1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2003 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <object.h> |
26 | #include <object.h> |
27 | #include <sproto.h> |
27 | #include <sproto.h> |
… | |
… | |
42 | /* Only prohibit stealing if the player does not have a free |
42 | /* Only prohibit stealing if the player does not have a free |
43 | * hand available and in fact does have hands. |
43 | * hand available and in fact does have hands. |
44 | */ |
44 | */ |
45 | if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info) |
45 | if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info) |
46 | { |
46 | { |
47 | new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!"); |
47 | new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with! " |
|
|
48 | "H<Try to unapply weapons or things you hold in your hands, use the C<body> command.>"); |
48 | return -1; |
49 | return -1; |
49 | } |
50 | } |
50 | |
51 | |
51 | /* ADJUSTMENTS */ |
52 | /* ADJUSTMENTS */ |
52 | |
53 | |
53 | /* Its harder to steal from hostile beings! */ |
54 | /* It's harder to steal from hostile beings! */ |
54 | if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) |
55 | if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) |
55 | roll = roll / 2; |
56 | roll = roll / 2; |
56 | |
57 | |
57 | /* Easier to steal from sleeping beings, or if the thief is |
58 | /* Easier to steal from sleeping beings, or if the thief is |
58 | * unseen */ |
59 | * unseen */ |
… | |
… | |
65 | * it quite a bit harder to steal. |
66 | * it quite a bit harder to steal. |
66 | */ |
67 | */ |
67 | for (equip = op->inv; equip; equip = equip->below) |
68 | for (equip = op->inv; equip; equip = equip->below) |
68 | { |
69 | { |
69 | if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED)) |
70 | if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED)) |
70 | { |
|
|
71 | roll -= equip->weight / 10000; |
71 | roll -= equip->weight / 10000; |
72 | } |
72 | |
73 | if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED)) |
73 | if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED)) |
74 | roll -= equip->weight / 5000; |
74 | roll -= equip->weight / 5000; |
|
|
75 | |
75 | if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) |
76 | if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) |
76 | { |
|
|
77 | roll -= equip->weight / 2000; |
77 | roll -= equip->weight / 2000; |
78 | } |
78 | |
79 | if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED)) |
79 | if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED)) |
80 | roll -= equip->weight / 5000; |
80 | roll -= equip->weight / 5000; |
|
|
81 | |
81 | if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED)) |
82 | if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED)) |
82 | roll -= equip->weight / 100; |
83 | roll -= equip->weight / 100; |
83 | } |
84 | } |
|
|
85 | |
84 | if (roll < 0) |
86 | if (roll < 0) |
85 | roll = 0; |
87 | roll = 0; |
|
|
88 | |
86 | return roll; |
89 | return roll; |
87 | } |
90 | } |
88 | |
91 | |
89 | /* |
92 | /* |
90 | * When stealing: dependent on the intelligence/wisdom of whom you're |
93 | * When stealing: dependent on the intelligence/wisdom of whom you're |
… | |
… | |
100 | { |
103 | { |
101 | object *success = NULL, *tmp = NULL, *next; |
104 | object *success = NULL, *tmp = NULL, *next; |
102 | int roll = 0, chance = 0, stats_value; |
105 | int roll = 0, chance = 0, stats_value; |
103 | rv_vector rv; |
106 | rv_vector rv; |
104 | |
107 | |
105 | stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2; |
108 | stats_value = (who->stats.Dex + who->stats.Int) * 3 / 2; |
106 | |
109 | |
107 | /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them) |
110 | /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them) |
108 | * they will try to prevent stealing if they can. Only unseen theives will |
111 | * they will try to prevent stealing if they can. Only unseen theives will |
109 | * have much chance of success. |
112 | * have much chance of success. |
110 | */ |
113 | */ |
111 | if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL)) |
114 | if (!op->is_player () && op->flag [FLAG_NO_STEAL]) |
112 | { |
115 | { |
113 | if (can_detect_enemy (op, who, &rv)) |
116 | if (can_detect_enemy (op, who, &rv)) |
114 | { |
117 | { |
115 | npc_call_help (op); |
118 | npc_call_help (op); |
116 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
119 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
117 | new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); |
120 | new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); |
118 | return 0; |
121 | return 0; |
119 | } |
122 | } |
120 | else /* help npc to detect thief next time by raising its wisdom */ |
123 | else /* help npc to detect thief next time by raising its wisdom */ |
121 | op->stats.Wis += (op->stats.Int / 5) + 1; |
124 | op->stats.Wis += (op->stats.Int / 5) + 1; |
|
|
125 | |
122 | if (op->stats.Wis > MAX_STAT) |
126 | if (op->stats.Wis > MAX_STAT) |
123 | op->stats.Wis = MAX_STAT; |
127 | op->stats.Wis = MAX_STAT; |
124 | } |
128 | } |
125 | |
129 | |
126 | if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ)) |
130 | if (op->is_player () && op->flag [FLAG_WIZ]) |
127 | { |
131 | { |
128 | new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n"); |
132 | new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n"); |
129 | return 0; |
133 | return 0; |
130 | } |
134 | } |
131 | |
135 | |
132 | // only allow stealing between hostile players (TODO: probably should change) |
136 | // only allow stealing between hostile players (TODO: probably should change) |
133 | if (op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful)) |
137 | if (op->is_player () && who->is_player () && (who->contr->peaceful || op->contr->peaceful)) |
134 | { |
138 | { |
135 | new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); |
139 | new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); |
136 | return 0; |
140 | return 0; |
137 | } |
141 | } |
138 | |
142 | |
139 | /* Ok then, go thru their inventory, stealing */ |
143 | /* Ok then, go through their inventory, stealing */ |
140 | for (tmp = op->inv; tmp; tmp = next) |
144 | for (tmp = op->inv; tmp; tmp = next) |
141 | { |
145 | { |
142 | next = tmp->below; |
146 | next = tmp->below; |
143 | |
147 | |
144 | /* you can't steal worn items, starting items, wiz stuff, |
148 | /* you can't steal worn items, starting items, wiz stuff, |
… | |
… | |
178 | if (tmp->destroyed () || tmp->env != op) |
182 | if (tmp->destroyed () || tmp->env != op) |
179 | { |
183 | { |
180 | /* for players, play_sound: steals item */ |
184 | /* for players, play_sound: steals item */ |
181 | success = tmp; |
185 | success = tmp; |
182 | CLEAR_FLAG (tmp, FLAG_INV_LOCKED); |
186 | CLEAR_FLAG (tmp, FLAG_INV_LOCKED); |
183 | |
|
|
184 | /* Don't delete it from target player until we know |
|
|
185 | * the thief has picked it up. can't just look at tmp->count, |
|
|
186 | * as it's possible that it got merged when picked up. |
|
|
187 | */ |
|
|
188 | if (op->type == PLAYER) |
|
|
189 | esrv_del_item (op->contr, tmp->count); |
|
|
190 | } |
187 | } |
|
|
188 | |
191 | break; |
189 | break; |
192 | } |
190 | } |
193 | } /* for loop looking for an item */ |
191 | } /* for loop looking for an item */ |
194 | |
192 | |
195 | if (!tmp) |
193 | if (!tmp) |
… | |
… | |
204 | */ |
202 | */ |
205 | |
203 | |
206 | if ((roll >= skill->level) || !chance |
204 | if ((roll >= skill->level) || !chance |
207 | || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW))))) |
205 | || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW))))) |
208 | { |
206 | { |
209 | |
|
|
210 | /* victim figures out where the thief is! */ |
207 | /* victim figures out where the thief is! */ |
211 | if (who->hide) |
208 | if (who->flag [FLAG_HIDDEN]) |
212 | make_visible (who); |
209 | make_visible (who); |
213 | |
210 | |
214 | if (op->type != PLAYER) |
211 | if (op->type != PLAYER) |
215 | { |
212 | { |
216 | /* The unaggressives look after themselves 8) */ |
213 | /* The unaggressives look after themselves 8) */ |
217 | if (who->type == PLAYER) |
214 | if (who->type == PLAYER) |
218 | { |
215 | { |
219 | npc_call_help (op); |
216 | npc_call_help (op); |
220 | new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op)); |
217 | new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op)); |
221 | } |
218 | } |
|
|
219 | |
222 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
220 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
223 | /* all remaining npc items are guarded now. Set flag NO_STEAL |
221 | /* all remaining npc items are guarded now. Set flag NO_STEAL |
224 | * on the victim. |
222 | * on the victim. |
225 | */ |
223 | */ |
226 | SET_FLAG (op, FLAG_NO_STEAL); |
224 | SET_FLAG (op, FLAG_NO_STEAL); |
… | |
… | |
229 | { /* stealing from another player */ |
227 | { /* stealing from another player */ |
230 | char buf[MAX_BUF]; |
228 | char buf[MAX_BUF]; |
231 | |
229 | |
232 | /* Notify the other player */ |
230 | /* Notify the other player */ |
233 | if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW)) |
231 | if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW)) |
234 | { |
|
|
235 | sprintf (buf, "Your %s is missing!", query_name (success)); |
232 | sprintf (buf, "Your %s is missing!", query_name (success)); |
236 | } |
|
|
237 | else |
233 | else |
238 | { |
|
|
239 | sprintf (buf, "Your pack feels strangely lighter."); |
234 | sprintf (buf, "Your pack feels strangely lighter."); |
240 | } |
235 | |
241 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
236 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
242 | if (!success) |
237 | if (!success) |
243 | { |
238 | { |
244 | if (who->invisible) |
239 | if (who->invisible) |
245 | { |
|
|
246 | sprintf (buf, "you feel itchy fingers getting at your pack."); |
240 | sprintf (buf, "you feel itchy fingers getting at your pack."); |
247 | } |
