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(Generate patch)

Comparing deliantra/server/server/skills.C (file contents):
Revision 1.43 by root, Mon Oct 22 03:11:47 2007 UTC vs.
Revision 1.68 by root, Sat Oct 17 21:40:38 2009 UTC

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
259int 253int
260steal (object *op, int dir, object *skill) 254steal (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
488static void 482static void
489stop_jump (object *pl, int dist, int spaces) 483stop_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
495static int 490static int
496attempt_jump (object *pl, int dir, int spaces, object *skill) 491attempt_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 object 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 pl->remove (); 504 pl->remove ();
510
511 /*
512 * I don't think this is actually needed - all the movement
513 * code is handled in this function, and I don't see anyplace
514 * that cares about the move_type being flying.
515 */
516 pl->move_type |= MOVE_FLY_LOW; 505 pl->move_type |= MOVE_FLY_LOW;
517 506
518 for (i = 0; i <= spaces; i++) 507 for (i = 0; i <= spaces; i++)
519 { 508 {
520 x = pl->x + dx; 509 x = pl->x + dx;
527 { 516 {
528 stop_jump (pl, i, spaces); 517 stop_jump (pl, i, spaces);
529 return 0; 518 return 0;
530 } 519 }
531 520
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
546 stop_jump (pl, i, spaces);
547
548 if (tmp->type != PLAYER ||
549 (pl->type == PLAYER && pl->contr->party == NULL) ||
550 (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
551 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
552
553 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
554 }
555
556 /* If the space has fly on set (no matter what the space is),
557 * we should get the effects - after all, the player is
558 * effectively flying.
559 */
560 if (tmp->move_on & MOVE_FLY_LOW)
561 {
562 pl->x = x;
563 pl->y = y;
564 pl->map = m;
565 stop_jump (pl, i, spaces);
566 return calc_skill_exp (pl, NULL, skill);
567 }
568 }
569 pl->x = x; 549 pl->x = x;
570 pl->y = y; 550 pl->y = y;
571 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 }
572 } 559 }
560
573 stop_jump (pl, i, spaces); 561 stop_jump (pl, i, spaces);
562
574 return calc_skill_exp (pl, NULL, skill); 563 return calc_skill_exp (pl, NULL, skill);
575} 564}
576 565
577/* 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
578 * an attack as well. 567 * an attack as well.
587 576
588 dex = dex ? dex : 15; 577 dex = dex ? dex : 15;
589 str = str ? str : 10; 578 str = str ? str : 10;
590 579
591 int stats = str * str * str * dex * skill->level; 580 int stats = str * str * str * dex * skill->level;
592 581 int spaces = min (3, skill->level, stats / (pl->carrying + 1));
593 int spaces = min (2, pl->carrying ? stats / pl->carrying : 0);
594 582
595 if (spaces == 0) 583 if (spaces == 0)
596 { 584 {
597 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.");
598 return 0; 586 return 0;
695 if (tmp->msg) 683 if (tmp->msg)
696 { 684 {
697 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:");
698 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); 686 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
699 } 687 }
700
701 /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */
702 if (tmp->map)
703 esrv_send_item (pl, tmp);
704 } 688 }
689
705 success += calc_skill_exp (pl, tmp, skill); 690 success += calc_skill_exp (pl, tmp, skill);
706 } 691 }
707 else 692 else
708 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); 693 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
709 } 694 }
892 /* Ok, got a 'sucker' lets try to make them a follower */ 877 /* Ok, got a 'sucker' lets try to make them a follower */
893 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))
894 { 879 {
895 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));
896 881
882 INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl));
897 tmp->set_owner (pl); 883 tmp->set_owner (pl);
898 tmp->skill = skill->skill; 884 tmp->skill = skill->skill;
899 tmp->stats.exp = 0; 885 tmp->stats.exp = 0;
900 tmp->attack_movement = PETMOVE; 886 tmp->attack_movement = PETMOVE;
901 887
1067} 1053}
1068 1054
1069/* remove_trap() - This skill will disarm any previously discovered trap 1055/* remove_trap() - This skill will disarm any previously discovered trap
1070 * 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.
