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 */ |
… | |
… | |
101 | { |
103 | { |
102 | object *success = NULL, *tmp = NULL, *next; |
104 | object *success = NULL, *tmp = NULL, *next; |
103 | int roll = 0, chance = 0, stats_value; |
105 | int roll = 0, chance = 0, stats_value; |
104 | rv_vector rv; |
106 | rv_vector rv; |
105 | |
107 | |
106 | stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2; |
108 | stats_value = (who->stats.Dex + who->stats.Int) * 3 / 2; |
107 | |
109 | |
108 | /* 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) |
109 | * 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 |
110 | * have much chance of success. |
112 | * have much chance of success. |
111 | */ |
113 | */ |
112 | if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL)) |
114 | if (!op->is_player () && op->flag [FLAG_NO_STEAL]) |
113 | { |
115 | { |
114 | if (can_detect_enemy (op, who, &rv)) |
116 | if (can_detect_enemy (op, who, &rv)) |
115 | { |
117 | { |
116 | npc_call_help (op); |
118 | npc_call_help (op); |
117 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
119 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
118 | new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); |
120 | new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); |
119 | return 0; |
121 | return 0; |
120 | } |
122 | } |
121 | 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 */ |
122 | op->stats.Wis += (op->stats.Int / 5) + 1; |
124 | op->stats.Wis += (op->stats.Int / 5) + 1; |
|
|
125 | |
123 | if (op->stats.Wis > MAX_STAT) |
126 | if (op->stats.Wis > MAX_STAT) |
124 | op->stats.Wis = MAX_STAT; |
127 | op->stats.Wis = MAX_STAT; |
125 | } |
128 | } |
126 | |
129 | |
127 | if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ)) |
130 | if (op->is_player () && op->flag [FLAG_WIZ]) |
128 | { |
131 | { |
129 | 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"); |
130 | return 0; |
133 | return 0; |
131 | } |
134 | } |
132 | |
135 | |
133 | // only allow stealing between hostile players (TODO: probably should change) |
136 | // only allow stealing between hostile players (TODO: probably should change) |
134 | 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)) |
135 | { |
138 | { |
136 | 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"); |
137 | return 0; |
140 | return 0; |
138 | } |
141 | } |
139 | |
142 | |
… | |
… | |
200 | |
203 | |
201 | if ((roll >= skill->level) || !chance |
204 | if ((roll >= skill->level) || !chance |
202 | || (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))))) |
203 | { |
206 | { |
204 | /* victim figures out where the thief is! */ |
207 | /* victim figures out where the thief is! */ |
205 | if (who->hide) |
208 | if (who->flag [FLAG_HIDDEN]) |
206 | make_visible (who); |
209 | make_visible (who); |
207 | |
210 | |
208 | if (op->type != PLAYER) |
211 | if (op->type != PLAYER) |
209 | { |
212 | { |
210 | /* The unaggressives look after themselves 8) */ |
213 | /* The unaggressives look after themselves 8) */ |
… | |
… | |
312 | // reduce monster experience by experience we gained, as to |
315 | // reduce monster experience by experience we gained, as to |
313 | // 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 |
314 | // (jessies gave ~20,000,000 exp otherwise. |
317 | // (jessies gave ~20,000,000 exp otherwise. |
315 | int exp = calc_skill_exp (op, tmp, skill); |
318 | int exp = calc_skill_exp (op, tmp, skill); |
316 | |
319 | |
317 | exp = MIN (tmp->stats.exp, exp); |
320 | exp = min (tmp->stats.exp, exp); |
318 | tmp->stats.exp -= exp; |
321 | tmp->stats.exp -= exp; |
319 | return exp; |
322 | return exp; |
320 | } |
323 | } |
321 | } |
324 | } |
322 | return 0; |
325 | return 0; |
… | |
… | |
428 | op->invisible += 100; /* set the level of 'hiddeness' */ |
431 | op->invisible += 100; /* set the level of 'hiddeness' */ |
429 | |
432 | |
430 | if (op->type == PLAYER) |
433 | if (op->type == PLAYER) |
431 | op->contr->tmp_invis = 1; |
434 | op->contr->tmp_invis = 1; |
432 | |
435 | |
433 | op->hide = 1; |
