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Comparing deliantra/server/server/skills.C (file contents):
Revision 1.4 by root, Sun Aug 27 15:24:22 2006 UTC vs.
Revision 1.108 by root, Wed Dec 12 02:13:05 2012 UTC

1/* 1/*
2 * static char *rcsid_skills_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: skills.C,v 1.4 2006/08/27 15:24:22 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
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 <support@deliantra.net>
4 */ 23 */
5/*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copyright (C) 2003 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen
10
11 This program is free software; you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or
14 (at your option) any later version.
15
16 This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details.
20
21 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24
25 The authors can be reached via e-mail to crossfire-devel@real-time.com
26*/
27 24
28#include <global.h> 25#include <global.h>
29#include <object.h> 26#include <object.h>
30#ifndef __CEXTRACT__
31#include <sproto.h> 27#include <sproto.h>
32#endif
33#include <living.h> 28#include <living.h>
34#include <skills.h> 29#include <skills.h>
35#include <spells.h> 30#include <spells.h>
36#include <book.h> 31#include <book.h>
37 32
38/* adj_stealchance() - increased values indicate better attempts */ 33/* adj_stealchance() - increased values indicate better attempts */
34static int
39static int adj_stealchance (object *op, object *victim, int roll) { 35adj_stealchance (object *op, object *victim, int roll)
36{
40 object *equip; 37 object *equip;
41 38
42 if(!op||!victim||!roll) return -1; 39 if (!op || !victim || !roll)
40 return -1;
43 41
44 /* Only prohibit stealing if the player does not have a free 42 /* Only prohibit stealing if the player does not have a free
45 * hand available and in fact does have hands. 43 * hand available and in fact does have hands.
46 */ 44 */
47 if(op->type==PLAYER && op->body_used[BODY_ARMS] <=0 && 45 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info)
48 op->body_info[BODY_ARMS]) {
49 new_draw_info(NDI_UNIQUE, 0,op,"But you have no free hands to steal with!");
50 return -1;
51 } 46 {
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.>");
49 return -1;
50 }
52 51
53 /* ADJUSTMENTS */ 52 /* ADJUSTMENTS */
54 53
55 /* Its harder to steal from hostile beings! */ 54 /* It's harder to steal from hostile beings! */
56 if(!QUERY_FLAG(victim, FLAG_UNAGGRESSIVE)) roll = roll/2; 55 if (!victim->flag [FLAG_UNAGGRESSIVE])
56 roll = roll / 2;
57 57
58 /* Easier to steal from sleeping beings, or if the thief is 58 /* Easier to steal from sleeping beings, or if the thief is
59 * unseen */ 59 * unseen */
60 if(QUERY_FLAG(victim, FLAG_SLEEP)) 60 if (victim->flag [FLAG_SLEEP])
61 roll = roll*3; 61 roll = roll * 3;
62 else if(op->invisible) 62 else if (op->invisible)
63 roll = roll*2; 63 roll = roll * 2;
64 64
65 /* check stealing 'encumberance'. Having this equipment applied makes 65 /* check stealing 'encumberance'. Having this equipment applied makes
66 * it quite a bit harder to steal. 66 * it quite a bit harder to steal.
67 */ 67 */
68 for(equip=op->inv;equip;equip=equip->below) { 68 for (equip = op->inv; equip; equip = equip->below)
69 if(equip->type==WEAPON&&QUERY_FLAG(equip,FLAG_APPLIED)) { 69 {
70 if (equip->type == WEAPON && equip->flag [FLAG_APPLIED])
70 roll -= equip->weight/10000; 71 roll -= equip->weight / 10000;
71 } 72
72 if(equip->type==BOW&&QUERY_FLAG(equip,FLAG_APPLIED)) 73 if (equip->type == BOW && equip->flag [FLAG_APPLIED])
73 roll -= equip->weight/5000; 74 roll -= equip->weight / 5000;
74 if(equip->type==SHIELD&&QUERY_FLAG(equip,FLAG_APPLIED)) { 75
76 if (equip->type == SHIELD && equip->flag [FLAG_APPLIED])
75 roll -= equip->weight/2000; 77 roll -= equip->weight / 2000;
76 } 78
77 if(equip->type==ARMOUR&&QUERY_FLAG(equip,FLAG_APPLIED)) 79 if (equip->type == ARMOUR && equip->flag [FLAG_APPLIED])
78 roll -= equip->weight/5000; 80 roll -= equip->weight / 5000;
79 if(equip->type==GLOVES&&QUERY_FLAG(equip,FLAG_APPLIED)) 81
82 if (equip->type == GLOVES && equip->flag [FLAG_APPLIED])
80 roll -= equip->weight/100; 83 roll -= equip->weight / 100;
81 } 84 }
82 if(roll<0) roll=0; 85
86 if (roll < 0)
87 roll = 0;
88
83 return roll; 89 return roll;
84} 90}
85 91
86/* 92/*
87 * When stealing: dependent on the intelligence/wisdom of whom you're 93 * When stealing: dependent on the intelligence/wisdom of whom you're
88 * stealing from (op in attempt_steal), offset by your dexterity and 94 * stealing from (op in attempt_steal), offset by your dexterity and
90 * or not. 96 * or not.
91 * op is the target (person being pilfered) 97 * op is the target (person being pilfered)
92 * who is the person doing the stealing. 98 * who is the person doing the stealing.
93 * skill is the skill object (stealing). 99 * skill is the skill object (stealing).
94 */ 100 */
95 101static int
96static int attempt_steal(object* op, object* who, object *skill) 102attempt_steal (object *op, object *who, object *skill)
97{ 103{
98 object *success=NULL, *tmp=NULL, *next; 104 object *success = NULL, *tmp = NULL, *next;
99 int roll=0, chance=0, stats_value; 105 int roll = 0, chance = 0, stats_value;
100 rv_vector rv; 106 rv_vector rv;
101 107
102 stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2; 108 stats_value = (who->stats.Dex + who->stats.Int) * 3 / 2;
103 109
104 /* 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)
105 * 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
106 * have much chance of success. 112 * have much chance of success.
107 */ 113 */
108 if(op->type!=PLAYER && QUERY_FLAG(op,FLAG_NO_STEAL)) { 114 if (!op->is_player () && op->flag [FLAG_NO_STEAL])
115 {
109 if(can_detect_enemy(op,who,&rv)) { 116 if (can_detect_enemy (op, who, &rv))
117 {
110 npc_call_help(op); 118 npc_call_help (op);
111 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); 119 op->clr_flag (FLAG_UNAGGRESSIVE);
112 new_draw_info(NDI_UNIQUE, 0,who,"Your attempt is prevented!"); 120 who->failmsg ("Your attempt is prevented!");
113 return 0; 121 return 0;
122 }
114 } 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 */
115 op->stats.Wis += (op->stats.Int/5)+1; 124 op->stats.Wis += (op->stats.Int / 5) + 1;
116 if (op->stats.Wis > MAX_STAT) op->stats.Wis = MAX_STAT; 125
126 if (op->stats.Wis > MAX_STAT)
127 op->stats.Wis = MAX_STAT;
128 }
129
130 if (op->is_player () && op->flag [FLAG_WIZ])
117 } 131 {
118 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_WIZ)) { 132 who->failmsg ("You can't steal from the dungeon master!\n");
119 new_draw_info(NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n"); 133 return 0;
120 return 0; 134 }
135
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))
121 } 138 {
122#ifdef PROHIBIT_PLAYERKILL 139 who->failmsg ("You can't steal from other players!\n");
123 if(op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful)) {
124 new_draw_info(NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
125 return 0; 140 return 0;
126 } 141 }
127#else
128 if(op->type == PLAYER && who->type == PLAYER && settings.no_player_stealing) {
129 new_draw_info(NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
130 return 0;
131 }
132#endif
133 142
134
135 /* Ok then, go thru their inventory, stealing */ 143 /* Ok then, go through their inventory, stealing */
136 for(tmp = op->inv; tmp != NULL; tmp = next) { 144 for (tmp = op->inv; tmp; tmp = next)
145 {
137 next = tmp->below; 146 next = tmp->below;
138 147
139 /* you can't steal worn items, starting items, wiz stuff, 148 /* you can't steal worn items, starting items, wiz stuff,
140 * innate abilities, or items w/o a type. Generally 149 * innate abilities, or items w/o a type. Generally
141 * speaking, the invisibility flag prevents experience or 150 * speaking, the invisibility flag prevents experience or
142 * abilities from being stolen since these types are currently 151 * abilities from being stolen since these types are currently
143 * always invisible objects. I was implicit here so as to prevent 152 * always invisible objects. I was implicit here so as to prevent
144 * future possible problems. -b.t. 153 * future possible problems. -b.t.
145 * 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
146 * already -b.t. 155 * already -b.t.
147 */ 156 */
148 157
149 if (QUERY_FLAG(tmp,FLAG_WAS_WIZ) || QUERY_FLAG(tmp, FLAG_APPLIED) 158 if (tmp->flag [FLAG_APPLIED]
150 || !(tmp->type) 159 || !tmp->type
151 || tmp->type == EXPERIENCE || tmp->type == SPELL 160 || tmp->type == SPELL
152 || QUERY_FLAG(tmp,FLAG_STARTEQUIP) 161 || tmp->flag [FLAG_STARTEQUIP]
153 || QUERY_FLAG(tmp,FLAG_NO_STEAL) 162 || tmp->flag [FLAG_NO_STEAL]
154 || tmp->invisible ) continue; 163 || tmp->invisible)
164 continue;
155 165
156 /* Okay, try stealing this item. Dependent on dexterity of thief, 166 /* Okay, try stealing this item. Dependent on dexterity of thief,
157 * skill level, see the adj_stealroll fctn for more detail. 167 * skill level, see the adj_stealroll fctn for more detail.
158 */ 168 */
159 169
160 roll=die_roll(2, 100, who, PREFER_LOW)/2; /* weighted 1-100 */ 170 roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */
161 171
162 if((chance=adj_stealchance(who,op,(stats_value+skill->level * 10 - op->level * 3)))==-1) 172 if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1)
163 return 0; 173 return 0;
164 else if (roll < chance ) { 174 else if (roll < chance)
165 tag_t tmp_count = tmp->count; 175 {
166
167 pick_up(who, tmp); 176 pick_up (who, tmp);
168 /* need to see if the player actually stole this item - 177 /* need to see if the player actually stole this item -
169 * if it is in the players inv, assume it is. This prevents 178 * if it is in the players inv, assume it is. This prevents
170 * abuses where the player can not carry the item, so just 179 * abuses where the player can not carry the item, so just
171 * keeps stealing it over and over. 180 * keeps stealing it over and over.
172 */ 181 */
173 if (was_destroyed(tmp, tmp_count) || tmp->env != op) { 182 if (tmp->destroyed () || tmp->env != op)
183 {
174 /* for players, play_sound: steals item */ 184 /* for players, play_sound: steals item */
175 success = tmp; 185 success = tmp;
176 CLEAR_FLAG(tmp, FLAG_INV_LOCKED); 186 tmp->clr_flag (FLAG_INV_LOCKED);
187 }
177 188
178 /* Don't delete it from target player until we know 189 break;
179 * the thief has picked it up. can't just look at tmp->count, 190 }
180 * as it's possible that it got merged when picked up. 191 } /* for loop looking for an item */
181 */ 192
182 if (op->type == PLAYER) 193 if (!tmp)
183 esrv_del_item(op->contr, tmp_count); 194 {
195 new_draw_info_format (NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!", op->type == PLAYER ? "" : "The ", query_name (op));
196 return 0;
184 } 197 }
185 break;
186 }
187 } /* for loop looking for an item */
188 198
189 if (!tmp) {
190 new_draw_info_format(NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!",
191 op->type == PLAYER ? "" : "The ", query_name(op));
192 return 0;
193 }
194
195 /* If you arent high enough level, you might get something BUT 199 /* If you arent high enough level, you might get something BUT
196 * the victim will notice your stealing attempt. Ditto if you 200 * the victim will notice your stealing attempt. Ditto if you
197 * attempt to steal something heavy off them, they're bound to notice 201 * attempt to steal something heavy off them, they're bound to notice
198 */ 202 */
199 203
200 if((roll>=skill->level) || !chance 204 if ((roll >= skill->level) || !chance
201 ||(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)))))
202 206 {
203 /* victim figures out where the thief is! */ 207 /* victim figures out where the thief is! */
204 if(who->hide) make_visible(who); 208 if (who->flag [FLAG_HIDDEN])
209 make_visible (who);
205 210
206 if(op->type != PLAYER) { 211 if (op->type != PLAYER)
212 {
207 /* The unaggressives look after themselves 8) */ 213 /* The unaggressives look after themselves 8) */
208 if(who->type==PLAYER) { 214 if (who->type == PLAYER)
209 npc_call_help(op); 215 {
210 new_draw_info_format(NDI_UNIQUE, 0,who, 216 npc_call_help (op);
211 "%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));
212 } 218 }
213 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); 219
220 op->clr_flag (FLAG_UNAGGRESSIVE);
214 /* all remaining npc items are guarded now. Set flag NO_STEAL 221 /* all remaining npc items are guarded now. Set flag NO_STEAL
215 * on the victim. 222 * on the victim.
