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Comparing deliantra/server/server/skills.C (file contents):
Revision 1.7 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.35 by root, Sat May 19 00:31:08 2007 UTC

1/* 1/*
2 * static char *rcsid_skills_c =
3 * "$Id: skills.C,v 1.7 2006/09/03 00:18:42 root Exp $";
4 */
5/*
6 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
7 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
8 Copyright (C) 2003 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2003 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
10 7 *
11 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
12 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
13 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
14 (at your option) any later version. 11 * (at your option) any later version.
15 12 *
16 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,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details. 16 * GNU General Public License for more details.
20 17 *
21 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
22 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24 21 *
25 The authors can be reached via e-mail to crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
26*/ 23 */
27 24
28#include <global.h> 25#include <global.h>
29#include <object.h> 26#include <object.h>
30#ifndef __CEXTRACT__
31#include <sproto.h> 27#include <sproto.h>
32#endif
33#include <living.h> 28#include <living.h>
34#include <skills.h> 29#include <skills.h>
35#include <spells.h> 30#include <spells.h>
36#include <book.h> 31#include <book.h>
37 32
38/* adj_stealchance() - increased values indicate better attempts */ 33/* adj_stealchance() - increased values indicate better attempts */
34static int
39static int adj_stealchance (object *op, object *victim, int roll) { 35adj_stealchance (object *op, object *victim, int roll)
36{
40 object *equip; 37 object *equip;
41 38
42 if(!op||!victim||!roll) return -1; 39 if (!op || !victim || !roll)
40 return -1;
43 41
44 /* Only prohibit stealing if the player does not have a free 42 /* Only prohibit stealing if the player does not have a free
45 * hand available and in fact does have hands. 43 * hand available and in fact does have hands.
46 */ 44 */
47 if(op->type==PLAYER && op->body_used[BODY_ARMS] <=0 && 45 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info)
48 op->body_info[BODY_ARMS]) { 46 {
49 new_draw_info(NDI_UNIQUE, 0,op,"But you have no free hands to steal with!"); 47 new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!");
50 return -1; 48 return -1;
51 } 49 }
52 50
53 /* ADJUSTMENTS */ 51 /* ADJUSTMENTS */
54 52
55 /* Its harder to steal from hostile beings! */ 53 /* Its harder to steal from hostile beings! */
56 if(!QUERY_FLAG(victim, FLAG_UNAGGRESSIVE)) roll = roll/2; 54 if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
55 roll = roll / 2;
57 56
58 /* Easier to steal from sleeping beings, or if the thief is 57 /* Easier to steal from sleeping beings, or if the thief is
59 * unseen */ 58 * unseen */
60 if(QUERY_FLAG(victim, FLAG_SLEEP)) 59 if (QUERY_FLAG (victim, FLAG_SLEEP))
61 roll = roll*3; 60 roll = roll * 3;
62 else if(op->invisible) 61 else if (op->invisible)
63 roll = roll*2; 62 roll = roll * 2;
64 63
65 /* check stealing 'encumberance'. Having this equipment applied makes 64 /* check stealing 'encumberance'. Having this equipment applied makes
66 * it quite a bit harder to steal. 65 * it quite a bit harder to steal.
67 */ 66 */
68 for(equip=op->inv;equip;equip=equip->below) { 67 for (equip = op->inv; equip; equip = equip->below)
68 {
69 if(equip->type==WEAPON&&QUERY_FLAG(equip,FLAG_APPLIED)) { 69 if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED))
70 {
70 roll -= equip->weight/10000; 71 roll -= equip->weight / 10000;
71 } 72 }
72 if(equip->type==BOW&&QUERY_FLAG(equip,FLAG_APPLIED)) 73 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED))
73 roll -= equip->weight/5000; 74 roll -= equip->weight / 5000;
74 if(equip->type==SHIELD&&QUERY_FLAG(equip,FLAG_APPLIED)) { 75 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED))
76 {
75 roll -= equip->weight/2000; 77 roll -= equip->weight / 2000;
76 } 78 }
77 if(equip->type==ARMOUR&&QUERY_FLAG(equip,FLAG_APPLIED)) 79 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED))
78 roll -= equip->weight/5000; 80 roll -= equip->weight / 5000;
79 if(equip->type==GLOVES&&QUERY_FLAG(equip,FLAG_APPLIED)) 81 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED))
80 roll -= equip->weight/100; 82 roll -= equip->weight / 100;
81 } 83 }
82 if(roll<0) roll=0; 84 if (roll < 0)
85 roll = 0;
83 return roll; 86 return roll;
84} 87}
85 88
86/* 89/*
87 * When stealing: dependent on the intelligence/wisdom of whom you're 90 * When stealing: dependent on the intelligence/wisdom of whom you're
88 * stealing from (op in attempt_steal), offset by your dexterity and 91 * stealing from (op in attempt_steal), offset by your dexterity and
90 * or not. 93 * or not.
91 * op is the target (person being pilfered) 94 * op is the target (person being pilfered)
92 * who is the person doing the stealing. 95 * who is the person doing the stealing.
93 * skill is the skill object (stealing). 96 * skill is the skill object (stealing).
94 */ 97 */
95 98static int
96static int attempt_steal(object* op, object* who, object *skill) 99attempt_steal (object *op, object *who, object *skill)
97{ 100{
98 object *success=NULL, *tmp=NULL, *next; 101 object *success = NULL, *tmp = NULL, *next;
99 int roll=0, chance=0, stats_value; 102 int roll = 0, chance = 0, stats_value;
100 rv_vector rv; 103 rv_vector rv;
101 104
102 stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2; 105 stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2;
103 106
104 /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them) 107 /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them)
105 * they will try to prevent stealing if they can. Only unseen theives will 108 * they will try to prevent stealing if they can. Only unseen theives will
106 * have much chance of success. 109 * have much chance of success.
107 */ 110 */
108 if(op->type!=PLAYER && QUERY_FLAG(op,FLAG_NO_STEAL)) { 111 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL))
112 {
109 if(can_detect_enemy(op,who,&rv)) { 113 if (can_detect_enemy (op, who, &rv))
114 {
110 npc_call_help(op); 115 npc_call_help (op);
111 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); 116 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
112 new_draw_info(NDI_UNIQUE, 0,who,"Your attempt is prevented!"); 117 new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!");
118 return 0;
119 }
120 else /* help npc to detect thief next time by raising its wisdom */
121 op->stats.Wis += (op->stats.Int / 5) + 1;
122 if (op->stats.Wis > MAX_STAT)
123 op->stats.Wis = MAX_STAT;
124 }
125
126 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ))
127 {
128 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n");
129 return 0;
130 }
131
132 // only allow stealing between hostile players (TODO: probably should change)
133 if (op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful))
134 {
135 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
136 return 0;
137 }
138
139 /* Ok then, go thru their inventory, stealing */
140 for (tmp = op->inv; tmp; tmp = next)
141 {
142 next = tmp->below;
143
144 /* you can't steal worn items, starting items, wiz stuff,
145 * innate abilities, or items w/o a type. Generally
146 * speaking, the invisibility flag prevents experience or
147 * abilities from being stolen since these types are currently
148 * always invisible objects. I was implicit here so as to prevent
149 * future possible problems. -b.t.
150 * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL
151 * already -b.t.
152 */
153
154 if (QUERY_FLAG (tmp, FLAG_APPLIED)
155 || !tmp->type
156 || tmp->type == SPELL
157 || QUERY_FLAG (tmp, FLAG_STARTEQUIP)
158 || QUERY_FLAG (tmp, FLAG_NO_STEAL)
159 || tmp->invisible)
160 continue;
161
162 /* Okay, try stealing this item. Dependent on dexterity of thief,
163 * skill level, see the adj_stealroll fctn for more detail.
164 */
165
166 roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */
167
168 if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1)
169 return 0;
170 else if (roll < chance)
171 {
172 pick_up (who, tmp);
173 /* need to see if the player actually stole this item -
174 * if it is in the players inv, assume it is. This prevents
175 * abuses where the player can not carry the item, so just
176 * keeps stealing it over and over.
177 */
178 if (tmp->destroyed () || tmp->env != op)
179 {
180 /* for players, play_sound: steals item */
181 success = tmp;
182 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 }
191 break;
192 }
193 } /* for loop looking for an item */
194
195 if (!tmp)
196 {
197 new_draw_info_format (NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!", op->type == PLAYER ? "" : "The ", query_name (op));
198 return 0;
199 }
200
201 /* If you arent high enough level, you might get something BUT
202 * the victim will notice your stealing attempt. Ditto if you
203 * attempt to steal something heavy off them, they're bound to notice
204 */
205
206 if ((roll >= skill->level) || !chance
207 || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW)))))
208 {
209
210 /* victim figures out where the thief is! */
211 if (who->hide)
212 make_visible (who);
213
214 if (op->type != PLAYER)
215 {
216 /* The unaggressives look after themselves 8) */
217 if (who->type == PLAYER)
218 {
219 npc_call_help (op);
220 new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op));
221 }
222 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
223 /* all remaining npc items are guarded now. Set flag NO_STEAL
224 * on the victim.
225 */
226 SET_FLAG (op, FLAG_NO_STEAL);
227 }
228 else
229 { /* stealing from another player */
230 char buf[MAX_BUF];
231
232 /* Notify the other player */
233 if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW))
234 {
235 sprintf (buf, "Your %s is missing!", query_name (success));
236 }
237 else
238 {
239 sprintf (buf, "Your pack feels strangely lighter.");
240 }
241 new_draw_info (NDI_UNIQUE, 0, op, buf);
242 if (!success)
243 {
244 if (who->invisible)
245 {
246 sprintf (buf, "you feel itchy fingers getting at your pack.");
247 }
248 else
249 {
250 sprintf (buf, "%s looks very shifty.", query_name (who));
251 }
252 new_draw_info (NDI_UNIQUE, 0, op, buf);
253 }
254 } /* else stealing from another player */
255 /* play_sound("stop! thief!"); kindofthing */
256 } /* if you weren't 100% successful */
257 return success ? 1 : 0;
258}
259
260int
261steal (object *op, int dir, object *skill)
262{
263 object *tmp, *next;
264 sint16 x, y;
265 maptile *m;
266 int mflags;
267
268 x = op->x + freearr_x[dir];
269 y = op->y + freearr_y[dir];
270
271 if (dir == 0)
272 {
273 /* Can't steal from ourself! */
274 return 0;
275 }
276
277 m = op->map;
278 mflags = get_map_flags (m, &m, x, y, &x, &y);
279 /* Out of map - can't do it. If nothing alive on this space,
280 * don't need to look any further.
281 */
282 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
283 return 0;
284
285 /* If player can't move onto the space, can't steal from it. */
286 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
287 return 0;
288
289 /* Find the topmost object at this spot */
290 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
291
292 /* For all the stacked objects at this point, attempt a steal */
293 for (; tmp != NULL; tmp = next)
294 {
295 next = tmp->below;
296 /* Minor hack--for multi square beings - make sure we get
297 * the 'head' coz 'tail' objects have no inventory! - b.t.
298 */
299 if (tmp->head)
300 tmp = tmp->head;
301
302 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
303 continue;
304
305 /* do not reveal hidden DMs */
306 if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)
307 continue;
308 if (attempt_steal (tmp, op, skill))
309 {
310 if (tmp->type == PLAYER) /* no xp for stealing from another player */
113 return 0; 311 return 0;
114 } else /* help npc to detect thief next time by raising its wisdom */
115 op->stats.Wis += (op->stats.Int/5)+1;
116 if (op->stats.Wis > MAX_STAT) op->stats.Wis = MAX_STAT;
117 }
118 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_WIZ)) {
119 new_draw_info(NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n");
120 return 0;
121 }
122#ifdef PROHIBIT_PLAYERKILL
123 if(op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful)) {
124 new_draw_info(NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
125 return 0;
126 }
127#else
128 if(op->type == PLAYER && who->type == PLAYER && settings.no_player_stealing) {
129 new_draw_info(NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
130 return 0;
131 }
132#endif
133 312
134 313 /* no xp for stealing from pets (of players) */
135 /* Ok then, go thru their inventory, stealing */ 314 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
136 for(tmp = op->inv; tmp != NULL; tmp = next) {
137 next = tmp->below;
138
139 /* you can't steal worn items, starting items, wiz stuff,
140 * innate abilities, or items w/o a type. Generally
141 * speaking, the invisibility flag prevents experience or
142 * abilities from being stolen since these types are currently
143 * always invisible objects. I was implicit here so as to prevent
144 * future possible problems. -b.t.
145 * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL
146 * already -b.t.
147 */ 315 {
316 object *owner = tmp->owner;
148 317
149 if (QUERY_FLAG(tmp,FLAG_WAS_WIZ) || QUERY_FLAG(tmp, FLAG_APPLIED) 318 if (owner != NULL && owner->type == PLAYER)
150 || !(tmp->type)
151 || tmp->type == EXPERIENCE || tmp->type == SPELL
152 || QUERY_FLAG(tmp,FLAG_STARTEQUIP)
153 || QUERY_FLAG(tmp,FLAG_NO_STEAL)
154 || tmp->invisible ) continue;
155
156 /* Okay, try stealing this item. Dependent on dexterity of thief,
157 * skill level, see the adj_stealroll fctn for more detail.
158 */
159
160 roll=die_roll(2, 100, who, PREFER_LOW)/2; /* weighted 1-100 */
161
162 if((chance=adj_stealchance(who,op,(stats_value+skill->level * 10 - op->level * 3)))==-1)
163 return 0; 319 return 0;
164 else if (roll < chance ) {
165 tag_t tmp_count = tmp->count;
166
167 pick_up(who, tmp);
168 /* need to see if the player actually stole this item -
169 * if it is in the players inv, assume it is. This prevents
170 * abuses where the player can not carry the item, so just
171 * keeps stealing it over and over.
172 */
173 if (was_destroyed(tmp, tmp_count) || tmp->env != op) {
174 /* for players, play_sound: steals item */
175 success = tmp;
176 CLEAR_FLAG(tmp, FLAG_INV_LOCKED);
177
178 /* Don't delete it from target player until we know
179 * the thief has picked it up. can't just look at tmp->count,
180 * as it's possible that it got merged when picked up.
