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Comparing deliantra/server/server/skills.C (file contents):
Revision 1.11 by root, Sat Sep 16 22:24:13 2006 UTC vs.
Revision 1.112 by root, Sat Sep 16 22:17:42 2017 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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
92 * stealing from (op in attempt_steal), offset by your dexterity and 94 * stealing from (op in attempt_steal), offset by your dexterity and
93 * skill at stealing. They may notice your attempt, whether successful 95 * skill at stealing. They may notice your attempt, whether successful
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
154 * speaking, the invisibility flag prevents experience or 150 * speaking, the invisibility flag prevents experience or
155 * abilities from being stolen since these types are currently 151 * abilities from being stolen since these types are currently
156 * always invisible objects. I was implicit here so as to prevent 152 * always invisible objects. I was implicit here so as to prevent
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 */
171 169
172 roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */ 170 roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */
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)
183 */ 181 */
184 if (tmp->destroyed () || tmp->env != op) 182 if (tmp->destroyed () || tmp->env != op)
185 { 183 {
186 /* for players, play_sound: steals item */ 184 /* for players, play_sound: steals item */
187 success = tmp; 185 success = tmp;
188 CLEAR_FLAG (tmp, FLAG_INV_LOCKED); 186 tmp->clr_flag (FLAG_INV_LOCKED);
189
190 /* Don't delete it from target player until we know
191 * the thief has picked it up. can't just look at tmp->count,
192 * as it's possible that it got merged when picked up.
193 */
194 if (op->type == PLAYER)
195 esrv_del_item (op->contr, tmp->count);
196 } 187 }
188
197 break; 189 break;
198 } 190 }
199 } /* for loop looking for an item */ 191 } /* for loop looking for an item */
200 192
201 if (!tmp) 193 if (!tmp)
204 return 0; 196 return 0;
205 } 197 }
206 198
207 /* If you arent high enough level, you might get something BUT 199 /* If you arent high enough level, you might get something BUT
208 * the victim will notice your stealing attempt. Ditto if you 200 * the victim will notice your stealing attempt. Ditto if you
209 * attempt to steal something heavy off them, they're bound to notice 201 * attempt to steal something heavy off them, they're bound to notice
210 */ 202 */
211 203
212 if ((roll >= skill->level) || !chance 204 if ((roll >= skill->level) || !chance
213 || (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)))))
214 { 206 {
215
216 /* victim figures out where the thief is! */ 207 /* victim figures out where the thief is! */
217 if (who->hide) 208 if (who->flag [FLAG_HIDDEN])
218 make_visible (who); 209 make_visible (who);
219 210
220 if (op->type != PLAYER) 211 if (op->type != PLAYER)
221 { 212 {
222 /* The unaggressives look after themselves 8) */ 213 /* The unaggressives look after themselves 8) */
223 if (who->type == PLAYER) 214 if (who->type == PLAYER)
224 { 215 {
225 npc_call_help (op); 216 npc_call_help (op);
226 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));
227 } 218 }
228 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 219
220 op->clr_flag (FLAG_UNAGGRESSIVE);
229 /* all remaining npc items are guarded now. Set flag NO_STEAL 221 /* all remaining npc items are guarded now. Set flag NO_STEAL
230 * on the victim. 222 * on the victim.
231 */ 223 */
232 SET_FLAG (op, FLAG_NO_STEAL); 224 op->set_flag (FLAG_NO_STEAL);
233 } 225 }
234 else 226 else
235 { /* stealing from another player */ 227 { /* stealing from another player */
236 char buf[MAX_BUF]; 228 char buf[MAX_BUF];
237 229
238 /* Notify the other player */ 230 /* Notify the other player */
239 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))
240 {
241 sprintf (buf, "Your %s is missing!", query_name (success)); 232 sprintf (buf, "Your %s is missing!", query_name (success));
242 }
243 else 233 else
244 {
245 sprintf (buf, "Your pack feels strangely lighter."); 234 sprintf (buf, "Your pack feels strangely lighter.");
246 } 235
247 new_draw_info (NDI_UNIQUE, 0, op, buf); 236 new_draw_info (NDI_UNIQUE, 0, op, buf);
248 if (!success) 237 if (!success)
249 { 238 {
250 if (who->invisible) 239 if (who->invisible)
251 {
252 sprintf (buf, "you feel itchy fingers getting at your pack."); 240 sprintf (buf, "you feel itchy fingers getting at your pack.");
253 }
254 else 241 else
255 {
256 sprintf (buf, "%s looks very shifty.", query_name (who)); 242 sprintf (buf, "%s looks very shifty.", query_name (who));
257 } 243
258 new_draw_info (NDI_UNIQUE, 0, op, buf); 244 new_draw_info (NDI_UNIQUE, 0, op, buf);
259 } 245 }
260 } /* else stealing from another player */ 246 } /* else stealing from another player */
261 /* play_sound("stop! thief!"); kindofthing */ 247 /* play_sound("stop! thief!"); kindofthing */
262 } /* if you weren't 100% successful */ 248 } /* if you weren't 100% successful */
249
263 return success ? 1 : 0; 250 return success ? 1 : 0;
264} 251}
265
266 252
267int 253int
268steal (object *op, int dir, object *skill) 254steal (object *op, int dir, object *skill)
269{ 255{
270 object *tmp, *next; 256 object *tmp, *next;
271 sint16 x, y; 257 sint16 x, y;
272 maptile *m; 258 maptile *m;
273 int mflags; 259 int mflags;
274 260
275 x = op->x + freearr_x[dir]; 261 x = op->x + DIRX (dir);
276 y = op->y + freearr_y[dir]; 262 y = op->y + DIRY (dir);
277 263
278 if (dir == 0) 264 if (dir == 0)
279 { 265 return 0; // you can't steal from ourself!
280 /* Can't steal from ourself! */
281 return 0;
282 }
283 266
284 m = op->map; 267 m = op->map;
285 mflags = get_map_flags (m, &m, x, y, &x, &y); 268 mflags = get_map_flags (m, &m, x, y, &x, &y);
286 /* 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,
287 * don't need to look any further. 270 * don't need to look any further.
292 /* 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. */
293 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)))
294 return 0; 277 return 0;
295 278
296 /* Find the topmost object at this spot */ 279 /* Find the topmost object at this spot */
297 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);
298 281
299 /* For all the stacked objects at this point, attempt a steal */ 282 /* For all the stacked objects at this point, attempt a steal */
300 for (; tmp != NULL; tmp = next) 283 for (; tmp; tmp = next)
301 { 284 {
302 next = tmp->below; 285 next = tmp->below;
303 /* Minor hack--for multi square beings - make sure we get 286 /* Minor hack--for multi square beings - make sure we get
304 * the 'head' coz 'tail' objects have no inventory! - b.t. 287 * the 'head' coz 'tail' objects have no inventory! - b.t.
305 */ 288 */
306 if (tmp->head) 289 if (tmp->head)
307 tmp = tmp->head; 290 tmp = tmp->head;
308 291
309 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 292 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
310 continue; 293 continue;
311 294
312 /* do not reveal hidden DMs */
313 if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)
314 continue;
315 if (attempt_steal (tmp, op, skill)) 295 if (attempt_steal (tmp, op, skill))
316 { 296 {
317 if (tmp->type == PLAYER) /* no xp for stealing from another player */ 297 if (tmp->type == PLAYER) /* no xp for stealing from another player */
318 return 0; 298 return 0;
319 299
320 /* no xp for stealing from pets (of players) */ 300 /* no xp for stealing from pets (of players) */
321 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 301 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
322 { 302 {
323 object *owner = get_owner (tmp); 303 object *owner = tmp->owner;
324 304
325 if (owner != NULL && owner->type == PLAYER) 305 if (owner && owner->type == PLAYER)
326 return 0; 306 return 0;
327 } 307 }
328 308
329 // reduce monster experience by experience we gained, as to 309 // reduce monster experience by experience we gained, as to
330 // 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
331 // (jessies gave ~20,000,000 exp otherwise. 311 // (jessies gave ~20,000,000 exp otherwise.
332 int exp = calc_skill_exp (op, tmp, skill); 312 int exp = calc_skill_exp (op, tmp, skill);
333 313
334 exp = MIN (tmp->stats.exp, exp); 314 exp = min (tmp->stats.exp, exp);
335 tmp->stats.exp -= exp; 315 tmp->stats.exp -= exp;
336 return exp; 316 return exp;
337 } 317 }
338 } 318 }
319
339 return 0; 320 return 0;
340} 321}
341 322
342static int 323static int
343attempt_pick_lock (object *door, object *pl, object *skill) 324attempt_pick_lock (object *door, object *pl, object *skill)
344{ 325{
345 int difficulty = pl->map->difficulty ? pl->map->difficulty : 0; 326 int difficulty = pl->map->difficulty ? pl->map->difficulty : 0;
346 int success = 0, number; /* did we get anything? */ 327 int success = 0, number; /* did we get anything? */
347 328
348 329
349 /* Try to pick the lock on this item (doors only for now). 330 /* Try to pick the lock on this item (doors only for now).
350 * Dependent on dexterity/skill SK_level of the player and 331 * Dependent on dexterity/skill SK_level of the player and
351 * the map level difficulty. 332 * the map level difficulty.
352 */ 333 */
353 number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2; 334 number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2;
354 if (number < (pl->stats.Dex + skill->level - difficulty)) 335 if (number < (pl->stats.Dex + skill->level - difficulty))
355 { 336 {
356 remove_door (door); 337 remove_door (door);
370 351
371int 352int
372pick_lock (object *pl, int dir, object *skill) 353pick_lock (object *pl, int dir, object *skill)
373{ 354{
374 object *tmp; 355 object *tmp;
375 int x = pl->x + freearr_x[dir];
376 int y = pl->y + freearr_y[dir];
377 356
378 if (!dir) 357 if (!dir)
379 dir = pl->facing; 358 dir = pl->facing;
380 359
360 mapxy pos (pl); pos.move (dir);
361
381 /* For all the stacked objects at this point find a door */ 362 /* For all the stacked objects at this point find a door */
382 if (out_of_map (pl->map, x, y)) 363 if (!pos.normalise ())
383 {
384 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
385 return 0;
386 } 364 {
365 pl->failmsg ("There is no lock there.");
366 return 0;
367 }
387 368
388 for (tmp = get_map_ob (pl->map, x, y); tmp; tmp = tmp->above) 369 for (tmp = pos->bot; tmp; tmp = tmp->above)
389 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 370 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
390 break; 371 break;
391 372
392 if (!tmp) 373 if (!tmp)
393 { 374 {
394 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); 375 pl->failmsg ("There is no lock there.");
395 return 0; 376 return 0;
396 } 377 }
378
397 if (tmp->type == LOCKED_DOOR) 379 if (tmp->type == LOCKED_DOOR)
398 { 380 {
399 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.>");
400 return 0; 382 return 0;
401 } 383 }
402 384
403 if (!tmp->move_block) 385 if (!tmp->move_block)
404 { 386 {
405 new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!"); 387 pl->failmsg ("The door has no lock!");
406 return 0; 388 return 0;
407 } 389 }
408 390
409 if (attempt_pick_lock (tmp, pl, skill)) 391 if (attempt_pick_lock (tmp, pl, skill))
410 { 392 {
416 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.");
417 return 0; 399 return 0;
418 } 400 }
419} 401}
420 402
421
422/* HIDE CODE. The user becomes undetectable (not just 'invisible') for 403/* HIDE CODE. The user becomes undetectable (not just 'invisible') for
423 * a short while (success and duration dependant on player SK_level, 404 * a short while (success and duration dependant on player SK_level,
424 * dexterity, charisma, and map difficulty). 405 * dexterity, charisma, and map difficulty).