216 */ 223 */
217 SET_FLAG(op,FLAG_NO_STEAL); 224 op->set_flag (FLAG_NO_STEAL);
218 } else { /* stealing from another player */ 225 }
226 else
227 { /* stealing from another player */
219 char buf[MAX_BUF]; 228 char buf[MAX_BUF];
229
220 /* Notify the other player */ 230 /* Notify the other player */
221 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))
222 sprintf(buf, "Your %s is missing!", query_name(success)); 232 sprintf (buf, "Your %s is missing!", query_name (success));
223 } else { 233 else
224 sprintf(buf, "Your pack feels strangely lighter."); 234 sprintf (buf, "Your pack feels strangely lighter.");
225 } 235
226 new_draw_info(NDI_UNIQUE, 0,op,buf); 236 new_draw_info (NDI_UNIQUE, 0, op, buf);
227 if (!success) { 237 if (!success)
228 if (who->invisible) { 238 {
239 if (who->invisible)
229 sprintf(buf, "you feel itchy fingers getting at your pack."); 240 sprintf (buf, "you feel itchy fingers getting at your pack.");
230 } else { 241 else
231 sprintf(buf, "%s looks very shifty.", query_name(who)); 242 sprintf (buf, "%s looks very shifty.", query_name (who));
232 } 243
233 new_draw_info(NDI_UNIQUE, 0,op,buf); 244 new_draw_info (NDI_UNIQUE, 0, op, buf);
234 } 245 }
235 } /* else stealing from another player */ 246 } /* else stealing from another player */
236 /* play_sound("stop! thief!"); kindofthing */ 247 /* play_sound("stop! thief!"); kindofthing */
237 } /* if you weren't 100% successful */ 248 } /* if you weren't 100% successful */
249
238 return success? 1:0; 250 return success ? 1 : 0;
239} 251}
240 252
241 253int
242int steal(object* op, int dir, object *skill) 254steal (object *op, int dir, object *skill)
243{ 255{
244 object *tmp, *next; 256 object *tmp, *next;
245 sint16 x, y; 257 sint16 x, y;
246 mapstruct *m; 258 maptile *m;
247 int mflags; 259 int mflags;
248 260
249 x = op->x + freearr_x[dir]; 261 x = op->x + freearr_x[dir];
250 y = op->y + freearr_y[dir]; 262 y = op->y + freearr_y[dir];
251 263
252 if(dir == 0) { 264 if (dir == 0)
253 /* Can't steal from ourself! */ 265 return 0; // you can't steal from ourself!
254 return 0;
255 }
256 266
257 m = op->map; 267 m = op->map;
258 mflags = get_map_flags(m, &m ,x,y, &x, &y); 268 mflags = get_map_flags (m, &m, x, y, &x, &y);
259 /* 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,
260 * don't need to look any further. 270 * don't need to look any further.
261 */ 271 */
262 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) 272 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
263 return 0;
264
265 /* If player can't move onto the space, can't steal from it. */
266 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)))
267 return 0;
268
269 /* Find the topmost object at this spot */
270 for(tmp = get_map_ob(m,x,y);
271 tmp != NULL && tmp->above != NULL;
272 tmp = tmp->above);
273
274 /* For all the stacked objects at this point, attempt a steal */
275 for(; tmp != NULL; tmp = next) {
276 next = tmp->below;
277 /* Minor hack--for multi square beings - make sure we get
278 * the 'head' coz 'tail' objects have no inventory! - b.t.
279 */
280 if (tmp->head) tmp=tmp->head;
281
282 if(tmp->type!=PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) continue;
283
284 /* do not reveal hidden DMs */
285 if (tmp->type == PLAYER && QUERY_FLAG(tmp, FLAG_WIZ) && tmp->contr->hidden) continue;
286 if (attempt_steal(tmp, op, skill)) {
287 if (tmp->type==PLAYER) /* no xp for stealing from another player */
288 return 0;
289
290 /* no xp for stealing from pets (of players) */
291 if (QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) {
292 object *owner = get_owner(tmp);
293 if (owner != NULL && owner->type == PLAYER)
294 return 0;
295 }
296
297 // reduce monster experience by experience we gained, as to
298 // limit the amount of exp that can be gained by stealing from monsters
299 // (jessies gave ~20,000,000 exp otherwise.
300 int exp = calc_skill_exp (op, tmp, skill);
301 exp = MIN (tmp->stats.exp, exp);
302 tmp->stats.exp -= exp;
303 return exp;
304 }
305 }
306 return 0; 273 return 0;
307}
308 274
275 /* If player can't move onto the space, can't steal from it. */
276 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
277 return 0;
278
279 /* Find the topmost object at this spot */
280 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
281
282 /* For all the stacked objects at this point, attempt a steal */
283 for (; tmp; tmp = next)
284 {
285 next = tmp->below;
286 /* Minor hack--for multi square beings - make sure we get
287 * the 'head' coz 'tail' objects have no inventory! - b.t.
288 */
289 if (tmp->head)
290 tmp = tmp->head;
291
292 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
293 continue;
294
295 if (attempt_steal (tmp, op, skill))
296 {
297 if (tmp->type == PLAYER) /* no xp for stealing from another player */
298 return 0;
299
300 /* no xp for stealing from pets (of players) */
301 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
302 {
303 object *owner = tmp->owner;
304
305 if (owner && owner->type == PLAYER)
306 return 0;
307 }
308
309 // reduce monster experience by experience we gained, as to
310 // limit the amount of exp that can be gained by stealing from monsters
311 // (jessies gave ~20,000,000 exp otherwise.
312 int exp = calc_skill_exp (op, tmp, skill);
313
314 exp = min (tmp->stats.exp, exp);
315 tmp->stats.exp -= exp;
316 return exp;
317 }
318 }
319
320 return 0;
321}
322
323static int
309static int attempt_pick_lock (object *door, object *pl, object *skill) 324attempt_pick_lock (object *door, object *pl, object *skill)
310{ 325{
311 int difficulty= pl->map->difficulty ? pl->map->difficulty : 0; 326 int difficulty = pl->map->difficulty ? pl->map->difficulty : 0;
312 int success = 0, number; /* did we get anything? */ 327 int success = 0, number; /* did we get anything? */
313 328
314 329
315 /* Try to pick the lock on this item (doors only for now). 330 /* Try to pick the lock on this item (doors only for now).
316 * Dependent on dexterity/skill SK_level of the player and 331 * Dependent on dexterity/skill SK_level of the player and
317 * the map level difficulty. 332 * the map level difficulty.
318 */ 333 */
319 number = (die_roll(2, 40, pl, PREFER_LOW)-2)/2; 334 number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2;
320 if (number < (pl->stats.Dex + skill->level - difficulty)) { 335 if (number < (pl->stats.Dex + skill->level - difficulty))
336 {
321 remove_door(door); 337 remove_door (door);
322 success = 1; 338 success = 1;
323 } else if (door->inv && (door->inv->type==RUNE || door->inv->type==TRAP)) { /* set off any traps? */
324 spring_trap(door->inv,pl);
325 } 339 }
340 else if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
341 { /* set off any traps? */
342 spring_trap (door->inv, pl);
343 }
326 return success; 344 return success;
327} 345}
328 346
329 347
330/* Implementation by bt. (thomas@astro.psu.edu) 348/* Implementation by bt. (thomas@astro.psu.edu)
331 * monster implementation 7-7-95 by bt. 349 * monster implementation 7-7-95 by bt.
332 */ 350 */
333 351
352int
334int pick_lock(object *pl, int dir, object *skill) 353pick_lock (object *pl, int dir, object *skill)
335{ 354{
336 object *tmp; 355 object *tmp;
337 int x = pl->x + freearr_x[dir];
338 int y = pl->y + freearr_y[dir];
339 356
357 if (!dir)
340 if(!dir) dir=pl->facing; 358 dir = pl->facing;
341 359
360 mapxy pos (pl); pos.move (dir);
361
342 /* For all the stacked objects at this point find a door*/ 362 /* For all the stacked objects at this point find a door */
343 if (out_of_map(pl->map,x,y)) { 363 if (!pos.normalise ())
344 new_draw_info(NDI_UNIQUE, 0,pl,"There is no lock there.");
345 return 0;
346 } 364 {
365 pl->failmsg ("There is no lock there.");
366 return 0;
367 }
347 368
348 for(tmp=get_map_ob(pl->map,x,y); tmp; tmp=tmp->above) 369 for (tmp = pos->bot; tmp; tmp = tmp->above)
349 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) break; 370 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
371 break;
350 372
351 if (!tmp) { 373 if (!tmp)
352 new_draw_info(NDI_UNIQUE, 0,pl,"There is no lock there.");
353 return 0;
354 } 374 {
375 pl->failmsg ("There is no lock there.");
376 return 0;
377 }
378
355 if (tmp->type == LOCKED_DOOR) { 379 if (tmp->type == LOCKED_DOOR)
356 new_draw_info(NDI_UNIQUE, 0,pl, "You can't pick that lock!");
357 return 0;
358 } 380 {
381 pl->failmsg ("You can't pick that lock! H<You need the right key, no matter how skilled you might be.>");
382 return 0;
383 }
359 384
360 if (!tmp->move_block) { 385 if (!tmp->move_block)
361 new_draw_info(NDI_UNIQUE, 0,pl,"The door has no lock!");
362 return 0;
363 } 386 {
387 pl->failmsg ("The door has no lock!");
388 return 0;
389 }
364 390
365 if (attempt_pick_lock(tmp, pl, skill)) { 391 if (attempt_pick_lock (tmp, pl, skill))
392 {
366 new_draw_info(NDI_UNIQUE, 0,pl,"You pick the lock."); 393 new_draw_info (NDI_UNIQUE, 0, pl, "You pick the lock.");
367 return calc_skill_exp(pl,NULL, skill); 394 return calc_skill_exp (pl, NULL, skill);
368 } else { 395 }
396 else
397 {
369 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.");
370 return 0; 399 return 0;
371 } 400 }
372} 401}
373
374 402
375/* HIDE CODE. The user becomes undetectable (not just 'invisible') for 403/* HIDE CODE. The user becomes undetectable (not just 'invisible') for
376 * a short while (success and duration dependant on player SK_level, 404 * a short while (success and duration dependant on player SK_level,
377 * dexterity, charisma, and map difficulty). 405 * dexterity, charisma, and map difficulty).
378 * Players have a good chance of becoming 'unhidden' if they move 406 * Players have a good chance of becoming 'unhidden' if they move
379 * and like invisiblity will be come visible if they attack 407 * and like invisiblity will be come visible if they attack
380 * Implemented by b.t. (thomas@astro.psu.edu) 408 * Implemented by b.t. (thomas@astro.psu.edu)
381 * July 7, 1995 - made hiding possible for monsters. -b.t. 409 * July 7, 1995 - made hiding possible for monsters. -b.t.
382 */ 410 */
383 411static int
384static int attempt_hide(object *op, object *skill) { 412attempt_hide (object *op, object *skill)
413{
385 int number,difficulty=op->map->difficulty; 414 int number, difficulty = op->map->difficulty;
386 int terrain = hideability(op); 415 int terrain = hideability (op);
387 416
388 if(terrain<-10) /* not enough cover here */ 417 if (terrain < -10) /* not enough cover here */
389 return 0;
390
391 /* Hiding success and duration dependant on skill level,
392 * op->stats.Dex, map difficulty and terrain.
393 */
394
395 number = (die_roll(2, 25, op, PREFER_LOW)-2)/2;
396 if(!stand_near_hostile(op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) {
397 op->invisible += 100; /* set the level of 'hiddeness' */
398 if(op->type==PLAYER)
399 op->contr->tmp_invis=1;
400 op->hide=1;
401 return 1;
402 }
403 return 0; 418 return 0;
419
420 /* Hiding success and duration dependant on skill level,
421 * op->stats.Dex, map difficulty and terrain.
422 */
423 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
424
425 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
426 {
427 op->invisible += 100; /* set the level of 'hiddeness' */
428
429 if (op->type == PLAYER)
430 op->contr->tmp_invis = 1;
431
432 op->flag [FLAG_HIDDEN] = 1;
433 return 1;
434 }
435
436 return 0;
404} 437}
405 438
406/* patched this to take terrain into consideration */ 439/* patched this to take terrain into consideration */
407 440int
408int hide(object *op, object *skill) { 441hide (object *op, object *skill)
409 442{
410 /* the preliminaries -- Can we really hide now? */ 443 /* the preliminaries -- Can we really hide now? */
411 /* this keeps monsters from using invisibilty spells and hiding */ 444 /* this keeps monsters from using invisibilty spells and hiding */
412 445
413 if (QUERY_FLAG(op, FLAG_MAKE_INVIS)) { 446 if (op->flag [FLAG_MAKE_INVIS])
447 {
414 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!");
415 return 0; 449 return 0;
450 }
416 } else if (!op->hide && op->invisible>0 && op->type == PLAYER) { 451 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER)
452 {
417 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!");
418 make_visible(op); 454 make_visible (op);
419 } 455 }
420 456
421 if(op->invisible>(50*skill->level)) { 457 if (op->invisible > 50 * skill->level)
458 {
422 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.");
423 return 0; 460 return 0;
424 } 461 }
425 462
426 if(attempt_hide(op, skill)) { 463 if (attempt_hide (op, skill))
464 {
427 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.");
428 update_object(op,UP_OBJ_FACE); 466 update_object (op, UP_OBJ_FACE);
429 return calc_skill_exp(op, NULL, skill); 467 return calc_skill_exp (op, NULL, skill);
430 } 468 }
469
431 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.");
432 return 0; 471 return 0;
433} 472}
434
435 473
436/* stop_jump() - End of jump. Clear flags, restore the map, and 474/* stop_jump() - End of jump. Clear flags, restore the map, and
437 * freeze the jumper a while to simulate the exhaustion 475 * freeze the jumper a while to simulate the exhaustion
438 * of jumping. 476 * of jumping.
