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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 1.56 by root, Thu Sep 11 13:46:22 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>
65 * it quite a bit harder to steal. 64 * it quite a bit harder to steal.
66 */ 65 */
67 for (equip = op->inv; equip; equip = equip->below) 66 for (equip = op->inv; equip; equip = equip->below)
68 { 67 {
69 if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED)) 68 if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED))
70 {
71 roll -= equip->weight / 10000; 69 roll -= equip->weight / 10000;
72 } 70
73 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED)) 71 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED))
74 roll -= equip->weight / 5000; 72 roll -= equip->weight / 5000;
73
75 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) 74 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED))
76 {
77 roll -= equip->weight / 2000; 75 roll -= equip->weight / 2000;
78 } 76
79 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED)) 77 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED))
80 roll -= equip->weight / 5000; 78 roll -= equip->weight / 5000;
79
81 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED)) 80 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED))
82 roll -= equip->weight / 100; 81 roll -= equip->weight / 100;
83 } 82 }
83
84 if (roll < 0) 84 if (roll < 0)
85 roll = 0; 85 roll = 0;
86
86 return roll; 87 return roll;
87} 88}
88 89
89/* 90/*
90 * When stealing: dependent on the intelligence/wisdom of whom you're 91 * When stealing: dependent on the intelligence/wisdom of whom you're
134 { 135 {
135 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); 136 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
136 return 0; 137 return 0;
137 } 138 }
138 139
139 /* Ok then, go thru their inventory, stealing */ 140 /* Ok then, go through their inventory, stealing */
140 for (tmp = op->inv; tmp; tmp = next) 141 for (tmp = op->inv; tmp; tmp = next)
141 { 142 {
142 next = tmp->below; 143 next = tmp->below;
143 144
144 /* you can't steal worn items, starting items, wiz stuff, 145 /* you can't steal worn items, starting items, wiz stuff,
178 if (tmp->destroyed () || tmp->env != op) 179 if (tmp->destroyed () || tmp->env != op)
179 { 180 {
180 /* for players, play_sound: steals item */ 181 /* for players, play_sound: steals item */
181 success = tmp; 182 success = tmp;
182 CLEAR_FLAG (tmp, FLAG_INV_LOCKED); 183 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 } 184 }
185
191 break; 186 break;
192 } 187 }
193 } /* for loop looking for an item */ 188 } /* for loop looking for an item */
194 189
195 if (!tmp) 190 if (!tmp)
204 */ 199 */
205 200
206 if ((roll >= skill->level) || !chance 201 if ((roll >= skill->level) || !chance
207 || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW))))) 202 || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW)))))
208 { 203 {
209
210 /* victim figures out where the thief is! */ 204 /* victim figures out where the thief is! */
211 if (who->hide) 205 if (who->hide)
212 make_visible (who); 206 make_visible (who);
213 207
214 if (op->type != PLAYER) 208 if (op->type != PLAYER)
217 if (who->type == PLAYER) 211 if (who->type == PLAYER)
218 { 212 {
219 npc_call_help (op); 213 npc_call_help (op);
220 new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op)); 214 new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op));
221 } 215 }
216
222 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 217 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
223 /* all remaining npc items are guarded now. Set flag NO_STEAL 218 /* all remaining npc items are guarded now. Set flag NO_STEAL
224 * on the victim. 219 * on the victim.
