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Comparing deliantra/server/server/skills.C (file contents):
Revision 1.37 by root, Mon Jun 4 13:04:00 2007 UTC vs.
Revision 1.42 by root, Thu Aug 23 16:46:28 2007 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
719/* do_skill_ident() - workhorse for skill_ident() -b.t. 718/* do_skill_ident() - workhorse for skill_ident() -b.t.
720 */ 719 */
721static int 720static int
722do_skill_ident (object *pl, int obj_class, object *skill) 721do_skill_ident (object *pl, int obj_class, object *skill)
723{ 722{
724 object *tmp;
725 int success = 0; 723 int success = 0;
726 724
727 for (tmp = pl->inv; tmp; tmp = tmp->below) 725 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
728 success += do_skill_ident2 (tmp, pl, obj_class, skill); 726 success += do_skill_ident2 (tmp, pl, obj_class, skill);
729 /* check the ground */ 727 /* check the ground */
730 728
731 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) 729 for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above)
732 success += do_skill_ident2 (tmp, pl, obj_class, skill); 730 success += do_skill_ident2 (tmp, pl, obj_class, skill);
733 731
734 return success; 732 return success;
735} 733}
736 734
744 742
745 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby..."); 743 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
746 744
747 switch (skill->subtype) 745 switch (skill->subtype)
748 { 746 {
749 case SK_SMITHERY: 747 case SK_SMITHERY:
750 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill) 748 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill)
751 + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill) 749 + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill)
752 + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill) 750 + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill)
753 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill); 751 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
754 break; 752 break;
755 753
756 case SK_BOWYER: 754 case SK_BOWYER:
757 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill); 755 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
758 break; 756 break;
759 757
760 case SK_ALCHEMY: 758 case SK_ALCHEMY:
761 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill) 759 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill)
762 + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill); 760 + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
763 break; 761 break;
764 762
765 case SK_WOODSMAN: 763 case SK_WOODSMAN:
766 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill); 764 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
767 break; 765 break;
768 766
769 case SK_JEWELER: 767 case SK_JEWELER:
770 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill); 768 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
771 break; 769 break;
772 770
773 case SK_LITERACY: 771 case SK_LITERACY:
774 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill); 772 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
775 break; 773 break;
776 774
777 case SK_THAUMATURGY: 775 case SK_THAUMATURGY:
778 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill); 776 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
779 break; 777 break;
780 778
781 case SK_DET_CURSE: 779 case SK_DET_CURSE:
782 success = do_skill_detect_curse (pl, skill); 780 success = do_skill_detect_curse (pl, skill);
783 if (success) 781 if (success)
784 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); 782 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
785 break; 783 break;
786 784
787 case SK_DET_MAGIC: 785 case SK_DET_MAGIC:
788 success = do_skill_detect_magic (pl, skill); 786 success = do_skill_detect_magic (pl, skill);
789 if (success) 787 if (success)
790 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!"); 788 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!");
791 break; 789 break;
792 790
793 default: 791 default:
794 LOG (llevError, "Error: bad call to skill_ident()\n"); 792 LOG (llevError, "Error: bad call to skill_ident()\n");
795 return 0; 793 return 0;
796 break; 794 break;
797 } 795 }
796
798 if (!success) 797 if (!success)
799 {
800 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); 798 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
801 } 799
802 return success; 800 return success;
803} 801}
804 802
805/* players using this skill can 'charm' a monster -- 803/* players using this skill can 'charm' a monster --
806 * into working for them. It can only be used on 804 * into working for them. It can only be used on
901 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); 899 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
902 900
903 tmp->set_owner (pl); 901 tmp->set_owner (pl);
904 tmp->skill = skill->skill; 902 tmp->skill = skill->skill;
905 tmp->stats.exp = 0; 903 tmp->stats.exp = 0;
906 add_friendly_object (tmp);
907 tmp->attack_movement = PETMOVE; 904 tmp->attack_movement = PETMOVE;
905
906 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
907 add_friendly_object (tmp);
908
908 return calc_skill_exp (pl, tmp, skill); 909 return calc_skill_exp (pl, tmp, skill);
909 } 910 }
910 /* Charm failed. Creature may be angry now */ 911 /* Charm failed. Creature may be angry now */
911 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW)) 912 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
912 { 913 {
913 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); 914 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
914 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 915 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
915 { 916 {
916 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
917 remove_friendly_object (tmp); 917 remove_friendly_object (tmp);
918 tmp->attack_movement = 0; /* needed? */ 918 tmp->attack_movement = 0; /* needed? */
919 } 919 }
920 920
921 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 921 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
1122 success += calc_skill_exp (op, tmp, skill); 1122 success += calc_skill_exp (op, tmp, skill);
1123 } 1123 }
1124 } 1124 }
1125 } 1125 }
1126 } 1126 }
1127
1127 return success; 1128 return success;
1128} 1129}
1129
1130 1130
1131/* pray() - when this skill is called from do_skill(), it allows 1131/* pray() - when this skill is called from do_skill(), it allows
1132 * the player to regain lost grace points at a faster rate. -b.t. 1132 * the player to regain lost grace points at a faster rate. -b.t.