439 */ 477 */
478static void
440static void stop_jump(object *pl, int dist, int spaces) { 479stop_jump (object *pl, int dist, int spaces)
441 fix_player(pl); 480{
442 insert_ob_in_map(pl,pl->map,pl,0); 481 pl->update_stats ();
482 pl->map->insert (pl, pl->x, pl->y, pl);
483 pl->speed_left -= pl->speed * 8.;
443} 484}
444 485
445 486static int
446static int attempt_jump (object *pl, int dir, int spaces, object *skill) { 487attempt_jump (object *pl, int dir, int spaces, object *skill)
488{
447 object *tmp; 489 object *tmp;
448 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;
449 sint16 x, y; 491 sint16 x, y;
450 mapstruct *m; 492 maptile *m;
451 493
452 /* Jump loop. Go through spaces opject wants to jump. Halt the 494 /* Jump loop. Go through spaces object wants to jump. Halt the
453 * 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
454 * temporarily to allow player to aviod exits/archs that are not 496 * temporarily to allow player to aviod exits/archs that are not
455 * fly_on, fly_off. This will also prevent pickup of objects 497 * fly_on, fly_off. This will also prevent pickup of objects
456 * while jumping over them. 498 * while jumping over them.
457 */
458
459 remove_ob(pl);
460
461 /*
462 * I don't think this is actually needed - all the movement
463 * code is handled in this function, and I don't see anyplace
464 * that cares about the move_type being flying.
465 */ 499 */
500 pl->remove ();
466 pl->move_type |= MOVE_FLY_LOW; 501 pl->move_type |= MOVE_FLY_LOW;
467 502
468 for(i=0;i<=spaces;i++) { 503 for (i = 0; i <= spaces; i++)
504 {
469 x = pl->x + dx; 505 x = pl->x + dx;
470 y = pl->y + dy; 506 y = pl->y + dy;
471 m = pl->map; 507 m = pl->map;
472 508
473 mflags = get_map_flags(m, &m, x, y, &x, &y); 509 mflags = get_map_flags (m, &m, x, y, &x, &y);
474 510
475 if (mflags & P_OUT_OF_MAP) { 511 if (mflags & P_OUT_OF_MAP)
476 (void) stop_jump(pl,i,spaces); 512 {
513 stop_jump (pl, i, spaces);
477 return 0; 514 return 0;
478 } 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
479 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)))
538 {
480 new_draw_info(NDI_UNIQUE, 0,pl,"Your jump is blocked."); 539 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
481 stop_jump(pl,i,spaces); 540 stop_jump (pl, i, spaces);
482 return 0; 541 return 0;
483 } 542 }
484 543
485 for(tmp=get_map_ob(m, x, y); tmp;tmp=tmp->above) { 544 pl->x = x;
486 /* Jump into creature */ 545 pl->y = y;
487 if(QUERY_FLAG(tmp, FLAG_MONSTER) 546 pl->map = m;
488 || (tmp->type==PLAYER && (!QUERY_FLAG(tmp, FLAG_WIZ) || !tmp->contr->hidden))) { 547
489 new_draw_info_format(NDI_UNIQUE, 0,pl,"You jump into %s%s.", 548 if (m->at (x, y).move_on & pl->move_type)
490 tmp->type == PLAYER ? "" : "the ", tmp->name); 549 {
491 if(tmp->type!=PLAYER || 550 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is stopped.");
492 (pl->type==PLAYER && pl->contr->party==NULL) ||
493 (pl->type==PLAYER && tmp->type==PLAYER &&
494 pl->contr->party!=tmp->contr->party))
495 exp = skill_attack(tmp,pl,pl->facing,"kicked", skill); /* pl makes an attack */
496 stop_jump(pl,i,spaces); 551 stop_jump (pl, i, spaces);
497 return exp; /* note that calc_skill_exp() is already called by skill_attack() */ 552 return 0;
553 }
498 } 554 }
499 /* If the space has fly on set (no matter what the space is), 555
500 * we should get the effects - after all, the player is
501 * effectively flying.
502 */
503 if (tmp->move_on & MOVE_FLY_LOW) {
504 pl->x = x;
505 pl->y = y;
506 pl->map = m;
507 stop_jump(pl,i,spaces);
508 return calc_skill_exp(pl,NULL, skill);
509 }
510 }
511 pl->x = x;
512 pl->y = y;
513 pl->map = m;
514 }
515 stop_jump(pl,i,spaces); 556 stop_jump (pl, i, spaces);
557
516 return calc_skill_exp(pl,NULL, skill); 558 return calc_skill_exp (pl, NULL, skill);
517} 559}
518 560
519/* 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
520 * an attack as well. 562 * an attack as well.
521 * 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
522 * jumper can jump several spaces? 564 * jumper can jump several spaces?
523 */ 565 */
524 566int
525int jump(object *pl, int dir, object *skill) 567jump (object *pl, int dir, object *skill)
526{ 568{
527 int spaces=0,stats;
528 int str = pl->stats.Str; 569 int str = pl->stats.Str;
529 int dex = pl->stats.Dex; 570 int dex = pl->stats.Dex;
530 571
531 dex = dex ? dex : 15; 572 dex = dex ? dex : 15;
532 str = str ? str : 10; 573 str = str ? str : 10;
533 574
534 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));
535 577
536 if(pl->carrying!=0) /* don't want div by zero !! */ 578 if (spaces == 0)
537 spaces=(int) (stats/pl->carrying);
538 else
539 spaces=2; /* pl has no objects - gets the far jump */
540
541 if(spaces>2)
542 spaces = 2;
543 else if(spaces==0) {
544 new_draw_info(NDI_UNIQUE, 0,pl,"You are carrying too much weight to jump.");
545 return 0;
546 } 579 {
580 pl->failmsg ("You are carrying too much weight to jump.");
581 return 0;
582 }
583
547 return attempt_jump(pl,dir,spaces, skill); 584 return attempt_jump (pl, dir, spaces, skill);
548} 585}
549 586
550
551/* skill_ident() - this code is supposed to allow players to identify 587/* skill_ident() - this code is supposed to allow players to identify
552 * classes of objects with the various "auto-ident" skills. Player must 588 * classes of objects with the various "auto-ident" skills. Player must
553 * 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
554 * to work. While multiple classes of objects may be identified, 590 * to work. While multiple classes of objects may be identified,
555 * 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
556 * more generalized. Right now, skill indices are embedded in this routine. 592 * more generalized. Right now, skill indices are embedded in this routine.
557 * Returns amount of experience gained (on successful ident). 593 * Returns amount of experience gained (on successful ident).
558 * - b.t. (thomas@astro.psu.edu) 594 * - b.t. (thomas@astro.psu.edu)
559 */ 595 */
560 596static int
561static int do_skill_detect_curse(object *pl, object *skill) { 597do_skill_detect_curse (object *pl, object *skill)
562 object *tmp; 598{
563 int success=0; 599 int success = 0;
564 600
565 for(tmp=pl->inv;tmp;tmp=tmp->below) 601 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
566 if (!tmp->invisible 602 if (!tmp->invisible
567 && !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && !QUERY_FLAG(tmp,FLAG_KNOWN_CURSED) 603 && tmp->need_identify ()
568 && (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) && 604 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED]
605 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
569 tmp->item_power < skill->level) { 606 && tmp->item_power < skill->level)
570 SET_FLAG(tmp,FLAG_KNOWN_CURSED); 607 {
608 tmp->set_flag (FLAG_KNOWN_CURSED);
571 esrv_update_item(UPD_FLAGS, pl, tmp); 609 esrv_update_item (UPD_FLAGS, pl, tmp);
572 success+= calc_skill_exp(pl,tmp, skill); 610 success += calc_skill_exp (pl, tmp, skill);
573 } 611 }
574 612
575 /* Check ground, too, but only objects the player could pick up */ 613 /* Check ground, too, but only objects the player could pick up */
576 for(tmp=get_map_ob(pl->map,pl->x,pl->y);tmp;tmp=tmp->above) 614 for (object *tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
577 if (can_pick(pl, tmp) && 615 if (can_pick (pl, tmp)
578 !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && 616 && tmp->need_identify ()
579 !QUERY_FLAG(tmp,FLAG_KNOWN_CURSED) 617 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED]
580 && (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) && 618 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
581 tmp->item_power < skill->level) { 619 && tmp->item_power < skill->level)
582 SET_FLAG(tmp,FLAG_KNOWN_CURSED); 620 {
621 tmp->set_flag (FLAG_KNOWN_CURSED);
583 esrv_update_item(UPD_FLAGS, pl, tmp); 622 esrv_update_item (UPD_FLAGS, pl, tmp);
584 success+= calc_skill_exp(pl,tmp, skill); 623 success += calc_skill_exp (pl, tmp, skill);
585 } 624 }
586 625
587 return success; 626 return success;
588} 627}
589 628
629static int
590static int do_skill_detect_magic(object *pl, object *skill) { 630do_skill_detect_magic (object *pl, object *skill)
591 object *tmp; 631{
592 int success=0; 632 int success = 0;
593 633
594 for(tmp=pl->inv;tmp;tmp=tmp->below) 634 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
595 if(!tmp->invisible 635 if (!tmp->invisible
596 && !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) 636 && tmp->need_identify ()
597 && (is_magical(tmp)) && tmp->item_power < skill->level) { 637 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL]
598 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 638 && is_magical (tmp)
639 && tmp->item_power < skill->level)
640 {
641 tmp->set_flag (FLAG_KNOWN_MAGICAL);
599 esrv_update_item(UPD_FLAGS, pl, tmp); 642 esrv_update_item (UPD_FLAGS, pl, tmp);
600 success+=calc_skill_exp(pl,tmp, skill); 643 success += calc_skill_exp (pl, tmp, skill);
601 } 644 }
602 645
603 /* 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 */
604 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)
605 if (can_pick(pl, tmp) && 648 if (can_pick (pl, tmp)
606 !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && 649 && tmp->need_identify ()
607 !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) 650 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL]
608 && (is_magical(tmp)) && tmp->item_power < skill->level) { 651 && is_magical (tmp)
609 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 652 && tmp->item_power < skill->level)
653 {
654 tmp->set_flag (FLAG_KNOWN_MAGICAL);
610 esrv_update_item(UPD_FLAGS, pl, tmp); 655 esrv_update_item (UPD_FLAGS, pl, tmp);
611 success+=calc_skill_exp(pl,tmp, skill); 656 success += calc_skill_exp (pl, tmp, skill);
612 } 657 }
613 658
614 return success; 659 return success;
615} 660}
616 661
617/* Helper function for do_skill_ident, so that we can loop 662/* Helper function for do_skill_ident, so that we can loop
618 * over inventory AND objects on the ground conveniently. 663 * over inventory AND objects on the ground conveniently.
619 */ 664 */
665static int
620int do_skill_ident2(object *tmp,object *pl, int obj_class, object *skill) 666do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
621{ 667{
622 int success = 0, chance; 668 int success = 0, chance;
623 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;
624 670
625 if (!QUERY_FLAG (tmp,FLAG_IDENTIFIED) && !QUERY_FLAG (tmp,FLAG_NO_SKILL_IDENT) 671 if (!tmp->flag [FLAG_IDENTIFIED]
626 && 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)
627 { 676 {
628 chance = die_roll(3, 10, pl, PREFER_LOW) - 3 677 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
629 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
630 678
631 if (skill_value >= chance) 679 if (skill_value >= chance)
632 { 680 {
633 identify(tmp); 681 identify (tmp);
634 682
635 if (pl->type==PLAYER) 683 if (pl->type == PLAYER)
636 { 684 {
637 new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl)); 685 new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl));
638 686
639 if (tmp->msg) 687 if (tmp->msg)
640 { 688 {
641 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:");
642 new_draw_info(NDI_UNIQUE, 0,pl, tmp->msg); 690 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
643 } 691 }
644
645 /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */
646 if (tmp->map)
647 esrv_send_item (pl, tmp);
648 } 692 }
693
649 success += calc_skill_exp(pl,tmp, skill); 694 success += calc_skill_exp (pl, tmp, skill);
650 } 695 }
651 else 696 else
652 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); 697 tmp->set_flag (FLAG_NO_SKILL_IDENT);
653 } 698 }
654 699
655 return success; 700 return success;
656} 701}
657 702
658/* do_skill_ident() - workhorse for skill_ident() -b.t. 703/* do_skill_ident() - workhorse for skill_ident() -b.t.