425 * Players have a good chance of becoming 'unhidden' if they move 406 * Players have a good chance of becoming 'unhidden' if they move
426 * and like invisiblity will be come visible if they attack 407 * and like invisiblity will be come visible if they attack
427 * Implemented by b.t. (thomas@astro.psu.edu) 408 * Implemented by b.t. (thomas@astro.psu.edu)
428 * July 7, 1995 - made hiding possible for monsters. -b.t. 409 * July 7, 1995 - made hiding possible for monsters. -b.t.
429 */ 410 */
430
431static int 411static int
432attempt_hide (object *op, object *skill) 412attempt_hide (object *op, object *skill)
433{ 413{
434 int number, difficulty = op->map->difficulty; 414 int number, difficulty = op->map->difficulty;
435 int terrain = hideability (op); 415 int terrain = hideability (op);
436 416
437 if (terrain < -10) /* not enough cover here */ 417 if (terrain < -10) /* not enough cover here */
438 return 0; 418 return 0;
439 419
440 /* Hiding success and duration dependant on skill level, 420 /* Hiding success and duration dependant on skill level,
441 * op->stats.Dex, map difficulty and terrain. 421 * op->stats.Dex, map difficulty and terrain.
442 */ 422 */
443
444 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2; 423 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
424
445 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)))
446 { 426 {
447 op->invisible += 100; /* set the level of 'hiddeness' */ 427 op->invisible += 100; /* set the level of 'hiddeness' */
428
448 if (op->type == PLAYER) 429 if (op->type == PLAYER)
449 op->contr->tmp_invis = 1; 430 op->contr->tmp_invis = 1;
450 op->hide = 1; 431
432 op->flag [FLAG_HIDDEN] = 1;
451 return 1; 433 return 1;
452 } 434 }
435
453 return 0; 436 return 0;
454} 437}
455 438
456/* patched this to take terrain into consideration */ 439/* patched this to take terrain into consideration */
457int 440int
458hide (object *op, object *skill) 441hide (object *op, object *skill)
459{ 442{
460
461 /* the preliminaries -- Can we really hide now? */ 443 /* the preliminaries -- Can we really hide now? */
462 /* this keeps monsters from using invisibilty spells and hiding */ 444 /* this keeps monsters from using invisibilty spells and hiding */
463 445
464 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 446 if (op->flag [FLAG_MAKE_INVIS])
465 { 447 {
466 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!");
467 return 0; 449 return 0;
468 } 450 }
469 else if (!op->hide && op->invisible > 0 && op->type == PLAYER) 451 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER)
470 { 452 {
471 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!");
472 make_visible (op); 454 make_visible (op);
473 } 455 }
474 456
475 if (op->invisible > (50 * skill->level)) 457 if (op->invisible > 50 * skill->level)
476 { 458 {
477 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.");
478 return 0; 460 return 0;
479 } 461 }
480 462
482 { 464 {
483 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.");
484 update_object (op, UP_OBJ_FACE); 466 update_object (op, UP_OBJ_FACE);
485 return calc_skill_exp (op, NULL, skill); 467 return calc_skill_exp (op, NULL, skill);
486 } 468 }
469
487 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.");
488 return 0; 471 return 0;
489} 472}
490 473
491
492/* stop_jump() - End of jump. Clear flags, restore the map, and 474/* stop_jump() - End of jump. Clear flags, restore the map, and
493 * freeze the jumper a while to simulate the exhaustion 475 * freeze the jumper a while to simulate the exhaustion
494 * of jumping. 476 * of jumping.
495 */ 477 */
496static void 478static void
497stop_jump (object *pl, int dist, int spaces) 479stop_jump (object *pl, int dist, int spaces)
498{ 480{
499 fix_player (pl); 481 pl->update_stats ();
500 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.;
501} 484}
502
503 485
504static int 486static int
505attempt_jump (object *pl, int dir, int spaces, object *skill) 487attempt_jump (object *pl, int dir, int spaces, object *skill)
506{ 488{
507 object *tmp; 489 object *tmp;
508 int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags; 490 int i, dx = DIRX (dir), dy = DIRY (dir), mflags;
509 sint16 x, y; 491 sint16 x, y;
510 maptile *m; 492 maptile *m;
511 493
512 /* Jump loop. Go through spaces opject wants to jump. Halt the 494 /* Jump loop. Go through spaces object wants to jump. Halt the
513 * 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
514 * temporarily to allow player to aviod exits/archs that are not 496 * temporarily to allow player to aviod exits/archs that are not
515 * fly_on, fly_off. This will also prevent pickup of objects 497 * fly_on, fly_off. This will also prevent pickup of objects
516 * while jumping over them. 498 * while jumping over them.
517 */ 499 */
518 500 pl->remove ();
519 remove_ob (pl);
520
521 /*
522 * I don't think this is actually needed - all the movement
523 * code is handled in this function, and I don't see anyplace
524 * that cares about the move_type being flying.
525 */
526 pl->move_type |= MOVE_FLY_LOW; 501 pl->move_type |= MOVE_FLY_LOW;
527 502
528 for (i = 0; i <= spaces; i++) 503 for (i = 0; i <= spaces; i++)
529 { 504 {
530 x = pl->x + dx; 505 x = pl->x + dx;
533 508
534 mflags = get_map_flags (m, &m, x, y, &x, &y); 509 mflags = get_map_flags (m, &m, x, y, &x, &y);
535 510
536 if (mflags & P_OUT_OF_MAP) 511 if (mflags & P_OUT_OF_MAP)
537 { 512 {
538 (void) stop_jump (pl, i, spaces); 513 stop_jump (pl, i, spaces);
539 return 0; 514 return 0;
540 } 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
541 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)))
542 { 538 {
543 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); 539 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
544 stop_jump (pl, i, spaces); 540 stop_jump (pl, i, spaces);
545 return 0; 541 return 0;
546 } 542 }
547 543
548 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
549 {
550 /* Jump into creature */
551 if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
552 {
553 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
554 if (tmp->type != PLAYER ||
555 (pl->type == PLAYER && pl->contr->party == NULL) ||
556 (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
557 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
558 stop_jump (pl, i, spaces);
559 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
560 }
561 /* If the space has fly on set (no matter what the space is),
562 * we should get the effects - after all, the player is
563 * effectively flying.
564 */
565 if (tmp->move_on & MOVE_FLY_LOW)
566 {
567 pl->x = x;
568 pl->y = y;
569 pl->map = m;
570 stop_jump (pl, i, spaces);
571 return calc_skill_exp (pl, NULL, skill);
572 }
573 }
574 pl->x = x; 544 pl->x = x;
575 pl->y = y; 545 pl->y = y;
576 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 }
577 } 554 }
555
578 stop_jump (pl, i, spaces); 556 stop_jump (pl, i, spaces);
557
579 return calc_skill_exp (pl, NULL, skill); 558 return calc_skill_exp (pl, NULL, skill);
580} 559}
581 560
582/* 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
583 * an attack as well. 562 * an attack as well.
584 * 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
585 * jumper can jump several spaces? 564 * jumper can jump several spaces?
586 */ 565 */
587
588int 566int
589jump (object *pl, int dir, object *skill) 567jump (object *pl, int dir, object *skill)
590{ 568{
591 int spaces = 0, stats;
592 int str = pl->stats.Str; 569 int str = pl->stats.Str;
593 int dex = pl->stats.Dex; 570 int dex = pl->stats.Dex;
594 571
595 dex = dex ? dex : 15; 572 dex = dex ? dex : 15;
596 str = str ? str : 10; 573 str = str ? str : 10;
597 574
598 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));
599 577
600 if (pl->carrying != 0) /* don't want div by zero !! */
601 spaces = (int) (stats / pl->carrying);
602 else
603 spaces = 2; /* pl has no objects - gets the far jump */
604
605 if (spaces > 2)
606 spaces = 2;
607 else if (spaces == 0) 578 if (spaces == 0)
608 {
609 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
610 return 0;
611 } 579 {
580 pl->failmsg ("You are carrying too much weight to jump.");
581 return 0;
582 }
583
612 return attempt_jump (pl, dir, spaces, skill); 584 return attempt_jump (pl, dir, spaces, skill);
613} 585}
614 586
615
616/* skill_ident() - this code is supposed to allow players to identify 587/* skill_ident() - this code is supposed to allow players to identify
617 * classes of objects with the various "auto-ident" skills. Player must 588 * classes of objects with the various "auto-ident" skills. Player must
618 * 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
619 * to work. While multiple classes of objects may be identified, 590 * to work. While multiple classes of objects may be identified,
620 * 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
621 * more generalized. Right now, skill indices are embedded in this routine. 592 * more generalized. Right now, skill indices are embedded in this routine.
622 * Returns amount of experience gained (on successful ident). 593 * Returns amount of experience gained (on successful ident).
