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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 1.113 by root, Sat Nov 17 23:40:04 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * 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 6 * Copyright (©) 2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
6 8 *
7 This program is free software; you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 12 * option) any later version.
11 13 *
12 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 17 * GNU General Public License for more details.
16 18 *
17 You should have received a copy of the GNU General Public License 19 * 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 20 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
20 22 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 24 */
23 25
24#include <global.h> 26#include <global.h>
25#include <object.h> 27#include <object.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 28#include <sproto.h>
28#endif
29#include <living.h> 29#include <living.h>
30#include <skills.h> 30#include <skills.h>
31#include <spells.h> 31#include <spells.h>
32#include <book.h> 32#include <book.h>
33 33
41 return -1; 41 return -1;
42 42
43 /* Only prohibit stealing if the player does not have a free 43 /* Only prohibit stealing if the player does not have a free
44 * hand available and in fact does have hands. 44 * hand available and in fact does have hands.
45 */ 45 */
46 if (op->type == PLAYER && op->body_used[BODY_ARMS] <= 0 && op->body_info[BODY_ARMS]) 46 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info)
47 { 47 {
48 new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!"); 48 op->failmsg ("But you have no free hands to steal with! "
49 "H<Try to unapply weapons or things you hold in your hands, use the C<body> command.>");
49 return -1; 50 return -1;
50 } 51 }
51 52
52 /* ADJUSTMENTS */ 53 /* ADJUSTMENTS */
53 54
54 /* Its harder to steal from hostile beings! */ 55 /* It's harder to steal from hostile beings! */
55 if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 56 if (!victim->flag [FLAG_UNAGGRESSIVE])
56 roll = roll / 2; 57 roll = roll / 2;
57 58
58 /* Easier to steal from sleeping beings, or if the thief is 59 /* Easier to steal from sleeping beings, or if the thief is
59 * unseen */ 60 * unseen */
60 if (QUERY_FLAG (victim, FLAG_SLEEP)) 61 if (victim->flag [FLAG_SLEEP])
61 roll = roll * 3; 62 roll = roll * 3;
62 else if (op->invisible) 63 else if (op->invisible)
63 roll = roll * 2; 64 roll = roll * 2;
64 65
65 /* check stealing 'encumberance'. Having this equipment applied makes 66 /* check stealing 'encumberance'. Having this equipment applied makes
66 * it quite a bit harder to steal. 67 * it quite a bit harder to steal.
67 */ 68 */
68 for (equip = op->inv; equip; equip = equip->below) 69 for (equip = op->inv; equip; equip = equip->below)
69 { 70 {
70 if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED)) 71 if (equip->type == WEAPON && equip->flag [FLAG_APPLIED])
71 {
72 roll -= equip->weight / 10000; 72 roll -= equip->weight / 10000;
73 } 73
74 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED)) 74 if (equip->type == BOW && equip->flag [FLAG_APPLIED])
75 roll -= equip->weight / 5000; 75 roll -= equip->weight / 5000;
76
76 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) 77 if (equip->type == SHIELD && equip->flag [FLAG_APPLIED])
77 {
78 roll -= equip->weight / 2000; 78 roll -= equip->weight / 2000;
79 } 79
80 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED)) 80 if (equip->type == ARMOUR && equip->flag [FLAG_APPLIED])
81 roll -= equip->weight / 5000; 81 roll -= equip->weight / 5000;
82
82 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED)) 83 if (equip->type == GLOVES && equip->flag [FLAG_APPLIED])
83 roll -= equip->weight / 100; 84 roll -= equip->weight / 100;
84 } 85 }
86
85 if (roll < 0) 87 if (roll < 0)
86 roll = 0; 88 roll = 0;
89
87 return roll; 90 return roll;
88} 91}
89 92
90/* 93/*
91 * When stealing: dependent on the intelligence/wisdom of whom you're 94 * When stealing: dependent on the intelligence/wisdom of whom you're
92 * stealing from (op in attempt_steal), offset by your dexterity and 95 * stealing from (op in attempt_steal), offset by your dexterity and
93 * skill at stealing. They may notice your attempt, whether successful 96 * skill at stealing. They may notice your attempt, whether successful
94 * or not. 97 * or not.
95 * op is the target (person being pilfered) 98 * op is the target (person being pilfered)
96 * who is the person doing the stealing. 99 * who is the person doing the stealing.
97 * skill is the skill object (stealing). 100 * skill is the skill object (stealing).
98 */ 101 */
99
100static int 102static int
101attempt_steal (object *op, object *who, object *skill) 103attempt_steal (object *op, object *who, object *skill)
102{ 104{
103 object *success = NULL, *tmp = NULL, *next; 105 object *success = NULL, *tmp = NULL, *next;
104 int roll = 0, chance = 0, stats_value; 106 int roll = 0, chance = 0, stats_value;
105 rv_vector rv; 107 rv_vector rv;
106 108
107 stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2; 109 stats_value = (who->stats.Dex + who->stats.Int) * 3 / 2;
108 110
109 /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them) 111 /* 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 112 * they will try to prevent stealing if they can. Only unseen theives will
111 * have much chance of success. 113 * have much chance of success.
112 */ 114 */
113 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL)) 115 if (!op->is_player () && op->flag [FLAG_NO_STEAL])
114 { 116 {
115 if (can_detect_enemy (op, who, &rv)) 117 if (can_detect_enemy (op, who, &rv))
116 { 118 {
117 npc_call_help (op); 119 npc_call_help (op);
118 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 120 op->clr_flag (FLAG_UNAGGRESSIVE);
119 new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); 121 who->failmsg ("Your attempt is prevented!");
120 return 0; 122 return 0;
121 } 123 }
122 else /* help npc to detect thief next time by raising its wisdom */ 124 else /* help npc to detect thief next time by raising its wisdom */
123 op->stats.Wis += (op->stats.Int / 5) + 1; 125 op->stats.Wis += (op->stats.Int / 5) + 1;
126
124 if (op->stats.Wis > MAX_STAT) 127 if (op->stats.Wis > MAX_STAT)
125 op->stats.Wis = MAX_STAT; 128 op->stats.Wis = MAX_STAT;
126 } 129 }
127 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ)) 130
128 { 131 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 } 132 {
132#ifdef PROHIBIT_PLAYERKILL 133 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)) 134 return 0;
134 { 135 }
135 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); 136
136 return 0; 137 // only allow stealing between hostile players (TODO: probably should change)
138 if (op->is_player () && who->is_player () && (who->contr->peaceful || op->contr->peaceful))
137 } 139 {
138#else 140 who->failmsg ("You can't steal from other players!\n");
139 if (op->type == PLAYER && who->type == PLAYER && settings.no_player_stealing) 141 return 0;
140 { 142 }
141 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
142 return 0;
143 }
144#endif
145 143
146
147 /* Ok then, go thru their inventory, stealing */ 144 /* Ok then, go through their inventory, stealing */
148 for (tmp = op->inv; tmp != NULL; tmp = next) 145 for (tmp = op->inv; tmp; tmp = next)
149 { 146 {
150 next = tmp->below; 147 next = tmp->below;
151 148
152 /* you can't steal worn items, starting items, wiz stuff, 149 /* you can't steal worn items, starting items, wiz stuff,
153 * innate abilities, or items w/o a type. Generally 150 * innate abilities, or items w/o a type. Generally
154 * speaking, the invisibility flag prevents experience or 151 * speaking, the invisibility flag prevents experience or
155 * abilities from being stolen since these types are currently 152 * abilities from being stolen since these types are currently
156 * always invisible objects. I was implicit here so as to prevent 153 * always invisible objects. I was implicit here so as to prevent
157 * future possible problems. -b.t. 154 * future possible problems. -b.t.
158 * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL 155 * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL
159 * already -b.t. 156 * already -b.t.
160 */ 157 */
161 158
162 if (QUERY_FLAG (tmp, FLAG_WAS_WIZ) || QUERY_FLAG (tmp, FLAG_APPLIED) 159 if (tmp->flag [FLAG_APPLIED]
163 || !(tmp->type) 160 || !tmp->type
164 || tmp->type == EXPERIENCE || tmp->type == SPELL 161 || tmp->type == SPELL
165 || QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_STEAL) || tmp->invisible) 162 || tmp->flag [FLAG_STARTEQUIP]
163 || tmp->flag [FLAG_NO_STEAL]
164 || tmp->invisible)
166 continue; 165 continue;
167 166
168 /* Okay, try stealing this item. Dependent on dexterity of thief, 167 /* Okay, try stealing this item. Dependent on dexterity of thief,
169 * skill level, see the adj_stealroll fctn for more detail. 168 * skill level, see the adj_stealroll fctn for more detail.
170 */ 169 */
171 170
172 roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */ 171 roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */
173 172
174 if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1) 173 if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1)
183 */ 182 */
184 if (tmp->destroyed () || tmp->env != op) 183 if (tmp->destroyed () || tmp->env != op)
185 { 184 {
186 /* for players, play_sound: steals item */ 185 /* for players, play_sound: steals item */
187 success = tmp; 186 success = tmp;
188 CLEAR_FLAG (tmp, FLAG_INV_LOCKED); 187 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 } 188 }
189
197 break; 190 break;
198 } 191 }
199 } /* for loop looking for an item */ 192 } /* for loop looking for an item */
200 193
201 if (!tmp) 194 if (!tmp)
204 return 0; 197 return 0;
205 } 198 }
206 199
207 /* If you arent high enough level, you might get something BUT 200 /* If you arent high enough level, you might get something BUT
208 * the victim will notice your stealing attempt. Ditto if you 201 * the victim will notice your stealing attempt. Ditto if you
209 * attempt to steal something heavy off them, they're bound to notice 202 * attempt to steal something heavy off them, they're bound to notice
210 */ 203 */
211 204
212 if ((roll >= skill->level) || !chance 205 if ((roll >= skill->level) || !chance
213 || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW))))) 206 || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW)))))
214 { 207 {
215
216 /* victim figures out where the thief is! */ 208 /* victim figures out where the thief is! */
217 if (who->hide) 209 if (who->flag [FLAG_HIDDEN])
218 make_visible (who); 210 make_visible (who);
219 211
220 if (op->type != PLAYER) 212 if (op->type != PLAYER)
221 { 213 {
222 /* The unaggressives look after themselves 8) */ 214 /* The unaggressives look after themselves 8) */
223 if (who->type == PLAYER) 215 if (who->type == PLAYER)
224 { 216 {
225 npc_call_help (op); 217 npc_call_help (op);
226 new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op)); 218 new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op));
227 } 219 }
228 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 220
221 op->clr_flag (FLAG_UNAGGRESSIVE);
229 /* all remaining npc items are guarded now. Set flag NO_STEAL 222 /* all remaining npc items are guarded now. Set flag NO_STEAL
230 * on the victim. 223 * on the victim.
