1 | /* |
1 | /* |
2 | * static char *rcsid_skills_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: skills.C,v 1.6 2006/08/29 08:01:38 root Exp $"; |
3 | * |
4 | */ |
4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | /* |
|
|
6 | CrossFire, A Multiplayer game for X-windows |
|
|
7 | |
|
|
8 | Copyright (C) 2003 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team |
9 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
10 | |
7 | * |
11 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
12 | 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 |
13 | the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
14 | (at your option) any later version. |
11 | * option) any later version. |
15 | |
12 | * |
16 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
17 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
18 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
19 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
20 | |
17 | * |
21 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
22 | 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 |
23 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
24 | |
21 | * |
25 | The authors can be reached via e-mail to crossfire-devel@real-time.com |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
26 | */ |
23 | */ |
27 | |
24 | |
28 | #include <global.h> |
25 | #include <global.h> |
29 | #include <object.h> |
26 | #include <object.h> |
30 | #ifndef __CEXTRACT__ |
|
|
31 | #include <sproto.h> |
27 | #include <sproto.h> |
32 | #endif |
|
|
33 | #include <living.h> |
28 | #include <living.h> |
34 | #include <skills.h> |
29 | #include <skills.h> |
35 | #include <spells.h> |
30 | #include <spells.h> |
36 | #include <book.h> |
31 | #include <book.h> |
37 | |
32 | |
38 | /* adj_stealchance() - increased values indicate better attempts */ |
33 | /* adj_stealchance() - increased values indicate better attempts */ |
|
|
34 | static int |
39 | static int adj_stealchance (object *op, object *victim, int roll) { |
35 | adj_stealchance (object *op, object *victim, int roll) |
|
|
36 | { |
40 | object *equip; |
37 | object *equip; |
41 | |
38 | |
42 | if(!op||!victim||!roll) return -1; |
39 | if (!op || !victim || !roll) |
|
|
40 | return -1; |
43 | |
41 | |
44 | /* Only prohibit stealing if the player does not have a free |
42 | /* Only prohibit stealing if the player does not have a free |
45 | * hand available and in fact does have hands. |
43 | * hand available and in fact does have hands. |
46 | */ |
44 | */ |
47 | if(op->type==PLAYER && op->body_used[BODY_ARMS] <=0 && |
45 | if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info) |
48 | op->body_info[BODY_ARMS]) { |
46 | { |
49 | new_draw_info(NDI_UNIQUE, 0,op,"But you have no free hands to steal with!"); |
47 | new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with! " |
|
|
48 | "H<Try to unapply weapons or things you hold in your hands, use the C<body> command.>"); |
50 | return -1; |
49 | return -1; |
51 | } |
50 | } |
52 | |
51 | |
53 | /* ADJUSTMENTS */ |
52 | /* ADJUSTMENTS */ |
54 | |
53 | |
55 | /* Its harder to steal from hostile beings! */ |
54 | /* It's harder to steal from hostile beings! */ |
56 | if(!QUERY_FLAG(victim, FLAG_UNAGGRESSIVE)) roll = roll/2; |
55 | if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) |
|
|
56 | roll = roll / 2; |
57 | |
57 | |
58 | /* Easier to steal from sleeping beings, or if the thief is |
58 | /* Easier to steal from sleeping beings, or if the thief is |
59 | * unseen */ |
59 | * unseen */ |
60 | if(QUERY_FLAG(victim, FLAG_SLEEP)) |
60 | if (QUERY_FLAG (victim, FLAG_SLEEP)) |
61 | roll = roll*3; |
61 | roll = roll * 3; |
62 | else if(op->invisible) |
62 | else if (op->invisible) |
63 | roll = roll*2; |
63 | roll = roll * 2; |
64 | |
64 | |
65 | /* check stealing 'encumberance'. Having this equipment applied makes |
65 | /* check stealing 'encumberance'. Having this equipment applied makes |
66 | * it quite a bit harder to steal. |
66 | * it quite a bit harder to steal. |
67 | */ |
67 | */ |
68 | for(equip=op->inv;equip;equip=equip->below) { |
68 | for (equip = op->inv; equip; equip = equip->below) |
|
|
69 | { |
69 | if(equip->type==WEAPON&&QUERY_FLAG(equip,FLAG_APPLIED)) { |
70 | if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED)) |
70 | roll -= equip->weight/10000; |
71 | roll -= equip->weight / 10000; |
71 | } |
72 | |
72 | if(equip->type==BOW&&QUERY_FLAG(equip,FLAG_APPLIED)) |
73 | if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED)) |
73 | roll -= equip->weight/5000; |
74 | roll -= equip->weight / 5000; |
|
|
75 | |
74 | if(equip->type==SHIELD&&QUERY_FLAG(equip,FLAG_APPLIED)) { |
76 | if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) |
75 | roll -= equip->weight/2000; |
77 | roll -= equip->weight / 2000; |
76 | } |
78 | |
77 | if(equip->type==ARMOUR&&QUERY_FLAG(equip,FLAG_APPLIED)) |
79 | if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED)) |
78 | roll -= equip->weight/5000; |
80 | roll -= equip->weight / 5000; |
|
|
81 | |
79 | if(equip->type==GLOVES&&QUERY_FLAG(equip,FLAG_APPLIED)) |
82 | if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED)) |
80 | roll -= equip->weight/100; |
83 | roll -= equip->weight / 100; |
81 | } |
84 | } |
82 | if(roll<0) roll=0; |
85 | |
|
|
86 | if (roll < 0) |
|
|
87 | roll = 0; |
|
|
88 | |
83 | return roll; |
89 | return roll; |
84 | } |
90 | } |
85 | |
91 | |
86 | /* |
92 | /* |
87 | * When stealing: dependent on the intelligence/wisdom of whom you're |
93 | * When stealing: dependent on the intelligence/wisdom of whom you're |
88 | * stealing from (op in attempt_steal), offset by your dexterity and |
94 | * stealing from (op in attempt_steal), offset by your dexterity and |
… | |
… | |
90 | * or not. |
96 | * or not. |
91 | * op is the target (person being pilfered) |
97 | * op is the target (person being pilfered) |
92 | * who is the person doing the stealing. |
98 | * who is the person doing the stealing. |
93 | * skill is the skill object (stealing). |
99 | * skill is the skill object (stealing). |
94 | */ |
100 | */ |
95 | |
101 | static int |
96 | static int attempt_steal(object* op, object* who, object *skill) |
102 | attempt_steal (object *op, object *who, object *skill) |
97 | { |
103 | { |
98 | object *success=NULL, *tmp=NULL, *next; |
104 | object *success = NULL, *tmp = NULL, *next; |
99 | int roll=0, chance=0, stats_value; |
105 | int roll = 0, chance = 0, stats_value; |
100 | rv_vector rv; |
106 | rv_vector rv; |
101 | |
107 | |
102 | stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2; |
108 | stats_value = (who->stats.Dex + who->stats.Int) * 3 / 2; |
103 | |
109 | |
104 | /* 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) |
105 | * 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 |
106 | * have much chance of success. |
112 | * have much chance of success. |
107 | */ |
113 | */ |
108 | if(op->type!=PLAYER && QUERY_FLAG(op,FLAG_NO_STEAL)) { |
114 | if (!op->is_player () && op->flag [FLAG_NO_STEAL]) |
|
|
115 | { |
109 | if(can_detect_enemy(op,who,&rv)) { |
116 | if (can_detect_enemy (op, who, &rv)) |
|
|
117 | { |
110 | npc_call_help(op); |
118 | npc_call_help (op); |
111 | CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); |
119 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
112 | new_draw_info(NDI_UNIQUE, 0,who,"Your attempt is prevented!"); |
120 | new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); |
|
|
121 | return 0; |
|
|
122 | } |
|
|
123 | else /* help npc to detect thief next time by raising its wisdom */ |
|
|
124 | op->stats.Wis += (op->stats.Int / 5) + 1; |
|
|
125 | |
|
|
126 | if (op->stats.Wis > MAX_STAT) |
|
|
127 | op->stats.Wis = MAX_STAT; |
|
|
128 | } |
|
|
129 | |
|
|
130 | if (op->is_player () && op->flag [FLAG_WIZ]) |
|
|
131 | { |
|
|
132 | new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n"); |
|
|
133 | return 0; |
|
|
134 | } |
|
|
135 | |
|
|
136 | // only allow stealing between hostile players (TODO: probably should change) |
|
|
137 | if (op->is_player () && who->is_player () && (who->contr->peaceful || op->contr->peaceful)) |
|
|
138 | { |
|
|
139 | new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); |
|
|
140 | return 0; |
|
|
141 | } |
|
|
142 | |
|
|
143 | /* Ok then, go through their inventory, stealing */ |
|
|
144 | for (tmp = op->inv; tmp; tmp = next) |
|
|
145 | { |
|
|
146 | next = tmp->below; |
|
|
147 | |
|
|
148 | /* you can't steal worn items, starting items, wiz stuff, |
|
|
149 | * innate abilities, or items w/o a type. Generally |
|
|
150 | * speaking, the invisibility flag prevents experience or |
|
|
151 | * abilities from being stolen since these types are currently |
|
|
152 | * always invisible objects. I was implicit here so as to prevent |
|
|
153 | * future possible problems. -b.t. |
|
|
154 | * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL |
|
|
155 | * already -b.t. |
|
|
156 | */ |
|
|
157 | |
|
|
158 | if (QUERY_FLAG (tmp, FLAG_APPLIED) |
|
|
159 | || !tmp->type |
|
|
160 | || tmp->type == SPELL |
|
|
161 | || QUERY_FLAG (tmp, FLAG_STARTEQUIP) |
|
|
162 | || QUERY_FLAG (tmp, FLAG_NO_STEAL) |
|
|
163 | || tmp->invisible) |
|
|
164 | continue; |
|
|
165 | |
|
|
166 | /* Okay, try stealing this item. Dependent on dexterity of thief, |
|
|
167 | * skill level, see the adj_stealroll fctn for more detail. |
|
|
168 | */ |
|
|
169 | |
|
|
170 | roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */ |
|
|
171 | |
|
|
172 | if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1) |
|
|
173 | return 0; |
|
|
174 | else if (roll < chance) |
|
|
175 | { |
|
|
176 | pick_up (who, tmp); |
|
|
177 | /* need to see if the player actually stole this item - |
|
|
178 | * if it is in the players inv, assume it is. This prevents |
|
|
179 | * abuses where the player can not carry the item, so just |
|
|
180 | * keeps stealing it over and over. |
|
|
181 | */ |
|
|
182 | if (tmp->destroyed () || tmp->env != op) |
|
|
183 | { |
|
|
184 | /* for players, play_sound: steals item */ |
|
|
185 | success = tmp; |
|
|
186 | CLEAR_FLAG (tmp, FLAG_INV_LOCKED); |
|
|
187 | } |
|
|
188 | |
|
|
189 | break; |
|
|
190 | } |
|
|
191 | } /* for loop looking for an item */ |
|
|
192 | |
|
|
193 | if (!tmp) |
|
|
194 | { |
|
|
195 | new_draw_info_format (NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!", op->type == PLAYER ? "" : "The ", query_name (op)); |
|
|
196 | return 0; |
|
|
197 | } |
|
|
198 | |
|
|
199 | /* If you arent high enough level, you might get something BUT |
|
|
200 | * the victim will notice your stealing attempt. Ditto if you |
|
|
201 | * attempt to steal something heavy off them, they're bound to notice |
|
|
202 | */ |
|
|
203 | |
|
|
204 | if ((roll >= skill->level) || !chance |
|
|
205 | || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW))))) |
|
|
206 | { |
|
|
207 | /* victim figures out where the thief is! */ |
|
|
208 | if (who->flag [FLAG_HIDDEN]) |
|
|
209 | make_visible (who); |
|
|
210 | |
|
|
211 | if (op->type != PLAYER) |
|
|
212 | { |
|
|
213 | /* The unaggressives look after themselves 8) */ |
|
|
214 | if (who->type == PLAYER) |
|
|
215 | { |
|
|
216 | npc_call_help (op); |
|
|
217 | new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op)); |
|
|
218 | } |
|
|
219 | |
|
|
220 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
|
|
221 | /* all remaining npc items are guarded now. Set flag NO_STEAL |
|
|
222 | * on the victim. |
|
|
223 | */ |
|
|
224 | SET_FLAG (op, FLAG_NO_STEAL); |
|
|
225 | } |
|
|
226 | else |
|
|
227 | { /* stealing from another player */ |
|
|
228 | char buf[MAX_BUF]; |
|
|
229 | |
|
|
230 | /* Notify the other player */ |
|
|
231 | if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW)) |
|
|
232 | sprintf (buf, "Your %s is missing!", query_name (success)); |
|
|
233 | else |
|
|
234 | sprintf (buf, "Your pack feels strangely lighter."); |
|
|
235 | |
|
|
236 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
237 | if (!success) |
|
|
238 | { |
|
|
239 | if (who->invisible) |
|
|
240 | sprintf (buf, "you feel itchy fingers getting at your pack."); |
|
|
241 | else |
|
|
242 | sprintf (buf, "%s looks very shifty.", query_name (who)); |
|
|
243 | |
|
|
244 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
245 | } |
|
|
246 | } /* else stealing from another player */ |
|
|
247 | /* play_sound("stop! thief!"); kindofthing */ |
|
|
248 | } /* if you weren't 100% successful */ |
|
|
249 | |
|
|
250 | return success ? 1 : 0; |
|
|
251 | } |
|
|
252 | |
|
|
253 | int |
|
|
254 | steal (object *op, int dir, object *skill) |
|
|
255 | { |
|
|
256 | object *tmp, *next; |
|
|
257 | sint16 x, y; |
|
|
258 | maptile *m; |
|
|
259 | int mflags; |
|
|
260 | |
|
|
261 | x = op->x + freearr_x[dir]; |
|
|
262 | y = op->y + freearr_y[dir]; |
|
|
263 | |
|
|
264 | if (dir == 0) |
|
|
265 | { |
|
|
266 | /* Can't steal from ourself! */ |
|
|
267 | return 0; |
|
|
268 | } |
|
|
269 | |
|
|
270 | m = op->map; |
|
|
271 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
272 | /* Out of map - can't do it. If nothing alive on this space, |
|
|
273 | * don't need to look any further. |
|
|
274 | */ |
|
|
275 | if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) |
|
|
276 | return 0; |
|
|
277 | |
|
|
278 | /* If player can't move onto the space, can't steal from it. */ |
|
|
279 | if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) |
|
|
280 | return 0; |
|
|
281 | |
|
|
282 | /* Find the topmost object at this spot */ |
|
|
283 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above); |
|
|
284 | |
|
|
285 | /* For all the stacked objects at this point, attempt a steal */ |
|
|
286 | for (; tmp != NULL; tmp = next) |
|
|
287 | { |
|
|
288 | next = tmp->below; |
|
|
289 | /* Minor hack--for multi square beings - make sure we get |
|
|
290 | * the 'head' coz 'tail' objects have no inventory! - b.t. |
|
|
291 | */ |
|
|
292 | if (tmp->head) |
|
|
293 | tmp = tmp->head; |
|
|
294 | |
|
|
295 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
|
|
296 | continue; |
|
|
297 | |
|
|
298 | /* do not reveal hidden DMs */ |
|
|
299 | if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden) |
|
|
300 | continue; |
|
|
301 | if (attempt_steal (tmp, op, skill)) |
|
|
302 | { |
|
|
303 | if (tmp->type == PLAYER) /* no xp for stealing from another player */ |
113 | return 0; |
304 | return 0; |
114 | } else /* help npc to detect thief next time by raising its wisdom */ |
|
|
115 | op->stats.Wis += (op->stats.Int/5)+1; |
|
|
116 | if (op->stats.Wis > MAX_STAT) op->stats.Wis = MAX_STAT; |
|
|
117 | } |
|
|
118 | if (op->type == PLAYER && QUERY_FLAG(op, FLAG_WIZ)) { |
|
|
119 | new_draw_info(NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n"); |
|
|
120 | return 0; |
|
|
121 | } |
|
|
122 | #ifdef PROHIBIT_PLAYERKILL |
|
|
123 | if(op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful)) { |
|
|
124 | new_draw_info(NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); |
|
|
125 | return 0; |
|
|
126 | } |
|
|
127 | #else |
|
|
128 | if(op->type == PLAYER && who->type == PLAYER && settings.no_player_stealing) { |
|
|
129 | new_draw_info(NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); |
|
|
130 | return 0; |
|
|
131 | } |
|
|
132 | #endif |
|
|
133 | |
305 | |
134 | |
306 | /* no xp for stealing from pets (of players) */ |
135 | /* Ok then, go thru their inventory, stealing */ |
307 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) |
136 | for(tmp = op->inv; tmp != NULL; tmp = next) { |
|
|
