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Comparing deliantra/server/server/skills.C (file contents):
Revision 1.9 by root, Thu Sep 14 22:34:04 2006 UTC vs.
Revision 1.108 by root, Wed Dec 12 02:13:05 2012 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 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>
26#ifndef __CEXTRACT__
27# include <sproto.h> 27#include <sproto.h>
28#endif
29#include <living.h> 28#include <living.h>
30#include <skills.h> 29#include <skills.h>
31#include <spells.h> 30#include <spells.h>
32#include <book.h> 31#include <book.h>
33 32
41 return -1; 40 return -1;
42 41
43 /* Only prohibit stealing if the player does not have a free 42 /* Only prohibit stealing if the player does not have a free
44 * hand available and in fact does have hands. 43 * hand available and in fact does have hands.
45 */ 44 */
46 if (op->type == PLAYER && op->body_used[BODY_ARMS] <= 0 && op->body_info[BODY_ARMS]) 45 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info)
47 { 46 {
48 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.>");
49 return -1; 49 return -1;
50 } 50 }
51 51
52 /* ADJUSTMENTS */ 52 /* ADJUSTMENTS */
53 53
54 /* Its 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 {
72 roll -= equip->weight / 10000; 71 roll -= equip->weight / 10000;
73 } 72
74 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED)) 73 if (equip->type == BOW && equip->flag [FLAG_APPLIED])
75 roll -= equip->weight / 5000; 74 roll -= equip->weight / 5000;
75
76 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) 76 if (equip->type == SHIELD && equip->flag [FLAG_APPLIED])
77 {
78 roll -= equip->weight / 2000; 77 roll -= equip->weight / 2000;
79 } 78
80 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED)) 79 if (equip->type == ARMOUR && equip->flag [FLAG_APPLIED])
81 roll -= equip->weight / 5000; 80 roll -= equip->weight / 5000;
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 if (roll < 0) 86 if (roll < 0)
86 roll = 0; 87 roll = 0;
88
87 return roll; 89 return roll;
88} 90}
89 91
90/* 92/*
91 * When stealing: dependent on the intelligence/wisdom of whom you're 93 * When stealing: dependent on the intelligence/wisdom of whom you're
94 * or not. 96 * or not.
95 * op is the target (person being pilfered) 97 * op is the target (person being pilfered)
96 * who is the person doing the stealing. 98 * who is the person doing the stealing.
97 * skill is the skill object (stealing). 99 * skill is the skill object (stealing).
98 */ 100 */
99
100static int 101static int
101attempt_steal (object *op, object *who, object *skill) 102attempt_steal (object *op, object *who, object *skill)
102{ 103{
103 object *success = NULL, *tmp = NULL, *next; 104 object *success = NULL, *tmp = NULL, *next;
104 int roll = 0, chance = 0, stats_value; 105 int roll = 0, chance = 0, stats_value;
105 rv_vector rv; 106 rv_vector rv;
106 107
107 stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2; 108 stats_value = (who->stats.Dex + who->stats.Int) * 3 / 2;
108 109
109 /* 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)
110 * 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
111 * have much chance of success. 112 * have much chance of success.
112 */ 113 */
113 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL)) 114 if (!op->is_player () && op->flag [FLAG_NO_STEAL])
114 { 115 {
115 if (can_detect_enemy (op, who, &rv)) 116 if (can_detect_enemy (op, who, &rv))
116 { 117 {
117 npc_call_help (op); 118 npc_call_help (op);
118 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 119 op->clr_flag (FLAG_UNAGGRESSIVE);
119 new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); 120 who->failmsg ("Your attempt is prevented!");
120 return 0; 121 return 0;
121 } 122 }
122 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 */
123 op->stats.Wis += (op->stats.Int / 5) + 1; 124 op->stats.Wis += (op->stats.Int / 5) + 1;
125
124 if (op->stats.Wis > MAX_STAT) 126 if (op->stats.Wis > MAX_STAT)
125 op->stats.Wis = MAX_STAT; 127 op->stats.Wis = MAX_STAT;
126 } 128 }
127 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ)) 129
128 { 130 if (op->is_player () && op->flag [FLAG_WIZ])
129 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n");
130 return 0;
131 } 131 {
132#ifdef PROHIBIT_PLAYERKILL 132 who->failmsg ("You can't steal from the dungeon master!\n");
133 if (op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful)) 133 return 0;
134 { 134 }
135 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); 135
136 return 0; 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 } 138 {
138#else 139 who->failmsg ("You can't steal from other players!\n");
139 if (op->type == PLAYER && who->type == PLAYER && settings.no_player_stealing) 140 return 0;
140 { 141 }
141 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
142 return 0;
143 }
144#endif
145 142
146
147 /* Ok then, go thru their inventory, stealing */ 143 /* Ok then, go through their inventory, stealing */
148 for (tmp = op->inv; tmp != NULL; tmp = next) 144 for (tmp = op->inv; tmp; tmp = next)
149 { 145 {
150 next = tmp->below; 146 next = tmp->below;
151 147
152 /* you can't steal worn items, starting items, wiz stuff, 148 /* you can't steal worn items, starting items, wiz stuff,
153 * innate abilities, or items w/o a type. Generally 149 * innate abilities, or items w/o a type. Generally
157 * future possible problems. -b.t. 153 * future possible problems. -b.t.
158 * 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
159 * already -b.t. 155 * already -b.t.
160 */ 156 */
161 157
162 if (QUERY_FLAG (tmp, FLAG_WAS_WIZ) || QUERY_FLAG (tmp, FLAG_APPLIED) 158 if (tmp->flag [FLAG_APPLIED]
163 || !(tmp->type) 159 || !tmp->type
164 || tmp->type == EXPERIENCE || tmp->type == SPELL 160 || tmp->type == SPELL
165 || QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_STEAL) || tmp->invisible) 161 || tmp->flag [FLAG_STARTEQUIP]
162 || tmp->flag [FLAG_NO_STEAL]
163 || tmp->invisible)
166 continue; 164 continue;
167 165
168 /* Okay, try stealing this item. Dependent on dexterity of thief, 166 /* Okay, try stealing this item. Dependent on dexterity of thief,
169 * skill level, see the adj_stealroll fctn for more detail. 167 * skill level, see the adj_stealroll fctn for more detail.
170 */ 168 */
173 171
174 if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1) 172 if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1)
175 return 0; 173 return 0;
176 else if (roll < chance) 174 else if (roll < chance)
177 { 175 {
178 tag_t tmp_count = tmp->count;
179
180 pick_up (who, tmp); 176 pick_up (who, tmp);
181 /* need to see if the player actually stole this item - 177 /* need to see if the player actually stole this item -
182 * if it is in the players inv, assume it is. This prevents 178 * if it is in the players inv, assume it is. This prevents
183 * abuses where the player can not carry the item, so just 179 * abuses where the player can not carry the item, so just
184 * keeps stealing it over and over. 180 * keeps stealing it over and over.
185 */ 181 */
186 if (was_destroyed (tmp, tmp_count) || tmp->env != op) 182 if (tmp->destroyed () || tmp->env != op)
187 { 183 {
188 /* for players, play_sound: steals item */ 184 /* for players, play_sound: steals item */
189 success = tmp; 185 success = tmp;
190 CLEAR_FLAG (tmp, FLAG_INV_LOCKED); 186 tmp->clr_flag (FLAG_INV_LOCKED);
191
192 /* Don't delete it from target player until we know
193 * the thief has picked it up. can't just look at tmp->count,
194 * as it's possible that it got merged when picked up.
195 */
196 if (op->type == PLAYER)
197 esrv_del_item (op->contr, tmp_count);
198 } 187 }
188
199 break; 189 break;
200 } 190 }
201 } /* for loop looking for an item */ 191 } /* for loop looking for an item */
202 192
203 if (!tmp) 193 if (!tmp)
212 */ 202 */
213 203
214 if ((roll >= skill->level) || !chance 204 if ((roll >= skill->level) || !chance
215 || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW))))) 205 || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW)))))
216 { 206 {
217
218 /* victim figures out where the thief is! */ 207 /* victim figures out where the thief is! */
219 if (who->hide) 208 if (who->flag [FLAG_HIDDEN])
220 make_visible (who); 209 make_visible (who);
221 210
222 if (op->type != PLAYER) 211 if (op->type != PLAYER)
223 { 212 {
224 /* The unaggressives look after themselves 8) */ 213 /* The unaggressives look after themselves 8) */
225 if (who->type == PLAYER) 214 if (who->type == PLAYER)
226 { 215 {
227 npc_call_help (op); 216 npc_call_help (op);
228 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));
229 } 218 }
230 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 219
220 op->clr_flag (FLAG_UNAGGRESSIVE);
231 /* all remaining npc items are guarded now. Set flag NO_STEAL 221 /* all remaining npc items are guarded now. Set flag NO_STEAL
232 * on the victim. 222 * on the victim.
233 */ 223 */
234 SET_FLAG (op, FLAG_NO_STEAL); 224 op->set_flag (FLAG_NO_STEAL);
235 } 225 }
236 else 226 else
237 { /* stealing from another player */ 227 { /* stealing from another player */
238 char buf[MAX_BUF]; 228 char buf[MAX_BUF];
239 229
240 /* Notify the other player */ 230 /* Notify the other player */
241 if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW)) 231 if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW))
242 {
243 sprintf (buf, "Your %s is missing!", query_name (success)); 232 sprintf (buf, "Your %s is missing!", query_name (success));
244 }
245 else 233 else
246 {
247 sprintf (buf, "Your pack feels strangely lighter."); 234 sprintf (buf, "Your pack feels strangely lighter.");
248 } 235
249 new_draw_info (NDI_UNIQUE, 0, op, buf); 236 new_draw_info (NDI_UNIQUE, 0, op, buf);
250 if (!success) 237 if (!success)
251 { 238 {
252 if (who->invisible) 239 if (who->invisible)
253 {
254 sprintf (buf, "you feel itchy fingers getting at your pack."); 240 sprintf (buf, "you feel itchy fingers getting at your pack.");
255 }
256 else 241 else
257 {
258 sprintf (buf, "%s looks very shifty.", query_name (who)); 242 sprintf (buf, "%s looks very shifty.", query_name (who));
259 } 243
260 new_draw_info (NDI_UNIQUE, 0, op, buf); 244 new_draw_info (NDI_UNIQUE, 0, op, buf);
261 } 245 }
262 } /* else stealing from another player */ 246 } /* else stealing from another player */
263 /* play_sound("stop! thief!"); kindofthing */ 247 /* play_sound("stop! thief!"); kindofthing */
264 } /* if you weren't 100% successful */ 248 } /* if you weren't 100% successful */
249
265 return success ? 1 : 0; 250 return success ? 1 : 0;
266} 251}
267
268 252
269int 253int
270steal (object *op, int dir, object *skill) 254steal (object *op, int dir, object *skill)
271{ 255{
272 object *tmp, *next; 256 object *tmp, *next;
273 sint16 x, y; 257 sint16 x, y;
274 mapstruct *m; 258 maptile *m;
275 int mflags; 259 int mflags;
276 260
277 x = op->x + freearr_x[dir]; 261 x = op->x + freearr_x[dir];
278 y = op->y + freearr_y[dir]; 262 y = op->y + freearr_y[dir];
279 263
280 if (dir == 0) 264 if (dir == 0)
281 { 265 return 0; // you can't steal from ourself!
