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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 1.50 by root, Tue Apr 22 07:01:47 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <object.h> 25#include <object.h>
27#include <sproto.h> 26#include <sproto.h>
178 if (tmp->destroyed () || tmp->env != op) 177 if (tmp->destroyed () || tmp->env != op)
179 { 178 {
180 /* for players, play_sound: steals item */ 179 /* for players, play_sound: steals item */
181 success = tmp; 180 success = tmp;
182 CLEAR_FLAG (tmp, FLAG_INV_LOCKED); 181 CLEAR_FLAG (tmp, 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 } 182 }
183
191 break; 184 break;
192 } 185 }
193 } /* for loop looking for an item */ 186 } /* for loop looking for an item */
194 187
195 if (!tmp) 188 if (!tmp)
499 object *tmp; 492 object *tmp;
500 int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags; 493 int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags;
501 sint16 x, y; 494 sint16 x, y;
502 maptile *m; 495 maptile *m;
503 496
504 /* Jump loop. Go through spaces opject wants to jump. Halt the 497 /* 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 498 * 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 499 * temporarily to allow player to aviod exits/archs that are not
507 * fly_on, fly_off. This will also prevent pickup of objects 500 * fly_on, fly_off. This will also prevent pickup of objects
508 * while jumping over them. 501 * while jumping over them.
509 */ 502 */
510
511 pl->remove (); 503 pl->remove ();
512 504
513 /* 505 /*
514 * I don't think this is actually needed - all the movement 506 * I don't think this is actually needed - all the movement
515 * code is handled in this function, and I don't see anyplace 507 * code is handled in this function, and I don't see anyplace
525 517
526 mflags = get_map_flags (m, &m, x, y, &x, &y); 518 mflags = get_map_flags (m, &m, x, y, &x, &y);
527 519
528 if (mflags & P_OUT_OF_MAP) 520 if (mflags & P_OUT_OF_MAP)
529 { 521 {
530 (void) stop_jump (pl, i, spaces); 522 stop_jump (pl, i, spaces);
531 return 0; 523 return 0;
532 } 524 }
525
533 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y))) 526 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
534 { 527 {
535 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); 528 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
536 stop_jump (pl, i, spaces); 529 stop_jump (pl, i, spaces);
537 return 0; 530 return 0;
541 { 534 {
542 /* Jump into creature */ 535 /* Jump into creature */
543 if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden))) 536 if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
544 { 537 {
545 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name); 538 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
539
540 stop_jump (pl, i, spaces);
541
546 if (tmp->type != PLAYER || 542 if (tmp->type != PLAYER ||
547 (pl->type == PLAYER && pl->contr->party == NULL) || 543 (pl->type == PLAYER && pl->contr->party == NULL) ||
548 (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party)) 544 (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 */ 545 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
550 stop_jump (pl, i, spaces); 546
551 return exp; /* note that calc_skill_exp() is already called by skill_attack() */ 547 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
552 } 548 }
549
553 /* If the space has fly on set (no matter what the space is), 550 /* If the space has fly on set (no matter what the space is),
554 * we should get the effects - after all, the player is 551 * we should get the effects - after all, the player is
555 * effectively flying. 552 * effectively flying.
556 */ 553 */
557 if (tmp->move_on & MOVE_FLY_LOW) 554 if (tmp->move_on & MOVE_FLY_LOW)
561 pl->map = m; 558 pl->map = m;
562 stop_jump (pl, i, spaces); 559 stop_jump (pl, i, spaces);
563 return calc_skill_exp (pl, NULL, skill); 560 return calc_skill_exp (pl, NULL, skill);
564 } 561 }
565 } 562 }
563
566 pl->x = x; 564 pl->x = x;
567 pl->y = y; 565 pl->y = y;
568 pl->map = m; 566 pl->map = m;
569 } 567 }
568
570 stop_jump (pl, i, spaces); 569 stop_jump (pl, i, spaces);
570
571 return calc_skill_exp (pl, NULL, skill); 571 return calc_skill_exp (pl, NULL, skill);
572} 572}
573 573
574/* jump() - this is both a new type of movement for player/monsters and 574/* jump() - this is both a new type of movement for player/monsters and
575 * an attack as well. 575 * an attack as well.
