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 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 <support@deliantra.net> |
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> |
… | |
… | |
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 | |
52 | /* Its harder to steal from hostile beings! */ |
54 | /* It's harder to steal from hostile beings! */ |
53 | if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) |
55 | if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) |
54 | roll = roll / 2; |
56 | roll = roll / 2; |
55 | |
57 | |
56 | /* Easier to steal from sleeping beings, or if the thief is |
58 | /* Easier to steal from sleeping beings, or if the thief is |
57 | * unseen */ |
59 | * unseen */ |
… | |
… | |
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, |
… | |
… | |
197 | */ |
202 | */ |
198 | |
203 | |
199 | if ((roll >= skill->level) || !chance |
204 | if ((roll >= skill->level) || !chance |
200 | || (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))))) |
201 | { |
206 | { |
202 | |
|
|
203 | /* victim figures out where the thief is! */ |
207 | /* victim figures out where the thief is! */ |
204 | if (who->hide) |
208 | if (who->flag [FLAG_HIDDEN]) |
205 | make_visible (who); |
209 | make_visible (who); |
206 | |
210 | |
207 | if (op->type != PLAYER) |
211 | if (op->type != PLAYER) |
208 | { |
212 | { |
209 | /* The unaggressives look after themselves 8) */ |
213 | /* The unaggressives look after themselves 8) */ |
210 | if (who->type == PLAYER) |
214 | if (who->type == PLAYER) |
211 | { |
215 | { |
212 | npc_call_help (op); |
216 | npc_call_help (op); |
213 | 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)); |
214 | } |
218 | } |
|
|
219 | |
215 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
220 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
216 | /* all remaining npc items are guarded now. Set flag NO_STEAL |
221 | /* all remaining npc items are guarded now. Set flag NO_STEAL |
217 | * on the victim. |
222 | * on the victim. |
218 | */ |
223 | */ |
219 | SET_FLAG (op, FLAG_NO_STEAL); |
224 | SET_FLAG (op, FLAG_NO_STEAL); |
… | |
… | |
222 | { /* stealing from another player */ |
227 | { /* stealing from another player */ |
223 | char buf[MAX_BUF]; |
228 | char buf[MAX_BUF]; |
224 | |
229 | |
225 | /* Notify the other player */ |
230 | /* Notify the other player */ |
226 | 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)) |
227 | { |
|
|
228 | sprintf (buf, "Your %s is missing!", query_name (success)); |
232 | sprintf (buf, "Your %s is missing!", query_name (success)); |
229 | } |
|
|
230 | else |
233 | else |
231 | { |
|
|
232 | sprintf (buf, "Your pack feels strangely lighter."); |
234 | sprintf (buf, "Your pack feels strangely lighter."); |
233 | } |
235 | |
234 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
236 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
235 | if (!success) |
237 | if (!success) |
236 | { |
238 | { |
237 | if (who->invisible) |
239 | if (who->invisible) |
238 | { |
|
|
239 | sprintf (buf, "you feel itchy fingers getting at your pack."); |
240 | sprintf (buf, "you feel itchy fingers getting at your pack."); |
240 | } |
|
|
241 | else |
241 | else |
242 | { |
|
|
243 | sprintf (buf, "%s looks very shifty.", query_name (who)); |
242 | sprintf (buf, "%s looks very shifty.", query_name (who)); |
244 | } |
243 | |
245 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
244 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
246 | } |
245 | } |
247 | } /* else stealing from another player */ |
246 | } /* else stealing from another player */ |
248 | /* play_sound("stop! thief!"); kindofthing */ |
247 | /* play_sound("stop! thief!"); kindofthing */ |
249 | } /* if you weren't 100% successful */ |
248 | } /* if you weren't 100% successful */ |
|
|
249 | |
250 | return success ? 1 : 0; |
250 | return success ? 1 : 0; |
251 | } |
251 | } |
252 | |
252 | |
253 | int |
253 | int |
