… | |
… | |
49 | return -1; |
49 | return -1; |
50 | } |
50 | } |
51 | |
51 | |
52 | /* ADJUSTMENTS */ |
52 | /* ADJUSTMENTS */ |
53 | |
53 | |
54 | /* Its harder to steal from hostile beings! */ |
54 | /* It's harder to steal from hostile beings! */ |
55 | if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) |
55 | if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) |
56 | roll = roll / 2; |
56 | roll = roll / 2; |
57 | |
57 | |
58 | /* Easier to steal from sleeping beings, or if the thief is |
58 | /* Easier to steal from sleeping beings, or if the thief is |
59 | * unseen */ |
59 | * unseen */ |
… | |
… | |
659 | } |
659 | } |
660 | |
660 | |
661 | /* Helper function for do_skill_ident, so that we can loop |
661 | /* Helper function for do_skill_ident, so that we can loop |
662 | * over inventory AND objects on the ground conveniently. |
662 | * over inventory AND objects on the ground conveniently. |
663 | */ |
663 | */ |
664 | int |
664 | static int |
665 | do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) |
665 | do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) |
666 | { |
666 | { |
667 | int success = 0, chance; |
667 | int success = 0, chance; |
668 | int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; |
668 | int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; |
669 | |
669 | |
… | |
… | |
1072 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1072 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1073 | if (mflags & P_OUT_OF_MAP) |
1073 | if (mflags & P_OUT_OF_MAP) |
1074 | continue; |
1074 | continue; |
1075 | |
1075 | |
1076 | /* Check everything in the square for trapness */ |
1076 | /* Check everything in the square for trapness */ |
1077 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
1077 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1078 | { |
1078 | { |
1079 | /* And now we'd better do an inventory traversal of each |
1079 | /* And now we'd better do an inventory traversal of each |
1080 | * of these objects inventory. Like above, only |
1080 | * of these objects inventory. Like above, only |
1081 | * do this for interesting objects. |
1081 | * do this for interesting objects. |
1082 | */ |
1082 | */ |
1083 | |
1083 | |
1084 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
1084 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
1085 | { |
1085 | { |
1086 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
1086 | for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
1087 | if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) |
1087 | if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) |
1088 | { |
1088 | { |
1089 | trap_show (tmp2, tmp); |
1089 | trap_show (tmp2, tmp); |
|
|
1090 | |
1090 | if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) |
1091 | if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) |
1091 | { |
1092 | { |
1092 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1093 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1093 | success += calc_skill_exp (op, tmp2, skill); |
1094 | success += calc_skill_exp (op, tmp2, skill); |
1094 | } |
1095 | } |
1095 | } |
1096 | } |
1096 | } |
1097 | } |
|
|
1098 | |
1097 | if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) |
1099 | if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) |
1098 | { |
1100 | { |
1099 | trap_show (tmp, tmp); |
1101 | trap_show (tmp, tmp); |
1100 | |
1102 | |
1101 | if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) |
1103 | if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) |