1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2003 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, 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> |
… | |
… | |
40 | return -1; |
40 | return -1; |
41 | |
41 | |
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_ARMS].used <= 0 && op->slot[BODY_ARMS].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 |
… | |
… | |
93 | * or not. |
96 | * or not. |
94 | * op is the target (person being pilfered) |
97 | * op is the target (person being pilfered) |
95 | * who is the person doing the stealing. |
98 | * who is the person doing the stealing. |
96 | * skill is the skill object (stealing). |
99 | * skill is the skill object (stealing). |
97 | */ |
100 | */ |
98 | |
|
|
99 | static int |
101 | static int |
100 | attempt_steal (object *op, object *who, object *skill) |
102 | attempt_steal (object *op, object *who, object *skill) |
101 | { |
103 | { |
102 | object *success = NULL, *tmp = NULL, *next; |
104 | object *success = NULL, *tmp = NULL, *next; |
103 | int roll = 0, chance = 0, stats_value; |
105 | int roll = 0, chance = 0, stats_value; |
104 | rv_vector rv; |
106 | rv_vector rv; |
105 | |
107 | |
106 | stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2; |
108 | stats_value = (who->stats.Dex + who->stats.Int) * 3 / 2; |
107 | |
109 | |
108 | /* 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) |
109 | * 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 |
110 | * have much chance of success. |
112 | * have much chance of success. |
111 | */ |
113 | */ |
112 | if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL)) |
114 | if (!op->is_player () && op->flag [FLAG_NO_STEAL]) |
113 | { |
115 | { |
114 | if (can_detect_enemy (op, who, &rv)) |
116 | if (can_detect_enemy (op, who, &rv)) |
115 | { |
117 | { |
116 | npc_call_help (op); |
118 | npc_call_help (op); |
117 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
119 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
118 | new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); |
120 | new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); |
119 | return 0; |
121 | return 0; |
120 | } |
122 | } |
121 | 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 */ |
122 | op->stats.Wis += (op->stats.Int / 5) + 1; |
124 | op->stats.Wis += (op->stats.Int / 5) + 1; |
|
|
125 | |
123 | if (op->stats.Wis > MAX_STAT) |
126 | if (op->stats.Wis > MAX_STAT) |
124 | op->stats.Wis = MAX_STAT; |
127 | op->stats.Wis = MAX_STAT; |
125 | } |
128 | } |
126 | if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ)) |
129 | |
|
|
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 | #ifdef PROHIBIT_PLAYERKILL |
135 | |
|
|
136 | // only allow stealing between hostile players (TODO: probably should change) |
132 | 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)) |
133 | { |
138 | { |
134 | 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"); |
135 | return 0; |
140 | return 0; |
136 | } |
141 | } |
137 | #else |
|
|
138 | if (op->type == PLAYER && who->type == PLAYER && settings.no_player_stealing) |
|
|
139 | { |
|
|
140 | new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); |
|
|
141 | return 0; |
|
|
142 | } |
|
|
143 | #endif |
|
|
144 | |
142 | |
145 | |
|
|
146 | /* Ok then, go thru their inventory, stealing */ |
143 | /* Ok then, go through their inventory, stealing */ |
147 | for (tmp = op->inv; tmp != NULL; tmp = next) |
144 | for (tmp = op->inv; tmp; tmp = next) |
148 | { |
145 | { |
149 | next = tmp->below; |
146 | next = tmp->below; |
150 | |
147 | |
151 | /* you can't steal worn items, starting items, wiz stuff, |
148 | /* you can't steal worn items, starting items, wiz stuff, |
152 | * innate abilities, or items w/o a type. Generally |
149 | * innate abilities, or items w/o a type. Generally |
… | |
… | |
156 | * future possible problems. -b.t. |
153 | * future possible problems. -b.t. |
157 | * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL |
154 | * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL |
158 | * already -b.t. |
155 | * already -b.t. |
159 | */ |
156 | */ |
160 | |
157 | |
161 | if (QUERY_FLAG (tmp, FLAG_WAS_WIZ) || QUERY_FLAG (tmp, FLAG_APPLIED) |
158 | if (QUERY_FLAG (tmp, FLAG_APPLIED) |
162 | || !(tmp->type) |
159 | || !tmp->type |
163 | || tmp->type == SPELL |
160 | || tmp->type == SPELL |
164 | || QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_STEAL) || tmp->invisible) |
161 | || QUERY_FLAG (tmp, FLAG_STARTEQUIP) |
|
|
162 | || QUERY_FLAG (tmp, FLAG_NO_STEAL) |
|
|
163 | || tmp->invisible) |
165 | continue; |
164 | continue; |
166 | |
165 | |
167 | /* Okay, try stealing this item. Dependent on dexterity of thief, |
166 | /* Okay, try stealing this item. Dependent on dexterity of thief, |
168 | * skill level, see the adj_stealroll fctn for more detail. |
167 | * skill level, see the adj_stealroll fctn for more detail. |
169 | */ |
168 | */ |
… | |
… | |
183 | if (tmp->destroyed () || tmp->env != op) |
182 | if (tmp->destroyed () || tmp->env != op) |
184 | { |
183 | { |
185 | /* for players, play_sound: steals item */ |
184 | /* for players, play_sound: steals item */ |
186 | success = tmp; |
185 | success = tmp; |
187 | CLEAR_FLAG (tmp, FLAG_INV_LOCKED); |
186 | CLEAR_FLAG (tmp, FLAG_INV_LOCKED); |
188 | |
|
|
189 | /* Don't delete it from target player until we know |
|
|
190 | * the thief has picked it up. can't just look at tmp->count, |
|
|
191 | * as it's possible that it got merged when picked up. |
|
|
192 | */ |
|
|
193 | if (op->type == PLAYER) |
|
|
194 | esrv_del_item (op->contr, tmp->count); |
|
|
195 | } |
187 | } |
|
|
188 | |
196 | break; |
189 | break; |
197 | } |
190 | } |
198 | } /* for loop looking for an item */ |
191 | } /* for loop looking for an item */ |
199 | |
192 | |
200 | if (!tmp) |
193 | if (!tmp) |
… | |
… | |
209 | */ |
202 | */ |
210 | |
203 | |
211 | if ((roll >= skill->level) || !chance |
204 | if ((roll >= skill->level) || !chance |
212 | || (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))))) |
213 | { |
206 | { |
214 | |
|
|
215 | /* victim figures out where the thief is! */ |
207 | /* victim figures out where the thief is! */ |
216 | if (who->hide) |
208 | if (who->flag [FLAG_HIDDEN]) |
217 | make_visible (who); |
209 | make_visible (who); |
218 | |
210 | |
219 | if (op->type != PLAYER) |
211 | if (op->type != PLAYER) |
220 | { |
212 | { |
221 | /* The unaggressives look after themselves 8) */ |
213 | /* The unaggressives look after themselves 8) */ |
222 | if (who->type == PLAYER) |
214 | if (who->type == PLAYER) |
223 | { |
215 | { |
224 | npc_call_help (op); |
216 | npc_call_help (op); |
225 | 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)); |
226 | } |
218 | } |
|
|
219 | |
227 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
220 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
228 | /* all remaining npc items are guarded now. Set flag NO_STEAL |
221 | /* all remaining npc items are guarded now. Set flag NO_STEAL |
229 | * on the victim. |
222 | * on the victim. |
230 | */ |
223 | */ |
231 | SET_FLAG (op, FLAG_NO_STEAL); |
224 | SET_FLAG (op, FLAG_NO_STEAL); |
… | |
… | |
234 | { /* stealing from another player */ |
227 | { /* stealing from another player */ |
235 | char buf[MAX_BUF]; |
228 | char buf[MAX_BUF]; |
236 | |
229 | |
237 | /* Notify the other player */ |
230 | /* Notify the other player */ |
238 | 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)) |
239 | { |
|
|
240 | sprintf (buf, "Your %s is missing!", query_name (success)); |
232 | sprintf (buf, "Your %s is missing!", query_name (success)); |
241 | } |
|
|
242 | else |
233 | else |
243 | { |
|
|
244 | sprintf (buf, "Your pack feels strangely lighter."); |
234 | sprintf (buf, "Your pack feels strangely lighter."); |
245 | } |
235 | |
246 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
236 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
247 | if (!success) |
237 | if (!success) |
248 | { |
238 | { |
249 | if (who->invisible) |
239 | if (who->invisible) |
250 | { |
|
|
251 | sprintf (buf, "you feel itchy fingers getting at your pack."); |
240 | sprintf (buf, "you feel itchy fingers getting at your pack."); |
252 | } |
|
|
253 | else |
241 | else |
254 | { |
|
|
255 | sprintf (buf, "%s looks very shifty.", query_name (who)); |
242 | sprintf (buf, "%s looks very shifty.", query_name (who)); |