623 * - b.t. (thomas@astro.psu.edu) 594 * - b.t. (thomas@astro.psu.edu)
624 */ 595 */
625
626static int 596static int
627do_skill_detect_curse (object *pl, object *skill) 597do_skill_detect_curse (object *pl, object *skill)
628{ 598{
629 object *tmp;
630 int success = 0; 599 int success = 0;
631 600
632 for (tmp = pl->inv; tmp; tmp = tmp->below) 601 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
633 if (!tmp->invisible 602 if (!tmp->invisible
634 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 603 && tmp->need_identify ()
635 && (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)
636 { 607 {
637 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 608 tmp->set_flag (FLAG_KNOWN_CURSED);
638 esrv_update_item (UPD_FLAGS, pl, tmp); 609 esrv_update_item (UPD_FLAGS, pl, tmp);
639 success += calc_skill_exp (pl, tmp, skill); 610 success += calc_skill_exp (pl, tmp, skill);
640 } 611 }
641 612
642 /* Check ground, too, but only objects the player could pick up */ 613 /* Check ground, too, but only objects the player could pick up */
643 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)
644 if (can_pick (pl, tmp) && 615 if (can_pick (pl, tmp)
645 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && 616 && tmp->need_identify ()
646 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 617 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED]
647 && (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)
648 { 620 {
649 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 621 tmp->set_flag (FLAG_KNOWN_CURSED);
650 esrv_update_item (UPD_FLAGS, pl, tmp); 622 esrv_update_item (UPD_FLAGS, pl, tmp);
651 success += calc_skill_exp (pl, tmp, skill); 623 success += calc_skill_exp (pl, tmp, skill);
652 } 624 }
653 625
654 return success; 626 return success;
655} 627}
656 628
657static int 629static int
658do_skill_detect_magic (object *pl, object *skill) 630do_skill_detect_magic (object *pl, object *skill)
659{ 631{
660 object *tmp;
661 int success = 0; 632 int success = 0;
662 633
663 for (tmp = pl->inv; tmp; tmp = tmp->below) 634 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
664 if (!tmp->invisible 635 if (!tmp->invisible
665 && !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)
666 && (is_magical (tmp)) && tmp->item_power < skill->level) 639 && tmp->item_power < skill->level)
667 { 640 {
668 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 641 tmp->set_flag (FLAG_KNOWN_MAGICAL);
669 esrv_update_item (UPD_FLAGS, pl, tmp); 642 esrv_update_item (UPD_FLAGS, pl, tmp);
670 success += calc_skill_exp (pl, tmp, skill); 643 success += calc_skill_exp (pl, tmp, skill);
671 } 644 }
672 645
673 /* 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 */
674 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)
675 if (can_pick (pl, tmp) && 648 if (can_pick (pl, tmp)
676 !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)
677 { 653 {
678 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 654 tmp->set_flag (FLAG_KNOWN_MAGICAL);
679 esrv_update_item (UPD_FLAGS, pl, tmp); 655 esrv_update_item (UPD_FLAGS, pl, tmp);
680 success += calc_skill_exp (pl, tmp, skill); 656 success += calc_skill_exp (pl, tmp, skill);
681 } 657 }
682 658
683 return success; 659 return success;
684} 660}
685 661
686/* Helper function for do_skill_ident, so that we can loop 662/* Helper function for do_skill_ident, so that we can loop
687 * over inventory AND objects on the ground conveniently. 663 * over inventory AND objects on the ground conveniently.
688 */ 664 */
689int 665static int
690do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) 666do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
691{ 667{
692 int success = 0, chance; 668 int success = 0, chance;
693 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;
694 670
695 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT) 671 if (!tmp->flag [FLAG_IDENTIFIED]
696 && 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)
697 { 676 {
698 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);
699 678
700 if (skill_value >= chance) 679 if (skill_value >= chance)
701 { 680 {
708 if (tmp->msg) 687 if (tmp->msg)
709 { 688 {
710 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:");
711 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); 690 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
712 } 691 }
713
714 /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */
715 if (tmp->map)
716 esrv_send_item (pl, tmp);
717 } 692 }
693
718 success += calc_skill_exp (pl, tmp, skill); 694 success += calc_skill_exp (pl, tmp, skill);
719 } 695 }
720 else 696 else
721 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); 697 tmp->set_flag (FLAG_NO_SKILL_IDENT);
722 } 698 }
723 699
724 return success; 700 return success;
725} 701}
726 702
727/* do_skill_ident() - workhorse for skill_ident() -b.t. 703/* do_skill_ident() - workhorse for skill_ident() -b.t.
728 */ 704 */
729static int 705static int
730do_skill_ident (object *pl, int obj_class, object *skill) 706do_skill_ident (object *pl, int obj_class, object *skill)
731{ 707{
732 object *tmp;
733 int success = 0; 708 int success = 0;
734 709
735 for (tmp = pl->inv; tmp; tmp = tmp->below) 710 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
736 success += do_skill_ident2 (tmp, pl, obj_class, skill); 711 success += do_skill_ident2 (tmp, pl, obj_class, skill);
737 /* check the ground */ 712 /* check the ground */
738 713
739 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)
740 success += do_skill_ident2 (tmp, pl, obj_class, skill); 715 success += do_skill_ident2 (tmp, pl, obj_class, skill);
741 716
742 return success; 717 return success;
743} 718}
744 719
752 727
753 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...");
754 729
755 switch (skill->subtype) 730 switch (skill->subtype)
756 { 731 {
757 case SK_SMITHERY: 732 case SK_SMITHERY:
758 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)
759 + 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)
760 + 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)
761 + 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);
762 break; 737 break;
763 738
764 case SK_BOWYER: 739 case SK_BOWYER:
765 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);
766 break; 741 break;
767 742
768 case SK_ALCHEMY: 743 case SK_ALCHEMY:
769 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)
770 + 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);
771 break; 746 break;
772 747
773 case SK_WOODSMAN: 748 case SK_WOODSMAN:
774 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);
775 break; 750 break;
776 751
777 case SK_JEWELER: 752 case SK_JEWELER:
778 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);
779 break; 754 break;
780 755
781 case SK_LITERACY: 756 case SK_LITERACY:
782 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);
783 break; 758 break;
784 759
785 case SK_THAUMATURGY: 760 case SK_THAUMATURGY:
786 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);
787 break; 762 break;
788 763
789 case SK_DET_CURSE: 764 case SK_DET_CURSE:
790 success = do_skill_detect_curse (pl, skill); 765 success = do_skill_detect_curse (pl, skill);
791 if (success) 766 if (success)
792 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); 767 new_draw_info (NDI_UNIQUE, 0, pl, "... and discover cursed items!");
793 break; 768 break;
794 769
795 case SK_DET_MAGIC: 770 case SK_DET_MAGIC:
796 success = do_skill_detect_magic (pl, skill); 771 success = do_skill_detect_magic (pl, skill);
797 if (success) 772 if (success)
798 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!");
799 break; 774 break;
800 775
801 default: 776 default:
802 LOG (llevError, "Error: bad call to skill_ident()\n"); 777 LOG (llevError, "Error: bad call to skill_ident()\n");
803 return 0; 778 return 0;
804 break;
805 } 779 }
780
806 if (!success) 781 if (!success)
807 {
808 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); 782 new_draw_info (NDI_UNIQUE, 0, pl, "... and learn nothing more.");
809 } 783
810 return success; 784 return success;
811} 785}
812 786
813
814/* players using this skill can 'charm' a monster -- 787/* players using this skill can 'charm' a monster --
815 * into working for them. It can only be used on 788 * into working for them. It can only be used on
816 * non-special (see below) 'neutral' creatures. 789 * non-special (see below) 'neutral' creatures.
817 * -b.t. (thomas@astro.psu.edu) 790 * -b.t. (thomas@astro.psu.edu)
818 */ 791 */
819
820int 792int
821use_oratory (object *pl, int dir, object *skill) 793use_oratory (object *pl, int dir, object *skill)
822{ 794{
823 sint16 x = pl->x + freearr_x[dir], y = pl->y + freearr_y[dir];
824 int mflags, chance;
825 object *tmp;
826 maptile *m;
827
828 if (pl->type != PLAYER) 795 if (pl->type != PLAYER)
829 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 + DIRX (dir),
805 y = pl->y + DIRY (dir);
830 m = pl->map; 806 maptile *m = pl->map;
807
831 mflags = get_map_flags (m, &m, x, y, &x, &y); 808 int mflags = get_map_flags (m, &m, x, y, &x, &y);
832 if (mflags & P_OUT_OF_MAP) 809 if (mflags & P_OUT_OF_MAP)
833 return 0; 810 return 0;
834 811
835 /* Save some processing - we have the flag already anyways 812 /* Save some processing - we have the flag already anyways
836 */ 813 */
837 if (!(mflags & P_IS_ALIVE)) 814 if (!(mflags & P_IS_ALIVE))
838 { 815 {
839 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 816 pl->failmsg ("There is nothing to orate to.");
840 return 0; 817 return 0;
841 } 818 }
842 819
820 object *tmp;
843 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)
844 { 822 {
845 /* can't persuade players - return because there is nothing else 823 /* can't persuade players - return because there is nothing else
846 * on that space to charm. Same for multi space monsters and 824 * on that space to charm. Same for multi space monsters and
847 * 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
848 * 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
849 * only monster on the space. 827 * only monster on the space.
850 */ 828 */
851 if (tmp->type == PLAYER) 829 if (tmp->type == PLAYER
830 || tmp->more || tmp->head_ () != tmp
831 || tmp->msg)
852 return 0; 832 return 0;
853 if (tmp->more || tmp->head)
854 return 0;
855 if (tmp->msg)
856 return 0;
857 833
858 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 834 if (tmp->flag [FLAG_MONSTER])
859 break; 835 break;
860 } 836 }
861 837
862 if (!tmp) 838 if (!tmp)
863 { 839 {
864 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 840 pl->failmsg ("There is nothing to orate to.");
865 return 0; 841 return 0;
866 } 842 }
867 843
868 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));
869 845
870 /* the following conditions limit who may be 'charmed' */ 846 /* the following conditions limit who may be 'charmed' */
871 847
872 /* it's hostile! */ 848 /* it's hostile! */
873 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 849 if (!tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY])
874 { 850 {
875 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));
876 return 0; 852 return 0;
877 } 853 }
878 854
879 /* it's already allied! */ 855 /* it's already allied! */
880 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && (tmp->attack_movement == PETMOVE)) 856 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
881 { 857 {
882 if (get_owner (tmp) == pl) 858 if (tmp->owner == pl)
883 { 859 {
884 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");
885 return 0; 861 return 0;
886 } 862 }
887 else if (skill->level > tmp->level) 863 else if (skill->level > tmp->level)
888 { 864 {
889 /* you steal the follower. Perhaps we should really look at the 865 /* you steal the follower. Perhaps we should really look at the
890 * level of the owner above? 866 * level of the owner above?
891 */ 867 */
892 set_owner (tmp, pl); 868 tmp->set_owner (pl);
869 tmp->skill = skill->skill;
870
893 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));
894 /* Abuse fix - don't give exp since this can otherwise 872 /* Abuse fix - don't give exp since this can otherwise
895 * be used by a couple players to gets lots of exp. 873 * be used by a couple players to gets lots of exp.