1133 * This always returns 0 - return value is used by calling function 1133 * This always returns 0 - return value is used by calling function
1134 * such that if it returns true, player gets exp in that skill. This 1134 * such that if it returns true, player gets exp in that skill. This
1135 * the effect here can be done on demand, we probably don't want to 1135 * the effect here can be done on demand, we probably don't want to
1136 * give infinite exp by returning true in any cases. 1136 * give infinite exp by returning true in any cases.
1137 */ 1137 */
1138
1139int 1138int
1140pray (object *pl, object *skill) 1139pray (object *pl, object *skill)
1141{ 1140{
1142 char buf[MAX_BUF]; 1141 char buf[MAX_BUF];
1143 object *tmp; 1142 object *tmp;
1168 if (pl->stats.grace < pl->stats.maxgrace) 1167 if (pl->stats.grace < pl->stats.maxgrace)
1169 { 1168 {
1170 pl->stats.grace++; 1169 pl->stats.grace++;
1171 pl->last_grace = -1; 1170 pl->last_grace = -1;
1172 } 1171 }
1172
1173 return 0; 1173 return 0;
1174} 1174}
1175 1175
1176/* 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
1177 * brief period of concentration. No armour or weapons may be 1177 * brief period of concentration. No armour or weapons may be
1178 * wielded/applied for this to work. The amount of time needed 1178 * wielded/applied for this to work. The amount of time needed
1179 * to concentrate and the # of points regained is dependant on 1179 * to concentrate and the # of points regained is dependant on
1180 * the level of the user. - b.t. thomas@astro.psu.edu 1180 * the level of the user. - b.t. thomas@astro.psu.edu
1181 */ 1181 */
1182
1183void 1182void
1184meditate (object *pl, object *skill) 1183meditate (object *pl, object *skill)
1185{ 1184{
1186 object *tmp; 1185 object *tmp;
1187 1186
1230 pl->last_heal = -1; 1229 pl->last_heal = -1;
1231 } 1230 }
1232} 1231}
1233 1232
1234/* write_note() - this routine allows players to inscribe messages in 1233/* write_note() - this routine allows players to inscribe messages in
1235 * ordinary 'books' (anything that is type BOOK). b.t. 1234 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1236 */ 1235 */
1237static int 1236static int
1238write_note (object *pl, object *item, const char *msg, object *skill) 1237write_note (object *pl, object *item, const char *msg, object *skill)
1239{ 1238{
1239
1240 if (strstr (msg, "\nendmsg"))
1241 {
1242 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1243 return 0;
1244 }
1245
1246 int len = strlen (msg);
1247
1248 if (!is_utf8_string ((U8 *)msg, len))
1249 {
1250 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!");
1251 return 0;
1252 }
1253
1254 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1255 return RESULT_INT (0);
1256
1240 char buf[1024]; 1257 char buf[1024];
1241 object *newBook = NULL;
1242 1258
1243 /* a pair of sanity checks */ 1259 if (len < sizeof (buf) - 2)
1244 if (!item || item->type != BOOK)
1245 return 0;
1246
1247 if (!msg)
1248 {
1249 new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!");
1250 new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill);
1251 return 0;
1252 } 1260 {
1261 snprintf (buf, sizeof (buf), "%s\n", msg);
1253 1262
1254 if (strcasestr_local (msg, "endmsg")) 1263 object *newbook = arch_to_object (item->other_arch);
1255 {
1256 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1257 return 0;
1258 }
1259
1260 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1261 return strlen (msg);
1262
1263 buf[0] = 0;
1264 if (!book_overflow (item->msg, msg, sizeof (buf)))
1265 { /* add msg string to book */
1266 if (item->msg)
1267 strcpy (buf, item->msg);
1268
1269 strcat (buf, msg);
1270 strcat (buf, "\n"); /* new msg needs a LF */
1271 if (item->nrof > 1)
1272 {
1273 newBook = item->clone ();
1274 decrease_ob (item); 1264 decrease_ob (item);
1275 esrv_send_item (pl, item); 1265 esrv_send_item (pl, item);
1276 newBook->nrof = 1; 1266 newbook->nrof = 1;
1277 newBook->msg = buf; 1267 newbook->msg = buf;
1268 newbook->flag [FLAG_IDENTIFIED] = true;
1269
1270 if (item->subtype == 1) // mailscrolls
1271 {
1272 newbook->name = item->name;
1273 newbook->name_pl = item->name_pl;
1274 }
1275
1278 newBook = insert_ob_in_ob (newBook, pl); 1276 newbook = insert_ob_in_ob (newbook, pl);
1279 esrv_send_item (pl, newBook); 1277 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 1278
1279 pl->contr->play_sound (sound_find ("inscribe_success"));
1290 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", query_short_name (item)); 1280 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1291 return strlen (msg); 1281 return strlen (msg);
1292 } 1282 }
1293 else 1283 else