659 */ 704 */
705static int
660static int do_skill_ident(object *pl, int obj_class, object *skill) { 706do_skill_ident (object *pl, int obj_class, object *skill)
661 object *tmp; 707{
662 int success=0; 708 int success = 0;
663 709
664 for(tmp=pl->inv;tmp;tmp=tmp->below) 710 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
665 success+=do_skill_ident2(tmp,pl,obj_class, skill); 711 success += do_skill_ident2 (tmp, pl, obj_class, skill);
666 /* check the ground */ 712 /* check the ground */
667 713
668 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)
669 success+=do_skill_ident2(tmp,pl,obj_class, skill); 715 success += do_skill_ident2 (tmp, pl, obj_class, skill);
670 716
671 return success; 717 return success;
672} 718}
673 719
720int
674int skill_ident(object *pl, object *skill) { 721skill_ident (object *pl, object *skill)
722{
675 int success=0; 723 int success = 0;
676 724
677 if(pl->type != PLAYER) return 0; /* only players will skill-identify */ 725 if (pl->type != PLAYER)
726 return 0; /* only players will skill-identify */
678 727
679 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...");
680 729
681 switch (skill->subtype) { 730 switch (skill->subtype)
731 {
682 case SK_SMITHERY: 732 case SK_SMITHERY:
683 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)
684 + 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)
685 + 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)
686 + do_skill_ident(pl,GIRDLE,skill) + do_skill_ident(pl,HELMET,skill) 736 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
687 + do_skill_ident(pl,GLOVES,skill);
688 break; 737 break;
689 738
690 case SK_BOWYER: 739 case SK_BOWYER:
691 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);
692 break; 741 break;
693 742
694 case SK_ALCHEMY: 743 case SK_ALCHEMY:
695 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)
696 + do_skill_ident(pl,CONTAINER,skill) 745 + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
697 + do_skill_ident(pl,DRINK,skill) + do_skill_ident(pl,INORGANIC,skill);
698 break; 746 break;
699 747
700 case SK_WOODSMAN: 748 case SK_WOODSMAN:
701 success += do_skill_ident(pl,FOOD,skill) + do_skill_ident(pl,DRINK,skill) 749 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
702 + do_skill_ident(pl,FLESH,skill);
703 break; 750 break;
704 751
705 case SK_JEWELER: 752 case SK_JEWELER:
706 success += do_skill_ident(pl,GEM,skill) + do_skill_ident(pl,RING,skill) + 753 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
707 do_skill_ident(pl,AMULET,skill);
708 break; 754 break;
709 755
710 case SK_LITERACY: 756 case SK_LITERACY:
711 success += do_skill_ident(pl,SPELLBOOK,skill) 757 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
712 + do_skill_ident(pl,SCROLL,skill) + do_skill_ident(pl,BOOK,skill);
713 break; 758 break;
714 759
715 case SK_THAUMATURGY: 760 case SK_THAUMATURGY:
716 success += do_skill_ident(pl,WAND,skill) + do_skill_ident(pl,ROD,skill) 761 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
717 + do_skill_ident(pl,HORN,skill);
718 break; 762 break;
719 763
720 case SK_DET_CURSE: 764 case SK_DET_CURSE:
721 success = do_skill_detect_curse(pl,skill); 765 success = do_skill_detect_curse (pl, skill);
722 if(success) 766 if (success)
723 new_draw_info(NDI_UNIQUE, 0,pl,"...and discover cursed items!"); 767 new_draw_info (NDI_UNIQUE, 0, pl, "... and discover cursed items!");
724 break; 768 break;
725 769
726 case SK_DET_MAGIC: 770 case SK_DET_MAGIC:
727 success = do_skill_detect_magic(pl,skill); 771 success = do_skill_detect_magic (pl, skill);
728 if(success) 772 if (success)
729 new_draw_info(NDI_UNIQUE, 0,pl, 773 new_draw_info (NDI_UNIQUE, 0, pl, "... and discover items imbued with mystic forces!");
730 "...and discover items imbued with mystic forces!");
731 break; 774 break;
732 775
733 default: 776 default:
734 LOG(llevError,"Error: bad call to skill_ident()\n"); 777 LOG (llevError, "Error: bad call to skill_ident()\n");
735 return 0; 778 return 0;
736 break;
737 } 779 }
780
738 if(!success) { 781 if (!success)
739 new_draw_info(NDI_UNIQUE, 0,pl,"...and learn nothing more."); 782 new_draw_info (NDI_UNIQUE, 0, pl, "... and learn nothing more.");
740 } 783
741 return success; 784 return success;
742} 785}
743
744 786
745/* players using this skill can 'charm' a monster -- 787/* players using this skill can 'charm' a monster --
746 * into working for them. It can only be used on 788 * into working for them. It can only be used on
747 * non-special (see below) 'neutral' creatures. 789 * non-special (see below) 'neutral' creatures.
748 * -b.t. (thomas@astro.psu.edu) 790 * -b.t. (thomas@astro.psu.edu)
749 */ 791 */
750 792int
751int use_oratory(object *pl, int dir, object *skill) { 793use_oratory (object *pl, int dir, object *skill)
752 sint16 x=pl->x+freearr_x[dir],y=pl->y+freearr_y[dir]; 794{
753 int mflags,chance; 795 if (pl->type != PLAYER)
754 object *tmp; 796 return 0; /* only players use this skill */
755 mapstruct *m; 797
756 798 if (!dir)
757 if(pl->type!=PLAYER) return 0; /* only players use this skill */ 799 {
758 m = pl->map; 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];
806 maptile *m = pl->map;
807
759 mflags =get_map_flags(m, &m, x,y, &x, &y); 808 int mflags = get_map_flags (m, &m, x, y, &x, &y);
760 if (mflags & P_OUT_OF_MAP) return 0; 809 if (mflags & P_OUT_OF_MAP)
810 return 0;
761 811
762 /* Save some processing - we have the flag already anyways 812 /* Save some processing - we have the flag already anyways
763 */ 813 */
764 if (!(mflags & P_IS_ALIVE)) { 814 if (!(mflags & P_IS_ALIVE))
765 new_draw_info(NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
766 return 0;
767 } 815 {
816 pl->failmsg ("There is nothing to orate to.");
817 return 0;
818 }
768 819
769 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 820 object *tmp;
821 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
822 {
770 /* can't persuade players - return because there is nothing else 823 /* can't persuade players - return because there is nothing else
771 * on that space to charm. Same for multi space monsters and 824 * on that space to charm. Same for multi space monsters and
772 * 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
773 * 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
774 * only monster on the space. 827 * only monster on the space.
775 */ 828 */
776 if(tmp->type==PLAYER) return 0; 829 if (tmp->type == PLAYER
777 if(tmp->more || tmp->head) return 0; 830 || tmp->more || tmp->head_ () != tmp
778 if(tmp->msg) return 0; 831 || tmp->msg)
832 return 0;
779 833
780 if(QUERY_FLAG(tmp,FLAG_MONSTER)) break; 834 if (tmp->flag [FLAG_MONSTER])
835 break;
781 } 836 }
782 837
783 if (!tmp) { 838 if (!tmp)
784 new_draw_info(NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
785 return 0;
786 } 839 {
840 pl->failmsg ("There is nothing to orate to.");
841 return 0;
842 }
787 843
788 new_draw_info_format(NDI_UNIQUE, 844 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
789 0,pl, "You orate to the %s.",query_name(tmp));
790 845
791 /* the following conditions limit who may be 'charmed' */ 846 /* the following conditions limit who may be 'charmed' */
792 847
793 /* it's hostile! */ 848 /* it's hostile! */
794 if(!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE) && !QUERY_FLAG(tmp, FLAG_FRIENDLY)) { 849 if (!tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY])
795 new_draw_info_format(NDI_UNIQUE, 0,pl,
796 "Too bad the %s isn't listening!\n",query_name(tmp));
797 return 0;
798 } 850 {
851 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
852 return 0;
853 }
799 854
800 /* it's already allied! */ 855 /* it's already allied! */
801 if(QUERY_FLAG(tmp,FLAG_FRIENDLY)&&(tmp->attack_movement==PETMOVE)){ 856 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
802 if(get_owner(tmp)==pl) { 857 {
803 new_draw_info(NDI_UNIQUE, 0,pl, 858 if (tmp->owner == pl)
804 "Your follower loves your speech.\n"); 859 {
860 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
805 return 0; 861 return 0;
862 }
806 } else if (skill->level > tmp->level) { 863 else if (skill->level > tmp->level)
864 {
807 /* you steal the follower. Perhaps we should really look at the 865 /* you steal the follower. Perhaps we should really look at the
808 * level of the owner above? 866 * level of the owner above?
809 */ 867 */
810 set_owner(tmp,pl); 868 tmp->set_owner (pl);
811 new_draw_info_format(NDI_UNIQUE, 0,pl, 869 tmp->skill = skill->skill;
812 "You convince the %s to follow you instead!\n", 870
813 query_name(tmp)); 871 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp));
814 /* Abuse fix - don't give exp since this can otherwise 872 /* Abuse fix - don't give exp since this can otherwise
815 * be used by a couple players to gets lots of exp. 873 * be used by a couple players to gets lots of exp.
816 */ 874 */
817 return 0; 875 return 0;
818 } else { 876 }
877 else
878 {
819 /* 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 */
820 return 0; 880 return 0;
821 } 881 }
822 } /* Creature was already a pet of someone */ 882 } /* Creature was already a pet of someone */
823 883
824 chance=skill->level*2+(pl->stats.Cha-2*tmp->stats.Int)/2; 884 int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2;
825 885
826 /* Ok, got a 'sucker' lets try to make them a follower */ 886 /* Ok, got a 'sucker' lets try to make them a follower */
827 if(chance>0 && tmp->level<(random_roll(0, chance-1, pl, PREFER_HIGH)-1)) { 887 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
828 new_draw_info_format(NDI_UNIQUE, 0,pl, 888 {
829 "You convince the %s to become your follower.\n", 889 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
830 query_name(tmp));
831 890
832 set_owner(tmp,pl); 891 INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl));
892 tmp->set_owner (pl);
893 tmp->skill = skill->skill;
833 tmp->stats.exp = 0; 894 tmp->stats.exp = 0;
834 add_friendly_object(tmp);
835 SET_FLAG(tmp,FLAG_FRIENDLY);
836 tmp->attack_movement = PETMOVE; 895 tmp->attack_movement = PETMOVE;
896
897 if (!tmp->flag [FLAG_FRIENDLY])
898 add_friendly_object (tmp);
899
837 return calc_skill_exp(pl,tmp, skill); 900 return calc_skill_exp (pl, tmp, skill);
838 } 901 }
839 /* Charm failed. Creature may be angry now */ 902 /* Charm failed. Creature may be angry now */
840 else if((skill->level+((pl->stats.Cha-10)/2)) < random_roll(1, 2*tmp->level, pl, PREFER_LOW)) { 903 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
841 new_draw_info_format(NDI_UNIQUE, 0,pl, 904 {
842 "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));
843 if(QUERY_FLAG(tmp,FLAG_FRIENDLY)) { 906 if (tmp->flag [FLAG_FRIENDLY])
844 CLEAR_FLAG(tmp,FLAG_FRIENDLY); 907 {
845 remove_friendly_object(tmp); 908 remove_friendly_object (tmp);
846 tmp->attack_movement = 0; /* needed? */ 909 tmp->attack_movement = 0; /* needed? */
847 } 910 }
848 CLEAR_FLAG(tmp,FLAG_UNAGGRESSIVE); 911
912 tmp->clr_flag (FLAG_UNAGGRESSIVE);
849 } 913 }
914
850 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 */
851} 916}
852 917
853/* Singing() -this skill allows the player to pacify nearby creatures. 918/* Singing() -this skill allows the player to pacify nearby creatures.
854 * There are few limitations on who/what kind of 919 * There are few limitations on who/what kind of
855 * non-player creatures that may be pacified. Right now, a player 920 * non-player creatures that may be pacified. Right now, a player
857 * successfully pacified the creature gets Int=1. Thus, a player 922 * successfully pacified the creature gets Int=1. Thus, a player
858 * may only pacify a creature once. 923 * may only pacify a creature once.
859 * 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
860 * of anything better! -b.t. 925 * of anything better! -b.t.
861 */ 926 */
862 927int
863int singing(object *pl, int dir, object *skill) { 928singing (object *pl, int dir, object *skill)
864 int i,exp = 0,chance, mflags; 929{
930 int exp = 0;
865 object *tmp; 931 object *tmp;
866 mapstruct *m; 932 maptile *m;
867 sint16 x, y; 933 sint16 x, y;
868 934
869 if(pl->type!=PLAYER) return 0; /* only players use this skill */ 935 if (pl->type != PLAYER)
936 return 0; /* only players use this skill */
870 937
938 if (!dir)
939 {
940 pl->failmsg ("In what direction?");
941 return 0;
942 }
943
871 new_draw_info_format(NDI_UNIQUE,0,pl, "You sing."); 944 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
872 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++)
948 {
873 x = pl->x+freearr_x[i]; 949 x = pl->x + freearr_x[i];
874 y = pl->y+freearr_y[i]; 950 y = pl->y + freearr_y[i];
875 m = pl->map; 951 m = pl->map;
876 952
877 mflags =get_map_flags(m, &m, x,y, &x, &y); 953 int mflags = get_map_flags (m, &m, x, y, &x, &y);
878 if (mflags & P_OUT_OF_MAP) continue; 954 if (mflags & P_OUT_OF_MAP)
955 continue;
879 if (!(mflags & P_IS_ALIVE)) continue; 956 if (!(mflags & P_IS_ALIVE))
957 continue;
880 958
881 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)
882 if(QUERY_FLAG(tmp,FLAG_MONSTER)) break; 960 {
961 if (tmp->flag [FLAG_MONSTER])
962 break;
883 /* can't affect players */ 963 /* can't affect players */
884 if(tmp->type==PLAYER) break; 964 if (tmp->type == PLAYER)
885 } 965 break;
966 }
886 967
887 /* 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
888 * listen to singing. 969 * listen to singing.
889 */ 970 */
890 if (tmp && QUERY_FLAG(tmp, FLAG_MONSTER) && 971 if (tmp && tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_NO_STEAL] && /* Been charmed or abused before */
891 !QUERY_FLAG(tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */ 972 !tmp->flag [FLAG_SPLITTING] && /* no ears */
892 !QUERY_FLAG(tmp, FLAG_SPLITTING) && /* no ears */
893 !QUERY_FLAG(tmp, FLAG_HITBACK) && /* was here before */ 973 !tmp->flag [FLAG_HITBACK] && /* was here before */
894 (tmp->level <= skill->level) && 974 (tmp->level <= skill->level) && (!tmp->head) && !tmp->flag [FLAG_UNDEAD] && !tmp->flag [FLAG_UNAGGRESSIVE] && /* already calm */
895 (!tmp->head) && 975 !tmp->flag [FLAG_FRIENDLY])
896 !QUERY_FLAG(tmp, FLAG_UNDEAD) && 976 { /* already calm */
897 !QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE) && /* already calm */
898 !QUERY_FLAG(tmp,FLAG_FRIENDLY)) { /* already calm */
899 977
900 /* stealing isn't really related (although, maybe it should 978 /* stealing isn't really related (although, maybe it should
901 * be). This is mainly to prevent singing to the same monster 979 * be). This is mainly to prevent singing to the same monster
902 * over and over again and getting exp for it. 980 * over and over again and getting exp for it.