181 */
182 if (op->type == PLAYER)
183 esrv_del_item(op->contr, tmp_count);
184 } 320 }
185 break;
186 }
187 } /* for loop looking for an item */
188 321
189 if (!tmp) {
190 new_draw_info_format(NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!",
191 op->type == PLAYER ? "" : "The ", query_name(op));
192 return 0;
193 }
194
195 /* If you arent high enough level, you might get something BUT
196 * the victim will notice your stealing attempt. Ditto if you
197 * attempt to steal something heavy off them, they're bound to notice
198 */
199
200 if((roll>=skill->level) || !chance
201 ||(tmp && tmp->weight>(250*(random_roll(0, stats_value+skill->level * 10-1, who, PREFER_LOW))))) {
202
203 /* victim figures out where the thief is! */
204 if(who->hide) make_visible(who);
205
206 if(op->type != PLAYER) {
207 /* The unaggressives look after themselves 8) */
208 if(who->type==PLAYER) {
209 npc_call_help(op);
210 new_draw_info_format(NDI_UNIQUE, 0,who,
211 "%s notices your attempted pilfering!",query_name(op));
212 }
213 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE);
214 /* all remaining npc items are guarded now. Set flag NO_STEAL
215 * on the victim.
216 */
217 SET_FLAG(op,FLAG_NO_STEAL);
218 } else { /* stealing from another player */
219 char buf[MAX_BUF];
220 /* Notify the other player */
221 if (success && who->stats.Int > random_roll(0, 19, op, PREFER_LOW)) {
222 sprintf(buf, "Your %s is missing!", query_name(success));
223 } else {
224 sprintf(buf, "Your pack feels strangely lighter.");
225 }
226 new_draw_info(NDI_UNIQUE, 0,op,buf);
227 if (!success) {
228 if (who->invisible) {
229 sprintf(buf, "you feel itchy fingers getting at your pack.");
230 } else {
231 sprintf(buf, "%s looks very shifty.", query_name(who));
232 }
233 new_draw_info(NDI_UNIQUE, 0,op,buf);
234 }
235 } /* else stealing from another player */
236 /* play_sound("stop! thief!"); kindofthing */
237 } /* if you weren't 100% successful */
238 return success? 1:0;
239}
240
241
242int steal(object* op, int dir, object *skill)
243{
244 object *tmp, *next;
245 sint16 x, y;
246 mapstruct *m;
247 int mflags;
248
249 x = op->x + freearr_x[dir];
250 y = op->y + freearr_y[dir];
251
252 if(dir == 0) {
253 /* Can't steal from ourself! */
254 return 0;
255 }
256
257 m = op->map;
258 mflags = get_map_flags(m, &m ,x,y, &x, &y);
259 /* Out of map - can't do it. If nothing alive on this space,
260 * don't need to look any further.
261 */
262 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
263 return 0;
264
265 /* If player can't move onto the space, can't steal from it. */
266 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)))
267 return 0;
268
269 /* Find the topmost object at this spot */
270 for(tmp = get_map_ob(m,x,y);
271 tmp != NULL && tmp->above != NULL;
272 tmp = tmp->above);
273
274 /* For all the stacked objects at this point, attempt a steal */
275 for(; tmp != NULL; tmp = next) {
276 next = tmp->below;
277 /* Minor hack--for multi square beings - make sure we get
278 * the 'head' coz 'tail' objects have no inventory! - b.t.
279 */
280 if (tmp->head) tmp=tmp->head;
281
282 if(tmp->type!=PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) continue;
283
284 /* do not reveal hidden DMs */
285 if (tmp->type == PLAYER && QUERY_FLAG(tmp, FLAG_WIZ) && tmp->contr->hidden) continue;
286 if (attempt_steal(tmp, op, skill)) {
287 if (tmp->type==PLAYER) /* no xp for stealing from another player */
288 return 0;
289
290 /* no xp for stealing from pets (of players) */
291 if (QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) {
292 object *owner = get_owner(tmp);
293 if (owner != NULL && owner->type == PLAYER)
294 return 0;
295 }
296
297 // reduce monster experience by experience we gained, as to 322 // reduce monster experience by experience we gained, as to
298 // limit the amount of exp that can be gained by stealing from monsters 323 // limit the amount of exp that can be gained by stealing from monsters
299 // (jessies gave ~20,000,000 exp otherwise. 324 // (jessies gave ~20,000,000 exp otherwise.
300 int exp = calc_skill_exp (op, tmp, skill); 325 int exp = calc_skill_exp (op, tmp, skill);
326
301 exp = MIN (tmp->stats.exp, exp); 327 exp = MIN (tmp->stats.exp, exp);
302 tmp->stats.exp -= exp; 328 tmp->stats.exp -= exp;
303 return exp; 329 return exp;
304 } 330 }
305 } 331 }
306 return 0; 332 return 0;
307} 333}
308 334
335static int
309static int attempt_pick_lock (object *door, object *pl, object *skill) 336attempt_pick_lock (object *door, object *pl, object *skill)
310{ 337{
311 int difficulty= pl->map->difficulty ? pl->map->difficulty : 0; 338 int difficulty = pl->map->difficulty ? pl->map->difficulty : 0;
312 int success = 0, number; /* did we get anything? */ 339 int success = 0, number; /* did we get anything? */
313 340
314 341
315 /* Try to pick the lock on this item (doors only for now). 342 /* Try to pick the lock on this item (doors only for now).
316 * Dependent on dexterity/skill SK_level of the player and 343 * Dependent on dexterity/skill SK_level of the player and
317 * the map level difficulty. 344 * the map level difficulty.
318 */ 345 */
319 number = (die_roll(2, 40, pl, PREFER_LOW)-2)/2; 346 number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2;
320 if (number < (pl->stats.Dex + skill->level - difficulty)) { 347 if (number < (pl->stats.Dex + skill->level - difficulty))
348 {
321 remove_door(door); 349 remove_door (door);
322 success = 1; 350 success = 1;
323 } else if (door->inv && (door->inv->type==RUNE || door->inv->type==TRAP)) { /* set off any traps? */
324 spring_trap(door->inv,pl);
325 } 351 }
352 else if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
353 { /* set off any traps? */
354 spring_trap (door->inv, pl);
355 }
326 return success; 356 return success;
327} 357}
328 358
329 359
330/* Implementation by bt. (thomas@astro.psu.edu) 360/* Implementation by bt. (thomas@astro.psu.edu)
331 * monster implementation 7-7-95 by bt. 361 * monster implementation 7-7-95 by bt.
332 */ 362 */
333 363
364int
334int pick_lock(object *pl, int dir, object *skill) 365pick_lock (object *pl, int dir, object *skill)
335{ 366{
336 object *tmp; 367 object *tmp;
337 int x = pl->x + freearr_x[dir]; 368 int x = pl->x + freearr_x[dir];
338 int y = pl->y + freearr_y[dir]; 369 int y = pl->y + freearr_y[dir];
339 370
371 if (!dir)
340 if(!dir) dir=pl->facing; 372 dir = pl->facing;
341 373
342 /* For all the stacked objects at this point find a door*/ 374 /* For all the stacked objects at this point find a door */
343 if (out_of_map(pl->map,x,y)) { 375 if (out_of_map (pl->map, x, y))
376 {
344 new_draw_info(NDI_UNIQUE, 0,pl,"There is no lock there."); 377 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
345 return 0; 378 return 0;
346 } 379 }
347 380
348 for(tmp=get_map_ob(pl->map,x,y); tmp; tmp=tmp->above) 381 for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above)
349 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) break; 382 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
383 break;
350 384
351 if (!tmp) { 385 if (!tmp)
386 {
352 new_draw_info(NDI_UNIQUE, 0,pl,"There is no lock there."); 387 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
353 return 0; 388 return 0;
354 } 389 }
355 if (tmp->type == LOCKED_DOOR) { 390 if (tmp->type == LOCKED_DOOR)
391 {
356 new_draw_info(NDI_UNIQUE, 0,pl, "You can't pick that lock!"); 392 new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!");
357 return 0; 393 return 0;
358 } 394 }
359 395
360 if (!tmp->move_block) { 396 if (!tmp->move_block)
397 {
361 new_draw_info(NDI_UNIQUE, 0,pl,"The door has no lock!"); 398 new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!");
362 return 0; 399 return 0;
363 } 400 }
364 401
365 if (attempt_pick_lock(tmp, pl, skill)) { 402 if (attempt_pick_lock (tmp, pl, skill))
403 {
366 new_draw_info(NDI_UNIQUE, 0,pl,"You pick the lock."); 404 new_draw_info (NDI_UNIQUE, 0, pl, "You pick the lock.");
367 return calc_skill_exp(pl,NULL, skill); 405 return calc_skill_exp (pl, NULL, skill);
368 } else { 406 }
407 else
408 {
369 new_draw_info(NDI_UNIQUE, 0,pl, "You fail to pick the lock."); 409 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock.");
370 return 0; 410 return 0;
371 } 411 }
372} 412}
373
374 413
375/* HIDE CODE. The user becomes undetectable (not just 'invisible') for 414/* HIDE CODE. The user becomes undetectable (not just 'invisible') for
376 * a short while (success and duration dependant on player SK_level, 415 * a short while (success and duration dependant on player SK_level,
377 * dexterity, charisma, and map difficulty). 416 * dexterity, charisma, and map difficulty).
378 * Players have a good chance of becoming 'unhidden' if they move 417 * Players have a good chance of becoming 'unhidden' if they move
379 * and like invisiblity will be come visible if they attack 418 * and like invisiblity will be come visible if they attack
380 * Implemented by b.t. (thomas@astro.psu.edu) 419 * Implemented by b.t. (thomas@astro.psu.edu)
381 * July 7, 1995 - made hiding possible for monsters. -b.t. 420 * July 7, 1995 - made hiding possible for monsters. -b.t.
382 */ 421 */
383 422static int
384static int attempt_hide(object *op, object *skill) { 423attempt_hide (object *op, object *skill)
424{
385 int number,difficulty=op->map->difficulty; 425 int number, difficulty = op->map->difficulty;
386 int terrain = hideability(op); 426 int terrain = hideability (op);
387 427
388 if(terrain<-10) /* not enough cover here */ 428 if (terrain < -10) /* not enough cover here */
389 return 0;
390
391 /* Hiding success and duration dependant on skill level,
392 * op->stats.Dex, map difficulty and terrain.
393 */
394
395 number = (die_roll(2, 25, op, PREFER_LOW)-2)/2;
396 if(!stand_near_hostile(op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) {
397 op->invisible += 100; /* set the level of 'hiddeness' */
398 if(op->type==PLAYER)
399 op->contr->tmp_invis=1;
400 op->hide=1;
401 return 1;
402 }
403 return 0; 429 return 0;
430
431 /* Hiding success and duration dependant on skill level,
432 * op->stats.Dex, map difficulty and terrain.
433 */
434 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
435
436 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
437 {
438 op->invisible += 100; /* set the level of 'hiddeness' */
439
440 if (op->type == PLAYER)
441 op->contr->tmp_invis = 1;
442
443 op->hide = 1;
444 return 1;
445 }
446
447 return 0;
404} 448}
405 449
406/* patched this to take terrain into consideration */ 450/* patched this to take terrain into consideration */
407 451int
408int hide(object *op, object *skill) { 452hide (object *op, object *skill)
409 453{
410 /* the preliminaries -- Can we really hide now? */ 454 /* the preliminaries -- Can we really hide now? */
411 /* this keeps monsters from using invisibilty spells and hiding */ 455 /* this keeps monsters from using invisibilty spells and hiding */
412 456
413 if (QUERY_FLAG(op, FLAG_MAKE_INVIS)) { 457 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
458 {
414 new_draw_info(NDI_UNIQUE, 0,op,"You don't need to hide while invisible!"); 459 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
415 return 0; 460 return 0;
461 }
416 } else if (!op->hide && op->invisible>0 && op->type == PLAYER) { 462 else if (!op->hide && op->invisible > 0 && op->type == PLAYER)
463 {
417 new_draw_info(NDI_UNIQUE, 0,op,"Your attempt to hide breaks the invisibility spell!"); 464 new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!");
418 make_visible(op); 465 make_visible (op);
419 } 466 }
420 467
421 if(op->invisible>(50*skill->level)) { 468 if (op->invisible > 50 * skill->level)
469 {
422 new_draw_info(NDI_UNIQUE,0,op,"You are as hidden as you can get."); 470 new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get.");
423 return 0; 471 return 0;
424 } 472 }
425 473
426 if(attempt_hide(op, skill)) { 474 if (attempt_hide (op, skill))
475 {
427 new_draw_info(NDI_UNIQUE, 0,op,"You hide in the shadows."); 476 new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows.");
428 update_object(op,UP_OBJ_FACE); 477 update_object (op, UP_OBJ_FACE);
429 return calc_skill_exp(op, NULL, skill); 478 return calc_skill_exp (op, NULL, skill);
430 } 479 }
480
431 new_draw_info(NDI_UNIQUE,0,op,"You fail to conceal yourself."); 481 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself.");
432 return 0; 482 return 0;
433} 483}
434
435 484
436/* stop_jump() - End of jump. Clear flags, restore the map, and 485/* stop_jump() - End of jump. Clear flags, restore the map, and
437 * freeze the jumper a while to simulate the exhaustion 486 * freeze the jumper a while to simulate the exhaustion
438 * of jumping. 487 * of jumping.
439 */ 488 */
489static void
440static void stop_jump(object *pl, int dist, int spaces) { 490stop_jump (object *pl, int dist, int spaces)
441 fix_player(pl); 491{
442 insert_ob_in_map(pl,pl->map,pl,0); 492 pl->update_stats ();
493 pl->map->insert (pl, pl->x, pl->y, pl);
443} 494}
444 495
445 496static int
446static int attempt_jump (object *pl, int dir, int spaces, object *skill) { 497attempt_jump (object *pl, int dir, int spaces, object *skill)
498{
447 object *tmp; 499 object *tmp;
448 int i,exp=0,dx=freearr_x[dir],dy=freearr_y[dir], mflags; 500 int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags;
449 sint16 x, y; 501 sint16 x, y;
450 mapstruct *m; 502 maptile *m;
451 503
452 /* Jump loop. Go through spaces opject wants to jump. Halt the 504 /* Jump loop. Go through spaces opject wants to jump. Halt the
453 * jump if a wall or creature is in the way. We set FLAG_FLYING 505 * jump if a wall or creature is in the way. We set FLAG_FLYING
454 * temporarily to allow player to aviod exits/archs that are not 506 * temporarily to allow player to aviod exits/archs that are not
455 * fly_on, fly_off. This will also prevent pickup of objects 507 * fly_on, fly_off. This will also prevent pickup of objects
456 * while jumping over them. 508 * while jumping over them.