254 | steal (object *op, int dir, object *skill) |
254 | steal (object *op, int dir, object *skill) |
… | |
… | |
431 | op->invisible += 100; /* set the level of 'hiddeness' */ |
431 | op->invisible += 100; /* set the level of 'hiddeness' */ |
432 | |
432 | |
433 | if (op->type == PLAYER) |
433 | if (op->type == PLAYER) |
434 | op->contr->tmp_invis = 1; |
434 | op->contr->tmp_invis = 1; |
435 | |
435 | |
436 | op->hide = 1; |
436 | op->flag [FLAG_HIDDEN] = 1; |
437 | return 1; |
437 | return 1; |
438 | } |
438 | } |
439 | |
439 | |
440 | return 0; |
440 | return 0; |
441 | } |
441 | } |
… | |
… | |
450 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
450 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
451 | { |
451 | { |
452 | 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!"); |
453 | return 0; |
453 | return 0; |
454 | } |
454 | } |
455 | else if (!op->hide && op->invisible > 0 && op->type == PLAYER) |
455 | else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER) |
456 | { |
456 | { |
457 | 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!"); |
458 | make_visible (op); |
458 | make_visible (op); |
459 | } |
459 | } |
460 | |
460 | |
… | |
… | |
482 | static void |
482 | static void |
483 | stop_jump (object *pl, int dist, int spaces) |
483 | stop_jump (object *pl, int dist, int spaces) |
484 | { |
484 | { |
485 | pl->update_stats (); |
485 | pl->update_stats (); |
486 | 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); |
487 | } |
488 | } |
488 | |
489 | |
489 | static int |
490 | static int |
490 | attempt_jump (object *pl, int dir, int spaces, object *skill) |
491 | attempt_jump (object *pl, int dir, int spaces, object *skill) |
491 | { |
492 | { |
492 | object *tmp; |
493 | object *tmp; |
493 | 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; |
494 | sint16 x, y; |
495 | sint16 x, y; |
495 | maptile *m; |
496 | maptile *m; |
496 | |
497 | |
497 | /* Jump loop. Go through spaces object wants to jump. Halt the |
498 | /* Jump loop. Go through spaces object wants to jump. Halt the |
498 | * 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 |
499 | * temporarily to allow player to aviod exits/archs that are not |
500 | * temporarily to allow player to aviod exits/archs that are not |
500 | * fly_on, fly_off. This will also prevent pickup of objects |
501 | * fly_on, fly_off. This will also prevent pickup of objects |
501 | * while jumping over them. |
502 | * while jumping over them. |
502 | */ |
503 | */ |
503 | pl->remove (); |
504 | pl->remove (); |
504 | |
|
|
505 | /* |
|
|
506 | * I don't think this is actually needed - all the movement |
|
|
507 | * code is handled in this function, and I don't see anyplace |
|
|
508 | * that cares about the move_type being flying. |
|
|
509 | */ |
|
|
510 | pl->move_type |= MOVE_FLY_LOW; |
505 | pl->move_type |= MOVE_FLY_LOW; |
511 | |
506 | |
512 | for (i = 0; i <= spaces; i++) |
507 | for (i = 0; i <= spaces; i++) |
513 | { |
508 | { |
514 | x = pl->x + dx; |
509 | x = pl->x + dx; |
… | |
… | |
521 | { |
516 | { |
522 | stop_jump (pl, i, spaces); |
517 | stop_jump (pl, i, spaces); |
523 | return 0; |
518 | return 0; |
524 | } |
519 | } |
525 | |
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 | |
526 | 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))) |
527 | { |
543 | { |
528 | new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); |
544 | new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); |
529 | stop_jump (pl, i, spaces); |
545 | stop_jump (pl, i, spaces); |
530 | return 0; |
546 | return 0; |
531 | } |
547 | } |
532 | |
548 | |
533 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
|
|
534 | { |
|
|
535 | /* Jump into creature */ |
|
|
536 | if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden))) |
|
|
537 | { |
|
|
538 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name); |
|
|
539 | |
|
|
540 | stop_jump (pl, i, spaces); |
|
|
541 | |
|
|
