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 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, |
… | |
… | |
177 | if (tmp->destroyed () || tmp->env != op) |
182 | if (tmp->destroyed () || tmp->env != op) |
178 | { |
183 | { |
179 | /* for players, play_sound: steals item */ |
184 | /* for players, play_sound: steals item */ |
180 | success = tmp; |
185 | success = tmp; |
181 | CLEAR_FLAG (tmp, FLAG_INV_LOCKED); |
186 | CLEAR_FLAG (tmp, FLAG_INV_LOCKED); |
182 | |
|
|
183 | /* Don't delete it from target player until we know |
|
|
184 | * the thief has picked it up. can't just look at tmp->count, |
|
|
185 | * as it's possible that it got merged when picked up. |
|
|
186 | */ |
|
|
187 | if (op->type == PLAYER) |
|
|
188 | esrv_del_item (op->contr, tmp->count); |
|
|
189 | } |
187 | } |
|
|
188 | |
190 | break; |
189 | break; |
191 | } |
190 | } |
192 | } /* for loop looking for an item */ |
191 | } /* for loop looking for an item */ |
193 | |
192 | |
194 | if (!tmp) |
193 | if (!tmp) |
… | |
… | |
203 | */ |
202 | */ |
204 | |
203 | |
205 | if ((roll >= skill->level) || !chance |
204 | if ((roll >= skill->level) || !chance |
206 | || (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))))) |
207 | { |
206 | { |
208 | |
|
|
209 | /* victim figures out where the thief is! */ |
207 | /* victim figures out where the thief is! */ |
210 | if (who->hide) |
208 | if (who->flag [FLAG_HIDDEN]) |
211 | make_visible (who); |
209 | make_visible (who); |
212 | |
210 | |
213 | if (op->type != PLAYER) |
211 | if (op->type != PLAYER) |
214 | { |
212 | { |
215 | /* The unaggressives look after themselves 8) */ |
213 | /* The unaggressives look after themselves 8) */ |
216 | if (who->type == PLAYER) |
214 | if (who->type == PLAYER) |
217 | { |
215 | { |
218 | npc_call_help (op); |
216 | npc_call_help (op); |
219 | 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)); |
220 | } |
218 | } |
|
|
219 | |
221 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
220 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
222 | /* all remaining npc items are guarded now. Set flag NO_STEAL |
221 | /* all remaining npc items are guarded now. Set flag NO_STEAL |
223 | * on the victim. |
222 | * on the victim. |
224 | */ |
223 | */ |
225 | SET_FLAG (op, FLAG_NO_STEAL); |
224 | SET_FLAG (op, FLAG_NO_STEAL); |
… | |
… | |
228 | { /* stealing from another player */ |
227 | { /* stealing from another player */ |
229 | char buf[MAX_BUF]; |
228 | char buf[MAX_BUF]; |
230 | |
229 | |
231 | /* Notify the other player */ |
230 | /* Notify the other player */ |
232 | 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)) |
233 | { |
|
|
234 | sprintf (buf, "Your %s is missing!", query_name (success)); |
232 | sprintf (buf, "Your %s is missing!", query_name (success)); |
235 | } |
|
|
236 | else |
233 | else |
237 | { |
|
|
238 | sprintf (buf, "Your pack feels strangely lighter."); |
234 | sprintf (buf, "Your pack feels strangely lighter."); |
239 | } |
235 | |
240 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
236 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
241 | if (!success) |
237 | if (!success) |
242 | { |
238 | { |
243 | if (who->invisible) |
239 | if (who->invisible) |
244 | { |
|
|
245 | sprintf (buf, "you feel itchy fingers getting at your pack."); |
240 | sprintf (buf, "you feel itchy fingers getting at your pack."); |
246 | } |
|
|
247 | else |
241 | else |
248 | { |
|
|
249 | sprintf (buf, "%s looks very shifty.", query_name (who)); |
242 | sprintf (buf, "%s looks very shifty.", query_name (who)); |
250 | } |
243 | |
251 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
244 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
252 | } |
245 | } |
253 | } /* else stealing from another player */ |
246 | } /* else stealing from another player */ |
254 | /* play_sound("stop! thief!"); kindofthing */ |
247 | /* play_sound("stop! thief!"); kindofthing */ |
255 | } /* if you weren't 100% successful */ |
248 | } /* if you weren't 100% successful */ |
|
|
249 | |
256 | return success ? 1 : 0; |
250 | return success ? 1 : 0; |
257 | } |
251 | } |
258 | |
252 | |
259 | int |
253 | int |
260 | steal (object *op, int dir, object *skill) |
254 | steal (object *op, int dir, object *skill) |
… | |
… | |
266 | |
260 | |
267 | x = op->x + freearr_x[dir]; |
261 | x = op->x + freearr_x[dir]; |
268 | y = op->y + freearr_y[dir]; |
262 | y = op->y + freearr_y[dir]; |
269 | |
263 | |
270 | if (dir == 0) |
264 | if (dir == 0) |
271 | { |
265 | return 0; // you can't steal from ourself! |
272 | /* Can't steal from ourself! */ |
|
|
273 | return 0; |
|
|
274 | } |
|
|
275 | |
266 | |
276 | m = op->map; |
267 | m = op->map; |
