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 | |
… | |
… | |
257 | |
260 | |
258 | x = op->x + freearr_x[dir]; |
261 | x = op->x + freearr_x[dir]; |
259 | y = op->y + freearr_y[dir]; |
262 | y = op->y + freearr_y[dir]; |
260 | |
263 | |
261 | if (dir == 0) |
264 | if (dir == 0) |
262 | { |
265 | return 0; // you can't steal from ourself! |
263 | /* Can't steal from ourself! */ |
|
|
264 | return 0; |
|
|
265 | } |
|
|
266 | |
266 | |
267 | m = op->map; |
267 | m = op->map; |
268 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
268 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
269 | /* 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, |
270 | * don't need to look any further. |
270 | * don't need to look any further. |
… | |
… | |
278 | |
278 | |
279 | /* Find the topmost object at this spot */ |
279 | /* Find the topmost object at this spot */ |
280 | 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); |
281 | |
281 | |
282 | /* For all the stacked objects at this point, attempt a steal */ |
282 | /* For all the stacked objects at this point, attempt a steal */ |
283 | for (; tmp != NULL; tmp = next) |
283 | for (; tmp; tmp = next) |
284 | { |
284 | { |
285 | next = tmp->below; |
285 | next = tmp->below; |
286 | /* Minor hack--for multi square beings - make sure we get |
286 | /* Minor hack--for multi square beings - make sure we get |
287 | * the 'head' coz 'tail' objects have no inventory! - b.t. |
287 | * the 'head' coz 'tail' objects have no inventory! - b.t. |
288 | */ |
288 | */ |
… | |
… | |
293 | continue; |
293 | continue; |
294 | |
294 | |
295 | /* do not reveal hidden DMs */ |
295 | /* do not reveal hidden DMs */ |
296 | 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) |
297 | continue; |
297 | continue; |
|
|
298 | |
298 | if (attempt_steal (tmp, op, skill)) |
299 | if (attempt_steal (tmp, op, skill)) |
299 | { |
300 | { |
300 | if (tmp->type == PLAYER) /* no xp for stealing from another player */ |
301 | if (tmp->type == PLAYER) /* no xp for stealing from another player */ |
301 | return 0; |
302 | return 0; |
302 | |
303 | |
303 | /* no xp for stealing from pets (of players) */ |
304 | /* no xp for stealing from pets (of players) */ |
304 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) |
305 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) |
305 | { |
306 | { |
306 | object *owner = tmp->owner; |
307 | object *owner = tmp->owner; |
307 | |
308 | |
308 | if (owner != NULL && owner->type == PLAYER) |
309 | if (owner && owner->type == PLAYER) |
309 | return 0; |
310 | return 0; |
310 | } |
311 | } |
311 | |
312 | |
312 | // reduce monster experience by experience we gained, as to |
313 | // reduce monster experience by experience we gained, as to |
313 | // 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 |
314 | // (jessies gave ~20,000,000 exp otherwise. |
315 | // (jessies gave ~20,000,000 exp otherwise. |
315 | int exp = calc_skill_exp (op, tmp, skill); |
316 | int exp = calc_skill_exp (op, tmp, skill); |
316 | |
317 | |
317 | exp = MIN (tmp->stats.exp, exp); |
318 | exp = min (tmp->stats.exp, exp); |
318 | tmp->stats.exp -= exp; |
319 | tmp->stats.exp -= exp; |
319 | return exp; |
320 | return exp; |
320 | } |
321 | } |
321 | } |
322 | } |
|
|
323 | |
322 | return 0; |
324 | return 0; |
323 | } |
325 | } |
324 | |
326 | |
325 | static int |
327 | static int |
326 | attempt_pick_lock (object *door, object *pl, object *skill) |
328 | attempt_pick_lock (object *door, object *pl, object *skill) |
… | |
… | |
479 | static void |
481 | static void |
480 | stop_jump (object *pl, int dist, int spaces) |
482 | stop_jump (object *pl, int dist, int spaces) |
481 | { |
483 | { |
482 | pl->update_stats (); |
484 | pl->update_stats (); |
483 | pl->map->insert (pl, pl->x, pl->y, pl); |
485 | pl->map->insert (pl, pl->x, pl->y, pl); |
484 | pl->speed_left -= fabs (pl->speed * 8); |
486 | pl->speed_left -= pl->speed * 8.; |
485 | } |
487 | } |
486 | |
488 | |
487 | static int |
489 | static int |
488 | attempt_jump (object *pl, int dir, int spaces, object *skill) |
490 | attempt_jump (object *pl, int dir, int spaces, object *skill) |
