ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/skills.C
(Generate patch)

Comparing deliantra/server/server/skills.C (file contents):
Revision 1.52 by root, Wed Apr 23 21:20:29 2008 UTC vs.
Revision 1.64 by root, Tue May 5 04:51:56 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
41 /* Only prohibit stealing if the player does not have a free 41 /* Only prohibit stealing if the player does not have a free
42 * hand available and in fact does have hands. 42 * hand available and in fact does have hands.
43 */ 43 */
44 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info) 44 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info)
45 { 45 {
46 new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!"); 46 new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with! "
47 "H<Try to unapply weapons or things you hold in your hands, use the C<body> command.>");
47 return -1; 48 return -1;
48 } 49 }
49 50
50 /* ADJUSTMENTS */ 51 /* ADJUSTMENTS */
51 52
64 * it quite a bit harder to steal. 65 * it quite a bit harder to steal.
65 */ 66 */
66 for (equip = op->inv; equip; equip = equip->below) 67 for (equip = op->inv; equip; equip = equip->below)
67 { 68 {
68 if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED)) 69 if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED))
69 {
70 roll -= equip->weight / 10000; 70 roll -= equip->weight / 10000;
71 } 71
72 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED)) 72 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED))
73 roll -= equip->weight / 5000; 73 roll -= equip->weight / 5000;
74
74 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) 75 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED))
75 {
76 roll -= equip->weight / 2000; 76 roll -= equip->weight / 2000;
77 } 77
78 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED)) 78 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED))
79 roll -= equip->weight / 5000; 79 roll -= equip->weight / 5000;
80
80 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED)) 81 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED))
81 roll -= equip->weight / 100; 82 roll -= equip->weight / 100;
82 } 83 }
84
83 if (roll < 0) 85 if (roll < 0)
84 roll = 0; 86 roll = 0;
87
85 return roll; 88 return roll;
86} 89}
87 90
88/* 91/*
89 * When stealing: dependent on the intelligence/wisdom of whom you're 92 * When stealing: dependent on the intelligence/wisdom of whom you're
99{ 102{
100 object *success = NULL, *tmp = NULL, *next; 103 object *success = NULL, *tmp = NULL, *next;
101 int roll = 0, chance = 0, stats_value; 104 int roll = 0, chance = 0, stats_value;
102 rv_vector rv; 105 rv_vector rv;
103 106
104 stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2; 107 stats_value = (who->stats.Dex + who->stats.Int) * 3 / 2;
105 108
106 /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them) 109 /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them)
107 * they will try to prevent stealing if they can. Only unseen theives will 110 * they will try to prevent stealing if they can. Only unseen theives will
108 * have much chance of success. 111 * have much chance of success.
109 */ 112 */
110 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL)) 113 if (!op->is_player () && op->flag [FLAG_NO_STEAL])
111 { 114 {
112 if (can_detect_enemy (op, who, &rv)) 115 if (can_detect_enemy (op, who, &rv))
113 { 116 {
114 npc_call_help (op); 117 npc_call_help (op);
115 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 118 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
116 new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); 119 new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!");
117 return 0; 120 return 0;
118 } 121 }
119 else /* help npc to detect thief next time by raising its wisdom */ 122 else /* help npc to detect thief next time by raising its wisdom */
120 op->stats.Wis += (op->stats.Int / 5) + 1; 123 op->stats.Wis += (op->stats.Int / 5) + 1;
124
121 if (op->stats.Wis > MAX_STAT) 125 if (op->stats.Wis > MAX_STAT)
122 op->stats.Wis = MAX_STAT; 126 op->stats.Wis = MAX_STAT;
123 } 127 }
124 128
125 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ)) 129 if (op->is_player () && op->flag [FLAG_WIZ])
126 { 130 {
127 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n"); 131 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n");
128 return 0; 132 return 0;
129 } 133 }
130 134
131 // only allow stealing between hostile players (TODO: probably should change) 135 // only allow stealing between hostile players (TODO: probably should change)
132 if (op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful)) 136 if (op->is_player () && who->is_player () && (who->contr->peaceful || op->contr->peaceful))
133 { 137 {
134 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); 138 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
135 return 0; 139 return 0;
136 } 140 }
137 141
198 202
199 if ((roll >= skill->level) || !chance 203 if ((roll >= skill->level) || !chance