256 | } |
243 | |
257 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
244 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
258 | } |
245 | } |
259 | } /* else stealing from another player */ |
246 | } /* else stealing from another player */ |
260 | /* play_sound("stop! thief!"); kindofthing */ |
247 | /* play_sound("stop! thief!"); kindofthing */ |
261 | } /* if you weren't 100% successful */ |
248 | } /* if you weren't 100% successful */ |
|
|
249 | |
262 | return success ? 1 : 0; |
250 | return success ? 1 : 0; |
263 | } |
251 | } |
264 | |
252 | |
265 | int |
253 | int |
266 | steal (object *op, int dir, object *skill) |
254 | steal (object *op, int dir, object *skill) |
… | |
… | |
413 | { |
401 | { |
414 | new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock."); |
402 | new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock."); |
415 | return 0; |
403 | return 0; |
416 | } |
404 | } |
417 | } |
405 | } |
418 | |
|
|
419 | |
406 | |
420 | /* HIDE CODE. The user becomes undetectable (not just 'invisible') for |
407 | /* HIDE CODE. The user becomes undetectable (not just 'invisible') for |
421 | * a short while (success and duration dependant on player SK_level, |
408 | * a short while (success and duration dependant on player SK_level, |
422 | * dexterity, charisma, and map difficulty). |
409 | * dexterity, charisma, and map difficulty). |
423 | * Players have a good chance of becoming 'unhidden' if they move |
410 | * Players have a good chance of becoming 'unhidden' if they move |
424 | * and like invisiblity will be come visible if they attack |
411 | * and like invisiblity will be come visible if they attack |
425 | * Implemented by b.t. (thomas@astro.psu.edu) |
412 | * Implemented by b.t. (thomas@astro.psu.edu) |
426 | * July 7, 1995 - made hiding possible for monsters. -b.t. |
413 | * July 7, 1995 - made hiding possible for monsters. -b.t. |
427 | */ |
414 | */ |
428 | |
|
|
429 | static int |
415 | static int |
430 | attempt_hide (object *op, object *skill) |
416 | attempt_hide (object *op, object *skill) |
431 | { |
417 | { |
432 | int number, difficulty = op->map->difficulty; |
418 | int number, difficulty = op->map->difficulty; |
433 | int terrain = hideability (op); |
419 | int terrain = hideability (op); |
… | |
… | |
436 | return 0; |
422 | return 0; |
437 | |
423 | |
438 | /* Hiding success and duration dependant on skill level, |
424 | /* Hiding success and duration dependant on skill level, |
439 | * op->stats.Dex, map difficulty and terrain. |
425 | * op->stats.Dex, map difficulty and terrain. |
440 | */ |
426 | */ |
441 | |
|
|
442 | number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2; |
427 | number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2; |
|
|
428 | |
443 | if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) |
429 | if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) |
444 | { |
430 | { |
445 | op->invisible += 100; /* set the level of 'hiddeness' */ |
431 | op->invisible += 100; /* set the level of 'hiddeness' */ |
|
|
432 | |
446 | if (op->type == PLAYER) |
433 | if (op->type == PLAYER) |
447 | op->contr->tmp_invis = 1; |
434 | op->contr->tmp_invis = 1; |
448 | op->hide = 1; |
435 | |
|
|
436 | op->flag [FLAG_HIDDEN] = 1; |
449 | return 1; |
437 | return 1; |
450 | } |
438 | } |
|
|
439 | |
451 | return 0; |
440 | return 0; |
452 | } |
441 | } |
453 | |
442 | |
454 | /* patched this to take terrain into consideration */ |
443 | /* patched this to take terrain into consideration */ |
455 | int |
444 | int |
456 | hide (object *op, object *skill) |
445 | hide (object *op, object *skill) |
457 | { |
446 | { |
458 | |
|
|
459 | /* the preliminaries -- Can we really hide now? */ |
447 | /* the preliminaries -- Can we really hide now? */ |
460 | /* this keeps monsters from using invisibilty spells and hiding */ |
448 | /* this keeps monsters from using invisibilty spells and hiding */ |
461 | |
449 | |
462 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
450 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
463 | { |
451 | { |
464 | 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!"); |
465 | return 0; |
453 | return 0; |
466 | } |
454 | } |
467 | else if (!op->hide && op->invisible > 0 && op->type == PLAYER) |
455 | else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER) |
468 | { |
456 | { |
469 | 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!"); |
470 | make_visible (op); |
458 | make_visible (op); |
471 | } |
459 | } |
472 | |
460 | |
473 | if (op->invisible > (50 * skill->level)) |
461 | if (op->invisible > 50 * skill->level) |
474 | { |
462 | { |
475 | new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get."); |
463 | new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get."); |
476 | return 0; |
464 | return 0; |
477 | } |
465 | } |
478 | |
466 | |
… | |
… | |
480 | { |
468 | { |
481 | new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows."); |
469 | new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows."); |
482 | update_object (op, UP_OBJ_FACE); |
470 | update_object (op, UP_OBJ_FACE); |
483 | return calc_skill_exp (op, NULL, skill); |
471 | return calc_skill_exp (op, NULL, skill); |
484 | } |
472 | } |
|
|
473 | |
485 | new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself."); |
474 | new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself."); |
486 | return 0; |
475 | return 0; |
487 | } |
476 | } |
488 | |
|
|
489 | |
477 | |
490 | /* stop_jump() - End of jump. Clear flags, restore the map, and |
478 | /* stop_jump() - End of jump. Clear flags, restore the map, and |
491 | * freeze the jumper a while to simulate the exhaustion |
479 | * freeze the jumper a while to simulate the exhaustion |
492 | * of jumping. |
480 | * of jumping. |
493 | */ |
481 | */ |
494 | static void |
482 | static void |
495 | stop_jump (object *pl, int dist, int spaces) |
483 | stop_jump (object *pl, int dist, int spaces) |
496 | { |
484 | { |
497 | pl->update_stats (); |
485 | pl->update_stats (); |
498 | 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); |
499 | } |
488 | } |
500 | |
489 | |
501 | static int |
490 | static int |
502 | attempt_jump (object *pl, int dir, int spaces, object *skill) |
491 | attempt_jump (object *pl, int dir, int spaces, object *skill) |
503 | { |
492 | { |
504 | object *tmp; |
493 | object *tmp; |
505 | 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; |
506 | sint16 x, y; |
495 | sint16 x, y; |
507 | maptile *m; |
496 | maptile *m; |
508 | |
497 | |
509 | /* Jump loop. Go through spaces opject wants to jump. Halt the |
498 | /* Jump loop. Go through spaces object wants to jump. Halt the |
510 | * 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 |
511 | * temporarily to allow player to aviod exits/archs that are not |
500 | * temporarily to allow player to aviod exits/archs that are not |
512 | * fly_on, fly_off. This will also prevent pickup of objects |
501 | * fly_on, fly_off. This will also prevent pickup of objects |
513 | * while jumping over them. |
502 | * while jumping over them. |
514 | */ |
503 | */ |
515 | |
|
|
516 | pl->remove (); |
504 | pl->remove (); |
517 | |
|
|
518 | /* |
|
|
519 | * I don't think this is actually needed - all the movement |
|
|
520 | * code is handled in this function, and I don't see anyplace |
|
|
521 | * that cares about the move_type being flying. |
|
|
522 | */ |
|
|
523 | pl->move_type |= MOVE_FLY_LOW; |
505 | pl->move_type |= MOVE_FLY_LOW; |
524 | |
506 | |
525 | for (i = 0; i <= spaces; i++) |
507 | for (i = 0; i <= spaces; i++) |
526 | { |
508 | { |
527 | x = pl->x + dx; |
509 | x = pl->x + dx; |
… | |
… | |
530 | |
512 | |
531 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
513 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
532 | |
514 | |
533 | if (mflags & P_OUT_OF_MAP) |
515 | if (mflags & P_OUT_OF_MAP) |
534 | { |
516 | { |
535 | (void) stop_jump (pl, i, spaces); |
517 | stop_jump (pl, i, spaces); |
536 | return 0; |
518 | return 0; |
537 | } |
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 | |
538 | 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))) |
539 | { |
543 | { |
540 | new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); |
544 | new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); |
541 | stop_jump (pl, i, spaces); |
