If unsuccessfull at making the "thrown_obj", we just reinsert |
1730 | * If unsuccessfull at making the "thrown_obj", we just reinsert |
1589 | * the original object back into inventory and exit |
1731 | * the original object back into inventory and exit |
1590 | */ |
1732 | */ |
1591 | if((toss_item = make_throw_ob(throw_ob))) { |
1733 | if ((toss_item = make_throw_ob (throw_ob))) |
|
|
1734 | { |
1592 | throw_ob = toss_item; |
1735 | throw_ob = toss_item; |
1593 | if (throw_ob->skill) free_string(throw_ob->skill); |
|
|
1594 | throw_ob->skill = add_string(skill->skill); |
1736 | throw_ob->skill = skill->skill; |
|
|
1737 | } |
|
|
1738 | else |
1595 | } |
1739 | { |
1596 | else { |
|
|
1597 | insert_ob_in_ob(throw_ob,op); |
1740 | insert_ob_in_ob (throw_ob, op); |
1598 | return 0; |
1741 | return 0; |
1599 | } |
1742 | } |
1600 | |
1743 | |
1601 | set_owner(throw_ob,op); |
1744 | throw_ob->set_owner (op); |
1602 | /* At some point in the attack code, the actual real object (op->inv) |
1745 | /* At some point in the attack code, the actual real object (op->inv) |
1603 | * 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 |
1604 | * owner value so exp goes to the right place. |
1747 | * owner value so exp goes to the right place. |
1605 | */ |
1748 | */ |
1606 | set_owner(throw_ob->inv,op); |
1749 | throw_ob->inv->set_owner (op); |
1607 | throw_ob->direction=dir; |
1750 | throw_ob->direction = dir; |
1608 | throw_ob->x = part->x; |
|
|
1609 | throw_ob->y = part->y; |
|
|
1610 | |
1751 | |
1611 | /* the damage bonus from the force of the throw */ |
1752 | /* the damage bonus from the force of the throw */ |
1612 | dam = (int) (str_factor * dam_bonus[eff_str]); |
1753 | dam = (int) (str_factor * dam_bonus[eff_str]); |
1613 | |
1754 | |
1614 | /* Now, lets adjust the properties of the thrown_ob. */ |
1755 | /* Now, lets adjust the properties of the thrown_ob. */ |
1615 | |
1756 | |
1616 | /* how far to fly */ |
1757 | /* how far to fly */ |
1617 | throw_ob->last_sp = (eff_str*3)/5; |
1758 | throw_ob->last_sp = (eff_str * 3) / 5; |
1618 | |
1759 | |
1619 | /* speed */ |
1760 | /* speed */ |
1620 | throw_ob->speed = (speed_bonus[eff_str]+1.0)/1.5; |
1761 | throw_ob->set_speed (min (1.0, speed_bonus[eff_str] + 1.0) / 1.5); /* no faster than an arrow! */ |
1621 | throw_ob->speed = MIN(1.0,throw_ob->speed); /* no faster than an arrow! */ |
1762 | |
1622 | |
|
|
1623 | /* item damage. Eff_str and item weight influence damage done */ |
1763 | /* item damage. Eff_str and item weight influence damage done */ |
1624 | weight_f = (throw_ob->weight/2000)>MAX_STAT?MAX_STAT:(throw_ob->weight/2000); |
1764 | weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000); |
1625 | throw_ob->stats.dam += (dam/3) + dam_bonus[weight_f] |
1765 | throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2; |
1626 | + (throw_ob->weight/15000) - 2; |
|
|
1627 | |
1766 | |
1628 | /* chance of breaking. Proportional to force used and weight of item */ |
1767 | /* chance of breaking. Proportional to force used and weight of item */ |
1629 | throw_ob->stats.food = (dam/2) + (throw_ob->weight/60000); |
1768 | throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000); |
1630 | |
1769 | |
1631 | /* replace 25 with a call to clone.arch wc? messes up w/ NPC */ |
1770 | /* replace 25 with a call to clone.arch wc? messes up w/ NPC */ |
1632 | throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] |
1771 | throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level; |
1633 | - thaco_bonus[eff_str] - skill->level; |
|
|
1634 | |
|
|
1635 | |
1772 | |
1636 | /* the properties of objects which are meant to be thrown (ie dart, |
1773 | /* the properties of objects which are meant to be thrown (ie dart, |
