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Comparing deliantra/server/server/skills.C (file contents):
Revision 1.54 by root, Wed May 7 23:25:58 2008 UTC vs.
Revision 1.73 by root, Sun Nov 8 13:36:14 2009 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 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
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 /* victim figures out where the thief is! */ 207 /* victim figures out where the thief is! */
203 if (who->hide) 208 if (who->flag [FLAG_HIDDEN])
204 make_visible (who); 209 make_visible (who);
205 210
206 if (op->type != PLAYER) 211 if (op->type != PLAYER)
207 { 212 {
208 /* The unaggressives look after themselves 8) */ 213 /* The unaggressives look after themselves 8) */
310 // reduce monster experience by experience we gained, as to 315 // reduce monster experience by experience we gained, as to
311 // limit the amount of exp that can be gained by stealing from monsters 316 // limit the amount of exp that can be gained by stealing from monsters
312 // (jessies gave ~20,000,000 exp otherwise. 317 // (jessies gave ~20,000,000 exp otherwise.
313 int exp = calc_skill_exp (op, tmp, skill); 318 int exp = calc_skill_exp (op, tmp, skill);
314 319
315 exp = MIN (tmp->stats.exp, exp); 320 exp = min (tmp->stats.exp, exp);
316 tmp->stats.exp -= exp; 321 tmp->stats.exp -= exp;
317 return exp; 322 return exp;
318 } 323 }
319 } 324 }
320 return 0; 325 return 0;
426 op->invisible += 100; /* set the level of 'hiddeness' */ 431 op->invisible += 100; /* set the level of 'hiddeness' */
427 432
428 if (op->type == PLAYER) 433 if (op->type == PLAYER)
429 op->contr->tmp_invis = 1; 434 op->contr->tmp_invis = 1;
430 435
431 op->hide = 1; 436 op->flag [FLAG_HIDDEN] = 1;
432 return 1; 437 return 1;
433 } 438 }
434 439
435 return 0; 440 return 0;
436} 441}
445 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 450 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
446 { 451 {
447 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!");
448 return 0; 453 return 0;
449 } 454 }
450 else if (!op->hide && op->invisible > 0 && op->type == PLAYER) 455 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER)
451 { 456 {
452 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!");
453 make_visible (op); 458 make_visible (op);
454 } 459 }
455 460
530 || (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party)) 535 || (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
531 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */ 536 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
532 537
533 return exp; /* note that calc_skill_exp() is already called by skill_attack() */ 538 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
534 } 539 }
535
536 /* If the space has fly on set (no matter what the space is),
537 * we should get the effects - after all, the player is
538 * effectively flying.
539 */
540 if (tmp->move_on & MOVE_FLY_LOW)
541 {
542 pl->x = x;
543 pl->y = y;
544 pl->map = m;
545 stop_jump (pl, i, spaces);
546
547 return calc_skill_exp (pl, NULL, skill);
548 }
549 } 540 }
550 541
551 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)))
552 { 543 {
553 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); 544 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
556 } 547 }
557 548
558 pl->x = x; 549 pl->x = x;
559 pl->y = y; 550 pl->y = y;
560 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 }
561 } 559 }
562 560
563 stop_jump (pl, i, spaces); 561 stop_jump (pl, i, spaces);
564 562
565 return calc_skill_exp (pl, NULL, skill); 563 return calc_skill_exp (pl, NULL, skill);
661} 659}
662 660
663/* Helper function for do_skill_ident, so that we can loop 661/* Helper function for do_skill_ident, so that we can loop
664 * over inventory AND objects on the ground conveniently. 662 * over inventory AND objects on the ground conveniently.
