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(Generate patch)

Comparing deliantra/server/server/skills.C (file contents):
Revision 1.5 by root, Tue Aug 29 05:03:55 2006 UTC vs.
Revision 1.6 by root, Tue Aug 29 08:01:38 2006 UTC

1/* 1/*
2 * static char *rcsid_skills_c = 2 * static char *rcsid_skills_c =
3 * "$Id: skills.C,v 1.5 2006/08/29 05:03:55 root Exp $"; 3 * "$Id: skills.C,v 1.6 2006/08/29 08:01:38 root Exp $";
4 */ 4 */
5/* 5/*
6 CrossFire, A Multiplayer game for X-windows 6 CrossFire, A Multiplayer game for X-windows
7 7
8 Copyright (C) 2003 Mark Wedel & Crossfire Development Team 8 Copyright (C) 2003 Mark Wedel & Crossfire Development Team
44 /* Only prohibit stealing if the player does not have a free 44 /* Only prohibit stealing if the player does not have a free
45 * hand available and in fact does have hands. 45 * hand available and in fact does have hands.
46 */ 46 */
47 if(op->type==PLAYER && op->body_used[BODY_ARMS] <=0 && 47 if(op->type==PLAYER && op->body_used[BODY_ARMS] <=0 &&
48 op->body_info[BODY_ARMS]) { 48 op->body_info[BODY_ARMS]) {
49 new_draw_info(NDI_UNIQUE, 0,op,"But you have no free hands to steal with!"); 49 new_draw_info(NDI_UNIQUE, 0,op,"But you have no free hands to steal with!");
50 return -1; 50 return -1;
51 } 51 }
52 52
53 /* ADJUSTMENTS */ 53 /* ADJUSTMENTS */
54 54
55 /* Its harder to steal from hostile beings! */ 55 /* Its harder to steal from hostile beings! */
56 if(!QUERY_FLAG(victim, FLAG_UNAGGRESSIVE)) roll = roll/2; 56 if(!QUERY_FLAG(victim, FLAG_UNAGGRESSIVE)) roll = roll/2;
57 57
58 /* Easier to steal from sleeping beings, or if the thief is 58 /* Easier to steal from sleeping beings, or if the thief is
59 * unseen */ 59 * unseen */
60 if(QUERY_FLAG(victim, FLAG_SLEEP)) 60 if(QUERY_FLAG(victim, FLAG_SLEEP))
61 roll = roll*3; 61 roll = roll*3;
62 else if(op->invisible) 62 else if(op->invisible)
63 roll = roll*2; 63 roll = roll*2;
64 64
65 /* check stealing 'encumberance'. Having this equipment applied makes 65 /* check stealing 'encumberance'. Having this equipment applied makes
66 * it quite a bit harder to steal. 66 * it quite a bit harder to steal.
67 */ 67 */
68 for(equip=op->inv;equip;equip=equip->below) { 68 for(equip=op->inv;equip;equip=equip->below) {
69 if(equip->type==WEAPON&&QUERY_FLAG(equip,FLAG_APPLIED)) { 69 if(equip->type==WEAPON&&QUERY_FLAG(equip,FLAG_APPLIED)) {
70 roll -= equip->weight/10000; 70 roll -= equip->weight/10000;
71 } 71 }
72 if(equip->type==BOW&&QUERY_FLAG(equip,FLAG_APPLIED)) 72 if(equip->type==BOW&&QUERY_FLAG(equip,FLAG_APPLIED))
73 roll -= equip->weight/5000; 73 roll -= equip->weight/5000;
74 if(equip->type==SHIELD&&QUERY_FLAG(equip,FLAG_APPLIED)) { 74 if(equip->type==SHIELD&&QUERY_FLAG(equip,FLAG_APPLIED)) {
75 roll -= equip->weight/2000; 75 roll -= equip->weight/2000;
76 } 76 }
77 if(equip->type==ARMOUR&&QUERY_FLAG(equip,FLAG_APPLIED)) 77 if(equip->type==ARMOUR&&QUERY_FLAG(equip,FLAG_APPLIED))
78 roll -= equip->weight/5000; 78 roll -= equip->weight/5000;
79 if(equip->type==GLOVES&&QUERY_FLAG(equip,FLAG_APPLIED)) 79 if(equip->type==GLOVES&&QUERY_FLAG(equip,FLAG_APPLIED))
80 roll -= equip->weight/100; 80 roll -= equip->weight/100;
81 } 81 }
82 if(roll<0) roll=0; 82 if(roll<0) roll=0;
83 return roll; 83 return roll;
84} 84}
85 85
104 /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them) 104 /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them)
105 * they will try to prevent stealing if they can. Only unseen theives will 105 * they will try to prevent stealing if they can. Only unseen theives will
106 * have much chance of success. 106 * have much chance of success.
107 */ 107 */
108 if(op->type!=PLAYER && QUERY_FLAG(op,FLAG_NO_STEAL)) { 108 if(op->type!=PLAYER && QUERY_FLAG(op,FLAG_NO_STEAL)) {
109 if(can_detect_enemy(op,who,&rv)) { 109 if(can_detect_enemy(op,who,&rv)) {
110 npc_call_help(op); 110 npc_call_help(op);
111 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); 111 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE);
112 new_draw_info(NDI_UNIQUE, 0,who,"Your attempt is prevented!"); 112 new_draw_info(NDI_UNIQUE, 0,who,"Your attempt is prevented!");
113 return 0; 113 return 0;
114 } else /* help npc to detect thief next time by raising its wisdom */ 114 } else /* help npc to detect thief next time by raising its wisdom */
115 op->stats.Wis += (op->stats.Int/5)+1; 115 op->stats.Wis += (op->stats.Int/5)+1;
116 if (op->stats.Wis > MAX_STAT) op->stats.Wis = MAX_STAT; 116 if (op->stats.Wis > MAX_STAT) op->stats.Wis = MAX_STAT;
117 } 117 }
118 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_WIZ)) { 118 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_WIZ)) {
119 new_draw_info(NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n"); 119 new_draw_info(NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n");
120 return 0; 120 return 0;
121 } 121 }
122#ifdef PROHIBIT_PLAYERKILL 122#ifdef PROHIBIT_PLAYERKILL
123 if(op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful)) { 123 if(op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful)) {
124 new_draw_info(NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); 124 new_draw_info(NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
125 return 0; 125 return 0;
132#endif 132#endif
133 133
134 134
135 /* Ok then, go thru their inventory, stealing */ 135 /* Ok then, go thru their inventory, stealing */
136 for(tmp = op->inv; tmp != NULL; tmp = next) { 136 for(tmp = op->inv; tmp != NULL; tmp = next) {
137 next = tmp->below; 137 next = tmp->below;
138 138
139 /* you can't steal worn items, starting items, wiz stuff, 139 /* you can't steal worn items, starting items, wiz stuff,
140 * innate abilities, or items w/o a type. Generally 140 * innate abilities, or items w/o a type. Generally
141 * speaking, the invisibility flag prevents experience or 141 * speaking, the invisibility flag prevents experience or
142 * abilities from being stolen since these types are currently 142 * abilities from being stolen since these types are currently
143 * always invisible objects. I was implicit here so as to prevent 143 * always invisible objects. I was implicit here so as to prevent
144 * future possible problems. -b.t. 144 * future possible problems. -b.t.
145 * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL 145 * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL
146 * already -b.t. 146 * already -b.t.
147 */ 147 */
148 148
149 if (QUERY_FLAG(tmp,FLAG_WAS_WIZ) || QUERY_FLAG(tmp, FLAG_APPLIED) 149 if (QUERY_FLAG(tmp,FLAG_WAS_WIZ) || QUERY_FLAG(tmp, FLAG_APPLIED)
150 || !(tmp->type) 150 || !(tmp->type)
151 || tmp->type == EXPERIENCE || tmp->type == SPELL 151 || tmp->type == EXPERIENCE || tmp->type == SPELL
152 || QUERY_FLAG(tmp,FLAG_STARTEQUIP) 152 || QUERY_FLAG(tmp,FLAG_STARTEQUIP)
153 || QUERY_FLAG(tmp,FLAG_NO_STEAL) 153 || QUERY_FLAG(tmp,FLAG_NO_STEAL)
154 || tmp->invisible ) continue; 154 || tmp->invisible ) continue;
155 155
156 /* Okay, try stealing this item. Dependent on dexterity of thief, 156 /* Okay, try stealing this item. Dependent on dexterity of thief,
157 * skill level, see the adj_stealroll fctn for more detail. 157 * skill level, see the adj_stealroll fctn for more detail.
158 */ 158 */
159 159
160 roll=die_roll(2, 100, who, PREFER_LOW)/2; /* weighted 1-100 */ 160 roll=die_roll(2, 100, who, PREFER_LOW)/2; /* weighted 1-100 */
161 161
162 if((chance=adj_stealchance(who,op,(stats_value+skill->level * 10 - op->level * 3)))==-1) 162 if((chance=adj_stealchance(who,op,(stats_value+skill->level * 10 - op->level * 3)))==-1)
163 return 0; 163 return 0;
164 else if (roll < chance ) { 164 else if (roll < chance ) {
165 tag_t tmp_count = tmp->count; 165 tag_t tmp_count = tmp->count;
166 166
167 pick_up(who, tmp); 167 pick_up(who, tmp);
168 /* need to see if the player actually stole this item - 168 /* need to see if the player actually stole this item -
169 * if it is in the players inv, assume it is. This prevents 169 * if it is in the players inv, assume it is. This prevents
170 * abuses where the player can not carry the item, so just 170 * abuses where the player can not carry the item, so just
171 * keeps stealing it over and over. 171 * keeps stealing it over and over.
172 */ 172 */
173 if (was_destroyed(tmp, tmp_count) || tmp->env != op) { 173 if (was_destroyed(tmp, tmp_count) || tmp->env != op) {
174 /* for players, play_sound: steals item */ 174 /* for players, play_sound: steals item */
175 success = tmp; 175 success = tmp;
176 CLEAR_FLAG(tmp, FLAG_INV_LOCKED); 176 CLEAR_FLAG(tmp, FLAG_INV_LOCKED);
177 177
178 /* Don't delete it from target player until we know 178 /* Don't delete it from target player until we know
179 * the thief has picked it up. can't just look at tmp->count, 179 * the thief has picked it up. can't just look at tmp->count,
180 * as it's possible that it got merged when picked up. 180 * as it's possible that it got merged when picked up.
181 */ 181 */
182 if (op->type == PLAYER) 182 if (op->type == PLAYER)
183 esrv_del_item(op->contr, tmp_count); 183 esrv_del_item(op->contr, tmp_count);
184 } 184 }
185 break; 185 break;
186 } 186 }
187 } /* for loop looking for an item */ 187 } /* for loop looking for an item */
188 188
189 if (!tmp) { 189 if (!tmp) {
190 new_draw_info_format(NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!", 190 new_draw_info_format(NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!",
191 op->type == PLAYER ? "" : "The ", query_name(op)); 191 op->type == PLAYER ? "" : "The ", query_name(op));
192 return 0; 192 return 0;
193 } 193 }
194 194
195 /* If you arent high enough level, you might get something BUT 195 /* If you arent high enough level, you might get something BUT
196 * the victim will notice your stealing attempt. Ditto if you 196 * the victim will notice your stealing attempt. Ditto if you
197 * attempt to steal something heavy off them, they're bound to notice 197 * attempt to steal something heavy off them, they're bound to notice
198 */ 198 */
199 199
200 if((roll>=skill->level) || !chance 200 if((roll>=skill->level) || !chance
201 ||(tmp && tmp->weight>(250*(random_roll(0, stats_value+skill->level * 10-1, who, PREFER_LOW))))) { 201 ||(tmp && tmp->weight>(250*(random_roll(0, stats_value+skill->level * 10-1, who, PREFER_LOW))))) {
202 202
203 /* victim figures out where the thief is! */ 203 /* victim figures out where the thief is! */
204 if(who->hide) make_visible(who); 204 if(who->hide) make_visible(who);
205 205
206 if(op->type != PLAYER) { 206 if(op->type != PLAYER) {
207 /* The unaggressives look after themselves 8) */ 207 /* The unaggressives look after themselves 8) */
208 if(who->type==PLAYER) { 208 if(who->type==PLAYER) {
209 npc_call_help(op); 209 npc_call_help(op);
210 new_draw_info_format(NDI_UNIQUE, 0,who, 210 new_draw_info_format(NDI_UNIQUE, 0,who,
211 "%s notices your attempted pilfering!",query_name(op)); 211 "%s notices your attempted pilfering!",query_name(op));
212 } 212 }
213 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); 213 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE);
214 /* all remaining npc items are guarded now. Set flag NO_STEAL 214 /* all remaining npc items are guarded now. Set flag NO_STEAL
215 * on the victim. 215 * on the victim.
