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root |
1.1 |
/* |
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* static char *rcsid_skills_c = |
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pippijn |
1.2 |
* "$Id$"; |
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root |
1.1 |
*/ |
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/* |
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CrossFire, A Multiplayer game for X-windows |
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Copyright (C) 2003 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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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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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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The authors can be reached via e-mail to crossfire-devel@real-time.com |
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*/ |
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#include <global.h> |
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#include <object.h> |
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#ifndef __CEXTRACT__ |
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#include <sproto.h> |
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#endif |
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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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/* adj_stealchance() - increased values indicate better attempts */ |
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static int adj_stealchance (object *op, object *victim, int roll) { |
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object *equip; |
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if(!op||!victim||!roll) return -1; |
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/* Only prohibit stealing if the player does not have a free |
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* hand available and in fact does have hands. |
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*/ |
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if(op->type==PLAYER && op->body_used[BODY_ARMS] <=0 && |
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op->body_info[BODY_ARMS]) { |
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new_draw_info(NDI_UNIQUE, 0,op,"But you have no free hands to steal with!"); |
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return -1; |
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} |
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/* ADJUSTMENTS */ |
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/* Its harder to steal from hostile beings! */ |
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if(!QUERY_FLAG(victim, FLAG_UNAGGRESSIVE)) roll = roll/2; |
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/* Easier to steal from sleeping beings, or if the thief is |
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* unseen */ |
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if(QUERY_FLAG(victim, FLAG_SLEEP)) |
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roll = roll*3; |
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else if(op->invisible) |
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roll = roll*2; |
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/* check stealing 'encumberance'. Having this equipment applied makes |
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* it quite a bit harder to steal. |
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*/ |
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for(equip=op->inv;equip;equip=equip->below) { |
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if(equip->type==WEAPON&&QUERY_FLAG(equip,FLAG_APPLIED)) { |
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roll -= equip->weight/10000; |
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} |
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if(equip->type==BOW&&QUERY_FLAG(equip,FLAG_APPLIED)) |
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roll -= equip->weight/5000; |
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if(equip->type==SHIELD&&QUERY_FLAG(equip,FLAG_APPLIED)) { |
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roll -= equip->weight/2000; |
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} |
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if(equip->type==ARMOUR&&QUERY_FLAG(equip,FLAG_APPLIED)) |
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roll -= equip->weight/5000; |
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if(equip->type==GLOVES&&QUERY_FLAG(equip,FLAG_APPLIED)) |
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roll -= equip->weight/100; |
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} |
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if(roll<0) roll=0; |
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return roll; |
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} |
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/* |
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* When stealing: dependent on the intelligence/wisdom of whom you're |
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* 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 |
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* or not. |
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* 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). |
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*/ |
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static int attempt_steal(object* op, object* who, object *skill) |
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{ |
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object *success=NULL, *tmp=NULL, *next; |
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int roll=0, chance=0, stats_value; |
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rv_vector rv; |
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stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2; |
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/* 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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*/ |
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if(op->type!=PLAYER && QUERY_FLAG(op,FLAG_NO_STEAL)) { |
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if(can_detect_enemy(op,who,&rv)) { |
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npc_call_help(op); |
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CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); |
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new_draw_info(NDI_UNIQUE, 0,who,"Your attempt is prevented!"); |
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return 0; |
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} else /* help npc to detect thief next time by raising its wisdom */ |
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op->stats.Wis += (op->stats.Int/5)+1; |
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if (op->stats.Wis > MAX_STAT) op->stats.Wis = MAX_STAT; |
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} |
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if (op->type == PLAYER && QUERY_FLAG(op, FLAG_WIZ)) { |
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new_draw_info(NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n"); |
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return 0; |
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} |
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pippijn |
1.2 |
#ifdef PROHIBIT_PLAYERKILL |
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if(op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful)) { |
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new_draw_info(NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); |
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return 0; |
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} |
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#else |
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root |
1.1 |
if(op->type == PLAYER && who->type == PLAYER && settings.no_player_stealing) { |
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new_draw_info(NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); |
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return 0; |
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} |
132 |
pippijn |
1.2 |
#endif |
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root |
1.1 |
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/* Ok then, go thru their inventory, stealing */ |
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for(tmp = op->inv; tmp != NULL; tmp = next) { |
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next = tmp->below; |
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/* you can't steal worn items, starting items, wiz stuff, |
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* innate abilities, or items w/o a type. Generally |
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* speaking, the invisibility flag prevents experience or |
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* abilities from being stolen since these types are currently |
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* always invisible objects. I was implicit here so as to prevent |
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* future possible problems. -b.t. |
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* Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL |
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* already -b.t. |
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*/ |
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if (QUERY_FLAG(tmp,FLAG_WAS_WIZ) || QUERY_FLAG(tmp, FLAG_APPLIED) |
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|| !(tmp->type) |
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|| tmp->type == EXPERIENCE || tmp->type == SPELL |
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|| QUERY_FLAG(tmp,FLAG_STARTEQUIP) |
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|| QUERY_FLAG(tmp,FLAG_NO_STEAL) |
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|| tmp->invisible ) continue; |
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/* Okay, try stealing this item. Dependent on dexterity of thief, |
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* skill level, see the adj_stealroll fctn for more detail. |
