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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 1.59 by elmex, Sun Dec 14 15:25:44 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net>
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
66 * it quite a bit harder to steal. 64 * it quite a bit harder to steal.
67 */ 65 */
68 for (equip = op->inv; equip; equip = equip->below) 66 for (equip = op->inv; equip; equip = equip->below)
69 { 67 {
70 if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED)) 68 if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED))
71 {
72 roll -= equip->weight / 10000; 69 roll -= equip->weight / 10000;
73 } 70
74 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED)) 71 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED))
75 roll -= equip->weight / 5000; 72 roll -= equip->weight / 5000;
73
76 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) 74 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED))
77 {
78 roll -= equip->weight / 2000; 75 roll -= equip->weight / 2000;
79 } 76
80 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED)) 77 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED))
81 roll -= equip->weight / 5000; 78 roll -= equip->weight / 5000;
79
82 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED)) 80 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED))
83 roll -= equip->weight / 100; 81 roll -= equip->weight / 100;
84 } 82 }
83
85 if (roll < 0) 84 if (roll < 0)
86 roll = 0; 85 roll = 0;
86
87 return roll; 87 return roll;
88} 88}
89 89
90/* 90/*
91 * When stealing: dependent on the intelligence/wisdom of whom you're 91 * When stealing: dependent on the intelligence/wisdom of whom you're
94 * or not. 94 * or not.
95 * op is the target (person being pilfered) 95 * op is the target (person being pilfered)
96 * who is the person doing the stealing. 96 * who is the person doing the stealing.
97 * skill is the skill object (stealing). 97 * skill is the skill object (stealing).
98 */ 98 */
99
100static int 99static int
101attempt_steal (object *op, object *who, object *skill) 100attempt_steal (object *op, object *who, object *skill)
102{ 101{
103 object *success = NULL, *tmp = NULL, *next; 102 object *success = NULL, *tmp = NULL, *next;
104 int roll = 0, chance = 0, stats_value; 103 int roll = 0, chance = 0, stats_value;
122 else /* help npc to detect thief next time by raising its wisdom */ 121 else /* help npc to detect thief next time by raising its wisdom */
123 op->stats.Wis += (op->stats.Int / 5) + 1; 122 op->stats.Wis += (op->stats.Int / 5) + 1;
124 if (op->stats.Wis > MAX_STAT) 123 if (op->stats.Wis > MAX_STAT)
125 op->stats.Wis = MAX_STAT; 124 op->stats.Wis = MAX_STAT;
126 } 125 }
126
127 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ)) 127 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ))
128 { 128 {
129 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n"); 129 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n");
130 return 0; 130 return 0;
131 } 131 }
132#ifdef PROHIBIT_PLAYERKILL 132
133 // only allow stealing between hostile players (TODO: probably should change)
133 if (op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful)) 134 if (op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful))
134 { 135 {
135 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); 136 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
136 return 0; 137 return 0;
137 } 138 }
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
145 139
146
147 /* Ok then, go thru their inventory, stealing */ 140 /* Ok then, go through their inventory, stealing */
148 for (tmp = op->inv; tmp != NULL; tmp = next) 141 for (tmp = op->inv; tmp; tmp = next)
149 { 142 {
150 next = tmp->below; 143 next = tmp->below;
151 144
152 /* you can't steal worn items, starting items, wiz stuff, 145 /* you can't steal worn items, starting items, wiz stuff,
153 * innate abilities, or items w/o a type. Generally 146 * innate abilities, or items w/o a type. Generally
157 * future possible problems. -b.t. 150 * future possible problems. -b.t.
158 * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL 151 * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL
159 * already -b.t. 152 * already -b.t.
160 */ 153 */
161 154
162 if (QUERY_FLAG (tmp, FLAG_WAS_WIZ) || QUERY_FLAG (tmp, FLAG_APPLIED) 155 if (QUERY_FLAG (tmp, FLAG_APPLIED)
163 || !(tmp->type) 156 || !tmp->type
164 || tmp->type == EXPERIENCE || tmp->type == SPELL 157 || tmp->type == SPELL
165 || QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_STEAL) || tmp->invisible) 158 || QUERY_FLAG (tmp, FLAG_STARTEQUIP)
159 || QUERY_FLAG (tmp, FLAG_NO_STEAL)
160 || tmp->invisible)
166 continue; 161 continue;
167 162
168 /* Okay, try stealing this item. Dependent on dexterity of thief, 163 /* Okay, try stealing this item. Dependent on dexterity of thief,
169 * skill level, see the adj_stealroll fctn for more detail. 164 * skill level, see the adj_stealroll fctn for more detail.
170 */ 165 */
184 if (tmp->destroyed () || tmp->env != op) 179 if (tmp->destroyed () || tmp->env != op)
185 { 180 {
186 /* for players, play_sound: steals item */ 181 /* for players, play_sound: steals item */
187 success = tmp; 182 success = tmp;
188 CLEAR_FLAG (tmp, FLAG_INV_LOCKED); 183 CLEAR_FLAG (tmp, FLAG_INV_LOCKED);
189
190 /* Don't delete it from target player until we know
191 * the thief has picked it up. can't just look at tmp->count,
192 * as it's possible that it got merged when picked up.
193 */
194 if (op->type == PLAYER)
195 esrv_del_item (op->contr, tmp->count);
196 } 184 }
185
197 break; 186 break;
198 } 187 }
199 } /* for loop looking for an item */ 188 } /* for loop looking for an item */
200 189
201 if (!tmp) 190 if (!tmp)
210 */ 199 */
211 200
212 if ((roll >= skill->level) || !chance 201 if ((roll >= skill->level) || !chance
213 || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW))))) 202 || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW)))))
214 { 203 {
215
216 /* victim figures out where the thief is! */ 204 /* victim figures out where the thief is! */
217 if (who->hide) 205 if (who->flag [FLAG_HIDDEN])
218 make_visible (who); 206 make_visible (who);
219 207
220 if (op->type != PLAYER) 208 if (op->type != PLAYER)
221 { 209 {
222 /* The unaggressives look after themselves 8) */ 210 /* The unaggressives look after themselves 8) */
223 if (who->type == PLAYER) 211 if (who->type == PLAYER)
224 { 212 {
225 npc_call_help (op); 213 npc_call_help (op);
226 new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op)); 214 new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op));
227 } 215 }
216
228 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 217 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
229 /* all remaining npc items are guarded now. Set flag NO_STEAL 218 /* all remaining npc items are guarded now. Set flag NO_STEAL
230 * on the victim. 219 * on the victim.