436 | op->flag [FLAG_HIDDEN] = 1; |
434 | return 1; |
437 | return 1; |
435 | } |
438 | } |
436 | |
439 | |
437 | return 0; |
440 | return 0; |
438 | } |
441 | } |
… | |
… | |
447 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
450 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
448 | { |
451 | { |
449 | 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!"); |
450 | return 0; |
453 | return 0; |
451 | } |
454 | } |
452 | else if (!op->hide && op->invisible > 0 && op->type == PLAYER) |
455 | else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER) |
453 | { |
456 | { |
454 | 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!"); |
455 | make_visible (op); |
458 | make_visible (op); |
456 | } |
459 | } |
457 | |
460 | |
… | |
… | |
532 | || (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)) |
533 | 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 */ |
534 | |
537 | |
535 | 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() */ |
536 | } |
539 | } |
537 | |
|
|
538 | /* If the space has fly on set (no matter what the space is), |
|
|
539 | * we should get the effects - after all, the player is |
|
|
540 | * effectively flying. |
|
|
541 | */ |
|
|
542 | if (tmp->move_on & MOVE_FLY_LOW) |
|
|
543 | { |
|
|
544 | pl->x = x; |
|
|
545 | pl->y = y; |
|
|
546 | pl->map = m; |
|
|
547 | stop_jump (pl, i, spaces); |
|
|
548 | |
|
|
549 | return calc_skill_exp (pl, NULL, skill); |
|
|
550 | } |
|
|
551 | } |
540 | } |
552 | |
541 | |
553 | 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))) |
554 | { |
543 | { |
555 | new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); |
544 | new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); |
… | |
… | |
558 | } |
547 | } |
559 | |
548 | |
560 | pl->x = x; |
549 | pl->x = x; |
561 | pl->y = y; |
550 | pl->y = y; |
562 | 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 | } |
563 | } |
559 | } |
564 | |
560 | |
565 | stop_jump (pl, i, spaces); |
561 | stop_jump (pl, i, spaces); |
566 | |
562 | |
567 | return calc_skill_exp (pl, NULL, skill); |
563 | return calc_skill_exp (pl, NULL, skill); |
… | |
… | |
663 | } |
659 | } |
664 | |
660 | |
665 | /* Helper function for do_skill_ident, so that we can loop |
661 | /* Helper function for do_skill_ident, so that we can loop |
666 | * over inventory AND objects on the ground conveniently. |
662 | * over inventory AND objects on the ground conveniently. |
667 | */ |
663 | */ |
668 | int |
664 | static int |
669 | 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) |
670 | { |
666 | { |
671 | int success = 0, chance; |
667 | int success = 0, chance; |
672 | 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; |
673 | |
669 | |
… | |
… | |
929 | |
925 | |
930 | if (pl->type != PLAYER) |
926 | if (pl->type != PLAYER) |
931 | return 0; /* only players use this skill */ |
927 | return 0; /* only players use this skill */ |
932 | |
928 | |
933 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); |
929 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); |
934 | for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++) |
930 | for (i = 0; i < min (skill->level, SIZEOFFREE); i++) |
935 | { |
931 | { |
936 | x = pl->x + freearr_x[i]; |
932 | x = pl->x + freearr_x[i]; |
937 | y = pl->y + freearr_y[i]; |
933 | y = pl->y + freearr_y[i]; |
938 | m = pl->map; |
934 | m = pl->map; |
939 | |
935 | |
… | |
… | |
990 | } |
986 | } |
991 | |
987 | |
992 | /* The find_traps skill (aka, search). Checks for traps |
988 | /* The find_traps skill (aka, search). Checks for traps |
993 | * on the spaces or in certain objects |
989 | * on the spaces or in certain objects |
994 | */ |
990 | */ |
995 | |
|
|
996 | int |
991 | int |
997 | find_traps (object *pl, object *skill) |
992 | find_traps (object *pl, object *skill) |
998 | { |
993 | { |
999 | object *tmp, *tmp2; |
994 | object *tmp, *tmp2; |
1000 | int i, expsum = 0, mflags; |
995 | int i, expsum = 0, mflags; |
… | |
… | |
1002 | maptile *m; |
997 | maptile *m; |
1003 | |
998 | |
1004 | /* 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 |