137 | next = tmp->below; |
|
|
138 | |
|
|
139 | /* you can't steal worn items, starting items, wiz stuff, |
|
|
140 | * innate abilities, or items w/o a type. Generally |
|
|
141 | * speaking, the invisibility flag prevents experience or |
|
|
142 | * abilities from being stolen since these types are currently |
|
|
143 | * always invisible objects. I was implicit here so as to prevent |
|
|
144 | * future possible problems. -b.t. |
|
|
145 | * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL |
|
|
146 | * already -b.t. |
|
|
147 | */ |
308 | { |
|
|
309 | object *owner = tmp->owner; |
148 | |
310 | |
149 | if (QUERY_FLAG(tmp,FLAG_WAS_WIZ) || QUERY_FLAG(tmp, FLAG_APPLIED) |
311 | if (owner != NULL && owner->type == PLAYER) |
150 | || !(tmp->type) |
|
|
151 | || tmp->type == EXPERIENCE || tmp->type == SPELL |
|
|
152 | || QUERY_FLAG(tmp,FLAG_STARTEQUIP) |
|
|
153 | || QUERY_FLAG(tmp,FLAG_NO_STEAL) |
|
|
154 | || tmp->invisible ) continue; |
|
|
155 | |
|
|
156 | /* Okay, try stealing this item. Dependent on dexterity of thief, |
|
|
157 | * skill level, see the adj_stealroll fctn for more detail. |
|
|
158 | */ |
|
|
159 | |
|
|
160 | roll=die_roll(2, 100, who, PREFER_LOW)/2; /* weighted 1-100 */ |
|
|
161 | |
|
|
162 | if((chance=adj_stealchance(who,op,(stats_value+skill->level * 10 - op->level * 3)))==-1) |
|
|
163 | return 0; |
312 | return 0; |
164 | else if (roll < chance ) { |
|
|
165 | tag_t tmp_count = tmp->count; |
|
|
166 | |
|
|
167 | pick_up(who, tmp); |
|
|
168 | /* need to see if the player actually stole this item - |
|
|
169 | * if it is in the players inv, assume it is. This prevents |
|
|
170 | * abuses where the player can not carry the item, so just |
|
|
171 | * keeps stealing it over and over. |
|
|
172 | */ |
|
|
173 | if (was_destroyed(tmp, tmp_count) || tmp->env != op) { |
|
|
174 | /* for players, play_sound: steals item */ |
|
|
175 | success = tmp; |
|
|
176 | CLEAR_FLAG(tmp, FLAG_INV_LOCKED); |
|
|
177 | |
|
|
178 | /* Don't delete it from target player until we know |
|
|
179 | * the thief has picked it up. can't just look at tmp->count, |
|
|
180 | * as it's possible that it got merged when picked up. |
|
|
181 | */ |
|
|
182 | if (op->type == PLAYER) |
|
|
183 | esrv_del_item(op->contr, tmp_count); |
|
|
184 | } |
313 | } |
185 | break; |
|
|
186 | } |
|
|
187 | } /* for loop looking for an item */ |
|
|
188 | |
314 | |
189 | if (!tmp) { |
|
|
190 | new_draw_info_format(NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!", |
|
|
191 | op->type == PLAYER ? "" : "The ", query_name(op)); |
|
|
192 | return 0; |
|
|
193 | } |
|
|
194 | |
|
|
195 | /* If you arent high enough level, you might get something BUT |
|
|
196 | * the victim will notice your stealing attempt. Ditto if you |
|
|
197 | * attempt to steal something heavy off them, they're bound to notice |
|
|
198 | */ |
|
|
199 | |
|
|
200 | if((roll>=skill->level) || !chance |
|
|
201 | ||(tmp && tmp->weight>(250*(random_roll(0, stats_value+skill->level * 10-1, who, PREFER_LOW))))) { |
|
|
202 | |
|
|
203 | /* victim figures out where the thief is! */ |
|
|
204 | if(who->hide) make_visible(who); |
|
|
205 | |
|
|
206 | if(op->type != PLAYER) { |
|
|
207 | /* The unaggressives look after themselves 8) */ |
|
|
208 | if(who->type==PLAYER) { |
|
|
209 | npc_call_help(op); |
|
|
210 | new_draw_info_format(NDI_UNIQUE, 0,who, |
|
|
211 | "%s notices your attempted pilfering!",query_name(op)); |
|
|
212 | } |
|
|
213 | CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); |
|
|
214 | /* all remaining npc items are guarded now. Set flag NO_STEAL |
|
|
215 | * on the victim. |
|
|
216 | */ |
|
|
217 | SET_FLAG(op,FLAG_NO_STEAL); |
|
|
218 | } else { /* stealing from another player */ |
|
|
219 | char buf[MAX_BUF]; |
|
|
220 | /* Notify the other player */ |
|
|
221 | if (success && who->stats.Int > random_roll(0, 19, op, PREFER_LOW)) { |
|
|
222 | sprintf(buf, "Your %s is missing!", query_name(success)); |
|
|
223 | } else { |
|
|
224 | sprintf(buf, "Your pack feels strangely lighter."); |
|
|
225 | } |
|
|
226 | new_draw_info(NDI_UNIQUE, 0,op,buf); |
|
|
227 | if (!success) { |
|
|
228 | if (who->invisible) { |
|
|
229 | sprintf(buf, "you feel itchy fingers getting at your pack."); |
|
|
230 | } else { |
|
|
231 | sprintf(buf, "%s looks very shifty.", query_name(who)); |
|
|
232 | } |
|
|
233 | new_draw_info(NDI_UNIQUE, 0,op,buf); |
|
|
234 | } |
|
|
235 | } /* else stealing from another player */ |
|
|
236 | /* play_sound("stop! thief!"); kindofthing */ |
|
|
237 | } /* if you weren't 100% successful */ |
|
|
238 | return success? 1:0; |
|
|
239 | } |
|
|
240 | |
|
|
241 | |
|
|
242 | int steal(object* op, int dir, object *skill) |
|
|
243 | { |
|
|
244 | object *tmp, *next; |
|
|
245 | sint16 x, y; |
|
|
246 | mapstruct *m; |
|
|
247 | int mflags; |
|
|
248 | |
|
|
249 | x = op->x + freearr_x[dir]; |
|
|
250 | y = op->y + freearr_y[dir]; |
|
|
251 | |
|
|
252 | if(dir == 0) { |
|
|
253 | /* Can't steal from ourself! */ |
|
|
254 | return 0; |
|
|
255 | } |
|
|
256 | |
|
|
257 | m = op->map; |
|
|
258 | mflags = get_map_flags(m, &m ,x,y, &x, &y); |
|
|
259 | /* Out of map - can't do it. If nothing alive on this space, |
|
|
260 | * don't need to look any further. |
|
|
261 | */ |
|
|
262 | if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) |
|
|
263 | return 0; |
|
|
264 | |
|
|
265 | /* If player can't move onto the space, can't steal from it. */ |
|
|
266 | if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) |
|
|
267 | return 0; |
|
|
268 | |
|
|
269 | /* Find the topmost object at this spot */ |
|
|
270 | for(tmp = get_map_ob(m,x,y); |
|
|
271 | tmp != NULL && tmp->above != NULL; |
|
|
272 | tmp = tmp->above); |
|
|
273 | |
|
|
274 | /* For all the stacked objects at this point, attempt a steal */ |
|
|
275 | for(; tmp != NULL; tmp = next) { |
|
|
276 | next = tmp->below; |
|
|
277 | /* Minor hack--for multi square beings - make sure we get |
|
|
278 | * the 'head' coz 'tail' objects have no inventory! - b.t. |
|
|
279 | */ |
|
|
280 | if (tmp->head) tmp=tmp->head; |
|
|
281 | |
|
|
282 | if(tmp->type!=PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) continue; |
|
|
283 | |
|
|
284 | /* do not reveal hidden DMs */ |
|
|
285 | if (tmp->type == PLAYER && QUERY_FLAG(tmp, FLAG_WIZ) && tmp->contr->hidden) continue; |
|
|
286 | if (attempt_steal(tmp, op, skill)) { |
|
|
287 | if (tmp->type==PLAYER) /* no xp for stealing from another player */ |
|
|
288 | return 0; |
|
|
289 | |
|
|
290 | /* no xp for stealing from pets (of players) */ |
|
|
291 | if (QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) { |
|
|
292 | object *owner = get_owner(tmp); |
|
|
293 | if (owner != NULL && owner->type == PLAYER) |
|
|
294 | return 0; |
|
|
295 | } |
|
|
296 | |
|
|
297 | // reduce monster experience by experience we gained, as to |
315 | // reduce monster experience by experience we gained, as to |
298 | // 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 |
299 | // (jessies gave ~20,000,000 exp otherwise. |
317 | // (jessies gave ~20,000,000 exp otherwise. |
300 | int exp = calc_skill_exp (op, tmp, skill); |
318 | int exp = calc_skill_exp (op, tmp, skill); |
|
|
319 | |
301 | exp = MIN (tmp->stats.exp, exp); |
320 | exp = min (tmp->stats.exp, exp); |
302 | tmp->stats.exp -= exp; |
321 | tmp->stats.exp -= exp; |
303 | return exp; |
322 | return exp; |
304 | } |
323 | } |
305 | } |
324 | } |
306 | return 0; |
325 | return 0; |
307 | } |
326 | } |
308 | |
327 | |
|
|
328 | static int |
309 | static int attempt_pick_lock (object *door, object *pl, object *skill) |
329 | attempt_pick_lock (object *door, object *pl, object *skill) |
310 | { |
330 | { |
311 | int difficulty= pl->map->difficulty ? pl->map->difficulty : 0; |
331 | int difficulty = pl->map->difficulty ? pl->map->difficulty : 0; |
312 | int success = 0, number; /* did we get anything? */ |
332 | int success = 0, number; /* did we get anything? */ |
313 | |
333 | |
314 | |
334 | |
315 | /* Try to pick the lock on this item (doors only for now). |
335 | /* Try to pick the lock on this item (doors only for now). |
316 | * Dependent on dexterity/skill SK_level of the player and |
336 | * Dependent on dexterity/skill SK_level of the player and |
317 | * the map level difficulty. |
337 | * the map level difficulty. |
318 | */ |
338 | */ |
319 | number = (die_roll(2, 40, pl, PREFER_LOW)-2)/2; |
339 | number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2; |
320 | if (number < (pl->stats.Dex + skill->level - difficulty)) { |
340 | if (number < (pl->stats.Dex + skill->level - difficulty)) |
|
|
341 | { |
321 | remove_door(door); |
342 | remove_door (door); |
322 | success = 1; |
343 | success = 1; |
323 | } else if (door->inv && (door->inv->type==RUNE || door->inv->type==TRAP)) { /* set off any traps? */ |
|
|
324 | spring_trap(door->inv,pl); |
|
|
325 | } |
344 | } |
|
|
345 | else if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
|
|
346 | { /* set off any traps? */ |
|
|
347 | spring_trap (door->inv, pl); |
|
|
348 | } |
326 | return success; |
349 | return success; |
327 | } |
350 | } |
328 | |
351 | |
329 | |
352 | |
330 | /* Implementation by bt. (thomas@astro.psu.edu) |
353 | /* Implementation by bt. (thomas@astro.psu.edu) |
331 | * monster implementation 7-7-95 by bt. |
354 | * monster implementation 7-7-95 by bt. |
332 | */ |
355 | */ |
333 | |
356 | |
|
|
357 | int |
334 | int pick_lock(object *pl, int dir, object *skill) |
358 | pick_lock (object *pl, int dir, object *skill) |
335 | { |
359 | { |
336 | object *tmp; |
360 | object *tmp; |
337 | int x = pl->x + freearr_x[dir]; |
361 | int x = pl->x + freearr_x[dir]; |
338 | int y = pl->y + freearr_y[dir]; |
362 | int y = pl->y + freearr_y[dir]; |
339 | |
363 | |
|
|
364 | if (!dir) |
340 | if(!dir) dir=pl->facing; |
365 | dir = pl->facing; |
341 | |
366 | |
342 | /* For all the stacked objects at this point find a door*/ |
367 | /* For all the stacked objects at this point find a door */ |
343 | if (out_of_map(pl->map,x,y)) { |
368 | if (out_of_map (pl->map, x, y)) |
|
|
369 | { |
344 | new_draw_info(NDI_UNIQUE, 0,pl,"There is no lock there."); |
370 | new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); |
345 | return 0; |
371 | return 0; |
346 | } |
372 | } |
347 | |
373 | |
348 | for(tmp=get_map_ob(pl->map,x,y); tmp; tmp=tmp->above) |
374 | for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above) |
349 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) break; |
375 | if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
|
|
376 | break; |
350 | |
377 | |
351 | if (!tmp) { |
378 | if (!tmp) |
|
|
379 | { |
352 | new_draw_info(NDI_UNIQUE, 0,pl,"There is no lock there."); |
380 | new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); |
353 | return 0; |
381 | return 0; |
354 | } |
382 | } |
355 | if (tmp->type == LOCKED_DOOR) { |
383 | if (tmp->type == LOCKED_DOOR) |
|
|
384 | { |
356 | new_draw_info(NDI_UNIQUE, 0,pl, "You can't pick that lock!"); |
385 | new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!"); |
357 | return 0; |
386 | return 0; |
358 | } |
387 | } |
359 | |
388 | |
360 | if (!tmp->move_block) { |
389 | if (!tmp->move_block) |
|
|
390 | { |
361 | new_draw_info(NDI_UNIQUE, 0,pl,"The door has no lock!"); |
391 | new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!"); |
362 | return 0; |
392 | return 0; |
363 | } |
393 | } |
364 | |
394 | |
365 | if (attempt_pick_lock(tmp, pl, skill)) { |
395 | if (attempt_pick_lock (tmp, pl, skill)) |
|
|
396 | { |
366 | new_draw_info(NDI_UNIQUE, 0,pl,"You pick the lock."); |
397 | new_draw_info (NDI_UNIQUE, 0, pl, "You pick the lock."); |
367 | return calc_skill_exp(pl,NULL, skill); |
398 | return calc_skill_exp (pl, NULL, skill); |
368 | } else { |
399 | } |
|
|
400 | else |
|
|
401 | { |
369 | 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."); |
370 | return 0; |
403 | return 0; |
371 | } |
404 | } |
372 | } |
405 | } |
373 | |
|
|
374 | |
406 | |
375 | /* HIDE CODE. The user becomes undetectable (not just 'invisible') for |
407 | /* HIDE CODE. The user becomes undetectable (not just 'invisible') for |
376 | * a short while (success and duration dependant on player SK_level, |
408 | * a short while (success and duration dependant on player SK_level, |
377 | * dexterity, charisma, and map difficulty). |
409 | * dexterity, charisma, and map difficulty). |
378 | * Players have a good chance of becoming 'unhidden' if they move |
410 | * Players have a good chance of becoming 'unhidden' if they move |
379 | * and like invisiblity will be come visible if they attack |
411 | * and like invisiblity will be come visible if they attack |
380 | * Implemented by b.t. (thomas@astro.psu.edu) |
412 | * Implemented by b.t. (thomas@astro.psu.edu) |
381 | * July 7, 1995 - made hiding possible for monsters. -b.t. |
413 | * July 7, 1995 - made hiding possible for monsters. -b.t. |
382 | */ |
414 | */ |
383 | |
415 | static int |
384 | static int attempt_hide(object *op, object *skill) { |
416 | attempt_hide (object *op, object *skill) |
|
|
417 | { |
385 | int number,difficulty=op->map->difficulty; |
418 | int number, difficulty = op->map->difficulty; |
386 | int terrain = hideability(op); |
419 | int terrain = hideability (op); |
387 | |
420 | |
388 | if(terrain<-10) /* not enough cover here */ |
421 | if (terrain < -10) /* not enough cover here */ |
389 | return 0; |
|
|
390 | |
|
|
391 | /* Hiding success and duration dependant on skill level, |
|
|
392 | * op->stats.Dex, map difficulty and terrain. |
|
|
393 | */ |
|
|
394 | |
|
|
395 | number = (die_roll(2, 25, op, PREFER_LOW)-2)/2; |
|
|
396 | if(!stand_near_hostile(op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) { |
|
|
397 | op->invisible += 100; /* set the level of 'hiddeness' */ |
|
|
398 | if(op->type==PLAYER) |
|
|
399 | op->contr->tmp_invis=1; |
|
|
400 | op->hide=1; |
|
|
401 | return 1; |
|
|
402 | } |
|
|
403 | return 0; |
422 | return 0; |
|
|
423 | |
|
|
424 | /* Hiding success and duration dependant on skill level, |
|
|
425 | * op->stats.Dex, map difficulty and terrain. |
|
|
426 | */ |
|
|
427 | number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2; |
|
|
428 | |
|
|
429 | if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) |
|
|
430 | { |
|
|
431 | op->invisible += 100; /* set the level of 'hiddeness' */ |
|
|
432 | |
|
|
433 | if (op->type == PLAYER) |
|
|
434 | op->contr->tmp_invis = 1; |
|
|
435 | |
|
|
436 | op->flag [FLAG_HIDDEN] = 1; |
|
|
437 | return 1; |
|
|
438 | } |
|
|
439 | |
|
|
440 | return 0; |
404 | } |
441 | } |
405 | |
442 | |
406 | /* patched this to take terrain into consideration */ |
443 | /* patched this to take terrain into consideration */ |
407 | |
444 | int |
408 | int hide(object *op, object *skill) { |
445 | hide (object *op, object *skill) |
409 | |
446 | { |
410 | /* the preliminaries -- Can we really hide now? */ |
447 | /* the preliminaries -- Can we really hide now? */ |
411 | /* this keeps monsters from using invisibilty spells and hiding */ |
448 | /* this keeps monsters from using invisibilty spells and hiding */ |
412 | |
449 | |
413 | if (QUERY_FLAG(op, FLAG_MAKE_INVIS)) { |
450 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
451 | { |
414 | 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!"); |
415 | return 0; |
453 | return 0; |
|
|
454 | } |
416 | } else if (!op->hide && op->invisible>0 && op->type == PLAYER) { |
455 | else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER) |
|
|
456 | { |