231 */ 224 */
232 SET_FLAG (op, FLAG_NO_STEAL); 225 op->set_flag (FLAG_NO_STEAL);
233 } 226 }
234 else 227 else
235 { /* stealing from another player */ 228 { /* stealing from another player */
236 char buf[MAX_BUF]; 229 char buf[MAX_BUF];
237 230
238 /* Notify the other player */ 231 /* Notify the other player */
239 if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW)) 232 if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW))
240 {
241 sprintf (buf, "Your %s is missing!", query_name (success)); 233 sprintf (buf, "Your %s is missing!", query_name (success));
242 }
243 else 234 else
244 {
245 sprintf (buf, "Your pack feels strangely lighter."); 235 sprintf (buf, "Your pack feels strangely lighter.");
246 } 236
247 new_draw_info (NDI_UNIQUE, 0, op, buf); 237 new_draw_info (NDI_UNIQUE, 0, op, buf);
248 if (!success) 238 if (!success)
249 { 239 {
250 if (who->invisible) 240 if (who->invisible)
251 {
252 sprintf (buf, "you feel itchy fingers getting at your pack."); 241 sprintf (buf, "you feel itchy fingers getting at your pack.");
253 }
254 else 242 else
255 {
256 sprintf (buf, "%s looks very shifty.", query_name (who)); 243 sprintf (buf, "%s looks very shifty.", query_name (who));
257 } 244
258 new_draw_info (NDI_UNIQUE, 0, op, buf); 245 new_draw_info (NDI_UNIQUE, 0, op, buf);
259 } 246 }
260 } /* else stealing from another player */ 247 } /* else stealing from another player */
261 /* play_sound("stop! thief!"); kindofthing */ 248 /* play_sound("stop! thief!"); kindofthing */
262 } /* if you weren't 100% successful */ 249 } /* if you weren't 100% successful */
250
263 return success ? 1 : 0; 251 return success ? 1 : 0;
264} 252}
265
266 253
267int 254int
268steal (object *op, int dir, object *skill) 255steal (object *op, int dir, object *skill)
269{ 256{
270 object *tmp, *next; 257 object *tmp, *next;
271 sint16 x, y; 258 sint16 x, y;
272 maptile *m; 259 maptile *m;
273 int mflags; 260 int mflags;
274 261
275 x = op->x + freearr_x[dir]; 262 x = op->x + DIRX (dir);
276 y = op->y + freearr_y[dir]; 263 y = op->y + DIRY (dir);
277 264
278 if (dir == 0) 265 if (dir == 0)
279 { 266 return 0; // you can't steal from ourself!
280 /* Can't steal from ourself! */
281 return 0;
282 }
283 267
284 m = op->map; 268 m = op->map;
285 mflags = get_map_flags (m, &m, x, y, &x, &y); 269 mflags = get_map_flags (m, &m, x, y, &x, &y);
286 /* Out of map - can't do it. If nothing alive on this space, 270 /* Out of map - can't do it. If nothing alive on this space,
287 * don't need to look any further. 271 * don't need to look any further.
292 /* If player can't move onto the space, can't steal from it. */ 276 /* 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))) 277 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
294 return 0; 278 return 0;
295 279
296 /* Find the topmost object at this spot */ 280 /* Find the topmost object at this spot */
297 for (tmp = get_map_ob (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above); 281 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
298 282
299 /* For all the stacked objects at this point, attempt a steal */ 283 /* For all the stacked objects at this point, attempt a steal */
300 for (; tmp != NULL; tmp = next) 284 for (; tmp; tmp = next)
301 { 285 {
302 next = tmp->below; 286 next = tmp->below;
303 /* Minor hack--for multi square beings - make sure we get 287 /* Minor hack--for multi square beings - make sure we get
304 * the 'head' coz 'tail' objects have no inventory! - b.t. 288 * the 'head' coz 'tail' objects have no inventory! - b.t.
305 */ 289 */
306 if (tmp->head) 290 if (tmp->head)
307 tmp = tmp->head; 291 tmp = tmp->head;
308 292
309 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 293 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
310 continue; 294 continue;
311 295
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)) 296 if (attempt_steal (tmp, op, skill))
316 { 297 {
317 if (tmp->type == PLAYER) /* no xp for stealing from another player */ 298 if (tmp->type == PLAYER) /* no xp for stealing from another player */
318 return 0; 299 return 0;
319 300
320 /* no xp for stealing from pets (of players) */ 301 /* no xp for stealing from pets (of players) */
321 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 302 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
322 { 303 {
323 object *owner = get_owner (tmp); 304 object *owner = tmp->owner;
324 305
325 if (owner != NULL && owner->type == PLAYER) 306 if (owner && owner->type == PLAYER)
326 return 0; 307 return 0;
327 } 308 }
328 309
329 // reduce monster experience by experience we gained, as to 310 // reduce monster experience by experience we gained, as to
330 // limit the amount of exp that can be gained by stealing from monsters 311 // limit the amount of exp that can be gained by stealing from monsters
331 // (jessies gave ~20,000,000 exp otherwise. 312 // (jessies gave ~20,000,000 exp otherwise.
332 int exp = calc_skill_exp (op, tmp, skill); 313 int exp = calc_skill_exp (op, tmp, skill);
333 314
334 exp = MIN (tmp->stats.exp, exp); 315 exp = min (tmp->stats.exp, exp);
335 tmp->stats.exp -= exp; 316 tmp->stats.exp -= exp;
336 return exp; 317 return exp;
337 } 318 }
338 } 319 }
320
339 return 0; 321 return 0;
340} 322}
341 323
342static int 324static int
343attempt_pick_lock (object *door, object *pl, object *skill) 325attempt_pick_lock (object *door, object *pl, object *skill)
344{ 326{
345 int difficulty = pl->map->difficulty ? pl->map->difficulty : 0; 327 int difficulty = pl->map->difficulty ? pl->map->difficulty : 0;
346 int success = 0, number; /* did we get anything? */ 328 int success = 0, number; /* did we get anything? */
347 329
348 330
349 /* Try to pick the lock on this item (doors only for now). 331 /* Try to pick the lock on this item (doors only for now).
350 * Dependent on dexterity/skill SK_level of the player and 332 * Dependent on dexterity/skill SK_level of the player and
351 * the map level difficulty. 333 * the map level difficulty.
352 */ 334 */
353 number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2; 335 number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2;
354 if (number < (pl->stats.Dex + skill->level - difficulty)) 336 if (number < (pl->stats.Dex + skill->level - difficulty))
355 { 337 {
356 remove_door (door); 338 remove_door (door);
370 352
371int 353int
372pick_lock (object *pl, int dir, object *skill) 354pick_lock (object *pl, int dir, object *skill)
373{ 355{
374 object *tmp; 356 object *tmp;
375 int x = pl->x + freearr_x[dir];
376 int y = pl->y + freearr_y[dir];
377 357
378 if (!dir) 358 if (!dir)
379 dir = pl->facing; 359 dir = pl->facing;
380 360
361 mapxy pos (pl); pos.move (dir);
362
381 /* For all the stacked objects at this point find a door */ 363 /* For all the stacked objects at this point find a door */
382 if (out_of_map (pl->map, x, y)) 364 if (!pos.normalise ())
383 {
384 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
385 return 0;
386 } 365 {
366 pl->failmsg ("There is no lock there.");
367 return 0;
368 }
387 369
388 for (tmp = get_map_ob (pl->map, x, y); tmp; tmp = tmp->above) 370 for (tmp = pos->bot; tmp; tmp = tmp->above)
389 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 371 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
390 break; 372 break;
391 373
392 if (!tmp) 374 if (!tmp)
393 { 375 {
394 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); 376 pl->failmsg ("There is no lock there.");
395 return 0; 377 return 0;
396 } 378 }
379
397 if (tmp->type == LOCKED_DOOR) 380 if (tmp->type == LOCKED_DOOR)
398 { 381 {
399 new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!"); 382 pl->failmsg ("You can't pick that lock! H<You need the right key, no matter how skilled you might be.>");
400 return 0; 383 return 0;
401 } 384 }
402 385
403 if (!tmp->move_block) 386 if (!tmp->move_block)
404 { 387 {
405 new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!"); 388 pl->failmsg ("The door has no lock!");
406 return 0; 389 return 0;
407 } 390 }
408 391
409 if (attempt_pick_lock (tmp, pl, skill)) 392 if (attempt_pick_lock (tmp, pl, skill))
410 { 393 {
416 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock."); 399 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock.");
417 return 0; 400 return 0;
418 } 401 }
419} 402}
420 403
421
422/* HIDE CODE. The user becomes undetectable (not just 'invisible') for 404/* HIDE CODE. The user becomes undetectable (not just 'invisible') for
423 * a short while (success and duration dependant on player SK_level, 405 * a short while (success and duration dependant on player SK_level,
424 * dexterity, charisma, and map difficulty). 406 * dexterity, charisma, and map difficulty).
425 * Players have a good chance of becoming 'unhidden' if they move 407 * Players have a good chance of becoming 'unhidden' if they move
426 * and like invisiblity will be come visible if they attack 408 * and like invisiblity will be come visible if they attack
427 * Implemented by b.t. (thomas@astro.psu.edu) 409 * Implemented by b.t. (thomas@astro.psu.edu)
428 * July 7, 1995 - made hiding possible for monsters. -b.t. 410 * July 7, 1995 - made hiding possible for monsters. -b.t.
429 */ 411 */
430
431static int 412static int
432attempt_hide (object *op, object *skill) 413attempt_hide (object *op, object *skill)
433{ 414{
434 int number, difficulty = op->map->difficulty; 415 int number, difficulty = op->map->difficulty;
435 int terrain = hideability (op); 416 int terrain = hideability (op);
436 417
437 if (terrain < -10) /* not enough cover here */ 418 if (terrain < -10) /* not enough cover here */
438 return 0; 419 return 0;
439 420
440 /* Hiding success and duration dependant on skill level, 421 /* Hiding success and duration dependant on skill level,
441 * op->stats.Dex, map difficulty and terrain. 422 * op->stats.Dex, map difficulty and terrain.
442 */ 423 */
443
444 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2; 424 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
425
445 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) 426 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
446 { 427 {
447 op->invisible += 100; /* set the level of 'hiddeness' */ 428 op->invisible += 100; /* set the level of 'hiddeness' */
429
448 if (op->type == PLAYER) 430 if (op->type == PLAYER)
449 op->contr->tmp_invis = 1; 431 op->contr->tmp_invis = 1;
450 op->hide = 1; 432
433 op->flag [FLAG_HIDDEN] = 1;
451 return 1; 434 return 1;
452 } 435 }
436
453 return 0; 437 return 0;
454} 438}
455 439
456/* patched this to take terrain into consideration */ 440/* patched this to take terrain into consideration */
457int 441int
458hide (object *op, object *skill) 442hide (object *op, object *skill)
459{ 443{
460
461 /* the preliminaries -- Can we really hide now? */ 444 /* the preliminaries -- Can we really hide now? */
462 /* this keeps monsters from using invisibilty spells and hiding */ 445 /* this keeps monsters from using invisibilty spells and hiding */
463 446
464 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 447 if (op->flag [FLAG_MAKE_INVIS])
465 { 448 {
466 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!"); 449 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
467 return 0; 450 return 0;
468 } 451 }
469 else if (!op->hide && op->invisible > 0 && op->type == PLAYER) 452 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER)
470 { 453 {
471 new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!"); 454 new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!");
472 make_visible (op); 455 make_visible (op);
473 } 456 }
474 457
475 if (op->invisible > (50 * skill->level)) 458 if (op->invisible > 50 * skill->level)
476 { 459 {
477 new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get."); 460 new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get.");
478 return 0; 461 return 0;
479 } 462 }
480 463
482 { 465 {
483 new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows."); 466 new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows.");
484 update_object (op, UP_OBJ_FACE); 467 update_object (op, UP_OBJ_FACE);
485 return calc_skill_exp (op, NULL, skill); 468 return calc_skill_exp (op, NULL, skill);
486 } 469 }
470
487 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself."); 471 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself.");
488 return 0; 472 return 0;
489} 473}
490 474
491
492/* stop_jump() - End of jump. Clear flags, restore the map, and 475/* stop_jump() - End of jump. Clear flags, restore the map, and
493 * freeze the jumper a while to simulate the exhaustion 476 * freeze the jumper a while to simulate the exhaustion
494 * of jumping. 477 * of jumping.