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*/ |
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roll=die_roll(2, 100, who, PREFER_LOW)/2; /* weighted 1-100 */ |
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if((chance=adj_stealchance(who,op,(stats_value+skill->level * 10 - op->level * 3)))==-1) |
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return 0; |
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else if (roll < chance ) { |
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tag_t tmp_count = tmp->count; |
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pick_up(who, tmp); |
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/* need to see if the player actually stole this item - |
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* if it is in the players inv, assume it is. This prevents |
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* abuses where the player can not carry the item, so just |
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* keeps stealing it over and over. |
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*/ |
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if (was_destroyed(tmp, tmp_count) || tmp->env != op) { |
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/* for players, play_sound: steals item */ |
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success = tmp; |
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CLEAR_FLAG(tmp, FLAG_INV_LOCKED); |
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/* Don't delete it from target player until we know |
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* the thief has picked it up. can't just look at tmp->count, |
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* as it's possible that it got merged when picked up. |
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*/ |
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if (op->type == PLAYER) |
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esrv_del_item(op->contr, tmp_count); |
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} |
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break; |
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} |
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} /* for loop looking for an item */ |
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189 |
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if (!tmp) { |
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new_draw_info_format(NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!", |
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op->type == PLAYER ? "" : "The ", query_name(op)); |
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return 0; |
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} |
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/* If you arent high enough level, you might get something BUT |
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* the victim will notice your stealing attempt. Ditto if you |
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* attempt to steal something heavy off them, they're bound to notice |
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*/ |
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if((roll>=skill->level) || !chance |
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||(tmp && tmp->weight>(250*(random_roll(0, stats_value+skill->level * 10-1, who, PREFER_LOW))))) { |
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/* victim figures out where the thief is! */ |
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if(who->hide) make_visible(who); |
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if(op->type != PLAYER) { |
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/* The unaggressives look after themselves 8) */ |
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if(who->type==PLAYER) { |
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npc_call_help(op); |
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new_draw_info_format(NDI_UNIQUE, 0,who, |
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"%s notices your attempted pilfering!",query_name(op)); |
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} |
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CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); |
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/* all remaining npc items are guarded now. Set flag NO_STEAL |
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* on the victim. |
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*/ |
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SET_FLAG(op,FLAG_NO_STEAL); |
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} else { /* stealing from another player */ |
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char buf[MAX_BUF]; |
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/* Notify the other player */ |
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if (success && who->stats.Int > random_roll(0, 19, op, PREFER_LOW)) { |
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sprintf(buf, "Your %s is missing!", query_name(success)); |
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} else { |
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sprintf(buf, "Your pack feels strangely lighter."); |
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} |
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new_draw_info(NDI_UNIQUE, 0,op,buf); |
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if (!success) { |
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if (who->invisible) { |
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sprintf(buf, "you feel itchy fingers getting at your pack."); |
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} else { |
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sprintf(buf, "%s looks very shifty.", query_name(who)); |
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} |
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new_draw_info(NDI_UNIQUE, 0,op,buf); |
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} |
235 |
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} /* else stealing from another player */ |
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/* play_sound("stop! thief!"); kindofthing */ |
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} /* if you weren't 100% successful */ |
238 |
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return success? 1:0; |
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} |
240 |
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241 |
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242 |
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int steal(object* op, int dir, object *skill) |
243 |
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{ |
244 |
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object *tmp, *next; |
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sint16 x, y; |
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mapstruct *m; |
247 |
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int mflags; |
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249 |
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x = op->x + freearr_x[dir]; |
250 |
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y = op->y + freearr_y[dir]; |
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252 |
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if(dir == 0) { |
253 |
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/* Can't steal from ourself! */ |
254 |
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return 0; |
255 |
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} |
256 |
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257 |
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m = op->map; |
258 |
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mflags = get_map_flags(m, &m ,x,y, &x, &y); |
259 |
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/* Out of map - can't do it. If nothing alive on this space, |
260 |
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* don't need to look any further. |
261 |
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*/ |
262 |
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if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) |
263 |
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return 0; |
264 |
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265 |
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/* If player can't move onto the space, can't steal from it. */ |
266 |
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if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) |
267 |
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return 0; |
268 |
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269 |
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/* Find the topmost object at this spot */ |
270 |
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for(tmp = get_map_ob(m,x,y); |
271 |
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tmp != NULL && tmp->above != NULL; |
272 |
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tmp = tmp->above); |
273 |
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274 |
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/* For all the stacked objects at this point, attempt a steal */ |
275 |
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for(; tmp != NULL; tmp = next) { |
276 |
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next = tmp->below; |
277 |
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/* Minor hack--for multi square beings - make sure we get |
278 |
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* the 'head' coz 'tail' objects have no inventory! - b.t. |
279 |
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*/ |
280 |
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if (tmp->head) tmp=tmp->head; |
281 |
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282 |
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if(tmp->type!=PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) continue; |
283 |
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284 |
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/* do not reveal hidden DMs */ |
285 |
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if (tmp->type == PLAYER && QUERY_FLAG(tmp, FLAG_WIZ) && tmp->contr->hidden) continue; |
286 |
