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Comparing deliantra/server/server/skills.C (file contents):
Revision 1.58 by elmex, Sun Dec 14 13:49:11 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 roll -= equip->weight / 10000; 71 roll -= equip->weight / 10000;
70 72
71 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED)) 73 if (equip->type == BOW && equip->flag [FLAG_APPLIED])
72 roll -= equip->weight / 5000; 74 roll -= equip->weight / 5000;
73 75
74 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) 76 if (equip->type == SHIELD && equip->flag [FLAG_APPLIED])
75 roll -= equip->weight / 2000; 77 roll -= equip->weight / 2000;
76 78
77 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED)) 79 if (equip->type == ARMOUR && equip->flag [FLAG_APPLIED])
78 roll -= equip->weight / 5000; 80 roll -= equip->weight / 5000;
79 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 }
83 85
84 if (roll < 0) 86 if (roll < 0)
85 roll = 0; 87 roll = 0;
101{ 103{
102 object *success = NULL, *tmp = NULL, *next; 104 object *success = NULL, *tmp = NULL, *next;
103 int roll = 0, chance = 0, stats_value; 105 int roll = 0, chance = 0, stats_value;
104 rv_vector rv; 106 rv_vector rv;
105 107
106 stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2; 108 stats_value = (who->stats.Dex + who->stats.Int) * 3 / 2;
107 109
108 /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them) 110 /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them)
109 * they will try to prevent stealing if they can. Only unseen theives will 111 * they will try to prevent stealing if they can. Only unseen theives will
110 * have much chance of success. 112 * have much chance of success.
111 */ 113 */
112 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL)) 114 if (!op->is_player () && op->flag [FLAG_NO_STEAL])
113 { 115 {
114 if (can_detect_enemy (op, who, &rv)) 116 if (can_detect_enemy (op, who, &rv))
115 { 117 {
116 npc_call_help (op); 118 npc_call_help (op);
117 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 119 op->clr_flag (FLAG_UNAGGRESSIVE);
118 new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); 120 who->failmsg ("Your attempt is prevented!");
119 return 0; 121 return 0;
120 } 122 }
121 else /* help npc to detect thief next time by raising its wisdom */ 123 else /* help npc to detect thief next time by raising its wisdom */
122 op->stats.Wis += (op->stats.Int / 5) + 1; 124 op->stats.Wis += (op->stats.Int / 5) + 1;
125
123 if (op->stats.Wis > MAX_STAT) 126 if (op->stats.Wis > MAX_STAT)
124 op->stats.Wis = MAX_STAT; 127 op->stats.Wis = MAX_STAT;
125 } 128 }
126 129
127 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ)) 130 if (op->is_player () && op->flag [FLAG_WIZ])
128 { 131 {
129 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");
130 return 0; 133 return 0;
131 } 134 }
132 135
133 // only allow stealing between hostile players (TODO: probably should change) 136 // only allow stealing between hostile players (TODO: probably should change)
134 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))
135 { 138 {
136 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");
137 return 0; 140 return 0;
138 } 141 }
139 142
140 /* Ok then, go through their inventory, stealing */ 143 /* Ok then, go through their inventory, stealing */
141 for (tmp = op->inv; tmp; tmp = next) 144 for (tmp = op->inv; tmp; tmp = next)
150 * future possible problems. -b.t. 153 * future possible problems. -b.t.
151 * 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
152 * already -b.t. 155 * already -b.t.
153 */ 156 */
154 157
155 if (QUERY_FLAG (tmp, FLAG_APPLIED) 158 if (tmp->flag [FLAG_APPLIED]
156 || !tmp->type 159 || !tmp->type
157 || tmp->type == SPELL 160 || tmp->type == SPELL
158 || QUERY_FLAG (tmp, FLAG_STARTEQUIP) 161 || tmp->flag [FLAG_STARTEQUIP]
159 || QUERY_FLAG (tmp, FLAG_NO_STEAL) 162 || tmp->flag [FLAG_NO_STEAL]
160 || tmp->invisible) 163 || tmp->invisible)
161 continue; 164 continue;
162 165
163 /* Okay, try stealing this item. Dependent on dexterity of thief, 166 /* Okay, try stealing this item. Dependent on dexterity of thief,
164 * skill level, see the adj_stealroll fctn for more detail. 167 * skill level, see the adj_stealroll fctn for more detail.
178 */ 181 */
179 if (tmp->destroyed () || tmp->env != op) 182 if (tmp->destroyed () || tmp->env != op)
180 { 183 {
181 /* for players, play_sound: steals item */ 184 /* for players, play_sound: steals item */
182 success = tmp; 185 success = tmp;
183 CLEAR_FLAG (tmp, FLAG_INV_LOCKED); 186 tmp->clr_flag (FLAG_INV_LOCKED);
184 } 187 }
185 188
186 break; 189 break;
187 } 190 }
188 } /* for loop looking for an item */ 191 } /* for loop looking for an item */
212 { 215 {
213 npc_call_help (op); 216 npc_call_help (op);
214 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));
215 } 218 }
216 219
217 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 220 op->clr_flag (FLAG_UNAGGRESSIVE);
218 /* all remaining npc items are guarded now. Set flag NO_STEAL 221 /* all remaining npc items are guarded now. Set flag NO_STEAL
219 * on the victim. 222 * on the victim.
220 */ 223 */
221 SET_FLAG (op, FLAG_NO_STEAL); 224 op->set_flag (FLAG_NO_STEAL);
222 } 225 }
223 else 226 else
224 { /* stealing from another player */ 227 { /* stealing from another player */
225 char buf[MAX_BUF]; 228 char buf[MAX_BUF];
226 229
257 260
258 x = op->x + freearr_x[dir]; 261 x = op->x + freearr_x[dir];
259 y = op->y + freearr_y[dir]; 262 y = op->y + freearr_y[dir];
260 263
261 if (dir == 0) 264 if (dir == 0)
262 { 265 return 0; // you can't steal from ourself!
263 /* Can't steal from ourself! */
264 return 0;
265 }
266 266
267 m = op->map; 267 m = op->map;
268 mflags = get_map_flags (m, &m, x, y, &x, &y); 268 mflags = get_map_flags (m, &m, x, y, &x, &y);
269 /* 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,
270 * don't need to look any further. 270 * don't need to look any further.
278 278
279 /* Find the topmost object at this spot */ 279 /* Find the topmost object at this spot */
280 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above); 280 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
281 281
282 /* For all the stacked objects at this point, attempt a steal */ 282 /* For all the stacked objects at this point, attempt a steal */
283 for (; tmp != NULL; tmp = next) 283 for (; tmp; tmp = next)
284 { 284 {
285 next = tmp->below; 285 next = tmp->below;
286 /* Minor hack--for multi square beings - make sure we get 286 /* Minor hack--for multi square beings - make sure we get
287 * the 'head' coz 'tail' objects have no inventory! - b.t. 287 * the 'head' coz 'tail' objects have no inventory! - b.t.
288 */ 288 */
289 if (tmp->head) 289 if (tmp->head)
290 tmp = tmp->head; 290 tmp = tmp->head;
291 291
292 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 292 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
293 continue; 293 continue;
294 294
295 /* do not reveal hidden DMs */
296 if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)
297 continue;
298 if (attempt_steal (tmp, op, skill)) 295 if (attempt_steal (tmp, op, skill))
299 { 296 {
300 if (tmp->type == PLAYER) /* no xp for stealing from another player */ 297 if (tmp->type == PLAYER) /* no xp for stealing from another player */
301 return 0; 298 return 0;
302 299
303 /* no xp for stealing from pets (of players) */ 300 /* no xp for stealing from pets (of players) */
304 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 301 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
305 { 302 {
306 object *owner = tmp->owner; 303 object *owner = tmp->owner;
307 304
308 if (owner != NULL && owner->type == PLAYER) 305 if (owner && owner->type == PLAYER)
309 return 0; 306 return 0;
310 } 307 }
311 308
312 // reduce monster experience by experience we gained, as to 309 // reduce monster experience by experience we gained, as to
313 // 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
314 // (jessies gave ~20,000,000 exp otherwise. 311 // (jessies gave ~20,000,000 exp otherwise.
315 int exp = calc_skill_exp (op, tmp, skill); 312 int exp = calc_skill_exp (op, tmp, skill);
316 313
317 exp = MIN (tmp->stats.exp, exp); 314 exp = min (tmp->stats.exp, exp);
318 tmp->stats.exp -= exp; 315 tmp->stats.exp -= exp;
319 return exp; 316 return exp;
320 } 317 }
321 } 318 }
319
322 return 0; 320 return 0;
323} 321}
324 322
325static int 323static int
326attempt_pick_lock (object *door, object *pl, object *skill) 324attempt_pick_lock (object *door, object *pl, object *skill)
353 351
354int 352int
355pick_lock (object *pl, int dir, object *skill) 353pick_lock (object *pl, int dir, object *skill)
356{ 354{
357 object *tmp; 355 object *tmp;
358 int x = pl->x + freearr_x[dir];
359 int y = pl->y + freearr_y[dir];
360 356
361 if (!dir) 357 if (!dir)
362 dir = pl->facing; 358 dir = pl->facing;
363 359
360 mapxy pos (pl); pos.move (dir);
361
364 /* For all the stacked objects at this point find a door */ 362 /* For all the stacked objects at this point find a door */
365 if (out_of_map (pl->map, x, y)) 363 if (!pos.normalise ())
366 {
367 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
368 return 0;
369 } 364 {
365 pl->failmsg ("There is no lock there.");
366 return 0;
367 }
370 368
371 for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above) 369 for (tmp = pos->bot; tmp; tmp = tmp->above)
372 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 370 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
373 break; 371 break;
374 372
375 if (!tmp) 373 if (!tmp)
376 { 374 {
377 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); 375 pl->failmsg ("There is no lock there.");
378 return 0; 376 return 0;
379 } 377 }
378
380 if (tmp->type == LOCKED_DOOR) 379 if (tmp->type == LOCKED_DOOR)
381 { 380 {
382 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.>");
383 return 0; 382 return 0;
384 } 383 }
385 384
386 if (!tmp->move_block) 385 if (!tmp->move_block)
387 { 386 {
388 new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!"); 387 pl->failmsg ("The door has no lock!");
389 return 0; 388 return 0;
390 } 389 }
391 390
392 if (attempt_pick_lock (tmp, pl, skill)) 391 if (attempt_pick_lock (tmp, pl, skill))
393 { 392 {
442hide (object *op, object *skill) 441hide (object *op, object *skill)
443{ 442{
444 /* the preliminaries -- Can we really hide now? */ 443 /* the preliminaries -- Can we really hide now? */
445 /* this keeps monsters from using invisibilty spells and hiding */ 444 /* this keeps monsters from using invisibilty spells and hiding */
446 445
447 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 446 if (op->flag [FLAG_MAKE_INVIS])
448 { 447 {
449 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!");
450 return 0; 449 return 0;
451 } 450 }
452 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER) 451 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER)
479static void 478static void
480stop_jump (object *pl, int dist, int spaces) 479stop_jump (object *pl, int dist, int spaces)
481{ 480{
482 pl->update_stats (); 481 pl->update_stats ();
483 pl->map->insert (pl, pl->x, pl->y, pl); 482 pl->map->insert (pl, pl->x, pl->y, pl);
484 pl->speed_left -= fabs (pl->speed * 8); 483 pl->speed_left -= pl->speed * 8.;
485} 484}
486 485
487static int 486static int
488attempt_jump (object *pl, int dir, int spaces, object *skill) 487attempt_jump (object *pl, int dir, int spaces, object *skill)
489{ 488{
516 } 515 }
517 516
518 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 517 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
519 { 518 {
520 /* Jump into creature */ 519 /* Jump into creature */
521 if (QUERY_FLAG (tmp, FLAG_MONSTER) 520 if (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
522 || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
523 { 521 {
524 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name); 522 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
525 523
526 stop_jump (pl, i, spaces); 524 stop_jump (pl, i, spaces);
527 525
544 } 542 }
545 543
546 pl->x = x; 544 pl->x = x;
547 pl->y = y; 545 pl->y = y;
548 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 }
549 } 554 }
550 555
551 stop_jump (pl, i, spaces); 556 stop_jump (pl, i, spaces);
552 557
553 return calc_skill_exp (pl, NULL, skill); 558 return calc_skill_exp (pl, NULL, skill);
570 int stats = str * str * str * dex * skill->level; 575 int stats = str * str * str * dex * skill->level;
571 int spaces = min (3, skill->level, stats / (pl->carrying + 1)); 576 int spaces = min (3, skill->level, stats / (pl->carrying + 1));
572 577
573 if (spaces == 0) 578 if (spaces == 0)
574 { 579 {
575 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.");
576 return 0; 581 return 0;
577 } 582 }
578 583
579 return attempt_jump (pl, dir, spaces, skill); 584 return attempt_jump (pl, dir, spaces, skill);
580} 585}
581 586
582/* skill_ident() - this code is supposed to allow players to identify 587/* skill_ident() - this code is supposed to allow players to identify
583 * classes of objects with the various "auto-ident" skills. Player must 588 * classes of objects with the various "auto-ident" skills. Player must
584 * 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
585 * to work. While multiple classes of objects may be identified, 590 * to work. While multiple classes of objects may be identified,
586 * 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
587 * more generalized. Right now, skill indices are embedded in this routine. 592 * more generalized. Right now, skill indices are embedded in this routine.
588 * Returns amount of experience gained (on successful ident). 593 * Returns amount of experience gained (on successful ident).
589 * - b.t. (thomas@astro.psu.edu) 594 * - b.t. (thomas@astro.psu.edu)
590 */ 595 */
591static int 596static int
592do_skill_detect_curse (object *pl, object *skill) 597do_skill_detect_curse (object *pl, object *skill)
593{ 598{
594 object *tmp;
595 int success = 0; 599 int success = 0;
596 600
597 for (tmp = pl->inv; tmp; tmp = tmp->below) 601 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
598 if (!tmp->invisible 602 if (!tmp->invisible
599 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 603 && tmp->need_identify ()
600 && (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)
601 { 607 {
602 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 608 tmp->set_flag (FLAG_KNOWN_CURSED);
603 esrv_update_item (UPD_FLAGS, pl, tmp); 609 esrv_update_item (UPD_FLAGS, pl, tmp);
604 success += calc_skill_exp (pl, tmp, skill); 610 success += calc_skill_exp (pl, tmp, skill);
605 } 611 }
606 612
607 /* Check ground, too, but only objects the player could pick up */ 613 /* Check ground, too, but only objects the player could pick up */
608 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)
609 if (can_pick (pl, tmp) && 615 if (can_pick (pl, tmp)
610 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && 616 && tmp->need_identify ()
611 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 617 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED]
612 && (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)
613 { 620 {
614 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 621 tmp->set_flag (FLAG_KNOWN_CURSED);
615 esrv_update_item (UPD_FLAGS, pl, tmp); 622 esrv_update_item (UPD_FLAGS, pl, tmp);
616 success += calc_skill_exp (pl, tmp, skill); 623 success += calc_skill_exp (pl, tmp, skill);
617 } 624 }
618 625
619 return success; 626 return success;
620} 627}
621 628
622static int 629static int
623do_skill_detect_magic (object *pl, object *skill) 630do_skill_detect_magic (object *pl, object *skill)
624{ 631{
625 object *tmp;
626 int success = 0; 632 int success = 0;
627 633
628 for (tmp = pl->inv; tmp; tmp = tmp->below) 634 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
629 if (!tmp->invisible 635 if (!tmp->invisible
630 && !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)
631 && (is_magical (tmp)) && tmp->item_power < skill->level) 639 && tmp->item_power < skill->level)
632 { 640 {
633 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 641 tmp->set_flag (FLAG_KNOWN_MAGICAL);
634 esrv_update_item (UPD_FLAGS, pl, tmp); 642 esrv_update_item (UPD_FLAGS, pl, tmp);
635 success += calc_skill_exp (pl, tmp, skill); 643 success += calc_skill_exp (pl, tmp, skill);
636 } 644 }
637 645
638 /* 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 */
639 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)
640 if (can_pick (pl, tmp) && 648 if (can_pick (pl, tmp)
641 !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)
642 { 653 {
643 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 654 tmp->set_flag (FLAG_KNOWN_MAGICAL);
644 esrv_update_item (UPD_FLAGS, pl, tmp); 655 esrv_update_item (UPD_FLAGS, pl, tmp);
645 success += calc_skill_exp (pl, tmp, skill); 656 success += calc_skill_exp (pl, tmp, skill);
646 } 657 }
647 658
648 return success; 659 return success;
649} 660}
650 661
651/* Helper function for do_skill_ident, so that we can loop 662/* Helper function for do_skill_ident, so that we can loop
652 * over inventory AND objects on the ground conveniently. 663 * over inventory AND objects on the ground conveniently.
653 */ 664 */
654int 665static int
655do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) 666do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
656{ 667{
657 int success = 0, chance; 668 int success = 0, chance;
658 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;
659 670
660 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT) 671 if (!tmp->flag [FLAG_IDENTIFIED]
661 && 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)
662 { 676 {
663 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);
664 678
665 if (skill_value >= chance) 679 if (skill_value >= chance)
666 { 680 {
678 } 692 }
679 693
680 success += calc_skill_exp (pl, tmp, skill); 694 success += calc_skill_exp (pl, tmp, skill);
681 } 695 }
682 else 696 else
683 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); 697 tmp->set_flag (FLAG_NO_SKILL_IDENT);
684 } 698 }
685 699
686 return success; 700 return success;
687} 701}
688 702
748 break; 762 break;
749 763
750 case SK_DET_CURSE: 764 case SK_DET_CURSE:
751 success = do_skill_detect_curse (pl, skill); 765 success = do_skill_detect_curse (pl, skill);
752 if (success) 766 if (success)
753 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); 767 new_draw_info (NDI_UNIQUE, 0, pl, "... and discover cursed items!");
754 break; 768 break;
755 769
756 case SK_DET_MAGIC: 770 case SK_DET_MAGIC:
757 success = do_skill_detect_magic (pl, skill); 771 success = do_skill_detect_magic (pl, skill);
758 if (success) 772 if (success)
759 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!");
760 break; 774 break;
761 775
762 default: 776 default:
763 LOG (llevError, "Error: bad call to skill_ident()\n"); 777 LOG (llevError, "Error: bad call to skill_ident()\n");
764 return 0; 778 return 0;
765 break;
766 } 779 }
767 780
768 if (!success) 781 if (!success)
769 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); 782 new_draw_info (NDI_UNIQUE, 0, pl, "... and learn nothing more.");
770 783
771 return success; 784 return success;
772} 785}
773 786
774/* players using this skill can 'charm' a monster -- 787/* players using this skill can 'charm' a monster --
780use_oratory (object *pl, int dir, object *skill) 793use_oratory (object *pl, int dir, object *skill)
781{ 794{
782 if (pl->type != PLAYER) 795 if (pl->type != PLAYER)
783 return 0; /* only players use this skill */ 796 return 0; /* only players use this skill */
784 797
798 if (!dir)
799 {
800 pl->failmsg ("In what direction?");
801 return 0;
802 }
803
785 sint16 x = pl->x + freearr_x[dir], 804 sint16 x = pl->x + freearr_x[dir],
786 y = pl->y + freearr_y[dir]; 805 y = pl->y + freearr_y[dir];
787 maptile *m = pl->map; 806 maptile *m = pl->map;
788 807
789 int mflags = get_map_flags (m, &m, x, y, &x, &y); 808 int mflags = get_map_flags (m, &m, x, y, &x, &y);
792 811
793 /* Save some processing - we have the flag already anyways 812 /* Save some processing - we have the flag already anyways
794 */ 813 */
795 if (!(mflags & P_IS_ALIVE)) 814 if (!(mflags & P_IS_ALIVE))
796 { 815 {
797 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 816 pl->failmsg ("There is nothing to orate to.");
798 return 0; 817 return 0;
799 } 818 }
800 819
801 object *tmp; 820 object *tmp;
802 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)
810 if (tmp->type == PLAYER 829 if (tmp->type == PLAYER
811 || tmp->more || tmp->head_ () != tmp 830 || tmp->more || tmp->head_ () != tmp
812 || tmp->msg) 831 || tmp->msg)
813 return 0; 832 return 0;
814 833
815 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 834 if (tmp->flag [FLAG_MONSTER])
816 break; 835 break;
817 } 836 }
818 837
819 if (!tmp) 838 if (!tmp)
820 { 839 {
821 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 840 pl->failmsg ("There is nothing to orate to.");
822 return 0; 841 return 0;
823 } 842 }
824 843
825 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));
826 845
827 /* the following conditions limit who may be 'charmed' */ 846 /* the following conditions limit who may be 'charmed' */
828 847
829 /* it's hostile! */ 848 /* it's hostile! */
830 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 849 if (!tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY])
831 { 850 {
832 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));
833 return 0; 852 return 0;
834 } 853 }
835 854
836 /* it's already allied! */ 855 /* it's already allied! */
837 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 856 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
838 { 857 {
839 if (tmp->owner == pl) 858 if (tmp->owner == pl)
840 { 859 {
841 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");
842 return 0; 861 return 0;
873 tmp->set_owner (pl); 892 tmp->set_owner (pl);
874 tmp->skill = skill->skill; 893 tmp->skill = skill->skill;
875 tmp->stats.exp = 0; 894 tmp->stats.exp = 0;
876 tmp->attack_movement = PETMOVE; 895 tmp->attack_movement = PETMOVE;
877 896
878 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) 897 if (!tmp->flag [FLAG_FRIENDLY])
879 add_friendly_object (tmp); 898 add_friendly_object (tmp);
880 899
881 return calc_skill_exp (pl, tmp, skill); 900 return calc_skill_exp (pl, tmp, skill);
882 } 901 }
883 /* Charm failed. Creature may be angry now */ 902 /* Charm failed. Creature may be angry now */
884 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))
885 { 904 {
886 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));
887 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 906 if (tmp->flag [FLAG_FRIENDLY])
888 { 907 {
889 remove_friendly_object (tmp); 908 remove_friendly_object (tmp);
890 tmp->attack_movement = 0; /* needed? */ 909 tmp->attack_movement = 0; /* needed? */
891 } 910 }
892 911
893 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 912 tmp->clr_flag (FLAG_UNAGGRESSIVE);
894 } 913 }
895 914
896 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 */
897} 916}
898 917
906 * of anything better! -b.t. 925 * of anything better! -b.t.
907 */ 926 */
908int 927int
909singing (object *pl, int dir, object *skill) 928singing (object *pl, int dir, object *skill)
910{ 929{
911 int i, exp = 0; 930 int exp = 0;
912 object *tmp; 931 object *tmp;
913 maptile *m; 932 maptile *m;
914 sint16 x, y; 933 sint16 x, y;
915 934
916 if (pl->type != PLAYER) 935 if (pl->type != PLAYER)
917 return 0; /* only players use this skill */ 936 return 0; /* only players use this skill */
918 937
938 if (!dir)
939 {
940 pl->failmsg ("In what direction?");
941 return 0;
942 }
943
919 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); 944 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
920 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++)
921 { 948 {
922 x = pl->x + freearr_x[i]; 949 x = pl->x + freearr_x[i];
923 y = pl->y + freearr_y[i]; 950 y = pl->y + freearr_y[i];
924 m = pl->map; 951 m = pl->map;
925 952
929 if (!(mflags & P_IS_ALIVE)) 956 if (!(mflags & P_IS_ALIVE))
930 continue; 957 continue;
931 958
932 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)
933 { 960 {
934 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 961 if (tmp->flag [FLAG_MONSTER])
935 break; 962 break;
936 /* can't affect players */ 963 /* can't affect players */
937 if (tmp->type == PLAYER) 964 if (tmp->type == PLAYER)
938 break; 965 break;
939 } 966 }
940 967
941 /* 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
942 * listen to singing. 969 * listen to singing.
943 */ 970 */
944 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 */
945 !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */ 972 !tmp->flag [FLAG_SPLITTING] && /* no ears */
946 !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */ 973 !tmp->flag [FLAG_HITBACK] && /* was here before */
947 (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 */
948 !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 975 !tmp->flag [FLAG_FRIENDLY])
949 { /* already calm */ 976 { /* already calm */
950 977
951 /* stealing isn't really related (although, maybe it should 978 /* stealing isn't really related (although, maybe it should
952 * be). This is mainly to prevent singing to the same monster 979 * be). This is mainly to prevent singing to the same monster
953 * over and over again and getting exp for it. 980 * over and over again and getting exp for it.
954 */ 981 */
955 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;
956 983
957 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))
958 { 985 {
959 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 986 tmp->set_flag (FLAG_UNAGGRESSIVE);
960 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));
961 /* Give exp only if they are not aware */ 988 /* Give exp only if they are not aware */
962 989
963 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) 990 if (!tmp->flag [FLAG_NO_STEAL])
964 exp += calc_skill_exp (pl, tmp, skill); 991 exp += calc_skill_exp (pl, tmp, skill);
965 992
966 SET_FLAG (tmp, FLAG_NO_STEAL); 993 tmp->set_flag (FLAG_NO_STEAL);
967 } 994 }
968 else 995 else
969 { 996 {
970 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));
971 SET_FLAG (tmp, FLAG_NO_STEAL); 998 tmp->set_flag (FLAG_NO_STEAL);
972 } 999 }
973 } 1000 }
974 } 1001 }
975 return exp; 1002 return exp;
976} 1003}
977 1004
978/* The find_traps skill (aka, search). Checks for traps 1005/* The find_traps skill (aka, search). Checks for traps
979 * on the spaces or in certain objects 1006 * on the spaces or in certain objects
980 */ 1007 */
981
982int 1008int
983find_traps (object *pl, object *skill) 1009find_traps (object *pl, object *skill)
984{ 1010{
985 object *tmp, *tmp2; 1011 object *tmp, *tmp2;
986 int i, expsum = 0, mflags; 1012 int i, expsum = 0, mflags;
988 maptile *m; 1014 maptile *m;
989 1015
990 /* 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
991 * all type RUNE 1017 * all type RUNE
992 */ 1018 */
993
994 for (i = 0; i < 9; i++) 1019 for (i = 0; i < 9; i++)
995 { 1020 {
996 x = pl->x + freearr_x[i]; 1021 x = pl->x + freearr_x[i];
997 y = pl->y + freearr_y[i]; 1022 y = pl->y + freearr_y[i];
998 m = pl->map; 1023 m = pl->map;
1000 mflags = get_map_flags (m, &m, x, y, &x, &y); 1025 mflags = get_map_flags (m, &m, x, y, &x, &y);
1001 if (mflags & P_OUT_OF_MAP) 1026 if (mflags & P_OUT_OF_MAP)
1002 continue; 1027 continue;
1003 1028
1004 /* Check everything in the square for trapness */ 1029 /* Check everything in the square for trapness */
1005 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)
1006 { 1031 {
1007
1008 /* And now we'd better do an inventory traversal of each 1032 /* And now we'd better do an inventory traversal of each
1009 * of these objects' inventory 1033 * of these objects' inventory
1010 * 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
1011 * the players inventory or monsters for that matter. 1035 * the players inventory or monsters for that matter.
1012 */ 1036 */
1013 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1037 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1014 {
1015 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1038 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1016 if (tmp2->type == RUNE || tmp2->type == TRAP) 1039 if (tmp2->type == RUNE || tmp2->type == TRAP)
1017 if (trap_see (pl, tmp2)) 1040 if (trap_see (pl, tmp2))
1018 { 1041 {
1019 trap_show (tmp2, tmp); 1042 trap_show (tmp2, tmp);
1020 if (tmp2->stats.Cha > 1) 1043 if (tmp2->stats.Cha > 1)
1021 { 1044 {
1022 if (!tmp2->owner || tmp2->owner->type != PLAYER) 1045 if (!tmp2->owner || tmp2->owner->type != PLAYER)
1023 expsum += calc_skill_exp (pl, tmp2, skill); 1046 expsum += calc_skill_exp (pl, tmp2, skill);
1024 1047
1025 tmp2->stats.Cha = 1; /* unhide the trap */ 1048 tmp2->stats.Cha = 1; /* unhide the trap */
1026 } 1049 }
1027 } 1050 }
1028 } 1051
1029 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) 1052 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1030 { 1053 {
1031 trap_show (tmp, tmp); 1054 trap_show (tmp, tmp);
1032 if (tmp->stats.Cha > 1) 1055 if (tmp->stats.Cha > 1)
1033 { 1056 {
1036 tmp->stats.Cha = 1; /* unhide the trap */ 1059 tmp->stats.Cha = 1; /* unhide the trap */
1037 } 1060 }
1038 } 1061 }
1039 } 1062 }
1040 } 1063 }
1064
1041 new_draw_info (NDI_BLACK, 0, pl, "You search the area."); 1065 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1042 return expsum; 1066 return expsum;
1043} 1067}
1044 1068
1045/* remove_trap() - This skill will disarm any previously discovered trap 1069/* remove_trap() - This skill will disarm any previously discovered trap
1046 * 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.
1047 */ 1071 */
1048
1049int 1072int
1050remove_trap (object *op, int dir, object *skill) 1073remove_trap (object *op, int dir, object *skill)
1051{ 1074{
1052 object *tmp, *tmp2; 1075 object *tmp, *tmp2;
1053 int i, success = 0, mflags; 1076 int i, success = 0, mflags;
1063 mflags = get_map_flags (m, &m, x, y, &x, &y); 1086 mflags = get_map_flags (m, &m, x, y, &x, &y);
1064 if (mflags & P_OUT_OF_MAP) 1087 if (mflags & P_OUT_OF_MAP)
1065 continue; 1088 continue;
1066 1089
1067 /* Check everything in the square for trapness */ 1090 /* Check everything in the square for trapness */
1068 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)
1069 { 1092 {
1070 /* And now we'd better do an inventory traversal of each 1093 /* And now we'd better do an inventory traversal of each
1071 * of these objects inventory. Like above, only 1094 * of these objects inventory. Like above, only
1072 * do this for interesting objects. 1095 * do this for interesting objects.
1073 */ 1096 */
1074 1097
1075 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1098 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1076 { 1099 {
1077 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1100 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1078 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) 1101 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1079 { 1102 {
1080 trap_show (tmp2, tmp); 1103 trap_show (tmp2, tmp);
1104
1081 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))
1082 { 1106 {
1083 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1107 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1084 success += calc_skill_exp (op, tmp2, skill); 1108 success += calc_skill_exp (op, tmp2, skill);
1085 } 1109 }
1086 } 1110 }
1087 } 1111 }
1112
1088 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) 1113 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1089 { 1114 {
1090 trap_show (tmp, tmp); 1115 trap_show (tmp, tmp);
1116
1091 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))
1092 { 1118 {
1093 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1119 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1094 success += calc_skill_exp (op, tmp, skill); 1120 success += calc_skill_exp (op, tmp, skill);
1095 } 1121 }
1121 /* Check all objects - we could stop at floor objects, 1147 /* Check all objects - we could stop at floor objects,
1122 * 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
1123 * 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
1124 * than extra checks on object attributes. 1150 * than extra checks on object attributes.
1125 */ 1151 */
1126 for (tmp = pl->below; tmp != NULL; tmp = tmp->below) 1152 for (tmp = pl->below; tmp; tmp = tmp->below)
1127 { 1153 {
1128 /* 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 */
1129 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) 1155 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1130 { 1156 {
1131 sprintf (buf, "You pray over the %s.", &tmp->name); 1157 sprintf (buf, "You pray over the %s.", &tmp->name);
1158 1184
1159 if (pl->type != PLAYER) 1185 if (pl->type != PLAYER)
1160 return; /* players only */ 1186 return; /* players only */
1161 1187
1162 /* check if pl has removed encumbering armour and weapons */ 1188 /* check if pl has removed encumbering armour and weapons */
1163 if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6)) 1189 if (pl->flag [FLAG_READY_WEAPON] && skill->level < 6)
1164 { 1190 {
1165 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");
1166 return; 1192 return;
1167 } 1193 }
1168 else 1194 else
1169 { 1195 {
1170 for (tmp = pl->inv; tmp; tmp = tmp->below) 1196 for (tmp = pl->inv; tmp; tmp = tmp->below)
1171 if (((tmp->type == ARMOUR && skill->level < 12) 1197 if (((tmp->type == ARMOUR && skill->level < 12)
1172 || (tmp->type == HELMET && skill->level < 10) 1198 || (tmp->type == HELMET && skill->level < 10)
1173 || (tmp->type == SHIELD && skill->level < 6) 1199 || (tmp->type == SHIELD && skill->level < 6)
1174 || (tmp->type == BOOTS && skill->level < 4) 1200 || (tmp->type == BOOTS && skill->level < 4)
1175 || (tmp->type == GLOVES && skill->level < 2)) 1201 || (tmp->type == GLOVES && skill->level < 2))
1176 && QUERY_FLAG (tmp, FLAG_APPLIED)) 1202 && tmp->flag [FLAG_APPLIED])
1177 { 1203 {
1178 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");
1179 return; 1205 return;
1180 } 1206 }
1181 } 1207 }
1182 1208
1183 /* ok let's meditate! Spell points are regained first, then once 1209 /* ok let's meditate! Spell points are regained first, then once
1184 * they are maxed we get back hp. Actual incrementing of values 1210 * they are maxed we get back hp. Actual incrementing of values
1185 * 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
1186 * bonuses for healing/sp regeneration are included properly 1212 * bonuses for healing/sp regeneration are included properly
1187 * 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
1188 * meditate. (see 'factor' variable for what sets the amount of time) 1214 * meditate. (see 'factor' variable for what sets the amount of time)
1189 */ 1215 */
1190 1216
1191 new_draw_info (NDI_BLACK, 0, pl, "You meditate."); 1217 new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1192 1218
1193 if (pl->stats.sp < pl->stats.maxsp) 1219 if (pl->stats.sp < pl->stats.maxsp)
1200 pl->stats.hp++; 1226 pl->stats.hp++;
1201 pl->last_heal = -1; 1227 pl->last_heal = -1;
1202 } 1228 }
1203} 1229}
1204 1230
1205/* write_note() - this routine allows players to inscribe messages in 1231/* write_note() - this routine allows players to inscribe messages in
1206 * ordinary inscribable 'books' (anything that is not a SPELL). b.t. 1232 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1207 */ 1233 */
1208static int 1234static int
1209write_note (object *pl, object *item, const char *msg, object *skill) 1235write_note (object *pl, object *item, const char *msg, object *skill)
1210{ 1236{
1211 if (strstr (msg, "\nendmsg")) 1237 if (!msg_is_safe (msg))
1212 { 1238 {
1213 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);
1214 return 0; 1241 return 0;
1215 } 1242 }
1216 1243
1217 int len = strlen (msg); 1244 int len = strlen (msg);
1218 1245
1219 if (!is_utf8_string ((U8 *)msg, len)) 1246 if (!is_utf8_string ((U8 *)msg, len))
1220 { 1247 {
1221 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)!");
1222 return 0; 1249 return 0;
1223 } 1250 }
1224 1251
1225 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)))
1226 return RESULT_INT (0); 1253 return RESULT_INT (0);
1227 1254
1228 char buf[1024]; 1255 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len));
1229 1256
1230 if (len < sizeof (buf) - 2) 1257 if (char_len <= item->weight_limit)
1231 { 1258 {
1232 snprintf (buf, sizeof (buf), "%s\n", msg);
1233
1234 object *newbook = arch_to_object (item->other_arch); 1259 object *newbook = item->other_arch->instance ();
1235 item->decrease (); 1260 item->decrease ();
1236 newbook->nrof = 1; 1261 newbook->nrof = 1;
1237 newbook->msg = buf; 1262 newbook->msg = shstr (msg);
1238 newbook->flag [FLAG_IDENTIFIED] = true; 1263 newbook->flag [FLAG_IDENTIFIED] = true;
1239 1264
1240 if (item->subtype == 1) // mailscrolls 1265 if (item->subtype == 1) // mailscrolls
1241 { 1266 {
1242 newbook->name = item->name; 1267 newbook->name = item->name;
1245 1270
1246 pl->insert (newbook); 1271 pl->insert (newbook);
1247 1272
1248 pl->contr->play_sound (sound_find ("inscribe_success")); 1273 pl->contr->play_sound (sound_find ("inscribe_success"));
1249 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);
1250 return strlen (msg); 1275 return char_len;
1251 } 1276 }
1252 else 1277 else
1253 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);
1254 1280
1255 return 0; 1281 return 0;
1256} 1282}
1257 1283
1258/* write_scroll() - this routine allows players to inscribe spell scrolls 1284/* write_scroll() - this routine allows players to inscribe spell scrolls
1259 * of spells which they know. Backfire effects are possible with the 1285 * of spells which they know. Backfire effects are possible with the
1260 * severity of the backlash correlated with the difficulty of the scroll 1286 * severity of the backlash correlated with the difficulty of the scroll
1261 * that is attempted. -b.t. thomas@astro.psu.edu 1287 * that is attempted. -b.t. thomas@astro.psu.edu
1262 */ 1288 */
1263static int 1289static int
1264write_scroll (object *pl, object *scroll, object *skill) 1290write_scroll (object *pl, object *scroll, object *skill)
1265{ 1291{
1268 /* Check if we are ready to attempt inscription */ 1294 /* Check if we are ready to attempt inscription */
1269 object *chosen_spell = pl->contr->ranged_ob; 1295 object *chosen_spell = pl->contr->ranged_ob;
1270 1296
1271 if (!chosen_spell || chosen_spell->type != SPELL) 1297 if (!chosen_spell || chosen_spell->type != SPELL)
1272 { 1298 {
1273 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!");
1274 return 0; 1300 return 0;
1275 } 1301 }
1276 1302
1277 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)
1278 { 1304 {
1279 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);
1280 return 0; 1306 return 0;
1281 } 1307 }
1282 1308
1283 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)
1284 { 1310 {
1285 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);
1286 return 0; 1312 return 0;
1287 } 1313 }
1288 1314
1289 /* ok, we are ready to try inscription */ 1315 /* ok, we are ready to try inscription */
1290 if (QUERY_FLAG (pl, FLAG_CONFUSED)) 1316 if (pl->flag [FLAG_CONFUSED])
1291 confused = 1; 1317 confused = 1;
1292 1318
1293 /* Lost mana/grace no matter what */ 1319 /* Lost mana/grace no matter what */
1294 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);
1295 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);
1296 1322
1297 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)
1298 { 1324 {
1299 object *newscroll = arch_to_object (scroll->other_arch); 1325 object *newscroll = scroll->other_arch->instance ();
1300 scroll->decrease (); 1326 scroll->decrease ();
1301 newscroll->nrof = 1; 1327 newscroll->nrof = 1;
1328 newscroll->randomitems = 0; // make sure randomitems doesn't destroy the scroll
1302 1329
1303 pl->contr->play_sound (sound_find ("inscribe_success")); 1330 pl->contr->play_sound (sound_find ("inscribe_success"));
1304 1331
1305 if (!confused) 1332 if (!confused)
1306 { 1333 {
1307 newscroll->level = MAX (skill->level, chosen_spell->level); 1334 newscroll->level = max (skill->level, chosen_spell->level);
1308 newscroll->flag [FLAG_IDENTIFIED] = true; 1335 newscroll->flag [FLAG_IDENTIFIED] = true;
1309 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.");
1310 } 1337 }
1311 else 1338 else
1312 { 1339 {
1313 chosen_spell = find_random_spell_in_ob (pl, NULL); 1340 chosen_spell = find_random_spell_in_ob (pl, NULL);
1314 if (!chosen_spell) 1341 if (!chosen_spell)
1315 return 0; 1342 return 0;
1316 1343
1317 newscroll->level = MAX (skill->level, chosen_spell->level); 1344 newscroll->level = max (skill->level, chosen_spell->level);
1318 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.");
1319 } 1346 }
1320 1347
1321 object *tmp = chosen_spell->clone (); 1348 object *tmp = chosen_spell->clone ();
1349 tmp->flag [FLAG_APPLIED] = false;
1322 insert_ob_in_ob (tmp, newscroll); 1350 insert_ob_in_ob (tmp, newscroll);
1323 1351
1324 /* Same code as from treasure.C - so they can better merge. 1352 /* Same code as from treasure.C - so they can better merge.
1325 * if players want to sell them, so be it. 1353 * if players want to sell them, so be it.
1326 */ 1354 */
1340 { /* Inscription has failed */ 1368 { /* Inscription has failed */
1341 pl->contr->play_sound (sound_find ("inscribe_fail")); 1369 pl->contr->play_sound (sound_find ("inscribe_fail"));
1342 1370
1343 if (chosen_spell->level > skill->level || confused) 1371 if (chosen_spell->level > skill->level || confused)
1344 { /*backfire! */ 1372 { /*backfire! */
1345 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.>");
1346 1374
1347 if (random_roll (0, 1, pl, PREFER_LOW) == 1) 1375 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1348 pl->drain_specific_stat (4); 1376 pl->drain_specific_stat (4);
1349 else 1377 else
1350 { 1378 {
1383 { 1411 {
1384 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.>");
1385 return 0; 1413 return 0;
1386 } 1414 }
1387 1415
1388 object *item = find_marked_object (pl); 1416 object *item = pl->mark ();
1389 1417
1390 /* find an item of correct type to write on */ 1418 /* find an item of correct type to write on */
1391 if (!item) 1419 if (!item)
1392 { 1420 {
1393 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.>"); 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.>");
1398 { 1426 {
1399 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.>");
1400 return 0; 1428 return 0;
1401 } 1429 }
1402 1430
1403 if (QUERY_FLAG (item, FLAG_UNPAID)) 1431 if (item->flag [FLAG_UNPAID])
1404 { 1432 {
1405 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.");
1406 return 0; 1434 return 0;
1407 } 1435 }
1408 1436
1409 if (item->other_arch->type == SCROLL) 1437 if (item->other_arch->type == SCROLL)
1410 { 1438 {
1411 if (*params) 1439 if (*params)
1412 { 1440 {
1413 // check readied scroll 1441 // check readied scroll
1414 new_draw_info_format (NDI_UNIQUE, 0, pl,
1415 "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"
1416 "Usage: cast [spell name]; use_skill %s", &skill->skill); 1443 "Usage: cast [spell name]; use_skill %s", &skill->skill);
1417 return 0; 1444 return 0;
1418 } 1445 }
1419 1446
1420 return write_scroll (pl, item, skill); 1447 return write_scroll (pl, item, skill);
1421 } 1448 }
1422 else 1449 else
1423 { 1450 {
1424 if (!*params) 1451 if (!*params)
1425 { 1452 {
1426 new_draw_info_format (NDI_UNIQUE, 0, pl,
1427 "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"
1428 "Usage: use_skill %s <message>", &skill->skill); 1454 "Usage: use_skill %s <message>", &skill->skill);
1429 return 0; 1455 return 0;
1430 } 1456 }
1431 1457
1432 return write_note (pl, item, params, skill); 1458 return write_note (pl, item, params, skill);
1433 } 1459 }
1444 * 'throwable' (ie not applied cursed obj, worn, etc). 1470 * 'throwable' (ie not applied cursed obj, worn, etc).
1445 */ 1471 */
1446static object * 1472static object *
1447find_throw_ob (object *op, const char *request) 1473find_throw_ob (object *op, const char *request)
1448{ 1474{
1449 object *tmp;
1450
1451 if (!op)
1452 { /* safety */
1453 LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1454 return (object *) NULL;
1455 }
1456
1457 /* prefer marked item */ 1475 /* prefer marked item */
1458 tmp = find_marked_object (op); 1476 object *tmp = op->mark ();
1459 if (tmp != NULL) 1477
1460 {
1461 /* can't toss invisible or inv-locked items */ 1478 /* can't toss invisible or inv-locked items */
1462 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1479 if (tmp && (tmp->invisible || tmp->flag [FLAG_INV_LOCKED]))
1463 { 1480 tmp = 0;
1464 tmp = NULL;
1465 }
1466 }
1467 1481
1468 /* look through the inventory */ 1482 /* look through the inventory */
1469 if (tmp == NULL) 1483 if (!tmp)
1470 {
1471 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1484 for (tmp = op->inv; tmp; tmp = tmp->below)
1472 { 1485 {
1473 /* can't toss invisible or inv-locked items */ 1486 /* can't toss invisible or inv-locked items */
1474 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1487 if (tmp->invisible || tmp->flag [FLAG_INV_LOCKED])
1475 continue; 1488 continue;
1489
1476 if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request)) 1490 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1477 break; 1491 break;
1478 } 1492 }
1479 }
1480 1493
1481 /* this should prevent us from throwing away 1494 /* this should prevent us from throwing away
1482 * cursed items, worn armour, etc. Only weapons 1495 * cursed items, worn armour, etc. Only weapons
1483 * can be thrown from 'hand'. 1496 * can be thrown from 'hand'.
1484 */ 1497 */
1485 if (!tmp) 1498 if (!tmp)
1486 return NULL; 1499 return 0;
1487 1500
1488 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1501 if (tmp->flag [FLAG_APPLIED])
1489 { 1502 {
1490 if (tmp->type != WEAPON) 1503 if (tmp->type != WEAPON)
1491 { 1504 {
1492 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));
1493 tmp = NULL; 1506 tmp = 0;
1494 }
1495 else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1496 { 1507 }
1508 else if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1509 {
1497 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));
1498 tmp = NULL; 1511 tmp = 0;
1499 } 1512 }
1500 else 1513 else
1501 { 1514 {
1502 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 1515 if (!op->apply (tmp, AP_UNAPPLY))
1503 { 1516 {
1504 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); 1517 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1505 tmp = NULL; 1518 tmp = 0;
1506 } 1519 }
1507 } 1520 }
1508 } 1521 }
1509 else if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1522 else if (tmp->flag [FLAG_UNPAID])
1510 { 1523 {
1511 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));
1512 tmp = NULL; 1525 tmp = 0;
1513 } 1526 }
1514 1527
1515 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])
1516 { 1530 {
1517 LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); 1531 LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1518 tmp = NULL; 1532 tmp = 0;
1519 } 1533 }
1534
1520 return tmp; 1535 return tmp;
1521} 1536}
1522 1537
1523/* make_throw_ob() We construct the 'carrier' object in 1538/* make_throw_ob() We construct the 'carrier' object in
1524 * which we will insert the object that is being thrown. 1539 * which we will insert the object that is being thrown.
1528make_throw_ob (object *orig) 1543make_throw_ob (object *orig)
1529{ 1544{
1530 if (!orig) 1545 if (!orig)
1531 return 0; 1546 return 0;
1532 1547
1533 if (QUERY_FLAG (orig, FLAG_APPLIED)) 1548 if (orig->flag [FLAG_APPLIED])
1534 { 1549 {
1535 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); 1550 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1536 /* insufficient workaround, but better than nothing */ 1551 /* insufficient workaround, but better than nothing */
1537 CLEAR_FLAG (orig, FLAG_APPLIED); 1552 orig->clr_flag (FLAG_APPLIED);
1538 } 1553 }
1539 1554
1540 object *toss_item = orig->clone (); 1555 object *toss_item = orig->clone ();
1541 1556
1542 toss_item->type = THROWN_OBJ; 1557 toss_item->type = THROWN_OBJ;
1543 CLEAR_FLAG (toss_item, FLAG_CHANGING); 1558 toss_item->clr_flag (FLAG_CHANGING);
1544 toss_item->stats.dam = 0; /* default damage */ 1559 toss_item->stats.dam = 0; /* default damage */
1545 toss_item->insert (orig); 1560 toss_item->insert (orig);
1546 1561
1547 return toss_item; 1562 return toss_item;
1548} 1563}
1559 int pause_f, weight_f = 0, mflags; 1574 int pause_f, weight_f = 0, mflags;
1560 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;
1561 maptile *m; 1576 maptile *m;
1562 sint16 sx, sy; 1577 sint16 sx, sy;
1563 1578
1564 if (throw_ob == NULL) 1579 if (!throw_ob)
1565 {
1566 if (op->type == PLAYER)
1567 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1568
1569 return 0;
1570 } 1580 {
1571 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP)) 1581 op->failmsg ("You have nothing to throw.");
1582 return 0;
1572 { 1583 }
1573 if (op->type == PLAYER) 1584
1574 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?>");
1575 1590
1576 return 0; 1591 return 0;
1577 } 1592 }
1578 1593
1579 /* Because throwing effectiveness must be reduced by the 1594 /* Because throwing effectiveness must be reduced by the
1596 /* lighter items are thrown harder, farther, faster */ 1611 /* lighter items are thrown harder, farther, faster */
1597 if (throw_ob->weight > 0) 1612 if (throw_ob->weight > 0)
1598 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight); 1613 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1599 else 1614 else
1600 { /* 0 or negative weight?!? Odd object, can't throw it */ 1615 { /* 0 or negative weight?!? Odd object, can't throw it */
1601 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));
1602 return 0; 1617 return 0;
1603 } 1618 }
1604 1619
1605 eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0)); 1620 eff_str = (str * (load_factor < 1.0 ? load_factor : 1.0))
1606 eff_str = (int) ((float) eff_str * item_factor * str_factor); 1621 * item_factor * str_factor;
1607 1622
1608 /* 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
1609 * account for super-strong throwers. */ 1624 * account for super-strong throwers. */
1610 if (eff_str > MAX_STAT) 1625 min_it (eff_str, MAX_STAT);
1611 eff_str = MAX_STAT;
1612 1626
1613#ifdef DEBUG_THROW 1627#ifdef DEBUG_THROW
1614 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);
1615 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);
1616 LOG (llevDebug, " str_factor=%f\n", str_factor); 1630 LOG (llevDebug, " str_factor=%f\n", str_factor);
1706 /* 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,
1707 * throwing knife, etc) will differ from ordinary items. Lets tailor 1721 * throwing knife, etc) will differ from ordinary items. Lets tailor
1708 * this stuff in here. 1722 * this stuff in here.
1709 */ 1723 */
1710 1724
1711 if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN)) 1725 if (throw_ob->inv->flag [FLAG_IS_THROWN])
1712 { 1726 {
1713 throw_ob->last_sp += eff_str / 3; /* fly a little further */ 1727 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1714 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;
1715 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;
1716 /* only throw objects get directional faces */ 1730 /* only throw objects get directional faces */
1717 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) 1731 if (throw_ob->has_anim () && throw_ob->anim_frames ())
1718 SET_ANIMATION (throw_ob, dir); 1732 throw_ob->set_anim_frame (dir);
1719 } 1733 }
1720 else 1734 else
1721 { 1735 {
1722 uint16 mat = throw_ob->materials; 1736 uint16 mat = throw_ob->materials;
1723 1737
1752 if (throw_ob->weight > 50) 1766 if (throw_ob->weight > 50)
1753 throw_ob->speed *= 0.5; 1767 throw_ob->speed *= 0.5;
1754 } /* else tailor thrown object */ 1768 } /* else tailor thrown object */
1755 1769
1756 /* some limits, and safeties (needed?) */ 1770 /* some limits, and safeties (needed?) */
1757 if (throw_ob->stats.dam < 0) 1771 max_it (throw_ob->stats.dam, 0);
1758 throw_ob->stats.dam = 0;
1759 if (throw_ob->last_sp > eff_str) 1772 min_it (throw_ob->last_sp, eff_str);
1760 throw_ob->last_sp = eff_str;
1761 if (throw_ob->stats.food < 0) 1773 max_it (throw_ob->stats.food, 0);
1762 throw_ob->stats.food = 0;
1763 if (throw_ob->stats.food > 100)
1764 throw_ob->stats.food = 100;
1765 if (throw_ob->stats.wc > 30) 1774 min_it (throw_ob->stats.wc, 30);
1766 throw_ob->stats.wc = 30;
1767 1775
1768 /* how long to pause the thrower. Higher values mean less pause */ 1776 /* how long to pause the thrower. Higher values mean less pause */
1769 pause_f = ((2 * eff_str) / 3) + 20 + skill->level; 1777 pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1770 1778
1771 /* Put a lower limit on this */ 1779 /* Put a lower limit on this */
1772 if (pause_f < 10) 1780 clamp_it (pause_f, 10, 100);
1773 pause_f = 10;
1774 if (pause_f > 100)
1775 pause_f = 100;
1776 1781
1777 /* Changed in 0.94.2 - the calculation before was really goofy. 1782 /* Changed in 0.94.2 - the calculation before was really goofy.
1778 * 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
1779 * speed 0.5 1784 * speed 0.5
1780 */ 1785 */
1783 throw_ob->speed_left = 0; 1788 throw_ob->speed_left = 0;
1784 throw_ob->map = part->map; 1789 throw_ob->map = part->map;
1785 1790
1786 throw_ob->move_type = MOVE_FLY_LOW; 1791 throw_ob->move_type = MOVE_FLY_LOW;
1787 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);
1788 1795
1789#if 0 1796#if 0
1790 /* need to put in a good sound for this */ 1797 /* need to put in a good sound for this */
1791 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);
1792#endif 1799#endif
1818 else 1825 else
1819 throw_ob = find_mon_throw_ob (op); 1826 throw_ob = find_mon_throw_ob (op);
1820 1827
1821 return do_throw (op, part, throw_ob, dir, skill); 1828 return do_throw (op, part, throw_ob, dir, skill);
1822} 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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