542 | if (tmp->type != PLAYER || |
|
|
543 | (pl->type == PLAYER && pl->contr->party == NULL) || |
|
|
544 | (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party)) |
|
|
545 | exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */ |
|
|
546 | |
|
|
547 | return exp; /* note that calc_skill_exp() is already called by skill_attack() */ |
|
|
548 | } |
|
|
549 | |
|
|
550 | /* If the space has fly on set (no matter what the space is), |
|
|
551 | * we should get the effects - after all, the player is |
|
|
552 | * effectively flying. |
|
|
553 | */ |
|
|
554 | if (tmp->move_on & MOVE_FLY_LOW) |
|
|
555 | { |
|
|
556 | pl->x = x; |
|
|
557 | pl->y = y; |
|
|
558 | pl->map = m; |
|
|
559 | stop_jump (pl, i, spaces); |
|
|
560 | return calc_skill_exp (pl, NULL, skill); |
|
|
561 | } |
|
|
562 | } |
|
|
563 | |
|
|
564 | pl->x = x; |
549 | pl->x = x; |
565 | pl->y = y; |
550 | pl->y = y; |
566 | 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 | } |
567 | } |
559 | } |
568 | |
560 | |
569 | stop_jump (pl, i, spaces); |
561 | stop_jump (pl, i, spaces); |
570 | |
562 | |
571 | return calc_skill_exp (pl, NULL, skill); |
563 | return calc_skill_exp (pl, NULL, skill); |
… | |
… | |
667 | } |
659 | } |
668 | |
660 | |
669 | /* Helper function for do_skill_ident, so that we can loop |
661 | /* Helper function for do_skill_ident, so that we can loop |
670 | * over inventory AND objects on the ground conveniently. |
662 | * over inventory AND objects on the ground conveniently. |
671 | */ |
663 | */ |
672 | int |
664 | static int |
673 | 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) |
674 | { |
666 | { |
675 | int success = 0, chance; |
667 | int success = 0, chance; |
676 | 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; |
677 | |
669 | |
… | |
… | |
885 | /* Ok, got a 'sucker' lets try to make them a follower */ |
877 | /* Ok, got a 'sucker' lets try to make them a follower */ |
886 | 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)) |
887 | { |
879 | { |
888 | 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)); |
889 | |
881 | |
|
|
882 | INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl)); |
890 | tmp->set_owner (pl); |
883 | tmp->set_owner (pl); |
891 | tmp->skill = skill->skill; |
884 | tmp->skill = skill->skill; |
892 | tmp->stats.exp = 0; |
885 | tmp->stats.exp = 0; |
893 | tmp->attack_movement = PETMOVE; |
886 | tmp->attack_movement = PETMOVE; |
894 | |
887 | |
… | |
… | |
1060 | } |
1053 | } |
1061 | |
1054 | |
1062 | /* remove_trap() - This skill will disarm any previously discovered trap |
1055 | /* remove_trap() - This skill will disarm any previously discovered trap |
1063 | * 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. |
1064 | */ |
1057 | */ |
1065 | |
|
|
1066 | int |
1058 | int |
1067 | remove_trap (object *op, int dir, object *skill) |
1059 | remove_trap (object *op, int dir, object *skill) |
1068 | { |
1060 | { |
1069 | object *tmp, *tmp2; |
1061 | object *tmp, *tmp2; |
1070 | int i, success = 0, mflags; |
1062 | int i, success = 0, mflags; |
… | |
… | |
1080 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1072 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1081 | if (mflags & P_OUT_OF_MAP) |
1073 | if (mflags & P_OUT_OF_MAP) |
1082 | continue; |
1074 | continue; |
1083 | |
1075 | |
1084 | /* Check everything in the square for trapness */ |
1076 | /* Check everything in the square for trapness */ |
1085 | 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) |
1086 | { |
1078 | { |
1087 | /* And now we'd better do an inventory traversal of each |
1079 | /* And now we'd better do an inventory traversal of each |
1088 | * of these objects inventory. Like above, only |
1080 | * of these objects inventory. Like above, only |
1089 | * do this for interesting objects. |
1081 | * do this for interesting objects. |
1090 | */ |
1082 | */ |
1091 | |
1083 | |
1092 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
