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Comparing deliantra/server/server/skills.C (file contents):
Revision 1.47 by root, Mon Apr 21 06:35:26 2008 UTC vs.
Revision 1.108 by root, Wed Dec 12 02:13:05 2012 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
41 /* Only prohibit stealing if the player does not have a free 42 /* Only prohibit stealing if the player does not have a free
42 * hand available and in fact does have hands. 43 * hand available and in fact does have hands.
43 */ 44 */
44 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info) 45 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info)
45 { 46 {
46 new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!"); 47 op->failmsg ("But you have no free hands to steal with! "
48 "H<Try to unapply weapons or things you hold in your hands, use the C<body> command.>");
47 return -1; 49 return -1;
48 } 50 }
49 51
50 /* ADJUSTMENTS */ 52 /* ADJUSTMENTS */
51 53
52 /* Its harder to steal from hostile beings! */ 54 /* It's harder to steal from hostile beings! */
53 if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 55 if (!victim->flag [FLAG_UNAGGRESSIVE])
54 roll = roll / 2; 56 roll = roll / 2;
55 57
56 /* Easier to steal from sleeping beings, or if the thief is 58 /* Easier to steal from sleeping beings, or if the thief is
57 * unseen */ 59 * unseen */
58 if (QUERY_FLAG (victim, FLAG_SLEEP)) 60 if (victim->flag [FLAG_SLEEP])
59 roll = roll * 3; 61 roll = roll * 3;
60 else if (op->invisible) 62 else if (op->invisible)
61 roll = roll * 2; 63 roll = roll * 2;
62 64
63 /* check stealing 'encumberance'. Having this equipment applied makes 65 /* check stealing 'encumberance'. Having this equipment applied makes
64 * it quite a bit harder to steal. 66 * it quite a bit harder to steal.
65 */ 67 */
66 for (equip = op->inv; equip; equip = equip->below) 68 for (equip = op->inv; equip; equip = equip->below)
67 { 69 {
68 if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED)) 70 if (equip->type == WEAPON && equip->flag [FLAG_APPLIED])
69 {
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;
75
74 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) 76 if (equip->type == SHIELD && equip->flag [FLAG_APPLIED])
75 {
76 roll -= equip->weight / 2000; 77 roll -= equip->weight / 2000;
77 } 78
78 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED)) 79 if (equip->type == ARMOUR && equip->flag [FLAG_APPLIED])
79 roll -= equip->weight / 5000; 80 roll -= equip->weight / 5000;
81
80 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED)) 82 if (equip->type == GLOVES && equip->flag [FLAG_APPLIED])
81 roll -= equip->weight / 100; 83 roll -= equip->weight / 100;
82 } 84 }
85
83 if (roll < 0) 86 if (roll < 0)
84 roll = 0; 87 roll = 0;
88
85 return roll; 89 return roll;
86} 90}
87 91
88/* 92/*
89 * When stealing: dependent on the intelligence/wisdom of whom you're 93 * When stealing: dependent on the intelligence/wisdom of whom you're
99{ 103{
100 object *success = NULL, *tmp = NULL, *next; 104 object *success = NULL, *tmp = NULL, *next;
101 int roll = 0, chance = 0, stats_value; 105 int roll = 0, chance = 0, stats_value;
102 rv_vector rv; 106 rv_vector rv;
103 107
104 stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2; 108 stats_value = (who->stats.Dex + who->stats.Int) * 3 / 2;
105 109
106 /* 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)
107 * 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
108 * have much chance of success. 112 * have much chance of success.
109 */ 113 */
110 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL)) 114 if (!op->is_player () && op->flag [FLAG_NO_STEAL])
111 { 115 {
112 if (can_detect_enemy (op, who, &rv)) 116 if (can_detect_enemy (op, who, &rv))
113 { 117 {
114 npc_call_help (op); 118 npc_call_help (op);
115 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 119 op->clr_flag (FLAG_UNAGGRESSIVE);
116 new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); 120 who->failmsg ("Your attempt is prevented!");
117 return 0; 121 return 0;
118 } 122 }
119 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 */
120 op->stats.Wis += (op->stats.Int / 5) + 1; 124 op->stats.Wis += (op->stats.Int / 5) + 1;
125
121 if (op->stats.Wis > MAX_STAT) 126 if (op->stats.Wis > MAX_STAT)
122 op->stats.Wis = MAX_STAT; 127 op->stats.Wis = MAX_STAT;
123 } 128 }
124 129
125 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ)) 130 if (op->is_player () && op->flag [FLAG_WIZ])
126 { 131 {
127 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n"); 132 who->failmsg ("You can't steal from the dungeon master!\n");
128 return 0; 133 return 0;
129 } 134 }
130 135
131 // only allow stealing between hostile players (TODO: probably should change) 136 // only allow stealing between hostile players (TODO: probably should change)
132 if (op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful)) 137 if (op->is_player () && who->is_player () && (who->contr->peaceful || op->contr->peaceful))
133 {
134 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
135 return 0;
136 } 138 {
139 who->failmsg ("You can't steal from other players!\n");
140 return 0;
141 }
137 142
138 /* Ok then, go thru their inventory, stealing */ 143 /* Ok then, go through their inventory, stealing */
139 for (tmp = op->inv; tmp; tmp = next) 144 for (tmp = op->inv; tmp; tmp = next)
140 { 145 {
141 next = tmp->below; 146 next = tmp->below;
142 147
143 /* you can't steal worn items, starting items, wiz stuff, 148 /* you can't steal worn items, starting items, wiz stuff,
148 * future possible problems. -b.t. 153 * future possible problems. -b.t.
149 * 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
150 * already -b.t. 155 * already -b.t.
151 */ 156 */
152 157
153 if (QUERY_FLAG (tmp, FLAG_APPLIED) 158 if (tmp->flag [FLAG_APPLIED]
154 || !tmp->type 159 || !tmp->type
155 || tmp->type == SPELL 160 || tmp->type == SPELL
156 || QUERY_FLAG (tmp, FLAG_STARTEQUIP) 161 || tmp->flag [FLAG_STARTEQUIP]
157 || QUERY_FLAG (tmp, FLAG_NO_STEAL) 162 || tmp->flag [FLAG_NO_STEAL]
158 || tmp->invisible) 163 || tmp->invisible)
159 continue; 164 continue;
160 165
161 /* Okay, try stealing this item. Dependent on dexterity of thief, 166 /* Okay, try stealing this item. Dependent on dexterity of thief,
162 * skill level, see the adj_stealroll fctn for more detail. 167 * skill level, see the adj_stealroll fctn for more detail.
176 */ 181 */
177 if (tmp->destroyed () || tmp->env != op) 182 if (tmp->destroyed () || tmp->env != op)
178 { 183 {
179 /* for players, play_sound: steals item */ 184 /* for players, play_sound: steals item */
180 success = tmp; 185 success = tmp;
181 CLEAR_FLAG (tmp, FLAG_INV_LOCKED); 186 tmp->clr_flag (FLAG_INV_LOCKED);
182
183 /* Don't delete it from target player until we know
184 * the thief has picked it up. can't just look at tmp->count,
185 * as it's possible that it got merged when picked up.
186 */
187 if (op->type == PLAYER)
188 esrv_del_item (op->contr, tmp->count);
189 } 187 }
188
190 break; 189 break;
191 } 190 }
192 } /* for loop looking for an item */ 191 } /* for loop looking for an item */
193 192
194 if (!tmp) 193 if (!tmp)
203 */ 202 */
204 203
205 if ((roll >= skill->level) || !chance 204 if ((roll >= skill->level) || !chance
206 || (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)))))
207 { 206 {
208
209 /* victim figures out where the thief is! */ 207 /* victim figures out where the thief is! */
210 if (who->hide) 208 if (who->flag [FLAG_HIDDEN])
211 make_visible (who); 209 make_visible (who);
212 210
213 if (op->type != PLAYER) 211 if (op->type != PLAYER)
214 { 212 {
215 /* The unaggressives look after themselves 8) */ 213 /* The unaggressives look after themselves 8) */
216 if (who->type == PLAYER) 214 if (who->type == PLAYER)
217 { 215 {
218 npc_call_help (op); 216 npc_call_help (op);
219 new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op)); 217 new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op));
220 } 218 }
221 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 219
220 op->clr_flag (FLAG_UNAGGRESSIVE);
222 /* all remaining npc items are guarded now. Set flag NO_STEAL 221 /* all remaining npc items are guarded now. Set flag NO_STEAL
223 * on the victim. 222 * on the victim.
