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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2003 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992 Frank Tore Johansen |
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* |
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* Deliantra is free software: you can redistribute it and/or modify it under |
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* the terms of the Affero GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or (at your |
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* option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
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* <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
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#include <global.h> |
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#include <object.h> |
27 |
#include <sproto.h> |
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#include <living.h> |
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#include <skills.h> |
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#include <spells.h> |
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#include <book.h> |
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|
33 |
/* adj_stealchance() - increased values indicate better attempts */ |
34 |
static int |
35 |
adj_stealchance (object *op, object *victim, int roll) |
36 |
{ |
37 |
object *equip; |
38 |
|
39 |
if (!op || !victim || !roll) |
40 |
return -1; |
41 |
|
42 |
/* Only prohibit stealing if the player does not have a free |
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* hand available and in fact does have hands. |
44 |
*/ |
45 |
if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info) |
46 |
{ |
47 |
op->failmsg ("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.>"); |
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return -1; |
50 |
} |
51 |
|
52 |
/* ADJUSTMENTS */ |
53 |
|
54 |
/* It's harder to steal from hostile beings! */ |
55 |
if (!victim->flag [FLAG_UNAGGRESSIVE]) |
56 |
roll = roll / 2; |
57 |
|
58 |
/* Easier to steal from sleeping beings, or if the thief is |
59 |
* unseen */ |
60 |
if (victim->flag [FLAG_SLEEP]) |
61 |
roll = roll * 3; |
62 |
else if (op->invisible) |
63 |
roll = roll * 2; |
64 |
|
65 |
/* check stealing 'encumberance'. Having this equipment applied makes |
66 |
* it quite a bit harder to steal. |
67 |
*/ |
68 |
for (equip = op->inv; equip; equip = equip->below) |
69 |
{ |
70 |
if (equip->type == WEAPON && equip->flag [FLAG_APPLIED]) |
71 |
roll -= equip->weight / 10000; |
72 |
|
73 |
if (equip->type == BOW && equip->flag [FLAG_APPLIED]) |
74 |
roll -= equip->weight / 5000; |
75 |
|
76 |
if (equip->type == SHIELD && equip->flag [FLAG_APPLIED]) |
77 |
roll -= equip->weight / 2000; |
78 |
|
79 |
if (equip->type == ARMOUR && equip->flag [FLAG_APPLIED]) |
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roll -= equip->weight / 5000; |
81 |
|
82 |
if (equip->type == GLOVES && equip->flag [FLAG_APPLIED]) |
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roll -= equip->weight / 100; |
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} |
85 |
|
86 |
if (roll < 0) |
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roll = 0; |
88 |
|
89 |
return roll; |
90 |
} |
91 |
|
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/* |
93 |
* When stealing: dependent on the intelligence/wisdom of whom you're |
94 |
* stealing from (op in attempt_steal), offset by your dexterity and |
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* skill at stealing. They may notice your attempt, whether successful |
96 |
* or not. |
97 |
* op is the target (person being pilfered) |
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* who is the person doing the stealing. |
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* skill is the skill object (stealing). |
100 |
*/ |
101 |
static int |
102 |
attempt_steal (object *op, object *who, object *skill) |
103 |
{ |
104 |
object *success = NULL, *tmp = NULL, *next; |
105 |
int roll = 0, chance = 0, stats_value; |
106 |
rv_vector rv; |
107 |
|
108 |
stats_value = (who->stats.Dex + who->stats.Int) * 3 / 2; |
109 |
|
110 |
/* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them) |
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* they will try to prevent stealing if they can. Only unseen theives will |
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* have much chance of success. |
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*/ |
114 |
if (!op->is_player () && op->flag [FLAG_NO_STEAL]) |
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{ |
116 |
if (can_detect_enemy (op, who, &rv)) |
117 |
{ |
118 |
npc_call_help (op); |
119 |
op->clr_flag (FLAG_UNAGGRESSIVE); |
120 |
who->failmsg ("Your attempt is prevented!"); |
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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 |
who->failmsg ("You can't steal from the dungeon master!\n"); |
133 |
return 0; |
134 |
} |
135 |
|
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// 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 |
who->failmsg ("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 (tmp->flag [FLAG_APPLIED] |
159 |
|| !tmp->type |
160 |
|| tmp->type == SPELL |
161 |
|| tmp->flag [FLAG_STARTEQUIP] |
162 |
|| tmp->flag [FLAG_NO_STEAL] |
163 |
|| tmp->invisible) |
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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 |
tmp->clr_flag (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 |
op->clr_flag (FLAG_UNAGGRESSIVE); |
221 |
/* all remaining npc items are guarded now. Set flag NO_STEAL |
222 |
* on the victim. |
223 |
*/ |
224 |
op->set_flag (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 |
return 0; // you can't steal from ourself! |
266 |
|
267 |
m = op->map; |
268 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
269 |
/* Out of map - can't do it. If nothing alive on this space, |
270 |
* don't need to look any further. |
271 |
*/ |
272 |
if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) |
273 |
return 0; |
274 |
|
275 |
/* If player can't move onto the space, can't steal from it. */ |
276 |
if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) |
277 |
return 0; |
278 |
|
279 |
/* Find the topmost object at this spot */ |
280 |
for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above); |
281 |
|
282 |
/* For all the stacked objects at this point, attempt a steal */ |
283 |
for (; tmp; tmp = next) |
284 |
{ |
285 |
next = tmp->below; |
286 |
/* Minor hack--for multi square beings - make sure we get |
287 |
* the 'head' coz 'tail' objects have no inventory! - b.t. |
288 |
*/ |
289 |
if (tmp->head) |
290 |
tmp = tmp->head; |
291 |
|
292 |
if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER]) |
293 |
continue; |
294 |
|
295 |
/* do not reveal hidden DMs */ |
296 |
if (tmp->type == PLAYER && tmp->flag [FLAG_WIZ] && tmp->contr->hidden) |
297 |
continue; |
298 |
|
299 |
if (attempt_steal (tmp, op, skill)) |
300 |
{ |
301 |
if (tmp->type == PLAYER) /* no xp for stealing from another player */ |
302 |
return 0; |
303 |
|
304 |
/* no xp for stealing from pets (of players) */ |
305 |
if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE) |
306 |
{ |
307 |
object *owner = tmp->owner; |
308 |
|
309 |
if (owner && owner->type == PLAYER) |
310 |
return 0; |
311 |
} |
312 |
|
313 |
// reduce monster experience by experience we gained, as to |
314 |
// limit the amount of exp that can be gained by stealing from monsters |
315 |
// (jessies gave ~20,000,000 exp otherwise. |
316 |