665 */ 663 */
666int 664static int
667do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) 665do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
668{ 666{
669 int success = 0, chance; 667 int success = 0, chance;
670 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;
671 669
927 925
928 if (pl->type != PLAYER) 926 if (pl->type != PLAYER)
929 return 0; /* only players use this skill */ 927 return 0; /* only players use this skill */
930 928
931 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); 929 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
932 for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++) 930 for (i = 0; i < min (skill->level, SIZEOFFREE); i++)
933 { 931 {
934 x = pl->x + freearr_x[i]; 932 x = pl->x + freearr_x[i];
935 y = pl->y + freearr_y[i]; 933 y = pl->y + freearr_y[i];
936 m = pl->map; 934 m = pl->map;
937 935
988} 986}
989 987
990/* The find_traps skill (aka, search). Checks for traps 988/* The find_traps skill (aka, search). Checks for traps
991 * on the spaces or in certain objects 989 * on the spaces or in certain objects
992 */ 990 */
993
994int 991int
995find_traps (object *pl, object *skill) 992find_traps (object *pl, object *skill)
996{ 993{
997 object *tmp, *tmp2; 994 object *tmp, *tmp2;
998 int i, expsum = 0, mflags; 995 int i, expsum = 0, mflags;
1000 maptile *m; 997 maptile *m;
1001 998
1002 /* First we search all around us for runes and traps, which are 999 /* First we search all around us for runes and traps, which are
1003 * all type RUNE 1000 * all type RUNE
1004 */ 1001 */
1005
1006 for (i = 0; i < 9; i++) 1002 for (i = 0; i < 9; i++)
1007 { 1003 {
1008 x = pl->x + freearr_x[i]; 1004 x = pl->x + freearr_x[i];
1009 y = pl->y + freearr_y[i]; 1005 y = pl->y + freearr_y[i];
1010 m = pl->map; 1006 m = pl->map;
1012 mflags = get_map_flags (m, &m, x, y, &x, &y); 1008 mflags = get_map_flags (m, &m, x, y, &x, &y);
1013 if (mflags & P_OUT_OF_MAP) 1009 if (mflags & P_OUT_OF_MAP)
1014 continue; 1010 continue;
1015 1011
1016 /* Check everything in the square for trapness */ 1012 /* Check everything in the square for trapness */
1017 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1013 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1018 { 1014 {
1019
1020 /* And now we'd better do an inventory traversal of each 1015 /* And now we'd better do an inventory traversal of each
1021 * of these objects' inventory 1016 * of these objects' inventory
1022 * We can narrow this down a bit - no reason to search through 1017 * We can narrow this down a bit - no reason to search through
1023 * the players inventory or monsters for that matter. 1018 * the players inventory or monsters for that matter.
1024 */ 1019 */
1025 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1020 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1026 {
1027 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1021 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1028 if (tmp2->type == RUNE || tmp2->type == TRAP) 1022 if (tmp2->type == RUNE || tmp2->type == TRAP)
1029 if (trap_see (pl, tmp2)) 1023 if (trap_see (pl, tmp2))
1030 { 1024 {
1031 trap_show (tmp2, tmp); 1025 trap_show (tmp2, tmp);
1032 if (tmp2->stats.Cha > 1) 1026 if (tmp2->stats.Cha > 1)
1033 { 1027 {
1034 if (!tmp2->owner || tmp2->owner->type != PLAYER) 1028 if (!tmp2->owner || tmp2->owner->type != PLAYER)
1035 expsum += calc_skill_exp (pl, tmp2, skill); 1029 expsum += calc_skill_exp (pl, tmp2, skill);
1036 1030
1037 tmp2->stats.Cha = 1; /* unhide the trap */ 1031 tmp2->stats.Cha = 1; /* unhide the trap */
1038 } 1032 }
1039 } 1033 }
1040 } 1034
1041 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) 1035 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1042 { 1036 {
1043 trap_show (tmp, tmp); 1037 trap_show (tmp, tmp);
1044 if (tmp->stats.Cha > 1) 1038 if (tmp->stats.Cha > 1)
1045 { 1039 {
1048 tmp->stats.Cha = 1; /* unhide the trap */ 1042 tmp->stats.Cha = 1; /* unhide the trap */
1049 } 1043 }
1050 } 1044 }
1051 } 1045 }
1052 } 1046 }
1047
1053 new_draw_info (NDI_BLACK, 0, pl, "You search the area."); 1048 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1054 return expsum; 1049 return expsum;
1055} 1050}
1056 1051
1057/* remove_trap() - This skill will disarm any previously discovered trap 1052/* remove_trap() - This skill will disarm any previously discovered trap
1058 * the algorithm is based (almost totally) on the old command_disarm() - b.t. 1053 * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1059 */ 1054 */
1060
1061int 1055int
1062remove_trap (object *op, int dir, object *skill) 1056remove_trap (object *op, int dir, object *skill)
1063{ 1057{
1064 object *tmp, *tmp2; 1058 object *tmp, *tmp2;
1065 int i, success = 0, mflags; 1059 int i, success = 0, mflags;
1075 mflags = get_map_flags (m, &m, x, y, &x, &y); 1069 mflags = get_map_flags (m, &m, x, y, &x, &y);
1076 if (mflags & P_OUT_OF_MAP) 1070 if (mflags & P_OUT_OF_MAP)
1077 continue; 1071 continue;
1078 1072
1079 /* Check everything in the square for trapness */ 1073 /* Check everything in the square for trapness */
1080 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1074 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1081 { 1075 {
1082 /* And now we'd better do an inventory traversal of each 1076 /* And now we'd better do an inventory traversal of each
1083 * of these objects inventory. Like above, only 1077 * of these objects inventory. Like above, only
1084 * do this for interesting objects. 1078 * do this for interesting objects.