903 */ 981 */
904 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
905 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))
906 SET_FLAG(tmp,FLAG_UNAGGRESSIVE); 985 {
907 new_draw_info_format(NDI_UNIQUE, 0,pl, 986 tmp->set_flag (FLAG_UNAGGRESSIVE);
908 "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));
909 /* Give exp only if they are not aware */ 988 /* Give exp only if they are not aware */
910 if(!QUERY_FLAG(tmp,FLAG_NO_STEAL)) 989
990 if (!tmp->flag [FLAG_NO_STEAL])
911 exp += calc_skill_exp(pl,tmp, skill); 991 exp += calc_skill_exp (pl, tmp, skill);
912 SET_FLAG(tmp,FLAG_NO_STEAL); 992
913 } else { 993 tmp->set_flag (FLAG_NO_STEAL);
914 new_draw_info_format(NDI_UNIQUE, 0,pl, 994 }
915 "Too bad the %s isn't listening!\n",query_name(tmp)); 995 else
916 SET_FLAG(tmp,FLAG_NO_STEAL); 996 {
997 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
998 tmp->set_flag (FLAG_NO_STEAL);
999 }
1000 }
917 } 1001 }
918 }
919 }
920 return exp; 1002 return exp;
921} 1003}
922 1004
923/* The find_traps skill (aka, search). Checks for traps 1005/* The find_traps skill (aka, search). Checks for traps
924 * on the spaces or in certain objects 1006 * on the spaces or in certain objects
925 */ 1007 */
926 1008int
927int find_traps (object *pl, object *skill) { 1009find_traps (object *pl, object *skill)
1010{
928 object *tmp,*tmp2; 1011 object *tmp, *tmp2;
929 int i,expsum=0, mflags; 1012 int i, expsum = 0, mflags;
930 sint16 x,y; 1013 sint16 x, y;
931 mapstruct *m; 1014 maptile *m;
932 1015
933 /* 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
934 * all type RUNE 1017 * all type RUNE
935 */ 1018 */
936
937 for(i=0;i<9;i++) { 1019 for (i = 0; i < 9; i++)
1020 {
938 x = pl->x+freearr_x[i]; 1021 x = pl->x + freearr_x[i];
939 y = pl->y+freearr_y[i]; 1022 y = pl->y + freearr_y[i];
940 m = pl->map; 1023 m = pl->map;
941 1024
942 mflags =get_map_flags(m, &m, x,y, &x, &y); 1025 mflags = get_map_flags (m, &m, x, y, &x, &y);
943 if (mflags & P_OUT_OF_MAP) continue; 1026 if (mflags & P_OUT_OF_MAP)
1027 continue;
944 1028
945 /* Check everything in the square for trapness */ 1029 /* Check everything in the square for trapness */
946 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)
947 1031 {
948 /* And now we'd better do an inventory traversal of each 1032 /* And now we'd better do an inventory traversal of each
949 * of these objects' inventory 1033 * of these objects' inventory
950 * 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
951 * the players inventory or monsters for that matter. 1035 * the players inventory or monsters for that matter.
952 */ 1036 */
953 if (tmp->type != PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) { 1037 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
954 for(tmp2=tmp->inv;tmp2!=NULL;tmp2=tmp2->below) 1038 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
955 if(tmp2->type==RUNE || tmp2->type == TRAP) 1039 if (tmp2->type == RUNE || tmp2->type == TRAP)
956 if(trap_see(pl,tmp2)) { 1040 if (trap_see (pl, tmp2))
957 trap_show(tmp2,tmp); 1041 {
958 if(tmp2->stats.Cha>1) { 1042 trap_show (tmp2, tmp);
1043 if (tmp2->stats.Cha > 1)
1044 {
959 if (!tmp2->owner || tmp2->owner->type!=PLAYER) 1045 if (!tmp2->owner || tmp2->owner->type != PLAYER)
960 expsum += calc_skill_exp(pl,tmp2, skill); 1046 expsum += calc_skill_exp (pl, tmp2, skill);
961 1047
962 tmp2->stats.Cha = 1; /* unhide the trap */ 1048 tmp2->stats.Cha = 1; /* unhide the trap */
963 } 1049 }
964 } 1050 }
965 } 1051
966 if((tmp->type==RUNE || tmp->type == TRAP) && trap_see(pl,tmp)) { 1052 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
967 trap_show(tmp,tmp); 1053 {
968 if(tmp->stats.Cha>1) { 1054 trap_show (tmp, tmp);
1055 if (tmp->stats.Cha > 1)
1056 {
969 if (!tmp->owner || tmp->owner->type!=PLAYER) 1057 if (!tmp->owner || tmp->owner->type != PLAYER)
970 expsum += calc_skill_exp(pl,tmp, skill); 1058 expsum += calc_skill_exp (pl, tmp, skill);
971 tmp->stats.Cha = 1; /* unhide the trap */ 1059 tmp->stats.Cha = 1; /* unhide the trap */
972 } 1060 }
1061 }
1062 }
973 } 1063 }
974 } 1064
975 }
976 new_draw_info(NDI_BLACK, 0, pl, "You search the area."); 1065 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
977 return expsum; 1066 return expsum;
978} 1067}
979 1068
980/* remove_trap() - This skill will disarm any previously discovered trap 1069/* remove_trap() - This skill will disarm any previously discovered trap
981 * 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.
982 */ 1071 */
983 1072int
984int remove_trap (object *op, int dir, object *skill) { 1073remove_trap (object *op, int dir, object *skill)
1074{
985 object *tmp,*tmp2; 1075 object *tmp, *tmp2;
986 int i,success=0,mflags; 1076 int i, success = 0, mflags;
987 mapstruct *m; 1077 maptile *m;
988 sint16 x,y; 1078 sint16 x, y;
989 1079
990 for(i=0;i<9;i++) { 1080 for (i = 0; i < 9; i++)
1081 {
991 x = op->x + freearr_x[i]; 1082 x = op->x + freearr_x[i];
992 y = op->y + freearr_y[i]; 1083 y = op->y + freearr_y[i];
993 m = op->map; 1084 m = op->map;
994 1085
995 mflags =get_map_flags(m, &m, x,y, &x, &y); 1086 mflags = get_map_flags (m, &m, x, y, &x, &y);
996 if (mflags & P_OUT_OF_MAP) continue; 1087 if (mflags & P_OUT_OF_MAP)
1088 continue;
997 1089
998 /* Check everything in the square for trapness */ 1090 /* Check everything in the square for trapness */
999 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)
1092 {
1000 /* And now we'd better do an inventory traversal of each 1093 /* And now we'd better do an inventory traversal of each
1001 * of these objects inventory. Like above, only 1094 * of these objects inventory. Like above, only
1002 * do this for interesting objects. 1095 * do this for interesting objects.
1003 */ 1096 */
1004 1097
1005 if (tmp->type != PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) { 1098 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1006 for(tmp2=tmp->inv;tmp2!=NULL;tmp2=tmp2->below) 1099 {
1100 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1101 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1102 {
1103 trap_show (tmp2, tmp);
1104
1105 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1106 {
1107 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1108 success += calc_skill_exp (op, tmp2, skill);
1109 }
1110 }
1111 }
1112
1007 if((tmp2->type==RUNE || tmp2->type == TRAP) && tmp2->stats.Cha<=1) { 1113 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1008 trap_show(tmp2,tmp); 1114 {
1115 trap_show (tmp, tmp);
1116
1009 if(trap_disarm(op,tmp2,1, skill) && (!tmp2->owner || tmp2->owner->type!=PLAYER)) { 1117 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1118 {
1010 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1119 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1011 success += calc_skill_exp(op,tmp2, skill); 1120 success += calc_skill_exp (op, tmp, skill);
1012 } 1121 }
1013 } 1122 }
1123 }
1014 } 1124 }
1015 if((tmp->type==RUNE || tmp->type==TRAP) && tmp->stats.Cha<=1) { 1125
1016 trap_show(tmp,tmp);
1017 if (trap_disarm(op,tmp,1,skill) && (!tmp->owner || tmp->owner->type!=PLAYER)) {
1018 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1019 success += calc_skill_exp(op,tmp,skill);
1020 }
1021 }
1022 }
1023 }
1024 return success; 1126 return success;
1025} 1127}
1026
1027 1128
1028/* pray() - when this skill is called from do_skill(), it allows 1129/* pray() - when this skill is called from do_skill(), it allows
1029 * the player to regain lost grace points at a faster rate. -b.t. 1130 * the player to regain lost grace points at a faster rate. -b.t.
1030 * This always returns 0 - return value is used by calling function 1131 * This always returns 0 - return value is used by calling function
1031 * 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
1032 * 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
1033 * give infinite exp by returning true in any cases. 1134 * give infinite exp by returning true in any cases.
1034 */ 1135 */
1035 1136int
1036int pray (object *pl, object *skill) { 1137pray (object *pl, object *skill)
1138{
1037 char buf[MAX_BUF]; 1139 char buf[MAX_BUF];
1038 object *tmp; 1140 object *tmp;
1039 1141
1040 if(pl->type!=PLAYER) return 0; 1142 if (pl->type != PLAYER)
1041
1042 strcpy(buf,"You pray.");
1043
1044 /* Check all objects - we could stop at floor objects,
1045 * but if someone buries an altar, I don't see a problem with
1046 * going through all the objects, and it shouldn't be much slower
1047 * than extra checks on object attributes.
1048 */
1049 for (tmp=pl->below; tmp!=NULL; tmp=tmp->below) {
1050 /* Only if the altar actually belongs to someone do you get special benefits */
1051 if(tmp && tmp->type==HOLY_ALTAR && tmp->other_arch) {
1052 sprintf(buf,"You pray over the %s.",tmp->name);
1053 pray_at_altar(pl,tmp, skill);
1054 break; /* Only pray at one altar */
1055 }
1056 }
1057
1058 new_draw_info(NDI_BLACK,0,pl,buf);
1059
1060 if(pl->stats.grace < pl->stats.maxgrace) {
1061 pl->stats.grace++;
1062 pl->last_grace = -1;
1063 }
1064 return 0; 1143 return 0;
1144
1145 strcpy (buf, "You pray.");
1146
1147 /* Check all objects - we could stop at floor objects,
1148 * but if someone buries an altar, I don't see a problem with
1149 * going through all the objects, and it shouldn't be much slower
1150 * than extra checks on object attributes.
1151 */
1152 for (tmp = pl->below; tmp; tmp = tmp->below)
1153 {
1154 /* Only if the altar actually belongs to someone do you get special benefits */
1155 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1156 {
1157 sprintf (buf, "You pray over the %s.", &tmp->name);
1158 pray_at_altar (pl, tmp, skill);
1159 break; /* Only pray at one altar */
1160 }
1161 }
1162
1163 new_draw_info (NDI_BLACK, 0, pl, buf);
1164
1165 if (pl->stats.grace < pl->stats.maxgrace)
1166 {
1167 pl->stats.grace++;
1168 pl->last_grace = -1;
1169 }
1170
1171 return 0;
1065} 1172}
1066 1173
1067/* 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
1068 * brief period of concentration. No armour or weapons may be 1175 * brief period of concentration. No armour or weapons may be
1069 * wielded/applied for this to work. The amount of time needed 1176 * wielded/applied for this to work. The amount of time needed
1070 * to concentrate and the # of points regained is dependant on 1177 * to concentrate and the # of points regained is dependant on
1071 * the level of the user. - b.t. thomas@astro.psu.edu 1178 * the level of the user. - b.t. thomas@astro.psu.edu
1072 */
1073
1074void meditate (object *pl, object *skill) {
1075 object *tmp;
1076
1077 if(pl->type!=PLAYER) return; /* players only */
1078
1079 /* check if pl has removed encumbering armour and weapons */
1080 if(QUERY_FLAG(pl,FLAG_READY_WEAPON) && (skill->level<6)) {
1081 new_draw_info(NDI_UNIQUE,0,pl,
1082 "You can't concentrate while wielding a weapon!\n");
1083 return;
1084 } else {
1085 for(tmp=pl->inv;tmp;tmp=tmp->below)
1086 if (( (tmp->type==ARMOUR && skill->level<12)
1087 || (tmp->type==HELMET && skill->level<10)
1088 || (tmp->type==SHIELD && skill->level<6)
1089 || (tmp->type==BOOTS && skill->level<4)
1090 || (tmp->type==GLOVES && skill->level<2) )
1091 && QUERY_FLAG(tmp,FLAG_APPLIED)) {
1092 new_draw_info(NDI_UNIQUE,0,pl,
1093 "You can't concentrate while wearing so much armour!\n");
1094 return;
1095 }
1096 }
1097
1098 /* ok let's meditate! Spell points are regained first, then once
1099 * they are maxed we get back hp. Actual incrementing of values
1100 * is handled by the do_some_living() (in player.c). This way magical
1101 * bonuses for healing/sp regeneration are included properly
1102 * No matter what, we will eat up some playing time trying to
1103 * meditate. (see 'factor' variable for what sets the amount of time)
1104 */
1105
1106 new_draw_info(NDI_BLACK,0,pl, "You meditate.");
1107
1108 if(pl->stats.sp < pl->stats.maxsp) {
1109 pl->stats.sp++;
1110 pl->last_sp = -1;
1111 } else if (pl->stats.hp < pl->stats.maxhp) {
1112 pl->stats.hp++;
1113 pl->last_heal = -1;
1114 }
1115}
1116
1117/* write_note() - this routine allows players to inscribe messages in
1118 * ordinary 'books' (anything that is type BOOK). b.t.
