ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/skills.C
(Generate patch)

Comparing deliantra/server/server/skills.C (file contents):
Revision 1.7 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.8 by root, Sun Sep 10 15:59:57 2006 UTC

1
1/* 2/*
2 * static char *rcsid_skills_c = 3 * static char *rcsid_skills_c =
3 * "$Id: skills.C,v 1.7 2006/09/03 00:18:42 root Exp $"; 4 * "$Id: skills.C,v 1.8 2006/09/10 15:59:57 root Exp $";
4 */ 5 */
6
5/* 7/*
6 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
7 9
8 Copyright (C) 2003 Mark Wedel & Crossfire Development Team 10 Copyright (C) 2003 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 11 Copyright (C) 1992 Frank Tore Johansen
26*/ 28*/
27 29
28#include <global.h> 30#include <global.h>
29#include <object.h> 31#include <object.h>
30#ifndef __CEXTRACT__ 32#ifndef __CEXTRACT__
31#include <sproto.h> 33# include <sproto.h>
32#endif 34#endif
33#include <living.h> 35#include <living.h>
34#include <skills.h> 36#include <skills.h>
35#include <spells.h> 37#include <spells.h>
36#include <book.h> 38#include <book.h>
37 39
38/* adj_stealchance() - increased values indicate better attempts */ 40/* adj_stealchance() - increased values indicate better attempts */
41static int
39static int adj_stealchance (object *op, object *victim, int roll) { 42adj_stealchance (object *op, object *victim, int roll)
43{
40 object *equip; 44 object *equip;
41 45
42 if(!op||!victim||!roll) return -1; 46 if (!op || !victim || !roll)
47 return -1;
43 48
44 /* Only prohibit stealing if the player does not have a free 49 /* Only prohibit stealing if the player does not have a free
45 * hand available and in fact does have hands. 50 * hand available and in fact does have hands.
46 */ 51 */
47 if(op->type==PLAYER && op->body_used[BODY_ARMS] <=0 && 52 if (op->type == PLAYER && op->body_used[BODY_ARMS] <= 0 && op->body_info[BODY_ARMS])
48 op->body_info[BODY_ARMS]) { 53 {
49 new_draw_info(NDI_UNIQUE, 0,op,"But you have no free hands to steal with!"); 54 new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!");
50 return -1; 55 return -1;
51 } 56 }
52 57
53 /* ADJUSTMENTS */ 58 /* ADJUSTMENTS */
54 59
55 /* Its harder to steal from hostile beings! */ 60 /* Its harder to steal from hostile beings! */
56 if(!QUERY_FLAG(victim, FLAG_UNAGGRESSIVE)) roll = roll/2; 61 if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
62 roll = roll / 2;
57 63
58 /* Easier to steal from sleeping beings, or if the thief is 64 /* Easier to steal from sleeping beings, or if the thief is
59 * unseen */ 65 * unseen */
60 if(QUERY_FLAG(victim, FLAG_SLEEP)) 66 if (QUERY_FLAG (victim, FLAG_SLEEP))
61 roll = roll*3; 67 roll = roll * 3;
62 else if(op->invisible) 68 else if (op->invisible)
63 roll = roll*2; 69 roll = roll * 2;
64 70
65 /* check stealing 'encumberance'. Having this equipment applied makes 71 /* check stealing 'encumberance'. Having this equipment applied makes
66 * it quite a bit harder to steal. 72 * it quite a bit harder to steal.
67 */ 73 */
68 for(equip=op->inv;equip;equip=equip->below) { 74 for (equip = op->inv; equip; equip = equip->below)
75 {
69 if(equip->type==WEAPON&&QUERY_FLAG(equip,FLAG_APPLIED)) { 76 if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED))
77 {
70 roll -= equip->weight/10000; 78 roll -= equip->weight / 10000;
71 } 79 }
72 if(equip->type==BOW&&QUERY_FLAG(equip,FLAG_APPLIED)) 80 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED))
73 roll -= equip->weight/5000; 81 roll -= equip->weight / 5000;
74 if(equip->type==SHIELD&&QUERY_FLAG(equip,FLAG_APPLIED)) { 82 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED))
83 {
75 roll -= equip->weight/2000; 84 roll -= equip->weight / 2000;
76 } 85 }
77 if(equip->type==ARMOUR&&QUERY_FLAG(equip,FLAG_APPLIED)) 86 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED))
78 roll -= equip->weight/5000; 87 roll -= equip->weight / 5000;
79 if(equip->type==GLOVES&&QUERY_FLAG(equip,FLAG_APPLIED)) 88 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED))
80 roll -= equip->weight/100; 89 roll -= equip->weight / 100;
81 } 90 }
82 if(roll<0) roll=0; 91 if (roll < 0)
92 roll = 0;
83 return roll; 93 return roll;
84} 94}
85 95
86/* 96/*
87 * When stealing: dependent on the intelligence/wisdom of whom you're 97 * When stealing: dependent on the intelligence/wisdom of whom you're
88 * stealing from (op in attempt_steal), offset by your dexterity and 98 * stealing from (op in attempt_steal), offset by your dexterity and
91 * op is the target (person being pilfered) 101 * op is the target (person being pilfered)
92 * who is the person doing the stealing. 102 * who is the person doing the stealing.
93 * skill is the skill object (stealing). 103 * skill is the skill object (stealing).
94 */ 104 */
95 105
106static int
96static int attempt_steal(object* op, object* who, object *skill) 107attempt_steal (object *op, object *who, object *skill)
97{ 108{
98 object *success=NULL, *tmp=NULL, *next; 109 object *success = NULL, *tmp = NULL, *next;
99 int roll=0, chance=0, stats_value; 110 int roll = 0, chance = 0, stats_value;
100 rv_vector rv; 111 rv_vector rv;
101 112
102 stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2; 113 stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2;
103 114
104 /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them) 115 /* 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 116 * they will try to prevent stealing if they can. Only unseen theives will
106 * have much chance of success. 117 * have much chance of success.
107 */ 118 */
108 if(op->type!=PLAYER && QUERY_FLAG(op,FLAG_NO_STEAL)) { 119 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL))
120 {
109 if(can_detect_enemy(op,who,&rv)) { 121 if (can_detect_enemy (op, who, &rv))
122 {
110 npc_call_help(op); 123 npc_call_help (op);
111 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); 124 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
112 new_draw_info(NDI_UNIQUE, 0,who,"Your attempt is prevented!"); 125 new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!");
126 return 0;
127 }
128 else /* help npc to detect thief next time by raising its wisdom */
129 op->stats.Wis += (op->stats.Int / 5) + 1;
130 if (op->stats.Wis > MAX_STAT)
131 op->stats.Wis = MAX_STAT;
132 }
133 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ))
134 {
135 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n");
136 return 0;
137 }
138#ifdef PROHIBIT_PLAYERKILL
139 if (op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful))
140 {
141 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
142 return 0;
143 }
144#else
145 if (op->type == PLAYER && who->type == PLAYER && settings.no_player_stealing)
146 {
147 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
148 return 0;
149 }
150#endif
151
152
153 /* Ok then, go thru their inventory, stealing */
154 for (tmp = op->inv; tmp != NULL; tmp = next)
155 {
156 next = tmp->below;
157
158 /* you can't steal worn items, starting items, wiz stuff,
159 * innate abilities, or items w/o a type. Generally
160 * speaking, the invisibility flag prevents experience or
161 * abilities from being stolen since these types are currently
162 * always invisible objects. I was implicit here so as to prevent
163 * future possible problems. -b.t.
164 * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL
165 * already -b.t.
166 */
167
168 if (QUERY_FLAG (tmp, FLAG_WAS_WIZ) || QUERY_FLAG (tmp, FLAG_APPLIED)
169 || !(tmp->type)
170 || tmp->type == EXPERIENCE || tmp->type == SPELL
171 || QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_STEAL) || tmp->invisible)
172 continue;
173
174 /* Okay, try stealing this item. Dependent on dexterity of thief,
175 * skill level, see the adj_stealroll fctn for more detail.
176 */
177
178 roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */
179
180 if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1)
181 return 0;
182 else if (roll < chance)
183 {
184 tag_t tmp_count = tmp->count;
185
186 pick_up (who, tmp);
187 /* need to see if the player actually stole this item -
188 * if it is in the players inv, assume it is. This prevents
189 * abuses where the player can not carry the item, so just
190 * keeps stealing it over and over.
191 */
192 if (was_destroyed (tmp, tmp_count) || tmp->env != op)
193 {
194 /* for players, play_sound: steals item */
195 success = tmp;
196 CLEAR_FLAG (tmp, FLAG_INV_LOCKED);
197
198 /* Don't delete it from target player until we know
199 * the thief has picked it up. can't just look at tmp->count,
200 * as it's possible that it got merged when picked up.
201 */
202 if (op->type == PLAYER)
203 esrv_del_item (op->contr, tmp_count);
204 }
205 break;
206 }
207 } /* for loop looking for an item */
208
209 if (!tmp)
210 {
211 new_draw_info_format (NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!", op->type == PLAYER ? "" : "The ", query_name (op));
212 return 0;
213 }
214
215 /* If you arent high enough level, you might get something BUT
216 * the victim will notice your stealing attempt. Ditto if you
217 * attempt to steal something heavy off them, they're bound to notice
218 */
219
220 if ((roll >= skill->level) || !chance
221 || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW)))))
222 {
223
224 /* victim figures out where the thief is! */
225 if (who->hide)
226 make_visible (who);
227
228 if (op->type != PLAYER)
229 {
230 /* The unaggressives look after themselves 8) */
231 if (who->type == PLAYER)
232 {
233 npc_call_help (op);
234 new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op));
235 }
236 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
237 /* all remaining npc items are guarded now. Set flag NO_STEAL
238 * on the victim.
239 */
240 SET_FLAG (op, FLAG_NO_STEAL);
241 }
242 else
243 { /* stealing from another player */
244 char buf[MAX_BUF];
245
246 /* Notify the other player */
247 if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW))
248 {
249 sprintf (buf, "Your %s is missing!", query_name (success));
250 }
251 else
252 {
253 sprintf (buf, "Your pack feels strangely lighter.");
254 }
255 new_draw_info (NDI_UNIQUE, 0, op, buf);
256 if (!success)
257 {
258 if (who->invisible)
259 {
260 sprintf (buf, "you feel itchy fingers getting at your pack.");
261 }
262 else
263 {
264 sprintf (buf, "%s looks very shifty.", query_name (who));
265 }
266 new_draw_info (NDI_UNIQUE, 0, op, buf);
267 }
268 } /* else stealing from another player */
269 /* play_sound("stop! thief!"); kindofthing */
270 } /* if you weren't 100% successful */
271 return success ? 1 : 0;
272}
273
274
275int
276steal (object *op, int dir, object *skill)
277{
278 object *tmp, *next;
279 sint16 x, y;
280 mapstruct *m;
281 int mflags;
282
283 x = op->x + freearr_x[dir];
284 y = op->y + freearr_y[dir];
285
286 if (dir == 0)
287 {
288 /* Can't steal from ourself! */
289 return 0;
290 }
291
292 m = op->map;
293 mflags = get_map_flags (m, &m, x, y, &x, &y);
294 /* Out of map - can't do it. If nothing alive on this space,
295 * don't need to look any further.
296 */
297 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
298 return 0;
299
300 /* If player can't move onto the space, can't steal from it. */
301 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
302 return 0;
303
304 /* Find the topmost object at this spot */
305 for (tmp = get_map_ob (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
306
307 /* For all the stacked objects at this point, attempt a steal */
308 for (; tmp != NULL; tmp = next)
309 {
310 next = tmp->below;
311 /* Minor hack--for multi square beings - make sure we get
312 * the 'head' coz 'tail' objects have no inventory! - b.t.
313 */
314 if (tmp->head)
315 tmp = tmp->head;
316
317 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
318 continue;
319
320 /* do not reveal hidden DMs */
321 if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)
322 continue;
323 if (attempt_steal (tmp, op, skill))
324 {
325 if (tmp->type == PLAYER) /* no xp for stealing from another player */
113 return 0; 326 return 0;
114 } else /* help npc to detect thief next time by raising its wisdom */
115 op->stats.Wis += (op->stats.Int/5)+1;
116 if (op->stats.Wis > MAX_STAT) op->stats.Wis = MAX_STAT;
117 }
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");
120 return 0;
121 }
122#ifdef PROHIBIT_PLAYERKILL
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");
125 return 0;
126 }
127#else
128 if(op->type == PLAYER && who->type == PLAYER && settings.no_player_stealing) {
129 new_draw_info(NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
130 return 0;
131 }
132#endif
133 327
134 328 /* no xp for stealing from pets (of players) */
135 /* Ok then, go thru their inventory, stealing */ 329 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
136 for(tmp = op->inv; tmp != NULL; tmp = next) {
137 next = tmp->below;
138
139 /* you can't steal worn items, starting items, wiz stuff,
140 * innate abilities, or items w/o a type. Generally
141 * speaking, the invisibility flag prevents experience or
142 * abilities from being stolen since these types are currently
143 * always invisible objects. I was implicit here so as to prevent
144 * future possible problems. -b.t.
145 * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL
146 * already -b.t.
147 */ 330 {
331 object *owner = get_owner (tmp);
148 332
149 if (QUERY_FLAG(tmp,FLAG_WAS_WIZ) || QUERY_FLAG(tmp, FLAG_APPLIED) 333 if (owner != NULL && owner->type == PLAYER)
150 || !(tmp->type)
151 || tmp->type == EXPERIENCE || tmp->type == SPELL
152 || QUERY_FLAG(tmp,FLAG_STARTEQUIP)
153 || QUERY_FLAG(tmp,FLAG_NO_STEAL)
154 || tmp->invisible ) continue;
155
156 /* Okay, try stealing this item. Dependent on dexterity of thief,
157 * skill level, see the adj_stealroll fctn for more detail.
158 */
159
160 roll=die_roll(2, 100, who, PREFER_LOW)/2; /* weighted 1-100 */
161
162 if((chance=adj_stealchance(who,op,(stats_value+skill->level * 10 - op->level * 3)))==-1)
163 return 0; 334 return 0;
164 else if (roll < chance ) {
165 tag_t tmp_count = tmp->count;
166
167 pick_up(who, tmp);
168 /* need to see if the player actually stole this item -
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
171 * keeps stealing it over and over.