495 */ 478 */
496static void 479static void
497stop_jump (object *pl, int dist, int spaces) 480stop_jump (object *pl, int dist, int spaces)
498{ 481{
499 fix_player (pl); 482 pl->update_stats ();
500 insert_ob_in_map (pl, pl->map, pl, 0); 483 pl->map->insert (pl, pl->x, pl->y, pl);
484 pl->speed_left -= pl->speed * 8.;
501} 485}
502
503 486
504static int 487static int
505attempt_jump (object *pl, int dir, int spaces, object *skill) 488attempt_jump (object *pl, int dir, int spaces, object *skill)
506{ 489{
507 object *tmp; 490 object *tmp;
508 int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags; 491 int i, dx = DIRX (dir), dy = DIRY (dir), mflags;
509 sint16 x, y; 492 sint16 x, y;
510 maptile *m; 493 maptile *m;
511 494
512 /* Jump loop. Go through spaces opject wants to jump. Halt the 495 /* 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 496 * 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 497 * temporarily to allow player to aviod exits/archs that are not
515 * fly_on, fly_off. This will also prevent pickup of objects 498 * fly_on, fly_off. This will also prevent pickup of objects
516 * while jumping over them. 499 * while jumping over them.
517 */ 500 */
518 501 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; 502 pl->move_type |= MOVE_FLY_LOW;
527 503
528 for (i = 0; i <= spaces; i++) 504 for (i = 0; i <= spaces; i++)
529 { 505 {
530 x = pl->x + dx; 506 x = pl->x + dx;
533 509
534 mflags = get_map_flags (m, &m, x, y, &x, &y); 510 mflags = get_map_flags (m, &m, x, y, &x, &y);
535 511
536 if (mflags & P_OUT_OF_MAP) 512 if (mflags & P_OUT_OF_MAP)
537 { 513 {
538 (void) stop_jump (pl, i, spaces); 514 stop_jump (pl, i, spaces);
539 return 0; 515 return 0;
540 } 516 }
517
518 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
519 {
520 /* Jump into creature */
521 if (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
522 {
523 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
524
525 stop_jump (pl, i, spaces);
526
527 int exp = 0;
528
529 if (tmp->type != PLAYER
530 || (pl->type == PLAYER && !pl->contr->party)
531 || (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
532 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
533
534 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
535 }
536 }
537
541 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y))) 538 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
542 { 539 {
543 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); 540 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
544 stop_jump (pl, i, spaces); 541 stop_jump (pl, i, spaces);
545 return 0; 542 return 0;
546 } 543 }
547 544
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; 545 pl->x = x;
575 pl->y = y; 546 pl->y = y;
576 pl->map = m; 547 pl->map = m;
548
549 if (m->at (x, y).move_on & pl->move_type)
550 {
551 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is stopped.");
552 stop_jump (pl, i, spaces);
553 return 0;
554 }
577 } 555 }
556
578 stop_jump (pl, i, spaces); 557 stop_jump (pl, i, spaces);
558
579 return calc_skill_exp (pl, NULL, skill); 559 return calc_skill_exp (pl, NULL, skill);
580} 560}
581 561
582/* jump() - this is both a new type of movement for player/monsters and 562/* jump() - this is both a new type of movement for player/monsters and
583 * an attack as well. 563 * an attack as well.
584 * Perhaps we should allow more spaces based on level, eg, level 50 564 * Perhaps we should allow more spaces based on level, eg, level 50
585 * jumper can jump several spaces? 565 * jumper can jump several spaces?
586 */ 566 */
587
588int 567int
589jump (object *pl, int dir, object *skill) 568jump (object *pl, int dir, object *skill)
590{ 569{
591 int spaces = 0, stats;
592 int str = pl->stats.Str; 570 int str = pl->stats.Str;
593 int dex = pl->stats.Dex; 571 int dex = pl->stats.Dex;
594 572
595 dex = dex ? dex : 15; 573 dex = dex ? dex : 15;
596 str = str ? str : 10; 574 str = str ? str : 10;
597 575
598 stats = str * str * str * dex * skill->level; 576 int stats = str * str * str * dex * skill->level;
577 int spaces = min (3, skill->level, stats / (pl->carrying + 1));
599 578
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) 579 if (spaces == 0)
608 {
609 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
610 return 0;
611 } 580 {
581 pl->failmsg ("You are carrying too much weight to jump.");
582 return 0;
583 }
584
612 return attempt_jump (pl, dir, spaces, skill); 585 return attempt_jump (pl, dir, spaces, skill);
613} 586}
614 587
615
616/* skill_ident() - this code is supposed to allow players to identify 588/* skill_ident() - this code is supposed to allow players to identify
617 * classes of objects with the various "auto-ident" skills. Player must 589 * classes of objects with the various "auto-ident" skills. Player must
618 * have unidentified objects of the right type in order for the skill 590 * have unidentified objects of the right type in order for the skill
619 * to work. While multiple classes of objects may be identified, 591 * 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 592 * 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. 593 * more generalized. Right now, skill indices are embedded in this routine.
622 * Returns amount of experience gained (on successful ident). 594 * Returns amount of experience gained (on successful ident).
623 * - b.t. (thomas@astro.psu.edu) 595 * - b.t. (thomas@astro.psu.edu)
624 */ 596 */
625
626static int 597static int
627do_skill_detect_curse (object *pl, object *skill) 598do_skill_detect_curse (object *pl, object *skill)
628{ 599{
629 object *tmp;
630 int success = 0; 600 int success = 0;
631 601
632 for (tmp = pl->inv; tmp; tmp = tmp->below) 602 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
633 if (!tmp->invisible 603 if (!tmp->invisible
634 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 604 && tmp->need_identify ()
635 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) 605 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED]
606 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
607 && tmp->item_power < skill->level)
636 { 608 {
637 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 609 tmp->set_flag (FLAG_KNOWN_CURSED);
638 esrv_update_item (UPD_FLAGS, pl, tmp); 610 esrv_update_item (UPD_FLAGS, pl, tmp);
639 success += calc_skill_exp (pl, tmp, skill); 611 success += calc_skill_exp (pl, tmp, skill);
640 } 612 }
641 613
642 /* Check ground, too, but only objects the player could pick up */ 614 /* 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) 615 for (object *tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
644 if (can_pick (pl, tmp) && 616 if (can_pick (pl, tmp)
645 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && 617 && tmp->need_identify ()
646 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 618 && !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) 619 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
620 && tmp->item_power < skill->level)
648 { 621 {
649 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 622 tmp->set_flag (FLAG_KNOWN_CURSED);
650 esrv_update_item (UPD_FLAGS, pl, tmp); 623 esrv_update_item (UPD_FLAGS, pl, tmp);
651 success += calc_skill_exp (pl, tmp, skill); 624 success += calc_skill_exp (pl, tmp, skill);
652 } 625 }
653 626
654 return success; 627 return success;
655} 628}
656 629
657static int 630static int
658do_skill_detect_magic (object *pl, object *skill) 631do_skill_detect_magic (object *pl, object *skill)
659{ 632{
660 object *tmp;
661 int success = 0; 633 int success = 0;
662 634
663 for (tmp = pl->inv; tmp; tmp = tmp->below) 635 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
664 if (!tmp->invisible 636 if (!tmp->invisible
665 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) 637 && tmp->need_identify ()
638 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL]
639 && is_magical (tmp)
666 && (is_magical (tmp)) && tmp->item_power < skill->level) 640 && tmp->item_power < skill->level)
667 { 641 {
668 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 642 tmp->set_flag (FLAG_KNOWN_MAGICAL);
669 esrv_update_item (UPD_FLAGS, pl, tmp); 643 esrv_update_item (UPD_FLAGS, pl, tmp);
670 success += calc_skill_exp (pl, tmp, skill); 644 success += calc_skill_exp (pl, tmp, skill);
671 } 645 }
672 646
673 /* Check ground, too, but like above, only if the object can be picked up */ 647 /* 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) 648 for (object *tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
675 if (can_pick (pl, tmp) && 649 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) 650 && tmp->need_identify ()
651 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL]
652 && is_magical (tmp)
653 && tmp->item_power < skill->level)
677 { 654 {
678 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 655 tmp->set_flag (FLAG_KNOWN_MAGICAL);
679 esrv_update_item (UPD_FLAGS, pl, tmp); 656 esrv_update_item (UPD_FLAGS, pl, tmp);
680 success += calc_skill_exp (pl, tmp, skill); 657 success += calc_skill_exp (pl, tmp, skill);
681 } 658 }
682 659
683 return success; 660 return success;
684} 661}
685 662
686/* Helper function for do_skill_ident, so that we can loop 663/* Helper function for do_skill_ident, so that we can loop
687 * over inventory AND objects on the ground conveniently. 664 * over inventory AND objects on the ground conveniently.
688 */ 665 */
689int 666static int
690do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) 667do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
691{ 668{
692 int success = 0, chance; 669 int success = 0, chance;
693 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; 670 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
694 671
695 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT) 672 if (!tmp->flag [FLAG_IDENTIFIED]
696 && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class) 673 && !tmp->flag [FLAG_NO_SKILL_IDENT]
674 && tmp->need_identify ()
675 && !tmp->invisible
676 && tmp->type == obj_class)
697 { 677 {
698 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1); 678 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
699 679
700 if (skill_value >= chance) 680 if (skill_value >= chance)
701 { 681 {
708 if (tmp->msg) 688 if (tmp->msg)
709 { 689 {
710 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 690 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
711 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); 691 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
712 } 692 }
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 } 693 }
694
718 success += calc_skill_exp (pl, tmp, skill); 695 success += calc_skill_exp (pl, tmp, skill);
719 } 696 }
720 else 697 else
721 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); 698 tmp->set_flag (FLAG_NO_SKILL_IDENT);
722 } 699 }
723 700
724 return success; 701 return success;
725} 702}
726 703
727/* do_skill_ident() - workhorse for skill_ident() -b.t. 704/* do_skill_ident() - workhorse for skill_ident() -b.t.
728 */ 705 */
729static int 706static int
730do_skill_ident (object *pl, int obj_class, object *skill) 707do_skill_ident (object *pl, int obj_class, object *skill)
731{ 708{
732 object *tmp;
733 int success = 0; 709 int success = 0;
734 710
735 for (tmp = pl->inv; tmp; tmp = tmp->below) 711 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
736 success += do_skill_ident2 (tmp, pl, obj_class, skill); 712 success += do_skill_ident2 (tmp, pl, obj_class, skill);
737 /* check the ground */ 713 /* check the ground */
738 714
739 for (tmp = get_map_ob (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) 715 for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above)
740 success += do_skill_ident2 (tmp, pl, obj_class, skill); 716 success += do_skill_ident2 (tmp, pl, obj_class, skill);
741 717
742 return success; 718 return success;
743} 719}
744 720
752 728
753 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby..."); 729 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
754 730
755 switch (skill->subtype) 731 switch (skill->subtype)
756 { 732 {
757 case SK_SMITHERY: 733 case SK_SMITHERY:
758 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill) 734 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) 735 + 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) 736 + 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); 737 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
762 break; 738 break;
763 739
764 case SK_BOWYER: 740 case SK_BOWYER:
765 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill); 741 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
766 break; 742 break;
767 743
768 case SK_ALCHEMY: 744 case SK_ALCHEMY:
769 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill) 745 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); 746 + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
771 break; 747 break;
772 748
773 case SK_WOODSMAN: 749 case SK_WOODSMAN:
774 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill); 750 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
775 break; 751 break;
776 752
777 case SK_JEWELER: 753 case SK_JEWELER:
778 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill); 754 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
779 break; 755 break;
780 756
781 case SK_LITERACY: 757 case SK_LITERACY:
782 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill); 758 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
783 break; 759 break;
784 760
785 case SK_THAUMATURGY: 761 case SK_THAUMATURGY:
786 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill); 762 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
787 break; 763 break;
788 764
789 case SK_DET_CURSE: 765 case SK_DET_CURSE:
790 success = do_skill_detect_curse (pl, skill); 766 success = do_skill_detect_curse (pl, skill);
791 if (success) 767 if (success)
792 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); 768 new_draw_info (NDI_UNIQUE, 0, pl, "... and discover cursed items!");
793 break; 769 break;
794 770
795 case SK_DET_MAGIC: 771 case SK_DET_MAGIC:
796 success = do_skill_detect_magic (pl, skill); 772 success = do_skill_detect_magic (pl, skill);
797 if (success) 773 if (success)
798 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!"); 774 new_draw_info (NDI_UNIQUE, 0, pl, "... and discover items imbued with mystic forces!");
799 break; 775 break;
800 776
801 default: 777 default:
802 LOG (llevError, "Error: bad call to skill_ident()\n"); 778 LOG (llevError, "Error: bad call to skill_ident()\n");
803 return 0; 779 return 0;
804 break;
805 } 780 }
781
806 if (!success) 782 if (!success)
807 {
808 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); 783 new_draw_info (NDI_UNIQUE, 0, pl, "... and learn nothing more.");
809 } 784
810 return success; 785 return success;
811} 786}
812 787
813
814/* players using this skill can 'charm' a monster -- 788/* players using this skill can 'charm' a monster --
815 * into working for them. It can only be used on 789 * into working for them. It can only be used on
816 * non-special (see below) 'neutral' creatures. 790 * non-special (see below) 'neutral' creatures.