277 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
268 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
278 | /* Out of map - can't do it. If nothing alive on this space, |
269 | /* Out of map - can't do it. If nothing alive on this space, |
279 | * don't need to look any further. |
270 | * don't need to look any further. |
… | |
… | |
287 | |
278 | |
288 | /* Find the topmost object at this spot */ |
279 | /* Find the topmost object at this spot */ |
289 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above); |
280 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above); |
290 | |
281 | |
291 | /* For all the stacked objects at this point, attempt a steal */ |
282 | /* For all the stacked objects at this point, attempt a steal */ |
292 | for (; tmp != NULL; tmp = next) |
283 | for (; tmp; tmp = next) |
293 | { |
284 | { |
294 | next = tmp->below; |
285 | next = tmp->below; |
295 | /* Minor hack--for multi square beings - make sure we get |
286 | /* Minor hack--for multi square beings - make sure we get |
296 | * the 'head' coz 'tail' objects have no inventory! - b.t. |
287 | * the 'head' coz 'tail' objects have no inventory! - b.t. |
297 | */ |
288 | */ |
… | |
… | |
302 | continue; |
293 | continue; |
303 | |
294 | |
304 | /* do not reveal hidden DMs */ |
295 | /* do not reveal hidden DMs */ |
305 | if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden) |
296 | if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden) |
306 | continue; |
297 | continue; |
|
|
298 | |
307 | if (attempt_steal (tmp, op, skill)) |
299 | if (attempt_steal (tmp, op, skill)) |
308 | { |
300 | { |
309 | if (tmp->type == PLAYER) /* no xp for stealing from another player */ |
301 | if (tmp->type == PLAYER) /* no xp for stealing from another player */ |
310 | return 0; |
302 | return 0; |
311 | |
303 | |
312 | /* no xp for stealing from pets (of players) */ |
304 | /* no xp for stealing from pets (of players) */ |
313 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) |
305 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) |
314 | { |
306 | { |
315 | object *owner = tmp->owner; |
307 | object *owner = tmp->owner; |
316 | |
308 | |
317 | if (owner != NULL && owner->type == PLAYER) |
309 | if (owner && owner->type == PLAYER) |
318 | return 0; |
310 | return 0; |
319 | } |
311 | } |
320 | |
312 | |
321 | // reduce monster experience by experience we gained, as to |
313 | // reduce monster experience by experience we gained, as to |
322 | // limit the amount of exp that can be gained by stealing from monsters |
314 | // limit the amount of exp that can be gained by stealing from monsters |
323 | // (jessies gave ~20,000,000 exp otherwise. |
315 | // (jessies gave ~20,000,000 exp otherwise. |
324 | int exp = calc_skill_exp (op, tmp, skill); |
316 | int exp = calc_skill_exp (op, tmp, skill); |
325 | |
317 | |
326 | exp = MIN (tmp->stats.exp, exp); |
318 | exp = min (tmp->stats.exp, exp); |
327 | tmp->stats.exp -= exp; |
319 | tmp->stats.exp -= exp; |
328 | return exp; |
320 | return exp; |
329 | } |
321 | } |
330 | } |
322 | } |
|
|
323 | |
331 | return 0; |
324 | return 0; |
332 | } |
325 | } |
333 | |
326 | |
334 | static int |
327 | static int |
335 | attempt_pick_lock (object *door, object *pl, object *skill) |
328 | attempt_pick_lock (object *door, object *pl, object *skill) |
… | |
… | |
437 | op->invisible += 100; /* set the level of 'hiddeness' */ |
430 | op->invisible += 100; /* set the level of 'hiddeness' */ |
438 | |
431 | |
439 | if (op->type == PLAYER) |
432 | if (op->type == PLAYER) |
440 | op->contr->tmp_invis = 1; |
433 | op->contr->tmp_invis = 1; |
441 | |
434 | |
442 | op->hide = 1; |
435 | op->flag [FLAG_HIDDEN] = 1; |
443 | return 1; |
436 | return 1; |
444 | } |
437 | } |
445 | |
438 | |
446 | return 0; |
439 | return 0; |
447 | } |
440 | } |
… | |
… | |
456 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
449 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
457 | { |
450 | { |
458 | new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!"); |
451 | new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!"); |
459 | return 0; |
452 | return 0; |
460 | } |
453 | } |
461 | else if (!op->hide && op->invisible > 0 && op->type == PLAYER) |
454 | else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER) |
462 | { |
455 | { |
463 | new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!"); |
456 | new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!"); |
464 | make_visible (op); |
457 | make_visible (op); |
465 | } |
458 | } |
466 | |
459 | |
… | |
… | |
488 | static void |
481 | static void |
489 | stop_jump (object *pl, int dist, int spaces) |