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if (attempt_steal(tmp, op, skill)) { |
287 |
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if (tmp->type==PLAYER) /* no xp for stealing from another player */ |
288 |
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return 0; |
289 |
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290 |
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/* no xp for stealing from pets (of players) */ |
291 |
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if (QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) { |
292 |
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object *owner = get_owner(tmp); |
293 |
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if (owner != NULL && owner->type == PLAYER) |
294 |
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return 0; |
295 |
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} |
296 |
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297 |
root |
1.3 |
// reduce monster experience by experience we gained, as to |
298 |
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// limit the amount of exp that can be gained by stealing from monsters |
299 |
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// (jessies gave ~20,000,000 exp otherwise. |
300 |
root |
1.4 |
int exp = calc_skill_exp (op, tmp, skill); |
301 |
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exp = MIN (tmp->stats.exp, exp); |
302 |
root |
1.3 |
tmp->stats.exp -= exp; |
303 |
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return exp; |
304 |
root |
1.1 |
} |
305 |
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} |
306 |
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return 0; |
307 |
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} |
308 |
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309 |
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static int attempt_pick_lock (object *door, object *pl, object *skill) |
310 |
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{ |
311 |
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int difficulty= pl->map->difficulty ? pl->map->difficulty : 0; |
312 |
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int success = 0, number; /* did we get anything? */ |
313 |
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314 |
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315 |
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/* Try to pick the lock on this item (doors only for now). |
316 |
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* Dependent on dexterity/skill SK_level of the player and |
317 |
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* the map level difficulty. |
318 |
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*/ |
319 |
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number = (die_roll(2, 40, pl, PREFER_LOW)-2)/2; |
320 |
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if (number < (pl->stats.Dex + skill->level - difficulty)) { |
321 |
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remove_door(door); |
322 |
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success = 1; |
323 |
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} else if (door->inv && (door->inv->type==RUNE || door->inv->type==TRAP)) { /* set off any traps? */ |
324 |
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spring_trap(door->inv,pl); |
325 |
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} |
326 |
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return success; |
327 |
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} |
328 |
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329 |
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330 |
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/* Implementation by bt. (thomas@astro.psu.edu) |
331 |
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* monster implementation 7-7-95 by bt. |
332 |
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*/ |
333 |
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334 |
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int pick_lock(object *pl, int dir, object *skill) |
335 |
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{ |
336 |
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object *tmp; |
337 |
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int x = pl->x + freearr_x[dir]; |
338 |
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int y = pl->y + freearr_y[dir]; |
339 |
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340 |
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if(!dir) dir=pl->facing; |
341 |
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342 |
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/* For all the stacked objects at this point find a door*/ |
343 |
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if (out_of_map(pl->map,x,y)) { |
344 |
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new_draw_info(NDI_UNIQUE, 0,pl,"There is no lock there."); |
345 |
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return 0; |
346 |
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} |
347 |
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348 |
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for(tmp=get_map_ob(pl->map,x,y); tmp; tmp=tmp->above) |
349 |
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if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) break; |
350 |
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351 |
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if (!tmp) { |
352 |
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new_draw_info(NDI_UNIQUE, 0,pl,"There is no lock there."); |
353 |
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return 0; |
354 |
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} |
355 |
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if (tmp->type == LOCKED_DOOR) { |
356 |
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new_draw_info(NDI_UNIQUE, 0,pl, "You can't pick that lock!"); |
357 |
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return 0; |
358 |
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} |
359 |
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360 |
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if (!tmp->move_block) { |
361 |
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new_draw_info(NDI_UNIQUE, 0,pl,"The door has no lock!"); |
362 |
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return 0; |
363 |
|
|
} |
364 |
|
|
|
365 |
|
|
if (attempt_pick_lock(tmp, pl, skill)) { |
366 |
|
|
new_draw_info(NDI_UNIQUE, 0,pl,"You pick the lock."); |
367 |
|
|
return calc_skill_exp(pl,NULL, skill); |
368 |
|
|
} else { |
369 |
|
|
new_draw_info(NDI_UNIQUE, 0,pl, "You fail to pick the lock."); |
370 |
|
|
return 0; |
371 |
|
|
} |
372 |
|
|
} |
373 |
|
|
|
374 |
|
|
|
375 |
|
|
/* HIDE CODE. The user becomes undetectable (not just 'invisible') for |
376 |
|
|
* a short while (success and duration dependant on player SK_level, |
377 |
|
|
* dexterity, charisma, and map difficulty). |
378 |
|
|
* Players have a good chance of becoming 'unhidden' if they move |
379 |
|
|
* and like invisiblity will be come visible if they attack |
380 |
|
|
* Implemented by b.t. (thomas@astro.psu.edu) |
381 |
|
|
* July 7, 1995 - made hiding possible for monsters. -b.t. |
382 |
|
|
*/ |
383 |
|
|
|
384 |
|
|
static int attempt_hide(object *op, object *skill) { |
385 |
|
|
int number,difficulty=op->map->difficulty; |
386 |
|
|
int terrain = hideability(op); |
387 |
|
|
|
388 |
|
|
if(terrain<-10) /* not enough cover here */ |
389 |
|
|
return 0; |
390 |
|
|
|
391 |
|
|
/* Hiding success and duration dependant on skill level, |
392 |
|
|
* op->stats.Dex, map difficulty and terrain. |
393 |
|
|
*/ |
394 |
|
|
|
395 |
|
|
number = (die_roll(2, 25, op, PREFER_LOW)-2)/2; |
396 |
|
|
if(!stand_near_hostile(op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) { |
397 |
|
|
op->invisible += 100; /* set the level of 'hiddeness' */ |
398 |
|
|
if(op->type==PLAYER) |
399 |
|
|
op->contr->tmp_invis=1; |
400 |
|
|
op->hide=1; |
401 |
|
|
return 1; |
402 |
|
|
} |
403 |
|
|
return 0; |
404 |
|
|
} |
405 |
|
|
|
406 |
|
|
/* patched this to take terrain into consideration */ |
407 |
|
|
|
408 |
|
|
int hide(object *op, object *skill) { |
409 |
|
|
|
410 |
|
|
/* the preliminaries -- Can we really hide now? */ |
411 |
|
|
/* this keeps monsters from using invisibilty spells and hiding */ |
412 |
|
|
|
413 |
|
|
if (QUERY_FLAG(op, FLAG_MAKE_INVIS)) { |
414 |
|
|
new_draw_info(NDI_UNIQUE, 0,op,"You don't need to hide while invisible!"); |
415 |
|
|
return 0; |
416 |
|
|
} else if (!op->hide && op->invisible>0 && op->type == PLAYER) { |
417 |
|
|
new_draw_info(NDI_UNIQUE, 0,op,"Your attempt to hide breaks the invisibility spell!"); |
418 |
|
|
make_visible(op); |
419 |
|
|
} |
420 |
|
|
|
421 |
|
|
if(op->invisible>(50*skill->level)) { |
422 |
|
|
new_draw_info(NDI_UNIQUE,0,op,"You are as hidden as you can get."); |
423 |
|
|
return 0; |
424 |
|
|
} |
425 |
|
|
|
426 |
|
|
if(attempt_hide(op, skill)) { |
427 |
|
|
new_draw_info(NDI_UNIQUE, 0,op,"You hide in the shadows."); |
428 |
|
|
update_object(op,UP_OBJ_FACE); |
429 |
|
|
return calc_skill_exp(op, NULL, skill); |
430 |
|
|
} |
431 |
|
|
new_draw_info(NDI_UNIQUE,0,op,"You fail to conceal yourself."); |
432 |
|
|
return 0; |
433 |
|
|
} |
434 |
|
|
|
435 |
|
|
|
436 |
|
|
/* stop_jump() - End of jump. Clear flags, restore the map, and |
437 |
|
|
* freeze the jumper a while to simulate the exhaustion |
438 |
|
|
* of jumping. |
439 |
|
|
*/ |
440 |
|
|
static void stop_jump(object *pl, int dist, int spaces) { |
441 |
|
|
fix_player(pl); |
442 |
|
|
insert_ob_in_map(pl,pl->map,pl,0); |
443 |
|
|
} |
444 |
|
|
|
445 |
|
|
|
446 |
|
|
static int attempt_jump (object *pl, int dir, int spaces, object *skill) { |
447 |
|
|
object *tmp; |
448 |
|
|
int i,exp=0,dx=freearr_x[dir],dy=freearr_y[dir], mflags; |
449 |
|
|
sint16 x, y; |
450 |
|
|
mapstruct *m; |
451 |
|
|
|
452 |
|
|
/* Jump loop. Go through spaces opject wants to jump. Halt the |
453 |
|
|
* jump if a wall or creature is in the way. We set FLAG_FLYING |
454 |
|
|
* temporarily to allow player to aviod exits/archs that are not |
455 |
|
|
* fly_on, fly_off. This will also prevent pickup of objects |
456 |
|
|
* while jumping over them. |
457 |
|
|
*/ |
458 |
|
|
|
459 |
|
|
remove_ob(pl); |
460 |
|
|
|
461 |
|
|
/* |
462 |
|
|
* I don't think this is actually needed - all the movement |
463 |
|
