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Comparing deliantra/server/server/skills.C (file contents):
Revision 1.59 by elmex, Sun Dec 14 15:25:44 2008 UTC vs.
Revision 1.73 by root, Sun Nov 8 13:36:14 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
41 /* Only prohibit stealing if the player does not have a free 42 /* Only prohibit stealing if the player does not have a free
42 * hand available and in fact does have hands. 43 * hand available and in fact does have hands.
43 */ 44 */
44 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)
45 { 46 {
46 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.>");
47 return -1; 49 return -1;
48 } 50 }
49 51
50 /* ADJUSTMENTS */ 52 /* ADJUSTMENTS */
51 53
52 /* Its harder to steal from hostile beings! */ 54 /* It's harder to steal from hostile beings! */
53 if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 55 if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
54 roll = roll / 2; 56 roll = roll / 2;
55 57
56 /* Easier to steal from sleeping beings, or if the thief is 58 /* Easier to steal from sleeping beings, or if the thief is
57 * unseen */ 59 * unseen */
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 }
126 129
127 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ)) 130 if (op->is_player () && op->flag [FLAG_WIZ])
128 { 131 {
129 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");
130 return 0; 133 return 0;
131 } 134 }
132 135
133 // only allow stealing between hostile players (TODO: probably should change) 136 // only allow stealing between hostile players (TODO: probably should change)
134 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))
135 { 138 {
136 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");
137 return 0; 140 return 0;
138 } 141 }
139 142
312 // reduce monster experience by experience we gained, as to 315 // reduce monster experience by experience we gained, as to
313 // limit the amount of exp that can be gained by stealing from monsters 316 // limit the amount of exp that can be gained by stealing from monsters
314 // (jessies gave ~20,000,000 exp otherwise. 317 // (jessies gave ~20,000,000 exp otherwise.
315 int exp = calc_skill_exp (op, tmp, skill); 318 int exp = calc_skill_exp (op, tmp, skill);
316 319
317 exp = MIN (tmp->stats.exp, exp); 320 exp = min (tmp->stats.exp, exp);
318 tmp->stats.exp -= exp; 321 tmp->stats.exp -= exp;
319 return exp; 322 return exp;
320 } 323 }
321 } 324 }
322 return 0; 325 return 0;
656} 659}
657 660
658/* Helper function for do_skill_ident, so that we can loop 661/* Helper function for do_skill_ident, so that we can loop
659 * over inventory AND objects on the ground conveniently. 662 * over inventory AND objects on the ground conveniently.
660 */ 663 */
661int 664static int
662do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) 665do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
663{ 666{
664 int success = 0, chance; 667 int success = 0, chance;
665 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;
666 669
922 925
923 if (pl->type != PLAYER) 926 if (pl->type != PLAYER)
924 return 0; /* only players use this skill */ 927 return 0; /* only players use this skill */
925 928
926 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); 929 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
927 for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++) 930 for (i = 0; i < min (skill->level, SIZEOFFREE); i++)
928 { 931 {
929 x = pl->x + freearr_x[i]; 932 x = pl->x + freearr_x[i];
930 y = pl->y + freearr_y[i]; 933 y = pl->y + freearr_y[i];
931 m = pl->map; 934 m = pl->map;
932 935
983} 986}
984 987
985/* The find_traps skill (aka, search). Checks for traps 988/* The find_traps skill (aka, search). Checks for traps
986 * on the spaces or in certain objects 989 * on the spaces or in certain objects
987 */ 990 */
988
989int 991int
990find_traps (object *pl, object *skill) 992find_traps (object *pl, object *skill)
991{ 993{
992 object *tmp, *tmp2; 994 object *tmp, *tmp2;
993 int i, expsum = 0, mflags; 995 int i, expsum = 0, mflags;
995 maptile *m; 997 maptile *m;
996 998
997 /* First we search all around us for runes and traps, which are 999 /* First we search all around us for runes and traps, which are
998 * all type RUNE 1000 * all type RUNE
999 */ 1001 */
1000
1001 for (i = 0; i < 9; i++) 1002 for (i = 0; i < 9; i++)
1002 { 1003 {
1003 x = pl->x + freearr_x[i]; 1004 x = pl->x + freearr_x[i];
1004 y = pl->y + freearr_y[i]; 1005 y = pl->y + freearr_y[i];
1005 m = pl->map; 1006 m = pl->map;
1007 mflags = get_map_flags (m, &m, x, y, &x, &y); 1008 mflags = get_map_flags (m, &m, x, y, &x, &y);
1008 if (mflags & P_OUT_OF_MAP) 1009 if (mflags & P_OUT_OF_MAP)
1009 continue; 1010 continue;
1010 1011
1011 /* Check everything in the square for trapness */ 1012 /* Check everything in the square for trapness */
1012 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1013 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1013 { 1014 {
1014
1015 /* And now we'd better do an inventory traversal of each 1015 /* And now we'd better do an inventory traversal of each
1016 * of these objects' inventory 1016 * of these objects' inventory
1017 * We can narrow this down a bit - no reason to search through 1017 * We can narrow this down a bit - no reason to search through
1018 * the players inventory or monsters for that matter. 1018 * the players inventory or monsters for that matter.
