… | |
… | |
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 */ |
… | |
… | |
259 | |
260 | |
260 | x = op->x + freearr_x[dir]; |
261 | x = op->x + freearr_x[dir]; |
261 | y = op->y + freearr_y[dir]; |
262 | y = op->y + freearr_y[dir]; |
262 | |
263 | |
263 | if (dir == 0) |
264 | if (dir == 0) |
264 | { |
265 | return 0; // you can't steal from ourself! |
265 | /* Can't steal from ourself! */ |
|
|
266 | return 0; |
|
|
267 | } |
|
|
268 | |
266 | |
269 | m = op->map; |
267 | m = op->map; |
270 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
268 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
271 | /* 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, |
272 | * don't need to look any further. |
270 | * don't need to look any further. |
… | |
… | |
280 | |
278 | |
281 | /* Find the topmost object at this spot */ |
279 | /* Find the topmost object at this spot */ |
282 | 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); |
283 | |
281 | |
284 | /* For all the stacked objects at this point, attempt a steal */ |
282 | /* For all the stacked objects at this point, attempt a steal */ |
285 | for (; tmp != NULL; tmp = next) |
283 | for (; tmp; tmp = next) |
286 | { |
284 | { |
287 | next = tmp->below; |
285 | next = tmp->below; |
288 | /* Minor hack--for multi square beings - make sure we get |
286 | /* Minor hack--for multi square beings - make sure we get |
289 | * the 'head' coz 'tail' objects have no inventory! - b.t. |
287 | * the 'head' coz 'tail' objects have no inventory! - b.t. |
290 | */ |
288 | */ |
… | |
… | |
295 | continue; |
293 | continue; |
296 | |
294 | |
297 | /* do not reveal hidden DMs */ |
295 | /* do not reveal hidden DMs */ |
298 | 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) |
299 | continue; |
297 | continue; |
|
|
298 | |
300 | if (attempt_steal (tmp, op, skill)) |
299 | if (attempt_steal (tmp, op, skill)) |
301 | { |
300 | { |
302 | if (tmp->type == PLAYER) /* no xp for stealing from another player */ |
301 | if (tmp->type == PLAYER) /* no xp for stealing from another player */ |
303 | return 0; |
302 | return 0; |
304 | |
303 | |
305 | /* no xp for stealing from pets (of players) */ |
304 | /* no xp for stealing from pets (of players) */ |
306 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) |
305 | if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) |
307 | { |
306 | { |
308 | object *owner = tmp->owner; |
307 | object *owner = tmp->owner; |
309 | |
308 | |
310 | if (owner != NULL && owner->type == PLAYER) |
309 | if (owner && owner->type == PLAYER) |
311 | return 0; |
310 | return 0; |
312 | } |
311 | } |
313 | |
312 | |
314 | // reduce monster experience by experience we gained, as to |
313 | // reduce monster experience by experience we gained, as to |
315 | // 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 |
316 | // (jessies gave ~20,000,000 exp otherwise. |
315 | // (jessies gave ~20,000,000 exp otherwise. |
317 | int exp = calc_skill_exp (op, tmp, skill); |
316 | int exp = calc_skill_exp (op, tmp, skill); |
318 | |
317 | |
319 | exp = MIN (tmp->stats.exp, exp); |
318 | exp = min (tmp->stats.exp, exp); |
320 | tmp->stats.exp -= exp; |
319 | tmp->stats.exp -= exp; |
321 | return exp; |
320 | return exp; |
322 | } |
321 | } |
323 | } |
322 | } |
|
|
323 | |
324 | return 0; |
324 | return 0; |
325 | } |
325 | } |
326 | |
326 | |
327 | static int |
327 | static int |
328 | attempt_pick_lock (object *door, object *pl, object *skill) |
328 | attempt_pick_lock (object *door, object *pl, object *skill) |
… | |
… | |
481 | static void |
481 | static void |
482 | stop_jump (object *pl, int dist, int spaces) |
482 | stop_jump (object *pl, int dist, int spaces) |
483 | { |
483 | { |
484 | pl->update_stats (); |