1294 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item)); 1284 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", &item->name);
1295 1285
1296 return 0; 1286 return 0;
1297} 1287}
1298 1288
1299/* write_scroll() - this routine allows players to inscribe spell scrolls 1289/* write_scroll() - this routine allows players to inscribe spell scrolls
1300 * of spells which they know. Backfire effects are possible with the 1290 * of spells which they know. Backfire effects are possible with the
1301 * severity of the backlash correlated with the difficulty of the scroll 1291 * severity of the backlash correlated with the difficulty of the scroll
1302 * that is attempted. -b.t. thomas@astro.psu.edu 1292 * that is attempted. -b.t. thomas@astro.psu.edu
1303 */ 1293 */
1304
1305static int 1294static int
1306write_scroll (object *pl, object *scroll, object *skill) 1295write_scroll (object *pl, object *scroll, object *skill)
1307{ 1296{
1308 int success = 0, confused = 0; 1297 int success = 0, confused = 0;
1309 object *newscroll, *chosen_spell, *tmp;
1310
1311 /* this is a sanity check */
1312 if (scroll->type != SCROLL)
1313 {
1314 new_draw_info (NDI_UNIQUE, 0, pl, "A spell can only be inscribed into a scroll!");
1315 return 0;
1316 }
1317 1298
1318 /* Check if we are ready to attempt inscription */ 1299 /* Check if we are ready to attempt inscription */
1319 chosen_spell = pl->contr->ranged_ob; 1300 object *chosen_spell = pl->contr->ranged_ob;
1301
1320 if (!chosen_spell || chosen_spell->type != SPELL) 1302 if (!chosen_spell || chosen_spell->type != SPELL)
1321 { 1303 {
1322 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); 1304 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1323 return 0; 1305 return 0;
1324 } 1306 }
1330 } 1312 }
1331 1313
1332 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) 1314 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1333 { 1315 {
1334 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); 1316 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1335 return 0;
1336 }
1337
1338 /* if there is a spell already on the scroll then player could easily
1339 * accidently read it while trying to write the new one. give player
1340 * a 50% chance to overwrite spell at their own level
1341 */
1342 if ((scroll->stats.sp || scroll->inv) && random_roll (0, scroll->level * 2, pl, PREFER_LOW) > skill->level)
1343 {
1344 new_draw_info_format (NDI_UNIQUE, 0, pl, "Oops! You accidently read it while trying to write on it.");
1345 manual_apply (pl, scroll, 0);
1346 return 0; 1317 return 0;
1347 } 1318 }
1348 1319
1349 /* ok, we are ready to try inscription */ 1320 /* ok, we are ready to try inscription */
1350 if (QUERY_FLAG (pl, FLAG_CONFUSED)) 1321 if (QUERY_FLAG (pl, FLAG_CONFUSED))
1354 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); 1325 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); 1326 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1356 1327
1357 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) 1328 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1358 { 1329 {
1359 if (scroll->nrof > 1) 1330 object *newscroll = arch_to_object (scroll->other_arch);
1360 {
1361 newscroll = scroll->clone ();
1362 decrease_ob (scroll); 1331 decrease_ob (scroll);
1363 newscroll->nrof = 1; 1332 newscroll->nrof = 1;
1364 } 1333
1365 else 1334 pl->contr->play_sound (sound_find ("inscribe_success"));
1366 newscroll = scroll;
1367 1335
1368 if (!confused) 1336 if (!confused)
1369 { 1337 {
1370 newscroll->level = MAX (skill->level, chosen_spell->level); 1338 newscroll->level = MAX (skill->level, chosen_spell->level);
1339 newscroll->flag [FLAG_IDENTIFIED] = true;
1371 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll."); 1340 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1372 } 1341 }
1373 else 1342 else
1374 { 1343 {
1375 chosen_spell = find_random_spell_in_ob (pl, NULL); 1344 chosen_spell = find_random_spell_in_ob (pl, NULL);
1376 if (!chosen_spell) 1345 if (!chosen_spell)
1378 1347
1379 newscroll->level = MAX (skill->level, chosen_spell->level); 1348 newscroll->level = MAX (skill->level, chosen_spell->level);
1380 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell."); 1349 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1381 } 1350 }
1382 1351
1383 if (newscroll->inv)
1384 newscroll->inv->destroy ();
1385
1386 tmp = chosen_spell->clone (); 1352 object *tmp = chosen_spell->clone ();
1387 insert_ob_in_ob (tmp, newscroll); 1353 insert_ob_in_ob (tmp, newscroll);
1388 1354
1389 /* Same code as from treasure.c - so they can better merge. 1355 /* Same code as from treasure.C - so they can better merge.