216 */ 216 */
217 SET_FLAG(op,FLAG_NO_STEAL); 217 SET_FLAG(op,FLAG_NO_STEAL);
218 } else { /* stealing from another player */ 218 } else { /* stealing from another player */
219 char buf[MAX_BUF]; 219 char buf[MAX_BUF];
220 /* Notify the other player */ 220 /* Notify the other player */
221 if (success && who->stats.Int > random_roll(0, 19, op, PREFER_LOW)) { 221 if (success && who->stats.Int > random_roll(0, 19, op, PREFER_LOW)) {
222 sprintf(buf, "Your %s is missing!", query_name(success)); 222 sprintf(buf, "Your %s is missing!", query_name(success));
223 } else { 223 } else {
224 sprintf(buf, "Your pack feels strangely lighter."); 224 sprintf(buf, "Your pack feels strangely lighter.");
225 } 225 }
226 new_draw_info(NDI_UNIQUE, 0,op,buf); 226 new_draw_info(NDI_UNIQUE, 0,op,buf);
227 if (!success) { 227 if (!success) {
228 if (who->invisible) { 228 if (who->invisible) {
229 sprintf(buf, "you feel itchy fingers getting at your pack."); 229 sprintf(buf, "you feel itchy fingers getting at your pack.");
230 } else { 230 } else {
231 sprintf(buf, "%s looks very shifty.", query_name(who)); 231 sprintf(buf, "%s looks very shifty.", query_name(who));
232 } 232 }
233 new_draw_info(NDI_UNIQUE, 0,op,buf); 233 new_draw_info(NDI_UNIQUE, 0,op,buf);
234 } 234 }
235 } /* else stealing from another player */ 235 } /* else stealing from another player */
236 /* play_sound("stop! thief!"); kindofthing */ 236 /* play_sound("stop! thief!"); kindofthing */
237 } /* if you weren't 100% successful */ 237 } /* if you weren't 100% successful */
238 return success? 1:0; 238 return success? 1:0;
239} 239}
240 240
241 241
248 248
249 x = op->x + freearr_x[dir]; 249 x = op->x + freearr_x[dir];
250 y = op->y + freearr_y[dir]; 250 y = op->y + freearr_y[dir];
251 251
252 if(dir == 0) { 252 if(dir == 0) {
253 /* Can't steal from ourself! */ 253 /* Can't steal from ourself! */
254 return 0; 254 return 0;
255 } 255 }
256 256
257 m = op->map; 257 m = op->map;
258 mflags = get_map_flags(m, &m ,x,y, &x, &y); 258 mflags = get_map_flags(m, &m ,x,y, &x, &y);
259 /* Out of map - can't do it. If nothing alive on this space, 259 /* Out of map - can't do it. If nothing alive on this space,
260 * don't need to look any further. 260 * don't need to look any further.
261 */ 261 */
262 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) 262 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
263 return 0; 263 return 0;
264 264
265 /* If player can't move onto the space, can't steal from it. */ 265 /* If player can't move onto the space, can't steal from it. */
266 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y))) 266 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)))
267 return 0; 267 return 0;
268 268
269 /* Find the topmost object at this spot */ 269 /* Find the topmost object at this spot */
270 for(tmp = get_map_ob(m,x,y); 270 for(tmp = get_map_ob(m,x,y);
271 tmp != NULL && tmp->above != NULL; 271 tmp != NULL && tmp->above != NULL;
272 tmp = tmp->above); 272 tmp = tmp->above);
273 273
274 /* For all the stacked objects at this point, attempt a steal */ 274 /* For all the stacked objects at this point, attempt a steal */
275 for(; tmp != NULL; tmp = next) { 275 for(; tmp != NULL; tmp = next) {
276 next = tmp->below; 276 next = tmp->below;
277 /* Minor hack--for multi square beings - make sure we get 277 /* Minor hack--for multi square beings - make sure we get
278 * the 'head' coz 'tail' objects have no inventory! - b.t. 278 * the 'head' coz 'tail' objects have no inventory! - b.t.
279 */ 279 */
280 if (tmp->head) tmp=tmp->head; 280 if (tmp->head) tmp=tmp->head;
281 281
282 if(tmp->type!=PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) continue; 282 if(tmp->type!=PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) continue;
283 283
284 /* do not reveal hidden DMs */ 284 /* do not reveal hidden DMs */
285 if (tmp->type == PLAYER && QUERY_FLAG(tmp, FLAG_WIZ) && tmp->contr->hidden) continue; 285 if (tmp->type == PLAYER && QUERY_FLAG(tmp, FLAG_WIZ) && tmp->contr->hidden) continue;
286 if (attempt_steal(tmp, op, skill)) { 286 if (attempt_steal(tmp, op, skill)) {
287 if (tmp->type==PLAYER) /* no xp for stealing from another player */ 287 if (tmp->type==PLAYER) /* no xp for stealing from another player */
288 return 0; 288 return 0;
289 289
290 /* no xp for stealing from pets (of players) */ 290 /* no xp for stealing from pets (of players) */
291 if (QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) { 291 if (QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) {
292 object *owner = get_owner(tmp); 292 object *owner = get_owner(tmp);
293 if (owner != NULL && owner->type == PLAYER) 293 if (owner != NULL && owner->type == PLAYER)
294 return 0; 294 return 0;
295 } 295 }
296 296
297 // reduce monster experience by experience we gained, as to 297 // reduce monster experience by experience we gained, as to
298 // limit the amount of exp that can be gained by stealing from monsters 298 // limit the amount of exp that can be gained by stealing from monsters
299 // (jessies gave ~20,000,000 exp otherwise. 299 // (jessies gave ~20,000,000 exp otherwise.
300 int exp = calc_skill_exp (op, tmp, skill); 300 int exp = calc_skill_exp (op, tmp, skill);
301 exp = MIN (tmp->stats.exp, exp); 301 exp = MIN (tmp->stats.exp, exp);
302 tmp->stats.exp -= exp; 302 tmp->stats.exp -= exp;
303 return exp; 303 return exp;
304 } 304 }
305 } 305 }
306 return 0; 306 return 0;
307} 307}
308 308
309static int attempt_pick_lock (object *door, object *pl, object *skill) 309static int attempt_pick_lock (object *door, object *pl, object *skill)
316 * Dependent on dexterity/skill SK_level of the player and 316 * Dependent on dexterity/skill SK_level of the player and
317 * the map level difficulty. 317 * the map level difficulty.
318 */ 318 */
319 number = (die_roll(2, 40, pl, PREFER_LOW)-2)/2; 319 number = (die_roll(2, 40, pl, PREFER_LOW)-2)/2;
320 if (number < (pl->stats.Dex + skill->level - difficulty)) { 320 if (number < (pl->stats.Dex + skill->level - difficulty)) {
321 remove_door(door); 321 remove_door(door);
322 success = 1; 322 success = 1;
323 } else if (door->inv && (door->inv->type==RUNE || door->inv->type==TRAP)) { /* set off any traps? */ 323 } else if (door->inv && (door->inv->type==RUNE || door->inv->type==TRAP)) { /* set off any traps? */
324 spring_trap(door->inv,pl); 324 spring_trap(door->inv,pl);
325 } 325 }
326 return success; 326 return success;
327} 327}
328 328
329 329
339 339
340 if(!dir) dir=pl->facing; 340 if(!dir) dir=pl->facing;
341 341
342 /* For all the stacked objects at this point find a door*/ 342 /* For all the stacked objects at this point find a door*/
343 if (out_of_map(pl->map,x,y)) { 343 if (out_of_map(pl->map,x,y)) {
344 new_draw_info(NDI_UNIQUE, 0,pl,"There is no lock there."); 344 new_draw_info(NDI_UNIQUE, 0,pl,"There is no lock there.");
345 return 0; 345 return 0;
346 } 346 }
347 347
348 for(tmp=get_map_ob(pl->map,x,y); tmp; tmp=tmp->above) 348 for(tmp=get_map_ob(pl->map,x,y); tmp; tmp=tmp->above)
349 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) break; 349 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) break;
350 350
351 if (!tmp) { 351 if (!tmp) {
352 new_draw_info(NDI_UNIQUE, 0,pl,"There is no lock there."); 352 new_draw_info(NDI_UNIQUE, 0,pl,"There is no lock there.");
353 return 0; 353 return 0;
354 } 354 }
355 if (tmp->type == LOCKED_DOOR) { 355 if (tmp->type == LOCKED_DOOR) {
356 new_draw_info(NDI_UNIQUE, 0,pl, "You can't pick that lock!"); 356 new_draw_info(NDI_UNIQUE, 0,pl, "You can't pick that lock!");
357 return 0; 357 return 0;
358 } 358 }
359 359
360 if (!tmp->move_block) { 360 if (!tmp->move_block) {
361 new_draw_info(NDI_UNIQUE, 0,pl,"The door has no lock!"); 361 new_draw_info(NDI_UNIQUE, 0,pl,"The door has no lock!");
362 return 0; 362 return 0;
363 } 363 }
364 364
365 if (attempt_pick_lock(tmp, pl, skill)) { 365 if (attempt_pick_lock(tmp, pl, skill)) {
366 new_draw_info(NDI_UNIQUE, 0,pl,"You pick the lock."); 366 new_draw_info(NDI_UNIQUE, 0,pl,"You pick the lock.");
367 return calc_skill_exp(pl,NULL, skill); 367 return calc_skill_exp(pl,NULL, skill);
368 } else { 368 } else {
369 new_draw_info(NDI_UNIQUE, 0,pl, "You fail to pick the lock."); 369 new_draw_info(NDI_UNIQUE, 0,pl, "You fail to pick the lock.");
370 return 0; 370 return 0;
371 } 371 }
372} 372}
373 373
374 374
375/* HIDE CODE. The user becomes undetectable (not just 'invisible') for 375/* HIDE CODE. The user becomes undetectable (not just 'invisible') for
384static int attempt_hide(object *op, object *skill) { 384static int attempt_hide(object *op, object *skill) {
385 int number,difficulty=op->map->difficulty; 385 int number,difficulty=op->map->difficulty;
386 int terrain = hideability(op); 386 int terrain = hideability(op);
387 387
388 if(terrain<-10) /* not enough cover here */ 388 if(terrain<-10) /* not enough cover here */
389 return 0; 389 return 0;
390 390
391 /* Hiding success and duration dependant on skill level, 391 /* Hiding success and duration dependant on skill level,
392 * op->stats.Dex, map difficulty and terrain. 392 * op->stats.Dex, map difficulty and terrain.
393 */ 393 */
394 394
395 number = (die_roll(2, 25, op, PREFER_LOW)-2)/2; 395 number = (die_roll(2, 25, op, PREFER_LOW)-2)/2;
396 if(!stand_near_hostile(op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) { 396 if(!stand_near_hostile(op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) {
397 op->invisible += 100; /* set the level of 'hiddeness' */ 397 op->invisible += 100; /* set the level of 'hiddeness' */
398 if(op->type==PLAYER) 398 if(op->type==PLAYER)
399 op->contr->tmp_invis=1; 399 op->contr->tmp_invis=1;
400 op->hide=1; 400 op->hide=1;
401 return 1; 401 return 1;
402 } 402 }
403 return 0; 403 return 0;
404} 404}
405 405
406/* patched this to take terrain into consideration */ 406/* patched this to take terrain into consideration */
409 409
410 /* the preliminaries -- Can we really hide now? */ 410 /* the preliminaries -- Can we really hide now? */
411 /* this keeps monsters from using invisibilty spells and hiding */ 411 /* this keeps monsters from using invisibilty spells and hiding */
412 412
413 if (QUERY_FLAG(op, FLAG_MAKE_INVIS)) { 413 if (QUERY_FLAG(op, FLAG_MAKE_INVIS)) {
414 new_draw_info(NDI_UNIQUE, 0,op,"You don't need to hide while invisible!"); 414 new_draw_info(NDI_UNIQUE, 0,op,"You don't need to hide while invisible!");
415 return 0; 415 return 0;
416 } else if (!op->hide && op->invisible>0 && op->type == PLAYER) { 416 } else if (!op->hide && op->invisible>0 && op->type == PLAYER) {
417 new_draw_info(NDI_UNIQUE, 0,op,"Your attempt to hide breaks the invisibility spell!"); 417 new_draw_info(NDI_UNIQUE, 0,op,"Your attempt to hide breaks the invisibility spell!");
418 make_visible(op); 418 make_visible(op);
419 } 419 }
420 420
421 if(op->invisible>(50*skill->level)) { 421 if(op->invisible>(50*skill->level)) {
422 new_draw_info(NDI_UNIQUE,0,op,"You are as hidden as you can get."); 422 new_draw_info(NDI_UNIQUE,0,op,"You are as hidden as you can get.");
423 return 0; 423 return 0;
424 } 424 }
425 425
426 if(attempt_hide(op, skill)) { 426 if(attempt_hide(op, skill)) {
427 new_draw_info(NDI_UNIQUE, 0,op,"You hide in the shadows."); 427 new_draw_info(NDI_UNIQUE, 0,op,"You hide in the shadows.");
428 update_object(op,UP_OBJ_FACE); 428 update_object(op,UP_OBJ_FACE);
429 return calc_skill_exp(op, NULL, skill); 429 return calc_skill_exp(op, NULL, skill);
430 } 430 }
431 new_draw_info(NDI_UNIQUE,0,op,"You fail to conceal yourself."); 431 new_draw_info(NDI_UNIQUE,0,op,"You fail to conceal yourself.");
432 return 0; 432 return 0;
433} 433}
434 434
464 * that cares about the move_type being flying. 464 * that cares about the move_type being flying.