457 */ 509 */
458 510
459 remove_ob(pl); 511 pl->remove ();
460 512
461 /* 513 /*
462 * I don't think this is actually needed - all the movement 514 * I don't think this is actually needed - all the movement
463 * code is handled in this function, and I don't see anyplace 515 * code is handled in this function, and I don't see anyplace
464 * that cares about the move_type being flying. 516 * that cares about the move_type being flying.
465 */ 517 */
466 pl->move_type |= MOVE_FLY_LOW; 518 pl->move_type |= MOVE_FLY_LOW;
467 519
468 for(i=0;i<=spaces;i++) { 520 for (i = 0; i <= spaces; i++)
521 {
469 x = pl->x + dx; 522 x = pl->x + dx;
470 y = pl->y + dy; 523 y = pl->y + dy;
471 m = pl->map; 524 m = pl->map;
472 525
473 mflags = get_map_flags(m, &m, x, y, &x, &y); 526 mflags = get_map_flags (m, &m, x, y, &x, &y);
474 527
475 if (mflags & P_OUT_OF_MAP) { 528 if (mflags & P_OUT_OF_MAP)
529 {
476 (void) stop_jump(pl,i,spaces); 530 (void) stop_jump (pl, i, spaces);
477 return 0; 531 return 0;
478 } 532 }
479 if (OB_TYPE_MOVE_BLOCK(pl, GET_MAP_MOVE_BLOCK(m, x, y))) { 533 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
534 {
480 new_draw_info(NDI_UNIQUE, 0,pl,"Your jump is blocked."); 535 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
481 stop_jump(pl,i,spaces); 536 stop_jump (pl, i, spaces);
482 return 0; 537 return 0;
538 }
539
540 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
483 } 541 {
484
485 for(tmp=get_map_ob(m, x, y); tmp;tmp=tmp->above) {
486 /* Jump into creature */ 542 /* Jump into creature */
487 if(QUERY_FLAG(tmp, FLAG_MONSTER)
488 || (tmp->type==PLAYER && (!QUERY_FLAG(tmp, FLAG_WIZ) || !tmp->contr->hidden))) { 543 if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
489 new_draw_info_format(NDI_UNIQUE, 0,pl,"You jump into %s%s.", 544 {
490 tmp->type == PLAYER ? "" : "the ", &tmp->name); 545 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
491 if(tmp->type!=PLAYER || 546 if (tmp->type != PLAYER ||
492 (pl->type==PLAYER && pl->contr->party==NULL) || 547 (pl->type == PLAYER && pl->contr->party == NULL) ||
493 (pl->type==PLAYER && tmp->type==PLAYER && 548 (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
494 pl->contr->party!=tmp->contr->party))
495 exp = skill_attack(tmp,pl,pl->facing,"kicked", skill); /* pl makes an attack */ 549 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
496 stop_jump(pl,i,spaces); 550 stop_jump (pl, i, spaces);
497 return exp; /* note that calc_skill_exp() is already called by skill_attack() */ 551 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
498 } 552 }
499 /* If the space has fly on set (no matter what the space is), 553 /* If the space has fly on set (no matter what the space is),
500 * we should get the effects - after all, the player is 554 * we should get the effects - after all, the player is
501 * effectively flying. 555 * effectively flying.
502 */ 556 */
503 if (tmp->move_on & MOVE_FLY_LOW) { 557 if (tmp->move_on & MOVE_FLY_LOW)
558 {
504 pl->x = x; 559 pl->x = x;
505 pl->y = y; 560 pl->y = y;
506 pl->map = m; 561 pl->map = m;
507 stop_jump(pl,i,spaces); 562 stop_jump (pl, i, spaces);
508 return calc_skill_exp(pl,NULL, skill); 563 return calc_skill_exp (pl, NULL, skill);
509 } 564 }
510 } 565 }
511 pl->x = x; 566 pl->x = x;
512 pl->y = y; 567 pl->y = y;
513 pl->map = m; 568 pl->map = m;
514 } 569 }
515 stop_jump(pl,i,spaces); 570 stop_jump (pl, i, spaces);
516 return calc_skill_exp(pl,NULL, skill); 571 return calc_skill_exp (pl, NULL, skill);
517} 572}
518 573
519/* 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
520 * an attack as well. 575 * an attack as well.
521 * 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
522 * jumper can jump several spaces? 577 * jumper can jump several spaces?
523 */ 578 */
524 579
580int
525int jump(object *pl, int dir, object *skill) 581jump (object *pl, int dir, object *skill)
526{ 582{
527 int spaces=0,stats; 583 int spaces = 0, stats;
528 int str = pl->stats.Str; 584 int str = pl->stats.Str;
529 int dex = pl->stats.Dex; 585 int dex = pl->stats.Dex;
530 586
531 dex = dex ? dex : 15; 587 dex = dex ? dex : 15;
532 str = str ? str : 10; 588 str = str ? str : 10;
533 589
534 stats=str*str*str*dex * skill->level; 590 stats = str * str * str * dex * skill->level;
535 591
536 if(pl->carrying!=0) /* don't want div by zero !! */ 592 if (pl->carrying != 0) /* don't want div by zero !! */
537 spaces=(int) (stats/pl->carrying); 593 spaces = (int) (stats / pl->carrying);
538 else 594 else
539 spaces=2; /* pl has no objects - gets the far jump */ 595 spaces = 2; /* pl has no objects - gets the far jump */
540 596
541 if(spaces>2) 597 if (spaces > 2)
542 spaces = 2; 598 spaces = 2;
543 else if(spaces==0) { 599 else if (spaces == 0)
600 {
544 new_draw_info(NDI_UNIQUE, 0,pl,"You are carrying too much weight to jump."); 601 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
545 return 0; 602 return 0;
546 } 603 }
547 return attempt_jump(pl,dir,spaces, skill); 604 return attempt_jump (pl, dir, spaces, skill);
548} 605}
549 606
550 607
551/* skill_ident() - this code is supposed to allow players to identify 608/* skill_ident() - this code is supposed to allow players to identify
552 * classes of objects with the various "auto-ident" skills. Player must 609 * classes of objects with the various "auto-ident" skills. Player must
556 * more generalized. Right now, skill indices are embedded in this routine. 613 * more generalized. Right now, skill indices are embedded in this routine.
557 * Returns amount of experience gained (on successful ident). 614 * Returns amount of experience gained (on successful ident).
558 * - b.t. (thomas@astro.psu.edu) 615 * - b.t. (thomas@astro.psu.edu)
559 */ 616 */
560 617
618static int
561static int do_skill_detect_curse(object *pl, object *skill) { 619do_skill_detect_curse (object *pl, object *skill)
620{
562 object *tmp; 621 object *tmp;
563 int success=0; 622 int success = 0;
564 623
565 for(tmp=pl->inv;tmp;tmp=tmp->below) 624 for (tmp = pl->inv; tmp; tmp = tmp->below)
566 if (!tmp->invisible 625 if (!tmp->invisible
567 && !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && !QUERY_FLAG(tmp,FLAG_KNOWN_CURSED) 626 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
568 && (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) && 627 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
569 tmp->item_power < skill->level) { 628 {
570 SET_FLAG(tmp,FLAG_KNOWN_CURSED); 629 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
571 esrv_update_item(UPD_FLAGS, pl, tmp); 630 esrv_update_item (UPD_FLAGS, pl, tmp);
572 success+= calc_skill_exp(pl,tmp, skill); 631 success += calc_skill_exp (pl, tmp, skill);
573 } 632 }
574 633
575 /* Check ground, too, but only objects the player could pick up */ 634 /* Check ground, too, but only objects the player could pick up */
576 for(tmp=get_map_ob(pl->map,pl->x,pl->y);tmp;tmp=tmp->above) 635 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
577 if (can_pick(pl, tmp) && 636 if (can_pick (pl, tmp) &&
578 !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && 637 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) &&
579 !QUERY_FLAG(tmp,FLAG_KNOWN_CURSED) 638 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
580 && (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) && 639 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
581 tmp->item_power < skill->level) { 640 {
582 SET_FLAG(tmp,FLAG_KNOWN_CURSED); 641 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
583 esrv_update_item(UPD_FLAGS, pl, tmp); 642 esrv_update_item (UPD_FLAGS, pl, tmp);
584 success+= calc_skill_exp(pl,tmp, skill); 643 success += calc_skill_exp (pl, tmp, skill);
585 } 644 }
586 645
587 return success; 646 return success;
588} 647}
589 648
649static int
590static int do_skill_detect_magic(object *pl, object *skill) { 650do_skill_detect_magic (object *pl, object *skill)
651{
591 object *tmp; 652 object *tmp;
592 int success=0; 653 int success = 0;
593 654
594 for(tmp=pl->inv;tmp;tmp=tmp->below) 655 for (tmp = pl->inv; tmp; tmp = tmp->below)
595 if(!tmp->invisible 656 if (!tmp->invisible
596 && !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) 657 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
597 && (is_magical(tmp)) && tmp->item_power < skill->level) { 658 && (is_magical (tmp)) && tmp->item_power < skill->level)
659 {
598 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 660 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
599 esrv_update_item(UPD_FLAGS, pl, tmp); 661 esrv_update_item (UPD_FLAGS, pl, tmp);
600 success+=calc_skill_exp(pl,tmp, skill); 662 success += calc_skill_exp (pl, tmp, skill);
601 } 663 }
602 664
603 /* Check ground, too, but like above, only if the object can be picked up*/ 665 /* Check ground, too, but like above, only if the object can be picked up */
604 for(tmp=get_map_ob(pl->map,pl->x,pl->y);tmp;tmp=tmp->above) 666 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
605 if (can_pick(pl, tmp) && 667 if (can_pick (pl, tmp) &&
606 !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && 668 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level)
607 !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) 669 {
608 && (is_magical(tmp)) && tmp->item_power < skill->level) {
609 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 670 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
610 esrv_update_item(UPD_FLAGS, pl, tmp); 671 esrv_update_item (UPD_FLAGS, pl, tmp);
611 success+=calc_skill_exp(pl,tmp, skill); 672 success += calc_skill_exp (pl, tmp, skill);
612 } 673 }
613 674
614 return success; 675 return success;
615} 676}
616 677
617/* Helper function for do_skill_ident, so that we can loop 678/* Helper function for do_skill_ident, so that we can loop
618 * over inventory AND objects on the ground conveniently. 679 * over inventory AND objects on the ground conveniently.
619 */ 680 */
681int
620int do_skill_ident2(object *tmp,object *pl, int obj_class, object *skill) 682do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
621{ 683{
622 int success = 0, chance; 684 int success = 0, chance;
623 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; 685 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
624 686
625 if (!QUERY_FLAG (tmp,FLAG_IDENTIFIED) && !QUERY_FLAG (tmp,FLAG_NO_SKILL_IDENT) 687 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)
626 && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class) 688 && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class)
627 { 689 {
628 chance = die_roll(3, 10, pl, PREFER_LOW) - 3 690 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
629 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
630 691
631 if (skill_value >= chance) 692 if (skill_value >= chance)
632 { 693 {
633 identify(tmp); 694 identify (tmp);
634 695
635 if (pl->type==PLAYER) 696 if (pl->type == PLAYER)
636 { 697 {
637 new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl)); 698 new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl));
638 699
639 if (tmp->msg) 700 if (tmp->msg)
640 { 701 {
641 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 702 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
642 new_draw_info(NDI_UNIQUE, 0,pl, tmp->msg); 703 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
643 } 704 }
644 705
645 /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */ 706 /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */
646 if (tmp->map) 707 if (tmp->map)
647 esrv_send_item (pl, tmp); 708 esrv_send_item (pl, tmp);
648 } 709 }
649 success += calc_skill_exp(pl,tmp, skill); 710 success += calc_skill_exp (pl, tmp, skill);
650 } 711 }
651 else 712 else
652 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); 713 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
653 } 714 }
654 715
655 return success; 716 return success;
656} 717}
657 718
658/* do_skill_ident() - workhorse for skill_ident() -b.t. 719/* do_skill_ident() - workhorse for skill_ident() -b.t.