224 */ 223 */
225 SET_FLAG (op, FLAG_NO_STEAL); 224 op->set_flag (FLAG_NO_STEAL);
226 } 225 }
227 else 226 else
228 { /* stealing from another player */ 227 { /* stealing from another player */
229 char buf[MAX_BUF]; 228 char buf[MAX_BUF];
230 229
231 /* Notify the other player */ 230 /* Notify the other player */
232 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))
233 {
234 sprintf (buf, "Your %s is missing!", query_name (success)); 232 sprintf (buf, "Your %s is missing!", query_name (success));
235 }
236 else 233 else
237 {
238 sprintf (buf, "Your pack feels strangely lighter."); 234 sprintf (buf, "Your pack feels strangely lighter.");
239 } 235
240 new_draw_info (NDI_UNIQUE, 0, op, buf); 236 new_draw_info (NDI_UNIQUE, 0, op, buf);
241 if (!success) 237 if (!success)
242 { 238 {
243 if (who->invisible) 239 if (who->invisible)
244 {
245 sprintf (buf, "you feel itchy fingers getting at your pack."); 240 sprintf (buf, "you feel itchy fingers getting at your pack.");
246 }
247 else 241 else
248 {
249 sprintf (buf, "%s looks very shifty.", query_name (who)); 242 sprintf (buf, "%s looks very shifty.", query_name (who));
250 } 243
251 new_draw_info (NDI_UNIQUE, 0, op, buf); 244 new_draw_info (NDI_UNIQUE, 0, op, buf);
252 } 245 }
253 } /* else stealing from another player */ 246 } /* else stealing from another player */
254 /* play_sound("stop! thief!"); kindofthing */ 247 /* play_sound("stop! thief!"); kindofthing */
255 } /* if you weren't 100% successful */ 248 } /* if you weren't 100% successful */
249
256 return success ? 1 : 0; 250 return success ? 1 : 0;
257} 251}
258 252
259int 253int
260steal (object *op, int dir, object *skill) 254steal (object *op, int dir, object *skill)
266 260
267 x = op->x + freearr_x[dir]; 261 x = op->x + freearr_x[dir];
268 y = op->y + freearr_y[dir]; 262 y = op->y + freearr_y[dir];
269 263
270 if (dir == 0) 264 if (dir == 0)
271 { 265 return 0; // you can't steal from ourself!
272 /* Can't steal from ourself! */
273 return 0;
274 }
275 266
276 m = op->map; 267 m = op->map;
277 mflags = get_map_flags (m, &m, x, y, &x, &y); 268 mflags = get_map_flags (m, &m, x, y, &x, &y);
278 /* 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,
279 * don't need to look any further. 270 * don't need to look any further.
287 278
288 /* Find the topmost object at this spot */ 279 /* Find the topmost object at this spot */
289 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above); 280 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
290 281
291 /* For all the stacked objects at this point, attempt a steal */ 282 /* For all the stacked objects at this point, attempt a steal */
292 for (; tmp != NULL; tmp = next) 283 for (; tmp; tmp = next)
293 { 284 {
294 next = tmp->below; 285 next = tmp->below;
295 /* Minor hack--for multi square beings - make sure we get 286 /* Minor hack--for multi square beings - make sure we get
296 * the 'head' coz 'tail' objects have no inventory! - b.t. 287 * the 'head' coz 'tail' objects have no inventory! - b.t.
297 */ 288 */
298 if (tmp->head) 289 if (tmp->head)
299 tmp = tmp->head; 290 tmp = tmp->head;
300 291
301 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 292 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
302 continue; 293 continue;
303 294
304 /* do not reveal hidden DMs */
305 if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)
306 continue;
307 if (attempt_steal (tmp, op, skill)) 295 if (attempt_steal (tmp, op, skill))
308 { 296 {
309 if (tmp->type == PLAYER) /* no xp for stealing from another player */ 297 if (tmp->type == PLAYER) /* no xp for stealing from another player */
310 return 0; 298 return 0;
311 299
312 /* no xp for stealing from pets (of players) */ 300 /* no xp for stealing from pets (of players) */
313 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 301 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
314 { 302 {
315 object *owner = tmp->owner; 303 object *owner = tmp->owner;
316 304
317 if (owner != NULL && owner->type == PLAYER) 305 if (owner && owner->type == PLAYER)
318 return 0; 306 return 0;
319 } 307 }
320 308
321 // reduce monster experience by experience we gained, as to 309 // reduce monster experience by experience we gained, as to
322 // limit the amount of exp that can be gained by stealing from monsters 310 // limit the amount of exp that can be gained by stealing from monsters
323 // (jessies gave ~20,000,000 exp otherwise. 311 // (jessies gave ~20,000,000 exp otherwise.
324 int exp = calc_skill_exp (op, tmp, skill); 312 int exp = calc_skill_exp (op, tmp, skill);
325 313
326 exp = MIN (tmp->stats.exp, exp); 314 exp = min (tmp->stats.exp, exp);
327 tmp->stats.exp -= exp; 315 tmp->stats.exp -= exp;
328 return exp; 316 return exp;
329 } 317 }
330 } 318 }
319
331 return 0; 320 return 0;
332} 321}
333 322
334static int 323static int
335attempt_pick_lock (object *door, object *pl, object *skill) 324attempt_pick_lock (object *door, object *pl, object *skill)
362 351
363int 352int
364pick_lock (object *pl, int dir, object *skill) 353pick_lock (object *pl, int dir, object *skill)
365{ 354{
366 object *tmp; 355 object *tmp;
367 int x = pl->x + freearr_x[dir];
368 int y = pl->y + freearr_y[dir];
369 356
370 if (!dir) 357 if (!dir)
371 dir = pl->facing; 358 dir = pl->facing;
372 359
360 mapxy pos (pl); pos.move (dir);
361
373 /* For all the stacked objects at this point find a door */ 362 /* For all the stacked objects at this point find a door */
374 if (out_of_map (pl->map, x, y)) 363 if (!pos.normalise ())
375 {
376 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
377 return 0;
378 } 364 {
365 pl->failmsg ("There is no lock there.");
366 return 0;
367 }
379 368
380 for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above) 369 for (tmp = pos->bot; tmp; tmp = tmp->above)
381 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 370 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
382 break; 371 break;
383 372
384 if (!tmp) 373 if (!tmp)
385 { 374 {
386 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); 375 pl->failmsg ("There is no lock there.");
387 return 0; 376 return 0;
388 } 377 }
378
389 if (tmp->type == LOCKED_DOOR) 379 if (tmp->type == LOCKED_DOOR)
390 { 380 {
391 new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!"); 381 pl->failmsg ("You can't pick that lock! H<You need the right key, no matter how skilled you might be.>");
392 return 0; 382 return 0;
393 } 383 }
394 384
395 if (!tmp->move_block) 385 if (!tmp->move_block)
396 { 386 {
397 new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!"); 387 pl->failmsg ("The door has no lock!");
398 return 0; 388 return 0;
399 } 389 }
400 390
401 if (attempt_pick_lock (tmp, pl, skill)) 391 if (attempt_pick_lock (tmp, pl, skill))
402 { 392 {
437 op->invisible += 100; /* set the level of 'hiddeness' */ 427 op->invisible += 100; /* set the level of 'hiddeness' */
438 428
439 if (op->type == PLAYER) 429 if (op->type == PLAYER)
440 op->contr->tmp_invis = 1; 430 op->contr->tmp_invis = 1;
441 431
442 op->hide = 1; 432 op->flag [FLAG_HIDDEN] = 1;
443 return 1; 433 return 1;
444 } 434 }
445 435
446 return 0; 436 return 0;
447} 437}
451hide (object *op, object *skill) 441hide (object *op, object *skill)
452{ 442{
453 /* the preliminaries -- Can we really hide now? */ 443 /* the preliminaries -- Can we really hide now? */
454 /* this keeps monsters from using invisibilty spells and hiding */ 444 /* this keeps monsters from using invisibilty spells and hiding */
455 445
456 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 446 if (op->flag [FLAG_MAKE_INVIS])
457 { 447 {
458 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!");
459 return 0; 449 return 0;
460 } 450 }
461 else if (!op->hide && op->invisible > 0 && op->type == PLAYER) 451 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER)
462 { 452 {
463 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!");
464 make_visible (op); 454 make_visible (op);
465 } 455 }
466 456
488static void 478static void
489stop_jump (object *pl, int dist, int spaces) 479stop_jump (object *pl, int dist, int spaces)
490{ 480{
491 pl->update_stats (); 481 pl->update_stats ();
492 pl->map->insert (pl, pl->x, pl->y, pl); 482 pl->map->insert (pl, pl->x, pl->y, pl);
483 pl->speed_left -= pl->speed * 8.;
493} 484}
494 485
495static int 486static int
496attempt_jump (object *pl, int dir, int spaces, object *skill) 487attempt_jump (object *pl, int dir, int spaces, object *skill)
497{ 488{
498 object *tmp; 489 object *tmp;
499 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;
500 sint16 x, y; 491 sint16 x, y;
501 maptile *m; 492 maptile *m;
502 493
503 /* Jump loop. Go through spaces object wants to jump. Halt the 494 /* Jump loop. Go through spaces object wants to jump. Halt the
504 * 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
505 * temporarily to allow player to aviod exits/archs that are not 496 * temporarily to allow player to aviod exits/archs that are not
506 * fly_on, fly_off. This will also prevent pickup of objects 497 * fly_on, fly_off. This will also prevent pickup of objects
507 * while jumping over them. 498 * while jumping over them.