225 */ 220 */
226 SET_FLAG (op, FLAG_NO_STEAL); 221 SET_FLAG (op, FLAG_NO_STEAL);
229 { /* stealing from another player */ 224 { /* stealing from another player */
230 char buf[MAX_BUF]; 225 char buf[MAX_BUF];
231 226
232 /* Notify the other player */ 227 /* Notify the other player */
233 if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW)) 228 if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW))
234 {
235 sprintf (buf, "Your %s is missing!", query_name (success)); 229 sprintf (buf, "Your %s is missing!", query_name (success));
236 }
237 else 230 else
238 {
239 sprintf (buf, "Your pack feels strangely lighter."); 231 sprintf (buf, "Your pack feels strangely lighter.");
240 } 232
241 new_draw_info (NDI_UNIQUE, 0, op, buf); 233 new_draw_info (NDI_UNIQUE, 0, op, buf);
242 if (!success) 234 if (!success)
243 { 235 {
244 if (who->invisible) 236 if (who->invisible)
245 {
246 sprintf (buf, "you feel itchy fingers getting at your pack."); 237 sprintf (buf, "you feel itchy fingers getting at your pack.");
247 }
248 else 238 else
249 {
250 sprintf (buf, "%s looks very shifty.", query_name (who)); 239 sprintf (buf, "%s looks very shifty.", query_name (who));
251 } 240
252 new_draw_info (NDI_UNIQUE, 0, op, buf); 241 new_draw_info (NDI_UNIQUE, 0, op, buf);
253 } 242 }
254 } /* else stealing from another player */ 243 } /* else stealing from another player */
255 /* play_sound("stop! thief!"); kindofthing */ 244 /* play_sound("stop! thief!"); kindofthing */
256 } /* if you weren't 100% successful */ 245 } /* if you weren't 100% successful */
246
257 return success ? 1 : 0; 247 return success ? 1 : 0;
258} 248}
259 249
260int 250int
261steal (object *op, int dir, object *skill) 251steal (object *op, int dir, object *skill)
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 -= fabs (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 = freearr_x[dir], dy = freearr_y[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);
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); 514 stop_jump (pl, i, spaces);
537 return 0; 515 return 0;
538 } 516 }
539 517
540 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 518 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
541 { 519 {
542 /* Jump into creature */ 520 /* Jump into creature */
521 if (QUERY_FLAG (tmp, FLAG_MONSTER)
543 if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden))) 522 || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
544 { 523 {
545 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name); 524 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
525
526 stop_jump (pl, i, spaces);
527
528 int exp = 0;
529
546 if (tmp->type != PLAYER || 530 if (tmp->type != PLAYER
547 (pl->type == PLAYER && pl->contr->party == NULL) || 531 || (pl->type == PLAYER && !pl->contr->party)
548 (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party)) 532 || (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 */ 533 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
550 stop_jump (pl, i, spaces); 534
551 return exp; /* note that calc_skill_exp() is already called by skill_attack() */ 535 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
552 } 536 }
537
553 /* If the space has fly on set (no matter what the space is), 538 /* If the space has fly on set (no matter what the space is),
554 * we should get the effects - after all, the player is 539 * we should get the effects - after all, the player is
555 * effectively flying. 540 * effectively flying.
556 */ 541 */
557 if (tmp->move_on & MOVE_FLY_LOW) 542 if (tmp->move_on & MOVE_FLY_LOW)
558 { 543 {
559 pl->x = x; 544 pl->x = x;
560 pl->y = y; 545 pl->y = y;
561 pl->map = m; 546 pl->map = m;
562 stop_jump (pl, i, spaces); 547 stop_jump (pl, i, spaces);
548
563 return calc_skill_exp (pl, NULL, skill); 549 return calc_skill_exp (pl, NULL, skill);
564 } 550 }
565 } 551 }
552
553 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
554 {
555 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
556 stop_jump (pl, i, spaces);
557 return 0;
558 }
559
566 pl->x = x; 560 pl->x = x;
567 pl->y = y; 561 pl->y = y;
568 pl->map = m; 562 pl->map = m;
569 } 563 }
564
570 stop_jump (pl, i, spaces); 565 stop_jump (pl, i, spaces);
566
571 return calc_skill_exp (pl, NULL, skill); 567 return calc_skill_exp (pl, NULL, skill);
572} 568}
573 569
574/* jump() - this is both a new type of movement for player/monsters and 570/* jump() - this is both a new type of movement for player/monsters and
575 * an attack as well. 571 * an attack as well.