1084 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
1093 | { |
1085 | { |
1094 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
1086 | for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
1095 | if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) |
1087 | if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) |
1096 | { |
1088 | { |
1097 | trap_show (tmp2, tmp); |
1089 | trap_show (tmp2, tmp); |
|
|
1090 | |
1098 | 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)) |
1099 | { |
1092 | { |
1100 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1093 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1101 | success += calc_skill_exp (op, tmp2, skill); |
1094 | success += calc_skill_exp (op, tmp2, skill); |
1102 | } |
1095 | } |
1103 | } |
1096 | } |
1104 | } |
1097 | } |
|
|
1098 | |
1105 | if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) |
1099 | if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) |
1106 | { |
1100 | { |
1107 | trap_show (tmp, tmp); |
1101 | trap_show (tmp, tmp); |
|
|
1102 | |
1108 | 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)) |
1109 | { |
1104 | { |
1110 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1105 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1111 | success += calc_skill_exp (op, tmp, skill); |
1106 | success += calc_skill_exp (op, tmp, skill); |
1112 | } |
1107 | } |
… | |
… | |
1138 | /* Check all objects - we could stop at floor objects, |
1133 | /* Check all objects - we could stop at floor objects, |
1139 | * but if someone buries an altar, I don't see a problem with |
1134 | * but if someone buries an altar, I don't see a problem with |
1140 | * going through all the objects, and it shouldn't be much slower |
1135 | * going through all the objects, and it shouldn't be much slower |
1141 | * than extra checks on object attributes. |
1136 | * than extra checks on object attributes. |
1142 | */ |
1137 | */ |
1143 | for (tmp = pl->below; tmp != NULL; tmp = tmp->below) |
1138 | for (tmp = pl->below; tmp; tmp = tmp->below) |
1144 | { |
1139 | { |
1145 | /* Only if the altar actually belongs to someone do you get special benefits */ |
1140 | /* Only if the altar actually belongs to someone do you get special benefits */ |
1146 | if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) |
1141 | if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) |
1147 | { |
1142 | { |
1148 | sprintf (buf, "You pray over the %s.", &tmp->name); |
1143 | sprintf (buf, "You pray over the %s.", &tmp->name); |
… | |
… | |
1223 | * ordinary inscribable 'books' (anything that is not a SPELL). b.t. |
1218 | * ordinary inscribable 'books' (anything that is not a SPELL). b.t. |
1224 | */ |
1219 | */ |
1225 | static int |
1220 | static int |
1226 | write_note (object *pl, object *item, const char *msg, object *skill) |
1221 | write_note (object *pl, object *item, const char *msg, object *skill) |
1227 | { |
1222 | { |
1228 | |
1223 | if (!msg_is_safe (msg)) |
1229 | if (strstr (msg, "\nendmsg")) |
|
|
1230 | { |
1224 | { |
1231 | new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?"); |
1225 | new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?"); |
|
|
1226 | LOG (llevInfo, "write_note: player %s tried to write bogus note %s\n", &pl->name, msg); |
1232 | return 0; |
1227 | return 0; |
1233 | } |
1228 | } |
1234 | |
1229 | |
1235 | int len = strlen (msg); |
1230 | int len = strlen (msg); |
1236 | |
1231 | |
… | |
… | |
1241 | } |
1236 | } |
1242 | |
1237 | |
1243 | if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) |
1238 | if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) |
1244 | return RESULT_INT (0); |
1239 | return RESULT_INT (0); |
1245 | |
1240 | |
1246 | char buf[1024]; |
1241 | STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len)); |
1247 | |
1242 | |
1248 | if (len < sizeof (buf) - 2) |
1243 | if (char_len <= item->weight_limit) |
1249 | { |
1244 | { |
