/* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team * Copyright (©) 1992,2007 Frank Tore Johansen * * Deliantra is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * * The authors can be reached via e-mail to */ #include #include #include #include #include #include #include /* adj_stealchance() - increased values indicate better attempts */ static int adj_stealchance (object *op, object *victim, int roll) { object *equip; if (!op || !victim || !roll) return -1; /* Only prohibit stealing if the player does not have a free * hand available and in fact does have hands. */ if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info) { new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!"); return -1; } /* ADJUSTMENTS */ /* Its harder to steal from hostile beings! */ if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) roll = roll / 2; /* Easier to steal from sleeping beings, or if the thief is * unseen */ if (QUERY_FLAG (victim, FLAG_SLEEP)) roll = roll * 3; else if (op->invisible) roll = roll * 2; /* check stealing 'encumberance'. Having this equipment applied makes * it quite a bit harder to steal. */ for (equip = op->inv; equip; equip = equip->below) { if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED)) { roll -= equip->weight / 10000; } if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED)) roll -= equip->weight / 5000; if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) { roll -= equip->weight / 2000; } if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED)) roll -= equip->weight / 5000; if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED)) roll -= equip->weight / 100; } if (roll < 0) roll = 0; return roll; } /* * When stealing: dependent on the intelligence/wisdom of whom you're * stealing from (op in attempt_steal), offset by your dexterity and * skill at stealing. They may notice your attempt, whether successful * or not. * op is the target (person being pilfered) * who is the person doing the stealing. * skill is the skill object (stealing). */ static int attempt_steal (object *op, object *who, object *skill) { object *success = NULL, *tmp = NULL, *next; int roll = 0, chance = 0, stats_value; rv_vector rv; stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2; /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them) * they will try to prevent stealing if they can. Only unseen theives will * have much chance of success. */ if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL)) { if (can_detect_enemy (op, who, &rv)) { npc_call_help (op); CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); return 0; } else /* help npc to detect thief next time by raising its wisdom */ op->stats.Wis += (op->stats.Int / 5) + 1; if (op->stats.Wis > MAX_STAT) op->stats.Wis = MAX_STAT; } if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ)) { new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n"); return 0; } // only allow stealing between hostile players (TODO: probably should change) if (op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful)) { new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); return 0; } /* Ok then, go thru their inventory, stealing */ for (tmp = op->inv; tmp; tmp = next) { next = tmp->below; /* you can't steal worn items, starting items, wiz stuff, * innate abilities, or items w/o a type. Generally * speaking, the invisibility flag prevents experience or * abilities from being stolen since these types are currently * always invisible objects. I was implicit here so as to prevent * future possible problems. -b.t. * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL * already -b.t. */ if (QUERY_FLAG (tmp, FLAG_APPLIED) || !tmp->type || tmp->type == SPELL || QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_STEAL) || tmp->invisible) continue; /* Okay, try stealing this item. Dependent on dexterity of thief, * skill level, see the adj_stealroll fctn for more detail. */ roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */ if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1) return 0; else if (roll < chance) { pick_up (who, tmp); /* need to see if the player actually stole this item - * if it is in the players inv, assume it is. This prevents * abuses where the player can not carry the item, so just * keeps stealing it over and over. */ if (tmp->destroyed () || tmp->env != op) { /* for players, play_sound: steals item */ success = tmp; CLEAR_FLAG (tmp, FLAG_INV_LOCKED); /* Don't delete it from target player until we know * the thief has picked it up. can't just look at tmp->count, * as it's possible that it got merged when picked up. */ if (op->type == PLAYER) esrv_del_item (op->contr, tmp->count); } break; } } /* for loop looking for an item */ if (!tmp) { new_draw_info_format (NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!", op->type == PLAYER ? "" : "The ", query_name (op)); return 0; } /* If you arent high enough level, you might get something BUT * the victim will notice your stealing attempt. Ditto if you * attempt to steal something heavy off them, they're bound to notice */ if ((roll >= skill->level) || !chance || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW))))) { /* victim figures out where the thief is! */ if (who->hide) make_visible (who); if (op->type != PLAYER) { /* The unaggressives look after themselves 8) */ if (who->type == PLAYER) { npc_call_help (op); new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op)); } CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); /* all remaining npc items are guarded now. Set flag NO_STEAL * on the victim. */ SET_FLAG (op, FLAG_NO_STEAL); } else { /* stealing from another player */ char buf[MAX_BUF]; /* Notify the other player */ if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW)) { sprintf (buf, "Your %s is missing!", query_name (success)); } else { sprintf (buf, "Your pack feels strangely lighter."); } new_draw_info (NDI_UNIQUE, 0, op, buf); if (!success) { if (who->invisible) { sprintf (buf, "you feel itchy fingers getting at your pack."); } else { sprintf (buf, "%s looks very shifty.", query_name (who)); } new_draw_info (NDI_UNIQUE, 0, op, buf); } } /* else stealing from another player */ /* play_sound("stop! thief!"); kindofthing */ } /* if you weren't 100% successful */ return success ? 