576 * Perhaps we should allow more spaces based on level, eg, level 50 572 * Perhaps we should allow more spaces based on level, eg, level 50
577 * jumper can jump several spaces? 573 * jumper can jump several spaces?
578 */ 574 */
579
580int 575int
581jump (object *pl, int dir, object *skill) 576jump (object *pl, int dir, object *skill)
582{ 577{
583 int spaces = 0, stats;
584 int str = pl->stats.Str; 578 int str = pl->stats.Str;
585 int dex = pl->stats.Dex; 579 int dex = pl->stats.Dex;
586 580
587 dex = dex ? dex : 15; 581 dex = dex ? dex : 15;
588 str = str ? str : 10; 582 str = str ? str : 10;
589 583
590 stats = str * str * str * dex * skill->level; 584 int stats = str * str * str * dex * skill->level;
585 int spaces = min (3, skill->level, stats / (pl->carrying + 1));
591 586
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) 587 if (spaces == 0)
600 { 588 {
601 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump."); 589 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
602 return 0; 590 return 0;
603 } 591 }
592
604 return attempt_jump (pl, dir, spaces, skill); 593 return attempt_jump (pl, dir, spaces, skill);
605} 594}
606
607 595
608/* skill_ident() - this code is supposed to allow players to identify 596/* skill_ident() - this code is supposed to allow players to identify
609 * classes of objects with the various "auto-ident" skills. Player must 597 * classes of objects with the various "auto-ident" skills. Player must
610 * have unidentified objects of the right type in order for the skill 598 * have unidentified objects of the right type in order for the skill
611 * to work. While multiple classes of objects may be identified, 599 * 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 600 * 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. 601 * more generalized. Right now, skill indices are embedded in this routine.
614 * Returns amount of experience gained (on successful ident). 602 * Returns amount of experience gained (on successful ident).
615 * - b.t. (thomas@astro.psu.edu) 603 * - b.t. (thomas@astro.psu.edu)
616 */ 604 */
617
618static int 605static int
619do_skill_detect_curse (object *pl, object *skill) 606do_skill_detect_curse (object *pl, object *skill)
620{ 607{
621 object *tmp; 608 object *tmp;
622 int success = 0; 609 int success = 0;
700 if (tmp->msg) 687 if (tmp->msg)
701 { 688 {
702 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 689 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
703 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); 690 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
704 } 691 }
705
706 /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */
707 if (tmp->map)
708 esrv_send_item (pl, tmp);
709 } 692 }
693
710 success += calc_skill_exp (pl, tmp, skill); 694 success += calc_skill_exp (pl, tmp, skill);
711 } 695 }
712 else 696 else
713 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); 697 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
714 } 698 }
719/* do_skill_ident() - workhorse for skill_ident() -b.t. 703/* do_skill_ident() - workhorse for skill_ident() -b.t.