|
|
248 | else |
241 | else |
249 | { |
|
|
250 | sprintf (buf, "%s looks very shifty.", query_name (who)); |
242 | sprintf (buf, "%s looks very shifty.", query_name (who)); |
251 | } |
243 | |
252 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
244 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
253 | } |
245 | } |
254 | } /* else stealing from another player */ |
246 | } /* else stealing from another player */ |
255 | /* play_sound("stop! thief!"); kindofthing */ |
247 | /* play_sound("stop! thief!"); kindofthing */ |
256 | } /* if you weren't 100% successful */ |
248 | } /* if you weren't 100% successful */ |
|
|
249 | |
257 | return success ? 1 : 0; |
250 | return success ? 1 : 0; |
258 | } |
251 | } |
259 | |
252 | |
260 | int |
253 | int |
261 | steal (object *op, int dir, object *skill) |
254 | steal (object *op, int dir, object *skill) |
… | |
… | |
267 | |
260 | |
268 | x = op->x + freearr_x[dir]; |
261 | x = op->x + freearr_x[dir]; |
269 | y = op->y + freearr_y[dir]; |
262 | y = op->y + freearr_y[dir]; |
270 | |
263 | |
271 | if (dir == 0) |
264 | if (dir == 0) |
272 | { |
265 | return 0; // you can't steal from ourself! |
273 | /* Can't steal from ourself! */ |
|
|
274 | return 0; |
|
|
275 | } |
|
|
276 | |
266 | |
277 | m = op->map; |
267 | m = op->map; |
278 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
268 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
279 | /* Out of map - can't do it. If nothing alive on this space, |
269 | /* Out of map - can't do it. If nothing alive on this space, |
280 | * don't need to look any further. |
270 | * don't need to look any further. |
… | |
… | |
288 | |
278 | |
289 | /* Find the topmost object at this spot */ |
279 | /* Find the topmost object at this spot */ |
290 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above); |
280 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above); |
291 | |
281 | |
292 | /* For all the stacked objects at this point, attempt a steal */ |
282 | /* For all the stacked objects at this point, attempt a steal */ |
293 | for (; tmp != NULL; tmp = next) |
283 | for (; tmp; tmp = next) |
294 | { |
284 | { |
295 | next = tmp->below; |
285 | next = tmp->below; |
296 | /* Minor hack--for multi square beings - make sure we get |
286 | /* Minor hack--for multi square beings - make sure we get |
297 | * the 'head' coz 'tail' objects have no inventory! - b.t. |
287 | * the 'head' coz 'tail' objects have no inventory! - b.t. |
298 | */ |
288 | */ |
… | |
… | |
303 | continue; |
293 | continue; |
304 | |
294 | |
305 | /* do not reveal hidden DMs */ |
295 | /* do not reveal hidden DMs */ |
306 | if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden) |
296 | if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden) |
307 | continue; |
297 | continue; |
|
|
298 | |
308 | if (attempt_steal (tmp, op, skill)) |
299 | if (attempt_steal (tmp, op, skill)) |
309 | { |
300 | { |
310 | if (tmp->type == PLAYER) /* no xp for stealing from another player */ |
301 | if (tmp->type == PLAYER) /* no xp for stealing from another player */ |
311 | return 0; |
302 | return 0; |
312 | |
303 | |
313 | /* no xp for stealing from pets (of players) */ |
304 | /* no xp for stealing from pets (of players) */ |
314 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) |
305 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) |
315 | { |
306 | { |
316 | object *owner = tmp->owner; |
307 | object *owner = tmp->owner; |
317 | |
308 | |
318 | if (owner != NULL && owner->type == PLAYER) |
309 | if (owner && owner->type == PLAYER) |
319 | return 0; |
310 | return 0; |
320 | } |
311 | } |
321 | |
312 | |
322 | // reduce monster experience by experience we gained, as to |
313 | // reduce monster experience by experience we gained, as to |
323 | // limit the amount of exp that can be gained by stealing from monsters |
314 | // limit the amount of exp that can be gained by stealing from monsters |
324 | // (jessies gave ~20,000,000 exp otherwise. |
315 | // (jessies gave ~20,000,000 exp otherwise. |
325 | int exp = calc_skill_exp (op, tmp, skill); |
316 | int exp = calc_skill_exp (op, tmp, skill); |
326 | |
317 | |
327 | exp = MIN (tmp->stats.exp, exp); |
318 | exp = min (tmp->stats.exp, exp); |
328 | tmp->stats.exp -= exp; |
319 | tmp->stats.exp -= exp; |
329 | return exp; |
320 | return exp; |
330 | } |
321 | } |
331 | } |
322 | } |
|
|
323 | |
332 | return 0; |
324 | return 0; |
333 | } |
325 | } |
334 | |
326 | |
335 | static int |
327 | static int |
336 | attempt_pick_lock (object *door, object *pl, object *skill) |
328 | attempt_pick_lock (object *door, object *pl, object *skill) |
… | |
… | |
408 | { |
400 | { |
409 | new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock."); |
401 | new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock."); |
410 | return 0; |
402 | return 0; |
411 | } |
403 | } |
412 | } |
404 | } |
413 | |
|
|
414 | |
405 | |
415 | /* HIDE CODE. The user becomes undetectable (not just 'invisible') for |
406 | /* HIDE CODE. The user becomes undetectable (not just 'invisible') for |
416 | * a short while (success and duration dependant on player SK_level, |
407 | * a short while (success and duration dependant on player SK_level, |
417 | * dexterity, charisma, and map difficulty). |
408 | * dexterity, charisma, and map difficulty). |
418 | * Players have a good chance of becoming 'unhidden' if they move |
409 | * Players have a good chance of becoming 'unhidden' if they move |
419 | * and like invisiblity will be come visible if they attack |
410 | * and like invisiblity will be come visible if they attack |
420 | * Implemented by b.t. (thomas@astro.psu.edu) |
411 | * Implemented by b.t. (thomas@astro.psu.edu) |
421 | * July 7, 1995 - made hiding possible for monsters. -b.t. |
412 | * July 7, 1995 - made hiding possible for monsters. -b.t. |
422 | */ |
413 | */ |
423 | |
|
|
424 | static int |
414 | static int |
425 | attempt_hide (object *op, object *skill) |
415 | attempt_hide (object *op, object *skill) |
426 | { |
416 | { |
427 | int number, difficulty = op->map->difficulty; |
417 | int number, difficulty = op->map->difficulty; |
428 | int terrain = hideability (op); |
418 | int terrain = hideability (op); |
… | |
… | |
431 | return 0; |
421 | return 0; |
432 | |
422 | |
433 | /* Hiding success and duration dependant on skill level, |
423 | /* Hiding success and duration dependant on skill level, |
434 | * op->stats.Dex, map difficulty and terrain. |
424 | * op->stats.Dex, map difficulty and terrain. |
435 | */ |
425 | */ |
436 | |
|
|
437 | number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2; |
426 | number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2; |
|
|
427 | |
438 | if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) |
428 | if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) |
439 | { |
429 | { |
440 | op->invisible += 100; /* set the level of 'hiddeness' */ |
430 | op->invisible += 100; /* set the level of 'hiddeness' */ |
|
|
431 | |
441 | if (op->type == PLAYER) |
432 | if (op->type == PLAYER) |
442 | op->contr->tmp_invis = 1; |
433 | op->contr->tmp_invis = 1; |
443 | op->hide = 1; |
434 | |
|
|
435 | op->flag [FLAG_HIDDEN] = 1; |
444 | return 1; |
436 | return 1; |
445 | } |
437 | } |
|
|
438 | |
446 | return 0; |
439 | return 0; |
447 | } |
440 | } |
448 | |
441 | |
449 | /* patched this to take terrain into consideration */ |
442 | /* patched this to take terrain into consideration */ |
450 | int |
443 | int |
451 | hide (object *op, object *skill) |
444 | hide (object *op, object *skill) |
452 | { |
445 | { |
453 | |
|
|
454 | /* the preliminaries -- Can we really hide now? */ |
446 | /* the preliminaries -- Can we really hide now? */ |
455 | /* this keeps monsters from using invisibilty spells and hiding */ |
447 | /* this keeps monsters from using invisibilty spells and hiding */ |
456 | |
448 | |
457 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
449 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
458 | { |
450 | { |
459 | new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!"); |
451 | new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!"); |
460 | return 0; |
452 | return 0; |
461 | } |
453 | } |
462 | else if (!op->hide && op->invisible > 0 && op->type == PLAYER) |
454 | else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER) |
463 | { |
455 | { |
464 | new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!"); |
456 | new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!"); |
465 | make_visible (op); |
457 | make_visible (op); |
466 | } |
458 | } |
467 | |
459 | |
468 | if (op->invisible > (50 * skill->level)) |
460 | if (op->invisible > 50 * skill->level) |
469 | { |
461 | { |
470 | new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get."); |
462 | new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get."); |
471 | return 0; |
463 | return 0; |
472 | } |
464 | } |
473 | |
465 | |
… | |
… | |
475 | { |
467 | { |
476 | new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows."); |
468 | new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows."); |
477 | update_object (op, UP_OBJ_FACE); |
469 | update_object (op, UP_OBJ_FACE); |
478 | return calc_skill_exp (op, NULL, skill); |
470 | return calc_skill_exp (op, NULL, skill); |
479 | } |
471 | } |
|
|
472 | |
480 | new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself."); |
473 | new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself."); |
481 | return 0; |
474 | return 0; |
482 | } |
475 | } |
483 | |
|
|
484 | |
476 | |
485 | /* stop_jump() - End of jump. Clear flags, restore the map, and |
477 | /* stop_jump() - End of jump. Clear flags, restore the map, and |
486 | * freeze the jumper a while to simulate the exhaustion |
478 | * freeze the jumper a while to simulate the exhaustion |
487 | * of jumping. |
479 | * of jumping. |
488 | */ |
480 | */ |
489 | static void |
481 | static void |