282 /* Can't steal from ourself! */
283 return 0;
284 }
285 266
286 m = op->map; 267 m = op->map;
287 mflags = get_map_flags (m, &m, x, y, &x, &y); 268 mflags = get_map_flags (m, &m, x, y, &x, &y);
288 /* 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,
289 * don't need to look any further. 270 * don't need to look any further.
294 /* If player can't move onto the space, can't steal from it. */ 275 /* If player can't move onto the space, can't steal from it. */
295 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 276 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
296 return 0; 277 return 0;
297 278
298 /* Find the topmost object at this spot */ 279 /* Find the topmost object at this spot */
299 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);
300 281
301 /* For all the stacked objects at this point, attempt a steal */ 282 /* For all the stacked objects at this point, attempt a steal */
302 for (; tmp != NULL; tmp = next) 283 for (; tmp; tmp = next)
303 { 284 {
304 next = tmp->below; 285 next = tmp->below;
305 /* Minor hack--for multi square beings - make sure we get 286 /* Minor hack--for multi square beings - make sure we get
306 * the 'head' coz 'tail' objects have no inventory! - b.t. 287 * the 'head' coz 'tail' objects have no inventory! - b.t.
307 */ 288 */
308 if (tmp->head) 289 if (tmp->head)
309 tmp = tmp->head; 290 tmp = tmp->head;
310 291
311 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 292 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
312 continue; 293 continue;
313 294
314 /* do not reveal hidden DMs */
315 if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)
316 continue;
317 if (attempt_steal (tmp, op, skill)) 295 if (attempt_steal (tmp, op, skill))
318 { 296 {
319 if (tmp->type == PLAYER) /* no xp for stealing from another player */ 297 if (tmp->type == PLAYER) /* no xp for stealing from another player */
320 return 0; 298 return 0;
321 299
322 /* no xp for stealing from pets (of players) */ 300 /* no xp for stealing from pets (of players) */
323 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 301 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
324 { 302 {
325 object *owner = get_owner (tmp); 303 object *owner = tmp->owner;
326 304
327 if (owner != NULL && owner->type == PLAYER) 305 if (owner && owner->type == PLAYER)
328 return 0; 306 return 0;
329 } 307 }
330 308
331 // reduce monster experience by experience we gained, as to 309 // reduce monster experience by experience we gained, as to
332 // 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
333 // (jessies gave ~20,000,000 exp otherwise. 311 // (jessies gave ~20,000,000 exp otherwise.
334 int exp = calc_skill_exp (op, tmp, skill); 312 int exp = calc_skill_exp (op, tmp, skill);
335 313
336 exp = MIN (tmp->stats.exp, exp); 314 exp = min (tmp->stats.exp, exp);
337 tmp->stats.exp -= exp; 315 tmp->stats.exp -= exp;
338 return exp; 316 return exp;
339 } 317 }
340 } 318 }
319
341 return 0; 320 return 0;
342} 321}
343 322
344static int 323static int
345attempt_pick_lock (object *door, object *pl, object *skill) 324attempt_pick_lock (object *door, object *pl, object *skill)
372 351
373int 352int
374pick_lock (object *pl, int dir, object *skill) 353pick_lock (object *pl, int dir, object *skill)
375{ 354{
376 object *tmp; 355 object *tmp;
377 int x = pl->x + freearr_x[dir];
378 int y = pl->y + freearr_y[dir];
379 356
380 if (!dir) 357 if (!dir)
381 dir = pl->facing; 358 dir = pl->facing;
382 359
360 mapxy pos (pl); pos.move (dir);
361
383 /* For all the stacked objects at this point find a door */ 362 /* For all the stacked objects at this point find a door */
384 if (out_of_map (pl->map, x, y)) 363 if (!pos.normalise ())
385 {
386 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
387 return 0;
388 } 364 {
365 pl->failmsg ("There is no lock there.");
366 return 0;
367 }
389 368
390 for (tmp = get_map_ob (pl->map, x, y); tmp; tmp = tmp->above) 369 for (tmp = pos->bot; tmp; tmp = tmp->above)
391 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 370 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
392 break; 371 break;
393 372
394 if (!tmp) 373 if (!tmp)
395 { 374 {
396 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); 375 pl->failmsg ("There is no lock there.");
397 return 0; 376 return 0;
398 } 377 }
378
399 if (tmp->type == LOCKED_DOOR) 379 if (tmp->type == LOCKED_DOOR)
400 { 380 {
401 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.>");
402 return 0; 382 return 0;
403 } 383 }
404 384
405 if (!tmp->move_block) 385 if (!tmp->move_block)
406 { 386 {
407 new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!"); 387 pl->failmsg ("The door has no lock!");
408 return 0; 388 return 0;
409 } 389 }
410 390
411 if (attempt_pick_lock (tmp, pl, skill)) 391 if (attempt_pick_lock (tmp, pl, skill))
412 { 392 {
417 { 397 {
418 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock."); 398 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock.");
419 return 0; 399 return 0;
420 } 400 }
421} 401}
422
423 402
424/* HIDE CODE. The user becomes undetectable (not just 'invisible') for 403/* HIDE CODE. The user becomes undetectable (not just 'invisible') for
425 * a short while (success and duration dependant on player SK_level, 404 * a short while (success and duration dependant on player SK_level,
426 * dexterity, charisma, and map difficulty). 405 * dexterity, charisma, and map difficulty).
427 * Players have a good chance of becoming 'unhidden' if they move 406 * Players have a good chance of becoming 'unhidden' if they move
428 * and like invisiblity will be come visible if they attack 407 * and like invisiblity will be come visible if they attack
429 * Implemented by b.t. (thomas@astro.psu.edu) 408 * Implemented by b.t. (thomas@astro.psu.edu)
430 * July 7, 1995 - made hiding possible for monsters. -b.t. 409 * July 7, 1995 - made hiding possible for monsters. -b.t.
431 */ 410 */
432
433static int 411static int
434attempt_hide (object *op, object *skill) 412attempt_hide (object *op, object *skill)
435{ 413{
436 int number, difficulty = op->map->difficulty; 414 int number, difficulty = op->map->difficulty;
437 int terrain = hideability (op); 415 int terrain = hideability (op);
440 return 0; 418 return 0;
441 419
442 /* Hiding success and duration dependant on skill level, 420 /* Hiding success and duration dependant on skill level,
443 * op->stats.Dex, map difficulty and terrain. 421 * op->stats.Dex, map difficulty and terrain.
444 */ 422 */
445
446 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2; 423 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
424
447 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) 425 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
448 { 426 {
449 op->invisible += 100; /* set the level of 'hiddeness' */ 427 op->invisible += 100; /* set the level of 'hiddeness' */
428
450 if (op->type == PLAYER) 429 if (op->type == PLAYER)
451 op->contr->tmp_invis = 1; 430 op->contr->tmp_invis = 1;
452 op->hide = 1; 431
432 op->flag [FLAG_HIDDEN] = 1;
453 return 1; 433 return 1;
454 } 434 }
435
455 return 0; 436 return 0;
456} 437}
457 438
458/* patched this to take terrain into consideration */ 439/* patched this to take terrain into consideration */
459
460int 440int
461hide (object *op, object *skill) 441hide (object *op, object *skill)
462{ 442{
463
464 /* the preliminaries -- Can we really hide now? */ 443 /* the preliminaries -- Can we really hide now? */
465 /* this keeps monsters from using invisibilty spells and hiding */ 444 /* this keeps monsters from using invisibilty spells and hiding */
466 445
467 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 446 if (op->flag [FLAG_MAKE_INVIS])
468 { 447 {
469 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!");
470 return 0; 449 return 0;
471 } 450 }
472 else if (!op->hide && op->invisible > 0 && op->type == PLAYER) 451 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER)
473 { 452 {
474 new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!"); 453 new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!");
475 make_visible (op); 454 make_visible (op);
476 } 455 }
477 456
478 if (op->invisible > (50 * skill->level)) 457 if (op->invisible > 50 * skill->level)
479 { 458 {
480 new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get."); 459 new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get.");
481 return 0; 460 return 0;
482 } 461 }
483 462
485 { 464 {
486 new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows."); 465 new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows.");
487 update_object (op, UP_OBJ_FACE); 466 update_object (op, UP_OBJ_FACE);
488 return calc_skill_exp (op, NULL, skill); 467 return calc_skill_exp (op, NULL, skill);
489 } 468 }
469
490 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself."); 470 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself.");
491 return 0; 471 return 0;
492} 472}
493
494 473
495/* stop_jump() - End of jump. Clear flags, restore the map, and 474/* stop_jump() - End of jump. Clear flags, restore the map, and
496 * freeze the jumper a while to simulate the exhaustion 475 * freeze the jumper a while to simulate the exhaustion
497 * of jumping. 476 * of jumping.
498 */ 477 */
499static void 478static void
500stop_jump (object *pl, int dist, int spaces) 479stop_jump (object *pl, int dist, int spaces)
501{ 480{
502 fix_player (pl); 481 pl->update_stats ();
503 insert_ob_in_map (pl, pl->map, pl, 0); 482 pl->map->insert (pl, pl->x, pl->y, pl);
483 pl->speed_left -= pl->speed * 8.;
504} 484}
505
506 485
507static int 486static int
508attempt_jump (object *pl, int dir, int spaces, object *skill) 487attempt_jump (object *pl, int dir, int spaces, object *skill)
509{ 488{
510 object *tmp; 489 object *tmp;
511 int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags; 490 int i, dx = freearr_x[dir], dy = freearr_y[dir], mflags;
512 sint16 x, y; 491 sint16 x, y;
513 mapstruct *m; 492 maptile *m;
514 493
515 /* Jump loop. Go through spaces opject wants to jump. Halt the 494 /* Jump loop. Go through spaces object wants to jump. Halt the
516 * jump if a wall or creature is in the way. We set FLAG_FLYING 495 * jump if a wall or creature is in the way. We set FLAG_FLYING
517 * temporarily to allow player to aviod exits/archs that are not 496 * temporarily to allow player to aviod exits/archs that are not
518 * fly_on, fly_off. This will also prevent pickup of objects 497 * fly_on, fly_off. This will also prevent pickup of objects
519 * while jumping over them. 498 * while jumping over them.
520 */ 499 */
521 500 pl->remove ();
522 remove_ob (pl);
523
524 /*
525 * I don't think this is actually needed - all the movement
526 * code is handled in this function, and I don't see anyplace
527 * that cares about the move_type being flying.