720 */ 704 */
721static int 705static int
722do_skill_ident (object *pl, int obj_class, object *skill) 706do_skill_ident (object *pl, int obj_class, object *skill)
723{ 707{
724 object *tmp;
725 int success = 0; 708 int success = 0;
726 709
727 for (tmp = pl->inv; tmp; tmp = tmp->below) 710 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
728 success += do_skill_ident2 (tmp, pl, obj_class, skill); 711 success += do_skill_ident2 (tmp, pl, obj_class, skill);
729 /* check the ground */ 712 /* check the ground */
730 713
731 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) 714 for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above)
732 success += do_skill_ident2 (tmp, pl, obj_class, skill); 715 success += do_skill_ident2 (tmp, pl, obj_class, skill);
733 716
734 return success; 717 return success;
735} 718}
736 719
744 727
745 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby..."); 728 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
746 729
747 switch (skill->subtype) 730 switch (skill->subtype)
748 { 731 {
749 case SK_SMITHERY: 732 case SK_SMITHERY:
750 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill) 733 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill)
751 + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill) 734 + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill)
752 + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill) 735 + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill)
753 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill); 736 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
754 break; 737 break;
755 738
756 case SK_BOWYER: 739 case SK_BOWYER:
757 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill); 740 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
758 break; 741 break;
759 742
760 case SK_ALCHEMY: 743 case SK_ALCHEMY:
761 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill) 744 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill)
762 + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill); 745 + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
763 break; 746 break;
764 747
765 case SK_WOODSMAN: 748 case SK_WOODSMAN:
766 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill); 749 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
767 break; 750 break;
768 751
769 case SK_JEWELER: 752 case SK_JEWELER:
770 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill); 753 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
771 break; 754 break;
772 755
773 case SK_LITERACY: 756 case SK_LITERACY:
774 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill); 757 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
775 break; 758 break;
776 759
777 case SK_THAUMATURGY: 760 case SK_THAUMATURGY:
778 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill); 761 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
779 break; 762 break;
780 763
781 case SK_DET_CURSE: 764 case SK_DET_CURSE:
782 success = do_skill_detect_curse (pl, skill); 765 success = do_skill_detect_curse (pl, skill);
783 if (success) 766 if (success)
784 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); 767 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
785 break; 768 break;
786 769
787 case SK_DET_MAGIC: 770 case SK_DET_MAGIC:
788 success = do_skill_detect_magic (pl, skill); 771 success = do_skill_detect_magic (pl, skill);
789 if (success) 772 if (success)
790 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!"); 773 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!");
791 break; 774 break;
792 775
793 default: 776 default:
794 LOG (llevError, "Error: bad call to skill_ident()\n"); 777 LOG (llevError, "Error: bad call to skill_ident()\n");
795 return 0; 778 return 0;
796 break; 779 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
898 /* Ok, got a 'sucker' lets try to make them a follower */ 881 /* 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)) 882 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
900 { 883 {
901 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); 884 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
902 885
886 INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl));
903 tmp->set_owner (pl); 887 tmp->set_owner (pl);
904 tmp->skill = skill->skill; 888 tmp->skill = skill->skill;
905 tmp->stats.exp = 0; 889 tmp->stats.exp = 0;
906 add_friendly_object (tmp);
907 tmp->attack_movement = PETMOVE; 890 tmp->attack_movement = PETMOVE;
891
892 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
893 add_friendly_object (tmp);
894
908 return calc_skill_exp (pl, tmp, skill); 895 return calc_skill_exp (pl, tmp, skill);
909 } 896 }
910 /* Charm failed. Creature may be angry now */ 897 /* 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)) 898 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
912 { 899 {
913 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); 900 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
914 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 901 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
915 { 902 {
916 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
917 remove_friendly_object (tmp); 903 remove_friendly_object (tmp);
918 tmp->attack_movement = 0; /* needed? */ 904 tmp->attack_movement = 0; /* needed? */
919 } 905 }
920 906
921 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 907 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
1122 success += calc_skill_exp (op, tmp, skill); 1108 success += calc_skill_exp (op, tmp, skill);
1123 } 1109 }
1124 } 1110 }
1125 } 1111 }
1126 } 1112 }
1113
1127 return success; 1114 return success;
1128} 1115}
1129
1130 1116
1131/* pray() - when this skill is called from do_skill(), it allows 1117/* 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. 1118 * 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 1119 * 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 1120 * 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 1121 * the effect here can be done on demand, we probably don't want to
1136 * give infinite exp by returning true in any cases. 1122 * give infinite exp by returning true in any cases.
