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Comparing deliantra/server/server/skills.C (file contents):
Revision 1.27 by root, Tue Apr 24 12:32:16 2007 UTC vs.
Revision 1.108 by root, Wed Dec 12 02:13:05 2012 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <object.h> 26#include <object.h>
27#include <sproto.h> 27#include <sproto.h>
40 return -1; 40 return -1;
41 41
42 /* Only prohibit stealing if the player does not have a free 42 /* Only prohibit stealing if the player does not have a free
43 * hand available and in fact does have hands. 43 * hand available and in fact does have hands.
44 */ 44 */
45 if (op->type == PLAYER && op->body_used[BODY_ARMS] <= 0 && op->body_info[BODY_ARMS]) 45 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info)
46 { 46 {
47 new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!"); 47 op->failmsg ("But you have no free hands to steal with! "
48 "H<Try to unapply weapons or things you hold in your hands, use the C<body> command.>");
48 return -1; 49 return -1;
49 } 50 }
50 51
51 /* ADJUSTMENTS */ 52 /* ADJUSTMENTS */
52 53
53 /* Its harder to steal from hostile beings! */ 54 /* It's harder to steal from hostile beings! */
54 if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 55 if (!victim->flag [FLAG_UNAGGRESSIVE])
55 roll = roll / 2; 56 roll = roll / 2;
56 57
57 /* Easier to steal from sleeping beings, or if the thief is 58 /* Easier to steal from sleeping beings, or if the thief is
58 * unseen */ 59 * unseen */
59 if (QUERY_FLAG (victim, FLAG_SLEEP)) 60 if (victim->flag [FLAG_SLEEP])
60 roll = roll * 3; 61 roll = roll * 3;
61 else if (op->invisible) 62 else if (op->invisible)
62 roll = roll * 2; 63 roll = roll * 2;
63 64
64 /* check stealing 'encumberance'. Having this equipment applied makes 65 /* check stealing 'encumberance'. Having this equipment applied makes
65 * it quite a bit harder to steal. 66 * it quite a bit harder to steal.
66 */ 67 */
67 for (equip = op->inv; equip; equip = equip->below) 68 for (equip = op->inv; equip; equip = equip->below)
68 { 69 {
69 if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED)) 70 if (equip->type == WEAPON && equip->flag [FLAG_APPLIED])
70 {
71 roll -= equip->weight / 10000; 71 roll -= equip->weight / 10000;
72 } 72
73 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED)) 73 if (equip->type == BOW && equip->flag [FLAG_APPLIED])
74 roll -= equip->weight / 5000; 74 roll -= equip->weight / 5000;
75
75 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) 76 if (equip->type == SHIELD && equip->flag [FLAG_APPLIED])
76 {
77 roll -= equip->weight / 2000; 77 roll -= equip->weight / 2000;
78 } 78
79 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED)) 79 if (equip->type == ARMOUR && equip->flag [FLAG_APPLIED])
80 roll -= equip->weight / 5000; 80 roll -= equip->weight / 5000;
81
81 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED)) 82 if (equip->type == GLOVES && equip->flag [FLAG_APPLIED])
82 roll -= equip->weight / 100; 83 roll -= equip->weight / 100;
83 } 84 }
85
84 if (roll < 0) 86 if (roll < 0)
85 roll = 0; 87 roll = 0;
88
86 return roll; 89 return roll;
87} 90}
88 91
89/* 92/*
90 * When stealing: dependent on the intelligence/wisdom of whom you're 93 * When stealing: dependent on the intelligence/wisdom of whom you're
93 * or not. 96 * or not.
94 * op is the target (person being pilfered) 97 * op is the target (person being pilfered)
95 * who is the person doing the stealing. 98 * who is the person doing the stealing.
96 * skill is the skill object (stealing). 99 * skill is the skill object (stealing).
97 */ 100 */
98
99static int 101static int
100attempt_steal (object *op, object *who, object *skill) 102attempt_steal (object *op, object *who, object *skill)
101{ 103{
102 object *success = NULL, *tmp = NULL, *next; 104 object *success = NULL, *tmp = NULL, *next;
103 int roll = 0, chance = 0, stats_value; 105 int roll = 0, chance = 0, stats_value;
104 rv_vector rv; 106 rv_vector rv;
105 107
106 stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2; 108 stats_value = (who->stats.Dex + who->stats.Int) * 3 / 2;
107 109
108 /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them) 110 /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them)
109 * they will try to prevent stealing if they can. Only unseen theives will 111 * they will try to prevent stealing if they can. Only unseen theives will
110 * have much chance of success. 112 * have much chance of success.
111 */ 113 */
112 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL)) 114 if (!op->is_player () && op->flag [FLAG_NO_STEAL])
113 { 115 {
114 if (can_detect_enemy (op, who, &rv)) 116 if (can_detect_enemy (op, who, &rv))
115 { 117 {
116 npc_call_help (op); 118 npc_call_help (op);
117 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 119 op->clr_flag (FLAG_UNAGGRESSIVE);
118 new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); 120 who->failmsg ("Your attempt is prevented!");
119 return 0; 121 return 0;
120 } 122 }
121 else /* help npc to detect thief next time by raising its wisdom */ 123 else /* help npc to detect thief next time by raising its wisdom */
122 op->stats.Wis += (op->stats.Int / 5) + 1; 124 op->stats.Wis += (op->stats.Int / 5) + 1;
125
123 if (op->stats.Wis > MAX_STAT) 126 if (op->stats.Wis > MAX_STAT)
124 op->stats.Wis = MAX_STAT; 127 op->stats.Wis = MAX_STAT;
125 } 128 }
126 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ)) 129
127 { 130 if (op->is_player () && op->flag [FLAG_WIZ])
128 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n");
129 return 0;
130 } 131 {
131#ifdef PROHIBIT_PLAYERKILL 132 who->failmsg ("You can't steal from the dungeon master!\n");
132 if (op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful)) 133 return 0;
133 { 134 }
134 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); 135
135 return 0; 136 // only allow stealing between hostile players (TODO: probably should change)
137 if (op->is_player () && who->is_player () && (who->contr->peaceful || op->contr->peaceful))
136 } 138 {
137#else 139 who->failmsg ("You can't steal from other players!\n");
138 if (op->type == PLAYER && who->type == PLAYER && settings.no_player_stealing) 140 return 0;
139 { 141 }
140 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
141 return 0;
142 }
143#endif
144 142
145
146 /* Ok then, go thru their inventory, stealing */ 143 /* Ok then, go through their inventory, stealing */
147 for (tmp = op->inv; tmp != NULL; tmp = next) 144 for (tmp = op->inv; tmp; tmp = next)
148 { 145 {
149 next = tmp->below; 146 next = tmp->below;
150 147
151 /* you can't steal worn items, starting items, wiz stuff, 148 /* you can't steal worn items, starting items, wiz stuff,
152 * innate abilities, or items w/o a type. Generally 149 * innate abilities, or items w/o a type. Generally
156 * future possible problems. -b.t. 153 * future possible problems. -b.t.
157 * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL 154 * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL
158 * already -b.t. 155 * already -b.t.
159 */ 156 */
160 157
161 if (QUERY_FLAG (tmp, FLAG_WAS_WIZ) || QUERY_FLAG (tmp, FLAG_APPLIED) 158 if (tmp->flag [FLAG_APPLIED]
162 || !(tmp->type) 159 || !tmp->type
163 || tmp->type == SPELL 160 || tmp->type == SPELL
164 || QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_STEAL) || tmp->invisible) 161 || tmp->flag [FLAG_STARTEQUIP]
162 || tmp->flag [FLAG_NO_STEAL]
163 || tmp->invisible)
165 continue; 164 continue;
166 165
167 /* Okay, try stealing this item. Dependent on dexterity of thief, 166 /* Okay, try stealing this item. Dependent on dexterity of thief,
168 * skill level, see the adj_stealroll fctn for more detail. 167 * skill level, see the adj_stealroll fctn for more detail.
169 */ 168 */
182 */ 181 */
183 if (tmp->destroyed () || tmp->env != op) 182 if (tmp->destroyed () || tmp->env != op)
184 { 183 {
185 /* for players, play_sound: steals item */ 184 /* for players, play_sound: steals item */
186 success = tmp; 185 success = tmp;
187 CLEAR_FLAG (tmp, FLAG_INV_LOCKED); 186 tmp->clr_flag (FLAG_INV_LOCKED);
188
189 /* Don't delete it from target player until we know
190 * the thief has picked it up. can't just look at tmp->count,
191 * as it's possible that it got merged when picked up.
192 */
193 if (op->type == PLAYER)
194 esrv_del_item (op->contr, tmp->count);
195 } 187 }
188
196 break; 189 break;
197 } 190 }
198 } /* for loop looking for an item */ 191 } /* for loop looking for an item */
199 192
200 if (!tmp) 193 if (!tmp)
209 */ 202 */
210 203
211 if ((roll >= skill->level) || !chance 204 if ((roll >= skill->level) || !chance
212 || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW))))) 205 || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW)))))
213 { 206 {
214
215 /* victim figures out where the thief is! */ 207 /* victim figures out where the thief is! */
216 if (who->hide) 208 if (who->flag [FLAG_HIDDEN])
217 make_visible (who); 209 make_visible (who);
218 210
219 if (op->type != PLAYER) 211 if (op->type != PLAYER)
220 { 212 {
221 /* The unaggressives look after themselves 8) */ 213 /* The unaggressives look after themselves 8) */
222 if (who->type == PLAYER) 214 if (who->type == PLAYER)
223 { 215 {
224 npc_call_help (op); 216 npc_call_help (op);
225 new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op)); 217 new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op));
226 } 218 }
227 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 219
220 op->clr_flag (FLAG_UNAGGRESSIVE);
228 /* all remaining npc items are guarded now. Set flag NO_STEAL 221 /* all remaining npc items are guarded now. Set flag NO_STEAL
229 * on the victim. 222 * on the victim.
230 */ 223 */
231 SET_FLAG (op, FLAG_NO_STEAL); 224 op->set_flag (FLAG_NO_STEAL);
232 } 225 }
233 else 226 else
234 { /* stealing from another player */ 227 { /* stealing from another player */
235 char buf[MAX_BUF]; 228 char buf[MAX_BUF];
236 229
237 /* Notify the other player */ 230 /* Notify the other player */
238 if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW)) 231 if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW))
239 {
240 sprintf (buf, "Your %s is missing!", query_name (success)); 232 sprintf (buf, "Your %s is missing!", query_name (success));
241 }
242 else 233 else
243 {
244 sprintf (buf, "Your pack feels strangely lighter."); 234 sprintf (buf, "Your pack feels strangely lighter.");
245 } 235
246 new_draw_info (NDI_UNIQUE, 0, op, buf); 236 new_draw_info (NDI_UNIQUE, 0, op, buf);
247 if (!success) 237 if (!success)
248 { 238 {
249 if (who->invisible) 239 if (who->invisible)
250 {
251 sprintf (buf, "you feel itchy fingers getting at your pack."); 240 sprintf (buf, "you feel itchy fingers getting at your pack.");
252 }
253 else 241 else
254 {
255 sprintf (buf, "%s looks very shifty.", query_name (who)); 242 sprintf (buf, "%s looks very shifty.", query_name (who));
256 } 243
257 new_draw_info (NDI_UNIQUE, 0, op, buf); 244 new_draw_info (NDI_UNIQUE, 0, op, buf);
258 } 245 }
259 } /* else stealing from another player */ 246 } /* else stealing from another player */
260 /* play_sound("stop! thief!"); kindofthing */ 247 /* play_sound("stop! thief!"); kindofthing */
261 } /* if you weren't 100% successful */ 248 } /* if you weren't 100% successful */
249
262 return success ? 1 : 0; 250 return success ? 1 : 0;
263} 251}
264
265 252
266int 253int
267steal (object *op, int dir, object *skill) 254steal (object *op, int dir, object *skill)
268{ 255{
269 object *tmp, *next; 256 object *tmp, *next;
273 260
274 x = op->x + freearr_x[dir]; 261 x = op->x + freearr_x[dir];
275 y = op->y + freearr_y[dir]; 262 y = op->y + freearr_y[dir];
276 263
277 if (dir == 0) 264 if (dir == 0)
278 { 265 return 0; // you can't steal from ourself!