1071 */ 1057 */
1072
1073int 1058int
1074remove_trap (object *op, int dir, object *skill) 1059remove_trap (object *op, int dir, object *skill)
1075{ 1060{
1076 object *tmp, *tmp2; 1061 object *tmp, *tmp2;
1077 int i, success = 0, mflags; 1062 int i, success = 0, mflags;
1110 } 1095 }
1111 } 1096 }
1112 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) 1097 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1113 { 1098 {
1114 trap_show (tmp, tmp); 1099 trap_show (tmp, tmp);
1100
1115 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))
1116 { 1102 {
1117 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1103 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1118 success += calc_skill_exp (op, tmp, skill); 1104 success += calc_skill_exp (op, tmp, skill);
1119 } 1105 }
1145 /* Check all objects - we could stop at floor objects, 1131 /* Check all objects - we could stop at floor objects,
1146 * 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
1147 * 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
1148 * than extra checks on object attributes. 1134 * than extra checks on object attributes.
1149 */ 1135 */
1150 for (tmp = pl->below; tmp != NULL; tmp = tmp->below) 1136 for (tmp = pl->below; tmp; tmp = tmp->below)
1151 { 1137 {
1152 /* 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 */
1153 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) 1139 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1154 { 1140 {
1155 sprintf (buf, "You pray over the %s.", &tmp->name); 1141 sprintf (buf, "You pray over the %s.", &tmp->name);
1230 * ordinary inscribable 'books' (anything that is not a SPELL). b.t. 1216 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1231 */ 1217 */
1232static int 1218static int
1233write_note (object *pl, object *item, const char *msg, object *skill) 1219write_note (object *pl, object *item, const char *msg, object *skill)
1234{ 1220{
1235 1221 if (!msg_is_safe (msg))
1236 if (strstr (msg, "\nendmsg"))
1237 { 1222 {
1238 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);
1239 return 0; 1225 return 0;
1240 } 1226 }
1241 1227
1242 int len = strlen (msg); 1228 int len = strlen (msg);
1243 1229
1248 } 1234 }
1249 1235
1250 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)))
1251 return RESULT_INT (0); 1237 return RESULT_INT (0);
1252 1238
1253 char buf[1024]; 1239 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len));
1254 1240
1255 if (len < sizeof (buf) - 2) 1241 if (char_len <= item->weight_limit)
1256 { 1242 {
1257 snprintf (buf, sizeof (buf), "%s\n", msg);
1258
1259 object *newbook = arch_to_object (item->other_arch); 1243 object *newbook = arch_to_object (item->other_arch);
1260 decrease_ob (item); 1244 item->decrease ();
1261 esrv_send_item (pl, item);
1262 newbook->nrof = 1; 1245 newbook->nrof = 1;
1263 newbook->msg = buf; 1246 newbook->msg = shstr (msg);
1264 newbook->flag [FLAG_IDENTIFIED] = true; 1247 newbook->flag [FLAG_IDENTIFIED] = true;
1265 1248
1266 if (item->subtype == 1) // mailscrolls 1249 if (item->subtype == 1) // mailscrolls
1267 { 1250 {
1268 newbook->name = item->name; 1251 newbook->name = item->name;
1269 newbook->name_pl = item->name_pl; 1252 newbook->name_pl = item->name_pl;
1270 } 1253 }
1271 1254
1272 newbook = insert_ob_in_ob (newbook, pl); 1255 pl->insert (newbook);
1273 esrv_send_item (pl, newbook);
1274 1256
1275 pl->contr->play_sound (sound_find ("inscribe_success")); 1257 pl->contr->play_sound (sound_find ("inscribe_success"));
1276 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);
1277 return strlen (msg); 1259 return char_len;
1278 } 1260 }
1279 else 1261 else
1280 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);
1281 1264
1282 return 0; 1265 return 0;
1283} 1266}
1284 1267
1285/* write_scroll() - this routine allows players to inscribe spell scrolls 1268/* write_scroll() - this routine allows players to inscribe spell scrolls
1322 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);
1323 1306
1324 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)
1325 { 1308 {
1326 object *newscroll = arch_to_object (scroll->other_arch); 1309 object *newscroll = arch_to_object (scroll->other_arch);
1327 decrease_ob (scroll); 1310 scroll->decrease ();
1328 newscroll->nrof = 1; 1311 newscroll->nrof = 1;
1329 1312
1330 pl->contr->play_sound (sound_find ("inscribe_success")); 1313 pl->contr->play_sound (sound_find ("inscribe_success"));
1331 1314
1332 if (!confused) 1315 if (!confused)
1352 * if players want to sell them, so be it. 1335 * if players want to sell them, so be it.
