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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 1.43 by root, Mon Oct 22 03:11:47 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <object.h> 25#include <object.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 26#include <sproto.h>
28#endif
29#include <living.h> 27#include <living.h>
30#include <skills.h> 28#include <skills.h>
31#include <spells.h> 29#include <spells.h>
32#include <book.h> 30#include <book.h>
33 31
41 return -1; 39 return -1;
42 40
43 /* Only prohibit stealing if the player does not have a free 41 /* Only prohibit stealing if the player does not have a free
44 * hand available and in fact does have hands. 42 * hand available and in fact does have hands.
45 */ 43 */
46 if (op->type == PLAYER && op->body_used[BODY_ARMS] <= 0 && op->body_info[BODY_ARMS]) 44 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info)
47 { 45 {
48 new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!"); 46 new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!");
49 return -1; 47 return -1;
50 } 48 }
51 49
94 * or not. 92 * or not.
95 * op is the target (person being pilfered) 93 * op is the target (person being pilfered)
96 * who is the person doing the stealing. 94 * who is the person doing the stealing.
97 * skill is the skill object (stealing). 95 * skill is the skill object (stealing).
98 */ 96 */
99
100static int 97static int
101attempt_steal (object *op, object *who, object *skill) 98attempt_steal (object *op, object *who, object *skill)
102{ 99{
103 object *success = NULL, *tmp = NULL, *next; 100 object *success = NULL, *tmp = NULL, *next;
104 int roll = 0, chance = 0, stats_value; 101 int roll = 0, chance = 0, stats_value;
122 else /* help npc to detect thief next time by raising its wisdom */ 119 else /* help npc to detect thief next time by raising its wisdom */
123 op->stats.Wis += (op->stats.Int / 5) + 1; 120 op->stats.Wis += (op->stats.Int / 5) + 1;
124 if (op->stats.Wis > MAX_STAT) 121 if (op->stats.Wis > MAX_STAT)
125 op->stats.Wis = MAX_STAT; 122 op->stats.Wis = MAX_STAT;
126 } 123 }
124
127 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ)) 125 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ))
128 { 126 {
129 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n"); 127 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n");
130 return 0; 128 return 0;
131 } 129 }
132#ifdef PROHIBIT_PLAYERKILL 130
131 // only allow stealing between hostile players (TODO: probably should change)
133 if (op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful)) 132 if (op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful))
134 { 133 {
135 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); 134 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
136 return 0; 135 return 0;
137 } 136 }
138#else
139 if (op->type == PLAYER && who->type == PLAYER && settings.no_player_stealing)
140 {
141 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
142 return 0;
143 }
144#endif
145
146 137
147 /* Ok then, go thru their inventory, stealing */ 138 /* Ok then, go thru their inventory, stealing */
148 for (tmp = op->inv; tmp != NULL; tmp = next) 139 for (tmp = op->inv; tmp; tmp = next)
149 { 140 {
150 next = tmp->below; 141 next = tmp->below;
151 142
152 /* you can't steal worn items, starting items, wiz stuff, 143 /* you can't steal worn items, starting items, wiz stuff,
153 * innate abilities, or items w/o a type. Generally 144 * innate abilities, or items w/o a type. Generally
157 * future possible problems. -b.t. 148 * future possible problems. -b.t.
158 * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL 149 * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL
159 * already -b.t. 150 * already -b.t.
160 */ 151 */
161 152
162 if (QUERY_FLAG (tmp, FLAG_WAS_WIZ) || QUERY_FLAG (tmp, FLAG_APPLIED) 153 if (QUERY_FLAG (tmp, FLAG_APPLIED)
163 || !(tmp->type) 154 || !tmp->type
164 || tmp->type == EXPERIENCE || tmp->type == SPELL 155 || tmp->type == SPELL
165 || QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_STEAL) || tmp->invisible) 156 || QUERY_FLAG (tmp, FLAG_STARTEQUIP)
157 || QUERY_FLAG (tmp, FLAG_NO_STEAL)
158 || tmp->invisible)
166 continue; 159 continue;
167 160
168 /* Okay, try stealing this item. Dependent on dexterity of thief, 161 /* Okay, try stealing this item. Dependent on dexterity of thief,
169 * skill level, see the adj_stealroll fctn for more detail. 162 * skill level, see the adj_stealroll fctn for more detail.
170 */ 163 */
261 /* play_sound("stop! thief!"); kindofthing */ 254 /* play_sound("stop! thief!"); kindofthing */
262 } /* if you weren't 100% successful */ 255 } /* if you weren't 100% successful */
263 return success ? 1 : 0; 256 return success ? 1 : 0;
264} 257}
265 258
266
267int 259int
268steal (object *op, int dir, object *skill) 260steal (object *op, int dir, object *skill)
269{ 261{
270 object *tmp, *next; 262 object *tmp, *next;
271 sint16 x, y; 263 sint16 x, y;
292 /* If player can't move onto the space, can't steal from it. */ 284 /* 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))) 285 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
294 return 0; 286 return 0;
295 287
296 /* Find the topmost object at this spot */ 288 /* Find the topmost object at this spot */
297 for (tmp = get_map_ob (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above); 289 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
298 290
299 /* For all the stacked objects at this point, attempt a steal */ 291 /* For all the stacked objects at this point, attempt a steal */
300 for (; tmp != NULL; tmp = next) 292 for (; tmp != NULL; tmp = next)
301 { 293 {
302 next = tmp->below; 294 next = tmp->below;
318 return 0; 310 return 0;
319 311
320 /* no xp for stealing from pets (of players) */ 312 /* no xp for stealing from pets (of players) */
321 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 313 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
322 { 314 {
323 object *owner = get_owner (tmp); 315 object *owner = tmp->owner;
324 316
325 if (owner != NULL && owner->type == PLAYER) 317 if (owner != NULL && owner->type == PLAYER)
326 return 0; 318 return 0;
327 } 319 }
328 320
383 { 375 {
384 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); 376 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
385 return 0; 377 return 0;
386 } 378 }
387 379
388 for (tmp = get_map_ob (pl->map, x, y); tmp; tmp = tmp->above) 380 for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above)
389 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 381 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
390 break; 382 break;
391 383
392 if (!tmp) 384 if (!tmp)
393 { 385 {
415 { 407 {
416 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock."); 408 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock.");
417 return 0; 409 return 0;
418 } 410 }
419} 411}
420
421 412
422/* HIDE CODE. The user becomes undetectable (not just 'invisible') for 413/* HIDE CODE. The user becomes undetectable (not just 'invisible') for
423 * a short while (success and duration dependant on player SK_level, 414 * a short while (success and duration dependant on player SK_level,
424 * dexterity, charisma, and map difficulty). 415 * dexterity, charisma, and map difficulty).