659 */ 720 */
721static int
660static int do_skill_ident(object *pl, int obj_class, object *skill) { 722do_skill_ident (object *pl, int obj_class, object *skill)
723{
661 object *tmp; 724 object *tmp;
662 int success=0; 725 int success = 0;
663 726
664 for(tmp=pl->inv;tmp;tmp=tmp->below) 727 for (tmp = pl->inv; tmp; tmp = tmp->below)
665 success+=do_skill_ident2(tmp,pl,obj_class, skill); 728 success += do_skill_ident2 (tmp, pl, obj_class, skill);
666 /* check the ground */ 729 /* check the ground */
667 730
668 for(tmp=get_map_ob(pl->map,pl->x,pl->y);tmp;tmp=tmp->above) 731 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
669 success+=do_skill_ident2(tmp,pl,obj_class, skill); 732 success += do_skill_ident2 (tmp, pl, obj_class, skill);
670 733
671 return success; 734 return success;
672} 735}
673 736
737int
674int skill_ident(object *pl, object *skill) { 738skill_ident (object *pl, object *skill)
739{
675 int success=0; 740 int success = 0;
676 741
677 if(pl->type != PLAYER) return 0; /* only players will skill-identify */ 742 if (pl->type != PLAYER)
743 return 0; /* only players will skill-identify */
678 744
679 new_draw_info(NDI_UNIQUE, 0,pl,"You look at the objects nearby..."); 745 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
680 746
681 switch (skill->subtype) { 747 switch (skill->subtype)
748 {
682 case SK_SMITHERY: 749 case SK_SMITHERY:
683 success += do_skill_ident(pl,WEAPON, skill) + do_skill_ident(pl,ARMOUR, skill) 750 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill)
684 + do_skill_ident(pl,BRACERS,skill) + do_skill_ident(pl,CLOAK,skill) 751 + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill)
685 + do_skill_ident(pl,BOOTS,skill) + do_skill_ident(pl,SHIELD,skill) 752 + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill)
686 + do_skill_ident(pl,GIRDLE,skill) + do_skill_ident(pl,HELMET,skill) 753 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
687 + do_skill_ident(pl,GLOVES,skill);
688 break; 754 break;
689 755
690 case SK_BOWYER: 756 case SK_BOWYER:
691 success += do_skill_ident(pl,BOW,skill) + do_skill_ident(pl,ARROW,skill); 757 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
692 break; 758 break;
693 759
694 case SK_ALCHEMY: 760 case SK_ALCHEMY:
695 success += do_skill_ident(pl,POTION,skill) + do_skill_ident(pl,POISON,skill) 761 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill)
696 + do_skill_ident(pl,CONTAINER,skill) 762 + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
697 + do_skill_ident(pl,DRINK,skill) + do_skill_ident(pl,INORGANIC,skill);
698 break; 763 break;
699 764
700 case SK_WOODSMAN: 765 case SK_WOODSMAN:
701 success += do_skill_ident(pl,FOOD,skill) + do_skill_ident(pl,DRINK,skill) 766 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
702 + do_skill_ident(pl,FLESH,skill);
703 break; 767 break;
704 768
705 case SK_JEWELER: 769 case SK_JEWELER:
706 success += do_skill_ident(pl,GEM,skill) + do_skill_ident(pl,RING,skill) + 770 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
707 do_skill_ident(pl,AMULET,skill);
708 break; 771 break;
709 772
710 case SK_LITERACY: 773 case SK_LITERACY:
711 success += do_skill_ident(pl,SPELLBOOK,skill) 774 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
712 + do_skill_ident(pl,SCROLL,skill) + do_skill_ident(pl,BOOK,skill);
713 break; 775 break;
714 776
715 case SK_THAUMATURGY: 777 case SK_THAUMATURGY:
716 success += do_skill_ident(pl,WAND,skill) + do_skill_ident(pl,ROD,skill) 778 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
717 + do_skill_ident(pl,HORN,skill);
718 break; 779 break;
719 780
720 case SK_DET_CURSE: 781 case SK_DET_CURSE:
721 success = do_skill_detect_curse(pl,skill); 782 success = do_skill_detect_curse (pl, skill);
722 if(success) 783 if (success)
723 new_draw_info(NDI_UNIQUE, 0,pl,"...and discover cursed items!"); 784 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
724 break; 785 break;
725 786
726 case SK_DET_MAGIC: 787 case SK_DET_MAGIC:
727 success = do_skill_detect_magic(pl,skill); 788 success = do_skill_detect_magic (pl, skill);
728 if(success) 789 if (success)
729 new_draw_info(NDI_UNIQUE, 0,pl,
730 "...and discover items imbued with mystic forces!"); 790 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!");
731 break; 791 break;
732 792
733 default: 793 default:
734 LOG(llevError,"Error: bad call to skill_ident()\n"); 794 LOG (llevError, "Error: bad call to skill_ident()\n");
735 return 0; 795 return 0;
736 break; 796 break;
737 } 797 }
738 if(!success) { 798 if (!success)
799 {
739 new_draw_info(NDI_UNIQUE, 0,pl,"...and learn nothing more."); 800 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
740 } 801 }
741 return success; 802 return success;
742} 803}
743
744 804
745/* players using this skill can 'charm' a monster -- 805/* players using this skill can 'charm' a monster --
746 * into working for them. It can only be used on 806 * into working for them. It can only be used on
747 * non-special (see below) 'neutral' creatures. 807 * non-special (see below) 'neutral' creatures.
748 * -b.t. (thomas@astro.psu.edu) 808 * -b.t. (thomas@astro.psu.edu)
749 */ 809 */
750 810int
751int use_oratory(object *pl, int dir, object *skill) { 811use_oratory (object *pl, int dir, object *skill)
752 sint16 x=pl->x+freearr_x[dir],y=pl->y+freearr_y[dir]; 812{
753 int mflags,chance; 813 if (pl->type != PLAYER)
754 object *tmp; 814 return 0; /* only players use this skill */
755 mapstruct *m; 815
756 816 sint16 x = pl->x + freearr_x[dir],
757 if(pl->type!=PLAYER) return 0; /* only players use this skill */ 817 y = pl->y + freearr_y[dir];
758 m = pl->map; 818 maptile *m = pl->map;
819
759 mflags =get_map_flags(m, &m, x,y, &x, &y); 820 int mflags = get_map_flags (m, &m, x, y, &x, &y);
760 if (mflags & P_OUT_OF_MAP) return 0; 821 if (mflags & P_OUT_OF_MAP)
822 return 0;
761 823
762 /* Save some processing - we have the flag already anyways 824 /* Save some processing - we have the flag already anyways
763 */ 825 */
764 if (!(mflags & P_IS_ALIVE)) { 826 if (!(mflags & P_IS_ALIVE))
827 {
765 new_draw_info(NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 828 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
829 return 0;
830 }
831
832 object *tmp;
833 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
834 {
835 /* can't persuade players - return because there is nothing else
836 * on that space to charm. Same for multi space monsters and
837 * special monsters - we don't allow them to be charmed, and there
838 * is no reason to do further processing since they should be the
839 * only monster on the space.
840 */
841 if (tmp->type == PLAYER
842 || tmp->more || tmp->head_ () != tmp
843 || tmp->msg)
766 return 0; 844 return 0;
767 }
768 845
769 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
770 /* can't persuade players - return because there is nothing else
771 * on that space to charm. Same for multi space monsters and
772 * special monsters - we don't allow them to be charmed, and there
773 * is no reason to do further processing since they should be the
774 * only monster on the space.
775 */
776 if(tmp->type==PLAYER) return 0;
777 if(tmp->more || tmp->head) return 0;
778 if(tmp->msg) return 0;
779
780 if(QUERY_FLAG(tmp,FLAG_MONSTER)) break; 846 if (QUERY_FLAG (tmp, FLAG_MONSTER))
847 break;
781 } 848 }
782 849
783 if (!tmp) { 850 if (!tmp)
851 {
784 new_draw_info(NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 852 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
785 return 0; 853 return 0;
786 } 854 }
787 855
788 new_draw_info_format(NDI_UNIQUE, 856 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
789 0,pl, "You orate to the %s.",query_name(tmp));
790 857
791 /* the following conditions limit who may be 'charmed' */ 858 /* the following conditions limit who may be 'charmed' */
792 859
793 /* it's hostile! */ 860 /* it's hostile! */
794 if(!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE) && !QUERY_FLAG(tmp, FLAG_FRIENDLY)) { 861 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
795 new_draw_info_format(NDI_UNIQUE, 0,pl, 862 {
796 "Too bad the %s isn't listening!\n",query_name(tmp)); 863 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
797 return 0; 864 return 0;
798 } 865 }
799 866
800 /* it's already allied! */ 867 /* it's already allied! */
801 if(QUERY_FLAG(tmp,FLAG_FRIENDLY)&&(tmp->attack_movement==PETMOVE)){ 868 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
802 if(get_owner(tmp)==pl) { 869 {
803 new_draw_info(NDI_UNIQUE, 0,pl, 870 if (tmp->owner == pl)
804 "Your follower loves your speech.\n"); 871 {
872 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
805 return 0; 873 return 0;
874 }
806 } else if (skill->level > tmp->level) { 875 else if (skill->level > tmp->level)
876 {
807 /* you steal the follower. Perhaps we should really look at the 877 /* you steal the follower. Perhaps we should really look at the
808 * level of the owner above? 878 * level of the owner above?
809 */ 879 */
810 set_owner(tmp,pl); 880 tmp->set_owner (pl);
811 new_draw_info_format(NDI_UNIQUE, 0,pl, 881 tmp->skill = skill->skill;
812 "You convince the %s to follow you instead!\n", 882
813 query_name(tmp)); 883 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp));
814 /* Abuse fix - don't give exp since this can otherwise 884 /* Abuse fix - don't give exp since this can otherwise
815 * be used by a couple players to gets lots of exp. 885 * be used by a couple players to gets lots of exp.
816 */ 886 */
817 return 0; 887 return 0;
888 }
818 } else { 889 else
890 {
819 /* In this case, you can't steal it from the other player */ 891 /* In this case, you can't steal it from the other player */
820 return 0; 892 return 0;
821 } 893 }
822 } /* Creature was already a pet of someone */ 894 } /* Creature was already a pet of someone */
823 895
824 chance=skill->level*2+(pl->stats.Cha-2*tmp->stats.Int)/2; 896 int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2;
825 897
826 /* Ok, got a 'sucker' lets try to make them a follower */ 898 /* Ok, got a 'sucker' lets try to make them a follower */
827 if(chance>0 && tmp->level<(random_roll(0, chance-1, pl, PREFER_HIGH)-1)) { 899 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
828 new_draw_info_format(NDI_UNIQUE, 0,pl, 900 {
829 "You convince the %s to become your follower.\n", 901 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
830 query_name(tmp));
831 902
832 set_owner(tmp,pl); 903 tmp->set_owner (pl);
904 tmp->skill = skill->skill;
833 tmp->stats.exp = 0; 905 tmp->stats.exp = 0;
834 add_friendly_object(tmp); 906 add_friendly_object (tmp);
835 SET_FLAG(tmp,FLAG_FRIENDLY);
836 tmp->attack_movement = PETMOVE; 907 tmp->attack_movement = PETMOVE;
837 return calc_skill_exp(pl,tmp, skill); 908 return calc_skill_exp (pl, tmp, skill);
838 } 909 }
839 /* Charm failed. Creature may be angry now */ 910 /* Charm failed. Creature may be angry now */
840 else if((skill->level+((pl->stats.Cha-10)/2)) < random_roll(1, 2*tmp->level, pl, PREFER_LOW)) { 911 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
841 new_draw_info_format(NDI_UNIQUE, 0,pl, 912 {
842 "Your speech angers the %s!\n",query_name(tmp)); 913 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
843 if(QUERY_FLAG(tmp,FLAG_FRIENDLY)) { 914 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
915 {
844 CLEAR_FLAG(tmp,FLAG_FRIENDLY); 916 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
845 remove_friendly_object(tmp); 917 remove_friendly_object (tmp);
846 tmp->attack_movement = 0; /* needed? */ 918 tmp->attack_movement = 0; /* needed? */
847 } 919 }
920
848 CLEAR_FLAG(tmp,FLAG_UNAGGRESSIVE); 921 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
849 } 922 }
923
850 return 0; /* Fall through - if we get here, we didn't charm anything */ 924 return 0; /* Fall through - if we get here, we didn't charm anything */
851} 925}
852 926
853/* Singing() -this skill allows the player to pacify nearby creatures. 927/* Singing() -this skill allows the player to pacify nearby creatures.
854 * There are few limitations on who/what kind of 928 * There are few limitations on who/what kind of
855 * non-player creatures that may be pacified. Right now, a player 929 * non-player creatures that may be pacified. Right now, a player
857 * successfully pacified the creature gets Int=1. Thus, a player 931 * successfully pacified the creature gets Int=1. Thus, a player
858 * may only pacify a creature once. 932 * may only pacify a creature once.
859 * BTW, I appologize for the naming of the skill, I couldnt think 933 * BTW, I appologize for the naming of the skill, I couldnt think
860 * of anything better! -b.t. 934 * of anything better! -b.t.
861 */ 935 */
862 936int
863int singing(object *pl, int dir, object *skill) { 937singing (object *pl, int dir, object *skill)
864 int i,exp = 0,chance, mflags; 938{
939 int i, exp = 0;
865 object *tmp; 940 object *tmp;
866 mapstruct *m; 941 maptile *m;
867 sint16 x, y; 942 sint16 x, y;
868 943
869 if(pl->type!=PLAYER) return 0; /* only players use this skill */ 944 if (pl->type != PLAYER)
945 return 0; /* only players use this skill */
870 946
871 new_draw_info_format(NDI_UNIQUE,0,pl, "You sing."); 947 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
872 for(i=0;i<MIN(skill->level,SIZEOFFREE);i++) { 948 for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++)
949 {
873 x = pl->x+freearr_x[i]; 950 x = pl->x + freearr_x[i];
874 y = pl->y+freearr_y[i]; 951 y = pl->y + freearr_y[i];
875 m = pl->map; 952 m = pl->map;
876 953
877 mflags =get_map_flags(m, &m, x,y, &x, &y); 954 int mflags = get_map_flags (m, &m, x, y, &x, &y);
878 if (mflags & P_OUT_OF_MAP) continue; 955 if (mflags & P_OUT_OF_MAP)
956 continue;
879 if (!(mflags & P_IS_ALIVE)) continue; 957 if (!(mflags & P_IS_ALIVE))
958 continue;
880 959
881 for(tmp=get_map_ob(m, x, y); tmp;tmp=tmp->above) { 960 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
961 {
882 if(QUERY_FLAG(tmp,FLAG_MONSTER)) break; 962 if (QUERY_FLAG (tmp, FLAG_MONSTER))
963 break;
883 /* can't affect players */ 964 /* can't affect players */
884 if(tmp->type==PLAYER) break; 965 if (tmp->type == PLAYER)
966 break;
885 } 967 }
886 968
887 /* Whole bunch of checks to see if this is a type of monster that would 969 /* Whole bunch of checks to see if this is a type of monster that would
888 * listen to singing. 970 * listen to singing.
889 */ 971 */
890 if (tmp && QUERY_FLAG(tmp, FLAG_MONSTER) && 972 if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */
891 !QUERY_FLAG(tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */
892 !QUERY_FLAG(tmp, FLAG_SPLITTING) && /* no ears */ 973 !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */
893 !QUERY_FLAG(tmp, FLAG_HITBACK) && /* was here before */ 974 !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */
894 (tmp->level <= skill->level) && 975 (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */
895 (!tmp->head) &&
896 !QUERY_FLAG(tmp, FLAG_UNDEAD) && 976 !QUERY_FLAG (tmp, FLAG_FRIENDLY))
897 !QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE) && /* already calm */ 977 { /* already calm */
898 !QUERY_FLAG(tmp,FLAG_FRIENDLY)) { /* already calm */
899 978
900 /* stealing isn't really related (although, maybe it should 979 /* stealing isn't really related (although, maybe it should
901 * be). This is mainly to prevent singing to the same monster 980 * be). This is mainly to prevent singing to the same monster
902 * over and over again and getting exp for it. 981 * over and over again and getting exp for it.