465 */ 465 */
466 pl->move_type |= MOVE_FLY_LOW; 466 pl->move_type |= MOVE_FLY_LOW;
467 467
468 for(i=0;i<=spaces;i++) { 468 for(i=0;i<=spaces;i++) {
469 x = pl->x + dx; 469 x = pl->x + dx;
470 y = pl->y + dy; 470 y = pl->y + dy;
471 m = pl->map; 471 m = pl->map;
472 472
473 mflags = get_map_flags(m, &m, x, y, &x, &y); 473 mflags = get_map_flags(m, &m, x, y, &x, &y);
474 474
475 if (mflags & P_OUT_OF_MAP) { 475 if (mflags & P_OUT_OF_MAP) {
476 (void) stop_jump(pl,i,spaces); 476 (void) stop_jump(pl,i,spaces);
477 return 0; 477 return 0;
478 } 478 }
479 if (OB_TYPE_MOVE_BLOCK(pl, GET_MAP_MOVE_BLOCK(m, x, y))) { 479 if (OB_TYPE_MOVE_BLOCK(pl, GET_MAP_MOVE_BLOCK(m, x, y))) {
480 new_draw_info(NDI_UNIQUE, 0,pl,"Your jump is blocked."); 480 new_draw_info(NDI_UNIQUE, 0,pl,"Your jump is blocked.");
481 stop_jump(pl,i,spaces); 481 stop_jump(pl,i,spaces);
482 return 0; 482 return 0;
483 } 483 }
484 484
485 for(tmp=get_map_ob(m, x, y); tmp;tmp=tmp->above) { 485 for(tmp=get_map_ob(m, x, y); tmp;tmp=tmp->above) {
486 /* Jump into creature */ 486 /* Jump into creature */
487 if(QUERY_FLAG(tmp, FLAG_MONSTER) 487 if(QUERY_FLAG(tmp, FLAG_MONSTER)
488 || (tmp->type==PLAYER && (!QUERY_FLAG(tmp, FLAG_WIZ) || !tmp->contr->hidden))) { 488 || (tmp->type==PLAYER && (!QUERY_FLAG(tmp, FLAG_WIZ) || !tmp->contr->hidden))) {
489 new_draw_info_format(NDI_UNIQUE, 0,pl,"You jump into %s%s.", 489 new_draw_info_format(NDI_UNIQUE, 0,pl,"You jump into %s%s.",
490 tmp->type == PLAYER ? "" : "the ", tmp->name); 490 tmp->type == PLAYER ? "" : "the ", tmp->name);
491 if(tmp->type!=PLAYER || 491 if(tmp->type!=PLAYER ||
492 (pl->type==PLAYER && pl->contr->party==NULL) || 492 (pl->type==PLAYER && pl->contr->party==NULL) ||
493 (pl->type==PLAYER && tmp->type==PLAYER && 493 (pl->type==PLAYER && tmp->type==PLAYER &&
494 pl->contr->party!=tmp->contr->party)) 494 pl->contr->party!=tmp->contr->party))
495 exp = skill_attack(tmp,pl,pl->facing,"kicked", skill); /* pl makes an attack */ 495 exp = skill_attack(tmp,pl,pl->facing,"kicked", skill); /* pl makes an attack */
496 stop_jump(pl,i,spaces); 496 stop_jump(pl,i,spaces);
497 return exp; /* note that calc_skill_exp() is already called by skill_attack() */ 497 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
498 } 498 }
499 /* If the space has fly on set (no matter what the space is), 499 /* If the space has fly on set (no matter what the space is),
500 * we should get the effects - after all, the player is 500 * we should get the effects - after all, the player is
501 * effectively flying. 501 * effectively flying.
502 */ 502 */
503 if (tmp->move_on & MOVE_FLY_LOW) { 503 if (tmp->move_on & MOVE_FLY_LOW) {
504 pl->x = x; 504 pl->x = x;
505 pl->y = y; 505 pl->y = y;
506 pl->map = m; 506 pl->map = m;
507 stop_jump(pl,i,spaces); 507 stop_jump(pl,i,spaces);
508 return calc_skill_exp(pl,NULL, skill); 508 return calc_skill_exp(pl,NULL, skill);
509 } 509 }
510 } 510 }
511 pl->x = x; 511 pl->x = x;
512 pl->y = y; 512 pl->y = y;
513 pl->map = m; 513 pl->map = m;
514 } 514 }
515 stop_jump(pl,i,spaces); 515 stop_jump(pl,i,spaces);
516 return calc_skill_exp(pl,NULL, skill); 516 return calc_skill_exp(pl,NULL, skill);
517} 517}
518 518
532 str = str ? str : 10; 532 str = str ? str : 10;
533 533
534 stats=str*str*str*dex * skill->level; 534 stats=str*str*str*dex * skill->level;
535 535
536 if(pl->carrying!=0) /* don't want div by zero !! */ 536 if(pl->carrying!=0) /* don't want div by zero !! */
537 spaces=(int) (stats/pl->carrying); 537 spaces=(int) (stats/pl->carrying);
538 else 538 else
539 spaces=2; /* pl has no objects - gets the far jump */ 539 spaces=2; /* pl has no objects - gets the far jump */
540 540
541 if(spaces>2) 541 if(spaces>2)
542 spaces = 2; 542 spaces = 2;
543 else if(spaces==0) { 543 else if(spaces==0) {
544 new_draw_info(NDI_UNIQUE, 0,pl,"You are carrying too much weight to jump."); 544 new_draw_info(NDI_UNIQUE, 0,pl,"You are carrying too much weight to jump.");
545 return 0; 545 return 0;
546 } 546 }
547 return attempt_jump(pl,dir,spaces, skill); 547 return attempt_jump(pl,dir,spaces, skill);
548} 548}
549 549
550 550
561static int do_skill_detect_curse(object *pl, object *skill) { 561static int do_skill_detect_curse(object *pl, object *skill) {
562 object *tmp; 562 object *tmp;
563 int success=0; 563 int success=0;
564 564
565 for(tmp=pl->inv;tmp;tmp=tmp->below) 565 for(tmp=pl->inv;tmp;tmp=tmp->below)
566 if (!tmp->invisible 566 if (!tmp->invisible
567 && !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && !QUERY_FLAG(tmp,FLAG_KNOWN_CURSED) 567 && !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && !QUERY_FLAG(tmp,FLAG_KNOWN_CURSED)
568 && (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) && 568 && (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) &&
569 tmp->item_power < skill->level) { 569 tmp->item_power < skill->level) {
570 SET_FLAG(tmp,FLAG_KNOWN_CURSED); 570 SET_FLAG(tmp,FLAG_KNOWN_CURSED);
571 esrv_update_item(UPD_FLAGS, pl, tmp); 571 esrv_update_item(UPD_FLAGS, pl, tmp);
572 success+= calc_skill_exp(pl,tmp, skill); 572 success+= calc_skill_exp(pl,tmp, skill);
573 } 573 }
574 574
575 /* Check ground, too, but only objects the player could pick up */ 575 /* Check ground, too, but only objects the player could pick up */
576 for(tmp=get_map_ob(pl->map,pl->x,pl->y);tmp;tmp=tmp->above) 576 for(tmp=get_map_ob(pl->map,pl->x,pl->y);tmp;tmp=tmp->above)
577 if (can_pick(pl, tmp) && 577 if (can_pick(pl, tmp) &&
578 !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && 578 !QUERY_FLAG(tmp,FLAG_IDENTIFIED) &&
579 !QUERY_FLAG(tmp,FLAG_KNOWN_CURSED) 579 !QUERY_FLAG(tmp,FLAG_KNOWN_CURSED)
580 && (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) && 580 && (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) &&
581 tmp->item_power < skill->level) { 581 tmp->item_power < skill->level) {
582 SET_FLAG(tmp,FLAG_KNOWN_CURSED); 582 SET_FLAG(tmp,FLAG_KNOWN_CURSED);
583 esrv_update_item(UPD_FLAGS, pl, tmp); 583 esrv_update_item(UPD_FLAGS, pl, tmp);
584 success+= calc_skill_exp(pl,tmp, skill); 584 success+= calc_skill_exp(pl,tmp, skill);
585 } 585 }
586 586
587 return success; 587 return success;
588} 588}
589 589
590static int do_skill_detect_magic(object *pl, object *skill) { 590static int do_skill_detect_magic(object *pl, object *skill) {
591 object *tmp; 591 object *tmp;
592 int success=0; 592 int success=0;
593 593
594 for(tmp=pl->inv;tmp;tmp=tmp->below) 594 for(tmp=pl->inv;tmp;tmp=tmp->below)
595 if(!tmp->invisible 595 if(!tmp->invisible
596 && !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) 596 && !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)
597 && (is_magical(tmp)) && tmp->item_power < skill->level) { 597 && (is_magical(tmp)) && tmp->item_power < skill->level) {
598 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 598 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
599 esrv_update_item(UPD_FLAGS, pl, tmp); 599 esrv_update_item(UPD_FLAGS, pl, tmp);
600 success+=calc_skill_exp(pl,tmp, skill); 600 success+=calc_skill_exp(pl,tmp, skill);
601 } 601 }
602 602
603 /* Check ground, too, but like above, only if the object can be picked up*/ 603 /* Check ground, too, but like above, only if the object can be picked up*/
604 for(tmp=get_map_ob(pl->map,pl->x,pl->y);tmp;tmp=tmp->above) 604 for(tmp=get_map_ob(pl->map,pl->x,pl->y);tmp;tmp=tmp->above)
605 if (can_pick(pl, tmp) && 605 if (can_pick(pl, tmp) &&
606 !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && 606 !QUERY_FLAG(tmp,FLAG_IDENTIFIED) &&
607 !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) 607 !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)
608 && (is_magical(tmp)) && tmp->item_power < skill->level) { 608 && (is_magical(tmp)) && tmp->item_power < skill->level) {
609 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 609 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
610 esrv_update_item(UPD_FLAGS, pl, tmp); 610 esrv_update_item(UPD_FLAGS, pl, tmp);
611 success+=calc_skill_exp(pl,tmp, skill); 611 success+=calc_skill_exp(pl,tmp, skill);
612 } 612 }
613 613
614 return success; 614 return success;
615} 615}
616 616
617/* Helper function for do_skill_ident, so that we can loop 617/* Helper function for do_skill_ident, so that we can loop
660static int do_skill_ident(object *pl, int obj_class, object *skill) { 660static int do_skill_ident(object *pl, int obj_class, object *skill) {
661 object *tmp; 661 object *tmp;
662 int success=0; 662 int success=0;
663 663
664 for(tmp=pl->inv;tmp;tmp=tmp->below) 664 for(tmp=pl->inv;tmp;tmp=tmp->below)
665 success+=do_skill_ident2(tmp,pl,obj_class, skill); 665 success+=do_skill_ident2(tmp,pl,obj_class, skill);
666 /* check the ground */ 666 /* check the ground */
667 667
668 for(tmp=get_map_ob(pl->map,pl->x,pl->y);tmp;tmp=tmp->above) 668 for(tmp=get_map_ob(pl->map,pl->x,pl->y);tmp;tmp=tmp->above)
669 success+=do_skill_ident2(tmp,pl,obj_class, skill); 669 success+=do_skill_ident2(tmp,pl,obj_class, skill);
670 670
671 return success; 671 return success;
672} 672}
673 673
674int skill_ident(object *pl, object *skill) { 674int skill_ident(object *pl, object *skill) {
675 int success=0; 675 int success=0;
677 if(pl->type != PLAYER) return 0; /* only players will skill-identify */ 677 if(pl->type != PLAYER) return 0; /* only players will skill-identify */
678 678
679 new_draw_info(NDI_UNIQUE, 0,pl,"You look at the objects nearby..."); 679 new_draw_info(NDI_UNIQUE, 0,pl,"You look at the objects nearby...");
680 680
681 switch (skill->subtype) { 681 switch (skill->subtype) {
682 case SK_SMITHERY: 682 case SK_SMITHERY:
683 success += do_skill_ident(pl,WEAPON, skill) + do_skill_ident(pl,ARMOUR, skill) 683 success += do_skill_ident(pl,WEAPON, skill) + do_skill_ident(pl,ARMOUR, skill)
684 + do_skill_ident(pl,BRACERS,skill) + do_skill_ident(pl,CLOAK,skill) 684 + do_skill_ident(pl,BRACERS,skill) + do_skill_ident(pl,CLOAK,skill)
685 + do_skill_ident(pl,BOOTS,skill) + do_skill_ident(pl,SHIELD,skill) 685 + do_skill_ident(pl,BOOTS,skill) + do_skill_ident(pl,SHIELD,skill)
686 + do_skill_ident(pl,GIRDLE,skill) + do_skill_ident(pl,HELMET,skill) 686 + do_skill_ident(pl,GIRDLE,skill) + do_skill_ident(pl,HELMET,skill)
687 + do_skill_ident(pl,GLOVES,skill); 687 + do_skill_ident(pl,GLOVES,skill);
688 break; 688 break;
689 689
690 case SK_BOWYER: 690 case SK_BOWYER:
691 success += do_skill_ident(pl,BOW,skill) + do_skill_ident(pl,ARROW,skill); 691 success += do_skill_ident(pl,BOW,skill) + do_skill_ident(pl,ARROW,skill);
692 break; 692 break;
693 693
694 case SK_ALCHEMY: 694 case SK_ALCHEMY:
695 success += do_skill_ident(pl,POTION,skill) + do_skill_ident(pl,POISON,skill) 695 success += do_skill_ident(pl,POTION,skill) + do_skill_ident(pl,POISON,skill)
696 + do_skill_ident(pl,CONTAINER,skill) 696 + do_skill_ident(pl,CONTAINER,skill)
697 + do_skill_ident(pl,DRINK,skill) + do_skill_ident(pl,INORGANIC,skill); 697 + do_skill_ident(pl,DRINK,skill) + do_skill_ident(pl,INORGANIC,skill);
698 break; 698 break;
699 699
700 case SK_WOODSMAN: 700 case SK_WOODSMAN:
701 success += do_skill_ident(pl,FOOD,skill) + do_skill_ident(pl,DRINK,skill) 701 success += do_skill_ident(pl,FOOD,skill) + do_skill_ident(pl,DRINK,skill)
702 + do_skill_ident(pl,FLESH,skill); 702 + do_skill_ident(pl,FLESH,skill);
703 break; 703 break;
704 704
705 case SK_JEWELER: 705 case SK_JEWELER:
706 success += do_skill_ident(pl,GEM,skill) + do_skill_ident(pl,RING,skill) + 706 success += do_skill_ident(pl,GEM,skill) + do_skill_ident(pl,RING,skill) +
707 do_skill_ident(pl,AMULET,skill); 707 do_skill_ident(pl,AMULET,skill);
708 break; 708 break;
709 709
710 case SK_LITERACY: 710 case SK_LITERACY:
711 success += do_skill_ident(pl,SPELLBOOK,skill) 711 success += do_skill_ident(pl,SPELLBOOK,skill)
712 + do_skill_ident(pl,SCROLL,skill) + do_skill_ident(pl,BOOK,skill); 712 + do_skill_ident(pl,SCROLL,skill) + do_skill_ident(pl,BOOK,skill);
713 break; 713 break;
714 714
715 case SK_THAUMATURGY: 715 case SK_THAUMATURGY:
716 success += do_skill_ident(pl,WAND,skill) + do_skill_ident(pl,ROD,skill) 716 success += do_skill_ident(pl,WAND,skill) + do_skill_ident(pl,ROD,skill)
717 + do_skill_ident(pl,HORN,skill); 717 + do_skill_ident(pl,HORN,skill);
718 break; 718 break;
719 719
720 case SK_DET_CURSE: 720 case SK_DET_CURSE:
721 success = do_skill_detect_curse(pl,skill); 721 success = do_skill_detect_curse(pl,skill);
722 if(success) 722 if(success)
723 new_draw_info(NDI_UNIQUE, 0,pl,"...and discover cursed items!"); 723 new_draw_info(NDI_UNIQUE, 0,pl,"...and discover cursed items!");
724 break; 724 break;
725 725
726 case SK_DET_MAGIC: 726 case SK_DET_MAGIC:
727 success = do_skill_detect_magic(pl,skill); 727 success = do_skill_detect_magic(pl,skill);
728 if(success) 728 if(success)
729 new_draw_info(NDI_UNIQUE, 0,pl, 729 new_draw_info(NDI_UNIQUE, 0,pl,
730 "...and discover items imbued with mystic forces!"); 730 "...and discover items imbued with mystic forces!");
731 break; 731 break;
732 732
733 default: 733 default:
734 LOG(llevError,"Error: bad call to skill_ident()\n"); 734 LOG(llevError,"Error: bad call to skill_ident()\n");
735 return 0; 735 return 0;
736 break; 736 break;
737 } 737 }
738 if(!success) { 738 if(!success) {
739 new_draw_info(NDI_UNIQUE, 0,pl,"...and learn nothing more."); 739 new_draw_info(NDI_UNIQUE, 0,pl,"...and learn nothing more.");
740 } 740 }
741 return success; 741 return success;
742} 742}
743 743
744 744
760 if (mflags & P_OUT_OF_MAP) return 0; 760 if (mflags & P_OUT_OF_MAP) return 0;
761 761
762 /* Save some processing - we have the flag already anyways 762 /* Save some processing - we have the flag already anyways
763 */ 763 */
764 if (!(mflags & P_IS_ALIVE)) { 764 if (!(mflags & P_IS_ALIVE)) {
765 new_draw_info(NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 765 new_draw_info(NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
766 return 0; 766 return 0;
767 } 767 }
768 768
769 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 769 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
770 /* can't persuade players - return because there is nothing else 770 /* can't persuade players - return because there is nothing else
771 * on that space to charm. Same for multi space monsters and 771 * on that space to charm. Same for multi space monsters and
772 * special monsters - we don't allow them to be charmed, and there 772 * special monsters - we don't allow them to be charmed, and there
773 * is no reason to do further processing since they should be the 773 * is no reason to do further processing since they should be the
774 * only monster on the space. 774 * only monster on the space.
775 */ 775 */
776 if(tmp->type==PLAYER) return 0; 776 if(tmp->type==PLAYER) return 0;
777 if(tmp->more || tmp->head) return 0; 777 if(tmp->more || tmp->head) return 0;
778 if(tmp->msg) return 0; 778 if(tmp->msg) return 0;
779 779
780 if(QUERY_FLAG(tmp,FLAG_MONSTER)) break; 780 if(QUERY_FLAG(tmp,FLAG_MONSTER)) break;
781 } 781 }
782 782
783 if (!tmp) { 783 if (!tmp) {
784 new_draw_info(NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 784 new_draw_info(NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
785 return 0; 785 return 0;
786 } 786 }
787 787
788 new_draw_info_format(NDI_UNIQUE, 788 new_draw_info_format(NDI_UNIQUE,
789 0,pl, "You orate to the %s.",query_name(tmp)); 789 0,pl, "You orate to the %s.",query_name(tmp));
790 790
791 /* the following conditions limit who may be 'charmed' */ 791 /* the following conditions limit who may be 'charmed' */
792 792
793 /* it's hostile! */ 793 /* it's hostile! */
794 if(!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE) && !QUERY_FLAG(tmp, FLAG_FRIENDLY)) { 794 if(!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE) && !QUERY_FLAG(tmp, FLAG_FRIENDLY)) {
795 new_draw_info_format(NDI_UNIQUE, 0,pl, 795 new_draw_info_format(NDI_UNIQUE, 0,pl,
796 "Too bad the %s isn't listening!\n",query_name(tmp)); 796 "Too bad the %s isn't listening!\n",query_name(tmp));
797 return 0; 797 return 0;
798 } 798 }
799 799
800 /* it's already allied! */ 800 /* it's already allied! */
801 if(QUERY_FLAG(tmp,FLAG_FRIENDLY)&&(tmp->attack_movement==PETMOVE)){ 801 if(QUERY_FLAG(tmp,FLAG_FRIENDLY)&&(tmp->attack_movement==PETMOVE)){
802 if(get_owner(tmp)==pl) { 802 if(get_owner(tmp)==pl) {
803 new_draw_info(NDI_UNIQUE, 0,pl, 803 new_draw_info(NDI_UNIQUE, 0,pl,
804 "Your follower loves your speech.\n"); 804 "Your follower loves your speech.\n");
805 return 0; 805 return 0;
806 } else if (skill->level > tmp->level) { 806 } else if (skill->level > tmp->level) {
807 /* you steal the follower. Perhaps we should really look at the 807 /* you steal the follower. Perhaps we should really look at the
808 * level of the owner above? 808 * level of the owner above?
809 */ 809 */
810 set_owner(tmp,pl); 810 set_owner(tmp,pl);
811 new_draw_info_format(NDI_UNIQUE, 0,pl, 811 new_draw_info_format(NDI_UNIQUE, 0,pl,
812 "You convince the %s to follow you instead!\n", 812 "You convince the %s to follow you instead!\n",
813 query_name(tmp)); 813 query_name(tmp));
814 /* Abuse fix - don't give exp since this can otherwise 814 /* Abuse fix - don't give exp since this can otherwise
815 * be used by a couple players to gets lots of exp. 815 * be used by a couple players to gets lots of exp.
816 */ 816 */
817 return 0; 817 return 0;
818 } else { 818 } else {
819 /* In this case, you can't steal it from the other player */ 819 /* In this case, you can't steal it from the other player */
820 return 0; 820 return 0;
821 } 821 }
822 } /* Creature was already a pet of someone */ 822 } /* Creature was already a pet of someone */
823 823
824 chance=skill->level*2+(pl->stats.Cha-2*tmp->stats.Int)/2; 824 chance=skill->level*2+(pl->stats.Cha-2*tmp->stats.Int)/2;
825 825
826 /* Ok, got a 'sucker' lets try to make them a follower */ 826 /* Ok, got a 'sucker' lets try to make them a follower */
827 if(chance>0 && tmp->level<(random_roll(0, chance-1, pl, PREFER_HIGH)-1)) { 827 if(chance>0 && tmp->level<(random_roll(0, chance-1, pl, PREFER_HIGH)-1)) {
828 new_draw_info_format(NDI_UNIQUE, 0,pl, 828 new_draw_info_format(NDI_UNIQUE, 0,pl,
829 "You convince the %s to become your follower.\n", 829 "You convince the %s to become your follower.\n",
830 query_name(tmp)); 830 query_name(tmp));
831 831
832 set_owner(tmp,pl); 832 set_owner(tmp,pl);
833 tmp->stats.exp = 0; 833 tmp->stats.exp = 0;
834 add_friendly_object(tmp); 834 add_friendly_object(tmp);
835 SET_FLAG(tmp,FLAG_FRIENDLY); 835 SET_FLAG(tmp,FLAG_FRIENDLY);
836 tmp->attack_movement = PETMOVE; 836 tmp->attack_movement = PETMOVE;
837 return calc_skill_exp(pl,tmp, skill); 837 return calc_skill_exp(pl,tmp, skill);
838 } 838 }
839 /* Charm failed. Creature may be angry now */ 839 /* Charm failed. Creature may be angry now */
840 else if((skill->level+((pl->stats.Cha-10)/2)) < random_roll(1, 2*tmp->level, pl, PREFER_LOW)) { 840 else if((skill->level+((pl->stats.Cha-10)/2)) < random_roll(1, 2*tmp->level, pl, PREFER_LOW)) {
841 new_draw_info_format(NDI_UNIQUE, 0,pl, 841 new_draw_info_format(NDI_UNIQUE, 0,pl,
842 "Your speech angers the %s!\n",query_name(tmp)); 842 "Your speech angers the %s!\n",query_name(tmp));
843 if(QUERY_FLAG(tmp,FLAG_FRIENDLY)) { 843 if(QUERY_FLAG(tmp,FLAG_FRIENDLY)) {
844 CLEAR_FLAG(tmp,FLAG_FRIENDLY); 844 CLEAR_FLAG(tmp,FLAG_FRIENDLY);
845 remove_friendly_object(tmp); 845 remove_friendly_object(tmp);
846 tmp->attack_movement = 0; /* needed? */ 846 tmp->attack_movement = 0; /* needed? */
847 } 847 }
848 CLEAR_FLAG(tmp,FLAG_UNAGGRESSIVE); 848 CLEAR_FLAG(tmp,FLAG_UNAGGRESSIVE);
849 } 849 }
850 return 0; /* Fall through - if we get here, we didn't charm anything */ 850 return 0; /* Fall through - if we get here, we didn't charm anything */
851} 851}
852 852
853/* Singing() -this skill allows the player to pacify nearby creatures. 853/* Singing() -this skill allows the player to pacify nearby creatures.
868 868
869 if(pl->type!=PLAYER) return 0; /* only players use this skill */ 869 if(pl->type!=PLAYER) return 0; /* only players use this skill */
870 870
871 new_draw_info_format(NDI_UNIQUE,0,pl, "You sing."); 871 new_draw_info_format(NDI_UNIQUE,0,pl, "You sing.");
872 for(i=0;i<MIN(skill->level,SIZEOFFREE);i++) { 872 for(i=0;i<MIN(skill->level,SIZEOFFREE);i++) {
873 x = pl->x+freearr_x[i]; 873 x = pl->x+freearr_x[i];
874 y = pl->y+freearr_y[i]; 874 y = pl->y+freearr_y[i];
875 m = pl->map; 875 m = pl->map;
876 876
877 mflags =get_map_flags(m, &m, x,y, &x, &y); 877 mflags =get_map_flags(m, &m, x,y, &x, &y);
878 if (mflags & P_OUT_OF_MAP) continue; 878 if (mflags & P_OUT_OF_MAP) continue;
879 if (!(mflags & P_IS_ALIVE)) continue; 879 if (!(mflags & P_IS_ALIVE)) continue;
880 880
881 for(tmp=get_map_ob(m, x, y); tmp;tmp=tmp->above) { 881 for(tmp=get_map_ob(m, x, y); tmp;tmp=tmp->above) {
882 if(QUERY_FLAG(tmp,FLAG_MONSTER)) break; 882 if(QUERY_FLAG(tmp,FLAG_MONSTER)) break;
883 /* can't affect players */ 883 /* can't affect players */
884 if(tmp->type==PLAYER) break; 884 if(tmp->type==PLAYER) break;
885 } 885 }
886 886
887 /* Whole bunch of checks to see if this is a type of monster that would 887 /* Whole bunch of checks to see if this is a type of monster that would
888 * listen to singing. 888 * listen to singing.