172 */
173 if (was_destroyed(tmp, tmp_count) || tmp->env != op) {
174 /* for players, play_sound: steals item */
175 success = tmp;
176 CLEAR_FLAG(tmp, FLAG_INV_LOCKED);
177
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,
180 * as it's possible that it got merged when picked up.
181 */
182 if (op->type == PLAYER)
183 esrv_del_item(op->contr, tmp_count);
184 } 335 }
185 break;
186 }
187 } /* for loop looking for an item */
188 336
189 if (!tmp) {
190 new_draw_info_format(NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!",
191 op->type == PLAYER ? "" : "The ", query_name(op));
192 return 0;
193 }
194
195 /* If you arent high enough level, you might get something BUT
196 * the victim will notice your stealing attempt. Ditto if you
197 * attempt to steal something heavy off them, they're bound to notice
198 */
199
200 if((roll>=skill->level) || !chance
201 ||(tmp && tmp->weight>(250*(random_roll(0, stats_value+skill->level * 10-1, who, PREFER_LOW))))) {
202
203 /* victim figures out where the thief is! */
204 if(who->hide) make_visible(who);
205
206 if(op->type != PLAYER) {
207 /* The unaggressives look after themselves 8) */
208 if(who->type==PLAYER) {
209 npc_call_help(op);
210 new_draw_info_format(NDI_UNIQUE, 0,who,
211 "%s notices your attempted pilfering!",query_name(op));
212 }
213 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE);
214 /* all remaining npc items are guarded now. Set flag NO_STEAL
215 * on the victim.
216 */
217 SET_FLAG(op,FLAG_NO_STEAL);
218 } else { /* stealing from another player */
219 char buf[MAX_BUF];
220 /* Notify the other player */
221 if (success && who->stats.Int > random_roll(0, 19, op, PREFER_LOW)) {
222 sprintf(buf, "Your %s is missing!", query_name(success));
223 } else {
224 sprintf(buf, "Your pack feels strangely lighter.");
225 }
226 new_draw_info(NDI_UNIQUE, 0,op,buf);
227 if (!success) {
228 if (who->invisible) {
229 sprintf(buf, "you feel itchy fingers getting at your pack.");
230 } else {
231 sprintf(buf, "%s looks very shifty.", query_name(who));
232 }
233 new_draw_info(NDI_UNIQUE, 0,op,buf);
234 }
235 } /* else stealing from another player */
236 /* play_sound("stop! thief!"); kindofthing */
237 } /* if you weren't 100% successful */
238 return success? 1:0;
239}
240
241
242int steal(object* op, int dir, object *skill)
243{
244 object *tmp, *next;
245 sint16 x, y;
246 mapstruct *m;
247 int mflags;
248
249 x = op->x + freearr_x[dir];
250 y = op->y + freearr_y[dir];
251
252 if(dir == 0) {
253 /* Can't steal from ourself! */
254 return 0;
255 }
256
257 m = op->map;
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,
260 * don't need to look any further.
261 */
262 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
263 return 0;
264
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)))
267 return 0;
268
269 /* Find the topmost object at this spot */
270 for(tmp = get_map_ob(m,x,y);
271 tmp != NULL && tmp->above != NULL;
272 tmp = tmp->above);
273
274 /* For all the stacked objects at this point, attempt a steal */
275 for(; tmp != NULL; tmp = next) {
276 next = tmp->below;
277 /* Minor hack--for multi square beings - make sure we get
278 * the 'head' coz 'tail' objects have no inventory! - b.t.
279 */
280 if (tmp->head) tmp=tmp->head;
281
282 if(tmp->type!=PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) continue;
283
284 /* do not reveal hidden DMs */
285 if (tmp->type == PLAYER && QUERY_FLAG(tmp, FLAG_WIZ) && tmp->contr->hidden) continue;
286 if (attempt_steal(tmp, op, skill)) {
287 if (tmp->type==PLAYER) /* no xp for stealing from another player */
288 return 0;
289
290 /* no xp for stealing from pets (of players) */
291 if (QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) {
292 object *owner = get_owner(tmp);
293 if (owner != NULL && owner->type == PLAYER)
294 return 0;
295 }
296
297 // reduce monster experience by experience we gained, as to 337 // reduce monster experience by experience we gained, as to
298 // limit the amount of exp that can be gained by stealing from monsters 338 // limit the amount of exp that can be gained by stealing from monsters
299 // (jessies gave ~20,000,000 exp otherwise. 339 // (jessies gave ~20,000,000 exp otherwise.
300 int exp = calc_skill_exp (op, tmp, skill); 340 int exp = calc_skill_exp (op, tmp, skill);
341
301 exp = MIN (tmp->stats.exp, exp); 342 exp = MIN (tmp->stats.exp, exp);
302 tmp->stats.exp -= exp; 343 tmp->stats.exp -= exp;
303 return exp; 344 return exp;
304 } 345 }
305 } 346 }
306 return 0; 347 return 0;
307} 348}
308 349
350static int
309static int attempt_pick_lock (object *door, object *pl, object *skill) 351attempt_pick_lock (object *door, object *pl, object *skill)
310{ 352{
311 int difficulty= pl->map->difficulty ? pl->map->difficulty : 0; 353 int difficulty = pl->map->difficulty ? pl->map->difficulty : 0;
312 int success = 0, number; /* did we get anything? */ 354 int success = 0, number; /* did we get anything? */
313 355
314 356
315 /* Try to pick the lock on this item (doors only for now). 357 /* Try to pick the lock on this item (doors only for now).
316 * Dependent on dexterity/skill SK_level of the player and 358 * Dependent on dexterity/skill SK_level of the player and
317 * the map level difficulty. 359 * the map level difficulty.
318 */ 360 */
319 number = (die_roll(2, 40, pl, PREFER_LOW)-2)/2; 361 number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2;
320 if (number < (pl->stats.Dex + skill->level - difficulty)) { 362 if (number < (pl->stats.Dex + skill->level - difficulty))
363 {
321 remove_door(door); 364 remove_door (door);
322 success = 1; 365 success = 1;
323 } else if (door->inv && (door->inv->type==RUNE || door->inv->type==TRAP)) { /* set off any traps? */
324 spring_trap(door->inv,pl);
325 } 366 }
367 else if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
368 { /* set off any traps? */
369 spring_trap (door->inv, pl);
370 }
326 return success; 371 return success;
327} 372}
328 373
329 374
330/* Implementation by bt. (thomas@astro.psu.edu) 375/* Implementation by bt. (thomas@astro.psu.edu)
331 * monster implementation 7-7-95 by bt. 376 * monster implementation 7-7-95 by bt.
332 */ 377 */
333 378
379int
334int pick_lock(object *pl, int dir, object *skill) 380pick_lock (object *pl, int dir, object *skill)
335{ 381{
336 object *tmp; 382 object *tmp;
337 int x = pl->x + freearr_x[dir]; 383 int x = pl->x + freearr_x[dir];
338 int y = pl->y + freearr_y[dir]; 384 int y = pl->y + freearr_y[dir];
339 385
386 if (!dir)
340 if(!dir) dir=pl->facing; 387 dir = pl->facing;
341 388
342 /* For all the stacked objects at this point find a door*/ 389 /* For all the stacked objects at this point find a door */
343 if (out_of_map(pl->map,x,y)) { 390 if (out_of_map (pl->map, x, y))
391 {
344 new_draw_info(NDI_UNIQUE, 0,pl,"There is no lock there."); 392 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
345 return 0; 393 return 0;
346 } 394 }
347 395
348 for(tmp=get_map_ob(pl->map,x,y); tmp; tmp=tmp->above) 396 for (tmp = get_map_ob (pl->map, x, y); tmp; tmp = tmp->above)
349 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) break; 397 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
398 break;
350 399
351 if (!tmp) { 400 if (!tmp)
401 {
352 new_draw_info(NDI_UNIQUE, 0,pl,"There is no lock there."); 402 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
353 return 0; 403 return 0;
354 } 404 }
355 if (tmp->type == LOCKED_DOOR) { 405 if (tmp->type == LOCKED_DOOR)
406 {
356 new_draw_info(NDI_UNIQUE, 0,pl, "You can't pick that lock!"); 407 new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!");
357 return 0; 408 return 0;
358 } 409 }
359 410
360 if (!tmp->move_block) { 411 if (!tmp->move_block)
412 {
361 new_draw_info(NDI_UNIQUE, 0,pl,"The door has no lock!"); 413 new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!");
362 return 0; 414 return 0;
363 } 415 }
364 416
365 if (attempt_pick_lock(tmp, pl, skill)) { 417 if (attempt_pick_lock (tmp, pl, skill))
418 {
366 new_draw_info(NDI_UNIQUE, 0,pl,"You pick the lock."); 419 new_draw_info (NDI_UNIQUE, 0, pl, "You pick the lock.");
367 return calc_skill_exp(pl,NULL, skill); 420 return calc_skill_exp (pl, NULL, skill);
368 } else { 421 }
422 else
423 {
369 new_draw_info(NDI_UNIQUE, 0,pl, "You fail to pick the lock."); 424 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock.");
370 return 0; 425 return 0;
371 } 426 }
372} 427}
373 428
374 429
375/* HIDE CODE. The user becomes undetectable (not just 'invisible') for 430/* HIDE CODE. The user becomes undetectable (not just 'invisible') for
376 * a short while (success and duration dependant on player SK_level, 431 * a short while (success and duration dependant on player SK_level,
377 * dexterity, charisma, and map difficulty). 432 * dexterity, charisma, and map difficulty).
378 * Players have a good chance of becoming 'unhidden' if they move 433 * Players have a good chance of becoming 'unhidden' if they move
379 * and like invisiblity will be come visible if they attack 434 * and like invisiblity will be come visible if they attack
380 * Implemented by b.t. (thomas@astro.psu.edu) 435 * Implemented by b.t. (thomas@astro.psu.edu)
381 * July 7, 1995 - made hiding possible for monsters. -b.t. 436 * July 7, 1995 - made hiding possible for monsters. -b.t.
382 */ 437 */
383 438
439static int
384static int attempt_hide(object *op, object *skill) { 440attempt_hide (object *op, object *skill)
441{
385 int number,difficulty=op->map->difficulty; 442 int number, difficulty = op->map->difficulty;
386 int terrain = hideability(op); 443 int terrain = hideability (op);
387 444
388 if(terrain<-10) /* not enough cover here */ 445 if (terrain < -10) /* not enough cover here */
389 return 0;
390
391 /* Hiding success and duration dependant on skill level,
392 * op->stats.Dex, map difficulty and terrain.
393 */
394
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))) {
397 op->invisible += 100; /* set the level of 'hiddeness' */
398 if(op->type==PLAYER)
399 op->contr->tmp_invis=1;
400 op->hide=1;
401 return 1;
402 }
403 return 0; 446 return 0;
447
448 /* Hiding success and duration dependant on skill level,
449 * op->stats.Dex, map difficulty and terrain.
450 */
451
452 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
453 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
454 {
455 op->invisible += 100; /* set the level of 'hiddeness' */
456 if (op->type == PLAYER)
457 op->contr->tmp_invis = 1;
458 op->hide = 1;
459 return 1;
460 }
461 return 0;
404} 462}
405 463
406/* patched this to take terrain into consideration */ 464/* patched this to take terrain into consideration */
407 465
466int
408int hide(object *op, object *skill) { 467hide (object *op, object *skill)
468{
409 469
410 /* the preliminaries -- Can we really hide now? */ 470 /* the preliminaries -- Can we really hide now? */
411 /* this keeps monsters from using invisibilty spells and hiding */ 471 /* this keeps monsters from using invisibilty spells and hiding */
412 472
413 if (QUERY_FLAG(op, FLAG_MAKE_INVIS)) { 473 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
474 {
414 new_draw_info(NDI_UNIQUE, 0,op,"You don't need to hide while invisible!"); 475 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
415 return 0; 476 return 0;
477 }
416 } else if (!op->hide && op->invisible>0 && op->type == PLAYER) { 478 else if (!op->hide && op->invisible > 0 && op->type == PLAYER)
479 {
417 new_draw_info(NDI_UNIQUE, 0,op,"Your attempt to hide breaks the invisibility spell!"); 480 new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!");
418 make_visible(op); 481 make_visible (op);
419 } 482 }
420 483
421 if(op->invisible>(50*skill->level)) { 484 if (op->invisible > (50 * skill->level))
485 {
422 new_draw_info(NDI_UNIQUE,0,op,"You are as hidden as you can get."); 486 new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get.");
423 return 0; 487 return 0;
424 } 488 }
425 489
426 if(attempt_hide(op, skill)) { 490 if (attempt_hide (op, skill))
491 {
427 new_draw_info(NDI_UNIQUE, 0,op,"You hide in the shadows."); 492 new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows.");
428 update_object(op,UP_OBJ_FACE); 493 update_object (op, UP_OBJ_FACE);
429 return calc_skill_exp(op, NULL, skill); 494 return calc_skill_exp (op, NULL, skill);
430 } 495 }
431 new_draw_info(NDI_UNIQUE,0,op,"You fail to conceal yourself."); 496 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself.");
432 return 0; 497 return 0;
433} 498}
434 499
435 500
436/* stop_jump() - End of jump. Clear flags, restore the map, and 501/* stop_jump() - End of jump. Clear flags, restore the map, and
437 * freeze the jumper a while to simulate the exhaustion 502 * freeze the jumper a while to simulate the exhaustion
438 * of jumping. 503 * of jumping.
439 */ 504 */
505static void
440static void stop_jump(object *pl, int dist, int spaces) { 506stop_jump (object *pl, int dist, int spaces)
507{
441 fix_player(pl); 508 fix_player (pl);
442 insert_ob_in_map(pl,pl->map,pl,0); 509 insert_ob_in_map (pl, pl->map, pl, 0);
443} 510}
444 511
445 512
513static int
446static int attempt_jump (object *pl, int dir, int spaces, object *skill) { 514attempt_jump (object *pl, int dir, int spaces, object *skill)
515{
447 object *tmp; 516 object *tmp;
448 int i,exp=0,dx=freearr_x[dir],dy=freearr_y[dir], mflags; 517 int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags;
449 sint16 x, y; 518 sint16 x, y;
450 mapstruct *m; 519 mapstruct *m;
451 520
452 /* Jump loop. Go through spaces opject wants to jump. Halt the 521 /* Jump loop. Go through spaces opject wants to jump. Halt the
453 * jump if a wall or creature is in the way. We set FLAG_FLYING 522 * jump if a wall or creature is in the way. We set FLAG_FLYING
454 * temporarily to allow player to aviod exits/archs that are not 523 * temporarily to allow player to aviod exits/archs that are not
455 * fly_on, fly_off. This will also prevent pickup of objects 524 * fly_on, fly_off. This will also prevent pickup of objects
456 * while jumping over them. 525 * while jumping over them.