528 */
529 pl->move_type |= MOVE_FLY_LOW; 501 pl->move_type |= MOVE_FLY_LOW;
530 502
531 for (i = 0; i <= spaces; i++) 503 for (i = 0; i <= spaces; i++)
532 { 504 {
533 x = pl->x + dx; 505 x = pl->x + dx;
536 508
537 mflags = get_map_flags (m, &m, x, y, &x, &y); 509 mflags = get_map_flags (m, &m, x, y, &x, &y);
538 510
539 if (mflags & P_OUT_OF_MAP) 511 if (mflags & P_OUT_OF_MAP)
540 { 512 {
541 (void) stop_jump (pl, i, spaces); 513 stop_jump (pl, i, spaces);
542 return 0; 514 return 0;
543 } 515 }
516
517 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
518 {
519 /* Jump into creature */
520 if (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
521 {
522 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
523
524 stop_jump (pl, i, spaces);
525
526 int exp = 0;
527
528 if (tmp->type != PLAYER
529 || (pl->type == PLAYER && !pl->contr->party)
530 || (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
531 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
532
533 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
534 }
535 }
536
544 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y))) 537 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
545 { 538 {
546 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); 539 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
547 stop_jump (pl, i, spaces); 540 stop_jump (pl, i, spaces);
548 return 0; 541 return 0;
549 } 542 }
550 543
551 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
552 {
553 /* Jump into creature */
554 if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
555 {
556 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
557 if (tmp->type != PLAYER ||
558 (pl->type == PLAYER && pl->contr->party == NULL) ||
559 (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
560 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
561 stop_jump (pl, i, spaces);
562 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
563 }
564 /* If the space has fly on set (no matter what the space is),
565 * we should get the effects - after all, the player is
566 * effectively flying.
567 */
568 if (tmp->move_on & MOVE_FLY_LOW)
569 {
570 pl->x = x;
571 pl->y = y;
572 pl->map = m;
573 stop_jump (pl, i, spaces);
574 return calc_skill_exp (pl, NULL, skill);
575 }
576 }
577 pl->x = x; 544 pl->x = x;
578 pl->y = y; 545 pl->y = y;
579 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 }
580 } 554 }
555
581 stop_jump (pl, i, spaces); 556 stop_jump (pl, i, spaces);
557
582 return calc_skill_exp (pl, NULL, skill); 558 return calc_skill_exp (pl, NULL, skill);
583} 559}
584 560
585/* jump() - this is both a new type of movement for player/monsters and 561/* jump() - this is both a new type of movement for player/monsters and
586 * an attack as well. 562 * an attack as well.
587 * Perhaps we should allow more spaces based on level, eg, level 50 563 * Perhaps we should allow more spaces based on level, eg, level 50
588 * jumper can jump several spaces? 564 * jumper can jump several spaces?
589 */ 565 */
590
591int 566int
592jump (object *pl, int dir, object *skill) 567jump (object *pl, int dir, object *skill)
593{ 568{
594 int spaces = 0, stats;
595 int str = pl->stats.Str; 569 int str = pl->stats.Str;
596 int dex = pl->stats.Dex; 570 int dex = pl->stats.Dex;
597 571
598 dex = dex ? dex : 15; 572 dex = dex ? dex : 15;
599 str = str ? str : 10; 573 str = str ? str : 10;
600 574
601 stats = str * str * str * dex * skill->level; 575 int stats = str * str * str * dex * skill->level;
576 int spaces = min (3, skill->level, stats / (pl->carrying + 1));
602 577
603 if (pl->carrying != 0) /* don't want div by zero !! */
604 spaces = (int) (stats / pl->carrying);
605 else
606 spaces = 2; /* pl has no objects - gets the far jump */
607
608 if (spaces > 2)
609 spaces = 2;
610 else if (spaces == 0) 578 if (spaces == 0)
611 {
612 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
613 return 0;
614 } 579 {
580 pl->failmsg ("You are carrying too much weight to jump.");
581 return 0;
582 }
583
615 return attempt_jump (pl, dir, spaces, skill); 584 return attempt_jump (pl, dir, spaces, skill);
616} 585}
617 586
618
619/* skill_ident() - this code is supposed to allow players to identify 587/* skill_ident() - this code is supposed to allow players to identify
620 * classes of objects with the various "auto-ident" skills. Player must 588 * classes of objects with the various "auto-ident" skills. Player must
621 * 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
622 * to work. While multiple classes of objects may be identified, 590 * to work. While multiple classes of objects may be identified,
623 * 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
624 * more generalized. Right now, skill indices are embedded in this routine. 592 * more generalized. Right now, skill indices are embedded in this routine.
625 * Returns amount of experience gained (on successful ident). 593 * Returns amount of experience gained (on successful ident).
626 * - b.t. (thomas@astro.psu.edu) 594 * - b.t. (thomas@astro.psu.edu)
627 */ 595 */
628
629static int 596static int
630do_skill_detect_curse (object *pl, object *skill) 597do_skill_detect_curse (object *pl, object *skill)
631{ 598{
632 object *tmp;
633 int success = 0; 599 int success = 0;
634 600
635 for (tmp = pl->inv; tmp; tmp = tmp->below) 601 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
636 if (!tmp->invisible 602 if (!tmp->invisible
637 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 603 && tmp->need_identify ()
638 && (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)
639 { 607 {
640 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 608 tmp->set_flag (FLAG_KNOWN_CURSED);
641 esrv_update_item (UPD_FLAGS, pl, tmp); 609 esrv_update_item (UPD_FLAGS, pl, tmp);
642 success += calc_skill_exp (pl, tmp, skill); 610 success += calc_skill_exp (pl, tmp, skill);
643 } 611 }
644 612
645 /* Check ground, too, but only objects the player could pick up */ 613 /* Check ground, too, but only objects the player could pick up */
646 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)
647 if (can_pick (pl, tmp) && 615 if (can_pick (pl, tmp)
648 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && 616 && tmp->need_identify ()
649 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 617 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED]
650 && (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)
651 { 620 {
652 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 621 tmp->set_flag (FLAG_KNOWN_CURSED);
653 esrv_update_item (UPD_FLAGS, pl, tmp); 622 esrv_update_item (UPD_FLAGS, pl, tmp);
654 success += calc_skill_exp (pl, tmp, skill); 623 success += calc_skill_exp (pl, tmp, skill);
655 } 624 }
656 625
657 return success; 626 return success;
658} 627}
659 628
660static int 629static int
661do_skill_detect_magic (object *pl, object *skill) 630do_skill_detect_magic (object *pl, object *skill)
662{ 631{
663 object *tmp;
664 int success = 0; 632 int success = 0;
665 633
666 for (tmp = pl->inv; tmp; tmp = tmp->below) 634 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
667 if (!tmp->invisible 635 if (!tmp->invisible
668 && !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)
669 && (is_magical (tmp)) && tmp->item_power < skill->level) 639 && tmp->item_power < skill->level)
670 { 640 {
671 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 641 tmp->set_flag (FLAG_KNOWN_MAGICAL);
672 esrv_update_item (UPD_FLAGS, pl, tmp); 642 esrv_update_item (UPD_FLAGS, pl, tmp);
673 success += calc_skill_exp (pl, tmp, skill); 643 success += calc_skill_exp (pl, tmp, skill);
674 } 644 }
675 645
676 /* 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 */
677 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)
678 if (can_pick (pl, tmp) && 648 if (can_pick (pl, tmp)
679 !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)
680 { 653 {
681 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 654 tmp->set_flag (FLAG_KNOWN_MAGICAL);
682 esrv_update_item (UPD_FLAGS, pl, tmp); 655 esrv_update_item (UPD_FLAGS, pl, tmp);
683 success += calc_skill_exp (pl, tmp, skill); 656 success += calc_skill_exp (pl, tmp, skill);
684 } 657 }
685 658
686 return success; 659 return success;
687} 660}
688 661
689/* Helper function for do_skill_ident, so that we can loop 662/* Helper function for do_skill_ident, so that we can loop
690 * over inventory AND objects on the ground conveniently. 663 * over inventory AND objects on the ground conveniently.
691 */ 664 */
692int 665static int
693do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) 666do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
694{ 667{
695 int success = 0, chance; 668 int success = 0, chance;
696 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;
697 670
698 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT) 671 if (!tmp->flag [FLAG_IDENTIFIED]
699 && 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)
700 { 676 {
701 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);
702 678
703 if (skill_value >= chance) 679 if (skill_value >= chance)
704 { 680 {
711 if (tmp->msg) 687 if (tmp->msg)
712 { 688 {
713 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 689 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
714 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); 690 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
715 } 691 }
716
717 /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */
718 if (tmp->map)
719 esrv_send_item (pl, tmp);
720 } 692 }
693
721 success += calc_skill_exp (pl, tmp, skill); 694 success += calc_skill_exp (pl, tmp, skill);
722 } 695 }
723 else 696 else
724 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); 697 tmp->set_flag (FLAG_NO_SKILL_IDENT);
725 } 698 }
726 699
727 return success; 700 return success;
728} 701}
729 702
730/* do_skill_ident() - workhorse for skill_ident() -b.t. 703/* do_skill_ident() - workhorse for skill_ident() -b.t.
731 */ 704 */
732static int 705static int
733do_skill_ident (object *pl, int obj_class, object *skill) 706do_skill_ident (object *pl, int obj_class, object *skill)
734{ 707{
735 object *tmp;
736 int success = 0; 708 int success = 0;
737 709
738 for (tmp = pl->inv; tmp; tmp = tmp->below) 710 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
739 success += do_skill_ident2 (tmp, pl, obj_class, skill); 711 success += do_skill_ident2 (tmp, pl, obj_class, skill);
740 /* check the ground */ 712 /* check the ground */
741 713
742 for (tmp = get_map_ob (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) 714 for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above)
743 success += do_skill_ident2 (tmp, pl, obj_class, skill); 715 success += do_skill_ident2 (tmp, pl, obj_class, skill);
744 716
745 return success; 717 return success;
746} 718}
747 719
755 727
756 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby..."); 728 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
757 729
758 switch (skill->subtype) 730 switch (skill->subtype)
759 { 731 {
760 case SK_SMITHERY: 732 case SK_SMITHERY:
761 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill) 733 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill)
762 + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill) 734 + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill)
763 + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill) 735 + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill)
764 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill); 736 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
765 break; 737 break;
766 738
767 case SK_BOWYER: 739 case SK_BOWYER:
768 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill); 740 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
769 break; 741 break;
770 742
771 case SK_ALCHEMY: 743 case SK_ALCHEMY:
772 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill) 744 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill)
773 + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill); 745 + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
774 break; 746 break;
775 747
776 case SK_WOODSMAN: 748 case SK_WOODSMAN:
777 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill); 749 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
778 break; 750 break;
779 751
780 case SK_JEWELER: 752 case SK_JEWELER:
781 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill); 753 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
782 break; 754 break;
783 755
784 case SK_LITERACY: 756 case SK_LITERACY:
785 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill); 757 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
786 break; 758 break;
787 759
788 case SK_THAUMATURGY: 760 case SK_THAUMATURGY:
789 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill); 761 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
790 break; 762 break;
791 763
792 case SK_DET_CURSE: 764 case SK_DET_CURSE:
793 success = do_skill_detect_curse (pl, skill); 765 success = do_skill_detect_curse (pl, skill);
794 if (success) 766 if (success)
795 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); 767 new_draw_info (NDI_UNIQUE, 0, pl, "... and discover cursed items!");
796 break; 768 break;
797 769
798 case SK_DET_MAGIC: 770 case SK_DET_MAGIC:
799 success = do_skill_detect_magic (pl, skill); 771 success = do_skill_detect_magic (pl, skill);
800 if (success) 772 if (success)
801 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!");
802 break; 774 break;
803 775
804 default: 776 default:
805 LOG (llevError, "Error: bad call to skill_ident()\n"); 777 LOG (llevError, "Error: bad call to skill_ident()\n");
806 return 0; 778 return 0;
807 break;
808 } 779 }
780
809 if (!success) 781 if (!success)
810 {
811 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); 782 new_draw_info (NDI_UNIQUE, 0, pl, "... and learn nothing more.");
812 } 783
813 return success; 784 return success;
814} 785}
815
816 786
817/* players using this skill can 'charm' a monster -- 787/* players using this skill can 'charm' a monster --
818 * into working for them. It can only be used on 788 * into working for them. It can only be used on
819 * non-special (see below) 'neutral' creatures. 789 * non-special (see below) 'neutral' creatures.