889 */ 889 */
890 if (tmp && QUERY_FLAG(tmp, FLAG_MONSTER) && 890 if (tmp && QUERY_FLAG(tmp, FLAG_MONSTER) &&
891 !QUERY_FLAG(tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */ 891 !QUERY_FLAG(tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */
892 !QUERY_FLAG(tmp, FLAG_SPLITTING) && /* no ears */ 892 !QUERY_FLAG(tmp, FLAG_SPLITTING) && /* no ears */
893 !QUERY_FLAG(tmp, FLAG_HITBACK) && /* was here before */ 893 !QUERY_FLAG(tmp, FLAG_HITBACK) && /* was here before */
894 (tmp->level <= skill->level) && 894 (tmp->level <= skill->level) &&
895 (!tmp->head) && 895 (!tmp->head) &&
896 !QUERY_FLAG(tmp, FLAG_UNDEAD) && 896 !QUERY_FLAG(tmp, FLAG_UNDEAD) &&
897 !QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE) && /* already calm */ 897 !QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE) && /* already calm */
898 !QUERY_FLAG(tmp,FLAG_FRIENDLY)) { /* already calm */ 898 !QUERY_FLAG(tmp,FLAG_FRIENDLY)) { /* already calm */
899 899
900 /* stealing isn't really related (although, maybe it should 900 /* stealing isn't really related (although, maybe it should
901 * be). This is mainly to prevent singing to the same monster 901 * be). This is mainly to prevent singing to the same monster
902 * over and over again and getting exp for it. 902 * over and over again and getting exp for it.
903 */ 903 */
904 chance=skill->level*2+(pl->stats.Cha-5-tmp->stats.Int)/2; 904 chance=skill->level*2+(pl->stats.Cha-5-tmp->stats.Int)/2;
905 if(chance && tmp->level*2<random_roll(0, chance-1, pl, PREFER_HIGH)) { 905 if(chance && tmp->level*2<random_roll(0, chance-1, pl, PREFER_HIGH)) {
906 SET_FLAG(tmp,FLAG_UNAGGRESSIVE); 906 SET_FLAG(tmp,FLAG_UNAGGRESSIVE);
907 new_draw_info_format(NDI_UNIQUE, 0,pl, 907 new_draw_info_format(NDI_UNIQUE, 0,pl,
908 "You calm down the %s\n",query_name(tmp)); 908 "You calm down the %s\n",query_name(tmp));
909 /* Give exp only if they are not aware */ 909 /* Give exp only if they are not aware */
910 if(!QUERY_FLAG(tmp,FLAG_NO_STEAL)) 910 if(!QUERY_FLAG(tmp,FLAG_NO_STEAL))
911 exp += calc_skill_exp(pl,tmp, skill); 911 exp += calc_skill_exp(pl,tmp, skill);
912 SET_FLAG(tmp,FLAG_NO_STEAL); 912 SET_FLAG(tmp,FLAG_NO_STEAL);
913 } else { 913 } else {
914 new_draw_info_format(NDI_UNIQUE, 0,pl, 914 new_draw_info_format(NDI_UNIQUE, 0,pl,
915 "Too bad the %s isn't listening!\n",query_name(tmp)); 915 "Too bad the %s isn't listening!\n",query_name(tmp));
916 SET_FLAG(tmp,FLAG_NO_STEAL); 916 SET_FLAG(tmp,FLAG_NO_STEAL);
917 } 917 }
918 } 918 }
919 } 919 }
920 return exp; 920 return exp;
921} 921}
922 922
923/* The find_traps skill (aka, search). Checks for traps 923/* The find_traps skill (aka, search). Checks for traps
933 /* First we search all around us for runes and traps, which are 933 /* First we search all around us for runes and traps, which are
934 * all type RUNE 934 * all type RUNE
935 */ 935 */
936 936
937 for(i=0;i<9;i++) { 937 for(i=0;i<9;i++) {
938 x = pl->x+freearr_x[i]; 938 x = pl->x+freearr_x[i];
939 y = pl->y+freearr_y[i]; 939 y = pl->y+freearr_y[i];
940 m = pl->map; 940 m = pl->map;
941 941
942 mflags =get_map_flags(m, &m, x,y, &x, &y); 942 mflags =get_map_flags(m, &m, x,y, &x, &y);
943 if (mflags & P_OUT_OF_MAP) continue; 943 if (mflags & P_OUT_OF_MAP) continue;
944 944
945 /* Check everything in the square for trapness */ 945 /* Check everything in the square for trapness */
946 for(tmp = get_map_ob(m, x, y); tmp!=NULL;tmp=tmp->above) { 946 for(tmp = get_map_ob(m, x, y); tmp!=NULL;tmp=tmp->above) {
947 947
948 /* And now we'd better do an inventory traversal of each 948 /* And now we'd better do an inventory traversal of each
949 * of these objects' inventory 949 * of these objects' inventory
950 * We can narrow this down a bit - no reason to search through 950 * We can narrow this down a bit - no reason to search through
951 * the players inventory or monsters for that matter. 951 * the players inventory or monsters for that matter.
952 */ 952 */
953 if (tmp->type != PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) { 953 if (tmp->type != PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) {
954 for(tmp2=tmp->inv;tmp2!=NULL;tmp2=tmp2->below) 954 for(tmp2=tmp->inv;tmp2!=NULL;tmp2=tmp2->below)
955 if(tmp2->type==RUNE || tmp2->type == TRAP) 955 if(tmp2->type==RUNE || tmp2->type == TRAP)
956 if(trap_see(pl,tmp2)) { 956 if(trap_see(pl,tmp2)) {
957 trap_show(tmp2,tmp); 957 trap_show(tmp2,tmp);
958 if(tmp2->stats.Cha>1) { 958 if(tmp2->stats.Cha>1) {
959 if (!tmp2->owner || tmp2->owner->type!=PLAYER) 959 if (!tmp2->owner || tmp2->owner->type!=PLAYER)
960 expsum += calc_skill_exp(pl,tmp2, skill); 960 expsum += calc_skill_exp(pl,tmp2, skill);
961 961
962 tmp2->stats.Cha = 1; /* unhide the trap */ 962 tmp2->stats.Cha = 1; /* unhide the trap */
963 } 963 }
964 } 964 }
965 } 965 }
966 if((tmp->type==RUNE || tmp->type == TRAP) && trap_see(pl,tmp)) { 966 if((tmp->type==RUNE || tmp->type == TRAP) && trap_see(pl,tmp)) {
967 trap_show(tmp,tmp); 967 trap_show(tmp,tmp);
968 if(tmp->stats.Cha>1) { 968 if(tmp->stats.Cha>1) {
969 if (!tmp->owner || tmp->owner->type!=PLAYER) 969 if (!tmp->owner || tmp->owner->type!=PLAYER)
970 expsum += calc_skill_exp(pl,tmp, skill); 970 expsum += calc_skill_exp(pl,tmp, skill);
971 tmp->stats.Cha = 1; /* unhide the trap */ 971 tmp->stats.Cha = 1; /* unhide the trap */
972 } 972 }
973 } 973 }
974 } 974 }
975 } 975 }
976 new_draw_info(NDI_BLACK, 0, pl, "You search the area."); 976 new_draw_info(NDI_BLACK, 0, pl, "You search the area.");
977 return expsum; 977 return expsum;
978} 978}
979 979
986 int i,success=0,mflags; 986 int i,success=0,mflags;
987 mapstruct *m; 987 mapstruct *m;
988 sint16 x,y; 988 sint16 x,y;
989 989
990 for(i=0;i<9;i++) { 990 for(i=0;i<9;i++) {
991 x = op->x + freearr_x[i]; 991 x = op->x + freearr_x[i];
992 y = op->y + freearr_y[i]; 992 y = op->y + freearr_y[i];
993 m = op->map; 993 m = op->map;
994 994
995 mflags =get_map_flags(m, &m, x,y, &x, &y); 995 mflags =get_map_flags(m, &m, x,y, &x, &y);
996 if (mflags & P_OUT_OF_MAP) continue; 996 if (mflags & P_OUT_OF_MAP) continue;
997 997
998 /* Check everything in the square for trapness */ 998 /* Check everything in the square for trapness */
999 for(tmp = get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) { 999 for(tmp = get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) {
1000 /* And now we'd better do an inventory traversal of each 1000 /* And now we'd better do an inventory traversal of each
1001 * of these objects inventory. Like above, only 1001 * of these objects inventory. Like above, only
1002 * do this for interesting objects. 1002 * do this for interesting objects.
1003 */ 1003 */
1004 1004
1005 if (tmp->type != PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) { 1005 if (tmp->type != PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) {
1006 for(tmp2=tmp->inv;tmp2!=NULL;tmp2=tmp2->below) 1006 for(tmp2=tmp->inv;tmp2!=NULL;tmp2=tmp2->below)
1007 if((tmp2->type==RUNE || tmp2->type == TRAP) && tmp2->stats.Cha<=1) { 1007 if((tmp2->type==RUNE || tmp2->type == TRAP) && tmp2->stats.Cha<=1) {
1008 trap_show(tmp2,tmp); 1008 trap_show(tmp2,tmp);
1009 if(trap_disarm(op,tmp2,1, skill) && (!tmp2->owner || tmp2->owner->type!=PLAYER)) { 1009 if(trap_disarm(op,tmp2,1, skill) && (!tmp2->owner || tmp2->owner->type!=PLAYER)) {
1010 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1010 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1011 success += calc_skill_exp(op,tmp2, skill); 1011 success += calc_skill_exp(op,tmp2, skill);
1012 } 1012 }
1013 } 1013 }
1014 } 1014 }
1015 if((tmp->type==RUNE || tmp->type==TRAP) && tmp->stats.Cha<=1) { 1015 if((tmp->type==RUNE || tmp->type==TRAP) && tmp->stats.Cha<=1) {
1016 trap_show(tmp,tmp); 1016 trap_show(tmp,tmp);
1017 if (trap_disarm(op,tmp,1,skill) && (!tmp->owner || tmp->owner->type!=PLAYER)) { 1017 if (trap_disarm(op,tmp,1,skill) && (!tmp->owner || tmp->owner->type!=PLAYER)) {
1018 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1018 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1019 success += calc_skill_exp(op,tmp,skill); 1019 success += calc_skill_exp(op,tmp,skill);
1020 } 1020 }
1021 } 1021 }
1022 } 1022 }
1023 } 1023 }
1024 return success; 1024 return success;
1025} 1025}
1026 1026
1027 1027
1045 * but if someone buries an altar, I don't see a problem with 1045 * but if someone buries an altar, I don't see a problem with
1046 * going through all the objects, and it shouldn't be much slower 1046 * going through all the objects, and it shouldn't be much slower
1047 * than extra checks on object attributes. 1047 * than extra checks on object attributes.
