1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Crossfire TRT is free software; you can redistribute it and/or modify it |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * under the terms of the GNU General Public License as published by the Free |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * Software Foundation; either version 2 of the License, or (at your option) |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, but |
13 | * This program is distributed in the hope that it will be useful, |
14 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License along |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <object.h> |
26 | #include <object.h> |
27 | #include <sproto.h> |
27 | #include <sproto.h> |
… | |
… | |
42 | /* Only prohibit stealing if the player does not have a free |
42 | /* Only prohibit stealing if the player does not have a free |
43 | * hand available and in fact does have hands. |
43 | * hand available and in fact does have hands. |
44 | */ |
44 | */ |
45 | if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info) |
45 | if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info) |
46 | { |
46 | { |
47 | new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!"); |
47 | new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with! " |
|
|
48 | "H<Try to unapply weapons or things you hold in your hands, use the C<body> command.>"); |
48 | return -1; |
49 | return -1; |
49 | } |
50 | } |
50 | |
51 | |
51 | /* ADJUSTMENTS */ |
52 | /* ADJUSTMENTS */ |
52 | |
53 | |
… | |
… | |
65 | * it quite a bit harder to steal. |
66 | * it quite a bit harder to steal. |
66 | */ |
67 | */ |
67 | for (equip = op->inv; equip; equip = equip->below) |
68 | for (equip = op->inv; equip; equip = equip->below) |
68 | { |
69 | { |
69 | if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED)) |
70 | if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED)) |
70 | { |
|
|
71 | roll -= equip->weight / 10000; |
71 | roll -= equip->weight / 10000; |
72 | } |
72 | |
73 | if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED)) |
73 | if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED)) |
74 | roll -= equip->weight / 5000; |
74 | roll -= equip->weight / 5000; |
|
|
75 | |
75 | if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) |
76 | if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) |
76 | { |
|
|
77 | roll -= equip->weight / 2000; |
77 | roll -= equip->weight / 2000; |
78 | } |
78 | |
79 | if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED)) |
79 | if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED)) |
80 | roll -= equip->weight / 5000; |
80 | roll -= equip->weight / 5000; |
|
|
81 | |
81 | if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED)) |
82 | if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED)) |
82 | roll -= equip->weight / 100; |
83 | roll -= equip->weight / 100; |
83 | } |
84 | } |
|
|
85 | |
84 | if (roll < 0) |
86 | if (roll < 0) |
85 | roll = 0; |
87 | roll = 0; |
|
|
88 | |
86 | return roll; |
89 | return roll; |
87 | } |
90 | } |
88 | |
91 | |
89 | /* |
92 | /* |
90 | * When stealing: dependent on the intelligence/wisdom of whom you're |
93 | * When stealing: dependent on the intelligence/wisdom of whom you're |
… | |
… | |
100 | { |
103 | { |
101 | object *success = NULL, *tmp = NULL, *next; |
104 | object *success = NULL, *tmp = NULL, *next; |
102 | int roll = 0, chance = 0, stats_value; |
105 | int roll = 0, chance = 0, stats_value; |
103 | rv_vector rv; |
106 | rv_vector rv; |
104 | |
107 | |
105 | stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2; |
108 | stats_value = (who->stats.Dex + who->stats.Int) * 3 / 2; |
106 | |
109 | |
107 | /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them) |
110 | /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them) |
108 | * they will try to prevent stealing if they can. Only unseen theives will |
111 | * they will try to prevent stealing if they can. Only unseen theives will |
109 | * have much chance of success. |
112 | * have much chance of success. |
110 | */ |
113 | */ |
111 | if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL)) |
114 | if (!op->is_player () && op->flag [FLAG_NO_STEAL]) |
112 | { |
115 | { |
113 | if (can_detect_enemy (op, who, &rv)) |
116 | if (can_detect_enemy (op, who, &rv)) |
114 | { |
117 | { |
115 | npc_call_help (op); |
118 | npc_call_help (op); |
116 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
119 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
117 | new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); |
120 | new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); |
118 | return 0; |
121 | return 0; |
119 | } |
122 | } |
120 | else /* help npc to detect thief next time by raising its wisdom */ |
123 | else /* help npc to detect thief next time by raising its wisdom */ |
121 | op->stats.Wis += (op->stats.Int / 5) + 1; |
124 | op->stats.Wis += (op->stats.Int / 5) + 1; |
|
|
125 | |
122 | if (op->stats.Wis > MAX_STAT) |
126 | if (op->stats.Wis > MAX_STAT) |
123 | op->stats.Wis = MAX_STAT; |
127 | op->stats.Wis = MAX_STAT; |
124 | } |
128 | } |
125 | |
129 | |
126 | if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ)) |
130 | if (op->is_player () && op->flag [FLAG_WIZ]) |
127 | { |
131 | { |
128 | new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n"); |
132 | new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n"); |
129 | return 0; |
133 | return 0; |
130 | } |
134 | } |
131 | |
135 | |
132 | // only allow stealing between hostile players (TODO: probably should change) |
136 | // only allow stealing between hostile players (TODO: probably should change) |
133 | if (op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful)) |
137 | if (op->is_player () && who->is_player () && (who->contr->peaceful || op->contr->peaceful)) |
134 | { |
138 | { |
135 | new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); |
139 | new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); |
136 | return 0; |
140 | return 0; |
137 | } |
141 | } |
138 | |
142 | |
139 | /* Ok then, go thru their inventory, stealing */ |
143 | /* Ok then, go through their inventory, stealing */ |
140 | for (tmp = op->inv; tmp; tmp = next) |
144 | for (tmp = op->inv; tmp; tmp = next) |
141 | { |
145 | { |
142 | next = tmp->below; |
146 | next = tmp->below; |
143 | |
147 | |
144 | /* you can't steal worn items, starting items, wiz stuff, |
148 | /* you can't steal worn items, starting items, wiz stuff, |
… | |
… | |
178 | if (tmp->destroyed () || tmp->env != op) |
182 | if (tmp->destroyed () || tmp->env != op) |
179 | { |
183 | { |
180 | /* for players, play_sound: steals item */ |
184 | /* for players, play_sound: steals item */ |
181 | success = tmp; |
185 | success = tmp; |
182 | CLEAR_FLAG (tmp, FLAG_INV_LOCKED); |
186 | CLEAR_FLAG (tmp, FLAG_INV_LOCKED); |
183 | |
|
|
184 | /* Don't delete it from target player until we know |
|
|
185 | * the thief has picked it up. can't just look at tmp->count, |