903 */ 982 */
904 chance=skill->level*2+(pl->stats.Cha-5-tmp->stats.Int)/2; 983 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
984
905 if(chance && tmp->level*2<random_roll(0, chance-1, pl, PREFER_HIGH)) { 985 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH))
986 {
906 SET_FLAG(tmp,FLAG_UNAGGRESSIVE); 987 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
907 new_draw_info_format(NDI_UNIQUE, 0,pl, 988 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp));
908 "You calm down the %s\n",query_name(tmp));
909 /* Give exp only if they are not aware */ 989 /* Give exp only if they are not aware */
990
910 if(!QUERY_FLAG(tmp,FLAG_NO_STEAL)) 991 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL))
911 exp += calc_skill_exp(pl,tmp, skill); 992 exp += calc_skill_exp (pl, tmp, skill);
993
912 SET_FLAG(tmp,FLAG_NO_STEAL); 994 SET_FLAG (tmp, FLAG_NO_STEAL);
913 } else {
914 new_draw_info_format(NDI_UNIQUE, 0,pl,
915 "Too bad the %s isn't listening!\n",query_name(tmp));
916 SET_FLAG(tmp,FLAG_NO_STEAL);
917 } 995 }
996 else
997 {
998 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
999 SET_FLAG (tmp, FLAG_NO_STEAL);
918 } 1000 }
1001 }
919 } 1002 }
920 return exp; 1003 return exp;
921} 1004}
922 1005
923/* The find_traps skill (aka, search). Checks for traps 1006/* The find_traps skill (aka, search). Checks for traps
924 * on the spaces or in certain objects 1007 * on the spaces or in certain objects
925 */ 1008 */
926 1009
1010int
927int find_traps (object *pl, object *skill) { 1011find_traps (object *pl, object *skill)
1012{
928 object *tmp,*tmp2; 1013 object *tmp, *tmp2;
929 int i,expsum=0, mflags; 1014 int i, expsum = 0, mflags;
930 sint16 x,y; 1015 sint16 x, y;
931 mapstruct *m; 1016 maptile *m;
932 1017
933 /* First we search all around us for runes and traps, which are 1018 /* First we search all around us for runes and traps, which are
934 * all type RUNE 1019 * all type RUNE
935 */ 1020 */
936 1021
937 for(i=0;i<9;i++) { 1022 for (i = 0; i < 9; i++)
1023 {
938 x = pl->x+freearr_x[i]; 1024 x = pl->x + freearr_x[i];
939 y = pl->y+freearr_y[i]; 1025 y = pl->y + freearr_y[i];
940 m = pl->map; 1026 m = pl->map;
941 1027
942 mflags =get_map_flags(m, &m, x,y, &x, &y); 1028 mflags = get_map_flags (m, &m, x, y, &x, &y);
943 if (mflags & P_OUT_OF_MAP) continue; 1029 if (mflags & P_OUT_OF_MAP)
1030 continue;
944 1031
945 /* Check everything in the square for trapness */ 1032 /* Check everything in the square for trapness */
946 for(tmp = get_map_ob(m, x, y); tmp!=NULL;tmp=tmp->above) { 1033 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1034 {
947 1035
948 /* And now we'd better do an inventory traversal of each 1036 /* And now we'd better do an inventory traversal of each
949 * of these objects' inventory 1037 * of these objects' inventory
950 * We can narrow this down a bit - no reason to search through 1038 * We can narrow this down a bit - no reason to search through
951 * the players inventory or monsters for that matter. 1039 * the players inventory or monsters for that matter.
952 */ 1040 */
953 if (tmp->type != PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) { 1041 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1042 {
954 for(tmp2=tmp->inv;tmp2!=NULL;tmp2=tmp2->below) 1043 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
955 if(tmp2->type==RUNE || tmp2->type == TRAP) 1044 if (tmp2->type == RUNE || tmp2->type == TRAP)
956 if(trap_see(pl,tmp2)) { 1045 if (trap_see (pl, tmp2))
1046 {
957 trap_show(tmp2,tmp); 1047 trap_show (tmp2, tmp);
958 if(tmp2->stats.Cha>1) { 1048 if (tmp2->stats.Cha > 1)
959 if (!tmp2->owner || tmp2->owner->type!=PLAYER)
960 expsum += calc_skill_exp(pl,tmp2, skill);
961
962 tmp2->stats.Cha = 1; /* unhide the trap */
963 }
964 } 1049 {
965 }
966 if((tmp->type==RUNE || tmp->type == TRAP) && trap_see(pl,tmp)) {
967 trap_show(tmp,tmp);
968 if(tmp->stats.Cha>1) {
969 if (!tmp->owner || tmp->owner->type!=PLAYER) 1050 if (!tmp2->owner || tmp2->owner->type != PLAYER)
970 expsum += calc_skill_exp(pl,tmp, skill); 1051 expsum += calc_skill_exp (pl, tmp2, skill);
1052
971 tmp->stats.Cha = 1; /* unhide the trap */ 1053 tmp2->stats.Cha = 1; /* unhide the trap */
972 }
973 }
974 }
975 }
976 new_draw_info(NDI_BLACK, 0, pl, "You search the area.");
977 return expsum;
978}
979
980/* remove_trap() - This skill will disarm any previously discovered trap
981 * the algorithm is based (almost totally) on the old command_disarm() - b.t.
982 */
983
984int remove_trap (object *op, int dir, object *skill) {
985 object *tmp,*tmp2;
986 int i,success=0,mflags;
987 mapstruct *m;
988 sint16 x,y;
989
990 for(i=0;i<9;i++) {
991 x = op->x + freearr_x[i];
992 y = op->y + freearr_y[i];
993 m = op->map;
994
995 mflags =get_map_flags(m, &m, x,y, &x, &y);
996 if (mflags & P_OUT_OF_MAP) continue;
997
998 /* Check everything in the square for trapness */
999 for(tmp = get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) {
1000 /* And now we'd better do an inventory traversal of each
1001 * of these objects inventory. Like above, only
1002 * do this for interesting objects.
1003 */
1004
1005 if (tmp->type != PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) {
1006 for(tmp2=tmp->inv;tmp2!=NULL;tmp2=tmp2->below)
1007 if((tmp2->type==RUNE || tmp2->type == TRAP) && tmp2->stats.Cha<=1) {
1008 trap_show(tmp2,tmp);
1009 if(trap_disarm(op,tmp2,1, skill) && (!tmp2->owner || tmp2->owner->type!=PLAYER)) {
1010 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1011 success += calc_skill_exp(op,tmp2, skill);
1012 } 1054 }
1013 } 1055 }
1014 } 1056 }
1015 if((tmp->type==RUNE || tmp->type==TRAP) && tmp->stats.Cha<=1) { 1057 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1058 {
1016 trap_show(tmp,tmp); 1059 trap_show (tmp, tmp);
1060 if (tmp->stats.Cha > 1)
1061 {
1017 if (trap_disarm(op,tmp,1,skill) && (!tmp->owner || tmp->owner->type!=PLAYER)) { 1062 if (!tmp->owner || tmp->owner->type != PLAYER)
1018 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1019 success += calc_skill_exp(op,tmp,skill); 1063 expsum += calc_skill_exp (pl, tmp, skill);
1064 tmp->stats.Cha = 1; /* unhide the trap */
1020 } 1065 }
1021 } 1066 }
1022 } 1067 }
1023 } 1068 }
1069 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1070 return expsum;
1071}
1072
1073/* remove_trap() - This skill will disarm any previously discovered trap
1074 * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1075 */
1076
1077int
1078remove_trap (object *op, int dir, object *skill)
1079{
1080 object *tmp, *tmp2;
1081 int i, success = 0, mflags;
1082 maptile *m;
1083 sint16 x, y;
1084
1085 for (i = 0; i < 9; i++)
1086 {
1087 x = op->x + freearr_x[i];
1088 y = op->y + freearr_y[i];
1089 m = op->map;
1090
1091 mflags = get_map_flags (m, &m, x, y, &x, &y);
1092 if (mflags & P_OUT_OF_MAP)
1093 continue;
1094
1095 /* Check everything in the square for trapness */
1096 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1097 {
1098 /* And now we'd better do an inventory traversal of each
1099 * of these objects inventory. Like above, only
1100 * do this for interesting objects.
1101 */
1102
1103 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1104 {
1105 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1106 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1107 {
1108 trap_show (tmp2, tmp);
1109 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1110 {
1111 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1112 success += calc_skill_exp (op, tmp2, skill);
1113 }
1114 }
1115 }
1116 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1117 {
1118 trap_show (tmp, tmp);
1119 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1120 {
1121 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1122 success += calc_skill_exp (op, tmp, skill);
1123 }
1124 }
1125 }
1126 }
1024 return success; 1127 return success;
1025} 1128}
1026 1129
1027 1130
1028/* pray() - when this skill is called from do_skill(), it allows 1131/* pray() - when this skill is called from do_skill(), it allows
1029 * the player to regain lost grace points at a faster rate. -b.t. 1132 * the player to regain lost grace points at a faster rate. -b.t.
1031 * such that if it returns true, player gets exp in that skill. This 1134 * such that if it returns true, player gets exp in that skill. This
1032 * the effect here can be done on demand, we probably don't want to 1135 * the effect here can be done on demand, we probably don't want to
1033 * give infinite exp by returning true in any cases. 1136 * give infinite exp by returning true in any cases.
1034 */ 1137 */
1035 1138
1139int
1036int pray (object *pl, object *skill) { 1140pray (object *pl, object *skill)
1141{
1037 char buf[MAX_BUF]; 1142 char buf[MAX_BUF];
1038 object *tmp; 1143 object *tmp;
1039 1144
1040 if(pl->type!=PLAYER) return 0; 1145 if (pl->type != PLAYER)
1041
1042 strcpy(buf,"You pray.");
1043
1044 /* Check all objects - we could stop at floor objects,
1045 * but if someone buries an altar, I don't see a problem with
1046 * going through all the objects, and it shouldn't be much slower
1047 * than extra checks on object attributes.
1048 */
1049 for (tmp=pl->below; tmp!=NULL; tmp=tmp->below) {
1050 /* Only if the altar actually belongs to someone do you get special benefits */
1051 if(tmp && tmp->type==HOLY_ALTAR && tmp->other_arch) {
1052 sprintf(buf,"You pray over the %s.", &tmp->name);
1053 pray_at_altar(pl,tmp, skill);
1054 break; /* Only pray at one altar */
1055 }
1056 }
1057
1058 new_draw_info(NDI_BLACK,0,pl,buf);
1059
1060 if(pl->stats.grace < pl->stats.maxgrace) {
1061 pl->stats.grace++;
1062 pl->last_grace = -1;
1063 }
1064 return 0; 1146 return 0;
1147
1148 strcpy (buf, "You pray.");
1149
1150 /* Check all objects - we could stop at floor objects,
1151 * but if someone buries an altar, I don't see a problem with
1152 * going through all the objects, and it shouldn't be much slower
1153 * than extra checks on object attributes.
1154 */
1155 for (tmp = pl->below; tmp != NULL; tmp = tmp->below)
1156 {
1157 /* Only if the altar actually belongs to someone do you get special benefits */
1158 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1159 {
1160 sprintf (buf, "You pray over the %s.", &tmp->name);
1161 pray_at_altar (pl, tmp, skill);
1162 break; /* Only pray at one altar */
1163 }
1164 }
1165
1166 new_draw_info (NDI_BLACK, 0, pl, buf);
1167
1168 if (pl->stats.grace < pl->stats.maxgrace)
1169 {
1170 pl->stats.grace++;
1171 pl->last_grace = -1;
1172 }
1173 return 0;
1065} 1174}
1066 1175
1067/* This skill allows the player to regain a few sp or hp for a 1176/* This skill allows the player to regain a few sp or hp for a
1068 * brief period of concentration. No armour or weapons may be 1177 * brief period of concentration. No armour or weapons may be
1069 * wielded/applied for this to work. The amount of time needed 1178 * wielded/applied for this to work. The amount of time needed
1070 * to concentrate and the # of points regained is dependant on 1179 * to concentrate and the # of points regained is dependant on
1071 * the level of the user. - b.t. thomas@astro.psu.edu 1180 * the level of the user. - b.t. thomas@astro.psu.edu
1072 */ 1181 */
1073 1182
1183void
1074void meditate (object *pl, object *skill) { 1184meditate (object *pl, object *skill)
1185{
1075 object *tmp; 1186 object *tmp;
1076 1187
1077 if(pl->type!=PLAYER) return; /* players only */ 1188 if (pl->type != PLAYER)
1189 return; /* players only */
1078 1190
1079 /* check if pl has removed encumbering armour and weapons */ 1191 /* check if pl has removed encumbering armour and weapons */
1080 if(QUERY_FLAG(pl,FLAG_READY_WEAPON) && (skill->level<6)) { 1192 if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6))
1081 new_draw_info(NDI_UNIQUE,0,pl, 1193 {
1082 "You can't concentrate while wielding a weapon!\n"); 1194 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n");
1083 return; 1195 return;
1084 } else { 1196 }
1197 else
1198 {
1085 for(tmp=pl->inv;tmp;tmp=tmp->below) 1199 for (tmp = pl->inv; tmp; tmp = tmp->below)
1086 if (( (tmp->type==ARMOUR && skill->level<12) 1200 if (((tmp->type == ARMOUR && skill->level < 12)
1087 || (tmp->type==HELMET && skill->level<10) 1201 || (tmp->type == HELMET && skill->level < 10)
1088 || (tmp->type==SHIELD && skill->level<6) 1202 || (tmp->type == SHIELD && skill->level < 6)
1089 || (tmp->type==BOOTS && skill->level<4) 1203 || (tmp->type == BOOTS && skill->level < 4)
1090 || (tmp->type==GLOVES && skill->level<2) ) 1204 || (tmp->type == GLOVES && skill->level < 2))
1091 && QUERY_FLAG(tmp,FLAG_APPLIED)) { 1205 && QUERY_FLAG (tmp, FLAG_APPLIED))
1092 new_draw_info(NDI_UNIQUE,0,pl, 1206 {
1093 "You can't concentrate while wearing so much armour!\n"); 1207 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n");
1094 return; 1208 return;
1095 } 1209 }
1096 } 1210 }
1097 1211
1098 /* ok let's meditate! Spell points are regained first, then once 1212 /* ok let's meditate! Spell points are regained first, then once
1099 * they are maxed we get back hp. Actual incrementing of values 1213 * they are maxed we get back hp. Actual incrementing of values
1100 * is handled by the do_some_living() (in player.c). This way magical 1214 * is handled by the do_some_living() (in player.c). This way magical
1101 * bonuses for healing/sp regeneration are included properly 1215 * bonuses for healing/sp regeneration are included properly
1102 * No matter what, we will eat up some playing time trying to 1216 * No matter what, we will eat up some playing time trying to
1103 * meditate. (see 'factor' variable for what sets the amount of time) 1217 * meditate. (see 'factor' variable for what sets the amount of time)
1104 */ 1218 */
1105 1219
1106 new_draw_info(NDI_BLACK,0,pl, "You meditate."); 1220 new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1107 1221
1108 if(pl->stats.sp < pl->stats.maxsp) { 1222 if (pl->stats.sp < pl->stats.maxsp)
1223 {
1109 pl->stats.sp++; 1224 pl->stats.sp++;
1110 pl->last_sp = -1; 1225 pl->last_sp = -1;
1226 }
1111 } else if (pl->stats.hp < pl->stats.maxhp) { 1227 else if (pl->stats.hp < pl->stats.maxhp)
1228 {
1112 pl->stats.hp++; 1229 pl->stats.hp++;
1113 pl->last_heal = -1; 1230 pl->last_heal = -1;
1114 } 1231 }
1115} 1232}
1116 1233
1117/* write_note() - this routine allows players to inscribe messages in 1234/* write_note() - this routine allows players to inscribe messages in
1118 * ordinary 'books' (anything that is type BOOK). b.t. 1235 * ordinary 'books' (anything that is type BOOK). b.t.