int exp = calc_skill_exp (op, tmp, skill); |
317 |
|
318 |
exp = min (tmp->stats.exp, exp); |
319 |
tmp->stats.exp -= exp; |
320 |
return exp; |
321 |
} |
322 |
} |
323 |
|
324 |
return 0; |
325 |
} |
326 |
|
327 |
static int |
328 |
attempt_pick_lock (object *door, object *pl, object *skill) |
329 |
{ |
330 |
int difficulty = pl->map->difficulty ? pl->map->difficulty : 0; |
331 |
int success = 0, number; /* did we get anything? */ |
332 |
|
333 |
|
334 |
/* Try to pick the lock on this item (doors only for now). |
335 |
* Dependent on dexterity/skill SK_level of the player and |
336 |
* the map level difficulty. |
337 |
*/ |
338 |
number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2; |
339 |
if (number < (pl->stats.Dex + skill->level - difficulty)) |
340 |
{ |
341 |
remove_door (door); |
342 |
success = 1; |
343 |
} |
344 |
else if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
345 |
{ /* set off any traps? */ |
346 |
spring_trap (door->inv, pl); |
347 |
} |
348 |
return success; |
349 |
} |
350 |
|
351 |
|
352 |
/* Implementation by bt. (thomas@astro.psu.edu) |
353 |
* monster implementation 7-7-95 by bt. |
354 |
*/ |
355 |
|
356 |
int |
357 |
pick_lock (object *pl, int dir, object *skill) |
358 |
{ |
359 |
object *tmp; |
360 |
int x = pl->x + freearr_x[dir]; |
361 |
int y = pl->y + freearr_y[dir]; |
362 |
|
363 |
if (!dir) |
364 |
dir = pl->facing; |
365 |
|
366 |
/* For all the stacked objects at this point find a door */ |
367 |
if (out_of_map (pl->map, x, y)) |
368 |
{ |
369 |
pl->failmsg ("There is no lock there."); |
370 |
return 0; |
371 |
} |
372 |
|
373 |
for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above) |
374 |
if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) |
375 |
break; |
376 |
|
377 |
if (!tmp) |
378 |
{ |
379 |
pl->failmsg ("There is no lock there."); |
380 |
return 0; |
381 |
} |
382 |
|
383 |
if (tmp->type == LOCKED_DOOR) |
384 |
{ |
385 |
pl->failmsg ("You can't pick that lock! H<You need the right key, no matter how skilled you might be.>"); |
386 |
return 0; |
387 |
} |
388 |
|
389 |
if (!tmp->move_block) |
390 |
{ |
391 |
pl->failmsg ("The door has no lock!"); |
392 |
return 0; |
393 |
} |
394 |
|
395 |
if (attempt_pick_lock (tmp, pl, skill)) |
396 |
{ |
397 |
new_draw_info (NDI_UNIQUE, 0, pl, "You pick the lock."); |
398 |
return calc_skill_exp (pl, NULL, skill); |
399 |
} |
400 |
else |
401 |
{ |
402 |
new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock."); |
403 |
return 0; |
404 |
} |
405 |
} |
406 |
|
407 |
/* HIDE CODE. The user becomes undetectable (not just 'invisible') for |
408 |
* a short while (success and duration dependant on player SK_level, |
409 |
* dexterity, charisma, and map difficulty). |
410 |
* Players have a good chance of becoming 'unhidden' if they move |
411 |
* and like invisiblity will be come visible if they attack |
412 |
* Implemented by b.t. (thomas@astro.psu.edu) |
413 |
* July 7, 1995 - made hiding possible for monsters. -b.t. |
414 |
*/ |
415 |
static int |
416 |
attempt_hide (object *op, object *skill) |
417 |
{ |
418 |
int number, difficulty = op->map->difficulty; |
419 |
int terrain = hideability (op); |
420 |
|
421 |
if (terrain < -10) /* not enough cover here */ |
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; |
441 |
} |
442 |
|
443 |
/* patched this to take terrain into consideration */ |
444 |
int |
445 |
hide (object *op, object *skill) |
446 |
{ |
447 |
/* the preliminaries -- Can we really hide now? */ |
448 |
/* this keeps monsters from using invisibilty spells and hiding */ |
449 |
|
450 |
if (op->flag [FLAG_MAKE_INVIS]) |
451 |
{ |
452 |
new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!"); |
453 |
return 0; |
454 |
} |
455 |
else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER) |
456 |
{ |
457 |
new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!"); |
458 |
make_visible (op); |
459 |
} |
460 |
|
461 |
if (op->invisible > 50 * skill->level) |
462 |
{ |
463 |
new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get."); |
464 |
return 0; |
465 |
} |
466 |
|
467 |
if (attempt_hide (op, skill)) |
468 |
{ |
469 |
new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows."); |
470 |
update_object (op, UP_OBJ_FACE); |
471 |
return calc_skill_exp (op, NULL, skill); |
472 |
} |
473 |
|
474 |
new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself."); |
475 |
return 0; |
476 |
} |
477 |
|
478 |
/* stop_jump() - End of jump. Clear flags, restore the map, and |
479 |
* freeze the jumper a while to simulate the exhaustion |
480 |
* of jumping. |
481 |
*/ |
482 |
static void |
483 |
stop_jump (object *pl, int dist, int spaces) |
484 |
{ |
485 |
pl->update_stats (); |
486 |
pl->map->insert (pl, pl->x, pl->y, pl); |
487 |
pl->speed_left -= pl->speed * 8.; |
488 |
} |
489 |
|
490 |
static int |
491 |
attempt_jump (object *pl, int dir, int spaces, object *skill) |
492 |
{ |
493 |
object *tmp; |
494 |
int i, dx = freearr_x[dir], dy = freearr_y[dir], mflags; |
495 |
sint16 x, y; |
496 |
maptile *m; |
497 |
|
498 |
/* Jump loop. Go through spaces object wants to jump. Halt the |
499 |
* jump if a wall or creature is in the way. We set FLAG_FLYING |
500 |
* temporarily to allow player to aviod exits/archs that are not |
501 |
* fly_on, fly_off. This will also prevent pickup of objects |
502 |
* while jumping over them. |
503 |
*/ |
504 |
pl->remove (); |
505 |
pl->move_type |= MOVE_FLY_LOW; |
506 |
|
507 |
for (i = 0; i <= spaces; i++) |
508 |
{ |
509 |
x = pl->x + dx; |
510 |
y = pl->y + dy; |
511 |
m = pl->map; |
512 |
|
513 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
514 |
|
515 |
if (mflags & P_OUT_OF_MAP) |
516 |
{ |
517 |
stop_jump (pl, i, spaces); |
518 |
return 0; |
519 |
} |
520 |
|
521 |
for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
522 |
{ |
523 |
/* Jump into creature */ |
524 |
if (tmp->flag [FLAG_MONSTER] |
525 |
|| (tmp->type == PLAYER && (!tmp->flag [FLAG_WIZ] || !tmp->contr->hidden))) |
526 |
{ |
527 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name); |
528 |
|
529 |
stop_jump (pl, i, spaces); |
530 |
|
531 |
int exp = 0; |
532 |
|
533 |
if (tmp->type != PLAYER |
534 |
|| (pl->type == PLAYER && !pl->contr->party) |
535 |
|| (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party)) |
536 |
exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */ |
537 |
|
538 |
return exp; /* note that calc_skill_exp() is already called by skill_attack() */ |
539 |
} |
540 |
} |
541 |
|
542 |
if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y))) |
543 |
{ |
544 |
new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); |
545 |
stop_jump (pl, i, spaces); |
546 |
return 0; |
547 |
} |
548 |
|
549 |
pl->x = x; |
550 |
pl->y = y; |
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 |
} |
559 |
} |
560 |
|
561 |
stop_jump (pl, i, spaces); |
562 |
|
563 |
return calc_skill_exp (pl, NULL, skill); |
564 |
} |
565 |
|
566 |
/* jump() - this is both a new type of movement for player/monsters and |
567 |
* an attack as well. |
568 |
* Perhaps we should allow more spaces based on level, eg, level 50 |
569 |
* jumper can jump several spaces? |
570 |
*/ |
571 |
int |
572 |
jump (object *pl, int dir, object *skill) |
573 |
{ |
574 |
int str = pl->stats.Str; |
575 |
int dex = pl->stats.Dex; |
576 |
|
577 |
dex = dex ? dex : 15; |
578 |
str = str ? str : 10; |
579 |
|
580 |
int stats = str * str * str * dex * skill->level; |
581 |
int spaces = min (3, skill->level, stats / (pl->carrying + 1)); |
582 |
|
583 |
if (spaces == 0) |
584 |
{ |
585 |
pl->failmsg ("You are carrying too much weight to jump."); |
586 |
return 0; |
587 |
} |
588 |
|
589 |
return attempt_jump (pl, dir, spaces, skill); |
590 |
} |
591 |
|
592 |