417 | 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!"); |
418 | make_visible(op); |
458 | make_visible (op); |
419 | } |
459 | } |
420 | |
460 | |
421 | if(op->invisible>(50*skill->level)) { |
461 | if (op->invisible > 50 * skill->level) |
|
|
462 | { |
422 | 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."); |
423 | return 0; |
464 | return 0; |
424 | } |
465 | } |
425 | |
466 | |
426 | if(attempt_hide(op, skill)) { |
467 | if (attempt_hide (op, skill)) |
|
|
468 | { |
427 | 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."); |
428 | update_object(op,UP_OBJ_FACE); |
470 | update_object (op, UP_OBJ_FACE); |
429 | return calc_skill_exp(op, NULL, skill); |
471 | return calc_skill_exp (op, NULL, skill); |
430 | } |
472 | } |
|
|
473 | |
431 | 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."); |
432 | return 0; |
475 | return 0; |
433 | } |
476 | } |
434 | |
|
|
435 | |
477 | |
436 | /* stop_jump() - End of jump. Clear flags, restore the map, and |
478 | /* stop_jump() - End of jump. Clear flags, restore the map, and |
437 | * freeze the jumper a while to simulate the exhaustion |
479 | * freeze the jumper a while to simulate the exhaustion |
438 | * of jumping. |
480 | * of jumping. |
439 | */ |
481 | */ |
|
|
482 | static void |
440 | static void stop_jump(object *pl, int dist, int spaces) { |
483 | stop_jump (object *pl, int dist, int spaces) |
441 | fix_player(pl); |
484 | { |
442 | insert_ob_in_map(pl,pl->map,pl,0); |
485 | pl->update_stats (); |
|
|
486 | pl->map->insert (pl, pl->x, pl->y, pl); |
|
|
487 | pl->speed_left -= fabs (pl->speed * 8); |
443 | } |
488 | } |
444 | |
489 | |
445 | |
490 | static int |
446 | static int attempt_jump (object *pl, int dir, int spaces, object *skill) { |
491 | attempt_jump (object *pl, int dir, int spaces, object *skill) |
|
|
492 | { |
447 | object *tmp; |
493 | object *tmp; |
448 | 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; |
449 | sint16 x, y; |
495 | sint16 x, y; |
450 | mapstruct *m; |
496 | maptile *m; |
451 | |
497 | |
452 | /* Jump loop. Go through spaces opject wants to jump. Halt the |
498 | /* Jump loop. Go through spaces object wants to jump. Halt the |
453 | * 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 |
454 | * temporarily to allow player to aviod exits/archs that are not |
500 | * temporarily to allow player to aviod exits/archs that are not |
455 | * fly_on, fly_off. This will also prevent pickup of objects |
501 | * fly_on, fly_off. This will also prevent pickup of objects |
456 | * while jumping over them. |
502 | * while jumping over them. |
457 | */ |
|
|
458 | |
|
|
459 | remove_ob(pl); |
|
|
460 | |
|
|
461 | /* |
|
|
462 | * I don't think this is actually needed - all the movement |
|
|
463 | * code is handled in this function, and I don't see anyplace |
|
|
464 | * that cares about the move_type being flying. |
|
|
465 | */ |
503 | */ |
|
|
504 | pl->remove (); |
466 | pl->move_type |= MOVE_FLY_LOW; |
505 | pl->move_type |= MOVE_FLY_LOW; |
467 | |
506 | |
468 | for(i=0;i<=spaces;i++) { |
507 | for (i = 0; i <= spaces; i++) |
|
|
508 | { |
469 | x = pl->x + dx; |
509 | x = pl->x + dx; |
470 | y = pl->y + dy; |
510 | y = pl->y + dy; |
471 | m = pl->map; |
511 | m = pl->map; |
472 | |
512 | |
473 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
513 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
474 | |
514 | |
475 | if (mflags & P_OUT_OF_MAP) { |
515 | if (mflags & P_OUT_OF_MAP) |
|
|
516 | { |
476 | (void) stop_jump(pl,i,spaces); |
517 | stop_jump (pl, i, spaces); |
477 | return 0; |
518 | return 0; |
|
|
519 | } |
|
|
520 | |
|
|
521 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
478 | } |
522 | { |
479 | if (OB_TYPE_MOVE_BLOCK(pl, GET_MAP_MOVE_BLOCK(m, x, y))) { |
|
|
480 | new_draw_info(NDI_UNIQUE, 0,pl,"Your jump is blocked."); |
|
|
481 | stop_jump(pl,i,spaces); |
|
|
482 | return 0; |
|
|
483 | } |
|
|
484 | |
|
|
485 | for(tmp=get_map_ob(m, x, y); tmp;tmp=tmp->above) { |
|
|
486 | /* Jump into creature */ |
523 | /* Jump into creature */ |
487 | if(QUERY_FLAG(tmp, FLAG_MONSTER) |
524 | if (QUERY_FLAG (tmp, FLAG_MONSTER) |
488 | || (tmp->type==PLAYER && (!QUERY_FLAG(tmp, FLAG_WIZ) || !tmp->contr->hidden))) { |
525 | || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden))) |
489 | new_draw_info_format(NDI_UNIQUE, 0,pl,"You jump into %s%s.", |
526 | { |
490 | tmp->type == PLAYER ? "" : "the ", tmp->name); |
527 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name); |
491 | if(tmp->type!=PLAYER || |
528 | |
492 | (pl->type==PLAYER && pl->contr->party==NULL) || |
|
|
493 | (pl->type==PLAYER && tmp->type==PLAYER && |
|
|
494 | pl->contr->party!=tmp->contr->party)) |
|
|
495 | exp = skill_attack(tmp,pl,pl->facing,"kicked", skill); /* pl makes an attack */ |
|
|
496 | stop_jump(pl,i,spaces); |
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 | |
497 | return exp; /* note that calc_skill_exp() is already called by skill_attack() */ |
538 | return exp; /* note that calc_skill_exp() is already called by skill_attack() */ |
498 | } |
539 | } |
499 | /* If the space has fly on set (no matter what the space is), |
|
|
500 | * we should get the effects - after all, the player is |
|
|
501 | * effectively flying. |
|
|
502 | */ |
|
|
503 | if (tmp->move_on & MOVE_FLY_LOW) { |
|
|
504 | pl->x = x; |
|
|
505 | pl->y = y; |
|
|
506 | pl->map = m; |
|
|
507 | stop_jump(pl,i,spaces); |
|
|
508 | return calc_skill_exp(pl,NULL, skill); |
|
|
509 | } |
540 | } |
|
|
541 | |
|
|
542 | if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y))) |
510 | } |
543 | { |
|
|
544 | new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); |
|
|
545 | stop_jump (pl, i, spaces); |
|
|
546 | return 0; |
|
|
547 | } |
|
|
548 | |
511 | pl->x = x; |
549 | pl->x = x; |
512 | pl->y = y; |
550 | pl->y = y; |
513 | 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 | } |
514 | } |
559 | } |
|
|
560 | |
515 | stop_jump(pl,i,spaces); |
561 | stop_jump (pl, i, spaces); |
|
|
562 | |
516 | return calc_skill_exp(pl,NULL, skill); |
563 | return calc_skill_exp (pl, NULL, skill); |
517 | } |
564 | } |
518 | |
565 | |
519 | /* 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 |
520 | * an attack as well. |
567 | * an attack as well. |
521 | * 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 |
522 | * jumper can jump several spaces? |
569 | * jumper can jump several spaces? |
523 | */ |
570 | */ |
524 | |
571 | int |
525 | int jump(object *pl, int dir, object *skill) |
572 | jump (object *pl, int dir, object *skill) |
526 | { |
573 | { |
527 | int spaces=0,stats; |
|
|
528 | int str = pl->stats.Str; |
574 | int str = pl->stats.Str; |
529 | int dex = pl->stats.Dex; |
575 | int dex = pl->stats.Dex; |
530 | |
576 | |
531 | dex = dex ? dex : 15; |
577 | dex = dex ? dex : 15; |
532 | str = str ? str : 10; |
578 | str = str ? str : 10; |
533 | |
579 | |
534 | 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)); |
535 | |
582 | |
536 | if(pl->carrying!=0) /* don't want div by zero !! */ |
583 | if (spaces == 0) |
537 | spaces=(int) (stats/pl->carrying); |
584 | { |
538 | else |
|
|
539 | spaces=2; /* pl has no objects - gets the far jump */ |
|
|
540 | |
|
|
541 | if(spaces>2) |
|
|
542 | spaces = 2; |
|
|
543 | else if(spaces==0) { |
|
|
544 | 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."); |
545 | return 0; |
586 | return 0; |
546 | } |
587 | } |
|
|
588 | |
547 | return attempt_jump(pl,dir,spaces, skill); |
589 | return attempt_jump (pl, dir, spaces, skill); |
548 | } |
590 | } |
549 | |
|
|
550 | |
591 | |
551 | /* skill_ident() - this code is supposed to allow players to identify |
592 | /* skill_ident() - this code is supposed to allow players to identify |
552 | * classes of objects with the various "auto-ident" skills. Player must |
593 | * classes of objects with the various "auto-ident" skills. Player must |
553 | * 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 |
554 | * to work. While multiple classes of objects may be identified, |
595 | * to work. While multiple classes of objects may be identified, |
555 | * 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 |
556 | * more generalized. Right now, skill indices are embedded in this routine. |
597 | * more generalized. Right now, skill indices are embedded in this routine. |
557 | * Returns amount of experience gained (on successful ident). |
598 | * Returns amount of experience gained (on successful ident). |
558 | * - b.t. (thomas@astro.psu.edu) |
599 | * - b.t. (thomas@astro.psu.edu) |
559 | */ |
600 | */ |
560 | |
601 | static int |
561 | static int do_skill_detect_curse(object *pl, object *skill) { |
602 | do_skill_detect_curse (object *pl, object *skill) |
|
|
603 | { |
562 | object *tmp; |
604 | object *tmp; |
563 | int success=0; |
605 | int success = 0; |
564 | |
606 | |
565 | for(tmp=pl->inv;tmp;tmp=tmp->below) |
607 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
566 | if (!tmp->invisible |
608 | if (!tmp->invisible |
567 | && !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && !QUERY_FLAG(tmp,FLAG_KNOWN_CURSED) |
609 | && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) |
568 | && (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) && |
610 | && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) |
569 | tmp->item_power < skill->level) { |
611 | { |
570 | SET_FLAG(tmp,FLAG_KNOWN_CURSED); |
612 | SET_FLAG (tmp, FLAG_KNOWN_CURSED); |
571 | esrv_update_item(UPD_FLAGS, pl, tmp); |
613 | esrv_update_item (UPD_FLAGS, pl, tmp); |
572 | success+= calc_skill_exp(pl,tmp, skill); |
614 | success += calc_skill_exp (pl, tmp, skill); |
573 | } |
615 | } |
574 | |
616 | |
575 | /* Check ground, too, but only objects the player could pick up */ |
617 | /* Check ground, too, but only objects the player could pick up */ |
576 | for(tmp=get_map_ob(pl->map,pl->x,pl->y);tmp;tmp=tmp->above) |
618 | for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
577 | if (can_pick(pl, tmp) && |
619 | if (can_pick (pl, tmp) && |
578 | !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && |
620 | !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && |
579 | !QUERY_FLAG(tmp,FLAG_KNOWN_CURSED) |
621 | !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) |
580 | && (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) && |
622 | && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) |
581 | tmp->item_power < skill->level) { |
623 | { |
582 | SET_FLAG(tmp,FLAG_KNOWN_CURSED); |
624 | SET_FLAG (tmp, FLAG_KNOWN_CURSED); |
583 | esrv_update_item(UPD_FLAGS, pl, tmp); |
625 | esrv_update_item (UPD_FLAGS, pl, tmp); |
584 | success+= calc_skill_exp(pl,tmp, skill); |
626 | success += calc_skill_exp (pl, tmp, skill); |
585 | } |
627 | } |
586 | |
628 | |
587 | return success; |
629 | return success; |
588 | } |
630 | } |
589 | |
631 | |
|
|
632 | static int |
590 | static int do_skill_detect_magic(object *pl, object *skill) { |
633 | do_skill_detect_magic (object *pl, object *skill) |
|
|
634 | { |
591 | object *tmp; |
635 | object *tmp; |
592 | int success=0; |
636 | int success = 0; |
593 | |
637 | |
594 | for(tmp=pl->inv;tmp;tmp=tmp->below) |
638 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
595 | if(!tmp->invisible |
639 | if (!tmp->invisible |
596 | && !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) |
640 | && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
597 | && (is_magical(tmp)) && tmp->item_power < skill->level) { |
641 | && (is_magical (tmp)) && tmp->item_power < skill->level) |
|
|
642 | { |
598 | SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); |
643 | SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); |
599 | esrv_update_item(UPD_FLAGS, pl, tmp); |
644 | esrv_update_item (UPD_FLAGS, pl, tmp); |
600 | success+=calc_skill_exp(pl,tmp, skill); |
645 | success += calc_skill_exp (pl, tmp, skill); |
601 | } |
646 | } |
602 | |
647 | |
603 | /* Check ground, too, but like above, only if the object can be picked up*/ |
648 | /* Check ground, too, but like above, only if the object can be picked up */ |
604 | for(tmp=get_map_ob(pl->map,pl->x,pl->y);tmp;tmp=tmp->above) |
649 | for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
605 | if (can_pick(pl, tmp) && |
650 | if (can_pick (pl, tmp) && |
606 | !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && |
651 | !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level) |
607 | !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) |
652 | { |
608 | && (is_magical(tmp)) && tmp->item_power < skill->level) { |
|
|
609 | SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); |
653 | SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); |
610 | esrv_update_item(UPD_FLAGS, pl, tmp); |
654 | esrv_update_item (UPD_FLAGS, pl, tmp); |
611 | success+=calc_skill_exp(pl,tmp, skill); |
655 | success += calc_skill_exp (pl, tmp, skill); |
612 | } |
656 | } |
613 | |
657 | |
614 | return success; |
658 | return success; |
615 | } |
659 | } |
616 | |
660 | |
617 | /* Helper function for do_skill_ident, so that we can loop |
661 | /* Helper function for do_skill_ident, so that we can loop |
618 | * over inventory AND objects on the ground conveniently. |
662 | * over inventory AND objects on the ground conveniently. |
619 | */ |
663 | */ |
|
|
664 | static int |
620 | int 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) |
621 | { |
666 | { |
622 | int success = 0, chance; |
667 | int success = 0, chance; |
623 | 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; |
624 | |
669 | |
625 | if (!QUERY_FLAG (tmp,FLAG_IDENTIFIED) && !QUERY_FLAG (tmp,FLAG_NO_SKILL_IDENT) |
670 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT) |
626 | && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class) |
671 | && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class) |
627 | { |
672 | { |
628 | chance = die_roll(3, 10, pl, PREFER_LOW) - 3 |
673 | chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1); |
629 | + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1); |
|
|
630 | |
674 | |
631 | if (skill_value >= chance) |
675 | if (skill_value >= chance) |
632 | { |
676 | { |
633 | identify(tmp); |
677 | identify (tmp); |
634 | |
678 | |
635 | if (pl->type==PLAYER) |
679 | if (pl->type == PLAYER) |
636 | { |
680 | { |
637 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl)); |
681 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl)); |
638 | |
682 | |
639 | if (tmp->msg) |
683 | if (tmp->msg) |
640 | { |
684 | { |
641 | 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:"); |
642 | new_draw_info(NDI_UNIQUE, 0,pl, tmp->msg); |
686 | new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); |
643 | } |
687 | } |
644 | |
|
|
645 | /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */ |
|
|
646 | if (tmp->map) |
|
|
647 | esrv_send_item (pl, tmp); |
|
|
648 | } |
688 | } |
|
|
689 | |
649 | success += calc_skill_exp(pl,tmp, skill); |
690 | success += calc_skill_exp (pl, tmp, skill); |
650 | } |
691 | } |
651 | else |
692 | else |
652 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); |
693 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); |
653 | } |
694 | } |
654 | |
695 | |
655 | return success; |
696 | return success; |
656 | } |
697 | } |
657 | |
698 | |
658 | /* do_skill_ident() - workhorse for skill_ident() -b.t. |
699 | /* do_skill_ident() - workhorse for skill_ident() -b.t. |
659 | */ |
700 | */ |
|
|
701 | static int |
660 | static int do_skill_ident(object *pl, int obj_class, object *skill) { |
