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Comparing deliantra/server/server/skills.C (file contents):
Revision 1.64 by root, Tue May 5 04:51:56 2009 UTC vs.
Revision 1.73 by root, Sun Nov 8 13:36:14 2009 UTC

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 (©) 2003,2007 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>
48 return -1; 49 return -1;
49 } 50 }
50 51
51 /* ADJUSTMENTS */ 52 /* ADJUSTMENTS */
52 53
53 /* Its harder to steal from hostile beings! */ 54 /* It's harder to steal from hostile beings! */
54 if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 55 if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
55 roll = roll / 2; 56 roll = roll / 2;
56 57
57 /* Easier to steal from sleeping beings, or if the thief is 58 /* Easier to steal from sleeping beings, or if the thief is
58 * unseen */ 59 * unseen */
314 // reduce monster experience by experience we gained, as to 315 // reduce monster experience by experience we gained, as to
315 // 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
316 // (jessies gave ~20,000,000 exp otherwise. 317 // (jessies gave ~20,000,000 exp otherwise.
317 int exp = calc_skill_exp (op, tmp, skill); 318 int exp = calc_skill_exp (op, tmp, skill);
318 319
319 exp = MIN (tmp->stats.exp, exp); 320 exp = min (tmp->stats.exp, exp);
320 tmp->stats.exp -= exp; 321 tmp->stats.exp -= exp;
321 return exp; 322 return exp;
322 } 323 }
323 } 324 }
324 return 0; 325 return 0;
658} 659}
659 660
660/* Helper function for do_skill_ident, so that we can loop 661/* Helper function for do_skill_ident, so that we can loop
661 * over inventory AND objects on the ground conveniently. 662 * over inventory AND objects on the ground conveniently.
662 */ 663 */
663int 664static int
664do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) 665do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
665{ 666{
666 int success = 0, chance; 667 int success = 0, chance;
667 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;
668 669
924 925
925 if (pl->type != PLAYER) 926 if (pl->type != PLAYER)
926 return 0; /* only players use this skill */ 927 return 0; /* only players use this skill */
927 928
928 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); 929 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
929 for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++) 930 for (i = 0; i < min (skill->level, SIZEOFFREE); i++)
930 { 931 {
931 x = pl->x + freearr_x[i]; 932 x = pl->x + freearr_x[i];
932 y = pl->y + freearr_y[i]; 933 y = pl->y + freearr_y[i];
933 m = pl->map; 934 m = pl->map;
934 935
985} 986}
986 987
987/* The find_traps skill (aka, search). Checks for traps 988/* The find_traps skill (aka, search). Checks for traps
988 * on the spaces or in certain objects 989 * on the spaces or in certain objects
989 */ 990 */
990
991int 991int
992find_traps (object *pl, object *skill) 992find_traps (object *pl, object *skill)
993{ 993{
994 object *tmp, *tmp2; 994 object *tmp, *tmp2;
995 int i, expsum = 0, mflags; 995 int i, expsum = 0, mflags;
997 maptile *m; 997 maptile *m;
998 998
999 /* 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
1000 * all type RUNE 1000 * all type RUNE
1001 */ 1001 */
1002
1003 for (i = 0; i < 9; i++) 1002 for (i = 0; i < 9; i++)
1004 { 1003 {
1005 x = pl->x + freearr_x[i]; 1004 x = pl->x + freearr_x[i];
1006 y = pl->y + freearr_y[i]; 1005 y = pl->y + freearr_y[i];
1007 m = pl->map; 1006 m = pl->map;
1009 mflags = get_map_flags (m, &m, x, y, &x, &y); 1008 mflags = get_map_flags (m, &m, x, y, &x, &y);
1010 if (mflags & P_OUT_OF_MAP) 1009 if (mflags & P_OUT_OF_MAP)
1011 continue; 1010 continue;
1012 1011
1013 /* Check everything in the square for trapness */ 1012 /* Check everything in the square for trapness */
1014 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)
1015 { 1014 {
1016
1017 /* And now we'd better do an inventory traversal of each 1015 /* And now we'd better do an inventory traversal of each
1018 * of these objects' inventory 1016 * of these objects' inventory
1019 * 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
1020 * the players inventory or monsters for that matter. 1018 * the players inventory or monsters for that matter.
