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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 1.113 by root, Sat Nov 17 23:40:04 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * 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 6 * Copyright (©) 2003 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * This program is free software; you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * 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 * 18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25#include <global.h> 26#include <global.h>
26#include <object.h> 27#include <object.h>
27#include <sproto.h> 28#include <sproto.h>
42 /* Only prohibit stealing if the player does not have a free 43 /* Only prohibit stealing if the player does not have a free
43 * hand available and in fact does have hands. 44 * hand available and in fact does have hands.
44 */ 45 */
45 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info) 46 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info)
46 { 47 {
47 new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!"); 48 op->failmsg ("But you have no free hands to steal with! "
49 "H<Try to unapply weapons or things you hold in your hands, use the C<body> command.>");
48 return -1; 50 return -1;
49 } 51 }
50 52
51 /* ADJUSTMENTS */ 53 /* ADJUSTMENTS */
52 54
53 /* Its harder to steal from hostile beings! */ 55 /* It's harder to steal from hostile beings! */
54 if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 56 if (!victim->flag [FLAG_UNAGGRESSIVE])
55 roll = roll / 2; 57 roll = roll / 2;
56 58
57 /* Easier to steal from sleeping beings, or if the thief is 59 /* Easier to steal from sleeping beings, or if the thief is
58 * unseen */ 60 * unseen */
59 if (QUERY_FLAG (victim, FLAG_SLEEP)) 61 if (victim->flag [FLAG_SLEEP])
60 roll = roll * 3; 62 roll = roll * 3;
61 else if (op->invisible) 63 else if (op->invisible)
62 roll = roll * 2; 64 roll = roll * 2;
63 65
64 /* check stealing 'encumberance'. Having this equipment applied makes 66 /* check stealing 'encumberance'. Having this equipment applied makes
65 * it quite a bit harder to steal. 67 * it quite a bit harder to steal.
66 */ 68 */
67 for (equip = op->inv; equip; equip = equip->below) 69 for (equip = op->inv; equip; equip = equip->below)
68 { 70 {
69 if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED)) 71 if (equip->type == WEAPON && equip->flag [FLAG_APPLIED])
70 {
71 roll -= equip->weight / 10000; 72 roll -= equip->weight / 10000;
72 } 73
73 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED)) 74 if (equip->type == BOW && equip->flag [FLAG_APPLIED])
74 roll -= equip->weight / 5000; 75 roll -= equip->weight / 5000;
76
75 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) 77 if (equip->type == SHIELD && equip->flag [FLAG_APPLIED])
76 {
77 roll -= equip->weight / 2000; 78 roll -= equip->weight / 2000;
78 } 79
79 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED)) 80 if (equip->type == ARMOUR && equip->flag [FLAG_APPLIED])
80 roll -= equip->weight / 5000; 81 roll -= equip->weight / 5000;
82
81 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED)) 83 if (equip->type == GLOVES && equip->flag [FLAG_APPLIED])
82 roll -= equip->weight / 100; 84 roll -= equip->weight / 100;
83 } 85 }
86
84 if (roll < 0) 87 if (roll < 0)
85 roll = 0; 88 roll = 0;
89
86 return roll; 90 return roll;
87} 91}
88 92
89/* 93/*
90 * When stealing: dependent on the intelligence/wisdom of whom you're 94 * When stealing: dependent on the intelligence/wisdom of whom you're
91 * stealing from (op in attempt_steal), offset by your dexterity and 95 * stealing from (op in attempt_steal), offset by your dexterity and
92 * skill at stealing. They may notice your attempt, whether successful 96 * skill at stealing. They may notice your attempt, whether successful
93 * or not. 97 * or not.
94 * op is the target (person being pilfered) 98 * op is the target (person being pilfered)
95 * who is the person doing the stealing. 99 * who is the person doing the stealing.
96 * skill is the skill object (stealing). 100 * skill is the skill object (stealing).
97 */ 101 */
98static int 102static int
100{ 104{
101 object *success = NULL, *tmp = NULL, *next; 105 object *success = NULL, *tmp = NULL, *next;
102 int roll = 0, chance = 0, stats_value; 106 int roll = 0, chance = 0, stats_value;
103 rv_vector rv; 107 rv_vector rv;
104 108
105 stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2; 109 stats_value = (who->stats.Dex + who->stats.Int) * 3 / 2;
106 110
107 /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them) 111 /* 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 112 * they will try to prevent stealing if they can. Only unseen theives will
109 * have much chance of success. 113 * have much chance of success.
110 */ 114 */
111 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL)) 115 if (!op->is_player () && op->flag [FLAG_NO_STEAL])
112 { 116 {
113 if (can_detect_enemy (op, who, &rv)) 117 if (can_detect_enemy (op, who, &rv))
114 { 118 {
115 npc_call_help (op); 119 npc_call_help (op);
116 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 120 op->clr_flag (FLAG_UNAGGRESSIVE);
117 new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); 121 who->failmsg ("Your attempt is prevented!");
118 return 0; 122 return 0;
119 } 123 }
120 else /* help npc to detect thief next time by raising its wisdom */ 124 else /* help npc to detect thief next time by raising its wisdom */
121 op->stats.Wis += (op->stats.Int / 5) + 1; 125 op->stats.Wis += (op->stats.Int / 5) + 1;
126
122 if (op->stats.Wis > MAX_STAT) 127 if (op->stats.Wis > MAX_STAT)
123 op->stats.Wis = MAX_STAT; 128 op->stats.Wis = MAX_STAT;
124 } 129 }
125 130
126 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ)) 131 if (op->is_player () && op->flag [FLAG_WIZ])
127 { 132 {
128 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n"); 133 who->failmsg ("You can't steal from the dungeon master!\n");
129 return 0; 134 return 0;
130 } 135 }
131 136
132 // only allow stealing between hostile players (TODO: probably should change) 137 // only allow stealing between hostile players (TODO: probably should change)
133 if (op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful)) 138 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 } 139 {
140 who->failmsg ("You can't steal from other players!\n");
141 return 0;
142 }
138 143
139 /* Ok then, go thru their inventory, stealing */ 144 /* Ok then, go through their inventory, stealing */
140 for (tmp = op->inv; tmp; tmp = next) 145 for (tmp = op->inv; tmp; tmp = next)
141 { 146 {
142 next = tmp->below; 147 next = tmp->below;
143 148
144 /* you can't steal worn items, starting items, wiz stuff, 149 /* you can't steal worn items, starting items, wiz stuff,
145 * innate abilities, or items w/o a type. Generally 150 * innate abilities, or items w/o a type. Generally
146 * speaking, the invisibility flag prevents experience or 151 * speaking, the invisibility flag prevents experience or
147 * abilities from being stolen since these types are currently 152 * abilities from being stolen since these types are currently
148 * always invisible objects. I was implicit here so as to prevent 153 * always invisible objects. I was implicit here so as to prevent
149 * future possible problems. -b.t. 154 * future possible problems. -b.t.
150 * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL 155 * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL
151 * already -b.t. 156 * already -b.t.
152 */ 157 */
153 158
154 if (QUERY_FLAG (tmp, FLAG_APPLIED) 159 if (tmp->flag [FLAG_APPLIED]
155 || !tmp->type 160 || !tmp->type
156 || tmp->type == SPELL 161 || tmp->type == SPELL
157 || QUERY_FLAG (tmp, FLAG_STARTEQUIP) 162 || tmp->flag [FLAG_STARTEQUIP]
158 || QUERY_FLAG (tmp, FLAG_NO_STEAL) 163 || tmp->flag [FLAG_NO_STEAL]
159 || tmp->invisible) 164 || tmp->invisible)
160 continue; 165 continue;
161 166
162 /* Okay, try stealing this item. Dependent on dexterity of thief, 167 /* Okay, try stealing this item. Dependent on dexterity of thief,
163 * skill level, see the adj_stealroll fctn for more detail. 168 * skill level, see the adj_stealroll fctn for more detail.
164 */ 169 */
165 170
166 roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */ 171 roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */
167 172
168 if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1) 173 if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1)
177 */ 182 */
178 if (tmp->destroyed () || tmp->env != op) 183 if (tmp->destroyed () || tmp->env != op)
179 { 184 {
180 /* for players, play_sound: steals item */ 185 /* for players, play_sound: steals item */
181 success = tmp; 186 success = tmp;
182 CLEAR_FLAG (tmp, FLAG_INV_LOCKED); 187 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 } 188 }
189
191 break; 190 break;
192 } 191 }
193 } /* for loop looking for an item */ 192 } /* for loop looking for an item */
194 193
195 if (!tmp) 194 if (!tmp)
198 return 0; 197 return 0;
199 } 198 }
200 199
201 /* If you arent high enough level, you might get something BUT 200 /* If you arent high enough level, you might get something BUT
202 * the victim will notice your stealing attempt. Ditto if you 201 * the victim will notice your stealing attempt. Ditto if you
203 * attempt to steal something heavy off them, they're bound to notice 202 * attempt to steal something heavy off them, they're bound to notice
204 */ 203 */
205 204
206 if ((roll >= skill->level) || !chance 205 if ((roll >= skill->level) || !chance
207 || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW))))) 206 || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW)))))
208 { 207 {
209
210 /* victim figures out where the thief is! */ 208 /* victim figures out where the thief is! */
211 if (who->hide) 209 if (who->flag [FLAG_HIDDEN])
212 make_visible (who); 210 make_visible (who);
213 211
214 if (op->type != PLAYER) 212 if (op->type != PLAYER)
215 { 213 {
216 /* The unaggressives look after themselves 8) */ 214 /* The unaggressives look after themselves 8) */
217 if (who->type == PLAYER) 215 if (who->type == PLAYER)
218 { 216 {
219 npc_call_help (op); 217 npc_call_help (op);
220 new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op)); 218 new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op));
221 } 219 }
222 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 220
221 op->clr_flag (FLAG_UNAGGRESSIVE);
223 /* all remaining npc items are guarded now. Set flag NO_STEAL 222 /* all remaining npc items are guarded now. Set flag NO_STEAL
224 * on the victim. 223 * on the victim.
225 */ 224 */
226 SET_FLAG (op, FLAG_NO_STEAL); 225 op->set_flag (FLAG_NO_STEAL);
227 } 226 }
228 else 227 else
229 { /* stealing from another player */ 228 { /* stealing from another player */
230 char buf[MAX_BUF]; 229 char buf[MAX_BUF];
231 230
232 /* Notify the other player */ 231 /* Notify the other player */
233 if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW)) 232 if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW))
234 {
235 sprintf (buf, "Your %s is missing!", query_name (success)); 233 sprintf (buf, "Your %s is missing!", query_name (success));
236 }
237 else 234 else
238 {
239 sprintf (buf, "Your pack feels strangely lighter."); 235 sprintf (buf, "Your pack feels strangely lighter.");
240 } 236
241 new_draw_info (NDI_UNIQUE, 0, op, buf); 237 new_draw_info (NDI_UNIQUE, 0, op, buf);
242 if (!success) 238 if (!success)
243 { 239 {
244 if (who->invisible) 240 if (who->invisible)
245 {
246 sprintf (buf, "you feel itchy fingers getting at your pack."); 241 sprintf (buf, "you feel itchy fingers getting at your pack.");
247 }
248 else 242 else
249 {
250 sprintf (buf, "%s looks very shifty.", query_name (who)); 243 sprintf (buf, "%s looks very shifty.", query_name (who));
251 } 244
252 new_draw_info (NDI_UNIQUE, 0, op, buf); 245 new_draw_info (NDI_UNIQUE, 0, op, buf);
253 } 246 }
254 } /* else stealing from another player */ 247 } /* else stealing from another player */
255 /* play_sound("stop! thief!"); kindofthing */ 248 /* play_sound("stop! thief!"); kindofthing */
256 } /* if you weren't 100% successful */ 249 } /* if you weren't 100% successful */
250
257 return success ? 1 : 0; 251 return success ? 1 : 0;
258} 252}
259 253
260int 254int
261steal (object *op, int dir, object *skill) 255steal (object *op, int dir, object *skill)
263 object *tmp, *next; 257 object *tmp, *next;
264 sint16 x, y; 258 sint16 x, y;
265 maptile *m; 259 maptile *m;
266 int mflags; 260 int mflags;
267 261
268 x = op->x + freearr_x[dir]; 262 x = op->x + DIRX (dir);
269 y = op->y + freearr_y[dir]; 263 y = op->y + DIRY (dir);
270 264
271 if (dir == 0) 265 if (dir == 0)
272 { 266 return 0; // you can't steal from ourself!
273 /* Can't steal from ourself! */
274 return 0;
275 }
276 267
277 m = op->map; 268 m = op->map;
278 mflags = get_map_flags (m, &m, x, y, &x, &y); 269 mflags = get_map_flags (m, &m, x, y, &x, &y);
279 /* Out of map - can't do it. If nothing alive on this space, 270 /* Out of map - can't do it. If nothing alive on this space,
280 * don't need to look any further. 271 * don't need to look any further.
288 279
289 /* Find the topmost object at this spot */ 280 /* Find the topmost object at this spot */
290 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above); 281 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
291 282
292 /* For all the stacked objects at this point, attempt a steal */ 283 /* For all the stacked objects at this point, attempt a steal */
293 for (; tmp != NULL; tmp = next) 284 for (; tmp; tmp = next)
294 { 285 {
295 next = tmp->below; 286 next = tmp->below;
296 /* Minor hack--for multi square beings - make sure we get 287 /* Minor hack--for multi square beings - make sure we get
297 * the 'head' coz 'tail' objects have no inventory! - b.t. 288 * the 'head' coz 'tail' objects have no inventory! - b.t.
298 */ 289 */
299 if (tmp->head) 290 if (tmp->head)
300 tmp = tmp->head; 291 tmp = tmp->head;
301 292
302 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 293 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
303 continue; 294 continue;
304 295
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)) 296 if (attempt_steal (tmp, op, skill))
309 { 297 {
310 if (tmp->type == PLAYER) /* no xp for stealing from another player */ 298 if (tmp->type == PLAYER) /* no xp for stealing from another player */
311 return 0; 299 return 0;
312 300
313 /* no xp for stealing from pets (of players) */ 301 /* no xp for stealing from pets (of players) */
314 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 302 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
315 { 303 {
316 object *owner = tmp->owner; 304 object *owner = tmp->owner;
317 305
318 if (owner != NULL && owner->type == PLAYER) 306 if (owner && owner->type == PLAYER)
319 return 0; 307 return 0;
320 } 308 }
321 309
322 // reduce monster experience by experience we gained, as to 310 // reduce monster experience by experience we gained, as to
323 // limit the amount of exp that can be gained by stealing from monsters 311 // limit the amount of exp that can be gained by stealing from monsters
324 // (jessies gave ~20,000,000 exp otherwise. 312 // (jessies gave ~20,000,000 exp otherwise.
325 int exp = calc_skill_exp (op, tmp, skill); 313 int exp = calc_skill_exp (op, tmp, skill);
326 314
327 exp = MIN (tmp->stats.exp, exp); 315 exp = min (tmp->stats.exp, exp);
328 tmp->stats.exp -= exp; 316 tmp->stats.exp -= exp;
329 return exp; 317 return exp;
330 } 318 }
331 } 319 }
320
332 return 0; 321 return 0;
333} 322}
334 323
335static int 324static int
336attempt_pick_lock (object *door, object *pl, object *skill) 325attempt_pick_lock (object *door, object *pl, object *skill)
337{ 326{
338 int difficulty = pl->map->difficulty ? pl->map->difficulty : 0; 327 int difficulty = pl->map->difficulty ? pl->map->difficulty : 0;
339 int success = 0, number; /* did we get anything? */ 328 int success = 0, number; /* did we get anything? */
340 329
341 330
342 /* Try to pick the lock on this item (doors only for now). 331 /* Try to pick the lock on this item (doors only for now).
343 * Dependent on dexterity/skill SK_level of the player and 332 * Dependent on dexterity/skill SK_level of the player and
344 * the map level difficulty. 333 * the map level difficulty.
345 */ 334 */
346 number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2; 335 number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2;
347 if (number < (pl->stats.Dex + skill->level - difficulty)) 336 if (number < (pl->stats.Dex + skill->level - difficulty))
348 { 337 {
349 remove_door (door); 338 remove_door (door);
363 352
364int 353int
365pick_lock (object *pl, int dir, object *skill) 354pick_lock (object *pl, int dir, object *skill)
366{ 355{
367 object *tmp; 356 object *tmp;
368 int x = pl->x + freearr_x[dir];
369 int y = pl->y + freearr_y[dir];
370 357
371 if (!dir) 358 if (!dir)
372 dir = pl->facing; 359 dir = pl->facing;
373 360
361 mapxy pos (pl); pos.move (dir);
362
374 /* For all the stacked objects at this point find a door */ 363 /* For all the stacked objects at this point find a door */
375 if (out_of_map (pl->map, x, y)) 364 if (!pos.normalise ())
376 {
377 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
378 return 0;
379 } 365 {
366 pl->failmsg ("There is no lock there.");
367 return 0;
368 }
380 369
381 for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above) 370 for (tmp = pos->bot; tmp; tmp = tmp->above)
382 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 371 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
383 break; 372 break;
384 373
385 if (!tmp) 374 if (!tmp)
386 { 375 {
387 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); 376 pl->failmsg ("There is no lock there.");
388 return 0; 377 return 0;
389 } 378 }
379
390 if (tmp->type == LOCKED_DOOR) 380 if (tmp->type == LOCKED_DOOR)
391 { 381 {
392 new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!"); 382 pl->failmsg ("You can't pick that lock! H<You need the right key, no matter how skilled you might be.>");
393 return 0; 383 return 0;
394 } 384 }
395 385
396 if (!tmp->move_block) 386 if (!tmp->move_block)
397 { 387 {
398 new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!"); 388 pl->failmsg ("The door has no lock!");
399 return 0; 389 return 0;
400 } 390 }
401 391
402 if (attempt_pick_lock (tmp, pl, skill)) 392 if (attempt_pick_lock (tmp, pl, skill))
403 { 393 {
411 } 401 }
412} 402}
413 403
414/* HIDE CODE. The user becomes undetectable (not just 'invisible') for 404/* HIDE CODE. The user becomes undetectable (not just 'invisible') for
415 * a short while (success and duration dependant on player SK_level, 405 * a short while (success and duration dependant on player SK_level,
416 * dexterity, charisma, and map difficulty). 406 * dexterity, charisma, and map difficulty).
417 * Players have a good chance of becoming 'unhidden' if they move 407 * Players have a good chance of becoming 'unhidden' if they move
418 * and like invisiblity will be come visible if they attack 408 * and like invisiblity will be come visible if they attack
419 * Implemented by b.t. (thomas@astro.psu.edu) 409 * Implemented by b.t. (thomas@astro.psu.edu)
420 * July 7, 1995 - made hiding possible for monsters. -b.t. 410 * July 7, 1995 - made hiding possible for monsters. -b.t.
421 */ 411 */
427 417
428 if (terrain < -10) /* not enough cover here */ 418 if (terrain < -10) /* not enough cover here */
429 return 0; 419 return 0;
430 420
431 /* Hiding success and duration dependant on skill level, 421 /* Hiding success and duration dependant on skill level,
432 * op->stats.Dex, map difficulty and terrain. 422 * op->stats.Dex, map difficulty and terrain.
433 */ 423 */
434 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2; 424 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
435 425
436 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) 426 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
437 { 427 {
438 op->invisible += 100; /* set the level of 'hiddeness' */ 428 op->invisible += 100; /* set the level of 'hiddeness' */
439 429
440 if (op->type == PLAYER) 430 if (op->type == PLAYER)
441 op->contr->tmp_invis = 1; 431 op->contr->tmp_invis = 1;
442 432
443 op->hide = 1; 433 op->flag [FLAG_HIDDEN] = 1;
444 return 1; 434 return 1;
445 } 435 }
446 436
447 return 0; 437 return 0;
448} 438}
452hide (object *op, object *skill) 442hide (object *op, object *skill)
453{ 443{
454 /* the preliminaries -- Can we really hide now? */ 444 /* the preliminaries -- Can we really hide now? */
455 /* this keeps monsters from using invisibilty spells and hiding */ 445 /* this keeps monsters from using invisibilty spells and hiding */
456 446
457 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 447 if (op->flag [FLAG_MAKE_INVIS])
458 { 448 {
459 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!"); 449 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
460 return 0; 450 return 0;
461 } 451 }
462 else if (!op->hide && op->invisible > 0 && op->type == PLAYER) 452 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER)
463 { 453 {
464 new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!"); 454 new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!");
465 make_visible (op); 455 make_visible (op);
466 } 456 }
467 457
480 470
481 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself."); 471 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself.");
482 return 0; 472 return 0;
483} 473}
484 474
485/* stop_jump() - End of jump. Clear flags, restore the map, and 475/* stop_jump() - End of jump. Clear flags, restore the map, and
486 * freeze the jumper a while to simulate the exhaustion 476 * freeze the jumper a while to simulate the exhaustion
487 * of jumping. 477 * of jumping.
488 */ 478 */
489static void 479static void
490stop_jump (object *pl, int dist, int spaces) 480stop_jump (object *pl, int dist, int spaces)
491{ 481{
492 pl->update_stats (); 482 pl->update_stats ();
493 pl->map->insert (pl, pl->x, pl->y, pl); 483 pl->map->insert (pl, pl->x, pl->y, pl);
484 pl->speed_left -= pl->speed * 8.;
494} 485}
495 486
496static int 487static int
497attempt_jump (object *pl, int dir, int spaces, object *skill) 488attempt_jump (object *pl, int dir, int spaces, object *skill)
498{ 489{
499 object *tmp; 490 object *tmp;
500 int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags; 491 int i, dx = DIRX (dir), dy = DIRY (dir), mflags;
501 sint16 x, y; 492 sint16 x, y;
502 maptile *m; 493 maptile *m;
503 494
504 /* Jump loop. Go through spaces opject wants to jump. Halt the 495 /* 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 496 * 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 497 * temporarily to allow player to aviod exits/archs that are not
507 * fly_on, fly_off. This will also prevent pickup of objects 498 * fly_on, fly_off. This will also prevent pickup of objects
508 * while jumping over them. 499 * while jumping over them.
509 */ 500 */
510
511 pl->remove (); 501 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; 502 pl->move_type |= MOVE_FLY_LOW;
519 503
520 for (i = 0; i <= spaces; i++) 504 for (i = 0; i <= spaces; i++)
521 { 505 {
522 x = pl->x + dx; 506 x = pl->x + dx;
525 509
526 mflags = get_map_flags (m, &m, x, y, &x, &y); 510 mflags = get_map_flags (m, &m, x, y, &x, &y);
527 511
528 if (mflags & P_OUT_OF_MAP) 512 if (mflags & P_OUT_OF_MAP)
529 { 513 {
530 (void) stop_jump (pl, i, spaces); 514 stop_jump (pl, i, spaces);
531 return 0; 515 return 0;
532 } 516 }
517
518 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
519 {
520 /* Jump into creature */
521 if (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
522 {
523 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
524
525 stop_jump (pl, i, spaces);
526
527 int exp = 0;
528
529 if (tmp->type != PLAYER
530 || (pl->type == PLAYER && !pl->contr->party)
531 || (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
532 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
533
534 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
535 }
536 }
537
533 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y))) 538 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
534 { 539 {
535 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); 540 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
536 stop_jump (pl, i, spaces); 541 stop_jump (pl, i, spaces);
537 return 0; 542 return 0;
538 } 543 }
539 544
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; 545 pl->x = x;
567 pl->y = y; 546 pl->y = y;
568 pl->map = m; 547 pl->map = m;
548
549 if (m->at (x, y).move_on & pl->move_type)
550 {
551 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is stopped.");
552 stop_jump (pl, i, spaces);
553 return 0;
554 }
569 } 555 }
556
570 stop_jump (pl, i, spaces); 557 stop_jump (pl, i, spaces);
558
571 return calc_skill_exp (pl, NULL, skill); 559 return calc_skill_exp (pl, NULL, skill);
572} 560}
573 561
574/* jump() - this is both a new type of movement for player/monsters and 562/* jump() - this is both a new type of movement for player/monsters and
575 * an attack as well. 563 * an attack as well.
576 * Perhaps we should allow more spaces based on level, eg, level 50 564 * Perhaps we should allow more spaces based on level, eg, level 50
577 * jumper can jump several spaces? 565 * jumper can jump several spaces?
578 */ 566 */
579
580int 567int
581jump (object *pl, int dir, object *skill) 568jump (object *pl, int dir, object *skill)
582{ 569{
583 int spaces = 0, stats;
584 int str = pl->stats.Str; 570 int str = pl->stats.Str;
585 int dex = pl->stats.Dex; 571 int dex = pl->stats.Dex;
586 572
587 dex = dex ? dex : 15; 573 dex = dex ? dex : 15;
588 str = str ? str : 10; 574 str = str ? str : 10;
589 575
590 stats = str * str * str * dex * skill->level; 576 int stats = str * str * str * dex * skill->level;
577 int spaces = min (3, skill->level, stats / (pl->carrying + 1));
591 578
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) 579 if (spaces == 0)
600 {
601 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
602 return 0;
603 } 580 {
581 pl->failmsg ("You are carrying too much weight to jump.");
582 return 0;
583 }
584
604 return attempt_jump (pl, dir, spaces, skill); 585 return attempt_jump (pl, dir, spaces, skill);
605} 586}
606 587
607
608/* skill_ident() - this code is supposed to allow players to identify 588/* skill_ident() - this code is supposed to allow players to identify
609 * classes of objects with the various "auto-ident" skills. Player must 589 * classes of objects with the various "auto-ident" skills. Player must
610 * have unidentified objects of the right type in order for the skill 590 * have unidentified objects of the right type in order for the skill
611 * to work. While multiple classes of objects may be identified, 591 * 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 592 * 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. 593 * more generalized. Right now, skill indices are embedded in this routine.
614 * Returns amount of experience gained (on successful ident). 594 * Returns amount of experience gained (on successful ident).
615 * - b.t. (thomas@astro.psu.edu) 595 * - b.t. (thomas@astro.psu.edu)
616 */ 596 */
617
618static int 597static int
619do_skill_detect_curse (object *pl, object *skill) 598do_skill_detect_curse (object *pl, object *skill)
620{ 599{
621 object *tmp;
622 int success = 0; 600 int success = 0;
623 601
624 for (tmp = pl->inv; tmp; tmp = tmp->below) 602 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
625 if (!tmp->invisible 603 if (!tmp->invisible
626 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 604 && tmp->need_identify ()
627 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) 605 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED]
606 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
607 && tmp->item_power < skill->level)
628 { 608 {
629 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 609 tmp->set_flag (FLAG_KNOWN_CURSED);
630 esrv_update_item (UPD_FLAGS, pl, tmp); 610 esrv_update_item (UPD_FLAGS, pl, tmp);
631 success += calc_skill_exp (pl, tmp, skill); 611 success += calc_skill_exp (pl, tmp, skill);
632 } 612 }
633 613
634 /* Check ground, too, but only objects the player could pick up */ 614 /* 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) 615 for (object *tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
636 if (can_pick (pl, tmp) && 616 if (can_pick (pl, tmp)
637 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && 617 && tmp->need_identify ()
638 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 618 && !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) 619 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
620 && tmp->item_power < skill->level)
640 { 621 {
641 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 622 tmp->set_flag (FLAG_KNOWN_CURSED);
642 esrv_update_item (UPD_FLAGS, pl, tmp); 623 esrv_update_item (UPD_FLAGS, pl, tmp);
643 success += calc_skill_exp (pl, tmp, skill); 624 success += calc_skill_exp (pl, tmp, skill);
644 } 625 }
645 626
646 return success; 627 return success;
647} 628}
648 629
649static int 630static int
650do_skill_detect_magic (object *pl, object *skill) 631do_skill_detect_magic (object *pl, object *skill)
651{ 632{
652 object *tmp;
653 int success = 0; 633 int success = 0;
654 634
655 for (tmp = pl->inv; tmp; tmp = tmp->below) 635 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
656 if (!tmp->invisible 636 if (!tmp->invisible
657 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) 637 && tmp->need_identify ()
638 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL]
639 && is_magical (tmp)
658 && (is_magical (tmp)) && tmp->item_power < skill->level) 640 && tmp->item_power < skill->level)
659 { 641 {
660 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 642 tmp->set_flag (FLAG_KNOWN_MAGICAL);
661 esrv_update_item (UPD_FLAGS, pl, tmp); 643 esrv_update_item (UPD_FLAGS, pl, tmp);
662 success += calc_skill_exp (pl, tmp, skill); 644 success += calc_skill_exp (pl, tmp, skill);
663 } 645 }
664 646
665 /* Check ground, too, but like above, only if the object can be picked up */ 647 /* Check ground, too, but like above, only if the object can be picked up */
666 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) 648 for (object *tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
667 if (can_pick (pl, tmp) && 649 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) 650 && tmp->need_identify ()
651 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL]
652 && is_magical (tmp)
653 && tmp->item_power < skill->level)
669 { 654 {
670 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 655 tmp->set_flag (FLAG_KNOWN_MAGICAL);
671 esrv_update_item (UPD_FLAGS, pl, tmp); 656 esrv_update_item (UPD_FLAGS, pl, tmp);
672 success += calc_skill_exp (pl, tmp, skill); 657 success += calc_skill_exp (pl, tmp, skill);
673 } 658 }
674 659
675 return success; 660 return success;
676} 661}
677 662
678/* Helper function for do_skill_ident, so that we can loop 663/* Helper function for do_skill_ident, so that we can loop
679 * over inventory AND objects on the ground conveniently. 664 * over inventory AND objects on the ground conveniently.
680 */ 665 */
681int 666static int
682do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) 667do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
683{ 668{
684 int success = 0, chance; 669 int success = 0, chance;
685 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; 670 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
686 671
687 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT) 672 if (!tmp->flag [FLAG_IDENTIFIED]
688 && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class) 673 && !tmp->flag [FLAG_NO_SKILL_IDENT]
674 && tmp->need_identify ()
675 && !tmp->invisible
676 && tmp->type == obj_class)
689 { 677 {
690 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1); 678 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
691 679
692 if (skill_value >= chance) 680 if (skill_value >= chance)
693 { 681 {
700 if (tmp->msg) 688 if (tmp->msg)
701 { 689 {
702 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 690 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
703 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); 691 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
704 } 692 }
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 } 693 }
694
710 success += calc_skill_exp (pl, tmp, skill); 695 success += calc_skill_exp (pl, tmp, skill);
711 } 696 }
712 else 697 else
713 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); 698 tmp->set_flag (FLAG_NO_SKILL_IDENT);
714 } 699 }
715 700
716 return success; 701 return success;
717} 702}
718 703
719/* do_skill_ident() - workhorse for skill_ident() -b.t. 704/* do_skill_ident() - workhorse for skill_ident() -b.t.
720 */ 705 */
721static int 706static int
722do_skill_ident (object *pl, int obj_class, object *skill) 707do_skill_ident (object *pl, int obj_class, object *skill)
723{ 708{
724 object *tmp;
725 int success = 0; 709 int success = 0;
726 710
727 for (tmp = pl->inv; tmp; tmp = tmp->below) 711 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
728 success += do_skill_ident2 (tmp, pl, obj_class, skill); 712 success += do_skill_ident2 (tmp, pl, obj_class, skill);
729 /* check the ground */ 713 /* check the ground */
730 714
731 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) 715 for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above)
732 success += do_skill_ident2 (tmp, pl, obj_class, skill); 716 success += do_skill_ident2 (tmp, pl, obj_class, skill);
733 717
734 return success; 718 return success;
735} 719}
736 720
744 728
745 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby..."); 729 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
746 730
747 switch (skill->subtype) 731 switch (skill->subtype)
748 { 732 {
749 case SK_SMITHERY: 733 case SK_SMITHERY:
750 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill) 734 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) 735 + 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) 736 + 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); 737 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
754 break; 738 break;
755 739
756 case SK_BOWYER: 740 case SK_BOWYER:
757 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill); 741 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
758 break; 742 break;
759 743
760 case SK_ALCHEMY: 744 case SK_ALCHEMY:
761 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill) 745 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); 746 + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
763 break; 747 break;
764 748
765 case SK_WOODSMAN: 749 case SK_WOODSMAN:
766 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill); 750 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
767 break; 751 break;
768 752
769 case SK_JEWELER: 753 case SK_JEWELER:
770 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill); 754 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
771 break; 755 break;
772 756
773 case SK_LITERACY: 757 case SK_LITERACY:
774 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill); 758 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
775 break; 759 break;
776 760
777 case SK_THAUMATURGY: 761 case SK_THAUMATURGY:
778 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill); 762 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
779 break; 763 break;
780 764
781 case SK_DET_CURSE: 765 case SK_DET_CURSE:
782 success = do_skill_detect_curse (pl, skill); 766 success = do_skill_detect_curse (pl, skill);
783 if (success) 767 if (success)
784 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); 768 new_draw_info (NDI_UNIQUE, 0, pl, "... and discover cursed items!");
785 break; 769 break;
786 770
787 case SK_DET_MAGIC: 771 case SK_DET_MAGIC:
788 success = do_skill_detect_magic (pl, skill); 772 success = do_skill_detect_magic (pl, skill);
789 if (success) 773 if (success)
790 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!"); 774 new_draw_info (NDI_UNIQUE, 0, pl, "... and discover items imbued with mystic forces!");
791 break; 775 break;
792 776
793 default: 777 default:
794 LOG (llevError, "Error: bad call to skill_ident()\n"); 778 LOG (llevError, "Error: bad call to skill_ident()\n");
795 return 0; 779 return 0;
796 break;
797 } 780 }
781
798 if (!success) 782 if (!success)
799 {
800 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); 783 new_draw_info (NDI_UNIQUE, 0, pl, "... and learn nothing more.");
801 } 784
802 return success; 785 return success;
803} 786}
804 787
805/* players using this skill can 'charm' a monster -- 788/* players using this skill can 'charm' a monster --
806 * into working for them. It can only be used on 789 * into working for them. It can only be used on
807 * non-special (see below) 'neutral' creatures. 790 * non-special (see below) 'neutral' creatures.
808 * -b.t. (thomas@astro.psu.edu) 791 * -b.t. (thomas@astro.psu.edu)
809 */ 792 */
810int 793int
811use_oratory (object *pl, int dir, object *skill) 794use_oratory (object *pl, int dir, object *skill)
812{ 795{
813 if (pl->type != PLAYER) 796 if (pl->type != PLAYER)
814 return 0; /* only players use this skill */ 797 return 0; /* only players use this skill */
815 798
816 sint16 x = pl->x + freearr_x[dir], 799 if (!dir)
817 y = pl->y + freearr_y[dir]; 800 {
801 pl->failmsg ("In what direction?");
802 return 0;
803 }
804
805 sint16 x = pl->x + DIRX (dir),
806 y = pl->y + DIRY (dir);
818 maptile *m = pl->map; 807 maptile *m = pl->map;
819 808
820 int mflags = get_map_flags (m, &m, x, y, &x, &y); 809 int mflags = get_map_flags (m, &m, x, y, &x, &y);
821 if (mflags & P_OUT_OF_MAP) 810 if (mflags & P_OUT_OF_MAP)
822 return 0; 811 return 0;
823 812
824 /* Save some processing - we have the flag already anyways 813 /* Save some processing - we have the flag already anyways
825 */ 814 */
826 if (!(mflags & P_IS_ALIVE)) 815 if (!(mflags & P_IS_ALIVE))
827 { 816 {
828 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 817 pl->failmsg ("There is nothing to orate to.");
829 return 0; 818 return 0;
830 } 819 }
831 820
832 object *tmp; 821 object *tmp;
833 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 822 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
841 if (tmp->type == PLAYER 830 if (tmp->type == PLAYER
842 || tmp->more || tmp->head_ () != tmp 831 || tmp->more || tmp->head_ () != tmp
843 || tmp->msg) 832 || tmp->msg)
844 return 0; 833 return 0;
845 834
846 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 835 if (tmp->flag [FLAG_MONSTER])
847 break; 836 break;
848 } 837 }
849 838
850 if (!tmp) 839 if (!tmp)
851 { 840 {
852 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 841 pl->failmsg ("There is nothing to orate to.");
853 return 0; 842 return 0;
854 } 843 }
855 844
856 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp)); 845 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
857 846
858 /* the following conditions limit who may be 'charmed' */ 847 /* the following conditions limit who may be 'charmed' */
859 848
860 /* it's hostile! */ 849 /* it's hostile! */
861 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 850 if (!tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY])
862 { 851 {
863 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); 852 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
864 return 0; 853 return 0;
865 } 854 }
866 855
867 /* it's already allied! */ 856 /* it's already allied! */
868 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 857 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
869 { 858 {
870 if (tmp->owner == pl) 859 if (tmp->owner == pl)
871 { 860 {
872 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); 861 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
873 return 0; 862 return 0;
898 /* Ok, got a 'sucker' lets try to make them a follower */ 887 /* 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)) 888 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
900 { 889 {
901 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); 890 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
902 891
892 INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl));
903 tmp->set_owner (pl); 893 tmp->set_owner (pl);
904 tmp->skill = skill->skill; 894 tmp->skill = skill->skill;
905 tmp->stats.exp = 0; 895 tmp->stats.exp = 0;
906 add_friendly_object (tmp);
907 tmp->attack_movement = PETMOVE; 896 tmp->attack_movement = PETMOVE;
897
898 if (!tmp->flag [FLAG_FRIENDLY])
899 add_friendly_object (tmp);
900
908 return calc_skill_exp (pl, tmp, skill); 901 return calc_skill_exp (pl, tmp, skill);
909 } 902 }
910 /* Charm failed. Creature may be angry now */ 903 /* 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)) 904 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
912 { 905 {
913 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); 906 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
914 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 907 if (tmp->flag [FLAG_FRIENDLY])
915 { 908 {
916 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
917 remove_friendly_object (tmp); 909 remove_friendly_object (tmp);
918 tmp->attack_movement = 0; /* needed? */ 910 tmp->attack_movement = 0; /* needed? */
919 } 911 }
920 912
921 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 913 tmp->clr_flag (FLAG_UNAGGRESSIVE);
922 } 914 }
923 915
924 return 0; /* Fall through - if we get here, we didn't charm anything */ 916 return 0; /* Fall through - if we get here, we didn't charm anything */
925} 917}
926 918
927/* Singing() -this skill allows the player to pacify nearby creatures. 919/* Singing() -this skill allows the player to pacify nearby creatures.
928 * There are few limitations on who/what kind of 920 * There are few limitations on who/what kind of
929 * non-player creatures that may be pacified. Right now, a player 921 * non-player creatures that may be pacified. Right now, a player
930 * may pacify creatures which have Int == 0. In this routine, once 922 * may pacify creatures which have Int == 0. In this routine, once
931 * successfully pacified the creature gets Int=1. Thus, a player 923 * successfully pacified the creature gets Int=1. Thus, a player
932 * may only pacify a creature once. 924 * may only pacify a creature once.
933 * BTW, I appologize for the naming of the skill, I couldnt think 925 * BTW, I appologize for the naming of the skill, I couldnt think
934 * of anything better! -b.t. 926 * of anything better! -b.t.
935 */ 927 */
936int 928int
937singing (object *pl, int dir, object *skill) 929singing (object *pl, int dir, object *skill)
938{ 930{
939 int i, exp = 0; 931 int exp = 0;
940 object *tmp; 932 object *tmp;
941 maptile *m; 933 maptile *m;
942 sint16 x, y; 934 sint16 x, y;
943 935
944 if (pl->type != PLAYER) 936 if (pl->type != PLAYER)
945 return 0; /* only players use this skill */ 937 return 0; /* only players use this skill */
946 938
939 if (!dir)
940 {
941 pl->failmsg ("In what direction?");
942 return 0;
943 }
944
947 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); 945 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
948 for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++) 946 for (int i = skill->level >= SIZEOFFREE1 ? 0 : dir;
947 i < min (skill->level, SIZEOFFREE);
948 i++)
949 { 949 {
950 x = pl->x + freearr_x[i]; 950 x = pl->x + DIRX (i);
951 y = pl->y + freearr_y[i]; 951 y = pl->y + DIRY (i);
952 m = pl->map; 952 m = pl->map;
953 953
954 int mflags = get_map_flags (m, &m, x, y, &x, &y); 954 int mflags = get_map_flags (m, &m, x, y, &x, &y);
955 if (mflags & P_OUT_OF_MAP) 955 if (mflags & P_OUT_OF_MAP)
956 continue; 956 continue;
957 if (!(mflags & P_IS_ALIVE)) 957 if (!(mflags & P_IS_ALIVE))
958 continue; 958 continue;
959 959
960 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 960 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
961 { 961 {
962 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 962 if (tmp->flag [FLAG_MONSTER])
963 break; 963 break;
964 /* can't affect players */ 964 /* can't affect players */
965 if (tmp->type == PLAYER) 965 if (tmp->type == PLAYER)
966 break; 966 break;
967 } 967 }
968 968
969 /* Whole bunch of checks to see if this is a type of monster that would 969 /* Whole bunch of checks to see if this is a type of monster that would
970 * listen to singing. 970 * listen to singing.
971 */ 971 */
972 if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */ 972 if (tmp && tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_NO_STEAL] && /* Been charmed or abused before */
973 !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */ 973 !tmp->flag [FLAG_SPLITTING] && /* no ears */
974 !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */ 974 !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 */ 975 (tmp->level <= skill->level) && (!tmp->head) && !tmp->flag [FLAG_UNDEAD] && !tmp->flag [FLAG_UNAGGRESSIVE] && /* already calm */
976 !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 976 !tmp->flag [FLAG_FRIENDLY])
977 { /* already calm */ 977 { /* already calm */
978 978
979 /* stealing isn't really related (although, maybe it should 979 /* stealing isn't really related (although, maybe it should
980 * be). This is mainly to prevent singing to the same monster 980 * be). This is mainly to prevent singing to the same monster
981 * over and over again and getting exp for it. 981 * over and over again and getting exp for it.
982 */ 982 */
983 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2; 983 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
984 984
985 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH)) 985 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH))
986 { 986 {
987 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 987 tmp->set_flag (FLAG_UNAGGRESSIVE);
988 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp)); 988 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 */ 989 /* Give exp only if they are not aware */
990 990
991 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) 991 if (!tmp->flag [FLAG_NO_STEAL])
992 exp += calc_skill_exp (pl, tmp, skill); 992 exp += calc_skill_exp (pl, tmp, skill);
993 993
994 SET_FLAG (tmp, FLAG_NO_STEAL); 994 tmp->set_flag (FLAG_NO_STEAL);
995 } 995 }
996 else 996 else
997 { 997 {
998 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); 998 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); 999 tmp->set_flag (FLAG_NO_STEAL);
1000 } 1000 }
1001 } 1001 }
1002 } 1002 }
1003 return exp; 1003 return exp;
1004} 1004}
1005 1005
1006/* The find_traps skill (aka, search). Checks for traps 1006/* The find_traps skill (aka, search). Checks for traps
1007 * on the spaces or in certain objects 1007 * on the spaces or in certain objects
1008 */ 1008 */
1009
1010int 1009int
1011find_traps (object *pl, object *skill) 1010find_traps (object *pl, object *skill)
1012{ 1011{
1013 object *tmp, *tmp2; 1012 object *tmp, *tmp2;
1014 int i, expsum = 0, mflags; 1013 int i, expsum = 0, mflags;
1015 sint16 x, y; 1014 sint16 x, y;
1016 maptile *m; 1015 maptile *m;
1017 1016
1018 /* First we search all around us for runes and traps, which are 1017 /* First we search all around us for runes and traps, which are
1019 * all type RUNE 1018 * all type RUNE
1020 */ 1019 */
1021
1022 for (i = 0; i < 9; i++) 1020 for (i = 0; i < 9; i++)
1023 { 1021 {
1024 x = pl->x + freearr_x[i]; 1022 x = pl->x + DIRX (i);
1025 y = pl->y + freearr_y[i]; 1023 y = pl->y + DIRY (i);
1026 m = pl->map; 1024 m = pl->map;
1027 1025
1028 mflags = get_map_flags (m, &m, x, y, &x, &y); 1026 mflags = get_map_flags (m, &m, x, y, &x, &y);
1029 if (mflags & P_OUT_OF_MAP) 1027 if (mflags & P_OUT_OF_MAP)
1030 continue; 1028 continue;
1031 1029
1032 /* Check everything in the square for trapness */ 1030 /* Check everything in the square for trapness */
1033 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1031 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1034 { 1032 {
1035
1036 /* And now we'd better do an inventory traversal of each 1033 /* And now we'd better do an inventory traversal of each
1037 * of these objects' inventory 1034 * of these objects' inventory
1038 * We can narrow this down a bit - no reason to search through 1035 * We can narrow this down a bit - no reason to search through
1039 * the players inventory or monsters for that matter. 1036 * the players inventory or monsters for that matter.
1040 */ 1037 */
1041 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1038 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1042 {
1043 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1039 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1044 if (tmp2->type == RUNE || tmp2->type == TRAP) 1040 if (tmp2->type == RUNE || tmp2->type == TRAP)
1045 if (trap_see (pl, tmp2)) 1041 if (trap_see (pl, tmp2))
1046 { 1042 {
1047 trap_show (tmp2, tmp); 1043 trap_show (tmp2, tmp);
1048 if (tmp2->stats.Cha > 1) 1044 if (tmp2->stats.Cha > 1)
1049 { 1045 {
1050 if (!tmp2->owner || tmp2->owner->type != PLAYER) 1046 if (!tmp2->owner || tmp2->owner->type != PLAYER)
1051 expsum += calc_skill_exp (pl, tmp2, skill); 1047 expsum += calc_skill_exp (pl, tmp2, skill);
1052 1048
1053 tmp2->stats.Cha = 1; /* unhide the trap */ 1049 tmp2->stats.Cha = 1; /* unhide the trap */
1054 } 1050 }
1055 } 1051 }
1056 } 1052
1057 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) 1053 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1058 { 1054 {
1059 trap_show (tmp, tmp); 1055 trap_show (tmp, tmp);
1060 if (tmp->stats.Cha > 1) 1056 if (tmp->stats.Cha > 1)
1061 { 1057 {
1064 tmp->stats.Cha = 1; /* unhide the trap */ 1060 tmp->stats.Cha = 1; /* unhide the trap */
1065 } 1061 }
1066 } 1062 }
1067 } 1063 }
1068 } 1064 }
1065
1069 new_draw_info (NDI_BLACK, 0, pl, "You search the area."); 1066 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1070 return expsum; 1067 return expsum;
1071} 1068}
1072 1069
1073/* remove_trap() - This skill will disarm any previously discovered trap 1070/* remove_trap() - This skill will disarm any previously discovered trap
1074 * the algorithm is based (almost totally) on the old command_disarm() - b.t. 1071 * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1075 */ 1072 */
1076
1077int 1073int
1078remove_trap (object *op, int dir, object *skill) 1074remove_trap (object *op, int dir, object *skill)
1079{ 1075{
1080 object *tmp, *tmp2; 1076 object *tmp, *tmp2;
1081 int i, success = 0, mflags; 1077 int i, success = 0, mflags;
1082 maptile *m; 1078 maptile *m;
1083 sint16 x, y; 1079 sint16 x, y;
1084 1080
1085 for (i = 0; i < 9; i++) 1081 for (i = 0; i < 9; i++)
1086 { 1082 {
1087 x = op->x + freearr_x[i]; 1083 x = op->x + DIRX (i);
1088 y = op->y + freearr_y[i]; 1084 y = op->y + DIRY (i);
1089 m = op->map; 1085 m = op->map;
1090 1086
1091 mflags = get_map_flags (m, &m, x, y, &x, &y); 1087 mflags = get_map_flags (m, &m, x, y, &x, &y);
1092 if (mflags & P_OUT_OF_MAP) 1088 if (mflags & P_OUT_OF_MAP)
1093 continue; 1089 continue;
1094 1090
1095 /* Check everything in the square for trapness */ 1091 /* Check everything in the square for trapness */
1096 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1092 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1097 { 1093 {
1098 /* And now we'd better do an inventory traversal of each 1094 /* And now we'd better do an inventory traversal of each
1099 * of these objects inventory. Like above, only 1095 * of these objects inventory. Like above, only
1100 * do this for interesting objects. 1096 * do this for interesting objects.
1101 */ 1097 */
1102 1098
1103 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1099 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1104 { 1100 {
1105 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1101 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1106 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) 1102 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1107 { 1103 {
1108 trap_show (tmp2, tmp); 1104 trap_show (tmp2, tmp);
1105
1109 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) 1106 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1110 { 1107 {
1111 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1108 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1112 success += calc_skill_exp (op, tmp2, skill); 1109 success += calc_skill_exp (op, tmp2, skill);
1113 } 1110 }
1114 } 1111 }
1115 } 1112 }
1113
1116 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) 1114 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1117 { 1115 {
1118 trap_show (tmp, tmp); 1116 trap_show (tmp, tmp);
1117
1119 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) 1118 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1120 { 1119 {
1121 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1120 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1122 success += calc_skill_exp (op, tmp, skill); 1121 success += calc_skill_exp (op, tmp, skill);
1123 } 1122 }
1124 } 1123 }
1125 } 1124 }
1126 } 1125 }
1126
1127 return success; 1127 return success;
1128} 1128}
1129
1130 1129
1131/* pray() - when this skill is called from do_skill(), it allows 1130/* 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. 1131 * 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 1132 * 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 1133 * 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 1134 * the effect here can be done on demand, we probably don't want to
1136 * give infinite exp by returning true in any cases. 1135 * give infinite exp by returning true in any cases.
1137 */ 1136 */
1138
1139int 1137int
1140pray (object *pl, object *skill) 1138pray (object *pl, object *skill)
1141{ 1139{
1142 char buf[MAX_BUF]; 1140 char buf[MAX_BUF];
1143 object *tmp; 1141 object *tmp;
1150 /* Check all objects - we could stop at floor objects, 1148 /* Check all objects - we could stop at floor objects,
1151 * but if someone buries an altar, I don't see a problem with 1149 * 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 1150 * going through all the objects, and it shouldn't be much slower
1153 * than extra checks on object attributes. 1151 * than extra checks on object attributes.
1154 */ 1152 */
1155 for (tmp = pl->below; tmp != NULL; tmp = tmp->below) 1153 for (tmp = pl->below; tmp; tmp = tmp->below)
1156 { 1154 {
1157 /* Only if the altar actually belongs to someone do you get special benefits */ 1155 /* Only if the altar actually belongs to someone do you get special benefits */
1158 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) 1156 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1159 { 1157 {
1160 sprintf (buf, "You pray over the %s.", &tmp->name); 1158 sprintf (buf, "You pray over the %s.", &tmp->name);
1168 if (pl->stats.grace < pl->stats.maxgrace) 1166 if (pl->stats.grace < pl->stats.maxgrace)
1169 { 1167 {
1170 pl->stats.grace++; 1168 pl->stats.grace++;
1171 pl->last_grace = -1; 1169 pl->last_grace = -1;
1172 } 1170 }
1171
1173 return 0; 1172 return 0;
1174} 1173}
1175 1174
1176/* This skill allows the player to regain a few sp or hp for a 1175/* 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 1176 * brief period of concentration. No armour or weapons may be
1178 * wielded/applied for this to work. The amount of time needed 1177 * wielded/applied for this to work. The amount of time needed
1179 * to concentrate and the # of points regained is dependant on 1178 * to concentrate and the # of points regained is dependant on
1180 * the level of the user. - b.t. thomas@astro.psu.edu 1179 * the level of the user. - b.t. thomas@astro.psu.edu
1181 */ 1180 */
1182
1183void 1181void
1184meditate (object *pl, object *skill) 1182meditate (object *pl, object *skill)
1185{ 1183{
1186 object *tmp; 1184 object *tmp;
1187 1185
1188 if (pl->type != PLAYER) 1186 if (pl->type != PLAYER)
1189 return; /* players only */ 1187 return; /* players only */
1190 1188
1191 /* check if pl has removed encumbering armour and weapons */ 1189 /* check if pl has removed encumbering armour and weapons */
1192 if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6)) 1190 if (pl->flag [FLAG_READY_WEAPON] && skill->level < 6)
1193 { 1191 {
1194 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n"); 1192 pl->failmsg ("You can't concentrate while wielding a weapon!\n");
1195 return; 1193 return;
1196 } 1194 }
1197 else 1195 else
1198 { 1196 {
1199 for (tmp = pl->inv; tmp; tmp = tmp->below) 1197 for (tmp = pl->inv; tmp; tmp = tmp->below)
1200 if (((tmp->type == ARMOUR && skill->level < 12) 1198 if (((tmp->type == ARMOUR && skill->level < 12)
1201 || (tmp->type == HELMET && skill->level < 10) 1199 || (tmp->type == HELMET && skill->level < 10)
1202 || (tmp->type == SHIELD && skill->level < 6) 1200 || (tmp->type == SHIELD && skill->level < 6)
1203 || (tmp->type == BOOTS && skill->level < 4) 1201 || (tmp->type == BOOTS && skill->level < 4)
1204 || (tmp->type == GLOVES && skill->level < 2)) 1202 || (tmp->type == GLOVES && skill->level < 2))
1205 && QUERY_FLAG (tmp, FLAG_APPLIED)) 1203 && tmp->flag [FLAG_APPLIED])
1206 { 1204 {
1207 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n"); 1205 pl->failmsg ("You can't concentrate while wearing so much armour!\n");
1208 return; 1206 return;
1209 } 1207 }
1210 } 1208 }
1211 1209
1212 /* ok let's meditate! Spell points are regained first, then once 1210 /* ok let's meditate! Spell points are regained first, then once
1213 * they are maxed we get back hp. Actual incrementing of values 1211 * 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 1212 * is handled by the do_some_living() (in player.c). This way magical
1215 * bonuses for healing/sp regeneration are included properly 1213 * bonuses for healing/sp regeneration are included properly
1216 * No matter what, we will eat up some playing time trying to 1214 * No matter what, we will eat up some playing time trying to
1217 * meditate. (see 'factor' variable for what sets the amount of time) 1215 * meditate. (see 'factor' variable for what sets the amount of time)
1218 */ 1216 */
1219 1217
1220 new_draw_info (NDI_BLACK, 0, pl, "You meditate."); 1218 new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1221 1219
1222 if (pl->stats.sp < pl->stats.maxsp) 1220 if (pl->stats.sp < pl->stats.maxsp)
1229 pl->stats.hp++; 1227 pl->stats.hp++;
1230 pl->last_heal = -1; 1228 pl->last_heal = -1;
1231 } 1229 }
1232} 1230}
1233 1231
1234/* write_note() - this routine allows players to inscribe messages in 1232/* write_note() - this routine allows players to inscribe messages in
1235 * ordinary 'books' (anything that is type BOOK). b.t. 1233 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1236 */ 1234 */
1237static int 1235static int
1238write_note (object *pl, object *item, const char *msg, object *skill) 1236write_note (object *pl, object *item, const char *msg, object *skill)
1239{ 1237{
1240 char buf[1024]; 1238 if (!msg_is_safe (msg))
1241 object *newBook = NULL; 1239 {
1242 1240 pl->failmsg ("Trying to cheat now are we? H<@-signs are not allowed in notes.>");
1243 /* a pair of sanity checks */ 1241 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; 1242 return 0;
1246
1247 if (!msg)
1248 { 1243 }
1249 new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!"); 1244
1250 new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill); 1245 int len = strlen (msg);
1251 return 0; 1246
1247 if (!is_utf8_string ((U8 *)msg, len))
1252 } 1248 {
1253 1249 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; 1250 return 0;
1258 } 1251 }
1259 1252
1260 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) 1253 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1261 return strlen (msg); 1254 return RESULT_INT (0);
1262 1255
1263 buf[0] = 0; 1256 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 1257
1269 strcat (buf, msg); 1258 if (char_len <= item->weight_limit)
1270 strcat (buf, "\n"); /* new msg needs a LF */ 1259 {
1271 if (item->nrof > 1) 1260 object *newbook = item->other_arch->instance ();
1272 { 1261 item->decrease ();
1273 newBook = item->clone ();
1274 decrease_ob (item);
1275 esrv_send_item (pl, item);
1276 newBook->nrof = 1; 1262 newbook->nrof = 1;
1277 newBook->msg = buf; 1263 newbook->msg = shstr (msg);
1278 newBook = insert_ob_in_ob (newBook, pl); 1264 newbook->flag [FLAG_IDENTIFIED] = true;
1279 esrv_send_item (pl, newBook); 1265
1266 if (item->subtype == 1) // mailscrolls
1280 } 1267 {
1281 else 1268 newbook->name = item->name;
1269 newbook->name_pl = item->name_pl;
1282 { 1270 }
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 1271
1272 pl->insert (newbook);
1273
1274 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)); 1275 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1291 return strlen (msg); 1276 return char_len;
1292 } 1277 }
1293 else 1278 else
1294 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item)); 1279 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.>",
1280 &item->name, item->weight_limit, char_len);
1295 1281
1296 return 0; 1282 return 0;
1297} 1283}
1298 1284
1299/* write_scroll() - this routine allows players to inscribe spell scrolls 1285/* write_scroll() - this routine allows players to inscribe spell scrolls
1300 * of spells which they know. Backfire effects are possible with the 1286 * of spells which they know. Backfire effects are possible with the
1301 * severity of the backlash correlated with the difficulty of the scroll 1287 * severity of the backlash correlated with the difficulty of the scroll
1302 * that is attempted. -b.t. thomas@astro.psu.edu 1288 * that is attempted. -b.t. thomas@astro.psu.edu
1303 */ 1289 */
1304
1305static int 1290static int
1306write_scroll (object *pl, object *scroll, object *skill) 1291write_scroll (object *pl, object *scroll, object *skill)
1307{ 1292{
1308 int success = 0, confused = 0; 1293 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 1294
1318 /* Check if we are ready to attempt inscription */ 1295 /* Check if we are ready to attempt inscription */
1319 chosen_spell = pl->contr->ranged_ob; 1296 object *chosen_spell = pl->contr->ranged_ob;
1297
1320 if (!chosen_spell || chosen_spell->type != SPELL) 1298 if (!chosen_spell || chosen_spell->type != SPELL)
1321 { 1299 {
1322 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); 1300 pl->failmsg ("You need a spell readied in order to inscribe!");
1323 return 0; 1301 return 0;
1324 } 1302 }
1325 1303
1326 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace) 1304 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1327 { 1305 {
1328 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name); 1306 pl->failmsgf ("You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1329 return 0; 1307 return 0;
1330 } 1308 }
1331 1309
1332 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) 1310 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1333 { 1311 {
1334 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); 1312 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; 1313 return 0;
1347 } 1314 }
1348 1315
1349 /* ok, we are ready to try inscription */ 1316 /* ok, we are ready to try inscription */
1350 if (QUERY_FLAG (pl, FLAG_CONFUSED)) 1317 if (pl->flag [FLAG_CONFUSED])
1351 confused = 1; 1318 confused = 1;
1352 1319
1353 /* Lost mana/grace no matter what */ 1320 /* Lost mana/grace no matter what */
1354 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); 1321 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE);
1355 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA); 1322 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1356 1323
1357 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) 1324 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1358 { 1325 {
1359 if (scroll->nrof > 1) 1326 object *newscroll = scroll->other_arch->instance ();
1360 { 1327 scroll->decrease ();
1361 newscroll = scroll->clone ();
1362 decrease_ob (scroll);
1363 newscroll->nrof = 1; 1328 newscroll->nrof = 1;
1364 } 1329 newscroll->randomitems = 0; // make sure randomitems doesn't destroy the scroll
1365 else 1330
1366 newscroll = scroll; 1331 pl->contr->play_sound (sound_find ("inscribe_success"));
1367 1332
1368 if (!confused) 1333 if (!confused)
1369 { 1334 {
1370 newscroll->level = MAX (skill->level, chosen_spell->level); 1335 newscroll->level = max (skill->level, chosen_spell->level);
1336 newscroll->flag [FLAG_IDENTIFIED] = true;
1371 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll."); 1337 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1372 } 1338 }
1373 else 1339 else
1374 { 1340 {
1375 chosen_spell = find_random_spell_in_ob (pl, NULL); 1341 chosen_spell = find_random_spell_in_ob (pl, NULL);
1376 if (!chosen_spell) 1342 if (!chosen_spell)
1377 return 0; 1343 return 0;
1378 1344
1379 newscroll->level = MAX (skill->level, chosen_spell->level); 1345 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."); 1346 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1381 } 1347 }
1382 1348
1383 if (newscroll->inv)
1384 newscroll->inv->destroy ();
1385
1386 tmp = chosen_spell->clone (); 1349 object *tmp = chosen_spell->clone ();
1350 tmp->flag [FLAG_APPLIED] = false;
1387 insert_ob_in_ob (tmp, newscroll); 1351 insert_ob_in_ob (tmp, newscroll);
1388 1352
1389 /* Same code as from treasure.c - so they can better merge. 1353 /* Same code as from treasure.C - so they can better merge.
1390 * if players want to sell them, so be it. 1354 * if players want to sell them, so be it.
1391 */ 1355 */
1392 newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); 1356 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1393 newscroll->stats.exp = newscroll->value / 5; 1357 newscroll->stats.exp = newscroll->value / 5;
1394 1358
1395 /* wait until finished manipulating the scroll before inserting it */ 1359 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 1360
1403 newscroll = insert_ob_in_ob (newscroll, pl);
1404 esrv_send_item (pl, newscroll);
1405 success = calc_skill_exp (pl, newscroll, skill); 1361 success = calc_skill_exp (pl, newscroll, skill);
1406 if (!confused) 1362 if (!confused)
1407 success *= 2; 1363 success *= 2;
1364
1408 success = success * skill->level; 1365 success = success * skill->level;
1409 return success; 1366 return success;
1410
1411 } 1367 }
1412 else 1368 else
1413 { /* Inscription has failed */ 1369 { /* Inscription has failed */
1370 pl->contr->play_sound (sound_find ("inscribe_fail"));
1414 1371
1415 if (chosen_spell->level > skill->level || confused) 1372 if (chosen_spell->level > skill->level || confused)
1416 { /*backfire! */ 1373 { /*backfire! */
1417 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); 1374 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.>");
1375
1418 if (random_roll (0, 1, pl, PREFER_LOW) == 1) 1376 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1419 pl->drain_specific_stat (4); 1377 pl->drain_specific_stat (4);
1420 else 1378 else
1421 { 1379 {
1422 confuse_player (pl, pl, 99); 1380 confuse_player (pl, pl, 99);
1423 return (-30 * chosen_spell->level); 1381 return -30 * chosen_spell->level;
1424 } 1382 }
1425 } 1383 }
1426 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) 1384 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1427 { 1385 {
1428 new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind!"); 1386 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); 1387 confuse_player (pl, pl, 99);
1430 } 1388 }
1431 else 1389 else
1432 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll."); 1390 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 } 1391 }
1434 1392
1435 return 0; 1393 return 0;
1436} 1394}
1437 1395
1438/* write_on_item() - wrapper for write_note and write_scroll */ 1396/* write_on_item() - wrapper for write_note and write_scroll */
1439int 1397int
1440write_on_item (object *pl, const char *params, object *skill) 1398write_on_item (object *pl, const char *params, object *skill)
1441{ 1399{
1442 object *item;
1443 const char *string = params;
1444 int msgtype;
1445 archetype *skat; 1400 archetype *skat;
1446 1401
1447 if (pl->type != PLAYER) 1402 if (pl->type != PLAYER)
1448 return 0; 1403 return 0;
1449 1404
1450 if (!params) 1405 if (!params)
1451 {
1452 params = ""; 1406 params = "";
1453 string = params;
1454 }
1455 1407
1456 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); 1408 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1457 1409
1458 /* Need to be able to read before we can write! */ 1410 /* Need to be able to read before we can write! */
1459 if (!find_skill_by_name (pl, skat->clone.skill)) 1411 if (!find_skill_by_name (pl, skat->skill))
1460 { 1412 {
1461 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!"); 1413 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; 1414 return 0;
1463 } 1415 }
1464 1416
1465 /* if there is a message then it goes in a book and no message means 1417 object *item = pl->mark ();
1466 * write active spell into the scroll
1467 */
1468 msgtype = (string[0] != '\0') ? BOOK : SCROLL;
1469 1418
1470 /* find an item of correct type to write on */ 1419 /* find an item of correct type to write on */
1471 if (!(item = find_marked_object (pl))) 1420 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 } 1421 {
1422 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.>");
1423 return 0;
1424 }
1476 1425
1477 if (QUERY_FLAG (item, FLAG_UNPAID)) 1426 if (item->type != INSCRIBABLE)
1427 {
1428 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1429 return 0;
1430 }
1431
1432 if (item->flag [FLAG_UNPAID])
1478 { 1433 {
1479 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); 1434 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1480 return 0; 1435 return 0;
1481 } 1436 }
1482 if (msgtype != item->type) 1437
1438 if (item->other_arch->type == SCROLL)
1483 { 1439 {
1484 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll"); 1440 if (*params)
1441 {
1442 // check readied scroll
1443 pl->failmsgf ("When inscribing spells you need to ready a spell and do not specify a string argument.\n"
1444 "Usage: cast [spell name]; use_skill %s", &skill->skill);
1485 return 0; 1445 return 0;
1486 } 1446 }
1487 1447
1488 if (msgtype == SCROLL)
1489 return write_scroll (pl, item, skill); 1448 return write_scroll (pl, item, skill);
1490 else if (msgtype == BOOK) 1449 }
1450 else
1451 {
1452 if (!*params)
1453 {
1454 pl->failmsgf ("When inscribing books you need to specify the words you want to inscribe as command argument.\n"
1455 "Usage: use_skill %s <message>", &skill->skill);
1456 return 0;
1457 }
1458
1491 return write_note (pl, item, string, skill); 1459 return write_note (pl, item, params, skill);
1460 }
1492 1461
1493 return 0; 1462 return 0;
1494} 1463}
1495 1464
1496/* find_throw_ob() - if we request an object, then 1465/* find_throw_ob() - if we request an object, then
1502 * 'throwable' (ie not applied cursed obj, worn, etc). 1471 * 'throwable' (ie not applied cursed obj, worn, etc).
1503 */ 1472 */
1504static object * 1473static object *
1505find_throw_ob (object *op, const char *request) 1474find_throw_ob (object *op, const char *request)
1506{ 1475{
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 */ 1476 /* prefer marked item */
1516 tmp = find_marked_object (op); 1477 object *tmp = op->mark ();
1517 if (tmp != NULL) 1478
1518 {
1519 /* can't toss invisible or inv-locked items */ 1479 /* can't toss invisible or inv-locked items */
1520 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1480 if (tmp && (tmp->invisible || tmp->flag [FLAG_INV_LOCKED]))
1521 { 1481 tmp = 0;
1522 tmp = NULL;
1523 }
1524 }
1525 1482
1526 /* look through the inventory */ 1483 /* look through the inventory */
1527 if (tmp == NULL) 1484 if (!tmp)
1528 {
1529 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1485 for (tmp = op->inv; tmp; tmp = tmp->below)
1530 { 1486 {
1531 /* can't toss invisible or inv-locked items */ 1487 /* can't toss invisible or inv-locked items */
1532 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1488 if (tmp->invisible || tmp->flag [FLAG_INV_LOCKED])
1533 continue; 1489 continue;
1490
1534 if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request)) 1491 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1535 break; 1492 break;
1536 } 1493 }
1537 }
1538 1494
1539 /* this should prevent us from throwing away 1495 /* this should prevent us from throwing away
1540 * cursed items, worn armour, etc. Only weapons 1496 * cursed items, worn armour, etc. Only weapons
1541 * can be thrown from 'hand'. 1497 * can be thrown from 'hand'.
1542 */ 1498 */
1543 if (!tmp) 1499 if (!tmp)
1544 return NULL; 1500 return 0;
1545 1501
1546 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1502 if (tmp->flag [FLAG_APPLIED])
1547 { 1503 {
1548 if (tmp->type != WEAPON) 1504 if (tmp->type != WEAPON)
1549 { 1505 {
1550 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp)); 1506 op->failmsgf ("You can't throw %s. H<Unapply it first.>", query_name (tmp));
1551 tmp = NULL; 1507 tmp = 0;
1552 }
1553 else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1554 { 1508 }
1509 else if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1510 {
1555 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp)); 1511 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; 1512 tmp = 0;
1557 } 1513 }
1558 else 1514 else
1559 { 1515 {
1560 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 1516 if (!op->apply (tmp, AP_UNAPPLY))
1561 { 1517 {
1562 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); 1518 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1563 tmp = NULL; 1519 tmp = 0;
1564 } 1520 }
1565 } 1521 }
1566 } 1522 }
1567 else if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1523 else if (tmp->flag [FLAG_UNPAID])
1568 { 1524 {
1569 new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp)); 1525 op->failmsgf ("You should pay for the %s first.", query_name (tmp));
1570 tmp = NULL; 1526 tmp = 0;
1571 } 1527 }
1572 1528
1573 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1529 //TODO: why not chekc first and give sensible message to player?
1530 if (tmp && tmp->flag [FLAG_INV_LOCKED])
1574 { 1531 {
1575 LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); 1532 LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1576 tmp = NULL; 1533 tmp = 0;
1577 } 1534 }
1535
1578 return tmp; 1536 return tmp;
1579} 1537}
1580 1538
1581/* make_throw_ob() We construct the 'carrier' object in 1539/* make_throw_ob() We construct the 'carrier' object in
1582 * which we will insert the object that is being thrown. 1540 * which we will insert the object that is being thrown.
1583 * This combination becomes the 'thrown object'. -b.t. 1541 * This combination becomes the 'thrown object'. -b.t.
1584 */ 1542 */
1585static object * 1543static object *
1586make_throw_ob (object *orig) 1544make_throw_ob (object *orig)
1587{ 1545{
1588 if (!orig) 1546 if (!orig)
1589 return NULL; 1547 return 0;
1590 1548
1591 if (QUERY_FLAG (orig, FLAG_APPLIED)) 1549 if (orig->flag [FLAG_APPLIED])
1592 { 1550 {
1593 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); 1551 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1594 /* insufficient workaround, but better than nothing */ 1552 /* insufficient workaround, but better than nothing */
1595 CLEAR_FLAG (orig, FLAG_APPLIED); 1553 orig->clr_flag (FLAG_APPLIED);
1596 } 1554 }
1597 1555
1598 object *toss_item = orig->clone (); 1556 object *toss_item = orig->clone ();
1599 1557
1600 toss_item->type = THROWN_OBJ; 1558 toss_item->type = THROWN_OBJ;
1601 CLEAR_FLAG (toss_item, FLAG_CHANGING); 1559 toss_item->clr_flag (FLAG_CHANGING);
1560 toss_item->set_flag (FLAG_NO_PICK);
1602 toss_item->stats.dam = 0; /* default damage */ 1561 toss_item->stats.dam = 0; /* default damage */
1603 insert_ob_in_ob (orig, toss_item); 1562 toss_item->insert (orig);
1563
1604 return toss_item; 1564 return toss_item;
1605} 1565}
1606 1566
1607/* do_throw() - op throws any object toss_item. This code 1567/* do_throw() - op throws any object toss_item. This code
1608 * was borrowed from fire_bow. 1568 * was borrowed from fire_bow.
1616 int pause_f, weight_f = 0, mflags; 1576 int pause_f, weight_f = 0, mflags;
1617 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0; 1577 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1618 maptile *m; 1578 maptile *m;
1619 sint16 sx, sy; 1579 sint16 sx, sy;
1620 1580
1621 if (throw_ob == NULL) 1581 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 } 1582 {
1628 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP)) 1583 op->failmsg ("You have nothing to throw.");
1584 return 0;
1629 { 1585 }
1630 if (op->type == PLAYER) 1586
1631 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that."); 1587 if (throw_ob->flag [FLAG_STARTEQUIP])
1588 {
1589 op->failmsg ("The gods won't let you throw that. "
1590 "H<Well, they would, but they would retrieve it "
1591 "- you wouldn't want that, would you?>");
1632 1592
1633 return 0; 1593 return 0;
1634 } 1594 }
1635 1595
1636 /* Because throwing effectiveness must be reduced by the 1596 /* Because throwing effectiveness must be reduced by the
1637 * encumbrance of the thrower and weight of the object. THus, 1597 * encumbrance of the thrower and weight of the object. THus,
1638 * we use the concept of 'effective strength' as defined below. 1598 * we use the concept of 'effective strength' as defined below.
1639 */ 1599 */
1640 1600
1641 /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */ 1601 /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1642 if (str > MAX_STAT) 1602 if (str > MAX_STAT)
1643 { 1603 {
1653 /* lighter items are thrown harder, farther, faster */ 1613 /* lighter items are thrown harder, farther, faster */
1654 if (throw_ob->weight > 0) 1614 if (throw_ob->weight > 0)
1655 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight); 1615 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1656 else 1616 else
1657 { /* 0 or negative weight?!? Odd object, can't throw it */ 1617 { /* 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)); 1618 op->failmsgf ("You can't throw %s. H<Better report this to your dungeon master.>\n", query_name (throw_ob));
1659 return 0; 1619 return 0;
1660 } 1620 }
1661 1621
1662 eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0)); 1622 eff_str = (str * (load_factor < 1.0 ? load_factor : 1.0))
1663 eff_str = (int) ((float) eff_str * item_factor * str_factor); 1623 * item_factor * str_factor;
1664 1624
1665 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to 1625 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1666 * account for super-strong throwers. */ 1626 * account for super-strong throwers. */
1667 if (eff_str > MAX_STAT) 1627 min_it (eff_str, MAX_STAT);
1668 eff_str = MAX_STAT;
1669 1628
1670#ifdef DEBUG_THROW 1629#ifdef DEBUG_THROW
1671 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str); 1630 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); 1631 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); 1632 LOG (llevDebug, " str_factor=%f\n", str_factor);
1676 1635
1677 /* 3 things here prevent a throw, you aimed at your feet, you 1636 /* 3 things here prevent a throw, you aimed at your feet, you
1678 * have no effective throwing strength, or you threw at something 1637 * have no effective throwing strength, or you threw at something
1679 * that flying objects can't get through. 1638 * that flying objects can't get through.
1680 */ 1639 */
1681 mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy); 1640 mflags = get_map_flags (part->map, &m, part->x + DIRX (dir), part->y + DIRY (dir), &sx, &sy);
1682 1641
1683 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW)) 1642 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1684 { 1643 {
1685 /* bounces off 'wall', and drops to feet */ 1644 /* bounces off 'wall', and drops to feet */
1686 throw_ob->insert_at (part, op); 1645 throw_ob->insert_at (part, op);
1699 } /* if object can't be thrown */ 1658 } /* if object can't be thrown */
1700 1659
1701 left = throw_ob; /* these are throwing objects left to the player */ 1660 left = throw_ob; /* these are throwing objects left to the player */
1702 1661
1703 /* sometimes get_split_ob can't split an object (because op->nrof==0?) 1662 /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1704 * and returns NULL. We must use 'left' then 1663 * and returns NULL. We must use 'left' then
1705 */ 1664 */
1706 1665 if (!(throw_ob = throw_ob->split ()))
1707 if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL)
1708 { 1666 {
1709 throw_ob = left; 1667 throw_ob = left;
1710 left->remove (); 1668 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 } 1669 }
1721 1670
1722 /* special case: throwing powdery substances like dust, dirt */ 1671 /* special case: throwing powdery substances like dust, dirt */
1723 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) 1672 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1724 { 1673 {
1748 */ 1697 */
1749 throw_ob->inv->set_owner (op); 1698 throw_ob->inv->set_owner (op);
1750 throw_ob->direction = dir; 1699 throw_ob->direction = dir;
1751 1700
1752 /* the damage bonus from the force of the throw */ 1701 /* the damage bonus from the force of the throw */
1753 dam = (int) (str_factor * dam_bonus[eff_str]); 1702 dam = int (str_factor * dam_bonus[eff_str]);
1754 1703
1755 /* Now, lets adjust the properties of the thrown_ob. */ 1704 /* Now, lets adjust the properties of the thrown_ob. */
1756 1705
1757 /* how far to fly */ 1706 /* how far to fly */
1758 throw_ob->last_sp = (eff_str * 3) / 5; 1707 throw_ob->last_sp = (eff_str * 3) / 5;
1770 /* replace 25 with a call to clone.arch wc? messes up w/ NPC */ 1719 /* 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; 1720 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1772 1721
1773 /* the properties of objects which are meant to be thrown (ie dart, 1722 /* the properties of objects which are meant to be thrown (ie dart,
1774 * throwing knife, etc) will differ from ordinary items. Lets tailor 1723 * throwing knife, etc) will differ from ordinary items. Lets tailor
1775 * this stuff in here. 1724 * this stuff in here.
1776 */ 1725 */
1777 1726
1778 if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN)) 1727 if (throw_ob->inv->flag [FLAG_IS_THROWN])
1779 { 1728 {
1780 throw_ob->last_sp += eff_str / 3; /* fly a little further */ 1729 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; 1730 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; 1731 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1783 /* only throw objects get directional faces */ 1732 /* only throw objects get directional faces */
1784 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) 1733 if (throw_ob->has_anim () && throw_ob->anim_frames ())
1785 SET_ANIMATION (throw_ob, dir); 1734 throw_ob->set_anim_frame (dir);
1786 } 1735 }
1787 else 1736 else
1788 { 1737 {
1789 uint16 mat = throw_ob->materials; 1738 uint16 mat = throw_ob->materials;
1790 1739
1819 if (throw_ob->weight > 50) 1768 if (throw_ob->weight > 50)
1820 throw_ob->speed *= 0.5; 1769 throw_ob->speed *= 0.5;
1821 } /* else tailor thrown object */ 1770 } /* else tailor thrown object */
1822 1771
1823 /* some limits, and safeties (needed?) */ 1772 /* some limits, and safeties (needed?) */
1824 if (throw_ob->stats.dam < 0) 1773 max_it (throw_ob->stats.dam, 0);
1825 throw_ob->stats.dam = 0;
1826 if (throw_ob->last_sp > eff_str) 1774 min_it (throw_ob->last_sp, eff_str);
1827 throw_ob->last_sp = eff_str;
1828 if (throw_ob->stats.food < 0) 1775 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) 1776 min_it (throw_ob->stats.wc, 30);
1833 throw_ob->stats.wc = 30;
1834 1777
1835 /* how long to pause the thrower. Higher values mean less pause */ 1778 /* how long to pause the thrower. Higher values mean less pause */
1836 pause_f = ((2 * eff_str) / 3) + 20 + skill->level; 1779 pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1837 1780
1838 /* Put a lower limit on this */ 1781 /* Put a lower limit on this */
1839 if (pause_f < 10) 1782 clamp_it (pause_f, 10, 100);
1840 pause_f = 10;
1841 if (pause_f > 100)
1842 pause_f = 100;
1843 1783
1844 /* Changed in 0.94.2 - the calculation before was really goofy. 1784 /* Changed in 0.94.2 - the calculation before was really goofy.
1845 * In short summary, a throw can take anywhere between speed 5 and 1785 * In short summary, a throw can take anywhere between speed 5 and
1846 * speed 0.5 1786 * speed 0.5
1847 */ 1787 */
1850 throw_ob->speed_left = 0; 1790 throw_ob->speed_left = 0;
1851 throw_ob->map = part->map; 1791 throw_ob->map = part->map;
1852 1792
1853 throw_ob->move_type = MOVE_FLY_LOW; 1793 throw_ob->move_type = MOVE_FLY_LOW;
1854 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; 1794 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1795
1796 throw_ob->set_speed (throw_ob->speed);
1855 1797
1856#if 0 1798#if 0
1857 /* need to put in a good sound for this */ 1799 /* need to put in a good sound for this */
1858 play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ); 1800 play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1859#endif 1801#endif
1885 else 1827 else
1886 throw_ob = find_mon_throw_ob (op); 1828 throw_ob = find_mon_throw_ob (op);
1887 1829
1888 return do_throw (op, part, throw_ob, dir, skill); 1830 return do_throw (op, part, throw_ob, dir, skill);
1889} 1831}
1832
1833static void
1834give_player_quad_material_for (object *pl, object *ob)
1835{
1836 if (!ob->flag [FLAG_IS_QUAD] || !ob->other_arch)
1837 return;
1838
1839 object *t = ob->other_arch->instance ();
1840 pl->insert (t);
1841}
1842
1843bool
1844skill_mining (object *who, object *tool, object *skill, int dir, const char *string)
1845{
1846 if (!who->is_player ())
1847 return 0;
1848
1849 if (!dir)
1850 {
1851 who->failmsg ("In what direction?");
1852 return 0;
1853 }
1854
1855 mapxy pos (who); pos.move (dir);
1856
1857 if (!pos.normalise ())
1858 {
1859 who->failmsgf (
1860 "You brandish your %s, with not so convincing results. "
1861 "H<There is nothing in this direction.>",
1862 &tool->name
1863 );
1864 return 0;
1865 }
1866
1867 mapspace &ms = pos.ms ();
1868
1869 for (object *mine_obj = pos.ms ().top; mine_obj; mine_obj = mine_obj->below)
1870 if (mine_obj->type == VEIN)
1871 {
1872 who->speed_left -= who->speed / tool->speed;
1873
1874 who->play_sound (tool->sound);
1875
1876 if (rndm (100 - mine_obj->stats.ac) > rndm (tool->stats.wc))
1877 who->failmsgf (
1878 "You use your %s.... nothing. "
1879 "H<Try again, perhaps?>",
1880 &tool->name
1881 );
1882 else if (mine_obj->race != tool->race)
1883 who->failmsgf (
1884 "You use your %s.... but it doesn't work. "
1885 "H<Maybe you are using the wrong tool?>",
1886 &tool->name
1887 );
1888 else if (!mine_obj->stats.food)
1889 who->failmsgf (
1890 "You use your %s.... but there is nothing. "
1891 "H<This space is exhausted, you should try somewhere else.>",
1892 &tool->name
1893 );
1894 else
1895 {
1896 --mine_obj->stats.food;
1897
1898 object *ore = mine_obj->other_arch->instance ();
1899
1900 who->statusmsg (format (
1901 "You use your %s.... and find some %s!",
1902 &tool->name, &ore->name
1903 ));
1904
1905 ore->insert_at (who);
1906
1907 return true;
1908 }
1909 }
1910 else if (mine_obj->flag [FLAG_IS_QUAD])
1911 {
1912 if (mine_obj->flag [FLAG_IS_FLOOR])
1913 {
1914 maptile *lower_floor = pos.m->tile_available (TILE_DOWN);
1915
1916 if (!lower_floor)
1917 {
1918 who->failmsgf (
1919 "Whoops, you failed to remove the %s. H<You may try again.>",
1920 &mine_obj->name
1921 );
1922 return false;
1923 }
1924
1925 mapxy below_pos (lower_floor, pos.x, pos.y);
1926
1927 if (!below_pos.normalise ())
1928 {
1929 who->failmsgf (
1930 "Whoops, you failed to remove the %s. H<You may try again.>",
1931 &mine_obj->name
1932 );
1933 return false;
1934 }
1935
1936 // first insert open space here:
1937 object *open_space_floor = archetype::get (shstr_quad_open_space);
1938 open_space_floor->stats.hp = pos.x;
1939 open_space_floor->stats.sp = pos.y;
1940 insert_ob_in_map_at (open_space_floor, pos.m, mine_obj,
1941 INS_BELOW_ORIGINATOR, pos.x, pos.y);
1942
1943 // next we will remove the wall in the lower layer:
1944 mapspace &below_ms = below_pos.ms ();
1945 for (object *quad_obj = below_ms.top; quad_obj; quad_obj = quad_obj->below)
1946 {
1947 if (quad_obj->flag [FLAG_IS_FLOOR])
1948 break;
1949
1950 if (quad_obj->flag [FLAG_IS_QUAD])
1951 {
1952 quad_obj->map->queue_physics_at (quad_obj->x, quad_obj->y);
1953 give_player_quad_material_for (who, quad_obj);
1954 quad_obj->destroy ();
1955 break;
1956 }
1957 }
1958 }
1959
1960 mine_obj->map->queue_physics_at (mine_obj->x, mine_obj->y);
1961
1962 // FIXME: there should be chance assigned, like above with veins!
1963 who->play_sound (tool->sound);
1964 give_player_quad_material_for (who, mine_obj);
1965 mine_obj->destroy ();
1966 who->contr->fire_on = 0; // TODO: stopgap, do not remove more than one per keypress
1967 return true;
1968 }
1969
1970 return false;
1971}
1972

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