545 | stop_jump (pl, i, spaces); |
542 | return 0; |
546 | return 0; |
543 | } |
547 | } |
544 | |
548 | |
545 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
|
|
546 | { |
|
|
547 | /* Jump into creature */ |
|
|
548 | if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden))) |
|
|
549 | { |
|
|
550 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name); |
|
|
551 | if (tmp->type != PLAYER || |
|
|
552 | (pl->type == PLAYER && pl->contr->party == NULL) || |
|
|
553 | (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party)) |
|
|
554 | exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */ |
|
|
555 | stop_jump (pl, i, spaces); |
|
|
556 | return exp; /* note that calc_skill_exp() is already called by skill_attack() */ |
|
|
557 | } |
|
|
558 | /* If the space has fly on set (no matter what the space is), |
|
|
559 | * we should get the effects - after all, the player is |
|
|
560 | * effectively flying. |
|
|
561 | */ |
|
|
562 | if (tmp->move_on & MOVE_FLY_LOW) |
|
|
563 | { |
|
|
564 | pl->x = x; |
|
|
565 | pl->y = y; |
|
|
566 | pl->map = m; |
|
|
567 | stop_jump (pl, i, spaces); |
|
|
568 | return calc_skill_exp (pl, NULL, skill); |
|
|
569 | } |
|
|
570 | } |
|
|
571 | pl->x = x; |
549 | pl->x = x; |
572 | pl->y = y; |
550 | pl->y = y; |
573 | 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 | } |
574 | } |
559 | } |
|
|
560 | |
575 | stop_jump (pl, i, spaces); |
561 | stop_jump (pl, i, spaces); |
|
|
562 | |
576 | return calc_skill_exp (pl, NULL, skill); |
563 | return calc_skill_exp (pl, NULL, skill); |
577 | } |
564 | } |
578 | |
565 | |
579 | /* 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 |
580 | * an attack as well. |
567 | * an attack as well. |
581 | * 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 |
582 | * jumper can jump several spaces? |
569 | * jumper can jump several spaces? |
583 | */ |
570 | */ |
584 | |
|
|
585 | int |
571 | int |
586 | jump (object *pl, int dir, object *skill) |
572 | jump (object *pl, int dir, object *skill) |
587 | { |
573 | { |
588 | int spaces = 0, stats; |
|
|
589 | int str = pl->stats.Str; |
574 | int str = pl->stats.Str; |
590 | int dex = pl->stats.Dex; |
575 | int dex = pl->stats.Dex; |
591 | |
576 | |
592 | dex = dex ? dex : 15; |
577 | dex = dex ? dex : 15; |
593 | str = str ? str : 10; |
578 | str = str ? str : 10; |
594 | |
579 | |
595 | 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)); |
596 | |
582 | |
597 | if (pl->carrying != 0) /* don't want div by zero !! */ |
|
|
598 | spaces = (int) (stats / pl->carrying); |
|
|
599 | else |
|
|
600 | spaces = 2; /* pl has no objects - gets the far jump */ |
|
|
601 | |
|
|
602 | if (spaces > 2) |
|
|
603 | spaces = 2; |
|
|
604 | else if (spaces == 0) |
583 | if (spaces == 0) |
605 | { |
584 | { |
606 | 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."); |
607 | return 0; |
586 | return 0; |
608 | } |
587 | } |
|
|
588 | |
609 | return attempt_jump (pl, dir, spaces, skill); |
589 | return attempt_jump (pl, dir, spaces, skill); |
610 | } |
590 | } |
611 | |
|
|
612 | |
591 | |
613 | /* skill_ident() - this code is supposed to allow players to identify |
592 | /* skill_ident() - this code is supposed to allow players to identify |
614 | * classes of objects with the various "auto-ident" skills. Player must |
593 | * classes of objects with the various "auto-ident" skills. Player must |
615 | * 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 |
616 | * to work. While multiple classes of objects may be identified, |
595 | * to work. While multiple classes of objects may be identified, |
617 | * 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 |
618 | * more generalized. Right now, skill indices are embedded in this routine. |
597 | * more generalized. Right now, skill indices are embedded in this routine. |
619 | * Returns amount of experience gained (on successful ident). |
598 | * Returns amount of experience gained (on successful ident). |
620 | * - b.t. (thomas@astro.psu.edu) |
599 | * - b.t. (thomas@astro.psu.edu) |
621 | */ |
600 | */ |
622 | |
|
|
623 | static int |
601 | static int |
624 | do_skill_detect_curse (object *pl, object *skill) |
602 | do_skill_detect_curse (object *pl, object *skill) |
625 | { |
603 | { |
626 | object *tmp; |
604 | object *tmp; |
627 | int success = 0; |
605 | int success = 0; |
… | |
… | |
681 | } |
659 | } |
682 | |
660 | |
683 | /* Helper function for do_skill_ident, so that we can loop |
661 | /* Helper function for do_skill_ident, so that we can loop |
684 | * over inventory AND objects on the ground conveniently. |
662 | * over inventory AND objects on the ground conveniently. |
685 | */ |
663 | */ |
686 | int |
664 | static int |
687 | do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) |
665 | do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) |
688 | { |
666 | { |
689 | int success = 0, chance; |
667 | int success = 0, chance; |
690 | int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; |
668 | int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; |
691 | |
669 | |
… | |
… | |
705 | if (tmp->msg) |
683 | if (tmp->msg) |
706 | { |
684 | { |
707 | 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:"); |
708 | new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); |
686 | new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); |
709 | } |
687 | } |
710 | |
|
|
711 | /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */ |
|
|
712 | if (tmp->map) |
|
|
713 | esrv_send_item (pl, tmp); |
|
|
714 | } |
688 | } |
|
|
689 | |
715 | success += calc_skill_exp (pl, tmp, skill); |
690 | success += calc_skill_exp (pl, tmp, skill); |
716 | } |
691 | } |
717 | else |
692 | else |
718 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); |
693 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); |
719 | } |
694 | } |
… | |
… | |
724 | /* do_skill_ident() - workhorse for skill_ident() -b.t. |
699 | /* do_skill_ident() - workhorse for skill_ident() -b.t. |
725 | */ |
700 | */ |
726 | static int |
701 | static int |
727 | do_skill_ident (object *pl, int obj_class, object *skill) |
702 | do_skill_ident (object *pl, int obj_class, object *skill) |
728 | { |
703 | { |
729 | object *tmp; |
|
|
730 | int success = 0; |
704 | int success = 0; |
731 | |
705 | |
732 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
706 | for (object *tmp = pl->inv; tmp; tmp = tmp->below) |
733 | success += do_skill_ident2 (tmp, pl, obj_class, skill); |
707 | success += do_skill_ident2 (tmp, pl, obj_class, skill); |
734 | /* check the ground */ |
708 | /* check the ground */ |
735 | |
709 | |
736 | 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) |
737 | success += do_skill_ident2 (tmp, pl, obj_class, skill); |
711 | success += do_skill_ident2 (tmp, pl, obj_class, skill); |
738 | |
712 | |
739 | return success; |
713 | return success; |
740 | } |
714 | } |
741 | |
715 | |
… | |
… | |
749 | |
723 | |
750 | 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..."); |
751 | |
725 | |
752 | switch (skill->subtype) |
726 | switch (skill->subtype) |
753 | { |
727 | { |
754 | case SK_SMITHERY: |
728 | case SK_SMITHERY: |
755 | 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) |
756 | + 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) |
757 | + 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) |
758 | + 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); |
759 | break; |
733 | break; |
760 | |
734 | |
761 | case SK_BOWYER: |
735 | case SK_BOWYER: |
762 | 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); |
763 | break; |
737 | break; |
764 | |
738 | |
765 | case SK_ALCHEMY: |
739 | case SK_ALCHEMY: |
766 | 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) |
767 | + 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); |
768 | break; |
742 | break; |
769 | |
743 | |
770 | case SK_WOODSMAN: |
744 | case SK_WOODSMAN: |
771 | 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); |
772 | break; |
746 | break; |
773 | |
747 | |
774 | case SK_JEWELER: |
748 | case SK_JEWELER: |
775 | 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); |
776 | break; |
750 | break; |
777 | |
751 | |
778 | case SK_LITERACY: |
752 | case SK_LITERACY: |
779 | 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); |
780 | break; |
754 | break; |
781 | |
755 | |
782 | case SK_THAUMATURGY: |
756 | case SK_THAUMATURGY: |