820 * -b.t. (thomas@astro.psu.edu) 790 * -b.t. (thomas@astro.psu.edu)
821 */ 791 */
822
823int 792int
824use_oratory (object *pl, int dir, object *skill) 793use_oratory (object *pl, int dir, object *skill)
825{ 794{
826 sint16 x = pl->x + freearr_x[dir], y = pl->y + freearr_y[dir];
827 int mflags, chance;
828 object *tmp;
829 mapstruct *m;
830
831 if (pl->type != PLAYER) 795 if (pl->type != PLAYER)
832 return 0; /* only players use this skill */ 796 return 0; /* only players use this skill */
797
798 if (!dir)
799 {
800 pl->failmsg ("In what direction?");
801 return 0;
802 }
803
804 sint16 x = pl->x + freearr_x[dir],
805 y = pl->y + freearr_y[dir];
833 m = pl->map; 806 maptile *m = pl->map;
807
834 mflags = get_map_flags (m, &m, x, y, &x, &y); 808 int mflags = get_map_flags (m, &m, x, y, &x, &y);
835 if (mflags & P_OUT_OF_MAP) 809 if (mflags & P_OUT_OF_MAP)
836 return 0; 810 return 0;
837 811
838 /* Save some processing - we have the flag already anyways 812 /* Save some processing - we have the flag already anyways
839 */ 813 */
840 if (!(mflags & P_IS_ALIVE)) 814 if (!(mflags & P_IS_ALIVE))
841 { 815 {
842 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 816 pl->failmsg ("There is nothing to orate to.");
843 return 0; 817 return 0;
844 } 818 }
845 819
820 object *tmp;
846 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)
847 { 822 {
848 /* can't persuade players - return because there is nothing else 823 /* can't persuade players - return because there is nothing else
849 * on that space to charm. Same for multi space monsters and 824 * on that space to charm. Same for multi space monsters and
850 * special monsters - we don't allow them to be charmed, and there 825 * special monsters - we don't allow them to be charmed, and there
851 * is no reason to do further processing since they should be the 826 * is no reason to do further processing since they should be the
852 * only monster on the space. 827 * only monster on the space.
853 */ 828 */
854 if (tmp->type == PLAYER) 829 if (tmp->type == PLAYER
830 || tmp->more || tmp->head_ () != tmp
831 || tmp->msg)
855 return 0; 832 return 0;
856 if (tmp->more || tmp->head)
857 return 0;
858 if (tmp->msg)
859 return 0;
860 833
861 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 834 if (tmp->flag [FLAG_MONSTER])
862 break; 835 break;
863 } 836 }
864 837
865 if (!tmp) 838 if (!tmp)
866 { 839 {
867 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 840 pl->failmsg ("There is nothing to orate to.");
868 return 0; 841 return 0;
869 } 842 }
870 843
871 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));
872 845
873 /* the following conditions limit who may be 'charmed' */ 846 /* the following conditions limit who may be 'charmed' */
874 847
875 /* it's hostile! */ 848 /* it's hostile! */
876 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 849 if (!tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY])
877 { 850 {
878 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));
879 return 0; 852 return 0;
880 } 853 }
881 854
882 /* it's already allied! */ 855 /* it's already allied! */
883 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && (tmp->attack_movement == PETMOVE)) 856 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
884 { 857 {
885 if (get_owner (tmp) == pl) 858 if (tmp->owner == pl)
886 { 859 {
887 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");
888 return 0; 861 return 0;
889 } 862 }
890 else if (skill->level > tmp->level) 863 else if (skill->level > tmp->level)
891 { 864 {
892 /* you steal the follower. Perhaps we should really look at the 865 /* you steal the follower. Perhaps we should really look at the
893 * level of the owner above? 866 * level of the owner above?
894 */ 867 */
895 set_owner (tmp, pl); 868 tmp->set_owner (pl);
869 tmp->skill = skill->skill;
870
896 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp)); 871 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp));
897 /* Abuse fix - don't give exp since this can otherwise 872 /* Abuse fix - don't give exp since this can otherwise
898 * be used by a couple players to gets lots of exp. 873 * be used by a couple players to gets lots of exp.
899 */ 874 */
900 return 0; 875 return 0;
904 /* In this case, you can't steal it from the other player */ 879 /* In this case, you can't steal it from the other player */
905 return 0; 880 return 0;
906 } 881 }
907 } /* Creature was already a pet of someone */ 882 } /* Creature was already a pet of someone */
908 883
909 chance = skill->level * 2 + (pl->stats.Cha - 2 * tmp->stats.Int) / 2; 884 int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2;
910 885
911 /* Ok, got a 'sucker' lets try to make them a follower */ 886 /* Ok, got a 'sucker' lets try to make them a follower */
912 if (chance > 0 && tmp->level < (random_roll (0, chance - 1, pl, PREFER_HIGH) - 1)) 887 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
913 { 888 {
914 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); 889 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
915 890
891 INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl));
916 set_owner (tmp, pl); 892 tmp->set_owner (pl);
893 tmp->skill = skill->skill;
917 tmp->stats.exp = 0; 894 tmp->stats.exp = 0;
918 add_friendly_object (tmp);
919 SET_FLAG (tmp, FLAG_FRIENDLY);
920 tmp->attack_movement = PETMOVE; 895 tmp->attack_movement = PETMOVE;
896
897 if (!tmp->flag [FLAG_FRIENDLY])
898 add_friendly_object (tmp);
899
921 return calc_skill_exp (pl, tmp, skill); 900 return calc_skill_exp (pl, tmp, skill);
922 } 901 }
923 /* Charm failed. Creature may be angry now */ 902 /* Charm failed. Creature may be angry now */
924 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))
925 { 904 {
926 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));
927 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 906 if (tmp->flag [FLAG_FRIENDLY])
928 { 907 {
929 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
930 remove_friendly_object (tmp); 908 remove_friendly_object (tmp);
931 tmp->attack_movement = 0; /* needed? */ 909 tmp->attack_movement = 0; /* needed? */
932 } 910 }
933 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 911
912 tmp->clr_flag (FLAG_UNAGGRESSIVE);
934 } 913 }
914
935 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 */
936} 916}
937 917
938/* Singing() -this skill allows the player to pacify nearby creatures. 918/* Singing() -this skill allows the player to pacify nearby creatures.
939 * There are few limitations on who/what kind of 919 * There are few limitations on who/what kind of
942 * successfully pacified the creature gets Int=1. Thus, a player 922 * successfully pacified the creature gets Int=1. Thus, a player
943 * may only pacify a creature once. 923 * may only pacify a creature once.
944 * BTW, I appologize for the naming of the skill, I couldnt think 924 * BTW, I appologize for the naming of the skill, I couldnt think
945 * of anything better! -b.t. 925 * of anything better! -b.t.
946 */ 926 */
947
948int 927int
949singing (object *pl, int dir, object *skill) 928singing (object *pl, int dir, object *skill)
950{ 929{
951 int i, exp = 0, chance, mflags; 930 int exp = 0;
952 object *tmp; 931 object *tmp;
953 mapstruct *m; 932 maptile *m;
954 sint16 x, y; 933 sint16 x, y;
955 934
956 if (pl->type != PLAYER) 935 if (pl->type != PLAYER)
957 return 0; /* only players use this skill */ 936 return 0; /* only players use this skill */
958 937
938 if (!dir)
939 {
940 pl->failmsg ("In what direction?");
941 return 0;
942 }
943
959 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); 944 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
960 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++)
961 { 948 {
962 x = pl->x + freearr_x[i]; 949 x = pl->x + freearr_x[i];
963 y = pl->y + freearr_y[i]; 950 y = pl->y + freearr_y[i];
964 m = pl->map; 951 m = pl->map;
965 952
966 mflags = get_map_flags (m, &m, x, y, &x, &y); 953 int mflags = get_map_flags (m, &m, x, y, &x, &y);
967 if (mflags & P_OUT_OF_MAP) 954 if (mflags & P_OUT_OF_MAP)
968 continue; 955 continue;
969 if (!(mflags & P_IS_ALIVE)) 956 if (!(mflags & P_IS_ALIVE))
970 continue; 957 continue;
971 958
972 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)
973 { 960 {
974 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 961 if (tmp->flag [FLAG_MONSTER])
975 break; 962 break;
976 /* can't affect players */ 963 /* can't affect players */
977 if (tmp->type == PLAYER) 964 if (tmp->type == PLAYER)
978 break; 965 break;
979 } 966 }
980 967
981 /* 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
982 * listen to singing. 969 * listen to singing.
983 */ 970 */
984 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 */
985 !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */ 972 !tmp->flag [FLAG_SPLITTING] && /* no ears */
986 !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */ 973 !tmp->flag [FLAG_HITBACK] && /* was here before */
987 (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 */
988 !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 975 !tmp->flag [FLAG_FRIENDLY])
989 { /* already calm */ 976 { /* already calm */
990 977
991 /* stealing isn't really related (although, maybe it should 978 /* stealing isn't really related (although, maybe it should
992 * be). This is mainly to prevent singing to the same monster 979 * be). This is mainly to prevent singing to the same monster
993 * over and over again and getting exp for it. 980 * over and over again and getting exp for it.
994 */ 981 */
995 chance = skill->level * 2 + (pl->stats.Cha - 5 - tmp->stats.Int) / 2; 982 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
983
996 if (chance && tmp->level * 2 < random_roll (0, chance - 1, pl, PREFER_HIGH)) 984 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH))
997 { 985 {
998 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 986 tmp->set_flag (FLAG_UNAGGRESSIVE);
999 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));
1000 /* Give exp only if they are not aware */ 988 /* Give exp only if they are not aware */
989
1001 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) 990 if (!tmp->flag [FLAG_NO_STEAL])
1002 exp += calc_skill_exp (pl, tmp, skill); 991 exp += calc_skill_exp (pl, tmp, skill);
1003 SET_FLAG (tmp, FLAG_NO_STEAL); 992
993 tmp->set_flag (FLAG_NO_STEAL);
1004 } 994 }
1005 else 995 else
1006 { 996 {
1007 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));
1008 SET_FLAG (tmp, FLAG_NO_STEAL); 998 tmp->set_flag (FLAG_NO_STEAL);
1009 } 999 }
1010 } 1000 }
1011 } 1001 }
1012 return exp; 1002 return exp;
1013} 1003}
1014 1004
1015/* The find_traps skill (aka, search). Checks for traps 1005/* The find_traps skill (aka, search). Checks for traps
1016 * on the spaces or in certain objects 1006 * on the spaces or in certain objects
1017 */ 1007 */
1018
1019int 1008int
1020find_traps (object *pl, object *skill) 1009find_traps (object *pl, object *skill)
1021{ 1010{
1022 object *tmp, *tmp2; 1011 object *tmp, *tmp2;
1023 int i, expsum = 0, mflags; 1012 int i, expsum = 0, mflags;
1024 sint16 x, y; 1013 sint16 x, y;
1025 mapstruct *m; 1014 maptile *m;
1026 1015
1027 /* 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
1028 * all type RUNE 1017 * all type RUNE
1029 */ 1018 */
1030
1031 for (i = 0; i < 9; i++) 1019 for (i = 0; i < 9; i++)
1032 { 1020 {
1033 x = pl->x + freearr_x[i]; 1021 x = pl->x + freearr_x[i];
1034 y = pl->y + freearr_y[i]; 1022 y = pl->y + freearr_y[i];
1035 m = pl->map; 1023 m = pl->map;
1037 mflags = get_map_flags (m, &m, x, y, &x, &y); 1025 mflags = get_map_flags (m, &m, x, y, &x, &y);
1038 if (mflags & P_OUT_OF_MAP) 1026 if (mflags & P_OUT_OF_MAP)
1039 continue; 1027 continue;
1040 1028
1041 /* Check everything in the square for trapness */ 1029 /* Check everything in the square for trapness */
1042 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)
1043 { 1031 {
1044
1045 /* And now we'd better do an inventory traversal of each 1032 /* And now we'd better do an inventory traversal of each
1046 * of these objects' inventory 1033 * of these objects' inventory
1047 * 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
1048 * the players inventory or monsters for that matter. 1035 * the players inventory or monsters for that matter.