490 | stop_jump (object *pl, int dist, int spaces) |
482 | stop_jump (object *pl, int dist, int spaces) |
491 | { |
483 | { |
492 | pl->update_stats (); |
484 | pl->update_stats (); |
493 | pl->map->insert (pl, pl->x, pl->y, pl); |
485 | pl->map->insert (pl, pl->x, pl->y, pl); |
|
|
486 | pl->speed_left -= pl->speed * 8.; |
494 | } |
487 | } |
495 | |
488 | |
496 | static int |
489 | static int |
497 | attempt_jump (object *pl, int dir, int spaces, object *skill) |
490 | attempt_jump (object *pl, int dir, int spaces, object *skill) |
498 | { |
491 | { |
499 | object *tmp; |
492 | object *tmp; |
500 | int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags; |
493 | int i, dx = freearr_x[dir], dy = freearr_y[dir], mflags; |
501 | sint16 x, y; |
494 | sint16 x, y; |
502 | maptile *m; |
495 | maptile *m; |
503 | |
496 | |
504 | /* Jump loop. Go through spaces opject wants to jump. Halt the |
497 | /* Jump loop. Go through spaces object wants to jump. Halt the |
505 | * jump if a wall or creature is in the way. We set FLAG_FLYING |
498 | * jump if a wall or creature is in the way. We set FLAG_FLYING |
506 | * temporarily to allow player to aviod exits/archs that are not |
499 | * temporarily to allow player to aviod exits/archs that are not |
507 | * fly_on, fly_off. This will also prevent pickup of objects |
500 | * fly_on, fly_off. This will also prevent pickup of objects |
508 | * while jumping over them. |
501 | * while jumping over them. |
509 | */ |
502 | */ |
510 | |
|
|
511 | pl->remove (); |
503 | pl->remove (); |
512 | |
|
|
513 | /* |
|
|
514 | * I don't think this is actually needed - all the movement |
|
|
515 | * code is handled in this function, and I don't see anyplace |
|
|
516 | * that cares about the move_type being flying. |
|
|
517 | */ |
|
|
518 | pl->move_type |= MOVE_FLY_LOW; |
504 | pl->move_type |= MOVE_FLY_LOW; |
519 | |
505 | |
520 | for (i = 0; i <= spaces; i++) |
506 | for (i = 0; i <= spaces; i++) |
521 | { |
507 | { |
522 | x = pl->x + dx; |
508 | x = pl->x + dx; |
… | |
… | |
525 | |
511 | |
526 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
512 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
527 | |
513 | |
528 | if (mflags & P_OUT_OF_MAP) |
514 | if (mflags & P_OUT_OF_MAP) |
529 | { |
515 | { |
530 | (void) stop_jump (pl, i, spaces); |
516 | stop_jump (pl, i, spaces); |
531 | return 0; |
517 | return 0; |
532 | } |
518 | } |
|
|
519 | |
|
|
520 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
|
|
521 | { |
|
|
522 | /* Jump into creature */ |
|
|
523 | if (QUERY_FLAG (tmp, FLAG_MONSTER) |
|
|
524 | || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden))) |
|
|
525 | { |
|
|
526 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name); |
|
|
527 | |
|
|
528 | stop_jump (pl, i, spaces); |
|
|
529 | |
|
|
530 | int exp = 0; |
|
|
531 | |
|
|
532 | if (tmp->type != PLAYER |
|
|
533 | || (pl->type == PLAYER && !pl->contr->party) |
|
|
534 | || (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party)) |
|
|
535 | exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */ |
|
|
536 | |
|
|
537 | return exp; /* note that calc_skill_exp() is already called by skill_attack() */ |
|
|
538 | } |
|
|
539 | } |
|
|
540 | |
533 | if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y))) |
541 | if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y))) |
534 | { |
542 | { |
535 | new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); |
543 | new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); |
536 | stop_jump (pl, i, spaces); |
544 | stop_jump (pl, i, spaces); |
537 | return 0; |
545 | return 0; |
538 | } |
546 | } |
539 | |
547 | |
540 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
|
|
541 | { |
|
|
542 | /* Jump into creature */ |
|
|
543 | if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden))) |
|
|
544 | { |
|
|
545 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name); |
|
|
546 | if (tmp->type != PLAYER || |
|
|
547 | (pl->type == PLAYER && pl->contr->party == NULL) || |
|
|
548 | (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party)) |
|
|
549 | exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */ |
|
|
550 | stop_jump (pl, i, spaces); |
|
|
551 | return exp; /* note that calc_skill_exp() is already called by skill_attack() */ |
|
|
552 | } |
|
|
553 | /* If the space has fly on set (no matter what the space is), |
|
|
554 | * we should get the effects - after all, the player is |
|
|
555 | * effectively flying. |
|
|
556 | */ |
|
|
557 | if (tmp->move_on & MOVE_FLY_LOW) |
|
|
558 | { |
|
|
559 | pl->x = x; |
|
|
560 | pl->y = y; |
|
|
561 | pl->map = m; |
|
|
562 | stop_jump (pl, i, spaces); |
|
|
563 | return calc_skill_exp (pl, NULL, skill); |
|
|
564 | } |
|
|
565 | } |
|
|
566 | pl->x = x; |
548 | pl->x = x; |
567 | pl->y = y; |
549 | pl->y = y; |
568 | pl->map = m; |
550 | pl->map = m; |
|
|
551 | |
|
|
552 | if (m->at (x, y).move_on & pl->move_type) |
|
|
553 | { |
|
|
554 | new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is stopped."); |
|
|
555 | stop_jump (pl, i, spaces); |
|
|
556 | return 0; |
|
|
557 | } |
569 | } |
558 | } |
|
|
559 | |
570 | stop_jump (pl, i, spaces); |
560 | stop_jump (pl, i, spaces); |
|
|
561 | |
571 | return calc_skill_exp (pl, NULL, skill); |
562 | return calc_skill_exp (pl, NULL, skill); |
572 | } |
563 | } |
573 | |
564 | |
574 | /* jump() - this is both a new type of movement for player/monsters and |
565 | /* jump() - this is both a new type of movement for player/monsters and |
575 | * an attack as well. |
566 | * an attack as well. |
576 | * Perhaps we should allow more spaces based on level, eg, level 50 |
567 | * Perhaps we should allow more spaces based on level, eg, level 50 |
577 | * jumper can jump several spaces? |
568 | * jumper can jump several spaces? |
578 | */ |
569 | */ |
579 | |
|
|
580 | int |
570 | int |
581 | jump (object *pl, int dir, object *skill) |
571 | jump (object *pl, int dir, object *skill) |
582 | { |
572 | { |
583 | int spaces = 0, stats; |
|
|
584 | int str = pl->stats.Str; |
573 | int str = pl->stats.Str; |
585 | int dex = pl->stats.Dex; |
574 | int dex = pl->stats.Dex; |
586 | |
575 | |
587 | dex = dex ? dex : 15; |
576 | dex = dex ? dex : 15; |
588 | str = str ? str : 10; |
577 | str = str ? str : 10; |
589 | |
578 | |
590 | stats = str * str * str * dex * skill->level; |
579 | int stats = str * str * str * dex * skill->level; |
|
|
580 | int spaces = min (3, skill->level, stats / (pl->carrying + 1)); |
591 | |
581 | |
592 | if (pl->carrying != 0) /* don't want div by zero !! */ |
|
|
593 | spaces = (int) (stats / pl->carrying); |
|
|
594 | else |
|
|
595 | spaces = 2; /* pl has no objects - gets the far jump */ |
|
|
596 | |
|
|
597 | if (spaces > 2) |
|
|
598 | spaces = 2; |
|
|
599 | else if (spaces == 0) |
582 | if (spaces == 0) |
600 | { |
583 | { |
601 | new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump."); |
584 | new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump."); |
602 | return 0; |
585 | return 0; |
603 | } |
586 | } |
|
|
587 | |
604 | return attempt_jump (pl, dir, spaces, skill); |
588 | return attempt_jump (pl, dir, spaces, skill); |
605 | } |
589 | } |
606 | |
|
|
607 | |
590 | |
608 | /* skill_ident() - this code is supposed to allow players to identify |
591 | /* skill_ident() - this code is supposed to allow players to identify |
609 | * classes of objects with the various "auto-ident" skills. Player must |
592 | * classes of objects with the various "auto-ident" skills. Player must |
610 | * have unidentified objects of the right type in order for the skill |
593 | * have unidentified objects of the right type in order for the skill |
611 | * to work. While multiple classes of objects may be identified, |
594 | * to work. While multiple classes of objects may be identified, |
612 | * this code is kind of yucky -- it would be nice to make it a bit |
595 | * this code is kind of yucky -- it would be nice to make it a bit |
613 | * more generalized. Right now, skill indices are embedded in this routine. |
596 | * more generalized. Right now, skill indices are embedded in this routine. |
614 | * Returns amount of experience gained (on successful ident). |
597 | * Returns amount of experience gained (on successful ident). |
615 | * - b.t. (thomas@astro.psu.edu) |
598 | * - b.t. (thomas@astro.psu.edu) |
616 | */ |
599 | */ |
617 | |
|
|
618 | static int |
600 | static int |
619 | do_skill_detect_curse (object *pl, object *skill) |
601 | do_skill_detect_curse (object *pl, object *skill) |
620 | { |
602 | { |
621 | object *tmp; |
603 | object *tmp; |
622 | int success = 0; |
604 | int success = 0; |
… | |
… | |
676 | } |
658 | } |
677 | |
659 | |
678 | /* Helper function for do_skill_ident, so that we can loop |
660 | /* Helper function for do_skill_ident, so that we can loop |
679 | * over inventory AND objects on the ground conveniently. |
661 | * over inventory AND objects on the ground conveniently. |
680 | */ |
662 | */ |
681 | int |
663 | static int |
682 | do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) |
664 | do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) |
683 | { |
665 | { |
684 | int success = 0, chance; |
666 | int success = 0, chance; |
685 | int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; |
667 | int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; |
686 | |
668 | |
… | |
… | |
700 | if (tmp->msg) |
682 | if (tmp->msg) |
701 | { |
683 | { |
702 | new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); |
684 | new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); |
703 | new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); |
685 | new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); |
704 | } |
686 | } |
705 | |
|
|
706 | /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */ |
|
|
707 | if (tmp->map) |
|
|
708 | esrv_send_item (pl, tmp); |
|
|
709 | } |
687 | } |