489 | { |
491 | { |
… | |
… | |
532 | || (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party)) |
534 | || (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 */ |
535 | exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */ |
534 | |
536 | |
535 | return exp; /* note that calc_skill_exp() is already called by skill_attack() */ |
537 | return exp; /* note that calc_skill_exp() is already called by skill_attack() */ |
536 | } |
538 | } |
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 | } |
539 | } |
552 | |
540 | |
553 | 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))) |
554 | { |
542 | { |
555 | new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); |
543 | new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); |
… | |
… | |
558 | } |
546 | } |
559 | |
547 | |
560 | pl->x = x; |
548 | pl->x = x; |
561 | pl->y = y; |
549 | pl->y = y; |
562 | 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 | } |
563 | } |
558 | } |
564 | |
559 | |
565 | stop_jump (pl, i, spaces); |
560 | stop_jump (pl, i, spaces); |
566 | |
561 | |
567 | return calc_skill_exp (pl, NULL, skill); |
562 | return calc_skill_exp (pl, NULL, skill); |
… | |
… | |
663 | } |
658 | } |
664 | |
659 | |
665 | /* Helper function for do_skill_ident, so that we can loop |
660 | /* Helper function for do_skill_ident, so that we can loop |
666 | * over inventory AND objects on the ground conveniently. |
661 | * over inventory AND objects on the ground conveniently. |
667 | */ |
662 | */ |
668 | int |
663 | static int |
669 | 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) |
670 | { |
665 | { |
671 | int success = 0, chance; |
666 | int success = 0, chance; |
672 | 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; |
673 | |
668 | |
… | |
… | |
929 | |
924 | |
930 | if (pl->type != PLAYER) |
925 | if (pl->type != PLAYER) |
931 | return 0; /* only players use this skill */ |
926 | return 0; /* only players use this skill */ |
932 | |
927 | |
933 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); |
928 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); |
934 | for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++) |
929 | for (i = 0; i < min (skill->level, SIZEOFFREE); i++) |
935 | { |
930 | { |
936 | x = pl->x + freearr_x[i]; |
931 | x = pl->x + freearr_x[i]; |
937 | y = pl->y + freearr_y[i]; |
932 | y = pl->y + freearr_y[i]; |
938 | m = pl->map; |
933 | m = pl->map; |
939 | |
934 | |
… | |
… | |
990 | } |
985 | } |
991 | |
986 | |
992 | /* The find_traps skill (aka, search). Checks for traps |
987 | /* The find_traps skill (aka, search). Checks for traps |
993 | * on the spaces or in certain objects |
988 | * on the spaces or in certain objects |
994 | */ |
989 | */ |
995 | |
|
|
996 | int |
990 | int |
997 | find_traps (object *pl, object *skill) |
991 | find_traps (object *pl, object *skill) |
998 | { |
992 | { |
999 | object *tmp, *tmp2; |
993 | object *tmp, *tmp2; |
1000 | int i, expsum = 0, mflags; |
994 | int i, expsum = 0, mflags; |
… | |
… | |
1002 | maptile *m; |
996 | maptile *m; |
1003 | |
997 | |
1004 | /* 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 |
1005 | * all type RUNE |
999 | * all type RUNE |
1006 | */ |
1000 | */ |
1007 | |
|
|
1008 | for (i = 0; i < 9; i++) |
1001 | for (i = 0; i < 9; i++) |
1009 | { |
1002 | { |
1010 | x = pl->x + freearr_x[i]; |
1003 | x = pl->x + freearr_x[i]; |
1011 | y = pl->y + freearr_y[i]; |
1004 | y = pl->y + freearr_y[i]; |
1012 | m = pl->map; |
1005 | m = pl->map; |
… | |
… | |
1014 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1007 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1015 | if (mflags & P_OUT_OF_MAP) |
1008 | if (mflags & P_OUT_OF_MAP) |
1016 | continue; |
1009 | continue; |
1017 | |
1010 | |
1018 | /* Check everything in the square for trapness */ |
1011 | /* Check everything in the square for trapness */ |
1019 | 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) |
1020 | { |
1013 | { |
1021 | |
|
|
1022 | /* And now we'd better do an inventory traversal of each |
1014 | /* And now we'd better do an inventory traversal of each |