1049 */ 1036 */
1050 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1037 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1051 {
1052 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1038 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1053 if (tmp2->type == RUNE || tmp2->type == TRAP) 1039 if (tmp2->type == RUNE || tmp2->type == TRAP)
1054 if (trap_see (pl, tmp2)) 1040 if (trap_see (pl, tmp2))
1055 { 1041 {
1056 trap_show (tmp2, tmp); 1042 trap_show (tmp2, tmp);
1057 if (tmp2->stats.Cha > 1) 1043 if (tmp2->stats.Cha > 1)
1058 { 1044 {
1059 if (!tmp2->owner || tmp2->owner->type != PLAYER) 1045 if (!tmp2->owner || tmp2->owner->type != PLAYER)
1060 expsum += calc_skill_exp (pl, tmp2, skill); 1046 expsum += calc_skill_exp (pl, tmp2, skill);
1061 1047
1062 tmp2->stats.Cha = 1; /* unhide the trap */ 1048 tmp2->stats.Cha = 1; /* unhide the trap */
1063 } 1049 }
1064 } 1050 }
1065 } 1051
1066 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) 1052 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1067 { 1053 {
1068 trap_show (tmp, tmp); 1054 trap_show (tmp, tmp);
1069 if (tmp->stats.Cha > 1) 1055 if (tmp->stats.Cha > 1)
1070 { 1056 {
1073 tmp->stats.Cha = 1; /* unhide the trap */ 1059 tmp->stats.Cha = 1; /* unhide the trap */
1074 } 1060 }
1075 } 1061 }
1076 } 1062 }
1077 } 1063 }
1064
1078 new_draw_info (NDI_BLACK, 0, pl, "You search the area."); 1065 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1079 return expsum; 1066 return expsum;
1080} 1067}
1081 1068
1082/* remove_trap() - This skill will disarm any previously discovered trap 1069/* remove_trap() - This skill will disarm any previously discovered trap
1083 * 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.
1084 */ 1071 */
1085
1086int 1072int
1087remove_trap (object *op, int dir, object *skill) 1073remove_trap (object *op, int dir, object *skill)
1088{ 1074{
1089 object *tmp, *tmp2; 1075 object *tmp, *tmp2;
1090 int i, success = 0, mflags; 1076 int i, success = 0, mflags;
1091 mapstruct *m; 1077 maptile *m;
1092 sint16 x, y; 1078 sint16 x, y;
1093 1079
1094 for (i = 0; i < 9; i++) 1080 for (i = 0; i < 9; i++)
1095 { 1081 {
1096 x = op->x + freearr_x[i]; 1082 x = op->x + freearr_x[i];
1100 mflags = get_map_flags (m, &m, x, y, &x, &y); 1086 mflags = get_map_flags (m, &m, x, y, &x, &y);
1101 if (mflags & P_OUT_OF_MAP) 1087 if (mflags & P_OUT_OF_MAP)
1102 continue; 1088 continue;
1103 1089
1104 /* Check everything in the square for trapness */ 1090 /* Check everything in the square for trapness */
1105 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)
1106 { 1092 {
1107 /* And now we'd better do an inventory traversal of each 1093 /* And now we'd better do an inventory traversal of each
1108 * of these objects inventory. Like above, only 1094 * of these objects inventory. Like above, only
1109 * do this for interesting objects. 1095 * do this for interesting objects.
1110 */ 1096 */
1111 1097
1112 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1098 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1113 { 1099 {
1114 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1100 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1115 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) 1101 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1116 { 1102 {
1117 trap_show (tmp2, tmp); 1103 trap_show (tmp2, tmp);
1104
1118 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))
1119 { 1106 {
1120 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1107 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1121 success += calc_skill_exp (op, tmp2, skill); 1108 success += calc_skill_exp (op, tmp2, skill);
1122 } 1109 }
1123 } 1110 }
1124 } 1111 }
1112
1125 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) 1113 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1126 { 1114 {
1127 trap_show (tmp, tmp); 1115 trap_show (tmp, tmp);
1116
1128 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))
1129 { 1118 {
1130 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1119 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1131 success += calc_skill_exp (op, tmp, skill); 1120 success += calc_skill_exp (op, tmp, skill);
1132 } 1121 }
1133 } 1122 }
1134 } 1123 }
1135 } 1124 }
1125
1136 return success; 1126 return success;
1137} 1127}
1138
1139 1128
1140/* pray() - when this skill is called from do_skill(), it allows 1129/* pray() - when this skill is called from do_skill(), it allows
1141 * the player to regain lost grace points at a faster rate. -b.t. 1130 * the player to regain lost grace points at a faster rate. -b.t.
1142 * This always returns 0 - return value is used by calling function 1131 * This always returns 0 - return value is used by calling function
1143 * such that if it returns true, player gets exp in that skill. This 1132 * such that if it returns true, player gets exp in that skill. This
1144 * the effect here can be done on demand, we probably don't want to 1133 * the effect here can be done on demand, we probably don't want to
1145 * give infinite exp by returning true in any cases. 1134 * give infinite exp by returning true in any cases.
1146 */ 1135 */
1147
1148int 1136int
1149pray (object *pl, object *skill) 1137pray (object *pl, object *skill)
1150{ 1138{
1151 char buf[MAX_BUF]; 1139 char buf[MAX_BUF];
1152 object *tmp; 1140 object *tmp;
1159 /* Check all objects - we could stop at floor objects, 1147 /* Check all objects - we could stop at floor objects,
1160 * 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
1161 * 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
1162 * than extra checks on object attributes. 1150 * than extra checks on object attributes.
1163 */ 1151 */
1164 for (tmp = pl->below; tmp != NULL; tmp = tmp->below) 1152 for (tmp = pl->below; tmp; tmp = tmp->below)
1165 { 1153 {
1166 /* 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 */
1167 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) 1155 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1168 { 1156 {
1169 sprintf (buf, "You pray over the %s.", &tmp->name); 1157 sprintf (buf, "You pray over the %s.", &tmp->name);
1177 if (pl->stats.grace < pl->stats.maxgrace) 1165 if (pl->stats.grace < pl->stats.maxgrace)
1178 { 1166 {
1179 pl->stats.grace++; 1167 pl->stats.grace++;
1180 pl->last_grace = -1; 1168 pl->last_grace = -1;
1181 } 1169 }
1170
1182 return 0; 1171 return 0;
1183} 1172}
1184 1173
1185/* This skill allows the player to regain a few sp or hp for a 1174/* This skill allows the player to regain a few sp or hp for a
1186 * brief period of concentration. No armour or weapons may be 1175 * brief period of concentration. No armour or weapons may be
1187 * wielded/applied for this to work. The amount of time needed 1176 * wielded/applied for this to work. The amount of time needed
1188 * to concentrate and the # of points regained is dependant on 1177 * to concentrate and the # of points regained is dependant on
1189 * the level of the user. - b.t. thomas@astro.psu.edu 1178 * the level of the user. - b.t. thomas@astro.psu.edu
1190 */ 1179 */
1191
1192void 1180void
1193meditate (object *pl, object *skill) 1181meditate (object *pl, object *skill)
1194{ 1182{
1195 object *tmp; 1183 object *tmp;
1196 1184
1197 if (pl->type != PLAYER) 1185 if (pl->type != PLAYER)
1198 return; /* players only */ 1186 return; /* players only */
1199 1187
1200 /* check if pl has removed encumbering armour and weapons */ 1188 /* check if pl has removed encumbering armour and weapons */
1201 if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6)) 1189 if (pl->flag [FLAG_READY_WEAPON] && skill->level < 6)
1202 { 1190 {
1203 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");
1204 return; 1192 return;
1205 } 1193 }
1206 else 1194 else
1207 { 1195 {
1208 for (tmp = pl->inv; tmp; tmp = tmp->below) 1196 for (tmp = pl->inv; tmp; tmp = tmp->below)
1209 if (((tmp->type == ARMOUR && skill->level < 12) 1197 if (((tmp->type == ARMOUR && skill->level < 12)
1210 || (tmp->type == HELMET && skill->level < 10) 1198 || (tmp->type == HELMET && skill->level < 10)
1211 || (tmp->type == SHIELD && skill->level < 6) 1199 || (tmp->type == SHIELD && skill->level < 6)
1212 || (tmp->type == BOOTS && skill->level < 4) || (tmp->type == GLOVES && skill->level < 2)) && QUERY_FLAG (tmp, FLAG_APPLIED)) 1200 || (tmp->type == BOOTS && skill->level < 4)
1201 || (tmp->type == GLOVES && skill->level < 2))
1202 && tmp->flag [FLAG_APPLIED])
1213 { 1203 {
1214 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");
1215 return; 1205 return;
1216 } 1206 }
1217 } 1207 }
1218 1208
1219 /* ok let's meditate! Spell points are regained first, then once 1209 /* ok let's meditate! Spell points are regained first, then once
1220 * they are maxed we get back hp. Actual incrementing of values 1210 * they are maxed we get back hp. Actual incrementing of values
1221 * 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
1222 * bonuses for healing/sp regeneration are included properly 1212 * bonuses for healing/sp regeneration are included properly
1223 * 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
1224 * meditate. (see 'factor' variable for what sets the amount of time) 1214 * meditate. (see 'factor' variable for what sets the amount of time)
1225 */ 1215 */
1226 1216
1227 new_draw_info (NDI_BLACK, 0, pl, "You meditate."); 1217 new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1228 1218
1229 if (pl->stats.sp < pl->stats.maxsp) 1219 if (pl->stats.sp < pl->stats.maxsp)
1236 pl->stats.hp++; 1226 pl->stats.hp++;
1237 pl->last_heal = -1; 1227 pl->last_heal = -1;
1238 } 1228 }
1239} 1229}
1240 1230
1241/* write_note() - this routine allows players to inscribe messages in 1231/* write_note() - this routine allows players to inscribe messages in
1242 * ordinary 'books' (anything that is type BOOK). b.t. 1232 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1243 */ 1233 */
1244
1245static int 1234static int
1246write_note (object *pl, object *item, const char *msg, object *skill) 1235write_note (object *pl, object *item, const char *msg, object *skill)
1247{ 1236{
1248 char buf[1024]; 1237 if (!msg_is_safe (msg))
1249 object *newBook = NULL; 1238 {
1250 1239 pl->failmsg ("Trying to cheat now are we? H<@-signs are not allowed in notes.>");
1251 /* a pair of sanity checks */ 1240 LOG (llevInfo, "write_note: player %s tried to write bogus note %s\n", &pl->name, msg);
1252 if (!item || item->type != BOOK)
1253 return 0; 1241 return 0;
1254
1255 if (!msg)
1256 { 1242 }
1257 new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!"); 1243
1258 new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill); 1244 int len = strlen (msg);
1259 return 0; 1245
1246 if (!is_utf8_string ((U8 *)msg, len))
1260 } 1247 {
1261 if (strcasestr_local (msg, "endmsg")) 1248 pl->failmsg ("Your message is garbled (text must be UTF-8, client-bug)!");
1262 {
1263 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1264 return 0; 1249 return 0;
1265 } 1250 }
1266 1251
1267 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)))
1268 return strlen (msg); 1253 return RESULT_INT (0);
1269 1254
1270 buf[0] = 0; 1255 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len));
1271 if (!book_overflow (item->msg, msg, sizeof (buf)))
1272 { /* add msg string to book */
1273 if (item->msg)
1274 strcpy (buf, item->msg);
1275 1256
1276 strcat (buf, msg); 1257 if (char_len <= item->weight_limit)
1277 strcat (buf, "\n"); /* new msg needs a LF */ 1258 {
1278 if (item->nrof > 1) 1259 object *newbook = item->other_arch->instance ();
1279 { 1260 item->decrease ();
1280 newBook = get_object ();
1281 copy_object (item, newBook);
1282 decrease_ob (item);
1283 esrv_send_item (pl, item);
1284 newBook->nrof = 1; 1261 newbook->nrof = 1;