1390 * if players want to sell them, so be it. 1356 * if players want to sell them, so be it.
1391 */ 1357 */
1392 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); 1358 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1393 newscroll->stats.exp = newscroll->value / 5; 1359 newscroll->stats.exp = newscroll->value / 5;
1394 1360
1395 /* wait until finished manipulating the scroll before inserting it */
1396 if (newscroll == scroll)
1397 {
1398 /* Remove to correctly merge with other items which may exist in inventory */
1399 newscroll->remove ();
1400 esrv_del_item (pl->contr, newscroll->count);
1401 }
1402
1403 newscroll = insert_ob_in_ob (newscroll, pl); 1361 newscroll = insert_ob_in_ob (newscroll, pl);
1404 esrv_send_item (pl, newscroll); 1362 esrv_send_item (pl, newscroll);
1363
1405 success = calc_skill_exp (pl, newscroll, skill); 1364 success = calc_skill_exp (pl, newscroll, skill);
1406 if (!confused) 1365 if (!confused)
1407 success *= 2; 1366 success *= 2;
1367
1408 success = success * skill->level; 1368 success = success * skill->level;
1409 return success; 1369 return success;
1410
1411 } 1370 }
1412 else 1371 else
1413 { /* Inscription has failed */ 1372 { /* Inscription has failed */
1373 pl->contr->play_sound (sound_find ("inscribe_fail"));
1414 1374
1415 if (chosen_spell->level > skill->level || confused) 1375 if (chosen_spell->level > skill->level || confused)
1416 { /*backfire! */ 1376 { /*backfire! */
1417 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); 1377 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!");
1378
1418 if (random_roll (0, 1, pl, PREFER_LOW) == 1) 1379 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1419 pl->drain_specific_stat (4); 1380 pl->drain_specific_stat (4);
1420 else 1381 else
1421 { 1382 {
1422 confuse_player (pl, pl, 99); 1383 confuse_player (pl, pl, 99);
1423 return (-30 * chosen_spell->level); 1384 return -30 * chosen_spell->level;
1424 } 1385 }
1425 } 1386 }
1426 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) 1387 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1427 { 1388 {
1428 new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind!"); 1389 new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind! H<Frankly spoken, you were too dumb and unlucky.>");
1429 confuse_player (pl, pl, 99); 1390 confuse_player (pl, pl, 99);
1430 } 1391 }
1431 else 1392 else
1432 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll."); 1393 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll. H<Try a lower-level spell, if possible at all.>");
1433 } 1394 }
1434 1395
1435 return 0; 1396 return 0;
1436} 1397}
1437 1398
1438/* write_on_item() - wrapper for write_note and write_scroll */ 1399/* write_on_item() - wrapper for write_note and write_scroll */
1439int 1400int
1440write_on_item (object *pl, const char *params, object *skill) 1401write_on_item (object *pl, const char *params, object *skill)
1441{ 1402{
1442 object *item;
1443 const char *string = params;
1444 int msgtype;
1445 archetype *skat; 1403 archetype *skat;
1446 1404
1447 if (pl->type != PLAYER) 1405 if (pl->type != PLAYER)
1448 return 0; 1406 return 0;
1449 1407
1450 if (!params) 1408 if (!params)
1451 {
1452 params = ""; 1409 params = "";
1453 string = params;
1454 }
1455 1410
1456 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); 1411 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1457 1412
1458 /* Need to be able to read before we can write! */ 1413 /* Need to be able to read before we can write! */
1459 if (!find_skill_by_name (pl, skat->skill)) 1414 if (!find_skill_by_name (pl, skat->skill))
1460 { 1415 {
1461 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!"); 1416 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>");