896 */ 874 */
897 return 0; 875 return 0;
901 /* 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 */
902 return 0; 880 return 0;
903 } 881 }
904 } /* Creature was already a pet of someone */ 882 } /* Creature was already a pet of someone */
905 883
906 chance = skill->level * 2 + (pl->stats.Cha - 2 * tmp->stats.Int) / 2; 884 int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2;
907 885
908 /* Ok, got a 'sucker' lets try to make them a follower */ 886 /* Ok, got a 'sucker' lets try to make them a follower */
909 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))
910 { 888 {
911 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));
912 890
891 INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl));
913 set_owner (tmp, pl); 892 tmp->set_owner (pl);
893 tmp->skill = skill->skill;
914 tmp->stats.exp = 0; 894 tmp->stats.exp = 0;
915 add_friendly_object (tmp);
916 SET_FLAG (tmp, FLAG_FRIENDLY);
917 tmp->attack_movement = PETMOVE; 895 tmp->attack_movement = PETMOVE;
896
897 if (!tmp->flag [FLAG_FRIENDLY])
898 add_friendly_object (tmp);
899
918 return calc_skill_exp (pl, tmp, skill); 900 return calc_skill_exp (pl, tmp, skill);
919 } 901 }
920 /* Charm failed. Creature may be angry now */ 902 /* Charm failed. Creature may be angry now */
921 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))
922 { 904 {
923 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));
924 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 906 if (tmp->flag [FLAG_FRIENDLY])
925 { 907 {
926 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
927 remove_friendly_object (tmp); 908 remove_friendly_object (tmp);
928 tmp->attack_movement = 0; /* needed? */ 909 tmp->attack_movement = 0; /* needed? */
929 } 910 }
930 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 911
912 tmp->clr_flag (FLAG_UNAGGRESSIVE);
931 } 913 }
914
932 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 */
933} 916}
934 917
935/* Singing() -this skill allows the player to pacify nearby creatures. 918/* Singing() -this skill allows the player to pacify nearby creatures.
936 * There are few limitations on who/what kind of 919 * There are few limitations on who/what kind of
937 * non-player creatures that may be pacified. Right now, a player 920 * non-player creatures that may be pacified. Right now, a player
938 * may pacify creatures which have Int == 0. In this routine, once 921 * may pacify creatures which have Int == 0. In this routine, once
939 * successfully pacified the creature gets Int=1. Thus, a player 922 * successfully pacified the creature gets Int=1. Thus, a player
940 * may only pacify a creature once. 923 * may only pacify a creature once.
941 * 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
942 * of anything better! -b.t. 925 * of anything better! -b.t.
943 */ 926 */
944
945int 927int
946singing (object *pl, int dir, object *skill) 928singing (object *pl, int dir, object *skill)
947{ 929{
948 int i, exp = 0, chance, mflags; 930 int exp = 0;
949 object *tmp; 931 object *tmp;
950 maptile *m; 932 maptile *m;
951 sint16 x, y; 933 sint16 x, y;
952 934
953 if (pl->type != PLAYER) 935 if (pl->type != PLAYER)
954 return 0; /* only players use this skill */ 936 return 0; /* only players use this skill */
955 937
938 if (!dir)
939 {
940 pl->failmsg ("In what direction?");
941 return 0;
942 }
943
956 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); 944 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
957 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++)
958 { 948 {
959 x = pl->x + freearr_x[i]; 949 x = pl->x + DIRX (i);
960 y = pl->y + freearr_y[i]; 950 y = pl->y + DIRY (i);
961 m = pl->map; 951 m = pl->map;
962 952
963 mflags = get_map_flags (m, &m, x, y, &x, &y); 953 int mflags = get_map_flags (m, &m, x, y, &x, &y);
964 if (mflags & P_OUT_OF_MAP) 954 if (mflags & P_OUT_OF_MAP)
965 continue; 955 continue;
966 if (!(mflags & P_IS_ALIVE)) 956 if (!(mflags & P_IS_ALIVE))
967 continue; 957 continue;
968 958
969 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)
970 { 960 {
971 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 961 if (tmp->flag [FLAG_MONSTER])
972 break; 962 break;
973 /* can't affect players */ 963 /* can't affect players */
974 if (tmp->type == PLAYER) 964 if (tmp->type == PLAYER)
975 break; 965 break;
976 } 966 }
977 967
978 /* 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
979 * listen to singing. 969 * listen to singing.
980 */ 970 */
981 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 */
982 !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */ 972 !tmp->flag [FLAG_SPLITTING] && /* no ears */
983 !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */ 973 !tmp->flag [FLAG_HITBACK] && /* was here before */
984 (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 */
985 !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 975 !tmp->flag [FLAG_FRIENDLY])
986 { /* already calm */ 976 { /* already calm */
987 977
988 /* stealing isn't really related (although, maybe it should 978 /* stealing isn't really related (although, maybe it should
989 * be). This is mainly to prevent singing to the same monster 979 * be). This is mainly to prevent singing to the same monster
990 * over and over again and getting exp for it. 980 * over and over again and getting exp for it.
991 */ 981 */
992 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
993 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))
994 { 985 {
995 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 986 tmp->set_flag (FLAG_UNAGGRESSIVE);
996 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));
997 /* Give exp only if they are not aware */ 988 /* Give exp only if they are not aware */
989
998 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) 990 if (!tmp->flag [FLAG_NO_STEAL])
999 exp += calc_skill_exp (pl, tmp, skill); 991 exp += calc_skill_exp (pl, tmp, skill);
1000 SET_FLAG (tmp, FLAG_NO_STEAL); 992
993 tmp->set_flag (FLAG_NO_STEAL);
1001 } 994 }
1002 else 995 else
1003 { 996 {
1004 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));
1005 SET_FLAG (tmp, FLAG_NO_STEAL); 998 tmp->set_flag (FLAG_NO_STEAL);
1006 } 999 }
1007 } 1000 }
1008 } 1001 }
1009 return exp; 1002 return exp;
1010} 1003}
1011 1004
1012/* The find_traps skill (aka, search). Checks for traps 1005/* The find_traps skill (aka, search). Checks for traps
1013 * on the spaces or in certain objects 1006 * on the spaces or in certain objects
1014 */ 1007 */
1015
1016int 1008int
1017find_traps (object *pl, object *skill) 1009find_traps (object *pl, object *skill)
1018{ 1010{
1019 object *tmp, *tmp2; 1011 object *tmp, *tmp2;
1020 int i, expsum = 0, mflags; 1012 int i, expsum = 0, mflags;
1021 sint16 x, y; 1013 sint16 x, y;
1022 maptile *m; 1014 maptile *m;
1023 1015
1024 /* 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
1025 * all type RUNE 1017 * all type RUNE
1026 */ 1018 */
1027
1028 for (i = 0; i < 9; i++) 1019 for (i = 0; i < 9; i++)
1029 { 1020 {
1030 x = pl->x + freearr_x[i]; 1021 x = pl->x + DIRX (i);
1031 y = pl->y + freearr_y[i]; 1022 y = pl->y + DIRY (i);
1032 m = pl->map; 1023 m = pl->map;
1033 1024
1034 mflags = get_map_flags (m, &m, x, y, &x, &y); 1025 mflags = get_map_flags (m, &m, x, y, &x, &y);
1035 if (mflags & P_OUT_OF_MAP) 1026 if (mflags & P_OUT_OF_MAP)
1036 continue; 1027 continue;
1037 1028
1038 /* Check everything in the square for trapness */ 1029 /* Check everything in the square for trapness */
1039 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)
1040 { 1031 {
1041
1042 /* And now we'd better do an inventory traversal of each 1032 /* And now we'd better do an inventory traversal of each
1043 * of these objects' inventory 1033 * of these objects' inventory
1044 * 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
1045 * the players inventory or monsters for that matter. 1035 * the players inventory or monsters for that matter.
1046 */ 1036 */
1047 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1037 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1048 {
1049 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1038 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1050 if (tmp2->type == RUNE || tmp2->type == TRAP) 1039 if (tmp2->type == RUNE || tmp2->type == TRAP)
1051 if (trap_see (pl, tmp2)) 1040 if (trap_see (pl, tmp2))
1052 { 1041 {
1053 trap_show (tmp2, tmp); 1042 trap_show (tmp2, tmp);
1054 if (tmp2->stats.Cha > 1) 1043 if (tmp2->stats.Cha > 1)
1055 { 1044 {
1056 if (!tmp2->owner || tmp2->owner->type != PLAYER) 1045 if (!tmp2->owner || tmp2->owner->type != PLAYER)
1057 expsum += calc_skill_exp (pl, tmp2, skill); 1046 expsum += calc_skill_exp (pl, tmp2, skill);
1058 1047
1059 tmp2->stats.Cha = 1; /* unhide the trap */ 1048 tmp2->stats.Cha = 1; /* unhide the trap */
1060 } 1049 }
1061 } 1050 }
1062 } 1051
1063 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) 1052 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1064 { 1053 {
1065 trap_show (tmp, tmp); 1054 trap_show (tmp, tmp);
1066 if (tmp->stats.Cha > 1) 1055 if (tmp->stats.Cha > 1)
1067 { 1056 {
1070 tmp->stats.Cha = 1; /* unhide the trap */ 1059 tmp->stats.Cha = 1; /* unhide the trap */
1071 } 1060 }
1072 } 1061 }
1073 } 1062 }
1074 } 1063 }
1064
1075 new_draw_info (NDI_BLACK, 0, pl, "You search the area."); 1065 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1076 return expsum; 1066 return expsum;
1077} 1067}
1078 1068
1079/* remove_trap() - This skill will disarm any previously discovered trap 1069/* remove_trap() - This skill will disarm any previously discovered trap
1080 * 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.
1081 */ 1071 */
1082
1083int 1072int
1084remove_trap (object *op, int dir, object *skill) 1073remove_trap (object *op, int dir, object *skill)
1085{ 1074{
1086 object *tmp, *tmp2; 1075 object *tmp, *tmp2;
1087 int i, success = 0, mflags; 1076 int i, success = 0, mflags;
1088 maptile *m; 1077 maptile *m;
1089 sint16 x, y; 1078 sint16 x, y;
1090 1079
1091 for (i = 0; i < 9; i++) 1080 for (i = 0; i < 9; i++)
1092 { 1081 {
1093 x = op->x + freearr_x[i]; 1082 x = op->x + DIRX (i);
1094 y = op->y + freearr_y[i]; 1083 y = op->y + DIRY (i);
1095 m = op->map; 1084 m = op->map;
1096 1085
1097 mflags = get_map_flags (m, &m, x, y, &x, &y); 1086 mflags = get_map_flags (m, &m, x, y, &x, &y);
1098 if (mflags & P_OUT_OF_MAP) 1087 if (mflags & P_OUT_OF_MAP)
1099 continue; 1088 continue;
1100 1089
1101 /* Check everything in the square for trapness */ 1090 /* Check everything in the square for trapness */
1102 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)
1103 { 1092 {
1104 /* And now we'd better do an inventory traversal of each 1093 /* And now we'd better do an inventory traversal of each
1105 * of these objects inventory. Like above, only 1094 * of these objects inventory. Like above, only
1106 * do this for interesting objects. 1095 * do this for interesting objects.