482 | stop_jump (object *pl, int dist, int spaces) |
490 | { |
483 | { |
491 | pl->update_stats (); |
484 | pl->update_stats (); |
492 | pl->map->insert (pl, pl->x, pl->y, pl); |
485 | pl->map->insert (pl, pl->x, pl->y, pl); |
|
|
486 | pl->speed_left -= pl->speed * 8.; |
493 | } |
487 | } |
494 | |
488 | |
495 | static int |
489 | static int |
496 | attempt_jump (object *pl, int dir, int spaces, object *skill) |
490 | attempt_jump (object *pl, int dir, int spaces, object *skill) |
497 | { |
491 | { |
498 | object *tmp; |
492 | object *tmp; |
499 | int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags; |
493 | int i, dx = freearr_x[dir], dy = freearr_y[dir], mflags; |
500 | sint16 x, y; |
494 | sint16 x, y; |
501 | maptile *m; |
495 | maptile *m; |
502 | |
496 | |
503 | /* Jump loop. Go through spaces object wants to jump. Halt the |
497 | /* Jump loop. Go through spaces object wants to jump. Halt the |
504 | * jump if a wall or creature is in the way. We set FLAG_FLYING |
498 | * jump if a wall or creature is in the way. We set FLAG_FLYING |
505 | * temporarily to allow player to aviod exits/archs that are not |
499 | * temporarily to allow player to aviod exits/archs that are not |
506 | * fly_on, fly_off. This will also prevent pickup of objects |
500 | * fly_on, fly_off. This will also prevent pickup of objects |
507 | * while jumping over them. |
501 | * while jumping over them. |
508 | */ |
502 | */ |
509 | pl->remove (); |
503 | pl->remove (); |
510 | |
|
|
511 | /* |
|
|
512 | * I don't think this is actually needed - all the movement |
|
|
513 | * code is handled in this function, and I don't see anyplace |
|
|
514 | * that cares about the move_type being flying. |
|
|
515 | */ |
|
|
516 | pl->move_type |= MOVE_FLY_LOW; |
504 | pl->move_type |= MOVE_FLY_LOW; |
517 | |
505 | |
518 | for (i = 0; i <= spaces; i++) |
506 | for (i = 0; i <= spaces; i++) |
519 | { |
507 | { |
520 | x = pl->x + dx; |
508 | x = pl->x + dx; |
… | |
… | |
527 | { |
515 | { |
528 | stop_jump (pl, i, spaces); |
516 | stop_jump (pl, i, spaces); |
529 | return 0; |
517 | return 0; |
530 | } |
518 | } |
531 | |
519 | |
|
|
520 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
|
|
521 | { |
|
|
522 | /* Jump into creature */ |
|
|
523 | if (QUERY_FLAG (tmp, FLAG_MONSTER) |
|
|
524 | || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden))) |
|
|
525 | { |
|
|
526 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name); |
|
|
527 | |
|
|
528 | stop_jump (pl, i, spaces); |
|
|
529 | |
|
|
530 | int exp = 0; |
|
|
531 | |
|
|
532 | if (tmp->type != PLAYER |
|
|
533 | || (pl->type == PLAYER && !pl->contr->party) |
|
|
534 | || (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party)) |
|
|
535 | exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */ |
|
|
536 | |
|
|
537 | return exp; /* note that calc_skill_exp() is already called by skill_attack() */ |
|
|
538 | } |
|
|
539 | } |
|
|
540 | |
532 | if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y))) |
541 | if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y))) |
533 | { |
542 | { |
534 | new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); |
543 | new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); |
535 | stop_jump (pl, i, spaces); |
544 | stop_jump (pl, i, spaces); |
536 | return 0; |
545 | return 0; |
537 | } |
546 | } |
538 | |
547 | |
539 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
|
|
540 | { |
|
|
541 | /* Jump into creature */ |
|
|
542 | if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden))) |
|
|
543 | { |
|
|
544 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name); |
|
|
545 | |
|
|
546 | stop_jump (pl, i, spaces); |
|
|
547 | |
|
|
548 | if (tmp->type != PLAYER || |
|
|
549 | (pl->type == PLAYER && pl->contr->party == NULL) || |
|
|
550 | (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party)) |
|
|
551 | exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */ |
|
|
552 | |
|
|
553 | return exp; /* note that calc_skill_exp() is already called by skill_attack() */ |
|
|
554 | } |
|
|
555 | |
|
|
556 | /* If the space has fly on set (no matter what the space is), |
|
|
557 | * we should get the effects - after all, the player is |
|
|
558 | * effectively flying. |
|
|
559 | */ |
|
|
560 | if (tmp->move_on & MOVE_FLY_LOW) |
|
|
561 | { |
|
|
562 | pl->x = x; |
|
|
563 | pl->y = y; |
|
|
564 | pl->map = m; |
|
|
565 | stop_jump (pl, i, spaces); |
|
|
566 | return calc_skill_exp (pl, NULL, skill); |
|
|
567 | } |
|
|
568 | } |
|
|
569 | |
|
|
570 | pl->x = x; |
548 | pl->x = x; |
571 | pl->y = y; |
549 | pl->y = y; |
572 | pl->map = m; |
550 | pl->map = m; |
|
|
551 | |
|
|
552 | if (m->at (x, y).move_on & pl->move_type) |