279 /* Can't steal from ourself! */
280 return 0;
281 }
282 266
283 m = op->map; 267 m = op->map;
284 mflags = get_map_flags (m, &m, x, y, &x, &y); 268 mflags = get_map_flags (m, &m, x, y, &x, &y);
285 /* Out of map - can't do it. If nothing alive on this space, 269 /* Out of map - can't do it. If nothing alive on this space,
286 * don't need to look any further. 270 * don't need to look any further.
294 278
295 /* Find the topmost object at this spot */ 279 /* Find the topmost object at this spot */
296 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above); 280 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
297 281
298 /* For all the stacked objects at this point, attempt a steal */ 282 /* For all the stacked objects at this point, attempt a steal */
299 for (; tmp != NULL; tmp = next) 283 for (; tmp; tmp = next)
300 { 284 {
301 next = tmp->below; 285 next = tmp->below;
302 /* Minor hack--for multi square beings - make sure we get 286 /* Minor hack--for multi square beings - make sure we get
303 * the 'head' coz 'tail' objects have no inventory! - b.t. 287 * the 'head' coz 'tail' objects have no inventory! - b.t.
304 */ 288 */
305 if (tmp->head) 289 if (tmp->head)
306 tmp = tmp->head; 290 tmp = tmp->head;
307 291
308 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 292 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
309 continue; 293 continue;
310 294
311 /* do not reveal hidden DMs */
312 if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)
313 continue;
314 if (attempt_steal (tmp, op, skill)) 295 if (attempt_steal (tmp, op, skill))
315 { 296 {
316 if (tmp->type == PLAYER) /* no xp for stealing from another player */ 297 if (tmp->type == PLAYER) /* no xp for stealing from another player */
317 return 0; 298 return 0;
318 299
319 /* no xp for stealing from pets (of players) */ 300 /* no xp for stealing from pets (of players) */
320 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 301 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
321 { 302 {
322 object *owner = tmp->owner; 303 object *owner = tmp->owner;
323 304
324 if (owner != NULL && owner->type == PLAYER) 305 if (owner && owner->type == PLAYER)
325 return 0; 306 return 0;
326 } 307 }
327 308
328 // reduce monster experience by experience we gained, as to 309 // reduce monster experience by experience we gained, as to
329 // limit the amount of exp that can be gained by stealing from monsters 310 // limit the amount of exp that can be gained by stealing from monsters
330 // (jessies gave ~20,000,000 exp otherwise. 311 // (jessies gave ~20,000,000 exp otherwise.
331 int exp = calc_skill_exp (op, tmp, skill); 312 int exp = calc_skill_exp (op, tmp, skill);
332 313
333 exp = MIN (tmp->stats.exp, exp); 314 exp = min (tmp->stats.exp, exp);
334 tmp->stats.exp -= exp; 315 tmp->stats.exp -= exp;
335 return exp; 316 return exp;
336 } 317 }
337 } 318 }
319
338 return 0; 320 return 0;
339} 321}
340 322
341static int 323static int
342attempt_pick_lock (object *door, object *pl, object *skill) 324attempt_pick_lock (object *door, object *pl, object *skill)
369 351
370int 352int
371pick_lock (object *pl, int dir, object *skill) 353pick_lock (object *pl, int dir, object *skill)
372{ 354{
373 object *tmp; 355 object *tmp;
374 int x = pl->x + freearr_x[dir];
375 int y = pl->y + freearr_y[dir];
376 356
377 if (!dir) 357 if (!dir)
378 dir = pl->facing; 358 dir = pl->facing;
379 359
360 mapxy pos (pl); pos.move (dir);
361
380 /* For all the stacked objects at this point find a door */ 362 /* For all the stacked objects at this point find a door */
381 if (out_of_map (pl->map, x, y)) 363 if (!pos.normalise ())
382 {
383 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
384 return 0;
385 } 364 {
365 pl->failmsg ("There is no lock there.");
366 return 0;
367 }
386 368
387 for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above) 369 for (tmp = pos->bot; tmp; tmp = tmp->above)
388 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 370 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
389 break; 371 break;
390 372
391 if (!tmp) 373 if (!tmp)
392 { 374 {
393 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); 375 pl->failmsg ("There is no lock there.");
394 return 0; 376 return 0;
395 } 377 }
378
396 if (tmp->type == LOCKED_DOOR) 379 if (tmp->type == LOCKED_DOOR)
397 { 380 {
398 new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!"); 381 pl->failmsg ("You can't pick that lock! H<You need the right key, no matter how skilled you might be.>");
399 return 0; 382 return 0;
400 } 383 }
401 384
402 if (!tmp->move_block) 385 if (!tmp->move_block)
403 { 386 {
404 new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!"); 387 pl->failmsg ("The door has no lock!");
405 return 0; 388 return 0;
406 } 389 }
407 390
408 if (attempt_pick_lock (tmp, pl, skill)) 391 if (attempt_pick_lock (tmp, pl, skill))
409 { 392 {
414 { 397 {
415 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock."); 398 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock.");
416 return 0; 399 return 0;
417 } 400 }
418} 401}
419
420 402
421/* HIDE CODE. The user becomes undetectable (not just 'invisible') for 403/* HIDE CODE. The user becomes undetectable (not just 'invisible') for
422 * a short while (success and duration dependant on player SK_level, 404 * a short while (success and duration dependant on player SK_level,
423 * dexterity, charisma, and map difficulty). 405 * dexterity, charisma, and map difficulty).
424 * Players have a good chance of becoming 'unhidden' if they move 406 * Players have a good chance of becoming 'unhidden' if they move
425 * and like invisiblity will be come visible if they attack 407 * and like invisiblity will be come visible if they attack
426 * Implemented by b.t. (thomas@astro.psu.edu) 408 * Implemented by b.t. (thomas@astro.psu.edu)
427 * July 7, 1995 - made hiding possible for monsters. -b.t. 409 * July 7, 1995 - made hiding possible for monsters. -b.t.
428 */ 410 */
429
430static int 411static int
431attempt_hide (object *op, object *skill) 412attempt_hide (object *op, object *skill)
432{ 413{
433 int number, difficulty = op->map->difficulty; 414 int number, difficulty = op->map->difficulty;
434 int terrain = hideability (op); 415 int terrain = hideability (op);
437 return 0; 418 return 0;
438 419
439 /* Hiding success and duration dependant on skill level, 420 /* Hiding success and duration dependant on skill level,
440 * op->stats.Dex, map difficulty and terrain. 421 * op->stats.Dex, map difficulty and terrain.
441 */ 422 */
442
443 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2; 423 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
424
444 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) 425 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
445 { 426 {
446 op->invisible += 100; /* set the level of 'hiddeness' */ 427 op->invisible += 100; /* set the level of 'hiddeness' */
428
447 if (op->type == PLAYER) 429 if (op->type == PLAYER)
448 op->contr->tmp_invis = 1; 430 op->contr->tmp_invis = 1;
449 op->hide = 1; 431
432 op->flag [FLAG_HIDDEN] = 1;
450 return 1; 433 return 1;
451 } 434 }
435
452 return 0; 436 return 0;
453} 437}
454 438
455/* patched this to take terrain into consideration */ 439/* patched this to take terrain into consideration */
456int 440int
457hide (object *op, object *skill) 441hide (object *op, object *skill)
458{ 442{
459
460 /* the preliminaries -- Can we really hide now? */ 443 /* the preliminaries -- Can we really hide now? */
461 /* this keeps monsters from using invisibilty spells and hiding */ 444 /* this keeps monsters from using invisibilty spells and hiding */
462 445
463 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 446 if (op->flag [FLAG_MAKE_INVIS])
464 { 447 {
465 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!"); 448 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
466 return 0; 449 return 0;
467 } 450 }
468 else if (!op->hide && op->invisible > 0 && op->type == PLAYER) 451 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER)
469 { 452 {
470 new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!"); 453 new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!");
471 make_visible (op); 454 make_visible (op);
472 } 455 }
473 456
474 if (op->invisible > (50 * skill->level)) 457 if (op->invisible > 50 * skill->level)
475 { 458 {
476 new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get."); 459 new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get.");
477 return 0; 460 return 0;
478 } 461 }
479 462
481 { 464 {
482 new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows."); 465 new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows.");
483 update_object (op, UP_OBJ_FACE); 466 update_object (op, UP_OBJ_FACE);
484 return calc_skill_exp (op, NULL, skill); 467 return calc_skill_exp (op, NULL, skill);
485 } 468 }
469
486 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself."); 470 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself.");
487 return 0; 471 return 0;
488} 472}
489
490 473
491/* stop_jump() - End of jump. Clear flags, restore the map, and 474/* stop_jump() - End of jump. Clear flags, restore the map, and
492 * freeze the jumper a while to simulate the exhaustion 475 * freeze the jumper a while to simulate the exhaustion
493 * of jumping. 476 * of jumping.
494 */ 477 */
495static void 478static void
496stop_jump (object *pl, int dist, int spaces) 479stop_jump (object *pl, int dist, int spaces)
497{ 480{
498 pl->update_stats (); 481 pl->update_stats ();
499 pl->map->insert (pl, pl->x, pl->y, pl); 482 pl->map->insert (pl, pl->x, pl->y, pl);
483 pl->speed_left -= pl->speed * 8.;
500} 484}
501 485
502static int 486static int
503attempt_jump (object *pl, int dir, int spaces, object *skill) 487attempt_jump (object *pl, int dir, int spaces, object *skill)
504{ 488{
505 object *tmp; 489 object *tmp;
506 int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags; 490 int i, dx = freearr_x[dir], dy = freearr_y[dir], mflags;
507 sint16 x, y; 491 sint16 x, y;
508 maptile *m; 492 maptile *m;
509 493
510 /* Jump loop. Go through spaces opject wants to jump. Halt the 494 /* Jump loop. Go through spaces object wants to jump. Halt the
511 * jump if a wall or creature is in the way. We set FLAG_FLYING 495 * jump if a wall or creature is in the way. We set FLAG_FLYING
512 * temporarily to allow player to aviod exits/archs that are not 496 * temporarily to allow player to aviod exits/archs that are not
513 * fly_on, fly_off. This will also prevent pickup of objects 497 * fly_on, fly_off. This will also prevent pickup of objects
514 * while jumping over them. 498 * while jumping over them.
515 */ 499 */
516
517 pl->remove (); 500 pl->remove ();
518
519 /*
520 * I don't think this is actually needed - all the movement
521 * code is handled in this function, and I don't see anyplace
522 * that cares about the move_type being flying.
