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Comparing deliantra/server/server/skills.C (file contents):
Revision 1.68 by root, Sat Oct 17 21:40:38 2009 UTC vs.
Revision 1.78 by root, Fri Mar 26 00:59:22 2010 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 (©) 2005,2006,2007,2008,2009 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 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
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 */
260 260
261 x = op->x + freearr_x[dir]; 261 x = op->x + freearr_x[dir];
262 y = op->y + freearr_y[dir]; 262 y = op->y + freearr_y[dir];
263 263
264 if (dir == 0) 264 if (dir == 0)
265 { 265 return 0; // you can't steal from ourself!
266 /* Can't steal from ourself! */
267 return 0;
268 }
269 266
270 m = op->map; 267 m = op->map;
271 mflags = get_map_flags (m, &m, x, y, &x, &y); 268 mflags = get_map_flags (m, &m, x, y, &x, &y);
272 /* Out of map - can't do it. If nothing alive on this space, 269 /* Out of map - can't do it. If nothing alive on this space,
273 * don't need to look any further. 270 * don't need to look any further.
281 278
282 /* Find the topmost object at this spot */ 279 /* Find the topmost object at this spot */
283 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above); 280 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
284 281
285 /* For all the stacked objects at this point, attempt a steal */ 282 /* For all the stacked objects at this point, attempt a steal */
286 for (; tmp != NULL; tmp = next) 283 for (; tmp; tmp = next)
287 { 284 {
288 next = tmp->below; 285 next = tmp->below;
289 /* Minor hack--for multi square beings - make sure we get 286 /* Minor hack--for multi square beings - make sure we get
290 * the 'head' coz 'tail' objects have no inventory! - b.t. 287 * the 'head' coz 'tail' objects have no inventory! - b.t.
291 */ 288 */
296 continue; 293 continue;
297 294
298 /* do not reveal hidden DMs */ 295 /* do not reveal hidden DMs */
299 if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden) 296 if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)
300 continue; 297 continue;
298
301 if (attempt_steal (tmp, op, skill)) 299 if (attempt_steal (tmp, op, skill))
302 { 300 {
303 if (tmp->type == PLAYER) /* no xp for stealing from another player */ 301 if (tmp->type == PLAYER) /* no xp for stealing from another player */
304 return 0; 302 return 0;
305 303
306 /* no xp for stealing from pets (of players) */ 304 /* no xp for stealing from pets (of players) */
307 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 305 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
308 { 306 {
309 object *owner = tmp->owner; 307 object *owner = tmp->owner;
310 308
311 if (owner != NULL && owner->type == PLAYER) 309 if (owner && owner->type == PLAYER)
312 return 0; 310 return 0;
313 } 311 }
314 312
315 // reduce monster experience by experience we gained, as to 313 // reduce monster experience by experience we gained, as to
316 // limit the amount of exp that can be gained by stealing from monsters 314 // limit the amount of exp that can be gained by stealing from monsters
317 // (jessies gave ~20,000,000 exp otherwise. 315 // (jessies gave ~20,000,000 exp otherwise.
318 int exp = calc_skill_exp (op, tmp, skill); 316 int exp = calc_skill_exp (op, tmp, skill);
319 317
320 exp = MIN (tmp->stats.exp, exp); 318 exp = min (tmp->stats.exp, exp);
321 tmp->stats.exp -= exp; 319 tmp->stats.exp -= exp;
322 return exp; 320 return exp;
323 } 321 }
324 } 322 }
323
325 return 0; 324 return 0;
326} 325}
327 326
328static int 327static int
329attempt_pick_lock (object *door, object *pl, object *skill) 328attempt_pick_lock (object *door, object *pl, object *skill)
482static void 481static void
483stop_jump (object *pl, int dist, int spaces) 482stop_jump (object *pl, int dist, int spaces)
484{ 483{
485 pl->update_stats (); 484 pl->update_stats ();
486 pl->map->insert (pl, pl->x, pl->y, pl); 485 pl->map->insert (pl, pl->x, pl->y, pl);
487 pl->speed_left -= fabs (pl->speed * 8); 486 pl->speed_left -= pl->speed * 8.;
488} 487}
489 488
490static int 489static int
491attempt_jump (object *pl, int dir, int spaces, object *skill) 490attempt_jump (object *pl, int dir, int spaces, object *skill)
492{ 491{
659} 658}
660 659
661/* Helper function for do_skill_ident, so that we can loop 660/* Helper function for do_skill_ident, so that we can loop
662 * over inventory AND objects on the ground conveniently. 661 * over inventory AND objects on the ground conveniently.
663 */ 662 */
664int 663static int
665do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) 664do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
666{ 665{
667 int success = 0, chance; 666 int success = 0, chance;
668 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; 667 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
669 668
925 924
926 if (pl->type != PLAYER) 925 if (pl->type != PLAYER)
927 return 0; /* only players use this skill */ 926 return 0; /* only players use this skill */
928 927
929 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); 928 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
930 for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++) 929 for (i = 0; i < min (skill->level, SIZEOFFREE); i++)
931 { 930 {
932 x = pl->x + freearr_x[i]; 931 x = pl->x + freearr_x[i];
933 y = pl->y + freearr_y[i]; 932 y = pl->y + freearr_y[i];
934 m = pl->map; 933 m = pl->map;
935 934
986} 985}
987 986
988/* The find_traps skill (aka, search). Checks for traps 987/* The find_traps skill (aka, search). Checks for traps
989 * on the spaces or in certain objects 988 * on the spaces or in certain objects
990 */ 989 */
991
992int 990int
993find_traps (object *pl, object *skill) 991find_traps (object *pl, object *skill)
994{ 992{
995 object *tmp, *tmp2; 993 object *tmp, *tmp2;
996 int i, expsum = 0, mflags; 994 int i, expsum = 0, mflags;
998 maptile *m; 996 maptile *m;
999 997
1000 /* First we search all around us for runes and traps, which are 998 /* First we search all around us for runes and traps, which are
1001 * all type RUNE 999 * all type RUNE
1002 */ 1000 */
1003
1004 for (i = 0; i < 9; i++) 1001 for (i = 0; i < 9; i++)
1005 { 1002 {
1006 x = pl->x + freearr_x[i]; 1003 x = pl->x + freearr_x[i];
1007 y = pl->y + freearr_y[i]; 1004 y = pl->y + freearr_y[i];
1008 m = pl->map; 1005 m = pl->map;
1010 mflags = get_map_flags (m, &m, x, y, &x, &y); 1007 mflags = get_map_flags (m, &m, x, y, &x, &y);
1011 if (mflags & P_OUT_OF_MAP) 1008 if (mflags & P_OUT_OF_MAP)
1012 continue; 1009 continue;
1013 1010
1014 /* Check everything in the square for trapness */ 1011 /* Check everything in the square for trapness */
1015 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1012 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1016 { 1013 {
1017
1018 /* And now we'd better do an inventory traversal of each 1014 /* And now we'd better do an inventory traversal of each
1019 * of these objects' inventory 1015 * of these objects' inventory
1020 * We can narrow this down a bit - no reason to search through 1016 * We can narrow this down a bit - no reason to search through
1021 * the players inventory or monsters for that matter. 1017 * the players inventory or monsters for that matter.
1022 */ 1018 */
1023 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1019 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1024 {
1025 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1020 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1026 if (tmp2->type == RUNE || tmp2->type == TRAP) 1021 if (tmp2->type == RUNE || tmp2->type == TRAP)
1027 if (trap_see (pl, tmp2)) 1022 if (trap_see (pl, tmp2))
1028 { 1023 {
1029 trap_show (tmp2, tmp); 1024 trap_show (tmp2, tmp);
1030 if (tmp2->stats.Cha > 1) 1025 if (tmp2->stats.Cha > 1)
1031 { 1026 {
1032 if (!tmp2->owner || tmp2->owner->type != PLAYER) 1027 if (!tmp2->owner || tmp2->owner->type != PLAYER)
1033 expsum += calc_skill_exp (pl, tmp2, skill); 1028 expsum += calc_skill_exp (pl, tmp2, skill);
1034 1029
1035 tmp2->stats.Cha = 1; /* unhide the trap */ 1030 tmp2->stats.Cha = 1; /* unhide the trap */
1036 } 1031 }
1037 } 1032 }
1038 } 1033
1039 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) 1034 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1040 { 1035 {
1041 trap_show (tmp, tmp); 1036 trap_show (tmp, tmp);
1042 if (tmp->stats.Cha > 1) 1037 if (tmp->stats.Cha > 1)
1043 { 1038 {
1046 tmp->stats.Cha = 1; /* unhide the trap */ 1041 tmp->stats.Cha = 1; /* unhide the trap */
1047 } 1042 }
1048 } 1043 }
1049 } 1044 }
1050 } 1045 }
1046
1051 new_draw_info (NDI_BLACK, 0, pl, "You search the area."); 1047 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1052 return expsum; 1048 return expsum;
1053} 1049}
1054 1050
1055/* remove_trap() - This skill will disarm any previously discovered trap 1051/* remove_trap() - This skill will disarm any previously discovered trap
1072 mflags = get_map_flags (m, &m, x, y, &x, &y); 1068 mflags = get_map_flags (m, &m, x, y, &x, &y);
1073 if (mflags & P_OUT_OF_MAP) 1069 if (mflags & P_OUT_OF_MAP)
1074 continue; 1070 continue;
1075 1071
1076 /* Check everything in the square for trapness */ 1072 /* Check everything in the square for trapness */
1077 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1073 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1078 { 1074 {
1079 /* And now we'd better do an inventory traversal of each 1075 /* And now we'd better do an inventory traversal of each
1080 * of these objects inventory. Like above, only 1076 * of these objects inventory. Like above, only
1081 * do this for interesting objects. 1077 * do this for interesting objects.
1082 */ 1078 */
1083 1079
1084 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1080 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1085 { 1081 {
1086 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1082 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1087 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) 1083 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1088 { 1084 {
1089 trap_show (tmp2, tmp); 1085 trap_show (tmp2, tmp);
1086
1090 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) 1087 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1091 { 1088 {
1092 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1089 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1093 success += calc_skill_exp (op, tmp2, skill); 1090 success += calc_skill_exp (op, tmp2, skill);
1094 } 1091 }
1095 } 1092 }
1096 } 1093 }
1094
1097 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) 1095 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1098 { 1096 {
1099 trap_show (tmp, tmp); 1097 trap_show (tmp, tmp);
1100 1098
1101 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) 1099 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1238 1236
1239 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len)); 1237 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len));
1240 1238
1241 if (char_len <= item->weight_limit) 1239 if (char_len <= item->weight_limit)
1242 { 1240 {
1243 object *newbook = arch_to_object (item->other_arch); 1241 object *newbook = item->other_arch->instance ();
1244 item->decrease (); 1242 item->decrease ();
1245 newbook->nrof = 1; 1243 newbook->nrof = 1;
1246 newbook->msg = shstr (msg); 1244 newbook->msg = shstr (msg);
1247 newbook->flag [FLAG_IDENTIFIED] = true; 1245 newbook->flag [FLAG_IDENTIFIED] = true;
1248 1246
1304 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); 1302 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE);
1305 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA); 1303 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1306 1304
1307 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) 1305 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1308 { 1306 {
1309 object *newscroll = arch_to_object (scroll->other_arch); 1307 object *newscroll = scroll->other_arch->instance ();
1310 scroll->decrease (); 1308 scroll->decrease ();
1311 newscroll->nrof = 1; 1309 newscroll->nrof = 1;
1312 1310
1313 pl->contr->play_sound (sound_find ("inscribe_success")); 1311 pl->contr->play_sound (sound_find ("inscribe_success"));
1314 1312
1315 if (!confused) 1313 if (!confused)
1316 { 1314 {
1317 newscroll->level = MAX (skill->level, chosen_spell->level); 1315 newscroll->level = max (skill->level, chosen_spell->level);
1318 newscroll->flag [FLAG_IDENTIFIED] = true; 1316 newscroll->flag [FLAG_IDENTIFIED] = true;
1319 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell."); 1317 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1320 } 1318 }
1321 else 1319 else
1322 { 1320 {
1323 chosen_spell = find_random_spell_in_ob (pl, NULL); 1321 chosen_spell = find_random_spell_in_ob (pl, NULL);
1324 if (!chosen_spell) 1322 if (!chosen_spell)
1325 return 0; 1323 return 0;
1326 1324
1327 newscroll->level = MAX (skill->level, chosen_spell->level); 1325 newscroll->level = max (skill->level, chosen_spell->level);
1328 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell."); 1326 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1329 } 1327 }
1330 1328
1331 object *tmp = chosen_spell->clone (); 1329 object *tmp = chosen_spell->clone ();
1332 insert_ob_in_ob (tmp, newscroll); 1330 insert_ob_in_ob (tmp, newscroll);
1350 { /* Inscription has failed */ 1348 { /* Inscription has failed */
1351 pl->contr->play_sound (sound_find ("inscribe_fail")); 1349 pl->contr->play_sound (sound_find ("inscribe_fail"));
1352 1350
1353 if (chosen_spell->level > skill->level || confused) 1351 if (chosen_spell->level > skill->level || confused)
1354 { /*backfire! */ 1352 { /*backfire! */
1355 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); 1353 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind! H<The spell level is too high for your inscription skill.>");
1356 1354
1357 if (random_roll (0, 1, pl, PREFER_LOW) == 1) 1355 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1358 pl->drain_specific_stat (4); 1356 pl->drain_specific_stat (4);
1359 else 1357 else
1360 { 1358 {

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