1119 */ 1236 */
1120 1237static int
1121static int write_note(object *pl, object *item, const char *msg, object *skill) { 1238write_note (object *pl, object *item, const char *msg, object *skill)
1239{
1122 char buf[1024]; 1240 char buf[1024];
1123 object *newBook = NULL; 1241 object *newBook = NULL;
1124 1242
1125 /* a pair of sanity checks */ 1243 /* a pair of sanity checks */
1126 if(!item||item->type!=BOOK) return 0; 1244 if (!item || item->type != BOOK)
1245 return 0;
1127 1246
1128 if(!msg) { 1247 if (!msg)
1248 {
1129 new_draw_info(NDI_UNIQUE,0,pl,"No message to write!"); 1249 new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!");
1130 new_draw_info_format(NDI_UNIQUE,0,pl,"Usage: use_skill %s <message>", &skill->skill); 1250 new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill);
1131 return 0; 1251 return 0;
1132 } 1252 }
1253
1133 if (strcasestr_local(msg, "endmsg")) { 1254 if (strcasestr_local (msg, "endmsg"))
1255 {
1134 new_draw_info(NDI_UNIQUE,0,pl,"Trying to cheat now are we?"); 1256 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1135 return 0; 1257 return 0;
1136 } 1258 }
1137 1259
1138 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) 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;
1277 newBook->msg = buf;
1278 newBook = insert_ob_in_ob (newBook, pl);
1279 esrv_send_item (pl, newBook);
1280 }
1281 else
1282 {
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
1290 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", query_short_name (item));
1139 return strlen (msg); 1291 return strlen (msg);
1140 1292 }
1141 buf[0] = 0;
1142 if(!book_overflow(item->msg,msg,sizeof (buf))) { /* add msg string to book */
1143 if(item->msg)
1144 strcpy(buf,item->msg);
1145
1146 strcat(buf,msg);
1147 strcat(buf,"\n"); /* new msg needs a LF */
1148 if(item->nrof > 1) {
1149 newBook = get_object();
1150 copy_object(item, newBook);
1151 decrease_ob(item);
1152 esrv_send_item(pl, item);
1153 newBook->nrof = 1;
1154 newBook->msg = buf;
1155 newBook = insert_ob_in_ob(newBook, pl);
1156 esrv_send_item(pl, newBook);
1157 } else {
1158 item->msg=buf;
1159 /* This shouldn't be necessary - the object hasn't changed in any
1160 * visible way
1161 */
1162 /* esrv_send_item(pl, item);*/
1163 }
1164 new_draw_info_format(NDI_UNIQUE,0,pl, "You write in the %s.",
1165 query_short_name(item));
1166 return strlen(msg);
1167 } else 1293 else
1168 new_draw_info_format(NDI_UNIQUE,0,pl, 1294 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item));
1169 "Your message won't fit in the %s!",
1170 query_short_name(item));
1171 1295
1172 return 0; 1296 return 0;
1173} 1297}
1174 1298
1175/* write_scroll() - this routine allows players to inscribe spell scrolls 1299/* write_scroll() - this routine allows players to inscribe spell scrolls
1176 * of spells which they know. Backfire effects are possible with the 1300 * of spells which they know. Backfire effects are possible with the
1177 * severity of the backlash correlated with the difficulty of the scroll 1301 * severity of the backlash correlated with the difficulty of the scroll
1178 * that is attempted. -b.t. thomas@astro.psu.edu 1302 * that is attempted. -b.t. thomas@astro.psu.edu
1179 */ 1303 */
1180 1304
1305static int
1181static int write_scroll (object *pl, object *scroll, object *skill) { 1306write_scroll (object *pl, object *scroll, object *skill)
1307{
1182 int success=0,confused=0; 1308 int success = 0, confused = 0;
1183 object *newscroll, *chosen_spell, *tmp; 1309 object *newscroll, *chosen_spell, *tmp;
1184 1310
1185 /* this is a sanity check */ 1311 /* this is a sanity check */
1186 if (scroll->type!=SCROLL) { 1312 if (scroll->type != SCROLL)
1313 {
1187 new_draw_info(NDI_UNIQUE,0,pl,"A spell can only be inscribed into a scroll!"); 1314 new_draw_info (NDI_UNIQUE, 0, pl, "A spell can only be inscribed into a scroll!");
1188 return 0; 1315 return 0;
1189 } 1316 }
1190 1317
1191 /* Check if we are ready to attempt inscription */ 1318 /* Check if we are ready to attempt inscription */
1192 chosen_spell=pl->contr->ranges[range_magic]; 1319 chosen_spell = pl->contr->ranged_ob;
1193 if(!chosen_spell) { 1320 if (!chosen_spell || chosen_spell->type != SPELL)
1194 new_draw_info(NDI_UNIQUE,0,pl, 1321 {
1195 "You need a spell readied in order to inscribe!"); 1322 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1196 return 0; 1323 return 0;
1197 } 1324 }
1325
1198 if(SP_level_spellpoint_cost(pl,chosen_spell,SPELL_GRACE) > pl->stats.grace) { 1326 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1199 new_draw_info_format(NDI_UNIQUE,0,pl, 1327 {
1200 "You don't have enough grace to write a scroll of %s.", 1328 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1201 &chosen_spell->name);
1202 return 0; 1329 return 0;
1203 } 1330 }
1331
1204 if(SP_level_spellpoint_cost(pl,chosen_spell,SPELL_MANA) > pl->stats.sp) { 1332 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1205 new_draw_info_format(NDI_UNIQUE,0,pl, 1333 {
1206 "You don't have enough mana to write a scroll of %s.", 1334 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1207 &chosen_spell->name);
1208 return 0; 1335 return 0;
1209 } 1336 }
1210 1337
1211 /* if there is a spell already on the scroll then player could easily 1338 /* if there is a spell already on the scroll then player could easily
1212 * accidently read it while trying to write the new one. give player 1339 * accidently read it while trying to write the new one. give player
1213 * a 50% chance to overwrite spell at their own level 1340 * a 50% chance to overwrite spell at their own level
1214 */ 1341 */
1215 if((scroll->stats.sp || scroll->inv) && 1342 if ((scroll->stats.sp || scroll->inv) && random_roll (0, scroll->level * 2, pl, PREFER_LOW) > skill->level)
1216 random_roll(0, scroll->level*2, pl, PREFER_LOW)>skill->level) { 1343 {
1217 new_draw_info_format(NDI_UNIQUE,0,pl, 1344 new_draw_info_format (NDI_UNIQUE, 0, pl, "Oops! You accidently read it while trying to write on it.");
1218 "Oops! You accidently read it while trying to write on it.");
1219 manual_apply(pl,scroll,0); 1345 manual_apply (pl, scroll, 0);
1346 return 0;
1347 }
1348
1349 /* ok, we are ready to try inscription */
1350 if (QUERY_FLAG (pl, FLAG_CONFUSED))
1351 confused = 1;
1352
1353 /* Lost mana/grace no matter what */
1354 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);
1356
1357 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1358 {
1359 if (scroll->nrof > 1)
1360 {
1361 newscroll = scroll->clone ();
1362 decrease_ob (scroll);
1363 newscroll->nrof = 1;
1364 }
1365 else
1366 newscroll = scroll;
1367
1368 if (!confused)
1369 {
1370 newscroll->level = MAX (skill->level, chosen_spell->level);
1371 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll.");
1372 }
1373 else
1374 {
1375 chosen_spell = find_random_spell_in_ob (pl, NULL);
1376 if (!chosen_spell)
1220 return 0; 1377 return 0;
1221 }
1222 1378
1223 /* ok, we are ready to try inscription */
1224 if(QUERY_FLAG(pl,FLAG_CONFUSED)) confused = 1;
1225
1226 /* Lost mana/grace no matter what */
1227 pl->stats.grace-=SP_level_spellpoint_cost(pl,chosen_spell,SPELL_GRACE);
1228 pl->stats.sp-=SP_level_spellpoint_cost(pl,chosen_spell,SPELL_MANA);
1229
1230 if (random_roll(0, chosen_spell->level*4-1, pl, PREFER_LOW) < skill->level) {
1231 if (scroll->nrof > 1) {
1232 newscroll = get_object();
1233 copy_object(scroll, newscroll);
1234 decrease_ob(scroll);
1235 newscroll->nrof = 1;
1236 } else {
1237 newscroll = scroll;
1238 }
1239
1240 if(!confused) {
1241 newscroll->level= MAX(skill->level, chosen_spell->level); 1379 newscroll->level = MAX (skill->level, chosen_spell->level);
1242 new_draw_info(NDI_UNIQUE,0,pl,
1243 "You succeed in writing a new scroll.");
1244 } else {
1245 chosen_spell = find_random_spell_in_ob(pl, NULL);
1246 if (!chosen_spell) return 0;
1247
1248 newscroll->level= MAX(skill->level, chosen_spell->level);
1249 new_draw_info(NDI_UNIQUE,0,pl,
1250 "In your confused state, you write down some odd spell."); 1380 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1251 } 1381 }
1252 1382
1253 if (newscroll->inv) { 1383 if (newscroll->inv)
1254 object *ninv; 1384 newscroll->inv->destroy ();
1255 1385
1256 ninv = newscroll->inv; 1386 tmp = chosen_spell->clone ();
1257 remove_ob(ninv);
1258 free_object(ninv);
1259 }
1260 tmp = get_object();
1261 copy_object(chosen_spell, tmp);
1262 insert_ob_in_ob(tmp, newscroll); 1387 insert_ob_in_ob (tmp, newscroll);
1263 1388
1264 /* Same code as from treasure.c - so they can better merge. 1389 /* Same code as from treasure.c - so they can better merge.
1265 * if players want to sell them, so be it. 1390 * if players want to sell them, so be it.
1266 */ 1391 */
1267 newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * 1392 newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1268 (newscroll->level +50) / (newscroll->inv->level + 50);
1269 newscroll->stats.exp = newscroll->value/5; 1393 newscroll->stats.exp = newscroll->value / 5;
1270 1394
1271 /* wait until finished manipulating the scroll before inserting it */ 1395 /* wait until finished manipulating the scroll before inserting it */
1272 if (newscroll == scroll) 1396 if (newscroll == scroll)
1273 { 1397 {
1274 /* Remove to correctly merge with other items which may exist in inventory */ 1398 /* Remove to correctly merge with other items which may exist in inventory */
1275 remove_ob(newscroll); 1399 newscroll->remove ();
1276 esrv_del_item(pl->contr,newscroll->count); 1400 esrv_del_item (pl->contr, newscroll->count);
1277 } 1401 }
1402
1278 newscroll=insert_ob_in_ob(newscroll,pl); 1403 newscroll = insert_ob_in_ob (newscroll, pl);
1279 esrv_send_item(pl, newscroll); 1404 esrv_send_item (pl, newscroll);
1280 success = calc_skill_exp(pl,newscroll, skill); 1405 success = calc_skill_exp (pl, newscroll, skill);
1406 if (!confused)
1281 if(!confused) success *= 2; 1407 success *= 2;
1282 success = success * skill->level; 1408 success = success * skill->level;
1283 return success; 1409 return success;
1284 1410
1285 } else { /* Inscription has failed */ 1411 }
1412 else
1413 { /* Inscription has failed */
1286 1414
1287 if(chosen_spell->level>skill->level || confused) { /*backfire!*/ 1415 if (chosen_spell->level > skill->level || confused)
1288 new_draw_info(NDI_UNIQUE,0,pl, 1416 { /*backfire! */
1289 "Ouch! Your attempt to write a new scroll strains your mind!"); 1417 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!");
1290 if(random_roll(0, 1, pl, PREFER_LOW)==1) 1418 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1291 drain_specific_stat(pl,4); 1419 pl->drain_specific_stat (4);
1292 else { 1420 else
1421 {
1293 confuse_player(pl,pl,99); 1422 confuse_player (pl, pl, 99);
1294 return (-30*chosen_spell->level); 1423 return (-30 * chosen_spell->level);
1295 } 1424 }
1425 }
1296 } else if(random_roll(0, pl->stats.Int-1, pl, PREFER_HIGH) < 15) { 1426 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1297 new_draw_info(NDI_UNIQUE,0,pl, 1427 {
1298 "Your attempt to write a new scroll rattles your mind!"); 1428 new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind!");
1299 confuse_player(pl,pl,99); 1429 confuse_player (pl, pl, 99);
1430 }
1300 } else 1431 else
1301 new_draw_info(NDI_UNIQUE,0,pl,"You fail to write a new scroll."); 1432 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll.");
1302 } 1433 }
1434
1435 return 0;
1436}
1437
1438/* write_on_item() - wrapper for write_note and write_scroll */
1439int
1440write_on_item (object *pl, const char *params, object *skill)
1441{
1442 object *item;
1443 const char *string = params;
1444 int msgtype;
1445 archetype *skat;
1446
1447 if (pl->type != PLAYER)
1303 return 0; 1448 return 0;
1304}
1305 1449
1306/* write_on_item() - wrapper for write_note and write_scroll */
1307int write_on_item (object *pl,const char *params, object *skill) {
1308 object *item;
1309 const char *string=params;
1310 int msgtype;
1311 archetype *skat;
1312
1313 if(pl->type!=PLAYER) return 0;
1314
1315 if (!params) { 1450 if (!params)
1451 {
1316 params=""; 1452 params = "";
1317 string=params; 1453 string = params;
1318 } 1454 }
1455
1319 skat = get_archetype_by_type_subtype(SKILL, SK_LITERACY); 1456 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1320 1457
1321 /* Need to be able to read before we can write! */ 1458 /* Need to be able to read before we can write! */
1322 if(!find_skill_by_name(pl,skat->clone.skill)) { 1459 if (!find_skill_by_name (pl, skat->clone.skill))
1323 new_draw_info(NDI_UNIQUE,0,pl, 1460 {
1324 "You must learn to read before you can write!"); 1461 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!");
1325 return 0; 1462 return 0;
1326 } 1463 }
1327 1464
1328 /* if there is a message then it goes in a book and no message means 1465 /* if there is a message then it goes in a book and no message means
1329 * write active spell into the scroll 1466 * write active spell into the scroll
1330 */ 1467 */
1331 msgtype = (string[0]!='\0') ? BOOK : SCROLL; 1468 msgtype = (string[0] != '\0') ? BOOK : SCROLL;
1332 1469
1333 /* find an item of correct type to write on */ 1470 /* find an item of correct type to write on */
1334 if ( !(item = find_marked_object(pl))){ 1471 if (!(item = find_marked_object (pl)))
1472 {
1335 new_draw_info(NDI_UNIQUE,0,pl,"You don't have any marked item to write on."); 1473 new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on.");
1336 return 0; 1474 return 0;
1337 } 1475 }
1338 1476
1339 if(QUERY_FLAG(item,FLAG_UNPAID)) { 1477 if (QUERY_FLAG (item, FLAG_UNPAID))
1340 new_draw_info(NDI_UNIQUE,0,pl, 1478 {
1341 "You had better pay for that before you write on it."); 1479 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1342 return 0; 1480 return 0;
1343 } 1481 }
1344 if (msgtype != item->type) { 1482 if (msgtype != item->type)
1483 {
1345 new_draw_info_format(NDI_UNIQUE,0,pl,"You have no %s to write on", 1484 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll");
1346 msgtype==BOOK ? "book" : "scroll");
1347 return 0; 1485 return 0;
1348 } 1486 }
1349 1487
1350 if (msgtype == SCROLL) { 1488 if (msgtype == SCROLL)
1351 return write_scroll(pl,item, skill); 1489 return write_scroll (pl, item, skill);
1352 } else if (msgtype == BOOK) { 1490 else if (msgtype == BOOK)
1353 return write_note(pl,item,string, skill); 1491 return write_note (pl, item, string, skill);
1354 } 1492
1355 return 0; 1493 return 0;
1356} 1494}
1357
1358
1359 1495
1360/* find_throw_ob() - if we request an object, then 1496/* find_throw_ob() - if we request an object, then
1361 * we search for it in the inventory of the owner (you've 1497 * we search for it in the inventory of the owner (you've
1362 * got to be carrying something in order to throw it!). 1498 * got to be carrying something in order to throw it!).