1023 | * of these objects' inventory |
1015 | * of these objects' inventory |
1024 | * 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 |
1025 | * the players inventory or monsters for that matter. |
1017 | * the players inventory or monsters for that matter. |
1026 | */ |
1018 | */ |
1027 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
1019 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
1028 | { |
|
|
1029 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
1020 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
1030 | if (tmp2->type == RUNE || tmp2->type == TRAP) |
1021 | if (tmp2->type == RUNE || tmp2->type == TRAP) |
1031 | if (trap_see (pl, tmp2)) |
1022 | if (trap_see (pl, tmp2)) |
1032 | { |
1023 | { |
1033 | trap_show (tmp2, tmp); |
1024 | trap_show (tmp2, tmp); |
1034 | if (tmp2->stats.Cha > 1) |
1025 | if (tmp2->stats.Cha > 1) |
1035 | { |
1026 | { |
1036 | if (!tmp2->owner || tmp2->owner->type != PLAYER) |
1027 | if (!tmp2->owner || tmp2->owner->type != PLAYER) |
1037 | expsum += calc_skill_exp (pl, tmp2, skill); |
1028 | expsum += calc_skill_exp (pl, tmp2, skill); |
1038 | |
1029 | |
1039 | tmp2->stats.Cha = 1; /* unhide the trap */ |
1030 | tmp2->stats.Cha = 1; /* unhide the trap */ |
1040 | } |
1031 | } |
1041 | } |
1032 | } |
1042 | } |
1033 | |
1043 | if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) |
1034 | if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) |
1044 | { |
1035 | { |
1045 | trap_show (tmp, tmp); |
1036 | trap_show (tmp, tmp); |
1046 | if (tmp->stats.Cha > 1) |
1037 | if (tmp->stats.Cha > 1) |
1047 | { |
1038 | { |
… | |
… | |
1050 | tmp->stats.Cha = 1; /* unhide the trap */ |
1041 | tmp->stats.Cha = 1; /* unhide the trap */ |
1051 | } |
1042 | } |
1052 | } |
1043 | } |
1053 | } |
1044 | } |
1054 | } |
1045 | } |
|
|
1046 | |
1055 | new_draw_info (NDI_BLACK, 0, pl, "You search the area."); |
1047 | new_draw_info (NDI_BLACK, 0, pl, "You search the area."); |
1056 | return expsum; |
1048 | return expsum; |
1057 | } |
1049 | } |
1058 | |
1050 | |
1059 | /* remove_trap() - This skill will disarm any previously discovered trap |
1051 | /* remove_trap() - This skill will disarm any previously discovered trap |
1060 | * 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. |
1061 | */ |
1053 | */ |
1062 | |
|
|
1063 | int |
1054 | int |
1064 | remove_trap (object *op, int dir, object *skill) |
1055 | remove_trap (object *op, int dir, object *skill) |
1065 | { |
1056 | { |
1066 | object *tmp, *tmp2; |
1057 | object *tmp, *tmp2; |
1067 | int i, success = 0, mflags; |
1058 | int i, success = 0, mflags; |
… | |
… | |
1077 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1068 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1078 | if (mflags & P_OUT_OF_MAP) |
1069 | if (mflags & P_OUT_OF_MAP) |
1079 | continue; |
1070 | continue; |
1080 | |
1071 | |
1081 | /* Check everything in the square for trapness */ |
1072 | /* Check everything in the square for trapness */ |
1082 | 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) |
1083 | { |
1074 | { |
1084 | /* And now we'd better do an inventory traversal of each |
1075 | /* And now we'd better do an inventory traversal of each |
1085 | * of these objects inventory. Like above, only |
1076 | * of these objects inventory. Like above, only |
1086 | * do this for interesting objects. |
1077 | * do this for interesting objects. |
1087 | */ |
1078 | */ |
1088 | |
1079 | |
1089 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
1080 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
1090 | { |
1081 | { |
1091 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
1082 | for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
1092 | if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) |
1083 | if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) |
1093 | { |
1084 | { |
1094 | trap_show (tmp2, tmp); |
1085 | trap_show (tmp2, tmp); |
|
|
1086 | |
1095 | 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)) |
1096 | { |
1088 | { |
1097 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1089 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1098 | success += calc_skill_exp (op, tmp2, skill); |