|
* code is handled in this function, and I don't see anyplace |
464 |
|
|
* that cares about the move_type being flying. |
465 |
|
|
*/ |
466 |
|
|
pl->move_type |= MOVE_FLY_LOW; |
467 |
|
|
|
468 |
|
|
for(i=0;i<=spaces;i++) { |
469 |
|
|
x = pl->x + dx; |
470 |
|
|
y = pl->y + dy; |
471 |
|
|
m = pl->map; |
472 |
|
|
|
473 |
|
|
mflags = get_map_flags(m, &m, x, y, &x, &y); |
474 |
|
|
|
475 |
|
|
if (mflags & P_OUT_OF_MAP) { |
476 |
|
|
(void) stop_jump(pl,i,spaces); |
477 |
|
|
return 0; |
478 |
|
|
} |
479 |
|
|
if (OB_TYPE_MOVE_BLOCK(pl, GET_MAP_MOVE_BLOCK(m, x, y))) { |
480 |
|
|
new_draw_info(NDI_UNIQUE, 0,pl,"Your jump is blocked."); |
481 |
|
|
stop_jump(pl,i,spaces); |
482 |
|
|
return 0; |
483 |
|
|
} |
484 |
|
|
|
485 |
|
|
for(tmp=get_map_ob(m, x, y); tmp;tmp=tmp->above) { |
486 |
|
|
/* Jump into creature */ |
487 |
|
|
if(QUERY_FLAG(tmp, FLAG_MONSTER) |
488 |
|
|
|| (tmp->type==PLAYER && (!QUERY_FLAG(tmp, FLAG_WIZ) || !tmp->contr->hidden))) { |
489 |
|
|
new_draw_info_format(NDI_UNIQUE, 0,pl,"You jump into %s%s.", |
490 |
|
|
tmp->type == PLAYER ? "" : "the ", tmp->name); |
491 |
|
|
if(tmp->type!=PLAYER || |
492 |
|
|
(pl->type==PLAYER && pl->contr->party==NULL) || |
493 |
|
|
(pl->type==PLAYER && tmp->type==PLAYER && |
494 |
|
|
pl->contr->party!=tmp->contr->party)) |
495 |
|
|
exp = skill_attack(tmp,pl,pl->facing,"kicked", skill); /* pl makes an attack */ |
496 |
|
|
stop_jump(pl,i,spaces); |
497 |
|
|
return exp; /* note that calc_skill_exp() is already called by skill_attack() */ |
498 |
|
|
} |
499 |
|
|
/* If the space has fly on set (no matter what the space is), |
500 |
|
|
* we should get the effects - after all, the player is |
501 |
|
|
* effectively flying. |
502 |
|
|
*/ |
503 |
|
|
if (tmp->move_on & MOVE_FLY_LOW) { |
504 |
|
|
pl->x = x; |
505 |
|
|
pl->y = y; |
506 |
|
|
pl->map = m; |
507 |
|
|
if (pl->contr) |
508 |
|
|
esrv_map_scroll(&pl->contr->socket, dx, dy); |
509 |
|
|
stop_jump(pl,i,spaces); |
510 |
|
|
return calc_skill_exp(pl,NULL, skill); |
511 |
|
|
} |
512 |
|
|
} |
513 |
|
|
pl->x = x; |
514 |
|
|
pl->y = y; |
515 |
|
|
pl->map = m; |
516 |
|
|
if (pl->contr) |
517 |
|
|
esrv_map_scroll(&pl->contr->socket, dx, dy); |
518 |
|
|
} |
519 |
|
|
stop_jump(pl,i,spaces); |
520 |
|
|
return calc_skill_exp(pl,NULL, skill); |
521 |
|
|
} |
522 |
|
|
|
523 |
|
|
/* jump() - this is both a new type of movement for player/monsters and |
524 |
|
|
* an attack as well. |
525 |
|
|
* Perhaps we should allow more spaces based on level, eg, level 50 |
526 |
|
|
* jumper can jump several spaces? |
527 |
|
|
*/ |
528 |
|
|
|
529 |
|
|
int jump(object *pl, int dir, object *skill) |
530 |
|
|
{ |
531 |
|
|
int spaces=0,stats; |
532 |
|
|
int str = pl->stats.Str; |
533 |
|
|
int dex = pl->stats.Dex; |
534 |
|
|
|
535 |
|
|
dex = dex ? dex : 15; |
536 |
|
|
str = str ? str : 10; |
537 |
|
|
|
538 |
|
|
stats=str*str*str*dex * skill->level; |
539 |
|
|
|
540 |
|
|
if(pl->carrying!=0) /* don't want div by zero !! */ |
541 |
|
|
spaces=(int) (stats/pl->carrying); |
542 |
|
|
else |
543 |
|
|
spaces=2; /* pl has no objects - gets the far jump */ |
544 |
|
|
|
545 |
|
|
if(spaces>2) |
546 |
|
|
spaces = 2; |
547 |
|
|
else if(spaces==0) { |
548 |
|
|
new_draw_info(NDI_UNIQUE, 0,pl,"You are carrying too much weight to jump."); |
549 |
|
|
return 0; |
550 |
|
|
} |
551 |
|
|
return attempt_jump(pl,dir,spaces, skill); |
552 |
|
|
} |
553 |
|
|
|
554 |
|
|
|
555 |
|
|
/* skill_ident() - this code is supposed to allow players to identify |
556 |
|
|
* classes of objects with the various "auto-ident" skills. Player must |
557 |
|
|
* have unidentified objects of the right type in order for the skill |
558 |
|
|
* to work. While multiple classes of objects may be identified, |
559 |
|
|
* this code is kind of yucky -- it would be nice to make it a bit |
560 |
|
|
* more generalized. Right now, skill indices are embedded in this routine. |
561 |
|
|
* Returns amount of experience gained (on successful ident). |
562 |
|
|
* - b.t. (thomas@astro.psu.edu) |
563 |
|
|
*/ |
564 |
|
|
|
565 |
|
|
static int do_skill_detect_curse(object *pl, object *skill) { |
566 |
|
|
object *tmp; |
567 |
|
|
int success=0; |
568 |
|
|
|
569 |
|
|
for(tmp=pl->inv;tmp;tmp=tmp->below) |
570 |
|
|
if (!tmp->invisible |
571 |
|
|
&& !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && !QUERY_FLAG(tmp,FLAG_KNOWN_CURSED) |
572 |
|
|
&& (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) && |
573 |
|
|
tmp->item_power < skill->level) { |
574 |
|
|
SET_FLAG(tmp,FLAG_KNOWN_CURSED); |
575 |
|
|
esrv_update_item(UPD_FLAGS, pl, tmp); |
576 |
|
|
success+= calc_skill_exp(pl,tmp, skill); |
577 |
|
|
} |
578 |
|
|
|
579 |
|
|
/* Check ground, too, but only objects the player could pick up */ |
580 |
|
|
for(tmp=get_map_ob(pl->map,pl->x,pl->y);tmp;tmp=tmp->above) |
581 |
|
|
if (can_pick(pl, tmp) && |
582 |
|
|
!QUERY_FLAG(tmp,FLAG_IDENTIFIED) && |
583 |
|
|
!QUERY_FLAG(tmp,FLAG_KNOWN_CURSED) |
584 |
|
|
&& (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) && |
585 |
|
|
tmp->item_power < skill->level) { |
586 |
|
|
SET_FLAG(tmp,FLAG_KNOWN_CURSED); |
587 |
|
|
esrv_update_item(UPD_FLAGS, pl, tmp); |
588 |
|
|
success+= calc_skill_exp(pl,tmp, skill); |
589 |
|
|
} |
590 |
|
|
|
591 |
|
|
return success; |
592 |
|
|
} |
593 |
|
|
|
594 |
|
|
static int do_skill_detect_magic(object *pl, object *skill) { |
595 |
|
|
object *tmp; |
596 |
|
|
int success=0; |
597 |
|
|
|
598 |
|
|
for(tmp=pl->inv;tmp;tmp=tmp->below) |
599 |
|
|
if(!tmp->invisible |
600 |
|
|
&& !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) |
601 |
|
|
&& (is_magical(tmp)) && tmp->item_power < skill->level) { |
602 |
|
|
SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); |
603 |
|
|
esrv_update_item(UPD_FLAGS, pl, tmp); |
604 |
|
|
success+=calc_skill_exp(pl,tmp, skill); |
605 |
|
|
} |
606 |
|
|
|
607 |
|
|
/* Check ground, too, but like above, only if the object can be picked up*/ |
608 |
|
|
for(tmp=get_map_ob(pl->map,pl->x,pl->y);tmp;tmp=tmp->above) |
609 |
|
|
if (can_pick(pl, tmp) && |
610 |
|
|
!QUERY_FLAG(tmp,FLAG_IDENTIFIED) && |
611 |
|
|
!QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) |
612 |
|
|
&& (is_magical(tmp)) && tmp->item_power < skill->level) { |
613 |
|
|
SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); |
614 |
|
|
esrv_update_item(UPD_FLAGS, pl, tmp); |
615 |
|
|
success+=calc_skill_exp(pl,tmp, skill); |
616 |
|
|
} |
617 |
|
|
|
618 |
|
|
return success; |
619 |
|
|
} |
620 |
|
|
|
621 |
|
|
/* Helper function for do_skill_ident, so that we can loop |
622 |
|
|
* over inventory AND objects on the ground conveniently. |
623 |
|
|
*/ |
624 |
|
|
int do_skill_ident2(object *tmp,object *pl, int obj_class, object *skill) |
625 |
|
|
{ |
626 |
elmex |
1.6 |
int success = 0, chance; |
627 |
|
|
int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; |
628 |
root |
1.1 |
|
629 |
elmex |
1.6 |
if (!QUERY_FLAG (tmp,FLAG_IDENTIFIED) && !QUERY_FLAG (tmp,FLAG_NO_SKILL_IDENT) |
630 |
|
|
&& need_identify (tmp) && !tmp->invisible && tmp->type == obj_class) |
631 |
|
|
{ |
632 |
|
|
chance = die_roll(3, 10, pl, PREFER_LOW) - 3 |
633 |
|
|
+ rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1); |
634 |
|
|
|
635 |
|
|
if (skill_value >= chance) |
636 |
|
|
{ |
637 |
|
|
identify(tmp); |
638 |
|
|
|
639 |
|
|
if (pl->type==PLAYER) |
640 |
|
|
{ |
641 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl)); |
642 |
|
|
|
643 |
|
|
if (tmp->msg) |
644 |
|
|
{ |
645 |
|
|
new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); |
646 |
|
|
new_draw_info(NDI_UNIQUE, 0,pl, tmp->msg); |
647 |
|
|
} |
648 |
|
|
|
649 |
|
|
/* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */ |
650 |
|
|
if (tmp->map) |
651 |
|
|
esrv_send_item (pl, tmp); |
652 |
|
|
} |
653 |
|
|
success += calc_skill_exp(pl,tmp, skill); |
654 |
|
|
} |
655 |
|
|
else |
656 |
|
|
SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); |
657 |
|
|
} |
658 |
|
|
|
659 |
|
|
return success; |
660 |
root |
1.1 |
} |
661 |
|
|
|
662 |
|
|
/* do_skill_ident() - workhorse for skill_ident() -b.t. |
663 |
|
|
*/ |
664 |
|
|
static int do_skill_ident(object *pl, int obj_class, object *skill) { |
665 |
|
|
object *tmp; |
666 |
|
|
int success=0; |
667 |
|
|
|
668 |
|
|
for(tmp=pl->inv;tmp;tmp=tmp->below) |
669 |
|
|
success+=do_skill_ident2(tmp,pl,obj_class, skill); |
670 |
|
|
/* check the ground */ |
671 |
|
|
|
672 |
|
|
for(tmp=get_map_ob(pl->map,pl->x,pl->y);tmp;tmp=tmp->above) |
673 |
|
|
success+=do_skill_ident2(tmp,pl,obj_class, skill); |
674 |
|
|
|
675 |
|
|
return success; |
676 |
|
|
} |
677 |
|
|
|
678 |
|
|
int skill_ident(object *pl, object *skill) { |
679 |
|
|
int success=0; |
680 |
|
|
|
681 |
|
|
if(pl->type != PLAYER) return 0; /* only players will skill-identify */ |
682 |
|
|
|
683 |
|
|
new_draw_info(NDI_UNIQUE, 0,pl,"You look at the objects nearby..."); |
684 |
|
|
|
685 |
|
|
switch (skill->subtype) { |
686 |
|
|
case SK_SMITHERY: |
687 |
|
|
success += do_skill_ident(pl,WEAPON, skill) + do_skill_ident(pl,ARMOUR, skill) |
688 |
|
|
+ do_skill_ident(pl,BRACERS,skill) + do_skill_ident(pl,CLOAK,skill) |
689 |
|
|
+ do_skill_ident(pl,BOOTS,skill) + do_skill_ident(pl,SHIELD,skill) |
690 |
|
|
+ do_skill_ident(pl,GIRDLE,skill) + do_skill_ident(pl,HELMET,skill) |
691 |
|
|
+ do_skill_ident(pl,GLOVES,skill); |
692 |
|
|
break; |
693 |
|
|
|
694 |
|
|
case SK_BOWYER: |
695 |
|
|
success += do_skill_ident(pl,BOW,skill) + do_skill_ident(pl,ARROW,skill); |
696 |
|
|
break; |
697 |
|
|
|
698 |
|
|
case SK_ALCHEMY: |
699 |
|
|
success += do_skill_ident(pl,POTION,skill) + do_skill_ident(pl,POISON,skill) |
700 |
|
|
+ do_skill_ident(pl,CONTAINER,skill) |
701 |
|
|
+ do_skill_ident(pl,DRINK,skill) + do_skill_ident(pl,INORGANIC,skill); |
702 |
|
|
break; |
703 |
|
|
|
704 |
|
|
case SK_WOODSMAN: |
705 |
|
|
success += do_skill_ident(pl,FOOD,skill) + do_skill_ident(pl,DRINK,skill) |
706 |
|
|
+ do_skill_ident(pl,FLESH,skill); |
707 |
|
|
break; |
708 |
|
|
|
709 |
|
|
case SK_JEWELER: |
710 |
|
|
success += do_skill_ident(pl,GEM,skill) + do_skill_ident(pl,RING,skill) + |
711 |
|
|
do_skill_ident(pl,AMULET,skill); |
712 |
|
|
break; |
713 |
|
|
|
714 |
|
|
case SK_LITERACY: |
715 |
|
|
success += do_skill_ident(pl,SPELLBOOK,skill) |
716 |
|
|
+ do_skill_ident(pl,SCROLL,skill) + do_skill_ident(pl,BOOK,skill); |
717 |
|
|
break; |
718 |
|
|
|
719 |
|
|
case SK_THAUMATURGY: |
720 |
|
|
success += do_skill_ident(pl,WAND,skill) + do_skill_ident(pl,ROD,skill) |
721 |
|
|
+ do_skill_ident(pl,HORN,skill); |
722 |
|
|
break; |
