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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 1.86 by root, Sun Apr 11 00:34:06 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 27#include <sproto.h>
28#endif
29#include <living.h> 28#include <living.h>
30#include <skills.h> 29#include <skills.h>
31#include <spells.h> 30#include <spells.h>
32#include <book.h> 31#include <book.h>
33 32
41 return -1; 40 return -1;
42 41
43 /* Only prohibit stealing if the player does not have a free 42 /* Only prohibit stealing if the player does not have a free
44 * hand available and in fact does have hands. 43 * hand available and in fact does have hands.
45 */ 44 */
46 if (op->type == PLAYER && op->body_used[BODY_ARMS] <= 0 && op->body_info[BODY_ARMS]) 45 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info)
47 { 46 {
48 new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!"); 47 new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with! "
48 "H<Try to unapply weapons or things you hold in your hands, use the C<body> command.>");
49 return -1; 49 return -1;
50 } 50 }
51 51
52 /* ADJUSTMENTS */ 52 /* ADJUSTMENTS */
53 53
54 /* Its harder to steal from hostile beings! */ 54 /* It's harder to steal from hostile beings! */
55 if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 55 if (!victim->flag [FLAG_UNAGGRESSIVE])
56 roll = roll / 2; 56 roll = roll / 2;
57 57
58 /* Easier to steal from sleeping beings, or if the thief is 58 /* Easier to steal from sleeping beings, or if the thief is
59 * unseen */ 59 * unseen */
60 if (QUERY_FLAG (victim, FLAG_SLEEP)) 60 if (victim->flag [FLAG_SLEEP])
61 roll = roll * 3; 61 roll = roll * 3;
62 else if (op->invisible) 62 else if (op->invisible)
63 roll = roll * 2; 63 roll = roll * 2;
64 64
65 /* check stealing 'encumberance'. Having this equipment applied makes 65 /* check stealing 'encumberance'. Having this equipment applied makes
66 * it quite a bit harder to steal. 66 * it quite a bit harder to steal.
67 */ 67 */
68 for (equip = op->inv; equip; equip = equip->below) 68 for (equip = op->inv; equip; equip = equip->below)
69 { 69 {
70 if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED)) 70 if (equip->type == WEAPON && equip->flag [FLAG_APPLIED])
71 {
72 roll -= equip->weight / 10000; 71 roll -= equip->weight / 10000;
73 } 72
74 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED)) 73 if (equip->type == BOW && equip->flag [FLAG_APPLIED])
75 roll -= equip->weight / 5000; 74 roll -= equip->weight / 5000;
75
76 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) 76 if (equip->type == SHIELD && equip->flag [FLAG_APPLIED])
77 {
78 roll -= equip->weight / 2000; 77 roll -= equip->weight / 2000;
79 } 78
80 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED)) 79 if (equip->type == ARMOUR && equip->flag [FLAG_APPLIED])
81 roll -= equip->weight / 5000; 80 roll -= equip->weight / 5000;
81
82 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED)) 82 if (equip->type == GLOVES && equip->flag [FLAG_APPLIED])
83 roll -= equip->weight / 100; 83 roll -= equip->weight / 100;
84 } 84 }
85
85 if (roll < 0) 86 if (roll < 0)
86 roll = 0; 87 roll = 0;
88
87 return roll; 89 return roll;
88} 90}
89 91
90/* 92/*
91 * When stealing: dependent on the intelligence/wisdom of whom you're 93 * When stealing: dependent on the intelligence/wisdom of whom you're
94 * or not. 96 * or not.
95 * op is the target (person being pilfered) 97 * op is the target (person being pilfered)
96 * who is the person doing the stealing. 98 * who is the person doing the stealing.
97 * skill is the skill object (stealing). 99 * skill is the skill object (stealing).
98 */ 100 */
99
100static int 101static int
101attempt_steal (object *op, object *who, object *skill) 102attempt_steal (object *op, object *who, object *skill)
102{ 103{
103 object *success = NULL, *tmp = NULL, *next; 104 object *success = NULL, *tmp = NULL, *next;
104 int roll = 0, chance = 0, stats_value; 105 int roll = 0, chance = 0, stats_value;
105 rv_vector rv; 106 rv_vector rv;
106 107
107 stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2; 108 stats_value = (who->stats.Dex + who->stats.Int) * 3 / 2;
108 109
109 /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them) 110 /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them)
110 * they will try to prevent stealing if they can. Only unseen theives will 111 * they will try to prevent stealing if they can. Only unseen theives will
111 * have much chance of success. 112 * have much chance of success.
112 */ 113 */
113 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL)) 114 if (!op->is_player () && op->flag [FLAG_NO_STEAL])
114 { 115 {
115 if (can_detect_enemy (op, who, &rv)) 116 if (can_detect_enemy (op, who, &rv))
116 { 117 {
117 npc_call_help (op); 118 npc_call_help (op);
118 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 119 op->clr_flag (FLAG_UNAGGRESSIVE);
119 new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); 120 new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!");
120 return 0; 121 return 0;
121 } 122 }
122 else /* help npc to detect thief next time by raising its wisdom */ 123 else /* help npc to detect thief next time by raising its wisdom */
123 op->stats.Wis += (op->stats.Int / 5) + 1; 124 op->stats.Wis += (op->stats.Int / 5) + 1;
125
124 if (op->stats.Wis > MAX_STAT) 126 if (op->stats.Wis > MAX_STAT)
125 op->stats.Wis = MAX_STAT; 127 op->stats.Wis = MAX_STAT;
126 } 128 }
127 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ)) 129
130 if (op->is_player () && op->flag [FLAG_WIZ])
128 { 131 {
129 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n"); 132 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n");
130 return 0; 133 return 0;
131 } 134 }
132#ifdef PROHIBIT_PLAYERKILL 135
136 // only allow stealing between hostile players (TODO: probably should change)
133 if (op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful)) 137 if (op->is_player () && who->is_player () && (who->contr->peaceful || op->contr->peaceful))
134 { 138 {
135 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); 139 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
136 return 0; 140 return 0;
137 } 141 }
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
145 142
146
147 /* Ok then, go thru their inventory, stealing */ 143 /* Ok then, go through their inventory, stealing */
148 for (tmp = op->inv; tmp != NULL; tmp = next) 144 for (tmp = op->inv; tmp; tmp = next)
149 { 145 {
150 next = tmp->below; 146 next = tmp->below;
151 147
152 /* you can't steal worn items, starting items, wiz stuff, 148 /* you can't steal worn items, starting items, wiz stuff,
153 * innate abilities, or items w/o a type. Generally 149 * innate abilities, or items w/o a type. Generally
157 * future possible problems. -b.t. 153 * future possible problems. -b.t.
158 * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL 154 * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL
159 * already -b.t. 155 * already -b.t.
160 */ 156 */
161 157
162 if (QUERY_FLAG (tmp, FLAG_WAS_WIZ) || QUERY_FLAG (tmp, FLAG_APPLIED) 158 if (tmp->flag [FLAG_APPLIED]
163 || !(tmp->type) 159 || !tmp->type
164 || tmp->type == EXPERIENCE || tmp->type == SPELL 160 || tmp->type == SPELL
165 || QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_STEAL) || tmp->invisible) 161 || tmp->flag [FLAG_STARTEQUIP]
162 || tmp->flag [FLAG_NO_STEAL]
163 || tmp->invisible)
166 continue; 164 continue;
167 165
168 /* Okay, try stealing this item. Dependent on dexterity of thief, 166 /* Okay, try stealing this item. Dependent on dexterity of thief,
169 * skill level, see the adj_stealroll fctn for more detail. 167 * skill level, see the adj_stealroll fctn for more detail.
170 */ 168 */
183 */ 181 */
184 if (tmp->destroyed () || tmp->env != op) 182 if (tmp->destroyed () || tmp->env != op)
185 { 183 {
186 /* for players, play_sound: steals item */ 184 /* for players, play_sound: steals item */
187 success = tmp; 185 success = tmp;
188 CLEAR_FLAG (tmp, FLAG_INV_LOCKED); 186 tmp->clr_flag (FLAG_INV_LOCKED);
189
190 /* Don't delete it from target player until we know
191 * the thief has picked it up. can't just look at tmp->count,
192 * as it's possible that it got merged when picked up.
193 */
194 if (op->type == PLAYER)
195 esrv_del_item (op->contr, tmp->count);
196 } 187 }
188
197 break; 189 break;
198 } 190 }
199 } /* for loop looking for an item */ 191 } /* for loop looking for an item */
200 192
201 if (!tmp) 193 if (!tmp)
210 */ 202 */
211 203
212 if ((roll >= skill->level) || !chance 204 if ((roll >= skill->level) || !chance
213 || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW))))) 205 || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW)))))
214 { 206 {
215
216 /* victim figures out where the thief is! */ 207 /* victim figures out where the thief is! */
217 if (who->hide) 208 if (who->flag [FLAG_HIDDEN])
218 make_visible (who); 209 make_visible (who);
219 210
220 if (op->type != PLAYER) 211 if (op->type != PLAYER)
221 { 212 {
222 /* The unaggressives look after themselves 8) */ 213 /* The unaggressives look after themselves 8) */
223 if (who->type == PLAYER) 214 if (who->type == PLAYER)
224 { 215 {
225 npc_call_help (op); 216 npc_call_help (op);
226 new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op)); 217 new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op));
227 } 218 }
228 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 219
220 op->clr_flag (FLAG_UNAGGRESSIVE);
229 /* all remaining npc items are guarded now. Set flag NO_STEAL 221 /* all remaining npc items are guarded now. Set flag NO_STEAL
230 * on the victim. 222 * on the victim.
231 */ 223 */
232 SET_FLAG (op, FLAG_NO_STEAL); 224 op->set_flag (FLAG_NO_STEAL);
233 } 225 }
234 else 226 else
235 { /* stealing from another player */ 227 { /* stealing from another player */
236 char buf[MAX_BUF]; 228 char buf[MAX_BUF];
237 229
238 /* Notify the other player */ 230 /* Notify the other player */
239 if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW)) 231 if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW))
240 {
241 sprintf (buf, "Your %s is missing!", query_name (success)); 232 sprintf (buf, "Your %s is missing!", query_name (success));
242 }
243 else 233 else
244 {
245 sprintf (buf, "Your pack feels strangely lighter."); 234 sprintf (buf, "Your pack feels strangely lighter.");
246 } 235
247 new_draw_info (NDI_UNIQUE, 0, op, buf); 236 new_draw_info (NDI_UNIQUE, 0, op, buf);
248 if (!success) 237 if (!success)
249 { 238 {
250 if (who->invisible) 239 if (who->invisible)
251 {
252 sprintf (buf, "you feel itchy fingers getting at your pack."); 240 sprintf (buf, "you feel itchy fingers getting at your pack.");
253 }
254 else 241 else
255 {
256 sprintf (buf, "%s looks very shifty.", query_name (who)); 242 sprintf (buf, "%s looks very shifty.", query_name (who));
257 } 243
258 new_draw_info (NDI_UNIQUE, 0, op, buf); 244 new_draw_info (NDI_UNIQUE, 0, op, buf);
259 } 245 }
260 } /* else stealing from another player */ 246 } /* else stealing from another player */
261 /* play_sound("stop! thief!"); kindofthing */ 247 /* play_sound("stop! thief!"); kindofthing */
262 } /* if you weren't 100% successful */ 248 } /* if you weren't 100% successful */
249
263 return success ? 1 : 0; 250 return success ? 1 : 0;
264} 251}
265
266 252
267int 253int
268steal (object *op, int dir, object *skill) 254steal (object *op, int dir, object *skill)
269{ 255{
270 object *tmp, *next; 256 object *tmp, *next;
274 260
275 x = op->x + freearr_x[dir]; 261 x = op->x + freearr_x[dir];
276 y = op->y + freearr_y[dir]; 262 y = op->y + freearr_y[dir];
277 263
278 if (dir == 0) 264 if (dir == 0)
279 { 265 return 0; // you can't steal from ourself!
280 /* Can't steal from ourself! */
281 return 0;
282 }
283 266
284 m = op->map; 267 m = op->map;
285 mflags = get_map_flags (m, &m, x, y, &x, &y); 268 mflags = get_map_flags (m, &m, x, y, &x, &y);
286 /* Out of map - can't do it. If nothing alive on this space, 269 /* Out of map - can't do it. If nothing alive on this space,
287 * don't need to look any further. 270 * don't need to look any further.
292 /* If player can't move onto the space, can't steal from it. */ 275 /* If player can't move onto the space, can't steal from it. */
293 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 276 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
294 return 0; 277 return 0;
295 278
296 /* Find the topmost object at this spot */ 279 /* Find the topmost object at this spot */
297 for (tmp = get_map_ob (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above); 280 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
298 281
299 /* For all the stacked objects at this point, attempt a steal */ 282 /* For all the stacked objects at this point, attempt a steal */
300 for (; tmp != NULL; tmp = next) 283 for (; tmp; tmp = next)
301 { 284 {
302 next = tmp->below; 285 next = tmp->below;
303 /* Minor hack--for multi square beings - make sure we get 286 /* Minor hack--for multi square beings - make sure we get
304 * the 'head' coz 'tail' objects have no inventory! - b.t. 287 * the 'head' coz 'tail' objects have no inventory! - b.t.
305 */ 288 */
306 if (tmp->head) 289 if (tmp->head)
307 tmp = tmp->head; 290 tmp = tmp->head;
308 291
309 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 292 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
310 continue; 293 continue;
311 294
312 /* do not reveal hidden DMs */ 295 /* do not reveal hidden DMs */
313 if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden) 296 if (tmp->type == PLAYER && tmp->flag [FLAG_WIZ] && tmp->contr->hidden)
314 continue; 297 continue;
298
315 if (attempt_steal (tmp, op, skill)) 299 if (attempt_steal (tmp, op, skill))
316 { 300 {
317 if (tmp->type == PLAYER) /* no xp for stealing from another player */ 301 if (tmp->type == PLAYER) /* no xp for stealing from another player */
318 return 0; 302 return 0;
319 303
320 /* no xp for stealing from pets (of players) */ 304 /* no xp for stealing from pets (of players) */
321 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 305 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
322 { 306 {
323 object *owner = get_owner (tmp); 307 object *owner = tmp->owner;
324 308
325 if (owner != NULL && owner->type == PLAYER) 309 if (owner && owner->type == PLAYER)
326 return 0; 310 return 0;
327 } 311 }
328 312
329 // reduce monster experience by experience we gained, as to 313 // reduce monster experience by experience we gained, as to
330 // limit the amount of exp that can be gained by stealing from monsters 314 // limit the amount of exp that can be gained by stealing from monsters
331 // (jessies gave ~20,000,000 exp otherwise. 315 // (jessies gave ~20,000,000 exp otherwise.
332 int exp = calc_skill_exp (op, tmp, skill); 316 int exp = calc_skill_exp (op, tmp, skill);
333 317
334 exp = MIN (tmp->stats.exp, exp); 318 exp = min (tmp->stats.exp, exp);
335 tmp->stats.exp -= exp; 319 tmp->stats.exp -= exp;
336 return exp; 320 return exp;
337 } 321 }
338 } 322 }
323
339 return 0; 324 return 0;
340} 325}
341 326
342static int 327static int
343attempt_pick_lock (object *door, object *pl, object *skill) 328attempt_pick_lock (object *door, object *pl, object *skill)
383 { 368 {
384 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); 369 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
385 return 0; 370 return 0;
386 } 371 }
387 372
388 for (tmp = get_map_ob (pl->map, x, y); tmp; tmp = tmp->above) 373 for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above)
389 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 374 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
390 break; 375 break;
391 376
392 if (!tmp) 377 if (!tmp)
393 { 378 {
415 { 400 {
416 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock."); 401 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock.");
417 return 0; 402 return 0;
418 } 403 }
419} 404}
420
421 405
422/* HIDE CODE. The user becomes undetectable (not just 'invisible') for 406/* HIDE CODE. The user becomes undetectable (not just 'invisible') for
423 * a short while (success and duration dependant on player SK_level, 407 * a short while (success and duration dependant on player SK_level,
424 * dexterity, charisma, and map difficulty). 408 * dexterity, charisma, and map difficulty).
425 * Players have a good chance of becoming 'unhidden' if they move 409 * Players have a good chance of becoming 'unhidden' if they move
426 * and like invisiblity will be come visible if they attack 410 * and like invisiblity will be come visible if they attack
427 * Implemented by b.t. (thomas@astro.psu.edu) 411 * Implemented by b.t. (thomas@astro.psu.edu)
428 * July 7, 1995 - made hiding possible for monsters. -b.t. 412 * July 7, 1995 - made hiding possible for monsters. -b.t.
429 */ 413 */
430
431static int 414static int
432attempt_hide (object *op, object *skill) 415attempt_hide (object *op, object *skill)
433{ 416{
434 int number, difficulty = op->map->difficulty; 417 int number, difficulty = op->map->difficulty;
435 int terrain = hideability (op); 418 int terrain = hideability (op);
438 return 0; 421 return 0;
439 422
440 /* Hiding success and duration dependant on skill level, 423 /* Hiding success and duration dependant on skill level,
441 * op->stats.Dex, map difficulty and terrain. 424 * op->stats.Dex, map difficulty and terrain.
442 */ 425 */
443
444 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2; 426 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
427
445 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) 428 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
446 { 429 {
447 op->invisible += 100; /* set the level of 'hiddeness' */ 430 op->invisible += 100; /* set the level of 'hiddeness' */
431
448 if (op->type == PLAYER) 432 if (op->type == PLAYER)
449 op->contr->tmp_invis = 1; 433 op->contr->tmp_invis = 1;
450 op->hide = 1; 434
435 op->flag [FLAG_HIDDEN] = 1;
451 return 1; 436 return 1;
452 } 437 }
438
453 return 0; 439 return 0;
454} 440}
455 441
456/* patched this to take terrain into consideration */ 442/* patched this to take terrain into consideration */
457int 443int
458hide (object *op, object *skill) 444hide (object *op, object *skill)
459{ 445{
460
461 /* the preliminaries -- Can we really hide now? */ 446 /* the preliminaries -- Can we really hide now? */
462 /* this keeps monsters from using invisibilty spells and hiding */ 447 /* this keeps monsters from using invisibilty spells and hiding */
463 448
464 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 449 if (op->flag [FLAG_MAKE_INVIS])
465 { 450 {
466 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!"); 451 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
467 return 0; 452 return 0;
468 } 453 }
469 else if (!op->hide && op->invisible > 0 && op->type == PLAYER) 454 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER)
470 { 455 {
471 new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!"); 456 new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!");
472 make_visible (op); 457 make_visible (op);
473 } 458 }
474 459
475 if (op->invisible > (50 * skill->level)) 460 if (op->invisible > 50 * skill->level)
476 { 461 {
477 new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get."); 462 new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get.");
478 return 0; 463 return 0;
479 } 464 }
480 465
482 { 467 {
483 new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows."); 468 new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows.");
484 update_object (op, UP_OBJ_FACE); 469 update_object (op, UP_OBJ_FACE);
485 return calc_skill_exp (op, NULL, skill); 470 return calc_skill_exp (op, NULL, skill);
486 } 471 }
472
487 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself."); 473 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself.");
488 return 0; 474 return 0;
489} 475}
490
491 476
492/* stop_jump() - End of jump. Clear flags, restore the map, and 477/* stop_jump() - End of jump. Clear flags, restore the map, and
493 * freeze the jumper a while to simulate the exhaustion 478 * freeze the jumper a while to simulate the exhaustion
494 * of jumping. 479 * of jumping.
495 */ 480 */
496static void 481static void
497stop_jump (object *pl, int dist, int spaces) 482stop_jump (object *pl, int dist, int spaces)
498{ 483{
499 fix_player (pl); 484 pl->update_stats ();
500 insert_ob_in_map (pl, pl->map, pl, 0); 485 pl->map->insert (pl, pl->x, pl->y, pl);
486 pl->speed_left -= pl->speed * 8.;
501} 487}
502
503 488
504static int 489static int
505attempt_jump (object *pl, int dir, int spaces, object *skill) 490attempt_jump (object *pl, int dir, int spaces, object *skill)
506{ 491{
507 object *tmp; 492 object *tmp;
508 int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags; 493 int i, dx = freearr_x[dir], dy = freearr_y[dir], mflags;
509 sint16 x, y; 494 sint16 x, y;
510 maptile *m; 495 maptile *m;
511 496
512 /* Jump loop. Go through spaces opject wants to jump. Halt the 497 /* 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 498 * 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 499 * temporarily to allow player to aviod exits/archs that are not
515 * fly_on, fly_off. This will also prevent pickup of objects 500 * fly_on, fly_off. This will also prevent pickup of objects
516 * while jumping over them. 501 * while jumping over them.
517 */ 502 */
518 503 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; 504 pl->move_type |= MOVE_FLY_LOW;
527 505
528 for (i = 0; i <= spaces; i++) 506 for (i = 0; i <= spaces; i++)
529 { 507 {
530 x = pl->x + dx; 508 x = pl->x + dx;
533 511
534 mflags = get_map_flags (m, &m, x, y, &x, &y); 512 mflags = get_map_flags (m, &m, x, y, &x, &y);
535 513
536 if (mflags & P_OUT_OF_MAP) 514 if (mflags & P_OUT_OF_MAP)
537 { 515 {
538 (void) stop_jump (pl, i, spaces); 516 stop_jump (pl, i, spaces);
539 return 0; 517 return 0;
540 } 518 }
519
520 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
521 {
522 /* Jump into creature */
523 if (tmp->flag [FLAG_MONSTER]
524 || (tmp->type == PLAYER && (!tmp->flag [FLAG_WIZ] || !tmp->contr->hidden)))
525 {
526 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
527
528 stop_jump (pl, i, spaces);
529
530 int exp = 0;
531
532 if (tmp->type != PLAYER
533 || (pl->type == PLAYER && !pl->contr->party)
534 || (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
535 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
536
537 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
538 }
539 }
540
541 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y))) 541 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
542 { 542 {
543 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); 543 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
544 stop_jump (pl, i, spaces); 544 stop_jump (pl, i, spaces);
545 return 0; 545 return 0;
546 } 546 }
547 547
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; 548 pl->x = x;
575 pl->y = y; 549 pl->y = y;
576 pl->map = m; 550 pl->map = m;
551
552 if (m->at (x, y).move_on & pl->move_type)
553 {
554 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is stopped.");
555 stop_jump (pl, i, spaces);
556 return 0;
557 }
577 } 558 }
559
578 stop_jump (pl, i, spaces); 560 stop_jump (pl, i, spaces);
561
579 return calc_skill_exp (pl, NULL, skill); 562 return calc_skill_exp (pl, NULL, skill);
580} 563}
581 564
582/* jump() - this is both a new type of movement for player/monsters and 565/* jump() - this is both a new type of movement for player/monsters and
583 * an attack as well. 566 * an attack as well.
584 * Perhaps we should allow more spaces based on level, eg, level 50 567 * Perhaps we should allow more spaces based on level, eg, level 50
585 * jumper can jump several spaces? 568 * jumper can jump several spaces?
586 */ 569 */
587
588int 570int
589jump (object *pl, int dir, object *skill) 571jump (object *pl, int dir, object *skill)
590{ 572{
591 int spaces = 0, stats;
592 int str = pl->stats.Str; 573 int str = pl->stats.Str;
593 int dex = pl->stats.Dex; 574 int dex = pl->stats.Dex;
594 575
595 dex = dex ? dex : 15; 576 dex = dex ? dex : 15;
596 str = str ? str : 10; 577 str = str ? str : 10;
597 578
598 stats = str * str * str * dex * skill->level; 579 int stats = str * str * str * dex * skill->level;
580 int spaces = min (3, skill->level, stats / (pl->carrying + 1));
599 581
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) 582 if (spaces == 0)
608 { 583 {
609 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump."); 584 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
610 return 0; 585 return 0;
611 } 586 }
587
612 return attempt_jump (pl, dir, spaces, skill); 588 return attempt_jump (pl, dir, spaces, skill);
613} 589}
614
615 590
616/* skill_ident() - this code is supposed to allow players to identify 591/* skill_ident() - this code is supposed to allow players to identify
617 * classes of objects with the various "auto-ident" skills. Player must 592 * classes of objects with the various "auto-ident" skills. Player must
618 * have unidentified objects of the right type in order for the skill 593 * have unidentified objects of the right type in order for the skill
619 * to work. While multiple classes of objects may be identified, 594 * 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 595 * 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. 596 * more generalized. Right now, skill indices are embedded in this routine.
622 * Returns amount of experience gained (on successful ident). 597 * Returns amount of experience gained (on successful ident).
623 * - b.t. (thomas@astro.psu.edu) 598 * - b.t. (thomas@astro.psu.edu)
624 */ 599 */
625
626static int 600static int
627do_skill_detect_curse (object *pl, object *skill) 601do_skill_detect_curse (object *pl, object *skill)
628{ 602{
629 object *tmp; 603 object *tmp;
630 int success = 0; 604 int success = 0;
631 605
632 for (tmp = pl->inv; tmp; tmp = tmp->below) 606 for (tmp = pl->inv; tmp; tmp = tmp->below)
633 if (!tmp->invisible 607 if (!tmp->invisible
634 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 608 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED]
635 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) 609 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) && tmp->item_power < skill->level)
636 { 610 {
637 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 611 tmp->set_flag (FLAG_KNOWN_CURSED);
638 esrv_update_item (UPD_FLAGS, pl, tmp); 612 esrv_update_item (UPD_FLAGS, pl, tmp);
639 success += calc_skill_exp (pl, tmp, skill); 613 success += calc_skill_exp (pl, tmp, skill);
640 } 614 }
641 615
642 /* Check ground, too, but only objects the player could pick up */ 616 /* 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) 617 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
644 if (can_pick (pl, tmp) && 618 if (can_pick (pl, tmp) &&
645 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && 619 !tmp->flag [FLAG_IDENTIFIED] &&
646 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 620 !tmp->flag [FLAG_KNOWN_CURSED]
647 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) 621 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) && tmp->item_power < skill->level)
648 { 622 {
649 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 623 tmp->set_flag (FLAG_KNOWN_CURSED);
650 esrv_update_item (UPD_FLAGS, pl, tmp); 624 esrv_update_item (UPD_FLAGS, pl, tmp);
651 success += calc_skill_exp (pl, tmp, skill); 625 success += calc_skill_exp (pl, tmp, skill);
652 } 626 }
653 627
654 return success; 628 return success;
660 object *tmp; 634 object *tmp;
661 int success = 0; 635 int success = 0;
662 636
663 for (tmp = pl->inv; tmp; tmp = tmp->below) 637 for (tmp = pl->inv; tmp; tmp = tmp->below)
664 if (!tmp->invisible 638 if (!tmp->invisible
665 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) 639 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL]
666 && (is_magical (tmp)) && tmp->item_power < skill->level) 640 && (is_magical (tmp)) && tmp->item_power < skill->level)
667 { 641 {
668 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 642 tmp->set_flag (FLAG_KNOWN_MAGICAL);
669 esrv_update_item (UPD_FLAGS, pl, tmp); 643 esrv_update_item (UPD_FLAGS, pl, tmp);
670 success += calc_skill_exp (pl, tmp, skill); 644 success += calc_skill_exp (pl, tmp, skill);
671 } 645 }
672 646
673 /* Check ground, too, but like above, only if the object can be picked up */ 647 /* Check ground, too, but like above, only if the object can be picked up */
674 for (tmp = get_map_ob (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) 648 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
675 if (can_pick (pl, tmp) && 649 if (can_pick (pl, tmp) &&
676 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level) 650 !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL] && (is_magical (tmp)) && tmp->item_power < skill->level)
677 { 651 {
678 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 652 tmp->set_flag (FLAG_KNOWN_MAGICAL);
679 esrv_update_item (UPD_FLAGS, pl, tmp); 653 esrv_update_item (UPD_FLAGS, pl, tmp);
680 success += calc_skill_exp (pl, tmp, skill); 654 success += calc_skill_exp (pl, tmp, skill);
681 } 655 }
682 656
683 return success; 657 return success;
684} 658}
685 659
686/* Helper function for do_skill_ident, so that we can loop 660/* Helper function for do_skill_ident, so that we can loop
687 * over inventory AND objects on the ground conveniently. 661 * over inventory AND objects on the ground conveniently.
688 */ 662 */
689int 663static int
690do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) 664do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
691{ 665{
692 int success = 0, chance; 666 int success = 0, chance;
693 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; 667 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
694 668
695 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT) 669 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_NO_SKILL_IDENT]
696 && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class) 670 && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class)
697 { 671 {
698 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1); 672 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
699 673
700 if (skill_value >= chance) 674 if (skill_value >= chance)
708 if (tmp->msg) 682 if (tmp->msg)
709 { 683 {
710 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 684 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
711 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); 685 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
712 } 686 }
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 } 687 }
688
718 success += calc_skill_exp (pl, tmp, skill); 689 success += calc_skill_exp (pl, tmp, skill);
719 } 690 }
720 else 691 else
721 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); 692 tmp->set_flag (FLAG_NO_SKILL_IDENT);
722 } 693 }
723 694
724 return success; 695 return success;
725} 696}
726 697
727/* do_skill_ident() - workhorse for skill_ident() -b.t. 698/* do_skill_ident() - workhorse for skill_ident() -b.t.
728 */ 699 */
729static int 700static int
730do_skill_ident (object *pl, int obj_class, object *skill) 701do_skill_ident (object *pl, int obj_class, object *skill)
731{ 702{
732 object *tmp;
733 int success = 0; 703 int success = 0;
734 704
735 for (tmp = pl->inv; tmp; tmp = tmp->below) 705 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
736 success += do_skill_ident2 (tmp, pl, obj_class, skill); 706 success += do_skill_ident2 (tmp, pl, obj_class, skill);
737 /* check the ground */ 707 /* check the ground */
738 708
739 for (tmp = get_map_ob (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) 709 for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above)
740 success += do_skill_ident2 (tmp, pl, obj_class, skill); 710 success += do_skill_ident2 (tmp, pl, obj_class, skill);
741 711
742 return success; 712 return success;
743} 713}
744 714
752 722
753 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby..."); 723 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
754 724
755 switch (skill->subtype) 725 switch (skill->subtype)
756 { 726 {
757 case SK_SMITHERY: 727 case SK_SMITHERY:
758 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill) 728 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) 729 + 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) 730 + 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); 731 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
762 break; 732 break;
763 733
764 case SK_BOWYER: 734 case SK_BOWYER:
765 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill); 735 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
766 break; 736 break;
767 737
768 case SK_ALCHEMY: 738 case SK_ALCHEMY:
769 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill) 739 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); 740 + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
771 break; 741 break;
772 742
773 case SK_WOODSMAN: 743 case SK_WOODSMAN:
774 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill); 744 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
775 break; 745 break;
776 746
777 case SK_JEWELER: 747 case SK_JEWELER:
778 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill); 748 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
779 break; 749 break;
780 750
781 case SK_LITERACY: 751 case SK_LITERACY:
782 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill); 752 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
783 break; 753 break;
784 754
785 case SK_THAUMATURGY: 755 case SK_THAUMATURGY:
786 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill); 756 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
787 break; 757 break;
788 758
789 case SK_DET_CURSE: 759 case SK_DET_CURSE:
790 success = do_skill_detect_curse (pl, skill); 760 success = do_skill_detect_curse (pl, skill);
791 if (success) 761 if (success)
792 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); 762 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
793 break; 763 break;
794 764
795 case SK_DET_MAGIC: 765 case SK_DET_MAGIC:
796 success = do_skill_detect_magic (pl, skill); 766 success = do_skill_detect_magic (pl, skill);
797 if (success) 767 if (success)
798 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!"); 768 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!");
799 break; 769 break;
800 770
801 default: 771 default:
802 LOG (llevError, "Error: bad call to skill_ident()\n"); 772 LOG (llevError, "Error: bad call to skill_ident()\n");
803 return 0; 773 return 0;
804 break; 774 break;
805 } 775 }
776
806 if (!success) 777 if (!success)
807 {
808 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); 778 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
809 } 779
810 return success; 780 return success;
811} 781}
812
813 782
814/* players using this skill can 'charm' a monster -- 783/* players using this skill can 'charm' a monster --
815 * into working for them. It can only be used on 784 * into working for them. It can only be used on
816 * non-special (see below) 'neutral' creatures. 785 * non-special (see below) 'neutral' creatures.
817 * -b.t. (thomas@astro.psu.edu) 786 * -b.t. (thomas@astro.psu.edu)
818 */ 787 */
819
820int 788int
821use_oratory (object *pl, int dir, object *skill) 789use_oratory (object *pl, int dir, object *skill)
822{ 790{
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) 791 if (pl->type != PLAYER)
829 return 0; /* only players use this skill */ 792 return 0; /* only players use this skill */
793
794 if (!dir)
795 {
796 pl->failmsg ("In what direction?");
797 return 0;
798 }
799
800 sint16 x = pl->x + freearr_x[dir],
801 y = pl->y + freearr_y[dir];
830 m = pl->map; 802 maptile *m = pl->map;
803
831 mflags = get_map_flags (m, &m, x, y, &x, &y); 804 int mflags = get_map_flags (m, &m, x, y, &x, &y);
832 if (mflags & P_OUT_OF_MAP) 805 if (mflags & P_OUT_OF_MAP)
833 return 0; 806 return 0;
834 807
835 /* Save some processing - we have the flag already anyways 808 /* Save some processing - we have the flag already anyways
836 */ 809 */
838 { 811 {
839 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 812 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
840 return 0; 813 return 0;
841 } 814 }
842 815
816 object *tmp;
843 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 817 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
844 { 818 {
845 /* can't persuade players - return because there is nothing else 819 /* can't persuade players - return because there is nothing else
846 * on that space to charm. Same for multi space monsters and 820 * on that space to charm. Same for multi space monsters and
847 * special monsters - we don't allow them to be charmed, and there 821 * 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 822 * is no reason to do further processing since they should be the
849 * only monster on the space. 823 * only monster on the space.
850 */ 824 */
851 if (tmp->type == PLAYER) 825 if (tmp->type == PLAYER
826 || tmp->more || tmp->head_ () != tmp
827 || tmp->msg)
852 return 0; 828 return 0;
853 if (tmp->more || tmp->head)
854 return 0;
855 if (tmp->msg)
856 return 0;
857 829
858 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 830 if (tmp->flag [FLAG_MONSTER])
859 break; 831 break;
860 } 832 }
861 833
862 if (!tmp) 834 if (!tmp)
863 { 835 {
868 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp)); 840 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
869 841
870 /* the following conditions limit who may be 'charmed' */ 842 /* the following conditions limit who may be 'charmed' */
871 843
872 /* it's hostile! */ 844 /* it's hostile! */
873 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 845 if (!tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY])
874 { 846 {
875 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); 847 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
876 return 0; 848 return 0;
877 } 849 }
878 850
879 /* it's already allied! */ 851 /* it's already allied! */
880 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && (tmp->attack_movement == PETMOVE)) 852 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
881 { 853 {
882 if (get_owner (tmp) == pl) 854 if (tmp->owner == pl)
883 { 855 {
884 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); 856 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
885 return 0; 857 return 0;
886 } 858 }
887 else if (skill->level > tmp->level) 859 else if (skill->level > tmp->level)
888 { 860 {
889 /* you steal the follower. Perhaps we should really look at the 861 /* you steal the follower. Perhaps we should really look at the
890 * level of the owner above? 862 * level of the owner above?
891 */ 863 */
892 set_owner (tmp, pl); 864 tmp->set_owner (pl);
865 tmp->skill = skill->skill;
866
893 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp)); 867 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 868 /* Abuse fix - don't give exp since this can otherwise
895 * be used by a couple players to gets lots of exp. 869 * be used by a couple players to gets lots of exp.
896 */ 870 */
897 return 0; 871 return 0;
901 /* In this case, you can't steal it from the other player */ 875 /* In this case, you can't steal it from the other player */
902 return 0; 876 return 0;
903 } 877 }
904 } /* Creature was already a pet of someone */ 878 } /* Creature was already a pet of someone */
905 879
906 chance = skill->level * 2 + (pl->stats.Cha - 2 * tmp->stats.Int) / 2; 880 int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2;
907 881
908 /* Ok, got a 'sucker' lets try to make them a follower */ 882 /* 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)) 883 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
910 { 884 {
911 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); 885 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
912 886
887 INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl));
913 set_owner (tmp, pl); 888 tmp->set_owner (pl);
889 tmp->skill = skill->skill;
914 tmp->stats.exp = 0; 890 tmp->stats.exp = 0;
915 add_friendly_object (tmp);
916 SET_FLAG (tmp, FLAG_FRIENDLY);
917 tmp->attack_movement = PETMOVE; 891 tmp->attack_movement = PETMOVE;
892
893 if (!tmp->flag [FLAG_FRIENDLY])
894 add_friendly_object (tmp);
895
918 return calc_skill_exp (pl, tmp, skill); 896 return calc_skill_exp (pl, tmp, skill);
919 } 897 }
920 /* Charm failed. Creature may be angry now */ 898 /* 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)) 899 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
922 { 900 {
923 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); 901 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
924 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 902 if (tmp->flag [FLAG_FRIENDLY])
925 { 903 {
926 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
927 remove_friendly_object (tmp); 904 remove_friendly_object (tmp);
928 tmp->attack_movement = 0; /* needed? */ 905 tmp->attack_movement = 0; /* needed? */
929 } 906 }
930 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 907
908 tmp->clr_flag (FLAG_UNAGGRESSIVE);
931 } 909 }
910
932 return 0; /* Fall through - if we get here, we didn't charm anything */ 911 return 0; /* Fall through - if we get here, we didn't charm anything */
933} 912}
934 913
935/* Singing() -this skill allows the player to pacify nearby creatures. 914/* Singing() -this skill allows the player to pacify nearby creatures.
936 * There are few limitations on who/what kind of 915 * There are few limitations on who/what kind of
939 * successfully pacified the creature gets Int=1. Thus, a player 918 * successfully pacified the creature gets Int=1. Thus, a player
940 * may only pacify a creature once. 919 * may only pacify a creature once.
941 * BTW, I appologize for the naming of the skill, I couldnt think 920 * BTW, I appologize for the naming of the skill, I couldnt think
942 * of anything better! -b.t. 921 * of anything better! -b.t.
943 */ 922 */
944
945int 923int
946singing (object *pl, int dir, object *skill) 924singing (object *pl, int dir, object *skill)
947{ 925{
948 int i, exp = 0, chance, mflags; 926 int i, exp = 0;
949 object *tmp; 927 object *tmp;
950 maptile *m; 928 maptile *m;
951 sint16 x, y; 929 sint16 x, y;
952 930
953 if (pl->type != PLAYER) 931 if (pl->type != PLAYER)
954 return 0; /* only players use this skill */ 932 return 0; /* only players use this skill */
955 933
934 if (!dir)
935 {
936 pl->failmsg ("In what direction?");
937 return 0;
938 }
939
956 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); 940 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
957 for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++) 941 for (int i = skill->level >= SIZEOFFREE1 ? 0 : dir;
942 i < min (skill->level, SIZEOFFREE);
943 i++)
958 { 944 {
959 x = pl->x + freearr_x[i]; 945 x = pl->x + freearr_x[i];
960 y = pl->y + freearr_y[i]; 946 y = pl->y + freearr_y[i];
961 m = pl->map; 947 m = pl->map;
962 948
963 mflags = get_map_flags (m, &m, x, y, &x, &y); 949 int mflags = get_map_flags (m, &m, x, y, &x, &y);
964 if (mflags & P_OUT_OF_MAP) 950 if (mflags & P_OUT_OF_MAP)
965 continue; 951 continue;
966 if (!(mflags & P_IS_ALIVE)) 952 if (!(mflags & P_IS_ALIVE))
967 continue; 953 continue;
968 954
969 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 955 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
970 { 956 {
971 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 957 if (tmp->flag [FLAG_MONSTER])
972 break; 958 break;
973 /* can't affect players */ 959 /* can't affect players */
974 if (tmp->type == PLAYER) 960 if (tmp->type == PLAYER)
975 break; 961 break;
976 } 962 }
977 963
978 /* Whole bunch of checks to see if this is a type of monster that would 964 /* Whole bunch of checks to see if this is a type of monster that would
979 * listen to singing. 965 * listen to singing.
980 */ 966 */
981 if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */ 967 if (tmp && tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_NO_STEAL] && /* Been charmed or abused before */
982 !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */ 968 !tmp->flag [FLAG_SPLITTING] && /* no ears */
983 !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */ 969 !tmp->flag [FLAG_HITBACK] && /* was here before */
984 (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */ 970 (tmp->level <= skill->level) && (!tmp->head) && !tmp->flag [FLAG_UNDEAD] && !tmp->flag [FLAG_UNAGGRESSIVE] && /* already calm */
985 !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 971 !tmp->flag [FLAG_FRIENDLY])
986 { /* already calm */ 972 { /* already calm */
987 973
988 /* stealing isn't really related (although, maybe it should 974 /* stealing isn't really related (although, maybe it should
989 * be). This is mainly to prevent singing to the same monster 975 * be). This is mainly to prevent singing to the same monster
990 * over and over again and getting exp for it. 976 * over and over again and getting exp for it.
991 */ 977 */
992 chance = skill->level * 2 + (pl->stats.Cha - 5 - tmp->stats.Int) / 2; 978 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
979
993 if (chance && tmp->level * 2 < random_roll (0, chance - 1, pl, PREFER_HIGH)) 980 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH))
994 { 981 {
995 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 982 tmp->set_flag (FLAG_UNAGGRESSIVE);
996 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp)); 983 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 */ 984 /* Give exp only if they are not aware */
985
998 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) 986 if (!tmp->flag [FLAG_NO_STEAL])
999 exp += calc_skill_exp (pl, tmp, skill); 987 exp += calc_skill_exp (pl, tmp, skill);
1000 SET_FLAG (tmp, FLAG_NO_STEAL); 988
989 tmp->set_flag (FLAG_NO_STEAL);
1001 } 990 }
1002 else 991 else
1003 { 992 {
1004 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); 993 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
1005 SET_FLAG (tmp, FLAG_NO_STEAL); 994 tmp->set_flag (FLAG_NO_STEAL);
1006 } 995 }
1007 } 996 }
1008 } 997 }
1009 return exp; 998 return exp;
1010} 999}
1011 1000
1012/* The find_traps skill (aka, search). Checks for traps 1001/* The find_traps skill (aka, search). Checks for traps
1013 * on the spaces or in certain objects 1002 * on the spaces or in certain objects
1014 */ 1003 */
1015
1016int 1004int
1017find_traps (object *pl, object *skill) 1005find_traps (object *pl, object *skill)
1018{ 1006{
1019 object *tmp, *tmp2; 1007 object *tmp, *tmp2;
1020 int i, expsum = 0, mflags; 1008 int i, expsum = 0, mflags;
1022 maptile *m; 1010 maptile *m;
1023 1011
1024 /* First we search all around us for runes and traps, which are 1012 /* First we search all around us for runes and traps, which are
1025 * all type RUNE 1013 * all type RUNE
1026 */ 1014 */
1027
1028 for (i = 0; i < 9; i++) 1015 for (i = 0; i < 9; i++)
1029 { 1016 {
1030 x = pl->x + freearr_x[i]; 1017 x = pl->x + freearr_x[i];
1031 y = pl->y + freearr_y[i]; 1018 y = pl->y + freearr_y[i];
1032 m = pl->map; 1019 m = pl->map;
1034 mflags = get_map_flags (m, &m, x, y, &x, &y); 1021 mflags = get_map_flags (m, &m, x, y, &x, &y);
1035 if (mflags & P_OUT_OF_MAP) 1022 if (mflags & P_OUT_OF_MAP)
1036 continue; 1023 continue;
1037 1024
1038 /* Check everything in the square for trapness */ 1025 /* Check everything in the square for trapness */
1039 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 1026 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1040 { 1027 {
1041
1042 /* And now we'd better do an inventory traversal of each 1028 /* And now we'd better do an inventory traversal of each
1043 * of these objects' inventory 1029 * of these objects' inventory
1044 * We can narrow this down a bit - no reason to search through 1030 * We can narrow this down a bit - no reason to search through
1045 * the players inventory or monsters for that matter. 1031 * the players inventory or monsters for that matter.
1046 */ 1032 */
1047 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1033 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1048 {
1049 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1034 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1050 if (tmp2->type == RUNE || tmp2->type == TRAP) 1035 if (tmp2->type == RUNE || tmp2->type == TRAP)
1051 if (trap_see (pl, tmp2)) 1036 if (trap_see (pl, tmp2))
1052 { 1037 {
1053 trap_show (tmp2, tmp); 1038 trap_show (tmp2, tmp);
1054 if (tmp2->stats.Cha > 1) 1039 if (tmp2->stats.Cha > 1)
1055 { 1040 {
1056 if (!tmp2->owner || tmp2->owner->type != PLAYER) 1041 if (!tmp2->owner || tmp2->owner->type != PLAYER)
1057 expsum += calc_skill_exp (pl, tmp2, skill); 1042 expsum += calc_skill_exp (pl, tmp2, skill);
1058 1043
1059 tmp2->stats.Cha = 1; /* unhide the trap */ 1044 tmp2->stats.Cha = 1; /* unhide the trap */
1060 } 1045 }
1061 } 1046 }
1062 } 1047
1063 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) 1048 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1064 { 1049 {
1065 trap_show (tmp, tmp); 1050 trap_show (tmp, tmp);
1066 if (tmp->stats.Cha > 1) 1051 if (tmp->stats.Cha > 1)
1067 { 1052 {
1070 tmp->stats.Cha = 1; /* unhide the trap */ 1055 tmp->stats.Cha = 1; /* unhide the trap */
1071 } 1056 }
1072 } 1057 }
1073 } 1058 }
1074 } 1059 }
1060
1075 new_draw_info (NDI_BLACK, 0, pl, "You search the area."); 1061 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1076 return expsum; 1062 return expsum;
1077} 1063}
1078 1064
1079/* remove_trap() - This skill will disarm any previously discovered trap 1065/* remove_trap() - This skill will disarm any previously discovered trap
1080 * the algorithm is based (almost totally) on the old command_disarm() - b.t. 1066 * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1081 */ 1067 */
1082
1083int 1068int
1084remove_trap (object *op, int dir, object *skill) 1069remove_trap (object *op, int dir, object *skill)
1085{ 1070{
1086 object *tmp, *tmp2; 1071 object *tmp, *tmp2;
1087 int i, success = 0, mflags; 1072 int i, success = 0, mflags;
1097 mflags = get_map_flags (m, &m, x, y, &x, &y); 1082 mflags = get_map_flags (m, &m, x, y, &x, &y);
1098 if (mflags & P_OUT_OF_MAP) 1083 if (mflags & P_OUT_OF_MAP)
1099 continue; 1084 continue;
1100 1085
1101 /* Check everything in the square for trapness */ 1086 /* Check everything in the square for trapness */
1102 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 1087 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1103 { 1088 {
1104 /* And now we'd better do an inventory traversal of each 1089 /* And now we'd better do an inventory traversal of each
1105 * of these objects inventory. Like above, only 1090 * of these objects inventory. Like above, only
1106 * do this for interesting objects. 1091 * do this for interesting objects.
1107 */ 1092 */
1108 1093
1109 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1094 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1110 { 1095 {
1111 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1096 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1112 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) 1097 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1113 { 1098 {
1114 trap_show (tmp2, tmp); 1099 trap_show (tmp2, tmp);
1100
1115 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) 1101 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1116 { 1102 {
1117 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1103 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1118 success += calc_skill_exp (op, tmp2, skill); 1104 success += calc_skill_exp (op, tmp2, skill);
1119 } 1105 }
1120 } 1106 }
1121 } 1107 }
1108
1122 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) 1109 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1123 { 1110 {
1124 trap_show (tmp, tmp); 1111 trap_show (tmp, tmp);
1112
1125 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) 1113 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1126 { 1114 {
1127 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1115 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1128 success += calc_skill_exp (op, tmp, skill); 1116 success += calc_skill_exp (op, tmp, skill);
1129 } 1117 }
1130 } 1118 }
1131 } 1119 }
1132 } 1120 }
1121
1133 return success; 1122 return success;
1134} 1123}
1135
1136 1124
1137/* pray() - when this skill is called from do_skill(), it allows 1125/* 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. 1126 * 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 1127 * 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 1128 * 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 1129 * the effect here can be done on demand, we probably don't want to
1142 * give infinite exp by returning true in any cases. 1130 * give infinite exp by returning true in any cases.
1143 */ 1131 */
1144
1145int 1132int
1146pray (object *pl, object *skill) 1133pray (object *pl, object *skill)
1147{ 1134{
1148 char buf[MAX_BUF]; 1135 char buf[MAX_BUF];
1149 object *tmp; 1136 object *tmp;
1156 /* Check all objects - we could stop at floor objects, 1143 /* Check all objects - we could stop at floor objects,
1157 * but if someone buries an altar, I don't see a problem with 1144 * but if someone buries an altar, I don't see a problem with
1158 * going through all the objects, and it shouldn't be much slower 1145 * going through all the objects, and it shouldn't be much slower
1159 * than extra checks on object attributes. 1146 * than extra checks on object attributes.
1160 */ 1147 */
1161 for (tmp = pl->below; tmp != NULL; tmp = tmp->below) 1148 for (tmp = pl->below; tmp; tmp = tmp->below)
1162 { 1149 {
1163 /* Only if the altar actually belongs to someone do you get special benefits */ 1150 /* Only if the altar actually belongs to someone do you get special benefits */
1164 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) 1151 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1165 { 1152 {
1166 sprintf (buf, "You pray over the %s.", &tmp->name); 1153 sprintf (buf, "You pray over the %s.", &tmp->name);
1174 if (pl->stats.grace < pl->stats.maxgrace) 1161 if (pl->stats.grace < pl->stats.maxgrace)
1175 { 1162 {
1176 pl->stats.grace++; 1163 pl->stats.grace++;
1177 pl->last_grace = -1; 1164 pl->last_grace = -1;
1178 } 1165 }
1166
1179 return 0; 1167 return 0;
1180} 1168}
1181 1169
1182/* This skill allows the player to regain a few sp or hp for a 1170/* 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 1171 * brief period of concentration. No armour or weapons may be
1184 * wielded/applied for this to work. The amount of time needed 1172 * wielded/applied for this to work. The amount of time needed
1185 * to concentrate and the # of points regained is dependant on 1173 * to concentrate and the # of points regained is dependant on
1186 * the level of the user. - b.t. thomas@astro.psu.edu 1174 * the level of the user. - b.t. thomas@astro.psu.edu
1187 */ 1175 */
1188
1189void 1176void
1190meditate (object *pl, object *skill) 1177meditate (object *pl, object *skill)
1191{ 1178{
1192 object *tmp; 1179 object *tmp;
1193 1180
1194 if (pl->type != PLAYER) 1181 if (pl->type != PLAYER)
1195 return; /* players only */ 1182 return; /* players only */
1196 1183
1197 /* check if pl has removed encumbering armour and weapons */ 1184 /* check if pl has removed encumbering armour and weapons */
1198 if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6)) 1185 if (pl->flag [FLAG_READY_WEAPON] && (skill->level < 6))
1199 { 1186 {
1200 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n"); 1187 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n");
1201 return; 1188 return;
1202 } 1189 }
1203 else 1190 else
1204 { 1191 {
1205 for (tmp = pl->inv; tmp; tmp = tmp->below) 1192 for (tmp = pl->inv; tmp; tmp = tmp->below)
1206 if (((tmp->type == ARMOUR && skill->level < 12) 1193 if (((tmp->type == ARMOUR && skill->level < 12)
1207 || (tmp->type == HELMET && skill->level < 10) 1194 || (tmp->type == HELMET && skill->level < 10)
1208 || (tmp->type == SHIELD && skill->level < 6) 1195 || (tmp->type == SHIELD && skill->level < 6)
1209 || (tmp->type == BOOTS && skill->level < 4) || (tmp->type == GLOVES && skill->level < 2)) && QUERY_FLAG (tmp, FLAG_APPLIED)) 1196 || (tmp->type == BOOTS && skill->level < 4)
1197 || (tmp->type == GLOVES && skill->level < 2))
1198 && tmp->flag [FLAG_APPLIED])
1210 { 1199 {
1211 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n"); 1200 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n");
1212 return; 1201 return;
1213 } 1202 }
1214 } 1203 }
1234 pl->last_heal = -1; 1223 pl->last_heal = -1;
1235 } 1224 }
1236} 1225}
1237 1226
1238/* write_note() - this routine allows players to inscribe messages in 1227/* write_note() - this routine allows players to inscribe messages in
1239 * ordinary 'books' (anything that is type BOOK). b.t. 1228 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1240 */ 1229 */
1241
1242static int 1230static int
1243write_note (object *pl, object *item, const char *msg, object *skill) 1231write_note (object *pl, object *item, const char *msg, object *skill)
1244{ 1232{
1245 char buf[1024]; 1233 if (!msg_is_safe (msg))
1246 object *newBook = NULL;
1247
1248 /* a pair of sanity checks */
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 }
1258 if (strcasestr_local (msg, "endmsg"))
1259 { 1234 {
1260 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?"); 1235 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1236 LOG (llevInfo, "write_note: player %s tried to write bogus note %s\n", &pl->name, msg);
1237 return 0;
1238 }
1239
1240 int len = strlen (msg);
1241
1242 if (!is_utf8_string ((U8 *)msg, len))
1243 {
1244 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!");
1261 return 0; 1245 return 0;
1262 } 1246 }
1263 1247
1264 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) 1248 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1265 return strlen (msg); 1249 return RESULT_INT (0);
1266 1250
1267 buf[0] = 0; 1251 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len));
1268 if (!book_overflow (item->msg, msg, sizeof (buf)))
1269 { /* add msg string to book */
1270 if (item->msg)
1271 strcpy (buf, item->msg);
1272 1252
1273 strcat (buf, msg); 1253 if (char_len <= item->weight_limit)
1274 strcat (buf, "\n"); /* new msg needs a LF */ 1254 {
1275 if (item->nrof > 1) 1255 object *newbook = item->other_arch->instance ();
1276 { 1256 item->decrease ();
1277 newBook = get_object ();
1278 copy_object (item, newBook);
1279 decrease_ob (item);
1280 esrv_send_item (pl, item);
1281 newBook->nrof = 1; 1257 newbook->nrof = 1;
1282 newBook->msg = buf; 1258 newbook->msg = shstr (msg);
1283 newBook = insert_ob_in_ob (newBook, pl); 1259 newbook->flag [FLAG_IDENTIFIED] = true;
1284 esrv_send_item (pl, newBook); 1260
1261 if (item->subtype == 1) // mailscrolls
1285 } 1262 {
1286 else 1263 newbook->name = item->name;
1264 newbook->name_pl = item->name_pl;
1287 { 1265 }
1288 item->msg = buf; 1266
1289 /* This shouldn't be necessary - the object hasn't changed in any 1267 pl->insert (newbook);
1290 * visible way 1268
1291 */ 1269 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)); 1270 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1295 return strlen (msg); 1271 return char_len;
1296 } 1272 }
1297 else 1273 else
1298 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item)); 1274 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s! H<It is only big enough for %d characters, your message had %d characters.>",
1275 &item->name, item->weight_limit, char_len);
1299 1276
1300 return 0; 1277 return 0;
1301} 1278}
1302 1279
1303/* write_scroll() - this routine allows players to inscribe spell scrolls 1280/* write_scroll() - this routine allows players to inscribe spell scrolls
1304 * of spells which they know. Backfire effects are possible with the 1281 * of spells which they know. Backfire effects are possible with the
1305 * severity of the backlash correlated with the difficulty of the scroll 1282 * severity of the backlash correlated with the difficulty of the scroll
1306 * that is attempted. -b.t. thomas@astro.psu.edu 1283 * that is attempted. -b.t. thomas@astro.psu.edu
1307 */ 1284 */
1308
1309static int 1285static int
1310write_scroll (object *pl, object *scroll, object *skill) 1286write_scroll (object *pl, object *scroll, object *skill)
1311{ 1287{
1312 int success = 0, confused = 0; 1288 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 1289
1322 /* Check if we are ready to attempt inscription */ 1290 /* Check if we are ready to attempt inscription */
1323 chosen_spell = pl->contr->ranges[range_magic]; 1291 object *chosen_spell = pl->contr->ranged_ob;
1324 if (!chosen_spell) 1292
1293 if (!chosen_spell || chosen_spell->type != SPELL)
1325 { 1294 {
1326 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); 1295 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1327 return 0; 1296 return 0;
1328 } 1297 }
1298
1329 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace) 1299 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1330 { 1300 {
1331 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name); 1301 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; 1302 return 0;
1333 } 1303 }
1304
1334 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) 1305 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1335 { 1306 {
1336 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); 1307 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; 1308 return 0;
1338 } 1309 }
1339 1310
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;
1349 }
1350
1351 /* ok, we are ready to try inscription */ 1311 /* ok, we are ready to try inscription */
1352 if (QUERY_FLAG (pl, FLAG_CONFUSED)) 1312 if (pl->flag [FLAG_CONFUSED])
1353 confused = 1; 1313 confused = 1;
1354 1314
1355 /* Lost mana/grace no matter what */ 1315 /* Lost mana/grace no matter what */
1356 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); 1316 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); 1317 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1358 1318
1359 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) 1319 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1360 { 1320 {
1361 if (scroll->nrof > 1) 1321 object *newscroll = scroll->other_arch->instance ();
1362 { 1322 scroll->decrease ();
1363 newscroll = get_object ();
1364 copy_object (scroll, newscroll);
1365 decrease_ob (scroll);
1366 newscroll->nrof = 1; 1323 newscroll->nrof = 1;
1367 } 1324
1368 else 1325 pl->contr->play_sound (sound_find ("inscribe_success"));
1369 {
1370 newscroll = scroll;
1371 }
1372 1326
1373 if (!confused) 1327 if (!confused)
1374 { 1328 {
1375 newscroll->level = MAX (skill->level, chosen_spell->level); 1329 newscroll->level = max (skill->level, chosen_spell->level);
1330 newscroll->flag [FLAG_IDENTIFIED] = true;
1376 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll."); 1331 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1377 } 1332 }
1378 else 1333 else
1379 { 1334 {
1380 chosen_spell = find_random_spell_in_ob (pl, NULL); 1335 chosen_spell = find_random_spell_in_ob (pl, NULL);
1381 if (!chosen_spell) 1336 if (!chosen_spell)
1382 return 0; 1337 return 0;
1383 1338
1384 newscroll->level = MAX (skill->level, chosen_spell->level); 1339 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."); 1340 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1386 } 1341 }
1387 1342
1388 if (newscroll->inv) 1343 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); 1344 insert_ob_in_ob (tmp, newscroll);
1399 1345
1400 /* Same code as from treasure.c - so they can better merge. 1346 /* Same code as from treasure.C - so they can better merge.
1401 * if players want to sell them, so be it. 1347 * if players want to sell them, so be it.
1402 */ 1348 */
1403 newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); 1349 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1404 newscroll->stats.exp = newscroll->value / 5; 1350 newscroll->stats.exp = newscroll->value / 5;
1405 1351
1406 /* wait until finished manipulating the scroll before inserting it */ 1352 pl->insert (newscroll);
1407 if (newscroll == scroll) 1353
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); 1354 success = calc_skill_exp (pl, newscroll, skill);
1416 if (!confused) 1355 if (!confused)
1417 success *= 2; 1356 success *= 2;
1357
1418 success = success * skill->level; 1358 success = success * skill->level;
1419 return success; 1359 return success;
1420
1421 } 1360 }
1422 else 1361 else
1423 { /* Inscription has failed */ 1362 { /* Inscription has failed */
1363 pl->contr->play_sound (sound_find ("inscribe_fail"));
1424 1364
1425 if (chosen_spell->level > skill->level || confused) 1365 if (chosen_spell->level > skill->level || confused)
1426 { /*backfire! */ 1366 { /*backfire! */
1427 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); 1367 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind! H<The spell level is too high for your inscription skill.>");
1368
1428 if (random_roll (0, 1, pl, PREFER_LOW) == 1) 1369 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1429 drain_specific_stat (pl, 4); 1370 pl->drain_specific_stat (4);
1430 else 1371 else
1431 { 1372 {
1432 confuse_player (pl, pl, 99); 1373 confuse_player (pl, pl, 99);
1433 return (-30 * chosen_spell->level); 1374 return -30 * chosen_spell->level;
1434 } 1375 }
1435 } 1376 }
1436 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) 1377 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1437 { 1378 {
1438 new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind!"); 1379 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); 1380 confuse_player (pl, pl, 99);
1440 } 1381 }
1441 else 1382 else
1442 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll."); 1383 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 } 1384 }
1385
1444 return 0; 1386 return 0;
1445} 1387}
1446 1388
1447/* write_on_item() - wrapper for write_note and write_scroll */ 1389/* write_on_item() - wrapper for write_note and write_scroll */
1448int 1390int
1449write_on_item (object *pl, const char *params, object *skill) 1391write_on_item (object *pl, const char *params, object *skill)
1450{ 1392{
1451 object *item;
1452 const char *string = params;
1453 int msgtype;
1454 archetype *skat; 1393 archetype *skat;
1455 1394
1456 if (pl->type != PLAYER) 1395 if (pl->type != PLAYER)
1457 return 0; 1396 return 0;
1458 1397
1459 if (!params) 1398 if (!params)
1460 {
1461 params = ""; 1399 params = "";
1462 string = params; 1400
1463 }
1464 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); 1401 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1465 1402
1466 /* Need to be able to read before we can write! */ 1403 /* Need to be able to read before we can write! */
1467 if (!find_skill_by_name (pl, skat->clone.skill)) 1404 if (!find_skill_by_name (pl, skat->skill))
1468 { 1405 {
1469 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!"); 1406 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; 1407 return 0;
1471 } 1408 }
1472 1409
1473 /* if there is a message then it goes in a book and no message means 1410 object *item = find_marked_object (pl);
1474 * write active spell into the scroll
1475 */
1476 msgtype = (string[0] != '\0') ? BOOK : SCROLL;
1477 1411
1478 /* find an item of correct type to write on */ 1412 /* find an item of correct type to write on */
1479 if (!(item = find_marked_object (pl))) 1413 if (!item)
1480 {
1481 new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on.");
1482 return 0;
1483 } 1414 {
1415 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.>");
1416 return 0;
1417 }
1484 1418
1485 if (QUERY_FLAG (item, FLAG_UNPAID)) 1419 if (item->type != INSCRIBABLE)
1420 {
1421 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1422 return 0;
1423 }
1424
1425 if (item->flag [FLAG_UNPAID])
1486 { 1426 {
1487 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); 1427 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1488 return 0; 1428 return 0;
1489 } 1429 }
1490 if (msgtype != item->type) 1430
1431 if (item->other_arch->type == SCROLL)
1491 { 1432 {
1492 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll"); 1433 if (*params)
1434 {
1435 // check readied scroll
1436 new_draw_info_format (NDI_UNIQUE, 0, pl,
1437 "When inscribing spells you need to ready a spell and do not specify a string argument.\n"
1438 "Usage: cast [spell name]; use_skill %s", &skill->skill);
1493 return 0; 1439 return 0;
1494 } 1440 }
1495 1441
1496 if (msgtype == SCROLL)
1497 {
1498 return write_scroll (pl, item, skill); 1442 return write_scroll (pl, item, skill);
1499 } 1443 }
1500 else if (msgtype == BOOK) 1444 else
1501 { 1445 {
1446 if (!*params)
1447 {
1448 new_draw_info_format (NDI_UNIQUE, 0, pl,
1449 "When inscribing books you need to specify the words you want to inscribe as command argument.\n"
1450 "Usage: use_skill %s <message>", &skill->skill);
1451 return 0;
1452 }
1453
1502 return write_note (pl, item, string, skill); 1454 return write_note (pl, item, params, skill);
1503 } 1455 }
1456
1504 return 0; 1457 return 0;
1505} 1458}
1506
1507
1508 1459
1509/* find_throw_ob() - if we request an object, then 1460/* find_throw_ob() - if we request an object, then
1510 * we search for it in the inventory of the owner (you've 1461 * we search for it in the inventory of the owner (you've
1511 * got to be carrying something in order to throw it!). 1462 * got to be carrying something in order to throw it!).
1512 * If we didnt request an object, then the top object in inventory 1463 * If we didnt request an object, then the top object in inventory
1513 * (that is "throwable", ie no throwing your skills away!) 1464 * (that is "throwable", ie no throwing your skills away!)
1514 * is the object of choice. Also check to see if object is 1465 * is the object of choice. Also check to see if object is
1515 * 'throwable' (ie not applied cursed obj, worn, etc). 1466 * 'throwable' (ie not applied cursed obj, worn, etc).
1516 */ 1467 */
1517
1518static object * 1468static object *
1519find_throw_ob (object *op, const char *request) 1469find_throw_ob (object *op, const char *request)
1520{ 1470{
1521 object *tmp;
1522
1523 if (!op)
1524 { /* safety */
1525 LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1526 return (object *) NULL;
1527 }
1528
1529 /* prefer marked item */ 1471 /* prefer marked item */
1530 tmp = find_marked_object (op); 1472 object *tmp = find_marked_object (op);
1531 if (tmp != NULL) 1473
1532 {
1533 /* can't toss invisible or inv-locked items */ 1474 /* can't toss invisible or inv-locked items */
1534 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1475 if (tmp && (tmp->invisible || tmp->flag [FLAG_INV_LOCKED]))
1535 { 1476 tmp = 0;
1536 tmp = NULL;
1537 }
1538 }
1539 1477
1540 /* look through the inventory */ 1478 /* look through the inventory */
1541 if (tmp == NULL) 1479 if (tmp)
1542 {
1543 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1480 for (tmp = op->inv; tmp; tmp = tmp->below)
1544 { 1481 {
1545 /* can't toss invisible or inv-locked items */ 1482 /* can't toss invisible or inv-locked items */
1546 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1483 if (tmp->invisible || tmp->flag [FLAG_INV_LOCKED])
1547 continue; 1484 continue;
1485
1548 if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request)) 1486 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1549 break; 1487 break;
1550 } 1488 }
1551 }
1552 1489
1553 /* this should prevent us from throwing away 1490 /* this should prevent us from throwing away
1554 * cursed items, worn armour, etc. Only weapons 1491 * cursed items, worn armour, etc. Only weapons
1555 * can be thrown from 'hand'. 1492 * can be thrown from 'hand'.
1556 */ 1493 */
1557 if (!tmp) 1494 if (!tmp)
1558 return NULL; 1495 return 0;
1559 1496
1560 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1497 if (tmp->flag [FLAG_APPLIED])
1561 { 1498 {
1562 if (tmp->type != WEAPON) 1499 if (tmp->type != WEAPON)
1563 { 1500 {
1564 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp)); 1501 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s. H<Unapply it first.>", query_name (tmp));
1565 tmp = NULL; 1502 tmp = 0;
1566 }
1567 else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1568 { 1503 }
1504 else if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1505 {
1569 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp)); 1506 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand! H<Cursed or damned items cannot be removed.>", query_name (tmp));
1570 tmp = NULL; 1507 tmp = 0;
1571 } 1508 }
1572 else 1509 else
1573 { 1510 {
1574 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 1511 if (!op->apply (tmp, AP_UNAPPLY))
1575 { 1512 {
1576 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); 1513 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1577 tmp = NULL; 1514 tmp = 0;
1578 } 1515 }
1579 } 1516 }
1580 } 1517 }
1581 else if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1518 else if (tmp->flag [FLAG_UNPAID])
1582 { 1519 {
1583 new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp)); 1520 new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp));
1584 tmp = NULL; 1521 tmp = 0;
1585 } 1522 }
1586 1523
1587 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1524 //TODO: why not chekc first and give sensible message to player?
1525 if (tmp && tmp->flag [FLAG_INV_LOCKED])
1588 { 1526 {
1589 LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); 1527 LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1590 tmp = NULL; 1528 tmp = 0;
1591 } 1529 }
1530
1592 return tmp; 1531 return tmp;
1593} 1532}
1594 1533
1595/* make_throw_ob() We construct the 'carrier' object in 1534/* make_throw_ob() We construct the 'carrier' object in
1596 * which we will insert the object that is being thrown. 1535 * which we will insert the object that is being thrown.
1597 * This combination becomes the 'thrown object'. -b.t. 1536 * This combination becomes the 'thrown object'. -b.t.
1598 */ 1537 */
1599
1600static object * 1538static object *
1601make_throw_ob (object *orig) 1539make_throw_ob (object *orig)
1602{ 1540{
1603 object *toss_item;
1604
1605 if (!orig) 1541 if (!orig)
1606 return NULL; 1542 return 0;
1607 1543
1608 toss_item = get_object (); 1544 if (orig->flag [FLAG_APPLIED])
1609 if (QUERY_FLAG (orig, FLAG_APPLIED))
1610 { 1545 {
1611 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); 1546 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1612 /* insufficient workaround, but better than nothing */ 1547 /* insufficient workaround, but better than nothing */
1613 CLEAR_FLAG (orig, FLAG_APPLIED); 1548 orig->clr_flag (FLAG_APPLIED);
1614 } 1549 }
1615 copy_object (orig, toss_item); 1550
1551 object *toss_item = orig->clone ();
1552
1616 toss_item->type = THROWN_OBJ; 1553 toss_item->type = THROWN_OBJ;
1617 CLEAR_FLAG (toss_item, FLAG_CHANGING); 1554 toss_item->clr_flag (FLAG_CHANGING);
1618 toss_item->stats.dam = 0; /* default damage */ 1555 toss_item->stats.dam = 0; /* default damage */
1619 insert_ob_in_ob (orig, toss_item); 1556 toss_item->insert (orig);
1557
1620 return toss_item; 1558 return toss_item;
1621} 1559}
1622
1623 1560
1624/* do_throw() - op throws any object toss_item. This code 1561/* do_throw() - op throws any object toss_item. This code
1625 * was borrowed from fire_bow. 1562 * was borrowed from fire_bow.
1626 * Returns 1 if skill was successfully used, 0 if not 1563 * Returns 1 if skill was successfully used, 0 if not
1627 */ 1564 */
1628
1629static int 1565static int
1630do_throw (object *op, object *part, object *toss_item, int dir, object *skill) 1566do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1631{ 1567{
1632 object *throw_ob = toss_item, *left = NULL; 1568 object *throw_ob = toss_item, *left = NULL;
1633 int eff_str = 0, maxc, str = op->stats.Str, dam = 0; 1569 int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1634 int pause_f, weight_f = 0, mflags; 1570 int pause_f, weight_f = 0, mflags;
1635 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0; 1571 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1636 maptile *m; 1572 maptile *m;
1637 sint16 sx, sy; 1573 sint16 sx, sy;
1638 1574
1639 if (throw_ob == NULL) 1575 if (!throw_ob)
1640 { 1576 {
1641 if (op->type == PLAYER) 1577 if (op->type == PLAYER)
1642 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw."); 1578 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1643 1579
1644 return 0; 1580 return 0;
1645 } 1581 }
1646 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP)) 1582
1583 if (throw_ob->flag [FLAG_STARTEQUIP])
1647 { 1584 {
1648 if (op->type == PLAYER) 1585 if (op->type == PLAYER)
1649 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that."); 1586 new_draw_info (NDI_UNIQUE, 0, op,
1587 "The gods won't let you throw that. "
1588 "H<Well, they would, but they would retrieve it "
1589 "- you wouldn't want that, would you?>");
1650 1590
1651 return 0; 1591 return 0;
1652 } 1592 }
1653 1593
1654 /* Because throwing effectiveness must be reduced by the 1594 /* Because throwing effectiveness must be reduced by the
1671 /* lighter items are thrown harder, farther, faster */ 1611 /* lighter items are thrown harder, farther, faster */
1672 if (throw_ob->weight > 0) 1612 if (throw_ob->weight > 0)
1673 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight); 1613 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1674 else 1614 else
1675 { /* 0 or negative weight?!? Odd object, can't throw it */ 1615 { /* 0 or negative weight?!? Odd object, can't throw it */
1676 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob)); 1616 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s. H<Better report this to your dungeon master.>\n", query_name (throw_ob));
1677 return 0; 1617 return 0;
1678 } 1618 }
1679 1619
1680 eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0)); 1620 eff_str = (str * (load_factor < 1.0 ? load_factor : 1.0))
1681 eff_str = (int) ((float) eff_str * item_factor * str_factor); 1621 * item_factor * str_factor;
1682 1622
1683 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to 1623 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1684 * account for super-strong throwers. */ 1624 * account for super-strong throwers. */
1685 if (eff_str > MAX_STAT) 1625 min_it (eff_str, MAX_STAT);
1686 eff_str = MAX_STAT;
1687 1626
1688#ifdef DEBUG_THROW 1627#ifdef DEBUG_THROW
1689 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str); 1628 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1690 LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str); 1629 LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1691 LOG (llevDebug, " str_factor=%f\n", str_factor); 1630 LOG (llevDebug, " str_factor=%f\n", str_factor);
1698 */ 1637 */
1699 mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy); 1638 mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy);
1700 1639
1701 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW)) 1640 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1702 { 1641 {
1703
1704 /* bounces off 'wall', and drops to feet */ 1642 /* bounces off 'wall', and drops to feet */
1705 remove_ob (throw_ob); 1643 throw_ob->insert_at (part, op);
1706 throw_ob->x = part->x; 1644
1707 throw_ob->y = part->y;
1708 insert_ob_in_map (throw_ob, part->map, op, 0);
1709 if (op->type == PLAYER) 1645 if (op->type == PLAYER)
1710 { 1646 {
1711 if (eff_str <= 1) 1647 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)); 1648 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) 1649 else if (!dir)
1716 {
1717 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob)); 1650 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1718 }
1719 else 1651 else
1720 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1652 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1721 } 1653 }
1654
1722 return 0; 1655 return 0;
1723 } /* if object can't be thrown */ 1656 } /* if object can't be thrown */
1724 1657
1725 left = throw_ob; /* these are throwing objects left to the player */ 1658 left = throw_ob; /* these are throwing objects left to the player */
1726 1659
1727 /* sometimes get_split_ob can't split an object (because op->nrof==0?) 1660 /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1728 * and returns NULL. We must use 'left' then 1661 * and returns NULL. We must use 'left' then
1729 */ 1662 */
1730 1663 if (!(throw_ob = throw_ob->split ()))
1731 if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL)
1732 { 1664 {
1733 throw_ob = left; 1665 throw_ob = left;
1734 remove_ob (left); 1666 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 } 1667 }
1745 1668
1746 /* special case: throwing powdery substances like dust, dirt */ 1669 /* special case: throwing powdery substances like dust, dirt */
1747 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) 1670 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1748 { 1671 {
1763 { 1686 {
1764 insert_ob_in_ob (throw_ob, op); 1687 insert_ob_in_ob (throw_ob, op);
1765 return 0; 1688 return 0;
1766 } 1689 }
1767 1690
1768 set_owner (throw_ob, op); 1691 throw_ob->set_owner (op);
1769 /* At some point in the attack code, the actual real object (op->inv) 1692 /* 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 1693 * becomes the hitter. As such, we need to make sure that has a proper
1771 * owner value so exp goes to the right place. 1694 * owner value so exp goes to the right place.
1772 */ 1695 */
1773 set_owner (throw_ob->inv, op); 1696 throw_ob->inv->set_owner (op);
1774 throw_ob->direction = dir; 1697 throw_ob->direction = dir;
1775 throw_ob->x = part->x;
1776 throw_ob->y = part->y;
1777 1698
1778 /* the damage bonus from the force of the throw */ 1699 /* the damage bonus from the force of the throw */
1779 dam = (int) (str_factor * dam_bonus[eff_str]); 1700 dam = int (str_factor * dam_bonus[eff_str]);
1780 1701
1781 /* Now, lets adjust the properties of the thrown_ob. */ 1702 /* Now, lets adjust the properties of the thrown_ob. */
1782 1703
1783 /* how far to fly */ 1704 /* how far to fly */
1784 throw_ob->last_sp = (eff_str * 3) / 5; 1705 throw_ob->last_sp = (eff_str * 3) / 5;
1785 1706
1786 /* speed */ 1707 /* speed */
1787 throw_ob->speed = (speed_bonus[eff_str] + 1.0) / 1.5; 1708 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 1709
1790 /* item damage. Eff_str and item weight influence damage done */ 1710 /* 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); 1711 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; 1712 throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1793 1713
1794 /* chance of breaking. Proportional to force used and weight of item */ 1714 /* chance of breaking. Proportional to force used and weight of item */
1795 throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000); 1715 throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1796 1716
1797 /* replace 25 with a call to clone.arch wc? messes up w/ NPC */ 1717 /* 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; 1718 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1799
1800 1719
1801 /* the properties of objects which are meant to be thrown (ie dart, 1720 /* the properties of objects which are meant to be thrown (ie dart,
1802 * throwing knife, etc) will differ from ordinary items. Lets tailor 1721 * throwing knife, etc) will differ from ordinary items. Lets tailor
1803 * this stuff in here. 1722 * this stuff in here.
1804 */ 1723 */
1805 1724
1806 if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN)) 1725 if (throw_ob->inv->flag [FLAG_IS_THROWN])
1807 { 1726 {
1808 throw_ob->last_sp += eff_str / 3; /* fly a little further */ 1727 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1809 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; 1728 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1810 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; 1729 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1811 /* only throw objects get directional faces */ 1730 /* only throw objects get directional faces */
1812 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) 1731 if (throw_ob->has_anim () && throw_ob->anim_frames ())
1813 SET_ANIMATION (throw_ob, dir); 1732 throw_ob->set_anim_frame (dir);
1814 } 1733 }
1815 else 1734 else
1816 { 1735 {
1736 uint16 mat = throw_ob->materials;
1737
1817 /* some materials will adjust properties.. */ 1738 /* some materials will adjust properties.. */
1818 if (throw_ob->material & M_LEATHER) 1739 if (mat & M_LEATHER)
1819 { 1740 {
1820 throw_ob->stats.dam -= 1; 1741 throw_ob->stats.dam -= 1;
1821 throw_ob->stats.food -= 10; 1742 throw_ob->stats.food -= 10;
1822 } 1743 }
1744
1823 if (throw_ob->material & M_GLASS) 1745 if (mat & M_GLASS)
1824 throw_ob->stats.food += 60; 1746 throw_ob->stats.food += 60;
1825 1747
1826 if (throw_ob->material & M_ORGANIC) 1748 if (mat & M_ORGANIC)
1827 { 1749 {
1828 throw_ob->stats.dam -= 3; 1750 throw_ob->stats.dam -= 3;
1829 throw_ob->stats.food += 55; 1751 throw_ob->stats.food += 55;
1830 } 1752 }
1831 if (throw_ob->material & M_PAPER || throw_ob->material & M_CLOTH) 1753
1754 if (mat & M_PAPER || mat & M_CLOTH)
1832 { 1755 {
1833 throw_ob->stats.dam -= 5; 1756 throw_ob->stats.dam -= 5;
1834 throw_ob->speed *= 0.8; 1757 throw_ob->speed *= 0.8;
1835 throw_ob->stats.wc += 3; 1758 throw_ob->stats.wc += 3;
1836 throw_ob->stats.food -= 30; 1759 throw_ob->stats.food -= 30;
1837 } 1760 }
1761
1838 /* light obj have more wind resistance, fly slower */ 1762 /* light obj have more wind resistance, fly slower */
1839 if (throw_ob->weight > 500) 1763 if (throw_ob->weight > 500)
1840 throw_ob->speed *= 0.8; 1764 throw_ob->speed *= 0.8;
1765
1841 if (throw_ob->weight > 50) 1766 if (throw_ob->weight > 50)
1842 throw_ob->speed *= 0.5; 1767 throw_ob->speed *= 0.5;
1843
1844 } /* else tailor thrown object */ 1768 } /* else tailor thrown object */
1845 1769
1846 /* some limits, and safeties (needed?) */ 1770 /* some limits, and safeties (needed?) */
1847 if (throw_ob->stats.dam < 0) 1771 max_it (throw_ob->stats.dam, 0);
1848 throw_ob->stats.dam = 0;
1849 if (throw_ob->last_sp > eff_str) 1772 min_it (throw_ob->last_sp, eff_str);
1850 throw_ob->last_sp = eff_str;
1851 if (throw_ob->stats.food < 0) 1773 max_it (throw_ob->stats.food, 0);
1852 throw_ob->stats.food = 0;
1853 if (throw_ob->stats.food > 100)
1854 throw_ob->stats.food = 100;
1855 if (throw_ob->stats.wc > 30) 1774 min_it (throw_ob->stats.wc, 30);
1856 throw_ob->stats.wc = 30;
1857 1775
1858 /* how long to pause the thrower. Higher values mean less pause */ 1776 /* how long to pause the thrower. Higher values mean less pause */
1859 pause_f = ((2 * eff_str) / 3) + 20 + skill->level; 1777 pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1860 1778
1861 /* Put a lower limit on this */ 1779 /* Put a lower limit on this */
1862 if (pause_f < 10) 1780 clamp_it (pause_f, 10, 100);
1863 pause_f = 10;
1864 if (pause_f > 100)
1865 pause_f = 100;
1866 1781
1867 /* Changed in 0.94.2 - the calculation before was really goofy. 1782 /* Changed in 0.94.2 - the calculation before was really goofy.
1868 * In short summary, a throw can take anywhere between speed 5 and 1783 * In short summary, a throw can take anywhere between speed 5 and
1869 * speed 0.5 1784 * speed 0.5
1870 */ 1785 */
1871 op->speed_left -= 50 / pause_f; 1786 op->speed_left -= 50 / pause_f;
1872 1787
1873 update_ob_speed (throw_ob);
1874 throw_ob->speed_left = 0; 1788 throw_ob->speed_left = 0;
1875 throw_ob->map = part->map; 1789 throw_ob->map = part->map;
1876 1790
1877 throw_ob->move_type = MOVE_FLY_LOW; 1791 throw_ob->move_type = MOVE_FLY_LOW;
1878 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; 1792 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1888 LOG (llevDebug, " pause_f=%d \n", pause_f); 1802 LOG (llevDebug, " pause_f=%d \n", pause_f);
1889 LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n", 1803 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); 1804 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); 1805 LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1892#endif 1806#endif
1893 insert_ob_in_map (throw_ob, part->map, op, 0); 1807
1808 throw_ob->insert_at (part, op);
1894 1809
1895 if (!throw_ob->destroyed ()) 1810 if (!throw_ob->destroyed ())
1896 move_arrow (throw_ob); 1811 move_arrow (throw_ob);
1897 1812
1898 return 1; 1813 return 1;
1908 else 1823 else
1909 throw_ob = find_mon_throw_ob (op); 1824 throw_ob = find_mon_throw_ob (op);
1910 1825
1911 return do_throw (op, part, throw_ob, dir, skill); 1826 return do_throw (op, part, throw_ob, dir, skill);
1912} 1827}
1828
1829bool
1830skill_mining (object *who, object *tool, object *skill, int dir, const char *string)
1831{
1832 if (!who->is_player ())
1833 return 0;
1834
1835 if (!dir)
1836 {
1837 who->failmsg ("In what direction?");
1838 return 0;
1839 }
1840
1841 mapxy pos (who); pos.move (dir);
1842
1843 if (!pos.normalise ())
1844 {
1845 who->failmsgf (
1846 "You brandish your %s, with not so convincing results. "
1847 "H<There is nothing in this direction.>",
1848 &tool->name
1849 );
1850 return 0;
1851 }
1852
1853 mapspace &ms = pos.ms ();
1854
1855 for (object *vein = pos.ms ().top; vein; vein = vein->below)
1856 if (vein->type == VEIN)
1857 {
1858 who->speed_left -= who->speed / tool->speed;
1859
1860 who->play_sound (tool->sound);
1861
1862 if (rndm (100 - vein->stats.ac) > rndm (tool->stats.wc))
1863 who->failmsgf (
1864 "You use your %s.... nothing. "
1865 "H<Try again, perhaps?>",
1866 &tool->name
1867 );
1868 else if (vein->race != tool->race)
1869 who->failmsgf (
1870 "You use your %s.... but it doesn't work. "
1871 "H<Maybe you are using the wrong tool?>",
1872 &tool->name
1873 );
1874 else if (!vein->stats.food)
1875 who->failmsgf (
1876 "You use your %s.... but there is nothing. "
1877 "H<This space is exhausted, you should try somewhere else.>",
1878 &tool->name
1879 );
1880 else
1881 {
1882 --vein->stats.food;
1883
1884 object *ore = vein->other_arch->instance ();
1885
1886 who->statusmsg (format (
1887 "You use your %s.... and find some %s!",
1888 &tool->name, &ore->name
1889 ));
1890
1891 ore->insert_at (who);
1892
1893 return true;
1894 }
1895 }
1896
1897 return false;
1898}
1899
1900bool
1901skill_fishing (object *who, object *tool, object *skill, int dir, const char *string)
1902{
1903 printf ("******** fishing\n");
1904 return false;
1905}

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