457 */ 526 */
458 527
459 remove_ob(pl); 528 remove_ob (pl);
460 529
461 /* 530 /*
462 * I don't think this is actually needed - all the movement 531 * I don't think this is actually needed - all the movement
463 * code is handled in this function, and I don't see anyplace 532 * code is handled in this function, and I don't see anyplace
464 * that cares about the move_type being flying. 533 * that cares about the move_type being flying.
465 */ 534 */
466 pl->move_type |= MOVE_FLY_LOW; 535 pl->move_type |= MOVE_FLY_LOW;
467 536
468 for(i=0;i<=spaces;i++) { 537 for (i = 0; i <= spaces; i++)
538 {
469 x = pl->x + dx; 539 x = pl->x + dx;
470 y = pl->y + dy; 540 y = pl->y + dy;
471 m = pl->map; 541 m = pl->map;
472 542
473 mflags = get_map_flags(m, &m, x, y, &x, &y); 543 mflags = get_map_flags (m, &m, x, y, &x, &y);
474 544
475 if (mflags & P_OUT_OF_MAP) { 545 if (mflags & P_OUT_OF_MAP)
546 {
476 (void) stop_jump(pl,i,spaces); 547 (void) stop_jump (pl, i, spaces);
477 return 0; 548 return 0;
478 } 549 }
479 if (OB_TYPE_MOVE_BLOCK(pl, GET_MAP_MOVE_BLOCK(m, x, y))) { 550 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
551 {
480 new_draw_info(NDI_UNIQUE, 0,pl,"Your jump is blocked."); 552 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
481 stop_jump(pl,i,spaces); 553 stop_jump (pl, i, spaces);
482 return 0; 554 return 0;
483 } 555 }
484 556
485 for(tmp=get_map_ob(m, x, y); tmp;tmp=tmp->above) { 557 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
558 {
486 /* Jump into creature */ 559 /* Jump into creature */
487 if(QUERY_FLAG(tmp, FLAG_MONSTER)
488 || (tmp->type==PLAYER && (!QUERY_FLAG(tmp, FLAG_WIZ) || !tmp->contr->hidden))) { 560 if (QUERY_FLAG (tmp, FLAG_MONSTER) || (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.", 561 {
490 tmp->type == PLAYER ? "" : "the ", &tmp->name); 562 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
491 if(tmp->type!=PLAYER || 563 if (tmp->type != PLAYER ||
492 (pl->type==PLAYER && pl->contr->party==NULL) || 564 (pl->type == PLAYER && pl->contr->party == NULL) ||
493 (pl->type==PLAYER && tmp->type==PLAYER && 565 (pl->type == PLAYER && tmp->type == PLAYER && 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 */ 566 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
496 stop_jump(pl,i,spaces); 567 stop_jump (pl, i, spaces);
497 return exp; /* note that calc_skill_exp() is already called by skill_attack() */ 568 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
498 } 569 }
499 /* If the space has fly on set (no matter what the space is), 570 /* If the space has fly on set (no matter what the space is),
500 * we should get the effects - after all, the player is 571 * we should get the effects - after all, the player is
501 * effectively flying. 572 * effectively flying.
502 */ 573 */
503 if (tmp->move_on & MOVE_FLY_LOW) { 574 if (tmp->move_on & MOVE_FLY_LOW)
575 {
504 pl->x = x; 576 pl->x = x;
505 pl->y = y; 577 pl->y = y;
506 pl->map = m; 578 pl->map = m;
507 stop_jump(pl,i,spaces); 579 stop_jump (pl, i, spaces);
508 return calc_skill_exp(pl,NULL, skill); 580 return calc_skill_exp (pl, NULL, skill);
509 } 581 }
510 } 582 }
511 pl->x = x; 583 pl->x = x;
512 pl->y = y; 584 pl->y = y;
513 pl->map = m; 585 pl->map = m;
514 } 586 }
515 stop_jump(pl,i,spaces); 587 stop_jump (pl, i, spaces);
516 return calc_skill_exp(pl,NULL, skill); 588 return calc_skill_exp (pl, NULL, skill);
517} 589}
518 590
519/* jump() - this is both a new type of movement for player/monsters and 591/* jump() - this is both a new type of movement for player/monsters and
520 * an attack as well. 592 * an attack as well.
521 * Perhaps we should allow more spaces based on level, eg, level 50 593 * Perhaps we should allow more spaces based on level, eg, level 50
522 * jumper can jump several spaces? 594 * jumper can jump several spaces?
523 */ 595 */
524 596
597int
525int jump(object *pl, int dir, object *skill) 598jump (object *pl, int dir, object *skill)
526{ 599{
527 int spaces=0,stats; 600 int spaces = 0, stats;
528 int str = pl->stats.Str; 601 int str = pl->stats.Str;
529 int dex = pl->stats.Dex; 602 int dex = pl->stats.Dex;
530 603
531 dex = dex ? dex : 15; 604 dex = dex ? dex : 15;
532 str = str ? str : 10; 605 str = str ? str : 10;
533 606
534 stats=str*str*str*dex * skill->level; 607 stats = str * str * str * dex * skill->level;
535 608
536 if(pl->carrying!=0) /* don't want div by zero !! */ 609 if (pl->carrying != 0) /* don't want div by zero !! */
537 spaces=(int) (stats/pl->carrying); 610 spaces = (int) (stats / pl->carrying);
538 else 611 else
539 spaces=2; /* pl has no objects - gets the far jump */ 612 spaces = 2; /* pl has no objects - gets the far jump */
540 613
541 if(spaces>2) 614 if (spaces > 2)
542 spaces = 2; 615 spaces = 2;
543 else if(spaces==0) { 616 else if (spaces == 0)
617 {
544 new_draw_info(NDI_UNIQUE, 0,pl,"You are carrying too much weight to jump."); 618 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
545 return 0; 619 return 0;
546 } 620 }
547 return attempt_jump(pl,dir,spaces, skill); 621 return attempt_jump (pl, dir, spaces, skill);
548} 622}
549 623
550 624
551/* skill_ident() - this code is supposed to allow players to identify 625/* skill_ident() - this code is supposed to allow players to identify
552 * classes of objects with the various "auto-ident" skills. Player must 626 * classes of objects with the various "auto-ident" skills. Player must
556 * more generalized. Right now, skill indices are embedded in this routine. 630 * more generalized. Right now, skill indices are embedded in this routine.
557 * Returns amount of experience gained (on successful ident). 631 * Returns amount of experience gained (on successful ident).
558 * - b.t. (thomas@astro.psu.edu) 632 * - b.t. (thomas@astro.psu.edu)
559 */ 633 */
560 634
635static int
561static int do_skill_detect_curse(object *pl, object *skill) { 636do_skill_detect_curse (object *pl, object *skill)
637{
562 object *tmp; 638 object *tmp;
563 int success=0; 639 int success = 0;
564 640
565 for(tmp=pl->inv;tmp;tmp=tmp->below) 641 for (tmp = pl->inv; tmp; tmp = tmp->below)
566 if (!tmp->invisible 642 if (!tmp->invisible
567 && !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && !QUERY_FLAG(tmp,FLAG_KNOWN_CURSED) 643 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
568 && (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) && 644 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
569 tmp->item_power < skill->level) { 645 {
570 SET_FLAG(tmp,FLAG_KNOWN_CURSED); 646 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
571 esrv_update_item(UPD_FLAGS, pl, tmp); 647 esrv_update_item (UPD_FLAGS, pl, tmp);
572 success+= calc_skill_exp(pl,tmp, skill); 648 success += calc_skill_exp (pl, tmp, skill);
573 } 649 }
574 650
575 /* Check ground, too, but only objects the player could pick up */ 651 /* 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) 652 for (tmp = get_map_ob (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
577 if (can_pick(pl, tmp) && 653 if (can_pick (pl, tmp) &&
578 !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && 654 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) &&
579 !QUERY_FLAG(tmp,FLAG_KNOWN_CURSED) 655 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
580 && (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) && 656 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
581 tmp->item_power < skill->level) { 657 {
582 SET_FLAG(tmp,FLAG_KNOWN_CURSED); 658 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
583 esrv_update_item(UPD_FLAGS, pl, tmp); 659 esrv_update_item (UPD_FLAGS, pl, tmp);
584 success+= calc_skill_exp(pl,tmp, skill); 660 success += calc_skill_exp (pl, tmp, skill);
585 } 661 }
586 662
587 return success; 663 return success;
588} 664}
589 665
666static int
590static int do_skill_detect_magic(object *pl, object *skill) { 667do_skill_detect_magic (object *pl, object *skill)
668{
591 object *tmp; 669 object *tmp;
592 int success=0; 670 int success = 0;
593 671
594 for(tmp=pl->inv;tmp;tmp=tmp->below) 672 for (tmp = pl->inv; tmp; tmp = tmp->below)
595 if(!tmp->invisible 673 if (!tmp->invisible
596 && !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) 674 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
597 && (is_magical(tmp)) && tmp->item_power < skill->level) { 675 && (is_magical (tmp)) && tmp->item_power < skill->level)
676 {
598 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 677 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
599 esrv_update_item(UPD_FLAGS, pl, tmp); 678 esrv_update_item (UPD_FLAGS, pl, tmp);
600 success+=calc_skill_exp(pl,tmp, skill); 679 success += calc_skill_exp (pl, tmp, skill);
601 } 680 }
602 681
603 /* Check ground, too, but like above, only if the object can be picked up*/ 682 /* 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) 683 for (tmp = get_map_ob (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
605 if (can_pick(pl, tmp) && 684 if (can_pick (pl, tmp) &&
606 !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && 685 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level)
607 !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) 686 {
608 && (is_magical(tmp)) && tmp->item_power < skill->level) {
609 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 687 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
610 esrv_update_item(UPD_FLAGS, pl, tmp); 688 esrv_update_item (UPD_FLAGS, pl, tmp);
611 success+=calc_skill_exp(pl,tmp, skill); 689 success += calc_skill_exp (pl, tmp, skill);
612 } 690 }
613 691
614 return success; 692 return success;
615} 693}
616 694
617/* Helper function for do_skill_ident, so that we can loop 695/* Helper function for do_skill_ident, so that we can loop
618 * over inventory AND objects on the ground conveniently. 696 * over inventory AND objects on the ground conveniently.
619 */ 697 */
698int
620int do_skill_ident2(object *tmp,object *pl, int obj_class, object *skill) 699do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
621{ 700{
622 int success = 0, chance; 701 int success = 0, chance;
623 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; 702 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
624 703
625 if (!QUERY_FLAG (tmp,FLAG_IDENTIFIED) && !QUERY_FLAG (tmp,FLAG_NO_SKILL_IDENT) 704 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)
626 && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class) 705 && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class)
627 { 706 {
628 chance = die_roll(3, 10, pl, PREFER_LOW) - 3 707 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
629 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
630 708
631 if (skill_value >= chance) 709 if (skill_value >= chance)
632 { 710 {
633 identify(tmp); 711 identify (tmp);
634 712
635 if (pl->type==PLAYER) 713 if (pl->type == PLAYER)
636 { 714 {
637 new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl)); 715 new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl));
638 716
639 if (tmp->msg) 717 if (tmp->msg)
640 { 718 {
641 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 719 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
642 new_draw_info(NDI_UNIQUE, 0,pl, tmp->msg); 720 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
643 } 721 }
644 722
645 /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */ 723 /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */
646 if (tmp->map) 724 if (tmp->map)
647 esrv_send_item (pl, tmp); 725 esrv_send_item (pl, tmp);
648 } 726 }
649 success += calc_skill_exp(pl,tmp, skill); 727 success += calc_skill_exp (pl, tmp, skill);
650 } 728 }
651 else 729 else
652 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); 730 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
653 } 731 }
654 732
655 return success; 733 return success;
656} 734}
657 735
658/* do_skill_ident() - workhorse for skill_ident() -b.t. 736/* do_skill_ident() - workhorse for skill_ident() -b.t.