1107 */ 1096 */
1108 1097
1109 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1098 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1110 { 1099 {
1111 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1100 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1112 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) 1101 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1113 { 1102 {
1114 trap_show (tmp2, tmp); 1103 trap_show (tmp2, tmp);
1104
1115 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))
1116 { 1106 {
1117 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1107 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1118 success += calc_skill_exp (op, tmp2, skill); 1108 success += calc_skill_exp (op, tmp2, skill);
1119 } 1109 }
1120 } 1110 }
1121 } 1111 }
1112
1122 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) 1113 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1123 { 1114 {
1124 trap_show (tmp, tmp); 1115 trap_show (tmp, tmp);
1116
1125 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))
1126 { 1118 {
1127 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1119 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1128 success += calc_skill_exp (op, tmp, skill); 1120 success += calc_skill_exp (op, tmp, skill);
1129 } 1121 }
1130 } 1122 }
1131 } 1123 }
1132 } 1124 }
1125
1133 return success; 1126 return success;
1134} 1127}
1135
1136 1128
1137/* pray() - when this skill is called from do_skill(), it allows 1129/* pray() - when this skill is called from do_skill(), it allows
1138 * 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.
1139 * This always returns 0 - return value is used by calling function 1131 * This always returns 0 - return value is used by calling function
1140 * 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
1141 * 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
1142 * give infinite exp by returning true in any cases. 1134 * give infinite exp by returning true in any cases.
1143 */ 1135 */
1144
1145int 1136int
1146pray (object *pl, object *skill) 1137pray (object *pl, object *skill)
1147{ 1138{
1148 char buf[MAX_BUF]; 1139 char buf[MAX_BUF];
1149 object *tmp; 1140 object *tmp;
1156 /* Check all objects - we could stop at floor objects, 1147 /* Check all objects - we could stop at floor objects,
1157 * 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
1158 * 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
1159 * than extra checks on object attributes. 1150 * than extra checks on object attributes.
1160 */ 1151 */
1161 for (tmp = pl->below; tmp != NULL; tmp = tmp->below) 1152 for (tmp = pl->below; tmp; tmp = tmp->below)
1162 { 1153 {
1163 /* 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 */
1164 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) 1155 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1165 { 1156 {
1166 sprintf (buf, "You pray over the %s.", &tmp->name); 1157 sprintf (buf, "You pray over the %s.", &tmp->name);
1174 if (pl->stats.grace < pl->stats.maxgrace) 1165 if (pl->stats.grace < pl->stats.maxgrace)
1175 { 1166 {
1176 pl->stats.grace++; 1167 pl->stats.grace++;
1177 pl->last_grace = -1; 1168 pl->last_grace = -1;
1178 } 1169 }
1170
1179 return 0; 1171 return 0;
1180} 1172}
1181 1173
1182/* 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
1183 * brief period of concentration. No armour or weapons may be 1175 * brief period of concentration. No armour or weapons may be
1184 * wielded/applied for this to work. The amount of time needed 1176 * wielded/applied for this to work. The amount of time needed
1185 * to concentrate and the # of points regained is dependant on 1177 * to concentrate and the # of points regained is dependant on
1186 * the level of the user. - b.t. thomas@astro.psu.edu 1178 * the level of the user. - b.t. thomas@astro.psu.edu
1187 */ 1179 */
1188
1189void 1180void
1190meditate (object *pl, object *skill) 1181meditate (object *pl, object *skill)
1191{ 1182{
1192 object *tmp; 1183 object *tmp;
1193 1184
1194 if (pl->type != PLAYER) 1185 if (pl->type != PLAYER)
1195 return; /* players only */ 1186 return; /* players only */
1196 1187
1197 /* check if pl has removed encumbering armour and weapons */ 1188 /* check if pl has removed encumbering armour and weapons */
1198 if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6)) 1189 if (pl->flag [FLAG_READY_WEAPON] && skill->level < 6)
1199 { 1190 {
1200 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");
1201 return; 1192 return;
1202 } 1193 }
1203 else 1194 else
1204 { 1195 {
1205 for (tmp = pl->inv; tmp; tmp = tmp->below) 1196 for (tmp = pl->inv; tmp; tmp = tmp->below)
1206 if (((tmp->type == ARMOUR && skill->level < 12) 1197 if (((tmp->type == ARMOUR && skill->level < 12)
1207 || (tmp->type == HELMET && skill->level < 10) 1198 || (tmp->type == HELMET && skill->level < 10)
1208 || (tmp->type == SHIELD && skill->level < 6) 1199 || (tmp->type == SHIELD && skill->level < 6)
1209 || (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])
1210 { 1203 {
1211 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");
1212 return; 1205 return;
1213 } 1206 }
1214 } 1207 }
1215 1208
1216 /* ok let's meditate! Spell points are regained first, then once 1209 /* ok let's meditate! Spell points are regained first, then once
1217 * they are maxed we get back hp. Actual incrementing of values 1210 * they are maxed we get back hp. Actual incrementing of values
1218 * 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
1219 * bonuses for healing/sp regeneration are included properly 1212 * bonuses for healing/sp regeneration are included properly
1220 * 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
1221 * meditate. (see 'factor' variable for what sets the amount of time) 1214 * meditate. (see 'factor' variable for what sets the amount of time)
1222 */ 1215 */
1223 1216
1224 new_draw_info (NDI_BLACK, 0, pl, "You meditate."); 1217 new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1225 1218
1226 if (pl->stats.sp < pl->stats.maxsp) 1219 if (pl->stats.sp < pl->stats.maxsp)
1233 pl->stats.hp++; 1226 pl->stats.hp++;
1234 pl->last_heal = -1; 1227 pl->last_heal = -1;
1235 } 1228 }
1236} 1229}
1237 1230
1238/* write_note() - this routine allows players to inscribe messages in 1231/* write_note() - this routine allows players to inscribe messages in
1239 * ordinary 'books' (anything that is type BOOK). b.t. 1232 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1240 */ 1233 */
1241
1242static int 1234static int
1243write_note (object *pl, object *item, const char *msg, object *skill) 1235write_note (object *pl, object *item, const char *msg, object *skill)
1244{ 1236{
1245 char buf[1024]; 1237 if (!msg_is_safe (msg))
1246 object *newBook = NULL; 1238 {
1247 1239 pl->failmsg ("Trying to cheat now are we? H<@-signs are not allowed in notes.>");
1248 /* a pair of sanity checks */ 1240 LOG (llevInfo, "write_note: player %s tried to write bogus note %s\n", &pl->name, msg);
1249 if (!item || item->type != BOOK)
1250 return 0; 1241 return 0;
1251
1252 if (!msg)
1253 { 1242 }
1254 new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!"); 1243
1255 new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill); 1244 int len = strlen (msg);
1256 return 0; 1245
1246 if (!is_utf8_string ((U8 *)msg, len))
1257 } 1247 {
1258 if (strcasestr_local (msg, "endmsg")) 1248 pl->failmsg ("Your message is garbled (text must be UTF-8, client-bug)!");
1259 {
1260 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1261 return 0; 1249 return 0;
1262 } 1250 }
1263 1251
1264 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)))
1265 return strlen (msg); 1253 return RESULT_INT (0);
1266 1254
1267 buf[0] = 0; 1255 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len));
1268 if (!book_overflow (item->msg, msg, sizeof (buf)))
1269 { /* add msg string to book */
1270 if (item->msg)
1271 strcpy (buf, item->msg);
1272 1256
1273 strcat (buf, msg); 1257 if (char_len <= item->weight_limit)
1274 strcat (buf, "\n"); /* new msg needs a LF */ 1258 {
1275 if (item->nrof > 1) 1259 object *newbook = item->other_arch->instance ();
1276 { 1260 item->decrease ();
1277 newBook = get_object ();
1278 copy_object (item, newBook);
1279 decrease_ob (item);
1280 esrv_send_item (pl, item);
1281 newBook->nrof = 1; 1261 newbook->nrof = 1;
1282 newBook->msg = buf; 1262 newbook->msg = shstr (msg);
1283 newBook = insert_ob_in_ob (newBook, pl); 1263 newbook->flag [FLAG_IDENTIFIED] = true;
1284 esrv_send_item (pl, newBook); 1264
1265 if (item->subtype == 1) // mailscrolls
1285 } 1266 {
1286 else 1267 newbook->name = item->name;
1268 newbook->name_pl = item->name_pl;
1287 { 1269 }
1288 item->msg = buf; 1270
1289 /* This shouldn't be necessary - the object hasn't changed in any 1271 pl->insert (newbook);
1290 * visible way 1272
1291 */ 1273 pl->contr->play_sound (sound_find ("inscribe_success"));
1292 /* esrv_send_item(pl, item); */
1293 }
1294 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);
1295 return strlen (msg); 1275 return char_len;
1296 } 1276 }
1297 else 1277 else
1298 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);
1299 1280
1300 return 0; 1281 return 0;
1301} 1282}
1302 1283
1303/* write_scroll() - this routine allows players to inscribe spell scrolls 1284/* write_scroll() - this routine allows players to inscribe spell scrolls
1304 * of spells which they know. Backfire effects are possible with the 1285 * of spells which they know. Backfire effects are possible with the
1305 * severity of the backlash correlated with the difficulty of the scroll 1286 * severity of the backlash correlated with the difficulty of the scroll
1306 * that is attempted. -b.t. thomas@astro.psu.edu 1287 * that is attempted. -b.t. thomas@astro.psu.edu
1307 */ 1288 */
1308
1309static int 1289static int
1310write_scroll (object *pl, object *scroll, object *skill) 1290write_scroll (object *pl, object *scroll, object *skill)
1311{ 1291{
1312 int success = 0, confused = 0; 1292 int success = 0, confused = 0;
1313 object *newscroll, *chosen_spell, *tmp;
1314
1315 /* this is a sanity check */
1316 if (scroll->type != SCROLL)
1317 {
1318 new_draw_info (NDI_UNIQUE, 0, pl, "A spell can only be inscribed into a scroll!");
1319 return 0;
1320 }
1321 1293
1322 /* Check if we are ready to attempt inscription */ 1294 /* Check if we are ready to attempt inscription */
1323 chosen_spell = pl->contr->ranges[range_magic]; 1295 object *chosen_spell = pl->contr->ranged_ob;
1324 if (!chosen_spell) 1296
1325 { 1297 if (!chosen_spell || chosen_spell->type != SPELL)
1326 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1327 return 0;
1328 } 1298 {
1299 pl->failmsg ("You need a spell readied in order to inscribe!");
1300 return 0;
1301 }
1302
1329 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)
1330 { 1304 {
1331 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);
1332 return 0; 1306 return 0;
1333 } 1307 }
1308
1334 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)
1335 { 1310 {
1336 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);
1337 return 0;
1338 }
1339
1340 /* if there is a spell already on the scroll then player could easily
1341 * accidently read it while trying to write the new one. give player
1342 * a 50% chance to overwrite spell at their own level
1343 */
1344 if ((scroll->stats.sp || scroll->inv) && random_roll (0, scroll->level * 2, pl, PREFER_LOW) > skill->level)
1345 {
1346 new_draw_info_format (NDI_UNIQUE, 0, pl, "Oops! You accidently read it while trying to write on it.");
1347 manual_apply (pl, scroll, 0);
1348 return 0; 1312 return 0;
1349 } 1313 }
1350 1314
1351 /* ok, we are ready to try inscription */ 1315 /* ok, we are ready to try inscription */
1352 if (QUERY_FLAG (pl, FLAG_CONFUSED)) 1316 if (pl->flag [FLAG_CONFUSED])
1353 confused = 1; 1317 confused = 1;
1354 1318
1355 /* Lost mana/grace no matter what */ 1319 /* Lost mana/grace no matter what */
1356 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);
1357 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);
1358 1322
1359 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)
1360 { 1324 {
1361 if (scroll->nrof > 1) 1325 object *newscroll = scroll->other_arch->instance ();
1362 { 1326 scroll->decrease ();
1363 newscroll = get_object ();
1364 copy_object (scroll, newscroll);
1365 decrease_ob (scroll);
1366 newscroll->nrof = 1; 1327 newscroll->nrof = 1;
1367 } 1328 newscroll->randomitems = 0; // make sure randomitems doesn't destroy the scroll
1368 else 1329
1369 { 1330 pl->contr->play_sound (sound_find ("inscribe_success"));
1370 newscroll = scroll;
1371 }
1372 1331
1373 if (!confused) 1332 if (!confused)
1374 { 1333 {
1375 newscroll->level = MAX (skill->level, chosen_spell->level); 1334 newscroll->level = max (skill->level, chosen_spell->level);
1335 newscroll->flag [FLAG_IDENTIFIED] = true;
1376 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.");
1377 } 1337 }
1378 else 1338 else
1379 { 1339 {
1380 chosen_spell = find_random_spell_in_ob (pl, NULL); 1340 chosen_spell = find_random_spell_in_ob (pl, NULL);
1381 if (!chosen_spell) 1341 if (!chosen_spell)
1382 return 0; 1342 return 0;
1383 1343
1384 newscroll->level = MAX (skill->level, chosen_spell->level); 1344 newscroll->level = max (skill->level, chosen_spell->level);
1385 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.");
1386 } 1346 }
1387 1347
1388 if (newscroll->inv) 1348 object *tmp = chosen_spell->clone ();
1389 { 1349 tmp->flag [FLAG_APPLIED] = false;
1390 object *ninv;
1391
1392 ninv = newscroll->inv;
1393 remove_ob (ninv);
1394 free_object (ninv);
1395 }
1396 tmp = get_object ();
1397 copy_object (chosen_spell, tmp);
1398 insert_ob_in_ob (tmp, newscroll); 1350 insert_ob_in_ob (tmp, newscroll);
1399 1351
1400 /* Same code as from treasure.c - so they can better merge. 1352 /* Same code as from treasure.C - so they can better merge.