|
|
186 | * as it's possible that it got merged when picked up. |
|
|
187 | */ |
|
|
188 | if (op->type == PLAYER) |
|
|
189 | esrv_del_item (op->contr, tmp->count); |
|
|
190 | } |
187 | } |
|
|
188 | |
191 | break; |
189 | break; |
192 | } |
190 | } |
193 | } /* for loop looking for an item */ |
191 | } /* for loop looking for an item */ |
194 | |
192 | |
195 | if (!tmp) |
193 | if (!tmp) |
… | |
… | |
204 | */ |
202 | */ |
205 | |
203 | |
206 | if ((roll >= skill->level) || !chance |
204 | if ((roll >= skill->level) || !chance |
207 | || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW))))) |
205 | || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW))))) |
208 | { |
206 | { |
209 | |
|
|
210 | /* victim figures out where the thief is! */ |
207 | /* victim figures out where the thief is! */ |
211 | if (who->hide) |
208 | if (who->flag [FLAG_HIDDEN]) |
212 | make_visible (who); |
209 | make_visible (who); |
213 | |
210 | |
214 | if (op->type != PLAYER) |
211 | if (op->type != PLAYER) |
215 | { |
212 | { |
216 | /* The unaggressives look after themselves 8) */ |
213 | /* The unaggressives look after themselves 8) */ |
217 | if (who->type == PLAYER) |
214 | if (who->type == PLAYER) |
218 | { |
215 | { |
219 | npc_call_help (op); |
216 | npc_call_help (op); |
220 | new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op)); |
217 | new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op)); |
221 | } |
218 | } |
|
|
219 | |
222 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
220 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
223 | /* all remaining npc items are guarded now. Set flag NO_STEAL |
221 | /* all remaining npc items are guarded now. Set flag NO_STEAL |
224 | * on the victim. |
222 | * on the victim. |
225 | */ |
223 | */ |
226 | SET_FLAG (op, FLAG_NO_STEAL); |
224 | SET_FLAG (op, FLAG_NO_STEAL); |
… | |
… | |
229 | { /* stealing from another player */ |
227 | { /* stealing from another player */ |
230 | char buf[MAX_BUF]; |
228 | char buf[MAX_BUF]; |
231 | |
229 | |
232 | /* Notify the other player */ |
230 | /* Notify the other player */ |
233 | if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW)) |
231 | if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW)) |
234 | { |
|
|
235 | sprintf (buf, "Your %s is missing!", query_name (success)); |
232 | sprintf (buf, "Your %s is missing!", query_name (success)); |
236 | } |
|
|
237 | else |
233 | else |
238 | { |
|
|
239 | sprintf (buf, "Your pack feels strangely lighter."); |
234 | sprintf (buf, "Your pack feels strangely lighter."); |
240 | } |
235 | |
241 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
236 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
242 | if (!success) |
237 | if (!success) |
243 | { |
238 | { |
244 | if (who->invisible) |
239 | if (who->invisible) |
245 | { |
|
|
246 | sprintf (buf, "you feel itchy fingers getting at your pack."); |
240 | sprintf (buf, "you feel itchy fingers getting at your pack."); |
247 | } |
|
|
248 | else |
241 | else |
249 | { |
|
|
250 | sprintf (buf, "%s looks very shifty.", query_name (who)); |
242 | sprintf (buf, "%s looks very shifty.", query_name (who)); |
251 | } |
243 | |
252 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
244 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
253 | } |
245 | } |
254 | } /* else stealing from another player */ |
246 | } /* else stealing from another player */ |
255 | /* play_sound("stop! thief!"); kindofthing */ |
247 | /* play_sound("stop! thief!"); kindofthing */ |
256 | } /* if you weren't 100% successful */ |
248 | } /* if you weren't 100% successful */ |
|
|
249 | |
257 | return success ? 1 : 0; |
250 | return success ? 1 : 0; |
258 | } |
251 | } |
259 | |
252 | |
260 | int |
253 | int |
261 | steal (object *op, int dir, object *skill) |
254 | steal (object *op, int dir, object *skill) |
… | |
… | |
438 | op->invisible += 100; /* set the level of 'hiddeness' */ |
431 | op->invisible += 100; /* set the level of 'hiddeness' */ |
439 | |
432 | |
440 | if (op->type == PLAYER) |
433 | if (op->type == PLAYER) |
441 | op->contr->tmp_invis = 1; |
434 | op->contr->tmp_invis = 1; |
442 | |
435 | |
443 | op->hide = 1; |
436 | op->flag [FLAG_HIDDEN] = 1; |
444 | return 1; |
437 | return 1; |
445 | } |
438 | } |
446 | |
439 | |
447 | return 0; |
440 | return 0; |
448 | } |
441 | } |
… | |
… | |
457 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
450 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
458 | { |
451 | { |
459 | new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!"); |
452 | new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!"); |
460 | return 0; |
453 | return 0; |
461 | } |
454 | } |
462 | else if (!op->hide && op->invisible > 0 && op->type == PLAYER) |
455 | else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER) |
463 | { |
456 | { |
464 | new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!"); |
457 | new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!"); |
465 | make_visible (op); |
458 | make_visible (op); |
466 | } |
459 | } |
467 | |
460 | |
… | |
… | |
489 | static void |
482 | static void |
490 | stop_jump (object *pl, int dist, int spaces) |
483 | stop_jump (object *pl, int dist, int spaces) |
491 | { |
484 | { |
492 | pl->update_stats (); |
485 | pl->update_stats (); |
493 | pl->map->insert (pl, pl->x, pl->y, pl); |
486 | pl->map->insert (pl, pl->x, pl->y, pl); |
|
|
487 | pl->speed_left -= fabs (pl->speed * 8); |
494 | } |
488 | } |
495 | |
489 | |
496 | static int |
490 | static int |
497 | attempt_jump (object *pl, int dir, int spaces, object *skill) |
491 | attempt_jump (object *pl, int dir, int spaces, object *skill) |
498 | { |
492 | { |
499 | object *tmp; |
493 | object *tmp; |
500 | int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags; |
494 | int i, dx = freearr_x[dir], dy = freearr_y[dir], mflags; |
501 | sint16 x, y; |
495 | sint16 x, y; |
502 | maptile *m; |
496 | maptile *m; |
503 | |
497 | |
504 | /* Jump loop. Go through spaces opject wants to jump. Halt the |
498 | /* Jump loop. Go through spaces object wants to jump. Halt the |
505 | * jump if a wall or creature is in the way. We set FLAG_FLYING |
499 | * jump if a wall or creature is in the way. We set FLAG_FLYING |
506 | * temporarily to allow player to aviod exits/archs that are not |
500 | * temporarily to allow player to aviod exits/archs that are not |
507 | * fly_on, fly_off. This will also prevent pickup of objects |
501 | * fly_on, fly_off. This will also prevent pickup of objects |
508 | * while jumping over them. |
502 | * while jumping over them. |
509 | */ |
503 | */ |
510 | |
|
|
511 | pl->remove (); |
504 | pl->remove (); |
512 | |
|
|
513 | /* |
|
|
514 | * I don't think this is actually needed - all the movement |
|
|
515 | * code is handled in this function, and I don't see anyplace |
|
|
516 | * that cares about the move_type being flying. |
|
|
517 | */ |
|
|
518 | pl->move_type |= MOVE_FLY_LOW; |