523 */
524 pl->move_type |= MOVE_FLY_LOW; 501 pl->move_type |= MOVE_FLY_LOW;
525 502
526 for (i = 0; i <= spaces; i++) 503 for (i = 0; i <= spaces; i++)
527 { 504 {
528 x = pl->x + dx; 505 x = pl->x + dx;
531 508
532 mflags = get_map_flags (m, &m, x, y, &x, &y); 509 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 510
534 if (mflags & P_OUT_OF_MAP) 511 if (mflags & P_OUT_OF_MAP)
535 { 512 {
536 (void) stop_jump (pl, i, spaces); 513 stop_jump (pl, i, spaces);
537 return 0; 514 return 0;
538 } 515 }
516
517 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
518 {
519 /* Jump into creature */
520 if (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
521 {
522 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
523
524 stop_jump (pl, i, spaces);
525
526 int exp = 0;
527
528 if (tmp->type != PLAYER
529 || (pl->type == PLAYER && !pl->contr->party)
530 || (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
531 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
532
533 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
534 }
535 }
536
539 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y))) 537 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
540 { 538 {
541 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); 539 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
542 stop_jump (pl, i, spaces); 540 stop_jump (pl, i, spaces);
543 return 0; 541 return 0;
544 } 542 }
545 543
546 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
547 {
548 /* Jump into creature */
549 if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
550 {
551 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
552 if (tmp->type != PLAYER ||
553 (pl->type == PLAYER && pl->contr->party == NULL) ||
554 (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
555 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
556 stop_jump (pl, i, spaces);
557 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
558 }
559 /* If the space has fly on set (no matter what the space is),
560 * we should get the effects - after all, the player is
561 * effectively flying.
562 */
563 if (tmp->move_on & MOVE_FLY_LOW)
564 {
565 pl->x = x;
566 pl->y = y;
567 pl->map = m;
568 stop_jump (pl, i, spaces);
569 return calc_skill_exp (pl, NULL, skill);
570 }
571 }
572 pl->x = x; 544 pl->x = x;
573 pl->y = y; 545 pl->y = y;
574 pl->map = m; 546 pl->map = m;
547
548 if (m->at (x, y).move_on & pl->move_type)
549 {
550 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is stopped.");
551 stop_jump (pl, i, spaces);
552 return 0;
553 }
575 } 554 }
555
576 stop_jump (pl, i, spaces); 556 stop_jump (pl, i, spaces);
557
577 return calc_skill_exp (pl, NULL, skill); 558 return calc_skill_exp (pl, NULL, skill);
578} 559}
579 560
580/* jump() - this is both a new type of movement for player/monsters and 561/* jump() - this is both a new type of movement for player/monsters and
581 * an attack as well. 562 * an attack as well.
582 * Perhaps we should allow more spaces based on level, eg, level 50 563 * Perhaps we should allow more spaces based on level, eg, level 50
583 * jumper can jump several spaces? 564 * jumper can jump several spaces?
584 */ 565 */
585
586int 566int
587jump (object *pl, int dir, object *skill) 567jump (object *pl, int dir, object *skill)
588{ 568{
589 int spaces = 0, stats;
590 int str = pl->stats.Str; 569 int str = pl->stats.Str;
591 int dex = pl->stats.Dex; 570 int dex = pl->stats.Dex;
592 571
593 dex = dex ? dex : 15; 572 dex = dex ? dex : 15;
594 str = str ? str : 10; 573 str = str ? str : 10;
595 574
596 stats = str * str * str * dex * skill->level; 575 int stats = str * str * str * dex * skill->level;
576 int spaces = min (3, skill->level, stats / (pl->carrying + 1));
597 577
598 if (pl->carrying != 0) /* don't want div by zero !! */
599 spaces = (int) (stats / pl->carrying);
600 else
601 spaces = 2; /* pl has no objects - gets the far jump */
602
603 if (spaces > 2)
604 spaces = 2;
605 else if (spaces == 0) 578 if (spaces == 0)
606 {
607 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
608 return 0;
609 } 579 {
580 pl->failmsg ("You are carrying too much weight to jump.");
581 return 0;
582 }
583
610 return attempt_jump (pl, dir, spaces, skill); 584 return attempt_jump (pl, dir, spaces, skill);
611} 585}
612 586
613
614/* skill_ident() - this code is supposed to allow players to identify 587/* skill_ident() - this code is supposed to allow players to identify
615 * classes of objects with the various "auto-ident" skills. Player must 588 * classes of objects with the various "auto-ident" skills. Player must
616 * have unidentified objects of the right type in order for the skill 589 * have unidentified objects of the right type in order for the skill
617 * to work. While multiple classes of objects may be identified, 590 * to work. While multiple classes of objects may be identified,
618 * this code is kind of yucky -- it would be nice to make it a bit 591 * this code is kind of yucky -- it would be nice to make it a bit
619 * more generalized. Right now, skill indices are embedded in this routine. 592 * more generalized. Right now, skill indices are embedded in this routine.
620 * Returns amount of experience gained (on successful ident). 593 * Returns amount of experience gained (on successful ident).
621 * - b.t. (thomas@astro.psu.edu) 594 * - b.t. (thomas@astro.psu.edu)
622 */ 595 */
623
624static int 596static int
625do_skill_detect_curse (object *pl, object *skill) 597do_skill_detect_curse (object *pl, object *skill)
626{ 598{
627 object *tmp;
628 int success = 0; 599 int success = 0;
629 600
630 for (tmp = pl->inv; tmp; tmp = tmp->below) 601 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
631 if (!tmp->invisible 602 if (!tmp->invisible
632 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 603 && tmp->need_identify ()
633 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) 604 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED]
605 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
606 && tmp->item_power < skill->level)
634 { 607 {
635 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 608 tmp->set_flag (FLAG_KNOWN_CURSED);
636 esrv_update_item (UPD_FLAGS, pl, tmp); 609 esrv_update_item (UPD_FLAGS, pl, tmp);
637 success += calc_skill_exp (pl, tmp, skill); 610 success += calc_skill_exp (pl, tmp, skill);
638 } 611 }
639 612
640 /* Check ground, too, but only objects the player could pick up */ 613 /* Check ground, too, but only objects the player could pick up */
641 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) 614 for (object *tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
642 if (can_pick (pl, tmp) && 615 if (can_pick (pl, tmp)
643 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && 616 && tmp->need_identify ()
644 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 617 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED]
645 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) 618 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
619 && tmp->item_power < skill->level)
646 { 620 {
647 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 621 tmp->set_flag (FLAG_KNOWN_CURSED);
648 esrv_update_item (UPD_FLAGS, pl, tmp); 622 esrv_update_item (UPD_FLAGS, pl, tmp);
649 success += calc_skill_exp (pl, tmp, skill); 623 success += calc_skill_exp (pl, tmp, skill);
650 } 624 }
651 625
652 return success; 626 return success;
653} 627}
654 628
655static int 629static int
656do_skill_detect_magic (object *pl, object *skill) 630do_skill_detect_magic (object *pl, object *skill)
657{ 631{
658 object *tmp;
659 int success = 0; 632 int success = 0;
660 633
661 for (tmp = pl->inv; tmp; tmp = tmp->below) 634 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
662 if (!tmp->invisible 635 if (!tmp->invisible
663 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) 636 && tmp->need_identify ()
637 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL]
638 && is_magical (tmp)
664 && (is_magical (tmp)) && tmp->item_power < skill->level) 639 && tmp->item_power < skill->level)
665 { 640 {
666 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 641 tmp->set_flag (FLAG_KNOWN_MAGICAL);
667 esrv_update_item (UPD_FLAGS, pl, tmp); 642 esrv_update_item (UPD_FLAGS, pl, tmp);
668 success += calc_skill_exp (pl, tmp, skill); 643 success += calc_skill_exp (pl, tmp, skill);
669 } 644 }
670 645
671 /* Check ground, too, but like above, only if the object can be picked up */ 646 /* Check ground, too, but like above, only if the object can be picked up */
672 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) 647 for (object *tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
673 if (can_pick (pl, tmp) && 648 if (can_pick (pl, tmp)
674 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level) 649 && tmp->need_identify ()
650 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL]
651 && is_magical (tmp)
652 && tmp->item_power < skill->level)
675 { 653 {
676 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 654 tmp->set_flag (FLAG_KNOWN_MAGICAL);
677 esrv_update_item (UPD_FLAGS, pl, tmp); 655 esrv_update_item (UPD_FLAGS, pl, tmp);
678 success += calc_skill_exp (pl, tmp, skill); 656 success += calc_skill_exp (pl, tmp, skill);
679 } 657 }
680 658
681 return success; 659 return success;
682} 660}
683 661
684/* Helper function for do_skill_ident, so that we can loop 662/* Helper function for do_skill_ident, so that we can loop
685 * over inventory AND objects on the ground conveniently. 663 * over inventory AND objects on the ground conveniently.
686 */ 664 */
687int 665static int
688do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) 666do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
689{ 667{
690 int success = 0, chance; 668 int success = 0, chance;
691 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; 669 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
692 670
693 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT) 671 if (!tmp->flag [FLAG_IDENTIFIED]
694 && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class) 672 && !tmp->flag [FLAG_NO_SKILL_IDENT]
673 && tmp->need_identify ()
674 && !tmp->invisible
675 && tmp->type == obj_class)
695 { 676 {
696 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1); 677 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
697 678
698 if (skill_value >= chance) 679 if (skill_value >= chance)
699 { 680 {
706 if (tmp->msg) 687 if (tmp->msg)
707 { 688 {
708 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 689 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
709 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); 690 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
710 } 691 }
711
712 /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */
713 if (tmp->map)
714 esrv_send_item (pl, tmp);
715 } 692 }
693
716 success += calc_skill_exp (pl, tmp, skill); 694 success += calc_skill_exp (pl, tmp, skill);
717 } 695 }
718 else 696 else
719 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); 697 tmp->set_flag (FLAG_NO_SKILL_IDENT);
720 } 698 }
721 699
722 return success; 700 return success;
723} 701}
724 702
725/* do_skill_ident() - workhorse for skill_ident() -b.t. 703/* do_skill_ident() - workhorse for skill_ident() -b.t.