1401 * if players want to sell them, so be it. 1353 * if players want to sell them, so be it.
1402 */ 1354 */
1403 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);
1404 newscroll->stats.exp = newscroll->value / 5; 1356 newscroll->stats.exp = newscroll->value / 5;
1405 1357
1406 /* wait until finished manipulating the scroll before inserting it */ 1358 pl->insert (newscroll);
1407 if (newscroll == scroll) 1359
1408 {
1409 /* Remove to correctly merge with other items which may exist in inventory */
1410 remove_ob (newscroll);
1411 esrv_del_item (pl->contr, newscroll->count);
1412 }
1413 newscroll = insert_ob_in_ob (newscroll, pl);
1414 esrv_send_item (pl, newscroll);
1415 success = calc_skill_exp (pl, newscroll, skill); 1360 success = calc_skill_exp (pl, newscroll, skill);
1416 if (!confused) 1361 if (!confused)
1417 success *= 2; 1362 success *= 2;
1363
1418 success = success * skill->level; 1364 success = success * skill->level;
1419 return success; 1365 return success;
1420
1421 } 1366 }
1422 else 1367 else
1423 { /* Inscription has failed */ 1368 { /* Inscription has failed */
1369 pl->contr->play_sound (sound_find ("inscribe_fail"));
1424 1370
1425 if (chosen_spell->level > skill->level || confused) 1371 if (chosen_spell->level > skill->level || confused)
1426 { /*backfire! */ 1372 { /*backfire! */
1427 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
1428 if (random_roll (0, 1, pl, PREFER_LOW) == 1) 1375 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1429 drain_specific_stat (pl, 4); 1376 pl->drain_specific_stat (4);
1430 else 1377 else
1431 { 1378 {
1432 confuse_player (pl, pl, 99); 1379 confuse_player (pl, pl, 99);
1433 return (-30 * chosen_spell->level); 1380 return -30 * chosen_spell->level;
1434 } 1381 }
1435 } 1382 }
1436 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)
1437 { 1384 {
1438 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.>");
1439 confuse_player (pl, pl, 99); 1386 confuse_player (pl, pl, 99);
1440 } 1387 }
1441 else 1388 else
1442 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.>");
1443 } 1390 }
1391
1444 return 0; 1392 return 0;
1445} 1393}
1446 1394
1447/* write_on_item() - wrapper for write_note and write_scroll */ 1395/* write_on_item() - wrapper for write_note and write_scroll */
1448int 1396int
1449write_on_item (object *pl, const char *params, object *skill) 1397write_on_item (object *pl, const char *params, object *skill)
1450{ 1398{
1451 object *item;
1452 const char *string = params;
1453 int msgtype;
1454 archetype *skat; 1399 archetype *skat;
1455 1400
1456 if (pl->type != PLAYER) 1401 if (pl->type != PLAYER)
1457 return 0; 1402 return 0;
1458 1403
1459 if (!params) 1404 if (!params)
1460 {
1461 params = ""; 1405 params = "";
1462 string = params; 1406
1463 }
1464 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); 1407 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1465 1408
1466 /* Need to be able to read before we can write! */ 1409 /* Need to be able to read before we can write! */
1467 if (!find_skill_by_name (pl, skat->clone.skill)) 1410 if (!find_skill_by_name (pl, skat->skill))
1468 { 1411 {
1469 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.>");
1470 return 0; 1413 return 0;
1471 } 1414 }
1472 1415
1473 /* if there is a message then it goes in a book and no message means 1416 object *item = pl->mark ();
1474 * write active spell into the scroll
1475 */
1476 msgtype = (string[0] != '\0') ? BOOK : SCROLL;
1477 1417
1478 /* find an item of correct type to write on */ 1418 /* find an item of correct type to write on */
1479 if (!(item = find_marked_object (pl))) 1419 if (!item)
1480 {
1481 new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on.");
1482 return 0;
1483 } 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 }
1484 1424
1485 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])
1486 { 1432 {
1487 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.");
1488 return 0; 1434 return 0;
1489 } 1435 }
1490 if (msgtype != item->type) 1436
1437 if (item->other_arch->type == SCROLL)
1491 { 1438 {
1492 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);
1493 return 0; 1444 return 0;
1494 } 1445 }
1495 1446
1496 if (msgtype == SCROLL)
1497 {
1498 return write_scroll (pl, item, skill); 1447 return write_scroll (pl, item, skill);
1499 } 1448 }
1500 else if (msgtype == BOOK) 1449 else
1501 { 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
1502 return write_note (pl, item, string, skill); 1458 return write_note (pl, item, params, skill);
1503 } 1459 }
1460
1504 return 0; 1461 return 0;
1505} 1462}
1506
1507
1508 1463
1509/* find_throw_ob() - if we request an object, then 1464/* find_throw_ob() - if we request an object, then
1510 * 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
1511 * got to be carrying something in order to throw it!). 1466 * got to be carrying something in order to throw it!).
1512 * 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
1513 * (that is "throwable", ie no throwing your skills away!) 1468 * (that is "throwable", ie no throwing your skills away!)
1514 * 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
1515 * 'throwable' (ie not applied cursed obj, worn, etc). 1470 * 'throwable' (ie not applied cursed obj, worn, etc).
1516 */ 1471 */
1517
1518static object * 1472static object *
1519find_throw_ob (object *op, const char *request) 1473find_throw_ob (object *op, const char *request)
1520{ 1474{
1521 object *tmp;
1522
1523 if (!op)
1524 { /* safety */
1525 LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1526 return (object *) NULL;
1527 }
1528
1529 /* prefer marked item */ 1475 /* prefer marked item */
1530 tmp = find_marked_object (op); 1476 object *tmp = op->mark ();
1531 if (tmp != NULL) 1477
1532 {
1533 /* can't toss invisible or inv-locked items */ 1478 /* can't toss invisible or inv-locked items */
1534 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1479 if (tmp && (tmp->invisible || tmp->flag [FLAG_INV_LOCKED]))
1535 { 1480 tmp = 0;
1536 tmp = NULL;
1537 }
1538 }
1539 1481
1540 /* look through the inventory */ 1482 /* look through the inventory */
1541 if (tmp == NULL) 1483 if (!tmp)
1542 {
1543 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1484 for (tmp = op->inv; tmp; tmp = tmp->below)
1544 { 1485 {
1545 /* can't toss invisible or inv-locked items */ 1486 /* can't toss invisible or inv-locked items */
1546 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1487 if (tmp->invisible || tmp->flag [FLAG_INV_LOCKED])
1547 continue; 1488 continue;
1489
1548 if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request)) 1490 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1549 break; 1491 break;
1550 } 1492 }
1551 }
1552 1493
1553 /* this should prevent us from throwing away 1494 /* this should prevent us from throwing away
1554 * cursed items, worn armour, etc. Only weapons 1495 * cursed items, worn armour, etc. Only weapons
1555 * can be thrown from 'hand'. 1496 * can be thrown from 'hand'.
1556 */ 1497 */
1557 if (!tmp) 1498 if (!tmp)
1558 return NULL; 1499 return 0;
1559 1500
1560 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1501 if (tmp->flag [FLAG_APPLIED])
1561 { 1502 {
1562 if (tmp->type != WEAPON) 1503 if (tmp->type != WEAPON)
1563 { 1504 {
1564 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));
1565 tmp = NULL; 1506 tmp = 0;
1566 }
1567 else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1568 { 1507 }
1508 else if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1509 {
1569 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));
1570 tmp = NULL; 1511 tmp = 0;
1571 } 1512 }
1572 else 1513 else
1573 { 1514 {
1574 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 1515 if (!op->apply (tmp, AP_UNAPPLY))
1575 { 1516 {
1576 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); 1517 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1577 tmp = NULL; 1518 tmp = 0;
1578 } 1519 }
1579 } 1520 }
1580 } 1521 }
1581 else if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1522 else if (tmp->flag [FLAG_UNPAID])
1582 { 1523 {
1583 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));
1584 tmp = NULL; 1525 tmp = 0;
1585 } 1526 }
1586 1527
1587 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])
1588 { 1530 {
1589 LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); 1531 LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1590 tmp = NULL; 1532 tmp = 0;
1591 } 1533 }
1534
1592 return tmp; 1535 return tmp;
1593} 1536}
1594 1537
1595/* make_throw_ob() We construct the 'carrier' object in 1538/* make_throw_ob() We construct the 'carrier' object in
1596 * which we will insert the object that is being thrown. 1539 * which we will insert the object that is being thrown.