1021 */ 1019 */
1022 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1020 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1023 {
1024 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1021 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1025 if (tmp2->type == RUNE || tmp2->type == TRAP) 1022 if (tmp2->type == RUNE || tmp2->type == TRAP)
1026 if (trap_see (pl, tmp2)) 1023 if (trap_see (pl, tmp2))
1027 { 1024 {
1028 trap_show (tmp2, tmp); 1025 trap_show (tmp2, tmp);
1029 if (tmp2->stats.Cha > 1) 1026 if (tmp2->stats.Cha > 1)
1030 { 1027 {
1031 if (!tmp2->owner || tmp2->owner->type != PLAYER) 1028 if (!tmp2->owner || tmp2->owner->type != PLAYER)
1032 expsum += calc_skill_exp (pl, tmp2, skill); 1029 expsum += calc_skill_exp (pl, tmp2, skill);
1033 1030
1034 tmp2->stats.Cha = 1; /* unhide the trap */ 1031 tmp2->stats.Cha = 1; /* unhide the trap */
1035 } 1032 }
1036 } 1033 }
1037 } 1034
1038 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) 1035 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1039 { 1036 {
1040 trap_show (tmp, tmp); 1037 trap_show (tmp, tmp);
1041 if (tmp->stats.Cha > 1) 1038 if (tmp->stats.Cha > 1)
1042 { 1039 {
1045 tmp->stats.Cha = 1; /* unhide the trap */ 1042 tmp->stats.Cha = 1; /* unhide the trap */
1046 } 1043 }
1047 } 1044 }
1048 } 1045 }
1049 } 1046 }
1047
1050 new_draw_info (NDI_BLACK, 0, pl, "You search the area."); 1048 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1051 return expsum; 1049 return expsum;
1052} 1050}
1053 1051
1054/* remove_trap() - This skill will disarm any previously discovered trap 1052/* remove_trap() - This skill will disarm any previously discovered trap
1055 * 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.
1056 */ 1054 */
1057
1058int 1055int
1059remove_trap (object *op, int dir, object *skill) 1056remove_trap (object *op, int dir, object *skill)
1060{ 1057{
1061 object *tmp, *tmp2; 1058 object *tmp, *tmp2;
1062 int i, success = 0, mflags; 1059 int i, success = 0, mflags;
1072 mflags = get_map_flags (m, &m, x, y, &x, &y); 1069 mflags = get_map_flags (m, &m, x, y, &x, &y);
1073 if (mflags & P_OUT_OF_MAP) 1070 if (mflags & P_OUT_OF_MAP)
1074 continue; 1071 continue;
1075 1072
1076 /* Check everything in the square for trapness */ 1073 /* Check everything in the square for trapness */
1077 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)
1078 { 1075 {
1079 /* And now we'd better do an inventory traversal of each 1076 /* And now we'd better do an inventory traversal of each
1080 * of these objects inventory. Like above, only 1077 * of these objects inventory. Like above, only
1081 * do this for interesting objects. 1078 * do this for interesting objects.
1082 */ 1079 */
1083 1080
1084 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1081 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1085 { 1082 {
1086 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1083 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1087 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) 1084 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1088 { 1085 {
1089 trap_show (tmp2, tmp); 1086 trap_show (tmp2, tmp);
1087
1090 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))
1091 { 1089 {
1092 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1090 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1093 success += calc_skill_exp (op, tmp2, skill); 1091 success += calc_skill_exp (op, tmp2, skill);
1094 } 1092 }
1095 } 1093 }
1096 } 1094 }
1095
1097 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) 1096 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1098 { 1097 {
1099 trap_show (tmp, tmp); 1098 trap_show (tmp, tmp);
1099
1100 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))
1101 { 1101 {
1102 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1102 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1103 success += calc_skill_exp (op, tmp, skill); 1103 success += calc_skill_exp (op, tmp, skill);
1104 } 1104 }
1130 /* Check all objects - we could stop at floor objects, 1130 /* Check all objects - we could stop at floor objects,
1131 * 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
1132 * 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
1133 * than extra checks on object attributes. 1133 * than extra checks on object attributes.