1 : 0; } int steal (object *op, int dir, object *skill) { object *tmp, *next; sint16 x, y; maptile *m; int mflags; x = op->x + freearr_x[dir]; y = op->y + freearr_y[dir]; if (dir == 0) { /* Can't steal from ourself! */ return 0; } m = op->map; mflags = get_map_flags (m, &m, x, y, &x, &y); /* Out of map - can't do it. If nothing alive on this space, * don't need to look any further. */ if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) return 0; /* If player can't move onto the space, can't steal from it. */ if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) return 0; /* Find the topmost object at this spot */ for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above); /* For all the stacked objects at this point, attempt a steal */ for (; tmp != NULL; tmp = next) { next = tmp->below; /* Minor hack--for multi square beings - make sure we get * the 'head' coz 'tail' objects have no inventory! - b.t. */ if (tmp->head) tmp = tmp->head; if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) continue; /* do not reveal hidden DMs */ if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden) continue; if (attempt_steal (tmp, op, skill)) { if (tmp->type == PLAYER) /* no xp for stealing from another player */ return 0; /* no xp for stealing from pets (of players) */ if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) { object *owner = tmp->owner; if (owner != NULL && owner->type == PLAYER) return 0; } // reduce monster experience by experience we gained, as to // limit the amount of exp that can be gained by stealing from monsters // (jessies gave ~20,000,000 exp otherwise. int exp = calc_skill_exp (op, tmp, skill); exp = MIN (tmp->stats.exp, exp); tmp->stats.exp -= exp; return exp; } } return 0; } static int attempt_pick_lock (object *door, object *pl, object *skill) { int difficulty = pl->map->difficulty ? pl->map->difficulty : 0; int success = 0, number; /* did we get anything? */ /* Try to pick the lock on this item (doors only for now). * Dependent on dexterity/skill SK_level of the player and * the map level difficulty. */ number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2; if (number < (pl->stats.Dex + skill->level - difficulty)) { remove_door (door); success = 1; } else if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) { /* set off any traps? */ spring_trap (door->inv, pl); } return success; } /* Implementation by bt. (thomas@astro.psu.edu) * monster implementation 7-7-95 by bt. */ int pick_lock (object *pl, int dir, object *skill) { object *tmp; int x = pl->x + freearr_x[dir]; int y = pl->y + freearr_y[dir]; if (!dir) dir = pl->facing; /* For all the stacked objects at this point find a door */ if (out_of_map (pl->map, x, y)) { new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); return 0; } for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above) if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) break; if (!tmp) { new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); return 0; } if (tmp->type == LOCKED_DOOR) { new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!"); return 0; } if (!tmp->move_block) { new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!"); return 0; } if (attempt_pick_lock (tmp, pl, skill)) { new_draw_info (NDI_UNIQUE, 0, pl, "You pick the lock."); return calc_skill_exp (pl, NULL, skill); } else { new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock."); return 0; } } /* HIDE CODE. The user becomes undetectable (not just 'invisible') for * a short while (success and duration dependant on player SK_level, * dexterity, charisma, and map difficulty). * Players have a good chance of becoming 'unhidden' if they move * and like invisiblity will be come visible if they attack * Implemented by b.t. (thomas@astro.psu.edu) * July 7, 1995 - made hiding possible for monsters. -b.t. */ static int attempt_hide (object *op, object *skill) { int number, difficulty = op->map->difficulty; int terrain = hideability (op); if (terrain < -10) /* not enough cover here */ return 0; /* Hiding success and duration dependant on skill level, * op->stats.Dex, map difficulty and terrain. */ number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2; if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) { op->invisible += 100; /* set the level of 'hiddeness' */ if (op->type == PLAYER) op->contr->tmp_invis = 1; op->hide = 1; return 1; } return 0; } /* patched this to take terrain into consideration */ int hide (object *op, object *skill) { /* the preliminaries -- Can we really hide now? */ /* this keeps monsters from using invisibilty spells and hiding */ if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) { new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!"); return 0; } else if (!op->hide && op->invisible > 0 && op->type == PLAYER) { new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!"); make_visible (op); } if (op->invisible > 50 * skill->level) { new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get."); return 