659 */ 737 */
738static int
660static int do_skill_ident(object *pl, int obj_class, object *skill) { 739do_skill_ident (object *pl, int obj_class, object *skill)
740{
661 object *tmp; 741 object *tmp;
662 int success=0; 742 int success = 0;
663 743
664 for(tmp=pl->inv;tmp;tmp=tmp->below) 744 for (tmp = pl->inv; tmp; tmp = tmp->below)
665 success+=do_skill_ident2(tmp,pl,obj_class, skill); 745 success += do_skill_ident2 (tmp, pl, obj_class, skill);
666 /* check the ground */ 746 /* check the ground */
667 747
668 for(tmp=get_map_ob(pl->map,pl->x,pl->y);tmp;tmp=tmp->above) 748 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); 749 success += do_skill_ident2 (tmp, pl, obj_class, skill);
670 750
671 return success; 751 return success;
672} 752}
673 753
754int
674int skill_ident(object *pl, object *skill) { 755skill_ident (object *pl, object *skill)
756{
675 int success=0; 757 int success = 0;
676 758
677 if(pl->type != PLAYER) return 0; /* only players will skill-identify */ 759 if (pl->type != PLAYER)
760 return 0; /* only players will skill-identify */
678 761
679 new_draw_info(NDI_UNIQUE, 0,pl,"You look at the objects nearby..."); 762 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
680 763
681 switch (skill->subtype) { 764 switch (skill->subtype)
765 {
682 case SK_SMITHERY: 766 case SK_SMITHERY:
683 success += do_skill_ident(pl,WEAPON, skill) + do_skill_ident(pl,ARMOUR, skill) 767 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) 768 + 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) 769 + 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) 770 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
687 + do_skill_ident(pl,GLOVES,skill);
688 break; 771 break;
689 772
690 case SK_BOWYER: 773 case SK_BOWYER:
691 success += do_skill_ident(pl,BOW,skill) + do_skill_ident(pl,ARROW,skill); 774 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
692 break; 775 break;
693 776
694 case SK_ALCHEMY: 777 case SK_ALCHEMY:
695 success += do_skill_ident(pl,POTION,skill) + do_skill_ident(pl,POISON,skill) 778 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill)
696 + do_skill_ident(pl,CONTAINER,skill) 779 + do_skill_ident (pl, CONTAINER, skill) + 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; 780 break;
699 781
700 case SK_WOODSMAN: 782 case SK_WOODSMAN:
701 success += do_skill_ident(pl,FOOD,skill) + do_skill_ident(pl,DRINK,skill) 783 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
702 + do_skill_ident(pl,FLESH,skill);
703 break; 784 break;
704 785
705 case SK_JEWELER: 786 case SK_JEWELER:
706 success += do_skill_ident(pl,GEM,skill) + do_skill_ident(pl,RING,skill) + 787 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
707 do_skill_ident(pl,AMULET,skill);
708 break; 788 break;
709 789
710 case SK_LITERACY: 790 case SK_LITERACY:
711 success += do_skill_ident(pl,SPELLBOOK,skill) 791 success += do_skill_ident (pl, SPELLBOOK, skill) + 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; 792 break;
714 793
715 case SK_THAUMATURGY: 794 case SK_THAUMATURGY:
716 success += do_skill_ident(pl,WAND,skill) + do_skill_ident(pl,ROD,skill) 795 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
717 + do_skill_ident(pl,HORN,skill);
718 break; 796 break;
719 797
720 case SK_DET_CURSE: 798 case SK_DET_CURSE:
721 success = do_skill_detect_curse(pl,skill); 799 success = do_skill_detect_curse (pl, skill);
722 if(success) 800 if (success)
723 new_draw_info(NDI_UNIQUE, 0,pl,"...and discover cursed items!"); 801 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
724 break; 802 break;
725 803
726 case SK_DET_MAGIC: 804 case SK_DET_MAGIC:
727 success = do_skill_detect_magic(pl,skill); 805 success = do_skill_detect_magic (pl, skill);
728 if(success) 806 if (success)
729 new_draw_info(NDI_UNIQUE, 0,pl,
730 "...and discover items imbued with mystic forces!"); 807 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!");
731 break; 808 break;
732 809
733 default: 810 default:
734 LOG(llevError,"Error: bad call to skill_ident()\n"); 811 LOG (llevError, "Error: bad call to skill_ident()\n");
735 return 0; 812 return 0;
736 break; 813 break;
737 } 814 }
738 if(!success) { 815 if (!success)
816 {
739 new_draw_info(NDI_UNIQUE, 0,pl,"...and learn nothing more."); 817 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
740 } 818 }
741 return success; 819 return success;
742} 820}
743 821
744 822
745/* players using this skill can 'charm' a monster -- 823/* players using this skill can 'charm' a monster --
746 * into working for them. It can only be used on 824 * into working for them. It can only be used on
747 * non-special (see below) 'neutral' creatures. 825 * non-special (see below) 'neutral' creatures.
748 * -b.t. (thomas@astro.psu.edu) 826 * -b.t. (thomas@astro.psu.edu)
749 */ 827 */
750 828
829int
751int use_oratory(object *pl, int dir, object *skill) { 830use_oratory (object *pl, int dir, object *skill)
831{
752 sint16 x=pl->x+freearr_x[dir],y=pl->y+freearr_y[dir]; 832 sint16 x = pl->x + freearr_x[dir], y = pl->y + freearr_y[dir];
753 int mflags,chance; 833 int mflags, chance;
754 object *tmp; 834 object *tmp;
755 mapstruct *m; 835 mapstruct *m;
756 836
757 if(pl->type!=PLAYER) return 0; /* only players use this skill */ 837 if (pl->type != PLAYER)
838 return 0; /* only players use this skill */
758 m = pl->map; 839 m = pl->map;
759 mflags =get_map_flags(m, &m, x,y, &x, &y); 840 mflags = get_map_flags (m, &m, x, y, &x, &y);
760 if (mflags & P_OUT_OF_MAP) return 0; 841 if (mflags & P_OUT_OF_MAP)
842 return 0;
761 843
762 /* Save some processing - we have the flag already anyways 844 /* Save some processing - we have the flag already anyways
763 */ 845 */
764 if (!(mflags & P_IS_ALIVE)) { 846 if (!(mflags & P_IS_ALIVE))
847 {
765 new_draw_info(NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 848 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
849 return 0;
850 }
851
852 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
853 {
854 /* can't persuade players - return because there is nothing else
855 * on that space to charm. Same for multi space monsters and
856 * special monsters - we don't allow them to be charmed, and there
857 * is no reason to do further processing since they should be the
858 * only monster on the space.
859 */
860 if (tmp->type == PLAYER)
766 return 0; 861 return 0;
767 }
768
769 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
770 /* can't persuade players - return because there is nothing else
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
773 * is no reason to do further processing since they should be the
774 * only monster on the space.
775 */
776 if(tmp->type==PLAYER) return 0;
777 if(tmp->more || tmp->head) return 0; 862 if (tmp->more || tmp->head)
778 if(tmp->msg) return 0;
779
780 if(QUERY_FLAG(tmp,FLAG_MONSTER)) break;
781 }
782
783 if (!tmp) {
784 new_draw_info(NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
785 return 0; 863 return 0;
864 if (tmp->msg)
865 return 0;
866
867 if (QUERY_FLAG (tmp, FLAG_MONSTER))
868 break;
869 }
870
871 if (!tmp)
786 } 872 {
873 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
874 return 0;
875 }
787 876
788 new_draw_info_format(NDI_UNIQUE, 877 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
789 0,pl, "You orate to the %s.",query_name(tmp));
790 878
791 /* the following conditions limit who may be 'charmed' */ 879 /* the following conditions limit who may be 'charmed' */
792 880
793 /* it's hostile! */ 881 /* it's hostile! */
794 if(!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE) && !QUERY_FLAG(tmp, FLAG_FRIENDLY)) { 882 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
795 new_draw_info_format(NDI_UNIQUE, 0,pl, 883 {
796 "Too bad the %s isn't listening!\n",query_name(tmp)); 884 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
797 return 0; 885 return 0;
798 } 886 }
799 887
800 /* it's already allied! */ 888 /* it's already allied! */
801 if(QUERY_FLAG(tmp,FLAG_FRIENDLY)&&(tmp->attack_movement==PETMOVE)){ 889 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && (tmp->attack_movement == PETMOVE))
890 {
802 if(get_owner(tmp)==pl) { 891 if (get_owner (tmp) == pl)
803 new_draw_info(NDI_UNIQUE, 0,pl, 892 {
804 "Your follower loves your speech.\n"); 893 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
805 return 0; 894 return 0;
895 }
806 } else if (skill->level > tmp->level) { 896 else if (skill->level > tmp->level)
897 {
807 /* you steal the follower. Perhaps we should really look at the 898 /* you steal the follower. Perhaps we should really look at the
808 * level of the owner above? 899 * level of the owner above?
809 */ 900 */
810 set_owner(tmp,pl); 901 set_owner (tmp, pl);
811 new_draw_info_format(NDI_UNIQUE, 0,pl, 902 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp));
812 "You convince the %s to follow you instead!\n",
813 query_name(tmp));
814 /* Abuse fix - don't give exp since this can otherwise 903 /* Abuse fix - don't give exp since this can otherwise
815 * be used by a couple players to gets lots of exp. 904 * be used by a couple players to gets lots of exp.
816 */ 905 */
817 return 0; 906 return 0;
907 }
818 } else { 908 else
909 {
819 /* In this case, you can't steal it from the other player */ 910 /* In this case, you can't steal it from the other player */
820 return 0; 911 return 0;
821 } 912 }
822 } /* Creature was already a pet of someone */ 913 } /* Creature was already a pet of someone */
823 914
824 chance=skill->level*2+(pl->stats.Cha-2*tmp->stats.Int)/2; 915 chance = skill->level * 2 + (pl->stats.Cha - 2 * tmp->stats.Int) / 2;
825 916
826 /* Ok, got a 'sucker' lets try to make them a follower */ 917 /* 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)) { 918 if (chance > 0 && tmp->level < (random_roll (0, chance - 1, pl, PREFER_HIGH) - 1))
828 new_draw_info_format(NDI_UNIQUE, 0,pl, 919 {
829 "You convince the %s to become your follower.\n", 920 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
830 query_name(tmp));
831 921
832 set_owner(tmp,pl); 922 set_owner (tmp, pl);
833 tmp->stats.exp = 0; 923 tmp->stats.exp = 0;
834 add_friendly_object(tmp); 924 add_friendly_object (tmp);
835 SET_FLAG(tmp,FLAG_FRIENDLY); 925 SET_FLAG (tmp, FLAG_FRIENDLY);
836 tmp->attack_movement = PETMOVE; 926 tmp->attack_movement = PETMOVE;
837 return calc_skill_exp(pl,tmp, skill); 927 return calc_skill_exp (pl, tmp, skill);
838 } 928 }
839 /* Charm failed. Creature may be angry now */ 929 /* 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)) { 930 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, 931 {
842 "Your speech angers the %s!\n",query_name(tmp)); 932 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
843 if(QUERY_FLAG(tmp,FLAG_FRIENDLY)) { 933 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
934 {
844 CLEAR_FLAG(tmp,FLAG_FRIENDLY); 935 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
845 remove_friendly_object(tmp); 936 remove_friendly_object (tmp);
846 tmp->attack_movement = 0; /* needed? */ 937 tmp->attack_movement = 0; /* needed? */
847 } 938 }
848 CLEAR_FLAG(tmp,FLAG_UNAGGRESSIVE); 939 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
849 } 940 }
850 return 0; /* Fall through - if we get here, we didn't charm anything */ 941 return 0; /* Fall through - if we get here, we didn't charm anything */
851} 942}
852 943
853/* Singing() -this skill allows the player to pacify nearby creatures. 944/* Singing() -this skill allows the player to pacify nearby creatures.
854 * There are few limitations on who/what kind of 945 * There are few limitations on who/what kind of
855 * non-player creatures that may be pacified. Right now, a player 946 * non-player creatures that may be pacified. Right now, a player
858 * may only pacify a creature once. 949 * may only pacify a creature once.
859 * BTW, I appologize for the naming of the skill, I couldnt think 950 * BTW, I appologize for the naming of the skill, I couldnt think
860 * of anything better! -b.t. 951 * of anything better! -b.t.
861 */ 952 */
862 953
954int
863int singing(object *pl, int dir, object *skill) { 955singing (object *pl, int dir, object *skill)
956{
864 int i,exp = 0,chance, mflags; 957 int i, exp = 0, chance, mflags;
865 object *tmp; 958 object *tmp;
866 mapstruct *m; 959 mapstruct *m;
867 sint16 x, y; 960 sint16 x, y;
868 961
869 if(pl->type!=PLAYER) return 0; /* only players use this skill */ 962 if (pl->type != PLAYER)
963 return 0; /* only players use this skill */
870 964
871 new_draw_info_format(NDI_UNIQUE,0,pl, "You sing."); 965 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
872 for(i=0;i<MIN(skill->level,SIZEOFFREE);i++) { 966 for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++)
967 {
873 x = pl->x+freearr_x[i]; 968 x = pl->x + freearr_x[i];
874 y = pl->y+freearr_y[i]; 969 y = pl->y + freearr_y[i];
875 m = pl->map; 970 m = pl->map;
876 971
877 mflags =get_map_flags(m, &m, x,y, &x, &y); 972 mflags = get_map_flags (m, &m, x, y, &x, &y);
878 if (mflags & P_OUT_OF_MAP) continue; 973 if (mflags & P_OUT_OF_MAP)
974 continue;
879 if (!(mflags & P_IS_ALIVE)) continue; 975 if (!(mflags & P_IS_ALIVE))
976 continue;
880 977
881 for(tmp=get_map_ob(m, x, y); tmp;tmp=tmp->above) { 978 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
979 {
882 if(QUERY_FLAG(tmp,FLAG_MONSTER)) break; 980 if (QUERY_FLAG (tmp, FLAG_MONSTER))
981 break;
883 /* can't affect players */ 982 /* can't affect players */
884 if(tmp->type==PLAYER) break; 983 if (tmp->type == PLAYER)
984 break;
885 } 985 }
886 986
887 /* Whole bunch of checks to see if this is a type of monster that would 987 /* Whole bunch of checks to see if this is a type of monster that would
888 * listen to singing. 988 * listen to singing.
889 */ 989 */
890 if (tmp && QUERY_FLAG(tmp, FLAG_MONSTER) && 990 if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !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 */ 991 !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */
893 !QUERY_FLAG(tmp, FLAG_HITBACK) && /* was here before */ 992 !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */
894 (tmp->level <= skill->level) && 993 (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */
895 (!tmp->head) &&
896 !QUERY_FLAG(tmp, FLAG_UNDEAD) && 994 !QUERY_FLAG (tmp, FLAG_FRIENDLY))
897 !QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE) && /* already calm */ 995 { /* already calm */
898 !QUERY_FLAG(tmp,FLAG_FRIENDLY)) { /* already calm */
899 996
900 /* stealing isn't really related (although, maybe it should 997 /* stealing isn't really related (although, maybe it should
901 * be). This is mainly to prevent singing to the same monster 998 * be). This is mainly to prevent singing to the same monster
902 * over and over again and getting exp for it. 999 * over and over again and getting exp for it.