/* skill_ident() - this code is supposed to allow players to identify |
593 |
* classes of objects with the various "auto-ident" skills. Player must |
594 |
* have unidentified objects of the right type in order for the skill |
595 |
* to work. While multiple classes of objects may be identified, |
596 |
* this code is kind of yucky -- it would be nice to make it a bit |
597 |
* more generalized. Right now, skill indices are embedded in this routine. |
598 |
* Returns amount of experience gained (on successful ident). |
599 |
* - b.t. (thomas@astro.psu.edu) |
600 |
*/ |
601 |
static int |
602 |
do_skill_detect_curse (object *pl, object *skill) |
603 |
{ |
604 |
int success = 0; |
605 |
|
606 |
for (object *tmp = pl->inv; tmp; tmp = tmp->below) |
607 |
if (!tmp->invisible |
608 |
&& tmp->need_identify () |
609 |
&& !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED] |
610 |
&& (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
611 |
&& tmp->item_power < skill->level) |
612 |
{ |
613 |
tmp->set_flag (FLAG_KNOWN_CURSED); |
614 |
esrv_update_item (UPD_FLAGS, pl, tmp); |
615 |
success += calc_skill_exp (pl, tmp, skill); |
616 |
} |
617 |
|
618 |
/* Check ground, too, but only objects the player could pick up */ |
619 |
for (object *tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
620 |
if (can_pick (pl, tmp) |
621 |
&& tmp->need_identify () |
622 |
&& !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED] |
623 |
&& (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
624 |
&& tmp->item_power < skill->level) |
625 |
{ |
626 |
tmp->set_flag (FLAG_KNOWN_CURSED); |
627 |
esrv_update_item (UPD_FLAGS, pl, tmp); |
628 |
success += calc_skill_exp (pl, tmp, skill); |
629 |
} |
630 |
|
631 |
return success; |
632 |
} |
633 |
|
634 |
static int |
635 |
do_skill_detect_magic (object *pl, object *skill) |
636 |
{ |
637 |
int success = 0; |
638 |
|
639 |
for (object *tmp = pl->inv; tmp; tmp = tmp->below) |
640 |
if (!tmp->invisible |
641 |
&& tmp->need_identify () |
642 |
&& !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL] |
643 |
&& is_magical (tmp) |
644 |
&& tmp->item_power < skill->level) |
645 |
{ |
646 |
tmp->set_flag (FLAG_KNOWN_MAGICAL); |
647 |
esrv_update_item (UPD_FLAGS, pl, tmp); |
648 |
success += calc_skill_exp (pl, tmp, skill); |
649 |
} |
650 |
|
651 |
/* Check ground, too, but like above, only if the object can be picked up */ |
652 |
for (object *tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) |
653 |
if (can_pick (pl, tmp) |
654 |
&& tmp->need_identify () |
655 |
&& !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL] |
656 |
&& is_magical (tmp) |
657 |
&& tmp->item_power < skill->level) |
658 |
{ |
659 |
tmp->set_flag (FLAG_KNOWN_MAGICAL); |
660 |
esrv_update_item (UPD_FLAGS, pl, tmp); |
661 |
success += calc_skill_exp (pl, tmp, skill); |
662 |
} |
663 |
|
664 |
return success; |
665 |
} |
666 |
|
667 |
/* Helper function for do_skill_ident, so that we can loop |
668 |
* over inventory AND objects on the ground conveniently. |
669 |
*/ |
670 |
static int |
671 |
do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) |
672 |
{ |
673 |
int success = 0, chance; |
674 |
int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; |
675 |
|
676 |
if (!tmp->flag [FLAG_IDENTIFIED] |
677 |
&& !tmp->flag [FLAG_NO_SKILL_IDENT] |
678 |
&& tmp->need_identify () |
679 |
&& !tmp->invisible |
680 |
&& tmp->type == obj_class) |
681 |
{ |
682 |
chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1); |
683 |
|
684 |
if (skill_value >= chance) |
685 |
{ |
686 |
identify (tmp); |
687 |
|
688 |
if (pl->type == PLAYER) |
689 |
{ |
690 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl)); |
691 |
|
692 |
if (tmp->msg) |
693 |
{ |
694 |
new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); |
695 |
new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); |
696 |
} |
697 |
} |
698 |
|
699 |
success += calc_skill_exp (pl, tmp, skill); |
700 |
} |
701 |
else |
702 |
tmp->set_flag (FLAG_NO_SKILL_IDENT); |
703 |
} |
704 |
|
705 |
return success; |
706 |
} |
707 |
|
708 |
/* do_skill_ident() - workhorse for skill_ident() -b.t. |
709 |
*/ |
710 |
static int |
711 |
do_skill_ident (object *pl, int obj_class, object *skill) |
712 |
{ |
713 |
int success = 0; |
714 |
|
715 |
for (object *tmp = pl->inv; tmp; tmp = tmp->below) |
716 |
success += do_skill_ident2 (tmp, pl, obj_class, skill); |
717 |
/* check the ground */ |
718 |
|
719 |
for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above) |
720 |
success += do_skill_ident2 (tmp, pl, obj_class, skill); |
721 |
|
722 |
return success; |
723 |
} |
724 |
|
725 |
int |
726 |
skill_ident (object *pl, object *skill) |
727 |
{ |
728 |
int success = 0; |
729 |
|
730 |
if (pl->type != PLAYER) |
731 |
return 0; /* only players will skill-identify */ |
732 |
|
733 |
new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby..."); |
734 |
|
735 |
switch (skill->subtype) |
736 |
{ |
737 |
case SK_SMITHERY: |
738 |
success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill) |
739 |
+ do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill) |
740 |
+ do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill) |
741 |
+ do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill); |
742 |
break; |
743 |
|
744 |
case SK_BOWYER: |
745 |
success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill); |
746 |
break; |
747 |
|
748 |
case SK_ALCHEMY: |
749 |
success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill) |
750 |
+ do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill); |
751 |
break; |
752 |
|
753 |
case SK_WOODSMAN: |
754 |
success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill); |
755 |
break; |
756 |
|
757 |
case SK_JEWELER: |
758 |
success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill); |
759 |
break; |
760 |
|
761 |
case SK_LITERACY: |
762 |
success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill); |
763 |
break; |
764 |
|
765 |
case SK_THAUMATURGY: |
766 |
success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill); |
767 |
break; |
768 |
|
769 |
case SK_DET_CURSE: |
770 |
success = do_skill_detect_curse (pl, skill); |
771 |
if (success) |
772 |
new_draw_info (NDI_UNIQUE, 0, pl, "... and discover cursed items!"); |
773 |
break; |
774 |
|
775 |
case SK_DET_MAGIC: |
776 |
success = do_skill_detect_magic (pl, skill); |
777 |
if (success) |
778 |
new_draw_info (NDI_UNIQUE, 0, pl, "... and discover items imbued with mystic forces!"); |
779 |
break; |
780 |
|
781 |
default: |
782 |
LOG (llevError, "Error: bad call to skill_ident()\n"); |
783 |
return 0; |
784 |
} |
785 |
|
786 |
if (!success) |
787 |
new_draw_info (NDI_UNIQUE, 0, pl, "... and learn nothing more."); |
788 |
|
789 |
return success; |
790 |
} |
791 |
|
792 |
/* players using this skill can 'charm' a monster -- |
793 |
* into working for them. It can only be used on |
794 |
* non-special (see below) 'neutral' creatures. |
795 |
* -b.t. (thomas@astro.psu.edu) |
796 |
*/ |
797 |
int |
798 |
use_oratory (object *pl, int dir, object *skill) |
799 |
{ |
800 |
if (pl->type != PLAYER) |
801 |
return 0; /* only players use this skill */ |
802 |
|
803 |
if (!dir) |
804 |
{ |
805 |
pl->failmsg ("In what direction?"); |
806 |
return 0; |
807 |
} |
808 |
|
809 |
sint16 x = pl->x + freearr_x[dir], |
810 |
y = pl->y + freearr_y[dir]; |
811 |
maptile *m = pl->map; |
812 |
|
813 |
int mflags = get_map_flags (m, &m, x, y, &x, &y); |
814 |
if (mflags & P_OUT_OF_MAP) |
815 |
return 0; |
816 |
|
817 |
/* Save some processing - we have the flag already anyways |
818 |
*/ |
819 |
if (!(mflags & P_IS_ALIVE)) |
820 |
{ |
821 |
pl->failmsg ("There is nothing to orate to."); |
822 |
return 0; |
823 |
} |