1119 */ 1179 */
1180void
1181meditate (object *pl, object *skill)
1182{
1183 object *tmp;
1120 1184
1185 if (pl->type != PLAYER)
1186 return; /* players only */
1187
1188 /* check if pl has removed encumbering armour and weapons */
1189 if (pl->flag [FLAG_READY_WEAPON] && skill->level < 6)
1190 {
1191 pl->failmsg ("You can't concentrate while wielding a weapon!\n");
1192 return;
1193 }
1194 else
1195 {
1196 for (tmp = pl->inv; tmp; tmp = tmp->below)
1197 if (((tmp->type == ARMOUR && skill->level < 12)
1198 || (tmp->type == HELMET && skill->level < 10)
1199 || (tmp->type == SHIELD && skill->level < 6)
1200 || (tmp->type == BOOTS && skill->level < 4)
1201 || (tmp->type == GLOVES && skill->level < 2))
1202 && tmp->flag [FLAG_APPLIED])
1203 {
1204 pl->failmsg ("You can't concentrate while wearing so much armour!\n");
1205 return;
1206 }
1207 }
1208
1209 /* ok let's meditate! Spell points are regained first, then once
1210 * they are maxed we get back hp. Actual incrementing of values
1211 * is handled by the do_some_living() (in player.c). This way magical
1212 * bonuses for healing/sp regeneration are included properly
1213 * No matter what, we will eat up some playing time trying to
1214 * meditate. (see 'factor' variable for what sets the amount of time)
1215 */
1216
1217 new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1218
1219 if (pl->stats.sp < pl->stats.maxsp)
1220 {
1221 pl->stats.sp++;
1222 pl->last_sp = -1;
1223 }
1224 else if (pl->stats.hp < pl->stats.maxhp)
1225 {
1226 pl->stats.hp++;
1227 pl->last_heal = -1;
1228 }
1229}
1230
1231/* write_note() - this routine allows players to inscribe messages in
1232 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1233 */
1234static int
1121static int write_note(object *pl, object *item, const char *msg, object *skill) { 1235write_note (object *pl, object *item, const char *msg, object *skill)
1122 char buf[1024]; 1236{
1123 object *newBook = NULL; 1237 if (!msg_is_safe (msg))
1124
1125 /* a pair of sanity checks */
1126 if(!item||item->type!=BOOK) return 0;
1127
1128 if(!msg) {
1129 new_draw_info(NDI_UNIQUE,0,pl,"No message to write!");
1130 new_draw_info_format(NDI_UNIQUE,0,pl,"Usage: use_skill %s <message>",
1131 skill->skill);
1132 return 0;
1133 } 1238 {
1134 if (strcasestr_local(msg, "endmsg")) { 1239 pl->failmsg ("Trying to cheat now are we? H<@-signs are not allowed in notes.>");
1135 new_draw_info(NDI_UNIQUE,0,pl,"Trying to cheat now are we?"); 1240 LOG (llevInfo, "write_note: player %s tried to write bogus note %s\n", &pl->name, msg);
1136 return 0; 1241 return 0;
1242 }
1243
1244 int len = strlen (msg);
1245
1246 if (!is_utf8_string ((U8 *)msg, len))
1137 } 1247 {
1248 pl->failmsg ("Your message is garbled (text must be UTF-8, client-bug)!");
1249 return 0;
1250 }
1138 1251
1139 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)))
1140 return strlen (msg); 1253 return RESULT_INT (0);
1141 1254
1142 buf[0] = 0; 1255 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len));
1143 if(!book_overflow(item->msg,msg,sizeof (buf))) { /* add msg string to book */
1144 if(item->msg)
1145 strcpy(buf,item->msg);
1146 1256
1147 strcat(buf,msg); 1257 if (char_len <= item->weight_limit)
1148 strcat(buf,"\n"); /* new msg needs a LF */ 1258 {
1149 if(item->nrof > 1) { 1259 object *newbook = item->other_arch->instance ();
1150 newBook = get_object(); 1260 item->decrease ();
1151 copy_object(item, newBook);
1152 decrease_ob(item);
1153 esrv_send_item(pl, item);
1154 newBook->nrof = 1; 1261 newbook->nrof = 1;
1155 if (newBook->msg) free_string(newBook->msg); 1262 newbook->msg = shstr (msg);
1156 newBook->msg = add_string(buf); 1263 newbook->flag [FLAG_IDENTIFIED] = true;
1157 newBook = insert_ob_in_ob(newBook, pl); 1264
1158 esrv_send_item(pl, newBook); 1265 if (item->subtype == 1) // mailscrolls
1159 } else { 1266 {
1160 if (item->msg) free_string(item->msg); 1267 newbook->name = item->name;
1161 item->msg=add_string(buf); 1268 newbook->name_pl = item->name_pl;
1162 /* This shouldn't be necessary - the object hasn't changed in any 1269 }
1163 * visible way 1270
1164 */ 1271 pl->insert (newbook);
1165 /* esrv_send_item(pl, item);*/ 1272
1166 } 1273 pl->contr->play_sound (sound_find ("inscribe_success"));
1167 new_draw_info_format(NDI_UNIQUE,0,pl, "You write in the %s.", 1274 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1168 query_short_name(item)); 1275 return char_len;
1169 return strlen(msg); 1276 }
1170 } else 1277 else
1171 new_draw_info_format(NDI_UNIQUE,0,pl, 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.>",
1172 "Your message won't fit in the %s!", 1279 &item->name, item->weight_limit, char_len);
1173 query_short_name(item));
1174 1280
1175 return 0; 1281 return 0;
1176} 1282}
1177 1283
1178/* write_scroll() - this routine allows players to inscribe spell scrolls 1284/* write_scroll() - this routine allows players to inscribe spell scrolls
1179 * of spells which they know. Backfire effects are possible with the 1285 * of spells which they know. Backfire effects are possible with the
1180 * severity of the backlash correlated with the difficulty of the scroll 1286 * severity of the backlash correlated with the difficulty of the scroll
1181 * that is attempted. -b.t. thomas@astro.psu.edu 1287 * that is attempted. -b.t. thomas@astro.psu.edu
1182 */ 1288 */
1183 1289static int
1184static int write_scroll (object *pl, object *scroll, object *skill) { 1290write_scroll (object *pl, object *scroll, object *skill)
1291{
1185 int success=0,confused=0; 1292 int success = 0, confused = 0;
1186 object *newscroll, *chosen_spell, *tmp;
1187 1293
1188 /* this is a sanity check */
1189 if (scroll->type!=SCROLL) {
1190 new_draw_info(NDI_UNIQUE,0,pl,"A spell can only be inscribed into a scroll!");
1191 return 0;
1192 }
1193
1194 /* Check if we are ready to attempt inscription */ 1294 /* Check if we are ready to attempt inscription */
1195 chosen_spell=pl->contr->ranges[range_magic]; 1295 object *chosen_spell = pl->contr->ranged_ob;
1196 if(!chosen_spell) { 1296
1197 new_draw_info(NDI_UNIQUE,0,pl, 1297 if (!chosen_spell || chosen_spell->type != SPELL)
1198 "You need a spell readied in order to inscribe!");
1199 return 0;
1200 } 1298 {
1299 pl->failmsg ("You need a spell readied in order to inscribe!");
1300 return 0;
1301 }
1302
1201 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)
1202 new_draw_info_format(NDI_UNIQUE,0,pl,
1203 "You don't have enough grace to write a scroll of %s.",
1204 chosen_spell->name);
1205 return 0;
1206 } 1304 {
1305 pl->failmsgf ("You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1306 return 0;
1307 }
1308
1207 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)
1208 new_draw_info_format(NDI_UNIQUE,0,pl,
1209 "You don't have enough mana to write a scroll of %s.",
1210 chosen_spell->name);
1211 return 0;
1212 } 1310 {
1213 1311 pl->failmsgf ("You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1214 /* if there is a spell already on the scroll then player could easily
1215 * accidently read it while trying to write the new one. give player
1216 * a 50% chance to overwrite spell at their own level
1217 */
1218 if((scroll->stats.sp || scroll->inv) &&
1219 random_roll(0, scroll->level*2, pl, PREFER_LOW)>skill->level) {
1220 new_draw_info_format(NDI_UNIQUE,0,pl,
1221 "Oops! You accidently read it while trying to write on it.");
1222 manual_apply(pl,scroll,0);
1223 return 0; 1312 return 0;
1224 } 1313 }
1225 1314
1226 /* ok, we are ready to try inscription */ 1315 /* ok, we are ready to try inscription */
1227 if(QUERY_FLAG(pl,FLAG_CONFUSED)) confused = 1; 1316 if (pl->flag [FLAG_CONFUSED])
1317 confused = 1;
1228 1318
1229 /* Lost mana/grace no matter what */ 1319 /* Lost mana/grace no matter what */
1230 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);
1231 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);
1232 1322
1233 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)
1234 if (scroll->nrof > 1) { 1324 {
1235 newscroll = get_object(); 1325 object *newscroll = scroll->other_arch->instance ();
1236 copy_object(scroll, newscroll); 1326 scroll->decrease ();
1237 decrease_ob(scroll);
1238 newscroll->nrof = 1; 1327 newscroll->nrof = 1;
1239 } else { 1328 newscroll->randomitems = 0; // make sure randomitems doesn't destroy the scroll
1240 newscroll = scroll;
1241 }
1242 1329
1243 if(!confused) { 1330 pl->contr->play_sound (sound_find ("inscribe_success"));
1331
1332 if (!confused)
1333 {
1244 newscroll->level= MAX(skill->level, chosen_spell->level); 1334 newscroll->level = max (skill->level, chosen_spell->level);
1245 new_draw_info(NDI_UNIQUE,0,pl, 1335 newscroll->flag [FLAG_IDENTIFIED] = true;
1246 "You succeed in writing a new scroll."); 1336 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1247 } else { 1337 }
1338 else
1339 {
1248 chosen_spell = find_random_spell_in_ob(pl, NULL); 1340 chosen_spell = find_random_spell_in_ob (pl, NULL);
1249 if (!chosen_spell) return 0; 1341 if (!chosen_spell)
1342 return 0;
1250 1343
1251 newscroll->level= MAX(skill->level, chosen_spell->level); 1344 newscroll->level = max (skill->level, chosen_spell->level);
1252 new_draw_info(NDI_UNIQUE,0,pl, 1345 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1253 "In your confused state, you write down some odd spell."); 1346 }
1254 }
1255 1347
1256 if (newscroll->inv) { 1348 object *tmp = chosen_spell->clone ();
1257 object *ninv; 1349 tmp->flag [FLAG_APPLIED] = false;
1258
1259 ninv = newscroll->inv;
1260 remove_ob(ninv);
1261 free_object(ninv);
1262 }
1263 tmp = get_object();
1264 copy_object(chosen_spell, tmp);
1265 insert_ob_in_ob(tmp, newscroll); 1350 insert_ob_in_ob (tmp, newscroll);
1266 1351
1267 /* Same code as from treasure.c - so they can better merge. 1352 /* Same code as from treasure.C - so they can better merge.
1268 * if players want to sell them, so be it. 1353 * if players want to sell them, so be it.
1269 */ 1354 */
1270 newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * 1355 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1271 (newscroll->level +50) / (newscroll->inv->level + 50);
1272 newscroll->stats.exp = newscroll->value/5; 1356 newscroll->stats.exp = newscroll->value / 5;
1273 1357
1274 /* wait until finished manipulating the scroll before inserting it */ 1358 pl->insert (newscroll);
1275 if (newscroll == scroll) 1359
1276 {
1277 /* Remove to correctly merge with other items which may exist in inventory */
1278 remove_ob(newscroll);
1279 esrv_del_item(pl->contr,newscroll->count);
1280 }
1281 newscroll=insert_ob_in_ob(newscroll,pl);
1282 esrv_send_item(pl, newscroll);
1283 success = calc_skill_exp(pl,newscroll, skill); 1360 success = calc_skill_exp (pl, newscroll, skill);
1284 if(!confused) success *= 2; 1361 if (!confused)
1362 success *= 2;
1363
1285 success = success * skill->level; 1364 success = success * skill->level;
1286 return success; 1365 return success;
1366 }
1367 else
1368 { /* Inscription has failed */
1369 pl->contr->play_sound (sound_find ("inscribe_fail"));
1287 1370
1288 } else { /* Inscription has failed */
1289
1290 if(chosen_spell->level>skill->level || confused) { /*backfire!*/ 1371 if (chosen_spell->level > skill->level || confused)
1291 new_draw_info(NDI_UNIQUE,0,pl, 1372 { /*backfire! */
1292 "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
1293 if(random_roll(0, 1, pl, PREFER_LOW)==1) 1375 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1294 drain_specific_stat(pl,4); 1376 pl->drain_specific_stat (4);
1295 else { 1377 else
1378 {
1379 confuse_player (pl, pl, 99);
1380 return -30 * chosen_spell->level;
1381 }
1382 }
1383 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1384 {
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.>");
1296 confuse_player(pl,pl,99); 1386 confuse_player (pl, pl, 99);
1297 return (-30*chosen_spell->level); 1387 }
1388 else
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.>");
1298 } 1390 }
1299 } else if(random_roll(0, pl->stats.Int-1, pl, PREFER_HIGH) < 15) { 1391
1300 new_draw_info(NDI_UNIQUE,0,pl, 1392 return 0;
1301 "Your attempt to write a new scroll rattles your mind!"); 1393}
1302 confuse_player(pl,pl,99); 1394
1303 } else 1395/* write_on_item() - wrapper for write_note and write_scroll */
1304 new_draw_info(NDI_UNIQUE,0,pl,"You fail to write a new scroll."); 1396int
1305 } 1397write_on_item (object *pl, const char *params, object *skill)
1398{
1399 archetype *skat;
1400
1401 if (pl->type != PLAYER)
1306 return 0; 1402 return 0;
1307}
1308 1403
1309/* write_on_item() - wrapper for write_note and write_scroll */
1310int write_on_item (object *pl,const char *params, object *skill) {
1311 object *item;
1312 const char *string=params;
1313 int msgtype;
1314 archetype *skat;
1315
1316 if(pl->type!=PLAYER) return 0;
1317
1318 if (!params) { 1404 if (!params)
1319 params=""; 1405 params = "";
1320 string=params; 1406
1321 }
1322 skat = get_archetype_by_type_subtype(SKILL, SK_LITERACY); 1407 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1323 1408
1324 /* Need to be able to read before we can write! */ 1409 /* Need to be able to read before we can write! */
1325 if(!find_skill_by_name(pl,skat->clone.skill)) { 1410 if (!find_skill_by_name (pl, skat->skill))
1326 new_draw_info(NDI_UNIQUE,0,pl,
1327 "You must learn to read before you can write!");
1328 return 0;
1329 } 1411 {
1412 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>");
1413 return 0;
1414 }
1330 1415
1331 /* if there is a message then it goes in a book and no message means 1416 object *item = pl->mark ();
1332 * write active spell into the scroll
1333 */
1334 msgtype = (string[0]!='\0') ? BOOK : SCROLL;
1335 1417
1336 /* find an item of correct type to write on */ 1418 /* find an item of correct type to write on */
1337 if ( !(item = find_marked_object(pl))){ 1419 if (!item)
1338 new_draw_info(NDI_UNIQUE,0,pl,"You don't have any marked item to write on.");
1339 return 0;
1340 } 1420 {
1341 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.>");
1342 if(QUERY_FLAG(item,FLAG_UNPAID)) {
1343 new_draw_info(NDI_UNIQUE,0,pl,
1344 "You had better pay for that before you write on it.");
1345 return 0;
1346 }
1347 if (msgtype != item->type) {
1348 new_draw_info_format(NDI_UNIQUE,0,pl,"You have no %s to write on",
1349 msgtype==BOOK ? "book" : "scroll");
1350 return 0;
1351 }
1352
1353 if (msgtype == SCROLL) {
1354 return write_scroll(pl,item, skill);
1355 } else if (msgtype == BOOK) {
1356 return write_note(pl,item,string, skill);
1357 }
1358 return 0; 1422 return 0;
1359} 1423 }
1360 1424
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 }
1361 1430
1431 if (item->flag [FLAG_UNPAID])
1432 {
1433 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1434 return 0;
1435 }
1436
1437 if (item->other_arch->type == SCROLL)
1438 {
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);
1444 return 0;
1445 }
1446
1447 return write_scroll (pl, item, skill);
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
1458 return write_note (pl, item, params, skill);
1459 }
1460
1461 return 0;
1462}
1362 1463
1363/* find_throw_ob() - if we request an object, then 1464/* find_throw_ob() - if we request an object, then
1364 * we search for it in the inventory of the owner (you've 1465 * we search for it in the inventory of the owner (you've
1365 * got to be carrying something in order to throw it!). 1466 * got to be carrying something in order to throw it!).