0; } if (attempt_hide (op, skill)) { new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows."); update_object (op, UP_OBJ_FACE); return calc_skill_exp (op, NULL, skill); } new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself."); return 0; } /* stop_jump() - End of jump. Clear flags, restore the map, and * freeze the jumper a while to simulate the exhaustion * of jumping. */ static void stop_jump (object *pl, int dist, int spaces) { pl->update_stats (); pl->map->insert (pl, pl->x, pl->y, pl); } static int attempt_jump (object *pl, int dir, int spaces, object *skill) { object *tmp; int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags; sint16 x, y; maptile *m; /* Jump loop. Go through spaces object wants to jump. Halt the * jump if a wall or creature is in the way. We set FLAG_FLYING * temporarily to allow player to aviod exits/archs that are not * fly_on, fly_off. This will also prevent pickup of objects * while jumping over them. */ pl->remove (); /* * I don't think this is actually needed - all the movement * code is handled in this function, and I don't see anyplace * that cares about the move_type being flying. */ pl->move_type |= MOVE_FLY_LOW; for (i = 0; i <= spaces; i++) { x = pl->x + dx; y = pl->y + dy; m = pl->map; mflags = get_map_flags (m, &m, x, y, &x, &y); if (mflags & P_OUT_OF_MAP) { stop_jump (pl, i, spaces); return 0; } if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y))) { new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); stop_jump (pl, i, spaces); return 0; } for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) { /* Jump into creature */ if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden))) { new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name); stop_jump (pl, i, spaces); if (tmp->type != PLAYER || (pl->type == PLAYER && pl->contr->party == NULL) || (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party)) exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */ return exp; /* note that calc_skill_exp() is already called by skill_attack() */ } /* If the space has fly on set (no matter what the space is), * we should get the effects - after all, the player is * effectively flying. */ if (tmp->move_on & MOVE_FLY_LOW) { pl->x = x; pl->y = y; pl->map = m; stop_jump (pl, i, spaces); return calc_skill_exp (pl, NULL, skill); } } pl->x = x; pl->y = y; pl->map = m; } stop_jump (pl, i, spaces); return calc_skill_exp (pl, NULL, skill); } /* jump() - this is both a new type of movement for player/monsters and * an attack as well. * Perhaps we should allow more spaces based on level, eg, level 50 * jumper can jump several spaces? */ int jump (object *pl, int dir, object *skill) { int str = pl->stats.Str; int dex = pl->stats.Dex; dex = dex ? dex : 15; str = str ? str : 10; int stats = str * str * str * dex * skill->level; int spaces = min (3, skill->level, stats / (pl->carrying + 1)); if (spaces == 0) { new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump."); return 0; } return attempt_jump (pl, dir, spaces, skill); } /* skill_ident() - this code is supposed to allow players to identify * classes of objects with the various "auto-ident" skills. Player must * have unidentified objects of the right type in order for the skill * to work. While multiple classes of objects may be identified, * this code is kind of yucky -- it would be nice to make it a bit * more generalized. Right now, skill indices are embedded in this routine. * Returns amount of experience gained (on successful ident). * - b.t. (thomas@astro.psu.edu) */ static int do_skill_detect_curse (object *pl, object *skill) { object *tmp; int success = 0; for (tmp = pl->inv; tmp; tmp = tmp->below) if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) { SET_FLAG (tmp, FLAG_KNOWN_CURSED); esrv_update_item (UPD_FLAGS, pl, tmp); success += calc_skill_exp (pl, tmp, skill); } /* Check ground, too, but only objects the player could pick up */ for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) if (can_pick (pl, tmp) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) { SET_FLAG (tmp, FLAG_KNOWN_CURSED); esrv_update_item (UPD_FLAGS, pl, tmp); success += calc_skill_exp (pl, tmp, skill); } return success; } static int do_skill_detect_magic (object *pl, object *skill) { object *tmp; int success = 0; for (tmp = pl->inv; tmp; tmp = tmp->below) if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level) { SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); esrv_update_item (UPD_FLAGS, pl, tmp); success += calc_skill_exp (pl, tmp, skill); } /* Check ground, too, but like above, only if the object can be picked up */ for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) if (can_pick (pl, tmp) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level) { SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); esrv_update_item (UPD_FLAGS, pl, tmp); success += calc_skill_exp (pl, tmp, skill); } return success; } /* Helper function for do_skill_ident, so that we can loop * over inventory AND objects on the ground conveniently. */ int do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) { int success = 0, chance; int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT) && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class) { chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1); if (skill_value >= chance) { identify (tmp); if (pl->type == PLAYER) { new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl)); if (tmp->msg) { new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); } /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */ if (tmp->map) esrv_send_item (pl, tmp); } success += calc_skill_exp (pl, tmp, skill); } else SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); } return success; } /* do_skill_ident() - workhorse for skill_ident() -b.t. */ static int do_skill_ident (object *pl, int obj_class, object *skill) { int success = 0; for (object *tmp = pl->inv; tmp; tmp = tmp->below) success += do_skill_ident2 (tmp, pl, obj_class, skill); /* check the ground */ for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above) success += do_skill_ident2 (tmp, pl, obj_class, skill); return success; } int skill_ident (object *pl, object *skill) { int success = 0; if (pl->type != PLAYER) return 0; /* only players will skill-identify */ new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby..."); switch (skill->subtype) { case SK_SMITHERY: success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill) + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill) + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill) + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill); break; case SK_BOWYER: success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill); break; case SK_ALCHEMY: success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill) + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill); break; case SK_WOODSMAN: success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill); break; case SK_JEWELER: success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill); break; case SK_LITERACY: success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill); break; case SK_THAUMATURGY: success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill); break; case SK_DET_CURSE: success = do_skill_detect_curse (pl, skill); if (success) new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); break; case SK_DET_MAGIC: success = do_skill_detect_magic (pl, skill); if (success) new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!"); break; default: LOG (llevError, "Error: bad call to skill_ident()\n"); return 0; break; } if (!success) new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); return success; } /* players using this skill can 'charm' a monster -- * into working for them. It can only be used on * non-special (see below) 'neutral' creatures. * -b.t. (thomas@astro.psu.edu) */ int use_oratory (object *pl, int dir, object *skill) { if (pl->type != PLAYER) return 0; /* only players use this skill */ sint16 x = pl->x + freearr_x[dir], y = pl->y + freearr_y[dir]; maptile *m = pl->map; int mflags = get_map_flags (m, &m, x, y, &x, &y); if (mflags & P_OUT_OF_MAP) return 0; /* Save some processing - we have the flag already anyways */ if (!(mflags & P_IS_ALIVE)) { new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); return 0; } object *tmp; for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) { /* can't persuade players - return because there is nothing else * on that space to charm. Same for multi space monsters and * special monsters - we don't allow them to be charmed, and there * is no reason to do further processing since they should be the * only monster on the space. */ if (tmp->type == PLAYER || tmp->more || tmp->head_ () != tmp || tmp->msg) return 0; if (QUERY_FLAG (tmp, FLAG_MONSTER)) break; } if (!tmp) { new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); return 0; } new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp)); /* the following conditions limit who may be 'charmed' */ /* it's hostile! */ if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) { new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); return 0; } /* it's already allied! */ if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) { if (tmp->owner == pl) { new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); return 0; } else if (skill->level > tmp->level) { /* you steal the follower. Perhaps we should really look at the * level of the owner above? */ tmp->set_owner (pl); tmp->skill = skill->skill; new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp)); /* Abuse fix - don't give exp since this can otherwise * be used by a couple players to gets lots of exp. */ return 0; } else { /* In this case, you can't steal it from the other player */ return 0; } } /* Creature was already a pet of someone */ int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2; /* Ok, got a 'sucker' lets try to make them a follower */ if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1)) { new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); tmp->set_owner (pl); tmp->skill = skill->skill; tmp->stats.exp = 0; tmp->attack_movement = PETMOVE; if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) add_friendly_object (tmp); return calc_skill_exp (pl, tmp, skill); } /* Charm failed. Creature may be angry now */ else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW)) { new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) { remove_friendly_object (tmp); tmp->attack_movement = 0; /* needed? */ } CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); } return 0; /* Fall through - if we get here, we didn't charm anything */ } /* Singing() -this skill allows the player to pacify nearby creatures. * There are few limitations on who/what kind of * non-player creatures that may be pacified. Right now, a player * may pacify creatures which have Int == 0. In this routine, once * successfully pacified the creature gets Int=1. Thus, a player * may only pacify a creature once. * BTW, I appologize for the naming of the skill, I couldnt think * of anything better! -b.t. */ int singing (object *pl, int dir, object *skill) { int i, exp = 0; object *tmp; maptile *m; sint16 x, y; if (pl->type != PLAYER) return 0; /* only players use this skill */ new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++) { x = pl->x + freearr_x[i]; y = pl->y + freearr_y[i]; m = pl->map; int mflags = get_map_flags (m, &m, x, y, &x, &y); if (mflags & P_OUT_OF_MAP) continue; if (!