1005 | * all type RUNE |
1000 | * all type RUNE |
1006 | */ |
1001 | */ |
1007 | |
|
|
1008 | for (i = 0; i < 9; i++) |
1002 | for (i = 0; i < 9; i++) |
1009 | { |
1003 | { |
1010 | x = pl->x + freearr_x[i]; |
1004 | x = pl->x + freearr_x[i]; |
1011 | y = pl->y + freearr_y[i]; |
1005 | y = pl->y + freearr_y[i]; |
1012 | m = pl->map; |
1006 | m = pl->map; |
… | |
… | |
1014 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1008 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1015 | if (mflags & P_OUT_OF_MAP) |
1009 | if (mflags & P_OUT_OF_MAP) |
1016 | continue; |
1010 | continue; |
1017 | |
1011 | |
1018 | /* Check everything in the square for trapness */ |
1012 | /* Check everything in the square for trapness */ |
1019 | 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) |
1020 | { |
1014 | { |
1021 | |
|
|
1022 | /* And now we'd better do an inventory traversal of each |
1015 | /* And now we'd better do an inventory traversal of each |
1023 | * of these objects' inventory |
1016 | * of these objects' inventory |
1024 | * 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 |
1025 | * the players inventory or monsters for that matter. |
1018 | * the players inventory or monsters for that matter. |
1026 | */ |
1019 | */ |
1027 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
1020 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
1028 | { |
|
|
1029 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
1021 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
1030 | if (tmp2->type == RUNE || tmp2->type == TRAP) |
1022 | if (tmp2->type == RUNE || tmp2->type == TRAP) |
1031 | if (trap_see (pl, tmp2)) |
1023 | if (trap_see (pl, tmp2)) |
1032 | { |
1024 | { |
1033 | trap_show (tmp2, tmp); |
1025 | trap_show (tmp2, tmp); |
1034 | if (tmp2->stats.Cha > 1) |
1026 | if (tmp2->stats.Cha > 1) |
1035 | { |
1027 | { |
1036 | if (!tmp2->owner || tmp2->owner->type != PLAYER) |
1028 | if (!tmp2->owner || tmp2->owner->type != PLAYER) |
1037 | expsum += calc_skill_exp (pl, tmp2, skill); |
1029 | expsum += calc_skill_exp (pl, tmp2, skill); |
1038 | |
1030 | |
1039 | tmp2->stats.Cha = 1; /* unhide the trap */ |
1031 | tmp2->stats.Cha = 1; /* unhide the trap */ |
1040 | } |
1032 | } |
1041 | } |
1033 | } |
1042 | } |
1034 | |
1043 | if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) |
1035 | if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) |
1044 | { |
1036 | { |
1045 | trap_show (tmp, tmp); |
1037 | trap_show (tmp, tmp); |
1046 | if (tmp->stats.Cha > 1) |
1038 | if (tmp->stats.Cha > 1) |
1047 | { |
1039 | { |
… | |
… | |
1050 | tmp->stats.Cha = 1; /* unhide the trap */ |
1042 | tmp->stats.Cha = 1; /* unhide the trap */ |
1051 | } |
1043 | } |
1052 | } |
1044 | } |
1053 | } |
1045 | } |
1054 | } |
1046 | } |
|
|
1047 | |
1055 | new_draw_info (NDI_BLACK, 0, pl, "You search the area."); |
1048 | new_draw_info (NDI_BLACK, 0, pl, "You search the area."); |
1056 | return expsum; |
1049 | return expsum; |
1057 | } |
1050 | } |
1058 | |
1051 | |
1059 | /* remove_trap() - This skill will disarm any previously discovered trap |
1052 | /* remove_trap() - This skill will disarm any previously discovered trap |
1060 | * 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. |
1061 | */ |
1054 | */ |
1062 | |
|
|
1063 | int |
1055 | int |
1064 | remove_trap (object *op, int dir, object *skill) |
1056 | remove_trap (object *op, int dir, object *skill) |
1065 | { |
1057 | { |
1066 | object *tmp, *tmp2; |
1058 | object *tmp, *tmp2; |
1067 | int i, success = 0, mflags; |
1059 | int i, success = 0, mflags; |
… | |
… | |
1077 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1069 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1078 | if (mflags & P_OUT_OF_MAP) |
1070 | if (mflags & P_OUT_OF_MAP) |
1079 | continue; |
1071 | continue; |
1080 | |
1072 | |
1081 | /* Check everything in the square for trapness */ |
1073 | /* Check everything in the square for trapness */ |
1082 | 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) |
1083 | { |
1075 | { |