1462 return 0; 1417 return 0;
1463 } 1418 }
1464 1419
1465 /* if there is a message then it goes in a book and no message means 1420 object *item = find_marked_object (pl);
1466 * write active spell into the scroll
1467 */
1468 msgtype = (string[0] != '\0') ? BOOK : SCROLL;
1469 1421
1470 /* find an item of correct type to write on */ 1422 /* find an item of correct type to write on */
1471 if (!(item = find_marked_object (pl))) 1423 if (!item)
1424 {
1425 new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on. H<Use the mark command or the popup menu to makr an item.>");
1426 return 0;
1472 { 1427 }
1473 new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on."); 1428
1429 if (item->type != INSCRIBABLE)
1430 {
1431 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1474 return 0; 1432 return 0;
1475 } 1433 }
1476 1434
1477 if (QUERY_FLAG (item, FLAG_UNPAID)) 1435 if (QUERY_FLAG (item, FLAG_UNPAID))
1478 { 1436 {
1479 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); 1437 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1480 return 0; 1438 return 0;
1481 } 1439 }
1482 if (msgtype != item->type) 1440
1441 if (item->other_arch->type == SCROLL)
1483 { 1442 {
1484 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll"); 1443 if (*params)
1444 {
1445 // check readied scroll
1446 new_draw_info_format (NDI_UNIQUE, 0, pl,
1447 "When inscribing spells you need to ready a spell and do not specify a string argument.\n"
1448 "Usage: cast [spell name]; use_skill %s", &skill->skill);
1485 return 0; 1449 return 0;
1486 } 1450 }
1487 1451
1488 if (msgtype == SCROLL)
1489 return write_scroll (pl, item, skill); 1452 return write_scroll (pl, item, skill);
1490 else if (msgtype == BOOK) 1453 }
1454 else
1455 {
1456 if (!*params)
1457 {
1458 new_draw_info_format (NDI_UNIQUE, 0, pl,
1459 "When inscribing books you need to specify the words you want to inscribe as command argument.\n"
1460 "Usage: use_skill %s <message>", &skill->skill);
1461 return 0;
1462 }
1463
1491 return write_note (pl, item, string, skill); 1464 return write_note (pl, item, params, skill);
1465 }
1492 1466
1493 return 0; 1467 return 0;
1494} 1468}
1495 1469
1496/* find_throw_ob() - if we request an object, then 1470/* find_throw_ob() - if we request an object, then
1598 object *toss_item = orig->clone (); 1572 object *toss_item = orig->clone ();
1599 1573
1600 toss_item->type = THROWN_OBJ; 1574 toss_item->type = THROWN_OBJ;
1601 CLEAR_FLAG (toss_item, FLAG_CHANGING); 1575 CLEAR_FLAG (toss_item, FLAG_CHANGING);
1602 toss_item->stats.dam = 0; /* default damage */ 1576 toss_item->stats.dam = 0; /* default damage */
1603 insert_ob_in_ob (orig, toss_item); 1577 toss_item->insert (orig);
1578
1604 return toss_item; 1579 return toss_item;
1605} 1580}
1606 1581
1607/* do_throw() - op throws any object toss_item. This code 1582/* do_throw() - op throws any object toss_item. This code
1608 * was borrowed from fire_bow. 1583 * was borrowed from fire_bow.
1748 */ 1723 */
1749 throw_ob->inv->set_owner (op); 1724 throw_ob->inv->set_owner (op);
1750 throw_ob->direction = dir; 1725 throw_ob->direction = dir;
1751 1726
1752 /* the damage bonus from the force of the throw */ 1727 /* the damage bonus from the force of the throw */
1753 dam = (int) (str_factor * dam_bonus[eff_str]); 1728 dam = int (str_factor * dam_bonus[eff_str]);
1754 1729
1755 /* Now, lets adjust the properties of the thrown_ob. */ 1730 /* Now, lets adjust the properties of the thrown_ob. */
1756 1731
1757 /* how far to fly */ 1732 /* how far to fly */
1758 throw_ob->last_sp = (eff_str * 3) / 5; 1733 throw_ob->last_sp = (eff_str * 3) / 5;

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