231 */ 220 */
232 SET_FLAG (op, FLAG_NO_STEAL); 221 SET_FLAG (op, FLAG_NO_STEAL);
235 { /* stealing from another player */ 224 { /* stealing from another player */
236 char buf[MAX_BUF]; 225 char buf[MAX_BUF];
237 226
238 /* Notify the other player */ 227 /* Notify the other player */
239 if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW)) 228 if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW))
240 {
241 sprintf (buf, "Your %s is missing!", query_name (success)); 229 sprintf (buf, "Your %s is missing!", query_name (success));
242 }
243 else 230 else
244 {
245 sprintf (buf, "Your pack feels strangely lighter."); 231 sprintf (buf, "Your pack feels strangely lighter.");
246 } 232
247 new_draw_info (NDI_UNIQUE, 0, op, buf); 233 new_draw_info (NDI_UNIQUE, 0, op, buf);
248 if (!success) 234 if (!success)
249 { 235 {
250 if (who->invisible) 236 if (who->invisible)
251 {
252 sprintf (buf, "you feel itchy fingers getting at your pack."); 237 sprintf (buf, "you feel itchy fingers getting at your pack.");
253 }
254 else 238 else
255 {
256 sprintf (buf, "%s looks very shifty.", query_name (who)); 239 sprintf (buf, "%s looks very shifty.", query_name (who));
257 } 240
258 new_draw_info (NDI_UNIQUE, 0, op, buf); 241 new_draw_info (NDI_UNIQUE, 0, op, buf);
259 } 242 }
260 } /* else stealing from another player */ 243 } /* else stealing from another player */
261 /* play_sound("stop! thief!"); kindofthing */ 244 /* play_sound("stop! thief!"); kindofthing */
262 } /* if you weren't 100% successful */ 245 } /* if you weren't 100% successful */
246
263 return success ? 1 : 0; 247 return success ? 1 : 0;
264} 248}
265
266 249
267int 250int
268steal (object *op, int dir, object *skill) 251steal (object *op, int dir, object *skill)
269{ 252{
270 object *tmp, *next; 253 object *tmp, *next;
292 /* If player can't move onto the space, can't steal from it. */ 275 /* If player can't move onto the space, can't steal from it. */
293 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 276 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
294 return 0; 277 return 0;
295 278
296 /* Find the topmost object at this spot */ 279 /* Find the topmost object at this spot */
297 for (tmp = get_map_ob (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above); 280 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
298 281
299 /* For all the stacked objects at this point, attempt a steal */ 282 /* For all the stacked objects at this point, attempt a steal */
300 for (; tmp != NULL; tmp = next) 283 for (; tmp != NULL; tmp = next)
301 { 284 {
302 next = tmp->below; 285 next = tmp->below;
318 return 0; 301 return 0;
319 302
320 /* no xp for stealing from pets (of players) */ 303 /* no xp for stealing from pets (of players) */
321 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 304 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
322 { 305 {
323 object *owner = get_owner (tmp); 306 object *owner = tmp->owner;
324 307
325 if (owner != NULL && owner->type == PLAYER) 308 if (owner != NULL && owner->type == PLAYER)
326 return 0; 309 return 0;
327 } 310 }
328 311
383 { 366 {
384 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); 367 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
385 return 0; 368 return 0;
386 } 369 }
387 370
388 for (tmp = get_map_ob (pl->map, x, y); tmp; tmp = tmp->above) 371 for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above)
389 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 372 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
390 break; 373 break;
391 374
392 if (!tmp) 375 if (!tmp)
393 { 376 {
415 { 398 {
416 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock."); 399 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock.");
417 return 0; 400 return 0;
418 } 401 }
419} 402}
420
421 403
422/* HIDE CODE. The user becomes undetectable (not just 'invisible') for 404/* HIDE CODE. The user becomes undetectable (not just 'invisible') for
423 * a short while (success and duration dependant on player SK_level, 405 * a short while (success and duration dependant on player SK_level,
424 * dexterity, charisma, and map difficulty). 406 * dexterity, charisma, and map difficulty).
425 * Players have a good chance of becoming 'unhidden' if they move 407 * Players have a good chance of becoming 'unhidden' if they move
426 * and like invisiblity will be come visible if they attack 408 * and like invisiblity will be come visible if they attack
427 * Implemented by b.t. (thomas@astro.psu.edu) 409 * Implemented by b.t. (thomas@astro.psu.edu)
428 * July 7, 1995 - made hiding possible for monsters. -b.t. 410 * July 7, 1995 - made hiding possible for monsters. -b.t.
429 */ 411 */
430
431static int 412static int
432attempt_hide (object *op, object *skill) 413attempt_hide (object *op, object *skill)
433{ 414{
434 int number, difficulty = op->map->difficulty; 415 int number, difficulty = op->map->difficulty;
435 int terrain = hideability (op); 416 int terrain = hideability (op);
438 return 0; 419 return 0;
439 420
440 /* Hiding success and duration dependant on skill level, 421 /* Hiding success and duration dependant on skill level,
441 * op->stats.Dex, map difficulty and terrain. 422 * op->stats.Dex, map difficulty and terrain.
442 */ 423 */
443
444 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2; 424 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
425
445 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) 426 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
446 { 427 {
447 op->invisible += 100; /* set the level of 'hiddeness' */ 428 op->invisible += 100; /* set the level of 'hiddeness' */
429
448 if (op->type == PLAYER) 430 if (op->type == PLAYER)
449 op->contr->tmp_invis = 1; 431 op->contr->tmp_invis = 1;
450 op->hide = 1; 432
433 op->flag [FLAG_HIDDEN] = 1;
451 return 1; 434 return 1;
452 } 435 }
436
453 return 0; 437 return 0;
454} 438}
455 439
456/* patched this to take terrain into consideration */ 440/* patched this to take terrain into consideration */
457int 441int
458hide (object *op, object *skill) 442hide (object *op, object *skill)
459{ 443{
460
461 /* the preliminaries -- Can we really hide now? */ 444 /* the preliminaries -- Can we really hide now? */
462 /* this keeps monsters from using invisibilty spells and hiding */ 445 /* this keeps monsters from using invisibilty spells and hiding */
463 446
464 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 447 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
465 { 448 {
466 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!"); 449 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
467 return 0; 450 return 0;
468 } 451 }
469 else if (!op->hide && op->invisible > 0 && op->type == PLAYER) 452 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER)
470 { 453 {
471 new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!"); 454 new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!");
472 make_visible (op); 455 make_visible (op);
473 } 456 }
474 457
475 if (op->invisible > (50 * skill->level)) 458 if (op->invisible > 50 * skill->level)
476 { 459 {
477 new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get."); 460 new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get.");
478 return 0; 461 return 0;
479 } 462 }
480 463
482 { 465 {
483 new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows."); 466 new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows.");
484 update_object (op, UP_OBJ_FACE); 467 update_object (op, UP_OBJ_FACE);
485 return calc_skill_exp (op, NULL, skill); 468 return calc_skill_exp (op, NULL, skill);
486 } 469 }
470
487 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself."); 471 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself.");
488 return 0; 472 return 0;
489} 473}
490
491 474
492/* stop_jump() - End of jump. Clear flags, restore the map, and 475/* stop_jump() - End of jump. Clear flags, restore the map, and
493 * freeze the jumper a while to simulate the exhaustion 476 * freeze the jumper a while to simulate the exhaustion
494 * of jumping. 477 * of jumping.
495 */ 478 */
496static void 479static void
497stop_jump (object *pl, int dist, int spaces) 480stop_jump (object *pl, int dist, int spaces)
498{ 481{
499 fix_player (pl); 482 pl->update_stats ();
500 insert_ob_in_map (pl, pl->map, pl, 0); 483 pl->map->insert (pl, pl->x, pl->y, pl);
484 pl->speed_left -= fabs (pl->speed * 8);
501} 485}
502
503 486
504static int 487static int
505attempt_jump (object *pl, int dir, int spaces, object *skill) 488attempt_jump (object *pl, int dir, int spaces, object *skill)
506{ 489{
507 object *tmp; 490 object *tmp;
508 int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags; 491 int i, dx = freearr_x[dir], dy = freearr_y[dir], mflags;
509 sint16 x, y; 492 sint16 x, y;
510 maptile *m; 493 maptile *m;
511 494
512 /* Jump loop. Go through spaces opject wants to jump. Halt the 495 /* Jump loop. Go through spaces object wants to jump. Halt the
513 * jump if a wall or creature is in the way. We set FLAG_FLYING 496 * jump if a wall or creature is in the way. We set FLAG_FLYING
514 * temporarily to allow player to aviod exits/archs that are not 497 * temporarily to allow player to aviod exits/archs that are not
515 * fly_on, fly_off. This will also prevent pickup of objects 498 * fly_on, fly_off. This will also prevent pickup of objects
516 * while jumping over them. 499 * while jumping over them.
517 */ 500 */
518 501 pl->remove ();
519 remove_ob (pl);
520
521 /*
522 * I don't think this is actually needed - all the movement
523 * code is handled in this function, and I don't see anyplace
524 * that cares about the move_type being flying.