702 | do_skill_ident (object *pl, int obj_class, object *skill) |
661 | object *tmp; |
703 | { |
662 | int success=0; |
704 | int success = 0; |
663 | |
705 | |
664 | for(tmp=pl->inv;tmp;tmp=tmp->below) |
706 | for (object *tmp = pl->inv; tmp; tmp = tmp->below) |
665 | success+=do_skill_ident2(tmp,pl,obj_class, skill); |
707 | success += do_skill_ident2 (tmp, pl, obj_class, skill); |
666 | /* check the ground */ |
708 | /* check the ground */ |
667 | |
709 | |
668 | 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) |
669 | success+=do_skill_ident2(tmp,pl,obj_class, skill); |
711 | success += do_skill_ident2 (tmp, pl, obj_class, skill); |
670 | |
712 | |
671 | return success; |
713 | return success; |
672 | } |
714 | } |
673 | |
715 | |
|
|
716 | int |
674 | int skill_ident(object *pl, object *skill) { |
717 | skill_ident (object *pl, object *skill) |
|
|
718 | { |
675 | int success=0; |
719 | int success = 0; |
676 | |
720 | |
677 | if(pl->type != PLAYER) return 0; /* only players will skill-identify */ |
721 | if (pl->type != PLAYER) |
|
|
722 | return 0; /* only players will skill-identify */ |
678 | |
723 | |
679 | 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..."); |
680 | |
725 | |
681 | switch (skill->subtype) { |
726 | switch (skill->subtype) |
|
|
727 | { |
682 | case SK_SMITHERY: |
728 | case SK_SMITHERY: |
683 | 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) |
684 | + 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) |
685 | + 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) |
686 | + do_skill_ident(pl,GIRDLE,skill) + do_skill_ident(pl,HELMET,skill) |
732 | + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill); |
687 | + do_skill_ident(pl,GLOVES,skill); |
|
|
688 | break; |
733 | break; |
689 | |
734 | |
690 | case SK_BOWYER: |
735 | case SK_BOWYER: |
691 | 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); |
692 | break; |
737 | break; |
693 | |
738 | |
694 | case SK_ALCHEMY: |
739 | case SK_ALCHEMY: |
695 | 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) |
696 | + do_skill_ident(pl,CONTAINER,skill) |
741 | + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill); |
697 | + do_skill_ident(pl,DRINK,skill) + do_skill_ident(pl,INORGANIC,skill); |
|
|
698 | break; |
742 | break; |
699 | |
743 | |
700 | case SK_WOODSMAN: |
744 | case SK_WOODSMAN: |
701 | success += do_skill_ident(pl,FOOD,skill) + do_skill_ident(pl,DRINK,skill) |
745 | success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill); |
702 | + do_skill_ident(pl,FLESH,skill); |
|
|
703 | break; |
746 | break; |
704 | |
747 | |
705 | case SK_JEWELER: |
748 | case SK_JEWELER: |
706 | success += do_skill_ident(pl,GEM,skill) + do_skill_ident(pl,RING,skill) + |
749 | success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill); |
707 | do_skill_ident(pl,AMULET,skill); |
|
|
708 | break; |
750 | break; |
709 | |
751 | |
710 | case SK_LITERACY: |
752 | case SK_LITERACY: |
711 | success += do_skill_ident(pl,SPELLBOOK,skill) |
753 | success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill); |
712 | + do_skill_ident(pl,SCROLL,skill) + do_skill_ident(pl,BOOK,skill); |
|
|
713 | break; |
754 | break; |
714 | |
755 | |
715 | case SK_THAUMATURGY: |
756 | case SK_THAUMATURGY: |
716 | success += do_skill_ident(pl,WAND,skill) + do_skill_ident(pl,ROD,skill) |
757 | success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill); |
717 | + do_skill_ident(pl,HORN,skill); |
|
|
718 | break; |
758 | break; |
719 | |
759 | |
720 | case SK_DET_CURSE: |
760 | case SK_DET_CURSE: |
721 | success = do_skill_detect_curse(pl,skill); |
761 | success = do_skill_detect_curse (pl, skill); |
722 | if(success) |
762 | if (success) |
723 | new_draw_info(NDI_UNIQUE, 0,pl,"...and discover cursed items!"); |
763 | new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); |
724 | break; |
764 | break; |
725 | |
765 | |
726 | case SK_DET_MAGIC: |
766 | case SK_DET_MAGIC: |
727 | success = do_skill_detect_magic(pl,skill); |
767 | success = do_skill_detect_magic (pl, skill); |
728 | if(success) |
768 | if (success) |
729 | new_draw_info(NDI_UNIQUE, 0,pl, |
769 | new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!"); |
730 | "...and discover items imbued with mystic forces!"); |
|
|
731 | break; |
770 | break; |
732 | |
771 | |
733 | default: |
772 | default: |
734 | LOG(llevError,"Error: bad call to skill_ident()\n"); |
773 | LOG (llevError, "Error: bad call to skill_ident()\n"); |
735 | return 0; |
774 | return 0; |
736 | break; |
775 | break; |
737 | } |
776 | } |
|
|
777 | |
738 | if(!success) { |
778 | if (!success) |
739 | new_draw_info(NDI_UNIQUE, 0,pl,"...and learn nothing more."); |
779 | new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); |
740 | } |
780 | |
741 | return success; |
781 | return success; |
742 | } |
782 | } |
743 | |
|
|
744 | |
783 | |
745 | /* players using this skill can 'charm' a monster -- |
784 | /* players using this skill can 'charm' a monster -- |
746 | * into working for them. It can only be used on |
785 | * into working for them. It can only be used on |
747 | * non-special (see below) 'neutral' creatures. |
786 | * non-special (see below) 'neutral' creatures. |
748 | * -b.t. (thomas@astro.psu.edu) |
787 | * -b.t. (thomas@astro.psu.edu) |
749 | */ |
788 | */ |
750 | |
789 | int |
751 | int use_oratory(object *pl, int dir, object *skill) { |
790 | use_oratory (object *pl, int dir, object *skill) |
752 | sint16 x=pl->x+freearr_x[dir],y=pl->y+freearr_y[dir]; |
791 | { |
753 | int mflags,chance; |
792 | if (pl->type != PLAYER) |
754 | object *tmp; |
793 | return 0; /* only players use this skill */ |
755 | mapstruct *m; |
794 | |
756 | |
795 | sint16 x = pl->x + freearr_x[dir], |
757 | if(pl->type!=PLAYER) return 0; /* only players use this skill */ |
796 | y = pl->y + freearr_y[dir]; |
758 | m = pl->map; |
797 | maptile *m = pl->map; |
|
|
798 | |
759 | mflags =get_map_flags(m, &m, x,y, &x, &y); |
799 | int mflags = get_map_flags (m, &m, x, y, &x, &y); |
760 | if (mflags & P_OUT_OF_MAP) return 0; |
800 | if (mflags & P_OUT_OF_MAP) |
|
|
801 | return 0; |
761 | |
802 | |
762 | /* Save some processing - we have the flag already anyways |
803 | /* Save some processing - we have the flag already anyways |
763 | */ |
804 | */ |
764 | if (!(mflags & P_IS_ALIVE)) { |
805 | if (!(mflags & P_IS_ALIVE)) |
|
|
806 | { |
765 | 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."); |
|
|
808 | return 0; |
|
|
809 | } |
|
|
810 | |
|
|
811 | object *tmp; |
|
|
812 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
|
|
813 | { |
|
|
814 | /* can't persuade players - return because there is nothing else |
|
|
815 | * on that space to charm. Same for multi space monsters and |
|
|
816 | * special monsters - we don't allow them to be charmed, and there |
|
|
817 | * is no reason to do further processing since they should be the |
|
|
818 | * only monster on the space. |
|
|
819 | */ |
|
|
820 | if (tmp->type == PLAYER |
|
|
821 | || tmp->more || tmp->head_ () != tmp |
|
|
822 | || tmp->msg) |
766 | return 0; |
823 | return 0; |
767 | } |
|
|
768 | |
824 | |
769 | for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { |
|
|
770 | /* can't persuade players - return because there is nothing else |
|
|
771 | * on that space to charm. Same for multi space monsters and |
|
|
772 | * special monsters - we don't allow them to be charmed, and there |
|
|
773 | * is no reason to do further processing since they should be the |
|
|
774 | * only monster on the space. |
|
|
775 | */ |
|
|
776 | if(tmp->type==PLAYER) return 0; |
|
|
777 | if(tmp->more || tmp->head) return 0; |
|
|
778 | if(tmp->msg) return 0; |
|
|
779 | |
|
|
780 | if(QUERY_FLAG(tmp,FLAG_MONSTER)) break; |
825 | if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
|
|
826 | break; |
781 | } |
827 | } |
782 | |
828 | |
783 | if (!tmp) { |
829 | if (!tmp) |
|
|
830 | { |
784 | new_draw_info(NDI_UNIQUE, 0, pl, "There is nothing to orate to."); |
831 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); |
785 | return 0; |
832 | return 0; |
786 | } |
833 | } |
787 | |
834 | |
788 | new_draw_info_format(NDI_UNIQUE, |
835 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp)); |
789 | 0,pl, "You orate to the %s.",query_name(tmp)); |
|
|
790 | |
836 | |
791 | /* the following conditions limit who may be 'charmed' */ |
837 | /* the following conditions limit who may be 'charmed' */ |
792 | |
838 | |
793 | /* it's hostile! */ |
839 | /* it's hostile! */ |
794 | if(!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE) && !QUERY_FLAG(tmp, FLAG_FRIENDLY)) { |
840 | if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
795 | new_draw_info_format(NDI_UNIQUE, 0,pl, |
841 | { |
796 | "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)); |
797 | return 0; |
843 | return 0; |
798 | } |
844 | } |
799 | |
845 | |
800 | /* it's already allied! */ |
846 | /* it's already allied! */ |
801 | if(QUERY_FLAG(tmp,FLAG_FRIENDLY)&&(tmp->attack_movement==PETMOVE)){ |
847 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) |
802 | if(get_owner(tmp)==pl) { |
848 | { |
803 | new_draw_info(NDI_UNIQUE, 0,pl, |
849 | if (tmp->owner == pl) |
804 | "Your follower loves your speech.\n"); |
850 | { |
|
|
851 | new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); |
805 | return 0; |
852 | return 0; |
|
|
853 | } |
806 | } else if (skill->level > tmp->level) { |
854 | else if (skill->level > tmp->level) |
|
|
855 | { |
807 | /* you steal the follower. Perhaps we should really look at the |
856 | /* you steal the follower. Perhaps we should really look at the |
808 | * level of the owner above? |
857 | * level of the owner above? |
809 | */ |
858 | */ |
810 | set_owner(tmp,pl); |
859 | tmp->set_owner (pl); |
811 | new_draw_info_format(NDI_UNIQUE, 0,pl, |
860 | tmp->skill = skill->skill; |
812 | "You convince the %s to follow you instead!\n", |
861 | |
813 | query_name(tmp)); |
862 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp)); |
814 | /* Abuse fix - don't give exp since this can otherwise |
863 | /* Abuse fix - don't give exp since this can otherwise |
815 | * be used by a couple players to gets lots of exp. |
864 | * be used by a couple players to gets lots of exp. |
816 | */ |
865 | */ |
817 | return 0; |
866 | return 0; |
|
|
867 | } |
818 | } else { |
868 | else |
|
|
869 | { |
819 | /* 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 */ |
820 | return 0; |
871 | return 0; |
821 | } |
872 | } |
822 | } /* Creature was already a pet of someone */ |
873 | } /* Creature was already a pet of someone */ |
823 | |
874 | |
824 | chance=skill->level*2+(pl->stats.Cha-2*tmp->stats.Int)/2; |
875 | int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2; |
825 | |
876 | |
826 | /* Ok, got a 'sucker' lets try to make them a follower */ |
877 | /* Ok, got a 'sucker' lets try to make them a follower */ |
827 | 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)) |
828 | new_draw_info_format(NDI_UNIQUE, 0,pl, |
879 | { |
829 | "You convince the %s to become your follower.\n", |
880 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); |
830 | query_name(tmp)); |
|
|
831 | |
881 | |
|
|
882 | INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl)); |
832 | set_owner(tmp,pl); |
883 | tmp->set_owner (pl); |
|
|
884 | tmp->skill = skill->skill; |
833 | tmp->stats.exp = 0; |
885 | tmp->stats.exp = 0; |
|
|
886 | tmp->attack_movement = PETMOVE; |
|
|
887 | |
|
|
888 | if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
834 | add_friendly_object(tmp); |
889 | add_friendly_object (tmp); |
835 | SET_FLAG(tmp,FLAG_FRIENDLY); |
890 | |
836 | tmp->attack_movement = PETMOVE; |
|
|
837 | return calc_skill_exp(pl,tmp, skill); |
891 | return calc_skill_exp (pl, tmp, skill); |
838 | } |
892 | } |
839 | /* Charm failed. Creature may be angry now */ |
893 | /* Charm failed. Creature may be angry now */ |
840 | 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)) |
841 | new_draw_info_format(NDI_UNIQUE, 0,pl, |
895 | { |
842 | "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)); |
843 | if(QUERY_FLAG(tmp,FLAG_FRIENDLY)) { |
897 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
844 | CLEAR_FLAG(tmp,FLAG_FRIENDLY); |
898 | { |
845 | remove_friendly_object(tmp); |
899 | remove_friendly_object (tmp); |
846 | tmp->attack_movement = 0; /* needed? */ |
900 | tmp->attack_movement = 0; /* needed? */ |
847 | } |
901 | } |
|
|
902 | |
848 | CLEAR_FLAG(tmp,FLAG_UNAGGRESSIVE); |
903 | CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
849 | } |
904 | } |
|
|
905 | |
850 | return 0; /* Fall through - if we get here, we didn't charm anything */ |
906 | return 0; /* Fall through - if we get here, we didn't charm anything */ |
851 | } |
907 | } |
852 | |
908 | |
853 | /* Singing() -this skill allows the player to pacify nearby creatures. |
909 | /* Singing() -this skill allows the player to pacify nearby creatures. |
854 | * There are few limitations on who/what kind of |
910 | * There are few limitations on who/what kind of |
855 | * non-player creatures that may be pacified. Right now, a player |
911 | * non-player creatures that may be pacified. Right now, a player |
… | |
… | |
857 | * successfully pacified the creature gets Int=1. Thus, a player |
913 | * successfully pacified the creature gets Int=1. Thus, a player |
858 | * may only pacify a creature once. |
914 | * may only pacify a creature once. |
859 | * 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 |
860 | * of anything better! -b.t. |
916 | * of anything better! -b.t. |
861 | */ |
917 | */ |
862 | |
918 | int |
863 | int singing(object *pl, int dir, object *skill) { |
919 | singing (object *pl, int dir, object *skill) |
864 | int i,exp = 0,chance, mflags; |
920 | { |
|
|
921 | int i, exp = 0; |
865 | object *tmp; |
922 | object *tmp; |
866 | mapstruct *m; |
923 | maptile *m; |
867 | sint16 x, y; |
924 | sint16 x, y; |
868 | |
925 | |
869 | if(pl->type!=PLAYER) return 0; /* only players use this skill */ |
926 | if (pl->type != PLAYER) |
|
|
927 | return 0; /* only players use this skill */ |
870 | |
928 | |
871 | new_draw_info_format(NDI_UNIQUE,0,pl, "You sing."); |
929 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); |
872 | for(i=0;i<MIN(skill->level,SIZEOFFREE);i++) { |
930 | for (i = 0; i < min (skill->level, SIZEOFFREE); i++) |
|
|
931 | { |
873 | x = pl->x+freearr_x[i]; |
932 | x = pl->x + freearr_x[i]; |
874 | y = pl->y+freearr_y[i]; |
933 | y = pl->y + freearr_y[i]; |
875 | m = pl->map; |
934 | m = pl->map; |
876 | |
935 | |
877 | mflags =get_map_flags(m, &m, x,y, &x, &y); |
936 | int mflags = get_map_flags (m, &m, x, y, &x, &y); |
878 | if (mflags & P_OUT_OF_MAP) continue; |
937 | if (mflags & P_OUT_OF_MAP) |
|
|
938 | continue; |
879 | if (!(mflags & P_IS_ALIVE)) continue; |
939 | if (!(mflags & P_IS_ALIVE)) |
|
|
940 | continue; |
880 | |
941 | |
881 | for(tmp=get_map_ob(m, x, y); tmp;tmp=tmp->above) { |
942 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
|
|
943 | { |
882 | if(QUERY_FLAG(tmp,FLAG_MONSTER)) break; |
944 | if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
|
|
945 | break; |
883 | /* can't affect players */ |
946 | /* can't affect players */ |
884 | if(tmp->type==PLAYER) break; |
947 | if (tmp->type == PLAYER) |
|
|
948 | break; |
885 | } |
949 | } |
886 | |
950 | |
887 | /* Whole bunch of checks to see if this is a type of monster that would |
951 | /* Whole bunch of checks to see if this is a type of monster that would |
888 | * listen to singing. |
952 | * listen to singing. |
889 | */ |
