void cSkills::RandomSteal( cUOSocket* socket, SERIAL victim ) { P_PLAYER pChar = socket->player(); P_CHAR pVictim = FindCharBySerial( victim ); if ( !pVictim || !pChar ) return; if ( pVictim->serial() == pChar->serial() ) { socket->sysMessage( tr( "Why don't you simply take it?" ) ); return; } /* if( pVictim->npcaitype() == 17 ) { socket->sysMessage( tr( "You cannot steal from Playervendors." ) ); return; } */ if ( pVictim->objectType() == enPlayer ) { P_PLAYER pp = dynamic_cast<P_PLAYER>( pVictim ); if ( pp->isGMorCounselor() ) socket->sysMessage( tr( "You can't steal from game masters." ) ); return; } if ( !pChar->inRange( pVictim, 1 ) ) { socket->sysMessage( tr( "You are too far away to steal from that person." ) ); return; } P_ITEM pBackpack = pVictim->getBackpack(); if ( !pBackpack ) { socket->sysMessage( tr( "Bad luck, your victim doesn't have a backpack." ) ); return; } float maxWeight = ( float ) QMIN( 1, pChar->skillValue( STEALING ) ); // We can steal max. 10 Stones when we are a GM // 1000 Skill == 100 Weight == 10 Stones QPtrList<cItem> containment = pBackpack->getContainment(); Q_UINT32 chance = containment.count(); P_ITEM pItem = containment.first(); P_ITEM pToSteal = 0; bool sawOkItem = false; while ( !pToSteal ) { // We have nothing that could be stolen? if ( !pItem && !sawOkItem ) { socket->sysMessage( tr( "Your victim posesses nothing you could steal." ) ); return; } // Jump back to the beginning else if ( !pItem && sawOkItem ) { pItem = containment.first(); } // Check if our chance becomes true (no spellbooks!) if ( pItem->totalweight() <= maxWeight && !pItem->isLockedDown() && !pItem->newbie() && pItem->type() != 9 ) { sawOkItem = true; // We have items that could be stolen (just in case we reach the end of our list) // We have the chance of 1/chance that we reached our desired item if ( RandomNum( 1, ( int )chance ) == ( int )chance ) { pToSteal = pItem; break; } } pItem = containment.next(); } socket->sysMessage( tr( "You reach into %1's backpack and try to steal something..." ).arg( pVictim->name() ) ); // The success of our Theft depends on the weight of the stolen item bool success = pChar->checkSkill( STEALING, 0, ( long int )pToSteal->weight() ); bool caught = false; if ( success ) { socket->sysMessage( tr( "You successfully steal %1." ).arg( pToSteal->getName() ) ); P_ITEM pPack = pChar->getBackpack(); pPack->addItem( pToSteal ); // Update item onyl if still existent if ( !pToSteal->free ) pToSteal->update(); caught = pChar->skillValue( STEALING ) < rand() % 1001; } else { socket->sysMessage( tr( "You fail to steal the item." ) ); // 1 in 5 Chance if we failed caught = RandomNum( 1, 5 ) == 1; } // Did we get caught? if ( caught ) { socket->sysMessage( tr( "You have been cought!" ) ); // Human non red NPCs need special handling if ( pVictim->objectType() == enNPC && pVictim->isInnocent() && pVictim->isHuman() ) { P_NPC pn = dynamic_cast<P_NPC>( pVictim ); pVictim->talk( tr( "Guards! A thief is amoung us!" ), 0xFFFF, 0x09 ); if ( pVictim->region() && pVictim->region()->isGuarded() ) pn->callGuards(); } if ( pVictim->notoriety( pChar ) == 0x01 ) pChar->makeCriminal(); // Our Victim always notices it. if ( pVictim->objectType() == enPlayer ) { P_PLAYER pp = dynamic_cast<P_PLAYER>( pVictim ); if ( pp->socket() ) pp->socket()->showSpeech( pChar, tr( "You notice %1 trying to steal %2 from you." ).arg( pChar->name() ).arg( pToSteal->getName( true ) ) ); } QString message = tr( "You notice %1 trying to steal %2 from %3." ).arg( pChar->name() ).arg( pItem->getName() ).arg( pVictim->name() ); for ( cUOSocket*mSock = Network::instance()->first(); mSock; mSock = Network::instance()->next() ) { // Everyone within 7 Tiles notices us if ( mSock != socket && mSock->player() && mSock->player()->serial() != pVictim->serial() && mSock->player()->inRange( pChar, 7 ) ) mSock->showSpeech( pChar, message ); } } }