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(Generate patch)

Comparing deliantra/server/server/skills.C (file contents):
Revision 1.53 by root, Sat May 3 13:18:00 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 (©) 2005,2006,2007,2008 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 { 138 {
134 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); 139 who->failmsg ("You can't steal from other players!\n");
135 return 0; 140 return 0;
136 } 141 }
137 142
138 /* Ok then, go through 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)
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 } 187 }
183 188
184 break; 189 break;
185 } 190 }
186 } /* for loop looking for an item */ 191 } /* for loop looking for an item */
198 203
199 if ((roll >= skill->level) || !chance 204 if ((roll >= skill->level) || !chance
200 || (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)))))
201 { 206 {
202 /* victim figures out where the thief is! */ 207 /* victim figures out where the thief is! */
203 if (who->hide) 208 if (who->flag [FLAG_HIDDEN])
204 make_visible (who); 209 make_visible (who);
205 210
206 if (op->type != PLAYER) 211 if (op->type != PLAYER)
207 { 212 {
208 /* The unaggressives look after themselves 8) */ 213 /* The unaggressives look after themselves 8) */
210 { 215 {
211 npc_call_help (op); 216 npc_call_help (op);
212 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));
213 } 218 }
214 219
215 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 220 op->clr_flag (FLAG_UNAGGRESSIVE);
216 /* all remaining npc items are guarded now. Set flag NO_STEAL 221 /* all remaining npc items are guarded now. Set flag NO_STEAL
217 * on the victim. 222 * on the victim.
218 */ 223 */
219 SET_FLAG (op, FLAG_NO_STEAL); 224 op->set_flag (FLAG_NO_STEAL);
220 } 225 }
221 else 226 else
222 { /* stealing from another player */ 227 { /* stealing from another player */
223 char buf[MAX_BUF]; 228 char buf[MAX_BUF];
224 229
255 260
256 x = op->x + freearr_x[dir]; 261 x = op->x + freearr_x[dir];
257 y = op->y + freearr_y[dir]; 262 y = op->y + freearr_y[dir];
258 263
259 if (dir == 0) 264 if (dir == 0)
260 { 265 return 0; // you can't steal from ourself!
261 /* Can't steal from ourself! */
262 return 0;
263 }
264 266
265 m = op->map; 267 m = op->map;
266 mflags = get_map_flags (m, &m, x, y, &x, &y); 268 mflags = get_map_flags (m, &m, x, y, &x, &y);
267 /* 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,
268 * don't need to look any further. 270 * don't need to look any further.
276 278
277 /* Find the topmost object at this spot */ 279 /* Find the topmost object at this spot */
278 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);
279 281
280 /* For all the stacked objects at this point, attempt a steal */ 282 /* For all the stacked objects at this point, attempt a steal */
281 for (; tmp != NULL; tmp = next) 283 for (; tmp; tmp = next)
282 { 284 {
283 next = tmp->below; 285 next = tmp->below;
284 /* Minor hack--for multi square beings - make sure we get 286 /* Minor hack--for multi square beings - make sure we get
285 * the 'head' coz 'tail' objects have no inventory! - b.t. 287 * the 'head' coz 'tail' objects have no inventory! - b.t.
286 */ 288 */
287 if (tmp->head) 289 if (tmp->head)
288 tmp = tmp->head; 290 tmp = tmp->head;
289 291
290 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 292 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
291 continue; 293 continue;
292 294
293 /* do not reveal hidden DMs */
294 if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)
295 continue;
296 if (attempt_steal (tmp, op, skill)) 295 if (attempt_steal (tmp, op, skill))
297 { 296 {
298 if (tmp->type == PLAYER) /* no xp for stealing from another player */ 297 if (tmp->type == PLAYER) /* no xp for stealing from another player */
299 return 0; 298 return 0;
300 299
301 /* no xp for stealing from pets (of players) */ 300 /* no xp for stealing from pets (of players) */
302 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 301 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
303 { 302 {
304 object *owner = tmp->owner; 303 object *owner = tmp->owner;
305 304
306 if (owner != NULL && owner->type == PLAYER) 305 if (owner && owner->type == PLAYER)
307 return 0; 306 return 0;
308 } 307 }
309 308
310 // reduce monster experience by experience we gained, as to 309 // reduce monster experience by experience we gained, as to
311 // 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
312 // (jessies gave ~20,000,000 exp otherwise. 311 // (jessies gave ~20,000,000 exp otherwise.
313 int exp = calc_skill_exp (op, tmp, skill); 312 int exp = calc_skill_exp (op, tmp, skill);
314 313
315 exp = MIN (tmp->stats.exp, exp); 314 exp = min (tmp->stats.exp, exp);
316 tmp->stats.exp -= exp; 315 tmp->stats.exp -= exp;
317 return exp; 316 return exp;
318 } 317 }
319 } 318 }
319
320 return 0; 320 return 0;
321} 321}
322 322
323static int 323static int
324attempt_pick_lock (object *door, object *pl, object *skill) 324attempt_pick_lock (object *door, object *pl, object *skill)
351 351
352int 352int
353pick_lock (object *pl, int dir, object *skill) 353pick_lock (object *pl, int dir, object *skill)
354{ 354{
355 object *tmp; 355 object *tmp;
356 int x = pl->x + freearr_x[dir];
357 int y = pl->y + freearr_y[dir];
358 356
359 if (!dir) 357 if (!dir)
360 dir = pl->facing; 358 dir = pl->facing;
361 359
360 mapxy pos (pl); pos.move (dir);
361
362 /* For all the stacked objects at this point find a door */ 362 /* For all the stacked objects at this point find a door */
363 if (out_of_map (pl->map, x, y)) 363 if (!pos.normalise ())
364 {
365 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
366 return 0;
367 } 364 {
365 pl->failmsg ("There is no lock there.");
366 return 0;
367 }
368 368
369 for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above) 369 for (tmp = pos->bot; tmp; tmp = tmp->above)
370 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 370 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
371 break; 371 break;
372 372
373 if (!tmp) 373 if (!tmp)
374 { 374 {
375 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); 375 pl->failmsg ("There is no lock there.");
376 return 0; 376 return 0;
377 } 377 }
378
378 if (tmp->type == LOCKED_DOOR) 379 if (tmp->type == LOCKED_DOOR)