824 |
|
825 |
object *tmp; |
826 |
for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
827 |
{ |
828 |
/* can't persuade players - return because there is nothing else |
829 |
* on that space to charm. Same for multi space monsters and |
830 |
* special monsters - we don't allow them to be charmed, and there |
831 |
* is no reason to do further processing since they should be the |
832 |
* only monster on the space. |
833 |
*/ |
834 |
if (tmp->type == PLAYER |
835 |
|| tmp->more || tmp->head_ () != tmp |
836 |
|| tmp->msg) |
837 |
return 0; |
838 |
|
839 |
if (tmp->flag [FLAG_MONSTER]) |
840 |
break; |
841 |
} |
842 |
|
843 |
if (!tmp) |
844 |
{ |
845 |
pl->failmsg ("There is nothing to orate to."); |
846 |
return 0; |
847 |
} |
848 |
|
849 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp)); |
850 |
|
851 |
/* the following conditions limit who may be 'charmed' */ |
852 |
|
853 |
/* it's hostile! */ |
854 |
if (!tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY]) |
855 |
{ |
856 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); |
857 |
return 0; |
858 |
} |
859 |
|
860 |
/* it's already allied! */ |
861 |
if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE) |
862 |
{ |
863 |
if (tmp->owner == pl) |
864 |
{ |
865 |
new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); |
866 |
return 0; |
867 |
} |
868 |
else if (skill->level > tmp->level) |
869 |
{ |
870 |
/* you steal the follower. Perhaps we should really look at the |
871 |
* level of the owner above? |
872 |
*/ |
873 |
tmp->set_owner (pl); |
874 |
tmp->skill = skill->skill; |
875 |
|
876 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp)); |
877 |
/* Abuse fix - don't give exp since this can otherwise |
878 |
* be used by a couple players to gets lots of exp. |
879 |
*/ |
880 |
return 0; |
881 |
} |
882 |
else |
883 |
{ |
884 |
/* In this case, you can't steal it from the other player */ |
885 |
return 0; |
886 |
} |
887 |
} /* Creature was already a pet of someone */ |
888 |
|
889 |
int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2; |
890 |
|
891 |
/* Ok, got a 'sucker' lets try to make them a follower */ |
892 |
if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1)) |
893 |
{ |
894 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); |
895 |
|
896 |
INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl)); |
897 |
tmp->set_owner (pl); |
898 |
tmp->skill = skill->skill; |
899 |
tmp->stats.exp = 0; |
900 |
tmp->attack_movement = PETMOVE; |
901 |
|
902 |
if (!tmp->flag [FLAG_FRIENDLY]) |
903 |
add_friendly_object (tmp); |
904 |
|
905 |
return calc_skill_exp (pl, tmp, skill); |
906 |
} |
907 |
/* Charm failed. Creature may be angry now */ |
908 |
else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW)) |
909 |
{ |
910 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); |
911 |
if (tmp->flag [FLAG_FRIENDLY]) |
912 |
{ |
913 |
remove_friendly_object (tmp); |
914 |
tmp->attack_movement = 0; /* needed? */ |
915 |
} |
916 |
|
917 |
tmp->clr_flag (FLAG_UNAGGRESSIVE); |
918 |
} |
919 |
|
920 |
return 0; /* Fall through - if we get here, we didn't charm anything */ |
921 |
} |
922 |
|
923 |
/* Singing() -this skill allows the player to pacify nearby creatures. |
924 |
* There are few limitations on who/what kind of |
925 |
* non-player creatures that may be pacified. Right now, a player |
926 |
* may pacify creatures which have Int == 0. In this routine, once |
927 |
* successfully pacified the creature gets Int=1. Thus, a player |
928 |
* may only pacify a creature once. |
929 |
* BTW, I appologize for the naming of the skill, I couldnt think |
930 |
* of anything better! -b.t. |
931 |
*/ |
932 |
int |
933 |
singing (object *pl, int dir, object *skill) |
934 |
{ |
935 |
int exp = 0; |
936 |
object *tmp; |
937 |
maptile *m; |
938 |
sint16 x, y; |
939 |
|
940 |
if (pl->type != PLAYER) |
941 |
return 0; /* only players use this skill */ |
942 |
|
943 |
if (!dir) |
944 |
{ |
945 |
pl->failmsg ("In what direction?"); |
946 |
return 0; |
947 |
} |
948 |
|
949 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); |
950 |
for (int i = skill->level >= SIZEOFFREE1 ? 0 : dir; |
951 |
i < min (skill->level, SIZEOFFREE); |
952 |
i++) |
953 |
{ |
954 |
x = pl->x + freearr_x[i]; |
955 |
y = pl->y + freearr_y[i]; |
956 |
m = pl->map; |
957 |
|
958 |
int mflags = get_map_flags (m, &m, x, y, &x, &y); |
959 |
if (mflags & P_OUT_OF_MAP) |
960 |
continue; |
961 |
if (!(mflags & P_IS_ALIVE)) |
962 |
continue; |
963 |
|
964 |
for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
965 |
{ |
966 |
if (tmp->flag [FLAG_MONSTER]) |
967 |
break; |
968 |
/* can't affect players */ |
969 |
if (tmp->type == PLAYER) |
970 |
break; |
971 |
} |
972 |
|
973 |
/* Whole bunch of checks to see if this is a type of monster that would |
974 |
* listen to singing. |
975 |
*/ |
976 |
if (tmp && tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_NO_STEAL] && /* Been charmed or abused before */ |
977 |
!tmp->flag [FLAG_SPLITTING] && /* no ears */ |
978 |
!tmp->flag [FLAG_HITBACK] && /* was here before */ |
979 |
(tmp->level <= skill->level) && (!tmp->head) && !tmp->flag [FLAG_UNDEAD] && !tmp->flag [FLAG_UNAGGRESSIVE] && /* already calm */ |
980 |
!tmp->flag [FLAG_FRIENDLY]) |
981 |
{ /* already calm */ |
982 |
|
983 |
/* stealing isn't really related (although, maybe it should |
984 |
* be). This is mainly to prevent singing to the same monster |
985 |
* over and over again and getting exp for it. |
986 |
*/ |
987 |
int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2; |
988 |
|
989 |
if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH)) |
990 |
{ |
991 |
tmp->set_flag (FLAG_UNAGGRESSIVE); |
992 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp)); |
993 |
/* Give exp only if they are not aware */ |
994 |
|
995 |
if (!tmp->flag [FLAG_NO_STEAL]) |
996 |
exp += calc_skill_exp (pl, tmp, skill); |
997 |
|
998 |
tmp->set_flag (FLAG_NO_STEAL); |
999 |
} |
1000 |
else |
1001 |
{ |
1002 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); |
1003 |
tmp->set_flag (FLAG_NO_STEAL); |
1004 |
} |
1005 |
} |
1006 |
} |
1007 |
return exp; |
1008 |
} |
1009 |
|
1010 |
/* The find_traps skill (aka, search). Checks for traps |
1011 |
* on the spaces or in certain objects |
1012 |
*/ |
1013 |
int |
1014 |
find_traps (object *pl, object *skill) |
1015 |
{ |
1016 |
object *tmp, *tmp2; |
1017 |
int i, expsum = 0, mflags; |
1018 |
sint16 x, y; |
1019 |
maptile *m; |
1020 |
|
1021 |
/* First we search all around us for runes and traps, which are |
1022 |
* all type RUNE |
1023 |
*/ |
1024 |
for (i = 0; i < 9; i++) |
1025 |
{ |
1026 |
x = pl->x + freearr_x[i]; |
1027 |
y = pl->y + freearr_y[i]; |
1028 |
m = pl->map; |
1029 |
|
1030 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
1031 |
if (mflags & P_OUT_OF_MAP) |
1032 |
continue; |
1033 |
|
1034 |
/* Check everything in the square for trapness */ |
1035 |
for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1036 |
{ |
1037 |
/* And now we'd better do an inventory traversal of each |
1038 |
* of these objects' inventory |
1039 |
* We can narrow this down a bit - no reason to search through |
1040 |
* the players inventory or monsters for that matter. |
1041 |
*/ |
1042 |
if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER]) |
1043 |
for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
1044 |
if (tmp2->type == RUNE || tmp2->type == TRAP) |
1045 |
if (trap_see (pl, tmp2)) |
1046 |
{ |
1047 |
trap_show (tmp2, tmp); |
1048 |
if (tmp2->stats.Cha > 1) |
1049 |
{ |
1050 |
if (!tmp2->owner || tmp2->owner->type != PLAYER) |
1051 |
expsum += calc_skill_exp (pl, tmp2, skill); |
1052 |
|
1053 |
tmp2->stats.Cha = 1; /* unhide the trap */ |