1090 | success += calc_skill_exp (op, tmp2, skill); |
1099 | } |
1091 | } |
1100 | } |
1092 | } |
1101 | } |
1093 | } |
|
|
1094 | |
1102 | if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) |
1095 | if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) |
1103 | { |
1096 | { |
1104 | trap_show (tmp, tmp); |
1097 | trap_show (tmp, tmp); |
|
|
1098 | |
1105 | 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)) |
1106 | { |
1100 | { |
1107 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1101 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1108 | success += calc_skill_exp (op, tmp, skill); |
1102 | success += calc_skill_exp (op, tmp, skill); |
1109 | } |
1103 | } |
… | |
… | |
1135 | /* Check all objects - we could stop at floor objects, |
1129 | /* Check all objects - we could stop at floor objects, |
1136 | * 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 |
1137 | * 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 |
1138 | * than extra checks on object attributes. |
1132 | * than extra checks on object attributes. |
1139 | */ |
1133 | */ |
1140 | for (tmp = pl->below; tmp != NULL; tmp = tmp->below) |
1134 | for (tmp = pl->below; tmp; tmp = tmp->below) |
1141 | { |
1135 | { |
1142 | /* 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 */ |
1143 | if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) |
1137 | if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) |
1144 | { |
1138 | { |
1145 | sprintf (buf, "You pray over the %s.", &tmp->name); |
1139 | sprintf (buf, "You pray over the %s.", &tmp->name); |
… | |
… | |
1220 | * ordinary inscribable 'books' (anything that is not a SPELL). b.t. |
1214 | * ordinary inscribable 'books' (anything that is not a SPELL). b.t. |
1221 | */ |
1215 | */ |
1222 | static int |
1216 | static int |
1223 | write_note (object *pl, object *item, const char *msg, object *skill) |
1217 | write_note (object *pl, object *item, const char *msg, object *skill) |
1224 | { |
1218 | { |
1225 | if (strstr (msg, "\nendmsg")) |
1219 | if (!msg_is_safe (msg)) |
1226 | { |
1220 | { |
1227 | 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); |
1228 | return 0; |
1223 | return 0; |
1229 | } |
1224 | } |
1230 | |
1225 | |
1231 | int len = strlen (msg); |
1226 | int len = strlen (msg); |
1232 | |
1227 | |
… | |
… | |
1237 | } |
1232 | } |
1238 | |
1233 | |
1239 | 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))) |
1240 | return RESULT_INT (0); |
1235 | return RESULT_INT (0); |
1241 | |
1236 | |
1242 | char buf[1024]; |
1237 | STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len)); |
1243 | |
1238 | |
1244 | if (len < sizeof (buf) - 2) |
1239 | if (char_len <= item->weight_limit) |
1245 | { |
1240 | { |
1246 | snprintf (buf, sizeof (buf), "%s\n", msg); |
|
|
1247 | |
|
|
1248 | object *newbook = arch_to_object (item->other_arch); |
1241 | object *newbook = item->other_arch->instance (); |
1249 | item->decrease (); |
1242 | item->decrease (); |
1250 | newbook->nrof = 1; |
1243 | newbook->nrof = 1; |
1251 | newbook->msg = buf; |
1244 | newbook->msg = shstr (msg); |
1252 | newbook->flag [FLAG_IDENTIFIED] = true; |
1245 | newbook->flag [FLAG_IDENTIFIED] = true; |
1253 | |
1246 | |
1254 | if (item->subtype == 1) // mailscrolls |
1247 | if (item->subtype == 1) // mailscrolls |
1255 | { |
1248 | { |
1256 | newbook->name = item->name; |
1249 | newbook->name = item->name; |
… | |
… | |
1259 | |
1252 | |
1260 | pl->insert (newbook); |
1253 | pl->insert (newbook); |
1261 | |
1254 | |
1262 | pl->contr->play_sound (sound_find ("inscribe_success")); |
1255 | pl->contr->play_sound (sound_find ("inscribe_success")); |
1263 | 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); |
1264 | return strlen (msg); |
1257 | return char_len; |
1265 | } |
1258 | } |
1266 | else |
1259 | else |
1267 | 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); |
1268 | |
1262 | |
1269 | return 0; |
1263 | return 0; |
1270 | } |
1264 | } |
1271 | |
1265 | |
1272 | /* write_scroll() - this routine allows players to inscribe spell scrolls |
