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Comparing deliantra/server/server/skills.C (file contents):
Revision 1.35 by root, Sat May 19 00:31:08 2007 UTC vs.
Revision 1.111 by root, Sun Jan 29 02:47:06 2017 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
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
91 * stealing from (op in attempt_steal), offset by your dexterity and 94 * stealing from (op in attempt_steal), offset by your dexterity and
92 * skill at stealing. They may notice your attempt, whether successful 95 * skill at stealing. They may notice your attempt, whether successful
93 * or not. 96 * or not.
94 * op is the target (person being pilfered) 97 * op is the target (person being pilfered)
95 * who is the person doing the stealing. 98 * who is the person doing the stealing.
96 * skill is the skill object (stealing). 99 * skill is the skill object (stealing).
97 */ 100 */
98static int 101static int
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,
145 * innate abilities, or items w/o a type. Generally 149 * innate abilities, or items w/o a type. Generally
146 * speaking, the invisibility flag prevents experience or 150 * speaking, the invisibility flag prevents experience or
147 * abilities from being stolen since these types are currently 151 * abilities from being stolen since these types are currently
148 * always invisible objects. I was implicit here so as to prevent 152 * always invisible objects. I was implicit here so as to prevent
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.
164 */ 168 */
165 169
166 roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */ 170 roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */
167 171
168 if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1) 172 if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1)
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)
198 return 0; 196 return 0;
199 } 197 }
200 198
201 /* If you arent high enough level, you might get something BUT 199 /* If you arent high enough level, you might get something BUT
202 * the victim will notice your stealing attempt. Ditto if you 200 * the victim will notice your stealing attempt. Ditto if you
203 * attempt to steal something heavy off them, they're bound to notice 201 * attempt to steal something heavy off them, they're bound to notice
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 */
306 if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)
307 continue;
308 if (attempt_steal (tmp, op, skill)) 295 if (attempt_steal (tmp, op, skill))
309 { 296 {
310 if (tmp->type == PLAYER) /* no xp for stealing from another player */ 297 if (tmp->type == PLAYER) /* no xp for stealing from another player */
311 return 0; 298 return 0;
312 299
313 /* no xp for stealing from pets (of players) */ 300 /* no xp for stealing from pets (of players) */
314 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 301 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
315 { 302 {
316 object *owner = tmp->owner; 303 object *owner = tmp->owner;
317 304
318 if (owner != NULL && owner->type == PLAYER) 305 if (owner && owner->type == PLAYER)
319 return 0; 306 return 0;
320 } 307 }
321 308
322 // reduce monster experience by experience we gained, as to 309 // reduce monster experience by experience we gained, as to
323 // limit the amount of exp that can be gained by stealing from monsters 310 // limit the amount of exp that can be gained by stealing from monsters
324 // (jessies gave ~20,000,000 exp otherwise. 311 // (jessies gave ~20,000,000 exp otherwise.
325 int exp = calc_skill_exp (op, tmp, skill); 312 int exp = calc_skill_exp (op, tmp, skill);
326 313
327 exp = MIN (tmp->stats.exp, exp); 314 exp = min (tmp->stats.exp, exp);
328 tmp->stats.exp -= exp; 315 tmp->stats.exp -= exp;
329 return exp; 316 return exp;
330 } 317 }
331 } 318 }
319
332 return 0; 320 return 0;
333} 321}
334 322
335static int 323static int
336attempt_pick_lock (object *door, object *pl, object *skill) 324attempt_pick_lock (object *door, object *pl, object *skill)
337{ 325{
338 int difficulty = pl->map->difficulty ? pl->map->difficulty : 0; 326 int difficulty = pl->map->difficulty ? pl->map->difficulty : 0;
339 int success = 0, number; /* did we get anything? */ 327 int success = 0, number; /* did we get anything? */
340 328
341 329
342 /* Try to pick the lock on this item (doors only for now). 330 /* Try to pick the lock on this item (doors only for now).
343 * Dependent on dexterity/skill SK_level of the player and 331 * Dependent on dexterity/skill SK_level of the player and
344 * the map level difficulty. 332 * the map level difficulty.
345 */ 333 */
346 number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2; 334 number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2;
347 if (number < (pl->stats.Dex + skill->level - difficulty)) 335 if (number < (pl->stats.Dex + skill->level - difficulty))
348 { 336 {
349 remove_door (door); 337 remove_door (door);
363 351
364int 352int
365pick_lock (object *pl, int dir, object *skill) 353pick_lock (object *pl, int dir, object *skill)
366{ 354{
367 object *tmp; 355 object *tmp;
368 int x = pl->x + freearr_x[dir];
369 int y = pl->y + freearr_y[dir];
370 356
371 if (!dir) 357 if (!dir)
372 dir = pl->facing; 358 dir = pl->facing;
373 359
360 mapxy pos (pl); pos.move (dir);
361
374 /* For all the stacked objects at this point find a door */ 362 /* For all the stacked objects at this point find a door */
375 if (out_of_map (pl->map, x, y)) 363 if (!pos.normalise ())
376 {
377 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
378 return 0;
379 } 364 {
365 pl->failmsg ("There is no lock there.");
366 return 0;
367 }
380 368
381 for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above) 369 for (tmp = pos->bot; tmp; tmp = tmp->above)
382 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 370 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
383 break; 371 break;
384 372
385 if (!tmp) 373 if (!tmp)
386 { 374 {
387 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); 375 pl->failmsg ("There is no lock there.");
388 return 0; 376 return 0;
389 } 377 }
378
390 if (tmp->type == LOCKED_DOOR) 379 if (tmp->type == LOCKED_DOOR)
391 { 380 {
392 new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!"); 381 pl->failmsg ("You can't pick that lock! H<You need the right key, no matter how skilled you might be.>");
393 return 0; 382 return 0;
394 } 383 }
395 384
396 if (!tmp->move_block) 385 if (!tmp->move_block)
397 { 386 {
398 new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!"); 387 pl->failmsg ("The door has no lock!");
399 return 0; 388 return 0;
400 } 389 }
401 390
402 if (attempt_pick_lock (tmp, pl, skill)) 391 if (attempt_pick_lock (tmp, pl, skill))
403 { 392 {
411 } 400 }
412} 401}
413 402
414/* HIDE CODE. The user becomes undetectable (not just 'invisible') for 403/* HIDE CODE. The user becomes undetectable (not just 'invisible') for
415 * a short while (success and duration dependant on player SK_level, 404 * a short while (success and duration dependant on player SK_level,
416 * dexterity, charisma, and map difficulty). 405 * dexterity, charisma, and map difficulty).
417 * Players have a good chance of becoming 'unhidden' if they move 406 * Players have a good chance of becoming 'unhidden' if they move
418 * and like invisiblity will be come visible if they attack 407 * and like invisiblity will be come visible if they attack
419 * Implemented by b.t. (thomas@astro.psu.edu) 408 * Implemented by b.t. (thomas@astro.psu.edu)
420 * July 7, 1995 - made hiding possible for monsters. -b.t. 409 * July 7, 1995 - made hiding possible for monsters. -b.t.
421 */ 410 */
427 416
428 if (terrain < -10) /* not enough cover here */ 417 if (terrain < -10) /* not enough cover here */
429 return 0; 418 return 0;
430 419
431 /* Hiding success and duration dependant on skill level, 420 /* Hiding success and duration dependant on skill level,
432 * op->stats.Dex, map difficulty and terrain. 421 * op->stats.Dex, map difficulty and terrain.
433 */ 422 */
434 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2; 423 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
435 424
436 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) 425 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
437 { 426 {
438 op->invisible += 100; /* set the level of 'hiddeness' */ 427 op->invisible += 100; /* set the level of 'hiddeness' */
439 428
440 if (op->type == PLAYER) 429 if (op->type == PLAYER)
441 op->contr->tmp_invis = 1; 430 op->contr->tmp_invis = 1;
442 431
443 op->hide = 1; 432 op->flag [FLAG_HIDDEN] = 1;
444 return 1; 433 return 1;
445 } 434 }
446 435
447 return 0; 436 return 0;
448} 437}
452hide (object *op, object *skill) 441hide (object *op, object *skill)
453{ 442{
454 /* the preliminaries -- Can we really hide now? */ 443 /* the preliminaries -- Can we really hide now? */
455 /* this keeps monsters from using invisibilty spells and hiding */ 444 /* this keeps monsters from using invisibilty spells and hiding */
456 445
457 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 446 if (op->flag [FLAG_MAKE_INVIS])
458 { 447 {
459 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!"); 448 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
460 return 0; 449 return 0;
461 } 450 }
462 else if (!op->hide && op->invisible > 0 && op->type == PLAYER) 451 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER)
463 { 452 {
464 new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!"); 453 new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!");
465 make_visible (op); 454 make_visible (op);
466 } 455 }
467 456
480 469
481 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself."); 470 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself.");
482 return 0; 471 return 0;
483} 472}
484 473
485/* stop_jump() - End of jump. Clear flags, restore the map, and 474/* stop_jump() - End of jump. Clear flags, restore the map, and
486 * freeze the jumper a while to simulate the exhaustion 475 * freeze the jumper a while to simulate the exhaustion
487 * of jumping. 476 * of jumping.