505 | pl->move_type |= MOVE_FLY_LOW; |
519 | |
506 | |
520 | for (i = 0; i <= spaces; i++) |
507 | for (i = 0; i <= spaces; i++) |
521 | { |
508 | { |
522 | x = pl->x + dx; |
509 | x = pl->x + dx; |
… | |
… | |
525 | |
512 | |
526 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
513 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
527 | |
514 | |
528 | if (mflags & P_OUT_OF_MAP) |
515 | if (mflags & P_OUT_OF_MAP) |
529 | { |
516 | { |
530 | (void) stop_jump (pl, i, spaces); |
517 | stop_jump (pl, i, spaces); |
531 | return 0; |
518 | return 0; |
532 | } |
519 | } |
|
|
520 | |
|
|
521 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
|
|
522 | { |
|
|
523 | /* Jump into creature */ |
|
|
524 | if (QUERY_FLAG (tmp, FLAG_MONSTER) |
|
|
525 | || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden))) |
|
|
526 | { |
|
|
527 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name); |
|
|
528 | |
|
|
529 | stop_jump (pl, i, spaces); |
|
|
530 | |
|
|
531 | int exp = 0; |
|
|
532 | |
|
|
533 | if (tmp->type != PLAYER |
|
|
534 | || (pl->type == PLAYER && !pl->contr->party) |
|
|
535 | || (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party)) |
|
|
536 | exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */ |
|
|
537 | |
|
|
538 | return exp; /* note that calc_skill_exp() is already called by skill_attack() */ |
|
|
539 | } |
|
|
540 | } |
|
|
541 | |
533 | if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y))) |
542 | if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y))) |
534 | { |
543 | { |
535 | new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); |
544 | new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); |
536 | stop_jump (pl, i, spaces); |
545 | stop_jump (pl, i, spaces); |
537 | return 0; |
546 | return 0; |
538 | } |
547 | } |
539 | |
548 | |
540 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
|
|
541 | { |
|
|
542 | /* Jump into creature */ |
|
|
543 | if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden))) |
|
|
544 | { |
|
|
545 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name); |
|
|
546 | if (tmp->type != PLAYER || |
|
|
547 | (pl->type == PLAYER && pl->contr->party == NULL) || |
|
|
548 | (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party)) |
|
|
549 | exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */ |
|
|
550 | stop_jump (pl, i, spaces); |
|
|
551 | return exp; /* note that calc_skill_exp() is already called by skill_attack() */ |
|
|
552 | } |
|
|
553 | /* If the space has fly on set (no matter what the space is), |
|
|
554 | * we should get the effects - after all, the player is |
|
|
555 | * effectively flying. |
|
|
556 | */ |
|
|
557 | if (tmp->move_on & MOVE_FLY_LOW) |
|
|
558 | { |
|
|
559 | pl->x = x; |
|
|
560 | pl->y = y; |
|
|
561 | pl->map = m; |
|
|
562 | stop_jump (pl, i, spaces); |
|
|
563 | return calc_skill_exp (pl, NULL, skill); |
|
|
564 | } |
|
|
565 | } |
|
|
566 | pl->x = x; |
549 | pl->x = x; |
567 | pl->y = y; |
550 | pl->y = y; |
568 | pl->map = m; |
551 | pl->map = m; |
|
|
552 | |
|
|
553 | if (m->at (x, y).move_on & pl->move_type) |
|
|
554 | { |
|
|
555 | new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is stopped."); |
|
|
556 | stop_jump (pl, i, spaces); |
|
|
557 | return 0; |
|
|
558 | } |
569 | } |
559 | } |
|
|
560 | |
570 | stop_jump (pl, i, spaces); |
561 | stop_jump (pl, i, spaces); |
|
|
562 | |
571 | return calc_skill_exp (pl, NULL, skill); |
563 | return calc_skill_exp (pl, NULL, skill); |
572 | } |
564 | } |
573 | |
565 | |
574 | /* jump() - this is both a new type of movement for player/monsters and |
566 | /* jump() - this is both a new type of movement for player/monsters and |
575 | * an attack as well. |
567 | * an attack as well. |
576 | * Perhaps we should allow more spaces based on level, eg, level 50 |
568 | * Perhaps we should allow more spaces based on level, eg, level 50 |
577 | * jumper can jump several spaces? |
569 | * jumper can jump several spaces? |
578 | */ |
570 | */ |
579 | |
|
|
580 | int |
571 | int |
581 | jump (object *pl, int dir, object *skill) |
572 | jump (object *pl, int dir, object *skill) |
582 | { |
573 | { |
583 | int spaces = 0, stats; |
|
|
584 | int str = pl->stats.Str; |
574 | int str = pl->stats.Str; |
585 | int dex = pl->stats.Dex; |
575 | int dex = pl->stats.Dex; |
586 | |
576 | |
587 | dex = dex ? dex : 15; |
577 | dex = dex ? dex : 15; |
588 | str = str ? str : 10; |
578 | str = str ? str : 10; |
589 | |
579 | |
590 | stats = str * str * str * dex * skill->level; |
580 | int stats = str * str * str * dex * skill->level; |
|
|
581 | int spaces = min (3, skill->level, stats / (pl->carrying + 1)); |
591 | |
582 | |
592 | if (pl->carrying != 0) /* don't want div by zero !! */ |
|
|
593 | spaces = (int) (stats / pl->carrying); |
|
|
594 | else |
|
|
595 | spaces = 2; /* pl has no objects - gets the far jump */ |
|
|
596 | |
|
|
597 | if (spaces > 2) |
|
|
598 | spaces = 2; |
|
|
599 | else if (spaces == 0) |
583 | if (spaces == 0) |
600 | { |
584 | { |
601 | new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump."); |
585 | new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump."); |
602 | return 0; |
586 | return 0; |
603 | } |
587 | } |
|
|
588 | |
604 | return attempt_jump (pl, dir, spaces, skill); |
589 | return attempt_jump (pl, dir, spaces, skill); |
605 | } |
590 | } |
606 | |
|
|
607 | |
591 | |
608 | /* skill_ident() - this code is supposed to allow players to identify |
592 | /* skill_ident() - this code is supposed to allow players to identify |
609 | * classes of objects with the various "auto-ident" skills. Player must |
593 | * classes of objects with the various "auto-ident" skills. Player must |
610 | * have unidentified objects of the right type in order for the skill |
594 | * have unidentified objects of the right type in order for the skill |
611 | * to work. While multiple classes of objects may be identified, |
595 | * to work. While multiple classes of objects may be identified, |
612 | * this code is kind of yucky -- it would be nice to make it a bit |
596 | * this code is kind of yucky -- it would be nice to make it a bit |
613 | * more generalized. Right now, skill indices are embedded in this routine. |
597 | * more generalized. Right now, skill indices are embedded in this routine. |
614 | * Returns amount of experience gained (on successful ident). |
598 | * Returns amount of experience gained (on successful ident). |
615 | * - b.t. (thomas@astro.psu.edu) |
599 | * - b.t. (thomas@astro.psu.edu) |
616 | */ |
600 | */ |
617 | |
|
|
618 | static int |
601 | static int |
619 | do_skill_detect_curse (object *pl, object *skill) |
602 | do_skill_detect_curse (object *pl, object *skill) |
620 | { |
603 | { |
621 | object *tmp; |
604 | object *tmp; |
622 | int success = 0; |
605 | int success = 0; |
… | |
… | |
700 | if (tmp->msg) |
683 | if (tmp->msg) |
701 | { |
684 | { |
702 | new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); |
685 | new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); |