1054 |
} |
1055 |
} |
1056 |
|
1057 |
if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) |
1058 |
{ |
1059 |
trap_show (tmp, tmp); |
1060 |
if (tmp->stats.Cha > 1) |
1061 |
{ |
1062 |
if (!tmp->owner || tmp->owner->type != PLAYER) |
1063 |
expsum += calc_skill_exp (pl, tmp, skill); |
1064 |
tmp->stats.Cha = 1; /* unhide the trap */ |
1065 |
} |
1066 |
} |
1067 |
} |
1068 |
} |
1069 |
|
1070 |
new_draw_info (NDI_BLACK, 0, pl, "You search the area."); |
1071 |
return expsum; |
1072 |
} |
1073 |
|
1074 |
/* remove_trap() - This skill will disarm any previously discovered trap |
1075 |
* the algorithm is based (almost totally) on the old command_disarm() - b.t. |
1076 |
*/ |
1077 |
int |
1078 |
remove_trap (object *op, int dir, object *skill) |
1079 |
{ |
1080 |
object *tmp, *tmp2; |
1081 |
int i, success = 0, mflags; |
1082 |
maptile *m; |
1083 |
sint16 x, y; |
1084 |
|
1085 |
for (i = 0; i < 9; i++) |
1086 |
{ |
1087 |
x = op->x + freearr_x[i]; |
1088 |
y = op->y + freearr_y[i]; |
1089 |
m = op->map; |
1090 |
|
1091 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
1092 |
if (mflags & P_OUT_OF_MAP) |
1093 |
continue; |
1094 |
|
1095 |
/* Check everything in the square for trapness */ |
1096 |
for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1097 |
{ |
1098 |
/* And now we'd better do an inventory traversal of each |
1099 |
* of these objects inventory. Like above, only |
1100 |
* do this for interesting objects. |
1101 |
*/ |
1102 |
|
1103 |
if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER]) |
1104 |
{ |
1105 |
for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
1106 |
if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) |
1107 |
{ |
1108 |
trap_show (tmp2, tmp); |
1109 |
|
1110 |
if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) |
1111 |
{ |
1112 |
tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1113 |
success += calc_skill_exp (op, tmp2, skill); |
1114 |
} |
1115 |
} |
1116 |
} |
1117 |
|
1118 |
if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) |
1119 |
{ |
1120 |
trap_show (tmp, tmp); |
1121 |
|
1122 |
if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) |
1123 |
{ |
1124 |
tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1125 |
success += calc_skill_exp (op, tmp, skill); |
1126 |
} |
1127 |
} |
1128 |
} |
1129 |
} |
1130 |
|
1131 |
return success; |
1132 |
} |
1133 |
|
1134 |
/* pray() - when this skill is called from do_skill(), it allows |
1135 |
* the player to regain lost grace points at a faster rate. -b.t. |
1136 |
* This always returns 0 - return value is used by calling function |
1137 |
* such that if it returns true, player gets exp in that skill. This |
1138 |
* the effect here can be done on demand, we probably don't want to |
1139 |
* give infinite exp by returning true in any cases. |
1140 |
*/ |
1141 |
int |
1142 |
pray (object *pl, object *skill) |
1143 |
{ |
1144 |
char buf[MAX_BUF]; |
1145 |
object *tmp; |
1146 |
|
1147 |
if (pl->type != PLAYER) |
1148 |
return 0; |
1149 |
|
1150 |
strcpy (buf, "You pray."); |
1151 |
|
1152 |
/* Check all objects - we could stop at floor objects, |
1153 |
* but if someone buries an altar, I don't see a problem with |
1154 |
* going through all the objects, and it shouldn't be much slower |
1155 |
* than extra checks on object attributes. |
1156 |
*/ |
1157 |
for (tmp = pl->below; tmp; tmp = tmp->below) |
1158 |
{ |
1159 |
/* Only if the altar actually belongs to someone do you get special benefits */ |
1160 |
if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) |
1161 |
{ |
1162 |
sprintf (buf, "You pray over the %s.", &tmp->name); |
1163 |
pray_at_altar (pl, tmp, skill); |
1164 |
break; /* Only pray at one altar */ |
1165 |
} |
1166 |
} |
1167 |
|
1168 |
new_draw_info (NDI_BLACK, 0, pl, buf); |
1169 |
|
1170 |
if (pl->stats.grace < pl->stats.maxgrace) |
1171 |
{ |
1172 |
pl->stats.grace++; |
1173 |
pl->last_grace = -1; |
1174 |
} |
1175 |
|
1176 |
return 0; |
1177 |
} |
1178 |
|
1179 |
/* This skill allows the player to regain a few sp or hp for a |
1180 |
* brief period of concentration. No armour or weapons may be |
1181 |
* wielded/applied for this to work. The amount of time needed |
1182 |
* to concentrate and the # of points regained is dependant on |
1183 |
* the level of the user. - b.t. thomas@astro.psu.edu |
1184 |
*/ |
1185 |
void |
1186 |
meditate (object *pl, object *skill) |
1187 |
{ |
1188 |
object *tmp; |
1189 |
|
1190 |
if (pl->type != PLAYER) |
1191 |
return; /* players only */ |
1192 |
|
1193 |
/* check if pl has removed encumbering armour and weapons */ |
1194 |
if (pl->flag [FLAG_READY_WEAPON] && skill->level < 6) |
1195 |
{ |
1196 |
pl->failmsg ("You can't concentrate while wielding a weapon!\n"); |
1197 |
return; |
1198 |
} |
1199 |
else |
1200 |
{ |
1201 |
for (tmp = pl->inv; tmp; tmp = tmp->below) |
1202 |
if (((tmp->type == ARMOUR && skill->level < 12) |
1203 |
|| (tmp->type == HELMET && skill->level < 10) |
1204 |
|| (tmp->type == SHIELD && skill->level < 6) |
1205 |
|| (tmp->type == BOOTS && skill->level < 4) |
1206 |
|| (tmp->type == GLOVES && skill->level < 2)) |
1207 |
&& tmp->flag [FLAG_APPLIED]) |
1208 |
{ |
1209 |
pl->failmsg ("You can't concentrate while wearing so much armour!\n"); |
1210 |
return; |
1211 |
} |
1212 |
} |
1213 |
|
1214 |
/* ok let's meditate! Spell points are regained first, then once |
1215 |
* they are maxed we get back hp. Actual incrementing of values |
1216 |
* is handled by the do_some_living() (in player.c). This way magical |
1217 |
* bonuses for healing/sp regeneration are included properly |
1218 |
* No matter what, we will eat up some playing time trying to |
1219 |
* meditate. (see 'factor' variable for what sets the amount of time) |
1220 |
*/ |
1221 |
|
1222 |
new_draw_info (NDI_BLACK, 0, pl, "You meditate."); |
1223 |
|
1224 |
if (pl->stats.sp < pl->stats.maxsp) |
1225 |
{ |
1226 |
pl->stats.sp++; |
1227 |
pl->last_sp = -1; |
1228 |
} |
1229 |
else if (pl->stats.hp < pl->stats.maxhp) |
1230 |
{ |
1231 |
pl->stats.hp++; |
1232 |
pl->last_heal = -1; |
1233 |
} |
1234 |
} |
1235 |
|
1236 |
/* write_note() - this routine allows players to inscribe messages in |
1237 |
* ordinary inscribable 'books' (anything that is not a SPELL). b.t. |
1238 |
*/ |
1239 |
static int |
1240 |
write_note (object *pl, object *item, const char *msg, object *skill) |
1241 |
{ |
1242 |
if (!msg_is_safe (msg)) |
1243 |
{ |
1244 |
pl->failmsg ("Trying to cheat now are we? H<@-signs are not allowed in notes.>"); |
1245 |
LOG (llevInfo, "write_note: player %s tried to write bogus note %s\n", &pl->name, msg); |
1246 |
return 0; |
1247 |
} |
1248 |
|
1249 |
int len = strlen (msg); |
1250 |
|
1251 |
if (!is_utf8_string ((U8 *)msg, len)) |
1252 |
{ |
1253 |
pl->failmsg ("Your message is garbled (text must be UTF-8, client-bug)!"); |
1254 |
return 0; |
1255 |
} |
1256 |
|
1257 |
if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) |
1258 |
return RESULT_INT (0); |
1259 |
|
1260 |
STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len)); |
1261 |
|
1262 |
if (char_len <= item->weight_limit) |
1263 |
{ |
1264 |
object *newbook = item->other_arch->instance (); |
1265 |
item->decrease (); |
1266 |
newbook->nrof = 1; |
1267 |
newbook->msg = shstr (msg); |
1268 |
newbook->flag [FLAG_IDENTIFIED] = true; |
1269 |
|
1270 |
if (item->subtype == 1) // mailscrolls |
1271 |
{ |
1272 |
newbook->name = item->name; |
1273 |
newbook->name_pl = item->name_pl; |
1274 |
} |
1275 |
|
1276 |
pl->insert (newbook); |
1277 |
|
1278 |
pl->contr->play_sound (sound_find ("inscribe_success")); |
1279 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name); |
1280 |
return char_len; |
1281 |
} |
1282 |
else |
1283 |