817 * -b.t. (thomas@astro.psu.edu) 791 * -b.t. (thomas@astro.psu.edu)
818 */ 792 */
819
820int 793int
821use_oratory (object *pl, int dir, object *skill) 794use_oratory (object *pl, int dir, object *skill)
822{ 795{
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) 796 if (pl->type != PLAYER)
829 return 0; /* only players use this skill */ 797 return 0; /* only players use this skill */
798
799 if (!dir)
800 {
801 pl->failmsg ("In what direction?");
802 return 0;
803 }
804
805 sint16 x = pl->x + DIRX (dir),
806 y = pl->y + DIRY (dir);
830 m = pl->map; 807 maptile *m = pl->map;
808
831 mflags = get_map_flags (m, &m, x, y, &x, &y); 809 int mflags = get_map_flags (m, &m, x, y, &x, &y);
832 if (mflags & P_OUT_OF_MAP) 810 if (mflags & P_OUT_OF_MAP)
833 return 0; 811 return 0;
834 812
835 /* Save some processing - we have the flag already anyways 813 /* Save some processing - we have the flag already anyways
836 */ 814 */
837 if (!(mflags & P_IS_ALIVE)) 815 if (!(mflags & P_IS_ALIVE))
838 { 816 {
839 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 817 pl->failmsg ("There is nothing to orate to.");
840 return 0; 818 return 0;
841 } 819 }
842 820
821 object *tmp;
843 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 822 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
844 { 823 {
845 /* can't persuade players - return because there is nothing else 824 /* can't persuade players - return because there is nothing else
846 * on that space to charm. Same for multi space monsters and 825 * on that space to charm. Same for multi space monsters and
847 * special monsters - we don't allow them to be charmed, and there 826 * 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 827 * is no reason to do further processing since they should be the
849 * only monster on the space. 828 * only monster on the space.
850 */ 829 */
851 if (tmp->type == PLAYER) 830 if (tmp->type == PLAYER
831 || tmp->more || tmp->head_ () != tmp
832 || tmp->msg)
852 return 0; 833 return 0;
853 if (tmp->more || tmp->head)
854 return 0;
855 if (tmp->msg)
856 return 0;
857 834
858 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 835 if (tmp->flag [FLAG_MONSTER])
859 break; 836 break;
860 } 837 }
861 838
862 if (!tmp) 839 if (!tmp)
863 { 840 {
864 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 841 pl->failmsg ("There is nothing to orate to.");
865 return 0; 842 return 0;
866 } 843 }
867 844
868 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp)); 845 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
869 846
870 /* the following conditions limit who may be 'charmed' */ 847 /* the following conditions limit who may be 'charmed' */
871 848
872 /* it's hostile! */ 849 /* it's hostile! */
873 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 850 if (!tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY])
874 { 851 {
875 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); 852 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
876 return 0; 853 return 0;
877 } 854 }
878 855
879 /* it's already allied! */ 856 /* it's already allied! */
880 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && (tmp->attack_movement == PETMOVE)) 857 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
881 { 858 {
882 if (get_owner (tmp) == pl) 859 if (tmp->owner == pl)
883 { 860 {
884 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); 861 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
885 return 0; 862 return 0;
886 } 863 }
887 else if (skill->level > tmp->level) 864 else if (skill->level > tmp->level)
888 { 865 {
889 /* you steal the follower. Perhaps we should really look at the 866 /* you steal the follower. Perhaps we should really look at the
890 * level of the owner above? 867 * level of the owner above?
891 */ 868 */
892 set_owner (tmp, pl); 869 tmp->set_owner (pl);
870 tmp->skill = skill->skill;
871
893 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp)); 872 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 873 /* Abuse fix - don't give exp since this can otherwise
895 * be used by a couple players to gets lots of exp. 874 * be used by a couple players to gets lots of exp.
896 */ 875 */
897 return 0; 876 return 0;
901 /* In this case, you can't steal it from the other player */ 880 /* In this case, you can't steal it from the other player */
902 return 0; 881 return 0;
903 } 882 }
904 } /* Creature was already a pet of someone */ 883 } /* Creature was already a pet of someone */
905 884
906 chance = skill->level * 2 + (pl->stats.Cha - 2 * tmp->stats.Int) / 2; 885 int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2;
907 886
908 /* Ok, got a 'sucker' lets try to make them a follower */ 887 /* 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)) 888 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
910 { 889 {
911 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); 890 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
912 891
892 INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl));
913 set_owner (tmp, pl); 893 tmp->set_owner (pl);
894 tmp->skill = skill->skill;
914 tmp->stats.exp = 0; 895 tmp->stats.exp = 0;
915 add_friendly_object (tmp);
916 SET_FLAG (tmp, FLAG_FRIENDLY);
917 tmp->attack_movement = PETMOVE; 896 tmp->attack_movement = PETMOVE;
897
898 if (!tmp->flag [FLAG_FRIENDLY])
899 add_friendly_object (tmp);
900
918 return calc_skill_exp (pl, tmp, skill); 901 return calc_skill_exp (pl, tmp, skill);
919 } 902 }
920 /* Charm failed. Creature may be angry now */ 903 /* 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)) 904 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
922 { 905 {
923 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); 906 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
924 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 907 if (tmp->flag [FLAG_FRIENDLY])
925 { 908 {
926 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
927 remove_friendly_object (tmp); 909 remove_friendly_object (tmp);
928 tmp->attack_movement = 0; /* needed? */ 910 tmp->attack_movement = 0; /* needed? */
929 } 911 }
930 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 912
913 tmp->clr_flag (FLAG_UNAGGRESSIVE);
931 } 914 }
915
932 return 0; /* Fall through - if we get here, we didn't charm anything */ 916 return 0; /* Fall through - if we get here, we didn't charm anything */
933} 917}
934 918
935/* Singing() -this skill allows the player to pacify nearby creatures. 919/* Singing() -this skill allows the player to pacify nearby creatures.
936 * There are few limitations on who/what kind of 920 * There are few limitations on who/what kind of
937 * non-player creatures that may be pacified. Right now, a player 921 * non-player creatures that may be pacified. Right now, a player
938 * may pacify creatures which have Int == 0. In this routine, once 922 * may pacify creatures which have Int == 0. In this routine, once
939 * successfully pacified the creature gets Int=1. Thus, a player 923 * successfully pacified the creature gets Int=1. Thus, a player
940 * may only pacify a creature once. 924 * may only pacify a creature once.
941 * BTW, I appologize for the naming of the skill, I couldnt think 925 * BTW, I appologize for the naming of the skill, I couldnt think
942 * of anything better! -b.t. 926 * of anything better! -b.t.
943 */ 927 */
944
945int 928int
946singing (object *pl, int dir, object *skill) 929singing (object *pl, int dir, object *skill)
947{ 930{
948 int i, exp = 0, chance, mflags; 931 int exp = 0;
949 object *tmp; 932 object *tmp;
950 maptile *m; 933 maptile *m;
951 sint16 x, y; 934 sint16 x, y;
952 935
953 if (pl->type != PLAYER) 936 if (pl->type != PLAYER)
954 return 0; /* only players use this skill */ 937 return 0; /* only players use this skill */
955 938
939 if (!dir)
940 {
941 pl->failmsg ("In what direction?");
942 return 0;
943 }
944
956 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); 945 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
957 for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++) 946 for (int i = skill->level >= SIZEOFFREE1 ? 0 : dir;
947 i < min (skill->level, SIZEOFFREE);
948 i++)
958 { 949 {
959 x = pl->x + freearr_x[i]; 950 x = pl->x + DIRX (i);
960 y = pl->y + freearr_y[i]; 951 y = pl->y + DIRY (i);
961 m = pl->map; 952 m = pl->map;
962 953
963 mflags = get_map_flags (m, &m, x, y, &x, &y); 954 int mflags = get_map_flags (m, &m, x, y, &x, &y);
964 if (mflags & P_OUT_OF_MAP) 955 if (mflags & P_OUT_OF_MAP)
965 continue; 956 continue;
966 if (!(mflags & P_IS_ALIVE)) 957 if (!(mflags & P_IS_ALIVE))
967 continue; 958 continue;
968 959
969 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 960 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
970 { 961 {
971 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 962 if (tmp->flag [FLAG_MONSTER])
972 break; 963 break;
973 /* can't affect players */ 964 /* can't affect players */
974 if (tmp->type == PLAYER) 965 if (tmp->type == PLAYER)
975 break; 966 break;
976 } 967 }
977 968
978 /* Whole bunch of checks to see if this is a type of monster that would 969 /* Whole bunch of checks to see if this is a type of monster that would
979 * listen to singing. 970 * listen to singing.
980 */ 971 */
981 if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */ 972 if (tmp && tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_NO_STEAL] && /* Been charmed or abused before */
982 !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */ 973 !tmp->flag [FLAG_SPLITTING] && /* no ears */
983 !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */ 974 !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 */ 975 (tmp->level <= skill->level) && (!tmp->head) && !tmp->flag [FLAG_UNDEAD] && !tmp->flag [FLAG_UNAGGRESSIVE] && /* already calm */
985 !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 976 !tmp->flag [FLAG_FRIENDLY])
986 { /* already calm */ 977 { /* already calm */
987 978
988 /* stealing isn't really related (although, maybe it should 979 /* stealing isn't really related (although, maybe it should
989 * be). This is mainly to prevent singing to the same monster 980 * be). This is mainly to prevent singing to the same monster
990 * over and over again and getting exp for it. 981 * over and over again and getting exp for it.