|
|
688 | |
710 | success += calc_skill_exp (pl, tmp, skill); |
689 | success += calc_skill_exp (pl, tmp, skill); |
711 | } |
690 | } |
712 | else |
691 | else |
713 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); |
692 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); |
714 | } |
693 | } |
… | |
… | |
719 | /* do_skill_ident() - workhorse for skill_ident() -b.t. |
698 | /* do_skill_ident() - workhorse for skill_ident() -b.t. |
720 | */ |
699 | */ |
721 | static int |
700 | static int |
722 | do_skill_ident (object *pl, int obj_class, object *skill) |
701 | do_skill_ident (object *pl, int obj_class, object *skill) |
723 | { |
702 | { |
724 | object *tmp; |
|
|
725 | int success = 0; |
703 | int success = 0; |
726 | |
704 | |
727 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
705 | for (object *tmp = pl->inv; tmp; tmp = tmp->below) |
728 | success += do_skill_ident2 (tmp, pl, obj_class, skill); |
706 | success += do_skill_ident2 (tmp, pl, obj_class, skill); |
729 | /* check the ground */ |
707 | /* check the ground */ |
730 | |
708 | |
731 | for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
709 | for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above) |
732 | success += do_skill_ident2 (tmp, pl, obj_class, skill); |
710 | success += do_skill_ident2 (tmp, pl, obj_class, skill); |
733 | |
711 | |
734 | return success; |
712 | return success; |
735 | } |
713 | } |
736 | |
714 | |
… | |
… | |
744 | |
722 | |
745 | new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby..."); |
723 | new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby..."); |
746 | |
724 | |
747 | switch (skill->subtype) |
725 | switch (skill->subtype) |
748 | { |
726 | { |
749 | case SK_SMITHERY: |
727 | case SK_SMITHERY: |
750 | success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill) |
728 | success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill) |
751 | + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill) |
729 | + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill) |
752 | + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill) |
730 | + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill) |
753 | + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill); |
731 | + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill); |
754 | break; |
732 | break; |
755 | |
733 | |
756 | case SK_BOWYER: |
734 | case SK_BOWYER: |
757 | success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill); |
735 | success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill); |
758 | break; |
736 | break; |
759 | |
737 | |
760 | case SK_ALCHEMY: |
738 | case SK_ALCHEMY: |
761 | success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill) |
739 | success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill) |
762 | + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill); |
740 | + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill); |
763 | break; |
741 | break; |
764 | |
742 | |
765 | case SK_WOODSMAN: |
743 | case SK_WOODSMAN: |
766 | success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill); |
744 | success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill); |
767 | break; |
745 | break; |
768 | |
746 | |
769 | case SK_JEWELER: |
747 | case SK_JEWELER: |
770 | success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill); |
748 | success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill); |
771 | break; |
749 | break; |
772 | |
750 | |
773 | case SK_LITERACY: |
751 | case SK_LITERACY: |
774 | success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill); |
752 | success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill); |
775 | break; |
753 | break; |
776 | |
754 | |
777 | case SK_THAUMATURGY: |
755 | case SK_THAUMATURGY: |
778 | success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill); |
756 | success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill); |
779 | break; |
757 | break; |
780 | |
758 | |
781 | case SK_DET_CURSE: |
759 | case SK_DET_CURSE: |
782 | success = do_skill_detect_curse (pl, skill); |
760 | success = do_skill_detect_curse (pl, skill); |
783 | if (success) |
761 | if (success) |
784 | new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); |
762 | new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); |
785 | break; |
763 | break; |
786 | |
764 | |
787 | case SK_DET_MAGIC: |
765 | case SK_DET_MAGIC: |
788 | success = do_skill_detect_magic (pl, skill); |
766 | success = do_skill_detect_magic (pl, skill); |
789 | if (success) |
767 | if (success) |
790 | new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!"); |
768 | new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!"); |
791 | break; |
769 | break; |
792 | |
770 | |
793 | default: |
771 | default: |
794 | LOG (llevError, "Error: bad call to skill_ident()\n"); |
772 | LOG (llevError, "Error: bad call to skill_ident()\n"); |
795 | return 0; |
773 | return 0; |
796 | break; |
774 | break; |
797 | } |
775 | } |
|
|
776 | |
798 | if (!success) |
777 | if (!success) |
799 | { |
|
|
800 | new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); |
778 | new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); |
801 | } |
779 | |
802 | return success; |
780 | return success; |
803 | } |
781 | } |
804 | |
782 | |
805 | /* players using this skill can 'charm' a monster -- |
783 | /* players using this skill can 'charm' a monster -- |
806 | * into working for them. It can only be used on |
784 | * into working for them. It can only be used on |
… | |
… | |
808 | * -b.t. (thomas@astro.psu.edu) |
786 | * -b.t. (thomas@astro.psu.edu) |
809 | */ |
787 | */ |
810 | int |
788 | int |
811 | use_oratory (object *pl, int dir, object *skill) |
789 | use_oratory (object *pl, int dir, object *skill) |
812 | { |
790 | { |
813 | sint16 x = pl->x + freearr_x[dir], y = pl->y + freearr_y[dir]; |
|
|
814 | int mflags, chance; |
|
|
815 | object *tmp; |
|
|
816 | maptile *m; |
|
|
817 | |
|
|
818 | if (pl->type != PLAYER) |
791 | if (pl->type != PLAYER) |
819 | return 0; /* only players use this skill */ |
792 | return 0; /* only players use this skill */ |
|
|
793 | |
|
|
794 | sint16 x = pl->x + freearr_x[dir], |
|
|
795 | y = pl->y + freearr_y[dir]; |
820 | m = pl->map; |
796 | maptile *m = pl->map; |
|
|
797 | |
821 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
798 | int mflags = get_map_flags (m, &m, x, y, &x, &y); |
822 | if (mflags & P_OUT_OF_MAP) |
799 | if (mflags & P_OUT_OF_MAP) |
823 | return 0; |
800 | return 0; |
824 | |
801 | |
825 | /* Save some processing - we have the flag already anyways |
802 | /* Save some processing - we have the flag already anyways |
826 | */ |
803 | */ |
… | |
… | |
828 | { |
805 | { |
829 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); |
806 | new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); |
830 | return 0; |
807 | return 0; |
831 | } |
808 | } |
832 | |
809 | |
|
|
810 | object *tmp; |
833 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
811 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
834 | { |
812 | { |
835 | /* can't persuade players - return because there is nothing else |
813 | /* can't persuade players - return because there is nothing else |
836 | * on that space to charm. Same for multi space monsters and |
814 | * on that space to charm. Same for multi space monsters and |
837 | * special monsters - we don't allow them to be charmed, and there |
815 | * special monsters - we don't allow them to be charmed, and there |
838 | * is no reason to do further processing since they should be the |
816 | * is no reason to do further processing since they should be the |
839 | * only monster on the space. |
817 | * only monster on the space. |
840 | */ |
818 | */ |
841 | if (tmp->type == PLAYER) |
819 | if (tmp->type == PLAYER |
842 | return 0; |
820 | || tmp->more || tmp->head_ () != tmp |
843 | if (tmp->more || tmp->head) |
821 | || tmp->msg) |
844 | return 0; |
|
|
845 | if (tmp->msg) |
|
|
846 | return 0; |
822 | return 0; |
847 | |
823 | |
848 | if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
824 | if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
849 | break; |
825 | break; |
850 | } |
826 | } |
… | |
… | |
865 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); |
841 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); |
866 | return 0; |
842 | return 0; |
867 | } |
843 | } |
868 | |
844 | |
869 | /* it's already allied! */ |
845 | /* it's already allied! */ |
870 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && (tmp->attack_movement == PETMOVE)) |
846 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) |
871 | { |
847 | { |
872 | if (tmp->owner == pl) |
848 | if (tmp->owner == pl) |
873 | { |
849 | { |
874 | new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); |
850 | new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); |
875 | return 0; |
851 | return 0; |
… | |
… | |
878 | { |
854 | { |
879 | /* you steal the follower. Perhaps we should really look at the |
855 | /* you steal the follower. Perhaps we should really look at the |
880 | * level of the owner above? |
856 | * level of the owner above? |
881 | */ |
857 | */ |
882 | tmp->set_owner (pl); |
858 | tmp->set_owner (pl); |
|
|
859 | tmp->skill = skill->skill; |
|
|
860 | |
883 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp)); |
861 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp)); |
884 | /* Abuse fix - don't give exp since this can otherwise |
862 | /* Abuse fix - don't give exp since this can otherwise |
885 | * be used by a couple players to gets lots of exp. |
863 | * be used by a couple players to gets lots of exp. |
886 | */ |
864 | */ |
887 | return 0; |
865 | return 0; |
… | |
… | |
891 | /* In this case, you can't steal it from the other player */ |
869 | /* In this case, you can't steal it from the other player */ |
892 | return 0; |
870 | return 0; |
893 | } |
871 | } |