(mflags & P_IS_ALIVE)) continue; for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) { if (QUERY_FLAG (tmp, FLAG_MONSTER)) break; /* can't affect players */ if (tmp->type == PLAYER) break; } /* Whole bunch of checks to see if this is a type of monster that would * listen to singing. */ if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */ !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */ !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */ (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */ !QUERY_FLAG (tmp, FLAG_FRIENDLY)) { /* already calm */ /* stealing isn't really related (although, maybe it should * be). This is mainly to prevent singing to the same monster * over and over again and getting exp for it. */ int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2; if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH)) { SET_FLAG (tmp, FLAG_UNAGGRESSIVE); new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp)); /* Give exp only if they are not aware */ if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) exp += calc_skill_exp (pl, tmp, skill); SET_FLAG (tmp, FLAG_NO_STEAL); } else { new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); SET_FLAG (tmp, FLAG_NO_STEAL); } } } return exp; } /* The find_traps skill (aka, search). Checks for traps * on the spaces or in certain objects */ int find_traps (object *pl, object *skill) { object *tmp, *tmp2; int i, expsum = 0, mflags; sint16 x, y; maptile *m; /* First we search all around us for runes and traps, which are * all type RUNE */ for (i = 0; i < 9; i++) { x = pl->x + freearr_x[i]; y = pl->y + freearr_y[i]; m = pl->map; mflags = get_map_flags (m, &m, x, y, &x, &y); if (mflags & P_OUT_OF_MAP) continue; /* Check everything in the square for trapness */ for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) { /* And now we'd better do an inventory traversal of each * of these objects' inventory * We can narrow this down a bit - no reason to search through * the players inventory or monsters for that matter. */ if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) { for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) if (tmp2->type == RUNE || tmp2->type == TRAP) if (trap_see (pl, tmp2)) { trap_show (tmp2, tmp); if (tmp2->stats.Cha > 1) { if (!tmp2->owner || tmp2->owner->type != PLAYER) expsum += calc_skill_exp (pl, tmp2, skill); tmp2->stats.Cha = 1; /* unhide the trap */ } } } if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) { trap_show (tmp, tmp); if (tmp->stats.Cha > 1) { if (!tmp->owner || tmp->owner->type != PLAYER) expsum += calc_skill_exp (pl, tmp, skill); tmp->stats.Cha = 1; /* unhide the trap */ } } } } new_draw_info (NDI_BLACK, 0, pl, "You search the area."); return expsum; } /* remove_trap() - This skill will disarm any previously discovered trap * the algorithm is based (almost totally) on the old command_disarm() - b.t. */ int remove_trap (object *op, int dir, object *skill) { object *tmp, *tmp2; int i, success = 0, mflags; maptile *m; sint16 x, y; for (i = 0; i < 9; i++) { x = op->x + freearr_x[i]; y = op->y + freearr_y[i]; m = op->map; mflags = get_map_flags (m, &m, x, y, &x, &y); if (mflags & P_OUT_OF_MAP) continue; /* Check everything in the square for trapness */ for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) { /* And now we'd better do an inventory traversal of each * of these objects inventory. Like above, only * do this for interesting objects. */ if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) { for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) { trap_show (tmp2, tmp); if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) { tmp->stats.exp = tmp->stats.Cha * tmp->level; success += calc_skill_exp (op, tmp2, skill); } } } if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) { trap_show (tmp, tmp); if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) { tmp->stats.exp = tmp->stats.Cha * tmp->level; success += calc_skill_exp (op, tmp, skill); } } } } return success; } /* pray() - when this skill is called from do_skill(), it allows * the player to regain lost grace points at a faster rate. -b.t. * This always returns 0 - return value is used by calling function * such that if it returns true, player gets exp in that skill. This * the effect here can be done on demand, we probably don't want to * give infinite exp by returning true in any cases. */ int pray (object *pl, object *skill) { char buf[MAX_BUF]; object *tmp; if (pl->type != PLAYER) return 0; strcpy (buf, "You pray."); /* Check all objects - we could stop at floor objects, * but if someone buries an altar, I don't see a problem with * going through all the objects, and it shouldn't be much slower * than extra checks on object attributes. */ for (tmp = pl->below; tmp != NULL; tmp = tmp->below) { /* Only if the altar actually belongs to someone do you get special benefits */ if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) { sprintf (buf, "You pray over the %s.", &tmp->name); pray_at_altar (pl, tmp, skill); break; /* Only pray at one altar */ } } new_draw_info (NDI_BLACK, 0, pl, buf); if (pl->stats.grace < pl->stats.maxgrace) { pl->stats.grace++; pl->last_grace = -1; } return 0; } /* This skill allows the player to regain a few sp or hp for a * brief period of concentration. No armour or weapons may be * wielded/applied for this to work. The amount of time