1597 * This combination becomes the 'thrown object'. -b.t. 1540 * This combination becomes the 'thrown object'. -b.t.
1598 */ 1541 */
1599
1600static object * 1542static object *
1601make_throw_ob (object *orig) 1543make_throw_ob (object *orig)
1602{ 1544{
1603 object *toss_item;
1604
1605 if (!orig) 1545 if (!orig)
1606 return NULL; 1546 return 0;
1607 1547
1608 toss_item = get_object (); 1548 if (orig->flag [FLAG_APPLIED])
1609 if (QUERY_FLAG (orig, FLAG_APPLIED))
1610 { 1549 {
1611 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); 1550 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1612 /* insufficient workaround, but better than nothing */ 1551 /* insufficient workaround, but better than nothing */
1613 CLEAR_FLAG (orig, FLAG_APPLIED); 1552 orig->clr_flag (FLAG_APPLIED);
1614 } 1553 }
1615 copy_object (orig, toss_item); 1554
1555 object *toss_item = orig->clone ();
1556
1616 toss_item->type = THROWN_OBJ; 1557 toss_item->type = THROWN_OBJ;
1617 CLEAR_FLAG (toss_item, FLAG_CHANGING); 1558 toss_item->clr_flag (FLAG_CHANGING);
1559 toss_item->set_flag (FLAG_NO_PICK);
1618 toss_item->stats.dam = 0; /* default damage */ 1560 toss_item->stats.dam = 0; /* default damage */
1619 insert_ob_in_ob (orig, toss_item); 1561 toss_item->insert (orig);
1562
1620 return toss_item; 1563 return toss_item;
1621} 1564}
1622
1623 1565
1624/* do_throw() - op throws any object toss_item. This code 1566/* do_throw() - op throws any object toss_item. This code
1625 * was borrowed from fire_bow. 1567 * was borrowed from fire_bow.
1626 * Returns 1 if skill was successfully used, 0 if not 1568 * Returns 1 if skill was successfully used, 0 if not
1627 */ 1569 */
1628
1629static int 1570static int
1630do_throw (object *op, object *part, object *toss_item, int dir, object *skill) 1571do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1631{ 1572{
1632 object *throw_ob = toss_item, *left = NULL; 1573 object *throw_ob = toss_item, *left = NULL;
1633 int eff_str = 0, maxc, str = op->stats.Str, dam = 0; 1574 int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1634 int pause_f, weight_f = 0, mflags; 1575 int pause_f, weight_f = 0, mflags;
1635 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0; 1576 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1636 maptile *m; 1577 maptile *m;
1637 sint16 sx, sy; 1578 sint16 sx, sy;
1638 1579
1639 if (throw_ob == NULL) 1580 if (!throw_ob)
1640 {
1641 if (op->type == PLAYER)
1642 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1643
1644 return 0;
1645 } 1581 {
1646 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP)) 1582 op->failmsg ("You have nothing to throw.");
1583 return 0;
1647 { 1584 }
1648 if (op->type == PLAYER) 1585
1649 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that."); 1586 if (throw_ob->flag [FLAG_STARTEQUIP])
1587 {
1588 op->failmsg ("The gods won't let you throw that. "
1589 "H<Well, they would, but they would retrieve it "
1590 "- you wouldn't want that, would you?>");
1650 1591
1651 return 0; 1592 return 0;
1652 } 1593 }
1653 1594
1654 /* Because throwing effectiveness must be reduced by the 1595 /* Because throwing effectiveness must be reduced by the
1655 * encumbrance of the thrower and weight of the object. THus, 1596 * encumbrance of the thrower and weight of the object. THus,
1656 * we use the concept of 'effective strength' as defined below. 1597 * we use the concept of 'effective strength' as defined below.
1657 */ 1598 */
1658 1599
1659 /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */ 1600 /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1660 if (str > MAX_STAT) 1601 if (str > MAX_STAT)
1661 { 1602 {
1671 /* lighter items are thrown harder, farther, faster */ 1612 /* lighter items are thrown harder, farther, faster */
1672 if (throw_ob->weight > 0) 1613 if (throw_ob->weight > 0)
1673 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight); 1614 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1674 else 1615 else
1675 { /* 0 or negative weight?!? Odd object, can't throw it */ 1616 { /* 0 or negative weight?!? Odd object, can't throw it */
1676 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob)); 1617 op->failmsgf ("You can't throw %s. H<Better report this to your dungeon master.>\n", query_name (throw_ob));
1677 return 0; 1618 return 0;
1678 } 1619 }
1679 1620
1680 eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0)); 1621 eff_str = (str * (load_factor < 1.0 ? load_factor : 1.0))
1681 eff_str = (int) ((float) eff_str * item_factor * str_factor); 1622 * item_factor * str_factor;
1682 1623
1683 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to 1624 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1684 * account for super-strong throwers. */ 1625 * account for super-strong throwers. */
1685 if (eff_str > MAX_STAT) 1626 min_it (eff_str, MAX_STAT);
1686 eff_str = MAX_STAT;
1687 1627
1688#ifdef DEBUG_THROW 1628#ifdef DEBUG_THROW
1689 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str); 1629 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1690 LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str); 1630 LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1691 LOG (llevDebug, " str_factor=%f\n", str_factor); 1631 LOG (llevDebug, " str_factor=%f\n", str_factor);
1694 1634
1695 /* 3 things here prevent a throw, you aimed at your feet, you 1635 /* 3 things here prevent a throw, you aimed at your feet, you
1696 * have no effective throwing strength, or you threw at something 1636 * have no effective throwing strength, or you threw at something
1697 * that flying objects can't get through. 1637 * that flying objects can't get through.
1698 */ 1638 */
1699 mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy); 1639 mflags = get_map_flags (part->map, &m, part->x + DIRX (dir), part->y + DIRY (dir), &sx, &sy);
1700 1640
1701 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW)) 1641 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1702 { 1642 {
1703
1704 /* bounces off 'wall', and drops to feet */ 1643 /* bounces off 'wall', and drops to feet */
1705 remove_ob (throw_ob); 1644 throw_ob->insert_at (part, op);
1706 throw_ob->x = part->x; 1645
1707 throw_ob->y = part->y;
1708 insert_ob_in_map (throw_ob, part->map, op, 0);
1709 if (op->type == PLAYER) 1646 if (op->type == PLAYER)
1710 { 1647 {
1711 if (eff_str <= 1) 1648 if (eff_str <= 1)
1712 {
1713 new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob)); 1649 new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob));
1714 }
1715 else if (!dir) 1650 else if (!dir)
1716 {
1717 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob)); 1651 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1718 }
1719 else 1652 else
1720 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1653 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1721 } 1654 }
1655
1722 return 0; 1656 return 0;
1723 } /* if object can't be thrown */ 1657 } /* if object can't be thrown */
1724 1658
1725 left = throw_ob; /* these are throwing objects left to the player */ 1659 left = throw_ob; /* these are throwing objects left to the player */
1726 1660
1727 /* sometimes get_split_ob can't split an object (because op->nrof==0?) 1661 /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1728 * and returns NULL. We must use 'left' then 1662 * and returns NULL. We must use 'left' then
1729 */ 1663 */
1730 1664 if (!(throw_ob = throw_ob->split ()))
1731 if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL)
1732 { 1665 {
1733 throw_ob = left; 1666 throw_ob = left;
1734 remove_ob (left); 1667 left->remove ();
1735 if (op->type == PLAYER)
1736 esrv_del_item (op->contr, left->count);
1737 }
1738 else if (op->type == PLAYER)
1739 {
1740 if (left->destroyed ())
1741 esrv_del_item (op->contr, left->count);
1742 else
1743 esrv_update_item (UPD_NROF, op, left);
1744 } 1668 }
1745 1669
1746 /* special case: throwing powdery substances like dust, dirt */ 1670 /* special case: throwing powdery substances like dust, dirt */
1747 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) 1671 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1748 { 1672 {
1763 { 1687 {
1764 insert_ob_in_ob (throw_ob, op); 1688 insert_ob_in_ob (throw_ob, op);
1765 return 0; 1689 return 0;
1766 } 1690 }
1767 1691
1768 set_owner (throw_ob, op); 1692 throw_ob->set_owner (op);
1769 /* At some point in the attack code, the actual real object (op->inv) 1693 /* At some point in the attack code, the actual real object (op->inv)
1770 * becomes the hitter. As such, we need to make sure that has a proper 1694 * becomes the hitter. As such, we need to make sure that has a proper
1771 * owner value so exp goes to the right place. 1695 * owner value so exp goes to the right place.
1772 */ 1696 */
1773 set_owner (throw_ob->inv, op); 1697 throw_ob->inv->set_owner (op);
1774 throw_ob->direction = dir; 1698 throw_ob->direction = dir;
1775 throw_ob->x = part->x;
1776 throw_ob->y = part->y;
1777 1699
1778 /* the damage bonus from the force of the throw */ 1700 /* the damage bonus from the force of the throw */
1779 dam = (int) (str_factor * dam_bonus[eff_str]); 1701 dam = int (str_factor * dam_bonus[eff_str]);
1780 1702
1781 /* Now, lets adjust the properties of the thrown_ob. */ 1703 /* Now, lets adjust the properties of the thrown_ob. */
1782 1704
1783 /* how far to fly */ 1705 /* how far to fly */
1784 throw_ob->last_sp = (eff_str * 3) / 5; 1706 throw_ob->last_sp = (eff_str * 3) / 5;
1785 1707
1786 /* speed */ 1708 /* speed */
1787 throw_ob->speed = (speed_bonus[eff_str] + 1.0) / 1.5; 1709 throw_ob->set_speed (min (1.0, speed_bonus[eff_str] + 1.0) / 1.5); /* no faster than an arrow! */
1788 throw_ob->speed = MIN (1.0, throw_ob->speed); /* no faster than an arrow! */
1789 1710
1790 /* item damage. Eff_str and item weight influence damage done */ 1711 /* item damage. Eff_str and item weight influence damage done */
1791 weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000); 1712 weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000);
1792 throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2; 1713 throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1793 1714
1795 throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000); 1716 throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1796 1717
1797 /* replace 25 with a call to clone.arch wc? messes up w/ NPC */ 1718 /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1798 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level; 1719 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1799 1720
1800
1801 /* the properties of objects which are meant to be thrown (ie dart, 1721 /* the properties of objects which are meant to be thrown (ie dart,
1802 * throwing knife, etc) will differ from ordinary items. Lets tailor 1722 * throwing knife, etc) will differ from ordinary items. Lets tailor
1803 * this stuff in here. 1723 * this stuff in here.