991 */ 982 */
992 chance = skill->level * 2 + (pl->stats.Cha - 5 - tmp->stats.Int) / 2; 983 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
984
993 if (chance && tmp->level * 2 < random_roll (0, chance - 1, pl, PREFER_HIGH)) 985 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH))
994 { 986 {
995 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 987 tmp->set_flag (FLAG_UNAGGRESSIVE);
996 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp)); 988 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 */ 989 /* Give exp only if they are not aware */
990
998 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) 991 if (!tmp->flag [FLAG_NO_STEAL])
999 exp += calc_skill_exp (pl, tmp, skill); 992 exp += calc_skill_exp (pl, tmp, skill);
1000 SET_FLAG (tmp, FLAG_NO_STEAL); 993
994 tmp->set_flag (FLAG_NO_STEAL);
1001 } 995 }
1002 else 996 else
1003 { 997 {
1004 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); 998 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); 999 tmp->set_flag (FLAG_NO_STEAL);
1006 } 1000 }
1007 } 1001 }
1008 } 1002 }
1009 return exp; 1003 return exp;
1010} 1004}
1011 1005
1012/* The find_traps skill (aka, search). Checks for traps 1006/* The find_traps skill (aka, search). Checks for traps
1013 * on the spaces or in certain objects 1007 * on the spaces or in certain objects
1014 */ 1008 */
1015
1016int 1009int
1017find_traps (object *pl, object *skill) 1010find_traps (object *pl, object *skill)
1018{ 1011{
1019 object *tmp, *tmp2; 1012 object *tmp, *tmp2;
1020 int i, expsum = 0, mflags; 1013 int i, expsum = 0, mflags;
1021 sint16 x, y; 1014 sint16 x, y;
1022 maptile *m; 1015 maptile *m;
1023 1016
1024 /* First we search all around us for runes and traps, which are 1017 /* First we search all around us for runes and traps, which are
1025 * all type RUNE 1018 * all type RUNE
1026 */ 1019 */
1027
1028 for (i = 0; i < 9; i++) 1020 for (i = 0; i < 9; i++)
1029 { 1021 {
1030 x = pl->x + freearr_x[i]; 1022 x = pl->x + DIRX (i);
1031 y = pl->y + freearr_y[i]; 1023 y = pl->y + DIRY (i);
1032 m = pl->map; 1024 m = pl->map;
1033 1025
1034 mflags = get_map_flags (m, &m, x, y, &x, &y); 1026 mflags = get_map_flags (m, &m, x, y, &x, &y);
1035 if (mflags & P_OUT_OF_MAP) 1027 if (mflags & P_OUT_OF_MAP)
1036 continue; 1028 continue;
1037 1029
1038 /* Check everything in the square for trapness */ 1030 /* Check everything in the square for trapness */
1039 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 1031 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1040 { 1032 {
1041
1042 /* And now we'd better do an inventory traversal of each 1033 /* And now we'd better do an inventory traversal of each
1043 * of these objects' inventory 1034 * of these objects' inventory
1044 * We can narrow this down a bit - no reason to search through 1035 * We can narrow this down a bit - no reason to search through
1045 * the players inventory or monsters for that matter. 1036 * the players inventory or monsters for that matter.
1046 */ 1037 */
1047 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1038 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1048 {
1049 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1039 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1050 if (tmp2->type == RUNE || tmp2->type == TRAP) 1040 if (tmp2->type == RUNE || tmp2->type == TRAP)
1051 if (trap_see (pl, tmp2)) 1041 if (trap_see (pl, tmp2))
1052 { 1042 {
1053 trap_show (tmp2, tmp); 1043 trap_show (tmp2, tmp);
1054 if (tmp2->stats.Cha > 1) 1044 if (tmp2->stats.Cha > 1)
1055 { 1045 {
1056 if (!tmp2->owner || tmp2->owner->type != PLAYER) 1046 if (!tmp2->owner || tmp2->owner->type != PLAYER)
1057 expsum += calc_skill_exp (pl, tmp2, skill); 1047 expsum += calc_skill_exp (pl, tmp2, skill);
1058 1048
1059 tmp2->stats.Cha = 1; /* unhide the trap */ 1049 tmp2->stats.Cha = 1; /* unhide the trap */
1060 } 1050 }
1061 } 1051 }
1062 } 1052
1063 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) 1053 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1064 { 1054 {
1065 trap_show (tmp, tmp); 1055 trap_show (tmp, tmp);
1066 if (tmp->stats.Cha > 1) 1056 if (tmp->stats.Cha > 1)
1067 { 1057 {
1070 tmp->stats.Cha = 1; /* unhide the trap */ 1060 tmp->stats.Cha = 1; /* unhide the trap */
1071 } 1061 }
1072 } 1062 }
1073 } 1063 }
1074 } 1064 }
1065
1075 new_draw_info (NDI_BLACK, 0, pl, "You search the area."); 1066 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1076 return expsum; 1067 return expsum;
1077} 1068}
1078 1069
1079/* remove_trap() - This skill will disarm any previously discovered trap 1070/* remove_trap() - This skill will disarm any previously discovered trap
1080 * the algorithm is based (almost totally) on the old command_disarm() - b.t. 1071 * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1081 */ 1072 */
1082
1083int 1073int
1084remove_trap (object *op, int dir, object *skill) 1074remove_trap (object *op, int dir, object *skill)
1085{ 1075{
1086 object *tmp, *tmp2; 1076 object *tmp, *tmp2;
1087 int i, success = 0, mflags; 1077 int i, success = 0, mflags;
1088 maptile *m; 1078 maptile *m;
1089 sint16 x, y; 1079 sint16 x, y;
1090 1080
1091 for (i = 0; i < 9; i++) 1081 for (i = 0; i < 9; i++)
1092 { 1082 {
1093 x = op->x + freearr_x[i]; 1083 x = op->x + DIRX (i);
1094 y = op->y + freearr_y[i]; 1084 y = op->y + DIRY (i);
1095 m = op->map; 1085 m = op->map;
1096 1086
1097 mflags = get_map_flags (m, &m, x, y, &x, &y); 1087 mflags = get_map_flags (m, &m, x, y, &x, &y);
1098 if (mflags & P_OUT_OF_MAP) 1088 if (mflags & P_OUT_OF_MAP)
1099 continue; 1089 continue;
1100 1090
1101 /* Check everything in the square for trapness */ 1091 /* Check everything in the square for trapness */
1102 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 1092 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1103 { 1093 {
1104 /* And now we'd better do an inventory traversal of each 1094 /* And now we'd better do an inventory traversal of each
1105 * of these objects inventory. Like above, only 1095 * of these objects inventory. Like above, only
1106 * do this for interesting objects. 1096 * do this for interesting objects.
1107 */ 1097 */
1108 1098
1109 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1099 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1110 { 1100 {
1111 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1101 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1112 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) 1102 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1113 { 1103 {
1114 trap_show (tmp2, tmp); 1104 trap_show (tmp2, tmp);
1105
1115 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) 1106 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1116 { 1107 {
1117 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1108 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1118 success += calc_skill_exp (op, tmp2, skill); 1109 success += calc_skill_exp (op, tmp2, skill);
1119 } 1110 }
1120 } 1111 }
1121 } 1112 }
1113
1122 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) 1114 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1123 { 1115 {
1124 trap_show (tmp, tmp); 1116 trap_show (tmp, tmp);
1117
1125 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) 1118 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1126 { 1119 {
1127 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1120 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1128 success += calc_skill_exp (op, tmp, skill); 1121 success += calc_skill_exp (op, tmp, skill);
1129 } 1122 }
1130 } 1123 }
1131 } 1124 }
1132 } 1125 }
1126
1133 return success; 1127 return success;
1134} 1128}
1135
1136 1129
1137/* pray() - when this skill is called from do_skill(), it allows 1130/* 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. 1131 * 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 1132 * 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 1133 * 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 1134 * the effect here can be done on demand, we probably don't want to
1142 * give infinite exp by returning true in any cases. 1135 * give infinite exp by returning true in any cases.
1143 */ 1136 */
1144
1145int 1137int
1146pray (object *pl, object *skill) 1138pray (object *pl, object *skill)
1147{ 1139{
1148 char buf[MAX_BUF]; 1140 char buf[MAX_BUF];
1149 object *tmp; 1141 object *tmp;
1156 /* Check all objects - we could stop at floor objects, 1148 /* Check all objects - we could stop at floor objects,
1157 * but if someone buries an altar, I don't see a problem with 1149 * 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 1150 * going through all the objects, and it shouldn't be much slower
1159 * than extra checks on object attributes. 1151 * than extra checks on object attributes.
1160 */ 1152 */
1161 for (tmp = pl->below; tmp != NULL; tmp = tmp->below) 1153 for (tmp = pl->below; tmp; tmp = tmp->below)
1162 { 1154 {
1163 /* Only if the altar actually belongs to someone do you get special benefits */ 1155 /* Only if the altar actually belongs to someone do you get special benefits */
1164 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) 1156 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1165 { 1157 {
1166 sprintf (buf, "You pray over the %s.", &tmp->name); 1158 sprintf (buf, "You pray over the %s.", &tmp->name);
1174 if (pl->stats.grace < pl->stats.maxgrace) 1166 if (pl->stats.grace < pl->stats.maxgrace)
1175 { 1167 {
1176 pl->stats.grace++; 1168 pl->stats.grace++;
1177 pl->last_grace = -1; 1169 pl->last_grace = -1;
1178 } 1170 }
1171
1179 return 0; 1172 return 0;
1180} 1173}
1181 1174
1182/* This skill allows the player to regain a few sp or hp for a 1175/* 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 1176 * brief period of concentration. No armour or weapons may be
1184 * wielded/applied for this to work. The amount of time needed 1177 * wielded/applied for this to work. The amount of time needed
1185 * to concentrate and the # of points regained is dependant on 1178 * to concentrate and the # of points regained is dependant on
1186 * the level of the user. - b.t. thomas@astro.psu.edu 1179 * the level of the user. - b.t. thomas@astro.psu.edu
1187 */ 1180 */
1188
1189void 1181void
1190meditate (object *pl, object *skill) 1182meditate (object *pl, object *skill)
1191{ 1183{
1192 object *tmp; 1184 object *tmp;
1193 1185
1194 if (pl->type != PLAYER) 1186 if (pl->type != PLAYER)
1195 return; /* players only */ 1187 return; /* players only */
1196 1188
1197 /* check if pl has removed encumbering armour and weapons */ 1189 /* check if pl has removed encumbering armour and weapons */
1198 if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6)) 1190 if (pl->flag [FLAG_READY_WEAPON] && skill->level < 6)
1199 { 1191 {
1200 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n"); 1192 pl->failmsg ("You can't concentrate while wielding a weapon!\n");
1201 return; 1193 return;
1202 } 1194 }
1203 else 1195 else
1204 { 1196 {
1205 for (tmp = pl->inv; tmp; tmp = tmp->below) 1197 for (tmp = pl->inv; tmp; tmp = tmp->below)
1206 if (((tmp->type == ARMOUR && skill->level < 12) 1198 if (((tmp->type == ARMOUR && skill->level < 12)
1207 || (tmp->type == HELMET && skill->level < 10) 1199 || (tmp->type == HELMET && skill->level < 10)
1208 || (tmp->type == SHIELD && skill->level < 6) 1200 || (tmp->type == SHIELD && skill->level < 6)
1209 || (tmp->type == BOOTS && skill->level < 4) || (tmp->type == GLOVES && skill->level < 2)) && QUERY_FLAG (tmp, FLAG_APPLIED)) 1201 || (tmp->type == BOOTS && skill->level < 4)
1202 || (tmp->type == GLOVES && skill->level < 2))
1203 && tmp->flag [FLAG_APPLIED])
1210 { 1204 {
1211 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n"); 1205 pl->failmsg ("You can't concentrate while wearing so much armour!\n");
1212 return; 1206 return;
1213 } 1207 }
1214 } 1208 }
1215 1209
1216 /* ok let's meditate! Spell points are regained first, then once 1210 /* ok let's meditate! Spell points are regained first, then once
1217 * they are maxed we get back hp. Actual incrementing of values 1211 * 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 1212 * is handled by the do_some_living() (in player.c). This way magical
1219 * bonuses for healing/sp regeneration are included properly 1213 * bonuses for healing/sp regeneration are included properly
1220 * No matter what, we will eat up some playing time trying to 1214 * No matter what, we will eat up some playing time trying to
1221 * meditate. (see 'factor' variable for what sets the amount of time) 1215 * meditate. (see 'factor' variable for what sets the amount of time)
1222 */ 1216 */
1223 1217
1224 new_draw_info (NDI_BLACK, 0, pl, "You meditate."); 1218 new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1225 1219
1226 if (pl->stats.sp < pl->stats.maxsp) 1220 if (pl->stats.sp < pl->stats.maxsp)