703 | new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); |
686 | new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); |
704 | } |
687 | } |
705 | |
|
|
706 | /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */ |
|
|
707 | if (tmp->map) |
|
|
708 | esrv_send_item (pl, tmp); |
|
|
709 | } |
688 | } |
|
|
689 | |
710 | success += calc_skill_exp (pl, tmp, skill); |
690 | success += calc_skill_exp (pl, tmp, skill); |
711 | } |
691 | } |
712 | else |
692 | else |
713 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); |
693 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); |
714 | } |
694 | } |
… | |
… | |
719 | /* do_skill_ident() - workhorse for skill_ident() -b.t. |
699 | /* do_skill_ident() - workhorse for skill_ident() -b.t. |
720 | */ |
700 | */ |
721 | static int |
701 | static int |
722 | do_skill_ident (object *pl, int obj_class, object *skill) |
702 | do_skill_ident (object *pl, int obj_class, object *skill) |
723 | { |
703 | { |
724 | object *tmp; |
|
|
725 | int success = 0; |
704 | int success = 0; |
726 | |
705 | |
727 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
706 | for (object *tmp = pl->inv; tmp; tmp = tmp->below) |
728 | success += do_skill_ident2 (tmp, pl, obj_class, skill); |
707 | success += do_skill_ident2 (tmp, pl, obj_class, skill); |
729 | /* check the ground */ |
708 | /* check the ground */ |
730 | |
709 | |
731 | for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
710 | for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above) |
732 | success += do_skill_ident2 (tmp, pl, obj_class, skill); |
711 | success += do_skill_ident2 (tmp, pl, obj_class, skill); |
733 | |
712 | |
734 | return success; |
713 | return success; |
735 | } |
714 | } |
736 | |
715 | |
… | |
… | |
744 | |
723 | |
745 | new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby..."); |
724 | new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby..."); |
746 | |
725 | |
747 | switch (skill->subtype) |
726 | switch (skill->subtype) |
748 | { |
727 | { |
749 | case SK_SMITHERY: |
728 | case SK_SMITHERY: |
750 | success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill) |
729 | success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill) |
751 | + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill) |
730 | + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill) |
752 | + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill) |
731 | + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill) |
753 | + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill); |
732 | + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill); |
754 | break; |
733 | break; |
755 | |
734 | |
756 | case SK_BOWYER: |
735 | case SK_BOWYER: |
757 | success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill); |
736 | success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill); |
758 | break; |
737 | break; |
759 | |
738 | |
760 | case SK_ALCHEMY: |
739 | case SK_ALCHEMY: |
761 | success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill) |
740 | success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill) |
762 | + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill); |
741 | + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill); |
763 | break; |
742 | break; |
764 | |
743 | |
765 | case SK_WOODSMAN: |
744 | case SK_WOODSMAN: |
766 | success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill); |
745 | success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill); |
767 | break; |
746 | break; |
768 | |
747 | |
769 | case SK_JEWELER: |
748 | case SK_JEWELER: |
770 | success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill); |
749 | success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill); |
771 | break; |
750 | break; |
772 | |
751 | |
773 | case SK_LITERACY: |
752 | case SK_LITERACY: |
774 | success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill); |
753 | success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill); |
775 | break; |
754 | break; |
776 | |
755 | |
777 | case SK_THAUMATURGY: |
756 | case SK_THAUMATURGY: |
778 | success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill); |
757 | success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill); |
779 | break; |
758 | break; |
780 | |
759 | |
781 | case SK_DET_CURSE: |
760 | case SK_DET_CURSE: |
782 | success = do_skill_detect_curse (pl, skill); |
761 | success = do_skill_detect_curse (pl, skill); |
783 | if (success) |
762 | if (success) |
784 | new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); |
763 | new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); |
785 | break; |
764 | break; |
786 | |
765 | |
787 | case SK_DET_MAGIC: |
766 | case SK_DET_MAGIC: |
788 | success = do_skill_detect_magic (pl, skill); |
767 | success = do_skill_detect_magic (pl, skill); |
789 | if (success) |
768 | if (success) |
790 | new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!"); |
769 | new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!"); |
791 | break; |
770 | break; |
792 | |
771 | |
793 | default: |
772 | default: |
794 | LOG (llevError, "Error: bad call to skill_ident()\n"); |
773 | LOG (llevError, "Error: bad call to skill_ident()\n"); |
795 | return 0; |
774 | return 0; |
796 | break; |
775 | break; |
797 | } |
776 | } |
|
|
777 | |
798 | if (!success) |
778 | if (!success) |
799 | { |
|
|
800 | new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); |
779 | new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); |
801 | } |
780 | |
802 | return success; |
781 | return success; |
803 | } |
782 | } |
804 | |
783 | |
805 | /* players using this skill can 'charm' a monster -- |
784 | /* players using this skill can 'charm' a monster -- |
806 | * into working for them. It can only be used on |
785 | * into working for them. It can only be used on |
… | |
… | |
898 | /* Ok, got a 'sucker' lets try to make them a follower */ |
877 | /* Ok, got a 'sucker' lets try to make them a follower */ |
899 | if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1)) |
878 | if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1)) |
900 | { |
879 | { |
901 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); |
880 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); |
902 | |
881 | |
|
|
882 | INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl)); |
903 | tmp->set_owner (pl); |
883 | tmp->set_owner (pl); |
904 | tmp->skill = skill->skill; |
884 | tmp->skill = skill->skill; |
905 | tmp->stats.exp = 0; |
885 | tmp->stats.exp = 0; |
906 | add_friendly_object (tmp); |
|
|
907 | tmp->attack_movement = PETMOVE; |
886 | tmp->attack_movement = PETMOVE; |
|
|
887 | |
|
|
888 | if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
|
|
889 | add_friendly_object (tmp); |
|
|
890 | |
908 | return calc_skill_exp (pl, tmp, skill); |
891 | return calc_skill_exp (pl, tmp, skill); |
909 | } |
892 | } |
910 | /* Charm failed. Creature may be angry now */ |
