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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 1.31 by root, Sat May 12 22:04:20 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2003 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 27#include <sproto.h>
28#endif
29#include <living.h> 28#include <living.h>
30#include <skills.h> 29#include <skills.h>
31#include <spells.h> 30#include <spells.h>
32#include <book.h> 31#include <book.h>
33 32
41 return -1; 40 return -1;
42 41
43 /* Only prohibit stealing if the player does not have a free 42 /* Only prohibit stealing if the player does not have a free
44 * hand available and in fact does have hands. 43 * hand available and in fact does have hands.
45 */ 44 */
46 if (op->type == PLAYER && op->body_used[BODY_ARMS] <= 0 && op->body_info[BODY_ARMS]) 45 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info)
47 { 46 {
48 new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!"); 47 new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!");
49 return -1; 48 return -1;
50 } 49 }
51 50
159 * already -b.t. 158 * already -b.t.
160 */ 159 */
161 160
162 if (QUERY_FLAG (tmp, FLAG_WAS_WIZ) || QUERY_FLAG (tmp, FLAG_APPLIED) 161 if (QUERY_FLAG (tmp, FLAG_WAS_WIZ) || QUERY_FLAG (tmp, FLAG_APPLIED)
163 || !(tmp->type) 162 || !(tmp->type)
164 || tmp->type == EXPERIENCE || tmp->type == SPELL 163 || tmp->type == SPELL
165 || QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_STEAL) || tmp->invisible) 164 || QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_STEAL) || 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.
261 /* play_sound("stop! thief!"); kindofthing */ 260 /* play_sound("stop! thief!"); kindofthing */
262 } /* if you weren't 100% successful */ 261 } /* if you weren't 100% successful */
263 return success ? 1 : 0; 262 return success ? 1 : 0;
264} 263}
265 264
266
267int 265int
268steal (object *op, int dir, object *skill) 266steal (object *op, int dir, object *skill)
269{ 267{
270 object *tmp, *next; 268 object *tmp, *next;
271 sint16 x, y; 269 sint16 x, y;
292 /* If player can't move onto the space, can't steal from it. */ 290 /* 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))) 291 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
294 return 0; 292 return 0;
295 293
296 /* Find the topmost object at this spot */ 294 /* Find the topmost object at this spot */
297 for (tmp = get_map_ob (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above); 295 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
298 296
299 /* For all the stacked objects at this point, attempt a steal */ 297 /* For all the stacked objects at this point, attempt a steal */
300 for (; tmp != NULL; tmp = next) 298 for (; tmp != NULL; tmp = next)
301 { 299 {
302 next = tmp->below; 300 next = tmp->below;
318 return 0; 316 return 0;
319 317
320 /* no xp for stealing from pets (of players) */ 318 /* no xp for stealing from pets (of players) */
321 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 319 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
322 { 320 {
323 object *owner = get_owner (tmp); 321 object *owner = tmp->owner;
324 322
325 if (owner != NULL && owner->type == PLAYER) 323 if (owner != NULL && owner->type == PLAYER)
326 return 0; 324 return 0;
327 } 325 }
328 326
383 { 381 {
384 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); 382 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
385 return 0; 383 return 0;
386 } 384 }
387 385
388 for (tmp = get_map_ob (pl->map, x, y); tmp; tmp = tmp->above) 386 for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above)
389 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 387 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
390 break; 388 break;
391 389
392 if (!tmp) 390 if (!tmp)
393 { 391 {
494 * of jumping. 492 * of jumping.
495 */ 493 */
496static void 494static void
497stop_jump (object *pl, int dist, int spaces) 495stop_jump (object *pl, int dist, int spaces)
498{ 496{
499 fix_player (pl); 497 pl->update_stats ();
500 insert_ob_in_map (pl, pl->map, pl, 0); 498 pl->map->insert (pl, pl->x, pl->y, pl);
501} 499}
502
503 500
504static int 501static int
505attempt_jump (object *pl, int dir, int spaces, object *skill) 502attempt_jump (object *pl, int dir, int spaces, object *skill)
506{ 503{
507 object *tmp; 504 object *tmp;
514 * temporarily to allow player to aviod exits/archs that are not 511 * temporarily to allow player to aviod exits/archs that are not
515 * fly_on, fly_off. This will also prevent pickup of objects 512 * fly_on, fly_off. This will also prevent pickup of objects
516 * while jumping over them. 513 * while jumping over them.