1353 */ 1336 */
1354 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);
1355 newscroll->stats.exp = newscroll->value / 5; 1338 newscroll->stats.exp = newscroll->value / 5;
1356 1339
1357 newscroll = insert_ob_in_ob (newscroll, pl); 1340 pl->insert (newscroll);
1358 esrv_send_item (pl, newscroll);
1359 1341
1360 success = calc_skill_exp (pl, newscroll, skill); 1342 success = calc_skill_exp (pl, newscroll, skill);
1361 if (!confused) 1343 if (!confused)
1362 success *= 2; 1344 success *= 2;
1363 1345
1416 object *item = find_marked_object (pl); 1398 object *item = find_marked_object (pl);
1417 1399
1418 /* find an item of correct type to write on */ 1400 /* find an item of correct type to write on */
1419 if (!item) 1401 if (!item)
1420 { 1402 {
1421 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.>");
1422 return 0; 1404 return 0;
1423 } 1405 }
1424 1406
1425 if (item->type != INSCRIBABLE) 1407 if (item->type != INSCRIBABLE)
1426 { 1408 {
1499 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1481 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1500 { 1482 {
1501 /* can't toss invisible or inv-locked items */ 1483 /* can't toss invisible or inv-locked items */
1502 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1484 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1503 continue; 1485 continue;
1504 if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request)) 1486 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1505 break; 1487 break;
1506 } 1488 }
1507 } 1489 }
1508 1490
1509 /* this should prevent us from throwing away 1491 /* this should prevent us from throwing away
1548 return tmp; 1530 return tmp;
1549} 1531}
1550 1532
1551/* make_throw_ob() We construct the 'carrier' object in 1533/* make_throw_ob() We construct the 'carrier' object in
1552 * which we will insert the object that is being thrown. 1534 * which we will insert the object that is being thrown.
1553 * This combination becomes the 'thrown object'. -b.t. 1535 * This combination becomes the 'thrown object'. -b.t.
1554 */ 1536 */
1555static object * 1537static object *
1556make_throw_ob (object *orig) 1538make_throw_ob (object *orig)
1557{ 1539{
1558 if (!orig) 1540 if (!orig)
1559 return NULL; 1541 return 0;
1560 1542
1561 if (QUERY_FLAG (orig, FLAG_APPLIED)) 1543 if (QUERY_FLAG (orig, FLAG_APPLIED))
1562 { 1544 {
1563 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); 1545 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1564 /* insufficient workaround, but better than nothing */ 1546 /* insufficient workaround, but better than nothing */
1672 left = throw_ob; /* these are throwing objects left to the player */ 1654 left = throw_ob; /* these are throwing objects left to the player */
1673 1655
1674 /* 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?)
1675 * and returns NULL. We must use 'left' then 1657 * and returns NULL. We must use 'left' then
1676 */ 1658 */
1677 1659 if (!(throw_ob = throw_ob->split ()))
1678 if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL)
1679 { 1660 {
1680 throw_ob = left; 1661 throw_ob = left;
1681 left->remove (); 1662 left->remove ();
1682 if (op->type == PLAYER)
1683 esrv_del_item (op->contr, left->count);
1684 }
1685 else if (op->type == PLAYER)
1686 {
1687 if (left->destroyed ())
1688 esrv_del_item (op->contr, left->count);
1689 else
1690 esrv_update_item (UPD_NROF, op, left);
1691 } 1663 }
1692 1664
1693 /* special case: throwing powdery substances like dust, dirt */ 1665 /* special case: throwing powdery substances like dust, dirt */
1694 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) 1666 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1695 { 1667 {
1750 { 1722 {
1751 throw_ob->last_sp += eff_str / 3; /* fly a little further */ 1723 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1752 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;
1753 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;
1754 /* only throw objects get directional faces */ 1726 /* only throw objects get directional faces */
1755 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) 1727 if (throw_ob->has_anim () && throw_ob->anim_frames ())
1756 SET_ANIMATION (throw_ob, dir); 1728 throw_ob->set_anim_frame (dir);
1757 } 1729 }
1758 else 1730 else
1759 { 1731 {
1760 uint16 mat = throw_ob->materials; 1732 uint16 mat = throw_ob->materials;
1761 1733

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