1233 pl->stats.hp++; 1227 pl->stats.hp++;
1234 pl->last_heal = -1; 1228 pl->last_heal = -1;
1235 } 1229 }
1236} 1230}
1237 1231
1238/* write_note() - this routine allows players to inscribe messages in 1232/* write_note() - this routine allows players to inscribe messages in
1239 * ordinary 'books' (anything that is type BOOK). b.t. 1233 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1240 */ 1234 */
1241
1242static int 1235static int
1243write_note (object *pl, object *item, const char *msg, object *skill) 1236write_note (object *pl, object *item, const char *msg, object *skill)
1244{ 1237{
1245 char buf[1024]; 1238 if (!msg_is_safe (msg))
1246 object *newBook = NULL; 1239 {
1247 1240 pl->failmsg ("Trying to cheat now are we? H<@-signs are not allowed in notes.>");
1248 /* a pair of sanity checks */ 1241 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; 1242 return 0;
1251
1252 if (!msg)
1253 { 1243 }
1254 new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!"); 1244
1255 new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill); 1245 int len = strlen (msg);
1256 return 0; 1246
1247 if (!is_utf8_string ((U8 *)msg, len))
1257 } 1248 {
1258 if (strcasestr_local (msg, "endmsg")) 1249 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; 1250 return 0;
1262 } 1251 }
1263 1252
1264 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) 1253 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1265 return strlen (msg); 1254 return RESULT_INT (0);
1266 1255
1267 buf[0] = 0; 1256 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 1257
1273 strcat (buf, msg); 1258 if (char_len <= item->weight_limit)
1274 strcat (buf, "\n"); /* new msg needs a LF */ 1259 {
1275 if (item->nrof > 1) 1260 object *newbook = item->other_arch->instance ();
1276 { 1261 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; 1262 newbook->nrof = 1;
1282 newBook->msg = buf; 1263 newbook->msg = shstr (msg);
1283 newBook = insert_ob_in_ob (newBook, pl); 1264 newbook->flag [FLAG_IDENTIFIED] = true;
1284 esrv_send_item (pl, newBook); 1265
1266 if (item->subtype == 1) // mailscrolls
1285 } 1267 {
1286 else 1268 newbook->name = item->name;
1269 newbook->name_pl = item->name_pl;
1287 { 1270 }
1288 item->msg = buf; 1271
1289 /* This shouldn't be necessary - the object hasn't changed in any 1272 pl->insert (newbook);
1290 * visible way 1273
1291 */ 1274 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)); 1275 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1295 return strlen (msg); 1276 return char_len;
1296 } 1277 }
1297 else 1278 else
1298 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item)); 1279 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.>",
1280 &item->name, item->weight_limit, char_len);
1299 1281
1300 return 0; 1282 return 0;
1301} 1283}
1302 1284
1303/* write_scroll() - this routine allows players to inscribe spell scrolls 1285/* write_scroll() - this routine allows players to inscribe spell scrolls
1304 * of spells which they know. Backfire effects are possible with the 1286 * of spells which they know. Backfire effects are possible with the
1305 * severity of the backlash correlated with the difficulty of the scroll 1287 * severity of the backlash correlated with the difficulty of the scroll
1306 * that is attempted. -b.t. thomas@astro.psu.edu 1288 * that is attempted. -b.t. thomas@astro.psu.edu
1307 */ 1289 */
1308
1309static int 1290static int
1310write_scroll (object *pl, object *scroll, object *skill) 1291write_scroll (object *pl, object *scroll, object *skill)
1311{ 1292{
1312 int success = 0, confused = 0; 1293 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 1294
1322 /* Check if we are ready to attempt inscription */ 1295 /* Check if we are ready to attempt inscription */
1323 chosen_spell = pl->contr->ranges[range_magic]; 1296 object *chosen_spell = pl->contr->ranged_ob;
1324 if (!chosen_spell) 1297
1325 { 1298 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 } 1299 {
1300 pl->failmsg ("You need a spell readied in order to inscribe!");
1301 return 0;
1302 }
1303
1329 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace) 1304 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1330 { 1305 {
1331 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name); 1306 pl->failmsgf ("You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1332 return 0; 1307 return 0;
1333 } 1308 }
1309
1334 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) 1310 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1335 { 1311 {
1336 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); 1312 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; 1313 return 0;
1349 } 1314 }
1350 1315
1351 /* ok, we are ready to try inscription */ 1316 /* ok, we are ready to try inscription */
1352 if (QUERY_FLAG (pl, FLAG_CONFUSED)) 1317 if (pl->flag [FLAG_CONFUSED])
1353 confused = 1; 1318 confused = 1;
1354 1319
1355 /* Lost mana/grace no matter what */ 1320 /* Lost mana/grace no matter what */
1356 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); 1321 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); 1322 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1358 1323
1359 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) 1324 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1360 { 1325 {
1361 if (scroll->nrof > 1) 1326 object *newscroll = scroll->other_arch->instance ();
1362 { 1327 scroll->decrease ();
1363 newscroll = get_object ();
1364 copy_object (scroll, newscroll);
1365 decrease_ob (scroll);
1366 newscroll->nrof = 1; 1328 newscroll->nrof = 1;
1367 } 1329 newscroll->randomitems = 0; // make sure randomitems doesn't destroy the scroll
1368 else 1330
1369 { 1331 pl->contr->play_sound (sound_find ("inscribe_success"));
1370 newscroll = scroll;
1371 }
1372 1332
1373 if (!confused) 1333 if (!confused)
1374 { 1334 {
1375 newscroll->level = MAX (skill->level, chosen_spell->level); 1335 newscroll->level = max (skill->level, chosen_spell->level);
1336 newscroll->flag [FLAG_IDENTIFIED] = true;
1376 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll."); 1337 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1377 } 1338 }
1378 else 1339 else
1379 { 1340 {
1380 chosen_spell = find_random_spell_in_ob (pl, NULL); 1341 chosen_spell = find_random_spell_in_ob (pl, NULL);
1381 if (!chosen_spell) 1342 if (!chosen_spell)
1382 return 0; 1343 return 0;
1383 1344
1384 newscroll->level = MAX (skill->level, chosen_spell->level); 1345 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."); 1346 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1386 } 1347 }
1387 1348
1388 if (newscroll->inv) 1349 object *tmp = chosen_spell->clone ();
1389 { 1350 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); 1351 insert_ob_in_ob (tmp, newscroll);
1399 1352
1400 /* Same code as from treasure.c - so they can better merge. 1353 /* Same code as from treasure.C - so they can better merge.
1401 * if players want to sell them, so be it. 1354 * if players want to sell them, so be it.
1402 */ 1355 */
1403 newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); 1356 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1404 newscroll->stats.exp = newscroll->value / 5; 1357 newscroll->stats.exp = newscroll->value / 5;
1405 1358
1406 /* wait until finished manipulating the scroll before inserting it */ 1359 pl->insert (newscroll);
1407 if (newscroll == scroll) 1360
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); 1361 success = calc_skill_exp (pl, newscroll, skill);
1416 if (!confused) 1362 if (!confused)
1417 success *= 2; 1363 success *= 2;
1364
1418 success = success * skill->level; 1365 success = success * skill->level;
1419 return success; 1366 return success;
1420
1421 } 1367 }
1422 else 1368 else
1423 { /* Inscription has failed */ 1369 { /* Inscription has failed */
1370 pl->contr->play_sound (sound_find ("inscribe_fail"));
1424 1371
1425 if (chosen_spell->level > skill->level || confused) 1372 if (chosen_spell->level > skill->level || confused)
1426 { /*backfire! */ 1373 { /*backfire! */
1427 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); 1374 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.>");
1375
1428 if (random_roll (0, 1, pl, PREFER_LOW) == 1) 1376 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1429 drain_specific_stat (pl, 4); 1377 pl->drain_specific_stat (4);
1430 else 1378 else
1431 { 1379 {
1432 confuse_player (pl, pl, 99); 1380 confuse_player (pl, pl, 99);
1433 return (-30 * chosen_spell->level); 1381 return -30 * chosen_spell->level;
1434 } 1382 }
1435 } 1383 }
1436 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) 1384 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1437 { 1385 {
1438 new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind!"); 1386 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); 1387 confuse_player (pl, pl, 99);
1440 } 1388 }
1441 else 1389 else
1442 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll."); 1390 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 } 1391 }
1392
1444 return 0; 1393 return 0;
1445} 1394}
1446 1395
1447/* write_on_item() - wrapper for write_note and write_scroll */ 1396/* write_on_item() - wrapper for write_note and write_scroll */
1448int 1397int
1449write_on_item (object *pl, const char *params, object *skill) 1398write_on_item (object *pl, const char *params, object *skill)
1450{ 1399{
1451 object *item;
1452 const char *string = params;
1453 int msgtype;
1454 archetype *skat; 1400 archetype *skat;
1455 1401
1456 if (pl->type != PLAYER) 1402 if (pl->type != PLAYER)
1457 return 0; 1403 return 0;
1458 1404
1459 if (!params) 1405 if (!params)
1460 {
1461 params = ""; 1406 params = "";
1462 string = params; 1407
1463 }
1464 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); 1408 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1465 1409
1466 /* Need to be able to read before we can write! */ 1410 /* Need to be able to read before we can write! */
1467 if (!find_skill_by_name (pl, skat->clone.skill)) 1411 if (!find_skill_by_name (pl, skat->skill))
1468 { 1412 {
1469 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!"); 1413 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; 1414 return 0;
1471 } 1415 }
1472 1416
1473 /* if there is a message then it goes in a book and no message means 1417 object *item = pl->mark ();
1474 * write active spell into the scroll
1475 */
1476 msgtype = (string[0] != '\0') ? BOOK : SCROLL;
1477 1418
1478 /* find an item of correct type to write on */ 1419 /* find an item of correct type to write on */
1479 if (!(item = find_marked_object (pl))) 1420 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 } 1421 {
1422 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.>");
1423 return 0;
1424 }
1484 1425
1485 if (QUERY_FLAG (item, FLAG_UNPAID)) 1426 if (item->type != INSCRIBABLE)
1427 {
1428 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1429 return 0;
1430 }
1431
1432 if (item->flag [FLAG_UNPAID])
1486 { 1433 {
1487 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); 1434 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1488 return 0; 1435 return 0;
1489 } 1436 }
1490 if (msgtype != item->type) 1437
1438 if (item->other_arch->type == SCROLL)
1491 { 1439 {
1492 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll"); 1440 if (*params)
1441 {
1442 // check readied scroll
1443 pl->failmsgf ("When inscribing spells you need to ready a spell and do not specify a string argument.\n"
1444 "Usage: cast [spell name]; use_skill %s", &skill->skill);
1493 return 0; 1445 return 0;
1494 } 1446 }
1495 1447
1496 if (msgtype == SCROLL)
1497 {
1498 return write_scroll (pl, item, skill); 1448 return write_scroll (pl, item, skill);
1499 } 1449 }
1500 else if (msgtype == BOOK) 1450 else
1501 { 1451 {
1452 if (!*params)
1453 {
1454 pl->failmsgf ("When inscribing books you need to specify the words you want to inscribe as command argument.\n"
1455 "Usage: use_skill %s <message>", &skill->skill);
1456 return 0;
1457 }
1458
1502 return write_note (pl, item, string, skill); 1459 return write_note (pl, item, params, skill);
1503 } 1460 }
1461
1504 return 0; 1462 return 0;
1505} 1463}
1506
1507
1508 1464
1509/* find_throw_ob() - if we request an object, then 1465/* find_throw_ob() - if we request an object, then
1510 * we search for it in the inventory of the owner (you've 1466 * we search for it in the inventory of the owner (you've
1511 * got to be carrying something in order to throw it!). 1467 * got to be carrying something in order to throw it!).
1512 * If we didnt request an object, then the top object in inventory 1468 * If we didnt request an object, then the top object in inventory
1513 * (that is "throwable", ie no throwing your skills away!) 1469 * (that is "throwable", ie no throwing your skills away!)