1048 */ 1048 */
1049 for (tmp=pl->below; tmp!=NULL; tmp=tmp->below) { 1049 for (tmp=pl->below; tmp!=NULL; tmp=tmp->below) {
1050 /* Only if the altar actually belongs to someone do you get special benefits */ 1050 /* Only if the altar actually belongs to someone do you get special benefits */
1051 if(tmp && tmp->type==HOLY_ALTAR && tmp->other_arch) { 1051 if(tmp && tmp->type==HOLY_ALTAR && tmp->other_arch) {
1052 sprintf(buf,"You pray over the %s.",tmp->name); 1052 sprintf(buf,"You pray over the %s.",tmp->name);
1053 pray_at_altar(pl,tmp, skill); 1053 pray_at_altar(pl,tmp, skill);
1054 break; /* Only pray at one altar */ 1054 break; /* Only pray at one altar */
1055 } 1055 }
1056 } 1056 }
1057 1057
1058 new_draw_info(NDI_BLACK,0,pl,buf); 1058 new_draw_info(NDI_BLACK,0,pl,buf);
1059 1059
1060 if(pl->stats.grace < pl->stats.maxgrace) { 1060 if(pl->stats.grace < pl->stats.maxgrace) {
1061 pl->stats.grace++; 1061 pl->stats.grace++;
1062 pl->last_grace = -1; 1062 pl->last_grace = -1;
1063 } 1063 }
1064 return 0; 1064 return 0;
1065} 1065}
1066 1066
1067/* This skill allows the player to regain a few sp or hp for a 1067/* This skill allows the player to regain a few sp or hp for a
1077 if(pl->type!=PLAYER) return; /* players only */ 1077 if(pl->type!=PLAYER) return; /* players only */
1078 1078
1079 /* check if pl has removed encumbering armour and weapons */ 1079 /* check if pl has removed encumbering armour and weapons */
1080 if(QUERY_FLAG(pl,FLAG_READY_WEAPON) && (skill->level<6)) { 1080 if(QUERY_FLAG(pl,FLAG_READY_WEAPON) && (skill->level<6)) {
1081 new_draw_info(NDI_UNIQUE,0,pl, 1081 new_draw_info(NDI_UNIQUE,0,pl,
1082 "You can't concentrate while wielding a weapon!\n"); 1082 "You can't concentrate while wielding a weapon!\n");
1083 return; 1083 return;
1084 } else { 1084 } else {
1085 for(tmp=pl->inv;tmp;tmp=tmp->below) 1085 for(tmp=pl->inv;tmp;tmp=tmp->below)
1086 if (( (tmp->type==ARMOUR && skill->level<12) 1086 if (( (tmp->type==ARMOUR && skill->level<12)
1087 || (tmp->type==HELMET && skill->level<10) 1087 || (tmp->type==HELMET && skill->level<10)
1088 || (tmp->type==SHIELD && skill->level<6) 1088 || (tmp->type==SHIELD && skill->level<6)
1089 || (tmp->type==BOOTS && skill->level<4) 1089 || (tmp->type==BOOTS && skill->level<4)
1090 || (tmp->type==GLOVES && skill->level<2) ) 1090 || (tmp->type==GLOVES && skill->level<2) )
1091 && QUERY_FLAG(tmp,FLAG_APPLIED)) { 1091 && QUERY_FLAG(tmp,FLAG_APPLIED)) {
1092 new_draw_info(NDI_UNIQUE,0,pl, 1092 new_draw_info(NDI_UNIQUE,0,pl,
1093 "You can't concentrate while wearing so much armour!\n"); 1093 "You can't concentrate while wearing so much armour!\n");
1094 return; 1094 return;
1095 } 1095 }
1096 } 1096 }
1097 1097
1098 /* ok let's meditate! Spell points are regained first, then once 1098 /* ok let's meditate! Spell points are regained first, then once
1099 * they are maxed we get back hp. Actual incrementing of values 1099 * they are maxed we get back hp. Actual incrementing of values
1100 * is handled by the do_some_living() (in player.c). This way magical 1100 * is handled by the do_some_living() (in player.c). This way magical
1104 */ 1104 */
1105 1105
1106 new_draw_info(NDI_BLACK,0,pl, "You meditate."); 1106 new_draw_info(NDI_BLACK,0,pl, "You meditate.");
1107 1107
1108 if(pl->stats.sp < pl->stats.maxsp) { 1108 if(pl->stats.sp < pl->stats.maxsp) {
1109 pl->stats.sp++; 1109 pl->stats.sp++;
1110 pl->last_sp = -1; 1110 pl->last_sp = -1;
1111 } else if (pl->stats.hp < pl->stats.maxhp) { 1111 } else if (pl->stats.hp < pl->stats.maxhp) {
1112 pl->stats.hp++; 1112 pl->stats.hp++;
1113 pl->last_heal = -1; 1113 pl->last_heal = -1;
1114 } 1114 }
1115} 1115}
1116 1116
1117/* write_note() - this routine allows players to inscribe messages in 1117/* write_note() - this routine allows players to inscribe messages in
1118 * ordinary 'books' (anything that is type BOOK). b.t. 1118 * ordinary 'books' (anything that is type BOOK). b.t.
1124 1124
1125 /* a pair of sanity checks */ 1125 /* a pair of sanity checks */
1126 if(!item||item->type!=BOOK) return 0; 1126 if(!item||item->type!=BOOK) return 0;
1127 1127
1128 if(!msg) { 1128 if(!msg) {
1129 new_draw_info(NDI_UNIQUE,0,pl,"No message to write!"); 1129 new_draw_info(NDI_UNIQUE,0,pl,"No message to write!");
1130 new_draw_info_format(NDI_UNIQUE,0,pl,"Usage: use_skill %s <message>", 1130 new_draw_info_format(NDI_UNIQUE,0,pl,"Usage: use_skill %s <message>",
1131 skill->skill); 1131 skill->skill);
1132 return 0; 1132 return 0;
1133 } 1133 }
1134 if (strcasestr_local(msg, "endmsg")) { 1134 if (strcasestr_local(msg, "endmsg")) {
1135 new_draw_info(NDI_UNIQUE,0,pl,"Trying to cheat now are we?"); 1135 new_draw_info(NDI_UNIQUE,0,pl,"Trying to cheat now are we?");
1136 return 0; 1136 return 0;
1137 } 1137 }
1138 1138
1139 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) 1139 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1140 return strlen (msg); 1140 return strlen (msg);
1141 1141
1142 buf[0] = 0; 1142 buf[0] = 0;
1143 if(!book_overflow(item->msg,msg,sizeof (buf))) { /* add msg string to book */ 1143 if(!book_overflow(item->msg,msg,sizeof (buf))) { /* add msg string to book */
1144 if(item->msg) 1144 if(item->msg)
1145 strcpy(buf,item->msg); 1145 strcpy(buf,item->msg);
1146 1146
1147 strcat(buf,msg); 1147 strcat(buf,msg);
1148 strcat(buf,"\n"); /* new msg needs a LF */ 1148 strcat(buf,"\n"); /* new msg needs a LF */
1149 if(item->nrof > 1) { 1149 if(item->nrof > 1) {
1150 newBook = get_object(); 1150 newBook = get_object();
1151 copy_object(item, newBook); 1151 copy_object(item, newBook);
1152 decrease_ob(item); 1152 decrease_ob(item);
1153 esrv_send_item(pl, item); 1153 esrv_send_item(pl, item);
1154 newBook->nrof = 1; 1154 newBook->nrof = 1;
1155 if (newBook->msg) free_string(newBook->msg); 1155 if (newBook->msg) free_string(newBook->msg);
1156 newBook->msg = add_string(buf); 1156 newBook->msg = add_string(buf);
1157 newBook = insert_ob_in_ob(newBook, pl); 1157 newBook = insert_ob_in_ob(newBook, pl);
1158 esrv_send_item(pl, newBook); 1158 esrv_send_item(pl, newBook);
1159 } else { 1159 } else {
1160 if (item->msg) free_string(item->msg); 1160 if (item->msg) free_string(item->msg);
1161 item->msg=add_string(buf); 1161 item->msg=add_string(buf);
1162 /* This shouldn't be necessary - the object hasn't changed in any 1162 /* This shouldn't be necessary - the object hasn't changed in any
1163 * visible way 1163 * visible way
1164 */ 1164 */
1165 /* esrv_send_item(pl, item);*/ 1165 /* esrv_send_item(pl, item);*/
1166 } 1166 }
1167 new_draw_info_format(NDI_UNIQUE,0,pl, "You write in the %s.", 1167 new_draw_info_format(NDI_UNIQUE,0,pl, "You write in the %s.",
1168 query_short_name(item)); 1168 query_short_name(item));
1169 return strlen(msg); 1169 return strlen(msg);
1170 } else 1170 } else
1171 new_draw_info_format(NDI_UNIQUE,0,pl, 1171 new_draw_info_format(NDI_UNIQUE,0,pl,
1172 "Your message won't fit in the %s!", 1172 "Your message won't fit in the %s!",
1173 query_short_name(item)); 1173 query_short_name(item));
1174 1174
1185 int success=0,confused=0; 1185 int success=0,confused=0;
1186 object *newscroll, *chosen_spell, *tmp; 1186 object *newscroll, *chosen_spell, *tmp;
1187 1187
1188 /* this is a sanity check */ 1188 /* this is a sanity check */
1189 if (scroll->type!=SCROLL) { 1189 if (scroll->type!=SCROLL) {
1190 new_draw_info(NDI_UNIQUE,0,pl,"A spell can only be inscribed into a scroll!"); 1190 new_draw_info(NDI_UNIQUE,0,pl,"A spell can only be inscribed into a scroll!");
1191 return 0; 1191 return 0;
1192 } 1192 }
1193 1193
1194 /* Check if we are ready to attempt inscription */ 1194 /* Check if we are ready to attempt inscription */
1195 chosen_spell=pl->contr->ranges[range_magic]; 1195 chosen_spell=pl->contr->ranges[range_magic];
1196 if(!chosen_spell) { 1196 if(!chosen_spell) {
1197 new_draw_info(NDI_UNIQUE,0,pl, 1197 new_draw_info(NDI_UNIQUE,0,pl,
1198 "You need a spell readied in order to inscribe!"); 1198 "You need a spell readied in order to inscribe!");
1199 return 0; 1199 return 0;
1200 } 1200 }
1201 if(SP_level_spellpoint_cost(pl,chosen_spell,SPELL_GRACE) > pl->stats.grace) { 1201 if(SP_level_spellpoint_cost(pl,chosen_spell,SPELL_GRACE) > pl->stats.grace) {
1202 new_draw_info_format(NDI_UNIQUE,0,pl, 1202 new_draw_info_format(NDI_UNIQUE,0,pl,
1203 "You don't have enough grace to write a scroll of %s.", 1203 "You don't have enough grace to write a scroll of %s.",
1204 chosen_spell->name); 1204 chosen_spell->name);
1205 return 0; 1205 return 0;
1206 } 1206 }
1207 if(SP_level_spellpoint_cost(pl,chosen_spell,SPELL_MANA) > pl->stats.sp) { 1207 if(SP_level_spellpoint_cost(pl,chosen_spell,SPELL_MANA) > pl->stats.sp) {
1208 new_draw_info_format(NDI_UNIQUE,0,pl, 1208 new_draw_info_format(NDI_UNIQUE,0,pl,
1209 "You don't have enough mana to write a scroll of %s.", 1209 "You don't have enough mana to write a scroll of %s.",
1210 chosen_spell->name); 1210 chosen_spell->name);
1211 return 0; 1211 return 0;
1212 } 1212 }
1213 1213
1214 /* if there is a spell already on the scroll then player could easily 1214 /* if there is a spell already on the scroll then player could easily
1215 * accidently read it while trying to write the new one. give player 1215 * accidently read it while trying to write the new one. give player
1216 * a 50% chance to overwrite spell at their own level 1216 * a 50% chance to overwrite spell at their own level
1217 */ 1217 */
1218 if((scroll->stats.sp || scroll->inv) && 1218 if((scroll->stats.sp || scroll->inv) &&
1219 random_roll(0, scroll->level*2, pl, PREFER_LOW)>skill->level) { 1219 random_roll(0, scroll->level*2, pl, PREFER_LOW)>skill->level) {
1220 new_draw_info_format(NDI_UNIQUE,0,pl, 1220 new_draw_info_format(NDI_UNIQUE,0,pl,
1221 "Oops! You accidently read it while trying to write on it."); 1221 "Oops! You accidently read it while trying to write on it.");
1222 manual_apply(pl,scroll,0); 1222 manual_apply(pl,scroll,0);
1223 return 0; 1223 return 0;
1224 } 1224 }
1225 1225
1226 /* ok, we are ready to try inscription */ 1226 /* ok, we are ready to try inscription */
1227 if(QUERY_FLAG(pl,FLAG_CONFUSED)) confused = 1; 1227 if(QUERY_FLAG(pl,FLAG_CONFUSED)) confused = 1;
1228 1228
1229 /* Lost mana/grace no matter what */ 1229 /* Lost mana/grace no matter what */
1230 pl->stats.grace-=SP_level_spellpoint_cost(pl,chosen_spell,SPELL_GRACE); 1230 pl->stats.grace-=SP_level_spellpoint_cost(pl,chosen_spell,SPELL_GRACE);
1231 pl->stats.sp-=SP_level_spellpoint_cost(pl,chosen_spell,SPELL_MANA); 1231 pl->stats.sp-=SP_level_spellpoint_cost(pl,chosen_spell,SPELL_MANA);
1232 1232
1233 if (random_roll(0, chosen_spell->level*4-1, pl, PREFER_LOW) < skill->level) { 1233 if (random_roll(0, chosen_spell->level*4-1, pl, PREFER_LOW) < skill->level) {
1234 if (scroll->nrof > 1) { 1234 if (scroll->nrof > 1) {
1235 newscroll = get_object(); 1235 newscroll = get_object();
1236 copy_object(scroll, newscroll); 1236 copy_object(scroll, newscroll);
1237 decrease_ob(scroll); 1237 decrease_ob(scroll);
1238 newscroll->nrof = 1; 1238 newscroll->nrof = 1;
1239 } else { 1239 } else {
1240 newscroll = scroll; 1240 newscroll = scroll;
1241 } 1241 }
1242 1242
1243 if(!confused) { 1243 if(!confused) {
1244 newscroll->level= MAX(skill->level, chosen_spell->level); 1244 newscroll->level= MAX(skill->level, chosen_spell->level);
1245 new_draw_info(NDI_UNIQUE,0,pl, 1245 new_draw_info(NDI_UNIQUE,0,pl,
1246 "You succeed in writing a new scroll."); 1246 "You succeed in writing a new scroll.");
1247 } else { 1247 } else {
1248 chosen_spell = find_random_spell_in_ob(pl, NULL); 1248 chosen_spell = find_random_spell_in_ob(pl, NULL);
1249 if (!chosen_spell) return 0; 1249 if (!chosen_spell) return 0;
1250 1250
1251 newscroll->level= MAX(skill->level, chosen_spell->level); 1251 newscroll->level= MAX(skill->level, chosen_spell->level);
1252 new_draw_info(NDI_UNIQUE,0,pl, 1252 new_draw_info(NDI_UNIQUE,0,pl,
1253 "In your confused state, you write down some odd spell."); 1253 "In your confused state, you write down some odd spell.");
1254 } 1254 }
1255 1255
1256 if (newscroll->inv) { 1256 if (newscroll->inv) {
1257 object *ninv; 1257 object *ninv;
1258 1258
1259 ninv = newscroll->inv; 1259 ninv = newscroll->inv;
1260 remove_ob(ninv); 1260 remove_ob(ninv);
1261 free_object(ninv); 1261 free_object(ninv);
1262 } 1262 }
1263 tmp = get_object(); 1263 tmp = get_object();
1264 copy_object(chosen_spell, tmp); 1264 copy_object(chosen_spell, tmp);
1265 insert_ob_in_ob(tmp, newscroll); 1265 insert_ob_in_ob(tmp, newscroll);
1266 1266
1267 /* Same code as from treasure.c - so they can better merge. 1267 /* Same code as from treasure.c - so they can better merge.