484 | pl->update_stats (); |
485 | pl->map->insert (pl, pl->x, pl->y, pl); |
485 | pl->map->insert (pl, pl->x, pl->y, pl); |
486 | pl->speed_left -= fabs (pl->speed * 8); |
486 | pl->speed_left -= pl->speed * 8.; |
487 | } |
487 | } |
488 | |
488 | |
489 | static int |
489 | static int |
490 | attempt_jump (object *pl, int dir, int spaces, object *skill) |
490 | attempt_jump (object *pl, int dir, int spaces, object *skill) |
491 | { |
491 | { |
… | |
… | |
658 | } |
658 | } |
659 | |
659 | |
660 | /* Helper function for do_skill_ident, so that we can loop |
660 | /* Helper function for do_skill_ident, so that we can loop |
661 | * over inventory AND objects on the ground conveniently. |
661 | * over inventory AND objects on the ground conveniently. |
662 | */ |
662 | */ |
663 | int |
663 | static int |
664 | 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) |
665 | { |
665 | { |
666 | int success = 0, chance; |
666 | int success = 0, chance; |
667 | 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; |
668 | |
668 | |
… | |
… | |
924 | |
924 | |
925 | if (pl->type != PLAYER) |
925 | if (pl->type != PLAYER) |
926 | return 0; /* only players use this skill */ |
926 | return 0; /* only players use this skill */ |
927 | |
927 | |
928 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); |
928 | new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); |
929 | for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++) |
929 | for (i = 0; i < min (skill->level, SIZEOFFREE); i++) |
930 | { |
930 | { |
931 | x = pl->x + freearr_x[i]; |
931 | x = pl->x + freearr_x[i]; |
932 | y = pl->y + freearr_y[i]; |
932 | y = pl->y + freearr_y[i]; |
933 | m = pl->map; |
933 | m = pl->map; |
934 | |
934 | |
… | |
… | |
985 | } |
985 | } |
986 | |
986 | |
987 | /* The find_traps skill (aka, search). Checks for traps |
987 | /* The find_traps skill (aka, search). Checks for traps |
988 | * on the spaces or in certain objects |
988 | * on the spaces or in certain objects |
989 | */ |
989 | */ |
990 | |
|
|
991 | int |
990 | int |
992 | find_traps (object *pl, object *skill) |
991 | find_traps (object *pl, object *skill) |
993 | { |
992 | { |
994 | object *tmp, *tmp2; |
993 | object *tmp, *tmp2; |
995 | int i, expsum = 0, mflags; |
994 | int i, expsum = 0, mflags; |
… | |
… | |
997 | maptile *m; |
996 | maptile *m; |
998 | |
997 | |
999 | /* 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 |
1000 | * all type RUNE |
999 | * all type RUNE |
1001 | */ |
1000 | */ |
1002 | |
|
|
1003 | for (i = 0; i < 9; i++) |
1001 | for (i = 0; i < 9; i++) |
1004 | { |
1002 | { |
1005 | x = pl->x + freearr_x[i]; |
1003 | x = pl->x + freearr_x[i]; |
1006 | y = pl->y + freearr_y[i]; |
1004 | y = pl->y + freearr_y[i]; |
1007 | m = pl->map; |
1005 | m = pl->map; |
… | |
… | |
1009 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1007 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1010 | if (mflags & P_OUT_OF_MAP) |
1008 | if (mflags & P_OUT_OF_MAP) |
1011 | continue; |
1009 | continue; |
1012 | |
1010 | |
1013 | /* Check everything in the square for trapness */ |
1011 | /* Check everything in the square for trapness */ |
1014 | 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) |
1015 | { |
1013 | { |
1016 | |
|
|
1017 | /* And now we'd better do an inventory traversal of each |
1014 | /* And now we'd better do an inventory traversal of each |
1018 | * of these objects' inventory |
1015 | * of these objects' inventory |
1019 | * 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 |
1020 | * the players inventory or monsters for that matter. |
1017 | * the players inventory or monsters for that matter. |
1021 | */ |
1018 | */ |
1022 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