783 | 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); |
784 | break; |
758 | break; |
785 | |
759 | |
786 | case SK_DET_CURSE: |
760 | case SK_DET_CURSE: |
787 | success = do_skill_detect_curse (pl, skill); |
761 | success = do_skill_detect_curse (pl, skill); |
788 | if (success) |
762 | if (success) |
789 | new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); |
763 | new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); |
790 | break; |
764 | break; |
791 | |
765 | |
792 | case SK_DET_MAGIC: |
766 | case SK_DET_MAGIC: |
793 | success = do_skill_detect_magic (pl, skill); |
767 | success = do_skill_detect_magic (pl, skill); |
794 | if (success) |
768 | if (success) |
795 | 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!"); |
796 | break; |
770 | break; |
797 | |
771 | |
798 | default: |
772 | default: |
799 | LOG (llevError, "Error: bad call to skill_ident()\n"); |
773 | LOG (llevError, "Error: bad call to skill_ident()\n"); |
800 | return 0; |
774 | return 0; |
801 | break; |
775 | break; |
802 | } |
776 | } |
|
|
777 | |
803 | if (!success) |
778 | if (!success) |
804 | { |
|
|
805 | new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); |
779 | new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); |
806 | } |
780 | |
807 | return success; |
781 | return success; |
808 | } |
782 | } |
809 | |
783 | |
810 | /* players using this skill can 'charm' a monster -- |
784 | /* players using this skill can 'charm' a monster -- |
811 | * into working for them. It can only be used on |
785 | * into working for them. It can only be used on |
… | |
… | |
813 | * -b.t. (thomas@astro.psu.edu) |
787 | * -b.t. (thomas@astro.psu.edu) |
814 | */ |
788 | */ |
815 | int |
789 | int |
816 | use_oratory (object *pl, int dir, object *skill) |
790 | use_oratory (object *pl, int dir, object *skill) |
817 | { |
791 | { |
818 | sint16 x = pl->x + freearr_x[dir], y = pl->y + freearr_y[dir]; |
|
|
819 | int mflags, chance; |
|
|
820 | object *tmp; |
|
|
821 | maptile *m; |
|
|
822 | |
|
|
823 | if (pl->type != PLAYER) |
792 | if (pl->type != PLAYER) |
824 | return 0; /* only players use this skill */ |
793 | return 0; /* only players use this skill */ |
|
|
794 | |
|
|
795 | sint16 x = pl->x + freearr_x[dir], |
|
|
796 | y = pl->y + freearr_y[dir]; |
825 | m = pl->map; |
797 | maptile *m = pl->map; |
|
|
798 | |
826 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
799 | int mflags = get_map_flags (m, &m, x, y, &x, &y); |
827 | if (mflags & P_OUT_OF_MAP) |
800 | if (mflags & P_OUT_OF_MAP) |
828 | return 0; |
801 | return 0; |
829 | |
802 | |
830 | /* Save some processing - we have the flag already anyways |
803 | /* Save some processing - we have the flag already anyways |
831 | */ |
804 | */ |
… | |
… | |
833 | { |
806 | { |
834 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); |
807 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); |
835 | return 0; |
808 | return 0; |
836 | } |
809 | } |
837 | |
810 | |
|
|
811 | object *tmp; |
838 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
812 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
839 | { |
813 | { |
840 | /* can't persuade players - return because there is nothing else |
814 | /* can't persuade players - return because there is nothing else |
841 | * on that space to charm. Same for multi space monsters and |
815 | * on that space to charm. Same for multi space monsters and |
842 | * special monsters - we don't allow them to be charmed, and there |
816 | * special monsters - we don't allow them to be charmed, and there |
843 | * is no reason to do further processing since they should be the |
817 | * is no reason to do further processing since they should be the |
844 | * only monster on the space. |
818 | * only monster on the space. |
845 | */ |
819 | */ |
846 | if (tmp->type == PLAYER) |
820 | if (tmp->type == PLAYER |
847 | return 0; |
821 | || tmp->more || tmp->head_ () != tmp |
848 | if (tmp->more || tmp->head) |
822 | || tmp->msg) |
849 | return 0; |
|
|
850 | if (tmp->msg) |
|
|
851 | return 0; |
823 | return 0; |
852 | |
824 | |
853 | if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
825 | if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
854 | break; |
826 | break; |
855 | } |
827 | } |
… | |
… | |
870 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); |
842 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); |
871 | return 0; |
843 | return 0; |
872 | } |
844 | } |
873 | |
845 | |
874 | /* it's already allied! */ |
846 | /* it's already allied! */ |
875 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && (tmp->attack_movement == PETMOVE)) |
847 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) |
876 | { |
848 | { |
877 | if (tmp->owner == pl) |
849 | if (tmp->owner == pl) |
878 | { |
850 | { |
879 | new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); |
851 | new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); |
880 | return 0; |
852 | return 0; |
… | |
… | |
883 | { |
855 | { |
884 | /* you steal the follower. Perhaps we should really look at the |
856 | /* you steal the follower. Perhaps we should really look at the |
885 | * level of the owner above? |
857 | * level of the owner above? |
886 | */ |
858 | */ |
887 | tmp->set_owner (pl); |
859 | tmp->set_owner (pl); |
|
|
860 | tmp->skill = skill->skill; |
|
|
861 | |
888 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp)); |
862 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp)); |
889 | /* Abuse fix - don't give exp since this can otherwise |
863 | /* Abuse fix - don't give exp since this can otherwise |
890 | * be used by a couple players to gets lots of exp. |
864 | * be used by a couple players to gets lots of exp. |
891 | */ |
865 | */ |
892 | return 0; |
866 | return 0; |
… | |
… | |
896 | /* In this case, you can't steal it from the other player */ |
870 | /* In this case, you can't steal it from the other player */ |
897 | return 0; |
871 | return 0; |
898 | } |
872 | } |
899 | } /* Creature was already a pet of someone */ |
873 | } /* Creature was already a pet of someone */ |
900 | |
874 | |
901 | chance = skill->level * 2 + (pl->stats.Cha - 2 * tmp->stats.Int) / 2; |
875 | int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2; |
902 | |
876 | |
903 | /* Ok, got a 'sucker' lets try to make them a follower */ |
877 | /* Ok, got a 'sucker' lets try to make them a follower */ |
904 | if (chance > 0 && tmp->level < (random_roll (0, chance - 1, pl, PREFER_HIGH) - 1)) |
878 | if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1)) |
905 | { |
879 | { |
906 | 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)); |
907 | |
881 | |
|
|
882 | INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl)); |
908 | tmp->set_owner (pl); |
883 | tmp->set_owner (pl); |
|
|
884 | tmp->skill = skill->skill; |
909 | tmp->stats.exp = 0; |
885 | tmp->stats.exp = 0; |
910 | add_friendly_object (tmp); |
|
|
911 | tmp->attack_movement = PETMOVE; |
886 | tmp->attack_movement = PETMOVE; |
|
|
887 | |
|
|
888 | if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
|
|
889 | add_friendly_object (tmp); |
|
|
890 | |
912 | return calc_skill_exp (pl, tmp, skill); |
891 | return calc_skill_exp (pl, tmp, skill); |
913 | } |
892 | } |
914 | |
|
|
915 | /* Charm failed. Creature may be angry now */ |
893 | /* Charm failed. Creature may be angry now */ |
916 | 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)) |
917 | { |
895 | { |
918 | 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)); |
919 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
897 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
920 | { |
898 | { |
921 | CLEAR_FLAG (tmp, FLAG_FRIENDLY); |
|
|
922 | remove_friendly_object (tmp); |
899 | remove_friendly_object (tmp); |
923 | tmp->attack_movement = 0; /* needed? */ |
900 | tmp->attack_movement = 0; /* needed? */ |
924 | } |
901 | } |
925 | |
902 | |
926 | CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
903 | CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
… | |
… | |
936 | * successfully pacified the creature gets Int=1. Thus, a player |
913 | * successfully pacified the creature gets Int=1. Thus, a player |
937 | * may only pacify a creature once. |
914 | * may only pacify a creature once. |
938 | * BTW, I appologize for the naming of the skill, I couldnt think |
