1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 | * Crossfire TRT is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #include <object.h> |
26 | #include <object.h> |
26 | #include <sproto.h> |
27 | #include <sproto.h> |
… | |
… | |
41 | /* Only prohibit stealing if the player does not have a free |
42 | /* Only prohibit stealing if the player does not have a free |
42 | * hand available and in fact does have hands. |
43 | * hand available and in fact does have hands. |
43 | */ |
44 | */ |
44 | if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info) |
45 | if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info) |
45 | { |
46 | { |
46 | new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!"); |
47 | new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with! " |
|
|
48 | "H<Try to unapply weapons or things you hold in your hands, use the C<body> command.>"); |
47 | return -1; |
49 | return -1; |
48 | } |
50 | } |
49 | |
51 | |
50 | /* ADJUSTMENTS */ |
52 | /* ADJUSTMENTS */ |
51 | |
53 | |
… | |
… | |
64 | * it quite a bit harder to steal. |
66 | * it quite a bit harder to steal. |
65 | */ |
67 | */ |
66 | for (equip = op->inv; equip; equip = equip->below) |
68 | for (equip = op->inv; equip; equip = equip->below) |
67 | { |
69 | { |
68 | if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED)) |
70 | if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED)) |
69 | { |
|
|
70 | roll -= equip->weight / 10000; |
71 | roll -= equip->weight / 10000; |
71 | } |
72 | |
72 | if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED)) |
73 | if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED)) |
73 | roll -= equip->weight / 5000; |
74 | roll -= equip->weight / 5000; |
|
|
75 | |
74 | if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) |
76 | if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) |
75 | { |
|
|
76 | roll -= equip->weight / 2000; |
77 | roll -= equip->weight / 2000; |
77 | } |
78 | |
78 | if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED)) |
79 | if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED)) |
79 | roll -= equip->weight / 5000; |
80 | roll -= equip->weight / 5000; |
|
|
81 | |
80 | if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED)) |
82 | if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED)) |
81 | roll -= equip->weight / 100; |
83 | roll -= equip->weight / 100; |
82 | } |
84 | } |
|
|
85 | |
83 | if (roll < 0) |
86 | if (roll < 0) |
84 | roll = 0; |
87 | roll = 0; |
|
|
88 | |
85 | return roll; |
89 | return roll; |
86 | } |
90 | } |
87 | |
91 | |
88 | /* |
92 | /* |
89 | * When stealing: dependent on the intelligence/wisdom of whom you're |
93 | * When stealing: dependent on the intelligence/wisdom of whom you're |
… | |
… | |
99 | { |
103 | { |
100 | object *success = NULL, *tmp = NULL, *next; |
104 | object *success = NULL, *tmp = NULL, *next; |
101 | int roll = 0, chance = 0, stats_value; |
105 | int roll = 0, chance = 0, stats_value; |
102 | rv_vector rv; |
106 | rv_vector rv; |
103 | |
107 | |
104 | stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2; |
108 | stats_value = (who->stats.Dex + who->stats.Int) * 3 / 2; |
105 | |
109 | |
106 | /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them) |
110 | /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them) |
107 | * they will try to prevent stealing if they can. Only unseen theives will |
111 | * they will try to prevent stealing if they can. Only unseen theives will |
108 | * have much chance of success. |
112 | * have much chance of success. |
109 | */ |
113 | */ |
110 | if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL)) |
114 | if (!op->is_player () && op->flag [FLAG_NO_STEAL]) |
111 | { |
115 | { |
112 | if (can_detect_enemy (op, who, &rv)) |
116 | if (can_detect_enemy (op, who, &rv)) |
113 | { |
117 | { |
114 | npc_call_help (op); |
118 | npc_call_help (op); |
115 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
119 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
116 | new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); |
120 | new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); |
117 | return 0; |
121 | return 0; |
118 | } |
122 | } |
119 | else /* help npc to detect thief next time by raising its wisdom */ |
123 | else /* help npc to detect thief next time by raising its wisdom */ |
120 | op->stats.Wis += (op->stats.Int / 5) + 1; |