894 | } /* Creature was already a pet of someone */ |
872 | } /* Creature was already a pet of someone */ |
895 | |
873 | |
896 | chance = skill->level * 2 + (pl->stats.Cha - 2 * tmp->stats.Int) / 2; |
874 | int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2; |
897 | |
875 | |
898 | /* Ok, got a 'sucker' lets try to make them a follower */ |
876 | /* Ok, got a 'sucker' lets try to make them a follower */ |
899 | if (chance > 0 && tmp->level < (random_roll (0, chance - 1, pl, PREFER_HIGH) - 1)) |
877 | if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1)) |
900 | { |
878 | { |
901 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); |
879 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); |
902 | |
880 | |
|
|
881 | INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl)); |
903 | tmp->set_owner (pl); |
882 | tmp->set_owner (pl); |
|
|
883 | tmp->skill = skill->skill; |
904 | tmp->stats.exp = 0; |
884 | tmp->stats.exp = 0; |
905 | add_friendly_object (tmp); |
|
|
906 | tmp->attack_movement = PETMOVE; |
885 | tmp->attack_movement = PETMOVE; |
|
|
886 | |
|
|
887 | if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
|
|
888 | add_friendly_object (tmp); |
|
|
889 | |
907 | return calc_skill_exp (pl, tmp, skill); |
890 | return calc_skill_exp (pl, tmp, skill); |
908 | } |
891 | } |
909 | |
|
|
910 | /* Charm failed. Creature may be angry now */ |
892 | /* Charm failed. Creature may be angry now */ |
911 | else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW)) |
893 | else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW)) |
912 | { |
894 | { |
913 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); |
895 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); |
914 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
896 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
915 | { |
897 | { |
916 | CLEAR_FLAG (tmp, FLAG_FRIENDLY); |
|
|
917 | remove_friendly_object (tmp); |
898 | remove_friendly_object (tmp); |
918 | tmp->attack_movement = 0; /* needed? */ |
899 | tmp->attack_movement = 0; /* needed? */ |
919 | } |
900 | } |
920 | |
901 | |
921 | CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
902 | CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
… | |
… | |
931 | * successfully pacified the creature gets Int=1. Thus, a player |
912 | * successfully pacified the creature gets Int=1. Thus, a player |
932 | * may only pacify a creature once. |
913 | * may only pacify a creature once. |
933 | * BTW, I appologize for the naming of the skill, I couldnt think |
914 | * BTW, I appologize for the naming of the skill, I couldnt think |
934 | * of anything better! -b.t. |
915 | * of anything better! -b.t. |
935 | */ |
916 | */ |
936 | |
|
|
937 | int |
917 | int |
938 | singing (object *pl, int dir, object *skill) |
918 | singing (object *pl, int dir, object *skill) |
939 | { |
919 | { |
940 | int i, exp = 0, chance, mflags; |
920 | int i, exp = 0; |
941 | object *tmp; |
921 | object *tmp; |
942 | maptile *m; |
922 | maptile *m; |
943 | sint16 x, y; |
923 | sint16 x, y; |
944 | |
924 | |
945 | if (pl->type != PLAYER) |
925 | if (pl->type != PLAYER) |
946 | return 0; /* only players use this skill */ |
926 | return 0; /* only players use this skill */ |
947 | |
927 | |
948 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); |
928 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); |
949 | for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++) |
929 | for (i = 0; i < min (skill->level, SIZEOFFREE); i++) |
950 | { |
930 | { |
951 | x = pl->x + freearr_x[i]; |
931 | x = pl->x + freearr_x[i]; |
952 | y = pl->y + freearr_y[i]; |
932 | y = pl->y + freearr_y[i]; |
953 | m = pl->map; |
933 | m = pl->map; |
954 | |
934 | |
955 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
935 | int mflags = get_map_flags (m, &m, x, y, &x, &y); |
956 | if (mflags & P_OUT_OF_MAP) |
936 | if (mflags & P_OUT_OF_MAP) |
957 | continue; |
937 | continue; |
958 | if (!(mflags & P_IS_ALIVE)) |
938 | if (!(mflags & P_IS_ALIVE)) |
959 | continue; |
939 | continue; |
960 | |
940 | |
… | |
… | |
979 | |
959 | |
980 | /* stealing isn't really related (although, maybe it should |
960 | /* stealing isn't really related (although, maybe it should |
981 | * be). This is mainly to prevent singing to the same monster |
961 | * be). This is mainly to prevent singing to the same monster |
982 | * over and over again and getting exp for it. |
962 | * over and over again and getting exp for it. |
983 | */ |
963 | */ |
984 | chance = skill->level * 2 + (pl->stats.Cha - 5 - tmp->stats.Int) / 2; |
964 | int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2; |
|
|
965 | |
985 | if (chance && tmp->level * 2 < random_roll (0, chance - 1, pl, PREFER_HIGH)) |
966 | if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH)) |
986 | { |
967 | { |
987 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
968 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
988 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp)); |
969 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp)); |
989 | /* Give exp only if they are not aware */ |
970 | /* Give exp only if they are not aware */ |
|
|
971 | |
990 | if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) |
972 | if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) |
991 | exp += calc_skill_exp (pl, tmp, skill); |
973 | exp += calc_skill_exp (pl, tmp, skill); |
|
|
974 | |
992 | SET_FLAG (tmp, FLAG_NO_STEAL); |
975 | SET_FLAG (tmp, FLAG_NO_STEAL); |
993 | } |
976 | } |
994 | else |
977 | else |
995 | { |
978 | { |
996 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); |
979 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); |
… | |
… | |
1002 | } |
985 | } |
1003 | |
986 | |
1004 | /* The find_traps skill (aka, search). Checks for traps |
987 | /* The find_traps skill (aka, search). Checks for traps |
1005 | * on the spaces or in certain objects |
988 | * on the spaces or in certain objects |
1006 | */ |
989 | */ |
1007 | |
|
|
1008 | int |
990 | int |
1009 | find_traps (object *pl, object *skill) |
991 | find_traps (object *pl, object *skill) |
1010 | { |
992 | { |
1011 | object *tmp, *tmp2; |
993 | object *tmp, *tmp2; |
1012 | int i, expsum = 0, mflags; |
994 | int i, expsum = 0, mflags; |
… | |
… | |
1014 | maptile *m; |
996 | maptile *m; |
1015 | |
997 | |
1016 | /* First we search all around us for runes and traps, which are |
998 | /* First we search all around us for runes and traps, which are |
1017 | * all type RUNE |
999 | * all type RUNE |
1018 | */ |
1000 | */ |
1019 | |
|
|
1020 | for (i = 0; i < 9; i++) |
1001 | for (i = 0; i < 9; i++) |
1021 | { |
1002 | { |
1022 | x = pl->x + freearr_x[i]; |
1003 | x = pl->x + freearr_x[i]; |
1023 | y = pl->y + freearr_y[i]; |
1004 | y = pl->y + freearr_y[i]; |
1024 | m = pl->map; |
1005 | m = pl->map; |
… | |
… | |
1026 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1007 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1027 | if (mflags & P_OUT_OF_MAP) |
1008 | if (mflags & P_OUT_OF_MAP) |
1028 | continue; |
1009 | continue; |
1029 | |
1010 | |
1030 | /* Check everything in the square for trapness */ |
1011 | /* Check everything in the square for trapness */ |
1031 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
1012 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1032 | { |
1013 | { |
1033 | |
|
|
1034 | /* And now we'd better do an inventory traversal of each |
1014 | /* And now we'd better do an inventory traversal of each |
1035 | * of these objects' inventory |
1015 | * of these objects' inventory |
1036 | * We can narrow this down a bit - no reason to search through |
1016 | * We can narrow this down a bit - no reason to search through |
1037 | * the players inventory or monsters for that matter. |
1017 | * the players inventory or monsters for that matter. |
1038 | */ |
1018 | */ |
1039 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
1019 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
1040 | { |
|
|
1041 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
1020 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
1042 | if (tmp2->type == RUNE || tmp2->type == TRAP) |
1021 | if (tmp2->type == RUNE || tmp2->type == TRAP) |
1043 | if (trap_see (pl, tmp2)) |
1022 | if (trap_see (pl, tmp2)) |
1044 | { |
1023 | { |
1045 | trap_show (tmp2, tmp); |
1024 | trap_show (tmp2, tmp); |
1046 | if (tmp2->stats.Cha > 1) |
1025 | if (tmp2->stats.Cha > 1) |
1047 | { |
1026 | { |
1048 | if (!tmp2->owner || tmp2->owner->type != PLAYER) |
1027 | if (!tmp2->owner || tmp2->owner->type != PLAYER) |
1049 | expsum += calc_skill_exp (pl, tmp2, skill); |
1028 | expsum += calc_skill_exp (pl, tmp2, skill); |
1050 | |
1029 | |
1051 | tmp2->stats.Cha = 1; /* unhide the trap */ |
1030 | tmp2->stats.Cha = 1; /* unhide the trap */ |
1052 | } |
1031 | } |
1053 | } |
1032 | } |
1054 | } |
1033 | |
1055 | if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) |
1034 | if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) |
1056 | { |
1035 | { |
1057 | trap_show (tmp, tmp); |
1036 | trap_show (tmp, tmp); |
1058 | if (tmp->stats.Cha > 1) |
1037 | if (tmp->stats.Cha > 1) |
1059 | { |
1038 | { |
… | |
… | |
1062 | tmp->stats.Cha = 1; /* unhide the trap */ |
1041 | tmp->stats.Cha = 1; /* unhide the trap */ |
1063 | } |
1042 | } |
1064 | } |
1043 | } |
1065 | } |
1044 | } |
1066 | } |
1045 | } |
|
|
1046 | |
1067 | new_draw_info (NDI_BLACK, 0, pl, "You search the area."); |
1047 | new_draw_info (NDI_BLACK, 0, pl, "You search the area."); |
1068 | return expsum; |
1048 | return expsum; |
1069 | } |
1049 | } |
1070 | |
1050 | |
1071 | /* remove_trap() - This skill will disarm any previously discovered trap |
1051 | /* remove_trap() - This skill will disarm any previously discovered trap |
1072 | * the algorithm is based (almost totally) on the old command_disarm() - b.t. |
1052 | * the algorithm is based (almost totally) on the old command_disarm() - b.t. |