needed * to concentrate and the # of points regained is dependant on * the level of the user. - b.t. thomas@astro.psu.edu */ void meditate (object *pl, object *skill) { object *tmp; if (pl->type != PLAYER) return; /* players only */ /* check if pl has removed encumbering armour and weapons */ if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6)) { new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n"); return; } else { for (tmp = pl->inv; tmp; tmp = tmp->below) if (((tmp->type == ARMOUR && skill->level < 12) || (tmp->type == HELMET && skill->level < 10) || (tmp->type == SHIELD && skill->level < 6) || (tmp->type == BOOTS && skill->level < 4) || (tmp->type == GLOVES && skill->level < 2)) && QUERY_FLAG (tmp, FLAG_APPLIED)) { new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n"); return; } } /* ok let's meditate! Spell points are regained first, then once * they are maxed we get back hp. Actual incrementing of values * is handled by the do_some_living() (in player.c). This way magical * bonuses for healing/sp regeneration are included properly * No matter what, we will eat up some playing time trying to * meditate. (see 'factor' variable for what sets the amount of time) */ new_draw_info (NDI_BLACK, 0, pl, "You meditate."); if (pl->stats.sp < pl->stats.maxsp) { pl->stats.sp++; pl->last_sp = -1; } else if (pl->stats.hp < pl->stats.maxhp) { pl->stats.hp++; pl->last_heal = -1; } } /* write_note() - this routine allows players to inscribe messages in * ordinary inscribable 'books' (anything that is not a SPELL). b.t. */ static int write_note (object *pl, object *item, const char *msg, object *skill) { if (strstr (msg, "\nendmsg")) { new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?"); return 0; } int len = strlen (msg); if (!is_utf8_string ((U8 *)msg, len)) { new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!"); return 0; } if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) return RESULT_INT (0); char buf[1024]; if (len < sizeof (buf) - 2) { snprintf (buf, sizeof (buf), "%s\n", msg); object *newbook = arch_to_object (item->other_arch); item->decrease (); esrv_send_item (pl, item); newbook->nrof = 1; newbook->msg = buf; newbook->flag [FLAG_IDENTIFIED] = true; if (item->subtype == 1) // mailscrolls { newbook->name = item->name; newbook->name_pl = item->name_pl; } newbook = insert_ob_in_ob (newbook, pl); esrv_send_item (pl, newbook); pl->contr->play_sound (sound_find ("inscribe_success")); new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name); return strlen (msg); } else new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", &item->name); return 0; } /* write_scroll() - this routine allows players to inscribe spell scrolls * of spells which they know. Backfire effects are possible with the * severity of the backlash correlated with the difficulty of the scroll * that is attempted. -b.t. thomas@astro.psu.edu */ static int write_scroll (object *pl, object *scroll, object *skill) { int success = 0, confused = 0; /* Check if we are ready to attempt inscription */ object *chosen_spell = pl->contr->ranged_ob; if (!chosen_spell || chosen_spell->type != SPELL) { new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); return 0; } if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace) { new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name); return 0; } if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) { new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); return 0; } /* ok, we are ready to try inscription */ if (QUERY_FLAG (pl, FLAG_CONFUSED)) confused = 1; /* Lost mana/grace no matter what */ pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA); if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) { object *newscroll = arch_to_object (scroll->other_arch); scroll->decrease (); newscroll->nrof = 1; pl->contr->play_sound (sound_find ("inscribe_success")); if (!confused) { newscroll->level = MAX (skill->level, chosen_spell->level); newscroll->flag [FLAG_IDENTIFIED] = true; new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell."); } else { chosen_spell = find_random_spell_in_ob (pl, NULL); if (!chosen_spell) return 0; newscroll->level = MAX (skill->level, chosen_spell->level); new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell."); } object *tmp = chosen_spell->clone (); insert_ob_in_ob (tmp, newscroll); /* Same code as from treasure.C - so they can better merge. * if players want to sell them, so be it. */ newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); newscroll->stats.exp = newscroll->value / 5; newscroll = insert_ob_in_ob (newscroll, pl); esrv_send_item (pl, newscroll); success = calc_skill_exp (pl, newscroll, skill); if (!confused) success *= 2; success = success * skill->level; return success; } else { /* Inscription has failed */ pl->contr->play_sound (sound_find ("inscribe_fail")); if (chosen_spell->level > skill->level || confused) { /*backfire! */ new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); if (random_roll (0, 1, pl, PREFER_LOW) == 1) pl->drain_specific_stat (4); else { confuse_player (pl, pl, 99); return -30 * chosen_spell->level; } } else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) { new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind! H"); confuse_player (pl, pl, 99); } else new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll. H"); } return 0; } /* write_on_item() - wrapper for write_note and write_scroll */ int write_on_item (object *pl, const char *params, object *skill) { archetype *skat; if (pl->type != PLAYER) return 0; if (!params) params = ""; skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); /* Need to be able to read before we can write! */ if (!find_skill_by_name (pl, skat->skill)) { new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H"); return 0; } object *item = find_marked_object (pl); /* find an item of correct type to write on */ if (!item) { new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on. H"); return 0; } if (item->type != INSCRIBABLE) { new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H"); return 0; } if (QUERY_FLAG (item, FLAG_UNPAID)) { new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); return 0; } if (item->other_arch->type == SCROLL) { if (*params) { // check readied scroll new_draw_info_format (NDI_UNIQUE, 0, pl, "When inscribing spells you need to ready a spell and do not specify a string argument.