953 | */ |
890 | if (tmp && QUERY_FLAG(tmp, FLAG_MONSTER) && |
954 | if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */ |
891 | !QUERY_FLAG(tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */ |
|
|
892 | !QUERY_FLAG(tmp, FLAG_SPLITTING) && /* no ears */ |
955 | !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */ |
893 | !QUERY_FLAG(tmp, FLAG_HITBACK) && /* was here before */ |
956 | !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */ |
894 | (tmp->level <= skill->level) && |
957 | (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */ |
895 | (!tmp->head) && |
|
|
896 | !QUERY_FLAG(tmp, FLAG_UNDEAD) && |
958 | !QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
897 | !QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE) && /* already calm */ |
959 | { /* already calm */ |
898 | !QUERY_FLAG(tmp,FLAG_FRIENDLY)) { /* already calm */ |
|
|
899 | |
960 | |
900 | /* stealing isn't really related (although, maybe it should |
961 | /* stealing isn't really related (although, maybe it should |
901 | * be). This is mainly to prevent singing to the same monster |
962 | * be). This is mainly to prevent singing to the same monster |
902 | * over and over again and getting exp for it. |
963 | * over and over again and getting exp for it. |
903 | */ |
964 | */ |
904 | 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 | |
905 | 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)) |
|
|
968 | { |
906 | SET_FLAG(tmp,FLAG_UNAGGRESSIVE); |
969 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
907 | new_draw_info_format(NDI_UNIQUE, 0,pl, |
970 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp)); |
908 | "You calm down the %s\n",query_name(tmp)); |
|
|
909 | /* Give exp only if they are not aware */ |
971 | /* Give exp only if they are not aware */ |
|
|
972 | |
910 | if(!QUERY_FLAG(tmp,FLAG_NO_STEAL)) |
973 | if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) |
911 | exp += calc_skill_exp(pl,tmp, skill); |
974 | exp += calc_skill_exp (pl, tmp, skill); |
|
|
975 | |
912 | SET_FLAG(tmp,FLAG_NO_STEAL); |
976 | SET_FLAG (tmp, FLAG_NO_STEAL); |
913 | } else { |
|
|
914 | new_draw_info_format(NDI_UNIQUE, 0,pl, |
|
|
915 | "Too bad the %s isn't listening!\n",query_name(tmp)); |
|
|
916 | SET_FLAG(tmp,FLAG_NO_STEAL); |
|
|
917 | } |
977 | } |
|
|
978 | else |
|
|
979 | { |
|
|
980 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); |
|
|
981 | SET_FLAG (tmp, FLAG_NO_STEAL); |
918 | } |
982 | } |
|
|
983 | } |
919 | } |
984 | } |
920 | return exp; |
985 | return exp; |
921 | } |
986 | } |
922 | |
987 | |
923 | /* The find_traps skill (aka, search). Checks for traps |
988 | /* The find_traps skill (aka, search). Checks for traps |
924 | * on the spaces or in certain objects |
989 | * on the spaces or in certain objects |
925 | */ |
990 | */ |
926 | |
991 | int |
927 | int find_traps (object *pl, object *skill) { |
992 | find_traps (object *pl, object *skill) |
|
|
993 | { |
928 | object *tmp,*tmp2; |
994 | object *tmp, *tmp2; |
929 | int i,expsum=0, mflags; |
995 | int i, expsum = 0, mflags; |
930 | sint16 x,y; |
996 | sint16 x, y; |
931 | mapstruct *m; |
997 | maptile *m; |
932 | |
998 | |
933 | /* 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 |
934 | * all type RUNE |
1000 | * all type RUNE |
935 | */ |
1001 | */ |
936 | |
|
|
937 | for(i=0;i<9;i++) { |
1002 | for (i = 0; i < 9; i++) |
|
|
1003 | { |
938 | x = pl->x+freearr_x[i]; |
1004 | x = pl->x + freearr_x[i]; |
939 | y = pl->y+freearr_y[i]; |
1005 | y = pl->y + freearr_y[i]; |
940 | m = pl->map; |
1006 | m = pl->map; |
941 | |
1007 | |
942 | mflags =get_map_flags(m, &m, x,y, &x, &y); |
1008 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
943 | if (mflags & P_OUT_OF_MAP) continue; |
1009 | if (mflags & P_OUT_OF_MAP) |
|
|
1010 | continue; |
944 | |
1011 | |
945 | /* Check everything in the square for trapness */ |
1012 | /* Check everything in the square for trapness */ |
946 | 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) |
947 | |
1014 | { |
948 | /* And now we'd better do an inventory traversal of each |
1015 | /* And now we'd better do an inventory traversal of each |
949 | * of these objects' inventory |
1016 | * of these objects' inventory |
950 | * 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 |
951 | * the players inventory or monsters for that matter. |
1018 | * the players inventory or monsters for that matter. |
952 | */ |
1019 | */ |
953 | if (tmp->type != PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) { |
1020 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
954 | for(tmp2=tmp->inv;tmp2!=NULL;tmp2=tmp2->below) |
1021 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
955 | if(tmp2->type==RUNE || tmp2->type == TRAP) |
1022 | if (tmp2->type == RUNE || tmp2->type == TRAP) |
956 | if(trap_see(pl,tmp2)) { |
1023 | if (trap_see (pl, tmp2)) |
|
|
1024 | { |
957 | trap_show(tmp2,tmp); |
1025 | trap_show (tmp2, tmp); |
958 | if(tmp2->stats.Cha>1) { |
1026 | if (tmp2->stats.Cha > 1) |
959 | if (!tmp2->owner || tmp2->owner->type!=PLAYER) |
|
|
960 | expsum += calc_skill_exp(pl,tmp2, skill); |
|
|
961 | |
|
|
962 | tmp2->stats.Cha = 1; /* unhide the trap */ |
|
|
963 | } |
|
|
964 | } |
1027 | { |
965 | } |
|
|
966 | if((tmp->type==RUNE || tmp->type == TRAP) && trap_see(pl,tmp)) { |
|
|
967 | trap_show(tmp,tmp); |
|
|
968 | if(tmp->stats.Cha>1) { |
|
|
969 | if (!tmp->owner || tmp->owner->type!=PLAYER) |
1028 | if (!tmp2->owner || tmp2->owner->type != PLAYER) |
970 | expsum += calc_skill_exp(pl,tmp, skill); |
1029 | expsum += calc_skill_exp (pl, tmp2, skill); |
|
|
1030 | |
971 | tmp->stats.Cha = 1; /* unhide the trap */ |
1031 | tmp2->stats.Cha = 1; /* unhide the trap */ |
|
|
1032 | } |
|
|
1033 | } |
|
|
1034 | |
|
|
1035 | if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) |
|
|
1036 | { |
|
|
1037 | trap_show (tmp, tmp); |
|
|
1038 | if (tmp->stats.Cha > 1) |
|
|
1039 | { |
|
|
1040 | if (!tmp->owner || tmp->owner->type != PLAYER) |
|
|
1041 | expsum += calc_skill_exp (pl, tmp, skill); |
|
|
1042 | tmp->stats.Cha = 1; /* unhide the trap */ |
972 | } |
1043 | } |
973 | } |
1044 | } |
974 | } |
1045 | } |
975 | } |
1046 | } |
|
|
1047 | |
976 | new_draw_info(NDI_BLACK, 0, pl, "You search the area."); |
1048 | new_draw_info (NDI_BLACK, 0, pl, "You search the area."); |
977 | return expsum; |
1049 | return expsum; |
978 | } |
1050 | } |
979 | |
1051 | |
980 | /* remove_trap() - This skill will disarm any previously discovered trap |
1052 | /* remove_trap() - This skill will disarm any previously discovered trap |
981 | * 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. |
982 | */ |
1054 | */ |
983 | |
1055 | int |
984 | int remove_trap (object *op, int dir, object *skill) { |
1056 | remove_trap (object *op, int dir, object *skill) |
|
|
1057 | { |
985 | object *tmp,*tmp2; |
1058 | object *tmp, *tmp2; |
986 | int i,success=0,mflags; |
1059 | int i, success = 0, mflags; |
987 | mapstruct *m; |
1060 | maptile *m; |
988 | sint16 x,y; |
1061 | sint16 x, y; |
989 | |
1062 | |
990 | for(i=0;i<9;i++) { |
1063 | for (i = 0; i < 9; i++) |
|
|
1064 | { |
991 | x = op->x + freearr_x[i]; |
1065 | x = op->x + freearr_x[i]; |
992 | y = op->y + freearr_y[i]; |
1066 | y = op->y + freearr_y[i]; |
993 | m = op->map; |
1067 | m = op->map; |
994 | |
1068 | |
995 | mflags =get_map_flags(m, &m, x,y, &x, &y); |
1069 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
996 | if (mflags & P_OUT_OF_MAP) continue; |
1070 | if (mflags & P_OUT_OF_MAP) |
|
|
1071 | continue; |
997 | |
1072 | |
998 | /* Check everything in the square for trapness */ |
1073 | /* Check everything in the square for trapness */ |
999 | 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) |
|
|
1075 | { |
1000 | /* And now we'd better do an inventory traversal of each |
1076 | /* And now we'd better do an inventory traversal of each |
1001 | * of these objects inventory. Like above, only |
1077 | * of these objects inventory. Like above, only |
1002 | * do this for interesting objects. |
1078 | * do this for interesting objects. |
1003 | */ |
1079 | */ |
1004 | |
1080 | |
1005 | if (tmp->type != PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) { |
1081 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
|
|
1082 | { |
1006 | for(tmp2=tmp->inv;tmp2!=NULL;tmp2=tmp2->below) |
1083 | for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
1007 | if((tmp2->type==RUNE || tmp2->type == TRAP) && tmp2->stats.Cha<=1) { |
1084 | if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) |
|
|
1085 | { |
1008 | trap_show(tmp2,tmp); |
1086 | trap_show (tmp2, tmp); |
|
|
1087 | |
1009 | 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 | { |
1010 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1090 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1011 | success += calc_skill_exp(op,tmp2, skill); |
1091 | success += calc_skill_exp (op, tmp2, skill); |
1012 | } |
1092 | } |
1013 | } |
1093 | } |
1014 | } |
1094 | } |
|
|
1095 | |
1015 | if((tmp->type==RUNE || tmp->type==TRAP) && tmp->stats.Cha<=1) { |
1096 | if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) |
|
|
1097 | { |
1016 | trap_show(tmp,tmp); |
1098 | trap_show (tmp, tmp); |
|
|
1099 | |
1017 | 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)) |
|
|
1101 | { |
1018 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1102 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1019 | success += calc_skill_exp(op,tmp,skill); |
1103 | success += calc_skill_exp (op, tmp, skill); |
1020 | } |
1104 | } |
1021 | } |
1105 | } |
1022 | } |
1106 | } |
1023 | } |
1107 | } |
|
|
1108 | |
1024 | return success; |
1109 | return success; |
1025 | } |
1110 | } |
1026 | |
|
|
1027 | |
1111 | |
1028 | /* pray() - when this skill is called from do_skill(), it allows |
1112 | /* pray() - when this skill is called from do_skill(), it allows |
1029 | * the player to regain lost grace points at a faster rate. -b.t. |
1113 | * the player to regain lost grace points at a faster rate. -b.t. |
1030 | * This always returns 0 - return value is used by calling function |
1114 | * This always returns 0 - return value is used by calling function |
1031 | * such that if it returns true, player gets exp in that skill. This |
1115 | * such that if it returns true, player gets exp in that skill. This |
1032 | * the effect here can be done on demand, we probably don't want to |
1116 | * the effect here can be done on demand, we probably don't want to |
1033 | * give infinite exp by returning true in any cases. |
1117 | * give infinite exp by returning true in any cases. |
1034 | */ |
1118 | */ |
1035 | |
1119 | int |
1036 | int pray (object *pl, object *skill) { |
1120 | pray (object *pl, object *skill) |
|
|
1121 | { |
1037 | char buf[MAX_BUF]; |
1122 | char buf[MAX_BUF]; |
1038 | object *tmp; |
1123 | object *tmp; |
1039 | |
1124 | |
1040 | if(pl->type!=PLAYER) return 0; |
1125 | if (pl->type != PLAYER) |
1041 | |
|
|
1042 | strcpy(buf,"You pray."); |
|
|
1043 | |
|
|
1044 | /* Check all objects - we could stop at floor objects, |
|
|
1045 | * but if someone buries an altar, I don't see a problem with |
|
|
1046 | * going through all the objects, and it shouldn't be much slower |
|
|
1047 | * than extra checks on object attributes. |
|
|
1048 | */ |
|
|
1049 | for (tmp=pl->below; tmp!=NULL; tmp=tmp->below) { |
|
|
1050 | /* Only if the altar actually belongs to someone do you get special benefits */ |
|
|
1051 | if(tmp && tmp->type==HOLY_ALTAR && tmp->other_arch) { |
|
|
1052 | sprintf(buf,"You pray over the %s.",tmp->name); |
|
|
1053 | pray_at_altar(pl,tmp, skill); |
|
|
1054 | break; /* Only pray at one altar */ |
|
|
1055 | } |
|
|
1056 | } |
|
|
1057 | |
|
|
1058 | new_draw_info(NDI_BLACK,0,pl,buf); |
|
|
1059 | |
|
|
1060 | if(pl->stats.grace < pl->stats.maxgrace) { |
|
|
1061 | pl->stats.grace++; |
|
|
1062 | pl->last_grace = -1; |
|
|
1063 | } |
|
|
1064 | return 0; |
1126 | return 0; |
|
|
1127 | |
|
|
1128 | strcpy (buf, "You pray."); |
|
|
1129 | |
|
|
1130 | /* Check all objects - we could stop at floor objects, |
|
|
1131 | * but if someone buries an altar, I don't see a problem with |
|
|
1132 | * going through all the objects, and it shouldn't be much slower |
|
|
1133 | * than extra checks on object attributes. |
|
|
1134 | */ |
|
|
1135 | for (tmp = pl->below; tmp; tmp = tmp->below) |
|
|
1136 | { |
|
|
1137 | /* Only if the altar actually belongs to someone do you get special benefits */ |
|
|
1138 | if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) |
|
|
1139 | { |
|
|
1140 | sprintf (buf, "You pray over the %s.", &tmp->name); |
|
|
1141 | pray_at_altar (pl, tmp, skill); |
|
|
1142 | break; /* Only pray at one altar */ |
|
|
1143 | } |
|
|
1144 | } |
|
|
1145 | |
|
|
1146 | new_draw_info (NDI_BLACK, 0, pl, buf); |
|
|
1147 | |
|
|
1148 | if (pl->stats.grace < pl->stats.maxgrace) |
|
|
1149 | { |
|
|
1150 | pl->stats.grace++; |
|
|
1151 | pl->last_grace = -1; |
|
|
1152 | } |
|
|
1153 | |
|
|
1154 | return 0; |
1065 | } |
1155 | } |
1066 | |
1156 | |
1067 | /* This skill allows the player to regain a few sp or hp for a |
1157 | /* This skill allows the player to regain a few sp or hp for a |
1068 | * brief period of concentration. No armour or weapons may be |
1158 | * brief period of concentration. No armour or weapons may be |
1069 | * wielded/applied for this to work. The amount of time needed |
1159 | * wielded/applied for this to work. The amount of time needed |
1070 | * to concentrate and the # of points regained is dependant on |
1160 | * to concentrate and the # of points regained is dependant on |
1071 | * the level of the user. - b.t. thomas@astro.psu.edu |
1161 | * the level of the user. - b.t. thomas@astro.psu.edu |
1072 | */ |
1162 | */ |
1073 | |
1163 | void |
1074 | void meditate (object *pl, object *skill) { |
1164 | meditate (object *pl, object *skill) |
|
|
1165 | { |
1075 | object *tmp; |
1166 | object *tmp; |
1076 | |
1167 | |
1077 | if(pl->type!=PLAYER) return; /* players only */ |
1168 | if (pl->type != PLAYER) |
|
|
1169 | return; /* players only */ |
1078 | |
1170 | |
1079 | /* check if pl has removed encumbering armour and weapons */ |
1171 | /* check if pl has removed encumbering armour and weapons */ |
1080 | if(QUERY_FLAG(pl,FLAG_READY_WEAPON) && (skill->level<6)) { |
1172 | if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6)) |
1081 | new_draw_info(NDI_UNIQUE,0,pl, |
1173 | { |
1082 | "You can't concentrate while wielding a weapon!\n"); |
1174 | new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n"); |
1083 | return; |
1175 | return; |
1084 | } else { |
1176 | } |
|
|
1177 | else |
|
|
1178 | { |
1085 | for(tmp=pl->inv;tmp;tmp=tmp->below) |
1179 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
1086 | if (( (tmp->type==ARMOUR && skill->level<12) |
1180 | if (((tmp->type == ARMOUR && skill->level < 12) |
1087 | || (tmp->type==HELMET && skill->level<10) |
1181 | || (tmp->type == HELMET && skill->level < 10) |
1088 | || (tmp->type==SHIELD && skill->level<6) |
1182 | || (tmp->type == SHIELD && skill->level < 6) |
1089 | || (tmp->type==BOOTS && skill->level<4) |
1183 | || (tmp->type == BOOTS && skill->level < 4) |
1090 | || (tmp->type==GLOVES && skill->level<2) ) |
1184 | || (tmp->type == GLOVES && skill->level < 2)) |
1091 | && QUERY_FLAG(tmp,FLAG_APPLIED)) { |
1185 | && QUERY_FLAG (tmp, FLAG_APPLIED)) |
1092 | new_draw_info(NDI_UNIQUE,0,pl, |
1186 | { |
1093 | "You can't concentrate while wearing so much armour!\n"); |