|
|
553 | { |
|
|
554 | new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is stopped."); |
|
|
555 | stop_jump (pl, i, spaces); |
|
|
556 | return 0; |
|
|
557 | } |
573 | } |
558 | } |
574 | |
559 | |
575 | stop_jump (pl, i, spaces); |
560 | stop_jump (pl, i, spaces); |
576 | |
561 | |
577 | return calc_skill_exp (pl, NULL, skill); |
562 | return calc_skill_exp (pl, NULL, skill); |
… | |
… | |
673 | } |
658 | } |
674 | |
659 | |
675 | /* Helper function for do_skill_ident, so that we can loop |
660 | /* Helper function for do_skill_ident, so that we can loop |
676 | * over inventory AND objects on the ground conveniently. |
661 | * over inventory AND objects on the ground conveniently. |
677 | */ |
662 | */ |
678 | int |
663 | static int |
679 | do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) |
664 | do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) |
680 | { |
665 | { |
681 | int success = 0, chance; |
666 | int success = 0, chance; |
682 | int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; |
667 | int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; |
683 | |
668 | |
… | |
… | |
697 | if (tmp->msg) |
682 | if (tmp->msg) |
698 | { |
683 | { |
699 | new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); |
684 | new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); |
700 | new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); |
685 | new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); |
701 | } |
686 | } |
702 | |
|
|
703 | /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */ |
|
|
704 | if (tmp->map) |
|
|
705 | esrv_send_item (pl, tmp); |
|
|
706 | } |
687 | } |
|
|
688 | |
707 | success += calc_skill_exp (pl, tmp, skill); |
689 | success += calc_skill_exp (pl, tmp, skill); |
708 | } |
690 | } |
709 | else |
691 | else |
710 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); |
692 | SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); |
711 | } |
693 | } |
… | |
… | |
894 | /* Ok, got a 'sucker' lets try to make them a follower */ |
876 | /* Ok, got a 'sucker' lets try to make them a follower */ |
895 | if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1)) |
877 | if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1)) |
896 | { |
878 | { |
897 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); |
879 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); |
898 | |
880 | |
|
|
881 | INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl)); |
899 | tmp->set_owner (pl); |
882 | tmp->set_owner (pl); |
900 | tmp->skill = skill->skill; |
883 | tmp->skill = skill->skill; |
901 | tmp->stats.exp = 0; |
884 | tmp->stats.exp = 0; |
902 | tmp->attack_movement = PETMOVE; |
885 | tmp->attack_movement = PETMOVE; |
903 | |
886 | |
… | |
… | |
941 | |
924 | |
942 | if (pl->type != PLAYER) |
925 | if (pl->type != PLAYER) |
943 | return 0; /* only players use this skill */ |
926 | return 0; /* only players use this skill */ |
944 | |
927 | |
945 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); |
928 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); |
946 | for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++) |
929 | for (i = 0; i < min (skill->level, SIZEOFFREE); i++) |
947 | { |
930 | { |
948 | x = pl->x + freearr_x[i]; |
931 | x = pl->x + freearr_x[i]; |
949 | y = pl->y + freearr_y[i]; |
932 | y = pl->y + freearr_y[i]; |
950 | m = pl->map; |
933 | m = pl->map; |
951 | |
934 | |
… | |
… | |
1002 | } |
985 | } |
1003 | |
986 | |
1004 | /* The find_traps skill (aka, search). Checks for traps |
987 | /* The find_traps skill (aka, search). Checks for traps |
1005 | * on the spaces or in certain objects |
988 | * on the spaces or in certain objects |
1006 | */ |
989 | */ |
1007 | |
|
|
1008 | int |
990 | int |
1009 | find_traps (object *pl, object *skill) |
991 | find_traps (object *pl, object *skill) |
1010 | { |
992 | { |
1011 | object *tmp, *tmp2; |
993 | object *tmp, *tmp2; |
1012 | int i, expsum = 0, mflags; |
994 | int i, expsum = 0, mflags; |
… | |
… | |
1014 | maptile *m; |
996 | maptile *m; |
1015 | |
997 | |
1016 | /* First we search all around us for runes and traps, which are |
998 | /* First we search all around us for runes and traps, which are |
1017 | * all type RUNE |
999 | * all type RUNE |
1018 | */ |
1000 | */ |
1019 | |
|
|
1020 | for (i = 0; i < 9; i++) |
1001 | for (i = 0; i < 9; i++) |
1021 | { |
1002 | { |
1022 | x = pl->x + freearr_x[i]; |
1003 | x = pl->x + freearr_x[i]; |
1023 | y = pl->y + freearr_y[i]; |
1004 | y = pl->y + freearr_y[i]; |
1024 | m = pl->map; |
1005 | m = pl->map; |
… | |
… | |
1026 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1007 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1027 | if (mflags & P_OUT_OF_MAP) |