517 */ 514 */
518 515
519 remove_ob (pl); 516 pl->remove ();
520 517
521 /* 518 /*
522 * I don't think this is actually needed - all the movement 519 * I don't think this is actually needed - all the movement
523 * code is handled in this function, and I don't see anyplace 520 * code is handled in this function, and I don't see anyplace
524 * that cares about the move_type being flying. 521 * that cares about the move_type being flying.
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) 545 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
549 { 546 {
550 /* Jump into creature */ 547 /* Jump into creature */
551 if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden))) 548 if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
552 { 549 {
553 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name); 550 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
638 esrv_update_item (UPD_FLAGS, pl, tmp); 635 esrv_update_item (UPD_FLAGS, pl, tmp);
639 success += calc_skill_exp (pl, tmp, skill); 636 success += calc_skill_exp (pl, tmp, skill);
640 } 637 }
641 638
642 /* Check ground, too, but only objects the player could pick up */ 639 /* 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) 640 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
644 if (can_pick (pl, tmp) && 641 if (can_pick (pl, tmp) &&
645 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && 642 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) &&
646 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 643 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
647 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) 644 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
648 { 645 {
669 esrv_update_item (UPD_FLAGS, pl, tmp); 666 esrv_update_item (UPD_FLAGS, pl, tmp);
670 success += calc_skill_exp (pl, tmp, skill); 667 success += calc_skill_exp (pl, tmp, skill);
671 } 668 }
672 669
673 /* Check ground, too, but like above, only if the object can be picked up */ 670 /* 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) 671 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
675 if (can_pick (pl, tmp) && 672 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) 673 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level)
677 { 674 {
678 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 675 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
679 esrv_update_item (UPD_FLAGS, pl, tmp); 676 esrv_update_item (UPD_FLAGS, pl, tmp);
734 731
735 for (tmp = pl->inv; tmp; tmp = tmp->below) 732 for (tmp = pl->inv; tmp; tmp = tmp->below)
736 success += do_skill_ident2 (tmp, pl, obj_class, skill); 733 success += do_skill_ident2 (tmp, pl, obj_class, skill);
737 /* check the ground */ 734 /* check the ground */
738 735
739 for (tmp = get_map_ob (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) 736 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
740 success += do_skill_ident2 (tmp, pl, obj_class, skill); 737 success += do_skill_ident2 (tmp, pl, obj_class, skill);
741 738
742 return success; 739 return success;
743} 740}
744 741
808 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); 805 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
809 } 806 }
810 return success; 807 return success;
811} 808}
812 809
813
814/* players using this skill can 'charm' a monster -- 810/* players using this skill can 'charm' a monster --
815 * into working for them. It can only be used on 811 * into working for them. It can only be used on
816 * non-special (see below) 'neutral' creatures. 812 * non-special (see below) 'neutral' creatures.
817 * -b.t. (thomas@astro.psu.edu) 813 * -b.t. (thomas@astro.psu.edu)
818 */ 814 */
819
820int 815int
821use_oratory (object *pl, int dir, object *skill) 816use_oratory (object *pl, int dir, object *skill)
822{ 817{
823 sint16 x = pl->x + freearr_x[dir], y = pl->y + freearr_y[dir]; 818 sint16 x = pl->x + freearr_x[dir], y = pl->y + freearr_y[dir];
824 int mflags, chance; 819 int mflags, chance;
838 { 833 {
839 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 834 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
840 return 0; 835 return 0;
841 } 836 }
842 837
843 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 838 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
844 { 839 {
845 /* can't persuade players - return because there is nothing else 840 /* can't persuade players - return because there is nothing else
846 * on that space to charm. Same for multi space monsters and 841 * on that space to charm. Same for multi space monsters and
847 * special monsters - we don't allow them to be charmed, and there 842 * 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 843 * is no reason to do further processing since they should be the
877 } 872 }
878 873
879 /* it's already allied! */ 874 /* it's already allied! */
880 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && (tmp->attack_movement == PETMOVE)) 875 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && (tmp->attack_movement == PETMOVE))
881 { 876 {
882 if (get_owner (tmp) == pl) 877 if (tmp->owner == pl)
883 { 878 {
884 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); 879 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
885 return 0; 880 return 0;
886 } 881 }
887 else if (skill->level > tmp->level) 882 else if (skill->level > tmp->level)
888 { 883 {
889 /* you steal the follower. Perhaps we should really look at the 884 /* you steal the follower. Perhaps we should really look at the
890 * level of the owner above? 885 * level of the owner above?
891 */ 886 */
892 set_owner (tmp, pl); 887 tmp->set_owner (pl);
893 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp)); 888 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 889 /* Abuse fix - don't give exp since this can otherwise
895 * be used by a couple players to gets lots of exp. 890 * be used by a couple players to gets lots of exp.
896 */ 891 */
897 return 0; 892 return 0;
908 /* Ok, got a 'sucker' lets try to make them a follower */ 903 /* 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)) 904 if (chance > 0 && tmp->level < (random_roll (0, chance - 1, pl, PREFER_HIGH) - 1))
910 { 905 {
911 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); 906 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
912 907
913 set_owner (tmp, pl); 908 tmp->set_owner (pl);
914 tmp->stats.exp = 0; 909 tmp->stats.exp = 0;
915 add_friendly_object (tmp); 910 add_friendly_object (tmp);
916 SET_FLAG (tmp, FLAG_FRIENDLY);
917 tmp->attack_movement = PETMOVE; 911 tmp->attack_movement = PETMOVE;
918 return calc_skill_exp (pl, tmp, skill); 912 return calc_skill_exp (pl, tmp, skill);
919 } 913 }
914
920 /* Charm failed. Creature may be angry now */ 915 /* 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)) 916 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
922 { 917 {
923 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); 918 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
924 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 919 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
925 { 920 {
926 CLEAR_FLAG (tmp, FLAG_FRIENDLY); 921 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
927 remove_friendly_object (tmp); 922 remove_friendly_object (tmp);
928 tmp->attack_movement = 0; /* needed? */ 923 tmp->attack_movement = 0; /* needed? */
929 } 924 }
925
930 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 926 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
931 } 927 }
928
932 return 0; /* Fall through - if we get here, we didn't charm anything */ 929 return 0; /* Fall through - if we get here, we didn't charm anything */
933} 930}
934 931
935/* Singing() -this skill allows the player to pacify nearby creatures. 932/* Singing() -this skill allows the player to pacify nearby creatures.
936 * There are few limitations on who/what kind of 933 * There are few limitations on who/what kind of
964 if (mflags & P_OUT_OF_MAP) 961 if (mflags & P_OUT_OF_MAP)
965 continue; 962 continue;
966 if (!(mflags & P_IS_ALIVE)) 963 if (!(mflags & P_IS_ALIVE))
967 continue; 964 continue;
968 965
969 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 966 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
970 { 967 {
971 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 968 if (QUERY_FLAG (tmp, FLAG_MONSTER))
972 break; 969 break;
973 /* can't affect players */ 970 /* can't affect players */
974 if (tmp->type == PLAYER) 971 if (tmp->type == PLAYER)
1034 mflags = get_map_flags (m, &m, x, y, &x, &y); 1031 mflags = get_map_flags (m, &m, x, y, &x, &y);
1035 if (mflags & P_OUT_OF_MAP) 1032 if (mflags & P_OUT_OF_MAP)
1036 continue; 1033 continue;
1037 1034
1038 /* Check everything in the square for trapness */ 1035 /* Check everything in the square for trapness */
1039 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 1036 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1040 { 1037 {
1041 1038
1042 /* And now we'd better do an inventory traversal of each 1039 /* And now we'd better do an inventory traversal of each
1043 * of these objects' inventory 1040 * of these objects' inventory
1044 * We can narrow this down a bit - no reason to search through 1041 * We can narrow this down a bit - no reason to search through
1097 mflags = get_map_flags (m, &m, x, y, &x, &y); 1094 mflags = get_map_flags (m, &m, x, y, &x, &y);
1098 if (mflags & P_OUT_OF_MAP) 1095 if (mflags & P_OUT_OF_MAP)
1099 continue; 1096 continue;
1100 1097
1101 /* Check everything in the square for trapness */ 1098 /* Check everything in the square for trapness */
1102 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 1099 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1103 { 1100 {
1104 /* And now we'd better do an inventory traversal of each 1101 /* And now we'd better do an inventory traversal of each
1105 * of these objects inventory. Like above, only 1102 * of these objects inventory. Like above, only
1106 * do this for interesting objects. 1103 * do this for interesting objects.
1107 */ 1104 */
1236} 1233}
1237 1234
1238/* write_note() - this routine allows players to inscribe messages in 1235/* write_note() - this routine allows players to inscribe messages in
1239 * ordinary 'books' (anything that is type BOOK). b.t. 1236 * ordinary 'books' (anything that is type BOOK). b.t.
1240 */ 1237 */
1241
1242static int 1238static int
1243write_note (object *pl, object *item, const char *msg, object *skill) 1239write_note (object *pl, object *item, const char *msg, object *skill)
1244{ 1240{
1245 char buf[1024]; 1241 char buf[1024];
1246 object *newBook = NULL; 1242 object *newBook = NULL;
1253 { 1249 {
1254 new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!"); 1250 new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!");
1255 new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill); 1251 new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill);
1256 return 0; 1252 return 0;
1257 } 1253 }
1254
1258 if (strcasestr_local (msg, "endmsg")) 1255 if (strcasestr_local (msg, "endmsg"))
1259 { 1256 {
1260 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?"); 1257 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1261 return 0; 1258 return 0;
1262 } 1259 }
1272 1269
1273 strcat (buf, msg); 1270 strcat (buf, msg);
1274 strcat (buf, "\n"); /* new msg needs a LF */ 1271 strcat (buf, "\n"); /* new msg needs a LF */
1275 if (item->nrof > 1) 1272 if (item->nrof > 1)
1276 { 1273 {
1277 newBook = get_object (); 1274 newBook = item->clone ();
1278 copy_object (item, newBook);
1279 decrease_ob (item); 1275 decrease_ob (item);
1280 esrv_send_item (pl, item); 1276 esrv_send_item (pl, item);
1281 newBook->nrof = 1; 1277 newBook->nrof = 1;
1282 newBook->msg = buf; 1278 newBook->msg = buf;
1283 newBook = insert_ob_in_ob (newBook, pl); 1279 newBook = insert_ob_in_ob (newBook, pl);
1289 /* This shouldn't be necessary - the object hasn't changed in any 1285 /* This shouldn't be necessary - the object hasn't changed in any
1290 * visible way 1286 * visible way
1291 */ 1287 */
1292 /* esrv_send_item(pl, item); */ 1288 /* esrv_send_item(pl, item); */
1293 } 1289 }
1290
1294 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", query_short_name (item)); 1291 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", query_short_name (item));
1295 return strlen (msg); 1292 return strlen (msg);
1296 } 1293 }
1297 else 1294 else
1298 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item)); 1295 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item));
1318 new_draw_info (NDI_UNIQUE, 0, pl, "A spell can only be inscribed into a scroll!"); 1315 new_draw_info (NDI_UNIQUE, 0, pl, "A spell can only be inscribed into a scroll!");
1319 return 0; 1316 return 0;
1320 } 1317 }
1321 1318
1322 /* Check if we are ready to attempt inscription */ 1319 /* Check if we are ready to attempt inscription */
1323 chosen_spell = pl->contr->ranges[range_magic]; 1320 chosen_spell = pl->contr->ranged_ob;
1324 if (!chosen_spell) 1321 if (!chosen_spell || chosen_spell->type != SPELL)
1325 { 1322 {
1326 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); 1323 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1327 return 0; 1324 return 0;
1328 } 1325 }
1326
1329 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace) 1327 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1330 { 1328 {
1331 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name); 1329 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1332 return 0; 1330 return 0;
1333 } 1331 }
1332
1334 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) 1333 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1335 { 1334 {
1336 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); 1335 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1337 return 0; 1336 return 0;
1338 } 1337 }
1358 1357
1359 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) 1358 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1360 { 1359 {
1361 if (scroll->nrof > 1) 1360 if (scroll->nrof > 1)
1362 { 1361 {
1363 newscroll = get_object (); 1362 newscroll = scroll->clone ();
1364 copy_object (scroll, newscroll);
1365 decrease_ob (scroll); 1363 decrease_ob (scroll);
1366 newscroll->nrof = 1; 1364 newscroll->nrof = 1;
1367 } 1365 }
1368 else 1366 else
1369 {
1370 newscroll = scroll; 1367 newscroll = scroll;
1371 }
1372 1368
1373 if (!confused) 1369 if (!confused)
1374 { 1370 {
1375 newscroll->level = MAX (skill->level, chosen_spell->level); 1371 newscroll->level = MAX (skill->level, chosen_spell->level);
1376 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll."); 1372 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll.");
1384 newscroll->level = MAX (skill->level, chosen_spell->level); 1380 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."); 1381 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1386 } 1382 }
1387 1383
1388 if (newscroll->inv) 1384 if (newscroll->inv)
1389 { 1385 newscroll->inv->destroy ();
1390 object *ninv;
1391 1386
1392 ninv = newscroll->inv; 1387 tmp = chosen_spell->clone ();
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); 1388 insert_ob_in_ob (tmp, newscroll);
1399 1389
1400 /* Same code as from treasure.c - so they can better merge. 1390 /* Same code as from treasure.c - so they can better merge.
1401 * if players want to sell them, so be it. 1391 * if players want to sell them, so be it.
1402 */ 1392 */
1405 1395
1406 /* wait until finished manipulating the scroll before inserting it */ 1396 /* wait until finished manipulating the scroll before inserting it */
1407 if (newscroll == scroll) 1397 if (newscroll == scroll)
1408 { 1398 {
1409 /* Remove to correctly merge with other items which may exist in inventory */ 1399 /* Remove to correctly merge with other items which may exist in inventory */
1410 remove_ob (newscroll); 1400 newscroll->remove ();
1411 esrv_del_item (pl->contr, newscroll->count); 1401 esrv_del_item (pl->contr, newscroll->count);
1412 } 1402 }
1403
1413 newscroll = insert_ob_in_ob (newscroll, pl); 1404 newscroll = insert_ob_in_ob (newscroll, pl);
1414 esrv_send_item (pl, newscroll); 1405 esrv_send_item (pl, newscroll);
1415 success = calc_skill_exp (pl, newscroll, skill); 1406 success = calc_skill_exp (pl, newscroll, skill);
1416 if (!confused) 1407 if (!confused)
1417 success *= 2; 1408 success *= 2;
1424 1415
1425 if (chosen_spell->level > skill->level || confused) 1416 if (chosen_spell->level > skill->level || confused)
1426 { /*backfire! */ 1417 { /*backfire! */
1427 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); 1418 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!");
1428 if (random_roll (0, 1, pl, PREFER_LOW) == 1) 1419 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1429 drain_specific_stat (pl, 4); 1420 pl->drain_specific_stat (4);
1430 else 1421 else
1431 { 1422 {
1432 confuse_player (pl, pl, 99); 1423 confuse_player (pl, pl, 99);
1433 return (-30 * chosen_spell->level); 1424 return (-30 * chosen_spell->level);
1434 } 1425 }
1439 confuse_player (pl, pl, 99); 1430 confuse_player (pl, pl, 99);
1440 } 1431 }
1441 else 1432 else
1442 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll."); 1433 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll.");
1443 } 1434 }
1435
1444 return 0; 1436 return 0;
1445} 1437}
1446 1438
1447/* write_on_item() - wrapper for write_note and write_scroll */ 1439/* write_on_item() - wrapper for write_note and write_scroll */
1448int 1440int
1459 if (!params) 1451 if (!params)
1460 { 1452 {
1461 params = ""; 1453 params = "";
1462 string = params; 1454 string = params;
1463 } 1455 }
1456
1464 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); 1457 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1465 1458
1466 /* Need to be able to read before we can write! */ 1459 /* Need to be able to read before we can write! */
1467 if (!find_skill_by_name (pl, skat->clone.skill)) 1460 if (!find_skill_by_name (pl, skat->clone.skill))
1468 { 1461 {
1492 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll"); 1485 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll");
1493 return 0; 1486 return 0;
1494 } 1487 }
1495 1488
1496 if (msgtype == SCROLL) 1489 if (msgtype == SCROLL)
1497 {
1498 return write_scroll (pl, item, skill); 1490 return write_scroll (pl, item, skill);
1499 }
1500 else if (msgtype == BOOK) 1491 else if (msgtype == BOOK)
1501 {
1502 return write_note (pl, item, string, skill); 1492 return write_note (pl, item, string, skill);
1503 } 1493
1504 return 0; 1494 return 0;
1505} 1495}
1506
1507
1508 1496
1509/* find_throw_ob() - if we request an object, then 1497/* find_throw_ob() - if we request an object, then
1510 * we search for it in the inventory of the owner (you've 1498 * we search for it in the inventory of the owner (you've
1511 * got to be carrying something in order to throw it!). 1499 * got to be carrying something in order to throw it!).
1512 * If we didnt request an object, then the top object in inventory 1500 * If we didnt request an object, then the top object in inventory
1513 * (that is "throwable", ie no throwing your skills away!) 1501 * (that is "throwable", ie no throwing your skills away!)
1514 * is the object of choice. Also check to see if object is 1502 * is the object of choice. Also check to see if object is
1515 * 'throwable' (ie not applied cursed obj, worn, etc). 1503 * 'throwable' (ie not applied cursed obj, worn, etc).
1516 */ 1504 */
1517
1518static object * 1505static object *
1519find_throw_ob (object *op, const char *request) 1506find_throw_ob (object *op, const char *request)
1520{ 1507{
1521 object *tmp; 1508 object *tmp;
1522 1509
1594 1581
1595/* make_throw_ob() We construct the 'carrier' object in 1582/* make_throw_ob() We construct the 'carrier' object in
1596 * which we will insert the object that is being thrown. 1583 * which we will insert the object that is being thrown.
1597 * This combination becomes the 'thrown object'. -b.t. 1584 * This combination becomes the 'thrown object'. -b.t.
1598 */ 1585 */
1599
1600static object * 1586static object *
1601make_throw_ob (object *orig) 1587make_throw_ob (object *orig)
1602{ 1588{
1603 object *toss_item;
1604
1605 if (!orig) 1589 if (!orig)
1606 return NULL; 1590 return NULL;
1607 1591
1608 toss_item = get_object ();
1609 if (QUERY_FLAG (orig, FLAG_APPLIED)) 1592 if (QUERY_FLAG (orig, FLAG_APPLIED))
1610 { 1593 {
1611 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); 1594 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1612 /* insufficient workaround, but better than nothing */ 1595 /* insufficient workaround, but better than nothing */
1613 CLEAR_FLAG (orig, FLAG_APPLIED); 1596 CLEAR_FLAG (orig, FLAG_APPLIED);
1614 } 1597 }
1615 copy_object (orig, toss_item); 1598
1599 object *toss_item = orig->clone ();
1600
1616 toss_item->type = THROWN_OBJ; 1601 toss_item->type = THROWN_OBJ;
1617 CLEAR_FLAG (toss_item, FLAG_CHANGING); 1602 CLEAR_FLAG (toss_item, FLAG_CHANGING);
1618 toss_item->stats.dam = 0; /* default damage */ 1603 toss_item->stats.dam = 0; /* default damage */
1619 insert_ob_in_ob (orig, toss_item); 1604 insert_ob_in_ob (orig, toss_item);
1620 return toss_item; 1605 return toss_item;
1621} 1606}
1622 1607
1623
1624/* do_throw() - op throws any object toss_item. This code 1608/* do_throw() - op throws any object toss_item. This code
1625 * was borrowed from fire_bow. 1609 * was borrowed from fire_bow.
1626 * Returns 1 if skill was successfully used, 0 if not 1610 * Returns 1 if skill was successfully used, 0 if not
1627 */ 1611 */
1628
1629static int 1612static int
1630do_throw (object *op, object *part, object *toss_item, int dir, object *skill) 1613do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1631{ 1614{
1632 object *throw_ob = toss_item, *left = NULL; 1615 object *throw_ob = toss_item, *left = NULL;
1633 int eff_str = 0, maxc, str = op->stats.Str, dam = 0; 1616 int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1698 */ 1681 */
1699 mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy); 1682 mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy);
1700 1683
1701 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW)) 1684 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1702 { 1685 {
1703
1704 /* bounces off 'wall', and drops to feet */ 1686 /* bounces off 'wall', and drops to feet */
1705 remove_ob (throw_ob); 1687 throw_ob->insert_at (part, op);
1706 throw_ob->x = part->x; 1688
1707 throw_ob->y = part->y;
1708 insert_ob_in_map (throw_ob, part->map, op, 0);
1709 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1710 { 1690 {
1711 if (eff_str <= 1) 1691 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)); 1692 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) 1693 else if (!dir)
1716 {
1717 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob)); 1694 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1718 }
1719 else 1695 else
1720 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1696 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1721 } 1697 }
1698
1722 return 0; 1699 return 0;
1723 } /* if object can't be thrown */ 1700 } /* if object can't be thrown */
1724 1701
1725 left = throw_ob; /* these are throwing objects left to the player */ 1702 left = throw_ob; /* these are throwing objects left to the player */
1726 1703
1729 */ 1706 */
1730 1707
1731 if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL) 1708 if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL)
1732 { 1709 {
1733 throw_ob = left; 1710 throw_ob = left;
1734 remove_ob (left); 1711 left->remove ();
1735 if (op->type == PLAYER) 1712 if (op->type == PLAYER)
1736 esrv_del_item (op->contr, left->count); 1713 esrv_del_item (op->contr, left->count);
1737 } 1714 }
1738 else if (op->type == PLAYER) 1715 else if (op->type == PLAYER)
1739 { 1716 {
1763 { 1740 {
1764 insert_ob_in_ob (throw_ob, op); 1741 insert_ob_in_ob (throw_ob, op);
1765 return 0; 1742 return 0;
1766 } 1743 }
1767 1744
1768 set_owner (throw_ob, op); 1745 throw_ob->set_owner (op);
1769 /* At some point in the attack code, the actual real object (op->inv) 1746 /* 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 1747 * becomes the hitter. As such, we need to make sure that has a proper
1771 * owner value so exp goes to the right place. 1748 * owner value so exp goes to the right place.
1772 */ 1749 */
1773 set_owner (throw_ob->inv, op); 1750 throw_ob->inv->set_owner (op);
1774 throw_ob->direction = dir; 1751 throw_ob->direction = dir;
1775 throw_ob->x = part->x;
1776 throw_ob->y = part->y;
1777 1752
1778 /* the damage bonus from the force of the throw */ 1753 /* the damage bonus from the force of the throw */
1779 dam = (int) (str_factor * dam_bonus[eff_str]); 1754 dam = (int) (str_factor * dam_bonus[eff_str]);
1780 1755
1781 /* Now, lets adjust the properties of the thrown_ob. */ 1756 /* Now, lets adjust the properties of the thrown_ob. */
1782 1757
1783 /* how far to fly */ 1758 /* how far to fly */
1784 throw_ob->last_sp = (eff_str * 3) / 5; 1759 throw_ob->last_sp = (eff_str * 3) / 5;
1785 1760
1786 /* speed */ 1761 /* speed */
1787 throw_ob->speed = (speed_bonus[eff_str] + 1.0) / 1.5; 1762 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 1763
1790 /* item damage. Eff_str and item weight influence damage done */ 1764 /* 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); 1765 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; 1766 throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1793 1767
1794 /* chance of breaking. Proportional to force used and weight of item */ 1768 /* chance of breaking. Proportional to force used and weight of item */
1795 throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000); 1769 throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1796 1770
1797 /* replace 25 with a call to clone.arch wc? messes up w/ NPC */ 1771 /* 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; 1772 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1799
1800 1773
1801 /* the properties of objects which are meant to be thrown (ie dart, 1774 /* the properties of objects which are meant to be thrown (ie dart,
1802 * throwing knife, etc) will differ from ordinary items. Lets tailor 1775 * throwing knife, etc) will differ from ordinary items. Lets tailor
1803 * this stuff in here. 1776 * this stuff in here.
1804 */ 1777 */
1812 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) 1785 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob))
1813 SET_ANIMATION (throw_ob, dir); 1786 SET_ANIMATION (throw_ob, dir);
1814 } 1787 }
1815 else 1788 else
1816 { 1789 {
1790 uint16 mat = throw_ob->materials;
1791
1817 /* some materials will adjust properties.. */ 1792 /* some materials will adjust properties.. */
1818 if (throw_ob->material & M_LEATHER) 1793 if (mat & M_LEATHER)
1819 { 1794 {
1820 throw_ob->stats.dam -= 1; 1795 throw_ob->stats.dam -= 1;
1821 throw_ob->stats.food -= 10; 1796 throw_ob->stats.food -= 10;
1822 } 1797 }
1798
1823 if (throw_ob->material & M_GLASS) 1799 if (mat & M_GLASS)
1824 throw_ob->stats.food += 60; 1800 throw_ob->stats.food += 60;
1825 1801
1826 if (throw_ob->material & M_ORGANIC) 1802 if (mat & M_ORGANIC)
1827 { 1803 {
1828 throw_ob->stats.dam -= 3; 1804 throw_ob->stats.dam -= 3;
1829 throw_ob->stats.food += 55; 1805 throw_ob->stats.food += 55;
1830 } 1806 }
1831 if (throw_ob->material & M_PAPER || throw_ob->material & M_CLOTH) 1807
1808 if (mat & M_PAPER || mat & M_CLOTH)
1832 { 1809 {
1833 throw_ob->stats.dam -= 5; 1810 throw_ob->stats.dam -= 5;
1834 throw_ob->speed *= 0.8; 1811 throw_ob->speed *= 0.8;
1835 throw_ob->stats.wc += 3; 1812 throw_ob->stats.wc += 3;
1836 throw_ob->stats.food -= 30; 1813 throw_ob->stats.food -= 30;
1837 } 1814 }
1815
1838 /* light obj have more wind resistance, fly slower */ 1816 /* light obj have more wind resistance, fly slower */
1839 if (throw_ob->weight > 500) 1817 if (throw_ob->weight > 500)
1840 throw_ob->speed *= 0.8; 1818 throw_ob->speed *= 0.8;
1819
1841 if (throw_ob->weight > 50) 1820 if (throw_ob->weight > 50)
1842 throw_ob->speed *= 0.5; 1821 throw_ob->speed *= 0.5;
1843
1844 } /* else tailor thrown object */ 1822 } /* else tailor thrown object */
1845 1823
1846 /* some limits, and safeties (needed?) */ 1824 /* some limits, and safeties (needed?) */
1847 if (throw_ob->stats.dam < 0) 1825 if (throw_ob->stats.dam < 0)
1848 throw_ob->stats.dam = 0; 1826 throw_ob->stats.dam = 0;
1868 * In short summary, a throw can take anywhere between speed 5 and 1846 * In short summary, a throw can take anywhere between speed 5 and
1869 * speed 0.5 1847 * speed 0.5
1870 */ 1848 */
1871 op->speed_left -= 50 / pause_f; 1849 op->speed_left -= 50 / pause_f;
1872 1850
1873 update_ob_speed (throw_ob);
1874 throw_ob->speed_left = 0; 1851 throw_ob->speed_left = 0;
1875 throw_ob->map = part->map; 1852 throw_ob->map = part->map;
1876 1853
1877 throw_ob->move_type = MOVE_FLY_LOW; 1854 throw_ob->move_type = MOVE_FLY_LOW;
1878 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; 1855 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1888 LOG (llevDebug, " pause_f=%d \n", pause_f); 1865 LOG (llevDebug, " pause_f=%d \n", pause_f);
1889 LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n", 1866 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); 1867 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); 1868 LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1892#endif 1869#endif
1893 insert_ob_in_map (throw_ob, part->map, op, 0); 1870
1871 throw_ob->insert_at (part, op);
1894 1872
1895 if (!throw_ob->destroyed ()) 1873 if (!throw_ob->destroyed ())
1896 move_arrow (throw_ob); 1874 move_arrow (throw_ob);
1897 1875
1898 return 1; 1876 return 1;

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