893 | /* Charm failed. Creature may be angry now */ |
911 | else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW)) |
894 | else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW)) |
912 | { |
895 | { |
913 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); |
896 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); |
914 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
897 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
915 | { |
898 | { |
916 | CLEAR_FLAG (tmp, FLAG_FRIENDLY); |
|
|
917 | remove_friendly_object (tmp); |
899 | remove_friendly_object (tmp); |
918 | tmp->attack_movement = 0; /* needed? */ |
900 | tmp->attack_movement = 0; /* needed? */ |
919 | } |
901 | } |
920 | |
902 | |
921 | CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
903 | CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
… | |
… | |
1071 | } |
1053 | } |
1072 | |
1054 | |
1073 | /* remove_trap() - This skill will disarm any previously discovered trap |
1055 | /* remove_trap() - This skill will disarm any previously discovered trap |
1074 | * the algorithm is based (almost totally) on the old command_disarm() - b.t. |
1056 | * the algorithm is based (almost totally) on the old command_disarm() - b.t. |
1075 | */ |
1057 | */ |
1076 | |
|
|
1077 | int |
1058 | int |
1078 | remove_trap (object *op, int dir, object *skill) |
1059 | remove_trap (object *op, int dir, object *skill) |
1079 | { |
1060 | { |
1080 | object *tmp, *tmp2; |
1061 | object *tmp, *tmp2; |
1081 | int i, success = 0, mflags; |
1062 | int i, success = 0, mflags; |
… | |
… | |
1114 | } |
1095 | } |
1115 | } |
1096 | } |
1116 | if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) |
1097 | if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) |
1117 | { |
1098 | { |
1118 | trap_show (tmp, tmp); |
1099 | trap_show (tmp, tmp); |
|
|
1100 | |
1119 | if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) |
1101 | if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) |
1120 | { |
1102 | { |
1121 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1103 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1122 | success += calc_skill_exp (op, tmp, skill); |
1104 | success += calc_skill_exp (op, tmp, skill); |
1123 | } |
1105 | } |
1124 | } |
1106 | } |
1125 | } |
1107 | } |
1126 | } |
1108 | } |
|
|
1109 | |
1127 | return success; |
1110 | return success; |
1128 | } |
1111 | } |
1129 | |
|
|
1130 | |
1112 | |
1131 | /* pray() - when this skill is called from do_skill(), it allows |
1113 | /* pray() - when this skill is called from do_skill(), it allows |
1132 | * the player to regain lost grace points at a faster rate. -b.t. |
1114 | * the player to regain lost grace points at a faster rate. -b.t. |
1133 | * This always returns 0 - return value is used by calling function |
1115 | * This always returns 0 - return value is used by calling function |
1134 | * such that if it returns true, player gets exp in that skill. This |
1116 | * such that if it returns true, player gets exp in that skill. This |
1135 | * the effect here can be done on demand, we probably don't want to |
1117 | * the effect here can be done on demand, we probably don't want to |
1136 | * give infinite exp by returning true in any cases. |
1118 | * give infinite exp by returning true in any cases. |
1137 | */ |
1119 | */ |
1138 | |
|
|
1139 | int |
1120 | int |
1140 | pray (object *pl, object *skill) |
1121 | pray (object *pl, object *skill) |
1141 | { |
1122 | { |
1142 | char buf[MAX_BUF]; |
1123 | char buf[MAX_BUF]; |
1143 | object *tmp; |
1124 | object *tmp; |
… | |
… | |
1150 | /* Check all objects - we could stop at floor objects, |
1131 | /* Check all objects - we could stop at floor objects, |
1151 | * but if someone buries an altar, I don't see a problem with |
1132 | * 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 |
1133 | * going through all the objects, and it shouldn't be much slower |
1153 | * than extra checks on object attributes. |
1134 | * than extra checks on object attributes. |
1154 | */ |
1135 | */ |
1155 | for (tmp = pl->below; tmp != NULL; tmp = tmp->below) |
1136 | for (tmp = pl->below; tmp; tmp = tmp->below) |
1156 | { |
1137 | { |
1157 | /* Only if the altar actually belongs to someone do you get special benefits */ |
1138 | /* Only if the altar actually belongs to someone do you get special benefits */ |
1158 | if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) |
1139 | if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) |
1159 | { |
1140 | { |
1160 | sprintf (buf, "You pray over the %s.", &tmp->name); |
1141 | sprintf (buf, "You pray over the %s.", &tmp->name); |
… | |
… | |
1168 | if (pl->stats.grace < pl->stats.maxgrace) |
1149 | if (pl->stats.grace < pl->stats.maxgrace) |
1169 | { |
1150 | { |
1170 | pl->stats.grace++; |
1151 | pl->stats.grace++; |
1171 | pl->last_grace = -1; |
1152 | pl->last_grace = -1; |
1172 | } |
1153 | } |
|
|
1154 | |
1173 | return 0; |
1155 | return 0; |
1174 | } |
1156 | } |
1175 | |
1157 | |
1176 | /* This skill allows the player to regain a few sp or hp for a |
1158 | /* This skill allows the player to regain a few sp or hp for a |
1177 | * brief period of concentration. No armour or weapons may be |
1159 | * brief period of concentration. No armour or weapons may be |
1178 | * wielded/applied for this to work. The amount of time needed |
1160 | * wielded/applied for this to work. The amount of time needed |
1179 | * to concentrate and the # of points regained is dependant on |
1161 | * to concentrate and the # of points regained is dependant on |
1180 | * the level of the user. - b.t. thomas@astro.psu.edu |
1162 | * the level of the user. - b.t. thomas@astro.psu.edu |
1181 | */ |
1163 | */ |
1182 | |
|
|
1183 | void |
1164 | void |
1184 | meditate (object *pl, object *skill) |
1165 | meditate (object *pl, object *skill) |
1185 | { |
1166 | { |
1186 | object *tmp; |
1167 | object *tmp; |
1187 | |
1168 | |
… | |
… | |
1230 | pl->last_heal = -1; |
1211 | pl->last_heal = -1; |
1231 | } |
1212 | } |
1232 | } |
1213 | } |
1233 | |
1214 | |
1234 | /* write_note() - this routine allows players to inscribe messages in |
1215 | /* write_note() - this routine allows players to inscribe messages in |
1235 | * ordinary 'books' (anything that is type BOOK). b.t. |
1216 | * ordinary inscribable 'books' (anything that is not a SPELL). b.t. |
1236 | */ |
1217 | */ |
1237 | static int |
1218 | static int |
1238 | write_note (object *pl, object *item, const char *msg, object *skill) |
1219 | write_note (object *pl, object *item, const char *msg, object *skill) |
1239 | { |
1220 | { |
1240 | char buf[1024]; |
1221 | if (!msg_is_safe (msg)) |
1241 | object *newBook = NULL; |
|
|
1242 | |
|
|
1243 | /* a pair of sanity checks */ |
|
|
1244 | if (!item || item->type != BOOK) |
|
|
1245 | return 0; |
|
|
1246 | |
|
|
1247 | if (!msg) |
|
|
1248 | { |
|
|
1249 | new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!"); |
|
|
1250 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill); |