1804 */ 1724 */
1805 1725
1806 if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN)) 1726 if (throw_ob->inv->flag [FLAG_IS_THROWN])
1807 { 1727 {
1808 throw_ob->last_sp += eff_str / 3; /* fly a little further */ 1728 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1809 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; 1729 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1810 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; 1730 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1811 /* only throw objects get directional faces */ 1731 /* only throw objects get directional faces */
1812 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) 1732 if (throw_ob->has_anim () && throw_ob->anim_frames ())
1813 SET_ANIMATION (throw_ob, dir); 1733 throw_ob->set_anim_frame (dir);
1814 } 1734 }
1815 else 1735 else
1816 { 1736 {
1737 uint16 mat = throw_ob->materials;
1738
1817 /* some materials will adjust properties.. */ 1739 /* some materials will adjust properties.. */
1818 if (throw_ob->material & M_LEATHER) 1740 if (mat & M_LEATHER)
1819 { 1741 {
1820 throw_ob->stats.dam -= 1; 1742 throw_ob->stats.dam -= 1;
1821 throw_ob->stats.food -= 10; 1743 throw_ob->stats.food -= 10;
1822 } 1744 }
1745
1823 if (throw_ob->material & M_GLASS) 1746 if (mat & M_GLASS)
1824 throw_ob->stats.food += 60; 1747 throw_ob->stats.food += 60;
1825 1748
1826 if (throw_ob->material & M_ORGANIC) 1749 if (mat & M_ORGANIC)
1827 { 1750 {
1828 throw_ob->stats.dam -= 3; 1751 throw_ob->stats.dam -= 3;
1829 throw_ob->stats.food += 55; 1752 throw_ob->stats.food += 55;
1830 } 1753 }
1831 if (throw_ob->material & M_PAPER || throw_ob->material & M_CLOTH) 1754
1755 if (mat & M_PAPER || mat & M_CLOTH)
1832 { 1756 {
1833 throw_ob->stats.dam -= 5; 1757 throw_ob->stats.dam -= 5;
1834 throw_ob->speed *= 0.8; 1758 throw_ob->speed *= 0.8;
1835 throw_ob->stats.wc += 3; 1759 throw_ob->stats.wc += 3;
1836 throw_ob->stats.food -= 30; 1760 throw_ob->stats.food -= 30;
1837 } 1761 }
1762
1838 /* light obj have more wind resistance, fly slower */ 1763 /* light obj have more wind resistance, fly slower */
1839 if (throw_ob->weight > 500) 1764 if (throw_ob->weight > 500)
1840 throw_ob->speed *= 0.8; 1765 throw_ob->speed *= 0.8;
1766
1841 if (throw_ob->weight > 50) 1767 if (throw_ob->weight > 50)
1842 throw_ob->speed *= 0.5; 1768 throw_ob->speed *= 0.5;
1843
1844 } /* else tailor thrown object */ 1769 } /* else tailor thrown object */
1845 1770
1846 /* some limits, and safeties (needed?) */ 1771 /* some limits, and safeties (needed?) */
1847 if (throw_ob->stats.dam < 0) 1772 max_it (throw_ob->stats.dam, 0);
1848 throw_ob->stats.dam = 0;
1849 if (throw_ob->last_sp > eff_str) 1773 min_it (throw_ob->last_sp, eff_str);
1850 throw_ob->last_sp = eff_str;
1851 if (throw_ob->stats.food < 0) 1774 max_it (throw_ob->stats.food, 0);
1852 throw_ob->stats.food = 0;
1853 if (throw_ob->stats.food > 100)
1854 throw_ob->stats.food = 100;
1855 if (throw_ob->stats.wc > 30) 1775 min_it (throw_ob->stats.wc, 30);
1856 throw_ob->stats.wc = 30;
1857 1776
1858 /* how long to pause the thrower. Higher values mean less pause */ 1777 /* how long to pause the thrower. Higher values mean less pause */
1859 pause_f = ((2 * eff_str) / 3) + 20 + skill->level; 1778 pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1860 1779
1861 /* Put a lower limit on this */ 1780 /* Put a lower limit on this */
1862 if (pause_f < 10) 1781 clamp_it (pause_f, 10, 100);
1863 pause_f = 10;
1864 if (pause_f > 100)
1865 pause_f = 100;
1866 1782
1867 /* Changed in 0.94.2 - the calculation before was really goofy. 1783 /* Changed in 0.94.2 - the calculation before was really goofy.
1868 * In short summary, a throw can take anywhere between speed 5 and 1784 * In short summary, a throw can take anywhere between speed 5 and
1869 * speed 0.5 1785 * speed 0.5
1870 */ 1786 */
1871 op->speed_left -= 50 / pause_f; 1787 op->speed_left -= 50 / pause_f;
1872 1788
1873 update_ob_speed (throw_ob);
1874 throw_ob->speed_left = 0; 1789 throw_ob->speed_left = 0;
1875 throw_ob->map = part->map; 1790 throw_ob->map = part->map;
1876 1791
1877 throw_ob->move_type = MOVE_FLY_LOW; 1792 throw_ob->move_type = MOVE_FLY_LOW;
1878 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; 1793 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1794
1795 throw_ob->set_speed (throw_ob->speed);
1879 1796
1880#if 0 1797#if 0
1881 /* need to put in a good sound for this */ 1798 /* need to put in a good sound for this */
1882 play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ); 1799 play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1883#endif 1800#endif
1888 LOG (llevDebug, " pause_f=%d \n", pause_f); 1805 LOG (llevDebug, " pause_f=%d \n", pause_f);
1889 LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n", 1806 LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1890 throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food); 1807 throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food);
1891 LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count); 1808 LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1892#endif 1809#endif
1893 insert_ob_in_map (throw_ob, part->map, op, 0); 1810
1811 throw_ob->insert_at (part, op);
1894 1812
1895 if (!throw_ob->destroyed ()) 1813 if (!throw_ob->destroyed ())
1896 move_arrow (throw_ob); 1814 move_arrow (throw_ob);
1897 1815
1898 return 1; 1816 return 1;
1908 else 1826 else
1909 throw_ob = find_mon_throw_ob (op); 1827 throw_ob = find_mon_throw_ob (op);
1910 1828
1911 return do_throw (op, part, throw_ob, dir, skill); 1829 return do_throw (op, part, throw_ob, dir, skill);
1912} 1830}
1831
1832static void
1833give_player_quad_material_for (object *pl, object *ob)
1834{
1835 if (!ob->flag [FLAG_IS_QUAD] || !ob->other_arch)
1836 return;
1837
1838 object *t = ob->other_arch->instance ();
1839 pl->insert (t);
1840}
1841
1842bool
1843skill_mining (object *who, object *tool, object *skill, int dir, const char *string)
1844{
1845 if (!who->is_player ())
1846 return 0;
1847
1848 if (!dir)
1849 {
1850 who->failmsg ("In what direction?");
1851 return 0;
1852 }
1853
1854 mapxy pos (who); pos.move (dir);
1855
1856 if (!pos.normalise ())
1857 {
1858 who->failmsgf (
1859 "You brandish your %s, with not so convincing results. "
1860 "H<There is nothing in this direction.>",
1861 &tool->name
1862 );
1863 return 0;
1864 }
1865
1866 mapspace &ms = pos.ms ();
1867
1868 for (object *mine_obj = pos.ms ().top; mine_obj; mine_obj = mine_obj->below)
1869 if (mine_obj->type == VEIN)
1870 {
1871 who->speed_left -= who->speed / tool->speed;
1872
1873 who->play_sound (tool->sound);
1874
1875 if (rndm (100 - mine_obj->stats.ac) > rndm (tool->stats.wc))
1876 who->failmsgf (
1877 "You use your %s.... nothing. "
1878 "H<Try again, perhaps?>",
1879 &tool->name
1880 );
1881 else if (mine_obj->race != tool->race)
1882 who->failmsgf (
1883 "You use your %s.... but it doesn't work. "
1884 "H<Maybe you are using the wrong tool?>",
1885 &tool->name
1886 );
1887 else if (!mine_obj->stats.food)
1888 who->failmsgf (
1889 "You use your %s.... but there is nothing. "
1890 "H<This space is exhausted, you should try somewhere else.>",
1891 &tool->name
1892 );
1893 else
1894 {
1895 --mine_obj->stats.food;
1896
1897 object *ore = mine_obj->other_arch->instance ();
1898
1899 who->statusmsg (format (
1900 "You use your %s.... and find some %s!",
1901 &tool->name, &ore->name
1902 ));
1903
1904 ore->insert_at (who);
1905
1906 return true;
1907 }
1908 }
1909 else if (mine_obj->flag [FLAG_IS_QUAD])
1910 {
1911 if (mine_obj->flag [FLAG_IS_FLOOR])
1912 {
1913 maptile *lower_floor = pos.m->tile_available (TILE_DOWN);
1914
1915 if (!lower_floor)
1916 {
1917 who->failmsgf (
1918 "Whoops, you failed to remove the %s. H<You may try again.>",
1919 &mine_obj->name
1920 );
1921 return false;
1922 }
1923
1924 mapxy below_pos (lower_floor, pos.x, pos.y);
1925
1926 if (!below_pos.normalise ())
1927 {
1928 who->failmsgf (
1929 "Whoops, you failed to remove the %s. H<You may try again.>",
1930 &mine_obj->name
1931 );
1932 return false;
1933 }
1934
1935 // first insert open space here:
1936 object *open_space_floor = archetype::get (shstr_quad_open_space);
1937 open_space_floor->stats.hp = pos.x;
1938 open_space_floor->stats.sp = pos.y;
1939 insert_ob_in_map_at (open_space_floor, pos.m, mine_obj,
1940 INS_BELOW_ORIGINATOR, pos.x, pos.y);
1941
1942 // next we will remove the wall in the lower layer:
1943 mapspace &below_ms = below_pos.ms ();
1944 for (object *quad_obj = below_ms.top; quad_obj; quad_obj = quad_obj->below)
1945 {
1946 if (quad_obj->flag [FLAG_IS_FLOOR])
1947 break;
1948
1949 if (quad_obj->flag [FLAG_IS_QUAD])
1950 {
1951 quad_obj->map->queue_physics_at (quad_obj->x, quad_obj->y);
1952 give_player_quad_material_for (who, quad_obj);
1953 quad_obj->destroy ();
1954 break;
1955 }
1956 }
1957 }
1958
1959 mine_obj->map->queue_physics_at (mine_obj->x, mine_obj->y);
1960
1961 // FIXME: there should be chance assigned, like above with veins!
1962 who->play_sound (tool->sound);
1963 give_player_quad_material_for (who, mine_obj);
1964 mine_obj->destroy ();
1965 who->contr->fire_on = 0; // TODO: stopgap, do not remove more than one per keypress
1966 return true;
1967 }
1968
1969 return false;
1970}
1971

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