508 */ 499 */
509 pl->remove (); 500 pl->remove ();
510
511 /*
512 * I don't think this is actually needed - all the movement
513 * code is handled in this function, and I don't see anyplace
514 * that cares about the move_type being flying.
515 */
516 pl->move_type |= MOVE_FLY_LOW; 501 pl->move_type |= MOVE_FLY_LOW;
517 502
518 for (i = 0; i <= spaces; i++) 503 for (i = 0; i <= spaces; i++)
519 { 504 {
520 x = pl->x + dx; 505 x = pl->x + dx;
527 { 512 {
528 stop_jump (pl, i, spaces); 513 stop_jump (pl, i, spaces);
529 return 0; 514 return 0;
530 } 515 }
531 516
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
532 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)))
533 { 538 {
534 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); 539 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
535 stop_jump (pl, i, spaces); 540 stop_jump (pl, i, spaces);
536 return 0; 541 return 0;
537 } 542 }
538 543
539 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
540 {
541 /* Jump into creature */
542 if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
543 {
544 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
545
546 stop_jump (pl, i, spaces);
547
548 if (tmp->type != PLAYER ||
549 (pl->type == PLAYER && pl->contr->party == NULL) ||
550 (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
551 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
552
553 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
554 }
555
556 /* If the space has fly on set (no matter what the space is),
557 * we should get the effects - after all, the player is
558 * effectively flying.
559 */
560 if (tmp->move_on & MOVE_FLY_LOW)
561 {
562 pl->x = x;
563 pl->y = y;
564 pl->map = m;
565 stop_jump (pl, i, spaces);
566 return calc_skill_exp (pl, NULL, skill);
567 }
568 }
569
570 pl->x = x; 544 pl->x = x;
571 pl->y = y; 545 pl->y = y;
572 pl->map = m; 546 pl->map = m;
547
548 if (m->at (x, y).move_on & pl->move_type)
549 {
550 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is stopped.");
551 stop_jump (pl, i, spaces);
552 return 0;
553 }
573 } 554 }
574 555
575 stop_jump (pl, i, spaces); 556 stop_jump (pl, i, spaces);
576 557
577 return calc_skill_exp (pl, NULL, skill); 558 return calc_skill_exp (pl, NULL, skill);
594 int stats = str * str * str * dex * skill->level; 575 int stats = str * str * str * dex * skill->level;
595 int spaces = min (3, skill->level, stats / (pl->carrying + 1)); 576 int spaces = min (3, skill->level, stats / (pl->carrying + 1));
596 577
597 if (spaces == 0) 578 if (spaces == 0)
598 { 579 {
599 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump."); 580 pl->failmsg ("You are carrying too much weight to jump.");
600 return 0; 581 return 0;
601 } 582 }
602 583
603 return attempt_jump (pl, dir, spaces, skill); 584 return attempt_jump (pl, dir, spaces, skill);
604} 585}
605 586
606/* skill_ident() - this code is supposed to allow players to identify 587/* skill_ident() - this code is supposed to allow players to identify
607 * classes of objects with the various "auto-ident" skills. Player must 588 * classes of objects with the various "auto-ident" skills. Player must
608 * 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
609 * to work. While multiple classes of objects may be identified, 590 * to work. While multiple classes of objects may be identified,
610 * 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
611 * more generalized. Right now, skill indices are embedded in this routine. 592 * more generalized. Right now, skill indices are embedded in this routine.
612 * Returns amount of experience gained (on successful ident). 593 * Returns amount of experience gained (on successful ident).
613 * - b.t. (thomas@astro.psu.edu) 594 * - b.t. (thomas@astro.psu.edu)
614 */ 595 */
615static int 596static int
616do_skill_detect_curse (object *pl, object *skill) 597do_skill_detect_curse (object *pl, object *skill)
617{ 598{
618 object *tmp;
619 int success = 0; 599 int success = 0;
620 600
621 for (tmp = pl->inv; tmp; tmp = tmp->below) 601 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
622 if (!tmp->invisible 602 if (!tmp->invisible
623 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 603 && tmp->need_identify ()
624 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) 604 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED]
605 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
606 && tmp->item_power < skill->level)
625 { 607 {
626 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 608 tmp->set_flag (FLAG_KNOWN_CURSED);
627 esrv_update_item (UPD_FLAGS, pl, tmp); 609 esrv_update_item (UPD_FLAGS, pl, tmp);
628 success += calc_skill_exp (pl, tmp, skill); 610 success += calc_skill_exp (pl, tmp, skill);
629 } 611 }
630 612
631 /* Check ground, too, but only objects the player could pick up */ 613 /* Check ground, too, but only objects the player could pick up */
632 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)
633 if (can_pick (pl, tmp) && 615 if (can_pick (pl, tmp)
634 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && 616 && tmp->need_identify ()
635 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 617 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED]
636 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) 618 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
619 && tmp->item_power < skill->level)
637 { 620 {
638 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 621 tmp->set_flag (FLAG_KNOWN_CURSED);
639 esrv_update_item (UPD_FLAGS, pl, tmp); 622 esrv_update_item (UPD_FLAGS, pl, tmp);
640 success += calc_skill_exp (pl, tmp, skill); 623 success += calc_skill_exp (pl, tmp, skill);
641 } 624 }
642 625
643 return success; 626 return success;
644} 627}
645 628
646static int 629static int
647do_skill_detect_magic (object *pl, object *skill) 630do_skill_detect_magic (object *pl, object *skill)
648{ 631{
649 object *tmp;
650 int success = 0; 632 int success = 0;
651 633
652 for (tmp = pl->inv; tmp; tmp = tmp->below) 634 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
653 if (!tmp->invisible 635 if (!tmp->invisible
654 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) 636 && tmp->need_identify ()
637 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL]
638 && is_magical (tmp)
655 && (is_magical (tmp)) && tmp->item_power < skill->level) 639 && tmp->item_power < skill->level)
656 { 640 {
657 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 641 tmp->set_flag (FLAG_KNOWN_MAGICAL);
658 esrv_update_item (UPD_FLAGS, pl, tmp); 642 esrv_update_item (UPD_FLAGS, pl, tmp);
659 success += calc_skill_exp (pl, tmp, skill); 643 success += calc_skill_exp (pl, tmp, skill);
660 } 644 }
661 645
662 /* 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 */
663 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)
664 if (can_pick (pl, tmp) && 648 if (can_pick (pl, tmp)
665 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level) 649 && tmp->need_identify ()
650 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL]
651 && is_magical (tmp)
652 && tmp->item_power < skill->level)
666 { 653 {
667 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 654 tmp->set_flag (FLAG_KNOWN_MAGICAL);
668 esrv_update_item (UPD_FLAGS, pl, tmp); 655 esrv_update_item (UPD_FLAGS, pl, tmp);
669 success += calc_skill_exp (pl, tmp, skill); 656 success += calc_skill_exp (pl, tmp, skill);
670 } 657 }
671 658
672 return success; 659 return success;
673} 660}
674 661
675/* Helper function for do_skill_ident, so that we can loop 662/* Helper function for do_skill_ident, so that we can loop
676 * over inventory AND objects on the ground conveniently. 663 * over inventory AND objects on the ground conveniently.
677 */ 664 */
678int 665static int
679do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) 666do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
680{ 667{
681 int success = 0, chance; 668 int success = 0, chance;
682 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;
683 670
684 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT) 671 if (!tmp->flag [FLAG_IDENTIFIED]
685 && 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)
686 { 676 {
687 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1); 677 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
688 678
689 if (skill_value >= chance) 679 if (skill_value >= chance)
690 { 680 {
697 if (tmp->msg) 687 if (tmp->msg)
698 { 688 {
699 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:");
700 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); 690 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
701 } 691 }
702
703 /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */
704 if (tmp->map)
705 esrv_send_item (pl, tmp);
706 } 692 }
693
707 success += calc_skill_exp (pl, tmp, skill); 694 success += calc_skill_exp (pl, tmp, skill);
708 } 695 }
709 else 696 else
710 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); 697 tmp->set_flag (FLAG_NO_SKILL_IDENT);
711 } 698 }
712 699
713 return success; 700 return success;
714} 701}
715 702
775 break; 762 break;
776 763
777 case SK_DET_CURSE: 764 case SK_DET_CURSE:
778 success = do_skill_detect_curse (pl, skill); 765 success = do_skill_detect_curse (pl, skill);
779 if (success) 766 if (success)
780 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); 767 new_draw_info (NDI_UNIQUE, 0, pl, "... and discover cursed items!");
781 break; 768 break;
782 769
783 case SK_DET_MAGIC: 770 case SK_DET_MAGIC:
784 success = do_skill_detect_magic (pl, skill); 771 success = do_skill_detect_magic (pl, skill);
785 if (success) 772 if (success)
786 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!"); 773 new_draw_info (NDI_UNIQUE, 0, pl, "... and discover items imbued with mystic forces!");
787 break; 774 break;
788 775
789 default: 776 default:
790 LOG (llevError, "Error: bad call to skill_ident()\n"); 777 LOG (llevError, "Error: bad call to skill_ident()\n");
791 return 0; 778 return 0;
792 break;
793 } 779 }
794 780
795 if (!success) 781 if (!success)
796 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); 782 new_draw_info (NDI_UNIQUE, 0, pl, "... and learn nothing more.");
797 783
798 return success; 784 return success;
799} 785}
800 786
801/* players using this skill can 'charm' a monster -- 787/* players using this skill can 'charm' a monster --
807use_oratory (object *pl, int dir, object *skill) 793use_oratory (object *pl, int dir, object *skill)
808{ 794{
809 if (pl->type != PLAYER) 795 if (pl->type != PLAYER)
810 return 0; /* only players use this skill */ 796 return 0; /* only players use this skill */
811 797
798 if (!dir)
799 {
800 pl->failmsg ("In what direction?");
801 return 0;
802 }
803
812 sint16 x = pl->x + freearr_x[dir], 804 sint16 x = pl->x + freearr_x[dir],
813 y = pl->y + freearr_y[dir]; 805 y = pl->y + freearr_y[dir];
814 maptile *m = pl->map; 806 maptile *m = pl->map;
815 807
816 int mflags = get_map_flags (m, &m, x, y, &x, &y); 808 int mflags = get_map_flags (m, &m, x, y, &x, &y);
819 811
820 /* Save some processing - we have the flag already anyways 812 /* Save some processing - we have the flag already anyways
821 */ 813 */
822 if (!(mflags & P_IS_ALIVE)) 814 if (!(mflags & P_IS_ALIVE))
823 { 815 {
824 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 816 pl->failmsg ("There is nothing to orate to.");
825 return 0; 817 return 0;
826 } 818 }
827 819
828 object *tmp; 820 object *tmp;
829 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 821 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
837 if (tmp->type == PLAYER 829 if (tmp->type == PLAYER
838 || tmp->more || tmp->head_ () != tmp 830 || tmp->more || tmp->head_ () != tmp
839 || tmp->msg) 831 || tmp->msg)
840 return 0; 832 return 0;
841 833
842 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 834 if (tmp->flag [FLAG_MONSTER])
843 break; 835 break;
844 } 836 }
845 837
846 if (!tmp) 838 if (!tmp)
847 { 839 {
848 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 840 pl->failmsg ("There is nothing to orate to.");
849 return 0; 841 return 0;
850 } 842 }
851 843
852 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp)); 844 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
853 845
854 /* the following conditions limit who may be 'charmed' */ 846 /* the following conditions limit who may be 'charmed' */
855 847
856 /* it's hostile! */ 848 /* it's hostile! */
857 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 849 if (!tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY])
858 { 850 {
859 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); 851 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
860 return 0; 852 return 0;
861 } 853 }
862 854
863 /* it's already allied! */ 855 /* it's already allied! */
864 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 856 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
865 { 857 {
866 if (tmp->owner == pl) 858 if (tmp->owner == pl)
867 { 859 {
868 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); 860 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
869 return 0; 861 return 0;
894 /* Ok, got a 'sucker' lets try to make them a follower */ 886 /* Ok, got a 'sucker' lets try to make them a follower */
895 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1)) 887 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
896 { 888 {
897 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); 889 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
898 890
891 INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl));
899 tmp->set_owner (pl); 892 tmp->set_owner (pl);
900 tmp->skill = skill->skill; 893 tmp->skill = skill->skill;
901 tmp->stats.exp = 0; 894 tmp->stats.exp = 0;
902 tmp->attack_movement = PETMOVE; 895 tmp->attack_movement = PETMOVE;
903 896
904 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) 897 if (!tmp->flag [FLAG_FRIENDLY])
905 add_friendly_object (tmp); 898 add_friendly_object (tmp);
906 899
907 return calc_skill_exp (pl, tmp, skill); 900 return calc_skill_exp (pl, tmp, skill);
908 } 901 }
909 /* Charm failed. Creature may be angry now */ 902 /* Charm failed. Creature may be angry now */
910 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))
911 { 904 {
912 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); 905 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
913 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 906 if (tmp->flag [FLAG_FRIENDLY])
914 { 907 {
915 remove_friendly_object (tmp); 908 remove_friendly_object (tmp);
916 tmp->attack_movement = 0; /* needed? */ 909 tmp->attack_movement = 0; /* needed? */
917 } 910 }
918 911
919 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 912 tmp->clr_flag (FLAG_UNAGGRESSIVE);
920 } 913 }
921 914
922 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 */
923} 916}
924 917
932 * of anything better! -b.t. 925 * of anything better! -b.t.
933 */ 926 */
934int 927int
935singing (object *pl, int dir, object *skill) 928singing (object *pl, int dir, object *skill)
936{ 929{
937 int i, exp = 0; 930 int exp = 0;
938 object *tmp; 931 object *tmp;
939 maptile *m; 932 maptile *m;
940 sint16 x, y; 933 sint16 x, y;
941 934
942 if (pl->type != PLAYER) 935 if (pl->type != PLAYER)
943 return 0; /* only players use this skill */ 936 return 0; /* only players use this skill */
944 937
938 if (!dir)
939 {
940 pl->failmsg ("In what direction?");
941 return 0;
942 }
943
945 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); 944 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
946 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++)
947 { 948 {
948 x = pl->x + freearr_x[i]; 949 x = pl->x + freearr_x[i];
949 y = pl->y + freearr_y[i]; 950 y = pl->y + freearr_y[i];
950 m = pl->map; 951 m = pl->map;
951 952
955 if (!(mflags & P_IS_ALIVE)) 956 if (!(mflags & P_IS_ALIVE))
956 continue; 957 continue;
957 958
958 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)
959 { 960 {
960 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 961 if (tmp->flag [FLAG_MONSTER])
961 break; 962 break;
962 /* can't affect players */ 963 /* can't affect players */
963 if (tmp->type == PLAYER) 964 if (tmp->type == PLAYER)
964 break; 965 break;
965 } 966 }
966 967
967 /* 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
968 * listen to singing. 969 * listen to singing.
969 */ 970 */
970 if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */ 971 if (tmp && tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_NO_STEAL] && /* Been charmed or abused before */
971 !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */ 972 !tmp->flag [FLAG_SPLITTING] && /* no ears */
972 !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */ 973 !tmp->flag [FLAG_HITBACK] && /* was here before */
973 (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */ 974 (tmp->level <= skill->level) && (!tmp->head) && !tmp->flag [FLAG_UNDEAD] && !tmp->flag [FLAG_UNAGGRESSIVE] && /* already calm */
974 !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 975 !tmp->flag [FLAG_FRIENDLY])
975 { /* already calm */ 976 { /* already calm */
976 977
977 /* stealing isn't really related (although, maybe it should 978 /* stealing isn't really related (although, maybe it should
978 * be). This is mainly to prevent singing to the same monster 979 * be). This is mainly to prevent singing to the same monster
979 * over and over again and getting exp for it. 980 * over and over again and getting exp for it.
980 */ 981 */
981 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2; 982 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
982 983
983 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH)) 984 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH))
984 { 985 {
985 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 986 tmp->set_flag (FLAG_UNAGGRESSIVE);
986 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp)); 987 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp));
987 /* Give exp only if they are not aware */ 988 /* Give exp only if they are not aware */
988 989
989 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) 990 if (!tmp->flag [FLAG_NO_STEAL])
990 exp += calc_skill_exp (pl, tmp, skill); 991 exp += calc_skill_exp (pl, tmp, skill);
991 992
992 SET_FLAG (tmp, FLAG_NO_STEAL); 993 tmp->set_flag (FLAG_NO_STEAL);
993 } 994 }
994 else 995 else
995 { 996 {
996 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); 997 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
997 SET_FLAG (tmp, FLAG_NO_STEAL); 998 tmp->set_flag (FLAG_NO_STEAL);
998 } 999 }
999 } 1000 }
1000 } 1001 }
1001 return exp; 1002 return exp;
1002} 1003}
1003 1004
1004/* The find_traps skill (aka, search). Checks for traps 1005/* The find_traps skill (aka, search). Checks for traps
1005 * on the spaces or in certain objects 1006 * on the spaces or in certain objects
1006 */ 1007 */
1007
1008int 1008int
1009find_traps (object *pl, object *skill) 1009find_traps (object *pl, object *skill)
1010{ 1010{
1011 object *tmp, *tmp2; 1011 object *tmp, *tmp2;
1012 int i, expsum = 0, mflags; 1012 int i, expsum = 0, mflags;
1014 maptile *m; 1014 maptile *m;
1015 1015
1016 /* 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
1017 * all type RUNE 1017 * all type RUNE
1018 */ 1018 */
1019
1020 for (i = 0; i < 9; i++) 1019 for (i = 0; i < 9; i++)
1021 { 1020 {
1022 x = pl->x + freearr_x[i]; 1021 x = pl->x + freearr_x[i];
1023 y = pl->y + freearr_y[i]; 1022 y = pl->y + freearr_y[i];
1024 m = pl->map; 1023 m = pl->map;
1026 mflags = get_map_flags (m, &m, x, y, &x, &y); 1025 mflags = get_map_flags (m, &m, x, y, &x, &y);
1027 if (mflags & P_OUT_OF_MAP) 1026 if (mflags & P_OUT_OF_MAP)
1028 continue; 1027 continue;
1029 1028
1030 /* Check everything in the square for trapness */ 1029 /* Check everything in the square for trapness */
1031 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)
1032 { 1031 {
1033
1034 /* And now we'd better do an inventory traversal of each 1032 /* And now we'd better do an inventory traversal of each
1035 * of these objects' inventory 1033 * of these objects' inventory
1036 * 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
1037 * the players inventory or monsters for that matter. 1035 * the players inventory or monsters for that matter.
1038 */ 1036 */
1039 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1037 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1040 {
1041 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1038 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1042 if (tmp2->type == RUNE || tmp2->type == TRAP) 1039 if (tmp2->type == RUNE || tmp2->type == TRAP)
1043 if (trap_see (pl, tmp2)) 1040 if (trap_see (pl, tmp2))
1044 { 1041 {
1045 trap_show (tmp2, tmp); 1042 trap_show (tmp2, tmp);
1046 if (tmp2->stats.Cha > 1) 1043 if (tmp2->stats.Cha > 1)
1047 { 1044 {
1048 if (!tmp2->owner || tmp2->owner->type != PLAYER) 1045 if (!tmp2->owner || tmp2->owner->type != PLAYER)
1049 expsum += calc_skill_exp (pl, tmp2, skill); 1046 expsum += calc_skill_exp (pl, tmp2, skill);
1050 1047
1051 tmp2->stats.Cha = 1; /* unhide the trap */ 1048 tmp2->stats.Cha = 1; /* unhide the trap */
1052 } 1049 }
1053 } 1050 }
1054 } 1051
1055 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) 1052 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1056 { 1053 {
1057 trap_show (tmp, tmp); 1054 trap_show (tmp, tmp);
1058 if (tmp->stats.Cha > 1) 1055 if (tmp->stats.Cha > 1)
1059 { 1056 {
1062 tmp->stats.Cha = 1; /* unhide the trap */ 1059 tmp->stats.Cha = 1; /* unhide the trap */
1063 } 1060 }
1064 } 1061 }
1065 } 1062 }
1066 } 1063 }
1064
1067 new_draw_info (NDI_BLACK, 0, pl, "You search the area."); 1065 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1068 return expsum; 1066 return expsum;
1069} 1067}
1070 1068
1071/* remove_trap() - This skill will disarm any previously discovered trap 1069/* remove_trap() - This skill will disarm any previously discovered trap
1072 * 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.
1073 */ 1071 */
1074
1075int 1072int
1076remove_trap (object *op, int dir, object *skill) 1073remove_trap (object *op, int dir, object *skill)
1077{ 1074{
1078 object *tmp, *tmp2; 1075 object *tmp, *tmp2;
1079 int i, success = 0, mflags; 1076 int i, success = 0, mflags;
1089 mflags = get_map_flags (m, &m, x, y, &x, &y); 1086 mflags = get_map_flags (m, &m, x, y, &x, &y);
1090 if (mflags & P_OUT_OF_MAP) 1087 if (mflags & P_OUT_OF_MAP)
1091 continue; 1088 continue;
1092 1089
1093 /* Check everything in the square for trapness */ 1090 /* Check everything in the square for trapness */
1094 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)
1095 { 1092 {
1096 /* And now we'd better do an inventory traversal of each 1093 /* And now we'd better do an inventory traversal of each
1097 * of these objects inventory. Like above, only 1094 * of these objects inventory. Like above, only
1098 * do this for interesting objects. 1095 * do this for interesting objects.
1099 */ 1096 */
1100 1097
1101 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1098 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1102 { 1099 {
1103 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1100 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1104 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) 1101 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1105 { 1102 {
1106 trap_show (tmp2, tmp); 1103 trap_show (tmp2, tmp);
1104
1107 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) 1105 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1108 { 1106 {
1109 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1107 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1110 success += calc_skill_exp (op, tmp2, skill); 1108 success += calc_skill_exp (op, tmp2, skill);
1111 } 1109 }
1112 } 1110 }
1113 } 1111 }
1112
1114 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) 1113 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1115 { 1114 {
1116 trap_show (tmp, tmp); 1115 trap_show (tmp, tmp);
1116
1117 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) 1117 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1118 { 1118 {
1119 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1119 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1120 success += calc_skill_exp (op, tmp, skill); 1120 success += calc_skill_exp (op, tmp, skill);
1121 } 1121 }
1147 /* Check all objects - we could stop at floor objects, 1147 /* Check all objects - we could stop at floor objects,
1148 * but if someone buries an altar, I don't see a problem with 1148 * but if someone buries an altar, I don't see a problem with
1149 * going through all the objects, and it shouldn't be much slower 1149 * going through all the objects, and it shouldn't be much slower
1150 * than extra checks on object attributes. 1150 * than extra checks on object attributes.
1151 */ 1151 */
1152 for (tmp = pl->below; tmp != NULL; tmp = tmp->below) 1152 for (tmp = pl->below; tmp; tmp = tmp->below)
1153 { 1153 {
1154 /* Only if the altar actually belongs to someone do you get special benefits */ 1154 /* Only if the altar actually belongs to someone do you get special benefits */
1155 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) 1155 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1156 { 1156 {
1157 sprintf (buf, "You pray over the %s.", &tmp->name); 1157 sprintf (buf, "You pray over the %s.", &tmp->name);
1184 1184
1185 if (pl->type != PLAYER) 1185 if (pl->type != PLAYER)
1186 return; /* players only */ 1186 return; /* players only */
1187 1187
1188 /* check if pl has removed encumbering armour and weapons */ 1188 /* check if pl has removed encumbering armour and weapons */
1189 if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6)) 1189 if (pl->flag [FLAG_READY_WEAPON] && skill->level < 6)
1190 { 1190 {
1191 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n"); 1191 pl->failmsg ("You can't concentrate while wielding a weapon!\n");
1192 return; 1192 return;
1193 } 1193 }
1194 else 1194 else
1195 { 1195 {
1196 for (tmp = pl->inv; tmp; tmp = tmp->below) 1196 for (tmp = pl->inv; tmp; tmp = tmp->below)
1197 if (((tmp->type == ARMOUR && skill->level < 12) 1197 if (((tmp->type == ARMOUR && skill->level < 12)
1198 || (tmp->type == HELMET && skill->level < 10) 1198 || (tmp->type == HELMET && skill->level < 10)
1199 || (tmp->type == SHIELD && skill->level < 6) 1199 || (tmp->type == SHIELD && skill->level < 6)
1200 || (tmp->type == BOOTS && skill->level < 4) 1200 || (tmp->type == BOOTS && skill->level < 4)
1201 || (tmp->type == GLOVES && skill->level < 2)) 1201 || (tmp->type == GLOVES && skill->level < 2))
1202 && QUERY_FLAG (tmp, FLAG_APPLIED)) 1202 && tmp->flag [FLAG_APPLIED])
1203 { 1203 {
1204 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n"); 1204 pl->failmsg ("You can't concentrate while wearing so much armour!\n");
1205 return; 1205 return;
1206 } 1206 }
1207 } 1207 }
1208 1208
1209 /* ok let's meditate! Spell points are regained first, then once 1209 /* ok let's meditate! Spell points are regained first, then once
1210 * they are maxed we get back hp. Actual incrementing of values 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 1211 * is handled by the do_some_living() (in player.c). This way magical
1212 * bonuses for healing/sp regeneration are included properly 1212 * bonuses for healing/sp regeneration are included properly
1213 * No matter what, we will eat up some playing time trying to 1213 * No matter what, we will eat up some playing time trying to
1214 * meditate. (see 'factor' variable for what sets the amount of time) 1214 * meditate. (see 'factor' variable for what sets the amount of time)
1215 */ 1215 */
1216 1216
1217 new_draw_info (NDI_BLACK, 0, pl, "You meditate."); 1217 new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1218 1218
1219 if (pl->stats.sp < pl->stats.maxsp) 1219 if (pl->stats.sp < pl->stats.maxsp)
1226 pl->stats.hp++; 1226 pl->stats.hp++;
1227 pl->last_heal = -1; 1227 pl->last_heal = -1;
1228 } 1228 }
1229} 1229}
1230 1230
1231/* write_note() - this routine allows players to inscribe messages in 1231/* write_note() - this routine allows players to inscribe messages in
1232 * ordinary inscribable 'books' (anything that is not a SPELL). b.t. 1232 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1233 */ 1233 */
1234static int 1234static int
1235write_note (object *pl, object *item, const char *msg, object *skill) 1235write_note (object *pl, object *item, const char *msg, object *skill)
1236{ 1236{
1237 1237 if (!msg_is_safe (msg))
1238 if (strstr (msg, "\nendmsg"))
1239 { 1238 {
1240 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?"); 1239 pl->failmsg ("Trying to cheat now are we? H<@-signs are not allowed in notes.>");
1240 LOG (llevInfo, "write_note: player %s tried to write bogus note %s\n", &pl->name, msg);
1241 return 0; 1241 return 0;
1242 } 1242 }
1243 1243
1244 int len = strlen (msg); 1244 int len = strlen (msg);
1245 1245
1246 if (!is_utf8_string ((U8 *)msg, len)) 1246 if (!is_utf8_string ((U8 *)msg, len))
1247 { 1247 {
1248 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!"); 1248 pl->failmsg ("Your message is garbled (text must be UTF-8, client-bug)!");
1249 return 0; 1249 return 0;
1250 } 1250 }
1251 1251
1252 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)))
1253 return RESULT_INT (0); 1253 return RESULT_INT (0);
1254 1254
1255 char buf[1024]; 1255 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len));
1256 1256
1257 if (len < sizeof (buf) - 2) 1257 if (char_len <= item->weight_limit)
1258 { 1258 {
1259 snprintf (buf, sizeof (buf), "%s\n", msg);
1260
1261 object *newbook = arch_to_object (item->other_arch); 1259 object *newbook = item->other_arch->instance ();
1262 item->decrease (); 1260 item->decrease ();
1263 esrv_send_item (pl, item);
1264 newbook->nrof = 1; 1261 newbook->nrof = 1;
1265 newbook->msg = buf; 1262 newbook->msg = shstr (msg);
1266 newbook->flag [FLAG_IDENTIFIED] = true; 1263 newbook->flag [FLAG_IDENTIFIED] = true;
1267 1264
1268 if (item->subtype == 1) // mailscrolls 1265 if (item->subtype == 1) // mailscrolls
1269 { 1266 {
1270 newbook->name = item->name; 1267 newbook->name = item->name;
1271 newbook->name_pl = item->name_pl; 1268 newbook->name_pl = item->name_pl;
1272 } 1269 }
1273 1270
1274 newbook = insert_ob_in_ob (newbook, pl); 1271 pl->insert (newbook);
1275 esrv_send_item (pl, newbook);
1276 1272
1277 pl->contr->play_sound (sound_find ("inscribe_success")); 1273 pl->contr->play_sound (sound_find ("inscribe_success"));
1278 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name); 1274 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1279 return strlen (msg); 1275 return char_len;
1280 } 1276 }
1281 else 1277 else
1282 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", &item->name); 1278 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s! H<It is only big enough for %d characters, your message had %d characters.>",
1279 &item->name, item->weight_limit, char_len);
1283 1280
1284 return 0; 1281 return 0;
1285} 1282}
1286 1283
1287/* write_scroll() - this routine allows players to inscribe spell scrolls 1284/* write_scroll() - this routine allows players to inscribe spell scrolls
1288 * of spells which they know. Backfire effects are possible with the 1285 * of spells which they know. Backfire effects are possible with the
1289 * severity of the backlash correlated with the difficulty of the scroll 1286 * severity of the backlash correlated with the difficulty of the scroll
1290 * that is attempted. -b.t. thomas@astro.psu.edu 1287 * that is attempted. -b.t. thomas@astro.psu.edu
1291 */ 1288 */
1292static int 1289static int
1293write_scroll (object *pl, object *scroll, object *skill) 1290write_scroll (object *pl, object *scroll, object *skill)
1294{ 1291{
1297 /* Check if we are ready to attempt inscription */ 1294 /* Check if we are ready to attempt inscription */
1298 object *chosen_spell = pl->contr->ranged_ob; 1295 object *chosen_spell = pl->contr->ranged_ob;
1299 1296
1300 if (!chosen_spell || chosen_spell->type != SPELL) 1297 if (!chosen_spell || chosen_spell->type != SPELL)
1301 { 1298 {
1302 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); 1299 pl->failmsg ("You need a spell readied in order to inscribe!");
1303 return 0; 1300 return 0;
1304 } 1301 }
1305 1302
1306 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)
1307 { 1304 {
1308 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name); 1305 pl->failmsgf ("You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1309 return 0; 1306 return 0;
1310 } 1307 }
1311 1308
1312 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)
1313 { 1310 {
1314 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); 1311 pl->failmsgf ("You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1315 return 0; 1312 return 0;
1316 } 1313 }
1317 1314
1318 /* ok, we are ready to try inscription */ 1315 /* ok, we are ready to try inscription */
1319 if (QUERY_FLAG (pl, FLAG_CONFUSED)) 1316 if (pl->flag [FLAG_CONFUSED])
1320 confused = 1; 1317 confused = 1;
1321 1318
1322 /* Lost mana/grace no matter what */ 1319 /* Lost mana/grace no matter what */
1323 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);
1324 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);
1325 1322
1326 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)
1327 { 1324 {
1328 object *newscroll = arch_to_object (scroll->other_arch); 1325 object *newscroll = scroll->other_arch->instance ();
1329 scroll->decrease (); 1326 scroll->decrease ();
1330 newscroll->nrof = 1; 1327 newscroll->nrof = 1;
1328 newscroll->randomitems = 0; // make sure randomitems doesn't destroy the scroll
1331 1329
1332 pl->contr->play_sound (sound_find ("inscribe_success")); 1330 pl->contr->play_sound (sound_find ("inscribe_success"));
1333 1331
1334 if (!confused) 1332 if (!confused)
1335 { 1333 {
1336 newscroll->level = MAX (skill->level, chosen_spell->level); 1334 newscroll->level = max (skill->level, chosen_spell->level);
1337 newscroll->flag [FLAG_IDENTIFIED] = true; 1335 newscroll->flag [FLAG_IDENTIFIED] = true;
1338 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell."); 1336 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1339 } 1337 }
1340 else 1338 else
1341 { 1339 {
1342 chosen_spell = find_random_spell_in_ob (pl, NULL); 1340 chosen_spell = find_random_spell_in_ob (pl, NULL);
1343 if (!chosen_spell) 1341 if (!chosen_spell)
1344 return 0; 1342 return 0;
1345 1343
1346 newscroll->level = MAX (skill->level, chosen_spell->level); 1344 newscroll->level = max (skill->level, chosen_spell->level);
1347 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell."); 1345 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1348 } 1346 }
1349 1347
1350 object *tmp = chosen_spell->clone (); 1348 object *tmp = chosen_spell->clone ();
1349 tmp->flag [FLAG_APPLIED] = false;
1351 insert_ob_in_ob (tmp, newscroll); 1350 insert_ob_in_ob (tmp, newscroll);
1352 1351
1353 /* Same code as from treasure.C - so they can better merge. 1352 /* Same code as from treasure.C - so they can better merge.
1354 * if players want to sell them, so be it. 1353 * if players want to sell them, so be it.
1355 */ 1354 */
1356 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); 1355 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1357 newscroll->stats.exp = newscroll->value / 5; 1356 newscroll->stats.exp = newscroll->value / 5;
1358 1357
1359 newscroll = insert_ob_in_ob (newscroll, pl); 1358 pl->insert (newscroll);
1360 esrv_send_item (pl, newscroll);
1361 1359
1362 success = calc_skill_exp (pl, newscroll, skill); 1360 success = calc_skill_exp (pl, newscroll, skill);
1363 if (!confused) 1361 if (!confused)
1364 success *= 2; 1362 success *= 2;
1365 1363
1370 { /* Inscription has failed */ 1368 { /* Inscription has failed */
1371 pl->contr->play_sound (sound_find ("inscribe_fail")); 1369 pl->contr->play_sound (sound_find ("inscribe_fail"));
1372 1370
1373 if (chosen_spell->level > skill->level || confused) 1371 if (chosen_spell->level > skill->level || confused)
1374 { /*backfire! */ 1372 { /*backfire! */
1375 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); 1373 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind! H<The spell level is too high for your inscription skill.>");
1376 1374
1377 if (random_roll (0, 1, pl, PREFER_LOW) == 1) 1375 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1378 pl->drain_specific_stat (4); 1376 pl->drain_specific_stat (4);
1379 else 1377 else
1380 { 1378 {
1413 { 1411 {
1414 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>"); 1412 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>");
1415 return 0; 1413 return 0;
1416 } 1414 }
1417 1415
1418 object *item = find_marked_object (pl); 1416 object *item = pl->mark ();
1419 1417
1420 /* find an item of correct type to write on */ 1418 /* find an item of correct type to write on */
1421 if (!item) 1419 if (!item)
1422 { 1420 {
1423 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 makr an item.>"); 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.>");
1424 return 0; 1422 return 0;
1425 } 1423 }
1426 1424
1427 if (item->type != INSCRIBABLE) 1425 if (item->type != INSCRIBABLE)
1428 { 1426 {
1429 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>"); 1427 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1430 return 0; 1428 return 0;
1431 } 1429 }
1432 1430
1433 if (QUERY_FLAG (item, FLAG_UNPAID)) 1431 if (item->flag [FLAG_UNPAID])
1434 { 1432 {
1435 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); 1433 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1436 return 0; 1434 return 0;
1437 } 1435 }
1438 1436
1439 if (item->other_arch->type == SCROLL) 1437 if (item->other_arch->type == SCROLL)
1440 { 1438 {
1441 if (*params) 1439 if (*params)
1442 { 1440 {
1443 // check readied scroll 1441 // check readied scroll
1444 new_draw_info_format (NDI_UNIQUE, 0, pl,
1445 "When inscribing spells you need to ready a spell and do not specify a string argument.\n" 1442 pl->failmsgf ("When inscribing spells you need to ready a spell and do not specify a string argument.\n"
1446 "Usage: cast [spell name]; use_skill %s", &skill->skill); 1443 "Usage: cast [spell name]; use_skill %s", &skill->skill);
1447 return 0; 1444 return 0;
1448 } 1445 }
1449 1446
1450 return write_scroll (pl, item, skill); 1447 return write_scroll (pl, item, skill);
1451 } 1448 }
1452 else 1449 else
1453 { 1450 {
1454 if (!*params) 1451 if (!*params)
1455 { 1452 {
1456 new_draw_info_format (NDI_UNIQUE, 0, pl,
1457 "When inscribing books you need to specify the words you want to inscribe as command argument.\n" 1453 pl->failmsgf ("When inscribing books you need to specify the words you want to inscribe as command argument.\n"
1458 "Usage: use_skill %s <message>", &skill->skill); 1454 "Usage: use_skill %s <message>", &skill->skill);
1459 return 0; 1455 return 0;
1460 } 1456 }
1461 1457
1462 return write_note (pl, item, params, skill); 1458 return write_note (pl, item, params, skill);
1463 } 1459 }
1474 * 'throwable' (ie not applied cursed obj, worn, etc). 1470 * 'throwable' (ie not applied cursed obj, worn, etc).
1475 */ 1471 */
1476static object * 1472static object *
1477find_throw_ob (object *op, const char *request) 1473find_throw_ob (object *op, const char *request)
1478{ 1474{
1479 object *tmp;
1480
1481 if (!op)
1482 { /* safety */
1483 LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1484 return (object *) NULL;
1485 }
1486
1487 /* prefer marked item */ 1475 /* prefer marked item */
1488 tmp = find_marked_object (op); 1476 object *tmp = op->mark ();
1489 if (tmp != NULL) 1477
1490 {
1491 /* can't toss invisible or inv-locked items */ 1478 /* can't toss invisible or inv-locked items */
1492 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1479 if (tmp && (tmp->invisible || tmp->flag [FLAG_INV_LOCKED]))
1493 { 1480 tmp = 0;
1494 tmp = NULL;
1495 }
1496 }
1497 1481
1498 /* look through the inventory */ 1482 /* look through the inventory */
1499 if (tmp == NULL) 1483 if (!tmp)
1500 {
1501 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1484 for (tmp = op->inv; tmp; tmp = tmp->below)
1502 { 1485 {
1503 /* can't toss invisible or inv-locked items */ 1486 /* can't toss invisible or inv-locked items */
1504 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1487 if (tmp->invisible || tmp->flag [FLAG_INV_LOCKED])
1505 continue; 1488 continue;
1489
1506 if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request)) 1490 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1507 break; 1491 break;
1508 } 1492 }
1509 }
1510 1493
1511 /* this should prevent us from throwing away 1494 /* this should prevent us from throwing away
1512 * cursed items, worn armour, etc. Only weapons 1495 * cursed items, worn armour, etc. Only weapons
1513 * can be thrown from 'hand'. 1496 * can be thrown from 'hand'.
1514 */ 1497 */
1515 if (!tmp) 1498 if (!tmp)
1516 return NULL; 1499 return 0;
1517 1500
1518 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1501 if (tmp->flag [FLAG_APPLIED])
1519 { 1502 {
1520 if (tmp->type != WEAPON) 1503 if (tmp->type != WEAPON)
1521 { 1504 {
1522 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp)); 1505 op->failmsgf ("You can't throw %s. H<Unapply it first.>", query_name (tmp));
1523 tmp = NULL; 1506 tmp = 0;
1524 }
1525 else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1526 { 1507 }
1508 else if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1509 {
1527 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp)); 1510 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand! H<Cursed or damned items cannot be removed.>", query_name (tmp));
1528 tmp = NULL; 1511 tmp = 0;
1529 } 1512 }
1530 else 1513 else
1531 { 1514 {
1532 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 1515 if (!op->apply (tmp, AP_UNAPPLY))
1533 { 1516 {
1534 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); 1517 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1535 tmp = NULL; 1518 tmp = 0;
1536 } 1519 }
1537 } 1520 }
1538 } 1521 }
1539 else if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1522 else if (tmp->flag [FLAG_UNPAID])
1540 { 1523 {
1541 new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp)); 1524 op->failmsgf ("You should pay for the %s first.", query_name (tmp));
1542 tmp = NULL; 1525 tmp = 0;
1543 } 1526 }
1544 1527
1545 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])
1546 { 1530 {
1547 LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); 1531 LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1548 tmp = NULL; 1532 tmp = 0;
1549 } 1533 }
1534
1550 return tmp; 1535 return tmp;
1551} 1536}
1552 1537
1553/* make_throw_ob() We construct the 'carrier' object in 1538/* make_throw_ob() We construct the 'carrier' object in
1554 * which we will insert the object that is being thrown. 1539 * which we will insert the object that is being thrown.
1555 * This combination becomes the 'thrown object'. -b.t. 1540 * This combination becomes the 'thrown object'. -b.t.