726 */ 704 */
727static int 705static int
728do_skill_ident (object *pl, int obj_class, object *skill) 706do_skill_ident (object *pl, int obj_class, object *skill)
729{ 707{
730 object *tmp;
731 int success = 0; 708 int success = 0;
732 709
733 for (tmp = pl->inv; tmp; tmp = tmp->below) 710 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
734 success += do_skill_ident2 (tmp, pl, obj_class, skill); 711 success += do_skill_ident2 (tmp, pl, obj_class, skill);
735 /* check the ground */ 712 /* check the ground */
736 713
737 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) 714 for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above)
738 success += do_skill_ident2 (tmp, pl, obj_class, skill); 715 success += do_skill_ident2 (tmp, pl, obj_class, skill);
739 716
740 return success; 717 return success;
741} 718}
742 719
750 727
751 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby..."); 728 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
752 729
753 switch (skill->subtype) 730 switch (skill->subtype)
754 { 731 {
755 case SK_SMITHERY: 732 case SK_SMITHERY:
756 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill) 733 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill)
757 + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill) 734 + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill)
758 + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill) 735 + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill)
759 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill); 736 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
760 break; 737 break;
761 738
762 case SK_BOWYER: 739 case SK_BOWYER:
763 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill); 740 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
764 break; 741 break;
765 742
766 case SK_ALCHEMY: 743 case SK_ALCHEMY:
767 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill) 744 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill)
768 + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill); 745 + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
769 break; 746 break;
770 747
771 case SK_WOODSMAN: 748 case SK_WOODSMAN:
772 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill); 749 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
773 break; 750 break;
774 751
775 case SK_JEWELER: 752 case SK_JEWELER:
776 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill); 753 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
777 break; 754 break;
778 755
779 case SK_LITERACY: 756 case SK_LITERACY:
780 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill); 757 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
781 break; 758 break;
782 759
783 case SK_THAUMATURGY: 760 case SK_THAUMATURGY:
784 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill); 761 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
785 break; 762 break;
786 763
787 case SK_DET_CURSE: 764 case SK_DET_CURSE:
788 success = do_skill_detect_curse (pl, skill); 765 success = do_skill_detect_curse (pl, skill);
789 if (success) 766 if (success)
790 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); 767 new_draw_info (NDI_UNIQUE, 0, pl, "... and discover cursed items!");
791 break; 768 break;
792 769
793 case SK_DET_MAGIC: 770 case SK_DET_MAGIC:
794 success = do_skill_detect_magic (pl, skill); 771 success = do_skill_detect_magic (pl, skill);
795 if (success) 772 if (success)
796 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!"); 773 new_draw_info (NDI_UNIQUE, 0, pl, "... and discover items imbued with mystic forces!");
797 break; 774 break;
798 775
799 default: 776 default:
800 LOG (llevError, "Error: bad call to skill_ident()\n"); 777 LOG (llevError, "Error: bad call to skill_ident()\n");
801 return 0; 778 return 0;
802 break;
803 } 779 }
780
804 if (!success) 781 if (!success)
805 {
806 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); 782 new_draw_info (NDI_UNIQUE, 0, pl, "... and learn nothing more.");
807 } 783
808 return success; 784 return success;
809} 785}
810 786
811/* players using this skill can 'charm' a monster -- 787/* players using this skill can 'charm' a monster --
812 * into working for them. It can only be used on 788 * into working for them. It can only be used on
814 * -b.t. (thomas@astro.psu.edu) 790 * -b.t. (thomas@astro.psu.edu)
815 */ 791 */
816int 792int
817use_oratory (object *pl, int dir, object *skill) 793use_oratory (object *pl, int dir, object *skill)
818{ 794{
819 sint16 x = pl->x + freearr_x[dir], y = pl->y + freearr_y[dir];
820 int mflags, chance;
821 object *tmp;
822 maptile *m;
823
824 if (pl->type != PLAYER) 795 if (pl->type != PLAYER)
825 return 0; /* only players use this skill */ 796 return 0; /* only players use this skill */
797
798 if (!dir)
799 {
800 pl->failmsg ("In what direction?");
801 return 0;
802 }
803
804 sint16 x = pl->x + freearr_x[dir],
805 y = pl->y + freearr_y[dir];
826 m = pl->map; 806 maptile *m = pl->map;
807
827 mflags = get_map_flags (m, &m, x, y, &x, &y); 808 int mflags = get_map_flags (m, &m, x, y, &x, &y);
828 if (mflags & P_OUT_OF_MAP) 809 if (mflags & P_OUT_OF_MAP)
829 return 0; 810 return 0;
830 811
831 /* Save some processing - we have the flag already anyways 812 /* Save some processing - we have the flag already anyways
832 */ 813 */
833 if (!(mflags & P_IS_ALIVE)) 814 if (!(mflags & P_IS_ALIVE))
834 { 815 {
835 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 816 pl->failmsg ("There is nothing to orate to.");
836 return 0; 817 return 0;
837 } 818 }
838 819
820 object *tmp;
839 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 821 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
840 { 822 {
841 /* can't persuade players - return because there is nothing else 823 /* can't persuade players - return because there is nothing else
842 * on that space to charm. Same for multi space monsters and 824 * on that space to charm. Same for multi space monsters and
843 * special monsters - we don't allow them to be charmed, and there 825 * special monsters - we don't allow them to be charmed, and there
844 * is no reason to do further processing since they should be the 826 * is no reason to do further processing since they should be the
845 * only monster on the space. 827 * only monster on the space.
846 */ 828 */
847 if (tmp->type == PLAYER) 829 if (tmp->type == PLAYER
830 || tmp->more || tmp->head_ () != tmp
831 || tmp->msg)
848 return 0; 832 return 0;
849 if (tmp->more || tmp->head)
850 return 0;
851 if (tmp->msg)
852 return 0;
853 833
854 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 834 if (tmp->flag [FLAG_MONSTER])
855 break; 835 break;
856 } 836 }
857 837
858 if (!tmp) 838 if (!tmp)
859 { 839 {
860 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 840 pl->failmsg ("There is nothing to orate to.");
861 return 0; 841 return 0;
862 } 842 }
863 843
864 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp)); 844 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
865 845
866 /* the following conditions limit who may be 'charmed' */ 846 /* the following conditions limit who may be 'charmed' */
867 847
868 /* it's hostile! */ 848 /* it's hostile! */
869 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 849 if (!tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY])
870 { 850 {
871 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); 851 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
872 return 0; 852 return 0;
873 } 853 }
874 854
875 /* it's already allied! */ 855 /* it's already allied! */
876 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && (tmp->attack_movement == PETMOVE)) 856 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
877 { 857 {
878 if (tmp->owner == pl) 858 if (tmp->owner == pl)
879 { 859 {
880 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); 860 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
881 return 0; 861 return 0;
884 { 864 {
885 /* you steal the follower. Perhaps we should really look at the 865 /* you steal the follower. Perhaps we should really look at the
886 * level of the owner above? 866 * level of the owner above?
887 */ 867 */
888 tmp->set_owner (pl); 868 tmp->set_owner (pl);
869 tmp->skill = skill->skill;
870
889 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp)); 871 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp));
890 /* Abuse fix - don't give exp since this can otherwise 872 /* Abuse fix - don't give exp since this can otherwise
891 * be used by a couple players to gets lots of exp. 873 * be used by a couple players to gets lots of exp.
892 */ 874 */
893 return 0; 875 return 0;
897 /* In this case, you can't steal it from the other player */ 879 /* In this case, you can't steal it from the other player */
898 return 0; 880 return 0;
899 } 881 }
900 } /* Creature was already a pet of someone */ 882 } /* Creature was already a pet of someone */
901 883
902 chance = skill->level * 2 + (pl->stats.Cha - 2 * tmp->stats.Int) / 2; 884 int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2;
903 885
904 /* Ok, got a 'sucker' lets try to make them a follower */ 886 /* Ok, got a 'sucker' lets try to make them a follower */
905 if (chance > 0 && tmp->level < (random_roll (0, chance - 1, pl, PREFER_HIGH) - 1)) 887 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
906 { 888 {
907 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); 889 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
908 890
891 INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl));
909 tmp->set_owner (pl); 892 tmp->set_owner (pl);
893 tmp->skill = skill->skill;
910 tmp->stats.exp = 0; 894 tmp->stats.exp = 0;
911 add_friendly_object (tmp);
912 tmp->attack_movement = PETMOVE; 895 tmp->attack_movement = PETMOVE;
896
897 if (!tmp->flag [FLAG_FRIENDLY])
898 add_friendly_object (tmp);
899
913 return calc_skill_exp (pl, tmp, skill); 900 return calc_skill_exp (pl, tmp, skill);
914 } 901 }
915
916 /* Charm failed. Creature may be angry now */ 902 /* Charm failed. Creature may be angry now */
917 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW)) 903 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
918 { 904 {
919 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); 905 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
920 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 906 if (tmp->flag [FLAG_FRIENDLY])
921 { 907 {
922 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
923 remove_friendly_object (tmp); 908 remove_friendly_object (tmp);
924 tmp->attack_movement = 0; /* needed? */ 909 tmp->attack_movement = 0; /* needed? */
925 } 910 }
926 911
927 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 912 tmp->clr_flag (FLAG_UNAGGRESSIVE);
928 } 913 }
929 914
930 return 0; /* Fall through - if we get here, we didn't charm anything */ 915 return 0; /* Fall through - if we get here, we didn't charm anything */
931} 916}
932 917
937 * successfully pacified the creature gets Int=1. Thus, a player 922 * successfully pacified the creature gets Int=1. Thus, a player
938 * may only pacify a creature once. 923 * may only pacify a creature once.
939 * BTW, I appologize for the naming of the skill, I couldnt think 924 * BTW, I appologize for the naming of the skill, I couldnt think
940 * of anything better! -b.t. 925 * of anything better! -b.t.
941 */ 926 */
942
943int 927int
944singing (object *pl, int dir, object *skill) 928singing (object *pl, int dir, object *skill)
945{ 929{
946 int i, exp = 0, chance, mflags; 930 int exp = 0;
947 object *tmp; 931 object *tmp;
948 maptile *m; 932 maptile *m;
949 sint16 x, y; 933 sint16 x, y;
950 934
951 if (pl->type != PLAYER) 935 if (pl->type != PLAYER)
952 return 0; /* only players use this skill */ 936 return 0; /* only players use this skill */
953 937
938 if (!dir)
939 {
940 pl->failmsg ("In what direction?");
941 return 0;
942 }
943
954 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); 944 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
955 for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++) 945 for (int i = skill->level >= SIZEOFFREE1 ? 0 : dir;
946 i < min (skill->level, SIZEOFFREE);
947 i++)
956 { 948 {
957 x = pl->x + freearr_x[i]; 949 x = pl->x + freearr_x[i];
958 y = pl->y + freearr_y[i]; 950 y = pl->y + freearr_y[i];
959 m = pl->map; 951 m = pl->map;
960 952
961 mflags = get_map_flags (m, &m, x, y, &x, &y); 953 int mflags = get_map_flags (m, &m, x, y, &x, &y);
962 if (mflags & P_OUT_OF_MAP) 954 if (mflags & P_OUT_OF_MAP)
963 continue; 955 continue;
964 if (!(mflags & P_IS_ALIVE)) 956 if (!(mflags & P_IS_ALIVE))
965 continue; 957 continue;
966 958
967 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 959 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
968 { 960 {
969 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 961 if (tmp->flag [FLAG_MONSTER])
970 break; 962 break;
971 /* can't affect players */ 963 /* can't affect players */
972 if (tmp->type == PLAYER) 964 if (tmp->type == PLAYER)
973 break; 965 break;
974 } 966 }
975 967
976 /* Whole bunch of checks to see if this is a type of monster that would 968 /* Whole bunch of checks to see if this is a type of monster that would
977 * listen to singing. 969 * listen to singing.
978 */ 970 */
979 if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */ 971 if (tmp && tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_NO_STEAL] && /* Been charmed or abused before */
980 !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */ 972 !tmp->flag [FLAG_SPLITTING] && /* no ears */
981 !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */ 973 !tmp->flag [FLAG_HITBACK] && /* was here before */
982 (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */ 974 (tmp->level <= skill->level) && (!tmp->head) && !tmp->flag [FLAG_UNDEAD] && !tmp->flag [FLAG_UNAGGRESSIVE] && /* already calm */
983 !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 975 !tmp->flag [FLAG_FRIENDLY])
984 { /* already calm */ 976 { /* already calm */
985 977
986 /* stealing isn't really related (although, maybe it should 978 /* stealing isn't really related (although, maybe it should
987 * be). This is mainly to prevent singing to the same monster 979 * be). This is mainly to prevent singing to the same monster
988 * over and over again and getting exp for it. 980 * over and over again and getting exp for it.