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.>", |
1284 |
&item->name, item->weight_limit, char_len); |
1285 |
|
1286 |
return 0; |
1287 |
} |
1288 |
|
1289 |
/* write_scroll() - this routine allows players to inscribe spell scrolls |
1290 |
* of spells which they know. Backfire effects are possible with the |
1291 |
* severity of the backlash correlated with the difficulty of the scroll |
1292 |
* that is attempted. -b.t. thomas@astro.psu.edu |
1293 |
*/ |
1294 |
static int |
1295 |
write_scroll (object *pl, object *scroll, object *skill) |
1296 |
{ |
1297 |
int success = 0, confused = 0; |
1298 |
|
1299 |
/* Check if we are ready to attempt inscription */ |
1300 |
object *chosen_spell = pl->contr->ranged_ob; |
1301 |
|
1302 |
if (!chosen_spell || chosen_spell->type != SPELL) |
1303 |
{ |
1304 |
pl->failmsg ("You need a spell readied in order to inscribe!"); |
1305 |
return 0; |
1306 |
} |
1307 |
|
1308 |
if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace) |
1309 |
{ |
1310 |
pl->failmsgf ("You don't have enough grace to write a scroll of %s.", &chosen_spell->name); |
1311 |
return 0; |
1312 |
} |
1313 |
|
1314 |
if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) |
1315 |
{ |
1316 |
pl->failmsgf ("You don't have enough mana to write a scroll of %s.", &chosen_spell->name); |
1317 |
return 0; |
1318 |
} |
1319 |
|
1320 |
/* ok, we are ready to try inscription */ |
1321 |
if (pl->flag [FLAG_CONFUSED]) |
1322 |
confused = 1; |
1323 |
|
1324 |
/* Lost mana/grace no matter what */ |
1325 |
pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); |
1326 |
pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA); |
1327 |
|
1328 |
if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) |
1329 |
{ |
1330 |
object *newscroll = scroll->other_arch->instance (); |
1331 |
scroll->decrease (); |
1332 |
newscroll->nrof = 1; |
1333 |
|
1334 |
pl->contr->play_sound (sound_find ("inscribe_success")); |
1335 |
|
1336 |
if (!confused) |
1337 |
{ |
1338 |
newscroll->level = max (skill->level, chosen_spell->level); |
1339 |
newscroll->flag [FLAG_IDENTIFIED] = true; |
1340 |
new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell."); |
1341 |
} |
1342 |
else |
1343 |
{ |
1344 |
chosen_spell = find_random_spell_in_ob (pl, NULL); |
1345 |
if (!chosen_spell) |
1346 |
return 0; |
1347 |
|
1348 |
newscroll->level = max (skill->level, chosen_spell->level); |
1349 |
new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell."); |
1350 |
} |
1351 |
|
1352 |
object *tmp = chosen_spell->clone (); |
1353 |
insert_ob_in_ob (tmp, newscroll); |
1354 |
|
1355 |
/* Same code as from treasure.C - so they can better merge. |
1356 |
* if players want to sell them, so be it. |
1357 |
*/ |
1358 |
newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); |
1359 |
newscroll->stats.exp = newscroll->value / 5; |
1360 |
|
1361 |
pl->insert (newscroll); |
1362 |
|
1363 |
success = calc_skill_exp (pl, newscroll, skill); |
1364 |
if (!confused) |
1365 |
success *= 2; |
1366 |
|
1367 |
success = success * skill->level; |
1368 |
return success; |
1369 |
} |
1370 |
else |
1371 |
{ /* Inscription has failed */ |
1372 |
pl->contr->play_sound (sound_find ("inscribe_fail")); |
1373 |
|
1374 |
if (chosen_spell->level > skill->level || confused) |
1375 |
{ /*backfire! */ |
1376 |
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.>"); |
1377 |
|
1378 |
if (random_roll (0, 1, pl, PREFER_LOW) == 1) |
1379 |
pl->drain_specific_stat (4); |
1380 |
else |
1381 |
{ |
1382 |
confuse_player (pl, pl, 99); |
1383 |
return -30 * chosen_spell->level; |
1384 |
} |
1385 |
} |
1386 |
else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) |
1387 |
{ |
1388 |
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.>"); |
1389 |
confuse_player (pl, pl, 99); |
1390 |
} |
1391 |
else |
1392 |
new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll. H<Try a lower-level spell, if possible at all.>"); |
1393 |
} |
1394 |
|
1395 |
return 0; |
1396 |
} |
1397 |
|
1398 |
/* write_on_item() - wrapper for write_note and write_scroll */ |
1399 |
int |
1400 |
write_on_item (object *pl, const char *params, object *skill) |
1401 |
{ |
1402 |
archetype *skat; |
1403 |
|
1404 |
if (pl->type != PLAYER) |
1405 |
return 0; |
1406 |
|
1407 |
if (!params) |
1408 |
params = ""; |
1409 |
|
1410 |
skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); |
1411 |
|
1412 |
/* Need to be able to read before we can write! */ |
1413 |
if (!find_skill_by_name (pl, skat->skill)) |
1414 |
{ |
1415 |
new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>"); |
1416 |
return 0; |
1417 |
} |
1418 |
|
1419 |
object *item = pl->mark (); |
1420 |
|
1421 |
/* find an item of correct type to write on */ |
1422 |
if (!item) |
1423 |
{ |
1424 |
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.>"); |
1425 |
return 0; |
1426 |
} |
1427 |
|
1428 |
if (item->type != INSCRIBABLE) |
1429 |
{ |
1430 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>"); |
1431 |
return 0; |
1432 |
} |
1433 |
|
1434 |
if (item->flag [FLAG_UNPAID]) |
1435 |
{ |
1436 |
new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); |
1437 |
return 0; |
1438 |
} |
1439 |
|
1440 |
if (item->other_arch->type == SCROLL) |
1441 |
{ |
1442 |
if (*params) |
1443 |
{ |
1444 |
// check readied scroll |
1445 |
pl->failmsgf ("When inscribing spells you need to ready a spell and do not specify a string argument.\n" |
1446 |
"Usage: cast [spell name]; use_skill %s", &skill->skill); |
1447 |
return 0; |
1448 |
} |
1449 |
|
1450 |
return write_scroll (pl, item, skill); |
1451 |
} |
1452 |
else |
1453 |
{ |
1454 |
if (!*params) |
1455 |
{ |
1456 |
pl->failmsgf ("When inscribing books you need to specify the words you want to inscribe as command argument.\n" |
1457 |
"Usage: use_skill %s <message>", &skill->skill); |
1458 |
return 0; |
1459 |
} |
1460 |
|
1461 |
return write_note (pl, item, params, skill); |
1462 |
} |
1463 |
|
1464 |
return 0; |
1465 |
} |
1466 |
|
1467 |
/* find_throw_ob() - if we request an object, then |
1468 |
* we search for it in the inventory of the owner (you've |
1469 |
* got to be carrying something in order to throw it!). |
1470 |
* If we didnt request an object, then the top object in inventory |
1471 |
* (that is "throwable", ie no throwing your skills away!) |
1472 |
* is the object of choice. Also check to see if object is |
1473 |
* 'throwable' (ie not applied cursed obj, worn, etc). |
1474 |
*/ |
1475 |
static object * |
1476 |
find_throw_ob (object *op, const char *request) |
1477 |
{ |
1478 |
/* prefer marked item */ |
1479 |
object *tmp = op->mark (); |
1480 |
|
1481 |
/* can't toss invisible or inv-locked items */ |
1482 |
if (tmp && (tmp->invisible || tmp->flag [FLAG_INV_LOCKED])) |
1483 |
tmp = 0; |
1484 |
|
1485 |
/* look through the inventory */ |
1486 |
if (!tmp) |
1487 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
1488 |
{ |
1489 |
/* can't toss invisible or inv-locked items */ |
1490 |
if (tmp->invisible || tmp->flag [FLAG_INV_LOCKED]) |
1491 |
continue; |
1492 |
|
1493 |
if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request)) |
1494 |
break; |
1495 |
} |
1496 |
|
1497 |
/* this should prevent us from throwing away |
1498 |
* cursed items, worn armour, etc. Only weapons |
1499 |
* can be thrown from 'hand'. |
1500 |
*/ |
1501 |
if (!tmp) |
1502 |
return 0; |
1503 |
|
1504 |
if (tmp->flag [FLAG_APPLIED]) |
1505 |
{ |
1506 |
if (tmp->type != WEAPON) |
1507 |
{ |
1508 |
op->failmsgf ("You can't throw %s. H<Unapply it first.>", query_name (tmp)); |
1509 |
tmp = 0; |
1510 |
} |
1511 |
else if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) |
1512 |
{ |
1513 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand! H<Cursed or damned items cannot be removed.>", query_name (tmp)); |