1019 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
1023 | { |
|
|
1024 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
1020 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
1025 | if (tmp2->type == RUNE || tmp2->type == TRAP) |
1021 | if (tmp2->type == RUNE || tmp2->type == TRAP) |
1026 | if (trap_see (pl, tmp2)) |
1022 | if (trap_see (pl, tmp2)) |
1027 | { |
1023 | { |
1028 | trap_show (tmp2, tmp); |
1024 | trap_show (tmp2, tmp); |
1029 | if (tmp2->stats.Cha > 1) |
1025 | if (tmp2->stats.Cha > 1) |
1030 | { |
1026 | { |
1031 | if (!tmp2->owner || tmp2->owner->type != PLAYER) |
1027 | if (!tmp2->owner || tmp2->owner->type != PLAYER) |
1032 | expsum += calc_skill_exp (pl, tmp2, skill); |
1028 | expsum += calc_skill_exp (pl, tmp2, skill); |
1033 | |
1029 | |
1034 | tmp2->stats.Cha = 1; /* unhide the trap */ |
1030 | tmp2->stats.Cha = 1; /* unhide the trap */ |
1035 | } |
1031 | } |
1036 | } |
1032 | } |
1037 | } |
1033 | |
1038 | if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) |
1034 | if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) |
1039 | { |
1035 | { |
1040 | trap_show (tmp, tmp); |
1036 | trap_show (tmp, tmp); |
1041 | if (tmp->stats.Cha > 1) |
1037 | if (tmp->stats.Cha > 1) |
1042 | { |
1038 | { |
… | |
… | |
1045 | tmp->stats.Cha = 1; /* unhide the trap */ |
1041 | tmp->stats.Cha = 1; /* unhide the trap */ |
1046 | } |
1042 | } |
1047 | } |
1043 | } |
1048 | } |
1044 | } |
1049 | } |
1045 | } |
|
|
1046 | |
1050 | new_draw_info (NDI_BLACK, 0, pl, "You search the area."); |
1047 | new_draw_info (NDI_BLACK, 0, pl, "You search the area."); |
1051 | return expsum; |
1048 | return expsum; |
1052 | } |
1049 | } |
1053 | |
1050 | |
1054 | /* remove_trap() - This skill will disarm any previously discovered trap |
1051 | /* remove_trap() - This skill will disarm any previously discovered trap |
1055 | * 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. |
1056 | */ |
1053 | */ |
1057 | |
|
|
1058 | int |
1054 | int |
1059 | remove_trap (object *op, int dir, object *skill) |
1055 | remove_trap (object *op, int dir, object *skill) |
1060 | { |
1056 | { |
1061 | object *tmp, *tmp2; |
1057 | object *tmp, *tmp2; |
1062 | int i, success = 0, mflags; |
1058 | int i, success = 0, mflags; |
… | |
… | |
1072 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1068 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1073 | if (mflags & P_OUT_OF_MAP) |
1069 | if (mflags & P_OUT_OF_MAP) |
1074 | continue; |
1070 | continue; |
1075 | |
1071 | |
1076 | /* Check everything in the square for trapness */ |
1072 | /* Check everything in the square for trapness */ |
1077 | 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) |
1078 | { |
1074 | { |
1079 | /* And now we'd better do an inventory traversal of each |
1075 | /* And now we'd better do an inventory traversal of each |
1080 | * of these objects inventory. Like above, only |
1076 | * of these objects inventory. Like above, only |
1081 | * do this for interesting objects. |
1077 | * do this for interesting objects. |
1082 | */ |
1078 | */ |
1083 | |
1079 | |
1084 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
1080 | if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) |
1085 | { |
1081 | { |
1086 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
1082 | for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
1087 | if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) |
1083 | if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) |
1088 | { |
1084 | { |
1089 | trap_show (tmp2, tmp); |
1085 | trap_show (tmp2, tmp); |
|
|
1086 | |
1090 | 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)) |
1091 | { |
1088 | { |
1092 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1089 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1093 | success += calc_skill_exp (op, tmp2, skill); |