1363 * If we didnt request an object, then the top object in inventory 1499 * If we didnt request an object, then the top object in inventory
1364 * (that is "throwable", ie no throwing your skills away!) 1500 * (that is "throwable", ie no throwing your skills away!)
1365 * is the object of choice. Also check to see if object is 1501 * is the object of choice. Also check to see if object is
1366 * 'throwable' (ie not applied cursed obj, worn, etc). 1502 * 'throwable' (ie not applied cursed obj, worn, etc).
1367 */ 1503 */
1368 1504static object *
1369static object *find_throw_ob( object *op, const char *request ) { 1505find_throw_ob (object *op, const char *request)
1506{
1370 object *tmp; 1507 object *tmp;
1371 1508
1372 if(!op) { /* safety */ 1509 if (!op)
1510 { /* safety */
1373 LOG(llevError,"find_throw_ob(): confused! have a NULL thrower!\n"); 1511 LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1374 return (object *) NULL; 1512 return (object *) NULL;
1375 } 1513 }
1376 1514
1377 /* prefer marked item */ 1515 /* prefer marked item */
1378 tmp = find_marked_object(op); 1516 tmp = find_marked_object (op);
1379 if (tmp != NULL) { 1517 if (tmp != NULL)
1518 {
1380 /* can't toss invisible or inv-locked items */ 1519 /* can't toss invisible or inv-locked items */
1381 if (tmp->invisible || QUERY_FLAG(tmp, FLAG_INV_LOCKED)) { 1520 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1521 {
1382 tmp = NULL; 1522 tmp = NULL;
1383 } 1523 }
1384 } 1524 }
1385 1525
1386 /* look through the inventory */ 1526 /* look through the inventory */
1387 if (tmp == NULL) { 1527 if (tmp == NULL)
1528 {
1388 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 1529 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1530 {
1389 /* can't toss invisible or inv-locked items */ 1531 /* can't toss invisible or inv-locked items */
1390 if (tmp->invisible || QUERY_FLAG(tmp, FLAG_INV_LOCKED)) 1532 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1391 continue; 1533 continue;
1392 if (!request 1534 if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request))
1393 || !strcmp(query_name(tmp), request)
1394 || !strcmp(tmp->name, request))
1395 break; 1535 break;
1396 } 1536 }
1397 } 1537 }
1398 1538
1399 /* this should prevent us from throwing away 1539 /* this should prevent us from throwing away
1400 * cursed items, worn armour, etc. Only weapons 1540 * cursed items, worn armour, etc. Only weapons
1401 * can be thrown from 'hand'. 1541 * can be thrown from 'hand'.
1402 */ 1542 */
1543 if (!tmp)
1403 if (!tmp) return NULL; 1544 return NULL;
1404 1545
1405 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 1546 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1547 {
1406 if(tmp->type!=WEAPON) { 1548 if (tmp->type != WEAPON)
1407 new_draw_info_format(NDI_UNIQUE, 0,op, 1549 {
1408 "You can't throw %s.",query_name(tmp)); 1550 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp));
1409 tmp = NULL; 1551 tmp = NULL;
1552 }
1410 } else if (QUERY_FLAG(tmp,FLAG_CURSED)||QUERY_FLAG(tmp,FLAG_DAMNED)) { 1553 else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1411 new_draw_info_format(NDI_UNIQUE, 0,op, 1554 {
1412 "The %s sticks to your hand!",query_name(tmp)); 1555 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp));
1413 tmp = NULL; 1556 tmp = NULL;
1557 }
1414 } else { 1558 else
1559 {
1415 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) { 1560 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
1561 {
1416 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); 1562 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1417 tmp = NULL; 1563 tmp = NULL;
1418 } 1564 }
1419 } 1565 }
1566 }
1420 } else if (QUERY_FLAG(tmp, FLAG_UNPAID)) { 1567 else if (QUERY_FLAG (tmp, FLAG_UNPAID))
1568 {
1421 new_draw_info_format(NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name(tmp)); 1569 new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp));
1422 tmp = NULL; 1570 tmp = NULL;
1423 } 1571 }
1424 1572
1425 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED)) { 1573 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1574 {
1426 LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); 1575 LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1427 tmp=NULL; 1576 tmp = NULL;
1428 } 1577 }
1429 return tmp; 1578 return tmp;
1430} 1579}
1431 1580
1432/* make_throw_ob() We construct the 'carrier' object in 1581/* make_throw_ob() We construct the 'carrier' object in
1433 * which we will insert the object that is being thrown. 1582 * which we will insert the object that is being thrown.
1434 * This combination becomes the 'thrown object'. -b.t. 1583 * This combination becomes the 'thrown object'. -b.t.
1435 */ 1584 */
1436 1585static object *
1437static object *make_throw_ob (object *orig) { 1586make_throw_ob (object *orig)
1438 object *toss_item; 1587{
1439 1588 if (!orig)
1440 if(!orig) return NULL; 1589 return NULL;
1441 1590
1442 toss_item=get_object();
1443 if (QUERY_FLAG (orig, FLAG_APPLIED)) { 1591 if (QUERY_FLAG (orig, FLAG_APPLIED))
1592 {
1444 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); 1593 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1445 /* insufficient workaround, but better than nothing */ 1594 /* insufficient workaround, but better than nothing */
1446 CLEAR_FLAG (orig, FLAG_APPLIED); 1595 CLEAR_FLAG (orig, FLAG_APPLIED);
1447 } 1596 }
1448 copy_object(orig,toss_item); 1597
1598 object *toss_item = orig->clone ();
1599
1449 toss_item->type = THROWN_OBJ; 1600 toss_item->type = THROWN_OBJ;
1450 CLEAR_FLAG(toss_item,FLAG_CHANGING); 1601 CLEAR_FLAG (toss_item, FLAG_CHANGING);
1451 toss_item->stats.dam = 0; /* default damage */ 1602 toss_item->stats.dam = 0; /* default damage */
1452 insert_ob_in_ob(orig,toss_item); 1603 insert_ob_in_ob (orig, toss_item);
1453 return toss_item; 1604 return toss_item;
1454} 1605}
1455
1456 1606
1457/* do_throw() - op throws any object toss_item. This code 1607/* do_throw() - op throws any object toss_item. This code
1458 * was borrowed from fire_bow. 1608 * was borrowed from fire_bow.
1459 * Returns 1 if skill was successfully used, 0 if not 1609 * Returns 1 if skill was successfully used, 0 if not
1460 */ 1610 */
1461 1611static int
1462static int do_throw(object *op, object *part, object *toss_item, int dir, object *skill) { 1612do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1613{
1463 object *throw_ob=toss_item, *left=NULL; 1614 object *throw_ob = toss_item, *left = NULL;
1464 tag_t left_tag;
1465 int eff_str = 0,maxc,str=op->stats.Str,dam=0; 1615 int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1466 int pause_f,weight_f=0, mflags; 1616 int pause_f, weight_f = 0, mflags;
1467 float str_factor=1.0,load_factor=1.0,item_factor=1.0; 1617 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1468 mapstruct *m; 1618 maptile *m;
1469 sint16 sx, sy; 1619 sint16 sx, sy;
1470 tag_t tag;
1471 1620
1472 if(throw_ob==NULL) { 1621 if (throw_ob == NULL)
1622 {
1473 if(op->type==PLAYER) { 1623 if (op->type == PLAYER)
1474 new_draw_info(NDI_UNIQUE, 0,op,"You have nothing to throw."); 1624 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1475 } 1625
1476 return 0; 1626 return 0;
1477 } 1627 }
1478 if (QUERY_FLAG(throw_ob, FLAG_STARTEQUIP)) { 1628 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP))
1629 {
1479 if (op->type==PLAYER) { 1630 if (op->type == PLAYER)
1480 new_draw_info(NDI_UNIQUE, 0, op, "The gods won't let you throw that."); 1631 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that.");
1481 } 1632
1482 return 0; 1633 return 0;
1483 } 1634 }
1484 1635
1485 /* Because throwing effectiveness must be reduced by the 1636 /* Because throwing effectiveness must be reduced by the
1486 * encumbrance of the thrower and weight of the object. THus, 1637 * encumbrance of the thrower and weight of the object. THus,
1487 * we use the concept of 'effective strength' as defined below. 1638 * we use the concept of 'effective strength' as defined below.
1488 */ 1639 */
1489 1640
1490 /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */ 1641 /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1491 if(str>MAX_STAT) { 1642 if (str > MAX_STAT)
1643 {
1492 str_factor = (float) str /(float) MAX_STAT; str = MAX_STAT; 1644 str_factor = (float) str / (float) MAX_STAT;
1493 } 1645 str = MAX_STAT;
1494 1646 }
1647
1495 /* the more we carry, the less we can throw. Limit only on players */ 1648 /* the more we carry, the less we can throw. Limit only on players */
1496 maxc=max_carry[str]*1000; 1649 maxc = max_carry[str] * 1000;
1497 if(op->carrying>maxc&&op->type==PLAYER) 1650 if (op->carrying > maxc && op->type == PLAYER)
1498 load_factor = (float)maxc/(float) op->carrying; 1651 load_factor = (float) maxc / (float) op->carrying;
1499 1652
1500 /* lighter items are thrown harder, farther, faster */ 1653 /* lighter items are thrown harder, farther, faster */
1501 if(throw_ob->weight>0) 1654 if (throw_ob->weight > 0)
1502 item_factor = (float) maxc/(float) (3.0 * throw_ob->weight); 1655 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1656 else
1503 else { /* 0 or negative weight?!? Odd object, can't throw it */ 1657 { /* 0 or negative weight?!? Odd object, can't throw it */
1504 new_draw_info_format(NDI_UNIQUE, 0,op,"You can't throw %s.\n", 1658 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob));
1505 query_name(throw_ob));
1506 return 0; 1659 return 0;
1507 }
1508 1660 }
1661
1509 eff_str = (int) (str * (load_factor<1.0?load_factor:1.0)); 1662 eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0));
1510 eff_str = (int) ((float) eff_str * item_factor * str_factor); 1663 eff_str = (int) ((float) eff_str * item_factor * str_factor);
1511 1664
1512 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to 1665 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1513 * account for super-strong throwers. */ 1666 * account for super-strong throwers. */
1514 if(eff_str>MAX_STAT) eff_str=MAX_STAT; 1667 if (eff_str > MAX_STAT)
1668 eff_str = MAX_STAT;
1515 1669
1516#ifdef DEBUG_THROW 1670#ifdef DEBUG_THROW
1517 LOG(llevDebug,"%s carries %d, eff_str=%d\n",op->name,op->carrying,eff_str); 1671 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1518 LOG(llevDebug," max_c=%d, item_f=%f, load_f=%f, str=%d\n",maxc, 1672 LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1519 item_factor,load_factor,op->stats.Str);
1520 LOG(llevDebug," str_factor=%f\n",str_factor); 1673 LOG (llevDebug, " str_factor=%f\n", str_factor);
1521 LOG(llevDebug," item %s weight= %d\n",throw_ob->name,throw_ob->weight); 1674 LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight);
1522#endif 1675#endif
1523 1676
1524 /* 3 things here prevent a throw, you aimed at your feet, you 1677 /* 3 things here prevent a throw, you aimed at your feet, you
1525 * have no effective throwing strength, or you threw at something 1678 * have no effective throwing strength, or you threw at something
1526 * that flying objects can't get through. 1679 * that flying objects can't get through.