1366 * If we didnt request an object, then the top object in inventory 1467 * If we didnt request an object, then the top object in inventory
1367 * (that is "throwable", ie no throwing your skills away!) 1468 * (that is "throwable", ie no throwing your skills away!)
1368 * is the object of choice. Also check to see if object is 1469 * is the object of choice. Also check to see if object is
1369 * 'throwable' (ie not applied cursed obj, worn, etc). 1470 * 'throwable' (ie not applied cursed obj, worn, etc).
1370 */ 1471 */
1371 1472static object *
1372static object *find_throw_ob( object *op, const char *request ) { 1473find_throw_ob (object *op, const char *request)
1373 object *tmp; 1474{
1374
1375 if(!op) { /* safety */
1376 LOG(llevError,"find_throw_ob(): confused! have a NULL thrower!\n");
1377 return (object *) NULL;
1378 }
1379
1380 /* prefer marked item */ 1475 /* prefer marked item */
1381 tmp = find_marked_object(op); 1476 object *tmp = op->mark ();
1382 if (tmp != NULL) { 1477
1478 /* can't toss invisible or inv-locked items */
1479 if (tmp && (tmp->invisible || tmp->flag [FLAG_INV_LOCKED]))
1480 tmp = 0;
1481
1482 /* look through the inventory */
1483 if (!tmp)
1484 for (tmp = op->inv; tmp; tmp = tmp->below)
1485 {
1383 /* can't toss invisible or inv-locked items */ 1486 /* can't toss invisible or inv-locked items */
1384 if (tmp->invisible || QUERY_FLAG(tmp, FLAG_INV_LOCKED)) { 1487 if (tmp->invisible || tmp->flag [FLAG_INV_LOCKED])
1385 tmp = NULL; 1488 continue;
1489
1490 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1491 break;
1386 } 1492 }
1387 }
1388 1493
1389 /* look through the inventory */
1390 if (tmp == NULL) {
1391 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) {
1392 /* can't toss invisible or inv-locked items */
1393 if (tmp->invisible || QUERY_FLAG(tmp, FLAG_INV_LOCKED))
1394 continue;
1395 if (!request
1396 || !strcmp(query_name(tmp), request)
1397 || !strcmp(tmp->name, request))
1398 break;
1399 }
1400 }
1401
1402 /* this should prevent us from throwing away 1494 /* this should prevent us from throwing away
1403 * cursed items, worn armour, etc. Only weapons 1495 * cursed items, worn armour, etc. Only weapons
1404 * can be thrown from 'hand'. 1496 * can be thrown from 'hand'.
1405 */ 1497 */
1406 if (!tmp) return NULL; 1498 if (!tmp)
1499 return 0;
1407 1500
1408 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 1501 if (tmp->flag [FLAG_APPLIED])
1502 {
1409 if(tmp->type!=WEAPON) { 1503 if (tmp->type != WEAPON)
1410 new_draw_info_format(NDI_UNIQUE, 0,op, 1504 {
1411 "You can't throw %s.",query_name(tmp)); 1505 op->failmsgf ("You can't throw %s. H<Unapply it first.>", query_name (tmp));
1412 tmp = NULL; 1506 tmp = 0;
1413 } else if (QUERY_FLAG(tmp,FLAG_CURSED)||QUERY_FLAG(tmp,FLAG_DAMNED)) { 1507 }
1414 new_draw_info_format(NDI_UNIQUE, 0,op, 1508 else if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1415 "The %s sticks to your hand!",query_name(tmp)); 1509 {
1416 tmp = NULL; 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));
1417 } else { 1511 tmp = 0;
1418 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) { 1512 }
1513 else
1514 {
1515 if (!op->apply (tmp, AP_UNAPPLY))
1516 {
1419 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); 1517 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1420 tmp = NULL; 1518 tmp = 0;
1519 }
1520 }
1421 } 1521 }
1422 } 1522 else if (tmp->flag [FLAG_UNPAID])
1423 } else if (QUERY_FLAG(tmp, FLAG_UNPAID)) {
1424 new_draw_info_format(NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name(tmp));
1425 tmp = NULL;
1426 } 1523 {
1524 op->failmsgf ("You should pay for the %s first.", query_name (tmp));
1525 tmp = 0;
1526 }
1427 1527
1428 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])
1530 {
1429 LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); 1531 LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1430 tmp=NULL; 1532 tmp = 0;
1431 } 1533 }
1534
1432 return tmp; 1535 return tmp;
1433} 1536}
1434 1537
1435/* make_throw_ob() We construct the 'carrier' object in 1538/* make_throw_ob() We construct the 'carrier' object in
1436 * which we will insert the object that is being thrown. 1539 * which we will insert the object that is being thrown.
1437 * This combination becomes the 'thrown object'. -b.t. 1540 * This combination becomes the 'thrown object'. -b.t.
1438 */ 1541 */
1439 1542static object *
1440static object *make_throw_ob (object *orig) { 1543make_throw_ob (object *orig)
1441 object *toss_item; 1544{
1545 if (!orig)
1546 return 0;
1442 1547
1443 if(!orig) return NULL; 1548 if (orig->flag [FLAG_APPLIED])
1444 1549 {
1445 toss_item=get_object();
1446 if (QUERY_FLAG (orig, FLAG_APPLIED)) {
1447 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); 1550 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1448 /* insufficient workaround, but better than nothing */ 1551 /* insufficient workaround, but better than nothing */
1449 CLEAR_FLAG (orig, FLAG_APPLIED); 1552 orig->clr_flag (FLAG_APPLIED);
1450 } 1553 }
1451 copy_object(orig,toss_item); 1554
1555 object *toss_item = orig->clone ();
1556
1452 toss_item->type = THROWN_OBJ; 1557 toss_item->type = THROWN_OBJ;
1453 CLEAR_FLAG(toss_item,FLAG_CHANGING); 1558 toss_item->clr_flag (FLAG_CHANGING);
1454 toss_item->stats.dam = 0; /* default damage */ 1559 toss_item->stats.dam = 0; /* default damage */
1455 insert_ob_in_ob(orig,toss_item); 1560 toss_item->insert (orig);
1561
1456 return toss_item; 1562 return toss_item;
1457} 1563}
1458
1459 1564
1460/* do_throw() - op throws any object toss_item. This code 1565/* do_throw() - op throws any object toss_item. This code
1461 * was borrowed from fire_bow. 1566 * was borrowed from fire_bow.
1462 * Returns 1 if skill was successfully used, 0 if not 1567 * Returns 1 if skill was successfully used, 0 if not
1463 */ 1568 */
1464 1569static int
1465static int do_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)
1571{
1466 object *throw_ob=toss_item, *left=NULL; 1572 object *throw_ob = toss_item, *left = NULL;
1467 tag_t left_tag;
1468 int eff_str = 0,maxc,str=op->stats.Str,dam=0; 1573 int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1469 int pause_f,weight_f=0, mflags; 1574 int pause_f, weight_f = 0, mflags;
1470 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;
1471 mapstruct *m; 1576 maptile *m;
1472 sint16 sx, sy; 1577 sint16 sx, sy;
1473 tag_t tag;
1474 1578
1475 if(throw_ob==NULL) { 1579 if (!throw_ob)
1476 if(op->type==PLAYER) {
1477 new_draw_info(NDI_UNIQUE, 0,op,"You have nothing to throw.");
1478 }
1479 return 0;
1480 } 1580 {
1481 if (QUERY_FLAG(throw_ob, FLAG_STARTEQUIP)) { 1581 op->failmsg ("You have nothing to throw.");
1482 if (op->type==PLAYER) { 1582 return 0;
1483 new_draw_info(NDI_UNIQUE, 0, op, "The gods won't let you throw that."); 1583 }
1484 } 1584
1485 return 0; 1585 if (throw_ob->flag [FLAG_STARTEQUIP])
1486 } 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?>");
1487 1590
1591 return 0;
1592 }
1593
1488 /* Because throwing effectiveness must be reduced by the 1594 /* Because throwing effectiveness must be reduced by the
1489 * encumbrance of the thrower and weight of the object. THus, 1595 * encumbrance of the thrower and weight of the object. THus,
1490 * we use the concept of 'effective strength' as defined below. 1596 * we use the concept of 'effective strength' as defined below.
1491 */ 1597 */
1492 1598
1493 /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */ 1599 /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1494 if(str>MAX_STAT) { 1600 if (str > MAX_STAT)
1495 str_factor = (float) str /(float) MAX_STAT; str = MAX_STAT;
1496 } 1601 {
1602 str_factor = (float) str / (float) MAX_STAT;
1603 str = MAX_STAT;
1497 1604 }
1605
1498 /* the more we carry, the less we can throw. Limit only on players */ 1606 /* the more we carry, the less we can throw. Limit only on players */
1499 maxc=max_carry[str]*1000; 1607 maxc = max_carry[str] * 1000;
1500 if(op->carrying>maxc&&op->type==PLAYER) 1608 if (op->carrying > maxc && op->type == PLAYER)
1501 load_factor = (float)maxc/(float) op->carrying; 1609 load_factor = (float) maxc / (float) op->carrying;
1502 1610
1503 /* lighter items are thrown harder, farther, faster */ 1611 /* lighter items are thrown harder, farther, faster */
1504 if(throw_ob->weight>0) 1612 if (throw_ob->weight > 0)
1505 item_factor = (float) maxc/(float) (3.0 * throw_ob->weight); 1613 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1614 else
1506 else { /* 0 or negative weight?!? Odd object, can't throw it */ 1615 { /* 0 or negative weight?!? Odd object, can't throw it */
1507 new_draw_info_format(NDI_UNIQUE, 0,op,"You can't throw %s.\n", 1616 op->failmsgf ("You can't throw %s. H<Better report this to your dungeon master.>\n", query_name (throw_ob));
1508 query_name(throw_ob)); 1617 return 0;
1509 return 0;
1510 }
1511 1618 }
1619
1512 eff_str = (int) (str * (load_factor<1.0?load_factor:1.0)); 1620 eff_str = (str * (load_factor < 1.0 ? load_factor : 1.0))
1513 eff_str = (int) ((float) eff_str * item_factor * str_factor); 1621 * item_factor * str_factor;
1514 1622
1515 /* 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
1516 * account for super-strong throwers. */ 1624 * account for super-strong throwers. */
1517 if(eff_str>MAX_STAT) eff_str=MAX_STAT; 1625 min_it (eff_str, MAX_STAT);
1518 1626
1519#ifdef DEBUG_THROW 1627#ifdef DEBUG_THROW
1520 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);
1521 LOG(llevDebug," max_c=%d, item_f=%f, load_f=%f, str=%d\n",maxc, 1629 LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1522 item_factor,load_factor,op->stats.Str);
1523 LOG(llevDebug," str_factor=%f\n",str_factor); 1630 LOG (llevDebug, " str_factor=%f\n", str_factor);
1524 LOG(llevDebug," item %s weight= %d\n",throw_ob->name,throw_ob->weight); 1631 LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight);
1525#endif 1632#endif
1526 1633
1527 /* 3 things here prevent a throw, you aimed at your feet, you 1634 /* 3 things here prevent a throw, you aimed at your feet, you
1528 * have no effective throwing strength, or you threw at something 1635 * have no effective throwing strength, or you threw at something
1529 * that flying objects can't get through. 1636 * that flying objects can't get through.