1285 newBook->msg = buf; 1262 newbook->msg = shstr (msg);
1286 newBook = insert_ob_in_ob (newBook, pl); 1263 newbook->flag [FLAG_IDENTIFIED] = true;
1287 esrv_send_item (pl, newBook); 1264
1265 if (item->subtype == 1) // mailscrolls
1288 } 1266 {
1289 else 1267 newbook->name = item->name;
1268 newbook->name_pl = item->name_pl;
1290 { 1269 }
1291 item->msg = buf; 1270
1292 /* This shouldn't be necessary - the object hasn't changed in any 1271 pl->insert (newbook);
1293 * visible way 1272
1294 */ 1273 pl->contr->play_sound (sound_find ("inscribe_success"));
1295 /* esrv_send_item(pl, item); */
1296 }
1297 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", query_short_name (item)); 1274 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1298 return strlen (msg); 1275 return char_len;
1299 } 1276 }
1300 else 1277 else
1301 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item)); 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);
1302 1280
1303 return 0; 1281 return 0;
1304} 1282}
1305 1283
1306/* write_scroll() - this routine allows players to inscribe spell scrolls 1284/* write_scroll() - this routine allows players to inscribe spell scrolls
1307 * of spells which they know. Backfire effects are possible with the 1285 * of spells which they know. Backfire effects are possible with the
1308 * severity of the backlash correlated with the difficulty of the scroll 1286 * severity of the backlash correlated with the difficulty of the scroll
1309 * that is attempted. -b.t. thomas@astro.psu.edu 1287 * that is attempted. -b.t. thomas@astro.psu.edu
1310 */ 1288 */
1311
1312static int 1289static int
1313write_scroll (object *pl, object *scroll, object *skill) 1290write_scroll (object *pl, object *scroll, object *skill)
1314{ 1291{
1315 int success = 0, confused = 0; 1292 int success = 0, confused = 0;
1316 object *newscroll, *chosen_spell, *tmp;
1317
1318 /* this is a sanity check */
1319 if (scroll->type != SCROLL)
1320 {
1321 new_draw_info (NDI_UNIQUE, 0, pl, "A spell can only be inscribed into a scroll!");
1322 return 0;
1323 }
1324 1293
1325 /* Check if we are ready to attempt inscription */ 1294 /* Check if we are ready to attempt inscription */
1326 chosen_spell = pl->contr->ranges[range_magic]; 1295 object *chosen_spell = pl->contr->ranged_ob;
1327 if (!chosen_spell) 1296
1328 { 1297 if (!chosen_spell || chosen_spell->type != SPELL)
1329 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1330 return 0;
1331 } 1298 {
1299 pl->failmsg ("You need a spell readied in order to inscribe!");
1300 return 0;
1301 }
1302
1332 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)
1333 { 1304 {
1334 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);
1335 return 0; 1306 return 0;
1336 } 1307 }
1308
1337 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)
1338 { 1310 {
1339 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);
1340 return 0;
1341 }
1342
1343 /* if there is a spell already on the scroll then player could easily
1344 * accidently read it while trying to write the new one. give player
1345 * a 50% chance to overwrite spell at their own level
1346 */
1347 if ((scroll->stats.sp || scroll->inv) && random_roll (0, scroll->level * 2, pl, PREFER_LOW) > skill->level)
1348 {
1349 new_draw_info_format (NDI_UNIQUE, 0, pl, "Oops! You accidently read it while trying to write on it.");
1350 manual_apply (pl, scroll, 0);
1351 return 0; 1312 return 0;
1352 } 1313 }
1353 1314
1354 /* ok, we are ready to try inscription */ 1315 /* ok, we are ready to try inscription */
1355 if (QUERY_FLAG (pl, FLAG_CONFUSED)) 1316 if (pl->flag [FLAG_CONFUSED])
1356 confused = 1; 1317 confused = 1;
1357 1318
1358 /* Lost mana/grace no matter what */ 1319 /* Lost mana/grace no matter what */
1359 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);
1360 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);
1361 1322
1362 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)
1363 { 1324 {
1364 if (scroll->nrof > 1) 1325 object *newscroll = scroll->other_arch->instance ();
1365 { 1326 scroll->decrease ();
1366 newscroll = get_object ();
1367 copy_object (scroll, newscroll);
1368 decrease_ob (scroll);
1369 newscroll->nrof = 1; 1327 newscroll->nrof = 1;
1370 } 1328 newscroll->randomitems = 0; // make sure randomitems doesn't destroy the scroll
1371 else 1329
1372 { 1330 pl->contr->play_sound (sound_find ("inscribe_success"));
1373 newscroll = scroll;
1374 }
1375 1331
1376 if (!confused) 1332 if (!confused)
1377 { 1333 {
1378 newscroll->level = MAX (skill->level, chosen_spell->level); 1334 newscroll->level = max (skill->level, chosen_spell->level);
1335 newscroll->flag [FLAG_IDENTIFIED] = true;
1379 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll."); 1336 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1380 } 1337 }
1381 else 1338 else
1382 { 1339 {
1383 chosen_spell = find_random_spell_in_ob (pl, NULL); 1340 chosen_spell = find_random_spell_in_ob (pl, NULL);
1384 if (!chosen_spell) 1341 if (!chosen_spell)
1385 return 0; 1342 return 0;
1386 1343
1387 newscroll->level = MAX (skill->level, chosen_spell->level); 1344 newscroll->level = max (skill->level, chosen_spell->level);
1388 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.");
1389 } 1346 }
1390 1347
1391 if (newscroll->inv) 1348 object *tmp = chosen_spell->clone ();
1392 { 1349 tmp->flag [FLAG_APPLIED] = false;
1393 object *ninv;
1394
1395 ninv = newscroll->inv;
1396 remove_ob (ninv);
1397 free_object (ninv);
1398 }
1399 tmp = get_object ();
1400 copy_object (chosen_spell, tmp);
1401 insert_ob_in_ob (tmp, newscroll); 1350 insert_ob_in_ob (tmp, newscroll);
1402 1351
1403 /* Same code as from treasure.c - so they can better merge. 1352 /* Same code as from treasure.C - so they can better merge.
1404 * if players want to sell them, so be it. 1353 * if players want to sell them, so be it.
1405 */ 1354 */
1406 newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); 1355 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1407 newscroll->stats.exp = newscroll->value / 5; 1356 newscroll->stats.exp = newscroll->value / 5;
1408 1357
1409 /* wait until finished manipulating the scroll before inserting it */ 1358 pl->insert (newscroll);
1410 if (newscroll == scroll) 1359
1411 {
1412 /* Remove to correctly merge with other items which may exist in inventory */
1413 remove_ob (newscroll);
1414 esrv_del_item (pl->contr, newscroll->count);
1415 }
1416 newscroll = insert_ob_in_ob (newscroll, pl);
1417 esrv_send_item (pl, newscroll);
1418 success = calc_skill_exp (pl, newscroll, skill); 1360 success = calc_skill_exp (pl, newscroll, skill);
1419 if (!confused) 1361 if (!confused)
1420 success *= 2; 1362 success *= 2;
1363
1421 success = success * skill->level; 1364 success = success * skill->level;
1422 return success; 1365 return success;
1423
1424 } 1366 }
1425 else 1367 else
1426 { /* Inscription has failed */ 1368 { /* Inscription has failed */
1369 pl->contr->play_sound (sound_find ("inscribe_fail"));
1427 1370
1428 if (chosen_spell->level > skill->level || confused) 1371 if (chosen_spell->level > skill->level || confused)
1429 { /*backfire! */ 1372 { /*backfire! */
1430 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.>");
1374
1431 if (random_roll (0, 1, pl, PREFER_LOW) == 1) 1375 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1432 drain_specific_stat (pl, 4); 1376 pl->drain_specific_stat (4);
1433 else 1377 else
1434 { 1378 {
1435 confuse_player (pl, pl, 99); 1379 confuse_player (pl, pl, 99);
1436 return (-30 * chosen_spell->level); 1380 return -30 * chosen_spell->level;
1437 } 1381 }
1438 } 1382 }
1439 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) 1383 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1440 { 1384 {
1441 new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind!"); 1385 new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind! H<Frankly spoken, you were too dumb and unlucky.>");
1442 confuse_player (pl, pl, 99); 1386 confuse_player (pl, pl, 99);
1443 } 1387 }
1444 else 1388 else
1445 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll."); 1389 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll. H<Try a lower-level spell, if possible at all.>");
1446 } 1390 }
1391
1447 return 0; 1392 return 0;
1448} 1393}
1449 1394
1450/* write_on_item() - wrapper for write_note and write_scroll */ 1395/* write_on_item() - wrapper for write_note and write_scroll */
1451int 1396int
1452write_on_item (object *pl, const char *params, object *skill) 1397write_on_item (object *pl, const char *params, object *skill)
1453{ 1398{
1454 object *item;
1455 const char *string = params;
1456 int msgtype;
1457 archetype *skat; 1399 archetype *skat;
1458 1400
1459 if (pl->type != PLAYER) 1401 if (pl->type != PLAYER)
1460 return 0; 1402 return 0;
1461 1403
1462 if (!params) 1404 if (!params)
1463 {
1464 params = ""; 1405 params = "";
1465 string = params; 1406
1466 }
1467 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); 1407 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1468 1408
1469 /* Need to be able to read before we can write! */ 1409 /* Need to be able to read before we can write! */
1470 if (!find_skill_by_name (pl, skat->clone.skill)) 1410 if (!find_skill_by_name (pl, skat->skill))
1471 { 1411 {
1472 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!"); 1412 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>");
1473 return 0; 1413 return 0;
1474 } 1414 }
1475 1415
1476 /* if there is a message then it goes in a book and no message means 1416 object *item = pl->mark ();
1477 * write active spell into the scroll
1478 */
1479 msgtype = (string[0] != '\0') ? BOOK : SCROLL;
1480 1417
1481 /* find an item of correct type to write on */ 1418 /* find an item of correct type to write on */
1482 if (!(item = find_marked_object (pl))) 1419 if (!item)
1483 {
1484 new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on.");
1485 return 0;
1486 } 1420 {
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.>");
1422 return 0;
1423 }
1487 1424
1488 if (QUERY_FLAG (item, FLAG_UNPAID)) 1425 if (item->type != INSCRIBABLE)
1426 {
1427 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1428 return 0;
1429 }
1430
1431 if (item->flag [FLAG_UNPAID])
1489 { 1432 {
1490 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.");
1491 return 0; 1434 return 0;
1492 } 1435 }
1493 if (msgtype != item->type) 1436
1437 if (item->other_arch->type == SCROLL)
1494 { 1438 {
1495 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll"); 1439 if (*params)
1440 {
1441 // check readied scroll
1442 pl->failmsgf ("When inscribing spells you need to ready a spell and do not specify a string argument.\n"
1443 "Usage: cast [spell name]; use_skill %s", &skill->skill);
1496 return 0; 1444 return 0;
1497 } 1445 }
1498 1446
1499 if (msgtype == SCROLL)
1500 {
1501 return write_scroll (pl, item, skill); 1447 return write_scroll (pl, item, skill);
1502 } 1448 }
1503 else if (msgtype == BOOK) 1449 else
1504 { 1450 {
1451 if (!*params)
1452 {
1453 pl->failmsgf ("When inscribing books you need to specify the words you want to inscribe as command argument.\n"
1454 "Usage: use_skill %s <message>", &skill->skill);
1455 return 0;
1456 }
1457
1505 return write_note (pl, item, string, skill); 1458 return write_note (pl, item, params, skill);
1506 } 1459 }
1460
1507 return 0; 1461 return 0;
1508} 1462}
1509
1510
1511 1463
1512/* find_throw_ob() - if we request an object, then 1464/* find_throw_ob() - if we request an object, then
1513 * we search for it in the inventory of the owner (you've 1465 * we search for it in the inventory of the owner (you've
1514 * got to be carrying something in order to throw it!). 1466 * got to be carrying something in order to throw it!).