903 */ 1000 */
904 chance=skill->level*2+(pl->stats.Cha-5-tmp->stats.Int)/2; 1001 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)) { 1002 if (chance && tmp->level * 2 < random_roll (0, chance - 1, pl, PREFER_HIGH))
1003 {
906 SET_FLAG(tmp,FLAG_UNAGGRESSIVE); 1004 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
907 new_draw_info_format(NDI_UNIQUE, 0,pl, 1005 new_draw_info_format (NDI_UNIQUE, 0, pl, "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 */ 1006 /* Give exp only if they are not aware */
910 if(!QUERY_FLAG(tmp,FLAG_NO_STEAL)) 1007 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL))
911 exp += calc_skill_exp(pl,tmp, skill); 1008 exp += calc_skill_exp (pl, tmp, skill);
912 SET_FLAG(tmp,FLAG_NO_STEAL); 1009 SET_FLAG (tmp, FLAG_NO_STEAL);
913 } else {
914 new_draw_info_format(NDI_UNIQUE, 0,pl,
915 "Too bad the %s isn't listening!\n",query_name(tmp));
916 SET_FLAG(tmp,FLAG_NO_STEAL);
917 } 1010 }
1011 else
1012 {
1013 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
1014 SET_FLAG (tmp, FLAG_NO_STEAL);
918 } 1015 }
1016 }
919 } 1017 }
920 return exp; 1018 return exp;
921} 1019}
922 1020
923/* The find_traps skill (aka, search). Checks for traps 1021/* The find_traps skill (aka, search). Checks for traps
924 * on the spaces or in certain objects 1022 * on the spaces or in certain objects
925 */ 1023 */
926 1024
1025int
927int find_traps (object *pl, object *skill) { 1026find_traps (object *pl, object *skill)
1027{
928 object *tmp,*tmp2; 1028 object *tmp, *tmp2;
929 int i,expsum=0, mflags; 1029 int i, expsum = 0, mflags;
930 sint16 x,y; 1030 sint16 x, y;
931 mapstruct *m; 1031 mapstruct *m;
932 1032
933 /* First we search all around us for runes and traps, which are 1033 /* First we search all around us for runes and traps, which are
934 * all type RUNE 1034 * all type RUNE
935 */ 1035 */
936 1036
937 for(i=0;i<9;i++) { 1037 for (i = 0; i < 9; i++)
1038 {
938 x = pl->x+freearr_x[i]; 1039 x = pl->x + freearr_x[i];
939 y = pl->y+freearr_y[i]; 1040 y = pl->y + freearr_y[i];
940 m = pl->map; 1041 m = pl->map;
941 1042
942 mflags =get_map_flags(m, &m, x,y, &x, &y); 1043 mflags = get_map_flags (m, &m, x, y, &x, &y);
943 if (mflags & P_OUT_OF_MAP) continue; 1044 if (mflags & P_OUT_OF_MAP)
1045 continue;
944 1046
945 /* Check everything in the square for trapness */ 1047 /* Check everything in the square for trapness */
946 for(tmp = get_map_ob(m, x, y); tmp!=NULL;tmp=tmp->above) { 1048 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
1049 {
947 1050
948 /* And now we'd better do an inventory traversal of each 1051 /* And now we'd better do an inventory traversal of each
949 * of these objects' inventory 1052 * of these objects' inventory
950 * We can narrow this down a bit - no reason to search through 1053 * We can narrow this down a bit - no reason to search through
951 * the players inventory or monsters for that matter. 1054 * the players inventory or monsters for that matter.
952 */ 1055 */
953 if (tmp->type != PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) { 1056 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1057 {
954 for(tmp2=tmp->inv;tmp2!=NULL;tmp2=tmp2->below) 1058 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
955 if(tmp2->type==RUNE || tmp2->type == TRAP) 1059 if (tmp2->type == RUNE || tmp2->type == TRAP)
956 if(trap_see(pl,tmp2)) { 1060 if (trap_see (pl, tmp2))
1061 {
957 trap_show(tmp2,tmp); 1062 trap_show (tmp2, tmp);
958 if(tmp2->stats.Cha>1) { 1063 if (tmp2->stats.Cha > 1)
959 if (!tmp2->owner || tmp2->owner->type!=PLAYER)
960 expsum += calc_skill_exp(pl,tmp2, skill);
961
962 tmp2->stats.Cha = 1; /* unhide the trap */
963 }
964 } 1064 {
965 }
966 if((tmp->type==RUNE || tmp->type == TRAP) && trap_see(pl,tmp)) {
967 trap_show(tmp,tmp);
968 if(tmp->stats.Cha>1) {
969 if (!tmp->owner || tmp->owner->type!=PLAYER) 1065 if (!tmp2->owner || tmp2->owner->type != PLAYER)
970 expsum += calc_skill_exp(pl,tmp, skill); 1066 expsum += calc_skill_exp (pl, tmp2, skill);
1067
971 tmp->stats.Cha = 1; /* unhide the trap */ 1068 tmp2->stats.Cha = 1; /* unhide the trap */
972 }
973 }
974 }
975 }
976 new_draw_info(NDI_BLACK, 0, pl, "You search the area.");
977 return expsum;
978}
979
980/* remove_trap() - This skill will disarm any previously discovered trap
981 * the algorithm is based (almost totally) on the old command_disarm() - b.t.
982 */
983
984int remove_trap (object *op, int dir, object *skill) {
985 object *tmp,*tmp2;
986 int i,success=0,mflags;
987 mapstruct *m;
988 sint16 x,y;
989
990 for(i=0;i<9;i++) {
991 x = op->x + freearr_x[i];
992 y = op->y + freearr_y[i];
993 m = op->map;
994
995 mflags =get_map_flags(m, &m, x,y, &x, &y);
996 if (mflags & P_OUT_OF_MAP) continue;
997
998 /* Check everything in the square for trapness */
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
1001 * of these objects inventory. Like above, only
1002 * do this for interesting objects.
1003 */
1004
1005 if (tmp->type != PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) {
1006 for(tmp2=tmp->inv;tmp2!=NULL;tmp2=tmp2->below)
1007 if((tmp2->type==RUNE || tmp2->type == TRAP) && tmp2->stats.Cha<=1) {
1008 trap_show(tmp2,tmp);
1009 if(trap_disarm(op,tmp2,1, skill) && (!tmp2->owner || tmp2->owner->type!=PLAYER)) {
1010 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1011 success += calc_skill_exp(op,tmp2, skill);
1012 } 1069 }
1013 } 1070 }
1014 } 1071 }
1015 if((tmp->type==RUNE || tmp->type==TRAP) && tmp->stats.Cha<=1) { 1072 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1073 {
1016 trap_show(tmp,tmp); 1074 trap_show (tmp, tmp);
1075 if (tmp->stats.Cha > 1)
1076 {
1017 if (trap_disarm(op,tmp,1,skill) && (!tmp->owner || tmp->owner->type!=PLAYER)) { 1077 if (!tmp->owner || tmp->owner->type != PLAYER)
1018 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1019 success += calc_skill_exp(op,tmp,skill); 1078 expsum += calc_skill_exp (pl, tmp, skill);
1079 tmp->stats.Cha = 1; /* unhide the trap */
1020 } 1080 }
1021 } 1081 }
1022 } 1082 }
1023 } 1083 }
1084 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1085 return expsum;
1086}
1087
1088/* remove_trap() - This skill will disarm any previously discovered trap
1089 * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1090 */
1091
1092int
1093remove_trap (object *op, int dir, object *skill)
1094{
1095 object *tmp, *tmp2;
1096 int i, success = 0, mflags;
1097 mapstruct *m;
1098 sint16 x, y;
1099
1100 for (i = 0; i < 9; i++)
1101 {
1102 x = op->x + freearr_x[i];
1103 y = op->y + freearr_y[i];
1104 m = op->map;
1105
1106 mflags = get_map_flags (m, &m, x, y, &x, &y);
1107 if (mflags & P_OUT_OF_MAP)
1108 continue;
1109
1110 /* Check everything in the square for trapness */
1111 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
1112 {
1113 /* And now we'd better do an inventory traversal of each
1114 * of these objects inventory. Like above, only
1115 * do this for interesting objects.
1116 */
1117
1118 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1119 {
1120 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1121 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1122 {
1123 trap_show (tmp2, tmp);
1124 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1125 {
1126 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1127 success += calc_skill_exp (op, tmp2, skill);
1128 }
1129 }
1130 }
1131 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1132 {
1133 trap_show (tmp, tmp);
1134 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1135 {
1136 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1137 success += calc_skill_exp (op, tmp, skill);
1138 }
1139 }
1140 }
1141 }
1024 return success; 1142 return success;
1025} 1143}
1026 1144
1027 1145
1028/* pray() - when this skill is called from do_skill(), it allows 1146/* pray() - when this skill is called from do_skill(), it allows
1029 * the player to regain lost grace points at a faster rate. -b.t. 1147 * the player to regain lost grace points at a faster rate. -b.t.
1031 * such that if it returns true, player gets exp in that skill. This 1149 * such that if it returns true, player gets exp in that skill. This
1032 * the effect here can be done on demand, we probably don't want to 1150 * the effect here can be done on demand, we probably don't want to
1033 * give infinite exp by returning true in any cases. 1151 * give infinite exp by returning true in any cases.
1034 */ 1152 */
1035 1153
1154int
1036int pray (object *pl, object *skill) { 1155pray (object *pl, object *skill)
1156{
1037 char buf[MAX_BUF]; 1157 char buf[MAX_BUF];
1038 object *tmp; 1158 object *tmp;
1039 1159
1040 if(pl->type!=PLAYER) return 0; 1160 if (pl->type != PLAYER)
1041
1042 strcpy(buf,"You pray.");
1043
1044 /* Check all objects - we could stop at floor objects,
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
1047 * than extra checks on object attributes.
1048 */
1049 for (tmp=pl->below; tmp!=NULL; tmp=tmp->below) {
1050 /* Only if the altar actually belongs to someone do you get special benefits */
1051 if(tmp && tmp->type==HOLY_ALTAR && tmp->other_arch) {
1052 sprintf(buf,"You pray over the %s.", &tmp->name);
1053 pray_at_altar(pl,tmp, skill);
1054 break; /* Only pray at one altar */
1055 }
1056 }
1057
1058 new_draw_info(NDI_BLACK,0,pl,buf);
1059
1060 if(pl->stats.grace < pl->stats.maxgrace) {
1061 pl->stats.grace++;
1062 pl->last_grace = -1;
1063 }
1064 return 0; 1161 return 0;
1162
1163 strcpy (buf, "You pray.");
1164
1165 /* Check all objects - we could stop at floor objects,
1166 * but if someone buries an altar, I don't see a problem with
1167 * going through all the objects, and it shouldn't be much slower
1168 * than extra checks on object attributes.
1169 */
1170 for (tmp = pl->below; tmp != NULL; tmp = tmp->below)
1171 {
1172 /* Only if the altar actually belongs to someone do you get special benefits */
1173 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1174 {
1175 sprintf (buf, "You pray over the %s.", &tmp->name);
1176 pray_at_altar (pl, tmp, skill);
1177 break; /* Only pray at one altar */
1178 }
1179 }
1180
1181 new_draw_info (NDI_BLACK, 0, pl, buf);
1182
1183 if (pl->stats.grace < pl->stats.maxgrace)
1184 {
1185 pl->stats.grace++;
1186 pl->last_grace = -1;
1187 }
1188 return 0;
1065} 1189}
1066 1190
1067/* This skill allows the player to regain a few sp or hp for a 1191/* This skill allows the player to regain a few sp or hp for a
1068 * brief period of concentration. No armour or weapons may be 1192 * brief period of concentration. No armour or weapons may be
1069 * wielded/applied for this to work. The amount of time needed 1193 * wielded/applied for this to work. The amount of time needed
1070 * to concentrate and the # of points regained is dependant on 1194 * to concentrate and the # of points regained is dependant on
1071 * the level of the user. - b.t. thomas@astro.psu.edu 1195 * the level of the user. - b.t. thomas@astro.psu.edu
1072 */ 1196 */
1073 1197
1198void
1074void meditate (object *pl, object *skill) { 1199meditate (object *pl, object *skill)
1200{
1075 object *tmp; 1201 object *tmp;
1076 1202
1077 if(pl->type!=PLAYER) return; /* players only */ 1203 if (pl->type != PLAYER)
1204 return; /* players only */
1078 1205
1079 /* check if pl has removed encumbering armour and weapons */ 1206 /* check if pl has removed encumbering armour and weapons */
1080 if(QUERY_FLAG(pl,FLAG_READY_WEAPON) && (skill->level<6)) { 1207 if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6))
1081 new_draw_info(NDI_UNIQUE,0,pl, 1208 {
1082 "You can't concentrate while wielding a weapon!\n"); 1209 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n");
1083 return; 1210 return;
1084 } else { 1211 }
1212 else
1213 {
1085 for(tmp=pl->inv;tmp;tmp=tmp->below) 1214 for (tmp = pl->inv; tmp; tmp = tmp->below)
1086 if (( (tmp->type==ARMOUR && skill->level<12) 1215 if (((tmp->type == ARMOUR && skill->level < 12)
1087 || (tmp->type==HELMET && skill->level<10) 1216 || (tmp->type == HELMET && skill->level < 10)
1088 || (tmp->type==SHIELD && skill->level<6) 1217 || (tmp->type == SHIELD && skill->level < 6)
1089 || (tmp->type==BOOTS && skill->level<4) 1218 || (tmp->type == BOOTS && skill->level < 4) || (tmp->type == GLOVES && skill->level < 2)) && QUERY_FLAG (tmp, FLAG_APPLIED))
1090 || (tmp->type==GLOVES && skill->level<2) ) 1219 {
1091 && QUERY_FLAG(tmp,FLAG_APPLIED)) {
1092 new_draw_info(NDI_UNIQUE,0,pl,
1093 "You can't concentrate while wearing so much armour!\n"); 1220 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n");
1094 return; 1221 return;
1095 } 1222 }
1096 } 1223 }
1097 1224
1098 /* ok let's meditate! Spell points are regained first, then once 1225 /* ok let's meditate! Spell points are regained first, then once
1099 * they are maxed we get back hp. Actual incrementing of values 1226 * 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 1227 * is handled by the do_some_living() (in player.c). This way magical
1101 * bonuses for healing/sp regeneration are included properly 1228 * bonuses for healing/sp regeneration are included properly
1102 * No matter what, we will eat up some playing time trying to 1229 * No matter what, we will eat up some playing time trying to
1103 * meditate. (see 'factor' variable for what sets the amount of time) 1230 * meditate. (see 'factor' variable for what sets the amount of time)
1104 */ 1231 */
1105 1232
1106 new_draw_info(NDI_BLACK,0,pl, "You meditate."); 1233 new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1107 1234
1108 if(pl->stats.sp < pl->stats.maxsp) { 1235 if (pl->stats.sp < pl->stats.maxsp)
1236 {
1109 pl->stats.sp++; 1237 pl->stats.sp++;
1110 pl->last_sp = -1; 1238 pl->last_sp = -1;
1239 }
1111 } else if (pl->stats.hp < pl->stats.maxhp) { 1240 else if (pl->stats.hp < pl->stats.maxhp)
1241 {
1112 pl->stats.hp++; 1242 pl->stats.hp++;
1113 pl->last_heal = -1; 1243 pl->last_heal = -1;
1114 } 1244 }
1115} 1245}
1116 1246
1117/* write_note() - this routine allows players to inscribe messages in 1247/* write_note() - this routine allows players to inscribe messages in
1118 * ordinary 'books' (anything that is type BOOK). b.t. 1248 * ordinary 'books' (anything that is type BOOK). b.t.