1008 | if (mflags & P_OUT_OF_MAP) |
1028 | continue; |
1009 | continue; |
1029 | |
1010 | |
1030 | /* Check everything in the square for trapness */ |
1011 | /* Check everything in the square for trapness */ |
1031 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
1012 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1032 | { |
1013 | { |
1033 | |
|
|
1034 | /* And now we'd better do an inventory traversal of each |
1014 | /* And now we'd better do an inventory traversal of each |
1035 | * of these objects' inventory |
1015 | * of these objects' inventory |
1036 | * We can narrow this down a bit - no reason to search through |
1016 | * We can narrow this down a bit - no reason to search through |
1037 | * the players inventory or monsters for that matter. |
1017 | * the players inventory or monsters for that matter. |
1038 | */ |
1018 | */ |
1039 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
1019 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
1040 | { |
|
|
1041 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
1020 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
1042 | if (tmp2->type == RUNE || tmp2->type == TRAP) |
1021 | if (tmp2->type == RUNE || tmp2->type == TRAP) |
1043 | if (trap_see (pl, tmp2)) |
1022 | if (trap_see (pl, tmp2)) |
1044 | { |
1023 | { |
1045 | trap_show (tmp2, tmp); |
1024 | trap_show (tmp2, tmp); |
1046 | if (tmp2->stats.Cha > 1) |
1025 | if (tmp2->stats.Cha > 1) |
1047 | { |
1026 | { |
1048 | if (!tmp2->owner || tmp2->owner->type != PLAYER) |
1027 | if (!tmp2->owner || tmp2->owner->type != PLAYER) |
1049 | expsum += calc_skill_exp (pl, tmp2, skill); |
1028 | expsum += calc_skill_exp (pl, tmp2, skill); |
1050 | |
1029 | |
1051 | tmp2->stats.Cha = 1; /* unhide the trap */ |
1030 | tmp2->stats.Cha = 1; /* unhide the trap */ |
1052 | } |
1031 | } |
1053 | } |
1032 | } |
1054 | } |
1033 | |
1055 | if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) |
1034 | if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) |
1056 | { |
1035 | { |
1057 | trap_show (tmp, tmp); |
1036 | trap_show (tmp, tmp); |
1058 | if (tmp->stats.Cha > 1) |
1037 | if (tmp->stats.Cha > 1) |
1059 | { |
1038 | { |
… | |
… | |
1062 | tmp->stats.Cha = 1; /* unhide the trap */ |
1041 | tmp->stats.Cha = 1; /* unhide the trap */ |
1063 | } |
1042 | } |
1064 | } |
1043 | } |
1065 | } |
1044 | } |
1066 | } |
1045 | } |
|
|
1046 | |
1067 | new_draw_info (NDI_BLACK, 0, pl, "You search the area."); |
1047 | new_draw_info (NDI_BLACK, 0, pl, "You search the area."); |
1068 | return expsum; |
1048 | return expsum; |
1069 | } |
1049 | } |
1070 | |
1050 | |
1071 | /* remove_trap() - This skill will disarm any previously discovered trap |
1051 | /* remove_trap() - This skill will disarm any previously discovered trap |
1072 | * the algorithm is based (almost totally) on the old command_disarm() - b.t. |
1052 | * the algorithm is based (almost totally) on the old command_disarm() - b.t. |
1073 | */ |
1053 | */ |
1074 | |
|
|
1075 | int |
1054 | int |
1076 | remove_trap (object *op, int dir, object *skill) |
1055 | remove_trap (object *op, int dir, object *skill) |
1077 | { |
1056 | { |
1078 | object *tmp, *tmp2; |
1057 | object *tmp, *tmp2; |
1079 | int i, success = 0, mflags; |
1058 | int i, success = 0, mflags; |
… | |
… | |
1089 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1068 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1090 | if (mflags & P_OUT_OF_MAP) |
1069 | if (mflags & P_OUT_OF_MAP) |
1091 | continue; |
1070 | continue; |
1092 | |
1071 | |
1093 | /* Check everything in the square for trapness */ |
1072 | /* Check everything in the square for trapness */ |
1094 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
1073 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1095 | { |
1074 | { |
1096 | /* And now we'd better do an inventory traversal of each |
1075 | /* And now we'd better do an inventory traversal of each |
1097 | * of these objects inventory. Like above, only |
1076 | * of these objects inventory. Like above, only |
1098 | * do this for interesting objects. |
1077 | * do this for interesting objects. |
1099 | */ |
1078 | */ |
1100 | |
1079 | |
1101 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
1080 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
1102 | { |
1081 | { |
1103 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
1082 | for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
1104 | if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) |
1083 | if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) |
1105 | { |
1084 | { |
1106 | trap_show (tmp2, tmp); |
1085 | trap_show (tmp2, tmp); |