1527 */ 1680 */
1528 mflags = get_map_flags(part->map,&m, part->x+freearr_x[dir],part->y+freearr_y[dir],&sx,&sy); 1681 mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy);
1529 1682
1530 if(!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || 1683 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1531 (GET_MAP_MOVE_BLOCK(m, sx, sy) & MOVE_FLY_LOW)) { 1684 {
1532
1533 /* bounces off 'wall', and drops to feet */ 1685 /* bounces off 'wall', and drops to feet */
1534 remove_ob(throw_ob); 1686 throw_ob->insert_at (part, op);
1535 throw_ob->x = part->x; throw_ob->y = part->y; 1687
1536 insert_ob_in_map(throw_ob,part->map,op,0);
1537 if(op->type==PLAYER) { 1688 if (op->type == PLAYER)
1689 {
1538 if(eff_str<=1) { 1690 if (eff_str <= 1)
1539 new_draw_info_format(NDI_UNIQUE, 0,op, 1691 new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob));
1540 "Your load is so heavy you drop %s to the ground.",
1541 query_name(throw_ob));
1542 }
1543 else if(!dir) { 1692 else if (!dir)
1544 new_draw_info_format(NDI_UNIQUE, 0,op,"You throw %s at the ground.", 1693 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1545 query_name(throw_ob));
1546 }
1547 else 1694 else
1548 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1695 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1549 } 1696 }
1697
1550 return 0; 1698 return 0;
1551 } /* if object can't be thrown */ 1699 } /* if object can't be thrown */
1552 1700
1553 left = throw_ob; /* these are throwing objects left to the player */ 1701 left = throw_ob; /* these are throwing objects left to the player */
1554 left_tag = left->count;
1555 1702
1556 /* sometimes get_split_ob can't split an object (because op->nrof==0?) 1703 /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1557 * and returns NULL. We must use 'left' then 1704 * and returns NULL. We must use 'left' then
1558 */ 1705 */
1559 1706
1560 if((throw_ob = get_split_ob(throw_ob, 1))==NULL) { 1707 if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL)
1708 {
1561 throw_ob = left; 1709 throw_ob = left;
1562 remove_ob(left); 1710 left->remove ();
1563 if (op->type==PLAYER) 1711 if (op->type == PLAYER)
1564 esrv_del_item(op->contr, left->count); 1712 esrv_del_item (op->contr, left->count);
1565 } 1713 }
1566 else if (op->type==PLAYER) { 1714 else if (op->type == PLAYER)
1567 if (was_destroyed (left, left_tag)) 1715 {
1716 if (left->destroyed ())
1568 esrv_del_item(op->contr, left_tag); 1717 esrv_del_item (op->contr, left->count);
1569 else 1718 else
1570 esrv_update_item(UPD_NROF, op, left); 1719 esrv_update_item (UPD_NROF, op, left);
1571 } 1720 }
1572 1721
1573 /* special case: throwing powdery substances like dust, dirt */ 1722 /* special case: throwing powdery substances like dust, dirt */
1574 if(throw_ob->type == POTION && throw_ob->subtype == POT_DUST) { 1723 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1724 {
1575 cast_dust(op,throw_ob,dir); 1725 cast_dust (op, throw_ob, dir);
1576 return 1; 1726 return 1;
1577 } 1727 }
1578 1728
1579 /* Make a thrown object -- insert real object in a 'carrier' object. 1729 /* Make a thrown object -- insert real object in a 'carrier' object.
1580 * If unsuccessfull at making the "thrown_obj", we just reinsert 1730 * If unsuccessfull at making the "thrown_obj", we just reinsert
1581 * the original object back into inventory and exit 1731 * the original object back into inventory and exit
1582 */ 1732 */
1583 if((toss_item = make_throw_ob(throw_ob))) { 1733 if ((toss_item = make_throw_ob (throw_ob)))
1734 {
1584 throw_ob = toss_item; 1735 throw_ob = toss_item;
1585 throw_ob->skill = skill->skill; 1736 throw_ob->skill = skill->skill;
1737 }
1738 else
1586 } 1739 {
1587 else {
1588 insert_ob_in_ob(throw_ob,op); 1740 insert_ob_in_ob (throw_ob, op);
1589 return 0; 1741 return 0;
1590 } 1742 }
1591 1743
1592 set_owner(throw_ob,op); 1744 throw_ob->set_owner (op);
1593 /* At some point in the attack code, the actual real object (op->inv) 1745 /* At some point in the attack code, the actual real object (op->inv)
1594 * becomes the hitter. As such, we need to make sure that has a proper 1746 * becomes the hitter. As such, we need to make sure that has a proper
1595 * owner value so exp goes to the right place. 1747 * owner value so exp goes to the right place.
1596 */ 1748 */
1597 set_owner(throw_ob->inv,op); 1749 throw_ob->inv->set_owner (op);
1598 throw_ob->direction=dir; 1750 throw_ob->direction = dir;
1599 throw_ob->x = part->x;
1600 throw_ob->y = part->y;
1601 1751
1602 /* the damage bonus from the force of the throw */ 1752 /* the damage bonus from the force of the throw */
1603 dam = (int) (str_factor * dam_bonus[eff_str]); 1753 dam = (int) (str_factor * dam_bonus[eff_str]);
1604 1754
1605 /* Now, lets adjust the properties of the thrown_ob. */ 1755 /* Now, lets adjust the properties of the thrown_ob. */
1606 1756
1607 /* how far to fly */ 1757 /* how far to fly */
1608 throw_ob->last_sp = (eff_str*3)/5; 1758 throw_ob->last_sp = (eff_str * 3) / 5;
1609 1759
1610 /* speed */ 1760 /* speed */
1611 throw_ob->speed = (speed_bonus[eff_str]+1.0)/1.5; 1761 throw_ob->set_speed (min (1.0, speed_bonus[eff_str] + 1.0) / 1.5); /* no faster than an arrow! */
1612 throw_ob->speed = MIN(1.0,throw_ob->speed); /* no faster than an arrow! */ 1762
1613
1614 /* item damage. Eff_str and item weight influence damage done */ 1763 /* item damage. Eff_str and item weight influence damage done */
1615 weight_f = (throw_ob->weight/2000)>MAX_STAT?MAX_STAT:(throw_ob->weight/2000); 1764 weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000);
1616 throw_ob->stats.dam += (dam/3) + dam_bonus[weight_f] 1765 throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1617 + (throw_ob->weight/15000) - 2;
1618 1766
1619 /* chance of breaking. Proportional to force used and weight of item */ 1767 /* chance of breaking. Proportional to force used and weight of item */
1620 throw_ob->stats.food = (dam/2) + (throw_ob->weight/60000); 1768 throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1621 1769
1622 /* replace 25 with a call to clone.arch wc? messes up w/ NPC */ 1770 /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1623 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] 1771 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1624 - thaco_bonus[eff_str] - skill->level;
1625
1626 1772
1627 /* the properties of objects which are meant to be thrown (ie dart, 1773 /* the properties of objects which are meant to be thrown (ie dart,
1628 * throwing knife, etc) will differ from ordinary items. Lets tailor 1774 * throwing knife, etc) will differ from ordinary items. Lets tailor
1629 * this stuff in here. 1775 * this stuff in here.
1630 */ 1776 */
1631 1777
1632 if(QUERY_FLAG(throw_ob->inv,FLAG_IS_THROWN)) { 1778 if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN))
1779 {
1633 throw_ob->last_sp += eff_str/3; /* fly a little further */ 1780 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1634 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; 1781 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1635 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; 1782 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1636 /* only throw objects get directional faces */ 1783 /* only throw objects get directional faces */
1637 if(GET_ANIM_ID(throw_ob) && NUM_ANIMATIONS(throw_ob)) 1784 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob))
1638 SET_ANIMATION(throw_ob, dir); 1785 SET_ANIMATION (throw_ob, dir);
1639 } else { 1786 }
1787 else
1788 {
1789 uint16 mat = throw_ob->materials;
1790
1640 /* some materials will adjust properties.. */ 1791 /* some materials will adjust properties.. */
1641 if(throw_ob->material&M_LEATHER) { 1792 if (mat & M_LEATHER)
1793 {
1642 throw_ob->stats.dam -= 1; 1794 throw_ob->stats.dam -= 1;
1643 throw_ob->stats.food -= 10; 1795 throw_ob->stats.food -= 10;
1796 }
1797
1798 if (mat & M_GLASS)
1799 throw_ob->stats.food += 60;
1800
1801 if (mat & M_ORGANIC)
1644 } 1802 {
1645 if(throw_ob->material&M_GLASS) throw_ob->stats.food += 60;
1646
1647 if(throw_ob->material&M_ORGANIC) {
1648 throw_ob->stats.dam -= 3; 1803 throw_ob->stats.dam -= 3;
1649 throw_ob->stats.food += 55; 1804 throw_ob->stats.food += 55;
1805 }
1806
1807 if (mat & M_PAPER || mat & M_CLOTH)
1650 } 1808 {
1651 if(throw_ob->material&M_PAPER||throw_ob->material&M_CLOTH) { 1809 throw_ob->stats.dam -= 5;
1652 throw_ob->stats.dam -= 5; throw_ob->speed *= 0.8; 1810 throw_ob->speed *= 0.8;
1653 throw_ob->stats.wc += 3; throw_ob->stats.food -= 30; 1811 throw_ob->stats.wc += 3;
1812 throw_ob->stats.food -= 30;
1654 } 1813 }
1814
1655 /* light obj have more wind resistance, fly slower*/ 1815 /* light obj have more wind resistance, fly slower */
1656 if(throw_ob->weight>500) throw_ob->speed *= 0.8; 1816 if (throw_ob->weight > 500)
1657 if(throw_ob->weight>50) throw_ob->speed *= 0.5; 1817 throw_ob->speed *= 0.8;
1658 1818
1659 } /* else tailor thrown object */ 1819 if (throw_ob->weight > 50)
1660 1820 throw_ob->speed *= 0.5;
1821 } /* else tailor thrown object */
1822
1661 /* some limits, and safeties (needed?) */ 1823 /* some limits, and safeties (needed?) */
1662 if(throw_ob->stats.dam<0) throw_ob->stats.dam=0; 1824 if (throw_ob->stats.dam < 0)
1663 if(throw_ob->last_sp>eff_str) throw_ob->last_sp=eff_str; 1825 throw_ob->stats.dam = 0;
1664 if(throw_ob->stats.food<0) throw_ob->stats.food=0; 1826 if (throw_ob->last_sp > eff_str)
1665 if(throw_ob->stats.food>100) throw_ob->stats.food=100; 1827 throw_ob->last_sp = eff_str;
1666 if(throw_ob->stats.wc>30) throw_ob->stats.wc=30; 1828 if (throw_ob->stats.food < 0)
1829 throw_ob->stats.food = 0;
1830 if (throw_ob->stats.food > 100)
1831 throw_ob->stats.food = 100;
1832 if (throw_ob->stats.wc > 30)
1833 throw_ob->stats.wc = 30;
1667 1834
1668 /* how long to pause the thrower. Higher values mean less pause */ 1835 /* how long to pause the thrower. Higher values mean less pause */
1669 pause_f = ((2*eff_str)/3)+20+skill->level; 1836 pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1670 1837
1671 /* Put a lower limit on this */ 1838 /* Put a lower limit on this */
1672 if (pause_f < 10) pause_f=10; 1839 if (pause_f < 10)
1673 if (pause_f > 100) pause_f=100; 1840 pause_f = 10;
1841 if (pause_f > 100)
1842 pause_f = 100;
1674 1843
1675 /* Changed in 0.94.2 - the calculation before was really goofy. 1844 /* Changed in 0.94.2 - the calculation before was really goofy.
1676 * In short summary, a throw can take anywhere between speed 5 and 1845 * In short summary, a throw can take anywhere between speed 5 and
1677 * speed 0.5 1846 * speed 0.5
1678 */ 1847 */
1679 op->speed_left -= 50 / pause_f; 1848 op->speed_left -= 50 / pause_f;
1680 1849
1681 update_ob_speed(throw_ob);
1682 throw_ob->speed_left = 0; 1850 throw_ob->speed_left = 0;
1683 throw_ob->map = part->map; 1851 throw_ob->map = part->map;
1684 1852
1685 throw_ob->move_type = MOVE_FLY_LOW; 1853 throw_ob->move_type = MOVE_FLY_LOW;
1686 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; 1854 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1687 1855
1688#if 0 1856#if 0
1689 /* need to put in a good sound for this */ 1857 /* need to put in a good sound for this */
1690 play_sound_map(op->map, op->x, op->y, SOUND_THROW_OBJ); 1858 play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1691#endif 1859#endif
1860
1692/* Lauwenmark - Now we can call the associated script_throw event (if any) */ 1861/* Lauwenmark - Now we can call the associated script_throw event (if any) */
1693 INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op)); 1862 INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op));
1694#ifdef DEBUG_THROW 1863#ifdef DEBUG_THROW
1695 LOG(llevDebug," pause_f=%d \n",pause_f); 1864 LOG (llevDebug, " pause_f=%d \n", pause_f);
1696 LOG(llevDebug," %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n", 1865 LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1697 throw_ob->name,throw_ob->stats.wc,throw_ob->stats.dam, 1866 throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food);
1698 throw_ob->last_sp,throw_ob->speed,throw_ob->stats.food);
1699 LOG(llevDebug,"inserting tossitem (%d) into map\n",throw_ob->count); 1867 LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1700#endif 1868#endif
1701 tag = throw_ob->count; 1869
1702 insert_ob_in_map(throw_ob,part->map,op,0); 1870 throw_ob->insert_at (part, op);
1703 if (!was_destroyed (throw_ob, tag)) 1871
1872 if (!throw_ob->destroyed ())
1704 move_arrow(throw_ob); 1873 move_arrow (throw_ob);
1874
1705 return 1; 1875 return 1;
1706} 1876}
1707 1877
1878int
1708int skill_throw (object *op, object *part, int dir, const char *params, object *skill) { 1879skill_throw (object *op, object *part, int dir, const char *params, object *skill)
1880{
1709 object *throw_ob; 1881 object *throw_ob;
1710 1882
1711 if(op->type==PLAYER) 1883 if (op->type == PLAYER)
1712 throw_ob = find_throw_ob(op,params); 1884 throw_ob = find_throw_ob (op, params);
1713 else 1885 else
1714 throw_ob = find_mon_throw_ob(op); 1886 throw_ob = find_mon_throw_ob (op);
1715 1887
1716 return do_throw(op,part, throw_ob,dir, skill); 1888 return do_throw (op, part, throw_ob, dir, skill);
1717} 1889}

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