1119 */ 1249 */
1120 1250
1251static int
1121static int write_note(object *pl, object *item, const char *msg, object *skill) { 1252write_note (object *pl, object *item, const char *msg, object *skill)
1253{
1122 char buf[1024]; 1254 char buf[1024];
1123 object *newBook = NULL; 1255 object *newBook = NULL;
1124 1256
1125 /* a pair of sanity checks */ 1257 /* a pair of sanity checks */
1126 if(!item||item->type!=BOOK) return 0; 1258 if (!item || item->type != BOOK)
1259 return 0;
1127 1260
1128 if(!msg) { 1261 if (!msg)
1262 {
1129 new_draw_info(NDI_UNIQUE,0,pl,"No message to write!"); 1263 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>", &skill->skill); 1264 new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill);
1131 return 0; 1265 return 0;
1132 } 1266 }
1133 if (strcasestr_local(msg, "endmsg")) { 1267 if (strcasestr_local (msg, "endmsg"))
1268 {
1134 new_draw_info(NDI_UNIQUE,0,pl,"Trying to cheat now are we?"); 1269 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1135 return 0; 1270 return 0;
1136 } 1271 }
1137 1272
1138 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) 1273 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1274 return strlen (msg);
1275
1276 buf[0] = 0;
1277 if (!book_overflow (item->msg, msg, sizeof (buf)))
1278 { /* add msg string to book */
1279 if (item->msg)
1280 strcpy (buf, item->msg);
1281
1282 strcat (buf, msg);
1283 strcat (buf, "\n"); /* new msg needs a LF */
1284 if (item->nrof > 1)
1285 {
1286 newBook = get_object ();
1287 copy_object (item, newBook);
1288 decrease_ob (item);
1289 esrv_send_item (pl, item);
1290 newBook->nrof = 1;
1291 newBook->msg = buf;
1292 newBook = insert_ob_in_ob (newBook, pl);
1293 esrv_send_item (pl, newBook);
1294 }
1295 else
1296 {
1297 item->msg = buf;
1298 /* This shouldn't be necessary - the object hasn't changed in any
1299 * visible way
1300 */
1301 /* esrv_send_item(pl, item); */
1302 }
1303 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", query_short_name (item));
1139 return strlen (msg); 1304 return strlen (msg);
1140 1305 }
1141 buf[0] = 0;
1142 if(!book_overflow(item->msg,msg,sizeof (buf))) { /* add msg string to book */
1143 if(item->msg)
1144 strcpy(buf,item->msg);
1145
1146 strcat(buf,msg);
1147 strcat(buf,"\n"); /* new msg needs a LF */
1148 if(item->nrof > 1) {
1149 newBook = get_object();
1150 copy_object(item, newBook);
1151 decrease_ob(item);
1152 esrv_send_item(pl, item);
1153 newBook->nrof = 1;
1154 newBook->msg = buf;
1155 newBook = insert_ob_in_ob(newBook, pl);
1156 esrv_send_item(pl, newBook);
1157 } else {
1158 item->msg=buf;
1159 /* This shouldn't be necessary - the object hasn't changed in any
1160 * visible way
1161 */
1162 /* esrv_send_item(pl, item);*/
1163 }
1164 new_draw_info_format(NDI_UNIQUE,0,pl, "You write in the %s.",
1165 query_short_name(item));
1166 return strlen(msg);
1167 } else 1306 else
1168 new_draw_info_format(NDI_UNIQUE,0,pl, 1307 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item));
1169 "Your message won't fit in the %s!",
1170 query_short_name(item));
1171 1308
1172 return 0; 1309 return 0;
1173} 1310}
1174 1311
1175/* write_scroll() - this routine allows players to inscribe spell scrolls 1312/* write_scroll() - this routine allows players to inscribe spell scrolls
1176 * of spells which they know. Backfire effects are possible with the 1313 * of spells which they know. Backfire effects are possible with the
1177 * severity of the backlash correlated with the difficulty of the scroll 1314 * severity of the backlash correlated with the difficulty of the scroll
1178 * that is attempted. -b.t. thomas@astro.psu.edu 1315 * that is attempted. -b.t. thomas@astro.psu.edu
1179 */ 1316 */
1180 1317
1318static int
1181static int write_scroll (object *pl, object *scroll, object *skill) { 1319write_scroll (object *pl, object *scroll, object *skill)
1320{
1182 int success=0,confused=0; 1321 int success = 0, confused = 0;
1183 object *newscroll, *chosen_spell, *tmp; 1322 object *newscroll, *chosen_spell, *tmp;
1184 1323
1185 /* this is a sanity check */ 1324 /* this is a sanity check */
1186 if (scroll->type!=SCROLL) { 1325 if (scroll->type != SCROLL)
1326 {
1187 new_draw_info(NDI_UNIQUE,0,pl,"A spell can only be inscribed into a scroll!"); 1327 new_draw_info (NDI_UNIQUE, 0, pl, "A spell can only be inscribed into a scroll!");
1188 return 0; 1328 return 0;
1189 } 1329 }
1190 1330
1191 /* Check if we are ready to attempt inscription */ 1331 /* Check if we are ready to attempt inscription */
1192 chosen_spell=pl->contr->ranges[range_magic]; 1332 chosen_spell = pl->contr->ranges[range_magic];
1193 if(!chosen_spell) { 1333 if (!chosen_spell)
1194 new_draw_info(NDI_UNIQUE,0,pl, 1334 {
1195 "You need a spell readied in order to inscribe!"); 1335 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1196 return 0; 1336 return 0;
1197 } 1337 }
1198 if(SP_level_spellpoint_cost(pl,chosen_spell,SPELL_GRACE) > pl->stats.grace) { 1338 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1199 new_draw_info_format(NDI_UNIQUE,0,pl, 1339 {
1200 "You don't have enough grace to write a scroll of %s.", 1340 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1201 &chosen_spell->name);
1202 return 0; 1341 return 0;
1203 } 1342 }
1204 if(SP_level_spellpoint_cost(pl,chosen_spell,SPELL_MANA) > pl->stats.sp) { 1343 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1205 new_draw_info_format(NDI_UNIQUE,0,pl, 1344 {
1206 "You don't have enough mana to write a scroll of %s.", 1345 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1207 &chosen_spell->name);
1208 return 0; 1346 return 0;
1209 } 1347 }
1210 1348
1211 /* if there is a spell already on the scroll then player could easily 1349 /* if there is a spell already on the scroll then player could easily
1212 * accidently read it while trying to write the new one. give player 1350 * accidently read it while trying to write the new one. give player
1213 * a 50% chance to overwrite spell at their own level 1351 * a 50% chance to overwrite spell at their own level
1214 */ 1352 */
1215 if((scroll->stats.sp || scroll->inv) && 1353 if ((scroll->stats.sp || scroll->inv) && random_roll (0, scroll->level * 2, pl, PREFER_LOW) > skill->level)
1216 random_roll(0, scroll->level*2, pl, PREFER_LOW)>skill->level) { 1354 {
1217 new_draw_info_format(NDI_UNIQUE,0,pl, 1355 new_draw_info_format (NDI_UNIQUE, 0, pl, "Oops! You accidently read it while trying to write on it.");
1218 "Oops! You accidently read it while trying to write on it.");
1219 manual_apply(pl,scroll,0); 1356 manual_apply (pl, scroll, 0);
1357 return 0;
1358 }
1359
1360 /* ok, we are ready to try inscription */
1361 if (QUERY_FLAG (pl, FLAG_CONFUSED))
1362 confused = 1;
1363
1364 /* Lost mana/grace no matter what */
1365 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE);
1366 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1367
1368 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1369 {
1370 if (scroll->nrof > 1)
1371 {
1372 newscroll = get_object ();
1373 copy_object (scroll, newscroll);
1374 decrease_ob (scroll);
1375 newscroll->nrof = 1;
1376 }
1377 else
1378 {
1379 newscroll = scroll;
1380 }
1381
1382 if (!confused)
1383 {
1384 newscroll->level = MAX (skill->level, chosen_spell->level);
1385 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll.");
1386 }
1387 else
1388 {
1389 chosen_spell = find_random_spell_in_ob (pl, NULL);
1390 if (!chosen_spell)
1220 return 0; 1391 return 0;
1221 }
1222 1392
1223 /* ok, we are ready to try inscription */
1224 if(QUERY_FLAG(pl,FLAG_CONFUSED)) confused = 1;
1225
1226 /* Lost mana/grace no matter what */
1227 pl->stats.grace-=SP_level_spellpoint_cost(pl,chosen_spell,SPELL_GRACE);
1228 pl->stats.sp-=SP_level_spellpoint_cost(pl,chosen_spell,SPELL_MANA);
1229
1230 if (random_roll(0, chosen_spell->level*4-1, pl, PREFER_LOW) < skill->level) {
1231 if (scroll->nrof > 1) {
1232 newscroll = get_object();
1233 copy_object(scroll, newscroll);
1234 decrease_ob(scroll);
1235 newscroll->nrof = 1;
1236 } else {
1237 newscroll = scroll;
1238 }
1239
1240 if(!confused) {
1241 newscroll->level= MAX(skill->level, chosen_spell->level); 1393 newscroll->level = MAX (skill->level, chosen_spell->level);
1242 new_draw_info(NDI_UNIQUE,0,pl,
1243 "You succeed in writing a new scroll.");
1244 } else {
1245 chosen_spell = find_random_spell_in_ob(pl, NULL);
1246 if (!chosen_spell) return 0;
1247
1248 newscroll->level= MAX(skill->level, chosen_spell->level);
1249 new_draw_info(NDI_UNIQUE,0,pl,
1250 "In your confused state, you write down some odd spell."); 1394 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1251 } 1395 }
1252 1396
1253 if (newscroll->inv) { 1397 if (newscroll->inv)
1398 {
1254 object *ninv; 1399 object *ninv;
1255 1400
1256 ninv = newscroll->inv; 1401 ninv = newscroll->inv;
1257 remove_ob(ninv); 1402 remove_ob (ninv);
1258 free_object(ninv); 1403 free_object (ninv);
1259 } 1404 }
1260 tmp = get_object(); 1405 tmp = get_object ();
1261 copy_object(chosen_spell, tmp); 1406 copy_object (chosen_spell, tmp);
1262 insert_ob_in_ob(tmp, newscroll); 1407 insert_ob_in_ob (tmp, newscroll);
1263 1408
1264 /* Same code as from treasure.c - so they can better merge. 1409 /* Same code as from treasure.c - so they can better merge.
1265 * if players want to sell them, so be it. 1410 * if players want to sell them, so be it.
1266 */ 1411 */
1267 newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * 1412 newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1268 (newscroll->level +50) / (newscroll->inv->level + 50);
1269 newscroll->stats.exp = newscroll->value/5; 1413 newscroll->stats.exp = newscroll->value / 5;
1270 1414
1271 /* wait until finished manipulating the scroll before inserting it */ 1415 /* wait until finished manipulating the scroll before inserting it */
1272 if (newscroll == scroll) 1416 if (newscroll == scroll)
1273 { 1417 {
1274 /* Remove to correctly merge with other items which may exist in inventory */ 1418 /* Remove to correctly merge with other items which may exist in inventory */
1275 remove_ob(newscroll); 1419 remove_ob (newscroll);
1276 esrv_del_item(pl->contr,newscroll->count); 1420 esrv_del_item (pl->contr, newscroll->count);
1277 } 1421 }
1278 newscroll=insert_ob_in_ob(newscroll,pl); 1422 newscroll = insert_ob_in_ob (newscroll, pl);
1279 esrv_send_item(pl, newscroll); 1423 esrv_send_item (pl, newscroll);
1280 success = calc_skill_exp(pl,newscroll, skill); 1424 success = calc_skill_exp (pl, newscroll, skill);
1425 if (!confused)
1281 if(!confused) success *= 2; 1426 success *= 2;
1282 success = success * skill->level; 1427 success = success * skill->level;
1283 return success; 1428 return success;
1284 1429
1285 } else { /* Inscription has failed */ 1430 }
1431 else
1432 { /* Inscription has failed */
1286 1433
1287 if(chosen_spell->level>skill->level || confused) { /*backfire!*/ 1434 if (chosen_spell->level > skill->level || confused)
1288 new_draw_info(NDI_UNIQUE,0,pl, 1435 { /*backfire! */
1289 "Ouch! Your attempt to write a new scroll strains your mind!"); 1436 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!");
1290 if(random_roll(0, 1, pl, PREFER_LOW)==1) 1437 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1291 drain_specific_stat(pl,4); 1438 drain_specific_stat (pl, 4);
1292 else { 1439 else
1440 {
1293 confuse_player(pl,pl,99); 1441 confuse_player (pl, pl, 99);
1294 return (-30*chosen_spell->level); 1442 return (-30 * chosen_spell->level);
1295 } 1443 }
1444 }
1296 } else if(random_roll(0, pl->stats.Int-1, pl, PREFER_HIGH) < 15) { 1445 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1297 new_draw_info(NDI_UNIQUE,0,pl, 1446 {
1298 "Your attempt to write a new scroll rattles your mind!"); 1447 new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind!");
1299 confuse_player(pl,pl,99); 1448 confuse_player (pl, pl, 99);
1449 }
1300 } else 1450 else
1301 new_draw_info(NDI_UNIQUE,0,pl,"You fail to write a new scroll."); 1451 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll.");
1302 } 1452 }
1453 return 0;
1454}
1455
1456/* write_on_item() - wrapper for write_note and write_scroll */
1457int
1458write_on_item (object *pl, const char *params, object *skill)
1459{
1460 object *item;
1461 const char *string = params;
1462 int msgtype;
1463 archetype *skat;
1464
1465 if (pl->type != PLAYER)
1303 return 0; 1466 return 0;
1304}
1305 1467
1306/* write_on_item() - wrapper for write_note and write_scroll */
1307int write_on_item (object *pl,const char *params, object *skill) {
1308 object *item;
1309 const char *string=params;
1310 int msgtype;
1311 archetype *skat;
1312
1313 if(pl->type!=PLAYER) return 0;
1314
1315 if (!params) { 1468 if (!params)
1469 {
1316 params=""; 1470 params = "";
1317 string=params; 1471 string = params;
1318 } 1472 }
1319 skat = get_archetype_by_type_subtype(SKILL, SK_LITERACY); 1473 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1320 1474
1321 /* Need to be able to read before we can write! */ 1475 /* Need to be able to read before we can write! */
1322 if(!find_skill_by_name(pl,skat->clone.skill)) { 1476 if (!find_skill_by_name (pl, skat->clone.skill))
1323 new_draw_info(NDI_UNIQUE,0,pl, 1477 {
1324 "You must learn to read before you can write!"); 1478 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!");
1325 return 0; 1479 return 0;
1326 } 1480 }
1327 1481
1328 /* if there is a message then it goes in a book and no message means 1482 /* if there is a message then it goes in a book and no message means
1329 * write active spell into the scroll 1483 * write active spell into the scroll
1330 */ 1484 */
1331 msgtype = (string[0]!='\0') ? BOOK : SCROLL; 1485 msgtype = (string[0] != '\0') ? BOOK : SCROLL;
1332 1486
1333 /* find an item of correct type to write on */ 1487 /* find an item of correct type to write on */
1334 if ( !(item = find_marked_object(pl))){ 1488 if (!(item = find_marked_object (pl)))
1489 {
1335 new_draw_info(NDI_UNIQUE,0,pl,"You don't have any marked item to write on."); 1490 new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on.");
1336 return 0; 1491 return 0;
1337 } 1492 }
1338 1493
1339 if(QUERY_FLAG(item,FLAG_UNPAID)) { 1494 if (QUERY_FLAG (item, FLAG_UNPAID))
1340 new_draw_info(NDI_UNIQUE,0,pl, 1495 {
1341 "You had better pay for that before you write on it."); 1496 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1342 return 0; 1497 return 0;
1343 } 1498 }
1344 if (msgtype != item->type) { 1499 if (msgtype != item->type)
1500 {
1345 new_draw_info_format(NDI_UNIQUE,0,pl,"You have no %s to write on", 1501 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll");
1346 msgtype==BOOK ? "book" : "scroll");
1347 return 0; 1502 return 0;
1348 } 1503 }
1349 1504
1350 if (msgtype == SCROLL) { 1505 if (msgtype == SCROLL)
1506 {
1351 return write_scroll(pl,item, skill); 1507 return write_scroll (pl, item, skill);
1508 }
1352 } else if (msgtype == BOOK) { 1509 else if (msgtype == BOOK)
1510 {
1353 return write_note(pl,item,string, skill); 1511 return write_note (pl, item, string, skill);
1354 } 1512 }
1355 return 0; 1513 return 0;
1356} 1514}
1357 1515
1358 1516
1359 1517
1360/* find_throw_ob() - if we request an object, then 1518/* find_throw_ob() - if we request an object, then
1364 * (that is "throwable", ie no throwing your skills away!) 1522 * (that is "throwable", ie no throwing your skills away!)