124 | op->stats.Wis += (op->stats.Int / 5) + 1; |
|
|
125 | |
121 | if (op->stats.Wis > MAX_STAT) |
126 | if (op->stats.Wis > MAX_STAT) |
122 | op->stats.Wis = MAX_STAT; |
127 | op->stats.Wis = MAX_STAT; |
123 | } |
128 | } |
124 | |
129 | |
125 | if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ)) |
130 | if (op->is_player () && op->flag [FLAG_WIZ]) |
126 | { |
131 | { |
127 | new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n"); |
132 | new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n"); |
128 | return 0; |
133 | return 0; |
129 | } |
134 | } |
130 | |
135 | |
131 | // only allow stealing between hostile players (TODO: probably should change) |
136 | // only allow stealing between hostile players (TODO: probably should change) |
132 | if (op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful)) |
137 | if (op->is_player () && who->is_player () && (who->contr->peaceful || op->contr->peaceful)) |
133 | { |
138 | { |
134 | new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); |
139 | new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); |
135 | return 0; |
140 | return 0; |
136 | } |
141 | } |
137 | |
142 | |
138 | /* Ok then, go thru their inventory, stealing */ |
143 | /* Ok then, go through their inventory, stealing */ |
139 | for (tmp = op->inv; tmp; tmp = next) |
144 | for (tmp = op->inv; tmp; tmp = next) |
140 | { |
145 | { |
141 | next = tmp->below; |
146 | next = tmp->below; |
142 | |
147 | |
143 | /* you can't steal worn items, starting items, wiz stuff, |
148 | /* you can't steal worn items, starting items, wiz stuff, |
… | |
… | |
177 | if (tmp->destroyed () || tmp->env != op) |
182 | if (tmp->destroyed () || tmp->env != op) |
178 | { |
183 | { |
179 | /* for players, play_sound: steals item */ |
184 | /* for players, play_sound: steals item */ |
180 | success = tmp; |
185 | success = tmp; |
181 | CLEAR_FLAG (tmp, FLAG_INV_LOCKED); |
186 | CLEAR_FLAG (tmp, FLAG_INV_LOCKED); |
182 | |
|
|
183 | /* Don't delete it from target player until we know |
|
|
184 | * the thief has picked it up. can't just look at tmp->count, |
|
|
185 | * as it's possible that it got merged when picked up. |
|
|
186 | */ |
|
|
187 | if (op->type == PLAYER) |
|
|
188 | esrv_del_item (op->contr, tmp->count); |
|
|
189 | } |
187 | } |
|
|
188 | |
190 | break; |
189 | break; |
191 | } |
190 | } |
192 | } /* for loop looking for an item */ |
191 | } /* for loop looking for an item */ |
193 | |
192 | |
194 | if (!tmp) |
193 | if (!tmp) |
… | |
… | |
203 | */ |
202 | */ |
204 | |
203 | |
205 | if ((roll >= skill->level) || !chance |
204 | if ((roll >= skill->level) || !chance |
206 | || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW))))) |
205 | || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW))))) |
207 | { |
206 | { |
208 | |
|
|
209 | /* victim figures out where the thief is! */ |
207 | /* victim figures out where the thief is! */ |
210 | if (who->hide) |
208 | if (who->flag [FLAG_HIDDEN]) |
211 | make_visible (who); |
209 | make_visible (who); |
212 | |
210 | |
213 | if (op->type != PLAYER) |
211 | if (op->type != PLAYER) |
214 | { |
212 | { |
215 | /* The unaggressives look after themselves 8) */ |
213 | /* The unaggressives look after themselves 8) */ |
216 | if (who->type == PLAYER) |
214 | if (who->type == PLAYER) |
217 | { |
215 | { |
218 | npc_call_help (op); |
216 | npc_call_help (op); |
219 | new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op)); |
217 | new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op)); |
220 | } |
218 | } |
|
|
219 | |
221 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
220 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
222 | /* all remaining npc items are guarded now. Set flag NO_STEAL |
221 | /* all remaining npc items are guarded now. Set flag NO_STEAL |
223 | * on the victim. |
222 | * on the victim. |
224 | */ |
223 | */ |
225 | SET_FLAG (op, FLAG_NO_STEAL); |
224 | SET_FLAG (op, FLAG_NO_STEAL); |
… | |
… | |
228 | { /* stealing from another player */ |
227 | { /* stealing from another player */ |
229 | char buf[MAX_BUF]; |
228 | char buf[MAX_BUF]; |
230 | |
229 | |
231 | /* Notify the other player */ |
230 | /* Notify the other player */ |
232 | if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW)) |
231 | if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW)) |
233 | { |
|
|
234 | sprintf (buf, "Your %s is missing!", query_name (success)); |