|
|
1086 | |
1107 | if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) |
1087 | if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) |
1108 | { |
1088 | { |
1109 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1089 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1110 | success += calc_skill_exp (op, tmp2, skill); |
1090 | success += calc_skill_exp (op, tmp2, skill); |
1111 | } |
1091 | } |
1112 | } |
1092 | } |
1113 | } |
1093 | } |
|
|
1094 | |
1114 | if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) |
1095 | if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) |
1115 | { |
1096 | { |
1116 | trap_show (tmp, tmp); |
1097 | trap_show (tmp, tmp); |
|
|
1098 | |
1117 | if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) |
1099 | if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) |
1118 | { |
1100 | { |
1119 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1101 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1120 | success += calc_skill_exp (op, tmp, skill); |
1102 | success += calc_skill_exp (op, tmp, skill); |
1121 | } |
1103 | } |
… | |
… | |
1147 | /* Check all objects - we could stop at floor objects, |
1129 | /* Check all objects - we could stop at floor objects, |
1148 | * but if someone buries an altar, I don't see a problem with |
1130 | * but if someone buries an altar, I don't see a problem with |
1149 | * going through all the objects, and it shouldn't be much slower |
1131 | * going through all the objects, and it shouldn't be much slower |
1150 | * than extra checks on object attributes. |
1132 | * than extra checks on object attributes. |
1151 | */ |
1133 | */ |
1152 | for (tmp = pl->below; tmp != NULL; tmp = tmp->below) |
1134 | for (tmp = pl->below; tmp; tmp = tmp->below) |
1153 | { |
1135 | { |
1154 | /* Only if the altar actually belongs to someone do you get special benefits */ |
1136 | /* Only if the altar actually belongs to someone do you get special benefits */ |
1155 | if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) |
1137 | if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) |
1156 | { |
1138 | { |
1157 | sprintf (buf, "You pray over the %s.", &tmp->name); |
1139 | sprintf (buf, "You pray over the %s.", &tmp->name); |
… | |
… | |
1232 | * ordinary inscribable 'books' (anything that is not a SPELL). b.t. |
1214 | * ordinary inscribable 'books' (anything that is not a SPELL). b.t. |
1233 | */ |
1215 | */ |
1234 | static int |
1216 | static int |
1235 | write_note (object *pl, object *item, const char *msg, object *skill) |
1217 | write_note (object *pl, object *item, const char *msg, object *skill) |
1236 | { |
1218 | { |
1237 | |
1219 | if (!msg_is_safe (msg)) |
1238 | if (strstr (msg, "\nendmsg")) |
|
|
1239 | { |
1220 | { |
1240 | new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?"); |
1221 | new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?"); |
|
|
1222 | LOG (llevInfo, "write_note: player %s tried to write bogus note %s\n", &pl->name, msg); |
1241 | return 0; |
1223 | return 0; |
1242 | } |
1224 | } |
1243 | |
1225 | |
1244 | int len = strlen (msg); |
1226 | int len = strlen (msg); |
1245 | |
1227 | |
… | |
… | |
1250 | } |
1232 | } |
1251 | |
1233 | |
1252 | if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) |
1234 | if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) |
1253 | return RESULT_INT (0); |
1235 | return RESULT_INT (0); |
1254 | |
1236 | |
1255 | char buf[1024]; |
1237 | STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len)); |
1256 | |
1238 | |
1257 | if (len < sizeof (buf) - 2) |
1239 | if (char_len <= item->weight_limit) |
1258 | { |
1240 | { |
1259 | snprintf (buf, sizeof (buf), "%s\n", msg); |
|
|
1260 | |
|
|
1261 | object *newbook = arch_to_object (item->other_arch); |
1241 | object *newbook = item->other_arch->instance (); |
1262 | item->decrease (); |
1242 | item->decrease (); |
1263 | esrv_send_item (pl, item); |
|
|
1264 | newbook->nrof = 1; |
1243 | newbook->nrof = 1; |
1265 | newbook->msg = buf; |
1244 | newbook->msg = shstr (msg); |
1266 | newbook->flag [FLAG_IDENTIFIED] = true; |
1245 | newbook->flag [FLAG_IDENTIFIED] = true; |
1267 | |
1246 | |
1268 | if (item->subtype == 1) // mailscrolls |
1247 | if (item->subtype == 1) // mailscrolls |
1269 | { |
1248 | { |
1270 | newbook->name = item->name; |
1249 | newbook->name = item->name; |
1271 | newbook->name_pl = item->name_pl; |
1250 | newbook->name_pl = item->name_pl; |
1272 | } |
1251 | } |
1273 | |
1252 | |
1274 | newbook = insert_ob_in_ob (newbook, pl); |
1253 | pl->insert (newbook); |
1275 | esrv_send_item (pl, newbook); |
|
|
1276 | |
1254 | |
1277 | pl->contr->play_sound (sound_find ("inscribe_success")); |