1556 */ 1541 */
1557static object * 1542static object *
1558make_throw_ob (object *orig) 1543make_throw_ob (object *orig)
1559{ 1544{
1560 if (!orig) 1545 if (!orig)
1561 return NULL; 1546 return 0;
1562 1547
1563 if (QUERY_FLAG (orig, FLAG_APPLIED)) 1548 if (orig->flag [FLAG_APPLIED])
1564 { 1549 {
1565 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); 1550 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1566 /* insufficient workaround, but better than nothing */ 1551 /* insufficient workaround, but better than nothing */
1567 CLEAR_FLAG (orig, FLAG_APPLIED); 1552 orig->clr_flag (FLAG_APPLIED);
1568 } 1553 }
1569 1554
1570 object *toss_item = orig->clone (); 1555 object *toss_item = orig->clone ();
1571 1556
1572 toss_item->type = THROWN_OBJ; 1557 toss_item->type = THROWN_OBJ;
1573 CLEAR_FLAG (toss_item, FLAG_CHANGING); 1558 toss_item->clr_flag (FLAG_CHANGING);
1574 toss_item->stats.dam = 0; /* default damage */ 1559 toss_item->stats.dam = 0; /* default damage */
1575 toss_item->insert (orig); 1560 toss_item->insert (orig);
1576 1561
1577 return toss_item; 1562 return toss_item;
1578} 1563}
1589 int pause_f, weight_f = 0, mflags; 1574 int pause_f, weight_f = 0, mflags;
1590 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;
1591 maptile *m; 1576 maptile *m;
1592 sint16 sx, sy; 1577 sint16 sx, sy;
1593 1578
1594 if (throw_ob == NULL) 1579 if (!throw_ob)
1595 {
1596 if (op->type == PLAYER)
1597 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1598
1599 return 0;
1600 } 1580 {
1601 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP)) 1581 op->failmsg ("You have nothing to throw.");
1582 return 0;
1602 { 1583 }
1603 if (op->type == PLAYER) 1584
1604 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that."); 1585 if (throw_ob->flag [FLAG_STARTEQUIP])
1586 {
1587 op->failmsg ("The gods won't let you throw that. "
1588 "H<Well, they would, but they would retrieve it "
1589 "- you wouldn't want that, would you?>");
1605 1590
1606 return 0; 1591 return 0;
1607 } 1592 }
1608 1593
1609 /* Because throwing effectiveness must be reduced by the 1594 /* Because throwing effectiveness must be reduced by the
1626 /* lighter items are thrown harder, farther, faster */ 1611 /* lighter items are thrown harder, farther, faster */
1627 if (throw_ob->weight > 0) 1612 if (throw_ob->weight > 0)
1628 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight); 1613 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1629 else 1614 else
1630 { /* 0 or negative weight?!? Odd object, can't throw it */ 1615 { /* 0 or negative weight?!? Odd object, can't throw it */
1631 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob)); 1616 op->failmsgf ("You can't throw %s. H<Better report this to your dungeon master.>\n", query_name (throw_ob));
1632 return 0; 1617 return 0;
1633 } 1618 }
1634 1619
1635 eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0)); 1620 eff_str = (str * (load_factor < 1.0 ? load_factor : 1.0))
1636 eff_str = (int) ((float) eff_str * item_factor * str_factor); 1621 * item_factor * str_factor;
1637 1622
1638 /* 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
1639 * account for super-strong throwers. */ 1624 * account for super-strong throwers. */
1640 if (eff_str > MAX_STAT) 1625 min_it (eff_str, MAX_STAT);
1641 eff_str = MAX_STAT;
1642 1626
1643#ifdef DEBUG_THROW 1627#ifdef DEBUG_THROW
1644 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);
1645 LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str); 1629 LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1646 LOG (llevDebug, " str_factor=%f\n", str_factor); 1630 LOG (llevDebug, " str_factor=%f\n", str_factor);
1674 left = throw_ob; /* these are throwing objects left to the player */ 1658 left = throw_ob; /* these are throwing objects left to the player */
1675 1659
1676 /* 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?)
1677 * and returns NULL. We must use 'left' then 1661 * and returns NULL. We must use 'left' then
1678 */ 1662 */
1679 1663 if (!(throw_ob = throw_ob->split ()))
1680 if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL)
1681 { 1664 {
1682 throw_ob = left; 1665 throw_ob = left;
1683 left->remove (); 1666 left->remove ();
1684 if (op->type == PLAYER)
1685 esrv_del_item (op->contr, left->count);
1686 }
1687 else if (op->type == PLAYER)
1688 {
1689 if (left->destroyed ())
1690 esrv_del_item (op->contr, left->count);
1691 else
1692 esrv_update_item (UPD_NROF, op, left);
1693 } 1667 }
1694 1668
1695 /* special case: throwing powdery substances like dust, dirt */ 1669 /* special case: throwing powdery substances like dust, dirt */
1696 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) 1670 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1697 { 1671 {
1746 /* 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,
1747 * throwing knife, etc) will differ from ordinary items. Lets tailor 1721 * throwing knife, etc) will differ from ordinary items. Lets tailor
1748 * this stuff in here. 1722 * this stuff in here.
1749 */ 1723 */
1750 1724
1751 if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN)) 1725 if (throw_ob->inv->flag [FLAG_IS_THROWN])
1752 { 1726 {
1753 throw_ob->last_sp += eff_str / 3; /* fly a little further */ 1727 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1754 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;
1755 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;
1756 /* only throw objects get directional faces */ 1730 /* only throw objects get directional faces */
1757 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) 1731 if (throw_ob->has_anim () && throw_ob->anim_frames ())
1758 SET_ANIMATION (throw_ob, dir); 1732 throw_ob->set_anim_frame (dir);
1759 } 1733 }
1760 else 1734 else
1761 { 1735 {
1762 uint16 mat = throw_ob->materials; 1736 uint16 mat = throw_ob->materials;
1763 1737
1792 if (throw_ob->weight > 50) 1766 if (throw_ob->weight > 50)
1793 throw_ob->speed *= 0.5; 1767 throw_ob->speed *= 0.5;
1794 } /* else tailor thrown object */ 1768 } /* else tailor thrown object */
1795 1769
1796 /* some limits, and safeties (needed?) */ 1770 /* some limits, and safeties (needed?) */
1797 if (throw_ob->stats.dam < 0) 1771 max_it (throw_ob->stats.dam, 0);
1798 throw_ob->stats.dam = 0;
1799 if (throw_ob->last_sp > eff_str) 1772 min_it (throw_ob->last_sp, eff_str);
1800 throw_ob->last_sp = eff_str;
1801 if (throw_ob->stats.food < 0) 1773 max_it (throw_ob->stats.food, 0);
1802 throw_ob->stats.food = 0;
1803 if (throw_ob->stats.food > 100)
1804 throw_ob->stats.food = 100;
1805 if (throw_ob->stats.wc > 30) 1774 min_it (throw_ob->stats.wc, 30);
1806 throw_ob->stats.wc = 30;
1807 1775
1808 /* how long to pause the thrower. Higher values mean less pause */ 1776 /* how long to pause the thrower. Higher values mean less pause */
1809 pause_f = ((2 * eff_str) / 3) + 20 + skill->level; 1777 pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1810 1778
1811 /* Put a lower limit on this */ 1779 /* Put a lower limit on this */
1812 if (pause_f < 10) 1780 clamp_it (pause_f, 10, 100);
1813 pause_f = 10;
1814 if (pause_f > 100)
1815 pause_f = 100;
1816 1781
1817 /* Changed in 0.94.2 - the calculation before was really goofy. 1782 /* Changed in 0.94.2 - the calculation before was really goofy.
1818 * 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
1819 * speed 0.5 1784 * speed 0.5
1820 */ 1785 */
1823 throw_ob->speed_left = 0; 1788 throw_ob->speed_left = 0;
1824 throw_ob->map = part->map; 1789 throw_ob->map = part->map;
1825 1790
1826 throw_ob->move_type = MOVE_FLY_LOW; 1791 throw_ob->move_type = MOVE_FLY_LOW;
1827 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);
1828 1795
1829#if 0 1796#if 0
1830 /* need to put in a good sound for this */ 1797 /* need to put in a good sound for this */
1831 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);
1832#endif 1799#endif
1858 else 1825 else
1859 throw_ob = find_mon_throw_ob (op); 1826 throw_ob = find_mon_throw_ob (op);
1860 1827
1861 return do_throw (op, part, throw_ob, dir, skill); 1828 return do_throw (op, part, throw_ob, dir, skill);
1862} 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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