232 | sprintf (buf, "Your %s is missing!", query_name (success)); |
235 | } |
|
|
236 | else |
233 | else |
237 | { |
|
|
238 | sprintf (buf, "Your pack feels strangely lighter."); |
234 | sprintf (buf, "Your pack feels strangely lighter."); |
239 | } |
235 | |
240 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
236 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
241 | if (!success) |
237 | if (!success) |
242 | { |
238 | { |
243 | if (who->invisible) |
239 | if (who->invisible) |
244 | { |
|
|
245 | sprintf (buf, "you feel itchy fingers getting at your pack."); |
240 | sprintf (buf, "you feel itchy fingers getting at your pack."); |
246 | } |
|
|
247 | else |
241 | else |
248 | { |
|
|
249 | sprintf (buf, "%s looks very shifty.", query_name (who)); |
242 | sprintf (buf, "%s looks very shifty.", query_name (who)); |
250 | } |
243 | |
251 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
244 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
252 | } |
245 | } |
253 | } /* else stealing from another player */ |
246 | } /* else stealing from another player */ |
254 | /* play_sound("stop! thief!"); kindofthing */ |
247 | /* play_sound("stop! thief!"); kindofthing */ |
255 | } /* if you weren't 100% successful */ |
248 | } /* if you weren't 100% successful */ |
|
|
249 | |
256 | return success ? 1 : 0; |
250 | return success ? 1 : 0; |
257 | } |
251 | } |
258 | |
252 | |
259 | int |
253 | int |
260 | steal (object *op, int dir, object *skill) |
254 | steal (object *op, int dir, object *skill) |
… | |
… | |
437 | op->invisible += 100; /* set the level of 'hiddeness' */ |
431 | op->invisible += 100; /* set the level of 'hiddeness' */ |
438 | |
432 | |
439 | if (op->type == PLAYER) |
433 | if (op->type == PLAYER) |
440 | op->contr->tmp_invis = 1; |
434 | op->contr->tmp_invis = 1; |
441 | |
435 | |
442 | op->hide = 1; |
436 | op->flag [FLAG_HIDDEN] = 1; |
443 | return 1; |
437 | return 1; |
444 | } |
438 | } |
445 | |
439 | |
446 | return 0; |
440 | return 0; |
447 | } |
441 | } |
… | |
… | |
456 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
450 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
457 | { |
451 | { |
458 | new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!"); |
452 | new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!"); |
459 | return 0; |
453 | return 0; |
460 | } |
454 | } |
461 | else if (!op->hide && op->invisible > 0 && op->type == PLAYER) |
455 | else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER) |
462 | { |
456 | { |
463 | new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!"); |
457 | new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!"); |
464 | make_visible (op); |
458 | make_visible (op); |
465 | } |
459 | } |
466 | |
460 | |
… | |
… | |
488 | static void |
482 | static void |
489 | stop_jump (object *pl, int dist, int spaces) |
483 | stop_jump (object *pl, int dist, int spaces) |
490 | { |
484 | { |
491 | pl->update_stats (); |
485 | pl->update_stats (); |
492 | pl->map->insert (pl, pl->x, pl->y, pl); |
486 | pl->map->insert (pl, pl->x, pl->y, pl); |
|
|
487 | pl->speed_left -= fabs (pl->speed * 8); |
493 | } |
488 | } |
494 | |
489 | |
495 | static int |
490 | static int |
496 | attempt_jump (object *pl, int dir, int spaces, object *skill) |
491 | attempt_jump (object *pl, int dir, int spaces, object *skill) |
497 | { |
492 | { |
498 | object *tmp; |
493 | object *tmp; |
499 | int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags; |
494 | int i, dx = freearr_x[dir], dy = freearr_y[dir], mflags; |
500 | sint16 x, y; |
495 | sint16 x, y; |
501 | maptile *m; |
496 | maptile *m; |
502 | |
497 | |
503 | /* Jump loop. Go through spaces opject wants to jump. Halt the |
498 | /* Jump loop. Go through spaces object wants to jump. Halt the |
504 | * jump if a wall or creature is in the way. We set FLAG_FLYING |
499 | * jump if a wall or creature is in the way. We set FLAG_FLYING |
505 | * temporarily to allow player to aviod exits/archs that are not |
500 | * temporarily to allow player to aviod exits/archs that are not |
506 | * fly_on, fly_off. This will also prevent pickup of objects |
501 | * fly_on, fly_off. This will also prevent pickup of objects |
507 | * while jumping over them. |
502 | * while jumping over them. |
508 | */ |
503 | */ |
509 | |
|
|
510 | pl->remove (); |
504 | pl->remove (); |
511 | |
|
|
512 | /* |
|
|
513 | * I don't think this is actually needed - all the movement |