1019 */ 1019 */
1020 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1020 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1021 {
1022 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1021 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1023 if (tmp2->type == RUNE || tmp2->type == TRAP) 1022 if (tmp2->type == RUNE || tmp2->type == TRAP)
1024 if (trap_see (pl, tmp2)) 1023 if (trap_see (pl, tmp2))
1025 { 1024 {
1026 trap_show (tmp2, tmp); 1025 trap_show (tmp2, tmp);
1027 if (tmp2->stats.Cha > 1) 1026 if (tmp2->stats.Cha > 1)
1028 { 1027 {
1029 if (!tmp2->owner || tmp2->owner->type != PLAYER) 1028 if (!tmp2->owner || tmp2->owner->type != PLAYER)
1030 expsum += calc_skill_exp (pl, tmp2, skill); 1029 expsum += calc_skill_exp (pl, tmp2, skill);
1031 1030
1032 tmp2->stats.Cha = 1; /* unhide the trap */ 1031 tmp2->stats.Cha = 1; /* unhide the trap */
1033 } 1032 }
1034 } 1033 }
1035 } 1034
1036 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) 1035 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1037 { 1036 {
1038 trap_show (tmp, tmp); 1037 trap_show (tmp, tmp);
1039 if (tmp->stats.Cha > 1) 1038 if (tmp->stats.Cha > 1)
1040 { 1039 {
1043 tmp->stats.Cha = 1; /* unhide the trap */ 1042 tmp->stats.Cha = 1; /* unhide the trap */
1044 } 1043 }
1045 } 1044 }
1046 } 1045 }
1047 } 1046 }
1047
1048 new_draw_info (NDI_BLACK, 0, pl, "You search the area."); 1048 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1049 return expsum; 1049 return expsum;
1050} 1050}
1051 1051
1052/* remove_trap() - This skill will disarm any previously discovered trap 1052/* remove_trap() - This skill will disarm any previously discovered trap
1053 * the algorithm is based (almost totally) on the old command_disarm() - b.t. 1053 * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1054 */ 1054 */
1055
1056int 1055int
1057remove_trap (object *op, int dir, object *skill) 1056remove_trap (object *op, int dir, object *skill)
1058{ 1057{
1059 object *tmp, *tmp2; 1058 object *tmp, *tmp2;
1060 int i, success = 0, mflags; 1059 int i, success = 0, mflags;
1070 mflags = get_map_flags (m, &m, x, y, &x, &y); 1069 mflags = get_map_flags (m, &m, x, y, &x, &y);
1071 if (mflags & P_OUT_OF_MAP) 1070 if (mflags & P_OUT_OF_MAP)
1072 continue; 1071 continue;
1073 1072
1074 /* Check everything in the square for trapness */ 1073 /* Check everything in the square for trapness */
1075 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1074 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1076 { 1075 {
1077 /* And now we'd better do an inventory traversal of each 1076 /* And now we'd better do an inventory traversal of each
1078 * of these objects inventory. Like above, only 1077 * of these objects inventory. Like above, only
1079 * do this for interesting objects. 1078 * do this for interesting objects.
1080 */ 1079 */
1081 1080
1082 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1081 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1083 { 1082 {
1084 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1083 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1085 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) 1084 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1086 { 1085 {
1087 trap_show (tmp2, tmp); 1086 trap_show (tmp2, tmp);
1087
1088 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) 1088 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1089 { 1089 {
1090 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1090 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1091 success += calc_skill_exp (op, tmp2, skill); 1091 success += calc_skill_exp (op, tmp2, skill);
1092 } 1092 }
1093 } 1093 }
1094 } 1094 }
1095
1095 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) 1096 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1096 { 1097 {
1097 trap_show (tmp, tmp); 1098 trap_show (tmp, tmp);
1099
1098 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) 1100 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1099 { 1101 {
1100 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1102 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1101 success += calc_skill_exp (op, tmp, skill); 1103 success += calc_skill_exp (op, tmp, skill);
1102 } 1104 }
1128 /* Check all objects - we could stop at floor objects, 1130 /* Check all objects - we could stop at floor objects,
1129 * but if someone buries an altar, I don't see a problem with 1131 * but if someone buries an altar, I don't see a problem with
1130 * going through all the objects, and it shouldn't be much slower 1132 * going through all the objects, and it shouldn't be much slower
1131 * than extra checks on object attributes. 1133 * than extra checks on object attributes.