1268 * if players want to sell them, so be it. 1268 * if players want to sell them, so be it.
1269 */ 1269 */
1270 newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * 1270 newscroll->value = newscroll->arch->clone.value * newscroll->inv->value *
1271 (newscroll->level +50) / (newscroll->inv->level + 50); 1271 (newscroll->level +50) / (newscroll->inv->level + 50);
1272 newscroll->stats.exp = newscroll->value/5; 1272 newscroll->stats.exp = newscroll->value/5;
1273 1273
1274 /* wait until finished manipulating the scroll before inserting it */ 1274 /* wait until finished manipulating the scroll before inserting it */
1275 if (newscroll == scroll) 1275 if (newscroll == scroll)
1276 { 1276 {
1277 /* Remove to correctly merge with other items which may exist in inventory */ 1277 /* Remove to correctly merge with other items which may exist in inventory */
1278 remove_ob(newscroll); 1278 remove_ob(newscroll);
1279 esrv_del_item(pl->contr,newscroll->count); 1279 esrv_del_item(pl->contr,newscroll->count);
1280 } 1280 }
1281 newscroll=insert_ob_in_ob(newscroll,pl); 1281 newscroll=insert_ob_in_ob(newscroll,pl);
1282 esrv_send_item(pl, newscroll); 1282 esrv_send_item(pl, newscroll);
1283 success = calc_skill_exp(pl,newscroll, skill); 1283 success = calc_skill_exp(pl,newscroll, skill);
1284 if(!confused) success *= 2; 1284 if(!confused) success *= 2;
1285 success = success * skill->level; 1285 success = success * skill->level;
1286 return success; 1286 return success;
1287 1287
1288 } else { /* Inscription has failed */ 1288 } else { /* Inscription has failed */
1289 1289
1290 if(chosen_spell->level>skill->level || confused) { /*backfire!*/ 1290 if(chosen_spell->level>skill->level || confused) { /*backfire!*/
1291 new_draw_info(NDI_UNIQUE,0,pl, 1291 new_draw_info(NDI_UNIQUE,0,pl,
1292 "Ouch! Your attempt to write a new scroll strains your mind!"); 1292 "Ouch! Your attempt to write a new scroll strains your mind!");
1293 if(random_roll(0, 1, pl, PREFER_LOW)==1) 1293 if(random_roll(0, 1, pl, PREFER_LOW)==1)
1294 drain_specific_stat(pl,4); 1294 drain_specific_stat(pl,4);
1295 else { 1295 else {
1296 confuse_player(pl,pl,99); 1296 confuse_player(pl,pl,99);
1297 return (-30*chosen_spell->level); 1297 return (-30*chosen_spell->level);
1298 } 1298 }
1299 } else if(random_roll(0, pl->stats.Int-1, pl, PREFER_HIGH) < 15) { 1299 } else if(random_roll(0, pl->stats.Int-1, pl, PREFER_HIGH) < 15) {
1300 new_draw_info(NDI_UNIQUE,0,pl, 1300 new_draw_info(NDI_UNIQUE,0,pl,
1301 "Your attempt to write a new scroll rattles your mind!"); 1301 "Your attempt to write a new scroll rattles your mind!");
1302 confuse_player(pl,pl,99); 1302 confuse_player(pl,pl,99);
1303 } else 1303 } else
1304 new_draw_info(NDI_UNIQUE,0,pl,"You fail to write a new scroll."); 1304 new_draw_info(NDI_UNIQUE,0,pl,"You fail to write a new scroll.");
1305 } 1305 }
1306 return 0; 1306 return 0;
1307} 1307}
1308 1308
1309/* write_on_item() - wrapper for write_note and write_scroll */ 1309/* write_on_item() - wrapper for write_note and write_scroll */
1314 archetype *skat; 1314 archetype *skat;
1315 1315
1316 if(pl->type!=PLAYER) return 0; 1316 if(pl->type!=PLAYER) return 0;
1317 1317
1318 if (!params) { 1318 if (!params) {
1319 params=""; 1319 params="";
1320 string=params; 1320 string=params;
1321 } 1321 }
1322 skat = get_archetype_by_type_subtype(SKILL, SK_LITERACY); 1322 skat = get_archetype_by_type_subtype(SKILL, SK_LITERACY);
1323 1323
1324 /* Need to be able to read before we can write! */ 1324 /* Need to be able to read before we can write! */
1325 if(!find_skill_by_name(pl,skat->clone.skill)) { 1325 if(!find_skill_by_name(pl,skat->clone.skill)) {
1326 new_draw_info(NDI_UNIQUE,0,pl, 1326 new_draw_info(NDI_UNIQUE,0,pl,
1327 "You must learn to read before you can write!"); 1327 "You must learn to read before you can write!");
1328 return 0; 1328 return 0;
1329 } 1329 }
1330 1330
1331 /* if there is a message then it goes in a book and no message means 1331 /* if there is a message then it goes in a book and no message means
1332 * write active spell into the scroll 1332 * write active spell into the scroll
1333 */ 1333 */
1334 msgtype = (string[0]!='\0') ? BOOK : SCROLL; 1334 msgtype = (string[0]!='\0') ? BOOK : SCROLL;
1335 1335
1336 /* find an item of correct type to write on */ 1336 /* find an item of correct type to write on */
1337 if ( !(item = find_marked_object(pl))){ 1337 if ( !(item = find_marked_object(pl))){
1338 new_draw_info(NDI_UNIQUE,0,pl,"You don't have any marked item to write on."); 1338 new_draw_info(NDI_UNIQUE,0,pl,"You don't have any marked item to write on.");
1339 return 0; 1339 return 0;
1340 } 1340 }
1341 1341
1342 if(QUERY_FLAG(item,FLAG_UNPAID)) { 1342 if(QUERY_FLAG(item,FLAG_UNPAID)) {
1343 new_draw_info(NDI_UNIQUE,0,pl, 1343 new_draw_info(NDI_UNIQUE,0,pl,
1344 "You had better pay for that before you write on it."); 1344 "You had better pay for that before you write on it.");
1345 return 0; 1345 return 0;
1346 } 1346 }
1347 if (msgtype != item->type) { 1347 if (msgtype != item->type) {
1348 new_draw_info_format(NDI_UNIQUE,0,pl,"You have no %s to write on", 1348 new_draw_info_format(NDI_UNIQUE,0,pl,"You have no %s to write on",
1349 msgtype==BOOK ? "book" : "scroll"); 1349 msgtype==BOOK ? "book" : "scroll");
1350 return 0; 1350 return 0;
1351 } 1351 }
1352 1352
1353 if (msgtype == SCROLL) { 1353 if (msgtype == SCROLL) {
1354 return write_scroll(pl,item, skill); 1354 return write_scroll(pl,item, skill);
1355 } else if (msgtype == BOOK) { 1355 } else if (msgtype == BOOK) {
1356 return write_note(pl,item,string, skill); 1356 return write_note(pl,item,string, skill);
1357 } 1357 }
1358 return 0; 1358 return 0;
1359} 1359}
1360 1360
1361 1361
1371 1371
1372static object *find_throw_ob( object *op, const char *request ) { 1372static object *find_throw_ob( object *op, const char *request ) {
1373 object *tmp; 1373 object *tmp;
1374 1374
1375 if(!op) { /* safety */ 1375 if(!op) { /* safety */
1376 LOG(llevError,"find_throw_ob(): confused! have a NULL thrower!\n"); 1376 LOG(llevError,"find_throw_ob(): confused! have a NULL thrower!\n");
1377 return (object *) NULL; 1377 return (object *) NULL;
1378 } 1378 }
1379 1379
1380 /* prefer marked item */ 1380 /* prefer marked item */
1381 tmp = find_marked_object(op); 1381 tmp = find_marked_object(op);
1382 if (tmp != NULL) { 1382 if (tmp != NULL) {
1404 * can be thrown from 'hand'. 1404 * can be thrown from 'hand'.
1405 */ 1405 */
1406 if (!tmp) return NULL; 1406 if (!tmp) return NULL;
1407 1407
1408 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 1408 if (QUERY_FLAG(tmp,FLAG_APPLIED)) {
1409 if(tmp->type!=WEAPON) { 1409 if(tmp->type!=WEAPON) {
1410 new_draw_info_format(NDI_UNIQUE, 0,op, 1410 new_draw_info_format(NDI_UNIQUE, 0,op,
1411 "You can't throw %s.",query_name(tmp)); 1411 "You can't throw %s.",query_name(tmp));
1412 tmp = NULL; 1412 tmp = NULL;
1413 } else if (QUERY_FLAG(tmp,FLAG_CURSED)||QUERY_FLAG(tmp,FLAG_DAMNED)) { 1413 } else if (QUERY_FLAG(tmp,FLAG_CURSED)||QUERY_FLAG(tmp,FLAG_DAMNED)) {
1414 new_draw_info_format(NDI_UNIQUE, 0,op, 1414 new_draw_info_format(NDI_UNIQUE, 0,op,
1415 "The %s sticks to your hand!",query_name(tmp)); 1415 "The %s sticks to your hand!",query_name(tmp));
1416 tmp = NULL; 1416 tmp = NULL;
1417 } else { 1417 } else {
1418 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) { 1418 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) {
1419 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); 1419 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1420 tmp = NULL; 1420 tmp = NULL;
1421 } 1421 }
1422 } 1422 }
1423 } else if (QUERY_FLAG(tmp, FLAG_UNPAID)) { 1423 } else if (QUERY_FLAG(tmp, FLAG_UNPAID)) {
1424 new_draw_info_format(NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name(tmp)); 1424 new_draw_info_format(NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name(tmp));
1425 tmp = NULL; 1425 tmp = NULL;
1426 } 1426 }
1427 1427
1428 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED)) { 1428 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED)) {
1429 LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); 1429 LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1430 tmp=NULL; 1430 tmp=NULL;
1431 } 1431 }
1432 return tmp; 1432 return tmp;
1433} 1433}
1434 1434
1435/* make_throw_ob() We construct the 'carrier' object in 1435/* make_throw_ob() We construct the 'carrier' object in
1442 1442
1443 if(!orig) return NULL; 1443 if(!orig) return NULL;
1444 1444
1445 toss_item=get_object(); 1445 toss_item=get_object();
1446 if (QUERY_FLAG (orig, FLAG_APPLIED)) { 1446 if (QUERY_FLAG (orig, FLAG_APPLIED)) {
1447 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); 1447 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1448 /* insufficient workaround, but better than nothing */ 1448 /* insufficient workaround, but better than nothing */
1449 CLEAR_FLAG (orig, FLAG_APPLIED); 1449 CLEAR_FLAG (orig, FLAG_APPLIED);
1450 } 1450 }
1451 copy_object(orig,toss_item); 1451 copy_object(orig,toss_item);
1452 toss_item->type = THROWN_OBJ; 1452 toss_item->type = THROWN_OBJ;
1453 CLEAR_FLAG(toss_item,FLAG_CHANGING); 1453 CLEAR_FLAG(toss_item,FLAG_CHANGING);
1454 toss_item->stats.dam = 0; /* default damage */ 1454 toss_item->stats.dam = 0; /* default damage */
1471 mapstruct *m; 1471 mapstruct *m;
1472 sint16 sx, sy; 1472 sint16 sx, sy;
1473 tag_t tag; 1473 tag_t tag;
1474 1474
1475 if(throw_ob==NULL) { 1475 if(throw_ob==NULL) {
1476 if(op->type==PLAYER) { 1476 if(op->type==PLAYER) {
1477 new_draw_info(NDI_UNIQUE, 0,op,"You have nothing to throw."); 1477 new_draw_info(NDI_UNIQUE, 0,op,"You have nothing to throw.");
1478 } 1478 }
1479 return 0; 1479 return 0;
1480 } 1480 }
1481 if (QUERY_FLAG(throw_ob, FLAG_STARTEQUIP)) { 1481 if (QUERY_FLAG(throw_ob, FLAG_STARTEQUIP)) {
1482 if (op->type==PLAYER) { 1482 if (op->type==PLAYER) {
1483 new_draw_info(NDI_UNIQUE, 0, op, "The gods won't let you throw that."); 1483 new_draw_info(NDI_UNIQUE, 0, op, "The gods won't let you throw that.");
1484 } 1484 }
1485 return 0; 1485 return 0;
1486 } 1486 }
1487 1487
1488 /* Because throwing effectiveness must be reduced by the 1488 /* Because throwing effectiveness must be reduced by the
1489 * encumbrance of the thrower and weight of the object. THus, 1489 * encumbrance of the thrower and weight of the object. THus,
1490 * we use the concept of 'effective strength' as defined below. 1490 * we use the concept of 'effective strength' as defined below.