1187 | new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n"); |
1094 | return; |
1188 | return; |
1095 | } |
1189 | } |
1096 | } |
1190 | } |
1097 | |
1191 | |
1098 | /* ok let's meditate! Spell points are regained first, then once |
1192 | /* ok let's meditate! Spell points are regained first, then once |
1099 | * they are maxed we get back hp. Actual incrementing of values |
1193 | * they are maxed we get back hp. Actual incrementing of values |
1100 | * is handled by the do_some_living() (in player.c). This way magical |
1194 | * is handled by the do_some_living() (in player.c). This way magical |
1101 | * bonuses for healing/sp regeneration are included properly |
1195 | * bonuses for healing/sp regeneration are included properly |
1102 | * No matter what, we will eat up some playing time trying to |
1196 | * No matter what, we will eat up some playing time trying to |
1103 | * meditate. (see 'factor' variable for what sets the amount of time) |
1197 | * meditate. (see 'factor' variable for what sets the amount of time) |
1104 | */ |
1198 | */ |
1105 | |
1199 | |
1106 | new_draw_info(NDI_BLACK,0,pl, "You meditate."); |
1200 | new_draw_info (NDI_BLACK, 0, pl, "You meditate."); |
1107 | |
1201 | |
1108 | if(pl->stats.sp < pl->stats.maxsp) { |
1202 | if (pl->stats.sp < pl->stats.maxsp) |
|
|
1203 | { |
1109 | pl->stats.sp++; |
1204 | pl->stats.sp++; |
1110 | pl->last_sp = -1; |
1205 | pl->last_sp = -1; |
|
|
1206 | } |
1111 | } else if (pl->stats.hp < pl->stats.maxhp) { |
1207 | else if (pl->stats.hp < pl->stats.maxhp) |
|
|
1208 | { |
1112 | pl->stats.hp++; |
1209 | pl->stats.hp++; |
1113 | pl->last_heal = -1; |
1210 | pl->last_heal = -1; |
1114 | } |
1211 | } |
1115 | } |
1212 | } |
1116 | |
1213 | |
1117 | /* write_note() - this routine allows players to inscribe messages in |
1214 | /* write_note() - this routine allows players to inscribe messages in |
1118 | * ordinary 'books' (anything that is type BOOK). b.t. |
1215 | * ordinary inscribable 'books' (anything that is not a SPELL). b.t. |
1119 | */ |
1216 | */ |
1120 | |
1217 | static int |
1121 | static int write_note(object *pl, object *item, const char *msg, object *skill) { |
1218 | write_note (object *pl, object *item, const char *msg, object *skill) |
1122 | char buf[1024]; |
1219 | { |
1123 | object *newBook = NULL; |
1220 | if (!msg_is_safe (msg)) |
1124 | |
|
|
1125 | /* a pair of sanity checks */ |
|
|
1126 | if(!item||item->type!=BOOK) return 0; |
|
|
1127 | |
|
|
1128 | if(!msg) { |
|
|
1129 | new_draw_info(NDI_UNIQUE,0,pl,"No message to write!"); |
|
|
1130 | new_draw_info_format(NDI_UNIQUE,0,pl,"Usage: use_skill %s <message>", |
|
|
1131 | skill->skill); |
|
|
1132 | return 0; |
|
|
1133 | } |
1221 | { |
1134 | if (strcasestr_local(msg, "endmsg")) { |
|
|
1135 | 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); |
1136 | return 0; |
1224 | return 0; |
|
|
1225 | } |
|
|
1226 | |
|
|
1227 | int len = strlen (msg); |
|
|
1228 | |
|
|
1229 | if (!is_utf8_string ((U8 *)msg, len)) |
1137 | } |
1230 | { |
|
|
1231 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!"); |
|
|
1232 | return 0; |
|
|
1233 | } |
1138 | |
1234 | |
1139 | 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))) |
1140 | return strlen (msg); |
1236 | return RESULT_INT (0); |
1141 | |
1237 | |
1142 | buf[0] = 0; |
1238 | STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len)); |
1143 | if(!book_overflow(item->msg,msg,sizeof (buf))) { /* add msg string to book */ |
|
|
1144 | if(item->msg) |
|
|
1145 | strcpy(buf,item->msg); |
|
|
1146 | |
1239 | |
1147 | strcat(buf,msg); |
1240 | if (char_len <= item->weight_limit) |
1148 | strcat(buf,"\n"); /* new msg needs a LF */ |
1241 | { |
1149 | if(item->nrof > 1) { |
1242 | object *newbook = arch_to_object (item->other_arch); |
1150 | newBook = get_object(); |
1243 | item->decrease (); |
1151 | copy_object(item, newBook); |
|
|
1152 | decrease_ob(item); |
|
|
1153 | esrv_send_item(pl, item); |
|
|
1154 | newBook->nrof = 1; |
1244 | newbook->nrof = 1; |
1155 | if (newBook->msg) free_string(newBook->msg); |
1245 | newbook->msg = shstr (msg); |
1156 | newBook->msg = add_string(buf); |
1246 | newbook->flag [FLAG_IDENTIFIED] = true; |
1157 | newBook = insert_ob_in_ob(newBook, pl); |
1247 | |
1158 | esrv_send_item(pl, newBook); |
1248 | if (item->subtype == 1) // mailscrolls |
1159 | } else { |
|
|
1160 | if (item->msg) free_string(item->msg); |
|
|
1161 | item->msg=add_string(buf); |
|
|
1162 | /* This shouldn't be necessary - the object hasn't changed in any |
|
|
1163 | * visible way |
|
|
1164 | */ |
|
|
1165 | /* esrv_send_item(pl, item);*/ |
|
|
1166 | } |
1249 | { |
|
|
1250 | newbook->name = item->name; |
|
|
1251 | newbook->name_pl = item->name_pl; |
|
|
1252 | } |
|
|
1253 | |
|
|
1254 | pl->insert (newbook); |
|
|
1255 | |
|
|
1256 | pl->contr->play_sound (sound_find ("inscribe_success")); |
1167 | new_draw_info_format(NDI_UNIQUE,0,pl, "You write in the %s.", |
1257 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name); |
1168 | query_short_name(item)); |
1258 | return char_len; |
1169 | return strlen(msg); |
1259 | } |
1170 | } else |
1260 | else |
1171 | new_draw_info_format(NDI_UNIQUE,0,pl, |
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.>", |
1172 | "Your message won't fit in the %s!", |
1262 | &item->name, item->weight_limit, char_len); |
1173 | query_short_name(item)); |
|
|
1174 | |
1263 | |
1175 | return 0; |
1264 | return 0; |
1176 | } |
1265 | } |
1177 | |
1266 | |
1178 | /* write_scroll() - this routine allows players to inscribe spell scrolls |
1267 | /* write_scroll() - this routine allows players to inscribe spell scrolls |
1179 | * of spells which they know. Backfire effects are possible with the |
1268 | * of spells which they know. Backfire effects are possible with the |
1180 | * severity of the backlash correlated with the difficulty of the scroll |
1269 | * severity of the backlash correlated with the difficulty of the scroll |
1181 | * that is attempted. -b.t. thomas@astro.psu.edu |
1270 | * that is attempted. -b.t. thomas@astro.psu.edu |
1182 | */ |
1271 | */ |
1183 | |
1272 | static int |
1184 | static int write_scroll (object *pl, object *scroll, object *skill) { |
1273 | write_scroll (object *pl, object *scroll, object *skill) |
|
|
1274 | { |
1185 | int success=0,confused=0; |
1275 | int success = 0, confused = 0; |
1186 | object *newscroll, *chosen_spell, *tmp; |
|
|
1187 | |
1276 | |
1188 | /* this is a sanity check */ |
|
|
1189 | if (scroll->type!=SCROLL) { |
|
|
1190 | new_draw_info(NDI_UNIQUE,0,pl,"A spell can only be inscribed into a scroll!"); |
|
|
1191 | return 0; |
|
|
1192 | } |
|
|
1193 | |
|
|
1194 | /* Check if we are ready to attempt inscription */ |
1277 | /* Check if we are ready to attempt inscription */ |
1195 | chosen_spell=pl->contr->ranges[range_magic]; |
1278 | object *chosen_spell = pl->contr->ranged_ob; |
1196 | if(!chosen_spell) { |
1279 | |
1197 | new_draw_info(NDI_UNIQUE,0,pl, |
1280 | if (!chosen_spell || chosen_spell->type != SPELL) |
1198 | "You need a spell readied in order to inscribe!"); |
1281 | { |
|
|
1282 | new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); |
1199 | return 0; |
1283 | return 0; |
1200 | } |
1284 | } |
|
|
1285 | |
1201 | if(SP_level_spellpoint_cost(pl,chosen_spell,SPELL_GRACE) > pl->stats.grace) { |
1286 | if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace) |
1202 | new_draw_info_format(NDI_UNIQUE,0,pl, |
1287 | { |
1203 | "You don't have enough grace to write a scroll of %s.", |
1288 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name); |
1204 | chosen_spell->name); |
|
|
1205 | return 0; |
1289 | return 0; |
1206 | } |
1290 | } |
|
|
1291 | |
1207 | if(SP_level_spellpoint_cost(pl,chosen_spell,SPELL_MANA) > pl->stats.sp) { |
1292 | if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) |
1208 | new_draw_info_format(NDI_UNIQUE,0,pl, |
1293 | { |
1209 | "You don't have enough mana to write a scroll of %s.", |
1294 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); |
1210 | chosen_spell->name); |
|
|
1211 | return 0; |
1295 | return 0; |
|
|
1296 | } |
|
|
1297 | |
|
|
1298 | /* ok, we are ready to try inscription */ |
|
|
1299 | if (QUERY_FLAG (pl, FLAG_CONFUSED)) |
|
|
1300 | confused = 1; |
|
|
1301 | |
|
|
1302 | /* Lost mana/grace no matter what */ |
|
|
1303 | pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); |
|
|
1304 | pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA); |
|
|
1305 | |
|
|
1306 | if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) |
1212 | } |
1307 | { |
|
|
1308 | object *newscroll = arch_to_object (scroll->other_arch); |
|
|
1309 | scroll->decrease (); |
|
|
1310 | newscroll->nrof = 1; |
1213 | |
1311 | |
1214 | /* if there is a spell already on the scroll then player could easily |
1312 | pl->contr->play_sound (sound_find ("inscribe_success")); |
1215 | * accidently read it while trying to write the new one. give player |
1313 | |
1216 | * a 50% chance to overwrite spell at their own level |
1314 | if (!confused) |
1217 | */ |
1315 | { |
1218 | if((scroll->stats.sp || scroll->inv) && |
1316 | newscroll->level = max (skill->level, chosen_spell->level); |
1219 | random_roll(0, scroll->level*2, pl, PREFER_LOW)>skill->level) { |
1317 | newscroll->flag [FLAG_IDENTIFIED] = true; |
1220 | new_draw_info_format(NDI_UNIQUE,0,pl, |
1318 | new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell."); |
1221 | "Oops! You accidently read it while trying to write on it."); |
1319 | } |
1222 | manual_apply(pl,scroll,0); |
1320 | else |
|
|
1321 | { |
|
|
1322 | chosen_spell = find_random_spell_in_ob (pl, NULL); |
|
|
1323 | if (!chosen_spell) |
1223 | return 0; |
1324 | return 0; |
1224 | } |
|
|
1225 | |
1325 | |
1226 | /* ok, we are ready to try inscription */ |
|
|
1227 | if(QUERY_FLAG(pl,FLAG_CONFUSED)) confused = 1; |
|
|
1228 | |
|
|
1229 | /* Lost mana/grace no matter what */ |
|
|
1230 | pl->stats.grace-=SP_level_spellpoint_cost(pl,chosen_spell,SPELL_GRACE); |
|
|
1231 | pl->stats.sp-=SP_level_spellpoint_cost(pl,chosen_spell,SPELL_MANA); |
|
|
1232 | |
|
|
1233 | if (random_roll(0, chosen_spell->level*4-1, pl, PREFER_LOW) < skill->level) { |
|
|
1234 | if (scroll->nrof > 1) { |
|
|
1235 | newscroll = get_object(); |
|
|
1236 | copy_object(scroll, newscroll); |
|
|
1237 | decrease_ob(scroll); |
|
|
1238 | newscroll->nrof = 1; |
|
|
1239 | } else { |
|
|
1240 | newscroll = scroll; |
|
|
1241 | } |
|
|
1242 | |
|
|
1243 | if(!confused) { |
|
|
1244 | newscroll->level= MAX(skill->level, chosen_spell->level); |
1326 | newscroll->level = max (skill->level, chosen_spell->level); |
1245 | new_draw_info(NDI_UNIQUE,0,pl, |
|
|
1246 | "You succeed in writing a new scroll."); |
|
|
1247 | } else { |
|
|
1248 | chosen_spell = find_random_spell_in_ob(pl, NULL); |
|
|
1249 | if (!chosen_spell) return 0; |
|
|
1250 | |
|
|
1251 | newscroll->level= MAX(skill->level, chosen_spell->level); |
|
|
1252 | new_draw_info(NDI_UNIQUE,0,pl, |
|
|
1253 | "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."); |
1254 | } |
1328 | } |
1255 | |
1329 | |
1256 | if (newscroll->inv) { |
1330 | object *tmp = chosen_spell->clone (); |
1257 | object *ninv; |
|
|
1258 | |
|
|
1259 | ninv = newscroll->inv; |
|
|
1260 | remove_ob(ninv); |
|
|
1261 | free_object(ninv); |
|
|
1262 | } |
|
|
1263 | tmp = get_object(); |
|
|
1264 | copy_object(chosen_spell, tmp); |
|
|
1265 | insert_ob_in_ob(tmp, newscroll); |
1331 | insert_ob_in_ob (tmp, newscroll); |
1266 | |
1332 | |
1267 | /* Same code as from treasure.c - so they can better merge. |
1333 | /* Same code as from treasure.C - so they can better merge. |
1268 | * if players want to sell them, so be it. |
1334 | * if players want to sell them, so be it. |
1269 | */ |
1335 | */ |
1270 | newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * |
1336 | newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); |
1271 | (newscroll->level +50) / (newscroll->inv->level + 50); |
|
|
1272 | newscroll->stats.exp = newscroll->value/5; |
1337 | newscroll->stats.exp = newscroll->value / 5; |
1273 | |
1338 | |
1274 | /* wait until finished manipulating the scroll before inserting it */ |
1339 | pl->insert (newscroll); |
1275 | if (newscroll == scroll) |
1340 | |
1276 | { |
|
|
1277 | /* Remove to correctly merge with other items which may exist in inventory */ |
|
|
1278 | remove_ob(newscroll); |
|
|
1279 | esrv_del_item(pl->contr,newscroll->count); |
|
|
1280 | } |
|
|
1281 | newscroll=insert_ob_in_ob(newscroll,pl); |
|
|
1282 | esrv_send_item(pl, newscroll); |
|
|
1283 | success = calc_skill_exp(pl,newscroll, skill); |
1341 | success = calc_skill_exp (pl, newscroll, skill); |
|
|
1342 | if (!confused) |
1284 | if(!confused) success *= 2; |
1343 | success *= 2; |
|
|
1344 | |
1285 | success = success * skill->level; |
1345 | success = success * skill->level; |
1286 | return success; |
1346 | return success; |
|
|
1347 | } |
|
|
1348 | else |
|
|
1349 | { /* Inscription has failed */ |
|
|
1350 | pl->contr->play_sound (sound_find ("inscribe_fail")); |
1287 | |
1351 | |
1288 | } else { /* Inscription has failed */ |
|
|
1289 | |
|
|
1290 | if(chosen_spell->level>skill->level || confused) { /*backfire!*/ |
1352 | if (chosen_spell->level > skill->level || confused) |
1291 | new_draw_info(NDI_UNIQUE,0,pl, |
1353 | { /*backfire! */ |
1292 | "Ouch! Your attempt to write a new scroll strains your mind!"); |
1354 | new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); |
|
|
1355 | |
1293 | if(random_roll(0, 1, pl, PREFER_LOW)==1) |
1356 | if (random_roll (0, 1, pl, PREFER_LOW) == 1) |
1294 | drain_specific_stat(pl,4); |
1357 | pl->drain_specific_stat (4); |
1295 | else { |
1358 | else |
|
|
1359 | { |
1296 | confuse_player(pl,pl,99); |
1360 | confuse_player (pl, pl, 99); |
1297 | return (-30*chosen_spell->level); |
1361 | return -30 * chosen_spell->level; |
1298 | } |
1362 | } |
|
|
1363 | } |
1299 | } else if(random_roll(0, pl->stats.Int-1, pl, PREFER_HIGH) < 15) { |
1364 | else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) |
1300 | new_draw_info(NDI_UNIQUE,0,pl, |
1365 | { |
1301 | "Your attempt to write a new scroll rattles your mind!"); |
1366 | 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.>"); |
1302 | confuse_player(pl,pl,99); |
1367 | confuse_player (pl, pl, 99); |
|
|
1368 | } |
1303 | } else |
1369 | else |
1304 | new_draw_info(NDI_UNIQUE,0,pl,"You fail to write a new scroll."); |
1370 | new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll. H<Try a lower-level spell, if possible at all.>"); |
1305 | } |
1371 | } |
|
|
1372 | |
|
|
1373 | return 0; |
|
|
1374 | } |
|
|
1375 | |
|
|
1376 | /* write_on_item() - wrapper for write_note and write_scroll */ |
|
|
1377 | int |
|
|
1378 | write_on_item (object *pl, const char *params, object *skill) |
|
|
1379 | { |
|
|
1380 | archetype *skat; |
|
|
1381 | |
|
|
1382 | if (pl->type != PLAYER) |
1306 | return 0; |
1383 | return 0; |
1307 | } |
|
|
1308 | |
1384 | |
1309 | /* write_on_item() - wrapper for write_note and write_scroll */ |
|
|
1310 | int write_on_item (object *pl,const char *params, object *skill) { |
|
|
1311 | object *item; |
|
|
1312 | const char *string=params; |
|
|
1313 | int msgtype; |
|
|
1314 | archetype *skat; |
|
|
1315 | |
|
|
1316 | if(pl->type!=PLAYER) return 0; |
|
|
1317 | |
|
|
1318 | if (!params) { |
1385 | if (!params) |
1319 | params=""; |
1386 | params = ""; |
1320 | string=params; |
1387 | |
1321 | } |
|
|
1322 | skat = get_archetype_by_type_subtype(SKILL, SK_LITERACY); |