723 |
|
|
|
724 |
|
|
case SK_DET_CURSE: |
725 |
|
|
success = do_skill_detect_curse(pl,skill); |
726 |
|
|
if(success) |
727 |
|
|
new_draw_info(NDI_UNIQUE, 0,pl,"...and discover cursed items!"); |
728 |
|
|
break; |
729 |
|
|
|
730 |
|
|
case SK_DET_MAGIC: |
731 |
|
|
success = do_skill_detect_magic(pl,skill); |
732 |
|
|
if(success) |
733 |
|
|
new_draw_info(NDI_UNIQUE, 0,pl, |
734 |
|
|
"...and discover items imbued with mystic forces!"); |
735 |
|
|
break; |
736 |
|
|
|
737 |
|
|
default: |
738 |
|
|
LOG(llevError,"Error: bad call to skill_ident()\n"); |
739 |
|
|
return 0; |
740 |
|
|
break; |
741 |
|
|
} |
742 |
|
|
if(!success) { |
743 |
|
|
new_draw_info(NDI_UNIQUE, 0,pl,"...and learn nothing more."); |
744 |
|
|
} |
745 |
|
|
return success; |
746 |
|
|
} |
747 |
|
|
|
748 |
|
|
|
749 |
|
|
/* players using this skill can 'charm' a monster -- |
750 |
|
|
* into working for them. It can only be used on |
751 |
|
|
* non-special (see below) 'neutral' creatures. |
752 |
|
|
* -b.t. (thomas@astro.psu.edu) |
753 |
|
|
*/ |
754 |
|
|
|
755 |
|
|
int use_oratory(object *pl, int dir, object *skill) { |
756 |
|
|
sint16 x=pl->x+freearr_x[dir],y=pl->y+freearr_y[dir]; |
757 |
|
|
int mflags,chance; |
758 |
|
|
object *tmp; |
759 |
|
|
mapstruct *m; |
760 |
|
|
|
761 |
|
|
if(pl->type!=PLAYER) return 0; /* only players use this skill */ |
762 |
|
|
m = pl->map; |
763 |
|
|
mflags =get_map_flags(m, &m, x,y, &x, &y); |
764 |
|
|
if (mflags & P_OUT_OF_MAP) return 0; |
765 |
|
|
|
766 |
|
|
/* Save some processing - we have the flag already anyways |
767 |
|
|
*/ |
768 |
|
|
if (!(mflags & P_IS_ALIVE)) { |
769 |
|
|
new_draw_info(NDI_UNIQUE, 0, pl, "There is nothing to orate to."); |
770 |
|
|
return 0; |
771 |
|
|
} |
772 |
|
|
|
773 |
|
|
for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { |
774 |
|
|
/* can't persuade players - return because there is nothing else |
775 |
|
|
* on that space to charm. Same for multi space monsters and |
776 |
|
|
* special monsters - we don't allow them to be charmed, and there |
777 |
|
|
* is no reason to do further processing since they should be the |
778 |
|
|
* only monster on the space. |
779 |
|
|
*/ |
780 |
|
|
if(tmp->type==PLAYER) return 0; |
781 |
|
|
if(tmp->more || tmp->head) return 0; |
782 |
|
|
if(tmp->msg) return 0; |
783 |
|
|
|
784 |
|
|
if(QUERY_FLAG(tmp,FLAG_MONSTER)) break; |
785 |
|
|
} |
786 |
|
|
|
787 |
|
|
if (!tmp) { |
788 |
|
|
new_draw_info(NDI_UNIQUE, 0, pl, "There is nothing to orate to."); |
789 |
|
|
return 0; |
790 |
|
|
} |
791 |
|
|
|
792 |
|
|
new_draw_info_format(NDI_UNIQUE, |
793 |
|
|
0,pl, "You orate to the %s.",query_name(tmp)); |
794 |
|
|
|
795 |
|
|
/* the following conditions limit who may be 'charmed' */ |
796 |
|
|
|
797 |
|
|
/* it's hostile! */ |
798 |
|
|
if(!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE) && !QUERY_FLAG(tmp, FLAG_FRIENDLY)) { |
799 |
|
|
new_draw_info_format(NDI_UNIQUE, 0,pl, |
800 |
|
|
"Too bad the %s isn't listening!\n",query_name(tmp)); |
801 |
|
|
return 0; |
802 |
|
|
} |
803 |
|
|
|
804 |
|
|
/* it's already allied! */ |
805 |
|
|
if(QUERY_FLAG(tmp,FLAG_FRIENDLY)&&(tmp->attack_movement==PETMOVE)){ |
806 |
|
|
if(get_owner(tmp)==pl) { |
807 |
|
|
new_draw_info(NDI_UNIQUE, 0,pl, |
808 |
|
|
"Your follower loves your speech.\n"); |
809 |
|
|
return 0; |
810 |
|
|
} else if (skill->level > tmp->level) { |
811 |
|
|
/* you steal the follower. Perhaps we should really look at the |
812 |
|
|
* level of the owner above? |
813 |
|
|
*/ |
814 |
|
|
set_owner(tmp,pl); |
815 |
|
|
new_draw_info_format(NDI_UNIQUE, 0,pl, |
816 |
|
|
"You convince the %s to follow you instead!\n", |
817 |
|
|
query_name(tmp)); |
818 |
|
|
/* Abuse fix - don't give exp since this can otherwise |
819 |
|
|
* be used by a couple players to gets lots of exp. |
820 |
|
|
*/ |
821 |
|
|
return 0; |
822 |
|
|
} else { |
823 |
|
|
/* In this case, you can't steal it from the other player */ |
824 |
|
|
return 0; |
825 |
|
|
} |
826 |
|
|
} /* Creature was already a pet of someone */ |
827 |
|
|
|
828 |
|
|
chance=skill->level*2+(pl->stats.Cha-2*tmp->stats.Int)/2; |
829 |
|
|
|
830 |
|
|
/* Ok, got a 'sucker' lets try to make them a follower */ |
831 |
|
|
if(chance>0 && tmp->level<(random_roll(0, chance-1, pl, PREFER_HIGH)-1)) { |
832 |
|
|
new_draw_info_format(NDI_UNIQUE, 0,pl, |
833 |
|
|
"You convince the %s to become your follower.\n", |
834 |
|
|
query_name(tmp)); |
835 |
|
|
|
836 |
|
|
set_owner(tmp,pl); |
837 |
|
|
tmp->stats.exp = 0; |
838 |
|
|
add_friendly_object(tmp); |
839 |
|
|
SET_FLAG(tmp,FLAG_FRIENDLY); |
840 |
|
|
tmp->attack_movement = PETMOVE; |
841 |
|
|
return calc_skill_exp(pl,tmp, skill); |
842 |
|
|
} |
843 |
|
|
/* Charm failed. Creature may be angry now */ |
844 |
|
|
else if((skill->level+((pl->stats.Cha-10)/2)) < random_roll(1, 2*tmp->level, pl, PREFER_LOW)) { |
845 |
|
|
new_draw_info_format(NDI_UNIQUE, 0,pl, |
846 |
|
|
"Your speech angers the %s!\n",query_name(tmp)); |
847 |
|
|
if(QUERY_FLAG(tmp,FLAG_FRIENDLY)) { |
848 |
|
|
CLEAR_FLAG(tmp,FLAG_FRIENDLY); |
849 |
|
|
remove_friendly_object(tmp); |
850 |
|
|
tmp->attack_movement = 0; /* needed? */ |
851 |
|
|
} |
852 |
|
|
CLEAR_FLAG(tmp,FLAG_UNAGGRESSIVE); |
853 |
|
|
} |
854 |
|
|
return 0; /* Fall through - if we get here, we didn't charm anything */ |
855 |
|
|
} |
856 |
|
|
|
857 |
|
|
/* Singing() -this skill allows the player to pacify nearby creatures. |
858 |
|
|
* There are few limitations on who/what kind of |
859 |
|
|
* non-player creatures that may be pacified. Right now, a player |
860 |
|
|
* may pacify creatures which have Int == 0. In this routine, once |
861 |
|
|
* successfully pacified the creature gets Int=1. Thus, a player |
862 |
|
|
* may only pacify a creature once. |
863 |
|
|
* BTW, I appologize for the naming of the skill, I couldnt think |
864 |
|
|
* of anything better! -b.t. |
865 |
|
|
*/ |
866 |
|
|
|
867 |
|
|
int singing(object *pl, int dir, object *skill) { |
868 |
|
|
int i,exp = 0,chance, mflags; |
869 |
|
|
object *tmp; |
870 |
|
|
mapstruct *m; |
871 |
|
|
sint16 x, y; |
872 |
|
|
|
873 |
|
|
if(pl->type!=PLAYER) return 0; /* only players use this skill */ |
874 |
|
|
|
875 |
|
|
new_draw_info_format(NDI_UNIQUE,0,pl, "You sing"); |
876 |
|
|
for(i=dir;i<(dir+MIN(skill->level,SIZEOFFREE));i++) { |
877 |
|
|
x = pl->x+freearr_x[i]; |
878 |
|
|
y = pl->y+freearr_y[i]; |
879 |
|
|
m = pl->map; |
880 |
|
|
|
881 |
|
|
mflags =get_map_flags(m, &m, x,y, &x, &y); |
882 |
|
|
if (mflags & P_OUT_OF_MAP) continue; |
883 |
|
|
if (!(mflags & P_IS_ALIVE)) continue; |
884 |
|
|
|
885 |
|
|
for(tmp=get_map_ob(m, x, y); tmp;tmp=tmp->above) { |
886 |
|
|
if(QUERY_FLAG(tmp,FLAG_MONSTER)) break; |
887 |
|
|
/* can't affect players */ |
888 |
|
|
if(tmp->type==PLAYER) break; |
889 |
|
|
} |
890 |
|
|
|
891 |
|
|
/* Whole bunch of checks to see if this is a type of monster that would |
892 |
|
|
* listen to singing. |
893 |
|
|
*/ |
894 |
|
|
if (tmp && QUERY_FLAG(tmp, FLAG_MONSTER) && |
895 |
|
|
!QUERY_FLAG(tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */ |
896 |
|
|
!QUERY_FLAG(tmp, FLAG_SPLITTING) && /* no ears */ |
897 |
|
|
!QUERY_FLAG(tmp, FLAG_HITBACK) && /* was here before */ |
898 |
|
|
(tmp->level <= skill->level) && |
899 |
|
|
(!tmp->head) && |
900 |
|
|
!QUERY_FLAG(tmp, FLAG_UNDEAD) && |
901 |
|
|
!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE) && /* already calm */ |
902 |
|
|
!QUERY_FLAG(tmp,FLAG_FRIENDLY)) { /* already calm */ |
903 |
|
|
|
904 |
|
|
/* stealing isn't really related (although, maybe it should |
905 |
|
|
* be). This is mainly to prevent singing to the same monster |
906 |
|
|
* over and over again and getting exp for it. |
907 |
|
|
*/ |
908 |
|
|
chance=skill->level*2+(pl->stats.Cha-5-tmp->stats.Int)/2; |
909 |
|
|
if(chance && tmp->level*2<random_roll(0, chance-1, pl, PREFER_HIGH)) { |
910 |
|
|
SET_FLAG(tmp,FLAG_UNAGGRESSIVE); |
911 |
|
|
new_draw_info_format(NDI_UNIQUE, 0,pl, |
912 |
|
|
"You calm down the %s\n",query_name(tmp)); |
913 |
|
|
/* Give exp only if they are not aware */ |
914 |
|
|
if(!QUERY_FLAG(tmp,FLAG_NO_STEAL)) |
915 |
|
|
exp += calc_skill_exp(pl,tmp, skill); |
916 |
|
|
SET_FLAG(tmp,FLAG_NO_STEAL); |
917 |
|
|
} else { |
918 |
|
|
new_draw_info_format(NDI_UNIQUE, 0,pl, |
919 |
|
|
"Too bad the %s isn't listening!\n",query_name(tmp)); |
920 |
|
|
SET_FLAG(tmp,FLAG_NO_STEAL); |
921 |
|
|
} |
922 |
|
|
} |
923 |
|
|
} |
924 |
|
|
return exp; |
925 |
|
|
} |
926 |
|
|
|
927 |
|
|
/* The find_traps skill (aka, search). Checks for traps |
928 |
|
|
* on the spaces or in certain objects |
929 |
|
|
*/ |
930 |
|
|
|
931 |
|
|
int find_traps (object *pl, object *skill) { |
932 |
|
|
object *tmp,*tmp2; |
933 |
|
|
int i,expsum=0, mflags; |
934 |
|
|
sint16 x,y; |
935 |
|
|
mapstruct *m; |
936 |
|
|
|
937 |
|
|
/* First we search all around us for runes and traps, which are |
938 |
|
|
* all type RUNE |
939 |
|
|
*/ |
940 |
|
|
|
941 |
|
|
for(i=0;i<9;i++) { |
942 |
|
|
x = pl->x+freearr_x[i]; |
943 |
|
|
y = pl->y+freearr_y[i]; |
944 |
|
|
m = pl->map; |
945 |
|
|
|
946 |
|
|
mflags =get_map_flags(m, &m, x,y, &x, &y); |
947 |
|
|
if (mflags & P_OUT_OF_MAP) continue; |
948 |
|
|
|
949 |
|
|
/* Check everything in the square for trapness */ |
950 |
|
|
for(tmp = get_map_ob(m, x, y); tmp!=NULL;tmp=tmp->above) { |
951 |
|
|
|
952 |
|
|
/* And now we'd better do an inventory traversal of each |
953 |
|
|
* of these objects' inventory |
954 |
|
|
* We can narrow this down a bit - no reason to search through |
955 |
|
|
* the players inventory or monsters for that matter. |
956 |
|
|
*/ |
957 |
|
|
if (tmp->type != PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) { |
958 |
|
|
for(tmp2=tmp->inv;tmp2!=NULL;tmp2=tmp2->below) |
959 |
|
|
if(tmp2->type==RUNE || tmp2->type == TRAP) |
960 |
|
|
if(trap_see(pl,tmp2)) { |
961 |
|
|
trap_show(tmp2,tmp); |
962 |
|
|
if(tmp2->stats.Cha>1) { |
963 |
|
|
if (!tmp2->owner || tmp2->owner->type!=PLAYER) |
964 |
|
|
expsum += calc_skill_exp(pl,tmp2, skill); |
965 |
|
|
|
966 |
|
|
tmp2->stats.Cha = 1; /* unhide the trap */ |
967 |
|
|
} |
968 |
|
|
} |
969 |
|
|
} |
970 |
|
|
if((tmp->type==RUNE || tmp->type == TRAP) && trap_see(pl,tmp)) { |
971 |
|
|
trap_show(tmp,tmp); |
972 |
|
|
if(tmp->stats.Cha>1) { |
973 |
|
|
if (!tmp->owner || tmp->owner->type!=PLAYER) |
974 |
|
|
expsum += calc_skill_exp(pl,tmp, skill); |
975 |
|
|
tmp->stats.Cha = 1; /* unhide the trap */ |
976 |
|
|
} |
977 |
|
|
} |
978 |
|
|
} |
979 |
|
|
} |
980 |
|
|
new_draw_info(NDI_BLACK, 0, pl, "You search the area."); |