1137 */ 1123 */
1138
1139int 1124int
1140pray (object *pl, object *skill) 1125pray (object *pl, object *skill)
1141{ 1126{
1142 char buf[MAX_BUF]; 1127 char buf[MAX_BUF];
1143 object *tmp; 1128 object *tmp;
1168 if (pl->stats.grace < pl->stats.maxgrace) 1153 if (pl->stats.grace < pl->stats.maxgrace)
1169 { 1154 {
1170 pl->stats.grace++; 1155 pl->stats.grace++;
1171 pl->last_grace = -1; 1156 pl->last_grace = -1;
1172 } 1157 }
1158
1173 return 0; 1159 return 0;
1174} 1160}
1175 1161
1176/* This skill allows the player to regain a few sp or hp for a 1162/* 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 1163 * brief period of concentration. No armour or weapons may be
1178 * wielded/applied for this to work. The amount of time needed 1164 * wielded/applied for this to work. The amount of time needed
1179 * to concentrate and the # of points regained is dependant on 1165 * to concentrate and the # of points regained is dependant on
1180 * the level of the user. - b.t. thomas@astro.psu.edu 1166 * the level of the user. - b.t. thomas@astro.psu.edu
1181 */ 1167 */
1182
1183void 1168void
1184meditate (object *pl, object *skill) 1169meditate (object *pl, object *skill)
1185{ 1170{
1186 object *tmp; 1171 object *tmp;
1187 1172
1230 pl->last_heal = -1; 1215 pl->last_heal = -1;
1231 } 1216 }
1232} 1217}
1233 1218
1234/* write_note() - this routine allows players to inscribe messages in 1219/* write_note() - this routine allows players to inscribe messages in
1235 * ordinary 'books' (anything that is type BOOK). b.t. 1220 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1236 */ 1221 */
1237static int 1222static int
1238write_note (object *pl, object *item, const char *msg, object *skill) 1223write_note (object *pl, object *item, const char *msg, object *skill)
1239{ 1224{
1225 if (strstr (msg, "\nendmsg"))
1226 {
1227 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1228 return 0;
1229 }
1230
1231 int len = strlen (msg);
1232
1233 if (!is_utf8_string ((U8 *)msg, len))
1234 {
1235 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!");
1236 return 0;
1237 }
1238
1239 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1240 return RESULT_INT (0);
1241
1240 char buf[1024]; 1242 char buf[1024];
1241 object *newBook = NULL;
1242 1243
1243 /* a pair of sanity checks */ 1244 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 } 1245 {
1246 snprintf (buf, sizeof (buf), "%s\n", msg);
1253 1247
1254 if (strcasestr_local (msg, "endmsg")) 1248 object *newbook = arch_to_object (item->other_arch);
1255 { 1249 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; 1250 newbook->nrof = 1;
1277 newBook->msg = buf; 1251 newbook->msg = buf;
1278 newBook = insert_ob_in_ob (newBook, pl); 1252 newbook->flag [FLAG_IDENTIFIED] = true;
1279 esrv_send_item (pl, newBook); 1253
1254 if (item->subtype == 1) // mailscrolls
1280 } 1255 {
1281 else 1256 newbook->name = item->name;
1257 newbook->name_pl = item->name_pl;
1282 { 1258 }
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 1259
1260 pl->insert (newbook);
1261
1262 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)); 1263 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1291 return strlen (msg); 1264 return strlen (msg);
1292 } 1265 }
1293 else 1266 else
1294 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item)); 1267 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", &item->name);
1295 1268
1296 return 0; 1269 return 0;
1297} 1270}
1298 1271
1299/* write_scroll() - this routine allows players to inscribe spell scrolls 1272/* write_scroll() - this routine allows players to inscribe spell scrolls