1388 | skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); |
1323 | |
1389 | |
1324 | /* Need to be able to read before we can write! */ |
1390 | /* Need to be able to read before we can write! */ |
1325 | if(!find_skill_by_name(pl,skat->clone.skill)) { |
1391 | if (!find_skill_by_name (pl, skat->skill)) |
1326 | new_draw_info(NDI_UNIQUE,0,pl, |
1392 | { |
1327 | "You must learn to read before you can write!"); |
1393 | new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>"); |
1328 | return 0; |
1394 | return 0; |
1329 | } |
1395 | } |
1330 | |
1396 | |
1331 | /* if there is a message then it goes in a book and no message means |
1397 | object *item = find_marked_object (pl); |
1332 | * write active spell into the scroll |
|
|
1333 | */ |
|
|
1334 | msgtype = (string[0]!='\0') ? BOOK : SCROLL; |
|
|
1335 | |
1398 | |
1336 | /* find an item of correct type to write on */ |
1399 | /* find an item of correct type to write on */ |
1337 | if ( !(item = find_marked_object(pl))){ |
1400 | if (!item) |
1338 | new_draw_info(NDI_UNIQUE,0,pl,"You don't have any marked item to write on."); |
1401 | { |
|
|
1402 | 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.>"); |
|
|
1403 | return 0; |
|
|
1404 | } |
|
|
1405 | |
|
|
1406 | if (item->type != INSCRIBABLE) |
|
|
1407 | { |
|
|
1408 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>"); |
|
|
1409 | return 0; |
|
|
1410 | } |
|
|
1411 | |
|
|
1412 | if (QUERY_FLAG (item, FLAG_UNPAID)) |
|
|
1413 | { |
|
|
1414 | new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); |
|
|
1415 | return 0; |
|
|
1416 | } |
|
|
1417 | |
|
|
1418 | if (item->other_arch->type == SCROLL) |
|
|
1419 | { |
|
|
1420 | if (*params) |
|
|
1421 | { |
|
|
1422 | // check readied scroll |
|
|
1423 | new_draw_info_format (NDI_UNIQUE, 0, pl, |
|
|
1424 | "When inscribing spells you need to ready a spell and do not specify a string argument.\n" |
|
|
1425 | "Usage: cast [spell name]; use_skill %s", &skill->skill); |
1339 | return 0; |
1426 | return 0; |
1340 | } |
1427 | } |
1341 | |
1428 | |
1342 | if(QUERY_FLAG(item,FLAG_UNPAID)) { |
|
|
1343 | new_draw_info(NDI_UNIQUE,0,pl, |
|
|
1344 | "You had better pay for that before you write on it."); |
|
|
1345 | return 0; |
|
|
1346 | } |
|
|
1347 | if (msgtype != item->type) { |
|
|
1348 | new_draw_info_format(NDI_UNIQUE,0,pl,"You have no %s to write on", |
|
|
1349 | msgtype==BOOK ? "book" : "scroll"); |
|
|
1350 | return 0; |
|
|
1351 | } |
|
|
1352 | |
|
|
1353 | if (msgtype == SCROLL) { |
|
|
1354 | return write_scroll(pl,item, skill); |
1429 | return write_scroll (pl, item, skill); |
1355 | } else if (msgtype == BOOK) { |
1430 | } |
|
|
1431 | else |
|
|
1432 | { |
|
|
1433 | if (!*params) |
|
|
1434 | { |
|
|
1435 | new_draw_info_format (NDI_UNIQUE, 0, pl, |
|
|
1436 | "When inscribing books you need to specify the words you want to inscribe as command argument.\n" |
|
|
1437 | "Usage: use_skill %s <message>", &skill->skill); |
|
|
1438 | return 0; |
|
|
1439 | } |
|
|
1440 | |
1356 | return write_note(pl,item,string, skill); |
1441 | return write_note (pl, item, params, skill); |
1357 | } |
1442 | } |
|
|
1443 | |
1358 | return 0; |
1444 | return 0; |
1359 | } |
1445 | } |
1360 | |
|
|
1361 | |
|
|
1362 | |
1446 | |
1363 | /* find_throw_ob() - if we request an object, then |
1447 | /* find_throw_ob() - if we request an object, then |
1364 | * we search for it in the inventory of the owner (you've |
1448 | * we search for it in the inventory of the owner (you've |
1365 | * got to be carrying something in order to throw it!). |
1449 | * got to be carrying something in order to throw it!). |
1366 | * If we didnt request an object, then the top object in inventory |
1450 | * If we didnt request an object, then the top object in inventory |
1367 | * (that is "throwable", ie no throwing your skills away!) |
1451 | * (that is "throwable", ie no throwing your skills away!) |
1368 | * is the object of choice. Also check to see if object is |
1452 | * is the object of choice. Also check to see if object is |
1369 | * 'throwable' (ie not applied cursed obj, worn, etc). |
1453 | * 'throwable' (ie not applied cursed obj, worn, etc). |
1370 | */ |
1454 | */ |
1371 | |
1455 | static object * |
1372 | static object *find_throw_ob( object *op, const char *request ) { |
1456 | find_throw_ob (object *op, const char *request) |
|
|
1457 | { |
1373 | object *tmp; |
1458 | object *tmp; |
1374 | |
1459 | |
1375 | if(!op) { /* safety */ |
1460 | if (!op) |
|
|
1461 | { /* safety */ |
1376 | LOG(llevError,"find_throw_ob(): confused! have a NULL thrower!\n"); |
1462 | LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n"); |
1377 | return (object *) NULL; |
1463 | return (object *) NULL; |
1378 | } |
1464 | } |
1379 | |
1465 | |
1380 | /* prefer marked item */ |
1466 | /* prefer marked item */ |
1381 | tmp = find_marked_object(op); |
1467 | tmp = find_marked_object (op); |
1382 | if (tmp != NULL) { |
1468 | if (tmp != NULL) |
|
|
1469 | { |
1383 | /* can't toss invisible or inv-locked items */ |
1470 | /* can't toss invisible or inv-locked items */ |
1384 | if (tmp->invisible || QUERY_FLAG(tmp, FLAG_INV_LOCKED)) { |
1471 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
|
|
1472 | { |
1385 | tmp = NULL; |
1473 | tmp = NULL; |
1386 | } |
1474 | } |
1387 | } |
1475 | } |
1388 | |
1476 | |
1389 | /* look through the inventory */ |
1477 | /* look through the inventory */ |
1390 | if (tmp == NULL) { |
1478 | if (tmp == NULL) |
|
|
1479 | { |
1391 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { |
1480 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
|
|
1481 | { |
1392 | /* can't toss invisible or inv-locked items */ |
1482 | /* can't toss invisible or inv-locked items */ |
1393 | if (tmp->invisible || QUERY_FLAG(tmp, FLAG_INV_LOCKED)) |
1483 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
1394 | continue; |
1484 | continue; |
1395 | if (!request |
1485 | if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request)) |
1396 | || !strcmp(query_name(tmp), request) |
|
|
1397 | || !strcmp(tmp->name, request)) |
|
|
1398 | break; |
1486 | break; |
1399 | } |
1487 | } |
1400 | } |
1488 | } |
1401 | |
1489 | |
1402 | /* this should prevent us from throwing away |
1490 | /* this should prevent us from throwing away |
1403 | * cursed items, worn armour, etc. Only weapons |
1491 | * cursed items, worn armour, etc. Only weapons |
1404 | * can be thrown from 'hand'. |
1492 | * can be thrown from 'hand'. |
1405 | */ |
1493 | */ |
|
|
1494 | if (!tmp) |
1406 | if (!tmp) return NULL; |
1495 | return NULL; |
1407 | |
1496 | |
1408 | if (QUERY_FLAG(tmp,FLAG_APPLIED)) { |
1497 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
1498 | { |
1409 | if(tmp->type!=WEAPON) { |
1499 | if (tmp->type != WEAPON) |
1410 | new_draw_info_format(NDI_UNIQUE, 0,op, |
1500 | { |
1411 | "You can't throw %s.",query_name(tmp)); |
1501 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp)); |
1412 | tmp = NULL; |
1502 | tmp = NULL; |
|
|
1503 | } |
1413 | } else if (QUERY_FLAG(tmp,FLAG_CURSED)||QUERY_FLAG(tmp,FLAG_DAMNED)) { |
1504 | else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
1414 | new_draw_info_format(NDI_UNIQUE, 0,op, |
1505 | { |
1415 | "The %s sticks to your hand!",query_name(tmp)); |
1506 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp)); |
1416 | tmp = NULL; |
1507 | tmp = NULL; |
|
|
1508 | } |
1417 | } else { |
1509 | else |
|
|
1510 | { |
1418 | if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) { |
1511 | if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) |
|
|
1512 | { |
1419 | LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); |
1513 | LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); |
1420 | tmp = NULL; |
1514 | tmp = NULL; |
1421 | } |
1515 | } |
1422 | } |
1516 | } |
|
|
1517 | } |
1423 | } else if (QUERY_FLAG(tmp, FLAG_UNPAID)) { |
1518 | else if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1519 | { |
1424 | new_draw_info_format(NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name(tmp)); |
1520 | new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp)); |
1425 | tmp = NULL; |
1521 | tmp = NULL; |
1426 | } |
1522 | } |
1427 | |
1523 | |
1428 | if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED)) { |
1524 | if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
|
|
1525 | { |
1429 | LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); |
1526 | LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); |
1430 | tmp=NULL; |
1527 | tmp = NULL; |
1431 | } |
1528 | } |
1432 | return tmp; |
1529 | return tmp; |
1433 | } |
1530 | } |
1434 | |
1531 | |
1435 | /* make_throw_ob() We construct the 'carrier' object in |
1532 | /* make_throw_ob() We construct the 'carrier' object in |
1436 | * which we will insert the object that is being thrown. |
1533 | * which we will insert the object that is being thrown. |
1437 | * This combination becomes the 'thrown object'. -b.t. |
1534 | * This combination becomes the 'thrown object'. -b.t. |
1438 | */ |
1535 | */ |
1439 | |
1536 | static object * |
1440 | static object *make_throw_ob (object *orig) { |
1537 | make_throw_ob (object *orig) |
1441 | object *toss_item; |
1538 | { |
|
|
1539 | if (!orig) |
|
|
1540 | return 0; |
1442 | |
1541 | |
1443 | if(!orig) return NULL; |
|
|
1444 | |
|
|
1445 | toss_item=get_object(); |
|
|
1446 | if (QUERY_FLAG (orig, FLAG_APPLIED)) { |
1542 | if (QUERY_FLAG (orig, FLAG_APPLIED)) |
|
|
1543 | { |
1447 | LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); |
1544 | LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); |
1448 | /* insufficient workaround, but better than nothing */ |
1545 | /* insufficient workaround, but better than nothing */ |
1449 | CLEAR_FLAG (orig, FLAG_APPLIED); |
1546 | CLEAR_FLAG (orig, FLAG_APPLIED); |
1450 | } |
1547 | } |
1451 | copy_object(orig,toss_item); |
1548 | |
|
|
1549 | object *toss_item = orig->clone (); |
|
|
1550 | |
1452 | toss_item->type = THROWN_OBJ; |
1551 | toss_item->type = THROWN_OBJ; |
1453 | CLEAR_FLAG(toss_item,FLAG_CHANGING); |
1552 | CLEAR_FLAG (toss_item, FLAG_CHANGING); |
1454 | toss_item->stats.dam = 0; /* default damage */ |
1553 | toss_item->stats.dam = 0; /* default damage */ |
1455 | insert_ob_in_ob(orig,toss_item); |
1554 | toss_item->insert (orig); |
|
|
1555 | |
1456 | return toss_item; |
1556 | return toss_item; |
1457 | } |
1557 | } |
1458 | |
|
|
1459 | |
1558 | |
1460 | /* do_throw() - op throws any object toss_item. This code |
1559 | /* do_throw() - op throws any object toss_item. This code |
1461 | * was borrowed from fire_bow. |
1560 | * was borrowed from fire_bow. |
1462 | * Returns 1 if skill was successfully used, 0 if not |
1561 | * Returns 1 if skill was successfully used, 0 if not |
1463 | */ |
1562 | */ |
1464 | |
1563 | static int |
1465 | static int do_throw(object *op, object *part, object *toss_item, int dir, object *skill) { |
1564 | do_throw (object *op, object *part, object *toss_item, int dir, object *skill) |
|
|
1565 | { |
1466 | object *throw_ob=toss_item, *left=NULL; |
1566 | object *throw_ob = toss_item, *left = NULL; |
1467 | tag_t left_tag; |
|
|
1468 | int eff_str = 0,maxc,str=op->stats.Str,dam=0; |
1567 | int eff_str = 0, maxc, str = op->stats.Str, dam = 0; |
1469 | int pause_f,weight_f=0, mflags; |
1568 | int pause_f, weight_f = 0, mflags; |
1470 | float str_factor=1.0,load_factor=1.0,item_factor=1.0; |
1569 | float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0; |
1471 | mapstruct *m; |
1570 | maptile *m; |
1472 | sint16 sx, sy; |
1571 | sint16 sx, sy; |
1473 | tag_t tag; |
|
|
1474 | |
1572 | |
1475 | if(throw_ob==NULL) { |
1573 | if (throw_ob == NULL) |
|
|
1574 | { |
1476 | if(op->type==PLAYER) { |
1575 | if (op->type == PLAYER) |
1477 | new_draw_info(NDI_UNIQUE, 0,op,"You have nothing to throw."); |
1576 | new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw."); |
1478 | } |
1577 | |
1479 | return 0; |
1578 | return 0; |
1480 | } |
1579 | } |
1481 | if (QUERY_FLAG(throw_ob, FLAG_STARTEQUIP)) { |
1580 | if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP)) |
|
|
1581 | { |
1482 | if (op->type==PLAYER) { |
1582 | if (op->type == PLAYER) |
1483 | new_draw_info(NDI_UNIQUE, 0, op, "The gods won't let you throw that."); |
1583 | new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that."); |
1484 | } |
1584 | |
1485 | return 0; |
1585 | return 0; |
1486 | } |
1586 | } |
1487 | |
1587 | |
1488 | /* Because throwing effectiveness must be reduced by the |
1588 | /* Because throwing effectiveness must be reduced by the |
1489 | * encumbrance of the thrower and weight of the object. THus, |
1589 | * encumbrance of the thrower and weight of the object. THus, |
1490 | * we use the concept of 'effective strength' as defined below. |
1590 | * we use the concept of 'effective strength' as defined below. |
1491 | */ |
1591 | */ |
1492 | |
1592 | |
1493 | /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */ |
1593 | /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */ |
1494 | if(str>MAX_STAT) { |
1594 | if (str > MAX_STAT) |
|
|
1595 | { |
1495 | str_factor = (float) str /(float) MAX_STAT; str = MAX_STAT; |
1596 | str_factor = (float) str / (float) MAX_STAT; |
1496 | } |
1597 | str = MAX_STAT; |
1497 | |
1598 | } |
|
|
1599 | |
1498 | /* the more we carry, the less we can throw. Limit only on players */ |
1600 | /* the more we carry, the less we can throw. Limit only on players */ |
1499 | maxc=max_carry[str]*1000; |
1601 | maxc = max_carry[str] * 1000; |
1500 | if(op->carrying>maxc&&op->type==PLAYER) |
1602 | if (op->carrying > maxc && op->type == PLAYER) |
1501 | load_factor = (float)maxc/(float) op->carrying; |
1603 | load_factor = (float) maxc / (float) op->carrying; |
1502 | |
1604 | |
1503 | /* lighter items are thrown harder, farther, faster */ |
1605 | /* lighter items are thrown harder, farther, faster */ |
1504 | if(throw_ob->weight>0) |
1606 | if (throw_ob->weight > 0) |
1505 | item_factor = (float) maxc/(float) (3.0 * throw_ob->weight); |
1607 | item_factor = (float) maxc / (float) (3.0 * throw_ob->weight); |
|
|
1608 | else |
1506 | else { /* 0 or negative weight?!? Odd object, can't throw it */ |
1609 | { /* 0 or negative weight?!? Odd object, can't throw it */ |
1507 | new_draw_info_format(NDI_UNIQUE, 0,op,"You can't throw %s.\n", |
1610 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob)); |
1508 | query_name(throw_ob)); |
|
|
1509 | return 0; |
1611 | return 0; |
1510 | } |
|
|
1511 | |
1612 | } |
|
|
1613 | |
1512 | eff_str = (int) (str * (load_factor<1.0?load_factor:1.0)); |
1614 | eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0)); |
1513 | eff_str = (int) ((float) eff_str * item_factor * str_factor); |
1615 | eff_str = (int) ((float) eff_str * item_factor * str_factor); |
1514 | |
1616 | |
1515 | /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to |
1617 | /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to |
1516 | * account for super-strong throwers. */ |
1618 | * account for super-strong throwers. */ |
1517 | if(eff_str>MAX_STAT) eff_str=MAX_STAT; |
1619 | if (eff_str > MAX_STAT) |
|
|
1620 | eff_str = MAX_STAT; |
1518 | |
1621 | |
1519 | #ifdef DEBUG_THROW |
1622 | #ifdef DEBUG_THROW |
1520 | LOG(llevDebug,"%s carries %d, eff_str=%d\n",op->name,op->carrying,eff_str); |
1623 | LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str); |
1521 | LOG(llevDebug," max_c=%d, item_f=%f, load_f=%f, str=%d\n",maxc, |
1624 | LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str); |