1255 | pl->contr->play_sound (sound_find ("inscribe_success")); |
1278 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name); |
1256 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name); |
1279 | return strlen (msg); |
1257 | return char_len; |
1280 | } |
1258 | } |
1281 | else |
1259 | else |
1282 | new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", &item->name); |
1260 | 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.>", |
|
|
1261 | &item->name, item->weight_limit, char_len); |
1283 | |
1262 | |
1284 | return 0; |
1263 | return 0; |
1285 | } |
1264 | } |
1286 | |
1265 | |
1287 | /* write_scroll() - this routine allows players to inscribe spell scrolls |
1266 | /* write_scroll() - this routine allows players to inscribe spell scrolls |
… | |
… | |
1323 | pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); |
1302 | pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); |
1324 | pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA); |
1303 | pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA); |
1325 | |
1304 | |
1326 | if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) |
1305 | if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) |
1327 | { |
1306 | { |
1328 | object *newscroll = arch_to_object (scroll->other_arch); |
1307 | object *newscroll = scroll->other_arch->instance (); |
1329 | scroll->decrease (); |
1308 | scroll->decrease (); |
1330 | newscroll->nrof = 1; |
1309 | newscroll->nrof = 1; |
1331 | |
1310 | |
1332 | pl->contr->play_sound (sound_find ("inscribe_success")); |
1311 | pl->contr->play_sound (sound_find ("inscribe_success")); |
1333 | |
1312 | |
1334 | if (!confused) |
1313 | if (!confused) |
1335 | { |
1314 | { |
1336 | newscroll->level = MAX (skill->level, chosen_spell->level); |
1315 | newscroll->level = max (skill->level, chosen_spell->level); |
1337 | newscroll->flag [FLAG_IDENTIFIED] = true; |
1316 | newscroll->flag [FLAG_IDENTIFIED] = true; |
1338 | new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell."); |
1317 | new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell."); |
1339 | } |
1318 | } |
1340 | else |
1319 | else |
1341 | { |
1320 | { |
1342 | chosen_spell = find_random_spell_in_ob (pl, NULL); |
1321 | chosen_spell = find_random_spell_in_ob (pl, NULL); |
1343 | if (!chosen_spell) |
1322 | if (!chosen_spell) |
1344 | return 0; |
1323 | return 0; |
1345 | |
1324 | |
1346 | newscroll->level = MAX (skill->level, chosen_spell->level); |
1325 | newscroll->level = max (skill->level, chosen_spell->level); |
1347 | new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell."); |
1326 | new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell."); |
1348 | } |
1327 | } |
1349 | |
1328 | |
1350 | object *tmp = chosen_spell->clone (); |
1329 | object *tmp = chosen_spell->clone (); |
1351 | insert_ob_in_ob (tmp, newscroll); |
1330 | insert_ob_in_ob (tmp, newscroll); |
… | |
… | |
1354 | * if players want to sell them, so be it. |
1333 | * if players want to sell them, so be it. |
1355 | */ |
1334 | */ |
1356 | newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); |
1335 | newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); |
1357 | newscroll->stats.exp = newscroll->value / 5; |
1336 | newscroll->stats.exp = newscroll->value / 5; |
1358 | |
1337 | |
1359 | newscroll = insert_ob_in_ob (newscroll, pl); |
1338 | pl->insert (newscroll); |
1360 | esrv_send_item (pl, newscroll); |
|
|
1361 | |
1339 | |
1362 | success = calc_skill_exp (pl, newscroll, skill); |
1340 | success = calc_skill_exp (pl, newscroll, skill); |
1363 | if (!confused) |
1341 | if (!confused) |
1364 | success *= 2; |
1342 | success *= 2; |
1365 | |
1343 | |
… | |
… | |
1370 | { /* Inscription has failed */ |
1348 | { /* Inscription has failed */ |
1371 | pl->contr->play_sound (sound_find ("inscribe_fail")); |
1349 | pl->contr->play_sound (sound_find ("inscribe_fail")); |
1372 | |
1350 | |
1373 | if (chosen_spell->level > skill->level || confused) |
1351 | if (chosen_spell->level > skill->level || confused) |
1374 | { /*backfire! */ |
1352 | { /*backfire! */ |
1375 | new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); |
1353 | new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind! H<The spell level is too high for your inscription skill.>"); |
1376 | |
1354 | |
1377 | if (random_roll (0, 1, pl, PREFER_LOW) == 1) |
1355 | if (random_roll (0, 1, pl, PREFER_LOW) == 1) |
1378 | pl->drain_specific_stat (4); |
1356 | pl->drain_specific_stat (4); |
1379 | else |
1357 | else |
1380 | { |
1358 | { |
… | |
… | |
1418 | object *item = find_marked_object (pl); |
1396 | object *item = find_marked_object (pl); |
1419 | |
1397 | |