379 { 380 {
380 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.>");
381 return 0; 382 return 0;
382 } 383 }
383 384
384 if (!tmp->move_block) 385 if (!tmp->move_block)
385 { 386 {
386 new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!"); 387 pl->failmsg ("The door has no lock!");
387 return 0; 388 return 0;
388 } 389 }
389 390
390 if (attempt_pick_lock (tmp, pl, skill)) 391 if (attempt_pick_lock (tmp, pl, skill))
391 { 392 {
426 op->invisible += 100; /* set the level of 'hiddeness' */ 427 op->invisible += 100; /* set the level of 'hiddeness' */
427 428
428 if (op->type == PLAYER) 429 if (op->type == PLAYER)
429 op->contr->tmp_invis = 1; 430 op->contr->tmp_invis = 1;
430 431
431 op->hide = 1; 432 op->flag [FLAG_HIDDEN] = 1;
432 return 1; 433 return 1;
433 } 434 }
434 435
435 return 0; 436 return 0;
436} 437}
440hide (object *op, object *skill) 441hide (object *op, object *skill)
441{ 442{
442 /* the preliminaries -- Can we really hide now? */ 443 /* the preliminaries -- Can we really hide now? */
443 /* this keeps monsters from using invisibilty spells and hiding */ 444 /* this keeps monsters from using invisibilty spells and hiding */
444 445
445 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 446 if (op->flag [FLAG_MAKE_INVIS])
446 { 447 {
447 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!");
448 return 0; 449 return 0;
449 } 450 }
450 else if (!op->hide && op->invisible > 0 && op->type == PLAYER) 451 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER)
451 { 452 {
452 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!");
453 make_visible (op); 454 make_visible (op);
454 } 455 }
455 456
477static void 478static void
478stop_jump (object *pl, int dist, int spaces) 479stop_jump (object *pl, int dist, int spaces)
479{ 480{
480 pl->update_stats (); 481 pl->update_stats ();
481 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.;
482} 484}
483 485
484static int 486static int
485attempt_jump (object *pl, int dir, int spaces, object *skill) 487attempt_jump (object *pl, int dir, int spaces, object *skill)
486{ 488{
487 object *tmp; 489 object *tmp;
488 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;
489 sint16 x, y; 491 sint16 x, y;
490 maptile *m; 492 maptile *m;
491 493
492 /* Jump loop. Go through spaces object wants to jump. Halt the 494 /* Jump loop. Go through spaces object wants to jump. Halt the
493 * 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
494 * temporarily to allow player to aviod exits/archs that are not 496 * temporarily to allow player to aviod exits/archs that are not
495 * fly_on, fly_off. This will also prevent pickup of objects 497 * fly_on, fly_off. This will also prevent pickup of objects
496 * while jumping over them. 498 * while jumping over them.
497 */ 499 */
498 pl->remove (); 500 pl->remove ();
499
500 /*
501 * I don't think this is actually needed - all the movement
502 * code is handled in this function, and I don't see anyplace
503 * that cares about the move_type being flying.
504 */
505 pl->move_type |= MOVE_FLY_LOW; 501 pl->move_type |= MOVE_FLY_LOW;
506 502
507 for (i = 0; i <= spaces; i++) 503 for (i = 0; i <= spaces; i++)
508 { 504 {
509 x = pl->x + dx; 505 x = pl->x + dx;
516 { 512 {
517 stop_jump (pl, i, spaces); 513 stop_jump (pl, i, spaces);
518 return 0; 514 return 0;
519 } 515 }
520 516
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
521 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)))
522 { 538 {
523 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); 539 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
524 stop_jump (pl, i, spaces); 540 stop_jump (pl, i, spaces);
525 return 0; 541 return 0;
526 } 542 }
527 543
528 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
529 {
530 /* Jump into creature */
531 if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
532 {
533 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
534
535 stop_jump (pl, i, spaces);
536
537 if (tmp->type != PLAYER ||
538 (pl->type == PLAYER && pl->contr->party == NULL) ||
539 (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
540 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
541
542 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
543 }
544
545 /* If the space has fly on set (no matter what the space is),
546 * we should get the effects - after all, the player is
547 * effectively flying.
548 */
549 if (tmp->move_on & MOVE_FLY_LOW)
550 {
551 pl->x = x;
552 pl->y = y;
553 pl->map = m;
554 stop_jump (pl, i, spaces);
555 return calc_skill_exp (pl, NULL, skill);
556 }
557 }
558
559 pl->x = x; 544 pl->x = x;
560 pl->y = y; 545 pl->y = y;
561 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 }
562 } 554 }
563 555
564 stop_jump (pl, i, spaces); 556 stop_jump (pl, i, spaces);
565 557
566 return calc_skill_exp (pl, NULL, skill); 558 return calc_skill_exp (pl, NULL, skill);
583 int stats = str * str * str * dex * skill->level; 575 int stats = str * str * str * dex * skill->level;
584 int spaces = min (3, skill->level, stats / (pl->carrying + 1)); 576 int spaces = min (3, skill->level, stats / (pl->carrying + 1));
585 577
586 if (spaces == 0) 578 if (spaces == 0)
587 { 579 {
588 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.");
589 return 0; 581 return 0;
590 } 582 }
591 583
592 return attempt_jump (pl, dir, spaces, skill); 584 return attempt_jump (pl, dir, spaces, skill);
593} 585}
594 586
595/* skill_ident() - this code is supposed to allow players to identify 587/* skill_ident() - this code is supposed to allow players to identify
596 * classes of objects with the various "auto-ident" skills. Player must 588 * classes of objects with the various "auto-ident" skills. Player must
597 * 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
598 * to work. While multiple classes of objects may be identified, 590 * to work. While multiple classes of objects may be identified,
599 * 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
600 * more generalized. Right now, skill indices are embedded in this routine. 592 * more generalized. Right now, skill indices are embedded in this routine.
601 * Returns amount of experience gained (on successful ident). 593 * Returns amount of experience gained (on successful ident).
602 * - b.t. (thomas@astro.psu.edu) 594 * - b.t. (thomas@astro.psu.edu)
603 */ 595 */
604static int 596static int
605do_skill_detect_curse (object *pl, object *skill) 597do_skill_detect_curse (object *pl, object *skill)
606{ 598{
607 object *tmp;
608 int success = 0; 599 int success = 0;
609 600
610 for (tmp = pl->inv; tmp; tmp = tmp->below) 601 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
611 if (!tmp->invisible 602 if (!tmp->invisible
612 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 603 && tmp->need_identify ()
613 && (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)
614 { 607 {
615 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 608 tmp->set_flag (FLAG_KNOWN_CURSED);
616 esrv_update_item (UPD_FLAGS, pl, tmp); 609 esrv_update_item (UPD_FLAGS, pl, tmp);
617 success += calc_skill_exp (pl, tmp, skill); 610 success += calc_skill_exp (pl, tmp, skill);
618 } 611 }
619 612
620 /* Check ground, too, but only objects the player could pick up */ 613 /* Check ground, too, but only objects the player could pick up */
621 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)
622 if (can_pick (pl, tmp) && 615 if (can_pick (pl, tmp)
623 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && 616 && tmp->need_identify ()
624 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 617 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED]
625 && (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)
626 { 620 {
627 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 621 tmp->set_flag (FLAG_KNOWN_CURSED);
628 esrv_update_item (UPD_FLAGS, pl, tmp); 622 esrv_update_item (UPD_FLAGS, pl, tmp);
629 success += calc_skill_exp (pl, tmp, skill); 623 success += calc_skill_exp (pl, tmp, skill);
630 } 624 }
631 625
632 return success; 626 return success;
633} 627}
634 628
635static int 629static int
636do_skill_detect_magic (object *pl, object *skill) 630do_skill_detect_magic (object *pl, object *skill)
637{ 631{
638 object *tmp;
639 int success = 0; 632 int success = 0;
640 633
641 for (tmp = pl->inv; tmp; tmp = tmp->below) 634 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
642 if (!tmp->invisible 635 if (!tmp->invisible
643 && !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)
644 && (is_magical (tmp)) && tmp->item_power < skill->level) 639 && tmp->item_power < skill->level)
645 { 640 {
646 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 641 tmp->set_flag (FLAG_KNOWN_MAGICAL);
647 esrv_update_item (UPD_FLAGS, pl, tmp); 642 esrv_update_item (UPD_FLAGS, pl, tmp);
648 success += calc_skill_exp (pl, tmp, skill); 643 success += calc_skill_exp (pl, tmp, skill);
649 } 644 }
650 645
651 /* 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 */
652 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)
653 if (can_pick (pl, tmp) && 648 if (can_pick (pl, tmp)
654 !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)
655 { 653 {
656 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 654 tmp->set_flag (FLAG_KNOWN_MAGICAL);
657 esrv_update_item (UPD_FLAGS, pl, tmp); 655 esrv_update_item (UPD_FLAGS, pl, tmp);
658 success += calc_skill_exp (pl, tmp, skill); 656 success += calc_skill_exp (pl, tmp, skill);
659 } 657 }
660 658
661 return success; 659 return success;
662} 660}
663 661
664/* Helper function for do_skill_ident, so that we can loop 662/* Helper function for do_skill_ident, so that we can loop
665 * over inventory AND objects on the ground conveniently. 663 * over inventory AND objects on the ground conveniently.
666 */ 664 */
667int 665static int
668do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) 666do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
669{ 667{
670 int success = 0, chance; 668 int success = 0, chance;
671 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;
672 670
673 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT) 671 if (!tmp->flag [FLAG_IDENTIFIED]
674 && 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)
675 { 676 {
676 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);
677 678
678 if (skill_value >= chance) 679 if (skill_value >= chance)
679 { 680 {
691 } 692 }
692 693
693 success += calc_skill_exp (pl, tmp, skill); 694 success += calc_skill_exp (pl, tmp, skill);
694 } 695 }
695 else 696 else
696 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); 697 tmp->set_flag (FLAG_NO_SKILL_IDENT);
697 } 698 }
698 699
699 return success; 700 return success;
700} 701}
701 702
761 break; 762 break;
762 763
763 case SK_DET_CURSE: 764 case SK_DET_CURSE:
764 success = do_skill_detect_curse (pl, skill); 765 success = do_skill_detect_curse (pl, skill);
765 if (success) 766 if (success)
766 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); 767 new_draw_info (NDI_UNIQUE, 0, pl, "... and discover cursed items!");
767 break; 768 break;
768 769
769 case SK_DET_MAGIC: 770 case SK_DET_MAGIC:
770 success = do_skill_detect_magic (pl, skill); 771 success = do_skill_detect_magic (pl, skill);
771 if (success) 772 if (success)
772 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!");
773 break; 774 break;
774 775
775 default: 776 default:
776 LOG (llevError, "Error: bad call to skill_ident()\n"); 777 LOG (llevError, "Error: bad call to skill_ident()\n");
777 return 0; 778 return 0;
778 break;
779 } 779 }
780 780
781 if (!success) 781 if (!success)
782 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); 782 new_draw_info (NDI_UNIQUE, 0, pl, "... and learn nothing more.");
783 783
784 return success; 784 return success;
785} 785}
786 786
787/* players using this skill can 'charm' a monster -- 787/* players using this skill can 'charm' a monster --
793use_oratory (object *pl, int dir, object *skill) 793use_oratory (object *pl, int dir, object *skill)
794{ 794{
795 if (pl->type != PLAYER) 795 if (pl->type != PLAYER)
796 return 0; /* only players use this skill */ 796 return 0; /* only players use this skill */
797 797
798 if (!dir)
799 {
800 pl->failmsg ("In what direction?");
801 return 0;
802 }
803
798 sint16 x = pl->x + freearr_x[dir], 804 sint16 x = pl->x + freearr_x[dir],
799 y = pl->y + freearr_y[dir]; 805 y = pl->y + freearr_y[dir];
800 maptile *m = pl->map; 806 maptile *m = pl->map;
801 807
802 int mflags = get_map_flags (m, &m, x, y, &x, &y); 808 int mflags = get_map_flags (m, &m, x, y, &x, &y);
805 811
806 /* Save some processing - we have the flag already anyways 812 /* Save some processing - we have the flag already anyways
807 */ 813 */
808 if (!(mflags & P_IS_ALIVE)) 814 if (!(mflags & P_IS_ALIVE))
809 { 815 {
810 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 816 pl->failmsg ("There is nothing to orate to.");
811 return 0; 817 return 0;
812 } 818 }
813 819
814 object *tmp; 820 object *tmp;
815 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)
823 if (tmp->type == PLAYER 829 if (tmp->type == PLAYER
824 || tmp->more || tmp->head_ () != tmp 830 || tmp->more || tmp->head_ () != tmp
825 || tmp->msg) 831 || tmp->msg)
826 return 0; 832 return 0;
827 833
828 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 834 if (tmp->flag [FLAG_MONSTER])
829 break; 835 break;
830 } 836 }
831 837
832 if (!tmp) 838 if (!tmp)
833 { 839 {
834 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 840 pl->failmsg ("There is nothing to orate to.");
835 return 0; 841 return 0;
836 } 842 }
837 843
838 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));
839 845
840 /* the following conditions limit who may be 'charmed' */ 846 /* the following conditions limit who may be 'charmed' */
841 847
842 /* it's hostile! */ 848 /* it's hostile! */
843 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 849 if (!tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY])
844 { 850 {
845 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));
846 return 0; 852 return 0;
847 } 853 }
848 854
849 /* it's already allied! */ 855 /* it's already allied! */
850 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 856 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
851 { 857 {
852 if (tmp->owner == pl) 858 if (tmp->owner == pl)
853 { 859 {
854 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");
855 return 0; 861 return 0;
886 tmp->set_owner (pl); 892 tmp->set_owner (pl);
887 tmp->skill = skill->skill; 893 tmp->skill = skill->skill;
888 tmp->stats.exp = 0; 894 tmp->stats.exp = 0;
889 tmp->attack_movement = PETMOVE; 895 tmp->attack_movement = PETMOVE;
890 896
891 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) 897 if (!tmp->flag [FLAG_FRIENDLY])
892 add_friendly_object (tmp); 898 add_friendly_object (tmp);
893 899
894 return calc_skill_exp (pl, tmp, skill); 900 return calc_skill_exp (pl, tmp, skill);
895 } 901 }
896 /* Charm failed. Creature may be angry now */ 902 /* Charm failed. Creature may be angry now */
897 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))
898 { 904 {
899 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));
900 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 906 if (tmp->flag [FLAG_FRIENDLY])
901 { 907 {
902 remove_friendly_object (tmp); 908 remove_friendly_object (tmp);
903 tmp->attack_movement = 0; /* needed? */ 909 tmp->attack_movement = 0; /* needed? */
904 } 910 }
905 911
906 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 912 tmp->clr_flag (FLAG_UNAGGRESSIVE);
907 } 913 }
908 914
909 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 */
910} 916}
911 917
919 * of anything better! -b.t. 925 * of anything better! -b.t.
920 */ 926 */
921int 927int
922singing (object *pl, int dir, object *skill) 928singing (object *pl, int dir, object *skill)
923{ 929{
924 int i, exp = 0; 930 int exp = 0;
925 object *tmp; 931 object *tmp;
926 maptile *m; 932 maptile *m;
927 sint16 x, y; 933 sint16 x, y;
928 934
929 if (pl->type != PLAYER) 935 if (pl->type != PLAYER)
930 return 0; /* only players use this skill */ 936 return 0; /* only players use this skill */
931 937
938 if (!dir)
939 {
940 pl->failmsg ("In what direction?");
941 return 0;
942 }
943
932 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); 944 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
933 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++)
934 { 948 {
935 x = pl->x + freearr_x[i]; 949 x = pl->x + freearr_x[i];
936 y = pl->y + freearr_y[i]; 950 y = pl->y + freearr_y[i];
937 m = pl->map; 951 m = pl->map;
938 952
942 if (!(mflags & P_IS_ALIVE)) 956 if (!(mflags & P_IS_ALIVE))
943 continue; 957 continue;
944 958
945 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)
946 { 960 {
947 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 961 if (tmp->flag [FLAG_MONSTER])
948 break; 962 break;
949 /* can't affect players */ 963 /* can't affect players */
950 if (tmp->type == PLAYER) 964 if (tmp->type == PLAYER)
951 break; 965 break;
952 } 966 }
953 967
954 /* 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
955 * listen to singing. 969 * listen to singing.
956 */ 970 */
957 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 */
958 !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */ 972 !tmp->flag [FLAG_SPLITTING] && /* no ears */
959 !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */ 973 !tmp->flag [FLAG_HITBACK] && /* was here before */
960 (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 */
961 !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 975 !tmp->flag [FLAG_FRIENDLY])
962 { /* already calm */ 976 { /* already calm */
963 977
964 /* stealing isn't really related (although, maybe it should 978 /* stealing isn't really related (although, maybe it should
965 * be). This is mainly to prevent singing to the same monster 979 * be). This is mainly to prevent singing to the same monster
966 * over and over again and getting exp for it. 980 * over and over again and getting exp for it.
967 */ 981 */
968 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;
969 983
970 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))
971 { 985 {
972 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 986 tmp->set_flag (FLAG_UNAGGRESSIVE);
973 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));
974 /* Give exp only if they are not aware */ 988 /* Give exp only if they are not aware */
975 989
976 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) 990 if (!tmp->flag [FLAG_NO_STEAL])
977 exp += calc_skill_exp (pl, tmp, skill); 991 exp += calc_skill_exp (pl, tmp, skill);
978 992
979 SET_FLAG (tmp, FLAG_NO_STEAL); 993 tmp->set_flag (FLAG_NO_STEAL);
980 } 994 }
981 else 995 else
982 { 996 {
983 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));
984 SET_FLAG (tmp, FLAG_NO_STEAL); 998 tmp->set_flag (FLAG_NO_STEAL);
985 } 999 }
986 } 1000 }
987 } 1001 }
988 return exp; 1002 return exp;
989} 1003}
990 1004
991/* The find_traps skill (aka, search). Checks for traps 1005/* The find_traps skill (aka, search). Checks for traps
992 * on the spaces or in certain objects 1006 * on the spaces or in certain objects
993 */ 1007 */
994
995int 1008int
996find_traps (object *pl, object *skill) 1009find_traps (object *pl, object *skill)
997{ 1010{
998 object *tmp, *tmp2; 1011 object *tmp, *tmp2;
999 int i, expsum = 0, mflags; 1012 int i, expsum = 0, mflags;
1001 maptile *m; 1014 maptile *m;
1002 1015
1003 /* 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
1004 * all type RUNE 1017 * all type RUNE
1005 */ 1018 */
1006
1007 for (i = 0; i < 9; i++) 1019 for (i = 0; i < 9; i++)
1008 { 1020 {
1009 x = pl->x + freearr_x[i]; 1021 x = pl->x + freearr_x[i];
1010 y = pl->y + freearr_y[i]; 1022 y = pl->y + freearr_y[i];
1011 m = pl->map; 1023 m = pl->map;
1013 mflags = get_map_flags (m, &m, x, y, &x, &y); 1025 mflags = get_map_flags (m, &m, x, y, &x, &y);
1014 if (mflags & P_OUT_OF_MAP) 1026 if (mflags & P_OUT_OF_MAP)
1015 continue; 1027 continue;
1016 1028
1017 /* Check everything in the square for trapness */ 1029 /* Check everything in the square for trapness */
1018 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)
1019 { 1031 {
1020
1021 /* And now we'd better do an inventory traversal of each 1032 /* And now we'd better do an inventory traversal of each
1022 * of these objects' inventory 1033 * of these objects' inventory
1023 * 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
1024 * the players inventory or monsters for that matter. 1035 * the players inventory or monsters for that matter.
1025 */ 1036 */
1026 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1037 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1027 {
1028 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1038 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1029 if (tmp2->type == RUNE || tmp2->type == TRAP) 1039 if (tmp2->type == RUNE || tmp2->type == TRAP)
1030 if (trap_see (pl, tmp2)) 1040 if (trap_see (pl, tmp2))
1031 { 1041 {
1032 trap_show (tmp2, tmp); 1042 trap_show (tmp2, tmp);
1033 if (tmp2->stats.Cha > 1) 1043 if (tmp2->stats.Cha > 1)
1034 { 1044 {
1035 if (!tmp2->owner || tmp2->owner->type != PLAYER) 1045 if (!tmp2->owner || tmp2->owner->type != PLAYER)
1036 expsum += calc_skill_exp (pl, tmp2, skill); 1046 expsum += calc_skill_exp (pl, tmp2, skill);
1037 1047
1038 tmp2->stats.Cha = 1; /* unhide the trap */ 1048 tmp2->stats.Cha = 1; /* unhide the trap */
1039 } 1049 }
1040 } 1050 }
1041 } 1051
1042 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) 1052 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1043 { 1053 {
1044 trap_show (tmp, tmp); 1054 trap_show (tmp, tmp);
1045 if (tmp->stats.Cha > 1) 1055 if (tmp->stats.Cha > 1)
1046 { 1056 {
1049 tmp->stats.Cha = 1; /* unhide the trap */ 1059 tmp->stats.Cha = 1; /* unhide the trap */
1050 } 1060 }
1051 } 1061 }
1052 } 1062 }
1053 } 1063 }
1064
1054 new_draw_info (NDI_BLACK, 0, pl, "You search the area."); 1065 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1055 return expsum; 1066 return expsum;
1056} 1067}
1057 1068
1058/* remove_trap() - This skill will disarm any previously discovered trap 1069/* remove_trap() - This skill will disarm any previously discovered trap
1059 * 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.
1060 */ 1071 */
1061
1062int 1072int
1063remove_trap (object *op, int dir, object *skill) 1073remove_trap (object *op, int dir, object *skill)
1064{ 1074{
1065 object *tmp, *tmp2; 1075 object *tmp, *tmp2;
1066 int i, success = 0, mflags; 1076 int i, success = 0, mflags;
1076 mflags = get_map_flags (m, &m, x, y, &x, &y); 1086 mflags = get_map_flags (m, &m, x, y, &x, &y);
1077 if (mflags & P_OUT_OF_MAP) 1087 if (mflags & P_OUT_OF_MAP)
1078 continue; 1088 continue;
1079 1089
1080 /* Check everything in the square for trapness */ 1090 /* Check everything in the square for trapness */
1081 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)
1082 { 1092 {
1083 /* And now we'd better do an inventory traversal of each 1093 /* And now we'd better do an inventory traversal of each
1084 * of these objects inventory. Like above, only 1094 * of these objects inventory. Like above, only
1085 * do this for interesting objects. 1095 * do this for interesting objects.
1086 */ 1096 */
1087 1097
1088 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1098 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1089 { 1099 {
1090 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1100 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1091 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) 1101 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1092 { 1102 {
1093 trap_show (tmp2, tmp); 1103 trap_show (tmp2, tmp);
1104
1094 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))
1095 { 1106 {
1096 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1107 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1097 success += calc_skill_exp (op, tmp2, skill); 1108 success += calc_skill_exp (op, tmp2, skill);
1098 } 1109 }
1099 } 1110 }
1100 } 1111 }
1112
1101 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) 1113 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1102 { 1114 {
1103 trap_show (tmp, tmp); 1115 trap_show (tmp, tmp);
1116
1104 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))
1105 { 1118 {
1106 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1119 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1107 success += calc_skill_exp (op, tmp, skill); 1120 success += calc_skill_exp (op, tmp, skill);
1108 } 1121 }
1134 /* Check all objects - we could stop at floor objects, 1147 /* Check all objects - we could stop at floor objects,
1135 * 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
1136 * 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
1137 * than extra checks on object attributes. 1150 * than extra checks on object attributes.
1138 */ 1151 */
1139 for (tmp = pl->below; tmp != NULL; tmp = tmp->below) 1152 for (tmp = pl->below; tmp; tmp = tmp->below)
1140 { 1153 {
1141 /* 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 */
1142 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) 1155 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1143 { 1156 {
1144 sprintf (buf, "You pray over the %s.", &tmp->name); 1157 sprintf (buf, "You pray over the %s.", &tmp->name);
1171 1184
1172 if (pl->type != PLAYER) 1185 if (pl->type != PLAYER)
1173 return; /* players only */ 1186 return; /* players only */
1174 1187
1175 /* check if pl has removed encumbering armour and weapons */ 1188 /* check if pl has removed encumbering armour and weapons */
1176 if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6)) 1189 if (pl->flag [FLAG_READY_WEAPON] && skill->level < 6)
1177 { 1190 {
1178 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");
1179 return; 1192 return;
1180 } 1193 }
1181 else 1194 else
1182 { 1195 {
1183 for (tmp = pl->inv; tmp; tmp = tmp->below) 1196 for (tmp = pl->inv; tmp; tmp = tmp->below)
1184 if (((tmp->type == ARMOUR && skill->level < 12) 1197 if (((tmp->type == ARMOUR && skill->level < 12)
1185 || (tmp->type == HELMET && skill->level < 10) 1198 || (tmp->type == HELMET && skill->level < 10)
1186 || (tmp->type == SHIELD && skill->level < 6) 1199 || (tmp->type == SHIELD && skill->level < 6)
1187 || (tmp->type == BOOTS && skill->level < 4) 1200 || (tmp->type == BOOTS && skill->level < 4)
1188 || (tmp->type == GLOVES && skill->level < 2)) 1201 || (tmp->type == GLOVES && skill->level < 2))
1189 && QUERY_FLAG (tmp, FLAG_APPLIED)) 1202 && tmp->flag [FLAG_APPLIED])
1190 { 1203 {
1191 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");
1192 return; 1205 return;
1193 } 1206 }
1194 } 1207 }
1195 1208
1196 /* ok let's meditate! Spell points are regained first, then once 1209 /* ok let's meditate! Spell points are regained first, then once
1197 * they are maxed we get back hp. Actual incrementing of values 1210 * they are maxed we get back hp. Actual incrementing of values
1198 * 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
1199 * bonuses for healing/sp regeneration are included properly 1212 * bonuses for healing/sp regeneration are included properly
1200 * 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
1201 * meditate. (see 'factor' variable for what sets the amount of time) 1214 * meditate. (see 'factor' variable for what sets the amount of time)
1202 */ 1215 */
1203 1216
1204 new_draw_info (NDI_BLACK, 0, pl, "You meditate."); 1217 new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1205 1218
1206 if (pl->stats.sp < pl->stats.maxsp) 1219 if (pl->stats.sp < pl->stats.maxsp)
1213 pl->stats.hp++; 1226 pl->stats.hp++;
1214 pl->last_heal = -1; 1227 pl->last_heal = -1;
1215 } 1228 }
1216} 1229}
1217 1230
1218/* write_note() - this routine allows players to inscribe messages in 1231/* write_note() - this routine allows players to inscribe messages in
1219 * ordinary inscribable 'books' (anything that is not a SPELL). b.t. 1232 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1220 */ 1233 */
1221static int 1234static int
1222write_note (object *pl, object *item, const char *msg, object *skill) 1235write_note (object *pl, object *item, const char *msg, object *skill)
1223{ 1236{
1224 1237 if (!msg_is_safe (msg))
1225 if (strstr (msg, "\nendmsg"))
1226 { 1238 {
1227 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);
1228 return 0; 1241 return 0;
1229 } 1242 }
1230 1243
1231 int len = strlen (msg); 1244 int len = strlen (msg);
1232 1245
1233 if (!is_utf8_string ((U8 *)msg, len)) 1246 if (!is_utf8_string ((U8 *)msg, len))
1234 { 1247 {
1235 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)!");
1236 return 0; 1249 return 0;
1237 } 1250 }
1238 1251
1239 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)))
1240 return RESULT_INT (0); 1253 return RESULT_INT (0);
1241 1254
1242 char buf[1024]; 1255 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len));
1243 1256
1244 if (len < sizeof (buf) - 2) 1257 if (char_len <= item->weight_limit)
1245 { 1258 {
1246 snprintf (buf, sizeof (buf), "%s\n", msg);
1247
1248 object *newbook = arch_to_object (item->other_arch); 1259 object *newbook = item->other_arch->instance ();
1249 item->decrease (); 1260 item->decrease ();
1250 newbook->nrof = 1; 1261 newbook->nrof = 1;
1251 newbook->msg = buf; 1262 newbook->msg = shstr (msg);
1252 newbook->flag [FLAG_IDENTIFIED] = true; 1263 newbook->flag [FLAG_IDENTIFIED] = true;
1253 1264
1254 if (item->subtype == 1) // mailscrolls 1265 if (item->subtype == 1) // mailscrolls
1255 { 1266 {
1256 newbook->name = item->name; 1267 newbook->name = item->name;
1259 1270
1260 pl->insert (newbook); 1271 pl->insert (newbook);
1261 1272
1262 pl->contr->play_sound (sound_find ("inscribe_success")); 1273 pl->contr->play_sound (sound_find ("inscribe_success"));
1263 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);
1264 return strlen (msg); 1275 return char_len;
1265 } 1276 }
1266 else 1277 else
1267 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);
1268 1280
1269 return 0; 1281 return 0;
1270} 1282}
1271 1283
1272/* write_scroll() - this routine allows players to inscribe spell scrolls 1284/* write_scroll() - this routine allows players to inscribe spell scrolls
1273 * of spells which they know. Backfire effects are possible with the 1285 * of spells which they know. Backfire effects are possible with the
1274 * severity of the backlash correlated with the difficulty of the scroll 1286 * severity of the backlash correlated with the difficulty of the scroll
1275 * that is attempted. -b.t. thomas@astro.psu.edu 1287 * that is attempted. -b.t. thomas@astro.psu.edu
1276 */ 1288 */
1277static int 1289static int
1278write_scroll (object *pl, object *scroll, object *skill) 1290write_scroll (object *pl, object *scroll, object *skill)
1279{ 1291{
1282 /* Check if we are ready to attempt inscription */ 1294 /* Check if we are ready to attempt inscription */
1283 object *chosen_spell = pl->contr->ranged_ob; 1295 object *chosen_spell = pl->contr->ranged_ob;
1284 1296
1285 if (!chosen_spell || chosen_spell->type != SPELL) 1297 if (!chosen_spell || chosen_spell->type != SPELL)
1286 { 1298 {
1287 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!");
1288 return 0; 1300 return 0;
1289 } 1301 }
1290 1302
1291 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)
1292 { 1304 {
1293 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);
1294 return 0; 1306 return 0;
1295 } 1307 }
1296 1308
1297 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)
1298 { 1310 {
1299 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);
1300 return 0; 1312 return 0;
1301 } 1313 }
1302 1314
1303 /* ok, we are ready to try inscription */ 1315 /* ok, we are ready to try inscription */
1304 if (QUERY_FLAG (pl, FLAG_CONFUSED)) 1316 if (pl->flag [FLAG_CONFUSED])
1305 confused = 1; 1317 confused = 1;
1306 1318
1307 /* Lost mana/grace no matter what */ 1319 /* Lost mana/grace no matter what */
1308 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);
1309 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);
1310 1322
1311 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)
1312 { 1324 {
1313 object *newscroll = arch_to_object (scroll->other_arch); 1325 object *newscroll = scroll->other_arch->instance ();
1314 scroll->decrease (); 1326 scroll->decrease ();
1315 newscroll->nrof = 1; 1327 newscroll->nrof = 1;
1328 newscroll->randomitems = 0; // make sure randomitems doesn't destroy the scroll
1316 1329
1317 pl->contr->play_sound (sound_find ("inscribe_success")); 1330 pl->contr->play_sound (sound_find ("inscribe_success"));
1318 1331
1319 if (!confused) 1332 if (!confused)
1320 { 1333 {
1321 newscroll->level = MAX (skill->level, chosen_spell->level); 1334 newscroll->level = max (skill->level, chosen_spell->level);
1322 newscroll->flag [FLAG_IDENTIFIED] = true; 1335 newscroll->flag [FLAG_IDENTIFIED] = true;
1323 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.");
1324 } 1337 }
1325 else 1338 else
1326 { 1339 {
1327 chosen_spell = find_random_spell_in_ob (pl, NULL); 1340 chosen_spell = find_random_spell_in_ob (pl, NULL);
1328 if (!chosen_spell) 1341 if (!chosen_spell)
1329 return 0; 1342 return 0;
1330 1343
1331 newscroll->level = MAX (skill->level, chosen_spell->level); 1344 newscroll->level = max (skill->level, chosen_spell->level);
1332 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.");
1333 } 1346 }
1334 1347
1335 object *tmp = chosen_spell->clone (); 1348 object *tmp = chosen_spell->clone ();
1349 tmp->flag [FLAG_APPLIED] = false;
1336 insert_ob_in_ob (tmp, newscroll); 1350 insert_ob_in_ob (tmp, newscroll);
1337 1351
1338 /* Same code as from treasure.C - so they can better merge. 1352 /* Same code as from treasure.C - so they can better merge.
1339 * if players want to sell them, so be it. 1353 * if players want to sell them, so be it.
1340 */ 1354 */
1354 { /* Inscription has failed */ 1368 { /* Inscription has failed */
1355 pl->contr->play_sound (sound_find ("inscribe_fail")); 1369 pl->contr->play_sound (sound_find ("inscribe_fail"));
1356 1370
1357 if (chosen_spell->level > skill->level || confused) 1371 if (chosen_spell->level > skill->level || confused)
1358 { /*backfire! */ 1372 { /*backfire! */
1359 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.>");
1360 1374
1361 if (random_roll (0, 1, pl, PREFER_LOW) == 1) 1375 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1362 pl->drain_specific_stat (4); 1376 pl->drain_specific_stat (4);
1363 else 1377 else
1364 { 1378 {
1397 { 1411 {
1398 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.>");
1399 return 0; 1413 return 0;
1400 } 1414 }
1401 1415
1402 object *item = find_marked_object (pl); 1416 object *item = pl->mark ();
1403 1417
1404 /* find an item of correct type to write on */ 1418 /* find an item of correct type to write on */
1405 if (!item) 1419 if (!item)
1406 { 1420 {
1407 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.>");
1408 return 0; 1422 return 0;
1409 } 1423 }
1410 1424
1411 if (item->type != INSCRIBABLE) 1425 if (item->type != INSCRIBABLE)
1412 { 1426 {
1413 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.>");
1414 return 0; 1428 return 0;
1415 } 1429 }
1416 1430
1417 if (QUERY_FLAG (item, FLAG_UNPAID)) 1431 if (item->flag [FLAG_UNPAID])
1418 { 1432 {
1419 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.");
1420 return 0; 1434 return 0;
1421 } 1435 }
1422 1436
1423 if (item->other_arch->type == SCROLL) 1437 if (item->other_arch->type == SCROLL)
1424 { 1438 {
1425 if (*params) 1439 if (*params)
1426 { 1440 {
1427 // check readied scroll 1441 // check readied scroll
1428 new_draw_info_format (NDI_UNIQUE, 0, pl,
1429 "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"
1430 "Usage: cast [spell name]; use_skill %s", &skill->skill); 1443 "Usage: cast [spell name]; use_skill %s", &skill->skill);
1431 return 0; 1444 return 0;
1432 } 1445 }
1433 1446
1434 return write_scroll (pl, item, skill); 1447 return write_scroll (pl, item, skill);
1435 } 1448 }
1436 else 1449 else
1437 { 1450 {
1438 if (!*params) 1451 if (!*params)
1439 { 1452 {
1440 new_draw_info_format (NDI_UNIQUE, 0, pl,
1441 "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"
1442 "Usage: use_skill %s <message>", &skill->skill); 1454 "Usage: use_skill %s <message>", &skill->skill);
1443 return 0; 1455 return 0;
1444 } 1456 }
1445 1457
1446 return write_note (pl, item, params, skill); 1458 return write_note (pl, item, params, skill);
1447 } 1459 }
1458 * 'throwable' (ie not applied cursed obj, worn, etc). 1470 * 'throwable' (ie not applied cursed obj, worn, etc).
1459 */ 1471 */
1460static object * 1472static object *
1461find_throw_ob (object *op, const char *request) 1473find_throw_ob (object *op, const char *request)
1462{ 1474{
1463 object *tmp;
1464
1465 if (!op)
1466 { /* safety */
1467 LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1468 return (object *) NULL;
1469 }
1470
1471 /* prefer marked item */ 1475 /* prefer marked item */
1472 tmp = find_marked_object (op); 1476 object *tmp = op->mark ();
1473 if (tmp != NULL) 1477
1474 {
1475 /* can't toss invisible or inv-locked items */ 1478 /* can't toss invisible or inv-locked items */
1476 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1479 if (tmp && (tmp->invisible || tmp->flag [FLAG_INV_LOCKED]))
1477 { 1480 tmp = 0;
1478 tmp = NULL;
1479 }
1480 }
1481 1481
1482 /* look through the inventory */ 1482 /* look through the inventory */
1483 if (tmp == NULL) 1483 if (!tmp)
1484 {
1485 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1484 for (tmp = op->inv; tmp; tmp = tmp->below)
1486 { 1485 {
1487 /* can't toss invisible or inv-locked items */ 1486 /* can't toss invisible or inv-locked items */
1488 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1487 if (tmp->invisible || tmp->flag [FLAG_INV_LOCKED])
1489 continue; 1488 continue;
1489
1490 if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request)) 1490 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1491 break; 1491 break;
1492 } 1492 }
1493 }
1494 1493
1495 /* this should prevent us from throwing away 1494 /* this should prevent us from throwing away
1496 * cursed items, worn armour, etc. Only weapons 1495 * cursed items, worn armour, etc. Only weapons
1497 * can be thrown from 'hand'. 1496 * can be thrown from 'hand'.
1498 */ 1497 */
1499 if (!tmp) 1498 if (!tmp)
1500 return NULL; 1499 return 0;
1501 1500
1502 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1501 if (tmp->flag [FLAG_APPLIED])
1503 { 1502 {
1504 if (tmp->type != WEAPON) 1503 if (tmp->type != WEAPON)
1505 { 1504 {
1506 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));
1507 tmp = NULL; 1506 tmp = 0;
1508 }
1509 else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1510 { 1507 }
1508 else if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1509 {
1511 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));
1512 tmp = NULL; 1511 tmp = 0;
1513 } 1512 }
1514 else 1513 else
1515 { 1514 {
1516 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 1515 if (!op->apply (tmp, AP_UNAPPLY))
1517 { 1516 {
1518 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); 1517 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1519 tmp = NULL; 1518 tmp = 0;
1520 } 1519 }
1521 } 1520 }
1522 } 1521 }
1523 else if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1522 else if (tmp->flag [FLAG_UNPAID])
1524 { 1523 {
1525 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));
1526 tmp = NULL; 1525 tmp = 0;
1527 } 1526 }
1528 1527
1529 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 { 1530 {
1531 LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); 1531 LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1532 tmp = NULL; 1532 tmp = 0;
1533 } 1533 }
1534
1534 return tmp; 1535 return tmp;
1535} 1536}
1536 1537
1537/* make_throw_ob() We construct the 'carrier' object in 1538/* make_throw_ob() We construct the 'carrier' object in
1538 * which we will insert the object that is being thrown. 1539 * which we will insert the object that is being thrown.
1542make_throw_ob (object *orig) 1543make_throw_ob (object *orig)
1543{ 1544{
1544 if (!orig) 1545 if (!orig)
1545 return 0; 1546 return 0;
1546 1547
1547 if (QUERY_FLAG (orig, FLAG_APPLIED)) 1548 if (orig->flag [FLAG_APPLIED])
1548 { 1549 {
1549 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); 1550 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1550 /* insufficient workaround, but better than nothing */ 1551 /* insufficient workaround, but better than nothing */
1551 CLEAR_FLAG (orig, FLAG_APPLIED); 1552 orig->clr_flag (FLAG_APPLIED);
1552 } 1553 }
1553 1554
1554 object *toss_item = orig->clone (); 1555 object *toss_item = orig->clone ();
1555 1556
1556 toss_item->type = THROWN_OBJ; 1557 toss_item->type = THROWN_OBJ;
1557 CLEAR_FLAG (toss_item, FLAG_CHANGING); 1558 toss_item->clr_flag (FLAG_CHANGING);
1558 toss_item->stats.dam = 0; /* default damage */ 1559 toss_item->stats.dam = 0; /* default damage */
1559 toss_item->insert (orig); 1560 toss_item->insert (orig);
1560 1561
1561 return toss_item; 1562 return toss_item;
1562} 1563}
1573 int pause_f, weight_f = 0, mflags; 1574 int pause_f, weight_f = 0, mflags;
1574 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;
1575 maptile *m; 1576 maptile *m;
1576 sint16 sx, sy; 1577 sint16 sx, sy;
1577 1578
1578 if (throw_ob == NULL) 1579 if (!throw_ob)
1579 {
1580 if (op->type == PLAYER)
1581 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1582
1583 return 0;
1584 } 1580 {
1585 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP)) 1581 op->failmsg ("You have nothing to throw.");
1582 return 0;
1586 { 1583 }
1587 if (op->type == PLAYER) 1584
1588 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?>");
1589 1590
1590 return 0; 1591 return 0;
1591 } 1592 }
1592 1593
1593 /* Because throwing effectiveness must be reduced by the 1594 /* Because throwing effectiveness must be reduced by the
1610 /* lighter items are thrown harder, farther, faster */ 1611 /* lighter items are thrown harder, farther, faster */
1611 if (throw_ob->weight > 0) 1612 if (throw_ob->weight > 0)
1612 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight); 1613 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1613 else 1614 else
1614 { /* 0 or negative weight?!? Odd object, can't throw it */ 1615 { /* 0 or negative weight?!? Odd object, can't throw it */
1615 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));
1616 return 0; 1617 return 0;
1617 } 1618 }
1618 1619
1619 eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0)); 1620 eff_str = (str * (load_factor < 1.0 ? load_factor : 1.0))
1620 eff_str = (int) ((float) eff_str * item_factor * str_factor); 1621 * item_factor * str_factor;
1621 1622
1622 /* 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
1623 * account for super-strong throwers. */ 1624 * account for super-strong throwers. */
1624 if (eff_str > MAX_STAT) 1625 min_it (eff_str, MAX_STAT);
1625 eff_str = MAX_STAT;
1626 1626
1627#ifdef DEBUG_THROW 1627#ifdef DEBUG_THROW
1628 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);
1629 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);
1630 LOG (llevDebug, " str_factor=%f\n", str_factor); 1630 LOG (llevDebug, " str_factor=%f\n", str_factor);
1720 /* 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,
1721 * throwing knife, etc) will differ from ordinary items. Lets tailor 1721 * throwing knife, etc) will differ from ordinary items. Lets tailor
1722 * this stuff in here. 1722 * this stuff in here.
1723 */ 1723 */
1724 1724
1725 if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN)) 1725 if (throw_ob->inv->flag [FLAG_IS_THROWN])
1726 { 1726 {
1727 throw_ob->last_sp += eff_str / 3; /* fly a little further */ 1727 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1728 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;
1729 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;
1730 /* only throw objects get directional faces */ 1730 /* only throw objects get directional faces */
1731 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) 1731 if (throw_ob->has_anim () && throw_ob->anim_frames ())
1732 SET_ANIMATION (throw_ob, dir); 1732 throw_ob->set_anim_frame (dir);
1733 } 1733 }
1734 else 1734 else
1735 { 1735 {
1736 uint16 mat = throw_ob->materials; 1736 uint16 mat = throw_ob->materials;
1737 1737
1766 if (throw_ob->weight > 50) 1766 if (throw_ob->weight > 50)
1767 throw_ob->speed *= 0.5; 1767 throw_ob->speed *= 0.5;
1768 } /* else tailor thrown object */ 1768 } /* else tailor thrown object */
1769 1769
1770 /* some limits, and safeties (needed?) */ 1770 /* some limits, and safeties (needed?) */
1771 if (throw_ob->stats.dam < 0) 1771 max_it (throw_ob->stats.dam, 0);
1772 throw_ob->stats.dam = 0;
1773 if (throw_ob->last_sp > eff_str) 1772 min_it (throw_ob->last_sp, eff_str);
1774 throw_ob->last_sp = eff_str;
1775 if (throw_ob->stats.food < 0) 1773 max_it (throw_ob->stats.food, 0);
1776 throw_ob->stats.food = 0;
1777 if (throw_ob->stats.food > 100)
1778 throw_ob->stats.food = 100;
1779 if (throw_ob->stats.wc > 30) 1774 min_it (throw_ob->stats.wc, 30);
1780 throw_ob->stats.wc = 30;
1781 1775
1782 /* how long to pause the thrower. Higher values mean less pause */ 1776 /* how long to pause the thrower. Higher values mean less pause */
1783 pause_f = ((2 * eff_str) / 3) + 20 + skill->level; 1777 pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1784 1778
1785 /* Put a lower limit on this */ 1779 /* Put a lower limit on this */
1786 if (pause_f < 10) 1780 clamp_it (pause_f, 10, 100);
1787 pause_f = 10;
1788 if (pause_f > 100)
1789 pause_f = 100;
1790 1781
1791 /* Changed in 0.94.2 - the calculation before was really goofy. 1782 /* Changed in 0.94.2 - the calculation before was really goofy.
1792 * 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
1793 * speed 0.5 1784 * speed 0.5
1794 */ 1785 */
1797 throw_ob->speed_left = 0; 1788 throw_ob->speed_left = 0;
1798 throw_ob->map = part->map; 1789 throw_ob->map = part->map;
1799 1790
1800 throw_ob->move_type = MOVE_FLY_LOW; 1791 throw_ob->move_type = MOVE_FLY_LOW;
1801 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);
1802 1795
1803#if 0 1796#if 0
1804 /* need to put in a good sound for this */ 1797 /* need to put in a good sound for this */
1805 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);
1806#endif 1799#endif
1832 else 1825 else
1833 throw_ob = find_mon_throw_ob (op); 1826 throw_ob = find_mon_throw_ob (op);
1834 1827
1835 return do_throw (op, part, throw_ob, dir, skill); 1828 return do_throw (op, part, throw_ob, dir, skill);
1836} 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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