200 || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW))))) 204 || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW)))))
201 { 205 {
202 /* victim figures out where the thief is! */ 206 /* victim figures out where the thief is! */
203 if (who->hide) 207 if (who->flag [FLAG_HIDDEN])
204 make_visible (who); 208 make_visible (who);
205 209
206 if (op->type != PLAYER) 210 if (op->type != PLAYER)
207 { 211 {
208 /* The unaggressives look after themselves 8) */ 212 /* The unaggressives look after themselves 8) */
426 op->invisible += 100; /* set the level of 'hiddeness' */ 430 op->invisible += 100; /* set the level of 'hiddeness' */
427 431
428 if (op->type == PLAYER) 432 if (op->type == PLAYER)
429 op->contr->tmp_invis = 1; 433 op->contr->tmp_invis = 1;
430 434
431 op->hide = 1; 435 op->flag [FLAG_HIDDEN] = 1;
432 return 1; 436 return 1;
433 } 437 }
434 438
435 return 0; 439 return 0;
436} 440}
445 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 449 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
446 { 450 {
447 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!"); 451 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
448 return 0; 452 return 0;
449 } 453 }
450 else if (!op->hide && op->invisible > 0 && op->type == PLAYER) 454 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER)
451 { 455 {
452 new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!"); 456 new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!");
453 make_visible (op); 457 make_visible (op);
454 } 458 }
455 459
477static void 481static void
478stop_jump (object *pl, int dist, int spaces) 482stop_jump (object *pl, int dist, int spaces)
479{ 483{
480 pl->update_stats (); 484 pl->update_stats ();
481 pl->map->insert (pl, pl->x, pl->y, pl); 485 pl->map->insert (pl, pl->x, pl->y, pl);
486 pl->speed_left -= fabs (pl->speed * 8);
482} 487}
483 488
484static int 489static int
485attempt_jump (object *pl, int dir, int spaces, object *skill) 490attempt_jump (object *pl, int dir, int spaces, object *skill)
486{ 491{
487 object *tmp; 492 object *tmp;
488 int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags; 493 int i, dx = freearr_x[dir], dy = freearr_y[dir], mflags;
489 sint16 x, y; 494 sint16 x, y;
490 maptile *m; 495 maptile *m;
491 496
492 /* Jump loop. Go through spaces object wants to jump. Halt the 497 /* Jump loop. Go through spaces object wants to jump. Halt the
493 * jump if a wall or creature is in the way. We set FLAG_FLYING 498 * jump if a wall or creature is in the way. We set FLAG_FLYING
494 * temporarily to allow player to aviod exits/archs that are not 499 * temporarily to allow player to aviod exits/archs that are not
495 * fly_on, fly_off. This will also prevent pickup of objects 500 * fly_on, fly_off. This will also prevent pickup of objects
496 * while jumping over them. 501 * while jumping over them.
497 */ 502 */
498 pl->remove (); 503 pl->remove ();
499
500 /*
501 * I don't think this is actually needed - all the movement
502 * code is handled in this function, and I don't see anyplace
503 * that cares about the move_type being flying.
504 */
505 pl->move_type |= MOVE_FLY_LOW; 504 pl->move_type |= MOVE_FLY_LOW;
506 505
507 for (i = 0; i <= spaces; i++) 506 for (i = 0; i <= spaces; i++)
508 { 507 {
509 x = pl->x + dx; 508 x = pl->x + dx;
516 { 515 {
517 stop_jump (pl, i, spaces); 516 stop_jump (pl, i, spaces);
518 return 0; 517 return 0;
519 } 518 }
520 519
520 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
521 {
522 /* Jump into creature */
523 if (QUERY_FLAG (tmp, FLAG_MONSTER)
524 || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
525 {
526 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
527
528 stop_jump (pl, i, spaces);
529
530 int exp = 0;
531
532 if (tmp->type != PLAYER
533 || (pl->type == PLAYER && !pl->contr->party)
534 || (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
535 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
536
537 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
538 }
539 }
540
521 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y))) 541 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
522 { 542 {
523 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); 543 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
524 stop_jump (pl, i, spaces); 544 stop_jump (pl, i, spaces);
525 return 0; 545 return 0;
526 } 546 }
527 547
528 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
529 {
530 /* Jump into creature */
531 if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
532 {
533 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
534
535 stop_jump (pl, i, spaces);
536
537 if (tmp->type != PLAYER ||
538 (pl->type == PLAYER && pl->contr->party == NULL) ||
539 (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
540 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
541
542 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
543 }
544
545 /* If the space has fly on set (no matter what the space is),
546 * we should get the effects - after all, the player is
547 * effectively flying.