|
|
514 | * code is handled in this function, and I don't see anyplace |
|
|
515 | * that cares about the move_type being flying. |
|
|
516 | */ |
|
|
517 | pl->move_type |= MOVE_FLY_LOW; |
505 | pl->move_type |= MOVE_FLY_LOW; |
518 | |
506 | |
519 | for (i = 0; i <= spaces; i++) |
507 | for (i = 0; i <= spaces; i++) |
520 | { |
508 | { |
521 | x = pl->x + dx; |
509 | x = pl->x + dx; |
… | |
… | |
524 | |
512 | |
525 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
513 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
526 | |
514 | |
527 | if (mflags & P_OUT_OF_MAP) |
515 | if (mflags & P_OUT_OF_MAP) |
528 | { |
516 | { |
529 | (void) stop_jump (pl, i, spaces); |
517 | stop_jump (pl, i, spaces); |
530 | return 0; |
518 | return 0; |
531 | } |
519 | } |
|
|
520 | |
|
|
521 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
|
|
522 | { |
|
|
523 | /* Jump into creature */ |
|
|
524 | if (QUERY_FLAG (tmp, FLAG_MONSTER) |
|
|
525 | || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden))) |
|
|
526 | { |
|
|
527 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name); |
|
|
528 | |
|
|
529 | stop_jump (pl, i, spaces); |
|
|
530 | |
|
|
531 | int exp = 0; |
|
|
532 | |
|
|
533 | if (tmp->type != PLAYER |
|
|
534 | || (pl->type == PLAYER && !pl->contr->party) |
|
|
535 | || (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party)) |
|
|
536 | exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */ |
|
|
537 | |
|
|
538 | return exp; /* note that calc_skill_exp() is already called by skill_attack() */ |
|
|
539 | } |
|
|
540 | } |
|
|
541 | |
532 | if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y))) |
542 | if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y))) |
533 | { |
543 | { |
534 | new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); |
544 | new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); |
535 | stop_jump (pl, i, spaces); |
545 | stop_jump (pl, i, spaces); |
536 | return 0; |
546 | return 0; |
537 | } |
547 | } |
538 | |
548 | |
539 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
|
|
540 | { |
|
|
541 | /* Jump into creature */ |
|
|
542 | if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden))) |
|
|
543 | { |
|
|
544 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name); |
|
|
545 | if (tmp->type != PLAYER || |
|
|
546 | (pl->type == PLAYER && pl->contr->party == NULL) || |
|
|
547 | (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party)) |
|
|
548 | exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */ |
|
|
549 | stop_jump (pl, i, spaces); |
|
|
550 | return exp; /* note that calc_skill_exp() is already called by skill_attack() */ |
|
|
551 | } |
|
|
552 | /* If the space has fly on set (no matter what the space is), |
|
|
553 | * we should get the effects - after all, the player is |
|
|
554 | * effectively flying. |
|
|
555 | */ |
|
|
556 | if (tmp->move_on & MOVE_FLY_LOW) |
|
|
557 | { |
|
|
558 | pl->x = x; |
|
|
559 | pl->y = y; |
|
|
560 | pl->map = m; |
|
|
561 | stop_jump (pl, i, spaces); |
|
|
562 | return calc_skill_exp (pl, NULL, skill); |
|
|
563 | } |
|
|
564 | } |
|
|
565 | pl->x = x; |
549 | pl->x = x; |
566 | pl->y = y; |
550 | pl->y = y; |
567 | pl->map = m; |
551 | pl->map = m; |
|
|
552 | |
|
|
553 | if (m->at (x, y).move_on & pl->move_type) |
|
|
554 | { |
|
|
555 | new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is stopped."); |
|
|
556 | stop_jump (pl, i, spaces); |
|
|
557 | return 0; |
|
|
558 | } |
568 | } |
559 | } |
|
|
560 | |
569 | stop_jump (pl, i, spaces); |
561 | stop_jump (pl, i, spaces); |
|
|
562 | |
570 | return calc_skill_exp (pl, NULL, skill); |
563 | return calc_skill_exp (pl, NULL, skill); |
571 | } |
564 | } |
572 | |
565 | |
573 | /* jump() - this is both a new type of movement for player/monsters and |
566 | /* jump() - this is both a new type of movement for player/monsters and |
574 | * an attack as well. |
567 | * an attack as well. |
575 | * Perhaps we should allow more spaces based on level, eg, level 50 |
568 | * Perhaps we should allow more spaces based on level, eg, level 50 |
576 | * jumper can jump several spaces? |
569 | * jumper can jump several spaces? |
577 | */ |
570 | */ |
578 | |
|
|
579 | int |
571 | int |
580 | jump (object *pl, int dir, object *skill) |
572 | jump (object *pl, int dir, object *skill) |
581 | { |
573 | { |
582 | int spaces = 0, stats; |
|
|
583 | int str = pl->stats.Str; |
574 | int str = pl->stats.Str; |
584 | int dex = pl->stats.Dex; |
575 | int dex = pl->stats.Dex; |
585 | |
576 | |
586 | dex = dex ? dex : 15; |
577 | dex = dex ? dex : 15; |
587 | str = str ? str : 10; |
578 | str = str ? str : 10; |
588 | |
579 | |
589 | stats = str * str * str * dex * skill->level; |
580 | int stats = str * str * str * dex * skill->level; |
|
|
581 | int spaces = min (3, skill->level, stats / (pl->carrying + 1)); |
590 | |
582 | |
591 | if (pl->carrying != 0) /* don't want div by zero !! */ |
|
|
592 | spaces = (int) (stats / pl->carrying); |
|
|
593 | else |
|
|
594 | spaces = 2; /* pl has no objects - gets the far jump */ |
|
|
595 | |
|
|
596 | if (spaces > 2) |
|
|
597 | spaces = 2; |
|
|
598 | else if (spaces == 0) |
583 | if (spaces == 0) |
599 | { |
584 | { |
600 | new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump."); |
585 | new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump."); |
601 | return 0; |
586 | return 0; |
602 | } |
587 | } |
|
|
588 | |
603 | return attempt_jump (pl, dir, spaces, skill); |
589 | return attempt_jump (pl, dir, spaces, skill); |
604 | } |
590 | } |
605 | |
|
|
606 | |
591 | |
607 | /* skill_ident() - this code is supposed to allow players to identify |
592 | /* skill_ident() - this code is supposed to allow players to identify |
608 | * classes of objects with the various "auto-ident" skills. Player must |
593 | * classes of objects with the various "auto-ident" skills. Player must |
609 | * have unidentified objects of the right type in order for the skill |
594 | * have unidentified objects of the right type in order for the skill |
610 | * to work. While multiple classes of objects may be identified, |
595 | * to work. While multiple classes of objects may be identified, |
611 | * this code is kind of yucky -- it would be nice to make it a bit |
596 | * this code is kind of yucky -- it would be nice to make it a bit |
612 | * more generalized. Right now, skill indices are embedded in this routine. |
597 | * more generalized. Right now, skill indices are embedded in this routine. |
613 | * Returns amount of experience gained (on successful ident). |
598 | * Returns amount of experience gained (on successful ident). |
614 | * - b.t. (thomas@astro.psu.edu) |
599 | * - b.t. (thomas@astro.psu.edu) |
615 | */ |
600 | */ |
616 | |
|
|
617 | static int |
601 | static int |
618 | do_skill_detect_curse (object *pl, object *skill) |
602 | do_skill_detect_curse (object *pl, object *skill) |
619 | { |
603 | { |
620 | object *tmp; |
604 | object *tmp; |
621 | int success = 0; |
605 | int success = 0; |
… | |
… | |
699 | if (tmp->msg) |
683 | if (tmp->msg) |
700 | { |
684 | { |
701 | new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); |
685 | new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); |
702 | new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); |
686 | new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); |
703 | } |
687 | } |
704 | |
|
|
705 | /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */ |
|
|
706 | if (tmp->map) |
|
|
707 | esrv_send_item (pl, tmp); |
|
|
708 | } |
688 | } |
|
|
689 | |
709 | success += calc_skill_exp (pl, tmp, skill); |
690 | success += calc_skill_exp (pl, tmp, skill); |
710 | } |
691 | } |
711 | else |
692 | else |
712 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); |
693 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); |
713 | } |
694 | } |
… | |
… | |
896 | /* Ok, got a 'sucker' lets try to make them a follower */ |
877 | /* Ok, got a 'sucker' lets try to make them a follower */ |
897 | if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1)) |
878 | if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1)) |
898 | { |
879 | { |
899 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); |
880 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); |
900 | |
881 | |
|
|
882 | INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl)); |
901 | tmp->set_owner (pl); |
883 | tmp->set_owner (pl); |
902 | tmp->skill = skill->skill; |
884 | tmp->skill = skill->skill; |
903 | tmp->stats.exp = 0; |
885 | tmp->stats.exp = 0; |
904 | add_friendly_object (tmp); |
|
|
905 | tmp->attack_movement = PETMOVE; |
886 | tmp->attack_movement = PETMOVE; |
|
|
887 | |
|
|
888 | if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
|
|
889 | add_friendly_object (tmp); |
|
|
890 | |
906 | return calc_skill_exp (pl, tmp, skill); |
891 | return calc_skill_exp (pl, tmp, skill); |
907 | } |
892 | } |
908 | /* Charm failed. Creature may be angry now */ |
893 | /* Charm failed. Creature may be angry now */ |
909 | else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW)) |
894 | else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW)) |
910 | { |
895 | { |
911 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); |
896 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); |
912 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
897 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) |
913 | { |
898 | { |
914 | CLEAR_FLAG (tmp, FLAG_FRIENDLY); |
|
|
915 | remove_friendly_object (tmp); |
899 | remove_friendly_object (tmp); |
916 | tmp->attack_movement = 0; /* needed? */ |
900 | tmp->attack_movement = 0; /* needed? */ |
917 | } |
901 | } |
918 | |
902 | |
919 | CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
903 | CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); |
… | |
… | |
1069 | } |
1053 | } |
1070 | |
1054 | |
1071 | /* remove_trap() - This skill will disarm any previously discovered trap |
1055 | /* remove_trap() - This skill will disarm any previously discovered trap |
1072 | * the algorithm is based (almost totally) on the old command_disarm() - b.t. |
1056 | * the algorithm is based (almost totally) on the old command_disarm() - b.t. |
1073 | */ |
1057 | */ |
1074 | |
|
|
1075 | int |
1058 | int |
1076 | remove_trap (object *op, int dir, object *skill) |
1059 | remove_trap (object *op, int dir, object *skill) |
1077 | { |
1060 | { |
1078 | object *tmp, *tmp2; |
1061 | object *tmp, *tmp2; |
1079 | int i, success = 0, mflags; |
1062 | int i, success = 0, mflags; |
… | |
… | |
1112 | } |
1095 | } |
1113 | } |
1096 | } |
1114 | if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) |
1097 | if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) |
1115 | { |
1098 | { |
1116 | trap_show (tmp, tmp); |
1099 | trap_show (tmp, tmp); |
|
|
1100 | |
1117 | if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) |
1101 | if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) |
1118 | { |
1102 | { |
1119 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1103 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1120 | success += calc_skill_exp (op, tmp, skill); |
1104 | success += calc_skill_exp (op, tmp, skill); |
1121 | } |
1105 | } |
… | |
… | |
1147 | /* Check all objects - we could stop at floor objects, |
1131 | /* Check all objects - we could stop at floor objects, |
1148 | * but if someone buries an altar, I don't see a problem with |
1132 | * but if someone buries an altar, I don't see a problem with |
1149 | * going through all the objects, and it shouldn't be much slower |
1133 | * going through all the objects, and it shouldn't be much slower |
1150 | * than extra checks on object attributes. |
1134 | * than extra checks on object attributes. |
1151 | */ |
1135 | */ |
1152 | for (tmp = pl->below; tmp != NULL; tmp = tmp->below) |
1136 | for (tmp = pl->below; tmp; tmp = tmp->below) |
1153 | { |
1137 | { |
1154 | /* Only if the altar actually belongs to someone do you get special benefits */ |
1138 | /* Only if the altar actually belongs to someone do you get special benefits */ |
1155 | if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) |
1139 | if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) |
1156 | { |
1140 | { |
1157 | sprintf (buf, "You pray over the %s.", &tmp->name); |
1141 | sprintf (buf, "You pray over the %s.", &tmp->name); |
… | |
… | |
1232 | * ordinary inscribable 'books' (anything that is not a SPELL). b.t. |
1216 | * ordinary inscribable 'books' (anything that is not a SPELL). b.t. |
1233 | */ |
1217 | */ |
1234 | static int |
1218 | static int |
1235 | write_note (object *pl, object *item, const char *msg, object *skill) |
1219 | write_note (object *pl, object *item, const char *msg, object *skill) |
1236 | { |
1220 | { |
1237 | |
1221 | if (!msg_is_safe (msg)) |
1238 | if (strstr (msg, "\nendmsg")) |
|
|
1239 | { |
1222 | { |
1240 | new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?"); |
1223 | new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?"); |
|
|
1224 | LOG (llevInfo, "write_note: player %s tried to write bogus note %s\n", &pl->name, msg); |
1241 | return 0; |
1225 | return 0; |
1242 | } |
1226 | } |
1243 | |
1227 | |
1244 | int len = strlen (msg); |