1084 | /* And now we'd better do an inventory traversal of each |
1076 | /* And now we'd better do an inventory traversal of each |
1085 | * of these objects inventory. Like above, only |
1077 | * of these objects inventory. Like above, only |
1086 | * do this for interesting objects. |
1078 | * do this for interesting objects. |
1087 | */ |
1079 | */ |
1088 | |
1080 | |
1089 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
1081 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
1090 | { |
1082 | { |
1091 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
1083 | for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
1092 | if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) |
1084 | if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) |
1093 | { |
1085 | { |
1094 | trap_show (tmp2, tmp); |
1086 | trap_show (tmp2, tmp); |
|
|
1087 | |
1095 | 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)) |
1096 | { |
1089 | { |
1097 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1090 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1098 | success += calc_skill_exp (op, tmp2, skill); |
1091 | success += calc_skill_exp (op, tmp2, skill); |
1099 | } |
1092 | } |
1100 | } |
1093 | } |
1101 | } |
1094 | } |
|
|
1095 | |
1102 | if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) |
1096 | if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) |
1103 | { |
1097 | { |
1104 | trap_show (tmp, tmp); |
1098 | trap_show (tmp, tmp); |
|
|
1099 | |
1105 | 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)) |
1106 | { |
1101 | { |
1107 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1102 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1108 | success += calc_skill_exp (op, tmp, skill); |
1103 | success += calc_skill_exp (op, tmp, skill); |
1109 | } |
1104 | } |
… | |
… | |
1135 | /* Check all objects - we could stop at floor objects, |
1130 | /* Check all objects - we could stop at floor objects, |
1136 | * 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 |
1137 | * 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 |
1138 | * than extra checks on object attributes. |
1133 | * than extra checks on object attributes. |
1139 | */ |
1134 | */ |
1140 | for (tmp = pl->below; tmp != NULL; tmp = tmp->below) |
1135 | for (tmp = pl->below; tmp; tmp = tmp->below) |
1141 | { |
1136 | { |
1142 | /* 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 */ |
1143 | if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) |
1138 | if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) |
1144 | { |
1139 | { |
1145 | sprintf (buf, "You pray over the %s.", &tmp->name); |
1140 | sprintf (buf, "You pray over the %s.", &tmp->name); |
… | |
… | |
1220 | * ordinary inscribable 'books' (anything that is not a SPELL). b.t. |
1215 | * ordinary inscribable 'books' (anything that is not a SPELL). b.t. |
1221 | */ |
1216 | */ |
1222 | static int |
1217 | static int |
1223 | write_note (object *pl, object *item, const char *msg, object *skill) |
1218 | write_note (object *pl, object *item, const char *msg, object *skill) |
1224 | { |
1219 | { |
1225 | if (strstr (msg, "\nendmsg")) |
1220 | if (!msg_is_safe (msg)) |
1226 | { |
1221 | { |
1227 | 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); |
1228 | return 0; |
1224 | return 0; |
1229 | } |
1225 | } |
1230 | |
1226 | |
1231 | int len = strlen (msg); |
1227 | int len = strlen (msg); |
1232 | |
1228 | |
… | |
… | |
1237 | } |
1233 | } |
1238 | |
1234 | |
1239 | 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))) |
1240 | return RESULT_INT (0); |
1236 | return RESULT_INT (0); |
1241 | |
1237 | |
1242 | char buf[1024]; |
1238 | STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len)); |
1243 | |
1239 | |
1244 | if (len < sizeof (buf) - 2) |
1240 | if (char_len <= item->weight_limit) |
1245 | { |
1241 | { |
1246 | snprintf (buf, sizeof (buf), "%s\n", msg); |
|
|
1247 | |
|
|
1248 | object *newbook = arch_to_object (item->other_arch); |
1242 | object *newbook = arch_to_object (item->other_arch); |
1249 | item->decrease (); |