989 */ 981 */
990 chance = skill->level * 2 + (pl->stats.Cha - 5 - tmp->stats.Int) / 2; 982 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
983
991 if (chance && tmp->level * 2 < random_roll (0, chance - 1, pl, PREFER_HIGH)) 984 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH))
992 { 985 {
993 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 986 tmp->set_flag (FLAG_UNAGGRESSIVE);
994 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp)); 987 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp));
995 /* Give exp only if they are not aware */ 988 /* Give exp only if they are not aware */
989
996 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) 990 if (!tmp->flag [FLAG_NO_STEAL])
997 exp += calc_skill_exp (pl, tmp, skill); 991 exp += calc_skill_exp (pl, tmp, skill);
998 SET_FLAG (tmp, FLAG_NO_STEAL); 992
993 tmp->set_flag (FLAG_NO_STEAL);
999 } 994 }
1000 else 995 else
1001 { 996 {
1002 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); 997 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
1003 SET_FLAG (tmp, FLAG_NO_STEAL); 998 tmp->set_flag (FLAG_NO_STEAL);
1004 } 999 }
1005 } 1000 }
1006 } 1001 }
1007 return exp; 1002 return exp;
1008} 1003}
1009 1004
1010/* The find_traps skill (aka, search). Checks for traps 1005/* The find_traps skill (aka, search). Checks for traps
1011 * on the spaces or in certain objects 1006 * on the spaces or in certain objects
1012 */ 1007 */
1013
1014int 1008int
1015find_traps (object *pl, object *skill) 1009find_traps (object *pl, object *skill)
1016{ 1010{
1017 object *tmp, *tmp2; 1011 object *tmp, *tmp2;
1018 int i, expsum = 0, mflags; 1012 int i, expsum = 0, mflags;
1020 maptile *m; 1014 maptile *m;
1021 1015
1022 /* First we search all around us for runes and traps, which are 1016 /* First we search all around us for runes and traps, which are
1023 * all type RUNE 1017 * all type RUNE
1024 */ 1018 */
1025
1026 for (i = 0; i < 9; i++) 1019 for (i = 0; i < 9; i++)
1027 { 1020 {
1028 x = pl->x + freearr_x[i]; 1021 x = pl->x + freearr_x[i];
1029 y = pl->y + freearr_y[i]; 1022 y = pl->y + freearr_y[i];
1030 m = pl->map; 1023 m = pl->map;
1032 mflags = get_map_flags (m, &m, x, y, &x, &y); 1025 mflags = get_map_flags (m, &m, x, y, &x, &y);
1033 if (mflags & P_OUT_OF_MAP) 1026 if (mflags & P_OUT_OF_MAP)
1034 continue; 1027 continue;
1035 1028
1036 /* Check everything in the square for trapness */ 1029 /* Check everything in the square for trapness */
1037 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1030 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1038 { 1031 {
1039
1040 /* And now we'd better do an inventory traversal of each 1032 /* And now we'd better do an inventory traversal of each
1041 * of these objects' inventory 1033 * of these objects' inventory
1042 * We can narrow this down a bit - no reason to search through 1034 * We can narrow this down a bit - no reason to search through
1043 * the players inventory or monsters for that matter. 1035 * the players inventory or monsters for that matter.
1044 */ 1036 */
1045 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1037 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1046 {
1047 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1038 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1048 if (tmp2->type == RUNE || tmp2->type == TRAP) 1039 if (tmp2->type == RUNE || tmp2->type == TRAP)
1049 if (trap_see (pl, tmp2)) 1040 if (trap_see (pl, tmp2))
1050 { 1041 {
1051 trap_show (tmp2, tmp); 1042 trap_show (tmp2, tmp);
1052 if (tmp2->stats.Cha > 1) 1043 if (tmp2->stats.Cha > 1)
1053 { 1044 {
1054 if (!tmp2->owner || tmp2->owner->type != PLAYER) 1045 if (!tmp2->owner || tmp2->owner->type != PLAYER)
1055 expsum += calc_skill_exp (pl, tmp2, skill); 1046 expsum += calc_skill_exp (pl, tmp2, skill);
1056 1047
1057 tmp2->stats.Cha = 1; /* unhide the trap */ 1048 tmp2->stats.Cha = 1; /* unhide the trap */
1058 } 1049 }
1059 } 1050 }
1060 } 1051
1061 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) 1052 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1062 { 1053 {
1063 trap_show (tmp, tmp); 1054 trap_show (tmp, tmp);
1064 if (tmp->stats.Cha > 1) 1055 if (tmp->stats.Cha > 1)
1065 { 1056 {
1068 tmp->stats.Cha = 1; /* unhide the trap */ 1059 tmp->stats.Cha = 1; /* unhide the trap */
1069 } 1060 }
1070 } 1061 }
1071 } 1062 }
1072 } 1063 }
1064
1073 new_draw_info (NDI_BLACK, 0, pl, "You search the area."); 1065 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1074 return expsum; 1066 return expsum;
1075} 1067}
1076 1068
1077/* remove_trap() - This skill will disarm any previously discovered trap 1069/* remove_trap() - This skill will disarm any previously discovered trap
1078 * the algorithm is based (almost totally) on the old command_disarm() - b.t. 1070 * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1079 */ 1071 */
1080
1081int 1072int
1082remove_trap (object *op, int dir, object *skill) 1073remove_trap (object *op, int dir, object *skill)
1083{ 1074{
1084 object *tmp, *tmp2; 1075 object *tmp, *tmp2;
1085 int i, success = 0, mflags; 1076 int i, success = 0, mflags;
1095 mflags = get_map_flags (m, &m, x, y, &x, &y); 1086 mflags = get_map_flags (m, &m, x, y, &x, &y);
1096 if (mflags & P_OUT_OF_MAP) 1087 if (mflags & P_OUT_OF_MAP)
1097 continue; 1088 continue;
1098 1089
1099 /* Check everything in the square for trapness */ 1090 /* Check everything in the square for trapness */
1100 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1091 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1101 { 1092 {
1102 /* And now we'd better do an inventory traversal of each 1093 /* And now we'd better do an inventory traversal of each
1103 * of these objects inventory. Like above, only 1094 * of these objects inventory. Like above, only
1104 * do this for interesting objects. 1095 * do this for interesting objects.
1105 */ 1096 */
1106 1097
1107 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1098 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1108 { 1099 {
1109 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1100 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1110 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) 1101 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1111 { 1102 {
1112 trap_show (tmp2, tmp); 1103 trap_show (tmp2, tmp);
1104
1113 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) 1105 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1114 { 1106 {
1115 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1107 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1116 success += calc_skill_exp (op, tmp2, skill); 1108 success += calc_skill_exp (op, tmp2, skill);
1117 } 1109 }
1118 } 1110 }
1119 } 1111 }
1112
1120 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) 1113 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1121 { 1114 {
1122 trap_show (tmp, tmp); 1115 trap_show (tmp, tmp);
1116
1123 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) 1117 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1124 { 1118 {
1125 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1119 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1126 success += calc_skill_exp (op, tmp, skill); 1120 success += calc_skill_exp (op, tmp, skill);
1127 } 1121 }
1128 } 1122 }
1129 } 1123 }
1130 } 1124 }
1125
1131 return success; 1126 return success;
1132} 1127}
1133
1134 1128
1135/* pray() - when this skill is called from do_skill(), it allows 1129/* pray() - when this skill is called from do_skill(), it allows
1136 * the player to regain lost grace points at a faster rate. -b.t. 1130 * the player to regain lost grace points at a faster rate. -b.t.
1137 * This always returns 0 - return value is used by calling function 1131 * This always returns 0 - return value is used by calling function
1138 * such that if it returns true, player gets exp in that skill. This 1132 * such that if it returns true, player gets exp in that skill. This
1139 * the effect here can be done on demand, we probably don't want to 1133 * the effect here can be done on demand, we probably don't want to
1140 * give infinite exp by returning true in any cases. 1134 * give infinite exp by returning true in any cases.
1141 */ 1135 */
1142
1143int 1136int
1144pray (object *pl, object *skill) 1137pray (object *pl, object *skill)
1145{ 1138{
1146 char buf[MAX_BUF]; 1139 char buf[MAX_BUF];
1147 object *tmp; 1140 object *tmp;
1154 /* Check all objects - we could stop at floor objects, 1147 /* Check all objects - we could stop at floor objects,
1155 * but if someone buries an altar, I don't see a problem with 1148 * but if someone buries an altar, I don't see a problem with
1156 * going through all the objects, and it shouldn't be much slower 1149 * going through all the objects, and it shouldn't be much slower
1157 * than extra checks on object attributes. 1150 * than extra checks on object attributes.