1300 * of spells which they know. Backfire effects are possible with the 1273 * of spells which they know. Backfire effects are possible with the
1301 * severity of the backlash correlated with the difficulty of the scroll 1274 * severity of the backlash correlated with the difficulty of the scroll
1302 * that is attempted. -b.t. thomas@astro.psu.edu 1275 * that is attempted. -b.t. thomas@astro.psu.edu
1303 */ 1276 */
1304
1305static int 1277static int
1306write_scroll (object *pl, object *scroll, object *skill) 1278write_scroll (object *pl, object *scroll, object *skill)
1307{ 1279{
1308 int success = 0, confused = 0; 1280 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 1281
1318 /* Check if we are ready to attempt inscription */ 1282 /* Check if we are ready to attempt inscription */
1319 chosen_spell = pl->contr->ranged_ob; 1283 object *chosen_spell = pl->contr->ranged_ob;
1284
1320 if (!chosen_spell || chosen_spell->type != SPELL) 1285 if (!chosen_spell || chosen_spell->type != SPELL)
1321 { 1286 {
1322 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); 1287 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1323 return 0; 1288 return 0;
1324 } 1289 }
1330 } 1295 }
1331 1296
1332 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) 1297 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1333 { 1298 {
1334 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); 1299 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; 1300 return 0;
1347 } 1301 }
1348 1302
1349 /* ok, we are ready to try inscription */ 1303 /* ok, we are ready to try inscription */
1350 if (QUERY_FLAG (pl, FLAG_CONFUSED)) 1304 if (QUERY_FLAG (pl, FLAG_CONFUSED))
1354 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); 1308 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); 1309 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1356 1310
1357 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) 1311 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1358 { 1312 {
1359 if (scroll->nrof > 1) 1313 object *newscroll = arch_to_object (scroll->other_arch);
1360 { 1314 scroll->decrease ();
1361 newscroll = scroll->clone ();
1362 decrease_ob (scroll);
1363 newscroll->nrof = 1; 1315 newscroll->nrof = 1;
1364 } 1316
1365 else 1317 pl->contr->play_sound (sound_find ("inscribe_success"));
1366 newscroll = scroll;
1367 1318
1368 if (!confused) 1319 if (!confused)
1369 { 1320 {
1370 newscroll->level = MAX (skill->level, chosen_spell->level); 1321 newscroll->level = MAX (skill->level, chosen_spell->level);
1322 newscroll->flag [FLAG_IDENTIFIED] = true;
1371 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll."); 1323 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1372 } 1324 }
1373 else 1325 else
1374 { 1326 {
1375 chosen_spell = find_random_spell_in_ob (pl, NULL); 1327 chosen_spell = find_random_spell_in_ob (pl, NULL);
1376 if (!chosen_spell) 1328 if (!chosen_spell)
1378 1330
1379 newscroll->level = MAX (skill->level, chosen_spell->level); 1331 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."); 1332 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1381 } 1333 }
1382 1334
1383 if (newscroll->inv)
1384 newscroll->inv->destroy ();
1385
1386 tmp = chosen_spell->clone (); 1335 object *tmp = chosen_spell->clone ();
1387 insert_ob_in_ob (tmp, newscroll); 1336 insert_ob_in_ob (tmp, newscroll);
1388 1337
1389 /* Same code as from treasure.c - so they can better merge. 1338 /* Same code as from treasure.C - so they can better merge.
1390 * if players want to sell them, so be it. 1339 * if players want to sell them, so be it.