915 | * BTW, I appologize for the naming of the skill, I couldnt think |
939 | * of anything better! -b.t. |
916 | * of anything better! -b.t. |
940 | */ |
917 | */ |
941 | |
|
|
942 | int |
918 | int |
943 | singing (object *pl, int dir, object *skill) |
919 | singing (object *pl, int dir, object *skill) |
944 | { |
920 | { |
945 | int i, exp = 0, chance, mflags; |
921 | int i, exp = 0; |
946 | object *tmp; |
922 | object *tmp; |
947 | maptile *m; |
923 | maptile *m; |
948 | sint16 x, y; |
924 | sint16 x, y; |
949 | |
925 | |
950 | if (pl->type != PLAYER) |
926 | if (pl->type != PLAYER) |
… | |
… | |
955 | { |
931 | { |
956 | x = pl->x + freearr_x[i]; |
932 | x = pl->x + freearr_x[i]; |
957 | y = pl->y + freearr_y[i]; |
933 | y = pl->y + freearr_y[i]; |
958 | m = pl->map; |
934 | m = pl->map; |
959 | |
935 | |
960 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
936 | int mflags = get_map_flags (m, &m, x, y, &x, &y); |
961 | if (mflags & P_OUT_OF_MAP) |
937 | if (mflags & P_OUT_OF_MAP) |
962 | continue; |
938 | continue; |
963 | if (!(mflags & P_IS_ALIVE)) |
939 | if (!(mflags & P_IS_ALIVE)) |
964 | continue; |
940 | continue; |
965 | |
941 | |
… | |
… | |
984 | |
960 | |
985 | /* stealing isn't really related (although, maybe it should |
961 | /* stealing isn't really related (although, maybe it should |
986 | * be). This is mainly to prevent singing to the same monster |
962 | * be). This is mainly to prevent singing to the same monster |
987 | * over and over again and getting exp for it. |
963 | * over and over again and getting exp for it. |
988 | */ |
964 | */ |
989 | chance = skill->level * 2 + (pl->stats.Cha - 5 - tmp->stats.Int) / 2; |
965 | int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2; |
|
|
966 | |
990 | if (chance && tmp->level * 2 < random_roll (0, chance - 1, pl, PREFER_HIGH)) |
967 | if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH)) |
991 | { |
968 | { |
992 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
969 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
993 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp)); |
970 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp)); |
994 | /* Give exp only if they are not aware */ |
971 | /* Give exp only if they are not aware */ |
|
|
972 | |
995 | if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) |
973 | if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) |
996 | exp += calc_skill_exp (pl, tmp, skill); |
974 | exp += calc_skill_exp (pl, tmp, skill); |
|
|
975 | |
997 | SET_FLAG (tmp, FLAG_NO_STEAL); |
976 | SET_FLAG (tmp, FLAG_NO_STEAL); |
998 | } |
977 | } |
999 | else |
978 | else |
1000 | { |
979 | { |
1001 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); |
980 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); |
… | |
… | |
1074 | } |
1053 | } |
1075 | |
1054 | |
1076 | /* remove_trap() - This skill will disarm any previously discovered trap |
1055 | /* remove_trap() - This skill will disarm any previously discovered trap |
1077 | * 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. |
1078 | */ |
1057 | */ |
1079 | |
|
|
1080 | int |
1058 | int |
1081 | remove_trap (object *op, int dir, object *skill) |
1059 | remove_trap (object *op, int dir, object *skill) |
1082 | { |
1060 | { |
1083 | object *tmp, *tmp2; |
1061 | object *tmp, *tmp2; |
1084 | int i, success = 0, mflags; |
1062 | int i, success = 0, mflags; |
… | |
… | |
1094 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1072 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1095 | if (mflags & P_OUT_OF_MAP) |
1073 | if (mflags & P_OUT_OF_MAP) |
1096 | continue; |
1074 | continue; |
1097 | |
1075 | |
1098 | /* Check everything in the square for trapness */ |
1076 | /* Check everything in the square for trapness */ |
1099 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
1077 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1100 | { |
1078 | { |
1101 | /* And now we'd better do an inventory traversal of each |
1079 | /* And now we'd better do an inventory traversal of each |
1102 | * of these objects inventory. Like above, only |
1080 | * of these objects inventory. Like above, only |
1103 | * do this for interesting objects. |
1081 | * do this for interesting objects. |
1104 | */ |
1082 | */ |
1105 | |
1083 | |
1106 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
1084 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
1107 | { |
1085 | { |
1108 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
1086 | for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
1109 | if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) |
1087 | if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) |
1110 | { |
1088 | { |
1111 | trap_show (tmp2, tmp); |
1089 | trap_show (tmp2, tmp); |
|
|
1090 | |
1112 | if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) |
1091 | if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) |
1113 | { |
1092 | { |
1114 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1093 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1115 | success += calc_skill_exp (op, tmp2, skill); |
1094 | success += calc_skill_exp (op, tmp2, skill); |
1116 | } |
1095 | } |
1117 | } |
1096 | } |
1118 | } |
1097 | } |
|
|
1098 | |
1119 | if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) |
1099 | if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) |
1120 | { |
1100 | { |
1121 | trap_show (tmp, tmp); |
1101 | trap_show (tmp, tmp); |
|
|
1102 | |
1122 | if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) |
1103 | if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) |
1123 | { |
1104 | { |
1124 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1105 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1125 | success += calc_skill_exp (op, tmp, skill); |
1106 | success += calc_skill_exp (op, tmp, skill); |
1126 | } |
1107 | } |
1127 | } |
1108 | } |
1128 | } |
1109 | } |
1129 | } |
1110 | } |
|
|
1111 | |
1130 | return success; |
1112 | return success; |
1131 | } |
1113 | } |
1132 | |
|
|
1133 | |
1114 | |
1134 | /* pray() - when this skill is called from do_skill(), it allows |
1115 | /* pray() - when this skill is called from do_skill(), it allows |
1135 | * the player to regain lost grace points at a faster rate. -b.t. |
1116 | * the player to regain lost grace points at a faster rate. -b.t. |
1136 | * This always returns 0 - return value is used by calling function |
1117 | * This always returns 0 - return value is used by calling function |
1137 | * such that if it returns true, player gets exp in that skill. This |
1118 | * such that if it returns true, player gets exp in that skill. This |
1138 | * the effect here can be done on demand, we probably don't want to |
1119 | * the effect here can be done on demand, we probably don't want to |
1139 | * give infinite exp by returning true in any cases. |
1120 | * give infinite exp by returning true in any cases. |
1140 | */ |
1121 | */ |
1141 | |
|
|
1142 | int |
1122 | int |
1143 | pray (object *pl, object *skill) |
1123 | pray (object *pl, object *skill) |
1144 | { |
1124 | { |
1145 | char buf[MAX_BUF]; |
1125 | char buf[MAX_BUF]; |
1146 | object *tmp; |
1126 | object *tmp; |
… | |
… | |
1153 | /* Check all objects - we could stop at floor objects, |
1133 | /* Check all objects - we could stop at floor objects, |
1154 | * but if someone buries an altar, I don't see a problem with |
1134 | * but if someone buries an altar, I don't see a problem with |
1155 | * going through all the objects, and it shouldn't be much slower |
1135 | * going through all the objects, and it shouldn't be much slower |
1156 | * than extra checks on object attributes. |
1136 | * than extra checks on object attributes. |
1157 | */ |
1137 | */ |
1158 | for (tmp = pl->below; tmp != NULL; tmp = tmp->below) |
1138 | for (tmp = pl->below; tmp; tmp = tmp->below) |
1159 | { |
1139 | { |
1160 | /* Only if the altar actually belongs to someone do you get special benefits */ |
1140 | /* Only if the altar actually belongs to someone do you get special benefits */ |
1161 | if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) |
1141 | if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) |
1162 | { |
1142 | { |
1163 | sprintf (buf, "You pray over the %s.", &tmp->name); |
1143 | sprintf (buf, "You pray over the %s.", &tmp->name); |
… | |
… | |