1073 | */ |
1053 | */ |
1074 | |
|
|
1075 | int |
1054 | int |
1076 | remove_trap (object *op, int dir, object *skill) |
1055 | remove_trap (object *op, int dir, object *skill) |
1077 | { |
1056 | { |
1078 | object *tmp, *tmp2; |
1057 | object *tmp, *tmp2; |
1079 | int i, success = 0, mflags; |
1058 | int i, success = 0, mflags; |
… | |
… | |
1089 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1068 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1090 | if (mflags & P_OUT_OF_MAP) |
1069 | if (mflags & P_OUT_OF_MAP) |
1091 | continue; |
1070 | continue; |
1092 | |
1071 | |
1093 | /* Check everything in the square for trapness */ |
1072 | /* Check everything in the square for trapness */ |
1094 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
1073 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1095 | { |
1074 | { |
1096 | /* And now we'd better do an inventory traversal of each |
1075 | /* And now we'd better do an inventory traversal of each |
1097 | * of these objects inventory. Like above, only |
1076 | * of these objects inventory. Like above, only |
1098 | * do this for interesting objects. |
1077 | * do this for interesting objects. |
1099 | */ |
1078 | */ |
1100 | |
1079 | |
1101 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
1080 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
1102 | { |
1081 | { |
1103 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
1082 | for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
1104 | if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) |
1083 | if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) |
1105 | { |
1084 | { |
1106 | trap_show (tmp2, tmp); |
1085 | trap_show (tmp2, tmp); |
|
|
1086 | |
1107 | if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) |
1087 | if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) |
1108 | { |
1088 | { |
1109 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1089 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1110 | success += calc_skill_exp (op, tmp2, skill); |
1090 | success += calc_skill_exp (op, tmp2, skill); |
1111 | } |
1091 | } |
1112 | } |
1092 | } |
1113 | } |
1093 | } |
|
|
1094 | |
1114 | if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) |
1095 | if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) |
1115 | { |
1096 | { |
1116 | trap_show (tmp, tmp); |
1097 | trap_show (tmp, tmp); |
|
|
1098 | |
1117 | if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) |
1099 | if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) |
1118 | { |
1100 | { |
1119 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1101 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1120 | success += calc_skill_exp (op, tmp, skill); |
1102 | success += calc_skill_exp (op, tmp, skill); |
1121 | } |
1103 | } |
1122 | } |
1104 | } |
1123 | } |
1105 | } |
1124 | } |
1106 | } |
|
|
1107 | |
1125 | return success; |
1108 | return success; |
1126 | } |
1109 | } |
1127 | |
|
|
1128 | |
1110 | |
1129 | /* pray() - when this skill is called from do_skill(), it allows |
1111 | /* pray() - when this skill is called from do_skill(), it allows |
1130 | * the player to regain lost grace points at a faster rate. -b.t. |
1112 | * the player to regain lost grace points at a faster rate. -b.t. |
1131 | * This always returns 0 - return value is used by calling function |
1113 | * This always returns 0 - return value is used by calling function |
1132 | * such that if it returns true, player gets exp in that skill. This |
1114 | * such that if it returns true, player gets exp in that skill. This |
1133 | * the effect here can be done on demand, we probably don't want to |
1115 | * the effect here can be done on demand, we probably don't want to |
1134 | * give infinite exp by returning true in any cases. |
1116 | * give infinite exp by returning true in any cases. |
1135 | */ |
1117 | */ |
1136 | |
|
|
1137 | int |
1118 | int |
1138 | pray (object *pl, object *skill) |
1119 | pray (object *pl, object *skill) |
1139 | { |
1120 | { |
1140 | char buf[MAX_BUF]; |
1121 | char buf[MAX_BUF]; |
1141 | object *tmp; |
1122 | object *tmp; |
… | |
… | |
1148 | /* Check all objects - we could stop at floor objects, |
1129 | /* Check all objects - we could stop at floor objects, |
1149 | * but if someone buries an altar, I don't see a problem with |
1130 | * but if someone buries an altar, I don't see a problem with |
1150 | * going through all the objects, and it shouldn't be much slower |
1131 | * going through all the objects, and it shouldn't be much slower |
1151 | * than extra checks on object attributes. |
1132 | * than extra checks on object attributes. |
1152 | */ |
1133 | */ |
1153 | for (tmp = pl->below; tmp != NULL; tmp = tmp->below) |
1134 | for (tmp = pl->below; tmp; tmp = tmp->below) |
1154 | { |
1135 | { |
1155 | /* Only if the altar actually belongs to someone do you get special benefits */ |
1136 | /* Only if the altar actually belongs to someone do you get special benefits */ |
1156 | if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) |
1137 | if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) |
1157 | { |
1138 | { |
1158 | sprintf (buf, "You pray over the %s.", &tmp->name); |
1139 | sprintf (buf, "You pray over the %s.", &tmp->name); |
… | |
… | |
1166 | if (pl->stats.grace < pl->stats.maxgrace) |
1147 | if (pl->stats.grace < pl->stats.maxgrace) |
1167 | { |
1148 | { |
1168 | pl->stats.grace++; |
1149 | pl->stats.grace++; |
1169 | pl->last_grace = -1; |
1150 | pl->last_grace = -1; |
1170 | } |
1151 | } |
|
|
1152 | |
1171 | return 0; |
1153 | return 0; |
1172 | } |
1154 | } |
1173 | |
1155 | |
1174 | /* This skill allows the player to regain a few sp or hp for a |
1156 | /* This skill allows the player to regain a few sp or hp for a |
1175 | * brief period of concentration. No armour or weapons may be |
1157 | * brief period of concentration. No armour or weapons may be |
1176 | * wielded/applied for this to work. The amount of time needed |
1158 | * wielded/applied for this to work. The amount of time needed |
1177 | * to concentrate and the # of points regained is dependant on |
1159 | * to concentrate and the # of points regained is dependant on |
1178 | * the level of the user. - b.t. thomas@astro.psu.edu |
1160 | * the level of the user. - b.t. thomas@astro.psu.edu |
1179 | */ |
1161 | */ |
1180 | |
|
|
1181 | void |
1162 | void |
1182 | meditate (object *pl, object *skill) |
1163 | meditate (object *pl, object *skill) |
1183 | { |
1164 | { |
1184 | object *tmp; |
1165 | object *tmp; |
1185 | |
1166 | |
… | |
… | |
1193 | return; |
1174 | return; |
1194 | } |
1175 | } |
1195 | else |
1176 | else |
1196 | { |
1177 | { |
1197 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
1178 | for (tmp = pl->inv; tmp; tmp = tmp->below) |
1198 | if (((tmp->type == ARMOUR && skill->level < 12) |
1179 | if (((tmp->type == ARMOUR && skill->level < 12) |
1199 | || (tmp->type == HELMET && skill->level < 10) |
1180 | || (tmp->type == HELMET && skill->level < 10) |
1200 | || (tmp->type == SHIELD && skill->level < 6) |
1181 | || (tmp->type == SHIELD && skill->level < 6) |
1201 | || (tmp->type == BOOTS && skill->level < 4) || (tmp->type == GLOVES && skill->level < 2)) && QUERY_FLAG (tmp, FLAG_APPLIED)) |
1182 | || (tmp->type == BOOTS && skill->level < 4) |
|
|
1183 | || (tmp->type == GLOVES && skill->level < 2)) |
|
|
1184 | && QUERY_FLAG (tmp, FLAG_APPLIED)) |
1202 | { |
1185 | { |
1203 | new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n"); |
1186 | new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n"); |
1204 | return; |
1187 | return; |
1205 | } |
1188 | } |
1206 | } |
1189 | } |
… | |
… | |
1226 | pl->last_heal = -1; |
1209 | pl->last_heal = -1; |
1227 | } |
1210 | } |
1228 | } |
1211 | } |
1229 | |
1212 | |
1230 | /* write_note() - this routine allows players to inscribe messages in |
1213 | /* write_note() - this routine allows players to inscribe messages in |
1231 | * ordinary 'books' (anything that is type BOOK). b.t. |
1214 | * ordinary inscribable 'books' (anything that is not a SPELL). b.t. |
1232 | */ |
1215 | */ |
1233 | static int |
1216 | static int |
1234 | write_note (object *pl, object *item, const char *msg, object *skill) |
1217 | write_note (object *pl, object *item, const char *msg, object *skill) |
1235 | { |
1218 | { |
1236 | char buf[1024]; |
1219 | if (!msg_is_safe (msg)) |
1237 | object *newBook = NULL; |
|
|
1238 | |
|
|
1239 | /* a pair of sanity checks */ |
|
|
1240 | if (!item || item->type != BOOK) |
|
|
1241 | return 0; |
|
|
1242 | |
|
|
1243 | if (!msg) |
|
|
1244 | { |
|
|
1245 | new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!"); |
|
|
1246 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill); |
|
|
1247 | return 0; |
|
|
1248 | } |
|
|
1249 | |
|
|
1250 | if (strcasestr_local (msg, "endmsg")) |
|
|
1251 | { |
1220 | { |
1252 | new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?"); |
1221 | new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?"); |
|
|
1222 | LOG (llevInfo, "write_note: player %s tried to write bogus note %s\n", &pl->name, msg); |
|
|
1223 | return 0; |
|
|
1224 | } |
|
|
1225 | |
|
|
1226 | int len = strlen (msg); |
|
|
1227 | |
|
|
1228 | if (!is_utf8_string ((U8 *)msg, len)) |
|
|
1229 | { |
|
|
1230 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!"); |
1253 | return 0; |
1231 | return 0; |
1254 | } |
1232 | } |
1255 | |
1233 | |
1256 | if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) |
1234 | if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) |
1257 | return strlen (msg); |
1235 | return RESULT_INT (0); |
1258 | |
1236 | |
1259 | buf[0] = 0; |
1237 | STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len)); |
1260 | if (!book_overflow (item->msg, msg, sizeof (buf))) |
|
|
1261 | { /* add msg string to book */ |
|
|
1262 | if (item->msg) |
|
|
1263 | strcpy (buf, item->msg); |
|
|
1264 | |
1238 | |