1365 * is the object of choice. Also check to see if object is 1523 * is the object of choice. Also check to see if object is
1366 * 'throwable' (ie not applied cursed obj, worn, etc). 1524 * 'throwable' (ie not applied cursed obj, worn, etc).
1367 */ 1525 */
1368 1526
1527static object *
1369static object *find_throw_ob( object *op, const char *request ) { 1528find_throw_ob (object *op, const char *request)
1529{
1370 object *tmp; 1530 object *tmp;
1371 1531
1372 if(!op) { /* safety */ 1532 if (!op)
1533 { /* safety */
1373 LOG(llevError,"find_throw_ob(): confused! have a NULL thrower!\n"); 1534 LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1374 return (object *) NULL; 1535 return (object *) NULL;
1375 } 1536 }
1376 1537
1377 /* prefer marked item */ 1538 /* prefer marked item */
1378 tmp = find_marked_object(op); 1539 tmp = find_marked_object (op);
1379 if (tmp != NULL) { 1540 if (tmp != NULL)
1541 {
1380 /* can't toss invisible or inv-locked items */ 1542 /* can't toss invisible or inv-locked items */
1381 if (tmp->invisible || QUERY_FLAG(tmp, FLAG_INV_LOCKED)) { 1543 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1544 {
1382 tmp = NULL; 1545 tmp = NULL;
1383 } 1546 }
1384 } 1547 }
1385 1548
1386 /* look through the inventory */ 1549 /* look through the inventory */
1387 if (tmp == NULL) { 1550 if (tmp == NULL)
1551 {
1388 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 1552 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1553 {
1389 /* can't toss invisible or inv-locked items */ 1554 /* can't toss invisible or inv-locked items */
1390 if (tmp->invisible || QUERY_FLAG(tmp, FLAG_INV_LOCKED)) 1555 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1391 continue; 1556 continue;
1392 if (!request 1557 if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request))
1393 || !strcmp(query_name(tmp), request)
1394 || !strcmp(tmp->name, request))
1395 break; 1558 break;
1396 } 1559 }
1397 } 1560 }
1398 1561
1399 /* this should prevent us from throwing away 1562 /* this should prevent us from throwing away
1400 * cursed items, worn armour, etc. Only weapons 1563 * cursed items, worn armour, etc. Only weapons
1401 * can be thrown from 'hand'. 1564 * can be thrown from 'hand'.
1402 */ 1565 */
1566 if (!tmp)
1403 if (!tmp) return NULL; 1567 return NULL;
1404 1568
1405 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 1569 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1570 {
1406 if(tmp->type!=WEAPON) { 1571 if (tmp->type != WEAPON)
1407 new_draw_info_format(NDI_UNIQUE, 0,op, 1572 {
1408 "You can't throw %s.",query_name(tmp)); 1573 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp));
1409 tmp = NULL; 1574 tmp = NULL;
1575 }
1410 } else if (QUERY_FLAG(tmp,FLAG_CURSED)||QUERY_FLAG(tmp,FLAG_DAMNED)) { 1576 else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1411 new_draw_info_format(NDI_UNIQUE, 0,op, 1577 {
1412 "The %s sticks to your hand!",query_name(tmp)); 1578 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp));
1413 tmp = NULL; 1579 tmp = NULL;
1580 }
1414 } else { 1581 else
1582 {
1415 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) { 1583 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
1584 {
1416 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); 1585 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1417 tmp = NULL; 1586 tmp = NULL;
1418 } 1587 }
1419 } 1588 }
1589 }
1420 } else if (QUERY_FLAG(tmp, FLAG_UNPAID)) { 1590 else if (QUERY_FLAG (tmp, FLAG_UNPAID))
1591 {
1421 new_draw_info_format(NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name(tmp)); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp));
1422 tmp = NULL; 1593 tmp = NULL;
1423 } 1594 }
1424 1595
1425 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED)) { 1596 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1597 {
1426 LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); 1598 LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1427 tmp=NULL; 1599 tmp = NULL;
1428 } 1600 }
1429 return tmp; 1601 return tmp;
1430} 1602}
1431 1603
1432/* make_throw_ob() We construct the 'carrier' object in 1604/* make_throw_ob() We construct the 'carrier' object in
1433 * which we will insert the object that is being thrown. 1605 * which we will insert the object that is being thrown.
1434 * This combination becomes the 'thrown object'. -b.t. 1606 * This combination becomes the 'thrown object'. -b.t.
1435 */ 1607 */
1436 1608
1609static object *
1437static object *make_throw_ob (object *orig) { 1610make_throw_ob (object *orig)
1611{
1438 object *toss_item; 1612 object *toss_item;
1439 1613
1614 if (!orig)
1440 if(!orig) return NULL; 1615 return NULL;
1441 1616
1442 toss_item=get_object(); 1617 toss_item = get_object ();
1443 if (QUERY_FLAG (orig, FLAG_APPLIED)) { 1618 if (QUERY_FLAG (orig, FLAG_APPLIED))
1619 {
1444 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); 1620 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1445 /* insufficient workaround, but better than nothing */ 1621 /* insufficient workaround, but better than nothing */
1446 CLEAR_FLAG (orig, FLAG_APPLIED); 1622 CLEAR_FLAG (orig, FLAG_APPLIED);
1447 } 1623 }
1448 copy_object(orig,toss_item); 1624 copy_object (orig, toss_item);
1449 toss_item->type = THROWN_OBJ; 1625 toss_item->type = THROWN_OBJ;
1450 CLEAR_FLAG(toss_item,FLAG_CHANGING); 1626 CLEAR_FLAG (toss_item, FLAG_CHANGING);
1451 toss_item->stats.dam = 0; /* default damage */ 1627 toss_item->stats.dam = 0; /* default damage */
1452 insert_ob_in_ob(orig,toss_item); 1628 insert_ob_in_ob (orig, toss_item);
1453 return toss_item; 1629 return toss_item;
1454} 1630}
1455 1631
1456 1632
1457/* do_throw() - op throws any object toss_item. This code 1633/* do_throw() - op throws any object toss_item. This code
1458 * was borrowed from fire_bow. 1634 * was borrowed from fire_bow.
1459 * Returns 1 if skill was successfully used, 0 if not 1635 * Returns 1 if skill was successfully used, 0 if not
1460 */ 1636 */
1461 1637
1638static int
1462static int do_throw(object *op, object *part, object *toss_item, int dir, object *skill) { 1639do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1640{
1463 object *throw_ob=toss_item, *left=NULL; 1641 object *throw_ob = toss_item, *left = NULL;
1464 tag_t left_tag; 1642 tag_t left_tag;
1465 int eff_str = 0,maxc,str=op->stats.Str,dam=0; 1643 int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1466 int pause_f,weight_f=0, mflags; 1644 int pause_f, weight_f = 0, mflags;
1467 float str_factor=1.0,load_factor=1.0,item_factor=1.0; 1645 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1468 mapstruct *m; 1646 mapstruct *m;
1469 sint16 sx, sy; 1647 sint16 sx, sy;
1470 tag_t tag; 1648 tag_t tag;
1471 1649
1472 if(throw_ob==NULL) { 1650 if (throw_ob == NULL)
1651 {
1473 if(op->type==PLAYER) { 1652 if (op->type == PLAYER)
1653 {
1474 new_draw_info(NDI_UNIQUE, 0,op,"You have nothing to throw."); 1654 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1475 } 1655 }
1476 return 0; 1656 return 0;
1477 } 1657 }
1478 if (QUERY_FLAG(throw_ob, FLAG_STARTEQUIP)) { 1658 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP))
1659 {
1479 if (op->type==PLAYER) { 1660 if (op->type == PLAYER)
1661 {
1480 new_draw_info(NDI_UNIQUE, 0, op, "The gods won't let you throw that."); 1662 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that.");
1481 } 1663 }
1482 return 0; 1664 return 0;
1483 } 1665 }
1484 1666
1485 /* Because throwing effectiveness must be reduced by the 1667 /* Because throwing effectiveness must be reduced by the
1486 * encumbrance of the thrower and weight of the object. THus, 1668 * encumbrance of the thrower and weight of the object. THus,
1487 * we use the concept of 'effective strength' as defined below. 1669 * we use the concept of 'effective strength' as defined below.
1488 */ 1670 */
1489 1671
1490 /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */ 1672 /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1491 if(str>MAX_STAT) { 1673 if (str > MAX_STAT)
1674 {
1492 str_factor = (float) str /(float) MAX_STAT; str = MAX_STAT; 1675 str_factor = (float) str / (float) MAX_STAT;
1493 } 1676 str = MAX_STAT;
1494 1677 }
1678
1495 /* the more we carry, the less we can throw. Limit only on players */ 1679 /* the more we carry, the less we can throw. Limit only on players */
1496 maxc=max_carry[str]*1000; 1680 maxc = max_carry[str] * 1000;
1497 if(op->carrying>maxc&&op->type==PLAYER) 1681 if (op->carrying > maxc && op->type == PLAYER)
1498 load_factor = (float)maxc/(float) op->carrying; 1682 load_factor = (float) maxc / (float) op->carrying;
1499 1683
1500 /* lighter items are thrown harder, farther, faster */ 1684 /* lighter items are thrown harder, farther, faster */
1501 if(throw_ob->weight>0) 1685 if (throw_ob->weight > 0)
1502 item_factor = (float) maxc/(float) (3.0 * throw_ob->weight); 1686 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1687 else
1503 else { /* 0 or negative weight?!? Odd object, can't throw it */ 1688 { /* 0 or negative weight?!? Odd object, can't throw it */
1504 new_draw_info_format(NDI_UNIQUE, 0,op,"You can't throw %s.\n", 1689 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob));
1505 query_name(throw_ob));
1506 return 0; 1690 return 0;
1507 }
1508 1691 }
1692
1509 eff_str = (int) (str * (load_factor<1.0?load_factor:1.0)); 1693 eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0));
1510 eff_str = (int) ((float) eff_str * item_factor * str_factor); 1694 eff_str = (int) ((float) eff_str * item_factor * str_factor);
1511 1695
1512 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to 1696 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1513 * account for super-strong throwers. */ 1697 * account for super-strong throwers. */
1514 if(eff_str>MAX_STAT) eff_str=MAX_STAT; 1698 if (eff_str > MAX_STAT)
1699 eff_str = MAX_STAT;
1515 1700
1516#ifdef DEBUG_THROW 1701#ifdef DEBUG_THROW
1517 LOG(llevDebug,"%s carries %d, eff_str=%d\n",op->name,op->carrying,eff_str); 1702 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1518 LOG(llevDebug," max_c=%d, item_f=%f, load_f=%f, str=%d\n",maxc, 1703 LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1519 item_factor,load_factor,op->stats.Str);
1520 LOG(llevDebug," str_factor=%f\n",str_factor); 1704 LOG (llevDebug, " str_factor=%f\n", str_factor);
1521 LOG(llevDebug," item %s weight= %d\n",throw_ob->name,throw_ob->weight); 1705 LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight);
1522#endif 1706#endif
1523 1707
1524 /* 3 things here prevent a throw, you aimed at your feet, you 1708 /* 3 things here prevent a throw, you aimed at your feet, you
1525 * have no effective throwing strength, or you threw at something 1709 * have no effective throwing strength, or you threw at something
1526 * that flying objects can't get through. 1710 * that flying objects can't get through.