1171 | if (pl->stats.grace < pl->stats.maxgrace) |
1151 | if (pl->stats.grace < pl->stats.maxgrace) |
1172 | { |
1152 | { |
1173 | pl->stats.grace++; |
1153 | pl->stats.grace++; |
1174 | pl->last_grace = -1; |
1154 | pl->last_grace = -1; |
1175 | } |
1155 | } |
|
|
1156 | |
1176 | return 0; |
1157 | return 0; |
1177 | } |
1158 | } |
1178 | |
1159 | |
1179 | /* This skill allows the player to regain a few sp or hp for a |
1160 | /* This skill allows the player to regain a few sp or hp for a |
1180 | * brief period of concentration. No armour or weapons may be |
1161 | * brief period of concentration. No armour or weapons may be |
1181 | * wielded/applied for this to work. The amount of time needed |
1162 | * wielded/applied for this to work. The amount of time needed |
1182 | * to concentrate and the # of points regained is dependant on |
1163 | * to concentrate and the # of points regained is dependant on |
1183 | * the level of the user. - b.t. thomas@astro.psu.edu |
1164 | * the level of the user. - b.t. thomas@astro.psu.edu |
1184 | */ |
1165 | */ |
1185 | |
|
|
1186 | void |
1166 | void |
1187 | meditate (object *pl, object *skill) |
1167 | meditate (object *pl, object *skill) |
1188 | { |
1168 | { |
1189 | object *tmp; |
1169 | object *tmp; |
1190 | |
1170 | |
… | |
… | |
1198 | return; |
1178 | return; |
1199 | } |
1179 | } |
1200 | else |
1180 | else |
1201 | { |
1181 | { |
1202 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
1182 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
1203 | if (((tmp->type == ARMOUR && skill->level < 12) |
1183 | if (((tmp->type == ARMOUR && skill->level < 12) |
1204 | || (tmp->type == HELMET && skill->level < 10) |
1184 | || (tmp->type == HELMET && skill->level < 10) |
1205 | || (tmp->type == SHIELD && skill->level < 6) |
1185 | || (tmp->type == SHIELD && skill->level < 6) |
1206 | || (tmp->type == BOOTS && skill->level < 4) || (tmp->type == GLOVES && skill->level < 2)) && QUERY_FLAG (tmp, FLAG_APPLIED)) |
1186 | || (tmp->type == BOOTS && skill->level < 4) |
|
|
1187 | || (tmp->type == GLOVES && skill->level < 2)) |
|
|
1188 | && QUERY_FLAG (tmp, FLAG_APPLIED)) |
1207 | { |
1189 | { |
1208 | new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n"); |
1190 | new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n"); |
1209 | return; |
1191 | return; |
1210 | } |
1192 | } |
1211 | } |
1193 | } |
… | |
… | |
1231 | pl->last_heal = -1; |
1213 | pl->last_heal = -1; |
1232 | } |
1214 | } |
1233 | } |
1215 | } |
1234 | |
1216 | |
1235 | /* write_note() - this routine allows players to inscribe messages in |
1217 | /* write_note() - this routine allows players to inscribe messages in |
1236 | * ordinary 'books' (anything that is type BOOK). b.t. |
1218 | * ordinary inscribable 'books' (anything that is not a SPELL). b.t. |
1237 | */ |
1219 | */ |
1238 | static int |
1220 | static int |
1239 | write_note (object *pl, object *item, const char *msg, object *skill) |
1221 | write_note (object *pl, object *item, const char *msg, object *skill) |
1240 | { |
1222 | { |
1241 | char buf[1024]; |
1223 | if (!msg_is_safe (msg)) |
1242 | object *newBook = NULL; |
|
|
1243 | |
|
|
1244 | /* a pair of sanity checks */ |
|
|
1245 | if (!item || item->type != BOOK) |
|
|
1246 | return 0; |
|
|
1247 | |
|
|
1248 | if (!msg) |
|
|
1249 | { |
|
|
1250 | new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!"); |
|
|
1251 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill); |
|
|
1252 | return 0; |
|
|
1253 | } |
|
|
1254 | |
|
|
1255 | if (strcasestr_local (msg, "endmsg")) |
|
|
1256 | { |
1224 | { |
1257 | new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?"); |
1225 | new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?"); |
|
|
1226 | LOG (llevInfo, "write_note: player %s tried to write bogus note %s\n", &pl->name, msg); |
|
|
1227 | return 0; |
|
|
1228 | } |
|
|
1229 | |
|
|
1230 | int len = strlen (msg); |
|
|
1231 | |
|
|
1232 | if (!is_utf8_string ((U8 *)msg, len)) |
|
|
1233 | { |
|
|
1234 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!"); |
1258 | return 0; |
1235 | return 0; |
1259 | } |
1236 | } |
1260 | |
1237 | |
1261 | if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) |
1238 | if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) |
1262 | return strlen (msg); |
1239 | return RESULT_INT (0); |
1263 | |
1240 | |
1264 | buf[0] = 0; |
1241 | STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len)); |
1265 | if (!book_overflow (item->msg, msg, sizeof (buf))) |
|
|
1266 | { /* add msg string to book */ |
|
|
1267 | if (item->msg) |
|
|
1268 | strcpy (buf, item->msg); |
|
|
1269 | |
1242 | |
1270 | strcat (buf, msg); |
1243 | if (char_len <= item->weight_limit) |
1271 | strcat (buf, "\n"); /* new msg needs a LF */ |
1244 | { |
1272 | if (item->nrof > 1) |
1245 | object *newbook = arch_to_object (item->other_arch); |
1273 | { |
1246 | item->decrease (); |
1274 | newBook = item->clone (); |
|
|
1275 | decrease_ob (item); |
|
|
1276 | esrv_send_item (pl, item); |
|
|
1277 | newBook->nrof = 1; |
1247 | newbook->nrof = 1; |
1278 | newBook->msg = buf; |
1248 | newbook->msg = shstr (msg); |
1279 | newBook = insert_ob_in_ob (newBook, pl); |
1249 | newbook->flag [FLAG_IDENTIFIED] = true; |
1280 | esrv_send_item (pl, newBook); |
1250 | |
|
|
1251 | if (item->subtype == 1) // mailscrolls |
1281 | } |
1252 | { |
1282 | else |
1253 | newbook->name = item->name; |
|
|
1254 | newbook->name_pl = item->name_pl; |
1283 | { |
1255 | } |
1284 | item->msg = buf; |
|
|
1285 | /* This shouldn't be necessary - the object hasn't changed in any |
|
|
1286 | * visible way |
|
|
1287 | */ |
|
|
1288 | /* esrv_send_item(pl, item); */ |
|
|
1289 | } |
|
|
1290 | |
1256 | |
|
|
1257 | pl->insert (newbook); |
|
|
1258 | |
|
|
1259 | pl->contr->play_sound (sound_find ("inscribe_success")); |
1291 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", query_short_name (item)); |
1260 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name); |
1292 | return strlen (msg); |
1261 | return char_len; |
1293 | } |
1262 | } |
1294 | else |
1263 | else |
1295 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item)); |
1264 | 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.>", |
|
|
1265 | &item->name, item->weight_limit, char_len); |
1296 | |
1266 | |
1297 | return 0; |
1267 | return 0; |
1298 | } |
1268 | } |
1299 | |
1269 | |
1300 | /* write_scroll() - this routine allows players to inscribe spell scrolls |
1270 | /* write_scroll() - this routine allows players to inscribe spell scrolls |
1301 | * of spells which they know. Backfire effects are possible with the |
1271 | * of spells which they know. Backfire effects are possible with the |
1302 | * severity of the backlash correlated with the difficulty of the scroll |
1272 | * severity of the backlash correlated with the difficulty of the scroll |
1303 | * that is attempted. -b.t. thomas@astro.psu.edu |
1273 | * that is attempted. -b.t. thomas@astro.psu.edu |
1304 | */ |
1274 | */ |
1305 | |
|
|
1306 | static int |
1275 | static int |
1307 | write_scroll (object *pl, object *scroll, object *skill) |
1276 | write_scroll (object *pl, object *scroll, object *skill) |
1308 | { |
1277 | { |
1309 | int success = 0, confused = 0; |
1278 | int success = 0, confused = 0; |
1310 | object *newscroll, *chosen_spell, *tmp; |
|
|
1311 | |
|
|
1312 | /* this is a sanity check */ |
|
|
1313 | if (scroll->type != SCROLL) |
|
|
1314 | { |
|
|
1315 | new_draw_info (NDI_UNIQUE, 0, pl, "A spell can only be inscribed into a scroll!"); |
|
|
1316 | return 0; |
|
|
1317 | } |
|
|
1318 | |
1279 | |
1319 | /* Check if we are ready to attempt inscription */ |
1280 | /* Check if we are ready to attempt inscription */ |
1320 | chosen_spell = pl->contr->ranged_ob; |
1281 | object *chosen_spell = pl->contr->ranged_ob; |
|
|
1282 | |
1321 | if (!chosen_spell || chosen_spell->type != SPELL) |
1283 | if (!chosen_spell || chosen_spell->type != SPELL) |
1322 | { |
1284 | { |
1323 | new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); |
1285 | new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); |
1324 | return 0; |
1286 | return 0; |
1325 | } |
1287 | } |
… | |
… | |
1331 | } |
1293 | } |
1332 | |
1294 | |
1333 | if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) |
1295 | if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) |
1334 | { |