1420 | /* find an item of correct type to write on */ |
1398 | /* find an item of correct type to write on */ |
1421 | if (!item) |
1399 | if (!item) |
1422 | { |
1400 | { |
1423 | 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.>"); |
1401 | 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.>"); |
1424 | return 0; |
1402 | return 0; |
1425 | } |
1403 | } |
1426 | |
1404 | |
1427 | if (item->type != INSCRIBABLE) |
1405 | if (item->type != INSCRIBABLE) |
1428 | { |
1406 | { |
… | |
… | |
1501 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1479 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1502 | { |
1480 | { |
1503 | /* can't toss invisible or inv-locked items */ |
1481 | /* can't toss invisible or inv-locked items */ |
1504 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
1482 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
1505 | continue; |
1483 | continue; |
1506 | if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request)) |
1484 | if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request)) |
1507 | break; |
1485 | break; |
1508 | } |
1486 | } |
1509 | } |
1487 | } |
1510 | |
1488 | |
1511 | /* this should prevent us from throwing away |
1489 | /* this should prevent us from throwing away |
… | |
… | |
1550 | return tmp; |
1528 | return tmp; |
1551 | } |
1529 | } |
1552 | |
1530 | |
1553 | /* make_throw_ob() We construct the 'carrier' object in |
1531 | /* make_throw_ob() We construct the 'carrier' object in |
1554 | * which we will insert the object that is being thrown. |
1532 | * which we will insert the object that is being thrown. |
1555 | * This combination becomes the 'thrown object'. -b.t. |
1533 | * This combination becomes the 'thrown object'. -b.t. |
1556 | */ |
1534 | */ |
1557 | static object * |
1535 | static object * |
1558 | make_throw_ob (object *orig) |
1536 | make_throw_ob (object *orig) |
1559 | { |
1537 | { |
1560 | if (!orig) |
1538 | if (!orig) |
1561 | return NULL; |
1539 | return 0; |
1562 | |
1540 | |
1563 | if (QUERY_FLAG (orig, FLAG_APPLIED)) |
1541 | if (QUERY_FLAG (orig, FLAG_APPLIED)) |
1564 | { |
1542 | { |
1565 | LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); |
1543 | LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); |
1566 | /* insufficient workaround, but better than nothing */ |
1544 | /* insufficient workaround, but better than nothing */ |
… | |
… | |
1674 | left = throw_ob; /* these are throwing objects left to the player */ |
1652 | left = throw_ob; /* these are throwing objects left to the player */ |
1675 | |
1653 | |
1676 | /* sometimes get_split_ob can't split an object (because op->nrof==0?) |
1654 | /* sometimes get_split_ob can't split an object (because op->nrof==0?) |
1677 | * and returns NULL. We must use 'left' then |
1655 | * and returns NULL. We must use 'left' then |
1678 | */ |
1656 | */ |
1679 | |
1657 | if (!(throw_ob = throw_ob->split ())) |
1680 | if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL) |
|
|
1681 | { |
1658 | { |
1682 | throw_ob = left; |
1659 | throw_ob = left; |
1683 | left->remove (); |
1660 | left->remove (); |
1684 | if (op->type == PLAYER) |
|
|
1685 | esrv_del_item (op->contr, left->count); |
|
|
1686 | } |
|
|
1687 | else if (op->type == PLAYER) |
|
|
1688 | { |
|
|
1689 | if (left->destroyed ()) |
|
|
1690 | esrv_del_item (op->contr, left->count); |
|
|
1691 | else |
|
|
1692 | esrv_update_item (UPD_NROF, op, left); |
|
|
1693 | } |
1661 | } |
1694 | |
1662 | |
1695 | /* special case: throwing powdery substances like dust, dirt */ |
1663 | /* special case: throwing powdery substances like dust, dirt */ |
1696 | if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) |
1664 | if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) |
1697 | { |
1665 | { |
… | |
… | |
1752 | { |
1720 | { |
1753 | throw_ob->last_sp += eff_str / 3; /* fly a little further */ |
1721 | throw_ob->last_sp += eff_str / 3; /* fly a little further */ |
1754 | throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; |
1722 | throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; |
1755 | throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; |
1723 | throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; |
1756 | /* only throw objects get directional faces */ |
1724 | /* only throw objects get directional faces */ |
1757 | if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) |
1725 | if (throw_ob->has_anim () && throw_ob->anim_frames ()) |
1758 | SET_ANIMATION (throw_ob, dir); |
1726 | throw_ob->set_anim_frame (dir); |
1759 | } |
1727 | } |
1760 | else |
1728 | else |
1761 | { |
1729 | { |
1762 | uint16 mat = throw_ob->materials; |
1730 | uint16 mat = throw_ob->materials; |
1763 | |
1731 | |