1491 */ 1491 */
1492 1492
1493 /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */ 1493 /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1494 if(str>MAX_STAT) { 1494 if(str>MAX_STAT) {
1495 str_factor = (float) str /(float) MAX_STAT; str = MAX_STAT; 1495 str_factor = (float) str /(float) MAX_STAT; str = MAX_STAT;
1496 } 1496 }
1497 1497
1498 /* the more we carry, the less we can throw. Limit only on players */ 1498 /* the more we carry, the less we can throw. Limit only on players */
1499 maxc=max_carry[str]*1000; 1499 maxc=max_carry[str]*1000;
1500 if(op->carrying>maxc&&op->type==PLAYER) 1500 if(op->carrying>maxc&&op->type==PLAYER)
1501 load_factor = (float)maxc/(float) op->carrying; 1501 load_factor = (float)maxc/(float) op->carrying;
1502 1502
1503 /* lighter items are thrown harder, farther, faster */ 1503 /* lighter items are thrown harder, farther, faster */
1504 if(throw_ob->weight>0) 1504 if(throw_ob->weight>0)
1505 item_factor = (float) maxc/(float) (3.0 * throw_ob->weight); 1505 item_factor = (float) maxc/(float) (3.0 * throw_ob->weight);
1506 else { /* 0 or negative weight?!? Odd object, can't throw it */ 1506 else { /* 0 or negative weight?!? Odd object, can't throw it */
1507 new_draw_info_format(NDI_UNIQUE, 0,op,"You can't throw %s.\n", 1507 new_draw_info_format(NDI_UNIQUE, 0,op,"You can't throw %s.\n",
1508 query_name(throw_ob)); 1508 query_name(throw_ob));
1509 return 0; 1509 return 0;
1510 } 1510 }
1511 1511
1512 eff_str = (int) (str * (load_factor<1.0?load_factor:1.0)); 1512 eff_str = (int) (str * (load_factor<1.0?load_factor:1.0));
1513 eff_str = (int) ((float) eff_str * item_factor * str_factor); 1513 eff_str = (int) ((float) eff_str * item_factor * str_factor);
1514 1514
1531 mflags = get_map_flags(part->map,&m, part->x+freearr_x[dir],part->y+freearr_y[dir],&sx,&sy); 1531 mflags = get_map_flags(part->map,&m, part->x+freearr_x[dir],part->y+freearr_y[dir],&sx,&sy);
1532 1532
1533 if(!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || 1533 if(!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) ||
1534 (GET_MAP_MOVE_BLOCK(m, sx, sy) & MOVE_FLY_LOW)) { 1534 (GET_MAP_MOVE_BLOCK(m, sx, sy) & MOVE_FLY_LOW)) {
1535 1535
1536 /* bounces off 'wall', and drops to feet */ 1536 /* bounces off 'wall', and drops to feet */
1537 remove_ob(throw_ob); 1537 remove_ob(throw_ob);
1538 throw_ob->x = part->x; throw_ob->y = part->y; 1538 throw_ob->x = part->x; throw_ob->y = part->y;
1539 insert_ob_in_map(throw_ob,part->map,op,0); 1539 insert_ob_in_map(throw_ob,part->map,op,0);
1540 if(op->type==PLAYER) { 1540 if(op->type==PLAYER) {
1541 if(eff_str<=1) { 1541 if(eff_str<=1) {
1542 new_draw_info_format(NDI_UNIQUE, 0,op, 1542 new_draw_info_format(NDI_UNIQUE, 0,op,
1543 "Your load is so heavy you drop %s to the ground.", 1543 "Your load is so heavy you drop %s to the ground.",
1544 query_name(throw_ob)); 1544 query_name(throw_ob));
1545 } 1545 }
1546 else if(!dir) { 1546 else if(!dir) {
1547 new_draw_info_format(NDI_UNIQUE, 0,op,"You throw %s at the ground.", 1547 new_draw_info_format(NDI_UNIQUE, 0,op,"You throw %s at the ground.",
1548 query_name(throw_ob)); 1548 query_name(throw_ob));
1549 } 1549 }
1550 else 1550 else
1551 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1551 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
1552 } 1552 }
1553 return 0; 1553 return 0;
1554 } /* if object can't be thrown */ 1554 } /* if object can't be thrown */
1555 1555
1556 left = throw_ob; /* these are throwing objects left to the player */ 1556 left = throw_ob; /* these are throwing objects left to the player */
1557 left_tag = left->count; 1557 left_tag = left->count;
1558 1558
1559 /* sometimes get_split_ob can't split an object (because op->nrof==0?) 1559 /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1560 * and returns NULL. We must use 'left' then 1560 * and returns NULL. We must use 'left' then
1561 */ 1561 */
1562 1562
1563 if((throw_ob = get_split_ob(throw_ob, 1))==NULL) { 1563 if((throw_ob = get_split_ob(throw_ob, 1))==NULL) {
1564 throw_ob = left; 1564 throw_ob = left;
1565 remove_ob(left); 1565 remove_ob(left);
1566 if (op->type==PLAYER) 1566 if (op->type==PLAYER)
1567 esrv_del_item(op->contr, left->count); 1567 esrv_del_item(op->contr, left->count);
1568 } 1568 }
1569 else if (op->type==PLAYER) { 1569 else if (op->type==PLAYER) {
1570 if (was_destroyed (left, left_tag)) 1570 if (was_destroyed (left, left_tag))
1571 esrv_del_item(op->contr, left_tag); 1571 esrv_del_item(op->contr, left_tag);
1572 else 1572 else
1573 esrv_update_item(UPD_NROF, op, left); 1573 esrv_update_item(UPD_NROF, op, left);
1574 } 1574 }
1575 1575
1576 /* special case: throwing powdery substances like dust, dirt */ 1576 /* special case: throwing powdery substances like dust, dirt */
1577 if(throw_ob->type == POTION && throw_ob->subtype == POT_DUST) { 1577 if(throw_ob->type == POTION && throw_ob->subtype == POT_DUST) {
1578 cast_dust(op,throw_ob,dir); 1578 cast_dust(op,throw_ob,dir);
1579 return 1; 1579 return 1;
1580 } 1580 }
1581 1581
1582 /* Make a thrown object -- insert real object in a 'carrier' object. 1582 /* Make a thrown object -- insert real object in a 'carrier' object.
1583 * If unsuccessfull at making the "thrown_obj", we just reinsert 1583 * If unsuccessfull at making the "thrown_obj", we just reinsert
1584 * the original object back into inventory and exit 1584 * the original object back into inventory and exit
1585 */ 1585 */
1586 if((toss_item = make_throw_ob(throw_ob))) { 1586 if((toss_item = make_throw_ob(throw_ob))) {
1587 throw_ob = toss_item; 1587 throw_ob = toss_item;
1588 if (throw_ob->skill) free_string(throw_ob->skill); 1588 if (throw_ob->skill) free_string(throw_ob->skill);
1589 throw_ob->skill = add_string(skill->skill); 1589 throw_ob->skill = add_string(skill->skill);
1590 } 1590 }
1591 else { 1591 else {
1592 insert_ob_in_ob(throw_ob,op); 1592 insert_ob_in_ob(throw_ob,op);
1593 return 0; 1593 return 0;
1594 } 1594 }
1595 1595
1596 set_owner(throw_ob,op); 1596 set_owner(throw_ob,op);
1597 /* At some point in the attack code, the actual real object (op->inv) 1597 /* At some point in the attack code, the actual real object (op->inv)
1598 * becomes the hitter. As such, we need to make sure that has a proper 1598 * becomes the hitter. As such, we need to make sure that has a proper
1623 /* chance of breaking. Proportional to force used and weight of item */ 1623 /* chance of breaking. Proportional to force used and weight of item */
1624 throw_ob->stats.food = (dam/2) + (throw_ob->weight/60000); 1624 throw_ob->stats.food = (dam/2) + (throw_ob->weight/60000);
1625 1625
1626 /* replace 25 with a call to clone.arch wc? messes up w/ NPC */ 1626 /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1627 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] 1627 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex]
1628 - thaco_bonus[eff_str] - skill->level; 1628 - thaco_bonus[eff_str] - skill->level;
1629 1629
1630 1630
1631 /* the properties of objects which are meant to be thrown (ie dart, 1631 /* the properties of objects which are meant to be thrown (ie dart,
1632 * throwing knife, etc) will differ from ordinary items. Lets tailor 1632 * throwing knife, etc) will differ from ordinary items. Lets tailor
1633 * this stuff in here. 1633 * this stuff in here.
1634 */ 1634 */
1635 1635
1636 if(QUERY_FLAG(throw_ob->inv,FLAG_IS_THROWN)) { 1636 if(QUERY_FLAG(throw_ob->inv,FLAG_IS_THROWN)) {
1637 throw_ob->last_sp += eff_str/3; /* fly a little further */ 1637 throw_ob->last_sp += eff_str/3; /* fly a little further */
1638 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; 1638 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1639 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; 1639 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1640 /* only throw objects get directional faces */ 1640 /* only throw objects get directional faces */
1641 if(GET_ANIM_ID(throw_ob) && NUM_ANIMATIONS(throw_ob)) 1641 if(GET_ANIM_ID(throw_ob) && NUM_ANIMATIONS(throw_ob))
1642 SET_ANIMATION(throw_ob, dir); 1642 SET_ANIMATION(throw_ob, dir);
1643 } else { 1643 } else {
1644 /* some materials will adjust properties.. */ 1644 /* some materials will adjust properties.. */
1645 if(throw_ob->material&M_LEATHER) { 1645 if(throw_ob->material&M_LEATHER) {
1646 throw_ob->stats.dam -= 1; 1646 throw_ob->stats.dam -= 1;
1647 throw_ob->stats.food -= 10; 1647 throw_ob->stats.food -= 10;
1648 } 1648 }
1649 if(throw_ob->material&M_GLASS) throw_ob->stats.food += 60; 1649 if(throw_ob->material&M_GLASS) throw_ob->stats.food += 60;
1650 1650
1651 if(throw_ob->material&M_ORGANIC) { 1651 if(throw_ob->material&M_ORGANIC) {
1652 throw_ob->stats.dam -= 3; 1652 throw_ob->stats.dam -= 3;
1653 throw_ob->stats.food += 55; 1653 throw_ob->stats.food += 55;
1654 } 1654 }
1655 if(throw_ob->material&M_PAPER||throw_ob->material&M_CLOTH) { 1655 if(throw_ob->material&M_PAPER||throw_ob->material&M_CLOTH) {
1656 throw_ob->stats.dam -= 5; throw_ob->speed *= 0.8; 1656 throw_ob->stats.dam -= 5; throw_ob->speed *= 0.8;
1657 throw_ob->stats.wc += 3; throw_ob->stats.food -= 30; 1657 throw_ob->stats.wc += 3; throw_ob->stats.food -= 30;
1658 } 1658 }
1659 /* light obj have more wind resistance, fly slower*/ 1659 /* light obj have more wind resistance, fly slower*/
1660 if(throw_ob->weight>500) throw_ob->speed *= 0.8; 1660 if(throw_ob->weight>500) throw_ob->speed *= 0.8;
1661 if(throw_ob->weight>50) throw_ob->speed *= 0.5; 1661 if(throw_ob->weight>50) throw_ob->speed *= 0.5;
1662 1662
1663 } /* else tailor thrown object */ 1663 } /* else tailor thrown object */
1664 1664
1665 /* some limits, and safeties (needed?) */ 1665 /* some limits, and safeties (needed?) */
1666 if(throw_ob->stats.dam<0) throw_ob->stats.dam=0; 1666 if(throw_ob->stats.dam<0) throw_ob->stats.dam=0;
1711 1711
1712int skill_throw (object *op, object *part, int dir, const char *params, object *skill) { 1712int skill_throw (object *op, object *part, int dir, const char *params, object *skill) {
1713 object *throw_ob; 1713 object *throw_ob;
1714 1714
1715 if(op->type==PLAYER) 1715 if(op->type==PLAYER)
1716 throw_ob = find_throw_ob(op,params); 1716 throw_ob = find_throw_ob(op,params);
1717 else 1717 else
1718 throw_ob = find_mon_throw_ob(op); 1718 throw_ob = find_mon_throw_ob(op);
1719 1719
1720 return do_throw(op,part, throw_ob,dir, skill); 1720 return do_throw(op,part, throw_ob,dir, skill);
1721} 1721}

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