1522 | item_factor,load_factor,op->stats.Str); |
|
|
1523 | LOG(llevDebug," str_factor=%f\n",str_factor); |
1625 | LOG (llevDebug, " str_factor=%f\n", str_factor); |
1524 | LOG(llevDebug," item %s weight= %d\n",throw_ob->name,throw_ob->weight); |
1626 | LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight); |
1525 | #endif |
1627 | #endif |
1526 | |
1628 | |
1527 | /* 3 things here prevent a throw, you aimed at your feet, you |
1629 | /* 3 things here prevent a throw, you aimed at your feet, you |
1528 | * have no effective throwing strength, or you threw at something |
1630 | * have no effective throwing strength, or you threw at something |
1529 | * that flying objects can't get through. |
1631 | * that flying objects can't get through. |
1530 | */ |
1632 | */ |
1531 | mflags = get_map_flags(part->map,&m, part->x+freearr_x[dir],part->y+freearr_y[dir],&sx,&sy); |
1633 | mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy); |
1532 | |
1634 | |
1533 | if(!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || |
1635 | if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW)) |
1534 | (GET_MAP_MOVE_BLOCK(m, sx, sy) & MOVE_FLY_LOW)) { |
1636 | { |
1535 | |
|
|
1536 | /* bounces off 'wall', and drops to feet */ |
1637 | /* bounces off 'wall', and drops to feet */ |
1537 | remove_ob(throw_ob); |
1638 | throw_ob->insert_at (part, op); |
1538 | throw_ob->x = part->x; throw_ob->y = part->y; |
1639 | |
1539 | insert_ob_in_map(throw_ob,part->map,op,0); |
|
|
1540 | if(op->type==PLAYER) { |
1640 | if (op->type == PLAYER) |
|
|
1641 | { |
1541 | if(eff_str<=1) { |
1642 | if (eff_str <= 1) |
1542 | new_draw_info_format(NDI_UNIQUE, 0,op, |
1643 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob)); |
1543 | "Your load is so heavy you drop %s to the ground.", |
|
|
1544 | query_name(throw_ob)); |
|
|
1545 | } |
|
|
1546 | else if(!dir) { |
1644 | else if (!dir) |
1547 | new_draw_info_format(NDI_UNIQUE, 0,op,"You throw %s at the ground.", |
1645 | new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob)); |
1548 | query_name(throw_ob)); |
|
|
1549 | } |
|
|
1550 | else |
1646 | else |
1551 | new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); |
1647 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1552 | } |
1648 | } |
|
|
1649 | |
1553 | return 0; |
1650 | return 0; |
1554 | } /* if object can't be thrown */ |
1651 | } /* if object can't be thrown */ |
1555 | |
1652 | |
1556 | left = throw_ob; /* these are throwing objects left to the player */ |
1653 | left = throw_ob; /* these are throwing objects left to the player */ |
1557 | left_tag = left->count; |
|
|
1558 | |
1654 | |
1559 | /* sometimes get_split_ob can't split an object (because op->nrof==0?) |
1655 | /* sometimes get_split_ob can't split an object (because op->nrof==0?) |
1560 | * and returns NULL. We must use 'left' then |
1656 | * and returns NULL. We must use 'left' then |
1561 | */ |
1657 | */ |
1562 | |
1658 | if (!(throw_ob = throw_ob->split ())) |
1563 | if((throw_ob = get_split_ob(throw_ob, 1))==NULL) { |
1659 | { |
1564 | throw_ob = left; |
1660 | throw_ob = left; |
1565 | remove_ob(left); |
1661 | left->remove (); |
1566 | if (op->type==PLAYER) |
|
|
1567 | esrv_del_item(op->contr, left->count); |
|
|
1568 | } |
1662 | } |
1569 | else if (op->type==PLAYER) { |
|
|
1570 | if (was_destroyed (left, left_tag)) |
|
|
1571 | esrv_del_item(op->contr, left_tag); |
|
|
1572 | else |
|
|
1573 | esrv_update_item(UPD_NROF, op, left); |
|
|
1574 | } |
|
|
1575 | |
1663 | |
1576 | /* special case: throwing powdery substances like dust, dirt */ |
1664 | /* special case: throwing powdery substances like dust, dirt */ |
1577 | if(throw_ob->type == POTION && throw_ob->subtype == POT_DUST) { |
1665 | if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) |
|
|
1666 | { |
1578 | cast_dust(op,throw_ob,dir); |
1667 | cast_dust (op, throw_ob, dir); |
1579 | return 1; |
1668 | return 1; |
1580 | } |
1669 | } |
1581 | |
1670 | |
1582 | /* Make a thrown object -- insert real object in a 'carrier' object. |
1671 | /* Make a thrown object -- insert real object in a 'carrier' object. |
1583 | * If unsuccessfull at making the "thrown_obj", we just reinsert |
1672 | * If unsuccessfull at making the "thrown_obj", we just reinsert |
1584 | * the original object back into inventory and exit |
1673 | * the original object back into inventory and exit |
1585 | */ |
1674 | */ |
1586 | if((toss_item = make_throw_ob(throw_ob))) { |
1675 | if ((toss_item = make_throw_ob (throw_ob))) |
|
|
1676 | { |
1587 | throw_ob = toss_item; |
1677 | throw_ob = toss_item; |
1588 | if (throw_ob->skill) free_string(throw_ob->skill); |
|
|
1589 | throw_ob->skill = add_string(skill->skill); |
1678 | throw_ob->skill = skill->skill; |
|
|
1679 | } |
|
|
1680 | else |
1590 | } |
1681 | { |
1591 | else { |
|
|
1592 | insert_ob_in_ob(throw_ob,op); |
1682 | insert_ob_in_ob (throw_ob, op); |
1593 | return 0; |
1683 | return 0; |
1594 | } |
1684 | } |
1595 | |
1685 | |
1596 | set_owner(throw_ob,op); |
1686 | throw_ob->set_owner (op); |
1597 | /* At some point in the attack code, the actual real object (op->inv) |
1687 | /* At some point in the attack code, the actual real object (op->inv) |
1598 | * becomes the hitter. As such, we need to make sure that has a proper |
1688 | * becomes the hitter. As such, we need to make sure that has a proper |
1599 | * owner value so exp goes to the right place. |
1689 | * owner value so exp goes to the right place. |
1600 | */ |
1690 | */ |
1601 | set_owner(throw_ob->inv,op); |
1691 | throw_ob->inv->set_owner (op); |
1602 | throw_ob->direction=dir; |
1692 | throw_ob->direction = dir; |
1603 | throw_ob->x = part->x; |
|
|
1604 | throw_ob->y = part->y; |
|
|
1605 | |
1693 | |
1606 | /* the damage bonus from the force of the throw */ |
1694 | /* the damage bonus from the force of the throw */ |
1607 | dam = (int) (str_factor * dam_bonus[eff_str]); |
1695 | dam = int (str_factor * dam_bonus[eff_str]); |
1608 | |
1696 | |
1609 | /* Now, lets adjust the properties of the thrown_ob. */ |
1697 | /* Now, lets adjust the properties of the thrown_ob. */ |
1610 | |
1698 | |
1611 | /* how far to fly */ |
1699 | /* how far to fly */ |
1612 | throw_ob->last_sp = (eff_str*3)/5; |
1700 | throw_ob->last_sp = (eff_str * 3) / 5; |
1613 | |
1701 | |
1614 | /* speed */ |
1702 | /* speed */ |
1615 | throw_ob->speed = (speed_bonus[eff_str]+1.0)/1.5; |
1703 | throw_ob->set_speed (min (1.0, speed_bonus[eff_str] + 1.0) / 1.5); /* no faster than an arrow! */ |
1616 | throw_ob->speed = MIN(1.0,throw_ob->speed); /* no faster than an arrow! */ |
1704 | |
1617 | |
|
|
1618 | /* item damage. Eff_str and item weight influence damage done */ |
1705 | /* item damage. Eff_str and item weight influence damage done */ |
1619 | weight_f = (throw_ob->weight/2000)>MAX_STAT?MAX_STAT:(throw_ob->weight/2000); |
1706 | weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000); |
1620 | throw_ob->stats.dam += (dam/3) + dam_bonus[weight_f] |
1707 | throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2; |
1621 | + (throw_ob->weight/15000) - 2; |
|
|
1622 | |
1708 | |
1623 | /* chance of breaking. Proportional to force used and weight of item */ |
1709 | /* chance of breaking. Proportional to force used and weight of item */ |
1624 | throw_ob->stats.food = (dam/2) + (throw_ob->weight/60000); |
1710 | throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000); |
1625 | |
1711 | |
1626 | /* replace 25 with a call to clone.arch wc? messes up w/ NPC */ |
1712 | /* replace 25 with a call to clone.arch wc? messes up w/ NPC */ |
1627 | throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] |
1713 | throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level; |
1628 | - thaco_bonus[eff_str] - skill->level; |
|
|
1629 | |
|
|
1630 | |
1714 | |
1631 | /* the properties of objects which are meant to be thrown (ie dart, |
1715 | /* the properties of objects which are meant to be thrown (ie dart, |
1632 | * throwing knife, etc) will differ from ordinary items. Lets tailor |
1716 | * throwing knife, etc) will differ from ordinary items. Lets tailor |
1633 | * this stuff in here. |
1717 | * this stuff in here. |
1634 | */ |
1718 | */ |
1635 | |
1719 | |
1636 | if(QUERY_FLAG(throw_ob->inv,FLAG_IS_THROWN)) { |
1720 | if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN)) |
|
|
1721 | { |
1637 | throw_ob->last_sp += eff_str/3; /* fly a little further */ |
1722 | throw_ob->last_sp += eff_str / 3; /* fly a little further */ |
1638 | 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; |
1639 | 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; |
1640 | /* only throw objects get directional faces */ |
1725 | /* only throw objects get directional faces */ |
1641 | if(GET_ANIM_ID(throw_ob) && NUM_ANIMATIONS(throw_ob)) |
1726 | if (throw_ob->has_anim () && throw_ob->anim_frames ()) |
1642 | SET_ANIMATION(throw_ob, dir); |
1727 | throw_ob->set_anim_frame (dir); |
1643 | } else { |
1728 | } |
|
|
1729 | else |
|
|
1730 | { |
|
|
1731 | uint16 mat = throw_ob->materials; |
|
|
1732 | |
1644 | /* some materials will adjust properties.. */ |
1733 | /* some materials will adjust properties.. */ |
1645 | if(throw_ob->material&M_LEATHER) { |
1734 | if (mat & M_LEATHER) |
|
|
1735 | { |
1646 | throw_ob->stats.dam -= 1; |
1736 | throw_ob->stats.dam -= 1; |
1647 | throw_ob->stats.food -= 10; |
1737 | throw_ob->stats.food -= 10; |
|
|
1738 | } |
|
|
1739 | |
|
|
1740 | if (mat & M_GLASS) |
|
|
1741 | throw_ob->stats.food += 60; |
|
|
1742 | |
|
|
1743 | if (mat & M_ORGANIC) |
1648 | } |
1744 | { |
1649 | if(throw_ob->material&M_GLASS) throw_ob->stats.food += 60; |
|
|
1650 | |
|
|
1651 | if(throw_ob->material&M_ORGANIC) { |
|
|
1652 | throw_ob->stats.dam -= 3; |
1745 | throw_ob->stats.dam -= 3; |
1653 | throw_ob->stats.food += 55; |
1746 | throw_ob->stats.food += 55; |
|
|
1747 | } |
|
|
1748 | |
|
|
1749 | if (mat & M_PAPER || mat & M_CLOTH) |
1654 | } |
1750 | { |
1655 | if(throw_ob->material&M_PAPER||throw_ob->material&M_CLOTH) { |
1751 | throw_ob->stats.dam -= 5; |
1656 | throw_ob->stats.dam -= 5; throw_ob->speed *= 0.8; |
1752 | throw_ob->speed *= 0.8; |
1657 | throw_ob->stats.wc += 3; throw_ob->stats.food -= 30; |
1753 | throw_ob->stats.wc += 3; |
|
|
1754 | throw_ob->stats.food -= 30; |
1658 | } |
1755 | } |
|
|
1756 | |
1659 | /* light obj have more wind resistance, fly slower*/ |
1757 | /* light obj have more wind resistance, fly slower */ |
1660 | if(throw_ob->weight>500) throw_ob->speed *= 0.8; |
1758 | if (throw_ob->weight > 500) |
1661 | if(throw_ob->weight>50) throw_ob->speed *= 0.5; |
1759 | throw_ob->speed *= 0.8; |
1662 | |
1760 | |
1663 | } /* else tailor thrown object */ |
1761 | if (throw_ob->weight > 50) |
1664 | |
1762 | throw_ob->speed *= 0.5; |
|
|
1763 | } /* else tailor thrown object */ |
|
|
1764 | |
1665 | /* some limits, and safeties (needed?) */ |
1765 | /* some limits, and safeties (needed?) */ |
1666 | if(throw_ob->stats.dam<0) throw_ob->stats.dam=0; |
1766 | if (throw_ob->stats.dam < 0) |
1667 | if(throw_ob->last_sp>eff_str) throw_ob->last_sp=eff_str; |
1767 | throw_ob->stats.dam = 0; |
1668 | if(throw_ob->stats.food<0) throw_ob->stats.food=0; |
1768 | if (throw_ob->last_sp > eff_str) |
1669 | if(throw_ob->stats.food>100) throw_ob->stats.food=100; |
1769 | throw_ob->last_sp = eff_str; |
1670 | if(throw_ob->stats.wc>30) throw_ob->stats.wc=30; |
1770 | if (throw_ob->stats.food < 0) |
|
|
1771 | throw_ob->stats.food = 0; |
|
|
1772 | if (throw_ob->stats.food > 100) |
|
|
1773 | throw_ob->stats.food = 100; |
|
|
1774 | if (throw_ob->stats.wc > 30) |
|
|
1775 | throw_ob->stats.wc = 30; |
1671 | |
1776 | |
1672 | /* how long to pause the thrower. Higher values mean less pause */ |
1777 | /* how long to pause the thrower. Higher values mean less pause */ |
1673 | pause_f = ((2*eff_str)/3)+20+skill->level; |
1778 | pause_f = ((2 * eff_str) / 3) + 20 + skill->level; |
1674 | |
1779 | |
1675 | /* Put a lower limit on this */ |
1780 | /* Put a lower limit on this */ |
1676 | if (pause_f < 10) pause_f=10; |
1781 | if (pause_f < 10) |
1677 | if (pause_f > 100) pause_f=100; |
1782 | pause_f = 10; |
|
|
1783 | if (pause_f > 100) |
|
|
1784 | pause_f = 100; |
1678 | |
1785 | |
1679 | /* Changed in 0.94.2 - the calculation before was really goofy. |
1786 | /* Changed in 0.94.2 - the calculation before was really goofy. |
1680 | * In short summary, a throw can take anywhere between speed 5 and |
1787 | * In short summary, a throw can take anywhere between speed 5 and |
1681 | * speed 0.5 |
1788 | * speed 0.5 |
1682 | */ |
1789 | */ |
1683 | op->speed_left -= 50 / pause_f; |
1790 | op->speed_left -= 50 / pause_f; |
1684 | |
1791 | |
1685 | update_ob_speed(throw_ob); |
|
|
1686 | throw_ob->speed_left = 0; |
1792 | throw_ob->speed_left = 0; |
1687 | throw_ob->map = part->map; |
1793 | throw_ob->map = part->map; |
1688 | |
1794 | |
1689 | throw_ob->move_type = MOVE_FLY_LOW; |
1795 | throw_ob->move_type = MOVE_FLY_LOW; |
1690 | throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1796 | throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1691 | |
1797 | |
1692 | #if 0 |
1798 | #if 0 |
1693 | /* need to put in a good sound for this */ |
1799 | /* need to put in a good sound for this */ |
1694 | play_sound_map(op->map, op->x, op->y, SOUND_THROW_OBJ); |
1800 | play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ); |
1695 | #endif |
1801 | #endif |
|
|
1802 | |
1696 | /* Lauwenmark - Now we can call the associated script_throw event (if any) */ |
1803 | /* Lauwenmark - Now we can call the associated script_throw event (if any) */ |
1697 | INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op)); |
1804 | INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op)); |
1698 | #ifdef DEBUG_THROW |
1805 | #ifdef DEBUG_THROW |
1699 | LOG(llevDebug," pause_f=%d \n",pause_f); |
1806 | LOG (llevDebug, " pause_f=%d \n", pause_f); |
1700 | LOG(llevDebug," %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n", |
1807 | LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n", |
1701 | throw_ob->name,throw_ob->stats.wc,throw_ob->stats.dam, |
1808 | throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food); |
1702 | throw_ob->last_sp,throw_ob->speed,throw_ob->stats.food); |
|
|
1703 | LOG(llevDebug,"inserting tossitem (%d) into map\n",throw_ob->count); |
1809 | LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count); |
1704 | #endif |
1810 | #endif |
1705 | tag = throw_ob->count; |
1811 | |
1706 | insert_ob_in_map(throw_ob,part->map,op,0); |
1812 | throw_ob->insert_at (part, op); |
1707 | if (!was_destroyed (throw_ob, tag)) |
1813 | |
|
|
1814 | if (!throw_ob->destroyed ()) |
1708 | move_arrow(throw_ob); |
1815 | move_arrow (throw_ob); |
|
|
1816 | |
1709 | return 1; |
1817 | return 1; |
1710 | } |
1818 | } |
1711 | |
1819 | |
|
|
1820 | int |
1712 | int skill_throw (object *op, object *part, int dir, const char *params, object *skill) { |
1821 | skill_throw (object *op, object *part, int dir, const char *params, object *skill) |
|
|
1822 | { |
1713 | object *throw_ob; |
1823 | object *throw_ob; |
1714 | |
1824 | |
1715 | if(op->type==PLAYER) |
1825 | if (op->type == PLAYER) |
1716 | throw_ob = find_throw_ob(op,params); |
1826 | throw_ob = find_throw_ob (op, params); |
1717 | else |
1827 | else |
1718 | throw_ob = find_mon_throw_ob(op); |
1828 | throw_ob = find_mon_throw_ob (op); |
1719 | |
1829 | |
1720 | return do_throw(op,part, throw_ob,dir, skill); |
1830 | return do_throw (op, part, throw_ob, dir, skill); |
1721 | } |
1831 | } |