425 * Players have a good chance of becoming 'unhidden' if they move 416 * Players have a good chance of becoming 'unhidden' if they move
426 * and like invisiblity will be come visible if they attack 417 * and like invisiblity will be come visible if they attack
427 * Implemented by b.t. (thomas@astro.psu.edu) 418 * Implemented by b.t. (thomas@astro.psu.edu)
428 * July 7, 1995 - made hiding possible for monsters. -b.t. 419 * July 7, 1995 - made hiding possible for monsters. -b.t.
429 */ 420 */
430
431static int 421static int
432attempt_hide (object *op, object *skill) 422attempt_hide (object *op, object *skill)
433{ 423{
434 int number, difficulty = op->map->difficulty; 424 int number, difficulty = op->map->difficulty;
435 int terrain = hideability (op); 425 int terrain = hideability (op);
438 return 0; 428 return 0;
439 429
440 /* Hiding success and duration dependant on skill level, 430 /* Hiding success and duration dependant on skill level,
441 * op->stats.Dex, map difficulty and terrain. 431 * op->stats.Dex, map difficulty and terrain.
442 */ 432 */
443
444 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2; 433 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
434
445 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) 435 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
446 { 436 {
447 op->invisible += 100; /* set the level of 'hiddeness' */ 437 op->invisible += 100; /* set the level of 'hiddeness' */
438
448 if (op->type == PLAYER) 439 if (op->type == PLAYER)
449 op->contr->tmp_invis = 1; 440 op->contr->tmp_invis = 1;
441
450 op->hide = 1; 442 op->hide = 1;
451 return 1; 443 return 1;
452 } 444 }
445
453 return 0; 446 return 0;
454} 447}
455 448
456/* patched this to take terrain into consideration */ 449/* patched this to take terrain into consideration */
457int 450int
458hide (object *op, object *skill) 451hide (object *op, object *skill)
459{ 452{
460
461 /* the preliminaries -- Can we really hide now? */ 453 /* the preliminaries -- Can we really hide now? */
462 /* this keeps monsters from using invisibilty spells and hiding */ 454 /* this keeps monsters from using invisibilty spells and hiding */
463 455
464 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 456 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
465 { 457 {
470 { 462 {
471 new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!"); 463 new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!");
472 make_visible (op); 464 make_visible (op);
473 } 465 }
474 466
475 if (op->invisible > (50 * skill->level)) 467 if (op->invisible > 50 * skill->level)
476 { 468 {
477 new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get."); 469 new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get.");
478 return 0; 470 return 0;
479 } 471 }
480 472
482 { 474 {
483 new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows."); 475 new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows.");
484 update_object (op, UP_OBJ_FACE); 476 update_object (op, UP_OBJ_FACE);
485 return calc_skill_exp (op, NULL, skill); 477 return calc_skill_exp (op, NULL, skill);
486 } 478 }
479
487 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself."); 480 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself.");
488 return 0; 481 return 0;
489} 482}
490
491 483
492/* stop_jump() - End of jump. Clear flags, restore the map, and 484/* stop_jump() - End of jump. Clear flags, restore the map, and
493 * freeze the jumper a while to simulate the exhaustion 485 * freeze the jumper a while to simulate the exhaustion
494 * of jumping. 486 * of jumping.
495 */ 487 */
496static void 488static void
497stop_jump (object *pl, int dist, int spaces) 489stop_jump (object *pl, int dist, int spaces)
498{ 490{
499 fix_player (pl); 491 pl->update_stats ();
500 insert_ob_in_map (pl, pl->map, pl, 0); 492 pl->map->insert (pl, pl->x, pl->y, pl);
501} 493}
502
503 494
504static int 495static int
505attempt_jump (object *pl, int dir, int spaces, object *skill) 496attempt_jump (object *pl, int dir, int spaces, object *skill)
506{ 497{
507 object *tmp; 498 object *tmp;
508 int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags; 499 int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags;
509 sint16 x, y; 500 sint16 x, y;
510 maptile *m; 501 maptile *m;
511 502
512 /* Jump loop. Go through spaces opject wants to jump. Halt the 503 /* 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 504 * 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 505 * temporarily to allow player to aviod exits/archs that are not
515 * fly_on, fly_off. This will also prevent pickup of objects 506 * fly_on, fly_off. This will also prevent pickup of objects
516 * while jumping over them. 507 * while jumping over them.
517 */ 508 */
518 509 pl->remove ();
519 remove_ob (pl);
520 510
521 /* 511 /*
522 * I don't think this is actually needed - all the movement 512 * I don't think this is actually needed - all the movement
523 * code is handled in this function, and I don't see anyplace 513 * code is handled in this function, and I don't see anyplace
524 * that cares about the move_type being flying. 514 * that cares about the move_type being flying.
533 523
534 mflags = get_map_flags (m, &m, x, y, &x, &y); 524 mflags = get_map_flags (m, &m, x, y, &x, &y);
535 525
536 if (mflags & P_OUT_OF_MAP) 526 if (mflags & P_OUT_OF_MAP)
537 { 527 {
538 (void) stop_jump (pl, i, spaces); 528 stop_jump (pl, i, spaces);
539 return 0; 529 return 0;
540 } 530 }
531
541 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y))) 532 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
542 { 533 {
543 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); 534 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
544 stop_jump (pl, i, spaces); 535 stop_jump (pl, i, spaces);
545 return 0; 536 return 0;
546 } 537 }
547 538
548 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 539 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
549 { 540 {
550 /* Jump into creature */ 541 /* Jump into creature */
551 if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden))) 542 if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
552 { 543 {
553 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name); 544 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
545
546 stop_jump (pl, i, spaces);
547
554 if (tmp->type != PLAYER || 548 if (tmp->type != PLAYER ||
555 (pl->type == PLAYER && pl->contr->party == NULL) || 549 (pl->type == PLAYER && pl->contr->party == NULL) ||
556 (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party)) 550 (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 */ 551 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
558 stop_jump (pl, i, spaces); 552
559 return exp; /* note that calc_skill_exp() is already called by skill_attack() */ 553 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
560 } 554 }
555
561 /* If the space has fly on set (no matter what the space is), 556 /* If the space has fly on set (no matter what the space is),
562 * we should get the effects - after all, the player is 557 * we should get the effects - after all, the player is
563 * effectively flying. 558 * effectively flying.
564 */ 559 */
565 if (tmp->move_on & MOVE_FLY_LOW) 560 if (tmp->move_on & MOVE_FLY_LOW)
582/* jump() - this is both a new type of movement for player/monsters and 577/* jump() - this is both a new type of movement for player/monsters and
583 * an attack as well. 578 * an attack as well.
584 * Perhaps we should allow more spaces based on level, eg, level 50 579 * Perhaps we should allow more spaces based on level, eg, level 50
585 * jumper can jump several spaces? 580 * jumper can jump several spaces?