1132 */ 1134 */
1133 for (tmp = pl->below; tmp != NULL; tmp = tmp->below) 1135 for (tmp = pl->below; tmp; tmp = tmp->below)
1134 { 1136 {
1135 /* Only if the altar actually belongs to someone do you get special benefits */ 1137 /* Only if the altar actually belongs to someone do you get special benefits */
1136 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) 1138 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1137 { 1139 {
1138 sprintf (buf, "You pray over the %s.", &tmp->name); 1140 sprintf (buf, "You pray over the %s.", &tmp->name);
1213 * ordinary inscribable 'books' (anything that is not a SPELL). b.t. 1215 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1214 */ 1216 */
1215static int 1217static int
1216write_note (object *pl, object *item, const char *msg, object *skill) 1218write_note (object *pl, object *item, const char *msg, object *skill)
1217{ 1219{
1218 if (strstr (msg, "\nendmsg")) 1220 if (!msg_is_safe (msg))
1219 { 1221 {
1220 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?"); 1222 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1223 LOG (llevInfo, "write_note: player %s tried to write bogus note %s\n", &pl->name, msg);
1221 return 0; 1224 return 0;
1222 } 1225 }
1223 1226
1224 int len = strlen (msg); 1227 int len = strlen (msg);
1225 1228
1230 } 1233 }
1231 1234
1232 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) 1235 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1233 return RESULT_INT (0); 1236 return RESULT_INT (0);
1234 1237
1235 char buf[1024]; 1238 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len));
1236 1239
1237 if (len < sizeof (buf) - 2) 1240 if (char_len <= item->weight_limit)
1238 { 1241 {
1239 snprintf (buf, sizeof (buf), "%s\n", msg);
1240
1241 object *newbook = arch_to_object (item->other_arch); 1242 object *newbook = arch_to_object (item->other_arch);
1242 item->decrease (); 1243 item->decrease ();
1243 newbook->nrof = 1; 1244 newbook->nrof = 1;
1244 newbook->msg = buf; 1245 newbook->msg = shstr (msg);
1245 newbook->flag [FLAG_IDENTIFIED] = true; 1246 newbook->flag [FLAG_IDENTIFIED] = true;
1246 1247
1247 if (item->subtype == 1) // mailscrolls 1248 if (item->subtype == 1) // mailscrolls
1248 { 1249 {
1249 newbook->name = item->name; 1250 newbook->name = item->name;
1252 1253
1253 pl->insert (newbook); 1254 pl->insert (newbook);
1254 1255
1255 pl->contr->play_sound (sound_find ("inscribe_success")); 1256 pl->contr->play_sound (sound_find ("inscribe_success"));
1256 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name); 1257 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1257 return strlen (msg); 1258 return char_len;
1258 } 1259 }
1259 else 1260 else
1260 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", &item->name); 1261 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.>",
1262 &item->name, item->weight_limit, char_len);
1261 1263
1262 return 0; 1264 return 0;
1263} 1265}
1264 1266
1265/* write_scroll() - this routine allows players to inscribe spell scrolls 1267/* write_scroll() - this routine allows players to inscribe spell scrolls
1309 1311
1310 pl->contr->play_sound (sound_find ("inscribe_success")); 1312 pl->contr->play_sound (sound_find ("inscribe_success"));
1311 1313
1312 if (!confused) 1314 if (!confused)
1313 { 1315 {
1314 newscroll->level = MAX (skill->level, chosen_spell->level); 1316 newscroll->level = max (skill->level, chosen_spell->level);
1315 newscroll->flag [FLAG_IDENTIFIED] = true; 1317 newscroll->flag [FLAG_IDENTIFIED] = true;
1316 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell."); 1318 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1317 } 1319 }
1318 else 1320 else
1319 { 1321 {
1320 chosen_spell = find_random_spell_in_ob (pl, NULL); 1322 chosen_spell = find_random_spell_in_ob (pl, NULL);
1321 if (!chosen_spell) 1323 if (!chosen_spell)
1322 return 0; 1324 return 0;
1323 1325
1324 newscroll->level = MAX (skill->level, chosen_spell->level); 1326 newscroll->level = max (skill->level, chosen_spell->level);
1325 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell."); 1327 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1326 } 1328 }
1327 1329
1328 object *tmp = chosen_spell->clone (); 1330 object *tmp = chosen_spell->clone ();
1329 insert_ob_in_ob (tmp, newscroll); 1331 insert_ob_in_ob (tmp, newscroll);
1478 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1480 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1479 { 1481 {
1480 /* can't toss invisible or inv-locked items */ 1482 /* can't toss invisible or inv-locked items */
1481 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1483 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1482 continue; 1484 continue;
1483 if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request)) 1485 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1484 break; 1486 break;
1485 } 1487 }
1486 } 1488 }
1487 1489
1488 /* this should prevent us from throwing away 1490 /* this should prevent us from throwing away
1719 { 1721 {
1720 throw_ob->last_sp += eff_str / 3; /* fly a little further */ 1722 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1721 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; 1723 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1722 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; 1724 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1723 /* only throw objects get directional faces */ 1725 /* only throw objects get directional faces */
1724 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) 1726 if (throw_ob->has_anim () && throw_ob->anim_frames ())
1725 SET_ANIMATION (throw_ob, dir); 1727 throw_ob->set_anim_frame (dir);
1726 } 1728 }
1727 else 1729 else
1728 { 1730 {
1729 uint16 mat = throw_ob->materials; 1731 uint16 mat = throw_ob->materials;
1730 1732

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