1515 * If we didnt request an object, then the top object in inventory 1467 * If we didnt request an object, then the top object in inventory
1516 * (that is "throwable", ie no throwing your skills away!) 1468 * (that is "throwable", ie no throwing your skills away!)
1517 * is the object of choice. Also check to see if object is 1469 * is the object of choice. Also check to see if object is
1518 * 'throwable' (ie not applied cursed obj, worn, etc). 1470 * 'throwable' (ie not applied cursed obj, worn, etc).
1519 */ 1471 */
1520
1521static object * 1472static object *
1522find_throw_ob (object *op, const char *request) 1473find_throw_ob (object *op, const char *request)
1523{ 1474{
1524 object *tmp;
1525
1526 if (!op)
1527 { /* safety */
1528 LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1529 return (object *) NULL;
1530 }
1531
1532 /* prefer marked item */ 1475 /* prefer marked item */
1533 tmp = find_marked_object (op); 1476 object *tmp = op->mark ();
1534 if (tmp != NULL) 1477
1535 {
1536 /* can't toss invisible or inv-locked items */ 1478 /* can't toss invisible or inv-locked items */
1537 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1479 if (tmp && (tmp->invisible || tmp->flag [FLAG_INV_LOCKED]))
1538 { 1480 tmp = 0;
1539 tmp = NULL;
1540 }
1541 }
1542 1481
1543 /* look through the inventory */ 1482 /* look through the inventory */
1544 if (tmp == NULL) 1483 if (!tmp)
1545 {
1546 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1484 for (tmp = op->inv; tmp; tmp = tmp->below)
1547 { 1485 {
1548 /* can't toss invisible or inv-locked items */ 1486 /* can't toss invisible or inv-locked items */
1549 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1487 if (tmp->invisible || tmp->flag [FLAG_INV_LOCKED])
1550 continue; 1488 continue;
1489
1551 if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request)) 1490 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1552 break; 1491 break;
1553 } 1492 }
1554 }
1555 1493
1556 /* this should prevent us from throwing away 1494 /* this should prevent us from throwing away
1557 * cursed items, worn armour, etc. Only weapons 1495 * cursed items, worn armour, etc. Only weapons
1558 * can be thrown from 'hand'. 1496 * can be thrown from 'hand'.
1559 */ 1497 */
1560 if (!tmp) 1498 if (!tmp)
1561 return NULL; 1499 return 0;
1562 1500
1563 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1501 if (tmp->flag [FLAG_APPLIED])
1564 { 1502 {
1565 if (tmp->type != WEAPON) 1503 if (tmp->type != WEAPON)
1566 { 1504 {
1567 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));
1568 tmp = NULL; 1506 tmp = 0;
1569 }
1570 else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1571 { 1507 }
1508 else if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1509 {
1572 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));
1573 tmp = NULL; 1511 tmp = 0;
1574 } 1512 }
1575 else 1513 else
1576 { 1514 {
1577 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 1515 if (!op->apply (tmp, AP_UNAPPLY))
1578 { 1516 {
1579 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); 1517 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1580 tmp = NULL; 1518 tmp = 0;
1581 } 1519 }
1582 } 1520 }
1583 } 1521 }
1584 else if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1522 else if (tmp->flag [FLAG_UNPAID])
1585 { 1523 {
1586 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));
1587 tmp = NULL; 1525 tmp = 0;
1588 } 1526 }
1589 1527
1590 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])
1591 { 1530 {
1592 LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); 1531 LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1593 tmp = NULL; 1532 tmp = 0;
1594 } 1533 }
1534
1595 return tmp; 1535 return tmp;
1596} 1536}
1597 1537
1598/* make_throw_ob() We construct the 'carrier' object in 1538/* make_throw_ob() We construct the 'carrier' object in
1599 * which we will insert the object that is being thrown. 1539 * which we will insert the object that is being thrown.
1600 * This combination becomes the 'thrown object'. -b.t. 1540 * This combination becomes the 'thrown object'. -b.t.
1601 */ 1541 */
1602
1603static object * 1542static object *
1604make_throw_ob (object *orig) 1543make_throw_ob (object *orig)
1605{ 1544{
1606 object *toss_item;
1607
1608 if (!orig) 1545 if (!orig)
1609 return NULL; 1546 return 0;
1610 1547
1611 toss_item = get_object (); 1548 if (orig->flag [FLAG_APPLIED])
1612 if (QUERY_FLAG (orig, FLAG_APPLIED))
1613 { 1549 {
1614 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); 1550 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1615 /* insufficient workaround, but better than nothing */ 1551 /* insufficient workaround, but better than nothing */
1616 CLEAR_FLAG (orig, FLAG_APPLIED); 1552 orig->clr_flag (FLAG_APPLIED);
1617 } 1553 }
1618 copy_object (orig, toss_item); 1554
1555 object *toss_item = orig->clone ();
1556
1619 toss_item->type = THROWN_OBJ; 1557 toss_item->type = THROWN_OBJ;
1620 CLEAR_FLAG (toss_item, FLAG_CHANGING); 1558 toss_item->clr_flag (FLAG_CHANGING);
1621 toss_item->stats.dam = 0; /* default damage */ 1559 toss_item->stats.dam = 0; /* default damage */
1622 insert_ob_in_ob (orig, toss_item); 1560 toss_item->insert (orig);
1561
1623 return toss_item; 1562 return toss_item;
1624} 1563}
1625
1626 1564
1627/* do_throw() - op throws any object toss_item. This code 1565/* do_throw() - op throws any object toss_item. This code
1628 * was borrowed from fire_bow. 1566 * was borrowed from fire_bow.
1629 * Returns 1 if skill was successfully used, 0 if not 1567 * Returns 1 if skill was successfully used, 0 if not
1630 */ 1568 */
1631
1632static int 1569static int
1633do_throw (object *op, object *part, object *toss_item, int dir, object *skill) 1570do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1634{ 1571{
1635 object *throw_ob = toss_item, *left = NULL; 1572 object *throw_ob = toss_item, *left = NULL;
1636 tag_t left_tag;
1637 int eff_str = 0, maxc, str = op->stats.Str, dam = 0; 1573 int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1638 int pause_f, weight_f = 0, mflags; 1574 int pause_f, weight_f = 0, mflags;
1639 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;
1640 mapstruct *m; 1576 maptile *m;
1641 sint16 sx, sy; 1577 sint16 sx, sy;
1642 tag_t tag;
1643 1578
1644 if (throw_ob == NULL) 1579 if (!throw_ob)
1645 {
1646 if (op->type == PLAYER)
1647 {
1648 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1649 }
1650 return 0;
1651 } 1580 {
1652 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP)) 1581 op->failmsg ("You have nothing to throw.");
1582 return 0;
1653 { 1583 }
1654 if (op->type == PLAYER) 1584
1655 { 1585 if (throw_ob->flag [FLAG_STARTEQUIP])
1656 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that."); 1586 {
1657 } 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?>");
1590
1658 return 0; 1591 return 0;
1659 } 1592 }
1660 1593
1661 /* Because throwing effectiveness must be reduced by the 1594 /* Because throwing effectiveness must be reduced by the
1662 * encumbrance of the thrower and weight of the object. THus, 1595 * encumbrance of the thrower and weight of the object. THus,
1678 /* lighter items are thrown harder, farther, faster */ 1611 /* lighter items are thrown harder, farther, faster */
1679 if (throw_ob->weight > 0) 1612 if (throw_ob->weight > 0)
1680 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight); 1613 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1681 else 1614 else
1682 { /* 0 or negative weight?!? Odd object, can't throw it */ 1615 { /* 0 or negative weight?!? Odd object, can't throw it */
1683 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));
1684 return 0; 1617 return 0;
1685 } 1618 }
1686 1619
1687 eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0)); 1620 eff_str = (str * (load_factor < 1.0 ? load_factor : 1.0))
1688 eff_str = (int) ((float) eff_str * item_factor * str_factor); 1621 * item_factor * str_factor;
1689 1622
1690 /* 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
1691 * account for super-strong throwers. */ 1624 * account for super-strong throwers. */
1692 if (eff_str > MAX_STAT) 1625 min_it (eff_str, MAX_STAT);
1693 eff_str = MAX_STAT;
1694 1626
1695#ifdef DEBUG_THROW 1627#ifdef DEBUG_THROW
1696 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);
1697 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);
1698 LOG (llevDebug, " str_factor=%f\n", str_factor); 1630 LOG (llevDebug, " str_factor=%f\n", str_factor);
1705 */ 1637 */
1706 mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy); 1638 mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy);
1707 1639
1708 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW)) 1640 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1709 { 1641 {
1710
1711 /* bounces off 'wall', and drops to feet */ 1642 /* bounces off 'wall', and drops to feet */
1712 remove_ob (throw_ob); 1643 throw_ob->insert_at (part, op);
1713 throw_ob->x = part->x; 1644
1714 throw_ob->y = part->y;
1715 insert_ob_in_map (throw_ob, part->map, op, 0);
1716 if (op->type == PLAYER) 1645 if (op->type == PLAYER)
1717 { 1646 {
1718 if (eff_str <= 1) 1647 if (eff_str <= 1)
1719 {
1720 new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob)); 1648 new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob));
1721 }
1722 else if (!dir) 1649 else if (!dir)
1723 {
1724 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob)); 1650 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1725 }
1726 else 1651 else
1727 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1652 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1728 } 1653 }
1654
1729 return 0; 1655 return 0;
1730 } /* if object can't be thrown */ 1656 } /* if object can't be thrown */
1731 1657
1732 left = throw_ob; /* these are throwing objects left to the player */ 1658 left = throw_ob; /* these are throwing objects left to the player */
1733 left_tag = left->count;
1734 1659
1735 /* sometimes get_split_ob can't split an object (because op->nrof==0?) 1660 /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1736 * and returns NULL. We must use 'left' then 1661 * and returns NULL. We must use 'left' then
1737 */ 1662 */
1738 1663 if (!(throw_ob = throw_ob->split ()))
1739 if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL)
1740 { 1664 {
1741 throw_ob = left; 1665 throw_ob = left;
1742 remove_ob (left); 1666 left->remove ();
1743 if (op->type == PLAYER)
1744 esrv_del_item (op->contr, left->count);
1745 }
1746 else if (op->type == PLAYER)
1747 {
1748 if (was_destroyed (left, left_tag))
1749 esrv_del_item (op->contr, left_tag);
1750 else
1751 esrv_update_item (UPD_NROF, op, left);
1752 } 1667 }
1753 1668
1754 /* special case: throwing powdery substances like dust, dirt */ 1669 /* special case: throwing powdery substances like dust, dirt */
1755 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) 1670 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1756 { 1671 {
1771 { 1686 {
1772 insert_ob_in_ob (throw_ob, op); 1687 insert_ob_in_ob (throw_ob, op);
1773 return 0; 1688 return 0;
1774 } 1689 }
1775 1690
1776 set_owner (throw_ob, op); 1691 throw_ob->set_owner (op);
1777 /* At some point in the attack code, the actual real object (op->inv) 1692 /* At some point in the attack code, the actual real object (op->inv)
1778 * becomes the hitter. As such, we need to make sure that has a proper 1693 * becomes the hitter. As such, we need to make sure that has a proper
1779 * owner value so exp goes to the right place. 1694 * owner value so exp goes to the right place.