548 */
549 if (tmp->move_on & MOVE_FLY_LOW)
550 {
551 pl->x = x;
552 pl->y = y;
553 pl->map = m;
554 stop_jump (pl, i, spaces);
555 return calc_skill_exp (pl, NULL, skill);
556 }
557 }
558
559 pl->x = x; 548 pl->x = x;
560 pl->y = y; 549 pl->y = y;
561 pl->map = m; 550 pl->map = m;
551
552 if (m->at (x, y).move_on & pl->move_type)
553 {
554 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is stopped.");
555 stop_jump (pl, i, spaces);
556 return 0;
557 }
562 } 558 }
563 559
564 stop_jump (pl, i, spaces); 560 stop_jump (pl, i, spaces);
565 561
566 return calc_skill_exp (pl, NULL, skill); 562 return calc_skill_exp (pl, NULL, skill);
880 /* Ok, got a 'sucker' lets try to make them a follower */ 876 /* Ok, got a 'sucker' lets try to make them a follower */
881 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1)) 877 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
882 { 878 {
883 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); 879 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
884 880
881 INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl));
885 tmp->set_owner (pl); 882 tmp->set_owner (pl);
886 tmp->skill = skill->skill; 883 tmp->skill = skill->skill;
887 tmp->stats.exp = 0; 884 tmp->stats.exp = 0;
888 tmp->attack_movement = PETMOVE; 885 tmp->attack_movement = PETMOVE;
889 886
1218 * ordinary inscribable 'books' (anything that is not a SPELL). b.t. 1215 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1219 */ 1216 */
1220static int 1217static int
1221write_note (object *pl, object *item, const char *msg, object *skill) 1218write_note (object *pl, object *item, const char *msg, object *skill)
1222{ 1219{
1223
1224 if (strstr (msg, "\nendmsg")) 1220 if (strstr (msg, "\nendmsg"))
1225 { 1221 {
1226 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?"); 1222 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1227 return 0; 1223 return 0;
1228 } 1224 }
1401 object *item = find_marked_object (pl); 1397 object *item = find_marked_object (pl);
1402 1398
1403 /* find an item of correct type to write on */ 1399 /* find an item of correct type to write on */
1404 if (!item) 1400 if (!item)
1405 { 1401 {
1406 new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on. H<Use the mark command or the popup menu to makr an item.>"); 1402 new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on. H<Use the mark command or the popup menu to make an item.>");
1407 return 0; 1403 return 0;
1408 } 1404 }
1409 1405
1410 if (item->type != INSCRIBABLE) 1406 if (item->type != INSCRIBABLE)
1411 { 1407 {
1484 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1480 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1485 { 1481 {
1486 /* can't toss invisible or inv-locked items */ 1482 /* can't toss invisible or inv-locked items */
1487 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1483 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1488 continue; 1484 continue;
1489 if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request)) 1485 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1490 break; 1486 break;
1491 } 1487 }
1492 } 1488 }
1493 1489
1494 /* this should prevent us from throwing away 1490 /* this should prevent us from throwing away
1725 { 1721 {
1726 throw_ob->last_sp += eff_str / 3; /* fly a little further */ 1722 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1727 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; 1723 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1728 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; 1724 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1729 /* only throw objects get directional faces */ 1725 /* only throw objects get directional faces */
1730 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) 1726 if (throw_ob->has_anim () && throw_ob->anim_frames ())
1731 SET_ANIMATION (throw_ob, dir); 1727 throw_ob->set_anim_frame (dir);
1732 } 1728 }
1733 else 1729 else
1734 { 1730 {
1735 uint16 mat = throw_ob->materials; 1731 uint16 mat = throw_ob->materials;
1736 1732

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines