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Comparing deliantra/server/server/skills.C (file contents):
Revision 1.71 by root, Sat Nov 7 13:58:01 2009 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 (©) 2005,2006,2007,2008,2009 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 it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <object.h> 26#include <object.h>
42 /* Only prohibit stealing if the player does not have a free 42 /* Only prohibit stealing if the player does not have a free
43 * hand available and in fact does have hands. 43 * hand available and in fact does have hands.
44 */ 44 */
45 if (op->type == PLAYER && op->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)
46 { 46 {
47 new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with! " 47 op->failmsg ("But you have no free hands to steal with! "
48 "H<Try to unapply weapons or things you hold in your hands, use the C<body> command.>"); 48 "H<Try to unapply weapons or things you hold in your hands, use the C<body> command.>");
49 return -1; 49 return -1;
50 } 50 }
51 51
52 /* ADJUSTMENTS */ 52 /* ADJUSTMENTS */
53 53
54 /* It's harder to steal from hostile beings! */ 54 /* It's harder to steal from hostile beings! */
55 if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 55 if (!victim->flag [FLAG_UNAGGRESSIVE])
56 roll = roll / 2; 56 roll = roll / 2;
57 57
58 /* Easier to steal from sleeping beings, or if the thief is 58 /* Easier to steal from sleeping beings, or if the thief is
59 * unseen */ 59 * unseen */
60 if (QUERY_FLAG (victim, FLAG_SLEEP)) 60 if (victim->flag [FLAG_SLEEP])
61 roll = roll * 3; 61 roll = roll * 3;
62 else if (op->invisible) 62 else if (op->invisible)
63 roll = roll * 2; 63 roll = roll * 2;
64 64
65 /* check stealing 'encumberance'. Having this equipment applied makes 65 /* check stealing 'encumberance'. Having this equipment applied makes
66 * it quite a bit harder to steal. 66 * it quite a bit harder to steal.
67 */ 67 */
68 for (equip = op->inv; equip; equip = equip->below) 68 for (equip = op->inv; equip; equip = equip->below)
69 { 69 {
70 if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED)) 70 if (equip->type == WEAPON && equip->flag [FLAG_APPLIED])
71 roll -= equip->weight / 10000; 71 roll -= equip->weight / 10000;
72 72
73 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED)) 73 if (equip->type == BOW && equip->flag [FLAG_APPLIED])
74 roll -= equip->weight / 5000; 74 roll -= equip->weight / 5000;
75 75
76 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) 76 if (equip->type == SHIELD && equip->flag [FLAG_APPLIED])
77 roll -= equip->weight / 2000; 77 roll -= equip->weight / 2000;
78 78
79 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED)) 79 if (equip->type == ARMOUR && equip->flag [FLAG_APPLIED])
80 roll -= equip->weight / 5000; 80 roll -= equip->weight / 5000;
81 81
82 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED)) 82 if (equip->type == GLOVES && equip->flag [FLAG_APPLIED])
83 roll -= equip->weight / 100; 83 roll -= equip->weight / 100;
84 } 84 }
85 85
86 if (roll < 0) 86 if (roll < 0)
87 roll = 0; 87 roll = 0;
114 if (!op->is_player () && op->flag [FLAG_NO_STEAL]) 114 if (!op->is_player () && op->flag [FLAG_NO_STEAL])
115 { 115 {
116 if (can_detect_enemy (op, who, &rv)) 116 if (can_detect_enemy (op, who, &rv))
117 { 117 {
118 npc_call_help (op); 118 npc_call_help (op);
119 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 119 op->clr_flag (FLAG_UNAGGRESSIVE);
120 new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); 120 who->failmsg ("Your attempt is prevented!");
121 return 0; 121 return 0;
122 } 122 }
123 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 */
124 op->stats.Wis += (op->stats.Int / 5) + 1; 124 op->stats.Wis += (op->stats.Int / 5) + 1;
125 125
127 op->stats.Wis = MAX_STAT; 127 op->stats.Wis = MAX_STAT;
128 } 128 }
129 129
130 if (op->is_player () && op->flag [FLAG_WIZ]) 130 if (op->is_player () && op->flag [FLAG_WIZ])
131 { 131 {
132 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");
133 return 0; 133 return 0;
134 } 134 }
135 135
136 // only allow stealing between hostile players (TODO: probably should change) 136 // only allow stealing between hostile players (TODO: probably should change)
137 if (op->is_player () && who->is_player () && (who->contr->peaceful || op->contr->peaceful)) 137 if (op->is_player () && who->is_player () && (who->contr->peaceful || op->contr->peaceful))
138 { 138 {
139 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");
140 return 0; 140 return 0;
141 } 141 }
142 142
143 /* Ok then, go through their inventory, stealing */ 143 /* Ok then, go through their inventory, stealing */
144 for (tmp = op->inv; tmp; tmp = next) 144 for (tmp = op->inv; tmp; tmp = next)
153 * future possible problems. -b.t. 153 * future possible problems. -b.t.
154 * 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
155 * already -b.t. 155 * already -b.t.
156 */ 156 */
157 157
158 if (QUERY_FLAG (tmp, FLAG_APPLIED) 158 if (tmp->flag [FLAG_APPLIED]
159 || !tmp->type 159 || !tmp->type
160 || tmp->type == SPELL 160 || tmp->type == SPELL
161 || QUERY_FLAG (tmp, FLAG_STARTEQUIP) 161 || tmp->flag [FLAG_STARTEQUIP]
162 || QUERY_FLAG (tmp, FLAG_NO_STEAL) 162 || tmp->flag [FLAG_NO_STEAL]
163 || tmp->invisible) 163 || tmp->invisible)
164 continue; 164 continue;
165 165
166 /* Okay, try stealing this item. Dependent on dexterity of thief, 166 /* Okay, try stealing this item. Dependent on dexterity of thief,
167 * skill level, see the adj_stealroll fctn for more detail. 167 * skill level, see the adj_stealroll fctn for more detail.
181 */ 181 */
182 if (tmp->destroyed () || tmp->env != op) 182 if (tmp->destroyed () || tmp->env != op)
183 { 183 {
184 /* for players, play_sound: steals item */ 184 /* for players, play_sound: steals item */
185 success = tmp; 185 success = tmp;
186 CLEAR_FLAG (tmp, FLAG_INV_LOCKED); 186 tmp->clr_flag (FLAG_INV_LOCKED);
187 } 187 }
188 188
189 break; 189 break;
190 } 190 }
191 } /* for loop looking for an item */ 191 } /* for loop looking for an item */
215 { 215 {
216 npc_call_help (op); 216 npc_call_help (op);
217 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));
218 } 218 }
219 219
220 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 220 op->clr_flag (FLAG_UNAGGRESSIVE);
221 /* all remaining npc items are guarded now. Set flag NO_STEAL 221 /* all remaining npc items are guarded now. Set flag NO_STEAL
222 * on the victim. 222 * on the victim.
223 */ 223 */
224 SET_FLAG (op, FLAG_NO_STEAL); 224 op->set_flag (FLAG_NO_STEAL);
225 } 225 }
226 else 226 else
227 { /* stealing from another player */ 227 { /* stealing from another player */
228 char buf[MAX_BUF]; 228 char buf[MAX_BUF];
229 229
260 260
261 x = op->x + freearr_x[dir]; 261 x = op->x + freearr_x[dir];
262 y = op->y + freearr_y[dir]; 262 y = op->y + freearr_y[dir];
263 263
264 if (dir == 0) 264 if (dir == 0)
265 { 265 return 0; // you can't steal from ourself!
266 /* Can't steal from ourself! */
267 return 0;
268 }
269 266
270 m = op->map; 267 m = op->map;
271 mflags = get_map_flags (m, &m, x, y, &x, &y); 268 mflags = get_map_flags (m, &m, x, y, &x, &y);
272 /* 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,
273 * don't need to look any further. 270 * don't need to look any further.
281 278
282 /* Find the topmost object at this spot */ 279 /* Find the topmost object at this spot */
283 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);
284 281
285 /* For all the stacked objects at this point, attempt a steal */ 282 /* For all the stacked objects at this point, attempt a steal */
286 for (; tmp != NULL; tmp = next) 283 for (; tmp; tmp = next)
287 { 284 {
288 next = tmp->below; 285 next = tmp->below;
289 /* Minor hack--for multi square beings - make sure we get 286 /* Minor hack--for multi square beings - make sure we get
290 * the 'head' coz 'tail' objects have no inventory! - b.t. 287 * the 'head' coz 'tail' objects have no inventory! - b.t.
291 */ 288 */
292 if (tmp->head) 289 if (tmp->head)
293 tmp = tmp->head; 290 tmp = tmp->head;
294 291
295 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 292 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
296 continue; 293 continue;
297 294
298 /* do not reveal hidden DMs */
299 if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)
300 continue;
301 if (attempt_steal (tmp, op, skill)) 295 if (attempt_steal (tmp, op, skill))
302 { 296 {
303 if (tmp->type == PLAYER) /* no xp for stealing from another player */ 297 if (tmp->type == PLAYER) /* no xp for stealing from another player */
304 return 0; 298 return 0;
305 299
306 /* no xp for stealing from pets (of players) */ 300 /* no xp for stealing from pets (of players) */
307 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 301 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
308 { 302 {
309 object *owner = tmp->owner; 303 object *owner = tmp->owner;
310 304
311 if (owner != NULL && owner->type == PLAYER) 305 if (owner && owner->type == PLAYER)
312 return 0; 306 return 0;
313 } 307 }
314 308
315 // reduce monster experience by experience we gained, as to 309 // reduce monster experience by experience we gained, as to
316 // 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
317 // (jessies gave ~20,000,000 exp otherwise. 311 // (jessies gave ~20,000,000 exp otherwise.
318 int exp = calc_skill_exp (op, tmp, skill); 312 int exp = calc_skill_exp (op, tmp, skill);
319 313
320 exp = MIN (tmp->stats.exp, exp); 314 exp = min (tmp->stats.exp, exp);
321 tmp->stats.exp -= exp; 315 tmp->stats.exp -= exp;
322 return exp; 316 return exp;
323 } 317 }
324 } 318 }
319
325 return 0; 320 return 0;
326} 321}
327 322
328static int 323static int
329attempt_pick_lock (object *door, object *pl, object *skill) 324attempt_pick_lock (object *door, object *pl, object *skill)
356 351
357int 352int
358pick_lock (object *pl, int dir, object *skill) 353pick_lock (object *pl, int dir, object *skill)
359{ 354{
360 object *tmp; 355 object *tmp;
361 int x = pl->x + freearr_x[dir];
362 int y = pl->y + freearr_y[dir];
363 356
364 if (!dir) 357 if (!dir)
365 dir = pl->facing; 358 dir = pl->facing;
366 359
360 mapxy pos (pl); pos.move (dir);
361
367 /* For all the stacked objects at this point find a door */ 362 /* For all the stacked objects at this point find a door */
368 if (out_of_map (pl->map, x, y)) 363 if (!pos.normalise ())
369 {
370 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
371 return 0;
372 } 364 {
365 pl->failmsg ("There is no lock there.");
366 return 0;
367 }
373 368
374 for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above) 369 for (tmp = pos->bot; tmp; tmp = tmp->above)
375 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 370 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
376 break; 371 break;
377 372
378 if (!tmp) 373 if (!tmp)
379 { 374 {
380 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); 375 pl->failmsg ("There is no lock there.");
381 return 0; 376 return 0;
382 } 377 }
378
383 if (tmp->type == LOCKED_DOOR) 379 if (tmp->type == LOCKED_DOOR)
384 { 380 {
385 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.>");
386 return 0; 382 return 0;
387 } 383 }
388 384
389 if (!tmp->move_block) 385 if (!tmp->move_block)
390 { 386 {
391 new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!"); 387 pl->failmsg ("The door has no lock!");
392 return 0; 388 return 0;
393 } 389 }
394 390
395 if (attempt_pick_lock (tmp, pl, skill)) 391 if (attempt_pick_lock (tmp, pl, skill))
396 { 392 {
445hide (object *op, object *skill) 441hide (object *op, object *skill)
446{ 442{
447 /* the preliminaries -- Can we really hide now? */ 443 /* the preliminaries -- Can we really hide now? */
448 /* this keeps monsters from using invisibilty spells and hiding */ 444 /* this keeps monsters from using invisibilty spells and hiding */
449 445
450 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 446 if (op->flag [FLAG_MAKE_INVIS])
451 { 447 {
452 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!");
453 return 0; 449 return 0;
454 } 450 }
455 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)
482static void 478static void
483stop_jump (object *pl, int dist, int spaces) 479stop_jump (object *pl, int dist, int spaces)
484{ 480{
485 pl->update_stats (); 481 pl->update_stats ();
486 pl->map->insert (pl, pl->x, pl->y, pl); 482 pl->map->insert (pl, pl->x, pl->y, pl);
487 pl->speed_left -= fabs (pl->speed * 8); 483 pl->speed_left -= pl->speed * 8.;
488} 484}
489 485
490static int 486static int
491attempt_jump (object *pl, int dir, int spaces, object *skill) 487attempt_jump (object *pl, int dir, int spaces, object *skill)
492{ 488{
519 } 515 }
520 516
521 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)
522 { 518 {
523 /* Jump into creature */ 519 /* Jump into creature */
524 if (QUERY_FLAG (tmp, FLAG_MONSTER) 520 if (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
525 || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
526 { 521 {
527 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);
528 523
529 stop_jump (pl, i, spaces); 524 stop_jump (pl, i, spaces);
530 525
580 int stats = str * str * str * dex * skill->level; 575 int stats = str * str * str * dex * skill->level;
581 int spaces = min (3, skill->level, stats / (pl->carrying + 1)); 576 int spaces = min (3, skill->level, stats / (pl->carrying + 1));
582 577
583 if (spaces == 0) 578 if (spaces == 0)
584 { 579 {
585 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.");
586 return 0; 581 return 0;
587 } 582 }
588 583
589 return attempt_jump (pl, dir, spaces, skill); 584 return attempt_jump (pl, dir, spaces, skill);
590} 585}
591 586
592/* skill_ident() - this code is supposed to allow players to identify 587/* skill_ident() - this code is supposed to allow players to identify
593 * classes of objects with the various "auto-ident" skills. Player must 588 * classes of objects with the various "auto-ident" skills. Player must
594 * 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
595 * to work. While multiple classes of objects may be identified, 590 * to work. While multiple classes of objects may be identified,
596 * 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
597 * more generalized. Right now, skill indices are embedded in this routine. 592 * more generalized. Right now, skill indices are embedded in this routine.
598 * Returns amount of experience gained (on successful ident). 593 * Returns amount of experience gained (on successful ident).
599 * - b.t. (thomas@astro.psu.edu) 594 * - b.t. (thomas@astro.psu.edu)
600 */ 595 */
601static int 596static int
602do_skill_detect_curse (object *pl, object *skill) 597do_skill_detect_curse (object *pl, object *skill)
603{ 598{
604 object *tmp;
605 int success = 0; 599 int success = 0;
606 600
607 for (tmp = pl->inv; tmp; tmp = tmp->below) 601 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
608 if (!tmp->invisible 602 if (!tmp->invisible
609 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 603 && tmp->need_identify ()
610 && (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)
611 { 607 {
612 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 608 tmp->set_flag (FLAG_KNOWN_CURSED);
613 esrv_update_item (UPD_FLAGS, pl, tmp); 609 esrv_update_item (UPD_FLAGS, pl, tmp);
614 success += calc_skill_exp (pl, tmp, skill); 610 success += calc_skill_exp (pl, tmp, skill);
615 } 611 }
616 612
617 /* Check ground, too, but only objects the player could pick up */ 613 /* Check ground, too, but only objects the player could pick up */
618 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)
619 if (can_pick (pl, tmp) && 615 if (can_pick (pl, tmp)
620 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && 616 && tmp->need_identify ()
621 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 617 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED]
622 && (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)
623 { 620 {
624 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 621 tmp->set_flag (FLAG_KNOWN_CURSED);
625 esrv_update_item (UPD_FLAGS, pl, tmp); 622 esrv_update_item (UPD_FLAGS, pl, tmp);
626 success += calc_skill_exp (pl, tmp, skill); 623 success += calc_skill_exp (pl, tmp, skill);
627 } 624 }
628 625
629 return success; 626 return success;
630} 627}
631 628
632static int 629static int
633do_skill_detect_magic (object *pl, object *skill) 630do_skill_detect_magic (object *pl, object *skill)
634{ 631{
635 object *tmp;
636 int success = 0; 632 int success = 0;
637 633
638 for (tmp = pl->inv; tmp; tmp = tmp->below) 634 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
639 if (!tmp->invisible 635 if (!tmp->invisible
640 && !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)
641 && (is_magical (tmp)) && tmp->item_power < skill->level) 639 && tmp->item_power < skill->level)
642 { 640 {
643 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 641 tmp->set_flag (FLAG_KNOWN_MAGICAL);
644 esrv_update_item (UPD_FLAGS, pl, tmp); 642 esrv_update_item (UPD_FLAGS, pl, tmp);
645 success += calc_skill_exp (pl, tmp, skill); 643 success += calc_skill_exp (pl, tmp, skill);
646 } 644 }
647 645
648 /* 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 */
649 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)
650 if (can_pick (pl, tmp) && 648 if (can_pick (pl, tmp)
651 !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)
652 { 653 {
653 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 654 tmp->set_flag (FLAG_KNOWN_MAGICAL);
654 esrv_update_item (UPD_FLAGS, pl, tmp); 655 esrv_update_item (UPD_FLAGS, pl, tmp);
655 success += calc_skill_exp (pl, tmp, skill); 656 success += calc_skill_exp (pl, tmp, skill);
656 } 657 }
657 658
658 return success; 659 return success;
665do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) 666do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
666{ 667{
667 int success = 0, chance; 668 int success = 0, chance;
668 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;
669 670
670 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT) 671 if (!tmp->flag [FLAG_IDENTIFIED]
671 && 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)
672 { 676 {
673 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);
674 678
675 if (skill_value >= chance) 679 if (skill_value >= chance)
676 { 680 {
688 } 692 }
689 693
690 success += calc_skill_exp (pl, tmp, skill); 694 success += calc_skill_exp (pl, tmp, skill);
691 } 695 }
692 else 696 else
693 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); 697 tmp->set_flag (FLAG_NO_SKILL_IDENT);
694 } 698 }
695 699
696 return success; 700 return success;
697} 701}
698 702
758 break; 762 break;
759 763
760 case SK_DET_CURSE: 764 case SK_DET_CURSE:
761 success = do_skill_detect_curse (pl, skill); 765 success = do_skill_detect_curse (pl, skill);
762 if (success) 766 if (success)
763 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); 767 new_draw_info (NDI_UNIQUE, 0, pl, "... and discover cursed items!");
764 break; 768 break;
765 769
766 case SK_DET_MAGIC: 770 case SK_DET_MAGIC:
767 success = do_skill_detect_magic (pl, skill); 771 success = do_skill_detect_magic (pl, skill);
768 if (success) 772 if (success)
769 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!");
770 break; 774 break;
771 775
772 default: 776 default:
773 LOG (llevError, "Error: bad call to skill_ident()\n"); 777 LOG (llevError, "Error: bad call to skill_ident()\n");
774 return 0; 778 return 0;
775 break;
776 } 779 }
777 780
778 if (!success) 781 if (!success)
779 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); 782 new_draw_info (NDI_UNIQUE, 0, pl, "... and learn nothing more.");
780 783
781 return success; 784 return success;
782} 785}
783 786
784/* players using this skill can 'charm' a monster -- 787/* players using this skill can 'charm' a monster --
790use_oratory (object *pl, int dir, object *skill) 793use_oratory (object *pl, int dir, object *skill)
791{ 794{
792 if (pl->type != PLAYER) 795 if (pl->type != PLAYER)
793 return 0; /* only players use this skill */ 796 return 0; /* only players use this skill */
794 797
798 if (!dir)
799 {
800 pl->failmsg ("In what direction?");
801 return 0;
802 }
803
795 sint16 x = pl->x + freearr_x[dir], 804 sint16 x = pl->x + freearr_x[dir],
796 y = pl->y + freearr_y[dir]; 805 y = pl->y + freearr_y[dir];
797 maptile *m = pl->map; 806 maptile *m = pl->map;
798 807
799 int mflags = get_map_flags (m, &m, x, y, &x, &y); 808 int mflags = get_map_flags (m, &m, x, y, &x, &y);
802 811
803 /* Save some processing - we have the flag already anyways 812 /* Save some processing - we have the flag already anyways
804 */ 813 */
805 if (!(mflags & P_IS_ALIVE)) 814 if (!(mflags & P_IS_ALIVE))
806 { 815 {
807 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 816 pl->failmsg ("There is nothing to orate to.");
808 return 0; 817 return 0;
809 } 818 }
810 819
811 object *tmp; 820 object *tmp;
812 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)
820 if (tmp->type == PLAYER 829 if (tmp->type == PLAYER
821 || tmp->more || tmp->head_ () != tmp 830 || tmp->more || tmp->head_ () != tmp
822 || tmp->msg) 831 || tmp->msg)
823 return 0; 832 return 0;
824 833
825 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 834 if (tmp->flag [FLAG_MONSTER])
826 break; 835 break;
827 } 836 }
828 837
829 if (!tmp) 838 if (!tmp)
830 { 839 {
831 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 840 pl->failmsg ("There is nothing to orate to.");
832 return 0; 841 return 0;
833 } 842 }
834 843
835 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));
836 845
837 /* the following conditions limit who may be 'charmed' */ 846 /* the following conditions limit who may be 'charmed' */
838 847
839 /* it's hostile! */ 848 /* it's hostile! */
840 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 849 if (!tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY])
841 { 850 {
842 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));
843 return 0; 852 return 0;
844 } 853 }
845 854
846 /* it's already allied! */ 855 /* it's already allied! */
847 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 856 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
848 { 857 {
849 if (tmp->owner == pl) 858 if (tmp->owner == pl)
850 { 859 {
851 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");
852 return 0; 861 return 0;
883 tmp->set_owner (pl); 892 tmp->set_owner (pl);
884 tmp->skill = skill->skill; 893 tmp->skill = skill->skill;
885 tmp->stats.exp = 0; 894 tmp->stats.exp = 0;
886 tmp->attack_movement = PETMOVE; 895 tmp->attack_movement = PETMOVE;
887 896
888 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) 897 if (!tmp->flag [FLAG_FRIENDLY])
889 add_friendly_object (tmp); 898 add_friendly_object (tmp);
890 899
891 return calc_skill_exp (pl, tmp, skill); 900 return calc_skill_exp (pl, tmp, skill);
892 } 901 }
893 /* Charm failed. Creature may be angry now */ 902 /* Charm failed. Creature may be angry now */
894 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))
895 { 904 {
896 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));
897 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 906 if (tmp->flag [FLAG_FRIENDLY])
898 { 907 {
899 remove_friendly_object (tmp); 908 remove_friendly_object (tmp);
900 tmp->attack_movement = 0; /* needed? */ 909 tmp->attack_movement = 0; /* needed? */
901 } 910 }
902 911
903 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 912 tmp->clr_flag (FLAG_UNAGGRESSIVE);
904 } 913 }
905 914
906 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 */
907} 916}
908 917
916 * of anything better! -b.t. 925 * of anything better! -b.t.
917 */ 926 */
918int 927int
919singing (object *pl, int dir, object *skill) 928singing (object *pl, int dir, object *skill)
920{ 929{
921 int i, exp = 0; 930 int exp = 0;
922 object *tmp; 931 object *tmp;
923 maptile *m; 932 maptile *m;
924 sint16 x, y; 933 sint16 x, y;
925 934
926 if (pl->type != PLAYER) 935 if (pl->type != PLAYER)
927 return 0; /* only players use this skill */ 936 return 0; /* only players use this skill */
928 937
938 if (!dir)
939 {
940 pl->failmsg ("In what direction?");
941 return 0;
942 }
943
929 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); 944 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
930 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++)
931 { 948 {
932 x = pl->x + freearr_x[i]; 949 x = pl->x + freearr_x[i];
933 y = pl->y + freearr_y[i]; 950 y = pl->y + freearr_y[i];
934 m = pl->map; 951 m = pl->map;
935 952
939 if (!(mflags & P_IS_ALIVE)) 956 if (!(mflags & P_IS_ALIVE))
940 continue; 957 continue;
941 958
942 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)
943 { 960 {
944 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 961 if (tmp->flag [FLAG_MONSTER])
945 break; 962 break;
946 /* can't affect players */ 963 /* can't affect players */
947 if (tmp->type == PLAYER) 964 if (tmp->type == PLAYER)
948 break; 965 break;
949 } 966 }
950 967
951 /* 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
952 * listen to singing. 969 * listen to singing.
953 */ 970 */
954 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 */
955 !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */ 972 !tmp->flag [FLAG_SPLITTING] && /* no ears */
956 !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */ 973 !tmp->flag [FLAG_HITBACK] && /* was here before */
957 (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 */
958 !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 975 !tmp->flag [FLAG_FRIENDLY])
959 { /* already calm */ 976 { /* already calm */
960 977
961 /* stealing isn't really related (although, maybe it should 978 /* stealing isn't really related (although, maybe it should
962 * be). This is mainly to prevent singing to the same monster 979 * be). This is mainly to prevent singing to the same monster
963 * over and over again and getting exp for it. 980 * over and over again and getting exp for it.
964 */ 981 */
965 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;
966 983
967 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))
968 { 985 {
969 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 986 tmp->set_flag (FLAG_UNAGGRESSIVE);
970 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));
971 /* Give exp only if they are not aware */ 988 /* Give exp only if they are not aware */
972 989
973 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) 990 if (!tmp->flag [FLAG_NO_STEAL])
974 exp += calc_skill_exp (pl, tmp, skill); 991 exp += calc_skill_exp (pl, tmp, skill);
975 992
976 SET_FLAG (tmp, FLAG_NO_STEAL); 993 tmp->set_flag (FLAG_NO_STEAL);
977 } 994 }
978 else 995 else
979 { 996 {
980 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));
981 SET_FLAG (tmp, FLAG_NO_STEAL); 998 tmp->set_flag (FLAG_NO_STEAL);
982 } 999 }
983 } 1000 }
984 } 1001 }
985 return exp; 1002 return exp;
986} 1003}
987 1004
988/* The find_traps skill (aka, search). Checks for traps 1005/* The find_traps skill (aka, search). Checks for traps
989 * on the spaces or in certain objects 1006 * on the spaces or in certain objects
990 */ 1007 */
991
992int 1008int
993find_traps (object *pl, object *skill) 1009find_traps (object *pl, object *skill)
994{ 1010{
995 object *tmp, *tmp2; 1011 object *tmp, *tmp2;
996 int i, expsum = 0, mflags; 1012 int i, expsum = 0, mflags;
998 maptile *m; 1014 maptile *m;
999 1015
1000 /* 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
1001 * all type RUNE 1017 * all type RUNE
1002 */ 1018 */
1003
1004 for (i = 0; i < 9; i++) 1019 for (i = 0; i < 9; i++)
1005 { 1020 {
1006 x = pl->x + freearr_x[i]; 1021 x = pl->x + freearr_x[i];
1007 y = pl->y + freearr_y[i]; 1022 y = pl->y + freearr_y[i];
1008 m = pl->map; 1023 m = pl->map;
1010 mflags = get_map_flags (m, &m, x, y, &x, &y); 1025 mflags = get_map_flags (m, &m, x, y, &x, &y);
1011 if (mflags & P_OUT_OF_MAP) 1026 if (mflags & P_OUT_OF_MAP)
1012 continue; 1027 continue;
1013 1028
1014 /* Check everything in the square for trapness */ 1029 /* Check everything in the square for trapness */
1015 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)
1016 { 1031 {
1017
1018 /* And now we'd better do an inventory traversal of each 1032 /* And now we'd better do an inventory traversal of each
1019 * of these objects' inventory 1033 * of these objects' inventory
1020 * 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
1021 * the players inventory or monsters for that matter. 1035 * the players inventory or monsters for that matter.
1022 */ 1036 */
1023 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1037 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1024 {
1025 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1038 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1026 if (tmp2->type == RUNE || tmp2->type == TRAP) 1039 if (tmp2->type == RUNE || tmp2->type == TRAP)
1027 if (trap_see (pl, tmp2)) 1040 if (trap_see (pl, tmp2))
1028 { 1041 {
1029 trap_show (tmp2, tmp); 1042 trap_show (tmp2, tmp);
1030 if (tmp2->stats.Cha > 1) 1043 if (tmp2->stats.Cha > 1)
1031 { 1044 {
1032 if (!tmp2->owner || tmp2->owner->type != PLAYER) 1045 if (!tmp2->owner || tmp2->owner->type != PLAYER)
1033 expsum += calc_skill_exp (pl, tmp2, skill); 1046 expsum += calc_skill_exp (pl, tmp2, skill);
1034 1047
1035 tmp2->stats.Cha = 1; /* unhide the trap */ 1048 tmp2->stats.Cha = 1; /* unhide the trap */
1036 } 1049 }
1037 } 1050 }
1038 } 1051
1039 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) 1052 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1040 { 1053 {
1041 trap_show (tmp, tmp); 1054 trap_show (tmp, tmp);
1042 if (tmp->stats.Cha > 1) 1055 if (tmp->stats.Cha > 1)
1043 { 1056 {
1046 tmp->stats.Cha = 1; /* unhide the trap */ 1059 tmp->stats.Cha = 1; /* unhide the trap */
1047 } 1060 }
1048 } 1061 }
1049 } 1062 }
1050 } 1063 }
1064
1051 new_draw_info (NDI_BLACK, 0, pl, "You search the area."); 1065 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1052 return expsum; 1066 return expsum;
1053} 1067}
1054 1068
1055/* remove_trap() - This skill will disarm any previously discovered trap 1069/* remove_trap() - This skill will disarm any previously discovered trap
1079 /* And now we'd better do an inventory traversal of each 1093 /* And now we'd better do an inventory traversal of each
1080 * of these objects inventory. Like above, only 1094 * of these objects inventory. Like above, only
1081 * do this for interesting objects. 1095 * do this for interesting objects.
1082 */ 1096 */
1083 1097
1084 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1098 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1085 { 1099 {
1086 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1100 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1087 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) 1101 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1088 { 1102 {
1089 trap_show (tmp2, tmp); 1103 trap_show (tmp2, tmp);
1170 1184
1171 if (pl->type != PLAYER) 1185 if (pl->type != PLAYER)
1172 return; /* players only */ 1186 return; /* players only */
1173 1187
1174 /* check if pl has removed encumbering armour and weapons */ 1188 /* check if pl has removed encumbering armour and weapons */
1175 if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6)) 1189 if (pl->flag [FLAG_READY_WEAPON] && skill->level < 6)
1176 { 1190 {
1177 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");
1178 return; 1192 return;
1179 } 1193 }
1180 else 1194 else
1181 { 1195 {
1182 for (tmp = pl->inv; tmp; tmp = tmp->below) 1196 for (tmp = pl->inv; tmp; tmp = tmp->below)
1183 if (((tmp->type == ARMOUR && skill->level < 12) 1197 if (((tmp->type == ARMOUR && skill->level < 12)
1184 || (tmp->type == HELMET && skill->level < 10) 1198 || (tmp->type == HELMET && skill->level < 10)
1185 || (tmp->type == SHIELD && skill->level < 6) 1199 || (tmp->type == SHIELD && skill->level < 6)
1186 || (tmp->type == BOOTS && skill->level < 4) 1200 || (tmp->type == BOOTS && skill->level < 4)
1187 || (tmp->type == GLOVES && skill->level < 2)) 1201 || (tmp->type == GLOVES && skill->level < 2))
1188 && QUERY_FLAG (tmp, FLAG_APPLIED)) 1202 && tmp->flag [FLAG_APPLIED])
1189 { 1203 {
1190 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");
1191 return; 1205 return;
1192 } 1206 }
1193 } 1207 }
1194 1208
1195 /* ok let's meditate! Spell points are regained first, then once 1209 /* ok let's meditate! Spell points are regained first, then once
1196 * they are maxed we get back hp. Actual incrementing of values 1210 * they are maxed we get back hp. Actual incrementing of values
1197 * 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
1198 * bonuses for healing/sp regeneration are included properly 1212 * bonuses for healing/sp regeneration are included properly
1199 * 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
1200 * meditate. (see 'factor' variable for what sets the amount of time) 1214 * meditate. (see 'factor' variable for what sets the amount of time)
1201 */ 1215 */
1202 1216
1203 new_draw_info (NDI_BLACK, 0, pl, "You meditate."); 1217 new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1204 1218
1205 if (pl->stats.sp < pl->stats.maxsp) 1219 if (pl->stats.sp < pl->stats.maxsp)
1212 pl->stats.hp++; 1226 pl->stats.hp++;
1213 pl->last_heal = -1; 1227 pl->last_heal = -1;
1214 } 1228 }
1215} 1229}
1216 1230
1217/* write_note() - this routine allows players to inscribe messages in 1231/* write_note() - this routine allows players to inscribe messages in
1218 * ordinary inscribable 'books' (anything that is not a SPELL). b.t. 1232 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1219 */ 1233 */
1220static int 1234static int
1221write_note (object *pl, object *item, const char *msg, object *skill) 1235write_note (object *pl, object *item, const char *msg, object *skill)
1222{ 1236{
1223 if (!msg_is_safe (msg)) 1237 if (!msg_is_safe (msg))
1224 { 1238 {
1225 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.>");
1226 LOG (llevInfo, "write_note: player %s tried to write bogus note %s\n", &pl->name, msg); 1240 LOG (llevInfo, "write_note: player %s tried to write bogus note %s\n", &pl->name, msg);
1227 return 0; 1241 return 0;
1228 } 1242 }
1229 1243
1230 int len = strlen (msg); 1244 int len = strlen (msg);
1231 1245
1232 if (!is_utf8_string ((U8 *)msg, len)) 1246 if (!is_utf8_string ((U8 *)msg, len))
1233 { 1247 {
1234 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)!");
1235 return 0; 1249 return 0;
1236 } 1250 }
1237 1251
1238 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)))
1239 return RESULT_INT (0); 1253 return RESULT_INT (0);
1240 1254
1241 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len)); 1255 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len));
1242 1256
1243 if (char_len <= item->weight_limit) 1257 if (char_len <= item->weight_limit)
1244 { 1258 {
1245 object *newbook = arch_to_object (item->other_arch); 1259 object *newbook = item->other_arch->instance ();
1246 item->decrease (); 1260 item->decrease ();
1247 newbook->nrof = 1; 1261 newbook->nrof = 1;
1248 newbook->msg = shstr (msg); 1262 newbook->msg = shstr (msg);
1249 newbook->flag [FLAG_IDENTIFIED] = true; 1263 newbook->flag [FLAG_IDENTIFIED] = true;
1250 1264
1267 return 0; 1281 return 0;
1268} 1282}
1269 1283
1270/* write_scroll() - this routine allows players to inscribe spell scrolls 1284/* write_scroll() - this routine allows players to inscribe spell scrolls
1271 * of spells which they know. Backfire effects are possible with the 1285 * of spells which they know. Backfire effects are possible with the
1272 * severity of the backlash correlated with the difficulty of the scroll 1286 * severity of the backlash correlated with the difficulty of the scroll
1273 * that is attempted. -b.t. thomas@astro.psu.edu 1287 * that is attempted. -b.t. thomas@astro.psu.edu
1274 */ 1288 */
1275static int 1289static int
1276write_scroll (object *pl, object *scroll, object *skill) 1290write_scroll (object *pl, object *scroll, object *skill)
1277{ 1291{
1280 /* Check if we are ready to attempt inscription */ 1294 /* Check if we are ready to attempt inscription */
1281 object *chosen_spell = pl->contr->ranged_ob; 1295 object *chosen_spell = pl->contr->ranged_ob;
1282 1296
1283 if (!chosen_spell || chosen_spell->type != SPELL) 1297 if (!chosen_spell || chosen_spell->type != SPELL)
1284 { 1298 {
1285 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!");
1286 return 0; 1300 return 0;
1287 } 1301 }
1288 1302
1289 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)
1290 { 1304 {
1291 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);
1292 return 0; 1306 return 0;
1293 } 1307 }
1294 1308
1295 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)
1296 { 1310 {
1297 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);
1298 return 0; 1312 return 0;
1299 } 1313 }
1300 1314
1301 /* ok, we are ready to try inscription */ 1315 /* ok, we are ready to try inscription */
1302 if (QUERY_FLAG (pl, FLAG_CONFUSED)) 1316 if (pl->flag [FLAG_CONFUSED])
1303 confused = 1; 1317 confused = 1;
1304 1318
1305 /* Lost mana/grace no matter what */ 1319 /* Lost mana/grace no matter what */
1306 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);
1307 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);
1308 1322
1309 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)
1310 { 1324 {
1311 object *newscroll = arch_to_object (scroll->other_arch); 1325 object *newscroll = scroll->other_arch->instance ();
1312 scroll->decrease (); 1326 scroll->decrease ();
1313 newscroll->nrof = 1; 1327 newscroll->nrof = 1;
1328 newscroll->randomitems = 0; // make sure randomitems doesn't destroy the scroll
1314 1329
1315 pl->contr->play_sound (sound_find ("inscribe_success")); 1330 pl->contr->play_sound (sound_find ("inscribe_success"));
1316 1331
1317 if (!confused) 1332 if (!confused)
1318 { 1333 {
1319 newscroll->level = MAX (skill->level, chosen_spell->level); 1334 newscroll->level = max (skill->level, chosen_spell->level);
1320 newscroll->flag [FLAG_IDENTIFIED] = true; 1335 newscroll->flag [FLAG_IDENTIFIED] = true;
1321 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.");
1322 } 1337 }
1323 else 1338 else
1324 { 1339 {
1325 chosen_spell = find_random_spell_in_ob (pl, NULL); 1340 chosen_spell = find_random_spell_in_ob (pl, NULL);
1326 if (!chosen_spell) 1341 if (!chosen_spell)
1327 return 0; 1342 return 0;
1328 1343
1329 newscroll->level = MAX (skill->level, chosen_spell->level); 1344 newscroll->level = max (skill->level, chosen_spell->level);
1330 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.");
1331 } 1346 }
1332 1347
1333 object *tmp = chosen_spell->clone (); 1348 object *tmp = chosen_spell->clone ();
1349 tmp->flag [FLAG_APPLIED] = false;
1334 insert_ob_in_ob (tmp, newscroll); 1350 insert_ob_in_ob (tmp, newscroll);
1335 1351
1336 /* Same code as from treasure.C - so they can better merge. 1352 /* Same code as from treasure.C - so they can better merge.
1337 * if players want to sell them, so be it. 1353 * if players want to sell them, so be it.
1338 */ 1354 */
1352 { /* Inscription has failed */ 1368 { /* Inscription has failed */
1353 pl->contr->play_sound (sound_find ("inscribe_fail")); 1369 pl->contr->play_sound (sound_find ("inscribe_fail"));
1354 1370
1355 if (chosen_spell->level > skill->level || confused) 1371 if (chosen_spell->level > skill->level || confused)
1356 { /*backfire! */ 1372 { /*backfire! */
1357 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.>");
1358 1374
1359 if (random_roll (0, 1, pl, PREFER_LOW) == 1) 1375 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1360 pl->drain_specific_stat (4); 1376 pl->drain_specific_stat (4);
1361 else 1377 else
1362 { 1378 {
1395 { 1411 {
1396 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.>");
1397 return 0; 1413 return 0;
1398 } 1414 }
1399 1415
1400 object *item = find_marked_object (pl); 1416 object *item = pl->mark ();
1401 1417
1402 /* find an item of correct type to write on */ 1418 /* find an item of correct type to write on */
1403 if (!item) 1419 if (!item)
1404 { 1420 {
1405 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.>");
1410 { 1426 {
1411 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.>");
1412 return 0; 1428 return 0;
1413 } 1429 }
1414 1430
1415 if (QUERY_FLAG (item, FLAG_UNPAID)) 1431 if (item->flag [FLAG_UNPAID])
1416 { 1432 {
1417 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.");
1418 return 0; 1434 return 0;
1419 } 1435 }
1420 1436
1421 if (item->other_arch->type == SCROLL) 1437 if (item->other_arch->type == SCROLL)
1422 { 1438 {
1423 if (*params) 1439 if (*params)
1424 { 1440 {
1425 // check readied scroll 1441 // check readied scroll
1426 new_draw_info_format (NDI_UNIQUE, 0, pl,
1427 "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"
1428 "Usage: cast [spell name]; use_skill %s", &skill->skill); 1443 "Usage: cast [spell name]; use_skill %s", &skill->skill);
1429 return 0; 1444 return 0;
1430 } 1445 }
1431 1446
1432 return write_scroll (pl, item, skill); 1447 return write_scroll (pl, item, skill);
1433 } 1448 }
1434 else 1449 else
1435 { 1450 {
1436 if (!*params) 1451 if (!*params)
1437 { 1452 {
1438 new_draw_info_format (NDI_UNIQUE, 0, pl,
1439 "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"
1440 "Usage: use_skill %s <message>", &skill->skill); 1454 "Usage: use_skill %s <message>", &skill->skill);
1441 return 0; 1455 return 0;
1442 } 1456 }
1443 1457
1444 return write_note (pl, item, params, skill); 1458 return write_note (pl, item, params, skill);
1445 } 1459 }
1456 * 'throwable' (ie not applied cursed obj, worn, etc). 1470 * 'throwable' (ie not applied cursed obj, worn, etc).
1457 */ 1471 */
1458static object * 1472static object *
1459find_throw_ob (object *op, const char *request) 1473find_throw_ob (object *op, const char *request)
1460{ 1474{
1461 object *tmp;
1462
1463 if (!op)
1464 { /* safety */
1465 LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1466 return (object *) NULL;
1467 }
1468
1469 /* prefer marked item */ 1475 /* prefer marked item */
1470 tmp = find_marked_object (op); 1476 object *tmp = op->mark ();
1471 if (tmp != NULL) 1477
1472 {
1473 /* can't toss invisible or inv-locked items */ 1478 /* can't toss invisible or inv-locked items */
1474 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1479 if (tmp && (tmp->invisible || tmp->flag [FLAG_INV_LOCKED]))
1475 { 1480 tmp = 0;
1476 tmp = NULL;
1477 }
1478 }
1479 1481
1480 /* look through the inventory */ 1482 /* look through the inventory */
1481 if (tmp == NULL) 1483 if (!tmp)
1482 {
1483 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1484 for (tmp = op->inv; tmp; tmp = tmp->below)
1484 { 1485 {
1485 /* can't toss invisible or inv-locked items */ 1486 /* can't toss invisible or inv-locked items */
1486 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1487 if (tmp->invisible || tmp->flag [FLAG_INV_LOCKED])
1487 continue; 1488 continue;
1489
1488 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request)) 1490 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1489 break; 1491 break;
1490 } 1492 }
1491 }
1492 1493
1493 /* this should prevent us from throwing away 1494 /* this should prevent us from throwing away
1494 * cursed items, worn armour, etc. Only weapons 1495 * cursed items, worn armour, etc. Only weapons
1495 * can be thrown from 'hand'. 1496 * can be thrown from 'hand'.
1496 */ 1497 */
1497 if (!tmp) 1498 if (!tmp)
1498 return NULL; 1499 return 0;
1499 1500
1500 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1501 if (tmp->flag [FLAG_APPLIED])
1501 { 1502 {
1502 if (tmp->type != WEAPON) 1503 if (tmp->type != WEAPON)
1503 { 1504 {
1504 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));
1505 tmp = NULL; 1506 tmp = 0;
1506 }
1507 else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1508 { 1507 }
1508 else if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1509 {
1509 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));
1510 tmp = NULL; 1511 tmp = 0;
1511 } 1512 }
1512 else 1513 else
1513 { 1514 {
1514 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 1515 if (!op->apply (tmp, AP_UNAPPLY))
1515 { 1516 {
1516 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); 1517 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1517 tmp = NULL; 1518 tmp = 0;
1518 } 1519 }
1519 } 1520 }
1520 } 1521 }
1521 else if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1522 else if (tmp->flag [FLAG_UNPAID])
1522 { 1523 {
1523 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));
1524 tmp = NULL; 1525 tmp = 0;
1525 } 1526 }
1526 1527
1527 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])
1528 { 1530 {
1529 LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); 1531 LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1530 tmp = NULL; 1532 tmp = 0;
1531 } 1533 }
1534
1532 return tmp; 1535 return tmp;
1533} 1536}
1534 1537
1535/* make_throw_ob() We construct the 'carrier' object in 1538/* make_throw_ob() We construct the 'carrier' object in
1536 * which we will insert the object that is being thrown. 1539 * which we will insert the object that is being thrown.
1540make_throw_ob (object *orig) 1543make_throw_ob (object *orig)
1541{ 1544{
1542 if (!orig) 1545 if (!orig)
1543 return 0; 1546 return 0;
1544 1547
1545 if (QUERY_FLAG (orig, FLAG_APPLIED)) 1548 if (orig->flag [FLAG_APPLIED])
1546 { 1549 {
1547 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); 1550 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1548 /* insufficient workaround, but better than nothing */ 1551 /* insufficient workaround, but better than nothing */
1549 CLEAR_FLAG (orig, FLAG_APPLIED); 1552 orig->clr_flag (FLAG_APPLIED);
1550 } 1553 }
1551 1554
1552 object *toss_item = orig->clone (); 1555 object *toss_item = orig->clone ();
1553 1556
1554 toss_item->type = THROWN_OBJ; 1557 toss_item->type = THROWN_OBJ;
1555 CLEAR_FLAG (toss_item, FLAG_CHANGING); 1558 toss_item->clr_flag (FLAG_CHANGING);
1556 toss_item->stats.dam = 0; /* default damage */ 1559 toss_item->stats.dam = 0; /* default damage */
1557 toss_item->insert (orig); 1560 toss_item->insert (orig);
1558 1561
1559 return toss_item; 1562 return toss_item;
1560} 1563}
1571 int pause_f, weight_f = 0, mflags; 1574 int pause_f, weight_f = 0, mflags;
1572 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;
1573 maptile *m; 1576 maptile *m;
1574 sint16 sx, sy; 1577 sint16 sx, sy;
1575 1578
1576 if (throw_ob == NULL) 1579 if (!throw_ob)
1577 {
1578 if (op->type == PLAYER)
1579 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1580
1581 return 0;
1582 } 1580 {
1583 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP)) 1581 op->failmsg ("You have nothing to throw.");
1582 return 0;
1584 { 1583 }
1585 if (op->type == PLAYER) 1584
1586 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?>");
1587 1590
1588 return 0; 1591 return 0;
1589 } 1592 }
1590 1593
1591 /* Because throwing effectiveness must be reduced by the 1594 /* Because throwing effectiveness must be reduced by the
1608 /* lighter items are thrown harder, farther, faster */ 1611 /* lighter items are thrown harder, farther, faster */
1609 if (throw_ob->weight > 0) 1612 if (throw_ob->weight > 0)
1610 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight); 1613 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1611 else 1614 else
1612 { /* 0 or negative weight?!? Odd object, can't throw it */ 1615 { /* 0 or negative weight?!? Odd object, can't throw it */
1613 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));
1614 return 0; 1617 return 0;
1615 } 1618 }
1616 1619
1617 eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0)); 1620 eff_str = (str * (load_factor < 1.0 ? load_factor : 1.0))
1618 eff_str = (int) ((float) eff_str * item_factor * str_factor); 1621 * item_factor * str_factor;
1619 1622
1620 /* 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
1621 * account for super-strong throwers. */ 1624 * account for super-strong throwers. */
1622 if (eff_str > MAX_STAT) 1625 min_it (eff_str, MAX_STAT);
1623 eff_str = MAX_STAT;
1624 1626
1625#ifdef DEBUG_THROW 1627#ifdef DEBUG_THROW
1626 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);
1627 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);
1628 LOG (llevDebug, " str_factor=%f\n", str_factor); 1630 LOG (llevDebug, " str_factor=%f\n", str_factor);
1718 /* 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,
1719 * throwing knife, etc) will differ from ordinary items. Lets tailor 1721 * throwing knife, etc) will differ from ordinary items. Lets tailor
1720 * this stuff in here. 1722 * this stuff in here.
1721 */ 1723 */
1722 1724
1723 if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN)) 1725 if (throw_ob->inv->flag [FLAG_IS_THROWN])
1724 { 1726 {
1725 throw_ob->last_sp += eff_str / 3; /* fly a little further */ 1727 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1726 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;
1727 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;
1728 /* only throw objects get directional faces */ 1730 /* only throw objects get directional faces */
1764 if (throw_ob->weight > 50) 1766 if (throw_ob->weight > 50)
1765 throw_ob->speed *= 0.5; 1767 throw_ob->speed *= 0.5;
1766 } /* else tailor thrown object */ 1768 } /* else tailor thrown object */
1767 1769
1768 /* some limits, and safeties (needed?) */ 1770 /* some limits, and safeties (needed?) */
1769 if (throw_ob->stats.dam < 0) 1771 max_it (throw_ob->stats.dam, 0);
1770 throw_ob->stats.dam = 0;
1771 if (throw_ob->last_sp > eff_str) 1772 min_it (throw_ob->last_sp, eff_str);
1772 throw_ob->last_sp = eff_str;
1773 if (throw_ob->stats.food < 0) 1773 max_it (throw_ob->stats.food, 0);
1774 throw_ob->stats.food = 0;
1775 if (throw_ob->stats.food > 100)
1776 throw_ob->stats.food = 100;
1777 if (throw_ob->stats.wc > 30) 1774 min_it (throw_ob->stats.wc, 30);
1778 throw_ob->stats.wc = 30;
1779 1775
1780 /* how long to pause the thrower. Higher values mean less pause */ 1776 /* how long to pause the thrower. Higher values mean less pause */
1781 pause_f = ((2 * eff_str) / 3) + 20 + skill->level; 1777 pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1782 1778
1783 /* Put a lower limit on this */ 1779 /* Put a lower limit on this */
1784 if (pause_f < 10) 1780 clamp_it (pause_f, 10, 100);
1785 pause_f = 10;
1786 if (pause_f > 100)
1787 pause_f = 100;
1788 1781
1789 /* Changed in 0.94.2 - the calculation before was really goofy. 1782 /* Changed in 0.94.2 - the calculation before was really goofy.
1790 * 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
1791 * speed 0.5 1784 * speed 0.5
1792 */ 1785 */
1795 throw_ob->speed_left = 0; 1788 throw_ob->speed_left = 0;
1796 throw_ob->map = part->map; 1789 throw_ob->map = part->map;
1797 1790
1798 throw_ob->move_type = MOVE_FLY_LOW; 1791 throw_ob->move_type = MOVE_FLY_LOW;
1799 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);
1800 1795
1801#if 0 1796#if 0
1802 /* need to put in a good sound for this */ 1797 /* need to put in a good sound for this */
1803 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);
1804#endif 1799#endif
1830 else 1825 else
1831 throw_ob = find_mon_throw_ob (op); 1826 throw_ob = find_mon_throw_ob (op);
1832 1827
1833 return do_throw (op, part, throw_ob, dir, skill); 1828 return do_throw (op, part, throw_ob, dir, skill);
1834} 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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