1780 */ 1695 */
1781 set_owner (throw_ob->inv, op); 1696 throw_ob->inv->set_owner (op);
1782 throw_ob->direction = dir; 1697 throw_ob->direction = dir;
1783 throw_ob->x = part->x;
1784 throw_ob->y = part->y;
1785 1698
1786 /* the damage bonus from the force of the throw */ 1699 /* the damage bonus from the force of the throw */
1787 dam = (int) (str_factor * dam_bonus[eff_str]); 1700 dam = int (str_factor * dam_bonus[eff_str]);
1788 1701
1789 /* Now, lets adjust the properties of the thrown_ob. */ 1702 /* Now, lets adjust the properties of the thrown_ob. */
1790 1703
1791 /* how far to fly */ 1704 /* how far to fly */
1792 throw_ob->last_sp = (eff_str * 3) / 5; 1705 throw_ob->last_sp = (eff_str * 3) / 5;
1793 1706
1794 /* speed */ 1707 /* speed */
1795 throw_ob->speed = (speed_bonus[eff_str] + 1.0) / 1.5; 1708 throw_ob->set_speed (min (1.0, speed_bonus[eff_str] + 1.0) / 1.5); /* no faster than an arrow! */
1796 throw_ob->speed = MIN (1.0, throw_ob->speed); /* no faster than an arrow! */
1797 1709
1798 /* item damage. Eff_str and item weight influence damage done */ 1710 /* item damage. Eff_str and item weight influence damage done */
1799 weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000); 1711 weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000);
1800 throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2; 1712 throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1801 1713
1802 /* chance of breaking. Proportional to force used and weight of item */ 1714 /* chance of breaking. Proportional to force used and weight of item */
1803 throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000); 1715 throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1804 1716
1805 /* replace 25 with a call to clone.arch wc? messes up w/ NPC */ 1717 /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1806 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level; 1718 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1807
1808 1719
1809 /* 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,
1810 * throwing knife, etc) will differ from ordinary items. Lets tailor 1721 * throwing knife, etc) will differ from ordinary items. Lets tailor
1811 * this stuff in here. 1722 * this stuff in here.
1812 */ 1723 */
1813 1724
1814 if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN)) 1725 if (throw_ob->inv->flag [FLAG_IS_THROWN])
1815 { 1726 {
1816 throw_ob->last_sp += eff_str / 3; /* fly a little further */ 1727 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1817 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;
1818 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;
1819 /* only throw objects get directional faces */ 1730 /* only throw objects get directional faces */
1820 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) 1731 if (throw_ob->has_anim () && throw_ob->anim_frames ())
1821 SET_ANIMATION (throw_ob, dir); 1732 throw_ob->set_anim_frame (dir);
1822 } 1733 }
1823 else 1734 else
1824 { 1735 {
1736 uint16 mat = throw_ob->materials;
1737
1825 /* some materials will adjust properties.. */ 1738 /* some materials will adjust properties.. */
1826 if (throw_ob->material & M_LEATHER) 1739 if (mat & M_LEATHER)
1827 { 1740 {
1828 throw_ob->stats.dam -= 1; 1741 throw_ob->stats.dam -= 1;
1829 throw_ob->stats.food -= 10; 1742 throw_ob->stats.food -= 10;
1830 } 1743 }
1744
1831 if (throw_ob->material & M_GLASS) 1745 if (mat & M_GLASS)
1832 throw_ob->stats.food += 60; 1746 throw_ob->stats.food += 60;
1833 1747
1834 if (throw_ob->material & M_ORGANIC) 1748 if (mat & M_ORGANIC)
1835 { 1749 {
1836 throw_ob->stats.dam -= 3; 1750 throw_ob->stats.dam -= 3;
1837 throw_ob->stats.food += 55; 1751 throw_ob->stats.food += 55;
1838 } 1752 }
1839 if (throw_ob->material & M_PAPER || throw_ob->material & M_CLOTH) 1753
1754 if (mat & M_PAPER || mat & M_CLOTH)
1840 { 1755 {
1841 throw_ob->stats.dam -= 5; 1756 throw_ob->stats.dam -= 5;
1842 throw_ob->speed *= 0.8; 1757 throw_ob->speed *= 0.8;
1843 throw_ob->stats.wc += 3; 1758 throw_ob->stats.wc += 3;
1844 throw_ob->stats.food -= 30; 1759 throw_ob->stats.food -= 30;
1845 } 1760 }
1761
1846 /* light obj have more wind resistance, fly slower */ 1762 /* light obj have more wind resistance, fly slower */
1847 if (throw_ob->weight > 500) 1763 if (throw_ob->weight > 500)
1848 throw_ob->speed *= 0.8; 1764 throw_ob->speed *= 0.8;
1765
1849 if (throw_ob->weight > 50) 1766 if (throw_ob->weight > 50)
1850 throw_ob->speed *= 0.5; 1767 throw_ob->speed *= 0.5;
1851
1852 } /* else tailor thrown object */ 1768 } /* else tailor thrown object */
1853 1769
1854 /* some limits, and safeties (needed?) */ 1770 /* some limits, and safeties (needed?) */
1855 if (throw_ob->stats.dam < 0) 1771 max_it (throw_ob->stats.dam, 0);
1856 throw_ob->stats.dam = 0;
1857 if (throw_ob->last_sp > eff_str) 1772 min_it (throw_ob->last_sp, eff_str);
1858 throw_ob->last_sp = eff_str;
1859 if (throw_ob->stats.food < 0) 1773 max_it (throw_ob->stats.food, 0);
1860 throw_ob->stats.food = 0;
1861 if (throw_ob->stats.food > 100)
1862 throw_ob->stats.food = 100;
1863 if (throw_ob->stats.wc > 30) 1774 min_it (throw_ob->stats.wc, 30);
1864 throw_ob->stats.wc = 30;
1865 1775
1866 /* how long to pause the thrower. Higher values mean less pause */ 1776 /* how long to pause the thrower. Higher values mean less pause */
1867 pause_f = ((2 * eff_str) / 3) + 20 + skill->level; 1777 pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1868 1778
1869 /* Put a lower limit on this */ 1779 /* Put a lower limit on this */
1870 if (pause_f < 10) 1780 clamp_it (pause_f, 10, 100);
1871 pause_f = 10;
1872 if (pause_f > 100)
1873 pause_f = 100;
1874 1781
1875 /* Changed in 0.94.2 - the calculation before was really goofy. 1782 /* Changed in 0.94.2 - the calculation before was really goofy.
1876 * 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
1877 * speed 0.5 1784 * speed 0.5
1878 */ 1785 */
1879 op->speed_left -= 50 / pause_f; 1786 op->speed_left -= 50 / pause_f;
1880 1787
1881 update_ob_speed (throw_ob);
1882 throw_ob->speed_left = 0; 1788 throw_ob->speed_left = 0;
1883 throw_ob->map = part->map; 1789 throw_ob->map = part->map;
1884 1790
1885 throw_ob->move_type = MOVE_FLY_LOW; 1791 throw_ob->move_type = MOVE_FLY_LOW;
1886 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);
1887 1795
1888#if 0 1796#if 0
1889 /* need to put in a good sound for this */ 1797 /* need to put in a good sound for this */
1890 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);
1891#endif 1799#endif
1896 LOG (llevDebug, " pause_f=%d \n", pause_f); 1804 LOG (llevDebug, " pause_f=%d \n", pause_f);
1897 LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n", 1805 LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1898 throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food); 1806 throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food);
1899 LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count); 1807 LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1900#endif 1808#endif
1901 tag = throw_ob->count; 1809
1902 insert_ob_in_map (throw_ob, part->map, op, 0); 1810 throw_ob->insert_at (part, op);
1903 if (!was_destroyed (throw_ob, tag)) 1811
1812 if (!throw_ob->destroyed ())
1904 move_arrow (throw_ob); 1813 move_arrow (throw_ob);
1814
1905 return 1; 1815 return 1;
1906} 1816}
1907 1817
1908int 1818int
1909skill_throw (object *op, object *part, int dir, const char *params, object *skill) 1819skill_throw (object *op, object *part, int dir, const char *params, object *skill)
1915 else 1825 else
1916 throw_ob = find_mon_throw_ob (op); 1826 throw_ob = find_mon_throw_ob (op);
1917 1827
1918 return do_throw (op, part, throw_ob, dir, skill); 1828 return do_throw (op, part, throw_ob, dir, skill);
1919} 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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