|
|
1251 | return 0; |
|
|
1252 | } |
|
|
1253 | |
|
|
1254 | if (strcasestr_local (msg, "endmsg")) |
|
|
1255 | { |
1222 | { |
1256 | new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?"); |
1223 | new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?"); |
|
|
1224 | LOG (llevInfo, "write_note: player %s tried to write bogus note %s\n", &pl->name, msg); |
|
|
1225 | return 0; |
|
|
1226 | } |
|
|
1227 | |
|
|
1228 | int len = strlen (msg); |
|
|
1229 | |
|
|
1230 | if (!is_utf8_string ((U8 *)msg, len)) |
|
|
1231 | { |
|
|
1232 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!"); |
1257 | return 0; |
1233 | return 0; |
1258 | } |
1234 | } |
1259 | |
1235 | |
1260 | if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) |
1236 | if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) |
1261 | return strlen (msg); |
1237 | return RESULT_INT (0); |
1262 | |
1238 | |
1263 | buf[0] = 0; |
1239 | STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len)); |
1264 | if (!book_overflow (item->msg, msg, sizeof (buf))) |
|
|
1265 | { /* add msg string to book */ |
|
|
1266 | if (item->msg) |
|
|
1267 | strcpy (buf, item->msg); |
|
|
1268 | |
1240 | |
1269 | strcat (buf, msg); |
1241 | if (char_len <= item->weight_limit) |
1270 | strcat (buf, "\n"); /* new msg needs a LF */ |
1242 | { |
1271 | if (item->nrof > 1) |
1243 | object *newbook = arch_to_object (item->other_arch); |
1272 | { |
1244 | item->decrease (); |
1273 | newBook = item->clone (); |
|
|
1274 | decrease_ob (item); |
|
|
1275 | esrv_send_item (pl, item); |
|
|
1276 | newBook->nrof = 1; |
1245 | newbook->nrof = 1; |
1277 | newBook->msg = buf; |
1246 | newbook->msg = shstr (msg); |
1278 | newBook = insert_ob_in_ob (newBook, pl); |
1247 | newbook->flag [FLAG_IDENTIFIED] = true; |
1279 | esrv_send_item (pl, newBook); |
1248 | |
|
|
1249 | if (item->subtype == 1) // mailscrolls |
1280 | } |
1250 | { |
1281 | else |
1251 | newbook->name = item->name; |
|
|
1252 | newbook->name_pl = item->name_pl; |
1282 | { |
1253 | } |
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 | |
1254 | |
|
|
1255 | pl->insert (newbook); |
|
|
1256 | |
|
|
1257 | pl->contr->play_sound (sound_find ("inscribe_success")); |
1290 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", query_short_name (item)); |
1258 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name); |
1291 | return strlen (msg); |
1259 | return char_len; |
1292 | } |
1260 | } |
1293 | else |
1261 | else |
1294 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item)); |
1262 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s! H<It is only big enough for %d characters, your message had %d characters.>", |
|
|
1263 | &item->name, item->weight_limit, char_len); |
1295 | |
1264 | |
1296 | return 0; |
1265 | return 0; |
1297 | } |
1266 | } |
1298 | |
1267 | |
1299 | /* write_scroll() - this routine allows players to inscribe spell scrolls |
1268 | /* write_scroll() - this routine allows players to inscribe spell scrolls |
1300 | * of spells which they know. Backfire effects are possible with the |
1269 | * of spells which they know. Backfire effects are possible with the |
1301 | * severity of the backlash correlated with the difficulty of the scroll |
1270 | * severity of the backlash correlated with the difficulty of the scroll |
1302 | * that is attempted. -b.t. thomas@astro.psu.edu |
1271 | * that is attempted. -b.t. thomas@astro.psu.edu |
1303 | */ |
1272 | */ |
1304 | |
|
|
1305 | static int |
1273 | static int |
1306 | write_scroll (object *pl, object *scroll, object *skill) |
1274 | write_scroll (object *pl, object *scroll, object *skill) |
1307 | { |
1275 | { |
1308 | int success = 0, confused = 0; |
1276 | int success = 0, confused = 0; |
1309 | object *newscroll, *chosen_spell, *tmp; |
|
|
1310 | |
|
|
1311 | /* this is a sanity check */ |
|
|
1312 | if (scroll->type != SCROLL) |
|
|
1313 | { |
|
|
1314 | new_draw_info (NDI_UNIQUE, 0, pl, "A spell can only be inscribed into a scroll!"); |
|
|
1315 | return 0; |
|
|
1316 | } |
|
|
1317 | |
1277 | |
1318 | /* Check if we are ready to attempt inscription */ |
1278 | /* Check if we are ready to attempt inscription */ |
1319 | chosen_spell = pl->contr->ranged_ob; |
1279 | object *chosen_spell = pl->contr->ranged_ob; |
|
|
1280 | |
1320 | if (!chosen_spell || chosen_spell->type != SPELL) |
1281 | if (!chosen_spell || chosen_spell->type != SPELL) |
1321 | { |
1282 | { |
1322 | new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); |
1283 | new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); |
1323 | return 0; |
1284 | return 0; |
1324 | } |
1285 | } |
… | |
… | |
1330 | } |
1291 | } |
1331 | |
1292 | |
1332 | if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) |
1293 | if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) |
1333 | { |
1294 | { |
1334 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); |
1295 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); |
1335 | return 0; |
|
|
1336 | } |
|
|
1337 | |
|
|
1338 | /* if there is a spell already on the scroll then player could easily |
|
|
1339 | * accidently read it while trying to write the new one. give player |
|
|
1340 | * a 50% chance to overwrite spell at their own level |
|
|
1341 | */ |
|
|
1342 | if ((scroll->stats.sp || scroll->inv) && random_roll (0, scroll->level * 2, pl, PREFER_LOW) > skill->level) |
|
|
1343 | { |
|
|
1344 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Oops! You accidently read it while trying to write on it."); |
|
|
1345 | manual_apply (pl, scroll, 0); |
|
|
1346 | return 0; |
1296 | return 0; |
1347 | } |
1297 | } |
1348 | |
1298 | |
1349 | /* ok, we are ready to try inscription */ |
1299 | /* ok, we are ready to try inscription */ |
1350 | if (QUERY_FLAG (pl, FLAG_CONFUSED)) |
1300 | if (QUERY_FLAG (pl, FLAG_CONFUSED)) |
… | |
… | |
1354 | pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); |
1304 | pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); |
1355 | pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA); |
1305 | pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA); |
1356 | |
1306 | |
1357 | if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) |
1307 | if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) |
1358 | { |
1308 | { |
1359 | if (scroll->nrof > 1) |
1309 | object *newscroll = arch_to_object (scroll->other_arch); |
1360 | { |
1310 | scroll->decrease (); |
1361 | newscroll = scroll->clone (); |
|
|
1362 | decrease_ob (scroll); |
|
|
1363 | newscroll->nrof = 1; |
1311 | newscroll->nrof = 1; |
1364 | } |
1312 | |
1365 | else |
1313 | pl->contr->play_sound (sound_find ("inscribe_success")); |
1366 | newscroll = scroll; |
|
|
1367 | |
1314 | |
1368 | if (!confused) |
1315 | if (!confused) |
1369 | { |
1316 | { |
1370 | newscroll->level = MAX (skill->level, chosen_spell->level); |
1317 | newscroll->level = MAX (skill->level, chosen_spell->level); |
|
|
1318 | newscroll->flag [FLAG_IDENTIFIED] = true; |
1371 | new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll."); |
1319 | new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell."); |
1372 | } |
1320 | } |
1373 | else |
1321 | else |
1374 | { |
1322 | { |
1375 | chosen_spell = find_random_spell_in_ob (pl, NULL); |
1323 | chosen_spell = find_random_spell_in_ob (pl, NULL); |
1376 | if (!chosen_spell) |
1324 | if (!chosen_spell) |
… | |
… | |
1378 | |
1326 | |
1379 | newscroll->level = MAX (skill->level, chosen_spell->level); |
1327 | newscroll->level = MAX (skill->level, chosen_spell->level); |
1380 | new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell."); |
1328 | new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell."); |
1381 | } |
1329 | } |
1382 | |
1330 | |
1383 | if (newscroll->inv) |
|
|
1384 | newscroll->inv->destroy (); |
|
|
1385 | |
|
|
1386 | tmp = chosen_spell->clone (); |
1331 | object *tmp = chosen_spell->clone (); |
1387 | insert_ob_in_ob (tmp, newscroll); |
1332 | insert_ob_in_ob (tmp, newscroll); |
1388 | |
1333 | |
1389 | /* Same code as from treasure.c - so they can better merge. |
1334 | /* Same code as from treasure.C - so they can better merge. |
1390 | * if players want to sell them, so be it. |
1335 | * if players want to sell them, so be it. |
1391 | */ |
1336 | */ |
1392 | newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); |
1337 | newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); |
1393 | newscroll->stats.exp = newscroll->value / 5; |
1338 | newscroll->stats.exp = newscroll->value / 5; |
1394 | |
1339 | |
1395 | /* wait until finished manipulating the scroll before inserting it */ |
1340 | pl->insert (newscroll); |
1396 | if (newscroll == scroll) |
|
|
1397 | { |
|
|
1398 | /* Remove to correctly merge with other items which may exist in inventory */ |
|
|
1399 | newscroll->remove (); |
|
|
1400 | esrv_del_item (pl->contr, newscroll->count); |
|
|
1401 | } |
|
|
1402 | |
1341 | |
1403 | newscroll = insert_ob_in_ob (newscroll, pl); |
|
|
1404 | esrv_send_item (pl, newscroll); |
|
|
1405 | success = calc_skill_exp (pl, newscroll, skill); |
1342 | success = calc_skill_exp (pl, newscroll, skill); |
1406 | if (!confused) |
1343 | if (!confused) |
1407 | success *= 2; |
1344 | success *= 2; |
|
|
1345 | |
1408 | success = success * skill->level; |
1346 | success = success * skill->level; |
1409 | return success; |
1347 | return success; |
1410 | |
|
|
1411 | } |
1348 | } |
1412 | else |
1349 | else |
1413 | { /* Inscription has failed */ |
1350 | { /* Inscription has failed */ |
|
|
1351 | pl->contr->play_sound (sound_find ("inscribe_fail")); |
1414 | |
1352 | |
1415 | if (chosen_spell->level > skill->level || confused) |
1353 | if (chosen_spell->level > skill->level || confused) |
1416 | { /*backfire! */ |
1354 | { /*backfire! */ |
1417 | new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); |
1355 | new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); |
|
|
1356 | |
1418 | if (random_roll (0, 1, pl, PREFER_LOW) == 1) |
1357 | if (random_roll (0, 1, pl, PREFER_LOW) == 1) |
1419 | pl->drain_specific_stat (4); |
1358 | pl->drain_specific_stat (4); |
1420 | else |
1359 | else |
1421 | { |
1360 | { |
1422 | confuse_player (pl, pl, 99); |
1361 | confuse_player (pl, pl, 99); |
1423 | return (-30 * chosen_spell->level); |
1362 | return -30 * chosen_spell->level; |
1424 | } |
1363 | } |
1425 | } |
1364 | } |
1426 | else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) |
1365 | else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) |
1427 | { |
1366 | { |
1428 | new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind!"); |
1367 | new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind! H<Frankly spoken, you were too dumb and unlucky.>"); |
1429 | confuse_player (pl, pl, 99); |
1368 | confuse_player (pl, pl, 99); |
1430 | } |
1369 | } |
1431 | else |
1370 | else |
1432 | new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll."); |
1371 | new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll. H<Try a lower-level spell, if possible at all.>"); |
1433 | } |
1372 | } |
1434 | |
1373 | |
1435 | return 0; |
1374 | return 0; |
1436 | } |
1375 | } |
1437 | |
1376 | |
1438 | /* write_on_item() - wrapper for write_note and write_scroll */ |
1377 | /* write_on_item() - wrapper for write_note and write_scroll */ |
1439 | int |
1378 | int |
1440 | write_on_item (object *pl, const char *params, object *skill) |
1379 | write_on_item (object *pl, const char *params, object *skill) |
1441 | { |
1380 | { |
1442 | object *item; |
|
|
1443 | const char *string = params; |
|
|
1444 | int msgtype; |
|
|
1445 | archetype *skat; |
1381 | archetype *skat; |
1446 | |
1382 | |
1447 | if (pl->type != PLAYER) |
1383 | if (pl->type != PLAYER) |
1448 | return 0; |
1384 | return 0; |
1449 | |
1385 | |
1450 | if (!params) |
1386 | if (!params) |
1451 | { |
|
|
1452 | params = ""; |
1387 | params = ""; |
1453 | string = params; |
|
|
1454 | } |
|
|
1455 | |
1388 | |
1456 | skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); |
1389 | skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); |
1457 | |
1390 | |
1458 | /* Need to be able to read before we can write! */ |
1391 | /* Need to be able to read before we can write! */ |
1459 | if (!find_skill_by_name (pl, skat->skill)) |
1392 | if (!find_skill_by_name (pl, skat->skill)) |
1460 | { |
1393 | { |
1461 | new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!"); |
1394 | new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>"); |
1462 | return 0; |
1395 | return 0; |
1463 | } |
1396 | } |
1464 | |
1397 | |
1465 | /* if there is a message then it goes in a book and no message means |
1398 | object *item = find_marked_object (pl); |
1466 | * write active spell into the scroll |
|
|
1467 | */ |
|
|
1468 | msgtype = (string[0] != '\0') ? BOOK : SCROLL; |
|
|
1469 | |
1399 | |
1470 | /* find an item of correct type to write on */ |
1400 | /* find an item of correct type to write on */ |
1471 | if (!(item = find_marked_object (pl))) |
1401 | if (!item) |
|
|
1402 | { |
|
|
1403 | new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on. H<Use the mark command or the popup menu to make an item.>"); |
|
|
1404 | return 0; |
1472 | { |
1405 | } |
1473 | new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on."); |
1406 | |
|
|
1407 | if (item->type != INSCRIBABLE) |
|
|
1408 | { |
|
|
1409 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>"); |
1474 | return 0; |
1410 | return 0; |
1475 | } |
1411 | } |
1476 | |
1412 | |
1477 | if (QUERY_FLAG (item, FLAG_UNPAID)) |
1413 | if (QUERY_FLAG (item, FLAG_UNPAID)) |
1478 | { |
1414 | { |
1479 | new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); |
1415 | new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); |
1480 | return 0; |
1416 | return 0; |
1481 | } |
1417 | } |
1482 | if (msgtype != item->type) |
1418 | |
|
|
1419 | if (item->other_arch->type == SCROLL) |
1483 | { |
1420 | { |
1484 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll"); |
1421 | if (*params) |
|
|
1422 | { |