1514 |
tmp = 0; |
1515 |
} |
1516 |
else |
1517 |
{ |
1518 |
if (!op->apply (tmp, AP_UNAPPLY)) |
1519 |
{ |
1520 |
LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); |
1521 |
tmp = 0; |
1522 |
} |
1523 |
} |
1524 |
} |
1525 |
else if (tmp->flag [FLAG_UNPAID]) |
1526 |
{ |
1527 |
op->failmsgf ("You should pay for the %s first.", query_name (tmp)); |
1528 |
tmp = 0; |
1529 |
} |
1530 |
|
1531 |
//TODO: why not chekc first and give sensible message to player? |
1532 |
if (tmp && tmp->flag [FLAG_INV_LOCKED]) |
1533 |
{ |
1534 |
LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); |
1535 |
tmp = 0; |
1536 |
} |
1537 |
|
1538 |
return tmp; |
1539 |
} |
1540 |
|
1541 |
/* make_throw_ob() We construct the 'carrier' object in |
1542 |
* which we will insert the object that is being thrown. |
1543 |
* This combination becomes the 'thrown object'. -b.t. |
1544 |
*/ |
1545 |
static object * |
1546 |
make_throw_ob (object *orig) |
1547 |
{ |
1548 |
if (!orig) |
1549 |
return 0; |
1550 |
|
1551 |
if (orig->flag [FLAG_APPLIED]) |
1552 |
{ |
1553 |
LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); |
1554 |
/* insufficient workaround, but better than nothing */ |
1555 |
orig->clr_flag (FLAG_APPLIED); |
1556 |
} |
1557 |
|
1558 |
object *toss_item = orig->clone (); |
1559 |
|
1560 |
toss_item->type = THROWN_OBJ; |
1561 |
toss_item->clr_flag (FLAG_CHANGING); |
1562 |
toss_item->stats.dam = 0; /* default damage */ |
1563 |
toss_item->insert (orig); |
1564 |
|
1565 |
return toss_item; |
1566 |
} |
1567 |
|
1568 |
/* do_throw() - op throws any object toss_item. This code |
1569 |
* was borrowed from fire_bow. |
1570 |
* Returns 1 if skill was successfully used, 0 if not |
1571 |
*/ |
1572 |
static int |
1573 |
do_throw (object *op, object *part, object *toss_item, int dir, object *skill) |
1574 |
{ |
1575 |
object *throw_ob = toss_item, *left = NULL; |
1576 |
int eff_str = 0, maxc, str = op->stats.Str, dam = 0; |
1577 |
int pause_f, weight_f = 0, mflags; |
1578 |
float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0; |
1579 |
maptile *m; |
1580 |
sint16 sx, sy; |
1581 |
|
1582 |
if (!throw_ob) |
1583 |
{ |
1584 |
op->failmsg ("You have nothing to throw."); |
1585 |
return 0; |
1586 |
} |
1587 |
|
1588 |
if (throw_ob->flag [FLAG_STARTEQUIP]) |
1589 |
{ |
1590 |
op->failmsg ("The gods won't let you throw that. " |
1591 |
"H<Well, they would, but they would retrieve it " |
1592 |
"- you wouldn't want that, would you?>"); |
1593 |
|
1594 |
return 0; |
1595 |
} |
1596 |
|
1597 |
/* Because throwing effectiveness must be reduced by the |
1598 |
* encumbrance of the thrower and weight of the object. THus, |
1599 |
* we use the concept of 'effective strength' as defined below. |
1600 |
*/ |
1601 |
|
1602 |
/* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */ |
1603 |
if (str > MAX_STAT) |
1604 |
{ |
1605 |
str_factor = (float) str / (float) MAX_STAT; |
1606 |
str = MAX_STAT; |
1607 |
} |
1608 |
|
1609 |
/* the more we carry, the less we can throw. Limit only on players */ |
1610 |
maxc = max_carry[str] * 1000; |
1611 |
if (op->carrying > maxc && op->type == PLAYER) |
1612 |
load_factor = (float) maxc / (float) op->carrying; |
1613 |
|
1614 |
/* lighter items are thrown harder, farther, faster */ |
1615 |
if (throw_ob->weight > 0) |
1616 |
item_factor = (float) maxc / (float) (3.0 * throw_ob->weight); |
1617 |
else |
1618 |
{ /* 0 or negative weight?!? Odd object, can't throw it */ |
1619 |
op->failmsgf ("You can't throw %s. H<Better report this to your dungeon master.>\n", query_name (throw_ob)); |
1620 |
return 0; |
1621 |
} |
1622 |
|
1623 |
eff_str = (str * (load_factor < 1.0 ? load_factor : 1.0)) |
1624 |
* item_factor * str_factor; |
1625 |
|
1626 |
/* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to |
1627 |
* account for super-strong throwers. */ |
1628 |
min_it (eff_str, MAX_STAT); |
1629 |
|
1630 |
#ifdef DEBUG_THROW |
1631 |
LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str); |
1632 |
LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str); |
1633 |
LOG (llevDebug, " str_factor=%f\n", str_factor); |
1634 |
LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight); |
1635 |
#endif |
1636 |
|
1637 |
/* 3 things here prevent a throw, you aimed at your feet, you |
1638 |
* have no effective throwing strength, or you threw at something |
1639 |
* that flying objects can't get through. |
1640 |
*/ |
1641 |
mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy); |
1642 |
|
1643 |
if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW)) |
1644 |
{ |
1645 |
/* bounces off 'wall', and drops to feet */ |
1646 |
throw_ob->insert_at (part, op); |
1647 |
|
1648 |
if (op->type == PLAYER) |
1649 |
{ |
1650 |
if (eff_str <= 1) |
1651 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob)); |
1652 |
else if (!dir) |
1653 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob)); |
1654 |
else |
1655 |
new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1656 |
} |
1657 |
|
1658 |
return 0; |
1659 |
} /* if object can't be thrown */ |
1660 |
|
1661 |
left = throw_ob; /* these are throwing objects left to the player */ |
1662 |
|
1663 |
/* sometimes get_split_ob can't split an object (because op->nrof==0?) |
1664 |
* and returns NULL. We must use 'left' then |
1665 |
*/ |
1666 |
if (!(throw_ob = throw_ob->split ())) |
1667 |
{ |
1668 |
throw_ob = left; |
1669 |
left->remove (); |
1670 |
} |
1671 |
|
1672 |
/* special case: throwing powdery substances like dust, dirt */ |
1673 |
if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) |
1674 |
{ |
1675 |
cast_dust (op, throw_ob, dir); |
1676 |
return 1; |
1677 |
} |
1678 |
|
1679 |
/* Make a thrown object -- insert real object in a 'carrier' object. |
1680 |
* If unsuccessfull at making the "thrown_obj", we just reinsert |
1681 |
* the original object back into inventory and exit |
1682 |
*/ |
1683 |
if ((toss_item = make_throw_ob (throw_ob))) |
1684 |
{ |
1685 |
throw_ob = toss_item; |
1686 |
throw_ob->skill = skill->skill; |
1687 |
} |
1688 |
else |
1689 |
{ |
1690 |
insert_ob_in_ob (throw_ob, op); |
1691 |
return 0; |
1692 |
} |
1693 |
|
1694 |
throw_ob->set_owner (op); |
1695 |
/* At some point in the attack code, the actual real object (op->inv) |
1696 |
* becomes the hitter. As such, we need to make sure that has a proper |
1697 |
* owner value so exp goes to the right place. |
1698 |
*/ |
1699 |
throw_ob->inv->set_owner (op); |
1700 |
throw_ob->direction = dir; |
1701 |
|
1702 |
/* the damage bonus from the force of the throw */ |
1703 |
dam = int (str_factor * dam_bonus[eff_str]); |
1704 |
|
1705 |
/* Now, lets adjust the properties of the thrown_ob. */ |
1706 |
|
1707 |
/* how far to fly */ |
1708 |
throw_ob->last_sp = (eff_str * 3) / 5; |
1709 |
|
1710 |
/* speed */ |
1711 |
throw_ob->set_speed (min (1.0, speed_bonus[eff_str] + 1.0) / 1.5); /* no faster than an arrow! */ |
1712 |
|
1713 |
/* item damage. Eff_str and item weight influence damage done */ |
1714 |
weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000); |
1715 |
throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2; |
1716 |
|
1717 |
/* chance of breaking. Proportional to force used and weight of item */ |
1718 |
throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000); |
1719 |
|
1720 |
/* replace 25 with a call to clone.arch wc? messes up w/ NPC */ |
1721 |
throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level; |
1722 |
|
1723 |
/* the properties of objects which are meant to be thrown (ie dart, |
1724 |
* throwing knife, etc) will differ from ordinary items. Lets tailor |
1725 |
* this stuff in here. |
1726 |
*/ |
1727 |
|
1728 |