576 * Perhaps we should allow more spaces based on level, eg, level 50 576 * Perhaps we should allow more spaces based on level, eg, level 50
577 * jumper can jump several spaces? 577 * jumper can jump several spaces?
578 */ 578 */
579
580int 579int
581jump (object *pl, int dir, object *skill) 580jump (object *pl, int dir, object *skill)
582{ 581{
583 int spaces = 0, stats;
584 int str = pl->stats.Str; 582 int str = pl->stats.Str;
585 int dex = pl->stats.Dex; 583 int dex = pl->stats.Dex;
586 584
587 dex = dex ? dex : 15; 585 dex = dex ? dex : 15;
588 str = str ? str : 10; 586 str = str ? str : 10;
589 587
590 stats = str * str * str * dex * skill->level; 588 int stats = str * str * str * dex * skill->level;
589 int spaces = min (3, skill->level, stats / (pl->carrying + 1));
591 590
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) 591 if (spaces == 0)
600 { 592 {
601 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump."); 593 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
602 return 0; 594 return 0;
603 } 595 }
596
604 return attempt_jump (pl, dir, spaces, skill); 597 return attempt_jump (pl, dir, spaces, skill);
605} 598}
606
607 599
608/* skill_ident() - this code is supposed to allow players to identify 600/* skill_ident() - this code is supposed to allow players to identify
609 * classes of objects with the various "auto-ident" skills. Player must 601 * classes of objects with the various "auto-ident" skills. Player must
610 * have unidentified objects of the right type in order for the skill 602 * have unidentified objects of the right type in order for the skill
611 * to work. While multiple classes of objects may be identified, 603 * 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 604 * 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. 605 * more generalized. Right now, skill indices are embedded in this routine.
614 * Returns amount of experience gained (on successful ident). 606 * Returns amount of experience gained (on successful ident).
615 * - b.t. (thomas@astro.psu.edu) 607 * - b.t. (thomas@astro.psu.edu)
616 */ 608 */
617
618static int 609static int
619do_skill_detect_curse (object *pl, object *skill) 610do_skill_detect_curse (object *pl, object *skill)
620{ 611{
621 object *tmp; 612 object *tmp;
622 int success = 0; 613 int success = 0;
700 if (tmp->msg) 691 if (tmp->msg)
701 { 692 {
702 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 693 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
703 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); 694 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
704 } 695 }
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 } 696 }
697
710 success += calc_skill_exp (pl, tmp, skill); 698 success += calc_skill_exp (pl, tmp, skill);
711 } 699 }
712 else 700 else
713 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); 701 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
714 } 702 }
719/* do_skill_ident() - workhorse for skill_ident() -b.t. 707/* do_skill_ident() - workhorse for skill_ident() -b.t.
720 */ 708 */
721static int 709static int
722do_skill_ident (object *pl, int obj_class, object *skill) 710do_skill_ident (object *pl, int obj_class, object *skill)
723{ 711{
724 object *tmp;
725 int success = 0; 712 int success = 0;
726 713
727 for (tmp = pl->inv; tmp; tmp = tmp->below) 714 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
728 success += do_skill_ident2 (tmp, pl, obj_class, skill); 715 success += do_skill_ident2 (tmp, pl, obj_class, skill);
729 /* check the ground */ 716 /* check the ground */
730 717
731 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) 718 for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above)
732 success += do_skill_ident2 (tmp, pl, obj_class, skill); 719 success += do_skill_ident2 (tmp, pl, obj_class, skill);
733 720
734 return success; 721 return success;
735} 722}
736 723
744 731
745 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby..."); 732 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
746 733
747 switch (skill->subtype) 734 switch (skill->subtype)
748 { 735 {
749 case SK_SMITHERY: 736 case SK_SMITHERY:
750 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill) 737 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) 738 + 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) 739 + 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); 740 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
754 break; 741 break;
755 742
756 case SK_BOWYER: 743 case SK_BOWYER:
757 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill); 744 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
758 break; 745 break;
759 746
760 case SK_ALCHEMY: 747 case SK_ALCHEMY:
761 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill) 748 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); 749 + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
763 break; 750 break;
764 751
765 case SK_WOODSMAN: 752 case SK_WOODSMAN:
766 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill); 753 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
767 break; 754 break;
768 755
769 case SK_JEWELER: 756 case SK_JEWELER:
770 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill); 757 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
771 break; 758 break;
772 759
773 case SK_LITERACY: 760 case SK_LITERACY:
774 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill); 761 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
775 break; 762 break;
776 763
777 case SK_THAUMATURGY: 764 case SK_THAUMATURGY:
778 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill); 765 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
779 break; 766 break;
780 767
781 case SK_DET_CURSE: 768 case SK_DET_CURSE:
782 success = do_skill_detect_curse (pl, skill); 769 success = do_skill_detect_curse (pl, skill);
783 if (success) 770 if (success)
784 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); 771 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
785 break; 772 break;
786 773
787 case SK_DET_MAGIC: 774 case SK_DET_MAGIC:
788 success = do_skill_detect_magic (pl, skill); 775 success = do_skill_detect_magic (pl, skill);
789 if (success) 776 if (success)
790 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!"); 777 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!");
791 break; 778 break;
792 779
793 default: 780 default:
794 LOG (llevError, "Error: bad call to skill_ident()\n"); 781 LOG (llevError, "Error: bad call to skill_ident()\n");
795 return 0; 782 return 0;
796 break; 783 break;
797 } 784 }
785
798 if (!success) 786 if (!success)
799 {
800 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); 787 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
801 } 788
802 return success; 789 return success;
803} 790}
804 791
805/* players using this skill can 'charm' a monster -- 792/* players using this skill can 'charm' a monster --
806 * into working for them. It can only be used on 793 * into working for them. It can only be used on
901 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); 888 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
902 889
903 tmp->set_owner (pl); 890 tmp->set_owner (pl);
904 tmp->skill = skill->skill; 891 tmp->skill = skill->skill;
905 tmp->stats.exp = 0; 892 tmp->stats.exp = 0;
906 add_friendly_object (tmp);
907 tmp->attack_movement = PETMOVE; 893 tmp->attack_movement = PETMOVE;
894
895 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
896 add_friendly_object (tmp);
897
908 return calc_skill_exp (pl, tmp, skill); 898 return calc_skill_exp (pl, tmp, skill);
909 } 899 }
910 /* Charm failed. Creature may be angry now */ 900 /* 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)) 901 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
912 { 902 {
913 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); 903 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
914 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 904 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
915 { 905 {
916 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
917 remove_friendly_object (tmp); 906 remove_friendly_object (tmp);
918 tmp->attack_movement = 0; /* needed? */ 907 tmp->attack_movement = 0; /* needed? */
919 } 908 }
920 909
921 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 910 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
1122 success += calc_skill_exp (op, tmp, skill); 1111 success += calc_skill_exp (op, tmp, skill);
1123 } 1112 }
1124 } 1113 }
1125 } 1114 }
1126 } 1115 }
1116
1127 return success; 1117 return success;
1128} 1118}
1129
1130 1119
1131/* pray() - when this skill is called from do_skill(), it allows 1120/* 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. 1121 * 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 1122 * 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 1123 * 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 1124 * the effect here can be done on demand, we probably don't want to
1136 * give infinite exp by returning true in any cases. 1125 * give infinite exp by returning true in any cases.
1137 */ 1126 */
1138
1139int 1127int
1140pray (object *pl, object *skill) 1128pray (object *pl, object *skill)
1141{ 1129{
1142 char buf[MAX_BUF]; 1130 char buf[MAX_BUF];
1143 object *tmp; 1131 object *tmp;
1168 if (pl->stats.grace < pl->stats.maxgrace) 1156 if (pl->stats.grace < pl->stats.maxgrace)
1169 { 1157 {
1170 pl->stats.grace++; 1158 pl->stats.grace++;
1171 pl->last_grace = -1; 1159 pl->last_grace = -1;
1172 } 1160 }
1161
1173 return 0; 1162 return 0;
1174} 1163}
1175 1164
1176/* This skill allows the player to regain a few sp or hp for a 1165/* 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 1166 * brief period of concentration. No armour or weapons may be
1178 * wielded/applied for this to work. The amount of time needed 1167 * wielded/applied for this to work. The amount of time needed
1179 * to concentrate and the # of points regained is dependant on 1168 * to concentrate and the # of points regained is dependant on
1180 * the level of the user. - b.t. thomas@astro.psu.edu 1169 * the level of the user. - b.t. thomas@astro.psu.edu
1181 */ 1170 */
1182
1183void 1171void
1184meditate (object *pl, object *skill) 1172meditate (object *pl, object *skill)
1185{ 1173{
1186 object *tmp; 1174 object *tmp;
1187 1175
1230 pl->last_heal = -1; 1218 pl->last_heal = -1;
1231 } 1219 }
1232} 1220}
1233 1221
1234/* write_note() - this routine allows players to inscribe messages in 1222/* write_note() - this routine allows players to inscribe messages in
1235 * ordinary 'books' (anything that is type BOOK). b.t. 1223 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1236 */ 1224 */
1237static int 1225static int
1238write_note (object *pl, object *item, const char *msg, object *skill) 1226write_note (object *pl, object *item, const char *msg, object *skill)
1239{ 1227{
1228
1229 if (strstr (msg, "\nendmsg"))
1230 {
1231 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1232 return 0;
1233 }
1234
1235 int len = strlen (msg);
1236
1237 if (!is_utf8_string ((U8 *)msg, len))
1238 {
1239 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!");
1240 return 0;
1241 }
1242
1243 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1244 return RESULT_INT (0);
1245
1240 char buf[1024]; 1246 char buf[1024];
1241 object *newBook = NULL;
1242 1247
1243 /* a pair of sanity checks */ 1248 if (len < sizeof (buf) - 2)
1244 if (!item || item->type != BOOK)
1245 return 0;
1246
1247 if (!msg)
1248 {
1249 new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!");
1250 new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill);
1251 return 0;
1252 } 1249 {
1250 snprintf (buf, sizeof (buf), "%s\n", msg);
1253 1251
1254 if (strcasestr_local (msg, "endmsg")) 1252 object *newbook = arch_to_object (item->other_arch);
1255 { 1253 item->decrease ();
1256 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1257 return 0;
1258 }
1259
1260 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1261 return strlen (msg);
1262
1263 buf[0] = 0;
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
1269 strcat (buf, msg);
1270 strcat (buf, "\n"); /* new msg needs a LF */
1271 if (item->nrof > 1)
1272 {
1273 newBook = item->clone ();
1274 decrease_ob (item);
1275 esrv_send_item (pl, item);
1276 newBook->nrof = 1; 1254 newbook->nrof = 1;
1277 newBook->msg = buf; 1255 newbook->msg = buf;
1278 newBook = insert_ob_in_ob (newBook, pl); 1256 newbook->flag [FLAG_IDENTIFIED] = true;
1279 esrv_send_item (pl, newBook); 1257
1258 if (item->subtype == 1) // mailscrolls
1280 } 1259 {
1281 else 1260 newbook->name = item->name;
1261 newbook->name_pl = item->name_pl;
1282 { 1262 }
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 1263
1264 pl->insert (newbook);
1265
1266 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)); 1267 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1291 return strlen (msg); 1268 return strlen (msg);
1292 } 1269 }
1293 else 1270 else
1294 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item)); 1271 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", &item->name);
1295 1272
1296 return 0; 1273 return 0;
1297} 1274}
1298 1275
1299/* write_scroll() - this routine allows players to inscribe spell scrolls 1276/* write_scroll() - this routine allows players to inscribe spell scrolls
1300 * of spells which they know. Backfire effects are possible with the 1277 * of spells which they know. Backfire effects are possible with the
1301 * severity of the backlash correlated with the difficulty of the scroll 1278 * severity of the backlash correlated with the difficulty of the scroll
1302 * that is attempted. -b.t. thomas@astro.psu.edu 1279 * that is attempted. -b.t. thomas@astro.psu.edu
1303 */ 1280 */
1304
1305static int 1281static int
1306write_scroll (object *pl, object *scroll, object *skill) 1282write_scroll (object *pl, object *scroll, object *skill)
1307{ 1283{
1308 int success = 0, confused = 0; 1284 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 1285
1318 /* Check if we are ready to attempt inscription */ 1286 /* Check if we are ready to attempt inscription */
1319 chosen_spell = pl->contr->ranged_ob; 1287 object *chosen_spell = pl->contr->ranged_ob;
1288
1320 if (!chosen_spell || chosen_spell->type != SPELL) 1289 if (!chosen_spell || chosen_spell->type != SPELL)
1321 { 1290 {
1322 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); 1291 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1323 return 0; 1292 return 0;
1324 } 1293 }
1330 } 1299 }
1331 1300
1332 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) 1301 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1333 { 1302 {
1334 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); 1303 new_draw_info_format (NDI_UNIQUE, 0, pl, "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; 1304 return 0;
1347 } 1305 }
1348 1306
1349 /* ok, we are ready to try inscription */ 1307 /* ok, we are ready to try inscription */
1350 if (QUERY_FLAG (pl, FLAG_CONFUSED)) 1308 if (QUERY_FLAG (pl, FLAG_CONFUSED))
1354 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); 1312 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); 1313 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1356 1314
1357 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) 1315 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1358 { 1316 {
1359 if (scroll->nrof > 1) 1317 object *newscroll = arch_to_object (scroll->other_arch);
1360 { 1318 scroll->decrease ();
1361 newscroll = scroll->clone ();
1362 decrease_ob (scroll);
1363 newscroll->nrof = 1; 1319 newscroll->nrof = 1;
1364 } 1320
1365 else 1321 pl->contr->play_sound (sound_find ("inscribe_success"));
1366 newscroll = scroll;
1367 1322
1368 if (!confused) 1323 if (!confused)
1369 { 1324 {
1370 newscroll->level = MAX (skill->level, chosen_spell->level); 1325 newscroll->level = MAX (skill->level, chosen_spell->level);
1326 newscroll->flag [FLAG_IDENTIFIED] = true;
1371 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll."); 1327 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1372 } 1328 }
1373 else 1329 else
1374 { 1330 {
1375 chosen_spell = find_random_spell_in_ob (pl, NULL); 1331 chosen_spell = find_random_spell_in_ob (pl, NULL);
1376 if (!chosen_spell) 1332 if (!chosen_spell)
1378 1334
1379 newscroll->level = MAX (skill->level, chosen_spell->level); 1335 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."); 1336 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1381 } 1337 }
1382 1338
1383 if (newscroll->inv)
1384 newscroll->inv->destroy ();
1385
1386 tmp = chosen_spell->clone (); 1339 object *tmp = chosen_spell->clone ();
1387 insert_ob_in_ob (tmp, newscroll); 1340 insert_ob_in_ob (tmp, newscroll);
1388 1341
1389 /* Same code as from treasure.c - so they can better merge. 1342 /* Same code as from treasure.C - so they can better merge.
1390 * if players want to sell them, so be it. 1343 * if players want to sell them, so be it.
1391 */ 1344 */
1392 newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); 1345 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1393 newscroll->stats.exp = newscroll->value / 5; 1346 newscroll->stats.exp = newscroll->value / 5;
1394 1347
1395 /* wait until finished manipulating the scroll before inserting it */ 1348 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 1349
1403 newscroll = insert_ob_in_ob (newscroll, pl);
1404 esrv_send_item (pl, newscroll);
1405 success = calc_skill_exp (pl, newscroll, skill); 1350 success = calc_skill_exp (pl, newscroll, skill);
1406 if (!confused) 1351 if (!confused)
1407 success *= 2; 1352 success *= 2;
1353
1408 success = success * skill->level; 1354 success = success * skill->level;
1409 return success; 1355 return success;
1410
1411 } 1356 }
1412 else 1357 else
1413 { /* Inscription has failed */ 1358 { /* Inscription has failed */
1359 pl->contr->play_sound (sound_find ("inscribe_fail"));
1414 1360
1415 if (chosen_spell->level > skill->level || confused) 1361 if (chosen_spell->level > skill->level || confused)
1416 { /*backfire! */ 1362 { /*backfire! */
1417 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); 1363 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!");
1364
1418 if (random_roll (0, 1, pl, PREFER_LOW) == 1) 1365 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1419 pl->drain_specific_stat (4); 1366 pl->drain_specific_stat (4);
1420 else 1367 else
1421 { 1368 {
1422 confuse_player (pl, pl, 99); 1369 confuse_player (pl, pl, 99);
1423 return (-30 * chosen_spell->level); 1370 return -30 * chosen_spell->level;
1424 } 1371 }
1425 } 1372 }
1426 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) 1373 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1427 { 1374 {
1428 new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind!"); 1375 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); 1376 confuse_player (pl, pl, 99);
1430 } 1377 }
1431 else 1378 else
1432 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll."); 1379 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 } 1380 }
1434 1381
1435 return 0; 1382 return 0;
1436} 1383}
1437 1384
1438/* write_on_item() - wrapper for write_note and write_scroll */ 1385/* write_on_item() - wrapper for write_note and write_scroll */
1439int 1386int
1440write_on_item (object *pl, const char *params, object *skill) 1387write_on_item (object *pl, const char *params, object *skill)
1441{ 1388{
1442 object *item;
1443 const char *string = params;
1444 int msgtype;
1445 archetype *skat; 1389 archetype *skat;
1446 1390
1447 if (pl->type != PLAYER) 1391 if (pl->type != PLAYER)
1448 return 0; 1392 return 0;
1449 1393
1450 if (!params) 1394 if (!params)
1451 {
1452 params = ""; 1395 params = "";
1453 string = params;
1454 }
1455 1396
1456 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); 1397 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1457 1398
1458 /* Need to be able to read before we can write! */ 1399 /* Need to be able to read before we can write! */
1459 if (!find_skill_by_name (pl, skat->clone.skill)) 1400 if (!find_skill_by_name (pl, skat->skill))
1460 { 1401 {
1461 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!"); 1402 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; 1403 return 0;
1463 } 1404 }
1464 1405
1465 /* if there is a message then it goes in a book and no message means 1406 object *item = find_marked_object (pl);
1466 * write active spell into the scroll
1467 */
1468 msgtype = (string[0] != '\0') ? BOOK : SCROLL;
1469 1407
1470 /* find an item of correct type to write on */ 1408 /* find an item of correct type to write on */
1471 if (!(item = find_marked_object (pl))) 1409 if (!item)
1410 {
1411 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 makr an item.>");
1412 return 0;
1472 { 1413 }
1473 new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on."); 1414
1415 if (item->type != INSCRIBABLE)
1416 {
1417 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1474 return 0; 1418 return 0;
1475 } 1419 }
1476 1420
1477 if (QUERY_FLAG (item, FLAG_UNPAID)) 1421 if (QUERY_FLAG (item, FLAG_UNPAID))
1478 { 1422 {
1479 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); 1423 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1480 return 0; 1424 return 0;
1481 } 1425 }
1482 if (msgtype != item->type) 1426
1427 if (item->other_arch->type == SCROLL)
1483 { 1428 {
1484 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll"); 1429 if (*params)
1430 {
1431 // check readied scroll
1432 new_draw_info_format (NDI_UNIQUE, 0, pl,
1433 "When inscribing spells you need to ready a spell and do not specify a string argument.\n"
1434 "Usage: cast [spell name]; use_skill %s", &skill->skill);
1485 return 0; 1435 return 0;
1486 } 1436 }
1487 1437
1488 if (msgtype == SCROLL)
1489 return write_scroll (pl, item, skill); 1438 return write_scroll (pl, item, skill);
1490 else if (msgtype == BOOK) 1439 }
1440 else
1441 {
1442 if (!*params)
1443 {
1444 new_draw_info_format (NDI_UNIQUE, 0, pl,
1445 "When inscribing books you need to specify the words you want to inscribe as command argument.\n"
1446 "Usage: use_skill %s <message>", &skill->skill);
1447 return 0;
1448 }
1449
1491 return write_note (pl, item, string, skill); 1450 return write_note (pl, item, params, skill);
1451 }
1492 1452
1493 return 0; 1453 return 0;
1494} 1454}
1495 1455
1496/* find_throw_ob() - if we request an object, then 1456/* find_throw_ob() - if we request an object, then
1598 object *toss_item = orig->clone (); 1558 object *toss_item = orig->clone ();
1599 1559
1600 toss_item->type = THROWN_OBJ; 1560 toss_item->type = THROWN_OBJ;
1601 CLEAR_FLAG (toss_item, FLAG_CHANGING); 1561 CLEAR_FLAG (toss_item, FLAG_CHANGING);
1602 toss_item->stats.dam = 0; /* default damage */ 1562 toss_item->stats.dam = 0; /* default damage */
1603 insert_ob_in_ob (orig, toss_item); 1563 toss_item->insert (orig);
1564
1604 return toss_item; 1565 return toss_item;
1605} 1566}
1606 1567
1607/* do_throw() - op throws any object toss_item. This code 1568/* do_throw() - op throws any object toss_item. This code
1608 * was borrowed from fire_bow. 1569 * was borrowed from fire_bow.
1701 left = throw_ob; /* these are throwing objects left to the player */ 1662 left = throw_ob; /* these are throwing objects left to the player */
1702 1663
1703 /* sometimes get_split_ob can't split an object (because op->nrof==0?) 1664 /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1704 * and returns NULL. We must use 'left' then 1665 * and returns NULL. We must use 'left' then
1705 */ 1666 */
1706 1667 if (!(throw_ob = throw_ob->split ()))
1707 if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL)
1708 { 1668 {
1709 throw_ob = left; 1669 throw_ob = left;
1710 left->remove (); 1670 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 } 1671 }
1721 1672
1722 /* special case: throwing powdery substances like dust, dirt */ 1673 /* special case: throwing powdery substances like dust, dirt */
1723 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) 1674 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1724 { 1675 {
1748 */ 1699 */
1749 throw_ob->inv->set_owner (op); 1700 throw_ob->inv->set_owner (op);
1750 throw_ob->direction = dir; 1701 throw_ob->direction = dir;
1751 1702
1752 /* the damage bonus from the force of the throw */ 1703 /* the damage bonus from the force of the throw */
1753 dam = (int) (str_factor * dam_bonus[eff_str]); 1704 dam = int (str_factor * dam_bonus[eff_str]);
1754 1705
1755 /* Now, lets adjust the properties of the thrown_ob. */ 1706 /* Now, lets adjust the properties of the thrown_ob. */
1756 1707
1757 /* how far to fly */ 1708 /* how far to fly */
1758 throw_ob->last_sp = (eff_str * 3) / 5; 1709 throw_ob->last_sp = (eff_str * 3) / 5;

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