1158 */ 1151 */
1159 for (tmp = pl->below; tmp != NULL; tmp = tmp->below) 1152 for (tmp = pl->below; tmp; tmp = tmp->below)
1160 { 1153 {
1161 /* Only if the altar actually belongs to someone do you get special benefits */ 1154 /* Only if the altar actually belongs to someone do you get special benefits */
1162 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) 1155 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1163 { 1156 {
1164 sprintf (buf, "You pray over the %s.", &tmp->name); 1157 sprintf (buf, "You pray over the %s.", &tmp->name);
1172 if (pl->stats.grace < pl->stats.maxgrace) 1165 if (pl->stats.grace < pl->stats.maxgrace)
1173 { 1166 {
1174 pl->stats.grace++; 1167 pl->stats.grace++;
1175 pl->last_grace = -1; 1168 pl->last_grace = -1;
1176 } 1169 }
1170
1177 return 0; 1171 return 0;
1178} 1172}
1179 1173
1180/* This skill allows the player to regain a few sp or hp for a 1174/* This skill allows the player to regain a few sp or hp for a
1181 * brief period of concentration. No armour or weapons may be 1175 * brief period of concentration. No armour or weapons may be
1182 * wielded/applied for this to work. The amount of time needed 1176 * wielded/applied for this to work. The amount of time needed
1183 * to concentrate and the # of points regained is dependant on 1177 * to concentrate and the # of points regained is dependant on
1184 * the level of the user. - b.t. thomas@astro.psu.edu 1178 * the level of the user. - b.t. thomas@astro.psu.edu
1185 */ 1179 */
1186
1187void 1180void
1188meditate (object *pl, object *skill) 1181meditate (object *pl, object *skill)
1189{ 1182{
1190 object *tmp; 1183 object *tmp;
1191 1184
1192 if (pl->type != PLAYER) 1185 if (pl->type != PLAYER)
1193 return; /* players only */ 1186 return; /* players only */
1194 1187
1195 /* check if pl has removed encumbering armour and weapons */ 1188 /* check if pl has removed encumbering armour and weapons */
1196 if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6)) 1189 if (pl->flag [FLAG_READY_WEAPON] && skill->level < 6)
1197 { 1190 {
1198 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n"); 1191 pl->failmsg ("You can't concentrate while wielding a weapon!\n");
1199 return; 1192 return;
1200 } 1193 }
1201 else 1194 else
1202 { 1195 {
1203 for (tmp = pl->inv; tmp; tmp = tmp->below) 1196 for (tmp = pl->inv; tmp; tmp = tmp->below)
1204 if (((tmp->type == ARMOUR && skill->level < 12) 1197 if (((tmp->type == ARMOUR && skill->level < 12)
1205 || (tmp->type == HELMET && skill->level < 10) 1198 || (tmp->type == HELMET && skill->level < 10)
1206 || (tmp->type == SHIELD && skill->level < 6) 1199 || (tmp->type == SHIELD && skill->level < 6)
1207 || (tmp->type == BOOTS && skill->level < 4) || (tmp->type == GLOVES && skill->level < 2)) && QUERY_FLAG (tmp, FLAG_APPLIED)) 1200 || (tmp->type == BOOTS && skill->level < 4)
1201 || (tmp->type == GLOVES && skill->level < 2))
1202 && tmp->flag [FLAG_APPLIED])
1208 { 1203 {
1209 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n"); 1204 pl->failmsg ("You can't concentrate while wearing so much armour!\n");
1210 return; 1205 return;
1211 } 1206 }
1212 } 1207 }
1213 1208
1214 /* ok let's meditate! Spell points are regained first, then once 1209 /* ok let's meditate! Spell points are regained first, then once
1215 * they are maxed we get back hp. Actual incrementing of values 1210 * they are maxed we get back hp. Actual incrementing of values
1216 * is handled by the do_some_living() (in player.c). This way magical 1211 * is handled by the do_some_living() (in player.c). This way magical
1217 * bonuses for healing/sp regeneration are included properly 1212 * bonuses for healing/sp regeneration are included properly
1218 * No matter what, we will eat up some playing time trying to 1213 * No matter what, we will eat up some playing time trying to
1219 * meditate. (see 'factor' variable for what sets the amount of time) 1214 * meditate. (see 'factor' variable for what sets the amount of time)
1220 */ 1215 */
1221 1216
1222 new_draw_info (NDI_BLACK, 0, pl, "You meditate."); 1217 new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1223 1218
1224 if (pl->stats.sp < pl->stats.maxsp) 1219 if (pl->stats.sp < pl->stats.maxsp)
1231 pl->stats.hp++; 1226 pl->stats.hp++;
1232 pl->last_heal = -1; 1227 pl->last_heal = -1;
1233 } 1228 }
1234} 1229}
1235 1230
1236/* write_note() - this routine allows players to inscribe messages in 1231/* write_note() - this routine allows players to inscribe messages in
1237 * ordinary 'books' (anything that is type BOOK). b.t. 1232 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1238 */ 1233 */
1239static int 1234static int
1240write_note (object *pl, object *item, const char *msg, object *skill) 1235write_note (object *pl, object *item, const char *msg, object *skill)
1241{ 1236{
1242 char buf[1024]; 1237 if (!msg_is_safe (msg))
1243 object *newBook = NULL; 1238 {
1244 1239 pl->failmsg ("Trying to cheat now are we? H<@-signs are not allowed in notes.>");
1245 /* a pair of sanity checks */ 1240 LOG (llevInfo, "write_note: player %s tried to write bogus note %s\n", &pl->name, msg);
1246 if (!item || item->type != BOOK)
1247 return 0; 1241 return 0;
1248
1249 if (!msg)
1250 { 1242 }
1251 new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!"); 1243
1252 new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill); 1244 int len = strlen (msg);
1253 return 0; 1245
1246 if (!is_utf8_string ((U8 *)msg, len))
1254 } 1247 {
1255 1248 pl->failmsg ("Your message is garbled (text must be UTF-8, client-bug)!");
1256 if (strcasestr_local (msg, "endmsg"))
1257 {
1258 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1259 return 0; 1249 return 0;
1260 } 1250 }
1261 1251
1262 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) 1252 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1263 return strlen (msg); 1253 return RESULT_INT (0);
1264 1254
1265 buf[0] = 0; 1255 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len));
1266 if (!book_overflow (item->msg, msg, sizeof (buf)))
1267 { /* add msg string to book */
1268 if (item->msg)
1269 strcpy (buf, item->msg);
1270 1256
1271 strcat (buf, msg); 1257 if (char_len <= item->weight_limit)
1272 strcat (buf, "\n"); /* new msg needs a LF */ 1258 {
1273 if (item->nrof > 1) 1259 object *newbook = item->other_arch->instance ();
1274 { 1260 item->decrease ();
1275 newBook = item->clone ();
1276 decrease_ob (item);
1277 esrv_send_item (pl, item);
1278 newBook->nrof = 1; 1261 newbook->nrof = 1;
1279 newBook->msg = buf; 1262 newbook->msg = shstr (msg);
1280 newBook = insert_ob_in_ob (newBook, pl); 1263 newbook->flag [FLAG_IDENTIFIED] = true;
1281 esrv_send_item (pl, newBook); 1264
1265 if (item->subtype == 1) // mailscrolls
1282 } 1266 {
1283 else 1267 newbook->name = item->name;
1268 newbook->name_pl = item->name_pl;
1284 { 1269 }
1285 item->msg = buf;
1286 /* This shouldn't be necessary - the object hasn't changed in any
1287 * visible way
1288 */
1289 /* esrv_send_item(pl, item); */
1290 }
1291 1270
1271 pl->insert (newbook);
1272
1273 pl->contr->play_sound (sound_find ("inscribe_success"));
1292 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", query_short_name (item)); 1274 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1293 return strlen (msg); 1275 return char_len;
1294 } 1276 }
1295 else 1277 else
1296 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item)); 1278 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s! H<It is only big enough for %d characters, your message had %d characters.>",
1279 &item->name, item->weight_limit, char_len);
1297 1280
1298 return 0; 1281 return 0;
1299} 1282}
1300 1283
1301/* write_scroll() - this routine allows players to inscribe spell scrolls 1284/* write_scroll() - this routine allows players to inscribe spell scrolls
1302 * of spells which they know. Backfire effects are possible with the 1285 * of spells which they know. Backfire effects are possible with the
1303 * severity of the backlash correlated with the difficulty of the scroll 1286 * severity of the backlash correlated with the difficulty of the scroll
1304 * that is attempted. -b.t. thomas@astro.psu.edu 1287 * that is attempted. -b.t. thomas@astro.psu.edu
1305 */ 1288 */
1306
1307static int 1289static int
1308write_scroll (object *pl, object *scroll, object *skill) 1290write_scroll (object *pl, object *scroll, object *skill)
1309{ 1291{
1310 int success = 0, confused = 0; 1292 int success = 0, confused = 0;
1311 object *newscroll, *chosen_spell, *tmp;
1312
1313 /* this is a sanity check */
1314 if (scroll->type != SCROLL)
1315 {
1316 new_draw_info (NDI_UNIQUE, 0, pl, "A spell can only be inscribed into a scroll!");
1317 return 0;
1318 }
1319 1293
1320 /* Check if we are ready to attempt inscription */ 1294 /* Check if we are ready to attempt inscription */
1321 chosen_spell = pl->contr->ranges[range_magic]; 1295 object *chosen_spell = pl->contr->ranged_ob;
1322 if (!chosen_spell) 1296
1297 if (!chosen_spell || chosen_spell->type != SPELL)
1323 { 1298 {
1324 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); 1299 pl->failmsg ("You need a spell readied in order to inscribe!");
1325 return 0; 1300 return 0;
1326 } 1301 }
1327 1302
1328 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace) 1303 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1329 { 1304 {
1330 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name); 1305 pl->failmsgf ("You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1331 return 0; 1306 return 0;
1332 } 1307 }
1333 1308
1334 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) 1309 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1335 { 1310 {
1336 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); 1311 pl->failmsgf ("You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1337 return 0;
1338 }
1339
1340 /* if there is a spell already on the scroll then player could easily
1341 * accidently read it while trying to write the new one. give player
1342 * a 50% chance to overwrite spell at their own level
1343 */
1344 if ((scroll->stats.sp || scroll->inv) && random_roll (0, scroll->level * 2, pl, PREFER_LOW) > skill->level)
1345 {
1346 new_draw_info_format (NDI_UNIQUE, 0, pl, "Oops! You accidently read it while trying to write on it.");
1347 manual_apply (pl, scroll, 0);
1348 return 0; 1312 return 0;
1349 } 1313 }
1350 1314
1351 /* ok, we are ready to try inscription */ 1315 /* ok, we are ready to try inscription */
1352 if (QUERY_FLAG (pl, FLAG_CONFUSED)) 1316 if (pl->flag [FLAG_CONFUSED])
1353 confused = 1; 1317 confused = 1;
1354 1318
1355 /* Lost mana/grace no matter what */ 1319 /* Lost mana/grace no matter what */
1356 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); 1320 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE);
1357 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA); 1321 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1358 1322
1359 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) 1323 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1360 { 1324 {
1361 if (scroll->nrof > 1) 1325 object *newscroll = scroll->other_arch->instance ();
1362 { 1326 scroll->decrease ();
1363 newscroll = scroll->clone ();
1364 decrease_ob (scroll);
1365 newscroll->nrof = 1; 1327 newscroll->nrof = 1;
1366 } 1328 newscroll->randomitems = 0; // make sure randomitems doesn't destroy the scroll
1367 else 1329
1368 newscroll = scroll; 1330 pl->contr->play_sound (sound_find ("inscribe_success"));
1369 1331
1370 if (!confused) 1332 if (!confused)
1371 { 1333 {
1372 newscroll->level = MAX (skill->level, chosen_spell->level); 1334 newscroll->level = max (skill->level, chosen_spell->level);
1335 newscroll->flag [FLAG_IDENTIFIED] = true;
1373 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll."); 1336 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1374 } 1337 }
1375 else 1338 else
1376 { 1339 {
1377 chosen_spell = find_random_spell_in_ob (pl, NULL); 1340 chosen_spell = find_random_spell_in_ob (pl, NULL);
1378 if (!chosen_spell) 1341 if (!chosen_spell)
1379 return 0; 1342 return 0;
1380 1343
1381 newscroll->level = MAX (skill->level, chosen_spell->level); 1344 newscroll->level = max (skill->level, chosen_spell->level);
1382 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell."); 1345 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1383 } 1346 }
1384 1347
1385 if (newscroll->inv)
1386 newscroll->inv->destroy ();
1387
1388 tmp = chosen_spell->clone (); 1348 object *tmp = chosen_spell->clone ();
1349 tmp->flag [FLAG_APPLIED] = false;
1389 insert_ob_in_ob (tmp, newscroll); 1350 insert_ob_in_ob (tmp, newscroll);
1390 1351
1391 /* Same code as from treasure.c - so they can better merge. 1352 /* Same code as from treasure.C - so they can better merge.
1392 * if players want to sell them, so be it. 1353 * if players want to sell them, so be it.