1250 | snprintf (buf, sizeof (buf), "%s\n", msg); |
|
|
1251 | |
|
|
1252 | object *newbook = arch_to_object (item->other_arch); |
1245 | object *newbook = arch_to_object (item->other_arch); |
1253 | item->decrease (); |
1246 | item->decrease (); |
1254 | newbook->nrof = 1; |
1247 | newbook->nrof = 1; |
1255 | newbook->msg = buf; |
1248 | newbook->msg = shstr (msg); |
1256 | newbook->flag [FLAG_IDENTIFIED] = true; |
1249 | newbook->flag [FLAG_IDENTIFIED] = true; |
1257 | |
1250 | |
1258 | if (item->subtype == 1) // mailscrolls |
1251 | if (item->subtype == 1) // mailscrolls |
1259 | { |
1252 | { |
1260 | newbook->name = item->name; |
1253 | newbook->name = item->name; |
… | |
… | |
1263 | |
1256 | |
1264 | pl->insert (newbook); |
1257 | pl->insert (newbook); |
1265 | |
1258 | |
1266 | pl->contr->play_sound (sound_find ("inscribe_success")); |
1259 | pl->contr->play_sound (sound_find ("inscribe_success")); |
1267 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name); |
1260 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name); |
1268 | return strlen (msg); |
1261 | return char_len; |
1269 | } |
1262 | } |
1270 | else |
1263 | else |
1271 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", &item->name); |
1264 | 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.>", |
|
|
1265 | &item->name, item->weight_limit, char_len); |
1272 | |
1266 | |
1273 | return 0; |
1267 | return 0; |
1274 | } |
1268 | } |
1275 | |
1269 | |
1276 | /* write_scroll() - this routine allows players to inscribe spell scrolls |
1270 | /* write_scroll() - this routine allows players to inscribe spell scrolls |
… | |
… | |
1406 | object *item = find_marked_object (pl); |
1400 | object *item = find_marked_object (pl); |
1407 | |
1401 | |
1408 | /* find an item of correct type to write on */ |
1402 | /* find an item of correct type to write on */ |
1409 | if (!item) |
1403 | if (!item) |
1410 | { |
1404 | { |
1411 | 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.>"); |
1405 | 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.>"); |
1412 | return 0; |
1406 | return 0; |
1413 | } |
1407 | } |
1414 | |
1408 | |
1415 | if (item->type != INSCRIBABLE) |
1409 | if (item->type != INSCRIBABLE) |
1416 | { |
1410 | { |
… | |
… | |
1489 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1483 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1490 | { |
1484 | { |
1491 | /* can't toss invisible or inv-locked items */ |
1485 | /* can't toss invisible or inv-locked items */ |
1492 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
1486 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
1493 | continue; |
1487 | continue; |
1494 | if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request)) |
1488 | if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request)) |
1495 | break; |
1489 | break; |
1496 | } |
1490 | } |
1497 | } |
1491 | } |
1498 | |
1492 | |
1499 | /* this should prevent us from throwing away |
1493 | /* this should prevent us from throwing away |
… | |
… | |
1730 | { |
1724 | { |
1731 | throw_ob->last_sp += eff_str / 3; /* fly a little further */ |
1725 | throw_ob->last_sp += eff_str / 3; /* fly a little further */ |
1732 | throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; |
1726 | throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; |
1733 | throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; |
1727 | throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; |
1734 | /* only throw objects get directional faces */ |
1728 | /* only throw objects get directional faces */ |
1735 | if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) |
1729 | if (throw_ob->has_anim () && throw_ob->anim_frames ()) |
1736 | SET_ANIMATION (throw_ob, dir); |
1730 | throw_ob->set_anim_frame (dir); |
1737 | } |
1731 | } |
1738 | else |
1732 | else |
1739 | { |
1733 | { |
1740 | uint16 mat = throw_ob->materials; |
1734 | uint16 mat = throw_ob->materials; |
1741 | |
1735 | |