1637 | * throwing knife, etc) will differ from ordinary items. Lets tailor |
1774 | * throwing knife, etc) will differ from ordinary items. Lets tailor |
1638 | * this stuff in here. |
1775 | * this stuff in here. |
1639 | */ |
1776 | */ |
1640 | |
1777 | |
1641 | if(QUERY_FLAG(throw_ob->inv,FLAG_IS_THROWN)) { |
1778 | if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN)) |
|
|
1779 | { |
1642 | throw_ob->last_sp += eff_str/3; /* fly a little further */ |
1780 | throw_ob->last_sp += eff_str / 3; /* fly a little further */ |
1643 | throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; |
1781 | throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; |
1644 | throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; |
1782 | throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; |
1645 | /* only throw objects get directional faces */ |
1783 | /* only throw objects get directional faces */ |
1646 | if(GET_ANIM_ID(throw_ob) && NUM_ANIMATIONS(throw_ob)) |
1784 | if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) |
1647 | SET_ANIMATION(throw_ob, dir); |
1785 | SET_ANIMATION (throw_ob, dir); |
1648 | } else { |
1786 | } |
|
|
1787 | else |
|
|
1788 | { |
|
|
1789 | uint16 mat = throw_ob->materials; |
|
|
1790 | |
1649 | /* some materials will adjust properties.. */ |
1791 | /* some materials will adjust properties.. */ |
1650 | if(throw_ob->material&M_LEATHER) { |
1792 | if (mat & M_LEATHER) |
|
|
1793 | { |
1651 | throw_ob->stats.dam -= 1; |
1794 | throw_ob->stats.dam -= 1; |
1652 | throw_ob->stats.food -= 10; |
1795 | throw_ob->stats.food -= 10; |
1653 | } |
1796 | } |
1654 | if(throw_ob->material&M_GLASS) throw_ob->stats.food += 60; |
1797 | |
1655 | |
1798 | if (mat & M_GLASS) |
1656 | if(throw_ob->material&M_ORGANIC) { |
1799 | throw_ob->stats.food += 60; |
|
|
1800 | |
|
|
1801 | if (mat & M_ORGANIC) |
|
|
1802 | { |
1657 | throw_ob->stats.dam -= 3; |
1803 | throw_ob->stats.dam -= 3; |
1658 | throw_ob->stats.food += 55; |
1804 | throw_ob->stats.food += 55; |
1659 | } |
1805 | } |
1660 | if(throw_ob->material&M_PAPER||throw_ob->material&M_CLOTH) { |
1806 | |
1661 | throw_ob->stats.dam -= 5; throw_ob->speed *= 0.8; |
1807 | if (mat & M_PAPER || mat & M_CLOTH) |
1662 | throw_ob->stats.wc += 3; throw_ob->stats.food -= 30; |
1808 | { |
1663 | } |
1809 | throw_ob->stats.dam -= 5; |
|
|
1810 | throw_ob->speed *= 0.8; |
|
|
1811 | throw_ob->stats.wc += 3; |
|
|
1812 | throw_ob->stats.food -= 30; |
|
|
1813 | } |
|
|
1814 | |
1664 | /* light obj have more wind resistance, fly slower*/ |
1815 | /* light obj have more wind resistance, fly slower */ |
1665 | if(throw_ob->weight>500) throw_ob->speed *= 0.8; |
1816 | if (throw_ob->weight > 500) |
1666 | if(throw_ob->weight>50) throw_ob->speed *= 0.5; |
1817 | throw_ob->speed *= 0.8; |
1667 | |
1818 | |
1668 | } /* else tailor thrown object */ |
1819 | if (throw_ob->weight > 50) |
1669 | |
1820 | throw_ob->speed *= 0.5; |
|
|
1821 | } /* else tailor thrown object */ |
|
|
1822 | |
1670 | /* some limits, and safeties (needed?) */ |
1823 | /* some limits, and safeties (needed?) */ |
1671 | if(throw_ob->stats.dam<0) throw_ob->stats.dam=0; |
1824 | if (throw_ob->stats.dam < 0) |
1672 | if(throw_ob->last_sp>eff_str) throw_ob->last_sp=eff_str; |
1825 | throw_ob->stats.dam = 0; |
1673 | if(throw_ob->stats.food<0) throw_ob->stats.food=0; |
1826 | if (throw_ob->last_sp > eff_str) |
1674 | if(throw_ob->stats.food>100) throw_ob->stats.food=100; |
1827 | throw_ob->last_sp = eff_str; |
1675 | if(throw_ob->stats.wc>30) throw_ob->stats.wc=30; |
1828 | if (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) |
|
|
1833 | throw_ob->stats.wc = 30; |
1676 | |
1834 | |
1677 | /* how long to pause the thrower. Higher values mean less pause */ |