586 */ 581 */
587
588int 582int
589jump (object *pl, int dir, object *skill) 583jump (object *pl, int dir, object *skill)
590{ 584{
591 int spaces = 0, stats;
592 int str = pl->stats.Str; 585 int str = pl->stats.Str;
593 int dex = pl->stats.Dex; 586 int dex = pl->stats.Dex;
594 587
595 dex = dex ? dex : 15; 588 dex = dex ? dex : 15;
596 str = str ? str : 10; 589 str = str ? str : 10;
597 590
598 stats = str * str * str * dex * skill->level; 591 int stats = str * str * str * dex * skill->level;
599 592
600 if (pl->carrying != 0) /* don't want div by zero !! */ 593 int spaces = min (2, pl->carrying ? stats / pl->carrying : 0);
601 spaces = (int) (stats / pl->carrying);
602 else
603 spaces = 2; /* pl has no objects - gets the far jump */
604 594
605 if (spaces > 2)
606 spaces = 2;
607 else if (spaces == 0) 595 if (spaces == 0)
608 { 596 {
609 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump."); 597 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
610 return 0; 598 return 0;
611 } 599 }
600
612 return attempt_jump (pl, dir, spaces, skill); 601 return attempt_jump (pl, dir, spaces, skill);
613} 602}
614
615 603
616/* skill_ident() - this code is supposed to allow players to identify 604/* skill_ident() - this code is supposed to allow players to identify
617 * classes of objects with the various "auto-ident" skills. Player must 605 * classes of objects with the various "auto-ident" skills. Player must
618 * have unidentified objects of the right type in order for the skill 606 * have unidentified objects of the right type in order for the skill
619 * to work. While multiple classes of objects may be identified, 607 * 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 608 * 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. 609 * more generalized. Right now, skill indices are embedded in this routine.
622 * Returns amount of experience gained (on successful ident). 610 * Returns amount of experience gained (on successful ident).
623 * - b.t. (thomas@astro.psu.edu) 611 * - b.t. (thomas@astro.psu.edu)
624 */ 612 */
625
626static int 613static int
627do_skill_detect_curse (object *pl, object *skill) 614do_skill_detect_curse (object *pl, object *skill)
628{ 615{
629 object *tmp; 616 object *tmp;
630 int success = 0; 617 int success = 0;
638 esrv_update_item (UPD_FLAGS, pl, tmp); 625 esrv_update_item (UPD_FLAGS, pl, tmp);
639 success += calc_skill_exp (pl, tmp, skill); 626 success += calc_skill_exp (pl, tmp, skill);
640 } 627 }
641 628
642 /* Check ground, too, but only objects the player could pick up */ 629 /* 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) 630 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
644 if (can_pick (pl, tmp) && 631 if (can_pick (pl, tmp) &&
645 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && 632 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) &&
646 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 633 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
647 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) 634 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
648 { 635 {
669 esrv_update_item (UPD_FLAGS, pl, tmp); 656 esrv_update_item (UPD_FLAGS, pl, tmp);
670 success += calc_skill_exp (pl, tmp, skill); 657 success += calc_skill_exp (pl, tmp, skill);
671 } 658 }
672 659
673 /* Check ground, too, but like above, only if the object can be picked up */ 660 /* 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) 661 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
675 if (can_pick (pl, tmp) && 662 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) 663 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level)
677 { 664 {
678 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 665 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
679 esrv_update_item (UPD_FLAGS, pl, tmp); 666 esrv_update_item (UPD_FLAGS, pl, tmp);
727/* do_skill_ident() - workhorse for skill_ident() -b.t. 714/* do_skill_ident() - workhorse for skill_ident() -b.t.
728 */ 715 */
729static int 716static int
730do_skill_ident (object *pl, int obj_class, object *skill) 717do_skill_ident (object *pl, int obj_class, object *skill)
731{ 718{
732 object *tmp;
733 int success = 0; 719 int success = 0;
734 720
735 for (tmp = pl->inv; tmp; tmp = tmp->below) 721 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
736 success += do_skill_ident2 (tmp, pl, obj_class, skill); 722 success += do_skill_ident2 (tmp, pl, obj_class, skill);
737 /* check the ground */ 723 /* check the ground */
738 724
739 for (tmp = get_map_ob (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) 725 for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above)
740 success += do_skill_ident2 (tmp, pl, obj_class, skill); 726 success += do_skill_ident2 (tmp, pl, obj_class, skill);
741 727
742 return success; 728 return success;
743} 729}
744 730
752 738
753 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby..."); 739 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
754 740
755 switch (skill->subtype) 741 switch (skill->subtype)
756 { 742 {
757 case SK_SMITHERY: 743 case SK_SMITHERY:
758 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill) 744 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) 745 + 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) 746 + 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); 747 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
762 break; 748 break;
763 749
764 case SK_BOWYER: 750 case SK_BOWYER:
765 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill); 751 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
766 break; 752 break;
767 753
768 case SK_ALCHEMY: 754 case SK_ALCHEMY:
769 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill) 755 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); 756 + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
771 break; 757 break;
772 758
773 case SK_WOODSMAN: 759 case SK_WOODSMAN:
774 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill); 760 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
775 break; 761 break;
776 762
777 case SK_JEWELER: 763 case SK_JEWELER:
778 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill); 764 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
779 break; 765 break;
780 766
781 case SK_LITERACY: 767 case SK_LITERACY:
782 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill); 768 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
783 break; 769 break;
784 770
785 case SK_THAUMATURGY: 771 case SK_THAUMATURGY:
786 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill); 772 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
787 break; 773 break;
788 774
789 case SK_DET_CURSE: 775 case SK_DET_CURSE:
790 success = do_skill_detect_curse (pl, skill); 776 success = do_skill_detect_curse (pl, skill);
791 if (success) 777 if (success)
792 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); 778 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
793 break; 779 break;
794 780
795 case SK_DET_MAGIC: 781 case SK_DET_MAGIC:
796 success = do_skill_detect_magic (pl, skill); 782 success = do_skill_detect_magic (pl, skill);
797 if (success) 783 if (success)
798 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!"); 784 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!");
799 break; 785 break;
800 786
801 default: 787 default:
802 LOG (llevError, "Error: bad call to skill_ident()\n"); 788 LOG (llevError, "Error: bad call to skill_ident()\n");
803 return 0; 789 return 0;
804 break; 790 break;
805 } 791 }
792
806 if (!success) 793 if (!success)
807 {
808 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); 794 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
809 } 795
810 return success; 796 return success;
811} 797}
812
813 798
814/* players using this skill can 'charm' a monster -- 799/* players using this skill can 'charm' a monster --
815 * into working for them. It can only be used on 800 * into working for them. It can only be used on
816 * non-special (see below) 'neutral' creatures. 801 * non-special (see below) 'neutral' creatures.
817 * -b.t. (thomas@astro.psu.edu) 802 * -b.t. (thomas@astro.psu.edu)
818 */ 803 */
819
820int 804int
821use_oratory (object *pl, int dir, object *skill) 805use_oratory (object *pl, int dir, object *skill)
822{ 806{
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) 807 if (pl->type != PLAYER)
829 return 0; /* only players use this skill */ 808 return 0; /* only players use this skill */
809
810 sint16 x = pl->x + freearr_x[dir],
811 y = pl->y + freearr_y[dir];
830 m = pl->map; 812 maptile *m = pl->map;
813
831 mflags = get_map_flags (m, &m, x, y, &x, &y); 814 int mflags = get_map_flags (m, &m, x, y, &x, &y);
832 if (mflags & P_OUT_OF_MAP) 815 if (mflags & P_OUT_OF_MAP)
833 return 0; 816 return 0;
834 817
835 /* Save some processing - we have the flag already anyways 818 /* Save some processing - we have the flag already anyways
836 */ 819 */
838 { 821 {
839 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 822 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
840 return 0; 823 return 0;
841 } 824 }
842 825
826 object *tmp;
843 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 827 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
844 { 828 {
845 /* can't persuade players - return because there is nothing else 829 /* can't persuade players - return because there is nothing else
846 * on that space to charm. Same for multi space monsters and 830 * on that space to charm. Same for multi space monsters and
847 * special monsters - we don't allow them to be charmed, and there 831 * 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 832 * is no reason to do further processing since they should be the
849 * only monster on the space. 833 * only monster on the space.
850 */ 834 */
851 if (tmp->type == PLAYER) 835 if (tmp->type == PLAYER
852 return 0; 836 || tmp->more || tmp->head_ () != tmp
853 if (tmp->more || tmp->head) 837 || tmp->msg)
854 return 0;
855 if (tmp->msg)
856 return 0; 838 return 0;
857 839
858 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 840 if (QUERY_FLAG (tmp, FLAG_MONSTER))
859 break; 841 break;
860 } 842 }
875 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); 857 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
876 return 0; 858 return 0;
877 } 859 }
878 860
879 /* it's already allied! */ 861 /* it's already allied! */
880 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && (tmp->attack_movement == PETMOVE)) 862 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
881 { 863 {
882 if (get_owner (tmp) == pl) 864 if (tmp->owner == pl)
883 { 865 {
884 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); 866 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
885 return 0; 867 return 0;
886 } 868 }
887 else if (skill->level > tmp->level) 869 else if (skill->level > tmp->level)
888 { 870 {
889 /* you steal the follower. Perhaps we should really look at the 871 /* you steal the follower. Perhaps we should really look at the
890 * level of the owner above? 872 * level of the owner above?
891 */ 873 */
892 set_owner (tmp, pl); 874 tmp->set_owner (pl);
875 tmp->skill = skill->skill;
876
893 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp)); 877 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 878 /* Abuse fix - don't give exp since this can otherwise
895 * be used by a couple players to gets lots of exp. 879 * be used by a couple players to gets lots of exp.
896 */ 880 */
897 return 0; 881 return 0;
901 /* In this case, you can't steal it from the other player */ 885 /* In this case, you can't steal it from the other player */
902 return 0; 886 return 0;
903 } 887 }
904 } /* Creature was already a pet of someone */ 888 } /* Creature was already a pet of someone */
905 889
906 chance = skill->level * 2 + (pl->stats.Cha - 2 * tmp->stats.Int) / 2; 890 int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2;
907 891
908 /* Ok, got a 'sucker' lets try to make them a follower */ 892 /* 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)) 893 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
910 { 894 {
911 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); 895 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
912 896
913 set_owner (tmp, pl); 897 tmp->set_owner (pl);
898 tmp->skill = skill->skill;
914 tmp->stats.exp = 0; 899 tmp->stats.exp = 0;
915 add_friendly_object (tmp);
916 SET_FLAG (tmp, FLAG_FRIENDLY);
917 tmp->attack_movement = PETMOVE; 900 tmp->attack_movement = PETMOVE;
901
902 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
903 add_friendly_object (tmp);
904
918 return calc_skill_exp (pl, tmp, skill); 905 return calc_skill_exp (pl, tmp, skill);
919 } 906 }
920 /* Charm failed. Creature may be angry now */ 907 /* 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)) 908 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
922 { 909 {
923 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); 910 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
924 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 911 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
925 { 912 {
926 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
927 remove_friendly_object (tmp); 913 remove_friendly_object (tmp);
928 tmp->attack_movement = 0; /* needed? */ 914 tmp->attack_movement = 0; /* needed? */
929 } 915 }
916
930 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 917 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
931 } 918 }
919
932 return 0; /* Fall through - if we get here, we didn't charm anything */ 920 return 0; /* Fall through - if we get here, we didn't charm anything */
933} 921}
934 922
935/* Singing() -this skill allows the player to pacify nearby creatures. 923/* Singing() -this skill allows the player to pacify nearby creatures.
936 * There are few limitations on who/what kind of 924 * There are few limitations on who/what kind of
939 * successfully pacified the creature gets Int=1. Thus, a player 927 * successfully pacified the creature gets Int=1. Thus, a player
940 * may only pacify a creature once. 928 * may only pacify a creature once.
941 * BTW, I appologize for the naming of the skill, I couldnt think 929 * BTW, I appologize for the naming of the skill, I couldnt think
942 * of anything better! -b.t. 930 * of anything better! -b.t.
943 */ 931 */
944
945int 932int
946singing (object *pl, int dir, object *skill) 933singing (object *pl, int dir, object *skill)
947{ 934{
948 int i, exp = 0, chance, mflags; 935 int i, exp = 0;
949 object *tmp; 936 object *tmp;
950 maptile *m; 937 maptile *m;
951 sint16 x, y; 938 sint16 x, y;
952 939
953 if (pl->type != PLAYER) 940 if (pl->type != PLAYER)
958 { 945 {
959 x = pl->x + freearr_x[i]; 946 x = pl->x + freearr_x[i];
960 y = pl->y + freearr_y[i]; 947 y = pl->y + freearr_y[i];
961 m = pl->map; 948 m = pl->map;
962 949
963 mflags = get_map_flags (m, &m, x, y, &x, &y); 950 int mflags = get_map_flags (m, &m, x, y, &x, &y);
964 if (mflags & P_OUT_OF_MAP) 951 if (mflags & P_OUT_OF_MAP)
965 continue; 952 continue;
966 if (!(mflags & P_IS_ALIVE)) 953 if (!(mflags & P_IS_ALIVE))
967 continue; 954 continue;
968 955
969 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 956 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
970 { 957 {
971 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 958 if (QUERY_FLAG (tmp, FLAG_MONSTER))
972 break; 959 break;
973 /* can't affect players */ 960 /* can't affect players */
974 if (tmp->type == PLAYER) 961 if (tmp->type == PLAYER)
987 974
988 /* stealing isn't really related (although, maybe it should 975 /* stealing isn't really related (although, maybe it should
989 * be). This is mainly to prevent singing to the same monster 976 * be). This is mainly to prevent singing to the same monster
990 * over and over again and getting exp for it. 977 * over and over again and getting exp for it.
991 */ 978 */
992 chance = skill->level * 2 + (pl->stats.Cha - 5 - tmp->stats.Int) / 2; 979 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
980
993 if (chance && tmp->level * 2 < random_roll (0, chance - 1, pl, PREFER_HIGH)) 981 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH))
994 { 982 {
995 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 983 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
996 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp)); 984 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 */ 985 /* Give exp only if they are not aware */
986
998 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) 987 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL))
999 exp += calc_skill_exp (pl, tmp, skill); 988 exp += calc_skill_exp (pl, tmp, skill);
989
1000 SET_FLAG (tmp, FLAG_NO_STEAL); 990 SET_FLAG (tmp, FLAG_NO_STEAL);
1001 } 991 }
1002 else 992 else
1003 { 993 {
1004 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); 994 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
1034 mflags = get_map_flags (m, &m, x, y, &x, &y); 1024 mflags = get_map_flags (m, &m, x, y, &x, &y);
1035 if (mflags & P_OUT_OF_MAP) 1025 if (mflags & P_OUT_OF_MAP)
1036 continue; 1026 continue;
1037 1027
1038 /* Check everything in the square for trapness */ 1028 /* Check everything in the square for trapness */
1039 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 1029 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1040 { 1030 {
1041 1031
1042 /* And now we'd better do an inventory traversal of each 1032 /* And now we'd better do an inventory traversal of each
1043 * of these objects' inventory 1033 * of these objects' inventory
1044 * We can narrow this down a bit - no reason to search through 1034 * We can narrow this down a bit - no reason to search through
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 != NULL; 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 */
1128 success += calc_skill_exp (op, tmp, skill); 1118 success += calc_skill_exp (op, tmp, skill);
1129 } 1119 }
1130 } 1120 }
1131 } 1121 }
1132 } 1122 }
1123
1133 return success; 1124 return success;
1134} 1125}
1135
1136 1126
1137/* pray() - when this skill is called from do_skill(), it allows 1127/* 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. 1128 * 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 1129 * 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 1130 * 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 1131 * the effect here can be done on demand, we probably don't want to
1142 * give infinite exp by returning true in any cases. 1132 * give infinite exp by returning true in any cases.
1143 */ 1133 */
1144
1145int 1134int
1146pray (object *pl, object *skill) 1135pray (object *pl, object *skill)
1147{ 1136{
1148 char buf[MAX_BUF]; 1137 char buf[MAX_BUF];
1149 object *tmp; 1138 object *tmp;
1174 if (pl->stats.grace < pl->stats.maxgrace) 1163 if (pl->stats.grace < pl->stats.maxgrace)
1175 { 1164 {
1176 pl->stats.grace++; 1165 pl->stats.grace++;
1177 pl->last_grace = -1; 1166 pl->last_grace = -1;
1178 } 1167 }
1168
1179 return 0; 1169 return 0;
1180} 1170}
1181 1171
1182/* This skill allows the player to regain a few sp or hp for a 1172/* 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 1173 * brief period of concentration. No armour or weapons may be
1184 * wielded/applied for this to work. The amount of time needed 1174 * wielded/applied for this to work. The amount of time needed
1185 * to concentrate and the # of points regained is dependant on 1175 * to concentrate and the # of points regained is dependant on
1186 * the level of the user. - b.t. thomas@astro.psu.edu 1176 * the level of the user. - b.t. thomas@astro.psu.edu
1187 */ 1177 */
1188
1189void 1178void
1190meditate (object *pl, object *skill) 1179meditate (object *pl, object *skill)
1191{ 1180{
1192 object *tmp; 1181 object *tmp;
1193 1182
1201 return; 1190 return;
1202 } 1191 }
1203 else 1192 else
1204 { 1193 {
1205 for (tmp = pl->inv; tmp; tmp = tmp->below) 1194 for (tmp = pl->inv; tmp; tmp = tmp->below)
1206 if (((tmp->type == ARMOUR && skill->level < 12) 1195 if (((tmp->type == ARMOUR && skill->level < 12)
1207 || (tmp->type == HELMET && skill->level < 10) 1196 || (tmp->type == HELMET && skill->level < 10)
1208 || (tmp->type == SHIELD && skill->level < 6) 1197 || (tmp->type == SHIELD && skill->level < 6)
1209 || (tmp->type == BOOTS && skill->level < 4) || (tmp->type == GLOVES && skill->level < 2)) && QUERY_FLAG (tmp, FLAG_APPLIED)) 1198 || (tmp->type == BOOTS && skill->level < 4)
1199 || (tmp->type == GLOVES && skill->level < 2))
1200 && QUERY_FLAG (tmp, FLAG_APPLIED))
1210 { 1201 {
1211 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n"); 1202 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n");
1212 return; 1203 return;
1213 } 1204 }
1214 } 1205 }
1234 pl->last_heal = -1; 1225 pl->last_heal = -1;
1235 } 1226 }
1236} 1227}
1237 1228
1238/* write_note() - this routine allows players to inscribe messages in 1229/* write_note() - this routine allows players to inscribe messages in
1239 * ordinary 'books' (anything that is type BOOK). b.t. 1230 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1240 */ 1231 */
1241
1242static int 1232static int
1243write_note (object *pl, object *item, const char *msg, object *skill) 1233write_note (object *pl, object *item, const char *msg, object *skill)
1244{ 1234{
1235
1236 if (strstr (msg, "\nendmsg"))
1237 {
1238 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1239 return 0;
1240 }
1241
1242 int len = strlen (msg);
1243
1244 if (!is_utf8_string ((U8 *)msg, len))
1245 {
1246 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!");
1247 return 0;
1248 }
1249
1250 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1251 return RESULT_INT (0);
1252
1245 char buf[1024]; 1253 char buf[1024];
1246 object *newBook = NULL;
1247 1254
1248 /* a pair of sanity checks */ 1255 if (len < sizeof (buf) - 2)
1249 if (!item || item->type != BOOK)
1250 return 0;
1251
1252 if (!msg)
1253 {
1254 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);
1256 return 0;
1257 } 1256 {
1258 if (strcasestr_local (msg, "endmsg")) 1257 snprintf (buf, sizeof (buf), "%s\n", msg);
1259 {
1260 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1261 return 0;
1262 }
1263 1258
1264 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) 1259 object *newbook = arch_to_object (item->other_arch);
1265 return strlen (msg);
1266
1267 buf[0] = 0;
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
1273 strcat (buf, msg);
1274 strcat (buf, "\n"); /* new msg needs a LF */
1275 if (item->nrof > 1)
1276 {
1277 newBook = get_object ();
1278 copy_object (item, newBook);
1279 decrease_ob (item); 1260 decrease_ob (item);
1280 esrv_send_item (pl, item); 1261 esrv_send_item (pl, item);
1281 newBook->nrof = 1; 1262 newbook->nrof = 1;
1282 newBook->msg = buf; 1263 newbook->msg = buf;
1264 newbook->flag [FLAG_IDENTIFIED] = true;
1265
1266 if (item->subtype == 1) // mailscrolls
1267 {
1268 newbook->name = item->name;
1269 newbook->name_pl = item->name_pl;
1270 }
1271
1283 newBook = insert_ob_in_ob (newBook, pl); 1272 newbook = insert_ob_in_ob (newbook, pl);
1284 esrv_send_item (pl, newBook); 1273 esrv_send_item (pl, newbook);
1285 } 1274
1286 else 1275 pl->contr->play_sound (sound_find ("inscribe_success"));
1287 {
1288 item->msg = buf;
1289 /* This shouldn't be necessary - the object hasn't changed in any
1290 * visible way
1291 */
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)); 1276 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1295 return strlen (msg); 1277 return strlen (msg);
1296 } 1278 }
1297 else 1279 else
1298 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item)); 1280 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", &item->name);
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
1298 if (!chosen_spell || chosen_spell->type != SPELL)
1325 { 1299 {
1326 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); 1300 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1327 return 0; 1301 return 0;
1328 } 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 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; 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 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;
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 (QUERY_FLAG (pl, FLAG_CONFUSED))
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 = arch_to_object (scroll->other_arch);
1362 {
1363 newscroll = get_object ();
1364 copy_object (scroll, newscroll);
1365 decrease_ob (scroll); 1327 decrease_ob (scroll);
1366 newscroll->nrof = 1; 1328 newscroll->nrof = 1;
1367 } 1329
1368 else 1330 pl->contr->play_sound (sound_find ("inscribe_success"));
1369 {
1370 newscroll = scroll;
1371 }
1372 1331
1373 if (!confused) 1332 if (!confused)
1374 { 1333 {
1375 newscroll->level = MAX (skill->level, chosen_spell->level); 1334 newscroll->level = MAX (skill->level, chosen_spell->level);
1335 newscroll->flag [FLAG_IDENTIFIED] = true;
1376 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll."); 1336 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1377 } 1337 }
1378 else 1338 else
1379 { 1339 {
1380 chosen_spell = find_random_spell_in_ob (pl, NULL); 1340 chosen_spell = find_random_spell_in_ob (pl, NULL);
1381 if (!chosen_spell) 1341 if (!chosen_spell)
1383 1343
1384 newscroll->level = MAX (skill->level, chosen_spell->level); 1344 newscroll->level = MAX (skill->level, chosen_spell->level);
1385 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell."); 1345 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1386 } 1346 }
1387 1347
1388 if (newscroll->inv) 1348 object *tmp = chosen_spell->clone ();
1389 {
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); 1349 insert_ob_in_ob (tmp, newscroll);
1399 1350
1400 /* Same code as from treasure.c - so they can better merge. 1351 /* Same code as from treasure.C - so they can better merge.
1401 * if players want to sell them, so be it. 1352 * if players want to sell them, so be it.
1402 */ 1353 */
1403 newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); 1354 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1404 newscroll->stats.exp = newscroll->value / 5; 1355 newscroll->stats.exp = newscroll->value / 5;
1405 1356
1406 /* wait until finished manipulating the scroll before inserting it */
1407 if (newscroll == scroll)
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); 1357 newscroll = insert_ob_in_ob (newscroll, pl);
1414 esrv_send_item (pl, newscroll); 1358 esrv_send_item (pl, newscroll);
1359
1415 success = calc_skill_exp (pl, newscroll, skill); 1360 success = calc_skill_exp (pl, newscroll, skill);
1416 if (!confused) 1361 if (!confused)
1417 success *= 2; 1362 success *= 2;
1363
1418 success = success * skill->level; 1364 success = success * skill->level;
1419 return success; 1365 return success;
1420
1421 } 1366 }
1422 else 1367 else
1423 { /* Inscription has failed */ 1368 { /* Inscription has failed */
1369 pl->contr->play_sound (sound_find ("inscribe_fail"));
1424 1370
1425 if (chosen_spell->level > skill->level || confused) 1371 if (chosen_spell->level > skill->level || confused)
1426 { /*backfire! */ 1372 { /*backfire! */
1427 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); 1373 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!");
1374
1428 if (random_roll (0, 1, pl, PREFER_LOW) == 1) 1375 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1429 drain_specific_stat (pl, 4); 1376 pl->drain_specific_stat (4);
1430 else 1377 else
1431 { 1378 {
1432 confuse_player (pl, pl, 99); 1379 confuse_player (pl, pl, 99);
1433 return (-30 * chosen_spell->level); 1380 return -30 * chosen_spell->level;
1434 } 1381 }
1435 } 1382 }
1436 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) 1383 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1437 { 1384 {
1438 new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind!"); 1385 new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind! H<Frankly spoken, you were too dumb and unlucky.>");
1439 confuse_player (pl, pl, 99); 1386 confuse_player (pl, pl, 99);
1440 } 1387 }
1441 else 1388 else
1442 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll."); 1389 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll. H<Try a lower-level spell, if possible at all.>");
1443 } 1390 }
1391
1444 return 0; 1392 return 0;
1445} 1393}
1446 1394
1447/* write_on_item() - wrapper for write_note and write_scroll */ 1395/* write_on_item() - wrapper for write_note and write_scroll */
1448int 1396int
1449write_on_item (object *pl, const char *params, object *skill) 1397write_on_item (object *pl, const char *params, object *skill)
1450{ 1398{
1451 object *item;
1452 const char *string = params;
1453 int msgtype;
1454 archetype *skat; 1399 archetype *skat;
1455 1400
1456 if (pl->type != PLAYER) 1401 if (pl->type != PLAYER)
1457 return 0; 1402 return 0;
1458 1403
1459 if (!params) 1404 if (!params)
1460 {
1461 params = ""; 1405 params = "";
1462 string = params; 1406
1463 }
1464 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); 1407 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1465 1408
1466 /* Need to be able to read before we can write! */ 1409 /* Need to be able to read before we can write! */
1467 if (!find_skill_by_name (pl, skat->clone.skill)) 1410 if (!find_skill_by_name (pl, skat->skill))
1468 { 1411 {
1469 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!"); 1412 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>");
1470 return 0; 1413 return 0;
1471 } 1414 }
1472 1415
1473 /* if there is a message then it goes in a book and no message means 1416 object *item = find_marked_object (pl);
1474 * write active spell into the scroll
1475 */
1476 msgtype = (string[0] != '\0') ? BOOK : SCROLL;
1477 1417
1478 /* find an item of correct type to write on */ 1418 /* find an item of correct type to write on */
1479 if (!(item = find_marked_object (pl))) 1419 if (!item)
1420 {
1421 new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on. H<Use the mark command or the popup menu to makr an item.>");
1422 return 0;
1480 { 1423 }
1481 new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on."); 1424
1425 if (item->type != INSCRIBABLE)
1426 {
1427 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1482 return 0; 1428 return 0;
1483 } 1429 }
1484 1430
1485 if (QUERY_FLAG (item, FLAG_UNPAID)) 1431 if (QUERY_FLAG (item, FLAG_UNPAID))
1486 { 1432 {
1487 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); 1433 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1488 return 0; 1434 return 0;
1489 } 1435 }
1490 if (msgtype != item->type) 1436
1437 if (item->other_arch->type == SCROLL)
1491 { 1438 {
1492 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll"); 1439 if (*params)
1440 {
1441 // check readied scroll
1442 new_draw_info_format (NDI_UNIQUE, 0, pl,
1443 "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 new_draw_info_format (NDI_UNIQUE, 0, pl,
1455 "When inscribing books you need to specify the words you want to inscribe as command argument.\n"
1456 "Usage: use_skill %s <message>", &skill->skill);
1457 return 0;
1458 }
1459
1502 return write_note (pl, item, string, skill); 1460 return write_note (pl, item, params, skill);
1503 } 1461 }
1462
1504 return 0; 1463 return 0;
1505} 1464}
1506
1507
1508 1465
1509/* find_throw_ob() - if we request an object, then 1466/* find_throw_ob() - if we request an object, then
1510 * we search for it in the inventory of the owner (you've 1467 * we search for it in the inventory of the owner (you've
1511 * got to be carrying something in order to throw it!). 1468 * got to be carrying something in order to throw it!).
1512 * If we didnt request an object, then the top object in inventory 1469 * If we didnt request an object, then the top object in inventory
1513 * (that is "throwable", ie no throwing your skills away!) 1470 * (that is "throwable", ie no throwing your skills away!)
1514 * is the object of choice. Also check to see if object is 1471 * is the object of choice. Also check to see if object is
1515 * 'throwable' (ie not applied cursed obj, worn, etc). 1472 * 'throwable' (ie not applied cursed obj, worn, etc).
1516 */ 1473 */
1517
1518static object * 1474static object *
1519find_throw_ob (object *op, const char *request) 1475find_throw_ob (object *op, const char *request)
1520{ 1476{
1521 object *tmp; 1477 object *tmp;
1522 1478
1594 1550
1595/* make_throw_ob() We construct the 'carrier' object in 1551/* make_throw_ob() We construct the 'carrier' object in
1596 * which we will insert the object that is being thrown. 1552 * which we will insert the object that is being thrown.
1597 * This combination becomes the 'thrown object'. -b.t. 1553 * This combination becomes the 'thrown object'. -b.t.
1598 */ 1554 */
1599
1600static object * 1555static object *
1601make_throw_ob (object *orig) 1556make_throw_ob (object *orig)
1602{ 1557{
1603 object *toss_item;
1604
1605 if (!orig) 1558 if (!orig)
1606 return NULL; 1559 return NULL;
1607 1560
1608 toss_item = get_object ();
1609 if (QUERY_FLAG (orig, FLAG_APPLIED)) 1561 if (QUERY_FLAG (orig, FLAG_APPLIED))
1610 { 1562 {
1611 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); 1563 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1612 /* insufficient workaround, but better than nothing */ 1564 /* insufficient workaround, but better than nothing */
1613 CLEAR_FLAG (orig, FLAG_APPLIED); 1565 CLEAR_FLAG (orig, FLAG_APPLIED);
1614 } 1566 }
1615 copy_object (orig, toss_item); 1567
1568 object *toss_item = orig->clone ();
1569
1616 toss_item->type = THROWN_OBJ; 1570 toss_item->type = THROWN_OBJ;
1617 CLEAR_FLAG (toss_item, FLAG_CHANGING); 1571 CLEAR_FLAG (toss_item, FLAG_CHANGING);
1618 toss_item->stats.dam = 0; /* default damage */ 1572 toss_item->stats.dam = 0; /* default damage */
1619 insert_ob_in_ob (orig, toss_item); 1573 toss_item->insert (orig);
1574
1620 return toss_item; 1575 return toss_item;
1621} 1576}
1622
1623 1577
1624/* do_throw() - op throws any object toss_item. This code 1578/* do_throw() - op throws any object toss_item. This code
1625 * was borrowed from fire_bow. 1579 * was borrowed from fire_bow.
1626 * Returns 1 if skill was successfully used, 0 if not 1580 * Returns 1 if skill was successfully used, 0 if not
1627 */ 1581 */
1628
1629static int 1582static int
1630do_throw (object *op, object *part, object *toss_item, int dir, object *skill) 1583do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1631{ 1584{
1632 object *throw_ob = toss_item, *left = NULL; 1585 object *throw_ob = toss_item, *left = NULL;
1633 int eff_str = 0, maxc, str = op->stats.Str, dam = 0; 1586 int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1698 */ 1651 */
1699 mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy); 1652 mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy);
1700 1653
1701 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW)) 1654 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1702 { 1655 {
1703
1704 /* bounces off 'wall', and drops to feet */ 1656 /* bounces off 'wall', and drops to feet */
1705 remove_ob (throw_ob); 1657 throw_ob->insert_at (part, op);
1706 throw_ob->x = part->x; 1658
1707 throw_ob->y = part->y;
1708 insert_ob_in_map (throw_ob, part->map, op, 0);
1709 if (op->type == PLAYER) 1659 if (op->type == PLAYER)
1710 { 1660 {
1711 if (eff_str <= 1) 1661 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)); 1662 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) 1663 else if (!dir)
1716 {
1717 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob)); 1664 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1718 }
1719 else 1665 else
1720 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1666 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1721 } 1667 }
1668
1722 return 0; 1669 return 0;
1723 } /* if object can't be thrown */ 1670 } /* if object can't be thrown */
1724 1671
1725 left = throw_ob; /* these are throwing objects left to the player */ 1672 left = throw_ob; /* these are throwing objects left to the player */
1726 1673
1729 */ 1676 */
1730 1677
1731 if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL) 1678 if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL)
1732 { 1679 {
1733 throw_ob = left; 1680 throw_ob = left;
1734 remove_ob (left); 1681 left->remove ();
1735 if (op->type == PLAYER) 1682 if (op->type == PLAYER)
1736 esrv_del_item (op->contr, left->count); 1683 esrv_del_item (op->contr, left->count);
1737 } 1684 }
1738 else if (op->type == PLAYER) 1685 else if (op->type == PLAYER)
1739 { 1686 {
1763 { 1710 {
1764 insert_ob_in_ob (throw_ob, op); 1711 insert_ob_in_ob (throw_ob, op);
1765 return 0; 1712 return 0;
1766 } 1713 }
1767 1714
1768 set_owner (throw_ob, op); 1715 throw_ob->set_owner (op);
1769 /* At some point in the attack code, the actual real object (op->inv) 1716 /* 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 1717 * becomes the hitter. As such, we need to make sure that has a proper
1771 * owner value so exp goes to the right place. 1718 * owner value so exp goes to the right place.
1772 */ 1719 */
1773 set_owner (throw_ob->inv, op); 1720 throw_ob->inv->set_owner (op);
1774 throw_ob->direction = dir; 1721 throw_ob->direction = dir;
1775 throw_ob->x = part->x;
1776 throw_ob->y = part->y;
1777 1722
1778 /* the damage bonus from the force of the throw */ 1723 /* the damage bonus from the force of the throw */
1779 dam = (int) (str_factor * dam_bonus[eff_str]); 1724 dam = int (str_factor * dam_bonus[eff_str]);
1780 1725
1781 /* Now, lets adjust the properties of the thrown_ob. */ 1726 /* Now, lets adjust the properties of the thrown_ob. */
1782 1727
1783 /* how far to fly */ 1728 /* how far to fly */
1784 throw_ob->last_sp = (eff_str * 3) / 5; 1729 throw_ob->last_sp = (eff_str * 3) / 5;
1785 1730
1786 /* speed */ 1731 /* speed */
1787 throw_ob->speed = (speed_bonus[eff_str] + 1.0) / 1.5; 1732 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 1733
1790 /* item damage. Eff_str and item weight influence damage done */ 1734 /* 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); 1735 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; 1736 throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1793 1737
1794 /* chance of breaking. Proportional to force used and weight of item */ 1738 /* chance of breaking. Proportional to force used and weight of item */
1795 throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000); 1739 throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1796 1740
1797 /* replace 25 with a call to clone.arch wc? messes up w/ NPC */ 1741 /* 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; 1742 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1799
1800 1743
1801 /* the properties of objects which are meant to be thrown (ie dart, 1744 /* the properties of objects which are meant to be thrown (ie dart,
1802 * throwing knife, etc) will differ from ordinary items. Lets tailor 1745 * throwing knife, etc) will differ from ordinary items. Lets tailor
1803 * this stuff in here. 1746 * this stuff in here.
1804 */ 1747 */
1812 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) 1755 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob))
1813 SET_ANIMATION (throw_ob, dir); 1756 SET_ANIMATION (throw_ob, dir);
1814 } 1757 }
1815 else 1758 else
1816 { 1759 {
1760 uint16 mat = throw_ob->materials;
1761
1817 /* some materials will adjust properties.. */ 1762 /* some materials will adjust properties.. */
1818 if (throw_ob->material & M_LEATHER) 1763 if (mat & M_LEATHER)
1819 { 1764 {
1820 throw_ob->stats.dam -= 1; 1765 throw_ob->stats.dam -= 1;
1821 throw_ob->stats.food -= 10; 1766 throw_ob->stats.food -= 10;
1822 } 1767 }
1768
1823 if (throw_ob->material & M_GLASS) 1769 if (mat & M_GLASS)
1824 throw_ob->stats.food += 60; 1770 throw_ob->stats.food += 60;
1825 1771
1826 if (throw_ob->material & M_ORGANIC) 1772 if (mat & M_ORGANIC)
1827 { 1773 {
1828 throw_ob->stats.dam -= 3; 1774 throw_ob->stats.dam -= 3;
1829 throw_ob->stats.food += 55; 1775 throw_ob->stats.food += 55;
1830 } 1776 }
1831 if (throw_ob->material & M_PAPER || throw_ob->material & M_CLOTH) 1777
1778 if (mat & M_PAPER || mat & M_CLOTH)
1832 { 1779 {
1833 throw_ob->stats.dam -= 5; 1780 throw_ob->stats.dam -= 5;
1834 throw_ob->speed *= 0.8; 1781 throw_ob->speed *= 0.8;
1835 throw_ob->stats.wc += 3; 1782 throw_ob->stats.wc += 3;
1836 throw_ob->stats.food -= 30; 1783 throw_ob->stats.food -= 30;
1837 } 1784 }
1785
1838 /* light obj have more wind resistance, fly slower */ 1786 /* light obj have more wind resistance, fly slower */
1839 if (throw_ob->weight > 500) 1787 if (throw_ob->weight > 500)
1840 throw_ob->speed *= 0.8; 1788 throw_ob->speed *= 0.8;
1789
1841 if (throw_ob->weight > 50) 1790 if (throw_ob->weight > 50)
1842 throw_ob->speed *= 0.5; 1791 throw_ob->speed *= 0.5;
1843
1844 } /* else tailor thrown object */ 1792 } /* else tailor thrown object */
1845 1793
1846 /* some limits, and safeties (needed?) */ 1794 /* some limits, and safeties (needed?) */
1847 if (throw_ob->stats.dam < 0) 1795 if (throw_ob->stats.dam < 0)
1848 throw_ob->stats.dam = 0; 1796 throw_ob->stats.dam = 0;
1868 * In short summary, a throw can take anywhere between speed 5 and 1816 * In short summary, a throw can take anywhere between speed 5 and
1869 * speed 0.5 1817 * speed 0.5
1870 */ 1818 */
1871 op->speed_left -= 50 / pause_f; 1819 op->speed_left -= 50 / pause_f;
1872 1820
1873 update_ob_speed (throw_ob);
1874 throw_ob->speed_left = 0; 1821 throw_ob->speed_left = 0;
1875 throw_ob->map = part->map; 1822 throw_ob->map = part->map;
1876 1823
1877 throw_ob->move_type = MOVE_FLY_LOW; 1824 throw_ob->move_type = MOVE_FLY_LOW;
1878 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; 1825 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1888 LOG (llevDebug, " pause_f=%d \n", pause_f); 1835 LOG (llevDebug, " pause_f=%d \n", pause_f);
1889 LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n", 1836 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); 1837 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); 1838 LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1892#endif 1839#endif
1893 insert_ob_in_map (throw_ob, part->map, op, 0); 1840
1841 throw_ob->insert_at (part, op);
1894 1842
1895 if (!throw_ob->destroyed ()) 1843 if (!throw_ob->destroyed ())
1896 move_arrow (throw_ob); 1844 move_arrow (throw_ob);
1897 1845
1898 return 1; 1846 return 1;

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