1090 | success += calc_skill_exp (op, tmp2, skill); |
1094 | } |
1091 | } |
1095 | } |
1092 | } |
1096 | } |
1093 | } |
|
|
1094 | |
1097 | if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) |
1095 | if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) |
1098 | { |
1096 | { |
1099 | trap_show (tmp, tmp); |
1097 | trap_show (tmp, tmp); |
|
|
1098 | |
1100 | 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)) |
1101 | { |
1100 | { |
1102 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1101 | tmp->stats.exp = tmp->stats.Cha * tmp->level; |
1103 | success += calc_skill_exp (op, tmp, skill); |
1102 | success += calc_skill_exp (op, tmp, skill); |
1104 | } |
1103 | } |
… | |
… | |
1130 | /* Check all objects - we could stop at floor objects, |
1129 | /* Check all objects - we could stop at floor objects, |
1131 | * 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 |
1132 | * 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 |
1133 | * than extra checks on object attributes. |
1132 | * than extra checks on object attributes. |
1134 | */ |
1133 | */ |
1135 | for (tmp = pl->below; tmp != NULL; tmp = tmp->below) |
1134 | for (tmp = pl->below; tmp; tmp = tmp->below) |
1136 | { |
1135 | { |
1137 | /* 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 */ |
1138 | if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) |
1137 | if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) |
1139 | { |
1138 | { |
1140 | sprintf (buf, "You pray over the %s.", &tmp->name); |
1139 | sprintf (buf, "You pray over the %s.", &tmp->name); |
… | |
… | |
1215 | * ordinary inscribable 'books' (anything that is not a SPELL). b.t. |
1214 | * ordinary inscribable 'books' (anything that is not a SPELL). b.t. |
1216 | */ |
1215 | */ |
1217 | static int |
1216 | static int |
1218 | write_note (object *pl, object *item, const char *msg, object *skill) |
1217 | write_note (object *pl, object *item, const char *msg, object *skill) |
1219 | { |
1218 | { |
1220 | if (strstr (msg, "\nendmsg")) |
1219 | if (!msg_is_safe (msg)) |
1221 | { |
1220 | { |
1222 | 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); |
1223 | return 0; |
1223 | return 0; |
1224 | } |
1224 | } |
1225 | |
1225 | |
1226 | int len = strlen (msg); |
1226 | int len = strlen (msg); |
1227 | |
1227 | |
… | |
… | |
1232 | } |
1232 | } |
1233 | |
1233 | |
1234 | 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))) |
1235 | return RESULT_INT (0); |
1235 | return RESULT_INT (0); |
1236 | |
1236 | |
1237 | char buf[1024]; |
1237 | STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len)); |
1238 | |
1238 | |
1239 | if (len < sizeof (buf) - 2) |
1239 | if (char_len <= item->weight_limit) |
1240 | { |
1240 | { |
1241 | snprintf (buf, sizeof (buf), "%s\n", msg); |
|
|
1242 | |
|
|
1243 | object *newbook = arch_to_object (item->other_arch); |
1241 | object *newbook = item->other_arch->instance (); |
1244 | item->decrease (); |
1242 | item->decrease (); |
1245 | newbook->nrof = 1; |
1243 | newbook->nrof = 1; |
1246 | newbook->msg = buf; |
1244 | newbook->msg = shstr (msg); |
1247 | newbook->flag [FLAG_IDENTIFIED] = true; |
1245 | newbook->flag [FLAG_IDENTIFIED] = true; |
1248 | |
1246 | |
1249 | if (item->subtype == 1) // mailscrolls |
1247 | if (item->subtype == 1) // mailscrolls |
1250 | { |
1248 | { |
1251 | newbook->name = item->name; |
1249 | newbook->name = item->name; |
… | |
… | |
1254 | |
1252 | |
1255 | pl->insert (newbook); |
1253 | pl->insert (newbook); |
1256 | |
1254 | |
1257 | pl->contr->play_sound (sound_find ("inscribe_success")); |
1255 | pl->contr->play_sound (sound_find ("inscribe_success")); |
1258 | 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); |