981 |
|
|
return expsum; |
982 |
|
|
} |
983 |
|
|
|
984 |
|
|
/* remove_trap() - This skill will disarm any previously discovered trap |
985 |
|
|
* the algorithm is based (almost totally) on the old command_disarm() - b.t. |
986 |
|
|
*/ |
987 |
|
|
|
988 |
|
|
int remove_trap (object *op, int dir, object *skill) { |
989 |
|
|
object *tmp,*tmp2; |
990 |
|
|
int i,success=0,mflags; |
991 |
|
|
mapstruct *m; |
992 |
|
|
sint16 x,y; |
993 |
|
|
|
994 |
|
|
for(i=0;i<9;i++) { |
995 |
|
|
x = op->x + freearr_x[i]; |
996 |
|
|
y = op->y + freearr_y[i]; |
997 |
|
|
m = op->map; |
998 |
|
|
|
999 |
|
|
mflags =get_map_flags(m, &m, x,y, &x, &y); |
1000 |
|
|
if (mflags & P_OUT_OF_MAP) continue; |
1001 |
|
|
|
1002 |
|
|
/* Check everything in the square for trapness */ |
1003 |
|
|
for(tmp = get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) { |
1004 |
|
|
/* And now we'd better do an inventory traversal of each |
1005 |
|
|
* of these objects inventory. Like above, only |
1006 |
|
|
* do this for interesting objects. |
1007 |
|
|
*/ |
1008 |
|
|
|
1009 |
|
|
if (tmp->type != PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) { |
1010 |
|
|
for(tmp2=tmp->inv;tmp2!=NULL;tmp2=tmp2->below) |
1011 |
|
|
if((tmp2->type==RUNE || tmp2->type == TRAP) && tmp2->stats.Cha<=1) { |
1012 |
|
|
trap_show(tmp2,tmp); |
1013 |
|
|
if(trap_disarm(op,tmp2,1, skill) && (!tmp2->owner || tmp2->owner->type!=PLAYER)) { |
1014 |
|
|
tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1015 |
|
|
success += calc_skill_exp(op,tmp2, skill); |
1016 |
|
|
} |
1017 |
|
|
} |
1018 |
|
|
} |
1019 |
|
|
if((tmp->type==RUNE || tmp->type==TRAP) && tmp->stats.Cha<=1) { |
1020 |
|
|
trap_show(tmp,tmp); |
1021 |
|
|
if (trap_disarm(op,tmp,1,skill) && (!tmp->owner || tmp->owner->type!=PLAYER)) { |
1022 |
|
|
tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1023 |
|
|
success += calc_skill_exp(op,tmp,skill); |
1024 |
|
|
} |
1025 |
|
|
} |
1026 |
|
|
} |
1027 |
|
|
} |
1028 |
|
|
return success; |
1029 |
|
|
} |
1030 |
|
|
|
1031 |
|
|
|
1032 |
|
|
/* pray() - when this skill is called from do_skill(), it allows |
1033 |
|
|
* the player to regain lost grace points at a faster rate. -b.t. |
1034 |
|
|
* This always returns 0 - return value is used by calling function |
1035 |
|
|
* such that if it returns true, player gets exp in that skill. This |
1036 |
|
|
* the effect here can be done on demand, we probably don't want to |
1037 |
|
|
* give infinite exp by returning true in any cases. |
1038 |
|
|
*/ |
1039 |
|
|
|
1040 |
|
|
int pray (object *pl, object *skill) { |
1041 |
|
|
char buf[MAX_BUF]; |
1042 |
|
|
object *tmp; |
1043 |
|
|
|
1044 |
|
|
if(pl->type!=PLAYER) return 0; |
1045 |
|
|
|
1046 |
|
|
strcpy(buf,"You pray."); |
1047 |
|
|
|
1048 |
|
|
/* Check all objects - we could stop at floor objects, |
1049 |
|
|
* but if someone buries an altar, I don't see a problem with |
1050 |
|
|
* going through all the objects, and it shouldn't be much slower |
1051 |
|
|
* than extra checks on object attributes. |
1052 |
|
|
*/ |
1053 |
|
|
for (tmp=pl->below; tmp!=NULL; tmp=tmp->below) { |
1054 |
|
|
/* Only if the altar actually belongs to someone do you get special benefits */ |
1055 |
|
|
if(tmp && tmp->type==HOLY_ALTAR && tmp->other_arch) { |
1056 |
|
|
sprintf(buf,"You pray over the %s.",tmp->name); |
1057 |
|
|
pray_at_altar(pl,tmp, skill); |
1058 |
|
|
break; /* Only pray at one altar */ |
1059 |
|
|
} |
1060 |
|
|
} |
1061 |
|
|
|
1062 |
|
|
new_draw_info(NDI_BLACK,0,pl,buf); |
1063 |
|
|
|
1064 |
|
|
if(pl->stats.grace < pl->stats.maxgrace) { |
1065 |
|
|
pl->stats.grace++; |
1066 |
|
|
pl->last_grace = -1; |
1067 |
|
|
} |
1068 |
|
|
return 0; |
1069 |
|
|
} |
1070 |
|
|
|
1071 |
|
|
/* This skill allows the player to regain a few sp or hp for a |
1072 |
|
|
* brief period of concentration. No armour or weapons may be |
1073 |
|
|
* wielded/applied for this to work. The amount of time needed |
1074 |
|
|
* to concentrate and the # of points regained is dependant on |
1075 |
|
|
* the level of the user. - b.t. thomas@astro.psu.edu |
1076 |
|
|
*/ |
1077 |
|
|
|
1078 |
|
|
void meditate (object *pl, object *skill) { |
1079 |
|
|
object *tmp; |
1080 |
|
|
|
1081 |
|
|
if(pl->type!=PLAYER) return; /* players only */ |
1082 |
|
|
|
1083 |
|
|
/* check if pl has removed encumbering armour and weapons */ |
1084 |
|
|
if(QUERY_FLAG(pl,FLAG_READY_WEAPON) && (skill->level<6)) { |
1085 |
|
|
new_draw_info(NDI_UNIQUE,0,pl, |
1086 |
|
|
"You can't concentrate while wielding a weapon!\n"); |
1087 |
|
|
return; |
1088 |
|
|
} else { |
1089 |
|
|
for(tmp=pl->inv;tmp;tmp=tmp->below) |
1090 |
|
|
if (( (tmp->type==ARMOUR && skill->level<12) |
1091 |
|
|
|| (tmp->type==HELMET && skill->level<10) |
1092 |
|
|
|| (tmp->type==SHIELD && skill->level<6) |
1093 |
|
|
|| (tmp->type==BOOTS && skill->level<4) |
1094 |
|
|
|| (tmp->type==GLOVES && skill->level<2) ) |
1095 |
|
|
&& QUERY_FLAG(tmp,FLAG_APPLIED)) { |
1096 |
|
|
new_draw_info(NDI_UNIQUE,0,pl, |
1097 |
|
|
"You can't concentrate while wearing so much armour!\n"); |
1098 |
|
|
return; |
1099 |
|
|
} |
1100 |
|
|
} |
1101 |
|
|
|
1102 |
|
|
/* ok let's meditate! Spell points are regained first, then once |
1103 |
|
|
* they are maxed we get back hp. Actual incrementing of values |
1104 |
|
|
* is handled by the do_some_living() (in player.c). This way magical |
1105 |
|
|
* bonuses for healing/sp regeneration are included properly |
1106 |
|
|
* No matter what, we will eat up some playing time trying to |
1107 |
|
|
* meditate. (see 'factor' variable for what sets the amount of time) |
1108 |
|
|
*/ |
1109 |
|
|
|
1110 |
|
|
new_draw_info(NDI_BLACK,0,pl, "You meditate."); |
1111 |
|
|
|
1112 |
|
|
if(pl->stats.sp < pl->stats.maxsp) { |
1113 |
|
|
pl->stats.sp++; |
1114 |
|
|
pl->last_sp = -1; |
1115 |
|
|
} else if (pl->stats.hp < pl->stats.maxhp) { |
1116 |
|
|
pl->stats.hp++; |
1117 |
|
|
pl->last_heal = -1; |
1118 |
|
|
} |
1119 |
|
|
} |
1120 |
|
|
|
1121 |
|
|
/* write_note() - this routine allows players to inscribe messages in |
1122 |
|
|
* ordinary 'books' (anything that is type BOOK). b.t. |
1123 |
|
|
*/ |
1124 |
|
|
|
1125 |
|
|
static int write_note(object *pl, object *item, const char *msg, object *skill) { |
1126 |
root |
1.5 |
char buf[1024]; |
1127 |
root |
1.1 |
object *newBook = NULL; |
1128 |
|
|
|
1129 |
|
|
/* a pair of sanity checks */ |
1130 |
|
|
if(!item||item->type!=BOOK) return 0; |
1131 |
|
|
|
1132 |
|
|
if(!msg) { |
1133 |
|
|
new_draw_info(NDI_UNIQUE,0,pl,"No message to write!"); |
1134 |
|
|
new_draw_info_format(NDI_UNIQUE,0,pl,"Usage: use_skill %s <message>", |
1135 |
|
|
skill->skill); |
1136 |
|
|
return 0; |
1137 |
|
|
} |
1138 |
|
|
if (strcasestr_local(msg, "endmsg")) { |
1139 |
|
|
new_draw_info(NDI_UNIQUE,0,pl,"Trying to cheat now are we?"); |
1140 |
|
|
return 0; |
1141 |
|
|
} |
1142 |
|
|
|
1143 |
|
|
/* Lauwenmark: Handle for plugin book writing (trigger) event */ |
1144 |
|
|
if (execute_event(item, EVENT_TRIGGER,pl,NULL,msg,SCRIPT_FIX_ALL)!=0) |
1145 |
|
|
return strlen(msg); |
1146 |
|
|
|
1147 |
|
|
buf[0] = 0; |
1148 |
root |
1.5 |
if(!book_overflow(item->msg,msg,sizeof (buf))) { /* add msg string to book */ |
1149 |
root |
1.1 |
if(item->msg) |
1150 |
|
|
strcpy(buf,item->msg); |
1151 |
|
|
|
1152 |
|
|
strcat(buf,msg); |
1153 |
|
|
strcat(buf,"\n"); /* new msg needs a LF */ |
1154 |
|
|
if(item->nrof > 1) { |
1155 |
|
|
newBook = get_object(); |
1156 |
|
|
copy_object(item, newBook); |
1157 |
|
|
decrease_ob(item); |
1158 |
|
|
esrv_send_item(pl, item); |
1159 |
|
|
newBook->nrof = 1; |
1160 |
|
|
if (newBook->msg) free_string(newBook->msg); |
1161 |
|
|
newBook->msg = add_string(buf); |
1162 |
|
|
newBook = insert_ob_in_ob(newBook, pl); |
1163 |
|
|
esrv_send_item(pl, newBook); |
1164 |
|
|
} else { |
1165 |
|
|
if (item->msg) free_string(item->msg); |
1166 |
|
|
item->msg=add_string(buf); |
1167 |
|
|
/* This shouldn't be necessary - the object hasn't changed in any |
1168 |
|
|
* visible way |
1169 |
|
|
*/ |
1170 |
|
|
/* esrv_send_item(pl, item);*/ |
1171 |
|
|
} |
1172 |
|
|
new_draw_info_format(NDI_UNIQUE,0,pl, "You write in the %s.", |
1173 |
|
|
query_short_name(item)); |
1174 |
|
|
return strlen(msg); |
1175 |
|
|
} else |
1176 |
|
|
new_draw_info_format(NDI_UNIQUE,0,pl, |
1177 |
|
|
"Your message won't fit in the %s!", |
1178 |
|
|
query_short_name(item)); |
1179 |
|
|
|
1180 |
|
|
return 0; |
1181 |
|
|
} |
1182 |
|
|
|
1183 |
|
|
/* write_scroll() - this routine allows players to inscribe spell scrolls |
1184 |
|
|
* of spells which they know. Backfire effects are possible with the |
1185 |
|
|
* severity of the backlash correlated with the difficulty of the scroll |
1186 |
|
|
* that is attempted. -b.t. thomas@astro.psu.edu |
1187 |
|
|
*/ |
1188 |
|
|
|
1189 |
|
|
static int write_scroll (object *pl, object *scroll, object *skill) { |
1190 |
|
|
int success=0,confused=0; |
1191 |
|
|
object *newscroll, *chosen_spell, *tmp; |
1192 |
|
|
|
1193 |
|
|
/* this is a sanity check */ |
1194 |
|
|
if (scroll->type!=SCROLL) { |
1195 |
|
|
new_draw_info(NDI_UNIQUE,0,pl,"A spell can only be inscribed into a scroll!"); |
1196 |
|
|
return 0; |
1197 |
|
|
} |
1198 |
|
|
|
1199 |
|
|
/* Check if we are ready to attempt inscription */ |
1200 |
|
|
chosen_spell=pl->contr->ranges[range_magic]; |
1201 |
|
|
if(!chosen_spell) { |
1202 |
|
|
new_draw_info(NDI_UNIQUE,0,pl, |
1203 |
|
|
"You need a spell readied in order to inscribe!"); |
1204 |
|
|
return 0; |
1205 |
|
|
} |
1206 |
|
|
if(SP_level_spellpoint_cost(pl,chosen_spell,SPELL_GRACE) > pl->stats.grace) { |
1207 |
|
|
new_draw_info_format(NDI_UNIQUE,0,pl, |
1208 |
|
|
"You don't have enough grace to write a scroll of %s.", |
1209 |
|
|
chosen_spell->name); |
1210 |
|
|
return 0; |
1211 |
|
|
} |
1212 |
|
|
if(SP_level_spellpoint_cost(pl,chosen_spell,SPELL_MANA) > pl->stats.sp) { |
1213 |
|
|
new_draw_info_format(NDI_UNIQUE,0,pl, |
1214 |
|
|
"You don't have enough mana to write a scroll of %s.", |
1215 |
|
|
chosen_spell->name); |
1216 |
|
|
return 0; |
1217 |
|
|
} |
1218 |
|
|
|
1219 |
|
|
/* if there is a spell already on the scroll then player could easily |
1220 |
|
|
* accidently read it while trying to write the new one. give player |
1221 |
|
|
* a 50% chance to overwrite spell at their own level |
1222 |
|
|
*/ |
1223 |
|
|
if((scroll->stats.sp || scroll->inv) && |
1224 |
|
|
random_roll(0, scroll->level*2, pl, PREFER_LOW)>skill->level) { |
1225 |
|
|
new_draw_info_format(NDI_UNIQUE,0,pl, |
1226 |
|
|
"Oops! You accidently read it while trying to write on it."); |