1228 | int len = strlen (msg); |
1245 | |
1229 | |
… | |
… | |
1250 | } |
1234 | } |
1251 | |
1235 | |
1252 | if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) |
1236 | if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) |
1253 | return RESULT_INT (0); |
1237 | return RESULT_INT (0); |
1254 | |
1238 | |
1255 | char buf[1024]; |
1239 | STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len)); |
1256 | |
1240 | |
1257 | if (len < sizeof (buf) - 2) |
1241 | if (char_len <= item->weight_limit) |
1258 | { |
1242 | { |
1259 | snprintf (buf, sizeof (buf), "%s\n", msg); |
|
|
1260 | |
|
|
1261 | object *newbook = arch_to_object (item->other_arch); |
1243 | object *newbook = arch_to_object (item->other_arch); |
1262 | decrease_ob (item); |
1244 | item->decrease (); |
1263 | esrv_send_item (pl, item); |
|
|
1264 | newbook->nrof = 1; |
1245 | newbook->nrof = 1; |
1265 | newbook->msg = buf; |
1246 | newbook->msg = shstr (msg); |
1266 | newbook->flag [FLAG_IDENTIFIED] = true; |
1247 | newbook->flag [FLAG_IDENTIFIED] = true; |
1267 | |
1248 | |
1268 | if (item->subtype == 1) // mailscrolls |
1249 | if (item->subtype == 1) // mailscrolls |
1269 | { |
1250 | { |
1270 | newbook->name = item->name; |
1251 | newbook->name = item->name; |
1271 | newbook->name_pl = item->name_pl; |
1252 | newbook->name_pl = item->name_pl; |
1272 | } |
1253 | } |
1273 | |
1254 | |
1274 | newbook = insert_ob_in_ob (newbook, pl); |
1255 | pl->insert (newbook); |
1275 | esrv_send_item (pl, newbook); |
|
|
1276 | |
1256 | |
1277 | pl->contr->play_sound (sound_find ("inscribe_success")); |
1257 | pl->contr->play_sound (sound_find ("inscribe_success")); |
1278 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name); |
1258 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name); |
1279 | return strlen (msg); |
1259 | return char_len; |
1280 | } |
1260 | } |
1281 | else |
1261 | else |
1282 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", &item->name); |
1262 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s! H<It is only big enough for %d characters, your message had %d characters.>", |
|
|
1263 | &item->name, item->weight_limit, char_len); |
1283 | |
1264 | |
1284 | return 0; |
1265 | return 0; |
1285 | } |
1266 | } |
1286 | |
1267 | |
1287 | /* write_scroll() - this routine allows players to inscribe spell scrolls |
1268 | /* write_scroll() - this routine allows players to inscribe spell scrolls |
… | |
… | |
1324 | pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA); |
1305 | pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA); |
1325 | |
1306 | |
1326 | if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) |
1307 | if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) |
1327 | { |
1308 | { |
1328 | object *newscroll = arch_to_object (scroll->other_arch); |
1309 | object *newscroll = arch_to_object (scroll->other_arch); |
1329 | decrease_ob (scroll); |
1310 | scroll->decrease (); |
1330 | newscroll->nrof = 1; |
1311 | newscroll->nrof = 1; |
1331 | |
1312 | |
1332 | pl->contr->play_sound (sound_find ("inscribe_success")); |
1313 | pl->contr->play_sound (sound_find ("inscribe_success")); |
1333 | |
1314 | |
1334 | if (!confused) |
1315 | if (!confused) |
… | |
… | |
1354 | * if players want to sell them, so be it. |
1335 | * if players want to sell them, so be it. |
1355 | */ |
1336 | */ |
1356 | newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); |
1337 | newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); |
1357 | newscroll->stats.exp = newscroll->value / 5; |
1338 | newscroll->stats.exp = newscroll->value / 5; |
1358 | |
1339 | |
1359 | newscroll = insert_ob_in_ob (newscroll, pl); |
1340 | pl->insert (newscroll); |
1360 | esrv_send_item (pl, newscroll); |
|
|
1361 | |
1341 | |
1362 | success = calc_skill_exp (pl, newscroll, skill); |
1342 | success = calc_skill_exp (pl, newscroll, skill); |
1363 | if (!confused) |
1343 | if (!confused) |
1364 | success *= 2; |
1344 | success *= 2; |
1365 | |
1345 | |
… | |
… | |
1418 | object *item = find_marked_object (pl); |
1398 | object *item = find_marked_object (pl); |
1419 | |
1399 | |
1420 | /* find an item of correct type to write on */ |
1400 | /* find an item of correct type to write on */ |
1421 | if (!item) |
1401 | if (!item) |
1422 | { |
1402 | { |
1423 | 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.>"); |
1403 | 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.>"); |