1393 */ 1354 */
1394 newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); 1355 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1395 newscroll->stats.exp = newscroll->value / 5; 1356 newscroll->stats.exp = newscroll->value / 5;
1396 1357
1397 /* wait until finished manipulating the scroll before inserting it */ 1358 pl->insert (newscroll);
1398 if (newscroll == scroll)
1399 {
1400 /* Remove to correctly merge with other items which may exist in inventory */
1401 newscroll->remove ();
1402 esrv_del_item (pl->contr, newscroll->count);
1403 }
1404 1359
1405 newscroll = insert_ob_in_ob (newscroll, pl);
1406 esrv_send_item (pl, newscroll);
1407 success = calc_skill_exp (pl, newscroll, skill); 1360 success = calc_skill_exp (pl, newscroll, skill);
1408 if (!confused) 1361 if (!confused)
1409 success *= 2; 1362 success *= 2;
1363
1410 success = success * skill->level; 1364 success = success * skill->level;
1411 return success; 1365 return success;
1412
1413 } 1366 }
1414 else 1367 else
1415 { /* Inscription has failed */ 1368 { /* Inscription has failed */
1369 pl->contr->play_sound (sound_find ("inscribe_fail"));
1416 1370
1417 if (chosen_spell->level > skill->level || confused) 1371 if (chosen_spell->level > skill->level || confused)
1418 { /*backfire! */ 1372 { /*backfire! */
1419 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); 1373 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind! H<The spell level is too high for your inscription skill.>");
1374
1420 if (random_roll (0, 1, pl, PREFER_LOW) == 1) 1375 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1421 pl->drain_specific_stat (4); 1376 pl->drain_specific_stat (4);
1422 else 1377 else
1423 { 1378 {
1424 confuse_player (pl, pl, 99); 1379 confuse_player (pl, pl, 99);
1425 return (-30 * chosen_spell->level); 1380 return -30 * chosen_spell->level;
1426 } 1381 }
1427 } 1382 }
1428 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) 1383 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1429 { 1384 {
1430 new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind!"); 1385 new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind! H<Frankly spoken, you were too dumb and unlucky.>");
1431 confuse_player (pl, pl, 99); 1386 confuse_player (pl, pl, 99);
1432 } 1387 }
1433 else 1388 else
1434 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll."); 1389 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll. H<Try a lower-level spell, if possible at all.>");
1435 } 1390 }
1436 1391
1437 return 0; 1392 return 0;
1438} 1393}
1439 1394
1440/* write_on_item() - wrapper for write_note and write_scroll */ 1395/* write_on_item() - wrapper for write_note and write_scroll */
1441int 1396int
1442write_on_item (object *pl, const char *params, object *skill) 1397write_on_item (object *pl, const char *params, object *skill)
1443{ 1398{
1444 object *item;
1445 const char *string = params;
1446 int msgtype;
1447 archetype *skat; 1399 archetype *skat;
1448 1400
1449 if (pl->type != PLAYER) 1401 if (pl->type != PLAYER)
1450 return 0; 1402 return 0;
1451 1403
1452 if (!params) 1404 if (!params)
1453 {
1454 params = ""; 1405 params = "";
1455 string = params;
1456 }
1457 1406
1458 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); 1407 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1459 1408
1460 /* Need to be able to read before we can write! */ 1409 /* Need to be able to read before we can write! */
1461 if (!find_skill_by_name (pl, skat->clone.skill)) 1410 if (!find_skill_by_name (pl, skat->skill))
1462 { 1411 {
1463 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!"); 1412 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>");
1464 return 0; 1413 return 0;
1465 } 1414 }
1466 1415
1467 /* if there is a message then it goes in a book and no message means 1416 object *item = pl->mark ();
1468 * write active spell into the scroll
1469 */
1470 msgtype = (string[0] != '\0') ? BOOK : SCROLL;
1471 1417
1472 /* find an item of correct type to write on */ 1418 /* find an item of correct type to write on */
1473 if (!(item = find_marked_object (pl))) 1419 if (!item)
1474 {
1475 new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on.");
1476 return 0;
1477 } 1420 {
1421 new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on. H<Use the mark command or the popup menu to make an item.>");
1422 return 0;
1423 }
1478 1424
1479 if (QUERY_FLAG (item, FLAG_UNPAID)) 1425 if (item->type != INSCRIBABLE)
1426 {
1427 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1428 return 0;
1429 }
1430
1431 if (item->flag [FLAG_UNPAID])
1480 { 1432 {
1481 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); 1433 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1482 return 0; 1434 return 0;
1483 } 1435 }
1484 if (msgtype != item->type) 1436
1437 if (item->other_arch->type == SCROLL)
1485 { 1438 {
1486 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll"); 1439 if (*params)
1440 {
1441 // check readied scroll
1442 pl->failmsgf ("When inscribing spells you need to ready a spell and do not specify a string argument.\n"
1443 "Usage: cast [spell name]; use_skill %s", &skill->skill);
1487 return 0; 1444 return 0;
1488 } 1445 }
1489 1446
1490 if (msgtype == SCROLL)
1491 return write_scroll (pl, item, skill); 1447 return write_scroll (pl, item, skill);
1492 else if (msgtype == BOOK) 1448 }
1449 else
1450 {
1451 if (!*params)
1452 {
1453 pl->failmsgf ("When inscribing books you need to specify the words you want to inscribe as command argument.\n"
1454 "Usage: use_skill %s <message>", &skill->skill);
1455 return 0;
1456 }
1457
1493 return write_note (pl, item, string, skill); 1458 return write_note (pl, item, params, skill);
1459 }
1494 1460
1495 return 0; 1461 return 0;
1496} 1462}
1497 1463
1498/* find_throw_ob() - if we request an object, then 1464/* find_throw_ob() - if we request an object, then
1504 * 'throwable' (ie not applied cursed obj, worn, etc). 1470 * 'throwable' (ie not applied cursed obj, worn, etc).
1505 */ 1471 */
1506static object * 1472static object *
1507find_throw_ob (object *op, const char *request) 1473find_throw_ob (object *op, const char *request)
1508{ 1474{
1509 object *tmp;
1510
1511 if (!op)
1512 { /* safety */
1513 LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1514 return (object *) NULL;
1515 }
1516
1517 /* prefer marked item */ 1475 /* prefer marked item */
1518 tmp = find_marked_object (op); 1476 object *tmp = op->mark ();
1519 if (tmp != NULL) 1477
1520 {
1521 /* can't toss invisible or inv-locked items */ 1478 /* can't toss invisible or inv-locked items */
1522 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1479 if (tmp && (tmp->invisible || tmp->flag [FLAG_INV_LOCKED]))
1523 { 1480 tmp = 0;
1524 tmp = NULL;
1525 }
1526 }
1527 1481
1528 /* look through the inventory */ 1482 /* look through the inventory */
1529 if (tmp == NULL) 1483 if (!tmp)
1530 {
1531 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1484 for (tmp = op->inv; tmp; tmp = tmp->below)
1532 { 1485 {
1533 /* can't toss invisible or inv-locked items */ 1486 /* can't toss invisible or inv-locked items */
1534 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1487 if (tmp->invisible || tmp->flag [FLAG_INV_LOCKED])
1535 continue; 1488 continue;
1489
1536 if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request)) 1490 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1537 break; 1491 break;
1538 } 1492 }
1539 }
1540 1493
1541 /* this should prevent us from throwing away 1494 /* this should prevent us from throwing away
1542 * cursed items, worn armour, etc. Only weapons 1495 * cursed items, worn armour, etc. Only weapons
1543 * can be thrown from 'hand'. 1496 * can be thrown from 'hand'.
1544 */ 1497 */
1545 if (!tmp) 1498 if (!tmp)
1546 return NULL; 1499 return 0;
1547 1500
1548 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1501 if (tmp->flag [FLAG_APPLIED])
1549 { 1502 {
1550 if (tmp->type != WEAPON) 1503 if (tmp->type != WEAPON)
1551 { 1504 {
1552 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp)); 1505 op->failmsgf ("You can't throw %s. H<Unapply it first.>", query_name (tmp));
1553 tmp = NULL; 1506 tmp = 0;
1554 }
1555 else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1556 { 1507 }
1508 else if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1509 {
1557 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp)); 1510 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand! H<Cursed or damned items cannot be removed.>", query_name (tmp));
1558 tmp = NULL; 1511 tmp = 0;
1559 } 1512 }
1560 else 1513 else
1561 { 1514 {
1562 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 1515 if (!op->apply (tmp, AP_UNAPPLY))
1563 { 1516 {
1564 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); 1517 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1565 tmp = NULL; 1518 tmp = 0;
1566 } 1519 }
1567 } 1520 }
1568 } 1521 }
1569 else if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1522 else if (tmp->flag [FLAG_UNPAID])
1570 { 1523 {
1571 new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp)); 1524 op->failmsgf ("You should pay for the %s first.", query_name (tmp));
1572 tmp = NULL; 1525 tmp = 0;
1573 } 1526 }
1574 1527
1575 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1528 //TODO: why not chekc first and give sensible message to player?
1529 if (tmp && tmp->flag [FLAG_INV_LOCKED])
1576 { 1530 {
1577 LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); 1531 LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1578 tmp = NULL; 1532 tmp = 0;
1579 } 1533 }
1534
1580 return tmp; 1535 return tmp;
1581} 1536}
1582 1537
1583/* make_throw_ob() We construct the 'carrier' object in 1538/* make_throw_ob() We construct the 'carrier' object in
1584 * which we will insert the object that is being thrown. 1539 * which we will insert the object that is being thrown.
1585 * This combination becomes the 'thrown object'. -b.t. 1540 * This combination becomes the 'thrown object'. -b.t.
1586 */ 1541 */
1587
1588static object * 1542static object *
1589make_throw_ob (object *orig) 1543make_throw_ob (object *orig)
1590{ 1544{
1591 if (!orig) 1545 if (!orig)
1592 return NULL; 1546 return 0;
1593 1547
1594 if (QUERY_FLAG (orig, FLAG_APPLIED)) 1548 if (orig->flag [FLAG_APPLIED])
1595 { 1549 {
1596 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); 1550 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1597 /* insufficient workaround, but better than nothing */ 1551 /* insufficient workaround, but better than nothing */
1598 CLEAR_FLAG (orig, FLAG_APPLIED); 1552 orig->clr_flag (FLAG_APPLIED);
1599 } 1553 }
1600 1554
1601 object *toss_item = orig->clone (); 1555 object *toss_item = orig->clone ();
1602 1556
1603 toss_item->type = THROWN_OBJ; 1557 toss_item->type = THROWN_OBJ;
1604 CLEAR_FLAG (toss_item, FLAG_CHANGING); 1558 toss_item->clr_flag (FLAG_CHANGING);
1605 toss_item->stats.dam = 0; /* default damage */ 1559 toss_item->stats.dam = 0; /* default damage */
1606 insert_ob_in_ob (orig, toss_item); 1560 toss_item->insert (orig);
1561
1607 return toss_item; 1562 return toss_item;
1608} 1563}
1609
1610 1564
1611/* do_throw() - op throws any object toss_item. This code 1565/* do_throw() - op throws any object toss_item. This code
1612 * was borrowed from fire_bow. 1566 * was borrowed from fire_bow.
1613 * Returns 1 if skill was successfully used, 0 if not 1567 * Returns 1 if skill was successfully used, 0 if not
1614 */ 1568 */
1615
1616static int 1569static int
1617do_throw (object *op, object *part, object *toss_item, int dir, object *skill) 1570do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1618{ 1571{
1619 object *throw_ob = toss_item, *left = NULL; 1572 object *throw_ob = toss_item, *left = NULL;
1620 int eff_str = 0, maxc, str = op->stats.Str, dam = 0; 1573 int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1621 int pause_f, weight_f = 0, mflags; 1574 int pause_f, weight_f = 0, mflags;
1622 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0; 1575 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1623 maptile *m; 1576 maptile *m;
1624 sint16 sx, sy; 1577 sint16 sx, sy;
1625 1578
1626 if (throw_ob == NULL) 1579 if (!throw_ob)
1627 {
1628 if (op->type == PLAYER)
1629 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1630
1631 return 0;
1632 } 1580 {
1633 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP)) 1581 op->failmsg ("You have nothing to throw.");
1582 return 0;
1634 { 1583 }
1635 if (op->type == PLAYER) 1584
1636 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that."); 1585 if (throw_ob->flag [FLAG_STARTEQUIP])
1586 {
1587 op->failmsg ("The gods won't let you throw that. "
1588 "H<Well, they would, but they would retrieve it "
1589 "- you wouldn't want that, would you?>");
1637 1590
1638 return 0; 1591 return 0;
1639 } 1592 }
1640 1593
1641 /* Because throwing effectiveness must be reduced by the 1594 /* Because throwing effectiveness must be reduced by the
1658 /* lighter items are thrown harder, farther, faster */ 1611 /* lighter items are thrown harder, farther, faster */
1659 if (throw_ob->weight > 0) 1612 if (throw_ob->weight > 0)
1660 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight); 1613 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1661 else 1614 else
1662 { /* 0 or negative weight?!? Odd object, can't throw it */ 1615 { /* 0 or negative weight?!? Odd object, can't throw it */
1663 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob)); 1616 op->failmsgf ("You can't throw %s. H<Better report this to your dungeon master.>\n", query_name (throw_ob));
1664 return 0; 1617 return 0;
1665 } 1618 }
1666 1619
1667 eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0)); 1620 eff_str = (str * (load_factor < 1.0 ? load_factor : 1.0))
1668 eff_str = (int) ((float) eff_str * item_factor * str_factor); 1621 * item_factor * str_factor;
1669 1622
1670 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to 1623 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1671 * account for super-strong throwers. */ 1624 * account for super-strong throwers. */
1672 if (eff_str > MAX_STAT) 1625 min_it (eff_str, MAX_STAT);
1673 eff_str = MAX_STAT;
1674 1626
1675#ifdef DEBUG_THROW 1627#ifdef DEBUG_THROW
1676 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str); 1628 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1677 LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str); 1629 LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1678 LOG (llevDebug, " str_factor=%f\n", str_factor); 1630 LOG (llevDebug, " str_factor=%f\n", str_factor);
1706 left = throw_ob; /* these are throwing objects left to the player */ 1658 left = throw_ob; /* these are throwing objects left to the player */
1707 1659
1708 /* sometimes get_split_ob can't split an object (because op->nrof==0?) 1660 /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1709 * and returns NULL. We must use 'left' then 1661 * and returns NULL. We must use 'left' then
1710 */ 1662 */
1711 1663 if (!(throw_ob = throw_ob->split ()))
1712 if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL)
1713 { 1664 {
1714 throw_ob = left; 1665 throw_ob = left;
1715 left->remove (); 1666 left->remove ();
1716 if (op->type == PLAYER)
1717 esrv_del_item (op->contr, left->count);
1718 }
1719 else if (op->type == PLAYER)
1720 {
1721 if (left->destroyed ())
1722 esrv_del_item (op->contr, left->count);
1723 else
1724 esrv_update_item (UPD_NROF, op, left);
1725 } 1667 }
1726 1668
1727 /* special case: throwing powdery substances like dust, dirt */ 1669 /* special case: throwing powdery substances like dust, dirt */
1728 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) 1670 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1729 { 1671 {
1753 */ 1695 */
1754 throw_ob->inv->set_owner (op); 1696 throw_ob->inv->set_owner (op);
1755 throw_ob->direction = dir; 1697 throw_ob->direction = dir;
1756 1698
1757 /* the damage bonus from the force of the throw */ 1699 /* the damage bonus from the force of the throw */
1758 dam = (int) (str_factor * dam_bonus[eff_str]); 1700 dam = int (str_factor * dam_bonus[eff_str]);
1759 1701
1760 /* Now, lets adjust the properties of the thrown_ob. */ 1702 /* Now, lets adjust the properties of the thrown_ob. */
1761 1703
1762 /* how far to fly */ 1704 /* how far to fly */
1763 throw_ob->last_sp = (eff_str * 3) / 5; 1705 throw_ob->last_sp = (eff_str * 3) / 5;
1778 /* the properties of objects which are meant to be thrown (ie dart, 1720 /* the properties of objects which are meant to be thrown (ie dart,
1779 * throwing knife, etc) will differ from ordinary items. Lets tailor 1721 * throwing knife, etc) will differ from ordinary items. Lets tailor
1780 * this stuff in here. 1722 * this stuff in here.
1781 */ 1723 */
1782 1724
1783 if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN)) 1725 if (throw_ob->inv->flag [FLAG_IS_THROWN])
1784 { 1726 {
1785 throw_ob->last_sp += eff_str / 3; /* fly a little further */ 1727 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1786 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; 1728 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1787 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; 1729 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1788 /* only throw objects get directional faces */ 1730 /* only throw objects get directional faces */
1789 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) 1731 if (throw_ob->has_anim () && throw_ob->anim_frames ())
1790 SET_ANIMATION (throw_ob, dir); 1732 throw_ob->set_anim_frame (dir);
1791 } 1733 }
1792 else 1734 else
1793 { 1735 {
1794 uint16 mat = throw_ob->materials; 1736 uint16 mat = throw_ob->materials;
1795 1737
1824 if (throw_ob->weight > 50) 1766 if (throw_ob->weight > 50)
1825 throw_ob->speed *= 0.5; 1767 throw_ob->speed *= 0.5;
1826 } /* else tailor thrown object */ 1768 } /* else tailor thrown object */
1827 1769
1828 /* some limits, and safeties (needed?) */ 1770 /* some limits, and safeties (needed?) */
1829 if (throw_ob->stats.dam < 0) 1771 max_it (throw_ob->stats.dam, 0);
1830 throw_ob->stats.dam = 0;
1831 if (throw_ob->last_sp > eff_str) 1772 min_it (throw_ob->last_sp, eff_str);
1832 throw_ob->last_sp = eff_str;
1833 if (throw_ob->stats.food < 0) 1773 max_it (throw_ob->stats.food, 0);
1834 throw_ob->stats.food = 0;
1835 if (throw_ob->stats.food > 100)
1836 throw_ob->stats.food = 100;
1837 if (throw_ob->stats.wc > 30) 1774 min_it (throw_ob->stats.wc, 30);
1838 throw_ob->stats.wc = 30;
1839 1775
1840 /* how long to pause the thrower. Higher values mean less pause */ 1776 /* how long to pause the thrower. Higher values mean less pause */
1841 pause_f = ((2 * eff_str) / 3) + 20 + skill->level; 1777 pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1842 1778
1843 /* Put a lower limit on this */ 1779 /* Put a lower limit on this */
1844 if (pause_f < 10) 1780 clamp_it (pause_f, 10, 100);
1845 pause_f = 10;
1846 if (pause_f > 100)
1847 pause_f = 100;
1848 1781
1849 /* Changed in 0.94.2 - the calculation before was really goofy. 1782 /* Changed in 0.94.2 - the calculation before was really goofy.
1850 * In short summary, a throw can take anywhere between speed 5 and 1783 * In short summary, a throw can take anywhere between speed 5 and
1851 * speed 0.5 1784 * speed 0.5
1852 */ 1785 */
1855 throw_ob->speed_left = 0; 1788 throw_ob->speed_left = 0;
1856 throw_ob->map = part->map; 1789 throw_ob->map = part->map;
1857 1790
1858 throw_ob->move_type = MOVE_FLY_LOW; 1791 throw_ob->move_type = MOVE_FLY_LOW;
1859 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; 1792 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1793
1794 throw_ob->set_speed (throw_ob->speed);
1860 1795
1861#if 0 1796#if 0
1862 /* need to put in a good sound for this */ 1797 /* need to put in a good sound for this */
1863 play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ); 1798 play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1864#endif 1799#endif
1890 else 1825 else
1891 throw_ob = find_mon_throw_ob (op); 1826 throw_ob = find_mon_throw_ob (op);
1892 1827
1893 return do_throw (op, part, throw_ob, dir, skill); 1828 return do_throw (op, part, throw_ob, dir, skill);
1894} 1829}
1830
1831static void
1832give_player_quad_material_for (object *pl, object *ob)
1833{
1834 if (!ob->flag [FLAG_IS_QUAD] || !ob->other_arch)
1835 return;
1836
1837 object *t = ob->other_arch->instance ();
1838 pl->insert (t);
1839}
1840
1841bool
1842skill_mining (object *who, object *tool, object *skill, int dir, const char *string)
1843{
1844 if (!who->is_player ())
1845 return 0;
1846
1847 if (!dir)
1848 {
1849 who->failmsg ("In what direction?");
1850 return 0;
1851 }
1852
1853 mapxy pos (who); pos.move (dir);
1854
1855 if (!pos.normalise ())
1856 {
1857 who->failmsgf (
1858 "You brandish your %s, with not so convincing results. "
1859 "H<There is nothing in this direction.>",
1860 &tool->name
1861 );
1862 return 0;
1863 }
1864
1865 mapspace &ms = pos.ms ();
1866
1867 for (object *mine_obj = pos.ms ().top; mine_obj; mine_obj = mine_obj->below)
1868 if (mine_obj->type == VEIN)
1869 {
1870 who->speed_left -= who->speed / tool->speed;
1871
1872 who->play_sound (tool->sound);
1873
1874 if (rndm (100 - mine_obj->stats.ac) > rndm (tool->stats.wc))
1875 who->failmsgf (
1876 "You use your %s.... nothing. "
1877 "H<Try again, perhaps?>",
1878 &tool->name
1879 );
1880 else if (mine_obj->race != tool->race)
1881 who->failmsgf (
1882 "You use your %s.... but it doesn't work. "
1883 "H<Maybe you are using the wrong tool?>",
1884 &tool->name
1885 );
1886 else if (!mine_obj->stats.food)
1887 who->failmsgf (
1888 "You use your %s.... but there is nothing. "
1889 "H<This space is exhausted, you should try somewhere else.>",
1890 &tool->name
1891 );
1892 else
1893 {
1894 --mine_obj->stats.food;
1895
1896 object *ore = mine_obj->other_arch->instance ();
1897
1898 who->statusmsg (format (
1899 "You use your %s.... and find some %s!",
1900 &tool->name, &ore->name
1901 ));
1902
1903 ore->insert_at (who);
1904
1905 return true;
1906 }
1907 }
1908 else if (mine_obj->flag [FLAG_IS_QUAD])
1909 {
1910 if (mine_obj->flag [FLAG_IS_FLOOR])
1911 {
1912 maptile *lower_floor = pos.m->tile_available (TILE_DOWN);
1913
1914 if (!lower_floor)
1915 {
1916 who->failmsgf (
1917 "Whoops, you failed to remove the %s. H<You may try again.>",
1918 &mine_obj->name
1919 );
1920 return false;
1921 }
1922
1923 mapxy below_pos (lower_floor, pos.x, pos.y);
1924
1925 if (!below_pos.normalise ())
1926 {
1927 who->failmsgf (
1928 "Whoops, you failed to remove the %s. H<You may try again.>",
1929 &mine_obj->name
1930 );
1931 return false;
1932 }
1933
1934 // first insert open space here:
1935 object *open_space_floor = archetype::get (shstr_quad_open_space);
1936 open_space_floor->stats.hp = pos.x;
1937 open_space_floor->stats.sp = pos.y;
1938 insert_ob_in_map_at (open_space_floor, pos.m, mine_obj,
1939 INS_BELOW_ORIGINATOR, pos.x, pos.y);
1940
1941 // next we will remove the wall in the lower layer:
1942 mapspace &below_ms = below_pos.ms ();
1943 for (object *quad_obj = below_ms.top; quad_obj; quad_obj = quad_obj->below)
1944 {
1945 if (quad_obj->flag [FLAG_IS_FLOOR])
1946 break;
1947
1948 if (quad_obj->flag [FLAG_IS_QUAD])
1949 {
1950 quad_obj->map->queue_physics_at (quad_obj->x, quad_obj->y);
1951 give_player_quad_material_for (who, quad_obj);
1952 quad_obj->destroy ();
1953 break;
1954 }
1955 }
1956 }
1957
1958 mine_obj->map->queue_physics_at (mine_obj->x, mine_obj->y);
1959
1960 // FIXME: there should be chance assigned, like above with veins!
1961 who->play_sound (tool->sound);
1962 give_player_quad_material_for (who, mine_obj);
1963 mine_obj->destroy ();
1964 who->contr->fire_on = 0; // TODO: stopgap, do not remove more than one per keypress
1965 return true;
1966 }
1967
1968 return false;
1969}
1970

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