1227 |
|
|
manual_apply(pl,scroll,0); |
1228 |
|
|
return 0; |
1229 |
|
|
} |
1230 |
|
|
|
1231 |
|
|
/* ok, we are ready to try inscription */ |
1232 |
|
|
if(QUERY_FLAG(pl,FLAG_CONFUSED)) confused = 1; |
1233 |
|
|
|
1234 |
|
|
/* Lost mana/grace no matter what */ |
1235 |
|
|
pl->stats.grace-=SP_level_spellpoint_cost(pl,chosen_spell,SPELL_GRACE); |
1236 |
|
|
pl->stats.sp-=SP_level_spellpoint_cost(pl,chosen_spell,SPELL_MANA); |
1237 |
|
|
|
1238 |
|
|
if (random_roll(0, chosen_spell->level*4-1, pl, PREFER_LOW) < skill->level) { |
1239 |
|
|
if (scroll->nrof > 1) { |
1240 |
|
|
newscroll = get_object(); |
1241 |
|
|
copy_object(scroll, newscroll); |
1242 |
|
|
decrease_ob(scroll); |
1243 |
|
|
newscroll->nrof = 1; |
1244 |
|
|
} else { |
1245 |
|
|
newscroll = scroll; |
1246 |
|
|
} |
1247 |
|
|
|
1248 |
|
|
if(!confused) { |
1249 |
|
|
newscroll->level= MAX(skill->level, chosen_spell->level); |
1250 |
|
|
new_draw_info(NDI_UNIQUE,0,pl, |
1251 |
|
|
"You succeed in writing a new scroll."); |
1252 |
|
|
} else { |
1253 |
|
|
chosen_spell = find_random_spell_in_ob(pl, NULL); |
1254 |
|
|
if (!chosen_spell) return 0; |
1255 |
|
|
|
1256 |
|
|
newscroll->level= MAX(skill->level, chosen_spell->level); |
1257 |
|
|
new_draw_info(NDI_UNIQUE,0,pl, |
1258 |
|
|
"In your confused state, you write down some odd spell."); |
1259 |
|
|
} |
1260 |
|
|
|
1261 |
|
|
if (newscroll->inv) { |
1262 |
|
|
object *ninv; |
1263 |
|
|
|
1264 |
|
|
ninv = newscroll->inv; |
1265 |
|
|
remove_ob(ninv); |
1266 |
|
|
free_object(ninv); |
1267 |
|
|
} |
1268 |
|
|
tmp = get_object(); |
1269 |
|
|
copy_object(chosen_spell, tmp); |
1270 |
|
|
insert_ob_in_ob(tmp, newscroll); |
1271 |
|
|
|
1272 |
|
|
/* Same code as from treasure.c - so they can better merge. |
1273 |
|
|
* if players want to sell them, so be it. |
1274 |
|
|
*/ |
1275 |
|
|
newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * |
1276 |
|
|
(newscroll->level +50) / (newscroll->inv->level + 50); |
1277 |
|
|
newscroll->stats.exp = newscroll->value/5; |
1278 |
|
|
|
1279 |
|
|
/* wait until finished manipulating the scroll before inserting it */ |
1280 |
pippijn |
1.2 |
if (newscroll == scroll) |
1281 |
|
|
{ |
1282 |
|
|
/* Remove to correctly merge with other items which may exist in inventory */ |
1283 |
|
|
remove_ob(newscroll); |
1284 |
|
|
esrv_del_item(pl->contr,newscroll->count); |
1285 |
|
|
} |
1286 |
|
|
newscroll=insert_ob_in_ob(newscroll,pl); |
1287 |
root |
1.1 |
esrv_send_item(pl, newscroll); |
1288 |
|
|
success = calc_skill_exp(pl,newscroll, skill); |
1289 |
|
|
if(!confused) success *= 2; |
1290 |
|
|
success = success * skill->level; |
1291 |
|
|
return success; |
1292 |
|
|
|
1293 |
|
|
} else { /* Inscription has failed */ |
1294 |
|
|
|
1295 |
|
|
if(chosen_spell->level>skill->level || confused) { /*backfire!*/ |
1296 |
|
|
new_draw_info(NDI_UNIQUE,0,pl, |
1297 |
|
|
"Ouch! Your attempt to write a new scroll strains your mind!"); |
1298 |
|
|
if(random_roll(0, 1, pl, PREFER_LOW)==1) |
1299 |
|
|
drain_specific_stat(pl,4); |
1300 |
|
|
else { |
1301 |
|
|
confuse_player(pl,pl,99); |
1302 |
|
|
return (-30*chosen_spell->level); |
1303 |
|
|
} |
1304 |
|
|
} else if(random_roll(0, pl->stats.Int-1, pl, PREFER_HIGH) < 15) { |
1305 |
|
|
new_draw_info(NDI_UNIQUE,0,pl, |
1306 |
|
|
"Your attempt to write a new scroll rattles your mind!"); |
1307 |
|
|
confuse_player(pl,pl,99); |
1308 |
|
|
} else |
1309 |
|
|
new_draw_info(NDI_UNIQUE,0,pl,"You fail to write a new scroll."); |
1310 |
|
|
} |
1311 |
|
|
return 0; |
1312 |
|
|
} |
1313 |
|
|
|
1314 |
|
|
/* write_on_item() - wrapper for write_note and write_scroll */ |
1315 |
|
|
int write_on_item (object *pl,const char *params, object *skill) { |
1316 |
|
|
object *item; |
1317 |
|
|
const char *string=params; |
1318 |
|
|
int msgtype; |
1319 |
|
|
archetype *skat; |
1320 |
|
|
|
1321 |
|
|
if(pl->type!=PLAYER) return 0; |
1322 |
|
|
|
1323 |
|
|
if (!params) { |
1324 |
|
|
params=""; |
1325 |
|
|
string=params; |
1326 |
|
|
} |
1327 |
|
|
skat = get_archetype_by_type_subtype(SKILL, SK_LITERACY); |
1328 |
|
|
|
1329 |
|
|
/* Need to be able to read before we can write! */ |
1330 |
|
|
if(!find_skill_by_name(pl,skat->clone.skill)) { |
1331 |
|
|
new_draw_info(NDI_UNIQUE,0,pl, |
1332 |
|
|
"You must learn to read before you can write!"); |
1333 |
|
|
return 0; |
1334 |
|
|
} |
1335 |
|
|
|
1336 |
|
|
/* if there is a message then it goes in a book and no message means |
1337 |
|
|
* write active spell into the scroll |
1338 |
|
|
*/ |
1339 |
|
|
msgtype = (string[0]!='\0') ? BOOK : SCROLL; |
1340 |
|
|
|
1341 |
|
|
/* find an item of correct type to write on */ |
1342 |
|
|
if ( !(item = find_marked_object(pl))){ |
1343 |
|
|
new_draw_info(NDI_UNIQUE,0,pl,"You don't have any marked item to write on."); |
1344 |
|
|
return 0; |
1345 |
|
|
} |
1346 |
|
|
|
1347 |
|
|
if(QUERY_FLAG(item,FLAG_UNPAID)) { |
1348 |
|
|
new_draw_info(NDI_UNIQUE,0,pl, |
1349 |
|
|
"You had better pay for that before you write on it."); |
1350 |
|
|
return 0; |
1351 |
|
|
} |
1352 |
|
|
if (msgtype != item->type) { |
1353 |
|
|
new_draw_info_format(NDI_UNIQUE,0,pl,"You have no %s to write on", |
1354 |
|
|
msgtype==BOOK ? "book" : "scroll"); |
1355 |
|
|
return 0; |
1356 |
|
|
} |
1357 |
|
|
|
1358 |
|
|
if (msgtype == SCROLL) { |
1359 |
|
|
return write_scroll(pl,item, skill); |
1360 |
|
|
} else if (msgtype == BOOK) { |
1361 |
|
|
return write_note(pl,item,string, skill); |
1362 |
|
|
} |
1363 |
|
|
return 0; |
1364 |
|
|
} |
1365 |
|
|
|
1366 |
|
|
|
1367 |
|
|
|
1368 |
|
|
/* find_throw_ob() - if we request an object, then |
1369 |
|
|
* we search for it in the inventory of the owner (you've |
1370 |
|
|
* got to be carrying something in order to throw it!). |
1371 |
|
|
* If we didnt request an object, then the top object in inventory |
1372 |
|
|
* (that is "throwable", ie no throwing your skills away!) |
1373 |
|
|
* is the object of choice. Also check to see if object is |
1374 |
|
|
* 'throwable' (ie not applied cursed obj, worn, etc). |
1375 |
|
|
*/ |
1376 |
|
|
|
1377 |
|
|
static object *find_throw_ob( object *op, const char *request ) { |
1378 |
|
|
object *tmp; |
1379 |
|
|
|
1380 |
|
|
if(!op) { /* safety */ |
1381 |
|
|
LOG(llevError,"find_throw_ob(): confused! have a NULL thrower!\n"); |
1382 |
|
|
return (object *) NULL; |
1383 |
|
|
} |
1384 |
|
|
|
1385 |
|
|
/* prefer marked item */ |
1386 |
|
|
tmp = find_marked_object(op); |
1387 |
|
|
if (tmp != NULL) { |
1388 |
|
|
/* can't toss invisible or inv-locked items */ |
1389 |
|
|
if (tmp->invisible || QUERY_FLAG(tmp, FLAG_INV_LOCKED)) { |
1390 |
|
|
tmp = NULL; |
1391 |
|
|
} |
1392 |
|
|
} |
1393 |
|
|
|
1394 |
|
|
/* look through the inventory */ |
1395 |
|
|
if (tmp == NULL) { |
1396 |
|
|
for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { |
1397 |
|
|
/* can't toss invisible or inv-locked items */ |
1398 |
|
|
if (tmp->invisible || QUERY_FLAG(tmp, FLAG_INV_LOCKED)) |
1399 |
|
|
continue; |
1400 |
|
|
if (!request |
1401 |
|
|
|| !strcmp(query_name(tmp), request) |
1402 |
|
|
|| !strcmp(tmp->name, request)) |
1403 |
|
|
break; |
1404 |
|
|
} |
1405 |
|
|
} |
1406 |
|
|
|
1407 |
|
|
/* this should prevent us from throwing away |
1408 |
|
|
* cursed items, worn armour, etc. Only weapons |
1409 |
|
|
* can be thrown from 'hand'. |
1410 |
|
|
*/ |
1411 |
|
|
if (!tmp) return NULL; |
1412 |
|
|
|
1413 |
|
|
if (QUERY_FLAG(tmp,FLAG_APPLIED)) { |
1414 |
|
|
if(tmp->type!=WEAPON) { |
1415 |
|
|
new_draw_info_format(NDI_UNIQUE, 0,op, |
1416 |
|
|
"You can't throw %s.",query_name(tmp)); |
1417 |
|
|
tmp = NULL; |
1418 |
|
|
} else if (QUERY_FLAG(tmp,FLAG_CURSED)||QUERY_FLAG(tmp,FLAG_DAMNED)) { |
1419 |
|
|
new_draw_info_format(NDI_UNIQUE, 0,op, |
1420 |
|
|
"The %s sticks to your hand!",query_name(tmp)); |
1421 |
|
|
tmp = NULL; |
1422 |
|
|
} else { |
1423 |
|
|
if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) { |
1424 |
|
|
LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); |
1425 |
|
|
tmp = NULL; |
1426 |
|
|
} |
1427 |
|
|
} |
1428 |
|
|
} else if (QUERY_FLAG(tmp, FLAG_UNPAID)) { |
1429 |
|
|
new_draw_info_format(NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name(tmp)); |
1430 |
|
|
tmp = NULL; |
1431 |
|
|
} |
1432 |
|
|
|
1433 |
|
|
if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED)) { |
1434 |
|
|
LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); |
1435 |
|
|
tmp=NULL; |
1436 |
|
|
} |
1437 |
|
|
return tmp; |
1438 |
|
|
} |
1439 |
|
|
|
1440 |
|
|
/* make_throw_ob() We construct the 'carrier' object in |
1441 |
|
|
* which we will insert the object that is being thrown. |
1442 |
|
|
* This combination becomes the 'thrown object'. -b.t. |
1443 |
|
|
*/ |
1444 |
|
|
|
1445 |
|
|
static object *make_throw_ob (object *orig) { |
1446 |
|
|
object *toss_item; |
1447 |
|
|
|
1448 |
|
|
if(!orig) return NULL; |
1449 |
|
|
|
1450 |
|
|
toss_item=get_object(); |
1451 |
|
|
if (QUERY_FLAG (orig, FLAG_APPLIED)) { |
1452 |
|
|
LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); |
1453 |
|
|
/* insufficient workaround, but better than nothing */ |
1454 |
|
|
CLEAR_FLAG (orig, FLAG_APPLIED); |
1455 |
|
|
} |
1456 |
|
|
copy_object(orig,toss_item); |
1457 |
|
|
toss_item->type = THROWN_OBJ; |
1458 |
|
|
CLEAR_FLAG(toss_item,FLAG_CHANGING); |
1459 |
|
|
toss_item->stats.dam = 0; /* default damage */ |
1460 |
|
|
insert_ob_in_ob(orig,toss_item); |
1461 |
|
|
return toss_item; |
1462 |
|
|
} |
1463 |
|
|
|
1464 |
|
|
|
1465 |
|
|
/* do_throw() - op throws any object toss_item. This code |
1466 |
|
|
* was borrowed from fire_bow. |
1467 |
|
|
* Returns 1 if skill was successfully used, 0 if not |
1468 |
|
|
*/ |
1469 |
|
|
|
1470 |
|
|
static int do_throw(object *op, object *part, object *toss_item, int dir, object *skill) { |
1471 |
|
|
object *throw_ob=toss_item, *left=NULL; |
1472 |
|
|
tag_t left_tag; |
1473 |
|
|
int eff_str = 0,maxc,str=op->stats.Str,dam=0; |
1474 |
|
|
int pause_f,weight_f=0, mflags; |
1475 |
|
|
float str_factor=1.0,load_factor=1.0,item_factor=1.0; |
1476 |
|
|
mapstruct *m; |
1477 |
|
|
sint16 sx, sy; |
1478 |
|
|
tag_t tag; |
1479 |
|
|
|
1480 |
|
|
if(throw_ob==NULL) { |
1481 |
|
|
if(op->type==PLAYER) { |
1482 |
|
|
new_draw_info(NDI_UNIQUE, 0,op,"You have nothing to throw."); |
1483 |
|
|
} |
1484 |
|
|
return 0; |
1485 |
|
|
} |
1486 |
|
|
if (QUERY_FLAG(throw_ob, FLAG_STARTEQUIP)) { |
1487 |
|
|
if (op->type==PLAYER) { |
1488 |
|
|
new_draw_info(NDI_UNIQUE, 0, op, "The gods won't let you throw that."); |
1489 |
|
|
} |
1490 |
|
|
return 0; |
1491 |
|
|
} |
1492 |
|
|
|
1493 |
|
|
/* Because throwing effectiveness must be reduced by the |
1494 |
|
|
* encumbrance of the thrower and weight of the object. THus, |
1495 |
|
|
* we use the concept of 'effective strength' as defined below. |
1496 |
|
|
*/ |
1497 |
|
|
|
1498 |
|
|
/* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */ |
1499 |
|
|
if(str>MAX_STAT) { |
1500 |
|
|
str_factor = (float) str /(float) MAX_STAT; str = MAX_STAT; |
1501 |
|
|
} |
1502 |
|
|
|
1503 |
|
|
/* the more we carry, the less we can throw. Limit only on players */ |
1504 |
|
|
maxc=max_carry[str]*1000; |
1505 |
|
|
if(op->carrying>maxc&&op->type==PLAYER) |
1506 |
|
|
load_factor = (float)maxc/(float) op->carrying; |
1507 |
|
|
|
1508 |
|
|
/* lighter items are thrown harder, farther, faster */ |
1509 |
|
|
if(throw_ob->weight>0) |
1510 |
|
|
item_factor = (float) maxc/(float) (3.0 * throw_ob->weight); |
1511 |
|
|
else { /* 0 or negative weight?!? Odd object, can't throw it */ |
1512 |
|
|
new_draw_info_format(NDI_UNIQUE, 0,op,"You can't throw %s.\n", |
1513 |
|
|
query_name(throw_ob)); |
1514 |
|
|
return 0; |
1515 |
|
|
} |
1516 |
|
|
|
1517 |
|
|
eff_str = str * (load_factor<1.0?load_factor:1.0); |
1518 |
|
|
eff_str = (float) eff_str * item_factor * str_factor; |
1519 |
|
|
|
1520 |
|
|
/* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to |
1521 |
|
|
* account for super-strong throwers. */ |
1522 |
|
|
if(eff_str>MAX_STAT) eff_str=MAX_STAT; |
1523 |
|
|
|
1524 |
|
|
#ifdef DEBUG_THROW |
1525 |
|
|
LOG(llevDebug,"%s carries %d, eff_str=%d\n",op->name,op->carrying,eff_str); |
1526 |
|
|
LOG(llevDebug," max_c=%d, item_f=%f, load_f=%f, str=%d\n",maxc, |
1527 |
|
|
item_factor,load_factor,op->stats.Str); |
1528 |
|
|
LOG(llevDebug," str_factor=%f\n",str_factor); |
1529 |
|
|
LOG(llevDebug," item %s weight= %d\n",throw_ob->name,throw_ob->weight); |
1530 |
|
|
#endif |
1531 |
|
|
|
1532 |
|
|
/* 3 things here prevent a throw, you aimed at your feet, you |
1533 |
|
|
* have no effective throwing strength, or you threw at something |
1534 |
|
|
* that flying objects can't get through. |
1535 |
|
|
*/ |
1536 |
|
|
mflags = get_map_flags(part->map,&m, part->x+freearr_x[dir],part->y+freearr_y[dir],&sx,&sy); |
1537 |
|
|
|
1538 |
|
|
if(!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || |
1539 |
|
|
(GET_MAP_MOVE_BLOCK(m, sx, sy) & MOVE_FLY_LOW)) { |
1540 |
|
|
|
1541 |
|
|
/* bounces off 'wall', and drops to feet */ |
1542 |
|
|
remove_ob(throw_ob); |
1543 |
|
|
throw_ob->x = part->x; throw_ob->y = part->y; |
1544 |
|
|
insert_ob_in_map(throw_ob,part->map,op,0); |
1545 |
|
|
if(op->type==PLAYER) { |
1546 |
|
|
if(eff_str<=1) { |
1547 |
|
|
new_draw_info_format(NDI_UNIQUE, 0,op, |
1548 |
|
|
"Your load is so heavy you drop %s to the ground.", |
1549 |
|
|
query_name(throw_ob)); |
1550 |
|
|
} |
1551 |
|
|
else if(!dir) { |
1552 |
|
|
new_draw_info_format(NDI_UNIQUE, 0,op,"You throw %s at the ground.", |
1553 |
|
|
query_name(throw_ob)); |
1554 |
|
|
} |
1555 |
|
|
else |
1556 |
|
|
new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); |
1557 |
|
|
} |
1558 |
|
|
return 0; |
1559 |
|
|
} /* if object can't be thrown */ |
1560 |
|
|
|
1561 |
|
|
left = throw_ob; /* these are throwing objects left to the player */ |
1562 |
|
|
left_tag = left->count; |
1563 |
|
|
|
1564 |
|
|
/* sometimes get_split_ob can't split an object (because op->nrof==0?) |
1565 |
|
|
* and returns NULL. We must use 'left' then |
1566 |
|
|
*/ |
1567 |
|
|
|
1568 |
|
|
if((throw_ob = get_split_ob(throw_ob, 1))==NULL) { |
1569 |
|
|
throw_ob = left; |
1570 |
|
|
remove_ob(left); |
1571 |
|
|
if (op->type==PLAYER) |
1572 |
|
|
esrv_del_item(op->contr, left->count); |
1573 |
|
|
} |
1574 |
|
|
else if (op->type==PLAYER) { |
1575 |
|
|
if (was_destroyed (left, left_tag)) |
1576 |
|
|
esrv_del_item(op->contr, left_tag); |
1577 |
|
|
else |
1578 |
|
|
esrv_update_item(UPD_NROF, op, left); |
1579 |
|
|
} |
1580 |
|
|
|
1581 |
|
|
/* special case: throwing powdery substances like dust, dirt */ |
1582 |
|
|
if(throw_ob->type == POTION && throw_ob->subtype == POT_DUST) { |
1583 |
|
|
cast_dust(op,throw_ob,dir); |
1584 |
|
|
return 1; |
1585 |
|
|
} |
1586 |
|
|
|
1587 |
|
|
/* Make a thrown object -- insert real object in a 'carrier' object. |
1588 |
|
|
* If unsuccessfull at making the "thrown_obj", we just reinsert |
1589 |
|
|
* the original object back into inventory and exit |
1590 |
|
|
*/ |
1591 |
|
|
if((toss_item = make_throw_ob(throw_ob))) { |
1592 |
|
|
throw_ob = toss_item; |
1593 |
|
|
if (throw_ob->skill) free_string(throw_ob->skill); |
1594 |
|
|
throw_ob->skill = add_string(skill->skill); |
1595 |
|
|
} |
1596 |
|
|
else { |
1597 |
|
|
insert_ob_in_ob(throw_ob,op); |
1598 |
|
|
return 0; |
1599 |
|
|
} |
1600 |
|
|
|
1601 |
|
|
set_owner(throw_ob,op); |
1602 |
|
|
/* At some point in the attack code, the actual real object (op->inv) |
1603 |
|
|
* becomes the hitter. As such, we need to make sure that has a proper |
1604 |
|
|
* owner value so exp goes to the right place. |
1605 |
|
|
*/ |
1606 |
|
|
set_owner(throw_ob->inv,op); |
1607 |
|
|
throw_ob->direction=dir; |
1608 |
|
|
throw_ob->x = part->x; |
1609 |
|
|
throw_ob->y = part->y; |
1610 |
|
|
|
1611 |
|
|
/* the damage bonus from the force of the throw */ |
1612 |
|
|
dam = str_factor * dam_bonus[eff_str]; |
1613 |
|
|
|
1614 |
|
|
/* Now, lets adjust the properties of the thrown_ob. */ |
1615 |
|
|
|
1616 |
|
|
/* how far to fly */ |
1617 |
|
|
throw_ob->last_sp = (eff_str*3)/5; |
1618 |
|
|
|
1619 |
|
|
/* speed */ |
1620 |
|
|
throw_ob->speed = (speed_bonus[eff_str]+1.0)/1.5; |
1621 |
|
|
throw_ob->speed = MIN(1.0,throw_ob->speed); /* no faster than an arrow! */ |
1622 |
|
|
|
1623 |
|
|
/* item damage. Eff_str and item weight influence damage done */ |
1624 |
|
|
weight_f = (throw_ob->weight/2000)>MAX_STAT?MAX_STAT:(throw_ob->weight/2000); |
1625 |
|
|
throw_ob->stats.dam += (dam/3) + dam_bonus[weight_f] |
1626 |
|
|
+ (throw_ob->weight/15000) - 2; |
1627 |
|
|
|
1628 |
|
|
/* chance of breaking. Proportional to force used and weight of item */ |
1629 |
|
|
throw_ob->stats.food = (dam/2) + (throw_ob->weight/60000); |
1630 |
|
|
|
1631 |
|
|
/* replace 25 with a call to clone.arch wc? messes up w/ NPC */ |
1632 |
|
|
throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] |
1633 |
|
|
- thaco_bonus[eff_str] - skill->level; |
1634 |
|
|
|
1635 |
|
|
|
1636 |
|
|
/* the properties of objects which are meant to be thrown (ie dart, |
1637 |
|
|
* throwing knife, etc) will differ from ordinary items. Lets tailor |
1638 |
|
|
* this stuff in here. |
1639 |
|
|
*/ |
1640 |
|
|
|
1641 |
|
|
if(QUERY_FLAG(throw_ob->inv,FLAG_IS_THROWN)) { |
1642 |
|
|
throw_ob->last_sp += eff_str/3; /* fly a little further */ |
1643 |
|
|
throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; |
1644 |
|
|
throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; |
1645 |
|
|
/* only throw objects get directional faces */ |
1646 |
|
|
if(GET_ANIM_ID(throw_ob) && NUM_ANIMATIONS(throw_ob)) |
1647 |
|
|
SET_ANIMATION(throw_ob, dir); |
1648 |
|
|
} else { |
1649 |
|
|
/* some materials will adjust properties.. */ |
1650 |
|
|
if(throw_ob->material&M_LEATHER) { |
1651 |
|
|
throw_ob->stats.dam -= 1; |
1652 |
|
|
throw_ob->stats.food -= 10; |
1653 |
|
|
} |
1654 |
|
|
if(throw_ob->material&M_GLASS) throw_ob->stats.food += 60; |
1655 |
|
|
|
1656 |
|
|
if(throw_ob->material&M_ORGANIC) { |
1657 |
|
|
throw_ob->stats.dam -= 3; |
1658 |
|
|
throw_ob->stats.food += 55; |
1659 |
|
|
} |
1660 |
|
|
if(throw_ob->material&M_PAPER||throw_ob->material&M_CLOTH) { |
1661 |
|
|
throw_ob->stats.dam -= 5; throw_ob->speed *= 0.8; |
1662 |
|
|
throw_ob->stats.wc += 3; throw_ob->stats.food -= 30; |
1663 |
|
|
} |
1664 |
|
|
/* light obj have more wind resistance, fly slower*/ |
1665 |
|
|
if(throw_ob->weight>500) throw_ob->speed *= 0.8; |
1666 |
|
|
if(throw_ob->weight>50) throw_ob->speed *= 0.5; |
1667 |
|
|
|
1668 |
|
|
} /* else tailor thrown object */ |
1669 |
|
|
|
1670 |
|
|
/* some limits, and safeties (needed?) */ |
1671 |
|
|
if(throw_ob->stats.dam<0) throw_ob->stats.dam=0; |
1672 |
|
|
if(throw_ob->last_sp>eff_str) throw_ob->last_sp=eff_str; |
1673 |
|
|
if(throw_ob->stats.food<0) throw_ob->stats.food=0; |
1674 |
|
|
if(throw_ob->stats.food>100) throw_ob->stats.food=100; |
1675 |
|
|
if(throw_ob->stats.wc>30) throw_ob->stats.wc=30; |
1676 |
|
|
|
1677 |
|
|
/* how long to pause the thrower. Higher values mean less pause */ |
1678 |
|
|
pause_f = ((2*eff_str)/3)+20+skill->level; |
1679 |
|
|
|
1680 |
|
|
/* Put a lower limit on this */ |
1681 |
|
|
if (pause_f < 10) pause_f=10; |
1682 |
|
|
if (pause_f > 100) pause_f=100; |
1683 |
|
|
|
1684 |
|
|
/* Changed in 0.94.2 - the calculation before was really goofy. |
1685 |
|
|
* In short summary, a throw can take anywhere between speed 5 and |
1686 |
|
|
* speed 0.5 |
1687 |
|
|
*/ |
1688 |
|
|
op->speed_left -= 50 / pause_f; |
1689 |
|
|
|
1690 |
|
|
update_ob_speed(throw_ob); |
1691 |
|
|
throw_ob->speed_left = 0; |
1692 |
|
|
throw_ob->map = part->map; |
1693 |
|
|
|
1694 |
|
|
throw_ob->move_type = MOVE_FLY_LOW; |
1695 |
|
|
throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1696 |
|
|
|
1697 |
|
|
#if 0 |
1698 |
|
|
/* need to put in a good sound for this */ |
1699 |
|
|
play_sound_map(op->map, op->x, op->y, SOUND_THROW_OBJ); |
1700 |
|
|
#endif |
1701 |
|
|
/* Lauwenmark - Now we can call the associated script_throw event (if any) */ |
1702 |
|
|
execute_event(throw_ob, EVENT_THROW,op,NULL,NULL,SCRIPT_FIX_ACTIVATOR); |
1703 |
|
|
#ifdef DEBUG_THROW |
1704 |
|
|
LOG(llevDebug," pause_f=%d \n",pause_f); |
1705 |
|
|
LOG(llevDebug," %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n", |
1706 |
|
|
throw_ob->name,throw_ob->stats.wc,throw_ob->stats.dam, |
1707 |
|
|
throw_ob->last_sp,throw_ob->speed,throw_ob->stats.food); |
1708 |
|
|
LOG(llevDebug,"inserting tossitem (%d) into map\n",throw_ob->count); |
1709 |
|
|
#endif |
1710 |
|
|
tag = throw_ob->count; |
1711 |
|
|
insert_ob_in_map(throw_ob,part->map,op,0); |
1712 |
|
|
if (!was_destroyed (throw_ob, tag)) |
1713 |
|
|
move_arrow(throw_ob); |
1714 |
|
|
return 1; |
1715 |
|
|
} |
1716 |
|
|
|
1717 |
|
|
int skill_throw (object *op, object *part, int dir, const char *params, object *skill) { |
1718 |
|
|
object *throw_ob; |
1719 |
|
|
|
1720 |
|
|
if(op->type==PLAYER) |
1721 |
|
|
throw_ob = find_throw_ob(op,params); |
1722 |
|
|
else |
1723 |
|
|
throw_ob = find_mon_throw_ob(op); |
1724 |
|
|
|
1725 |
|
|
return do_throw(op,part, throw_ob,dir, skill); |
1726 |
|
|
} |