1424 | return 0; |
1404 | return 0; |
1425 | } |
1405 | } |
1426 | |
1406 | |
1427 | if (item->type != INSCRIBABLE) |
1407 | if (item->type != INSCRIBABLE) |
1428 | { |
1408 | { |
… | |
… | |
1501 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1481 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1502 | { |
1482 | { |
1503 | /* can't toss invisible or inv-locked items */ |
1483 | /* can't toss invisible or inv-locked items */ |
1504 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
1484 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
1505 | continue; |
1485 | continue; |
1506 | if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request)) |
1486 | if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request)) |
1507 | break; |
1487 | break; |
1508 | } |
1488 | } |
1509 | } |
1489 | } |
1510 | |
1490 | |
1511 | /* this should prevent us from throwing away |
1491 | /* this should prevent us from throwing away |
… | |
… | |
1550 | return tmp; |
1530 | return tmp; |
1551 | } |
1531 | } |
1552 | |
1532 | |
1553 | /* make_throw_ob() We construct the 'carrier' object in |
1533 | /* make_throw_ob() We construct the 'carrier' object in |
1554 | * which we will insert the object that is being thrown. |
1534 | * which we will insert the object that is being thrown. |
1555 | * This combination becomes the 'thrown object'. -b.t. |
1535 | * This combination becomes the 'thrown object'. -b.t. |
1556 | */ |
1536 | */ |
1557 | static object * |
1537 | static object * |
1558 | make_throw_ob (object *orig) |
1538 | make_throw_ob (object *orig) |
1559 | { |
1539 | { |
1560 | if (!orig) |
1540 | if (!orig) |
1561 | return NULL; |
1541 | return 0; |
1562 | |
1542 | |
1563 | if (QUERY_FLAG (orig, FLAG_APPLIED)) |
1543 | if (QUERY_FLAG (orig, FLAG_APPLIED)) |
1564 | { |
1544 | { |
1565 | LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); |
1545 | LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); |
1566 | /* insufficient workaround, but better than nothing */ |
1546 | /* insufficient workaround, but better than nothing */ |
… | |
… | |
1674 | left = throw_ob; /* these are throwing objects left to the player */ |
1654 | left = throw_ob; /* these are throwing objects left to the player */ |
1675 | |
1655 | |
1676 | /* sometimes get_split_ob can't split an object (because op->nrof==0?) |
1656 | /* sometimes get_split_ob can't split an object (because op->nrof==0?) |
1677 | * and returns NULL. We must use 'left' then |
1657 | * and returns NULL. We must use 'left' then |
1678 | */ |
1658 | */ |
1679 | |
1659 | if (!(throw_ob = throw_ob->split ())) |
1680 | if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL) |
|
|
1681 | { |
1660 | { |
1682 | throw_ob = left; |
1661 | throw_ob = left; |
1683 | left->remove (); |
1662 | left->remove (); |
1684 | if (op->type == PLAYER) |
|
|
1685 | esrv_del_item (op->contr, left->count); |
|
|
1686 | } |
|
|
1687 | else if (op->type == PLAYER) |
|
|
1688 | { |
|
|
1689 | if (left->destroyed ()) |
|
|
1690 | esrv_del_item (op->contr, left->count); |
|
|
1691 | else |
|
|
1692 | esrv_update_item (UPD_NROF, op, left); |
|
|
1693 | } |
1663 | } |
1694 | |
1664 | |
1695 | /* special case: throwing powdery substances like dust, dirt */ |
1665 | /* special case: throwing powdery substances like dust, dirt */ |
1696 | if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) |
1666 | if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) |
1697 | { |
1667 | { |
… | |
… | |
1752 | { |
1722 | { |
1753 | throw_ob->last_sp += eff_str / 3; /* fly a little further */ |
1723 | throw_ob->last_sp += eff_str / 3; /* fly a little further */ |
1754 | throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; |
1724 | throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; |
1755 | throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; |
1725 | throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; |
1756 | /* only throw objects get directional faces */ |
1726 | /* only throw objects get directional faces */ |
1757 | if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) |
1727 | if (throw_ob->has_anim () && throw_ob->anim_frames ()) |
1758 | SET_ANIMATION (throw_ob, dir); |
1728 | throw_ob->set_anim_frame (dir); |
1759 | } |
1729 | } |
1760 | else |
1730 | else |
1761 | { |
1731 | { |
1762 | uint16 mat = throw_ob->materials; |
1732 | uint16 mat = throw_ob->materials; |
1763 | |
1733 | |