1835 | /* how long to pause the thrower. Higher values mean less pause */ |
1678 | pause_f = ((2*eff_str)/3)+20+skill->level; |
1836 | pause_f = ((2 * eff_str) / 3) + 20 + skill->level; |
1679 | |
1837 | |
1680 | /* Put a lower limit on this */ |
1838 | /* Put a lower limit on this */ |
1681 | if (pause_f < 10) pause_f=10; |
1839 | if (pause_f < 10) |
1682 | if (pause_f > 100) pause_f=100; |
1840 | pause_f = 10; |
|
|
1841 | if (pause_f > 100) |
|
|
1842 | pause_f = 100; |
1683 | |
1843 | |
1684 | /* Changed in 0.94.2 - the calculation before was really goofy. |
1844 | /* Changed in 0.94.2 - the calculation before was really goofy. |
1685 | * In short summary, a throw can take anywhere between speed 5 and |
1845 | * In short summary, a throw can take anywhere between speed 5 and |
1686 | * speed 0.5 |
1846 | * speed 0.5 |
1687 | */ |
1847 | */ |
1688 | op->speed_left -= 50 / pause_f; |
1848 | op->speed_left -= 50 / pause_f; |
1689 | |
1849 | |
1690 | update_ob_speed(throw_ob); |
|
|
1691 | throw_ob->speed_left = 0; |
1850 | throw_ob->speed_left = 0; |
1692 | throw_ob->map = part->map; |
1851 | throw_ob->map = part->map; |
1693 | |
1852 | |
1694 | throw_ob->move_type = MOVE_FLY_LOW; |
1853 | throw_ob->move_type = MOVE_FLY_LOW; |
1695 | throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1854 | throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1696 | |
1855 | |
1697 | #if 0 |
1856 | #if 0 |
1698 | /* need to put in a good sound for this */ |
1857 | /* need to put in a good sound for this */ |
1699 | play_sound_map(op->map, op->x, op->y, SOUND_THROW_OBJ); |
1858 | play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ); |
1700 | #endif |
1859 | #endif |
|
|
1860 | |
1701 | /* Lauwenmark - Now we can call the associated script_throw event (if any) */ |
1861 | /* Lauwenmark - Now we can call the associated script_throw event (if any) */ |
1702 | execute_event(throw_ob, EVENT_THROW,op,NULL,NULL,SCRIPT_FIX_ACTIVATOR); |
1862 | INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op)); |
1703 | #ifdef DEBUG_THROW |
1863 | #ifdef DEBUG_THROW |
1704 | LOG(llevDebug," pause_f=%d \n",pause_f); |
1864 | LOG (llevDebug, " pause_f=%d \n", pause_f); |
1705 | 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", |
1706 | throw_ob->name,throw_ob->stats.wc,throw_ob->stats.dam, |
1866 | throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food); |
1707 | throw_ob->last_sp,throw_ob->speed,throw_ob->stats.food); |
|
|
1708 | LOG(llevDebug,"inserting tossitem (%d) into map\n",throw_ob->count); |
1867 | LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count); |
1709 | #endif |
1868 | #endif |
1710 | tag = throw_ob->count; |
1869 | |
1711 | insert_ob_in_map(throw_ob,part->map,op,0); |
1870 | throw_ob->insert_at (part, op); |
1712 | if (!was_destroyed (throw_ob, tag)) |
1871 | |
|
|
1872 | if (!throw_ob->destroyed ()) |
1713 | move_arrow(throw_ob); |
1873 | move_arrow (throw_ob); |
|
|
1874 | |
1714 | return 1; |
1875 | return 1; |
1715 | } |
1876 | } |
1716 | |
1877 | |
|
|
1878 | int |
1717 | int skill_throw (object *op, object *part, int dir, const char *params, object *skill) { |
1879 | skill_throw (object *op, object *part, int dir, const char *params, object *skill) |
|
|
1880 | { |
1718 | object *throw_ob; |
1881 | object *throw_ob; |
1719 | |
1882 | |
1720 | if(op->type==PLAYER) |
1883 | if (op->type == PLAYER) |
1721 | throw_ob = find_throw_ob(op,params); |
1884 | throw_ob = find_throw_ob (op, params); |
1722 | else |
1885 | else |
1723 | throw_ob = find_mon_throw_ob(op); |
1886 | throw_ob = find_mon_throw_ob (op); |
1724 | |
1887 | |
1725 | return do_throw(op,part, throw_ob,dir, skill); |
1888 | return do_throw (op, part, throw_ob, dir, skill); |
1726 | } |
1889 | } |