1085 */ 1079 */
1086 1080
1087 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1081 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1088 { 1082 {
1089 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1083 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1090 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) 1084 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1091 { 1085 {
1092 trap_show (tmp2, tmp); 1086 trap_show (tmp2, tmp);
1087
1093 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) 1088 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1094 { 1089 {
1095 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1090 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1096 success += calc_skill_exp (op, tmp2, skill); 1091 success += calc_skill_exp (op, tmp2, skill);
1097 } 1092 }
1098 } 1093 }
1099 } 1094 }
1095
1100 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) 1096 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1101 { 1097 {
1102 trap_show (tmp, tmp); 1098 trap_show (tmp, tmp);
1099
1103 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) 1100 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1104 { 1101 {
1105 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1102 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1106 success += calc_skill_exp (op, tmp, skill); 1103 success += calc_skill_exp (op, tmp, skill);
1107 } 1104 }
1133 /* Check all objects - we could stop at floor objects, 1130 /* Check all objects - we could stop at floor objects,
1134 * but if someone buries an altar, I don't see a problem with 1131 * but if someone buries an altar, I don't see a problem with
1135 * going through all the objects, and it shouldn't be much slower 1132 * going through all the objects, and it shouldn't be much slower
1136 * than extra checks on object attributes. 1133 * than extra checks on object attributes.
1137 */ 1134 */
1138 for (tmp = pl->below; tmp != NULL; tmp = tmp->below) 1135 for (tmp = pl->below; tmp; tmp = tmp->below)
1139 { 1136 {
1140 /* Only if the altar actually belongs to someone do you get special benefits */ 1137 /* Only if the altar actually belongs to someone do you get special benefits */
1141 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) 1138 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1142 { 1139 {
1143 sprintf (buf, "You pray over the %s.", &tmp->name); 1140 sprintf (buf, "You pray over the %s.", &tmp->name);
1218 * ordinary inscribable 'books' (anything that is not a SPELL). b.t. 1215 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1219 */ 1216 */
1220static int 1217static int
1221write_note (object *pl, object *item, const char *msg, object *skill) 1218write_note (object *pl, object *item, const char *msg, object *skill)
1222{ 1219{
1223 1220 if (!msg_is_safe (msg))
1224 if (strstr (msg, "\nendmsg"))
1225 { 1221 {
1226 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?"); 1222 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1223 LOG (llevInfo, "write_note: player %s tried to write bogus note %s\n", &pl->name, msg);
1227 return 0; 1224 return 0;
1228 } 1225 }
1229 1226
1230 int len = strlen (msg); 1227 int len = strlen (msg);
1231 1228
1236 } 1233 }
1237 1234
1238 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) 1235 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1239 return RESULT_INT (0); 1236 return RESULT_INT (0);
1240 1237
1241 char buf[1024]; 1238 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len));
1242 1239
1243 if (len < sizeof (buf) - 2) 1240 if (char_len <= item->weight_limit)
1244 { 1241 {
1245 snprintf (buf, sizeof (buf), "%s\n", msg);
1246
1247 object *newbook = arch_to_object (item->other_arch); 1242 object *newbook = arch_to_object (item->other_arch);
1248 item->decrease (); 1243 item->decrease ();
1249 newbook->nrof = 1; 1244 newbook->nrof = 1;
1250 newbook->msg = buf; 1245 newbook->msg = shstr (msg);
1251 newbook->flag [FLAG_IDENTIFIED] = true; 1246 newbook->flag [FLAG_IDENTIFIED] = true;
1252 1247
1253 if (item->subtype == 1) // mailscrolls 1248 if (item->subtype == 1) // mailscrolls
1254 { 1249 {