1296 | { |
1335 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); |
1297 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); |
1336 | return 0; |
|
|
1337 | } |
|
|
1338 | |
|
|
1339 | /* if there is a spell already on the scroll then player could easily |
|
|
1340 | * accidently read it while trying to write the new one. give player |
|
|
1341 | * a 50% chance to overwrite spell at their own level |
|
|
1342 | */ |
|
|
1343 | if ((scroll->stats.sp || scroll->inv) && random_roll (0, scroll->level * 2, pl, PREFER_LOW) > skill->level) |
|
|
1344 | { |
|
|
1345 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Oops! You accidently read it while trying to write on it."); |
|
|
1346 | manual_apply (pl, scroll, 0); |
|
|
1347 | return 0; |
1298 | return 0; |
1348 | } |
1299 | } |
1349 | |
1300 | |
1350 | /* ok, we are ready to try inscription */ |
1301 | /* ok, we are ready to try inscription */ |
1351 | if (QUERY_FLAG (pl, FLAG_CONFUSED)) |
1302 | if (QUERY_FLAG (pl, FLAG_CONFUSED)) |
… | |
… | |
1355 | pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); |
1306 | pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); |
1356 | pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA); |
1307 | pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA); |
1357 | |
1308 | |
1358 | if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) |
1309 | if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) |
1359 | { |
1310 | { |
1360 | if (scroll->nrof > 1) |
1311 | object *newscroll = arch_to_object (scroll->other_arch); |
1361 | { |
1312 | scroll->decrease (); |
1362 | newscroll = scroll->clone (); |
|
|
1363 | decrease_ob (scroll); |
|
|
1364 | newscroll->nrof = 1; |
1313 | newscroll->nrof = 1; |
1365 | } |
1314 | |
1366 | else |
1315 | pl->contr->play_sound (sound_find ("inscribe_success")); |
1367 | newscroll = scroll; |
|
|
1368 | |
1316 | |
1369 | if (!confused) |
1317 | if (!confused) |
1370 | { |
1318 | { |
1371 | newscroll->level = MAX (skill->level, chosen_spell->level); |
1319 | newscroll->level = MAX (skill->level, chosen_spell->level); |
|
|
1320 | newscroll->flag [FLAG_IDENTIFIED] = true; |
1372 | new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll."); |
1321 | new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell."); |
1373 | } |
1322 | } |
1374 | else |
1323 | else |
1375 | { |
1324 | { |
1376 | chosen_spell = find_random_spell_in_ob (pl, NULL); |
1325 | chosen_spell = find_random_spell_in_ob (pl, NULL); |
1377 | if (!chosen_spell) |
1326 | if (!chosen_spell) |
… | |
… | |
1379 | |
1328 | |
1380 | newscroll->level = MAX (skill->level, chosen_spell->level); |
1329 | newscroll->level = MAX (skill->level, chosen_spell->level); |
1381 | new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell."); |
1330 | new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell."); |
1382 | } |
1331 | } |
1383 | |
1332 | |
1384 | if (newscroll->inv) |
|
|
1385 | newscroll->inv->destroy (); |
|
|
1386 | |
|
|
1387 | tmp = chosen_spell->clone (); |
1333 | object *tmp = chosen_spell->clone (); |
1388 | insert_ob_in_ob (tmp, newscroll); |
1334 | insert_ob_in_ob (tmp, newscroll); |
1389 | |
1335 | |
1390 | /* Same code as from treasure.c - so they can better merge. |
1336 | /* Same code as from treasure.C - so they can better merge. |
1391 | * if players want to sell them, so be it. |
1337 | * if players want to sell them, so be it. |
1392 | */ |
1338 | */ |
1393 | newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); |
1339 | newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); |
1394 | newscroll->stats.exp = newscroll->value / 5; |
1340 | newscroll->stats.exp = newscroll->value / 5; |
1395 | |
1341 | |
1396 | /* wait until finished manipulating the scroll before inserting it */ |
1342 | pl->insert (newscroll); |
1397 | if (newscroll == scroll) |
|
|
1398 | { |
|
|
1399 | /* Remove to correctly merge with other items which may exist in inventory */ |
|
|
1400 | newscroll->remove (); |
|
|
1401 | esrv_del_item (pl->contr, newscroll->count); |
|
|
1402 | } |
|
|
1403 | |
1343 | |
1404 | newscroll = insert_ob_in_ob (newscroll, pl); |
|
|
1405 | esrv_send_item (pl, newscroll); |
|
|
1406 | success = calc_skill_exp (pl, newscroll, skill); |
1344 | success = calc_skill_exp (pl, newscroll, skill); |
1407 | if (!confused) |
1345 | if (!confused) |
1408 | success *= 2; |
1346 | success *= 2; |
|
|
1347 | |
1409 | success = success * skill->level; |
1348 | success = success * skill->level; |
1410 | return success; |
1349 | return success; |
1411 | |
|
|
1412 | } |
1350 | } |
1413 | else |
1351 | else |
1414 | { /* Inscription has failed */ |
1352 | { /* Inscription has failed */ |
|
|
1353 | pl->contr->play_sound (sound_find ("inscribe_fail")); |
1415 | |
1354 | |
1416 | if (chosen_spell->level > skill->level || confused) |
1355 | if (chosen_spell->level > skill->level || confused) |
1417 | { /*backfire! */ |
1356 | { /*backfire! */ |
1418 | new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); |
1357 | new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); |
|
|
1358 | |
1419 | if (random_roll (0, 1, pl, PREFER_LOW) == 1) |
1359 | if (random_roll (0, 1, pl, PREFER_LOW) == 1) |
1420 | pl->drain_specific_stat (4); |
1360 | pl->drain_specific_stat (4); |
1421 | else |
1361 | else |
1422 | { |
1362 | { |
1423 | confuse_player (pl, pl, 99); |
1363 | confuse_player (pl, pl, 99); |
1424 | return (-30 * chosen_spell->level); |
1364 | return -30 * chosen_spell->level; |
1425 | } |
1365 | } |
1426 | } |
1366 | } |
1427 | else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) |
1367 | else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) |
1428 | { |
1368 | { |
1429 | new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind!"); |
1369 | 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.>"); |
1430 | confuse_player (pl, pl, 99); |
1370 | confuse_player (pl, pl, 99); |
1431 | } |
1371 | } |
1432 | else |
1372 | else |
1433 | new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll."); |
1373 | new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll. H<Try a lower-level spell, if possible at all.>"); |
1434 | } |
1374 | } |
1435 | |
1375 | |
1436 | return 0; |
1376 | return 0; |
1437 | } |
1377 | } |
1438 | |
1378 | |
1439 | /* write_on_item() - wrapper for write_note and write_scroll */ |
1379 | /* write_on_item() - wrapper for write_note and write_scroll */ |
1440 | int |
1380 | int |
1441 | write_on_item (object *pl, const char *params, object *skill) |
1381 | write_on_item (object *pl, const char *params, object *skill) |
1442 | { |
1382 | { |
1443 | object *item; |
|
|
1444 | const char *string = params; |
|
|
1445 | int msgtype; |
|
|
1446 | archetype *skat; |
1383 | archetype *skat; |
1447 | |
1384 | |
1448 | if (pl->type != PLAYER) |
1385 | if (pl->type != PLAYER) |
1449 | return 0; |
1386 | return 0; |
1450 | |
1387 | |
1451 | if (!params) |
1388 | if (!params) |
1452 | { |
|
|
1453 | params = ""; |
1389 | params = ""; |
1454 | string = params; |
|
|
1455 | } |
|
|
1456 | |
1390 | |
1457 | skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); |
1391 | skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); |
1458 | |
1392 | |
1459 | /* Need to be able to read before we can write! */ |
1393 | /* Need to be able to read before we can write! */ |
1460 | if (!find_skill_by_name (pl, skat->clone.skill)) |
1394 | if (!find_skill_by_name (pl, skat->skill)) |
1461 | { |
1395 | { |
1462 | new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!"); |
1396 | new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>"); |
1463 | return 0; |
1397 | return 0; |
1464 | } |
1398 | } |
1465 | |
1399 | |
1466 | /* if there is a message then it goes in a book and no message means |
1400 | object *item = find_marked_object (pl); |
1467 | * write active spell into the scroll |
|
|
1468 | */ |
|
|
1469 | msgtype = (string[0] != '\0') ? BOOK : SCROLL; |
|
|
1470 | |
1401 | |
1471 | /* find an item of correct type to write on */ |
1402 | /* find an item of correct type to write on */ |
1472 | if (!(item = find_marked_object (pl))) |
1403 | if (!item) |
|
|
1404 | { |
|
|
1405 | 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.>"); |
|
|
1406 | return 0; |
1473 | { |
1407 | } |
1474 | new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on."); |
1408 | |
|
|
1409 | if (item->type != INSCRIBABLE) |