488 */ 477 */
489static void 478static void
490stop_jump (object *pl, int dist, int spaces) 479stop_jump (object *pl, int dist, int spaces)
491{ 480{
492 pl->update_stats (); 481 pl->update_stats ();
493 pl->map->insert (pl, pl->x, pl->y, pl); 482 pl->map->insert (pl, pl->x, pl->y, pl);
483 pl->speed_left -= pl->speed * 8.;
494} 484}
495 485
496static int 486static int
497attempt_jump (object *pl, int dir, int spaces, object *skill) 487attempt_jump (object *pl, int dir, int spaces, object *skill)
498{ 488{
499 object *tmp; 489 object *tmp;
500 int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags; 490 int i, dx = freearr_x[dir], dy = freearr_y[dir], mflags;
501 sint16 x, y; 491 sint16 x, y;
502 maptile *m; 492 maptile *m;
503 493
504 /* Jump loop. Go through spaces opject wants to jump. Halt the 494 /* 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 495 * 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 496 * temporarily to allow player to aviod exits/archs that are not
507 * fly_on, fly_off. This will also prevent pickup of objects 497 * fly_on, fly_off. This will also prevent pickup of objects
508 * while jumping over them. 498 * while jumping over them.
509 */ 499 */
510
511 pl->remove (); 500 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; 501 pl->move_type |= MOVE_FLY_LOW;
519 502
520 for (i = 0; i <= spaces; i++) 503 for (i = 0; i <= spaces; i++)
521 { 504 {
522 x = pl->x + dx; 505 x = pl->x + dx;
525 508
526 mflags = get_map_flags (m, &m, x, y, &x, &y); 509 mflags = get_map_flags (m, &m, x, y, &x, &y);
527 510
528 if (mflags & P_OUT_OF_MAP) 511 if (mflags & P_OUT_OF_MAP)
529 { 512 {
530 (void) stop_jump (pl, i, spaces); 513 stop_jump (pl, i, spaces);
531 return 0; 514 return 0;
532 } 515 }
516
517 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
518 {
519 /* Jump into creature */
520 if (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
521 {
522 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
523
524 stop_jump (pl, i, spaces);
525
526 int exp = 0;
527
528 if (tmp->type != PLAYER
529 || (pl->type == PLAYER && !pl->contr->party)
530 || (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
531 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
532
533 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
534 }
535 }
536
533 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y))) 537 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
534 { 538 {
535 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); 539 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
536 stop_jump (pl, i, spaces); 540 stop_jump (pl, i, spaces);
537 return 0; 541 return 0;
538 } 542 }
539 543
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; 544 pl->x = x;
567 pl->y = y; 545 pl->y = y;
568 pl->map = m; 546 pl->map = m;
547
548 if (m->at (x, y).move_on & pl->move_type)
549 {
550 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is stopped.");
551 stop_jump (pl, i, spaces);
552 return 0;
553 }
569 } 554 }
555
570 stop_jump (pl, i, spaces); 556 stop_jump (pl, i, spaces);
557
571 return calc_skill_exp (pl, NULL, skill); 558 return calc_skill_exp (pl, NULL, skill);
572} 559}
573 560
574/* jump() - this is both a new type of movement for player/monsters and 561/* jump() - this is both a new type of movement for player/monsters and
575 * an attack as well. 562 * an attack as well.
576 * Perhaps we should allow more spaces based on level, eg, level 50 563 * Perhaps we should allow more spaces based on level, eg, level 50
577 * jumper can jump several spaces? 564 * jumper can jump several spaces?
578 */ 565 */
579
580int 566int
581jump (object *pl, int dir, object *skill) 567jump (object *pl, int dir, object *skill)
582{ 568{
583 int spaces = 0, stats;
584 int str = pl->stats.Str; 569 int str = pl->stats.Str;
585 int dex = pl->stats.Dex; 570 int dex = pl->stats.Dex;
586 571
587 dex = dex ? dex : 15; 572 dex = dex ? dex : 15;
588 str = str ? str : 10; 573 str = str ? str : 10;
589 574
590 stats = str * str * str * dex * skill->level; 575 int stats = str * str * str * dex * skill->level;
576 int spaces = min (3, skill->level, stats / (pl->carrying + 1));
591 577
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) 578 if (spaces == 0)
600 {
601 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
602 return 0;
603 } 579 {
580 pl->failmsg ("You are carrying too much weight to jump.");
581 return 0;
582 }
583
604 return attempt_jump (pl, dir, spaces, skill); 584 return attempt_jump (pl, dir, spaces, skill);
605} 585}
606 586
607
608/* skill_ident() - this code is supposed to allow players to identify 587/* skill_ident() - this code is supposed to allow players to identify
609 * classes of objects with the various "auto-ident" skills. Player must 588 * classes of objects with the various "auto-ident" skills. Player must
610 * have unidentified objects of the right type in order for the skill 589 * have unidentified objects of the right type in order for the skill
611 * to work. While multiple classes of objects may be identified, 590 * 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 591 * 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. 592 * more generalized. Right now, skill indices are embedded in this routine.
614 * Returns amount of experience gained (on successful ident). 593 * Returns amount of experience gained (on successful ident).
615 * - b.t. (thomas@astro.psu.edu) 594 * - b.t. (thomas@astro.psu.edu)
616 */ 595 */
617
618static int 596static int
619do_skill_detect_curse (object *pl, object *skill) 597do_skill_detect_curse (object *pl, object *skill)
620{ 598{
621 object *tmp;
622 int success = 0; 599 int success = 0;
623 600
624 for (tmp = pl->inv; tmp; tmp = tmp->below) 601 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
625 if (!tmp->invisible 602 if (!tmp->invisible
626 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 603 && tmp->need_identify ()
627 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) 604 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED]
605 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
606 && tmp->item_power < skill->level)
628 { 607 {
629 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 608 tmp->set_flag (FLAG_KNOWN_CURSED);
630 esrv_update_item (UPD_FLAGS, pl, tmp); 609 esrv_update_item (UPD_FLAGS, pl, tmp);
631 success += calc_skill_exp (pl, tmp, skill); 610 success += calc_skill_exp (pl, tmp, skill);
632 } 611 }
633 612
634 /* Check ground, too, but only objects the player could pick up */ 613 /* 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) 614 for (object *tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
636 if (can_pick (pl, tmp) && 615 if (can_pick (pl, tmp)
637 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && 616 && tmp->need_identify ()
638 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 617 && !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) 618 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
619 && tmp->item_power < skill->level)
640 { 620 {
641 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 621 tmp->set_flag (FLAG_KNOWN_CURSED);
642 esrv_update_item (UPD_FLAGS, pl, tmp); 622 esrv_update_item (UPD_FLAGS, pl, tmp);
643 success += calc_skill_exp (pl, tmp, skill); 623 success += calc_skill_exp (pl, tmp, skill);
644 } 624 }
645 625
646 return success; 626 return success;
647} 627}
648 628
649static int 629static int
650do_skill_detect_magic (object *pl, object *skill) 630do_skill_detect_magic (object *pl, object *skill)
651{ 631{
652 object *tmp;
653 int success = 0; 632 int success = 0;
654 633
655 for (tmp = pl->inv; tmp; tmp = tmp->below) 634 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
656 if (!tmp->invisible 635 if (!tmp->invisible
657 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) 636 && tmp->need_identify ()
637 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL]
638 && is_magical (tmp)
658 && (is_magical (tmp)) && tmp->item_power < skill->level) 639 && tmp->item_power < skill->level)
659 { 640 {
660 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 641 tmp->set_flag (FLAG_KNOWN_MAGICAL);
661 esrv_update_item (UPD_FLAGS, pl, tmp); 642 esrv_update_item (UPD_FLAGS, pl, tmp);
662 success += calc_skill_exp (pl, tmp, skill); 643 success += calc_skill_exp (pl, tmp, skill);
663 } 644 }
664 645
665 /* Check ground, too, but like above, only if the object can be picked up */ 646 /* 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) 647 for (object *tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
667 if (can_pick (pl, tmp) && 648 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) 649 && tmp->need_identify ()
650 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL]
651 && is_magical (tmp)
652 && tmp->item_power < skill->level)
669 { 653 {
670 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 654 tmp->set_flag (FLAG_KNOWN_MAGICAL);
671 esrv_update_item (UPD_FLAGS, pl, tmp); 655 esrv_update_item (UPD_FLAGS, pl, tmp);
672 success += calc_skill_exp (pl, tmp, skill); 656 success += calc_skill_exp (pl, tmp, skill);
673 } 657 }
674 658
675 return success; 659 return success;
676} 660}
677 661
678/* Helper function for do_skill_ident, so that we can loop 662/* Helper function for do_skill_ident, so that we can loop
679 * over inventory AND objects on the ground conveniently. 663 * over inventory AND objects on the ground conveniently.