1243 | item->decrease (); |
1250 | newbook->nrof = 1; |
1244 | newbook->nrof = 1; |
1251 | newbook->msg = buf; |
1245 | newbook->msg = shstr (msg); |
1252 | newbook->flag [FLAG_IDENTIFIED] = true; |
1246 | newbook->flag [FLAG_IDENTIFIED] = true; |
1253 | |
1247 | |
1254 | if (item->subtype == 1) // mailscrolls |
1248 | if (item->subtype == 1) // mailscrolls |
1255 | { |
1249 | { |
1256 | newbook->name = item->name; |
1250 | newbook->name = item->name; |
… | |
… | |
1259 | |
1253 | |
1260 | pl->insert (newbook); |
1254 | pl->insert (newbook); |
1261 | |
1255 | |
1262 | pl->contr->play_sound (sound_find ("inscribe_success")); |
1256 | pl->contr->play_sound (sound_find ("inscribe_success")); |
1263 | 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); |
1264 | return strlen (msg); |
1258 | return char_len; |
1265 | } |
1259 | } |
1266 | else |
1260 | else |
1267 | 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); |
1268 | |
1263 | |
1269 | return 0; |
1264 | return 0; |
1270 | } |
1265 | } |
1271 | |
1266 | |
1272 | /* write_scroll() - this routine allows players to inscribe spell scrolls |
1267 | /* write_scroll() - this routine allows players to inscribe spell scrolls |
… | |
… | |
1316 | |
1311 | |
1317 | pl->contr->play_sound (sound_find ("inscribe_success")); |
1312 | pl->contr->play_sound (sound_find ("inscribe_success")); |
1318 | |
1313 | |
1319 | if (!confused) |
1314 | if (!confused) |
1320 | { |
1315 | { |
1321 | newscroll->level = MAX (skill->level, chosen_spell->level); |
1316 | newscroll->level = max (skill->level, chosen_spell->level); |
1322 | newscroll->flag [FLAG_IDENTIFIED] = true; |
1317 | newscroll->flag [FLAG_IDENTIFIED] = true; |
1323 | 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."); |
1324 | } |
1319 | } |
1325 | else |
1320 | else |
1326 | { |
1321 | { |
1327 | chosen_spell = find_random_spell_in_ob (pl, NULL); |
1322 | chosen_spell = find_random_spell_in_ob (pl, NULL); |
1328 | if (!chosen_spell) |
1323 | if (!chosen_spell) |
1329 | return 0; |
1324 | return 0; |
1330 | |
1325 | |
1331 | newscroll->level = MAX (skill->level, chosen_spell->level); |
1326 | newscroll->level = max (skill->level, chosen_spell->level); |
1332 | 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."); |
1333 | } |
1328 | } |
1334 | |
1329 | |
1335 | object *tmp = chosen_spell->clone (); |
1330 | object *tmp = chosen_spell->clone (); |
1336 | insert_ob_in_ob (tmp, newscroll); |
1331 | insert_ob_in_ob (tmp, newscroll); |
… | |
… | |
1485 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1480 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1486 | { |
1481 | { |
1487 | /* can't toss invisible or inv-locked items */ |
1482 | /* can't toss invisible or inv-locked items */ |
1488 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
1483 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
1489 | continue; |
1484 | continue; |
1490 | if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request)) |
1485 | if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request)) |
1491 | break; |
1486 | break; |
1492 | } |
1487 | } |
1493 | } |
1488 | } |
1494 | |
1489 | |
1495 | /* this should prevent us from throwing away |
1490 | /* this should prevent us from throwing away |
… | |
… | |
1726 | { |
1721 | { |
1727 | throw_ob->last_sp += eff_str / 3; /* fly a little further */ |
1722 | throw_ob->last_sp += eff_str / 3; /* fly a little further */ |
1728 | 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; |
1729 | 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; |
1730 | /* only throw objects get directional faces */ |
1725 | /* only throw objects get directional faces */ |
1731 | if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) |
1726 | if (throw_ob->has_anim () && throw_ob->anim_frames ()) |
1732 | SET_ANIMATION (throw_ob, dir); |
1727 | throw_ob->set_anim_frame (dir); |
1733 | } |
1728 | } |
1734 | else |
1729 | else |
1735 | { |
1730 | { |
1736 | uint16 mat = throw_ob->materials; |
1731 | uint16 mat = throw_ob->materials; |
1737 | |
1732 | |