1134 */ 1134 */
1135 for (tmp = pl->below; tmp != NULL; tmp = tmp->below) 1135 for (tmp = pl->below; tmp; tmp = tmp->below)
1136 { 1136 {
1137 /* 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 */
1138 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) 1138 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1139 { 1139 {
1140 sprintf (buf, "You pray over the %s.", &tmp->name); 1140 sprintf (buf, "You pray over the %s.", &tmp->name);
1215 * ordinary inscribable 'books' (anything that is not a SPELL). b.t. 1215 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1216 */ 1216 */
1217static int 1217static int
1218write_note (object *pl, object *item, const char *msg, object *skill) 1218write_note (object *pl, object *item, const char *msg, object *skill)
1219{ 1219{
1220 if (strstr (msg, "\nendmsg")) 1220 if (!msg_is_safe (msg))
1221 { 1221 {
1222 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);
1223 return 0; 1224 return 0;
1224 } 1225 }
1225 1226
1226 int len = strlen (msg); 1227 int len = strlen (msg);
1227 1228
1232 } 1233 }
1233 1234
1234 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)))
1235 return RESULT_INT (0); 1236 return RESULT_INT (0);
1236 1237
1237 char buf[1024]; 1238 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len));
1238 1239
1239 if (len < sizeof (buf) - 2) 1240 if (char_len <= item->weight_limit)
1240 { 1241 {
1241 snprintf (buf, sizeof (buf), "%s\n", msg);
1242
1243 object *newbook = arch_to_object (item->other_arch); 1242 object *newbook = arch_to_object (item->other_arch);
1244 item->decrease (); 1243 item->decrease ();
1245 newbook->nrof = 1; 1244 newbook->nrof = 1;
1246 newbook->msg = buf; 1245 newbook->msg = shstr (msg);
1247 newbook->flag [FLAG_IDENTIFIED] = true; 1246 newbook->flag [FLAG_IDENTIFIED] = true;
1248 1247
1249 if (item->subtype == 1) // mailscrolls 1248 if (item->subtype == 1) // mailscrolls
1250 { 1249 {
1251 newbook->name = item->name; 1250 newbook->name = item->name;
1254 1253
1255 pl->insert (newbook); 1254 pl->insert (newbook);
1256 1255
1257 pl->contr->play_sound (sound_find ("inscribe_success")); 1256 pl->contr->play_sound (sound_find ("inscribe_success"));
1258 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);
1259 return strlen (msg); 1258 return char_len;
1260 } 1259 }
1261 else 1260 else
1262 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);
1263 1263
1264 return 0; 1264 return 0;
1265} 1265}
1266 1266
1267/* write_scroll() - this routine allows players to inscribe spell scrolls 1267/* write_scroll() - this routine allows players to inscribe spell scrolls
1311 1311
1312 pl->contr->play_sound (sound_find ("inscribe_success")); 1312 pl->contr->play_sound (sound_find ("inscribe_success"));
1313 1313
1314 if (!confused) 1314 if (!confused)
1315 { 1315 {
1316 newscroll->level = MAX (skill->level, chosen_spell->level); 1316 newscroll->level = max (skill->level, chosen_spell->level);
1317 newscroll->flag [FLAG_IDENTIFIED] = true; 1317 newscroll->flag [FLAG_IDENTIFIED] = true;
1318 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.");
1319 } 1319 }
1320 else 1320 else
1321 { 1321 {
1322 chosen_spell = find_random_spell_in_ob (pl, NULL); 1322 chosen_spell = find_random_spell_in_ob (pl, NULL);
1323 if (!chosen_spell) 1323 if (!chosen_spell)
1324 return 0; 1324 return 0;
1325 1325
1326 newscroll->level = MAX (skill->level, chosen_spell->level); 1326 newscroll->level = max (skill->level, chosen_spell->level);
1327 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.");
1328 } 1328 }
1329 1329
1330 object *tmp = chosen_spell->clone (); 1330 object *tmp = chosen_spell->clone ();
1331 insert_ob_in_ob (tmp, newscroll); 1331 insert_ob_in_ob (tmp, newscroll);

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