1255 newbook->name = item->name; 1250 newbook->name = item->name;
1258 1253
1259 pl->insert (newbook); 1254 pl->insert (newbook);
1260 1255
1261 pl->contr->play_sound (sound_find ("inscribe_success")); 1256 pl->contr->play_sound (sound_find ("inscribe_success"));
1262 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name); 1257 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1263 return strlen (msg); 1258 return char_len;
1264 } 1259 }
1265 else 1260 else
1266 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", &item->name); 1261 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.>",
1262 &item->name, item->weight_limit, char_len);
1267 1263
1268 return 0; 1264 return 0;
1269} 1265}
1270 1266
1271/* write_scroll() - this routine allows players to inscribe spell scrolls 1267/* write_scroll() - this routine allows players to inscribe spell scrolls
1315 1311
1316 pl->contr->play_sound (sound_find ("inscribe_success")); 1312 pl->contr->play_sound (sound_find ("inscribe_success"));
1317 1313
1318 if (!confused) 1314 if (!confused)
1319 { 1315 {
1320 newscroll->level = MAX (skill->level, chosen_spell->level); 1316 newscroll->level = max (skill->level, chosen_spell->level);
1321 newscroll->flag [FLAG_IDENTIFIED] = true; 1317 newscroll->flag [FLAG_IDENTIFIED] = true;
1322 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell."); 1318 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1323 } 1319 }
1324 else 1320 else
1325 { 1321 {
1326 chosen_spell = find_random_spell_in_ob (pl, NULL); 1322 chosen_spell = find_random_spell_in_ob (pl, NULL);
1327 if (!chosen_spell) 1323 if (!chosen_spell)
1328 return 0; 1324 return 0;
1329 1325
1330 newscroll->level = MAX (skill->level, chosen_spell->level); 1326 newscroll->level = max (skill->level, chosen_spell->level);
1331 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell."); 1327 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1332 } 1328 }
1333 1329
1334 object *tmp = chosen_spell->clone (); 1330 object *tmp = chosen_spell->clone ();
1335 insert_ob_in_ob (tmp, newscroll); 1331 insert_ob_in_ob (tmp, newscroll);
1401 object *item = find_marked_object (pl); 1397 object *item = find_marked_object (pl);
1402 1398
1403 /* find an item of correct type to write on */ 1399 /* find an item of correct type to write on */
1404 if (!item) 1400 if (!item)
1405 { 1401 {
1406 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.>"); 1402 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.>");
1407 return 0; 1403 return 0;
1408 } 1404 }
1409 1405
1410 if (item->type != INSCRIBABLE) 1406 if (item->type != INSCRIBABLE)
1411 { 1407 {
1484 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1480 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1485 { 1481 {
1486 /* can't toss invisible or inv-locked items */ 1482 /* can't toss invisible or inv-locked items */
1487 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1483 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1488 continue; 1484 continue;
1489 if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request)) 1485 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1490 break; 1486 break;
1491 } 1487 }
1492 } 1488 }
1493 1489
1494 /* this should prevent us from throwing away 1490 /* this should prevent us from throwing away
1725 { 1721 {
1726 throw_ob->last_sp += eff_str / 3; /* fly a little further */ 1722 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1727 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; 1723 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1728 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; 1724 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1729 /* only throw objects get directional faces */ 1725 /* only throw objects get directional faces */
1730 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) 1726 if (throw_ob->has_anim () && throw_ob->anim_frames ())
1731 SET_ANIMATION (throw_ob, dir); 1727 throw_ob->set_anim_frame (dir);
1732 } 1728 }
1733 else 1729 else
1734 { 1730 {
1735 uint16 mat = throw_ob->materials; 1731 uint16 mat = throw_ob->materials;
1736 1732

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