1514 * is the object of choice. Also check to see if object is 1470 * is the object of choice. Also check to see if object is
1515 * 'throwable' (ie not applied cursed obj, worn, etc). 1471 * 'throwable' (ie not applied cursed obj, worn, etc).
1516 */ 1472 */
1517
1518static object * 1473static object *
1519find_throw_ob (object *op, const char *request) 1474find_throw_ob (object *op, const char *request)
1520{ 1475{
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 */ 1476 /* prefer marked item */
1530 tmp = find_marked_object (op); 1477 object *tmp = op->mark ();
1531 if (tmp != NULL) 1478
1532 {
1533 /* can't toss invisible or inv-locked items */ 1479 /* can't toss invisible or inv-locked items */
1534 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1480 if (tmp && (tmp->invisible || tmp->flag [FLAG_INV_LOCKED]))
1535 { 1481 tmp = 0;
1536 tmp = NULL;
1537 }
1538 }
1539 1482
1540 /* look through the inventory */ 1483 /* look through the inventory */
1541 if (tmp == NULL) 1484 if (!tmp)
1542 {
1543 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1485 for (tmp = op->inv; tmp; tmp = tmp->below)
1544 { 1486 {
1545 /* can't toss invisible or inv-locked items */ 1487 /* can't toss invisible or inv-locked items */
1546 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1488 if (tmp->invisible || tmp->flag [FLAG_INV_LOCKED])
1547 continue; 1489 continue;
1490
1548 if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request)) 1491 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1549 break; 1492 break;
1550 } 1493 }
1551 }
1552 1494
1553 /* this should prevent us from throwing away 1495 /* this should prevent us from throwing away
1554 * cursed items, worn armour, etc. Only weapons 1496 * cursed items, worn armour, etc. Only weapons
1555 * can be thrown from 'hand'. 1497 * can be thrown from 'hand'.
1556 */ 1498 */
1557 if (!tmp) 1499 if (!tmp)
1558 return NULL; 1500 return 0;
1559 1501
1560 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1502 if (tmp->flag [FLAG_APPLIED])
1561 { 1503 {
1562 if (tmp->type != WEAPON) 1504 if (tmp->type != WEAPON)
1563 { 1505 {
1564 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp)); 1506 op->failmsgf ("You can't throw %s. H<Unapply it first.>", query_name (tmp));
1565 tmp = NULL; 1507 tmp = 0;
1566 }
1567 else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1568 { 1508 }
1509 else if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1510 {
1569 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp)); 1511 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; 1512 tmp = 0;
1571 } 1513 }
1572 else 1514 else
1573 { 1515 {
1574 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 1516 if (!op->apply (tmp, AP_UNAPPLY))
1575 { 1517 {
1576 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); 1518 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1577 tmp = NULL; 1519 tmp = 0;
1578 } 1520 }
1579 } 1521 }
1580 } 1522 }
1581 else if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1523 else if (tmp->flag [FLAG_UNPAID])
1582 { 1524 {
1583 new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp)); 1525 op->failmsgf ("You should pay for the %s first.", query_name (tmp));
1584 tmp = NULL; 1526 tmp = 0;
1585 } 1527 }
1586 1528
1587 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1529 //TODO: why not chekc first and give sensible message to player?
1530 if (tmp && tmp->flag [FLAG_INV_LOCKED])
1588 { 1531 {
1589 LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); 1532 LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1590 tmp = NULL; 1533 tmp = 0;
1591 } 1534 }
1535
1592 return tmp; 1536 return tmp;
1593} 1537}
1594 1538
1595/* make_throw_ob() We construct the 'carrier' object in 1539/* make_throw_ob() We construct the 'carrier' object in
1596 * which we will insert the object that is being thrown. 1540 * which we will insert the object that is being thrown.
1597 * This combination becomes the 'thrown object'. -b.t. 1541 * This combination becomes the 'thrown object'. -b.t.
1598 */ 1542 */
1599
1600static object * 1543static object *
1601make_throw_ob (object *orig) 1544make_throw_ob (object *orig)
1602{ 1545{
1603 object *toss_item;
1604
1605 if (!orig) 1546 if (!orig)
1606 return NULL; 1547 return 0;
1607 1548
1608 toss_item = get_object (); 1549 if (orig->flag [FLAG_APPLIED])
1609 if (QUERY_FLAG (orig, FLAG_APPLIED))
1610 { 1550 {
1611 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); 1551 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1612 /* insufficient workaround, but better than nothing */ 1552 /* insufficient workaround, but better than nothing */
1613 CLEAR_FLAG (orig, FLAG_APPLIED); 1553 orig->clr_flag (FLAG_APPLIED);
1614 } 1554 }
1615 copy_object (orig, toss_item); 1555
1556 object *toss_item = orig->clone ();
1557
1616 toss_item->type = THROWN_OBJ; 1558 toss_item->type = THROWN_OBJ;
1617 CLEAR_FLAG (toss_item, FLAG_CHANGING); 1559 toss_item->clr_flag (FLAG_CHANGING);
1560 toss_item->set_flag (FLAG_NO_PICK);
1618 toss_item->stats.dam = 0; /* default damage */ 1561 toss_item->stats.dam = 0; /* default damage */
1619 insert_ob_in_ob (orig, toss_item); 1562 toss_item->insert (orig);
1563
1620 return toss_item; 1564 return toss_item;
1621} 1565}
1622
1623 1566
1624/* do_throw() - op throws any object toss_item. This code 1567/* do_throw() - op throws any object toss_item. This code
1625 * was borrowed from fire_bow. 1568 * was borrowed from fire_bow.
1626 * Returns 1 if skill was successfully used, 0 if not 1569 * Returns 1 if skill was successfully used, 0 if not
1627 */ 1570 */
1628
1629static int 1571static int
1630do_throw (object *op, object *part, object *toss_item, int dir, object *skill) 1572do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1631{ 1573{
1632 object *throw_ob = toss_item, *left = NULL; 1574 object *throw_ob = toss_item, *left = NULL;
1633 int eff_str = 0, maxc, str = op->stats.Str, dam = 0; 1575 int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1634 int pause_f, weight_f = 0, mflags; 1576 int pause_f, weight_f = 0, mflags;
1635 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0; 1577 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1636 maptile *m; 1578 maptile *m;
1637 sint16 sx, sy; 1579 sint16 sx, sy;
1638 1580
1639 if (throw_ob == NULL) 1581 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 } 1582 {
1646 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP)) 1583 op->failmsg ("You have nothing to throw.");
1584 return 0;
1647 { 1585 }
1648 if (op->type == PLAYER) 1586
1649 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that."); 1587 if (throw_ob->flag [FLAG_STARTEQUIP])
1588 {
1589 op->failmsg ("The gods won't let you throw that. "
1590 "H<Well, they would, but they would retrieve it "
1591 "- you wouldn't want that, would you?>");
1650 1592
1651 return 0; 1593 return 0;
1652 } 1594 }
1653 1595
1654 /* Because throwing effectiveness must be reduced by the 1596 /* Because throwing effectiveness must be reduced by the
1655 * encumbrance of the thrower and weight of the object. THus, 1597 * encumbrance of the thrower and weight of the object. THus,
1656 * we use the concept of 'effective strength' as defined below. 1598 * we use the concept of 'effective strength' as defined below.
1657 */ 1599 */
1658 1600
1659 /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */ 1601 /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1660 if (str > MAX_STAT) 1602 if (str > MAX_STAT)
1661 { 1603 {
1671 /* lighter items are thrown harder, farther, faster */ 1613 /* lighter items are thrown harder, farther, faster */
1672 if (throw_ob->weight > 0) 1614 if (throw_ob->weight > 0)
1673 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight); 1615 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1674 else 1616 else
1675 { /* 0 or negative weight?!? Odd object, can't throw it */ 1617 { /* 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)); 1618 op->failmsgf ("You can't throw %s. H<Better report this to your dungeon master.>\n", query_name (throw_ob));
1677 return 0; 1619 return 0;
1678 } 1620 }
1679 1621
1680 eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0)); 1622 eff_str = (str * (load_factor < 1.0 ? load_factor : 1.0))
1681 eff_str = (int) ((float) eff_str * item_factor * str_factor); 1623 * item_factor * str_factor;
1682 1624
1683 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to 1625 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1684 * account for super-strong throwers. */ 1626 * account for super-strong throwers. */
1685 if (eff_str > MAX_STAT) 1627 min_it (eff_str, MAX_STAT);
1686 eff_str = MAX_STAT;
1687 1628
1688#ifdef DEBUG_THROW 1629#ifdef DEBUG_THROW
1689 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str); 1630 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); 1631 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); 1632 LOG (llevDebug, " str_factor=%f\n", str_factor);
1694 1635
1695 /* 3 things here prevent a throw, you aimed at your feet, you 1636 /* 3 things here prevent a throw, you aimed at your feet, you
1696 * have no effective throwing strength, or you threw at something 1637 * have no effective throwing strength, or you threw at something
1697 * that flying objects can't get through. 1638 * that flying objects can't get through.
1698 */ 1639 */
1699 mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy); 1640 mflags = get_map_flags (part->map, &m, part->x + DIRX (dir), part->y + DIRY (dir), &sx, &sy);
1700 1641
1701 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW)) 1642 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1702 { 1643 {
1703
1704 /* bounces off 'wall', and drops to feet */ 1644 /* bounces off 'wall', and drops to feet */
1705 remove_ob (throw_ob); 1645 throw_ob->insert_at (part, op);
1706 throw_ob->x = part->x; 1646
1707 throw_ob->y = part->y;
1708 insert_ob_in_map (throw_ob, part->map, op, 0);
1709 if (op->type == PLAYER) 1647 if (op->type == PLAYER)
1710 { 1648 {
1711 if (eff_str <= 1) 1649 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)); 1650 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) 1651 else if (!dir)
1716 {
1717 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob)); 1652 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1718 }
1719 else 1653 else
1720 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1654 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1721 } 1655 }
1656
1722 return 0; 1657 return 0;
1723 } /* if object can't be thrown */ 1658 } /* if object can't be thrown */
1724 1659
1725 left = throw_ob; /* these are throwing objects left to the player */ 1660 left = throw_ob; /* these are throwing objects left to the player */
1726 1661
1727 /* sometimes get_split_ob can't split an object (because op->nrof==0?) 1662 /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1728 * and returns NULL. We must use 'left' then 1663 * and returns NULL. We must use 'left' then
1729 */ 1664 */
1730 1665 if (!(throw_ob = throw_ob->split ()))
1731 if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL)
1732 { 1666 {
1733 throw_ob = left; 1667 throw_ob = left;
1734 remove_ob (left); 1668 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 } 1669 }
1745 1670
1746 /* special case: throwing powdery substances like dust, dirt */ 1671 /* special case: throwing powdery substances like dust, dirt */
1747 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) 1672 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1748 { 1673 {
1763 { 1688 {
1764 insert_ob_in_ob (throw_ob, op); 1689 insert_ob_in_ob (throw_ob, op);
1765 return 0; 1690 return 0;
1766 } 1691 }
1767 1692
1768 set_owner (throw_ob, op); 1693 throw_ob->set_owner (op);
1769 /* At some point in the attack code, the actual real object (op->inv) 1694 /* 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 1695 * becomes the hitter. As such, we need to make sure that has a proper
1771 * owner value so exp goes to the right place. 1696 * owner value so exp goes to the right place.
1772 */ 1697 */
1773 set_owner (throw_ob->inv, op); 1698 throw_ob->inv->set_owner (op);
1774 throw_ob->direction = dir; 1699 throw_ob->direction = dir;
1775 throw_ob->x = part->x;
1776 throw_ob->y = part->y;
1777 1700
1778 /* the damage bonus from the force of the throw */ 1701 /* the damage bonus from the force of the throw */
1779 dam = (int) (str_factor * dam_bonus[eff_str]); 1702 dam = int (str_factor * dam_bonus[eff_str]);
1780 1703
1781 /* Now, lets adjust the properties of the thrown_ob. */ 1704 /* Now, lets adjust the properties of the thrown_ob. */
1782 1705
1783 /* how far to fly */ 1706 /* how far to fly */
1784 throw_ob->last_sp = (eff_str * 3) / 5; 1707 throw_ob->last_sp = (eff_str * 3) / 5;
1785 1708
1786 /* speed */ 1709 /* speed */
1787 throw_ob->speed = (speed_bonus[eff_str] + 1.0) / 1.5; 1710 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 1711
1790 /* item damage. Eff_str and item weight influence damage done */ 1712 /* 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); 1713 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; 1714 throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1793 1715
1795 throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000); 1717 throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1796 1718
1797 /* replace 25 with a call to clone.arch wc? messes up w/ NPC */ 1719 /* 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; 1720 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1799 1721
1800
1801 /* the properties of objects which are meant to be thrown (ie dart, 1722 /* the properties of objects which are meant to be thrown (ie dart,
1802 * throwing knife, etc) will differ from ordinary items. Lets tailor 1723 * throwing knife, etc) will differ from ordinary items. Lets tailor
1803 * this stuff in here. 1724 * this stuff in here.
1804 */ 1725 */
1805 1726
1806 if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN)) 1727 if (throw_ob->inv->flag [FLAG_IS_THROWN])
1807 { 1728 {
1808 throw_ob->last_sp += eff_str / 3; /* fly a little further */ 1729 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; 1730 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; 1731 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1811 /* only throw objects get directional faces */ 1732 /* only throw objects get directional faces */
1812 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) 1733 if (throw_ob->has_anim () && throw_ob->anim_frames ())
1813 SET_ANIMATION (throw_ob, dir); 1734 throw_ob->set_anim_frame (dir);
1814 } 1735 }
1815 else 1736 else
1816 { 1737 {
1738 uint16 mat = throw_ob->materials;
1739
1817 /* some materials will adjust properties.. */ 1740 /* some materials will adjust properties.. */
1818 if (throw_ob->material & M_LEATHER) 1741 if (mat & M_LEATHER)
1819 { 1742 {
1820 throw_ob->stats.dam -= 1; 1743 throw_ob->stats.dam -= 1;
1821 throw_ob->stats.food -= 10; 1744 throw_ob->stats.food -= 10;
1822 } 1745 }
1746
1823 if (throw_ob->material & M_GLASS) 1747 if (mat & M_GLASS)
1824 throw_ob->stats.food += 60; 1748 throw_ob->stats.food += 60;
1825 1749
1826 if (throw_ob->material & M_ORGANIC) 1750 if (mat & M_ORGANIC)
1827 { 1751 {
1828 throw_ob->stats.dam -= 3; 1752 throw_ob->stats.dam -= 3;
1829 throw_ob->stats.food += 55; 1753 throw_ob->stats.food += 55;
1830 } 1754 }
1831 if (throw_ob->material & M_PAPER || throw_ob->material & M_CLOTH) 1755
1756 if (mat & M_PAPER || mat & M_CLOTH)
1832 { 1757 {
1833 throw_ob->stats.dam -= 5; 1758 throw_ob->stats.dam -= 5;
1834 throw_ob->speed *= 0.8; 1759 throw_ob->speed *= 0.8;
1835 throw_ob->stats.wc += 3; 1760 throw_ob->stats.wc += 3;
1836 throw_ob->stats.food -= 30; 1761 throw_ob->stats.food -= 30;
1837 } 1762 }
1763
1838 /* light obj have more wind resistance, fly slower */ 1764 /* light obj have more wind resistance, fly slower */
1839 if (throw_ob->weight > 500) 1765 if (throw_ob->weight > 500)
1840 throw_ob->speed *= 0.8; 1766 throw_ob->speed *= 0.8;
1767
1841 if (throw_ob->weight > 50) 1768 if (throw_ob->weight > 50)
1842 throw_ob->speed *= 0.5; 1769 throw_ob->speed *= 0.5;
1843
1844 } /* else tailor thrown object */ 1770 } /* else tailor thrown object */
1845 1771
1846 /* some limits, and safeties (needed?) */ 1772 /* some limits, and safeties (needed?) */
1847 if (throw_ob->stats.dam < 0) 1773 max_it (throw_ob->stats.dam, 0);
1848 throw_ob->stats.dam = 0;
1849 if (throw_ob->last_sp > eff_str) 1774 min_it (throw_ob->last_sp, eff_str);
1850 throw_ob->last_sp = eff_str;
1851 if (throw_ob->stats.food < 0) 1775 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) 1776 min_it (throw_ob->stats.wc, 30);
1856 throw_ob->stats.wc = 30;
1857 1777
1858 /* how long to pause the thrower. Higher values mean less pause */ 1778 /* how long to pause the thrower. Higher values mean less pause */
1859 pause_f = ((2 * eff_str) / 3) + 20 + skill->level; 1779 pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1860 1780
1861 /* Put a lower limit on this */ 1781 /* Put a lower limit on this */
1862 if (pause_f < 10) 1782 clamp_it (pause_f, 10, 100);
1863 pause_f = 10;
1864 if (pause_f > 100)
1865 pause_f = 100;
1866 1783
1867 /* Changed in 0.94.2 - the calculation before was really goofy. 1784 /* Changed in 0.94.2 - the calculation before was really goofy.
1868 * In short summary, a throw can take anywhere between speed 5 and 1785 * In short summary, a throw can take anywhere between speed 5 and
1869 * speed 0.5 1786 * speed 0.5
1870 */ 1787 */
1871 op->speed_left -= 50 / pause_f; 1788 op->speed_left -= 50 / pause_f;
1872 1789
1873 update_ob_speed (throw_ob);
1874 throw_ob->speed_left = 0; 1790 throw_ob->speed_left = 0;
1875 throw_ob->map = part->map; 1791 throw_ob->map = part->map;
1876 1792
1877 throw_ob->move_type = MOVE_FLY_LOW; 1793 throw_ob->move_type = MOVE_FLY_LOW;
1878 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; 1794 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1795
1796 throw_ob->set_speed (throw_ob->speed);
1879 1797
1880#if 0 1798#if 0
1881 /* need to put in a good sound for this */ 1799 /* need to put in a good sound for this */
1882 play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ); 1800 play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1883#endif 1801#endif
1888 LOG (llevDebug, " pause_f=%d \n", pause_f); 1806 LOG (llevDebug, " pause_f=%d \n", pause_f);
1889 LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n", 1807 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); 1808 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); 1809 LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1892#endif 1810#endif
1893 insert_ob_in_map (throw_ob, part->map, op, 0); 1811
1812 throw_ob->insert_at (part, op);
1894 1813
1895 if (!throw_ob->destroyed ()) 1814 if (!throw_ob->destroyed ())
1896 move_arrow (throw_ob); 1815 move_arrow (throw_ob);
1897 1816
1898 return 1; 1817 return 1;
1908 else 1827 else
1909 throw_ob = find_mon_throw_ob (op); 1828 throw_ob = find_mon_throw_ob (op);
1910 1829
1911 return do_throw (op, part, throw_ob, dir, skill); 1830 return do_throw (op, part, throw_ob, dir, skill);
1912} 1831}
1832
1833static void
1834give_player_quad_material_for (object *pl, object *ob)
1835{
1836 if (!ob->flag [FLAG_IS_QUAD] || !ob->other_arch)
1837 return;
1838
1839 object *t = ob->other_arch->instance ();
1840 pl->insert (t);
1841}
1842
1843bool
1844skill_mining (object *who, object *tool, object *skill, int dir, const char *string)
1845{
1846 if (!who->is_player ())
1847 return 0;
1848
1849 if (!dir)
1850 {
1851 who->failmsg ("In what direction?");
1852 return 0;
1853 }
1854
1855 mapxy pos (who); pos.move (dir);
1856
1857 if (!pos.normalise ())
1858 {
1859 who->failmsgf (
1860 "You brandish your %s, with not so convincing results. "
1861 "H<There is nothing in this direction.>",
1862 &tool->name
1863 );
1864 return 0;
1865 }
1866
1867 mapspace &ms = pos.ms ();
1868
1869 for (object *mine_obj = pos.ms ().top; mine_obj; mine_obj = mine_obj->below)
1870 if (mine_obj->type == VEIN)
1871 {
1872 who->speed_left -= who->speed / tool->speed;
1873
1874 who->play_sound (tool->sound);
1875
1876 if (rndm (100 - mine_obj->stats.ac) > rndm (tool->stats.wc))
1877 who->failmsgf (
1878 "You use your %s.... nothing. "
1879 "H<Try again, perhaps?>",
1880 &tool->name
1881 );
1882 else if (mine_obj->race != tool->race)
1883 who->failmsgf (
1884 "You use your %s.... but it doesn't work. "
1885 "H<Maybe you are using the wrong tool?>",
1886 &tool->name
1887 );
1888 else if (!mine_obj->stats.food)
1889 who->failmsgf (
1890 "You use your %s.... but there is nothing. "
1891 "H<This space is exhausted, you should try somewhere else.>",
1892 &tool->name
1893 );
1894 else
1895 {
1896 --mine_obj->stats.food;
1897
1898 object *ore = mine_obj->other_arch->instance ();
1899
1900 who->statusmsg (format (
1901 "You use your %s.... and find some %s!",
1902 &tool->name, &ore->name
1903 ));
1904
1905 ore->insert_at (who);
1906
1907 return true;
1908 }
1909 }
1910 else if (mine_obj->flag [FLAG_IS_QUAD])
1911 {
1912 if (mine_obj->flag [FLAG_IS_FLOOR])
1913 {
1914 maptile *lower_floor = pos.m->tile_available (TILE_DOWN);
1915
1916 if (!lower_floor)
1917 {
1918 who->failmsgf (
1919 "Whoops, you failed to remove the %s. H<You may try again.>",
1920 &mine_obj->name
1921 );
1922 return false;
1923 }
1924
1925 mapxy below_pos (lower_floor, pos.x, pos.y);
1926
1927 if (!below_pos.normalise ())
1928 {
1929 who->failmsgf (
1930 "Whoops, you failed to remove the %s. H<You may try again.>",
1931 &mine_obj->name
1932 );
1933 return false;
1934 }
1935
1936 // first insert open space here:
1937 object *open_space_floor = archetype::get (shstr_quad_open_space);
1938 open_space_floor->stats.hp = pos.x;
1939 open_space_floor->stats.sp = pos.y;
1940 insert_ob_in_map_at (open_space_floor, pos.m, mine_obj,
1941 INS_BELOW_ORIGINATOR, pos.x, pos.y);
1942
1943 // next we will remove the wall in the lower layer:
1944 mapspace &below_ms = below_pos.ms ();
1945 for (object *quad_obj = below_ms.top; quad_obj; quad_obj = quad_obj->below)
1946 {
1947 if (quad_obj->flag [FLAG_IS_FLOOR])
1948 break;
1949
1950 if (quad_obj->flag [FLAG_IS_QUAD])
1951 {
1952 quad_obj->map->queue_physics_at (quad_obj->x, quad_obj->y);
1953 give_player_quad_material_for (who, quad_obj);
1954 quad_obj->destroy ();
1955 break;
1956 }
1957 }
1958 }
1959
1960 mine_obj->map->queue_physics_at (mine_obj->x, mine_obj->y);
1961
1962 // FIXME: there should be chance assigned, like above with veins!
1963 who->play_sound (tool->sound);
1964 give_player_quad_material_for (who, mine_obj);
1965 mine_obj->destroy ();
1966 who->contr->fire_on = 0; // TODO: stopgap, do not remove more than one per keypress
1967 return true;
1968 }
1969
1970 return false;
1971}
1972

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