1530 */ 1637 */
1531 mflags = get_map_flags(part->map,&m, part->x+freearr_x[dir],part->y+freearr_y[dir],&sx,&sy); 1638 mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy);
1532 1639
1533 if(!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || 1640 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1534 (GET_MAP_MOVE_BLOCK(m, sx, sy) & MOVE_FLY_LOW)) { 1641 {
1535
1536 /* bounces off 'wall', and drops to feet */ 1642 /* bounces off 'wall', and drops to feet */
1537 remove_ob(throw_ob); 1643 throw_ob->insert_at (part, op);
1538 throw_ob->x = part->x; throw_ob->y = part->y; 1644
1539 insert_ob_in_map(throw_ob,part->map,op,0);
1540 if(op->type==PLAYER) { 1645 if (op->type == PLAYER)
1646 {
1541 if(eff_str<=1) { 1647 if (eff_str <= 1)
1542 new_draw_info_format(NDI_UNIQUE, 0,op, 1648 new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob));
1543 "Your load is so heavy you drop %s to the ground.",
1544 query_name(throw_ob));
1545 }
1546 else if(!dir) { 1649 else if (!dir)
1547 new_draw_info_format(NDI_UNIQUE, 0,op,"You throw %s at the ground.", 1650 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1548 query_name(throw_ob)); 1651 else
1549 }
1550 else
1551 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1652 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1552 } 1653 }
1553 return 0; 1654
1554 } /* if object can't be thrown */ 1655 return 0;
1555 1656 } /* if object can't be thrown */
1657
1556 left = throw_ob; /* these are throwing objects left to the player */ 1658 left = throw_ob; /* these are throwing objects left to the player */
1557 left_tag = left->count;
1558 1659
1559 /* 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?)
1560 * and returns NULL. We must use 'left' then 1661 * and returns NULL. We must use 'left' then
1561 */ 1662 */
1562 1663 if (!(throw_ob = throw_ob->split ()))
1563 if((throw_ob = get_split_ob(throw_ob, 1))==NULL) { 1664 {
1564 throw_ob = left; 1665 throw_ob = left;
1565 remove_ob(left); 1666 left->remove ();
1566 if (op->type==PLAYER)
1567 esrv_del_item(op->contr, left->count);
1568 } 1667 }
1569 else if (op->type==PLAYER) {
1570 if (was_destroyed (left, left_tag))
1571 esrv_del_item(op->contr, left_tag);
1572 else
1573 esrv_update_item(UPD_NROF, op, left);
1574 }
1575 1668
1576 /* special case: throwing powdery substances like dust, dirt */ 1669 /* special case: throwing powdery substances like dust, dirt */
1577 if(throw_ob->type == POTION && throw_ob->subtype == POT_DUST) { 1670 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1671 {
1578 cast_dust(op,throw_ob,dir); 1672 cast_dust (op, throw_ob, dir);
1579 return 1; 1673 return 1;
1580 } 1674 }
1581 1675
1582 /* Make a thrown object -- insert real object in a 'carrier' object. 1676 /* Make a thrown object -- insert real object in a 'carrier' object.
1583 * If unsuccessfull at making the "thrown_obj", we just reinsert 1677 * If unsuccessfull at making the "thrown_obj", we just reinsert
1584 * the original object back into inventory and exit 1678 * the original object back into inventory and exit
1585 */ 1679 */
1586 if((toss_item = make_throw_ob(throw_ob))) { 1680 if ((toss_item = make_throw_ob (throw_ob)))
1681 {
1587 throw_ob = toss_item; 1682 throw_ob = toss_item;
1588 if (throw_ob->skill) free_string(throw_ob->skill);
1589 throw_ob->skill = add_string(skill->skill); 1683 throw_ob->skill = skill->skill;
1684 }
1685 else
1590 } 1686 {
1591 else {
1592 insert_ob_in_ob(throw_ob,op); 1687 insert_ob_in_ob (throw_ob, op);
1593 return 0; 1688 return 0;
1594 } 1689 }
1595 1690
1596 set_owner(throw_ob,op); 1691 throw_ob->set_owner (op);
1597 /* At some point in the attack code, the actual real object (op->inv) 1692 /* At some point in the attack code, the actual real object (op->inv)
1598 * becomes the hitter. As such, we need to make sure that has a proper 1693 * becomes the hitter. As such, we need to make sure that has a proper
1599 * owner value so exp goes to the right place. 1694 * owner value so exp goes to the right place.
1600 */ 1695 */
1601 set_owner(throw_ob->inv,op); 1696 throw_ob->inv->set_owner (op);
1602 throw_ob->direction=dir; 1697 throw_ob->direction = dir;
1603 throw_ob->x = part->x;
1604 throw_ob->y = part->y;
1605 1698
1606 /* the damage bonus from the force of the throw */ 1699 /* the damage bonus from the force of the throw */
1607 dam = (int) (str_factor * dam_bonus[eff_str]); 1700 dam = int (str_factor * dam_bonus[eff_str]);
1608 1701
1609 /* Now, lets adjust the properties of the thrown_ob. */ 1702 /* Now, lets adjust the properties of the thrown_ob. */
1610 1703
1611 /* how far to fly */ 1704 /* how far to fly */
1612 throw_ob->last_sp = (eff_str*3)/5; 1705 throw_ob->last_sp = (eff_str * 3) / 5;
1613 1706
1614 /* speed */ 1707 /* speed */
1615 throw_ob->speed = (speed_bonus[eff_str]+1.0)/1.5; 1708 throw_ob->set_speed (min (1.0, speed_bonus[eff_str] + 1.0) / 1.5); /* no faster than an arrow! */
1616 throw_ob->speed = MIN(1.0,throw_ob->speed); /* no faster than an arrow! */ 1709
1617
1618 /* item damage. Eff_str and item weight influence damage done */ 1710 /* item damage. Eff_str and item weight influence damage done */
1619 weight_f = (throw_ob->weight/2000)>MAX_STAT?MAX_STAT:(throw_ob->weight/2000); 1711 weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000);
1620 throw_ob->stats.dam += (dam/3) + dam_bonus[weight_f] 1712 throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1621 + (throw_ob->weight/15000) - 2;
1622 1713
1623 /* chance of breaking. Proportional to force used and weight of item */ 1714 /* chance of breaking. Proportional to force used and weight of item */
1624 throw_ob->stats.food = (dam/2) + (throw_ob->weight/60000); 1715 throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1625 1716
1626 /* replace 25 with a call to clone.arch wc? messes up w/ NPC */ 1717 /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1627 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] 1718 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1628 - thaco_bonus[eff_str] - skill->level;
1629
1630 1719
1631 /* 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,
1632 * throwing knife, etc) will differ from ordinary items. Lets tailor 1721 * throwing knife, etc) will differ from ordinary items. Lets tailor
1633 * this stuff in here. 1722 * this stuff in here.
1634 */ 1723 */
1635 1724
1636 if(QUERY_FLAG(throw_ob->inv,FLAG_IS_THROWN)) { 1725 if (throw_ob->inv->flag [FLAG_IS_THROWN])
1726 {
1637 throw_ob->last_sp += eff_str/3; /* fly a little further */ 1727 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1638 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; 1728 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1639 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; 1729 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1640 /* only throw objects get directional faces */ 1730 /* only throw objects get directional faces */
1641 if(GET_ANIM_ID(throw_ob) && NUM_ANIMATIONS(throw_ob)) 1731 if (throw_ob->has_anim () && throw_ob->anim_frames ())
1642 SET_ANIMATION(throw_ob, dir); 1732 throw_ob->set_anim_frame (dir);
1643 } else { 1733 }
1734 else
1735 {
1736 uint16 mat = throw_ob->materials;
1737
1644 /* some materials will adjust properties.. */ 1738 /* some materials will adjust properties.. */
1645 if(throw_ob->material&M_LEATHER) { 1739 if (mat & M_LEATHER)
1740 {
1646 throw_ob->stats.dam -= 1; 1741 throw_ob->stats.dam -= 1;
1647 throw_ob->stats.food -= 10; 1742 throw_ob->stats.food -= 10;
1648 } 1743 }
1649 if(throw_ob->material&M_GLASS) throw_ob->stats.food += 60; 1744
1650 1745 if (mat & M_GLASS)
1651 if(throw_ob->material&M_ORGANIC) { 1746 throw_ob->stats.food += 60;
1747
1748 if (mat & M_ORGANIC)
1749 {
1652 throw_ob->stats.dam -= 3; 1750 throw_ob->stats.dam -= 3;
1653 throw_ob->stats.food += 55; 1751 throw_ob->stats.food += 55;
1654 } 1752 }
1655 if(throw_ob->material&M_PAPER||throw_ob->material&M_CLOTH) { 1753
1656 throw_ob->stats.dam -= 5; throw_ob->speed *= 0.8; 1754 if (mat & M_PAPER || mat & M_CLOTH)
1657 throw_ob->stats.wc += 3; throw_ob->stats.food -= 30; 1755 {
1658 } 1756 throw_ob->stats.dam -= 5;
1757 throw_ob->speed *= 0.8;
1758 throw_ob->stats.wc += 3;
1759 throw_ob->stats.food -= 30;
1760 }
1761
1659 /* light obj have more wind resistance, fly slower*/ 1762 /* light obj have more wind resistance, fly slower */
1660 if(throw_ob->weight>500) throw_ob->speed *= 0.8; 1763 if (throw_ob->weight > 500)
1661 if(throw_ob->weight>50) throw_ob->speed *= 0.5; 1764 throw_ob->speed *= 0.8;
1662 1765
1663 } /* else tailor thrown object */ 1766 if (throw_ob->weight > 50)
1664 1767 throw_ob->speed *= 0.5;
1768 } /* else tailor thrown object */
1769
1665 /* some limits, and safeties (needed?) */ 1770 /* some limits, and safeties (needed?) */
1666 if(throw_ob->stats.dam<0) throw_ob->stats.dam=0; 1771 max_it (throw_ob->stats.dam, 0);
1667 if(throw_ob->last_sp>eff_str) throw_ob->last_sp=eff_str; 1772 min_it (throw_ob->last_sp, eff_str);
1668 if(throw_ob->stats.food<0) throw_ob->stats.food=0; 1773 max_it (throw_ob->stats.food, 0);
1669 if(throw_ob->stats.food>100) throw_ob->stats.food=100; 1774 min_it (throw_ob->stats.wc, 30);
1670 if(throw_ob->stats.wc>30) throw_ob->stats.wc=30;
1671 1775
1672 /* how long to pause the thrower. Higher values mean less pause */ 1776 /* how long to pause the thrower. Higher values mean less pause */
1673 pause_f = ((2*eff_str)/3)+20+skill->level; 1777 pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1674 1778
1675 /* Put a lower limit on this */ 1779 /* Put a lower limit on this */
1676 if (pause_f < 10) pause_f=10; 1780 clamp_it (pause_f, 10, 100);
1677 if (pause_f > 100) pause_f=100;
1678 1781
1679 /* Changed in 0.94.2 - the calculation before was really goofy. 1782 /* Changed in 0.94.2 - the calculation before was really goofy.
1680 * 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
1681 * speed 0.5 1784 * speed 0.5
1682 */ 1785 */
1683 op->speed_left -= 50 / pause_f; 1786 op->speed_left -= 50 / pause_f;
1684 1787
1685 update_ob_speed(throw_ob);
1686 throw_ob->speed_left = 0; 1788 throw_ob->speed_left = 0;
1687 throw_ob->map = part->map; 1789 throw_ob->map = part->map;
1688 1790
1689 throw_ob->move_type = MOVE_FLY_LOW; 1791 throw_ob->move_type = MOVE_FLY_LOW;
1690 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);
1691 1795
1692#if 0 1796#if 0
1693 /* need to put in a good sound for this */ 1797 /* need to put in a good sound for this */
1694 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);
1695#endif 1799#endif
1800
1696/* Lauwenmark - Now we can call the associated script_throw event (if any) */ 1801/* Lauwenmark - Now we can call the associated script_throw event (if any) */
1697 execute_event(throw_ob, EVENT_THROW,op,NULL,NULL,SCRIPT_FIX_ACTIVATOR); 1802 INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op));
1698#ifdef DEBUG_THROW 1803#ifdef DEBUG_THROW
1699 LOG(llevDebug," pause_f=%d \n",pause_f); 1804 LOG (llevDebug, " pause_f=%d \n", pause_f);
1700 LOG(llevDebug," %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n", 1805 LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1701 throw_ob->name,throw_ob->stats.wc,throw_ob->stats.dam, 1806 throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food);
1702 throw_ob->last_sp,throw_ob->speed,throw_ob->stats.food);
1703 LOG(llevDebug,"inserting tossitem (%d) into map\n",throw_ob->count); 1807 LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1704#endif 1808#endif
1705 tag = throw_ob->count; 1809
1706 insert_ob_in_map(throw_ob,part->map,op,0); 1810 throw_ob->insert_at (part, op);
1707 if (!was_destroyed (throw_ob, tag)) 1811
1812 if (!throw_ob->destroyed ())
1708 move_arrow(throw_ob); 1813 move_arrow (throw_ob);
1814
1709 return 1; 1815 return 1;
1710} 1816}
1711 1817
1818int
1712int skill_throw (object *op, object *part, int dir, const char *params, object *skill) { 1819skill_throw (object *op, object *part, int dir, const char *params, object *skill)
1820{
1713 object *throw_ob; 1821 object *throw_ob;
1714 1822
1715 if(op->type==PLAYER) 1823 if (op->type == PLAYER)
1716 throw_ob = find_throw_ob(op,params); 1824 throw_ob = find_throw_ob (op, params);
1717 else 1825 else
1718 throw_ob = find_mon_throw_ob(op); 1826 throw_ob = find_mon_throw_ob (op);
1719 1827
1720 return do_throw(op,part, throw_ob,dir, skill); 1828 return do_throw (op, part, throw_ob, dir, skill);
1721} 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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