680 */ 664 */
681int 665static int
682do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) 666do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
683{ 667{
684 int success = 0, chance; 668 int success = 0, chance;
685 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; 669 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
686 670
687 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT) 671 if (!tmp->flag [FLAG_IDENTIFIED]
688 && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class) 672 && !tmp->flag [FLAG_NO_SKILL_IDENT]
673 && tmp->need_identify ()
674 && !tmp->invisible
675 && tmp->type == obj_class)
689 { 676 {
690 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1); 677 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
691 678
692 if (skill_value >= chance) 679 if (skill_value >= chance)
693 { 680 {
700 if (tmp->msg) 687 if (tmp->msg)
701 { 688 {
702 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 689 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
703 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); 690 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
704 } 691 }
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 } 692 }
693
710 success += calc_skill_exp (pl, tmp, skill); 694 success += calc_skill_exp (pl, tmp, skill);
711 } 695 }
712 else 696 else
713 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); 697 tmp->set_flag (FLAG_NO_SKILL_IDENT);
714 } 698 }
715 699
716 return success; 700 return success;
717} 701}
718 702
719/* do_skill_ident() - workhorse for skill_ident() -b.t. 703/* do_skill_ident() - workhorse for skill_ident() -b.t.
720 */ 704 */
721static int 705static int
722do_skill_ident (object *pl, int obj_class, object *skill) 706do_skill_ident (object *pl, int obj_class, object *skill)
723{ 707{
724 object *tmp;
725 int success = 0; 708 int success = 0;
726 709
727 for (tmp = pl->inv; tmp; tmp = tmp->below) 710 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
728 success += do_skill_ident2 (tmp, pl, obj_class, skill); 711 success += do_skill_ident2 (tmp, pl, obj_class, skill);
729 /* check the ground */ 712 /* check the ground */
730 713
731 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) 714 for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above)
732 success += do_skill_ident2 (tmp, pl, obj_class, skill); 715 success += do_skill_ident2 (tmp, pl, obj_class, skill);
733 716
734 return success; 717 return success;
735} 718}
736 719
744 727
745 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby..."); 728 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
746 729
747 switch (skill->subtype) 730 switch (skill->subtype)
748 { 731 {
749 case SK_SMITHERY: 732 case SK_SMITHERY:
750 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill) 733 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) 734 + 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) 735 + 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); 736 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
754 break; 737 break;
755 738
756 case SK_BOWYER: 739 case SK_BOWYER:
757 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill); 740 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
758 break; 741 break;
759 742
760 case SK_ALCHEMY: 743 case SK_ALCHEMY:
761 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill) 744 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); 745 + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
763 break; 746 break;
764 747
765 case SK_WOODSMAN: 748 case SK_WOODSMAN:
766 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill); 749 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
767 break; 750 break;
768 751
769 case SK_JEWELER: 752 case SK_JEWELER:
770 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill); 753 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
771 break; 754 break;
772 755
773 case SK_LITERACY: 756 case SK_LITERACY:
774 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill); 757 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
775 break; 758 break;
776 759
777 case SK_THAUMATURGY: 760 case SK_THAUMATURGY:
778 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill); 761 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
779 break; 762 break;
780 763
781 case SK_DET_CURSE: 764 case SK_DET_CURSE:
782 success = do_skill_detect_curse (pl, skill); 765 success = do_skill_detect_curse (pl, skill);
783 if (success) 766 if (success)
784 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); 767 new_draw_info (NDI_UNIQUE, 0, pl, "... and discover cursed items!");
785 break; 768 break;
786 769
787 case SK_DET_MAGIC: 770 case SK_DET_MAGIC:
788 success = do_skill_detect_magic (pl, skill); 771 success = do_skill_detect_magic (pl, skill);
789 if (success) 772 if (success)
790 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!"); 773 new_draw_info (NDI_UNIQUE, 0, pl, "... and discover items imbued with mystic forces!");
791 break; 774 break;
792 775
793 default: 776 default:
794 LOG (llevError, "Error: bad call to skill_ident()\n"); 777 LOG (llevError, "Error: bad call to skill_ident()\n");
795 return 0; 778 return 0;
796 break;
797 } 779 }
780
798 if (!success) 781 if (!success)
799 {
800 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); 782 new_draw_info (NDI_UNIQUE, 0, pl, "... and learn nothing more.");
801 } 783
802 return success; 784 return success;
803} 785}
804 786
805/* players using this skill can 'charm' a monster -- 787/* players using this skill can 'charm' a monster --
806 * into working for them. It can only be used on 788 * into working for them. It can only be used on
807 * non-special (see below) 'neutral' creatures. 789 * non-special (see below) 'neutral' creatures.
808 * -b.t. (thomas@astro.psu.edu) 790 * -b.t. (thomas@astro.psu.edu)
809 */ 791 */
810int 792int
811use_oratory (object *pl, int dir, object *skill) 793use_oratory (object *pl, int dir, object *skill)
812{ 794{
813 if (pl->type != PLAYER) 795 if (pl->type != PLAYER)
814 return 0; /* only players use this skill */ 796 return 0; /* only players use this skill */
815 797
798 if (!dir)
799 {
800 pl->failmsg ("In what direction?");
801 return 0;
802 }
803
816 sint16 x = pl->x + freearr_x[dir], 804 sint16 x = pl->x + freearr_x[dir],
817 y = pl->y + freearr_y[dir]; 805 y = pl->y + freearr_y[dir];
818 maptile *m = pl->map; 806 maptile *m = pl->map;
819 807
820 int mflags = get_map_flags (m, &m, x, y, &x, &y); 808 int mflags = get_map_flags (m, &m, x, y, &x, &y);
823 811
824 /* Save some processing - we have the flag already anyways 812 /* Save some processing - we have the flag already anyways
825 */ 813 */
826 if (!(mflags & P_IS_ALIVE)) 814 if (!(mflags & P_IS_ALIVE))
827 { 815 {
828 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 816 pl->failmsg ("There is nothing to orate to.");
829 return 0; 817 return 0;
830 } 818 }
831 819
832 object *tmp; 820 object *tmp;
833 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 821 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
841 if (tmp->type == PLAYER 829 if (tmp->type == PLAYER
842 || tmp->more || tmp->head_ () != tmp 830 || tmp->more || tmp->head_ () != tmp
843 || tmp->msg) 831 || tmp->msg)
844 return 0; 832 return 0;
845 833
846 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 834 if (tmp->flag [FLAG_MONSTER])
847 break; 835 break;
848 } 836 }
849 837
850 if (!tmp) 838 if (!tmp)
851 { 839 {
852 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 840 pl->failmsg ("There is nothing to orate to.");
853 return 0; 841 return 0;
854 } 842 }
855 843
856 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp)); 844 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
857 845
858 /* the following conditions limit who may be 'charmed' */ 846 /* the following conditions limit who may be 'charmed' */
859 847
860 /* it's hostile! */ 848 /* it's hostile! */
861 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 849 if (!tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY])
862 { 850 {
863 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); 851 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
864 return 0; 852 return 0;
865 } 853 }
866 854
867 /* it's already allied! */ 855 /* it's already allied! */
868 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 856 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
869 { 857 {
870 if (tmp->owner == pl) 858 if (tmp->owner == pl)
871 { 859 {
872 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); 860 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
873 return 0; 861 return 0;
898 /* Ok, got a 'sucker' lets try to make them a follower */ 886 /* 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)) 887 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
900 { 888 {
901 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); 889 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
902 890
891 INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl));
903 tmp->set_owner (pl); 892 tmp->set_owner (pl);
904 tmp->skill = skill->skill; 893 tmp->skill = skill->skill;
905 tmp->stats.exp = 0; 894 tmp->stats.exp = 0;
906 add_friendly_object (tmp);
907 tmp->attack_movement = PETMOVE; 895 tmp->attack_movement = PETMOVE;
896
897 if (!tmp->flag [FLAG_FRIENDLY])
898 add_friendly_object (tmp);
899
908 return calc_skill_exp (pl, tmp, skill); 900 return calc_skill_exp (pl, tmp, skill);
909 } 901 }
910 /* Charm failed. Creature may be angry now */ 902 /* 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)) 903 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
912 { 904 {
913 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); 905 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
914 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 906 if (tmp->flag [FLAG_FRIENDLY])
915 { 907 {
916 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
917 remove_friendly_object (tmp); 908 remove_friendly_object (tmp);
918 tmp->attack_movement = 0; /* needed? */ 909 tmp->attack_movement = 0; /* needed? */
919 } 910 }
920 911
921 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 912 tmp->clr_flag (FLAG_UNAGGRESSIVE);
922 } 913 }
923 914
924 return 0; /* Fall through - if we get here, we didn't charm anything */ 915 return 0; /* Fall through - if we get here, we didn't charm anything */
925} 916}
926 917
927/* Singing() -this skill allows the player to pacify nearby creatures. 918/* Singing() -this skill allows the player to pacify nearby creatures.
928 * There are few limitations on who/what kind of 919 * There are few limitations on who/what kind of
929 * non-player creatures that may be pacified. Right now, a player 920 * non-player creatures that may be pacified. Right now, a player
930 * may pacify creatures which have Int == 0. In this routine, once 921 * may pacify creatures which have Int == 0. In this routine, once
931 * successfully pacified the creature gets Int=1. Thus, a player 922 * successfully pacified the creature gets Int=1. Thus, a player
932 * may only pacify a creature once. 923 * may only pacify a creature once.