|
|
1423 | // check readied scroll |
|
|
1424 | new_draw_info_format (NDI_UNIQUE, 0, pl, |
|
|
1425 | "When inscribing spells you need to ready a spell and do not specify a string argument.\n" |
|
|
1426 | "Usage: cast [spell name]; use_skill %s", &skill->skill); |
1485 | return 0; |
1427 | return 0; |
1486 | } |
1428 | } |
1487 | |
1429 | |
1488 | if (msgtype == SCROLL) |
|
|
1489 | return write_scroll (pl, item, skill); |
1430 | return write_scroll (pl, item, skill); |
1490 | else if (msgtype == BOOK) |
1431 | } |
|
|
1432 | else |
|
|
1433 | { |
|
|
1434 | if (!*params) |
|
|
1435 | { |
|
|
1436 | new_draw_info_format (NDI_UNIQUE, 0, pl, |
|
|
1437 | "When inscribing books you need to specify the words you want to inscribe as command argument.\n" |
|
|
1438 | "Usage: use_skill %s <message>", &skill->skill); |
|
|
1439 | return 0; |
|
|
1440 | } |
|
|
1441 | |
1491 | return write_note (pl, item, string, skill); |
1442 | return write_note (pl, item, params, skill); |
|
|
1443 | } |
1492 | |
1444 | |
1493 | return 0; |
1445 | return 0; |
1494 | } |
1446 | } |
1495 | |
1447 | |
1496 | /* find_throw_ob() - if we request an object, then |
1448 | /* find_throw_ob() - if we request an object, then |
… | |
… | |
1529 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1481 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1530 | { |
1482 | { |
1531 | /* can't toss invisible or inv-locked items */ |
1483 | /* can't toss invisible or inv-locked items */ |
1532 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
1484 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
1533 | continue; |
1485 | continue; |
1534 | if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request)) |
1486 | if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request)) |
1535 | break; |
1487 | break; |
1536 | } |
1488 | } |
1537 | } |
1489 | } |
1538 | |
1490 | |
1539 | /* this should prevent us from throwing away |
1491 | /* this should prevent us from throwing away |
… | |
… | |
1578 | return tmp; |
1530 | return tmp; |
1579 | } |
1531 | } |
1580 | |
1532 | |
1581 | /* make_throw_ob() We construct the 'carrier' object in |
1533 | /* make_throw_ob() We construct the 'carrier' object in |
1582 | * which we will insert the object that is being thrown. |
1534 | * which we will insert the object that is being thrown. |
1583 | * This combination becomes the 'thrown object'. -b.t. |
1535 | * This combination becomes the 'thrown object'. -b.t. |
1584 | */ |
1536 | */ |
1585 | static object * |
1537 | static object * |
1586 | make_throw_ob (object *orig) |
1538 | make_throw_ob (object *orig) |
1587 | { |
1539 | { |
1588 | if (!orig) |
1540 | if (!orig) |
1589 | return NULL; |
1541 | return 0; |
1590 | |
1542 | |
1591 | if (QUERY_FLAG (orig, FLAG_APPLIED)) |
1543 | if (QUERY_FLAG (orig, FLAG_APPLIED)) |
1592 | { |
1544 | { |
1593 | LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); |
1545 | LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); |
1594 | /* insufficient workaround, but better than nothing */ |
1546 | /* insufficient workaround, but better than nothing */ |
… | |
… | |
1598 | object *toss_item = orig->clone (); |
1550 | object *toss_item = orig->clone (); |
1599 | |
1551 | |
1600 | toss_item->type = THROWN_OBJ; |
1552 | toss_item->type = THROWN_OBJ; |
1601 | CLEAR_FLAG (toss_item, FLAG_CHANGING); |
1553 | CLEAR_FLAG (toss_item, FLAG_CHANGING); |
1602 | toss_item->stats.dam = 0; /* default damage */ |
1554 | toss_item->stats.dam = 0; /* default damage */ |
1603 | insert_ob_in_ob (orig, toss_item); |
1555 | toss_item->insert (orig); |
|
|
1556 | |
1604 | return toss_item; |
1557 | return toss_item; |
1605 | } |
1558 | } |
1606 | |
1559 | |
1607 | /* do_throw() - op throws any object toss_item. This code |
1560 | /* do_throw() - op throws any object toss_item. This code |
1608 | * was borrowed from fire_bow. |
1561 | * was borrowed from fire_bow. |
… | |
… | |
1701 | left = throw_ob; /* these are throwing objects left to the player */ |
1654 | left = throw_ob; /* these are throwing objects left to the player */ |
1702 | |
1655 | |
1703 | /* sometimes get_split_ob can't split an object (because op->nrof==0?) |
1656 | /* sometimes get_split_ob can't split an object (because op->nrof==0?) |
1704 | * and returns NULL. We must use 'left' then |
1657 | * and returns NULL. We must use 'left' then |
1705 | */ |
1658 | */ |
1706 | |
1659 | if (!(throw_ob = throw_ob->split ())) |
1707 | if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL) |
|
|
1708 | { |
1660 | { |
1709 | throw_ob = left; |
1661 | throw_ob = left; |
1710 | left->remove (); |
1662 | left->remove (); |
1711 | if (op->type == PLAYER) |
|
|
1712 | esrv_del_item (op->contr, left->count); |
|
|
1713 | } |
|
|
1714 | else if (op->type == PLAYER) |
|
|
1715 | { |
|
|
1716 | if (left->destroyed ()) |
|
|
1717 | esrv_del_item (op->contr, left->count); |
|
|
1718 | else |
|
|
1719 | esrv_update_item (UPD_NROF, op, left); |
|
|
1720 | } |
1663 | } |
1721 | |
1664 | |
1722 | /* special case: throwing powdery substances like dust, dirt */ |
1665 | /* special case: throwing powdery substances like dust, dirt */ |
1723 | if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) |
1666 | if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) |
1724 | { |
1667 | { |
… | |
… | |
1748 | */ |
1691 | */ |
1749 | throw_ob->inv->set_owner (op); |
1692 | throw_ob->inv->set_owner (op); |
1750 | throw_ob->direction = dir; |
1693 | throw_ob->direction = dir; |
1751 | |
1694 | |
1752 | /* the damage bonus from the force of the throw */ |
1695 | /* the damage bonus from the force of the throw */ |
1753 | dam = (int) (str_factor * dam_bonus[eff_str]); |
1696 | dam = int (str_factor * dam_bonus[eff_str]); |
1754 | |
1697 | |
1755 | /* Now, lets adjust the properties of the thrown_ob. */ |
1698 | /* Now, lets adjust the properties of the thrown_ob. */ |
1756 | |
1699 | |
1757 | /* how far to fly */ |
1700 | /* how far to fly */ |
1758 | throw_ob->last_sp = (eff_str * 3) / 5; |
1701 | throw_ob->last_sp = (eff_str * 3) / 5; |
… | |
… | |
1779 | { |
1722 | { |
1780 | throw_ob->last_sp += eff_str / 3; /* fly a little further */ |
1723 | throw_ob->last_sp += eff_str / 3; /* fly a little further */ |
1781 | throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; |
1724 | throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; |
1782 | throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; |
1725 | throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; |
1783 | /* only throw objects get directional faces */ |
1726 | /* only throw objects get directional faces */ |
1784 | if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) |
1727 | if (throw_ob->has_anim () && throw_ob->anim_frames ()) |
1785 | SET_ANIMATION (throw_ob, dir); |
1728 | throw_ob->set_anim_frame (dir); |
1786 | } |
1729 | } |
1787 | else |
1730 | else |
1788 | { |
1731 | { |
1789 | uint16 mat = throw_ob->materials; |
1732 | uint16 mat = throw_ob->materials; |
1790 | |
1733 | |