1265 | strcat (buf, msg); |
1239 | if (char_len <= item->weight_limit) |
1266 | strcat (buf, "\n"); /* new msg needs a LF */ |
1240 | { |
1267 | if (item->nrof > 1) |
1241 | object *newbook = item->other_arch->instance (); |
1268 | { |
1242 | item->decrease (); |
1269 | newBook = item->clone (); |
|
|
1270 | decrease_ob (item); |
|
|
1271 | esrv_send_item (pl, item); |
|
|
1272 | newBook->nrof = 1; |
1243 | newbook->nrof = 1; |
1273 | newBook->msg = buf; |
1244 | newbook->msg = shstr (msg); |
1274 | newBook = insert_ob_in_ob (newBook, pl); |
1245 | newbook->flag [FLAG_IDENTIFIED] = true; |
1275 | esrv_send_item (pl, newBook); |
1246 | |
|
|
1247 | if (item->subtype == 1) // mailscrolls |
1276 | } |
1248 | { |
1277 | else |
1249 | newbook->name = item->name; |
|
|
1250 | newbook->name_pl = item->name_pl; |
1278 | { |
1251 | } |
1279 | item->msg = buf; |
|
|
1280 | /* This shouldn't be necessary - the object hasn't changed in any |
|
|
1281 | * visible way |
|
|
1282 | */ |
|
|
1283 | /* esrv_send_item(pl, item); */ |
|
|
1284 | } |
|
|
1285 | |
1252 | |
|
|
1253 | pl->insert (newbook); |
|
|
1254 | |
|
|
1255 | pl->contr->play_sound (sound_find ("inscribe_success")); |
1286 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", query_short_name (item)); |
1256 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name); |
1287 | return strlen (msg); |
1257 | return char_len; |
1288 | } |
1258 | } |
1289 | else |
1259 | else |
1290 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item)); |
1260 | 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.>", |
|
|
1261 | &item->name, item->weight_limit, char_len); |
1291 | |
1262 | |
1292 | return 0; |
1263 | return 0; |
1293 | } |
1264 | } |
1294 | |
1265 | |
1295 | /* write_scroll() - this routine allows players to inscribe spell scrolls |
1266 | /* write_scroll() - this routine allows players to inscribe spell scrolls |
1296 | * of spells which they know. Backfire effects are possible with the |
1267 | * of spells which they know. Backfire effects are possible with the |
1297 | * severity of the backlash correlated with the difficulty of the scroll |
1268 | * severity of the backlash correlated with the difficulty of the scroll |
1298 | * that is attempted. -b.t. thomas@astro.psu.edu |
1269 | * that is attempted. -b.t. thomas@astro.psu.edu |
1299 | */ |
1270 | */ |
1300 | |
|
|
1301 | static int |
1271 | static int |
1302 | write_scroll (object *pl, object *scroll, object *skill) |
1272 | write_scroll (object *pl, object *scroll, object *skill) |
1303 | { |
1273 | { |
1304 | int success = 0, confused = 0; |
1274 | int success = 0, confused = 0; |
1305 | object *newscroll, *chosen_spell, *tmp; |
|
|
1306 | |
|
|
1307 | /* this is a sanity check */ |
|
|
1308 | if (scroll->type != SCROLL) |
|
|
1309 | { |
|
|
1310 | new_draw_info (NDI_UNIQUE, 0, pl, "A spell can only be inscribed into a scroll!"); |
|
|
1311 | return 0; |
|
|
1312 | } |
|
|
1313 | |
1275 | |
1314 | /* Check if we are ready to attempt inscription */ |
1276 | /* Check if we are ready to attempt inscription */ |
1315 | chosen_spell = pl->contr->ranged_ob; |
1277 | object *chosen_spell = pl->contr->ranged_ob; |
|
|
1278 | |
1316 | if (!chosen_spell || chosen_spell->type != SPELL) |
1279 | if (!chosen_spell || chosen_spell->type != SPELL) |
1317 | { |
1280 | { |
1318 | new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); |
1281 | new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); |
1319 | return 0; |
1282 | return 0; |
1320 | } |
1283 | } |
… | |
… | |
1326 | } |
1289 | } |
1327 | |
1290 | |
1328 | if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) |
1291 | if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) |
1329 | { |
1292 | { |
1330 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); |
1293 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); |
1331 | return 0; |
|
|
1332 | } |
|
|
1333 | |
|
|
1334 | /* if there is a spell already on the scroll then player could easily |
|
|
1335 | * accidently read it while trying to write the new one. give player |
|
|
1336 | * a 50% chance to overwrite spell at their own level |
|
|
1337 | */ |
|
|
1338 | if ((scroll->stats.sp || scroll->inv) && random_roll (0, scroll->level * 2, pl, PREFER_LOW) > skill->level) |
|
|
1339 | { |
|
|
1340 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Oops! You accidently read it while trying to write on it."); |
|
|
1341 | manual_apply (pl, scroll, 0); |
|
|
1342 | return 0; |
1294 | return 0; |
1343 | } |
1295 | } |
1344 | |
1296 | |
1345 | /* ok, we are ready to try inscription */ |
1297 | /* ok, we are ready to try inscription */ |
1346 | if (QUERY_FLAG (pl, FLAG_CONFUSED)) |
1298 | if (QUERY_FLAG (pl, FLAG_CONFUSED)) |
… | |
… | |
1350 | pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); |
1302 | pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); |
1351 | pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA); |
1303 | pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA); |
1352 | |
1304 | |
1353 | if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) |
1305 | if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) |
1354 | { |
1306 | { |
1355 | if (scroll->nrof > 1) |
1307 | object *newscroll = scroll->other_arch->instance (); |
1356 | { |
1308 | scroll->decrease (); |
1357 | newscroll = scroll->clone (); |
|
|
1358 | decrease_ob (scroll); |
|
|
1359 | newscroll->nrof = 1; |
1309 | newscroll->nrof = 1; |
1360 | } |
1310 | |
1361 | else |
1311 | pl->contr->play_sound (sound_find ("inscribe_success")); |
1362 | newscroll = scroll; |
|
|
1363 | |
1312 | |
1364 | if (!confused) |
1313 | if (!confused) |
1365 | { |
1314 | { |
1366 | newscroll->level = MAX (skill->level, chosen_spell->level); |
1315 | newscroll->level = max (skill->level, chosen_spell->level); |
|
|
1316 | newscroll->flag [FLAG_IDENTIFIED] = true; |
1367 | new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll."); |
1317 | new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell."); |
1368 | } |
1318 | } |
1369 | else |
1319 | else |
1370 | { |
1320 | { |
1371 | chosen_spell = find_random_spell_in_ob (pl, NULL); |
1321 | chosen_spell = find_random_spell_in_ob (pl, NULL); |
1372 | if (!chosen_spell) |
1322 | if (!chosen_spell) |
1373 | return 0; |
1323 | return 0; |
1374 | |
1324 | |
1375 | newscroll->level = MAX (skill->level, chosen_spell->level); |
1325 | newscroll->level = max (skill->level, chosen_spell->level); |
1376 | new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell."); |
1326 | new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell."); |
1377 | } |
1327 | } |
1378 | |
1328 | |
1379 | if (newscroll->inv) |
|
|
1380 | newscroll->inv->destroy (); |
|
|
1381 | |
|
|
1382 | tmp = chosen_spell->clone (); |
1329 | object *tmp = chosen_spell->clone (); |
1383 | insert_ob_in_ob (tmp, newscroll); |
1330 | insert_ob_in_ob (tmp, newscroll); |
1384 | |
1331 | |
1385 | /* Same code as from treasure.c - so they can better merge. |
1332 | /* Same code as from treasure.C - so they can better merge. |
1386 | * if players want to sell them, so be it. |
1333 | * if players want to sell them, so be it. |
1387 | */ |
1334 | */ |
1388 | newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); |
1335 | newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); |
1389 | newscroll->stats.exp = newscroll->value / 5; |
1336 | newscroll->stats.exp = newscroll->value / 5; |
1390 | |
1337 | |
1391 | /* wait until finished manipulating the scroll before inserting it */ |
1338 | pl->insert (newscroll); |
1392 | if (newscroll == scroll) |
|
|
1393 | { |
|
|
1394 | /* Remove to correctly merge with other items which may exist in inventory */ |
|
|
1395 | newscroll->remove (); |
|
|
1396 | esrv_del_item (pl->contr, newscroll->count); |
|
|
1397 | } |
|
|
1398 | |
1339 | |
1399 | newscroll = insert_ob_in_ob (newscroll, pl); |
|
|
1400 | esrv_send_item (pl, newscroll); |
|
|
1401 | success = calc_skill_exp (pl, newscroll, skill); |
1340 | success = calc_skill_exp (pl, newscroll, skill); |
1402 | if (!confused) |
1341 | if (!confused) |
1403 | success *= 2; |
1342 | success *= 2; |
|
|
1343 | |
1404 | success = success * skill->level; |
1344 | success = success * skill->level; |
1405 | return success; |
1345 | return success; |
1406 | |
|
|
1407 | } |
1346 | } |
1408 | else |
1347 | else |
1409 | { /* Inscription has failed */ |
1348 | { /* Inscription has failed */ |
|
|
1349 | pl->contr->play_sound (sound_find ("inscribe_fail")); |
1410 | |
1350 | |
1411 | if (chosen_spell->level > skill->level || confused) |
1351 | if (chosen_spell->level > skill->level || confused) |
1412 | { /*backfire! */ |
1352 | { /*backfire! */ |
1413 | new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); |
1353 | new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind! H<The spell level is too high for your inscription skill.>"); |
|
|
1354 | |
1414 | if (random_roll (0, 1, pl, PREFER_LOW) == 1) |
1355 | if (random_roll (0, 1, pl, PREFER_LOW) == 1) |
1415 | pl->drain_specific_stat (4); |
1356 | pl->drain_specific_stat (4); |
1416 | else |
1357 | else |
1417 | { |
1358 | { |
1418 | confuse_player (pl, pl, 99); |
1359 | confuse_player (pl, pl, 99); |
1419 | return (-30 * chosen_spell->level); |
1360 | return -30 * chosen_spell->level; |
1420 | } |
1361 | } |
1421 | } |
1362 | } |
1422 | else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) |
1363 | else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) |
1423 | { |
1364 | { |
1424 | new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind!"); |
1365 | 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.>"); |
1425 | confuse_player (pl, pl, 99); |
1366 | confuse_player (pl, pl, 99); |
1426 | } |
1367 | } |
1427 | else |
1368 | else |
1428 | new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll."); |
1369 | new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll. H<Try a lower-level spell, if possible at all.>"); |