\n" "Usage: cast [spell name]; use_skill %s", &skill->skill); return 0; } return write_scroll (pl, item, skill); } else { if (!*params) { new_draw_info_format (NDI_UNIQUE, 0, pl, "When inscribing books you need to specify the words you want to inscribe as command argument.\n" "Usage: use_skill %s ", &skill->skill); return 0; } return write_note (pl, item, params, skill); } return 0; } /* find_throw_ob() - if we request an object, then * we search for it in the inventory of the owner (you've * got to be carrying something in order to throw it!). * If we didnt request an object, then the top object in inventory * (that is "throwable", ie no throwing your skills away!) * is the object of choice. Also check to see if object is * 'throwable' (ie not applied cursed obj, worn, etc). */ static object * find_throw_ob (object *op, const char *request) { object *tmp; if (!op) { /* safety */ LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n"); return (object *) NULL; } /* prefer marked item */ tmp = find_marked_object (op); if (tmp != NULL) { /* can't toss invisible or inv-locked items */ if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) { tmp = NULL; } } /* look through the inventory */ if (tmp == NULL) { for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { /* can't toss invisible or inv-locked items */ if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) continue; if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request)) break; } } /* this should prevent us from throwing away * cursed items, worn armour, etc. Only weapons * can be thrown from 'hand'. */ if (!tmp) return NULL; if (QUERY_FLAG (tmp, FLAG_APPLIED)) { if (tmp->type != WEAPON) { new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp)); tmp = NULL; } else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) { new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp)); tmp = NULL; } else { if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) { LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); tmp = NULL; } } } else if (QUERY_FLAG (tmp, FLAG_UNPAID)) { new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp)); tmp = NULL; } if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED)) { LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); tmp = NULL; } return tmp; } /* make_throw_ob() We construct the 'carrier' object in * which we will insert the object that is being thrown. * This combination becomes the 'thrown object'. -b.t. */ static object * make_throw_ob (object *orig) { if (!orig) return NULL; if (QUERY_FLAG (orig, FLAG_APPLIED)) { LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); /* insufficient workaround, but better than nothing */ CLEAR_FLAG (orig, FLAG_APPLIED); } object *toss_item = orig->clone (); toss_item->type = THROWN_OBJ; CLEAR_FLAG (toss_item, FLAG_CHANGING); toss_item->stats.dam = 0; /* default damage */ toss_item->insert (orig); return toss_item; } /* do_throw() - op throws any object toss_item. This code * was borrowed from fire_bow. * Returns 1 if skill was successfully used, 0 if not */ static int do_throw (object *op, object *part, object *toss_item, int dir, object *skill) { object *throw_ob = toss_item, *left = NULL; int eff_str = 0, maxc, str = op->stats.Str, dam = 0; int pause_f, weight_f = 0, mflags; float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0; maptile *m; sint16 sx, sy; if (throw_ob == NULL) { if (op->type == PLAYER) new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw."); return 0; } if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP)) { if (op->type == PLAYER) new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that."); return 0; } /* Because throwing effectiveness must be reduced by the * encumbrance of the thrower and weight of the object. THus, * we use the concept of 'effective strength' as defined below. */ /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */ if (str > MAX_STAT) { str_factor = (float) str / (float) MAX_STAT; str = MAX_STAT; } /* the more we carry, the less we can throw. Limit only on players */ maxc = max_carry[str] * 1000; if (op->carrying > maxc && op->type == PLAYER) load_factor = (float) maxc / (float) op->carrying; /* lighter items are thrown harder, farther, faster */ if (throw_ob->weight > 0) item_factor = (float) maxc / (float) (3.0 * throw_ob->weight); else { /* 0 or negative weight?!? Odd object, can't throw it */ new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob)); return 0; } eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0)); eff_str = (int) ((float) eff_str * item_factor * str_factor); /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to * account for super-strong throwers. */ if (eff_str > MAX_STAT) eff_str = MAX_STAT; #ifdef DEBUG_THROW LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str); LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str); LOG (llevDebug, " str_factor=%f\n", str_factor); LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight); #endif /* 3 things here prevent a throw, you aimed at your feet, you * have no effective throwing strength, or you threw at something * that flying objects can't get through. */ mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy); if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW)) { /* bounces off 'wall', and drops to feet */ throw_ob->insert_at (part, op); if (op->type == PLAYER) { if (eff_str <= 1) new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob)); else if (!dir) new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob)); else new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); } return 0; } /* if object can't be thrown */ left = throw_ob; /* these are throwing objects left to the player */ /* sometimes get_split_ob can't split an object (because op->nrof==0?) * and returns NULL. We must use 'left' then */ if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL) { throw_ob = left; left->remove (); if (op->type == PLAYER) esrv_del_item (op->contr, left->count); } else if (op->type == PLAYER) { if (left->destroyed ()) esrv_del_item (op->contr, left->count); else esrv_update_item (UPD_NROF, op, left); } /* special case: throwing powdery substances like dust, dirt */ if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) { cast_dust (op, throw_ob, dir); return 1; } /* Make a thrown object -- insert real object in a 'carrier' object. * If unsuccessfull at making the "thrown_obj", we just reinsert * the original object back into inventory and exit */ if ((toss_item = make_throw_ob (throw_ob))) { throw_ob = toss_item; throw_ob->skill = skill->skill; } else { insert_ob_in_ob (throw_ob, op); return 0; } throw_ob->set_owner (op); /* At some point in the attack code, the actual real object (op->inv) * becomes the hitter. As such, we need to make sure that has a proper * owner value so exp goes to the right place. */ throw_ob->inv->set_owner (op); throw_ob->direction = dir; /* the damage bonus from the force of the throw */ dam = int (str_factor * dam_bonus[eff_str]); /* Now, lets adjust the properties of the thrown_ob. */ /* how far to fly */ throw_ob->last_sp = (eff_str * 3) / 5; /* speed */ throw_ob->set_speed (min (1.0, speed_bonus[eff_str] + 1.0) / 1.5); /* no faster than an arrow! */ /* item damage. Eff_str and item weight influence damage done */ weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000); throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2; /* chance of breaking. Proportional to force used and weight of item */ throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000); /* replace 25 with a call to clone.arch wc? messes up w/ NPC */ throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level; /* the properties of objects which are meant to be thrown (ie dart, * throwing knife, etc) will differ from ordinary items. Lets tailor * this stuff in here. */ if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN)) { throw_ob->last_sp += eff_str / 3; /* fly a little further */ throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; /* only throw objects get directional faces */ if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) SET_ANIMATION (throw_ob, dir); } else { uint16 mat = throw_ob->materials; /* some materials will adjust properties.. */ if (mat & M_LEATHER) { throw_ob->stats.dam -= 1; throw_ob->stats.food -= 10; } if (mat & M_GLASS) throw_ob->stats.food += 60; if (mat & M_ORGANIC) { throw_ob->stats.dam -= 3; throw_ob->stats.food += 55; } if (mat & M_PAPER || mat & M_CLOTH) { throw_ob->stats.dam -= 5; throw_ob->speed *= 0.8; throw_ob->stats.wc += 3; throw_ob->stats.food -= 30; } /* light obj have more wind resistance, fly slower */ if (throw_ob->weight > 500) throw_ob->speed *= 0.8; if (throw_ob->weight > 50) throw_ob->speed *= 0.5; } /* else tailor thrown object */ /* some limits, and safeties (needed?) */ if (throw_ob->stats.dam < 0) throw_ob->stats.dam = 0; if (throw_ob->last_sp > eff_str) throw_ob->last_sp = eff_str; if (throw_ob->stats.food < 0) throw_ob->stats.food = 0; if (throw_ob->stats.food > 100) throw_ob->stats.food = 100; if (throw_ob->stats.wc > 30) throw_ob->stats.wc = 30; /* how long to pause the thrower. Higher values mean less pause */ pause_f = ((2 * eff_str) / 3) + 20 + skill->level; /* Put a lower limit on this */ if (pause_f < 10) pause_f = 10; if (pause_f > 100) pause_f = 100; /* Changed in 0.94.2 - the calculation before was really goofy. * In short summary, a throw can take anywhere between speed 5 and * speed 0.5 */ op->speed_left -= 50 / pause_f; throw_ob->speed_left = 0; throw_ob->map = part->map; throw_ob->move_type = MOVE_FLY_LOW; throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; #if 0 /* need to put in a good sound for this */ play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ); #endif /* Lauwenmark - Now we can call the associated script_throw event (if any) */ INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op)); #ifdef DEBUG_THROW LOG (llevDebug, " pause_f=%d \n", pause_f); LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n", throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food); LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count); #endif throw_ob->insert_at (part, op); if (!throw_ob->destroyed ()) move_arrow (throw_ob); return 1; } int skill_throw (object *op, object *part, int dir, const char *params, object *skill) { object *throw_ob; if (op->type == PLAYER) throw_ob = find_throw_ob (op, params); else throw_ob = find_mon_throw_ob (op); return do_throw (op, part, throw_ob, dir, skill); }