1527 */ 1711 */
1528 mflags = get_map_flags(part->map,&m, part->x+freearr_x[dir],part->y+freearr_y[dir],&sx,&sy); 1712 mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy);
1529 1713
1530 if(!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || 1714 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1531 (GET_MAP_MOVE_BLOCK(m, sx, sy) & MOVE_FLY_LOW)) { 1715 {
1532 1716
1533 /* bounces off 'wall', and drops to feet */ 1717 /* bounces off 'wall', and drops to feet */
1534 remove_ob(throw_ob); 1718 remove_ob (throw_ob);
1535 throw_ob->x = part->x; throw_ob->y = part->y; 1719 throw_ob->x = part->x;
1720 throw_ob->y = part->y;
1536 insert_ob_in_map(throw_ob,part->map,op,0); 1721 insert_ob_in_map (throw_ob, part->map, op, 0);
1537 if(op->type==PLAYER) { 1722 if (op->type == PLAYER)
1723 {
1538 if(eff_str<=1) { 1724 if (eff_str <= 1)
1539 new_draw_info_format(NDI_UNIQUE, 0,op, 1725 {
1540 "Your load is so heavy you drop %s to the ground.", 1726 new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob));
1541 query_name(throw_ob));
1542 } 1727 }
1543 else if(!dir) { 1728 else if (!dir)
1729 {
1544 new_draw_info_format(NDI_UNIQUE, 0,op,"You throw %s at the ground.", 1730 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1545 query_name(throw_ob));
1546 } 1731 }
1547 else 1732 else
1548 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1733 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1549 } 1734 }
1550 return 0; 1735 return 0;
1551 } /* if object can't be thrown */ 1736 } /* if object can't be thrown */
1552 1737
1553 left = throw_ob; /* these are throwing objects left to the player */ 1738 left = throw_ob; /* these are throwing objects left to the player */
1554 left_tag = left->count; 1739 left_tag = left->count;
1555 1740
1556 /* sometimes get_split_ob can't split an object (because op->nrof==0?) 1741 /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1557 * and returns NULL. We must use 'left' then 1742 * and returns NULL. We must use 'left' then
1558 */ 1743 */
1559 1744
1560 if((throw_ob = get_split_ob(throw_ob, 1))==NULL) { 1745 if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL)
1746 {
1561 throw_ob = left; 1747 throw_ob = left;
1562 remove_ob(left); 1748 remove_ob (left);
1563 if (op->type==PLAYER) 1749 if (op->type == PLAYER)
1564 esrv_del_item(op->contr, left->count); 1750 esrv_del_item (op->contr, left->count);
1565 } 1751 }
1566 else if (op->type==PLAYER) { 1752 else if (op->type == PLAYER)
1753 {
1567 if (was_destroyed (left, left_tag)) 1754 if (was_destroyed (left, left_tag))
1568 esrv_del_item(op->contr, left_tag); 1755 esrv_del_item (op->contr, left_tag);
1569 else 1756 else
1570 esrv_update_item(UPD_NROF, op, left); 1757 esrv_update_item (UPD_NROF, op, left);
1571 } 1758 }
1572 1759
1573 /* special case: throwing powdery substances like dust, dirt */ 1760 /* special case: throwing powdery substances like dust, dirt */
1574 if(throw_ob->type == POTION && throw_ob->subtype == POT_DUST) { 1761 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1762 {
1575 cast_dust(op,throw_ob,dir); 1763 cast_dust (op, throw_ob, dir);
1576 return 1; 1764 return 1;
1577 } 1765 }
1578 1766
1579 /* Make a thrown object -- insert real object in a 'carrier' object. 1767 /* Make a thrown object -- insert real object in a 'carrier' object.
1580 * If unsuccessfull at making the "thrown_obj", we just reinsert 1768 * If unsuccessfull at making the "thrown_obj", we just reinsert
1581 * the original object back into inventory and exit 1769 * the original object back into inventory and exit
1582 */ 1770 */
1583 if((toss_item = make_throw_ob(throw_ob))) { 1771 if ((toss_item = make_throw_ob (throw_ob)))
1772 {
1584 throw_ob = toss_item; 1773 throw_ob = toss_item;
1585 throw_ob->skill = skill->skill; 1774 throw_ob->skill = skill->skill;
1775 }
1776 else
1586 } 1777 {
1587 else {
1588 insert_ob_in_ob(throw_ob,op); 1778 insert_ob_in_ob (throw_ob, op);
1589 return 0; 1779 return 0;
1590 } 1780 }
1591 1781
1592 set_owner(throw_ob,op); 1782 set_owner (throw_ob, op);
1593 /* At some point in the attack code, the actual real object (op->inv) 1783 /* At some point in the attack code, the actual real object (op->inv)
1594 * becomes the hitter. As such, we need to make sure that has a proper 1784 * becomes the hitter. As such, we need to make sure that has a proper
1595 * owner value so exp goes to the right place. 1785 * owner value so exp goes to the right place.
1596 */ 1786 */
1597 set_owner(throw_ob->inv,op); 1787 set_owner (throw_ob->inv, op);
1598 throw_ob->direction=dir; 1788 throw_ob->direction = dir;
1599 throw_ob->x = part->x; 1789 throw_ob->x = part->x;
1600 throw_ob->y = part->y; 1790 throw_ob->y = part->y;
1601 1791
1602 /* the damage bonus from the force of the throw */ 1792 /* the damage bonus from the force of the throw */
1603 dam = (int) (str_factor * dam_bonus[eff_str]); 1793 dam = (int) (str_factor * dam_bonus[eff_str]);
1604 1794
1605 /* Now, lets adjust the properties of the thrown_ob. */ 1795 /* Now, lets adjust the properties of the thrown_ob. */
1606 1796
1607 /* how far to fly */ 1797 /* how far to fly */
1608 throw_ob->last_sp = (eff_str*3)/5; 1798 throw_ob->last_sp = (eff_str * 3) / 5;
1609 1799
1610 /* speed */ 1800 /* speed */
1611 throw_ob->speed = (speed_bonus[eff_str]+1.0)/1.5; 1801 throw_ob->speed = (speed_bonus[eff_str] + 1.0) / 1.5;
1612 throw_ob->speed = MIN(1.0,throw_ob->speed); /* no faster than an arrow! */ 1802 throw_ob->speed = MIN (1.0, throw_ob->speed); /* no faster than an arrow! */
1613 1803
1614 /* item damage. Eff_str and item weight influence damage done */ 1804 /* item damage. Eff_str and item weight influence damage done */
1615 weight_f = (throw_ob->weight/2000)>MAX_STAT?MAX_STAT:(throw_ob->weight/2000); 1805 weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000);
1616 throw_ob->stats.dam += (dam/3) + dam_bonus[weight_f] 1806 throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1617 + (throw_ob->weight/15000) - 2;
1618 1807
1619 /* chance of breaking. Proportional to force used and weight of item */ 1808 /* chance of breaking. Proportional to force used and weight of item */
1620 throw_ob->stats.food = (dam/2) + (throw_ob->weight/60000); 1809 throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1621 1810
1622 /* replace 25 with a call to clone.arch wc? messes up w/ NPC */ 1811 /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1623 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] 1812 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1624 - thaco_bonus[eff_str] - skill->level;
1625
1626 1813
1814
1627 /* the properties of objects which are meant to be thrown (ie dart, 1815 /* the properties of objects which are meant to be thrown (ie dart,
1628 * throwing knife, etc) will differ from ordinary items. Lets tailor 1816 * throwing knife, etc) will differ from ordinary items. Lets tailor
1629 * this stuff in here. 1817 * this stuff in here.
1630 */ 1818 */
1631 1819
1632 if(QUERY_FLAG(throw_ob->inv,FLAG_IS_THROWN)) { 1820 if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN))
1821 {
1633 throw_ob->last_sp += eff_str/3; /* fly a little further */ 1822 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1634 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; 1823 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1635 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; 1824 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1636 /* only throw objects get directional faces */ 1825 /* only throw objects get directional faces */
1637 if(GET_ANIM_ID(throw_ob) && NUM_ANIMATIONS(throw_ob)) 1826 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob))
1638 SET_ANIMATION(throw_ob, dir); 1827 SET_ANIMATION (throw_ob, dir);
1639 } else { 1828 }
1829 else
1830 {
1640 /* some materials will adjust properties.. */ 1831 /* some materials will adjust properties.. */
1641 if(throw_ob->material&M_LEATHER) { 1832 if (throw_ob->material & M_LEATHER)
1833 {
1642 throw_ob->stats.dam -= 1; 1834 throw_ob->stats.dam -= 1;
1643 throw_ob->stats.food -= 10; 1835 throw_ob->stats.food -= 10;
1644 } 1836 }
1645 if(throw_ob->material&M_GLASS) throw_ob->stats.food += 60; 1837 if (throw_ob->material & M_GLASS)
1646 1838 throw_ob->stats.food += 60;
1839
1647 if(throw_ob->material&M_ORGANIC) { 1840 if (throw_ob->material & M_ORGANIC)
1841 {
1648 throw_ob->stats.dam -= 3; 1842 throw_ob->stats.dam -= 3;
1649 throw_ob->stats.food += 55; 1843 throw_ob->stats.food += 55;
1650 } 1844 }
1651 if(throw_ob->material&M_PAPER||throw_ob->material&M_CLOTH) { 1845 if (throw_ob->material & M_PAPER || throw_ob->material & M_CLOTH)
1652 throw_ob->stats.dam -= 5; throw_ob->speed *= 0.8;
1653 throw_ob->stats.wc += 3; throw_ob->stats.food -= 30;
1654 } 1846 {
1847 throw_ob->stats.dam -= 5;
1848 throw_ob->speed *= 0.8;
1849 throw_ob->stats.wc += 3;
1850 throw_ob->stats.food -= 30;
1851 }
1655 /* light obj have more wind resistance, fly slower*/ 1852 /* light obj have more wind resistance, fly slower */
1656 if(throw_ob->weight>500) throw_ob->speed *= 0.8; 1853 if (throw_ob->weight > 500)
1657 if(throw_ob->weight>50) throw_ob->speed *= 0.5; 1854 throw_ob->speed *= 0.8;
1658 1855 if (throw_ob->weight > 50)
1659 } /* else tailor thrown object */ 1856 throw_ob->speed *= 0.5;
1660 1857
1858 } /* else tailor thrown object */
1859
1661 /* some limits, and safeties (needed?) */ 1860 /* some limits, and safeties (needed?) */
1662 if(throw_ob->stats.dam<0) throw_ob->stats.dam=0; 1861 if (throw_ob->stats.dam < 0)
1663 if(throw_ob->last_sp>eff_str) throw_ob->last_sp=eff_str; 1862 throw_ob->stats.dam = 0;
1664 if(throw_ob->stats.food<0) throw_ob->stats.food=0; 1863 if (throw_ob->last_sp > eff_str)
1665 if(throw_ob->stats.food>100) throw_ob->stats.food=100; 1864 throw_ob->last_sp = eff_str;
1666 if(throw_ob->stats.wc>30) throw_ob->stats.wc=30; 1865 if (throw_ob->stats.food < 0)
1866 throw_ob->stats.food = 0;
1867 if (throw_ob->stats.food > 100)
1868 throw_ob->stats.food = 100;
1869 if (throw_ob->stats.wc > 30)
1870 throw_ob->stats.wc = 30;
1667 1871
1668 /* how long to pause the thrower. Higher values mean less pause */ 1872 /* how long to pause the thrower. Higher values mean less pause */
1669 pause_f = ((2*eff_str)/3)+20+skill->level; 1873 pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1670 1874
1671 /* Put a lower limit on this */ 1875 /* Put a lower limit on this */
1672 if (pause_f < 10) pause_f=10; 1876 if (pause_f < 10)
1673 if (pause_f > 100) pause_f=100; 1877 pause_f = 10;
1878 if (pause_f > 100)
1879 pause_f = 100;
1674 1880
1675 /* Changed in 0.94.2 - the calculation before was really goofy. 1881 /* Changed in 0.94.2 - the calculation before was really goofy.
1676 * In short summary, a throw can take anywhere between speed 5 and 1882 * In short summary, a throw can take anywhere between speed 5 and
1677 * speed 0.5 1883 * speed 0.5
1678 */ 1884 */
1679 op->speed_left -= 50 / pause_f; 1885 op->speed_left -= 50 / pause_f;
1680 1886
1681 update_ob_speed(throw_ob); 1887 update_ob_speed (throw_ob);
1682 throw_ob->speed_left = 0; 1888 throw_ob->speed_left = 0;
1683 throw_ob->map = part->map; 1889 throw_ob->map = part->map;
1684 1890
1685 throw_ob->move_type = MOVE_FLY_LOW; 1891 throw_ob->move_type = MOVE_FLY_LOW;
1686 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; 1892 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1687 1893
1688#if 0 1894#if 0
1689 /* need to put in a good sound for this */ 1895 /* need to put in a good sound for this */
1690 play_sound_map(op->map, op->x, op->y, SOUND_THROW_OBJ); 1896 play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1691#endif 1897#endif
1898
1692/* Lauwenmark - Now we can call the associated script_throw event (if any) */ 1899/* Lauwenmark - Now we can call the associated script_throw event (if any) */
1693 INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op)); 1900 INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op));
1694#ifdef DEBUG_THROW 1901#ifdef DEBUG_THROW
1695 LOG(llevDebug," pause_f=%d \n",pause_f); 1902 LOG (llevDebug, " pause_f=%d \n", pause_f);
1696 LOG(llevDebug," %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n", 1903 LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1697 throw_ob->name,throw_ob->stats.wc,throw_ob->stats.dam, 1904 throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food);
1698 throw_ob->last_sp,throw_ob->speed,throw_ob->stats.food);
1699 LOG(llevDebug,"inserting tossitem (%d) into map\n",throw_ob->count); 1905 LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1700#endif 1906#endif
1701 tag = throw_ob->count; 1907 tag = throw_ob->count;
1702 insert_ob_in_map(throw_ob,part->map,op,0); 1908 insert_ob_in_map (throw_ob, part->map, op, 0);
1703 if (!was_destroyed (throw_ob, tag)) 1909 if (!was_destroyed (throw_ob, tag))
1704 move_arrow(throw_ob); 1910 move_arrow (throw_ob);
1705 return 1; 1911 return 1;
1706} 1912}
1707 1913
1914int
1708int skill_throw (object *op, object *part, int dir, const char *params, object *skill) { 1915skill_throw (object *op, object *part, int dir, const char *params, object *skill)
1916{
1709 object *throw_ob; 1917 object *throw_ob;
1710 1918
1711 if(op->type==PLAYER) 1919 if (op->type == PLAYER)
1712 throw_ob = find_throw_ob(op,params); 1920 throw_ob = find_throw_ob (op, params);
1713 else 1921 else
1714 throw_ob = find_mon_throw_ob(op); 1922 throw_ob = find_mon_throw_ob (op);
1715 1923
1716 return do_throw(op,part, throw_ob,dir, skill); 1924 return do_throw (op, part, throw_ob, dir, skill);
1717} 1925}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines