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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 1.55 by root, Thu May 22 15:37:44 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>
134 { 133 {
135 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); 134 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
136 return 0; 135 return 0;
137 } 136 }
138 137
139 /* Ok then, go thru their inventory, stealing */ 138 /* Ok then, go through their inventory, stealing */
140 for (tmp = op->inv; tmp; tmp = next) 139 for (tmp = op->inv; tmp; tmp = next)
141 { 140 {
142 next = tmp->below; 141 next = tmp->below;
143 142
144 /* you can't steal worn items, starting items, wiz stuff, 143 /* you can't steal worn items, starting items, wiz stuff,
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)
204 */ 197 */
205 198
206 if ((roll >= skill->level) || !chance 199 if ((roll >= skill->level) || !chance
207 || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW))))) 200 || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW)))))
208 { 201 {
209
210 /* victim figures out where the thief is! */ 202 /* victim figures out where the thief is! */
211 if (who->hide) 203 if (who->hide)
212 make_visible (who); 204 make_visible (who);
213 205
214 if (op->type != PLAYER) 206 if (op->type != PLAYER)
217 if (who->type == PLAYER) 209 if (who->type == PLAYER)
218 { 210 {
219 npc_call_help (op); 211 npc_call_help (op);
220 new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op)); 212 new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op));
221 } 213 }
214
222 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 215 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
223 /* all remaining npc items are guarded now. Set flag NO_STEAL 216 /* all remaining npc items are guarded now. Set flag NO_STEAL
224 * on the victim. 217 * on the victim.
225 */ 218 */
226 SET_FLAG (op, FLAG_NO_STEAL); 219 SET_FLAG (op, FLAG_NO_STEAL);
229 { /* stealing from another player */ 222 { /* stealing from another player */
230 char buf[MAX_BUF]; 223 char buf[MAX_BUF];
231 224
232 /* Notify the other player */ 225 /* Notify the other player */
233 if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW)) 226 if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW))
234 {
235 sprintf (buf, "Your %s is missing!", query_name (success)); 227 sprintf (buf, "Your %s is missing!", query_name (success));
236 }
237 else 228 else
238 {
239 sprintf (buf, "Your pack feels strangely lighter."); 229 sprintf (buf, "Your pack feels strangely lighter.");
240 } 230
241 new_draw_info (NDI_UNIQUE, 0, op, buf); 231 new_draw_info (NDI_UNIQUE, 0, op, buf);
242 if (!success) 232 if (!success)
243 { 233 {
244 if (who->invisible) 234 if (who->invisible)
245 {
246 sprintf (buf, "you feel itchy fingers getting at your pack."); 235 sprintf (buf, "you feel itchy fingers getting at your pack.");
247 }
248 else 236 else
249 {
250 sprintf (buf, "%s looks very shifty.", query_name (who)); 237 sprintf (buf, "%s looks very shifty.", query_name (who));
251 } 238
252 new_draw_info (NDI_UNIQUE, 0, op, buf); 239 new_draw_info (NDI_UNIQUE, 0, op, buf);
253 } 240 }
254 } /* else stealing from another player */ 241 } /* else stealing from another player */
255 /* play_sound("stop! thief!"); kindofthing */ 242 /* play_sound("stop! thief!"); kindofthing */
256 } /* if you weren't 100% successful */ 243 } /* if you weren't 100% successful */
244
257 return success ? 1 : 0; 245 return success ? 1 : 0;
258} 246}
259 247
260int 248int
261steal (object *op, int dir, object *skill) 249steal (object *op, int dir, object *skill)
489static void 477static void
490stop_jump (object *pl, int dist, int spaces) 478stop_jump (object *pl, int dist, int spaces)
491{ 479{
492 pl->update_stats (); 480 pl->update_stats ();
493 pl->map->insert (pl, pl->x, pl->y, pl); 481 pl->map->insert (pl, pl->x, pl->y, pl);
482 pl->speed_left -= fabs (pl->speed * 8);
494} 483}
495 484
496static int 485static int
497attempt_jump (object *pl, int dir, int spaces, object *skill) 486attempt_jump (object *pl, int dir, int spaces, object *skill)
498{ 487{
499 object *tmp; 488 object *tmp;
500 int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags; 489 int i, dx = freearr_x[dir], dy = freearr_y[dir], mflags;
501 sint16 x, y; 490 sint16 x, y;
502 maptile *m; 491 maptile *m;
503 492
504 /* Jump loop. Go through spaces opject wants to jump. Halt the 493 /* 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 494 * 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 495 * temporarily to allow player to aviod exits/archs that are not
507 * fly_on, fly_off. This will also prevent pickup of objects 496 * fly_on, fly_off. This will also prevent pickup of objects
508 * while jumping over them. 497 * while jumping over them.
509 */ 498 */
510
511 pl->remove (); 499 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; 500 pl->move_type |= MOVE_FLY_LOW;
519 501
520 for (i = 0; i <= spaces; i++) 502 for (i = 0; i <= spaces; i++)
521 { 503 {
522 x = pl->x + dx; 504 x = pl->x + dx;
525 507
526 mflags = get_map_flags (m, &m, x, y, &x, &y); 508 mflags = get_map_flags (m, &m, x, y, &x, &y);
527 509
528 if (mflags & P_OUT_OF_MAP) 510 if (mflags & P_OUT_OF_MAP)
529 { 511 {
530 (void) stop_jump (pl, i, spaces);
531 return 0;
532 }
533 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
534 {
535 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
536 stop_jump (pl, i, spaces); 512 stop_jump (pl, i, spaces);
537 return 0; 513 return 0;
538 } 514 }
539 515
540 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 516 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
541 { 517 {
542 /* Jump into creature */ 518 /* Jump into creature */
519 if (QUERY_FLAG (tmp, FLAG_MONSTER)
543 if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden))) 520 || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
544 { 521 {
545 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name); 522 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
523
524 stop_jump (pl, i, spaces);
525
526 int exp = 0;
527
546 if (tmp->type != PLAYER || 528 if (tmp->type != PLAYER
547 (pl->type == PLAYER && pl->contr->party == NULL) || 529 || (pl->type == PLAYER && !pl->contr->party)
548 (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party)) 530 || (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 */ 531 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
550 stop_jump (pl, i, spaces); 532
551 return exp; /* note that calc_skill_exp() is already called by skill_attack() */ 533 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
552 } 534 }
535
553 /* If the space has fly on set (no matter what the space is), 536 /* If the space has fly on set (no matter what the space is),
554 * we should get the effects - after all, the player is 537 * we should get the effects - after all, the player is
555 * effectively flying. 538 * effectively flying.
556 */ 539 */
557 if (tmp->move_on & MOVE_FLY_LOW) 540 if (tmp->move_on & MOVE_FLY_LOW)
558 { 541 {
559 pl->x = x; 542 pl->x = x;
560 pl->y = y; 543 pl->y = y;
561 pl->map = m; 544 pl->map = m;
562 stop_jump (pl, i, spaces); 545 stop_jump (pl, i, spaces);
546
563 return calc_skill_exp (pl, NULL, skill); 547 return calc_skill_exp (pl, NULL, skill);
564 } 548 }
565 } 549 }
550
551 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
552 {
553 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
554 stop_jump (pl, i, spaces);
555 return 0;
556 }
557
566 pl->x = x; 558 pl->x = x;
567 pl->y = y; 559 pl->y = y;
568 pl->map = m; 560 pl->map = m;
569 } 561 }
562
570 stop_jump (pl, i, spaces); 563 stop_jump (pl, i, spaces);
564
571 return calc_skill_exp (pl, NULL, skill); 565 return calc_skill_exp (pl, NULL, skill);
572} 566}
573 567
574/* jump() - this is both a new type of movement for player/monsters and 568/* jump() - this is both a new type of movement for player/monsters and
575 * an attack as well. 569 * an attack as well.
576 * Perhaps we should allow more spaces based on level, eg, level 50 570 * Perhaps we should allow more spaces based on level, eg, level 50
577 * jumper can jump several spaces? 571 * jumper can jump several spaces?
578 */ 572 */
579
580int 573int
581jump (object *pl, int dir, object *skill) 574jump (object *pl, int dir, object *skill)
582{ 575{
583 int spaces = 0, stats;
584 int str = pl->stats.Str; 576 int str = pl->stats.Str;
585 int dex = pl->stats.Dex; 577 int dex = pl->stats.Dex;
586 578
587 dex = dex ? dex : 15; 579 dex = dex ? dex : 15;
588 str = str ? str : 10; 580 str = str ? str : 10;
589 581
590 stats = str * str * str * dex * skill->level; 582 int stats = str * str * str * dex * skill->level;
583 int spaces = min (3, skill->level, stats / (pl->carrying + 1));
591 584
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) 585 if (spaces == 0)
600 { 586 {
601 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump."); 587 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
602 return 0; 588 return 0;
603 } 589 }
590
604 return attempt_jump (pl, dir, spaces, skill); 591 return attempt_jump (pl, dir, spaces, skill);
605} 592}
606
607 593
608/* skill_ident() - this code is supposed to allow players to identify 594/* skill_ident() - this code is supposed to allow players to identify
609 * classes of objects with the various "auto-ident" skills. Player must 595 * classes of objects with the various "auto-ident" skills. Player must
610 * have unidentified objects of the right type in order for the skill 596 * have unidentified objects of the right type in order for the skill
611 * to work. While multiple classes of objects may be identified, 597 * 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 598 * 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. 599 * more generalized. Right now, skill indices are embedded in this routine.
614 * Returns amount of experience gained (on successful ident). 600 * Returns amount of experience gained (on successful ident).
615 * - b.t. (thomas@astro.psu.edu) 601 * - b.t. (thomas@astro.psu.edu)
616 */ 602 */
617
618static int 603static int
619do_skill_detect_curse (object *pl, object *skill) 604do_skill_detect_curse (object *pl, object *skill)
620{ 605{
621 object *tmp; 606 object *tmp;
622 int success = 0; 607 int success = 0;
700 if (tmp->msg) 685 if (tmp->msg)
701 { 686 {
702 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 687 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
703 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); 688 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
704 } 689 }
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 } 690 }
691
710 success += calc_skill_exp (pl, tmp, skill); 692 success += calc_skill_exp (pl, tmp, skill);
711 } 693 }
712 else 694 else
713 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); 695 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
714 } 696 }
719/* do_skill_ident() - workhorse for skill_ident() -b.t. 701/* do_skill_ident() - workhorse for skill_ident() -b.t.
720 */ 702 */
721static int 703static int
722do_skill_ident (object *pl, int obj_class, object *skill) 704do_skill_ident (object *pl, int obj_class, object *skill)
723{ 705{
724 object *tmp;
725 int success = 0; 706 int success = 0;
726 707
727 for (tmp = pl->inv; tmp; tmp = tmp->below) 708 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
728 success += do_skill_ident2 (tmp, pl, obj_class, skill); 709 success += do_skill_ident2 (tmp, pl, obj_class, skill);
729 /* check the ground */ 710 /* check the ground */
730 711
731 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) 712 for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above)
732 success += do_skill_ident2 (tmp, pl, obj_class, skill); 713 success += do_skill_ident2 (tmp, pl, obj_class, skill);
733 714
734 return success; 715 return success;
735} 716}
736 717
744 725
745 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby..."); 726 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
746 727
747 switch (skill->subtype) 728 switch (skill->subtype)
748 { 729 {
749 case SK_SMITHERY: 730 case SK_SMITHERY:
750 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill) 731 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) 732 + 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) 733 + 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); 734 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
754 break; 735 break;
755 736
756 case SK_BOWYER: 737 case SK_BOWYER:
757 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill); 738 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
758 break; 739 break;
759 740
760 case SK_ALCHEMY: 741 case SK_ALCHEMY:
761 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill) 742 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); 743 + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
763 break; 744 break;
764 745
765 case SK_WOODSMAN: 746 case SK_WOODSMAN:
766 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill); 747 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
767 break; 748 break;
768 749
769 case SK_JEWELER: 750 case SK_JEWELER:
770 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill); 751 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
771 break; 752 break;
772 753
773 case SK_LITERACY: 754 case SK_LITERACY:
774 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill); 755 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
775 break; 756 break;
776 757
777 case SK_THAUMATURGY: 758 case SK_THAUMATURGY:
778 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill); 759 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
779 break; 760 break;
780 761
781 case SK_DET_CURSE: 762 case SK_DET_CURSE:
782 success = do_skill_detect_curse (pl, skill); 763 success = do_skill_detect_curse (pl, skill);
783 if (success) 764 if (success)
784 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); 765 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
785 break; 766 break;
786 767
787 case SK_DET_MAGIC: 768 case SK_DET_MAGIC:
788 success = do_skill_detect_magic (pl, skill); 769 success = do_skill_detect_magic (pl, skill);
789 if (success) 770 if (success)
790 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!"); 771 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!");
791 break; 772 break;
792 773
793 default: 774 default:
794 LOG (llevError, "Error: bad call to skill_ident()\n"); 775 LOG (llevError, "Error: bad call to skill_ident()\n");
795 return 0; 776 return 0;
796 break; 777 break;
797 } 778 }
779
798 if (!success) 780 if (!success)
799 {
800 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); 781 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
801 } 782
802 return success; 783 return success;
803} 784}
804 785
805/* players using this skill can 'charm' a monster -- 786/* players using this skill can 'charm' a monster --
806 * into working for them. It can only be used on 787 * into working for them. It can only be used on
898 /* Ok, got a 'sucker' lets try to make them a follower */ 879 /* 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)) 880 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
900 { 881 {
901 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); 882 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
902 883
884 INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl));
903 tmp->set_owner (pl); 885 tmp->set_owner (pl);
904 tmp->skill = skill->skill; 886 tmp->skill = skill->skill;
905 tmp->stats.exp = 0; 887 tmp->stats.exp = 0;
906 add_friendly_object (tmp);
907 tmp->attack_movement = PETMOVE; 888 tmp->attack_movement = PETMOVE;
889
890 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
891 add_friendly_object (tmp);
892
908 return calc_skill_exp (pl, tmp, skill); 893 return calc_skill_exp (pl, tmp, skill);
909 } 894 }
910 /* Charm failed. Creature may be angry now */ 895 /* 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)) 896 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
912 { 897 {
913 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); 898 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
914 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 899 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
915 { 900 {
916 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
917 remove_friendly_object (tmp); 901 remove_friendly_object (tmp);
918 tmp->attack_movement = 0; /* needed? */ 902 tmp->attack_movement = 0; /* needed? */
919 } 903 }
920 904
921 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 905 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
1122 success += calc_skill_exp (op, tmp, skill); 1106 success += calc_skill_exp (op, tmp, skill);
1123 } 1107 }
1124 } 1108 }
1125 } 1109 }
1126 } 1110 }
1111
1127 return success; 1112 return success;
1128} 1113}
1129
1130 1114
1131/* pray() - when this skill is called from do_skill(), it allows 1115/* 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. 1116 * 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 1117 * 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 1118 * 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 1119 * the effect here can be done on demand, we probably don't want to
1136 * give infinite exp by returning true in any cases. 1120 * give infinite exp by returning true in any cases.
1137 */ 1121 */
1138
1139int 1122int
1140pray (object *pl, object *skill) 1123pray (object *pl, object *skill)
1141{ 1124{
1142 char buf[MAX_BUF]; 1125 char buf[MAX_BUF];
1143 object *tmp; 1126 object *tmp;
1168 if (pl->stats.grace < pl->stats.maxgrace) 1151 if (pl->stats.grace < pl->stats.maxgrace)
1169 { 1152 {
1170 pl->stats.grace++; 1153 pl->stats.grace++;
1171 pl->last_grace = -1; 1154 pl->last_grace = -1;
1172 } 1155 }
1156
1173 return 0; 1157 return 0;
1174} 1158}
1175 1159
1176/* This skill allows the player to regain a few sp or hp for a 1160/* 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 1161 * brief period of concentration. No armour or weapons may be
1178 * wielded/applied for this to work. The amount of time needed 1162 * wielded/applied for this to work. The amount of time needed
1179 * to concentrate and the # of points regained is dependant on 1163 * to concentrate and the # of points regained is dependant on
1180 * the level of the user. - b.t. thomas@astro.psu.edu 1164 * the level of the user. - b.t. thomas@astro.psu.edu
1181 */ 1165 */
1182
1183void 1166void
1184meditate (object *pl, object *skill) 1167meditate (object *pl, object *skill)
1185{ 1168{
1186 object *tmp; 1169 object *tmp;
1187 1170
1230 pl->last_heal = -1; 1213 pl->last_heal = -1;
1231 } 1214 }
1232} 1215}
1233 1216
1234/* write_note() - this routine allows players to inscribe messages in 1217/* write_note() - this routine allows players to inscribe messages in
1235 * ordinary 'books' (anything that is type BOOK). b.t. 1218 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1236 */ 1219 */
1237static int 1220static int
1238write_note (object *pl, object *item, const char *msg, object *skill) 1221write_note (object *pl, object *item, const char *msg, object *skill)
1239{ 1222{
1223 if (strstr (msg, "\nendmsg"))
1224 {
1225 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1226 return 0;
1227 }
1228
1229 int len = strlen (msg);
1230
1231 if (!is_utf8_string ((U8 *)msg, len))
1232 {
1233 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!");
1234 return 0;
1235 }
1236
1237 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1238 return RESULT_INT (0);
1239
1240 char buf[1024]; 1240 char buf[1024];
1241 object *newBook = NULL;
1242 1241
1243 /* a pair of sanity checks */ 1242 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 } 1243 {
1244 snprintf (buf, sizeof (buf), "%s\n", msg);
1253 1245
1254 if (strcasestr_local (msg, "endmsg")) 1246 object *newbook = arch_to_object (item->other_arch);
1255 { 1247 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; 1248 newbook->nrof = 1;
1277 newBook->msg = buf; 1249 newbook->msg = buf;
1278 newBook = insert_ob_in_ob (newBook, pl); 1250 newbook->flag [FLAG_IDENTIFIED] = true;
1279 esrv_send_item (pl, newBook); 1251
1252 if (item->subtype == 1) // mailscrolls
1280 } 1253 {
1281 else 1254 newbook->name = item->name;
1255 newbook->name_pl = item->name_pl;
1282 { 1256 }
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 1257
1258 pl->insert (newbook);
1259
1260 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)); 1261 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1291 return strlen (msg); 1262 return strlen (msg);
1292 } 1263 }
1293 else 1264 else
1294 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item)); 1265 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", &item->name);
1295 1266
1296 return 0; 1267 return 0;
1297} 1268}
1298 1269
1299/* write_scroll() - this routine allows players to inscribe spell scrolls 1270/* write_scroll() - this routine allows players to inscribe spell scrolls
1300 * of spells which they know. Backfire effects are possible with the 1271 * of spells which they know. Backfire effects are possible with the
1301 * severity of the backlash correlated with the difficulty of the scroll 1272 * severity of the backlash correlated with the difficulty of the scroll
1302 * that is attempted. -b.t. thomas@astro.psu.edu 1273 * that is attempted. -b.t. thomas@astro.psu.edu
1303 */ 1274 */
1304
1305static int 1275static int
1306write_scroll (object *pl, object *scroll, object *skill) 1276write_scroll (object *pl, object *scroll, object *skill)
1307{ 1277{
1308 int success = 0, confused = 0; 1278 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 1279
1318 /* Check if we are ready to attempt inscription */ 1280 /* Check if we are ready to attempt inscription */
1319 chosen_spell = pl->contr->ranged_ob; 1281 object *chosen_spell = pl->contr->ranged_ob;
1282
1320 if (!chosen_spell || chosen_spell->type != SPELL) 1283 if (!chosen_spell || chosen_spell->type != SPELL)
1321 { 1284 {
1322 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); 1285 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1323 return 0; 1286 return 0;
1324 } 1287 }
1330 } 1293 }
1331 1294
1332 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) 1295 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1333 { 1296 {
1334 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); 1297 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; 1298 return 0;
1347 } 1299 }
1348 1300
1349 /* ok, we are ready to try inscription */ 1301 /* ok, we are ready to try inscription */
1350 if (QUERY_FLAG (pl, FLAG_CONFUSED)) 1302 if (QUERY_FLAG (pl, FLAG_CONFUSED))
1354 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); 1306 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); 1307 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1356 1308
1357 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) 1309 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1358 { 1310 {
1359 if (scroll->nrof > 1) 1311 object *newscroll = arch_to_object (scroll->other_arch);
1360 { 1312 scroll->decrease ();
1361 newscroll = scroll->clone ();
1362 decrease_ob (scroll);
1363 newscroll->nrof = 1; 1313 newscroll->nrof = 1;
1364 } 1314
1365 else 1315 pl->contr->play_sound (sound_find ("inscribe_success"));
1366 newscroll = scroll;
1367 1316
1368 if (!confused) 1317 if (!confused)
1369 { 1318 {
1370 newscroll->level = MAX (skill->level, chosen_spell->level); 1319 newscroll->level = MAX (skill->level, chosen_spell->level);
1320 newscroll->flag [FLAG_IDENTIFIED] = true;
1371 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll."); 1321 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1372 } 1322 }
1373 else 1323 else
1374 { 1324 {
1375 chosen_spell = find_random_spell_in_ob (pl, NULL); 1325 chosen_spell = find_random_spell_in_ob (pl, NULL);
1376 if (!chosen_spell) 1326 if (!chosen_spell)
1378 1328
1379 newscroll->level = MAX (skill->level, chosen_spell->level); 1329 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."); 1330 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1381 } 1331 }
1382 1332
1383 if (newscroll->inv)
1384 newscroll->inv->destroy ();
1385
1386 tmp = chosen_spell->clone (); 1333 object *tmp = chosen_spell->clone ();
1387 insert_ob_in_ob (tmp, newscroll); 1334 insert_ob_in_ob (tmp, newscroll);
1388 1335
1389 /* Same code as from treasure.c - so they can better merge. 1336 /* Same code as from treasure.C - so they can better merge.
1390 * if players want to sell them, so be it. 1337 * if players want to sell them, so be it.
1391 */ 1338 */
1392 newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); 1339 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1393 newscroll->stats.exp = newscroll->value / 5; 1340 newscroll->stats.exp = newscroll->value / 5;
1394 1341
1395 /* wait until finished manipulating the scroll before inserting it */ 1342 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 1343
1403 newscroll = insert_ob_in_ob (newscroll, pl);
1404 esrv_send_item (pl, newscroll);
1405 success = calc_skill_exp (pl, newscroll, skill); 1344 success = calc_skill_exp (pl, newscroll, skill);
1406 if (!confused) 1345 if (!confused)
1407 success *= 2; 1346 success *= 2;
1347
1408 success = success * skill->level; 1348 success = success * skill->level;
1409 return success; 1349 return success;
1410
1411 } 1350 }
1412 else 1351 else
1413 { /* Inscription has failed */ 1352 { /* Inscription has failed */
1353 pl->contr->play_sound (sound_find ("inscribe_fail"));
1414 1354
1415 if (chosen_spell->level > skill->level || confused) 1355 if (chosen_spell->level > skill->level || confused)
1416 { /*backfire! */ 1356 { /*backfire! */
1417 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); 1357 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!");
1358
1418 if (random_roll (0, 1, pl, PREFER_LOW) == 1) 1359 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1419 pl->drain_specific_stat (4); 1360 pl->drain_specific_stat (4);
1420 else 1361 else
1421 { 1362 {
1422 confuse_player (pl, pl, 99); 1363 confuse_player (pl, pl, 99);
1423 return (-30 * chosen_spell->level); 1364 return -30 * chosen_spell->level;
1424 } 1365 }
1425 } 1366 }
1426 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) 1367 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1427 { 1368 {
1428 new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind!"); 1369 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); 1370 confuse_player (pl, pl, 99);
1430 } 1371 }
1431 else 1372 else
1432 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll."); 1373 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 } 1374 }
1434 1375
1435 return 0; 1376 return 0;
1436} 1377}
1437 1378
1438/* write_on_item() - wrapper for write_note and write_scroll */ 1379/* write_on_item() - wrapper for write_note and write_scroll */
1439int 1380int
1440write_on_item (object *pl, const char *params, object *skill) 1381write_on_item (object *pl, const char *params, object *skill)
1441{ 1382{
1442 object *item;
1443 const char *string = params;
1444 int msgtype;
1445 archetype *skat; 1383 archetype *skat;
1446 1384
1447 if (pl->type != PLAYER) 1385 if (pl->type != PLAYER)
1448 return 0; 1386 return 0;
1449 1387
1450 if (!params) 1388 if (!params)
1451 {
1452 params = ""; 1389 params = "";
1453 string = params;
1454 }
1455 1390
1456 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); 1391 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1457 1392
1458 /* Need to be able to read before we can write! */ 1393 /* Need to be able to read before we can write! */
1459 if (!find_skill_by_name (pl, skat->clone.skill)) 1394 if (!find_skill_by_name (pl, skat->skill))
1460 { 1395 {
1461 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!"); 1396 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; 1397 return 0;
1463 } 1398 }
1464 1399
1465 /* if there is a message then it goes in a book and no message means 1400 object *item = find_marked_object (pl);
1466 * write active spell into the scroll
1467 */
1468 msgtype = (string[0] != '\0') ? BOOK : SCROLL;
1469 1401
1470 /* find an item of correct type to write on */ 1402 /* find an item of correct type to write on */
1471 if (!(item = find_marked_object (pl))) 1403 if (!item)
1404 {
1405 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.>");
1406 return 0;
1472 { 1407 }
1473 new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on."); 1408
1409 if (item->type != INSCRIBABLE)
1410 {
1411 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1474 return 0; 1412 return 0;
1475 } 1413 }
1476 1414
1477 if (QUERY_FLAG (item, FLAG_UNPAID)) 1415 if (QUERY_FLAG (item, FLAG_UNPAID))
1478 { 1416 {
1479 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); 1417 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1480 return 0; 1418 return 0;
1481 } 1419 }
1482 if (msgtype != item->type) 1420
1421 if (item->other_arch->type == SCROLL)
1483 { 1422 {
1484 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll"); 1423 if (*params)
1424 {
1425 // check readied scroll
1426 new_draw_info_format (NDI_UNIQUE, 0, pl,
1427 "When inscribing spells you need to ready a spell and do not specify a string argument.\n"
1428 "Usage: cast [spell name]; use_skill %s", &skill->skill);
1485 return 0; 1429 return 0;
1486 } 1430 }
1487 1431
1488 if (msgtype == SCROLL)
1489 return write_scroll (pl, item, skill); 1432 return write_scroll (pl, item, skill);
1490 else if (msgtype == BOOK) 1433 }
1434 else
1435 {
1436 if (!*params)
1437 {
1438 new_draw_info_format (NDI_UNIQUE, 0, pl,
1439 "When inscribing books you need to specify the words you want to inscribe as command argument.\n"
1440 "Usage: use_skill %s <message>", &skill->skill);
1441 return 0;
1442 }
1443
1491 return write_note (pl, item, string, skill); 1444 return write_note (pl, item, params, skill);
1445 }
1492 1446
1493 return 0; 1447 return 0;
1494} 1448}
1495 1449
1496/* find_throw_ob() - if we request an object, then 1450/* find_throw_ob() - if we request an object, then
1578 return tmp; 1532 return tmp;
1579} 1533}
1580 1534
1581/* make_throw_ob() We construct the 'carrier' object in 1535/* make_throw_ob() We construct the 'carrier' object in
1582 * which we will insert the object that is being thrown. 1536 * which we will insert the object that is being thrown.
1583 * This combination becomes the 'thrown object'. -b.t. 1537 * This combination becomes the 'thrown object'. -b.t.
1584 */ 1538 */
1585static object * 1539static object *
1586make_throw_ob (object *orig) 1540make_throw_ob (object *orig)
1587{ 1541{
1588 if (!orig) 1542 if (!orig)
1589 return NULL; 1543 return 0;
1590 1544
1591 if (QUERY_FLAG (orig, FLAG_APPLIED)) 1545 if (QUERY_FLAG (orig, FLAG_APPLIED))
1592 { 1546 {
1593 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); 1547 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1594 /* insufficient workaround, but better than nothing */ 1548 /* insufficient workaround, but better than nothing */
1598 object *toss_item = orig->clone (); 1552 object *toss_item = orig->clone ();
1599 1553
1600 toss_item->type = THROWN_OBJ; 1554 toss_item->type = THROWN_OBJ;
1601 CLEAR_FLAG (toss_item, FLAG_CHANGING); 1555 CLEAR_FLAG (toss_item, FLAG_CHANGING);
1602 toss_item->stats.dam = 0; /* default damage */ 1556 toss_item->stats.dam = 0; /* default damage */
1603 insert_ob_in_ob (orig, toss_item); 1557 toss_item->insert (orig);
1558
1604 return toss_item; 1559 return toss_item;
1605} 1560}
1606 1561
1607/* do_throw() - op throws any object toss_item. This code 1562/* do_throw() - op throws any object toss_item. This code
1608 * was borrowed from fire_bow. 1563 * was borrowed from fire_bow.
1701 left = throw_ob; /* these are throwing objects left to the player */ 1656 left = throw_ob; /* these are throwing objects left to the player */
1702 1657
1703 /* sometimes get_split_ob can't split an object (because op->nrof==0?) 1658 /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1704 * and returns NULL. We must use 'left' then 1659 * and returns NULL. We must use 'left' then
1705 */ 1660 */
1706 1661 if (!(throw_ob = throw_ob->split ()))
1707 if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL)
1708 { 1662 {
1709 throw_ob = left; 1663 throw_ob = left;
1710 left->remove (); 1664 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 } 1665 }
1721 1666
1722 /* special case: throwing powdery substances like dust, dirt */ 1667 /* special case: throwing powdery substances like dust, dirt */
1723 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) 1668 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1724 { 1669 {
1748 */ 1693 */
1749 throw_ob->inv->set_owner (op); 1694 throw_ob->inv->set_owner (op);
1750 throw_ob->direction = dir; 1695 throw_ob->direction = dir;
1751 1696
1752 /* the damage bonus from the force of the throw */ 1697 /* the damage bonus from the force of the throw */
1753 dam = (int) (str_factor * dam_bonus[eff_str]); 1698 dam = int (str_factor * dam_bonus[eff_str]);
1754 1699
1755 /* Now, lets adjust the properties of the thrown_ob. */ 1700 /* Now, lets adjust the properties of the thrown_ob. */
1756 1701
1757 /* how far to fly */ 1702 /* how far to fly */
1758 throw_ob->last_sp = (eff_str * 3) / 5; 1703 throw_ob->last_sp = (eff_str * 3) / 5;

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