1391 */ 1340 */
1392 newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); 1341 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1393 newscroll->stats.exp = newscroll->value / 5; 1342 newscroll->stats.exp = newscroll->value / 5;
1394 1343
1395 /* wait until finished manipulating the scroll before inserting it */ 1344 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 1345
1403 newscroll = insert_ob_in_ob (newscroll, pl);
1404 esrv_send_item (pl, newscroll);
1405 success = calc_skill_exp (pl, newscroll, skill); 1346 success = calc_skill_exp (pl, newscroll, skill);
1406 if (!confused) 1347 if (!confused)
1407 success *= 2; 1348 success *= 2;
1349
1408 success = success * skill->level; 1350 success = success * skill->level;
1409 return success; 1351 return success;
1410
1411 } 1352 }
1412 else 1353 else
1413 { /* Inscription has failed */ 1354 { /* Inscription has failed */
1355 pl->contr->play_sound (sound_find ("inscribe_fail"));
1414 1356
1415 if (chosen_spell->level > skill->level || confused) 1357 if (chosen_spell->level > skill->level || confused)
1416 { /*backfire! */ 1358 { /*backfire! */
1417 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); 1359 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!");
1360
1418 if (random_roll (0, 1, pl, PREFER_LOW) == 1) 1361 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1419 pl->drain_specific_stat (4); 1362 pl->drain_specific_stat (4);
1420 else 1363 else
1421 { 1364 {
1422 confuse_player (pl, pl, 99); 1365 confuse_player (pl, pl, 99);
1423 return (-30 * chosen_spell->level); 1366 return -30 * chosen_spell->level;
1424 } 1367 }
1425 } 1368 }
1426 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) 1369 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1427 { 1370 {
1428 new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind!"); 1371 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); 1372 confuse_player (pl, pl, 99);
1430 } 1373 }
1431 else 1374 else
1432 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll."); 1375 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 } 1376 }
1434 1377
1435 return 0; 1378 return 0;
1436} 1379}
1437 1380
1438/* write_on_item() - wrapper for write_note and write_scroll */ 1381/* write_on_item() - wrapper for write_note and write_scroll */
1439int 1382int
1440write_on_item (object *pl, const char *params, object *skill) 1383write_on_item (object *pl, const char *params, object *skill)
1441{ 1384{
1442 object *item;
1443 const char *string = params;
1444 int msgtype;
1445 archetype *skat; 1385 archetype *skat;
1446 1386
1447 if (pl->type != PLAYER) 1387 if (pl->type != PLAYER)
1448 return 0; 1388 return 0;
1449 1389
1450 if (!params) 1390 if (!params)
1451 {
1452 params = ""; 1391 params = "";
1453 string = params;
1454 }
1455 1392
1456 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); 1393 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1457 1394
1458 /* Need to be able to read before we can write! */ 1395 /* Need to be able to read before we can write! */
1459 if (!find_skill_by_name (pl, skat->clone.skill)) 1396 if (!find_skill_by_name (pl, skat->skill))
1460 { 1397 {
1461 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!"); 1398 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; 1399 return 0;
1463 } 1400 }
1464 1401
1465 /* if there is a message then it goes in a book and no message means 1402 object *item = find_marked_object (pl);
1466 * write active spell into the scroll
1467 */
1468 msgtype = (string[0] != '\0') ? BOOK : SCROLL;
1469 1403
1470 /* find an item of correct type to write on */ 1404 /* find an item of correct type to write on */
1471 if (!(item = find_marked_object (pl))) 1405 if (!item)
1406 {
1407 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.>");
1408 return 0;
1472 { 1409 }
1473 new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on."); 1410
1411 if (item->type != INSCRIBABLE)
1412 {
1413 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1474 return 0; 1414 return 0;
1475 } 1415 }
1476 1416
1477 if (QUERY_FLAG (item, FLAG_UNPAID)) 1417 if (QUERY_FLAG (item, FLAG_UNPAID))
1478 { 1418 {
1479 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); 1419 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1480 return 0; 1420 return 0;
1481 } 1421 }
1482 if (msgtype != item->type) 1422
1423 if (item->other_arch->type == SCROLL)
1483 { 1424 {
1484 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll"); 1425 if (*params)
1426 {
1427 // check readied scroll
1428 new_draw_info_format (NDI_UNIQUE, 0, pl,
1429 "When inscribing spells you need to ready a spell and do not specify a string argument.\n"
1430 "Usage: cast [spell name]; use_skill %s", &skill->skill);
1485 return 0; 1431 return 0;
1486 } 1432 }
1487 1433
1488 if (msgtype == SCROLL)
1489 return write_scroll (pl, item, skill); 1434 return write_scroll (pl, item, skill);
1490 else if (msgtype == BOOK) 1435 }
1436 else
1437 {
1438 if (!*params)
1439 {
1440 new_draw_info_format (NDI_UNIQUE, 0, pl,
1441 "When inscribing books you need to specify the words you want to inscribe as command argument.\n"
1442 "Usage: use_skill %s <message>", &skill->skill);
1443 return 0;
1444 }
1445
1491 return write_note (pl, item, string, skill); 1446 return write_note (pl, item, params, skill);
1447 }
1492 1448
1493 return 0; 1449 return 0;
1494} 1450}
1495 1451
1496/* find_throw_ob() - if we request an object, then 1452/* find_throw_ob() - if we request an object, then
1578 return tmp; 1534 return tmp;
1579} 1535}
1580 1536
1581/* make_throw_ob() We construct the 'carrier' object in 1537/* make_throw_ob() We construct the 'carrier' object in
1582 * which we will insert the object that is being thrown. 1538 * which we will insert the object that is being thrown.