1429 | } |
1370 | } |
1430 | |
1371 | |
1431 | return 0; |
1372 | return 0; |
1432 | } |
1373 | } |
1433 | |
1374 | |
1434 | /* write_on_item() - wrapper for write_note and write_scroll */ |
1375 | /* write_on_item() - wrapper for write_note and write_scroll */ |
1435 | int |
1376 | int |
1436 | write_on_item (object *pl, const char *params, object *skill) |
1377 | write_on_item (object *pl, const char *params, object *skill) |
1437 | { |
1378 | { |
1438 | object *item; |
|
|
1439 | const char *string = params; |
|
|
1440 | int msgtype; |
|
|
1441 | archetype *skat; |
1379 | archetype *skat; |
1442 | |
1380 | |
1443 | if (pl->type != PLAYER) |
1381 | if (pl->type != PLAYER) |
1444 | return 0; |
1382 | return 0; |
1445 | |
1383 | |
1446 | if (!params) |
1384 | if (!params) |
1447 | { |
|
|
1448 | params = ""; |
1385 | params = ""; |
1449 | string = params; |
|
|
1450 | } |
|
|
1451 | |
1386 | |
1452 | skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); |
1387 | skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); |
1453 | |
1388 | |
1454 | /* Need to be able to read before we can write! */ |
1389 | /* Need to be able to read before we can write! */ |
1455 | if (!find_skill_by_name (pl, skat->clone.skill)) |
1390 | if (!find_skill_by_name (pl, skat->skill)) |
1456 | { |
1391 | { |
1457 | new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!"); |
1392 | new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>"); |
1458 | return 0; |
1393 | return 0; |
1459 | } |
1394 | } |
1460 | |
1395 | |
1461 | /* if there is a message then it goes in a book and no message means |
1396 | object *item = find_marked_object (pl); |
1462 | * write active spell into the scroll |
|
|
1463 | */ |
|
|
1464 | msgtype = (string[0] != '\0') ? BOOK : SCROLL; |
|
|
1465 | |
1397 | |
1466 | /* find an item of correct type to write on */ |
1398 | /* find an item of correct type to write on */ |
1467 | if (!(item = find_marked_object (pl))) |
1399 | if (!item) |
|
|
1400 | { |
|
|
1401 | 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.>"); |
|
|
1402 | return 0; |
1468 | { |
1403 | } |
1469 | new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on."); |
1404 | |
|
|
1405 | if (item->type != INSCRIBABLE) |
|
|
1406 | { |
|
|
1407 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>"); |
1470 | return 0; |
1408 | return 0; |
1471 | } |
1409 | } |
1472 | |
1410 | |
1473 | if (QUERY_FLAG (item, FLAG_UNPAID)) |
1411 | if (QUERY_FLAG (item, FLAG_UNPAID)) |
1474 | { |
1412 | { |
1475 | new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); |
1413 | new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); |
1476 | return 0; |
1414 | return 0; |
1477 | } |
1415 | } |
1478 | if (msgtype != item->type) |
1416 | |
|
|
1417 | if (item->other_arch->type == SCROLL) |
1479 | { |
1418 | { |
1480 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll"); |
1419 | if (*params) |
|
|
1420 | { |
|
|
1421 | // check readied scroll |
|
|
1422 | new_draw_info_format (NDI_UNIQUE, 0, pl, |
|
|
1423 | "When inscribing spells you need to ready a spell and do not specify a string argument.\n" |
|
|
1424 | "Usage: cast [spell name]; use_skill %s", &skill->skill); |
1481 | return 0; |
1425 | return 0; |
1482 | } |
1426 | } |
1483 | |
1427 | |
1484 | if (msgtype == SCROLL) |
|
|
1485 | return write_scroll (pl, item, skill); |
1428 | return write_scroll (pl, item, skill); |
1486 | else if (msgtype == BOOK) |
1429 | } |
|
|
1430 | else |
|
|
1431 | { |
|
|
1432 | if (!*params) |
|
|
1433 | { |
|
|
1434 | new_draw_info_format (NDI_UNIQUE, 0, pl, |
|
|
1435 | "When inscribing books you need to specify the words you want to inscribe as command argument.\n" |
|
|
1436 | "Usage: use_skill %s <message>", &skill->skill); |
|
|
1437 | return 0; |
|
|
1438 | } |
|
|
1439 | |
1487 | return write_note (pl, item, string, skill); |
1440 | return write_note (pl, item, params, skill); |
|
|
1441 | } |
1488 | |
1442 | |
1489 | return 0; |
1443 | return 0; |
1490 | } |
1444 | } |
1491 | |
1445 | |
1492 | /* find_throw_ob() - if we request an object, then |
1446 | /* find_throw_ob() - if we request an object, then |
… | |
… | |
1525 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1479 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1526 | { |
1480 | { |
1527 | /* can't toss invisible or inv-locked items */ |
1481 | /* can't toss invisible or inv-locked items */ |
1528 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
1482 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
1529 | continue; |
1483 | continue; |
1530 | if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request)) |
1484 | if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request)) |
1531 | break; |
1485 | break; |
1532 | } |
1486 | } |
1533 | } |
1487 | } |
1534 | |
1488 | |
1535 | /* this should prevent us from throwing away |
1489 | /* this should prevent us from throwing away |
… | |
… | |
1574 | return tmp; |
1528 | return tmp; |
1575 | } |
1529 | } |
1576 | |
1530 | |
1577 | /* make_throw_ob() We construct the 'carrier' object in |
1531 | /* make_throw_ob() We construct the 'carrier' object in |
1578 | * which we will insert the object that is being thrown. |
1532 | * which we will insert the object that is being thrown. |
1579 | * This combination becomes the 'thrown object'. -b.t. |
1533 | * This combination becomes the 'thrown object'. -b.t. |
1580 | */ |
1534 | */ |
1581 | static object * |
1535 | static object * |
1582 | make_throw_ob (object *orig) |
1536 | make_throw_ob (object *orig) |
1583 | { |
1537 | { |
1584 | if (!orig) |
1538 | if (!orig) |
1585 | return NULL; |
1539 | return 0; |
1586 | |
1540 | |
1587 | if (QUERY_FLAG (orig, FLAG_APPLIED)) |
1541 | if (QUERY_FLAG (orig, FLAG_APPLIED)) |
1588 | { |
1542 | { |
1589 | LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); |
1543 | LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); |
1590 | /* insufficient workaround, but better than nothing */ |
1544 | /* insufficient workaround, but better than nothing */ |
… | |
… | |
1594 | object *toss_item = orig->clone (); |
1548 | object *toss_item = orig->clone (); |
1595 | |
1549 | |
1596 | toss_item->type = THROWN_OBJ; |
1550 | toss_item->type = THROWN_OBJ; |
1597 | CLEAR_FLAG (toss_item, FLAG_CHANGING); |
1551 | CLEAR_FLAG (toss_item, FLAG_CHANGING); |
1598 | toss_item->stats.dam = 0; /* default damage */ |
1552 | toss_item->stats.dam = 0; /* default damage */ |
1599 | insert_ob_in_ob (orig, toss_item); |
1553 | toss_item->insert (orig); |
|
|
1554 | |
1600 | return toss_item; |
1555 | return toss_item; |
1601 | } |
1556 | } |
1602 | |
1557 | |
1603 | /* do_throw() - op throws any object toss_item. This code |
1558 | /* do_throw() - op throws any object toss_item. This code |
1604 | * was borrowed from fire_bow. |
1559 | * was borrowed from fire_bow. |
… | |
… | |
1697 | left = throw_ob; /* these are throwing objects left to the player */ |
1652 | left = throw_ob; /* these are throwing objects left to the player */ |
1698 | |
1653 | |
1699 | /* sometimes get_split_ob can't split an object (because op->nrof==0?) |
1654 | /* sometimes get_split_ob can't split an object (because op->nrof==0?) |
1700 | * and returns NULL. We must use 'left' then |
1655 | * and returns NULL. We must use 'left' then |
1701 | */ |
1656 | */ |
1702 | |
1657 | if (!(throw_ob = throw_ob->split ())) |
1703 | if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL) |
|
|
1704 | { |
1658 | { |
1705 | throw_ob = left; |
1659 | throw_ob = left; |
1706 | left->remove (); |
1660 | left->remove (); |
1707 | if (op->type == PLAYER) |
|
|
1708 | esrv_del_item (op->contr, left->count); |
|
|
1709 | } |
|
|
1710 | else if (op->type == PLAYER) |
|
|
1711 | { |
|
|
1712 | if (left->destroyed ()) |
|
|
1713 | esrv_del_item (op->contr, left->count); |
|
|
1714 | else |
|
|
1715 | esrv_update_item (UPD_NROF, op, left); |
|
|
1716 | } |
1661 | } |
1717 | |
1662 | |
1718 | /* special case: throwing powdery substances like dust, dirt */ |
1663 | /* special case: throwing powdery substances like dust, dirt */ |
1719 | if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) |
1664 | if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) |
1720 | { |
1665 | { |
… | |
… | |
1744 | */ |
1689 | */ |
1745 | throw_ob->inv->set_owner (op); |
1690 | throw_ob->inv->set_owner (op); |
1746 | throw_ob->direction = dir; |
1691 | throw_ob->direction = dir; |
1747 | |
1692 | |
1748 | /* the damage bonus from the force of the throw */ |
1693 | /* the damage bonus from the force of the throw */ |
1749 | dam = (int) (str_factor * dam_bonus[eff_str]); |
1694 | dam = int (str_factor * dam_bonus[eff_str]); |
1750 | |
1695 | |
1751 | /* Now, lets adjust the properties of the thrown_ob. */ |
1696 | /* Now, lets adjust the properties of the thrown_ob. */ |
1752 | |
1697 | |
1753 | /* how far to fly */ |
1698 | /* how far to fly */ |
1754 | throw_ob->last_sp = (eff_str * 3) / 5; |
1699 | throw_ob->last_sp = (eff_str * 3) / 5; |
… | |
… | |
1775 | { |
1720 | { |
1776 | throw_ob->last_sp += eff_str / 3; /* fly a little further */ |
1721 | throw_ob->last_sp += eff_str / 3; /* fly a little further */ |
1777 | throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; |
1722 | throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; |
1778 | throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; |
1723 | throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; |
1779 | /* only throw objects get directional faces */ |
1724 | /* only throw objects get directional faces */ |
1780 | if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) |
1725 | if (throw_ob->has_anim () && throw_ob->anim_frames ()) |
1781 | SET_ANIMATION (throw_ob, dir); |
1726 | throw_ob->set_anim_frame (dir); |
1782 | } |
1727 | } |
1783 | else |
1728 | else |
1784 | { |
1729 | { |
1785 | uint16 mat = throw_ob->materials; |
1730 | uint16 mat = throw_ob->materials; |
1786 | |
1731 | |