if (throw_ob->inv->flag [FLAG_IS_THROWN]) |
1729 |
{ |
1730 |
throw_ob->last_sp += eff_str / 3; /* fly a little further */ |
1731 |
throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; |
1732 |
throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; |
1733 |
/* only throw objects get directional faces */ |
1734 |
if (throw_ob->has_anim () && throw_ob->anim_frames ()) |
1735 |
throw_ob->set_anim_frame (dir); |
1736 |
} |
1737 |
else |
1738 |
{ |
1739 |
uint16 mat = throw_ob->materials; |
1740 |
|
1741 |
/* some materials will adjust properties.. */ |
1742 |
if (mat & M_LEATHER) |
1743 |
{ |
1744 |
throw_ob->stats.dam -= 1; |
1745 |
throw_ob->stats.food -= 10; |
1746 |
} |
1747 |
|
1748 |
if (mat & M_GLASS) |
1749 |
throw_ob->stats.food += 60; |
1750 |
|
1751 |
if (mat & M_ORGANIC) |
1752 |
{ |
1753 |
throw_ob->stats.dam -= 3; |
1754 |
throw_ob->stats.food += 55; |
1755 |
} |
1756 |
|
1757 |
if (mat & M_PAPER || mat & M_CLOTH) |
1758 |
{ |
1759 |
throw_ob->stats.dam -= 5; |
1760 |
throw_ob->speed *= 0.8; |
1761 |
throw_ob->stats.wc += 3; |
1762 |
throw_ob->stats.food -= 30; |
1763 |
} |
1764 |
|
1765 |
/* light obj have more wind resistance, fly slower */ |
1766 |
if (throw_ob->weight > 500) |
1767 |
throw_ob->speed *= 0.8; |
1768 |
|
1769 |
if (throw_ob->weight > 50) |
1770 |
throw_ob->speed *= 0.5; |
1771 |
} /* else tailor thrown object */ |
1772 |
|
1773 |
/* some limits, and safeties (needed?) */ |
1774 |
max_it (throw_ob->stats.dam, 0); |
1775 |
min_it (throw_ob->last_sp, eff_str); |
1776 |
max_it (throw_ob->stats.food, 0); |
1777 |
min_it (throw_ob->stats.wc, 30); |
1778 |
|
1779 |
/* how long to pause the thrower. Higher values mean less pause */ |
1780 |
pause_f = ((2 * eff_str) / 3) + 20 + skill->level; |
1781 |
|
1782 |
/* Put a lower limit on this */ |
1783 |
clamp_it (pause_f, 10, 100); |
1784 |
|
1785 |
/* Changed in 0.94.2 - the calculation before was really goofy. |
1786 |
* In short summary, a throw can take anywhere between speed 5 and |
1787 |
* speed 0.5 |
1788 |
*/ |
1789 |
op->speed_left -= 50 / pause_f; |
1790 |
|
1791 |
throw_ob->speed_left = 0; |
1792 |
throw_ob->map = part->map; |
1793 |
|
1794 |
throw_ob->move_type = MOVE_FLY_LOW; |
1795 |
throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1796 |
|
1797 |
throw_ob->set_speed (throw_ob->speed); |
1798 |
|
1799 |
#if 0 |
1800 |
/* need to put in a good sound for this */ |
1801 |
play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ); |
1802 |
#endif |
1803 |
|
1804 |
/* Lauwenmark - Now we can call the associated script_throw event (if any) */ |
1805 |
INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op)); |
1806 |
#ifdef DEBUG_THROW |
1807 |
LOG (llevDebug, " pause_f=%d \n", pause_f); |
1808 |
LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n", |
1809 |
throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food); |
1810 |
LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count); |
1811 |
#endif |
1812 |
|
1813 |
throw_ob->insert_at (part, op); |
1814 |
|
1815 |
if (!throw_ob->destroyed ()) |
1816 |
move_arrow (throw_ob); |
1817 |
|
1818 |
return 1; |
1819 |
} |
1820 |
|
1821 |
int |
1822 |
skill_throw (object *op, object *part, int dir, const char *params, object *skill) |
1823 |
{ |
1824 |
object *throw_ob; |
1825 |
|
1826 |
if (op->type == PLAYER) |
1827 |
throw_ob = find_throw_ob (op, params); |
1828 |
else |
1829 |
throw_ob = find_mon_throw_ob (op); |
1830 |
|
1831 |
return do_throw (op, part, throw_ob, dir, skill); |
1832 |
} |
1833 |
|
1834 |
static void |
1835 |
give_player_quad_material_for (object *pl, object *ob) |
1836 |
{ |
1837 |
if (!ob->flag [FLAG_IS_QUAD] || !ob->other_arch) |
1838 |
return; |
1839 |
|
1840 |
object *t = ob->other_arch->instance (); |
1841 |
pl->insert (t); |
1842 |
} |
1843 |
|
1844 |
bool |
1845 |
skill_mining (object *who, object *tool, object *skill, int dir, const char *string) |
1846 |
{ |
1847 |
if (!who->is_player ()) |
1848 |
return 0; |
1849 |
|
1850 |
if (!dir) |
1851 |
{ |
1852 |
who->failmsg ("In what direction?"); |
1853 |
return 0; |
1854 |
} |
1855 |
|
1856 |
mapxy pos (who); pos.move (dir); |
1857 |
|
1858 |
if (!pos.normalise ()) |
1859 |
{ |
1860 |
who->failmsgf ( |
1861 |
"You brandish your %s, with not so convincing results. " |
1862 |
"H<There is nothing in this direction.>", |
1863 |
&tool->name |
1864 |
); |
1865 |
return 0; |
1866 |
} |
1867 |
|
1868 |
mapspace &ms = pos.ms (); |
1869 |
|
1870 |
for (object *mine_obj = pos.ms ().top; mine_obj; mine_obj = mine_obj->below) |
1871 |
if (mine_obj->type == VEIN) |
1872 |
{ |
1873 |
who->speed_left -= who->speed / tool->speed; |
1874 |
|
1875 |
who->play_sound (tool->sound); |
1876 |
|
1877 |
if (rndm (100 - mine_obj->stats.ac) > rndm (tool->stats.wc)) |
1878 |
who->failmsgf ( |
1879 |
"You use your %s.... nothing. " |
1880 |
"H<Try again, perhaps?>", |
1881 |
&tool->name |
1882 |
); |
1883 |
else if (mine_obj->race != tool->race) |
1884 |
who->failmsgf ( |
1885 |
"You use your %s.... but it doesn't work. " |
1886 |
"H<Maybe you are using the wrong tool?>", |
1887 |
&tool->name |
1888 |
); |
1889 |
else if (!mine_obj->stats.food) |
1890 |
who->failmsgf ( |
1891 |
"You use your %s.... but there is nothing. " |
1892 |
"H<This space is exhausted, you should try somewhere else.>", |
1893 |
&tool->name |
1894 |
); |
1895 |
else |
1896 |
{ |
1897 |
--mine_obj->stats.food; |
1898 |
|
1899 |
object *ore = mine_obj->other_arch->instance (); |
1900 |
|
1901 |
who->statusmsg (format ( |
1902 |
"You use your %s.... and find some %s!", |
1903 |
&tool->name, &ore->name |
1904 |
)); |
1905 |
|
1906 |
ore->insert_at (who); |
1907 |
|
1908 |
return true; |
1909 |
} |
1910 |
} |
1911 |
else if (mine_obj->flag [FLAG_IS_QUAD]) |
1912 |
{ |
1913 |
if (mine_obj->flag [FLAG_IS_FLOOR]) |
1914 |
{ |
1915 |
maptile *lower_floor = pos.m->tile_available (TILE_DOWN); |
1916 |
|
1917 |
if (!lower_floor) |
1918 |
{ |
1919 |
who->failmsgf ( |
1920 |
"Whoops, you failed to remove the %s. H<You may try again.>", |
1921 |
&mine_obj->name |
1922 |
); |
1923 |
return false; |
1924 |
} |
1925 |
|
1926 |
mapxy below_pos (lower_floor, pos.x, pos.y); |
1927 |
|
1928 |
if (!below_pos.normalise ()) |
1929 |
{ |
1930 |
who->failmsgf ( |
1931 |
"Whoops, you failed to remove the %s. H<You may try again.>", |
1932 |
&mine_obj->name |
1933 |
); |
1934 |
return false; |
1935 |
} |
1936 |
|
1937 |
// first insert open space here: |
1938 |
object *open_space_floor = archetype::get (shstr_quad_open_space); |
1939 |
open_space_floor->stats.hp = pos.x; |
1940 |
open_space_floor->stats.sp = pos.y; |
1941 |
insert_ob_in_map_at (open_space_floor, pos.m, mine_obj, |
1942 |
INS_BELOW_ORIGINATOR, pos.x, pos.y); |
1943 |
|
1944 |
// next we will remove the wall in the lower layer: |
1945 |
mapspace &below_ms = below_pos.ms (); |
1946 |
for (object *quad_obj = below_ms.top; quad_obj; quad_obj = quad_obj->below) |
1947 |
{ |
1948 |
if (quad_obj->flag [FLAG_IS_FLOOR]) |
1949 |
break; |
1950 |
|
1951 |
if (quad_obj->flag [FLAG_IS_QUAD]) |
1952 |
{ |
1953 |
quad_obj->map->queue_physics_at (quad_obj->x, quad_obj->y); |
1954 |
give_player_quad_material_for (who, quad_obj); |
1955 |
quad_obj->destroy (); |
1956 |
break; |
1957 |
} |
1958 |
} |
1959 |
} |
1960 |
|
1961 |
mine_obj->map->queue_physics_at (mine_obj->x, mine_obj->y); |
1962 |
|
1963 |
// FIXME: there should be chance assigned, like above with veins! |
1964 |
who->play_sound (tool->sound); |
1965 |
give_player_quad_material_for (who, mine_obj); |
1966 |
mine_obj->destroy (); |
1967 |
who->contr->fire_on = 0; // TODO: stopgap, do not remove more than one per keypress |
1968 |
return true; |
1969 |
} |
1970 |
|
1971 |
return false; |
1972 |
} |
1973 |
|