933 * BTW, I appologize for the naming of the skill, I couldnt think 924 * BTW, I appologize for the naming of the skill, I couldnt think
934 * of anything better! -b.t. 925 * of anything better! -b.t.
935 */ 926 */
936int 927int
937singing (object *pl, int dir, object *skill) 928singing (object *pl, int dir, object *skill)
938{ 929{
939 int i, exp = 0; 930 int exp = 0;
940 object *tmp; 931 object *tmp;
941 maptile *m; 932 maptile *m;
942 sint16 x, y; 933 sint16 x, y;
943 934
944 if (pl->type != PLAYER) 935 if (pl->type != PLAYER)
945 return 0; /* only players use this skill */ 936 return 0; /* only players use this skill */
946 937
938 if (!dir)
939 {
940 pl->failmsg ("In what direction?");
941 return 0;
942 }
943
947 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); 944 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
948 for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++) 945 for (int i = skill->level >= SIZEOFFREE1 ? 0 : dir;
946 i < min (skill->level, SIZEOFFREE);
947 i++)
949 { 948 {
950 x = pl->x + freearr_x[i]; 949 x = pl->x + freearr_x[i];
951 y = pl->y + freearr_y[i]; 950 y = pl->y + freearr_y[i];
952 m = pl->map; 951 m = pl->map;
953 952
957 if (!(mflags & P_IS_ALIVE)) 956 if (!(mflags & P_IS_ALIVE))
958 continue; 957 continue;
959 958
960 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 959 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
961 { 960 {
962 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 961 if (tmp->flag [FLAG_MONSTER])
963 break; 962 break;
964 /* can't affect players */ 963 /* can't affect players */
965 if (tmp->type == PLAYER) 964 if (tmp->type == PLAYER)
966 break; 965 break;
967 } 966 }
968 967
969 /* Whole bunch of checks to see if this is a type of monster that would 968 /* Whole bunch of checks to see if this is a type of monster that would
970 * listen to singing. 969 * listen to singing.
971 */ 970 */
972 if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */ 971 if (tmp && tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_NO_STEAL] && /* Been charmed or abused before */
973 !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */ 972 !tmp->flag [FLAG_SPLITTING] && /* no ears */
974 !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */ 973 !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 */ 974 (tmp->level <= skill->level) && (!tmp->head) && !tmp->flag [FLAG_UNDEAD] && !tmp->flag [FLAG_UNAGGRESSIVE] && /* already calm */
976 !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 975 !tmp->flag [FLAG_FRIENDLY])
977 { /* already calm */ 976 { /* already calm */
978 977
979 /* stealing isn't really related (although, maybe it should 978 /* stealing isn't really related (although, maybe it should
980 * be). This is mainly to prevent singing to the same monster 979 * be). This is mainly to prevent singing to the same monster
981 * over and over again and getting exp for it. 980 * over and over again and getting exp for it.
982 */ 981 */
983 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2; 982 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
984 983
985 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH)) 984 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH))
986 { 985 {
987 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 986 tmp->set_flag (FLAG_UNAGGRESSIVE);
988 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp)); 987 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 */ 988 /* Give exp only if they are not aware */
990 989
991 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) 990 if (!tmp->flag [FLAG_NO_STEAL])
992 exp += calc_skill_exp (pl, tmp, skill); 991 exp += calc_skill_exp (pl, tmp, skill);
993 992
994 SET_FLAG (tmp, FLAG_NO_STEAL); 993 tmp->set_flag (FLAG_NO_STEAL);
995 } 994 }
996 else 995 else
997 { 996 {
998 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); 997 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); 998 tmp->set_flag (FLAG_NO_STEAL);
1000 } 999 }
1001 } 1000 }
1002 } 1001 }
1003 return exp; 1002 return exp;
1004} 1003}
1005 1004
1006/* The find_traps skill (aka, search). Checks for traps 1005/* The find_traps skill (aka, search). Checks for traps
1007 * on the spaces or in certain objects 1006 * on the spaces or in certain objects
1008 */ 1007 */
1009
1010int 1008int
1011find_traps (object *pl, object *skill) 1009find_traps (object *pl, object *skill)
1012{ 1010{
1013 object *tmp, *tmp2; 1011 object *tmp, *tmp2;
1014 int i, expsum = 0, mflags; 1012 int i, expsum = 0, mflags;
1015 sint16 x, y; 1013 sint16 x, y;
1016 maptile *m; 1014 maptile *m;
1017 1015
1018 /* First we search all around us for runes and traps, which are 1016 /* First we search all around us for runes and traps, which are
1019 * all type RUNE 1017 * all type RUNE
1020 */ 1018 */
1021
1022 for (i = 0; i < 9; i++) 1019 for (i = 0; i < 9; i++)
1023 { 1020 {
1024 x = pl->x + freearr_x[i]; 1021 x = pl->x + freearr_x[i];
1025 y = pl->y + freearr_y[i]; 1022 y = pl->y + freearr_y[i];
1026 m = pl->map; 1023 m = pl->map;
1028 mflags = get_map_flags (m, &m, x, y, &x, &y); 1025 mflags = get_map_flags (m, &m, x, y, &x, &y);
1029 if (mflags & P_OUT_OF_MAP) 1026 if (mflags & P_OUT_OF_MAP)
1030 continue; 1027 continue;
1031 1028
1032 /* Check everything in the square for trapness */ 1029 /* Check everything in the square for trapness */
1033 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1030 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1034 { 1031 {
1035
1036 /* And now we'd better do an inventory traversal of each 1032 /* And now we'd better do an inventory traversal of each
1037 * of these objects' inventory 1033 * of these objects' inventory
1038 * We can narrow this down a bit - no reason to search through 1034 * We can narrow this down a bit - no reason to search through
1039 * the players inventory or monsters for that matter. 1035 * the players inventory or monsters for that matter.
1040 */ 1036 */
1041 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1037 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1042 {
1043 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1038 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1044 if (tmp2->type == RUNE || tmp2->type == TRAP) 1039 if (tmp2->type == RUNE || tmp2->type == TRAP)
1045 if (trap_see (pl, tmp2)) 1040 if (trap_see (pl, tmp2))
1046 { 1041 {
1047 trap_show (tmp2, tmp); 1042 trap_show (tmp2, tmp);
1048 if (tmp2->stats.Cha > 1) 1043 if (tmp2->stats.Cha > 1)
1049 { 1044 {
1050 if (!tmp2->owner || tmp2->owner->type != PLAYER) 1045 if (!tmp2->owner || tmp2->owner->type != PLAYER)
1051 expsum += calc_skill_exp (pl, tmp2, skill); 1046 expsum += calc_skill_exp (pl, tmp2, skill);
1052 1047
1053 tmp2->stats.Cha = 1; /* unhide the trap */ 1048 tmp2->stats.Cha = 1; /* unhide the trap */
1054 } 1049 }
1055 } 1050 }
1056 } 1051
1057 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) 1052 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1058 { 1053 {
1059 trap_show (tmp, tmp); 1054 trap_show (tmp, tmp);
1060 if (tmp->stats.Cha > 1) 1055 if (tmp->stats.Cha > 1)
1061 { 1056 {
1064 tmp->stats.Cha = 1; /* unhide the trap */ 1059 tmp->stats.Cha = 1; /* unhide the trap */
1065 } 1060 }
1066 } 1061 }
1067 } 1062 }
1068 } 1063 }
1064
1069 new_draw_info (NDI_BLACK, 0, pl, "You search the area."); 1065 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1070 return expsum; 1066 return expsum;
1071} 1067}
1072 1068
1073/* remove_trap() - This skill will disarm any previously discovered trap 1069/* remove_trap() - This skill will disarm any previously discovered trap
1074 * the algorithm is based (almost totally) on the old command_disarm() - b.t. 1070 * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1075 */ 1071 */
1076
1077int 1072int
1078remove_trap (object *op, int dir, object *skill) 1073remove_trap (object *op, int dir, object *skill)
1079{ 1074{
1080 object *tmp, *tmp2; 1075 object *tmp, *tmp2;
1081 int i, success = 0, mflags; 1076 int i, success = 0, mflags;
1091 mflags = get_map_flags (m, &m, x, y, &x, &y); 1086 mflags = get_map_flags (m, &m, x, y, &x, &y);
1092 if (mflags & P_OUT_OF_MAP) 1087 if (mflags & P_OUT_OF_MAP)
1093 continue; 1088 continue;
1094 1089
1095 /* Check everything in the square for trapness */ 1090 /* Check everything in the square for trapness */
1096 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1091 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1097 { 1092 {
1098 /* And now we'd better do an inventory traversal of each 1093 /* And now we'd better do an inventory traversal of each
1099 * of these objects inventory. Like above, only 1094 * of these objects inventory. Like above, only
1100 * do this for interesting objects. 1095 * do this for interesting objects.
1101 */ 1096 */
1102 1097
1103 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1098 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1104 { 1099 {
1105 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1100 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1106 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) 1101 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1107 { 1102 {
1108 trap_show (tmp2, tmp); 1103 trap_show (tmp2, tmp);
1104
1109 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) 1105 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1110 { 1106 {
1111 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1107 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1112 success += calc_skill_exp (op, tmp2, skill); 1108 success += calc_skill_exp (op, tmp2, skill);
1113 } 1109 }
1114 } 1110 }
1115 } 1111 }
1112
1116 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) 1113 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1117 { 1114 {
1118 trap_show (tmp, tmp); 1115 trap_show (tmp, tmp);
1116
1119 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) 1117 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1120 { 1118 {
1121 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1119 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1122 success += calc_skill_exp (op, tmp, skill); 1120 success += calc_skill_exp (op, tmp, skill);
1123 } 1121 }
1124 } 1122 }
1125 } 1123 }
1126 } 1124 }
1125
1127 return success; 1126 return success;
1128} 1127}
1129
1130 1128
1131/* pray() - when this skill is called from do_skill(), it allows 1129/* 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. 1130 * 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 1131 * 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 1132 * 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 1133 * the effect here can be done on demand, we probably don't want to
1136 * give infinite exp by returning true in any cases. 1134 * give infinite exp by returning true in any cases.
1137 */ 1135 */
1138
1139int 1136int
1140pray (object *pl, object *skill) 1137pray (object *pl, object *skill)
1141{ 1138{
1142 char buf[MAX_BUF]; 1139 char buf[MAX_BUF];
1143 object *tmp; 1140 object *tmp;
1150 /* Check all objects - we could stop at floor objects, 1147 /* Check all objects - we could stop at floor objects,
1151 * but if someone buries an altar, I don't see a problem with 1148 * 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 1149 * going through all the objects, and it shouldn't be much slower
1153 * than extra checks on object attributes. 1150 * than extra checks on object attributes.
1154 */ 1151 */
1155 for (tmp = pl->below; tmp != NULL; tmp = tmp->below) 1152 for (tmp = pl->below; tmp; tmp = tmp->below)
1156 { 1153 {
1157 /* Only if the altar actually belongs to someone do you get special benefits */ 1154 /* Only if the altar actually belongs to someone do you get special benefits */
1158 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) 1155 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1159 { 1156 {
1160 sprintf (buf, "You pray over the %s.", &tmp->name); 1157 sprintf (buf, "You pray over the %s.", &tmp->name);
1168 if (pl->stats.grace < pl->stats.maxgrace) 1165 if (pl->stats.grace < pl->stats.maxgrace)
1169 { 1166 {
1170 pl->stats.grace++; 1167 pl->stats.grace++;
1171 pl->last_grace = -1; 1168 pl->last_grace = -1;
1172 } 1169 }
1170
1173 return 0; 1171 return 0;
1174} 1172}
1175 1173
1176/* This skill allows the player to regain a few sp or hp for a 1174/* 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 1175 * brief period of concentration. No armour or weapons may be
1178 * wielded/applied for this to work. The amount of time needed 1176 * wielded/applied for this to work. The amount of time needed
1179 * to concentrate and the # of points regained is dependant on 1177 * to concentrate and the # of points regained is dependant on
1180 * the level of the user. - b.t. thomas@astro.psu.edu 1178 * the level of the user. - b.t. thomas@astro.psu.edu
1181 */ 1179 */
1182
1183void 1180void
1184meditate (object *pl, object *skill) 1181meditate (object *pl, object *skill)
1185{ 1182{
1186 object *tmp; 1183 object *tmp;
1187 1184
1188 if (pl->type != PLAYER) 1185 if (pl->type != PLAYER)
1189 return; /* players only */ 1186 return; /* players only */
1190 1187
1191 /* check if pl has removed encumbering armour and weapons */ 1188 /* check if pl has removed encumbering armour and weapons */
1192 if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6)) 1189 if (pl->flag [FLAG_READY_WEAPON] && skill->level < 6)
1193 { 1190 {
1194 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n"); 1191 pl->failmsg ("You can't concentrate while wielding a weapon!\n");
1195 return; 1192 return;
1196 } 1193 }
1197 else 1194 else
1198 { 1195 {
1199 for (tmp = pl->inv; tmp; tmp = tmp->below) 1196 for (tmp = pl->inv; tmp; tmp = tmp->below)
1200 if (((tmp->type == ARMOUR && skill->level < 12) 1197 if (((tmp->type == ARMOUR && skill->level < 12)
1201 || (tmp->type == HELMET && skill->level < 10) 1198 || (tmp->type == HELMET && skill->level < 10)
1202 || (tmp->type == SHIELD && skill->level < 6) 1199 || (tmp->type == SHIELD && skill->level < 6)
1203 || (tmp->type == BOOTS && skill->level < 4) 1200 || (tmp->type == BOOTS && skill->level < 4)
1204 || (tmp->type == GLOVES && skill->level < 2)) 1201 || (tmp->type == GLOVES && skill->level < 2))
1205 && QUERY_FLAG (tmp, FLAG_APPLIED)) 1202 && tmp->flag [FLAG_APPLIED])
1206 { 1203 {
1207 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n"); 1204 pl->failmsg ("You can't concentrate while wearing so much armour!\n");
1208 return; 1205 return;
1209 } 1206 }
1210 } 1207 }
1211 1208
1212 /* ok let's meditate! Spell points are regained first, then once 1209 /* ok let's meditate! Spell points are regained first, then once
1213 * they are maxed we get back hp. Actual incrementing of values 1210 * they are maxed we get back hp. Actual incrementing of values
1214 * is handled by the do_some_living() (in player.c). This way magical 1211 * is handled by the do_some_living() (in player.c). This way magical
1215 * bonuses for healing/sp regeneration are included properly 1212 * bonuses for healing/sp regeneration are included properly
1216 * No matter what, we will eat up some playing time trying to 1213 * No matter what, we will eat up some playing time trying to
1217 * meditate. (see 'factor' variable for what sets the amount of time) 1214 * meditate. (see 'factor' variable for what sets the amount of time)
1218 */ 1215 */
1219 1216
1220 new_draw_info (NDI_BLACK, 0, pl, "You meditate."); 1217 new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1221 1218
1222 if (pl->stats.sp < pl->stats.maxsp) 1219 if (pl->stats.sp < pl->stats.maxsp)
1229 pl->stats.hp++; 1226 pl->stats.hp++;
1230 pl->last_heal = -1; 1227 pl->last_heal = -1;
1231 } 1228 }
1232} 1229}
1233 1230
1234/* write_note() - this routine allows players to inscribe messages in 1231/* write_note() - this routine allows players to inscribe messages in
1235 * ordinary 'books' (anything that is type BOOK). b.t. 1232 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1236 */ 1233 */
1237static int 1234static int
1238write_note (object *pl, object *item, const char *msg, object *skill) 1235write_note (object *pl, object *item, const char *msg, object *skill)
1239{ 1236{
1240 char buf[1024]; 1237 if (!msg_is_safe (msg))
1241 object *newBook = NULL; 1238 {
1242 1239 pl->failmsg ("Trying to cheat now are we? H<@-signs are not allowed in notes.>");
1243 /* a pair of sanity checks */ 1240 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; 1241 return 0;
1246
1247 if (!msg)
1248 { 1242 }
1249 new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!"); 1243
1250 new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill); 1244 int len = strlen (msg);
1251 return 0; 1245
1246 if (!is_utf8_string ((U8 *)msg, len))
1252 } 1247 {
1253 1248 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; 1249 return 0;
1258 } 1250 }
1259 1251
1260 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) 1252 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1261 return strlen (msg); 1253 return RESULT_INT (0);
1262 1254
1263 buf[0] = 0; 1255 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 1256
1269 strcat (buf, msg); 1257 if (char_len <= item->weight_limit)
1270 strcat (buf, "\n"); /* new msg needs a LF */ 1258 {
1271 if (item->nrof > 1) 1259 object *newbook = item->other_arch->instance ();
1272 { 1260 item->decrease ();
1273 newBook = item->clone ();
1274 decrease_ob (item);
1275 esrv_send_item (pl, item);
1276 newBook->nrof = 1; 1261 newbook->nrof = 1;
1277 newBook->msg = buf; 1262 newbook->msg = shstr (msg);
1278 newBook = insert_ob_in_ob (newBook, pl); 1263 newbook->flag [FLAG_IDENTIFIED] = true;
1279 esrv_send_item (pl, newBook); 1264
1265 if (item->subtype == 1) // mailscrolls
1280 } 1266 {
1281 else 1267 newbook->name = item->name;
1268 newbook->name_pl = item->name_pl;
1282 { 1269 }
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 1270
1271 pl->insert (newbook);
1272
1273 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)); 1274 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1291 return strlen (msg); 1275 return char_len;
1292 } 1276 }
1293 else 1277 else
1294 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item)); 1278 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.>",
1279 &item->name, item->weight_limit, char_len);
1295 1280
1296 return 0; 1281 return 0;
1297} 1282}
1298 1283
1299/* write_scroll() - this routine allows players to inscribe spell scrolls 1284/* write_scroll() - this routine allows players to inscribe spell scrolls
1300 * of spells which they know. Backfire effects are possible with the 1285 * of spells which they know. Backfire effects are possible with the
1301 * severity of the backlash correlated with the difficulty of the scroll 1286 * severity of the backlash correlated with the difficulty of the scroll
1302 * that is attempted. -b.t. thomas@astro.psu.edu 1287 * that is attempted. -b.t. thomas@astro.psu.edu
1303 */ 1288 */
1304
1305static int 1289static int
1306write_scroll (object *pl, object *scroll, object *skill) 1290write_scroll (object *pl, object *scroll, object *skill)
1307{ 1291{
1308 int success = 0, confused = 0; 1292 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 1293
1318 /* Check if we are ready to attempt inscription */ 1294 /* Check if we are ready to attempt inscription */
1319 chosen_spell = pl->contr->ranged_ob; 1295 object *chosen_spell = pl->contr->ranged_ob;
1296
1320 if (!chosen_spell || chosen_spell->type != SPELL) 1297 if (!chosen_spell || chosen_spell->type != SPELL)
1321 { 1298 {
1322 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); 1299 pl->failmsg ("You need a spell readied in order to inscribe!");
1323 return 0; 1300 return 0;
1324 } 1301 }
1325 1302
1326 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace) 1303 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1327 { 1304 {
1328 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name); 1305 pl->failmsgf ("You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1329 return 0; 1306 return 0;
1330 } 1307 }
1331 1308
1332 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) 1309 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1333 { 1310 {
1334 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); 1311 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; 1312 return 0;
1347 } 1313 }
1348 1314
1349 /* ok, we are ready to try inscription */ 1315 /* ok, we are ready to try inscription */
1350 if (QUERY_FLAG (pl, FLAG_CONFUSED)) 1316 if (pl->flag [FLAG_CONFUSED])
1351 confused = 1; 1317 confused = 1;
1352 1318
1353 /* Lost mana/grace no matter what */ 1319 /* Lost mana/grace no matter what */
1354 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); 1320 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); 1321 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1356 1322
1357 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) 1323 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1358 { 1324 {
1359 if (scroll->nrof > 1) 1325 object *newscroll = scroll->other_arch->instance ();
1360 { 1326 scroll->decrease ();
1361 newscroll = scroll->clone ();
1362 decrease_ob (scroll);
1363 newscroll->nrof = 1; 1327 newscroll->nrof = 1;
1364 } 1328 newscroll->randomitems = 0; // make sure randomitems doesn't destroy the scroll
1365 else 1329
1366 newscroll = scroll; 1330 pl->contr->play_sound (sound_find ("inscribe_success"));
1367 1331
1368 if (!confused) 1332 if (!confused)
1369 { 1333 {
1370 newscroll->level = MAX (skill->level, chosen_spell->level); 1334 newscroll->level = max (skill->level, chosen_spell->level);
1335 newscroll->flag [FLAG_IDENTIFIED] = true;
1371 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll."); 1336 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1372 } 1337 }
1373 else 1338 else
1374 { 1339 {
1375 chosen_spell = find_random_spell_in_ob (pl, NULL); 1340 chosen_spell = find_random_spell_in_ob (pl, NULL);
1376 if (!chosen_spell) 1341 if (!chosen_spell)
1377 return 0; 1342 return 0;
1378 1343
1379 newscroll->level = MAX (skill->level, chosen_spell->level); 1344 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."); 1345 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1381 } 1346 }
1382 1347
1383 if (newscroll->inv)
1384 newscroll->inv->destroy ();
1385
1386 tmp = chosen_spell->clone (); 1348 object *tmp = chosen_spell->clone ();
1349 tmp->flag [FLAG_APPLIED] = false;
1387 insert_ob_in_ob (tmp, newscroll); 1350 insert_ob_in_ob (tmp, newscroll);
1388 1351
1389 /* Same code as from treasure.c - so they can better merge. 1352 /* Same code as from treasure.C - so they can better merge.
1390 * if players want to sell them, so be it. 1353 * if players want to sell them, so be it.
1391 */ 1354 */
1392 newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); 1355 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1393 newscroll->stats.exp = newscroll->value / 5; 1356 newscroll->stats.exp = newscroll->value / 5;
1394 1357
1395 /* wait until finished manipulating the scroll before inserting it */ 1358 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 1359
1403 newscroll = insert_ob_in_ob (newscroll, pl);
1404 esrv_send_item (pl, newscroll);
1405 success = calc_skill_exp (pl, newscroll, skill); 1360 success = calc_skill_exp (pl, newscroll, skill);
1406 if (!confused) 1361 if (!confused)
1407 success *= 2; 1362 success *= 2;
1363
1408 success = success * skill->level; 1364 success = success * skill->level;
1409 return success; 1365 return success;
1410
1411 } 1366 }
1412 else 1367 else
1413 { /* Inscription has failed */ 1368 { /* Inscription has failed */
1369 pl->contr->play_sound (sound_find ("inscribe_fail"));
1414 1370
1415 if (chosen_spell->level > skill->level || confused) 1371 if (chosen_spell->level > skill->level || confused)
1416 { /*backfire! */ 1372 { /*backfire! */
1417 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); 1373 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind! H<The spell level is too high for your inscription skill.>");
1374
1418 if (random_roll (0, 1, pl, PREFER_LOW) == 1) 1375 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1419 pl->drain_specific_stat (4); 1376 pl->drain_specific_stat (4);
1420 else 1377 else
1421 { 1378 {
1422 confuse_player (pl, pl, 99); 1379 confuse_player (pl, pl, 99);
1423 return (-30 * chosen_spell->level); 1380 return -30 * chosen_spell->level;
1424 } 1381 }
1425 } 1382 }
1426 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) 1383 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1427 { 1384 {
1428 new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind!"); 1385 new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind! H<Frankly spoken, you were too dumb and unlucky.>");
1429 confuse_player (pl, pl, 99); 1386 confuse_player (pl, pl, 99);
1430 } 1387 }
1431 else 1388 else
1432 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll."); 1389 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll. H<Try a lower-level spell, if possible at all.>");
1433 } 1390 }
1434 1391
1435 return 0; 1392 return 0;
1436} 1393}
1437 1394
1438/* write_on_item() - wrapper for write_note and write_scroll */ 1395/* write_on_item() - wrapper for write_note and write_scroll */
1439int 1396int
1440write_on_item (object *pl, const char *params, object *skill) 1397write_on_item (object *pl, const char *params, object *skill)
1441{ 1398{
1442 object *item;
1443 const char *string = params;
1444 int msgtype;
1445 archetype *skat; 1399 archetype *skat;
1446 1400
1447 if (pl->type != PLAYER) 1401 if (pl->type != PLAYER)
1448 return 0; 1402 return 0;
1449 1403
1450 if (!params) 1404 if (!params)
1451 {
1452 params = ""; 1405 params = "";
1453 string = params;
1454 }
1455 1406
1456 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); 1407 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1457 1408
1458 /* Need to be able to read before we can write! */ 1409 /* Need to be able to read before we can write! */
1459 if (!find_skill_by_name (pl, skat->clone.skill)) 1410 if (!find_skill_by_name (pl, skat->skill))
1460 { 1411 {
1461 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!"); 1412 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>");
1462 return 0; 1413 return 0;
1463 } 1414 }
1464 1415
1465 /* if there is a message then it goes in a book and no message means 1416 object *item = pl->mark ();
1466 * write active spell into the scroll
1467 */
1468 msgtype = (string[0] != '\0') ? BOOK : SCROLL;
1469 1417
1470 /* find an item of correct type to write on */ 1418 /* find an item of correct type to write on */
1471 if (!(item = find_marked_object (pl))) 1419 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 } 1420 {
1421 new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on. H<Use the mark command or the popup menu to make an item.>");
1422 return 0;
1423 }
1476 1424
1477 if (QUERY_FLAG (item, FLAG_UNPAID)) 1425 if (item->type != INSCRIBABLE)
1426 {
1427 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1428 return 0;
1429 }
1430
1431 if (item->flag [FLAG_UNPAID])
1478 { 1432 {
1479 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); 1433 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1480 return 0; 1434 return 0;
1481 } 1435 }
1482 if (msgtype != item->type) 1436
1437 if (item->other_arch->type == SCROLL)
1483 { 1438 {
1484 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll"); 1439 if (*params)
1440 {
1441 // check readied scroll
1442 pl->failmsgf ("When inscribing spells you need to ready a spell and do not specify a string argument.\n"
1443 "Usage: cast [spell name]; use_skill %s", &skill->skill);
1485 return 0; 1444 return 0;
1486 } 1445 }
1487 1446
1488 if (msgtype == SCROLL)
1489 return write_scroll (pl, item, skill); 1447 return write_scroll (pl, item, skill);
1490 else if (msgtype == BOOK) 1448 }
1449 else
1450 {
1451 if (!*params)
1452 {
1453 pl->failmsgf ("When inscribing books you need to specify the words you want to inscribe as command argument.\n"
1454 "Usage: use_skill %s <message>", &skill->skill);
1455 return 0;
1456 }
1457
1491 return write_note (pl, item, string, skill); 1458 return write_note (pl, item, params, skill);
1459 }
1492 1460
1493 return 0; 1461 return 0;
1494} 1462}
1495 1463
1496/* find_throw_ob() - if we request an object, then 1464/* find_throw_ob() - if we request an object, then
1502 * 'throwable' (ie not applied cursed obj, worn, etc). 1470 * 'throwable' (ie not applied cursed obj, worn, etc).
1503 */ 1471 */
1504static object * 1472static object *
1505find_throw_ob (object *op, const char *request) 1473find_throw_ob (object *op, const char *request)
1506{ 1474{
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 */ 1475 /* prefer marked item */
1516 tmp = find_marked_object (op); 1476 object *tmp = op->mark ();
1517 if (tmp != NULL) 1477
1518 {
1519 /* can't toss invisible or inv-locked items */ 1478 /* can't toss invisible or inv-locked items */
1520 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1479 if (tmp && (tmp->invisible || tmp->flag [FLAG_INV_LOCKED]))
1521 { 1480 tmp = 0;
1522 tmp = NULL;
1523 }
1524 }
1525 1481
1526 /* look through the inventory */ 1482 /* look through the inventory */
1527 if (tmp == NULL) 1483 if (!tmp)
1528 {
1529 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1484 for (tmp = op->inv; tmp; tmp = tmp->below)
1530 { 1485 {
1531 /* can't toss invisible or inv-locked items */ 1486 /* can't toss invisible or inv-locked items */
1532 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1487 if (tmp->invisible || tmp->flag [FLAG_INV_LOCKED])
1533 continue; 1488 continue;
1489
1534 if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request)) 1490 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1535 break; 1491 break;
1536 } 1492 }
1537 }
1538 1493
1539 /* this should prevent us from throwing away 1494 /* this should prevent us from throwing away
1540 * cursed items, worn armour, etc. Only weapons 1495 * cursed items, worn armour, etc. Only weapons
1541 * can be thrown from 'hand'. 1496 * can be thrown from 'hand'.
1542 */ 1497 */
1543 if (!tmp) 1498 if (!tmp)
1544 return NULL; 1499 return 0;
1545 1500
1546 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1501 if (tmp->flag [FLAG_APPLIED])
1547 { 1502 {
1548 if (tmp->type != WEAPON) 1503 if (tmp->type != WEAPON)
1549 { 1504 {
1550 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp)); 1505 op->failmsgf ("You can't throw %s. H<Unapply it first.>", query_name (tmp));
1551 tmp = NULL; 1506 tmp = 0;
1552 }
1553 else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1554 { 1507 }
1508 else if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1509 {
1555 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp)); 1510 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; 1511 tmp = 0;
1557 } 1512 }
1558 else 1513 else
1559 { 1514 {
1560 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 1515 if (!op->apply (tmp, AP_UNAPPLY))
1561 { 1516 {
1562 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); 1517 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1563 tmp = NULL; 1518 tmp = 0;
1564 } 1519 }
1565 } 1520 }
1566 } 1521 }
1567 else if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1522 else if (tmp->flag [FLAG_UNPAID])
1568 { 1523 {
1569 new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp)); 1524 op->failmsgf ("You should pay for the %s first.", query_name (tmp));
1570 tmp = NULL; 1525 tmp = 0;
1571 } 1526 }
1572 1527
1573 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1528 //TODO: why not chekc first and give sensible message to player?
1529 if (tmp && tmp->flag [FLAG_INV_LOCKED])
1574 { 1530 {
1575 LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); 1531 LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1576 tmp = NULL; 1532 tmp = 0;
1577 } 1533 }
1534
1578 return tmp; 1535 return tmp;
1579} 1536}
1580 1537
1581/* make_throw_ob() We construct the 'carrier' object in 1538/* make_throw_ob() We construct the 'carrier' object in
1582 * which we will insert the object that is being thrown. 1539 * which we will insert the object that is being thrown.
1583 * This combination becomes the 'thrown object'. -b.t. 1540 * This combination becomes the 'thrown object'. -b.t.
1584 */ 1541 */
1585static object * 1542static object *
1586make_throw_ob (object *orig) 1543make_throw_ob (object *orig)
1587{ 1544{
1588 if (!orig) 1545 if (!orig)
1589 return NULL; 1546 return 0;
1590 1547
1591 if (QUERY_FLAG (orig, FLAG_APPLIED)) 1548 if (orig->flag [FLAG_APPLIED])
1592 { 1549 {
1593 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); 1550 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1594 /* insufficient workaround, but better than nothing */ 1551 /* insufficient workaround, but better than nothing */
1595 CLEAR_FLAG (orig, FLAG_APPLIED); 1552 orig->clr_flag (FLAG_APPLIED);
1596 } 1553 }
1597 1554
1598 object *toss_item = orig->clone (); 1555 object *toss_item = orig->clone ();
1599 1556
1600 toss_item->type = THROWN_OBJ; 1557 toss_item->type = THROWN_OBJ;
1601 CLEAR_FLAG (toss_item, FLAG_CHANGING); 1558 toss_item->clr_flag (FLAG_CHANGING);
1559 toss_item->set_flag (FLAG_NO_PICK);
1602 toss_item->stats.dam = 0; /* default damage */ 1560 toss_item->stats.dam = 0; /* default damage */
1603 insert_ob_in_ob (orig, toss_item); 1561 toss_item->insert (orig);
1562
1604 return toss_item; 1563 return toss_item;
1605} 1564}
1606 1565
1607/* do_throw() - op throws any object toss_item. This code 1566/* do_throw() - op throws any object toss_item. This code
1608 * was borrowed from fire_bow. 1567 * was borrowed from fire_bow.
1616 int pause_f, weight_f = 0, mflags; 1575 int pause_f, weight_f = 0, mflags;
1617 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0; 1576 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1618 maptile *m; 1577 maptile *m;
1619 sint16 sx, sy; 1578 sint16 sx, sy;
1620 1579
1621 if (throw_ob == NULL) 1580 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 } 1581 {
1628 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP)) 1582 op->failmsg ("You have nothing to throw.");
1583 return 0;
1629 { 1584 }
1630 if (op->type == PLAYER) 1585
1631 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that."); 1586 if (throw_ob->flag [FLAG_STARTEQUIP])
1587 {
1588 op->failmsg ("The gods won't let you throw that. "
1589 "H<Well, they would, but they would retrieve it "
1590 "- you wouldn't want that, would you?>");
1632 1591
1633 return 0; 1592 return 0;
1634 } 1593 }
1635 1594
1636 /* Because throwing effectiveness must be reduced by the 1595 /* Because throwing effectiveness must be reduced by the
1637 * encumbrance of the thrower and weight of the object. THus, 1596 * encumbrance of the thrower and weight of the object. THus,
1638 * we use the concept of 'effective strength' as defined below. 1597 * we use the concept of 'effective strength' as defined below.
1639 */ 1598 */
1640 1599
1641 /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */ 1600 /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1642 if (str > MAX_STAT) 1601 if (str > MAX_STAT)
1643 { 1602 {
1653 /* lighter items are thrown harder, farther, faster */ 1612 /* lighter items are thrown harder, farther, faster */
1654 if (throw_ob->weight > 0) 1613 if (throw_ob->weight > 0)
1655 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight); 1614 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1656 else 1615 else
1657 { /* 0 or negative weight?!? Odd object, can't throw it */ 1616 { /* 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)); 1617 op->failmsgf ("You can't throw %s. H<Better report this to your dungeon master.>\n", query_name (throw_ob));
1659 return 0; 1618 return 0;
1660 } 1619 }
1661 1620
1662 eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0)); 1621 eff_str = (str * (load_factor < 1.0 ? load_factor : 1.0))
1663 eff_str = (int) ((float) eff_str * item_factor * str_factor); 1622 * item_factor * str_factor;
1664 1623
1665 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to 1624 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1666 * account for super-strong throwers. */ 1625 * account for super-strong throwers. */
1667 if (eff_str > MAX_STAT) 1626 min_it (eff_str, MAX_STAT);
1668 eff_str = MAX_STAT;
1669 1627
1670#ifdef DEBUG_THROW 1628#ifdef DEBUG_THROW
1671 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str); 1629 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); 1630 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); 1631 LOG (llevDebug, " str_factor=%f\n", str_factor);
1699 } /* if object can't be thrown */ 1657 } /* if object can't be thrown */
1700 1658
1701 left = throw_ob; /* these are throwing objects left to the player */ 1659 left = throw_ob; /* these are throwing objects left to the player */
1702 1660
1703 /* sometimes get_split_ob can't split an object (because op->nrof==0?) 1661 /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1704 * and returns NULL. We must use 'left' then 1662 * and returns NULL. We must use 'left' then
1705 */ 1663 */
1706 1664 if (!(throw_ob = throw_ob->split ()))
1707 if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL)
1708 { 1665 {
1709 throw_ob = left; 1666 throw_ob = left;
1710 left->remove (); 1667 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 } 1668 }
1721 1669
1722 /* special case: throwing powdery substances like dust, dirt */ 1670 /* special case: throwing powdery substances like dust, dirt */
1723 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) 1671 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1724 { 1672 {
1748 */ 1696 */
1749 throw_ob->inv->set_owner (op); 1697 throw_ob->inv->set_owner (op);
1750 throw_ob->direction = dir; 1698 throw_ob->direction = dir;
1751 1699
1752 /* the damage bonus from the force of the throw */ 1700 /* the damage bonus from the force of the throw */
1753 dam = (int) (str_factor * dam_bonus[eff_str]); 1701 dam = int (str_factor * dam_bonus[eff_str]);
1754 1702
1755 /* Now, lets adjust the properties of the thrown_ob. */ 1703 /* Now, lets adjust the properties of the thrown_ob. */
1756 1704
1757 /* how far to fly */ 1705 /* how far to fly */
1758 throw_ob->last_sp = (eff_str * 3) / 5; 1706 throw_ob->last_sp = (eff_str * 3) / 5;
1770 /* replace 25 with a call to clone.arch wc? messes up w/ NPC */ 1718 /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1771 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level; 1719 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1772 1720
1773 /* the properties of objects which are meant to be thrown (ie dart, 1721 /* the properties of objects which are meant to be thrown (ie dart,
1774 * throwing knife, etc) will differ from ordinary items. Lets tailor 1722 * throwing knife, etc) will differ from ordinary items. Lets tailor
1775 * this stuff in here. 1723 * this stuff in here.
1776 */ 1724 */
1777 1725
1778 if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN)) 1726 if (throw_ob->inv->flag [FLAG_IS_THROWN])
1779 { 1727 {
1780 throw_ob->last_sp += eff_str / 3; /* fly a little further */ 1728 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; 1729 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; 1730 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1783 /* only throw objects get directional faces */ 1731 /* only throw objects get directional faces */
1784 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) 1732 if (throw_ob->has_anim () && throw_ob->anim_frames ())
1785 SET_ANIMATION (throw_ob, dir); 1733 throw_ob->set_anim_frame (dir);
1786 } 1734 }
1787 else 1735 else
1788 { 1736 {
1789 uint16 mat = throw_ob->materials; 1737 uint16 mat = throw_ob->materials;
1790 1738
1819 if (throw_ob->weight > 50) 1767 if (throw_ob->weight > 50)
1820 throw_ob->speed *= 0.5; 1768 throw_ob->speed *= 0.5;
1821 } /* else tailor thrown object */ 1769 } /* else tailor thrown object */
1822 1770
1823 /* some limits, and safeties (needed?) */ 1771 /* some limits, and safeties (needed?) */
1824 if (throw_ob->stats.dam < 0) 1772 max_it (throw_ob->stats.dam, 0);
1825 throw_ob->stats.dam = 0;
1826 if (throw_ob->last_sp > eff_str) 1773 min_it (throw_ob->last_sp, eff_str);
1827 throw_ob->last_sp = eff_str;
1828 if (throw_ob->stats.food < 0) 1774 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) 1775 min_it (throw_ob->stats.wc, 30);
1833 throw_ob->stats.wc = 30;
1834 1776
1835 /* how long to pause the thrower. Higher values mean less pause */ 1777 /* how long to pause the thrower. Higher values mean less pause */
1836 pause_f = ((2 * eff_str) / 3) + 20 + skill->level; 1778 pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1837 1779
1838 /* Put a lower limit on this */ 1780 /* Put a lower limit on this */
1839 if (pause_f < 10) 1781 clamp_it (pause_f, 10, 100);
1840 pause_f = 10;
1841 if (pause_f > 100)
1842 pause_f = 100;
1843 1782
1844 /* Changed in 0.94.2 - the calculation before was really goofy. 1783 /* Changed in 0.94.2 - the calculation before was really goofy.
1845 * In short summary, a throw can take anywhere between speed 5 and 1784 * In short summary, a throw can take anywhere between speed 5 and
1846 * speed 0.5 1785 * speed 0.5
1847 */ 1786 */
1850 throw_ob->speed_left = 0; 1789 throw_ob->speed_left = 0;
1851 throw_ob->map = part->map; 1790 throw_ob->map = part->map;
1852 1791
1853 throw_ob->move_type = MOVE_FLY_LOW; 1792 throw_ob->move_type = MOVE_FLY_LOW;
1854 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; 1793 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1794
1795 throw_ob->set_speed (throw_ob->speed);
1855 1796
1856#if 0 1797#if 0
1857 /* need to put in a good sound for this */ 1798 /* need to put in a good sound for this */
1858 play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ); 1799 play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1859#endif 1800#endif
1885 else 1826 else
1886 throw_ob = find_mon_throw_ob (op); 1827 throw_ob = find_mon_throw_ob (op);
1887 1828
1888 return do_throw (op, part, throw_ob, dir, skill); 1829 return do_throw (op, part, throw_ob, dir, skill);
1889} 1830}
1831
1832static void
1833give_player_quad_material_for (object *pl, object *ob)
1834{
1835 if (!ob->flag [FLAG_IS_QUAD] || !ob->other_arch)
1836 return;
1837
1838 object *t = ob->other_arch->instance ();
1839 pl->insert (t);
1840}
1841
1842bool
1843skill_mining (object *who, object *tool, object *skill, int dir, const char *string)
1844{
1845 if (!who->is_player ())
1846 return 0;
1847
1848 if (!dir)
1849 {
1850 who->failmsg ("In what direction?");
1851 return 0;
1852 }
1853
1854 mapxy pos (who); pos.move (dir);
1855
1856 if (!pos.normalise ())
1857 {
1858 who->failmsgf (
1859 "You brandish your %s, with not so convincing results. "
1860 "H<There is nothing in this direction.>",
1861 &tool->name
1862 );
1863 return 0;
1864 }
1865
1866 mapspace &ms = pos.ms ();
1867
1868 for (object *mine_obj = pos.ms ().top; mine_obj; mine_obj = mine_obj->below)
1869 if (mine_obj->type == VEIN)
1870 {
1871 who->speed_left -= who->speed / tool->speed;
1872
1873 who->play_sound (tool->sound);
1874
1875 if (rndm (100 - mine_obj->stats.ac) > rndm (tool->stats.wc))
1876 who->failmsgf (
1877 "You use your %s.... nothing. "
1878 "H<Try again, perhaps?>",
1879 &tool->name
1880 );
1881 else if (mine_obj->race != tool->race)
1882 who->failmsgf (
1883 "You use your %s.... but it doesn't work. "
1884 "H<Maybe you are using the wrong tool?>",
1885 &tool->name
1886 );
1887 else if (!mine_obj->stats.food)
1888 who->failmsgf (
1889 "You use your %s.... but there is nothing. "
1890 "H<This space is exhausted, you should try somewhere else.>",
1891 &tool->name
1892 );
1893 else
1894 {
1895 --mine_obj->stats.food;
1896
1897 object *ore = mine_obj->other_arch->instance ();
1898
1899 who->statusmsg (format (
1900 "You use your %s.... and find some %s!",
1901 &tool->name, &ore->name
1902 ));
1903
1904 ore->insert_at (who);
1905
1906 return true;
1907 }
1908 }
1909 else if (mine_obj->flag [FLAG_IS_QUAD])
1910 {
1911 if (mine_obj->flag [FLAG_IS_FLOOR])
1912 {
1913 maptile *lower_floor = pos.m->tile_available (TILE_DOWN);
1914
1915 if (!lower_floor)
1916 {
1917 who->failmsgf (
1918 "Whoops, you failed to remove the %s. H<You may try again.>",
1919 &mine_obj->name
1920 );
1921 return false;
1922 }
1923
1924 mapxy below_pos (lower_floor, pos.x, pos.y);
1925
1926 if (!below_pos.normalise ())
1927 {
1928 who->failmsgf (
1929 "Whoops, you failed to remove the %s. H<You may try again.>",
1930 &mine_obj->name
1931 );
1932 return false;
1933 }
1934
1935 // first insert open space here:
1936 object *open_space_floor = archetype::get (shstr_quad_open_space);
1937 open_space_floor->stats.hp = pos.x;
1938 open_space_floor->stats.sp = pos.y;
1939 insert_ob_in_map_at (open_space_floor, pos.m, mine_obj,
1940 INS_BELOW_ORIGINATOR, pos.x, pos.y);
1941
1942 // next we will remove the wall in the lower layer:
1943 mapspace &below_ms = below_pos.ms ();
1944 for (object *quad_obj = below_ms.top; quad_obj; quad_obj = quad_obj->below)
1945 {
1946 if (quad_obj->flag [FLAG_IS_FLOOR])
1947 break;
1948
1949 if (quad_obj->flag [FLAG_IS_QUAD])
1950 {
1951 quad_obj->map->queue_physics_at (quad_obj->x, quad_obj->y);
1952 give_player_quad_material_for (who, quad_obj);
1953 quad_obj->destroy ();
1954 break;
1955 }
1956 }
1957 }
1958
1959 mine_obj->map->queue_physics_at (mine_obj->x, mine_obj->y);
1960
1961 // FIXME: there should be chance assigned, like above with veins!
1962 who->play_sound (tool->sound);
1963 give_player_quad_material_for (who, mine_obj);
1964 mine_obj->destroy ();
1965 who->contr->fire_on = 0; // TODO: stopgap, do not remove more than one per keypress
1966 return true;
1967 }
1968
1969 return false;
1970}
1971

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