|
|
1410 | { |
|
|
1411 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>"); |
1475 | return 0; |
1412 | return 0; |
1476 | } |
1413 | } |
1477 | |
1414 | |
1478 | if (QUERY_FLAG (item, FLAG_UNPAID)) |
1415 | if (QUERY_FLAG (item, FLAG_UNPAID)) |
1479 | { |
1416 | { |
1480 | new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); |
1417 | new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); |
1481 | return 0; |
1418 | return 0; |
1482 | } |
1419 | } |
1483 | if (msgtype != item->type) |
1420 | |
|
|
1421 | if (item->other_arch->type == SCROLL) |
1484 | { |
1422 | { |
1485 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll"); |
1423 | if (*params) |
|
|
1424 | { |
|
|
1425 | // check readied scroll |
|
|
1426 | new_draw_info_format (NDI_UNIQUE, 0, pl, |
|
|
1427 | "When inscribing spells you need to ready a spell and do not specify a string argument.\n" |
|
|
1428 | "Usage: cast [spell name]; use_skill %s", &skill->skill); |
1486 | return 0; |
1429 | return 0; |
1487 | } |
1430 | } |
1488 | |
1431 | |
1489 | if (msgtype == SCROLL) |
|
|
1490 | return write_scroll (pl, item, skill); |
1432 | return write_scroll (pl, item, skill); |
1491 | else if (msgtype == BOOK) |
1433 | } |
|
|
1434 | else |
|
|
1435 | { |
|
|
1436 | if (!*params) |
|
|
1437 | { |
|
|
1438 | new_draw_info_format (NDI_UNIQUE, 0, pl, |
|
|
1439 | "When inscribing books you need to specify the words you want to inscribe as command argument.\n" |
|
|
1440 | "Usage: use_skill %s <message>", &skill->skill); |
|
|
1441 | return 0; |
|
|
1442 | } |
|
|
1443 | |
1492 | return write_note (pl, item, string, skill); |
1444 | return write_note (pl, item, params, skill); |
|
|
1445 | } |
1493 | |
1446 | |
1494 | return 0; |
1447 | return 0; |
1495 | } |
1448 | } |
1496 | |
1449 | |
1497 | /* find_throw_ob() - if we request an object, then |
1450 | /* find_throw_ob() - if we request an object, then |
… | |
… | |
1530 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1483 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1531 | { |
1484 | { |
1532 | /* can't toss invisible or inv-locked items */ |
1485 | /* can't toss invisible or inv-locked items */ |
1533 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
1486 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
1534 | continue; |
1487 | continue; |
1535 | if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request)) |
1488 | if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request)) |
1536 | break; |
1489 | break; |
1537 | } |
1490 | } |
1538 | } |
1491 | } |
1539 | |
1492 | |
1540 | /* this should prevent us from throwing away |
1493 | /* this should prevent us from throwing away |
… | |
… | |
1579 | return tmp; |
1532 | return tmp; |
1580 | } |
1533 | } |
1581 | |
1534 | |
1582 | /* make_throw_ob() We construct the 'carrier' object in |
1535 | /* make_throw_ob() We construct the 'carrier' object in |
1583 | * which we will insert the object that is being thrown. |
1536 | * which we will insert the object that is being thrown. |
1584 | * This combination becomes the 'thrown object'. -b.t. |
1537 | * This combination becomes the 'thrown object'. -b.t. |
1585 | */ |
1538 | */ |
1586 | |
|
|
1587 | static object * |
1539 | static object * |
1588 | make_throw_ob (object *orig) |
1540 | make_throw_ob (object *orig) |
1589 | { |
1541 | { |
1590 | if (!orig) |
1542 | if (!orig) |
1591 | return NULL; |
1543 | return 0; |
1592 | |
1544 | |
1593 | if (QUERY_FLAG (orig, FLAG_APPLIED)) |
1545 | if (QUERY_FLAG (orig, FLAG_APPLIED)) |
1594 | { |
1546 | { |
1595 | LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); |
1547 | LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); |
1596 | /* insufficient workaround, but better than nothing */ |
1548 | /* insufficient workaround, but better than nothing */ |
… | |
… | |
1600 | object *toss_item = orig->clone (); |
1552 | object *toss_item = orig->clone (); |
1601 | |
1553 | |
1602 | toss_item->type = THROWN_OBJ; |
1554 | toss_item->type = THROWN_OBJ; |
1603 | CLEAR_FLAG (toss_item, FLAG_CHANGING); |
1555 | CLEAR_FLAG (toss_item, FLAG_CHANGING); |
1604 | toss_item->stats.dam = 0; /* default damage */ |
1556 | toss_item->stats.dam = 0; /* default damage */ |
1605 | insert_ob_in_ob (orig, toss_item); |
1557 | toss_item->insert (orig); |
|
|
1558 | |
1606 | return toss_item; |
1559 | return toss_item; |
1607 | } |
1560 | } |
1608 | |
|
|
1609 | |
1561 | |
1610 | /* do_throw() - op throws any object toss_item. This code |
1562 | /* do_throw() - op throws any object toss_item. This code |
1611 | * was borrowed from fire_bow. |
1563 | * was borrowed from fire_bow. |
1612 | * Returns 1 if skill was successfully used, 0 if not |
1564 | * Returns 1 if skill was successfully used, 0 if not |
1613 | */ |
1565 | */ |
1614 | |
|
|
1615 | static int |
1566 | static int |
1616 | do_throw (object *op, object *part, object *toss_item, int dir, object *skill) |
1567 | do_throw (object *op, object *part, object *toss_item, int dir, object *skill) |
1617 | { |
1568 | { |
1618 | object *throw_ob = toss_item, *left = NULL; |
1569 | object *throw_ob = toss_item, *left = NULL; |
1619 | int eff_str = 0, maxc, str = op->stats.Str, dam = 0; |
1570 | int eff_str = 0, maxc, str = op->stats.Str, dam = 0; |
… | |
… | |
1705 | left = throw_ob; /* these are throwing objects left to the player */ |
1656 | left = throw_ob; /* these are throwing objects left to the player */ |
1706 | |
1657 | |
1707 | /* sometimes get_split_ob can't split an object (because op->nrof==0?) |
1658 | /* sometimes get_split_ob can't split an object (because op->nrof==0?) |
1708 | * and returns NULL. We must use 'left' then |
1659 | * and returns NULL. We must use 'left' then |
1709 | */ |
1660 | */ |
1710 | |
1661 | if (!(throw_ob = throw_ob->split ())) |
1711 | if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL) |
|
|
1712 | { |
1662 | { |
1713 | throw_ob = left; |
1663 | throw_ob = left; |
1714 | left->remove (); |
1664 | left->remove (); |
1715 | if (op->type == PLAYER) |
|
|
1716 | esrv_del_item (op->contr, left->count); |
|
|
1717 | } |
|
|
1718 | else if (op->type == PLAYER) |
|
|
1719 | { |
|
|
1720 | if (left->destroyed ()) |
|
|
1721 | esrv_del_item (op->contr, left->count); |
|
|
1722 | else |
|
|
1723 | esrv_update_item (UPD_NROF, op, left); |
|
|
1724 | } |
1665 | } |
1725 | |
1666 | |
1726 | /* special case: throwing powdery substances like dust, dirt */ |
1667 | /* special case: throwing powdery substances like dust, dirt */ |
1727 | if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) |
1668 | if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) |
1728 | { |
1669 | { |
… | |
… | |
1752 | */ |
1693 | */ |
1753 | throw_ob->inv->set_owner (op); |
1694 | throw_ob->inv->set_owner (op); |
1754 | throw_ob->direction = dir; |
1695 | throw_ob->direction = dir; |
1755 | |
1696 | |
1756 | /* the damage bonus from the force of the throw */ |
1697 | /* the damage bonus from the force of the throw */ |
1757 | dam = (int) (str_factor * dam_bonus[eff_str]); |
1698 | dam = int (str_factor * dam_bonus[eff_str]); |
1758 | |
1699 | |
1759 | /* Now, lets adjust the properties of the thrown_ob. */ |
1700 | /* Now, lets adjust the properties of the thrown_ob. */ |
1760 | |
1701 | |
1761 | /* how far to fly */ |
1702 | /* how far to fly */ |
1762 | throw_ob->last_sp = (eff_str * 3) / 5; |
1703 | throw_ob->last_sp = (eff_str * 3) / 5; |
… | |
… | |
1783 | { |
1724 | { |
1784 | throw_ob->last_sp += eff_str / 3; /* fly a little further */ |
1725 | throw_ob->last_sp += eff_str / 3; /* fly a little further */ |
1785 | throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; |
1726 | throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; |
1786 | throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; |
1727 | throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; |
1787 | /* only throw objects get directional faces */ |
1728 | /* only throw objects get directional faces */ |
1788 | if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) |
1729 | if (throw_ob->has_anim () && throw_ob->anim_frames ()) |
1789 | SET_ANIMATION (throw_ob, dir); |
1730 | throw_ob->set_anim_frame (dir); |
1790 | } |
1731 | } |
1791 | else |
1732 | else |
1792 | { |
1733 | { |
1793 | uint16 mat = throw_ob->materials; |
1734 | uint16 mat = throw_ob->materials; |
1794 | |
1735 | |