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(Generate patch)

Comparing deliantra/server/server/skills.C (file contents):
Revision 1.35 by root, Sat May 19 00:31:08 2007 UTC vs.
Revision 1.102 by root, Fri Jan 27 22:00:40 2012 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * 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
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * 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
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <object.h> 26#include <object.h>
27#include <sproto.h> 27#include <sproto.h>
42 /* Only prohibit stealing if the player does not have a free 42 /* Only prohibit stealing if the player does not have a free
43 * hand available and in fact does have hands. 43 * hand available and in fact does have hands.
44 */ 44 */
45 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info) 45 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info)
46 { 46 {
47 new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!"); 47 op->failmsg ("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.>");
48 return -1; 49 return -1;
49 } 50 }
50 51
51 /* ADJUSTMENTS */ 52 /* ADJUSTMENTS */
52 53
53 /* Its harder to steal from hostile beings! */ 54 /* It's harder to steal from hostile beings! */
54 if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 55 if (!victim->flag [FLAG_UNAGGRESSIVE])
55 roll = roll / 2; 56 roll = roll / 2;
56 57
57 /* Easier to steal from sleeping beings, or if the thief is 58 /* Easier to steal from sleeping beings, or if the thief is
58 * unseen */ 59 * unseen */
59 if (QUERY_FLAG (victim, FLAG_SLEEP)) 60 if (victim->flag [FLAG_SLEEP])
60 roll = roll * 3; 61 roll = roll * 3;
61 else if (op->invisible) 62 else if (op->invisible)
62 roll = roll * 2; 63 roll = roll * 2;
63 64
64 /* check stealing 'encumberance'. Having this equipment applied makes 65 /* check stealing 'encumberance'. Having this equipment applied makes
65 * it quite a bit harder to steal. 66 * it quite a bit harder to steal.
66 */ 67 */
67 for (equip = op->inv; equip; equip = equip->below) 68 for (equip = op->inv; equip; equip = equip->below)
68 { 69 {
69 if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED)) 70 if (equip->type == WEAPON && equip->flag [FLAG_APPLIED])
70 {
71 roll -= equip->weight / 10000; 71 roll -= equip->weight / 10000;
72 } 72
73 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED)) 73 if (equip->type == BOW && equip->flag [FLAG_APPLIED])
74 roll -= equip->weight / 5000; 74 roll -= equip->weight / 5000;
75
75 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) 76 if (equip->type == SHIELD && equip->flag [FLAG_APPLIED])
76 {
77 roll -= equip->weight / 2000; 77 roll -= equip->weight / 2000;
78 } 78
79 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED)) 79 if (equip->type == ARMOUR && equip->flag [FLAG_APPLIED])
80 roll -= equip->weight / 5000; 80 roll -= equip->weight / 5000;
81
81 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED)) 82 if (equip->type == GLOVES && equip->flag [FLAG_APPLIED])
82 roll -= equip->weight / 100; 83 roll -= equip->weight / 100;
83 } 84 }
85
84 if (roll < 0) 86 if (roll < 0)
85 roll = 0; 87 roll = 0;
88
86 return roll; 89 return roll;
87} 90}
88 91
89/* 92/*
90 * When stealing: dependent on the intelligence/wisdom of whom you're 93 * When stealing: dependent on the intelligence/wisdom of whom you're
100{ 103{
101 object *success = NULL, *tmp = NULL, *next; 104 object *success = NULL, *tmp = NULL, *next;
102 int roll = 0, chance = 0, stats_value; 105 int roll = 0, chance = 0, stats_value;
103 rv_vector rv; 106 rv_vector rv;
104 107
105 stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2; 108 stats_value = (who->stats.Dex + who->stats.Int) * 3 / 2;
106 109
107 /* 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)
108 * 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
109 * have much chance of success. 112 * have much chance of success.
110 */ 113 */
111 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL)) 114 if (!op->is_player () && op->flag [FLAG_NO_STEAL])
112 { 115 {
113 if (can_detect_enemy (op, who, &rv)) 116 if (can_detect_enemy (op, who, &rv))
114 { 117 {
115 npc_call_help (op); 118 npc_call_help (op);
116 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 119 op->clr_flag (FLAG_UNAGGRESSIVE);
117 new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); 120 who->failmsg ("Your attempt is prevented!");
118 return 0; 121 return 0;
119 } 122 }
120 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 */
121 op->stats.Wis += (op->stats.Int / 5) + 1; 124 op->stats.Wis += (op->stats.Int / 5) + 1;
125
122 if (op->stats.Wis > MAX_STAT) 126 if (op->stats.Wis > MAX_STAT)
123 op->stats.Wis = MAX_STAT; 127 op->stats.Wis = MAX_STAT;
124 } 128 }
125 129
126 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ)) 130 if (op->is_player () && op->flag [FLAG_WIZ])
127 { 131 {
128 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n"); 132 who->failmsg ("You can't steal from the dungeon master!\n");
129 return 0; 133 return 0;
130 } 134 }
131 135
132 // only allow stealing between hostile players (TODO: probably should change) 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 {
135 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
136 return 0;
137 } 138 {
139 who->failmsg ("You can't steal from other players!\n");
140 return 0;
141 }
138 142
139 /* Ok then, go thru their inventory, stealing */ 143 /* Ok then, go through their inventory, stealing */
140 for (tmp = op->inv; tmp; tmp = next) 144 for (tmp = op->inv; tmp; tmp = next)
141 { 145 {
142 next = tmp->below; 146 next = tmp->below;
143 147
144 /* you can't steal worn items, starting items, wiz stuff, 148 /* you can't steal worn items, starting items, wiz stuff,
149 * future possible problems. -b.t. 153 * future possible problems. -b.t.
150 * 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
151 * already -b.t. 155 * already -b.t.
152 */ 156 */
153 157
154 if (QUERY_FLAG (tmp, FLAG_APPLIED) 158 if (tmp->flag [FLAG_APPLIED]
155 || !tmp->type 159 || !tmp->type
156 || tmp->type == SPELL 160 || tmp->type == SPELL
157 || QUERY_FLAG (tmp, FLAG_STARTEQUIP) 161 || tmp->flag [FLAG_STARTEQUIP]
158 || QUERY_FLAG (tmp, FLAG_NO_STEAL) 162 || tmp->flag [FLAG_NO_STEAL]
159 || tmp->invisible) 163 || tmp->invisible)
160 continue; 164 continue;
161 165
162 /* Okay, try stealing this item. Dependent on dexterity of thief, 166 /* Okay, try stealing this item. Dependent on dexterity of thief,
163 * skill level, see the adj_stealroll fctn for more detail. 167 * skill level, see the adj_stealroll fctn for more detail.
177 */ 181 */
178 if (tmp->destroyed () || tmp->env != op) 182 if (tmp->destroyed () || tmp->env != op)
179 { 183 {
180 /* for players, play_sound: steals item */ 184 /* for players, play_sound: steals item */
181 success = tmp; 185 success = tmp;
182 CLEAR_FLAG (tmp, FLAG_INV_LOCKED); 186 tmp->clr_flag (FLAG_INV_LOCKED);
183
184 /* Don't delete it from target player until we know
185 * the thief has picked it up. can't just look at tmp->count,
186 * as it's possible that it got merged when picked up.
187 */
188 if (op->type == PLAYER)
189 esrv_del_item (op->contr, tmp->count);
190 } 187 }
188
191 break; 189 break;
192 } 190 }
193 } /* for loop looking for an item */ 191 } /* for loop looking for an item */
194 192
195 if (!tmp) 193 if (!tmp)
204 */ 202 */
205 203
206 if ((roll >= skill->level) || !chance 204 if ((roll >= skill->level) || !chance
207 || (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)))))
208 { 206 {
209
210 /* victim figures out where the thief is! */ 207 /* victim figures out where the thief is! */
211 if (who->hide) 208 if (who->flag [FLAG_HIDDEN])
212 make_visible (who); 209 make_visible (who);
213 210
214 if (op->type != PLAYER) 211 if (op->type != PLAYER)
215 { 212 {
216 /* The unaggressives look after themselves 8) */ 213 /* The unaggressives look after themselves 8) */
217 if (who->type == PLAYER) 214 if (who->type == PLAYER)
218 { 215 {
219 npc_call_help (op); 216 npc_call_help (op);
220 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));
221 } 218 }
222 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 219
220 op->clr_flag (FLAG_UNAGGRESSIVE);
223 /* all remaining npc items are guarded now. Set flag NO_STEAL 221 /* all remaining npc items are guarded now. Set flag NO_STEAL
224 * on the victim. 222 * on the victim.
225 */ 223 */
226 SET_FLAG (op, FLAG_NO_STEAL); 224 op->set_flag (FLAG_NO_STEAL);
227 } 225 }
228 else 226 else
229 { /* stealing from another player */ 227 { /* stealing from another player */
230 char buf[MAX_BUF]; 228 char buf[MAX_BUF];
231 229
232 /* Notify the other player */ 230 /* Notify the other player */
233 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))
234 {
235 sprintf (buf, "Your %s is missing!", query_name (success)); 232 sprintf (buf, "Your %s is missing!", query_name (success));
236 }
237 else 233 else
238 {
239 sprintf (buf, "Your pack feels strangely lighter."); 234 sprintf (buf, "Your pack feels strangely lighter.");
240 } 235
241 new_draw_info (NDI_UNIQUE, 0, op, buf); 236 new_draw_info (NDI_UNIQUE, 0, op, buf);
242 if (!success) 237 if (!success)
243 { 238 {
244 if (who->invisible) 239 if (who->invisible)
245 {
246 sprintf (buf, "you feel itchy fingers getting at your pack."); 240 sprintf (buf, "you feel itchy fingers getting at your pack.");
247 }
248 else 241 else
249 {
250 sprintf (buf, "%s looks very shifty.", query_name (who)); 242 sprintf (buf, "%s looks very shifty.", query_name (who));
251 } 243
252 new_draw_info (NDI_UNIQUE, 0, op, buf); 244 new_draw_info (NDI_UNIQUE, 0, op, buf);
253 } 245 }
254 } /* else stealing from another player */ 246 } /* else stealing from another player */
255 /* play_sound("stop! thief!"); kindofthing */ 247 /* play_sound("stop! thief!"); kindofthing */
256 } /* if you weren't 100% successful */ 248 } /* if you weren't 100% successful */
249
257 return success ? 1 : 0; 250 return success ? 1 : 0;
258} 251}
259 252
260int 253int
261steal (object *op, int dir, object *skill) 254steal (object *op, int dir, object *skill)
267 260
268 x = op->x + freearr_x[dir]; 261 x = op->x + freearr_x[dir];
269 y = op->y + freearr_y[dir]; 262 y = op->y + freearr_y[dir];
270 263
271 if (dir == 0) 264 if (dir == 0)
272 { 265 return 0; // you can't steal from ourself!
273 /* Can't steal from ourself! */
274 return 0;
275 }
276 266
277 m = op->map; 267 m = op->map;
278 mflags = get_map_flags (m, &m, x, y, &x, &y); 268 mflags = get_map_flags (m, &m, x, y, &x, &y);
279 /* 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,
280 * don't need to look any further. 270 * don't need to look any further.
288 278
289 /* Find the topmost object at this spot */ 279 /* Find the topmost object at this spot */
290 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);
291 281
292 /* For all the stacked objects at this point, attempt a steal */ 282 /* For all the stacked objects at this point, attempt a steal */
293 for (; tmp != NULL; tmp = next) 283 for (; tmp; tmp = next)
294 { 284 {
295 next = tmp->below; 285 next = tmp->below;
296 /* Minor hack--for multi square beings - make sure we get 286 /* Minor hack--for multi square beings - make sure we get
297 * the 'head' coz 'tail' objects have no inventory! - b.t. 287 * the 'head' coz 'tail' objects have no inventory! - b.t.
298 */ 288 */
299 if (tmp->head) 289 if (tmp->head)
300 tmp = tmp->head; 290 tmp = tmp->head;
301 291
302 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 292 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
303 continue; 293 continue;
304 294
305 /* do not reveal hidden DMs */ 295 /* do not reveal hidden DMs */
306 if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden) 296 if (tmp->type == PLAYER && tmp->flag [FLAG_WIZ] && tmp->contr->hidden)
307 continue; 297 continue;
298
308 if (attempt_steal (tmp, op, skill)) 299 if (attempt_steal (tmp, op, skill))
309 { 300 {
310 if (tmp->type == PLAYER) /* no xp for stealing from another player */ 301 if (tmp->type == PLAYER) /* no xp for stealing from another player */
311 return 0; 302 return 0;
312 303
313 /* no xp for stealing from pets (of players) */ 304 /* no xp for stealing from pets (of players) */
314 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 305 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
315 { 306 {
316 object *owner = tmp->owner; 307 object *owner = tmp->owner;
317 308
318 if (owner != NULL && owner->type == PLAYER) 309 if (owner && owner->type == PLAYER)
319 return 0; 310 return 0;
320 } 311 }
321 312
322 // reduce monster experience by experience we gained, as to 313 // reduce monster experience by experience we gained, as to
323 // 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
324 // (jessies gave ~20,000,000 exp otherwise. 315 // (jessies gave ~20,000,000 exp otherwise.
325 int exp = calc_skill_exp (op, tmp, skill); 316 int exp = calc_skill_exp (op, tmp, skill);
326 317
327 exp = MIN (tmp->stats.exp, exp); 318 exp = min (tmp->stats.exp, exp);
328 tmp->stats.exp -= exp; 319 tmp->stats.exp -= exp;
329 return exp; 320 return exp;
330 } 321 }
331 } 322 }
323
332 return 0; 324 return 0;
333} 325}
334 326
335static int 327static int
336attempt_pick_lock (object *door, object *pl, object *skill) 328attempt_pick_lock (object *door, object *pl, object *skill)
372 dir = pl->facing; 364 dir = pl->facing;
373 365
374 /* For all the stacked objects at this point find a door */ 366 /* For all the stacked objects at this point find a door */
375 if (out_of_map (pl->map, x, y)) 367 if (out_of_map (pl->map, x, y))
376 { 368 {
377 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); 369 pl->failmsg ("There is no lock there.");
378 return 0; 370 return 0;
379 } 371 }
380 372
381 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)
382 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 374 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
383 break; 375 break;
384 376
385 if (!tmp) 377 if (!tmp)
386 { 378 {
387 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); 379 pl->failmsg ("There is no lock there.");
388 return 0; 380 return 0;
389 } 381 }
382
390 if (tmp->type == LOCKED_DOOR) 383 if (tmp->type == LOCKED_DOOR)
391 { 384 {
392 new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!"); 385 pl->failmsg ("You can't pick that lock! H<You need the right key, no matter how skilled you might be.>");
393 return 0; 386 return 0;
394 } 387 }
395 388
396 if (!tmp->move_block) 389 if (!tmp->move_block)
397 { 390 {
398 new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!"); 391 pl->failmsg ("The door has no lock!");
399 return 0; 392 return 0;
400 } 393 }
401 394
402 if (attempt_pick_lock (tmp, pl, skill)) 395 if (attempt_pick_lock (tmp, pl, skill))
403 { 396 {
438 op->invisible += 100; /* set the level of 'hiddeness' */ 431 op->invisible += 100; /* set the level of 'hiddeness' */
439 432
440 if (op->type == PLAYER) 433 if (op->type == PLAYER)
441 op->contr->tmp_invis = 1; 434 op->contr->tmp_invis = 1;
442 435
443 op->hide = 1; 436 op->flag [FLAG_HIDDEN] = 1;
444 return 1; 437 return 1;
445 } 438 }
446 439
447 return 0; 440 return 0;
448} 441}
452hide (object *op, object *skill) 445hide (object *op, object *skill)
453{ 446{
454 /* the preliminaries -- Can we really hide now? */ 447 /* the preliminaries -- Can we really hide now? */
455 /* this keeps monsters from using invisibilty spells and hiding */ 448 /* this keeps monsters from using invisibilty spells and hiding */
456 449
457 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 450 if (op->flag [FLAG_MAKE_INVIS])
458 { 451 {
459 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!"); 452 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
460 return 0; 453 return 0;
461 } 454 }
462 else if (!op->hide && op->invisible > 0 && op->type == PLAYER) 455 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER)
463 { 456 {
464 new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!"); 457 new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!");
465 make_visible (op); 458 make_visible (op);
466 } 459 }
467 460
489static void 482static void
490stop_jump (object *pl, int dist, int spaces) 483stop_jump (object *pl, int dist, int spaces)
491{ 484{
492 pl->update_stats (); 485 pl->update_stats ();
493 pl->map->insert (pl, pl->x, pl->y, pl); 486 pl->map->insert (pl, pl->x, pl->y, pl);
487 pl->speed_left -= pl->speed * 8.;
494} 488}
495 489
496static int 490static int
497attempt_jump (object *pl, int dir, int spaces, object *skill) 491attempt_jump (object *pl, int dir, int spaces, object *skill)
498{ 492{
499 object *tmp; 493 object *tmp;
500 int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags; 494 int i, dx = freearr_x[dir], dy = freearr_y[dir], mflags;
501 sint16 x, y; 495 sint16 x, y;
502 maptile *m; 496 maptile *m;
503 497
504 /* Jump loop. Go through spaces opject wants to jump. Halt the 498 /* Jump loop. Go through spaces object wants to jump. Halt the
505 * jump if a wall or creature is in the way. We set FLAG_FLYING 499 * jump if a wall or creature is in the way. We set FLAG_FLYING
506 * temporarily to allow player to aviod exits/archs that are not 500 * temporarily to allow player to aviod exits/archs that are not
507 * fly_on, fly_off. This will also prevent pickup of objects 501 * fly_on, fly_off. This will also prevent pickup of objects
508 * while jumping over them. 502 * while jumping over them.
509 */ 503 */
510
511 pl->remove (); 504 pl->remove ();
512
513 /*
514 * I don't think this is actually needed - all the movement
515 * code is handled in this function, and I don't see anyplace
516 * that cares about the move_type being flying.
517 */
518 pl->move_type |= MOVE_FLY_LOW; 505 pl->move_type |= MOVE_FLY_LOW;
519 506
520 for (i = 0; i <= spaces; i++) 507 for (i = 0; i <= spaces; i++)
521 { 508 {
522 x = pl->x + dx; 509 x = pl->x + dx;
525 512
526 mflags = get_map_flags (m, &m, x, y, &x, &y); 513 mflags = get_map_flags (m, &m, x, y, &x, &y);
527 514
528 if (mflags & P_OUT_OF_MAP) 515 if (mflags & P_OUT_OF_MAP)
529 { 516 {
530 (void) stop_jump (pl, i, spaces); 517 stop_jump (pl, i, spaces);
531 return 0; 518 return 0;
532 } 519 }
520
521 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
522 {
523 /* Jump into creature */
524 if (tmp->flag [FLAG_MONSTER]
525 || (tmp->type == PLAYER && (!tmp->flag [FLAG_WIZ] || !tmp->contr->hidden)))
526 {
527 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
528
529 stop_jump (pl, i, spaces);
530
531 int exp = 0;
532
533 if (tmp->type != PLAYER
534 || (pl->type == PLAYER && !pl->contr->party)
535 || (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
536 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
537
538 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
539 }
540 }
541
533 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y))) 542 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
534 { 543 {
535 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); 544 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
536 stop_jump (pl, i, spaces); 545 stop_jump (pl, i, spaces);
537 return 0; 546 return 0;
538 } 547 }
539 548
540 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
541 {
542 /* Jump into creature */
543 if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
544 {
545 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
546 if (tmp->type != PLAYER ||
547 (pl->type == PLAYER && pl->contr->party == NULL) ||
548 (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
549 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
550 stop_jump (pl, i, spaces);
551 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
552 }
553 /* If the space has fly on set (no matter what the space is),
554 * we should get the effects - after all, the player is
555 * effectively flying.
556 */
557 if (tmp->move_on & MOVE_FLY_LOW)
558 {
559 pl->x = x;
560 pl->y = y;
561 pl->map = m;
562 stop_jump (pl, i, spaces);
563 return calc_skill_exp (pl, NULL, skill);
564 }
565 }
566 pl->x = x; 549 pl->x = x;
567 pl->y = y; 550 pl->y = y;
568 pl->map = m; 551 pl->map = m;
552
553 if (m->at (x, y).move_on & pl->move_type)
554 {
555 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is stopped.");
556 stop_jump (pl, i, spaces);
557 return 0;
558 }
569 } 559 }
560
570 stop_jump (pl, i, spaces); 561 stop_jump (pl, i, spaces);
562
571 return calc_skill_exp (pl, NULL, skill); 563 return calc_skill_exp (pl, NULL, skill);
572} 564}
573 565
574/* jump() - this is both a new type of movement for player/monsters and 566/* jump() - this is both a new type of movement for player/monsters and
575 * an attack as well. 567 * an attack as well.
576 * Perhaps we should allow more spaces based on level, eg, level 50 568 * Perhaps we should allow more spaces based on level, eg, level 50
577 * jumper can jump several spaces? 569 * jumper can jump several spaces?
578 */ 570 */
579
580int 571int
581jump (object *pl, int dir, object *skill) 572jump (object *pl, int dir, object *skill)
582{ 573{
583 int spaces = 0, stats;
584 int str = pl->stats.Str; 574 int str = pl->stats.Str;
585 int dex = pl->stats.Dex; 575 int dex = pl->stats.Dex;
586 576
587 dex = dex ? dex : 15; 577 dex = dex ? dex : 15;
588 str = str ? str : 10; 578 str = str ? str : 10;
589 579
590 stats = str * str * str * dex * skill->level; 580 int stats = str * str * str * dex * skill->level;
581 int spaces = min (3, skill->level, stats / (pl->carrying + 1));
591 582
592 if (pl->carrying != 0) /* don't want div by zero !! */
593 spaces = (int) (stats / pl->carrying);
594 else
595 spaces = 2; /* pl has no objects - gets the far jump */
596
597 if (spaces > 2)
598 spaces = 2;
599 else if (spaces == 0) 583 if (spaces == 0)
600 {
601 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
602 return 0;
603 } 584 {
585 pl->failmsg ("You are carrying too much weight to jump.");
586 return 0;
587 }
588
604 return attempt_jump (pl, dir, spaces, skill); 589 return attempt_jump (pl, dir, spaces, skill);
605} 590}
606
607 591
608/* skill_ident() - this code is supposed to allow players to identify 592/* skill_ident() - this code is supposed to allow players to identify
609 * classes of objects with the various "auto-ident" skills. Player must 593 * classes of objects with the various "auto-ident" skills. Player must
610 * have unidentified objects of the right type in order for the skill 594 * have unidentified objects of the right type in order for the skill
611 * to work. While multiple classes of objects may be identified, 595 * to work. While multiple classes of objects may be identified,
612 * this code is kind of yucky -- it would be nice to make it a bit 596 * this code is kind of yucky -- it would be nice to make it a bit
613 * more generalized. Right now, skill indices are embedded in this routine. 597 * more generalized. Right now, skill indices are embedded in this routine.
614 * Returns amount of experience gained (on successful ident). 598 * Returns amount of experience gained (on successful ident).
615 * - b.t. (thomas@astro.psu.edu) 599 * - b.t. (thomas@astro.psu.edu)
616 */ 600 */
617
618static int 601static int
619do_skill_detect_curse (object *pl, object *skill) 602do_skill_detect_curse (object *pl, object *skill)
620{ 603{
621 object *tmp;
622 int success = 0; 604 int success = 0;
623 605
624 for (tmp = pl->inv; tmp; tmp = tmp->below) 606 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
625 if (!tmp->invisible 607 if (!tmp->invisible
626 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 608 && tmp->need_identify ()
627 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) 609 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED]
610 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
611 && tmp->item_power < skill->level)
628 { 612 {
629 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 613 tmp->set_flag (FLAG_KNOWN_CURSED);
630 esrv_update_item (UPD_FLAGS, pl, tmp); 614 esrv_update_item (UPD_FLAGS, pl, tmp);
631 success += calc_skill_exp (pl, tmp, skill); 615 success += calc_skill_exp (pl, tmp, skill);
632 } 616 }
633 617
634 /* Check ground, too, but only objects the player could pick up */ 618 /* Check ground, too, but only objects the player could pick up */
635 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) 619 for (object *tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
636 if (can_pick (pl, tmp) && 620 if (can_pick (pl, tmp)
637 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && 621 && tmp->need_identify ()
638 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 622 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED]
639 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) 623 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
624 && tmp->item_power < skill->level)
640 { 625 {
641 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 626 tmp->set_flag (FLAG_KNOWN_CURSED);
642 esrv_update_item (UPD_FLAGS, pl, tmp); 627 esrv_update_item (UPD_FLAGS, pl, tmp);
643 success += calc_skill_exp (pl, tmp, skill); 628 success += calc_skill_exp (pl, tmp, skill);
644 } 629 }
645 630
646 return success; 631 return success;
647} 632}
648 633
649static int 634static int
650do_skill_detect_magic (object *pl, object *skill) 635do_skill_detect_magic (object *pl, object *skill)
651{ 636{
652 object *tmp;
653 int success = 0; 637 int success = 0;
654 638
655 for (tmp = pl->inv; tmp; tmp = tmp->below) 639 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
656 if (!tmp->invisible 640 if (!tmp->invisible
657 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) 641 && tmp->need_identify ()
642 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL]
643 && is_magical (tmp)
658 && (is_magical (tmp)) && tmp->item_power < skill->level) 644 && tmp->item_power < skill->level)
659 { 645 {
660 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 646 tmp->set_flag (FLAG_KNOWN_MAGICAL);
661 esrv_update_item (UPD_FLAGS, pl, tmp); 647 esrv_update_item (UPD_FLAGS, pl, tmp);
662 success += calc_skill_exp (pl, tmp, skill); 648 success += calc_skill_exp (pl, tmp, skill);
663 } 649 }
664 650
665 /* Check ground, too, but like above, only if the object can be picked up */ 651 /* Check ground, too, but like above, only if the object can be picked up */
666 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) 652 for (object *tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
667 if (can_pick (pl, tmp) && 653 if (can_pick (pl, tmp)
668 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level) 654 && tmp->need_identify ()
655 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL]
656 && is_magical (tmp)
657 && tmp->item_power < skill->level)
669 { 658 {
670 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 659 tmp->set_flag (FLAG_KNOWN_MAGICAL);
671 esrv_update_item (UPD_FLAGS, pl, tmp); 660 esrv_update_item (UPD_FLAGS, pl, tmp);
672 success += calc_skill_exp (pl, tmp, skill); 661 success += calc_skill_exp (pl, tmp, skill);
673 } 662 }
674 663
675 return success; 664 return success;
676} 665}
677 666
678/* Helper function for do_skill_ident, so that we can loop 667/* Helper function for do_skill_ident, so that we can loop
679 * over inventory AND objects on the ground conveniently. 668 * over inventory AND objects on the ground conveniently.
680 */ 669 */
681int 670static int
682do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) 671do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
683{ 672{
684 int success = 0, chance; 673 int success = 0, chance;
685 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; 674 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
686 675
687 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT) 676 if (!tmp->flag [FLAG_IDENTIFIED]
688 && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class) 677 && !tmp->flag [FLAG_NO_SKILL_IDENT]
678 && tmp->need_identify ()
679 && !tmp->invisible
680 && tmp->type == obj_class)
689 { 681 {
690 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1); 682 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
691 683
692 if (skill_value >= chance) 684 if (skill_value >= chance)
693 { 685 {
700 if (tmp->msg) 692 if (tmp->msg)
701 { 693 {
702 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 694 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
703 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); 695 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
704 } 696 }
705
706 /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */
707 if (tmp->map)
708 esrv_send_item (pl, tmp);
709 } 697 }
698
710 success += calc_skill_exp (pl, tmp, skill); 699 success += calc_skill_exp (pl, tmp, skill);
711 } 700 }
712 else 701 else
713 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); 702 tmp->set_flag (FLAG_NO_SKILL_IDENT);
714 } 703 }
715 704
716 return success; 705 return success;
717} 706}
718 707
719/* do_skill_ident() - workhorse for skill_ident() -b.t. 708/* do_skill_ident() - workhorse for skill_ident() -b.t.
720 */ 709 */
721static int 710static int
722do_skill_ident (object *pl, int obj_class, object *skill) 711do_skill_ident (object *pl, int obj_class, object *skill)
723{ 712{
724 object *tmp;
725 int success = 0; 713 int success = 0;
726 714
727 for (tmp = pl->inv; tmp; tmp = tmp->below) 715 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
728 success += do_skill_ident2 (tmp, pl, obj_class, skill); 716 success += do_skill_ident2 (tmp, pl, obj_class, skill);
729 /* check the ground */ 717 /* check the ground */
730 718
731 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) 719 for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above)
732 success += do_skill_ident2 (tmp, pl, obj_class, skill); 720 success += do_skill_ident2 (tmp, pl, obj_class, skill);
733 721
734 return success; 722 return success;
735} 723}
736 724
744 732
745 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby..."); 733 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
746 734
747 switch (skill->subtype) 735 switch (skill->subtype)
748 { 736 {
749 case SK_SMITHERY: 737 case SK_SMITHERY:
750 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill) 738 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill)
751 + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill) 739 + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill)
752 + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill) 740 + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill)
753 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill); 741 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
754 break; 742 break;
755 743
756 case SK_BOWYER: 744 case SK_BOWYER:
757 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill); 745 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
758 break; 746 break;
759 747
760 case SK_ALCHEMY: 748 case SK_ALCHEMY:
761 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill) 749 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill)
762 + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill); 750 + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
763 break; 751 break;
764 752
765 case SK_WOODSMAN: 753 case SK_WOODSMAN:
766 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill); 754 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
767 break; 755 break;
768 756
769 case SK_JEWELER: 757 case SK_JEWELER:
770 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill); 758 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
771 break; 759 break;
772 760
773 case SK_LITERACY: 761 case SK_LITERACY:
774 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill); 762 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
775 break; 763 break;
776 764
777 case SK_THAUMATURGY: 765 case SK_THAUMATURGY:
778 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill); 766 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
779 break; 767 break;
780 768
781 case SK_DET_CURSE: 769 case SK_DET_CURSE:
782 success = do_skill_detect_curse (pl, skill); 770 success = do_skill_detect_curse (pl, skill);
783 if (success) 771 if (success)
784 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); 772 new_draw_info (NDI_UNIQUE, 0, pl, "... and discover cursed items!");
785 break; 773 break;
786 774
787 case SK_DET_MAGIC: 775 case SK_DET_MAGIC:
788 success = do_skill_detect_magic (pl, skill); 776 success = do_skill_detect_magic (pl, skill);
789 if (success) 777 if (success)
790 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!"); 778 new_draw_info (NDI_UNIQUE, 0, pl, "... and discover items imbued with mystic forces!");
791 break; 779 break;
792 780
793 default: 781 default:
794 LOG (llevError, "Error: bad call to skill_ident()\n"); 782 LOG (llevError, "Error: bad call to skill_ident()\n");
795 return 0; 783 return 0;
796 break;
797 } 784 }
785
798 if (!success) 786 if (!success)
799 {
800 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); 787 new_draw_info (NDI_UNIQUE, 0, pl, "... and learn nothing more.");
801 } 788
802 return success; 789 return success;
803} 790}
804 791
805/* players using this skill can 'charm' a monster -- 792/* players using this skill can 'charm' a monster --
806 * into working for them. It can only be used on 793 * into working for them. It can only be used on
811use_oratory (object *pl, int dir, object *skill) 798use_oratory (object *pl, int dir, object *skill)
812{ 799{
813 if (pl->type != PLAYER) 800 if (pl->type != PLAYER)
814 return 0; /* only players use this skill */ 801 return 0; /* only players use this skill */
815 802
803 if (!dir)
804 {
805 pl->failmsg ("In what direction?");
806 return 0;
807 }
808
816 sint16 x = pl->x + freearr_x[dir], 809 sint16 x = pl->x + freearr_x[dir],
817 y = pl->y + freearr_y[dir]; 810 y = pl->y + freearr_y[dir];
818 maptile *m = pl->map; 811 maptile *m = pl->map;
819 812
820 int mflags = get_map_flags (m, &m, x, y, &x, &y); 813 int mflags = get_map_flags (m, &m, x, y, &x, &y);
823 816
824 /* Save some processing - we have the flag already anyways 817 /* Save some processing - we have the flag already anyways
825 */ 818 */
826 if (!(mflags & P_IS_ALIVE)) 819 if (!(mflags & P_IS_ALIVE))
827 { 820 {
828 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 821 pl->failmsg ("There is nothing to orate to.");
829 return 0; 822 return 0;
830 } 823 }
831 824
832 object *tmp; 825 object *tmp;
833 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 826 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
841 if (tmp->type == PLAYER 834 if (tmp->type == PLAYER
842 || tmp->more || tmp->head_ () != tmp 835 || tmp->more || tmp->head_ () != tmp
843 || tmp->msg) 836 || tmp->msg)
844 return 0; 837 return 0;
845 838
846 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 839 if (tmp->flag [FLAG_MONSTER])
847 break; 840 break;
848 } 841 }
849 842
850 if (!tmp) 843 if (!tmp)
851 { 844 {
852 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 845 pl->failmsg ("There is nothing to orate to.");
853 return 0; 846 return 0;
854 } 847 }
855 848
856 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp)); 849 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
857 850
858 /* the following conditions limit who may be 'charmed' */ 851 /* the following conditions limit who may be 'charmed' */
859 852
860 /* it's hostile! */ 853 /* it's hostile! */
861 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 854 if (!tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY])
862 { 855 {
863 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); 856 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
864 return 0; 857 return 0;
865 } 858 }
866 859
867 /* it's already allied! */ 860 /* it's already allied! */
868 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 861 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
869 { 862 {
870 if (tmp->owner == pl) 863 if (tmp->owner == pl)
871 { 864 {
872 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); 865 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
873 return 0; 866 return 0;
898 /* Ok, got a 'sucker' lets try to make them a follower */ 891 /* Ok, got a 'sucker' lets try to make them a follower */
899 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1)) 892 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
900 { 893 {
901 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); 894 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
902 895
896 INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl));
903 tmp->set_owner (pl); 897 tmp->set_owner (pl);
904 tmp->skill = skill->skill; 898 tmp->skill = skill->skill;
905 tmp->stats.exp = 0; 899 tmp->stats.exp = 0;
906 add_friendly_object (tmp);
907 tmp->attack_movement = PETMOVE; 900 tmp->attack_movement = PETMOVE;
901
902 if (!tmp->flag [FLAG_FRIENDLY])
903 add_friendly_object (tmp);
904
908 return calc_skill_exp (pl, tmp, skill); 905 return calc_skill_exp (pl, tmp, skill);
909 } 906 }
910 /* Charm failed. Creature may be angry now */ 907 /* Charm failed. Creature may be angry now */
911 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW)) 908 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
912 { 909 {
913 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); 910 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
914 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 911 if (tmp->flag [FLAG_FRIENDLY])
915 { 912 {
916 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
917 remove_friendly_object (tmp); 913 remove_friendly_object (tmp);
918 tmp->attack_movement = 0; /* needed? */ 914 tmp->attack_movement = 0; /* needed? */
919 } 915 }
920 916
921 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 917 tmp->clr_flag (FLAG_UNAGGRESSIVE);
922 } 918 }
923 919
924 return 0; /* Fall through - if we get here, we didn't charm anything */ 920 return 0; /* Fall through - if we get here, we didn't charm anything */
925} 921}
926 922
934 * of anything better! -b.t. 930 * of anything better! -b.t.
935 */ 931 */
936int 932int
937singing (object *pl, int dir, object *skill) 933singing (object *pl, int dir, object *skill)
938{ 934{
939 int i, exp = 0; 935 int exp = 0;
940 object *tmp; 936 object *tmp;
941 maptile *m; 937 maptile *m;
942 sint16 x, y; 938 sint16 x, y;
943 939
944 if (pl->type != PLAYER) 940 if (pl->type != PLAYER)
945 return 0; /* only players use this skill */ 941 return 0; /* only players use this skill */
946 942
943 if (!dir)
944 {
945 pl->failmsg ("In what direction?");
946 return 0;
947 }
948
947 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); 949 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
948 for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++) 950 for (int i = skill->level >= SIZEOFFREE1 ? 0 : dir;
951 i < min (skill->level, SIZEOFFREE);
952 i++)
949 { 953 {
950 x = pl->x + freearr_x[i]; 954 x = pl->x + freearr_x[i];
951 y = pl->y + freearr_y[i]; 955 y = pl->y + freearr_y[i];
952 m = pl->map; 956 m = pl->map;
953 957
957 if (!(mflags & P_IS_ALIVE)) 961 if (!(mflags & P_IS_ALIVE))
958 continue; 962 continue;
959 963
960 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 964 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
961 { 965 {
962 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 966 if (tmp->flag [FLAG_MONSTER])
963 break; 967 break;
964 /* can't affect players */ 968 /* can't affect players */
965 if (tmp->type == PLAYER) 969 if (tmp->type == PLAYER)
966 break; 970 break;
967 } 971 }
968 972
969 /* Whole bunch of checks to see if this is a type of monster that would 973 /* Whole bunch of checks to see if this is a type of monster that would
970 * listen to singing. 974 * listen to singing.
971 */ 975 */
972 if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */ 976 if (tmp && tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_NO_STEAL] && /* Been charmed or abused before */
973 !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */ 977 !tmp->flag [FLAG_SPLITTING] && /* no ears */
974 !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */ 978 !tmp->flag [FLAG_HITBACK] && /* was here before */
975 (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */ 979 (tmp->level <= skill->level) && (!tmp->head) && !tmp->flag [FLAG_UNDEAD] && !tmp->flag [FLAG_UNAGGRESSIVE] && /* already calm */
976 !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 980 !tmp->flag [FLAG_FRIENDLY])
977 { /* already calm */ 981 { /* already calm */
978 982
979 /* stealing isn't really related (although, maybe it should 983 /* stealing isn't really related (although, maybe it should
980 * be). This is mainly to prevent singing to the same monster 984 * be). This is mainly to prevent singing to the same monster
981 * over and over again and getting exp for it. 985 * over and over again and getting exp for it.
982 */ 986 */
983 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2; 987 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
984 988
985 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH)) 989 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH))
986 { 990 {
987 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 991 tmp->set_flag (FLAG_UNAGGRESSIVE);
988 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp)); 992 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp));
989 /* Give exp only if they are not aware */ 993 /* Give exp only if they are not aware */
990 994
991 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) 995 if (!tmp->flag [FLAG_NO_STEAL])
992 exp += calc_skill_exp (pl, tmp, skill); 996 exp += calc_skill_exp (pl, tmp, skill);
993 997
994 SET_FLAG (tmp, FLAG_NO_STEAL); 998 tmp->set_flag (FLAG_NO_STEAL);
995 } 999 }
996 else 1000 else
997 { 1001 {
998 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); 1002 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
999 SET_FLAG (tmp, FLAG_NO_STEAL); 1003 tmp->set_flag (FLAG_NO_STEAL);
1000 } 1004 }
1001 } 1005 }
1002 } 1006 }
1003 return exp; 1007 return exp;
1004} 1008}
1005 1009
1006/* The find_traps skill (aka, search). Checks for traps 1010/* The find_traps skill (aka, search). Checks for traps
1007 * on the spaces or in certain objects 1011 * on the spaces or in certain objects
1008 */ 1012 */
1009
1010int 1013int
1011find_traps (object *pl, object *skill) 1014find_traps (object *pl, object *skill)
1012{ 1015{
1013 object *tmp, *tmp2; 1016 object *tmp, *tmp2;
1014 int i, expsum = 0, mflags; 1017 int i, expsum = 0, mflags;
1016 maptile *m; 1019 maptile *m;
1017 1020
1018 /* First we search all around us for runes and traps, which are 1021 /* First we search all around us for runes and traps, which are
1019 * all type RUNE 1022 * all type RUNE
1020 */ 1023 */
1021
1022 for (i = 0; i < 9; i++) 1024 for (i = 0; i < 9; i++)
1023 { 1025 {
1024 x = pl->x + freearr_x[i]; 1026 x = pl->x + freearr_x[i];
1025 y = pl->y + freearr_y[i]; 1027 y = pl->y + freearr_y[i];
1026 m = pl->map; 1028 m = pl->map;
1028 mflags = get_map_flags (m, &m, x, y, &x, &y); 1030 mflags = get_map_flags (m, &m, x, y, &x, &y);
1029 if (mflags & P_OUT_OF_MAP) 1031 if (mflags & P_OUT_OF_MAP)
1030 continue; 1032 continue;
1031 1033
1032 /* Check everything in the square for trapness */ 1034 /* Check everything in the square for trapness */
1033 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1035 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1034 { 1036 {
1035
1036 /* And now we'd better do an inventory traversal of each 1037 /* And now we'd better do an inventory traversal of each
1037 * of these objects' inventory 1038 * of these objects' inventory
1038 * We can narrow this down a bit - no reason to search through 1039 * We can narrow this down a bit - no reason to search through
1039 * the players inventory or monsters for that matter. 1040 * the players inventory or monsters for that matter.
1040 */ 1041 */
1041 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1042 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1042 {
1043 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1043 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1044 if (tmp2->type == RUNE || tmp2->type == TRAP) 1044 if (tmp2->type == RUNE || tmp2->type == TRAP)
1045 if (trap_see (pl, tmp2)) 1045 if (trap_see (pl, tmp2))
1046 { 1046 {
1047 trap_show (tmp2, tmp); 1047 trap_show (tmp2, tmp);
1048 if (tmp2->stats.Cha > 1) 1048 if (tmp2->stats.Cha > 1)
1049 { 1049 {
1050 if (!tmp2->owner || tmp2->owner->type != PLAYER) 1050 if (!tmp2->owner || tmp2->owner->type != PLAYER)
1051 expsum += calc_skill_exp (pl, tmp2, skill); 1051 expsum += calc_skill_exp (pl, tmp2, skill);
1052 1052
1053 tmp2->stats.Cha = 1; /* unhide the trap */ 1053 tmp2->stats.Cha = 1; /* unhide the trap */
1054 } 1054 }
1055 } 1055 }
1056 } 1056
1057 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) 1057 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1058 { 1058 {
1059 trap_show (tmp, tmp); 1059 trap_show (tmp, tmp);
1060 if (tmp->stats.Cha > 1) 1060 if (tmp->stats.Cha > 1)
1061 { 1061 {
1064 tmp->stats.Cha = 1; /* unhide the trap */ 1064 tmp->stats.Cha = 1; /* unhide the trap */
1065 } 1065 }
1066 } 1066 }
1067 } 1067 }
1068 } 1068 }
1069
1069 new_draw_info (NDI_BLACK, 0, pl, "You search the area."); 1070 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1070 return expsum; 1071 return expsum;
1071} 1072}
1072 1073
1073/* remove_trap() - This skill will disarm any previously discovered trap 1074/* remove_trap() - This skill will disarm any previously discovered trap
1074 * the algorithm is based (almost totally) on the old command_disarm() - b.t. 1075 * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1075 */ 1076 */
1076
1077int 1077int
1078remove_trap (object *op, int dir, object *skill) 1078remove_trap (object *op, int dir, object *skill)
1079{ 1079{
1080 object *tmp, *tmp2; 1080 object *tmp, *tmp2;
1081 int i, success = 0, mflags; 1081 int i, success = 0, mflags;
1091 mflags = get_map_flags (m, &m, x, y, &x, &y); 1091 mflags = get_map_flags (m, &m, x, y, &x, &y);
1092 if (mflags & P_OUT_OF_MAP) 1092 if (mflags & P_OUT_OF_MAP)
1093 continue; 1093 continue;
1094 1094
1095 /* Check everything in the square for trapness */ 1095 /* Check everything in the square for trapness */
1096 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1096 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1097 { 1097 {
1098 /* And now we'd better do an inventory traversal of each 1098 /* And now we'd better do an inventory traversal of each
1099 * of these objects inventory. Like above, only 1099 * of these objects inventory. Like above, only
1100 * do this for interesting objects. 1100 * do this for interesting objects.
1101 */ 1101 */
1102 1102
1103 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1103 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1104 { 1104 {
1105 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1105 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1106 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) 1106 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1107 { 1107 {
1108 trap_show (tmp2, tmp); 1108 trap_show (tmp2, tmp);
1109
1109 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) 1110 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1110 { 1111 {
1111 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1112 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1112 success += calc_skill_exp (op, tmp2, skill); 1113 success += calc_skill_exp (op, tmp2, skill);
1113 } 1114 }
1114 } 1115 }
1115 } 1116 }
1117
1116 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) 1118 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1117 { 1119 {
1118 trap_show (tmp, tmp); 1120 trap_show (tmp, tmp);
1121
1119 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) 1122 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1120 { 1123 {
1121 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1124 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1122 success += calc_skill_exp (op, tmp, skill); 1125 success += calc_skill_exp (op, tmp, skill);
1123 } 1126 }
1124 } 1127 }
1125 } 1128 }
1126 } 1129 }
1130
1127 return success; 1131 return success;
1128} 1132}
1129
1130 1133
1131/* pray() - when this skill is called from do_skill(), it allows 1134/* pray() - when this skill is called from do_skill(), it allows
1132 * the player to regain lost grace points at a faster rate. -b.t. 1135 * the player to regain lost grace points at a faster rate. -b.t.
1133 * This always returns 0 - return value is used by calling function 1136 * This always returns 0 - return value is used by calling function
1134 * such that if it returns true, player gets exp in that skill. This 1137 * such that if it returns true, player gets exp in that skill. This
1135 * the effect here can be done on demand, we probably don't want to 1138 * the effect here can be done on demand, we probably don't want to
1136 * give infinite exp by returning true in any cases. 1139 * give infinite exp by returning true in any cases.
1137 */ 1140 */
1138
1139int 1141int
1140pray (object *pl, object *skill) 1142pray (object *pl, object *skill)
1141{ 1143{
1142 char buf[MAX_BUF]; 1144 char buf[MAX_BUF];
1143 object *tmp; 1145 object *tmp;
1150 /* Check all objects - we could stop at floor objects, 1152 /* Check all objects - we could stop at floor objects,
1151 * but if someone buries an altar, I don't see a problem with 1153 * but if someone buries an altar, I don't see a problem with
1152 * going through all the objects, and it shouldn't be much slower 1154 * going through all the objects, and it shouldn't be much slower
1153 * than extra checks on object attributes. 1155 * than extra checks on object attributes.
1154 */ 1156 */
1155 for (tmp = pl->below; tmp != NULL; tmp = tmp->below) 1157 for (tmp = pl->below; tmp; tmp = tmp->below)
1156 { 1158 {
1157 /* Only if the altar actually belongs to someone do you get special benefits */ 1159 /* Only if the altar actually belongs to someone do you get special benefits */
1158 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) 1160 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1159 { 1161 {
1160 sprintf (buf, "You pray over the %s.", &tmp->name); 1162 sprintf (buf, "You pray over the %s.", &tmp->name);
1168 if (pl->stats.grace < pl->stats.maxgrace) 1170 if (pl->stats.grace < pl->stats.maxgrace)
1169 { 1171 {
1170 pl->stats.grace++; 1172 pl->stats.grace++;
1171 pl->last_grace = -1; 1173 pl->last_grace = -1;
1172 } 1174 }
1175
1173 return 0; 1176 return 0;
1174} 1177}
1175 1178
1176/* This skill allows the player to regain a few sp or hp for a 1179/* This skill allows the player to regain a few sp or hp for a
1177 * brief period of concentration. No armour or weapons may be 1180 * brief period of concentration. No armour or weapons may be
1178 * wielded/applied for this to work. The amount of time needed 1181 * wielded/applied for this to work. The amount of time needed
1179 * to concentrate and the # of points regained is dependant on 1182 * to concentrate and the # of points regained is dependant on
1180 * the level of the user. - b.t. thomas@astro.psu.edu 1183 * the level of the user. - b.t. thomas@astro.psu.edu
1181 */ 1184 */
1182
1183void 1185void
1184meditate (object *pl, object *skill) 1186meditate (object *pl, object *skill)
1185{ 1187{
1186 object *tmp; 1188 object *tmp;
1187 1189
1188 if (pl->type != PLAYER) 1190 if (pl->type != PLAYER)
1189 return; /* players only */ 1191 return; /* players only */
1190 1192
1191 /* check if pl has removed encumbering armour and weapons */ 1193 /* check if pl has removed encumbering armour and weapons */
1192 if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6)) 1194 if (pl->flag [FLAG_READY_WEAPON] && skill->level < 6)
1193 { 1195 {
1194 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n"); 1196 pl->failmsg ("You can't concentrate while wielding a weapon!\n");
1195 return; 1197 return;
1196 } 1198 }
1197 else 1199 else
1198 { 1200 {
1199 for (tmp = pl->inv; tmp; tmp = tmp->below) 1201 for (tmp = pl->inv; tmp; tmp = tmp->below)
1200 if (((tmp->type == ARMOUR && skill->level < 12) 1202 if (((tmp->type == ARMOUR && skill->level < 12)
1201 || (tmp->type == HELMET && skill->level < 10) 1203 || (tmp->type == HELMET && skill->level < 10)
1202 || (tmp->type == SHIELD && skill->level < 6) 1204 || (tmp->type == SHIELD && skill->level < 6)
1203 || (tmp->type == BOOTS && skill->level < 4) 1205 || (tmp->type == BOOTS && skill->level < 4)
1204 || (tmp->type == GLOVES && skill->level < 2)) 1206 || (tmp->type == GLOVES && skill->level < 2))
1205 && QUERY_FLAG (tmp, FLAG_APPLIED)) 1207 && tmp->flag [FLAG_APPLIED])
1206 { 1208 {
1207 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n"); 1209 pl->failmsg ("You can't concentrate while wearing so much armour!\n");
1208 return; 1210 return;
1209 } 1211 }
1210 } 1212 }
1211 1213
1212 /* ok let's meditate! Spell points are regained first, then once 1214 /* ok let's meditate! Spell points are regained first, then once
1230 pl->last_heal = -1; 1232 pl->last_heal = -1;
1231 } 1233 }
1232} 1234}
1233 1235
1234/* write_note() - this routine allows players to inscribe messages in 1236/* write_note() - this routine allows players to inscribe messages in
1235 * ordinary 'books' (anything that is type BOOK). b.t. 1237 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1236 */ 1238 */
1237static int 1239static int
1238write_note (object *pl, object *item, const char *msg, object *skill) 1240write_note (object *pl, object *item, const char *msg, object *skill)
1239{ 1241{
1240 char buf[1024]; 1242 if (!msg_is_safe (msg))
1241 object *newBook = NULL; 1243 {
1242 1244 pl->failmsg ("Trying to cheat now are we? H<@-signs are not allowed in notes.>");
1243 /* a pair of sanity checks */ 1245 LOG (llevInfo, "write_note: player %s tried to write bogus note %s\n", &pl->name, msg);
1244 if (!item || item->type != BOOK)
1245 return 0; 1246 return 0;
1246
1247 if (!msg)
1248 { 1247 }
1249 new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!"); 1248
1250 new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill); 1249 int len = strlen (msg);
1251 return 0; 1250
1251 if (!is_utf8_string ((U8 *)msg, len))
1252 } 1252 {
1253 1253 pl->failmsg ("Your message is garbled (text must be UTF-8, client-bug)!");
1254 if (strcasestr_local (msg, "endmsg"))
1255 {
1256 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1257 return 0; 1254 return 0;
1258 } 1255 }
1259 1256
1260 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) 1257 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1261 return strlen (msg); 1258 return RESULT_INT (0);
1262 1259
1263 buf[0] = 0; 1260 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len));
1264 if (!book_overflow (item->msg, msg, sizeof (buf)))
1265 { /* add msg string to book */
1266 if (item->msg)
1267 strcpy (buf, item->msg);
1268 1261
1269 strcat (buf, msg); 1262 if (char_len <= item->weight_limit)
1270 strcat (buf, "\n"); /* new msg needs a LF */ 1263 {
1271 if (item->nrof > 1) 1264 object *newbook = item->other_arch->instance ();
1272 { 1265 item->decrease ();
1273 newBook = item->clone ();
1274 decrease_ob (item);
1275 esrv_send_item (pl, item);
1276 newBook->nrof = 1; 1266 newbook->nrof = 1;
1277 newBook->msg = buf; 1267 newbook->msg = shstr (msg);
1278 newBook = insert_ob_in_ob (newBook, pl); 1268 newbook->flag [FLAG_IDENTIFIED] = true;
1279 esrv_send_item (pl, newBook); 1269
1270 if (item->subtype == 1) // mailscrolls
1280 } 1271 {
1281 else 1272 newbook->name = item->name;
1273 newbook->name_pl = item->name_pl;
1282 { 1274 }
1283 item->msg = buf;
1284 /* This shouldn't be necessary - the object hasn't changed in any
1285 * visible way
1286 */
1287 /* esrv_send_item(pl, item); */
1288 }
1289 1275
1276 pl->insert (newbook);
1277
1278 pl->contr->play_sound (sound_find ("inscribe_success"));
1290 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", query_short_name (item)); 1279 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1291 return strlen (msg); 1280 return char_len;
1292 } 1281 }
1293 else 1282 else
1294 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item)); 1283 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.>",
1284 &item->name, item->weight_limit, char_len);
1295 1285
1296 return 0; 1286 return 0;
1297} 1287}
1298 1288
1299/* write_scroll() - this routine allows players to inscribe spell scrolls 1289/* write_scroll() - this routine allows players to inscribe spell scrolls
1300 * of spells which they know. Backfire effects are possible with the 1290 * of spells which they know. Backfire effects are possible with the
1301 * severity of the backlash correlated with the difficulty of the scroll 1291 * severity of the backlash correlated with the difficulty of the scroll
1302 * that is attempted. -b.t. thomas@astro.psu.edu 1292 * that is attempted. -b.t. thomas@astro.psu.edu
1303 */ 1293 */
1304
1305static int 1294static int
1306write_scroll (object *pl, object *scroll, object *skill) 1295write_scroll (object *pl, object *scroll, object *skill)
1307{ 1296{
1308 int success = 0, confused = 0; 1297 int success = 0, confused = 0;
1309 object *newscroll, *chosen_spell, *tmp;
1310
1311 /* this is a sanity check */
1312 if (scroll->type != SCROLL)
1313 {
1314 new_draw_info (NDI_UNIQUE, 0, pl, "A spell can only be inscribed into a scroll!");
1315 return 0;
1316 }
1317 1298
1318 /* Check if we are ready to attempt inscription */ 1299 /* Check if we are ready to attempt inscription */
1319 chosen_spell = pl->contr->ranged_ob; 1300 object *chosen_spell = pl->contr->ranged_ob;
1301
1320 if (!chosen_spell || chosen_spell->type != SPELL) 1302 if (!chosen_spell || chosen_spell->type != SPELL)
1321 { 1303 {
1322 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); 1304 pl->failmsg ("You need a spell readied in order to inscribe!");
1323 return 0; 1305 return 0;
1324 } 1306 }
1325 1307
1326 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace) 1308 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1327 { 1309 {
1328 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name); 1310 pl->failmsgf ("You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1329 return 0; 1311 return 0;
1330 } 1312 }
1331 1313
1332 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) 1314 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1333 { 1315 {
1334 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); 1316 pl->failmsgf ("You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1335 return 0;
1336 }
1337
1338 /* if there is a spell already on the scroll then player could easily
1339 * accidently read it while trying to write the new one. give player
1340 * a 50% chance to overwrite spell at their own level
1341 */
1342 if ((scroll->stats.sp || scroll->inv) && random_roll (0, scroll->level * 2, pl, PREFER_LOW) > skill->level)
1343 {
1344 new_draw_info_format (NDI_UNIQUE, 0, pl, "Oops! You accidently read it while trying to write on it.");
1345 manual_apply (pl, scroll, 0);
1346 return 0; 1317 return 0;
1347 } 1318 }
1348 1319
1349 /* ok, we are ready to try inscription */ 1320 /* ok, we are ready to try inscription */
1350 if (QUERY_FLAG (pl, FLAG_CONFUSED)) 1321 if (pl->flag [FLAG_CONFUSED])
1351 confused = 1; 1322 confused = 1;
1352 1323
1353 /* Lost mana/grace no matter what */ 1324 /* Lost mana/grace no matter what */
1354 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); 1325 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE);
1355 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA); 1326 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1356 1327
1357 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) 1328 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1358 { 1329 {
1359 if (scroll->nrof > 1) 1330 object *newscroll = scroll->other_arch->instance ();
1360 { 1331 scroll->decrease ();
1361 newscroll = scroll->clone ();
1362 decrease_ob (scroll);
1363 newscroll->nrof = 1; 1332 newscroll->nrof = 1;
1364 } 1333
1365 else 1334 pl->contr->play_sound (sound_find ("inscribe_success"));
1366 newscroll = scroll;
1367 1335
1368 if (!confused) 1336 if (!confused)
1369 { 1337 {
1370 newscroll->level = MAX (skill->level, chosen_spell->level); 1338 newscroll->level = max (skill->level, chosen_spell->level);
1339 newscroll->flag [FLAG_IDENTIFIED] = true;
1371 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll."); 1340 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1372 } 1341 }
1373 else 1342 else
1374 { 1343 {
1375 chosen_spell = find_random_spell_in_ob (pl, NULL); 1344 chosen_spell = find_random_spell_in_ob (pl, NULL);
1376 if (!chosen_spell) 1345 if (!chosen_spell)
1377 return 0; 1346 return 0;
1378 1347
1379 newscroll->level = MAX (skill->level, chosen_spell->level); 1348 newscroll->level = max (skill->level, chosen_spell->level);
1380 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell."); 1349 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1381 } 1350 }
1382 1351
1383 if (newscroll->inv)
1384 newscroll->inv->destroy ();
1385
1386 tmp = chosen_spell->clone (); 1352 object *tmp = chosen_spell->clone ();
1387 insert_ob_in_ob (tmp, newscroll); 1353 insert_ob_in_ob (tmp, newscroll);
1388 1354
1389 /* Same code as from treasure.c - so they can better merge. 1355 /* Same code as from treasure.C - so they can better merge.
1390 * if players want to sell them, so be it. 1356 * if players want to sell them, so be it.
1391 */ 1357 */
1392 newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); 1358 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1393 newscroll->stats.exp = newscroll->value / 5; 1359 newscroll->stats.exp = newscroll->value / 5;
1394 1360
1395 /* wait until finished manipulating the scroll before inserting it */ 1361 pl->insert (newscroll);
1396 if (newscroll == scroll)
1397 {
1398 /* Remove to correctly merge with other items which may exist in inventory */
1399 newscroll->remove ();
1400 esrv_del_item (pl->contr, newscroll->count);
1401 }
1402 1362
1403 newscroll = insert_ob_in_ob (newscroll, pl);
1404 esrv_send_item (pl, newscroll);
1405 success = calc_skill_exp (pl, newscroll, skill); 1363 success = calc_skill_exp (pl, newscroll, skill);
1406 if (!confused) 1364 if (!confused)
1407 success *= 2; 1365 success *= 2;
1366
1408 success = success * skill->level; 1367 success = success * skill->level;
1409 return success; 1368 return success;
1410
1411 } 1369 }
1412 else 1370 else
1413 { /* Inscription has failed */ 1371 { /* Inscription has failed */
1372 pl->contr->play_sound (sound_find ("inscribe_fail"));
1414 1373
1415 if (chosen_spell->level > skill->level || confused) 1374 if (chosen_spell->level > skill->level || confused)
1416 { /*backfire! */ 1375 { /*backfire! */
1417 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); 1376 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.>");
1377
1418 if (random_roll (0, 1, pl, PREFER_LOW) == 1) 1378 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1419 pl->drain_specific_stat (4); 1379 pl->drain_specific_stat (4);
1420 else 1380 else
1421 { 1381 {
1422 confuse_player (pl, pl, 99); 1382 confuse_player (pl, pl, 99);
1423 return (-30 * chosen_spell->level); 1383 return -30 * chosen_spell->level;
1424 } 1384 }
1425 } 1385 }
1426 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) 1386 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1427 { 1387 {
1428 new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind!"); 1388 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.>");
1429 confuse_player (pl, pl, 99); 1389 confuse_player (pl, pl, 99);
1430 } 1390 }
1431 else 1391 else
1432 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll."); 1392 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll. H<Try a lower-level spell, if possible at all.>");
1433 } 1393 }
1434 1394
1435 return 0; 1395 return 0;
1436} 1396}
1437 1397
1438/* write_on_item() - wrapper for write_note and write_scroll */ 1398/* write_on_item() - wrapper for write_note and write_scroll */
1439int 1399int
1440write_on_item (object *pl, const char *params, object *skill) 1400write_on_item (object *pl, const char *params, object *skill)
1441{ 1401{
1442 object *item;
1443 const char *string = params;
1444 int msgtype;
1445 archetype *skat; 1402 archetype *skat;
1446 1403
1447 if (pl->type != PLAYER) 1404 if (pl->type != PLAYER)
1448 return 0; 1405 return 0;
1449 1406
1450 if (!params) 1407 if (!params)
1451 {
1452 params = ""; 1408 params = "";
1453 string = params;
1454 }
1455 1409
1456 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); 1410 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1457 1411
1458 /* Need to be able to read before we can write! */ 1412 /* Need to be able to read before we can write! */
1459 if (!find_skill_by_name (pl, skat->clone.skill)) 1413 if (!find_skill_by_name (pl, skat->skill))
1460 { 1414 {
1461 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!"); 1415 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>");
1462 return 0; 1416 return 0;
1463 } 1417 }
1464 1418
1465 /* if there is a message then it goes in a book and no message means 1419 object *item = pl->mark ();
1466 * write active spell into the scroll
1467 */
1468 msgtype = (string[0] != '\0') ? BOOK : SCROLL;
1469 1420
1470 /* find an item of correct type to write on */ 1421 /* find an item of correct type to write on */
1471 if (!(item = find_marked_object (pl))) 1422 if (!item)
1472 {
1473 new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on.");
1474 return 0;
1475 } 1423 {
1424 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.>");
1425 return 0;
1426 }
1476 1427
1477 if (QUERY_FLAG (item, FLAG_UNPAID)) 1428 if (item->type != INSCRIBABLE)
1429 {
1430 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1431 return 0;
1432 }
1433
1434 if (item->flag [FLAG_UNPAID])
1478 { 1435 {
1479 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); 1436 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1480 return 0; 1437 return 0;
1481 } 1438 }
1482 if (msgtype != item->type) 1439
1440 if (item->other_arch->type == SCROLL)
1483 { 1441 {
1484 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll"); 1442 if (*params)
1443 {
1444 // check readied scroll
1445 pl->failmsgf ("When inscribing spells you need to ready a spell and do not specify a string argument.\n"
1446 "Usage: cast [spell name]; use_skill %s", &skill->skill);
1485 return 0; 1447 return 0;
1486 } 1448 }
1487 1449
1488 if (msgtype == SCROLL)
1489 return write_scroll (pl, item, skill); 1450 return write_scroll (pl, item, skill);
1490 else if (msgtype == BOOK) 1451 }
1452 else
1453 {
1454 if (!*params)
1455 {
1456 pl->failmsgf ("When inscribing books you need to specify the words you want to inscribe as command argument.\n"
1457 "Usage: use_skill %s <message>", &skill->skill);
1458 return 0;
1459 }
1460
1491 return write_note (pl, item, string, skill); 1461 return write_note (pl, item, params, skill);
1462 }
1492 1463
1493 return 0; 1464 return 0;
1494} 1465}
1495 1466
1496/* find_throw_ob() - if we request an object, then 1467/* find_throw_ob() - if we request an object, then
1502 * 'throwable' (ie not applied cursed obj, worn, etc). 1473 * 'throwable' (ie not applied cursed obj, worn, etc).
1503 */ 1474 */
1504static object * 1475static object *
1505find_throw_ob (object *op, const char *request) 1476find_throw_ob (object *op, const char *request)
1506{ 1477{
1507 object *tmp;
1508
1509 if (!op)
1510 { /* safety */
1511 LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1512 return (object *) NULL;
1513 }
1514
1515 /* prefer marked item */ 1478 /* prefer marked item */
1516 tmp = find_marked_object (op); 1479 object *tmp = op->mark ();
1517 if (tmp != NULL) 1480
1518 {
1519 /* can't toss invisible or inv-locked items */ 1481 /* can't toss invisible or inv-locked items */
1520 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1482 if (tmp && (tmp->invisible || tmp->flag [FLAG_INV_LOCKED]))
1521 { 1483 tmp = 0;
1522 tmp = NULL;
1523 }
1524 }
1525 1484
1526 /* look through the inventory */ 1485 /* look through the inventory */
1527 if (tmp == NULL) 1486 if (!tmp)
1528 {
1529 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1487 for (tmp = op->inv; tmp; tmp = tmp->below)
1530 { 1488 {
1531 /* can't toss invisible or inv-locked items */ 1489 /* can't toss invisible or inv-locked items */
1532 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1490 if (tmp->invisible || tmp->flag [FLAG_INV_LOCKED])
1533 continue; 1491 continue;
1492
1534 if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request)) 1493 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1535 break; 1494 break;
1536 } 1495 }
1537 }
1538 1496
1539 /* this should prevent us from throwing away 1497 /* this should prevent us from throwing away
1540 * cursed items, worn armour, etc. Only weapons 1498 * cursed items, worn armour, etc. Only weapons
1541 * can be thrown from 'hand'. 1499 * can be thrown from 'hand'.
1542 */ 1500 */
1543 if (!tmp) 1501 if (!tmp)
1544 return NULL; 1502 return 0;
1545 1503
1546 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1504 if (tmp->flag [FLAG_APPLIED])
1547 { 1505 {
1548 if (tmp->type != WEAPON) 1506 if (tmp->type != WEAPON)
1549 { 1507 {
1550 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp)); 1508 op->failmsgf ("You can't throw %s. H<Unapply it first.>", query_name (tmp));
1551 tmp = NULL; 1509 tmp = 0;
1552 }
1553 else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1554 { 1510 }
1511 else if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1512 {
1555 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp)); 1513 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));
1556 tmp = NULL; 1514 tmp = 0;
1557 } 1515 }
1558 else 1516 else
1559 { 1517 {
1560 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 1518 if (!op->apply (tmp, AP_UNAPPLY))
1561 { 1519 {
1562 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); 1520 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1563 tmp = NULL; 1521 tmp = 0;
1564 } 1522 }
1565 } 1523 }
1566 } 1524 }
1567 else if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1525 else if (tmp->flag [FLAG_UNPAID])
1568 { 1526 {
1569 new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp)); 1527 op->failmsgf ("You should pay for the %s first.", query_name (tmp));
1570 tmp = NULL; 1528 tmp = 0;
1571 } 1529 }
1572 1530
1573 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1531 //TODO: why not chekc first and give sensible message to player?
1532 if (tmp && tmp->flag [FLAG_INV_LOCKED])
1574 { 1533 {
1575 LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); 1534 LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1576 tmp = NULL; 1535 tmp = 0;
1577 } 1536 }
1537
1578 return tmp; 1538 return tmp;
1579} 1539}
1580 1540
1581/* make_throw_ob() We construct the 'carrier' object in 1541/* make_throw_ob() We construct the 'carrier' object in
1582 * which we will insert the object that is being thrown. 1542 * which we will insert the object that is being thrown.
1583 * This combination becomes the 'thrown object'. -b.t. 1543 * This combination becomes the 'thrown object'. -b.t.
1584 */ 1544 */
1585static object * 1545static object *
1586make_throw_ob (object *orig) 1546make_throw_ob (object *orig)
1587{ 1547{
1588 if (!orig) 1548 if (!orig)
1589 return NULL; 1549 return 0;
1590 1550
1591 if (QUERY_FLAG (orig, FLAG_APPLIED)) 1551 if (orig->flag [FLAG_APPLIED])
1592 { 1552 {
1593 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); 1553 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1594 /* insufficient workaround, but better than nothing */ 1554 /* insufficient workaround, but better than nothing */
1595 CLEAR_FLAG (orig, FLAG_APPLIED); 1555 orig->clr_flag (FLAG_APPLIED);
1596 } 1556 }
1597 1557
1598 object *toss_item = orig->clone (); 1558 object *toss_item = orig->clone ();
1599 1559
1600 toss_item->type = THROWN_OBJ; 1560 toss_item->type = THROWN_OBJ;
1601 CLEAR_FLAG (toss_item, FLAG_CHANGING); 1561 toss_item->clr_flag (FLAG_CHANGING);
1602 toss_item->stats.dam = 0; /* default damage */ 1562 toss_item->stats.dam = 0; /* default damage */
1603 insert_ob_in_ob (orig, toss_item); 1563 toss_item->insert (orig);
1564
1604 return toss_item; 1565 return toss_item;
1605} 1566}
1606 1567
1607/* do_throw() - op throws any object toss_item. This code 1568/* do_throw() - op throws any object toss_item. This code
1608 * was borrowed from fire_bow. 1569 * was borrowed from fire_bow.
1616 int pause_f, weight_f = 0, mflags; 1577 int pause_f, weight_f = 0, mflags;
1617 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0; 1578 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1618 maptile *m; 1579 maptile *m;
1619 sint16 sx, sy; 1580 sint16 sx, sy;
1620 1581
1621 if (throw_ob == NULL) 1582 if (!throw_ob)
1622 {
1623 if (op->type == PLAYER)
1624 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1625
1626 return 0;
1627 } 1583 {
1628 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP)) 1584 op->failmsg ("You have nothing to throw.");
1585 return 0;
1629 { 1586 }
1630 if (op->type == PLAYER) 1587
1631 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that."); 1588 if (throw_ob->flag [FLAG_STARTEQUIP])
1589 {
1590 op->failmsg ("The gods won't let you throw that. "
1591 "H<Well, they would, but they would retrieve it "
1592 "- you wouldn't want that, would you?>");
1632 1593
1633 return 0; 1594 return 0;
1634 } 1595 }
1635 1596
1636 /* Because throwing effectiveness must be reduced by the 1597 /* Because throwing effectiveness must be reduced by the
1653 /* lighter items are thrown harder, farther, faster */ 1614 /* lighter items are thrown harder, farther, faster */
1654 if (throw_ob->weight > 0) 1615 if (throw_ob->weight > 0)
1655 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight); 1616 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1656 else 1617 else
1657 { /* 0 or negative weight?!? Odd object, can't throw it */ 1618 { /* 0 or negative weight?!? Odd object, can't throw it */
1658 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob)); 1619 op->failmsgf ("You can't throw %s. H<Better report this to your dungeon master.>\n", query_name (throw_ob));
1659 return 0; 1620 return 0;
1660 } 1621 }
1661 1622
1662 eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0)); 1623 eff_str = (str * (load_factor < 1.0 ? load_factor : 1.0))
1663 eff_str = (int) ((float) eff_str * item_factor * str_factor); 1624 * item_factor * str_factor;
1664 1625
1665 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to 1626 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1666 * account for super-strong throwers. */ 1627 * account for super-strong throwers. */
1667 if (eff_str > MAX_STAT) 1628 min_it (eff_str, MAX_STAT);
1668 eff_str = MAX_STAT;
1669 1629
1670#ifdef DEBUG_THROW 1630#ifdef DEBUG_THROW
1671 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str); 1631 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1672 LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str); 1632 LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1673 LOG (llevDebug, " str_factor=%f\n", str_factor); 1633 LOG (llevDebug, " str_factor=%f\n", str_factor);
1701 left = throw_ob; /* these are throwing objects left to the player */ 1661 left = throw_ob; /* these are throwing objects left to the player */
1702 1662
1703 /* sometimes get_split_ob can't split an object (because op->nrof==0?) 1663 /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1704 * and returns NULL. We must use 'left' then 1664 * and returns NULL. We must use 'left' then
1705 */ 1665 */
1706 1666 if (!(throw_ob = throw_ob->split ()))
1707 if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL)
1708 { 1667 {
1709 throw_ob = left; 1668 throw_ob = left;
1710 left->remove (); 1669 left->remove ();
1711 if (op->type == PLAYER)
1712 esrv_del_item (op->contr, left->count);
1713 }
1714 else if (op->type == PLAYER)
1715 {
1716 if (left->destroyed ())
1717 esrv_del_item (op->contr, left->count);
1718 else
1719 esrv_update_item (UPD_NROF, op, left);
1720 } 1670 }
1721 1671
1722 /* special case: throwing powdery substances like dust, dirt */ 1672 /* special case: throwing powdery substances like dust, dirt */
1723 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) 1673 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1724 { 1674 {
1748 */ 1698 */
1749 throw_ob->inv->set_owner (op); 1699 throw_ob->inv->set_owner (op);
1750 throw_ob->direction = dir; 1700 throw_ob->direction = dir;
1751 1701
1752 /* the damage bonus from the force of the throw */ 1702 /* the damage bonus from the force of the throw */
1753 dam = (int) (str_factor * dam_bonus[eff_str]); 1703 dam = int (str_factor * dam_bonus[eff_str]);
1754 1704
1755 /* Now, lets adjust the properties of the thrown_ob. */ 1705 /* Now, lets adjust the properties of the thrown_ob. */
1756 1706
1757 /* how far to fly */ 1707 /* how far to fly */
1758 throw_ob->last_sp = (eff_str * 3) / 5; 1708 throw_ob->last_sp = (eff_str * 3) / 5;
1773 /* the properties of objects which are meant to be thrown (ie dart, 1723 /* the properties of objects which are meant to be thrown (ie dart,
1774 * throwing knife, etc) will differ from ordinary items. Lets tailor 1724 * throwing knife, etc) will differ from ordinary items. Lets tailor
1775 * this stuff in here. 1725 * this stuff in here.
1776 */ 1726 */
1777 1727
1778 if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN)) 1728 if (throw_ob->inv->flag [FLAG_IS_THROWN])
1779 { 1729 {
1780 throw_ob->last_sp += eff_str / 3; /* fly a little further */ 1730 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1781 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; 1731 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1782 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; 1732 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1783 /* only throw objects get directional faces */ 1733 /* only throw objects get directional faces */
1784 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) 1734 if (throw_ob->has_anim () && throw_ob->anim_frames ())
1785 SET_ANIMATION (throw_ob, dir); 1735 throw_ob->set_anim_frame (dir);
1786 } 1736 }
1787 else 1737 else
1788 { 1738 {
1789 uint16 mat = throw_ob->materials; 1739 uint16 mat = throw_ob->materials;
1790 1740
1819 if (throw_ob->weight > 50) 1769 if (throw_ob->weight > 50)
1820 throw_ob->speed *= 0.5; 1770 throw_ob->speed *= 0.5;
1821 } /* else tailor thrown object */ 1771 } /* else tailor thrown object */
1822 1772
1823 /* some limits, and safeties (needed?) */ 1773 /* some limits, and safeties (needed?) */
1824 if (throw_ob->stats.dam < 0) 1774 max_it (throw_ob->stats.dam, 0);
1825 throw_ob->stats.dam = 0;
1826 if (throw_ob->last_sp > eff_str) 1775 min_it (throw_ob->last_sp, eff_str);
1827 throw_ob->last_sp = eff_str;
1828 if (throw_ob->stats.food < 0) 1776 max_it (throw_ob->stats.food, 0);
1829 throw_ob->stats.food = 0;
1830 if (throw_ob->stats.food > 100)
1831 throw_ob->stats.food = 100;
1832 if (throw_ob->stats.wc > 30) 1777 min_it (throw_ob->stats.wc, 30);
1833 throw_ob->stats.wc = 30;
1834 1778
1835 /* how long to pause the thrower. Higher values mean less pause */ 1779 /* how long to pause the thrower. Higher values mean less pause */
1836 pause_f = ((2 * eff_str) / 3) + 20 + skill->level; 1780 pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1837 1781
1838 /* Put a lower limit on this */ 1782 /* Put a lower limit on this */
1839 if (pause_f < 10) 1783 clamp_it (pause_f, 10, 100);
1840 pause_f = 10;
1841 if (pause_f > 100)
1842 pause_f = 100;
1843 1784
1844 /* Changed in 0.94.2 - the calculation before was really goofy. 1785 /* Changed in 0.94.2 - the calculation before was really goofy.
1845 * In short summary, a throw can take anywhere between speed 5 and 1786 * In short summary, a throw can take anywhere between speed 5 and
1846 * speed 0.5 1787 * speed 0.5
1847 */ 1788 */
1850 throw_ob->speed_left = 0; 1791 throw_ob->speed_left = 0;
1851 throw_ob->map = part->map; 1792 throw_ob->map = part->map;
1852 1793
1853 throw_ob->move_type = MOVE_FLY_LOW; 1794 throw_ob->move_type = MOVE_FLY_LOW;
1854 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; 1795 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1796
1797 throw_ob->set_speed (throw_ob->speed);
1855 1798
1856#if 0 1799#if 0
1857 /* need to put in a good sound for this */ 1800 /* need to put in a good sound for this */
1858 play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ); 1801 play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1859#endif 1802#endif
1885 else 1828 else
1886 throw_ob = find_mon_throw_ob (op); 1829 throw_ob = find_mon_throw_ob (op);
1887 1830
1888 return do_throw (op, part, throw_ob, dir, skill); 1831 return do_throw (op, part, throw_ob, dir, skill);
1889} 1832}
1833
1834static void
1835give_player_quad_material_for (object *pl, object *ob)
1836{
1837 if (!ob->flag [FLAG_IS_QUAD] || !ob->other_arch)
1838 return;
1839
1840 object *t = ob->other_arch->instance ();
1841 pl->insert (t);
1842}
1843
1844bool
1845skill_mining (object *who, object *tool, object *skill, int dir, const char *string)
1846{
1847 if (!who->is_player ())
1848 return 0;
1849
1850 if (!dir)
1851 {
1852 who->failmsg ("In what direction?");
1853 return 0;
1854 }
1855
1856 mapxy pos (who); pos.move (dir);
1857
1858 if (!pos.normalise ())
1859 {
1860 who->failmsgf (
1861 "You brandish your %s, with not so convincing results. "
1862 "H<There is nothing in this direction.>",
1863 &tool->name
1864 );
1865 return 0;
1866 }
1867
1868 mapspace &ms = pos.ms ();
1869
1870 for (object *mine_obj = pos.ms ().top; mine_obj; mine_obj = mine_obj->below)
1871 if (mine_obj->type == VEIN)
1872 {
1873 who->speed_left -= who->speed / tool->speed;
1874
1875 who->play_sound (tool->sound);
1876
1877 if (rndm (100 - mine_obj->stats.ac) > rndm (tool->stats.wc))
1878 who->failmsgf (
1879 "You use your %s.... nothing. "
1880 "H<Try again, perhaps?>",
1881 &tool->name
1882 );
1883 else if (mine_obj->race != tool->race)
1884 who->failmsgf (
1885 "You use your %s.... but it doesn't work. "
1886 "H<Maybe you are using the wrong tool?>",
1887 &tool->name
1888 );
1889 else if (!mine_obj->stats.food)
1890 who->failmsgf (
1891 "You use your %s.... but there is nothing. "
1892 "H<This space is exhausted, you should try somewhere else.>",
1893 &tool->name
1894 );
1895 else
1896 {
1897 --mine_obj->stats.food;
1898
1899 object *ore = mine_obj->other_arch->instance ();
1900
1901 who->statusmsg (format (
1902 "You use your %s.... and find some %s!",
1903 &tool->name, &ore->name
1904 ));
1905
1906 ore->insert_at (who);
1907
1908 return true;
1909 }
1910 }
1911 else if (mine_obj->flag [FLAG_IS_QUAD])
1912 {
1913 if (mine_obj->flag [FLAG_IS_FLOOR])
1914 {
1915 maptile *lower_floor = pos.m->tile_available (TILE_DOWN);
1916
1917 if (!lower_floor)
1918 {
1919 who->failmsgf (
1920 "Whoops, you failed to remove the %s. H<You may try again.>",
1921 &mine_obj->name
1922 );
1923 return false;
1924 }
1925
1926 mapxy below_pos (lower_floor, pos.x, pos.y);
1927
1928 if (!below_pos.normalise ())
1929 {
1930 who->failmsgf (
1931 "Whoops, you failed to remove the %s. H<You may try again.>",
1932 &mine_obj->name
1933 );
1934 return false;
1935 }
1936
1937 // first insert open space here:
1938 object *open_space_floor = archetype::get (shstr_quad_open_space);
1939 open_space_floor->stats.hp = pos.x;
1940 open_space_floor->stats.sp = pos.y;
1941 insert_ob_in_map_at (open_space_floor, pos.m, mine_obj,
1942 INS_BELOW_ORIGINATOR, pos.x, pos.y);
1943
1944 // next we will remove the wall in the lower layer:
1945 mapspace &below_ms = below_pos.ms ();
1946 for (object *quad_obj = below_ms.top; quad_obj; quad_obj = quad_obj->below)
1947 {
1948 if (quad_obj->flag [FLAG_IS_FLOOR])
1949 break;
1950
1951 if (quad_obj->flag [FLAG_IS_QUAD])
1952 {
1953 quad_obj->map->queue_physics_at (quad_obj->x, quad_obj->y);
1954 give_player_quad_material_for (who, quad_obj);
1955 quad_obj->destroy ();
1956 break;
1957 }
1958 }
1959 }
1960
1961 mine_obj->map->queue_physics_at (mine_obj->x, mine_obj->y);
1962
1963 // FIXME: there should be chance assigned, like above with veins!
1964 who->play_sound (tool->sound);
1965 give_player_quad_material_for (who, mine_obj);
1966 mine_obj->destroy ();
1967 who->contr->fire_on = 0; // TODO: stopgap, do not remove more than one per keypress
1968 return true;
1969 }
1970
1971 return false;
1972}
1973

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