1259 | return strlen (msg); |
1257 | return char_len; |
1260 | } |
1258 | } |
1261 | else |
1259 | else |
1262 | 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); |
1263 | |
1262 | |
1264 | return 0; |
1263 | return 0; |
1265 | } |
1264 | } |
1266 | |
1265 | |
1267 | /* write_scroll() - this routine allows players to inscribe spell scrolls |
1266 | /* write_scroll() - this routine allows players to inscribe spell scrolls |
… | |
… | |
1303 | 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); |
1304 | 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); |
1305 | |
1304 | |
1306 | 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) |
1307 | { |
1306 | { |
1308 | object *newscroll = arch_to_object (scroll->other_arch); |
1307 | object *newscroll = scroll->other_arch->instance (); |
1309 | scroll->decrease (); |
1308 | scroll->decrease (); |
1310 | newscroll->nrof = 1; |
1309 | newscroll->nrof = 1; |
1311 | |
1310 | |
1312 | pl->contr->play_sound (sound_find ("inscribe_success")); |
1311 | pl->contr->play_sound (sound_find ("inscribe_success")); |
1313 | |
1312 | |
1314 | if (!confused) |
1313 | if (!confused) |
1315 | { |
1314 | { |
1316 | newscroll->level = MAX (skill->level, chosen_spell->level); |
1315 | newscroll->level = max (skill->level, chosen_spell->level); |
1317 | newscroll->flag [FLAG_IDENTIFIED] = true; |
1316 | newscroll->flag [FLAG_IDENTIFIED] = true; |
1318 | 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."); |
1319 | } |
1318 | } |
1320 | else |
1319 | else |
1321 | { |
1320 | { |
1322 | chosen_spell = find_random_spell_in_ob (pl, NULL); |
1321 | chosen_spell = find_random_spell_in_ob (pl, NULL); |
1323 | if (!chosen_spell) |
1322 | if (!chosen_spell) |
1324 | return 0; |
1323 | return 0; |
1325 | |
1324 | |
1326 | newscroll->level = MAX (skill->level, chosen_spell->level); |
1325 | 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."); |
1326 | new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell."); |
1328 | } |
1327 | } |
1329 | |
1328 | |
1330 | object *tmp = chosen_spell->clone (); |
1329 | object *tmp = chosen_spell->clone (); |
1331 | insert_ob_in_ob (tmp, newscroll); |
1330 | insert_ob_in_ob (tmp, newscroll); |
… | |
… | |
1349 | { /* Inscription has failed */ |
1348 | { /* Inscription has failed */ |
1350 | pl->contr->play_sound (sound_find ("inscribe_fail")); |
1349 | pl->contr->play_sound (sound_find ("inscribe_fail")); |
1351 | |
1350 | |
1352 | if (chosen_spell->level > skill->level || confused) |
1351 | if (chosen_spell->level > skill->level || confused) |
1353 | { /*backfire! */ |
1352 | { /*backfire! */ |
1354 | 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.>"); |
1355 | |
1354 | |
1356 | if (random_roll (0, 1, pl, PREFER_LOW) == 1) |
1355 | if (random_roll (0, 1, pl, PREFER_LOW) == 1) |
1357 | pl->drain_specific_stat (4); |
1356 | pl->drain_specific_stat (4); |
1358 | else |
1357 | else |
1359 | { |
1358 | { |
… | |
… | |
1721 | { |
1720 | { |
1722 | throw_ob->last_sp += eff_str / 3; /* fly a little further */ |
1721 | throw_ob->last_sp += eff_str / 3; /* fly a little further */ |
1723 | 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; |
1724 | 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; |
1725 | /* only throw objects get directional faces */ |
1724 | /* only throw objects get directional faces */ |
1726 | if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) |
1725 | if (throw_ob->has_anim () && throw_ob->anim_frames ()) |
1727 | SET_ANIMATION (throw_ob, dir); |
1726 | throw_ob->set_anim_frame (dir); |
1728 | } |
1727 | } |
1729 | else |
1728 | else |
1730 | { |
1729 | { |
1731 | uint16 mat = throw_ob->materials; |
1730 | uint16 mat = throw_ob->materials; |
1732 | |
1731 | |