525 */
526 pl->move_type |= MOVE_FLY_LOW; 502 pl->move_type |= MOVE_FLY_LOW;
527 503
528 for (i = 0; i <= spaces; i++) 504 for (i = 0; i <= spaces; i++)
529 { 505 {
530 x = pl->x + dx; 506 x = pl->x + dx;
533 509
534 mflags = get_map_flags (m, &m, x, y, &x, &y); 510 mflags = get_map_flags (m, &m, x, y, &x, &y);
535 511
536 if (mflags & P_OUT_OF_MAP) 512 if (mflags & P_OUT_OF_MAP)
537 { 513 {
538 (void) stop_jump (pl, i, spaces); 514 stop_jump (pl, i, spaces);
539 return 0; 515 return 0;
540 } 516 }
517
518 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
519 {
520 /* Jump into creature */
521 if (QUERY_FLAG (tmp, FLAG_MONSTER)
522 || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
523 {
524 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
525
526 stop_jump (pl, i, spaces);
527
528 int exp = 0;
529
530 if (tmp->type != PLAYER
531 || (pl->type == PLAYER && !pl->contr->party)
532 || (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
533 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
534
535 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
536 }
537 }
538
541 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y))) 539 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
542 { 540 {
543 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); 541 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
544 stop_jump (pl, i, spaces); 542 stop_jump (pl, i, spaces);
545 return 0; 543 return 0;
546 } 544 }
547 545
548 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
549 {
550 /* Jump into creature */
551 if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
552 {
553 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
554 if (tmp->type != PLAYER ||
555 (pl->type == PLAYER && pl->contr->party == NULL) ||
556 (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
557 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
558 stop_jump (pl, i, spaces);
559 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
560 }
561 /* If the space has fly on set (no matter what the space is),
562 * we should get the effects - after all, the player is
563 * effectively flying.
564 */
565 if (tmp->move_on & MOVE_FLY_LOW)
566 {
567 pl->x = x;
568 pl->y = y;
569 pl->map = m;
570 stop_jump (pl, i, spaces);
571 return calc_skill_exp (pl, NULL, skill);
572 }
573 }
574 pl->x = x; 546 pl->x = x;
575 pl->y = y; 547 pl->y = y;
576 pl->map = m; 548 pl->map = m;
549
550 if (m->at (x, y).move_on & pl->move_type)
551 {
552 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is stopped.");
553 stop_jump (pl, i, spaces);
554 return 0;
555 }
577 } 556 }
557
578 stop_jump (pl, i, spaces); 558 stop_jump (pl, i, spaces);
559
579 return calc_skill_exp (pl, NULL, skill); 560 return calc_skill_exp (pl, NULL, skill);
580} 561}
581 562
582/* jump() - this is both a new type of movement for player/monsters and 563/* jump() - this is both a new type of movement for player/monsters and
583 * an attack as well. 564 * an attack as well.
584 * Perhaps we should allow more spaces based on level, eg, level 50 565 * Perhaps we should allow more spaces based on level, eg, level 50
585 * jumper can jump several spaces? 566 * jumper can jump several spaces?
586 */ 567 */
587
588int 568int
589jump (object *pl, int dir, object *skill) 569jump (object *pl, int dir, object *skill)
590{ 570{
591 int spaces = 0, stats;
592 int str = pl->stats.Str; 571 int str = pl->stats.Str;
593 int dex = pl->stats.Dex; 572 int dex = pl->stats.Dex;
594 573
595 dex = dex ? dex : 15; 574 dex = dex ? dex : 15;
596 str = str ? str : 10; 575 str = str ? str : 10;
597 576
598 stats = str * str * str * dex * skill->level; 577 int stats = str * str * str * dex * skill->level;
578 int spaces = min (3, skill->level, stats / (pl->carrying + 1));
599 579
600 if (pl->carrying != 0) /* don't want div by zero !! */
601 spaces = (int) (stats / pl->carrying);
602 else
603 spaces = 2; /* pl has no objects - gets the far jump */
604
605 if (spaces > 2)
606 spaces = 2;
607 else if (spaces == 0) 580 if (spaces == 0)
608 { 581 {
609 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump."); 582 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
610 return 0; 583 return 0;
611 } 584 }
585
612 return attempt_jump (pl, dir, spaces, skill); 586 return attempt_jump (pl, dir, spaces, skill);
613} 587}
614
615 588
616/* skill_ident() - this code is supposed to allow players to identify 589/* skill_ident() - this code is supposed to allow players to identify
617 * classes of objects with the various "auto-ident" skills. Player must 590 * classes of objects with the various "auto-ident" skills. Player must
618 * have unidentified objects of the right type in order for the skill 591 * have unidentified objects of the right type in order for the skill
619 * to work. While multiple classes of objects may be identified, 592 * 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 593 * 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. 594 * more generalized. Right now, skill indices are embedded in this routine.
622 * Returns amount of experience gained (on successful ident). 595 * Returns amount of experience gained (on successful ident).
623 * - b.t. (thomas@astro.psu.edu) 596 * - b.t. (thomas@astro.psu.edu)
624 */ 597 */
625
626static int 598static int
627do_skill_detect_curse (object *pl, object *skill) 599do_skill_detect_curse (object *pl, object *skill)
628{ 600{
629 object *tmp; 601 object *tmp;
630 int success = 0; 602 int success = 0;
638 esrv_update_item (UPD_FLAGS, pl, tmp); 610 esrv_update_item (UPD_FLAGS, pl, tmp);
639 success += calc_skill_exp (pl, tmp, skill); 611 success += calc_skill_exp (pl, tmp, skill);
640 } 612 }
641 613
642 /* Check ground, too, but only objects the player could pick up */ 614 /* Check ground, too, but only objects the player could pick up */
643 for (tmp = get_map_ob (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) 615 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
644 if (can_pick (pl, tmp) && 616 if (can_pick (pl, tmp) &&
645 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && 617 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) &&
646 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 618 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
647 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) 619 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
648 { 620 {
669 esrv_update_item (UPD_FLAGS, pl, tmp); 641 esrv_update_item (UPD_FLAGS, pl, tmp);
670 success += calc_skill_exp (pl, tmp, skill); 642 success += calc_skill_exp (pl, tmp, skill);
671 } 643 }
672 644
673 /* Check ground, too, but like above, only if the object can be picked up */ 645 /* 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) 646 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
675 if (can_pick (pl, tmp) && 647 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) 648 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level)
677 { 649 {
678 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 650 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
679 esrv_update_item (UPD_FLAGS, pl, tmp); 651 esrv_update_item (UPD_FLAGS, pl, tmp);
708 if (tmp->msg) 680 if (tmp->msg)
709 { 681 {
710 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 682 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
711 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); 683 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
712 } 684 }
713
714 /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */
715 if (tmp->map)
716 esrv_send_item (pl, tmp);
717 } 685 }
686
718 success += calc_skill_exp (pl, tmp, skill); 687 success += calc_skill_exp (pl, tmp, skill);
719 } 688 }
720 else 689 else
721 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); 690 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
722 } 691 }
727/* do_skill_ident() - workhorse for skill_ident() -b.t. 696/* do_skill_ident() - workhorse for skill_ident() -b.t.
728 */ 697 */
729static int 698static int
730do_skill_ident (object *pl, int obj_class, object *skill) 699do_skill_ident (object *pl, int obj_class, object *skill)
731{ 700{
732 object *tmp;
733 int success = 0; 701 int success = 0;
734 702
735 for (tmp = pl->inv; tmp; tmp = tmp->below) 703 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
736 success += do_skill_ident2 (tmp, pl, obj_class, skill); 704 success += do_skill_ident2 (tmp, pl, obj_class, skill);
737 /* check the ground */ 705 /* check the ground */
738 706
739 for (tmp = get_map_ob (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) 707 for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above)
740 success += do_skill_ident2 (tmp, pl, obj_class, skill); 708 success += do_skill_ident2 (tmp, pl, obj_class, skill);
741 709
742 return success; 710 return success;
743} 711}
744 712
752 720
753 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby..."); 721 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
754 722
755 switch (skill->subtype) 723 switch (skill->subtype)
756 { 724 {
757 case SK_SMITHERY: 725 case SK_SMITHERY:
758 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill) 726 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) 727 + 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) 728 + 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); 729 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
762 break; 730 break;
763 731
764 case SK_BOWYER: 732 case SK_BOWYER:
765 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill); 733 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
766 break; 734 break;
767 735
768 case SK_ALCHEMY: 736 case SK_ALCHEMY:
769 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill) 737 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); 738 + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
771 break; 739 break;
772 740
773 case SK_WOODSMAN: 741 case SK_WOODSMAN:
774 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill); 742 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
775 break; 743 break;
776 744
777 case SK_JEWELER: 745 case SK_JEWELER:
778 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill); 746 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
779 break; 747 break;
780 748
781 case SK_LITERACY: 749 case SK_LITERACY:
782 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill); 750 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
783 break; 751 break;
784 752
785 case SK_THAUMATURGY: 753 case SK_THAUMATURGY:
786 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill); 754 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
787 break; 755 break;
788 756
789 case SK_DET_CURSE: 757 case SK_DET_CURSE:
790 success = do_skill_detect_curse (pl, skill); 758 success = do_skill_detect_curse (pl, skill);
791 if (success) 759 if (success)
792 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); 760 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
793 break; 761 break;
794 762
795 case SK_DET_MAGIC: 763 case SK_DET_MAGIC:
796 success = do_skill_detect_magic (pl, skill); 764 success = do_skill_detect_magic (pl, skill);
797 if (success) 765 if (success)
798 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!"); 766 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!");
799 break; 767 break;
800 768
801 default: 769 default:
802 LOG (llevError, "Error: bad call to skill_ident()\n"); 770 LOG (llevError, "Error: bad call to skill_ident()\n");
803 return 0; 771 return 0;
804 break; 772 break;
805 } 773 }
774
806 if (!success) 775 if (!success)
807 {
808 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); 776 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
809 } 777
810 return success; 778 return success;
811} 779}
812
813 780
814/* players using this skill can 'charm' a monster -- 781/* players using this skill can 'charm' a monster --
815 * into working for them. It can only be used on 782 * into working for them. It can only be used on
816 * non-special (see below) 'neutral' creatures. 783 * non-special (see below) 'neutral' creatures.
817 * -b.t. (thomas@astro.psu.edu) 784 * -b.t. (thomas@astro.psu.edu)
818 */ 785 */
819
820int 786int
821use_oratory (object *pl, int dir, object *skill) 787use_oratory (object *pl, int dir, object *skill)
822{ 788{
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) 789 if (pl->type != PLAYER)
829 return 0; /* only players use this skill */ 790 return 0; /* only players use this skill */
791
792 sint16 x = pl->x + freearr_x[dir],
793 y = pl->y + freearr_y[dir];
830 m = pl->map; 794 maptile *m = pl->map;
795
831 mflags = get_map_flags (m, &m, x, y, &x, &y); 796 int mflags = get_map_flags (m, &m, x, y, &x, &y);
832 if (mflags & P_OUT_OF_MAP) 797 if (mflags & P_OUT_OF_MAP)
833 return 0; 798 return 0;
834 799
835 /* Save some processing - we have the flag already anyways 800 /* Save some processing - we have the flag already anyways
836 */ 801 */
838 { 803 {
839 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 804 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
840 return 0; 805 return 0;
841 } 806 }
842 807
808 object *tmp;
843 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 809 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
844 { 810 {
845 /* can't persuade players - return because there is nothing else 811 /* can't persuade players - return because there is nothing else
846 * on that space to charm. Same for multi space monsters and 812 * on that space to charm. Same for multi space monsters and
847 * special monsters - we don't allow them to be charmed, and there 813 * 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 814 * is no reason to do further processing since they should be the
849 * only monster on the space. 815 * only monster on the space.
850 */ 816 */
851 if (tmp->type == PLAYER) 817 if (tmp->type == PLAYER
852 return 0; 818 || tmp->more || tmp->head_ () != tmp
853 if (tmp->more || tmp->head) 819 || tmp->msg)
854 return 0;
855 if (tmp->msg)
856 return 0; 820 return 0;
857 821
858 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 822 if (QUERY_FLAG (tmp, FLAG_MONSTER))
859 break; 823 break;
860 } 824 }
875 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); 839 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
876 return 0; 840 return 0;
877 } 841 }
878 842
879 /* it's already allied! */ 843 /* it's already allied! */
880 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && (tmp->attack_movement == PETMOVE)) 844 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
881 { 845 {
882 if (get_owner (tmp) == pl) 846 if (tmp->owner == pl)
883 { 847 {
884 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); 848 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
885 return 0; 849 return 0;
886 } 850 }
887 else if (skill->level > tmp->level) 851 else if (skill->level > tmp->level)
888 { 852 {
889 /* you steal the follower. Perhaps we should really look at the 853 /* you steal the follower. Perhaps we should really look at the
890 * level of the owner above? 854 * level of the owner above?
891 */ 855 */
892 set_owner (tmp, pl); 856 tmp->set_owner (pl);
857 tmp->skill = skill->skill;
858
893 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp)); 859 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 860 /* Abuse fix - don't give exp since this can otherwise
895 * be used by a couple players to gets lots of exp. 861 * be used by a couple players to gets lots of exp.
896 */ 862 */
897 return 0; 863 return 0;
901 /* In this case, you can't steal it from the other player */ 867 /* In this case, you can't steal it from the other player */
902 return 0; 868 return 0;
903 } 869 }
904 } /* Creature was already a pet of someone */ 870 } /* Creature was already a pet of someone */
905 871
906 chance = skill->level * 2 + (pl->stats.Cha - 2 * tmp->stats.Int) / 2; 872 int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2;
907 873
908 /* Ok, got a 'sucker' lets try to make them a follower */ 874 /* 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)) 875 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
910 { 876 {
911 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); 877 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
912 878
879 INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl));
913 set_owner (tmp, pl); 880 tmp->set_owner (pl);
881 tmp->skill = skill->skill;
914 tmp->stats.exp = 0; 882 tmp->stats.exp = 0;
915 add_friendly_object (tmp);
916 SET_FLAG (tmp, FLAG_FRIENDLY);
917 tmp->attack_movement = PETMOVE; 883 tmp->attack_movement = PETMOVE;
884
885 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
886 add_friendly_object (tmp);
887
918 return calc_skill_exp (pl, tmp, skill); 888 return calc_skill_exp (pl, tmp, skill);
919 } 889 }
920 /* Charm failed. Creature may be angry now */ 890 /* 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)) 891 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
922 { 892 {
923 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); 893 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
924 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 894 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
925 { 895 {
926 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
927 remove_friendly_object (tmp); 896 remove_friendly_object (tmp);
928 tmp->attack_movement = 0; /* needed? */ 897 tmp->attack_movement = 0; /* needed? */
929 } 898 }
899
930 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 900 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
931 } 901 }
902
932 return 0; /* Fall through - if we get here, we didn't charm anything */ 903 return 0; /* Fall through - if we get here, we didn't charm anything */
933} 904}
934 905
935/* Singing() -this skill allows the player to pacify nearby creatures. 906/* Singing() -this skill allows the player to pacify nearby creatures.
936 * There are few limitations on who/what kind of 907 * There are few limitations on who/what kind of
939 * successfully pacified the creature gets Int=1. Thus, a player 910 * successfully pacified the creature gets Int=1. Thus, a player
940 * may only pacify a creature once. 911 * may only pacify a creature once.
941 * BTW, I appologize for the naming of the skill, I couldnt think 912 * BTW, I appologize for the naming of the skill, I couldnt think
942 * of anything better! -b.t. 913 * of anything better! -b.t.
943 */ 914 */
944
945int 915int
946singing (object *pl, int dir, object *skill) 916singing (object *pl, int dir, object *skill)
947{ 917{
948 int i, exp = 0, chance, mflags; 918 int i, exp = 0;
949 object *tmp; 919 object *tmp;
950 maptile *m; 920 maptile *m;
951 sint16 x, y; 921 sint16 x, y;
952 922
953 if (pl->type != PLAYER) 923 if (pl->type != PLAYER)
958 { 928 {
959 x = pl->x + freearr_x[i]; 929 x = pl->x + freearr_x[i];
960 y = pl->y + freearr_y[i]; 930 y = pl->y + freearr_y[i];
961 m = pl->map; 931 m = pl->map;
962 932
963 mflags = get_map_flags (m, &m, x, y, &x, &y); 933 int mflags = get_map_flags (m, &m, x, y, &x, &y);
964 if (mflags & P_OUT_OF_MAP) 934 if (mflags & P_OUT_OF_MAP)
965 continue; 935 continue;
966 if (!(mflags & P_IS_ALIVE)) 936 if (!(mflags & P_IS_ALIVE))
967 continue; 937 continue;
968 938
969 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 939 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
970 { 940 {
971 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 941 if (QUERY_FLAG (tmp, FLAG_MONSTER))
972 break; 942 break;
973 /* can't affect players */ 943 /* can't affect players */
974 if (tmp->type == PLAYER) 944 if (tmp->type == PLAYER)
987 957
988 /* stealing isn't really related (although, maybe it should 958 /* stealing isn't really related (although, maybe it should
989 * be). This is mainly to prevent singing to the same monster 959 * be). This is mainly to prevent singing to the same monster
990 * over and over again and getting exp for it. 960 * over and over again and getting exp for it.
991 */ 961 */
992 chance = skill->level * 2 + (pl->stats.Cha - 5 - tmp->stats.Int) / 2; 962 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
963
993 if (chance && tmp->level * 2 < random_roll (0, chance - 1, pl, PREFER_HIGH)) 964 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH))
994 { 965 {
995 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 966 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
996 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp)); 967 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 */ 968 /* Give exp only if they are not aware */
969
998 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) 970 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL))
999 exp += calc_skill_exp (pl, tmp, skill); 971 exp += calc_skill_exp (pl, tmp, skill);
972
1000 SET_FLAG (tmp, FLAG_NO_STEAL); 973 SET_FLAG (tmp, FLAG_NO_STEAL);
1001 } 974 }
1002 else 975 else
1003 { 976 {
1004 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); 977 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); 1007 mflags = get_map_flags (m, &m, x, y, &x, &y);
1035 if (mflags & P_OUT_OF_MAP) 1008 if (mflags & P_OUT_OF_MAP)
1036 continue; 1009 continue;
1037 1010
1038 /* Check everything in the square for trapness */ 1011 /* Check everything in the square for trapness */
1039 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 1012 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1040 { 1013 {
1041 1014
1042 /* And now we'd better do an inventory traversal of each 1015 /* And now we'd better do an inventory traversal of each
1043 * of these objects' inventory 1016 * of these objects' inventory
1044 * We can narrow this down a bit - no reason to search through 1017 * We can narrow this down a bit - no reason to search through
1097 mflags = get_map_flags (m, &m, x, y, &x, &y); 1070 mflags = get_map_flags (m, &m, x, y, &x, &y);
1098 if (mflags & P_OUT_OF_MAP) 1071 if (mflags & P_OUT_OF_MAP)
1099 continue; 1072 continue;
1100 1073
1101 /* Check everything in the square for trapness */ 1074 /* Check everything in the square for trapness */
1102 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 1075 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1103 { 1076 {
1104 /* And now we'd better do an inventory traversal of each 1077 /* And now we'd better do an inventory traversal of each
1105 * of these objects inventory. Like above, only 1078 * of these objects inventory. Like above, only
1106 * do this for interesting objects. 1079 * do this for interesting objects.
1107 */ 1080 */
1128 success += calc_skill_exp (op, tmp, skill); 1101 success += calc_skill_exp (op, tmp, skill);
1129 } 1102 }
1130 } 1103 }
1131 } 1104 }
1132 } 1105 }
1106
1133 return success; 1107 return success;
1134} 1108}
1135
1136 1109
1137/* pray() - when this skill is called from do_skill(), it allows 1110/* 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. 1111 * 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 1112 * 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 1113 * 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 1114 * the effect here can be done on demand, we probably don't want to
1142 * give infinite exp by returning true in any cases. 1115 * give infinite exp by returning true in any cases.
1143 */ 1116 */
1144
1145int 1117int
1146pray (object *pl, object *skill) 1118pray (object *pl, object *skill)
1147{ 1119{
1148 char buf[MAX_BUF]; 1120 char buf[MAX_BUF];
1149 object *tmp; 1121 object *tmp;
1174 if (pl->stats.grace < pl->stats.maxgrace) 1146 if (pl->stats.grace < pl->stats.maxgrace)
1175 { 1147 {
1176 pl->stats.grace++; 1148 pl->stats.grace++;
1177 pl->last_grace = -1; 1149 pl->last_grace = -1;
1178 } 1150 }
1151
1179 return 0; 1152 return 0;
1180} 1153}
1181 1154
1182/* This skill allows the player to regain a few sp or hp for a 1155/* 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 1156 * brief period of concentration. No armour or weapons may be
1184 * wielded/applied for this to work. The amount of time needed 1157 * wielded/applied for this to work. The amount of time needed
1185 * to concentrate and the # of points regained is dependant on 1158 * to concentrate and the # of points regained is dependant on
1186 * the level of the user. - b.t. thomas@astro.psu.edu 1159 * the level of the user. - b.t. thomas@astro.psu.edu
1187 */ 1160 */
1188
1189void 1161void
1190meditate (object *pl, object *skill) 1162meditate (object *pl, object *skill)
1191{ 1163{
1192 object *tmp; 1164 object *tmp;
1193 1165
1201 return; 1173 return;
1202 } 1174 }
1203 else 1175 else
1204 { 1176 {
1205 for (tmp = pl->inv; tmp; tmp = tmp->below) 1177 for (tmp = pl->inv; tmp; tmp = tmp->below)
1206 if (((tmp->type == ARMOUR && skill->level < 12) 1178 if (((tmp->type == ARMOUR && skill->level < 12)
1207 || (tmp->type == HELMET && skill->level < 10) 1179 || (tmp->type == HELMET && skill->level < 10)
1208 || (tmp->type == SHIELD && skill->level < 6) 1180 || (tmp->type == SHIELD && skill->level < 6)
1209 || (tmp->type == BOOTS && skill->level < 4) || (tmp->type == GLOVES && skill->level < 2)) && QUERY_FLAG (tmp, FLAG_APPLIED)) 1181 || (tmp->type == BOOTS && skill->level < 4)
1182 || (tmp->type == GLOVES && skill->level < 2))
1183 && QUERY_FLAG (tmp, FLAG_APPLIED))
1210 { 1184 {
1211 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n"); 1185 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n");
1212 return; 1186 return;
1213 } 1187 }
1214 } 1188 }
1234 pl->last_heal = -1; 1208 pl->last_heal = -1;
1235 } 1209 }
1236} 1210}
1237 1211
1238/* write_note() - this routine allows players to inscribe messages in 1212/* write_note() - this routine allows players to inscribe messages in
1239 * ordinary 'books' (anything that is type BOOK). b.t. 1213 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1240 */ 1214 */
1241
1242static int 1215static int
1243write_note (object *pl, object *item, const char *msg, object *skill) 1216write_note (object *pl, object *item, const char *msg, object *skill)
1244{ 1217{
1218 if (strstr (msg, "\nendmsg"))
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1221 return 0;
1222 }
1223
1224 int len = strlen (msg);
1225
1226 if (!is_utf8_string ((U8 *)msg, len))
1227 {
1228 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!");
1229 return 0;
1230 }
1231
1232 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1233 return RESULT_INT (0);
1234
1245 char buf[1024]; 1235 char buf[1024];
1246 object *newBook = NULL;
1247 1236
1248 /* a pair of sanity checks */ 1237 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 } 1238 {
1258 if (strcasestr_local (msg, "endmsg")) 1239 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 1240
1264 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) 1241 object *newbook = arch_to_object (item->other_arch);
1265 return strlen (msg); 1242 item->decrease ();
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);
1280 esrv_send_item (pl, item);
1281 newBook->nrof = 1; 1243 newbook->nrof = 1;
1282 newBook->msg = buf; 1244 newbook->msg = buf;
1283 newBook = insert_ob_in_ob (newBook, pl); 1245 newbook->flag [FLAG_IDENTIFIED] = true;
1284 esrv_send_item (pl, newBook); 1246
1247 if (item->subtype == 1) // mailscrolls
1285 } 1248 {
1286 else 1249 newbook->name = item->name;
1250 newbook->name_pl = item->name_pl;
1287 { 1251 }
1288 item->msg = buf; 1252
1289 /* This shouldn't be necessary - the object hasn't changed in any 1253 pl->insert (newbook);
1290 * visible way 1254
1291 */ 1255 pl->contr->play_sound (sound_find ("inscribe_success"));
1292 /* esrv_send_item(pl, item); */
1293 }
1294 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", query_short_name (item)); 1256 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1295 return strlen (msg); 1257 return strlen (msg);
1296 } 1258 }
1297 else 1259 else
1298 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item)); 1260 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", &item->name);
1299 1261
1300 return 0; 1262 return 0;
1301} 1263}
1302 1264
1303/* write_scroll() - this routine allows players to inscribe spell scrolls 1265/* write_scroll() - this routine allows players to inscribe spell scrolls
1304 * of spells which they know. Backfire effects are possible with the 1266 * of spells which they know. Backfire effects are possible with the
1305 * severity of the backlash correlated with the difficulty of the scroll 1267 * severity of the backlash correlated with the difficulty of the scroll
1306 * that is attempted. -b.t. thomas@astro.psu.edu 1268 * that is attempted. -b.t. thomas@astro.psu.edu
1307 */ 1269 */
1308
1309static int 1270static int
1310write_scroll (object *pl, object *scroll, object *skill) 1271write_scroll (object *pl, object *scroll, object *skill)
1311{ 1272{
1312 int success = 0, confused = 0; 1273 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 1274
1322 /* Check if we are ready to attempt inscription */ 1275 /* Check if we are ready to attempt inscription */
1323 chosen_spell = pl->contr->ranges[range_magic]; 1276 object *chosen_spell = pl->contr->ranged_ob;
1324 if (!chosen_spell) 1277
1278 if (!chosen_spell || chosen_spell->type != SPELL)
1325 { 1279 {
1326 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); 1280 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1327 return 0; 1281 return 0;
1328 } 1282 }
1283
1329 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace) 1284 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1330 { 1285 {
1331 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name); 1286 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; 1287 return 0;
1333 } 1288 }
1289
1334 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) 1290 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1335 { 1291 {
1336 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); 1292 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; 1293 return 0;
1349 } 1294 }
1350 1295
1351 /* ok, we are ready to try inscription */ 1296 /* ok, we are ready to try inscription */
1352 if (QUERY_FLAG (pl, FLAG_CONFUSED)) 1297 if (QUERY_FLAG (pl, FLAG_CONFUSED))
1356 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); 1301 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); 1302 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1358 1303
1359 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) 1304 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1360 { 1305 {
1361 if (scroll->nrof > 1) 1306 object *newscroll = arch_to_object (scroll->other_arch);
1362 { 1307 scroll->decrease ();
1363 newscroll = get_object ();
1364 copy_object (scroll, newscroll);
1365 decrease_ob (scroll);
1366 newscroll->nrof = 1; 1308 newscroll->nrof = 1;
1367 } 1309
1368 else 1310 pl->contr->play_sound (sound_find ("inscribe_success"));
1369 {
1370 newscroll = scroll;
1371 }
1372 1311
1373 if (!confused) 1312 if (!confused)
1374 { 1313 {
1375 newscroll->level = MAX (skill->level, chosen_spell->level); 1314 newscroll->level = MAX (skill->level, chosen_spell->level);
1315 newscroll->flag [FLAG_IDENTIFIED] = true;
1376 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll."); 1316 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1377 } 1317 }
1378 else 1318 else
1379 { 1319 {
1380 chosen_spell = find_random_spell_in_ob (pl, NULL); 1320 chosen_spell = find_random_spell_in_ob (pl, NULL);
1381 if (!chosen_spell) 1321 if (!chosen_spell)
1383 1323
1384 newscroll->level = MAX (skill->level, chosen_spell->level); 1324 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."); 1325 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1386 } 1326 }
1387 1327
1388 if (newscroll->inv) 1328 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); 1329 insert_ob_in_ob (tmp, newscroll);
1399 1330
1400 /* Same code as from treasure.c - so they can better merge. 1331 /* Same code as from treasure.C - so they can better merge.
1401 * if players want to sell them, so be it. 1332 * if players want to sell them, so be it.
1402 */ 1333 */
1403 newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); 1334 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1404 newscroll->stats.exp = newscroll->value / 5; 1335 newscroll->stats.exp = newscroll->value / 5;
1405 1336
1406 /* wait until finished manipulating the scroll before inserting it */ 1337 pl->insert (newscroll);
1407 if (newscroll == scroll) 1338
1408 {
1409 /* Remove to correctly merge with other items which may exist in inventory */
1410 remove_ob (newscroll);
1411 esrv_del_item (pl->contr, newscroll->count);
1412 }
1413 newscroll = insert_ob_in_ob (newscroll, pl);
1414 esrv_send_item (pl, newscroll);
1415 success = calc_skill_exp (pl, newscroll, skill); 1339 success = calc_skill_exp (pl, newscroll, skill);
1416 if (!confused) 1340 if (!confused)
1417 success *= 2; 1341 success *= 2;
1342
1418 success = success * skill->level; 1343 success = success * skill->level;
1419 return success; 1344 return success;
1420
1421 } 1345 }
1422 else 1346 else
1423 { /* Inscription has failed */ 1347 { /* Inscription has failed */
1348 pl->contr->play_sound (sound_find ("inscribe_fail"));
1424 1349
1425 if (chosen_spell->level > skill->level || confused) 1350 if (chosen_spell->level > skill->level || confused)
1426 { /*backfire! */ 1351 { /*backfire! */
1427 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); 1352 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!");
1353
1428 if (random_roll (0, 1, pl, PREFER_LOW) == 1) 1354 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1429 drain_specific_stat (pl, 4); 1355 pl->drain_specific_stat (4);
1430 else 1356 else
1431 { 1357 {
1432 confuse_player (pl, pl, 99); 1358 confuse_player (pl, pl, 99);
1433 return (-30 * chosen_spell->level); 1359 return -30 * chosen_spell->level;
1434 } 1360 }
1435 } 1361 }
1436 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) 1362 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1437 { 1363 {
1438 new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind!"); 1364 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); 1365 confuse_player (pl, pl, 99);
1440 } 1366 }
1441 else 1367 else
1442 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll."); 1368 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 } 1369 }
1370
1444 return 0; 1371 return 0;
1445} 1372}
1446 1373
1447/* write_on_item() - wrapper for write_note and write_scroll */ 1374/* write_on_item() - wrapper for write_note and write_scroll */
1448int 1375int
1449write_on_item (object *pl, const char *params, object *skill) 1376write_on_item (object *pl, const char *params, object *skill)
1450{ 1377{
1451 object *item;
1452 const char *string = params;
1453 int msgtype;
1454 archetype *skat; 1378 archetype *skat;
1455 1379
1456 if (pl->type != PLAYER) 1380 if (pl->type != PLAYER)
1457 return 0; 1381 return 0;
1458 1382
1459 if (!params) 1383 if (!params)
1460 {
1461 params = ""; 1384 params = "";
1462 string = params; 1385
1463 }
1464 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); 1386 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1465 1387
1466 /* Need to be able to read before we can write! */ 1388 /* Need to be able to read before we can write! */
1467 if (!find_skill_by_name (pl, skat->clone.skill)) 1389 if (!find_skill_by_name (pl, skat->skill))
1468 { 1390 {
1469 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!"); 1391 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; 1392 return 0;
1471 } 1393 }
1472 1394
1473 /* if there is a message then it goes in a book and no message means 1395 object *item = find_marked_object (pl);
1474 * write active spell into the scroll
1475 */
1476 msgtype = (string[0] != '\0') ? BOOK : SCROLL;
1477 1396
1478 /* find an item of correct type to write on */ 1397 /* find an item of correct type to write on */
1479 if (!(item = find_marked_object (pl))) 1398 if (!item)
1399 {
1400 new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on. H<Use the mark command or the popup menu to make an item.>");
1401 return 0;
1480 { 1402 }
1481 new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on."); 1403
1404 if (item->type != INSCRIBABLE)
1405 {
1406 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1482 return 0; 1407 return 0;
1483 } 1408 }
1484 1409
1485 if (QUERY_FLAG (item, FLAG_UNPAID)) 1410 if (QUERY_FLAG (item, FLAG_UNPAID))
1486 { 1411 {
1487 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); 1412 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1488 return 0; 1413 return 0;
1489 } 1414 }
1490 if (msgtype != item->type) 1415
1416 if (item->other_arch->type == SCROLL)
1491 { 1417 {
1492 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll"); 1418 if (*params)
1419 {
1420 // check readied scroll
1421 new_draw_info_format (NDI_UNIQUE, 0, pl,
1422 "When inscribing spells you need to ready a spell and do not specify a string argument.\n"
1423 "Usage: cast [spell name]; use_skill %s", &skill->skill);
1493 return 0; 1424 return 0;
1494 } 1425 }
1495 1426
1496 if (msgtype == SCROLL)
1497 {
1498 return write_scroll (pl, item, skill); 1427 return write_scroll (pl, item, skill);
1499 } 1428 }
1500 else if (msgtype == BOOK) 1429 else
1501 { 1430 {
1431 if (!*params)
1432 {
1433 new_draw_info_format (NDI_UNIQUE, 0, pl,
1434 "When inscribing books you need to specify the words you want to inscribe as command argument.\n"
1435 "Usage: use_skill %s <message>", &skill->skill);
1436 return 0;
1437 }
1438
1502 return write_note (pl, item, string, skill); 1439 return write_note (pl, item, params, skill);
1503 } 1440 }
1441
1504 return 0; 1442 return 0;
1505} 1443}
1506
1507
1508 1444
1509/* find_throw_ob() - if we request an object, then 1445/* find_throw_ob() - if we request an object, then
1510 * we search for it in the inventory of the owner (you've 1446 * we search for it in the inventory of the owner (you've
1511 * got to be carrying something in order to throw it!). 1447 * got to be carrying something in order to throw it!).
1512 * If we didnt request an object, then the top object in inventory 1448 * If we didnt request an object, then the top object in inventory
1513 * (that is "throwable", ie no throwing your skills away!) 1449 * (that is "throwable", ie no throwing your skills away!)
1514 * is the object of choice. Also check to see if object is 1450 * is the object of choice. Also check to see if object is
1515 * 'throwable' (ie not applied cursed obj, worn, etc). 1451 * 'throwable' (ie not applied cursed obj, worn, etc).
1516 */ 1452 */
1517
1518static object * 1453static object *
1519find_throw_ob (object *op, const char *request) 1454find_throw_ob (object *op, const char *request)
1520{ 1455{
1521 object *tmp; 1456 object *tmp;
1522 1457
1592 return tmp; 1527 return tmp;
1593} 1528}
1594 1529
1595/* make_throw_ob() We construct the 'carrier' object in 1530/* make_throw_ob() We construct the 'carrier' object in
1596 * which we will insert the object that is being thrown. 1531 * which we will insert the object that is being thrown.
1597 * This combination becomes the 'thrown object'. -b.t. 1532 * This combination becomes the 'thrown object'. -b.t.
1598 */ 1533 */
1599
1600static object * 1534static object *
1601make_throw_ob (object *orig) 1535make_throw_ob (object *orig)
1602{ 1536{
1603 object *toss_item;
1604
1605 if (!orig) 1537 if (!orig)
1606 return NULL; 1538 return 0;
1607 1539
1608 toss_item = get_object ();
1609 if (QUERY_FLAG (orig, FLAG_APPLIED)) 1540 if (QUERY_FLAG (orig, FLAG_APPLIED))
1610 { 1541 {
1611 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); 1542 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1612 /* insufficient workaround, but better than nothing */ 1543 /* insufficient workaround, but better than nothing */
1613 CLEAR_FLAG (orig, FLAG_APPLIED); 1544 CLEAR_FLAG (orig, FLAG_APPLIED);
1614 } 1545 }
1615 copy_object (orig, toss_item); 1546
1547 object *toss_item = orig->clone ();
1548
1616 toss_item->type = THROWN_OBJ; 1549 toss_item->type = THROWN_OBJ;
1617 CLEAR_FLAG (toss_item, FLAG_CHANGING); 1550 CLEAR_FLAG (toss_item, FLAG_CHANGING);
1618 toss_item->stats.dam = 0; /* default damage */ 1551 toss_item->stats.dam = 0; /* default damage */
1619 insert_ob_in_ob (orig, toss_item); 1552 toss_item->insert (orig);
1553
1620 return toss_item; 1554 return toss_item;
1621} 1555}
1622
1623 1556
1624/* do_throw() - op throws any object toss_item. This code 1557/* do_throw() - op throws any object toss_item. This code
1625 * was borrowed from fire_bow. 1558 * was borrowed from fire_bow.
1626 * Returns 1 if skill was successfully used, 0 if not 1559 * Returns 1 if skill was successfully used, 0 if not
1627 */ 1560 */
1628
1629static int 1561static int
1630do_throw (object *op, object *part, object *toss_item, int dir, object *skill) 1562do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1631{ 1563{
1632 object *throw_ob = toss_item, *left = NULL; 1564 object *throw_ob = toss_item, *left = NULL;
1633 int eff_str = 0, maxc, str = op->stats.Str, dam = 0; 1565 int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1698 */ 1630 */
1699 mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy); 1631 mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy);
1700 1632
1701 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW)) 1633 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1702 { 1634 {
1703
1704 /* bounces off 'wall', and drops to feet */ 1635 /* bounces off 'wall', and drops to feet */
1705 remove_ob (throw_ob); 1636 throw_ob->insert_at (part, op);
1706 throw_ob->x = part->x; 1637
1707 throw_ob->y = part->y;
1708 insert_ob_in_map (throw_ob, part->map, op, 0);
1709 if (op->type == PLAYER) 1638 if (op->type == PLAYER)
1710 { 1639 {
1711 if (eff_str <= 1) 1640 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)); 1641 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) 1642 else if (!dir)
1716 {
1717 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob)); 1643 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1718 }
1719 else 1644 else
1720 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1645 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1721 } 1646 }
1647
1722 return 0; 1648 return 0;
1723 } /* if object can't be thrown */ 1649 } /* if object can't be thrown */
1724 1650
1725 left = throw_ob; /* these are throwing objects left to the player */ 1651 left = throw_ob; /* these are throwing objects left to the player */
1726 1652
1727 /* sometimes get_split_ob can't split an object (because op->nrof==0?) 1653 /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1728 * and returns NULL. We must use 'left' then 1654 * and returns NULL. We must use 'left' then
1729 */ 1655 */
1730 1656 if (!(throw_ob = throw_ob->split ()))
1731 if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL)
1732 { 1657 {
1733 throw_ob = left; 1658 throw_ob = left;
1734 remove_ob (left); 1659 left->remove ();
1735 if (op->type == PLAYER)
1736 esrv_del_item (op->contr, left->count);
1737 }
1738 else if (op->type == PLAYER)
1739 {
1740 if (left->destroyed ())
1741 esrv_del_item (op->contr, left->count);
1742 else
1743 esrv_update_item (UPD_NROF, op, left);
1744 } 1660 }
1745 1661
1746 /* special case: throwing powdery substances like dust, dirt */ 1662 /* special case: throwing powdery substances like dust, dirt */
1747 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) 1663 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1748 { 1664 {
1763 { 1679 {
1764 insert_ob_in_ob (throw_ob, op); 1680 insert_ob_in_ob (throw_ob, op);
1765 return 0; 1681 return 0;
1766 } 1682 }
1767 1683
1768 set_owner (throw_ob, op); 1684 throw_ob->set_owner (op);
1769 /* At some point in the attack code, the actual real object (op->inv) 1685 /* 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 1686 * becomes the hitter. As such, we need to make sure that has a proper
1771 * owner value so exp goes to the right place. 1687 * owner value so exp goes to the right place.
1772 */ 1688 */
1773 set_owner (throw_ob->inv, op); 1689 throw_ob->inv->set_owner (op);
1774 throw_ob->direction = dir; 1690 throw_ob->direction = dir;
1775 throw_ob->x = part->x;
1776 throw_ob->y = part->y;
1777 1691
1778 /* the damage bonus from the force of the throw */ 1692 /* the damage bonus from the force of the throw */
1779 dam = (int) (str_factor * dam_bonus[eff_str]); 1693 dam = int (str_factor * dam_bonus[eff_str]);
1780 1694
1781 /* Now, lets adjust the properties of the thrown_ob. */ 1695 /* Now, lets adjust the properties of the thrown_ob. */
1782 1696
1783 /* how far to fly */ 1697 /* how far to fly */
1784 throw_ob->last_sp = (eff_str * 3) / 5; 1698 throw_ob->last_sp = (eff_str * 3) / 5;
1785 1699
1786 /* speed */ 1700 /* speed */
1787 throw_ob->speed = (speed_bonus[eff_str] + 1.0) / 1.5; 1701 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 1702
1790 /* item damage. Eff_str and item weight influence damage done */ 1703 /* 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); 1704 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; 1705 throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1793 1706
1794 /* chance of breaking. Proportional to force used and weight of item */ 1707 /* chance of breaking. Proportional to force used and weight of item */
1795 throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000); 1708 throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1796 1709
1797 /* replace 25 with a call to clone.arch wc? messes up w/ NPC */ 1710 /* 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; 1711 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1799
1800 1712
1801 /* the properties of objects which are meant to be thrown (ie dart, 1713 /* the properties of objects which are meant to be thrown (ie dart,
1802 * throwing knife, etc) will differ from ordinary items. Lets tailor 1714 * throwing knife, etc) will differ from ordinary items. Lets tailor
1803 * this stuff in here. 1715 * this stuff in here.
1804 */ 1716 */
1812 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) 1724 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob))
1813 SET_ANIMATION (throw_ob, dir); 1725 SET_ANIMATION (throw_ob, dir);
1814 } 1726 }
1815 else 1727 else
1816 { 1728 {
1729 uint16 mat = throw_ob->materials;
1730
1817 /* some materials will adjust properties.. */ 1731 /* some materials will adjust properties.. */
1818 if (throw_ob->material & M_LEATHER) 1732 if (mat & M_LEATHER)
1819 { 1733 {
1820 throw_ob->stats.dam -= 1; 1734 throw_ob->stats.dam -= 1;
1821 throw_ob->stats.food -= 10; 1735 throw_ob->stats.food -= 10;
1822 } 1736 }
1737
1823 if (throw_ob->material & M_GLASS) 1738 if (mat & M_GLASS)
1824 throw_ob->stats.food += 60; 1739 throw_ob->stats.food += 60;
1825 1740
1826 if (throw_ob->material & M_ORGANIC) 1741 if (mat & M_ORGANIC)
1827 { 1742 {
1828 throw_ob->stats.dam -= 3; 1743 throw_ob->stats.dam -= 3;
1829 throw_ob->stats.food += 55; 1744 throw_ob->stats.food += 55;
1830 } 1745 }
1831 if (throw_ob->material & M_PAPER || throw_ob->material & M_CLOTH) 1746
1747 if (mat & M_PAPER || mat & M_CLOTH)
1832 { 1748 {
1833 throw_ob->stats.dam -= 5; 1749 throw_ob->stats.dam -= 5;
1834 throw_ob->speed *= 0.8; 1750 throw_ob->speed *= 0.8;
1835 throw_ob->stats.wc += 3; 1751 throw_ob->stats.wc += 3;
1836 throw_ob->stats.food -= 30; 1752 throw_ob->stats.food -= 30;
1837 } 1753 }
1754
1838 /* light obj have more wind resistance, fly slower */ 1755 /* light obj have more wind resistance, fly slower */
1839 if (throw_ob->weight > 500) 1756 if (throw_ob->weight > 500)
1840 throw_ob->speed *= 0.8; 1757 throw_ob->speed *= 0.8;
1758
1841 if (throw_ob->weight > 50) 1759 if (throw_ob->weight > 50)
1842 throw_ob->speed *= 0.5; 1760 throw_ob->speed *= 0.5;
1843
1844 } /* else tailor thrown object */ 1761 } /* else tailor thrown object */
1845 1762
1846 /* some limits, and safeties (needed?) */ 1763 /* some limits, and safeties (needed?) */
1847 if (throw_ob->stats.dam < 0) 1764 if (throw_ob->stats.dam < 0)
1848 throw_ob->stats.dam = 0; 1765 throw_ob->stats.dam = 0;
1868 * In short summary, a throw can take anywhere between speed 5 and 1785 * In short summary, a throw can take anywhere between speed 5 and
1869 * speed 0.5 1786 * speed 0.5
1870 */ 1787 */
1871 op->speed_left -= 50 / pause_f; 1788 op->speed_left -= 50 / pause_f;
1872 1789
1873 update_ob_speed (throw_ob);
1874 throw_ob->speed_left = 0; 1790 throw_ob->speed_left = 0;
1875 throw_ob->map = part->map; 1791 throw_ob->map = part->map;
1876 1792
1877 throw_ob->move_type = MOVE_FLY_LOW; 1793 throw_ob->move_type = MOVE_FLY_LOW;
1878 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; 1794 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1888 LOG (llevDebug, " pause_f=%d \n", pause_f); 1804 LOG (llevDebug, " pause_f=%d \n", pause_f);
1889 LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n", 1805 LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1890 throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food); 1806 throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food);
1891 LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count); 1807 LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1892#endif 1808#endif
1893 insert_ob_in_map (throw_ob, part->map, op, 0); 1809
1810 throw_ob->insert_at (part, op);
1894 1811
1895 if (!throw_ob->destroyed ()) 1812 if (!throw_ob->destroyed ())
1896 move_arrow (throw_ob); 1813 move_arrow (throw_ob);
1897 1814
1898 return 1; 1815 return 1;

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