1583 * This combination becomes the 'thrown object'. -b.t. 1539 * This combination becomes the 'thrown object'. -b.t.
1584 */ 1540 */
1585static object * 1541static object *
1586make_throw_ob (object *orig) 1542make_throw_ob (object *orig)
1587{ 1543{
1588 if (!orig) 1544 if (!orig)
1589 return NULL; 1545 return 0;
1590 1546
1591 if (QUERY_FLAG (orig, FLAG_APPLIED)) 1547 if (QUERY_FLAG (orig, FLAG_APPLIED))
1592 { 1548 {
1593 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); 1549 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1594 /* insufficient workaround, but better than nothing */ 1550 /* insufficient workaround, but better than nothing */
1598 object *toss_item = orig->clone (); 1554 object *toss_item = orig->clone ();
1599 1555
1600 toss_item->type = THROWN_OBJ; 1556 toss_item->type = THROWN_OBJ;
1601 CLEAR_FLAG (toss_item, FLAG_CHANGING); 1557 CLEAR_FLAG (toss_item, FLAG_CHANGING);
1602 toss_item->stats.dam = 0; /* default damage */ 1558 toss_item->stats.dam = 0; /* default damage */
1603 insert_ob_in_ob (orig, toss_item); 1559 toss_item->insert (orig);
1560
1604 return toss_item; 1561 return toss_item;
1605} 1562}
1606 1563
1607/* do_throw() - op throws any object toss_item. This code 1564/* do_throw() - op throws any object toss_item. This code
1608 * was borrowed from fire_bow. 1565 * was borrowed from fire_bow.
1701 left = throw_ob; /* these are throwing objects left to the player */ 1658 left = throw_ob; /* these are throwing objects left to the player */
1702 1659
1703 /* sometimes get_split_ob can't split an object (because op->nrof==0?) 1660 /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1704 * and returns NULL. We must use 'left' then 1661 * and returns NULL. We must use 'left' then
1705 */ 1662 */
1706 1663 if (!(throw_ob = throw_ob->split ()))
1707 if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL)
1708 { 1664 {
1709 throw_ob = left; 1665 throw_ob = left;
1710 left->remove (); 1666 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 } 1667 }
1721 1668
1722 /* special case: throwing powdery substances like dust, dirt */ 1669 /* special case: throwing powdery substances like dust, dirt */
1723 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) 1670 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1724 { 1671 {
1748 */ 1695 */
1749 throw_ob->inv->set_owner (op); 1696 throw_ob->inv->set_owner (op);
1750 throw_ob->direction = dir; 1697 throw_ob->direction = dir;
1751 1698
1752 /* the damage bonus from the force of the throw */ 1699 /* the damage bonus from the force of the throw */
1753 dam = (int) (str_factor * dam_bonus[eff_str]); 1700 dam = int (str_factor * dam_bonus[eff_str]);
1754 1701
1755 /* Now, lets adjust the properties of the thrown_ob. */ 1702 /* Now, lets adjust the properties of the thrown_ob. */
1756 1703
1757 /* how far to fly */ 1704 /* how far to fly */
1758 throw_ob->last_sp = (eff_str * 3) / 5; 1705 throw_ob->last_sp = (eff_str * 3) / 5;

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