1266 | /* write_scroll() - this routine allows players to inscribe spell scrolls |
… | |
… | |
1308 | 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); |
1309 | 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); |
1310 | |
1304 | |
1311 | 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) |
1312 | { |
1306 | { |
1313 | object *newscroll = arch_to_object (scroll->other_arch); |
1307 | object *newscroll = scroll->other_arch->instance (); |
1314 | scroll->decrease (); |
1308 | scroll->decrease (); |
1315 | newscroll->nrof = 1; |
1309 | newscroll->nrof = 1; |
1316 | |
1310 | |
1317 | pl->contr->play_sound (sound_find ("inscribe_success")); |
1311 | pl->contr->play_sound (sound_find ("inscribe_success")); |
1318 | |
1312 | |
1319 | if (!confused) |
1313 | if (!confused) |
1320 | { |
1314 | { |
1321 | newscroll->level = MAX (skill->level, chosen_spell->level); |
1315 | newscroll->level = max (skill->level, chosen_spell->level); |
1322 | newscroll->flag [FLAG_IDENTIFIED] = true; |
1316 | newscroll->flag [FLAG_IDENTIFIED] = true; |
1323 | 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."); |
1324 | } |
1318 | } |
1325 | else |
1319 | else |
1326 | { |
1320 | { |
1327 | chosen_spell = find_random_spell_in_ob (pl, NULL); |
1321 | chosen_spell = find_random_spell_in_ob (pl, NULL); |
1328 | if (!chosen_spell) |
1322 | if (!chosen_spell) |
1329 | return 0; |
1323 | return 0; |
1330 | |
1324 | |
1331 | newscroll->level = MAX (skill->level, chosen_spell->level); |
1325 | 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."); |
1326 | new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell."); |
1333 | } |
1327 | } |
1334 | |
1328 | |
1335 | object *tmp = chosen_spell->clone (); |
1329 | object *tmp = chosen_spell->clone (); |
1336 | insert_ob_in_ob (tmp, newscroll); |
1330 | insert_ob_in_ob (tmp, newscroll); |
… | |
… | |
1354 | { /* Inscription has failed */ |
1348 | { /* Inscription has failed */ |
1355 | pl->contr->play_sound (sound_find ("inscribe_fail")); |
1349 | pl->contr->play_sound (sound_find ("inscribe_fail")); |
1356 | |
1350 | |
1357 | if (chosen_spell->level > skill->level || confused) |
1351 | if (chosen_spell->level > skill->level || confused) |
1358 | { /*backfire! */ |
1352 | { /*backfire! */ |
1359 | 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.>"); |
1360 | |
1354 | |
1361 | if (random_roll (0, 1, pl, PREFER_LOW) == 1) |
1355 | if (random_roll (0, 1, pl, PREFER_LOW) == 1) |
1362 | pl->drain_specific_stat (4); |
1356 | pl->drain_specific_stat (4); |
1363 | else |
1357 | else |
1364 | { |
1358 | { |
… | |
… | |
1485 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1479 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1486 | { |
1480 | { |
1487 | /* can't toss invisible or inv-locked items */ |
1481 | /* can't toss invisible or inv-locked items */ |
1488 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
1482 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) |
1489 | continue; |
1483 | continue; |
1490 | if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request)) |
1484 | if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request)) |
1491 | break; |
1485 | break; |
1492 | } |
1486 | } |
1493 | } |
1487 | } |
1494 | |
1488 | |
1495 | /* this should prevent us from throwing away |
1489 | /* this should prevent us from throwing away |
… | |
… | |
1726 | { |
1720 | { |
1727 | throw_ob->last_sp += eff_str / 3; /* fly a little further */ |
1721 | 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; |
1722 | 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; |
1723 | throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; |
1730 | /* only throw objects get directional faces */ |
1724 | /* only throw objects get directional faces */ |
1731 | if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) |
1725 | if (throw_ob->has_anim () && throw_ob->anim_frames ()) |
1732 | SET_ANIMATION (throw_ob, dir); |
1726 | throw_ob->set_anim_frame (dir); |
1733 | } |
1727 | } |
1734 | else |
1728 | else |
1735 | { |
1729 | { |
1736 | uint16 mat = throw_ob->materials; |
1730 | uint16 mat = throw_ob->materials; |
1737 | |
1731 | |